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Haunting of HarrowStone (GM Reference)


Carrion Crown

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Haunting of HarrowStone
Trial of the Beast
Broken Moon
Wake of the Watcher
Ashes at Dawn
Shadows of Gallowspire


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting Subscriber

First off, thanks for making the GM References Mr. Swagger.

Next, I saw some mistakes with the ectoplasmic creature template and posted some questions on the Haunting of Harrowstone product page. Here was my post, followed by James Jacobs' reply.

Generic Villain wrote:

The ectoplasmic template confuses me. First, the sample creature was clearly not built with the rules as written: it has no intelligence score, no bonus Toughness feat, and is N as opposed to CE. Also, the template grants a +2 bonus to strength and charisma, yet in the next line states that ectoplasmic creatures have a charisma of 10. I'm assuming this template went through multiple revisions.

James Jacobs wrote:


The primary goal of the ectoplasmic creature was to add a 3rd option of low-level undead to the game. We already have zombies and skeletons. The ectoplasmic creature adds a template for "ghost" type undead of the same category, but keeps them lower powered since it's really unfair to inflict an incorporeal creature on low level characters without specifically tailoring that creature's abilities.

For the ectoplasmic creature itself, there were a few errors that unfortunately crept in. Ectoplasmic creatures, as with ALL undead (save, perhaps, some ghosts), are evil. The sample ectoplasmic creature should be chaotic evil, not neutral. As for the other errors, yeah, my guess is that the template itself (which was a tricky one to create) went through some last minute changes and those changes weren't applied to the sample creature... I suspect what's showing through are unmodified human stats.

Now, that said, the stats as presented work fine. They may not be 100% accurate from the template, but they still present a viable CR 1 threat. Change the alignment on the creature to CE and you're good to go, honestly. (For example, if its Toughness feat and Charisma bonus were in play, it'd get a net +4 to its hp; which with 1d8 HD would give it 4.5+4 hit points, or 8 hit points, which is close enough to the listed 9 hit points that no one will really notice.)

So, while the template is indeed somewhat off from where the rules would put it, the template's low CR results in a creature that's pretty much still viable as a CR 1/2 threat anyway.


Pathfinder Adventure Path, Campaign Setting Subscriber

Round two:

Generic Villain wrote:


Is the ectoplasmic creature supposed to be mindless with a Cha and Wis of 10 (like said skeleton/zombie), or is it an intelligent menace. Also, what about that +2 bonus to Cha?
James Jacobs wrote:


The ectoplasmic undead are supposed to be a third variant of the mindless undead, yes.


Pathfinder Adventure Path, Roleplaying Game Subscriber

I had a couple of questions upon reading the book and comparing the information to the maps.

Marking as spoiler as I am quoting from the books.

Spoiler:

On page 25, 1st column, 1st full paragraph
Quote:

When the fire begins, it starts at the five locations

marked on the map (see page 18)—each of these locations
represents an oil lamp

I am wondering if I am missing something, because I am not seeing anything marking these locations on the Town Hall map on page 18.

Also, on page 40, 2nd column, 2nd full paragraph

Quote:

Most of the iron cell doors are rusted shut and difficult

to open. Those marked with an “X” hang open, having fallen away over the years.

Again, I am not seeing any X's in the T4 area map on page 30.

Both of these are not major as I can mark them myself, but figured I would bring it up as I do like seeing the suggested configuration.

Paizo Employee Creative Director

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Maps often, unfortunately, come in at the last minute, AFTER the majority of the edit passes on an adventure are done. When this happens, last-minute changes and additions to maps can get missed; that's, unfortunately, what happened in this case.

Which is why when I develop adventures I generally try to strip out any references to having monsters appear on specific areas or the like.

In this case, feel free to just have the flaming skulls come in through whatever windows seem good at the time. Same with the cell doors. Tailor things to match your party's skills; if they're doing really well, then have more cell doors open to let out more skeletons. If they're struggling, lock some skeletons up.

