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D&D 5e (OG)

Carrion Crown 5e

GM Kenamith · 3 players

From the whispering shadows of haunted Ustalav an ancient evil rises to grip the world in a new age of horror! Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant's return?

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That grim late evening, the Laughing Demon Inn in Ravengro was bursting at the seams—thanks, in no small part, to the wretched weather outside. It had been raining and howling for hours, with no sign of letting up before dawn. All the more reason for the locals to huddle inside, warm and dry, nursing mugs of ale or glasses of something stronger. And there was plenty to talk about—for not long ago, this sleepy town had lost one of its better-known residents: Professor Petros Lorrimor, a retired lecturer from the University of Lepidstadt.

Jovin Kresić, the local bonesetter and barber, was once again holding court at a corner table, recounting—perhaps for the fifth or sixth time—the gory details of the professor’s demise. Folks in Ravengro called him “the egghead,” though affection was never part of the nickname. Jovin, never shy of a drink or a captive audience, had little use for what doctors in the big cities now called “patient confidentiality.” Ravengro was too small for secrets. Or so people liked to believe.

“One o’ them gargoyles they put up during the prison buildin’ came crashin’ down on his noggin,” Jovin declared with relish, eyes gleaming with morbid excitement. “Hit him so hard, his brains came spillin’ out his ears. You could fit three fingers in the crack it left in his skull. And his face—hardly anything left of it. In all my years, I’ve never seen the like. Good thing we didn’t let Kendra see him like that, poor girl would've dropped dead on the spot.”

A burly man seated nearby took a slow pull from his mug.
“Shouldn’t’ve been poking around that old prison,” he muttered. “Everyone knows it’s haunted. Has been since tragedy. Brought death to himself, if you ask me.”
“That’s those pesky city scholars...”
added a lanky bearded fellow, nodding sagely. “Tell ’em not to go where they shouldn’t, and they go anyway.”

“Got what was comin’ to him,”
growled another, a well-built gray-haired man with a murderer’s face. “Now we just need to get rid of that daughter of his, and maybe things’ll go back to the way they used to be. She wants to teach our kids readin’ and writin’.” He scoffed. “What for? Ain’t no use for books out here. What they need is hands for workin’ the fields and feedin’ the livestock, not wastin’ time on foolishness. We don’t need any scholars in Ravengro—especially the kind that only brings us trouble.”

“Gibs’s right,” another chimed in, clinking his mug against the brute’s. “And what was he doin’ up there anyway? The professor, I mean?”
“The gods only know! For me, he was a reckless fool” said the bearded man. “Sometimes it’s better to just sit your ass down and stay put, like we’re doin’ right here—warm, with a drink in hand, not chasin’ ghosts through the wind. Ain’t no one goes near that prison unless they’re lookin’ to end up like Lorrimor. But try tellin’ that to one o’ them professors. They always think they know better.”

He leaned back, drained the last of his drink, and waved a hand dismissively.
“Anyway, enough talk about the dead. He’s stood before Pharasma’s judgment by now, no doubt about that. Let’s drink to the living.” He turned toward the bar, where a stout, mustached man was drying mugs with a rag that might once have been white. “Zokar! Another round for me and the lads, if you please. The night’s still young, and our throats are dry.”


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Hello!

There’s hardly a better day to open recruitment for a gothic horror campaign than Halloween itself. So, I’m inviting you to join this project. I’ve got plenty of time and energy right now to finally run the campaign I’ve wanted to host for a while—one I had originally planned to start on MW, but life had other plans back then.

And this isn’t a spur-of-the-moment thing. I’ve been preparing for this campaign for quite some time—gathering materials, writing everything out, and “stitching together” the individual books into a cohesive whole. Many players and GMs have noted that Carrion Crown, as a collection of six separate modules, doesn’t give enough weight to the overarching plot and the themes introduced in the very first part. I decided to change that—to weave it all together properly, so players won’t feel like each chapter is just a disconnected adventure with no real link to the campaign’s deeper story.

 

Basic Info

Game System: 5th Edition (OG)
Setting: Ustalav, Golarion
Players Needed: 5–6
Style: Grim mystery, slow-burn gothic horror, dark heroic fantasy
Themes: Deep roleplaying, exploration, investigation, friendship, combat, and a slowly unraveling mystery
Starting Level: 3 (advancing to 4 by the end of the first book)
Posting Rate: Two posts per week
Tone: Somber and serious—most of the time. Recommended for players 18+. This isn’t a light-hearted romp, though there will be vivid, atmospheric descriptions. However, the game will avoid explicit erotica or similar content.
Selection Date: Novemeber 13th 2025

 

Setting

The campaign takes place in Ustalav, the gothic horror realm of Golarion. It is a dark and perilous land where encounters with undead, werewolves, vampires, and mad cultists are part of everyday life. Because of the heavy cloud cover, the ever-present fog, and the lingering effects of ancient magic, Ustalav is always shrouded in gloom— even at midday, sunlight feels dim and distant. It’s a land of stark contrasts: large cities are hubs of culture, learning, and innovation, while the villages and hamlets are steeped in superstition and cultural backwardness.

