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Pathfinder Society Scenario #41: The Devil We Know—Part III: Crypt of Fools (PFRPG) PDF

****( ) (based on 9 ratings)

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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

Another kidnapping spree erupts in Cassomir and the Pathfinder Society sends you to the notorious Swift Prison to interrogate a captured cultist about the recent disappearances. With clues gathered there, you must explore Old Cassomir and find secret locations that lead you to the source of the spree: the long lost Crypt of Fools.

Crypt of Fools is part 3 of the The Devil We Know series. Parts 1 and 2 can be played in any order, but parts 3 and 4 must be sequentially after 1 and 2. Look for part 4, Pathfinder Society Scenario #48: Rules of the Swift, in April 2010.

Written by Larry Wilhelm

This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.

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Product Reviews (9)
1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

Average product rating:

****( ) (based on 9 ratings)

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Best of the series


This is, by far, the best of The Devil We Know series and one of the best investigative mods I have ever run. The investigation itself gives the players an actual feeling of having solved something rather than the usual connect the dots railroading of most investigation mods. Like most Year 1 mods, the combats are not especially challenging but most of them are at least interesting. There are also some excellent role-playing opportunities in the first half of the adventure. The only downside is that the plot of the series at this point is getting repetitive and still fails to deliver in regards to the actual title of the series.

yeah, okay

****( )

I kind of like this one--there's a lot of different things going on, and it's not the same thing over and over. The trouble is the maps are very much designed for four PCs, and with a party of six they get hopelessly cluttered.


Memorable characters, challenging and fun combat/puzzle situations, and plenty of chances to roleplay made this scenario great. The GM at my table got really into the characters, particularly the crazed painter, so I would recommend hamming that up if you GM this one. The table will love it.

This was so much better than the last step in this series. What a relief!

The best puzzle scenario


Basically, if the GM prepares the Cassomir map without the annotations and plays it smart, the players will undoubtedly have fun :) One of the comments was "We finally had to think about what to do next."

Also NPC tactics were fun - they wouldn't be much of a challenge if it weren't for interesting positioning and enviroments they were in.

All in all an awesome, exiting scenario.

More please!

A Perfect Balance


I ran this tonight as part of an ongoing arc of The Devil We Know run for my local PFS game night. We've played them all in a row and will finish off with Pt IV next week.

Unlike some other posters here, I know how to use Some PDF Image Extractor and so I showed up with a large blown up map of Cassomir with its map key stripped off the map (along with blown up maps of all the other levels too), trimmed and taped together at 1"=1" scale.

Yes, the module should have provided this to you without having to jump through those hoops -- but it wasn't a big deal to extract the map file without the key and get it printed off for the players. An oversize map makes the puzzle aspect of the module play more smoothly, too. (Recommended: Extract the map using Some PDF Image Extractor, resample the dpi of the image to 300 in GIMP, resize and print off using legal size paper using the 2x2 poster print option. Carefully trim and tape together the 4 quadrants of the map for the best results.)

Together with the handouts, the whole puzzle experience in the module was great. Awesome, even. I would go so far as to say that this is the best puzzle based PFS scenario published as of this review. (Some may prefer the more tournament style mod in Rebel's Ransom - but I think Crypt of Fools is a better overall experience.)

I can well see how for some groups, the puzzle aspect of the module could go wrong and could prove to be ugly. It really does depend on the group you are running it for. But my PFS players were into it and they absolutely loved it.

Other Points

The Crazed Painter is an awesome NPC and was a lot of fun to roleplay.

The combats were actually nicely balanced for my party of 3 x 1st level and 2 x 2nd level PCs. Even still, the final boss was dangerous and downed one fighter and almost downed the Barbarian, too. It was touch and go in just the right amounts to be a perfect boss fight at low tier.

The maps were interesting and the combat they produced was varied. It might not have been perfect, but for a PFS module? Damned fine.

There were some connectivity issues which I filed down a bit and added some putty to do some bodywork and smooth over the connections between the modules. I think I did this reasonably well and my players seem pleased with the results.

There is no question in my mind that this module was the strongest in the four part Devil We Know arc and I will be VERY happy to run this module again. To date, easily the best PFS Scenario I've run or played in.

I did not parse the Chronicle sheet carefully for rewards and if Doug Doug has some problems with that, I won't disagree with him.

Still, the overall balance between RP, Puzzles and Combat was perfectly struck. We played the module to its conclusion in 3.5 hours and all the players were VERY pleased with the module and enjoyed it immensely.

I do object to the second Andor Faction mission which will tend to spoil the overall campaign arc feel to the module series if you allow it to have in-game effect. I permitted the faction mission to succeed and then advised the players of what was going on anyway as I think the overall player experience is more important. (They can divorce that information from their PC's minds if required). I was really not a fan of this faction mission. One of the worst I've seen outside a Season 0 mod in terms of its potential effect on the enjoyment of the overall story of the module.

End Result: Crypt of Fools is just a DAMNED fine module. I would award it only 4.5 stars if the ratings allowed me to do so, but voting low and going with 4 stars seemed to be a bit parsimonious, especially in light of some of the other reviews' too low scores for this great PFS scenario.

1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

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