Sczarni

I'll put this here in case other GMs wonder about the same thing :)

Spoiler:
In Part 3, event 1, TSM takes control of Gibs every once in a while and has him spell out that name. Now, it appears rather likely that the players might at some point think about cleaning up the desecrated monument, wiping away what has been written at that time. How does that, or Gibs reocating to another spot because he finds guards at the monument, get handled?
Will he just start spelling from the beginng? That would draw things out endlessly. Will he write again what had already been spelled + a new letter in one single night? Then, why not spell out the whole name in one run and be done with it?

Andoran

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liondriel wrote:

I'll put this here in case other GMs wonder about the same thing :)

** spoiler omitted **

I believe this was answered elsewhere. Basically, the Splatter Man is recreating his MO in life, where his victims would find their names spelled out in blood one letter at a time. It's not the fact that it stays written, but the fact that it was written to begin with.

Sczarni

In other words: The fourth letter will be a single "O", whether it gets added to an already existing writing or by itself - after a clean-up or a relocation?

RPG Superstar 2011 Top 16

Yes.

Put even another way: after 10 successful possessions, the Splatter Man wins. Regardless of any cleanup done in-between those possessions.


Is the scale of the Ravengro town map really 50'/square? Because that makes for some HUGE buildings in a "small" town.

Paizo Employee Creative Director

TwoWolves wrote:


Is the scale of the Ravengro town map really 50'/square? Because that makes for some HUGE buildings in a "small" town.

Yup! Think of them as barns if you will. Or large stores. Or manors. Or temples. Or just ignore the scale completely if it's too vexing.

Grand Lodge

1 person marked this as a favorite.

So far for the letters, I have had rain fall soon after the PCs find the letters and wash away any evidence and tracks. Though there have been only two letters so far, the PCs have been unusually bright and figured out WHAT was being spelled, and managed to track the guy doing the spelling (after he killed a little girl to get the blood unfortunately). They also figure out that the guy doing the spelling is being possessed.

Unusually perceptive for this hack/slash group!

Now I took a calendar and preplanned when letters would appear, when the town hall meeting would occur and everything along those lines. It takes nearly a full month for things to run its course. The PCs are well ahead of the schedule and doing quite well.


Father Grimburrow has what sounds to me like a villain's name. Does it seem that way to anyone else?

Cheliax

wraithstrike wrote:
Father Grimburrow has what sounds to me like a villain's name. Does it seem that way to anyone else?

I find that the towns folk being a little afraid of their local priest opens up some great role playing opportunities and actually adds to the verisimilitude of the setting.


TwoWolves wrote:


Is the scale of the Ravengro town map really 50'/square? Because that makes for some HUGE buildings in a "small" town.

Well, its an eternal question. Like a certain pirate island a few adventure paths away, wherein a purple brothel was some 120' across on the outside and 360' on the inside. Its magic!

Atleast it is a chance to reuse my favorite manor, quelkins quandry and his home for our young grieving ladys home. Especially as quelkin DID have a bit of a odd reputation in that adventure so long ago :p


I have some questions concerning the bestiary entries.

1. The animated manacles have the "shackle" special attack, but I cannot find it explained anywhere.

2. In the text explaining the Construction Points it says "differently sized objects have CP totals as detailed on the size chart on this page", but the table is nowhere to be found. Maybe a copy/paste problem from the Bestiary...?

3. The Flaming Skull has no attack bonus given for its slam attack.

4. The Ginat Beheaded's melee attack says "slams +4"; is something missing or should it be "slam +4"?

5. The "Belching" Beheaded variant doesn't give a range for the ranged touch attack.

6. The Animated Jack'O'Lantern's bite attack doesn't have an attack bonus.

Otherwise, the Animated Objects and Beheaded are really cool, with a whole lot of variants/options present.


For the GMs out there: What do you think the good professor's spell list would be like? What specialization was he? I see that he's level 7, but I'm curious what the community has to say.

RPG Superstar 2011 Top 16

Ice Titan wrote:
For the GMs out there: What do you think the good professor's spell list would be like? What specialization was he? I see that he's level 7, but I'm curious what the community has to say.

If he had specialized that would have been denoted, therefore we know he was a Universalist. (Though I prefer to think of him as a Diviner myself.)

Being that he is a professor and extensively well-traveled and a secret society member, he probably has a very full spellbook, with a great many spells at each level, and perhaps even some non-standard ones. (Interestingly, his spellbook is not found in the mod. Maybe it's with Auren in book 3? Or maybe his daughter just keeps it.)

