TEXT: By Nicholas Wasko
  The Sun Orchid Scheme
  PATHFINDER SOCIETY SCENARIO #7-21 
  TIER 1–5
  
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  Pathfinder Society Scenario #7–21: The Sun Orchid Scheme is a Pathfinder Society Scenario designed for 1st- through 
  5th-level characters (Tier 1–5; Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society Organized 
  Play campaign, but can easily be adapted for use with any world.
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  The Sun Orchid Scheme
  Pathfinder Society Scenario #7–21
  
  • Citadel of the 
  Alchemist
  Pashow •
  • Aspenthar
  Thuvia
  3
  flaws they manage to exploit. As an additional political 
  play, Guldis has appointed Ziralia to coordinate the 
  Society’s heist and monitor their tactics. In so doing, he 
  hopes to appease his people’s desire for leadership while 
  focusing the efforts of her considerable connections on 
  dealing with the greatest threat to his position.
  ADVENTURE SUMMARY
  The PCs meet Lady Ziralia in Aspenthar, where she 
  explains that Emir Guldis is organizing a trial run for 
  one of the convoys that will carry the sun orchid elixir 
  to Pashow. Ziralia hires the PCs to test the transport’s 
  defenses by carrying out a heist on the mock convoy, 
  using whatever tactics they would employ to plan and 
  execute a real theft. Ziralia advises the PCs to infiltrate the 
  E
  very year, six vials of sun orchid elixir emerge from 
  the Citadel of the Alchemist, destined for one of 
  Thuvia’s five city-states. Only this city-state holds 
  the right to sell the precious liquid, which restores its 
  drinker to the prime of youth. The elixir fetches a hefty 
  price and provides most of the city’s income for the next 
  several years. Given the elixirs’ prospective worth, the 
  city-states spare no expense protecting the vials. The 
  painstaking efforts the city-states take to secure their 
  precious cargo makes theft a daunting prospect.
  Nevertheless, these precautions do not guarantee 
  safe transport of the sun orchid elixir. Pashow, Thuvia’s 
  smallest city-state, has suffered severe economic 
  hardship after losing its last two elixir shipments to 
  mysterious accidents with teleportation magic. Pashow’s 
  leader, Emir Guldis, fears that losing the elixirs a third 
  time could incite a rebellion.
  His primary concern is Prince Zinlo, the increasingly 
  militant ruler of the Thuvian city-state of Aspenthar. 
  Zinlo has spent the past decade gathering strength 
  and manipulating allies for political gain. He recently 
  maneuvered his daughter Ziralia into position to take 
  over Pashow should the people topple Emir Guldis. Once 
  his family commands two-fifths of the country, Zinlo 
  would be poised to unite the rest by force. 
  Meanwhile, the Aspis Consortium has been secretly 
  backing Aspenthar’s ambitious prince. The Consortium’s 
  representative in Thuvia Kitio Aspenthi approached Zinlo 
  one year ago and offered economic support in exchange 
  for an alliance with the prince’s unified Thuvia. The gold 
  agent even offered his operatives’ services in waylaying 
  caravans carrying Pashow’s sun orchid elixir.
  With all eyes on him, Emir Guldis is taking every 
  precaution to transport the elixirs safely to Pashow. He 
  has already borrowed extensively to hire guards and 
  build armored convoys. With only a few months before 
  the new batch of elixirs departs for Pashow he is eager 
  to test his defenses and reinforce potential weaknesses. 
  To that end, he has asked the Pathfinder Society rob a 
  caravan designed to transport the elixirs and report any 
  The Sun Orchid Scheme
  By Nicholas Wasko
  WHERE ON GOLARION?
  The Sun Orchid Scheme takes place in and around Pashow, 
  the smallest of the five allied city-states that make up the 
  nation of Thuvia. Located in the barren southern desert, 
  Pashow relies on its inhabitants’ knack for magic and its 
  proximity to the Citadel of the Alchemist to make up for its 
  lack of natural resources. To learn more about Thuvia and the 
  city of Pashow, see Pathfinder Campaign Setting: The Inner 
  Sea World Guide, available in bookstores and game stores 
  everywhere and online at paizo.com.
  
  Lady Ziralia
  4
  PATHFINDER SOCIETY SCENARIO
  convoy’s two planning centers, the barracks 
  where the guards train and the workshop 
  where the armored transport is built. She 
  outlines several tactics the PCs can use 
  to perform reconnaissance at these two 
  sites before sending them on their way. 
  During the reconnaissance, the PCs 
  find evidence that another team is 
  spying on the convoy, with clues 
  suggesting Prince Zinlo, the 
  Aspis 
  Consortium, 
  or 
  both may be involved.
  After three days of 
  preparations, the PCs 
  ambush the convoy. The 
  information that the 
  PCs gathered provides 
  them 
  with 
  insights 
  into 
  the 
  transport’s 
  vulnerabilities, helping 
  the PCs distract guards, 
  bypass traps, and find the hidden 
  elixir. Following the exercise, the PCs debrief with 
  Ziralia, who informs them that officials monitoring 
  the ambush noticed scouts who did not participate 
  in the mock heist. When the PCs reveal that they also 
  found evidence of intruders studying the convoy, Ziralia 
  decides she cannot ignore the threat of a real theft.
  The PCs track the spies to an Aspis Consortium desert 
  camp, where the bronze agent Ivira has been collecting 
  information about the convoy and providing reports 
  to representatives from Aspenthar. The adventure 
  culminates with the PCs raiding the Aspis operation 
  and attempting to capture agents and documents before 
  Ivira puts the whole camp—and the damning evidence 
  contained within—to the torch.
  GETTING STARTED
  Read or paraphrase the following in order to get the 
  adventure underway.
  GM RESOURCES
  The Sun Orchid Scheme utilizes the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Advanced Class Guide (ACG), 
  Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 4, and 
  Pathfinder RPG NPC Codex. You can find these rules in the 
  Pathfinder Reference Document online at paizo.com/prd, 
  and the relevant rules from the Bestiaries and the NPC 
  Codex are reprinted at the back of the adventure for the 
  GM’s convenience.
  The salty air of Aspenthar’s port yields to delicate perfumes and 
  incense as a servant leads the way into an elegant townhouse. 
  Another servant serves tea in Tian porcelain, offering the first 
  cup to Lady Gloriana Morilla and the second to a regal woman 
  wearing a colorful headscarf and a striking gold necklace.
  “At last, our team has arrived!” Lady Gloriana announces, 
  gesturing to the other teacups. “Please help yourselves. Allow 
  me to introduce Lady Ziralia, eldest daughter of Aspenthar’s 
  liege, Prince Zinlo. She has requested the Society’s services for 
  a rather intriguing project.”
  Lady Ziralia nods. “Thank you for the introduction, 
  Lady Morilla. As it happens, I am here today on 
  behalf of Pashow, not Aspenthar. Like Thuvia’s 
  other cities, Pashow relies on the sale of sun 
  orchid elixir to fuel its economy. Unfortunately, 
  the last two batches destined for Pashow’s 
  auction house were lost to mishaps with 
  teleportation magic. Emir Guldis has borrowed 
  money to keep the city afloat, but Pashow 
  cannot afford to lose another shipment. 
  Magic failed the last two times, so I’ve 
  petitioned Guldis to transport the vials in 
  person, as my father does. I rallied enough 
  public support that the Emir was forced to 
  see reason, and he began building some 
  armored convoys and training 
  guards to escort them.
  “Guldis has entrusted 
  me 
  with 
  looking 
  into 
  his 
  transport’s 
  total 
  security. 
  Our 
  interactions have been 
  somewhat tense of late, 
  and his full motives for choosing me for 
  such a sensitive task are not yet clear. Nonetheless, the task at 
  hand takes precedence over idle speculation. If this shipment is 
  lost, Pashow will suffer greatly, and I respect the weight of my 
  responsibly in preventing that fate.
  “The Emir plans to send the transport on a practice run from 
  the Citadel of the Alchemist to Pashow with a decoy elixir. Your 
  job is to perform reconnaissance, plan an ambush, and raid 
  the transport. To best assess the transport’s vulnerabilities, we 
  are treating this exercise as a genuine heist. The guards don’t 
  know they are being tested, so they will respond to you as they 
  would respond to a real thief trying to infiltrate their operation. 
  They do know that Guldis appointed me as his auditor, however, 
  so my direct involvement will be limited. I am here to offer 
  advice, monitor your strategies, note any security flaws you 
  manage to exploit, and report back to the Emir. I will counsel 
  you as best I can, but you should approach this heist however 
  you see fit. I understand that this is an unusual mission, but 
  Pathfinder agents are well known for their resourcefulness.”
  
  Lady Gloriana 
  Morilla
  5
  THE SUN ORCHID SCHEME
  After explaining the assignment, Ziralia answers the 
  PCs’ questions as best she can. Ziralia always suggests 
  the PCs gather intelligence before planning the heist, 
  regardless of what questions the players ask.
  Are we stealing the real sun orchid elixir? “This is a 
  trial run, so a less powerful elixir will stand in for the sun 
  orchid elixir during this exercise. If you successfully locate 
  and steal the mock elixir, however, you may keep it. Your 
  payment will also be based on your performance, so 
  please take this exercise seriously.”
  What sort of defenses should we 
  expect? “Pashow’s citizens favor magic, 
  so expect constructs, illusions, and traps 
  within the transport itself. The convoy’s 
  wardens will likely be soldiers and 
  trained animals. The Emir assembled 
  two independent teams to prepare 
  the escort and the transport itself, so I 
  recommend performing reconnaissance 
  at the guard barracks and workshop building 
  the transport. Learning their vulnerabilities 
  on site should help you plan an 
  effective heist.”
  Where should we attack 
  the caravan? “You will need 
  to learn the convoy’s route 
  through the desert in order to 
  find the best place for an ambush. 
  I imagine Guldis’s navigators will 
  debrief the convoy’s escorts before 
  the practice run, so spying on the 
  guard barracks will help you plan 
  your attack.”
  Why have your interactions with 
  Emir Guldis been tense? “It is a delicate matter. If you 
  prove your ability to exercise discretion and subtlety 
  during the tasks I have laid before you, perhaps we can 
  discuss the situation.”
  What is the best way to gather information? “I know 
  the guards are short-staffed and the convoy workshop 
  needs skilled artificers, so posing as new recruits may 
  get you far if you have the skills to back up your claims. 
  You might also be able to pass as supervisors sent by 
  Guldis, as long as you can avoid suspicion from middle 
  management. Of course, there’s always the option of just 
  sneaking around and stealing information. Don’t get 
  caught engaging in suspicious behavior or this little test 
  will be over before it begins. You are likely to meet with 
  far more success if you to divide your forces between the 
  two sites to cover more ground. You only have three days 
  before the practice run, so every minute counts.”
  What complications might we face while infiltrating the 
  facilities? “Both sites are preoccupied with preparations, 
  so anything could happen. Your most likely obstacles are 
  traps protecting the officers’ notes and guards interfering 
  with your surveillance. My advice is to either blend into 
  the background or make a positive impression; overseers 
  are more likely to scrutinize a nuisance than someone 
  they enjoy. Also, watch out for anyone else spying on the 
  operation; with so much at stake, we can’t afford to miss 
  any foul play for the sake of our own heist.”
  Is violence an option? “I’ve recruited Abadaran 
  priests to stabilize any guards who are 
  critically wounded during your operations, 
  so using force is permitted. I would ask 
  that you refrain from excessively lethal 
  tactics, however, as it would be best for 
  this exercise to proceed without casualties. 
  That being said, I strongly advise against 
  trying to simply overpower the guards. 
  The Emir spared no expense preparing 
  his transports, and you are likely to find 
  yourselves outnumbered.”
  Is 
  this 
  legal? 
  “The 
  Emir 
  himself 
  sanctioned this heist, so no one 
  involved will be breaking the 
  law. If Guldis’s men imprison 
  you, I will ensure you are 
  released, but being captured 
  will not reflect well on your 
  performance in this exercise, or 
  on my trust in you.”
  Faction Notes: Before the PCs 
  depart for Pashow, Lady Gloriana 
  summons any members of the 
  Sovereign Court faction to a secret 
  meeting. Gloriana sees Zinlo as a 
  rising star in Inner Sea politics, and believes helping 
  his daughter offers an opportunity to learn more 
  about the ambitious prince. She asks the PCs to collect 
  information pertaining to Zinlo’s associates and political 
  machinations while they participate in Ziralia’s heist.
  KNOWLEDGE (GEOGRAPHY) OR  
  KNOWLEDGE (HISTORY)
  Based on the results of a Knowledge (geography) or 
  Knowledge (history) check, the PCs might know more 
  about the nation of Thuvia. Each PC recalls all of the 
  information whose DC is less than or equal to the result 
  of her check.
  10+: Much of Thuvia’s land is desert. Its civilization 
  revolves around the five allied city-states that control the 
  sale of sun orchid elixir.
  15+: Pashow is the smallest of Thuvia’s city-states, and 
  its people rely on their magical aptitude to compensate 
  for the barren environment.
  
