Random Encounters in Harrowstone - and question on Fighters vs. Haunts!


Carrion Crown


Hello everybody,

I am getting to run this AP as my first Pathfinder AP / game. We were playing 4e before. I was wondering how you implement random encounters into harrowstone? What do you make the PCs role to decide?

The monsters listed in the Adventure paths are mostly Haunts. I was thinking that it will get rather annoying for the fighter, bard and ranger as they can not hurt Haunts and / or incorporeal creatures right?

I only saw a couple of skeletons and stirges that would be fightable as regular creatures in Harrowstone. Do you add more zombies / spiders and other standart monsters as regular random encounters? And if so, how, when and were do you bring them in?

Thank you
Markus

Lantern Lodge

Honestly I gotta look over the book again but I don't think there is any random encounters for this. I think the filled the dungeon appropriately and made it unnecessary.

Otherwise you the Dm roll for random encounters based upon how likely you think something is going to come along.


Ok,

but most of the monters are Haunts or Incorporeal.

How should the Paladin, Rogue and Ranger deal damage?

The Haunts and incorporeal creatures are only damagable by positive energy? There are some spiders, skeletons and stirges... but against the ghosts what should the rogue, ranger and fighter do?


Pathfinder Adventure Path Subscriber

The random encounter list is in the front of the beasiary section.

There are items listed earlier in the adventure that can hurt Haunts, try looking for the bit about the crypt before Harrowstone.

The paladin will eventually be able to channel, but the rouge and the ranger are going to be a bit out of place for most of it. They could use the support rules to aid another to help the cleric.


Here's something I inserted into the lower levels of Foxglove Manor in the Skinsaw Murders that may also work for Harrowstone Prison (I've just bought PF#43 and haven't had a chance to read it in great detail as of yet, so I don't know how appropriate this option is for Carrion Crown):

Add in a roving group of bloody skeletons. If you speed up the rate at which they recover (say, 10 minutes rather than a full hour), this can be a recurring problem that gives melee hitters something to do - the skeletons will continually regenerate and wander the halls, constantly looking for living beings to harass.

This can be further drawn out if you come up with a special requirement that must be fulfilled to permanently destroy the skeletons, rather than simply allowing positive energy or a hallow spell to obliterate them - such as finding a set of magical coins in the dungeon and placing one in each skeleton's mouth after they've been vanquished in order to lay their spirits to rest once and for all.

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