TEXT: By Alex Riggs
  Star-Crossed Court
  Star-Crossed Court
  PATHFINDER SOCIETY SCENARIO #1–23 
  TIER 3–6
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052–0577
  paizo.com
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see the Pathfinder Society Guide to Play at http://www.
  organizedplayfoundation.org/paizo/guides/.
  Repeatable
  Pathfinder Society Scenario #1-23: Star-Crossed Court is a Pathfinder Society Scenario 
  designed for 3th- through 6th-level characters (Tier 3–6; Subtiers 3–4 and 5–6). As a 
  scenario, this adventure is designed to take about 4 hours to play. It is designed for play in 
  the Pathfinder Society Organized Play campaign but can easily be adapted for use with any 
  world. For more information on the Pathfinder Society campaign, how to read the attached 
  Chronicle sheets, and how to find games in your area, check out the campaign’s home page 
  at PathfinderSociety.club.
  How to Play
  GM Resources
  Star-Crossed Court makes use of the Pathfinder Core Rulebook, Pathfinder Bestiary, and 
  Pathfinder Gamemastery Guide, as well as the map Starfinder Flip-Mat: Urban Sprawl. All 
  rules referenced in this adventure are available in the free online Pathfinder Reference 
  Document at paizo.com/prd.
  Table of Contents
  Star-Crossed Court.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Appendix 1: Subtier 3–4 Encounters.  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Appendix 2: Subtier 5–6 Encounters . . . . . . . . . . . . . 21
  Appendix 3: Art.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  GM References and Reporting Sheet  . . . . . . . . . . . . . 26
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  AUTHOR
  Alex Riggs
  DEVELOPMENT LEAD
  Michael Sayre
  EDITING LEAD
  Leo Glass
  EDITOR
  Adam Daigle
  CONTRIBUTING ARTISTS
  Michele Esposito and Michele Giorgi
  CARTOGRAPHERS
  Sean Macdonald and Damien Mammoliti
  ART DIRECTION AND GRAPHIC DESIGN
  Tony Barnett and Sonja Morris
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Scenario
  Star-Crossed Court
  MWANGI EXPANSE
  MWANGI EXPANSE
  By Alex Riggs
  The Star-Crossed Court takes place on the iruxi island-
  city of Ekkeshikaar, which is off the coast of western 
  Garund, south of the Mwangi Expanse and the nation 
  of Vidrian. For more information on Garund and the 
  Mwangi Expanse, see page 84 of the Pathfinder Lost 
  Omens World Guide, which is available in bookstores 
  and hobby stores everywhere, and online at paizo.com.
  WHERE ON GOLARION?
  GM Synopsis
  Star-Crossed Court is a repeatable adventure that 
  includes a variety of social interactions and skill-based 
  challenges, as well as some combat.
  Adventure Background
  In 4138 ar, Cheliax colonized the Mwangi Expanse, 
  imposing their rule on the native populations. They ruled 
  the colonial barony of Sargava for hundreds of years, 
  until the death of Aroden in 4606 ar. Since that time, 
  the colony has undergone a slow transition back into the 
  possession of the native peoples of the region. Renamed 
  Vidrian in 4717 ar, the new nation is a coalition of 
  disparate Mwangi peoples, united under a common 
  history, cause, and banner.
  Vidrian, despite its youth, already finds itself beset 
  with issues. To the east, their immediate neighbor Mzali 
  is ruled by an increasingly aggressive undead child-god 
  more likely to see them as threat than ally. To the north 
  and west, the Free Captains, leaders of the pirates of the 
  Shackles, have engaged in ever-more aggressive acts of 
  piracy against Vidric ships now that the people of Vidrian 
  are no longer paying tribute to the Pirate Council.
  Nearly 600 years ago, the ancestors of many of the 
  peoples occupying what is now Vidrian traded with the 
  civilizations to the south, using coastal shipping routes 
  and overland shortcuts to facilitate commerce. The 
  incursion of a Chelaxian colony disrupted many of these 
  relationships, and Cheliax was aggressive in moving the 
  flow of goods and trade north towards their own empire. 
  As communication and trade with the countries south 
  of the Jungle of Hungry Trees dwindled, many of the 
  shipping routes fell into disuse or were lost entirely.
  Recently, the Pathfinder Society charted a new course 
  to one of Vidrian’s lost trading partners, the iruxi island 
  city of Ekkeshikaar, though simply reaching the iruxi 
  civilization is only the first step in a long process of 
  reestablishing relations (see Pathfinder Society Scenario 
  #1-09: Star-Crossed Voyages for more information about 
  this previous expedition). Faction leader Calisro Benarry 
  and Venture-Captain Eras the Needle have found 
  themselves stymied several times in their negotiations 
  by various factors, including iruxi isolationists and an 
  inscrutable bureaucracy whose processes are dictated 
  by complex astrological equations. The time seems to 
  be ripe for action, however. The astrologers announced 
  an auspicious convergence that bodes well for trade 
  negotiations, and the Pathfinder Society has received an 
  invitation to join the iruxi leaders in hopes of crafting a 
  trade proposal to bring back to Vidrian.
  Adventure Summary
  Having made their way to the iruxi city-state of 
  Ekkeshikaar, the PCs must now assist Calisro Benarry 
  and Eras the Needle with negotiations to establish trade 
  routes with the fledgling nation of Vidrian. With only a 
  day before their scheduled audience with Ekkeshikaar’s 
  ruling body, the Council of Stars, the PCs must gather 
  tools and allies to help them make their case. First, 
  they’re sent to procure documents relating to the ancient 
  trade agreements between Ekkeshikaar and the ancestors 
  of the people of Vidrian, which are currently being held 
  up by bureaucratic red tape in the hands of an iruxi clerk 
  with isolationist leanings. The party can either attempt 
  to bribe the iruxi or attempt to win her over by working 
  alongside her. Once the papers are secure, they’re sent 
  to meet with a famed iruxi diplomat, Kesstraka, only 
  to find their interview interrupted by an assassination 
  attempt. After saving the diplomat, they must still 
  convince the shrewd and experienced negotiator to lend 
  her support to their cause. The PCs are next sent to 
  check on Lashweather, an iruxi astrologer and member 
  of the Council of Stars who is likely to be amenable to 
  trade, but who hasn’t been heard from in days. A trip 
  to his observatory finds him deep in the middle of an 
  astrological undertaking. He’s reluctant to step away, 
  
  4
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  Star-Crossed Court
  even for council business, but offers to do so if the PCs 
  protect him while he performs a curious local divination 
  that involves conjuring elementals. Given time, the PCs 
  may be able to participate in an exhibition dinosaur 
  rodeo before turning in for the night. 
  The following day, the PCs attend the council meeting, 
  and must help argue their case to the Council of Stars, 
  overcoming a number of challenges, complaints, and 
  other obstacles raised by opponents of the trade deal. 
  The more success the PCs have had in their previous 
  missions, the easier it is to complete their mission and 
  secure a trade deal.
  Getting Started
  The PCs arrive at the iruxi island-city of Ekkeshikaar 
  with Calisro Benarry (CN female half-orc sailor) 
  and Venture-Captain Eras the Needle (LG half-elf 
  shipwright), as part of an expedition put together by 
  Mirian Raas (NG female human Pathfinder). Their 
  mission: to re-establish ancient trade routes between the 
  nation of Vidrian (formerly Sargava) and the iruxi of 
  Ekkeshikaar. Although the expedition got off to a rocky 
  start (as described in Pathfinder Society Scenario #1-09: 
  Star-Crossed Voyages), they have now arrived at their 
  destination, and negotiations have begun.
  Mirian’s taste is more for adventure and exploration 
  than for negotiating trade deals, and so her attention 
  has mostly been focused elsewhere since arriving in 
  Ekkeshikaar, leaving Calisro and Eras to lead the 
  diplomatic efforts. These two leaders summon the PCs 
  to a small conference room located in the embassy suite 
  that their iruxi hosts have graciously granted to the 
  expedition during their stay.
  “As you know,” Venture-Captain Eras begins, idly fidgeting 
  with some paperwork in front of him as he talks, “our audience 
  with the city’s ruling council to discuss the possibility of 
  reopening trade is tomorrow, and it’s important that we make 
  a good impression. It seems that there are some here who 
  feel that Ekkeshikaar has nothing to gain by trading with us–“
  “Backwards isolationists! Everywhere has at least a few,” 
  interjects Calisro with a snort, taking a swig of a colorful drink 
  that nonetheless smells strongly of liquor.
  “Yes, well.” Eras clears his throat. “In any case, this…
  reclusive sentiment is certainly not shared by all of 
  Ekkeshikaar’s citizens, but it has a grip on enough of them 
  that we feel some additional preparation is in order. To that 
  end, we’d like you to take on a few tasks that will help give us 
  an edge when the time comes tomorrow.
  First and foremost, we need you to recover some 
  documents from the city’s Hall of Records. We’ve already 
  identified the documents we need, which outline some of the 
  finer points of local law, as well as the details of the original 
  trade agreement with the people of Vidrian. We put in a 
  request for the documents days ago, but we have continued 
  to be met with red tape and bureaucratic delays.”
  “He means they’re stalling, and don’t want to give them to 
  us.” Calisro chimes in cheerfully, with a wry smirk.
  “A tactic my colleague here is very familiar with,” Eras 
  retorts good-naturedly. “Sadly, I’m beginning to think she’s 
  correct. And without these documents, we’re essentially going 
  into the negotiations blind. So, we’d like you to head down in 
  person and sort these ‘irregularities’ out yourselves. How you 
  do this is ultimately up to you, but by happenstance, we’ve 
  already agreed to send a stack of Pathfinder Chronicles to the 
  Hall of Records to be transcribed. These particular chronicles 
  come with a rather complex index written in Hallit, which is 
  not a language known here. Someone will be spending a fair 
  deal of time assisting the clerks in translating, organizing, 
  and otherwise sorting through the chronicles. If it’s you, you’ll 
  have plenty of time to get to know these bureaucrats—and 
  perhaps learn a bit about the iruxi yourselves.”
  “Or,” interjects the half-orc captain, producing a small 
  wooden box, stamped with a Taldan coat of arms and labeled 
  ‘Voinarum Glade Winery: 4700 ar’ “I’ve never known a 
  bureaucrat who would say no to a good bottle of wine. Just 
  offer it as a thank you gift for ‘expediting our request,’ and 
  try not to wink or nudge them with your elbow as you do 
  it. That way, you don’t have to spend the whole afternoon 
  sorting papers.”
  Eras sighs. “As much as I’d prefer we not start our 
  relationship with Ekkeshikaar with bribery, it’s true that time 
  is at a premium here. We do have other tasks we’d like you 
  to attend to after this is done. I’ll leave how to handle the 
  situation to your discretion, but please hurry back either way: 
  Calisro and I will need as much time as possible to look over 
  those documents, and you’ll need as much time as possible to 
  complete the other things that need doing.”
  Calisro and Eras are eager to see the PCs get going, but 
  answer any questions they might have.
  Which tactic should we use? “Both avenues have 
  strengths and pitfalls,” Eras says, “we trust you to make 
  the right choice.” Calisro quickly chimes in “Right, 
  they’re both viable. But take the bottle.”
  What other tasks do we need to do? “I’m sure you’re 
  used to venture-captains laying everything down at 
  once and letting you choose how you go about it,” says 
  Eras. “Normally, that’s what we like to do as well. In 
  this case, though, we really need those documents first 
  and foremost, so we can start going over them while 
  you attend to other things. We don’t need you getting 
  distracted in the meantime. Get the documents, bring 
  them here, and we’ll tell you what’s next.”
  
