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

2.40/5 (based on 23 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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Average product rating:

2.40/5 (based on 23 ratings)

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Far too easy sewer-kicking

2/5

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.


Anticlimactic

2/5

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".


The least interesting of "Devil We Know"

3/5

Far and away the least interesting of the "Devil We Know" series. There are some interesting bits in here, and the primary setting is an important part of the development of the backstory, but honestly I think it would have been better done incorporating that into one of the other scenarios and leaving DwK as a three-parter.

It's not bad, it's just that this scenario is kind of "there" and not especially interesting.


Didn't really stand out

3/5


Good ideas poorly implemented

2/5

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.


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