TEXT:    
  The Prince of
  Augustana
  TM
   By Craig ShaCkleton
  ®
  
  2
  The Prince of AugusTAnA™
  Pathfinder SoCiety SCenario 13
  Design: Craig Shackleton
  Development: Joshua J. Frost
  Editing: Christopher Carey
  Art Director: Drew Pocza
  Interior Artist: Kevin Yan
  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 13: The Prince of Augustana is a Pathfinder Society Scenario designed for 1st- to 5th-level characters 
  (Tiers: 1–2 and 4–5). 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 
  material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the 
  Open Game License and the d20 System License, please visit wizards.com/d20.
  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 Society, and Pathfinder Companion are trademarks of Paizo Publishing, LLC. 
  © 2009 Paizo Publishing. All Rights Reserved.
  
  3
  The Prince of Augustana
   By Craig ShaCkleton
  after hearing Gandros’s story, took to calling the young 
  man “Prince,” assuming he was the son of Augustana’s 
  (non-existent) lost Emperor. By this time, Gandros was 
  hopelessly addicted to the yellowcaps that his father grew 
  in one of the vaults, and happily accepted the delusion 
  that he was the son of long-lost royalty. Furthermore, the 
  symbol etched in the middle of the wayfinder, the only 
  object passed to him by his “royal” father, became in his 
  mind the symbol of their dynasty.
  After 40 years, Gandros believes the wildly overgrown 
  yellowcap vault is a portal to another world, where faerie 
  folk ready their armies to return him to his lost glory. In 
  a deluded attempt to bolster his forces, he accidentally 
  called two dretches with a scroll of lesser planar ally that 
  one of his small army of beggars stole for him from the 
  home of a prominent local summoner. Gandros fled in 
  terror, fearing his underground empire lost, conquered 
  by demons sent by his enemies, and for the first time in 
  four decades, walked under the open sky. Recognizing 
  the symbol on the Augustana Pathfinder Lodge from his 
  father’s wayfinder, he assumed he’d found the seat of his 
  father’s dominion and would at long last be raised to his 
  rightful place in the world.
  suMMArY
  The PCs are sent to Augustana in Andoran where they 
  receive a briefing from Venture-Captain Caudron Wallace. 
  They meet Gandros, the self-styled “Prince of Augustana,” 
  who tells the PCs a fantastic tale of lost armies, portals 
  to another world, and a lost Emperor of Andoran. At the 
  command of Wallace, the PCs retrace Gandros’s path 
  through the sewers to find the supposed portal. They fight 
  their way past a small lab protected by the Steel Wyverns 
  gang and then face a swarm of vermin nesting by a natural 
  pocket of explosive gas. Eventually they find an informant 
  in a beggar’s sanctuary under the sewers, but must defend 
  the sanctuary from an assault by the Steel Wyverns 
  before the sanctuary’s leader, the mysterious and masked 
  Almsman, will reveal the location of Gandros’s portal. 
  With the Steel Wyvern assault thwarted, the PCs receive 
  Forty years ago Gandros Skytower worked in his father’s 
  shop, the Skytower Emporium, in the heart of Augustana, 
  Andoran’s second largest city. Not a noble himself, 
  Gandros’s father Relios catered exclusively to the tastes of 
  the upper class. Although he was mostly known as a dealer 
  in fine furniture and accessories, Relios’s most lucrative 
  trade was in yellowcap mushrooms, a mild hallucinogen 
  popular among the younger nobles.
  Local gangs often tried to impose themselves on Relios’s 
  illegal mushroom trade, but his noble clientele helped 
  him keep the gang’s attempts to subsume his business 
  at bay. During the People’s Revolution, Relios lost the 
  protection of the nobles, and a gang called the Steel 
  Wyverns, long thwarted by Relios’s noble connections, 
  burned the Emporium to the ground with Relios and 
  8-year-old Gandros inside.
  Relios wrapped his son in wet blankets and carried him 
  through the fire to the Emporium’s deepest basement 
  vaults. Badly burned and having inhaled too much smoke, 
  Relios pressed a small pouch into his son’s hands and said, 
  “Go to them for help,” and then died there, leaving Gandros 
  to fend for himself. The boy opened his father’s pouch 
  and found a small compass, made from silver and etched 
  with gold accents inside. Little did he know that this was a 
  wayfinder, a remnant of his father’s service to the Pathfinder 
  Society many years before Gandros was born.
  Gandros survived initially by using the vault’s varied 
  resources, and as he got older he explored more of 
  Augustana’s underground and sewer systems, aided 
  always by the wayfinder, learning to scavenge and fend 
  for himself and never once traveling to the surface in all 
  these years. Over time, a new building was constructed 
  on top of the ruins of the Skytower Emporium and the 
  mystery of the disappearance of Relios and his son was 
  lost in the sea change of the People’s Revolution.
  A few short years after Relios began his existence as a 
  dweller beneath Augustana, a barely literate derelict found 
  an entrance to the vaults from the sewer. Misreading the 
  words “Skytower Emporium” on the door, the old beggar 
  assumed he’d stumbled into the vaults of an Emperor and 
  
