This article is primarily or only relevant to Pathfinder First Edition.
The subject of this article exists in or is relevant to the real world.

The Rules of the Swift

From PathfinderWiki
Pathfinder Society Scenario #48: The Devil We Know, Part IV: The Rules of the Swift
Cover Image
Book - Pathfinder Society scenario
Authors
Publishers
Pages
24
Rule set
PFRPG
Series
Follows
Precedes
Releases
PDF
Date
April 2010
Price
$3.99

The Rules of the Swift, a Pathfinder Society scenario for tier 1-7 written by Larry Wilhelm, was released in April 2010. It is the fourth and final installment in the Devil We Know campaign arc.

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.

Scenario overview

Level
Location(s)

This is the fourth scenario in the The Devil We Know campaign arc:

  1. Shipyard Rats
  2. Cassomir's Locker
  3. Crypt of Fools
  4. The Rules of the Swift

Recurring characters, concepts, & locations

The following characters, concepts, or locations can be found in this scenario, but also significantly appear in the publications listed below:

Map support

The following Pathfinder Flip-Mat product is used in this scenario in addition to three custom maps: