TEXT:    
  The Many Fortunes of
  Grandmaster Torch
  TM
  By Jonathan h. Keith
  ®
  
  2
  The many forTunes of
  grandmasTer Torch™
  Pathfinder Society Scenario 14
  Design: Jonathan H. Keith
  Development: Joshua J. Frost
  Editing: Christopher Carey
  Art Director: Drew Pocza
  Interior Artist: Ben Wootten
  Cartographer: Rob Lazzaretti
  Managing Art Director: James Davis
  Vice President of Operations: Jeff Alvarez
  Events Manager: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Sales Manager: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Pathfinder Society Scenario 14: The Many Fortunes of Grandmaster Torch is a Pathfinder Society Scenario designed for 1st- to 7th-level 
  characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be 
  adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the 
  3.5 edition of the world’s most popular fantasy roleplaying game.
  The OGL can be found on page 15 of this product.
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
  Bellevue, WA 98005
  paizo.com/pathfindersociety
  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, artifacts, places, 
  etc.), dialogue, plots, storylines, language, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents 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 
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  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards 
  of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, GameMastery, and Pathfinder are registered trademarks of Paizo 
  Publishing, LLC; Pathfinder Chronicles, Pathfinder Companion, and Pathfinder Society are trademarks of Paizo Publishing, LLC.
  ©2009 Paizo Publishing. All Rights Reserved.
  
  3
  The Many ForTunes
  oF GrandMasTer Torch
  By Jonathan h. Keith
  the artifacts. All Grandmaster Torch has to do is make 
  sure the Pathfinders succeed and that nothing links him 
  to the statues. By giving the Pathfinders the information 
  they need to grab the statues, he may be able to acquire 
  an item he’s wanted for a long time—a future favor from 
  the Pathfinder Society. The buyers (if they survive) will 
  blame the Society for the theft and Grandmaster Torch 
  will come out of this clean with nobody the wiser.
  summary
  The PCs are dispatched to the Spice Markets of Sedeq 
  in Qadira to aid Venture-Captain Yasmin Kal’al in 
  obtaining four exotic Osirian artifacts—statues that give 
  the wielder the power to summon and control swarms of 
  vermin. They are given the name of the man, Chaim, who 
  smuggled the artifacts out of Osirion and the necessary 
  information to track him down in Sedeq. When they 
  catch up to the smuggler they find him already dead, 
  felled by Grandmaster Torch’s half-orc henchmen. With 
  their one lead severed, the PCs must turn to Torch, who 
  fortuitously has the information they need—the names 
  of the four men who bought the statues:
  Nasir Tandir, a cowardly merchant from the Overmarket 
  who’s mostly paid up with the local protection racket;
  Viraj Arpani, who leaves them with a giant centipede 
  when his magical escape inadvertently activates the 
  artifact he’s carrying;
  Buri Buri-Ban, an invisible Gurundi monk who holes 
  up in a flammable spice refinery;
  Saldin Marafi, a wealthy merchant ensconced in the 
  notorious Secure Market, nearly impossible to enter with 
  weapons or magic.
  Act 1, the meeting with Grandmaster Torch, must 
  happen first, but Acts 2 through 5 can happen in any 
  order. If the PCs stop for the night before finishing 
  the scenario, a messenger arrives in the morning from 
  Yasmin Kal’al asking why they haven’t returned to her yet 
  and reminding them that the statues may be resold if too 
  much time is allowed to pass.
  The one rule of Osirian treasure hunting is simple: all 
  treasures pass through the hands of the Ruby Prince. 
  Khemet III’s vast bureaucracy may give a treasure right 
  back to the treasure hunter who found it minus a nominal 
  fee, or they may confiscate it if they deem it a “national 
  treasure.” Of course, national treasures are fair game for 
  anyone more adept at wielding requisition forms and 
  forging documents than wielding shovels and forging 
  trails. Such a man is Grandmaster Torch.
  A year ago, a pair of Osiriontologists stumbled onto a 
  quintet of strange statues buried deep in a dusty vault. They 
  dutifully reported the find to the authorities who confiscated 
  the statues for further study. Each statue is a powerful 
  artifact, capable of summoning giant insects in ones, twos, 
  or swarms and giving the wielder rudimentary control over 
  the creatures. Their report reached the ears of Grandmaster 
  Torch and he determined that the statues could fetch a fine 
  price. A later report, which did not reach Torch’s ears until 
  far too late, detailed the disaster that occurred when a stray 
  bit of magic interacted with one of the statues, prematurely 
  unleashing a swarm of scarabs answerable to no one.
  Grandmaster Torch set the gears of bureaucracy grinding 
  in his direction and when the four remaining statues were 
  to be shipped to their final destination in the Blackros 
  Museum in Absalom, they ended up in the hands of a 
  Torch-financed smuggler instead. The smuggler carried 
  them across the sea to Sedeq, where Grandmaster Torch 
  waited to transfer them to the buyers he had lined up. By 
  the time the second report about the statues’ instability 
  reached him, the transactions were complete.
  Grandmaster Torch prides himself on being a man 
  who knows all there is to know and sells only the best. If 
  it were commonly known that he sold dangerous goods 
  without disclosing the defect, his reputation would be 
  marred permanently. His best option was to remove the 
  artifacts from circulation before the defect could assert 
  itself and he began to formulate a plan to do just that. 
  Fortunately for him, a solution soon presented itself. 
  Torch discovered that the Pathfinder Society, enamored 
  of rare antiquities as they are, also obtained the first 
  report about the statues and dispatched a team to obtain 
  
