Pathfinder Module: Feast of Ravenmoor (PFRPG)

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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).

Other Resources: This product is also available on the following platforms:

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Classic Horror Homage

5/5

NO SPOILERS

Feast of Ravenmoor is a 32-page, full-colour (with excellent artwork) module for third-level characters. The adventure involves some classic horror tropes, but in a way that makes for a nice Pathfinder homage rather than clichéd storytelling. I played through this with my multi-classed psychic/monk and had a blast. It’s a module that doesn’t require ultra-optimized PCs, and it has a great mix of role-playing, mystery solving, and exciting set-piece action scenes. Having read through it for the purposes of this review, I’m also impressed by how non-railroady it is. Players have a lot of freedom to decide how to progress, and the GM is given good guidance on how to respond to different courses they may take. This isn’t a super-long or dense module—I’ve played some individual PFS scenarios that were far more complex. But Feast of Ravenmoor is an all-around excellent adventure and a good showcase for newer players on the fun that Pathfinder can offer.

SPOILERS!:

Feast of Ravenmoor is very much a classic horror story transplanted into a fantasy setting. There’s an isolated, backwards town of eccentric locals. There’s a secret cult that abducts outsiders and sacrifices them. There’s even a corn maze and a dark ritual for a final showdown! But although the plot isn’t exactly original, all the individual elements come together nicely for a really enjoyable adventure.

The adventure hook involves the PCs being hired by a government bookkeeper in Magnimar to investigate the recent disappearance of a tax collector sent to the remote village of Ravenmoor. The hook is simple and direct, and the module hand-waves the journey to Ravenmoor (instructing GMs they can place some mild wilderness encounters along the way if they want to).

The adventure really starts when the PCs get to Ravenmoor and start looking and asking around. Ravenmoor is a pretty strange village, with unusual local customs that are sure to get the adventurers’ attention. The first encounter sets the tone, as the PCs are accosted by an errant stirge that turns out to be a kid’s beloved pet! How the PCs deal with the stirge (my group killed it) affects the initial attitudes of several villagers. The first third of the module is pretty open-ended as the PCs investigate and gather clues. Eventually they’ll meet the town’s mayor, who invites the group to attend the “Founders’ Festival” later in the day (and to stay the night at his mansion since there’s no inn in town). The mayor, however, is the leader of an evil cult!

In a well-developed backstory that’s integral to the plot, Ravenmoor was infiltrated by a pair of faceless stalkers (shapechanging, blood-sucking aberrations) several decades ago. The faceless stalkers gradually turned some of the townspeople away from worshipping Desna to worshipping Ghlaunder, the evil god of disease and deception. Through monthly sacrifices, worship of Ghlaunder has brought prosperity and abundance to the village. But only about a quarter of the villagers are part of the cult, and most people in the village are perfectly nice and completely unaware of what’s going on. To help fully flesh out Ravenmoor, the inside front-cover of the module contains a map of the town, there’s a little gazetteer near the beginning, and a two-page appendix gives an overview at the end of the module. There’s a lot for the GM to work with in making Ravenmoor more than just a forgettable backdrop to an adventure.

The middle part of the adventure is also open-ended. The festival is well-developed, with descriptions of some (really gross) local foods and games that the PCs can participate in. (I might have to swipe some of the mechanics of the games for other adventures down the line). However, the PCs don’t have to attend the festival—my group didn’t because we were too busy skulking around the mayor’s house! There are clues there that point to what really happened to the tax collector. Despite several claims that he absconded with the tax money for Riddleport, he was last month’s human sacrifice! I enjoyed the investigation parts of the adventure, though admittedly my PC was perfectly suited for it what with his ability to occasionally read minds.

If the PCs don’t figure things out early and decide to stay the night (either in the mayor’s house or camping near the village), there’s an attempt by the cult to abduct a PC. The module admits the abduction is not likely to be successful, but guidance is given for what to do if it is. I really like how this scene is written as well. It’s a local family attempting the abduction because they don’t want their own daughter to be next, and if any member of the abduction team is hurt, the others rush to their aid.

