Haunting of HarrowStone (GM Reference)


Carrion Crown

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Piccolo wrote:
...convert all the Cure Light Wounds potions into 50gp each...put some scrolls of magic weapon into the game, as they will need them once they go up against the incorporeal types!!!

My players are negotiating a sale of the Planchette to Alendru at the Furled Scroll. They’ll have plenty of cash for the short run.

Were they a less inventive bunch, I’d swap some of the Cure Light Wounds potions for Oil of Magic Weapon. Instead, I’m simply dropping clues that some of the prisoners are incorporeal. I’m confident that they’ll piece the puzzle together and come up with their own solutions. There’s also a small chance they’ll die horribly and berate themselves for not thinking things through. Either way they’ll be satisfied with the level of challenge.


Selling the planchette is a bad idea. Without it, they can't identify the 5 special items that are supposed to be used against the prisoners.


Piccolo wrote:
Selling the planchette is a bad idea. Without it, they can't identify the 5 special items that are supposed to be used against the prisoners.

I guess anything can happen, but I’m reasonably confident my players won’t think they’ve found the Lopper’s flute and the Piper’s axe. In any case, selling the Planchette is their call, not mine.


Honestly though, the hammer and holy symbols are not exactly deal breakers. Either encounter is winnable without the item.

The piper and axe are, as noted, fairly easy to figure out. Hey, I have a magic axe and we are fighting the evil axe guy. What the hell, I'll try it!

The spellbook DOES probably take some help, as players are not very likely to "destroy treasure" without being told to do so.

Silver Crusade

Well, mine did. Destroying the book, that is.
Unfortunately they did it when they were (unknowingly) as far away from the ghost as possible...two floors higher.


My players used the Planchette once and it lied to them in such a way that they got into a very bad fight. They never used it again. They figured out the most of the special items through a combination of knowledge checks and player common sense.

The wizard, however, refused to damage the spell book at all. It, in turn, kept him from doing silly things like wasting his magic on a boss in case a BIGGER boss was coming soon. Good times. The player had fun "I'm going to cast magic missile... *fails the roll* actually, you know what, I think you guys have this"


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On reflection, the Planchette is a pretty crappy item. It works once a day, gives you a one word answer, lies to you two times out of five, and has a significant chance of making you attack your allies when you use it.

Here’s an optimistic scenario for players attempting planchette divination on the five prisoner’s items:

“Planchette, what good are these items to us?”

E-X-O-R-C-I-S-M

(A day passes.)

“Planchette, to exorcise Harrowstone, should we destroy these items or use them in combat?”

MAYBE

(A day passes.)

“Planchette, what can we do with this book to exorcise Harrowstone?”

B-U-R-N

Unless players know exactly what to ask, one-word answers aren’t much help. And a lie at any of the stages above (B-U-R-Y) screws them completely.

My advice to GMs running this adventure would be to present selling the Planchette as an option. You could have Kendra remark on the unreliability of such magic--perhaps tying it to the failure of prophecy--and mention that someone in town would pay a good chunk of gold for such items. Otherwise, they’re likely to think it’s a “quest item”, indispensible to success.


Maybe I will tell my wizard pc that he can copy down the spells from the book, and then rip out the pages of those he already copied? Ive eliminated the time limit on the adventure anyway. Just gets too damned hard to keep track of after awhile.

Also, that flute was definitely placed for Bard players. Too bad I don't have enough players to have a 5th man. At this point, I have a ranger, a cleric, a paladin, and a wizard. I think a rogue would have been better off than a ranger, since most of the ranger bonuses tend to be situational. Oddly, the ranger took goblin for his race, probably for that huge Stealth bonus they get from size and race. He's got a crap Charisma, but the cleric and paladin have that covered well already.

yer right, the planchette sucks. Should have been a higher level one, like the silver. As it is, it's sell bait, as are all those stupid cure light potions.

I took a look through the next book, and noted that there was lots of xp for deductions, but very little gold through the whole adventure. In fact, it makes Harrowstone look like Monty Haul, despite the imbalance of consumables in Harrowstone. Not sure how to handle it. I might just plant some platinum somewhere near the end of the adventure to make up for the lack of wealth.


oh, and the freaking paladin of my group was wearing the holy symbols AND was the one who was haunted by charlatan, so it amounted to him being perfectly safe with those massive saving throws, dammit!