  5
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  Society or Iruxi Lore (Recall Knowledge)
  Based on the result of a DC 15 Society check to Recall 
  Knowledge, the PCs might know more information 
  about iruxi culture and society.
  Critical Success Various forms of divination, but especially 
  astrology, are of vital importance in iruxi culture. However, 
  while they often have one eye on the future, they are 
  patient and cautious, with strong ties to tradition that 
  occasionally make them seem slow to act.
  Success Although they are referred to as “lizardfolk” by 
  most other humanoids, the name they use for themselves 
  is iruxi. The simple villages that most outsiders associate 
  with iruxi are the homes of migrants in outlying regions. 
  In true centers of iruxi civilization, such as Ekkeshikaar, 
  they build impressive complexes of glass and stone. It is 
  rumored that a vast empire of dinosaur-riding iruxi, known 
  as Droon, dominates southern Garund, in territory beyond 
  any maps common to the Inner Sea region.
  Failure The PC learns no information.
  Iruxi or Mercantile Lore (Recall Knowledge)
  Based on the result of a DC 15 Society check to Recall 
  Knowledge, the PCs might know more information about 
  Vidrian’s trade history and the iruxi nations to the south.
  Critical Success Prior to Chelaxian colonization, the peoples 
  living in the area near what is now Vidrian had a robust 
  trade relationship with their southern neighbors, and many 
  traveled to study at the iruxi observatory known as Oldstar.
  Success When Cheliax established its colony of Sargava, 
  now overthrown and replaced by the nation of Vidrian, 
  it redirected all trade in the region northward. Chelaxian 
  troops drove off iruxi traders during the early years of 
  colonization, seeing the iruxi as monsters, and the iruxi 
  ceased sending trade vessels into Sargavan waters.
  Failure The PC learns no information.
  Boons and Hero Points
  Give the PCs a few moments to slot their boons for the 
  adventure and remind each PC that they have 1 Hero 
  Point available for use during the adventure. Check 
  to see if players have Chronicle Sheets for Pathfinder 
  Society Scenario #1-09: Star-Crossed Voyages, and, if so, 
  how many earned the boons Ally of the Iruxi and Iruxi 
  Bane. These boons will play a role in encounter E. The 
  Negotiations (page 16).
  A. Hall of Records
  The Ekkeshikaar Hall of Records is an imposing stone building 
  with a massive central dome made of blue-green glass. 
  Surrounding the main building are a number of tall, spiraling 
  minarets that transition at the highest levels from smooth 
  stone to gleaming glass. The interior is no less impressive, 
  with the glass-filtered sunlight creating beautiful patterns on 
  the stone floors, themselves engraved with different patterns, 
  that complement and seem to change with the light as it 
  moves across the floor with the time of day.
  It doesn’t take long for the PCs to find the particular 
  bureaucrat they need, either by following signs to the 
  right office, or by asking other clerks. Narsha (N female 
  iruxi bureaucrat) is in charge of the records they’re 
  after. Unknown to any of the Pathfinder contingent, 
  Narsha is among those iruxi in Ekkeshikaar with strong 
  isolationist tendencies, and she actively wants the PCs 
  to fail. Though her starting attitude toward them is 
  unfriendly, she does her best to hide that fact, remaining 
  pleasant and courteous in the way that only those who 
  deal with the public for a living can. If asked about 
  the delay in processing the papers, she explains that 
  they’ve been entered into a queue and will be processed 
  in the order received. A PCs who succeeds at a DC 22 
  Perception check to Sense Motive (DC 24 in Subtier 5–6) 
  realizes that this is untruthful. On a critical success, the 
  PCs notices Narsha’s underlying dislike of the PCs and 
  outsiders in general, despite her polite demeanor.
  Treasure: If the PCs obtain the documents from Narsha, 
  they earn 2 Treasure Bundles at the end of the adventure.
  Option 1: A Treacherous Vintage
  Despite Narsha’s political leanings, Calisro’s plan to 
  bribe the iruxi can work, after a fashion. Convincing 
  the iruxi to take the wine, let alone do them any favors 
  as a result, requires a DC 20 Deception or Diplomacy 
  check. If the check is successful, Narsha realizes that she 
  can’t continue to stall and delay indefinitely. She worries 
  that if she continues to stonewall the PCs they may go 
  above her head, and she might be forced to answer some 
  uncomfortable questions about why she didn’t provide 
  the documents. So, on a success, she agrees to take the 
  wine in exchange for “expediting” their request, but she 
  seizes on the opportunity to try to sabotage the PCs: she 
  insists that they must agree to share the bottle of wine 
  with her, and all drink from it themselves, as well. She 
  takes the wine with her to the back as she gathers up the 
  documents, and when she returns, she’s already poured 
  out glasses for everyone, and added a secret ingredient 
  to each of the PCs’ cups: a dose of a local poison known 
  as mindmurk oil. Her hope is that even though the PCs 
  have the documents, the poison will cause them to do 
  something foolish enough to cause a scandal and get 
  them thrown out, or at least put an end to the trade 
  negotiations. In Subtier 5–6, she uses a more concentrated 
  dosage, increasing the saving throw DC to 24.
  
  6
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  MINDMURK OIL 
  ITEM 4
  UNCOMMON
  ALCHEMICAL
  CONSUMABLE
  INGESTED
  POISON
  Usage held in 1 hand; Bulk L
  Activate � Interact
  Often taken recreationally, mindmurk oil dulls the mind, 
  creating a pleasant and euphoric stupor that inhibits the 
  imbiber’s decision-making skills and mental capacity.
  Saving Throw DC 20 Fortitude; Onset 30 minutes; Maximum 
  Duration 1 hour; Stage 1 stupefied 1 (5 minutes); Stage 2 
  stupefied 2 (5 minutes); Stage 3 stupefied 3 (5 minutes).
  Option 2: Pushing Papers
  Eras’s strategy to win over the iruxi can also work, 
  whether the PCs truly win over the iruxi bureaucrat or 
  not. If the PCs explain that they’re there to help Narsha 
  with her work and assist in the sorting and chronicling 
  of the documents provided by the Pathfinder Society, she 
  reluctantly accepts their help, while pretending to be very 
  grateful for it. If none of the PCs speak Hallit, a messenger 
  is dispatched to summon Mirian Raas and her adopted 
  brother Jekka (male iruxi explorer) to assist with the 
  translations. Either way, it takes the group several hours 
  to complete the task, during which each PC may attempt a 
  single DC 18 Deception, Diplomacy, or Society check (DC 
  22 for Subtier 5–6) to attempt to win over Narsha. At the 
  GM’s discretion, an appropriate Lore skill check (such as 
  Academia, Accounting, or Library) can be used instead. 
  A success earns the PCs 1 Influence Point and a critical 
  success earns them 2 Influence Points, while a critical 
  failure removes 1 Influence Point. As long as the PCs 
  earn more Influence Points than half the number of PCs, 
  Narsha is won over, and genuinely warms to the group, 
  outgrowing her isolationist attitude. Even if the PCs don’t 
  win her over, she sees that they are determined to get those 
  documents and decides to give them up now rather than 
  risk the PCs taking the matter to her superiors where she 
  would have to give up the documents anyway.
  As long as the PCs successfully win over Narsha, they 
  also learn a few things about iruxi society that they 
  otherwise wouldn’t have, granting them a +1 circumstance 
  bonus on further checks to interact with iruxi bureaucrats 
  and politicians. However, whether they win her over or 
  not, the delay leaves them at a disadvantage when it comes 
  to their next undertaking (see area B).
  Option 3: By Hook or Crook
  Calisro and Eras’s suggestions aren’t the only ways 
  that the PCs can attempt to get the documents they 
  need. Openly threatening to go over Narsha’s head and 
  demanding to speak to her supervisor is an effective tactic, 
  and in this case the DC of the Intimidation check is 20 
  (or 24 for Subtier 5–6). Intimidating her in other ways is 
  more difficult, requiring a DC 24 Intimidation check (or 
  DC 28 for Subtier 5–6). For attempts to manipulate her 
  with magic, or outright use of force, she uses the statistics 
  for astronomer (Pathfinder Gamemastery Guide 241) 
  for Subtier 3–4, or a sage (Gamemastery Guide 241) 
  for Subtier 5–6. Alternatively, a DC 20 Deception check 
  (DC 24 for Subtier 5–6) to distract Narsha, paired with a 
  Stealth check at the same DC, allows the PCs to steal the 
  documents unnoticed.
  If the PCs threaten Narsha with violence, word 
  quickly spreads of the brutish behavior. For the rest of 
  this adventure, when counting how many PCs have the 
  Iruxi Bane boon to determine an iruxi’s reaction, treat 
  the party as though there were one additional member 
  with that boon. If the PCs are actually caught using 
  violence or magic against Narsha, or attempting to steal 
  the documents, the documents are confiscated, each PC 
  involved in the scheme gains 1 point of Infamy, and the 
  starting attitude of each iruxi they interact with for the 
  remainder of the adventure is reduced by 1 step.
  Encounter B varies depending on how long it takes the 
  PCs to complete this encounter. If the PCs neither bribe 
  Narsha nor attempt to win her over by working with her, 
  use your best judgment to determine which timeline fits 
  best for the actions they took.
  B. Kesstraka’s Quarters 
  Moderate or Severe
  When the PCs return to the Embassy with the documents, 
  Eras and Calisro gratefully take the papers off their 
  hands. Neither of them asks the PCs what tactic they 
  employed to get the documents, instead focusing on the 
  next item of business.
  “Wonderful,” exclaims Eras as he sets the papers aside after a 
  quick glance through them. “I’m sure these will be invaluable 
  tomorrow. But our work is far from over. There is a visiting 
  diplomat of some renown, known as Kesstraka, who is visiting 
  on business from further south. If we could convince her to 
  help represent Vidrian’s interests, or at least argue in favor of 
  the trade deal, her words would certainly carry a great deal of 
  weight during the negotiations.
  As luck would have it, she’s staying here in the same 
  embassy building we are. She’s asked to meet with you in her 
  garden quarters just outside.”
  Calisro speaks up, waving a drink in the air as she speaks to 
  underscore her point. “If you ask me, your best bet is the old 
  ‘stick and carrot’ approach: talk some big talk about the last 
  guys who didn’t want to trade, maybe drop a few hints that 
  Vidrian’s navy is a bit bigger than it really is, and get her to 
  agree to help out. You can always smooth things over later by 
  holding a couple minor trade concessions up your sleeve.”
  
