GameMastery Module U2: Hangman's Noose (OGL)

3.90/5 (based on 12 ratings)
GameMastery Module U2: Hangman's Noose (OGL)
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An urban adventure for 1st-level characters.

A spiteful ghost haunts an abandoned courthouse in the metropolis of Absalom, and on the ten-year anniversary of a grave injustice it seeks its revenge. The heroes must unravel the mystery of the ghost’s demise before they too are given a guilty verdict and sent to the gallows.

Written by Nicolas Logue

ISBN-13: 978-1-60125-073-5

GameMastery Modules are 32-page, high-quality, full-color, OGL-compatible adventures 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.

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Horror/Mystery ain't easy

3/5

While I think that Hangman's Noose is a great attempt at covering a classic genre in storytelling, it displays what many of us already know: it's very, very difficult to pull off good horror or good mystery at the D&D table. In this case, Mr. Logue tries to overcome that difficult by severely restricting the PCs' options and ability to impact the time-line of scary events that the primary ghost has set up. In a novel or movie, it's perfectly fine to dictate the actions of the main characters, but my players won't put up with it. Similarly, the mystery plot isn't very mysterious, and it seems like the players have a sense as to who the guilty party is from the opening minutes.
There are some very nice (and creepy) scenes throughout and some very nice touches that set Hangman's Noose well above most attempts at horror/mystery modules, but be aware that the hangman also has a (metaphorical) straight-jacket for each of the PCs that forces them to sit back and enjoy the show until it's time to "fix" things.


Not Just a Side Quest

4/5

I enjoy running horror-style adventures in my D&D campaigns, though I've only run them as "one-shots" or side quests.

Hangman's Noose presents an introductory adventure to kick off an entire horror-style campaign, and it does so very well.

The adventure jump starts into a horror-movie scene that's part Twelve Angry Men, part Final Destination, part Haunted (1995 Aiden Quinn movie), and a mixture of classic horror elements.

The conclusion of the adventure includes information that could be used to continue a horror-style campaign, all of which take place within the same city of Absolom.

This adventure succeeds in presenting horror elements in D&D by providing the descriptive narrative that horror stories need. It also uses the D&D mechanics to produce some other horror-movie aspects, which, to me is the most important aspect of running a horror game in D&D.

What I mean by this, is the players need to know that their spells, feats, skills, and class abilities still work the same way, and anything that the horror-style creatures or effects do can be explained by looking at the rules.

At the same time, the horror-elements should be part of the story, not the star of the show, stealing away the PC choices and abilities. There are encounters in the adventure that seem to "have to happen" and the players can't stop.

While this does produce a classic horror-movie effect, it takes away a vital aspect of an RPG, which is that the players actions have an impact on their surroundings.

Of course, these events can easily be adapted to better suit the style of play that the DM and the players enjoy.

All in all, this is a solid D&D adventure, and an outstanding horror-style adventure. For more inspiration of running a complete horror-style campaign, I recommend picking up Heroes of Horror and Dragon Magazine #336.


A valiant effort

2/5

Nicholas Logue is an excellent author but this is is definitely not his best work. The feeling you want to get when you read a good module is an unyielding urge to run out RIGHT NOW and find four players to run it for. I did not get this at all from the story. Instead, I got a sense that it felt contrived, a bit cliched and just way too heavy handed. I also got a strong sense that it would be intensely difficult to run well and that, ultimately, it would frustrate the players more than frighten or excite them. While I applaud an effort to create a good story for 1st level PCs (always hard) and to create an engaging mystery/horror (always really hard) this one, in my opinion, did not succeed at doing either.


Different and brilliant

5/5

This adventure is a very interesting offering. It manages to make a good mystery plot in a small space, and yet contains a reasonable amount of violence. It has interaction with memorable NPCs and an event system that does a good job of driving toward a conclusion. It very efficiently draws upon themes of death, justice and horror.

Two thumbs up, highly recommended. Should work well to start off a mystery/horror campaign.


3/5

Finally, finally got this shipped to me (Amazon I'm glaring at you!) and read it through.

