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Derek Poppink wrote:His aura of madness needs to go away on Tier 1-2 as well.Why would you say that? That's one of the things that gives that encounter a bit of character.
in the Errata for PFRPG Aura of Madness is an 8th level ability, so it was an error for him to have it at lower levels.

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A couple of things. I have both #29 & #30. I also need to share I'm new to GM'ing and even newer to org play as a whole.
First is the chests found in them. I'm not sure if I am supposed to award the gold in them seperate from the gold given for the encounter. As far as I understand it is included in the reward, but I don't want to cheat my players out of gold.
Second is the mistakes in the scenarios. I have repersonalized them and redownloaded them (within the last few days) all the mistakes are still there. My question regarding this is how do I get the updated information for the scenarios? I've already stated what I tried to do to get them updated, did I do something wrong? The mistakes for #30 Cassomir's Locker are as follows. The information for Grench in Act 1-A2. Not only does he still have the aura of madness but Touch of Madness should be Vision of Madness. As well as half-plate and full plate being heavy armor. He also has half-plate for Teir 1-2 & Tier 3-4 and full plate for Tier 6-7; all without the appropriate feat.
Third is a little more general. Regarding consumables. I know you can use whatever you find during the scenario (i.e. weapons & armor) without paying. I'm unsure about consumables (i.e. potions) if you use them during the scenario do the players still need to "purchase" them according to the chronicle sheets. If I understand it correctly they don't have to "purchase" them, but I would like to be certain.
As I stated I'm very new to all of this, but having a lot of fun too! I appreciate any help and I've already gotten a lot of my questions answered by looking at other boards. I also love how much this community helps each other out with questions and the like.

Joshua J. Frost |

As far as I understand it is included in the reward...
All found items are included in the rewards and the only way you can exceed the max gold for a scenario (listed on its chronicle sheet) is with the Day Job roll.
The information for Grench in Act 1-A2.
Yup, those mistakes are still there. I have not had any opportunities to get back and correct them. In the mean time, make the following changes:
Remove Grench's Toughness feat (thus reducing his hit points by -3 up to 3rd level and then an additional -1 for each level after 3rd) and replace it with Heavy Armor Proficiency.
Aura of Madness needs to be removed from all but the Tier 6-7 Grench. That's an errata issue and is an 8th level ability.
Touch of Madness should be called Vision of Madness.
I'm unsure about consumables (i.e. potions) if you use them during the scenario do the players still need to "purchase" them according to the chronicle sheets.
Found consumables may be consumed and do not have to be purchased. If the players wish to keep any found consumables into the next scenario, however, they must purchase them.

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Thanks a lot for the the input Joshua, I really appreciate it. I just wanted to make sure I'm doing right by the PFS rules and my players. And I've made the changes already, that part was the easy part. GM'ing for a bunch of guys (I'm the only female player) who have been playing PRPG and 3.5 since its debut is the hard part, but they seem to be having a good time with it. ;-)

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Found consumables may be consumed and do not have to be purchased. If the players wish to keep any found consumables into the next scenario, however, they must purchase them.
Ok I am very glad to report the 2nd game I ran went {i}way[/i] smoother than the first. Whew. But I came across 2 issues while running the scenario.
1. Again regarding comsumables. They found 2 in the scenario.
2. On one of the foe the party had to fight they found
There is no price in the PRPG Core Rulebook for this, yet they found it during the scenario. Is this available for purchase, as I have a player who would like to do so.
Again thanks for any help from anyone out there! This community is great!

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In response to 2:
The repeating light crossbow is in the core rulebook- it's just listed in the table under "Crossbow, repeating light" (250 GP)
The scenario says the bolts are poisoned with "medium spider venom"-- there's been some discussion on these boards before about the difficulty of buying poisons in pathfinder society, so I bet certain characters should be pretty excited to find those bolts. A dose of medium spider venom apparently costs 150 gold per page 559 of the core rulebook.