The gold gets built into the value of all the stuff they loot (like the room of masterwork armor) and in the rewards they are paid to deliver the books to Lepidstadt. I offered the same amount to defend the beast at trial and again to investigate Schloss Caromarc. Then again, I have 5 players (though the wizard crafts the party's wondrous items).

This adventure path is far more treasure-heavy than others, by the way.


Normally, when people get suits of armor or weapons (even if enchanted), I have them sell for half price. Does anyone know if this is factored into the Carrion Crown adventures? It's especially important because I noticed that the 2nd one, Trial of the Beast, has lots of bits of armor that the adventurers find as loot.

Sczarni

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Well, my group has just finished the Haunting of Harrowstone, and I have put my paper minis that I created for the module on our group site -
https://sites.google.com/site/draconicdisciplesadventures/
they are in the files section.
As my group finishes each module, I will then add the minis for that module. I hope everyone likes them!!


All gear is meant to be sold at half value per the core rules, so I assume it is factored into the calculations... at least in so far as the 'pile of masterwork loot' is concerned. A magical +1 heavy steel shield is not chosen for the sale price but for the treasure price, so it isn't a bad idea to swap at least some of the gear listed in the AP for something your players will want to use.

Grand Lodge

I'm running two groups through the Carrion Crown at the moment and last night my online group finally got to the point where they had to use the the various tools of the haunts.

After the wizard started acting weird and the barbarian found he didn't want to take his hand off the lopper's handaxe they decided they were terrified of being cursed.

They decided they would used disrupt undead on the items repeatedly to kill the spirits inside them. At first I thought I wouldn't want them to lose those powerful items and disrupt undead shouldn't work... then I thought, go ahead, why not?

Now they are just going down the line removing all the haunt killing qualities from the items.

My question is, "Do you guys think that disrupt undead should affect the items?"


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Disrupt Undead is a very powerful spell in this first adventure. I’d be reluctant to make it still more “powerful”. (Scare quotes because the players would be hurting themselves by decursing the items.)

“If the ray hits an undead creature, it deals 1d6 points of damage to it.” Nothing there about affecting anything else, so you’re certainly justified in saying the spell won’t break the cursed items' connection to the five prisoners.

Having it not work will also help you prepare your players for the cantrip not harming other haunted non-undead objects, like the shackles and the straightjacket.


I agree with Carrion that it is a very powerful choice to allow the spell such an ability. If you are going to keep with it, then I'd say it isn't a permanent removal, just a dampening of the effect for some period of time (until the next sunset perhaps? or maybe 1d6 hours?) That way they only THINK they have taken care of the problem.

Liberty's Edge

Hey guys. I'm about to start running Haunting of Harrowstone with six fairly seasoned players. Any tips for increasing the difficulty of this module appropriately?


Quite honestly, even with experienced players, there are still some deadly parts because, regardless of experience, they're dealing with enemies that have attacks and defenses that are just quite hard to overcome at low levels. Bump of some of the enemy numbers to compensate for more players maybe. Change some of the tactics, like the Splatter Man, to be somewhat more deadly.

That being said, on the other hand, if they're making a party composed entirely of Clerics and Paladins, there isn't much you can do against that either.

Liberty's Edge

Thankfully there is just one cleric and no Paladins - I want there to be some challenge after all.

I am thinking of increasing numbers of enemies but I don't really have the time to work out exactly how much to increase each encounter appropriate the the increase in apl. So I might just have to throw in a few more beasties and see how they handle it!


JamZilla wrote:

Thankfully there is just one cleric and no Paladins - I want there to be some challenge after all.

I am thinking of increasing numbers of enemies but I don't really have the time to work out exactly how much to increase each encounter appropriate the the increase in apl. So I might just have to throw in a few more beasties and see how they handle it!

Well, the adventure is designed for 4 party members. Just up the numbers by 50% and you should be good.


There are also the simple tricks of giving everything the Advanced template (basically +2 to every roll and extra HP) as well as maxing out everything's hitpoints.

However, the larger problem with six players is treasure (you'll need more) and action economy. The party gets 6 actions a round, so even stronger monsters will be overwhelmed by simple numbers. You're better off making more monsters to give the players more things to worry about.

