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

****( ) (based on 16 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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Product Reviews (16)
1 to 5 of 16 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****( ) (based on 16 ratings)

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***( )( )

Played this scenario at the lower tier.

The scenario attempts to pull off a nice Asian themed haunted house scenario. In some areas it works really well and in others not so well. At times it feels as though it is still trying emulate a traditional dungeon crawl scenario by having monsters in different rooms. Less of that and more atmosphere would have been better in my opinion.

It was fun to play but I'd have preferred more atmosphere and less monsters.

Jim Groves Shows How to Use Haunts


Jim Groves does it again!

Expect interesting, flavorful combats that provide a nice challenge and a setting that demands a colorful GM that knows the haunt rules well.

Go out of your way for this one; it's worth it.

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.

1 to 5 of 16 << first < prev | 1 | 2 | 3 | 4 | next > last >>

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