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Pathfinder Adventure Path #3: The Hook Mountain Massacre (Rise of the Runelords 3 of 6) (OGL)

****( ) (based on 22 ratings)
Pathfinder Adventure Path #3: The Hook Mountain Massacre (Rise of the Runelords 3 of 6) (OGL)

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Them Ogres Ain't Right...

The Rise of the Runelords Adventure Path continues! The notorious Hook Mountain ogres, known for their violent and savage ways, have slaughtered the soldiers of Fort Rannick. The few surviving rangers need heroes to help them retake this key fortification before the ogres use it as a staging ground for further assaults on the region. Yet why have the ogres chosen now to launch this sudden attack? What sinister force grows in the surrounding wilderness, and what ties to the mysterious Sihedron Rune do the ogres of Hook Mountain hide? Are the rumors of an army of giants massing for war true?

This volume of Pathfinder Adventure Path continues the Rise of the Runelords Adventure Path and includes:

  • "The Hook Mountain Massacre," an adventure for 7th-level characters by Nicolas Logue.
  • Advice and encounters to spice up the task of commanding a keep, by Mike McArtor and James L. Sutter.
  • An extensive gazetteer of the region of Varisia, including wandering monsters and more, by James L. Sutter.
  • The third installment of the Pathfinder's Journal, by James L. Sutter.
  • Six new monsters by Nicolas Logue.

ISBN-13: 978-1-60125-038-4

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

Product Availability

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

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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