  6
  PATHFINDER SOCIETY SCENARIO
  20+: Those who live outside Thuvia’s main settlements 
  cluster around the desert’s scarce oases. Local warlords 
  called Water Lords control most bodies of fresh water. 
  Although most consider Water Lords little more than 
  bandits, those who secure an alliance with a Water Lord 
  can operate outside of the city-states’ influence.
  KNOWLEDGE (LOCAL) OR KNOWLEDGE (NOBILITY)
  Based on the results of a Knowledge (local) or Knowledge 
  (nobility) check, the PCs might know more about Thuvia’s 
  leaders and the importance of the sun orchid elixir in the 
  nation’s identity. Each PC recalls all of the information 
  whose DC is less than or equal to the result of her check. 
  Members of the Sovereign Court faction have sufficient 
  understanding of the political climate that they can 
  attempt this check as if they were trained in the skill and 
  gain a +2 circumstance bonus.
  10+: The nation of Thuvia consists of five independent 
  city-states, each with its own interests. Every year, one 
  city receives exclusive right to auction off six vials of sun 
  orchid elixir, which fuels the local economy for the next 
  five years while the elixir cycles among the other four 
  city-states.
  15+: Pashow has been suffering from intense financial 
  turmoil after its last two batches of sun orchid elixir were 
  lost. Though no one knows exactly what caused the 
  teleportation accidents that compromised the shipments, 
  locals hold Emir Guldis responsible, sullying his 
  reputation as a leader.
  20+: Many of Pashow’s citizens believe Ziralia single-
  handedly salvaged the city’s economic infrastructure, 
  and a group of agitators seek to overthrow Guldis in favor 
  of Prince Zinlo’s daughter. Rumors hold that Guldis sees 
  Ziralia as a threat, but cannot openly act against her 
  without drawing her supporters’ ire and risking a coup. 
  25+: Some believe that Pince Zinlo subtly supported 
  Ziralia’s rise in popularity, hoping to bring Pashow 
  under his daughter’s control. The ambitious prince has 
  been building his military strength, and many fear that 
  putting Ziralia on Pashow’s throne is just his first step 
  toward conquering the rest of Thuvia. Ziralia, however, 
  is a vocal advocate of city-state independence, which 
  makes her true position concerning Zinlo’s political 
  maneuvering unclear.
  TRACKING SUCCESS
  As the PCs infiltrate the guard barracks and the transport 
  workshop, their successes help them prepare for the 
  heist ahead. The sections for the guard barracks and 
  the transport workshop are each broken down by day. 
  Assuming that the PCs break into two groups as Ziralia 
  suggested, run the Day 1 sections for each location first, 
  followed by the Day 2 and Day 3 sections. 
  First, each PC must choose a method of spying on her 
  chosen complex. Examples of possible approaches and 
  their associated checks appear in the Infiltration sidebar 
  on page 6. At her discretion, the GM can also allow other 
  types of checks that players can reasonably justify as part 
  of their approach. 
  Once per day, each PC can attempt a skill or ability check 
  associated with her chosen method of reconnaissance. 
  The DC of each check starts at 14 (18 in Subtier 4–5), but 
  increases by 3 each time a PC attempts to use a skill or 
  ability that she has used before in that location. A PC 
  who succeeds at her check earns one success for that day 
  at that PC’s facility. A PC who exceeds the DC by 10 or 
  more earns two successes. The PCs can earn a maximum 
  of three successes per facility per day, and information 
  gained from each success is cumulative. Each additional 
  success beyond the maximum provides a cumulative +2 
  bonus on all skill checks in that facility the following day.
  A PC who fails a skill check triggers a complication. 
  The descriptions of each facility each include a list of 
  possible complications. GMs are encouraged to make 
  minor adjustments to the sample complications or 
  create similar setbacks to better match a PC’s approach. 
  GMs may run one complication on a day that the PCs 
  do not trigger any complications, if time permits. This 
  additional complication does not nullify the PC’s success, 
  but it may still inflict a secondary, complication-specific 
  INFILTRATION
  The PCs’ plans for infiltration are likely to involve them posing 
  as legitimate workers at the site where they are gathering 
  information. Alternatively, any PC can select the thief option 
  to attempt to sneak around the complex undetected. This 
  list of tasks and approaches is not exhaustive—the GM can 
  introduce additional approaches at her discretion, using the 
  examples below as a model.
  Animal handler (Area A only): Manage mounts and 
  guard animals with Handle Animal, Knowledge (nature), 
  Profession (driver or stable master), Ride, or wild empathy.
  Engineer (Area B only): Build convoy with Craft (locks or 
  traps), Disable Device, Knowledge (engineering), Perception, 
  and Use Magic Device.
  Guard or laborer: Blend in with Intimidate, Knowledge 
  (local), Perception, Profession (soldier), or Survival. 
  Mage or medic: Fill magical or medical needs with 
  Appraise, Craft (alchemy), Heal, Knowledge (arcana or 
  religion), or Spellcraft.
  Supervisor: Fool overseers with Bluff, Diplomacy, 
  Linguistics, Profession (clerk or scribe), or Sense Motive.
  Thief: Sneak in with Acrobatics, Climb, Escape Artist, 
  Sleight of Hand, or Stealth.
  
  7
  THE SUN ORCHID SCHEME
  penalty. Complications should encourage the PCs to 
  think on their feet in a fun way or provide a minor setback 
  rather than completely ruin their plan. Overcoming a 
  complication allows a PC to retry her skill check; failing 
  a second time means that PC cannot earn a success that 
  day. Retrying a skill check in this way counts as using the 
  same skill again, increasing the DC of the skill check by 
  3. The DCs of a skill check to overcome a complication 
  is 12 (or 16 in Subtier 4–5), unless stated otherwise. Use 
  the Infiltration Flowchart handout in the back of the 
  scenario as a guide for running the PCs’ reconnaissance.
  Each location also includes descriptions of NPCs 
  involved in the day’s preparations. Players who interact 
  with facility personnel may receive bonuses on their 
  checks; each NPC’s description includes an example of 
  how PCs can earn his or her favor. GMs are encouraged to 
  use these descriptions as guidelines for NPC interactions 
  and to reward players for effective roleplaying.
  A. GUARD BARRACKS
  The transport’s escorts reside in a single barracks, where 
  they plan routes, train animals, and prepare for the harsh 
  environment. Guldis’s penchant for teleporting elixir 
  shipments left him with few veteran escorts, so Pashow’s 
  current recruits are inexperienced. As a result, the senior 
  officers are desperate for skilled fighters and take on any 
  recruit who demonstrates talent in a required field.
  The barracks is a sandstone complex with thick walls 
  and few windows, designed to shelter trainees from 
  prying eyes. Recruits share bunks in the easternmost 
  building, adjacent to the officers’ quarters where the 
  Emir’s appointed overseers supervise preparations. 
  The western building contains an armory and a mess 
  hall, each guarded by more experienced sentries. The 
  buildings surround a massive training field, where 
  recruits spar and practice on dummies while wranglers 
  train guard animals in the southeastern paddock.
  Day 1: Animal Training
  The first day revolves around training the convoy’s 
  guard animals. Handlers teach tricks to a pack of barely 
  domesticated Thuvian desert dogs—vicious beasts native 
  to the barren wasteland—while recruits learn tactics for 
  fighting with them.
  Creatures: Guldis’s beastmaster Ishyal (LN female 
  human ranger 5) oversees the stables and animal training 
  regimens. A boisterous Qadiran woman covered with 
  scars, Ishyal sees buildings as cages that prevent living 
  souls from reaching their full potential, preferring 
  to train guards and animals in the desert heat. Most 
  recruits avoid her around noon, but those who join her 
  beneath the midday sun earn her favor. PCs who interact 
  with Ishyal gain a +2 bonus on their checks by training 
  SCALING ENCOUNTERS A AND B
  To accommodate parties of 4 PCs in either subtier, decrease 
  all check DCs by 2 and decrease the daily maximum number 
  of successes to two. One success provides the PCs with the 
  information they would normally gain from two successes, 
  and two successes provides them with the information they 
  would normally gain from three successes.
  in the heat, but they must succeed at a DC 15 Fortitude 
  save or become fatigued until the next day. Characters 
  wearing heavy clothing or armor of any sort take a –4 
  penalty on this Fortitude save.
  Complications: The following complications could 
  occur on the PCs’ first day in the barracks. 
  The Hand that Feeds: A desert dog bites a PC viciously, 
  dealing 1d2 points of Constitution damage unless the PC 
  succeeds at a DC 12 Reflex save. In Subtier 4–5, the dog 
  attack deals 1d4+1 points of Constitution damage unless 
  the PC succeeds at a DC 16 Reflex save.
  Patient Zero: One desert dog carries the shakes 
  (Pathfinder RPG Core Rulebook 557) and exposes a PC to 
  infection (DC 13 Fortitude save negates).
  Red-Handed: Ishyal follows a PC sneaking around 
  the barracks, catching the spy unless the PC covers up 
  his espionage with a successful Bluff, Diplomacy, or 
  Stealth check. If the caught PC used a supervisor or thief 
  approach, Ishyal warns her superiors, increasing the DC 
  of that PC’s subsequent checks by 2. If the caught PC 
  used an animal handler, guard, or mage approach, Ishyal 
  punishes the interloper by forcing him to eat dog food, 
  inflicting the sickened condition the next day.
  Development: If the PCs achieve one success, they 
  can steal 3 of the treats Ishyal uses to reward the desert 
  dogs. The PCs can throw a treat as a ranged touch attack 
  targeting a dog’s square (AC 5). If the attack roll hits, the 
  dog spends its first round eating the treat, unless it has 
  already taken damage during the combat. Alternatively, 
  a PC can use a dog treat as supplemental material 
  component, which increases the DC of any enchantment 
  spell that specifically targets animals by 2. 
  If the PCs achieve two successes, they notice the handlers 
  shooing the dogs away from a crate of chocolate. Cargo 
  manifests indicate that every crate containing chocolate 
  shipped from Bloodcove and arrived in Aspenthar, where 
  it received Prince Zinlo’s seal of approval before traveling 
  to Pashow.  Each PC at the barracks receives a small 
  amount of chocolate as a reward for their dedicated work. 
  If the PCs wish, they can use the chocolate to poison the 
  dogs during the encounter by throwing it along with a 
  treat. A dog that eats a PC’s portion of chocolate gains the 
  sickened condition for 30 minutes. 
  
  N
  A. Guard Barracks
  Pathfinder Flip-Mat Classic: Prison
  1 square = 5 feet
  8
  PATHFINDER SOCIETY SCENARIO
  
  9
  THE SUN ORCHID SCHEME
  If the PCs achieve three successes, they learn all of the 
  desert dogs’ command words and develop a rapport with 
  the beasts. These command words allow the PCs to direct 
  the desert dogs’ actions with a successful DC 10 Handle 
  Animal check.
  Day 2: Boot Camp
  The second day focuses on guard training. Recruits 
  learn combat tactics, proper responses to various threats, 
  and what signals scouts will use to change the convoy’s 
  heading or raise the alarm. 
  Creatures: Drill sergeant Jaravo (LN male human 
  warrior 5), a towering Garundi man with a penchant 
  for tall tales and flashy combat, who uses hyperbolic 
  anecdotes and threats to strike fear into his trainees and 
  any who question his methods. Any PC interacting with 
  him can exploit his flair for the dramatic by succeeding 
  at a DC 15 Perform check or combat maneuver check 
  (DC 18 in Subtier 4–5). Success impresses the sergeant 
  and maintains his trainees’ attention, granting a +2 
  circumstance bonus to all other PCs attempting checks 
  in the barracks that day. Multiple successes do not stack. 
  PCs can learn about Jaravo’s penchant for showmanship 
  by talking to the other guards.
  Complications: The following complications could 
  occur on the PCs’ second day in the barracks. 
  Pinned Down: While investigating an off-limits 
  area, the PC accidentally topples a piece of furniture 
  on herself. She must succeed on an Escape Artist 
  or Strength check to escape without being spotted; 
  otherwise her trespassing is exposed. If she is caught, 
  she takes a –4 penalty on her skill checks in the barracks 
  on the following day. She does not take this penalty if 
  she choses to perform reconnaissance in the transport 
  workshop instead.
  Odd One Out: The PC draws the ire of the other 
  recruits. Unless the PC succeeds at a Diplomacy check or 
  gives the trainees a 20 gp bribe (100 gp in Subtier 4–5), 
  they vent their frustration on the PC, dealing 2d4 points 
  of damage.
  Jaravo’s Favorite: Jaravo takes a liking to the PC, 
  making her the focus of the sergeant’s exercises and 
  demonstrations. The PC must succeed at a DC 13 Fortitude 
  save (DC 17 in Subtier 4–5) or be fatigued the next day.
  Development: If they PCs achieve one success, they 
  learn how the guards use dancing lights to communicate 
  via signals in the sky. The PCs learn which patterns 
  will tell the convoy to halt and the escorts to disperse 
  and search the surrounding area for hidden threats. 
  While the dancing lights spell is the most effective way to 
  replicate these patterns, the PCs can also replicate them 
  with other light sources. See area C for more information 
  on signaling the convoy.
  If the PCs achieve two successes, they are invited to 
  join some guards on their night off, learning personal 
  vices that the PCs can later use against them. By 
  revealing a damning secret or weakness, as a free action, 
  a PC can inflict the staggered condition on a guard for 
  1d3 rounds. This ability only works once per guard. The 
  PCs also observe several mysterious men and women 
  tempting the guards with strong drink, drugs, and other 
  indulgences. Though these scoundrels speak highly 
  of Prince Zinlo and the lifestyle in Aspenthar, most of 
  the money they throw around was minted in Bloodcove 
  and Cheliax. A PC who succeeds at a DC 14 Knowledge 
  (local) check (DC 18 in Subtier 4–5) notices the source of 
  the coinage. The PC also recalls that the settlement of 
  Bloodcove is under Aspis Consortium control, and that 
  the Consortium is based in Cheliax—together, these 
  associations suggest that the mysterious figures may 
  have Aspis ties.
  If the PCs achieve three successes, Jaravo replaces one 
  of the convoy’s guards with a PC working in the barracks. 
  During the convoy raid, a PC may replace one convoy 
  mage. If the PCs neutralize the second mage before he 
  casts dancing lights, any distracted guards do not return 
  for 20 minutes after being called away.
  Day 3: The Desert Path (CR 1 or CR 4) 
  The third day is spent planning the convoy’s route. 
  Officers teach navigators how to find hidden desert trails, 
  while guards learn how to scout for threats and maneuver 
  the convoy to safety without getting lost. 
  Creatures: A jumpy, paranoid man named Enyro (N 
  male human ranger 5) organizes the routes and scouting 
  missions. Constantly worried about his plans falling 
  into the wrong hands, Enyro distrusts anyone without 
  instructions from the Emir himself. Interactions with 
  Enyro incur a –2 penalty without written orders from 
  Emir Guldis. Forging Guldis’s handwriting requires 
  the PCs to succeed at a DC 14 Linguistics check (DC 18 
  in Subtier 4–5). If Enyro detects the forgery, the PC who 
  presented it takes a –4 penalty on skill checks during all 
  subsequent interactions with him.
  Varnic, a halfling recruit training as a scout, is actually 
  an Aspis Consortium agent surveying the convoy’s 
  defenses. Suspecting the PCs are also investigating the 
  convoy, Varnic tries to follow the PCs and interfere as 
  they go about their business. If challenged, he claims 
  that he’s been ordered to root out spies within the 
  compound, evading questions by directing them towards 
  Enyro. Though he sticks to this story, a PC who succeeds 
  at a DC 14 Sense Motive check (DC 18 in Subtier 4–5) 
  realizes that he is lying. Varnic tries to keep a low profile, 
  but he defends himself himself if left no other option. If 
  the players attack the Aspis spy, use the statistics below. 
  
  10
  PATHFINDER SOCIETY SCENARIO
  Capturing and interrogating Varnic automatically earn 
  the PCs 1 success.
  SUBTIER 1–2 (CR 1)
  VARNIC 
  CR 1
  LE town watcher (Pathfinder RPG NPC Codex 128, see page 25)
  hp 15
  Special Attacks favored enemy (humans +2)
  SUBTIER 4–5 (CR 4)
  VARNIC 
  CR 4
  LE guild initiate (Pathfinder RPG NPC Codex 146, see page 24)
  hp 41
  Complications: The following complications could 
  occur on the PCs’ third day in the barracks.
  Errand Runner: The PC chose to follow a scout who turned 
  out to be on a supply run. The PC must quickly acquire the 
  necessary goods by succeeding at an Appraise, Diplomacy, 
  or Profession (merchant) check, or by paying 20 gp (100 gp 
  in Subtier 4–5). Failure means the PC wastes the whole day 
  tailing the guard who is simply running errands.
  Cartographer’s Code: Enyro used ciphers and decoy 
  maps to disguise his true instructions. The PC must 
  succeed at a Knowledge (geography) or Linguistics check 
  to identify the correct routes or the misinformation gets 
  the party lost before ambushing the convoy. The party 
  can locate the convoy, but doing so requires 1d4 hours 
  of travel in very hot conditions (Pathfinder RPG Core 
  Rulebook 444).
  Snake Bite: Varnic fears that the PCs are onto him 
  and tries to poison one of the PCs before she blows his 
  cover. The PC can spot Varnic spiking her drink with a 
  successful Perception check; otherwise she is exposed to 
  belladonna (Pathfinder RPG Core Rulebook 558).
  Development: If the PCs achieve one success, they 
  can identify the convoy’s general route. With this 
  information, the PCs do not need to track the convoy 
  through the desert, and the guards don’t notice them 
  until they come within 60 feet of the transport.
  If the PCs achieve two successes, they reveal an ideal 
  ambush site along the convoy’s path, providing the PCs 1 
  hour of time to prepare for combat. The PCs automatically 
  receive a surprise round, starting 30 feet away from the 
  transport. They also find a map in Varnic’s bedchamber 
  with observation points marked along the convoy’s route.
  If the PCs achieve three successes, one PC in the 
  barracks gains a reputation as a trustworthy scout among 
  the guards. The guards react positively when the PCs 
  appear in the desert, allowing the PCs to begin a surprise 
  round from any position outside the transport.
  B. TRANSPORT WORKSHOP
  Building the transport requires dozens of engineers, 
  spellcasters, and laborers. Each build team designs only 
  one discrete portion of the transport, preventing anyone 
  but the overseers from seeing the complete layout and 
  learning its secrets.
  The facility where the transport is built consists of 
  several workshops surrounding a central courtyard, 
  where the unfinished structure resides. Each workshop 
  contains crates of machine parts or arcane grimoires, 
  and just one shop is active each day. A single main office 
  where overseers coordinate the transport’s construction 
  takes up much of the northern workshop.
  Day 1: Interior Layout
  The Emir’s artificers spend the first day completing the 
  transport’s interior. Many of the transport’s walls and 
  floors were constructed on a previous day, but they have 
  not been fitted together. Some of the artificers focus their 
  efforts on assembling the walls into a finished structure, 
  while others construct and animate the altar to hold fake 
  vials of sun orchid elixir.
  Creatures: A soft-spoken woman named Temeera (LN 
  female human wizard 9) manages construction of the 
  main chamber’s defenses. A scholar who studies magical 
  constructs, Temeera loves to teach enthusiastic students, 
  but often forgets to instruct her creations not to attack her 
  pupils during a lesson. PCs who interact with Temeera 
  and do not antagonize her gain a +2 bonus on all skill 
  checks related to infiltrating the workshop for the rest of 
  the day, but the animated altar lashes out at them with a 
  single slam attack (+5 melee, 1d6+2 bludgeoning damage 
  in Subtier 1–2; +9 melee, 1d8+6 bludgeoning damage in 
  Subtier 4–5). 
  Complications: The following complications could 
  occur on the PCs’ first day in the workshop.
  Keen Eyes: Temeera’s hawk familiar identifies a PC as a 
  potential spy. In order to attempt another check, the PC 
  must succeed at a Disguise or Stealth check to evade her 
  familiar’s watchful eye.
  Toxic Waste: The PC spills contaminated reagents, 
  exposing that PC to mindfire (Pathfinder RPG Core 
  Rulebook 557).
  Reader Beware: Temeera’s protected her notes with 
  illusory script, and the PC must succeed at a DC 14 Will 
  save (DC 18 in Subtier 4–5) or be subject to a suggestion 
  to return the notes to Temeera in person. Giving her the 
  notes subjects the PC to harsh scrutiny, and he takes a 
  –4 penalty on all skill checks on future days to perform 
  reconnaissance in the transport workshop. The PC does 
  not take this penalty in the guard barracks.
  Development: If the PCs achieve one success, they 
  identify the characteristics of the animated altar that 
  