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  B. Kesstraka’s Quarters
  B. Kesstraka’s Quarters
  Starfinder Flip-Mat: Urban Sprawl
  Starfinder Flip-Mat: Urban Sprawl
  Start A
  Start A
  K
  Start B
  Start B
  K = Kesstraka
  K = Kesstraka
  1 square = 5 feet
  1 square = 5 feet
  
  8
  Pathfinder Society Scenario
  Star-Crossed Court
  “Alternatively,” Eras interjects, mildly frustrated, “if you 
  don’t want to risk starting an international incident, you could 
  simply tell her a few tales of derring-do and adventure, and 
  once she’s warmed up to you a bit, broach the topic of her 
  aid then.”
  “The important thing,” says Calisro, lounging back and 
  taking a long sip of her drink, “is to get her on our side and 
  come right back here, because there’s still one more job we 
  have for you today.”
  The pair are willing to answer a few questions, if 
  needed, but urge the PCs to hurry, especially as both Eras 
  and Calisro are eager to take a more detailed look at the 
  documents they brought back.
  Can you give us another bribe, like the one we took 
  to the bureaucrat? Calisro laughs uproariously at this, 
  “Oh, you’re straight after my own heart, aren’t you? One 
  major difference between a bureaucrat and a diplomat 
  is bribes: an honest diplomat knows that no bribe she 
  gets will be worth the concessions to her people, and a 
  corrupt diplomat knows how much their help is worth, 
  and just plain costs too much, or too much for this little 
  expedition, at least. Feel free to give her the wine, if you 
  still have it, but don’t expect it to do your work for you. 
  And you can rest assured we already sent her a few gifts 
  when we arranged the meeting.”
  Tell us more about Kesstraka’s lineage? “You could 
  say that Kesstraka is the daughter of a famous diplomat, 
  but that wouldn’t quite do the matter justice. You see, 
  some iruxi are apparently born parthenogenically—she 
  is, essentially, a clone of her late mother. Apparently, they 
  both served as ambassadors from Ekkeshikaar to Droon, 
  a large iruxi empire even further South.”
  In the Nick of Time
  Unbeknownst to the Pathfinders, opponents of the trade 
  deal have set in motion a plot to ensure that Kesstraka 
  does not get involved in the negotiations. If the PCs 
  bribed Narsha in encounter A, they arrive before the 
  assassination attempt occurs. In this case, they are better 
  situated to defend Kesstraka—and win her favor for 
  doing so (skip to Making Introductions, below). Use start 
  area A for the PCs' initial positions. If they instead spent 
  the time to win over the clerk, they arrive in the middle of 
  the assassination attempt (skip to Assassination! below 
  and use start area B for the PCs' positions).
  Making Introductions
  If the PCs bribed Narsha in encounter A, they arrive 
  earlier, and so are able to meet with Kesstraka a bit before 
  the assassination attempt. Finding the ambassador is not 
  difficult. Read or paraphrase the following as they arrive.
  The interior of the embassy is home to a sprawling and 
  luxurious courtyard and garden, including several chairs 
  and tables on a terrace overlooking a stream. It is calm and 
  tranquil, with no one about at this time of day, and only the 
  sound of birdsong and the flowing of the stream. Kesstraka, 
  a matronly-looking iruxi with faded green scales but sharp, 
  piercing yellow eyes, sits at one of the tables that has been 
  laid out with tea and snacks, and motions to join her.
  Kesstraka takes her time conversing with the PCs, 
  drawing out small talk and asking polite but probing 
  questions about the PCs and where they are from. She asks 
  each of the PCs one of the following questions, or, if the 
  players seem amenable to some additional roleplaying, 
  consider having her choose two to four questions and 
  directing them to each member of the party separately.
  • “Tell me of the lands that you come from. What is 
  your peoples’ greatest achievement, the thing you 
  are most proud to show to the rest of the world?”
  • “What is it that you do when you are not 
  working for this society of Pathfinders I am told 
  you represent? What do you do when your time 
  belongs to you and you alone, I wonder?”
  • “We have those here who range and explore in the 
  wilds and go on grand adventures. I am told it is a 
  business that keeps your mind on the present. But 
  what about your future? Do you ever think about 
  your plans five years from now? Ten?”
  • “Explorers and adventurers like to talk about 
  their great achievements, I find. But not so often 
  do they tell tales of their mistakes. Will you share 
  with me a time you failed?”
  • “You have come a long way to negotiate a trade 
  agreement—and from what I am told, you do not 
  belong to this Vidrian you represent. Why come 
  all this way to speak for another?”
  • Kesstraka points out a possession, familiar, animal 
  companion, etc., belonging to one of the PCs, and 
  compliments it. “How did you come across such a 
  thing? I’m sure there is a tale to be told there.”
  Whenever business talk begins to arise, she deftly 
  nudges the conversation towards a seemingly frivolous 
  topic. At heart, Kesstraka is a firm believer that deals, 
  even those made between nations or large organizations, 
  are ultimately still agreements between people, and when 
  brokering such agreements, she prefers to understand 
  as much as she can about those she’ll be dealing with. 
  While she values the information gained from her 
  questions directly, she is also looking to gauge whether 
  the PCs will be respectful and patient or attempt to 
  hurry her along. As long as the PCs answer her questions 
  earnestly, and their answers aren’t wildly disturbing or 
  
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  Kesstraka
  insulting, they gain a +2 circumstance bonus on checks 
  made to Coerce or Make an Impression on Kesstraka. 
  However, attempting to brush off the questions or rush 
  to business imposes a –2 circumstance penalty, instead 
  (if the PCs do both, such as by complaining about the 
  questions but answering them anyway, both the bonus 
  and penalty apply).
  Just as the conversation is finally about to turn 
  to business, the assassination attempt occurs, if it 
  hadn’t already.
  Assassination!
  If the PCs bribed Narsha in area A, read or paraphrase 
  the following.
  A faint hissing sound is the only warning as a terrible lizard-
  like creature with eight legs and an unsettling gaze wends 
  its way through the garden and toward the terrace, suddenly 
  snapping its jaws menacingly.
  Alternatively, if the PCs opted to work with 
  Narsha to slowly win her over, read or paraphrase 
  the following.
  The interior of the embassy is home to a sprawling and 
  luxurious courtyard and garden, including several chairs 
  and tables on a terrace overlooking a stream. Although at 
  first glance the area seems peaceful and idyllic, with no sign 
  of anyone else in the garden, a loud hiss draws attention 
  to a hideous lizard-like creature with eight legs and an 
  unsettling gaze. Standing in front of the creature, slowly 
  backing away from it, is an iruxi woman, whose faded green 
  scales quickly turn to grey, and then her body completely 
  transforms to stone.
  Creatures: The iruxi isolationists are behind the 
  basilisk attack. They have no desire to kill a famous and 
  respected diplomat. Still, they need to ensure she won’t 
  attend the conference tomorrow, so they arranged to 
  slip a trained basilisk into her room to petrify her, doing 
  no lasting harm but keeping her unavailable until fresh 
  basilisk blood can be located to cure her.
  Subtier 3–4
  BASILISK                                                                   CREATURE 5
  Page 18, art on page 25
  Subtier 5–6
  BASILISKS (3)                                                                    CREATURE 5
  Page 21, art on page 25
  Development: If Kesstraka is petrified, the PCs can 
  undo the petrification by applying the basilisk blood to 
  her. A PC who succeeds at a DC 20 Arcana or Nature 
  check to Recall Knowledge knows about this solution, 
  which also works for any PCs who may have been 
  petrified during the battle.
  By the time combat has finished and the PCs have 
  had a chance to undo any petrification that may have 
  occurred, a half dozen iruxi wearing gleaming brass 
  breastplates over dark blue robes arrive, announcing that 
  they heard a disturbance and came as quickly as they 
  could These are members of the Ekkeshikaar city guard, 
  
