Haunting of HarrowStone (GM Reference)


Carrion Crown

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Silver Crusade

1. From what I can tell, yes, they do get xp from general knowledge.

2. I would assume so, but I don't use xp in my game, so I wouldn't know.

3. Yes, if they unlock all the knowledge regarding a topic, the PCs should be awarded the total amount of xp for each stage.


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My party is about to encounter the Smoldering Revenge event. Because I've drawn my maps on paper, I can't draw and erase fire that comes up during this event. So, I made this hot item: 1 inch by 2 inch figures of fire. I printed them in color on some cardstock and cut them out - this did take about an hour. After I was done, I just folded them down the middle so that the bottom edges of the fire could meet.

If anyone takes an interest in this, I'll try to keep the link up and secure for a year. If it doesn't work, for some reason, please message me.

Because I don't want any trouble, I did not create the original work, just the reverse copies. The original image can be found here.


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I also compiled this pdf of the big bads in the prison, including the secret weapons and pictures of each BBEG: The Villains of Harrowstone


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By the way, I'm having a bit of trouble figuring out how the party can defeat the piper without his flute. Based on the phrasing of the Piper's haunt, he never actually manifests in such a way that he should be susceptible to positive energy - can't hit what you can't see, especially since it manifests as "a mournful dirge."

I've read through this as best as I could but found nothing of note. Perhaps I missed something, so does anyone have any advice?

Silver Crusade

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I played through this recently, and yes, being intangible does add to its difficulty. I would assume that channeled positive energy would still affect it, however, as would holy water splashed into the haunt's area of effect. My party decided to use some of the haunt siphons on it; that, alongside the flute, made short work of him.


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Daniel Yeatman wrote:
I played through this recently, and yes, being intangible does add to its difficulty. I would assume that channeled positive energy would still affect it, however, as would holy water splashed into the haunt's area of effect. My party decided to use some of the haunt siphons on it; that, alongside the flute, made short work of him.

Daniel has it - just unleashing positive energy in the Piper's zone will damage it.

If the Piper can hurt you, you can hurt it. See here for additional haunt rules.


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Ok since this is the GM/DM section, I need some advice on how to make the campaign a "horror" campaign instead of a "high fantasy" campaign from my end. This is what I got ideas so far.
Music-so far been putting together some music for the first module which includes music from the first silent hill and the video game Alice the madness returns.
Materials-all 6 books, using carrion hill to shift the atmosphere to book 4, rule of fear, and waiting to get paid for murmuring fountain and preordered the borrow adventure book, also been reading up on a lot of lovecraft.

So far it looks like 4 players and we have planned on starting at the end of August so I can get my hands on the horror book but tbh I wanna start sooner while I still have all these ideas in my head. 2 are new players who have played dnd for years but their very first pathfinder game they are playing.

So far, these are the ideas I have so far to make this a "horror" campaign and (cc is hands down my fav campaign yal have done so far) with ideas from this thread and forums a better experience.
1. Having the BBEG be at the funeral and use the letters idea, but tbh I don't really know what to do with him during the campaign. Should he be off screen and use the letters as the only gateway to interact with him or should he be visible in the background in some areas?
2. Using an insanity mechanic. I've told the group and they are okay with it and I'm gonna justify it by saying that Ustalav is walled in from other countries. The land is seen as cursed and while stuff that happens in Ustalav happens in other areas, the frequency and amount is off the scale when compared to other places.
-but I'm at a loss which insanity mechanic I should go with. I don't want one that's easily lethal because I will be using it thru the entire campaign, but I want something that slowly starts to unhinge the players and eventually leading to full blown insanity. Kinda like COC games but instead of players who rush in and end up going insane and dying easily, I want something where if the players are not careful will start becoming crazy over time. If that makes any sense.
3. Hiding the journal until they start researching about the prison/prisoners/Whispering Way. Gonna have his journal coded and if no one has linguistics, the have Kendra spend some days decipher it, so to curt tail heading straight to the prison.
-only problem is, how do I handle when they ask where he was killed at? I do want to show or give players a chance to see the results of circle of death to give a heads up for future battles, but any ideas on where they found the professor so that again my players don't rush into the prison ahead of time. I am thinking about guards set up or locked, but I don't wanna have my players feel so "railroaded" even though this isn't a sandbox.
4. Gonna use murmuring fountain and some other ideas to use within that 30 days to foreshadow the prisoners.
-fountain letters, have the ghost foreshadow the splatter man.
-thinking of using the freak show to foreshadow the piper
-still trying to figure out how to use the card haunt in the inn for the MM
-priest....I don't know. This one is like something to foreshadow him since he has one of the coolest haunts.
-the lopper I don't know. I'm okay if I can't think of anything for him because he's gonna be scary enough as it is lol.
5. The beginning. To spruce up the beginning and get characters to know each other and also to give that immediate impression to give that "cursed" land feel, any suggestions? I saw something about a carriage ride in this thread but can't find the material source.

Silver Crusade Contributor

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1) It depends on how likely your players are to peg him as the villain, or to get violent against him. You'll need to figure out the answer based on your players.

2) You'll want to check out the sanity mechanic from Horror Adventures, then. I think it might be just what you need. ^_^

3) Let them rush to the prison! Then let them rush back out when it turns out to be more than they can handle. That'll learn 'em.

4) I haven't read any of the third-party stuff, so I can't really address this question. Anyone else?

5) I don't know that there was a "source", per se... just the info in this thread. You might need to flesh it out yourself.


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1. I had the BBEG be the one who sends the carriage to get the players to start off the game, have him at the funeral leaving in that same carriage, and also have him be in Lepidstadt during the trial and talk to the players about how impressed he was with their efforts (after day 1). He then gave each of them a fine horse to use. Of course the saddles have a rune in them so that he can scry them easily. After that, I had him fade into the background and just interact with the letters. However, I only signed the letters with one A. The players were sure that A was Vroon until they found a letter on his body. :)

2. Didn't use insanity, but I may look into it as they just completed Carrion Hill and are off to book 4. I may foreshadow the start of using insanity based on horrid dreams after defeating the BBEG from Carrion Hill.

3. I agree with Kalindlara.

As an aside, I made Kendra blind. This made her much more sympathetic to the players and I used it as the reason why Lorrimar put the players in his will. She is actually an Oracle but only came into her power after the prison became unguarded. The spirits of the dead guards come to her after Lorrimar's death and granted her some ability to speak with spirits. Clouded Vision curse and Lore mystery. She sees through the eyes of spirits around her and they tell her things.

This enabled me to play up the weirdness. At one point I had her talking to the players and mid-sentence shout QUELL THE FIVE! and then complete her sentence without any memory of the incident. When the party was looking over some looted potions (early loot), I had her enter the room, stop, and ask if there were potions on the table. When they said yes guardedly, she asked if one was a Cure Light Wounds? (She identified it for them). It really played up the creep factor.

Also, her knowing things that she shouldn't is the reason why the BBEG decided that she needed to be under "protection" and brought her to Caliphas under the auspices of learning more about her condition. She is going to be the sacrifice for the end game. I may use the reason as given or I might link it to her spirit talking ability.

4. I did the fountain and it was okay. I linked the villain to the 4th book, but the party was confused with the diversion. I also used Fiddler's Lament. I changed the Piper to a Fiddler. This worked very well because of the Piper encounter in the prison. When they heard the ghostly fiddle start the first time, they panicked and ran. :)

5. I think that it was mentioned in a thread somewhere. I had the carriage meet the players at a village and during the ride I explained the countryside to them. Once they go the feel of the setting, I had them attacked by stirges. When they found them in the prison, they got concerned.


