Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
Pathfinder Society Free Products   Pathfinder Roleplaying Game   Pathfinder Adventure Path   Pathfinder Modules   Pathfinder Campaign Setting   Pathfinder Player Companion  
Pathfinder Roleplaying Game

Pathfinder Society

Pathfinder Roleplaying Game: Beginner Box

PaizoCon 2012!
Pathfinder Online Technology Demo by Goblinworks Inc. — Kickstarter
1,678
BACKERS
$107,422
PLEDGED
9
DAYS TO GO

Search
Links
Shop
Recent Reviews

Bullet Points: 7 Magic Firearm Properties (PFRPG) PDF
***** by KTFish7

Pathfinder Tales: City of the Fallen Sky
***** by Marcus Ewert

Pathfinder Player Companion: Blood of Fiends (PFRPG)
***** by Eric Hinkle

Player's Aid II: Monster Summoning Cards (PFRPG) PDF
***** by Itchy

Goblin Rations: Bokor Base Class (Vodoo) PDF
****( ) by Cheapy

   RSS Recent Posts
Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6) (PFRPG)

Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6) (PFRPG)
***** (based on 22 reviews)

5x5
Add Print Edition: $19.99
Add PDF: $13.99
Facebook Twitter Email
5x5 5x5

Chapter 1: "Haunting of Harrowstone"
by Michael Kortes

When Harrowstone Prison burned to the ground, prisoners, guards, and a host of vicious madmen met a terrifying end. In the years since, the nearby town of Ravengro has shunned the fire-scarred ruins, telling tales of unquiet spirits that wander abandoned cellblocks. But when a mysterious evil disturbs Harrowstone’s tenuous spiritual balance, a ghostly prison riot commences that threatens to consume the nearby village in madness and flames. Can the adventurers discover the secrets of Harrowstone and quell a rebellion of the dead? Or will they be the spirit-prison’s next inmates?

    This volume of Pathfinder Adventure Path launches the Carrion Crown Adventure Path and includes:
  • “The Haunting of Harrowstone,” a Pathfinder RPG adventure for 1st-level characters, by Michael Kortes
  • A tour of Ravengro, village of mystery and suspicion, by Michael Kortes
  • Expanded rules for creating and running horrific haunts, by Brandon Hodge
  • An ancient revenge is reborn in the Pathfinder’s Journal, by F. Wesley Schneider
  • Six new monsters, by Adam Daigle and Patrick Renie

Each monthly full-color softcover 96-page Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

ISBN–13: 978-1-60125-308-8

Note: This product is part of the Pathfinder Adventure Path Subscription.

Product Availability
Print Edition:
    Usually ships from our warehouse in 2 to 6 business days.
PDF:
    Will be added to your downloads immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.


PZO9043


See Also:


<< Pathfinder Adventure Path #42: Sanctum of the Serpent God (Serpent's Skull 6 of 6) (PFRPG) Pathfinder Adventure Path #44: Trial of the Beast (Carrion Crown 2 of 6) (PFRPG) >>


Product Reviews (22)

1 to 10 of 22 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating: ***** (based on 22 reviews)


Prepare yourselves well


Encompassing both tragic and evil spectres, this is a ghost story that delivers all the traditional elements of Western lore. Unique magic items and foes make this a treat. As in his Osirion adventures, Kortes delivers fascinating magic items and a challenging adventure strong in flavour.

This module is reccomended for experienced players! The monsters are unusual and many of the encounters can be quite deadly. However, the author does give us options to increase and decrease the deadliness of many of the encounters by adding optional rules, NPCs and monsters as needed to challenge the PCs. These can be added during the encounters as needed, so bonus points to Kortes there! The magic items are awesome, however they are also not typical items and their unique features will challenge players.

DMs will need to read thoroughly, as this adventure is not 100% chronologial by event; part 3 has events that will occur throughout the adventure. The DM will also need to track days spent in Ravengro, as the PCs cannot progress to their next objective until 30 days have passed; also part 3:1 is chronological. Many parts need DM prep and a good understanding for smooth running, the town hall and pgs 35 and 35 will need to be summarized into dialogue for the roleplaying group. This adventure is also keen on handouts, the DM will need to keep track of who has which special magic item, so item cards are highly reccomended.

