Question on first mod


Carrion Crown


Our group has gotten a bit big and a GM is asking for players to drop out so he doesnt have to GM too many. Its possible i may volunteer not to play this when he starts it in a few weeks

My question. Is this mod say 70% haunted dungeon / 30% other stuff.I really hated the over use of haunts in Burnt Offering, they where cool at first, then as a group we thought they where over done

no spoiler please


Depends. If your group decides to spend all their time in the dungeon, then that's what the module will lean to. There's lots to try and do in the town, though the GM may want to expand on the Trust system so you guys can get more.

As for haunts, without getting into spoilers I'll just say that this is Adventure Path 8, while the adventure you're referring to (RotR 02 - The Skinsaw Murders) that was the second book of Adventure Path 1, written back in 2007 for an older edition. You'll have to decide for yourself whether or not to trust that haunts were refined in use and mechanics in the intervening time, edition change and 41 Adventure Path books in between.

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+1 to Tobias: it will be what the party makes it

However, it is more than likely going to be more dungeon than anything else. 70/30? Sure, that could be correct. My group was 60/40, and I cut stuff out of the dungeon.

The Foxglove Manor in Rise of the Runelords (which is what I'm assuming you are referencing) was basically a "dungeon of haunts" - there wasn't much in the house besides haunts, and each of the haunts took a long time to resolve. In this modulen (Harrowstone), there are a lot of haunts, yes. But they are intermixed with other types of challenges, with an exception or two, each take much shorter time to resolve than the RotRL haunts.

Now, you only asked about the first book. Subsequent books are quite different from this book.

But large groupsizes suck. Split off and start your own group. :-)


Erik Freund wrote:

+1 to Tobias: it will be what the party makes it

However, it is more than likely going to be more dungeon than anything else. 70/30? Sure, that could be correct. My group was 60/40, and I cut stuff out of the dungeon.

The Foxglove Manor in Rise of the Runelords (which is what I'm assuming you are referencing) was basically a "dungeon of haunts" - there wasn't much in the house besides haunts, and each of the haunts took a long time to resolve. In this modulen (Harrowstone), there are a lot of haunts, yes. But they are intermixed with other types of challenges, with an exception or two, each take much shorter time to resolve than the RotRL haunts.

Now, you only asked about the first book. Subsequent books are quite different from this book.

But large groupsizes suck. Split off and start your own group. :-)

thanks for the replies

will see my friends tommorrow and say, i know some of us have been gaming 27 years together, but its time to split....NOT.

I may just drop out, and miss out the first mod then. I like the sound of the 2nd one


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

My group started off as 6 players. I found it quite simple to adjust the CR's for this, an thought having a large group enhanced their ability to get through in one piece. With that in mind, I would say give it a shot. I liked the haunts in this. My players trouble with it simply because they pretty much refused to view them as a combination of a trap and a combat. Once I had explained how the haunts worked mechanically (for the 5th time) things went much more smoothly.

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