  4
  Pathfinder Society Scenario
  couldn’t climb out of the water. I did manage to grab one of 
  the bridges, but a plank fell in with me. I held on for dear life 
  and continued to drift downstream. I went over a waterfall 
  and then emerged in the lake of ships and crawled to shore. 
  Augustana has changed since I last walked my city’s bright 
  streets, but I managed to find this house, bearing the symbol 
  of my father’s empire.” He holds up the wayfinder hanging 
  from a chain around his neck. “I knew I would find help here! 
  If you remove the threat from my kingdom below and help 
  restore me to my rightful place as Emperor of Andoran, I will 
  grant you any boon within my power!”
  The PCs can ask Gandros anything they want, but his 
  knowledge of history and his life’s story after the death of 
  his father is all skewed by a heavy addiction to yellow cap 
  and an entire life spent living underground. He expects 
  the PCs to use titles when speaking to him, such as “My 
  Prince” or “My Liege” or “Your Royal Highness.” PCs who 
  don’t use one of those titles or something similar are 
  simply ignored. Gandros is aloof, intolerable, and utterly 
  convinced of his nobility and heritage. Once the PCs are 
  done talking to Gandros, they can return to the main hall 
  to converse with Venture-Captain Wallace.
  “My diviners say that there is some truth to his story. There has 
  never been a Prince of Augustana, nor an Emperor in Andoran, 
  but the old fellow has a surprising amount of knowledge of 
  the pre-revolution noble families of the city. He may be the 
  lost scion of some noble line. If so, he’s fallen far. From the 
  filth and stink on him when we found him, we’re fairly certain 
  he’s been living in or near a sewer. The wayfinder is also a 
  mystery, but for now, it makes him one of ours. However, I’m 
  more interested in his supposed gate to the otherworld. If it 
  exists, I want to know about it. Implausible as it may seem, I’m 
  certain that his injuries were caused by otherworldly beings. 
  We must take the possibility of a portal seriously. I don’t want 
  to dirty my hands with this, but you don’t have that choice. 
  Retrace the old man’s path through the sewers. The Almsman, 
  whom he repeatedly mentions, is rumored to be an eccentric 
  priest who runs some sort of hidden beggar’s sanctuary in 
  the sewers. He may know where our prince’s portal is, if you 
  can find him. But be warned; a local gang calling themselves 
  the Steel Wyverns claims the sewers near the Almsman’s 
  Sanctuary as their own territory.”
  Venture-Captain Wallace shows the PCs the spot on 
  the map of the likely sewer outlet from which Gandros 
  came. It’s near the north end of the crowded Augustana 
  harbor, near where the north harbor wall hits land. The 
  PCs can use Gather Information in town to learn a few 
  additional bits of knowledge before venturing into the 
  sewers. Venture-Captain Wallace knows nothing more 
  than what he told the PCs above.
  directions to a hidden, moss-covered door that leads them 
  into the home of the “Prince of Augustana.” Here they face 
  dretches the “prince” accidentally released and learn the 
  true legacy of Gandros.
  geTTing sTArTeD
  Read or paraphrase the following to get the adventure 
  underway:
  After a hurried summons to the Grand Lodge in Absalom, a 
  quick conversation with Venture-Captain Alissa Moldreserva, 
  and a wet, stormy trip across the Inner Sea to Andoran, the 
  small, warm Pathfinder Lodge in Augustana is a welcome 
  break from travel. “I can’t believe we are wasting our time 
  on this matter,” says Caudron Wallace, the venture-captain 
  of Augustana as he paces the main hall. “Frankly, I want as 
  little to do with it as possible, so I’m passing it on to you.” 
  Wallace nods toward a door at the back of the room. “The 
  vagrant through there was found collapsed on our front steps 
  gripping a wayfinder of all things. We still don’t know who he 
  is. Talk to him, for the tale he tells is amazing if true, and then 
  come back here.”
  If the PCs enter the room at the back of the main hall, 
  they find a small sitting room with six comfortable chairs 
  and a few bookshelves filled with the latest Pathfinder 
  Chronicles. An old, withered man sits in one of the chairs, 
  half-dozing when the PCs enter. His skin is shockingly 
  pale and his features are sharp with high cheekbones and 
  a jutting chin. Despite his incredibly filthy visage, matted 
  white hair, and infirmity, when he awakes and regards 
  the PCs he does so with a look of absolute, confident 
  superiority.
  “My loyal subjects, welcome! I know that some of you might 
  not recognize me in my current state, but it is truly me, 
  Gandros, the long-lost Prince of Augustana. I have been in 
  hiding since the untimely death of my father, the Emperor, 
  preparing for my return to glory. Unfortunately, I bear ill 
  news. The army I have been gathering in the otherworld has 
  been infiltrated by agents of our enemies. When last I called 
  my forces together for inspection, dark assassins attacked me 
  and I barely escaped with my life.” 
  He takes this opportunity to roll up his sleeve and 
  reveals a series of recently inflicted claw and tooth marks 
  on his right forearm. He then launches into a breathless 
  retelling of how he came to be in the Lodge, without 
  pause or acknowledgement of interruptions. 
  “I fled back through the magic portal to this realm. Grievously 
  wounded, and with the assassins in close pursuit, I leapt into 
  the dark river. I floated past the Almsman’s Sanctuary, but 
  
