TEXT: By Patrick Renie
  The
  Cyphermage Dilemma
  PATHFINDER SOCIETY SCENARIO #4–15 
  TIER 1–5
  
  The Cyphermage Dilemma
  Pathfinder Society Scenario #4–15
  Author • Patrick Renie
  Contributing Artists • Yngvar Asplund and Ryan Portillo
  Cartographers • Jason Engle, Robert Lazzaretti, and  
  Corey Macourek
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • Mark Moreland
  Development Team • John Compton, Adam Daigle, Rob 
  McCreary, Mark Moreland, and Patrick Renie
  Editorial Team • Judy Bauer, Logan Bonner,
  Christopher Carey, and Ryan Macklin
  Lead Designer • Jason Bulmahn
  Design Team •  Stephen Radney-MacFarland and  
  Sean K Reynolds
  Senior Art Director • Sarah E. Robinson
  Art Director • Andrew Vallas
  Graphic Designer • Sonja Morris
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
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  Chief Technical Officer • Vic Wertz 
  Senior Software Developer • Gary Teter
  Pathfinder Society Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Website Team • Ross Byers, Liz Courts, Lissa Guillet, 
  and Chris Lambertz
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  Heather Payne, Jeff Strand, and Kevin Underwood
  Customer Service Team • Erik Keith and  
  Sara Marie Teter
  Pathfinder Society Scenario 4–15: The Cyphermage Dilemma 
  is a Pathfinder Society Scenario designed for 1st- to 5th-
  level characters (Tier 1–5; Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society Organized 
  Play campaign, but can easily be adapted for use with any world.
  This product makes use of the Pathfinder RPG Core Rulebook, the Pathfinder RPG Advanced Player’s Guide, the Pathfinder 
  RPG Bestiary, the Pathfinder RPG Bestiary 2, the Pathfinder RPG Bestiary 3, and Pathfinder RPG Ultimate Magic. These rules 
  can be found online for free as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/prd.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
  fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as 
  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
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  Pathfinder Society Scenario #4–15: The Cyphermage Dilemma © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, LLC, the Paizo golem logo, 
  Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, 
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  Pathfinder Tales are trademarks of Paizo Publishing, LLC.
  
  3
  WHERE ON GOLARION?
  The Cyphermage Dilemma takes place in the pirate city 
  of Riddleport, one of the frontier region of Varisia’s three 
  most powerful city-states. Aside from being a haven for 
  those criminals and ruffians who find living elsewhere 
  undesirable or impossible, Riddleport also attracts some of 
  the most ambitious scholars in the Inner Sea region, who 
  come to study the massive and mysterious Cyphergate. 
  This Thassilonian arch spans the harbor and features 
  indecipherable runes that many believe hold ancient secrets 
  beyond the understanding of modern magicians. For more 
  information on Riddleport and the Cyphergate, check 
  out Pathfinder Adventure Path #13: Shadow in the Sky, 
  Pathfinder Player Companion: Varisia, Birthplace of Legends, 
  and Pathfinder Player Companion: Second Darkness Player’s 
  Guide, available in bookstores or game stores everywhere, 
  or online at paizo.com.
  Vari
  sia
  • MagniMar
  Varisian 
  Gulf
  • riddlePort
  his blatant rivalry with Cromarcky make it impossible to ask 
  the overlord for his aid in the matter, and sending out his 
  own agents would mean admitting his vulnerability in the 
  eyes of rival crime lords. Thus, cyphermages are looking for 
  a discreet solution to their problem from outside sources, a 
  search made easier by a conjunction of motivations with the 
  Pathfinder Society. Among the scholars scheduled to arrive 
  in Riddleport in answer to Tammerhawk’s call to grow the 
  Order of the Cypher, is a particularly knowledgeable sage 
  from distant Tian Xia—and ex-Pathfinder—named Hirako 
  T
  he mysterious Thassilonian monument known 
  as the Cyphergate has been an object of intense 
  scrutiny since the founding of Riddleport beneath 
  it, and the mostly indecipherable runes running across 
  its length have posed numerous questions to those who 
  study it. While research regarding the arch has been a slow 
  effort, the gigantic artifact has spurred numerous sages to 
  dedicate their lives to unraveling its secrets, creating an 
  exclusive collaborative known as the Order of the Cyphers, 
  headed by the learned crime lord and Speaker of the Order, 
  Elias Tammerhawk, and populated by scholars who refer to 
  themselves ostentatiously as cyphermages. Little has been 
  discovered of the gate’s purpose in past centuries, driving 
  cyphermages in recent years to send out invitations 
  to scholars in distant lands to come and examine the 
  Cyphergate, in the hope that additional minds will reveal 
  more of the landmark’s mysteries.
  The surge of scholars arriving in Riddleport Harbor 
  has been a boon to the Order of the Cyphers and Elias 
  Tammerhawk, but not everyone in the pirate haven has 
  taken kindly to the increase in Thassilonian studies. 
  A Vudrani vishkanya by the name of Alejia Netrav has 
  been trying to bolster her influence in the criminal-run 
  government of Riddleport by obstructing support for the 
  existing crime lords, particularly Elias Tammerhawk. 
  She believes that by subverting his efforts in studying 
  the Cyphergate, she can reveal him to be incompetent 
  and supersede his spot as first-in-line for the position of 
  Overlord of Riddleport.
  In her latest efforts to discredit Tammerhawk, Alejia 
  and her band of pirates have been raiding incoming ships 
  that bear the Riddleport flag, capturing the scholars and 
  slaying the rest of the ship’s crew before sailing back to 
  the cove under the city’s flag and masquerading as a law-
  abiding citizen. This is all in blatant opposition to the 
  decree of the current overlord, Gaston Cromarcky, who 
  has ruled that any ships bearing the Riddleport flag are 
  immune to attacks from other ships who wish to call the 
  pirate haven home.
  Though the Order of Cyphers has taken notice of the 
  attacks on their ships and has acquired a valuable lead in 
  discovering the culprit’s identity, Tammerhawk’s pride and 
  The  
  Cyphermage Dilemma
  By Patrick renie
  
  GM RESOURCES
  This adventure refers to content from the Pathfinder RPG 
  Core Rulebook, the Pathfinder RPG Advanced Player’s Guide, 
  the Pathfinder RPG Bestiary, the Pathfinder RPG Bestiary 2, 
  the Pathfinder RPG Bestiary 3, and Pathfinder RPG Ultimate 
  Magic. These rules can be found online for free 
  as part of the Pathfinder Roleplaying Game 
  Reference Document at paizo.com/prd
  Venture-Captain 
  Sheila Heidmarch
  PATHFINDER SOCIETY SCENARIO
  Gurukaza. He is scheduled to arrive in 
  Riddleport Harbor on the ship Topaz Titan, 
  and the Pathfinder Society wishes to ensure 
  his safe arrival. Thus both the Decemvirate 
  and the Order of the Cyphers are aligned 
  in their desire to quickly find Alejia and 
  her crew of bandits and eliminate them 
  before it’s too late. The Venture-Captain of 
  Varisia’s only Pathfinder Lodge, Sheila 
  Heidmarch of Magnimar, knows 
  that research on the Cyphergate 
  is an invaluable endeavor for both 
  for Varisia and the Pathfinder 
  Society, and has agreed to aid 
  Tammerhawk in pursuing the pirates 
  hindering his order’s research, lest one 
  of the Society’s most esteemed scholars 
  become the next victim of Alejia’s piracy and secrets of 
  the Cyphergate remain locked away forever.
  SUMMARY
  The PCs’ first task is to find out who has been attacking 
  incoming ships bearing the Riddleport flag and 
  capturing scholars on their way to see the Cyphergate. In 
  addition, the PCs must ensure that the Tian sage Hirako 
  Gurukaza aboard the Topaz Titan makes it to port, as he 
  is believed to be the raiders’ next target. The PCs’ best 
  lead is a rumor that the pirates’ hideout is in the Wharf 
  District, where the pirates keep their stolen treasure, 
  evidence of destroyed ships, and captured crew members 
  and scholars who either washed up on shore or proved 
  to be too valuable to kill just yet. Passersby are being 
  paid off by shadowy pirates to keep quiet about what they 
  see, and dockworkers have been hired to haul bodies 
  and treasure from an unknown location to a derelict 
  warehouse. Following up on this rumor, the PCs discover 
  the whereabouts of the warehouse and confront the 
  bandits, who hold a ragged-looking prisoner within, as 
  well as relics and items clearly stolen from the transport 
  ships being attacked as of late.
  Upon apprehending the violent pirates in the 
  warehouse, the PCs discover that the derelict building 
  belongs to a gang of ruffians under the sway of Alejia, 
  and the bound and gagged individual is a foreign scholar 
  captured in the most recent raid, being held prisoner 
  until Alejia comes back and decides what to do with her. 
  The scholar remembers which ship she was taken aboard, 
  and can identify it as the Lionfish, docked in port.
  While investigating the Lionfish, the PCs discover that 
  the ship is actually captained by Alejia’s most trusted 
  minion, a grippli by the name of Mumbuckle. 
  Either by interrogating the captured grippli 
  and his crew or by looking at some of the 
  letters between Alejia and Mumbuckle, 
  the PCs learn that Alejia and some of 
  her crew are already on the Topaz Titan, 
  having boarded the ship during its stop in 
  Kalsgard disguised as guards. They plan on 
  overthrowing the passenger ship’s captain 
  and limited crew and sailing for a secret 
  cove that Alejia uses as one of her bases. 
  Mumbuckle has been ordered to pilot the 
  Lionfish to the cove so that they can loot 
  the Topaz Titan and take the remaining 
  prisoners—including 
  Gurukaza—to 
  Okeno to be sold as slaves. The PCs also 
  learn that if Mumbuckle and his 
  crew fail to show up on the expected 
  day, Alejia and her gang will simply 
  kill their prisoners.
  Alejia provided Mumbuckle with a map 
  that details how to get to the pirate hideaway, located on a 
  tiny island off the coast of Varisia Alejia has dubbed Viper 
  Cove. Either by hiring a captain or piloting the ship 
  themselves, the PCs steer the Lionfish out to sea and locate 
  Viper Cove, intercepting Alejia and her gang before they 
  can kill the prisoners. Once they’ve found the renegade 
  pirates, the PCs must defeat them in combat, lest the 
  rogues further prey upon Riddleport Harbor.
  GETTING STARTED
  The light from the rising sun performs a splendid dance 
  upon the windows of Venture-Captain Sheila Heidmarch’s 
  Magnimarian manor house as she pours the coffee. Her 
  young servant brings in a platter of pastries and fruits 
  before the Venture-Captain begins to speak about the 
  mission at hand in her distinctively low, breathy voice. 
  Read the following to get the adventure underway.
  “As I’m sure you’re well aware, much of the reason Riddleport 
  was founded where it was is because of its easily defendable 
  position as well as the enigmatic Cyphergate, which has baffled 
  scholars since its discovery. The Pathfinder Society has a keen 
  interest in the Thassilonian monument as well, since solving its 
  mysteries would undoubtedly unlock a number of other secrets 
  regarding that lost empire. The Order of the Cyphers has been 
  4
  
