Expanding the role of The Prisoners upon Ravengro


Carrion Crown


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I've just started running Carrion Crown's first module, The Haunting of Harrowstone , and am liking everything so far about Ravengro. Because of the issues with the Trust mechanic, I'm incorporating a few minor changes into the parts of the module before the exploration of Harrowstone. I like the active role that the SplatterMan and the Piper of Illmarsh take in projecting themselves on Ravengro, and like the idea of a progressively stronger presence of spiritual disturbance. The only problem is, other than those two, no one else takes a really active role in the frightening of the town (and for the piper, this only happens once). Since I have five players, I like the idea of pairing off a different prisoner with a different player, making the fights against them a little more personal. To foreshadow the five prisoners, I plan on having minor hauntings occur around town. To give a mechanic to allowing a haunt to not be tied to a place (or at least roam from its origin)-

Roaming Haunt:
A roaming haunt is a manifestation of an unquiet spirit that possesses enough force of will to project itself beyond the sight of its demise. Roaming haunts can never be persistent. A roaming haunt typically manifests when a triggering activity associated with the spirit's demise occurs within a certain range of where the spirit perished, usually the haunt's CR x 1,000 ft. Certain powerful haunts can increase this range up to a mile per CR rating. (Like the Whispering Tyrant)

I plan on having the haunting effects of the prisoners grow in strength as Vesorianna's wanes. Here's what I've come up with for each prisoner, from order of least magnitude to greatest.
MossWater Marauder:

1) 1st Manifestation:
Head Inspection Haunt CR 1/3
XP 135
CE Roaming Haunt
Caster Level 1st
Trigger Combing hair or inspecting one's head, using a mirror.
NoticePerception DC 10 (To feel a slight pressure on the back of the skull and a sudden coldness in the air)
HP: 1 Reset: 4 days
Effect When this haunt manifests, a visual image of The Mosswater Marauder appears standing behind the PC, gazing intently at the back of the PC's skull and then reaching for it before vanishing. This duplicates a Cause Fear effect (save DC 11).
Destruction:: Laying to rest the Mosswater Marauder Haunt.

2) Haunted Hammer :
At some point, an idle hammer springs to life, attacking whatever PC saw the Head Inspection Haunt.

Haunted Hammer CR 1/2
XP 200
N Tiny construct
Init: +2 Senses Darkvision 60., Low-light vision; Perception -5
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 dex, +2 size)
hp 5 (1d10)
Fort +0 Ref +2 Will -5
Defensive Abilities hardness 5; Immune construct traits
Weaknesses Haunted
OFFENSE
Speed 30ft. Fly 40 (clumsy)
Melee Hammer +1 (1d4-2)
STATISTICS
Str 6 Dex 14 Con - Int - Wis 1 Cha 1
Base Attack +1 CMB -3 CMD 9
SQ construction points (additional movement [fly], faster [fly], flaws (haunted)

3) The Third Manifestation again targets the Marauder's chosen, working like the first manifestation.
Headache Haunt CR 2
XP 600
CE Roaming Haunt
Caster Level 2nd
Trigger Examing head or combing hair while looking in a mirror
Notice Perception DC 15 (To see the Mosswater Marauder standing behind the PC and feel a coldness in the air)
hp 4 Reset 4 days
Effect The Mosswater Marauder's apparition unneringly strikes the back of the PC's skull. The PC struck must make a DC 13 Will save or suffer a terrible headache. This acts as a minor curse that imposes a -2 penalty on all Intelligence based checks. Additionally, the first time the PC takes damage, regardless of the source, he immediately also suffers 1 point of bleed damage from a tiny wound in the back of the skull. These effects end after 3 days or the first time the character takes damage. Break Enchantment, Remove Curse, and similiar magic will also end the effect.
Destruction Laying to rest the spirit of The Mosswater Marauder.

Piper of Illmarsh:

1) Hungry Stirges (CR 1) I like this as its written, and serves as an good introduction to the Piper.