  5
  The Prince of Augustana
  AcT 1: inTo The seWers (eL 2 
  or eL 4)
  The sewer tunnels under Augustana are divided into 
  two types, major passages and minor passages. Both 
  types have a single walkway running along one wall (the 
  west wall of a north-south tunnel, or the north wall of 
  an east-west tunnel). The ceilings are generally about 6 
  feet above the walkways. Minor tunnels have a channel 5 
  feet wide and 3 feet deep through which effluvium flows. 
  The channels in major tunnels are 10 feet wide and 5 feet 
  deep. Where passages meet, there are usually planks laid 
  across the channels to allow pedestrians to cross from 
  one walkway to the other.
  The water in the channel is revoltingly filthy, and 
  anytime a PC becomes fully submerged in it they are 
  exposed to filth fever (Fortitude DC 11, incubation period 
  1d3 days, damage 1d3 Dex and 1d3 Con). The effluvium 
  is difficult terrain to move through, and the current is 
  fairly swift. Anyone or anything swimming or floating in 
  the channel drifts downstream 20 feet per round.
  If the PCs enter the sewers by the outflow pipe the first 
  100 feet are a major passage without a walkway, so they 
  need to wade or swim through the filth. After that runs 
  another 100 feet of major passage (with a single walkway) 
  before reaching the settling pools from the west (area A). 
  If the PCs enter the settling pools from the street, they 
  arrive by the stairs on the north wall.
  When the PCs enter the Settling Pools, read or 
  paraphrase the following.
  The smell of waste and rot is strong in this large chamber 
  where filthy water flows in a series of cascades between tiered 
  stone tanks. A raised platform along the east wall is connected 
  to the passage’s walkways by several thick wooden planks 
  The Steel Wyverns: A DC 15 Gather Information or 
  Knowledge (local) check reveals that the Steel Wyverns 
  were once the most powerful criminal organization in 
  the city, but they have been in decline for decades. Now 
  they are a rag-tag gang of thugs and petty crooks. The 
  wyverns prefer to fight with spiked chains, which they 
  call “Wyvern stings.” 
  The Almsman: A DC 20 Gather Information or 
  Knowledge (local) check reveals that the Almsman has 
  recently started providing sanctuary and assistance to 
  the city’s beggars. He is a mysterious figure who wears 
  a mask, but most folk believe he is a priest. Most of the 
  city’s poor do not know where his sanctuary is—those 
  who do know won’t tell.
  Getting into the Sewer: The PCs can simply walk 
  along the docks looking for a sewer outlet, but the pipe 
  extends under a breaker and is hard to see from land; 
  make a DC 20 Search check per hour to notice the sewer 
  outlet. Alternatively, a DC 15 Knowledge (local) or Gather 
  Information check gives the PCs its location. Tracking 
  the prince’s trail is not possible, except by creatures with 
  the scent ability.
  If the PCs look for an alternate entrance, they can find 
  the maintenance access to the settling pools (area A) 
  with a DC 25 Search, Gather Information, or Knowledge 
  (local) check. Give a +5 circumstance bonus to this 
  check if the PCs have already located the outflow pipe. 
  The maintenance entrance looks like a cellar door in 
  an alley, but the stairs under it descend 20 feet into the 
  settling pools.
  If the PCs go through official channels (like the Hall 
  of Records) to find information about the sewers, they 
  learn that all records of the sewers construction and 
  maintenance were lost during the People’s Revolution. 
  Sewers of Augustana 
  A 
  B 
  C
  D
  A: Settling Pools
  C: Almsman’s Sanctuary
  One square = 5 feet
  One square = 5 feet
  S 
  Harbor 
  Major
  Minor
  Sewers of Augustana 
  A 
  B 
  C
  D
  A: Settling Pools
  C: Almsman’s Sanctuary
  One square = 5 feet
  One square = 5 feet
  S 
  Harbor 
  Major
  Minor
  N
  
  6
  Pathfinder Society Scenario
  thunderstones, and 4 vials of filth fever tonic. Firedrake can 
  ready any of these items as a move action. Sitting open on the 
  workbench is a large tome titled Toxins and Countermeasures, 
  written by Giacomo d’Enzinas. The alchemical materials 
  on the workbench constitute an alchemist’s lab, plus 240 gp 
  worth of raw materials for Craft (alchemy).
  TIER 1–2 (EL 2)
  Firedrake                                                              CR 1
  Male human adept 1/expert 1
  NE Medium humanoid 
  Init +0; Senses Listen +0, Spot +0
  DEFENSE
  AC 12, touch 10, flat-footed 12
  (+2 armor, +0 Dex)
  hp 9 (2d6)
  Fort +0, Ref +0, Will +4
  OFFENSE
  Spd 30 ft. 
  Melee dagger +0 (1d4)
  Ranged alchemist’s fire +0 (1d6 fire for two rounds plus splash)
  Spells Prepared (CL 1st) 
   
  1st—burning hands (DC 11)
   
  0—detect magic, light, touch of fatigue (DC 10)
  TACTICS
  Before Combat Firedrake moves to his rack of alchemical 
  weapons at the first sign of intruders.
  During Combat Firedrake hangs back and throws alchemical 
  weapons, starting with tanglefoot bags then alchemist’s fire.
  Morale Firedrake worries more about his lab than his own life and 
  will foolishly fight to the death.
  STATISTICS
  Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 11
  Base Atk +0; Grp +0
  Feats Point Blank Shot, Precise Shot
  Skills Appraise +1, Concentration +3, Craft (alchemy) +4, Heal +3, 
  Profession (alchemist) +4
  Languages Common, Osiriani
  Gear leather armor (lab smock), pouch with 20 gp
  Steel Wyvern Thugs (2) 
   
  CR 1/2
  Male human warrior 1 
  NE Medium humanoid 
  Init +2; Senses Listen +0, Spot +0
  DEFENSE
  AC 14, touch 12, flat-footed 12 
  (+2 armor, +0 Dex) 
  hp 11 (1d8+3)
  Fort +2, Ref +0, Will +0
  OFFENSE
  Spd 30 ft. 
  Melee spiked chain +1 (2d4)
  creating a makeshift bridge. On that platform is what looks to 
  be a makeshift alchemy lab on a rough-hewn table—beakers, 
  glass vials, dirty bottles, and moldy buckets cover the entire 
  surface of the table.
  Creatures: There are a total of three members of the 
  Steel Wyvern gang here: two thugs sit bored on the south 
  side of the wooden bridge, fiddling with their spike 
  chains and quietly bragging about past crimes to one 
  another. A third, nicknamed Firedrake, stands at the 
  makeshift alchemy lab, bent over several beakers as he 
  slowly pours two mixtures together. Firedrake is working 
  to produce a filth fever tonic to keep the Steel Wyverns 
  from contracting the disease so often.
  The Steel Wyverns don’t like intruders and react 
  negatively to the PCs showing up. Tough guys to the end, 
  they demand the PCs drop all their gear, hand over their 
  money, and go back the way they came “or else.” Any action by 
  the PCs that isn’t compliant to this demand sends the thugs 
  into hysterics and they attack. Firedrake supports the thugs 
  by throwing alchemical weapons. Beside his workbench is 
  a rack of alchemical substances containing 2 acid flasks, 
  4 alchemist’s fire, 2 smokesticks, 2 tanglefoot bags, 2 
  Filth Fever Tonic
  This alchemical substance is a powerful treatment against the 
  disease filth fever. When swallowed, the imbiber may make an 
  immediate Fortitude save with a +5 alchemical bonus against 
  the disease’s DC to recover from the illness, with no penalty 
  for failure. Filth fever fonic does not heal any ability damage 
  already inflicted by the disease.
  A 
  B 
  C
  D
  A: Settling Pools
  B: Sewer Junction
  C: Almsman’s Sanctuary
  D: Relios’ Emporium
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  A=Settling Pools
  B=Sewer Junction
  C=Almsman’s Sanctuary
  D=Relios’ Emporium
  S 
  Harbor 
  Major
  Minor
  +5’ 
  +5’ 
  +5’ 
  +5’ 
  +10’ 
  A 
  B 
  C
  D
  A: Settling Pools
  B: Sewer Junction
  C: Almsman’s Sanctuary
  D: Relios’ Emporium
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  A=Settling Pools
  B=Sewer Junction
  C=Almsman’s Sanctuary
  D=Relios’ Emporium
  S 
  Harbor 
  Major
  Minor
  +5’ 
  +5’ 
  +5’ 
  +5’ 
  +10’ 
  N
  N
  N
  N
  N
  