  EXPERIENCING RIDDLEPORT
  Although making some of the Knowledge or Diplomacy 
  checks in the Getting Started section should be enough 
  for the PCs to locate the warehouse where Alejia has been 
  hoarding the spoils of her operation, some groups may 
  have difficulty succeeding at the skill checks or desire more 
  roleplaying opportunities. If so, use the following brief 
  descriptions of NPCs to grant the PCs small clues, add a 
  cumulative +2 bonus to any checks made in the Finding the 
  Warehouse section for each NPC the party interracts with, 
  and give the players a taste of Riddleport’s atmosphere. If the 
  PCs are unable to learn enough to go on with their mission 
  after 1 day, Venture-Captain Sheila Heidmarch sends word 
  the following morning that she has located the warehouse 
  Alejia is rumored to be operating out of (information equal 
  to a successful DC 20 check on the associated table), which 
  should enable the PCs to jump into the rest of the scenario.
  Lixy Parmenter, female human casino operator. Lixy runs 
  the Ghoulette table, a game of chance that uses an animate, 
  insulting head, at the Golden Goblin Gambling Hall.
  Kaurik Alraggun, male dwarf forge-worker. Kaurik is 
  retired from working the gas forges near the wharf. His 
  rasping cough makes speaking difficult.
  Imil Shallowkeel, male halfling smuggler. Imil operates 
  out of The River Runner, a pricey inn that doubles as a black 
  market clearing house, but most often he is busy managing 
  shipments near the wharf district. 
  THE CYPHERMAGE DILEMMA
  would seek to get involved in their complicated feud. 
  Cromarcky’s direct underlings and the peacekeepers 
  of the town, the Riddleport Gendarmes, know of the 
  troubles the Order of the Cyphers has been facing as of 
  late, but they are hesitant to do anything about it, as they 
  fear punishment for helping Elias. Elias himself wishes 
  to keep this investigation as discreet as possible, and have 
  it dealt with immediately.”
  Does Alejia have any allegiances we should know 
  about? “While she is a lowly pirate, Alejia possesses more 
  enemies than friends in Riddleport, having backstabbed 
  many business partners to get to where she is now. Her 
  sudden disappearance and recent activities have only 
  spurred public resentment of her, and many would like 
  to see her dead. In any case, don’t be surprised if your 
  investigation gets you entangled with some of her less 
  savory ex-associates.”
  How should we get to Riddleport? “Trade between 
  Magnimar and Riddleport is strong at present, and 
  there are ships leaving several times a day to traverse the 
  Varisian Gulf for the City of Cyphers. I have arranged 
  passage for you on a Taldan cargo ship called the Opparan 
  Opal that will be leaving within the hour. Hurry to the 
  docks, and you’ll be in Riddleport before you know it.”
  amassing support from outside sources for some years now, 
  and scholars from all over the Inner Sea have come to aid Elias 
  Tammerhawk and the cyphermages.”
  Heidmarch takes a bite out of a chocolate-filled biscuit 
  before continuing. “Just recently, however, we received word 
  from Elias himself that several of the visiting scholars haven’t 
  arrived in Riddleport Bay as expected. It seems as though a 
  band of raiders, led by the Vudran pirate Alejia Netrav, has been 
  intercepting the ships at sea, killing the crews, and destroying 
  the ships. While Riddleport is hardly a stranger to the likes 
  of pirates, Overlord Cromarcky has declared it illegal for any 
  ships that wish to return to Riddleport Harbor to attack ships 
  bearing the Riddleport flag. Alejia’s ship is clearly coming from 
  Riddleport—the attacks all took place just outside Riddleport 
  Harbor—but attempts to identify her ship have been 
  unsuccessful so far.
  “I needn’t explain to you that the Pathfinder Society is also 
  very much interested in the secrets of the Cyphergate, and 
  that the deaths of these knowledgeable scholars have severely 
  hindered progress in unraveling the artifact’s mysteries. The 
  unexplained attacks are beginning to wear on the other sailors 
  of Riddleport as well, and if something isn’t done about the 
  matter soon, there will be no shortage of civil unrest, if  
  not anarchy.
  “In a few days, a ship called the Topaz Titan is scheduled to 
  arrive in Riddleport Harbor from Minkai, bearing the acclaimed 
  Tian scholar Hirako Gurukaza—who is also a former member of 
  our Society. We fear that he may be Alejia’s next target, and your 
  task is to prevent her assault at all costs, both ensuring Hirako’s 
  safety and shoring up our relationship with Tammerhawk. 
  I have heard rumors that some of Alejia’s cronies have been 
  storing their stolen goods somewhere in the Wharf District, so 
  that might be a good place to start your investigation. While in 
  Riddleport, keep a low profile and try to avoid pulling any of the 
  crimelords into the situation. Tammerhawk would appreciate 
  discretion and subtlety if possible. Regardless, there is little 
  time to waste, as there is no knowing exactly when the pirates 
  will choose to strike the Topaz Titan.”
  After Sheila fills the PCs in on their mission, they 
  may have some questions for the venture-captain. Here 
  are answers to some of the most likely questions the PCs 
  may ask.
  Why is Alejia specifically targeting scholars? “When I 
  spoke to Elias, he was very cryptic about why someone 
  would want to hinder his efforts as Speaker of the Order 
  of Cyphers so much, but if I had to take a guess, I’d say 
  this is a direct attack against Elias, rather than the 
  scholars themselves. I doubt that the Topaz Titan’s crew is 
  aware of the threat Alejia poses.”
  Is there anyone else who might be able to help us? 
  “Elias is a powerful figurehead in Riddleport, but his 
  rivalry with Overlord Cromarcky is well known; few 
  5
  
  Riddleport
  A
  B
  C
  0 
  ft.
  500 
  ft.
  N
  PATHFINDER SOCIETY SCENARIO
  From the time the PCs arrive in Riddleport, they 
  have 2 days before the Topaz Titan’s scheduled arrival in 
  port, which they can discover with a successful DC 10 
  Knowledge (local) or Diplomacy check. 
  Investigating Alejia
  While Alejia does not possess the reputation of a renowned 
  crime lord, her influence in Riddleport and her unlawful 
  doings have bolstered knowledge of her presence. The 
  PCs may learn the following fact about their adversary 
  by making Diplomacy checks to gather information or 
  Knowledge (local) checks once they start the adventure 
  in Riddleport.
  10+ Before they took to their latest unlawful deeds, 
  Alejia and her crew were well known among the pirate 
  gangs of Riddleport.
  15+ Alejia’s crew is known for its ruthless tactics 
  and efficiency in commandeering and sinking targets, 
  often switching or altering ships to conceal her true 
  whereabouts.
  20+ While she appears human from a distance, Alejia 
  is actually a vishkanya from distant Vudra, making her 
  blood and spit deadly poison against foes.
  25+ In addition to her charming wiles, Alejia is known 
  for her elaborate disguises and magical ability to alter her 
  appearance.
  Finding the Warehouse
  In order to learn more about Alejia’s influence in the 
  Wharf District, some PCs might seek out local gossip 
  and rumors in Riddleport. The following clues will help 
  lead the PCs to the warehouse in which Alejia’s minions 
  are located, and may be uncovered with a successful 
  Diplomacy check to gather information or a Knowledge 
  (local) check.
  15+ Though the dockside Wharf District was once one 
  of the most prosperous parts of Riddleport, in recent 
  years the district has declined into a state of shabbiness, 
  and crime is rampant throughout many of the run-down 
  shops and warehouses.
  20+ Shady folk have been paying locals in the Wharf 
  District to keep quiet about anything they might see or 
  hear, and some mercenary dockhands have found work 
  hauling oddly-shaped cargo to what was thought to be a 
  derelict building.
  25+ Recently, some pirates paid dockworkers to look 
  the other way as they led a gagged and blindfolded person 
  from a large crate into a derelict warehouse on the edge 
  of the Wharf District.
  A. THE WAREHOUSE (CR 3 OR CR 6)
  Read the following when the PCs arrive at the warehouse. 
  The foul, mucky weather is enough to make any possible 
  source of refuge look at least a little more hospitable, but 
  the tattered sides of this rundown building have clearly seen 
  better days. The waterlogged boards that hold it up have 
  numerous holes that have been boarded over with newer 
  planks. The warehouse’s few windows are high off the ground 
  and intermittently broken; those still intact are far too grimy 
  6
  
