TEXT: By Jerome Virnich
  The DarkesT abDucTion
  PATHFINDER SOCIETY SCENARIO #6–23 
  TIER 7–11
  
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  Author •  Jerome Virnich
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  Pathfinder Society Scenario #6–23: The Darkest Abduction is a Pathfinder Society Scenario designed for 7th- to 11th-level characters (Tier 7–11, Subtiers 7–8 and 
  10–11). This scenario is designed for play in the Pathfinder Society Organized Play campaign, but can easily be adapted for use with any world.
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  The Darkest Abduction
  Pathfinder Society Scenario #6–23
  
  Ustalav
  • Karcau
  3
  its spiritual leader. At first Zoathrias’s disappearance 
  caused little concern, but as ambitious rivals began to 
  jockey for his title, Zodarna received a powerful omen 
  that led her to investigate her companion’s absence. The 
  trail led to the caverns beneath Miregrold Manor just as 
  a Pathfinder team was cleaning up the last remnants of 
  Zoathrias’s attack and sealing the subterranean entrance 
  to the lodge.
  Since then, Zodarna has dedicated herself to inflicting 
  the same wounds on the Society as it inflicted on the dark 
  folk, but as a disciple of Norgorber, Reaper of Reputation, 
  she longs to watch the Pathfinders’ curiosity destroy 
  their Society. She has returned to Nar-Voth regularly to 
  D
  ecades ago, the ambitious Pathfinder Skeldon 
  Miregrold became famous in adventuring circles 
  for his bold expeditions deep into the Darklands. 
  The returns on his expeditions were impressive, and he 
  secured many valuable finds for the Pathfinder Society, 
  including samples of a rare mineral called aureolyte. His 
  mercurial rise culminated in his promotion to venture-
  captain of the new lodge he founded in his family’s manor 
  home in Karcau.
  Unfortunately, Miregrold was not the responsible 
  and conscientious person he led his fellow Pathfinders 
  to believe. In truth, dubious alliances, betrayals, and 
  theft marked his tours of the Darklands. Furthermore, 
  Miregrold’s ambition surpassed his station, and he 
  sought to enrich his own knowledge at the expense of 
  the Pathfinder Society. His perfidy eventually caught 
  up with him in the form of a former ally, a dark stalker 
  named Zoathrias. The venture-captain had betrayed 
  and abandoned Zoathrias to even crueler Darklands 
  inhabitants only months before while pursuing aureolyte, 
  and as vengeance the dark stalker kidnapped Skeldon, 
  tortured him, and tore apart his manor in search of the 
  precious mineral.
  Luckily, a team of Pathfinders narrowly foiled 
  Zoathrias’s vengeance, killing the dark stalker in the 
  process. While he survived the experience, Skeldon 
  Miregrold lost his rank as venture-captain thanks to his 
  research hoarding and his reckless management of the 
  lodge. His cousin Basia Kalistoff was quick to step in 
  and has worked diligently since to repair the damage her 
  predecessor inflicted to the lodge, her family’s reputation, 
  and the Society’s standing in Ustalav. By all appearances, 
  business in Karcau has remained quiet since—or so the 
  Pathfinder Society thought.
  Zoathrias’s death may have been a minor incident for 
  the Society, but it dramatically upset the balance of power 
  in the region’s dark folk community. With his share of 
  treasure from Skeldon Miregrold’s exploits, Zoathrias 
  had become a rather wealthy and influential dark 
  stalker and co-ruled a large settlement with Zodarna, 
  The Darkest Abduction
  by  Jerome Virnich
  WHERE ON GOLARION?
  The Darkest Abduction takes place in Karcau, a thriving 
  cultural hub in the dark nation of Ustalav. The city quickly 
  give way to swamps, lakes, and the backwater folk who 
  inhabit them, who the more cosmopolitan locals view with 
  superstition. Combined with the series of caves and the 
  sewer network that runs beneath the streets, countless 
  strange faces and terrible creatures lurk just out of sight. 
  For more information on Ustalav and Karcau, see Pathfinder 
  Campaign Setting: Rule of Fear and Pathfinder Campaign 
  Setting: The Inner Sea World Guide, available in bookstores 
  and game stores everywhere, and online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  consolidate her control of the dark folk community, many 
  members of which she led toward the surface. There, 
  they familiarized themselves with the sewers beneath 
  Karcau and began capturing innocents. Some they have 
  sacrificed, but others they keep in cells as the dark folk 
  break into the caverns beneath Miregrold Manor once 
  more and prepare to frame the Society for all of Karcau’s 
  woes—including the recent abduction of Olivina, 
  Sharnau, one of the city’s most acclaimed virtuosos.
  SUMMARY
  The PCs meet with Venture-Captain Basia Kalistoff in 
  the lobby of the famed Cloisoi Theater. There she briefs 
  them on the current kidnapping crisis before being 
  interrupted by the theatergoers’ loud departure. Among 
  them is Countess Sasandra Livgrace, who points the PCs 
  toward an initial lead backstage. There the PCs encounter 
  a powerful haunt that has taken control of one of Karcau’s 
  notorious theater ghosts. Once the haunt is defeated, 
  the ghost can assist the PCs in their investigation by 
  pointing out evidence that incriminates the “swampers,” 
  a superstitious, backwater community that lives in nearby 
  Graidmere Swamp.
  The swampers attempt to chase the PCs away and 
  refuse to assist in the investigation unless sweet-talked, 
  bribed, or roughed up. Once convinced to cooperate, they 
  deny any involvement. However, they do relay that several 
  dozen mourners wearing fine jewelry have been seen 
  moving about the sewers, especially at the western edge 
  of the city, where an ostentatious funeral parlor known 
  as the Eylusia House stands. The building belongs to 
  local tycoon Zeffiro Lesiege, who also uses the structure 
  to host an infernal cult, yet he is not responsible for the 
  abductions, either. Whether the PCs attempt to infiltrate 
  the building or arrange a meeting, Zeffiro laughs at the 
  prospect of being the kidnapper and instead blames the 
  Pathfinder Society for Karcau’s woes. He prompts the PCs 
  to return to Miregrold Manor to see just how deep the 
  Society’s evil runs.
  At first the manor seems abandoned, and Basia 
  Kalistoff is nowhere to be found. The PCs find additional 
  clues that implicate the dark folk in the abductions 
  and might also clash with a group of dark folk raiders 
  returning from a successful attack. Below the lodge, 
  the PCs confront Zodarna and must act quickly in 
  order to save several high-profile victims, including 
  the abducted opera diva and the venture-captain. Even 
  if they are successful, the PCs must contend with the 
  singer’s modified memory and certainty that the 
  Pathfinders were responsible for her capture; unless the 
  PCs can convince her of the Society’s innocence, even 
  rescuing the woman could result in ruinous defamation 
  of the lodge.
  GETTING STARTED
  Before starting, give Player Handout #1 to any members of 
  the Scarab Sages factions. This handout represents a letter 
  they received soon after being called to Karcau, providing 
  them further instructions from their faction leader.
  Read or paraphrase the following to the players to get 
  the adventure underway.
  The lobby of the Cloisoi Theater is the epitome of aristocratic 
  refinement. Marble statues of noteworthy Ustalavic nobles 
  are on display throughout the room, and the swell of a large 
  orchestra reverberates from the theater beyond. The lobby is 
  empty, save for Venture-Captain Basia Kalistoff, who sits in 
  a velvet chair beneath a large portrait of a young singer. The 
  raven-haired adventurer smooths her dark silk gown, and 
  motions invitingly to several nearby settees.
  “Thank you for joining me this evening, and welcome to 
  Karcau. As you may know, Pathfinders do not enjoy a kind 
  reputation in Ustalav, and the rather brief command of my 
  cousin Skeldon Miregrold did little to help that before nearly 
  being killed by the dark folk years ago; he murdered, betrayed, 
  and stole from many, and he eventually paid the price for it. I 
  have done what I can since then to convince the locals that we 
  are not murderous, grave-robbing vigilantes.
  “Over the past few months, a rash of disappearances has 
  plagued Karcau. At first the victims were shopkeepers and stable 
  boys—tragic, but easily relegated to the guards to investigate. 
  However, last week someone abducted a noblewoman from this 
  very theater.” 
  Basia Kalistoff gestures to the portrait above her, which 
  features a stunningly beautiful woman with a mass of curly red 
  hair and a mischievous grin. “Olivina Sharnau is the darling of 
  the Karcau theater scene and the heiress to a substantial fortune. 
  Her disappearance has piqued concern among the city’s nobility, 
  and it won’t be long until fingers begin pointing at the Pathfinder 
  Society. My hope is that by solving this mystery ourselves, we’ll 
  be seen as heroes and not suspects. Any evidence you can 
  gather to strengthen our case can only help.”
  GM RESOURCES
  This adventure makes use of the following Pathfinder 
  Roleplaying Game products: the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Advanced Player’s Guide, 
  Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3, 
  Pathfinder RPG Bestiary 4, Pathfinder RPG NPC Codex, and 
  Pathfinder RPG Ultimate Magic. These rules can be found 
  online for free as part of the Pathfinder Roleplaying Game 
  Document at paizo.com/prd, and the relevant rules from 
  the NPC Codex and Bestiaries are reprinted at the back of the 
  adventure for the GM’s convenience.
  
  Venture-Captain 
  Basia Kalistoff
  5
  THE DARKEST ABDUCTION
  A thunderous round of applause explodes from beyond the 
  theater’s doors, and Kalistoff raises her voice to be heard above 
  the din. “I recently received a request from Countess Sasandra 
  Livgrace, who inquired about our doing exactly that. She is one 
  of the few and finest nobles who truly trusts the Society, so 
  keeping her vote of confidence—and that of any other noble we 
  can manage—during this investigation is critical. Do you have 
  any questions?”
  At this point the PCs have a chance to ask more 
  questions regarding their mission. Below are likely 
  questions and answers. Also allow the PCs to attempt 
  the Knowledge checks presented at the end of 
  this section.
  Are there any suspects? “On the 
  surface, Karcau is a totally respectable 
  town. However, the sewers beneath 
  the city are extensive and shelter all 
  manner of transients, cults, fugitives, 
  and swampers. These are the usual 
  suspects for any crime in this county. If 
  the perpetrator is hiding down there, 
  you could be looking for a long time 
  before stumbling across the right 
  hidey-hole.”
  Is 
  there 
  any 
  evidence? 
  “Sadly, no, though based on 
  the efficiency with which they 
  snatched Olivina Sharnau, it’s 
  safe to say that the perpetrators are 
  trained infiltrators. I suggest beginning 
  your investigation here to see if you notice 
  anything the city watch missed.”
  How much authority do we have? “The countess has 
  deputized you to make inquiries, though this does not 
  equate to a universal search warrant. You also have 
  provisional permission to make an arrest and use lethal 
  force, but keep in mind that you may have to defend such 
  actions later—especially regarding any nobility or other 
  influential figures in the city.”
  Why do the people of Karcau dislike Pathfinders? 
  “Skeldon Miregrold’s dirty dealings with the dark folk 
  did little to help the Pathfinders’ cause in Ustalav, but 
  the city distrusted the Society long before his time. The 
  nobility see us as petty grave robbers and troublemakers. 
  After all, many of the artifacts in our vaults once belonged 
  to aristocrats like them. I hate being under their thumbs 
  like this, but we need their support. We must convince 
  them we’re trustworthy.”
  Knowledge (geography or local)
  The PCs may already be familiar with Karcau’s culture 
  and geography. If asked, Venture-Captain Basia Kalistoff 
  can provide the information provided in the DC 15+ and 
  DC 20+ entries.
  15+: Karcau is a cultural hub of Ustalav, famous for 
  its opera, theaters, and orchestras. As a result, it also 
  attracts hundreds of aspiring performers who flock to 
  its conservatories and practice in every plaza. Nearby 
  Graidmere Swamp lies just north of the city, and it is the 
  source of countless insects that plague Karcau during the 
  spring and summer. It is common for well-to-do citizens 
  to don veils or masks to ward off these swarms.
  20+: A series of naturally occurring tunnels riddles 
  the ground beneath Karcau. Some are part of the city’s 
  sewer system, though many more remain unused and 
  largely uncharted. Over the centuries, these tunnels 
  have hosted countless, often short-lived cults. They 
  remain a popular refuge for transients, criminals, 
  and many of the superstitious rural folk known as 
  “swampers.”
  25+: The swampers are seldom seen in 
  Karcau proper, though they commonly 
  scavenge in the sewers below. The citizenry 
  typically views the swampers with fearful 
  respect, for despite being seen as 
  backwater bumpkins, the reclusive 
  folk are also supposedly capable 
  of working strange miracles and 
  terrible curses.
  30+: Many of the city’s aristocrats 
  are not content with the abundant 
  theatrical 
  entertainment. 
  Rumors 
  of wine-fueled debauches are rarely 
  mentioned in polite company, but those 
  seeking especially edgy entertainment 
  often find themselves invited to one of these secret 
  parties. Speaking about these events is considered 
  uncouth, and anyone pulling back the curtain on the 
  practice would certainly make numerous enemies 
  among Karcau’s elite.
  Knowledge (history)
  The PCs may know of the haunted background of the 
  Cloisoi Theater.
  15+: A series of murders shook this theater decades ago, 
  and the building is rumored to be haunted.
  20+: The murderer was a makeup artist driven mad by 
  envy. She killed every member of the chorus line before 
  emerging on stage drenched in blood.
  25+: The murderer was named Mad Mad Margaret, 
  and she killed the chorus members with a pair of sewing 
  scissors. Reports of Margaret describe a wide variety of 
  hauntings, ranging from shrieking rage to sorrowfully 
  watching actors as they rush toward the stage. It is said 
  she especially loathes the beautiful.
  
  Countess 
  Sasandra Livgrace
  6
  PATHFINDER SOCIETY SCENARIO
  Knowledge (nobility)
  The PCs may know more about Sinaria’s countess. If 
  asked, Venture-Captain Basia Kalistoff can provide the 
  information provided in the DC 15+ entry.
  15+: Countess Sasandra Livgrace is the unmarried 
  daughter of the elderly Count Birmienon Livgrace, who 
  still lives with her in the Starling House, their estate. She 
  received extensive training in the arts before leading the 
  county. Most consider her a fair and well-intentioned ruler.
  20+: Even though the counts are subservient to 
  Ustalav’s prince, he relies on them, their people, and their 
  wealth to enforce his mandates. As a result, the counts 
  hold considerable sway in the capitol of Caliphas, and 
  commanding a count’s ear could ultimately influence the 
  decisions of the entire nation.
  25+: It is an open secret that Countess Livgrace 
  fell deathly ill toward the end of her studies at the 
  conservatory and disappeared entirely from the public 
  sphere for several months. She has since recovered, 
  but theories abound about what happened to her. 
  She has sometimes exhibited strange outbursts 
  in response to particular tunes, fueling more 
  rumors but not diminishing the public’s respect 
  for her.
  After the PCs finish their questions, the doors 
  to the theater swing open, and the audience 
  streams out. Scores of the Ustalavic elite 
  bedecked in embroidered silks, bejeweled 
  collars, gold broaches, and colorful sashes 
  emerge, most engaging in lively discussions 
  about the performance. Many frown, turn up 
  their noses, or flick open lacy fans to conceal 
  looks of distaste as they pass by Basia Kalistoff. 
  The venture-captain politely acknowledges 
  terse greetings while much of the crowd 
  disperses to attend stylish afterparties. 
  Then, she stands and announces, “We 
  have another appointment—one better 
  held in private.” With that she motions 
  for the PCs to follow, ascends one of 
  the grand staircases, 
  and enters one of 
  the private boxes. 
  Read or paraphrase 
  the following.
  Basia Kalistoff motions toward a regal 
  woman 
  strategically 
  seated 
  where 
  she can watch both her theater box’s 
  entrance and the stage as assistants 
  clean up after the performance. 
  “Allow 
  me 
  to 
  introduce 
  Countess Sasandra Livgrace, 
  ruler of Karcau,” the venture-captain announces softly.
  The countess rises and offers her hand in friendship. “I 
  appreciate your and your associates’ willingness to assist in 
  this matter, Basia. Karcau is no stranger to crime, but what has 
  occurred of late goes beyond what the guards can handle. With 
  the recent disappearance of Olivina Sharnau, the citizens have 
  become especially fearful, and if the perpetrators feel they can 
  get away with one high-profile abduction, they will no doubt 
  attempt more. I doubt there is much time before they strike again.
  “Olivina disappeared from this theater only a few nights 
  ago. I have requested that the dressing room she used remain 
  undisturbed until you inspect it, and I have also arranged for 
  you to have access to the theater this evening to conduct your 
  investigation.” Countess Livgrace turns to the venture-captain and 
  offers a gentle smile. “We have other matters to discuss in the 
  meantime, Basia, so perhaps you would be so kind as to introduce 
  me to those to whom I am entrusting my city’s safety.”
  Basia Kalistoff inclines her head and responds, “They have 
  accomplished so much that I could not do their credentials justice.” 
  She then looks to the assembled agents and adds, “Please be so 
  kind as to introduce yourselves and your qualifications to the 
  Countess Livgrace.”
  This is an opportunity for the players to introduce 
  their characters and each tell a brief anecdote about 
  one of their many accomplishments to date. Try 
  to keep each PC’s tale spinning to a few minutes, 
  reinforced by Basia Kalistoff politely reminding 
  the PC that telling too long a story might let the 
  trail grow cold. Upon concluding the introduction, 
  the PC can attempt a DC 21 Bluff, Diplomacy, or 
  relevant Perform check (DC 25 in Subtier 10–11) 
  to make a lasting impression on the countess. 
  Grant the PC a +2 bonus if he is wearing a 
  courtier’s outfit or finer clothing. Also grant 
  as much as a +5 bonus for a concise story 
  of the PC’s impressive accomplishments—
  so long as he wasn’t especially boorish, 
  presumptuous, 
  or 
  boisterous 
  in 
  its 
  delivery. Impressing the countess can 
  contribute to the adventure’s secondary 
  success condition, and it also plays a 
  part in the Sovereign Court faction’s 
  interests (see below).
  Faction Notes: The Sovereign Court 
  faction is always on the lookout 
  for like-minded, principled, and 
  progressive 
  nobles 
  whom 
  the 
  organization might recruit, and 
  Countess Livgrace is among 
  the best candidates in 
  Ustalav. As the faction 
  presents  a threat to 
  
