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Pathfinder Society Scenario #30: The Devil We Know—Part II: Cassomir's Locker (PFRPG) PDF
Paizo Publishing, LLC
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 product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). 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.
Are there errors or omissions in this product information? Got corrections? Let us know at
webmaster@paizo.com.
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This was a disappointing short, linear adventure. Maybe we missed something, but our judge warned us it was short. Little in the way of decisions. Sewers could have provided an interesting tactical situation had the been used as such. Previous scenario Shipyard Rats was much better.
When I played this, we had a heck of a time in the sewer encounter. Granted we made noise (paladin making balance checks) and they got the drop on us. A darkness spell, some blown Fear saves, and a paladin drowning in sewage made for a long combat. But the imagery will stay with me for a while!
I was disappointed with the final encounter, with the artifact "just" doing 1 thing. Kinda lame for an artifact.
I have to agree that the first Devil We Know was better, though perhaps because the encounters were so varied...and we cut the ship loose before we explored it ;)
Not as good as Shipyard Rats, Cossomir's Locker suffers from not exploiting it's environment. Players and DMs will be expecting so much more from this sequel to The Devil We Know—Part 1. The setting begs for more game play opportunities and the combats felt easy and mundane.
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