Either through investigation or chasing after fleeing cultists, the PCs will find their way to a seemingly-abandoned farmhouse at the edge of the village. There’s some more classic horror elements here (a collapsing floor, a demonic scarecrow, misbegotten degenerates kept in the barn, etc.) before the big showdown in the corn maze. Here, the PCs have to navigate through the dark labyrinth while surviving hit-and-run attacks before reaching the center where the ritualistic human sacrifice is about to take place. The mayor and several cultists are here in full regalia, and, the best part, is that when the mayor is killed, a massive demonic insect-thing bursts out of his chest! It’s a very exciting and effective piece of body-horror and a good twist for players who think they’ve just won.

The module takes the time to offer some useful advice on what happens to Ravenmoor after the cult is revealed and defeated, which is very useful for GMs who still want to make use of the setting after running the adventure.

As I said, it’s not the most original set-up for an adventure, and some wiseacres may almost immediately guess the gist of what’s happening in the town. Despite that, all of the elements are put together so well that it’ll still be an enjoyable experience to see how it all plays out. I’d strongly recommend Feast of Ravenmoor for anyone who can enjoy a classic horror homage in a Pathfinder context.


Versatile and fun

5/5

(I wrote a more detailed review, but the website ate it. Here's the short version.)

This was a solid and fun module to GM. It's put together well. I can't get enough of things like the Founder's Feast event in this, which provide a wealth of roleplaying and problem solving opportunities.

I ran this for 4 very experienced players, with 4th level characters that punched well above their weight. I inserted it as a prequel event to the start of Shattered Star part two, and it worked great for that.

In addition to a lot of tweaks that I made to customize this for my players and campaign, I had to fix some things to adjust the flow of play and the story conclusion. Those were all simple but I think the experience would have suffered some if I didn't have the time or experience to do that.

Still, this is a well thought out module and I give it full marks.


Feast of Ravenmoor Review

5/5

Warning: This review contains spoilers
Written from a GM's perspective.
I ran this for 6 PCs.

I ran this with my group for three sessions (about 3 hours each) and found it to be a wonderfully compact module with great setting and story.

By far the strongest element of this module is its tone and setting. The book gives some really nice additional information about the customs of Ravenmoor that really helps make it feel like a strange backwater village where something isn't quite right. This made it very easy to make the location almost immediately feel mysterious and more than a little creepy. The investigation portion of the adventure was also well done. It gives the players a slow trickle of information that something is wrong, while still denying them a clear picture until the big finale. I also liked how the encounters were included into the adventure. Creatures that were fought, like the stirges and mongrelmen didn't feel like they were just randomly pulled out of the bestiary for the sake of having an encounter. Everything had a backstory and everything felt like it belonged in Ravenmoor.

I don't really have much in the way of criticism for this module. I would warn GMs that the final few fights were reasonably challenging for my party of six. A smaller party might find them to be a bit too deadly. Also, for those familiar with the genre tropes of the adventure some aspects might be a bit predictable. For example, my players immediately expected Shel to be a sacrifice as soon she told them about the Founder's Feast. However, I don't think this ruins the experience, as there is a certain charm in it's familiarity and how well it achieves it's intended tone.

Overall, I would definitely recommend this module to anyone looking for something short, fun and a little bit creepy.


Gold standard for low level modules

5/5

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.

5/5

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

The fights aren't too hard..in 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.


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Mark Moreland wrote:
tadkil wrote:
Do we know when we'll have docs for pfs play. I've got a table of players crazy for this. One of them is my wife, so I'm driven by a dual imperative.
All Pathfinder Society resources for playing Pathfinder Modules for credit within the campaign should be released on the adventure's street date, which is September 14. At that time, we'll update the Additional Resources page to include it and put the Chronicle sheet download both on that page and on this product page.

Hey Mark, can we have an update on the new likely date? I'm just starting to prep this for a Convention and the PFS guidelines will be a valuable input.

Cheers,
Al

Paizo Employee Director of Brand Strategy

The Chronicle and update to the Additional Resources were submitted to the web team today and should go live within the next few days unless unexpected delays hit them upstairs.

Liberty's Edge

Mark Moreland wrote:
The Chronicle and update to the Additional Resources were submitted to the web team today and should go live within the next few days unless unexpected delays hit them upstairs.

Awesome -- looking forward to running this with PFS.


Steel_Wind wrote:


Awesome -- looking forward to running this with PFS.

