GameMastery Module TC1: Into the Haunted Forest (OGL)

3.40/5 (based on 15 ratings)
GameMastery Module D0: Hollow's Last Hope (OGL)

Add PDF $19.99

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A treasure chest wilderness adventure for 1st-level characters.

A barroom brawl at a country inn causes the destruction of a priceless relic and the heroes are responsible. Now they must chase down a host of ancient artifacts, lost in a haunted wood, to repay their debt. While the heroes search for the items to clear their name, another group of scoundrels plots their downfall from the depths of the mysterious forest. Only one group will emerge victorious.

Written by Greg A. Vaughan, author of Pathfinder #6: "Spires of Xin-Shalast," numerous Dungeon adventures, and co-author of Wizards of the Coast's Drow of the Underdark and Anauroch: The Empire of Shade.

GameMastery Module TC1: Into the Haunted Forest is also included in the GameMastery Treasure Chest.

This GameMastery Module is a 16-page, high-quality, full-color, OGL-compatible adventure for use with the world's most popular fantasy RPG. All GameMastery Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

Note: This product is not included in GameMastery Modules subscriptions, but subscribers who purchase this module will receive a free PDF when the module ships.

Other Resources: This product is also available on the following platforms:

Archives of Nethys

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

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

PZO9500-TC1


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Average product rating:

3.40/5 (based on 15 ratings)

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Another 16 Page Gem from Paizo!

4/5

Don't make the mistake that I did...buy this in the Treasure Chest and don't just get it by itself. Now this is a very good module, but when paired up with all of the stuff in the Treasure Chest it just soars! All of the little bits come together to form a very evocative adventure! Thanks Paizo!


A good side-trek or beginner's module.

4/5

A good side-trek or beginner's module.

The Good: The adventure is exactly what it is meant to be: the Paizo equivalent to the D&D Basic Game (sans miniatures). It’s a fun treasure hunt against a rival group of adventurers, which you can expect players to complete easily in one or two gaming sessions. The artwork complements the module nicely, and the final fight should put the players to the test (the party had better be on their toes and working together by then)!

The Bad: There is a lot of popping about, where the party is assumed to just have “gotten there.” You may want to add a wilderness encounter table to lessen the “teleport effect.” The module is meant to accompany the boxed set, so if you buy it as a stand alone the module is rife with references to things you may not own (as expected; and they aren’t required to play the module, simply nice to have). Magic items drop like flies for a first level campaign, though they aren’t overpowering. There is significant railroading, and in some cases, ad-libbing around potential plot holes may become necessary.

The Ugly: None.


Search for the Items

3/5

I ran this as an addition to the RotRL adventuire series. Made the Artfell forest a few days from Sandpoint & had Foxglove hire them for the job. Adjusted the items as they were certainly ok but too weak in my opinion. I made them expandable magic items so they grow with the players & will add them to the campaign I am running. Fun game but needed few GM fixes.


Creative but a bit forced

3/5

Although beautifully produced, as usual, this module does seem to railroad the characters, as has already been mentioned.

In my opinion it also doesn't explain certain plot aspects very well, so be prepared to ad lib a bit, if you decide to run it.

Basically, the mystery needs more explanation of how it was achieved and the links with the objects, the notes of how to find them and the map are also a bit shortchanged.

Some lovely creative plot issues, with the good doctor and the Indiana Jones-style sheriff, but does seem a bit unfinished.

All in all worth $3.50 to complete your collection and I think my players enjoyed it, but read it through very carefully before you start, as it needs more thought than you would expect. If you can think of ways to avoid the railroad aspects too, then your players will enjoy it more.


Fun evening for $3.50.

4/5

I purchased this module half an hour before I ran it on our regular Game Night when we couldn't play our regular campaign. It's a fun multi-path adventure with one of my favorite gimmicks: the evil rival party!

There were two major complaints I had:

1. I hate typical woodland creature fighting like dogs, bears, and wolves. There are a few interesting creatures in here but not many.

2. I hate hate hate it when an adventure points me to the monster manual. Just give me the stat blocks in the adventure, don't make me look up a freaking dog on page 277 of the monster manual.

