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Pathfinder Society Scenario #29: The Devil We Know—Part I: Shipyard Rats (PFRPG) PDF

****( ) (based on 17 ratings)

List Price: $3.99

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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's Imperial Naval Shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir?

Written by Joshua J. Frost

This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.

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Fulfilled immediately. Will be added to your My Downloads Page immediately upon purchase of PDF.

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Product Discussion (23)
Cheliax

Thanks for the review, Aaron. I may be running both parts at an upcoming con and want to make sure the mods are "balanced" towards Cheliax...I MEAN, for PLAYER FUN. That's right.... ^_^

Andoran

Paizo Charter Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber
joela wrote:
Thanks for the review, Aaron. I may be running both parts at an upcoming con and want to make sure the mods are "balanced" towards Cheliax...I MEAN, for PLAYER FUN. That's right.... ^_^

Joe, this one was fun. I had a great time GMing this at GenCon, Though I did have one TPK, it was mostly due to bad luck on the PC side, Though there is one section that can be bad if the GM rolls well.


This product is a pdf? I saw the printed version at Gencon with the nice maps for inn and ship. Where can I purchase that?

Andoran

Paizo Charter Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber
Anonymous User 111 wrote:
This product is a pdf? I saw the printed version at Gencon with the nice maps for inn and ship. Where can I purchase that?

It is PDF only, If you saw the Adventure printed it was done by the GM, The maps though are a seperate product by Paizo that they make called Flip-Mats, They used 2 of them for this Scenerio.

The 2 used where

GameMastery Flip-Mat: Ship
GameMastery Flip-Mat: Waterfront Tavern


Dragnmoon wrote:
It is PDF only, If you saw the Adventure printed it was done by the GM, The maps though are a seperate product by Paizo that they make called Flip-Mats, They used 2 of them for this Scenerio.

Thank you for the information, Dragnmoon.

Osirion

Pathfinder Card Game Subscriber
Anonymous User 111 wrote:
Dragnmoon wrote:
It is PDF only, If you saw the Adventure printed it was done by the GM, The maps though are a seperate product by Paizo that they make called Flip-Mats, They used 2 of them for this Scenerio.
Thank you for the information, Dragnmoon.

You know I've been playing these for a while, and I just figured out there was no print versions last week so don't feel bad. Of course I've only been buying pdfs for the last year and just started to buy print again... but still.

Cheliax

Dragnmoon wrote:
joela wrote:
Thanks for the review, Aaron. I may be running both parts at an upcoming con and want to make sure the mods are "balanced" towards Cheliax...I MEAN, for PLAYER FUN. That's right.... ^_^
Joe, this one was fun. I had a great time GMing this at GenCon, Though I did have one TPK, it was mostly due to bad luck on the PC side, Though there is one section that can be bad if the GM rolls well.

Dragnmoon, ran it and liked it. Reminds me of chapters of a good fantasy novel. However, there's that one encounter CR 3(?) at the shipyard with a certain someone that had the PCs scrambling. I agree; it may be a bit too tough especially with the new class abilities. (I just heard from one gamer it resulted in TPK. Ugh.)

Andoran

I had a great time with this one as well. The storyline is simple, yet fun and it had plenty of opportunities to add role playing scenarios. Unfortunately my NPCs were suffering from terrible rolls and the CR 3 encounter fell flat on its face.

Cheliax

alleynbard wrote:
I had a great time with this one as well. The storyline is simple, yet fun and it had plenty of opportunities to add role playing scenarios.

An adjacent table was playing Part I as well. Heard later that one PC had his stunningly beautiful half-orc sorceress(?) use seduction in Act II to snare two of the guards to split up, go on separate parts of the setting, jump up and down, strip, and close their eyes in...anticipation. What they didn't anticipate, though, was the gang up from the other PCs ^_^. (Coup de grace, that is!)