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  led by Captain Hazar (LG male iruxi soldier). Even if 
  Kesstraka is petrified, a brief glance at the scene makes it 
  clear that the PCs more likely rescued than attacked her, 
  and the captain is quick to suggest using basilisk blood 
  to restore anyone still petrified, if the idea doesn’t occur 
  to the PCs on their own. Unless the PCs have gone out 
  of their way to look suspicious, the iruxi are quick to 
  conclude that they aren’t the guilty party, and after taking 
  statements from the PCs and Kesstraka, they advise that 
  there’s nothing to worry about, and that they’ll take over 
  the investigation from there.
  It’s possible that the PCs may have difficulty letting 
  go of a potential assassination attempt that occurred 
  right under their noses. Even pointing out that the local 
  authorities are handling it may only serve to play into 
  the sorts of heroic action tropes that will lead them to 
  think that they need to take the investigation into their 
  own hands. Do your best to portray the iruxi authorities 
  as both competent and concerned by the assassination 
  attempt. Allow Captain Hazar to entertain a couple of 
  questions or investigative attempts by the PCs in a 
  good-natured fashion, and when he does finally suggest 
  that perhaps the PCs have something more important 
  to be doing, he should come off as someone who’s seen 
  this sort of thing dozens of times and knows it will be 
  better if the PCs let him work, rather than as another 
  isolationist who just wants the PCs out of his business. 
  Allow the PCs a few Perception checks or Sense 
  Motive checks, as needed; the iruxi police all genuinely 
  want to solve the case, and there are no signs of forced 
  entry into the embassy garden, which is sealed off 
  from the outside, making it unlikely the basilisks just 
  wandered in. However, three unlocked animal cages 
  are found hidden in various locations throughout the 
  garden, and canvassing witnesses in the embassy turns 
  up reports of a suspicious-looking porter wheeling in 
  some boxes under a cloth, and then hurrying out later. 
  Whichever of these clues the PCs find first, they should 
  find that Captain Hazar’s men have already found the 
  other and were just about to do what the PCs did. 
  Hazar thanks the PCs for their help and sends them 
  on their way. If necessary, Eras and Calisro can send 
  a messenger to look for the PCs and remind them that 
  they still have important business to attend to. If all 
  else fails, Eras suddenly grows concerned that the 
  assassin may attempt to strike Lashweather next and 
  insists the PCs hurry to his observatory.
  AVOIDING FURTHER INVESTIGATION
  If the PCs have not already made small talk with 
  Kesstraka, she proceeds to do so now (see Making 
  Introductions, above). Once those are taken care of, they 
  can finally get to business.
  Treasure: Whether the PCs managed to prevent 
  Kesstraka from becoming petrified or not, she offers 
  them an opal statuette of a tyrannosaurus worth 12 
  gp (in Subtier 5–6, it also has tiny emeralds for eyes, 
  increasing its value to 20 gp), as a reward for saving her. 
  This represents 3 Treasure Bundles.
  Down to Business
  With the assassination attempt out of the way, the PCs 
  can finally attempt to win the diplomat over. Kesstraka’s 
  starting attitude is indifferent. If the PCs managed to fend 
  off the basilisks without Kesstraka becoming petrified, 
  her attitude towards all of the PCs increases friendly. If 
  they do not, each PCs can attempt a single Diplomacy 
  check to Make an Impression on her to improve her 
  attitude toward them. Her Will DC for this purpose is 
  18 (20 in Subtier 5–6). Have each PC attempt either a 
  Diplomacy or Intimidation check. The bonuses outlined 
  in Making Introductions apply. Additionally, PCs with the 
  Ally of the Iruxi boon gain a +2 circumstance bonus on 
  Diplomacy checks made in this way, while those with the 
  Bane of the Iruxi boon gain a +2 circumstance bonus on 
  Intimidation checks, instead. The DC of the Diplomacy 
  or Intimidation check is 18 (20 in Subtier 5–6) for PCs 
  toward whom her attitude is friendly, or 20 (22 in Subtier 
  5–6) for PCs toward whom she is indifferent. A success 
  earns the PCs 1 Influence Point and a critical success 
  earns them 2 Influence Points, while a critical failure 
  removes 1 Influence Point. As long as the PCs earn more 
  Influence Points than half the number of PCs, Kesstraka 
  agrees to accompany them to the negotiations tomorrow 
  and lend her support.
  Hero Points
  If you have not awarded a Hero Point to a player since 
  encounter A, award one to a player now. This could be the 
  player who contributed the most to winning over either 
  Narsha or Kesstraka. If no player stands out for either of 
  these conditions, award the Hero Point at random to a 
  character who has not received one this session.
  C. Lashweather’s
  Observatory Moderate
  When the PCs return from their meeting with Kesstraka, 
  they find Eras and Calisro hunched over a table, reviewing 
  the documents the PCs procured earlier, and discussing 
  their strategies and options for tomorrow’s audience 
  with the council. Their attention turns immediately to the 
  
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  PCs, however, and they eagerly ask if the party was able 
  to secure Kesstraka’s support. 
  “Well, seems you’re pretty fair diplomats yourselves,” Calisro 
  remarks by way of congratulations, raising her glass as 
  though in salute. “Having Kesstraka’s support will go a long 
  way towards getting this trade deal in the bag. But the 
  day’s not done just yet. We have one more lizardfolk for you 
  to wrangle.”
  Eras rolls his eyes and sighs slightly at Calisro’s comment, 
  before resuming his previous pleasant demeanor. “Other 
  than the fact that they prefer the term ‘iruxi,’ and that we 
  wouldn’t want to imply any disrespect by comparing them 
  to farm animals, my colleague here is correct: there is one 
  more local whose support we hope you can secure. It’s one 
  of the members of the Council of Stars, the ruling body of 
  Ekkeshikaar that we’ll be arguing our case to tomorrow. His 
  name is Lashweather—apparently he gained it in his youth, 
  when he served as a weather mage aboard an iruxi…” he 
  coughs meaningfully “…shall we say, ‘privateering vessel?’”
  This time it’s Calisro who rolls her eyes, jabbing Eras 
  playfully in the ribs. “The word you want is ‘pirate,’ Eras. No 
  need to dance around it here.”
  Eras frowns uncomfortably. “If we’re too loose with our 
  words in private, it becomes all the easier to slip up and say 
  it in person. And the last thing we need is to offend the man.”
  Calisro snorts. “I’ve never known a pirate who couldn’t 
  handle being called a pirate. Hells, it’d probably be a good way 
  to win him over.”
  “With any luck,” Eras retorts, “we won’t need to win him 
  over. Our sources indicate he’s predisposed towards our cause, 
  the problem is that he apparently hasn’t been seen in days 
  and isn’t responding to messengers. We’re worried he may not 
  show. Apparently, it wouldn’t be the first time. So, we want 
  you to head to his observatory—it’s a tower on the edge of the 
  city, you can’t miss it—and make sure he’ll be there tomorrow.”
  “And try not to do anything that’ll make him change his 
  mind about voting our way, yeah?” Calisro adds playfully.
  The pair are willing to answer a few questions, if needed, 
  but urge the PCs to hurry, as the hour is growing late, 
  and they’d prefer if the PCs made it to Lashweather 
  before the time when social calls would be rude.
  About the Assassination Attempt. Both Calisro and 
  Eras are gravely concerned if the PCs bring up the basilisk 
  attack during their meeting with Kesstraka, and eagerly 
  press the PCs for any details they have. Once they’ve 
  learned all they can from the PCs, though, they return to 
  the matter at hand, and suggest that the PCs let the iruxi 
  authorities handle the situation, at least for now. They 
  promise to reach out to the iruxi and keep tabs on the 
  investigation themselves, and, if needed, promise that the 
  PCs can join the investigation after tomorrow’s meeting, 
  when the deal is made. However, they point out that they 
  still need the PCs to secure Lashweather’s support, and 
  time is of the essence. If the PCs are particularly stubborn, 
  Calisro eventually points out that any assassin that went 
  after Kesstraka could very well go after Lashweather as 
  well. She implores the PCs to hurry over and make sure 
  he’s all right.
  Can you give us another bribe, like the one we took to 
  the bureaucrat? Calisro shrugs and snickers. “Why not? 
  It can’t hurt, can it?” Eras shoots a scowl that indicates 
  he, at least, thinks it might, but Calisro digs through 
  her things and produces a jug of quality Vidrian rum, 
  handing it over to the PCs. “He’s an ex-pirate, after all. 
  What kind of pirate turns down good rum?”
  Entering the Observatory
  The trek to Lashweather’s observatory takes about 15 
  minutes and is largely uneventful.
  The observatory takes the form of a spiraling white stone 
  tower, worn smooth by age or craftsmanship, that rises 
  some forty feet into the air before widening rapidly to create 
  a circular platform, covered by a glass dome, creating the 
  overall impression of a giant egg in a stone nest. A set of 
  chimes made from hollowed bones hangs next to the only 
  visible entrance, a round stone door at ground level.
  If the PCs arrive after dark (whether because they 
  took the more time-consuming option in encounter A, 
  or because they chose to wait until dark, or otherwise 
  used up a large amount of time, at the GM’s discretion), 
  a DC 20 Perception check confirms that there is at least 
  one light source on at the top of the tower. The door is 
  locked (Thievery DC 15, Hardness 14, 56 HP, 28 BT), 
  but knocking, ringing the chime, or even yelling from 
  outside is enough to alert all within the observatory.
  If at least one of the PCs has the Ally of the Iruxi boon 
  and no one has the Bane of the Iruxi boon, Lashweather 
  has recently taken the young iruxi Lumki (NG female 
  iruxi astrologer; see Pathfinder Society Scenario #1-09: 
  Star-Crossed Voyages) on as an apprentice. Lumki has 
  several Pathfinder friends and is friendly towards the 
  PCs. She answers the door when the PCs make their 
  presence known, and she is happy to bring the PCs to 
  meet her employer. 
  On the other hand, if none of the PCs has the Ally of 
  the Iruxi boon, or if any of them has the Bane of the Iruxi 
  boon, Lashweather (N male iruxi astrologist) is alone in 
  his observatory and has no apprentice to assist him. He 
  ignores the PCs’ attempts to get his attention at first, 
  only making the trip down the stairs after 10 minutes of 
  
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  persistent knocking, ringing, yelling, etc. He also responds 
  if he hears attempts to break down the door, and, at the 
  GM’s discretion, may also be lured down sooner by 
  appropriately alarming or exciting shouts from the PCs, 
  such as that the city is under attack (accompanied by a 
  DC 20 Deception or Intimidation check).
  If Lumki is present and brings the PCs to Lashweather, 
  his starting attitude is indifferent. If Lumki is not present, 
  his starting attitude is unfriendly, or hostile if the PCs 
  resorted to breaking down his front door, picking the 
  lock, lying, or threatening him to get him to come down, 
  or other forms of trespass. Once the PCs explain their 
  business, he waves a hand dismissively, explaining that 
  he’s far too busy for such things, and attempting to shoo 
  the PCs away. If they persist, he reluctantly invites them 
  in so that they can talk while he continues his work.
  Inside the Observatory
  It seems as though every inch of space in this cluttered tower 
  is spoken for. Rising from cramped living quarters on the 
  ground floor, successive floors require navigating a narrow, 
  meandering path between pieces of furniture piled nearly to 
  the ceiling with books and tomes on astrology, astronomy, and 
  weather patterns, both magical and mundane, as well as star 
  charts and the various tools used to make them. Only on the 
  top floor is there any space to speak of, with the various desks 
  and tables all pushed to the edge of the circular room, leaving 
  a large circle in the middle where various constellations have 
  been inlaid into the stone floor in silver.
  Regardless of his attitude towards the PCs, Lashweather 
  insists on consulting his telescope, as well as various 
  charts, notes, and books while he speaks to the PCs. He 
  explains that as Ekkeshikaar’s head astrologer, it’s vital 
  that he be able to perform certain divinations to determine 
  what lies in store for the city and help them prepare for 
  it. He goes on to explain that he’s currently observing a 
  very rare celestial alignment that won’t be concluded until 
  after the council meeting is over, so he won’t be able to 
  attend. The PCs must increase Lashweather’s attitude to at 
  least Indifferent in order for him to consider their request. 
  C. Lashweather’s Observatory
  C. Lashweather’s Observatory
  