  4
  Pathfinder Society Scenario
  Time is of the essence—if Chaim’s buyer sells to others, the 
  artifacts may quickly move beyond our grasp.”
  Venture-Captain Kal’al can answer questions about 
  Sedeq, the Qalli Spice Market, and Chaim but doesn’t 
  know much more beyond the basic story she reveals 
  above. She is well-connected in Sedeq and can point the 
  PCs to stores, shops, or contacts they might want to go to 
  or meet. If the PCs wish to proceed immediately, Kal’al 
  can point them to the Qalli.
  acT 1: Bargain in The 
  BaThhouse
  After entering the Qalli Spice Market, the PCs can locate 
  the Topaz Pavilion Bathhouse with a DC 10 Gather 
  Information check or simply by wandering around for 
  15 minutes. It is located prominently on the corner of 
  Candlewood Street and Shackle Street, a scant block from 
  the ramp down to the Central Market. Once the PCs arrive 
  at the bathhouse they see a man who clearly matches 
  the description of Chaim. For the briefest of moments 
  he notices the PCs, his eyes widen, and he flees into the 
  bathhouse. If the PCs give chase, they come across the 
  scene below. The scenario assumes the PCs run in to the 
  bathhouse to capture the smuggler—if they don’t, this 
  scene may need to be played out in a different manner but 
  the result should be the same.
  After chasing Chaim through what must have been half the 
  rooms in the bathhouse, jumping pools and slipping across 
  slick tile, the body of Chaim lies on the floor of a steamy 
  room, a bloody gash where his adam’s apple used to be. An 
  exasperated voice from further in the room exclaims, “’Think,’ 
  I said, ‘before you stab.’” The steam separates, revealing two 
  sweaty half-orcs in heavy armor, one looking abashed with a 
  bloody kukri in his hand. A man sprawls luxuriantly in a small 
  steaming pool in the center of the room. His visible skin is 
  covered with horrible scars as if from badly healed burns. 
  Behold Grandmaster Torch, a notorious information broker 
  who has helped the Pathfinder Society in the past—but always 
  for a steep price. 
  He continues dressing down the half-orc with the kukri 
  until he notices the PCs standing across the room or until 
  the PCs make themselves known. He appraises them 
  with a quick, sharp eye taking in their varied appearance, 
  outlandish garb and visible weapons. Then he says:
  “Please forgive the mess—my bodyguard was a bit … 
  overzealous in guarding my privacy. I recognize Pathfinders 
  when I see them, though, and I’m always happy to be of 
  service to the Society.”
  geTTing sTarTed
  Read or paraphrase the following to get the adventure 
  underway:
  “Welcome to glorious Sedeq, Pathfinders. I trust your stay has 
  been pleasant so far.”
  The speaker is a strikingly beautiful woman, slender and dark, 
  dressed in the most modern Qadiran fashions. Her study is 
  opulently appointed and seems to have mementos and trophies 
  of past adventures covering every available surface. She favors 
  you and your comrades with a slight half-smile and continues 
  in her thick Qadiran accent: “I am Venture-Captain Yasmin 
  Kal’al—I don’t believe we’ve been formally introduced.”
  Allow the PCs to introduce and describe themselves 
  briefly and then read or paraphrase the following:
  “I am here as you are, by request of honored Venture-Captain 
  Adril Hestram. I have been asked to brief you on the local 
  situation as regards the Osirian artifacts. As you know, the 
  smuggler Matzal Chaim moved the four statues out of Sothis 
  into Qadira. The statues are supposed to be quite valuable and 
  had been confiscated by the Osirian authorities for study. We 
  are not sure how Chaim got access to the statues in the first 
  place—he likely had accomplices inside the Osirian Cultural 
  Ministry. At any rate, Chaim brought the statues here. Sedeq 
  is his permanent headquarters, though he spends most of 
  his time traveling abroad. When he is in town, he spends the 
  lion’s share of his time on the Qalli. While most of the city is 
  given over to the human-chattel trade, the Qalli Spice Market 
  is almost as lucrative as the rest of the city combined. Much 
  of the money seen in Sedeq begins and ends in its stalls and 
  processing plants. The saffron trade alone—” she brings 
  herself up short. “But never mind, this is not of relevance 
  to you. Chaim spends a good deal of his time at the Topaz 
  Pavilion bathhouse. We believe that he uses it as a point of 
  contact with his various associates. Once you find Chaim, you 
  will have to convince him to tell you who he sold the statues 
  to—yes, they are no longer in his hands, we are sure of that. 
  GameMastery Flip-Mat: city Market 
  Pathfinder Society Scenario #14: The Many Fortunes of 
  Grandmaster Torch uses GameMastery Flip-Mat: City Market 
  for several encounters. While everything you need to know 
  to run those encounters is included in this scenario, it may 
  be easier for you to run each of those encounters by picking 
  up a copy of this Flip-Mat for yourself. GameMastery Flip-
  Mat: City Market is available on paizo.com or at your local 
  game store.
  