Andoran

joela wrote:
alleynbard wrote:
I had a great time with this one as well. The storyline is simple, yet fun and it had plenty of opportunities to add role playing scenarios.
An adjacent table was playing Part I as well. Heard later that one PC had his stunningly beautiful half-orc sorceress(?) use seduction in Act II to snare two of the guards to split up, go on separate parts of the setting, jump up and down, strip, and close their eyes in...anticipation. What they didn't anticipate, though, was the gang up from the other PCs ^_^. (Coup de grace, that is!)

That is brilliant! I love some of things clever players can come up with. Good stuff.

Cheliax

alleynbard wrote:
joela wrote:
alleynbard wrote:
I had a great time with this one as well. The storyline is simple, yet fun and it had plenty of opportunities to add role playing scenarios.
An adjacent table was playing Part I as well. Heard later that one PC had his stunningly beautiful half-orc sorceress(?) use seduction in Act II to snare two of the guards to split up, go on separate parts of the setting, jump up and down, strip, and close their eyes in...anticipation. What they didn't anticipate, though, was the gang up from the other PCs ^_^. (Coup de grace, that is!)
That is brilliant! I love some of things clever players can come up with. Good stuff.

Ditto. Killing stuff's easy, while using rping and clever ideas: priceless ^_^

Paizo Employee Chief Technical Officer

We have updated the PDF of Pathfinder Society Scenario #29: The Devil We Know—Part I: Shipyard Rats. We've corrected the stat block for the cleric in all Tiers of Act 3. Luscilia now has the correct DC for channel negative energy, and now possesses the correct feat to control her minion.

Those of you who have access to the PDF may download the updated version for free at http://paizo.com/paizo/account/assets. (If the file shows that it has already been personalized, you'll need to repersonalize it before you can download the new version.)

Cheliax

I just played through this mod, and I had a lot of fun with it. The Cheliax missions I especially had a good time with. One of them had to be done secretly, and it was actually a bit of a challenge to achieve it. The combat was also challenging, at least on the low tier. We never had anyone in danger of dying, but that was largely due to Cause Fear and Hold Person, which were the MVP spells of the night.

Grand Lodge

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

Remember to vote for Pathfinder Society Scenario #29: The Devil We Know, Part 1 - Shipyard Rats for Best Electronic Book!

And don't forget to vote for Mark Green for 2011 ENnies Judge!

-Mark
My judge profile

Silver Crusade

I was reviewing this module for an upcoming session, when I realized

Spoiler:
The druids who control the rats have to make handle animal checks to have them attack, and have extra benefits for it because they're druids, but can fail. Am I wrong in thinking this? Somehow before now I'd overlooked this fact.

Andoran

I recently played this module. The premise was sound but the DM was not as prepared as he could have been. In fact he seemed to be missing stats for several of encounters. It was difficult to finish in the four hour time slot allotted to it. I'm hoping the DM is more prepared for the 2nd part.

Grand Lodge

Vic Wertz wrote:

We have updated the PDF of Pathfinder Society Scenario #29: The Devil We Know—Part I: Shipyard Rats. We've corrected the stat block for the cleric in all Tiers of Act 3. Luscilia now has the correct DC for channel negative energy, and now possesses the correct feat to control her minion.

Those of you who have access to the PDF may download the updated version for free at http://paizo.com/paizo/account/assets. (If the file shows that it has already been personalized, you'll need to repersonalize it before you can download the new version.)

I know we've moved on in seasons, but I've just gotten to take a look at running this series of scenarios, and I've noticed a few problems that require some creativity on the part of the GM and should be addressed in case of another revision:

Spoiler:
In Act 1, the tier 6-7 encounter is missing its animal companion, & the Act 5 druids say to refer back to these stats... even though they don't exist - my solution: use tier 1-2 companion stats.