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Ok so hiding the journal and having it encoded has prevented my party from going straight into the prison and veered them more towards interacting with the town.
We have 4 people, a dhampir bard, dhampir draconic sorcerer, a half orc paladin, and a catfolk rogue. So they understood that they do stand out like a sore thumb so I'm half assing the respect chart, meaning just who they are they wouldn't be trusted so going off that and letting them roleplay to better or worse situations.
So far after 2 sessions and each one being 6+ hours long (great role players so happy with this new group ) we are getting Rdy to start day 4. This day they are being escorted by the sheriff up to the ruins that the professor lost his life and gonna use the slamming haunt at the very beginning or the scythe as a deterent of going in. Basically gonna ask if they know what they are to expecting inside this haunted prison, and with the info the priest gave on how to dispel the haunt of the murmuring fountain, maybe it will press them to research about the place.

So far they still have yet to capture the madman on the loose, had the town meeting yet, or researched any subjects yet. I'm thinking of having the mad man encounter on their next night if they don't go inside and then either have the town meeting the next night or have the players see the fires when they are at the prison at night time.
So far after the second day they have started having nightmares and each time someone has failed the save so while most of the party are having in and out nightmares but still getting rest while someone is either tired that day or exhausted.
Also I have been doing checks and having them either roll d4s or d6s to determine how many hours they are doing something, that way to keep the flow going and also having them being able to interact with the group instead of twiddling thumbs that whole day.


Has anyone gone ahead and tried to implement the Sanity rules from Wake of the Watcher into Haunting of Harrowstone?


Couldn't find this in here, so I would like to ask about Splatter Man and his Blood-Writ Haunt.

My party has a Paladin, who is now immune to fear effects, and grants his allies a bonus against that. So here's my question: would you consider the Blood-Writ name Haunt to be a fear effect?

See, I would because it's convincing them that their name is being written, in blood, on the wall, and name-writing is the modus operandi of the Splatter Man. I'd be scared out of my pants!

What do other GMs think about this?

Furthermore, if you agree that it should be a fear effect, chances are that the party is going to be quite resistant to the Haunt. If the whole party doesn't fail their saves for an entire round, then I'd say that Splatter Man bursts out of his hiding place and attacks, infuriated as he is that his haunt has done hardly anything to the party.

Silver Crusade Contributor

All haunts are mind-affecting fear effects. So... yes. ^_^


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Kalindlara wrote:
All haunts are mind-affecting fear effects. So... yes. ^_^

Man... Splatter Man is not gonna be happy on Saturday. :|

Thanks, Kalinlara!


Hence why I removed immunity from my game and gave a +4 to that save.

Hopefully today my group heads into Harrowstone. Was thinking about having a mass dreams that foreshadows what's to await them inside without giving to much away and then have them awake and find a lot of the towns people gathered and worried about the place. Would that be to heavy handed?

Silver Crusade

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I'd consider that an appropriate response. Also, the amplified fear rules in Horror Adventures make it so that fear immune characters are simply more resistant, rather than directly immune.

Grand Lodge

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I've posted this elsewhere but I believe you need to keep the group INITIALLY away from the Prison. It should be a place of fear.

This is what I did:

1) I made visiting the prison illegal - the reason was it was unsafe... look at Lorrimor who was killed by falling gargoyles on the wall. Going there would result in loss of trust and villager accusations of necromancy if they stirred something up
2) In addition to the diary, Lorrimor left the party a letter encouraging them to do their research before attempting the prison
3) When the Paladin attempted Detect Evil close to the prison I had her nearly throw up, so palpable was the feeling of strong evil. It scared them silly.
4) They attempted the spirit board/planchette a few times near the prison, in addition to the ONE question they get a day, I had them tap into random spirits and the results/messages were not nice.
5) I've written up dreams from the five (actually the six, I added another because there are 6-8 players in most sessions) that I prepped SMS'ed to the players. The dreams were written to be deeply disturbing.

I've went to a LOT of trouble to set up relationships between NPCs and PCs to anchor them in the town and then spent time TRASHING those relationships gradually as the trust mechanic slowly erodes the players footing. The players know that the town is becoming seeped in evil.

Gibbs (no spoilers here) was made a dichotomy - I gave him positive points in some parts of his personality and made him a hateful spiteful prick in others. It makes him human. I started the Sheriff as neutral but the relationship has deteriorated as they players step on his toes more and more.

The return of a certain person to the Lorrimor home I made a lot tougher - and he nearly beat one person to death before he was taken down. I actually set the players up for this... Every time I had the irate sheriff knock on the house door I knocked on the table. This happened 4-5 times... when the person returned I knocked slowly, rhythmically on the table... Bang... Bang... Bang.

The players didn't think twice about opening the door unarmed and unarmored, assuming it was the Sherriff again.

Ravengro needs to be more than just a place to rest and sell loot - played on it can be a mirror of madness and don't be afraid to kill of or drive insane their ally NPCs. When I killed old river (whose blood was used on the monument) the whole party was "I can't believe you did that! You killed the towns dog!" I've plans for Zolkar, his son and some of the Children of Ravengro that will scare the crap out of them or at least make them feel loss... and they will be further victimised by the superstitious of Ravengro.

To answer your other questions, I have the fiddlers lament but decided not to use it - I am roleplaying the hell out of the inhabitants of the town.

They are yet to enter Harrowstone and we are three 6 hour sessions in... they are praying they will be level 3 when they enter... and thats not gonna happen so they'll feel out of their depth and all the while the party are losing trust (tracking it individually) and the end is coming nigh as more letters appear on the monument.


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Helaman wrote:
I've posted this elsewhere but I believe you need to keep the group INITIALLY away from the Prison. It should be a place of fear.

Oh wow...

I really wish I had thought of this when we started the campaign. If I ever GM this again in the future, THIS is what I'll do.


Pathfinder Rulebook Subscriber
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

Question about this. Can PCs take 20 on the check to follow these tracks? I'm unclear on this, but it can have some pretty drastic impacts on how long it takes this particular event to resolve.

I'm also unclear on how the scent the ability can factor in if there is an animal companion involved.


Were there supposed to be fire marked for Ravengro Town Hall? It indicates specific squares are marked for where the fire starts but there's nothing on my map in the book or the interactive maps.

Dark Archive

This reminds me of Daji on the cover.

Liberty's Edge

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I know I am reviving an old thread, but this is Carrion Crown, so it seems fitting.

Thanks to everyone for their advice and wisdom. A few details I added to my game (because of this thread and my own ingenuity):

1. The characters all have nightmares (3 currently per PC, a few generic untailored nightmares) and 1 good dream per PC, printed out on paper and wrapped in color coded ribbons (the good dream has an additional multi-colored ribbon).

2. I use the nightmares to introduce AA from book 6 in book 1.

3. I encoded the poem from book 3 and left it in Harrowstone

4. I added Troy Gildenstern and Abed Rosenkrantz - two NPC who are doomed to die. Troy is a clueless paladin of Ragathiel and Abed is a medium (when Abed said this, Troy said he was more of a 'large, extra large kind of guy' and inappropriately winked at Kendra).