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I'd also like to add how much fun I had running this scenario, in particular the Cult of Nature's Cataclysm. I've only run it for tier 3-4 so far.
I noticed there wasn't anything written for Grench's "brother Rackutio", so I made some stuff up and it worked out pretty well. For Rackutio I used the same stats as Grench but I changed his prepared spells and tactics. Instead of the fear and confusion spells, I just gave him cure light wounds and rolled a d4 to see what he would do each round; Heal Grench, spontaneously inflict light wounds on a PC, attack with his flail or do "something completely crazy."
(Tactically speaking, I also gave Grench a potion of bull's strength, which he drank when he heard the party yelling to each other in the tunnels.)
For flavor, I decided that Rackutio would be Grench's barely tolerated half-insane half-brother. While I had Grench dressed rather nicely, Rackutio was wearing commoner style clothes under his half plate.
I had Grench and Rackutio engage in some crazy banter so the players could get to know them at the start of the fight-
G: "Look Rackutio, we have guests."
R: "LOVELY Grench, I'll put on some TEA!"
My party tore through the mites blocking the doorway fairly quickly, and decided to attack Grench because he looked like the leader. This played into my "Rackutio as combat healing support" plan, but after one cure spell they were dishing out a lot of damage. And so I began my final tactic, the "Team Teppish Coordinated Channel."
Rackutio held his action to channel energy on Grench's turn and said "Ready, BROTHER?" to which Grench replied "Don't call me that!"
Luckily for them, my party took Grench down before his next turn came up, so Rackutio channelled negative energy by himself.
The bard then demanded he surrender. Rackutio protested- "You killed my BROTHER!" then after a moment's consideration "Wait, I can make a new brother... out of your skin! Yes, I'll fill it with RATS!" and after that there was just no negotiating with him.
When one of the PCs hit Rackutio extra hard after that, he pointed and yelled "NO TEA FOR YOU!"
The summary says the corpses were beaten to death, and the text in the scenario says their throats were cut. I wasn't sure how this would pertain to the later episodes in the devil we know series, so I indicated the gaping neck wounds and mentioned they looked like they'd been beaten too.
I also allowed my party (after a short fight and triggering the trap) to interrogate one of the cultist fighters guarding the trapdoor, who I decided was also half crazed, disturbed by the Derro and rats, and had nearly given up on the whole apocalyptic cult thing even before the PCs told him they'd killed Grench.
Two highlights-
1) He asked "Can I go now?" after every question he answered for the PCs
2) He described the giant rats, and then the party bard thoughtfully said something about R.O.U.S. (Rodents of Unusual Size). The NPC shrugged and said "I know, I thought they were a myth too!"

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1. Again regarding comsumables. They found 2 in the scenario. ** spoiler omitted ** Since these are not on the "always available" list and they were drank during the scenario are they available for purchase. I would say no, but alas I want to make sure (yet again I know) I'm not misunderstanding PFS rules or cheating my players.
I don't think it matters that the consumables were used during the scenario. They are still available for purchase at the end if they are on the record sheet. In fact, you can buy as many of those potions as you want if they are on the sheet unless it specifically has a limit mentioned.

Joshua J. Frost |

Yup. Finding them, even if they are consumed/destroyed/teleported to Mendev, means you can buy them at the end of the scenario.
As for the poison bolts, I wanted them to be available for PCs to use during the scenario as they found them, but since we still haven't really formulated a good "poison policy" for the Society (outside of Alchemists, that is) I did not add them to the chronicle sheet so, quite technically, they are not available for purchase.

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As for the poison bolts, I wanted them to be available for PCs to use during the scenario as they found them, but since we still haven't really formulated a good "poison policy" for the Society (outside of Alchemists, that is) I did not add them to the chronicle sheet so, quite technically, they are not available for purchase.
I was leaning toward that answer, thanks for the clarification.
One other thing. One of my PC's has decided he needs a mule and cart. How do I account for stabling and feed for the duration of the scenarios (and/or between them)?

