Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6) (PFRPG)

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Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6) (PFRPG)
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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.

ISBN–13: 978-1-60125-308-8

The Haunting of Harrowstone is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (561 KB zip/PDF).

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Dark and well-written

5/5

There are many good things to be said about The Haunting of Harrowstone, as you can see in these reviews. I have just finished GMing it with my group, and I will join the choir. Sure, there are things that need tweaking - the trust point system for instance - but they are minor, to my eyes.

Depending on your group, the module can be played like a railroad or like a sandbox. You can give the players information that shoot them straight towards the mysteries, or you can let them explore the town and slowly uncover things. In my case, I have players that love a good mystery, and that actually want to bond with (or provoke, or quarrel with) the NPCs I put in front of them. And it has worked well.

The atmosphere is great, the writer created a good gothic feel to the monsters and the events. The NPCs are memorable and the hidden facts are possible to decipher without being too obvious, I think. The locations are dark and gritty, the monsters challenging and fun.

Also:

Spoiler:
I like the fact that the prison actually influences the town. Instead of a dungeon far away in the woods, with the occasional raid or missing travelers, this dungeon makes a difference in town. In the tavern, in the town hall. As a GM you can increase the tension step by step, until the PCs realize that something precious will be lost if they don't act. And that makes the dungeon feel like it's actually a part of the game world. This is a really good thing.

The Haunting of Harrowstone gets 5 stars from me.


5/5


5/5

An amalgamation of popular horror stories and themes in the land of things that go bump in the night may sound cheesy but so far has been excellent. It's like an RPG version of American Horror Story...everything that's ever creeped you out, even a little, is included but with brand new twists.

The vivid setting of this AP is the nightmarish country of Ustalav centuries after the fall of the Whispering Tyrant. Your group will be called for a seemingly straightforward task of attending a funeral but will quickly find yourself intrigued and repulsed by the strange happenings in the town of Ravengro. Soon your group will begin investigating a horrific mystery involving long-dead murderers and a possible link to the Whispering Way.

My favorite things about the first book of the AP:
1) Intrigue – The Gothic setting and the whispers of cult involvement piqued my interest in unraveling the plot lines.
2) Challenge – There are some genuinely dangerous encounters in the Haunting.
3) Writing– The game is supposed to be horror themed and it does not disappoint. The descriptions are well-written and add to the overall atmosphere of the game. Our GM chose to play spooky music during most games which also added to the feeling of delightful unease.
4) Originality – Many of the characters and events in this book are roughly based on popular movies and books. Still, each character manages to be unique and memorable. I didn’t feel like I was experiencing a string of copied and pasted stories with a new name tacked on.

Least favorite things:
1) Trust points – I don’t know what these are really but I’ve seen them mentioned in other reviews. If our GM used them she did it without our knowledge. We were told to have a secret in our character’s history that he or she would not share with the party right away. The secrets have added a really interesting dimension to the game.

2)A few loose ends – At one point some children in town were chanting a truly gory, disturbing song while playing jump rope. I was curious about if they were possessed or doing it intentionally and hoped to find out. After we cleared the prison we never really found out what the deal was so I assumed the kids were affected by the darkness from the prison. I think the little details like this could have been tied more neatly into the overall story.


4/5

This review is based on a playthrough with a group consisting of a druid, a rogue, a sorcerer/cleric, a magus, and a ranger (the ranger died and was replaced by a paladin) and the experiences we had playing the adventure.

<--POTENTIAL SPOILER WARNING!-->

The Carrion Crown adventure path begins with a classic ghost story, a tale of an old prison haunted by unspeakable evil. While The Haunting of Harrowstone has its issues, it's a good mix of atmosphere, story, and creepy action.

Good things first:

1) The atmosphere presented in the adventure is awesome. It's gloomy and tense from the get-go and the tension only increases as the adventure progresses and the characters realize what's going on up in the old prison.

The physical description of the prison itself added a lot to the atmosphere as well and the players really felt that this was a spooky ruin and that terrible things had happened there in years past.

2) The story, while not unique, is engaging and flavorful. The plot is revealed gradually and the big reveal, an encounter with the ghost of the warden's wife, was a pleasing way to reveal the final pieces of the puzzle to the players and set up the final encounters.

3) The research felt like a page right out of a Call of Cthulhu adventure which, to my players and me, is a good thing. Although the characters failed to learn everything there was to learn about the prison and its prisoners during their initial research in the temple's archives and the townhall library, the prison itself offered additional means of research.

4) The use of haunts worked very well in this adventure. Haunts make for excellent low-level encounters and the game mechanics mixed with the flavor inherent in any haunt makes for a fun way for the characters to learn more about the adventure's background while keeping them looking over their shoulders. For a ghost story set in a ruined prison, the haunt mechanic is perfect and the haunts presented in The Haunting of Harrowstone were very well written.

5) Artwork. Overall, the artwork in The Haunting of Harrowstone was top notch. Especially the half-pagers done by Craig Spearing were phenomenal and really helped me as the GM to set the mood.

The Bad Things:

1) Pacing. We felt that there was an issue with the pacing of the story. As the adventure is written, the characters have roughly 30 days before the evil spirits haunting the prison escape and wreak havoc upon the town of Ravengro. It took the characters 7 days to wrap up the adventure and move on to the next adventure in Ravengro. Since the major clue to what was going on, a name written in blood, was spread out to match those 30 days, we felt that the 30 days was overkill. Half the time would have worked better, we felt, and might have added a bit more urgency to the adventure.

2) Trust. I didn't use the Trust Points system at all. I felt that what the Trust Point system was meant to achieve was just as easily achieved through simple roleplaying. To me it felt like extra book-keeping, and so I didn't bother with it. The adventure worked quite well without the system.

3) Artwork. As mentioned earlier, most of the artwork in The Haunting of Harrowstone was top notch. The exception was the Bestiary section. The artwork for the critters presented in that section didn't work for me at all.

The Verdict

A very good start to the Carrion Crown adventure path. There were some minor issues but those were minor and didn't take anything away from a solid ghost story filled to the rim with atmosphere and classic horror. My players felt that their characters were challenged and I felt that I'd successfully GMed a storytelling genre that, in my mind is somewhat difficult to pull off in a game like the Pathfinder RPG, namely horror. That wouldn't have happened if I didn't have a well written adventure to work with.


Prepare yourselves well


Encompassing both tragic and evil spectres, this is a ghost story that delivers all the traditional elements of Western lore. Unique magic items and foes make this a treat. As in his Osirion adventures, Kortes delivers fascinating magic items and a challenging adventure strong in flavour.

This module is reccomended for experienced players! The monsters are unusual and many of the encounters can be quite deadly. However, the author does give us options to increase and decrease the deadliness of many of the encounters by adding optional rules, NPCs and monsters as needed to challenge the PCs. These can be added during the encounters as needed, so bonus points to Kortes there! The magic items are awesome, however they are also not typical items and their unique features will challenge players.

DMs will need to read thoroughly, as this adventure is not 100% chronologial by event; part 3 has events that will occur throughout the adventure. The DM will also need to track days spent in Ravengro, as the PCs cannot progress to their next objective until 30 days have passed; also part 3:1 is chronological. Many parts need DM prep and a good understanding for smooth running, the town hall and pgs 35 and 35 will need to be summarized into dialogue for the roleplaying group. This adventure is also keen on handouts, the DM will need to keep track of who has which special magic item, so item cards are highly reccomended.

This volume heavily favours roleplaying groups. Hack and slash groups will be frustrated and disappointed with the atypical monsters who don't drop treasure when they die. Also, many of the battles are "boss" battles. Additionally, PCs who research are rewarded with XP, though this is not necessary to progress.

All in all an AP I'm really wanting to run...just not for everyone.


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Paizo Employee Creative Director

Wagram wrote:

James,

Please, please use the APG and future content you intend to create in the AP!!!!!!! Just add some references to the book or a small explanation if needed! There is nothing more frustrating than buying a source book (with I'll keep on doing) that won't be used in any published module or adventure...I think content integration and continuity are key for a system to feel alive and evolving (and the AP is Paizo spinal cord)

We'll absolutely be using content from our hardcovers in our adventures; we already do so in Serpent's Skull, in fact, with a witch in the first adventure and some archetype using NPCs in the second one.


James Jacobs wrote:


The rules for haunts in the Gamemastery Guide are the final incarnation for those rules.

Sweet, thanks for the reply. I was hoping as much, since I've converted some of the older Pathfinder haunts (and made some of my own), and look forward to using them in this adventure.

Dark Archive Contributor

1 person marked this as a favorite.

Thanks to James and Wes, my new local group starts playtesting Carrion Crown tomorrow night. I'm ridiculously excited to revisit Ustalav as a player rather than as a writer.

I broke down and purchased Hero Lab to confirm what I'd suspected--I'd made several small mistakes in creating Sascha Caromac, my young human oracle. The software is impressive. Both times I thought I spotted a bug, it turned out I simply hadn't finished a necessary field in a later tab.