2)Bloody Performance: This occurs preferably in a crowded area. If the PCs are able to stop any loss of life, award them 1 trust point. If they can prove that the performer in question isn't resposbile for what happened, award an additional trust point.
Bloody performance CR 2
XP 600
CE Roaming Haunt
Caster Level 2nd
Trigger Performing with any wind instrument in front of a crowd.
Notice Perception DC 20 (To notice change in tempo and tone of performance)
hp 4 reset never
Effect The ghostly dirge of the Piper of Illmarsh overplays whatever tune is currently being played. All listeners within 30' of the performer must make a DC 11 Will Save. Those that fail immediately suffer 1 bleed as tiny, beak-like wounds appear all along their bodies. Assume that at least 2d4+2 people are effected besides any PCs that fail(since every commoner getting lucky on the save kind of takes away from the creepiness)
Destruction Laying to rest the Piper of Illmarsh.

3)Lichdust dinner: This poweful manifestation of the piper occurs at some point after the PC's first foray into the prison. The Piper realizes the threat the PCs represent to the prisoner's plans for escape, and makes a direct move against them.

Lichdust dinner CR 3
XP 600
CE Roaming Haunt
Caster Level 3rd
Trigger Whenever the PCs are gathered for dinner and are all eating.
Notice Perception DC 20 to hear faint music and feel a notice a difference in the taste of the food.
hp 6 Reset 4 days
Effect All off the food immediately becomes laced with an accelerated form of Lichdust. Everyone eating must immediately save against the poison or be effected. (Fort DC 14;frequency 1/round for 6 rounds; effect 1d3 Strength damage; cure 1 save.)


Father Charlatan:

1) Midnight Bells: While not a haunt that actively targets anyone or cause any immediate harm, this first manifestation is nonetheless disturbing to the peace of the town, and causes 1 loss of trust anytime it occurs until permenantly stopped. Unlike the other roaming haunts, this one is more sight specific.

Haunted Bells At midnight, the bells in the church of Pharasma are wrung erratically, waking its citizens and disturbing the peace. Upon investigation, there appears to be nothing present except for one thing: an unrecognizable, melted holy symbol left near the bells. This occurs again every 1d3+2 days, with a different melted holy symbol being left. If someone decides to wait at the bells until midnight, they can attempt to stop the haunt from occuring by noticing it and stopping it before it manifests. However, anyone in the Belltower that fails to notice the haunt or beat it on initiative must make a DC 10 Fortitude save for 3 rounds or be deafened for 1 day from the loudness of the bells. The melted holy symbol seems to fly into the belltower on the wind.
NoticePerception DC 20 to notice a crescendo of whispers center around the bell.
hp 4

2)Verbal Cacaphony: This haunt targets one person who decides to investigate the Haunted Bells haunt or follows anyone carrying the melted holy symbol from the eariler haunt.
Blasphemous Cacaphony Haunt CR 1
XP 400
CE Roaming Haunt
Caster Level 1st
Trigger Casting any divine spell with a verbal component. Before the spell can be cast, the haunt begins to manifest
Notice Perception DC 20 (To hear a chorus of laughter and false, mocking prayers to different gods.)
hp 2 Reset 4 days
Effect The ghostly laughter and mocking prayers reach a cresecendo, intermingling with the words needed to cast most divine spells. The next divine spell cast with verbal components gains a 20% spell failure chance due to the ghostly voices. Furthermore, that character's Holy Symbol is targeted with a Break spell (Will DC 11 negates.)
Destruction Laying to rest Father Charlatan's spirit.

3) Mark of Faithlessness: This haunt continues to target whoever it selected in the previous haunt. This haunt occurs when the target sleeps, making it difficult to detect or get rid of before it manifests fully.

