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Pathfinder RPG: Against the Cult of the Bat God

Against the Cult of the Bat God

The usual preamble opens the book, a brief bio of the author, notes on how to use the adventure from a mechanical standpoint (reading stat blocks, the anatomy of an encounter and so on), and then there's a rundown on the Lonely Coast, the wild frontier in which Raging Swan's adventures are set. The default location for this adventure is a remote and insular village by the name of Oakhurst, but it's relatively simple to either use a village in your own campaign world instead, or relocate Oakhurst lock, stock and barrel to a suitable location there. If you do decide to use Oakhurst, it's presented in considerable detail including locations, principal inhabitants and a map.

We then move on to the adventure itself, beginning with the background and a synopsis. Several ideas are provided to intice the party into visiting Oakhurst - they'll be needed as it is a dismal place with hostile and insular inhabitants, not somewhere you'd visit for pleasure. Like many of Raging Swan's adventures, there's a timeline of events that are going on irrespective of what the party does, not only providing a good feel of life going on regardless but also presenting a real threat: if the plot is not thwarted in time, disaster will befall the region!

To start with, the adventure will involve investigation and general poking about, but the more physical members of the party need not fear, they will soon have opportunity to engage in combat as offence is taken at their nosiness. To support the investigation, there are several locations which the party can visit, with notes on what they can discover at each one. Events - as detailed in the timeline - are presented with ample support to enable you to run them effectively.There are many little touches - such as a chart of 'Sights and Sounds' - to add flavour to proceedings.

After the investigative phase, the characters ought to feel moved to visit a decaying and decrepit manor house to pick up clues, and again there is a wealth of detail to make this a delightfully creepy exploration... even before they get down into a veritable dungeon underneath the house, and then the final part of the adventure leads them to a hidden cave deep within a cliff where they will (hopefully) thwart the cultists once and for all.

With plenty of traps and an abundance of mad inbred cultists to contend with, this is a classic and creepy adventure with plenty of brooding atmosphere.

Return to Against the Cult of the Bat God page.

Reviewed: 9 April 2016