Additions for Carrion Crown


Carrion Crown

The Exchange

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This will be a thread for my additions to Carrion Crown. Feel free to steal from these or provide advice as you see fit.

Some of them will come from other posters and I will do my best to provide credit when I borrow ideas.

Players stay out! Especially mine.

First of all, I will be providing information on and a connection to Key NPCs based on traits. This will be supplied to the character who takes the trait as a secret.

Chance Savior: You saved the late Professor from certain death. In thanks, you were invited back to his home for a dinner with his daughter, Kendra, and himself. Kendra thanked you profusely after hearing of your deeds. You also gain a +2 bonus on all Bluff and Diplomacy skill checks made agaisnt Kendra.

Outside of this, characters taking this trait will be approached by Kendra first for being pallbearers and when information from the journal is found. There will also be the chance for romance with Kendra through this trait.

Subject of Study: As a part of your interviews with the late Professor, you revealed to him that you were exposed to malevolent spirits. He rushed away to fetch Father Grimburrow, an old friend of his who he trusted implicitly for his discretion. The elderly man took an instant liking to you and has offered his help should ever you need it again. You will not be charged for healing from the father and all purchases from Ravengro's Chapel will come with a 10% discount when purchased through you.

Outside of this, Father Grimburrow will offer characters taking this trait free access to the chapel's library and will ask characters taking this trait to provide eulogies for the late Professor before other members of the party.

Inspired by Greatness: Following in the footsteps of your scholarly idol, you spoke to one of his confidantes, Judge Embreth Daramid of Lepidstat. Judge Daramid was impressed by your enthusiasm in following in the professors footsteps and told you of many of his endeavors. When dealing with Judge Daramid, you gain a +3 to diplomacy checks.

Outside of this, Judge Daramid will reach out to characters with this trait first to act as a representative for The Beast of Lepidstat in Trial of the Beast. Daramid will also pull strings to assist in the investigation to speed up processes for legally entering places like Vorkstag's and Grines.

Making Good on Promises: The favor that Lorrimor did for you required the Professor to pull some strings for you and that involved getting Alpon Caromarc's assistance. You met Caromarc briefly, though he too seemed the type to remember debts owed. When dealing with Caromarc, you have a +2 bonus on diplomacy checks, but a -2 penalty on bluff checks.

Outside of this, Caromarc will consider the debt more than repaid by characters with this trait when rescued and will see that the characters are also rewarded personally. He will also provide information on controlling the Beast to combat the Promethean.

On the Payroll: During your time working for the Professor, you spent some time in the Shudderwood where you stayed at Ascanor Lodge. During your time there, you often met with a Harrower and courtesan named Madame Ivanja who regularly offered to perform a Harrowing for you as well as more carnal services. You accepted the offers (in line with your characters wishes) and formed a friendship with her. You gain a +2 bonus on diplomacy checks with Madame Ivanja and a 10% discount on her services.

Outside of this, Madame Ivanja will approach characters with this trait to find out if they will partake in either of her offered services. She will also provide a chance for foreshadowing future plots through Harrow for the characters with this trait. Madame Ivanja could also provide a potential romantic interest for characters with this trait.

Teacher's Pet: In your desire to learn as much from the Professor as possible, you regularly followed him throughout the lands relying on your parents to fund your travels. Soon, another benefactor arrived in the form of a fellow scholar who sought out the late Professors lessons, Adivion Adrissant. You formed a healthy rivalry-based friendship with Adivion fueled by your desires to prove yourselves as scholars. You gain a +2 on Bluff, Intimidate and Sense Motive checks when dealing with Adivion.

Outside of this, characters with this trait will be the primary recipients of letters (as suggested by Loki_Thief) to the party and will also be the last to be targeted by Adivion's followers, but the first to be targetted by Adivion himself. Adivion will often taunt characters with this trait directly and will make mention of them specifically in his Big Bad speech.

I am also reworking the Paladin's Immunity to Fear as a +4 morale bonus versus haunts to prevent the "The Paladin walks in first, spends a couple of minutes walking around then the rest of the party follows" mindset.

This is it for now. I will be creating a conversion for 6 players and alternative locations for crucial items based on the presence of a Paladin in the party.

The Exchange

With influence from Voomer, the characters will be assaulted by nightmares after the R from Verosianna has been painted by Gibs (or is replacement if the characters act quickly). These will occur every three nights until Harrowstone is exorcised.

There will be a DC 15 Will save to avoid the effects of the nightmare (1d6 points of non lethal damage and the fatigued condition), though the nightmares themselves will play out.

There are 6 nightmare givers between the 6 characters with each providing a potential 3 nightmares.

