Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Thursday, October 08, 2026

A gaming Chat part II

OK, two requests. First one; I absolutely HATE the stylistic affectation of short sentences and sentence fragments as paragraphs. I know that you think that it's dramatic, but I hate it. Stop doing that. Don't do any more of those. Secondly, I want a group for a Mummy's Mask adventure path. I want to maintain the lower fantasy take, leaning into Lovecraftian horror and maybe a kind of pulp exotic exploration kind of vibe as well, and I want different class and archetype combinations than I have seen for any of the previous groups that you've generated, so I can have more variety.

Absolutely. And I’ll stop doing that. I understand the distinction you are making: you do not want prose broken into artificial one-sentence or fragmentary paragraphs for “dramatic effect.” I’ll use normal paragraphs with complete sentences, while still using lists when a list is actually useful.

For Mummy’s Mask, I’d take the opportunity to move the party in a noticeably different mechanical direction from the groups we have already built. The official Player’s Guide itself emphasizes tomb exploration, traps, desert survival, and forgotten Osirian sites, and specifically calls out options such as Crypt Breaker Alchemist, Archaeologist Bard, Serpent Shaman Druid, and Terra-Cotta Monk as particularly appropriate. That gives us a nice excuse to make this group feel like a pulp archaeological expedition rather than another party of investigators, slayers, and occult detectives.

The Four Winds Expedition

The overall tone I would aim for is 1930s archaeological adventure filtered through Lovecraft and Robert E. Howard. The characters are competent explorers rather than superheroes, and most of what they encounter initially has a mundane explanation: tomb robbers, poisonous creatures, ancient traps, disease, rival expeditions, and fanatical cultists. Gradually, however, they discover that some of the things buried beneath Osirion were buried for very good reasons.

Mechanically, I would also keep the magic restrained. There is magic in the party, but nobody should feel like a walking magical artillery piece. The characters should rely heavily on expertise, equipment, physical ability, cunning, and specialized knowledge.

1. Rashid ibn Khalil

Human Alchemist — Crypt Breaker

Male

Rashid is an Osiriani antiquarian and professional tomb explorer who has spent years recovering artifacts from minor ruins for wealthy collectors. He is not particularly interested in the romantic notion of archaeology. To him, ancient tombs are extremely dangerous structures containing valuable objects, and surviving them requires preparation, good equipment, and an intimate understanding of poisons and traps.

The Crypt Breaker is almost tailor-made for the campaign. It is one of the archetypes Paizo specifically recommends for Mummy’s Mask, and it gives us a character who can approach tombs almost like a nineteenth-century scientific explorer rather than a conventional fantasy wizard.

His alchemy would be presented in a very low-fantasy way. His bombs are chemical mixtures, incendiary compounds, corrosives, and strange powders rather than glowing magical missiles. His extracts are experimental drugs, stimulants, antitoxins, and inhaled preparations. Even his more obviously supernatural abilities can initially look like bizarre products of his knowledge.

His horror connection is particularly good because Rashid understands physical causes. He knows what a poison does to the body. He knows what a venom does. He knows how long a corpse should take to decompose in the desert. Then they find a corpse that has been dead for three thousand years but still has warm blood. That is the sort of thing that begins to undermine his entire worldview.

Party role: trap expert, alchemical support, identification, anti-poison specialist, and general problem solver.

2. Cassian Vale

Human Bard — Archaeologist

Male

Cassian is the group's classic pulp adventurer, but I would make him considerably less heroic and polished than the usual fantasy bard. He is a disgraced academic who was expelled from an Osiriani university after publishing a controversial theory that several supposedly unrelated ancient cults were actually descended from the same prehistoric religion. Unfortunately, he was right.

Cassian travels with notebooks, maps, charcoal rubbings, stolen translations, a battered rapier, and a whip that he insists is an essential archaeological tool. His bardic abilities represent education, rhetoric, historical knowledge, confidence, and the ability to inspire people under terrible circumstances rather than musical magic.

The Archaeologist archetype is particularly appropriate because it shifts the bard away from the traditional performer and toward the pulp-adventurer archetype. Paizo specifically recommends the Archaeologist for Mummy's Mask.

He also gives the group an important intellectual function. Rashid knows how to survive a tomb, but Cassian knows why the tomb was constructed. He can read inscriptions, recognize recurring symbols, identify ancient dynasties, and understand why a particular burial practice might indicate something far stranger than ordinary religion.

His greatest flaw is that he desperately wants his theories to be correct. The campaign can therefore gradually confront him with the horrifying possibility that the ancient civilization he has spent his life studying was not worshiping imaginary gods at all.

Party role: face, scholar, historian, skill monkey, and secondary combatant.

3. Meren-Ka

Human Monk — Terra-Cotta Monk

Male

Meren-Ka is the least obviously “adventurer” of the four. He was raised in a remote temple whose guardians have maintained an ancient funerary tradition for generations. His order's martial techniques were developed specifically to protect sacred tombs from grave robbers and desecrators.

He does not consider himself a martial artist in the modern sense. He is a tomb guardian, trained to fight without weapons because weapons can be taken away, break, or become contaminated by whatever lives beneath the earth.

The Terra-Cotta Monk is an especially fun choice here because it has a direct thematic connection to ancient Osirion and funerary imagery, while being completely different from the Brawler, Fighter, Slayer, Swashbuckler, and other martial characters we have already used. Paizo's Player's Guide specifically lists Terra-Cotta Monk among the options that fit Mummy's Mask.

I would make Meren-Ka somewhat unsettling without making him supernatural. He has an almost pathological respect for the dead. He refuses to step over corpses. He will not disturb a burial chamber unnecessarily. He knows hundreds of funerary taboos and becomes increasingly disturbed when he encounters ancient tombs whose occupants were deliberately denied proper burial rites.

Eventually, he realizes that some of those rituals were not intended to honor the dead.

They were intended to keep something from waking up.

Party role: front-line fighter, physical specialist, tomb guardian, and character who understands Osiriani funerary customs.

4. Samira al-Hadid

Human Druid — Serpent Shaman

Female

Samira is the group's wilderness specialist, although I would avoid making her a conventional “nature priestess.” She is a desert herbalist and wandering healer who has spent most of her life traveling along the edges of the great desert. Her spiritual traditions center on snakes, desert predators, and the harsh cycles of life and death.

She joins the expedition because she has discovered that something is disturbing the natural world around several ancient ruins. Animals are abandoning places where they have lived for generations, snakes are behaving strangely, and scavengers sometimes refuse to approach certain tombs.

The Serpent Shaman gives us another archetype that Paizo specifically identifies as appropriate for Mummy's Mask. It also gives us a very different kind of character from the occult casters we've used in previous groups.

Samira's connection to the supernatural should be ambiguous for a long time. Her serpent-related abilities can feel like an extension of her knowledge of the desert and its creatures. She knows which plants cure venom, which snakes inhabit which regions, and how to read subtle changes in animal behavior.

The horror begins when her animals start reacting to things that none of the humans can see.

She might stare into an apparently empty tomb and quietly tell the others that something inside is watching them. When they ask how she knows, she simply explains that every snake in the vicinity has stopped moving.

Party role: wilderness survival, healing, divine support, animal companion, and supernatural warning system.

—(  †  )—

This party gives the campaign a different dramatic texture. The Skull & Shackles group felt like pirates gradually discovering supernatural horror, while the Curse of the Crimson Throne group was essentially a group of urban investigators watching a city become increasingly horrific. This one starts as an archaeological expedition. The characters are looking for ruins, artifacts, historical knowledge, and treasure, and the horror gradually emerges from the realization that the civilization they are excavating understood things about death and the cosmos that modern people have forgotten.

That fits the actual premise of Mummy's Mask very well. Paizo describes the campaign as modern Osirion opening ancient vaults and tombs to exploration, with the discovery of Hakotep I's stolen funerary relics eventually leading to a cult seeking to restore the ancient pharaoh.

The Lovecraftian angle

I would make the horror less about “there are lots of mummies” and more about “the ancient world knew something about the universe that modern civilization has deliberately forgotten.”

The first few tombs can contain perfectly recognizable supernatural threats: undead guardians, curses, traps, ancient cults, and strange creatures. As the expedition progresses, however, the characters begin finding evidence that some ancient Osiriani religions were not simply primitive sun worship or funerary superstition. Their priests recorded astronomical phenomena that should not have been visible from Golarion, carved representations of creatures that do not resemble any known species, and constructed underground chambers whose geometry seems completely unrelated to ordinary architecture.

Cassian initially interprets these things as obscure religious symbolism. Rashid searches for chemical or biological explanations. Meren-Ka assumes they represent forbidden funerary practices. Samira listens to the animals.

Eventually, all four interpretations begin pointing toward the same conclusion.

Something existed in the darkness before the oldest Osiriani dynasties, and some ancient priests knew how to communicate with it.

That lets you have the Howard/Smith/Lovecraft pulp atmosphere you seem to enjoy without turning the campaign into a parade of high-level spellcasters and cosmic entities from the beginning. The characters remain relatively grounded adventurers who happen to be digging in exactly the wrong places.

I actually don't mind the same classes, but you're re-using the same archetypes too often for my taste. I would want more variety from campaign to campaign. I prefer brawler to monk, for instance, and don't really like bards very much. I also quite like the Occult Adventures classes, and would like to see at least one class OR archetype from that product in most groups.

That makes sense, and I think it actually improves the way we should build these groups. I was treating “different class combinations” as the main source of variety, when what you really want is variety in the mechanical expression of the characters, while still being free to reuse classes that fit the campaign. So I’ll stop treating an archetype as something that should recur just because the class recurs.

I also agree that Brawler is a better fit than Monk for your tastes, particularly for the pulp-adventure groups, and I’ll leave Bard out unless there is a very compelling reason to use one. I’ve also noted your preference for having an Occult Adventures class or archetype in most groups. In particular, the Occultist is unusually well suited to Mummy’s Mask because its entire mechanical concept revolves around historically significant objects and implements, and the class is explicitly described as fitting naturally with explorers and archaeologists.

With those preferences in mind, I would actually replace my previous Mummy’s Mask party rather than merely tweak it.

The Expedition of the Black Scarab

The group is a band of relatively grounded treasure hunters, antiquarians, desert travelers, and tomb robbers who become increasingly aware that the ancient world of Osirion was hiding things that modern scholars were never supposed to rediscover. The pulp influence should feel more like Howard, Lovecraft, Clark Ashton Smith, and old archaeological adventure serials than conventional high fantasy.

