Pathfinder Encounter: Massacre on the Hill

Thursday, March 14, 2024

We continue our look at the creatures filling the pages of Pathfinder Monster Core with this chilling encounter from Adam Daigle, featuring a first look at the remastered ghoul and Pathfinder Flip-Mat: Showtime Multi-Pack.

Massacre on the Hill — Severe 3

This encounter takes place in the small town of Navendale at the base of the Aspodell Mountains in Andoran not far from the Cheliax border. Your PCs could be passing through town or restocking and relaxing between adventures. Navendale is small, but it gets a fair number of travelers. One of the draws is the Red Rose Refuge, a popular lodge perched high on a rocky peak overlooking the town. The Refuge, as the locals call it, is known for having musicians play nearly every night, and tonight the famed Brastlewark Trio are performing.

The PCs are in the town square below when a stableboy comes running down the steep road to the Refuge shouting for any attention he can gather. He heads straight for the PCs and says, “Hey! You! You gotta help! It’s real bad up there!” If he’s calmed and asked what’s going on, he continues, “I was working in the stables brushing the horses when all of a sudden they got spooked, and then a real bad stink rose up. I nearly urped; smelled like when you stumble across a dead goat out on the mountainside. Then I heard all the yelling and screaming. A couple people stumbled out into the snow all bloody. You gotta get up there and do something!”

The PCs can run up the steep road and get to the Refuge in about two minutes. When the PCs arrive, the first thing they encounter is a stench of death carried on the cold spring wind. The Refuge’s door hangs open and the sounds of gruff voices, sobbing cries, and violence spill from the doorway. Inside, tables sit askew, and chairs are sprawled out on the floor amid broken pottery mugs and shattered glass. Over a dozen bodies lie slumped and bloody on the floor.

Map: This map showcases a portion of the upcoming Pathfinder Flip-Mat: Showtime Multi-Pack, out next month on Paizo.com or your local hobby store!

Creatures: Forced from their warrens, this group of ghouls has been wandering the countryside to find a new home. They’ve also grown hungry, and instead of hunting in town, they decided to target the remote Red Rose Refuge. They slinked out of the woods, passing by the stables before entering the Refuge.

They immediately attacked anyone they could reach, killing a dozen staff and patrons before cornering the frightened gnome singers on the stage. Three of the ghouls have the performers restrained while they whisper into their ears using Ghoul Whispers, while the other three are feeding on their fresh kills so they can use Grave Knowledge to help them find new warrens under an old boneyard. As the PCs enter the room, all six turn their attention to the door and bare their teeth.



A ghoul Stalker in tattered clothes that were once fine, standing with a cane in one hand

Ghoul Stalkers (6) — Creature 1

Medium, Ghoul, Undead, Unholy

Perception +7; darkvision
Languages Common, Necril
Skills Acrobatics +7, Athletics +8, Stealth +7, Survival +5

Str +1, Dex +4, Con +1, Int +1, Wis +2, Cha +2
AC 17; Fort +4, Ref +9, Will +5
HP 16, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious

Stench (aura, olfactory) 10 feet; A creature entering the aura or starting its turn in the area must succeed at a DC 14 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.

Speed 25 feet, burrow 5 feet

Melee [one-action] jaws +9 (finesse), Damage 1d8+1 piercing

Melee [one-action] claw +9 (agile, finesse), Damage 1d6+1 slashing plus Grab)

ConsumeFlesh [one-action] (manipulate); Requirements The ghoul is adjacent to the corpse of a creature that died within the last hour; Effect The ghoul devours a chunk of the corpse and regains 1d6 Hit Points. It can regain Hit Points from any given corpse only once.

ForbiddenCravings (curse) SavingThrow Will, using the high spell DC for the ghoul’s level (GM Core 121); Stage 1 carrier with no ill effects (1 day); Stage 2 2d6 void damage and the target is sickened 1 until it consumes raw meat (1 day); Stage 3 as stage 2; Stage 4 as stage 2 unless the target has consumed raw meat in the past 24 hours, then it takes 4d6 void damage and is sickened 2 until it consumes raw meat; Stage 5 if the creature has eaten raw meat in the past 24 hours, it dies and rises as a ghoul, if not, it returns to stage 4

GhoulWhispers [one-action] (auditory, linguistic, occult) Requirement A grabbed, paralyzed, restrained, or unconscious creature is within the ghoul’s reach; Effect The ghoul whispers dark thoughts and vile cravings into the creature’s ears. The creature must save (DC 17) against the forbidden cravings curse.

