Pathfinder Module: Gallows of Madness (PFRPG)

****( ) (based on 9 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

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

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

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****( ) (based on 9 ratings)

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Solid adventures undermined

*( )( )( )( )

Gallows of madness could be an excellent low-level module; however, certain issues undermine it.

First, the positives - the adventures are generally thematic, fun, and well-connected, with interesting players in the plot. Connecting the three short adventures is also seamless.

However, issues with gender activism (discrimination) and editing (a recurring issue for Paizo) prevent me from being able to recommend this module, or playing it without modification for my party.

Gender Discrimination - All of the positive hero-type characters are female, while the villain is a white male. Ugh. Very blatant and ham-handed gender discrimination, likely the work of the development lead. As well, Nixa and Nolaria are not major players in these adventures, yet get huge write-ups in the back of the module, with extensive and overdone backgrounds. By the way, these backgrounds also speak to the gender discrimination rampant in this module. For instance, Nixa's mother fought in the goblinblood wars, while her father stayed home to care for the kids.

Editing - Editing issues plague nearly ever Paizo product. They really do need to get better editors. Here are a few examples:
- In area K18, the secret door is said to be to area C19, which does not exist. Should read to area K9.
- In the same flooded cellar, K18, it's a DC10 swim check to swim under a barrel, yet in the Collapse challenges, doing exactly the same thing is listed as a DC12 CON check.

In short, if Paizo would simply focus on the story, and stop trying to make social statements with their products, they would likely appeal to a broader audience, and sell more products. As it stands, they are undermining their own otherwise worthwhile products.


Thematic excursion outside the Beginner's Box

****( )

Taking place in Isger, this module introduces the town of Saringallows and stuffs it to the brim with theme. All of Isger's major points are touched upon: goblins, demonic Chelax history and wilderness. NPCs add to the atmosphere with quotations and simple but effective backgrounds. The PCs are given lots of opportunities to interact and uncover the themes that pervade the town and its history, and this really is one of the high points of this module. Unfortunately, the PCs are not given the chance to discover the history of the major villain, which really is a low point given his equally interesting background.

This module is somewhat unique in the modules lineup as it advertises 3 smaller adventures that can be used together or seperately. Really, they are best used together, as the module is very thematic and they flow beautifully together. Besides, who would want to miss the opportunity to kill the BBEG? Each subsection has a scaling the adventure section, which is something I really appreciated in "Dungeon", but which has been sorely lacking in the Modules presentation. It is very much orientated for beginners, as the major pretty much spoon feeds the PCs as to what needs to be done in each section.

The first of these is a nice little investigative adventure, and although the section is not groundbreaking (none of the adventures are) it is well written and a standard RPG theme well done. Part 2 allows the PCs to have a mobile battle on the included battle map and to siege a fortress. Agreeing with other reviewers, this is the blandest part of the module. The final part is the encounter with the BBEG at an abandoned mansion, a fun, flavourful and often used adventure theme. Anilda is the highlight of this adventure, though the after death of the BBEG has some great thematic obstacles.

Several new monsters are included and 2 of the NPCs receive detailed backgrounds. Anilda is one such monster and she really gives a creepiness to the module that for me is a highlight of the entire volume. Other monsters include a multi-legged fey thing, the hook fly reprinted, a cool plant and the katroome, a caterpillar version of a pseudodragon. Unfortunately, the detailed backgrounds of the NPCs, extra page on the hook fly and underwhelming fey thing eat up pages that could've been used for a map and gazetteer of Saringallows, a major low point IMHO.

All in all, this module is to be praised for its beautifully thematic introduction into Golarion as a campaign setting. Although the adventure themes aren't new, they are enjoyable. While this module might feel cliche and dumbed down to veterans, I feel it caters well to beginners, as it is intended too. As such, I highly recommend it to groups ready to think outside the (Beginner's) box.


A fun and thematic adventure.

****( )

(I played this together with TheDegraded, see below.)

I agree with TheDegraded's review. There's a nice story (though some parts need some explanation by the GM) and good atmosphere all throughout the three parts.