I would also make the characters somewhat morally ambiguous. They are not necessarily noble archaeologists preserving cultural heritage. Some want knowledge, some want money, some want revenge, and one of them simply wants to find out what happened to a vanished expedition.

1. Harun al-Rashid

Human Brawler — Shield Champion

Male

Harun is the group's expedition fighter and former caravan guard. He spent years escorting merchants across the desert and eventually discovered that his particular talents were more valuable to wealthy tomb hunters than to ordinary merchants.

He fights with a heavy wooden shield and improvised weapons, giving him a very practical, brutal fighting style. He is not a knight or trained soldier; he is the sort of man who has learned to survive tavern brawls, caravan raids, narrow alleys, and ambushes in tomb corridors.

The Shield Champion gives us a Brawler without repeating the Snakebite Striker we used for Strange Aeons, while also giving the character a distinctive pulp-adventure fighting style. He can fight effectively in cramped tombs without requiring the character to become a magical martial artist.

Harun is also the group's skeptic. He believes every supposedly supernatural phenomenon has an explanation involving criminals, poison, disease, or someone trying to frighten them away from something valuable.

That conviction becomes increasingly difficult to maintain.

Role: front-line combatant, bodyguard, expedition muscle, and improvised-weapons specialist.

2. Elias Venn

Human Occultist — Necroccultist

Male

This is the character I would use to bring Occult Adventures directly into the heart of the campaign.

Elias is a European (????)-born antiquarian who came to Osirion specifically because he became obsessed with a collection of funerary artifacts that appeared in the black market several years earlier. He discovered that the objects were not simply ancient religious artifacts: they seemed to retain impressions of the people who had owned them. He has therefore developed a strange occult practice based around handling ancient objects and communicating with the psychic residue attached to them.

The Necroccultist is particularly appropriate because it focuses the Occultist's fascination with the past toward death and the undead. Its mechanics explicitly center on necromantic implements and learning from the dead. his also lets us do something I think would work exceptionally well for your Lovecraftian angle: Elias isn't a necromancer in the conventional fantasy sense. He does not raise armies of skeletons. He studies the psychological and supernatural traces left behind by dead people.

When he picks up an ancient dagger, he might briefly experience the final moments of its previous owner. When he handles a funerary mask, he might hear someone whispering in a language he doesn't know. When he touches something that should have been destroyed thousands of years ago, he might suddenly realize that the person whose memories he is experiencing is still alive.

His implements can therefore be physical artifacts from the expedition, making the Occultist's core mechanics unusually visible in the story. The class specifically treats implements as objects with historical or personal significance, which is almost tailor-made for an archaeological horror campaign.

Role: occult scholar, magical utility, artifact expert, supernatural investigator, and the character most directly connected to the campaign's cosmic horror.

3. Darius Voss

Human Rogue — Knife Master

Male

Darius is a professional tomb robber rather than an archaeologist. He grew up around smugglers and black-market antiquities dealers and knows that the difference between an archaeologist and a thief is often simply who gets to the tomb first.

He specializes in knives, traps, stealth, and getting through places that were specifically designed to keep people out.

The Knife Master gives us a Rogue that feels substantially different from the Pirate Rogue we used for Skull & Shackles. He is not a swashbuckling thief or urban burglar; he is an extremely dangerous close-range killer who has learned to operate in the cramped spaces of tombs and ruins.

I would make Darius the group's most morally questionable member. He is willing to rob graves, sell artifacts, lie to his companions, and abandon a stranger if the situation becomes dangerous. But he has one absolute rule: never open a sealed chamber that has warnings written on the outside. He has already made that mistake once. He refuses to explain what happened.

Role: trapfinder, scout, stealth specialist, precision damage, and professional tomb robber.

4. Nadira bint Safiya

Human Ranger — Beastmaster

Female

Nadira is the expedition's desert guide. She has spent her entire life traveling between isolated settlements and knows the desert in a way that the others never will. She is not a noble wilderness guardian or mystical nature priestess; she is essentially an Osiriani frontier scout and caravan guide.

Her animal companion would be a hyena, which I think is much more interesting for this campaign than the usual wolf or big cat. The hyena is a practical desert scavenger, but it also reinforces the increasingly unpleasant relationship between the expedition and death.

Nadira understands that the desert is dangerous because it kills people. She is much less comfortable with the possibility that some things in the desert are dangerous because they want people dead. Her favored enemies could emphasize humanoids and undead as the campaign develops, allowing her to start as a mundane desert tracker and gradually become an experienced hunter of supernatural threats. She is also the character who knows when the group should leave. Unfortunately, the others don't always listen.

Role: tracker, archer, wilderness survival, animal companion, and desert specialist.

—(  †  )—

This feels substantially more like the Mummy's Mask version of the overall campaign aesthetic I think you're after. It also gives us four very different mechanical identities. Harun is a straightforward physical combatant, Darius is a specialized rogue, Nadira is a wilderness-oriented martial character, and Elias is the one genuinely strange occult character. There is no bard, no monk, no investigator, no slayer, and no reuse of the Brawler archetype from Strange Aeons. 

And I particularly like the Occultist here. I think Occultist is a better Mummy's Mask choice for you than simply putting a generic occult caster into the party. The class's relationship with significant objects means the campaign's artifacts can become mechanically important to a character rather than simply being treasure the GM hands out. An ancient crown, funerary mask, ceremonial dagger, broken statue, or piece of a sarcophagus can all become things Elias has a personal and mechanical relationship with. It also gives us a very nice progression for the horror.

At first, Elias thinks the objects contain psychic impressions left by the dead. Then he discovers that some of those impressions are not memories. They are warnings. And eventually he realizes that some of the things whispering through the artifacts aren't dead at all. That is much closer to the Lovecraftian archaeological horror I think you're looking for than simply filling the party with traditional undead hunters.

Yes, that is the right approach. I will point out that as I do more of these, it's not necessary to add an archetype to every character. The base classes unmodified by an archetype are also fine if it fits the concept.

Yes, that's a useful distinction. I was overcorrecting toward archetype variety, when the real goal is character and mechanical variety across the groups, not “every character must have an archetype.”

Going forward, I’ll treat archetypes as tools rather than requirements. A party might have: one character using an unusual archetype because it perfectly captures the concept, one using a familiar archetype that suits the campaign, one using a completely unmodified base class, and one using an Occult Adventures class or archetype because it adds something distinctive. That also gives us considerably more freedom to make the class itself do the thematic work. A straight Brawler can be exactly what a pulp expedition needs without having to bolt an archetype onto him, for example. I’ll also keep the broader pattern you've established in mind: different archetypes from campaign to campaign, Brawler preferred over Monk when both fit, Bard generally avoided, and an Occult Adventures element in most groups when it makes thematic sense.

I would like to add an "anti-PC" party of outright villains that could be used as rivals. I want them to be genuinely bad guys; cultists, murderers, necromancers, cannibals, or anything terrible. I don't want them to be particularly monstrous in terms of race, i.e., they can be literally made up of PC races and classes, but they are definitely monstrous in terms of personality. I also want to use the same restrictions and constraints on party composition as for the regular PCs.

Yes. I think an anti-PC party is particularly effective for Mummy’s Mask because the heroes can encounter another expedition that is pursuing the same ruins, relics, and secrets but has none of the moral boundaries that constrain the PCs. They should look, at first glance, like entirely plausible adventurers: mostly human, professionally competent, and capable of cooperating with civilized society. The horror comes from what they actually do.

I would make them genuinely evil rather than “morally gray rivals.” They murder witnesses, desecrate graves, sacrifice people, exploit the poor, and betray one another when it is advantageous. They should also be dangerous enough that the PCs cannot simply dismiss them as cartoon villains.

The Black Scarab Company

This is a rival expedition that has been operating in Osirion for several years. They began as ordinary tomb robbers, but their leader gradually became convinced that the ancient burial cults possessed knowledge of a power that could transcend death. The group now works for several occult patrons while pursuing its own increasingly deranged agenda.

Unlike the PCs, they aren't interested in preserving artifacts, understanding history, or respecting the dead. They want to know what the dead can still do for them. I would keep them entirely within normal PC races and classes.

1. Khafra Venn

Human Brawler — Unarmed Fighter

Male

Khafra is the group's enforcer and probably the most immediately frightening member because there is very little theatricality to him. He is a large, powerful man who has spent years working as a caravan guard, pit fighter, and hired killer. He has no interest in occult philosophy. He simply enjoys hurting people.

Khafra has developed a particular fascination with killing people with his bare hands, partly because he considers weapons impersonal and partly because he enjoys watching his victims realize that they cannot escape him. He has broken fingers, jaws, and ribs for trivial reasons, and he has murdered people simply because he disliked their voices.

I would actually leave him as a straight Brawler with no archetype. This gives us a useful contrast with Harun from the heroic Mummy's Mask group: both are Brawlers, but their personalities and fighting styles are completely different. Harun is the practical protector; Khafra is a sadistic murderer. Khafra is also the person the other villains send ahead when they need somebody intimidated, beaten, or killed.

Role: melee bruiser, intimidation, enforcer.

2. Menes Qar

Human Cleric — no archetype

Male

Menes is the group's religious authority, although calling him a priest would give the wrong impression. He is a necromantic cultist who has become convinced that the distinction between life and death is an artificial limitation imposed upon humanity. His particular obsession is with discovering whether consciousness can survive the destruction of the body. Menes therefore conducts experiments. He purchases slaves and prisoners, kills them, interrogates their corpses, and records the results. He has developed increasingly elaborate methods for determining whether a person's memories survive death, including deliberately creating undead from people he knew while they were alive. The most disturbing thing about him is that he is polite.

Menes speaks gently, treats everyone with apparent courtesy, and regards his atrocities as legitimate scientific and religious inquiry. He doesn't hate his victims. He simply doesn't believe their suffering matters. His clerical magic should consequently be presented as austere and funerary rather than spectacular. He is a man who has turned religious devotion into an excuse for vivisection.

Role: divine caster, necromancer, healer of the villains, and ideological leader.

3. Silas Crow

Human Rogue — Scout

Male

Silas is the group's infiltrator, thief, assassin, and professional liar. He is also probably the person the PCs are most likely to mistake for an ordinary adventurer. He dresses well, speaks intelligently, knows ancient history reasonably well, and can behave impeccably in polite society. He has cultivated relationships with merchants, antiquarians, government officials, and members of the nobility. His specialty is making people disappear without anyone realizing they have been murdered.