  11
  THE SUN ORCHID SCHEME
  guards the elixirs, including all of its build points and 
  defensive abilities. They also notice that Temeera ordered 
  a few of the workers to take turns walking around the 
  transport’s interior in circles. While she does not explain 
  the reason for this strange directive, Temeera has 
  magically rigged the secret door to close automatically, 
  but walking in a circle around the transport keeps the 
  door open for 1 minute.
  If the PCs achieve two successes, they discover a secret, 
  lead-lined compartment in the transport’s back left 
  corner. All PCs in the workshop can attempt a DC 18 
  Perception check (DC 22 in Subtier 4–5) to locate a small, 
  inconspicuous “X” etched into a tile in the floor covering 
  the secret chamber.
  If the PCs achieve three successes, they learn the 
  nuances of the animated altar’s programming. The 
  construct’s commands automatically designate any 
  creature holding a glowing vial as the primary target, 
  and all other targets are ignored until the primary target 
  is neutralized. They also discover the “X” marking the 
  secret chamber as if they had succeeded at the Perception 
  check without having to roll.
  Day 2: The Deathtrap
  Guldis’s artificers take over during the second day, 
  building a complex trap into the transport’s walls, 
  designed to make the interior inhospitable. Engineers 
  build and calibrate the trap’s components, while 
  spellcasters provide arcane energy to fuel the apparatus. 
  Meanwhile, people without the specialized knowledge 
  to create the trap haul thousands of pounds of trade 
  goods, food, and camping gear into the transport.
  Creatures: The halfling trapsmith Lyshna (LE female 
  halfling rogue 5) oversees the workers assembling the 
  transport’s primary trap. Lyshna delights in the pain of 
  others, and she loosens up around PCs who accidentally 
  or intentionally hurt themselves. PCs interacting with 
  her can exploit her sadistic sense of humor by succeed 
  at a DC 14 Bluff or Perform (act or comedy) check (DC 
  18 in Subtier 4–5), or by willingly taking 1d6 damage 
  (3d6 in Subtier 4–5). Success distracts the macabre 
  halfling, granting a +2 circumstance bonus to all PCs 
  attempting checks in the workshop that day. Multiple 
  successes do not provide a stacking bonus. PCs can learn 
  about Lyshna’s sadism by speaking with the engineers 
  working on the trap.
  Complications: The following complications could 
  occur on the PCs’ second day in the workshop.
  Right Tool for the Job: Reverse-engineering Lyshna’s 
  work requires a specific tool, and the PCs must purchase 
  the part for 20 gp (100 gp in Subtier 4–5), steal it with 
  a successful Sleight of Hand check, or jury-rig it with a 
  successful Knowledge (engineering) check. 
  Grinding the Gears: A PC inadvertently exposes one of 
  the trap’s components to the harsh desert winds. The PC 
  must succeed at a Knowledge (nature) or Survival check 
  to effectively protect the component, or the component’s 
  imperfect functioning makes the trap harder to disable. 
  Failing this skill check increases the DC of the Disable 
  Device check to disarm the trap at one of the switches 
  by 2.
  Never Forget a Face: Lyshna recognizes the PC as a 
  member of Temeera’s old team, and allows him to work 
  on her trap only if he agrees to undergo a modify memory 
  spell at the end of the day. The PC can secretly pass 
  information to his allies within the workshop using Bluff 
  or a shared language other than Common, Halfling, 
  Gnome, Osiriani, or Polyglot; otherwise he must succeed 
  at a DC 16 Will save (DC 19 in Subtier 4–5) or lose any 
  successes he achieves this day.
  Development: If the PCs achieve one success, they 
  learn about the transport’s desert heat trap, including its 
  function, its Disable Device DC, and the locations of the 
  two switches that must be disabled in order to disarm it.
  If the PCs achieve two successes, they gain access to 
  Lyshna’s personal notes, providing a +4 circumstance 
  bonus on all Disable Device checks attempting to disarm 
  the trap. In addition, the PCs also find several lavish gifts 
  and valuable luxuries among Lyshna’s belongings, some 
  emblazoned with the seal of Aspenthar’s royal family. 
  If the PCs achieve three successes, they uncover weak 
  points in the trap’s ventilation network that allow them 
  to disarm the entire trap from anywhere within the 
  transport as a move action. Disabling the trap this way 
  requires a successful DC 10 Disable Device or Use Magic 
  Device check. This check can be attempted untrained.
  Day 3: The Hidden Entrance
  The final preparations focus on sealing the transport with 
  mechanical and arcane barriers. Craftsmen assemble 
  chains and locks to restrict access, while mages add wards 
  to foil teleportation magic and shunt the transport into 
  an extradimensional space, leaving behind a 10-foot cube 
  of iron that serves as the transport’s visible exterior. With 
  the exterior created, another team gets to work covering 
  the cube in chains and locks. Finally, the mages lift the 
  cube onto a collection of floating disk spells.
  Creatures: A Garundi man with dozens of piercings 
  named Duciar (LN male human expert 5) directs the team 
  responsible for the transport’s outer trappings. Duciar never 
  uses a sentence when a word will do, and often instructs his 
  workers with little more than grunts, gestures, and stern 
  glares. Communicating with him requires a successful DC 
  13 Perception or Sense Motive check (DC 17 in Subtier 4–5); 
  failure results in a –2 penalty on all checks that involve 
  interacting with the taciturn taskmaster.
  
  12
  PATHFINDER SOCIETY SCENARIO
  Complications: The following complications could 
  occur on the PCs’ third day in the workshop.
  Worker’s Jinx: Someone spots the PC doing some taboo 
  act that the superstitious laborers believe will bring bad 
  luck to the convoy. The PC must perform some minor 
  ritual of restitution with a successful Bluff, Knowledge 
  (local), or Knowledge (religion) check or be thrown out of 
  the workshop.
  For He’s a Jolly-Good Fellow: Workers linger in the 
  workshop after hours to celebrate a birthday. The PC must 
  convince them to relocate with a successful Diplomacy 
  or Intimidate check or the PC loses the opportunity to 
  search the premises.
  Tell No Tales: The PC stumbles upon the corpse of a 
  guard, killed by an Aspis agent who was caught fiddling 
  with the transport’s locks. The PC must succeed at a 
  Heal or Perception check to find the evidence necessary 
  to prove herself innocent to Duciar, or a Disguise or 
  Stealth check to make the death look like an accident. 
  Failure results in Duciar accusing the PC of murdering a 
  comrade. While these accusations remain unproven, they 
  steel the guards’ resolve against the PCs during the heist. 
  All guards gain a +1 morale bonus on attack rolls against 
  that PC during the heist. 
  Development: If the PCs achieve one success, they 
  discover the location of the transport’s secret door, 
  the only means of entering the inner chamber without 
  teleportation magic.
  If the PCs achieve two successes, they identify which 
  locks maintain the door’s seal, removing the risk of 
  disabling a decoy lock. The PCs also find several broken 
  lockpicks and scattered thieves’ tools hidden near the 
  door, suggesting that someone had secretly practiced 
  picking each lock.
  If the PCs achieve three successes, they acquire a key 
  for each real lock, allowing a PC to remove the chains as 
  a full-round action without a skill check.
  RENDEZVOUS WITH LADY ZIRALIA
  Three days after the PCs arrive in Pashow, Emir Guldis 
  begins his convoy’s first practice run. Ziralia helps any 
  undercover PCs excuse themselves from their assigned 
  duties, ensuring the whole party is able to participate in 
  the heist. 
  Treasure: Ziralia pays for up to three castings of remove 
  disease or lesser restoration to aid the party. The PCs have 
  one evening to prepare their ambush, and Ziralia provides 
  the PCs with 1,200 gp to purchase equipment (or 3,500 gp 
  in Subtier 4–5). She also lends the party an adamantine 
  morningstar, a pair of eyes of the eagle, a horn of fog, and 
  a vest of escape, but makes it clear that she expects them 
  to return these items at the conclusion of their mission.
  Rewards: If the PCs do not achieve any successes in 
  their investigations in areas A and B, reduce each PC’s 
  gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 166 gp.
  Out of Subtier: Reduce each PC’s gold earned by 374 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 583 gp.
  C. ATTACKING THE CONVOY (CR 5 OR CR 8)
  The encounter below describes the challenges the PCs 
  would face if they failed to gather any information 
  throughout parts A and B. Any successes achieved earlier 
  modify this encounter as described in the relevant 
  Development sections.
  The convoy acquires its fake sun orchid elixir outside 
  the Citadel of the Alchemist at daybreak. The transport 
  returns to Pashow via a meandering route, obscuring its 
  trail to confuse pursuers. Tracking the convoy without 
  knowing its route requires successful DC 12 Survival 
  check (DC 16 in Subtier 4–5) and 1d4+1 hours traveling 
  in very hot conditions (Pathfinder RPG Core Rulebook 444). 
  Failure on the Survival check doubles the time required 
  to find the convoy. The PCs catch up to the convoy 
  shortly after it enters a switchback trail passing between 
  100-foot tall sandstone cliffs.  The buried ruin on the 
  north of the map would require significant excavation 
  to enter, and is beyond the scope of this scenario. If 
  the PCs succeed at a DC 10 Stealth check (15 in Subtier 
  4–5), the guards do not hear them until they approach 
  within 100 feet; otherwise, the guards hear them from a 
  distance of 200 feet.
  Dozens of soldiers, battle mages, and Thuvian desert 
  dogs guard the convoy from the hazards that haunt the 
  desert. The escorts usually stay near the main transport, 
  but are trained to assume numerous combat formations 
  in response to various threats. Outriders signal the main 
  force when to change formation by casting dancing lights 
  into the sky, using different colors and patterns to warn 
  the convoy guards what they might encounter. 
  Though the signaling relay is nimble and efficient, it 
  isn’t perfect. If the PCs learn the code, they can use their 
  own dancing lights to confuse the convoy (or use alternative 
  light sources, such as lanterns). If they do no learn the 
  code, they can still attempt to trick the inexperienced 
  ATTACKING THE ENTIRE CONVOY
  This scenario assumes that the PCs create some distraction 
  to draw most of the escorts away. If they insist on attacking 
  the full complement of guards, they face eight times the 
  number of creatures presented in this encounter. Under 
  these circumstances, the guards attempt to capture the 
  attackers alive, which likely results in the PCs failing their 
  primary success condition.
  
  N
  C. Attacking the Convoy
  R : Transport
  D : Desert Dog
  D1
  D2
  G1
  G2
  M1
  M2
  G : Convoy Guard
  M : Convoy Mage
  Pathfinder Flip-Mat: Desert Ruins
  1 square = 5 feet
  R
  13
  THE SUN ORCHID SCHEME
  
