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

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

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

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.


Product Reviews

Average product rating: FullStarFullStarFullStarFullStarEmptyStar (3.3) based on 3 reviews

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FullStarFullStarFullStarEmptyStarEmptyStar Very well-written, poorly-designed
Reviewer: Majuba

I played this scenario today. For the first 90 minutes or so, I had a lot of fun with the puzzle and details - extremely vivid. Running around Cassomir is what *several* mods should have felt like, but only this one did.

Following that, it stumbled on a number of fronts. The main fault seems to be an absolute assumption of

Spoiler:
a good cleric in the group.

First the puzzle, where we did the exact right thing, but wrong deity. Then the final encounter (Tier 3-4), where our *large* group was nearly slaughtered, based on that assumption.

I was also expecting to see more on the chronicle sheet, from regular items to the purchasable bits in-scenario.

Again, high praise to the feel of this mod, but this was very painful at 6.5 hours (perhaps 5.5 of real play from initial scene to end of final battle).

FullStarFullStarFullStarEmptyStarEmptyStar Incomplete mod
Reviewer: uncleden

This mod is a sequel to a pair of other mods and thus has a recurring theme. I for one found the story presented in this mod to be enjoyable in the beginning and the the bad guy at the end was kinda meh. I do not think this is in any way the fault of Larry as the bad guy is limited by the story line.

Positives
Insane painter guy is a hoot to roleplay for judges and players that are up to it.
Smaller puzzle solutions are fun, individualized and attainable .

Nags

issues:

Obscuring mist seems to have been cast, yet the area on the map does not conform to the area of the spell.
Can we have a mod or 20 that don't have a swarm in it? (some tiers) Many of the players around me are sick and tired of them.

Negatives.
Main puzzle is unsolvable unless the DM thinks to print or bring resources that are not included with the mod, namely a map of Cassomir. The map in the mod has the answer on it so is not a useful reference to the players as it then swings the puzzle to too easy.
This is a major issue and is 3/4 of why I marked it down so far.

None of the puzzles seem to count towards the encounter count. This mod consistently runs long because of it even with skipping the optional fight. A four part puzzle really should have counted toward the 5 encounter limit especially since it starts with a lengthy chat with a madman.

Once again the stat blocks are of the go back to the previous encounter and look there for them variety. Please start putting them in the back. It will save on print and save having to have so many different pages open to run a fight.

FullStarFullStarFullStarFullStarEmptyStar Sort of a Sequel...
Reviewer: Doug Miles

The PCs return again to Cassomir but this time they get a better lay of the land. This scenario goes into greater detail of the city of Cassomir and its various points of interest. The path the players travel through the scenario is straight as expected, but there’s a lot of clever scenery along the way. Larry Wilhelm does a praiseworthy job with the maps, giving the players a lot of interesting details to soak up. The combats are balanced but predictable for anyone who has played Parts 1 & 2. Everyone will have something to do in this scenario. One regret is how loosely this sequel ties in with the first two in The Devil We Know series. Another disappointment is the bare Chronicle sheet, with so much room for interesting favors and unique items going to waste. I will say that this scenario did have good campaign world flavor, especially if you are from the Taldor faction. The faction missions are unremarkable.


Product Discussion

21 posts. See all discussion for this product.
Pathfinder Society Scenario #41: The Devil We Know -- Part III: Crypt of Fools (PFRPG) PDF
Cheliax Dominick,

Go L 67 Bulette avatar

Parts I and II were well received at Florida New Years Con.

Paizo Employee Joshua J. Frost (Events Manager),

Iconic Wizard avatar

This scenario will go live tomorrow before end of day Pacific time.

Taldor Tim Statler (Pathfinder Adventure Path, Pathfinder Fiction Subscriber),

S 03 Shoanti Hawk Tribesman avatar

Joshua J. Frost wrote:
This scenario will go live tomorrow before end of day Pacific time.

WOOOT!

Paizo Employee Vic Wertz (Technical Director),

Vic Wertz

Now available!

Alizor (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, Pathfinder Fiction Subscriber),

B 3 City Guard Sniper HIGHRE avatar

I'm curious about the ordering... Does this need to be "played" by the same character? Or is it just ordering of playing between all characters. Also I assume DMing one counts as for playing it?

I'm really looking forward to the continuation of this multipart series though, I think the idea is awesome!

PZOPSS0041E

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