  7
  THE DARKEST ABDUCTION
  less competent but thoroughly entrenched rulers, it must 
  operate covertly. Therefore, simply inviting the countess 
  to join might confuse her and risk the faction’s secrecy. 
  However, a PC can take a first step in recruiting the countess 
  by making a positive impression with his introduction.
  A. CLOISOI THEATER
  The interior of the Cloisoi Theater is voluminous, plush, 
  and imposing. The high ceilings magnify every sound, 
  and the balcony boxes seem to loom above the floor 
  seating. The darkened stage still features set dressings 
  from the evening’s performance. The smell of expensive 
  perfume lingers on the red velvet chairs. The PCs are free 
  to explore as they see fit, from the seats to the stage to the 
  prop closets. By the time they begin their investigation, 
  the theater’s staff members have left and placed a set of 
  keys to the building on a hook for the PCs to use while 
  they explore.
  On the night that Olivina disappeared, she lingered 
  in the dressing room after a performance. A small team 
  of dark folk wearing compasses around their necks—an 
  approximation of the Society’s wayfinders—crept into the 
  theater through one of the back entrances and abducted her. 
  When she struggled, they knocked her out and dragged her 
  across the stage and out the back door before descending 
  into the sewer from an entrance behind the theater.
  A1. House Seating
  Several hundred seats fill the slightly sloped theater floor. 
  From here, with a successful DC 27 Perception check, a 
  PC can hear alarmed voices coming from backstage. The 
  haunt in area A4 is creating these sounds, which are only 
  audible in certain parts of the theater; from on stage the 
  building seems silent.
  A2. Stage and Crossover
  The stage is tilted slightly toward the audience. Though 
  they look realistic from afar, many of the set pieces seem 
  shoddily built. Many feature protruding nails or jagged 
  bits of unfinished woodwork. With a DC 20 Perception 
  check, a PC can find several strands of curly red hair 
  wrapped around a nail head at about ankle height. These 
  belonged to Olivina and snagged as dark folk dragged her 
  across the stage.
  A3. Prop Storage
  Both wings are packed full of props, extraneous set 
  pieces, and costumes. Fake swords hang from pegs on 
  the walls, dozens of elaborate costumes hang on racks, 
  and rows of crude wooden busts support myriad wigs. A 
  PC who succeeds at a DC 22 Disguise, DC 22 Perform, or 
  DC 27 Perception check discovers that several standard 
  costumes are missing; any respectable theater should 
  have at least one beggar outfit, city guard outfit, and 
  merchant outfit. All of these, along with several wigs, are 
  missing from the Cloisoi collection.
  The door to the main dressing room (area A4) is locked 
  and partly covered with a knee-high pile of bouquets and 
  notes, all of which express some variation of “Olivina—
  We miss you! Come home safely!” One of the keys 
  provided to the PCs can unlock the door.
  A4. Dressing Room (CR 10 or CR 13)
  The dressing room Olivina used a few nights ago is 
  crammed full of vanity mirrors, makeup kits, and 
  discarded bits of clothing. Some of the mirrors are 
  DARKEST DIVINATION
  The PCs may attempt to use divination spells to discern 
  Olivina’s whereabouts, learn her abductor’s identity, or 
  learn more about a suspect. The following answers and 
  descriptions should satisfy common divinations (such as 
  scrying, divination, or locate creature). Particularly clever 
  use of divinations might allow the PCs to skip an entire 
  portion of the investigation, but the adventure’s timeline 
  and certain NPCs’ precautions should prevent the PCs from 
  bypassing the investigation entirely.
  Where is Olivina? The actress is being held in a dark, 
  dank room somewhere in the city of Karcau. She is bound 
  and blindfolded. The moisture and air quality in the room 
  indicate that she’s in the tunnels or sewers beneath the city. 
  At the beginning of the adventure, she is still deep within the 
  sewers, whose running water prevents detection by locate 
  creature. As the PCs investigate, the dark folk move her to a 
  small room beneath Miregrold Manor, which is about half a 
  mile south of the city.
  Who abducted Olivina? The actress’s abductors have 
  lived in the area for many years. They worship dark gods 
  and spend much of their time out of sight. They conceal 
  themselves in black cloaks, and their leader holds a deep 
  personal grudge against the Pathfinder Society.
  Are the swampers responsible? No, the swampers 
  are not involved, but they have glimpsed the perpetrators 
  several times.
  Is Zeffiro Lesiege responsible? Spells such as commune 
  and divination partly deflect this question (e.g. “Those he 
  captured went willingly.”), which is an extension of his cult’s 
  secrecy. Lesiege has much blood on his hands, and he is 
  under the influence of a dark force more powerful than he 
  suspects; however, he is not responsible for these crimes.
  Are the dark folk responsible? Yes. The dark folk have 
  several entrances into the city, and are actively planning 
  more kidnappings. Early in the adventure, Zodarna has not 
  yet broken into Miregrold Manor, so inspecting the premises 
  turns up no signs of the dark folk’s passage.
  
  A. Cloisoi Theater
  Pathfinder Flip-Mat: Theater
  A3
  A3
  A2
  A4
  A1
  N
  1 square = 5 feet
  8
  PATHFINDER SOCIETY SCENARIO
  
  9
  THE DARKEST ABDUCTION
  SCALING ENCOUNTER A4
  To accommodate a group of four PCs, the haunt only affects 
  a random PC in area A4, or the PC closest to the haunt’s area.
  adorned with favorable reviews, trinkets, and script 
  pages. After Olivina’s disappearance several nights 
  ago, Countess Livgrace ordered this room locked until 
  investigators could examine it more closely for evidence. 
  The remaining performers have used several other 
  chambers as dressing rooms since then.
  Creature: This is where the envious hairdresser Mad 
  Mad Margaret enacted her bloody rampage decades ago, 
  murdering an entire chorus line with a pair of sewing 
  scissors. She appears as a frumpy woman in her mid-30s 
  wearing a light, blood-spattered gown and carrying a 
  pair of gore-covered sewing scissors. Several attempted 
  exorcisms since have partly succeeded at calming her 
  restless spirit, and over the past several years she has 
  caused only minor and largely harmless disturbances 
  during dress rehearsals. When the theater’s staff 
  departs, she often lurks in this room, and she is initially 
  indifferent to the PCs and is willing to converse peaceably. 
  She is not intended as a combat threat, but approximate 
  her statistics using the ghost statistics (Pathfinder RPG 
  Bestiary 144) if necessary.
  Haunt: Most stagehands who meet Mad Mad Margaret 
  in this way tend to interact with her for only a moment 
  before she fades away, but Olivina Sharnau’s violent 
  abduction has rekindled Margaret’s raging envy; she 
  persists until a PC mentions the criminal investigation 
  or the singer’s disappearance. This triggers the haunt, 
  which displaces Margaret until it is neutralized or one 
  round after the song of discord effect ends.
  Subtier 7–8 (CR 10)
  HOMICIDAL JEALOUSY 
  CR 10
  CE haunt (area A4)
  Caster Level 10th
  Notice Perception DC 26 (to hear the staccato snipping of scissors)
  hp 20; Trigger proximity; Reset none
  Weakness The haunt is vulnerable to spells that grant a 
  morale bonus or calm a creature, such as calm emotions or 
  heroism. Such spells deal 1d6 points of damage per level of 
  the spell.
  EFFECT
  When triggered, a spectral vision superimposes itself over the 
  room. The vision shows a bedraggled woman splattered in 
  blood, her face painted in a garish caricature of a chorus 
  girl. Around her are several corpses, each featuring a mess 
  of ragged puncture wounds. The woman rants aggressively, 
  berating the corpses for their vanity, and waves a pair 
  of blood-drenched sewing scissors in front of her. She 
  is insensible to any living creatures and ignores them 
  completely. All living creatures in the dressing room and 
  within 20 feet of its door are subject to a song of discord 
  spell (Will DC 20).
  DESTRUCTION
  This haunt is a short-lived manifestation of Mad Mad Margaret’s 
  rage. Once neutralized, the haunt is destroyed.
  Subtier 10–11 (CR 13)
  HOMICIDAL JEALOUSY 
  CR 13
  CE haunt (area A4)
  Caster Level 13th
  Notice Perception DC 28 (to hear the staccato snipping of scissors)
  hp 26; Trigger proximity; Reset none
  Weakness The haunt is vulnerable to spells that grant a 
  morale bonus or calm a creature, such as calm emotions or 
  heroism. Such spells deal 1d6 points of damage per level of 
  the spell.
  EFFECT
  When triggered, a spectral vision superimposes itself over the 
  room. The vision shows a bedraggled woman splattered in 
  blood, her face painted in a garish caricature of a chorus 
  girl. Around her are several corpses, each featuring a mess 
  of ragged puncture wounds. The woman rants aggressively, 
  berating the corpses for their vanity, and waves a pair 
  of blood-drenched sewing scissors in front of her. She 
  is insensible to any living creatures and ignores them 
  completely. All living creatures in the dressing room and 
  within 20 feet of its door are subject to a song of discord 
  spell (Will DC 23). Those affected also gain the benefits of 
  the spell haste during any round in which they try to attack 
  the nearest target.
  DESTRUCTION
  This haunt is a short-lived manifestation of Mad Mad Margaret’s 
  rage. Once neutralized, the haunt is destroyed.
  Development: If the PCs neutralize the haunt, the 
  visions of the corpses, bloodstains, and the sewing 
  scissors disappear. Once they do, Mad Mad Margaret 
  comes to her senses, as if awakened from a troubling 
  dream. She sees the PCs as if for the first time and 
  introduces herself politely as Margaret, master of hair 
  and makeup for the Cloisoi Theater. She has no memory 
  of the murders or her own death, and she dismisses 
  any mentions of those events as bad jokes. In fact, she’s 
  unaware that she’s dead, and she thinks that she’s a 
  current theater employee. Any attempts to convince 
  her of her true situation are met with disbelief and 
  derision—even to the point of making her panic and 
  flee into a nearby room if a “spectral” PC tries to prove 
  that she’s a ghost by passing a hand through her. The 
  
  10
  PATHFINDER SOCIETY SCENARIO
  following are several questions the PCs are likely to ask 
  and the ghost’s responses.
  What happened to Olivina Sharnau? “Ah, she was the 
  one rehearsing just the other night. Yes, I heard Olivina 
  stay late one night to practice a soliloquy, and all of a 
  sudden there was the sound of a scuffle, muffled footsteps, 
  and muffled screams. I suppose it could have been real 
  trouble, but I wouldn’t interrupt over something like 
  that—not after the lecture I got after interrupting the 
  last diva to stalk these halls. No, no…” She trails off while 
  grinding her teeth and nervously clipping her scissors 
  together, though she does not become violent.
  Where did Olivina go? “After the scuffle, I heard them 
  moving across the stage as if dragging a great weight. 
  Makes sense, given that she always bragged about being 
  carried out of the theater by her adoring crowd. I found 
  the building’s back door open a little later, and the sewer 
  grate back there was ajar. She’s a sharp-tongued harpy, 
  but no actor deserves to be dragged off by the swampers 
  like that.” She pauses in thought as her eyes narrow and 
  glance in the direction of the stage. “Almost no one…” 
  She trails off while grinding her teeth and snipping her 
  scissors together. 
  Where could she have gone from there? “Nobody knows 
  the tunnels below like the swampers know them.” The 
  spirit smiles knowingly and sighs romantically. “There 
  are so many tales of the desperate seeking the witches 
  and werebeasts of the mire, wishing for cures, curses, 
  and more. Call on them, and they’ll answer. There’s a 
  sinking manor carved with signs of swamp gods out in 
  Graidmere. Go there and speak this aloud three times: 
  ‘dark marsh, dark secrets, I petition thee.’ The swamp 
  listens, and they’ll answer.”
  Did you know that you’re a ghost? Mad Mad Margaret 
  scoffs and retorts, “Oh my dear, around here we leave the 
  theatrics for the stage!”
  Once the PCs finish interviewing the ghost, she 
  becomes distracted and pursues an unseen figure, fading 
  away as she flies toward one of the walls. 
  B. TANGLEDYNE
  The fetid expanse known as Graidmere Swamp lies 
  northwest of Karcau. Beyond the cosmopolitan confines of 
  the city, the theaters and academies give way to ramshackle 
  farmsteads—moss-draped shacks occupied by suspicious 
  farmers. Gnarled vines seem to pull every structure down 
  into the swamp, and the roads gradually deteriorate into 
  muddy footpaths. The air becomes thick with mosquitoes 
  and the shrill shrieks of unseen creatures.
  The population density drops off swiftly as the PCs 
  travel out of Karcau. In the city, nearly anyone can give 
  basic directions to the swamp, typically accompanied by 
  skeptical looks and the occasional inquiry about the PCs’ 
  motivations or sanity. The swamp itself is quite extensive, 
  but so long as the PCs received directions from Mad Mad 
  Margaret, they are able to find their way to the ruined 
  estate known as Tangledyne, which is approximately one 
  hour’s travel from the city. Tracking down the site without 
  reliable directions requires a successful DC 20 Knowledge 
  (geography), Knowledge (local), or Diplomacy check to 
  gather information, which takes 1d4+1 hours and allows 
  the PCs to learn about Tangledyne through local legends.
  As the PCs approach, read or paraphrase the following.
  Impromptu causeways of soggy debris wind through the swamp, 
  several converging on a decaying stone manor whose walls 
  have settled, sagged, and sunk unevenly into the wet ground. 
  Garlands of sinew strung with animal bones hang from the 
  stones like a threadbare spider web, partly obscuring the small 
  carvings incised into the crumbling stone. A small hut of wooden 
  posts and woven grasses stands atop a nearby hummock.
  The ruined structure dates back several hundred years 
  to a drier period in the county’s history, but as Lake 
  Prophyra rose, the groundwater seeped up and triggered 
  the estate’s quick abandonment and gradual collapse. 
  Long before that, the land site was sacred to the Kellid 
  tribes that traveled here to commune with ancient entities. 
  It now serves as a ritual site where the more magically 
  inclined swampers work their rituals. The wall carvings 
  are very old and partly overgrown with moss and lichen, 
  but with a successful DC 25 Knowledge (religion) check, a 
  PC can identify the long-tailed lizard and three-toed claws 
  as signs of Bokrug, one of the Great Old Ones associated 
  with water and revenge. The small hut nearby contains a 
  reed mat and several small ceramic vessels.
  Human footprints lead from the south to the small hut 
  and back again; a PC can find these days-old imprints 
  with a successful DC 18 Survival check. Many of the 
  swampers who frequent the site are capable of concealing 
  their tracks with magic, and the footprints belong to 
  superstitious petitioners who arrived to request a boon 
  a week ago. 
  Traversing the raised areas presents no problems. On 
  the other hand, the algae-rich, shallow water that covers 
  much of the ground sits atop a thick layer of mud and 
  decaying organic matter, and it is difficult terrain.
  Creatures: As the PCs arrive, there are no other 
  creatures here save for harmless wildlife wading in 
  the water and buzzing above the plants. The PCs can 
  summon the swampers by invoking them with a ritual 
  phrase learned either from Mad Mad Margaret or the 
  more superstitious citizens of Karcau: “Dark marsh, 
  dark secrets, I petition thee,” repeated three times. Upon 
  completing the invocation, the foraging birds, mammals, 
  and insects pause, examine the PCs more closely, and then 
  
