Pathfinder Society Scenario #30: The Devil We Know—Part II: Cassomir's Locker (PFRPG) PDF (based on
7
reviews)
Paizo Publishing, LLC
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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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I played and ran this at Tier 1-2 and frankly this mod is too short and too easy. When I ran it only one of the fights lasted into a second round (although admittedly one of the fights was completely missed.)
There is very little in this mod to challenge even a non optimised party. Also there are very few opportunities for roleplaying, puzzle solving or the use of skills it's just half a dozen simple combats in a row.
Basically it's a simple dungeon crawl mod with very weak enemies. The other Devil We Know modules are far superior.
I played this scenario at the 2009 Gencon as a player at tier 1-2.
I agree with the other reviews, this scenario was a very basic dungeon crawl that contains mostly hack-and-slash encounters, with very few opportunities for roleplaying, and featured very little creative decision making. The combat was also very easy.
It is however, a well edited and servicable scenario that was quick to run.
Cassomir's Locker is a basic dungeon crawl set under Cassomir (though ultimatley, the setting matters little). This is a servicable mod, but there are a few aspects for which I did not care:
1. The link to the (superior) previous installment is tenuous at best.
2. The mod is simply too easy. I GM'ed a party that was right between tier 3-4 and tier 6-7. As I don't pull punches, when prompted I suggested the group not opt to play up, and the mod ended up a snooze-fest. I think even 6-7 would have been on the easy side. Forgivable, especially in such an early release, but be warned.
3. The mod is very much a dungeon crawl -- there is no puzzle solving, and very little role-playing, at least as written.
Worth playing, but only if the group isn't eligible to play any number of superior choices. (***--)
#30: Shipyard Rats was a fantastic beginning to Season 1; unfortunately the second episode didn't nearly capture the excitement and challenge of the first.
We had a fantastic GM at Gen Con (go Skylar) and by no means was it his fault, it's just the adventure itself was a little wrote and far more boring than the previous. Where Shipyard Rats showed off the changes to Pathfinder which make it great, the second just felt like a same-old scenario.
Not bad by any means, but just not what I was expecting.
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.