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Pathfinder Society Scenario #3-15: The Haunting of Hinojai (PFRPG) PDF

****( ) (based on 14 ratings)

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A Pathfinder Society Scenario designed for levels 5–9.

Ever seeking long-lost secrets, the Pathfinder Society sends a team of agents to explore a reportedly haunted house in the Dragon Empires nation of Minkai, hoping they can uncover the secret behind the legendary location's tormented past.

Written by Jim Groves.

This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.

This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.

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PZOPSS0315E


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Product Reviews (14)
1 to 5 of 14 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****( ) (based on 14 ratings)

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Creepy House

*****

I love this scenario. It is has memorable fights, memorable haunts, and a great story and vibe to it.

More Jim Groves please!

Bad Guys:
The first real encounter is usually people running out of a haunt trying to get away from it, and finding a wayang looking through a telescope. When they decide to murderhobo him they realize he has quite a few tricks up his sleeve. The next two fights are challenging for other reasons, but equally memorable. Combined with the haunts in-between it makes for a great scenario! When my VC ran this people hit the first haunt and decided that the best solution was to rest, in front of the haunted house. As you can guess, that ended well...


Haunts Done Right

*****

Jim Groves has written some of my favorite PFS adventures, and this one is no exception. The house is delightfully written, and the haunts actually have a reason to be there and serve the correct purpose of advancing the storyline. Combat is brutal - this is the only scenario that I have actually died in. Well done.


Good adventure -- takes much preparation

****( )

Jim Groves does an excellent job of telling a story and capturing the horror genre. I find the storyline intriguing and the haunts are fun to play.

However, the overall feel of the scenario ends up being overtly 'roll' play heavy due to the nature of haunts mechanics and takes away from the suspense of the hauntings. A well-structured party can thwart even the most sincere attempts to build tension by various means to detect undead, alignment and so forth.

The challenge is definitely high enough, especially if you utilize the optional encounters. However, the preparation work to run the monsters and haunts themselves is quite intense, as the spell and abilities is plentiful and varied. Not something you want to try to run dry or at the last moment without some forethought. The greatest challenge as GM aside from the game mechanics is conveying the suspense and horror of the scenario without losing momentum along the way. I recommend to bring along a GM reroll item for the players for a particularly nasty haunt which can outright kill a character.

I would have liked to seen the clues more spread out as to the atrocities of what happened in the house by various journals or hidden scribbles located at different places in the house. Having everything journalized at the end doesn't lend to the overall suspense and discovery of the scenario, but simply a grim recanting of what actually happened at the end of the game session when packing away.

Nonetheless, there isn't another scenario quite like this one in Pathfinder and I am glad I had the opportunity to run it. Solid adventure, but be prepared to put some work into it.


Excellent!

****( )

A challenging scenario with a well integrated theme, I really enjoyed running this one. I would highly recommend it. A little extra prep to add a little more horror will just add fuel to the fire. I want to see more scenarios like this one!

My only gripe is that the Faction Missions feel really pasted on. They have little to do with the main story line or activities in the scenario. They are the one week point to an otherwise excellent adventure.


Very interesting and challenging (spoilers contained)

****( )

This is the third scenario that I have DMed. Overall, I thought it was a very well written scenario, with a good storyline, fantastic opportunities to roleplay both as a DM and for the players, and a variety of problem solving and discovery in the second act.

The first act was definitely a challenge; I had to create a town scene, come up with NPCs (some were provided but not enough) for the players to interact with, and make sure it was varied enough that faction missions weren't too obviously presented. I do like having that freedom, but novice DMs beware: this will take some time to prep.

There was a little freedom given for which baddies came when, and where battles would take place. I like that element, having the freedom to move things around.

The 'main boss' battle was hard to introduce but easy to keep going. There was no written suggestion on how to get her transformed then fighting - I created a sort of 'suspension of time' for her to get in place. It worked, but was a little awkward. I would have liked some help with that.

Some of the loot found after battles was not available on the Chronicle sheet for the players to buy. That was a little disappointing. And there are a whole bunch of scrolls available for purchase - spells that the characters had, but no scrolls were found in game. That was a little odd to me. I suppose the thought is that characters saw the spells in action and could then seek out how to cast them?

I recommend this scenario for DMs who like digging in and getting creative. Definitely took about 3 hours of prep time, and lots of improv.


1 to 5 of 14 << first < prev | 1 | 2 | 3 | next > last >>

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