I see him prepping a lot of divination spells, as well as mental buffs (ie Fox's Cunning, etc). He stikes me as pretty reckless, so probably not a whole lot in the abjuration space. Also, he probably had a few necromancy spells, fitting into his worldview of "using evil to fight evil" (and give credence to the townsfolk's rumors).


Question: the entry for encountering the Father Charlatan haunt states that the spectral con artist singles out the last PC exiting his cell, or one that touched/read his journal. Did the journal get cut out? Can't seem to find it mentioned elsewhere.


2 people marked this as a favorite.

Interesting AC of the animated straitjacket, there.

Quote:
AC 9, touch 9, flat-footed 10 (–1 Dex)

If you surprise it, it's harder to hit! :P


Ice Titan wrote:

Interesting AC of the animated straitjacket, there.

Quote:
AC 9, touch 9, flat-footed 10 (–1 Dex)
If you surprise it, it's harder to hit! :P

Darn typos.

I guess they forgot that it denies bonus, not penalties.


4 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

TRUST POINTS.
I made a list of all the Trust +'s and -'s and sure there is a lot of ways to lose them, but not easy to gain them.
Looking at the +'s I have a problem. It says that the group loses 1 trust every day. They start out with 20, if they play good they are able to gain 22 at the evening after the burial...but next day -> 21 and so on.

I can NOT see them gain trust hight as 26 or even 30 as some research or the Church quests require...

WHAT am I misssing?

-> Found it
I was missing THIS:
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/carrionCrown/missingTrustPoints


Zen79 wrote:

I have some questions concerning the bestiary entries.

1. The animated manacles have the "shackle" special attack, but I cannot find it explained anywhere.

2. In the text explaining the Construction Points it says "differently sized objects have CP totals as detailed on the size chart on this page", but the table is nowhere to be found. Maybe a copy/paste problem from the Bestiary...?

3. The Flaming Skull has no attack bonus given for its slam attack.

4. The Ginat Beheaded's melee attack says "slams +4"; is something missing or should it be "slam +4"?

5. The "Belching" Beheaded variant doesn't give a range for the ranged touch attack.

6. The Animated Jack'O'Lantern's bite attack doesn't have an attack bonus.

Otherwise, the Animated Objects and Beheaded are really cool, with a whole lot of variants/options present.

I have the same questions. Anyone know about this?


Are the XP awards for research in Ravengro cumulative or you only get the XP award listed under the DC? For example, if a PC is researching Harrowstone and succeeds at a DC 15 check, doest it yield an 150 XP or 100 XP ?


Pathfinder Adventure Path Subscriber
Toadkiller Dog wrote:
Are the XP awards for research in Ravengro cumulative or you only get the XP award listed under the DC? For example, if a PC is researching Harrowstone and succeeds at a DC 15 check, doest it yield an 150 XP or 100 XP ?

Cumulative, else the Character cant get to level 4. See my other post ...I went and added all the XP's up (yes...I was bored @ work ..lol)

Founder, Legendary Games & Publisher, Necromancer Games, RPG Superstar Judge

1 person marked this as a favorite.

Just a little advance preview:

One of the first things Legendary Games will be doing is a "plug in" adventure called the Murmuring Fountain that fits with Harrowstone, that does several key things: (1) gives the chance to gain more trust, (2) inserts some Lovecraft themes earlier in the AP, (3) adds a Poe-esque theme to the adventure, (4) provides more chances for XP, and (5) includes more reason for the PCs to remain in the town.

Clark


Oh look! DM didn't have to let any abyssal dire kittens out of her bag. They seemed to be escaping all on their own. :D

Taldor

I would like to understand "Shackle" as well. Anyone able to help?


Pathfinder Adventure Path Subscriber
Clark Peterson wrote:

Just a little advance preview:

One of the first things Legendary Games will be doing is a "plug in" adventure called the Murmuring Fountain that fits with Harrowstone, that does several key things: (1) gives the chance to gain more trust, (2) inserts some Lovecraft themes earlier in the AP, (3) adds a Poe-esque theme to the adventure, (4) provides more chances for XP, and (5) includes more reason for the PCs to remain in the town.