This volume heavily favours roleplaying groups. Hack and slash groups will be frustrated and disappointed with the atypical monsters who don't drop treasure when they die. Also, many of the battles are "boss" battles. Additionally, PCs who research are rewarded with XP, though this is not necessary to progress.

All in all an AP I'm really wanting to run...just not for everyone.



****( )

A Very Good Adventure With a Few Minor Flaws


I GM'd this adventure for three players, and it was thoroughly enjoyable for all of us. It is very well done. Although there are a few flaws that a GM needs to be aware of, they are all fairly easily corrected with little fuss.

There are basically two parts to this adventure: the events in the town of Ravengro, which center on investigation, research, and dealing with some spooky occurrances; and a dungeon crawl.

The Ravengro section is interesting and can be quite engaging; however, there can easily be a temptation for the PCs to skip right to the dungeon crawl and miss out on all of this material. The GM will need to come up with some tricks and techniques if he wants to make sure that the PCs experience all of this part of the adventure.

There is an acknowledged problem with the Ravengro Trust system due to editorial errors. However, this can easily be fixed if the GM is willing to make a few minor adaptations, or the Trust system can be discarded altogether without doing much damage to the adventure.

The dungeon crawl portion is exceptionally well done. It is thematically coherent, architecturally logical, and narratively well arranged. All of these things work together to build a believable, immersive experience. The challenge level is high yet reasonable, creating a sense of real danger, but not of any unfairness.

The dungeon's only potential weakness is that it relies heavily on haunts. If the GM or the players do not like haunts, there may need to be some major adjustments. However, the haunts here are appropriate and well-designed, so they are less likely to cause frustration.

This adventure earn four stars. It is very fun, and the few problems can be easily corrected by a good GM. I highly recommended it.



*****

Incredible Adventure


This was my groups first go at Pathfinder after playing *that other game* for a couple of years. At first everyone was skeptical, comparing game systems to each other. But because this adventure is so rich with story and plot, the players soon forgot mechanics and just started to play the game.

The story starts off with a fair amount of investigation, which my players loved learning about the backstory of the word they were entering. They then spent time exploring the haunted prison while taking a great interest in the townsfolk of Ravengro. I have a large group (6 players + me GM'ing) and its hard to keep everyones attention- but the HoH managed to do just that. With enough horror elements to keep everyone guess to enough tactical elements to keep everyone alert.

The last thing I'll mention is the "new" elements introduced in the module, mainly haunts and some new magic items commonly associated with 'horror' themes. My group had fun learning about the haunts and how to stop them while forcing them to sometimes run back to town to reconsider their actions.

This is easily one of my favorite modules of all time. And, it made my group embrace Pathfinder (forgetting that other game for at least five more modules).



*****

Harrowing Indeed


We finished book 1 last night. I know that our GM (who is excellent) made some tweaks, and I have not read the original. However, this was perhaps the best round of RP sessions I have ever had, and the content of Harrowstone are to be credited. Yes, yes, and yes again.



****( )

who you going to call?


A strong start to CC. An excellent old-fashioned haunted house adventure complete with suspicious townsfolk and secrets of the past. My group has a great time playing through this. Its been a long time since I've enjoyed running a dungeon crawl but Harrowstone is a great setting and the use of haunts, atmosphere and story kept it fresh and engaging each session



*****

Excellent adventure for any group


This is the best adventure I've ever run in any fantasy RPG. This adventure follows the classic dungeon crawl run: your typical small town, with a dungeon nearby. However, under those premises, it doesn't get any better than this.

It is not entirely perfect. If your group is not very experienced, you'll need to downsize some of the later, more brutal encounters (specially if they miss XP opportunities along the way). On the other hand, you'll need to change part of the premise along with some of the handouts for an experienced group, or they'll get the evident clues and rush to the dungeon, missing most of the background and optional events. Also, the adventure has been designed for a relaxed group who won't mind to wait multiple days identifying items, levelling up or researching archives, even with a clear danger lurking nearby. You'll probably want to speed up the timed events a little in most cases.

