Varisian fortune-tellers from across Golarion use the mystic harrow deck to read fate and predict the future, but few have ever mastered the mysterious harrow to such a degree as Sonnorae, a long-dead bard from the Age of Darkness. Fearing her collection of stories would be lost when she died, she created a demiplane within her own harrow deck to contain them. Over time, these stories took on lives of their own, and melded with the images on the cards themselves. But not all stories have happy endings, and the storykin who inhabit the Harrowed Realm have their own motivations and plots for power or even escape into the real world. When the PCs find themselves drawn into the Harrowed Realm in search of a disappeared scholar, they must use all their wits and steel to navigate the landscape and politics of this strange wonderland and make it home again.
The Harrowing is an adventure for 9th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. It features an entire plane of fanciful locations and characters inspired by the popular harrow deck of the Pathfinder campaign setting. In addition, you’ll find a brand-new monster and an optional rules subsystem allowing players to bend reality to their wills by using all 54 cards in the optional Pathfinder Campaign Setting Harrow Deck to manipulate the strange demiplane in which they adventure.
Written by Crystal Frasier
Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set.
I played this module as part of PFS. It was a great experience. Having a harrow-deck on hand enhances it even more.
The author did a great job of making the world intriguing - the characters (good and evil and in between) were all interesting and well crafted. There was great variety in the type and style of encounters (puzzles, skills, combats, avoidable combats, negotiation, etc.).
Challenge was about in the middle - highly optimized groups may find this adventure 'easy' without GM help to spice it up. It was a wonderful, exciting change from standard PFS play.
Though I've not read through the module yet or run it as a GM, this game was the single most fun I've had playing a Paizo Module.
The world is colourful and well thought-out. The motivations of NPC's are clear and not everything is black and white. The social situations are heaps of fun and the combats are challenging.
Whether you play this module as a one shot, part of a campaign or part of PFS (like I did) I recommend that you play it.
My Carrion Crown group played through The Harrowing as a prequel of sorts. We played different characters that would be somehow related to the CC characters and saw the game as a chance to meet Lorrimar and get to know each other as a gaming group.
The game was only supposed to last for two to three sessions but it took us about two months of playing once every other week. The game wasn't bad at all and we had some great moments (and that last fight felt like an accomplishment) but it's still not as good as Carrion Crown.
1) The set-up of this game as a Harrow deck come to life is unique and colorful. The players are forced into many wildly different situations within a single module.
2) The module seems like it would be a great into to several different APs, especially Carrion Crown.
3) Some of the encounters had high stakes.
1) The game kind of dragged on. We had fun playing together as a group but we were sick of the Harrowing before we finished.
2) Though unique this was not one of the more memorable games I've played, at least not as written. My group did create our own memories independently of the text, however. I will always remember a confused/a$+**&& Orc adept skinning the pre-reincarnated corpse of my druid in dire tiger form and making it into a cloak.
Overall this was a fun module but since many of the encounters and creatures aren't distinct in my memory I can't rate it much higher than 3 stars.
Best of all worlds -story-roleplay-mystery-combat-adversaries
This one has it all! I have played and run several "Tarot" themed adventures over the years but this is certainly the one that carries this through most successfully. They tend to be a bit random but this one has wrapped the surreal card images together into a single coherent plot that builds to a climax. Crystal has done a brilliant job of using the powerful images on the card to evoke a weird world of folktales gone mad.
The people and things you meet will engage you, fascinate you, and sometimes do their best to kill you, or worse. But this is definitely not a combat/combat/combat adventures. You need your smartz.