Dreams of Blasphemy CR 3
XP 600
CE Roaming Haunt
Caster Level 3rd
Trigger Sleeping after gaining the attention of Father Charlatan. This usually occurs directly before the Bells at Midnight haunt.
Notice Percpetion DC 25 (To hear faint whispers coming from the mouth of the sleeping PC, whispers that aren't in the same voice as the PC's.
hp 6 Reset None
Effect The target dreams of walking the ruined halls of Harrowstone and encountering the walking, shambling remains of its prisoners. As the PC instinctively grasps for a holy symbol around their neck (whether they can channel or not), they find that the chain holding it is in fact wrapped around their entire body in peculiar ways, tightening painfully as they go to grasp it. As the PC goes to let go of the impossibly long chain wrapped around them, it begins to tighten of its own accord. Ghostly laughter errupts as the chains painfully constrict around the PC's body, dragging him down before the advancing, walking dead. At this point, have the PC make a DC 14 Will save. A PC that fails wakens to find the strange imprint marks of chains all over their body. The target is affected as if by a Fester spell, lasting for 1 day, at which point the imprints fade.
Destruction Laying to rest Father Charlatan's Spirit


The Lopper:

1)Phantom Stalker: As he did in life, The Lopper chooses one PC to be its victim, stalking them with increasingly more powerful manifestations.

Phantom Stalker Haunt CR 1
XP 400
NE Roaming Haunt
Caster Level 1st
Trigger Traveling alone at any point, isolating onelself through the use of a privy, or any other activity that seperates the PC from the party for just an instant.
Notice Perception DC 20 (To hear an intake of breath behind the PC)
hp 2 Reset 3 days
Effect The visage of The Lopper leaps out at the PC from some impossibly hidden place (under a stack of clothing, behind a drape, etc.) He leers and rushes them, handaxe raised, vanishing just before he strikes. This duplicates a Cause Fear spell (Will DC 11)
Destruction: Laying to rest the Lopper's spirit.

2) Chosen Prey: As The Lopper's haunt persists against his chosen target, the murderer's spirit exerts more willpower over his ability to affect the physical world, causing one of his Phantom Stalker Haunts to take on a more lethal tone.

Chosen Prey CR 1
XP 400
NE Roaming Haunt
Caster Level 1st
Trigger As Phantom Stalker Haunt.
Notice Perception DC 20 (As Phantom Stalker Haunt.)
hp 2 Reset Replaces Phantom Stalker Haunt(3 days)
Effect The Lopper leaps forward again, only this time, his handaxe materializes for an instant. This acts as an Inflict Light Wounds spell (+1 touch, Will DC 11), with the effect leaving a dark scar on the victim's neck.
Destruction Laying the Lopper's spirit to rest.

3)Phantom Killer: This occurs only if the PCs have destroyed any of the other five prisoners and returned from Harrowstone without destroying the Lopper. The Lopper realizes the direct threat they represent to him and uses all of his Willpower to create a violent manifestation against his chosen victim.

Phantom Axe CR 4
1,200 XP
NE Roaming Haunt
Caster Level 4th
Trigger As Phantom Stalker Haunt
NoticePerception DC 20 (As Phantom Stalker Haunt)
hp 8 Reset Daily
Effect The Lopper materializes momentarily again, only this time when he strikes, his ghostly handaxe remains and begins attacking of its own accord. Treat this effect as the spell Spiritual Weapon (+4 attack, 1d8+1 [x3]) except any wounds caused by the weapon also deal 1d6 points of bleed. If a PC is killed by this effect, the wound manifests as if the PC were decapitated. This effect persists for 4 rounds then fades.
Destruction Laying to rest the Lopper's spirit.


The Splatter Man:

I like the Bloody Letters event and the optional Vision of Imprisonment events as manifestations of the Splatter Man's growing power. To make it more personal, I'm gonna add one other haunt, probably manifesting once the PCs take out any of the Five prisoners besides him. Like The Lopper, he'll realize the growing threat that the PCs represent to his plans for escape, and makes a move.
Bloody Bed Haunt CR 3
XP 800
CE Roaming Haunt
Caster Level 3rd
Trigger This haunt targets any sleeping PC.
Notice Perception DC 20 to smell the thick scent of blood and a splattering sound
hp 6 Reset 2 Days
Effect As the PC sleeps, he experiences vivid dreams of walking the lower halls of Harrowstone. As he does, he sees the names of his companions splattered in blood across the walls. As he comes to an intersection, he sees his name splattered on the floor, with the blood trailing from where he's standing. Looking down, he sees a huge gash across his belly and hears ghostly laughter erupt. As this dream occurs, the target begins taking 1 point of bleed (from seemigly the same wounds as in the dream) and must make a DC 11 Will save to wake up. Shaking the PC or doing any other form of damage while this occurs grants a +4 save bonus, and any form of healing magic cast on the PC will immediately end the haunt, as will Protection from Evil. Otherwise, the PC bleeds until awake or dead. The blood flow seems to flow letters of the PC's name.
Destruction Laying to rest The Splatter Man.