The other characters include a fighter, a rogue, and a witch. With my -1 CM, you can guess which one I plan to befriend first.

With Wes's blessing, I'll post non-spoiler playtest notes in coming weeks.

Dark Archive

NSpicer wrote:


Or, another alternative use for those pages could include extra fiction in the event you want your authors to have more "elbow room" to flex their literary muscles.

Or, you can squeeze in some more monsters.

Or, you can include extra rules elements like the mass combat stuff that appeared in Kingmaker without having to trim anything else.

Or, you can have an extra long supporting article that helps enhance the campaign setting with more information on where the campaign takes place.

Or, you could have any mix of these things in any or all of the six issues over a single AP.

Or some extra art would be nice (not every issue maybe just now and again.)


Pathfinder Roleplaying Game Charter Superscriber
Dave Gross wrote:

Thanks to James and Wes, my new local group starts playtesting Carrion Crown tomorrow night. I'm ridiculously excited to revisit Ustalav as a player rather than as a writer.

I broke down and purchased Hero Lab to confirm what I'd suspected--I'd made several small mistakes in creating Sascha Caromac, my young human oracle. The software is impressive. Both times I thought I spotted a bug, it turned out I simply hadn't finished a necessary field in a later tab.

The other characters include a fighter, a rogue, and a witch. With my -1 CM, you can guess which one I plan to befriend first.

With Wes's blessing, I'll post non-spoiler playtest notes in coming weeks.

Awesome! Looking forward to it.

Liberty's Edge

Looking to hear updates Dave Gross.

I am interested in "Brought together by the death of an ally" and "a new system of background character traits that promise to draw the heroes’ histories into the Adventure Path like never before". Is a a military background? Just want to get my group planning for this.

Dark Archive Contributor

Aromaz Esoj wrote:

Looking to hear updates Dave Gross.

I am interested in "Brought together by the death of an ally" and "a new system of background character traits that promise to draw the heroes’ histories into the Adventure Path like never before". Is a a military background? Just want to get my group planning for this.

We lost a week to the flu, and I held off reporting from our second session because it had a lot in common with the first. I'll report more non-spoilery info after Monday evening's session.

FYI, we have not yet had access to the character traits, but the GM has since had a new package from Paizo, so perhaps we'll see them next time.

Liberty's Edge

Looking forward to your report Dave on Monday and really interested in that new package your GM got.

Paizo Employee Chief Technical Officer

We've updated the product image and description to match the finished product.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Very cool cover, who's the girl on the cover in blue? She kinda looks ghost like.


I'm guessing she's the eponymous Haunting of Harrowstone. (Which is what you were getting at, right?)

Also, Feiya somehow looks even cooler with half the picture blocked off by the Blue Lady.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Kajehase wrote:

I'm guessing she's the eponymous Haunting of Harrowstone. (Which is what you were getting at, right?)

Also, Feiya somehow looks even cooler with half the picture blocked off by the Blue Lady.

Yeah more or less but she might not be too.

Feiya always looks cool.

I know the chick on the cover would make a wicked cool mini though.

RPG Superstar 2009 Top 32

Dark_Mistress wrote:
Kajehase wrote:

I'm guessing she's the eponymous Haunting of Harrowstone. (Which is what you were getting at, right?)

Also, Feiya somehow looks even cooler with half the picture blocked off by the Blue Lady.

Yeah more or less but she might not be too.

Feiya always looks cool.

I know the chick on the cover would make a wicked cool mini though.

Not to mention that the "Blue Lady" (I also assume a ghost) is a hottie in her how right. :)


No reason why ghosts cant be HAWT!!!

Dark Archive

Ooh... me LIKE! Love the layout for this AP, and the ghost is really hawt! I wonder if she's into... er, manlier types, like brimstone-smelling, tattooed and hairy Chelaxian dwarven males!

Dark Archive

Pathfinder Roleplaying Game Superscriber
Asgetrion wrote:
Ooh... me LIKE! Love the layout for this AP, and the ghost is really hawt! I wonder if she's into... er, manlier types, like brimstone-smelling, tattooed and hairy Chelaxian dwarven males!

no one is into that. :)


Just thought I'd put my two cents in. First off can't wait for this new adventure path, been a while since done anything like Ravenloft or Castlevania.

