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Pathfinder Module: Feast of Ravenmoor (PFRPG)

****( ) (based on 11 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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Non-Mint: Ships from our warehouse in 2 to 14 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.

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Product Reviews (11)
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Average product rating:

****( ) (based on 11 ratings)

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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.

**( )( )( )

Intriguing mysteries, yet none of them explained properly.

***( )( )

I have played this module as a DM with three players. I had some problems about difficulty of this scenario while playing though most of them were because of my own faults; I didn't let PCs to rest after the festival, I didn't reduce the power of the enemies as PCs were only four not three, blah blah... However, I guessed it would be hard even if my party were composed of four members. The overall difficulty is a bit high, especially since most of the encounters are in the last chapter of the scenario with no chance of rest on the way.

The major problem I am pointing is not about the scenario's difficulty, however. The first half of the scenario is consist of tourism in a mysterious, suspicious, and isolated village. Even though the villagers want to make the strangers in town believe there is nothing to see in the village, everything is somewhat wrong in some ways, and it is natural for PCs to guess that the tax collector did not escape the village and he is still at somewhere. My PCs were so excited to reveal the mysteries waiting for them.

Now the problem arises. The scenario encourages PCs to solve the mystery with Hack & Slash sword fight. After futile investigation PCs have made at day time, some cultists ambush the PCs at night and give them reason to get things rough. They even give the PCs a time limit. While PCs cannot see the response of 'innocent' villagers after questioning about the surprise attack at the last night, they just get into fight in an abandoned farm and a mystery circle in a crop yard. Moreover, every answer to their curiosity is there, so they don't need to struggle finding out what's going on. Since the friendly mayor is now mad cultist lord at night with absolute hostile attitude, PCs just have to kill him and solve every problem in the village. It is just wrong solution to such a mystery story.

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