Pathfinder Module D4: Hungry Are the Dead (OGL)

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Pathfinder Module D4: Hungry Are the Dead (OGL)
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A dungeon adventure for 6th-level characters.

The logging town of Falcon’s Hollow has been through rough times—first a kobold tribe abducted the town’s children for an evil ritual, then an unknown force reanimated the defeated kobolds to attack the town. Now a horde of zombies approaches and a mysterious evil gathers power in the north, tainting wildlife and the buried dead, its presence hinting at ancient evils better left undisturbed.

Hungry Are the Dead is a dungeon adventure for 6th-level characters, compatible with the 3.5 edition of the world’s most popular roleplaying game. Within its pages you’ll find an introduction to the town of Falcon’s Hollow, a detailed overview of an undead-filled tomb hidden under an abandoned monastery, and a new ghoul-like monster that crosses the line between man and beast.

This adventure is set in a remote forest in the Pathfinder Chronicles campaign setting, but can easily be set in any game world. It can be used on its own or combined with other adventures in the D series to create an even greater campaign arc.

ISBN-13: 978-1-60125-120-6

Pathfinder Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

Written by Tim Hitchcock

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

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I had fun, but then again I changed a lot of stuff.

3/5

So, we did something weird in this Pathfinder era: we went back to the D&D 3.5 edition books (which this module was written for), rolled up D&D 3.5 characters, and played through the module as it was originally intended. This has a huge effect on the game, as D&D 3.5 characters are much weaker than Pathfinder characters. So, PCs died. Some fights are tough, and the D&D characters couldn't survive it all. Using Pathfinder characters would certainly make the module a little more survivable. Nonetheless, I enjoyed the module as we played it.

Here is a general summary of the module concept, for potential players. You're in the town of Falcon's Hollow, and stuff's gonna go bad, again. As this is the 4th or 5th module in this series (Hollow's Last Hope, Crown of the Kobold King, Return of the Kobold King, maybe Carnival of Tears, and finally this), your characters should be well versed in the town and its trials/tribulations. The local gravekeeper is going to seek you out, giving you just moments of advanced warning before a horror scenario strikes the town. And then, if you survive that and want the town to survive too, you'll head out to discover who was behind it, and put a stop to things once and for all. The stakes are very high. It's entirely possible to lose every single soul in town. You can screw up that badly. (Technically, that's the ending my players earned, but I did shenanigans to help them out.)

Whatever you learned from the previous modules, and whatever you fought in the previous modules, and whatever feats/spells you needed in the previous modules... it's just more here. If you know what was happening in the previous modules, then brace yourself, and dive in for another helping. Don't expect anything surprisingly different.

And now here is a summary of the module for GMs:

Spoiler:
The gravekeeper runs to town to warn the PCs that his graves are all dug up, and a zombie horde is incoming. Then the players do "town defense" as five separate waves of zombies hit the town gates. You can make this feel like a zombie survival horror game. I actually took the town map into a photo editing program (The Gimp) and overlaid a grid on it. I made the well in town fill a 5' square exactly, which makes most houses about 20' on a side and makes the gates into town 10' or 15' wide, or so. Then, we let the players drop minis onto this huge map and run from gate to gate trying to keep the zombies from getting in.

Once that's done, it's a race back to the same monastery that the PCs have been visiting in the previous modules. Here they discover that the lower levels are now unblocked, and the entire rest of the module is a dungeon crawl. The dungeons is, just as with the previous modules, inhabited by undead. Unlike the kobold modules, there aren't a lot of traps. The interesting effect for this module is that the ultimate villain can see the PCs as they move through the dungeon, and he constantly taunts them through the undead that they fight. This also makes the final fight incredibly hard, if you as the GM want it to be. Why? The module says that having watched the PCs fight, he knows their fighting style and does whatever foils them. He seems to be weirdly able to predict their "theme" of fighting (lots of fire? all martial attacks? lots of spells that can be countered? -- whatever it is, he will be aware and try to spoil it).

Now for the biggest problems:

Spoiler:
The previous 4 modules in this series established Sharvaros as the gravekeeper for the town. So when this module has Verrin as the gravekeeper, I was all confused. What happened to our friend? I mean, we saved Sharvaros's kid in a previous module. We know the gravekeeper. What is this new guy doing here? (It turns out on the forums that they made this clear: the module was written by people who didn't know they were writing the 5th module in the series -- it was adapted for that -- and edited by people who were new hires and didn't know the lore or backstory.)

Aside from some initial role play with the gravekeeper, almost all the rest of the module is combat. If you have not played the previous modules, you may have no vested interest in saving the town, and no connections to the NPCs of Falcon's Hollow. This module isn't good enough to connect you and make you care, so you kind of need to play the prior modules in order to appreciate things.

The entirety of combat in this module is almost exclusively undead. Not 100% but it's a VERY high percentage. If you run this module using the old D&D 3.5 rules, rogues will be miserable here. Why? Because in 3.5, rogues cannot usually sneak attack undead. But forget about rogues. Here's the real issue: your players will be sick of fighting undead by the end of this module. One of my players actually had an outburst of sorts about this, just complaining about the endless waves of undead.

The other thing in abundance here? Ability damage. There are so many poisons, diseases, and similar effects. I just checked and there are at least 6 encounters that will damage your STR, DEX, CON, INT, or CHA. No wisdom damage that I saw. This got so bad that the PCs decided to leave and get gear to handle incorporeal undead and ability damage. Unfortunately, they wanted big-ticket items that would not be in Falcon's Hollow. So, they went to Olfden, but this meant they were gone for weeks.

(That is where, previously in this review, I wrote that the players "earned" the ending with the town utterly destroyed. The module states: "If the PCs fail to defeat Drazmorg, he continues to build his undead armies and fortify the Vault. When its residual energy is depleted (taking 3 to 4 weeks) he goes on the offensive, trying to gain additional followers by attacking Falcon’s Hollow." So technically my players should have been told the town was destroyed, or at least it was attacked while the PCs could not defend it, and virtually all citizens were killed or turned to undead. Instead, I had Drazmorg still gathering power. This was fun. I had the final fight be MUCH more difficult, but also much more of a slaughter for the PCs. What I did was to apply skeleton & zombie templates to animals and have Drazmorg having raised up a small animal army. They were VERY easy for the party cleric to turn, but there were so many that the PCs still had to move in and just clear a huge swath of them via attacks.)

Also, because there are a lot of poisons and such, there are a lot of Fortitude saves. And... in my group we had a lot of strong martial types, all with high Fort saves. So guess what? Not once were they paralyzed, sickened, or any other number of effects. The module has maybe a couple of Will saves, a couple of Reflex, and then a metric TON of Fort saves. It lacks diversity so much that the module can either be a cakewalk or sheer Hell, just depending upon the party composition.

Lastly, the module has a ton of editing problems. The conclusion talks about how things might go if the PCs are allied with Yras Nine-Eyes -- but that's a name that literally doesn't get mentioned until the module is over, in the Conclusion. It comes out of nowhere and is a condition that the PCs cannot have met. The module imagines a setting that really doesn't exist. This may be in part due to the module originally being intended for something else instead of being the Falcon's Hollow conclusion.

Another editing problem: Drazmorg can control all the "ghasts" that are near him, except... there are none. The module put ghouls around him. Another editing problem: room 16 says it's a CR 6 challenge, but they put 2 zombies there, instead of 12, so it's a CR cakewalk unless you know to fix it.

I did swap out a few monsters, just to increase diversity of fights. I did run some things differently, just to keep it from being monotonous. However, overall it was an OK conclusion to the Falcon's Hollow story arc. But it certainly could have been better.


Mediocre at best.....