That being said, the amount of background, the great villains, and the unpredictable nature of the haunts can make this into one incredible run. Like any good horror-themed dungeon crawl, the perils here are overwhelming and can essentially wipe any unprepared group, so they'll need to proceed with caution and study their foes in advance before they dare to jump into the dark paths ahead. The adventure provides plenty of mystery, a constant sense of urgency, an interesting hook, and a ton of roleplaying opportunity. Highly recommended.



*****

Excellent Beginning to Carrion Crown


Pros:
1. Introduction: I’ve always enjoyed the intros and the view into the developer world, but what I especially enjoyed was the information on how to implement music that would be relevant to your campaign. I hope to see more of this in future APs.

2. Story: The story is by far one of the most fascinating parts of this adventure, and the way it involves the players seemed to keep my players rooted to their seat when I spoke. They found it creepy, but my storytelling capabilities seemed to be lacking to make them actually afraid.

3. The haunts section was also an enjoyable read over and I plan on using these more and more in the future, and maybe not just with a horror based campaign, only time will tell there.

4. The bestiary was another great point for this book. I enjoyed the detailed write-ups and Spring Heeled Jack is now being used as a point to bring new characters into my story before we head off to “The Trial of the Beast”.

Cons:
1. The only con I could find with the book was the fiction section. Now, I’ve read the entire fiction section, and I found it enjoyable, but I’d of rather had more information on the adventure, or more monsters, or more info on potential side quests for Ravengro. Something other than that. I actually found it frustrating having to pick up the story from book to book. If it had been all in one spot, I would have enjoyed it much more, but I just don’t feel it added to this AP or book any way.



*****

A great read!


I have never enjoyed reading an adventure so much. I can't wait to inflict it on my players!



****( )

Good portrayal


I read it and must say liking the way horror is portrayed. Much of it is of course description by the DM but the added tunes to play while running the game was a very nice touch. Fair amount of combat but not too much. Allowing skill checks to play an important role and awarding xp for it. While this has been done before, it addresses the issue of some players I know who feel DnD is all about combat. "You only gain XP from killing or destroying things." The portrayal of Harrowstone was not dark and scary because of the knowledge of undead around which were trying to kill you. It had a more passive diablo 1 creepiness about it. ALL in all, a good start to the adventure.



*****

well rounded, lots of fun


I hate those typical D&D 4th Adventures where you go to A, Kill B and then go to C.
Switching to Pathfinder I found CarrionCrown and we started playing the first Adventure. I really love that its more skill and knowledge based and gives me lots of opportunity to do real Roleplay and character development. But also still has enough combat in it to be very testing.
My group is seriously enjoying it and want MORE.....good that there are 6 of them 


1 to 10 of 22 << first < prev | 1 | 2 | 3 | next > last >>

Messageboards

I may have made the Stag Lord's bandits too much of a threat, by Zed Corvin

To both players and GM's - What is bad in KM?, by Gonturan

Foreshadowing Karzoug, by Haladir

The Brinewall Legacy (GM Reference), by Scharlata

Auto pass, by tonyz

Night of Frozen Shadows (GM Reference), by gang

The Whale (possible spoilers), by Mort the Cleverly Named

So my players are going to war with Brevoy..., by redcelt32

Trade in the Fever Sea, by Mort the Cleverly Named

And so were building a raft...., by Jenner2057

Paizo Blog

A Tomb of Winter's Plunder—Chapter One: Taking the Waters,

Pathfinder Society in the Netherlands (or Join the Crew of the Flying Dutchman),

Pathfinder Battles Preview: Big Bads (Volume 2),

Advanced Race Guide Art Preview,

City of the Fallen Sky Sample Chapter—Chapter Five,

Open Game License

Store Blog

These Bones Don't Rattle Easy!,

Roll Your Dice Like It's 1974!,

Out From the Deep!,

Cities in Dust!,

Burning Down This Town!,

Sign up for our weekly store newsletter

News

Jim Zubkavich brings Paizo's "Pathfinder" to Dynamite,

Goblinworks Announces the Pathfinder Online Technology Demo Kickstarter Project,

Giochi Uniti to Publish Pathfinder in Italian,

Mike Welham Named RPG Superstar 2012!,

RPG Superstar Top 4 Pathfinder Module Proposals Now Open for Public Vote,



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.