Ustalav is inhabited primarily by humans (around 95% of the population), and other ancestries are often met with distrust, fear, or outright hostility. Magic—especially the arcane—provokes anxiety and scorn, most of all the art of necromancy. This is a natural reaction to centuries of oppression under the undead wizard Tar-Baphon, the Whispering Tyrant. Flaunting magical ability in rural areas can lead to unpleasant consequences ranging from social prejudice and ostracism to mob violence—or even witch burnings. In major cities like Caliphas or Lepidstadt, however, magic is more accepted and rarely draws attention.

The land teems with superstition. Many people believe that some of the noble families who rule Ustalav are descended from vampiric bloodlines. The descendants of the wandering Varisians, who settled here millennia ago, still cling to their own faiths and traditions—such as the art of fortune-telling with cards. Among the deities, the goddess of travelers, Desna, holds great favor, alongside Pharasma, Lady of Birth, Death, and Fate, and Urgathoa, the goddess of Disease and Undeath.

More information about Ustalav can be found in the Setting section.

 

Plot

The adventure opens in the first week of Lamashan (Golarion’s equivalent of October) in 4711 AR (Absalom Reckoning). The heroes are invited to the funeral of Professor Petros Lorrimor, an alumnus and lecturer at the University of Lepidstadt—and a friend to the party. A renowned Ustalavic scholar, philanthropist, and world-traveler, he has died under strange circumstances. Upon arriving in the small town of Ravengro at the invitation of his daughter, Kendra, the PCs learn the terms of his will and quickly realize that unsettling things are afoot—and that the professor’s death is not what it first seemed. The first chapter, "The Haunting of Harrowstone" blends investigation, a semi-sandbox structure, combat, and classic dungeon-crawling.

How did your characters know the professor, and what did they mean to him? That’s up to you. Perhaps Petros hired your character as a bodyguard on his often dangerous journeys. Perhaps you knew each other through the University of Lepidstadt. Maybe your character was his student or maybe once they saved Lorrimor’s life, and he vowed never to forget it. There are countless options—but one thing is crucial to the story: your characters must have a genuine investigator’s streak and be unwilling to quit once events begin to snowball. You’ll need a strong, well-justified connection to the late professor. He shouldn’t be a casual acquaintance, but someone you’d do a lot for. A great deal.

The Haunting of Harrowstone normally begins right at Professor Lorrimor’s funeral. However, I’ll be starting the adventure a bit earlier—when the characters first arrive in Ravengro and find Petros’s home, before accompanying him on his final journey. This will give you more room for roleplay, character interaction, and immersion.

Your character doesn’t need to be from Ustalav itself—Professor Lorrimor was a traveler, and his circle of friends extended across many lands, but I strongly recommend a hero from Ustalav, mainly because such a character will have greater motivation and involvement in the plot than a character from, for example, Katapesh.

Carrion Crown has plenty of investigation, exploration and combat, punctuated with tense social encounters. I'll include plenty of roleplay to make the world feel alive and reactive to your actions. This adventure will take you and your companions on a tour of the haunted counties of Ustalav, with each book of the adventure focusing on a different theme of horror (ghosts, Frankenstein's monster, werewolves, zombies, vampires, witches, and liches, in that order). And all of this is connected by a neat, re-worked plot thread. Some events in the campaign will be entirely new, and you’ll encounter new enemies — creatures that, in my opinion, suit the atmosphere and folklore of Ustalav.

 

Player Expectations

I’m looking for players who, above all else, have the time to actually play. This will be a campaign, so I’m looking for commitment. If you can’t commit, it’s probably best not to sign up.

I firmly believe in mutual momentum in play-by-post games: if you put your energy into the story, you can be sure I’ll do the same for you. I know life happens, and PBP games are infamous for losing players along the way—but if you ever need to drop out, please just send me a message. Don’t ghost me.

If you enjoy writing, getting into character, describing not only your actions but also your inner thoughts, doubts, moments of joy and hesitation—if you like interacting deeply with other players’ characters—then you’re exactly the kind of player I’m inviting to this adventure. I’ll be aiming for atmospheric, detailed posts, and I expect the same level of care and engagement from everyone at the table.

 

If you’re still here reading this, and I’ve managed to pique your interest with this rather lengthy introduction, head over to the Applications section—you’ll find all the guidelines you need to build a hero fit for this campaign.

 

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