1/5

Most of the points brought up by The Good Brother are right on. It starts off with good hooks to get your party involved, then degenerates quickly into a very poor dungeon crawl. The descriptions of the rooms and in particular the traps are extremely poor, leaving the DM back pedaling trying to figure out how to explain the worst descriptions put on paper. There is very little thought given to the dungeon at all with the layout and rooms seemingly tacked on at random with the explanation that "xxxx undead was placed here as a guard", oh nice dungeon ecology! The end boss has a ton of potential as does the imagination for some of these rooms, but the execution and descriptions are awful. The best you'll get is a couple of paragraphs. Not to mention the totally bizarre magical items, and ZERO treasure will make your party wonder why they even bothered to go in there in the first place! With a few of the right turns your party can bypass everything including all the lore as to WHY the quest is even happening, let alone the lore behind it. You'll wind up being frustrated and confused, and worst of all, your party will shrug in a confused manner not caring at all about the poorly described traps, rooms and doors. Most DMs will try to end this poorly written fiasco as quickly as possible. Smart players will probably turn around and leave once they realize that this dungeon makes no sense, and their PCs have zero reason to be there.

Also beware the encounter levels. This is supposed to be for 6th to 8th level characters right? Ok so why is there a CR 10 encounter with the 'boss", and then the PCs get jumped with a CR 9 wizard with an empowered fireball (9d6 add 50%) specifically to attack the PCs after they are drained from their fights inside the dungeon? That makes no sense at all.


A Rather Generic Undead Module

3/5

This adventure starts with a good hook, but sadly loses steam quickly. I am afraid I would not run this again without some substantial reworking.

The Good: The adventure begins with a classic and well-done hook that is remniscent of many horror movies. Further, its back-story is unique for undead stories, and the final villain reflects this. Indeed, the ultimate villain is a refreshing change to the whispy necromancer tropes, and could become a recurring enemy if not dealt with. The production values are excellent. It has good artwork, good maps, and quality printing. You should find nothing technically wrong with it.

The Bad: After the hook, there is little to keep the adventure going. Rather than being a "town under seige" as I had initially thought, it became a rather classic dungeon crawl. And that leads to the major flaw of the adventure. The first two levels of the dungeon are part of an earlier adventure, but there is very little to change, repopulate, or otherwise make it interesting. They easily could be done away with if you do not have the adventure.

The dungeon maps provided are very poorly laid out. There is no flow and rooms feel simply tacked on. A party could easily walk from beginning to end without encountering 75% of the dungeon. This includes the major plot-points that could explain the background; my party missed that and simply assumed the undead were part and parcel of a fantasy world. Coupled with many of the monsters being common undead simply placed in a room, it makes for an underwhelming experience.


Good Ideas, Bad Execution

3/5

This adventure isn't terrible. It has some good descriptions and ideas, but has cumbersome crunch, bad maps, and repetitive opponents. The weirdly shaped maps make it very hard for the Game Master, the promised handouts don't exist, and the primary undead opponents - festrogs - really aren't that interesting.

Overall, I would recommend it to hardcore fans of the undead or Tim Hitchcock, but no one else.


the party loved it

4/5

well i ran it as written, with PF rules, and the party loved it, i as a DM was a little weirded out a little at cetain points, but other than that, the module was great.

this also gave the party a chance to get back their roots, this was a good addition to the D series!

i rate it 4/5 stars.


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The Exchange Contributor, RPG Superstar 2008 Top 6

Thing is, the adventure (which I did like, and am happy I bought) *is* pretty flawed. See a post way up in the thread for several editing issues that hit the module. Most of them can be fixed on the fly, but the quality of editing doesn't fit my expectations for a gaming product. I'd rather have this product's combination of a good adventure with editing flaws than a bad adventure with flaweless editing, but neither one is my top choice.

I'm also aware that editing can't and won't catch everything, and I'm definitely not asking for that. But as a buyer, I hope it's ok to provide feedback when I see an issue. And as a company, Paizo can do with that feedback whatever they wish :)

I do have to respectfully disagree slightly on knowledge checks:
In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster.

Note that "in many cases" leaves the DM perfectly free to disallow identifying a unique creature, but the context of the whole entry does make it clear to me that the knowledge check, if allowed and successful, will both identify the creature and give a bit of useful information. The name the monster is not the "useful bit".

Contributor

1 person marked this as a favorite.