  SCALING ENCOUNTER A
  Make the following changes to the encounter to 
  accommodate parties of four PCs.
  Subtier 1–2: Remove 2 grunts from the encounter
  Subtier 4–5: Remove 1 grunt from the encounter.
  THE CYPHERMAGE DILEMMA
  to see through anyway. While the building itself hardly looks 
  like a viable base of operations, a flicker of light can be seen 
  from within. The east and west loading doors are closed, as 
  well as the narrower south door, which has a sliding peep hole 
  built into it at eye level.
  Alejia and her gang of pirates store their bounty 
  and anything else they may not need while at sea. The 
  warehouse’s windows are too high up to peer into, and 
  the filth that’s accumulated on them over the years hardly 
  allows light in, let alone wandering eyes. The loading 
  doors, despite being years old, are sturdy and barred 
  from the inside, requiring a DC 22 Strength check to 
  break down. The side door looks like it sees considerably 
  more traffic, and the flimsy lock holding it from the 
  inside hardly holds the thing shut. A PC must succeed at 
  a DC 15 Disable Device check to pick the lock, or a DC 15 
  Strength check to break the lock and push the door open.
  Creatures: Several of Alejia’s lowest-ranking crew 
  members guard the warehouse and its stores. While lazy, 
  they fear their leader’s wrath if she should find them 
  slacking off, so they busy themselves by cleaning up the 
  dilapidated building and sorting the crates.
  The grunts’ current priority is to keep an eye on a 
  prisoner they captured from their latest raid, an Andoren 
  theologian named Iatha Oedricius (N female human 
  adept 3) whose vast knowledge of ancient Thassilonian 
  religions spurred the Order of the Cyphers to seek 
  her out. The ship she was traveling aboard to reach 
  Riddleport, the Starfire, was raided by the Lionfish nearly 
  a week ago with a tactic similar to the one Alejia plans 
  to use on the Topaz Titan—Alejia herself was already 
  aboard the Starfire. After slaying the crew and capturing 
  Iatha, Alejia commandeered the Starfire and set sail for 
  Kalsgard, where she scuttled the Starfire to erase her 
  tracks and made for the mainland by rowboat. Alejia 
  ordered the pirates to watch over Iatha until she returned 
  and decided what to do with her captive. Since Alejia isn’t 
  due back until after her crew captures the Topaz Titan, her 
  minions have kept Iatha weakened, gagged, and bound 
  for the time being, awaiting their leader’s return.
  The guards inside the warehouse have been ordered 
  to keep any intruders out of the building, using force if 
  necessary but not if it draws significant attention. They 
  use the sliding peephole on the side door to deter any 
  strangers who knock, though the dark, gloomy weather 
  makes it difficult to tell friend from foe. If the PCs speak 
  to the warehouse guards through the sliding peephole 
  and make a successful Bluff or Intimidate check (by 
  either claiming to be fellow pirates under Alejia’s banner, 
  Riddleport Gendarmes sent to investigate, or some other 
  believable lie), the guards hastily hide Iatha Oedricius’s 
  unconscious body in one of the crates, and hesitantly 
  allow the PCs in. Once they realize the jig is up or if 
  they detect anyone attempting to break in, however, the 
  grunts prepare to defend their base, getting into tactical 
  positions to protect their hard-earned loot and prisoner.
  The grunts use the terrain to their advantage, and 
  hide around corners to disguise their numbers. As a full-
  round action that provokes an attack of opportunity, one 
  of the guards may push the topmost crate on a stack of 
  cargo boxes over onto unsuspecting victims on the other 
  side of one of these makeshift barriers (the barrier cannot 
  be more than 2 squares deep in order to do this). Anyone 
  in the square where a cargo box would fall must succeed 
  at a DC 14 Reflex save or take bludgeoning damage and be 
  knocked prone. In Subtier 1–2, a falling box deals 1d4+3 
  points of damage. In Subtier 4–5, a falling box deals 1d6+3 
  points of damage. A successful Reflex save halves damage 
  and negates the prone effect. The falling box breaks 
  open and the square it landed upon is treated as difficult 
  terrain for the rest of the encounter.
  Subtier 1–2 (CR 3)
  LIONFISH GRUNTS (5) 
  CR 1/2
  Human rogue (swashbuckler) 1 (Pathfinder RPG Advanced 
  Player’s Guide 135)
  LE Medium humanoid (human)
  Init +6; Senses Perception +4
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 10 each (1d8+2) 
  Fort +1, Ref +4, Will +0
  OFFENSE
  Speed 30 ft.
  Melee cutlass +3 (1d6+3/18–20)
  Ranged light crossbow +2 (1d8/19–20)
  Special Attacks sneak attack +1d6
  TACTICS
  Before Combat If the grunts in the warehouse are given 
  time to prepare for a fight against intruders, they get into 
  tactical positions around the warehouse, hiding around 
  corners and using their thunderstones and smokesticks to 
  disorient opponents.
  During Combat In addition to flanking and making sneak 
  attacks whenever possible, the guards use the boxes of 
  cargo as weapons, pushing them onto unsuspecting PCs from 
  the other side of the makeshift barriers (see above).
  7
  
  A. The Warehouse
  1 square = 5 feet
  N
  GameMastery Flip-Mat: Warehouse
  PATHFINDER SOCIETY SCENARIO
  Morale Being the lowliest of Alejia’s crew members, the 
  warehouse grunts have no wish to die for their cause, 
  and each grunt surrenders when brought to 3 hit points or 
  fewer, or when the last one standing is brought to fewer 
  than 5 hit points.
  STATISTICS
  Str 16, Dex 15, Con 12, Int 13, Wis 10, Cha 8
  Base Atk +0; CMB +3; CMD 16
  Feats Dodge, Improved Initiative
  Skills Acrobatics +6, Bluff +3, Disable Device +6, Disguise +3,  
  Escape Artist +6, Intimidate +3, Perception +4, Sense 
  Motive +4, Sleight of Hand +6, Stealth +6
  Languages Common, Varisian
  SQ martial training
  Combat Gear smokestick, tanglefoot bag, thunderstone; Other 
  Gear masterwork studded leather, light crossbow with 10 
  bolts, cutlass, thieves’ tools, 35 gp
  Subtier 4–5 (CR 6)
  LIONFISH GRUNTS (4) 
  CR 2
  Human rogue (swashbuckler) 3 (Pathfinder RPG Advanced 
  Player’s Guide 135)
  LE Medium humanoid (human)
  Init +6; Senses Perception +6
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 23 each (3d8+6)
  Fort +2, Ref +5, Will +1; +1 vs. fear
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee mwk cutlass +6 (1d6+3/18–20)
  Ranged light crossbow +4 (1d8/19–20)
  Special Attacks sneak attack +2d6
  TACTICS
  Before Combat If the grunts in the warehouse are given 
  time to prepare for a fight against intruders, they get into 
  tactical positions around the warehouse, hiding around 
  corners and using their thunderstones, smokesticks, and 
  potions of invisibility to disorient opponents and gain sneak 
  attacks against them on the first round.
  During Combat In addition to flanking and making sneak attacks 
  whenever possible, the guards use the boxes of cargo as 
  weapons, pushing them onto unsuspecting PCs from the other 
  side of the makeshift barriers (see the Subtier 1–2 tactics).
  Morale Being the lowliest of Alejia’s crew members, the 
  warehouse grunts have no wish to die for their cause, and 
  surrender when brought to 5 hit points or fewer, or when the 
  last one standing is brought to fewer than 8 hit points.
  STATISTICS
  Str 16, Dex 15, Con 12, Int 13, Wis 10, Cha 8
  Base Atk +2; CMB +5; CMD 18
  Feats Dodge, Improved Initiative, Precise StrikeAPG
  Skills Acrobatics +9, Bluff +5, Disable Device +8, Disguise +5, 
  Escape Artist +8, Intimidate +5, Perception +6, Sense Motive 
  +6, Sleight of Hand +8, Stealth +8
  Languages Common, Varisian
  SQ daring, martial training, rogue talents (bleeding attack +2)
  Combat Gear potion of cure light wounds, potion of invisibility, 
  smokestick, tanglefoot bag, thunderstone; Other Gear 
  masterwork studded leather, light crossbow with 10 bolts, 
  masterwork cutlass, masterwork thieves’ tools, 45 gp
  APG See the Advanced Player’s Guide.
  8
  