Now, I'm very glad to say that this module sure a theme and style all its own. Mixing horror into D&D has met with... Variable success in the past. but the Gamemastery setting and style seems to support it well.

Having said that, this is a b*$!! of a 'first adventure' for any new player (or even new character) and I buy my 1st Level modules in case someone asks to play D&D without prior experience. By that reasoning, I gotta mark this down, since it's a very tough, very grisly and very downbeat adventure.

Not that it's a bad one. in fact I really like it. But presenting it to a newbie isn't going to be easy.

Otherwise, another high quality and interesting product. Almost a bold act putting out a grim murder mystery/survival horror module aimed at 1st Level characters, and it is pulled off with some class.


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Dark Archive

Awesome. Like the plot of some of the best horror and mystery movies, a group of strangers (in the case of the PCs) locked in a haunted building must solve a murder before everyone inside is killed. Can't wait to play this one, maybe one of my current group will run it while I'm still DM'ing RotRL.


When will this module be available as PDF?

Liberty's Edge

Where is Absalom locate on the map preview from the blog? I just wanted reference to the location relative to Varisia.


Kerflop wrote:
Where is Absalom locate on the map preview from the blog? I just wanted reference to the location relative to Varisia.

http://paizo.com/image/content/RiseOfTheRunelords/GolarionContinents.gif

If my link works, Absalom is on an island many many many miles South East of Varisia. Just north of the coloured section labelled "Osirion".


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

In our hands this was awfully hard, perhaps a little too hard...

...for a party of six 4th level PCs. It's difficult to imagine how it would work for its intended party of four 1st level PCs, as it involves multiple EL5+ encounters with no chance to rest in between.

Nice characterization work, good descriptions, but not appropriate for its listed level at all. As an introductory adventure it's a show-stopper. Pity, as good 1st level adventures are extremely useful in promoting the game.

I suppose it could be run as a one-off Call of Cthulhu style game, but I think the PCs will die so fast that the players will never have a clue what's going on.

Recommendation: A potentially fun game, more fun if the too-scripted quality of the first half could be toned down. Appropriate for 4th or maybe 3rd level PCs, but not lower.

Mary

Contributor

Mary Yamato wrote:

In our hands this was awfully hard, perhaps a little too hard...

...for a party of six 4th level PCs. It's difficult to imagine how it would work for its intended party of four 1st level PCs, as it involves multiple EL5+ encounters with no chance to rest in between.

Nice characterization work, good descriptions, but not appropriate for its listed level at all. As an introductory adventure it's a show-stopper. Pity, as good 1st level adventures are extremely useful in promoting the game.

I suppose it could be run as a one-off Call of Cthulhu style game, but I think the PCs will die so fast that the players will never have a clue what's going on.

Recommendation: A potentially fun game, more fun if the too-scripted quality of the first half could be toned down. Appropriate for 4th or maybe 3rd level PCs, but not lower.

Mary

Hunh...worked great in the two playtests and I actually just recieved a few emails from people who ran it and loved it. They ran it for first level PCs and didn't seem to have too many problems.

Spoiler:
The only EL 5 encounter is the Croaker and he's not interested in TPKing the party at all, in fact he WANTS the party to help him punish those responsible for his death. I think this works okay for 1st level PCs. Keep in mind that in most of the fights, the party is not alone. They have an aristocrat 2/paladin 2 to back them up, and an assortment of other NPCs both to take damage and throw a few attacks the monsters' way.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Nicolas Logue wrote:


Hunh...worked great in the two playtests and I actually just recieved a few emails from people who ran it and loved it. They ran it for first level PCs and didn't seem to have too many problems.

The GM, reading over my shoulder, says, "What about the CR5 creature with 5 CR1/2 allies?" I'm curious too. If that isn't EL5, why not? How did the first level parties deal with it? What did those fights look like?

Against a party of six 4ths and the NPC ally, it took out the NPC instantly and a PC shortly afterwards; the PCs threw everything they had left and managed to win after a hard fight. They were pretty badly shut down by the DR of the lesser creatures, which got between them and the big creature and let it use its long-ranged attack.

I guess there's a playstyle difference here that I don't understand. Or does the module expect that the PCs will run from all encounters? If so, I stand by my original statement: not a good introductory adventure. Okay for seasoned players, maybe, though I'm awfully glad my GM didn't run it for 1sts. I don't think I would have realized in time, and TPK is not my idea of fun.

Mary


First, the BBEG should be targeting the NPCs, not the PCs. That's one way to survive. Second, all of the NPCs should be sticking together with the PCs after the first few killings, which means the party will have a HUGE advantage in the number of actions their side can take each round. Third, this is an adventure that you win through deduction and induction, not combat. As a DM, I'd be perfectly fine with having my PCs stabilized below 0 hp be conscious but incapacitated. That way, even if they're out of combat, they're not out of the module. They can provide advice, ask questions, deduce things, etc.

Sovereign Court

I liked the plot, the characters, and the detail being paid to both the past of the town and the npcs' motives.

Something my players will hate, though, is the feeling of being railroaded (even though this is basic to this kind of adventure). I feel that I will have to come up with better answers on "Why can't we leave the building?" etc.

It's a very thin line between leading players along the plot and making them feel as if they didn't have any real influence on the development of events.

Cheers,
Günther

Contributor

Guennarr wrote:

I liked the plot, the characters, and the detail being paid to both the past of the town and the npcs' motives.

Something my players will hate, though, is the feeling of being railroaded (even though this is basic to this kind of adventure). I feel that I will have to come up with better answers on "Why can't we leave the building?" etc.

It's a very thin line between leading players along the plot and making them feel as if they didn't have any real influence on the development of events.

Cheers,
Günther

A good solution might be to have the entire building surrounded in noose wearing broke-necked zombies. The PCs can go out if they want to, but they aren't likely to survive.


My party of second and third level pc's loved the adventure. Great job.

Sovereign Court

Nicolas Logue wrote:


A good solution might be to have the entire building surrounded in noose wearing broke-necked zombies. The PCs can go out if they want to, but they aren't likely to survive.

Hello Nick,

do you use radar on this thread? That answer was really fast!

Your proposal: Yes, I thought along that line, too. Not very subtle, though, isn't it? ;-)

My approach: Whatever motivates them to voluntarily get into the building (-> alternative start), could motivate them to stay inside.
Maybe they agreed to do some foolish test of courage. Or one of them really wants to know the truth of what befell ten years ago.

I think somewhere in the module you mentioned something like that.

Anyway: A really good module.
But for those whose players like to have "total freedom of movement" for their pcs: Expect to spend a bit more time of prep'ing the module in order to come up with really plausible answers for your players.

Cheers,
Günther

P.S.
Btw. are hauntings a new standard encounter type of Paizo adventures?
I remember seing something similar in one of the first APs (Foxglove manour). I also liked the haunting rules in one of the later Dragon issues, but they'd be surely more difficult to implement (and to use).


I really got into this module. As far as it being difficult... well that's what the other NPC's are for. Aside from not everything the PCs see they should be able to kill. I find it's very good at teaching that as well.

My only complaint is I don't have a group that isn't so jaded that I could run this.

I'll just have to wait and hold on to this little gem.


Last month I saw this on amazon, so I decided to buy it, and it was definitely a good purchase on my part. We finally got a group together two days ago, and played it.

Granted for a first level character, this was hard. All in all, 13 characters went in, 9 came out alive. The PC's in my group consisted of an inflicting based cleric with a whip, a gnome rogue, a gnome specialist illusionist, and a human fighter that didn't have his gear, so that's a kick in the rear. This was used as a starter for the long term campaign we intend to play, and I couldn't think of a more beautiful opening. How we started was everyone had a profession, and that is where they were taken from and thrown into the whole mess, thus gear was missing. I don't want to release any spoilers, but a bit of the things in this seemed a bit unfair to the players. We managed to solve the mystery, but getting to what we had to do to win was a little harder.

The very first encounter took almost everything we had because of stupidity and horrible rolls, which is unfortunate. We only fought what we had to, and much of the time we simply shut the door, as some encounters are nearly or simply are impossible for the PC's. Thank goodness we messed up with the description of the map, or else we would not have made it. All said, it is indeed doable by four first level PC's, but some of the NPC's are helpful. I do believe that with less NPC's and exploring all of the rooms, this would have been impossible. However after finishing this campaign, I felt great, it was a lot of fun. We played for 12 hours straight.


