I am about to start a play-by-post Carrion Crown campaign, adapted from Pathfinder 1e to Pathfinder 2e Remaster rules. This campaign is something of a passion project for me; I was that kid who really, really wanted to play in a Ravenloft game growing up and in college, but never got the chance to. Carrion Crown has always whispered to me.
Let me apologize in advance, this is going to be a pretty long read.
To this end, I have lived vicariously through frequent visits to this forum, dozens of visits to F. Wesley Schneider’s blogs about this adventure path, reading games on the Paizo pbp forum (particularly Jamzilla’s crews), listening to multiple fun podcasts (especially the incomparable Hideous Laughter), and by making maps (some of my roughest of drafts have been posted online). I am aware that Carrion Crown, for all that I personally love it, has its flaws. Since I am an irreparable over preparer, I have tried to develop a two pronged approach to counter some of these issues. Most of the details to follow impact the first two books, but that is fine by me because it will take me forever to get through that material anyways, so I have plenty of time to figure out what I can change
I am planning on introducing some important NPCs at the funeral: Adivion Adrissant, Embreth Daramid, Horace Croon, Kvalca Sain, and Quinley Basdel. I have taken to heart the need to introduce the primary villain early in the campaign, and the funeral is the easiest opportunity to do so. However, I also do not want for Adivion to stand out too much, or it will basically be a giant red arrow screaming “Big Time Villain Here!” All five are former adventuring partners of the Professor at different stages of his life, so they know of each other but are not familiar with one another. Adrissant will also be a former student.
Adrissant and Basdel will speak at the funeral after Kendra Lorrimor, to add a little bit of interesting background for the Professor. Promptly following the funeral, Daramid will receive a brief communication via a Sending spell requiring her immediate return to Lepidstadt due to the arrest of a prominent wanted figure (the Beast). The other four will attend a brief reception following the reading of the will. The players will be able to interact with the four NPCs, and can also overhear interactions between them. Most of the NPCs will leave town quickly, the exception being Adrissant who will remain in Ravengro throughout the entirety of Haunting of Harrowstone. During this time, in the background, I plan on building a romance between Adrissant and Kendra.
The only foreshadowing I plan to provide about Adrissant will be a very brief snippet where Sain addresses him with respect, instinctively sensing on some feral level that Adrissant is a powerful predator in his own rights. To do anything more will likely result in him being identified as the villain, as I think my players will already be suspicious of the standoffish nobleman. I plan on him being a free “Aid Another” each day of the research process, which I am adapting to follow the Research Subsystem. Adrissant will continue to be a source of assistance in Trial of the Beast, where he will assist the investigation and even be willing to serve as an expert witness, a sort of “monster expert.” In my campaign, Adrissant will have been such a legendary duelist during his time at the University of Lepidstadt that he will given sort of a hero’s welcome, much like when a star athlete visits the campus of the college he once played for.
The amazing letters from “A” will start arriving at the end of HoH. As many other GMs before me, I am shamelelessly borrowing this idea. I, like many others, plan to do everything I can to lead my players to believe Auren Vrood is the mysterious “A.” Another letter will be delivered following the trial. After the events at Schloss Caromarc, a third letter will be found at the site of Adrissant’s burned down townhouse. It will look like both he and Kendra were murdered (I think it was Jamzilla’s games that gave me this idea, but if I am wrong, please, somebody, correct me). I think this idea is the best way for me to have the party lose both their helper and emotional anchor, while at the same time angering the player characters at the deaths of their friends. Adrissant’s story arc will largely carryout as published in the books, but with a steady stream of letters and the reveal that he is in fact “A” (and quite alive) at the end of Broken Moon.
I do plan on one of the members of the Esoteric Order of the Palatine Eye in Caliphas during Ashes at Dawn to reveal that Adrissant had just been in the city a short time before, and that he was accompanied by a “beautiful, pale lady, the child of a legendary member of the Order from out in the boonies.” This, of course, is going to be Kendra. I plan on her story following that of Arazni, with her being turned into some sort of undead creature. She will be a partner in Adrissant’s crimes, but is definitely a coerced partner. The party will discover in Shadows of Gallowspire that the only way to free her from her current condition is to destroy her. She will be all apologies as she fights viciously against the party alongside Adrissant. I think this will make her a tragically gothic character in the end.