  5
  The Many Fortunes of Grandmaster Torch
  whole works. I guess the sort of people who set up shop 
  there would be buying so many guards and security 
  measures that the license seems cheap in comparison. 
  Of course, they tend to keep guards around anyway—big 
  bruisers who don’t need weapons.”
  Covered in little bells? “Yeah, this Arpani fellow is 
  some sort of eastern mystic—he’s got bells all over his 
  robes. Maybe it’s a religious thing.”
  Development: Grandmaster Torch is as little or as 
  much help as the PCs desire. They can come back to him 
  at the bathhouse repeatedly throughout the scenario if 
  they like and he will always answer their questions—
  though he does so with a little smile that says, “When 
  I eventually ask for the favor, it’s going to be big.” From 
  this point on, the order in which the PCs track down the 
  statues is entirely up to them.
  Mission Notes: PCs of the Osirion faction should 
  be interested in either Chaim or Grandmaster Torch. 
  They’re seeking the name of the inside man who sold 
  Chaim the statues in the first place. Torch will divulge 
  If the PCs admit they were chasing Chaim, but refuse 
  to say why, Torch says, “Well, whatever you wanted 
  him for, I’m afraid he won’t be able to provide it now. 
  If it was information you were looking for, I’ve got all 
  kinds in stock.” If the PCs mention the Osirian statues, 
  Torch says he might have information on their current 
  whereabouts—for proper remuneration. He asks if the 
  man his bodyguard killed was mixed up in that situation, 
  though a DC 20 Sense Motive check reveals that he knew 
  the answer before he asked the question, and offers to sell 
  the PCs the names of the men currently in possession of 
  the statues for a cool 3,000 gp. The PCs can bargain the 
  price down to 2,000 gp with a DC 20 Diplomacy check. If 
  the PCs can’t or won’t give him that amount of money, he 
  says that he’ll hand over the names in exchange for a to-
  be-determined future favor from the Pathfinder Society. 
  If the PCs either pay him the money or agree to the 
  future favor, Grandmaster Torch gives them four names: 
  Nasir Tandir, Viraj Arpani, Buri Buri-Ban, and Saldin 
  Marafi. He also offers this small, very important tidbit of 
  information: “Keep the statues in a thick bag and don’t let 
  your arcane friends there hold them when they practice 
  their art. Bad things will happen.”
  A further DC 15 Diplomacy check convinces Torch to 
  give the PCs the following information about the buyers. 
  Otherwise it takes a DC 20 Gather Information check to 
  track down each buyer—the party may have to go back 
  to Torch or go to Venture-Captain Kal’al for more help 
  if they fail.
  Nasir Tandir: “Nasir Tandir is a jowly fellow who 
  runs a warehouse in the Overmarket near Candlewood 
  and Zephyr.”
  Viraj Arpani: “Viraj Arpani tends to hang around the 
  Overmarket too—he’s new in town, but he’s unmistakeable. 
  He’s Vudran and covered with little bells.”
  Buri Buri-Ban: “Buri Buri-Ban’s a Garundi fellow—
  pretty beefy. His favorite café fronts on Sengali square.”
  Saldin Marafi: “Saldin Marafi has a shop in the Secure 
  Market. It’s toward the back in one of the more secure 
  nooks. Good luck getting in there.”
  Additional questions illicit amused comments about 
  the favor getting bigger, but Torch answers the following 
  if the PCs make their second Diplomacy check:
  How do you know so much about the whereabouts 
  of these statues? “I live on information, young one. I’d 
  consider myself a failure in this business if I couldn’t 
  solve the problems of random strangers in my bath.”
  You seem to know a lot about Pathfinders. “Yeah, 
  I’ve dealt with your Society before—always mutually 
  beneficial. And I know your word is good. You’re a bunch 
  of long-term players, just like me.”
  What is the Secure Market? “It’s a market for the 
  paranoid—no weapons allowed in, anti-magic field, the 
  The Four statues
  Chaim smuggled four very powerful Osirian statues into 
  Qadira. They are inert and radiate faint conjuration magic. If 
  held or in the naked presence of an arcane caster while he casts 
  a spell, the statues absorb that spell (effectively countering 
  it) and activate. So long as the statue is inside something at 
  least as thick as a cloth bag, it cannot be activated. Below is 
  a brief description of each statue and what happens when it 
  activates:
  Copper Cat: This statue is 2 inches tall and weighs about 8 
  ounces. It resembles a common house cat in the seated 
  position. When activated, this statue summons 1d6 locust 
  swarms (MM 239). The copper cat statue is currently owned 
  by Buri Buri-Ban.
  Golden Giraffe: This statue is 8 inches tall and weighs 2 
  pounds. It’s an accurate depiction of a giraffe, including carved 
  markings to represent spots, eyes, and so on. When activated, 
  this statue summons 1d6 large monstrous scorpions. The 
  golden giraffe statue is currently owned by Nasir Tandir.
  Iron Eagle: This statue is 8 inches tall and 12 inches wide 
  and weighs 3 pounds. It depicts an eagle in flight with its 
  wings expanded to their fullest. When activated, this statue 
  summons 2d8 rat swarms (MM 239). The iron eagle statue is 
  currently owned by Saldin Marafi.
  Silver Centipede: This statue is 6 inches tall and weighs 1 
  pound. It resembles a centipede curved around a branch or 
  twig. When activated, this statue summons monstrous giant 
  centipedes by tier (see Act 3). The silver centipede statue is 
  currently owned by Viraj Arpani.
  
  6
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  The  
  Secure  
  Market 
  The Grand Concourse 
  Saffron 
  Square 
  Sengale 
  Square 
  Qalli 
  Trading 
  House 
  Shackle Street 
  Candlewood Street 
  Zephyr Street 
  The Topaz  
  Pavillion  
  Bathouse 
  Nasir’s  
  Warehouse 
  Viraj Arpani 
  The Jensi Combine  
  Siante Refinery 
   
  Marafi's Stall
  N 
  Ramp down
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  The  
  Secure  
  Market 
  The Grand Concourse 
  Saffron 
  Square 
  Sengale 
  Square 
  Qalli 
  Trading 
  House 
  Shackle Street 
  Candlewood Street 
  Zephyr Street 
  The Topaz  
  Pavillion  
  Bathouse 
  Nasir’s  
  Warehouse 
  Viraj Arpani 
  The Jensi Combine  
  Siante Refinery 
   
  Marafi's Stall
  N 
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  Pathfinder Society Scenario
  confront them they will fight to defend themselves. For 
  Tier 1–2, use the stats for Al-Sarif’s thugs below for the 
  enforcers, for the other tiers use the stats for Al-Sarif’s 
  enforcers.
  With Torch’s information it’s a DC 10 Gather 
  Information check to discover the whereabouts of Nasir 
  Tandir’s warehouse. The PCs can open the closed front 
  door or look through the window at the proceedings 
  inside. Once the PCs reach Tandir’s warehouse, read or 
  paraphrase the following.
  Directly inside the front door of Tandir’s low warehouse are two 
  men in the middle of a heated discussion. One, behind the low 
  counter, is a fat, jowly man, looking wary but defiant. The man 
  standing across from him is grizzled but menacing—his body 
  lean but for a sizable paunch and his cheeks scraggly with half-
  grown gray beard. The fat man blusters, “I’ve already paid you 
  what you’re owed, Belal. You told me protection would be ten a 
  month, plus another five for the mucks. By those rates I’m paid 
  up through the end of the year!”
  Belal reaches across the counter and grabs the man by his 
  collar. “Rates have changed, Tandir. I’ve told you that twice now. 
  If you want my protection”—he jerks on the collar—“you’d 
  better pay me the rest.”
  the information with a DC 25 Diplomacy check or the 
  Osirion faction PCs can search the body of Chaim (DC 15 
  Search check) and find a short list of names, only one of 
  which is clearly Osirian.
  Rewards: There are no rewards for this act.
  acT 2: rackeTeer ruckus (eL 
  4, eL 6, or eL 7)
  In the Overmarket, the streets are broader, the buildings 
  farther apart, and the alleyways less dark. The spice levels in 
  the air are much more breathable as well. This is the middle-
  class portion of the Qalli—not as crowded as the Central 
  Market where the poorest of the poor rub elbows with high-
  powered merchants. The Overmarket almost has the feel of a 
  residential neighborhood, albeit one with many more shops 
  and stalls than houses and apartments.
  Once the PCs enter the Overmarket near the 
  intersection of Candlewood and Zephyr, they are tailed by 
  two enforcers for the local Street Shah, Belal Al-Sarif (see 
  the Qadira faction mission). The PCs can make a DC 20 
  Spot check to notice the enforcers. For now, the enforcers 
  are just here to keep an eye on the PCs but if the PCs 
  