The only downside is that the middle part feels too linear. The last part consist mostly of one map, but you can traverse it however you like. The middle part, though, is just a "go from A to B to C," with a final fight at the end. They were fun encounters, but I'm just not a big fan of "walk until you meet something, repeat."

I liked the variety in encounters. There are some repeats, but overall there are enough different things that it doesn't feel the same. Too bad level 1 has a high amount of creatures you down with one shot or without any cool abilities, but that's the nature of the game.

All in all, a very enjoyable module. It won't get perfect marks from me, but it's close.


Excellent low-level module

*****

Past weekend I had the pleasure of playing the entire module with the same group of players and characters. We basically had three Halfling skalds being a band, a summoner with a demonic eidolon (the drummer), a half orc slayer as the bodyguard and a ratfolk investigator as the manager of this band. In short, a colourful group.

We basically started the first part (A Foul Breed) by looking for our missing ‘fans’ and by buying everything in a bakery. The halflings were hungry after all. We quickly got introduced to an interesting town with a whole bunch of diverse characters and discovered a nefarious plot. It honestly was a fun plot that was suitably creepy and mysterious. The only downside to this, and the other parts, was that the template more or less makes certain character builds (or even certain classes) relatively useless. The investigation was fun and the fights were a little challenging, though that was mostly because we had some very poor dice rolls. I quite liked this part, though at times I felt a little lost. We gathered plenty of clues, but we weren’t always sure what to do next.

The next part, What Lurks in the Woods, is probably my least favourite part of the three. We went into the wilderness and encountered plenty of ‘special’ goblins and other creatures. The ‘ruler’ in particular was a lot of fun and the band had a spontaneous gig to take care off. The fights were all fun, but a little repetitive at times (they’re still goblins). My biggest issue though is that the presence of goblins feels a tad random. Of course they’re a common pest in Isger, but they felt a little out of place when it comes to the overarching storyline of the module. That said, it was still enjoyable, though that can’t be a surprise. It’s always fun when goblins are involved.

The third part, The Festering Blot, was my favourite portion. I’m a little biased, I must admit. I was playing an investigator and this was investigation heavy. Looking for clues in an abandoned mansion always speaks to one’s mind and this module really delivered on that front. My ratfolk had a lot of fun checking the books in the library and even slammed a door in the face of an enemy while stating that he should come back later as she was trying to read. Seriously though, the encounters were all great and different, and the big bad boss fight delivered (partially because of the terrain). Escaping the place was also one of the better executed ‘chase’-scenes I’ve seen in a while, probably because you revisited certain rooms.

Overall this module has a great storyline. Each of the three parts offers an exciting adventure for both new and experienced players. The setting is great and the encounters are at times challenging. Our party setup was probably a bit over the top when it came to damage potential and output, and we had most of the skills covered with pretty high bonuses. However, and this is important to point out, certain classes and builds will struggle to have an impact during combat. I won’t spoil too much, but I will say that focusing on fire damage is a bad idea. It’s better to just create a different character instead, because you’ll certainly want to play this module.


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).


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Mike Kimmel wrote:
Mikko Kallio wrote:
The cover looks great! So many spiders!
And a distinct lack of hope.

Well certainly a distinct lack of good arachnid repellent.


Amanda Hamon Kunz wrote:
Ratbane wrote:
Will there an option that PCs are from Saringallow ? It would be a great way to background for the PCs.

While the module doesn't provide any pregenerated characters, there is advice sprinkled throughout the adventures for GMs whose groups have one or more PCs from Saringallow. It's especially relevant in the first adventure, which takes place wholly in the settlement.

Playing a PC from Saringallow would be a great way to build a really immersive story, especially if you're playing all three adventures in the module.

Nice and I will want to run this module with that in mind. I was looking at trait and think the militia will be nice plus it sets up why my group is together.


Love the anthology format and super excited to venture into Isger!


Where is Saringallow in Isgeri and what is population made (all humans, some halfling, some gnomes, and others) ?