Joshua J. Frost |

It'll be a short conversation.
NPC Stablers Union Rep: "Hey, why don't you allow us to make some money?"
Joshua Frost: "Well, we don't care about that aspect of the game, so you can imagine yourself having as much money as you want."
NPC Stablers Union Rep: "So I can imagine myself getting paid for stabling every animal companion, pet, mount, or pack animal the PCs have and that money will be mine?"
Joshua Frost: "Yup."
NPC Stablers Union Rep: "I'm rich, #$@!$!"

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I didn't realize that the aura of Madness was not supposed to be listed for the 1-2 level. I had him use it. the players had a hoot with it, as most failed there save. They said it was the toughest, but most fun fight of the scenario. (And it only lasted for 2 rounds anyway.)

BronzeSparrow |

Did anyone have a problem with the Taldor mission?
In short I ran through it as a player and the mission said to obtain something. When I did, the GM said it was supposed to be something else.

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Encounter A1: Not an error, but an amusing observation.
Encounter A2
The encounter at A4 had one notable error.

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Casts the level 0 ForumUser cantrip "Thread Necromancy"
I'm just reading through this adventure, because I may be GMing it tomorrow. I'll definitely be running part 1, Shipyard Rats, and we'll decide if we want to play a 2nd session in the same day when we're done with the first one.
I have a couple of comments and questions:
1. The Aura of Madness issue noted above, two years ago, still isn't corrected in my newer download of the scenario.
2. At the top of the odd number pages, the title of the adventure says it's part 1, not part 2, of The Devil We Know series.
3. I have a question about the trap in A4. Is it just supposed to go off once, the first time anyone sets foot in the area without the trinket that gives them immunity, or is it a repeating trap that goes off every time someone enters the area? And if it does repeat, is it every time they enter the area, or every round they stay in the area?

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Grench Teppish is wearing heavy armor without the Heavy Armor Proficiency feat (seems to be a trend for clerics of Groetus).
I assume this is because this scenario was written with the 3.5 rules in mind, and has not been completely converted. It prolly won't, so it's up to the DM to decide how to adjudicate this.
I do have a question on the Andoran mission though.
I'm going to offer them a redemption, though. On theior way out, I will allow them to see light from A2 and investigate. If they offer freedom to the mites there, I'll give it to them.
Am I being too lenient?

hogarth |

Derek Poppink wrote:I assume this is because this scenario was written with the 3.5 rules in mind, and has not been completely converted.Grench Teppish is wearing heavy armor without the Heavy Armor Proficiency feat (seems to be a trend for clerics of Groetus).
Nope, the Devil You Know series was written for PFRPG, but it was pretty soon after the final rules came out so I suspect there was still some free-floating confusion between 3.5E, Pathfinder Beta and the final rules.

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I would offer him the point for the mission, and point out that he accomplished it according to the guidelines but not in the spirit that it was given. As a paladin, his character would be taking credit for a job that he didn't follow through on. Leave it up to him to accept the point, or give it up as penance. His decision will say as much about his literal character as it will about the piece of paper he's written the paladin's stats on.

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Another error for the Osirion Faction Mission for Tier 1-2 is it looks like there are no Advanced Giant Rats if you do not do the Optional Encounter of the 2 wandering rats. The scenario seems short enough that I doubt the optional encounter would not be used, but be aware.

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I just read through this, as I am planning to run it this coming weekend. It looks to me that the stats for the Advanced Giant Dire Rats in encounter B1 have a few errors.
The ACs are wrong. It says AC 14, Touch 14, Flat 11 (+3 dex, +5 natural armor)
They are also listed as having 19 dex, which would imply +4 dex adjustment to AC.
So I would think it should read AC 19, Touch 14, Flat 15 (+4 dex, +5 Natural)
Also, it says under Dire Rat that the disease dc is con based, and the Advanced Giant Dire Rat lists 20 con. So I guess the DC for the Filth Fever should be 15.
(I didn't notice anyone else bring this up, hopefully I didn't miss it on another thread or something)