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Carrion crown
Carrion crown





carrion crown

There are only four NPCs at the lodge who are critical to the story. That's a lot of people to track, let alone provide voices and meaningful roles for. There are thirteen NPCs described in the module. The hardest part of running this adventure is tracking all of the guests at the lodge. The original module assumes that this has happened and events play out a little smoother if The Order is involved, especially where Estovian is concerned, as he highly suspects and reacts more to their involvement. In fact, things work better if they stop in Lepidstadt first and can be met by Judge Daramid and given invitations from the Order of the Palantine Eye. If no one in your party has the ability to bypass this, you may want to have a magic sword for sale. Also keep in mind there are a lot of enemies with immunity to non-magical weapons here. there are some enemy gauntlets to run in this adventure. You may wish to allow them to purchase as many common healing potions as they like, and maybe a couple greater healing potions as well if they have less than four party members.

CARRION CROWN TRIAL

For rules on purchasing items in Lepidstadt, see the conversion of The Trial of the Beast. They may wish to stop in Lepidstadt and resupply before heading into the Shudderwood. I've built this set up as a new event in the adventure that takes place before they arrive, called The Harrowing.Īlso, players will lack the ability to purchase most items once they begin this adventure, a fact they should be warned of before they begin. To this end, I recommend lampshading events a little more, informing the players that something terrible is going to happen at the Lodge and that surviving this will give them much needed clues to what The Whispering Way was after. The murder mystery is fun, but at its heart it is nothing more than a side quest, something mostly unrelated to The Whispering Way, and so the players may not be all that motivated to solve it, especially if they believe The Whisperers are getting further and further away from them with each pasing moment. Players need something further to keep them at the Lodge and push them to investigate Estovian and discover the involvement of the Werewolves. I know when I played this adventure as a player, my group's inclination was to immediately leave the Lodge and keep trying to track The Whisperers through the Shudderwood. The problem is that The Whispering Way only stopped here briefly. They hope to find a clue at the Ascanor Lodge, as it is the only civilized place in the Shudderwood. The players know The Whispering Way had some business in the Shudderwood but they don't know what it was. The set up for Broken Moon is a little weak.

  • Gain a level: After defeating Auren Vrood.
  • Gain a level: After defeating Mathus Mordinacht.
  • Because there is no reliable way to convert experience points between Pathfinder and D&D 5e, this guide recommends instead leveling the characters at specific milestones in the adventure as listed below:

    carrion crown

    Players begin Broken Moon at 7th level and should be 9th level by its conclusion. Enemies only carry combat gear and loot where indicated by me. If something is mentioned in the original that isn't discussed here, assume the original text holds.

    carrion crown

    I've organized the conversion to match as closely as possible the flow of the original module, though many of the combatants I've organized into three appendices at the end, to make navigating the document easier for a GM. Most notably, navigating the many NPCs and werewolf tribes. It also seeks to solve some of the issues that have come up in playthroughs of the original module. This conversion will cover every situation, encounter, and challenge you may encounter in the original. They will run with wolves, meet the undead in combat, and may even come face to face with a goddess. This adventure is designed for three to four characters, taking them from level 7 to level 9, and throughout its course players will encounter curses and old powers that will challenge their skills and abilities more than any adventure they've yet embarked on. These are the songs that usher adventurers into the Shudderwood for a brush with the supernatural perils of lycanthropy. Whispers gently rolling from the shadows. 2.8 Appendix C: Whispering Way and the Undead.2.5.10 F8: Haunted Inn and Provisioner's Shop.2.3.9 Investigation #3: Ivanja's Guests.

    carrion crown

    2.3.8 Investigation #2: Estovian's Office.2.1.6 Waiting in the Wings: The Whispering Way.







    Carrion crown