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  His Will DC for this purpose is 15 (18 for Subtier 5–6). 
  If the PCs offer him rum from Calisro, or another gift 
  that aligns with his interests (such as something relating 
  to astrology), the PCs gains a +2 circumstance bonus 
  on checks made to influence Lashweather in this way. 
  Similarly, PCs who bring up his history as a pirate and 
  tell a good tale of swashbuckling adventure or two get the 
  old iruxi feeling nostalgic, and he shares a story or two of 
  his own, automatically increasing his attitude towards the 
  PCs by one step.
  If made at least Indifferent, Lashweather explains 
  that there is another divination ritual that would allow 
  him to gain the same sorts of insights as he is gaining 
  from observing the celestial convergence. Known as the 
  cho’aatan, the dangerous ritual requires bodyguards to 
  protect him from rogue elementals that are conjured as a 
  byproduct of the ritual. If the PCs are willing to serve in 
  this capacity, he will attempt the ritual, and if they succeed, 
  he will be free to attend the council meeting tomorrow. 
  The Cho’aatan
  Before Lashweather begins the ritual, he explains that 
  he must conduct a short attunement that will cause 
  elemental creatures to appear within the ritual space. 
  The PCs’ job is to dispatch these elementals and keep 
  them from harming Lashweather. If they do harm him, 
  he risks losing concentration, ruining the attunement. 
  He also explains that the constellations on the floor will 
  be magically charged by the ritual attunement, causing 
  them to bestow effects in line with the constellations’ 
  meanings to those who stand on them. His willingness 
  to detail these effects depend on his attitude towards the 
  PCs: if he is Helpful, he explains each one in turn, and is 
  willing to repeat himself as needed. If he is Friendly, he 
  explains the effects of up to 3 before becoming impatient 
  and moving on. If he’s Indifferent, he is annoyed that the 
  PCs don’t understand something as basic (to an iruxi) 
  as the meanings of constellations and refuses to go into 
  detail. A DC 25 Fortune-Telling Lore or Occultism 
  check (or other appropriate Lore checks, at the GM’s 
  option) allows a PC to make an educated guess about the 
  meaning of a particular constellation.
  Creatures: The ritual attunement takes 5 rounds. Each 
  round, more appear in the ritual area. The number and 
  type of elementals that appears varies, as described on 
  page 19 for Subtier 3–4 or on page 22 for Subtier 5–6.
  Subtier 3–4
  AIR MEPHIT 
  CREATURE 1
  Page 19
  EARTH MEPHIT 
  CREATURE 1
  Page 19
  FIRE MEPHIT 
  CREATURE 1
  Page 19
  WATER MEPHIT 
  CREATURE 1
  Page 19
  Subtier 5–6
  BRINE SHARK 
  CREATURE 3
  Page 22
  CINDER RAT 
  CREATURE 3
  Page 22
  SOD HOUND 
  CREATURE 3
  Page 22
  ZEPHYR HAWK 
  CREATURE 3
  Page 22
  Ritual Circle: Certain spaces in the ritual area have the 
  designs of major iruxi constellations inlaid on the floor in 
  silver. A creature occupying a space with a constellation 
  is affected by the constellation, as outlined below. These 
  effects persist only during the ritual.
  1. Cho’sath (Fire): Shaped like a fire with three flames, 
  this constellation is associated with fire. A creature 
  standing on it deals 1d6 additional fire damage with 
  their Strikes.
  2. Shi’sath (Air): Shaped like three wavy vertical lines, 
  this constellation is associated with air. A creature who 
  begins their turn on this constellation gains a +10 foot 
  status bonus to their Speeds for 1 round.
  3. Chal’soth (Water): Shaped like three waves, this 
  constellation is associated with water. A creature 
  standing on it deals 1d6 additional bludgeoning damage 
  with their Strikes. The Strike gains the water trait.
  4. Shar’soth (Earth): Shaped like a large stone with 
  three diagonal slash marks on it, this constellation is 
  associated with earth. A creature standing on it gains 
  tremorsense (imprecise) 30 feet as long as they remain on 
  the rune, and they can strike creatures who are burrowing 
  underground in a space within their reach.
  5. Kaiross (Strength): Shaped like a curved fang, this 
  constellation is associated with military and physical 
  strength. A creature standing on it gains a +2 status 
  bonus to Strength-based attack and damage rolls.
  6. Shalor (Life): Shaped like a hatching egg, this 
  constellation is associated with birth and fertility. 
  
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  A creature standing on it heals 2 Hit Points at the 
  beginning of their turn each round.
  7. Ondess (Wisdom): Shaped like a reptilian eye, 
  this constellation is associated with wisdom and the 
  knowledge of secret things. A creature standing on it 
  increases the saving throw DCs of their spells by 2.
  8. Kartek (Trickery): Shaped like a serpent, this 
  constellation is associated with stealth, trickery, and 
  dishonorable deeds. Whenever a creature ends its 
  movement in this space, or begins its turn there, they 
  must attempt a DC 11 flat check. On a success, they 
  gain concealment from all other creatures until the 
  beginning of their turn or until they move from that 
  space, whichever comes first. On a failure, they are flat-
  footed for the same duration, instead.
  9. Kurdok (Death): Shaped like an iruxi skull, this 
  constellation is associated with death and decay. 
  Whenever a creature begins its turn on this space, it 
  takes 1d6 negative damage.
  10. Sharbosh (Vigilance): Shaped like a turtle’s shell, 
  this constellation is associated with protection and 
  safety. A creature standing on it gains a +2 status bonus 
  to AC and saving throws.
  11. Shal’mokk (Family): Shaped like a primitive nest, 
  this constellation is associated with home and family. 
  A creature standing on it gains no benefits but grants 
  each adjacent ally a +1 status bonus to all attack rolls, 
  damage rolls, AC, and saving throws.
  12. Korlan (Chance): Shaped like a skipping stone, 
  this constellation is associated with luck and chance. A 
  creature standing on it can spend their reaction to roll 
  twice and take the better result on one attack roll, skill 
  check, or save.
  Development: 
  The 
  ritual 
  attunement 
  requires 
  particularly 
  intense 
  concentration. 
  Each 
  time 
  Lashweather takes damage during this encounter, he 
  must succeed on a flat check or lose concentration. 
  The DC is equal to 4 + 4 for each previous attempt. 
  If he fails, the attunement fails, and Lashweather’s 
  attitude towards the PCs decreases one step. No further 
  elementals appear, but all current elementals remain 
  until defeated. The attunement also fails if Lashweather 
  takes more than 20 total points of damage (more than 40 
  total points in Subtier 5–6). If his attitude is indifferent 
  or higher, and his wounds are healed, Lashweather 
  is willing to try again, provided the PCs are. After a 
  successful attunement, Lashweather explains that 
  he should have no trouble completing the rest of the 
  ritual over the coming hours, and he agrees to attend 
  the council meeting and speak on their behalf. If they 
  are unable to assist him with the ritual attunement, he 
  refuses to assist them.
  Treasure: If the PCs assist Lashweather, his attitude 
  improves one step, and he offers them a ventriloquist’s 
  ring (in Subtier 5–6, he instead offers a diplomat’s 
  badge) as thanks for their assistance. This represents 3 
  Treasure Bundles.
  D. Dinosaur Rodeo
  (Optional Encounter)
  If at least 1 hour remains in which to complete the 
  scenario, a group of iruxi locals approaches the PCs, 
  and invite them to participate in a local sport in order 
  to demonstrate their prowess. If less than an hour 
  remains, skip this encounter. If more PCs have the Iruxi 
  Bane boon than those who have the Ally of the Iruxi 
  boon, this “invitation” is more of a sneering challenge, 
  implying that the PCs are too weak and soft-skinned to 
  compete in iruxi sports. Otherwise, it’s a genuine and 
  friendly invitation.
  The locals lead the way to a large building, built from stone 
  at the bottom, but with an enormous glass dome covering 
  the top. Inside is a sophisticated arena with rising stands on 
  the outside surrounding fenced-off pens for standing crowds 
  to watch at ground level, and in the middle a large, muddy 
  oval set to house the main attraction. Today, the crowd is 
  relatively small—only about a quarter of the stands are 
  filled with cheering Iruxi who watch as a number of giant, 
  lumbering lizards are led onto the arena floor.
  The PCs have been asked to participate in a dinosaur 
  rodeo, helping to break in some of the enormous lizards 
  that the iruxi in Ekkeshikaar use for transportation, as 
  beasts of burden, and, of course, for sport. The more 
  popular events held at the stadium revolve around 
  Exuto, an iruxi sport where two teams of nine dinosaur-
  mounted players compete to score goals by driving a 
  ball from one end of the arena to the other. Each of 
  the PCs is shown to an ankylosaurus that has already 
  been saddled and harnessed and are directed to stay 
  on for as long as they can. In Subtier 3–4, the PCs are 
  given smaller, weaker ankylosauruses that put up less 
  resistance. Each round, each PC attempting to ride one 
  of the ankylosauruses must attempt a DC 18 Acrobatics 
  or Athletics check to remain on the dinosaur (DC 23 for 
  Subtier 5–6).
  Critical Success As success, but the PC also gains a 
  cumulative +2 circumstance bonus on all future checks to 
  remain on the dinosaur.
  Success The PC remains on the dinosaur.
  Failure The PC’s grip begins to slip, imposing a cumulative 
  –2 circumstance penalty on all future checks made to 
  remain on the dinosaur.
  