Clark

Any idea of when this will come out, for those of us already GMing this AP?

Paizo Employee Senior Developer

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Zen79 wrote:

I have some questions concerning the bestiary entries.

1. The animated manacles have the "shackle" special attack, but I cannot find it explained anywhere.

2. In the text explaining the Construction Points it says "differently sized objects have CP totals as detailed on the size chart on this page", but the table is nowhere to be found. Maybe a copy/paste problem from the Bestiary...?

3. The Flaming Skull has no attack bonus given for its slam attack.

4. The Ginat Beheaded's melee attack says "slams +4"; is something missing or should it be "slam +4"?

5. The "Belching" Beheaded variant doesn't give a range for the ranged touch attack.

6. The Animated Jack'O'Lantern's bite attack doesn't have an attack bonus.

Otherwise, the Animated Objects and Beheaded are really cool, with a whole lot of variants/options present.

1. The shackle special attack was replaced with grab. Ignore that line.

2. This refers to the table on page 14 of the Bestiary.

3. It should be slam +1.

4. It should have only one slam attack.

5. The range is 30 feet.

6. Both bite and slam attack should have an attack bonus of +3.


Thanks for stopping in to answer questions Rob.

RPG Superstar 2012 Top 32

Clark Peterson wrote:

Just a little advance preview:

One of the first things Legendary Games will be doing is a "plug in" adventure called the Murmuring Fountain that fits with Harrowstone, that does several key things: (1) gives the chance to gain more trust, (2) inserts some Lovecraft themes earlier in the AP, (3) adds a Poe-esque theme to the adventure, (4) provides more chances for XP, and (5) includes more reason for the PCs to remain in the town.

Clark

This sounds fun! Sadly I suspect it won't be out before I'm ready for it. Roughly when is it due to come out?


wraithstrike wrote:
Thanks for stopping in to answer questions Rob.

Yes, thank you!

Taldor

Just a question about Survival checks in the adventure. At one point the PC's get to follow a suspect's tracks. My question is how did the DC get so high? It should be 5 lower than the text says by the Survival table. One of my PC's is a 1/2 orc Inquisitor with Scent so tracking this individual is ridiculously easy (and not really a problem for the group), but how do they show Shariff Caeller if they can't find the track visually?

--Vrocky Terrain


King of Vrock wrote:

Just a question about Survival checks in the adventure. At one point the PC's get to follow a suspect's tracks. My question is how did the DC get so high? It should be 5 lower than the text says by the Survival table. One of my PC's is a 1/2 orc Inquisitor with Scent so tracking this individual is ridiculously easy (and not really a problem for the group), but how do they show Shariff Caeller if they can't find the track visually?

--Vrocky Terrain

I think that's a rather cool problem. Your monstrous character claims to be able to sniff out a trail, but does the sheriff of the closed-minded town believe you or does he think you're trying to point fingers to take the heat off of yourself...?

Might not want to bring the sheriff in until you've got more proof.

Founder, Legendary Games & Publisher, Necromancer Games, RPG Superstar Judge

Grendel Todd wrote:
This sounds fun! Sadly I suspect it won't be out before I'm ready for it. Roughly when is it due to come out?

We're shooting for GenCon, but we dont have our art and layout process down like an established company does. Gearing up the first products always takes a bit longer. Plus, we are trying to incorporate all the bells and whistles for pdf products, which no one else is really doing.


Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber

I wonder, how is Ravengro supposed to be pronounced/stressed? Does the name have anything to to with ravens?


Zaister wrote:
I wonder, how is Ravengro supposed to be pronounced/stressed? Does the name have anything to to with ravens?

It was probably at one point named Raven's Grotto, and the people in the town shortened it to Raven Grotto and then Ravengro slowly over time.

"Raven grow" for how I pronounced it.


Ice Titan wrote:
"Raven grow" for how I pronounced it.

After a series of jokes going something like "Oh, I was looking for Ravenshrink, where can I find that place?" by my (apparently) comedic players, I've taken to pronouncing it: "rah VEN grow". I dunno, just helped to stop the jokes.


How are PCs supposed to be informed (and be intrested enough to investigate) the spelling of Vesorianna's name?

Andoran

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Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber
Toadkiller Dog wrote:

How are PCs supposed to be informed (and be intrested enough to investigate) the spelling of Vesorianna's name?

My PCs took to that on their own, the professors will points out that he went to the church because he felt that knowing the name of -every- person who was at the prison at the time of the fire was important since the whispering way followers could have been looking for any of them. My players immediately went to look the graveyard and then set off trying to find all the names as their next priority.

On a side note, one of my characters name starts with 'Ves' and had given a V for Vendetta type play off the V in her name at one point. When the V appeared on the memorial she gave a joking 'It wasn't me, guys'. When the second letter appeared she actually started to freak out a bit. I suspect the third letter is going to have them really panicking followed by a sense of confusion and relief when the next letter comes up and they realize it isn't her name.

Taldor

Ullapool wrote:
Ice Titan wrote:
"Raven grow" for how I pronounced it.
After a series of jokes going something like "Oh, I was looking for Ravenshrink, where can I find that place?" by my (apparently) comedic players, I've taken to pronouncing it: "rah VEN grow". I dunno, just helped to stop the jokes.

+1


Toadkiller Dog wrote:

How are PCs supposed to be informed (and be intrested enough to investigate) the spelling of Vesorianna's name?

It might help if they notice that her name is on the Memorial. Probably won't be specific until a handful of letters are there since "V" is pretty common in Varisian names.


Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber
HappyDaze wrote:
Toadkiller Dog wrote:

How are PCs supposed to be informed (and be intrested enough to investigate) the spelling of Vesorianna's name?

It might help if they notice that her name is on the Memorial. Probably won't be specific until a handful of letters are there since "V" is pretty common in Varisian names.

It's not that difficult a name to spell anyway. It's not as if her name were Vhezzoryanha or something like that.


Killed my first PC today. The party had used up their haunt siphons. And the cleric thunked Father Charlatans skull with the holy symbols. A battle with some ectoplasmic dudes, some bad will saves and a bunch of high damage rolls later and he was done. When the only healer/Positive energy dealer in the party is the one in the other room, Father Charlatan is a bad man. I let him roll up a new cleric and just made him one of Father Grimburrow's flock. It really wouldn't hurt to have 2 clerics in a party in this AP and my guess is that one of the other PC's will take a scoop of cleric at their next level up.


Question for my fellow DMs who already ran HoHS - How many villagers did you put into Town Hall in Smoldering Revenge?

I'm really at a loss how many of them should be there to be challenging enough... And where did you put the initial fires?

Osirion

The Lopper. Is he really just a CR5? I've come close to TPK'ing the party. Twice. Fudging die rolls kinda helped, but still. He hit them harder than the actual wight did (they needed the XP because they have rarely gone to town).


Pathfinder Adventure Path Subscriber
Toadkiller Dog wrote:

Question for my fellow DMs who already ran HoHS - How many villagers did you put into Town Hall in Smoldering Revenge?

I'm really at a loss how many of them should be there to be challenging enough... And where did you put the initial fires?

I had 20 in there with 6 players and it worked out ok.

RPG Superstar 2012 Top 32

Windspirit wrote:
Toadkiller Dog wrote:

Question for my fellow DMs who already ran HoHS - How many villagers did you put into Town Hall in Smoldering Revenge?

I'm really at a loss how many of them should be there to be challenging enough... And where did you put the initial fires?

I had 20 in there with 6 players and it worked out ok.

I had 60 villagers + council-members + the sheriff + Kendra, and though it was tough my group of 5 or 6 managed it with no fatalities (a little challenging at moments, but that's the point). Initial fires were behind the podium on stage & two evenly spaced on each side of the hall.

RPG Superstar 2012 Top 32

Sanakht Inaros wrote:
The Lopper. Is he really just a CR5? I've come close to TPK'ing the party. Twice. Fudging die rolls kinda helped, but still. He hit them harder than the actual wight did (they needed the XP because they have rarely gone to town).

He was a disappointing cake-walk for my party, but that may be because the majority of them were 3rd level, with around 6-7 PCs, still had a few ghost-touched items, had positive energy spells, had just rested & re-geared at the temple and were otherwise loaded for bear.

He scared them for a a few rounds though.

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