GraveKnowledge (occult) Frequency once per hour; Effect The ghoul calls upon knowledge it retains from one creature it has consumed in the past 7 days. The ghoul attempts a skill check using a skill in which the consumed creature was trained (if it’s unclear whether the creature was trained, the GM decides). The ghoul is treated as trained and uses a +7 skill modifier. This takes the same amount of actions or time as usual for the check.

The ghoul can instead automatically learn something specific known by a creature it consumed in the last 7 days, like the location of a hidden treasure or the name of a loved one. The ghoul can do this only once for a given creature, no matter how much of its flesh the ghoul consumed.

SwiftLeap [one-action] (move) The ghoul jumps up to half its Speed. This movement doesn’t trigger reactions.


A labeled top down view of the square tiled Snowy Tavern map from the Flip-Mat: Showtime! multi-pack


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Tags: Pathfinder Pathfinder Encounter Pathfinder Remaster Pathfinder Roleplaying Game Pathfinder Second Edition
Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

HUZZAH!
Nice encounter to show off the new Ghoul rules. :P


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Those new ghouls rule! Their abilities make them much better align with their depiction as creatures of unending craving. Also, Forbidden Cravings is nasty. You think you're managing it, eating meat to keep the effects down, but if you do the curse gets you in the end.

I also like that, if the curse kills you some other way, you don't rise as a ghoul. If you can resist its urges then you still die, but at least you stay dead.


Quote:
Forbidden Cravings (curse) Saving Throw Will, using the high spell DC for the ghoul’s level (GM Core 121); Stage 1 carrier with no ill effects (1 day); Stage 2 2d6 void damage and the target is sickened 1 until it consumes raw meat (1 day); Stage 3 as stage 2; Stage 4 as stage 2 unless the target has consumed raw meat in the past 24 hours, then it takes 4d6 void damage and is sickened 2 until it consumes raw meat; Stage 5 if the creature has eaten raw meat in the past 24 hours, it dies and rises as a ghoul, if not, it returns to stage 4

How, exactly, does a victim consume raw meat while Sickened?


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Beware any place named Red Rose.

(That's is a dapper looking ghoul!)

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Finoan wrote:
Quote:
Forbidden Cravings (curse) Saving Throw Will, using the high spell DC for the ghoul’s level (GM Core 121); Stage 1 carrier with no ill effects (1 day); Stage 2 2d6 void damage and the target is sickened 1 until it consumes raw meat (1 day); Stage 3 as stage 2; Stage 4 as stage 2 unless the target has consumed raw meat in the past 24 hours, then it takes 4d6 void damage and is sickened 2 until it consumes raw meat; Stage 5 if the creature has eaten raw meat in the past 24 hours, it dies and rises as a ghoul, if not, it returns to stage 4
How, exactly, does a victim consume raw meat while Sickened?

It is assumed that this specific sickened condition will let you eat the only thing that conteract it. It's the rule of specifics. "You can't eat when sickened" is a general rule. "You get over this particular instance of the sickened condition by eating raw meat" is the specific rule. Specific trump general. :O

Paizo Employee Creative Director

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Elfteiroh wrote:
Finoan wrote:
Quote:
Forbidden Cravings (curse) Saving Throw Will, using the high spell DC for the ghoul’s level (GM Core 121); Stage 1 carrier with no ill effects (1 day); Stage 2 2d6 void damage and the target is sickened 1 until it consumes raw meat (1 day); Stage 3 as stage 2; Stage 4 as stage 2 unless the target has consumed raw meat in the past 24 hours, then it takes 4d6 void damage and is sickened 2 until it consumes raw meat; Stage 5 if the creature has eaten raw meat in the past 24 hours, it dies and rises as a ghoul, if not, it returns to stage 4
How, exactly, does a victim consume raw meat while Sickened?
It is assumed that this specific sickened condition will let you eat the only thing that conteract it. It's the rule of specifics. "You can't eat when sickened" is a general rule. "You get over this particular instance of the sickened condition by eating raw meat" is the specific rule. Specific trump general. :O

As detailed on page 88 of the GM Core, when an affliction like a disease gives you the sickened condition in a way that prevents you from reducing it below 1, you can still slowly and carefully eat or drink as long as you aren't in an encounter.


James Jacobs wrote:
As detailed on page 88 of the GM Core, when an affliction like a disease gives you the sickened condition in a way that prevents you from reducing it below 1, you can still slowly and carefully eat or drink as long as you aren't in an encounter.

Ah. Very nice.