You may also want to add different kinds of monsters to allow more variety. If the party is going to fight a group of melee types, add a few casters or archers in the back ranks to make it more tactically interesting. They can have the same to hit/hp as the monsters already there, but can attack with bows, crossbows, javelins, fireballs, whatever from further away.

You may also want to make the maps bigger to account for more players and monsters. Of course, there's always fun things to be said about making the players go single-file down a cramped hallway and then attacking from both ends. Make them a little claustrophobic.


I upped encounter sizes by just rolling on the random encounter table and having whatever I rolled show up a couple rounds later.

I also gave the advanced template and max HP to the Lopper and the Splatterman.

I also completely redid Gibs and his background (making him a 6th level fighter and a war buddy of Lorrimar).

Since you have a large, experienced group, I'd suggest putting the campaign on slow progression and don't hesitate to seriously ramp up encounters. The power difference between a 6 person party and a 4 person party can be huge.

Liberty's Edge

Thanks for your suggestions guys.

The progression doesn't worry me since I just call for my players to level up when it's appropriate, we've largely done away with xp.

The advanced template is a nifty trick which I think I'll use. And the point about action economy is a good one so I need to balance using the advanced template on individual monsters with numbers to make things interesting.

As for loot I was just going to go with a flat 50% increase or does that cause me problems?


Carrion Crown is a treasure heavy adventure path (at least compared to the others), so maybe something closer to 40%. The other frustrations with loot is that you don't get a lot of time to craft and you don't spend all that long in cities.

Probably want to toss in a few extra magical weapons/armor/important gear (cloaks of resistance) as you go. Nothing overpowered, of course. I can't offer too much as my party is atypical. Wildshape druid, melee inquisitor, ranged bard, monk, wizard. The inquisitor is the only one who focuses on gear. The wizard crafts the majority of wondrous items and the party never thinks to buy consumables.

Liberty's Edge

Well.... this is awkward.

My samurai player took it upon himself to nearly cut in half one of the thugs at the burial. Instant loss of 6 trust points and a very difficult position with the town, let alone the sheriff!

Grand Lodge

Ectoplasmic warriors are a flavorsome addition and can give the GM some action economy of their own.

As for the Samurai? Culturally sound for Japan - for Ustalav? Not so much :)

Best you can hope for is that the rest of the party work hard to gain some trust points.


Heh, nice. So if you want to downplay the badness of his action, make the now-dead guy a drunk who had no family and was a real pain to everyone. If you want to make your player feel extra bad, then this guy was a solid farmer whose wife died during birthing twin daughters last month and he was trying to raise them on his own.

You can also have the sheriff strongly suggest that he should offer money to the guy's family. Gold can go a long way to helping a farmer's family.

Have fun!

Grand Lodge

Hey guys. My group is pretty much halfway (2/3rds? I dunno) through the Haunting of Harrowstone and I've been using the AP, so far, as a guideline rather than running it as scripted word for word. As I have revised it, I'm going to have Hean Feramin (The Splatter Man) taken from the prison for future shenanigans later in the AP.

I'm going to have his familiar, a quasit, find a way to trap his ghostly soul/transport his soul outside of the prison. Is there a spell or item that does that which happens to already exists in an PF material out there? If not, I'm just going to have another villain of my own design give the item to the quasit for his master in return for future favours The Splatter man will do for him later.

Before you ask, this Villain is an enormously evil druidic elf who will be integral in my rewriting of the 4th book of the AP ... Dear lord do I hate the way the 4th book is written.


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If i may ask, why do you hate the fourth book so much?


Megwayn wrote:
If i may ask, why do you hate the fourth book so much?

I don't want to speak for anyone, but I think the general consensus is that it pulls the story out of the "classic (read: European)" gothic horror genre that the rest of the AP is sitting on. You go Ghosts > Frankenstein's monster & mad scientists > werewolves & zombies > vampires & witches > Cthulhu eldritch horror > liches & more zombies

Personally, I think its really well-written, but I too am planning on substituting it out of my CC game because it doesn't fit the overall theme that I'm going for.

That said, there's some really good stuff in it which I've harvested for my campaign. I've mostly changed all of the other books beyond recognition too, pulling out what wouldn't work for my campaign, and Cthulhu was simply one of those things :)

Liberty's Edge

After advice as per usual guys.

One of my players would like to change character not long into Haunting of Harrowstone. My difficulty is how to work his new guy in considering he won't now have been named in the will.