  7
  The Many Fortunes of Grandmaster Torch
  Combat Gear potion of cure light wounds; Other Gear masterwork 
  dagger, masterwork studded leather, pouch with 50 gp
  Al-Sarif’s Thugs (2+2) CR 1
  Male human warrior 2
  CN Medium humanoid
  Init +0; Senses Listen –1, Spot –1
  DEfEnSE
  AC 12, touch 10, flat-footed 12
  (+2 armor)
  hp 11 each (2d8+2)
  fort +4, Ref +0, Will –1
  OffEnSE
  Spd 30 ft.
  Melee club +4 (1d6+1)
  TACTICS
  Before Combat Combat begins with 2 thugs. If the PCs didn’t 
  defeat the enforcers tailing them, 2 more thugs join the combat 
  on the third round.
  During Combat The thugs try to give Al-Sarif flanking 
  opportunities.
  Morale These thugs will flee if reduced to 2 hp or if Al-Sarif 
  goes down.
  STATISTICS
  Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
  Base Atk +2; Grp +3
  feats Dodge, Weapon Focus (club)
  Skills Climb +7, Intimidate +4, Jump +7
  Languages Kelish
  Gear leather armor, club
  Tier 3–4 (eL 6)
  For Tier 3–4, Al-Sarif has 100 gp and an elixir of sneaking. 
  Use the stats below for Al-Sarif’s men.
  Al-Sarif’s Enforcers (2+2)  
   
  CR 2
  Male human rogue 2
  CN Medium humanoid
  Init +3; Senses Listen +1, Spot +5
  DEfEnSE
  AC 15, touch 12, flat-footed 13
  (+3 armor, +2 Dex)
  hp 9 (2d8)
  fort +0, Ref +5, Will +1
  Defensive abilities evasion
  OffEnSE
  Spd 30 ft.
  Melee shortsword +4 (1d6+2/19–20)
  Special Attacks sneak attack +1d6
  TACTICS
  Before Combat Combat begins with 2 enforcers. If the PCs didn’t 
  defeat the enforcers tailing them, 2 more enforcers join the 
  combat on the third round.
  If the PCs walk through the front door or are seen 
  through the window, Belal Al-Sarif lets go of Nasir’s collar 
  and looks at the PCs warily. As long as the PCs are civil 
  with Nasir he does nothing, though his eyes flash with 
  curiosity if they start talking about the statues. If the PCs 
  threaten Nasir he shoots an entreating glance at Al-Sarif 
  who haughtily asks them to take their business elsewhere. 
  A DC 10 Spot Check is enough to notice additional 
  enforcers lounging casually deeper in the warehouse. 
  Belal Al-Sarif is a street shah, a low-level enforcer for the 
  local thieves guild. Though he’s here to shakedown Nasir 
  for additional protection money, if Nasir wants the PCs 
  gone, then its Al-Sarif’s job to do just that. 
  If the PCs didn’t defeat the enforcers tailing them as 
  they entered the Overmarket, they join any combat with 
  Al-Sarif on the third round, regardless of tier. During the 
  battle Nasir hides behind the counter. Al-Sharif cannot 
  be negotiated with or bribed—he wants the PCs gone 
  and it would ruin his reputation to let them walk all over 
  him. If Al-Sharif appears in any way to be intimidated or 
  magically influenced by the PCs, his enforcers leap into 
  action, attacking the PCs.
  Tier 1–2 (eL 4)
  Belal Al-Sarif 
   
  CR 2
  Male human rogue 2
  NE Medium humanoid
  Init +2; Senses Listen +4, Spot +4
  DEfEnSE
  AC 15, touch 12, flat-footed 13
  (+3 armor, +2 Dex)
  hp 11 (2d6+2)
  fort +1, Ref +5, Will –1
  Defensive Abilities evasion
  OffEnSE
  Spd 30 ft.
  Melee mwk dagger +2 (1d4+1/19–20) 
  Special Attacks sneak attack +1d6
  TACTICS
  During Combat Al-Sarif dodges his nearest foe, uses full combat 
  expertise and attempts to flank opponents with his men to use 
  his sneak attack.
  Morale If all of his men (including the reinforcements) are killed 
  or if he is down to 2 hp, he attempts to flee.
  STATISTICS
  Str 12, Dex 15, Con 13, Int 14, Wis 8, Cha 10
  Base Atk +1; Grp +2
  feats Combat Expertise, Dodge
  Skills Bluff +5, Climb +6, Forgery +7, Gather Information +5, 
  Intimidate +5, Knowledge (local) +7, Listen +4, Move Silently +7, 
  Search +7, Sense Motive +4, Spot +4
  Languages Common, Kelish, Osiriani
  
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  Pathfinder Society Scenario
  fort +3, Ref +8, Will +1
  Defensive Abilities evasion, uncanny dodge
  OffEnSE
  Spd 30 ft.
  Melee +1 dagger +8 (1d4+1/17-20) 
  Special Attacks sneak attack +3d6
  TACTICS
  During Combat As Tier 1–2.
  Morale As Tier 1–2, except he flees at 10 hp.
  STATISTICS
  Str 12, Dex 16, Con 13, Int 14, Wis 8, Cha 10
  Base Atk +4; Grp +5
  feats Combat Expertise, Dodge, Improved Initiative, Weapon 
  Finesse
  Skills Appraise +11, Bluff +9, Climb +7, Diplomacy +9, Escape 
  Artist +9, Gather Information +9, Forgery +7, Intimidate +9, 
  Knowledge (local) +11, Move Silently +9, Search +8, Sense 
  Motive +8, Spot +5
  Languages Common, Kelish, Osiriani
  Combat Gear potion of cure moderate wounds; Other Gear +1 
  dagger, elixir of sneaking, +1 studded leather, pouch with 200 gp
  Development: Once Al-Sarif and his minions are killed 
  or have fled, Nasir curls up into a fetal position and tells 
  the PCs to take whatever they want, assuming they’re the 
  new muscle he has to pay monthly for protection. 
  During Combat The enforcers work to flank enemies to use their 
  sneak attack, flanking with Al-Sarif whenever possible. They 
  dodge their most dangerous-looking opponents.
  Morale If reduced to 2 hp or if Al-Sarif goes down, the 
  enforcers flee.
  STATISTICS
  Str 14, Dex 15, Con 10, Int 8, Wis 13, Cha 12
  Base Atk +1; Grp +3
  feats Dodge, Weapon Focus (short sword)
  Skills Bluff +6, Disguise +6, Intimidate +8, Gather Information +6, 
  Hide +7, Open Lock +9, Sleight of Hand +9, Spot +5
  Languages Kelish
  Gear shortsword, studded leather, 10 gp
  Tier 6–7 (eL 7)
  As Tier 3–4, but use the stats below for Al-Sarif instead.
  Belal Al-Sarif 
   
