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

****( ) (based on 11 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 (11)
1 to 5 of 11 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****( ) (based on 11 ratings)

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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.


Enjoyable investigation mod

****( )

This mod was a fun investigation with memorable characters, the crazy painter was fun.

The investigation was good but there was one situation where we came to a stumbling block. While the answer makes sense, it doesn't lead you on enough to know you're on the right path.


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!


1 to 5 of 11 << first < prev | 1 | 2 | 3 | next > last >>

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