Pathfinder Adventure Path, Companion, Maps, Modules, Roleplaying Game Subscriber

Not much information on the settlement yet. I imagine specific information about the makeup of the town will be in the module.

According to the map in the Inner Sea World Guide, Saringallow is pretty much right in the middle of Isger, on the Conerica River just below where the two forks flow together.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

So anyone have this yet and if so details please?


Berselius wrote:
Another Module for 1st level PC's?

I love the modules for 1st level for two things:

1st: you always could use them as starting point for any adventure homebrew or even an introductory adventure for an existing AP
2nd: as a 1st level adventure, is pretty easy to convert it into any level you want to run making some fixes to it.

Said that, it is more complicated downgrading a higher lvl module than escalating a lower level one.


Any news/updates to this as it will be released soon?


If anyone has this, can they give me a rundown of the bestiary? Overall impressions of the module? Thanks!


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

I will take a look at it this evening and let you all know.

Grand Lodge

Pathfinder Adventure Path, Modules, Pawns, Roleplaying Game Subscriber

I just got mine in the mail.

Spoiler:

It is very appropriately full of madness. The pages are out of order, I have two copies of several pages and am missing some pages all together.
.
.
.
I got a chuckle out of it. I have no doubt Paizo will make it right when they get my email.


1 person marked this as a favorite.
Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

The PDF seems to have all of the pages in order. Per the synopsis, it contains 3 independent low level adventures set in Isger.

NPCs in the first appendix are:

Nixa Volsetti (female human fighter 2)
Nolaria Wintren (female human adept 3)
Wormgnash (vermlek)

Monsters in the second appendix are:

Breathless Orchid (medium plant)
Drochtac (medium fey that looks like a demonic lizard with too many legs)
Giant Hook Fly (small vermin)
Hook Fly Swarm (diminutive vermin swarm)
Katroome (small magical beast that resembles a brightly colored caterpillar)
Nukkefeen (medium fey that resembles an animated doll)


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

I just got done reading the 3 adventures (skimming the NPC descriptions and bestiary as well). No missing or duplicate pages, however. :)

IMO, this really looks like a fun adventure. It is extremely descriptive compared to the other modules (and APs) I have, definitely geared toward GMs that are newer to the experience - which I don't mind given my noobishness (just over a year). However, I think it is complex enough to be very interesting for the GM as well, particularly given the amount of content there is to relate to the PCs.

I read through the whole adventure as if it were a single story (it really is) and liked how it tied together. The encounters all made sense to me, too, and I didn't find them overly difficult (though I did not run any battles, just a read). The XP totals would probably put you at 2nd level sometime during the 2nd part, and perhaps hitting 3rd level right before (or at the end of) the finale in the 3rd part if you adjust the end of part 2 and all of part 3. I didn't add up the XP totals, however, but I'd guess if you ran this with more than 4 PCs they will not get to 3rd.

It's a little light on treasure when considered as a single adventure, though individually, as stand-alone 1st level adventures, it's probably balanced correctly. There's no reason you couldn't adjust that up as well if you intended to take the party past this module.

Also, skills weigh heavily in these modules, particularly the first one. They also tend toward the high side - DC 25 perception in one case, and will definitely push the boundaries of various PCs. As such, role-playing matters, too, and is well accounted for throughout the 3 sections.


Thanks everyone for the info. It looks very promising.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Another interesting point is that the material is almost completely CRB (and it seems 1 other book which I can't recall now). In spite of the implication of the horror releases right now, and this being "Gallows of Madness," there is no connection. They do point out a lot of maps that would be useful in certain places, however, which I also like.


Is there a map of the town ?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Yes, not unlike many folio town maps.


This is sounding really spectacular. How far does this module skew toward the horror genre versus traditional fantasy?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

I'm not really a horror genre buff, so I'm not sure I can compare effectively. It is different than classic fantasy/old school D&D tropes, however. It is eerie.

Liberty's Edge

So is the Saringallow detailed in the module? Also it there info to continue adventures using this a base?