  14
  PATHFINDER SOCIETY SCENARIO
  guards into investigating a nearby disturbance, such as 
  a plume of smoke or a mysterious noise. Tricking guards 
  into leaving without the code requires the PCs to succeed 
  at a DC 16 Bluff check (DC 20 in Subtier 4–5). On a failed 
  Bluff check, the guards cluster tighter around the convoy. 
  The PCs can attempt to create another distraction, but 
  each subsequent attempt increases the DC by 4. 
  If the PCs prove unable to distract the guards on their 
  own, a cleric of Abadar approaches them with his hands 
  raised. This man introduces himself as Ranehir (LN male 
  cleric of Abadar 1) and informs the PCs that Lady Ziralia 
  gave him the duty of providing a distraction if the Society 
  proved incapable of handling that matter themselves. He 
  asks the PCs to wait until most of the guards leave the 
  convoy before striking. Before departing, he informs 
  the PCs that Lady Ziralia “will take the Society’s need 
  for additional assistance into account.” In short order, 
  Ranehir convinces a scout patrol to use its dancing lights 
  signal to draw guards away.
  Creatures: Even when scouts signal the escorts to 
  spread out and search the surrounding dunes, a token 
  force always remains to protect the convoy. Two desert 
  dogs guard the convoy at all times with one or two 
  handlers. Two mages also stay behind, responsible for 
  maintaining the dozens of floating disks that carry the 
  transport and casting dancing lights to alert dispersed 
  guards if the convoy is attacked. 
  SUBTIER 1–2 (CR 5)
  CONVOY GUARDS (2) 
  CR 1/2
  LN brigands (Pathfinder RPG NPC Codex 266, see page 22)
  hp 15 each
  TACTICS
  During Combat The convoy guards engage lightly-armored 
  foes, commanding their Thuvian desert dogs to attack 
  enemies wearing the most armor.
  Morale The convoy guards fight until unconscious.
  STATISTICS
  Feats Combat Reflexes, Endurance
  Skills Handle Animal +3, Perception +2, Ride +5
  CONVOY MAGES (2) 
  CR 1/2
  LN mercenary magicians (Pathfinder RPG NPC Codex 160, see 
  page 23)
  hp 8 each
  Sorcerer Spells Known (CL 1st; concentration +4)
  1st (4/day)—color spray (DC 14), ray of enfeeblement  
  (DC 14)
  0—dancing lights, daze (DC 13), detect magic, ray of frost
  TACTICS
  During Combat The convoy mages first cast dancing lights to 
  create a warning signal in the sky, alerting nearby guards 
  of an attack on the transport. They cast spells to subdue 
  opponents, using their scrolls if enemies attack in groups.
  Morale The convoy mages fight until unconscious.
  STATISTICS
  Combat Gear potion of cure light wounds, scroll of flaming 
  sphere, scroll of floating disk, scroll of summon swarm, 15 gp
  THUVIAN DESERT DOGS (2) 
  CR 1
  Giant weasels (Pathfinder RPG Bestiary 4 275, see page 23)
  hp 9 each
  SQ tricks (attack, defend, down, and guard)
  SUBTIER 4–5 (CR 8)
  CONVOY GUARD 
  CR 5
  LN expert bodyguard (Pathfinder RPG NPC Codex 269, see 
  page 22)
  hp 59
  TACTICS
  During Combat The convoy guard fires his screaming bolt 
  before entering melee. In melee, he uses his Stand Still feat 
  in order to prevent enemies from approaching the transport, 
  commanding his Thuvian desert dogs to attack any enemy 
  spellcasters.
  Morale The convoy guard fights until unconscious.
  STATISTICS
  Skills Handle Animal +9, Perception +8, Ride +3
  CONVOY MAGES (2) 
  CR 3
  LN investigator wizards (Pathfinder RPG NPC Codex 179, see 
  page 23)
  hp 22 each
  Diviner Spells Prepared (CL 4th; concentration +8)
  2nd—glitterdust (DC 16), scorching ray (2), see invisibility
  1st—expeditious retreat, mage armor, magic missile (2), 
  true strike
  0—dancing lights, detect magic, detect poison, message
  TACTICS
  During Combat The convoy mages first cast dancing lights to 
  create a warning signal in the sky, alerting nearby guards 
  of an attack on the transport. They cast spells to subdue 
  opponents, using their scrolls if enemies attack in groups.
  SCALING ENCOUNTER C
  Make the following changes to the encounter in order to 
  accommodate parties of 4 PCs.
  Subtier 1–2: Remove one convoy guard. The convoy 
  mages have already cast two of their 1st-level spells for the 
  day.
  Subtier 4–5: A convoy guard is suffering from heatstroke. 
  He has taken 10 points of nonlethal damage and is fatigued. 
  Remove one desert dog from the encounter.
  
  N
  D. The Sun Orchid Transport
  A
  1 square = 5 feet
  D3
  D1
  D4
  D2
  D5
  T : Trap Door
  A : Altar
  S : Switches
  T
  S
  S
  15
  THE SUN ORCHID SCHEME
  Morale The convoy mages fight until unconscious.
  STATISTICS
  Combat Gear potion of cure moderate wounds, scroll of 
  flaming sphere, scroll of locate object, scroll of summon 
  swarm, wand of floating disk (23 charges)
  THUVIAN DESERT DOGS (2) 
  CR 3
  Dire weasels (Pathfinder RPG Bestiary 4 275, see page 23)
  hp 32 each
  SQ tricks (attack, defend, down, and guard)
  Development: If a convoy mage casts dancing lights 
  to warn his comrades of an attack, an additional wave 
  of guards arrives in 10 rounds (or 5 minutes if they 
  were lured away by a false signal). This additional wave 
  consists of two convoy guards (or one, in Subtier 4–5) and 
  one desert dog. Otherwise, the PCs have 20 minutes to 
  explore the transport before any guards return. If the PCs 
  are defeated in combat at the transport, Ranehir rushes 
  onto the scene and stabilizes them while explaining 
  the situation to the guards. The PCs cannot attempt to 
  infiltrate the transport again, but they can proceed to 
  area E to face the Aspis spies and potentially earn the 
  scenario’s secondary success condition.
  SCALING ENCOUNTER D1
  To accommodate a group of 4 PCs, increase the onset delay 
  for the desert heat trap to 4 rounds.
  D. THE SUN ORCHID TRANSPORT
  The transport floats 3 feet off the ground, carried by 
  numerous floating disk spells cast by the mage guards. 
  The Emir deliberately excluded wheels from the design 
  so that thieves couldn’t simply hijack the transport and 
  escape into the desert. Magical wards inside the transport 
  disrupt extradimensional travel; any creature casting a 
  spell of the teleportation subschool takes 1d10 points of 
  damage as the spell violently fails. Teleportation effects 
  do not allow the PCs to enter the transport, since its 
  interior is located on another plane.
  A single hidden doorway provides access to the 
  transport’s interior. If the PCs do not already know the 
  secret door’s location, a PC can find it with a successful 
  DC 20 Perception check as a standard action. The 
  transport is covered in chains that are secured with locks. 
  12 simple locks secure the door (DC 20 Disable Device to 
  open). Half of the locks are decoys, so even a successful 
  
  16
  PATHFINDER SOCIETY SCENARIO
  check has a 50% chance of failing to unseal the door. The 
  PCs must remove at least two real locks before they can 
  remove the chains. Instead of disabling a lock, the PCs 
  can break a chain near the lock to remove it. The chains 
  are made of reinforced steel and have hardness 10, 10 hit 
  points, and a break DC of 26.
  The transport serves several purposes. In addition to 
  providing a vault for the elixir, it provides storage space 
  for gear and a fully functional shelter from sandstorms 
  or other extreme weather.
  D1. Entryway
  When the PCs enter the sun orchid transport, read or 
  paraphrase the following.
  The transport’s interior shimmers with heat as unseen gears 
  within the walls grind and whir. A heavy black curtain splits 
  the room in two. In each half of the room, four chairs surround 
  a round table.
  The PCs enter the transport through a trapdoor in the 
  floor. They can use this trapdoor to exit the transport at 
  any time.
  The front room of the sun orchid transport is a 
  meeting space. A black curtain hanging from the ceiling 
  can be drawn to separate the area into two rooms. A secret 
  door in the center of the north wall opens to the altar 
  chamber. The secret door is exceptionally difficult to 
  detect without prior knowledge, requiring a successful 
  DC 25 Perception check to locate (DC 30 in Subtier 4–5). 
  However, if any PC performed reconnaissance on the 
  transport on any of the three days, the PCs know where 
  on the wall to search, and the DC of the skill check 
  decreases by 10. 
  The easiest way to open the secret door is to walk around 
  rooms D1, D2, D3, and D4 in a circle. As mentioned in 
  Day 1 of area B, Temeera rigged the secret door so that a 
  person walking this circular path would cause the secret 
  door to pop open, or to remain open for another minute. 
  While she intended for someone to remove this trigger of 
  convenience on the following day, a miscommunication 
  caused it to remain in place.  The PCs may trigger this 
  condition inadvertently while exploring, even if they 
  did not notice Temeera ordering a worker to walk in this 
  circular pattern. Otherwise, the PCs can physically bash 
  their way into the central room by breaking down the 
  secret iron door (hardness 10, hp 60, break DC 28).  The 
  adamantine morningstar that Ziralia lent the PCs is well 
  suited to this task.
  Traps: Entering the transport triggers Lyshna’s trap: 
  an apparatus that amplifies the ambient heat within the 
  main chamber. Disabling the trap requires the PCs to use 
  a pair of complex switches, which must both be disabled 
  to turn the trap off. The switches are hidden behind 
  equipment in the locations marked on the map. The trap 
  affects all of the rooms within area D.
  SUBTIER 1–2 (CR 3)
  DESERT HEAT TRAP 
  CR 3
  Type mechanical; Perception DC 20; Disable Device DC 20 
  EFFECTS
  Trigger location (transport interior); Reset manual
  Effect Fortitude save (DC 15, +1 per previous check) every 
  round or take 1d4 points of nonlethal damage from 
  heatstroke and become fatigued; unaffected by endure 
  elements; those wearing heavy clothing or armor take a 
  –4 penalty on their Fortitude saves; never miss; multiple 
  targets (all targets within transport); Onset Delay 2 rounds; 
  Duration 5 rounds
  SUBTIER 4–5 (CR 6)
  DESERT HEAT TRAP 
  CR 6
  Type mechanical; Perception DC 25; Disable Device DC 25 
  EFFECTS
  Trigger location (transport interior); Reset manual
  Effect Fortitude save (DC 20, +1 per previous check) every 
  round or take 2d4 points of nonlethal damage from 
  heatstroke and become fatigued; unaffected by endure 
  elements; those wearing heavy clothing or armor take a 
  –4 penalty on their Fortitude saves; never miss; multiple 
  targets (all targets within transport); Onset Delay 2 rounds; 
  Duration 5 rounds
  D2. Bedroom
  The shelves lining the walls of this room are stocked with 
  bedrolls, blankets, tents, and assorted camping supplies. 
  One of the switches to disable the desert heat trap is 
  hidden behind a pile of blankets at the location marked 
  S on the map.
  D3. Storage Room
  This room is packed with crates and boxes. Most of the 
  boxes carry carefully packaged glass vials filled with 
  water, which the Emir is considering deploying as part of 
  the distraction on a future test run. Others contain much 
  of the leftover iron from the transport’s construction. 
  D4. Kitchen
  The shelves that line the walls of this room contain 
  enough food and water to supply one hundred people for 
  a week, as well as pots, pans, and other cooking supplies. 
  One of the switches to disable the desert heat trap is 
  hidden behind a large barrel of water at the location 
  marked S on the map..
  