  B. Tangledyne
  N
  Pathfinder Flip-Mat: Swamp
  1 square = 5 feet
  11
  THE DARKEST ABDUCTION
  
  12
  PATHFINDER SOCIETY SCENARIO
  hastily depart the area—though it’s not clear whether 
  they do so out of fear or to report to the swampers.
  An hour later, a pair of swamper mystics approaches 
  the hut to hear the PCs’ request and strike a deal. Both 
  are veteran spellcasters who perform miracles for the 
  swamper community and offer their services for hire 
  to the cosmopolitan folk of Karcau. The animal bones 
  and geometric patterns of mud that adorn their armor, 
  clothing, and skin serve as much to disconcert petitioners 
  as they do any more practical purpose. In Subtier 7–8, 
  a pair of dire swamp hogs accompanies them, and in 
  Subtier 10–11 there is instead a giant marsh cat.
  The swampers speak a heavily accented dialect of 
  Common laced with strange slang, and they have a 
  penchant for subtle theatrics that typically spook visitors 
  (e.g. claiming not to have names but to be the voices of 
  the beasts, the swamp, and the water). They first inquire 
  how the PCs learned to call them. If the PCs report that 
  they learned the invocation from the people of Karcau, 
  the swampers remain grim and simply nod. If the 
  PCs instead learned from Mad Mad Margaret or used 
  divinations to learn how to call the swampers, this earns 
  their respect and grants a +2 bonus on Charisma-based 
  skill checks to influence the swampers. 
  The two know that none of the swampers are 
  responsible for the abductions—a report they share 
  willingly. Learning anything more than that requires 
  striking a bargain, subduing the swampers, or magically 
  compelling their cooperation.
  The PCs can offer to pay in material goods—most 
  likely gold, but possibly a magic item with an equivalent 
  market price. In Subtier 7–8, their price is 3,000 gp, and 
  in Subtier 10–11 the price is 6,000 gp. A PC who succeeds 
  at a DC 25 Diplomacy or Intimidate check can reduce 
  the price to half that, but the PCs can only attempt one 
  such check before the swampers insist on the full price. 
  If the PCs balk at the price, the swampers offer the PCs 
  an alternative: they can receive the information for free. 
  With a successful DC 20 Sense Motive check, a PC can 
  infer that there is something more to this offer, and the 
  swampers acknowledge that the swamp always claims its 
  toll in time, even when something seems free. Taking 
  this second option satisfies the swampers but earns each 
  PC the boon The Graidmere Toll on her Chronicle sheet.
  If the PCs prefer to fight for the knowledge, the 
  swampers and their animal allies defend themselves and 
  try to chase the PCs from Graidmere Swamp.
  Subtier 7–8 (CR 10)
  SWAMPER DRUID 
  CR 8
  CN mud shaman (Pathfinder RPG NPC Codex 68; see page 35)
  hp 69
  OFFENSE
  Druid Spells Prepared (CL 9th; concentration +14)
  3rd—greater magic fang (3), stone shapeD, water walk
  TACTICS
  Before Combat The swamper druid casts barkskin, bull’s strength, 
  and freedom of movement before approaching the PCs. He also 
  casts greater magic fang on each of the dire swamp hogs as 
  well as water walk on himself and each of his allies.
  During Combat The swamper druid supports his companions, 
  letting his dire boars and summoned creatures do most 
  of the fighting while he impedes the PCs’ mobility and 
  empowers his minions. If left with no allies, he uses wild 
  shape and uses natural attacks.
  Morale The swamper druid hopes to chase off interlopers but 
  isn’t willing to throw away his life to do so. He surrenders if 
  reduced to 10 or fewer hit points.
  SWAMPSPEAKER 
  CR 8
  N swampwalker (Pathfinder RPG NPC Codex 132; see page 37)
  hp 81
  TACTICS
  Before Combat The swampspeaker casts barkskin on 
  herself and pass without trace on her companions 
  before approaching.
  During Combat The swampspeaker prefers to attack from 
  range, allowing her allies to pin down opponents in melee. 
  Morale The swampspeaker fights until incapacitated, but if 
  the swamper druid surrenders, the swampspeaker flees 
  into the marsh. 
  DIRE SWAMP HOGS (2) 
  CR 4
  Dire boars (Pathfinder RPG Bestiary 36; see page 29)
  hp 42 each
  TACTICS
  During Combat The dire boars attack on the swamper druid’s 
  command, mauling whichever PCs are closest to them.
  Morale The boars fight to the death or until one of the 
  swampers commands them to stop.
  Subtier 10–11 (CR 13)
  SWAMPSPEAKER 
  CR 12
  CN tribal leader (Pathfinder RPG NPC Codex 36; see page 38)
  hp 78 
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 7-8: Remove the swampspeaker from the 
  encounter.
  Subtier 10-11: Remove the swamper druid from the 
  encounter.
  
  13
  THE DARKEST ABDUCTION
  TACTICS
  Before Combat The swampspeaker casts expeditious retreat 
  and see invisibility before approaching the PCs.
  During Combat The swampspeaker combines her spellcasting 
  and bardic performance to augment her allies and debilitate 
  her enemies before she begins stabbing foes with her spear.
  Morale The tribal leader does not fight to the death, and she 
  surrenders if reduced to 10 or fewer hit points.
  SWAMPER DRUID 
  CR 8
  hp 69 (Pathfinder RPG NPC Codex 68; use the statistics on page 
  35 and from Subtier 7–8 on page 12)
  GIANT MARSH CAT 
  CR 8
  Dire tiger (Pathfinder RPG Bestiary 265; see page 29)
  hp 105 
  TACTICS
  During Combat The giant marsh cat attacks whichever PCs are 
  closest to the swamper druid unless directed to do otherwise.
  Morale The giant marsh cat fights to the death.
  Development: Once the PCs have paid for the 
  information or subdued the mystics, any surviving 
  swampers share what they know: the swamper community 
  has spotted several groups of strange figures dressed as 
  mourners moving about the sewers and tunnels beneath 
  the city. Many wore fine jewelry, and several carried 
  bundles wrapped in gray linen—much the same shape as 
  bodies swathed in shrouds. Most of the sightings have 
  taken place at the west end of the city, and the swampers 
  suspect that these cloaked figures are using the sewers 
  to reach the Eylusia Building, an extravagant funerary 
  business operated by Zeffiro Lesiege. For several years the 
  swampers have known of a concealed passage that leads 
  to the Eylusia Building, but even then anyone using it 
  traveled alone or in pairs; the groups seen lately number 
  as many as 15 individuals at a time. The sewer inhabitants 
  have tried to confront these suspicious figures several 
  times, only to watch as the strangers melted into the 
  gloom. Those who try to investigate further have turned 
  up dead or disappeared entirely.
  If the PCs convinced the swampers to share this 
  information without violence or considerable coercion, 
  the two also warn the Pathfinders that the Eylusia 
  Building has several anti-intrusion devices that guard 
  Lesiege’s business—far more than an honest businessman 
  would require.
  Rewards: If the PCs never struck a deal with the 
  swampers, or if the PCs fought the swampers and lost, 
  reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 1,052 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,586 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,120 gp. 
  Diplomacy (gather information) or 
  Knowledge (local)
  Upon learning of Zeffiro Lesiege’s possible involvement in 
  the abductions, the PCs might learn further information 
  about the man and his business. Note that his infernal 
  allegiance is a closely guarded secret, and it’s unlikely 
  that the PCs should discover this during the adventure—
  much less while gathering information.
  10+ The extravagant Eylusia Building is a towering 
  funeral parlor built by Zeffiro Lesiege, one of Karcau’s 
  most well-known citizens. The structure resembles a 
  giant mausoleum.
  15+ Until a little more than a decade ago, Lesiege was a 
  simple undertaker, but his infectious showmanship has 
  transformed local funerals into flashy, opulent affairs—
  which in turn have made him one of the wealthiest 
  citizens of Karcau. He is now considered a leading 
  trendsetter and a rising star in the city’s social scene, and 
  most of Karcau’s nobility hold him in high esteem and 
  would look poorly upon anyone slandering his name.
  35+ Lesiege has an appetite for vices of all sorts, from 
  food to drugs to companionship. He spends many nights 
  out on the town indulging his insatiable desires. Those 
  seeking similar iniquities sometimes contact him to 
  learn what Karcau has to offer. Perhaps some of the 
  nobles who defend Zeffiro Lesiege’s reputation do so 
  thanks to the plump dossier of blackmail he has no doubt 
  accumulated over the years.
  C. THE EYLUSIA BUILDING
  The five-story Eylusia Building is among the most 
  conspicuous in Karcau, and it is visible from almost 
  anywhere in the city. Tall, ornate, and styled like an 
  ornate mausoleum, it stands out as a monument to the 
  egotism of its owner, Zeffiro Lesiege (NE male human 
  cleric of Alichino 5—use the medium on page 299 of the 
  Pathfinder RPG GameMastery Guide to approximate his 
  statistics; see page 34).
  Most activity in the building is entirely legitimate. 
  The ground floor serves as an ostentatious showroom 
  for the coffins and displays created on the floor above. 
  The third level houses workrooms for embalming the 
  dead, and the fourth floor is administrative. Even the 
  penthouse office on the fifth floor (areas C1 through C4) 
  is relatively innocent. Only the hidden basement contains 
  substantive signs of the Eylusia Building’s darker role: the 
  headquarters for a cult of Alichino, Jester Prince of the 
  Cage and infernal malebranche of deception, madness, 
  and royalty. 
  Unveiling and defeating the diabolical cult is beyond 
  the intended scope of the scenario; after all, Lesiege has 
  many of Karcau’s elite members of society wound around 
  his finger thanks to their love of his services, the blackmail 
  
  C. The Eylusia Building
  Pathfinder Campaign Setting: Hell Unleashed
  1 square = 5 feet
  N
  C1
  C2
  C3
  C3
  C3
  C4
  14
  PATHFINDER SOCIETY SCENARIO
  he holds over them, their inculcation in the cult, or any 
  number of other factors. Doing more than breaking in, 
  finding evidence, and leaving could cause a serious debacle 
  that besmirches the Society’s reputation—even though 
  Lesiege is truly an evil scoundrel. At any given time, there 
  are at least four well-to-do citizens or nobles nearby (use 
  the noble scion statistics on page 288 of Pathfinder RPG 
  GameMastery Guide; see page 34), and the cleric can call 
  upon them if the building is under attack. These are all 
  respected members of the community, and harming them 
  can have grave repercussions (see Development).
  While the PCs conduct their investigation, Zeffiro 
  Lesiege is elsewhere in the city, likely indulging in sinful 
  excesses of one sort or another. The pair of attendants 
  managing the ground floor know little about the 
  building’s basement, its secrets, or Lesiege’s current 
  whereabouts. They prompt PCs who ask after Lesiege to 
  leave a card so that he can arrange an appointment with 
  them. After all, as they say, “Mr. Lesiege is a very busy 
  man.” They are happy, however, to sell the PCs a coffin or 
  pitch the Eylusia’s many funerary services. 
  Sneaking past the attendants requires a successful DC 20 
  Stealth check, allowing the PCs to ascend to the penthouse 
  office. Intimidating or physically restraining the attendants 
  is simple at the PCs’ level, though an attack during the day 
  almost certainly attracts the attention of guards. The PCs 
  are also powerful enough that they might use teleportation 
  magic to travel straight to the office or basement.
  The most straightforward way into the basement 
  temple is through the sewers. If the PCs received 
  directions from the swampers, they can find a concealed 
  entrance that leads to area C1.
  C1. Dungeon Entrance
  Reaching the basement entrance of the Eylusia house 
  requires a skiff, which the PCs can requisition from 
  
  15
  THE DARKEST ABDUCTION
  SCALING ENCOUNTER C2
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 7–8: Remove a clockwork soldier from the 
  encounter. Also, reduce the Perception DC of the nightmare 
  vapor trap to DC 19.
  Subtier 10–11: Remove both clockwork soldiers from the 
  encounter. Reduce the Perception DC of the nightmare vapor 
  trap to 23. Reduce the Disable Device DC of the trap to 27. 
  local authorities, rent from sewer-dwelling swampers, 
  or acquire by any other means. The entrance lies past 
  a vertical sewer grate that easily swings open, and the 
  tunnel’s dank brink walls lead to an arched entryway 
  with a strong wooden door (hardness 5, hp 20, break DC 
  25) and a sturdy lock (Disable Device DC 27). The left half 
  of the door is painted black, the right half white, and both 
  are in need of a fresh coat thanks to the discoloration 
  from years of exposure to moist air. The decoration is 
  reminiscent of Nethys’s holy symbol, but in fact it’s a 
  veiled homage to Alichino, a malebranche known as the 
  Jester Prince of the Cage.
  C2. Ceremonial Chamber
  This low-ceilinged chamber features two pairs of manacles 
  bolted to the floor in the center of the room. The stone 
  floor beneath them is stained rust-brown. Hundreds of half-
  melted candles populate the floor, along with several ritual 
  ingredients, such as jars of tallow, salt, ash, and small bones. 
  Fifteen alcoves line the room, each concealed with a heavy 
  curtain. 
  Here the cult performs its most dramatics rites, 
  during which time leaders often pull aside one of the 
  northern curtains to reveal a stylized statue of Alichino, 
  complete with dark wings and a wicked grin; a PC can 
  identify the subject with a successful DC 20 Knowledge 
  (planes or religion) check. The high-ranking clientele 
  that Lesiege invites to his debauches are more easily 
  seduced by erotic, culinary, and narcotic excess than by 
  the “traditional” fixtures of an evil cult, such as human 
  sacrifice, although the cult has recently escalated to 
  those extremes.
  The southwest alcove leads to a hallway, and a slight 
  draft causes the curtain to move ever so slightly. A PC 
  who succeeds at a DC 15 Perception check can detect this 
  subtle movement.
  Trap: One of the chamber’s first lines of defense 
  is pressure plates that trigger a trap when no longer 
  depressed by a heavy weight; a clockwork construct 
  (see creatures below) stands atop each of these pressure 
  plates at the beginning of the encounter. The trap sprays 
  a cloud of nightmare vapor (save DC 20; frequency 1/round 
  for 6 rounds; effect 1 Wisdom damage and confused for 
  1 round; cure 2 saves) that fills the entire room. It is 
  possible to detect and disable the trap while only 5 feet 
  into the room.
  Creatures: Several other alcoves contain clockwork 
  constructs in various poses of profane obeisance. They 
  watch for intruders who do not bear the unholy symbol 
  of Alichino, moving to intercept any such figures if they 
  move more than 10 feet into the room.
  Subtier 7–8 (CR 10) 
  NIGHTMARE VAPOR TRAP 
  CR 7
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location (when clockwork soldiers move off of pressure 
  plates); Reset repair
  Effect poison gas (nightmare vapor); never miss; multiple 
  targets (all targets in area C2)
  CLOCKWORK SOLDIERS (3) 
  CR 6
  hp 64 (Pathfinder RPG Bestiary 3 57; see page 31)
  TACTICS
  During Combat The clockwork soldiers fight nearby targets, 
  preferentially targeting foes that are actively fighting back. This 
  provides them a chance to avoid attacking confused targets. 
  Morale The clockwork soldiers fight until destroyed.
  Subtier 10–11 (CR 13) 
  NIGHTMARE VAPOR TRAP 
  CR 10
  Type mechanical; Perception DC 30; Disable Device DC 25
  EFFECTS
  Trigger proximity (when clockwork mages move off of pressure 
  plates); Reset repair
  Effect poison gas (nightmare vapor); never miss; multiple 
  targets (all targets in area C2)
  CLOCKWORK MAGES (2) 
  CR 9
  hp 102 (Pathfinder RPG Bestiary 4 32; see page 30)
  TACTICS
  During Combat The clockwork mages have slightly more 
  tactical acumen than the clockwork soldiers. The mages 
  keep their distance from melee attackers and target the PCs 
  with evocation spells.
  Morale The clockwork mages fight until destroyed.
  CLOCKWORK SOLDIERS (2) 
  CR 6
  hp 64 (Pathfinder RPG Bestiary 3 57; see page 31)
  TACTICS
  Use the tactics from Subtier 7–8 above.
  