5. I created Mad Libs or Groetus Sentences.

For your use:

A _______________________________ of ____________________ was __________________ and
(class) (god) (gerund)
came across a __________________ who was _______________ with ___________________.
(race) (color) (emotion)

They said, 'What's the matter with you? _________ got your ___________?'
(beast) (body part)
The only response was ____________________
(barnyard noise)

A ______________________ made of _________________________ was used by a _____________
(weapon) (special material) (job)
to _____________________ the ___________________ at ________________.
(verb) (noun) (town)

A ___________________ won't ___________ you if you _________ it _______________ !
(undead) (verb) (verb) (ordinal adverb)

A magical __________ is a good investment against _________ and other ______________ foes.
(equipment) (undead) (special quality)

Also:

∫∏⊎⊍ ⊕∟= ±&∟=⊍ ∏±⊕∟∬±⨔& ⊕∼=±¬
&⊎∩⊕ℸ⨔, ±& ⊕∟= ∬∟∞&∏=∼=¬ ¬=±¬.
±& ⊌⊎∼⊕±ℸ ∩ℸ=&∟ ¬⊎⊕∟ ∼⊎⊕ ±⊍¬ ∩±∞ℸ
⊕⊎ ℸ==∔∟ ±⊍¬ ⊌±∪∪⊎⊕, =∓∓∞⊍∪ ∩∼±∞ℸ.

∫⊍∟±ℸℸ⊎∬=¬ ∬⊎∼¬& ∔±⊍⊍⊎⊕ ∓= &∏⊎ℷ=⊍,
∬∞⊕∟ ∬∟∞&∏=∼=¬ ⊎±⊕∟, ¬=±⊕∟ ℸ∞=& ∓∼⊎ℷ=⊍.
&∟=¬ ∩=±∼, &∟=¬ ℸ∞∩=, &∟=¬ ∏±∞⊍, &∟=¬ ⊕∞⊌=,
=⊕=∼⊍∞⊕⨔ &=∞⨖=¬ &∟±ℸℸ &⊎⊎⊍ ∓= ⊕∟∞⊍=.

∩∞∼&⊕ &∏∞∼∞⊕ ⊕⊎∼⊍ ∩∼⊎⊌ ∪∼±⊥=-ℸ±¬⨔’& ∪∼±&∏
∓= ∼=⊍⊕ ±⊍¬ &⊎∬⊍ ±& &⊎∫∼=¬ ±&∟.
&⊎∩⊕ ⊕∟= &∏∞∼±ℸ &⊎⊍∪ ∼=⊥=∼&=&,
ℶ∫¬∪⊌=⊍⊕ ℸ⊎&⊕, ¬±⊌⊍±⊕∞⊎⊍ &∫∼∪=&.

ℷ==∏=∼ ⊎∩ ⊕∟= ¬±⊌⊍=¬’& &⊎∫ℸ ⊕±ℷ=,
∬∞⊕∟ ∏±∔ℷℸ⊎∼¬’& ∟=±∼⊕ ⊕∟= ∓=±&⊕ &∟±ℸℸ ∬±ℷ=
±⊍¬ ∩ℸ=&∟ ∓= ∬∼⊎∫∪∟⊕ ∞⊍ ¬∞&±∼∼±⨔—
&⊕∞ℸℸ∓⊎∼⊍ ∔⊎∔⊎⊎⊍, ⊕⊎ ∓ℸ=&&=¬ ¬=∔±⨔.

± ∟∫⊍¬∼=¬ &ℸ±∞⊍ ℸ∞= ∞⊍⊍⊎∔=⊍⊕,
∪∼∞⊍¬ ∓⊎⊍= ±⊍¬ ⊌±∼∼⊎∬ ⊕⊎ ∔=⊌=⊍⊕.
∔∼±∩⊕ ⊍⊎∬ ± &ℷ∫ℸℸ ⊎∩ &∏ℸ∞⊍⊕=∼=¬ ∪∼±⊥=&,
∫⊍⊌±ℷ= ℸ∞∩=, ∫⊍⊌±ℷ= ⊕∟= &ℸ±⊥=.

∬∟=∼= ∟∞&⊕⊎∼⨔ ∔∟∫∼⊍& ¬∼=±⊌ ⊕⊎ ∓ℸ∞&⊕=∼,
⊍=∔∼⊎∏∟±∪⊎∫& &=∔∼=⊕& ∬∟∞&∏=∼
⊕∟∼⊎∫∪∟ ∔∟∼⊎⊍∞∔ℸ=& ⊎∩ ∼±⊥=⊍’& ⊕⊎⊍∪∫= -
± ℸ=∪±∔⨔ ⊎∩ ∩=±∼ ∫⊍&∏∫⊍.

∓ℸ⊎⊎¬ &∏∞ℸ⊕ ±⊕⊎∏ ⊕∟= ∞∼⊎⊍ ⊕∟⊎∼⊍
∞⊍⊥⊎ℷ=& ⊕∟±⊕ ∬∟∞∔∟ ∔±⊍⊍⊎⊕ ∓= ∓⊎∼⊍.
±∼∞&= ⊕∟= ⊕⨔∼±⊍⊕ ⊍⊎∬ ∫⊍∓⊎∫⊍¬,
∓=±∼=∼ ⊎∩ ⊕∟= ∔±∼∼∞⊎⊍ ∔∼⊎∬⊍!


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Ran my first session of Carrion crown last night. The players were left scared of the chest by Lorrimors will and refused to open it. It took them a week of game time, going round ravengro and running into all sorts of horrors etc before they elected to open it and start the quests off of journals etc. But re-reading the will, i can totally see how they came to that conclusion. any one else had this happen?


Running this wonderful AP. Does anyone have any idea the exact ritual that was conducted to tear the warden's spirit from harrowstone? Read all the books and it seems like there is 0 information about it. My players are obsessed with figuring it out. I was thinking of creating my own custom occult ritual if there is no mechanical answer in the written ap. Any help would be appreciated.


Kingbeelee95 wrote:
Ran my first session of Carrion crown last night. The players were left scared of the chest by Lorrimors will and refused to open it. It took them a week of game time, going round ravengro and running into all sorts of horrors etc before they elected to open it and start the quests off of journals etc. But re-reading the will, i can totally see how they came to that conclusion. any one else had this happen?

I did, I just had kendra get upset at them and threaten to open it herself. They wanted to protect her so just toughened up and opened the damn thing.


Medium of the Fallen wrote:
Running this wonderful AP. Does anyone have any idea the exact ritual that was conducted to tear the warden's spirit from harrowstone? Read all the books and it seems like there is 0 information about it. My players are obsessed with figuring it out. I was thinking of creating my own custom occult ritual if there is no mechanical answer in the written ap. Any help would be appreciated.

There's no mechanic for the ritual because it's happens before the players arrive, so feel free to make something up.

Haunting of Harrowstone wrote:


The runes themselves are written in Varisian, and among numerous magical incantations, repeat the name Lyvar Hawkran dozens of times. Although the runes no longer radiate magic, a DC 20 Knowledge (arcana or religion) check is enough to determine that they seem to have been part of a larger ritual that involved both abjuration and necromantic magic. Determining that the runes were used to capture and imprison Warden Hawkran’s ghost requires a DC 30 Knowledge (arcana) check—likely beyond the capabilities of the PCs for now but if they take notes on the runes (a task that requires an hour of work by someone who can speak Varisian) or come back here at a later date, they can determine this whenever they gain enough ranks in that skill and make a successful check at some point in the future.

So it was me filling in the gaps, I'd base it around the Trap the Soul spell.

Players studying the runes could detect ground gemstone, ectoplasm and blood in the ink.

Decoding the runes proves difficult, but they do decipher the name Lyvar Hawkran repeated, and cimmon words used in necromancy and abjuration spells.

