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Skeleton of Scarwall Errata (SPOILERS)


Curse of the Crimson Throne

Pathfinder Creative Director, Frog God Games

2 people marked this as a favorite.

I have finished my first reading of Skeletons of Scarwall and noticed that a few errors had crept into the text and maps. So I thought I'd list them (and their fixes) here to save folks the trouble later. This is just what I've noticed after a single read-through, so it is by no means exhaustive. If you find any others, let me know, and I will update the list.

Of course, spoilers abound.

Here's what I've got:

Page 23 the descriptions of Pegg and Loute are slightly twisted. Pegg is the short one with a wooden leg, and Loute is the tall one with grotesquely long arms.

Page 24 under the Lords of Scarwall, it mentions that Belshallam was once a favored mount of Kazavon. Strike that, Belshallam came along much lter, and the two never actually me.

The map on page 26 shows a letter "A" narked in room 4, seeming to indicate tat the chamber was a barracks.The letter "A" should not be there. Room 4 was a defensive chamber.

Room 22 was left off the map. The lone western tower on the page 34 map with atrapdoor in the floor labeled "T1" is room 22.

On the map on page 34 the roof of the observatory at the west end of the castle (room 14) should be composed of rose-tinted panes of glass, not shingles like the rest of the roof as it is drawn.

The map on page 40 shows a trapdoor in the ceiling of one of the rooms labeled "24." There is no trapdoor in that room.

The map on page 40 has two rooms labeled as "24." Only the central room is room 24. The southern trapezoidal room labeled "24" is actually room 29.

The map on page 40 shows the balconies labeled as "25" as having stone railings. There are actually no railings on those balconies.

The map on page 40 shows an unnumbered trapezoidal room at the north end of the keep opposite the one that is incorrectly labeled as "24" (see above). This unnumbered room is actually room 26.

On the map on page 40, there should be a secret door in the south wall of room 28.

The map on page 40 shows a trapdoor in the floor of room 32. This shoukld be removed. The only access to room 32 is by climbing or flying.

The map on page 40 also makes it appear as if room 32 is "open" with only a stone railing around it. The central cupola should have solid walls pierced by two doors leading out onto balconies. The balconies should have the stone railings.

On the map on page 34 add a secret door in the alcove behind the statue in room 37.

On the map on page 34 the hallway marked as room 28 should be room 38.

Dark Archive

Heheh, the Post Monster isn't partial to us mere Paizo readers gets even Contributors!

Thanks, Greg, for not only what'll be a fantastic (and fantastically challenging) adventure for our group, but also for kindly taking the time to post these fixes. Mine arrived late yesterday afteroon, and even in the midst of being daddy home with my infant daughter both days, a dental appointment today, and the lure of E3 coverage on G4, I'm on p. 37 and will soak in the bloody goodness of the next 20 pages later tonight. I've printed off your post for a reference as I do so. This is the fastest I've ever dug through a Pathfinder adventure--or any gaming product, for that matter.

Looking forward to your contribution to "Second Darkness"!

Pathfinder Creative Director, Frog God Games

Thanks, Golbez. I'm glad you're liking it, and if you see any other errors or what looks like it might be an error post on this thread and I'll edit my original post to include it so we can keep them all in one place...

Or not, it looks my ability to edit the original post has passed. I'll just add new posts as we go and try to keep them combined all together.


Yes, thanks very much for the corrections. I mentioned that parts of the map were a bit confusing, as well as the switch in facing between map pages.

However, let me reiterate one of the best features of the maps; the individiually-labeled stairwells were fantastic, and really assisted in constructing a mental picture of castle layout. Also, I may be one fo the few holdovers who also appreciates the very defensible entry to the castle body - fantastic work and very logical.

Pathfinder Creative Director, Frog God Games

Thanks, Mr. Stick. (Nice avatar, looks like it would make for a cool monster in an aventure :-) )

I'm glad you like it. I believe the stair labeling idea was James's. I knew where all the stairs led, but I'm glad he figured out that maybe not everyone else would right away. Plus, with having to scrunch that big map on a little page, some of the details do become difficult to make out. What we really need is a poster map. :-)

D'oh, the map orientation does change. I totally overlooked that. That means my corrections for rooms 26 and 29 above are wrong in regards to the north-south vs. east-west axis. Hopefully everyone could figure it out though.