Any of you creative guys help me out with a solution to this one?

Grand Lodge

Good question given that Mortality Issues also plays a role in continuing campaigns. Remember that the payment really is to adjust WBL and more importantly provide a hook to get them to town AND talking to the Judge who offers them more money.

1/ Lorrimor, always contingency thinking, left a payment and instructions with the Judge in case of certain events (ie the party showing up) for another of his 'Friends and Old Employees' - All the same benefits as before. New Character may even have met Kendra before years ago.

2/ Judge has a freelancer she goes to and wants her own agent in the party. Freelancer may not have the same ties to Lorrimor BUT should have them for the Judge (She's always paid well and kept you out of jail/or has information that would put you in a noose) and should have the same loyalty the players feel for Lorrimor.

3/ Agent/Member of a certain shadowy Ustalav 'Old Boys Club' organisation whose details are featured at the end of the 2nd module. This will make the organisation more overt and if you pull this, I recommend bringing the characters into the fold.

This option has a real solid benefit however, the characters are tied to Lorrimor by sentiment but may or may not be invested in stopping the protagonists as time goes on and as mortality hits. The organisation will ALWAYS be interested in stopping certain events from unfolding and will simply provide new 'agents' as needed to throw at the problem. They have wealth enough to do so and part of the characters starting wealth will have factored into it the generous pre-payment the character received to take the job.

You can also provide TPK insurance. Have the organisation request regular updates (either written or arcane via scrying/meeting mirrors etc). In the event of a TPK, the organisation, hires and then briefs the new team on the old teams notes and sends them back in OR to the next chapter (adding that they've found out new clues above and beyond the information provided by the last team that leads them to bypass the rest of that module and on to the next).

The downside to this is that the game may take on an Agents and Agencies/Delta Green feel instead of the PCs alone against the forces of darkness and may or may not give it a Charlies Angels vibe.


Perhaps his old character loses his stomach for all this creepiness. Then hand-wave a reason for his new character to be in town.

So he tells the new character an easy way to make some quick money is to be his replacement. Depending on the character's motivations it may or may not work.

Grand Lodge

Megwayn wrote:
If i may ask, why do you hate the fourth book so much?

Refer to what Jamzilla said.

Grand Lodge

Plus, I have have a *severe* distaste for how loosely related the fourth book is to chasing down the Whispering Way. I believe it is very badly written for those two reasons.


I actually rather like it, you have them sort of chase down what eventually turns out to be a dead end.

Dead ends can give a new sense of urgency in that you've just wasted x amount of time and need to make it up.


emirikol wrote:

..which makes me wonder: Will we still like the scenario without being hung up on game mechanics? Does the game system matter?

jh

I know this post is from months ago, but I felt compelled to say that I ran this AP (and a few other Pathfinder adventures) using AD&D 2nd edition and everything was fine overall. Not to undermine the Pathfinder rule system and the legion of fans who dig it, but the material in Paizo's modules are (on the whole) so good you could run them with practically any fantasy RPG rule system you wanted. You can still take the plots, the characters, the maps, etc from the AP books and easily substitute appropriate monsters and magic items from your ruleset of choice - and presto - you have a great campaign to run for your players using your preferred RPG system.

Sovereign Court

My group has all but had the town run them out (bad choices and bad rolls a plenty).

-They went into the prison on the 2nd night without doing more than cursory research.

-Ran into the poltergeist in the infirmary, tried to escape it and instead ran into the room with the furnace.

-Had their butts handed to them slunk back off to the Lorimar house and rather than visit the town weren't able to help the town till near the end.

-Since they went back into the prison on the same night, they weren't there to help or stop the city hall fire. After coming back out, they decided to 'screw this town'.

-The Oracle received a vision of what would happen if they didn't try and stop the five.

-Went back to town to get more supplies, found the rest of the survivors holed up at the Inn and got them back to the Lorimar house.

-Used the combination of Create Water and Bless to stock up on Holy Water and charged back in.

-They took out the Piper and Father Charlatan. Finally, ended up on the bottom level. And all that Holy Water they made? It goes away in an hour...

-They also think Kendra is behind it all. Even though she was attacked by her zombie dad and they've never confronted her on it (searched her room while she was out sure, but no face to face).

This is why it is important to have those non combat skills useful. They could have prevented half the pain if they put points into the skills that I and the players guide recommended. They for the most part choose to focus on combat. Which really doesn't work, none of them wanted to use a bow, so the Ghost Touch arrows are being used...