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  Critical Failure The PC falls from the ankylosaurus to the 
  ground, suffering 1d6 points of bludgeoning damage, and 
  the ankylosaurus also makes a single foot Strike against 
  them (+17 to hit, 2d6+7 bludgeoning damage).
  A PC can signal the dinosaur handlers at the 
  beginning of their turn on any round (before making 
  the roll to stay on), to indicate that they want to quit, 
  in which case the handlers will calm the dinosaur and 
  allow the PC down without completing that round. 
  Otherwise, the PCs remain in the saddle until they fail a 
  check, or until 5 rounds have passed, at which point the 
  ankylosaurus stops trying to throw them. Any PC who 
  manages to last at least 3 rounds performs well enough 
  to earn the iruxi’s respect, granting a +2 circumstance 
  bonus that PC can apply to any single Deception, 
  Diplomacy, or Intimidation check made against an Iruxi 
  for the remainder of the adventure. A PC who manages 
  to stay seated on their dinosaur for at least 5 rounds 
  truly impresses the lizardfolk and can instead gain a +4 
  circumstance bonus on a single Deception, Diplomacy, 
  or Intimidation check made against an iruxi for the 
  remainder of the adventure.
  Alternatively, PCs with the ability to influence or 
  control animals (such as with the Wild Empathy class 
  feature, or a charm spell) can attempt to calm the 
  dinosaurs to prevent them from bucking in the first place. 
  Increasing the dinosaur’s attitude to Friendly reduces the 
  DC of checks made to stay on it by 5, while improving 
  its attitude to Helpful negates the need for such checks 
  altogether. The iruxi are equally impressed by a PC’s 
  ability to influence the dinosaurs as they are with their 
  ability to ride them, so using these abilities openly does 
  not negate the benefits granted by staying on. However, 
  the iruxi allow no more than 2 minutes for the PCs to 
  influence the animals in this way before insisting that 
  they either mount them or forfeit the challenge.
  Sabotage: Depending on the iruxi attitude towards the 
  PCs, one or more iruxi isolationists may attempt to use 
  treachery to force the PCs to a humiliating and painful 
  defeat. For each PC with the Iruxi Bane boon, apply one 
  of the sabotages listed below to a random PC.
  • Itching Powder: The PCs’ dinosaur has had 
  irritating powder sprinkled over its scales, causing 
  it to occasionally bat at its rider with its tail in 
  an attempt to solve the issue. Treat this as a tail 
  Strike made on the first and third rounds, except 
  that because it’s not intended as a real attack, the 
  attack roll is only made at a +12 bonus (+17 for 
  Subtier 5–6). The tail deals 2d8+7 bludgeoning 
  damage on a successful hit and forces the struck 
  creature to attempt a DC 20 Fortitude save (DC 
  24 for Subtier 5–6). The penalties for failure and 
  critical failure are the same as failing or critically 
  failing a check made to stay on the dinosaur.
  • Tampered Equipment: One of the PCs’ saddle, reins, 
  or similar equipment has been weakened, so that 
  it will break at the wrong moment. A PC who 
  succeeds at a DC 22 Perception check to Seek (DC 
  26 for Subtier 5–6) notices the frayed leather in 
  time to swap the equipment out before starting. 
  Otherwise, the equipment breaks at the beginning 
  of the round 2 of the competition, imposing a –2 
  item penalty on all future checks made to remain 
  on the dinosaur.
  • Wild Serpent: On round 3, a figure obscured by 
  the crowd tosses a live viper onto the field. While 
  the viper poses no harm to the dinosaurs (and is 
  either trampled or quickly slithers away), it does 
  cause them to rear up and become frightened. An 
  animal’s rider can attempt to calm that animal 
  with a DC 15 Nature check to Command an 
  Animal (DC 20 for Subtier 5–6). Otherwise, the 
  animal’s fear increases the DC of checks made to 
  remain on it by 4 for that round.
  Treasure: As long as at least one PC lasts for 3 or 
  more rounds, the PC who lasts the longest is awarded 
  a lifting belt (a ring of the ram in Subtier 5–6), while 
  the PC who lasted second-longest is awarded 10 gp (30 
  gp in Subtier 5–6). The rewards represent 2 Treasure 
  Bundles. If this encounter is skipped for time, the PCs 
  still earn the Treasure Bundles as long as they succeed at 
  the adventure’s primary objective, but they do not gain 
  access to the items.
  Hero Points: If you have not awarded a Hero Point to a 
  player since encounter B, award one to a player now. This 
  should be the player whose PC performed best during 
  the dinosaur rodeo, or the PC who most contributed to 
  protecting Lashweather during his ritual. If no player 
  stands out for either of these conditions, award the 
  Hero Point at random to one of the players who has not 
  received a Hero Point yet this session.
  E. The Negotiations
  The next day, Calisro and Eras, along with the rest of the 
  Vidrian delegation, lead the PCs to the Chamber of Stars, 
  the meeting space of Ekkeshikaar’s ruling council, where 
  the possibility of a trade agreement will be discussed.
  The heart of a sprawling and partially-submerged government 
  building made of glass and stone, this large circular chamber 
  is one of the few parts of the building that extends up above 
  the waterline, giving an only slightly-obscured view of the 
  sky above through the midnight-blue-tinted glass dome that 
  covers the room’s ceiling.
  
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  A group of seven iruxi dressed in long blue-black robes 
  trimmed with gold sit at raised pulpits along one side of 
  the room. A long table has been set aside for a handful of 
  representatives from the Vidrian delegation, and additional 
  seating holds crowds of native iruxi, some eager to see 
  the trade deal pass, others to see it halted, and the rest 
  simply excited to watch events unfold. Already, a queue of 
  Ekkeshikaar’s citizens is forming behind a stone lectern set 
  aside for citizens to speak their minds and ask questions on 
  the proceedings.
  The PCs are led up to the table, seated alongside Calisro, 
  Eras, Mirian Raas, and Jekka. Mirian explains that the 
  PCs will be among the delegation members answering 
  questions and arguing their case before the council and 
  the people of Ekkeshikaar. In truth, the four NPCs will 
  do most of the talking as the meeting goes on throughout 
  the entire day. However, at various points during the 
  meeting, the PCs will be called upon to address specific 
  points that get raised, whether because Calisro, Eras, 
  and the others have stepped away for a few moments, or 
  because they’re unable to find a good answer themselves. 
  In either case, the negotiation challenges presented below 
  represent only a small fraction of the discussion that 
  occurs during the long, drawn-out meeting.
  Treasure: Before the negotiations begin, Calisro hands 
  the PCs four vials, containing a total of two doses of 
  moderate cognitive mutagen and two doses of moderate 
  silvertongue mutagen, explaining that they may come 
  in handy, and that the PCs should use them amongst 
  themselves as they see fit. A PC can wait until hearing 
  a challenge, then decide to drink a mutagen before 
  answering and apply it to their check for that challenge 
  (the iruxi are not bothered by this, whether the PCs hide 
  their use of mutagens or not). The mutagens last for 10 
  minutes each, and because the challenges are scattered 
  throughout the day, this means that whenever a mutagen 
  is consumed, it applies to 1 challenge.
  Negotiation Challenges
  The Council of Stars, as well as those in opposition to 
  the proposed trade deal, raise several challenges to the 
  deal over the course of the negotiations, which must be 
  answered or addressed. Of the seven challenges presented 
  below, choose or randomly determine 5 in advance, 
  which will come up during the course of the negotiations. 
  Ignore the other two. For each challenge that arises, each 
  PC must attempt a DC 20 check (DC 22 for Subtier 
  5–6) using one of the listed skills. A success earns the 
  PCs 1 Influence Point and a critical success earns them 
  2 Influence Points, while a critical failure removes 1 
  Influence Point. As long as the PCs earn more Influence 
  Points than half the number of PCs on a given challenge, 
  they succeed at that challenge. The PCs may also receive 
  additional Influence Points based on whether or not 
  they completed one of the previous tasks, as outlined 
  in the individual challenge’s description. The following 
  bonuses, penalties, and adjustments apply based upon 
  the PCs’ actions.
  • Characters with the Ally of the Iruxi boon gain 
  a +2 circumstance bonus on all checks made as 
  part of a negotiation challenge.
  • Characters with the Iruxi Bane boon gain a 
  +2 circumstance bonus on Intimidation checks 
  made as part of a negotiation challenge but take 
  a –2 circumstance penalty on all other checks 
  made as part of a negotiation challenge.
  • When a PC attempts the same type of skill check 
  that they have already attempted on a previous 
  challenge, increase the check’s DC by 1 for each 
  prior use. For example, if a PC decides to attempt 
  Deception checks for every challenge, the DC 
  is 20 for Breach of Contract, 21 for Colonial 
  History, 22 for Ill Omens, and so forth.
  BREACH OF CONTRACT
  Opposing iruxi make the argument that because the original 
  contract with the people of Vidrian (formerly Sargava) 
  was broken, that Ekkeshikaar would be foolish to open 
  into another agreement, or at the very least, should not 
  do so until appropriate fees have been paid for the time 
  during which they were in breach of contract—well over a 
  thousand years’ worth!
  Usable Skills: Deception, Legal Lore, Mercantile Lore, 
  or Society.
  Special: If the PCs successfully recovered the documents 
  from encounter A, they receive 1 additional Influence Point.
  COLONIAL HISTORY
  Doubts are raised about how long Vidrian will remain free. 
  The iruxi voice concerns that those who ruled there 
  previously may return and try to subjugate them again. 
  They wonder if Vidrian can maintain its independence, 
  or if this trade agreement will lead to Ekkeshikaar being 
  dragged into a war it neither wants nor needs.
  Usable Skills: Deception, Intimidation, Occultism, Society, or 
  Warfare Lore.
  Special: If the PCs successfully convinced Kesstraka to attend 
  the hearing, they receive 1 additional Influence Point.
  ILL OMENS
  The iruxi argue that they have performed auguries and 
  omens, and that now is not an auspicious time for 
  Ekkeshikaar to begin making new trade deals. The iruxi 
  
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  Pathfinder Society Scenario
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  take these omens very seriously, but perhaps you can 
  offer an alternate interpretation?
  Usable Skills: Fortune-Telling Lore, Deception, Nature, or 
  Occultism.
  Special: If the PCs successfully convinced Lashweather to 
  attend the hearing, they receive 1 additional Influence Point.
  TARIFFS AND TAXES
  The iruxi point out that should trade be resumed, there would 
  be certain tariffs and taxes they would need to put in place, 
  which have arisen since the days of the prior agreement. 
  These fees are steep, and they would certainly reduce the 
  profitability of trade for both sides, if you can’t find a way 
  around them.
  Usable Skills: Account Lore, Deception, Diplomacy, or 
  Legal Lore.
  Special: If the PCs successfully recovered the documents from 
  encounter A, they receive one additional Influence Point.
  WE TRADE WITH DROON
  Opponents of the trade deal argue that Ekkeshikaar is 
  dependent upon Droon, a much larger empire to the South, 
  for many resources. They worry that this trade deal might 
  upset Droon and worsen relations with them, resulting in 
  worse overall economic conditions for Ekkeshikaar.
  Usable Skills: Diplomacy, Intimidation, Mercantile Lore, 
  Society, or Warfare Lore.
  Special: If the PCs successfully convinced Kesstraka to attend 
  the hearing, they receive one additional Influence Point.
  WHAT DO YOU HAVE THAT WE WANT?
  The iruxi point out that much of what they used to receive 
  from the people of Vidrian years ago is of little value to 
  the iruxi now. They point out that Ekkeshikaar wants for 
  little and has thrived without any assistance from up 
  north. They ask what exactly Vidrian has to offer them 
  that they would want.
  Usable Skills: Deception, Diplomacy, Nature, Society, or any 
  Lore skill related to a potential export (including but not 
  limited to Fishing Lore, Herbalism Lore, Mercantile Lore, or 
  Mining Lore).
  YOU DON’T KNOW THE STARS
  Opponents argue that the humans and other northerners 
  do not understand the signs and portents of astrology 
  and other divinations, and that if they lack that basic 
  understanding, how can they possibly be a mature or 
  advanced enough civilization to be worth trading with? 
  Perhaps a demonstration of how well the PCs know the 
  heavens could prove them wrong.
  Usable Skills: Academia Lore, Deception, Diplomacy, Fortune-
  Telling Lore, Nature, Occultism, or Sailing Lore.
  Special: If the PCs successfully convinced Lashweather 
  to attend the hearing, they receive one additional 
  Influence Point.
  Conclusion
  Eventually, the negotiations come to a close, and the 
  Council of Stars takes a vote as to whether or not to 
  enact the trade agreement as it has been presented. If 
  the PCs succeeded on at least 3 of the challenges during 
  the negotiation, the Council ratifies the agreement. If 
  the PCs succeeded on all 5 of the challenges, the version 
  of the deal that they agree to is particularly generous 
  to Vidrian. If the PCs succeeded on fewer than 3 of the 
  challenges, the iruxi respectfully decline the offer at 
  this time. Although, as long as the PCs have not done 
  anything to invoke public outcry, the iruxi suggest that 
  perhaps Vidrian would like to reconsider the terms on 
  offer, and try again at a later, more auspicious date.
  Primary Objectives
  The PCs succeed at their primary objective as long 
  as they succeed on at least 3 out of the 5 negotiation 
  challenges. PCs who succeed each earn 2 Fame and 
  2 Reputation for any faction associated with their 
  currently slotted faction boon.
  Secondary Objectives
  The PCs fulfill their secondary objective if they either 
  succeed on all 5 of the negotiation challenges or succeed 
  on at least 3 of the negotiation challenges while also 
  successfully recovering the requested documents and 
  convincing both Kesstraka and Lashweather to attend 
  the negotiations. If they do, they each earn 2 Fame 
  and 2 Reputation for any faction associated with their 
  currently slotted faction boon.
  