Agreed! There's a lot of excitement around this module for Shadow Lodge, our new PFS Con in Sydney. Cheers for the update, Mark. And keep writing those awesome reviews on EN World, Steel. :)


Can't wait to run this adventure. I'm like to buy all the adventure as they come out.

Contributor

gbonehead wrote:
Brandon Hodge wrote:
Blood Sausage, anyone? ;-)

Hey Brandon!

I just wanted to say that so far, this module has really grabbed me. I'm only about a third of the way through it, but has everything I look for in a module:

* A believable premise.
* An interesting storyline.
* A clear good vs. bad plotline, even if who is who is not clear.
* Lots of opportunities for both combat and non-combat gaming.
* Well-written text that's enjoyable just to read.

** spoiler omitted **

Bravo!

Thanks for the major props!!! Wow! This adventure was a lot of fun to put together and write, and I think folks are going to have a lot of fun with it. Glad you are enjoying it so far -let me know your thoughts when you make it to the end! =-)


Thanks for the guide to PFS play and the Chronicle Sheet. A quick erratum: 1st column bottom of page 1 still says "The Harrowing."

Cheers,
Al

Liberty's Edge

Really looking forward to GMing this. I'll give it a review once my copy arrives.

RPG Superstar 2011 Top 8

Just picked this up today. I'm about a third of the way through reading it and I'm really digging it so far. Looks like a really fun low-level mod that's a nice change from a hack and slash dungeon. I have a crazy idea of running this as a one shot and having the PCs make a group of "investigators" using the NPC expert class.

Why?

Spoiler:
Flipping through it, it doesn't seem very combat heavy. Maybe after Elias Kyle disappears, a larger group of average joe "tax collectors" goes in to finish the job. I like the idea of relatively weak PCs having to use their wits to overcome the challenges instead of just hacking through the poor townsfolk. I do love how it revolves around a cult from my favorite evil Golarion god, Ghaulander.

Anyway, I can't wait to run it. I think it's perfect with Halloween around the corner.


This looks like a fun one.

I just wish there was a little more lynching for PC's trying to throw their weight around town.

Mayby there will be.

Spoiler:
I feel bad for poor applesauce.. his chances will not be good.

Sczarni RPG Superstar 2014 Top 16

John Benbo wrote:
Just picked this up today. I'm about a third of the way through reading it and I'm really digging it so far. Looks like a really fun low-level mod that's a nice change from a hack and slash dungeon. I have a crazy idea of running this as a one shot and having the PCs make a group of "investigators" using the NPC expert class.

That does sound like fun! But you should be careful not to throw too much at the players. Most of the module should be fine, but I would be wary of

Spoiler:
the final encounter. It's a CR4 encounter followed by a CR5. If you're running that with NPC classes, that would be a very tough fight indeed!

Of course, I have the opposite problem; I'm planning to run this for my 10th-level Rise of the Runelords group! Which will be fun, but I'm worried that the final encounter will be a bit of a letdown. Still, the fact that there are people even attempting to run this module so far out of the expected level range is a sign that people really like it! :-)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

One thing I enjoy off the bat, er stirge...

Spoiler:
It warns the GM right off that the 'four encounters/rest' bit doesn't work here. This is good to remind 3.x GMs

I also love the set up for the module's aftermath, and the explinations if you have a priest of [redacted] in the party.


Spoiler:
Wizards sorcerers and bards may be able to rest up, but clerics are tied to a specific time to pray (usually dawn) and won't be able to take the break.

Dark Archive Vendor - Fantasiapelit Tampere

Spoiler:
Who can kill a creature named Applesauce?! It's gonna get a bit weird when players cheer in voctory and GM cries like a little girl.

I just got this today, and it looks awesome! Too bad that our "random module-characters" are now at level 11....


I read this last night and I thought it was great. A little spit-dash changes, and it'll make a nicely thematic interlude for my xp-starved Haunting of Harrowstone party. Excellent job!

Spoiler:
The stuff about the Desna church not being quite right will play perfectly with my game: our party cleric is a missionary priest of Sarenrae who's been met with nothing but disinterest and mild bigotry by the Pharasmin faithful of Ravengro. How he's gonna react when he runs into another odd-ball church is going to be priceless.