  CR 6
  Male human rogue 6
  NE Medium humanoid
  Init +7; Senses Listen +3, Spot +5
  DEfEnSE
  AC 17, touch 13, flat-footed 14
  (+4 armor, +3 Dex)
  hp 34 (6d6+6)
  
  9
  The Many Fortunes of Grandmaster Torch
  Rewards: If the PCs defeat Al-Sarif and his guards and 
  search the warehouse thoroughly, reward each tier thusly:
  Tier 1–2:
  Give each player 222 gp (139 gp).
  Tier 3–4:
  Give each player 600 gp (350 gp).
  Tier 6–7:
  Give each player 1,371 gp (871 gp).
  Treasure: A DC 15 Search check of the counter discovers 
  a secret compartment with a strongbox containing 100 pp, 
  300 pp, or 600 pp for Tiers 1–2, 3–4, and 6–7 respectively. 
  Also in the strongbox is one of the linen-wrapped Osirian 
  statues. Nasir can also be compelled to reveal the location 
  of the statue with a DC 10 Intimidate check as well.
  If PCs object to what amounts to robbing Nasir by 
  emptying his strongbox, he thanks them profusely for 
  dealing with Al-Sarif and offers them half the amount listed 
  above. The total in parenthesis below is the total awarded 
  PCs who don’t rob Nasir. That’s the price of honesty.
  Mission Notes: Qadira faction PCs will most likely 
  attempt to poison Al-Sarif with a blade coated in black 
  scorpion venom. They only have one dose that can be 
  applied to one blade—disregard the rules for applying 
  poison untrained. The first time they strike Al-Sarif, he 
  must make a DC 26 Fortitude save or immediately suffer 
  1d6 Con damage. One minute later he again suffers 1d6 
  Con damage. Black scorpion venom is quite painful and 
  once he’s inflicted he shows obvious pain but grits his 
  teeth and tries to fight through it.
  
  10
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  Pathfinder Society Scenario
  that he is a powerful magician and not to be trifled with. 
  If they question him about the bundle under his arm or 
  attack him, he immediately casts gaseous form on himself 
  with the following results:
  Arpani chants and moves his fingers in intricate arcane 
  patterns. His form loses substance and turns to a wispy cloud, 
  but as it does, the bundle under his arm begins to vibrate, 
  crackle, and grow. His eyes widen as his body resolidifies and 
  the statue bursts out of its wrappings, seemingly absorbing 
  the arcane energy from Viraj’s failed spell. Linen, strings, and 
  little bells skitter across the pavingstones. On the ground 
  now, the statue continues to grow, taking on the form of 
  writhing, giant centipedes.
  With the statue activated, Viraj doesn’t want to stick 
  around to see what happens. At the first opportunity, he 
  casts invisibility on himself and flees. Viraj does not want 
  to fight—the moment he takes damage he surrenders. He 
  has no stat block, but assume AC 10 and 15 hit points for 
  those PCs who wish to attack him. Once the centipedes 
  materialize, the crowded market empties quickly as the 
  merchants and customers flee in terror.
  Creature: The statue, activated by Viraj’s spell, 
  summons a variety of monstrous centipedes (number and 
  size varies by tier). The centipedes ignore Viraj entirely 
  and attack the PCs immediately.
  Tier 1–2 (eL 3)
  Large Monstrous Centipedes (3)  
  CR 1
  hp 13 (MM 286)
  Tier 3–4 (eL 5)
  Huge Monstrous Centipedes (3) 
  CR 2
  hp 33 (MM 286)
  Tier 6–7 (eL 7)
  Gargantuan Monstrous Centipedes 
  CR 6
  hp 66 (MM 286)
  Huge Monstrous Centipedes (2) 
  CR 2
  hp 33 (MM 286)
  Treasure: The PCs can make a DC 10 Spot check to 
  notice Arpani’s box, which he left in his haste. The box 
  contains the following: a potion of barkskin +2, an oil of bless 
  weapon, and a potion of cure light wounds. It also contains 
  a piece of paper that looks much like a shopping list of 
  arcane items with notations next to each one. Halfway 
  down the list is noted “Osirian statuette—GT.”
  acT 3: caLamiTous casTings 
  (eL 3, eL 5, or eL 7)
  After wandering around the Overmarket looking for a 
  Vudrani covered with little bells, the PCs practically run 
  right into him. When they find him, read or paraphrase 
  the following:
  What Torch said was true—he is unmistakable. Sitting on the 
  rim of a fountain, the man appears to be contemplating the 
  contents of a small intricately carved wooden box. The many 
  pouches of his flowing, bell-covered robes bulge with various 
  small items, and wands and rods stick out from odd folds. 
  Under his arm he casually carries an item wrapped in shipping 
  linens but by its shape it is almost surely a statue. 
  Viraj Arpani is unwilling to engage the PCs in 
  conversation. If they attempt to speak with him, he tells 
  them to be gone as he has important business to attend 
  to. If they persist, he pulls out a wand and warns them 
  