  DISEASE: HARBOR GUT
  The water in Riddleport’s Inner Harbor is heavily polluted with 
  the runoff and refuse from the city’s sewer systems, making it 
  unsafe to drink, let alone swim in. If any PCs fall in the water 
  below the Lionfish (most likely by failing a Climb check by 5 
  or more), they are exposed to harbor gut, which tightens the 
  muscles of the abdomen in tortuous pain.
  HARBOR GUT
  Type disease, ingested; Save Fortitude DC 13
  Onset 1d3 days; Frequency 1/day
  Effect 1d2 Dex damage; Cure 2 consecutive saves
  THE CYPHERMAGE DILEMMA
  Subtier 4–5:
  Give each PC 335 gp.
  B. THE DOCKS (CR 3 OR CR 6)
  Alejia has garnered many enemies in Riddleport over 
  the past few months, and among them are the gang 
  members of Boss Croat, one of Riddleport’s eight crime 
  lords. Some of Boss Croat’s half-orc enforcers have been 
  seeking to control more of the city through intimidation 
  and providing businesses with their “protection.” 
  These enforcers hope to bolster their leader’s dastardly 
  reputation and earn his praise, and their latest coercions 
  have been centralized in the Wharf District. Most 
  recently, some of Boss Croat’s gangsters have tried to lean 
  on the guards assigned to watch over Alejia’s warehouse, 
  but Alejia’s crew have largely ignored the bullies, locking 
  them out of the building and not entertaining their 
  threats. In response to this, the brutes have started 
  watching the building more intently, and plan on 
  attacking any who walk out of it to teach them a thing or 
  two about respecting Boss Croat.
  Creatures: As soon as the PCs are done with their 
  business in Alejia’s warehouse and make their way toward 
  the Lionfish, several of Boss Croat’s half-orc thugs tail 
  them, as they happened to be walking by the warehouse 
  at the time and are fed up with being disregarded by the 
  guards of the warehouse. The enforcers follow the PCs for 
  several minutes on the way to the docks, and attack them 
  when no one else is around, gathering more of their fellow 
  gang members on their way and surrounding the PCs on 
  both sides. PCs who succeed at a DC 15 Perception check 
  notice the brutes before they are attacked during a surprise 
  round. If the thugs are spotted before they can ambush the 
  PCs, they continue with their attack, not wasting time on 
  words. In Subtier 1–2, there are two enforcers and their 
  pet dog. In Subtier 4–5, two of Boss Croat’s enforcers and 
  their two dogs attack the PCs, led by one of the crime lord’s 
  favored thug leaders.
  Development: While apprehending the grunts and 
  examining the storeroom, PCs who search some of the 
  most prominent cargo boxes inevitably stumble upon the 
  unconscious but stable body of Iatha. After she is healed 
  enough that she can speak, she tells the PCs everything 
  she can about the bandits who commandeered the ship 
  she was on and captured her, revealing the information 
  from Investigating Alejia on page 6 up to DC 25. She 
  recalls that the ship’s name is the Lionfish and can 
  succinctly describe it, but she refuses to go to the docks, 
  as she has had quite enough of pirates and only wants 
  to get on with her business at the Cypher Lodge. The 
  PCs may choose to interrogate the pirates who attacked 
  them in addition to or instead of interviewing Iatha, in 
  which case the pirates reveal the same information as 
  Iatha would, as well that some local crimelord thugs 
  have been stopping by in an  unsuccessful attempt to 
  extort protection money. Either way, if Iatha is healed 
  enough to move about, she thanks the PCs for their aid 
  and puts in a good word for them with Tammerhawk, 
  then leaves the Wharf District and seeks the hospitality 
  of the cyphermages in the Cypher Lodge.
  Treasure: While most of the goods stored in this warehouse 
  are either ancient beyond repair or spoiled foodstuffs, PCs 
  who search the warehouse and succeed at a DC 15 Perception 
  check find several noteworthy items from Alejia’s previous 
  raids. In Subtier 1–2, the cargo includes three acid flasks 
  and one masterwork longsword; in Subtier 4–5, the PCs 
  find the same treasure as in Subtier 1–2 with the addition 
  of a full box of six tar bombs (Pathfinder Player Companion: 
  Pirates of the Inner Sea 21). In both subtiers, a successful DC 
  20 Perception check also uncovers a secret compartment in 
  the warehouse floor in which the smuggler’s have hidden a 
  crate of ornate silk flags worth 100 gp.
  Faction Notes: Andoran faction PCs who apprehend at 
  least one of the crew members in charge of watching over 
  Iatha Oedricius and who free the bound scholar receive  
  1 Prestige Point.
  Grand Lodge faction PCs may search for the book on 
  Azlanti architecture that was stolen in one of the Lionfish’s 
  raids. Finding the book takes a DC 15 Perception check, 
  and its cover is written in a language thought to resemble 
  Azlanti, requiring a DC 15 Linguistics check to make out 
  the pseudonym Diresome Kretchens. Retrieving the book 
  earns Grand Lodge faction PCs 1 Prestige Point.
  Taldor faction PCs who discover and retrieve the silk 
  flags in the secret compartment (see Treasure, above) 
  earn 1 Prestige Point.
  Rewards: If the PCs defeat or negotiate with the pirates 
  in charge of the Lionfish’s warehouse, reward each subtier 
  thus:
  Subtier 1–2:
  Give each PC 148 gp.
  9
  
  B. The Docks
  1 square = 5 feet
  GameMastery Map Pack: Waterfront
  N
  PATHFINDER SOCIETY SCENARIO
  Subtier 1–2 (CR 3)
  BOSS CROAT ENFORCER (2) 
  CR 1
  Half-orc fighter 2
  LE Medium humanoid (human, orc)
  Init +5; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 21 each (2d10+6)
  Fort +5, Ref +1, Will +3; +1 vs. fear, 
  Defensive Abilities bravery +1, orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk sap +7 (1d6+3 plus nonlethal)
  Ranged sling +3 (1d4+3)
  TACTICS
  Before Combat The thugs attempt to sneak up on the PCs and 
  attack them in a surprise round.
  During Combat Ordering their dog to attack other targets, the 
  half-orc enforcers use their saps to incapacitate individual PCs, 
  targeting the weakest looking ones first and ganging up to 
  utilize sneak attack.
  Morale The thugs have no wish to die, and attempt to flee if 
  brought to fewer than 6 hit points.
  STATISTICS
  Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 10
  Base Atk +2; CMB +5; CMD 16
  Feats Improved Initiative, Iron Will, Weapon Focus (sap)
  Skills Handle Animal +4, Intimidate +6; Racial Modifiers +2 
  Intimidate
  Languages Common, Orc
  SQ orc blood, weapon familiarity
  Combat Gear potion of cure light wounds; Other Gear 
  masterwork studded leather, masterwork sap, sling with 5 
  bullets, ornate brass knuckles (30 gp), 14 gp
  PET DOG 
  CR 1/2
  Advanced dog (Pathfinder RPG Bestiary 87, 294)
  hp 8
  Subtier 4–5 (CR 6)
  BOSS CROAT ENFORCERS (2) 
  CR 1
  hp 21 each (use the stats from Subtier 1–2)
  BOSS CROAT THUG LEADER 
  CR 3
  Female half-orc fighter 4
  LE Medium humanoid (human, orc)
  Init +5; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 38 (4d10+12)
  10
  
  SCALING ENCOUNTER B
  Make the following changes to the encounter to 
  accommodate parties of four PCs.
  Subtier 1–2: Remove 1 enforcer from the encounter.
  Subtier 4–5: Remove 1 enforcer and 1 pet dog from 
  the encounter.
  THE CYPHERMAGE DILEMMA
  Rewards: If the PCs successfully defeat Boss Croat’s 
  thugs, reward each subtier thus:
  Subtier 1–2:
  Give each PC 48 gp.
  Subtier 4–5:
  Give each PC 301 gp.
  C. THE LIONFISH (CR 4 OR CR 7)
  After dealing with the troublesome thugs who mistook 
  them for the guards of the warehouse, the PCs are able to 
  continue to the Lionfish unhindered.
  The dinghy vessel bobbing in the water looks like it’s in dire 
  need of a new paint job, its maroon paint having faded to 
  a grimy puce and peeling away where the water laps at the 
  hull. The planks appear sturdy though, and the boat’s sails 
  are carefully mended. The word “Lionfish” is painted across 
  the side of the ship in clumsy blue letters, and a light on the 
  ship’s deck illuminates the work of several figures hustling to 
  and fro.
  The Lionfish is an old sailing ship that despite relative 
  neglect has remained in good shape over the years. Its 
  crew members are not the most learned sailors in the 
  Inner Sea, but they replace rotting wood and patch the 
  sails when necessary, and their raids ensure that they are 
  well fed and have plenty of rum. Alejia has ordered that 
  the ship be anchored at least 100 yards out from shore at 
  all times in order to decrease investigation of its cargo. As 
  the harbor is quite popular, this is not unusual activity—
  many boats are anchored relatively far from the docks, 
  especially bigger vessels with wealthy captains. In order 
  to get to the ship, the PCs need to traverse the perilous 
  waters of Riddleport’s Inner Harbor to reach the ship, 
  either via rowboat or some other means.
  Several small rowboats are tied to the docks of the 
  Wharf District, and can be commandeered to aid PCs in 
  crossing the treacherous waters. Four PCs can fit in one 
  of these standard rowboats, and two must succeed at a DC 
  10 Strength check in order to navigate the water and reach 
  the Lionfish. This DC increases to 15 if one PC is doing the 
  rowing. During the short voyage, PCs who look overboard 
  can see the polluted waters of the Inner Harbor. Upon 
  reaching the ship, the PCs must climb up the side in 
  Fort +6, Ref +2, Will +2; +1 vs. fear
  Defensive Abilities bravery +1, orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk heavy mace +10 (1d8+4)
  Ranged light hammer +5 (1d4+4)
  TACTICS
  Before Combat The thug leader commands the enforcers to hide 
  behind a jumbled pile of crates and wait there for a chance to 
  jump their foes.
  During Combat The thug leader barks orders to the enforcers 
  and strikes the toughest-looking PC with her heavy mace.
  Morale Knowing that she will be reprimanded if she and the 
  enforcers are beaten, the thug leader fights until both of the 
  enforcers flee, at which point she does so as well.
  STATISTICS
  Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 10
  Base Atk +4; CMB +8; CMD 19
  Feats Cleave, Improved Initiative, Intimidating Prowess, Power 
  Attack, Weapon Focus (heavy mace)
  Skills Intimidate +13; Racial Modifiers +2 Intimidate
  Languages Common, Orc
  SQ armor training 1, orc blood, weapon familiarity
  Combat Gear potion of cure serious wounds, alchemist’s 
  fire (2), tanglefoot bag; Other Gear +1 scale mail, light 
  hammers (3), masterwork heavy mace, ornate brass 
  knuckles (30 gp), 32 gp
  PET DOGS (2) 
  CR 1/2
  Advanced dog (Pathfinder RPG Bestiary 87, 294)
  hp 8 each
  Development: The thugs attack the PCs on a relatively 
  quiet stretch of the docks, where there are just enough 
  witnesses to spread word of the attack but not so many 
  as to interfere. If subdued and interrogated, the thugs 
  tell the PCs that they followed them from the warehouse 
  because they’re extorting businesses around the Wharf 
  District to spread the name of Boss Croat. They’ve heard 
  rumors of the Lionfish, and can provide information from 
  the Investigating Alejia section on page 6 up to DC 25.
  Faction Notes: Each of the half-orcs has a set of fancy 
  brass knuckles on the off-hand, and Sczarni faction PCs 
  will be able to spot the items with a single look, as the 
  weapons are quite gaudy, and have “Croat” written across 
  them in capital letters. While loath to part with the items, 
  the half-orc enforcers hand them over if successfully 
  intimidated (DC 13 against Boss Croat Enforcers and DC 
  15 against the Boss Croat Thug Leader). Taking a pair of 
  ornate brass knuckles from the half-orc enforcers earns 
  Sczarni faction PCs 1 Prestige Point.
  Silver Crusade faction PCs who make sure none of the 
  thugs escape earn 1 Prestige Point.
  11
  