However, I find stirges to be quite lame. I have found that stirges are an anticlimax enemy where no one's ever really in danger. Especially now that the party has, I think, 2 potions of lesser restoration and a wand with, like, 17 charges left. So, I always make them bigger, do more damage, and make up silly rules about how many points of damage heedlessly ripping out its stinger causes. Even that has been dampened, however, since the wizard starting using grease to ease it out, like a tick and vaseline. Guess I'll have to make them even bigger now.

Liberty's Edge

I just noticed on my downloads page that the PDF was updated on 19 Oct and the file is about 1 MB smaller. Is there any material difference in the new version?

Sczarni RPG Superstar 2014 Top 16

Paz wrote:
I just noticed on my downloads page that the PDF was updated on 19 Oct and the file is about 1 MB smaller. Is there any material difference in the new version?

I believe there were some issues with displaying the files (page turns, etc.) on mobile devices, and that something internally was re-jiggered to optimize the display. As far as I know, the actual content hasn't changed.

Ms. Lambertz, can you confirm this?


Tamago wrote:
Paz wrote:
I just noticed on my downloads page that the PDF was updated on 19 Oct and the file is about 1 MB smaller. Is there any material difference in the new version?

I believe there were some issues with displaying the files (page turns, etc.) on mobile devices, and that something internally was re-jiggered to optimize the display. As far as I know, the actual content hasn't changed.

Ms. Lambertz, can you confirm this?

Indeed. No editorial content has been changed for this file. Each time we update, we send an e-mail to your Paizo.com account letting you know what we changed, also.

Unfortunately, I'm still working on a solution for iPad users, since they still seem to have problems with this file. The file was exported with all of our usual settings applied, so it's a bit tricky figuring out what's causing it.

Shadow Lodge

I posted some notes aimed at running this as a PFS scenario over two 5-hour sessions here, but they should also be useful if you're running it in a non-PFS campaign. If you're going to play this module, these notes will just spoil it for you, so don't read them. Otherwise, I hope you find them useful and I'd be interested to hear your feedback, suggestions and experiences.
The official line remains that you should run PFS modules as written. However, if you only have two slots to run it in, these notes should help you to streamline it. It also contains some reflavouring and minor reworking of some encounters that might break a PG-13 audience requirement at a public game so use your discretion.


I started running this module for the second half of my last game.

Spoiler:
The party ran into Applesauce, conversed with the grumpy old ferryman, made some inquiries about the missing tax-collector, met Leonard and the mayor, and went to the Founder's Festival.

Towards the end of the session, one player turned to another and said:

"I bet this ends up just like The Wicker Man"!

My players piss me off sometimes.

Paizo Employee Creative Director

Doodlebug Anklebiter wrote:

I started running this module for the second half of my last game.

** spoiler omitted **

Towards the end of the session, one player turned to another and said:

"I bet this ends up just like The Wicker Man"!

My players piss me off sometimes.

Heh... well, since The Wicker Man is one of the primary inspirations for the movie, that's actually a good sign! Tells me the adventure does exactly what it needs to do!

Hopefully, your players haven't also read/seen The Dunwich Horror or Children of the Corn! Just sayin...


James Jacobs wrote:

Heh... well, since The Wicker Man is one of the primary inspirations for the movie, that's actually a good sign! Tells me the adventure does exactly what it needs to do!

Hopefully, your players haven't also read/seen The Dunwich Horror or Children of the Corn! Just sayin...

So, we had a great time last night. It was pretty much all role-playing with just the shocking encounter during the greased pig event at the fair for some actual combat xp.

I moved Ravensmoor to Ustalav and threw this in for the PCs to get some needed xp before they move on to The Trial of the Beast. They tittered about all of the raven towns around here, but I just attacked them with giant crows and they stopped laughing.

So, as I reported above, my players were all looking for wicker men around every corner and waiting for pagan cultists to jump them at any second. They put together a lot of the clues, sussed out a lot of the suspects and then went to the feast where...

Spoiler:
Tramora III, hard-bitten halfling warrior and hater of peasants, passed out at the feasting table.

Dok the half-orc wizard struck up a conversation with Alizna, was impressed by her knowledge on all things arcane, and agreed to accompany her home alone for an evening chat and a cup of tea.

Lodi Carene, halfling summoner, ate three servings of flayleaf salad and drank seven flagons of ale (and failed his saving throw after the third drink!). He had already been flirting with Shel Lupescu, and after casting magic fang on his hand and making very inappropriate remarks, she invited him for a midnight tryst in the natural amphitheater.