  11
  The Many Fortunes of Grandmaster Torch
  Mission Notes: Cheliax faction PCs should be interested 
  in the bells on Arpani’s robes.
  Rewards: If the PCs claim Arpani’s box, reward each 
  tier thusly:
  All tiers:
  Give each player 38 gp.
  acT 4: no open fLame (eL 3, 
  eL 5, or eL 7)
  The PCs spot Buri Buri-Ban, as promised, at the Fetching 
  Fan café on Sengali Square. Though he doesn’t see the 
  PCs, the moment they see him he stands and retrieves a 
  potion out of his waist-sash. As he drains the potion he 
  begins running, package in hand. By the time he’s taken 
  three steps across the square, he’s already invisible. Buri 
  Buri-Ban was told just moments before the PCs arrived 
  that people were looking for him and the statue and so 
  the PCs spot him just as he decides to flee.
  Buri Buri-Ban runs across the square and into the 
  Jenji Combine Sianti Refinery. A DC 15 Spot check notices 
  puffs of dust kicked up by his haste which point toward 
  the refinery. Shortly afterward a passerby in front of the 
  refinery is knocked off of his feet by an invisible force 
  further pointing the PCs in that direction.
  The refinery is a two-story building with no windows. 
  It looks well and frugally made, and the only decoration 
  consists of the name painted above the door and a stark 
  sign by the entrance that says, in Kelish, “No Open 
  Flame.” For those who don’t read Kelish there is a helpful 
  icon of a stylized flame with an X through it. 
  The refinery is a large square space, 100 feet on a side, and 
  is used for refining Sianti chaff into the extremely potent 
  and fairly valuable spice of the same name. The room is full 
  of spice vats, wooden stairways and catwalks; chains and 
  rope hang from elaborate pulley systems and the lamps 
  are continual flames completely enclosed in glass globes. A 
  DC 10 Spot check reveals “No Open Flame” signs in Kelish 
  painted all over the vats. The refining process creates a 
  tremendous amount of dust which is constantly settling 
  on everything and swirling around as the refiners go about 
  their work. As the PCs enter through the main door, they 
  see a ripple in the dust moving across the refinery floor 
  20 feet from the main entrance. The ripple is Buri-Ban, 
  his interactions with the swirling dust pinpointing his 
  location. While he still has full concealment (50% miss 
  chance), it is easy to tell what space he’s taking up as long 
  as he’s moving. If he stands still, it takes a DC 15 Spot check 
  to see where he is. There is one exit on the opposite side of 
  the refinery from the entrance—this exit leads to a narrow, 
  10-foot-wide alley that runs south to the northwest ramp 
  leading down into the Central Market. Buri-Ban has a 20 
  foot head start running across the 100-foot-wide refinery 
  and is taking a double move each round for the exit unless 
  the PCs stop him.
  The dust filling the refinery is extremely flammable. An 
  open flame will produce a small fireball as it consumes the 
  dust in a 10-foot radius that does 1d6 damage. Open flame 
  dropped in one of the spice vats creates a 40-foot radius 
  fireball that does 3d6 damage and sets the building on fire. 
  Further, the dust can cause fits of sneezing for those not 
  wearing the appropriate headgear. Anyone not wearing a 
  facemask (all of the factory workers and guards are) must 
  make a DC 10 Fortitude save each turn or spend their turn 
  sneezing (treat as nauseated). The refinery is lit only by 
  natural light that spills in throw large windows on the 
  ceiling and upper walls.
  If the PCs enter the warehouse, the foreman and several 
  workers start trying to get them to leave, yelling at them 
  in Kelish about the dangerous environment. If the PCs 
  don’t leave immediately, the workers try to pull them out 
  (six workers with +2 grapple checks). As soon as a worker 
  takes any damage, they all flee, and for Tiers 3–4 and 6–7 
  they summon guards.
  Tier 1–2 (eL 3)
  Buri Buri-Ban 
   
  CR 3
  Male human monk 3
  LE Medium humanoid
  Init +5; Senses Listen +2, Spot +2
  DEfEnSE
  AC 14, touch 13, flat-footed 13
  (+1 Dex, +2 Wis, +1 Armor)
  hp 16 (3d6+3)
  fort +4, Ref +4, Will +5; +2 bonus against enchantment spells 
  and effects
  Defensive Abilities evasion, still mind
  OffEnSE
  Spd 40 ft.
  Melee unarmed strike +4 (1d6+2) or flurry of blows +2/+2 (1d6+2)
  TACTICS
  During Combat Buri Buri-Ban is trying to escape. He hides to 
  make the party come to him, in hopes of escaping out the 
  main door by using his superior mobility to avoid attacks of 
  opportunity.
  Morale Buri Buri-Ban fights until he reaches 4 hit points. If he 
  can’t escape at that point, he surrenders, giving up the statue 
  and his other gear if necessary. He has a pathological aversion 
  to being bound, however, and if the PCs try to tie him up, he 
  will fight to the death.
  STATISTICS
  Str 15, Dex 13, Con 12, Int 8, Wis 14, Cha 10
  Base Atk +2; Grp +8
  feats Combat Reflexes, Dodge, Improved Grapple, Improved 
  Initiative, Mobility
  
  12
  Pathfinder Society Scenario
  Skills Balance +5, Climb +4, Hide +3, Jump +4, Sense Motive +6, 
  Tumble +5
  Languages Kelish
  Combat Gear potion of invisibility; Gear bracers of armor +1, 
  sapphire rings worth 50gp each (2), 50 gp
  Tier 3–4 (eL 5)
  As Tier 1–2, but give Buri-Ban a potion of barkskin +3 that he 
  drinks while invisible that increases his AC to AC 17, touch 
  13, flat-footed 16. Add the refinery guards below as well.
  Refinery Guards (4) 
   
  CR 1
  As Al-Sarif’s Thugs in Act 2, Tier 1–2 but add masterwork 
  scimitars +5 (1d6+1/18-20), studded leather (increase AC to 13) 
  and 5 gp each.
  Tier 6–7 (eL 7)
  As Tier 3–4, but use the stats below for Buri-Ban instead.
  Buri Buri-Ban 
   