  7
  The Prince of Augustana
  Rewards: If the PCs defeat the Steel Wyvern thugs and 
  Firedrake, reward each tier thusly:
  Tier 1–2:
  Give each player 108 gp.
  Tier 4–5:
  Give each player 148 gp. 
  AcT 2: seWer JuncTion (eL 3 
  or eL 5)
  As the PCs approach area B, read or paraphrase the 
  following.
  Ahead is a junction where a smaller sewer line once joined 
  the main passage. The ceiling of the smaller passage partially 
  collapsed, filling most of that tunnel with rubble. The 
  surface of the rubble pile seems to shift strangely and closer 
  examination reveals thousands of tiny vermin fleeing into 
  cracks and shadows.
  The ceiling here is stable, having already collapsed as 
  much as it is likely to. Any PC can recognize this with a DC 
  20 Knowledge (engineering) check. A DC 20 Knowledge 
  (dungeoneering) check reveals that a hollow point in the 
  ceiling above the rubble could present a bigger danger as 
  it traps sewer gas.
  The area of rubble is difficult terrain to traverse. 
  Although the stones block the tunnel, some sewage does 
  manage to trickle through. 
  Trap: If anyone brings an open flame or uses any effect 
  that does fire damage within 10 feet of the rubble, the 
  trapped sewer gas ignites causing fire damage within a 20 
  foot radius spread centered on the square marked G. 
  Creatures: Once any PC enters the intersection, the 
  vermin swarming the rubble scramble out and attack. If 
  the gas is ignited while the swarms are attacking, they are 
  also damaged by the blowback.
  Space 5 ft.; Reach 10 ft.
  TACTICS
  Before Combat The thugs move onto platforms within reach of 
  the walkway.
  During Combat The thugs stay on the platforms using reach to 
  attack the PCs.
  Morale The thugs fight to the death.
  STATISTICS
  Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10
  Base Atk +1; Grp +1
  Feats Exotic Weapon Proficiency (spiked chain), Toughness
  Skills Climb +4, Jump +4, Swim +4 
  Languages Common
  Gear leather armor, spiked chain, pouch with 10 gp
  TIER 4–5 (EL 4)
  As Tier 1–2 with the following change:
  Steel Wyvern Thugs (2)                                      CR 2
  Male human fighter 2
  LE Medium humanoid 
  Init +2; Senses Listen +1, Spot +1
  DEFENSE
  AC 15, touch 12, flat-footed 13
  (+3 armor, +2 Dex) 
  hp 20 (2d10+5)
  Fort +4, Ref +2, Will +1
  OFFENSE
  Spd 30 ft. 
  Melee spiked chain +5 (2d4+2)
  TACTICS
  Before Combat The thugs move onto platforms within reach of 
  the walkway.
  During Combat The thugs stay on the platforms using reach to 
  attack the PCs.
  Morale The thugs fight to the death.
  STATISTICS
  Str 15, Dex 14, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +2; Grp +4
  Feats Combat Reflexes, Exotic Weapon Proficiency (spiked chain), 
  Toughness, Weapon Focus (spiked chain)
  Skills Climb +7, Jump +7, Swim +7
  Languages Common
  Combat Gear potion of cure light wounds; Other Gear masterwork 
  studded leather, spiked chain, pouch with 20 gp
  Development: There is only one way to travel upstream 
  from here: an eastward-running major passage that exits 
  area A in the northeast corner. This tunnel runs for a 
  considerable distance before reaching the sewer junction 
  (Act 2).
  Mission Notes: Taldan Pathfinders should be interested 
  in the book Toxins and Countermeasures.
  B: Sewer Junction
  D: Relios’ Emporium
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  +10’ 
  B: Sewer Junction
  D: Relios’ Emporium
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  +10’ 
  N
  N
  
