Pathfinder Society Scenario #3-02: The East Hill Haunting

3.20/5 (based on 13 ratings)

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A Pathfinder Society Scenario designed for 1st- through 4th-level characters.

With pressure mounting against the legal claim on one of their lodges, the Society sends a group of heroes to assist in the defense. Arriving in the Andoran city of Almas, the PCs quickly find themselves doing far more than paperwork when a ghostly specter seemingly accuses the Pathfinder Society of some heinous act. Forced to investigate the ghost’s appearance, it’s up to the PCs to figure out the truth behind the message and what is really going with the so-called “East Hill Haunting”.

The East Hill Haunting is part of the ongoing story of the Year of Shattered Sanctuaries. It is the first scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Andoran. Other arcs explore other locations across the Inner Sea. While the arcs can be played in any order, it is recommended that players experience the scenarios within each individual arc in order.

Written by Nicole Heits

Scenario tags: Metaplot (Shattered Sanctuaries)

[Scenario Maps spoiler - click to reveal]

The following maps used in this scenario are also available for purchase here on paizo.com:

  • Pathfinder Flip-Mat: Ambush Sites Multi-Pack
  • Pathfinder Flip-Mat: Haunted House
  • Note: This product is part of the Pathfinder Society Scenario Subscription.

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    Average product rating:

    3.20/5 (based on 13 ratings)

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    4/5

    It is really a long time but ... It wasn't that tough?


    The Ending Fight, Why?!

    2/5

    I question these challenge point adjustments. We had one Level 4 who had a great time. The rest of us: two Level 2's, three Level 1's, not so much. One hero & his five bumbling idiot friends.

    What is up with the last fight(Tier 3-4)? If you know, you know.


    Strongly recommend low tier

    3/5

    This was an enjoyable scenario, enough opportunities for RP, the investigation flowed quite reasonably. And then you get that sudden monster at the end for no apparent reason. Which results in level 2 characters that are already playing uphill in high tier, fighting a level 6 monster. WHY?


    Silly railroad trip

    1/5

    The entire scenario is heavily on railroads. At every point it's spelled out what the PCs must do, there are no options or alternatives to consider, and the PCs spend much more time dealing with (and fighting) things unrelated to the plot, than with the antagonist (who is a total pushover). The result is not very engaging.

    Aside from that, the events in the scenario are just plain weird, with no regard for the setting or worldbuilding:

    Worldbuilding:
    During the investigation of the ghost, suddenly a lightning bolt strikes the pavement, and the ghost manifests as an air elemental (huh?). The elemental has an aura that makes ordinary citizens murderously hostile (what??), and it can be dispelled by making athletics checks to build a wooden structure (seriously WTF???).

    The scenario has other gems, like rolling religion to find your way through mist; and guards that have been inside an abandoned house for days (for no apparent reason) and that cannot be spotted until an unrelated event triggers combat. Overall it feels more like "mad libs" than like an actual plot.


    Brilliant Conceptually but Rough Mechanically

    4/5

    This scenario is the first one to really lay out the beginnings of the conspiracy that is assaulting the Society on all fronts and it begins with a simple haunting.

    I appreciate the authors use of a non standard couple and with the use of non human ancestries in this. I ran for a party of half orcs who were delighted to encounter a half orc PC for once.

    The mystery of the haunting itself was one of the few I have seen which was genuinely intriguing and the plot of this scenario just flowed freely in ways that it often doesn't and the author deserves their roses for it.

    But the mechanics of this one were rough - the overuse of hazards and combination of hazards with fights were very unpredictable. Fights that might have been easy got really really dicey when combined with haunts going off, especially as I ran for a group of 4.

    And the final fight - APL+2 after 3 other encounters is very very rough. Had the party lacked a dedicated healer it would have been an easy TPK in ways the author may not have intended.

    Overall, the story was very very well done and the encounters were memorable if overclocked and to boot the new plot arc was kicked off with plenty of intrigue. Recommended for sure.


    1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>
    Paizo Employee Organized Play Associate

    2 people marked this as a favorite.

    Announced for September! Cover and product description are not final and are subject to change.


    6 people marked this as a favorite.

    This one is guaranteed to be great, it's written by Nicole.


    Definitely looking forward to it!

    Paizo Employee Organized Play Coordinator

    1 person marked this as a favorite.

    Cover and map list updated.

    Vigilant Seal

    The story was fun and interesting, but the challenge rating seemed a bit low. Not sure if this was how the GM ran it or how it was written.

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