Silas doesn't kill primarily for pleasure. He kills because it is useful, and because he has gradually lost any ability to regard other people as real human beings. A guide who knows too much becomes a liability. A rival scholar becomes an obstacle. A servant who overheard a conversation becomes a loose end. He is also the group's principal tomb robber. He is exceptionally good at bypassing traps and stealing artifacts without damaging them, which makes him the perfect counterpart to Darius Voss from the heroic group. The difference is that Darius is a thief who occasionally does terrible things because he is a criminal. Silas is a murderer who occasionally commits theft because it is convenient.

Role: scout, trap specialist, infiltrator, assassin, and social infiltrator.

4. Nefertari Sutekh

Human Witch — Gravewalker

Female

Nefertari is the most overtly supernatural member of the group and the one who gives them their strongest Lovecraftian component.

She was once a respected healer who became fascinated with the boundary between life and death after watching a family member die. Her experiments began with legitimate medicine, then progressed to forbidden funerary magic, and eventually to deliberate communion with the dead. She now considers corpses to be resources. Nefertari steals teeth, fingers, hair, bones, and organs from graves and keeps them catalogued in small labeled containers. She has no sentimental attachment to the dead and considers the idea of respecting a corpse to be a primitive superstition.

Her cannibalism is part of the same philosophy. She believes that consuming a part of another person allows one to acquire something of that person's essence. She has therefore eaten portions of corpses belonging to people whose memories or abilities she particularly desired. Unlike Menes, who approaches death intellectually, Nefertari enjoys it. She is fascinated by the moment when somebody realizes that they are going to die. She deliberately prolongs that moment whenever possible because she believes fear produces a stronger psychic residue. Her greatest secret is that she has begun receiving dreams from something beneath the desert. She believes it is teaching her. The PCs eventually discover that it has never actually promised to help her.

Role: witch, occultist, debuffer, divination, curses, and primary supernatural threat.

—(  †  )—

This deliberately follows the same composition principles as the heroic group: one woman and three men, predominantly mundane PC races, low-to-moderate magic, and classes that feel appropriate to the campaign rather than a collection of mechanically optimized specialists. It also gives us some archetype restraint. Only Silas needs one; the Brawler and Cleric work better as straight classes, while Nefertari's class/archetype combination gives the group its supernatural identity.

I would make the Black Scarab Company a mirror image of the heroic expedition, rather than simply another unrelated adventuring party. That creates some particularly nice recurring rivalries.

Harun vs. Khafra is a physical confrontation between two Brawlers who have taken radically different paths. Khafra might genuinely respect Harun because he recognizes another man who knows how to fight, while Harun finds him absolutely repulsive. Elias vs. Nefertari should be the intellectual and occult rivalry. Elias wants to understand the memories contained in ancient objects. Nefertari wants to consume and exploit the remnants of the dead. They could even possess competing theories about the same supernatural phenomenon. Darius vs. Silas is the most personal. Both are thieves who understand tombs and traps, but Darius still has some concept of loyalty and self-preservation. Silas regards loyalty as an amusing weakness. Nadira vs. Menes is perhaps the most philosophical. Nadira sees death as part of the natural order and believes the dead deserve peace. Menes believes death is merely an obstacle to be overcome.

And because the Black Scarab Company is genuinely evil, I wouldn't make them secretly noble or redeemable. They can have understandable motivations, personal histories, or even moments of genuine affection for one another without softening what they do. They are the people who made the choices the PCs refused to make.

The most interesting possibility, in fact, is that they sometimes have better information than the PCs. They may correctly identify a supernatural threat, understand part of an ancient inscription, or realize that a particular tomb should not be opened. The difference is that when they discover something terrible, their first question is not “How do we stop this?” but “How can we use it?”

Sorry; I didn't mean specifically for Mummy's Mask, or specifically for an Osirion theme. I would actually like a more northern party that would be at home in Varisia, Ustalav, Cheliax, Andoran, Taldor, etc.

Ah, yes. I misunderstood the scope. You want a reusable evil rival party that could plausibly turn up across the more northern/central parts of the Inner Sea—Varisia, Ustalav, Cheliax, Andoran, Taldor, and similar regions—rather than an evil mirror of the Mummy's Mask party.

I would also make them feel like a real adventuring party with a shared history, rather than four interchangeable villains. They should be the sort of group the PCs might encounter in several different campaigns, with the GM able to transplant them almost wholesale.

The Black Company

They call themselves the Black Company, although they have no formal connection to any mercenary organization bearing that name. The title originally referred to the black iron tokens they use to identify members and associates. They have worked as mercenaries, grave robbers, bounty hunters, cult agents, smugglers, and hired killers throughout Avistan. Their reputation varies considerably depending on where they are encountered. In some places they are wanted criminals; in others, they are respected mercenaries who happen to accept unusually unpleasant contracts. They are not monsters in appearance. All four are entirely plausible humans or other common PC races, and they can walk into a respectable inn without attracting attention.

Their evil is entirely a matter of what they choose to do.

1. Garrick Voss

Human Brawler — no archetype

Male

Garrick is the leader and the group's principal killer. He is a former soldier who discovered that he enjoyed violence considerably more when nobody was giving him orders.

He is a big, physically intimidating man who favors heavy clothing, a military-style coat, and battered gauntlets. He rarely carries an obvious weapon because he prefers to fight with his hands. He has killed enough people that he has developed an almost professional understanding of exactly how much violence is necessary to accomplish a particular objective. Garrick is not insane. That is important.

He is perfectly capable of kindness, courtesy, humor, and friendship. He genuinely cares about the other members of the Black Company. He simply has no moral objection to murder. If someone needs to die, Garrick considers the question to be whether killing them is useful, not whether it is right. He is the sort of villain who might buy a drink for a frightened stable boy immediately after murdering the boy's employer.

Role: leader, melee combatant, intimidation, and the group's practical problem solver.

2. Father Severin Vale

Human Cleric — no archetype

Male

Severin is a former priest whose faith curdled into nihilism. I would leave him as a straight Cleric, because his evil is more interesting if he isn't mechanically defined as an exotic necromancer or cult archetype. His particular religious affiliation can change depending on the campaign. In a Varisian or Ustalavic game, he might serve an obscure death cult; in Cheliax, he could be a disgraced Asmodean; in Taldor, he could be a heretical priest who has convinced himself that morality is merely a tool used by the powerful. Severin believes that human beings are fundamentally selfish and that civilization is simply a thin layer of hypocrisy covering that truth. His response is not to become chaotic. Instead, he deliberately cultivates hypocrisy.

He presents himself as a respectable priest, offers charity to the poor, performs funerals, tends the sick, and gives excellent spiritual advice. Meanwhile, he secretly arranges murders, blackmails people, engineers religious conflicts, and sells information to anyone willing to pay. His favorite method of killing people is to convince somebody else to do it. He is also the group's intellectual center. He can discuss theology, ethics, history, and philosophy with genuine sophistication, which makes his conclusions all the more disturbing.

Role: divine caster, negotiator, healer, strategist, and ideological manipulator.

3. Lucien Mordane

Human Rogue — no archetype

Male

Lucien is a professional assassin who specializes in people rather than monsters. He is elegant, soft-spoken, and impeccably dressed. He carries a rapier and several concealed knives, but his greatest weapons are patience and information. Lucien's philosophy is that murder should never look like murder. He prefers poison, staged accidents, manipulated rivalries, and carefully constructed alibis. If he has to kill someone personally, he considers it a failure of preparation. Unlike Silas from the Mummy's Mask group, I would leave Lucien as a straight Rogue. He doesn't need a specialized archetype because his distinction comes from how the character is played.

He keeps dossiers on everyone he meets. Not just enemies. Everyone. He knows which party member is secretly in debt, which noble has a bastard child, which priest has doubts about his faith, and which adventurer is terrified of undead. He doesn't necessarily intend to use the information immediately. He simply believes that everyone should have something that can be held against them.

Role: scout, trap specialist, assassin, infiltrator, and social intelligence.

4. Ilse Vey

Human Witch — Gravewalker

Female

Ilse is the member who makes the Black Company genuinely frightening. She grew up in Ustalav and learned hedge magic from an old woman who lived alone in the woods. She became fascinated with death at a very young age and eventually progressed from communicating with the dead to using them. Ilse is a cannibal, but I would make this more than simple shock value. She believes that consuming a piece of a dead person allows her to retain something of their personality, memory, or power. She therefore eats the dead for very specific reasons. If she kills an enemy she considers particularly interesting, she may preserve part of the corpse until she has decided what she wants from it. She keeps little notebooks describing the people she has consumed.

She is not openly sadistic like Garrick. In fact, she can be remarkably gentle. She talks to corpses in a soothing voice, tends her garden, makes excellent tea, and becomes genuinely affectionate toward people she considers friends. Her morality is simply completely alien. She sees the human body as raw material. Her relationship with Severin is particularly interesting. He regards death as evidence of the meaninglessness of morality; Ilse regards death as a source of knowledge.

Role: witch, curses, occult knowledge, supernatural utility, and the party's most disturbing character.

—(  †  )—

I actually prefer this composition for your purposes because it demonstrates the principle you just clarified: there is absolutely no reason to force an archetype onto every character. Three of these four are deliberately ordinary base classes. It also gives you a useful recurring villain structure. They are not a party where everyone is an occult specialist, everyone is a pirate, or everyone is some variation of a monster hunter. They are recognizable adventurers whose choices make them horrifying.

What makes them particularly unpleasant is that their evil doesn't depend upon an elaborate ideology. Garrick kills because he likes violence and because violence solves problems. Severin corrupts people because he enjoys demonstrating that their principles are weaker than they believe. Lucien murders people because he regards human beings as pieces on a board. Ilse violates the dead because she genuinely believes corpses are useful things. And they actually like one another.

That's important. They aren't four psychopaths who would inevitably betray each other. They have been together for years, and their loyalty to each other is probably the one genuinely admirable thing about them. If Garrick is arrested, the others will attempt to rescue him. If Ilse is threatened, Lucien will kill whoever threatened her. If Severin is wounded, Garrick will carry him out. That makes them considerably more dangerous as recurring rivals.

They can also change their presentation depending on the campaign. In Ustalav they might be occult mercenaries and grave robbers. In Cheliax they could operate as assassins and blackmailers. In Andoran they might be smugglers and political terrorists. In Taldor they could be mercenaries working for corrupt nobles. In Varisia they could be treasure hunters who have become involved with an unpleasant local cult. The underlying characters remain the same, while their current employer and specific villainous scheme change.

And because they're all ordinary PC races, there is nothing inherently supernatural about their appearance. The PCs have to discover what these people are by watching what they do. That makes them much more suitable as recurring “anti-PCs” than four obviously evil-looking monsters.