The Piper of Illmarsh:
Will target a character with a passion for music, a familiar or an animal companion in that order

FIRST NIGHTMARE
The green fields and blue sky are a welcome respite from the grey skies and dull stonework of Ravengro. A faint buzzing begins to grow louder as you continue your leisurely stroll through the marshes. The buzzing becomes deafening, you see a swarm of large blood red mosquitos racing toward you (A DC 10 Int check and a DC 10 Knowledge Arcana check to a) remember the creatures and b) know that they are stirges (can be made untrained)). You ran as fast as you can. tripping and falling. You wake up, feeling sore and distressed. The familiarity of the room quickly allays your fears.

SECOND NIGHTMARE
The ground is brown and muddy, you pick yourself up off the ground and find yourself in a swamp. The squelching of your footsteps slowly becomes drowned out by a low hum. Straining your ears, you hear that the hum is actually more of a buzzing. You turn slowly to see the same mosquito like creatures flying towards you. Once again, you make haste, trying to escape them. The muddy earth catches your foot as you misjudge a step and you fall down, face first into the mud. You wake up, feeling sore and distressed. The familiarity of the room quickly allays your fears. (The opportunity for the above checks is provided once again).

THIRD NIGHTMARE
The streets of Ravengro have become quite familiar to you and a bard on a corner plays a solemn dirge on his panpipes. As you listen, you start to hear a buzzing that seems to be coming from all around you. You look around, seeing thousands of the large red mosquitoes closing in on you. The Piper smiles at you, lowering his panpipes from his lips. The swarm descends on you and you feel each prick begin to sap you of your blood. You awake, screaming in fear and pain as you find yourself covered in blood red lumps.

Father Charlatan:
Will target the most devout worshipper of a good deity in the party

FIRST NIGHTMARE
The rain seems to pick up as you rush to find shelter. A man has a small wagon set up as a shop with a small cover, shielding you from the rain. A slightly portly man, he gestures at his wares with a gleaming smile. You approach him and you see that he is selling holy symbols of [insert characters deity here]. As you pick one up to have a look at it, the silver begins to burn against your skin. A strange Abyssal rune has burned itself into your hand. You awake screaming, clutching your hand as the searing pain begins to dissipate.[DC 10 Int check followed by a DC 18 Knowledge Planes or Religion check to a) remember the rune and b)Identify the Rune as belonging to the Demon Lord Sifkesh*).

SECOND NIGHTMARE
The holy symbol in your hand begins to burn even brighter, as you look up at the man who showed you his wares, he begins to laugh and starts to pack up his cart. You look at your hand again and the flesh and bone have burnt away in the shape of the Abyssal rune. You look back to the man and he has changed, no longer portly, he now is a tall gaunt man, still bearing that same gleaming smile. You awake screaming, clutching your hand as the searing pain begins to dissipate.(The opportunity for the above checks is provided once again).

THIRD NIGHTMARE
The man begins packing up his wagon as you crumble to the ground your hand in agonising pain. The pain begins to spread, the Abyssal rune in your flesh emanates a pale discoloration in your skin that continues to grow. As it reaches your chest you begin to choke and splutter writhing on the ground as the pain grows and breathing becomes increasingly difficult. You awake coughing up blood, in between screams of pain, the symbol is branded on your hand. (The opportunity for the Knowledge Planes or Religion check is provided once again, there is no need to remember the symbol as it is branded in their hand).

The Lopper:
Will target the most fightery member of the party

FIRST NIGHTMARE
You find yourself lost in a bag city. Trying to find your way through the confusing streets you find yourself getting more and more lost. You swear you are going around in circles as each turn you take seems to lead you back to the same street. The same pile of crates seems to be watching you. You start to panic and try finding someone who can provide you with directions, but you slowly come to the realisation that it is only you in this street. You and the crates. You awake in a panic, sitting bolt upright looking around frantically.

SECOND NIGHTMARE
The same street. No one else is in view. The crates seem to be calling you. You know you shouldn't go over. Something compels you to though. You aren't in control of yourself. The silence only adds to your unease. You try to force yourself not to go closer. But the more you try, the faster you seem to move. Maybe there is something in the crates? Maybe its valuable? Maybe its a map? You try and convince yourself that that is the case, but you know deep inside, its not. You reach for the lid of the top crate. You awake in trying to get away, you have kicked off your sheets and you have torn the mattress you are sleeping on, but deep within, the thought arises, what's in the box?

THIRD NIGHTMARE
Your hand touches the lid of the topmost crate. You pry it open. Inside there is nothing. It was empty. You push aside the empty crate with ease. Hiding underneath the crate in between the other three is a wiry man who leaps at you. The maniacal laughter rings throughout your head as leaps up and straddles you, pinning you to the ground. He draws a handaxe, and he brings it down in a seemingly impossible arc aiming to decapitate. You wake up, checking your neck to make sure its still whole. Confident your head is still attached, you draw your hand away, finding it covered with blood.

The Mosswater Marauder:
Will target any party member who has shown themselves to be particularly flirtatious or who has a background of lying or cheating

FIRST NIGHTMARE
In the throes of passion with [Insert appropriate interest of the character here] you hear a door slam open. A roar of thunder silences the moans of both you and your partner. You look behind your lovers shoulder and see a Dwarf standing in the doorway with a hammer. You are awoken by the clash of thunder outside your room covered in sweat.

