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Pathfinder Adventure Path #110: The Thrushmoor Terror (Strange Aeons 2 of 6) (PFRPG)

***½( ) (based on 4 ratings)
Pathfinder Adventure Path #110: The Thrushmoor Terror (Strange Aeons 2 of 6) (PFRPG)
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Fear in the Streets

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

Note: This product is part of the Pathfinder Adventure Path Subscription.

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Product Reviews (4)

Average product rating:

***½( ) (based on 4 ratings)

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Review from a player's perspective.

**( )( )( )

I am currently playing through this module with a group of experienced players and an experienced gm. Our gm doesn't like to pull punches and likes to have the group figure things out. 6 session in and I still don't really know where we should be going. We are undergeared and under level for many of the encounters we have run in to. We have experienced several character deaths because of this which has ruined the experience for me because I can no longer take the story seriously. The gm is also pulling punches which also spoils the game for me because I feel no accomplishment.

The characters who perished were investigative types who are being replaced more combat optimized characters. Yet another blow to the mood of a lovecraftian horror game.

I hope this book is just a hiccup because the first book was really amazing.

Very solid adventure but light on Mythos athmosphere

****( )

The maps are all interesting enough, yet easy to draw for a GM.
Lots of Sandbox style roleplay possible, with roughly a dozen NPCs.
Very diverse enemies, some of them quite deadly, which is ok for a Cthulhu campaign.
The "Star Stelae", Muscaria drug and "Confabulation plates" wondrous item.
The Hastur article is pretty interesting (but i expect it to be built upon in the finale of AP#114).
A very good Bestiary.

The use of Skum is both illogical and underwhelming. They are creatures of the Aboleths, which fight the Great Old Ones. It should be Deep Ones instead.
The Trushmoor gazetteer is underdeveloped, with the locations getting less than 3 pages.
The art for the Byakhee could be better.

UGLY: Either ignore the "surreptitiously cast" comment on page 37 or give the creature the "Deceitful" and "Conceal Spell" feats.

A solid follow-up to the superb "In Search of Sanity", "The Trushmoor Terror" begins like a normal Pathfinder adventure and only in the last part adds Mythos creatures to the mix. It´s a good slow buildup, but doesn´t quite achieve the horror-athmosphere of the first book.

Great 2nd Part


I find that even before Hastur was here I used his cult and this lets me round out what I already have on him and from the Lovecraft books on the subject I find that this is 110% in line with the stories. I like this book not just for the town and the story bot more for the cult of Hastur and his minions. :) best purchase

A potentially great adventure bogged down by some odd choices

***( )( )

I love Lovecraft and I wanted to love this adventure. Indeed, there are many reasons to do just that. First off, I'm thrilled that the weird little town of Thrushmoor is finally explored in depth, and in that regard, I was not disappointed. The place drips with isolated, superstitious, almost claustrophobic weirdness, and though the townsfolk are not outright hostile, they have some mixed feelings about the player characters. Justifiably so, it turns out.

After exploring the town a bit, the PCs are supposed to head to the local fort that doubles as Thrushmoor's center of government. Ft. Hailcourse has some fun encounters, with the highlights being a shapeshifting mirror creature and a couple skum with class levels. The adventure culminates with a visit to Iris Hill, the former abode of none other than the insidious Count Haserton Lowls IV. This was my favorite part of the adventure, with Mythos beasties and cultists galore.

This could have easily been a 4-star or even 5-star adventure. However, I think there were some major missteps in its execution. The biggest issue is the order in which the PCs are meant to tackle the set pieces. They have a choice between Ft. Hailcourse and Iris Hill, and due to the respective difficulty levels of these two locales, they really need to hit the Fort first. Alas, from a PC's perspective, I think Iris Hill is a much more reasonable target. There are no imposing walls, multiple points of ingress, and a doorman who is shady at best. Contrast this with Ft. Hailcourse and its single point of entry, which is guarded by a shapechanger with a very believable alibi and a solid Bluff check. To be fair, the author suggests that a helpful NPC guide the characters to the Fort first, but I don't think this is quite enough. At all.

Another issue is the unexplained disappearance of the town's high priestess, as compared to other important missing NPCs whose fates are fully detailed. Additionally, as brought up in a post from johnnyzcake, there's the fact that the PCs are supposed to collect a wide range of books in Iris Hill for the next adventure. Most of these can be found in one room, though not all of them. The author's explanation for why the characters should know to pick up these tomes, is because they happen to have titles. That's it. That's the only reason. And while I say the party is "supposed to collect" these books, based on what I read, it looks like the party needs all of them for the next adventure. Granted I haven't yet read that adventure yet and may be mistaken, but if I am not, this is a big problem.

None of these problems make The Thrushmoor Terror unplayable. Not by a long shot. With that said, it looks like a GM is going to need to make a few significant tweaks to run it smoothly. Even with these problems though, it manages to be a cool adventure.

Aside from the adventure itself, there's the ubiquitous Bestiary, a rundown on Hastur and his cult, and a close look at Thrushmoor itself. I was quite pleased with all three of these supplements. No complaints spring to mind. Gift Certificates
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