  C. The Lionfish
  1 square = 5 feet
  GameMastery Map Pack: Boats & Ships
  PATHFINDER SOCIETY SCENARIO
  order to board it by making a successful DC 20 Climb 
  check. Alternatively, the PCs may climb up the slippery 
  anchor chain at the bow with a DC 10 Climb check, but 
  the rattling chain imposes a –4 penalty on Stealth checks 
  while climbing. A grappling hook and rope reduce the 
  DC of the Climb check to 5.
  If the PCs take the more lawful route and pay someone 
  to ferry them to the ship, they need to succeed at a DC 
  15 Knowledge (local) or Diplomacy check to gather 
  information in order to find a person willing to row them 
  to the Lionfish. PCs who succeed at either of these checks 
  inevitably run into Smulwarts Gultrock (N female dwarf 
  expert 4), a dwarven angler who offers to ferry them to the 
  Lionfish for 5 gp. She requires little explanation as to why 
  they want to board the ship, and remains quiet throughout 
  the trip. Once the skiff quietly glides up next to the boat, 
  she might silently offer the PCs a grappling hook and rope 
  if they seem to be struggling to get back up, but she’ll 
  charge them an additional 5 gp for the loan. Associating 
  with Gultrock will help PCs find a lieutenant captain for 
  the Lionfish if they need one after commandeering it.
  Creatures: The crew of the Lionfish patrol the perimeter 
  frequently, with the three crew members taking shifts, 
  and PCs who reach the deck might alert the pirates to 
  their intrusion (PCs can make Stealth checks opposed 
  by the pirates’ Perception checks, but they each take a –4 
  penalty due to the difficulty in climbing over the ledge of 
  the boat and the limited light, respectively). Two grunts 
  patrol the ship lazily, going about their duties on the deck, 
  while the other deckhands tend to things below deck. 
  Alejia’s lieutenant captain, a grippli named Mumbuckle, 
  resides in the captain’s quarters studying the most recent 
  nautical charts Alejia provided him.
  Subtier 1–2 (CR 4)
  LIONFISH GRUNTS (4) 
  CR 1/2
  hp 10 each (see page 7)
  MUMBUCKLE 
  CR 1
  Male grippli alchemist 2 (Pathfinder RPG Advanced Player’s 
  Guide 26, Pathfinder RPG Bestiary 2 149)
  LE Small humanoid (grippli)
  Init +5; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 20, touch 16, flat-footed 15 (+2 armor, +5 Dex, +2 natural, 
  +1 size)
  hp 14 (2d8+2)
  Fort +3, Ref +8, Will –1; +2 vs. poison
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee rapier +2 (1d4/18–20)
  Ranged mwk light crossbow +8 (1d6/19–20)
  Special Attacks bomb 4/day (1d6+2 fire, DC 13)
  Alchemist Extracts Known (CL 2nd)
  1st—bomber’s eyeAPG, jump, touch of the seaAPG
  TACTICS
  Before Combat As soon as Mumbuckle hears trouble outside 
  on deck, he swallows his mutagen and readies his crossbow 
  before rushing out the door to protect the ship.
  During Combat Mumbuckle throws tanglefoot bags with little 
  regard for his own crew and attacks from the quarterdeck 
  with his bombs and crossbow. If drawn into melee, he draws 
  his rapier and fends off foes as best as he can, calling to his 
  crew to help him.
  Morale Mumbuckle may be cowardly, but he is dedicated 
  to his captain, Alejia. He fights until all of his fellow crew 
  members are defeated and he is reduced to fewer than 5 
  hit points, at which point he surrenders, blubbering for his 
  life.
  Base Statistics Without the mutagen, the alchemist’s statistics 
  are Init +3, AC 16; Ref +6, Will +0; Ranged mwk light 
  crossbow +6 (1d6/19–20); Dex 16, Wis 10; CMD 13; Skills 
  Acrobatics +5, Perception +5, Profession (sailor) +5, Sense 
  Motive +2, Stealth +7 (+11 in marshes or forested areas)
  STATISTICS
  Str 11, Dex 20, Con 10, Int 15, Wis 8, Cha 12
  Base Atk +1; CMB +0; CMD 15
  Feats Brew Potion, Martial Weapon Proficiency (rapier), Throw 
  Anything
  Skills Acrobatics +7, Climb +8, Craft (alchemy) +7, Perception 
  +4, Profession (sailor) +4, Sense Motive +1, Stealth +9 (+13 
  in marshes or forested areas), Swim +2; Racial Modifiers 
  +4 Stealth in marshes or forested areas
  Languages Common, Grippli, Polyglot, Varisian
  SQ swamp stride, alchemy (alchemy crafting +2, discoveries 
  (precise bombs [2 squares]), identify potions), mutagen 
  (+4/–2, +2 natural, 20 minutes), poison use
  Combat Gear tanglefoot bags (2); Other Gear leather armor, 
  12
  
  SCALING ENCOUNTER C
  To accommodate parties of four PCs, remove one grunt from 
  the encounter in both subtiers.
  Mumbuckle
  THE CYPHERMAGE DILEMMA
  Device +13, Perception +7, Profession (sailor) +7, Sense 
  Motive +4, Stealth +9 (+13 in marshes or forested areas), 
  Swim +5; Racial Modifiers +4 Stealth in marshes or 
  forested areas
  Languages Boggard, Common, Grippli, Polyglot, Varisian
  SQ alchemy (alchemy crafting +5, identify potions), 
  discoveries (frost bomb, precise bombs [3 squares]), 
  mutagen (+4/–2, +2 natural, 50 minutes), poison use, 
  swamp stride, swift alchemy
  Combat Gear tanglefoot bags (2); Other Gear masterwork 
  studded leather, +1 light crossbow with 20 bolts, rapier, 
  formula book (contains all prepared extracts as well as  
  see invisibility)
  APG See the Advanced Player’s Guide.
  mwk light crossbow with 20 bolts, rapier, formula book 
  (contains all prepared extracts plus cure light wounds and 
  true strike)
  APG See the Advanced Player’s Guide.
  Subtier 4–5 (CR 7)
  LIONFISH GRUNTS (4) 
  CR 2
  hp 23 each (see page 8)
  MUMBUCKLE 
  CR 4
  Male grippli alchemist 5 (Pathfinder RPG Advanced Player’s 
  Guide 26, Pathfinder RPG Bestiary 2 149)
  LE Small humanoid (grippli)
  Init +9; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 21, touch 16, flat-footed 16 (+3 armor, +5 Dex, +2 natural, 
  +1 size)
  hp 36 (5d8+10)
  Fort +4, Ref +9, Will +0; +4 vs. poison
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee rapier +4 (1d4/18–20)
  Ranged +1 light crossbow +10 (1d6+1/19–20)
  Special Attacks bomb 8/day (3d6+3 fire, DC 15)
  Alchemist Extracts Known (CL 5th)
  2nd—fire breath, invisibility, levitate
  1st—bomber’s eyeAPG, cure light wounds, jump, shield, 
  true strike
  TACTICS
  Before Combat As soon as Mumbuckle hears trouble outside 
  on deck, he swallows his mutagen and readies his crossbow 
  before rushing out the door to protect the ship.
  During Combat Mumbuckle throws tanglefoot bags with little 
  regard for his own crew and attacks from the quarterdeck 
  with his bombs and crossbow. If drawn into melee, he draws 
  his rapier and fends his off foes as best as he can, calling to 
  his crew to help him.
  Morale Mumbuckle may be cowardly, but he is dedicated to his 
  captain, Alejia. He fights until all of his fellow crew members 
  are defeated and he is reduced to fewer than 10 hit points, at 
  which point he surrenders, blubbering for his life.
  Base Statistics Without the mutagen, the alchemist’s statistics 
  are Init +7; AC 17; Ref +7, Will +1;  Ranged +1 light crossbow 
  +8 (1d6+1/19–20); Dex 16, Wis 10; CMD 15; Skills Acrobatics 
  +8, Disable Device +11, Perception +8, Profession (sailor) +8, 
  Sense Motive +5, Stealth +7 (+11 in marshes or forested areas).
  STATISTICS
  Str 11, Dex 20, Con 10, Int 16, Wis 8, Cha 12
  Base Atk +3; CMB +2; CMD 17
  Feats Brew Potion, Improved Initiative, Martial Weapon 
  Proficiency (rapier), Throw Anything, Toughness
  Skills Acrobatics +10, Climb +8, Craft (alchemy) +11, Disable 
  13
  
  D. Viper Cove
  D1
  D2
  D3
  1 square = 5 feet
  PATHFINDER SOCIETY SCENARIO
  Development: If the patrolling deckhands on the 
  Lionfish notice the intruding PCs, they immediately 
  shouts to their companions for help. If they are taken 
  out or rendered silent in a surprise round, however, 
  neither the other deckhands nor Mumbuckle notices 
  the noise of battle, attributing the sounds to the waves 
  or neighboring ships.
  If the PCs capture or interrogate any of the deckhands, they 
  tell the PCs that Alejia is aboard the Topaz Titan, and that she 
  deferred her regular duties as captain to Mumbuckle for the 
  time being. Mumbuckle fears retribution from his captain, 
  but he fears the edge of the PCs’ swords more; he divulges 
  as little information as he can get away with, answering 
  questions briefly yet precisely, but tells everything he knows 
  if the threat of death is a possibility.
  Mumbuckle tells the PCs that he was put in charge of the 
  Lionfish while Alejia infiltrated the Topaz Titan, and that he 
  was instructed to sail the ship out to sea to rendezvous with 
  her after she takes the Topaz Titan. If he doesn’t show up, 
  however, she’ll execute the plan anyway, simply scuttling 
  the Topaz Titan once she brings it near a harbor instead of 
  allowing her crew members to loot the cargo.
  Treasure: Once the PCs apprehend the Lionfish’s crew, 
  they may search the ship and stumble across its stores of 
  rations and weapons. In Subtier 1–2, their goods include 
  a masterwork hook hand (310 gp; Pathfinder Player 
  Companion: Pirates of the Inner Sea 19), 5 barrels of cheap 
  rum (25 gp per barrel), and a Large, ornate treasure 
  chest (45 gp) with a sextant in it (500 gp). In Subtier 
  4–5, the Lionfish is stocked with the same gear, except 
  the hook hand is instead a +1 hook hand. In addition, 
  in the captain’s quarters are the nautical charts that 
  Alejia entrusted Mumbuckle with, which plot the 
  planned coordinates of the Topaz Titan. Several notes 
  to Mumbuckle from Alejia, delivered via carrier raven, 
  inform the PCs that Alejia has boarded the Topaz Titan at 
  Kalsgard and that the Lionfish is to meet her at sundown 
  on Moonday, which may be in 1 or 2 days depending on 
  how long the PCs took to find the warehouse.
  Faction Notes: Shadow Lodge faction PCs might 
  choose to seek out the angler Smulwarts Gultrock at 
  this point to deliver the package to her. Such PCs gain 
  a +2 bonus on Diplomacy checks to gather information 
  and Knowledge (local) checks to locate a small vessel to 
  take them out to the Lionfish, since they have the dwarf’s 
  name. Delivering the package (a high-quality, hollow 
  bronze peg leg) and tipping the dwarf at least 10 gp 
  earns Shadow Lodge faction PCs 1 Prestige Point.
  PCs who go into the captain’s quarters on the Lionfish 
  and make a successful DC 10 Perception check notice the 
  14
  