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
Elfteiroh wrote:
Finoan wrote:
Quote:
Forbidden Cravings (curse) Saving Throw Will, using the high spell DC for the ghoul’s level (GM Core 121); Stage 1 carrier with no ill effects (1 day); Stage 2 2d6 void damage and the target is sickened 1 until it consumes raw meat (1 day); Stage 3 as stage 2; Stage 4 as stage 2 unless the target has consumed raw meat in the past 24 hours, then it takes 4d6 void damage and is sickened 2 until it consumes raw meat; Stage 5 if the creature has eaten raw meat in the past 24 hours, it dies and rises as a ghoul, if not, it returns to stage 4
How, exactly, does a victim consume raw meat while Sickened?
It is assumed that this specific sickened condition will let you eat the only thing that conteract it. It's the rule of specifics. "You can't eat when sickened" is a general rule. "You get over this particular instance of the sickened condition by eating raw meat" is the specific rule. Specific trump general. :O
As detailed on page 88 of the GM Core, when an affliction like a disease gives you the sickened condition in a way that prevents you from reducing it below 1, you can still slowly and carefully eat or drink as long as you aren't in an encounter.

Oooh! I still need to finish rereading all the remastered core books! xD

But now that you point it out, now I remember I actually read that part, I just had forgotten it. xD


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You folks keep telling us to speak up when we like something you do so this is me speaking up:

This is my new favorite kind of blogpost.

The last one (Sea Hag) had me smiling for days.


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Almost missed this until someone pointed it out. Absolutely love the new 'ghoul fever'. So flavourful and horrifying to be consumed by. I know I won't miss rolling paralysis checks ad infinitum when a bunch of lower level ghouls swarm the party to see if one of them happens to crit fail (and won't really be upset that an higher-level ghoul doesn't randomly turn lethal when a party member is hard-locked for a round).

Only thing is, I half feel like stage 4 should punish you worse for not feeding on raw flesh, so that you're continually motivated to keep up the feeding while in that danger zone just before stage 5. On the other hand, there's a lot of thematic impact factor going in favour of your 'treatment' becoming thing that makes it worse, forcing you to double down until it kills you.


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Hungry Hungry Ghouls…
Always liked the idea that ghouls gain something from those they eat; memories, maybe even their form for higher level variants? And that its a curse they apply to others rather than just the old werewolf-bite contagion. "Hey lil' mama lemme whisper in ya ear… doesn't some rare pork sound good?"


TheTownsend wrote:

Hungry Hungry Ghouls…

Always liked the idea that ghouls gain something from those they eat; memories, maybe even their form for higher level variants? And that its a curse they apply to others rather than just the old werewolf-bite contagion. "Hey lil' mama lemme whisper in ya ear… doesn't some rare pork sound good?"

It'll probably be a long time before I get a chance to run some ghouls again considering that we just did March of the Dead and my next project is probably going to be Season of Ghosts when the stars schedules align, but I can already picture how I'll introduce this feature to my players. "Do you know which meat is the most tender?" Or you could always do the Gollum line, "Raw and wriggling!"

... but this line of inquiry may soon be more than is suitable for the general forum-going audience.

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

Sidenote, I do hope ghouls didn't lose their pathfinder unique super long tongue x'D It always makes me sad when art loses features unique to pathfinder (I still remember what happened to human face on spider)


Great. Love moar content. This is particularly useful since relying on 6 x 1 makes it easy to tune the scene lower in difficulty (or higher, I suppose).

Only one criticism: the gnomes are depicted as green circles. This is a major faux pas. The only acceptable scribble-shorthand symbol for 'gnome' is circle with a pointy hat.


Sibelius Eos Owm wrote:
Almost missed this until someone pointed it out. Absolutely love the new 'ghoul fever'. So flavourful and horrifying to be consumed by. I know I won't miss rolling paralysis checks ad infinitum when a bunch of lower level ghouls swarm the party to see if one of them happens to crit fail (and won't really be upset that an higher-level ghoul doesn't randomly turn lethal when a party member is hard-locked for a round).

Yeah, I'll kind of miss the paralysis, since it's been so iconic for D&D ghouls for so long, but mechanically it didn't work too well in PF2e.

The incapacitation made it annoying to roll constantly, but ineffective for lower level ghouls, but then suddenly devastatingly effective when the ghoul boss shows up. It's far more of a shift in difficulty than you'd expect for the level difference.


I'm also interested in seeing what knock-on effects this change to ghouls will bring.