{Thing is, the adventure (which I did like, and am happy I bought) *is* pretty flawed. See a post way up in the thread for several editing issues that hit the module. Most of them can be fixed on the fly, but the quality of editing doesn't fit my expectations for a gaming product. I'd rather have this product's combination of a good adventure with editing flaws than a bad adventure with flaweless editing, but neither one is my top choice.}

I admit the adventure has flaws, but that's not Tim's fault. IIRC (and I heard this secondhand, as it was written before I started at Paizo) that this was written as one thing, then was supposed to be updated to be another thing, and only at the end did Tim find out it was supposed to be the cap for the Falcon's Hollow adventures. So as developer (and I think this was my first book to work on at Paizo) I had to ramp up my setting awareness, cut out some stuff that wasn't critical to the plot, write some more stuff to make it fit together with the rest of the series, then do a normal dev pass for checking stat blocks and stuff. It was a bit of a firestorm. I blame... uh... Mike McArtor, he's my designated scapegoat. ;)

In all seriousness, I think if Tim and I had more time on this it would have turned out much better (as is always the case). Given the situation, I think it turned out fine.

{Note that "in many cases" leaves the DM perfectly free to disallow identifying a unique creature, but the context of the whole entry does make it clear to me that the knowledge check, if allowed and successful, will both identify the creature and give a bit of useful information. The name the monster is not the "useful bit".}

Except when you name the creature, you're actually providing *several* useful bits all at once.

GM: You think it's a mummy.
Player: Okay everyone buff up against disease, get ready with fire attacks, and be ready to deal with its DR 5/—.

Better to say "you think it's vulnerable to fire" and (if the roll is good enough) "you think it has damage reduction" and have the players deduce or assume it's a mummy rather than giving away the secret.

Liberty's Edge

Sean K Reynolds wrote:

Except when you name the creature, you're actually providing *several* useful bits all at once.

GM: You think it's a mummy.
Player: Okay everyone buff up against disease, get ready with fire attacks, and be ready to deal with its DR 5/—.

Better to say "you think it's vulnerable to fire" and (if the roll is good enough) "you think it has damage...

definitively... to keep the horror you need to describe and not name... this rule I learned from Ravenloft, but its useful anywhere you want to create an air and mood of horror or even just menace...

don't say what the creature is, don't say what are their abilities unless the players learn of them or pass a knowledge check


I own it (I wanted to get all the Falcon's Hollow adventures/books before moving on to the rest of this world), I like it, though the references to 'Tar-Baphon' got confusing at times.

And I especially like the idea of Lucimar the Undead Worg-Necromancer becoming a long-term NPC, esp. with his new abilities (basically becoming an undead lycanthrope).

Hmm, that spell that Mister Reynolds listed elsewhere in response to me might come in handy if Lucimar ever wants company. He'll just have to research an arcane version...

Though dealing with him might well involve a trip to Korvosa. *sighs* Another book I have to get 'right now'.

The Exchange Contributor, RPG Superstar 2008 Top 6

Just wanted to clarify something in my last post - definitely not trying to assign any blame for what I saw as flaws in the product, and rereading it it looked like I was.

So for everything I liked in Hungry are the Dead (which is a lot, it's good enough I want to run it this Halloween), kudos to the whole product team that worked on it. And for everything I didn't, just consider it helpful feedback, not an attempt to bash.

Contributor

Russ, just blame Mike, you'll find everything becomes so relaxing when you dump it all on him. ;)


Tim Hitchcock wrote:
James from NYC wrote:

I can't fit my review in a measly 2000 character count so I'll post the entire thing here:

Thanks James! Glad you liked the Mod!!!

BtW where in NYC are you? I'm in SI right next to the ferry terminal.

Cool! I live in the West Village.

It's great you guys are so active on these boards. You listen to your customers... and you respond!


Dryder wrote:

Oh my, finally all will be revealed...hopefully...

Can't wait to get this in my hands, so I can finally start the Falcon Hollow series.
And the cover looks so cool!

This module works well with an established area if you're just needing some dungeon to populate it as well. I used the initial levels of the under monastery into Ptolus and had no issues, placing the threats above ground later in the gaming chronology.

As it is written, it is a fine way to spend a couple of nights gaming.

Dark Archive

Sean K Reynolds wrote:
Russ, just blame Mike, you'll find everything becomes so relaxing when you dump it all on him. ;)

Can I blame Mike for the Credit Crunch too? Or that my favorite shirt is missing? I mean, can I use him as a general scapegoat?

Liberty's Edge Contributor

James from NYC wrote:
Tim Hitchcock wrote:
James from NYC wrote:

I can't fit my review in a measly 2000 character count so I'll post the entire thing here:

Thanks James! Glad you liked the Mod!!!

BtW where in NYC are you? I'm in SI right next to the ferry terminal.

Cool! I live in the West Village.

It's great you guys are so active on these boards. You listen to your customers... and you respond!

Respond? Hell, I was asking cause you live close enough that I could even run the damn thing for you.. except you know all the spoilers.

:)

Sczarni

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens Subscriber
Tim Hitchcock wrote:


Respond? Hell, I was asking cause you live close enough that I could even run the damn thing for you.. except you know all the spoilers.

doesn't mean that you can't run a preview for him and yoda8myhead for the next one you write... I'm sure they would love to playtest whatever you need :)

Liberty's Edge Contributor

And presto... the entire thread turns into:

"How to Run Hungry are the Dead for Dummies"

But seriously Sean, thanks for addressing a number of people's concerns with the mechanics an all.

I try to keep encouters as concise as I can, which means you must pick an choose certain elements to retain and exclude. Sometimes that gets confusing, especially when you choose to do something left of center using familiar format- such as using a Trap stat block to flesh out something like a trap, but not really a trap. 3.5 is a real rules heavy game, which means it does get sticky. I am however a firm believer that if a rule gets in the way of your game and makes it unfun, you need to run over the rule with a truck.

Liberty's Edge Contributor

Cpt_kirstov wrote:
Tim Hitchcock wrote:


Respond? Hell, I was asking cause you live close enough that I could even run the damn thing for you.. except you know all the spoilers.
doesn't mean that you can't run a preview for him and yoda8myhead for the next one you write... I'm sure they would love to playtest whatever you need :)

I promised Yoda I'd hit up with some stuff and run a PFSociety mod for him...


Tim Hitchcock wrote:


Respond? Hell, I was asking cause you live close enough that I could even run the damn thing for you.. except you know all the spoilers.
I promised Yoda I'd hit up with some stuff and run a PFSociety mod for him...

That would be pretty awesome.

If you run something for Yoda and the PFS, all the seats might be accounted for. I'd hate to take a seat from a regular PFS person.

I organize the NYC D&D Meetup on meetup.com. Yoda is a co-organizer of that as well. If you ever do run a game and there's a spot open I would love to play.

If you need a space better then the two gaming stores in town. I made an arrangement with this bar in Greenwich Village that is themed to be a dungeon. It's got weapons and shields on the wall, life size skeletons in cages, wax figures of werewolves etc. If you wanted to play there with a group I could easily arrange it with Yoda8myhead. We can get the whole place to ourselves for free, we are just encouraged to buy beer. They lock us in the dungeon on Sundays(with a cute waitress too).

Paizo Employee Franchise Manager

James from NYC wrote:
If you need a space better then the two gaming stores in town. I made an arrangement with this bar in Greenwich Village that is themed to be a dungeon. It's got weapons and shields on the wall, life size skeletons in cages, wax figures of werewolves etc. If you wanted to play there with a group I could easily arrange it with Yoda8myhead. We can get the whole place to ourselves for free, we are just encouraged to buy beer. They lock us in the dungeon on Sundays(with a cute waitress too).

I was not aware of this, but perhaps it's worth looking into. We had two full tables of PFS last weekend, and another one on Sunday, so there might be interest in a PFS-only event to complement the weekly games at no-longer-Neutral Gound. But that's a discussion for somewhere else.

So when ya gonna kill all our PCs Tim?

The Exchange RPG Superstar 2010 Top 16

And, as a follow-up: I don't know about ghouls yet, but in Pathfinder RPG, the zombies are purple!

Contributor

Chris Mortika wrote:
And, as a follow-up: I don't know about ghouls yet, but in Pathfinder RPG, the zombies are purple!

