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

****( ) (based on 21 ratings)

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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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Product Reviews (21)
1 to 5 of 21 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

****( ) (based on 21 ratings)

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Okay

***( )( )

Played this at high tier. The scenario had one scary fight in the middle, somewhat because of what it was, somewhat because our party was split across the location at the start. Otherwise the fights were all rather easy.

The investigation part was fine, although a bit simple. The scenario doesn't seem to provide for you not killing goons and interrogating them instead.

The end was, sadly,

Spoiler:
just another lone loony in a room, waiting for us to come and kill him.


Simple and enjoyable

****( )

Sometimes you end up playing a scenario that's simple, yet fun. No special mechanics, just an adventure with a clear theme. This is such a scenario and it's a great opening to a series of quests. The storyline itself is pretty straightforward, but that doesn't mean there's only fighting to be done. There's plenty of opportunity to role-play a certain situation, allowing the players to have a nice mixture of fighting and interaction.

As for the fighting, I can indeed say that this scenario can be pretty lethal for level 1 characters. The strategies and skills can lead to a partywipe if players aren't lucky or careful. It can easily lead to a TPK. All I can say that it was nice to roll maximum damage with my musket master to deal with some of the threats. That said, I would describe this as a fun, simple and challenging scenario.


Solid start

****( )

Played this adventure and rather enjoyed it. It was simple and straight forward. We played with Hybrid characters and we could see that this module does not age well in the combat section. Rather through it pretty easily. But a good start to a little adventure path.


Overall good adventure with some disappointment

****( )

This was an enjoyable adventure both when I played it and ran it. The monsters are somewhat bland and repetitive. Combat wise, it is not very challenging except for a battle in the middle. It's much tougher than the BBEG fight and can TPK a group of all 1st levels. The story, however, is good and gives a genuine feel of investigation rather than a forced feeling most investigation mods have.

My major disappointment in this adventure and the entire The Devil We Know series is that it fails to live up to it's concept. Having to deal with an enemy of the society in order to accomplish the mission is a great idea, but it is barely touched upon in the first adventure of the series and completely missing from the remainder. The series would have been far less disappointing if they had just named it something like, "The Kidnapped of Cassomir."


Entertaining Start

***( )( )

An entertaining introduction to the storyline. It is a simple no frills scenario that needs a little fleshing out but I throughly enjoyed playing this one.


1 to 5 of 21 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

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