Elzbeth, half-elven rogue, danced with Viorec Whathisname, got bored with the feast and returned to sleep at the Mayor's house alone.

Meanwhile, poor Father Varnalium, who's player moved to Vermont and could only make it every other game, had disapppeared earlier in the day (he was kidnapped by cultists while poking through the ruins of the church of Desna), but since his player wasn't at the table, everybody (except the DM!) forgot all about him!

I don't know what they were thinking, but I'm pretty sure I've got a TPK on my hands here!

I hope the new AP's a good one...


I don't know anything about this module but the interior art used in the catalogue is WONDERFUL.


really enjoyed it, but WHY is this recommended for 3rd level characters? it's a quick succession of CR 3 and 4's with a lethal CR 5 (actually seems like it ought to be at least CR 6) end cap.

has anyone actually run this and not had a TPK?

Spoiler:
my 5 players aren't nearly optimized and by the time they hit the Clr 5 they were pretty beat up. He unfortunately had plenty of time to buff and knocked 2/3 of the party into the negs- 3d6 neg channel is really harsh. Even back on their feet, they had no chance against the Blightspawn- slow aura, DR, fast heal, spells, etc. is too much. I encouraged them to just burn the field and run.
Maybe a Clr 4 would have worked better, but the Blightspawn is way overpowered in my opinion.

Scarab Sages

Any chance that the description for this module could be changed to match the star of the others? So it show what level it is targetted at.

Contributor

Masika wrote:
Any chance that the description for this module could be changed to match the star of the others? So it show what level it is targetted at.

The text does have the level listed for the adventure, but I've added it to the top of the product description as well.

Owner - House of Books and Games LLC

I'll be sending level fours into this in March; I'll report back then.

Scarab Sages

Thanks Liz.
It was the only one that did not have it.


How's this one for content? Anything I shouldn't let a 13-year-old GM read?

Sczarni RPG Superstar 2014 Top 16

Wildebob wrote:
How's this one for content? Anything I shouldn't let a 13-year-old GM read?

There are some creepy bits, but nothing I can think of off the top of my head that's too bad. The only thing that I would think might be too much would be

Spoiler:
when the Mayor is killed and the Blightspawn that's been growing inside him comes out.

Any thoughts on how to handle the inevitable problem with the Mayor when...

Spoiler:
The PCs detect evil on him? I don't see anything in the text that he protects himself from this. My players have detected him as evil and will be questioning him after the festival. Hopefully they don't kill him outright. Not sure what convincing lie he can tell about why he's evil.

Sczarni RPG Superstar 2014 Top 16

1 person marked this as a favorite.
DMFTodd wrote:

Any thoughts on how to handle the inevitable problem with the Mayor when...

** spoiler omitted **

I think he'd say something like this:

Spoiler:
Yes, I am evil. But so what? There are a lot of evil people who are still perfectly reasonable members of society. Maybe I use my status to bully people in town and make sure my standard of living is better than theirs. Maybe I torture kittens and puppies in my basement. Maybe I made some bad choices when I was young and am now paying off the debt I incurred to a particularly generous-seeming (at the time) devil.

But if the you attack me for no reason other than a "Detect Evil" spell showed me as being evil, does that make you any better? So far, I've treated you with respect and been completely honest and open with you, and have even offered to try and work out the details of paying the taxes to Magnimar, despite the fact that, through no fault of my own, the last tax collector was unscrupulous and ran off with the funds. But you know what? Running off with the money was probably not a very good thing to do, either. Will you hunt him down and kill him based on that conjecture?

Now, can we please return the discussion to more relevant matters?

(And if the PCs ask him specifically what he's done that makes him evil, he'd probably say that it's none of their business, and as guests in the town, asking such a thing is quite rude. The townsfolk out here in Ravenmoor may not have "high city culture" like the PCs, but at least they have the decency not to pry into people's shameful pasts. . . )


Wildebob wrote:
How's this one for content? Anything I shouldn't let a 13-year-old GM read?

I don't know if a 13-year-old would notice, but there is

Spoiler:
marijuana, i.e., flayleaf, all over this module.
Sovereign Court Raging Swan Press

Doodlebug Anklebiter wrote:
James Jacobs wrote:

Heh... well, since The Wicker Man is one of the primary inspirations for the movie, that's actually a good sign! Tells me the adventure does exactly what it needs to do!