  CR 6
  Male human monk 6
  LE Medium humanoid
  Init +5; Senses Listen +2, Spot +2
  DEfEnSE
  AC 17, touch 13, flat-footed 16
  (+1 Dex, +2 Wis, +1 Armor)
  hp 29 (6d6+6)
  fort +6, Ref +6, Will +7; +2 bonus against enchantment spells 
  and effects
  Defensive Abilities evasion, still mind
  Immune disease (except supernatural and magical disease)
  OffEnSE
  Spd 50 ft.
  Melee unarmed strike +7 (1d8+3) or flurry of blows +6/+6 (1d8+3)
  Special Attacks ki strike (magic)
  TACTICS
  Before Combat Buri Buri-Ban drinks his potion of barkskin +3.
  During Combat As Tier 1–2.
  Morale As Tier 1–2, but Buri-Ban surrenders at 8 hit points.
  STATISTICS
  Str 16, Dex 13, Con 12, Int 8, Wis 14, Cha 10
  Base Atk +4; Grp +11
  feats Combat Reflexes, Dodge, Improved Grapple, Improved 
  Initiative, Mobility, Spring Attack
  Skills Balance +6, Climb +6, Hide +5, Jump +6, Sense Motive +7, 
  Tumble +6
  Languages Kelish
  SQ purity of body, slow fall (30 ft.)
  Combat Gear potion of barkskin +3, potion of invisibility; Gear 
  bracers of armor +1, sapphire rings worth 50 gp each (2), 50 gp
  Mission Notes: Taldor faction PCs will try to burn 
  down the refinery and plant a document.
  Rewards: If the PCs defeat Buri Buri-Ban and the 
  guards, reward each tier thusly:
  Tier 1-2:
  Give each player 125 gp.
  Tier 3-4:
  Give each player 292 gp.
  Tier 6-7:
  Give each player 417 gp.
  acT 5: Bringing fisTs To a 
  swordfighT (eL 3, eL 5 or eL 7)
  The Secure Market is designed for people who don’t like 
  surprises. Situated in the foundation of an ancient tower 
  and surrounded by walls with no windows, it is accessible 
  by one heavily-guarded, narrow entrance from the Central 
  Market to the north. Visitors may not bring weapons into 
  the Secure Market, though the merchants, their personal 
  guards, and the Secure Market guards can. The market is 
  under an anti-magic field (CL 11th)—no magical charming, 
  pecuniary prestidigitation, or counterfeit conjuring can 
  happen in this place. It’s a popular place to do business for 
  those who take security to the level of fetish, and who can 
  afford the stall license. Each license has to be visible on the 
  stall whenever it is doing business, and even one license, 
  transferable as they are, is worth a small fortune.
  Saldin Marafi’s stall is at the back of a narrow notch in 
  the edge of the Secure Market, an architectural oddity that 
  should make it possible for the PCs to steal the statue from 
  him undetected by the guards at the gate. The guards all have 
  +6 to their Spot checks—the PCs can make Hide checks to 
  attempt to conceal their weapons with a –2 for any weapon 
  larger than a dagger. Marafi is always protected by at least 
  two bodyguards (or more depending on tier) and the Secure 
  Market never has less than four guards at the entrance.
  If the PCs leave their weapons behind, there are a couple 
  of weapons close at hand. The poles holding up awning 
  stalls can be used as quarterstaffs, though it takes a full 
  round action to detach them from the awning. A couple of 
  pieces of machinery make serviceable, if unwieldy clubs 
  and can be used as improvised weapons. Lastly, the spice 
  itself can be a weapon. PCs can scoop up a handful of spice 
  and make a ranged touch attack as an improvised weapon 
  with a maximum range of 5 feet. This action provokes 
  an attack of opportunity. If a PC hits with a handful of 
  spice, his opponent must make a DC 13 Fortitude save or 
  be blinded for 1 round.
  Once the PCs approach Marafi, he hails them in a 
  friendly manner and asks what he can help them with. If 
  the PCs say anything other than the truth (“We want the 
  statue Grandmaster Torch sold you”), have the PCs make 
  Bluff checks opposed by Marafi’s Sense Motive. If he wins 
  the check, he detects something amiss and orders his 
  bodyguards to attack.
  
  13
  If Marafi and his guards are subdued, it takes a DC 20 
  Search check to find the statue, hidden at the bottom of 
  one of the deeper spice trays. Sitting in plain sight on the 
  table is a lacquered box containing 40 pp.
  Tier 1–2 (eL 4)
  Saldin Marafi 
   
  CR 3
  hp 16 (Use the stats for Belal Al-Sarif from Act 2, Tier 1–2, but 
  increase the amount of gold he’s carrying to 100 gp.)
  Marafi’s Bodyguard 
   
  CR 1
  Male human warrior 2
  LE Medium humanoid
  Init +0; Senses Listen +2, Spot +2
  DEfEnSE
  AC 10, touch 10, flat-footed 10
  hp 9 (2d8)
  fort +3, Ref +0, Will +0
  OffEnSE
  Spd 30 ft. 
  Melee quarterstaff +2 (1d6)
  TACTICS
  Morale Marafi’s bodyguards fight to the death to protect Marafi 
  and their own honor.
  STATISTICS
  Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10
  Base Atk +2; Grp +2
  feats Dodge, Power Attack
  Skills Climb +5, Intimidate +5, Jump +1, Listen +2, Spot +2
  Languages Kelish
  Gear quarterstaff
  Tier 3–4 (eL 5)
  As Tier 1–2, but exchange Marafi’s dagger for a masterwork 
  rapier (mwk rapier +5 [1d6+1/18-20]) and increase the 
  number of bodyguards to 3.
  Tier 6–7 (eL 7)
  As Tier 3–4, with the following changes:
  Saldin Marafi 
   
  CR 6
  hp 29 (Use the stats for Belal Al-Sarif from Act 2, Tier 6–7 but 
  exchange the masterwork rapier for a +1 rapier (+1 rapier +8 
  [1d6+2/18-20]) and exchange the elixir of sneaking for a cloak of 
  resistance +1.)
  Mission Notes: Andoran faction PCs will be interested 
  in the Secure Market license on Marafi’s stall.
  Rewards: If the PCs defeat Saldin Marafi and the 
  guards, reward each tier thusly:
  Tier 1–2:
  Give each player 61 gp.
  Tier 3–4:
  Give each player 62 gp.
  Tier 6–7:
  Give each player 433 gp.
  concLusion
  After the PCs face all four buyers and recover the 
  surviving statues, they encounter a liveried messenger 
  who delivers an invitation from Grandmaster Torch to 
  dine with him at his inn. If the PCs do so, he treats them 
  to a sumptuous dinner, questions them to make sure that 
  his name was kept out of the operation, and reminds them 
  that the Society owes him a favor (if the PCs couldn’t pay 
  him). If questioned about his involvement in the affair, 
  he smoothly denies any involvement at all, explaining 
  away any evidence as misinterpreted by the PCs. If the 
  PCs show him Arpani’s note and ask him if GT stands 
  for Grandmaster Torch, he blithely asserts that GT in 
  criminal nomenclature stands for “Gate Transaction,” 
  which means that the item is meant to be flipped to 
  another buyer for a rapid profit.
  facTion missions
  Andoran Faction: PCs from the Andoran faction who 
  acquire a Secure Market license earn 1 Prestige Award.
  Cheliax Faction: PCs from the Cheliax faction who 
  acquire at least one bell from Viraj Arpani’s robes earn 1 
  Prestige Award.
  Qadira Faction: If street shah Belal Al-Sarif is poisoned 
  with black scorpion poison, PCs from the Qadira faction 
  earn 1 Prestige Award.
  Osirion Faction: PCs from the Osirion faction who 
  acquire the name of the Osirian inside man earn 1 
  Prestige Award.
  Taldor Faction: PCs from the Taldor faction who plant 
  the forged document and set fire to the spice refinery (or 
  engage in other serious mayhem) earn 1 Prestige Award.
  The Many Fortunes of Grandmaster Torch
  
