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Pathfinder Module D4: Hungry Are the Dead (OGL)

***½( ) (based on 8 ratings)
Pathfinder Module D4: Hungry Are the Dead (OGL)
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A dungeon adventure for 6th-level characters.

The logging town of Falcon’s Hollow has been through rough times—first a kobold tribe abducted the town’s children for an evil ritual, then an unknown force reanimated the defeated kobolds to attack the town. Now a horde of zombies approaches and a mysterious evil gathers power in the north, tainting wildlife and the buried dead, its presence hinting at ancient evils better left undisturbed.

Hungry Are the Dead is a dungeon adventure for 6th-level characters, compatible with the 3.5 edition of the world’s most popular roleplaying game. Within its pages you’ll find an introduction to the town of Falcon’s Hollow, a detailed overview of an undead-filled tomb hidden under an abandoned monastery, and a new ghoul-like monster that crosses the line between man and beast.

This adventure is set in a remote forest in the Pathfinder Chronicles campaign setting, but can easily be set in any game world. It can be used on its own or combined with other adventures in the D series to create an even greater campaign arc.

ISBN-13: 978-1-60125-120-6

Pathfinder Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

Written by Tim Hitchcock

Note: This product is part of the Pathfinder Modules Subscription.

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

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Product Reviews (8)
1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

Average product rating:

***½( ) (based on 8 ratings)

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Mediocre at best.....

*( )( )( )( )

Most of the points brought up by The Good Brother are right on. It starts off with good hooks to get your party involved, then degenerates quickly into a very poor dungeon crawl. The descriptions of the rooms and in particular the traps are extremely poor, leaving the DM back pedaling trying to figure out how to explain the worst descriptions put on paper. There is very little thought given to the dungeon at all with the layout and rooms seemingly tacked on at random with the explanation that "xxxx undead was placed here as a guard", oh nice dungeon ecology! The end boss has a ton of potential as does the imagination for some of these rooms, but the execution and descriptions are awful. The best you'll get is a couple of paragraphs. Not to mention the totally bizarre magical items, and ZERO treasure will make your party wonder why they even bothered to go in there in the first place! With a few of the right turns your party can bypass everything including all the lore as to WHY the quest is even happening, let alone the lore behind it. You'll wind up being frustrated and confused, and worst of all, your party will shrug in a confused manner not caring at all about the poorly described traps, rooms and doors. Most DMs will try to end this poorly written fiasco as quickly as possible. Smart players will probably turn around and leave once they realize that this dungeon makes no sense, and their PCs have zero reason to be there.

Also beware the encounter levels. This is supposed to be for 6th to 8th level characters right? Ok so why is there a CR 10 encounter with the 'boss", and then the PCs get jumped with a CR 9 wizard with an empowered fireball (9d6 add 50%) specifically to attack the PCs after they are drained from their fights inside the dungeon? That makes no sense at all.


A Rather Generic Undead Module

***( )( )

This adventure starts with a good hook, but sadly loses steam quickly. I am afraid I would not run this again without some substantial reworking.

The Good: The adventure begins with a classic and well-done hook that is remniscent of many horror movies. Further, its back-story is unique for undead stories, and the final villain reflects this. Indeed, the ultimate villain is a refreshing change to the whispy necromancer tropes, and could become a recurring enemy if not dealt with. The production values are excellent. It has good artwork, good maps, and quality printing. You should find nothing technically wrong with it.

The Bad: After the hook, there is little to keep the adventure going. Rather than being a "town under seige" as I had initially thought, it became a rather classic dungeon crawl. And that leads to the major flaw of the adventure. The first two levels of the dungeon are part of an earlier adventure, but there is very little to change, repopulate, or otherwise make it interesting. They easily could be done away with if you do not have the adventure.

The dungeon maps provided are very poorly laid out. There is no flow and rooms feel simply tacked on. A party could easily walk from beginning to end without encountering 75% of the dungeon. This includes the major plot-points that could explain the background; my party missed that and simply assumed the undead were part and parcel of a fantasy world. Coupled with many of the monsters being common undead simply placed in a room, it makes for an underwhelming experience.


Good Ideas, Bad Execution

***( )( )

This adventure isn't terrible. It has some good descriptions and ideas, but has cumbersome crunch, bad maps, and repetitive opponents. The weirdly shaped maps make it very hard for the Game Master, the promised handouts don't exist, and the primary undead opponents - festrogs - really aren't that interesting.

Overall, I would recommend it to hardcore fans of the undead or Tim Hitchcock, but no one else.


the party loved it

****( )

well i ran it as written, with PF rules, and the party loved it, i as a DM was a little weirded out a little at cetain points, but other than that, the module was great.

this also gave the party a chance to get back their roots, this was a good addition to the D series!

i rate it 4/5 stars.


Just read through this from a friends collection

****( )

We're currently involved in D1.5 and I will be DMing through the next mod. We like to rotate DMing.

I was curious after reading through D4. Will there be a continuation from this, or is this were the House takes over? If there will be no further continuation following D4, then we'll just battle the Lumber Consortium and bring law and order to Falcon's Hollow, and tame the wilds of Darkmoon Vale and the Mountain Range.


1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

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