—(  †  )—

Here's the original Carrion Crown ChatGPT generated characters, except image generated by Grok because I was out of ChatGPT images. Left to right:

  • Sir Aldric Vey: Handsome young human nobleman with sharp aristocratic features, short neatly combed dark hair, reserved intense expression. Wearing blackened plate armor under a dark traveling cloak, longsword resting against his chair, heavy wooden shield nearby. Impeccably mannered posture.
  • Dr. Elias Blackwood: Intelligent middle-aged human man with thoughtful, sharp eyes and a slightly obsessive scholarly look. Short brown hair with a touch of gray, wearing a dark waistcoat, white shirt with rolled sleeves, and a long coat. A rapier at his side, dagger on belt, leather notebooks and alchemical vials on the table in front of him. Van Helsing / Sherlock Holmes vibe.
  • Viktor Dragović: Huge, muscular half-orc man, tall and intimidating, dark hair, prominent facial scars, greenish-gray skin, tusks slightly visible. Soft-spoken but imposing presence. Wearing practical leather and cloth monster-hunter gear suited for urban work, longbow leaning nearby, handaxe at his belt. Dry, quiet intensity in his eyes.
  • Helena Morcant: Quiet young human woman with pale complexion, intelligent practical expression (not stereotypically spooky), dark hair pulled back simply. Wearing modest but respectable dark dress or traveling clothes of an impoverished Ustalavic family. Subtle ethereal presence; a faint, translucent older gentleman in a black coat (her phantom) standing or hovering slightly behind her chair, partially visible in the shadows.

  • And the second Carrion Crown group:


  • Wednesday, October 07, 2026

    A Gaming Chat

    Out of curiosity, I spent a little bit of time with ChatGPT earlier today. This is the result, which I think is at least somewhat interesting. It's somewhat edited, as you have to do with ChatGPT results. I kept the dumb "punchy" sentence fragments as entire paragraph format that ChatGPT seems to love, just because I didn't want to take the time to edit it, but I did at least delete most of the extraneous carriage returns:
    Utilizing pathfinder first edition classes, races and archetypes, give me a concept for four characters for the Carrion Crown gothic horror adventure path.
    Absolutely. For Carrion Crown, I would build the party around the idea that each character represents a different gothic-horror archetype rather than simply making four optimized undead hunters. The Adventure Path is explicitly designed to accommodate characters from outside Ustalav, and the Player’s Guide emphasizes connections to Professor Petros Lorrimor as the reason the party comes together. It also specifically recommends options such as the Undead Scourge paladin, several ranger archetypes, and characters who approach the setting as investigators, scholars, or monster hunters.

    I'd make the four characters something like this:

    1. The Reluctant Vampire Hunter
    Human Paladin — Undead Scourge

    Concept: A serious, aristocratic young woman from a minor Ustalavic noble family who was raised to believe that vampires, ghosts, and other monsters were simply peasant superstitions—until a vampire murdered someone close to her. She became a paladin almost reluctantly, initially viewing the church as a source of training and authority rather than having an especially profound religious calling. Her experiences gradually turn her into a genuinely devout warrior.

    Class: Paladin
    Archetype: Undead Scourge
    Race: Human
    Deity: Pharasma
    Combat style: Sword and shield

    The Undead Scourge is particularly appropriate because it exchanges some of the paladin's general-purpose abilities for tools specifically aimed at undead. The Carrion Crown Player's Guide itself singles out the archetype as an especially good fit.

    Personality: She is the "straight man" of the group: disciplined, courageous, skeptical of occult nonsense, and increasingly horrified by the realization that the things she was taught were fairy tales are actually real. The fun part is that she isn't fearless. She is terrified of vampires, but refuses to run.

    Lorrimor connection: Lorrimor had been a friend of her father and had once investigated the disappearance of several members of her family. She regarded him as one of the few scholars who took her family's stories seriously. His death leaves her wondering whether he discovered something connected to the vampire who destroyed her family.

    2. The Occult Detective
    Human Investigator — Empiricist

    Concept: A brilliant but somewhat morbid academic who worked as Professor Lorrimor's assistant. Think Van Helsing crossed with Sherlock Holmes, but younger, more arrogant, and fascinated by things that sensible people avoid.

    Class: Investigator
    Archetype: Empiricist
    Race: Human
    Primary skills: Perception, Disable Device, Knowledge (arcana), Knowledge (religion), Knowledge (planes), Linguistics, Spellcraft
    Weapons: Rapier, dagger, pistol if firearms are appropriate

    Rather than being a conventional rogue, he's essentially a forensic occult investigator. He examines corpses, studies supernatural phenomena, identifies monsters, deciphers inscriptions, and tries to determine what actually happened before everyone starts stabbing things.

    Personality: He's irritatingly rational. When someone says, "The ghost is angry!" he responds, "Possibly. But why is it angry, what anchors it to this location, and why are there three sets of footprints leading into the room but only two leading out?" His rationalism becomes increasingly strained as the campaign progresses.

    Horror angle: His greatest weakness is curiosity. He genuinely wants to know what is behind every locked door, what is inside every crypt, and what Professor Lorrimor was researching. Eventually, the other PCs may realize that the investigator isn't merely investigating the supernatural; he's becoming fascinated by it.

    Lorrimor connection: He was Lorrimor's student and assistant. Lorrimor considered him exceptionally promising but repeatedly warned him that there were questions for which the answer is worse than ignorance. Naturally, the investigator disagreed. This gives you perhaps the strongest personal reason for him to become obsessed with uncovering what happened to Lorrimor.

    3. The Girl Who Talks to Ghosts
    Human Spiritualist — Haunted archetype/theme

    Concept: A quiet Varisian woman who has been able to see dead people since childhood. She doesn't consider this particularly unusual. Of course, everyone else does.

    Class: Spiritualist
    Race: Human or Half-Elf
    Phantom: Ancestor or Dedication phantom
    Primary role: Psychic/secondary healer/support
    Weapons: Light crossbow, dagger

    The Spiritualist is technically from a later Pathfinder book rather than the original Carrion Crown Player's Guide, but it is almost absurdly well suited to the Adventure Path. The class is built around a character whose powers derive from a supernatural spirit and whose abilities revolve around the boundary between life and death. 

    The twist: Her phantom isn't necessarily evil. In fact, it might be the spirit of someone who knew Lorrimor. She doesn't know who it is. The phantom occasionally reacts to places, objects, or people before she understands why. That creates a great recurring mystery.

    Personality: Unlike the investigator, she doesn't try to rationalize supernatural phenomena; she merely accepts them, which is actually what makes her unsettling. When everyone else encounters their first ghost and panics, she simply says, "Don't worry. He isn't the dangerous one." When asked how she knows, she looks at the corner of the room and says, "Because he's afraid of whatever is standing behind you."

    Lorrimor connection: Lorrimor discovered her abilities several years earlier and became fascinated with her phantom. Rather than treating her as a freak, he treated her as a person and helped her understand her abilities. She therefore regarded him almost as a surrogate father, and his death is devastating to her. More importantly, her phantom is behaving strangely after his death.

    4. The Monster Hunter
    Half-Orc Ranger — Urban Ranger / Infiltrator

    Concept: A half-orc who grew up on the margins of Ustalavic society and made a living hunting things that nobody else wanted to hunt. Werewolves, ghouls, bandits, witches, escaped prisoners, sometimes just wolves. He doesn't care what something is called. If it kills people, he tracks it down.

    Class: Ranger
    Archetype: Urban Ranger or Infiltrator
    Race: Half-Orc
    Favored Enemy: Undead
    Secondary: Humanoid (human) or Aberration
    Favored Terrain: Urban, forest, or swamp
    Weapons: Longbow + handaxe/short sword

    The Carrion Crown Player's Guide specifically suggests Guide, Infiltrator, Skirmisher, and Urban Ranger as useful ranger archetypes and recommends undead, aberrations, constructs, and humanoids as favored enemies. I'd personally choose Urban Ranger because it gives him a slightly different identity from the stereotypical wilderness ranger.

    Personality: He's the party's practical monster hunter. He doesn't care about occult philosophy or academic theories. He knows monsters because he's survived them. He also doesn't trust aristocrats, priests, academics, or anyone else who has never had to sleep in a ditch. This makes him initially clash with the paladin and investigator. But when something comes crawling out of a crypt, he's the person everyone wants standing next to them.

    Horror angle: He's the one character who shouldn't be frightened by monsters, and he isn't. What terrifies him is becoming a monster himself. He's half-orc, already treated as a monster by many Ustalavians, and Carrion Crown repeatedly gives him reasons to wonder whether the distinction between hunter and hunted is really as clean as he thought.

    Lorrimor connection: Lorrimor once hired him as a guide during an expedition into a remote part of Ustalav. The ranger expected the professor to be another pampered scholar. Instead, Lorrimor proved to be one of the toughest men he'd ever met. They became friends.

    [ed. My own "Marshal" Kazar Thorn, here he is! I mean, except the weapon...]

    How I'd make the party work together

    The really interesting thing about this group is that none of them occupies exactly the same conceptual space. That gives you a party that feels like it belongs in a gothic horror novel, rather than four generic adventurers who happen to be fighting undead.

    One additional change I'd strongly consider: I'd make the Spiritualist's phantom connected somehow to Lorrimor's past, but not reveal exactly how at character creation. That gives the GM a tremendously useful recurring character. The phantom can occasionally recognize a name, react to a location, become frightened, or seem to know something it shouldn't. It doesn't need to give the party answers; instead, it becomes another mystery.

    That also fits one of the Player's Guide's most important pieces of advice for Carrion Crown: the characters don't need to understand the horrors they're confronting. In fact, having characters who initially don't have all the answers makes the horror considerably more effective.

    If you want to lean even harder into the Dracula / Frankenstein / Van Helsing / Hammer Horror side of Carrion Crown, I can also build a second four-character lineup with much more unusual Pathfinder 1e archetypes and races—for example, a dhampir paladin, changeling witch, investigator/monster hunter, and Kellid shaman—and make the four characters feel like they came straight out of a 19th-century gothic horror novel.
    Yes, give me a backup lineup as requested. Give me both line-ups, with names. I want one female and three male characters in each group, to match my group.
    I’d make the two groups deliberately different in flavor rather than simply changing the classes around. The first group is the more broadly playable “monster-hunting investigators” party; the second is the more overtly Hammer Horror / Universal Monsters / gothic novel party.

