Three Faces of Evil Question (spoilers)


Age of Worms Adventure Path

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Okay, I have a question about this adventure. In section #3, the Chamber of the Faithful (EL 3) it never mentions how many Cult Fanatics are in the room. It just says "this chamber serves as quarters for a large group of fanatical Hextorites" and that's it.

I presume since each Fanatic is CR 1/3 and the room is EL 3 that there are probably like 8-9 in this room, but does anyone know?

Also in section 11 it mentions that there are "three gems embedded in its armrests" for the wooden throne, but yet there are no stats for them. What have other people done?

Thanks for your help!

Vigilant Seal

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Good question, and one we have discussed a few times. We figure there are seve to nine cultists in. Check out this thread for more details and an additional link: HERE.

I just left the gems as having one ability each: open the door, close the door, and lock the door. Nothing else that requires statistics. Perhaps they can detect as faint Transmutation.

I hope this helps. Happy gaming.

Don Kenneth Brown
West Jordan, Utah

Dark Archive

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Greyson wrote:
I just left the gems as having one ability each: open the door, close the door, and lock the door. Nothing else that requires statistics. Perhaps they can detect as faint Transmutation.

Ah, what I meant was how much are the gems worth? I'm sure my characters will pry those gems out ASAP and will want to sell them. That is what I meant.

And thanks for the other info.


Worth anything?
Maybe if you pry them out they become glass.
Ornamental at best.


Does anyone have all the fixes listed in one spot for 3FoE? I am looking at this and thinking I have a pile of questions.

Area 1: Tiefling guards are shown as having Mwk Greataxe (1d8/x3)... what is the right weapon? Battleaxe perhaps?

Area 3: How many cultists? Are there 8 of them (to match the skeletons in area 2)?

Area 5: "If the cultist or guard from areas 2 or 3 retreat past area 4" ... should be retreat past area 5.

Area 7: "This chamber serves as a barracks for the guards in area 5" should be guards in area 4.

Area 11: Almost the entire Temple Organization sidebar has the areas wrong. Too much to write up right now, I will try and figure it out.

Area 14: The ledge says it's on level with area three? I think it was meant to be 13

Area 14 treasure: How many dice are there? It mentions a set, a set of TWO? That is my guess, but a set is a grouping of more than one.

Area 16: How do you get back up to the top if you end up down in the tunnel? It's not explicitly spelled out in the text, but I assume the players can attempt to climb the wall beneath the rope bridge.

I haven't studied through the Vecna portion yet. Anyone have anything I have missed?


Concerning the tiefling guard, just make your own decision. If you want him to have a great axe, fine. Battle axe? Fine. Heck, I'm not even going to use a tiefling in that spot. I'd rather use an ordinary human mine worker that might be recognizable to a PC.

Just make the appropriate changes as you find errors, and don't be afraid to make your own judgement calls.

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