The Devil We Know Part I - Shipyard Rats Clerical Error [Spoilers]


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Grand Lodge

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I noticed at Tier 1-2 and Tier 3-4 of this scenario, the Cleric gets Aura of Madness, an incredibly powerful ability, below Level 8. Surely this is an error. Right?

The Exchange 5/5

You are correct, it was an error. This was noted in Season 1 but the campaign coordinator stated that there weren't enough resources (time) to go back and make the corrections to the PDF. You should also note that in Acts 3 and 6 the clerics are wearing heavy armor without the feat/penalties.

In the future it's a time-saver if you search for the earliest thread on the scenario. The aura issue is also present in Part 2, Cassomir's locker. Previous discussions can be helpful. I can recall running this scenario at GenCon 2009 and the fight being very tough at Tier 3-4 due to the aura.

Dark Archive 4/5

I know this is an old post, running this for the first time. We faced an issue when Luscilia was able to run away.

Spoiler:
If Luscilia runs, she doesn't give the pc's any info about where to go next. Should this have ended the adventure or give mercy and have them find something on where to go?

2/5

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If she runs, she goes to the place the PCs need to go next. Give them a relatively easy Survival roll to track her.

Grand Lodge 3/5

that works

Grand Lodge 4/5

Or, in the confusion of running away, she could drop the note/map mentioned if she got killed...

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Or there might be information hidden in the ships logs?

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