    The Carrion Crown Player’s Guide strongly supports this approach: it specifically calls out the Undead Scourge paladin, several ranger archetypes, and sword-and-spell characters as particularly appropriate, while also emphasizing characters with personal connections to Professor Lorrimor.

    LINEUP I — The Lorrimor Investigators

    Tone: Van Helsing, The Wolf Man, The Woman in White, and a grim Ustalavic monster hunter.

    This is the group I would recommend if you want the characters to feel like people who could plausibly have known Professor Lorrimor and become a functioning adventuring party, rather than four supernatural freaks thrown together.

    1. Sir Aldric Vey — Human Undead Scourge Paladin

    Male — Front-line warrior

    Aldric is a young nobleman from a minor Ustalavic family whose older brother disappeared several years ago. The official story was that he fled the country. Aldric has never believed it. He eventually discovered evidence suggesting that his brother was murdered by a vampire. That experience transformed Aldric from an ordinary provincial aristocrat into an intensely dedicated servant of Pharasma. He is handsome, reserved, extremely well educated, and impeccably mannered. He wears blackened plate armor beneath a dark traveling cloak and carries a longsword and heavy wooden shield. He doesn't rant about undead. He simply hates them with absolute conviction.

    Class: Paladin
    Archetype: Undead Scourge
    Race: Human
    Deity: Pharasma
    Combat: Sword and shield

    The Undead Scourge is particularly appropriate here; Paizo's own Carrion Crown guide specifically recommends it for the campaign.

    Lorrimor connection: Lorrimor investigated Aldric's brother's disappearance and became one of the few people willing to tell Aldric that his suspicions weren't madness.

    2. Dr. Elias Blackwood — Human Empiricist Investigator

    Male — Investigator / skill specialist

    Elias is a physician, antiquarian, and amateur occultist who worked as Lorrimor's research assistant. He is the party's Sherlock Holmes / Van Helsing figure. Elias approaches every supernatural occurrence as a problem that can be solved through observation and deduction. He examines wounds, identifies poisons, studies corpses, researches local legends, and keeps meticulous notebooks. Unfortunately, he has one dangerous flaw: he is fascinated by the things he's supposed to be fighting. He isn't evil. He simply wants to understand everything. And Carrion Crown is an especially bad campaign for someone who believes that knowledge is inherently harmless.

    Class: Investigator
    Archetype: Empiricist
    Race: Human
    Combat: Rapier, dagger, alchemical tools
    Role: Skills, knowledge, investigation, secondary combat

    Lorrimor connection: He was Lorrimor's protégé. The professor was essentially his surrogate father. Elias therefore takes Lorrimor's death personally.

    3. Viktor Dragović — Half-Orc Urban Ranger

    Male — Monster hunter / scout

    Viktor is a professional monster hunter who grew up in the poorer districts of Ustalav. He's huge, scarred, dark-haired, and intimidating, but surprisingly soft-spoken. He has spent most of his life hunting things that prey upon ordinary people. Unlike Elias, Viktor doesn't care why a monster exists. If it kills people, he kills it. If it can be reasoned with, he tries talking. If it cannot, he puts an arrow through it.

    Class: Ranger
    Archetype: Urban Ranger
    Race: Half-orc
    Favored Enemy: Undead
    Combat: Longbow + handaxe
    Role: Scout, tracker, ranged combatant

    His half-orc heritage is important to his characterization. Ustalavic villagers frequently assume he is the monster when he arrives to investigate a disappearance. He's consequently developed a dry sense of humor about it.

    Lorrimor connection: Lorrimor once hired Viktor as a wilderness guide. The two became friends after surviving an expedition that neither of them ever discussed afterward.

    4. Helena Morcant — Human Spiritualist

    Female — Medium / supernatural character

    Helena is a quiet young woman from a respectable but impoverished Ustalavic family. She has been able to see the dead since childhood. Her family considers this a curse. Lorrimor considered it a gift. Her phantom is that of an unidentified older gentleman in a black coat, but Helena has never discovered who he was. The phantom occasionally reacts to people and places before Helena understands why. That makes her an excellent character for Carrion Crown because she doesn't need to be a stereotypical "spooky girl." She can be intelligent, practical, and perfectly ordinary—except that dead people sometimes speak to her.

    Class: Spiritualist
    Race: Human
    Role: Psychic magic, support, healing, communication with spirits

    Lorrimor connection: He was the first person who took Helena's abilities seriously rather than treating her as insane.

    LINEUP II — The Gothic Horror Quartet

    This is the one I'd choose if you want to push much harder into Dracula, Frankenstein, Hammer Horror, penny dreadfuls, and 19th-century gothic fiction. The characters are more unusual, more theatrical, and individually more closely tied to the supernatural.

    1. Lucien Valcor — Dhampir Inquisitor

    Male — Vampire hunter

    Lucien is the son of a human noblewoman and a vampire. He was raised by his mother and spent his childhood believing his father was simply an absent aristocrat. He eventually learned the truth. His father is still alive. Lucien has spent the last decade hunting vampires while simultaneously hiding the fact that he possesses some of their characteristics himself. He has pale skin, black hair, unnaturally sharp features, and slightly pointed canine teeth. He looks like an aristocrat who hasn't slept in several years.

    Class: Inquisitor
    Race: Dhampir
    Archetype: Kinslayer
    Deity: Pharasma
    Combat: Rapier + dagger
    Role: Undead hunter, face, divine magic

    The Kinslayer concept is especially appropriate because his entire existence is a rejection of his undead ancestry. His greatest fear is becoming a vampire.

    2. Konrad von Eisen — Human Magus

    Male — Arcane monster hunter

    Konrad is a Germanic/Ustalavic nobleman and former military officer who became obsessed with supernatural weapons. He believes that if humanity is going to survive the supernatural, it needs weapons specifically designed to kill supernatural creatures. He therefore carries a longsword engraved with obscure protective runes and has developed an almost scientific approach to magical swordsmanship. Think: Dr. Frankenstein + a Prussian officer + Van Helsing. He is stern, formal, and extremely serious. He also has absolutely no patience for superstition. Ironically, he's a wizard.

    Class: Magus
    Archetype: Spellblade
    Race: Human
    Combat: Enchanted longsword
    Role: Front-line arcane warrior

    The Carrion Crown Player's Guide specifically calls out sword-and-spell characters and recommends the Spellblade among the appropriate magus archetypes.

    Lorrimor connection: Konrad met Lorrimor while researching an ancient magical weapon. Lorrimor became his mentor in occult history.

    3. Mikhail Vost — Human Shaman

    Male — Pagan mystic / monster hunter

    Mikhail comes from a remote Kellid-influenced community in northern Ustalav. He is a folk shaman, not a polished temple priest. He believes the world is inhabited by countless spirits: ancestors, nature spirits, ghosts, demons, and things that should never have existed. He has spent his life learning which ones can be appeased, which can be bargained with, and which must be destroyed. He is the party's equivalent of the Van Helsing who actually understands folklore. He carries a crooked wooden staff covered with charms, animal teeth, strips of cloth, and little iron bells.

    Class: Shaman
    Race: Human
    Role: Divine spellcaster, healer, occult expert

    His worldview is fundamentally different from Lucien's. Lucien believes monsters are enemies. Mikhail believes some monsters are neighbors. And sometimes the distinction is not as obvious as people would like.

    4. Anneliese "Liese" von Kessel — Changeling Witch

    Female — Witch / gothic heroine

    This is the character I'd make the most overtly gothic. Anneliese is the daughter of a Ustalavic noblewoman and an unknown father. Her mother died shortly after giving birth to her, and the villagers whispered that she had been conceived through witchcraft. They weren't entirely wrong. Anneliese possesses a supernatural connection to the hag blood in her ancestry. She is beautiful but unsettling, with extremely pale skin, long black hair, gray-green eyes, and an almost unnaturally calm demeanor. She dresses like a nineteenth-century widow: black dress, high collar, gloves, cloak, and a silver pendant containing her mother's portrait.

    Class: Witch
    Race: Changeling
    Role: Arcane control, debuffing, occult knowledge

    But here's the important distinction: She isn't evil. She is terrified that she might eventually become the thing everyone believes she is. That gives her a very strong gothic-horror arc. Her familiar could be a black raven, which would be appropriately Gothic without becoming silly.

    Lorrimor connection: Lorrimor knew Anneliese's mother and had secretly investigated the circumstances of her birth. He was one of the few people who never treated Anneliese as a monster.

    My preference for your group

    Given that you specifically want one woman and three men, I actually think Lineup II is the more memorable party. Lucien is particularly strong for Carrion Crown because a dhampir vampire hunter gives you a character who is simultaneously hunter and potential victim. Anneliese gives you the complementary female character: rather than being another monster hunter, she is someone who is afraid that she herself may become a monster. Konrad provides the rational, scientific/arcane response to the supernatural, while Mikhail represents the older, folkloric understanding of it.

    That produces four distinct responses to gothic horror:

    Lucien: I am what I hunt.
    Konrad: Everything can be understood.
    Mikhail: Not everything should be understood.
    Anneliese: What if the monster is me?

    That feels particularly appropriate for a campaign whose official premise is a journey through haunted Ustalav against the agents of the Whispering Tyrant.
    Give me a line-up for Strange Aeons too, make sure that I have at least one brawler (any archetype) and one slayer (any archetype) and make sure that I have at least one Occult Adventures themed character.

    For Strange Aeons, I would make the party substantially more psychologically strange than the Carrion Crown groups. The campaign begins with the characters waking in Briarstone Asylum with their memories missing, so I would make each character's lost identity part of the character concept, rather than simply giving them an ordinary backstory. The Player's Guide specifically encourages this and recommends giving characters an obvious vulnerability that the GM can use for horror. I’d also make the party one woman and three men, as with your other groups.

    STRANGE AEONS — The Dream-Wounded

    1. Gregor Vane

    Male Human Brawler — Snakebite Striker

    Role: Front-line fighter / unarmed combatant

    Gregor is a large, powerfully built man with the hands and scars of someone who has spent years fighting professionally. The problem is that he has no idea why he knows how to fight. When the campaign begins, Gregor remembers almost nothing except fragments: a woman screaming; the smell of blood and seawater; his own hands covered in blood; someone repeatedly calling him "the butcher"; and a strange sensation that he has fought some of his companions before. He's extremely good at improvisational combat. He can pick up almost anything and turn it into a weapon.

    Class: Brawler

    Archetype: Snakebite Striker

    Race: Human

    Combat: Unarmed, improvised weapons, dirty tricks

    The Snakebite Striker fits him particularly well because it gives him the feel of a street fighter who has learned to survive through instinct rather than formal martial training. The interesting question is whether Gregor's missing memories conceal something heroic, or something terrible.

