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

***( )( ) (based on 8 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 (8)
1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

Average product rating:

***( )( ) (based on 8 ratings)

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An OK if not bang-up ending

****( )

This one was good overall. Not as good as the previous scenario in the series, but far better than Cassomir's Locker. To really make it work, in the last combat the GM has to play up the descriptive nature of the other things going on in the room in addition to the small part of the combat that the players are actually involved in in order to make it seem an epic struggle. If the GM has set things up right, and particularly if the GM has played up the Andoran faction missions, the ending can make a whole lot of sense given some interactions that the party has had in the previous two scenarios. On the other hand, the last fight can easily come off as seeming anticlimatic. ("That's it? This longstanding conspiracy involving disgraced noble houses of Taldor, cultists of an insane god, people going missing, and so forth, we just do a quick little fight like this and it's all over?") The GM would be well advised to emphasize how much else is going on the room in addition to what the PCs are doing. Also, if the GM can read this one before running the earlier scenarios in the series, he can lay down foreshadowing that will make this one more satisfying when it actually hits.

I was a bit disappointed by one room:

The "rotating room" that mirrors the rotating room from Rules of the Swift looks just like the previous room, but is clearly not the previous room since it doesn't connect to the same things! This was a fumble from my point of view. Hestia Themis should be sending the Pathfinders back to the place that they found previously (or, if it's a new group, that "other Pathfinders found"), they shouldn't just fine a room that makes them think, hey, this looks kind of like a room we saw last time around.)

The denouement ties back in to the first scenario of the series. Hints are that that, rather than the actual overall plot and overall adversary of the series, is what this is really about, as that's the title of the series (which really only makes sense for the first scenario). To my knowledge, no further scenarios after this one have followed up on these two particular NPCs and this plot thread, but if so, I'd love to know about it, so I could play and/or GM those subsequent scenarios.

Enjoyable end but nothing has followed up on this

****( )

I enjoyed series overall. The combat was nice and tough in this one. Great trekking through the underground but at the end of it, why has no one written more about what happened with the bell? Seemed like this was going to lead into even more but it just stopped. Disappointed in that fact.

Not quite the conclusion we were looking for

***( )( )

While this adventure finally does bring back in the ideas involved in the series name (the middle two barely paid lip service), it fails to live up to expectations. The intro is a little contrived (not sure why the city guard is doing all the work while letting the Society get all the glory). But it otherwise starts off fairly strong with some tough (and a mid-tier very deadly) encounters, but ends on a very lackluster note with the players feeling like dupes. It also contains an illegal monster

Undead are immune to morale effects but the Ghast with barbarian levels gains full benefit from Rage.
Overall it is slightly below average but 2 1/2 stars is not a option.

A poor end to the series.

**( )( )( )

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.

1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

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