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The Six Griffons Haunt (PFRPG)

***** (based on 3 ratings)
RAMA01E

Add Print/PDF Bundle: $11.99

Add Print Edition: $9.99

Add PDF: $5.99

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The Six Griffons Lodge, an exclusive club for gentlemen-warriors, is experiencing strange noises and curious apparitions. The manor’s small staff is at wits’ end chasing phantoms. Tomorrow at noon, the lodge is hosting an elegant luncheon, and the hauntings must be stopped before that exclusive event—or before someone gets seriously hurt.

“The Six Griffons Haunt” is an investigative adventure for the Pathfinder Roleplaying Game that can be set in any large city. Presented for PCs of 3rd or 4th level, this 32-page adventure also includes notes and statistics for scaling challenges to PCs of higher or lower level. The adventure contains a new monster, several player handouts, and a file containing a full-scale color map of the lodge ready for printing. “The Six Griffons Haunt” is written by Ron Lundeen and illustrated by Jeremy Thompson, with maps by Hugo Solis.

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Product Reviews (3)

Average product rating:

***** (based on 3 ratings)

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Nice little investigation with an evil sense of humor

*****

This adventure is 32 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving 29 pages for this first adventure by Run Amok Games, the new company of Ron Lundeen, so let's check it out!

This being an adventure review, the following text contains massive SPOILERS, so potential players might want to jump to the conclusion.

Still here? Righty right, so essentially we have an investigation of a haunting - the aristocratic, exclusive Six Griffons lodge has seen some hauntings and the PCs stumble across a rather violent manifestation of said haunting. The situation is made more precarious by the fact that the lodge houses a collection of magic/unusual weapons. Before you start sighing and devise ways to deprive the PCs of the stolen weapons, rest assured that they won't waltz out of this adventure with an arsenal of magic weapons.

Hired by the butler/resident scholar of the lodge to find the cause of the unrest before a scheduled dinner of lodge members, the events start to escalate pretty fast. People start dying in rather macabre (and potentially lethal ways for the players), but without accumulating an overdue bodycount. The adventure features some rather interesting twists on the classical haunting that are massive SPOILERS: First of all, the culprit is not the classic undead, but instead a new creature called haunting elemental. Even better, they are only the symptom of the true problem and a corrupt member of the lodge tries to steal what is supposed to be a weapon to grant innumerable riches. The weapon that is confused with the silver-creating instrument of destruction is in fact the true culprit - a weapon cursed by its djinn-creators to forever thirst for the blood of evil creatures: If the weapon's thirst is not sated, the deadly elementals start manifesting. Have I mentioned that one character is a djinn in disguise that can act as a savior if the PCs are stuck?

While format-wise the investigation is rather open, it also contains a timeline and puts some pressure on the PCs to find out the truth without unnecessary dawdling. It should also be noted that the adventure comes with 4 extensive handouts the PCs should analyze (which are consolidated on two pages for ease of printing out in the end) and a gorgeous 4-page full-color map of the lodge. I do have one very minor gripe: The Haunting Elementals. They reminded of of an old Planescape-joke with Berkamentals and quite frankly, could have been other creatures, as they don't feel like elementals to me.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a printer-friendly 2-column standard and the pdf comes with excessive bookmarks. The beautiful map and b/w-mugshots of the characters herein help to endear both characters and location to the PCs. This adventure is a rather fast-paced investigation with several fail-safes if the PCs get stuck, moderately difficult encounters and an unique flair - following the tradition of Ron Lundeen's Soldragonn Academy (by Headless Hydra Games), the adventure does feature a rather dark sense of humor that does not devolve into a massacre or truly mature material - indeed, the best way to describe it would be a investigative comedy of manners with a very dark sense of subtle humor. If played right, suspense and smiles at the characters herein go hand in hand, at least they did in my game. My group finished the adventure in one session, meaning that DMs with clever/investigating characters might want to throw in some additional red herrings. This and aforementioned personal preference are the only true gripes I can find, though, resulting in a 5-star verdict - well done! Now let's see a more complex one! ;)

Endzeitgeist out.


Fantastic!

*****

Well-written and superbly organized investigation/haunted house adventure. Loved the artwork!


Great adventure!

*****

I have played many of Ron's adventures and was of course pleased with the content of this scenario. I was even happier when I saw the maps, the art and the layout. The editing was great and the maps in particular were impressive. I am running this adventure at a convention I'm throwing in December and will have more feedback after we have played it a bit with a few different groups. Well done Ron and all those who contributed, excellent product!





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