Dark Archive

Greg A. Vaughan wrote:

Thanks, Golbez. I'm glad you're liking it, and if you see any other errors or what looks like it might be an error post on this thread and I'll edit my original post to include it so we can keep them all in one place...

Or not, it looks my ability to edit the original post has passed. I'll just add new posts as we go and try to keep them combined all together.

After taking time to pore over the Monster Manual entries for the critters in Scarwall, I didn't finish until this afternoon--but probably a good thing, since my dreams last night were weird enough without gugs tromping through them!

The only other things I spotted were some directional descriptions of areas 43-47 that assume the (erroneous) compass orientation of the map on p. 40. Not so much an error but perhaps an indication that some cuts had to be made, "The Devil You Know" text on p. 12 and 13 suggests that "the Ally and the Enemy may take different actions" but the referenced sidebar for area 42 is the only place where these actions are described. Were there other specific places where Sial or Laori might take actions dependent on what role they're playing?

I'll be fleshing out some of the Skoan-Quah and Sklar-Quah beyond Krojun ahead of time in preparation of fielding replacement PCs during this adventure--killer!

Paizo Employee Creative Director

Golbez57 wrote:
... "The Devil You Know" text on p. 12 and 13 suggests that "the Ally and the Enemy may take different actions" but the referenced sidebar for area 42 is the only place where these actions are described. Were there other specific places where Sial or Laori might take actions dependent on what role they're playing?

The sidebar in area 42 is indeed the only specific point in the adventure that called out actions for Sial and Laori. The note on pages 12–13 that they may take different actions was referring to their actions during play. In a combat, for example, the Ally might risk his/her life to save a PC, while the Enemy might not even enter melee and could spend the whole combat simply casting defensive spells on himself. The Ally will provide healing to the PCs for free, while the Enemy might heal only if the PCs pay him or promise favors. And so on. Since each game will doubtless develop differently, and the number of situations that could pop up depend not only on which of the two is the ally or enemy but also if they're even there to react, we decided not to seed in specific examples elsewhere so as to encourage each GM to be a bit more organic with how they work in his game.

We certainly could have been a bit more clear on that in the text, though.


Pathfinder Adventure Path Subscriber

Thanks for the clarifications. I received my copy last weekend and enjoyed reading it in one sitting. I look forward to seeing what you do in the next AP.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Modules Subscriber

Really enjoyed the adventure! Skeletons along with Hook Mountain are my favorite PFs to date. A big plus is that unlike some other PFs they're both easily adaptable outside the written arc and of a moderate enough level to see use.


How do you get into the War Tower? I've looked and looked but it seems the only entrance is from the roof. Is that right? How did General Gorstav get in and out if the only access is from the roof? Maybe I'm blind and just can't find the entrance. LMK.

Cheers,
C.

Paizo Employee Creative Director

Cernunos wrote:

How do you get into the War Tower? I've looked and looked but it seems the only entrance is from the roof. Is that right? How did General Gorstav get in and out if the only access is from the roof? Maybe I'm blind and just can't find the entrance. LMK.

Cheers,
C.

There's a door on the second floor from the battlements. At least... there should be...

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules, Roleplaying Game Subscriber

Any chance to fix these for the PDF version?

PS...Greg - the 2 ghosts are great!


There's a door on the second floor from the battlements. At least... there should be...

Cool thanks!

I recently finished reading through a few 4E adventures (Shadowfell and some of the new Dungeon stuff) and was ready to take a break from game reading for a while. I felt like I was reading through technical manuals - the encounter descriptions felt very much like I was reading through strategies for a chess game. Interesting technically, and probably fun to "play", but a little bit of a yawner as a good read. None the less I took a look at Skeletons of Scarwall and I have to say my interest in game reading has been rekindled (minor mapping hiccups aside). It may not be everybody's cup of tea but all the history, character background, brooding ambiance and the like is really the stuff that keeps me coming back to Paizo. For a relatively simple story (i.e. go to haunted castle and retrieve magic sword) this has certainly surpassed expectations. Thanks Greg!

Cheers,
C.

Pathfinder Creative Director, Frog God Games

1 person marked this as a favorite.
Cernunos wrote:
There's a door on the second floor from the battlements. At least... there should be...

Cool thanks!