  16
  PATHFINDER SOCIETY SCENARIO
  Treasure: Numerous gems and baubles rest around the 
  statue’s base. There is also an alchemical journal that 
  bears only the name “The Beast Within” as its author. 
  This is a journal of the beast within (Pathfinder RPG Ultimate 
  Magic 123).
  Development: When the pressure plates release—
  whether or not the trap successfully triggers as a result—
  Zeffiro Lesiege becomes aware that someone has entered 
  the basement without his permission. He quickly returns 
  to the Eylusia House and gathers several of his most loyal 
  followers to inspect the disturbance. Even if the PCs 
  completely bypass this challenge or find an alternate means 
  into the basement, Lesiege begins moving toward the 
  Eylusia House’s basement—from a narrative standpoint, 
  this is so that the PCs can confront him. It is important 
  that this meeting happen, even if it later involves tracking 
  down Lesiege and questioning him at a private club.
  Rewards: If the PCs fail to defeat the clockwork guards, 
  reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 1,013 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,263 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,513 gp. 
  C3. Private Playrooms
  A winding hallway leads past several small rooms, each 
  equipped for a range of drug consumption and sexual acts. 
  C4. Cult Commons
  This large room is strewn with pillows, empty wine bottles, 
  hookahs, and bits of clothing. The smell of musk and incense 
  hangs in the air.
  The room is still a mess following the raucous activities 
  several nights before, though the participants have long 
  since cleared out.
  Creatures: As the PCs investigate this room, Zeffiro 
  Lesiege and four of his more loyal noble allies descend 
  the lift and make their way to the room. Lesiege and his 
  followers all wear the same expensive clothing they wore 
  previously, though everyone but Lesiege wears a stylized 
  jester mask that covers his or her face. With a successful 
  DC 20 Knowledge (nobility) or DC 30 Knowledge (local) 
  check, a PC can notice accessories, insignias, or other 
  features that identify the followers as landed nobility 
  and influential members of the community. Lesiege 
  hardly seems threatened, as he is secure in his power 
  and authority.
  “I’m Zeffiro Lesiege, and you’re trespassing. State your 
  business,” he says. Based on recent rumors tying the 
  Pathfinder Society to the abductions and those crimes’ 
  investigation, he infers that any unwelcome visitors are 
  likely Pathfinders.
  Lesiege is unarmed, and if the PCs become aggressive, 
  he reminds them that he wields greater power in Karcau 
  than most nobles; in the span of a single dinner party, he 
  could have the Pathfinder Society thrown out of the county 
  and blackballed for a decade. Despite his annoyance, he 
  is willing to hear out the PCs’ inquiry and accusations. 
  The following are his responses to likely accusations and 
  questions, including how true the statements are. A PC 
  who succeeds at a DC 20 Sense Motive check can sense 
  whether he is lying or omitting key information.
  You abducted Olivina Sharnau! “It wounds me that you 
  would think so. I would not be so uncouth as to kidnap 
  someone, much less one of my favorite actresses.” This 
  is true.
  You are an evil diabolist! Lesiege motions to the 
  plush accommodations. “I offer a service—a temporary 
  escape—for those burdened by life’s woes, be they 
  professional or personal. That makes me no more evil 
  than a playwright.” This is not quite true, for Lesiege 
  is both evil and knowingly worships a powerful devil. 
  However, his primary motivation is sinful pleasure, and 
  his faith is primarily a means to an end.
  You shall die for being evil! “Kill an upstanding 
  businessman in his own establishment, in the presence 
  of reputable witnesses? Imagine the uproar if I were to 
  die and then be slandered by Pathfinders. No, I suspect 
  I can overlook your breaking into my business if you’re 
  able to overlook my innocent foibles.” This is true. 
  Killing Lesiege could result in terrible reprisals against 
  the Society, despite his infernal ties.
  Witnesses saw bodies being carried here! Lesiege 
  laughs politely. “I run the finest funerary business for 
  a hundred miles. I would consider it bad for business if 
  nobles didn’t frequently turn up dead on my premises! 
  No, you have been misled. My employees saw the 
  same intruders but chased them off. One dropped his 
  rucksack—it’s yours if you want it.” 
  This is true. The dark folk may have carried 
  kidnapped victims near here, but Lesiege had nothing 
  to do with the operation. The bag he gives the PCs 
  contains a sheathed short sword and an unstopped vial 
  with a residue of black smear, a poison favored by dark 
  folk. A PC who succeeds at a DC 20 Craft (alchemy) or 
  Knowledge (dungeoneering or local) check can identify 
  the poison and its likely provenance.
  You’re behind the recent kidnappings! Lesiege laughs 
  mockingly. “You Pathfinders think you can poke your 
  noses wherever you want, taking whatever you please, 
  leaving a trail of destruction in you wake. You grave-
  robbers should look to your own sins before casting 
  dispersions on others. My agents followed the body 
  snatchers back to their lair. Go back to your tacky lodge 
  and ask your venture-captain who might have cause to 
  
  D. Miregrold 
  Manor
  N
  Pathfinder Society Scenario #47: The Darkest Vengeance
  1 square = 5 feet
  D10
  D12
  D11
  D13
  D15
  D14
  D6
  D4
  D1
  D2
  D3
  D5
  D9
  D7
  D8
  17
  THE DARKEST ABDUCTION
  snatch up Karcau’s citizens.” This is true, and it identifies 
  Miregrold Manor as the criminals’ base of operations.
  Development: So long as the PCs withdraw peacefully, 
  Zeffiro Lesiege gives them no further trouble. If the PCs 
  fight, kill, capture, or arrest the cleric, it results in nothing 
  but trouble for the Society. Dozens of Karcau’s noteworthy 
  citizens clamor for an investigation into his murder or 
  for his release from prison, as appropriate. Word quickly 
  spreads that the Society is to blame, which only reinforces 
  local beliefs about the organization. Even if the PCs 
  provide a detailed expose into the Eylusia House’s cult, the 
  PCs are almost certainly considered more blameworthy 
  for having illegally entered private property and secured 
  the evidence through dubious and violent means.
  D. MIREGROLD MANOR
  Miregrold Manor is perched on a hillside estate that 
  overlooks Karcau proper. An unruly garden and a copse of 
  trees, through which a cobblestone path runs, isolates the 
  manor from the general public. The manor is designed in 
  a classic Ustalavic style, with a steep roof, arched window 
  frames, and a pair of slender turrets flanking the front door.
  By the time the PCs visit the manor, they have almost 
  certainly investigated some combination of the Cloisoi 
  Theater, Graidmere Swamp, and the Eylusia Building. 
  By then, Zodarna and the other dark folk have already 
  put their plan into motion, quietly breaking into the 
  manor from the tunnels below, subduing Basia Kalistoff, 
  and transporting many of their other captives into the 
  sprawling lodge. As part of the attack, the dark folk have 
  closed the manor’s curtains and wait for investigators 
  to inspect the lodge, find the kidnapped nobles, and 
  condemn the Society. They hope this will bring ruin to 
  the entire organization.
  Zodarna has left numerous messages on scraps of 
  paper scattered throughout the manor’s ground floor. 
  The messages are meant to taunt surviving Pathfinder 
  agents, but they are too vague to serve as evidence in 
  the Society’s defense. For each she used an ink that 
  disappears within a few seconds when exposed to 
  normal or bright light. A PC who exposes this ink to 
  light can quickly read the message before it fades away 
  with a successful DC 22 Perception check. Exploring the 
  manor in darkness or dim light preserves the writing.
  
  18
  PATHFINDER SOCIETY SCENARIO
  D1. Front Door
  Miregrold Manor’s iron front door is adorned with bronze 
  filigree and a lion’s-head knocker. The door is unlocked, 
  despite the superior lock built into its massive handle.
  D2. Main Foyer
  Inside the front door, a compass-rose inlay decorates the 
  wooden floor. A massive stuffed elk head hangs on the 
  wall opposite the door. A pair of hallways exits the foyer 
  on either side of a curio-covered mantle. A large scrap of 
  paper sits beneath a squat granite statuette of a reclining 
  person with a dog face; the scrap is Player Handout #2, 
  written in the disappearing ink.
  A pair of coat racks stands to either side of the door. 
  One rack holds several fur coats that match the current 
  fashion trends in Karcau. However, the other rack 
  features several odd costumes: a full suit of threadbare 
  burlap, the heavy canvas coat of a city guardsman, and 
  the breezy silk jacket of a visiting merchant. If the PCs 
  noticed the missing costumes while in the prop room of 
  the Cloisoi Theater (area A3), they recognize the stolen 
  outfits now. If the PCs failed to notice the missing 
  costumes in the prop room, a successful DC 22 Appraise 
  or Perform check now allows them to discover custom 
  tags stitched to the interior of the clothes that read, 
  “Property of the Cloisoi.”
  D3. Lounge
  The lounge features a trio of velvet-upholstered settees, 
  each with an accompanying wooden end table. A long 
  mantle displays several artifacts from across Garund 
  and Casmaron, including a collection of antique blades. 
  A nearby wet bar holds dozens of bottles from across 
  Golarion. A decanter of expensive brandy sits open on the 
  bar, slowly evaporating; a scrap of paper—Player Handout 
  #3—lies next to the bottle. An elaborate Keleshite rug 
  stained with muddy footprints sprawls across the floor. 
  A successful DC 18 Survival check determines that the 
  footprints were made by several Medium humanoids 
  whose feet were wrapped in cloth, as if to muffle the 
  sound of their footsteps.
  D4. Dining Area
  A solid oak dining table sits in the center of the room, 
  surrounded by high-backed chairs. Two cabinets display 
  full sets of delicate Tian porcelain. A PC who succeeds 
  at a DC 17 Perception check finds dried wine stains and 
  several chunks of dried food on the rug beneath the table. 
  Exceeding the check DC by 5 or more also reveals that 
  several pieces of porcelain are missing from the cabinet, 
  and the legs of both the table and the chairs were recently 
  dented. In place of one of the missing dishes is a scrap of 
  paper: Player Handout #4.
  D5. Sun Porch
  This cozy sun porch harbors several pieces of light rattan 
  furniture. On the low central table are half-finished 
  drinks filled with watered-down, room-temperature 
  liquor. There is no condensation on the glasses, so it’s 
  likely the drinks were served with ice many hours ago 
  and subsequently abandoned. Several playbills from the 
  Cloisoi Theater lie strewn around the lounge. The cover 
  of each playbill features a portrait of the Olivina Sharnau 
  wearing the beggar costume that currently hangs in area 
  D2. The play advertised is called “Orphan of Okeno.” 
  Just underneath the playbill is a scrap of paper: Player 
  Handout #5.
  D6. Rear Entrance
  The rear door to Miregrold Manor is made of sturdy 
  wood (hardness 5, hp 20, break DC 25) and is sealed with a 
  well-crafted lock (Disable Device DC 30).
  D7. Cold Porch
  Enclosing this open-air porch is an iron trellis, which 
  supports a tangle of thorny rose vines. A gap in the trellis 
  offers access to a slightly unkempt rear flower garden. A 
  PC who succeeds at a DC 20 Perception check notices a 
  small scrap of cloth dangling from one of the rose thorns 
  near the entrance to the garden. The fabric is coarse, 
  blackened with grime, and smells overwhelmingly of 
  sewage and body odor.
  D8. Kitchen
  The expansive and well-stocked kitchen is a mess. 
  Pots, pans, and cooking utensils lie strewn across the 
  countertops, crusted over with food residue. A rubbish 
  bin sits along the wall, filled with several meals worth of 
  food and a handful of porcelain shards. The food matches 
  the stains found on the rug in area D4, and the shards 
  match the porcelain missing from the cabinet. Nailed to 
  the door to area D9 is a scrap of paper: Player Handout #6
  D9. Kitchen Store Room
  This pantry is in a state of disarray. It once contained 
  shelves filled with dried foods, canned goods, and bags 
  of root vegetables. However, something has torn several 
  of the shelves off the walls, littering the floor with 
  broken jars and wooden planks. A concealed door that 
  the shelves once obscured now hangs open, revealing 
  OPTIONAL ENCOUNTER
  The encounter in area D10 is optional. If fewer than 90 
  minutes remain in which to complete the scenario, skip 
  this encounter.
  
  19
  THE DARKEST ABDUCTION
  a stone staircase beyond. The way in which the debris 
  is arrayed suggests someone broke down the door from 
  inside the stairwell. Player Handout #7, the last scrap of 
  paper, lies atop the wreckage.
  D10. Conference Room (CR 10 or CR 13)
  This room’s only furnishings are a large table and several 
  chairs. The three doorways to the west lead to bedrooms, 
  and the one to the east leads to a storage room.
  Creatures: Several of Zodarna’s subordinate dark 
  stalker allies are here, watching from behind closed 
  curtains for anyone approaching. The dark folk hope 
  that a municipal delegation will appear and uncover the 
  Pathfinder Society’s crimes. When they instead spot the 
  PCs, the dark stalkers send a quick warning down to 
  Zodarna and then gather here, listening for the PCs to 
  split up before sneaking down the stairs, climbing out a 
  window, or using their shadow jump ability to attack. In 
  the interest of the adventure’s pacing, consider delaying 
  this attack until the PCs have had a chance to find several 
  of the clues the dark folk left when they invaded the lodge 
  several hours ago.
  In Subtier 7–8, two shadow mastiffs accompany the dark 
  stalkers, which know enough commands in Common to 
  give the hounds basic orders. In Subtier 10–11, the dark 
  stalkers are shadowdancers, but when they attempted to 
  usurp Zodarna’s authority, she destroyed two of their 
  shadow companions to demonstrate her superiority. 
  Only one shadow companion remains.
  Subtier 7–8 (CR 10)
  DARK STALKER ELITE (3) 
  CR 6
  Dark stalker ranger 3 (Pathfinder RPG Bestiary 54)
  CN Medium humanoid (dark folk)
  Init +6; Senses Perception +15
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+3 armor, +5 Dex, +2 natural)
  hp 70 each (9 HD; 6d8+3d10+27)
  Fort +8, Ref +14, Will +5
  Weakness light blindness
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +12/+7 (1d6+3/19–20), mwk short 
  sword +12 (1d6+3/19–20)
  Ranged mwk composite shortbow +14/+9 (1d6+3/×3)
  Special Attacks combat style (two-weapon), death throes (DC 
  16), favored enemy (humans +2), sneak attack +3d6
  Spell-Like Abilities (CL 6th; concentration +6)
  At will—deeper darkness, detect magic, fog cloud
  STATISTICS
  Str 16, Dex 22, Con 16, Int 9, Wis 15, Cha 11
  Base Atk +7; CMB +10; CMD 26
  Feats Double Slice, Endurance, Point-Blank Shot, Precise Shot, 
  Quick Draw, Two-Weapon Fighting, Weapon Finesse
  Skills Climb +15, Knowledge (dungeoneering) +5, Perception 
  +15, Sleight of Hand +7, Stealth +19, Survival +8; Racial 
  Modifiers +4 Climb, +4 Perception, +4 Stealth
  Languages Dark Folk, Undercommon
  SQ favored terrain (underground +2), poison use, track +1, wild 
  empathy +3
  Other Gear mwk studded leather, mwk short swords (2), mwk 
  composite shortbow (+3 Str) with 20 arrows, black smear 
  poison (6 doses), 79 gp
  SHADOW MASTIFFS (2) 
  CR 5
  hp 51 each (Pathfinder RPG Bestiary 3 241; see page 36)
  Subtier 10–11 (CR 13)
  DARK STALKER ELITE (3) 
  CR 10
  Dark stalker ranger 3/shadowdancer 4 (Pathfinder RPG Core 
  Rulebook 391, Pathfinder RPG Bestiary 54)
  CN Medium humanoid (dark folk)
  Init +6; Senses Perception +22
  DEFENSE
  AC 23, touch 18, flat-footed 16 (+3 armor, +1 deflection, +6 Dex, 
  +1 dodge, +2 natural)
  hp 100 each (13 HD; 10d8+3d10+39)
  Fort +9, Ref +16, Will +8
  Defensive Abilities evasion, uncanny dodge
  Weakness light blindness
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +15/+10 (1d6+4/17–20), +1 short sword 
  +15 (1d6+4/17–20)
  Ranged mwk composite shortbow +17/+12 (1d6+3/×3)
  Special Attacks death throes (DC 16), combat style (two-
  weapon), favored enemy (humans +2), sneak attack +3d6
  Spell-Like Abilities (CL 6th; concentration +6)
  At will—deeper darkness, detect magic, fog cloud
  2/day—shadow illusion (DC 10)
  1/day—shadow call (DC 14)
  STATISTICS
  Str 16, Dex 22, Con 16, Int 10, Wis 15, Cha 11
  Base Atk +10; CMB +13; CMD 31
  Feats Combat Reflexes, Dodge, Double Slice, Endurance, 
  SCALING ENCOUNTER D10
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Remove one dark stalker elite and one 
  shadow mastiff from the encounter.
  Subtier 10–11: Remove one dark stalker elite from the 
  encounter.
  