  8
  Pathfinder Society Scenario
  insects at the previous junction), and a representation of 
  a beggar’s bowl holding a coin and a key with an arrow 
  pointing to the south. Underneath the picture of the bowl 
  is the word “Almsman.”
  No Spot check is required to see these markings. Similar 
  markings are visible at every intersection throughout the 
  sewers beyond this point, making it easy to navigate to 
  the sanctuary.
  If the PCs explore the sewers randomly rather than 
  by following the directional arrows, they find little of 
  interest or value. The passages lead mostly to the east, 
  with smaller branches running north and south. The 
  PCs can find ladders leading to access holes to the streets 
  above, which are usually watched by Steel Wyvern thugs 
  (use the stats from Act 1, although the thugs will let 
  them pass for a toll of 5 cp). Here and there within the 
  sewers are heavy steel doors (barred and locked from the 
  inside) leading into basements of various establishments. 
  Otherwise, they might encounter beggars taking shelter 
  from the streets or Steel Wyvern thugs patrolling their 
  turf.
  If the PCs follow the sign to the Almsman’s sanctuary, 
  they come to another junction. Once the PCs reach the 
  Almsman’s Sanctuary, (area C) move to Act 3.
  AcT 3: sAncTuArY in The 
  seWer
  As the PCs approach the sanctuary, read the following.
  Ahead a faint light glimmers in the dark. Slowly it resolves 
  into a crude lantern held by a toothless old beggar who holds 
  a chair leg in his other hand. Beside him stands a scrawny 
  youth, similarly armed but obviously terrified. Behind the two 
  derelicts is an open door bearing the symbol of the beggar’s 
  bowl, coin, and key. 
  The old man eyes the PCs warily as they approach. 
  Assuming they don’t attack the old beggar on sight, he 
  says, “If yer intentions be peaceful, Abadar makes you 
  welcome.” Although the two men try to put on a brave 
  face, they pose absolutely no threat. If attacked, they 
  flee for their lives, screaming like banshees. Otherwise, 
  they simply let the PCs pass. Read or paraphrase the 
  following.
  Beyond the door, a short flight of steps leads up into what 
  appears to be the basement crypt of a church of Abadar. 
  Perhaps two dozen beggars huddle among sarcophagi, some 
  sleeping, some haggling over bits of junk or scraps of food 
  laid out on blankets.
  A tall man in clean robes wearing a plain copper mask 
  walks among them. As the PCs enter he regards them 
  Tier 1–2 (eL 3)
  Spider Swarm (2)                                                  CR 1
  hp 9 (MM 239)
  Exploding Gas Trap                                            CR 2
  Type Mechanical (natural); Search DC 21; Disable Device DC 25
  EFFECTS
  Trigger proximity (any fire source); Reset automatic (2 days; 
  enough gas refills each day to inflict +1d6 damage, maximum 
  2d6)
  Effect 2d6 fire damage, 30 ft. radius spread (Reflex DC 12 for half)
  Tier 4–5 (eL 6)
  Scarab Beetle Swarm (2) 
   
  CR 3
  Use the stats for a locust swarm
  hp 21 (MM 239)
  Exploding Gas Trap 
   
  CR 3
  Type Mechanical (natural); Search DC 24; Disable Device DC 30
  EFFECTS
  Trigger proximity (any fire source); Reset automatic (5 days; 
  enough gas refills each day to inflict +1d6 damage, maximum 
  5d6)
  Effect 5d6 fire damage, 30 ft. radius spread (Reflex DC 14 for half)
  Development: It should be obvious that the prince 
  came from the intact tunnel when he floated by this point. 
  If the PCs explore the minor sewer line to the north, they 
  find that after a half-mile it ends at a nexus of pipes, the 
  largest of which is only one foot in diameter.
  Treasure: Tier 4–5 only: A DC 15 Search check among 
  the rubble uncovers a masterwork alchemical silver 
  dagger.
  Rewards: If the PCs defeat the swarms, reward each tier 
  thusly:
  Tier 1–2:
  There is no reward for this act.
  Tier 4–5:
  Give each player 27 gp. 
  Interlude: Sewer Travel
  When the PCs travel east from the sewer junction, they 
  soon reach another intersection where a minor sewer line 
  flows into the main line from the south. Graffiti covers 
  much of the walls here, most of it simple drawings. 
  Prominent among them is a large stylized drawing of 
  a wyvern in shiny gray paint (signifying that the Steel 
  Wyvern’s claim this territory). Also among them is 
  an image of a skull crawling with bugs and an arrow 
  pointing back to the west (a warning about the dangerous 
  
  9
  The Prince of Augustana
  with, he says, “I know the silk merchant from Absalom 
  with a copper mask. He is my cousin, and he has only 
  three fingers on his left hand.” Osirion faction members 
  should be interested in the tattooed Pteluit as part of 
  their faction mission.
  Rewards: If the PCs agree to help the Almsman, reward 
  each tier thusly:
  Tier 1–2:
  Give each player 17 gp.
  Tier 4–5:
  Give each player 167 gp. 
  AcT 4: sTeeL WYVern sTing 
  (eL 5 or eL 8)
  Allow the PCs to set up defenses; they have 2 hours. There 
  is no furniture other than immovable sarcophagi (3 feet 
  high) in the sanctuary, but there is a plank bridge nearby. 
  The doors in the sanctuary are sturdy wooden doors 
  coolly and says, “If you respect this sanctuary, I offer you 
  what sanctuary I can. Otherwise, begone!”
  The priest wearing the copper mask is the mysterious 
  Almsman (CG human cleric 2). He hides his identity 
  because his church is unaware of his activities in one of 
  their forgotten crypts. The Almsman runs this sanctuary 
  as a business. He assigns beggars to different locations, 
  coordinating their efforts to maximize their profits. 
  Each beggar contributes a share to the sanctuary, which 
  the Almsman uses to maintain it and provide for those 
  members who fall ill. Unfortunately, most of the profit is 
  taken by the Steel Wyverns for “protection.”
  The Almsman is in a fairly desperate situation. The 
  Steel Wyverns are demanding a higher tribute than he can 
  afford. They want him to steal from the temple above or 
  give them access to it so they can steal from it—something 
  he refuses to do. They have warned him that they will 
  destroy his sanctuary and beat anyone within it senseless 
  if he does not pay. The Almsman swore a personal vow 
  not to take up arms, but organized his workforce into a 
  meager resistance anyway. The Steel Wyverns are due to 
  visit within 2 hours.
  The Almsman knows where “Prince” Gandros dwelt, 
  but only shares this information with the PCs if they help 
  him drive off the Steel Wyverns. He also sells potions and 
  scrolls of cure light wounds to the PCs at standard prices. 
  Likewise, for 20 gp he casts cure light wounds on a PC (up 
  to three times per day).
  Among the residents of the sanctuary are three beggars 
  who contracted filth fever and now rest on blankets in one 
  corner. One of the afflicted beggars is an Osirian named 
  Pteliut who has tattoos of a shepherd’s crook on his right 
  wrist and a threshing flail on his left wrist. The others 
  are native Andorens named Ebram and Fandos. The 
  Almsman has done what he can for them, but he is not 
  a skilled healer. If the PCs successfully treat the disease, 
  the Almsman waives (or refunds) any fee for casting his 
  limited spells. Treating one of the sufferers of filth fever 
  with the Heal skill requires 8 hours as normal, so the 
  PCs cannot treat the patients fully by that means until 
  after the Steel Wyverns attack. A PC working on a Heal 
  check to cure the disease that’s interrupted by the Steel 
  Wyverns’ attack must start over again.
  Development: If the PCs agree to help the Almsman, 
  he gives them 2 vials of oil of bless weapon. For Tier 4–5 
  only, he also gives them a packet of dust of appearance.
  Mission Notes: If a Pathfinder of the Qadira faction 
  says the code phrase “I met a man who wore a mask 
  like yours in Absalom; he was a silk merchant” prior to 
  driving off the Steel Wyverns, the Almsman replies “I 
  might know the man and will gladly tell you of him once 
  my sanctuary is secure.” After the Steel Wyverns are dealt 
  D
  A: Settling Pools
  B: Sewer Junction
  C: Almsman’s Sanctuary
  D: Relios’ Emporium
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  A=Settling Pools
  B=Sewer Junction
  C=Almsman’s Sanctuary
  D=Relios’ Emporium
  S 
  Minor
  +5’ 
  +5’ 
  +5’ 
  +5’ 
  +10’ 
  D
  A: Settling Pools
  B: Sewer Junction
  C: Almsman’s Sanctuary
  D: Relios’ Emporium
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  One square = 5 feet
  A=Settling Pools
  B=Sewer Junction
  C=Almsman’s Sanctuary
  D=Relios’ Emporium
  S 
  Minor
  +5’ 
  +5’ 
  +5’ 
  +5’ 
  +10’ 
  N
  N
  N
  N
  
