A very long time ago I played through the CARRION CROWN campaign for Pathfinder, and good fun it was too.
Also a long time ago but not quite as long ago a time as when I played Carrion Crown, I pondered rewriting the campaign. I never did get around to that rewrite, but when clearing up some old blog posts last week I uncovered my preliminary notes for what I was planning. I don't know if I'll go any further with it -- time has moved on, I have moved on -- but in the hope that it may be useful or at least interesting, here it is.
(Please bear in mind this is all based on decade-old memories and also that I was a player, so I didn't get to read the adventures. I also won't be going into rewrites of the individual adventures here, although most of them were fine. It's the campaign as a whole that needs work.)
Carrion Crown has a great central concept: each of the adventures is based on a classic horror monster, so there's a werewolf adventure, a Frankenstein adventure, a ghost adventure, and so on. It's a bit artificial but otherwise a very strong hook for the campaign, so we're absolutely keeping that.
The general plot is functional: a conspiracy of cultists wants to resurrect an ancient lich king, they need a bunch of items to do so; get the quest tokens before they do! A multi-part fetch quest isn't the most innovative setup but it is tried and tested, and anyway it's the classic monsters concept that's the selling point.
Except...
art by Kurt Jakobi |
(I don't know if, as written, there's any possibility for the original ritual to succeed, but I'm fairly confident in guessing that there is not.)
Carrion Crown gives the impression of flexibility and an open quest, but it's an illusion. At the beginning of the campaign, the players are given clues about the ritual and the items needed, but it's only possible to make sense of the clues -- and go to find the next piece -- when the campaign says so. The cultists are always already there waiting, so the race against time is just as illusory.
In short, despite appearances, there's no meaningful choice and no real control over the outcome. And that's terrible.
So, how would I fix Carrion Crown?
Well, as mentioned above I'd keep the classic monster theme, and the lich resurrection quest is acceptable and easy to comprehend. I would invert the ritual; rather than needing the items to complete the resurrection, I would say rather that the items can be used to weaken the lich if he does return. In fact, they were used to defeat him last time, which is why there is a legend/prophecy written about them. This may require some rejigging of the items; again it's been a long time since I played and I don't remember what all the quest tokens were.
I would give the players the full set of clues right at the beginning, and let them decide where to start. The clues can be partial and require visiting a person or location to fully understand, but in general the players will have all the information they need to find the items.
(I would also chuck some alternative "solutions" in there. One thing Eternal Lies did well was provide different options for resolving the campaign. From Eternal Lies I'd pinch the possibility of recruiting a Lesser of Two Evils type entity to deal with or distract the lich king. Enlisting allies to help out is another "item" the players could find.)
Right away, the players are faced with a choice: they can go straight to the ritual site right now to stop the cultists, or they can try to find some or all of the items to make it easier. It should be difficult for a bunch of level one characters to stop the ritual, but it also should be possible in theory. Think of Frodo and Sam in Mordor; it's a different sort of campaign, but the, er, path is there if the players want to, um, find it.
In my version of the campaign the cultists would not be everywhere, mere minutes from claiming the plot tokens just as the players arrive, because that's rank nonsense. Instead, the main bulk of the cultists will be where they should be, preparing the ritual, with a couple of "strike teams" out and about, searching for the prophesied items. I would probably also randomise their destinations, at least at the beginning, so maybe the cultists are where the player-characters are, or maybe they meet on the road as they head to different locations.
There's potential here for the players to lose quest items as the cultists get there first, but this is good and interesting as it creates tension, and as the items have gone from essential to useful, it doesn't tank the campaign. It also encourages recurring baddies, if the same cultists keep turning up.
art by Dave Rapoza |
One last, but important, thought. It's vital for me that the campaign feels like it is -- ironically -- alive. The cultist strike teams should be moving around, causing trouble. The ritual should be in progress from session one, and should complete at a certain time. The players should feel like they are not only racing against time, but literally racing against the cultists. If the players miss the ritual, the lich king returns and starts stomping about, and the players will have to decide what to do. One final big battle against the lich king and his followers, with whatever allies and items the players have managed to gather? Or do we finish and consider it a loss, because a bad ending is still an ending?
Of course if you're playing in a more old school style, or with an ongoing campaign, then a resurrected lich king is just a new element for your campaign setting. Enjoy!
That's about it for what I found in my ancient notes. Specifics are beyond me at this point, and I feel a bit of a fraud because it seems like anyone could have come up with these vague suggestions -- except for Paizo's editors, obviously, ha ha -- but I hope there's something useful in there.
Maybe I will find time to delve deeper and do a full rewrite at some point -- the vampire adventure is a complete mess -- but for now there is much to do.