  20
  PATHFINDER SOCIETY SCENARIO
  Improved Critical (short sword), Iron Will, Mobility, Two-
  Weapon Fighting, Weapon Finesse
  Skills Acrobatics +20, Climb +15, Knowledge (dungeoneering) 
  +8, Perception +22, Perform (dance) +5, Sleight of Hand +15, 
  Stealth +23, Survival +10; Racial Modifiers +4 Climb, +4 
  Perception, +4 Stealth
  Languages Dark Folk, Undercommon
  SQ favored terrain (underground +2), hide in plain sight, poison 
  use, shadow jump (40 ft./day), summon shadow, track +1, 
  wild empathy +3
  Other Gear +1 leather armor, +1 short swords (2), mwk 
  composite shortbow (+3 Str) with 20 arrows, ring of 
  protection +1, black smear (6 doses), 94 gp
  SHADOW COMPANION 
  CR —
  CN Medium undead (incorporeal)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
  hp 50 (3d8+6)
  Fort +8, Ref +12, Will +5; +4 vs. positive energy
  Defensive Abilities incorporeal, channel resistance +2; 
  Immune undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +4 (1d6 Strength damage)
  STATISTICS
  Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
  Base Atk +10; CMB +12; CMD 25
  Feats Dodge, Skill Focus (Perception)
  Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in 
  bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  SPECIAL ABILITIES
  Strength Damage (Su) A shadow’s touch deals 1d6 points 
  of Strength damage to a living creature. This is a negative 
  energy effect. A creature dies if this Strength damage equals 
  or exceeds its actual Strength score.
  Rewards: If the PCs fail to defeat the dark stalkers, 
  reduce each PC’s gold earned as follows. If the PCs skip 
  the optional encounter, ignore this entry.
  Subtier 7–8: Reduce each PC’s gold earned by 1,067 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,378 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,689 gp.
  D11. Basement Foyer
  The preponderance of cobwebs and dust in the stairwell 
  imply that it was decommissioned years ago, yet a series 
  of footprints in the dust indicates that someone used it 
  recently. A PC who succeeds at a DC 18 Survival check can 
  determine that the footprints likely belong to the same 
  creature that tracked mud across the rug in area D5.
  A field of rusty spikes pokes up from the floor at the 
  base of the steps. A PC who succeeds at a DC 15 Disable 
  Device or Perception check can verify that this is a 
  triggered mechanical trap that was never reset. Several of 
  the spikes, the ceiling above the spike field, and the stone 
  walls next to the trap are covered in thick soot. It appears 
  as though some type of explosion occurred on top of the 
  spikes. With a successful DC 27 Knowledge (local) check, 
  a PC can associate it with the flash of white-hot light that 
  results from a dark folk’s death.
  D12. Reliquary
  Shelves line the perimeter of this stone chamber, bearing 
  rawhide dolls, alien figurines, and other strange curios. For 
  every dust-covered relic, another two spaces lie vacant. A 
  dingy pipe organ stands against the west wall, and several 
  barrels and crates are pushed off to the periphery. Most show 
  signs of having been forced opened and appear empty. A small 
  wooden table rests near the middle of the room.
  Creatures: The dark caller Zodarna has gathered 
  several of her key abductees here. She regularly scars 
  them physically and emotionally while disguised as a 
  Pathfinder agent who brags about what her organization 
  truly represents. Using fell rituals, she has called upon 
  two kytons to assist her in her revenge, promising them 
  not only a share of the Society’s treasures but also free 
  reign to inflict whatever pain they desire on her hostages 
  once her mission is done. Once she hears the PCs getting 
  ready to enter the room, Zodarna uses illusions to 
  disguise her allies, several of her hostages, and herself. 
  Except in the unlikely case that the PCs catch Zodarna 
  by surprise, she is just inside the open door to area D13 
  and has used her illusion to look like a closed door. The 
  two kytons both appear as barrels thanks to the illusion.
  There are three captives in the room: the acclaimed 
  actress and singer Olivina Sharnua; Venture-Captain 
  Basia Kalistoff; and Liand Erumont, a judge on the 
  Palatine Council of Vieland whose membership in the 
  Esoteric Order of the Palatine Eye is an open secret in 
  that county. 
  Olivina Sharnau (6 hit points remaining with 
  Constitution 11) is gagged, seated, and bound to the pipe 
  organ’s seat. Zodarna has used her master’s illusion 
  power to make the performer look like a dark caller 
  crouching on the seat with a sword drawn; she has dosed 
  Olivina’s food with an elixir of love to convince her that 
  Zodarna is her ally, thus making the performer a viable 
  target for master’s illusion. Basia Kalistoff is bound and 
  unconscious (22 hit points remaining with Constitution 
  12 and 30 points of nonlethal damage) to one side of the 
  organ, and Zodarna has cast disguise other to make her look 
  
   Zodarna
  21
  THE DARKEST ABDUCTION
  like a slumped-over dark stalker. Finally, Liand Erumont 
  is gagged, bound, conscious (20 hit points remaining 
  with 12 Constitution), and undisguised as he sits with his 
  back against the wall. His fine coat is torn, revealing an 
  ornate scarab tattoo on his inner arm. For the purposes 
  of this encounter, assume that each captive has AC 5 and 
  a +5 bonus on all saving throws.
  As any PCs enter the room, the bewildered, gagged, 
  and disguised Olivina looks up at them. The real 
  Zodarna takes this opportunity to shout, “At long last, 
  Pathfinders, the bread crumbs lead to your own lodge—
  you, the murderers, thieves, and scoundrels Zoathrias 
  should have known you were! Now let all of Ustalav know 
  your secrets!” She then concentrates on the illusion to 
  make it appear as though the disguised Olivina is casting 
  a spell and getting ready to fight.
  This is all an act to lure the PCs into the room where 
  Zodarna and the kytons can cut them to pieces, but not 
  before she hopes one of the PCs kills one of Karcau’s own 
  with his own hand. There are several clues that the PCs 
  might notice to save them from massacring an innocent. 
  First, PCs can attempt the difficult DC 35 Perception 
  check (DC 37 in Subtier 10–11) to see through Olivina’s 
  disguise. Second, a PC who succeeds at a DC 25 Perception 
  can tell that the voice is coming from somewhere other 
  than the masked figure. Third, while Zodarna speaks, 
  Liand Erumont looks toward the PCs and subtly shakes 
  his head. A PC succeeds at a DC 25 Sense Motive check 
  can discern that Erumont is attempting to communicate 
  that something is wrong about the figure at the organ.
  Subtier 7–8 (CR 11)
  KYTONS (2) 
  CR 6
  hp 60 each (Pathfinder RPG Bestiary 185; see page 32) 
  ZODARNA 
  CR 10
  Female dark caller inquisitor of Norgorber 8 (Pathfinder RPG 
  Bestiary 4 42, Pathfinder RPG Advanced Player’s Guide 38)
  NE Medium humanoid (dark folk)
  Init +14; Senses see in darkness; Perception +27
  DEFENSE
  AC 23, touch 17, flat-footed 16 (+3 armor, +6 Dex, +1 dodge, 
  +3 natural)
  hp 128 (16d8+56)
  Fort +11, Ref +14, Will +12
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee short sword of venom +19/+14/+9 (1d6+2/17–20)
  Special Attacks bane (8 rounds/day), death throes, judgment 
  (2, 3/day), sneak attack +2d6
  Spell-Like Abilities (CL 8th; concentration +12)
  Constant—detect magic
  At will—bleed (DC 14)
  3/day—deeper darkness, shadow stepUM
  1/day—shadow conjuration (DC 18)
  Inquisitor Spell-Like Abilities (CL 8th; concentration +12)
  At Will—detect alignment, discern lies (8 rounds/day), 
  master’s illusion (8 rounds/day)
  7/day—copycat (8 rounds)
  Inquisitor Spells Known (CL 8th; concentration +12)
  3rd (3/day)—keen edge, nondetection, seek thoughts 
  (DC 17)
  2nd (5/day)—detect thoughts (DC 16), disguise otherUM, 
  invisibility, see invisibility
  1st (5/day)—alarm, comprehend languages, disguise self, 
  divine favor, shield of faith
  0 (at will)—acid splash, brandAPG (DC 14), detect poison, 
  guidance, read magic, siftAPG
  Domain Trickery
  
  22
  PATHFINDER SOCIETY SCENARIO
  TACTICS
  Before Combat Zodarna casts keen edge on her short sword 
  in addition to see invisibility and nondetection on herself. 
  She activates her master’s illusion domain ability once she 
  believes the PCs are just about to enter the room.
  During Combat Zodarna waits for a moment to see if the 
  PCs fall for her ruse and kill one or more of the captives. 
  She then fights using her kyton allies, darkness, and allies 
  to gain an advantage. If a PC’s magical light source is 
  especially problematic, she uses her scroll of dispel magic 
  to end the effect.
  Morale If the PCs kill one or more of the captives, Zodarna 
  fights until reduced to 25 hit points or fewer before using 
  shadow step to flee to the tunnel below and escape into 
  the Darklands. Otherwise she fights to the death to secure 
  vengeance in blood.
  STATISTICS
  Str 12, Dex 22, Con 16, Int 15, Wis 18, Cha 18
  Base Atk +12; CMB +13; CMD 34
  Feats Blind-Fight, Defensive Combat Training, Dodge, Improved 
  Initiative, Mobility, Nimble Moves, OutflankAPG, Shielded 
  CasterAPG, Skill Focus (Stealth), Weapon Finesse
  Skills Bluff +15, Climb +9, Diplomacy +10, Disguise +15, 
  Intimidate +19, Knowledge (arcana) +11, Knowledge (local) 
  +10, Knowledge (planes) +11, Knowledge (religion) +11, 
  Perception +27, Sense Motive +21, Stealth +35; Racial 
  Modifiers +4 Climb, +4 Perception, +4 Stealth
  Languages Common, Dark Folk, Undercommon
  SQ cunning initiative, monster lore +4, poison use, shadow 
  ritual, solo tactics, track +4
  Combat Gear scroll of dispel magic (CL 11th), wand of 
  countless eyesUM (9 charges); Other Gear short sword of 
  venom (functions as a dagger of venom), +1 leather armor
  Subtier 10–11 (CR 14)
  SACRISTAN KYTONS (2) 
  CR 10
  hp 126 (Pathfinder RPG Bestiary 4 177; see page 33)
  ZODARNA 
  CR 12
  Female dark caller inquisitor of Norgorber 10 (Pathfinder RPG 
  Bestiary 4 42, Pathfinder RPG Advanced Player’s Guide 38)
  NE Medium humanoid (dark folk)
  Init +14; Senses Perception +29
  DEFENSE
  AC 27, touch 20, flat-footed 20 (+4 armor, +3 deflection, +6 Dex, 
  +1 dodge, +3 natural)
  hp 163 (18d8+82)
  Fort +12, Ref +15, Will +13
  Defensive Abilities DR 10/adamantine
  OFFENSE
  Speed 30 ft.
  Melee short sword of venom +20/+15/+10 (1d6+2/17–20)
  Special Attacks bane (10 rounds/day), death throes, judgment 
  (2, 4/day), sneak attack +2d6
  Spell-Like Abilities (CL 8th; concentration +12)
  Constant—detect magic
  At will—bleed (DC 14)
  3/day—deeper darkness, shadow stepUM
  1/day—shadow conjuration (DC 18)
  Inquisitor Spell-Like Abilities (CL 10th; concentration +14)
  At Will—detect alignment, discern lies (10 rounds/day), 
  master’s illusion (10 rounds/day)
  7/day—copycat (10 rounds)
  Inquisitor Spells Known (CL 10th; concentration +14)
  4th (2/day)—fear (DC 18), stoneskin
  3rd (4/day)—heroism, keen edge, nondetection, speak with 
  dead (DC 17)
  2nd (5/day)—detect thoughts (DC 16), disguise otherUM, 
  invisibility, see invisibility, undetectable alignment
  1st (6/day)—alarm, comprehend languages, disguise self, 
  divine favor, shield of faith
  0 (at will)—acid splash, brandAPG (DC 14), detect poison, 
  guidance, read magic, siftAPG
  Domain Trickery
  TACTICS
  Before Combat Zodarna casts keen edge on her short sword 
  in addition to see invisibility, nondetection, undetectable 
  alignment, stoneskin, and shield of faith on herself. She 
  activates her master’s illusion domain ability once she 
  believes the PCs are just about to enter the room.
  During Combat Zodarna waits for a moment to see if the 
  PCs fall for her ruse and kill one or more of the captives. 
  She then fights using her kyton allies, darkness, and allies 
  to gain an advantage. If a PC’s magical light source is 
  especially problematic, she uses her scroll of dispel magic 
  to end the effect.
  Morale If the PCs kill one or more of the captives, Zodarna 
  fights until reduced to 25 hit points or fewer before using 
  shadow step to flee to the tunnel below and escape into 
  the Darklands. Otherwise she fights to the death to secure 
  vengeance in blood.
  Base Statistics Without shield of faith, Zodarna has AC 24, 
  touch 17, flat-footed 17. Without stoneskin, she has no DR. 
  Without keen edge, her sword short deals 1d6+2/19-20.
  STATISTICS
  Str 12, Dex 22, Con 16, Int 15, Wis 18, Cha 18
  Base Atk +13; CMB +14; CMD 36
  Feats Blind-Fight, Defensive Combat Training, Dodge, Improved 
  Initiative, Mobility, Nimble Moves, OutflankAPG, Precise 
  StrikeAPG, Shielded CasterAPG, Skill Focus (Stealth), Toughness, 
  Weapon Finesse
  Skills Bluff +17, Climb +9, Diplomacy +10, Disguise +17, 
  Intimidate +22, Knowledge (arcana) +12, Knowledge (local) 
  +10, Knowledge (planes) +12, Knowledge (religion) +12, 
  Perception +29, Sense Motive +25, Stealth +37; Racial 
  
  23
  THE DARKEST ABDUCTION
  SCALING ENCOUNTER D12
  Make the following adjustments to accommodate a party 
  of four PCs:
  Subtier 7–8: Remove the kytons from the encounter.
  Subtier 10–11: Remove one of the sacristan kytons from 
  the encounter.
  Modifiers +4 Climb, +4 Perception, +4 Stealth
  Languages Common, Dark Folk, Undercommon
  SQ cunning initiative, monster lore +4, poison use, shadow 
  ritual, solo tactics, track +5
  Combat Gear scroll of dispel magic (CL 11th), wand of 
  countless eyesUM (9 charges), wand of restoration (3 
  charges); Other Gear short sword of venom (functions as a 
  dagger of venom), +2 leather armor
  Development: How this encounter concludes depends 
  in large part on whether the PCs harmed or killed any of 
  the captives. Basia Kalistoff is thoroughly embarrassed by 
  being captured soon after her meeting with the countess, 
  though the venture-captain suspects no misdeeds on the 
  part of Lady Livgrace. Basia helps the PCs check on the 
  well-being of the other captives and then heads upstairs 
  to check the status of the rest of the lodge and signal for 
  Karcau’s guards.
  So long as Liand Erumont survived and suffered 
  minimal further harm during the encounter, he thanks 
  the PCs and explains that he was abducted while visiting 
  family in Karcau only a day or two ago. Most of the 
  cruelties inflicted on him since were at the hand of Basia 
  Kalistoff, though he suspects that possession may have 
  been the cause (in fact it was Zodarna in disguise). He 
  can vouch for the PCs’ good intentions and provides what 
  credible testimony he can when presenting conclusions 
  to the countess.
  The most difficult captive is Olivina Sharnau, the very 
  person the PCs were supposed to rescue in the course 
  of solving the abductions. Unfortunately, Olivina has 
  spent many years familiarizing herself with the overly 
  elaborate plots of Chelish and Ustalavic operas, making 
  her more willing to believe the lies that the disguised 
  Zodarna concocted. She even has come up with a few ill-
  founded theories of her own about what has been going 
  on. On top of that, she already bought into the relatively 
  common belief that the Pathfinders are grave-robbing 
  hooligans. By Olivina’s reckoning, Pathfinders abducted 
  her while she was in the Cloisoi Theater, beat her savagely, 
  kept her in the sewers until her adoring fans could search 
  no longer, then dragged her through dark tunnels to 
  this profane cellar. Using her natural charm, she was 
  able to convince one of the Society’s slaves (Zodarna in 
  disguise) to share what he could about her captors’ foul 
  deeds; however, sharing the secrets earned the slave 
  punishment, and the foul mistress of the lodge (once 
  again Zodarna in disguise) brought her torture demons 
  to interrogate Olivina so as to better crush all that is 
  beautiful in this world—starting with Karcau itself!
  The theatrical diva modifies her theories as needed to 
  rebut any PC claims regarding the dark folk involvement, 
  going so far as to believe that the Pathfinders set up 
  a clever scene to make themselves appear as heroes 
  when, in fact, they are clearly villains. Even though she 
  is grasping at straws to spin her experience in a way 
  that might punish the Pathfinders for their perceived 
  crimes, Olivina is susceptible to reason, patience, and 
  enchantments. A PC who explains the course of events 
  to her without browbeating her can convince her to set 
  aside her own story and accept that the Society might 
  not be at fault. Doing so requires a successful DC 30 Bluff 
  or Diplomacy check (DC 35 in Subtier 10–11). Presenting 
  her with any physical evidence that corroborates their 
  version of events (including a captured Zodarna) grants 
  the PCs a +2 circumstance bonus (maximum two pieces 
  of evidence). Having Liand Erumont speak in their 
  defense grants an additional +2 bonus. Finally, the 
  PCs can gain as much as an additional +5 bonus if they 
  frame their narrative using theatrical terminology or 
  explanations—or just by fawning over Olivina while 
  referencing her latest project: “Orphan of Okeno.”
  If the PCs convince Olivina of their innocence, she 
  offers a hollow apology and cooperates in leaving the 
  manor and not slandering the Society further. If they 
  fail, she stubbornly insists on remaining in the basement 
  until the rightful authorities of Karcau can rescue her 
  and witness for themselves the deplorable acts of the 
  Pathfinder Society. If the PCs killed Olivina, convincing 
  her that the Pathfinders are not evil is nigh impossible; 
  increase the DC of all Bluff or Diplomacy checks made 
  to influence her by 20, and she is considered hostile. She 
  clings to this conclusion even if the PCs bring her back to 
  life or question her with speak with dead.
  Faction Notes: Liand Erumont is a member of the Esoteric 
  Order of the Palatine Eye, an organization that is half 
  secretive social club and half hierarchical occult society with 
  strong founding ties to Ancient Osirion. The good judge 
  is a relatively high-ranking member, and his bare tattoo 
  identifies his allegiance. A PC can identify its significance 
  with a successful DC 20 Knowledge (arcana, history, or 
  local) check. The honorable Erumont brushes off questions 
  about his membership unless someone points out his tattoo, 
  at which point he nods proudly and proclaims, “The Eye 
  is vigilant and respects those who are likewise, that they 
  might stand against evil together.” He is willing to answer 
  basic questions about the order afterward, but he deflects or 
  refuses to answer questions about the cult’s secrets. 
  