Like, will the ghoul archetype be gaining feats to reflect this new kind of ghoul? I think they got some feats to reflect some of these powers in Blood Lords but I haven't checked again yet.
Also, with ghouls being more about consuming knowledge--brains--is that going to alter zombie lore? That'd be neat to see, but our current popular understanding of what a zombie is came from misidentifying ghouls in a horror movie, so I could see them staying the same as a nod to that, too.


"Will, using the high spell DC for the ghoul’s level (GM Core 121)"
Is not using concrete numbers for a creature a new convention? I hope it's just a drawback of this blog post.

Grand Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Perpdepog wrote:

I'm also interested in seeing what knock-on effects this change to ghouls will bring.

Like, will the ghoul archetype be gaining feats to reflect this new kind of ghoul? I think they got some feats to reflect some of these powers in Blood Lords but I haven't checked again yet.
Also, with ghouls being more about consuming knowledge--brains--is that going to alter zombie lore? That'd be neat to see, but our current popular understanding of what a zombie is came from misidentifying ghouls in a horror movie, so I could see them staying the same as a nod to that, too.

pathfidner zombies were never about eating brains. You actually even need to swap in an optional "ability" for them to be contagious. Otherwise, the default are zombies raised by necromancer, and are mindless and just mechanically eat anything living it can put their hang on... Which, surprisingly, is way closer to actual voodoo beliefs sources than the "movie" ones. xD

Errenor wrote:

"Will, using the high spell DC for the ghoul’s level (GM Core 121)"

Is not using concrete numbers for a creature a new convention? I hope it's just a drawback of this blog post.

So, in the book, that part is part of the general ghoul rules to create new ones, the specific DCs are mentioned in the specific stat blocks, while referencing that "full" text to save word count. Here, they copy pasted the generic one cause "see Book page X for full text" wouldn't make a good preview. xD


Elfteiroh wrote:
Here, they copy pasted the generic one cause "see Book page X for full text" wouldn't make a good preview. xD

Yeah. Though '17' would make a good one more easily :)


Oof. That's a tough encounter! The text says that the bodies are "fresh kills" - which presumably means the bodies marked on the map died within the last hour? Lots of 1-action heals for an adjacent ghoul. Combine that with swift leap to get out of trouble... a 3rd level party could have real problems putting these things down.

Also, I love the art of the dapper ghoul with the cane - undead, not unsophisticated!


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Wandering Wastrel wrote:
Oof. That's a tough encounter! The text says that the bodies are "fresh kills" - which presumably means the bodies marked on the map died within the last hour? Lots of 1-action heals for an adjacent ghoul.

All the tables/chairs could favor leaping movement too, depending on the GM. Three of them being right next to the gnomes creates an AoE challenge. The party probably needs to draw them out if they can. Get them in one place away from the Gnomes if possible.

Quote:
Also, I love the art of the dapper ghoul with the cane - undead, not unsophisticated!

Yes, clearly the Red Rose special of the day was fava beans served with a nice Chianti.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Ruling question, cuz I'm dumb! When it says 2d6 void damage and sickened 1 until you eat raw meat, does that mean you can't heal the void damage either until you eat the raw meat? Cuz if so, siiiiick.


Derry L. Zimeye wrote:
Ruling question, cuz I'm dumb! When it says 2d6 void damage and sickened 1 until you eat raw meat, does that mean you can't heal the void damage either until you eat the raw meat? Cuz if so, siiiiick.

I feel like it would be spelled out explicitly in this section, but it isn't: https://2e.aonprd.com/Rules.aspx?ID=2396

So for now I'm assuming the damage doesn't persist.

One argument is that "any other effect of the stage that doesn’t list a duration" includes damage, but I doubt it, I think the intent for that is to handle any unusual condition, as the paragraph first covers how damage is handled, then conditions. The title for the paragraph section clearly distinguishes between damage and conditions.

Liberty's Edge

Derry L. Zimeye wrote:
Ruling question, cuz I'm dumb! When it says 2d6 void damage and sickened 1 until you eat raw meat, does that mean you can't heal the void damage either until you eat the raw meat? Cuz if so, siiiiick.

Nothing says you cannot heal the void damage, so you can.

Liberty's Edge

With the removal of paralysis from their touch, should the requirement for Ghoul Whispers still have "A grabbed, paralyzed, restrained, or unconscious creature is within the ghoul’s reach" part of it's effect? It looks like a legacy line, since Ghouls no longer cause paralysis... unless there is something in the Monster Core entry that is missing from this encounter. I'm guessing that the elven ancestry feat Elven Verve from the Lost Omens Character Guide is no longer relevant.

Aside for that small niggling, I am really liking both the early reveal and the encounter! I look forward to seeing more of these.