Kafar is said to require a "remove poison" spell to recover, even though that spell does not exist. The equivalent would be Neutralize Poison but it is a level 4 spell that no in-tier character would have. Normally not a problem, but Cheliax needs to secure Kafar's safe release - my solution: require the 10hp of healing for all tiers, but either allow a Heal Check to replace the spell or require a Delay Poison spell as it is a level 2 spell accessible to characters 3-7

Taldor

Saturday Morning a friend and I went and played a Season 1 game called "Scenario #29: The Devil We Know—Part I: Shipyard Rats" run by a trooper of a GM named Steve who was going on 4 hrs sleep.

The first two encounters do a great job lulling you into a false sense of security and the second encounter was a bit tougher but nothing the team couldn't handle.

However the last encounter was DEADLY, if we had not had an extremely generous GM and huge amount of luck (in killing a powerful NPC in the second encounter), it would have been a TPK if we had not ran for the hills, kited the slower opponent and had a huge amount of luck with people being equipped just right.

I am not sure what the writer was thinking as most players at the 1-2 tier level are new or not powerful enough to handle this kind of monster or even to know to run.

Everyone survived thanks to some creative healing by myself and selfless sacrifices by several of my fellow players willing to go down for a bit so the monster could be kited by the cleric and defeated by the heavies. Although running was an option we had several players down and since pathfinders are supposed to be good ... no one would leave a man behind in good conscience specially since we are supposed to be there for another pathfinder.

I give the game a 3.5 out of 5 it was well written and interesting but a bit too deadly for the tier 1-2.


GM Master "D" wrote:

The first two encounters do a great job lulling you into a false sense of security and the second encounter was a bit tougher but nothing the team couldn't handle.

However the last encounter was DEADLY, if we had not had an extremely generous GM and huge amount of luck (in killing a powerful NPC in the second encounter), it would have been a TPK if we had not ran for the hills, kited the slower opponent and had a huge amount of luck with people being equipped just right.

I am not sure what the writer was thinking as most players at the 1-2 tier level are new or not powerful enough to handle this kind of monster or even to know to run.

Interesting...our level 1 party got massacred by

Spoiler:
the cleric's channel energy

but didn't have any problem with the last encounter. I admit that
Spoiler:
ghouls (the last guy is some kind of ghoul, isn't he?)

can result in very swingy encounters, depending on how lucky you are with saves.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

So I started building the encounters for Tier1-2 in Hero Lab and I'm finding problems with missing skill points for human NPCs, the Nature's Cataclysm Fighters have a feat (Combat Expertise) they do not qualify for (Int is less than 13), HP of all enemies with PC classes look to be low (guessing they're not getting full HP on 1st Level), and that's just looking at the first half of the scenario. While none of these issues unbalances or breaks the encounters I'm trying to understand where these errors are coming from and if they are in fact errors or if I'm missing something. Anyone else discovered or addressed this?


The scenario came out at the very beginning of the PFRPG, and there are a number of bugs in it (like clerics wearing heavy armor without proficiency, e.g.). I think there's a thread in the Pathfinder Society GM section discussing it.

EDIT: Try here -- Feedback for #29 Shipyard Rats


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
hogarth wrote:

The scenario came out at the very beginning of the PFRPG, and there are a number of bugs in it (like clerics wearing heavy armor without proficiency, e.g.). I think there's a thread in the Pathfinder Society GM section discussing it.

EDIT: Try here -- Feedback for #29 Shipyard Rats

THANKS for pointing me in the right direction. I did a search earlier for the Scenario, but didn't get that link. It's much appreciated. Sounds like I'll have to edit it as I deem appropriate as Paizo is not likely to have the time to edit a Season 1 Scenario. I wonder if they've ever considered reaching out to the community to revise old material with errors.


Gullyble Dwarf - Lvl 7 DM wrote:
I wonder if they've ever considered reaching out to the community to revise old material with errors.

This has been discussed in various threads, too. (Maybe it's worth putting in the FAQ.) The official response is that community help wouldn't save nearly as much effort as you might think, so they might as well focus on making new scenarios instead.

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