    Horror hook: Gregor occasionally enters a trance when someone attacks him. For a few seconds, he fights with far greater skill than he should possess. Afterward he doesn't remember what he did.

    2. Dr. Alistair Wren

    Male Human Investigator — Psychic Detective

    Role: Investigator / skilled operative / occult specialist

    Alistair is a thin, scholarly man with wire-rimmed spectacles, an immaculate coat, and the exhausted appearance of someone who hasn't slept properly in years. He remembers almost nothing, except that he was a doctor. And that he was investigating something called the Yellow Sign. He doesn't remember why. He doesn't remember who employed him. And he has no idea why he recognizes certain symbols carved into the walls of Briarstone.

    Class: Investigator

    Archetype: Psychic Detective

    Race: Human

    Role: Investigation, knowledge, psychic abilities, support

    This is the character I'd use to make Occult Adventures absolutely central to the party. The Strange Aeons Player's Guide specifically recommends the Psychic Detective archetype from Occult Adventures and points to psychic/occult classes as particularly appropriate for the campaign. The archetype also fits the campaign's central idea beautifully: Alistair doesn't merely investigate physical evidence. He investigates psychic impressions and memories.

    Horror hook: His psychic abilities occasionally recover memories that aren't his. He might touch a bloodstained door and suddenly remember standing in the room. Except the person standing there was not Alistair.

    3. Nikolai Orlov

    Male Dhampir Slayer — Witch Killer

    Role: Slayer / scout / assassin / monster hunter

    Nikolai is the darkest-looking member of the group. He's tall, thin, extremely pale, and dresses in black traveling clothes beneath a battered gray coat. His eyes are an unnaturally dark red. He knows how to kill people. He doesn't remember why.

    Class: Slayer

    Archetype: Witch Killer

    Race: Dhampir

    Role: Single-target damage, tracking, stealth

    The Witch Killer archetype is explicitly one of the thematically recommended options in the Strange Aeons Player's Guide. But I'd make the character considerably more complicated than "guy who kills witches." Nikolai has fragments of memories suggesting that he was once part of an organization dedicated to hunting occultists. The problem, of course, is that he can't remember whether he was a member of that organization, or one of the people it hunted.

    Horror hook: Nikolai has a recurring nightmare in which he is standing before a crowd of people wearing yellow masks. They're all kneeling. And they're all calling him Master. He assumes this is evidence that he was once a cultist. It may not be.

    4. Eveline March

    Female Human Occultist — Haunt Collector

    Role: Occult caster / relic specialist / knowledge

    Eveline is the most overtly supernatural member of the group. She is a pale, elegant young woman who dresses like a Victorian-era antiquarian: high-collared blouse, long dark skirt, gloves, boots, and a collection of strange jewelry and little occult implements. When she awakens in Briarstone, she has no memory of her life. But she does have a collection of objects. She doesn't know where they came from. She doesn't know who they belonged to. And every one of them is magical.

    Class: Occultist

    Archetype: Haunt Collector

    Race: Human

    Role: Occult magic, psychic skill, relics, utility

    This is probably the most quintessentially Occult Adventures character of the four. Occult Adventures introduced the occultist as one of its six major occult classes, and the Haunt Collector archetype is specifically recommended by the Strange Aeons Player's Guide. Eveline's specialty is interacting with haunts, spirits, psychic impressions, and supernatural objects.

    Horror hook: She has one item she refuses to use: a small silver mirror. She doesn't know why. She only knows that when she looks into it, she sees herself standing somewhere she has never been. And there is always someone standing behind her.

    This gives you exactly the mechanical requirements you asked for the Really Interesting Part: Their Memories. I'd make the campaign's central character mystery work like this: Gregor remembers violence. Alistair remembers knowledge. Nikolai remembers murder. Eveline remembers objects. None of them remembers the same part of the story. As the campaign progresses, their recovered memories begin fitting together. At first, they assume that they were simply four unrelated people who happened to end up in Briarstone. Eventually, they discover that they knew each other before the campaign began. And that's where I'd start letting the GM play with the characters' vulnerabilities. Gregor discovers that he once fought Nikolai. Alistair discovers that he once investigated Eveline. Eveline discovers that she once possessed the silver mirror. And Nikolai discovers that all three of them appear in his nightmares. The best part is that the characters themselves don't know whether these recovered memories are genuine. That's especially appropriate for Strange Aeons, because the campaign is built around the characters' missing memories and the gradual discovery that their amnesia is connected to something much larger and more horrifying.

    The Player's Guide explicitly notes that the campaign works well with occult characters, but also points out that psychic characters can have particular difficulties because of the campaign's frequent fear and emotion-based effects. So I would not make Eveline or Alistair emotionally fearless. Quite the opposite. I'd make them unusually vulnerable to the things they understand. That makes the occult abilities feel less like superpowers and more like dangerous knowledge. And that is exactly the tone I'd want for Strange Aeons.

    This has been useful. Can you also give me both a lower fantasy and a higher fantasy version for Skull & shackles, the pirate-themed adventure path?

    Absolutely. For Skull & Shackles, I’d make the two versions feel substantially different. The lower-fantasy party would be a rough-and-tumble pirate crew: sailors, cutthroats, smugglers, and people who have learned to survive at sea. Magic exists, but it isn't the defining feature of the group. The higher-fantasy party would embrace the supernatural side of the Shackles: sea witches, magical swashbucklers, strange races, divine powers, and characters who feel as though they belong in a larger-than-life pirate fantasy. I’ll keep the same one woman / three men arrangement.

    SKULL & SHACKLES I — The Salt Dogs

    Tone: Master and Commander meets Black Sails.

    These characters are fundamentally ordinary people who have become pirates because circumstances forced them into it. They're dangerous because they are competent, ruthless, and experienced—not because they possess extraordinary powers.

    1. Elias Crowe

    Human Fighter — Corsair

    Male — Shipboard warrior / captain

    Elias is a former merchant-marine officer who spent fifteen years sailing the Inner Sea. He knows ships. He knows navigation. He knows naval combat. And, most importantly, he knows exactly how merchant captains think. He became a pirate after his employer refused to pay the crew following a disastrous voyage. Elias organized a mutiny, seized the ship, and discovered that he was considerably better suited to piracy than legitimate commerce.

    Class: Fighter

    Archetype: Corsair

    Race: Human

    Weapons: Cutlass, boarding axe, pistol

    Role: Front-line fighter / shipboard commander

    He isn't a swashbuckling duelist. He's a naval officer who happens to have become a pirate. His fighting style emphasizes boarding actions, positioning, and fighting on unstable decks.

    Personality: Calm, disciplined, and pragmatic. He doesn't particularly care about treasure. He cares about owning his own ship and never again being under the command of someone who doesn't value his crew.

    2. Bram "Black Bram" Ketch

    Human Slayer — Bounty Hunter

    Male — Scout / assassin / boarding specialist

    Bram was a dockside criminal long before he became a pirate. He's lean, ugly, scarred, and almost perpetually unshaven. He's also extremely good at finding people. Before joining the crew, he worked as a bounty hunter, tracker, and occasional hired killer.

    Class: Slayer

    Archetype: Bounty Hunter

    Race: Human

    Weapons: Cutlass, dagger, light crossbow

    Role: Scout / striker / tracker

    His preferred method of dealing with an enemy captain is to find out where the man sleeps and kill him there rather than engaging in a heroic duel.

    Personality: Bram is cynical and suspicious. He expects everyone to betray him eventually. He's therefore somewhat surprised when he gradually becomes genuinely loyal to the crew. He would never admit it.

    3. Tobias "Toby" Pike

    Human Rogue — Pirate

    Male — Rogue / thief / infiltrator

    Toby is the youngest member of the crew and was born in a port city. He learned to climb rigging before he learned to read. He's a natural thief, gambler, card cheat, lockpicker, and liar.

    Class: Rogue

    Archetype: Pirate

    Race: Human

    Weapons: Rapier, dagger, throwing knives

    Role: Skills / infiltration / ranged support

    He's the classic pirate character—but without supernatural abilities. He is also the party's comic relief, although he becomes considerably less funny when someone threatens his friends.

    Personality: Charming, irreverent, impulsive. He has a weakness for gambling and attractive women. This is frequently inconvenient.

    4. Anne "Red Anne" Mallory

    Human Ranger — Freebooter

    Female — Scout / sailor / wilderness survivor

    Anne is the daughter of a fisherman and grew up on the coast. She knows the ocean, islands, reefs, weather patterns, and coastal wilderness better than anyone else aboard. She's also an excellent shot with a musket.

    Class: Ranger

    Archetype: Freebooter

    Race: Human

    Weapons: Musket, cutlass

    Role: Ranged combat / scout / wilderness survival

    Unlike the others, Anne doesn't particularly enjoy piracy. She simply discovered that pirates have more freedom than merchants.

    Personality: Blunt, practical, independent. She is the one who knows when the captain is making a stupid decision. She also happens to be the one person aboard whom Elias consistently listens to.

    —(  †  )—

    The group's defining characteristic: none of them is particularly special. That's the point. They start Skull & Shackles as people who are simply trying to survive. Over the course of the campaign, they become legends.

    SKULL & SHACKLES II — The Black Tide

    This version goes in the opposite direction. Tone: Pirates of the Caribbean + Sinbad + Pathfinder's supernatural mythology. Here, the sea itself is magical. The characters aren't merely pirates. They're becoming figures of legend.

    1. Captain Lucian Marrow

    Human Swashbuckler — Daring Champion

    Male — Duelist / captain

    Lucian is a flamboyant former Chelish naval officer who deserted after refusing an order to massacre a captured pirate crew. He became a pirate and discovered that he possessed a remarkable talent for swordsmanship.

    Class: Swashbuckler

    Archetype: Daring Champion

    Race: Human

    Weapons: Rapier, pistol

    Role: Duelist / face / captain

    Lucian fights with theatrical confidence. He has an enormous black coat, tall boots, a broad-brimmed hat, and a silver-handled rapier. He's convinced that every great pirate needs a great nemesis. He's right.

    2. Vargan Bloodwake

    Orc Bloodrager — Primalist

    Male — Supernatural bruiser

    Vargan was born among a brutal orcish coastal tribe. He possesses an unsettling connection to the ocean. When he becomes enraged, the veins in his arms become dark blue and his skin develops patches of black, fishlike scales. Nobody knows why. Vargan certainly doesn't.

