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

****( ) (based on 24 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 (24)
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Average product rating:

****( ) (based on 24 ratings)

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***( )( )

An RPG Resource Review

****( )

After a detailed backstory that spells out what's really going on for the DM we hear that the party, apparently newly-arrived in Cassomir, are given the task of finding a recently-kidnapped fellow Pathfinder. What makes it a bit interesting is that the one lead is an Aspis Consortium trainee whose boss was also kidnapped at the same time: both agents were attending an auction of artefacts that night, from which all the attendees were taken.

For once, the adventure actually starts with the briefing, rather than having it as a flashback. Once given the characters are sent off to commence their investigations. Cassomir has had a spate of kidnappings recently, mostly of people associated with the the Imperial Naval Shipyards. Nobody knows who's behind it, the imperative at this time is to get the Pathfinder back. The Aspis Consortium junior thinks he knows where some of the kidnap victims were taken (he escaped by jumping into the harbour!) and has agreed to lead the party there.

From there on in, it's basically one brawl after another around the dockyard area. The maps lay things out OK, and for at least a couple are based on Paizo Flipmat product, so if you like largescale maps to lay before the players (or use miniatures in combat) you can get hold of ones which match the ones given here. Apart from questioning vanquished foes (or rescued kidnap victims) there's little in the way of interaction apart from at the point of a sword. The Faction missions interlock quite neatly, and could bring about a bit of party conflict depending on which factions are represented.

Overall it's a reasonable low-level adventure provided you are happy to let your sword do your talking. The backstory is good, but unless the party captures rather than kills the mastermind behind it all and then get him to talk at length, it's unlikely that the players will discover what's going on. However, if you are mining this module for your own campaign, you might wish to expand on it to run a whole sequence of adventures...

Okay but with many problems

***( )( )

Have played and runned for all three tiers.

It's a combat-central module, simple and recommeded for new players.

However, as a season 1 scenario, there are so many problems. First, some monster's stats are incorrect, especially the two clerics. Then, the combats don't scale well, the BBEG is much less poweful than the girl cleric in tier 1-2... Tier 3-4 is too underpowered like a cakewalk. Some enemies are too easy for tier 6-7, for instance the guy on the coverpage...

The story background is facinating, but hard to involed for most GMs, very easy to run just keep fighting, and the cooperation with Aspis disappears so quickly, nothing connected with this module.

In conclusion, enjoyable and okay to play, but too many problems of combats and storytelling mechnics, just give an average rate. If want to play or run this, highly suggest tier 1-2, and avoid tier 3-4.


***( )( )

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,

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 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, yet simple scenario.

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