But that's just a suggestion.

Dark Archive

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Great art for Haunt Syphons.

Dark Archive

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Encounter idea.

After the PCs find the cursed items in the prison, when they return to the safety of the Lorrimor residence, have the Lopper through his axe posses Kendra as they sleep one evening, one of them can awake to see her standing over their beds, grinning wide eyed, clearly not herself and then force the players to save her without harming her.

The Exchange

I'm just starting into running this, and am very much looking forward to the fun times ahead. All the threads have given me any ideas, and allowed me to very much build on what is actually in the books themselves... so I will be customizing the adventure a little bit, just to make my run of it my own.

I expect I will be stepping to the posting board from time to time in the coming months with a question or three, looking for some advice... and now for the first question.

One of my PCs is a Dhamphir, and I am wondering how this is going to work vs. the Lopper? The Lopper does 1d6 negative energy plus 1d6 bleed... so, when he swings on the Dhamphir PC he'll do... 1d6 healing and 1d6 bleed? How is other people handling this?

Healing so not taking any actual damage prevents the bleed?
or
Take both, so (with rolls of 3&4) healed for "3" and THEN bleed for "4"? and then continue to take 4 each round until healed again (maybe by a hit from the Lopper - again which a different bleed number being rolled.
or...
something else?

The Exchange

Changing up the BBE in HoH:
Someone in one of these threads suggested making Vesorianna the BBE instead of the Splatter Man, and frankly that is appealing to me a lot. Most of the time I have been reading thru the write-up of the Prison I was thinking to myself how even before the riot/fire/etc. this was an EVIL place, run by EVIL (with a capital "E") people.

Executions are excepted and expected. Mass murderer? Execute them and send their soul to The Lady to be judged. But... branding? Regular systematic torture of prisoners? Tossing a prisoner into the furnace? So many things stacked up to make this a very nasty place even before it burned down.

Then I saw the suggestion that Vesorianna was actually a very Evil person and was controlling the Warden and thru him many of the guards... and had an inspiration. Vesorianna = Evil Witch = BBE.

This appealed to me. The Harrowstone wasn't ORIGINALLY an Evil place, it grew into one. This is still a work in progress, but I am thinking something like this...

With the use of Charm spells, and possibly Hexes, the witch Vesorianna gained control of the Harrowstone. Once in control, she began corrupting the institution and the people associated with it, creating ever greater evil in the world. This process was stopped only by the riot and fire, and the death of everyone involved. In Death, the Warden saw what they had become and vowed to set things right. To contain the evil and prevent it's release into the world...

In death, Vesorianna's spirit still haunts the Harrowstone, keeping the spirits of the prisoners trapped here. Only the Warden was keeping her in check, preventing her from spreading her evil even farther...

So, when the Way removed the Warden, she set in motion a plan to gather the powers of each of the strongest of the Spirits - the ones she could not directly control. After she gained control of the spirits of all the prisoners she could move out from the prison ...(insert Master Villain Speech here) ... From the "Destruction" of each Haunt she not only prevents them from manifesting again, she gains powers as each of their haunts are defeated by the PCs... gaining some of each of the haunts abilities...

From the Piper she will gains his haunting dirge ability to give all creatures who hear his tune the Shaken condition (save DC each round). Overcoming this Condition (shaking off the effect) would cause 1d6 Bleed damage, and make the target immune to it for the day...

From Father Charlatan she will gain the ability to target one person each round with a special Hold Person that appears as spectral chains... (once a PC saves it is immune to it for the day).

From the Lopper she will gain "Blood Siphoning", and a bleed effect on damage she does.

From the Mosswater Marauder she gains the Screaming Severed Heads Haunt (and it's weakness), and a Touch attack using what appears to be an Ax (the influence of the Lopper) that does 1d6 and gives the Staggered condition (as the Marauders hammer attack).

From the Splatter Man... I'm not sure yet...

So, how does that sound? It's a few weeks or maybe even a month before my crew finally gets there, and I'll keep watch here for suggestions and to chime in with progress reports... just for anyone that might be interested.

The Exchange

nosig wrote:

I'm just starting into running this, and am very much looking forward to the fun times ahead. All the threads have given me any ideas, and allowed me to very much build on what is actually in the books themselves... so I will be customizing the adventure a little bit, just to make my run of it my own.

I expect I will be stepping to the posting board from time to time in the coming months with a question or three, looking for some advice... and now for the first question.

One of my PCs is a Dhamphir, and I am wondering how this is going to work vs. the Lopper? The Lopper does 1d6 negative energy plus 1d6 bleed... so, when he swings on the Dhamphir PC he'll do... 1d6 healing and 1d6 bleed? How is other people handling this?

Healing so not taking any actual damage prevents the bleed?
or
Take both, so (with rolls of 3&4) healed for "3" and THEN bleed for "4"? and then continue to take 4 each round until healed again (maybe by a hit from the Lopper - again which a different bleed number being rolled.
or...
something else?

ok, I dug far enough into the HoH threads that I think I have answered my first question... (it appears that most people are having it do both, with the bleed NOT being fixed by the healing that takes place in the same round.)

now for my next Question.

The area of the Pipers haunt is very large, and likely to have skeletons moving around in it. If an Alchemist were to throw a Holy Water flask at a skeleton, the area around it that is splashed would be part of the Pipers Haunt... so should it also take splash damage? (splash damage from the HW flask would be 1+INT)

The Exchange

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I had a bit of humor happen in Event 5. Smoldering Revenge.

I had taken the trouble to create pawns for 60 towns folk as well as the Councilmen and the Sheriff and ... most of the other NPCs. And so while setting up this encounter I have the players set up their figures at the back wall behind the Councilmen addressing the crowd...then task them with helping me put out the NPC pawns on the tactical map... as they do this there is the normal Player Chatter...

Player Comment #1: "Grid lines appear, not that that is any indication of impending combat or anything" (sarcasm dripping from tone of voice)
Player Comment #2: "The sheriff looks real trustworthy ... not! Heck, this place is going to be standing room only, you sure we shouldn't squeeze more than one of these guys in each square?
GM comment: "yeah - and there is even more people packing the halls outside the room."
Player Comment #3: "I thought this was a SMALL town! There is no way this can be in Code..."
Player Comment #4: "Yeah, this place is a real fire trap, just waiting to happen... wait...S&#+!"
GM with evil smile sets out a stack of Fire Markers and starts rolling random locations for the fires to start. I then hand out "player rule sheets" to the players listing the rules for the little sub-game we are going to be playing in this encounter...
Players look at crowded room... Grim comment... "We're all gonna burn..."

The Exchange

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nosig wrote:
** spoiler omitted **...

Story/Note from Professor Hean Feramin, AKA the Splatterman:

Long ago, I was Professor Hean Feramin, a celebrated scholar of Anthroponomastics (the study of personal names and their origins) at the Quartrefaux Archives in Caliphas. Yet a friendship with someone I believed to be a beautiful woman twisted and warped my studies. Lilith took a great interest in my work, and her flattery blinded me to her evil. I failed to realize that she was in reality a succubus, a demon from the north, from the World Wound.

And my life became a repeat of that old story where a bookish academic is led to evil by a pretty face. Not that it excuses my actions in the later part of my life, I merely relate it to give you background for our current state of affairs. With the subtle guidance of Lilith, I tried to enhance the power of my familiar thru arcane means. And birthed a minor demon, a creature called a quasit, from a sliver of my soul as it brushed against the fabric of the Abyss. It might have been due to the wound to my soul I had suffered creating the familiar, or perhaps it was the quasit that controlled me from then on, or perhaps I was a willing participant in my heinous crimes. I really do not know, and in the end it really didn’t matter. I did many terrible things – many I shudder to remember.

