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

3.70/5 (based on 6 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

"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).

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

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Average product rating:

3.70/5 (based on 6 ratings)

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4/5

feels kind of directionless at times, and there's some deadends that don't feel very fun to run into, but it gets better at the end of the book


Great mystery adventure!

4/5

Overall, I really like this installment of the Strange Aeons AP. It's a very well-crafted mystery adventure.

I only gave it 4 stars instead of 5, as the flow of information needs a little adjustment. However, there are are excellent ideas on the forums, and the preparation time needed to make the proper changes is very small.


Review from a player's perspective.

2/5

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

4/5

GOOD:
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.

BAD:
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

5/5

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


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Paizo Employee Creative Director

2 people marked this as a favorite.

Every volume of Strange Aeons has a Great Old One in the bestiary, yes.

The Hastur article is the same length as standard for deity articles of late in Pathfinder: 6 pages.


Thank you for clarifying that Mister Jacobs! :)


1 person marked this as a favorite.

Awesome, great olds ones for everyone.


I would love to fight Hildred Castaigne in this. Maybe as a CE cavalier, backed up by Mr. Wilde as a Witch or Wizard with a cat familiar.

Dark Archive

James Jacobs has said the Great Old One in this volume is gonna be MOEDIGGIAN.

Sovereign Court

2 people marked this as a favorite.
Pathfinder Adventure Path, Companion Subscriber

Mordiggian... but yes.

Although I'm sure anime fans would have had a good time with the other version. ^_^


Pathfinder Adventure Path, Card Game, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Moediggian sounds like a character from this series.


Pathfinder Adventure Path Subscriber

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.


Is that hag the Mambabarang/insect hag from philippine myths?


Nightterror,

I think that's a different hag than the one you mentioned.

Dabus,

Maybe so but remember, they're not fighting Hastur JUST yet.


1 person marked this as a favorite.

The gazetteer for Thrushmoor sounds interesting.

Not big on Hastur or his cultist, so I am not as interested in that article.


Eh. I like Hastur. He's got all the great bards. :)


It's hard to compete with the article in the first volume.


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.


Still like to know where in relation to Thrushmoor Briarstone is. I mean it must be a PRETTY small island to not show up on some maps...


1 person marked this as a favorite.

You don't remember where it is, my, oh my, memory is such a tricky thing.


I know it exists, Kreiger. I just can't find it. It's like Themyscira or the Lost Island of Atlantis. I know it's there. I just can't find it. :p


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It's most likely the big building on the middle island south of the Smokehouse.


I missed the Smokehouse....


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It's on the map in the Strange Aeons players guide. :-)


Ah. I forgot about that! Thanks Captain!

Paizo Employee Developer

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.


Adam,

So it's almost invisible from the air then huh? I mean like on a map.

Paizo Employee Developer

1 person marked this as a favorite.

Yep.


Pathfinder Companion, Rulebook Subscriber

Got my copy today, very excited to read through it.

Dark Archive

1 person marked this as a favorite.
John Ryan 783 wrote:
Got my copy today, very excited to read through it.

Could you spoil the creatures?

How many pages are the Thrushmoor gazeteer and Hastur article?

Thanks and have much fun reading it!


2 people marked this as a favorite.
Pathfinder Companion, Rulebook Subscriber
Marco Massoudi wrote:
John Ryan 783 wrote:
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?

Pages:
6 Each
Dark Archive

John Ryan 783 wrote:
Marco Massoudi wrote:
John Ryan 783 wrote:
Got my copy today, very excited to read through it.

Could you spoil the creatures?

** spoiler omitted **

Marco Massoudi wrote:


How many pages are the Thrushmoor gazeteer and Hastur article?

** spoiler omitted **

Thanks John, much appreciated!

Another question if you may: Is the BBE the Briarstone Witch?
And if she is (which seems to be the case), what is she?
A Witch or something else?

What are your initial thoughts on the things you have already read?
Is it as athmosperic as part #1?

Thanks again and greetings from Germany! :-)


John Ryan 783 wrote:
Marco Massoudi wrote:
John Ryan 783 wrote:
Got my copy today, very excited to read through it.

Could you spoil the creatures?

** spoiler omitted **

Marco Massoudi wrote:


How many pages are the Thrushmoor gazeteer and Hastur article?

** spoiler omitted **

Awesome! I've wanted some of those creatures for awhile now. I can't wait to see what other creatures we get in future bestiarys.

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber

Briarstone Witch:
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.

Sovereign Court

Kalindlara wrote:


** spoiler omitted **

I don't even know what those are. They're not in the PRD?

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber
cappadocius wrote:
Kalindlara wrote:


** spoiler omitted **

I don't even know what those are. They're not in the PRD?

Nope.

Spoiler:
Kuru are a cannibal race from Isles of the Shackles.

They are notable for being the only 0-HD race (in print at that time) to not appear in the Advanced Race Guide.

Paizo Employee Developer

That was totally my mistake.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

To be honest, i also expected the witch to be in this one, still really good though, at first glance. :-)


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


Pathfinder Adventure Path, Rulebook Subscriber

Kind of neat to see a template from the Green Ronin update of Advanced Bestiary pop up in this book.

Paizo Employee Developer

2 people marked this as a favorite.
captain yesterday wrote:
To be honest, i also expected the witch to be in this one, still really good though, at first glance. :-)

That cover image is more contextual than anything. The Briarstone Witch is a bit too tough for 4th-7th level characters to be able to deal with.

Spoiler:
Now level 15th-17th... that's probably reasonable.

Paizo Employee Developer

Thomas Seitz wrote:

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.


Oh well. I tried.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Just skimming, but I am liking the sandbox apprach to the town.

Also, star vanmps!


1 person marked this as a favorite.

Buuurrnn insignificant escapees from the nuthouse. BUURRN!! Lurvs me some star vampires.


So what does the Hastur article reveal about him?

Silver Crusade

3 people marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Axial wrote:
So what does the Hastur article reveal about him?

He likes the color yellow.


1 person marked this as a favorite.

6 pages of nothing but the word "yellow". 'tis enough to drive readers mad, MAD I say!

Liberty's Edge

1 person marked this as a favorite.
Kalindlara wrote:
cappadocius wrote:
Kalindlara wrote:


** spoiler omitted **

I don't even know what those are. They're not in the PRD?

Nope.

** spoiler omitted **

For those reading here, they are on the Archives of Nethys so at least you can find their stats somewhere.

Here


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Axial wrote:
So what does the Hastur article reveal about him?

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.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Generic Villain wrote:
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.

Hehehe.


Pathfinder Adventure Path Subscriber

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...

Ruyan.

Silver Crusade

3 people marked this as a favorite.
Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Aimless wrote:
6 pages of nothing but the word "yellow". 'tis enough to drive readers mad, MAD I say!

Like this then?


Pathfinder Adventure Path Subscriber
RuyanVe wrote:


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.

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