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Pathfinder #2—Rise of the Runelords Chapter 2:
 
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Pathfinder #2—Rise of the Runelords Chapter 2: "The Skinsaw Murders" (OGL)
****½ (based on 30 reviews)

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Chapter 2: "The Skinsaw Murders"
by Richard Pett

A sudden string of brutal killings terrorizes Sandpoint, and the killer’s mark bears a disturbing similarity to the strange rune the goblins in the previous adventure had taken as their tribal totem. Investigation leads the heroes to confront a sinister murderer who has claimed a notorious haunted mansion as his lair. Yet this murderer is one of many, a member of a group of killers who call themselves the Skinsaw Men and have adopted an ancient magic involving the seven deadly sins. The PCs must travel to the bustling city of Magnimar to unravel the truth behind the rune, but in so doing may become prime suspects in the killings themselves!

This volume of Pathfinder includes a detailed description of the city of Magnimar, several new monsters, and a detailed description of the goddess of dreams and travel, Desna, along with notes on her faithful.

For characters of 4th to 6th level.

Pathfinder is Paizo Publishing's 96-page, perfect-bound, full-color softcover Adventure Path book printed on high-quality paper that releases in a monthly volume. Each volume is brought to you by the same staff which brought you Dragon and Dungeon magazines for over five years. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Because Pathfinder uses the Open Game License, it is 100% compatible with the world's most popular fantasy roleplaying game.

ISBN-13: 978-1-60125-037-7

NOTE: An additional map of Magnimar may be found in the Paizo Blog entry for July 27, 2007.

Note: This product is part of the Pathfinder Adventure Path Subscription.

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Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.


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See Also:


<< Pathfinder #1—Rise of the Runelords Chapter 1: "Burnt Offerings" (OGL) Pathfinder #3—Rise of the Runelords Chapter 3: "The Hook Mountain Massacre" (OGL) >>


Product Reviews (30)

1 to 10 of 30 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating: ****½ (based on 30 reviews)


****( )

Portuguese - Br


Eu recomendo muito essa aventura apesar de uns poucos pontos negativos. Ela se incorpora e complementa muito bem com Burnt Offerings e possui cenas que os jogadores irão comentar por anos (nem que seja apenas as assustadoras), mas definitivamente não é uma aventura para crianças ou jogadores imaturos e é uma aventura bem difícil de mestrar (seja pelo clima dark ou pela trama complexa). Se um mestre se dedicar a ampliar alguns de seus elementos dá para passar um bom tempo resolvendo seus desdobramentos. Os artigos complementares são bons, mas servem muito pouco para quem não joga em Golarion. Eu aconselho enormemente a mudar/atunuar/facilitar o ultimo encontro da aventura como esta escrito se você quiser evitar que o grupo todo morra.



****( )

Solid followup to a great first chapter!


Just finished this part of the adventure path over the weekend and it was a great adventure path. It is divided into about 3 parts. The first part is in Sandpoint and the surrounding area and is mainly a murder mystery that ties to Burnt Offerings. The second part is a haunted manor house that had great atmosphere and lethal haunts. They were bad enough that the PCs were actually drawing straws as to who would enter a room first. The last part takes the PCs to the city of Magnimar to confront the mastermind behind the murders in Sandpoint. I liked that this module was not as combat heavy as the first part, this one had more roleplaying opportunities and a city for a DM to play with. The last combat that is famous as a TPK I toned down some and while still challenging the PCs were able to overcome her. The only reason I knocked a star off was the transition into the next part. A couple of my players were pretty attached to the Sandpoint area and were wondering if it was worth going so far away to do a quest for the mayor of Magnimar since the main threat they were dealing with seemed to have been defeated. While in the end they decided to move on it doesn't really have any connection to the previous parts. Overall though it was a solid module and any DM should have a blast running certain parts of it. Also, the book includes the adventure "The Skinsaw Murders", a gazeteer on Magnimar, the first of the Pathfinder Journal series, and a bestiary.



**( )( )( )

Barbarian Holmes


This one can be very difficult and may be better run as a separate, short game. I say this because the last adventure, the first in the path, was heavy in combat and infiltration. Chopping your way through goblins and their champions, trying to save Sandpoint through might of arms or spells. Then they want you to play investigator.

The party I was in, after two tpks in the first book, were optimised to fight. Now there is fighting, but this is a mix of murder investigation, haunted house exploring and combat. If you are poor at investigating, if the party have not gone that way, then you will have to be spoon-fed if the dice don't allow you to pass some very high dcs. My fighter/barb/berserker was quite inept at being Sherlock Holmes, and the others didn't do much better. The party ranger failed his track checks and other contributions he could make. It also doesn't quite fit, that the mercs hired to protect the village from goblins, should suddenly do the Sheriff's job for him in a series of murder investigations (it pushed against verisimilitude, and so did our ineptitude at the task).

Some other points, the skinsaw murderer is ridiculously overpowered. Given what they were, suddenly they have jumped in cr, combat effectiveness, and their stats are just odd and far too high. Secondly you might have a character that comes in, and whom is very suited to investigation (I made an investigative fighter for a new player) and then they just die off in the very difficult combat. This adventure path is the beginning of Paizo's demands for very optimised parties. Bards and investigative rogues or fighters will pass the investigation, and then really may die at the hands of the adversaries once uncovered.



