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Pathfinder Society Scenario #48: The Devil We Know—Part IV: Rules of the Swift (PFRPG) PDF

***( )( ) (based on 5 ratings)

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

In the conclusion of the Devil We Know campaign arc, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain Hestia Themis once more partners you with an Aspis agent to see what link the Swift Prison event has to the earlier kidnapping of a Pathfinder agent. You will explore an empty prison, delve the tunnels below, and come face-to-face with the source of Cassomir's troubles in a vile grotto deep beneath the city.

Rules of the Swift is the fourth and final installment of the Devil We Know campaign arc.

Written by Larry Wilhelm

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 (5)

Average product rating:

***( )( ) (based on 5 ratings)

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A poor end to the series.

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I was hoping for a big finale, but it never came. The maps were nice but the set up for one of the encounters seemed convoluted when I was preparing and the players immediately thought the same. It felt like it was only there to make up the numbers.

It's nice to see returning NPCs linking parts of a series, but you never get the feeling of things building to the ultimate confrontation giving the players the chance to defeat a great enemy mastermind. It felt like the players we almost just there to watch things unfold, and things would still have happened even if they weren't there.

Then there's a final kick in the teeth, in the form of a player handout that the player had just about no chance to prevent.

I also feel the layout could have been better, with information being presented in a more logical order in a couple of places. This isn't a big issue but some people have to run at short notice and a more logical layout could only be a good thing.

This could lead to a final part, tracking down and sorting the loose ends, I hope so as this series deserves a big final confrontation.

***( )( )

The scenario was okay but I honestly found the ending a little bit predictable and dull. Most of the scenarios leading up to this one were good so it's not like it wasn't worth it, but still, the ending could have been better.


***( )( )

Not bad, but a little anticlimactic. It just kind of sputters out at the end.

****( )

A bit frustrated after spending some time editing this to have it get eaten :( Maybe I'll come back and post a full review later but for now the quick and dirty.

Not a satisfying ending

**( )( )( )

This scenario represents the conclusion of the first four-part story arc released for Pathfinder Society, but it doesn’t feel like anything is over.

On the positive side, the combat encounters were well done and offered the players plenty of challenges. I believe that this scenario will be remembered as a very tough one. Parties with role-confused PCs, skill-monkeys and the like will take a lot of lumps—and perhaps worse. I think that the setting, Swift Prison, is pretty interesting and is an improvement over that other Taldan prison up in Sardis Township. The maps were well rendered. For a change, there were more of them than the bare minimum—another improvement! Campaign flavor, apart from the prison, was average fare. Faction missions were just a handwave from the GM.

It is always easier for me to tear stuff apart than to build it up. This scenario has a lot of disappointments when viewed through the critical eyes of a GM. However, I think that the players are more forgiving. There are some desperate fights, some role-play with our favorite incarcerated Van Gogh, and a plot within a plot. Sadly, the players have gotten so used to being led around by the nose that they’ll never see it coming—and they likely won’t care.

I am taking away stars for a couple of reasons. I am bothered that players might take pains to play the same character through the entire series and there’s no advantage or reward for them at the end. In fact, there’s an absence of any kind of reward at Tier 1-2. Give the players something cool, a potion or scroll at a higher-than-minimum caster level, a unique mundane item—something besides indifference. There are three player hand-outs plugged into the same pages as scenario text. These handouts need to be organized on their own page at the end of the scenario just as the Faction missions are so the GMs don’t have to cut apart their copy.

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