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Carrion crown
Carrion crown






Haunts are involved traps that do more than deal damage: they involve supernatural auditory and visual effects. The original Pathfinder adventure uses a special kind of trap called a Haunt.

carrion crown

Gain a level: After defeating four of the main ghosts or defeating the Splatterman.Gain a level: After successfully defeating two of the main ghosts.

carrion crown

Gain a level: after successfully researching all five ghosts (or learning about them from Vesorianna) or after a major event, like defeating Gibs or earning a new trust level.Note that this adventure is somewhat non-linear, so the players may do these things out of order: Because there is no reliable way to convert experience points between Pathfinder and D&D 5e, this guide recommends instead leveling the characters at specific milestones in the adventure as listed below. Players begin the Haunting of Harrowstone at 1st level and should be 4th level by its conclusion. Enemies only carry combat gear and loot where indicated by me. If something is mentioned in the original that isn't discussed here, assume the original text holds.

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I've organized it to match as closely as possible the flow of the original module. This conversion also seeks to solve some of the larger issues that weren't addressed in the original, many of which were pointed out by fans throughout the years and by the developers themselves. From here things quickly spiral out of control and the players get wrapped up in investigating the history of the town and encountering the spirits that haunt it. In this adventure designed for three to four characters starting at level 1, players come to a town with a dark history in order to bury an old ally. Changed level up markers, adjusted enemy numbers throughout, removed ability to break down most doors, adjusted health on Giant Stirge, greatly changed the way the Father Charltan and Piper battles work, adjusted the strength of professor Lorrimor's zombie, changed damage in collapsing house, fine tuned individual haunt mechanics, adjusted the Lopper's decapitate ability, adjusted Splatterman AC, adjusted the rules around the Piper's pipe. 2.6 Prominent spirits inside of Harrowstone have been given immunity to turn undead.

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One major change was to Gurtis Vortch: full stats added for him.

  • 2.5 Continuing to make minor changes to stats here and there to make combat in the prison more difficult.
  • 2.4: updated statistics for following enemies, making them more resilient (in part to counteract the ghosts' loss of possession): giant centipedes, flaming skulls, screaming skulls, Father Charltan, Mosswater Marrauder, Splatterman.
  • 2.3: added in random encounter table for Harrowstone.
  • 2.2: changed the way haunts work: added hitpoints to haunts.
  • 2.1: overal, made many fights harder in response to playtesting.
  • 2.0: adjusted research tables, added in some missing DCs for small events, clarified lockpick checks.
  • 1.6: fixed some formatting issues that caused key text to be cut off.
  • 1.5: added in suggested stats for Kendra.
  • 1.4: adjusted some stats, changed the leveling suggestions, clarified some rules.
  • 1.2: removed images, changed the Lopper's reaction to fire, added hitpoints for Splatterman's rats.





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