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Pathfinder Module: Gallows of Madness (PFRPG)

****( ) (based on 5 ratings)
Pathfinder Module: Gallows of Madness (PFRPG)
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The Abyss Approaches!

Something wicked—and monstrous—stirs around the rugged Isgeri town of Saringallow, where the hated legacy of noble Chelish diabolists runs deep. With the recent disappearance of several apprentices, the nearby menace of particularly grotesque goblins, and the unsettling rumors about the old Sarini Estate, Mayor Sandra Trinelli knows that she needs help, and she needs it fast! The heroes must confront one of these crises, or all three, if they hope to stem the tide of darkness that looms. Before too long, the heroes discover that villains with ties to the Abyss have set their sights on Saringallow, and won't rest until the settlement and all its innocent inhabitants fall victim to their madness-inducing predations!

Gallows of Madness is a 64-page, highly versatile collection of three adventures for 1st-level characters. Each adventure also includes scaling information for parties of 2nd-level characters. Written with beginning Game Masters and players in mind while also providing challenging content for veterans, these adventures can be prepared quickly and run separately or in any order. For GMs who wish to run a deeper, more narrative game, this volume also offers an overarching timeline of events and detailed tips for running these adventures as a cohesive whole. Bonus content includes new monstrous foes and a gallery of NPCs to help easily connect the adventures, plus a gorgeous double-sided poster featuring an overview of Saringallow and a miniatures-scale battlemap!

ISBN-13: 978-1-60125-854-0

Pathfinder Society Roleplaying Guild Sanctioned Content
Gallows of Madness is sanctioned for use in Pathfinder Society Roleplaying Guild.

Download the rules and Chronicle sheets — (365 kb zip/PDF)

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

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Product Reviews (5)

Average product rating:

****( ) (based on 5 ratings)

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First Part is absurd for low level characters

*( )( )( )( )

The following is a review of only the first third of the module. But I needed to vent.

The last encounter is just crazy for a group of 1-2nd level characters.

Spoiler:
1 or two Fiendish Fly Swarms? So, functionally immune to by far the most common anti swarm remedy carried by low level characters (alchemist fire), relying instead on the far less useful acid flasks that, I admit, WERE provided to the characters.

Characters partly built to handle swarms (alchemists, blasty wizards) are also partly or completely nerfed by the fire resistance.

But hitting swarm AC is pretty difficult. Bleed is a NASTY effect unless you have a channeler around.

And all this while on a timer so retreating is only an option if you don't care about saving the apprentices.

Giving the swarms the Fiendish template is, IMO, an egregious blunder for a low tier module. Without that the encounter would have been difficult but fine.

Admittedly some of this was due to a party with low damage (so we couldn't kill the fly quickly enough)

I enjoyed the rest of it. The investigation was fine (nothing special but fine). The other fights were fine (party composition made one fight a hilarious slap fight).


*****

This is one of my favorite modules. I played through this one instead of GMing it. It really does fit the niche of "three separate but connected adventures". Having played all three parts, the third chapter is by far the best with a thematic and creepy trek into an abandoned mansion. It genuinely lead to several moments at the table where all of the players were creeped out - and that's not an easy thing to do with this group. I highly recommend this module.


Great Started Adventure and perfect for PFS

*****

This is a great set of three adventures. My only gripe would be the wilderness adventure is a little bit linear, but even then has a couple of nice RP pieces in it.

This seems to fill the same niche as the Tower Level of Emerald Spire a nice way to introduce people to the game, and gives some nice early benefits.


****( )

There look like great little low-level adventures, and I like that you can used them separately or as a linked mini adventure path.

My only gripe is the lack of a town map in the module itself. The pull-out map has a great town map... but it ONLY appears on the pull-out map and not anywhere else in the pages of the module. The full-page copy of the cover illustration inside the back cover is nice, but I would rather have had a small town map would have been better.


Buy One, Get Three Great Adventures!

*****

Not one, not two, but THREE great first level adventures. All linked by certain disturbing events and can be run in any order or used separately. Reading through this module, I felt a certain old school style, but there is plenty of description and assistance for inexperienced GMs and detailed instructions for ramping up each adventure to second level as PCs are expected to level after finishing two of the three.

Also included are five fun monsters of often underrepresented types including a plant, two fey, a vermin and a magical beast/potential familiar. Additionally, there is a pull-out town map/ reversible battle mat and three NPCs including the main vermin... I mean villain. um... you'll see.

My only gripe is that I would have preferred a more in depth gazetteer of the town and region. There are some locations described in the first adventure and some local history which is nicely tied to the third adventure, but not much more to inspire further adventure. I'll take off half a star and round up.

Nonetheless, I will again say that these are three great adventures which would each serve as fantastic low level adventures whether your party is in the mood for urban investigation (#1), battle in the wilderness (#2), or exploring a spooky old mansion (#3).


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