I love 16 page one-night stand alone adventures. I think there is a huge market for them. However, these adventures should be built to play with almost no prep time. Include all monster stats, outline the main points of the adventure, the chapter, and the encounter quickly so I can skim read it and be ready.

Spoiler Alert: Stop reading if you want to play this one.

In our run of the module, the sheriff, who is portrayed as sort of a tough guy, ended up being more of an idiot.

At the end of the adventure, my players decided they wanted to keep the trinkets for themselves and go steal back the blade. The rogue broke in to the sheriff's house, rolled some horrible sneaking rolls, grabbed the dagger from the woken sheriff, and fled out of town on horseback with all of the artifacts with a naked sheriff running after them. It was a great improv ending to the adventure. The players had a lot of fun.

I really hope Paizo prints more 16 page mini-adventures of level 3 to level 8 with simple dungeon designs, brief outlines of the plot, and all required statistics. I think there is a huge market for one-night adventures for the working folk.

Thanks for a great night!


6 to 10 of 15 << first < prev | 1 | 2 | 3 | next > last >>
Grand Lodge

If i order this do I get the pdf since i have a subscription to the modules/ i thought i read something like that and I haven't been able to find it and how do I get it if i do?

jamie

Scarab Sages

The last line of the description of the product answers you. You will get a free PDF, since you have a subscription, and you'll have access to it the same way as the normal one. That means, as soon as your hard copy (or Treasure Chest, if you ordered it that way) ships and you're charged, you'll find it in the download page in your account.

Silver Crusade

thought I read somewhere the pdf, won't go out till the actual Treasure Chest (module+ other goodies) ships, but I could be mistaken.

Scarab Sages

From what I understand, if you buy TC1 alone, you get PDF when it ships (available soon). If you order the Treasure Chest (and get TC1 as part of it), then you'll get the PDF once the Chest ships (delayed to Jan 08).

Something about the easiest way for them to program the access to a free PDF is to link it to the hard copy charge/shipping.

I might be mistaken though. Vic or someone else, can correct me :)

Silver Crusade

Either way, glad to know that the pdf will be included due to the subscriber tag.

It's funny before I start getting the pdfs for the various Paizo products I wasn't a big fan of pdf game books, now I really like them. They are nice to have as reference, without having to thumb through a book.

(goin through Pf4's pdf now actually, ha ha)

Scarab Sages

Haldir wrote:

(goin through Pf4's pdf now actually, ha ha)

Same here :D

Paizo Employee Chief Technical Officer

Djoc wrote:
From what I understand, if you buy TC1 alone, you get PDF when it ships (available soon). If you order the Treasure Chest (and get TC1 as part of it), then you'll get the PDF once the Chest ships (delayed to Jan 08).

Djoc is correct again. Though, to be clear, this only applies to GameMastery Modules subscribers. Non-subscribers do not get a free PDF.


Is there going to be a PDF version of this module for sale? Or do you have to be suscribed to get a PDF version?

Paizo Employee Chief Technical Officer

Hugo Solis wrote:
Is there going to be a PDF version of this module for sale? Or do you have to be suscribed to get a PDF version?

Non-subscribers can purchase the PDF after the product's retail release date, which is December 19.

Liberty's Edge

When is this due out for subscribers? I thought it was already available. Apparently not.

Scarab Sages

My understanding:

The hard copy was changed from "pre-order" to "pending" sometime last week (at least it did in my order where I pre-ordered it, and I suppose my order is now in line for shipping), at the same time as it's status changed in the store.

This item is not included in the subscription though. You have to order it separatly.

The PDF is available to Modules subscribers that purchase TC1, the same way as for other products, that means as soon as you get charged for the hard copy and the order ships.

See the description of the product, especialy the line at the end of that description that says "Note: [...]", for more information.

Paizo Employee Chief Technical Officer

Djoc is correct, as usual.