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Arnim Thayer wrote:

With the removal of paralysis from their touch, should the requirement for Ghoul Whispers still have "A grabbed, paralyzed, restrained, or unconscious creature is within the ghoul’s reach" part of it's effect? It looks like a legacy line, since Ghouls no longer cause paralysis... unless there is something in the Monster Core entry that is missing from this encounter. I'm guessing that the elven ancestry feat Elven Verve from the Lost Omens Character Guide is no longer relevant.

Aside for that small niggling, I am really liking both the early reveal and the encounter! I look forward to seeing more of these.

I mean, if the in-'verse requirement is "the person can't move away from you", then "paralyzed" would still make sense there, because it's the result (person can't book it) that's more important than whatever caused that condition.


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Just like vampires. They can't cause someone to be paralyzed, but when the creature is paralyzed from another reason (like a spell or another monster), the vampire can Drink Blood from them.

Horizon Hunters

So they are more Occult now? I like this very much, the curse is amazing.


Just to come back to the new ghouls since my players have run afoul of them and one got cursed: How do you run the actual curse? Figuring out what caused it? Should they know that raw meat will fix the sickened condition?


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thejeff wrote:
Just to come back to the new ghouls since my players have run afoul of them and one got cursed: How do you run the actual curse? Figuring out what caused it? Should they know that raw meat will fix the sickened condition?

They probably know something is wrong as someone got damaged and sick. Then it goes the normal pf2 way: they Recall Knowledge and then probably Identify Magic as this is a curse. Successful IM definitely simply gives full information.


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I would think that the cravings for raw meat are sometime the GM would tell them about, too. Tell them nothing else they eat really tastes as good as it should. Tell them the smells wafting from the butcher shop smell amazing, but that any meat's flavor is bland and disappointing after being cooked.


Kobold Catgirl wrote:
I would think that the cravings for raw meat are sometime the GM would tell them about, too. Tell them nothing else they eat really tastes as good as it should. Tell them the smells wafting from the butcher shop smell amazing, but that any meat's flavor is bland and disappointing after being cooked.

Ah, and this, absolutely. Forgot about this.


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Errenor wrote:
thejeff wrote:
Just to come back to the new ghouls since my players have run afoul of them and one got cursed: How do you run the actual curse? Figuring out what caused it? Should they know that raw meat will fix the sickened condition?
They probably know something is wrong as someone got damaged and sick. Then it goes the normal pf2 way: they Recall Knowledge and then probably Identify Magic as this is a curse. Successful IM definitely simply gives full information.

The fun part of "someone got damaged and sick" is that Stage 1 has no symptoms and they did a lot of stuff in the 24 hours since the fight with the ghouls. :) Several sessions, including messing with weird stuff in old shrines. So the ghouls aren't an obvious source.

I hadn't considered curses as detectable and thus identifiable magic. Cursed items certainly, but not curses like this.


Kobold Catgirl wrote:
I would think that the cravings for raw meat are sometime the GM would tell them about, too. Tell them nothing else they eat really tastes as good as it should. Tell them the smells wafting from the butcher shop smell amazing, but that any meat's flavor is bland and disappointing after being cooked.

I'll probably lean into that.

He only failed the save that got to Stage 2 at the end of last session. They know he's sickened and hungry, but regular rations just made him more nauseous. Have to decide if I want to hint that the dead enemies lying around look tasty or not.

I mean, "raw meat" is basically everywhere in an adventurer's life.


thejeff wrote:

So the ghouls aren't an obvious source.

I hadn't considered curses as detectable and thus identifiable magic. Cursed items certainly, but not curses like this.

Yeah, but they are. PF2 is not a game to run on zero information :) The moment some effect is somehow detected players can ask GM a question 'What is this?' and most of the time get a Recall Knowledge attempt (provided it's possible at all, but RK doesn't even require Trained). How does Identifying Magic work? Unless you have some strong preference (and probably even in this case anyway), better if players decide how this looks. PCs feel something in trance/meditation? See something looking 'the right way'? Probe it with magic runes drawn on air? Look at it through a crystal? Mostly anything works.


But does that mean they should have picked up some new magical effect the first time they cast Detect Magic afterwards? Even in Stage One, with no symptoms?


thejeff wrote:
But does that mean they should have picked up some new magical effect the first time they cast Detect Magic afterwards? Even in Stage One, with no symptoms?

Very probably. DM detects everything which doesn't conceal itself (illusions and traps do). But as there's no actual 'detecting afflictions' rules apart from general ones, I guess you could consider the curse concealed until it comes into effect, if you want.

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