PFS #41 - The Devil We Know Part III: Crypt of Fools [Spoilers]


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Silver Crusade 5/5

Doug,

Thanks,

Myles

Silver Crusade 4/5

Joshua J. Frost wrote:

You cannot play parts 3 or 4 of the Devil We Know series with any character that has not completed parts 1 and 2. :-)

Is this still true?

Our local group kinda played mix and match with these recently, playing part 1 twice with different GM and players each time, then playing part 2 when most of the group was there, but some of our regulars missed it.

Now we're planning to play part 3 soon, but some characters may have moved out of the level range, and one person who missed part 2 may be there for part 3.

I was under the impression that while the series is best played in order, it is legal to play any scenario in any order, with the possible exception of the retirement arc.

Liberty's Edge 4/5

cant copy and paste it, but according to the scenario you have to play 1&2 first before playing 3 than 4

Dark Archive 4/5

Actually, according to 4 you don't need to have played 1, 2 and 3; it's just suggested. According to 3 you need to have played 1 and 2. I was confused reading it.

3/5

I just want add my, "yes please!" To the idea of putting the stat blocks at the end. Every time I run a scenario I end you starting by transcribing all the statsonto their own page. The column breaks and page breaks for the monster stats make me look like a fool, flipping pages back and forth as the players wait for me.

I do very much like this set of scenarios, barring part two, which my party destroyed.
Dave from MN.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Gonna be running this on Sunday. What are some tips/pointers, or pitfalls to watch out for?

5/5

Tip: Don't run it.

Pitfalls: If they don't have a positive channeler they may have a very difficult time with a section in the first part.

I think this ran 7 hours, skipping the optional encounter (large group though).

Sovereign Court 4/5

I ran Crypt of Fools once, managed to get a TPK out of it.

Remember the Desecrate effect with the undeadlies. Seriously boosts them. Also Tier 1-2 is very deadly (ghoul cleric 2, sheesh!). Concentrate a lot on the painter and use him as a guide if the players get stuck.

Also give the players the map of Cassomir before the start of the game so they actually have something to use the handouts for. If you want to be nifty, Cities of Golarion has a big information packet about Cassomir and a full map of the city. Makes it, hmm, less obvious. ;)

Hall of Wonders is a pain to run with all the mist going on. Definitely predraw the building's outlines, second story included.

I personally would describe the fountain entrance to be ... better disguised. If it were so easy as the scenario lets you understand, you'd think the city guard would have found it already.

Those are the things I can come up from the top of my head.

4/5

Resurrecting this thread... because I am really puzzled by how the scenario authors are calculating hp's.

This same problem occurred in the first and second scenarios in this series as well.

Part III: Crypt of Fools - 4th level ghoul cleric with 17 con ... hp's listed as 37 (6d8+10)

2 HD from ghoul, 4 from class levels (all d8s)
As undead, his charisma replaces his con for hp adjustment.
So should be 6d8+18(chr*6) = 45
Where that +10 is coming from is a total mystery to me.

Luscilia in Part I, the Teppish's in Part II, and Tashelia in Part III all have similar issues, though not as egregious.

Hell almost every creature these scenarios that doesn't come from a bestiary has the same thing going on.

Am I just missing something?

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