Hey I was wondering about suggestions for using Greyhawk gods instead of the ones used in this adventure? I only own a couple of adventures from GameMastery and I would like to run them in Greyhawk instead of the Pathfinder setting. Please help. Mr. Logue keep up the great work. I love this adventure and Carnival of tears.

Thanks,
Bigznak

Contributor

Bigznak wrote:

Hey I was wondering about suggestions for using Greyhawk gods instead of the ones used in this adventure? I only own a couple of adventures from GameMastery and I would like to run them in Greyhawk instead of the Pathfinder setting. Please help. Mr. Logue keep up the great work. I love this adventure and Carnival of tears.

Thanks,
Bigznak

Thanks Bigznak! Hope it works out great for you!

Someone with bigger Greyhawk chops than me...chime in here!!! :-)


It's in the mail. Maybe two more weeks...

Silver Crusade

Nicolas Logue wrote:
Bigznak wrote:

Hey I was wondering about suggestions for using Greyhawk gods instead of the ones used in this adventure? I only own a couple of adventures from GameMastery and I would like to run them in Greyhawk instead of the Pathfinder setting. Please help. Mr. Logue keep up the great work. I love this adventure and Carnival of tears.

Thanks,
Bigznak

Thanks Bigznak! Hope it works out great for you!

Someone with bigger Greyhawk chops than me...chime in here!!! :-)

Hey, I have been thinking about it. I might run these adventures in Eberron. So any suggestions about Greyhawk or Eberron gods instead would be greatly appreciated.

Thanks,
Chris


I think the only mention of diety in the adventure is the cleric, Father Kelgaard, who follows Sarenrae, NG Godess of the sun, redemption, honesty, healing.

Here's a couple of ideas:

Bigznak wrote:

Hey I was wondering about suggestions for using Greyhawk gods instead of the ones used in this adventure? I only own a couple of adventures from GameMastery and I would like to run them in Greyhawk instead of the Pathfinder setting. Please help. Mr. Logue keep up the great work. I love this adventure and Carnival of tears.

Thanks,
Bigznak

Depending on how "Greyhawk-intesive" your games are, you could simply go with Pelor, who has similar domains to Serenrae.

A little more obsure, though providing an interesting motive for the cleric, could be Joramy, N (NG) lesser goddess of fire, volcanoes, wrath, anger, and quarrels.

From the Living Greyhwak Gazetteer:

"Clerics of Joramy make good political leaders and revolutionaries. They are willing to defend their ideals to the death and have a gift for inspiring other to do the same. Many work as diplomats for small but aggressive nations, where their tendency to escalate talks into heated argument makes their parent nation appear stroger than it is. They go adventuring to find new people to argue with and new causes to champion."

At the time, just five years after the whole thing, and the city in a bit of a spiral, fixing the problems associated with the courthouse could jump start his political career and make him a city hero.

Chris Zank wrote:


Hey, I have been thinking about it. I might run these adventures in Eberron. So any suggestions about Greyhawk or Eberron gods instead would be greatly appreciated.

Thanks,
Chris

With Eberron, Dol Arrah might has some similarities in her portfolio: honor, sacrifice, light, sun diplomacy, and would be a good substitution.

You could also look at Boldrei, LG godess of hearth, community, marriage and government. From "Faiths of Eberron:"

"Boldrei's followers do not often quest far from home but rather root out hazards to the community."

Seems to fit thematically.


Oops! I forgot about the paladin, Sir Rekkart Cole, the uptight follower of Iomedae, Goddess of valor, rulership, justice, and honor.

Greyhawk:

Heironeous would be the best choice, as for the "core deieties."

Again, something more obscure:

Mayaheine, LG demigod of Protection, Justice and Valor.

"Mayaheine is a recently ascended paladin of Pelor, brought here from another world to help fight the powers of darkness and evil.

"Clerics of Mayaheine... take roles as community leaders, their devotion to justice and good making them excellent judges."