I became obsessed with the power of a name and how it could be used to terrify and control. Soon enough, my reputation was ruined, I’d lost tenure, and everyone in my life had deserted me. In the end, even Lilith… though I see now that that was because her evil work was done. I only had my familiar, that evil sliver of my soul was my only companion and see now how it guided my actions from then on. I’d developed an uncontrollable obsession with studying the imaginary link between a person’s name and what happens to that name when the person dies. That is madness, and I really don’t know if it was my madness or something from outside of me, but it consumed me.

In time, after many horrible acts on my part, I was caught, and for my terrible crimes, for the hideous things I had done, I was sentenced to die in this place. And I came here – only to find a greater nest of evil than I could have created. Institutional evil, run on a grand scale. This prison was an EVIL place, run by EVIL (with a capital "E") people.

Executions are accepted punishment and expected for many crimes. Especially my crimes. Mass murderer? Execute me and send my soul to The Lady to be judged. But... branding? When did we as a society start branding prisoners? Regular systematic torture of prisoners? Dropping prisoners into an oubliette, then regularly dumping feces onto them? Public punishments meted out in seemingly random fashion, in front of many other prisoners, in order to maximize the terror and pain inflicted. Tossing a living helpless prisoner into a furnace as a form of execution? As a punishment for “being a difficult prisoner”? And all of it watched with sadistic glee. In fact, it appears that much of it was perpetrated just to provide entertainment for one person. Only evil societies can justify this sort of thing. So many things stacked up to make this a very nasty place even before it burned.

But the true Evil of the place was hidden. Only to be discovered after death. Because even in death we are all trapped here. Unable to move on, to join the river of souls on the journey to The Lady to be judged and sent to our final reward. I don’t know how it was done, or in fact how it still is done… but everyone who dies here stays here. Perhaps some faction of Necromancers have created it as a giant spirit trap, intending to harvest the soul energy from those trapped here. Perhaps it’s something left from the age of the Whispering Tyrant. Whatever it is, it is still working.

And after the fire, when we discovered we were all trapped, we could still feel Her here. It seems even in death we couldn’t escape Her gaze, we still provided Her sadistic enjoyment. We were all held in our little cells, trapped individually. All of us but the Warden, who patrolled the halls and keep us in our places. But then came the day when he was gone and the bonds that held us here started to loosen. We could move about in the prison. It seemed that soon we would escape in a flood to make our way to The Ladies Judgement. To the River of Souls we all see above us. Only She blocked us, and She was weakening.

But it seems She has found Mercenaries to aid Her. And with each of us they destroy She grows stronger.


Sorry if this has already been asked and answered somewhere...this AP has a long history and there are a lot of posts in this thread.

One of my players just asked Kendra a very good question that I don't really see an answer to in the book.

PC wrote:
"Well-traveled and wise as the Professor is, why did the two of you put down roots here in Ravengro? Surely there are better towns and cities with a more enlightened population, that would be more amenable to leaving you in peace?"

Anybody have a good answer for me? My initial thought is for Kendra to just play it off as not knowing...or maybe Petros came to Ravengro specifically to study Harrowstone and its reported haunting?


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GM BC4Realz wrote:

Sorry if this has already been asked and answered somewhere...this AP has a long history and there are a lot of posts in this thread.

One of my players just asked Kendra a very good question that I don't really see an answer to in the book.

PC wrote:
"Well-traveled and wise as the Professor is, why did the two of you put down roots here in Ravengro? Surely there are better towns and cities with a more enlightened population, that would be more amenable to leaving you in peace?"
Anybody have a good answer for me? My initial thought is for Kendra to just play it off as not knowing...or maybe Petros came to Ravengro specifically to study Harrowstone and its reported haunting?

Kendra:

*smirks*

"If I had a copper for everytime someone has asked me that..."

*sighs, brushing hair back from face daintily*

"My Father was well-known in (Korvosa or wherever you have him originally from) and his fame left him in-demand and high profile. He found the relative anonymity of Ravengro afforded him the privacy he desired. Given what some have since intimated to me of my father's less savory studies, I cannot say that I blame him, as much as part of me has yearned for the culture of big city life."


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GM BC4Realz wrote:

Sorry if this has already been asked and answered somewhere...this AP has a long history and there are a lot of posts in this thread.

One of my players just asked Kendra a very good question that I don't really see an answer to in the book.

PC wrote:
"Well-traveled and wise as the Professor is, why did the two of you put down roots here in Ravengro? Surely there are better towns and cities with a more enlightened population, that would be more amenable to leaving you in peace?"
Anybody have a good answer for me? My initial thought is for Kendra to just play it off as not knowing...or maybe Petros came to Ravengro specifically to study Harrowstone and its reported haunting?

I think Lorrimor's journal really tells most of it. They settled in town 10 years before, when Kendra was only 15. Lorrimor's journal indicates a fascination with Harrowstone built upon his suspicion that the Whispering Way were in some way interested in the haunted prison. I think he ended up in Ravengro primarily to keep an eye on the prison (at least in canon).

Additionally, I understand that Lorrimor himself studied and maybe grew up in Lepidstadt just to the north, so in a way his residence ended up staying quite close to his roots, which may explain why he hadn't settled in other parts of the world after so much travel.

Grant you that 10 years is a long time to stay in a town only not to be ready when the Whispering Way do actually make their move. It is possible he had other, non-canon reasons for picking such a tiny town where people undoubtedly would be superstitious about his field of study--one popular non-canon answer is that he may have wanted to give Kendra a small village upbringing and keep her safe and hidden from forces who may discover her identity (also popular non-canon: the idea that Kendra is adopted and returns in Book 6 instead of a certain count).


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In answer to "Why Ravengro?", I inferred that the Lorrimor's were actually one of the old, dissolved noble families of Tamrivena and that the Lorrimor house their old family estate. The Professor and Kendra were the last of an old and respected noble family (the crest of the House Lorrimor is a fierce owl descending on a serpent with its talons).

Most of the professor's adult life, he spent either in his modest apartments in Lepidstadt while he was teaching, but a bachelor's apartments was no place to raise a young child, so he relocated back to the old family estate when Kendra came into his life. Also, (since I'm using some of the modifications that Kendra is far more important to the overall legacy of the battle against the Way), Ravengro is a fine, out of the way, and unremarkable place to raise someone who you don't want to be found.


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I was checking the cost of the Splatter Man's spellbook, and my math shows it with less value than the listed value. Have I been shorting my players with spellbook values? (They haven't sold any yet, but in principle.) Or is the listed value just... not according to the usual cost of a spellbook?

Listed value = 1265gp

Calculated value:
Blank spellbook = 15 gp
20 Core cantrips = 100gp to scribe + 50gp to purchase = 150gp
3 lvl.1 spells = 30gp + 15gp = 45gp
3 lvl.2 spells = 240 + 120 = 360gp
2 lvl.3 spells = 540gp + 270gp = 810gp
1 lvl.4 spell = 640gp + 320gp = 960gp

Total value: 2340gp/2 = 1170gp, or 95gp less than the given amount. It's not a lot, but I'd rather be sure I'm not missing anything.

The cantrips weren't listed, but I added them on the assumption that they must be the missing amount... but it still doesn't add up. :( What am I getting wrong?


