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Pathfinder RPG: Feast Hall of Ash

Feast Hall of Ash

The author's introduction sets the scene: this adventure is born of a mature fantasy campaign world which has detailed history and myths, a background that drives the actions and motivations of many of the NPCs and forms the setting in which events take place. Yet it is flexible enough that you can run it anywhere: put it someplace appropriate in your own campaign world if you prefer and use the bits of background that appeal, that fit in with whatever else is going on there or which can be developed as a part of it.

The adventure background sets the scene comprehensively. Initial strokes are broad, detailing the conflicts that have shaped the setting from the earliest times before the dawn of history, how elves retreated yet supported the developing human population which in its turn was invaded by an empire that has fallen prey to internal divisions... that common tale of selfish acts and greed that trample on ordinary people trying to carve out a home and living for themselves, even those in the remote village that is the setting for this adventure. Oh, and all the bloodshed has awakened the evil bloodthirsty deity that caused the elves to retreat in the first place. The one thing is, it is a little difficult to tell how to inform your players of the background as the general sweep of history and bits that directly affect the adventure are swirled together in what makes a stirring story for the GM but one that's not totally for your players' ears - yet, their characters will know of the broad sweep of history that has shaped the world in which they live.

After a brief adventure summary, the details dive straight in to the first of four chapters of action. The opening is in media res... all I'll say here is that the party has been captured and had better make good their escape before...

Throughout the action, there are boxes giving advice to the GM on how to handle issues that will (or might) arise in play, starting off with how to actually run an in media res opening like this, which can annoy players who feel that their hand is being forced. A neat trick, especially with a game so heavily based in its own history, is that notes abound awarding XP for finding out snippets of information about what's going on and why, as well as for the more normal reasons. As many of the snippets are useful in advancing the adventure, provision is made for NPCs to 'conveniently' mention them if the characters don't ask the right questions or fail to make the die rolls indicated - although of course they won't then get the XP rewards, just the details that they need to know.

The characters should be under some time pressure throughout the adventure, as they need to find a healer for someone severely injured and defend the village (which is presumed to be their home or at least somewhere with strong family connections for most of them) against raiders who will be along very soon. Oh, and there are plenty of Fae around causing trouble in their usual inscrutable way... as usual nobody knows what they are really up to but they are sure good at making pests of themselves! The otherworldly nature of the fey is brought across well in the parts of the adventure that involves interacting with them.

The final scene involves the climatic battle to save their village, and this should provide combat enough for anyone who has got restless during earlier parts of the adventure where negotiation and finding stuff out is as important as the strength of your sword arm. Be careful here, some of the game mechanics are not quite according to core Pathfinder rules: you may wish to amend some of the bonuses given to fit the standard ruleset. Despite their low level, the battle is set up so that they will be able to play a meaningful yet realistic role in saving the village.

Appendices contain detailed notes (as well as stat blocks) for important NPCs, explain the rules of a 'Storytelling Game' that the party may be asked to play, and explain other details that will have arisen during the course of the adventure. There are also a description of the village and notes on important items that will have been encountered, and there is a bestiary of new creatures introduced here. For those in a hurry to get started, there are some pre-generated player characters, complete with backgrounds that embed them in the setting. A neat idea is that two major NPCs are provided with 'table tents' - a portait on one side to show the players, and key notes about them on the GM's side.

The whole is beautifully presented and fills one with excitement about the whole campaign world of which this is just a glimpse. It could, however, do with more maps, especially those suitable for showing to the characters. A minor quibble in what promises to be just the first in an exceptional series of adventures in a setting that is true fantasy.

Return to Feast Hall of Ash page.

Reviewed: 24 May 2015