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  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Increase the basilisk’s HP by 
  15 and the damage of its jaws attack by 2.
  12–13 Challenge Points: Increase the basilisk’s HP by 
  30 and the damage of its jaws attack by 2. Increase 
  its AC, attack modifiers, saving throws, Perception, and 
  skill modifiers by 2.
  14–15 Challenge Points: Add a weak basilisk to the 
  encounter. To create a weak basilisk, from the standard 
  basilisk statistics, decrease its HP by 15 and the 
  damage of its jaws attack by 2. Additionally, decrease 
  its AC, attack modifiers, saving throws, Perception, and 
  skill modifiers by 2. 
  16–18 Challenge Points (5+ players): Add a second 
  basilisk to the encounter.
  SCALING ENCOUNTER B
  Appendix 1: Subtier 3–4 
  Encounters
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario. These encounters are written for four 3rd-level 
  PCs. If your group has a different composition or size, 
  refer to the Challenge Points section of GM References 
  (page 26) for instructions on how to use the scaling 
  sidebars to adjust the encounters for your group. 
  If a creature is marked “(0),” don’t include it in the 
  encounter unless otherwise specified (likely from the 
  scaling sidebars).
  Encounter B (Subtier 3–4)
  The basilisk uses petrifying gaze on the first round. It 
  attacks with its jaws until a PC is slowed from either 
  petrifying glance or petrifying gaze, at which point it 
  attempts to use petrifying gaze again on the slowed target. 
  BASILISK 
  CREATURE 5
  N
  MEDIUM
  BEAST
  Perception +11; darkvision 
  Skills Athletics +13, Stealth +8
  Str +4, Dex –1, Con +5, Int –3, Wis +2, Cha +1 
  AC 22; Fort +14, Ref +8, Will +11
  HP 75
  Petrifying Glance � (arcane, aura, transmutation, visual); 
  Trigger A creature within 30 feet that the basilisk can see 
  starts its turn. Effect The target must attempt a DC 20 
  Fortitude save. If it fails, it’s slow 1 for 1 minute as its body 
  slowly stiffens.
  Speed 20 feet
  Melee � jaws +15, Damage 2d8+4 piercing
  Petrifying Gaze � (arcane, concentrate, incapacitation, 
  transmutation, visual); The basilisk stares at a creature it 
  can see within 30 feet. That creature must attempt a DC 22 
  Fortitude save. If it fails and has not already been slowed 
  by Petrifying Glance or this ability, it becomes slowed 1. If 
  the creature was already slowed by this ability or Petrifying 
  Glance, a failed save causes the creature to be petrified 
  permanently. A creature petrified in this manner that is 
  coated (not just splashed) with fresh basilisk blood (taken 
  from a basilisk that has been dead no longer than 1 hour) 
  is instantly restored to flesh. A single basilisk contains 
  enough blood to coat 3 Medium creatures in this manner.
  
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  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Increase the number of 
  elementals conjured on the first round by 1.
  12–13 Challenge Points: Increase the number of 
  elementals conjured on both the first and second 
  rounds by 1.
  14–15 Challenge Points: Increase the number of 
  elementals conjured on the each of the first three 
  rounds by 1.
  16–18 Challenge Points (5+ players): Increase the 
  number of elementals conjured on the each of the first 
  four rounds by 1.
  SCALING ENCOUNTER C
  Encounter C (Subtier 3–4)
  Each round for 5 rounds, elementals appear in the ritual 
  space. A total of 8 elementals appear over the course 
  of these rounds, following the elementals per round 
  table below. If the PCs struggled in the combat with 
  the basilisk, use option 1; otherwise, select or randomly 
  determine the structure of the encounter from the 
  table. At least one elemental of each type appears over 
  the course of the encounter, but the GM can choose or 
  randomly determine which types of elementals appear 
  when. New elementals always appear on the space with 
  their elemental constellation, or the nearest unoccupied 
  space, if that space is occupied. At the beginning of each 
  round, roll any new elementals into initiative. At the end 
  of the 5th round, after which all remaining elementals 
  vanish and the fight ends. 
  Each elemental attacks the nearest creature, choosing 
  PCs over Lashweather if the PCs and Lashweather are 
  equally close. 
  TABLE: ELEMENTALS PER ROUND
  D4
  Number of Elementals Summoned Each 
  Round
  1
  2, 1, 1, 2, 2
  2
  2, 1, 2, 1, 2
  3
  3, 0, 2, 1, 2
  4
  2, 1, 2, 2, 1
  *
  3, 2, 2, 1, 0
  * This result cannot be rolled randomly. If the group 
  unanimously agrees to a greater challenge, use this 
  appearance rate instead.
  AIR MEPHIT 
  CREATURE 1
  N
  SMALL
  AIR
  ELEMENTAL
  Perception +3; darkvision
  Languages Auran
  Skills Acrobatics +7, Stealth +7
  Str +1, Dex +4, Con +0, Int –2, Wis +0, Cha +0 
  AC 16; Fort +3, Ref +19, Will +7
  HP 12, fast healing 2 (in open air); Immunities bleed, paralyzed, 
  poison, sleep 
  Speed 20 feet, fly 40 feet
  Melee � claw +9 (agile, finesse), Damage 1d6+1 slashing
  Arcane Innate Spells DC 17; 2nd blur; 1st gust of wind
  Breath Weapon � (air, arcane) The air mephit breathes sand 
  and grit in a 15-foot cone that deals 2d6 slashing damage to 
  each creature within the area (DC 17 basic Reflex save). The 
  air mephit can’t use Breath Weapon again for 1d4 rounds.
  EARTH MEPHIT 
  CREATURE 1
  N
  SMALL
  EARTH
  ELEMENTAL
  Perception +3; darkvision, tremorsense (imprecise) 30 feet 
  Languages Terran
  Skills Athletics +6, Stealth +2
  Str +3, Dex –1, Con +2, Int –2, Wis +0, Cha –1
  AC 15; Fort +8, Ref +4, Will +3
  HP 20, fast healing 2 (while underground); Immunities bleed, 
  paralyzed, poison, sleep 
  Speed 20 feet, burrow 20 feet, fly 15 feet
  Melee � fist +8, Damage 1d6+3 bludgeoning
  Arcane Innate Spells DC 17; 3rd meld into stone; 2nd enlarge 
  (self only)
  Breath Weapon � (arcane, earth) The earth mephit 
  breathes rocks in a 15-foot cone that deals 2d6 
  bludgeoning damage to each creature within the area (DC 
  17 basic Reflex save). The earth mephit can’t use Breath 
  Weapon again for 1d4 rounds.
  FIRE MEPHIT 
  CREATURE 1
  N
  SMALL
  ELEMENTAL
  FIRE
  Perception +3; darkvision, smoke vision
  Languages Ignan
  Skills Acrobatics +7, Deception +7
  Str +0, Dex +4, Con +0, Int –2, Wis +0, Cha +2
  Smoke Vision The fire mephit ignores the concealed condition 
  from smoke. 
  AC 17; Fort +3, Ref +9, Will +7
  HP 16, fast healing 2 (while touching fire); Immunities bleed, 
  fire, paralyzed, poison, sleep; Weaknesses cold 3
  Speed 20 feet, fly 25 feet
  Melee � jaws +9 (finesse), Damage 1d6 piercing and 1d4 fire
  Arcane Innate Spells DC 15; Cantrips (1st) daze, light
  
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  Breath Weapon � (arcane, fire) The fire mephit breathes 
  flames in a 15-foot cone that deals 2d4 fire and 1d4 
  persistent fire damage to each creature within the area 
  (DC 17 basic Reflex save). The fire mephit can’t use Breath 
  Weapon again for 1d4 rounds.
  WATER MEPHIT 
  CREATURE 1
  N
  SMALL
  AQUATIC
  ELEMENTAL
  WATER
  Perception +3; darkvision 
  Languages Aquan
  Skills Athletics +6, Stealth +6
  Str +1, Dex +3, Con +1, Int –2, Wis +0, Cha +0
  AC 16; Fort +7, Ref +11, Will +4 
  HP 20, fast healing 2 (while underwater); Immunities bleed, 
  paralyzed, poison, sleep; Resistances acid 3, fire 3
  Speed 20 feet, fly 25 feet, swim 25 feet
  Melee � claw +8 (finesse), Damage 1d6+1 slashing
  Arcane Innate Spells DC 17, attack +9; 2nd acid arrow
  Breath Weapon � (acid, arcane) The water mephit breathes 
  acid in a 15-foot cone that deals 2d6 acid damage to each 
  creature within the area (DC 17 basic Reflex save). The water 
  mephit can’t use Breath Weapon again for 1d4 rounds.
  Drench � (abjuration, arcane, water) The water mephit puts 
  out all fires in a 5-foot emanation. The mephit extinguishes 
  all non-magical fires automatically and attempts to 
  counteract magical fires (+7 counteract modifier).
  
