The Rules of the Swift

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Pathfinder Society Scenario #48:
The Devil We Know, Part IV:
The Rules of the Swift
The Rules of the Swift
PZOPSS0048E
(Adventure)
Author(s) Larry Wilhelm
Publisher Paizo Publishing, LLC
Price PDF: $3.99
Released April 2010
Type Pathfinder Society scenario
Binding PDF
Pages 24 pages
Rules set PFRPG
Series Pathfinder Society
Season 1 scenarios
The Devil We Know 4 of 4
Follows The Darkest Vengeance
Precedes Among the Dead
Artwork from The Rules of the Swift

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
  • 1st
  • 2nd
  • 3rd
  • 4th
  • 5th
  • 6th
  • 7th
  • Location(s)
  • Cassomir
  • Taldor
  • 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: