Pathfinder Adventure: Malevolence

4.30/5 (based on 15 ratings)
Pathfinder Adventure: Malevolence
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The house has stood abandoned on its lonely hilltop, brooding quietly over the ruins of a once thriving town for decades. No one has lived within its walls since the night a terrific storm flooded the coastal town below—and since a tragedy struck down the noble family that once dwelt within—but now, the mansion has attracted the attention of a curious group of adventurers. What is the truth behind the tragic past that empowers the evil that grips the mansion today, and what might happen to the world of Golarion if the sinister influences that grow within these haunted walls are allowed to build beyond the breaking point?

Malevolence is a horror-themed adventure for 3rd-level characters written by James Jacobs featuring sinister new monsters, mysterious magical items and spells to discover, and a fully-detailed haunted house for players to explore, exorcise, and endure. With an immersive method of researching the history and truths of the mansion's macabre secrets through visions, dreams, and good-old fashioned ghost-hunting and investigation, Malevolence is ready to test the limits of any heroic party's bravery!

This adventure can be used with the Pathfinder Flip-Mat: Malevolence.

ISBN-13: 978-1-64078-315-7

"Malevolence" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure and Chronicle sheet are available as a free download (812 kb PDF).

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

Fantasy Grounds Virtual Tabletop
Pathfinder Nexus on Demiplane
SoundSet on Syrinscape
Archives of Nethys

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

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This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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

PZO9559


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8 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I want to add I really like the bit at the end that James added that discusses where the plot came from, how it differs from what he himself ran and a general mindset in a behind the scenes view of adventure writing. While I can't expect it to always have the room for such things I greatly appreciate it and would love to see more blurbs like this in adventures that are published.

Paizo Employee Creative Director

24 people marked this as a favorite.

We used to do little blurbs like that in our adventures a lot, or in the forewords for Adventure Paths, but fell out of the practice over a decade ago. I always liked reading those bits in adventures I read, so yeah if more folks want to see more of those sorts of peeks behind the curtain, let us know!

Dark Archive

7 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
We used to do little blurbs like that in our adventures a lot, or in the forewords for Adventure Paths, but fell out of the practice over a decade ago. I always liked reading those bits in adventures I read, so yeah if more folks want to see more of those sorts of peeks behind the curtain, let us know!

It depends on forewords, some of them were more interesting to read than others. Like I really liked reading ones about design philosophy of the adventure rather than the ones which are like "hey check out these cool articles at end of the book or the next upcoming ap!" or when foreword's writer is completely different person than writer of the adventure and they are writing about personal experiences tangentially related to the subject of adventure.

Those ones felt like kinda "well we had to have foreword and someone had to write something for it" to me.

That said, I always have loved the 3.5 module(from few I've seen) "author notes" where they comment on the encounter design or narrative of the adventure and such.

Marketing & Media Manager

19 people marked this as a favorite.

Good blog content if there is no room in print. Noted.


3 people marked this as a favorite.

Those sound awesome! I'd definitely read those blogs.


4 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Aaron Shanks wrote:
Good blog content if there is no room in print. Noted.

Agreed. And I enjoyed reading the foreword in all the old APs, and was sad to see them kinda go away with 2e. Anything more around game design philosophy is super interesting to me just as someone who likes the storytelling aspect of it all and see how others design and develop their ideas.

Marketing & Media Manager

3 people marked this as a favorite.
Vorsk, Follower or Erastil wrote:
Aaron Shanks wrote:
Good blog content if there is no room in print. Noted.
Agreed. And I enjoyed reading the foreword in all the old APs, and was sad to see them kinda go away with 2e. Anything more around game design philosophy is super interesting to me just as someone who likes the storytelling aspect of it all and see how others design and develop their ideas.

Plus Paizo Live interviews.

Dark Archive

1 person marked this as a favorite.

I picked this up yesterday and i have to say, it seems to be a really good adventure, firmly rooted in the horror genre, particulary in the Call of Cthulhu mythos section.

There are really cool mysteries here that first have to be unlocked and researched, like it should have been possible within Foxglove manor.
I have only read the first 27 pages (of 72) which contain the manor grounds and the first floor, but already want to build Xarwin Manor with WarLock Tiles, despite having bought the "Malevolence Flip-mat".


2 people marked this as a favorite.

Note for GMs:

Spoiler:
There aren't any striking weapons in this adventure at all. There's a single weapon that counts as striking, and the very last thing of treasure has a striking dagger. Drop some of your own or use ABP.


3 people marked this as a favorite.

