Hello My Friends
SPOILERS LURKING
Finished the first module of the Carrion Crown, Haunting of Harrowstone on Saturday. We were one person short due to family emergency and against the feared Splatter Man, our LG Synthesis Summoner Ananti, was the victim of 2 magic missile volleys from a level 8 wizard/Ghost followed up by 4 successful Corrupting touches 6d6 each. With two clerics in the group it was a sturggle to keep him alive in this epic combat. Our brave yet foolhardy monk, Quick like a Tree, failed his acrobatics to avoid and opportunity attack from the Splatter Man and was knocked unconscious with one strike of the Corrupting Touch. Huntress brought the pain and Seska and Olin were valiant and attentive in their support roles.
After Splatter Man, they ran into the Lopper, who couldn't quit get going with the clerics stopping his bleed effects. His bleed effects healing him and with his incorporeal nature make him worth the CR 5. The fight went quickly.
Had to break for a short while to let the dogs outside.
Finally the Mosswater Marauder was not even a bump in the steaming rolling vengeance of the party. Having cleared the haunts and the party was able to continue to finish the remainder of the time helping Kendra finish tending to business before their anticipated journey to Liepstadt to deliver the Professor's book collection.
END SPOILERS
Opinion
This module well deserves the awards and acclaim it has received. I am a veteran GM of modules and scenario games, and this was definitely a good one and recommend it to everyone. It makes good use of the haunt system introduced in the Game Master's guide and the over all vibe the party gave was of intense interest in several of the mysteries and the eerie presence invoked by the module. We have a Google Group we use to communicate in between games since we only play every other week and it blows up after each game session with inter-party discussions and debates every GM dreams of seeing.
Other News
This October 8th, I am not going to be participating in PFS, not leaving it or quitting it just wanting to add more flavor and options to Game Day. So therefore, I am starting to run Shadowrun Missions. I have also scheduled to run Shadowrun's Convention Only missions at Neoncon. I will be running 2 table of SRM (Shadowrun Missions) and two tables of PFS. Also at Neoncon I will be competing in the Iron GM tournament in an attempt to get to GenCon. Well that's not the only, the rest to to inflate my ego :) I do hope to get a chance to check out my friend JPs NeoExodus and recommend all me readers to as well. Previews and such can be found at http://jpchapleau.blogspot.com.
Thank you for your time
Yours in Gaming
Fewmaster Jay
Tuesday, September 20, 2011
Friday, September 9, 2011
Lessons Learned
Hello Again
Its been awhile since my last blog, but that was somewhat intentional. One of things I have discovered is that my group reads my blog, so I am going to have to take more care in recaps from the game. I had accidentally dropped a name that they had completely forgotten (Gibs), who's rolled while minor, lead to some pretty hefty conclusions and speed them through the module at a faster pace. On of the party members decided to track him and was attacked by Gibbs, Gibbs being CR2 nearly won. The party came to the conclusion that he might have been possessed and visited Father Grimburrow. While there they manage to do some more research and have now feeling confident in attacking the prison itself.
The part elected to go through the proverbial backdoor and up the tower and encountered a Halfling size Strige, which was quickly dispatched and discovered the secret entrance to the upper level of the prison and then almost immediately set off the Piper of Illmarsh's haunt. Quickly the noble heroes realized that they couldn't defeat it right off the bat and realized they had forgotten the Haunt Siphons they found at the very beginning. So All of the party except one go back the way they came and the LG Summoner of group decided to go through the balcony, quickly discovering and Animated Scythe and beat feet back to the main group. The came back and ended up using half of their Siphons defeating the haunt and could not defeat the Scythe.
This is where we left of with the 2nd floor clear except for the scythe of awesomeness....

Headsman’s Scythe CR 2
XP 600
Animated object (see page 80)
N Small construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception –5
Defense
AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref +1, Will –5
Defensive Abilities hardness 10; Immune construct traits
Weaknesses haunted
Offense
Speed 30 ft.
Melee scythe +3 (2d4/×4)
Statistics
Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1
Base Atk +2; CMB +1; CMD 12
SQ construction points (haunted, metal)
This was also a very interesting combat at first thanks to Quick Like Tree, being a grapple specialist monk from Ultimate Combat. Trying his best to grapple and pin a scythe.
Ultimately it was the hardness that deflected the party's attempts. Now I am not giving anything up by posting information on the mob, just for others to see what a party of six had problems with, also I may or may not decided to have it still locked out on the balcony where they left it...
Tomorrow
Tomorrow happens to be our monthly Vegas Game! I plan on running Citadel of Flame in the morning slot! Now I am bringing my camera to take pictures of everything. But again another lesson has been learned this week is that prepping to run a home game AP and a PFS scenario can be a challenge, at least i have an additional week for the home game.
Summary
here are the main lessons learned
1. Don't give meta game information in a blog that players read and remind you that you have not done one in a while.
2. Remember to take items designed for dealing with haunts into a haunted prison. (Just Saying)
3. Don't try to take on a lot of gaming work at once.
Yours in Gaming
Fewmaster
Its been awhile since my last blog, but that was somewhat intentional. One of things I have discovered is that my group reads my blog, so I am going to have to take more care in recaps from the game. I had accidentally dropped a name that they had completely forgotten (Gibs), who's rolled while minor, lead to some pretty hefty conclusions and speed them through the module at a faster pace. On of the party members decided to track him and was attacked by Gibbs, Gibbs being CR2 nearly won. The party came to the conclusion that he might have been possessed and visited Father Grimburrow. While there they manage to do some more research and have now feeling confident in attacking the prison itself.
The part elected to go through the proverbial backdoor and up the tower and encountered a Halfling size Strige, which was quickly dispatched and discovered the secret entrance to the upper level of the prison and then almost immediately set off the Piper of Illmarsh's haunt. Quickly the noble heroes realized that they couldn't defeat it right off the bat and realized they had forgotten the Haunt Siphons they found at the very beginning. So All of the party except one go back the way they came and the LG Summoner of group decided to go through the balcony, quickly discovering and Animated Scythe and beat feet back to the main group. The came back and ended up using half of their Siphons defeating the haunt and could not defeat the Scythe.
This is where we left of with the 2nd floor clear except for the scythe of awesomeness....
Headsman’s Scythe CR 2
XP 600
Animated object (see page 80)
N Small construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception –5
Defense
AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref +1, Will –5
Defensive Abilities hardness 10; Immune construct traits
Weaknesses haunted
Offense
Speed 30 ft.
Melee scythe +3 (2d4/×4)
Statistics
Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1
Base Atk +2; CMB +1; CMD 12
SQ construction points (haunted, metal)
This was also a very interesting combat at first thanks to Quick Like Tree, being a grapple specialist monk from Ultimate Combat. Trying his best to grapple and pin a scythe.
Ultimately it was the hardness that deflected the party's attempts. Now I am not giving anything up by posting information on the mob, just for others to see what a party of six had problems with, also I may or may not decided to have it still locked out on the balcony where they left it...
Tomorrow
Tomorrow happens to be our monthly Vegas Game! I plan on running Citadel of Flame in the morning slot! Now I am bringing my camera to take pictures of everything. But again another lesson has been learned this week is that prepping to run a home game AP and a PFS scenario can be a challenge, at least i have an additional week for the home game.
Summary
here are the main lessons learned
1. Don't give meta game information in a blog that players read and remind you that you have not done one in a while.
2. Remember to take items designed for dealing with haunts into a haunted prison. (Just Saying)
3. Don't try to take on a lot of gaming work at once.
Yours in Gaming
Fewmaster
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