  24
  PATHFINDER SOCIETY SCENARIO
  Only describing the multi-colored stone mentioned 
  in Tahonikepsu’s letter causes Erumont to share more 
  after he pauses and admits that the PCs have shown 
  their mettle in saving him. He tells faction PCs to have 
  their superior contact High Ptesokrasalus to arrange 
  a meeting, for Erumont does not have the authority to 
  negotiate about of the order’s most treasured relics.
  Rewards: If the PCs fail to defeat Zodarna, reduce each 
  PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 1,360 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,890 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,420 gp. 
  D13. Library
  Like the reliquary, Skeldon Miregrold’s former library 
  has been raided. The once-dusty shelves now feature 
  several bare spots where priceless tomes no doubt once 
  stood. A secret door built into the far wall grants access 
  to Skeldon’s secret laboratory.
  D14. Secret Laboratory
  This laboratory was once Skeldon Miregrold’s secret 
  research lair. The workbenches are populated with rusty 
  metal spheres, lengths of bent copper tubing, and dozens 
  of broken mirror shards. 
  D15. Storage Room
  A gaping hole in the floor leads into a vast subterranean lake. 
  Years ago, Skeldon Miregrold used this cavern as an entrance 
  to the Darklands. However, after nearly being killed by dark 
  folk, his successor, Venture-Captain Basia Kalistoff, had 
  the entrance sealed. Using her shadow step spell-like ability, 
  Zodarna teleported from the cavern to this room to unseal it. 
  She has used it as one of several entry points to Karcau.
  CONCLUSION
  In the wake of the PCs’ showdown with Zodarna, Countess 
  Livgrace visits the PCs and congratulates them on solving 
  the case. She says that all of Karcau is talking about their 
  exploits. If the PCs accomplished their secondary mission, 
  she indicates that most of the chatter focuses on how the 
  Pathfinders helped to protect Karcau, and how they rescued 
  Olivina. The positive publicity will no doubt improve the 
  Pathfinder Society’s standing with the city’s shot-callers.
  However, if the PCs failed to solve the case while 
  promoting the Society’s standing, the countess regretfully 
  informs the PCs that the town gossip is mostly about how 
  the Pathfinders started this whole mess in the first place. She 
  also says that some Karcau nobles still accuse the Pathfinder 
  Society of engineering the whole kidnapping scenario from 
  the start. Though the Pathfinder lodge is safe, the locals’ 
  trust in the Society remains low—even if a select few such 
  as the countess view the PCs’ actions favorably.
  Finally, if the PCs elected to receive the swampers’ 
  assistance for free, they earn the boon The Graidmere 
  Toll on their Chronicle sheet.
  Reporting Conditions
  If the PCs convinced Olivina Sharnau that the Pathfinder 
  Society is not to blame for the abductions, check box 
  A on the reporting sheet. If Scarab Sages faction PCs 
  successfully arrange a meeting with the Esoteric Order 
  of the Palatine Eye, check box B. If at least one Sovereign 
  Court faction PC successfully fulfills her faction goals, 
  check box C. If Zodarna escapes into the Darklands, 
  check box D.
  Primary Success Conditions
  The PCs complete their primary mission if they kill or 
  capture Zodarna. Doing so earns each PC 1 Prestige Point.
  Secondary Success Conditions
  The PCs’ secondary success conditions rely on their 
  performing the investigation in a way that maintains 
  or improves the Society’s reputation in Ustalav. Doing 
  so requires they convince Olivina not to slander the 
  Pathfinder Society as well as avoid causing a debacle by 
  killing, arresting, or otherwise earning the ire of Zeffiro 
  Lesiege. In addition, the PCs must accomplish one of the 
  following two objectives: capture Zodarna alive (killing 
  her destroys her body and key evidence) or ensure 
  that both Liand Erumont and Basia Kalistoff survive 
  the encounter in area D12. Doing so earns each PC an 
  additional 1 Prestige Point and the Blaispear Hero boon 
  on his Chronicle sheet.
  Faction Notes
  Members of the Scarab Sages faction should arrange a 
  meeting through Liand Erumont to discuss the sage jewel 
  possessed by the Order of the Palatine Eye. Doing so earns 
  each PC the Jewel Seeker boon on her Chronicle sheet. 
  Members of the Sovereign Court faction should take 
  steps to recruit Countess Sasandra Livgrace to join Lady 
  Gloriana Morilla’s cause. Doing so is not as simple as 
  making a tempting pitch; the PCs must prove to the 
  countess that she can trust them—and by extension 
  the Sovereign Court—to act decisively without making 
  enemies or stirring up trouble. The PCs must convince 
  Olivina Sharnau not to slander the Society, and they must 
  also avoid starting a fight with Zeffiro Lesiege. A faction 
  PC who fulfills these objectives and also impresses the 
  countess during their initial meeting earns the boon 
  The Court Grows (Countess Sasandra Livgrace) on her 
  Chronicle sheet.
  
  25
  THE DARKEST ABDUCTION
  PLAYER HANDOUT #1: MESSAGE FROM TAHONIKEPSU
  Honored Scholar,
  Countless treasure-hunters have picked over Osirion’s treasures since the 
  desert kingdom first declined. Most were desperate or greedy, yet some sought 
  enlightenment in an ancient civilization’s ruins. One organization known as the 
  Esoteric Order of the Palatine Eye is famous in Ustalav yet also very secretive, 
  and my attempts to contact them to discuss any relics they extracted have 
  earned no response.
  Perhaps I am too forward or am simply perceived as too distant a correspondent 
  for such a regional yet influential organization as the order to recognize. I have 
  learned that you are in Ustalav now, and perhaps you might contact the order 
  yourself after concluding your business there. Understand the gravity of the 
  situation: the order possesses a multi-hued precious stone the size of a halfling’s 
  fist, and that gem is one that my sage-granted memories remember as one of 
  the sage jewels. 
  Learn what you can so that I might discuss the terms by which we could 
  recover it without offending the Palatine Eye.
  —Tahonikepsu
  PLAYER HANDOUT #2: SCRAP OF PAPER
  PLAYER HANDOUT #3: SCRAP OF PAPER
  PLAYER HANDOUT #4: SCRAP OF PAPER
  PLAYER HANDOUT #5: SCRAP OF PAPER
  PLAYER HANDOUT #6: SCRAP OF PAPER
  PLAYER HANDOUT #7: SCRAP OF PAPER
  To whom did this belong before it wound up in your vault?
  He spoke to us of alliance. He promised us his best intentions. Explorers, 
  scholars, traders—these are pursuits we value, too.
  Who did you murder to claim this bauble?
  He stole from the best of us. He stole from us the best of us.
  Who did you abduct to earn our vengeance?
  Who else’s blood must stain your hands before you are gone?
  
  26
  PATHFINDER SOCIETY SCENARIO
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #6–23: 
  The Darkest Abduction
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
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  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified as 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  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.
  Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Simon Muth.
  Pathfinder Society Scenario #6–23: The Darkest Abduction © 2015, Paizo Inc.; 
  Author: Jerome Virnich.
  
  27
  THE DARKEST ABDUCTION
  
  28
  PATHFINDER SOCIETY SCENARIO
  
  29
  THE DARKEST ABDUCTION
  Illustration by Dean Spencer
  Boar, Dire
  The back of this horse-sized boar rises in a steep slope. Its tiny red 
  eyes are crusted with filth and its bristly flank crawls with flies.
  DIRE BOAR (DAEODON) 
  CR 4
  XP 1,200
  N Large animal
  Init +4; Senses low-light vision, scent; Perception +12
  DEFENSE
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 42 (5d8+20)
  Fort +7, Ref +4, Will +2
  Defensive Abilities ferocity
  OFFENSE
  Speed 40 ft.
  Melee gore +8 melee (2d6+9)
  STATISTICS
  Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 8
  Base Atk +3; CMB +10; CMD 20
  Feats Improved Initiative, Skill Focus (Perception), Toughness
  Skills Perception +12
  ECOLOGY
  Environment temperate or tropical forests
  Organization solitary, pair, or herd (3–8)
  Treasure none
  Whereas the boar is ill-tempered and generally unfriendly, 
  the towering daeodon (known as the dire boar to most 
  commoners and hunters) is legitimately hateful and 
  violent. Although omnivorous like its 
  smaller kin, the daeodon prefers to feed 
  on flesh, and its razor-sharp tusks and 
  keen eyesight make it particularly well 
  suited as a predator. While the daeodon 
  is primarily a scavenger, it isn’t averse 
  to attacking smaller creatures it 
  encounters while searching for 
  easier meals, or those who 
  stumble unwittingly into 
  its territory. Particularly 
  brave or skilled orcs are 
  fond of using daeodons 
  as mounts, and orc cavalry 
  mounted on dire boars make for 
  a fearsome force indeed. A typical 
  adult daeodon is 10 feet long 
  and 7 feet tall at the shoulder. 
  It weighs approximately 
  2,000 pounds.
  Tiger, Dire
  This large tiger grumbles a warning as it crouches. Two saber-
  like fangs jut downward from its powerful jaws.
  DIRE TIGER (SMILODON) 
  CR 8
  XP 4,800
  N Large animal 
  Init +6; Senses low-light vision, scent; Perception +12
  DEFENSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 105 (14d8+42)
  Fort +12, Ref +11, Will +5
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +18 (2d4+8 plus grab), bite +18 (2d6+8/19–20 
  plus grab) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +18, 2d4+8)
  STATISTICS
  Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +10; CMB +19 (+23 grapple); CMD 31 (35 vs. trip)
  Feats Improved Critical (bite), Improved Initiative, Improved 
  Iron Will, Run, Skill Focus (Perception), Skill Focus (Stealth), 
  Weapon Focus (bite, claw)
  Skills Acrobatics +6, Perception +12, Stealth +8 (+14 in tall 
  grass), Swim +13; Racial Modifiers +4 Acrobatics, +4 Stealth 
  (+8 in tall grass)
  ECOLOGY
  Environment any forests, plains, and swamps
  Organization solitary or pair
  Treasure none
  While the tiger itself is a fearsome predator, 
  its strength and ferocity pale in comparison 
  to that of the larger dire tiger. Known to 
  many scholars as the smilodon and 
  to tribal societies as the saber-
  toothed tiger, the dire 
  tiger is invariably one 
  of the region’s top 
  predators. Its defining 
  feature is a pair of 
  huge 
  incisors 
  that 
  hang down like fearsome 
  knives from the upper 
  jaw, protruding with 
  menace even when 
  the creature’s mouth 
  is shut.
  
  30
  PATHFINDER SOCIETY SCENARIO
  Clockwork Mage
  This faceless construct has a crystal wand set into its chest, 
  bristling with arcane energy. 
  CLOCKWORK MAGE 
  CR 9
  XP 6,400
  N Medium construct (clockwork)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 25, touch 17, flat-footed 18 (+5 Dex, +2 dodge, +8 natural)
  hp 102 (15d10+20)
  Fort +5, Ref +12, Will +7
  DR 5/adamantine; Immune construct traits; SR 20
  Weaknesses vulnerable to electricity 
  OFFENSE
  Speed 30 ft.
  Melee 4 slams +18 (1d4+3)
  Special Attacks wand magic
  STATISTICS
  Str 16, Dex 21, Con —, Int —, Wis 14, Cha 1
  Base Atk +15; CMB +18; CMD 35
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ difficult to create, swift reactions, winding
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Wand Magic (Su) A clockwork mage’s wand crystal allows it to 
  cast spells as if using a spell trigger magic item (CL 9th). The 
  arcane school of the wand crystal determines a clockwork 
  mage’s spells. They cast 1st-level spells at will, 2nd-level 
  spells 3 times per day, and 3rd level spells 1 time per day. 
  Abjuration: 1st—hold portal, shield; 2nd—protection from 
  arrows, resist energy; 3rd—dispel magic
  Conjuration: 1st—grease (DC 11), summon monster I; 
  2nd—glitterdust (DC 13), web (DC 13); 3rd—stinking cloud (DC 14)
  Enchantment: 1st—bungleAPG (DC 11), sleep (DC 11); 2nd—daze 
  monster (DC 13), touch of idiocy; 3rd—deep slumber (DC 14)
  Evocation: 1st—magic missile, shocking grasp (DC 11); 
  2nd—gust of wind (DC 13), scorching ray; 3rd—fireball (DC 14)
  Illusion: 1st—color spray (DC 11), vanishAPG; 2nd—blur, 
  hypnotic pattern (DC 13); 3rd—displacement
  Necromancy: 1st—cause fear (DC 11), ray of enfeeblement 
  (DC 11), 2nd—blindness/deafness (DC 13), scare (DC 13); 
  3rd—ray of exhaustion (DC 14)
  Transmutation: 1st—expeditious retreat, reduce person 
  (DC 11); 2nd—alter self, spider climb; 3rd—haste
  These constructs are the pinnacle of clockwork 
  inventions. An ingenious combination of mechanical 
  devices and magical conduits allows a clockwork 
  mage to channel the power of a wand into a variety 
  of arcane powers. They often serve powerful arcane 
  spellcasters, or as unflinching and unquestioning 
  casters to those who wants the benefit of spells 
  without ego or free thought.
  A humanoid figure of mithral and steel, a 
  clockwork mage has large crystal ball filled with 
  shifting vapors for a head. It stands 7 feet tall.
  CONSTRUCTION
  The creator of a clockwork mage must start with crafted 
  clockwork pieces worth 2,000 gp. 
  CLOCKWORK MAGE
  CL 12th; Price 84,000 gp
  CONSTRUCTION
  Requirements Craft Construct, geas/quest, and mnemonic 
  enhancer, creator must be at least caster level 12th;  
  Skill Craft (clockwork) DC 20; Cost 43,000 gp
  Illustration by Damien Mammoliti
  
