Haunting of Harrowstone - Ghostbane Dirge and Channel Energy [GMs only]


Carrion Crown


I just finished running Haunting of Harrowstone last night, and all went remarkably well. I only encountered two real issues. The first was the use of Ghostbane Dirge on both the Splatter Man and the Lopper. It turned the encounters from something out of horror, into a simple run up and beat them down.

Has anyone else has this problem? If so, how did they keep the encounter challenging? For those who haven't run it, be careful with clerics who take this spell.

The second was my PCs took out the Mosswater Marauder in one shot of Channel Positive Energy. The initial damage killed the three severed heads, whose deaths did enough damage to destroy the haunt itself. I applauded my players for handling it so fast, but I felt a sad pang for a lost chance of a cool encounter.

Grand Lodge

Thanks for the heads up... I've limited restriction to any spells outside of the core as something to be 'learned' later.


Shantan wrote:
I just finished running Haunting of Harrowstone last night, and all went remarkably well. I only encountered two real issues. The first was the use of Ghostbane Dirge on both the Splatter Man and the Lopper. It turned the encounters from something out of horror, into a simple run up and beat them down.

+7 and +8 Will versus DC 15~ saves. The cleric in my game used the same spells, but I just passed the DC.

Quote:
The second was my PCs took out the Mosswater Marauder in one shot of Channel Positive Energy. The initial damage killed the three severed heads, whose deaths did enough damage to destroy the haunt itself. I applauded my players for handling it so fast, but I felt a sad pang for a lost chance of a cool encounter.

Dang, that sucks. Poor guy.


Ice Titan wrote:


+7 and +8 Will versus DC 15~ saves. The cleric in my game used the same spells, but I just passed the DC.

The PCs got lucky on the save roll result. It was a good use of the spell on the cleric's part. Just turned the entire encounter when it happened.

The PCs had busted their butts to try and research everything they could on the 5 main prisoners. It paid off in bundles, so the game still went well. Just lamenting the lost feel of how those scenes were meant to go. :)

Shadow Lodge

Shantan wrote:
The second was my PCs took out the Mosswater Marauder in one shot of Channel Positive Energy. The initial damage killed the three severed heads, whose deaths did enough damage to destroy the haunt itself. I applauded my players for handling it so fast, but I felt a sad pang for a lost chance of a cool encounter.

That sounds awesome actually. Things like this don't happen often (in my PF experience), so it's probably better from their perspective than the encounter itself, in all honesty.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Yeah, I'm not expecting too much out of the last two encounters today, either, as I got a Cleric of Pharasma and Paladin of Iomedae ( Undead Slayer... ) in my group. Oh, and a Sorcerer and Wizard who both always have Disrupt Undead prepared. ^^

I think Trial of the Beast will be more exciting, as the group is still expecting undead to be every encounter, ever. :p

Shadow Lodge

I'm still reading through it all, but I honestly don't remember much undead (besides Vamps in part 5 I think). I might advice adding some back in if thats the case. I kind of get the impression after part 2 that it is mostly to highlight the Witch, (which is a little disappointing if true). Anyway, what I mean is, if your group wants to focus on undead, (in the sense that that what they built their characters for, it may be a wise idea to tailor the AP back along those lines, rather than possibly disappoint them past the midpoint? This is one of the few times that some classes really shine.

Also, just a warning, the moral decision in part 5 might just be a little too stretched with both a Cleric of Pharisma and a Paladin (Undead Slayer and of Imodae. . .), depending on your style of play.


Beckett wrote:

I'm still reading through it all, but I honestly don't remember much undead (besides Vamps in part 5 I think). I might advice adding some back in if thats the case. I kind of get the impression after part 2 that it is mostly to highlight the Witch, (which is a little disappointing if true). Anyway, what I mean is, if your group wants to focus on undead, (in the sense that that what they built their characters for, it may be a wise idea to tailor the AP back along those lines, rather than possibly disappoint them past the midpoint? This is one of the few times that some classes really shine.

Also, just a warning, the moral decision in part 5 might just be a little too stretched with both a Cleric of Pharisma and a Paladin (Undead Slayer and of Imodae. . .), depending on your style of play.

My group has a cleric of Pharasma, and knowing about the moral choice in part 5, I had a chat with the player about moral choices and how he would have his PC act if confronted with one. We talked a bit, and we came to an understanding that sometimes, you have to let the small bad live, so you can kill the big bad. Of course, you can always go back and kill the small bad after the big bad is dealt with. :)

Sovereign Court

My group lacks anyone with Channel Energy so I gave them 2 scrolls of ghostbane dirge and they completely forgot about using them! SMH.

--Vrocky Horror

Scarab Sages

King of Vrock wrote:

My group lacks anyone with Channel Energy so I gave them 2 scrolls of ghostbane dirge and they completely forgot about using them! SMH.

--Vrocky Horror

Same thing here, except i gave them scrolls of magic weapon. those 5 scrolls? still in the oracle's pack, 4 levels later...

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