I'm already jonesing for my next Carrion Crown fix, so to help stave it off, here are my impressions of the encounters and adventure, first starting with Haunting of Harrowstone.
I'm not sure if the first of the 5 big bads we fought was the Lopper or the Piper. That is because the group started without me and once I joined they played twice without me because they don't communicate very well. So, the first of the 5 ghost prisoners we fought was the Lopper, but since I don't remember encountering the Piper, maybe it was him.
The Lopper fight was a slog. We couldn't hit, but part of that was because we are still in the 3.5 mind frame and didn't realize the way Pathfinder handles the incorporeal ability. We ended up with the druid's animal companion stuck in the bottom of the hole for most of the fight, but that was good because we found treasure down there.
We next encountered the Splatter Man. Maximized Magic Missiles seem like a bad use of spells to me, but used against 1st and 2nd level characters I can see why it would be a useful attack. Personally I was thinking we should go back to town and find some rats in a cellar to kill first, before jumping to fighting a 7th level wizard - we had found his spell book so we noted he had 4th level spells and that was enough to make me worried.
The cleric took the brunt of the attacks and could have gone down if the Splatter Man actually used battle tactics that made use of his incorporeal ability. He just stood there throwing spells instead of ghosting in and out of walls. So eventually the barbarian walked up and smacked him with an attack of opportunity - I don't know if this was the DM being overconfident or the Splatter Man's listed tactics. After this battle I got enough XP to level up so we went back into town to improve gear and rest.
This lead us to the more interesting encounters, at least in my opinion. A bunch of flaming flying skulls interrupted a town meeting which was a fun battle. They were easy to beat, but we constantly had to put out fires while battling zombies and trying to save towns people. The zombie attack on Kendra's house was also good because she got involved in the battle and we had to hide her father's zombified corpse from her after the battle. The cleric wanted to tell her her father was one of the zombies but we talked him out of it.
Eventually we waded back into the prison, after exploring the pond near by and finishing off a wave of drowned skeletons and introducing another new player as the sheriff's deputy, to make sure all we were saying about the prison was true.
Our next encounter was the Moss Water Marauder but he was a chump. A few smashed skulls and waves of positive energy later and that was over.
But the DM immediately triggered the "battle" with Father Charlatan. He attempted to possess at least 2 party members (probably could have taken over the boar animal companion, but I don't think that would accomplish much). We ended up using Hide from Undead to disrupt and confuse him while the cleric used positive energy to finish him off. It helped that when the ranger got wrapped up by the ghostly chains the DM said our Detect Magic showed necromancy and illusion, so the older players in the group starting trying to think of ways to tell the possessed player to disbelieve.
I'm not sure how the haunts and monsters interact, but I think the haunts, at least the Splatter Man haunt were more frightening than the monsters, due to ability damage. When we first found the Splatter Man haunt my character and the rogue both failed will saves and ran for our lives.
After finishing off the Father, the DM revealed the trust mechanic and said we had to stay in town 15 more days to fulfill our 30 day "watch over my daughter and then get paid" deal. We didn't bother to play this out, just told her what we were going to do during the time. We got some discounts on prices in town but didn't have the money to buy anything. And then of course she reminded us we had this magic Ouija board and haunt siphons that I didn't know about and the rest of the party forgot about. Maybe they'll be useful in Trial of the Beast. I did have fun with the Ouija board, holding a seance with the Crooked Kin after we found the 3rd pin head.
I'm not sure if the first of the 5 big bads we fought was the Lopper or the Piper. That is because the group started without me and once I joined they played twice without me because they don't communicate very well. So, the first of the 5 ghost prisoners we fought was the Lopper, but since I don't remember encountering the Piper, maybe it was him.
The Lopper fight was a slog. We couldn't hit, but part of that was because we are still in the 3.5 mind frame and didn't realize the way Pathfinder handles the incorporeal ability. We ended up with the druid's animal companion stuck in the bottom of the hole for most of the fight, but that was good because we found treasure down there.
We next encountered the Splatter Man. Maximized Magic Missiles seem like a bad use of spells to me, but used against 1st and 2nd level characters I can see why it would be a useful attack. Personally I was thinking we should go back to town and find some rats in a cellar to kill first, before jumping to fighting a 7th level wizard - we had found his spell book so we noted he had 4th level spells and that was enough to make me worried.
The cleric took the brunt of the attacks and could have gone down if the Splatter Man actually used battle tactics that made use of his incorporeal ability. He just stood there throwing spells instead of ghosting in and out of walls. So eventually the barbarian walked up and smacked him with an attack of opportunity - I don't know if this was the DM being overconfident or the Splatter Man's listed tactics. After this battle I got enough XP to level up so we went back into town to improve gear and rest.
This lead us to the more interesting encounters, at least in my opinion. A bunch of flaming flying skulls interrupted a town meeting which was a fun battle. They were easy to beat, but we constantly had to put out fires while battling zombies and trying to save towns people. The zombie attack on Kendra's house was also good because she got involved in the battle and we had to hide her father's zombified corpse from her after the battle. The cleric wanted to tell her her father was one of the zombies but we talked him out of it.
Eventually we waded back into the prison, after exploring the pond near by and finishing off a wave of drowned skeletons and introducing another new player as the sheriff's deputy, to make sure all we were saying about the prison was true.
Our next encounter was the Moss Water Marauder but he was a chump. A few smashed skulls and waves of positive energy later and that was over.
But the DM immediately triggered the "battle" with Father Charlatan. He attempted to possess at least 2 party members (probably could have taken over the boar animal companion, but I don't think that would accomplish much). We ended up using Hide from Undead to disrupt and confuse him while the cleric used positive energy to finish him off. It helped that when the ranger got wrapped up by the ghostly chains the DM said our Detect Magic showed necromancy and illusion, so the older players in the group starting trying to think of ways to tell the possessed player to disbelieve.
I'm not sure how the haunts and monsters interact, but I think the haunts, at least the Splatter Man haunt were more frightening than the monsters, due to ability damage. When we first found the Splatter Man haunt my character and the rogue both failed will saves and ran for our lives.
After finishing off the Father, the DM revealed the trust mechanic and said we had to stay in town 15 more days to fulfill our 30 day "watch over my daughter and then get paid" deal. We didn't bother to play this out, just told her what we were going to do during the time. We got some discounts on prices in town but didn't have the money to buy anything. And then of course she reminded us we had this magic Ouija board and haunt siphons that I didn't know about and the rest of the party forgot about. Maybe they'll be useful in Trial of the Beast. I did have fun with the Ouija board, holding a seance with the Crooked Kin after we found the 3rd pin head.
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