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.
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