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I rewrote the Professor's Journal and changed the timeline a bit. I also left out the outright mentions of the Whispering Way and 'hid' them in an acrostic cipher (read the first letter of each entry):

This is a journal of Professor Petros Lorrimor, kept infrequently over the past six years or so in a neat, yet barely legible shorthand. Interestingly, most of it was written in black ink, but some entries are written in red. Perhaps the Professor deemed them more important, or perhaps he was merely out of black.
Kendra has learned long ago to decipher her father’s notes, and has provided you with a transcript:

13th Erastus, 4705 AR
Woefully, as I start this freshly bound book, my hand trembles. The age has caught up to me, and I no longer feel so sure that I can protect my daughter. She has grown into a wonderful young woman, and I am most proud of her scholarly accomplishments. And yet, it grieves me that she does not look for a husband, one who could take over my protective duties.
Yes, I am old. I keep forgetting things – especially faces of my students. Just the other day, I addressed a new student by name. Only it was not his name, but that of some student from a dozen years ago. I cannot allow myself to provide further embarrassment to the University. It is time for retirement, perhaps.
I am getting older, and this city is not getting any safer. There is talk of The Beast on the rampage again. Kendra does not seem to be afraid – indeed, she seems fascinated by the subject. I must take her away from such macabre musings and to environs better suited for a lady.

16th Rova, 4705 AR
Here, everything is arranged. I finally have a buyer for the property; I trust Embreth to deal with the legalities and bureaucracy. There have been thirteen deaths in the past three months attributed to The Beast. I shall wait no longer; the University is already looking for my replacement.
Everything is arranged, except Kendra. She refuses to leave Lepidstadt. I would understand it if she wished to remain for the theatres, fancy balls, or even a man. No – she will miss the University’s libraries and archives, and discussions with my colleagues, of all things! It makes me equally delighted and irritated.
Once she sees our possessions being loaded onto the carriage tomorrow, she will face reality. I will strive to make our life in Ravengro as pleasant for her as possible. Multiple carts will be arranged to bring our library along. That should keep her entertained for a few months.

28th Rova, 4705 AR
I never envied Esphel’s life of a simple farmer, but he sure did not live in discomfort. The “Lorrimor Estate”, as the locals call it, is almost a lordly manor. I could see that even Kendra was impressed upon our arrival; after all, our Lepidstadt home was barely half its size. I will have to get some furniture and bookshelves, perhaps convert one of the parlors into a laboratory. But I can definitely see spending my last years here.
Oh, I do hope I still have a journey or two left in me. To see the monuments of Magnimar or the coral spires of Yashabaru, to ride with the Velashu Horsemen or drink with an Ulfen berserker.
Such fancy. Petros, you are an old man. No grand adventure for you anymore.

3rd Abadius, 4706 AR
Somehow, this retirement in Ravengro grows on me. It has never been this quiet in Lepidstadt, and I find my concentration is much improved. I do keep forgetting things, though. The other day, I forgot it was Kendra’s birthday. I have decided to write down even the less important events.

6th Desnus, 4707 AR
Perhaps I spoke too soon. Ravengro seems a peaceful village, and for the most part – it is. Its people, however, are a most superstitious lot. Rumors have reached Kendra’s ear that her father is some sort of vile necromancer! What irony, for one who has dedicated their life to rooting out evil.

1st Kuthona, 4707 AR
Evidence shows that there may be some truth behind local beliefs and superstitions. Just this morning, on the Eve of Zon-Kuthon, my instruments began shaking. One of my alchemical concoctions flew off the shelf and shattered on the floor. It was no earthquake, as traces of ectoplasm pointed to malevolent spirits! I invoked the runes of protection and made sure to fortify the entire house. Should I tell Kendra of the incident? Better not. But this does seem a promising venue of research. And I thought Ravengro would be boring!

9th Arodus, 4708 AR
Results! There is no doubt: all psychic activity in the area is centered on the ruin. The vicinity is saturated with negative energies, and great pain is felt in the air. The great fire must have caused immense suffering.
I need better instruments. My equipment is too rudimentary, and I have never been much of a diviner. And there again, irony strikes. Kendra would make an excellent assistant on this project. And yet I have sworn to myself never to endanger her in such a way!
I shall do it myself. It will take time, but I shall make it my life’s work.

5th Lamashan, 4709 AR
It is a grand day! My good friend Abraun Chalest has delivered! A most magnificent cart has arrived, filled to the brim with the ingredients and laboratory equipment that I sorely needed. He expects regular reports, and I am confident they will not disappoint.
Finally, I can put my theories into practice.

19th Calistril, 4710 AR
New success!
I have captured Korhaga the Highwayman!
Unfortunately, in my excitement, I dropped the device and he immediately escaped. But no matter, I shall get him again, eventually.
Time to send my report to Abraun! Oh, will he be surprised.

20th Abadius, 4711
Grim tidings. A man in Abraun’s service came to Ravengro today. He wished to take a few prototypes, so that they could be Archived. Abraun told me nothing of this in his letters, and I was most upset. I told the man off, and perhaps threw a few careless words at his back.
I will not allow interference, or worse – plagiarism! Though I may trust Abraun, I cannot say the same for his friends in Caliphas, that den of vipers. No; my work will be published when the device is proven safe, reliable and easier to manufacture. Producing one per month is too slow; I must improve on the design. And I must conduct additional field testing.

22nd Abadius, 4711
WHAT!? STOLEN!?
Two of the prototypes have been stolen!
Now why do I suspect the man of ereyesterday!?
And it was done most cunningly, too. No clues, no evidence, no trace of any breaking and entering. In retrospect, perhaps the man was lying about working for Abraun. Does that mean our correspondence has been intercepted? Or is Abraun really desperate to get his hands on my research?
Tomorrow I shall hide the equipment and the remaining devices (curious that they only took the two!).
Kendra suspects nothing, even though I frantically searched the whole house for a whole day. There is still the faint possibility that I’ve misplaced the items, what with my failing memory… but it has never failed me this badly. I hope it is not that. I really hope it is not.
Reminder to self: tomorrow is the anniversary of Esphel’s death. I must pay my respects.

24th Abadius, 4711
All things considered and the circumstances being what they are, I have decided to be more careful. I surprised the Council with my visit today and had a new Will drawn.
Perhaps I am being paranoid. Well, if that is the worst-case scenario, so be it.

30th Abadius, 4711
Yet more grave news. Kuelen, the forest ranger, is apparently missing. The townsfolk are full of strange rumors, even more so than usual. Even Zokar is running out of jokes. I can feel those strange energies again, whistling on the currents. They have moved or even spread. I shall have to take measurements first, before attempting to use the devices. They may help, but I have to be sure.
I must prepare some excuse and leave Kendra with plenty of errands around the house. Here, at least, she is safe.


Pathfinder Adventure, Adventure Path, Maps, Rulebook Subscriber

There is a TON of great info here, thank you all!

Does anyone happen to still have a copy of Windspirit's resources for this adventure? Unfortunately it looks as though his link is dead (https://langenhan.info/RPG). I PMed him directly but it doesn't look like he's been active on the forums for about 6-7 years.

From what I've seen from discussions on the forums here, he put a LOT of work into them, and add a lot to fleshing out the town!


hey there, first time DM here. I am running the haunting of Harrowstone and I am doing some prep for the various Events outlined in part 3: strange days in Ravengro. I have noticed that almost all of them have a recommendation for when they can be encountered by the players, but the fifth event (smoldering revenge) has no such recommendation. I don't figure my players are anywhere near it as we have only had one session; but they have progressed quickly through things so far, despite some very entertaining shenanigans, so I want to be prepared in case they get there sooner than I anticipate.

so when would be an appropriate time to introduce this event?