  17
  THE SUN ORCHID SCHEME
  D5. The Elixir Chamber
  The steel plates lining this chamber reflect the light cast by 
  six vials of glowing fluid, sealed within a glass case atop an 
  imposing altar wrapped in chains.
  The glowing liquid in the vials is not the “true” decoy 
  elixir, but the Emir hopes that its prominence would 
  serve to discourage would-be thieves from searching 
  the room further. 
  Creatures: The altar holding the vials is an animated 
  object programmed to kill any intruders. The altar 
  cannot be controlled, but any PC holding a glowing vial 
  draws its attacks above any other potential targets in 
  the area. 
  SUBTIER 1–2 (CR 3)
  ALTAR 
  CR 3
  Animated object (Pathfinder RPG Bestiary 14)
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +1, Will –4
  Defensive Abilities hardness 5; Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +5 (1d6+2 plus trip)
  TACTICS
  During Combat The altar uses its chains to trip creatures 
  within the transport. It typically attacks the nearest 
  creature, but anyone holding a glowing vial immediately 
  becomes its primary target.
  Morale The altar fights until destroyed.
  STATISTICS
  Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +5 (+9 grapple); CMD 15
  SQ construction points (additional attack, trip)
  SUBTIER 4–5 (CR 6)
  ALTAR 
  CR 6
  Animated object (Pathfinder RPG Bestiary 14)
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 15, touch 8, flat-footed 15 (–1 Dex, +7 natural, –1 size)
  hp 52 (4d10+30)
  Fort +1, Ref +0, Will –4
  Defensive Abilities hardness 8; Immune construct traits
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +9 (1d8+6 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d8+6)
  TACTICS
  During Combat The altar uses its chains to grapple and 
  constrict any creature within the transport. It typically 
  attacks the nearest creature, but anyone holding a glowing 
  vial immediately becomes its primary target.
  Morale The altar fights until destroyed.
  STATISTICS
  Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1
  Base Atk +4; CMB +11 (+15 grappling); CMD 20
  SQ construction points (additional attack, constrict, faster land 
  speed, grab, stone)
  Treasure: The vials within the animated altar actually 
  contain mere honey, glamered with daylight and magic 
  aura spells to resemble the true sun orchid elixir. The 
  “real” dummy elixir—an elixir of solar vigor—is stashed 
  in a secret compartment lined with lead sheeting to foil 
  any divination attempts. The statistics for this particular 
  elixir appear in the sidebar on page 18. PCs locate the 
  secret hatch if they search for a secret door and succeed at 
  a DC 20 Perception check (DC 25 in Subtier 4–5); PCs who 
  know the compartment’s location spot it automatically.
  Rewards: Emir Guldis rewards the PCs based on how 
  effectively they execute their heist. If the PCs fail to steal 
  either the glamered honey or the correct dummy elixir, 
  he accuses them of refusing to take the exercise seriously 
  and docks their pay. Reduce each PC’s gold earned 
  as follows. If the PCs steal either elixir but require 
  Ranehir’s assistance in creating a distraction, reduce 
  each PCs’ gold earned by the amount in parentheses.
  Subtier 1–2: Reduce each PCs’ gold earned by 163 gp (or 
  81 gp). 
  OPTIONAL ENCOUNTER
  If fewer than 1 hour remains in which to complete the 
  scenario, a mishap at the workshop broke the altar’s 
  animating mechanism. The altar does not attack the PCs.
  SCALING ENCOUNTER D5
  Make the following adjustments to accommodate a party 
  of 4 PCs.
  Subtier 1–2: Remove one of the altar’s slam attacks. Its 
  remaining attack deals 1d6+3 points of damage.
  Subtier 4–5: Remove the altar’s grab and constrict 
  abilities.
  
  N
  E. Snakes in the Sand
  1 square = 5 feet
  A : Aspis Guard
  A
  A
  A
  I
  : Ivira
  I
  18
  PATHFINDER SOCIETY SCENARIO
  Out of Subtier: Reduce each PCs’ gold earned by 205 gp 
  (or 410 gp). 
  Subtier 4–5: Reduce each PCs’ gold earned earned by 658 
  gp (or 329 gp).
  E. SNAKES IN THE SAND (CR 4 OR CR 7)
  After the heist, the PCs debrief with Ziralia, who asks 
  detailed questions about how they gathered information 
  and planned their operation. She also asks if the PCs 
  noticed anything suspicious during their reconnaissance. 
  If the PCs mention any clues they found suggesting 
  another group was infiltrating the Emir’s facilities, 
  Ziralia’s expression darkens. She informs the PCs that 
  the agents she hired to monitor the heist spotted another 
  team lurking around the convoy’s route. She hoped the 
  interlopers were merely travelers lost in the desert, but 
  the PCs’ evidence convinces her that a plot to steal the 
  real sun orchid elixir is already underway. Concerned that 
  official action would cause the thieves to scatter, Ziralia 
  asks the PCs to discretely track the conspirators back to 
  their camp and catch them off-guard. In light of the new 
  threat, she asks the PCs to wait on making a full report of 
  the weaknesses they discovered until after they have dealt 
  with the potential thieves.
  ELIXIR OF SOLAR VIGOR
  Guldis uses a less powerful elixir as a stand-in for the sun 
  orchid elixir during the practice run. If the PCs successfully 
  steal the dummy elixir, they may keep it as a reward for 
  completing their assignment.
  This vial of golden liquid emits light as a candle and 
  feels warm to the touch. Drinking an elixir of solar vigor 
  grants the imbiber fire resistance 10 for 1 minute. Any 
  fire damage that fails to overcome the fire resistance 
  invigorates the drinker, granting the effect of a haste 
  spell for 1 round.
  Craft Wondrous Item, haste, resist energy
  ELIXIR OF SOLAR VIGOR
  PRICE
  1,000 gp
  SLOT none
  CL 5th
  WEIGHT —
  AURA faint abjuration and transmutations
  CONSTRUCTION REQUIREMENTS
  COST 500 GP
  
  Ivira
  19
  THE SUN ORCHID SCHEME
  Following the spies’ trail during the day is simple, but 
  also makes the PCs easy to spot. Aspis guards detect the 
  PCs when they come within 60 feet of the tents; any PC 
  who succeeds at a DC 13 Stealth check (DC 17 in Subtier 
  4–5) instead approaches within 30 feet before raising the 
  alarm. Alternatively the PCs can follow the agents’ tracks 
  by moonlight with a successful DC 13 Survival check (DC 
  17 in Subtier 6–7), allowing every PC to act in a surprise 
  round from within 30 feet of the camp.
  Four dun-colored tents surround a small campfire, 
  clustered beneath gaunt palm trees along the 
  eastern bank of a shallow oasis. Two larger 
  pavilions loom over the rest of the camp: one 
  dyed bright orange, the other emblazoned 
  with the Aspis Consortium’s 
  serpent insignia.
  Kitio Aspenthi bribed 
  a local Water Lord to 
  provide an oasis where 
  the gold agent’s associates 
  could operate in secret. 
  Aspis 
  spies 
  use 
  this 
  camp to exchange notes, 
  smuggle contraband, and 
  plan their next moves 
  unmolested by the Water 
  Lord’s enforcers, so long as 
  they work under the Consortium’s banner. 
  Oasis squares adjacent to land function as if they were a 
  shallow bog, and the rest of the oasis is treated as a deep 
  bog (Pathfinder RPG Core Rulebook 427).
  The orange tent serves as a meeting hall where 
  Aspenthar representatives deliver cargo and exchange 
  any information with the Aspis agents. The ledgers 
  within describe all dealings between Zinlo and the 
  Consortium, allowing Kitio’s operatives to monitor their 
  transactions and ensure that nothing can be traced back 
  to the ambitious prince. The tent’s oil-slicked walls are 
  extremely flammable, allowing the camp’s occupants to 
  quickly burn any incriminating evidence in case of an 
  emergency. Any fire damage immediately sets the tent 
  ablaze, dealing 1d6 points of fire damage per round to the 
  tent and any creature within it. If the tent takes 30 points 
  of damage, it collapses in a smoldering heap, destroying 
  all the information held within. Additional fire damage 
  from external sources contributes to this total. A PC can 
  put out the fire as a full-round action with a successful 
  DC 15 Survival check (DC 19 in Subtier 4–5). 
  Creatures: The Aspis bronze agent Ivira oversees 
  the camp, directing her field agents’ activities based 
  on reports received from Aspenthar and Pashow. She 
  SCALING ENCOUNTER E
  To accommodate a party of 4 PCs in either subtier, remove 
  one Aspis guard from the encounter, and increase the tent’s 
  hit points to 45.
  commands a handful of guards tasked with defending 
  the campsite’s sensitive information. 
  SUBTIER 1–2 (CR 4)
  ASPIS GUARDS (3) 
  CR 1/2
  LE superstitious mercenary (Pathfinder 
  RPG NPC Codex 80, see page 24)
  hp 14 each
  TACTICS
  During Combat The Aspis guards 
  intercept any PCs attempting to reach 
  Ivira or the pavilion. If at least one of the 
  guards falls unconscious, the rest of the 
  guards each throw an alchemist’s 
  fire at the orange tent before 
  returning to combat.
  Morale As long as Ivira stands, 
  the Aspis guards fight to the 
  death. If Ivira falls, they throw an 
  alchemist’s fire at the orange tent 
  before fleeing into the desert.
  Combat Gear alchemist’s fire; Other Gear 
  breastplate, heavy wooden shield, heavy crossbow with 20 
  bolts, longsword, 3 gp
  IVIRA 
  CR 2
  Female human investigator 3 (Pathfinder RPG Advanced Class 
  Guide 30)
  LE Medium humanoid (human)
  Init +5; Senses Perception +6
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 23 (3d8+6)
  Fort +2, Ref +4, Will +3; +2 bonus vs. poison
  Defensive Abilities trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +6 (1d6+3/18–20)
  Ranged hand crossbow +3 (1d4/19–20)
  Investigator Extracts Prepared (CL 3rd; concentration +5)
  1st—cure light wounds (2), endure elements, true strike
  TACTICS
  Before Combat Ivira drinks her endure elements extract every 
  day. She has already applied blue whinnis poison to two of 
  her crossbow bolts.
  
  20
  PATHFINDER SOCIETY SCENARIO
  During Combat Ivira uses true strike to target PCs with her 
  poisoned crossbow bolts, boosting her accuracy with 
  inspiration. Once at least one of the guards falls, she throws 
  an alchemist’s fire at the orange tent before returning 
  to combat. If brought below 5 hit points, she breaks her 
  toothpick of pyrotechnics, hoping to buy time to drink her 
  remaining extracts and potions.
  Morale So long as the tent with evidence in it stands—or if 
  the PCs take the evidence from the tent—Ivira fights to the 
  death. If the evidence is destroyed, she attempts to flee.
  STATISTICS
  Str 16, Dex 12, Con 13, Int 15, Wis 10, Cha 8
  Base Atk +2; CMB +5; CMD 16
  Feats Extra InspirationACG, Improved Initiative, Rapid Reload 
  (hand crossbow)
  Skills Acrobatics +4, Appraise +6, Bluff +3, Craft (alchemy) 
  +8 (+11 to create alchemical items), Diplomacy +3, Escape 
  Artist +4, Knowledge (all) +6, Linguistics +6, Perception +6, 
  Sense Motive +6, Spellcraft +6, Stealth +4
  Languages Common, Halfling, Osiriani, Polyglot
  SQ alchemy (alchemy crafting +3), inspiration (6/day), 
  investigator talent (effortless aidACG), keen recollection, 
  poison lore, trapfinding +1
  Combat Gear potion of cure moderate wounds, alchemist’s 
  fire (2), blue whinnis (2); Other Gear mwk chain shirt, 
  hand crossbow with 20 bolts, mwk rapier, toothpick of 
  pyrotechnicsACG, bronze Aspis badge, 18 gp
  SUBTIER 4–5 (CR 7)
  ASPIS GUARDS (3) 
  CR 2
  LE vigilant bodyguards (Pathfinder RPG NPC Codex 97, see 
  page 24)
  hp 20 each
  TACTICS
  During Combat The Aspis guards intercept any PCs 
  attempting to reach Ivira or the pavilion. If at least one 
  of the guards falls unconscious, the rest of the guards 
  each throw an alchemist’s fire at the orange tent before 
  returning to combat.
  Morale As long as Ivira stands, the Aspis guards fight to the 
  death. If Ivira falls, they throw an alchemist’s fire at the 
  orange tent before fleeing into the desert.
  STATISTICS
  Combat Gear potions of cure moderate wounds (2), potion 
  of mage armor, potion of magic weapon, potion of owl’s 
  wisdom, alchemist’s fire (3); Other Gear dagger, nunchaku, 
  shuriken (20), 30 gp
  IVIRA 
  CR 5
  Female human investigator 6 (Pathfinder RPG Advanced Class 
  Guide 30)
  LE Medium humanoid (human)
  Init +7; Senses Perception +9
  DEFENSE
  AC 18, touch 13, flat-footed 17 (+5 armor, +3 Dex)
  hp 53 (6d8+23)
  Fort +4, Ref +9, Will +6; +4 bonus vs. poison
  Defensive Abilities trap sense +2
  DR 10/magic (ranged weapon attacks only, 60 points)
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +8 (1d6+3/18–20)
  Ranged hand crossbow +7 (1d4/19–20)
  Special Attacks studied combat (+3, 3 rounds), studied 
  strike +2d6
  Investigator Extracts Prepared (CL 6th; concentration +9)
  2nd—blood armorACG, cat’s grace, false life,  
  protection from arrows
  1st—cure light wounds (2), endure elements, true strike (2)
  TACTICS
  Before Combat Ivira drinks her extract of endure elements 
  every day. She has already applied her doses of blue 
  whinnis poison to two of her crossbow bolts.  If the PCs do 
  not sneak up on her camp, she drinks her extracts of blood 
  armor, cat’s grace, false life and protection from arrows as 
  they approach. The effects of these spells are included in 
  her statistics. Her statistics also include the bonuses she 
  receives from being in her favored terrain.
  During Combat Ivira uses her alchemist’s fire to ignite 
  the orange tent, then targets approaching PCs with her 
  poisoned crossbow bolts, using her inspiration pool to boost 
  her accuracy. If the PCs close to melee with her or her 
  allies, she switches to her rapier. Once at least one of the 
  guards falls, she throws an alchemist’s fire at the orange 
  tent before returning to combat. If brought below 20 hit 
  points, she breaks her toothpick of pyrotechnics, hoping 
  to buy time to drink her healing potions or any defensive 
  extracts she was unable to drink before combat.
  Morale So long as the tent with evidence in it stands—or if 
  the PCs take the evidence from the tent—Ivira fights to the 
  death. If the evidence is destroyed, she attempts to flee.
  Base Statistics Without cat’s grace, false life, and protection 
  from arrows, Ivira’s statistics are AC 16, touch 11, flat-
  footed 15; hp 42 (6d8+12); Ref +7; DR none; Dex 12;  
  CMD 18; Skills Acrobatics +9, Escape Artist +9, Stealth +11
  STATISTICS
  Str 16, Dex 16, Con 13, Int 16, Wis 10, Cha 8
  Base Atk +4; CMB +7; CMD 20
  Feats Extra InspirationACG, Improved Initiative, Inspired 
  StrikeACG, Rapid Reload
  Skills Acrobatics +11, Appraise +7, Bluff +8, Craft (alchemy) +12 
  (+18 to create alchemical items), Diplomacy +3, Escape 
  Artist +11, Knowledge (arcana, dungeoneering, engineering, 
  history, local, nature, nobility, planes, and religion) +7, 
  Knowledge (geography) +9, Linguistics +7, Perception +11, 
  