The second change I intend to make is to increase the presence of the Night Heralds beyond the weird events of Wake of the Watcher. It is my vision that the first four books of the adventure path be a three way struggle between the Order (represented by the player characters), the Whispering Way, and the Night Heralsds. In HoH, Antrellus the Mad (a Legendary Games npc), the Piper of Illmarsh, and Hean Feramin will all be members of the cult, and the two of them that speak will make sufficiently creepy and vague taunts, both will hint at the Seasage Effigy already being liberated and soon to be returned to its rightful owners, and of the impending doom that will bring Golarion. I will also create research points for the Night Heralds, though they likely will be delivered slowly by Adivion as the party returns from visiting Harrowstone.
Vorkstag and Grine will be the local leaders of a Night Heralds cell. They have been harvesting souls for for decades. This supplements their cadaver stealing business. Their goal is to steal so many souls that Nhimbaloth or Xhamen Dor will become aware of Golarion for a moment, and that the majority of the planet’s residents will be insane by that glance. They have been using the Beast and the local dueling scene to conceal their own crimes. Vorkstag is no longer a Skin Stealer and will now be a Young Conspirator Dragon. The reason they did not ever steal the Seasage Effigy themselves is that it can be dangerous for an “awakened mind of insufficient power” to be in the presence of such an insanity inducing relic. Luckily for them, Auren Vrood has sufficient power to be safe. I don’t know what I am going to do to replace their mongrelmen servants, but I am currently leaning towards bugbears, as they seem the sort to join a serial killer cult. I might even be able to spin in the shrieking madness of Char Gar Gothakon, the beast that hath no name, into the story.
As an aside, I plan on there being a conversation at some point where Adrissant attempts to persuade the characters that the Night Heralds are the real problem, and that the Whispering Way are not that bad.
The Demon Wolves will no longer worship fiends and will now worship the Mythos. I do not have this fleshed out very much in my mind at this point, but I am years from needing a plan for this set of villains.
After Wake of the Watcher, I do see the Night Heralds as being reduced as a threat to the point they are no longer a serious menace to the party. They will be limited to a couple of petulant ambushes during books five and six. At some point, I do want there to be a fairly big three way brawl between the different factions in my campaign. I think it will be interesting for my players to watch some of the bad guys kill each other.
I also intend for there to be some give and take, where the players are offered information by the Night Heralds about the Whispering Way (and vice versa) for the party to mull over.
I feel like I am forgetting half of my ideas. I think I have the bones of an interesting campaign here, but I just wanted some feedback from all of you. Is this too ambitious? What are some ideas I could add to put some more flesh on those bones? Where are the glaring plotholes I am overlooking?
Any feedback will be greatly appreciated!
I will be playing a mythic game some time in the future. I want a custom mythic feat and figured I would run it by you people for a sanity check before asking my GM.
Mythic Purifying Channel:
Prerequisites: Purifying Channel
Benefit:You may increase the number creatures damaged via purifying channel by half your tier (min 1). You can expend one point of mythic power to change half the fire damage to divine damage which is not subject to energy resistance (like flamestrike).
Purifying Channel:
Prerequisites: Cha 15, Selective Channeling, channel energy class feature.
Benefit: When you channel positive energy to heal, one creature that you exclude from your channeling takes an amount of fire damage equal to the die result you roll for healing, and is dazzled for 1 round by the light of these flames. A successful saving throw against your channel energy halves the fire damage and negates the dazzled effect.
Thanks for the feedback.
Back in the original AP, you start with Oleg and the defense of the trading post. Now you start with the assassins at Lady Aldori's house.
The thing is, for various reasons I kinda dislike this starting point. Thematically and in terms of actual play it's jarringly different from the rest of the first module. The assassins are a one-off with no connection to the rest of the AP. The set-up — with part of the mansion being sealed off — feels contrived. YMMV, but I just don't like it.
Of course, the starting scenario does have a point: it introduces a bunch of NPCs who will be important later, it gives the PCs some minor magic items, and it gives them enough XP to level up. But there should be lots of other ways to do this.
So I'd like to run some other short 1st level scenario instead. I was looking at Wolfgang Baur's _The Raven's Call_, an old third party module from the early days of 1e. It has 1st level adventurers rescuing a village from attack by humanoids. That's not precisely what I want, but it's closer than the starting point in the AP book.
But I bet the hive mind can do better. So what I'm looking for is:
— a wilderness adventure
— for 1st level characters
— with some opportunity to drop in NPCs
It can be 1e, 2e, or D&D 5e... I can adapt stuff readily enough, that's not an issue.
Right, so! What've you got, team?
Doug M.
Hello,
Are there other scenario as Salt of the Ocean with House GM and table GM ?
If yes, which ?
Thanks for your future answer.