I recently finished reading through a few 4E adventures (Shadowfell and some of the new Dungeon stuff) and was ready to take a break from game reading for a while. I felt like I was reading through technical manuals - the encounter descriptions felt very much like I was reading through strategies for a chess game. Interesting technically, and probably fun to "play", but a little bit of a yawner as a good read. None the less I took a look at Skeletons of Scarwall and I have to say my interest in game reading has been rekindled (minor mapping hiccups aside). It may not be everybody's cup of tea but all the history, character background, brooding ambiance and the like is really the stuff that keeps me coming back to Paizo. For a relatively simple story (i.e. go to haunted castle and retrieve magic sword) this has certainly surpassed expectations. Thanks Greg!

Cheers,
C.

Thanks, Cernunos. My plasure.

Pathfinder Creative Director, Frog God Games

Cernunos wrote:

How do you get into the War Tower? I've looked and looked but it seems the only entrance is from the roof. Is that right? How did General Gorstav get in and out if the only access is from the roof? Maybe I'm blind and just can't find the entrance. LMK.

Cheers,
C.

Ah, good catch. It looks like the door into room 19 got dropped off in the final version. It should be in the wall just west of the stairs marked S9 and lead out onto the parapet.

Pathfinder Creative Director, Frog God Games

Mr Baron wrote:
PS...Greg - the 2 ghosts are great!

Heh, heh...glad you like. I've been getting hate e-mails from Pegg for the last couple of days. :-)

I don't think the Loute has noticed yet, though.

Liberty's Edge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules, Roleplaying Game Subscriber
Greg A. Vaughan wrote:
Mr Baron wrote:
PS...Greg - the 2 ghosts are great!

Heh, heh...glad you like. I've been getting hate e-mails from Pegg for the last couple of days. :-)

I don't think the Loute has noticed yet, though.

That is too funny! I for one, love the little inside easter eggs that make their way into the modules. It makes it sort of a game trying to find them, especially when they are well hidden! I am not sure James likes them though ;)

I am looking forward to reading Pegg's next module...

Cheers!

Paizo Employee Creative Director

Easter eggs can be cute, but they can also totally derail an adventure if they're too obvious and/or too numerous. In small doses, I'm USUALLY okay with them.

And as for that missing door... Grrrr. It was there at one point. The dragon must'a eaten it. But yeah, it should be where Greg said upthread.


SoS is awesome. Great adventure for a great path. My players are very excited with CoCT. And I love SoS.

Congratulations. It’s a good work.

James Jacobs wrote:
And as for that missing door... Grrrr. It was there at one point. The dragon must'a eaten it. But yeah, it should be where Greg said upthread.

The dragon was hungry, poor ;)

The spell Rope Trick works in Scarwall? (as long as the dimensional anchor effect is in place) I guess not...


I just wanted to echo the sentiment that this is a great adventure, and that I appreciate the time you took to type up the errata; thanks Greg!

Also, I agree with Mr. Baron that it would be awesome if there's anyway the map can be updated on the PDF version.

Pathfinder Creative Director, Frog God Games

Another errata update noticed by careful gamers just like you.

The map of page 34 actually has several doors missing internally from the Star Tower. I've already mentioned that there should be a secret door connecting room 37 with the area G just east of room 41.

Here are a couple more missing doors on that level of the Star Tower:

Between area G and room 41 there should be a secret door.

Between the same area G and the room at the base of Stairwell S20 there should be a secret door.

(These should both be your run-of-the-mill DC 20 Search check secret doors)

Between the room at the base of stairwell S20 and the area B at the top of stairwell S16, there should be a normal door.

That's it for now. I'll let you know if any more come to my attention.

Scarab Sages

Two questions about this most excellent adventure. One is errata related, the other is just a plea for advice.

First question.

Spoiler:
In room 36 of the Donjon, the "Common room", it lists 5 spectres as enemies. I have many problems with the stats though, as...well, they just don't make sense. First of all, Monster Manual page 100 does not contain any spectre or similar creature, I think it was an elemental if I remember correctly. Second, spectres normally have a CR 7 and 45 hp, not a CR of 11 and 228 hp. This can't be correct. Five creatures with 228 hp EACH and an incorporeal energy drain? Insta-TPK.

Second question.