I think you mean, "the zombie shown in the illustration on page X looks purple." :p

The Exchange RPG Superstar 2010 Top 16

Ah, then, Sean, you think like a mathematician.

[begin joke]
A mathematician and a physicist were flying over Vermont. The physicist looks out his window and writes in his notebook: "There are black sheep dotting the hills of Vermont."

The mathematician looks out his window and records: "There are sheep in Vermont, black on top."

Across the aisle is an astro-physicist, who writes in her journal: "All sheep are black."
[end joke]


Chris Mortika wrote:
And, as a follow-up: I don't know about ghouls yet, but in Pathfinder RPG, the zombies are purple!

I replied to this a few hours ago and my post is gone. I'm guessing the forums ate it.

I said something along the lines of:

I never pictured ghouls as being purple because of that (stupid-looking) ghoul illustration in MM 3.5e. They just look like corpses that have kind of dried out as far as my imagining of them goes. I don't really like for my ghouls to look particularly distinctive from other corpses and I'd pretty much treat ghouls, wights, and zombies about the same description-wise, except that ghouls and wights aren't movement impaired. If you're going to go with a uniform differentiation of the look between ghouls and other undead, the appearance of ghouls in the Pathfinder stuff is distinctive and pretty cool. They're grayish with pointy ears and long tongues. My forum avatar is a ghoul from the cover of Pathfinder AP #2. The Pathfinder ghouls look more closely related to vampires, notably the Pathfinder-style Nosferatu vampires.

D4: Hungry Are the Dead was my first book in my Pathfinder Modules subscription and I liked it a bunch. I've since picked up all the other Falcon's Hollow modules I could. (Hollow's Last Hope was already sold out but it was the PDF of Hollow's Last Hope that caused me to get the modules to begin with.) Undead are my favorite monster type and I'm hoping to see more adventures with undead in prominent roles. I have high hopes for the upcoming modules set in Ustalav. I'm hoping Carrion Hill has some undead tie-ins.

As for the undead worg-thing in Hungry Are the Dead, I would just classify it as a unique undead. If more undead like it start cropping up then perhaps that type of undead will get its own name. Until then, "corporeal undead" is about as distinct as its classification can get in that regard. Unique undead is a perfectly valid classification to me though. Look at demons and devils, many of the named fiends are unique creatures of their basic type. You don't hear people saying "Yes, but what kind of demon is demogorgon?"


Rezzing an old thread, I know. =)
I just picked this module up over the weekend and flipped through it on Sunday (after our Saturday night session where we are just starting in on D1).

Spoiler:
The group has already completed D0 and is just now starting in on my modified version of D1. For point of reference, I am not basing the series in Falcon's Hollow, but in Liberthane in the River Kingdoms. I'm using the town map from Crypt of the Everflame as my basis for Liberthane. But I digress...

I originally planned to run them through D0, D1, D1.5, and then making up something for the lower level because I didn't know about D4. When I found out about it last week I got a copy of it. However, I think 4 modules set in and around the ruined monastery is a bit much for my group, so I'm going to modify both D1.5 and D4 to suit my purposes.

I find it very interesting that the villain from D4 is a MT. I have a villain of my own design who is interested in the powerful magic below the ruins who just happens to be a cleric/necromancer MT! He will stand in beautifully for the D4 villain.

Rather than introduce a new worg enemy, I think I will have the worg from D0 be reanimated by the foul necromantic magic emanating from below the ruins (much like the KK in D1.5). Actually, I will have many of the more memorable enemies the PCs have met be reanimated (including the kobold king after they off him, along with an ogre I inserted into D0 and I'll have to find some others).

I really like the whole Seal aspect, and plan on making great use out of that. I just introduced the Whispering Way cult in the last adventure more as a tip of the hat to the newest AP than anything else, but now I may make the cult more of a focus. I have my own ideas about what powers the Seals that keep T-B imprisoned.

So even though I'm not using the module as written, it has been very inspiring to me. Thanks!

P.S. My condolences to the poor people of Falcon's Hollow. They must be the bravest of souls or the dumbest of dullards to stick around that place hehe.


SKR was right.

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