Pathfinder Adventure Path, Companion, Maps, Modules, Roleplaying Game Subscriber

There is no separate section just on Saringallow. It does get a settlement stat block, and there are four and a half pages in the first adventure which include Saringallow's History, Life in Saringallow, and Exploring Saringallow, which details 16 locations on the included poster map of the town. (The second and third adventures are set in the countryside surrounding the town.)

There is no Continuing the Adventure section.


Howdy!

New to DMing and I'm glad this is catered to new DMs and players.

I have a questions about how to handle certain aspects of the first adventure.

Spoiler:
Would a Cleric's Channel ability remove an area of Demon's Bile equal to the area of the burst? I get the impression that it is intended to be cleared in 5-foot sections, but a burst would clear it wholesale, perhaps diminishing the sense of urgency.

I'm also curious how an experienced DM would handle the hypothetical situation of the party imploring the priest to accompany them to the warehouse. They could reasonably assume there will be plenty of bile that needs to be cleared up, and the possibility that his daughter will be there. A 5th level NPC cleric could basically do all the hard work for them, but I also think it would be clever and resourceful if the PCs thought of this.

I appreciate any insight or assistance.

RPG Superstar 2014 Top 4, RPG Superstar 2013 Top 32

Joshua9093 wrote:

Howdy!

New to DMing and I'm glad this is catered to new DMs and players.

I have a questions about how to handle certain aspects of the first adventure.

** spoiler omitted **

I am happy to send my thoughts your way later on. I am moving today and only have access to my phone, but the computer should be hooked up by this evening!


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

1st part:

Well, RAW doesn't say anything about channel energy applying to anything other than creatures (either living or undead), but I'm not sure what RAI would be on this. Either way, I'd be sure to limit it so they wouldn't be able to clear out an entire room with one instance of channel energy. That seems like it misses the point, particularly for a group of newbs.

2nd part:

I'd play up either the "I'm busy with other things" or "This is beneath me" angle. In general, the town is sort of on edge for a variety of reasons, not the least of which is their own history. There are 2 relevant quotes as well. First:
GoM wrote:

So far, the people of Saringallow don’t recognize that there’s a major problem, for no one is aware of the situation at Gellion’s house or the warehouse, and the vermin, while strange-looking indeed, seem few and far between.

which implies the problem hasn't risen to the level of important NPC involvement (yet). Second:

GoM wrote:

As the town’s primary administrator, Trinelli hasn’t the time to delve into the problems, and even if she did, the townspeople would notice her doing so, which could cause a panic

she hopes to avoid.

which is two-fold in that a) it is beneath the concern of important NPCs, and b) raising this to the level of concern for important NPCs may frighten the townsfolk.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Oh, also, if you do allow them to go the "clever" route of the 2nd part of your question, absolutely make them work for it through either role-playing or serious skills checks (diplomacy comes to mind). Putting an option within reach but far enough away that failure is possible will make it more rewarding if they succeed. Doing so also sets the stage for later when they begin to second guess what you're up to - they'll start to think "hmmm, this seems too easy, it must be a trick!" :)


Just read through my copy. The adventures look solid and easy to run, which I might do as a short mini-campaign in the future. I must also say that I really dig the bestiary for this one. The kartroom is absolutely whimsical and the two fey creatures are very American McGee's Alice in tone.

When I actually run this I'll post a review but so far I'd actively recommend this adventure, especially to newer players and GMs.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Just finished reading my copy. Looks like it will be a lot of fun to run as a mini campaign. I really like how it's possible to run the three parts in any order.

My one gripe is the poster map: what good is it, if a particular secret location is printed on the map? I can't show it to the players, and a smaller map in the book would work better for a GM's reference.


Adventure Path Charter Subscriber; Pathfinder Companion Subscriber
Joana wrote:

Not much information on the settlement yet. I imagine specific information about the makeup of the town will be in the module.

According to the map in the Inner Sea World Guide, Saringallow is pretty much right in the middle of Isger, on the Conerica River just below where the two forks flow together.