Since Sir Rekkart's role was to provide credibility to this sham, Mayaheine might really fit the bill.

Eberron:

I think that Sir Rekkart would fit best as a devotee to the Silver Flame.

It seems to me that the paladins of the Silver Flame tend to be the most rigid (read: self-righteous) of any of the followers of the Eberron pantheon.

You could even elaborate on the silver snuff box that he has, as being ostentatiously designed as a silver flame.

Silver Crusade

Big Jake wrote:

Oops! I forgot about the paladin, Sir Rekkart Cole, the uptight follower of Iomedae, Goddess of valor, rulership, justice, and honor.

Greyhawk:

Heironeous would be the best choice, as for the "core deieties."

Again, something more obscure:

Mayaheine, LG demigod of Protection, Justice and Valor.

"Mayaheine is a recently ascended paladin of Pelor, brought here from another world to help fight the powers of darkness and evil.

"Clerics of Mayaheine... take roles as community leaders, their devotion to justice and good making them excellent judges."

Since Sir Rekkart's role was to provide credibility to this sham, Mayaheine might really fit the bill.

Eberron:

I think that Sir Rekkart would fit best as a devotee to the Silver Flame.

It seems to me that the paladins of the Silver Flame tend to be the most rigid (read: self-righteous) of any of the followers of the Eberron pantheon.

You could even elaborate on the silver snuff box that he has, as being ostentatiously designed as a silver flame.

Hey Big Jake, Thanks for all the help. I am starting my horror based game in August. Your ideas were all great ones. Thanks again.

Bigznak


Chris Zank wrote:

Hey Big Jake, Thanks for all the help. I am starting my horror based game in August. Your ideas were all great ones. Thanks again.

Bigznak

No problem! I'd like to hear how your game goes. I've often wanted to run a horror-style campaign, and it would be neat to see how yours goes.

If you'd like, you could drop a thread on your game.

Casey


This module was sooo cool! So different from your usual dungeon crawl. I even played it twice with a "newbie" group of 1st levels, they loved it. I just love these unusual modules which do not focus on your weekly dungeon crawl..!

Thanks!


Just got my copy of this adventure today with some other stuff I ordered. I read through it and it's sweet. I like the NPCs so much I felt bad when some of them met their ends.

I'd love to DM this module but it's also intimidating and I'd want the game session conditions to be just right. Since we normally play around a battlemat, this would be a huge departure for my group.

In reading through it, I didn't see anything that made it really scream "Golarion" and it crossed my mind that it might even be possible to run it in a low-fantasy d20 Modern game, just converting all the humanoids to humans. (The lazy way, of course, by just saying human when it says halfling/gnome/half-orc/hobgoblin.) It might even work in a MCWoD game if all the PCs are Awakened or Mages.

To answer someone's question as to why the people just don't leave... It's a haunting, who says they're able to leave? I suppose that's a bit heavy-handed but I also support the Mists of Ravenloft as a plot device. Why the PCs don't leave the courthouse could be something similar.


Anyway we can get this Mod PFS sanctioned? :)


Duncan7291 wrote:
Anyway we can get this Mod PFS sanctioned? :)

Given that it was made for 3.5, not PF, I'd say the odds aren't good.

I love this module, and was looking forward to running it at the Halloween party this year, but unfortunately someone borrowed my copy, and now insists that he gave it back despite the fact that it was the first time I'd seen him in the 6 months after I gave him the book. Sigh.

EDIT: Huh. Just saw the price. $2? Hot damn, I'll just buy another copy and ship it with my subs for July.


1 person marked this as a favorite.

I note that the print version is now in the "less than 100" category. Despite being several years old, and 3.5, this is an absolutely terrific module that is well worth the few bucks. It's early Nicolas Logue -- that should tell you most of what you need to know right there -- and it's a truly atmospheric, disturbing low-level module.

Highly recommended.

Doug M.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

So I keep hearing this is good and amazing module, but I avoid buying 3.5 products since I don't like doing conversions :'D I feel like I'm missing something amazing.

Feeling same way about other 3.5 modules too, would be nice if there was something like "collection of the best modules converted to pathfinder rules" book/thing in future :'D

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