  10
  Pathfinder Society Scenario
  Skills Appraise +7, Bluff +8, Concentration +7, Diplomacy +10, 
  Intimidate +10, Knowledge (arcana) +7, Perform (oratory) +8, 
  Spellcraft +9
  Languages Common, Skald
  SQ bardic music (3/day), countersong, fascinate, inspire 
  competence, inspire courage
  Combat Gear acid flask (3); Other Gear +1 studded leather, 
  masterwork whip, pouch with 20 gp.
  Tier 4–5 (eL 8)
  Steel Wyvern Thugs (4)                                      CR 2
  hp 20 (use the stats from Act 1, Tier 4–5)
  Randalan                                                              CR 6
  Male Human bard 6
  NE medium humanoid 
  Init +2; Senses Listen –1, Spot –1
  DEFENSE
  AC 16, touch 12, flat-footed 14
  (+5 armor, +2 Dex)
  hp 22 (5d6+5)
  Fort +3, Ref +7, Will +4
  OFFENSE
  Spd 30 ft. 
  Melee whip +6 (1d3 non-lethal)
  Ranged acid flask +5 (1d6 acid plus splash)
  Spells Known (CL 6th)
  2nd (3/day)—blur, cure moderate wounds, soundburst
  1st (4/day)—cure light wounds, expeditious retreat, hideous 
  laughter (DC 14) sleep (DC 14)
  0 (3/day)—daze, detect magic, light, mage hand, prestidigitation, 
  read magic
  TACTICS
  Before Combat Randalan casts blur and lets his men take the lead.
  During Combat Randalan supports his men with bardic music 
  (inspire courage), uses his whip to disarm or trip foes, and heals 
  injured comrades.
  Morale If all of his thugs are defeated, Randalan casts expeditious 
  retreat and flees.
  STATISTICS
  Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 16
  Base Atk +3, Grp +3
  Feats Combat Expertise, Improved Disarm, Improved Trip, 
  Weapon Finesse
  Skills Appraise +10, Bluff +12, Concentration +10, Diplomacy +14, 
  Intimidate +14, Knowledge (arcana) +10, Perform (oratory) +12, 
  Spellcraft +12
  Languages Common, Skald
  SQ bardic music (3/day), countersong, fascinate, inspire 
  competence, inspire courage, suggestion
  Combat Gear acid flask (3); Other Gear +1 mithril shirt, 
  masterwork whip, pouch with 40 gp
  (break DC 18), but can be reinforced with planks, making 
  them equivalent to strong wooden doors (break DC 23). 
  Beyond this, let the PCs be creative in their defense plan. 
  When they are ready, read or paraphrase the following.
  Laughter and footsteps can be heard approaching from the 
  west. A voice calls out “Almsman! What say you? Are you 
  resisting or giving us what we want? I hope you’re resisting!”
  Randalan, the Steel Wyvern’s leader, has brought four of his 
  men and a pair of portable rams. Their plan is to break in and 
  rough up a bunch of weak beggars and a priest, so they aren’t 
  expecting armed resistance. If the door is closed or barred, 
  they pound on it until it gives way (total effective strength 
  check of +12 to break down the doors) and then move in. 
  They attempt to trip anyone who blocks them from entering 
  and then jump up onto sarcophagi to fight. Randalan enters 
  last and shouts orders to his men. If Randalan is killed, any 
  injured Steel Wyverns attempt to flee.
  Tier 1–2 (eL 5)
  Steel Wyvern Thugs (4)                                   CR 1/2
  hp 11 (use the stats from Act 1, Tier 1–2)
  Randalan                                                              CR 3
  Male human bard 3
  NE Medium humanoid 
  Init +2; Senses Listen –1, Spot –1
  DEFENSE
  AC 16, touch 12, flat-footed 14
  (+4 armor, +2 Dex)
  hp 16 (3d6+3)
  Fort +2, Ref +5, Will +2
  OFFENSE
  Spd 30 ft. 
  Melee whip +5 (1d3 non-lethal)
  Ranged acid flask +4 (1d6 acid plus splash)
  Spells Known (CL 3rd)
  1st (2/day)—cure light wounds, expeditious retreat, sleep (DC 13)
  0 (3/day)—daze, detect magic, light, mage hand, prestidigitation, 
  read magic
  TACTICS
  Before Combat Randalan lets his men take the lead
  During Combat Randalan supports his men with bardic music 
  (inspire courage), uses his whip to disarm foes, and heals 
  injured comrades.
  Morale If all of his thugs are defeated, Randalan casts expeditious 
  retreat and attempts to flee.
  STATISTICS
  Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 15
  Base Atk +2, Grp +2
  Feats Combat Expertise, Improved Disarm, Weapon Finesse
  