Thoughts? I'm gonna use the least of the five prisoner's haunts presented here to increase the creep factor in my next session (tuesday), and possibly escalate to the mid-range haunts after that, depending on how far we get. In any case, I'll let people know how it goes.

Sovereign Court

This is really good stuff. I hadn't thought of having the other prisoners influence events in Ravengro. My group is pretty deep into Harrowstone prison now, but if they do go back to Ravengro, I still have Father Charlatan, The Lopper and The Splatter Man left undefeated, so I may just use a few of your events. I've slowly been injecting a growing malaise into the residents of Ravengro to demonstrate the increasing effect of the spirits on the village, but its been much more of a general "people are getting meaner and crazier" type of thing. Your events will help tie things directly to the Harrowstone ghosts and make it more personalized. Thanks!

Grand Lodge

Dreams are also good to have them impact on the party.

Someone posted some great dream ideas.


Yes, very nice, if I ever run this aP again i'll steal this for sure.


Well, I just ran the first manifestations of the Prisoners haunts, and they worked pretty well.
One player's Tiefling Rogue is afraid of walking alone anywhere because the Lopper might get her.
The elven priestess of Pharasma considers the "desecration" of the churchbells to be a direct attack against her church.
The human barbarian isn't too fond of mirrors right now since the Mosswater Marauder appeared in one of them.
I'll be running the mid-level one's next week, and hopefully I can stall my group into going into Harrowstone before they're second level.

Grand Lodge

Thats also part of the danger - too much stuff can drive the players to grind the dungeon asap because thats how they stop the attacks.

You dont want that - you want to build slowly. You want the fear to grow, stuff to happen thats dark, like the bloody letters on the monument - if by day 3 the players think the only way to stay safe and sane is to arm for bear and go dungeon crawling they'll miss a lot of groovy stuff.


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Oh, no worries there. I've had plenty of sidequests on top of the hauntings to keep them from going straight to the prison. I believe somebody did a "Ravengro Expanded Thread" with additional sidequests and trust-point mechanics, so I'm using parts of that (like the Cursed Well sidequest), as well as a "Vampire Cattle Mutiliations" sidequest involving a Vampiric Mist. Also, none of the early haunts I used are particularly lethal, more there to inspire a sense a dread and to stoke their interest in the five prisoners. As written, there's not a lot of catalysts for researching the five prisoners other than the Splatter Nan. The 25 DC on the Knowledge checks for the prisoners is a bit rough, even with the resources of the town available. I can see it taking a bit of time to get all the information on the five, and my players aren't the types to wander into a dungeon without getting as much information about it as possible. These events in a way let me have something else occur besides the bloody letters.


I had The Lopper follow them around in the walls the whole adventure.
It's kinda freaky. You REALLY can't split the party up at all.


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these are all fantastic ideas. Makes me want to run Harrowstone again.

I ran a similar 'haunt' for the splatter man.

Any night where a desecration of the monument occured, the PCS suffered from very vivid dreams, character specific dreams.

One awoke from a nightmare of imprisonment to see his name written in blood on the wall of his bedroom. When the party came to investigate, they found the image gone. this seriously unnerved them.


Yesterday, my PCs experienced the second stages of haunts after exploring all of the first level. They've worked pretty well in making the five prisoner's attacks more personal. Now, I feel like I've got enough foreshadowing that once they face one of the five prisoners, they'll know who it is their facing and why.
It's also let me have more stuff happen during the downtime that they have in Ravengro. In a way, all the haunts and rumors kept them scared enough to not enter the prison until the fifteenth day, with five letters present.


Thanks for this! Gonna use it in my game.

Mathius

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