SECOND NIGHTMARE
Lightning flashes, illuminating the dwarf standing in the doorway. He makes his way forward, wrenching [Insert interest from the first dream here] off you. You try to flee but are paralyzed. He brings his hammer down on your chest. You wake up coughing uncontrollably, a dull pain pulses in your chest for a few minutes before subsiding.

THIRD NIGHTMARE
You can move, you can only watch as the dwarf grabs [Insert interest from the first dream here] and throws her down on the bed. He holds his hammer high before crushing her skull, covering you with gore. He then begins searching through the blood, bones and gore, picking up a fragment of skull every now again looking at it and frowning. He then moves towards you, lifts his hammer high and brings it down. You awake screaming. Your head is pounding and others quickly point out you have a massive red mark on your forehead.

The Splatterman:
Will target a female party member with a spellbook or with a passion for reading

FIRST NIGHTMARE
The library is quieter than usual, you begin looking through the shelves, looking for that book. It has the answers. It can solve this. As you turn the corner into another aisle, you see a large [first letter of the characters name] painted in a deep crimson across the books on the shelves. As you walk down the next aisle, the letter [second letter of the characters name] painted in the same manner. You awaken, slightly uneasy.

SECOND NIGHTMARE
You find yourself in the library, each aisle you walk past bearing yet another letter [slowly spell out characters name]. You realise the letters spell out your name and as you come to the last one you are filled with dread. You awaken in a cold sweat.

THIRD NIGHTMARE
You are staring at the last letter of your name, the letter [last letter of characters name] in deep crimson, smeared across dozens of books. A cackle comes from behind you and the shelves of the library begin to creak, they fall and as you try to flee, you trip, as you fall, you look up to see a shelf coming down on top of you. You wake up, your body wracked with pain.

Verosianna:
Will target a party member with strong familial ties

FIRST NIGHTMARE
Something isn't right. Lycar isn't home yet and supper is just about done. The sun is setting. What could be keeping him. You look out the window. You see the prison, dominating the landscape. You wake up, a feeling of worry weighing down on you.

SECOND NIGHTMARE
You look up at the prison again. You know that he told you not to, but you can't help yourself. You need to see him, you need to find out whats keeping him. He's been late before, but something is wrong. You know it. You make your way out of your small home and up to the imposing structure. Harrowstone. ou wake up feeling even more worried than last time. Something is weighing on you.

THIRD NIGHTMARE
No guards at there post? There was some shouting coming from downstairs. The dungeons. Maybe he just had some paperwork, there was that new arrival not too long ago that he said he was waiting on some documents for. You try to convince yourself that its all okay. You rush towards his office, but he isn't there. Smoke fills the room, you panic. You awaken feeling sore all over, you have burn marks across your body. You feel confused and worried, but most of all scared.

*Sifkesh was chosen because of her desire to corrupt followers of Good deities. Father Charlatan will have been a follower of Sifkesh in my campaign.


Nice! I like theses.

The Exchange

Opening Scene:

The PCs arrive at Ravengro seeking a place to stay for the late Professor's funeral a day before the funeral is to take place.

Asking any residents about a place to stay will lead to them being pointed towards The Laughing Demon for some food and The Outward Inn for beds.

Once at The Laughing Demon, the PCs will be given the opportunity to interact with each other first and foremost, but also Zokar Elkarid*, Benjan Caeller, Gibs Hephenus and some other townsfolk.

Gibs will leave soon after the PCs enter the tavern, calling out harrassment towards the "outsiders" and garnering a little support from others in the tavern. Depending on how the PCs react, this will effect their Trust Score**. If they attack Gibs or any of his 'supporters', they will lose 3 Trust Points in line with "Committing a Crime". If they do not react to it, there will be no change in their Trust Score. If they attempt to talk Gibs down or put on a show to defuse the situation (A DC 15 Diplomacy, Intimidate, Perform or Bluff check depending on their approach) they can earn 1 or 2 Trust points. The PCs can get a +2 bonus to this check for good role play in their characters response. If more than half the party successfully attempts to defuse the situation, award the group 2 trust points. If less than half the party successfully attempts to defuse the situation, award the group 1 trust point. If all PCs fail the check, there is no change to their Trust Score.

The first night will not count towards the Splatter Man's counter, nor will it decrease their Trust score.

*Zokar Elkarid will be used to show the effects of the Haunting of Harrowstone on Ravengro. He will start out very open and jovial, something the party won't find among most of the other residents of Ravengro. However, with each letter painted by The Splatter Man, he will become more and more withdrawn.
**I will be letting the PCs know when they are earning or losing trust points, but I will be calling them Ravengro Points, they should soon figure out that a higher score is better than a lower one.

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