After escaping from the waking nightmare of Briarstone Asylum, the former captives venture to the dismal town of Thrushmoor to unravel the enigma of their lost memories. Upon arrival, the adventurers find that the town's leadership has either fled town or gone missing, and a rash of kidnappings and rumors of the Briarstone Witch spread terror among the townsfolk. As the adventurers investigate the unsettling mysteries, they uncover a secretive cult that plans to use Thrushmoor's ancient monuments to grow its power. Will the heroes discover the secret behind their affliction and find answers in an uninviting town, or will they fall victim to the ruthless villains who want to sacrifice the people of Thrushmoor for some terrible purpose?
This volume of Pathfinder Adventure Path continues the Strange Aeons Adventure Path and includes:
"The Thrushmoor Terror," a Pathfinder adventure for 4th-level characters, by Tito Leati.
A gazetteer of the dreary town of Thrushmoor, the setting for the events of this adventure, by Tito Leati.
A look at the nihilistic cult of the Great Old One Hastur, by James Jacobs.
Horror on the plains in the Pathfinder's Journal, by Christopher Rowe.
A bestiary containing a new Great Old One and other accursed monsters, by James Jacobs, Michelle Jones, and Tito Leati.
ISBN-13: 978-1-60125-892-2
"The Thrushmoor Terror" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (723 kb zip/PDF).
Other Resources: This product is also available on the following platforms:
Thrushmoor is a great setting, it is fun to explore the town and the dungeons. Issue is: I have ran this for 2 different groups at this point, neither of them cared for the lower level dungeon. Putting the important info, the story-important info that they are after, into the higher-level dungeon will just result in them going there anyways. I'm not going to tell my players "no, go to the Fort first, you're underleveled for the mansion". So both my parties first went to the Mansion, got their ass beat but got through it, it was still not a good way to do it. Here, giving the players a better road to follow would've been nicer. Or realizing that the players will obviously first go to the important dungeon and only later to the optional dungeon, so having the optional dungeon be the higher level one, that could also help.
Apart from this, everything else seemed very nice. The town gave a lot of room to explore and for creativity, putting personalized stuff for the players into it to have fun and just improvising was easy as well.
I'm liking the trend of having the announcement covers being much closer to the release covers - is this just a fluke thing, or is this the new standard?
And considering that we have a Hastur article in this book, I think I know what the theme song of this AP should be.
By the way, I don't see the author of this adventure in the description. Don't want to forget about them! ;)
In other news, I wonder if we'll get sections of the stuff from Chambers or by Bierce in terms of using some of that as a way to describe Hastur's rites and stuff.
In other news, I wonder if we'll get sections of the stuff from Chambers or by Bierce in terms of using some of that as a way to describe Hastur's rites and stuff.
In fact, Chambers and Bierce and Derleth and Petersen are much more responsible for setting up what gamers regard as the "Hastur Mythology" today. Lovecraft's actual contribution to Hastur is in fact miniscule; he mentioned the name once or twice but that's about it.
So yes, what we do with Hastur in Pathfinder is MUCH more inspired by what's been done with him via Chambers, Bierce, Derleth, and Petersen, along with a SIGNIFICANT dose of my own exploration of Hastur themes.
Spooky hag and a gibberish mother horde - wonder if that's Pier 19?
Interesting that three sailors are noted to have "melted" on Pier 19, and there are three gibbering mouthers on the cover. In Lovecraft country, melting doesn't guarantee the mercy of death.