    Class: Bloodrager

    Archetype: Primalist

    Race: Orc

    Bloodline: Abyssal or Elemental (Water)

    Role: Front-line powerhouse

    I'd lean toward Elemental (Water) if you want him to feel more nautical and Abyssal if you want him to feel like something terrible is living inside him. He carries a huge boarding axe.

    Personality: Quiet and surprisingly philosophical. He loves the sea. The sea, unfortunately, may love him back.

    3. Father Mateo Blackwake

    Human Cleric — Ocean's Fury

    Male — Divine caster / ship's priest

    Mateo was originally a priest of Gozreh. He served aboard merchant ships until he became convinced that Gozreh's storms weren't simply destructive. They were warnings. Eventually Mateo abandoned civilization and became a pirate priest.

    Class: Cleric

    Archetype: Ocean's Fury

    Race: Human

    Deity: Gozreh

    Domains: Water / Weather

    Role: Healing / divine magic / weather

    He interprets storms as divine messages. Unfortunately, his interpretations are often extremely alarming.

    "The storm came from the southwest."

    "Is that bad?"

    "It means Gozreh is angry."

    "At what?"

    "Us."

    4. Seraphina Vale

    Sylph Witch — Sea Hag Patron

    Female — Witch / occult spellcaster

    Seraphina is a mysterious woman found drifting alone in a lifeboat after a storm. She claims she doesn't remember where she came from. She is beautiful, pale, and unnervingly calm. Her hair is almost white and constantly moves as though underwater even when there is no wind. She possesses a strange relationship with the ocean.

    Class: Witch

    Race: Sylph

    Patron: Sea

    Archetype: Hedge Witch

    Role: Arcane caster / debuffer / occult utility

    Her familiar is a small black seabird with disturbingly intelligent eyes. The crew eventually realizes that Seraphina can hear voices beneath the waves. She doesn't always understand what they're saying. Sometimes, however, they say her name.

    —(  †  )—

    This party is much more mythic. Lucian becomes the legendary pirate captain. Vargan becomes the terrifying monster who fights beside him. Mateo is the priest who calls down storms. Seraphina is the mysterious sea witch whom everyone suspects is something other than human.

    Which one I'd choose

    For Skull & Shackles specifically, I think the Salt Dogs have a particularly strong advantage if you want the campaign's transformation to feel meaningful. They start as four relatively ordinary people: 

    -Elias wants independence.

    - Bram wants money.

    - Toby wants adventure.

    - Anne wants freedom.

    Then the campaign gradually turns them into pirates. That's an excellent character arc for Skull & Shackles, because the characters' rise from prisoners and sailors to notorious pirate captains becomes the fantasy rather than something they already possess at level 1. The Black Tide, meanwhile, is better if your group wants to embrace the fact that Pathfinder is a fantasy game and doesn't mind having characters who are obviously extraordinary from the beginning. And if you're building a whole set of Adventure Path parties, I'd actually keep these distinctions. Your Carrion Crown group can be the gothic monster hunters, your Strange Aeons group the psychologically damaged occultists, and your Skull & Shackles group the ordinary sailors who gradually become larger-than-life pirates. That gives each campaign a very different identity rather than making every party feel like four variations on the same adventuring group.

    Do you have access to the classes from the Freeport third party book, or no?

    Yes—with an important distinction. I have access to information about the Pathfinder 1e Freeport material, including the Freeport Companion: Pathfinder RPG Edition and Player’s Guide to Freeport, so I can work with its classes, archetypes, prestige classes, feats, etc. The publisher describes the Player’s Guide as containing three new classes—Freebooter, Monster Slayer, and Noble—and archetypes such as Corsair, Musketeer, and Witch Hunter. The larger Freeport: The City of Adventure Pathfinder book is a 544-page Pathfinder 1e setting book with additional classes, archetypes, feats, and magic items. The earlier Freeport Companion also has its own Pathfinder material, including the Corsair and Monster Hunter classes, prestige classes such as Musketeer and Witch Hunter, and other rules.

    So if what you're asking is: Can you use the actual Freeport-specific classes and archetypes when designing my Pathfinder 1e parties?

    Yes. And now that I know you're comfortable with third-party PF1e material, I can incorporate them rather than restricting myself to Paizo's books.

    In fact, I think this would be particularly useful for the Skull & Shackles lineup. Freeport's design is explicitly built around piracy, urban fantasy, and Lovecraftian horror, so its material is unusually well suited to that Adventure Path.

    For example, I could rebuild the two Skull & Shackles groups using: Freebooter, Monster Slayer, Noble, Corsair, Musketeer, Witch Hunter, the Freeport prestige classes, and the other Freeport-specific options while still mixing them with normal Paizo Pathfinder 1e classes and archetypes. And given the correction we just went through, I can also give you the exact book/source for every non-core class and archetype, so you can tell immediately whether something comes from Skull & Shackles, Pirates of the Inner Sea, Freeport, Ultimate Combat, etc.

    Yeah, that's make a third party, utilizing a mixture of official material and Freeport material, and leaning thematically more to the Salt Dogs with lower fantasy and sword & sorcery and horror rather than the high fantasy version.

    Absolutely. For this version I'd make Freeport the seasoning rather than the whole meal: mostly recognizable PF1e characters, with a few Freeport classes/archetypes providing the distinctive sword-and-sorcery flavor. I would also keep magic relatively rare and unsettling. These are pirates first, adventurers second. The supernatural should feel like something they encounter in dark coves, ruined temples, forgotten islands, and places where sailors tell stories they don't like repeating.

    Skull & Shackles — The Black Flag Company

    Tone: Black Sails + Robert E. Howard + Clark Ashton Smith + a little The Shadow over Innsmouth

    One woman and three men.

    1. Elias Crowe

    Human Fighter — Corsair

    Male | Ship's officer / swordsman / eventual captain

    Elias remains my favorite anchor for this kind of party. He's a former merchant-marine officer who spent fifteen years sailing the Inner Sea. He knows navigation, naval discipline, boarding tactics, and the brutal economics of merchant shipping. He didn't become a pirate because he dreamed of freedom. He became one because his employer cheated the crew out of their pay, and Elias organized a mutiny. Once he discovered that he was very good at piracy, there wasn't much reason to go back.

    Class: Fighter

    Archetype: Corsair

    Race: Human

    Weapons: Cutlass, boarding axe, pistol

    Armor: Breastplate or light/medium armor

    Role: Front-line fighter and shipboard commander

    Source: Pirates of the Inner Sea

    Personality: Elias is disciplined, pragmatic, and remarkably unromantic about piracy. He doesn't call himself a pirate. He calls himself captain of a private vessel operating without a letter of marque. Nobody else is fooled. He has one firm rule: We don't kill sailors who surrender. That rule becomes increasingly difficult to maintain in the Shackles.

    2. Black Bram Ketch

    Human Slayer — Bounty Hunter

    Male | Tracker / killer / boarding specialist

    Bram is the man you send ashore when somebody needs to disappear. He grew up in the docks of a major port and spent years working as a bounty hunter, debt collector, smuggler, and occasional assassin. He's not particularly charismatic, handsome, or clever. He's simply very good at finding people and making them stop running.

    Class: Slayer

    Archetype: Bounty Hunter

    Race: Human

    Weapons: Cutlass, dagger, hand crossbow

    Role: Scout, tracker, single-target killer

    Source: Advanced Class Guide

    The Bounty Hunter is an especially good fit for the lower-fantasy version because Bram isn't a magical monster hunter. He's a professional criminal hunter who has become a criminal himself.

    Personality: Bram is cynical, suspicious, and unpleasant. He doesn't believe in honor. He does believe in contracts. If he gives you his word, he'll keep it. He just doesn't promise very much.

    Horror angle: Bram has killed plenty of men. He's never killed anything that wasn't human. Until the party reaches the first island where the locals insist that something comes ashore from the sea at night. Bram initially laughs at them. He eventually stops laughing.

    3. Martin "Marty" Rook

    Human Freebooter

    Male | Scout / sailor / rogue-ish survivalist

    For the third character, I'd deliberately avoid another conventional rogue.

    Martin is a career sailor who has spent most of his life aboard small coastal vessels. He's a skilled climber, swimmer, navigator, fisherman, and scout. He's the person who can look at a coastline and say: we can land there, and then explain exactly why.

    Class: Ranger

    Archetype: Freebooter

    Race: Human

    Weapons: Cutlass, shortbow, boarding axe

    Role: Scout, wilderness survival, crew support

    Source: Pirates of the Inner Sea

    Freebooter is particularly appropriate here because its abilities are built around making the entire crew more effective against a chosen enemy.

    Personality: Marty is easygoing, superstitious, and almost impossible to frighten. Almost. He refuses to sail on certain nights of the month. He won't explain why.

    Horror angle: Marty grew up hearing old sailor stories about something beneath the water that follows ships. He's never seen it. He desperately hopes he never does.

    4. Mara Vex

    Human Corsair / Freeport Witch Hunter

    Female | Pistolier / occult investigator / pirate

    Mara is where I'd bring in the Freeport material. Rather than making her a conventional spellcaster, I'd make her a woman who has spent years hunting the supernatural without actually being a wizard. She grew up in Freeport and worked for a time as a private investigator and bounty hunter specializing in occult crimes. She learned that most supernatural problems have very mundane accomplices: cultists, smugglers, corrupt priests, grave robbers, and greedy nobles. She is consequently very good at killing the human beings responsible for supernatural problems.

    Class: Freeport Witch Hunter

    Race: Human

    Weapons: Rapier, pistol, dagger

    Role: Face, investigator, ranged combatant, occult specialist

    This is where I'd use one of the Freeport-specific options rather than simply making her another Paizo archetype.

    Personality: Mara is sharp, skeptical, and dryly humorous. She doesn't believe in ghosts. She has, unfortunately, killed several. She maintains that this is different.

    Horror angle: Mara knows enough about occultism to recognize when something is wrong. That makes her the first person to realize that the strange things happening around the crew aren't random. Someone—or something—is interested in their ship. And it seems to have been interested in them before they ever became pirates.

    —(  †  )—

    This keeps the party very low fantasy. There isn't a wizard. There isn't a cleric. There isn't a sorcerer. There isn't even a character who needs supernatural powers to be effective. And that's intentional.

    Why I like this version for Skull & Shackles

    The party starts out feeling like a real pirate crew. Elias understands ships and combat. Bram understands violence and hunting people. Marty understands the sea. Mara understands people—and the strange things people get involved with. Their abilities overlap enough that they feel like members of the same profession rather than four unrelated adventurers.

