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Pathfinder #3—Rise of the Runelords Chapter 3: "The Hook Mountain Massacre" (OGL)

****( ) (based on 22 ratings)
Pathfinder #3—Rise of the Runelords Chapter 3:
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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.

Note: This product is part of the Pathfinder Adventure Path Subscription.

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Non-Mint Print Edition: This product is out of print. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Print Edition: This product is out of print.

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Product Reviews (23)
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Average product rating:

****( ) (based on 22 ratings)

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Great articles, great set pieces, but not a good adventure as a whole

***( )( )

Pro :
- A great gazetter of Varisia
- Ogrekins get a great flavour, both thematically and mechanically
- The opportunity for the players to play a major role in the leadership of the fort is a nice addition to the campaign
- The Skull's cross damn as a concept

Con :
- The different parts of the adventure really feel disjointed, both in term of story structure and flavour. AP3 goes in every direction and tries to do too many things and to tackle too many themes and not always in a logical way. The skull's cross damn is indeed a great concept but don't fit well with the ogre theme and the fairy-touched haunted vale part is totally irrelevant.
- The starting hook is really a poor one : why would the players want to leave Magnimar/Sandpoint ?
- The 2 parts with true ogres, especially the final part, are just monster bashing.

Suprisingly good change in style


This so far has been the most enjoyable part of the campaign. At the end of the last part, the PC's were wary of leaving Sandpoint but once they got underway they got more comfortable with it. The Graul homestead is a memorable sidequest that we still talk about to this day. Fort Rannick was also memorable in the planning on how to retake a fort taken over by ogres. Overall I like how this takes the game away from "civilization" and puts them more in a frontier type setting with the threat of ogres looming over. One thing that can happen is the PCs can gain control of a fort and that seems to be the most controversial thing about this book. I went ahead and gave it to the PCs and that in itself has turned into a mini-game for them, on how to run the fort when there is downtime. Be warned that the difficulty does increase for this part as a couple of the encounters I was able to take down some PCs. It may not seem like it to the PCs but the whole thing is a set up for the metaplot of the endgame. This volume includes the adventure "The Hook Mountain Massacre", an article of how to run a keep, a Varisian gazetteer (which was very good), another chapter of the Pathfinder journal, and a Bestiary with some unique creatures.

Portuguese - Br


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)

***( )( )

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

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