I hope I'm not the only one that's been having ideas of using this as a launching point for a globe spanning campaign. It has so many loose threads at the end of the module that could lead all over the place.

Spoiler:
I've been looking at taking this all over the inner sea. From an asylum in Cheliax to Ustalav and Osirian. Even taking some stuff from LO: Mwangi Expanse and the Pathfinder Playtest. This is excellent GM fuel!


Ember1 wrote:

I hope I'm not the only one that's been having ideas of using this as a launching point for a globe spanning campaign. It has so many loose threads at the end of the module that could lead all over the place.

** spoiler omitted **

One hundred percent, me too. I'm wrapping up Age of Ashes probably in September or October, and my current thinking is to work this as a core adventure kicking off some sweet occult mystery solving!

Marketing & Media Manager

1 person marked this as a favorite.

Roll20 does not have a release date for this product at this time.
"For those of you asking about other Paizo AP/Adventure titles: Ruby Phoenix and Malevolence we don't have ready at this time, and I don't know at this point when we'll be able to release them on Roll20 but will do better to keep you updated about those timelines moving forward. At present, our production focus has been on the Lost Omens line as well as staying day-and-date with upcoming book releases like Secrets of Magic and Tech Revolution. We know we have a lot to catch up on due to Paizo's sheer volume of content and are prioritizing as best as we can to make the best Paizo experience possible for y'all!"

Envoy's Alliance

Was wondering if there is any feedback on how many PCs would be recommended in this adventure. Thinking both in terms of pace of game and challenge level.

Silver Crusade

All Paizo adventures are built with 4 PCs in mind.


1 person marked this as a favorite.

Unless one will be playing or Running The Dead Gods Hand Adventure when it shows up as that has 5 players in mind.

:)

Tom

Silver Crusade

It does? Where was that stated?


1 person marked this as a favorite.

Here

Semi-confirmed here

Silver Crusade

Ahhh, fascinating.


For anyone who played it, how long did it take to finish? Or how long is this type of adventure designed to finish? Thank you in advance!


LoreMaster GM wrote:
For anyone who played it, how long did it take to finish? Or how long is this type of adventure designed to finish? Thank you in advance!

It covers three full levels of play, so depends a bit on your group. Between 6-12 sessions, I'd say? Haven't run this specifically but I've run modules of similar length.


1 person marked this as a favorite.
Grankless wrote:

Note for GMs:

** spoiler omitted **

Paizo seem to have an aversion to this which is pretty shocking given how the math of the game assumes players have them

I have also seen this as feedback for other published adventures such as Lion Lodge. The pregens don't have them and don't find enough in the adventure. And then lose easily...


2 people marked this as a favorite.

Ok - so - It's 2021, we surely have the technology to lay down evenly spaced grids on an image. What do we have to do to convince paizo to invest in said technology.

So much of Paizo's playerbase is on VTTs and the ridiculous variability of grids makes it excessively difficult to make that happen.

The flip mats are great, but there's maps in this book that must be used otherwise and the grids since your very first products have been piss poor - please please please fix this in future releases - you have to know how awful they are!

Dark Archive

2 people marked this as a favorite.

Wow. It's literally taken me weeks to read through this adventure. I like it a lot, although I found the map to be (sorry, James!) a bit boring, at least from GMing perspective. It pains me to say that, because I usually love all Jacobs Maps (TM), and I know James is one h*** of a map-designer and writer, one of the best in the business.

This is also a very plot-heavy adventure with lots of stuff going on; if you're going to run it, you'll need to take notes and do some serious prep for it. On the other hand, if you do it, it's going to be one memorable rollercoaster ride on the Horror Express for your players! :)

Oh man, there are lots of juicy stuff in this one, and I love how certain elements (like the research subsystem from GMG) is utilized in the module.

However, I thought some of the hazards in the adventure were a bit confusing, and maybe even contradict the game rules (CRB, specifically):

For GMs only:
Namely, most (if not even all) of the simple haunts have AC, HP, Hardness, BT, Immunities, Weaknesses and Saves listed in their statblocks, even though they probably shouldn't. After all, they're mind-affecting, intangible illusions most often targeting a single PC. According to CRB: "A hazard that doesn’t list one of these statistics can’t be affected by anything targeting that statistic."

Giving them AC, hit points and weaknesses means they can be attacked, even though they won't even roll initiative (they have just a single reaction). And I spotted only a single simple haunt that resets, making physical attributes pretty much irrelevant anyway.

I guess this whole issue is probably due to copy-pasting the hazard stat block, because only physical and/or mechanical hazards should have Hardness, BT and "object immunities"?

