Pathfinder #3—Rise of the Runelords Chapter 3: "The Hook Mountain Massacre" (OGL) (based on
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Chapter 3: "The Hook Mountain Massacre"
by Nicolas Logue
The third installment of the Rise of the Runelords Adventure Path begins with a desperate call for aid from Hook Mountain. A tribe of ogres has slaughtered the garrison of a small keep, including the famous retired war hero stationed there. The few surviving rangers need the heroes to help them retake the key fortification back. Once the ogres are driven off, the PCs are awarded stewardship of the keep. Yet as the heroes begin the task of repairing and expanding their new stronghold, a sinister force grows in the surrounding wilderness.
What ties did the slaughtered commander have to these vengeful ghosts, and what terrible secrets do the ogres of Hook Mountain hide? Are the rumors of an army of giants massing for war in fact true?
This volume of Pathfinder also features rules for maintaining and running a castle, a gazetteer of the wilderness region featured in the Adventure Path, and introduces several new monsters perfect for plaguing PCs who tread too far into these haunted mountains.
For characters of 7th to 9th level.
Pathfinder is Paizo Publishing's 96-page, perfect-bound, full-color softcover Adventure Path book printed on high-quality paper that releases in a monthly volume. Each volume is brought to you by the same staff which brought you Dragon and Dungeon magazines for over five years. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Because Pathfinder uses the Open Game License, it is 100% compatible with the world's most popular fantasy roleplaying game.
ISBN-13: 978-1-60125-038-4
NOTE: Copies sold as "Non-Mint" have been dinged or bent, or have some markings on the cover, so we're making them available at a discounted price. While they have some cosmetic damage, they'll make great second reading copies. There will be no refunds on non-mint copies.
É seguramente uma das melhores aventuras da Paizo. Há combates e interpretação numa boa medida, possui reviravoltas na trama e seus maiores problemas são de encaixe na trama geral de Rise of the Runelords e uma expectativa para um final sem muito clímax. Os artigos complementares são bem escritos, mas tem pouco uso para quem não usar o cenário de Golarion (mas se usar, são quase essenciais). Vale a pena ler só pelas ideias apresentadas, mas cuidado, o autor usou de conteúdo com forte violência gráfica e psicológica (nível filme de terror do bom, mas ainda assim bem acima do que se vê em aventuras de RPG)
Disclaimers:
Review may contain spoilers
My Experience with it:
DM for one 3.5 Group and one PFRPG Group (as is, no conversion)
Overview (no spoilers):
An Adventure with great Ideas but some design flaws and a lot of things did not make sense, the graphic violence my disturb some people
Changes (spoilers):
I changed a lot to make this work, I can't even remember everything, the biggest change was to skip Black Magga and the flood completely and tone down the graphic violence by maybe 50% 8and my female players still found it to graphic)
Big Change: The PC's don't get the Fort, I railroaded them back to Sandpoint
Details (with Spoilers):
Some players where disappointed that the gambling bark was sunk, they thought that it would have been a great setting and much more entertaining than the Dam or Hook Mountain.
The Graul Farm (toned down) was big fun with all the traps and mama Graul was memorable, the devil in the dam was a good role-playing encounter and moral dilemma (and provided the first info’s about Karzoug), the keep was OK, hook mountain was a bit lame but the fight with Gnarl Breakbones was quite challenging
Overall: the weakest part of ROTRL, a lot of polishing needed, to violent
Them Ogre's Just Ain't Right...did you hear a banjo?
There are a number of features that this module provides that I am going to list out below:
1. Backwoods style horror adventure
2. The fully mapped out Fort Rannick, and the possibility that the characters can end up in possession of it
3. Fully mapped out Skull crossing dam.
4. An article detailing how to run a keep
5. The gazetteer of Varisia.
6. The Pathfinder Journal, which continues the chronicles of Eando Kline
Final notes
As I mentioned in the opening, not everyone is going to like it, as it has a rather dark and nasty theme to it. There is a lot to like about this module. Nick does a great job in covering the Turtleback Ferry town and the surrounding area. He actually covers a lot of territory, and the adventure moves the characters through a number of the high interest locations. The fort is covered in good details, and the characters will enjoy a chance to run it. This can easily be expanded upon, and offers plenty of role playing opportunities. The dam location is one of my favorites, as there is quite a bit to this location. Wayne’s cover art adds considerable flavor to this encounter. The inner workings of the dam are particularily interesting, but I will not include any spoilers on this. The module has a very smooth transition to the next module, and I think James and Nick did a nice job on this.
Overall, I give this module a thumbs up, as I did enjoy reading through it. I fully understand that this will not appeal to everyone based on the content. If one enjoys backwoods horror and Home, then this one is for you. If you have a more sensitive outlook on things, I would apply caution before opening.
A wilderness/dungeon crawl module with a very strong, 18+ themes. The adventure features some major gory and gross elements. This might put some younger and sensitive players off. Be advised.
Once we are through that, it's a great module featuring several unique locales and memorable characters. Nicolas Logue is a very talented writer and I enjoyed the plot as well as many small surprises within the module.
However, there are some points where the adventure lacks polish - a major settlement is left without a map and just some rough overview, there are 4 NPCs that likely join the party for some time and require major book-keeping and care, a few statblocks more would be really useful... The Paizo forums are full of useful advice and props helpful in running this one, so make sure to check it out !
However, it's still a great module, just needs quite a bit of prep work, far more than PF 1 and PF 2. All in all, I enjoyed running it and my players liked it a lot as well.
When I first read this scenario I was disappointed. It seemed to be accidently attached to the Rise of the Runelords adventure path. After the first two which had everything hooked together real well this seemed a massacre. Well I dove in and first change was that the order in the book was pretty much screwy, combined some events and took others and muscled them into others as foreshadowing and task list. After a lot of work I ran it and the changes were even better than I hoped which made me wonder if it was not as bad as I once thought it was. The only thing it needed was something to tie it together with the PCs hometown of Sandpoint and I did that with an item named by one of the players "Skull Crossing" so it worked out pretty well. Just wish it would have came out of the shipping container that way is all.
For me this was the better adventure of the AP RotRL. This because I love siege-like adventures especially if they can keep the keep.
The new presntation for the ogres brings a whole new fresh point of view fo the race.
This adventure has a lot of wandering around places and take action into very interesting places. The only thing I'm not so crazy about its the fact that this one its not so heavely connected to the RotRL campaign. Of course there are a lot of factors that link to it, but non too consequential. Anyway, a great adventure on its own!
This mod has too much over the top content, some of it going past the bounds of what you'd reasonably expect to find in a Paizo product. It will need some editing to be suitable for most groups. In addition, it flows very poorly. Its difficult to keep the Runelords theme in mind, and will be difficult to keep the players remembering that with this mish-mash of what feels like random encounters.
There are some creative things done in this mod with ogres, but the good things are far overshadowed by the bad. Like the some of the other Pathfinder mods, it also suffers from a lack of important detail, so expect to put some work into this before you run it.
In this issue, we're introduced to the Pathfinder version of ogres. I may never sleep soundly again. Nicholas Logue has turned ogres into something truly loathsome and horrific. It work exceedingly well, but it's not for the faint of heart. Again, fantastic supplemental material, too.