Spoiler:
Has anyone run the encounter with Demilich Ravenka yet, and if so, how did it go? I am afraid my party is doomed for sure by this encounter. They consist of six adventurers, who may be level 12 by this point. Right now they are (we use pathfinder rpg rules):
Kail (Swash2/Fighter9) - Dual-wielding short sword fighter with two undead-bane swords doing 1d6+10 points of damage each. Being undead bane, she can probably do some decent damage to it (3d6+12 with each hit) even with the 20 DR, but not much at a time. On average she'll only do 22 damage per hit, so...2).
Violet (Rogue 9, Kail's cohort) - Really high stealth rogue using a hand crossbow that is now undead bane. I'm not sure I can justify sneak attack on a single skull...a skeleton/zombie, I guess, but just a plain skull? I don't know, maybe? If she could sneak attack, and beat the high Spot/Listen, then she could do 4d6+2d6+1d4+4. Otherwise it's just 1d4+4+2d6. Which couldn't beat the DR on max damage.
Capziellys (Scout 3/Ranger 8) - The elven archer of the group. Normally rides a hippogriff, but not in Scarwall. Has a pretty good bow, +1 Holy Undead Bane. So he could possibly do 1d8+4d6+5 (I think) against it, an average of 23 damage. Again, not much once DR is factored in. If I decide to allow his skirmish it could be more..but not much.
Aaron (Monk 11) - Despite his relatively high damage output with Improved Natural Attack and a Monk's Belt, not to mention him getting Greater Natural Weapon cast on him by the Sun Shaman and then made Permanent by Silvanus. So now he does 3d6+5 damage, +2d6+2 with his Undead Bane amulet of mighty fists. So his average damage...24. A little more than the others, but only by a bit.
Silvanus (Illusionist 11) - Silvanus will likely feel the most ineffective. He usually goes with Shadow spells in battle, which allow SR. Most of his spells are mind-affecting or allow SR in some way. He was thinking about taking a few that don't allow SR, but there's no guarantee he'll have them by this point. That and his low Fort save means he's pretty much Soul bait.
Waydon (Druid 8/Nature's Warrior 3) - Big on wild shaping, I highly doubt Waydon will break through much of the DR. Same with his dog, Butch. The only thing he could really do that would be an amazing trick is if he did a Fire Elemental wild shape, since the 2d6 base fire damage would bypass the DR and he wouldn't be able to resist it any other way. Of course, there's no way for him to know that.

The largest problem with the group is they don't have any Cleric, no real SR-bypassing spells, and the damage dealers, while doing a decent amount per hit, don't really do much over 20 each time. Some might, but it's no guarantee. He'll be doing the Trap the Soul every round as well which will likely get some of them, and then with that wail of the banshee...well, that could kill everyone right there. The only person with a decent fort is Kail, everyone else is ok or meh. How have your players done against this guy? Laori and Sial will be nearby (Laori the ally, Sial the enemy) so I suppose they could help if needbe.

Paizo Employee Creative Director

To answer the first of the previous questions:

Spoiler:
There are 5 spectres in area 36 of Scarwall. The "hp 228 (MM 100)" bit is an error; it should read "hp 45 (MM 232)" which is the actual spectre location.

(In an earlier draft, there was a single elder water elemental in the room; we changed it to the five spectres for various boring reasons.)

Paizo Employee Creative Director

As for the other question...

Spoiler:
The demilich is a grisly foe, it's true. That's why I put in the designer note sidebar on page 51, and why we put in things like the scarab of protection. Feel free to lower the demilich's power a bit if you want; it's a pretty unfair monster in any case...

Scarab Sages

Luckily one of them drew the card for it in the Harrowing (I let the Cohort be in the harrowing so there were 6 draws), and when it came up I had Zellara get a little bit freaked out and emphasize how dangerous it was, this 'head' or 'skull'. Hopefully when they see the skull just sitting there and Silvanus's permanent Arcane Sight goes off (he just got that last session) by realizing it can cast 9th level spells they'll back off a bit and think.

By the way, regarding Sial and Laori. If they're accompanying the PCs, do you think they'd swap out their spells in any certain way? Obviously Dispel Evil would be of great use, but I'm not sure it's something either of them would normally prep. And I think it might be a Good spell too, not sure.


Greg A. Vaughan wrote:
On the map on page 34 add a secret door in the alcove behind the statue in room 37.

Is adding this secret door a mistake in itself (an errata to the errata)? It seems to me that adding this secret door allows the PCs a way to access the Star Tower (and as a result to the sword) without having to remove the chain spirit curse, thus bypassing the whole issue of dealing with the chained spirit.

Not having the secret door forces the PCs to deal with curse since there is no other way to access the star tower.

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