Hopefully, your players haven't also read/seen The Dunwich Horror or Children of the Corn! Just sayin...

So, we had a great time last night. It was pretty much all role-playing with just the shocking encounter during the greased pig event at the fair for some actual combat xp.

I moved Ravensmoor to Ustalav and threw this in for the PCs to get some needed xp before they move on to The Trial of the Beast. They tittered about all of the raven towns around here, but I just attacked them with giant crows and they stopped laughing.

So, as I reported above, my players were all looking for wicker men around every corner and waiting for pagan cultists to jump them at any second. They put together a lot of the clues, sussed out a lot of the suspects and then went to the feast where...

** spoiler omitted **...

Wow! That's pretty much exactly what happened when I ran this module. I did end up with a TPK! I hope yours turned out better.

Contributor

2 people marked this as a favorite.

Man, I've always hated detect evil. =-)

How to handle:

Spoiler:

Knowing the potential consequences of that damn annoying little spell, I originally designed Kriegler as Chaotic Neutral and classed him as a blight druid in the turnover, but things didn't end up that way after development. I imagine Tamago's response is a pretty fair approximation of Kriegler's response, though I'd be coy about drawing those immediate lines of recognition with "Yes, I'm evil."

I'd put in more in line with: "Evil? What is evil? Is evil stealing another's bread so that you may survive? Is evil born of the desperation of the staving and destitute, and the choices one must make to keep his people alive when the church, and our lord, abandoned us? Evil you say? Perhaps. But no more than our so-called "rulers" who demand their tithes, or the church that left us to starve. But until you have felt the sharp pangs of hunger gnaw at your guts and seen your children wasted to but parched skin and protruding bone, I suggest you tend your own garden, and keep your judgments to yourself."

Or something like that.

As for the flayleaf and PG-13 concerns:

Spoiler:

I don't want the flayleaf thing to put you off if that concerns you as a parent. Yes, the farmers of Ravenmoor have flayleaf fields. They do make little "Blair Witch"-style effigies from the dried leaves that they burn like incense before bed (evidence only-you don't see it happen), and the PCs might be fooled into eating a flayleaf salad at the feast. It may be just subtle enough that the connection won't made at age 13, but I could be wrong. What these people are NOT, however, is a bunch of cliche stoner-bumpkins. I worked very hard to not inject elements that would degrade into a bunch of pot-humor at the gaming table, because that would work against the module's mood. I was very careful about that perception, and while it is an aspect of village life, there isn't some pervasive, distracting, anachronistic stoner-culture among the villagers that will degrade into parody...though gamers are capable of anything, right?

And as for the BBEG. I've said it before: blame James. Hahahaha! That monstrosity is ALL his creation! =-)


Brandon Hodge wrote:


As for the flayleaf and PG-13 concerns:
** spoiler omitted **...

I've just finished reading the adventure portion of the module (still have the Ravenmoor Gazetteer to go). I'm in college, no stranger to the plant in question, and it still took me until the "sold on the black market" line to pickup on the reference.

I really like the way you worked it in though, this seems like very much the way a small rural community, without explicit or enforced laws would treat it. It is a recognized intoxicant, but it is social, spiritual, and used with care and respect. It does not carry the stigmas that we have attributed it in our world, the attitude is closer to what it would have been when it's use was first emerging.

I'm not very familiar with drugs and laws in Golarion, but my impression is they are generally frowned upon (by the law/ "upstanding" citizens) with those visibly addicted even more so. However there are much bigger problems to be dealt with, perhaps that pack of ghouls living in the sewers, or the goblin tribe that continually raids the town. When there's a monster at the door and a stoner in the gutter which do you deal with first?

I can't wait to see if my players pick up on it when I run this module.

On another note, this is the first full length module that I will be running and I am really looking forward to turning up the creep factor on the adventure. Great flavour, especially hoping the feast will spark some good RP in my newbie group.

Thanks, you did a great job.


We did not have a TPK, but we did lose a rogue. Elzbeth, you are are gone, but not forgotten!

Spoiler:
I am a mid-30s, relatively intelligent stoner, and while we have some teetotalers at the table, that description applies for over half of my players. I had, of course, read the module before I ran it, but the prevalence of the "serrated-edged plant" didn't strike me until halfway through the second session devoted to the module--and maybe it wouldn't have, even then, if Lodi Carene hadn't passed the pipe at the exact moment that he started eating flayleaf salad!

