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.
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.
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.
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.
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.
I know Tim Hitchcock personally but that won’t affect the honesty of my review, because frankly I don’t really like the guy. I gave Hungry Are the Dead five stars not because Hitch needs the boost but because it, according to my tastes, amply deserves it.
I don't want to give away content, as much has already been revealed in this thread, so I’ll speak to the design. The idiot proof tactics (Please don't ever overestimate my abilities at any given moment... I adore a good idiot proofing) advised for monsters will without question give players a good scare and spark uproar. Such game advice is a huge help in shaping the dynamism and feel of play, because the writing here quietly assaults the players’ eyes, ears, and schnozzle, firmly ensconcing this adventure in the horror genre. Tim is a GM's writer who understands that giving tools to help GMs master their table is easily as important as the particulars of an interesting story.
And Verrin… what a loathsome, uniquely creepy little man.