First time DM seeking advice!


Carrion Crown


So I've been playing pathfinder as a player up until now when we decided to change focus to a new campaign as our previous DM badly wanted to play again as a player. So I took up the mantel and here I am.

I have a few questions in regards to the CC campaign and maybe even looking for general tips for a new DM who is also a bit inexperienced in the pathfinder universe as a whole.

We already played the introduction to the campaign and have successfully reached another day in Ravengro. I have no issue with the general roleplaying as NPC's and got good feedback for our first session.

So first question in this post is; Once they decide to enter HarrowStone how do I introduce the prison to them at first glance, I mean all the specific details which is described and how do I navigate them down in the dungeon itself? Do I draw out the map as they go along or do I rather describe to them how it looks like so they have to think of it themselves?

Second question is in regards to the communicating with spirits. I don't fully understand how the planchette works and what is required of the spirits? How do I know what a random spirit destroying a door knows and can answer?

Third question is what do I do if my party decides to go full Yolo and just try to run down the prison and kill everything in one swoop? Do I simply kill them off or should I go easy on them at places? What is the general attitude towards killing of people in a campaign?

fourth question is a question for the haunts. I understand that you can general kill them with positive energy, however aimed at what exactly? Does the haunt become visible, is it easy target able

Fifth question is the trust system, I feel like they have no real way of gaining any advantage of the trust system as there are more negatives than positives, is the trust system intended as an individual system or for the entire group? Since they are very different personalities and don't all agree on the approach.

Thank you very much in advance, and lastly I would appreciate any beginner tips as well :)

-Fumoffu

Liberty's Edge

Pathfinder Adventure Path Subscriber

Hey Fumoffu,

I just finished running CC for a group. It was a great time. Harrowstone and the Trial were the two favored books. They have some great mechanics, flavor, and pacing. Here are my answers to your questions:

1) This is really up to you as a GM. I like to prepare a lot. I bought a big pad of 1 inch grid paper. You can get them at an office supply store. They are about the size of a DM mat, but you can draw on them and trash them when you're done. I drew out all of Harrowstone. 1 floor per paper. I used pieces of square felt to cover the rooms in a fog-of-war style. As they explored, I uncovered the room. You could also try theater of the mind style and describe as they explore and just have encounter rooms drawn. I avoid this because it can get meta-gamey. They know its an encounter when you have it drawn. This is all assuming you're using minis, of course.

2) I trashed the planchette. I didnt care for the mechanic. Instead, people learned about haunts through knowledge tests. They didnt commune with the haunt spirits, though.

3) Let them die. I tell all my players that the world is lived in, meaning that there are areas that may be too dangerous. Its on them to realize this and retreat. In the case of Harrowstone, you're rewarded XP for research-- it could be framed as gaining more knowledge to be better prepared for the dangers that await (this translates into levels). I roll most saves, damage, and attacks in the open so players know I'm not fudging.

4) Knowledge religion can glean that they area appears to be haunted. Then, channeling disperses positive energy into the air. I also allowed targeted positive energy (holy water, cure spells) and for these it was either touching the haunted object, or discharging it in the area. Melee touch attack needing to hit a 10 AC. Otherwise, they lose the charge if touching an object or hold the charge if they were trying to discharge it into the environment.

5) I didnt adhere rigidly to the trust system. Instead, I got a general sense of how the town viewed them based on their behavior. I used some of the trust suggestions for guidance, but my group was mostly well-meaning and invested in helping, which meant I didnt have to worry about trust fluctuating too much. As for individuating trust... I would say that unless someone sets him/herself apart from the group, the town probably isnt that discerning.


1. I use a combination of describing what they see coupled with a map on graph paper (8.5x11). When combat starts, I draw out the room on the battlemat and place the minis where the characters were.

2. I use the planchette differently than written. The further the distance to the spirit with the answer and it's general temperament, the higher the Will Save DC. If they fail, they get no reply. If they roll a 1, bad things will happen.

3. I would let them die if they decided to bum rush the entire prison. However, they should realize they are well over their heads in the first room below. Also, the fact that they have to climb down might convince them to clear out the first floor (at least) before heading down.

4. I did the same thing as Jeremy.

5. The Trust system is broken. You can either just wing it depending on the actions of your players, or there are two third party modules that fit in nicely to boost trust (The Murmuring Fountain and Fiddler's Lament).

Before you go much further, I would read the entire GM thread for the module. There are always lots of good ideas in those threads as well as identifying issues with the modules such as Trust and when to introduce the BBEG behind the whole affair.


1. I tend to draw everything out on a battle mat, even if there won't be a fight. Downside is it takes a bit more time, but the player's get a clear idea of the area and don't know when a fight will pop up.

2. I don't remember if my player's tried to use the planchette, but my intent was to use as written. I think there are suggestions in the GM thread.

3. Depends on the experience of the players. But I would hit them up with a big hit, or make it clear they aren't doing much damage to whatever they encounter first. I distracted the player's with the Legendary Games modules that Griffyn mentioned (Murmuring Fountain and Fiddler's Lament). They ended up being level 2 by they time they really explored the first floor.

4. I did roughly the same thing as the above posters. I think I allowed Kn:Local or Religion to learn about it and offer clues to destroy it.

5. Used the Legendary Games supplements as Griffyn mentioned. I also threw in a few "bulletin board" quests (suggested by someone in these forums) to allow the party to help the townsfolk with minor things (had something like a pet rabbit went missing).

I second Griffyn: definitively recommend looking into setting up the BBEG early. I didn't introduce him until the 2nd book. I wish I had set him up as early as the funeral. Highly recommend Loki_Thief's letters.


Yes, the letters from the BBEG are great! I highly recommend them as well. I changed the signature to just one letter to throw the players off. They just finished Broken Moon and found a letter for them in AV's pocket. :)

I agree with Ben: introduce the BBEG as soon as possible. It'll make it more personal later.


Introduce the bad guy ASAP (I had him as one of the pall bearers at the funeral). Use the letters, they are fantastic. From the letters alone, my players wanted to kill "A" by book 3 just on principle. They were fuming by book 6.

As for mapping, I use Roll20 (there are other similar products) to show players the map, with areas they don't know about blacked out. It requires some tech, but it is a nice way to reveal the dungeon as the party goes. For combat, I draw the relevant room on the battlemat.


Spoiler:
My players thought that AV was the signature of the letters until they found that letter on his body. They will definitely want to kill him especially since I set it up that Kendra will be one kidnapped later in the AP.

I hadn't thought about using Roll20 at the table for the overall map. That's a really good idea. Seems that it would make mapping during game a lot smoother and give us more play time. I'll have to look into that. Thanks for the idea.


Glad to help. I like that I can reveal a room and don't need to do much describing, especially if there is no combat. Most of the AP maps are really detailed and give a great feeling of the environment. They all scream "show me to your players." It also helps with the bigger dungeon crawls to remind everyone where they've been and where they haven't.

Also the "ping" feature is nice, where I can highlight one spot on the map - the players can do the same. So, they can "ping" an exit, "we go this way" and I can see it clearly.

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