  31
  THE DARKEST ABDUCTION
  Clockwork Soldier
  Cogs and gears are visible in the gaps of this metallic creature’s 
  armor. It wields a polearm as it stands ready at attention.
  CLOCKWORK SOLDIER 
  CR 6
  XP 2,400
  N Medium construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+2 Dex, +2 dodge, +6 natural)
  hp 64 (8d10+20)
  Fort +2, Ref +6, Will +2
  DR 5/adamantine; Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee +1 halberd +18/+13 (1d10+14/×3)
  Special Attacks latch
  STATISTICS
  Str 28, Dex 15, Con —, Int —, Wis 11, Cha 1
  Base Atk +8; CMB +17 (+19 disarm); CMD 31 (33 vs. 
  disarm)
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ efficient winding, proficient, standby, swift reactions
  ECOLOGY
  Environment any
  Organization solitary, pair, trio, troop (3–8), or company (9–12 
  plus 1–4 clockwork servants)
  Treasure standard (+1 halberd, other treasure)
  SPECIAL ABILITIES
  Efficient Winding (Ex) A clockwork soldier can function for 2 
  days per Hit Die every time it is wound.
  Latch (Ex) Clockwork soldiers have specially designed hands 
  that easily grasp and lock onto weapons and objects. A 
  soldier can attempt to disarm or grapple as a standard 
  action without provoking an attack of opportunity, and 
  it receives a +2 bonus on disarm checks. In addition, it 
  receives a +2 bonus to CMD against attempts to disarm it.
  Proficient (Ex) A clockwork soldier is proficient with all simple 
  and martial weapons.
  Standby (Ex) A clockwork soldier can place itself on standby 
  as a standard action. While on standby, a clockwork soldier 
  cannot move or take any actions. It remains aware of its 
  surroundings but takes a –4 penalty on Perception checks. 
  Time spent on standby does not count against the soldier’s 
  wind-down duration. A clockwork soldier can exit standby as 
  a swift action—if it does so to initiate combat, it gains a +4 
  racial bonus on its Initiative check.
  The clockwork soldier is a mechanical mercenary that 
  fights to the death for its creator. With the ability to 
  wield most weapons with full proficiency, clockwork 
  soldiers are versatile and wholly unpredictable foes. Most 
  are armed with magic weapons—a +1 halberd being the 
  most common armament.
  Clockwork soldiers are among the most efficient 
  constructs of their kind. They are ideal for sentry and 
  guard duty. Clockwork soldiers have the same basic shape 
  as a human. They are 6 feet tall and weigh 500 pounds.
  CONSTRUCTION
  The creator must start with crafted clockwork pieces 
  worth 1,000 gp; the cost of the soldier’s weapon is not 
  included in this price.
  CLOCKWORK SOLDIER
  CL 12th; Price 37,000 gp
  CONSTRUCTION
  Requirements Craft Construct, geas/quest and heroism, 
  creator must be at least caster level 12th; Skill Craft 
  (clockwork) DC 20; Cost 19,000 gp
  Illustrations by Andrew Hou
  
  32
  PATHFINDER SOCIETY SCENARIO
  Kyton
  Wickedly barbed chains adorn this lean figure, and gaps in the 
  bindings reveal deathly pale flesh etched with jagged scars.
  KYTON 
  CR 6
  XP 2,400
  LE Medium outsider (evil, extraplanar, kyton, lawful)
  Init +7; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
  hp 60 (8d10+16); regeneration 2 (good weapons and spells, 
  silver weapons)
  Fort +8, Ref +9, Will +3
  DR 5/silver or good; Immune cold; SR 17
  OFFENSE
  Speed 30 ft.
  Melee 4 chains +11 (2d4+2)
  Space 5 ft; Reach 5 ft. (10 ft. with chains)
  Special Attacks dancing chains, 
  unnerving gaze
  STATISTICS
  Str 15, Dex 17, Con 14, Int 11, Wis 12, 
  Cha 12
  Base Atk +8; CMB +10; CMD 23
  Feats Alertness, Blind-Fight, Improved 
  Initiative, Weapon Focus (chain)
  Skills Acrobatics +14, Climb +13, Craft 
  (blacksmithing) +11, Escape Artist 
  +14, Intimidate +12, Perception +14
  Languages Common, Infernal
  SQ chain armor
  ECOLOGY
  Environment any
  Organization solitary, pair, link (3–6), or 
  chain (7–20)
  Treasure standard
  SPECIAL ABILITIES
  Chain Armor (Ex) The chains that adorn 
  a kyton grant it a +4 armor bonus, 
  but are not treated as armor for the 
  purpose of arcane spell failure, armor 
  check penalties, maximum Dexterity, 
  weight, or proficiency.
  Dancing Chains (Su) A kyton can 
  control up to four chains within 20 
  feet as a standard action, making the 
  chains dance or move as it wishes. In 
  addition, a kyton can increase these 
  chains’ length by up to 15 feet and cause them to 
  sprout razor-edged barbs. These chains attack as 
  effectively as the kyton itself. If a chain is in another 
  creature’s possession, the creature can attempt a DC 
  15 Will save to break the kyton’s power over that chain. If the 
  save is successful, the kyton cannot attempt to control that 
  particular chain again for 24 hours or until the chain leaves the 
  creature’s possession. A kyton can climb chains it controls at 
  its normal speed without making Climb checks. The save DC is 
  Charisma-based.
  Unnerving Gaze (Su) Range 30 ft., Will DC 15 negates. A kyton 
  can make its face resemble one of an opponent’s departed 
  loved ones or bitter enemies. Those who fail their saves 
  become shaken for 1d3 rounds. This is a mind-affecting fear 
  effect. The save DC is Charisma-based.
  Often classified among the ranks of the infernal and called 
  chain devils by the uninitiated, the sadomasochistic 
  kytons are not true devils. Although some are known 
  to live in Hell, kytons exist outside 
  of the hierarchies established by 
  Asmodeus and his archdevils 
  and can often be found on other 
  planes, 
  particularly 
  on 
  the 
  Plane of Shadow. Many suggest 
  that kytons were natives of 
  Hell who existed there before 
  the advent of devilkind, while 
  others hypothesize they were 
  later brought to the plane by 
  some sadistic power. Regardless 
  of their origins, kytons roam the 
  planes in their lust to cause and 
  receive 
  suffering, 
  seeking 
  pain 
  through violent abductions and 
  sadistic debauches.
  The kyton presented here is a 
  typical member of this fiendish race 
  of outsiders, but is by no means the 
  only type of its kind. Just as there 
  are numerous different species of 
  demon and devil, rumor holds that 
  different kinds of kytons dwell in their 
  jangling cities in Hell and on the Plane 
  of Shadow. These kytons are invariably 
  more powerful than the one presented 
  here, often having spell-like abilities or 
  hideous and unsettling special attacks 
  along the themes of torture and pain. 
  Rumor holds that the most powerful 
  kytons are completely inhuman, 
  and that these monsters are the 
  true progenators of the kyton 
  race—the 
  kyton 
  presented 
  here but the result of unholy 
  dalliances 
  with 
  their 
  unfortunate victims.
  Illustration by Tyler Wapole
  
  33
  THE DARKEST ABDUCTION
  Kyton, Sacristan
  Chains and piercings torture this being’s bloodless flesh. The 
  greatest violations invade its face and mouth.
  SACRISTAN 
  CR 10
  XP 9,600
  LE Medium outsider (evil, extraplanar, kyton, lawful)
  Init +3; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)
  hp 126 (12d10+60); regeneration 5 (good spells and 
  weapons, silver)
  Fort +13, Ref +7, Will +10
  DR 10/silver or good; Immune cold; SR 21
  OFFENSE
  Speed 30 ft.
  Melee mwk spiked chain +18/+13/+8 (2d4+7) or 
  2 claws +17 (1d4+5)
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
  Special Attacks shadow scream, unnerving gaze (30 ft., DC 18)
  STATISTICS
  Str 20, Dex 16, Con 21, Int 13, Wis 14, Cha 15
  Base Atk +12; CMB +17 (+19 bull rush); CMD 30 (32 vs. 
  bull rush)
  Feats Bleeding Critical, Cleave, Critical Focus,  
  Great Cleave, Improved Bull Rush, Power Attack
  Skills Acrobatics +15, Bluff +17, Climb +17, 
  Intimidate +17, Perception +17, Sense 
  Motive +17, Stealth +18
  Languages Common, Infernal
  ECOLOGY
  Environment any (Plane of Shadow)
  Organization solitary, pair, bodyguard (1d4 
  plus 1 kyton of lower CR [usually an 
  ostiarius]), or entourage (2d6 plus 1 kyton 
  of higher CR)
  Treasure standard
  SPECIAL ABILITIES
  Shadow Scream (Su) Once per hour as a 
  standard action, a sacristan can burst the bonds 
  sealing its mouth and unleash a cacophony of 
  darkness and soul-shaking howls from the pits 
  of the Shadow Plane. The area within 25 feet of 
  the sacristan is affected by deeper darkness. 
  All creatures within the area are deafened 
  for as long as they remain in the area and 
  must succeed at a DC 18 Will save or be 
  confused. The confusion effect lasts 
  for as long as the creature is in the 
  shadow scream’s area of effect 
  and for 1d4 rounds 
  after leaving.  
  Any creature that falls unconscious while under the effects of 
  this confusion effect must succeed at an additional DC 18 Will 
  save or be afflicted by a random insanity—roll on the insanity 
  table on page 250 of the Pathfinder RPG GameMastery Guide 
  to determine which. A sacristan’s shadow scream lasts for 3 
  rounds and remains centered on the kyton even if it moves. 
  The sacristan can end the shadow scream at will. The scream 
  also ends if the sacristan is killed or is affected by the spell 
  dimensional lock, which prevents this ability’s use for as long 
  as the spell in effect. The save DCs are Charisma-based.
  Unnerving Gaze (Ex) A creature that succumbs to an augur’s 
  unnerving gaze becomes staggered for 1 round.
  Every kyton considers itself some manner of artiste, 
  working and reworking its avant-garde visions in various 
  mediums—flesh, minds, darkness, and others both natural 
  and fragile. But for every masterpiece, there are countless 
  failures. Sacristans number among the most useful 
  failures of the kyton race.
  Born from scraps of imperfect flesh, bent 
  chain, and scarred minds, sacristans are bound 
  together by kyton sculptor-surgeons. They 
  lack the burden of free will, and their 
  minds are etched with the ability to serve, 
  making them utterly obedient to other 
  kytons. While much more than 
  automatons, sacristans are a potent 
  slave caste, one manufactured to 
  take ecstatic pleasure from serving their 
  brethren. Their other blessing is a 
  miniature, permanent portal 
  to the Shadow Plane sealed 
  within their mouths. Kept 
  restrained, 
  this 
  portal 
  endlessly howls the music 
  of the kytons’ realms of 
  shadowed 
  torture 
  and 
  veiled 
  delights. 
  When 
  threatened, 
  sacristans 
  burst open their mouths 
  and allow the song of their 
  collective race to seduce 
  their foes in a way these 
  brutes never could.
  Sacristans 
  vary 
  in 
  their 
  appearance, 
  but 
  always look like tortured 
  and maimed humanoids, 
  often 
  with 
  redundant 
  or absent features. They 
  typically stand between 6 and  
  8 feet tall and weigh from 
  80 to 160 pounds.
  Illustration by Emiliano Petrozzi
  
  34
  PATHFINDER SOCIETY SCENARIO
  MEDIUM 
  CR 4
  XP 1,200
  Human cleric 5 
  N Medium humanoid
  Init +1; Senses Perception +8
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield)
  hp 22 (5d8)
  Fort +5, Ref +3, Will +8
  OFFENSE
  Speed 20 ft.
  Melee light mace +2 (1d6–1) 
  Ranged dart +4 (1d4–1)
  Special Attacks channel positive energy 7/day (DC 14, 3d6)
  Domain Spell-Like Abilities (CL 5th; concentration +8)
  6/day—calming touch (1d6+5 nonlethal), gentle rest
  Cleric Spells Prepared (CL 5th; concentration +8)
  3rd—bestow curse (DC 16), helping hand, speak with deadD
  2nd—augury, gentle reposeD, silence (DC 15), spiritual 
  weapon
  1st—bless, command (DC 14), comprehend languages, 
  deathwatchD, sanctuary (DC 14)
  0 (at will)—detect magic, guidance, light, read magic
  D domain spell; Domains Community, Repose
  STATISTICS
  Str 8, Dex 12, Con 10, Int 14, Wis 17, Cha 14
  Base Atk +3; CMB +2; CMD 13
  Feats Alertness, Extra Channel, Shield Focus, Turn Undead
  Skills Diplomacy +10, Heal +11, Knowledge (planes) +9, 
  Knowledge (religion) +9, Perception +8, Profession (midwife) 
  +9, Sense Motive +13, Spellcraft +6
  Languages Celestial, Common, Infernal
  Gear +1 chainmail, heavy wooden shield, light mace, darts (2), 
  cloak of resistance +1, silver holy symbol, augury focus
  Boon A medium can cast augury, speak with dead, or gentle 
  repose at no charge, or magical healing at a 10% discount.
  A medium is a speaker who bridges the worlds of the living 
  and the dead. She proclaims rest and blesses gravesites, 
  ushering in birth and consigning the dead to the ground, 
  yet it is also her seance that recalls the shades of the lost 
  and ensures the continuity of a community’s past, present, 
  and future. 
  A medium could be a village priestess or wise woman, or 
  can simply be used as a generic wandering cleric, or one of 
  many low-to-mid-level priests staffing a temple.
  A medium might be accompanied by two acolytes or a 
  doomsayer (CR 5), or two cultists (CR 6). A medium and 
  hedge wizard (CR 6), hermit (CR 7), or conjurist (CR 7) could 
  preside over a forest oracle or be traveling mendicant 
  mystics. A medium and two acolytes might accompany a 
  priest (CR 9), while five or six mediums could form the 
  entourage for a saint (CR 12) or high priest (CR 13).
  NOBLE SCION 
  CR 2
  XP 600
  Human aristocrat 4
  N Medium humanoid 
  Init +1; Senses Perception +3
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
  hp 20 (4d8+2)
  Fort +1, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +5 (1d8+1/19–20) or 
  mwk lance +5 (1d8+1/×3) or 
  dagger +4 (1d4+1/19–20) 
  Ranged shortbow +4 (1d6/×3) or 
  dagger +4 (1d4+1/19–20) 
  STATISTICS
  Str 12, Dex 12, Con 11, Int 10, Wis 8, Cha 13
  Base Atk +3; CMB +3; CMD 14
  Feats Mounted Combat, Ride-By Attack, Trample
  Skills Bluff +5, Diplomacy +8, Intimidate +8, Knowledge 
  (history) +4, Knowledge (local) +4, Knowledge (nobility) +5, 
  Linguistics +5, Perception +3, Perform (dance) +5, Ride +6, 
  Sense Motive +3
  Languages Common
  Combat Gear potion of invisibility; Other Gear masterwork 
  chain shirt, masterwork heavy steel shield, masterwork 
  lance, masterwork longsword, dagger, shortbow with 20 
  arrows, noble outfit, light horse (combat trained) with 
  military saddle and studded leather barding, 32 gp
  Boon A noble scion might pass on an especially juicy bit of 
  palace gossip, granting a +5 bonus on a Knowledge (nobility) 
  check or Diplomacy check to gather information, or could 
  arrange a face-to-face meeting with a noble, prince, or 
  princess.
  Noble scions are the haughty and proud offspring of 
  aristocratic sires, full of the fresh vigor of youth and all 
  the hauteur of those born in a manor. They have received 
  fine education and know a modicum of social graces, 
  but typically practice them only when other highborn 
  are present. Noble scions are scornful of commoners 
  and vagabonds, who return the sentiment toward these 
  peacocks strutting in their finery. 
  If used as minor court functionaries and sycophants, 
  noble scions can be sources of palace gossip and intrigue. 
  They can also be used as experienced squires who have 
  not yet risen to the knighthood, or as aristocratic cavalry.
  A noble scion might be appointed to lead a lance 
  of cavarly (CR 9). A pair of noble scions might dog the 
  footsteps of a princess (CR 7), three noble scions could 
  make up a knight’s entourage (CR 8), or eight noble scions 
  can form a gang of rakes with a noble (CR 10).
  