  11
  The Prince of Augustana
  Development: Once the Steel Wyverns are defeated, 
  the Almsman gives the PCs directions to the prince’s 
  dwelling. They must travel east to the next branch south, 
  then look for a mossy, overgrown door marked “Skytower” 
  along the south wall.
  Rewards: If the PCs defeat the Steel Wyverns, reward 
  each tier thusly:
  Tier 1–2:
  Give each player 136 gp.
  Tier 4–5:
  Give each player 295 gp. 
  AcT 5: The eMPoriuM (eL 3 or 
  eL 6)
  When the PCs approach the prince’s dwelling, read or 
  paraphrase the following:
  The Almsman’s directions lead to a heavy wooden door. A sign 
  on the door is partially obscured by grime and moss, and the 
  word “Skytower” is still barely legible.
  The door leading into the vault of the Skytower 
  Emporium is a sturdy wooden door (despite its age and 
  rotted appearance) and is unlocked. When the PCs enter, 
  read or paraphrase the following:
  This room was once the basement of a building above, but the 
  stairs in the far corner are now choked with charred rubble and 
  seem to lead to a new stone foundation of the new building 
  above. Odd furniture and knick-knacks of all description fill 
  the remaining space, and strange winged effigies made of 
  wood and broken pottery are arrayed in a bizarre diorama. 
  The focal point of this display is a pair of chairs standing 
  on different-sized piles of old crates like thrones on a dais. 
  A charred and shriveled corpse dressed in rotting and burnt 
  finery and wearing a tin crown is propped up in one of the 
  chairs while the other, lower chair, sits vacant.
  The charred corpse is all that is left of Gandros’s 
  father, Relios. His tin crown bears a crude inscription 
  that reads “Emperor Relios.” Gandros placed him in this 
  seat of honor and built a faerie court from what materials 
  he could find to give life to his delusions. Amidst the 
  furniture is a desk with several log books and journals. 
  Most of them detail the day-to-day transactions of the 
  Emporium, but one is Relios’s personal journal. It details 
  the goings on of many of his wealthy clients, as well as 
  Relios’s personal life including the details of his ancestry 
  and his son’s birth. One of the last ledgers mentions that 
  Relios was falling on hard times and intended to sell his 
  wayfinder back to the Pathfinder Society. The ledgers also 
  show that Relios was selling a steady stream of yellowcap 
  mushrooms to members of the pre-revolution high 
  society in Augustana. 
  The next rooms are vaults lined with shelves thick 
  with growing yellowcap mushrooms. A DC 20 Knowledge 
  (nature) check reveals that the mushrooms cause 
  hallucinations when eaten. Yellowcaps were a popular drug 
  among the nobility decades ago, but fell out of fashion in 
  the wake of the People’s Revolution so are now worthless. 
  More faerie effigies hide among the mushrooms, and on 
  the very back wall, Gandros has painted a portal, a large 
  circle of swirling color patterns. On the floor lies an open 
  and empty scroll case next to a slightly charred, blank 
  piece of parchment. A DC 10 Spellcraft check reveals the 
  parchment to be the remains of a used scroll. 
  Creatures: The PCs can make a DC 15 Listen check to 
  hear shuffling and snorting sounds coming from the 
  farthest vault to the west. The shuffling and grunting 
  noises come from the dretches that Gandros accidentally 
  summoned. Once they know that the PCs are aware of 
  them or if the PCs spend more than a few rounds in the 
  main room, the dretches attack. For Tier 4–5 they use 
  their summon ability first, then attack.
  Tier 1–2 (eL 3)
  Lessoned Dretches (3)                                       CR 1
  hp 13 (MM 42)
  NOTES
  These dretches were warped by the summoning that Gandros 
  read off the scroll. A DC 15 Knowledge (the planes) check 
  reveals that they appear weaker and slightly smaller than a 
  normal dretch and appear to be severely disoriented. As such, 
  the following modifications should be made to their normal 
  stat block: remove their DR entirely, remove their immunities, 
  reduce their resist acid/cold/fire to 5, and drop their claw 
  damage dice to 1d4 instead of 1d6. Lessoned dretches are also 
  unable to summon additional dretches.
  Tier 4–5 (eL 6)
  Dretches (5)                                                         CR 2
  hp 13 (MM 42)
  D: Relios’ Emporium
  One square = 5 feet
  One square = 5 feet
  D: Relios’ Emporium
  One square = 5 feet
  One square = 5 feet
  N
  
  12
  Pathfinder Society Scenario
  Treasure: The following items are mixed among the 
  wreckage of the vaults: brooch of shielding (30 charges), 
  potion of enlarge person, screaming bolt, wand of shocking grasp 
  (50 charges), and a gold necklace worth 300 gp. 
  Tier 4–5 only: Add the following items: chime of opening 
  (7 charges), a platinum and ruby ring worth 1,000 gp, and 
  the empty scroll case in the main room instead contains 
  an unused scroll of lesser planar ally.
  Mission Notes: Cheliax faction PCs should be interested 
  in the expended scroll of lesser planar ally. Andoran faction 
  PCs should be interested in Relios’s journal.
  Rewards: If the PCs defeat the dretches, reward each 
  tier thusly:
  Tier 1–2:
  Give each player 201 gp.
  Tier 4–5:
  Give each player 642 gp. 
  concLusion
  Once the dretches are defeated, it is safe for Gandros 
  to return home which he wishes to do. He is firmly 
  entrenched in his delusions regardless of what the PCs 
  tell him. He magnanimously grants the PCs anything 
  they want from among the remains of the Emporium 
  basement. If the PCs arrange to have him removed to an 
  asylum, the conditions are little better than his existing 
  home, but he happily christens the place “his new royal 
  palace.” Alternatively, the Almsman is willing to take 
  care of the old man, and help clean up the old 
  Emporium. Venture-Captain Caudron Wallace is 
  more relieved than disappointed that there is no 
  otherworldly portal in the sewers, but mostly 
  self-satisfied that the whole thing was a waste 
  of his time as he predicted.
  fAcTion Missions
  Andoran Faction: Andoran faction PCs 
  who retrieve Relios Skytower’s journal 
  from area D in Act 5 earn 1 Prestige 
  Award.
  Cheliax Faction: Cheliax faction PCs 
  earn 1 Prestige Award for recovering the 
  blank scroll of lesser planar ally from area 
  D in Act 5. 
  Osirion Faction: Healing Pteliut at the 
  Almsman’s Sanctuary earns an Osirion 
  faction PC 1 Prestige Award. 
  Qadira Faction: Qadira faction PCs earn 1 
  Prestige Award for delivering the code phrase to 
  the Almsman and recording his response.
  Taldor Faction: Taldor faction PCs who 
  recover the alchemical manual entitled 
  Toxins and Countermeasures from area A earn 
  1 Prestige Award.
  