It would be great to know how people interpret this. Or do these "phantasms" actually manifest or exist in the visual world, so that they can actually be attacked before they are triggered?

I found this whole thing to be a bit annoying, though, since many hazards in 2E are unique, and you need to carefully assess their stats anyway. I actually had to read through the Hazards section in CRB a few times to make sure I hadn't originally misunderstood something.


Pathfinder Rulebook Subscriber

Helping a friend set up a character for this campaign. Without spoiling things too much, is it precision damage safe?


Squiggit wrote:
Helping a friend set up a character for this campaign. Without spoiling things too much, is it precision damage safe?

I would say yes.


Is there a reason that we can't have an unmarked PDF of maps A, D, and E?

We can at least buy B and C as a flipmat, but for those of us trying to run on Roll20 it's really frustrating to be unable to get a clean copy of the map.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
BastionofthePants wrote:

Is there a reason that we can't have an unmarked PDF of maps A, D, and E?

We can at least buy B and C as a flipmat, but for those of us trying to run on Roll20 it's really frustrating to be unable to get a clean copy of the map.

Here's a tip I've learned over the years:

If you select just the image in Acrobat (by clicking the image so it's selected) you can copy the image and paste it into your image editing software of choice. The image will copy over but the text labels will not, so you'll have a blank map.


Cori Marie wrote:
BastionofthePants wrote:

Is there a reason that we can't have an unmarked PDF of maps A, D, and E?

We can at least buy B and C as a flipmat, but for those of us trying to run on Roll20 it's really frustrating to be unable to get a clean copy of the map.

Here's a tip I've learned over the years:

If you select just the image in Acrobat (by clicking the image so it's selected) you can copy the image and paste it into your image editing software of choice. The image will copy over but the text labels will not, so you'll have a blank map.

I 100% do this for my games as well. You don't even have to use Photoshop either. Just the free 3d Paint program on your windows computer has some really useful features.

Image size isn't huge, so you might not be able to use it on VTT programs, but it works great for printed or emailed handouts.


My download seems to no longer be working, the site says its a 22 byte download and does not unzip once downloaded. I've done the "Click here if you have trouble downloading" a couple times and it has not helped. Any advice?

Silver Crusade

2 people marked this as a favorite.

It’s an issue they’re aware of and are going to be working on today.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Kelseus wrote:
Just the free 3d Paint program on your windows computer has some really useful features.

What windows computer? :-)


Ed Reppert wrote:
Kelseus wrote:
Just the free 3d Paint program on your windows computer has some really useful features.
What windows computer? :-)

The one I have to use at work. :)

Radiant Oath

Halloween has me in the mood to run something like this. Is this a good introduction to PF2? Is it easier than an AP?

The Exchange

AceofMoxen wrote:
Halloween has me in the mood to run something like this. Is this a good introduction to PF2? Is it easier than an AP?

Complete introduction for new players? No. It starts them at 3rd level.

Easier than an AP? Could be, but it is still a lot to prep. I ran this 2 weekends ago for a group of 5 players. They were what I would call a mix of experience levels. Two were very experienced, two moderate and one with some experience. They played smart, didn't waste time and keep after the main goals.

It took me 27+ over a three day Con to run the module, they defeated the main "boss", but there was still more they could have done/accomplished. I had to summarize and shorten the ending due to time constraints. I suspect that there was at least another 4ish hours to play.

It is a VERY cool, spooky, haunted mansion style game that I highly recommend and would run again! Just know what your getting yourself and your party in for if you decide to challenge the Malevolence!


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
SOLDIER-1st wrote:

Here

Semi-confirmed here

Both of those links take me to the top of the page those posts are on, rather than to the posts themselves. :-(


The entry for Ioseff Xarwin in the PDF has an error for the Malevolent Possession action. It begins with "As ghost,..." but doesn't actually describe what the possession ability does. That's because there is a bunch of text prior to this which is present in my Fantasy Grounds version of the adventure.

Dark Archive

Pathfinder Roleplaying Game Superscriber

This is not a true review, just a overview of the condition of the non-mint version. I picked one of the non mints up.

I will note I noticed like a day or two after I placed my order that Paizo stopped offering non-mint versions of the book.

I bring this up, because I am wondering if they ran out of non-mint or over sold them or something. Because the copy I got is perfect, I looked and looked and there is just nothing at all wrong with it. The print out I got still says non-mint, but it was not in bold like all the other non-mint books I have gotten. Coincidence? Maybe, or is my theory above true.


1 person marked this as a favorite.

They are extremely strict about what counts as "mint".
Ive regularly bought non mint copies where I couldnt tell what the issue was.

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