Something wicked—and monstrous—is stirring around the rugged Isgeri town of Saringallow, where the hated legacy of noble Chelish diabolists runs deep. With the recent disappearance of apprentices, the nearby menace of particularly grotesque goblins, and the unsettling buzzing coming from the old Sarini Estate, Mayor Sandra Trinelli only knows one thing: she needs help, and fast! The heroes must confront one of these crises—or all three—if they hope to stem the darkness that looms. Before too long, the heroes discover that villains with ties to the Abyss have set their sights on Saringallow, and won't rest until the settlement and all its innocent inhabitants fall victim to their madness-inducing predations!
Gallows of Madness is a 64-page, highly versatile collection of three adventures for 1st-level characters. Each adventure also includes scaling information for parties of 2nd-level characters. Written with beginning Game Masters and players in mind while also providing challenging content for veterans, these adventures can be prepared quickly and run separately or in any order. For GMs who wish to run a deeper, more narrative game, this volume also offers an overarching timeline of events and detailed tips for running these adventures as a cohesive whole. Bonus content includes new monstrous foes and a gallery of NPCs to help easily connect the adventures, plus a gorgeous double-sided poster featuring an overview of Saringallow and a miniatures-scale battlemap!
Fairly standard Pathfinder fare in terms of content--some investigating, some goblins, some fiends and some fey--but generally well done. PCs must locate the source of a mysterious and fiendish threat in a small town in Isger. Historically goblinoid country with diabolic carryover from nearby Cheliax. The module actually is comprised of three separate adventures for first- and/or second-level characters. Information is provided for scaling each to second level so that they can be played individually or in any order, though they certainly feel like they'd be played best in the order presented. Indeed, that seems to be the idea, and the later parts of the second two adventures probably would've benefited from being presented as such. One continuous flow. I'd have preferred leveling-down instructions for them instead of leveling-up, anyway.
All in all, little particularly fresh in this module, and it becomes a bit one-trick in its reliance on the fiendish template (and vermin). The use of "demon's bile" and the investigation it sets off is engaging, however; there also are memorable-enough encounters with a variant homunculus and some goblin-sheep. It does look to be a fairly easy introductory module for new GMs (and players) learning the ropes, which it's purposefully intended to be. Good production, mostly, aside from a noticeable number of unnecessary errors in the text that could have been avoided by attentive proofreading.