
knighthawke8 |

So my PCs consisting of 2 human fighters one with a bow one with a great axe, one human monk and a dwarf inquisitor tried and failed to make it through Harrowstone. After 10 days they convinced Kendra to come with them and after leaving a message to run with the townspeople who dislike them they fled. So here they are level 2 going to Lepidstadt any advice on how to get them up to par? should I just give them the levels or grind it out by drowning them in random encounters.

CaelibDarkstone |

I wouldn't suggest drowning them in random encounters. For most groups, that can end up feeling like a slog. Instead, I would suggest running a couple of side-treks or mini adventures.
You could expand the encounter with the Varisian travellers at the beginning of book 2 into a longer swamp trek, combining a number of random encounters but giving those encounters a purpose. Alternatively, if you don't want to write a side trek yourself, Legendary Games has a couple of plug-ins for this AP with low-level adventures. I haven't had a chance to run this adventure path, but I have used their plug-ins for the Skulls and Shackles AP with positive results. The Murmuring Fountain looks like it would work well for the level and situation your PCs are in.
If I were GM, I would also want to show them that failure mattered, so I might try running the Murmuring Fountain or some other side trek followed by a side trek of my own devising where the PCs are hunted by the now released and more powerful spirits of Harrowstone prison, perhaps supported by slaughtered townspeople.
Of course, you could also just give them the levels. However, it sounds like your players really struggled with the first adventure. Adding levels without giving the players a chance to get used to their new-found powers can lead then to make mistakes, perhaps putting them in a situation where they need to run away again. You can compromise between the two approaches, though, and increase the rate at which they gain XP for the next two levels to get them up to par quicker and with less work required on your end.

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And of course, don't forget to confront them with their failure later on. A rumor that all of Ravengro's inhabitants have vanished, a lone survivor meeting them again and blaming everything on them...depending on how you played Father Grimburrow, they might be shaken quite a bit by him blowing up in their faces if they meet him at any Pharasma temple.

The Dragon |

The splatter man might want to hunt them down for some reason. Or maybe the ghost of the professor appears, asking then for help with capturing him, as he's back to his old tricks in the streets of Lepidstadt. As an 8th level wizard, he should be a challenge for a party of 4th level martials.
Don't forget to give them some gear though.
This wasn't the advice you asked for, but here you are anyway.
Regarding the Murmuring Fountain adventure, I've found that it hinges on player investigation and interest. There's little railroad to it, and it requires that they feel they have the time to investigate something that is mysterious, but not urgently important. Not a good road adventure, more of something to toss into the background of a location you'll be playing in for a while.
Personally, I'd go with fiddler's lament instead.

Keep Calm and Carrion |

We might be able to give you more specific advice if you can tell us more about your players’ experience in Harrowstone. What kept the PCs from finishing the adventure successfully? Did the players have fun?
I recommend picking up Rule of Fear, Paizo’s campaign setting book for Ustalav, if you haven’t already. It’s an excellent resource for when a Carrion Crown game runs off the rails. For example, it describes the lands the PCs must pass through to get from Ravengro to Lepidstadt in some detail; I’m sure you’ll find many adventure seeds there.

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We might be able to give you more specific advice if you can tell us more about your players’ experience in Harrowstone. What kept the PCs from finishing the adventure successfully? Did the players have fun?
I recommend picking up Rule of Fear, Paizo’s campaign setting book for Ustalav, if you haven’t already. It’s an excellent resource for when a Carrion Crown game runs off the rails. For example, it describes the lands the PCs must pass through to get from Ravengro to Lepidstadt in some detail; I’m sure you’ll find many adventure seeds there.
I definitely second all this. I would like to hear about it as well, although my advice might not be as helpful as KCaC's. It was my first AP, so my methods were a bit odd. But maybe I can help somehow. :)
I'd also recommend Rule of Fear. I put my party through some trouble in Tamrivena, including a one man cult of Norgorber, but there's plenty of space for other ideas there, both in Tamrivena and around. They're definitely a little lightweight for the Saffron House, and it's more in flavor for Book 4 (it has a 1408 sort of vibe). It's a shame, because I love that place.

Ben the Red |

You mean Professor Lorrimor, The Dragon? His ghost is ** spoiler omitted **, that's the whole point.
I'd note that this isn't true unless you made changes in your game
I would second The Dragon's suggestion of the Fiddler's Lament. While I ran it in Ravengro, it could easily fit anywhere in Ustalav. The Murmuring Fountain is good too, but it is a little less modular than FL.
While I haven't run it myself, I've seen folks recommend using Feast of Ravenmoor as part of Carrion Crown. You could look at that.