![]() The town text is padded out to all hell and back, but mixed in there is GOLD. What’s a shame here is that there is some good content buried in the muck. Why use one word when eighteen will do? Why format your adventure using bullets, tabs, whitespace and bolding when instead you can bury the important bits inside all of those extra words? I’ll dump in a couple of example in the end, but it’s same history, padding, and other nonsense that most adventures fall into, making it unusable at the table. That leaves about thirty five pages for forty rooms. The dungeon starts on page 28, once the events, preamble,hook are done. The appendix starts on page 65, with the ten pages before that being the town. And trouble it is, in the form of “let me explain EVERYTHING to you.” The first hint of trouble is when the writer poses the question “Can a hoor adventure also be a PATHFINDER adventure?” If you have to ask the question then you know what’s to come … trouble. “Welcome to You Are Doom” says Killface, the introductory chapter header. He starts Purdue in a week and I’ll miss him, weakening my resolve when he suggested I review it. I’m reviewing this old Pathfinder adventure from 2011 because my son is running it for his friends. Rewritten in 20 pages this would be pretty decent but as is I don’t even think a highlighter could make it runnable. The atmosphere and encounters are ruined, though, by the UTTERLY incomprehensible wall of text issues and lack of any sensible formatting. The encounters are interesting and it has a ghostly vibe somewhere between The Haunted Mansion and creepy-as-fuck Inn of Lost Heroes … which makes it a better ghost adventure than most. ![]() This is a ONE HUNDRED page adventure that describes a forty-ish room multi-level ruined prison full of ghosts, along with the nearby town and a few downtime events. Can the adventurers discover the secrets of Harrowstone and quell a rebellion of the dead? Or will they be the spirit-prison’s next inmates? But when a mysterious evil disturbs Harrowstone’s tenuous spiritual balance, a ghostly prison riot commences that threatens to consume the nearby village in madness and flames. In the years since, the nearby town of Ravengro has shunned the fire-scarred ruins, telling tales of unquiet spirits that wander abandoned cellblocks. When Harrowstone Prison burned to the ground, prisoners, guards, and a host of vicious madmen met a terrifying end.
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