  21
  THE SUN ORCHID SCHEME
  Sense Motive +9, Spellcraft +11, Stealth +13, Survival +2
  Languages Common, Halfling, Osiriani, Polyglot
  SQ alchemy (alchemy crafting +6), favored terrain (desert +2), 
  inspiration (9/day), investigator talents (effortless aidACG, 
  terrain masteryACG), keen recollection, poison lore, swift 
  alchemy, trapfinding +3
  Combat Gear oil of magic weapon, potion of cure moderate 
  wounds (2), potion of resist energy (fire), alchemist’s fire (5), 
  blue whinnis (3); Other Gear +1 chain shirt, hand crossbow 
  with 20 bolts, mwk rapier, cloak of resistance +1, toothpick of 
  pyrotechnicsACG, sleeve holsterACG, bronze Aspis badge, 88 gp
  Development: If the PCs prevent all of the Aspis agents 
  from escaping, they complete their secondary success 
  condition. The PCs may capture Ivira or one or more of 
  the guards alive. If questioned, the guards reveal that 
  “Ivira’s boss” hired them help test the sun orchid elixir’s 
  defenses. The only other information they know about 
  the person who hired them are a pair of initials, K.A., 
  from the bottom of the letter explaining their duties. 
  Ivira knows far more information, but she does not 
  reveal what she knows freely. If the PCs succeed at a DC 
  13 Intimidate check (DC 16 in Subtier 4–5), she says that 
  she’d rather die than face the wrath of the gold agent of 
  Aspenthar before falling silent and refusing to elaborate.
  Faction Notes: The orange tent contains records of 
  Prince Zinlo’s involvement in the Consortium’s scheme, 
  including a detailed provenance of every resource he 
  provided the Aspis agents (mainly information about 
  the Emir’s planned defenses). In addition to some of the 
  information the PCs discovered in areas A and B, the 
  note describes plans to send multiple decoy transports to 
  confuse would-be-thieves and to move some vials of the 
  elixir “by other means entirely.” The records also show 
  that Prince Zinlo and the Aspis Consortium conducted 
  extensive trades with each other at favorable rates. These 
  documents are of particular interest to members of the 
  Sovereign Court faction. The documents are not well 
  concealed—a PC who succeeds at a DC 12 Perception 
  check as a standard action finds them (DC 16 in Subtier 
  4–5). Any PC inside the burning tent takes 1d6 points of 
  fire damage and must succeed at a DC 15 Reflex save or 
  catch on fire (Pathfinder RPG Core Rulebook 444). 
  Rewards: If the PCs do not defeat the Aspis agents, 
  reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 190 gp.
  Out of Subtier: Reduce each PC’s gold earned by 418 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 646 gp.
  CONCLUSION
  Once the PCs finish tying up loose ends, Ziralia conveys 
  Guldis’s gratitude for testing his convoy’s defenses and 
  tells the PCs that their actions will help Pashow move 
  toward economic recovery. If the PCs raided the Aspis 
  camp, she personally thanks them for disrupting a plot 
  that would have bankrupted Pashow. She also asks them 
  for a detailed report of all of the weaknesses they noticed 
  in the defenses, as well as anything they found that might 
  suggest that the Aspis Consortium was not the only 
  threat to the convoy.
  If the PCs mention Prince Zinlo’s involvement, or 
  provide any clues that would allow Ziralia to discover his 
  involvement, Ziralia sighs and admits that she feared his 
  ambition would pull him down a dark path. She makes 
  no promises about where her loyalties may lie should 
  Thuvia descend into civil war. However, she tells the PCs 
  that she has always been an advocate for the sovereignty 
  of independent city-states, and assures the PCs that she 
  will not forget what the Pathfinder Society did for her 
  and the people of Pashow.
  REPORTING NOTES
  If the PCs recover the elixir of solar vigor, check box A. If the 
  PCs recover the notes about Prince Zinlo’s involvement 
  from the orange tent, check box B.
  PRIMARY SUCCESS CONDITIONS
  PCs who successfully steal fake sun orchid elixir from the 
  convoy accomplish their primary mission and earn 1 
  Prestige Point. Both the glamered honey and the elixir of 
  solar vigor satisfy this condition.
  SECONDARY SUCCESS CONDITIONS
  PCs achieve their secondary success condition by 
  capturing or killing all Aspis agents at the desert camp, 
  disrupting the Consortium’s plans to steal the real elixir. 
  Doing so earns the PCs 1 Prestige Point. 
  FACTION NOTES
  Recovering ledgers from the orange pavilion provides a 
  detailed account of Prince Zinlo’s political maneuvering 
  throughout Thuvia, both in public negotiations and 
  black market dealings. Lady Gloriana thanks the PCs for 
  this information, which helps her identify Aspenthar’s 
  allies and casts Zinlo’s ambitions in a negative light. 
  Salvaging the ledgers earns Sovereign Court faction PCs 
  the Sun Orchid Sleuth boon on their Chronicle sheets.
  
  22
  PATHFINDER SOCIETY SCENARIO
  APPENDIX: STAT BLOCKS
  The following stat blocks appear in this scenario.
  BRIGAND
  Pathfinder RPG NPC Codex 266
  Human warrior 2
  NE Medium humanoid (human)
  Init +1; Senses Perception +0
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 15 (2d10+4)
  Fort +4, Ref +1, Will +0
  OFFENSE
  Speed 30 ft.
  Melee longsword +3 (1d8+1/19–20) or  
  sap +3 (1d6+1 nonlethal)
  Ranged longbow +3 (1d8/×3)
  STATISTICS
  Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 8
  Base Atk +2; CMB +3; CMD 14
  Feats Point-Blank Shot, Skill Focus (Stealth)
  Skills Intimidate +4, Stealth +6
  Languages Common
  Combat Gear potion of cure light wounds, mwk arrows (5), 
  tanglefoot bags (2), thunderstone (2); Other Gear leather 
  armor, longbow with 20 arrows, longsword, sap, 48 gp
  DIRE WEASEL
  Pathfinder RPG Bestiary 4 275
  N Large animal
  Init +3; Senses low-light vision, scent; Perception +11
  DEFENSE
  AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
  hp 32 (5d8+10)
  INFILTRATION FLOWCHART
  Successful
  Successful
  Earn one 
  success
  Failure
  second skill 
  check
  No success 
  earned
  Successful
  Earn one 
  success
  First skill check
  Failure
  Failure
  Complication
  No success earned;
  complication-specific penalty
  Fort +6, Ref +7, Will +2
  OFFENSE
  Speed 40 ft.
  Melee bite +8 (1d8+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood drain (1d4+1 Con), blood rage, grab
  STATISTICS
  Str 21, Dex 16, Con 14, Int 2, Wis 13, Cha 11
  Base Atk +3; CMB +9 (+13 grapple); CMD 22 (26 vs. trip)
  Feats Combat Reflexes, Skill Focus (Perception), Weapon 
  Focus (bite)
  Skills Climb +9, Perception +11, Stealth +10, Swim +11; Racial 
  Modifiers +4 Climb, +2 Perception, +6 Stealth, +2 Swim
  SQ compression
  EXPERT BODYGUARD
  Pathfinder RPG NPC Codex 269
  Human warrior 7
  N Medium humanoid (human)
  Init +3; Senses Perception +8
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+7 armor, –1 Dex, +1 shield)
  hp 59 (7d10+21)
  Fort +7, Ref +1, Will +5
  OFFENSE
  Speed 20 ft.
  Melee +1 longsword +10/+5 (1d8+2/19–20) or 
  kukri +8/+3 (1d4+1/18–20)
  Ranged mwk light crossbow +7 (1d8/19–20)
  STATISTICS
  Str 13, Dex 9, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +7; CMB +8; CMD 17
  Feats Combat Reflexes, Improved Initiative, Iron Will, Stand 
  Still, Weapon Focus (longsword)
  