Only adding my 2 cp so that a concerned parent can make an informed decision. This module is awesome, btw!

Contributor

Thrilled to hear that aspect was as subtle as I intended when I wrote the adventure! I tried to apply a very realistic, non-modern mindset to its inclusion, and I'm glad it worked out. Thanks guys!

Silver Crusade

We ran our first session on 4/20. We realized what flayleaf was, but did not get the connection to 4/20 till after we visited Facebook later that night. We all laughed heartily at the coincidence.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

So I ran this module as a PFS game this past weekend and all my players enjoyed it but I have one question...

Did anyone else get a Scooby-Doo vibe while reading it?

I did and in fact my players said the same thing without any influence from me.


So the comments here interested me in this module...the fact that Brandon wrote it makes me want to buy it :)


I Dmed and played this. I think this is a wonderful mod. Lots of flavor and reasons for everything.

spoiler:
So as a player my party had pregen samurai, pregen cleric, level 2 pally, my balster wiz, and summonering wiz. Poor applesauce flew right past the our level 2 paladin detected evil on the mayor and was stunned for his efforts. So the whole party knew he was the villian with such great evil. So we alerted the town right away and went tracked the cultists to the farm house. I almost burned down the house with burning hands, and then we found the horrors of the palce and another PC decided the house needed complete burning and lit the place up. Before we rushed the boss our 2 handed pally and samurai had prot evil, shield, and bless and pretty much owned the cleric version. Then when the blight spawn came thier challenge and smite were used up but the 26 AC made the samurai hard to hit before it was brought down.

As a DM the party had much less luck against me. I Dmed for Kyra, Valeros, and 2 monks. They enjoyed the festival and one player was brutalized by the pig. Decided his character was done for the night and needed a bath. I decided this would be a good chance to separate him with the beauty as she decided to bath him. The cultist shop owners figured a naked PC in a bath tub would be an easy target, but he was a monk. So things went south for them. Then the PC decided something was foul, teamed back up, and found their way to the farm house. The other monk fail about 6 fort save before entering the corn field. Then against the blight spawn I acutually did enough wis damage to knock the weakened monk and cleric out(they could heal HP enough), but the rest of the PCs were able destroy him. By the end the poor monk failed well over a dozen will saves.

Silver Crusade

This one's among my favorite adventures that I've played/GMed in Pathfinder Society. I'll be GMing it for the second time tomorrow, and I see that I have a paladin signed up, so I just want to thank everyone for the suggestions of how to handle Detect Evil, if it comes up, since it probably will.


This is my favourite PF module....I think I played it under PFS too

Silver Crusade

Oddly, my group didn't confront the mayor when they found out he was evil. Instead, the party rogue just decided to go stalk him, by himself. Because of the high stealth skill, I had a hard time getting the mayor to the clearing for the final ritual unnoticed, since the rogue decided to stalk him from the time he left the feast. I probably should have had the mayor send some cultists to distract the PCs at the feast, so he could leave unnoticed, but I didn't think of it.

So the rest of the party dealt with the ambush from Shel's family, then cleared out the cultists and spider-lady at the Chenowicz House without the rogue. The mayor walked right by the house to the corn maze, and the rogue decided not to go in with him, which is when he rejoined the rest of the party.

It was a 6 player group, pretty optimized, so they didn't have any major problems with any of the fights. Even the last one wasn't a big deal for them, and only took about 3 rounds, with no real risk of any PCs dying.

Still a fun time. They really got into the role playing, with one person actually using a shirt reroll to succeed at one of the games at the festival, instead of saving it for the later combat. They whole party joined in the 3 legged race, including a lame oracle, and had a fun time playing that out.


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I ran this module with one player and two fairly optimized 4th level characters (magus and cleric of Sarenrae), the extra level compensating for the reduction in party size. The characters did not possess many magic items, but made much use of AOE spells and effects (stirges vs. Combat Reflexes = crimson confetti). As always, the experience will vary depending on the group size and composition.

Perhaps it was the combination of decent melee skill, good AC and tactical spell use, but the duo pretty much breezed through every encounter bar the very last, and even then were just a little under half-health by the time it was over.