*****

Disclaimers: Review may contain spoilers
My Experience with it:
DM for one 3.5 Group and one PFRPG Group (as is, no conversion)
Overview (no spoilers)
Burnt Offerings was a very strong start to the ROTRL-Campaign and TSM even accelerated it. I had more fun DMing than almost every other Adventure in my 18 years of role-playing.
Changes (spoilers):
I skipped the Asylum and placed the NPC in the Sheriffs custody. I made them report the Sandpoint incidents to Justice Ironbriar as a foreshadowing, I wrote up a Inn in Maningmar (the Copper Dwarf) with a Faceless Stalker attack, the Idea is from the boards, I toned down the last fight.
Details (with Spoilers):
The Adventure has 3 parts with relatively hard cuts between them.
The first part is the murder investigation in and around Sandpoint, it was good and intriguing, I planted some red herrings (The Sheriff, .....,.....)
Second part is Foxglove Manor - the introduction of the Haunts. This part was one of the high points of my role-playing career, horror is difficult to do in role-playing but the Haunted mansion delivered it, absolutely amazing.
Third Part: Manignmar, The Skinsaw cult and Xanesha. The players had some good times in the Copper Dwarfs spa and exploring Mangimar, the Sawmill was atmospheric but the fight was quick and no big challenge. Xanesha was memorable and even toned down a great challenge, every clock tower I used as DM since that fight is eyed with great suspicion :-)
Overall:
The high point of ROTRL, quite memorable



****( )

The Skinsaw Murders.


Ah, finally a murder mystery in a game! Nice mix of brains and braun needed to succeed here. Check out my full review: The Skinsaw Murders



***( )( )

Starts off well but lacking at the end


This adventure starts very well with the environmental settings of each part really setting the scene and driving the immersion of the characters. There are some nice parts where encounters seem well thought out.

However it falls apart at the end in its homage to a DC character. Not only is the encounter setting lethal to nearly all groups before you even get to the end, unfortunately it appears that either the author enjoys writing encounters that are not balanced in order to cause the beloved TPKs or simply does not test the encounters against a party of the appropriate level. If this was forgotten realms where characters had a lot of gear from previous adventures it would be easier, but this AP is very gear and money light early on and so encounters should take this on board. Unbelieveably high saves and silly one shots make this a nightmare and it caused us to fight to a standstill after losing a character before bugging out.

Please balance more in future as these sort of encounters ruin brilliant settings and environments. It should obviously be a challenge but not a guaranteed TPK unless GMs tone it down. Ours played as written and luckily our group were experienced enough to have a go and still get out alive.



*****

Greatness from the beginning


"The Skinsaw Murders" is another great entry in the Pathfinder adventure path. The adventure, set in a truly nasty haunted house, is properly frightening; the main villains are all horrid (the Skinsaw Man in particular!); and the backup articles covering the city of Magnimar and the worship of Desna are well written and informative enough to spark many adventure ideas.

My own favorite bit, though, would be the treatment of hauntings as traps or hazards, thereby making them an active part of the adventure being played through rather then something nebulous in the background. It's one of those simply brilliant ideas that makes you wonder, "Why didn't anyone else ever come up with that?"

One minor complaint: I wish we could have gotten some tips on what happens when Iesha meets Aldern. That would have been memorable!



****( )

An Adventure to enjoy


This is a very nice adventure, with interesting twists and turns, good rp sequences and fights. As mentioned elsewhere, some links are week, but this is only a minor complaint. The major negative point is the BBEG, who is way over the top and is a guranteed TPK if not opposed by rock hard min-maxers or played with lenience. If you know before it is easily toned down.
We enjoyed the whole thing.



*****

Solid Thumbs Up


Below is an exerpt from my blog (see profile for link) of the review I wrote on PF#2

Artwork

The artwork in Pathfinder #2 is notably better than Pathfinder #1, as most of the cartoonish art has been removed. The cover is by Wayne Reynolds, and he has created a wonderfully evocative piece that really captures the spirit of the adventure, and he has included the manor in the background, which plays a prominent role. The interior is full color, and fits in with the tone and theme of the module. The cartography is excellent, and I am again reminded how far we have come with regards to the presentation of maps in adventures. They really have moved beyond simply being maps and are an integral part of the overall art scheme.

Summary

There are three main parts of this module. There is the introduction, in which the sheriff asks the characters to investigate a series of murders that are occurring in the Sandpoint area. The investigation leads up to part two which is the haunted manor. Upon completing the exploration of the manor, part three of the adventure has the characters head to Magnimar to chase down the Skinsaw cultists and ultimately confront the BBEG, which is taken from the bestiary found in the back of the book.

Key features

1. A gothic horror style adventure

2. The fully mapped out haunted manor

3. Haunts, which is a new look at traps.

4. The gazetteer of Magnimar.

Final notes

Simply put, this adventure rocks. I really liked the mood and tone of the adventure. The haunted house is wonderfully writing and is small enough that one could easily pull it out and use it for a one day mega adventure or split it up over a couple of nights. As a criticism, one can easily argue that the plot is too linear, and that there is a natural progression to the adventure that makes it tough to go out of sequence. I agree that his is true; however the strength of the encounters and the modular design makes this easy for me to overlook.



*****

The best adventure since Elemental Evil


The Skinsaw Murders quickly became one of my all time favorite adventures... ever!

Without spoiling the best parts, Pett developed a fantastic mechanic to recreate the best hauntings of the best horror flicks. A whole flavor of horror stories have been missing for decades, and now Pett brings hauntings alive in a way that will leave your players screaming in terror as they flee and die.

The only drawback is there are several spots that could be potential Total Party Kills. Not for the feint hearted. A great story ties it all together with a classic haunted house location and more!

Turn down the lights, put out some candles, and some spooky music and watch your players tremble in terror!


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