Ah the ol' "That NPC has spoken lines and a name! They must be the villain!" My players didn't trust the mayor, the judge, the hunting lodge owner, anyone at all in the book 4 (except a random shop keeper who didn't have a name).

Sovereign Court

HOH premises
The thing it puzzles me a lot is the "start" of the episode.
How it can possible that Mr. Lorrimer knows the PC at the point to name them in his will if the PC start the campaign at level 1 and with an age (human based) that cant be over 25 years or so ?
i mean, i am a professor, retired since 15 years in ravengro after having teached at Lepidstadt university, how can i have contacts with ppl that is teen or preteen ?
i can understand demi humans (elves, gnomes and dwarves) but humans and half elves ?
those PC are even younger than the daughter of Lorrimer, she is already a 2lv (dont remember exactly) wizard...
they are first level ?!?!?!?!

so i started to think at other possible starts, the one depicted in the episode is really inconsistent with the premises of a 1st level regular pc created for the CC campaign.

1) the pc arent 1st level, know the professor since the days in lepidstad
and he can trust them to be able to defend his daughter and do the errands he asks in the will

that means i have to start the campaign in a different way and then arrive to lorrimer death.

2) the pc are first level but arent directly named in the will and are just the "operatives" of someone else, a major npc that was a lorrimer longstanding friend but he/she is unable to attend at the funeral and sends his emissaries to comply with it

this scenario asks for changes in the will etc.etc.


Tommaso Gollini wrote:
How it can possible that Mr. Lorrimer knows the PC at the point to name them in his will... i am a professor, retired since 15 years in ravengro after having teached at Lepidstadt university, how can i have contacts with ppl that is teen or preteen ?

Professor Lorrimor does not necessarily know the PCs from his time in Lepidstadt. He may have met them as recently as this year, in the course of his travels. The adventure assumes only that their meetings were significant in the life of the Professor and the lives of the PCs. They made enough of an impression on each other that the Professor wrote them into his will.

Sovereign Court

Keep Calm and Carrion wrote:
Professor Lorrimor does not necessarily know the PCs from his time in Lepidstadt. He may have met them as recently as this year, in the course of his travels. The adventure assumes only that their meetings were significant in the life of the Professor and the lives of the PCs. They made enough of an impression on each other that the Professor wrote them into his will.

well, yeah.

but put this in perspective.
i am a devoted fellow man with years of experience on the field
i meet these fine young fellas in the last year
(first level pc with no experience basically, and seriously young).
i am about to die in a dangerous mission that i wasnt expecting
i write a will where i ask them to do things like defend my daughter (that is more experienced than them) and do some errands for me that are considered of vital importance ?

meh
i cant buy this and will not my fellow players, that are even more stingy than me about consistency of the metaplot.
this really cant be sold

1) the will will be completeley rewrited and be more generic, asking kendra do deliver for his father the books, and then kendra ask this to the PC in change for money
and so on, these are just thoughts on the fly..
2) kendra will not be a levelled NPC but will be at most an expert or adept lvl 1
3) the folks are working under the wing of another source (and here i can really be devious.. what if AA isnt considered a declared foe of Lorrimer and Lor write to him about a dangerous mission and ask for some support.. then AA send the 4 pc to him ? and them they recognize some wrongdoing in the process ?)

anyway, i will not stick with the "basic" plot, it doesnt work (unless my players will come out with some outrageous backgrounds) for my players at all...

thanks anyway, i am finding the reading of this thread (and of all the other threads here) a GREAT asset for me and the good development of this campaign.
thanks again
t.


Tommaso Gollini wrote:

i meet these fine young fellas in the last year(first level pc with no experience basically, and seriously young).

i am about to die in a dangerous mission that i wasnt expecting
i write a will where i ask them to do things like defend my daughter (that is more experienced than them) ...

Sure. Mike Tyson has bodyguards. Not because they’re tougher than Tyson, but because Tyson needs protection.

“My daughter might need a helping hand after my death. Let’s see, who do I know who I might call on? All my oldest friends are, well, so old, and have responsibilities they can’t lay aside to spend a month in Ravengro. What about that young barbarian who saved my life on the road? Big, intimidating, someone she can count on in a tight spot. And what about that charming young rogue who was so much help when I visited the capitol? Kendra takes after me--she’s learned much of books, and little of the streets--she might need someone clever and loyal around. That young priest certainly owes me a favor, as does that apprentice wizard. Perhaps they’ll become colleagues.”

