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Pathfinder Society Scenario #30: The Devil We Know—Part II: Cassomir's Locker (PFRPG) PDF

**½( )( ) (based on 14 ratings)

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

The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port?

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 (14)
1 to 5 of 14 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

**½( )( ) (based on 14 ratings)

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Good ideas poorly implemented

**( )( )( )

This adventure is mediocre and overall disappointing in that it fails to live up to its potential. It is definitely the weakest of the entire The Devil We Know series. None of the combats are very challenging. The beginning of the adventure starts of with the VO telling you to use your Pathfinder skills to find the entrance to the secret hideout but no such skills are necessary as you are essentially railroaded to the right spot. The random encounter with the twin brother of the BBEG from the previous adventure in the series seems completely pointless. The idea of someone creating mutant giant dire rats is cool and potentially scary, but the giant dire rats fail to deliver in the scary department when it comes to combat. The basic idea of the titular locker is imaginative, but overall fails to deliver. And, like the rest of the series, has nothing to do with The Devil We Know.

Still, there is nothing crushingly horrible about this adventure and there can be some fun had with it.

Could Be Better

***( )( )

A bit of a combat grind this one but I found it fun to play. My only grumble was that it hints at being a descent into the underdark type adventure and its nothing like it.


*( )( )( )( )

Forgettable ... literally. I've both played and run it and I barely remember it. Not worth the time.

4 star only for new playerss or a quick beer n pretzels time

****( )

This module is not rocket science for sure. It is a fairly linear dungeon crawl with one fairly interesting combat, and some filler.

However it is quick, straight forward, and has no funny rules, making it idea for newer player and GMS.

If you play online, this has THE BEST MAP for dynamic lighting i have ever seen - those simple combats really became exciting when you couldnt see monsters that ran in and out of shadows.

Perfect for online play, perfect for newer players, perfect for people who want a 2.5ish hour scenario not 4-5.

But for table top, people who like lore, puzzles, and mysteries, and dont mind spending 4-5 hours to play a good scenario, skip this one.

**( )( )( )

This scenario centered around a sewer-themed dungeon crawl with loads of boring combats. There was no roleplaying to speak of and not enough encounters with NPCs and situations that would provide flavor. If it weren't for the fact that it's part of a larger arc I would say skip this one.

1 to 5 of 14 << first < prev | 1 | 2 | 3 | next > last >>

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