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Pathfinder Module: Feast of Ravenmoor (PFRPG)

****½ (based on 16 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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PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Non-Mint: Ships from our warehouse in 1 to 7 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Print Edition: Unavailable

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Product Reviews (16)
1 to 5 of 16 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****½ (based on 16 ratings)

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Gold standard for low level modules


Wonderful gem of a module. The front half is littered with fantastic roleplay elements that do an exceptional job at building the setting as well as acclimating players to small town quirks, while the second half is sure to satisfy both roleplayers and roll-players.

Other reviewers have highlighted that there is an orientation issue on the two large maps that is particularly jarring when describing the transition from one map to the next. However, I would not allow a minor issue like map orientation (that probably wasn't in the hands of the author anyways) to negatively color my opinion of what is otherwise an outstanding module.

Five stars.

Feast your eyes on this.


I've recently GM'ed this and loved it.

The fights aren't too the start, but once the PCs get into the final area, they can expect some decent resistance.

The atmosphere in it is fun to RP out too, from both PC and GM perspective.

A hint for the GMs to be running this:
If the PCs are particularly skilled in Sense Motive, and with asking the right questions of the one in charge, choose your words carefully or they might do something unexpected. It gives a more 'surprise!', when they discover the proper person is the BBEG.

The final fight can be potentially deadly for lvl 3. I ran it with 3 lvl 3 and 1 lvl 4. The tactics as written can work, but don't hesitate to have the BBEG play dirty within his options.

All in all, a great module i definitely want to run again in the future.



I can't explain how I love this!

Fantastic combats, high-pressure atmosphere, flavorable NPCs, COC style investigation, everything just perfect even one character died.

Require experienced GMs to make up the setting, not an easy module to run, but fantastic, also good for non-PFS games.



I've had so much fun GM'ing this. The party I'm running it for is still only half-way through the module but I've had so much fun that I wanted to post a review up now.

It's quirky, weird and there's plenty of opportunities to really creep your players out. In a fun way :) There's also a wonderful opportunity for 1 of your players to get separated from the group without anyone knowing what's happened to them. One of my players did what his character would have done and stumbled right into it. It's adding to the dramatic tension during the break between sessions.

So far it's been really RP heavy, which has been very fun. The 2nd half is clearly going to be a lot more hack'n'slash. I can't picture it being as much fun as the first half but that's just because the first half is so much fun. I'm another vote for creepy southern accents from the GM - think Deliverance, The Hills Have Eyes, etc.


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.

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