    The Sword & Sorcery angle

    I'd also alter the presentation of the Shackles for this party. Rather than making every island an excuse for another colorful fantasy culture, I'd emphasize: decaying colonial forts; abandoned pirate settlements; drowned temples; half-forgotten coastal kingdoms; cannibal tribes; ancient ruins; slave markets; decadent pirate princes; witch covens; ruined shrines; strange drugs and poisons; forbidden treasures; old maps that shouldn't exist; and things found in the sea that should never have been brought aboard ship.

    The characters also aren't collecting magical equipment every few levels. A good pistol is valuable. A well-made cutlass is valuable. A ship with reliable rigging is valuable. A bottle of decent rum is valuable. And if they find an ancient black sword in a drowned temple, nobody immediately assumes it's a +2 sword. They wonder why it is warm. They wonder why it seems to have been waiting for them. And they probably shouldn't touch it.

    One change I'd make to the campaign's supernatural escalation

    I'd keep the first portion of the campaign almost entirely mundane. Then introduce one supernatural element at a time. For example: Levels 1–3: Piracy, mutiny, naval combat, rival crews, smuggling, corrupt authorities. Levels 4–6: Strange ruins. Missing sailors. Local superstitions that turn out to be partially true. Levels 7–9: Cults. Witchcraft. Sea monsters. Ancient artifacts. Levels 10+: The crew realizes that the Shackles aren't simply a collection of pirate islands. Something very old lives beneath them. That way, when the supernatural finally becomes undeniable, it feels like a genuine escalation rather than something the players have been seeing since the first session. And that makes this party's progression particularly satisfying: four relatively ordinary criminals and sailors gradually become legendary pirates who have survived things that sensible sailors refuse even to name.

    OK, I'm quite enjoying these groups. Can you give me one for the Curse of the Crimson Throne adventure path, focused on lower fantasy, playing up the horror angle, and keeping it (mostly) urban themed?

    Definitely. Curse of the Crimson Throne is probably one of the best Adventure Paths for the kind of party you've been building: the official Player's Guide explicitly describes it as primarily urban, with intrigue-focused classes such as investigator, rogue, slayer, and swashbuckler being particularly appropriate. It also specifically notes opportunities for occult characters around the Harrow and haunted locations. For your version, I'd lean into Korvosa as a decaying gothic city rather than treating it simply as a fantasy metropolis. Think Gangs of New York crossed with The Golem and From Hell, with the supernatural gradually becoming impossible to dismiss. I'd also keep the same one woman, three men structure.

    CURSE OF THE CRIMSON THRONE — The Korvosan Four

    Tone: urban sword & sorcery + gothic horror + political thriller

    The important thing is that all four characters already belong to Korvosa. They aren't adventurers who happen to arrive in town. They are people who have lived there long enough to know its alleys, taverns, gangs, guards, and slums. When the city begins falling apart, their city is being destroyed. That gives them a much stronger reason to stay than simply being hired adventurers.

    1. Gideon Vale

    Human Investigator — Empiricist

    Male | Detective / physician / forensic investigator

    Gideon is the group's intellectual center. He's a former physician who left medicine after becoming disgusted with the way wealthy Korvosans could buy better treatment while the poor died in the streets. He now works as a private investigator, specializing in murders, disappearances, blackmail, and other cases the Korvosan Guard doesn't have the time—or inclination—to pursue.

    Class: Investigator

    Archetype: Empiricist

    Race: Human

    Weapons: Rapier, dagger, pistol

    Role: Investigation, skills, knowledge, secondary combat

    The Empiricist is an excellent fit because Gideon is fundamentally a detective, not a magical adventurer. He keeps notebooks full of sketches, witness statements, anatomical observations, and maps of Korvosa's streets.

    Personality: Gideon is quiet, skeptical, and compassionate. He doesn't believe in ghosts. He doesn't believe in curses. He doesn't believe in prophecy. He believes that frightened people tell stories because they don't understand what happened. Unfortunately, he eventually encounters several things that cannot be explained by evidence alone.

    Horror angle: Gideon's greatest fear is not death. It's being unable to determine what killed someone. That becomes increasingly relevant as the campaign progresses.

    2. Tomas Rook

    Human Slayer — Bounty Hunter

    Male | Street-level hunter / investigator / killer

    Tomas is a former member of the Korvosan Guard who was dismissed after refusing to obey a corrupt superior. He now works as a bounty hunter. He knows every criminal district in the city, every common escape route, and most of the city's fences and informants.

    Class: Slayer

    Archetype: Bounty Hunter

    Race: Human

    Weapons: Longsword, dagger, light crossbow

    Role: Striker, tracker, intimidation

    He's not a noble crusader. He's a professional. If somebody has a bounty on them, Tomas finds them. If they're dangerous, he kills them.

    Personality: Tomas is cynical and deeply suspicious of authority. He has a particular hatred for wealthy people who think the law exists for their convenience. He and Gideon have known one another for years. Gideon investigates the crime. Tomas finds the criminal.

    Horror angle: Tomas knows the city's criminals. That's why he's among the first to realize something is wrong. People who have survived the worst parts of Korvosa's underworld are suddenly disappearing. Not being murdered. Not arrested. Disappearing. And some of the survivors are talking about things they refuse to describe.

    3. Mara Veleris

    Human Vigilante — Avenger / Serial Killer Hunter

    Female | Masked vigilante / urban warrior

    Mara is the character I'd use to make the Korvosa itself central to the campaign. She's a vigilante who operates in the poorer districts of the city. By day, she's a respectable young woman who works as a clerk and occasional translator. By night, she becomes the Black Lantern, a masked figure who hunts predatory criminals. She isn't trying to replace Blackjack. She regards Blackjack as a legend from another era.

    Class: Vigilante

    Archetype: Avenger

    Race: Human

    Weapons: Rapier, hand crossbow, dagger

    Role: Martial combat, infiltration, social identity

    The official Player's Guide practically invites this concept: it specifically identifies Korvosa as an ideal environment for vigilantes and discusses Blackjack as the city's legendary masked hero.

    Personality: Mara is much warmer than her vigilante persona. Her civilian identity is compassionate, funny, and surprisingly optimistic. Her masked identity is cold and frightening. The distinction becomes increasingly blurred as the campaign progresses.

    Horror angle: Mara eventually discovers that some of the people she's hunting aren't entirely human anymore. The first time she kills one, she expects blood. Instead, there is something else inside it. Something that moves. She never tells the others.

    4. Father Lucien Armand

    Human Cleric — Pharasma

    Male | Priest / healer / undertaker

    Lucien is a priest of Pharasma who serves one of Korvosa's poorer neighborhoods. He's not a crusader. He's an undertaker. He buries the city's forgotten dead. He performs last rites for criminals. He identifies bodies. He visits prisoners before executions. He knows what happens to people after everyone else has stopped caring about them.

    Class: Cleric

    Race: Human

    Deity: Pharasma

    Domains: Death / Healing

    Weapons: Heavy mace, dagger

    Role: Healing, divine magic, undead defense

    And because he's a priest of Pharasma, he is the group's natural authority on the supernatural.

    Personality: Lucien is gentle, patient, and extremely difficult to frighten. He has seen too many dead people to be frightened by corpses. But he hates necromancy. To him, the dead deserve peace.

    Horror angle: Lucien begins noticing something deeply wrong with Korvosa's dead. Certain bodies don't stay where he buried them. Others have strange marks beneath their skin. And eventually he discovers that some people who died in the city are not remaining dead.

    —(  †  )—

    This is intentionally a very low-magic party. There is only one full spellcaster. There is no wizard. There is no flashy magical warrior. Three of the four characters could plausibly exist in a grim historical city with only modest changes. And that makes Lucien's magic feel more significant.

    Their relationship to Korvosa

    This is the part I'd emphasize most. Gideon knows its secrets. He knows which murders the Guard won't investigate. Tomas knows its criminals. He knows who runs the alleys, gambling houses, and illegal markets. Mara knows its streets. She knows the rooftops, abandoned buildings, sewer entrances, and hidden passages. Lucien knows its dead. He knows who has died, where they were buried, and which bodies aren't staying where they belong. Together, they have essentially mapped the living city and the dead city beneath it. And that gives you a really nice horror structure. At first, the four characters think they're investigating different problems. Then they discover the problems are connected.

    Their connection to Gaedren Lamm

    I'd make all four characters victims of Lamm in different ways, rather than giving each of them an unrelated campaign trait. That immediately creates a reason for them to cooperate. Gideon investigated a series of children disappearing from the streets and discovered Lamm's name. Tomas once tried to arrest Lamm and was ordered to release him by a corrupt superior. Mara knows several children who were forced to work for him. Lucien buried one of Lamm's victims. That means the opening isn't four strangers meet at an inn. It's four people who have each been trying to stop the same monster finally get the opportunity to do something about him. That feels much more like Curse of the Crimson Throne.

    And then the horror changes

    I'd structure their character arcs around the transformation of Korvosa.

    Early campaign: crime horror. Gangs, murders, kidnappings, corrupt guards, child exploitation, assassinations.

    Middle campaign: political horror. The city becomes increasingly authoritarian and paranoid. Friends disappear. People inform on neighbors. The characters discover that the machinery of government is becoming something monstrous.

    Later campaign: supernatural horror. The city itself begins to feel diseased. Dead people aren't staying dead. Old buildings conceal things that shouldn't be there. The characters begin realizing that the horrors they've been fighting aren't merely consequences of political corruption. Something much older is involved. And that's where Father Lucien's presence becomes particularly useful.

    Why I think this fits what you've been doing

    Your previous groups have had strong thematic identities:

    Carrion Crown: gothic monster hunters

    Strange Aeons: psychologically damaged occult investigators

    Skull & Shackles: low-fantasy pirates who gradually encounter horror

    Curse of the Crimson Throne: urban investigators trapped inside a city becoming monstrous

    And I would resist making this group too flashy.

    The Vigilante/Investigator/Slayer/Cleric combination is almost perfect for the tone you're describing. The official Player's Guide itself identifies Investigator, Slayer, Rogue, and Swashbuckler as particularly good urban/intrigue choices and specifically highlights Vigilante as exceptionally appropriate to Korvosa. It also notes that Occult Adventures classes can have opportunities to shine through the campaign's Harrow and haunted elements.

    If you wanted to push the horror one step further, I would make Mara a Serial Killer vigilante rather than an Avenger—but only if you want the party to have a much darker, morally ambiguous protagonist. The Avenger version gives you a more traditional heroic group; the Serial Killer version would make the whole campaign feel considerably more like a grim Victorian crime-horror story.