I think it's great we are finally seeing one of the new Iconics appear in an adventure path, for me the iconics resemble a kind of family. Much like Mordenkainen or Elminster are for fans of Greyhawk and Forgotten Realms. These are our heroes, while they don't necessarily play any actual role in the story of the world, their images in the various books bring a smile to my face when I get to flip through the art.

James, you asked what do we use the iconic stats for. Well for my group, we don't use them. I'm indiffrent on whether they remain in the AP or are removed. However, if they are removed I would like to see a section on the paizo website where we can view the iconics in full. Their full stats (ranging from various levels), their entire backstory, their art, and such. This way if someone ever does want/need to use them, they can still be found. Even if it is online.

Thank you all once again at Paizo for creating a campaign world I can finally call home. It took 17 years of gaming, but I finally found it.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Asgetrion wrote:
Ooh... me LIKE! Love the layout for this AP, and the ghost is really hawt! I wonder if she's into... er, manlier types, like brimstone-smelling, tattooed and hairy Chelaxian dwarven males!

No, no one is. :)

*Note - I posted this once, thread said I posted in it but my post never showed up. So trying it again.

Contributor

Kevin A Turner wrote:
I'm indiffrent on whether they remain in the AP or are removed. However, if they are removed I would like to see a section on the paizo website where we can view the iconics in full. Their full stats (ranging from various levels), their entire backstory, their art, and such. This way if someone ever does want/need to use them, they can still be found. Even if it is online.

That's a very cool idea Kevin and something we'd like to do in the future. It's a long term goal, though, as creating stats for our ever-expanding stable of iconics at every level with related back stories is a pretty huge undertaking. And, if we'd be putting something like this up online for free, such a project immediately takes a backseat to any project we'd be printing or selling. But it's totally something we'd like to do. It just might be a good while coming.

On a related note, so one one is surprised, the iconics no longer appear in Pathfinder Adventure Path as of volume #43. In that volume the space is repurposed to present the Carrion Crown Adventure Path's campaign outline. In future volumes it will be be subsumed into content earlier in the book. (Don't worry, we didn't just stick in two more ads.)

We removed the iconics from the back for a few reasons, not the least of which was because they were a hassle to put together every month without much obvious use. Additionally, though, the Pathfinder RPG has been around for more than a year now and most players have their own characters by this point. If players do need characters, we've got dozens of volumes of past Pathfinder Adventure Paths, the Pathfinder Campaign Setting NPC Guide and the upcoming Rival Guide full of stat blocks ready for use as new adventurers. Alternatively, for GMs who used those statblocks for extra NPCs and what not, we now have dozens of NPC statblocks up on the NPC Gallery of the Pathfinder RPG Reference Document - so no more trying to use 5th-level monk stats when the PCs decide to fight that mouthy but unstated merchant, just use the free traveling merchant stats. So, we think folks are pretty well covered for statblocks, and are excited to have a little more room to present more adventure, world material, and monsters.

But your opinions are the ones that matter. Check out Pathfinder Adventure Path #43, run it without those two pages of stats in the back, then get on here and tell us what you think!


That's a very cool idea Kevin and something we'd like to do in the future. It's a long term goal, though, as creating stats for our ever-expanding stable of iconics at every level with related back stories is a pretty huge undertaking. And, if we'd be putting something like this up online for free, such a project immediately takes a backseat to any project we'd be printing or selling. But it's totally something we'd like to do. It just might be a good while coming.

so give a man a job!

I work for minimum wage!

anything will do!

i can multi task too! need your waste paper basket emptied??


F. Wesley Schneider wrote:
Kevin A Turner wrote:
I'm indiffrent on whether they remain in the AP or are removed. However, if they are removed I would like to see a section on the paizo website where we can view the iconics in full. Their full stats (ranging from various levels), their entire backstory, their art, and such. This way if someone ever does want/need to use them, they can still be found. Even if it is online.

That's a very cool idea Kevin and something we'd like to do in the future. It's a long term goal, though, as creating stats for our ever-expanding stable of iconics at every level with related back stories is a pretty huge undertaking. And, if we'd be putting something like this up online for free, such a project immediately takes a backseat to any project we'd be printing or selling. But it's totally something we'd like to do. It just might be a good while coming.

...

I'd think put the icons out there as a tease a few months before the release. As each AP release come up, add a page updating the stats and adding to their back story. Then, the icons, their stat blocks and history don't become a 'huge' undertaking. Just adding a little at a time over seven (preview + 6) installments.

