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

**½( )( ) (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).

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 (21)
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Average product rating:

**½( )( ) (based on 21 ratings)

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**( )( )( )

A forgettable sewer-crawl

**( )( )( )

The past month I've played part 1 and 2 of this four-parter, and all three parts of the new (read: season 7) trilogy. The differences couldn't be bigger.

I quite liked part 1 of The Devil We Know series, though it wasn't anything special. This part is not much better and I honestly think it's a little worse. It's just a sewer-crawl that simply does not stand out in any shape or form. There's no point during the scenario that stood out to me or that I will be able to remember it by. The combats too were far from challenging.

It's a shame though. The idea of an item creating mutated rats is solid and could have been a great way to create unique opponents, memorable area-effects and overall a fun experience. Instead you just get slightly tougher rats and that's it. It's just a missed opportunity and makes this scenario forgettable. I sincerely hope part 3 and 4 will be better than this part.

An RPG Resource Review

***( )( )

Whilst this adventure is linked to The Devil We Know 1: Shipyard Rats, you don't need to have played it first to enjoy this one, although it does give a sense of continuity of plot that can be rare in shared campaigns. If you like that, there are two more adventures in The Devil We Know series later in Season 1.

As usual, we open with a detailed backstory of what is going on for the GM's eyes only, leading up to how the party gets involved in the action. Cassomir has been suffering from a plague of kidnappings of late, but one victim has managed to escape and lived long enough to tell her story to a local Pathfinder Venture Captain before expiring from her injuries and a nasty bout of filth fever she'd picked up. So the Venture Captain, one Hestia Themis, summons the party and tasks them with investigating the sewers where the kidnappers - believed to be derro - are operating and (unsurprisingly, this is the Pathfinders after all) to look for an artefact called the jet rat which they apparently have. This turns regular rats into giant mean vicious ones and of course the Pathfinders want it.

Briefing given, the party will have to head down into the sewers to undertake their mission. It's not a nice place... and that's before you meet those who live down there! With a bit of imagination, it's possible to make this a vivid and unpleasant trip for the party. There are some surprises down here as well. Faction missions fit in quite nearly, although faction members may want to conduct them covertly as otherwise fellow party members may wonder just what they are doing!

Overall this is a good if basic delve adventure, with the edge of it being in fairly unpleasant surroundings. Fighting aplenty and a spot of trap-finding but no real opportunities for role-playing interaction except at the point of a sword! If you're running this at home, you might want to take the underlying plot and make a lot more of it, here it is used merely as the reason for the delve.

Far too easy sewer-kicking

**( )( )( )

Run once with tier 6-7.

For average GMs, easily make this a piece of cake(all subtiers, especially tier 3-4).

The storyline is lackluster, but if GM guides well with the background of Teppish and Cassomir sewer, might be not so lame.


**( )( )( )

Played this at low tier. After we entered the dungeon we realized we had no healer, a +5 UMD rogue and 1 CLW wand was all we had. And then the rogue went down...

After that things went pretty easy. Some monsters here and there but nothing really tough. No really interesting skill challenges or puzzles either. After a few hours (we were going slow because we were all hung over) we got to the end and went "was that it?"

All this scenario really does is establish that "the trouble from part I isn't over yet - stay tuned".

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