The map in the module significantly moves Saringallow's location, putting it right on the border of Cheliax and directly across the river from Logas (the old capital city). I'm not sure if this is intentional.

Paizo Employee Developer

tbug wrote:
Joana wrote:

Not much information on the settlement yet. I imagine specific information about the makeup of the town will be in the module.

According to the map in the Inner Sea World Guide, Saringallow is pretty much right in the middle of Isger, on the Conerica River just below where the two forks flow together.

The map in the module significantly moves Saringallow's location, putting it right on the border of Cheliax and directly across the river from Logas (the old capital city). I'm not sure if this is intentional.

Hey there, tbug. The location of Saringallow hasn't changed -- it's still right in the middle of Isger, with Wolfpoint as the closest settlement. The regional map on page 24 shows that in better detail, and it also shows more geographic detail than the map in the Inner Sea World Guide (namely the forested areas and small streams leading to the foothills at the base of the Menador Mountains). It looks like the smaller map at the front of the module shows the river incorrectly, so just wanted to clear that up!


Adventure Path Charter Subscriber; Pathfinder Companion Subscriber

The Inner Sea Poster Map Folio and the smaller map at the front of the module both show the entirety of the Chitterwood and the distinctive shape of the Aspodell Mountains. The smaller map (Gallows of Madness p. 3) shows Saringallow positioned to the west of the northern part of the Chitterwood (and removes some detail, including the part of the Conerica River that flows past Wolfpoint, as well as Wolfpoint itself). The Poster Map Folio shows Saringallow north of the eastern part of the Chitterwood, almost as far east as the northern part of the Aspodell Mountains. The map on p. 24 agrees with the Poster Map Folio, which I had missed before your post. I'll go with that.

Thank-you for the clarification, Amanda!

Paizo Employee Developer

tbug wrote:

The Inner Sea Poster Map Folio and the smaller map at the front of the module both show the entirety of the Chitterwood and the distinctive shape of the Aspodell Mountains. The smaller map (Gallows of Madness p. 3) shows Saringallow positioned to the west of the northern part of the Chitterwood (and removes some detail, including the part of the Conerica River that flows past Wolfpoint, as well as Wolfpoint itself). The Poster Map Folio shows Saringallow north of the eastern part of the Chitterwood, almost as far east as the northern part of the Aspodell Mountains. The map on p. 24 agrees with the Poster Map Folio, which I had missed before your post. I'll go with that.

Thank-you for the clarification, Amanda!

You are most welcome! :D


Mikko wrote:
It's actually three thematically linked horror adventures that you can play as one-shots, as a linear mini-campaign, or as a sandbox because they're all set in and around the same town. The first part is urban investigation, the second one is a wilderness adventure, and in the third one you explore an abandoned estate with a haunted reputation.

...from this thread

Sovereign Court

Pathfinder Adventure Path, Campaign Setting, Companion, Modules Subscriber; Pathfinder Comics Subscriber

Any idea when this will be PFS sanctioned?

Grand Lodge Contributor

GeraintElberion wrote:
Any idea when this will be PFS sanctioned?

John Compton posted on the Paizo blog about it, it's now sanctioned for PFS!

Grand Lodge

Pathfinder Card Game Subscriber

Just read over the sanctioning document. I love that there are scaling instructions.

When reading the scaling instructions and it talks about APL, do we consider the size of the group? (A table of 6 L1 characters is, by the CRB, APL 2.) Or do we use the usual PFS rules, which state that we should just take the mean of the PC levels?

I can't wait to run these in the lodge!


1 person marked this as a favorite.

I'm working on an adaptation of parts of this module and have a question.

Demon's Bile as an Ingested Disease:

Demon's bile is detailed on pages 17-18 of the module.

Does the +1 Wis damage and +1 Str gain per failed saving throw cease once the infected person's alignment has completed the switch to chaotic evil? And wouldn't this damage heal up after each night of bed rest (as per the Core Rulebook/191) and not accumulate as it seems to have for Gellion? (Answered this part for myself--CRB/556.)

