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.
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.
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.
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.