  OPTIONAL ENCOUNTER
  If less than 1 hour remains for the PCs to finish the scenario, 
  remove the creatures from the feeding pit in area D2.
  THE CYPHERMAGE DILEMMA
  various etchings on the walls—dozens of inscriptions 
  carved into the planks. Osirion faction PCs will be 
  interested in finding these inscriptions, which speak of 
  ancient shipbuilding techniques of various cultures. A 
  DC 15 Knowledge (history) check allows an Osirion faction 
  PC to identify which of the planks describes Osirian 
  shipbuilding techniques. Osirion faction PCs who identify 
  the correct plank and copy its text down to take back to 
  Amenopheus earn 1 Prestige Point.
  Rewards: If the PCs defeat the pirates aboard the 
  Lionfish, reward each subtier thus:
  Subtier 1–2:
  Give each PC 208 gp.
  Subtier 4–5:
  Give each PC 505 gp.
  D. VIPER COVE
  After the PCs defeat the pirates aboard the Lionfish and 
  find the documents detailing Alejia’s plan, they must 
  commandeer the ship in order to intercept the Topaz 
  Titan before Alejia slays everyone aboard it. Depending 
  on how long it took the PCs to acquire information about 
  Alejia and the warehouse on the first day, this leaves the 
  PCs with either 1 or 2 nights to acquire the aid and the 
  resources they’ll need to pilot the Lionfish out of harbor 
  and into the Varisian Gulf.
  In order to get to Viper Cove before Alejia kills the 
  prisoners she’s captured from the Topaz Titan, the PCs 
  must sail the Lionfish out past Riddleport’s harbor and get 
  to the pirate island using the nautical map Alejia provided 
  Mumbuckle. This means that the PCs need a formidable 
  captain to sail the ship, a task which could be easy or 
  challenging, depending on whether any of the PCs have 
  training in the Profession (sailor) skill. Any PC with ranks in 
  this skill can read the nautical map and pilot the relatively 
  small ship for the half-day’s journey to Viper Cove.
  If none of the PCs possess ranks in Profession (sailor), 
  they’ll have to hire someone from Riddleport to sail 
  the ship to the hidden island, a feat that shouldn’t 
  be too difficult in one of the most esteemed pirate 
  havens of the Inner Sea. If the PCs interacted with 
  Gultrock earlier in the scenario, they’ll have a fine lead 
  for a captain, as the lame dwarf is more than capable 
  of sailing with a crew willing to follow her orders. If 
  the PCs haven’t encountered Gultrock, now would be 
  a fine time to introduce the NPC, after the PCs make 
  the appropriate Knowledge (local) or Diplomacy checks, 
  of course. If the PCs fail these checks, they shouldn’t 
  automatically fail the scenario, but there should be an 
  added sense of urgency to them getting to Viper Cove, 
  either by elaborating on the setting sun and difficulty 
  in finding a hidden island at night or through other 
  creative means.
  Alternatively, the PCs might simply order Mumbuckle 
  to pilot the ship, though how trustworthy the grippli is 
  remains questionable. Though the lieutenant captain is 
  spineless, he is not completely disloyal, and you should 
  make it clear that he is not a trustworthy option should 
  the PCs keep him alive long enough to consider allowing 
  him to captain the ship.
  Regardless of how they do so, getting to Viper Cove 
  allows the PCs to continue with the scenario, the 
  remainder of which takes place in the cavernous cove of 
  the pirate island itself, just hours before Alejia and her 
  crew members are scheduled to kill off the prisoners.
  D1. Entry
  Read the following when the PCs arrive at Viper Cove. 
  The only landing point on the rocky islet called Viper Cove 
  seems to be through a cavern entrance that leads to a shallow 
  cove concealed within the island itself. The walls of the cavern 
  are lined intermittently with torch-adorned sconces, and 
  another ship is already moored on the northeastern side of 
  the embankment—Topaz Titan is emblazoned across its hull 
  in orange letters that shine brilliantly even in the limited 
  light. Several hastily-sealed cans of paint, a wood rasp, and 
  sandpaper are barely visible on the ship’s deck. On the eastern 
  side of the large cavern, two exits lead further into the cave 
  complex.
  The PCs may exit their ship either by docking in the 
  only available docking spot left or jumping out early and 
  swimming to the cave’s rocky shore. Either way, there are 
  no inhabitants keeping guard over this area, as Alejia and 
  her crew have already unloaded the cargo and captives 
  and are waiting in area D3.
  Faction Notes: Qadira faction PCs who make a DC 15 
  Perception check find the rare salt their faction leader 
  asked them to take back to Qadira. The salt is extremely 
  cold to the touch, and gloves are required to safely handle 
  it. Without some sort of protection, anyone touches the 
  salt with their bare skin must succeed at a DC 12 Fortitude 
  save or take 1d3 points of cold damage. Successfully 
  stowing the salt and taking it back to their faction leader 
  earns Qadira faction PCs 1 Prestige Point.
  D2. The Feeding Pit (CR 2 or CR 5)
  An iron gate blocks access to this passage, where a series 
  of wooden planks set into the soft sediment of the cavern’s 
  15
  
  SCALING ENCOUNTER D3
  To accommodate parties of four PCs, make the following 
  adjustment to the encounter. When Alejia or her crew 
  members raise the gate to area D2, the northern gate jams. 
  This forces the hounds to take the long way around, through 
  area D1, delaying their arrival at Alejia’s side.
  PATHFINDER SOCIETY SCENARIO
  floor provide a steep stairway into the chamber beyond. The 
  chamber resembles a pit more than anything else, and bones 
  of various kinds of animals—including humanoids—litter the 
  floor near the cages. Several sconces with burning torches 
  adorn the walls, and two empty cages stand at the eastern 
  side of the room.
  This room is where Alejia keeps her pets when she’s 
  hiding in the cove, taking them with her on voyages 
  as added insurance against particularly formidable 
  opponents. The two cages on the far wall usually keep the 
  beasts penned up during trips, but Alejia lets them out 
  while she is in Viper Cove so they can walk around the 
  feeding pit and get some exercise. 
  The iron gates in this room (hardness 10, hp 60, Lift DC 
  20) can be raised by operating a mechanism in area B3.
  Creatures: In Subtier 1–2, there are three rabid dogs in 
  the feeding pit. In Subtier 4–5, there are two trollhounds. 
  The beasts are vicious and often kept hungry, Alejia 
  only occasionally feeding them either extra food stores 
  or insolent crew members. The beasts are ruthless and 
  attack anyone on sight except Alejia, and PCs look as 
  good a meal as any to the starving creatures; however, 
  if attacked through the gate, the hounds seek cover in 
  the chamber’s western corners and bark wildly, likely 
  alerting Alejia and her associates in B3.
  Subtier 1–2 (CR 2)
  RABID DOGS (3) 
  CR 1/2
  Dog (Pathfinder RPG Bestiary 87)
  hp 6 each
  SPECIAL ABILITIES
  Disease (Ex) Rabies: Bite—injury; save Fort DC 14; onset 
  2d6 weeks; frequency 1/day; effect 1 Con damage plus 
  1d3 Wis damage (minimum reduction to 1 Wis); cure 2 
  consecutive saves.
  Subtier 4–5 (CR 5)
  TROLLHOUNDS (2) 
  CR 3
  hp 30 each (Pathfinder RPG Bestiary 3 274)
  Faction Notes: Cheliax faction PCs who note the design 
  of the cages in the feeding pit and bring sketches or notes 
  back to their faction by succeeding at a DC 15 Knowledge 
  (engineering) check receive 1 Prestige Point.
  D3. Holding Room (CR 3 or CR 6)
  Three sets of wooden stocks hang from the northern wall 
  of this room, pitons chaining the devices to the rock. Light 
  flickers into the room from the water out in the cavern’s main 
  chamber to the west, and small holes in the ceiling act as 
  skylights, ensuring that the room needs no torches to light 
  it during the day. Several natural stone columns break up 
  the center of the cavern, sending shafts of shadow across the 
  dimly-lit chamber.
  This chamber is where Alejia holds her prisoners 
  while she waits for Mumbuckle to arrive. From here, she 
  can release her hounds from area D2 by manipulating a 
  simple mechanism near the passage to their feeding pit. 
  Opening or closing the gates is a move action, but the 
  gate cannot be opened or closed until 1 full round has 
  passed since it was last raised or lowered.
  Creatures: Alejia and her favored crew members wait in 
  this room, prodding the scholar Gurukaza for whatever 
  information he knows about the Cyphergate and its 
  scholars so they can figure out where best to strike next 
  in their pursuit to undermine Tammerhawk and his 
  efforts with the Order of the Cyphers. If they detected 
  the intruders from either area D1 or D2, they prepare to 
  ambush the PCs when the party enters the cavern, hiding 
  behind the various stone pillars in the chamber to avoid 
  being seen. While Alejia ultimately doesn’t care whether 
  Gurukaza lives or dies, she knows his value as a hostage, 
  and attempts to use him as leverage to save her own skin. 
  The pirate captain keeps her allies between herself and the 
  PCs, and moves her bound and gagged prisoner toward the 
  Topaz Titan at blade point as long as she can maintain a 
  standoff. She avoids killing Gurukaza unless the PCs take 
  offensive actions against her or her grunts, or if they block 
  the trio’s egress from the chamber. Once Gurukaza is 
  dead, she fights for her life, knowing she has nothing with 
  which to bargain.
  Subtier 1–2 (CR 3)
  LIONFISH GRUNTS (2) 
  CR 1/2
  hp 10 each (see page 7)
  TACTICS
  Before Combat One of the grunts hides near the entrance to 
  area D2, where a control mechanism allows him to quickly 
  open the gate leading from area D1 to area D2 to allow the 
  beasts to join the fight.
  During Combat The grunt near the control mechanism opens 
  the gate as a move action before rushing to Alejia’s aid.
  16
  