Silver Crusade

I was just wondering about how long does each portion of this module take to run?


1 person marked this as a favorite.

Every time I see someone post a one star review, I have to ask what criteria are they using? Do they even know what a one star product looks like? There is a level of quality and professionalism that should preclude almost every Paizo product from garnering such a rating. One star is your ratings opinion because there was something you didn't like, not because it was a truly awful product.

Learn the difference.


Pathfinder Card Game Subscriber
SirJustinSane wrote:
I was just wondering about how long does each portion of this module take to run?

They run pretty well in a standard 4-5 hour timeslot, trending closer to 5 hours. That being said, there is the potential for a lot of freeform RP, and sandbox adventures can easily run long if the GM allows it. These are very similar to individual levels of Emerald Spire in terms of play length.


Mikko Kallio wrote:
GeraintElberion wrote:
Any idea when this will be PFS sanctioned?
John Compton posted on the Paizo blog about it, it's now sanctioned for PFS!

And being run this weekend at Dreamation in New Jersey.

This will going to be run as a six slot PFS event, broken into three parts at Dreamation this weekend. 2 slots each Fri-Sun.

Players who complete all three parts with the same character will get a bonus Chronicle.

Otherwise each of these chapters is an evergreen which means it can be replayed with as many first level characters, or played once with a 2nd or third.


Pathfinder Card Game Subscriber

I have a map question for Part 3 (Parts 1 & 2 were pretty clear).
Namely...

Spoiler:
There are no suggested maps to use at all in part 3, even though Parts 1 & 2 both had the needed unique maps and suggestions about map packs and/or flipmats. The town stuff from part 1 can be re-used if needed, but part 3 references map locations (specifically k18, k19, & k20), but there's no map of the Sarini Estate???

The fact that no one else has brought this up in all these months makes me think I might be missing something really obvious....


Budd the C.H.U.D. wrote:
This is sounding really spectacular. How far does this module skew toward the horror genre versus traditional fantasy?

I wouldn't say that it's horror vs fantasy, as opposed to being horrific fantasy. Comparisons might legitimately be made to Reign of Winter. Nothing from the horror books is required to run it though.

Don't want to spoil anything for folks going to Dreamation though.

Grand Lodge Contributor

Amanda Plageman wrote:

I have a map question for Part 3 (Parts 1 & 2 were pretty clear).

Namely...
** spoiler omitted **

The fact that no one else has brought this up in all these months makes me think I might be missing something really obvious....

It's on the inside front cover. :-)


1 person marked this as a favorite.
Pathfinder Card Game Subscriber
Mikko Kallio wrote:
Amanda Plageman wrote:

I have a map question for Part 3 (Parts 1 & 2 were pretty clear).

Namely...
** spoiler omitted **

The fact that no one else has brought this up in all these months makes me think I might be missing something really obvious....

It's on the inside front cover. :-)

Now see? That's what I meant! lol

That's what I get for downloading the module in chapter form, rather than as 1 file.

Thanks! :-D

Dark Archive

Am I understand this correctly? The first play through of this, unless they use the option on the last sheet a new character character gets 4 levels? 1 per boon sheet?

Shadow Lodge

I bought my copy as the PDF. Is there any way to get hold of the poster from the module as a PDF as I would quite like to know what the town layout is?

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Card Game, Class Deck, Companion, Modules, Pawns, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
bluedragon wrote:
I bought my copy as the PDF. Is there any way to get hold of the poster from the module as a PDF as I would quite like to know what the town layout is?

It should be a separate .pdf file within the .zip file that you downloaded. It should be named something like PZO9552 Poster Map.

Shadow Lodge

1970Zombie wrote:
bluedragon wrote:
I bought my copy as the PDF. Is there any way to get hold of the poster from the module as a PDF as I would quite like to know what the town layout is?
It should be a separate .pdf file within the .zip file that you downloaded. It should be named something like PZO9552 Poster Map.

Thank you I have now found it.

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