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  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are 
  not cumulative.
  19–25 Challenge Points: Add one basilisk to the 
  encounter.
  26–32 Challenge Points: Add two basilisks to the 
  encounter.
  33+ Challenge Points: Add one basilisk to the 
  encounter and apply the elite adjustments to all 
  basilisks. To apply the elite adjustment, Increase the 
  basilisks’ HP by 20 and the damage of their jaws attack 
  by 2. Increase their AC, attack modifiers, saving throws, 
  Perception, and skill modifiers by 2.
  SCALING ENCOUNTER B
  Appendix 2: Subtier 5–6 
  Encounters
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario. These encounters are written for four 5th-level 
  PCs. If your group has a different composition or size, 
  refer to the Challenge Points section of GM References 
  (page 26) for instructions on how to use the scaling 
  sidebars to adjust the encounters for your group. 
  If a creature is marked “(0),” don’t include it in the 
  encounter unless otherwise specified (likely from the 
  scaling sidebars).
  Encounter B (Subtier 5–6)
  The basilisks use petrifying gaze on the first round. It 
  attacks with its jaws until a PC is slowed from either 
  petrifying glance or petrifying gaze, at which point it 
  attempts to use petrifying gaze again on the slowed target. 
  BASILISKS (3) 
  CREATURE 5
  N
  MEDIUM
  BEAST
  Perception +11; darkvision 
  Skills Athletics +13, Stealth +8
  Str +4, Dex –1, Con +5, Int –3, Wis +2, Cha +1 
  AC 22; Fort +14, Ref +8, Will +11
  HP 75
  Petrifying Glance � (arcane, aura, transmutation, visual); 
  Trigger A creature within 30 feet that the basilisk can see 
  starts its turn. Effect The target must attempt a DC 20 
  Fortitude save. If it fails, it’s slow 1 for 1 minute as its body 
  slowly stiffens.
  Speed 20 feet
  Melee � jaws +15, Damage 2d8+4 piercing
  Petrifying Gaze � (arcane, concentrate, incapacitation, 
  transmutation, visual); The basilisk stares at a creature it 
  can see within 30 feet. That creature must attempt a DC 22 
  Fortitude save. If it fails and has not already been slowed 
  by Petrifying Glance or this ability, it becomes slowed 1. If 
  the creature was already slowed by this ability or Petrifying 
  Glance, a failed save causes the creature to be petrified 
  permanently. A creature petrified in this manner that is 
  coated (not just splashed) with fresh basilisk blood (taken 
  from a basilisk that has been dead no longer than 1 hour) 
  is instantly restored to flesh. A single basilisk contains 
  enough blood to coat 3 Medium creatures in this manner.
  
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  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are not 
  cumulative.
  19–22 Challenge Points: Increase the number of 
  elementals conjured on the first round by 1.
  23–27 Challenge Points: Increase the number of 
  elementals conjured on both the first and second rounds 
  by 1.
  28–32 Challenge Points: Increase the number of 
  elementals conjured on the each of the first three rounds 
  by 1.
  33+ Challenge Points: Increase the number of elementals 
  conjured on the each of the first four rounds by 1.
  SCALING ENCOUNTER C
  Encounter C (Subtier 5–6)
  Each round for 5 rounds, elementals appear in the ritual 
  space. A total of 8 elementals appear over the course of these 
  rounds, following the elementals per round table below. If 
  the PCs struggled in the combat with the basilisk, use option 
  1; otherwise, select or randomly determine the structure 
  of the encounter from the table. At least one elemental 
  of each type appears over the course of the encounter, 
  but the GM can choose or randomly determine which 
  types of elementals appear when. New elementals always 
  appear on the space with their elemental constellation, or 
  the nearest unoccupied space, if that space is occupied. At 
  the beginning of each round, roll any new elementals into 
  initiative. Elementals continue to appear for 5 rounds, after 
  which all remaining elementals vanish and the fight ends.
  Each elemental attacks the nearest creature, choosing 
  PCs over Lashweather if the PCs and Lashweather are 
  equally close. 
  TABLE: ELEMENTALS PER ROUND
  D4
  Number of Elementals Summoned Each 
  Round
  1
  2, 1, 1, 2, 2
  2
  2, 1, 2, 1, 2
  3
  3, 0, 2, 1, 2
  4
  2, 1, 2, 2, 1
  *
  3, 2, 2, 1, 0
  * This result cannot be rolled randomly. If the group 
  unanimously agrees to a greater challenge, use this 
  appearance rate instead.
  BRINE SHARK 
  CREATURE 3
  N
  MEDIUM
  AQUATIC
  ELEMENTAL
  WATER
  Perception +8; darkvision
  Skills Athletics +10, Stealth +11, Survival +8
  Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
  AC 19; Fort +9, Ref +11, Will +6
  HP 45; Immunities bleed, paralyzed, poison, sleep; Resistances 
  fire 5
  Speed 15 feet, swim 50 feet
  Melee � jaws +11, Damage 1d12+7 piercing plus Grab
  Deep Plunge � The brine shark dives straight down into 
  the water, moving up to twice its swim Speed in a straight 
  vertical line. It can use this ability while grabbing a creature.
  CINDER RAT 
  CREATURE 3
  N
  SMALL
  ELEMENTAL
  FIRE
  Perception +9; darkvision, smoke vision
  Skills Acrobatics +10, Stealth +10, Survival +9
  Str +2, Dex +3, Con +2, Int –4, Wis +2, Cha +0
  Smoke Vision The cinder rat ignores the concealed condition 
  from smoke.
  AC 18; Fort +9, Ref +12, Will +6
  HP 45; Immunities bleed, fire, paralyzed, poison, sleep; 
  Weaknesses cold 5
  Fetid Fumes (aura, fire) 5 feet. A creature that enters the aura 
  or begins its turn there must succeed at a DC 22 Fortitude 
  save or become sickened 1. Everything within the aura, 
  including the cinder rat, is concealed by smoke.
  Speed 40 feet
  Melee � jaws +10 (finesse), Damage 1d8+4 fire plus 1d4 
  persistent fire
  SOD HOUND 
  CREATURE 3
  N
  SMALL
  EARTH
  ELEMENTAL
  Perception +9; crystal sense (imprecise) 60 feet, darkvision
  Skills Athletics +11, Survival +9 (+11 to Track)
  Str +4, Dex –1, Con +3, Int –4, Wis +2, Cha –1
  Crystal Sense A sod hound can sense crystals or gems within 
  60 feet as if using the scent ability.
  AC 19; Fort +12, Ref +6, Will +7
  HP 44; Immunities bleed, paralyzed, poison, sleep 
  Speed 30 feet, burrow 20 feet; earth glide
  Melee � jaws +11, Damage 1d10+6 piercing plus Knockdown 
  Earth Glide The sod hound can Burrow through any earthen 
  matter, including rock. When it does so, the sod hound 
  moves at its full burrow Speed, leaving no tunnels or signs 
  of its passing.
  
  23
  Pathfinder Society Scenario
  Star-Crossed Court
  ZEPHYR HAWK 
  CREATURE 3
  N
  SMALL
  AIR
  ELEMENTAL
  Perception +7; darkvision
  Skills Acrobatics +13, Stealth +11
  Str +2, Dex +4, Con +1, Int –4, Wis +0, Cha +0
  AC 21; Fort +6, Ref +13, Will +7
  HP 36; Immunities bleed, paralyzed, poison, sleep
  Speed fly 50 feet
  Melee � wing +11 (agile, finesse), Damage 1d8+4 slashing
  Circling Attack � The zephyr hawk Flies up to half its 
  Speed, makes two wing Strikes, then Flies up to half its 
  Speed again to return to its original location. The second 
  half of this movement doesn’t trigger reactions. Both 
  attacks count toward the zephyr hawk’s multiple attack 
  penalty, but the penalty doesn’t increase until after it 
  makes both attacks.
  
  24
  Pathfinder Society Scenario
  Star-Crossed Court
  Appendix 3: Art
  Kesstraka
  
  25
  Pathfinder Society Scenario
  Star-Crossed Court
  Basilisk
  
  26
  Pathfinder Society Scenario
  Star-Crossed Court
  GM References
  Treasure Table
  Challenge Points Per PC
  Challenge Points and Subtier
  Level
  Treasure Bundle
  3
  3.8 gp
  4
  6.4 gp
  5
  10 gp
  6
  15 gp
  Level
  Challenge Points
  3
  2
  4
  3
  5
  4
  6
  6
  CP Total
  Subtier
  8–15
  3–4
  16–18 (5+ players)
  3–4
  16–18 (4 players)
  5–6
  19+
  5–6
  Chronicle Sheet 
  PCs who complete the adventure’s primary objective 
  earn the Seasoned Diplomat boon on their Chronicle 
  sheets. PCs who impress the iruxi in the dinosaur rodeo 
  gain access to the lifting belt on in Subtier 3–4 or the ring 
  of the ram in Subtier 5–6.
  Treasure Bundles: 
  ▫ ▫Area A, page 5: 2 Treasure Bundles
  ▫ ▫ ▫Area B, page 10: 3 Treasure Bundles
  ▫ ▫ ▫Area C, page 14: 3 Treasure Bundles
  ▫ ▫Area D, page 15: 2 Treasure Bundles
  Challenge Points
  Challenge Points are a system for scaling the difficulty 
  of encounters appropriately for groups of mixed size 
  and level. Total up the number of Challenge Points your 
  group has, using the Challenge Points per PC table above.
  Then use the Challenge Points and Subtier table to 
  determine which Subtier is appropriate for your PCs. 
  Subtier 3–4 encounters appear in Appendix 1, and 
  Subtier 5–6 encounters appear in Appendix 2.
  
  27
  Pathfinder Society Scenario
  Star-Crossed Court
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned? 
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  -2
  -2
  -2
  -2
  -2
  -2
  -2
  
  28
  Pathfinder Society Scenario
  Star-Crossed Court
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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  Pathfinder Society Scenario #1–23: Star-Crossed Court © 2020, Paizo Inc.; Author: Alex Riggs
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  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 3–4
  SUBTIER  5–6
  J2L6
  Herolab Code
  Character Chronicle #
  Pathfinder Society Scenario #1-23: 
  Star-Crossed Court
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  lifting belt (Level 4; 80 gp)
  ventriloquist’s ring (Level 3; 60 gp)
  diplomat’s badge (Level 5; 125 gp)
  ring of the ram (Level 6; 220 gp)
  Your journey to Ekkeshikaar was one of diplomacy and intrigue. You (▫ followed the advice of Eras the Needle / ▫ listened to the 
  words of Calisro Benarry/ ▫ forged your own path through the negotiations), and as a result the iruxi of Ekkeshikaar are very likely 
  to become essential allies to the nation of Vidrian and the Pathfinder Society in the years to come.
  ▫ Seasoned Diplomat (Advanced) You have navigated the courts of Ekkeshikaar, honing your skills as a 
  diplomat and researcher. You may check the box next to this boon at the beginning of an adventure to 
  become trained in Diplomacy and Society for the duration of that adventure. If you are already trained in 
  one of these skills, you instead become an expert. If your proficiency level is higher than expert in either of 
  these skills, you treat any critical failure rolled with that skill as a failure and any failure as a success for 
  the duration of the adventure.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/PF2 S01-23 - Star Crossed-Court.pdf