
It made things a little better on them especially since they plan on many trips into the prison. The party bard made the roll easily and I told him how to destroy it so he went ahead and did just that. The one in the entry way started to piss them off quickly, so after experiencing it a few times I allowed a DC 25 knowledge religion check to determine if anyone knew about haunts and how to destroy this particular one. Some haunts are pretty obscure in how to permanently destroy them.Īre any of you DMs out there allowing your party to make religion checks to discover how to lay these things to rest or are you allowing them to stand without a check since killing off the five major baddies in the prison will rid Harrowstone of the haunts for good? The reason I am asking is that some of the haunts can get downright annoying since they have minimal resets. I notice that there is not much they can do to find out how to actually destroy a haunt. They have no problems disabling the haunts by hitting them with positive energy and they still have their haunt siphons (although they used one last night in the auditorium. The haunts are definitely challenging to them even though they stocked up on plenty of holy water and have a cleric of Sarenrae in the party. Please use this thread for comments.So I am a few game sessions into this campaign and my party just entered Harrowstone last night. You can find the file here in the downloads section. New mechanics include the trust system, the haunt system, and a range of interesting ghosts and encounters that could be used in your own adventures! It converts all mechanics, dungeons, monsters, NPCs, and items and 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. This is my conversion of the Pathfinder adventure to D&D 5.

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. Will the heroes be able to solve the mystery of the town of Ravengro, or will their souls become trapped like the others in the Haunting of Harrowstone?

Sobbing coming from the prison on the hill.
