Help a new GM: Finding a Module / old post


Pathfinder First Edition General Discussion


Hello, as a new gm, for a new group, I was trolling the boards a while back looking at posts for horror/suspense themed games. I thought I had booked marked the post so I can find the module at a local store, but apparently I didn't; I can't seem to the find the post again.

The post described a module that was part murder mystery and part horror themed... for the most part people seemed to love the adventure, and described it as full of suspense.

The adventure had PC's racing against the clock to solve a murder, before the ghost of the murdered person wiped out the possible suspects (and others involved). I think the module all takes place of the course of 1 night... and may have had "Ten Little Indians" / "And then there there were none" thing going one, where the PC's and suspects were all trapped together.

That ring a bell to anyone?

Beyond that, anyone have advice on other good murder/mystery based games?

Dark Archive Contributor

Hangman's Noose would be my guess. It's a great adventure, but it's written for 3.5e, not Pathfinder. Should be really easy to convert, though.


That is The Hangman's Noose
in the Module section under 3.5.

Link


Wow, thanks for the fast replies!

I played 2nd D&D back in the day, and we're new to Pathfinder - will the conversion actually be that simple or should I expect some serious time spent on it?

Owner - House of Books and Games LLC

Dewey Maverick wrote:

Wow, thanks for the fast replies!

I played 2nd D&D back in the day, and we're new to Pathfinder - will the conversion actually be that simple or should I expect some serious time spent on it?

You want this.

Though don't be daunted; you can largely run a 3.5e module straight from the source material. The main thing you'll need to do is alter which skills do what on the fly. Which you may want to do ahead of time for an investigative module.


Of the top of my head,
in Pathfinder;
1 Clerics can damage undead by channelling positive energy (30' range).
2 Incorporeal undead can be damaged when incorporeal (they lost the 50% miss chance they had in 3.5).
3 Familiarize yourself with Combat Maneuver Bonus and Combat Maneuver Defence.
4. All spellcasters can cast a number of 0 level spells at will.
5. Pathfinder PCs are tougher than 3.5 characters so the opposition may need to be "beefed up" a bit.

P.S.Check out the messageboards for tips on running the module :)

Grand Lodge

Is it too late to reply and say that your looking for Hangman's Noose?


Jit wrote:

Of the top of my head,

in Pathfinder;
1 Clerics can damage undead by channelling positive energy (30' range).
2 Incorporeal undead can be damaged when incorporeal (they lost the 50% miss chance they had in 3.5).
3 Familiarize yourself with Combat Maneuver Bonus and Combat Maneuver Defence.
4. All spellcasters can cast a number of 0 level spells at will.
5. Pathfinder PCs are tougher than 3.5 characters so the opposition may need to be "beefed up" a bit.

P.S.Check out the messageboards for tips on running the module :)

This, along with gbonehead's mention of skill changes (mainly consolidations like Acrobatics instead of balance/jump/tumble, and the removal of the Concentration skill).

Also, note that in Pathfinder an opponent with PC class levels is considered to have a CR of class level minus one. NPCs have CRs of class level minus two. So NPCs may need to be advanced in level.

Owner - House of Books and Games LLC

Shadowborn wrote:
Also, note that in Pathfinder an opponent with PC class levels is considered to have a CR of class level minus one. NPCs have CRs of class level minus two. So NPCs may need to be advanced in level.

Yeah, I was ignoring that. The way I saw it, if the fights are just a little bit easier, it'll make up for their inexperience with the system.

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