I appreciate any advice you all can give. Thank you.


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Personally, I had the council restrict access to Harrowstone, so as the haunts in the town are reaching a fever pitch and zombies are crawling out of the churchyard, my first party wanted to press council to lift the restriction, whereupon I announced that there was to be a meeting. Then at the meeting the council conceded to let them investigate as if it were their idea to hire them.

Given the pace the towns went for me, I feel like it should probably happen about a week after start unless the party see particularly quick and anxious to press forward


Sibelius Eos Owm wrote:

Personally, I had the council restrict access to Harrowstone, so as the haunts in the town are reaching a fever pitch and zombies are crawling out of the churchyard, my first party wanted to press council to lift the restriction, whereupon I announced that there was to be a meeting. Then at the meeting the council conceded to let them investigate as if it were their idea to hire them.

Given the pace the towns went for me, I feel like it should probably happen about a week after start unless the party see particularly quick and anxious to press forward

thanks for that idea. my players haven't made a move toward the prison yet, they did ALL of the research in one big orgy of knowledge gain and went to dig up the professor's grave and raid the false crypt. Due to percentage rolls, they've encountered the skipping song, the restless dead, and are about to encounter the musical stirges tomorrow night at session.

if i might ask for some more advice: if they make their way toward the prison, should i just have a couple town guards stationed at the start of the path to harrowstone as the town's way of enforcing the restriction? does that sound like a reasonable approach?


PerseusCreed wrote:
Sibelius Eos Owm wrote:

Personally, I had the council restrict access to Harrowstone, so as the haunts in the town are reaching a fever pitch and zombies are crawling out of the churchyard, my first party wanted to press council to lift the restriction, whereupon I announced that there was to be a meeting. Then at the meeting the council conceded to let them investigate as if it were their idea to hire them.

Given the pace the towns went for me, I feel like it should probably happen about a week after start unless the party see particularly quick and anxious to press forward

thanks for that idea. my players haven't made a move toward the prison yet, they did ALL of the research in one big orgy of knowledge gain and went to dig up the professor's grave and raid the false crypt. Due to percentage rolls, they've encountered the skipping song, the restless dead, and are about to encounter the musical stirges tomorrow night at session.

if i might ask for some more advice: if they make their way toward the prison, should i just have a couple town guards stationed at the start of the path to harrowstone as the town's way of enforcing the restriction? does that sound like a reasonable approach?

That seems reasonable, though for want of guards, you could use a couple of the deputies. You could also have Kendra warn them in advance about the ruins being off limits.

In my game the party had a bit of personal animosity with the sheriff, so I might have the sheriff approach them to 'remind' them not to go mucking about if they head out to the south. My party were concerned about not being able to get back into town to protect Kendra if they were caught, so that was enough deterrent until they could attend the town hall.

Addendum: it seems like your party is right on the cusp of going in, so I'd drop mention of the town hall meeting right after the stirges, so they know they can/should bide their time for one more day to bring the issues up and pressure the council in public about letting them go investigate. Of course they won't know but they'll also get a chance to be seen as heroes in town at the same time


Sibelius Eos Owm wrote:
PerseusCreed wrote:
Sibelius Eos Owm wrote:

Personally, I had the council restrict access to Harrowstone, so as the haunts in the town are reaching a fever pitch and zombies are crawling out of the churchyard, my first party wanted to press council to lift the restriction, whereupon I announced that there was to be a meeting. Then at the meeting the council conceded to let them investigate as if it were their idea to hire them.

Given the pace the towns went for me, I feel like it should probably happen about a week after start unless the party see particularly quick and anxious to press forward

thanks for that idea. my players haven't made a move toward the prison yet, they did ALL of the research in one big orgy of knowledge gain and went to dig up the professor's grave and raid the false crypt. Due to percentage rolls, they've encountered the skipping song, the restless dead, and are about to encounter the musical stirges tomorrow night at session.

if i might ask for some more advice: if they make their way toward the prison, should i just have a couple town guards stationed at the start of the path to harrowstone as the town's way of enforcing the restriction? does that sound like a reasonable approach?

That seems reasonable, though for want of guards, you could use a couple of the deputies. You could also have Kendra warn them in advance about the ruins being off limits.

In my game the party had a bit of personal animosity with the sheriff, so I might have the sheriff approach them to 'remind' them not to go mucking about if they head out to the south. My party were concerned about not being able to get back into town to protect Kendra if they were caught, so that was enough deterrent until they could attend the town hall.

Addendum: it seems like your party is right on the cusp of going in, so I'd drop mention of the town hall meeting right after the stirges, so they know they can/should bide their time for one more day to bring the issues up and pressure the...

does it seem that close? they are dammned curious, sure. And like i said, they did all the research right off, but they haven't even found the first letter left by the splatter man yet. They did a lot on the first day of the campaign, i was even rolling dice to see how much time had passed. When one of them was going to a research point they passed a group of children, which led to the skipping song event, then after getting ALL of the research done at once (such studious little boys), they went back to the restlands that night to dig up the professor's body and raid the false crypt and the restless dead event was triggered. then they went back to Kendras home and went to sleep right around the time Gibs was going to do his vandalism. They are going to hear about the first case of the splatterman's work first thing tomorrow afternoon. So far as i can tell, they have barely thought about going to the prison. i was also going to throw a couple side quest hooks their way, too. some stuff i thought up to give a more 'strange things are happening' vibe to the place, just in case they were moving things along too quickly.


PerseusCreed wrote:
Sibelius Eos Owm wrote:
PerseusCreed wrote:
Sibelius Eos Owm wrote:

Personally, I had the council restrict access to Harrowstone, so as the haunts in the town are reaching a fever pitch and zombies are crawling out of the churchyard, my first party wanted to press council to lift the restriction, whereupon I announced that there was to be a meeting. Then at the meeting the council conceded to let them investigate as if it were their idea to hire them.

Given the pace the towns went for me, I feel like it should probably happen about a week after start unless the party see particularly quick and anxious to press forward

thanks for that idea. my players haven't made a move toward the prison yet, they did ALL of the research in one big orgy of knowledge gain and went to dig up the professor's grave and raid the false crypt. Due to percentage rolls, they've encountered the skipping song, the restless dead, and are about to encounter the musical stirges tomorrow night at session.

if i might ask for some more advice: if they make their way toward the prison, should i just have a couple town guards stationed at the start of the path to harrowstone as the town's way of enforcing the restriction? does that sound like a reasonable approach?

That seems reasonable, though for want of guards, you could use a couple of the deputies. You could also have Kendra warn them in advance about the ruins being off limits.

In my game the party had a bit of personal animosity with the sheriff, so I might have the sheriff approach them to 'remind' them not to go mucking about if they head out to the south. My party were concerned about not being able to get back into town to protect Kendra if they were caught, so that was enough deterrent until they could attend the town hall.

Addendum: it seems like your party is right on the cusp of going in, so I'd drop mention of the town hall meeting right after the stirges, so they know they can/should bide their time for one more day to

...

Ah, sidequest vibes sound good. To me it sounded like they had basically completed town activities (in one day no less!) and were almost ready to move on to the prison, but it sounds like that estimate wasn't accurate. You know your table best! If they're not bustling to go to the prison yet, by all means let them enjoy their stay in sunny sunny Ravengro (I mean, the sun has got to be around here somewhere, right?)