  23
  THE SUN ORCHID SCHEME
  Skills Intimidate +9, Perception +8, Sense Motive +8
  Languages Common
  Combat Gear potion of barkskin, potion of bear’s endurance, 
  potion of cure moderate wounds, screaming bolt, 
  tanglefoot bag (2); Other Gear masterwork banded 
  mail, masterwork light steel shield, +1 longsword, kukri, 
  masterwork light crossbow with 20 bolts, masterwork 
  manacles, 114 gp
  GIANT WEASEL
  Pathfinder RPG Bestiary 4 275
  N Medium animal
  Init +4; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
  hp 9 (2d8)
  Fort +3, Ref +7, Will +1
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d6+3 plus grab)
  Special Attacks blood drain (1d2 Con), grab
  STATISTICS
  Str 14, Dex 19, Con 10, Int 2, Wis 13, Cha 11
  Base Atk +1; CMB +3 (+7 grapple); CMD 17 (21 vs. trip)
  Feats Weapon Finesse
  Skills Climb +6, Perception +7, Stealth +10, Swim +8; Racial 
  Modifiers +4 Climb, +2 Perception, +6 Stealth, +2 Swim
  SQ compression
  GUILD INITIATE
  Pathfinder RPG NPC Codex 146
  Halfling rogue 5
  LE Small humanoid (halfling)
  Init +8; Senses Perception +9
  DEFENSE
  AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
  hp 41 (5d8+15)
  Fort +4, Ref +11, Will +1; +2 vs. fear
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee +1 short sword +9 (1d4+1/19–20)
  Ranged mwk hand crossbow +9 (1d3/19–20)
  Special Attacks sneak attack +3d6
  STATISTICS
  Str 10, Dex 18, Con 14, Int 10, Wis 8, Cha 15
  Base Atk +3; CMB +2; CMD 16
  Feats Improved Initiative, Lightning Reflexes, Point-Blank 
  Shot, Weapon Finesse
  Skills Acrobatics +14 (+10 when jumping), Bluff +10, Climb 
  +10, Disable Device +14, Knowledge (local) +8, Perception 
  +9, Sleight of Hand +12, Stealth +16
  Languages Common, Halfling
  SQ rogue talents (finesse rogue, slow reactions), trapfinding +2
  Combat Gear potions of cure light wounds (2), potion of 
  invisibility; Other Gear mwk studded leather, +1 short 
  sword, mwk hand crossbow with 20 bolts, mwk thieves’ 
  tools, tindertwig (5), 60 gp
  INVESTIGATOR WIZARD
  Pathfinder RPG NPC Codex 179
  Human diviner 4
  LN Medium humanoid (human)
  Init +8; Senses Perception +5
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 
  Dex, +1 dodge)
  hp 22 (4d6+6)
  Fort +2, Ref +3, Will +5
  OFFENSE
  Speed 30 ft.
  Melee club +1 (1d6–1)
  Ranged light crossbow +4 (1d8/19–20)
  Arcane School Spell-Like Abilities (CL 4th; concentration +8)
  7/day—diviner’s fortune (+2)
  Diviner Spells Prepared (CL 4th; concentration +8)
  2nd—cat’s grace, detect thoughts (DC 16), web (2, DC 16)
  1st—comprehend languages, feather fall, mage armor, 
  magic missile (2)
  0 (at will)—dancing lights, detect magic, detect poison, 
  message
  Opposition Schools illusion, necromancy
  TACTICS
  Before Combat The wizard casts mage armor.
  Base Statistics Without mage armor, the wizard’s statistics 
  are AC 14, touch 14, flat-footed 11.
  STATISTICS
  Str 8, Dex 14, Con 13, Int 18, Wis 12, Cha 10
  Base Atk +2; CMB +1; CMD 15
  Feats Combat Casting, Dodge, Improved Initiative, Scribe 
  Scroll
  Skills Diplomacy +4, Intimidate +4, Knowledge (arcana, local) 
  +10, Knowledge (geography, history, nobility, religion) +8, 
  Perception +5, Sense Motive +5, Spellcraft +11
  Languages Common, Draconic, Dwarven, Elven, Orc
  SQ arcane bond (ring of protection +1), forewarned
  Combat Gear potion of cure moderate wounds, scroll of 
  detect thoughts, scroll of knock, scroll of locate object, 
  scrolls of sleep (2), wand of color spray (20 charges); Other 
  Gear club, light crossbow with 20 bolts, ring of protection 
  +1, manacles, spellbook, 125 gp
  MERCENARY MAGICIAN
  Pathfinder RPG NPC Codex 160 
  Human sorcerer 1
  LN Medium humanoid (human)
  
  24
  PATHFINDER SOCIETY SCENARIO
  Init +2; Senses Perception +1
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 8 (1d6+2)
  Fort +3, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +0 (1d6)
  Ranged dart +2 (1d4)
  Sorcerer Spells Known (CL 1st; concentration +4)
  1st (4/day)—color spray (DC 14), magic missile
  0 (at will)—daze (DC 13), detect magic, ray of frost, read magic
  Bloodline arcane
  STATISTICS
  Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 17
  Base Atk +0; CMB +0; CMD 12
  Feats Alertness, Combat Casting, Eschew Materials, Iron Will
  Skills Bluff +7, Intimidate +7, Knowledge (local) +5,  
  Perception +1, Sense Motive +1, Spellcraft +5
  Languages Common, Draconic
  SQ arcane bond (familiar [rat named Slivikin]), bloodline arcana 
  (+1 DC for metamagic spells that increase spell level)
  Combat Gear potion of cure light wounds, scrolls of disguise 
  self (2), scrolls of shield (2), wand of sleep (11 charges), 
  alchemist’s fire (2); Other Gear darts (5), quarterstaff, 33 gp
  SUPERSTITIOUS MERCENARY
  Pathfinder RPG NPC Codex 80
  Human fighter 1
  N Medium humanoid (human)
  Init +2; Senses Perception +2
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
  hp 14 (1d10+4)
  Fort +3, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee longsword +4 (1d8+3/19–20) or  
  cold iron dagger +4 (1d4+3/19–20)
  Ranged heavy crossbow +3 (1d10/19–20)
  STATISTICS
  Str 17, Dex 14, Con 12, Int 8, Wis 13, Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats Iron Will, Power Attack, Toughness
  Skills Heal +2, Perception +2, Survival +5
  Languages Common
  Combat Gear potion of cure light wounds, alchemist’s 
  fire, holy water, oil (2), healer’s kit (2 uses remaining); 
  Other Gear breastplate, heavy wooden shield, cold iron 
  dagger, heavy crossbow with 20 bolts, longsword, bedroll, 
  tindertwigs (2), whetstone, wooden holy symbol, 3 gp
  TOWN WATCHER
  Pathfinder RPG NPC Codex 128
  Halfling ranger 2
  LN Small humanoid (halfling)
  Init +3; Senses Perception +8
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
  hp 15 (2d10)
  Fort +4, Ref +7, Will +2; +2 vs. fear
  OFFENSE
  Speed 20 ft.
  Melee short sword +4 (1d4+1/19–20)
  Ranged mwk shortbow +7 (1d4/×3)
  Special Attacks favored enemy (fey +2)
  STATISTICS
  Str 12, Dex 17, Con 10, Int 13, Wis 12, Cha 10
  Base Atk +2; CMB +2; CMD 15
  Feats Point-Blank Shot, Precise Shot
  Skills Acrobatics +7 (+3 when jumping), Climb +8, Diplomacy +1, 
  Intimidate +4, Knowledge (geography, nature) +5, Knowledge 
  (local) +2, Perception +8, Stealth +12, Survival +6, Swim +5
  Languages Common, Halfling
  SQ track +1, wild empathy +2
  Combat Gear potion of cure light wounds, tanglefoot bags 
  (2), thunderstone; Other Gear mwk studded leather, mwk 
  shortbow with 20 arrows, short sword, 84 gp
  VIGILANT BODYGUARD
  Pathfinder RPG NPC Codex 97
  Human monk 3
  LN Medium humanoid (human)
  Init +5; Senses Perception +10
  DEFENSE
  AC 20, touch 16, flat-footed 18 (+4 armor, +1 Dex, +1 dodge, 
  +4 Wis)
  hp 20 (3d8+3)
  Fort +4, Ref +4, Will +7; +2 vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +5 (1d6+2) or  
  nunchaku +4 (1d6+2) or  
  unarmed strike flurry of blows +3/+3 (1d6+2)
  Ranged shuriken +3 (1d2+2)
  Special Attacks flurry of blows, stunning fist (3/day, DC 15)
  TACTICS
  Before Combat The monk drinks her potion of owl’s wisdom 
  to enhance her AC and Perception, as well as a potion of 
  mage armor.
  Base Statistics Without owl’s wisdom and mage armor, the 
  monk’s statistics are Senses Perception +8; AC 15, touch 14, 
  flat-footed 13; Wis 15; CMD 18; Skills Perception +8, Sense 
  Motive +8, Survival +3.
  
  25
  THE SUN ORCHID SCHEME
  STATISTICS
  Str 14, Dex 13, Con 12, Int 10, Wis 19, Cha 8
  Base Atk +2; CMB +5; CMD 20
  Feats Combat Reflexes, Dodge, Improved Initiative, 
  Improved Unarmed Strike, Stunning Fist, Weapon Focus 
  (unarmed strike)
  Skills Acrobatics +7 (+11 when jumping), Climb +6,  
  Intimidate +5, Perception +10, Sense Motive +10, Stealth +7, 
  Survival +5, Swim +6
  SQ fast movement, maneuver training
  Combat Gear potions of cure light wounds (3), potion of 
  mage armor, potion of magic weapon, potion of owl’s 
  wisdom, smokesticks (3); Other Gear dagger, nunchaku, 
  shuriken (20), bracers of armor +1, 30 gp
  
  26
  PATHFINDER SOCIETY SCENARIO
  
  27
  THE SUN ORCHID SCHEME
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #7-21: 
  The Sun Orchid Scheme
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes 
  and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, 
  and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  The Sun Orchid Scheme © 2016, Paizo Publishing, LLC; Author: Nicholas 
  Wasko.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  1–2
  4–5
  —
  260
  944
  —
  602
  519
  1,887
  —
  1,203
  Out of
  Subtier
  Pathfinder Society Scenario #7-21: 
  The Sun Orchid Scheme
  Infiltrator: Your experiences during the heist have taught you to work together more effectively with your 
  allies to cover your tracks. Before rolling a Stealth check, choose one other ally who is also rolling Stealth 
  for the same circumstance. After rolling the check, you and this ally both use the higher of your two 
  results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet.
   
  Sun Orchid Sleuth (Sovereign Court): You recovered valuable paperwork describing Prince 
  Zinlo’s dealings with the Aspis Consortium. In thanks for your efforts, Lady Gloriana Morilla teaches 
  you techniques for convincing others to part with their secrets. You may check one of the boxes that 
  precedes this boon to gain a +2 bonus on a Charisma-based skill check when attempting to convince 
  another person to reveal sensitive information. While adventuring in Thuvia, you may use this boon 
  once per scenario without crossing off one of the check boxes. 
  Core Campaign
  All Subtiers
  Subtier 4–5
  blue whinnis poison (120 gp, limit 2)
  elixir of solar vigor (1,000 gp, limit 1)
  potion of cure moderate wounds (300 gp) 
  scroll of flaming sphere (150 gp)
  scroll of summon swarm (150 gp)
  toothpick of pyrotechnics (400 gp; Pathfinder RPG 
  Advanced Class Guide 236)
  eyes of the eagle (2,500 gp)
  horn of fog (2,000 gp)
  vest of escape (5,200 gp)
  blue whinnis poison (120 gp; limit 3)
  cloak of resistance +1 (1,000 gp)
  potion of barkskin (300 gp)
  potion of bear’s endurance (300 gp)
  potion of owl’s wisdom (300 gp)
  potion of resist energy (300 gp)
  screaming bolt (267 gp)
  sleeve holster (100 gp; Advanced Class Guide 205)
  wand of floating disk (23 charges; 345 gp, limit 2)
  This vial of golden liquid emits light as a candle and 
  feels warm to the touch. Drinking an elixir of solar vigor 
  grants the imbiber fire resistance 10 for 1 minute. Any 
  fire damage that fails to overcome the fire resistance 
  invigorates the drinker, granting the effect of a haste 
  spell for 1 round.
  Craft Wondrous Item, haste, resist energy
  ELIXIR OF SOLAR VIGOR
  PRICE
  1,000
  SLOT none
  CL 5th
  WEIGHT —
  AURA faint abjuration and transmutations
  CONSTRUCTION REQUIREMENTS
  COST 500 GP
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 07/S07-21 - The Sun Orchid Scheme.pdf