  35
  THE DARKEST ABDUCTION
  Init +0; Senses Perception +13
  DEFENSE
  AC 22, touch 10, flat-footed 22 (+7 armor, +3 natural, +2 shield)
  hp 69 (9d8+25)
  Fort +8, Ref +5, Will +11; +4 vs. fey and plant-targeted effects
  Immune poison; Resist acid 10
  OFFENSE
  Speed 20 ft.
  Melee mwk club +10/+5 (1d6+3)
  Ranged mwk shortspear +7/+2 (1d6+3)
  Special Attacks wild shape 3/day
  Domain Spell-Like Abilities (CL 9th; concentration +14)
  8/day—acid dart
  Druid Spells Prepared (CL 9th; concentration +14)
  5th—animal growth (DC 20), stoneskin, wall of stoneD
  4th—dispel magic, freedom of movement, giant vermin, 
  spike stonesD (DC 19)
  3rd—greater magic fang (3), spike growth (DC 18), stone 
  shapeD
  2nd—barkskin (2), bull’s strength (2), fog cloud, soften earth 
  and stoneD
  1st—cure light wounds (2), faerie fire (2), magic stoneD, 
  shillelagh, speak with animals
  0 (at will)—create water, guidance, know direction, light
  D Domain spell; Domain Earth
  TACTICS
  Before Combat The druid casts barkskin and bull’s strength.
  During Combat The druid casts wall of stone between his 
  opponents to separate them. On the following rounds, 
  he spontaneously casts summoning spells, bolstering 
  summoned creatures with greater magic 
  fang. He eventually wild shapes into a 
  stegosaurus to enter melee.
  Base Statistics Without barkskin 
  and bull’s strength, the 
  druid’s statistics are AC 
  19, touch 10, flat-footed 
  19; Melee mwk club +8/+3 (1d6+1); 
  Ranged mwk shortspear +7/+2 (1d6+1); Str 13; 
  CMB +7; CMD 17; Skills Swim +4.
  STATISTICS
  Str 17, Dex 10, Con 14, Int 8, Wis 20, Cha 13
  Base Atk +6; CMB +9; CMD 19
  Feats Augment Summoning, Lightning Reflexes, Lunge, Power 
  Attack, Spell Focus (conjuration), Vital Strike
  Skills Craft (woodworking) +6, Fly +4, Handle Animal +6, 
  Knowledge (geography) +5, Knowledge (nature) +9, 
  Perception +13, Spellcraft +4, Survival +18, Swim +6
  Languages Common
  SQ nature bond (Earth domain), nature sense, trackless step, 
  wild empathy +10, woodland stride
  Combat Gear potion of cure serious wounds, scroll of lesser 
  restoration, scroll of protection from energy, scroll of wall 
  of fire; Other Gear +1 dragonhide breastplate, masterwork 
  heavy wooden shield, masterwork club, masterwork 
  shortspears (3), headband of inspired wisdom +2, holly and 
  mistletoe, spell component pouch, 60 gp
  Stalking through boiling and sometimes acidic mud pits, 
  these druids have caustic personalities and abilities.
  KIRO
  Kiro, the mud shaman of a remote tribe, sees outsiders 
  as a threat to his culture and people. He acquired a green 
  dragonhide breastplate years ago from a trader, but keeps 
  it hidden under cloaks and wraps, ashamed that he had to 
  buy it rather than earn it through combat.
  Combat Encounters: Kiro uses mud pits as traps to 
  entangle his enemies.
  Roleplaying Suggestions: A stubborn xenophobe, Kiro 
  does not like speaking with those who are not of his tribe.
  MUD SHAMAN
  CR 8
  HUMAN DRUID 9
  XP 4,800
  Medium humanoid (human)
  CN
  
  36
  PATHFINDER SOCIETY SCENARIO
  Shadow Mastiff
  This muscular canine has a maw full of sharp teeth and an inky 
  black coat that almost seems to drink in the light around it. 
  SHADOW MASTIFF 
  CR 5
  XP 1,600
  NE Medium outsider (evil, extraplanar)
  Init +6; Senses darkvision 60 ft., scent; Perception +10
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 51 (6d10+18)
  Fort +8, Ref +7, Will +5
  Defensive Abilities shadow blend
  OFFENSE
  Speed 50 ft.
  Melee bite +10 (1d8+4 plus trip), tail slap +5 (1d6+2)
  Special Attacks bay
  STATISTICS
  Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
  Base Atk +6; CMB +10; CMD 22 (26 vs. trip)
  Feats Improved Initiative, Iron Will, Power Attack
  Skills Perception +10, Stealth +11, Survival +10
  Languages Common (cannot speak)
  ECOLOGY
  Environment any
  Organization solitary, pair, or pack (3–8)
  Treasure none
  SPECIAL ABILITIES
  Bay (Su) When a shadow mastiff howls or barks, all 
  creatures within a 300-foot spread except evil outsiders 
  must succeed at a DC 16 Will save or become panicked for 
  1d4 rounds. This is a sonic, mind-affecting fear effect. A 
  creature that successfully saves cannot be affected by the 
  same mastiff’s bay for 24 hours. This is a mind-affecting 
  fear effect. The save DC is Charisma-based and includes a +2 
  racial bonus.
  Shadow Blend (Su) In any condition of illumination other 
  than full daylight, a shadow mastiff disappears into 
  the shadows, giving it concealment (50% miss chance). 
  Artificial illumination, even a light or continual flame spell, 
  does not negate this ability; a daylight spell, however, 
  does. A shadow mastiff can suspend or resume this ability 
  as a free action.
  Tireless hunters, stealthy trackers, and deadly predators, 
  shadow mastiffs stalk the dark corners of the Outer Planes, 
  preying upon all beings that stray from the light. These 
  beasts have little in common with actual canines aside 
  from their general forms (although with the notable addition 
  of a long, spiked tail), their bodies being the evolution of 
  countless centuries hunting the most merciless wildernesses 
  of the Outer Planes and the Shadow Plane. On the Material 
  Plane, they prefer to travel in shadow, moving soundlessly 
  and unseen to find prey, hunting in vicious sport just as often 
  as in hunger. Shadow mastiffs stand over 4 feet tall, with most 
  weighing nearly 300 pounds.
  In combat, these stealthy beasts prefer to fight in shadows; 
  they shy from areas of bright light unless faced with no other 
  choice and use their bay to force their enemies to flee from 
  well-lit areas. Shadow mastiffs prefer to hunt in groups, 
  using pack tactics to lure prey into traps and to draw it away 
  from sources of light. They do not make lairs, and are usually 
  not found with any sort of treasure, unless it is on the body of 
  a recently slain victim.
  Shadow mastiffs are popular guardians among spellcasters 
  capable of conjuring them via lesser planar ally or lesser planar 
  binding. Undead spellcasters and evil outsiders are immune 
  to shadow mastiffs’ fearful bay; others who are not immune 
  might intentionally expose themselves to the creatures’ bay 
  at some point during the daylight hours when the resulting 
  panic won’t directly impact other tasks. As a general rule, 
  it’s safe to assume that any site using shadow mastiffs as 
  guardians has already been affected by the bay, and that its 
  inhabitants are thus immune to the ability’s effects for the 
  remaining 24 hours of that day.
  Larger shadow mastiffs exist—creatures the size of horses 
  or even bigger. These creatures have different 
  shapes, looking less like dogs and more 
  like larger creatures such as lions, 
  dinosaurs, or even dragons. Such 
  creatures have additional racial 
  Hit Dice, and could even have 
  extra abilities such as flight 
  or breath weapons. 
  Illustration by Ben Wootten
  
  37
  THE DARKEST ABDUCTION
  Init +1; Senses low-light vision; Perception +16
  DEFENSE
  AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 
  Dex, +3 natural)
  hp 81 (9d10+27)
  Fort +8, Ref +7, Will +5; +2 vs. enchantments
  Defensive Abilities evasion; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk spiked chain +14/+9 (2d4+6)
  Ranged +1 composite longbow +12/+7 (1d8+5/ 
  19–20/×3)
  Special Attacks favored enemy (aquatic humanoids 
  +4, humans +2)
  Ranger Spells Prepared (CL 6th; concentration +8)
  2nd—barkskin, snare
  1st—pass without trace, speak with animals (2)
  TACTICS
  Before Combat The ranger casts barkskin and 
  pass without trace.
  During Combat The ranger attacks from 
  stealth using his bow. He might drag a Small 
  opponent underwater, relying on Endurance to 
  outlast his drowning foe (though he has his potion 
  of water breathing just in case).
  Base Statistics Without barkskin, the ranger’s 
  statistics are AC 16, touch 12, flat-footed 15.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
  Base Atk +9; CMB +13; CMD 25
  Feats Deadly Aim, Endurance, Exotic Weapon Proficiency 
  (spiked chain), Improved Critical (composite longbow), Point-
  Blank Shot, Rapid Shot, Skill Focus (Stealth), Vital Strike, 
  Weapon Focus (composite longbow)
  Skills Climb +12, Handle Animal +6, Knowledge (nature) +12, 
  Perception +16, Stealth +16, Survival +14, Swim +16
  Languages Common, Elven
  SQ elf blood, favored terrain (forest +2, swamp +4), hunter’s 
  bond (companions), swift tracker, track +4, wild empathy +8, 
  woodland stride
  Combat Gear +1 frost arrows (5), +1 human-bane arrows (5); 
  potion of cure moderate wounds, potion of haste, potion 
  of water breathing; Other Gear +1 studded leather, +1 
  composite longbow (+4 Str) with 20 arrows, masterwork 
  spiked chain, ring of protection +1, 290 gp
  The swampwalker is a savage predator of the stinking 
  marsh. He is familiar with its threats and uses them as 
  tools to defeat his opponents.
  CULLEN THEOREN
  Cullen is a savage survivor in an environment that 
  constantly threatens death from exposure, disease or 
  predators. He hunts any creature that intrudes on his 
  territory, and has little tolerance for weakness or mercy.
  Combat Encounters: Cullen strikes at the PCs from the 
  water or from an elevated branch, slipping away before 
  they can approach before returning to harass them 
  again and again. He may also try to lure the PCs into 
  environmental threats such as deep water or quicksand 
  to make them easier prey.
  Roleplaying Suggestions: If Cullen observes the PCs 
  navigating his swamp with ease or defeating a dangerous 
  monster, he may offer his services as a guide, or trade 
  information with them.
  SWAMPWALKER
  CR 8
  HALF-ELF RANGER 9
  XP 4,800
  Medium humanoid (elf, human)
  CE
  
  38
  PATHFINDER SOCIETY SCENARIO
  Reflexes, Dodge, Improved Critical (spear), Persuasive, Point-
  Blank Shot, Power Attack, Vital Strike, Weapon Focus (spear)
  Skills Bluff +16, Diplomacy +6, Intimidate +6, Knowledge 
  (arcane, dungeoneering, religion) +10, Knowledge 
  (geography, nature) +15, Perception +10, Perform (dance, 
  oratory, percussion) +20, Sense Motive +10, Spellcraft +10, 
  Stealth +14, Use Magic Device +15
  Languages Common
  SQ bardic knowledge +6, jack-of-all-trades (use any skill), lore 
  master 2/day, versatile performance (oratory, percussion, dance)
  Combat Gear scrolls of bull’s strength (2), scroll of fog cloud, 
  scroll of web, wand of magic missile (CL 5th, 50 charges); 
  Other Gear +3 studded leather, +1 buckler, +2 spear, 
  headband of alluring Charisma +2, 8 gp
  Tribal leaders use their abilities rather than brute strength 
  to guide their tribes to victory.
  ESAYE POLBELE
  Using magnetism and skill at deception, Esaye 
  wrested control of her tribe from the previous 
  chieftain, and now leads her brainwashed people 
  to what she considers glory.
  Sowing lies about the former leader, 
  Esaye introduced dissent among the elders 
  and strongest warriors, making sure her 
  predictions came true while the chief’s plans 
  fell flat or resulted in ruin. After one too 
  many bad omens and failures, the tribe 
  dragged away the previous chieftain and 
  sacrificed him.
  Esaye now controls her people 
  totally, and they lavish her with gifts 
  and adoration. The tribe wages war 
  against their neighbors, and those 
  who refuse to assimilate into the 
  growing clan face total destruction.
  Many abandoned villages, burned 
  and reeking of rot, now dot the 
  surrounding lands.
  Combat 
  Encounters: 
  Esaye 
  travels with a retinue of warriors, 
  and supports them with her 
  spellcasting. Those under her 
  command lay down their lives 
  for their chieftain.
  Roleplaying Suggestions: 
  To keep in the good graces of 
  the rest of the tribe, Esaye 
  hires 
  adventurers 
  for 
  missions the others 
  find too distasteful 
  or taboo.
  TRIBAL LEADER
  CR 12
  HUMAN BARD 13
  XP 19,200
  Medium humanoid (human)
  LE
  Init +2; Senses see invisibility; Perception +10
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 dodge, +2 
  shield)
  hp 78 (13d8+16)
  Fort +5, Ref +10, Will +8; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee +2 spear +14/+9 (1d8+5/19–20/×3)
  Ranged +2 spear +14/+9 (1d8+4/19–20/×3)
  Special Attacks bardic performance 32 rounds/day (swift 
  action; countersong, dirge of doom, distraction, fascinate, 
  inspire competence +4, inspire courage +3, inspire 
  greatness, soothing performance, suggestion)
  Bard Spells Known (CL 13th; concentration +17)
  5th (1/day)—mass suggestion (DC 19), nightmare (DC 19)
  4th (4/day)—cure critical wounds (DC 18), 
  hallucinatory terrain (DC 18), speak with plants, 
  summon monster IV
  3rd (5/day)—fear (DC 17), haste (DC 17), see 
  invisibility, slow (DC 17), speak with animals
  2nd (6/day)—cat’s grace, invisibility, rage, 
  silence (DC 16), tongues
  1st (6/day)—charm person (DC 15), 
  comprehend languages, 
  expeditious retreat, grease, 
  hideous laughter (DC 15), 
  ventriloquism (DC 15)
  0 (at will)—dancing lights, flare (DC 
  14), ghost sound (DC 14), light, 
  mage hand, message
  TACTICS
  Before Combat The bard casts expeditious 
  retreat and see invisibility.
  During Combat The bard uses hallucinatory terrain 
  to befuddle and confuse enemies. To 
  aid her side, she casts summon 
  monster IV. She targets casters 
  with silence and other 
  combatants with slow, using 
  her wand of magic missiles 
  to aid in dealing damage.
  STATISTICS
  Str 14, Dex 14, Con 12, Int 
  10, Wis 10, Cha 19
  Base Atk +9; CMB +11;  
  CMD 24
  Feats Combat 
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  7–8
  10–11
  —
  —
  2,246
  3,871
  —
  —
  3,059
  4,492
  7,742
  —
  —
  6,117
  Out of 
  Subtier
  Pathfinder Society Scenario #6 – 23: 
   The Darkest Abduction
  Blaispear Hero: By solving the recent abductions in Karcau without stepping on anyone’s toes, you 
  have upset the unfair Ustalav notion that Pathfinders are merely troublemakers. Blaispear Plaza and its 
  famous statues of heroes stretch before the Cloisoi Theater, and several of its granite pedestals remain 
  vacant; however, the people of Karcau have agreed to create a statue in your image to display here. If your 
  Fame score is lower that twice your XP total when you gain this boon, your Fame score increases by 1. If 
  your Fame score is instead lower than your XP total, your Fame score increases by 2.
  ▫▫▫ Jewel Seeker (Scarab Sages faction): You have confirmed the location of a sage jewel, earning you 
  considerable esteem with the rest of your faction. When any of your Pathfinder Society Organized Play characters 
  recovers an intact sage jewel, you may check one of the boxes that precedes this boon and regain 1 previously spent 
  Prestige Point. You cannot check a box for a particular scenario more than once, even if you receive credit both 
  as a player and as a GM.
  The Court Grows (Countess Sasandra Livgrace; Sovereign Court faction): Thanks to your efforts, the 
  countess of Sinaria has begun working with Lady Gloriana Morilla and the Sovereign Court. Establishing 
  the faction’s presence in northern Ustalav requires many weeks of work, during which time you are 
  able to study in Karcau’s libraries and learn more of its musical traditions. Choose either Knowledge 
  (nobility) or one Perform skill. That skill becomes a class skill for you. If it is already a class skill, once 
  per adventure when you roll an unmodified result of 5 or lower on that skill’s check, you can re-roll the 
  die and must use the second result.
  The Graidmere Toll: The swampers near Karcau aided without recompense, but the swamp always 
  exacts its price eventually. Bad luck and terrible circumstances hound you for weeks before manifesting 
  as some tragedy. The next time you would earn 1 or more Prestige Points and Fame on a Chronicle sheet, 
  you instead earn none and cross out this boon.
  All Subtiers
  Subtier 10–11
  +1 frost arrow (166 gp, limit 5)
  +1 human bane arrow (166 gp, limit 5)
  black smear poison (200 gp, limit 6; injury; save Fort 
  DC 15; frequency 1/round for 6 rounds; effect 1d2 
  Str; cure 1 save)
  headband of inspired wisdom +2 (4,000 gp)
  journal of the beast within (2,165 gp; contains the 
  preparation ritual; Pathfinder RPG Ultimate Magic 123)
  ring of protection +1 (2,000 gp)
  scroll of dispel magic (CL 11th; 825 gp, limit 1)
  short sword of venom (functions as a dagger of 
  venom; 8,310 gp)
  wand of countless eyes (9 charges; 2,025 gp, limit 1; 
  Pathfinder RPG Ultimate Magic 213)
  +2 leather armor (4,160 gp)
  +2 spear (8,302 gp)
  +3 studded leather (9,175 gp)
  headband of alluring charisma +2 (4,000 gp)
  scroll of dispel magic (CL 14th; 1,050 gp, limit 1)
  wand of magic missile (CL 5th; 3,750 gp, limit 1)
  wand of restoration (3 charges; 4,260 gp, limit 1)
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 6/S06%3F23 - The Darkest Abduction.pdf