Me and one of my DM's were arguing about how hiding works when it doesn't require cover, mostly about being revealed as to open space in the air.(with my focus on being about 30-60 ft in the air.) I wanted to know if you stay Hidden till seen via check. He claims it makes no sense to be able to just stay hidden mid air, yes I have checked to see that you can sneak while flying(via swift sneak) So can we get clarity these rulings, 1. Does one get seen if they stay in the open after the Hide Resolves. 2.Weather you agree that one should stay hidden or not, I want to hear on how it may or may not make sense. 3. My DM has come to an choice that works for both me and him, that's not what I'm asking about. Thx.
Based on this thread, I observed that among all arcane casters, the ones that tended to draw criticism were prepared arcane casters specifically: arcane Sorcerers and Summoners were fine, but Maguses, Inscribed One Witches, and Wizards are generally thought of as problematic in some form or another. Specifically:
As it so happens, these also all happen to be Pathfinder's current spellbook casters, i.e. casters who prepare from the limited selection of a spellbook (or familiar, in the Witch's case) instead of their entire spell list as would an Animist, Cleric, or Druid. This got me thinking: what if spellbooks were turned from a limitation to an asset? In particular, when the topic of prepared casters comes up, that often comes with the suggestion of giving those prepared casters spell substitution by default. Thus, the suggestion would be:
I think originally, the limitation of spellbooks was imposed because the arcane and occult lists were thought to be too versatile to be given full preparation access, but over time every spell list has received so many diverse additions and improvements that even divine and primal casters can do many things outside their usual purview, and so I don't think the limitation holds as much currency anymore. Although the above change wouldn't necessarily fix all of these classes' problems or automatically bring them up to par with strong alternatives, it could add to their versatility and make spellbooks a means of quickly swapping out to a select few, favorite spells, giving those classes more flexibility within the adventuring day as well.
Additionally, I think the above kind of change could work with those casters in a variety of unique ways:
This would likely need a bit of readjusting of other mechanics and some playtesting to make sure these classes don't suddenly go nuts in terms of sheer versatility, but if this works, it could potentially make these classes feel especially flexible, rather than exceptionally rigid. Because you wouldn't need a spellbook mechanic if you're preparing from the arcane or occult list, the upcoming Necromancer could thus easily be a prepared occult caster without the need for their dirge. Stuff to watch out for off the top of my head:
And that's about what I've got on the subject. Has anyone else considered this kind of change to spellbook casters at their table?
Good day to you! I'm a fan of the little lizard peoples, as you will soon be able to tell from this post. I had noticed what I think is a shortcoming of PF2e in regards to them, which I believe has an easy solution as well.
Kobolds, a widespread ancestry with a large population, in my opinion, cannot have their culture represented as much as I think could be possible.
For those not in the know, unlike most ancestries, Kobolds do not possess a unique language, instead speaking Sakvroth (previously named Undercommon).
This is a major mistake in my opinion, as language is a cornerstone of culture.
Language in all cases carries generations of history, stories, and life experiences of the people who speak it.
Even the most secluded, localised, and smallest-in-population ancestries possess their own language in Pathfinder.
Samsaran speak Samsaran, Vanara speak Vanara, Wayang speak Wayang, Tanuki speak Tanuki, it goes on.
In my view, the biggest strength of Pathfinder as both a setting and a system, is how it can portray as well as represent so many different cultures, both those inspired by real-life ones or those purely fantastical.
This is to say, it bums me out Kobolds seemingly got the short end of the stick.
It is almost as if they possess no agency of their own, which is not true! We all know, and some of us love, how driven these little buggers are!
Allow me to also step back and consider this issue from the perspective of lore. Kobolds being fluent in Sakvroth makes more than perfect sense. Usually living underground, Kobolds are a communal sort, which heavily depend on cooperation between each other and other beings which dwell beneath the ground.
If anything, it would arguably make less sense were they not able to speak it.
That being said, again, it is questionable that Sakvroth serves the role as their "main" language.
It almost suggest Kobolds never progressed as a culture and a people from merely adopting a language commonly spoken underground.
I would like to bring up Gnomes as an example here, as I think they show what how this issue could be resolved perfectly.
Gnomes, a numerous and storied peoples, possess their own language—Gnomish. But it is hardly the only one they speak! Gnomes originating from the first world, they also speak Fey!
I think Sakvroth could fit wonderfully in the same role for Kobolds.
As a final paragraph, I would like to also approximate the number of other ancestries which share the issue of not having their own language.