The whole point of the campaign character traits is to provide reasons why Lorrimor entrusts his daughter and his legacy to the PCs. Remember, characters don’t have signs saying, “LEVEL 1 MONK” floating above their heads. He’d consider someone who saved his life plenty heroic enough for the task at hand.


Alternatively, they are the children of friends of the Professor.

In my game, the party comes from a farming collective that grew out of a mercenary company (which was a previous party from a few campaigns ago). All the players were the children of various families that made up the collective. The professor was a researcher who studied the original adventurers and so was at the farm quite often, at least once every few years. He and his stories are what motivated the PCs to form an adventuring group. It is only reasonable he would contact them for assistance and provide them with a nice nest egg to fund their initial adventures.

Sovereign Court

MurphysParadox wrote:

Alternatively, they are the children of friends of the Professor.

In my game, the party comes from a farming collective that grew out of a mercenary company (which was a previous party from a few campaigns ago). All the players were the children of various families that made up the collective. The professor was a researcher who studied the original adventurers and so was at the farm quite often, at least once every few years. He and his stories are what motivated the PCs to form an adventuring group. It is only reasonable he would contact them for assistance and provide them with a nice nest egg to fund their initial adventures.

This is actually one of my first thoughts.

the professor have friends, more or less of his age and some can have sons, trusted people working for them etcetera
One cant possibly move and so send his "trustee" to the will opening and to testimony his grief.
another can be the representing person for the one that is best not moving (even if he could) and so on.
it all drops on the PC choices of classes and more or less, backgrounds
i can even take out all the will to the PC stuff and say that kendra is the will recipient and she asks the PC that are there for the funeral to help her in her errands, since they are "tied" to the friends of his beloved father (or just good PC can feel the need to help her even if she doesnt ask for it and such)


So, here's a funky question.

I'm running a party through Harrowstone. For whatever reason, they ignored the upstairs and went downstairs, and through some luck have managed to clean out the basement... which means there's a decent chance that they'll actually run into Father Charlatan last, and he doesn't trigger until something odd happens to you. What strikes folks as a good way to handle that? I'm tempted to just have some leftover stirges attack, or something.

Grand Lodge

jcfiala wrote:

So, here's a funky question.

I'm running a party through Harrowstone. For whatever reason, they ignored the upstairs and went downstairs, and through some luck have managed to clean out the basement... which means there's a decent chance that they'll actually run into Father Charlatan last, and he doesn't trigger until something odd happens to you. What strikes folks as a good way to handle that? I'm tempted to just have some leftover stirges attack, or something.

My question is how did they survive both the Splatter Man and The Lopper? Those are CR6 and CR5 respectively. :P


My party went back to town after clearing out the top floor and they did it in such a way as everything was dead by the time they got to Charlatan's room.

My plan was to have the ghost attack in the middle of the night. The haunted character would wake up in the Father's care while the other characters would hear the struggling and cries of pain and come to help. Might want to extend the encounter if done this way to account for the time it takes to wake up, come into the room, and figure out what's going on. Ensure the players keep what spells they used that day so they can still cast any useful ones.

Of course, in my game, the party went to the church for healing and Grimbarrow detected the haunting. He took care of that right quick. Still a neat scene with the two having a 'spirited' debate and him banishing the Father to Pharasma's care.

PS - Get it? Spirited debate?


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jcfiala wrote:
they...managed to clean out the basement... which means there's a decent chance that they'll actually run into Father Charlatan last, and he doesn't trigger until something odd happens to you. What strikes folks as a good way to handle that? I'm tempted to just have some leftover stirges attack, or something.

My advice is to have the Piper of Illmarsh haunt not trigger until Father Charletan has chosen a victim. Contending with those two haunts, the skeletons and the stirges all at once should be an encounter harrowing enough to cap the adventure, rather than a series of encounters that seem anticlimactic after the Lopper and Splatterman.


So I will be running this soon I'm going to have five players, I'm using the GMs guide to challenging encounters and using the system and have a few dangerous encounters which should be a lot of fun
What changes have you guys made that u think has made the adventure better and the ap better as a whole

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