  THE CYPHERMAGE DILEMMA
  ALEJIA NETRAV 
  CR 1
  Female vishkanya magus 2 (Pathfinder RPG Bestiary 3 281, 
  Pathfinder RPG Ultimate Magic 9)
  LE Medium humanoid (vishkanya)
  Init +6; Senses low-light vision; Perception +1
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 16 (2d8+4)
  Fort +4, Ref +2, Will +2; +2 vs. poison
  OFFENSE
  Speed 30 ft.
  Melee mwk cutlass +4 (1d6+2/18–20)
  Ranged hand crossbow +3 (1d4/19–20)
  Special Attacks poison, spell combat (–2 attack), spellstrike
  Magus Spells Prepared (CL 2nd; concentration +4)
  1st—burning hands (DC 13), corrosive touchUM, magic missile
  0 (at will)—acid splash, dancing lights, detect magic, 
  mage hand
  TACTICS
  Before Combat Alejia hides from the PCs when she hears 
  them in either adjacent chamber, positioning herself next to 
  her prisoner and readying her hand crossbow to fire in the 
  surprise round.
  During Combat Alejia fires her hand crossbow at the first PC 
  to step amid the stone columns, then draws her cutlass and 
  threatens to execute her prisoner if not allowed to leave on 
  the Topaz Titan without being followed. If not permitted 
  to leave with her prisoner, she kills him with a coup de 
  grace on the following round. Once injured, Alejia smears 
  her sword along her open wound to apply her venom to 
  the weapon before making her next attack, and uses spell 
  combat and spellstrike in following rounds.
  Morale Alejia has come too far to see her plan crumble into 
  ashes, and she fights to the death.
  STATISTICS
  Str 15, Dex 14, Con 13, Int 14, Wis 8, Cha 10
  Base Atk +1; CMB +3; CMD 15
  Feats Improved Initiative
  Skills Disguise +1, Escape Artist +4, Intimidate +5, Perception 
  +1, Profession (sailor) +4, Spellcraft +7, Stealth +4, Swim +6; 
  Racial Modifiers +2 Escape Artist,+2 Perception,+2 Stealth
  Languages Common, Varisian, Vishkanya, Vudrani
  SQ poison use, toxic, arcane pool (3 points, +1)
  Combat Gear potions of cure light wounds (2); Other Gear 
  masterwork studded leather, hand crossbow with 20 bolts, 
  masterwork cutlass, disguise kit, spell component pouch, 
  spellbook
  UM See Ultimate Magic.
  HIRAKO GURUKAZA 
  CR 4
  Male venerable human bard 5
  N Medium humanoid (human)
  Init –1; Senses Perception +1
  DEFENSE
  AC 9, touch 9, flat-footed 9 (–1 Dex)
  hp 21 (5d8–5); currently 3
  Fort +0, Ref +3, Will +7; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +1 (1d3–2)
  Special Attacks bardic performance 22 rounds/day 
  (countersong, distraction, fascinate, inspire competence +2, 
  inspire courage +2)
  Bard Spells Known (CL 5th; concentration +9)
  2nd (3/day)—animal messenger, misdirection, tongues
  1st (5/day)—alarm, comprehend languages, identify, 
  unseen servant
  0 (at will)—detect magic, know direction, light, message, 
  open/close, read magic
  STATISTICS
  Str 6, Dex 8, Con 9, Int 13, Wis 12, Cha 18
  Base Atk +3; CMB +1; CMD 10
  Feats Extra Performance, Iron Will, Magical Aptitude, Skill Focus 
  (Knowledge [arcana])
  Skills Appraise +9, Diplomacy +12, Knowledge (arcana) 
  +14, Knowledge (history) +11, Knowledge (nobility) +11, 
  Knowledge (planes) +11, Linguistics +9, Perform (oratory) +12, 
  Spellcraft +3, Use Magic Device +14
  Languages Celestial, Common, Infernal, Minkaian, 
  Thassilonian, Tien, Varisian
  SQ bardic knowledge +2, lore master 1/day, versatile 
  performance (oratory)
  Subtier 4–5 (CR 6)
  LIONFISH GRUNTS (2) 
  CR 2
  hp 23 each (see page 8)
  TACTICS
  Use the tactics from Subtier 1–2.
  ALEJIA NETRAV 
  CR 4
  Female vishkanya magus 5 (Pathfinder RPG Bestiary 3 281, 
  Pathfinder RPG Ultimate Magic 9)
  LE Medium humanoid (vishkanya)
  Init +6; Senses low-light vision; Perception +1
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 41 (5d8+15)
  Fort +6, Ref +3, Will +3
  OFFENSE
  Speed 30 ft.
  Melee +1 cutlass +7 (1d6+3/18–20)
  Ranged hand crossbow +5 (1d4/19–20)
  Special Attacks poison (DC 14), spell combat (–2 attack), 
  spellstrike
  17
  
  Alejia Netrav
  PATHFINDER SOCIETY SCENARIO
  Magus Spells Prepared (CL 5th; concentration +7)
  2nd—acid arrow, bull’s strength, frigid touchUM
  1st—burning hands (DC 13), color spray (DC 13), corrosive 
  touchUM, magic missile, ray of enfeeblement (DC 13)
  0 (at will)—acid splash, dancing lights, detect magic, 
  read magic
  TACTICS
  Before Combat Alejia hides from the PCs when she hears 
  them in either adjacent chamber, positioning herself next to 
  her prisoner and readying her hand crossbow to fire in the 
  surprise round.
  During Combat Alejia fires her hand crossbow at the first PC 
  to step amid the stone columns, then draws her cutlass 
  and threatens to execute her prisoner if not allowed to 
  leave on the Topaz Titan without being followed. 
  If not permitted to leave with her prisoner, 
  she kills him with a coup de grace on the 
  following round. Once injured, Alejia smears 
  her sword along her open wound to apply 
  her venom to the weapon before making 
  her next attack, and uses spell combat 
  and spellstrike in following rounds.
  Morale Alejia has come too far to see her 
  plan crumble into ashes, and she fights 
  to the death rather than allow the 
  Pathfinders to take her prisoner.
  STATISTICS
  Str 15, Dex 14, Con 14, Int 14, Wis 8, Cha 10
  Base Atk +3; CMB +5; CMD 17
  Feats Combat Casting, Improved Initiative, 
  Power Attack, Weapon Focus (cutlass)
  Skills Disguise +5, Escape Artist +4, 
  Intimidate +6, Perception +1, 
  Profession (sailor) +7, Spellcraft +10, 
  Stealth +4, Swim +7; Racial Modifiers 
  +2 Escape Artist, +2 Perception, +2 
  Stealth
  Languages Common, Varisian, 
  Vishkanya, Vudrani
  SQ arcane pool (4 points, +2), 
  magus arcana (pool strike 
  +2d6), poison use, spell 
  recall, toxic
  Combat Gear potion 
  of cure moderate 
  wounds, potion of 
  invisibility, scroll 
  of blur; Other 
  Gear +2 studded 
  leather, +1 cutlass, hand crossbow with 20 
  bolts, disguise kit, spell component pouch, 
  spellbook
  UM See Ultimate Magic.
  HIRAKO GURUKAZA 
  CR 4
  hp 21 (currently 3; see Subtier 1–2)
  Development: If the PCs allow Alejia and her minions 
  to leave, she takes Gurukaza as far as the boat, and 
  remains true to her word, leaving him tied and gagged 
  on the beach while she and her crew board the Topaz Titan 
  and quickly pull up anchor to leave. Whether Alejia lives 
  or dies, the rescued Gurukaza is eternally grateful for 
  the PCs’ efforts to rescue him, and he promises to send 
  the best possible report of their bravery and dedication 
  back to their superiors.
  Faction Notes: Lantern Lodge PCs who safely 
  rescue 
  Gurukaza 
  and 
  provide 
  him 
  with 
  any 
  form 
  of 
  magical 
  healing 
  receive  
  1 Prestige Point.
  Rewards: If the PCs defeat Alejia and the 
  crew members here, reward each subtier 
  thus:
  Subtier 1–2:
  Give each PC 128 gp.
  Subtier 4–5:
  Give each PC 799 gp.
  CONCLUSION
  If the PCs defeated Alejia—either by killing 
  or capturing her—the assault on the Order of 
  Cyphers ceases. Business returns to normal 
  rather 
  quickly 
  for 
  Tammerhawk 
  and his academic associates, and 
  the political tension between 
  the crimelord and Cromarcky 
  wanes. Word spreads quickly 
  through 
  Riddleport 
  of 
  the 
  PCs’ defeat of Alejia’s gang, 
  and the Pathfinders develop 
  a reputation as a formidable force 
  within the town. As long as Alejia does 
  not escape at the end of the scenario, each 
  PC earns the Riddleport Respect boon on 
  his or her Chronicle sheet. 
  Should the Pathfinders rescue Hirako 
  Gurukaza, 
  Venture-Captain 
  Heidmarch 
  expresses her thanks, as does the rescued 
  sage. Gurukaza promises the PCs any aid he 
  can offer should they ever be in need of his 
  assistance in the City of Cyphers, and vows to 
  do his best to ensure that Tammerhawk and 
  any allied to the crime boss know the extent 
  of the PCs’ deeds. Rescuing the former 
  Pathfinder earns each PC the Debt of 
  Cyphers boon on his or her 
  Chronicle sheet.
  18
  