  13
  The Prince of Augustana
  Cheliax Faction Handout
   
  My Fellow Righteous Believer,
  Our masters demand our obedience and reward us with preeminence among nations. This power is ours alone! I am deeply 
  troubled by the recent developments in Augustana, for if an insane beggar can call upon the anarchic power of demons and 
  unleash chaos on the land, the very pillars of our society will be eroded!
  The naive morons you serve do not realize that it is demons that their beggar prince has called forth. If he has somehow truly 
  found a portal to another realm, or a way to open one, we must know. Find whatever you can about the origins of these demonic 
  powers, even if just the spent remains of some arcane device, and bring them to us for study!
  Achingly Yours,
  Paracountess Zarta Dralneen 
  Osirion Faction Handout
   
  Most Worthy Subject of the Ruby Prince,
  You are far from home and traveling among strange folk in strange lands. Know that you are not alone. Other agents of 
  Osirion have gone before you and you may feel lost and alone, but another is far more so than you.
  Pteliut the Keen was investigating the means by which foreigners move the relics they steal from our lands. From his last 
  report, he was investigating a possible ring of smugglers among the sewers under Augustana. He has missed two check-ins 
  since and we fear the worst.
  You will know Pteliut by the tattoos of the crook and the flail on his wrists. Find him if you can. If he lives, aid him if he needs 
  it, but do not unveil his subterfuge.
  Respectfully,
  Amenopheus, The Sapphire Sage
  Andoran Faction Handout
   
  Defender of Democracy,
  You carry the torch of freedom and it burns brightly in your hand. Yet we know that fire is a fragile and flickering thing.
  It is utter foolishness that anyone should take this “Prince” of Augustana seriously. Monarchy has never lorded over the 
  independent nation of Andoran. Already, though, there are mutterings in dark corners among those who have heard of his story 
  that he may be the last son of some cursed Chelish noble line. Those mutterings could turn him into a rallying point to return 
  our lands to slavery under the devil-worshipers.
  We must shed light on the truth before these dark whispers find purchase. Search the man’s dwelling for some sign of his 
  true origins and bring it to us that we may show the world.
  Sincerely,
  Captain Colson Maldris
  
  14
  Pathfinder Society Scenario
  Qadiran Faction Handout
   
  Honored Emissary of the Satrap,
  This journey your fellow Pathfinders dispatched you on is a filthy waste of time and beneath your station. If they valued you 
  as we do, surely they would not have you sully yourself thus. However, it is best to turn every situation to our advantage, and 
  there is a means by which you can forward our cause. 
  There is a man known as the Almsman who lives among the beggars who hide in the Augustana sewers. Those who know of 
  him praise his charitable works, but we know that in his heart he is a man of business. The Almsman has the connections and 
  wherewithal to bring goods in or out of Augustana, while avoiding the unwanted scrutiny of the tariff assessors. We would like 
  to establish contact with him.
  Deliver to him the coded contact phrase “I met a man who wore a mask like yours in Absalom; he was a silk merchant.” His 
  reply will begin “I know the man...” and then a code phrase indicating where and when we may meet with him. Pay careful heed 
  to his response, and deliver the words he speaks to us through the normal means.
  Kind Regards,
  Pasha Muhlia Al-Jakri
  Taldor Faction Handout
   
  Loyal Subject of the Empire, 
  This so-called “Prince” of Augustana strikes me as an apt representative of the upper crust of either Cheliax or Andoran, 
  would you not agree? Truly, when his tale was recounted at my games table, we had to call for a new deck of cards as the ones 
  at hand were destroyed by the sprays of fine wine as we tried to withhold our laughter! My maid will have a time removing the 
  stain from my shirt.
  I have a more serious matter that you can take care of while you dig up more of this ridiculous story. As you will be venturing 
  into the bowels of the city you may encounter a rogue alchemist who calls himself the Firebrand or Firetoucher or some such 
  nonsense. He was a promising apprentice to the Imperial Alchemist before he absconded with some money, supplies, and a few 
  of his master’s books. At last word he is working for a gang with the pretentious name “Steel Wyverns.” I care not what happens 
  to him, he is a lost cause, but the copy of Toxins and Countermeasures by Giacomo d’Enzinas that he stole is irreplaceable. It would 
  be ever so handy to have that particular book returned.
  Graciously,
  Baron Jacquo Dalsine
  
  15
  The Prince of Augustana
  OPEN GAME LICENSE Version 1.0a
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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 13: The Prince of Augustana. Copyright 2009, Paizo Publishing, LLC; Author: Craig Shackleton.
   
  
     
  1–2
  Scenario 13:
  The prince of Augustana
   
  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
  Brooch of shielding (30 points remaining) (Cost: 450 gp)
  Filth fever tonic (Cost: 5 gp)
  Potion of enlarge person (Cost: 250 gp)
  Screaming bolt (Cost: 267 gp)
  Chime of opening (7 charges) (Cost 2,100 gp)
  Dust of appearance (Cost: 1,800 gp)
  Scroll of lesser planar ally (Cost 1,200 gp)
  +1 mithril shirt (Cost: 2,100 gp)
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  4–5
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIER
  TIER
  1–2
  4–5
  462
  1,279
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 0/Scenario 1-13 The Prince of Augustana.pdf