  14
  Pathfinder Society Scenario
  Cheliax Faction Handout
   
  Favored Servant,
  I see you have the dubious fortune to journey to Sedeq on your next mission. While you wander the dusty streets, keep 
  a special eye out for oddly attired mystics—we have received reports that there is an influx of magic users from Vudra 
  whose very clothing is a material component for their casting. If you can bring us back an example of these magical 
  adornments, you will be much rewarded. And you know how much I enjoy rewarding you…
  Achingly Yours,
  Paracountess Zarta Dralneen
  Osirion Faction Handout
   
  Loyal Scion of Osirion,
  By now you have heard that the object of your next Society mission is the recovery of some Osirian artifacts of great 
  antiquity. The thief undoubtedly used an accomplice inside the Culture Ministry. Uncover for me the name of this man 
  and you will be much rewarded! If anyone can root out this information, it is you.
  Speedy Success,
  Amenopheus, The Sapphire Sage
  Andoran Faction Handout
   
  Bastion of Freedom,
  Our efforts to bring the light of freedom to the dark corners of the world continue apace. In every corner of the Inner Sea, and 
  beyond, we build our organizations and prepare the enslaved peoples for freedom. I understand that your upcoming mission 
  will take you to the Qalli Spice Market in Sedeq. If you get a chance, investigate their so-called “Secure Market.” Discover a way 
  for us to set up a stall there and we will use it as a front for our undercover activities. The Secure Market is the last place the 
  agents of the Satrap will think to look. Good luck and may the light of justice guide your way.
  Yours in Freedom,
  Captain Colson Maldris
  
  15
  The Many Fortunes of Grandmaster Torch
  Qadiran Faction Handout
   
  Servant of the Satrap,
  To advance our interests in Absalom and across the Inner Sea, we must be as strong and steadfast internally as we are subtle 
  and flexible in our external affairs. A traitor has come to my attention—an old Street Shah named Belal Al-Sarif who has 
  recently added espionage to his repertoire. You needn’t know who he’s spying for, just know that he must be dealt with. For 
  many reasons it is best if his death appears to be the work of outsiders rather than Qadirans, so killing him in the course of 
  your Pathfinder duties is the best plan. If he isn’t involved in your current affair, find a way to involve him. Enclosed please find 
  a vial of black scorpion venom—it’s a particularly painful way to die, and I want him to be a good example for others. Coat your 
  blade with it and a mere scratch will do the job. And if you can do so without being overheard, tell him Muhlia sent you. I take 
  great personal satisfaction in ridding Qadira of this parasite.
  Warmest Regards,
  Pasha Muhlia Al-Jakri
  Taldor Faction Handout
   
  Agent of his Imperial Majesty,
  As always in these late days, we continue to use our enemies’ strength against each other while husbanding our own. I hear 
  that you’ve been delegated to recover and return some stolen Osirian artifacts. Well and good. While I’m sure the Satrap won’t 
  be pleased by Pathfinders marauding around molesting innocent buyers of stolen goods, I imagine he’d be a good deal less 
  pleased if he discovered all of the trouble was at Osirion’s behest! Let’s do our best to leave that impression, shall we? I have 
  taken the trouble to forge a very authentic-looking document indicating that you and your comrades are actually moonlighting 
  for the Osirian government and that you’ve been ordered to deal as much death and destruction necessary to make good 
  their recovery. Leave the document somewhere the agents of the Satrap will find it, and engage in at least one spectacularly 
  destructive spectacle, and we’ll have Qadira and Osirion at each other’s throats in no time.
  Sincerely,
  Baron Jacquo Dalsine
  
  16
  Pathfinder Society Scenario
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario 14: The Many Fortunes of Grandmaster Torch. Copyright 2009, Paizo Publishing, LLC; Author: Jonathan H. 
  Keith.
  
     
  1–2
  Scenario 14: The Many
  Fortunes of Grandmaster Torch
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Sub Total
  GOLD
  Gold Spent
  Sub Total
  Items Bought
  Items Sold
  Final PA Total
  Final XP Total
  Prestige Award
  EXPERIENCE
  GP Gained (GM ONLY)
  PA Gained (GM ONLY)
  Start GP
  Starting PA
  Starting XP
  Sub Total
  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
  +
  +
  =
  -
  -
  =
  =
  +1 XP
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIER
  TIER
  TIER
  Potion of barkskin +2 (Cost: 300 gp)
  Bracers of armor +1 (Cost: 1,000 gp)
  Potion of invisibility (Cost: 300 gp)
  You owe Grandmaster Torch a favor—one he plans to redeem in the future. When he calls in this favor, you 
  are obligated to fulfill his request so long as it doesn’t violate any morale restrictions of your race, class, or 
  alignment.
  Elixir of sneaking (Cost: 250 gp)
  Potion of barkskin +3 (Cost: 600 gp)
  Potion of cure moderate wounds (Cost: 300 gp)
  Brooch of shielding (Cost: 1,500 gp)
  Cloak of resistance +1 (Cost: 1,000 gp)
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  3–4
  6–7
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIER
  TIER
  TIER
  1–2
  3–4
  6–7
  446
  992
  2,259
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 0/Scenario 1-14 The Many Fortunes of Grandmaster Torch.pdf