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I believe there is a serious error in the module in Chapter 2, Event 3-H:
I ran this encounter the way it was written and the group nearly TPK'd, if it wasn't for Hero Points, but they did lose the fight. I am hoping to get some clarification on the matter so I know whether I am accounting for all aspects of the Chapter (as there are a fair amount of them).

Matt Goodall Contributor, RPG Superstar 2010 |

I believe there is a serious error in the module in Chapter 2, Event 3-H:
Having 1 great white shark also works but is likely to make the adaros feel like an incidental part of an encounter with a Huge shark.

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the Haunted Jester wrote:I believe there is a serious error in the module in Chapter 2, Event 3-H:** spoiler omitted **

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Matt Goodall wrote:** spoiler omitted **the Haunted Jester wrote:I believe there is a serious error in the module in Chapter 2, Event 3-H:** spoiler omitted **
Also, I have the additional problem that I am running this for Pathfinder Society. I cant alter what's in the module, unless there is official errate or an official post telling me what has to be adjusted.

Matt Goodall Contributor, RPG Superstar 2010 |

I checked my turnover and I had them down as 2 hammerhead sharks.
There's a problem because 2 CR 4s = CR 6 (not CR 4) as listed in the module. I'd go with 1 great white if I was running it for PFS, that way the CR for the whole encounter is correct. Woran if you want something official for PFS, I'd recommend you email Mike/John and/or Owen.

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Unfortunately there isn't currently a system in place for "official errata" on Pathfinder Modules. There's a specific process for errata that includes having it written, double-checked, and edited, and we haven;t done that in the past on the softcover books (with one noble exception), so I can't say this is the same category of correction as the things we normally call official errata. That's something we're looking into, but there's no change on how we handle those things at this time.
That correction IS what I am saying on the matter in my capacity as developer of the adventure. This was my very first product developed for Paizo, and I made a mistake here. Mea culpa, and I'm already better at that job, but this one I got wrong.

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Another problem I discovered:
It states that Mother Grund is an Advanced 'Green' Hag, which is CR 5, and that she opens with 'horrific appearance.' Green hags don't have that ability, and advanced green hags would be CR 6. However, an advanced SEA hag has that power and would be of the appropriate CR.

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any solution yet to this only granting players one module of prestige (and the Gm only 2 tables of credit) for three adventures that award three levels worth of xp and prestige? the scenario tracker is still saying
Player has already run scenario
when they play part 2 and 3 (and the bonus chron) if they have played part 1 =/

CrystalKalem |
1 person marked this as a favorite. |

Oh and did I mention that when we got to the inner cave we were like F*** that noise as we looked at the water and we cast Spider climb and Monkey-fish on our mounts. WHICH ARE T-REX'S. Imagine T-Rex's walking along the walls of the cave over the walkway.

Armenius |

A little frustrated by the encounter mistakes in this book. in addition to the ability problems with the Green/Sea hag, it's strategy says it lands when reduced to 45 hit points which makes sense with a Green Hag, but with a Sea Hag that means it only needs to take 1 point of damage.
Hyrix is also repeatedly referred to as a Jinx Eater, but as he is a Magus I have no idea if he is supposed to have the special abilities of a Jinx Eater but with different class levels or if it was just flavor.