-Swiftbrook
Just My Thoughts

RPG Superstar 2009 Top 32

F. Wesley Schneider wrote:


On a related note, so one one is surprised, the iconics no longer appear in Pathfinder Adventure Path as of volume #43. In that volume the space is repurposed to present the Carrion Crown Adventure Path's campaign outline. In future volumes it will be be subsumed into content earlier in the book. (Don't worry, we didn't just stick in two more ads.)

This is a good idea.

It also allows the use of the new iconics in the APs artwork. :)

Liberty's Edge

2 comments:

1. The cover is amazing! Nice job by all involved.
2. Wes - I am good with pulling the iconics out, and I look forward to seeing those pages rolled into more valued added content in terms of the AP. I think you are spot on in terms of direction on this one.


F. Wesley Schneider wrote:
On a related note, so one one is surprised, the iconics no longer appear in Pathfinder Adventure Path as of volume #43. In that volume the space is repurposed to present the Carrion Crown Adventure Path's campaign outline. In future volumes it will be be subsumed into content earlier in the book. (Don't worry, we didn't just stick in two more ads.)

I will kinda miss just checking out how the iconics progressed, but it's a fair trade for more content. I do miss the Set Pieces from LoF, but understand that they were too much to get organized with all the other AP material. I wondered if maybe a page for a related Map of Mystery feature has ever been discussed? I always found those really useful in the old Dungeon Mag days.

Dark Archive

Dark_Mistress wrote:
I know the chick on the cover would make a wicked cool mini though.

From your lips to the Paizo Overlords' ears.

RPG Superstar 2011 Top 16

The pre-update post said something about "a new trait system to draw your characters deeper into the campaign than ever before."

I see that has gone away in favor of a guide to the local city. Has that material been moved to the Player's Guide, or cut? I was really looking forward to that...


Awesome cover art folks. Bravo.

Paizo Employee Creative Director

Erik Freund wrote:

The pre-update post said something about "a new trait system to draw your characters deeper into the campaign than ever before."

I see that has gone away in favor of a guide to the local city. Has that material been moved to the Player's Guide, or cut? I was really looking forward to that...

There'll still be material in the Player's Guide about campaign traits and advice on building characters that fit well into the Carrion Crown AP. That stuff isn't going into the actual print product though; it'll be a free PDF that will be available at about the time this volume will be available for purchase.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Erik Freund wrote:

The pre-update post said something about "a new trait system to draw your characters deeper into the campaign than ever before."

I see that has gone away in favor of a guide to the local city. Has that material been moved to the Player's Guide, or cut? I was really looking forward to that...

I would think the players guide, that is really a better place for it anyways. Least I hope it is.

Dark Archive

F. Wesley Schneider wrote:

On a related note, so one one is surprised, the iconics no longer appear in Pathfinder Adventure Path as of volume #43. In that volume the space is repurposed to present the Carrion Crown Adventure Path's campaign outline. In future volumes it will be be subsumed into content earlier in the book. (Don't worry, we didn't just stick in two more ads.)

Never used them ... And I surely won't cry ... My player's characters are much much better ... simply because they are THEIRS.

What would be great would be to add "side treks" or expand the AP a bit more...

BtW ... I love your APs and I hate you guys for launching so many great products and not having the time to play them all.

I suppose that's the lot of having a family ;o)

Dark Archive

F. Wesley Schneider wrote:
Kevin A Turner wrote:
I'm indiffrent on whether they remain in the AP or are removed. However, if they are removed I would like to see a section on the paizo website where we can view the iconics in full. Their full stats (ranging from various levels), their entire backstory, their art, and such. This way if someone ever does want/need to use them, they can still be found. Even if it is online.

That's a very cool idea Kevin and something we'd like to do in the future. It's a long term goal, though, as creating stats for our ever-expanding stable of iconics at every level with related back stories is a pretty huge undertaking. And, if we'd be putting something like this up online for free, such a project immediately takes a backseat to any project we'd be printing or selling. But it's totally something we'd like to do. It just might be a good while coming.

Why not let fans do the writing and mechanics for you? I mean, it could a competition like RPG Superstar 2011, or even part of it? Just a thought.

Dark Archive

Dark_Mistress wrote:
Asgetrion wrote:
Ooh... me LIKE! Love the layout for this AP, and the ghost is really hawt! I wonder if she's into... er, manlier types, like brimstone-smelling, tattooed and hairy Chelaxian dwarven males!

No, no one is. :)

*Note - I posted this once, thread said I posted in it but my post never showed up. So trying it again.

You're a speciecist, aren't you? Well, I never liked succubuses anyway -- too chaotic and out-of-control for my refined tastes! My erinyes secretary, however... mmmmm! ;P

Contributor

Chewbacca wrote:
What would be great would be to add "side treks" or expand the AP a bit more...

