Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6) (PFRPG) (based on
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Paizo Publishing, LLC
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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.
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).
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.
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
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.
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.
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.
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
Wow... amazing
Dennis Baker
(RPG Superstar 2010 Top 16, Contributor)
—
This first book is definitely in my top three adventure books of the 3.5/ PFRPG era. I loved the mystery aspect of it and there were a ton of hooks for GMs to glomp onto. My wife GMed this with my assistance and it was a blast to work with. The NPCs are evocative, the adventure hooks are appealing, and the monsters are fun.
spoilers:
My only quibble is in the prison itself, the first level feels like a grind with the very dungeon crawly type feel which I don't care for but even there there was a fairly fun mix of traps, haunts, and creatures to keep things interesting.