DeathQuaker RPG Superstar 2015 Top 8 |

The hag encounter is all kinds of messed up; I know this is an older module now but if anyone sees this and has any thoughts as to how they chose to run it, I'd appreciate insights as I've got to figure out how to run this (and what CR it should be). Here are the various issues; some of this is mentioned above but it's even more complicated than has been discussed, and no solutions have been offered, and I could use some suggestions sooner rather than later, so here's all the issues (again):
1. Mother Grund statblock describes her as an "advanced green hag" at CR 5, worth 1,200 XP. Green hags (non-advanced) are CR 5 worth 1,600 XP.
2. Her tactics require her to use sea hag, not green hag abilities (evil eye and horrific appearance). She is also described as a sea hag earlier in the narrative. She COULD be an advanced sea hag (CR 5) and the green a misprint. But it gets more complicated...
3. An advanced sea hag has 46 hp. A green hag has 58. One of the tactics says she enters melee at 45 hp or less, which makes it sound like after she's been wounded a bit. The advanced sea hag needs lose only 1 hp for this condition to be hit and even the green hag only needs 13 hp dealt, which could be easily done by 1 4th level PC in a single lucky attack. In either case you could say "she enters melee once she is injured" and save some verbiage.
4. She is described as using several potions to prep for combat (alter self and fly) but we don't get a gear or treasure list otherwise. And then there's the best bit...
5. A tactic described in the narrative section (not the combat tactics section of the statblock) says she uses ray of enfeeblement on the party when they get in range, but neither sea hags nor green hags have the ability to cast this spell. FURTHERMORE, she is described as having a king crab familiar but hags do not have familiars.
I'm wondering if the original designer made her a sea hag with a class level in witch, wizard, or sorcerer (who can cast ray of enfeeblement and have a familiar) but then someone decided space needed to be save and changed her unique statblock for a generic one, but failed to update the narrative text AND statblock appropriately. ((It probably would have been better to trim unnecessary fluff and leave the statblock, which in my experience is far more what a GM needs than backstory!))
As I write this I'm realizing I should probably just write up a sea hag witch 1 and use those stats... I started running from modules to save me time and half the time they seem to do the opposite... *sigh*

Franz Lunzer |

Yeah, noticed that too, did the following:
The treasure is listed as standard, so you have to make it up on your own anyway, but she doesn't use armor or weapons, so any other treasure is good. I just used some more potions and gems and such stuff.
I didn't use the narrative ray of enfeeblement because, as you point out, neither hag has that ability.

DeathQuaker RPG Superstar 2015 Top 8 |

Thanks. The more I read the text, the more I think the original writer intended her for to be a sea hag witch 1, which is why both a familiar and ray of enfeeblement are mentioned in the text. Then one of the developers/editors decided they didn't have enough space for unique stat blocks so wanted to change her to a more generic creature, and decided to change her into an advanced sea hag (to keep the CR the same) but accidentally wrote "green" instead of sea AND failed to fix the accompanying text that referenced her spellcaster features (which, ironically, would have freed up even more verbiage). This was then either missed through the editing phase--which, I hope not; I'd definitely kick myself if I'd been the editor and missed this--or it was quickly changed after the proper editing phases were finished and no one took the time to throw it back to an editor to be sure the adjusted text/statblocks were still consistent.
(This also explains the shark issue later in the book).
I think if you want the easy route, it's best to do as you did and run her as a (non-advanced) green hag. She doesn't even need a potion of alter self that way and her spell-like abilities make her a more versatile challenge for the party.
For suiting the narrative, one would probably have to re-write her up as a sea hag witch 1, probably with the sea witch archetype (so sea hag witch (sea witch) 1 -- also she sells seashells down by the seashore) -- which I'm probably going to do as having that class level helps explain why she's got onwu azus helping her out among other things.

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For Pathfinder Society, you can make the following adjustments to resolve the discrepancies.
The Racers in Rum Punch: Use the pickpockets from page 264 of GameMastery Guide, as listed. These NPCs have only 5 hit points, so change their morale to "A racer who takes damage yields."
Mother Grund: Make her an advanced sea hag, matching the CR, page citation, and general combat tactics. She enters melee only if reduced to 30 hit points or fewer. Since she does not have ray of enfeeblement, she instead uses a ruse to get the PCs within 30 feet so that they are within the range of her evil eye. The king crab is a pet, rather than a familiar. Instead of having a Knowledge skill, she has Handle Animal +6. Instead of having potions of the listed spells (alter self and fly), she can cast each spell as a spell-like ability 1/day.
Onwu Azu: In the mother grund encounter, there are four of these fish.

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For Pathfinder Society, you can make the following adjustments to resolve the discrepancies.
** spoiler omitted **
This helps immensely. Thanks for the update. Still suggest being put on the Campaign Clarifications page as not everyone will come looking here for the changes and corrections.