This was done in the Second Darkness and Legacy of Fire APs. People did not like them, alas.

Dark Archive Contributor

Aromaz Esoj wrote:

Looking forward to your report Dave on Monday and really interested in that new package your GM got.

My apologies for the delay. We lost a week to GM's illness, and I've been up to my eyes in work. Because the report for sessions 2 and 3 is full of medium-to-big spoilers, here's your warning not to click this link to read the post.

Session 4 was very nearly a TPK. More on that soon.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Dave Gross wrote:
Aromaz Esoj wrote:

Looking forward to your report Dave on Monday and really interested in that new package your GM got.

My apologies for the delay. We lost a week to GM's illness, and I've been up to my eyes in work. Because the report for sessions 2 and 3 is full of medium-to-big spoilers, here's your warning not to click this link to read the post.

Session 4 was very nearly a TPK. More on that soon.

It sounds wicked cool and I can not wait to get this AP and read more of your posts about it.


Thanks for taking the time out to share this Dave! Your GM sounds most excellent.

Dark Archive

Chewbacca wrote:
What would be great would be to add "side treks" or expand the AP a bit more...

Even if we didn't get back to the side trek format (which I though was great and very Dungeon-esqe) I would like to see an AP expansion/suggestion idea area.

Something similar to what is found at the end of both I1 (Dwellers of the Forbidden City) and B4 (The Lost City) - doesn't need to be full adventure ideas unless it is a huge site, but maybe some encounter ideas +CR which expand and build upon the presented scenario.

It would be nice.

Edit: Also some nice filler for DMs who want to run the APs on a slow xp track and don't want to deviate with too many outside modules to keep the PCs on track with the APs. A way to pad xp which is relevant to the overall AP theme and isn't just 100% random encounters.

Dark Archive

Auxmaulous wrote:
Chewbacca wrote:
What would be great would be to add "side treks" or expand the AP a bit more...

Even if we didn't get back to the side trek format (which I though was great and very Dungeon-esqe) I would like to see an AP expansion/suggestion idea area.

Something similar to what is found at the end of both I1 (Dwellers of the Forbidden City) and B4 (The Lost City) - doesn't need to be full adventure ideas unless it is a huge site, but maybe some encounter ideas +CR which expand and build upon the presented scenario.

It would be nice.

Seconded!

Liberty's Edge

I wouldn't mind seeing the two pages go to write ups on important NPCs in the adventure. Not stat blocks but just a paragraph or two on some of the key people to help DMs in acting out their personalities and stuff.

Sczarni

Thanks Dave for the update and more interested in playing this AP.

Dark Archive Contributor

Slink wrote:
Thanks Dave for the update and more interested in playing this AP.

If you don't fear spoilers, check out the latest playtest report at my Facebook page.

Please post a reply to the message thread to let me know people are still reading them, and I'll continue to post them.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Dave Gross wrote:
Slink wrote:
Thanks Dave for the update and more interested in playing this AP.

If you don't fear spoilers, check out the latest playtest report at my Facebook page.

Please post a reply to the message thread to let me know people are still reading them, and I'll continue to post them.

I am reading it and finding it interesting.


Definetly interested in this AP, more so now after the nice read from Dave Gross's little adventure.

RPG Superstar 2011 Top 8

This one looks like it will be a lot of fun, even if you just run it as a stand alone. First I was thinking it had a "Ghost Hunters" vibe to it, but now I'm thinking more along the lines of "Ghost Busters." Hmm, that may be idea...scribble, scribble, ghostbusting PCs, scribble, scribble...


When will this AP be up for grabs? I'd like to start my AP subscription starting with this one and it would mean a lot if I could know a better approximation than February 2011.


It ships to subscribers in mid-February. In my experience, mid-Something usually means it ships in the second or third week of a month. Until it actually arrives at the warehouse, though, Paizo aren't going to commit to a solid date.


And when will I be able to start my subcription to APs without ordering the 5th and 6th part of Serpent's Skull?


As soon as Serpent's Skull #6 has been released. In the adventure path subscription page, there's a sidebar letting you know what you're options are. Just scroll down a bit and you'll find it. Naturally this sidebar is updated as soon as an installment is released.


Does that mean that I will not get the early shippment/pdf?


Another two thumbs up for Mike Kortes!!

(However, the town name of "Ravengro" sounds like it was thought up while bird-watching at the local gardening centre.)

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