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

****( ) (based on 15 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 (15)
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Average product rating:

****( ) (based on 15 ratings)

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Much better than its prequels

****( )

After a disappointing part 2 I was worried about what the next part would bring. Thankfully this part easily outshines the previous installments of this series. Compared to the previous pieces, there actually is a good story, featuring some interesting NPCs. They're colorful and actually offer some nice role-play situations.

What also was a vast improvement, was that this scenario made great use of the surroundings throughtout the entire session. In fights they spiced things up, although the map with the final encounter was indeed pretty terrible for reasons mentioned below, and it also provided players with a nice puzzle. I consider said puzzle to be outstanding, but I'm biased due to my urban and regional planning background.

This part so far has been the best in this series and it was a much needed improvement given its prequel. I hope the final part will be similar in nature and quality.


Okay scenario, but don't overthink it

***( )( )

I played this yesterday and had a good time. The puzzles and crazy artist were a lot of fun. However, you have to avoid a few obvious questions;

Presumably, the cultists know the way to their own lair. So as soon as you capture and interrogate a few of them, you could dispense with the puzzles.

Although the puzzles are fun, it didn't really make sense to me, that an evil family goes around planting clues around town to find their secret lair.

The combats were so-so. I think this series suffers from enemies that can best be summed up as

We're in love with the Darkness spell.

We had one new player, who was the only one without Darkvision. He was useless in half the fights.

The same tactic gets spammed in episodes 1-3 and I presume also in the final part. Either you have one of the obvious solutions, or you get the same annoying effect used on you every time.

Finallly, the map of the last encounter is seriously bad design. It's basically a boss fight in an elaborate 5ft corridor, meaning that only one PC gets to actually do stuff in melee, and the enemy gets cover from everyone else.

It's a flavorful location, but terrible design for an encounter.

Good investigation, but need the unkeyed city map

***( )( )

This was fun for my home game. The puzzle stymied the group at first, but they solved it after a few run-throughs. The crazy painter was hammed way up and they liked that also.

The scenario really should come with an unkeyed map of Cassomir, which is required to solve the puzzles. I could've gotten a wiped PDF, but didn't realize the hidden location was keyed on the map before we started. That should really be hidden or have a blank map as a handout.

The combats were light, with a touch of challenge at tier 3-4. The final combat was "anticlimactically easy" according to one player. They liked seeing the recurring villain who they thought they had dispatched in part 1.

All in all good, not great, with a technical problem to overcome before diving in as GM.

The best of "Devil We Know"


I'm a fan of the "Devil We Know" series as a whole, but this one is definitely my favorite instalment. There's a memorable NPC who's fun to play (assuming you have players who are willing to play along and have a good time with it). The puzzle aspect of the scenario is fun, and not too terribly challenging, meaning that players get to think and puzzle a bit, but also that they're unlikely to sit and remain stumped until you drop lots of hints. The combats are varied and interesting as well, and there's a setup for the last part of the series.

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