Scarab Sages

Adventure Path Charter Subscriber

I just picked this guy up at my FLGS. Looks pretty cool and different from your typical low-level adventure.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I loved how you made suggestions on what item cards to use... You should do that in all you adventures!! Also suggestions on your other Gamemastery Accessories that could be used would work well to (Like maps)


This module has a problem typical with inexperienced module writers, too engrossed in their own story they steadily flow into the heavy hand of railroading. I was real disappointed after picking up this adventure and will probably avoid this writer in future mods.

The mystery is nice, but needs a good final confrontation with the assailant. Something more than an hp owel. Even for a 1st level party its pretty anti climatic and not even worth setting up the battlemap, and if its not worth setting upt he battlemap its not that important.

Then there's the hunt through the forest for the powerful magic items. (which needs to be clarified what the consequences are a little more clearly). The beginning starts off with the doctor telling the pcs to visit the druid and negotate the borrowing of the items, then for some reason that is never mentioned again as pcs are ushered from one place to the other to fight random animals and good guardians. It's implied that Knu is the one that got away but never really told, as a matter of fact without the druid none of the backstory the writer spent his time on makes sense.

A real disappointment considering how good some of the other modules are.

For any DM running this my recommendations are to do a few things
1. Make that wizard beefy enough to resist and give the pcs a fun challenge

2. add in the druid encounter before the hunting through the forest. perhaps its the spirit of the druid whom still haunts the woods and won't rest which makes the doctors statement make abit more statement. I ended up having the spirit flying aimlessly through the forest, a victim of a turn by the other party. The druid helps them by providing them a more detail map, turning it into a location based adventure. The one party is going in one order and the pcs can go in any. Relieving the feeling of being railroaded. The druid also gives the whole rundown of the story. The party gets his blessing wwith a diplomacy check granting them all woodland stride while in the forest. The guardians do not attack the PCs and are helpful in recovering the items. All of the guardians except the last, who was left uncontrolable after the big spell that killed everyone. That fey is only driven to protect the last piece, regardless of who wants it. He recommends visiting that place last, as they may need the powers of the others to help them.
3. Do what the writer didn't do and make a chart of how the items progress. Because they are weak items, I had the druid grant the pcs the items at their reward, asking our druid to take good care of them for him.

I hate being so critical but i hate having to do so much work with an adventure.

Without the good guardians to fight, new bad guys have to be created, so i added an evil fey faction that the goblin to challenge the party at all of the places visited by the bad party.

Scarab Sages

Adventure Path Charter Subscriber

I disagree.

We ran this as an introductory adventure, and it worked well from start to finish. The highlight was the brawl in the beginning and one big battle at the old inn at the end.

Spoiler:
The final confrontation was not just between the PCs and the Wood Spirit, but while they were fighting the WS, I had the Black Banners move in and attack.

Not much change there. Also, since the PCs dallied, I had the Banners kill the nixie, rescue Pudge and take her stuff.

DonDM wrote:
This module has a problem typical with inexperienced module writers

That's funny, since Greg "Prince of Demons, Skeletons of Scarwall" Vaughn who wrote this.


Don DM wrote:
This module has a problem typical with inexperienced module writers,

Ha! OK, that's funny.


Rauol_Duke wrote:
Don DM wrote:
This module has a problem typical with inexperienced module writers,
Ha! OK, that's funny.

Never said the module writer was inexperienced, but the module is written like many by inexperienced writers. Too much railroading, no broader advice for the DM.

If your group just wants to get together and go through an adventure it doesn't matter what you run. You can run the three bears and they'd like it. But if you got a group in a campaign that doesn't like to move along from one random point to the other this really was below par.


Don DM wrote:

Never said the module writer was inexperienced, but the module is written like many by inexperienced writers. Too much railroading, no broader advice for the DM.

If your group just wants to get together and go through an adventure it doesn't matter what you run. You can run the three bears and they'd like it. But if you got a group in a campaign that doesn't like to move along from one random point to the other this really was below par.

It's a 16-page adventure, with 4 pages taken up for pregenerated characters, a new monster, stats for the enemy group, and the credits page. That's 13 pages of actual adventure... not very much to flesh out any type of adventure other than a Dungeon Crawl. For the length, I think that Greg did a great job.