SPOILER WARNING: Advice for prospective GMs:

Encounters: The approach to combat is unusual in this module, with a rather brutal final encounter and a lot of the others heavily dependant on the use of blue whinnis poison, which for those who aren't aware, is a poison that renders its victim unconscious for 1d3 hours. While the cultists are otherwise almost comically underpowered, low AC and Fort save characters should beware. This also means there's a lot of the stuff around, and at 120gp a dose it can rack up to 7,000gp of extra loot if the players are adept at dropping cultists before they can use it. If either of these are concerns to you as a GM, you'll need to have a contingency in mind.

High AC, Combat Reflexes and fort saves are particularly noticeable (i.e. more than usual) in reducing the threat posed by most of the encounters leading up to the finale.

Narrative: There are a few oddities with how the module is put together, which I think bear mentioning:

  • First off, the module pretty much paints a neon sign on the PCs arrival in Ravenmoor saying "GO TALK TO THE MAYOR", but then assumes that they will instead meander through town meeting the other NPCs, whom the module spends a couple of full pages detailing, but never gives you much of a chance to use properly.
  • Every named character in the town is either CN or CE, which came across to me as somewhat odd design, and frankly rather limiting.
  • The Lupescus, and specifically Shel Luspescu are handled very awkwardly. As published the family knowingly and enthusiastically work to get Shel selected to be sacrificed, then desperately run around trying to find ways to get someone to replace her… rather than simply trying to get one of the other girls chosen in the first place. There are a few other questions the scenario raises, but the basic premise demands at least an explanation for the contradiction that the module does not provide.
  • Lastly, I would strongly recommend that any GM consider simply tossing the entire "Concluding the Adventure" section out of the window. There is enough clear and obvious evidence – not the least including incriminating journals and the testimony of whomever the players hopefully rescue from being sacrificed – to make the suggested (and rather anticlimactic IMO) ending seem a little ludicrous, even for an insular little town.

Feedback From My Game: Personally I ran Shel not as a CE teenage member of the supposedly secretive cult; she instead competed for the title without realizing she was dooming herself, which made the later confrontation with her parents a lot more interesting, for while they were irredeemably evil, they were still her parents. For the final leg of the adventure, I had both Shel and Vioric (whose son I kidnapped to be the new sacrificial victim) accompany the PCs (though they actually didn't contribute a huge amount, and were mostly extra eyes and hands). At the end Vioric was installed as the new mayor while Shel opted to leave town with the PCs (as a cohort-in-training), having sold her parent's business and no longer wishing to remain in Ravenmoor.

As for the parents? The mother encouraged Shel to pursue her romantic interests towards the chosen PC as he seemed "quite the catch", while regaling her with stories of when she was young, reckless and had secret trysts out at the old abandoned farmstead... Events go as expected, disguised parents and stirges jump out, flail ineffectually, demand said PC's surrender, get a Color spray to the face and then bound & gagged to face trial and justice at the hands of the new mayor after the adventure was concluded – though Shel opted to leave town before justice was administered.

Grand Lodge

Brandon Hodge wrote:

Man, I've always hated detect evil. =-)

How to handle:
** spoiler omitted **

Or something like that.

As for the flayleaf and PG-13 concerns:
** spoiler omitted **...

Okay, this actually explains my question I was about to ask. Kriegler has two sets of stats. One at the end, and one in the town description. One of things was not like the other at all.

So basically it's just an editing error.


.... Gotta love when the party manages their stealth checks to go check out the Chenowitz place. Taking a break ATM which is giving me enough time to try and figure out how to run this....

Spoiler:

They slaughtered the misbegotten villagers with a series of good initiative checks and lucky crits. Rolled, and everyone else in town never noticed any noise. They harvested the flayleaf and just meandered in through the secret door into the lab....

I think I'll let them wander around, discover everything, kill the stuff... But I'll probably roll a percentile with an increasing 10% chance there's a cultist that notices them, and puts out the alarm. If they somehow avoid detection the game will continue as normal... Unless they do something silly.


I know this module has been out for a while, but does anyone know if it uses some of the regular flip mats, or is it all custom maps?

Grand Lodge

RealAlchemy wrote:
I know this module has been out for a while, but does anyone know if it uses some of the regular flip mats, or is it all custom maps?

All customs.

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