Using AoN as a source, which lists 49 ancestries, out of all of them there are only 16 ancestries which do not possess their own language, that being:
Awakened Animal, Fleshwarp, Ghoran, Kobold, Poppet, Sarangay, Skeleton, Sprite, Yaoguai, Athamaru, Centaur, Fetchling, Kitsune, Merfolk, Minotaurs, and Leshys
Out of these 16, some however aren't distinct cultures, but are rather either:
A: A transformed member of a different ancestry (ex. Fleshwarps and Skeletons) or
B: Beings created spontaneously, and often as a singular individual, having no time or populous to create their own culture (ex. Leshy, Poppets)
Striking those off the list, we're now left with:
Ghoran, Kobold, Sarangay, Sprite, Athamaru, Centaur, Kitsune, Merfolk, Minotaur
They are quite unfortunate, this group of 9, I mean.
But hey, all of this to say
Come on Paizo!
Goblins speak Goblin.
Let Kobolds speak Kobold too!
I'm running Giantslayer on a fast XP track (my first time running anything on the fast track) and felt like I was finally getting the hang of how to keep the flow of the story and combat going. Now my PCs are exiting the Vault of Thorns and as I've been trying to set up how to proceed with Redlake Fort, I feel stumped. I've been trying to figure out what encounters to keep/cut and I'm at a loss since their are are two feuding sides and, as a Fort should have, a lot of enemies.
I want the PCs to still feel challenged by the Fort but I feel if I cut too many encounters, it will be a breeze for them to just walk in and murder-hobo the place. I saw in the Hill Giant GM Reference board that someone mentioned the idea of having Pappy Gutterunch be successful with the ritual and he actually summons creatures. That idea made me think he could take out some orcs/giants and partially take over the Fort, due to Grenseldek's melancholy and General Karrguk's distraction of keeping his people together/looking for an opportunity to take over. But since Pappy Gutterunch was trying to make contact with the castellan, I'm unsure of what he could "accidentally" summon. I am open to other suggestions of just cutting some encounters, but again, I don't know where to start since this is a Fort.
For reference, Ingrahild has joined the party in the hopes that the PCs will help her to find her brother. The PCs met Calrianne Blix in the aftermath of her fending off the orcs that raided her outpost and gave her the warhorse to help her get to Castle Firrine. The PCs consist of: Dwarf Paladin, Dwarf Blackblade Magus, Half-Elf Mountain Druid and Human Ranger all just hitting level 6.
Hello everyone
So, I have been running a new campaign for my friends and I had built a encounter where my friend's characters finally chase down and fight one of the big bad guys. So, I figure I'd use the severe difficulty as I thought it was fitting and I even had concerns I might make it too difficult as I added more monsters into the mix. I need not have worried as my small band of adventurers DESTROYED the big bad and his minions.
The first turn the Life Oracle cast Noise Blast, the big bad critically failed their save and they did 30 damage which would had instantly slayed the NPC if it wasn't some fudging of numbers.
Second turn the Life Oracle did 3 action signature spell HEAL to turn all the Skeletal Guards to dust to heal what meagre damage I did to the party.
My friends had a blast, they were cheering all the way which ultimately is the important thing but considering how effortlessly they won this severe encounter I am worried I am doing something wrong.
The Party consists of:
- Level 3 Life Oracle
- Level 3 Champion
- Level 3 Swashbuckler
Against them was:
- 1x Level 2 Prophet (30xp)
- 1x Level 1 Cultist (20xp)
- 1x Level 1 Skeleton Soldier (20xp)
- 3x Level -1 Skeletal Guard (30xp)
So, with a party of 3 level 3 players, my severe budget was 90xp and I had gone over by 10 and still they dominated.
Now, my campaign is dealing with heavy undead themes as the party is dealing with a void cult but might I have shot myself in the foot by having a Life Oracle or is there something I am missing when building encounters?
Thank you to everyone for your help.
Some time ago, I decided that my next PFS PC would be that high-powered Wild Shaped Fighter I read about on the boards.
But the errata to Martial Artist made that build moot.
So I plan to rebuild my level 7 Human Fighter MC Druid completely if need be to become the best Untamed Form warrior she can be.
I consider that only Status and Circumstance bonuses can add to the Battle Form's damage.
And I plan to use Form Control to avoid wasting 2 actions changing shape on my first turn.
Which would be the best way to build for this ?
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As many of you are likely aware, the latest Foundry VTT stable release (v11) finally dropped on June 1, 2023. Exciting! However, whenever a new Foundry version releases, please be aware that the Pathfinder and Starfinder systems, as well as all of the premium content modules Paizo has produced for Foundry VTT, will by necessity take some time to update before they fully support the new version. For this reason, if you use the Pathfinder or Starfinder Foundry VTT systems or any of Paizo's premium Foundry modules, we strongly recommend that you wait to upgrade your Foundry install until everything has been properly updated.
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