Highly recommend Carrion Hill

Say, could someone post a {spoiler}{/spoiler] or {sblock}{/sblock} list of the monsters and thier numbers that appear in the module? For a mini shopping list or counter list.

(heavy spoilers ahead)

Carrion Hill monsters are [sblock]
as follows:

Opponent (number appearing)
Dark Creepers (3)
Male Ghoul Rogue (1)
Human Zombies (8) - lifelike, possibly wearing protective suits (they are meant to look like ordinary workers)
Human Wizard (1) ... does not look like a wizard, more like a drunk industrialist
Human Rogue (1) ... killer looks, with a red bandanna over his mouth
Violet Fungi (4)
Human Orderly (up to 8 at any one time)
Human Lunatic (up to 6 at any one time)
Derro (1)
Advanced Morlock (1)
Chaos Beast (1)
Human Cleric (1) ... creepy undertaker type of a guy
BBEG (1) ... large something, invisible (can be made visible), let's just say it is like Chaos Beast on steroids with human-like face floating within that horror somewhere
[/sblock]

Regards,
Ruemere
 

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We'll be sure to review this one on the podcast. I've got it pencilled in on the list of early "satand alone" modules to review, though we'll tackle the Crypt/Masks/City Immortal Trilogy first I think.

That's the problem with reviewing Paizo adventure material: so much of comes out, so regularly and so often that even if you start to review products on a going-forward only basis, it will prove difficult to keep up! Throw in trying to review already released material? That's an awfully big cow to be chewing a bite at a time.

You definitely need to review Carrion Hill if you can. It is actually a survivor from the old Dungeon magazine--saved from the slush pile and brought with Paizo when they lost the license. It's the first and only time that a piece of Golarion was constructed to fit an already existing adventure (albeit one then tweaked somewhat to fit into Golarion). So you know it's good.
 


You're welcome.

By the way, Carrion Hill makes for a great site to start longer campaign from. We have layers of ancient ruins, city in a middle of a swamp land with a decent river port and natural resources to sell.

Here is to the idea of someone writing sequel to this module.

Regards,
Ruemere
 

Thanks for the kind words, everyone! Carrion Hill did indeed linger on my computer for several years before it finally saw print last year, and I couldn't be happier with how it turned out. Rich Pett did an incredible job crafting another creepy town for us—after the success of his earlier creation in Dungeon ("The Styes") I was hoping Carrion Hill would do the same. The fact that we were able to turn up the Lovecraft connection so high for this one is also a delight, and I'd also like to give a shout-out to the fine folks at Chaosium for more or less single-handedly making Lovecraft-related gaming into such a popular topic for the industry.

And I'm pretty sure that we haven't seen the last of Carrion Hill in print.
 

[...]

And I'm pretty sure that we haven't seen the last of Carrion Hill in print.

Now, this is something to look forward to. Inherent creepiness of the place sharply contrasts with civilized outlook of inhabitants (police force, industrial feel, tangled infrastructure, immigrants).
Just fit the Crows with guns, add some aristocratic protagonists and you have a dark version of Victorian story.

Regards,
Ruemere
 

Finished Carrion Hill by Richard Pett on the weekend as a player.

The Pathfinder/Game Mastery stand-alone modules don't get the attention the APs do, but this is a doozy of an adventure with a cool Cthulu touch.

Best part - player actions early in the module determine how difficult the final encounter is...the adventure rewards smart and constructive PC play.

Kudos, Mr. Pett.

I couldnt agree more
 

Two other points on the "plus" side for Carrion Hill:

1) There were intersections into the Darklands within the module. The idea that there was all kind of adventure in the town added to the tapestry, as I like to call it, of the place. This is more important than mere fluff. I like the sense that the players are part of a living, breathing land. In the same way the original Star Wars had throwaway references to the Clone Wars, or the way Tolkien's character's referred sparingly to events in the First and Second Ages, that inclusion of Darkland connections suggested bigger possibilities for adventure in Carrion Hill. It also made it feel like we hadn't simply exhausted Carrion Hill as an adventure location at the end of the module. There is a sense in some modules that you're simply moving from place to place, solving whatever ill ails a particular location. If that were the case, Golarion would be adventured out pretty quickly! There has to be the sense, if not of continued threat, of continued adventure - the idea that the tapestry the adventurers are a part of is much bigger than themselves.

2) At the end of the module, the GM showed us where Carrion Hill was on the Golarion map (it was a one-off adventure, so we didn't necessarily know where we were). That our tiny little adventure actually fit within the larger tapestry of adventuring in Golarion was again very cool.

This idea of tapestry is something Living Greyhawk did so well, and Golarion seems to be on its way to achieving. Not sure if Paizo will look at world-shaking events in the future to further build on that sense of tapestry, either via its Pathfinder Society adventures or its APs...
 

There were intersections into the Darklands within the module. The idea that there was all kind of adventure in the town added to the tapestry, as I like to call it, of the place.

The whole idea of the Darklands is actually one I am rather glad that Paizo preserved in Golarion.

The Underdark emerged first from Gygax's hand in GDQ1-7. But the Underdark as a feature of Greyhawk didn't take on as a massive world spanning thing. It was still somewhat....localized, it always seemed to me,

It was the recreation of the Underdark in the Forgotten Realms where the idea crystallized into something unique, to the point where it began to overshadow the world above. Something started by Gygax seemed to become the plaything of Ed Greenwood -- until he lost it too. Then, little by little, all the designers and developers at TSR and later WotC lost control of the Underdark as well. It achieved a new definition apart from the control of D&D's designers.

The problem is, the whole Drow matriarchal society, the nature of Menzoberranzan and all the rest of that ...novel baggage... accumulated in sedimentary layers, until it began to obscure the singular coolness that the original idea of the Underdark represented.

Which of course, bring us to Drizzt.

Now, I know that Drizz't has his fans. Bob Salvatore developed one of the strongest characters in all of "gaming fiction" with the Dark-elf Ranger. But he has his detractors as well. Love him or hate him, I don't think you can argue that the many novels of Drizz't served to force people into thinking about the Drow and the Underdark into a straitjacket -- that it could only be "this way" because that's the way the Underdark is.

Whenever you get a series of gaming fiction novels that so utterly dominates an idea like the Underdark, it necessarily restricts the GM from playing with new ideas; it interferes with building his or her own "vision" of what their Underdark is all about.

So that's what I like about the Darklands. It's a reboot on the Underdark concept and one which I hope Paizo develops moderately with a different flavor and feel. And I hope it's not just a return to a Greyhawk flavored version of the Underdark. There is room to make it something else, too, if that's what Paizo wants.

Something that is as quintessentially COOL an idea as the Underdark needs to give GMs some elbow room to reinterpret the core concept and take it in another direction, should they wish to do so. Otherwise, it just becomes a flavorless rehash; a place we have all been to before.

Not sure if Paizo will look at world-shaking events in the future to further build on that sense of tapestry, either via its Pathfinder Society adventures or its APs...
This is another issue with Golarion and one which Paizo and its fans will get a handle on over time.

One thing is clear: already, the sheer number of products available for a world barely three years old is becoming very daunting. That's a remarkable thing after only three years.

I do think, however, that the APs and modules is not where the "story" of the official world setting advances as such. After all, there is nothing that says those APs have yet occurred in a given GMs version of Golarion. These modules and APs are essentially theme park rides that have not necessarily been turned on in a given world setting. It's a maybe -- not a must.

The place where Golarion will develop as a world setting is not only through its various adventures and modules, imo, -- but I think primarily it will develop as a living world through its fiction. It is the Pathfinder novel line and those characters which will impart to Golarion a sense of the dynamic "now".

All sort of areas can be depicted in the various Pathfinder Chronicles books, sure. Those books serve to detail areas, provide plot hooks and -- more than anything -- fill in the holes in Golarion's history.

However, it seems to me that the present, apart fom the actions of the PC heroes, will be written across the sky in the novels, not the adventures which have (yet) to occur in the game world.
 
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[...]

Whenever you get a series of gaming fiction novels that so utterly dominates an idea like the Underdark, it necessarily restricts the GM from playing with new ideas; it interferes with building his or her own "vision" of what their Underdark is all about.

[...]

You're generalizing a bit too much. You would allow such domination only if you were already a fan of R. A. Salvatore's concepts.

Regards,
Ruemere
 

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