  THE CYPHERMAGE DILEMMA
  Success Conditions
  The PCs’ mission in Riddleport is twofold, but they 
  needn’t succeed at both tasks to consider the scenario a 
  success. As long as the party rescues Gurukaza or puts 
  and end to Alejia’s piracy, each PC earns 1 Prestige Point. 
  If the party completes both tasks, each PC still earns 
  only 1 Prestige Point for completing the scenario, though 
  completion of both tasks does earn each PC two boons on 
  his or her Chronicle sheet (as explained above).
  Faction Missions
  Player characters of each faction have additional criteria 
  that must be met for them to earn their second Prestige 
  Point for the scenario.
  Andoran Faction: If the PCs free the imprisoned 
  scholar in area A and capture at least one of his captors 
  alive, Andoran faction PCs earn 1 Prestige Point.
  Cheliax Faction: Cheliax faction PCs who take notes on 
  the design of the cages in area D2 earn 1 Prestige Point.
  Grand Lodge Faction: Grand Lodge faction PCs who 
  retrieve the book on Azlanti architecture in area A and verify 
  it is the same one that was stolen earn 1 Prestige Point.
  Lantern Lodge Faction: Lantern Lodge faction PCs 
  who rescue Gurukaza and provide him magical healing 
  earn 1 Prestige Point.
  Osirion Faction: Osirion faction PCs who copy the 
  Osirian inscriptions written on the planks in area C earn 
  1 Prestige Point.
  Qadira Faction: Qadira faction PCs who take the rare 
  cold salt from area D1 in Viper Cove earn 1 Prestige Point.
  Sczarni Faction: Sczarni faction PCs who take the 
  ornate brass knuckles from the half-orc enforcers in area 
  B earn 1 Prestige Point.
  Shadow Lodge Faction: Shadow Lodge faction PCs who 
  deliver the package to Smulwarts Gultrock in area C earn 
  1 Prestige Point.
  Silver Crusade Faction: Silver Crusade faction PCs 
  who make sure none of the thugs in area B get away earn  
  1 Prestige Point.
  Taldor Faction: Taldor faction PCs who retrieve the 
  silk flags stored in the secret compartment in area A earn 
  1 Prestige Point.
  19
  
  PATHFINDER SOCIETY SCENARIO
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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.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on material by Gary Gygax.
  Pathfinder Society Scenario #4–15: The Cyphermage Dilemma © 2013, Paizo 
  Publishing, LLC; Author: Patrick Renie.
  Pathfinder Society Scenario #4–15:  
  The Cyphermage Dilemma
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  20
  
  THE CYPHERMAGE DILEMMA
  Hail Fellow Chainbreaker!
  I have heard that you will be stopping in Riddleport soon. While the pirate port is hardly known for its lawfulness, 
  it has come to my attention that a particularly dastardly group of pirates have taken to destroying inbound ships 
  carrying knowledgeable individuals and holding these noble sages prisoner. The most recent ship to be waylaid in 
  this manner was carrying a renowned Andoren theologian, and our free country cannot stand to see its own people 
  captured and held against their will! The scholar’s name is Iatha Oedricius; if you find her, ensure her safety and 
  make sure her captors are turned over to what constitutes the law in Riddleport.
  Freedom precedes prosperity,
  Major Colson Maldris
  Pretty Pawn,
  I have recently acquired several pet hellhounds that I’ve absolutely fallen in love with, but the damnable things 
  burn through almost any cage I put them. I’m looking to start from scratch now, and must find a new cage that 
  would fit such magnificent beasts and provide protection against their unique powers. If you find any cages that 
  are able to hold remarkable hounds such as mine, do bring back sketches or notes on their design, and I promise 
  you will be greatly rewarded...
  I’ll be waiting,
  Paracountess Zarta Dralneen
  GRAND LODGE
  GRAND LODGE
  Loyal Pathfinder,
  While investigating the business of Alejia and her raids on the ships inbound to Riddleport Harbor, I came across 
  info that one of the inbound vessels was carrying a scholar of Azlanti ruins, a subject that the Grand Lodge is 
  quite interested in. While I’m quite sure she she’s dead by now, the ancient book which she undoubtedly had on 
  her person—a tome written under the pseudonym Diresome Kretchens—may still be safe with the rest of Alejia’s 
  hordes of stolen goods. The book would be an invaluable addition to the libraries of the Grand Lodge, and should 
  you find and return it, the Decemvirate would be most thankful for your aid.
  Good luck,
  Venture-Captain Ambrus Valsin
  Honorable Pathfinder,
  Word has come to me that you are headed to Riddleport in Varisia to investigate the disappearance of several 
  Cyphergate scholars, and that you aim to prevent the kidnapping of one of our own. It is vitally important that 
  you succeed. The next scholar expected to arrive in the City of Cyphers is named Hirako Gurukaza, and he did 
  much for the Lantern Lodge during his career as a Pathfinder in his homeland of Minkai. Not only is he an expert 
  on the arcane—especially translating esoteric runes—and thus a valuable asset to the Society, but he is also a 
  close friend of mine. Ensure he is safe and provide him healing should he be injured when you find him. I’m 
  counting on you, friend.
  May benevolent fate find you,
  Venture-Captain Amara Li
  21
  
  PATHFINDER SOCIETY SCENARIO
  You Who Hunger for Knowledge,
  I have heard that you will be traveling to Riddleport Harbor in the coming days. The pirate haven has long been 
  a subject of Osirion’s studies not only for its ancient architecture belonging to dead civilizations, but for the 
  numerous ships from varying cultures that make the harbor their home. I have heard that some of the ships that 
  journey to such well-visited coves have long histories scribed into their very bulkheads, particularly the secrets 
  of the shipbuilders who constructed the boats themselves. If you come across any particularly old-looking ships, 
  do be on the lookout for any such inscriptions that may be of future use to Osirian shipwrights.
  Keep your ear to the sands,
  Amenopheus, the Sapphire Sage
  Loyal Servant,
  The trade that goes on in Riddleport Harbor is an astounding affair, and I have heard merchants from all over the 
  world may find goods that would normally be impossible to acquire in the stores of the ships that go in and out 
  of port. One item in particular interests me: a rare type of salt said to keep food stores fresh for years. Such a 
  preservative would be invaluable to our trade efforts, enabling us to ship valuable delicacies to distant markets. 
  Find this valuable salt, and you will be greatly favored by Qadira. And if you find it, do be sure to take care when 
  handling it; it is said to be deathly cold to the touch.
  Safe journeys,
  Trade Prince Aaqir al’Hakam
  Comrade,
  I hear that you’re going to Riddleport soon. As it turns out, I have some old acquaintances in that fine town, 
  and the last time I was there I lost a set of brass knuckles in a game of Towers to some oafish lout I met at a 
  tavern. You’ll recognize them because they have the initials of Boss Croat—one of the local crime lords of that 
  city—engraved on them. He gave them to me as a gift, and the thought of some thug running around with them 
  on his grubby fingers just makes me sick. Do what you must to retrieve them for me.
  Talk to you soon,
  Guaril Karela
  Fellow Vengeance-Seeker,
  In Riddleport, there is a dwarf by the name of Smulwarts Gultrock. She was once a Pathfinder like you and 
  I, but when her leg was taken by a sea serpent during one of her missions, she never fully recovered from it, 
  in no small part because the Decemvirate never fully compensated her for her loss, giving her a second-rate 
  peg leg in place of her limb. I’ve enclosed a little something that may brighten her spirits if you run into 
  her—I believe she now works as an angler, occasionally ferrying people about if they’re willing to pay her. 
  Give her a tip as well and I’m sure she’ll be more than helpful in your escapades.
  Justice be served,
  Grandmaster Torch
  22
  
  THE CYPHERMAGE DILEMMA
  Stalwart Warrior,
  The crime lords of Riddleport Harbor have many pawns under their thumbs, usually mercenary thugs with little 
  concept of virtue or honor. As of late, some of the crime lords have sought to increase their territorial holdings 
  by intimidating citizens living in districts they have their eyes on. They rough up innocents and demanding 
  exorbitant prices for the gang’s “protection.” Such exploitation must be stopped if law is to ever function in 
  Riddleport. One of the worst of these is Boss Croat, who often uses half-orcs to do his dirty work. If you encounter 
  any such thugs in your endeavors in Riddleport, make sure to take them off the streets and you will have done 
  a good thing.
  Always look toward the light,
  Ollysta Zadrian
  Executor of Glory,
  As a well-traveled adventurer, you’ve no doubt had the chance to see numerous other ships on their voyages 
  throughout the Inner Sea, as well as our empire’s own Imperial Navy. That being said, you’ve probably also 
  noticed the rather unfortunate state our pennants have been in lately. While you’re in Riddleport, I want you to 
  find me a suitable set of flags that I might be able to use as a model for our own ships in the upcoming assembly 
  tasked with redesigning the emblems of our fleet.
  For the Empire,
  Lady Gloriana Morilla
  23
  
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final 
  Fame
  Initial Fame
  Current 
  Prestige
  Initial Prestige
  Final XP Total
  FAME
  EXPERIENCE
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Prestige Gained (GM ONLY)
  XP Gained (GM ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIER
  SUBTIER
  1–2
  266
  970
  4–5
  532
  1,940
  Normal
  Slow
  ☐ Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza 
  from the hands of pirate kidnappers. In thanks, he has spread your name among the 
  Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) 
  and Linguistics checks when you consult Gurukaza before making the check. In addition, 
  the Order’s connection to some of Riddleport’s more powerful criminal elements also 
  provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the 
  city to gather information.
  ☐ Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread 
  throughout Riddleport, and you’ve earned the respect of the criminals and thugs that call 
  the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You 
  receive a +2 bonus on Intimidate checks made in Riddleport as a result.
  Potion of cure moderate wounds (300 gp)
  +2 studded leather (4,175 gp)
  Potion of cure serious wounds (750 gp)
  Potion of invisibility (300 gp)
  ALL
  1–2
  4–5
  SUBTIER
  SUBTIER
  SUBTIER
  Pathfinder Society Scenario #4–15: 
  The Cyphermage Dilemma
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 4/S04-15 The Cyphermage Dilemma.pdf