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 really surprised that the Hauster article is coming this early in the AP, but I am by no means displeased. I thought it would be like WofR, where Deskari was featured in the Bestiary and God article of the final issue.
City gazetteers rock my world, so the Thrushmoor gazetteer is much more interesting and useful to me than *the* article in the first installment.
Not that the article in Strange Aeons #1: In Search of Sanity wasn't good. It was bloody awesome. It's just that, being the kind of GM that I am, I get much more out of the type of articles featured in this installment of Strange Aeons than I do of articles such as the one that dominated the backmatter for the first installment.
Briarstone Isle is in the Danver River, so it's not visible on the Thrushmoor map as its further away. It is a pretty small island too. Pretty much holds the asylum and the grounds.
Got my copy today, very excited to read through it.
Could you spoil the creatures?
Bestiary:
Byakhee(CR 4 Aberration)
Faceless Hulk (CR 9 Aberration(Shapechanger))
Mordiggian (CR 30 Great Old One)
Keeper of the Yellow Sign (CR 6 Undead)
Star Vampire (CR 6 aberration)
Marco Massoudi wrote:
How many pages are the Thrushmoor gazeteer and Hastur article?
The Witch doesn't appear in this adventure, despite appearing on the cover. Based on the campaign outline in Book 1, she won't appear until the final adventure.
As a Sarkorian god caller with a "deity in name only"... she is almost certainly a summoner. ^_^
Also...
Spoiler:
The adventure includes several kuru, but never lists what their racial abilities do. While the info is certainly out there, this is a weird departure from Paizo's standard practice.
Is it a mistake or just an awesome idea Mister Daigle? That's what you have to ask yourself.
Also thanks Kal for explanations! :D
Nah, it's absolutely a mistake. When we use material from a source that's not in the PRD we reprint it in the adventure or whatever the piece may be. I should have included the racial abilities for the kuru NPCs in this adventure, but messed up and didn't. As Kal said (and linked) the information is out there, but that doesn't help a GM running this analog unless they happen to have Isles of the Shackles.
It's complicated. Basically, a solid effort at stitching together decades of work from multiple different authors, while trying to remain true to them all.
He has three aspects represented by the three cities around Lake Hali: Carcosa is his nihilism, Yhtill his decadence, and Alar his disorder. The article really cemented that the King in Yellow is one of his avatars, as opposed to the entirety of his being. This leads me to believe that the final adventure may have a different version of him statted in its Bestiary. Whatever lurks in Lake Hali, perhaps. There are hints that Carcosa (the parasitic city) is a "cocoon" of sorts, and he will eventually emerge as a true Elder God.
Priests are often bards, oracles, sorcerers, and (obviously) clerics. Cults like to pose as political or academic groups, and love infiltrating other religions - they get a particular kick out of weaseling their way into the cult of Razmir.
We get a 9th-level yellow sign spell that functions as a symbol that puts targets under the command of any worshiper of Hastur.
Priests are often bards, oracles, sorcerers, and (obviously) clerics. Cults like to pose as political or academic groups, and love infiltrating other religions - they get a particular kick out of weaseling their way into the cult of Razmir.
I find the title misleading and am a little disappointed that we do not get to fight/mess around with the Briarstone Witch...
What is presented "instead" is cool, though, too.
Generic Villain wrote:
[...]
We get a 9th-level yellow sign spell that functions as a symbol that puts targets under the command of any worshiper of Hastur.
Hopefully this does not complicate things (later) where mechanisms refer to "spells having the word "symbol" in their name"...
Although, once you're able to wield 9th level spells nothing in the world seems complicated, I'd say...
Hopefully this does not complicate things (later) where mechanisms refer to "spells having the word "symbol" in their name"...
Although, once you're able to wield 9th level spells nothing in the world seems complicated, I'd say...
Ruyan.
Considering the spell's very first sentence is "This spell functions as per symbol of death," I don't think there's much room for confusion. And symbol of yellow just doesn't sound right, naming conventions be damned.