Sibelius Eos Owm wrote:
PerseusCreed wrote:
Sibelius Eos Owm wrote:
PerseusCreed wrote:
Sibelius Eos Owm wrote:

Personally, I had the council restrict access to Harrowstone, so as the haunts in the town are reaching a fever pitch and zombies are crawling out of the churchyard, my first party wanted to press council to lift the restriction, whereupon I announced that there was to be a meeting. Then at the meeting the council conceded to let them investigate as if it were their idea to hire them.

Given the pace the towns went for me, I feel like it should probably happen about a week after start unless the party see particularly quick and anxious to press forward

thanks for that idea. my players haven't made a move toward the prison yet, they did ALL of the research in one big orgy of knowledge gain and went to dig up the professor's grave and raid the false crypt. Due to percentage rolls, they've encountered the skipping song, the restless dead, and are about to encounter the musical stirges tomorrow night at session.

if i might ask for some more advice: if they make their way toward the prison, should i just have a couple town guards stationed at the start of the path to harrowstone as the town's way of enforcing the restriction? does that sound like a reasonable approach?

That seems reasonable, though for want of guards, you could use a couple of the deputies. You could also have Kendra warn them in advance about the ruins being off limits.

In my game the party had a bit of personal animosity with the sheriff, so I might have the sheriff approach them to 'remind' them not to go mucking about if they head out to the south. My party were concerned about not being able to get back into town to protect Kendra if they were caught, so that was enough deterrent until they could attend the town hall.

Addendum: it seems like your party is right on the cusp of going in, so I'd drop mention of the town hall meeting right after the stirges, so they know they can/should bide

...

well, to be fair they have completed a lot of the pre-defined town activities, it's true, and yes on the first day. They just happened to do things in the right order to achieve it and were lucky with a couple of the rolls i did to see how much time something took. But they seem cautious about the prison still. one wants to try and do more research (even though they currently know everything there is to find in town) [chuckles]. i was thinking i would have the Splatterman do the first letter, then throw a couple custom sidequests and encounters their way to fill a couple days between letters and try and distract them a little bit so they don't piece things together too fast. And i was also thinking i would maybe toss in a few of the creepy events too, like the barred windows dream or the random gravestone with a pc's name on it, things like that.

once these have been done, it feels to me like enough time will have passed for the town council meeting. does that sound reasonable?


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PerseusCreed wrote:
Sibelius Eos Owm wrote:
PerseusCreed wrote:
Sibelius Eos Owm wrote:
PerseusCreed wrote:
Sibelius Eos Owm wrote:

Personally, I had the council restrict access to Harrowstone, so as the haunts in the town are reaching a fever pitch and zombies are crawling out of the churchyard, my first party wanted to press council to lift the restriction, whereupon I announced that there was to be a meeting. Then at the meeting the council conceded to let them investigate as if it were their idea to hire them.

Given the pace the towns went for me, I feel like it should probably happen about a week after start unless the party see particularly quick and anxious to press forward

thanks for that idea. my players haven't made a move toward the prison yet, they did ALL of the research in one big orgy of knowledge gain and went to dig up the professor's grave and raid the false crypt. Due to percentage rolls, they've encountered the skipping song, the restless dead, and are about to encounter the musical stirges tomorrow night at session.

if i might ask for some more advice: if they make their way toward the prison, should i just have a couple town guards stationed at the start of the path to harrowstone as the town's way of enforcing the restriction? does that sound like a reasonable approach?

That seems reasonable, though for want of guards, you could use a couple of the deputies. You could also have Kendra warn them in advance about the ruins being off limits.

In my game the party had a bit of personal animosity with the sheriff, so I might have the sheriff approach them to 'remind' them not to go mucking about if they head out to the south. My party were concerned about not being able to get back into town to protect Kendra if they were caught, so that was enough deterrent until they could attend the town hall.

Addendum: it seems like your party is right on the cusp of going in, so I'd drop mention of the town hall meeting right after the stirges, so

...

That all sounds great! Looks like you got this covered!


Sibelius Eos Owm wrote:
PerseusCreed wrote:
Sibelius Eos Owm wrote:
PerseusCreed wrote:
Sibelius Eos Owm wrote:
PerseusCreed wrote:
Sibelius Eos Owm wrote:

Personally, I had the council restrict access to Harrowstone, so as the haunts in the town are reaching a fever pitch and zombies are crawling out of the churchyard, my first party wanted to press council to lift the restriction, whereupon I announced that there was to be a meeting. Then at the meeting the council conceded to let them investigate as if it were their idea to hire them.

Given the pace the towns went for me, I feel like it should probably happen about a week after start unless the party see particularly quick and anxious to press forward

thanks for that idea. my players haven't made a move toward the prison yet, they did ALL of the research in one big orgy of knowledge gain and went to dig up the professor's grave and raid the false crypt. Due to percentage rolls, they've encountered the skipping song, the restless dead, and are about to encounter the musical stirges tomorrow night at session.

if i might ask for some more advice: if they make their way toward the prison, should i just have a couple town guards stationed at the start of the path to harrowstone as the town's way of enforcing the restriction? does that sound like a reasonable approach?

That seems reasonable, though for want of guards, you could use a couple of the deputies. You could also have Kendra warn them in advance about the ruins being off limits.

In my game the party had a bit of personal animosity with the sheriff, so I might have the sheriff approach them to 'remind' them not to go mucking about if they head out to the south. My party were concerned about not being able to get back into town to protect Kendra if they were caught, so that was enough deterrent until they could attend the town hall.

Addendum: it seems like your party is right on the cusp of going in, so I'd drop mention of the town hall

...

Hey, one last question. At the back of the book there is a segment guilty blood: common ashes. When am I supposed to refer to this? I can't find any instance in the adventure where the players happen upon any journal entries from here, so what is it for?


PerseusCreed wrote:
Sibelius Eos Owm wrote:
PerseusCreed wrote:
Sibelius Eos Owm wrote:
PerseusCreed wrote:
Sibelius Eos Owm wrote:
PerseusCreed wrote:
Sibelius Eos Owm wrote:

Personally, I had the council restrict access to Harrowstone, so as the haunts in the town are reaching a fever pitch and zombies are crawling out of the churchyard, my first party wanted to press council to lift the restriction, whereupon I announced that there was to be a meeting. Then at the meeting the council conceded to let them investigate as if it were their idea to hire them.

Given the pace the towns went for me, I feel like it should probably happen about a week after start unless the party see particularly quick and anxious to press forward

thanks for that idea. my players haven't made a move toward the prison yet, they did ALL of the research in one big orgy of knowledge gain and went to dig up the professor's grave and raid the false crypt. Due to percentage rolls, they've encountered the skipping song, the restless dead, and are about to encounter the musical stirges tomorrow night at session.

if i might ask for some more advice: if they make their way toward the prison, should i just have a couple town guards stationed at the start of the path to harrowstone as the town's way of enforcing the restriction? does that sound like a reasonable approach?

That seems reasonable, though for want of guards, you could use a couple of the deputies. You could also have Kendra warn them in advance about the ruins being off limits.

In my game the party had a bit of personal animosity with the sheriff, so I might have the sheriff approach them to 'remind' them not to go mucking about if they head out to the south. My party were concerned about not being able to get back into town to protect Kendra if they were caught, so that was enough deterrent until they could attend the town hall.

Addendum: it seems like your party is right on the cusp of going in, so I'd

...

More info: I have found another part of this guilty blood segment in the second book I really have no idea what to do with these. Any advice would be helpful. Thanks!

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