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Pathfinder Module: Feast of Ravenmoor (PFRPG)

****( ) (based on 13 ratings)
Pathfinder Module: Feast of Ravenmoor (PFRPG)
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An adventure for 3rd-level characters

For decades, the tiny village of Ravenmoor has existed quietly on the upper reaches of the Lampblack River, far from the centers of civilization in Varisia. Linked to the outside world only by an overgrown, mostly forgotten trail, the villagers are comfortable with their isolation. Their ways are humble, quaint, and at times odd, and when travelers come, they find the town awkward and unmemorable. Certainly, the lack of a village inn, the oppressive humidity, and the bug-infested moors and swamps that surround the village do little to encourage visitors. When a clerk in the city of Magnimar discovers that, due to a clerical error, the village of Ravenmoor hasn’t paid taxes in years, a tax collector is sent to the distant community to settle accounts with its mayor. When the tax collector fails to return, however, a group of adventurers must travel to the town during its Founders’ Feast celebration to investigate his disappearance. Did he really make off with the taxes for himself, as the villagers suspect? Or did he never make it out of Ravenmoor at all?

Feast of Ravenmoor is an adventure for 3rd-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. It features a terrifying adventure set in a rural village in the frontier realm of Varisia, and a brand-new monster eager to torment and frighten unsuspecting adventurers.

Written by Brandon Hodge

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set.

ISBN-13: 978-1-60125-367-5

Feast of Ravenmoor is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (217 KB zip/PDF).

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

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Product Reviews (13)
1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****( ) (based on 13 ratings)

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Delightfully twisted gem, with the odd quirk.


At a glance: This is a well assembled and incredibly fun adventure for 3rd level characters that takes around 10 hours of play to complete. The adventure contains a mix of roleplay, investigation and combat, albeit the latter is decidedly unusual in approach.

By the numbers: This adventure has sufficient XP for a party of four 3rd level characters to reach 4th level by the conclusion on normal or fast progression, but will require some random encounters for those using the slow progression. Wealth is fairly abundant for an enterprising (and less scrupulous) party, and can easily exceed the expected wealth/level gain by a significant margin.

Spoiler free review: The module is frequently strange, often hilarious and a fun blend of social drama, investigation and combat. It flows a little strangely and there is a chunk of the module that will usually go unused, but on the whole it is well worth the time and price for a truly unforgettable session or two.

On the whole the adventure was as entertaining as it was weird (and trust me, it gets weird), but the module itself did have its faults, and a number of weak points in how it was strung together. In particular I'd like to mention that of the two full page maps, the first (Ravenmoor itself) lacks a scale of any kind. The second (an encounter map) has the compass rose with North being "Up" on the map, when it should be "Left" to match the town map and all the boxed text (which otherwise gets very confusing).

Difficulty: The finale of this module can be quite brutal, however I would suggest that an organized and reasonably optimized party of four 3rd level characters should be able to handle it, but otherwise you may want to consider a larger party 4th level characters.

I have additional information for GMs located in the Product Discussion section.

Best PF Module I've Run



This one is a lot of fun to play. That is, it's fun if you're into the backwoods creepy variety. I had more fun as a DM running this module than just about anything else I've run. Plenty of golden roleplaying moments, like the town festival, the boy searching for his missing giant mosquito, the simple weaver woman who's really a [redacted]. By the end, none of my players knew who to trust. In fact, that mistrust encouraged roleplaying as they put together clues to true to figure out exactly what was wrong with Ravenmoor.

The final scene is a lot of fun and quite challenging to boot.

As a testament to its memorability, my players still crack up whenever anybody calls out with backwoods twang, 'Applesauce!'

Just terrific


I've long been an admirer of Brandon's writing, and this module has been a favorite of mine to read for several years. Last night we finally had the opportunity to play Feast of Ravenmoor for PFS: I played my illusionist 3, alongside a hunter 3, a sorcerer 4, and a barbarian 1/druid 3.

Everything I loved from reading this module came to life throughout the session. The roleplay-heavy first half transitioned beautifully into the combat-heavy second half, with the mystery and horror elements gradually and vividly emerging alongside all the little bits of distinctive Ravenmoor culture. The whole party had a blast piecing together the narrative and learning about the weird little backwoods town (note to GMs: if you can pull of a consistent southern accent, like our GM did, do it). Our characters were careful, diligent, and well-prepared, so the encounters presented consistent challenges but never overwhelmed us (not even the final boss, who scared us quite a bit at first but we were still able to dispatch without any PC fatalities). I could not have asked for a better PFS module experience... nay, a better PFS experience overall.

If you can only afford the time to play a Paizo module for PFS credit once, make sure you play this one.

ew. just ew.


Delightful. Left us all feeling like we needed a shower afterwards.

Lots of fun, good story for RPers, some watch-outs

****( )

For the most part, the investigation part of went well and the party had fun getting to know the creepy small village. But know that this requires some effort on the GM's part - you need to act things out well to get the back woods creepy feel going. That made the early events fun for everyone.

One flaw I would note - actually two flaws wrapped into one - is that there's a point where the party needs to go to a certain location for things to continue and I pretty much had to have an NPC plead with them to go that way (flaw 1), and make sure they said enough to motivate the party to clear out the rest of the module. This then sets the party on several encounters in a row without breaks (flaw 2). They could theoretically take breaks, but it doesn't match up with the timing crunch the module tries to put on them - so most of the combat in the module take place all in one shot, ending with a challenging one.

Encounters were good and challenging for an APL 3. The party will be tested to make sure they have diverse abilities. The end encounter creature was pretty cool, but I would say it should be +1 on the CR. It just has too many abilities/defenses. A high RP, non-power-gaming group may be overwhelmed quickly, so play to your group and don't be too mean with the tactics in the fights prior.

If you have time, I would suggest read through it once, and try to come with a way to break up the timing of some of the encounters and re-distribute them a bit involving more of the town. That would get this one an extra star.

1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>

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