Sczarni

Don DM wrote:

Too much railroading, no broader advice for the DM.

also remember, this was written to be used with the other items in the treasure chest, including the map - limiting the atmosphere of the final battle, tips had to be included on how/when to set the treasure chest stuff up (for those who don't use minis normally) further cutting into the page count.


Mactaka wrote:


We ran this as an introductory adventure, and it worked well from start to finish. The highlight was the brawl in the beginning and one big battle at the old inn at the end.

Ran it with my group as [a then] PF Alpha 3 playtest - and also found it easy and fun to run. My group also loved the bar-room brawl and the last stand at the inn... played up the atmosphere throughout [tis the Haunted Forest after all] and my players really ran with it.

Greg really packed in all the elements you'd want from a much larger adventure [plot, new monsters, setting, decent encounters, new magic items] into far less pages... so kudos to him


Haldir wrote:

Either way, glad to know that the pdf will be included due to the subscriber tag.

It's funny before I start getting the pdfs for the various Paizo products I wasn't a big fan of pdf game books, now I really like them. They are nice to have as reference, without having to thumb through a book.

(goin through Pf4's pdf now actually, ha ha)

Oh, man, I am PDF all the way. When it comes to moving day, ugh, the books I have to move, between computers and gaming. I like to keep great reads, and reference books, but I dislike to have every single scrap that I might have used once here or there. Plus, I tailor the content to an extreme degree IMC to fit in a Transylvania-Moldavian campaign setting. So all the names are different, and some classes/races are restricted for my campaign world based on Karameikos, Mystara (Known World)


Couple questions...first, where does this adventure take place in the world of Golarion? Second, how difficult (mechanically as well as thematically) would it be to place this adventure in Darkmoon Wood? Lastly, what is the new monster statted out in this adventure?

Paizo Employee Director of Brand Strategy

Fraust wrote:
Couple questions...first, where does this adventure take place in the world of Golarion? Second, how difficult (mechanically as well as thematically) would it be to place this adventure in Darkmoon Wood? Lastly, what is the new monster statted out in this adventure?

This is set in Arthfell Forest in Andoran. You'd have very little trouble moving this a bit farther north to Darkmoon Vale, though you might need to change some of the story elements involving the history of the wood, as Forest King Narven was really Arthfell based rather than Darkmoon based. The new monster is the wooden protector.

The Exchange

Is this pfs-able? I did not see a chronicle sheet?


I had to modify it for 6th level characters. I don't think it's railroady at all. The party has a plethora of options, up to and including leaving town and never coming back.

I will agree with one problem Don DM had, the wizard needs to be beefed up a little since he's the only fight. I made him a wizard/ summoner with his eidelon hiding in the shadows, attacking from hiding in the beginning of the encounter.

Tomorrow is the end-fight and it should be pretty chaotic. I'm planning on doing as they suggest and the other group comes in right behind the PC's, demanding the other items, then the guardian wakes up and attacks. The cleric just happens to have enough onyx to animate all the skeletons in the room. That should make the cleric PC feel incredibly useful and I can't wait for Knu to burn down the inn. lol

The PCs assumed the other group got the water, so they'll have to go back to collect that.

The main issue I had (and it's not a big deal) was the absence of the druid and I don't like just handing magic items out as payment, especially ones that are also old relics. There's no way the guy "hiring" them to retrieve the items would agree to just hand them over once he's done with them, so I'll have him keep them until he can find a suitable place for them. Either a locked vault or a museum.

Overall, it's a nice little adventure that I would recommend, but as most adventures, read it through to make sure you're ready for the conclusion.


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I have a link to this for a discounted rate in my cart, but it won't work. Help?

Edit: Actually, NONE of the discounted prices are showing once the items are placed in my cart. Terribly disappointing. I was trying to buy some stuff to help support you guys and the OpenRPG movement.. but I'm not rich, either.


James. Long wrote:

I have a link to this for a discounted rate in my cart, but it won't work. Help?

Edit: Actually, NONE of the discounted prices are showing once the items are placed in my cart. Terribly disappointing. I was trying to buy some stuff to help support you guys and the OpenRPG movement.. but I'm not rich, either.

send an email to customer.service@paizo.com and they'll straighten out your problem.

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