TEXT: A PAthfinder Society ScenArio for tier 5–9
  The GheneTT 
  Manor GaunTleT
  Pathfinder Society Scenario #3–03
  The GheneTT 
  Manor GaunTleT
  By Mike Shel
  
  The Ghenett Manor GaunTleT
  Pathfinder Society Scenario #3–03
  Author • Mike Shel
  contributing Artists • McLean Kendree and Tyler Walpole
  cartographer • Christopher West
  creative director • James Jacobs
  Senior Art director • Sarah Robinson
  Managing editor • F. Wesley Schneider
  development Lead • Mark Moreland
  editing • Judy Bauer
  editorial Assistance • Jason Bulmahn,  
  Christopher Carey, Rob McCreary,  
  Stephen Radney-MacFarland, Patrick Renie,  
  Sean K Reynolds, and James L. Sutter
  Graphic designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo ceo • Lisa Stevens
  Vice President of operations • Jeffrey Alvarez
  director of Sales • Pierce Watters
  Sales Assistant • Dylan Green
  finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  technical director • Vic Wertz
  Pathfinder Society campaign Manager • Hyrum Savage
  Special thanks • The Paizo Customer Service, 
  Warehouse, and Website Teams
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, the Pathfinder Roleplaying Game Bestiary, the 
  Pathfinder Roleplaying Game Advanced Player’s Guide, and the Pathfinder Roleplaying Game Bestiary 2. These rules can be 
  found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderrPG/prd.
  Pathfinder Society Scenario #3–03: The Ghenett Manor Gauntlet is a Pathfinder Society Scenario designed for 5th- to 9th-
  level characters (Tier 5–9; Subtiers 5–6 and 8–9). This scenario is designed for play in the Pathfinder Society Organized 
  Play campaign, but can easily be adapted for use with any world. This scenario is compliant with the Open Game 
  License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 25 of this product.
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  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
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  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo 
  Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder 
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  ®
  
  3
  Where On GOlariOn?
  Ghenett Manor Gauntlet begins at the Farseer Tower in 
  the teeming metropolis of Katapesh and continues about 
  50 miles to the west of that great city, north of the River 
  Scorpius. This secluded but relatively fertile region of the 
  countryside is dotted with the luxuriant vacation villas of 
  the trading nation’s elite, as well as the winter manors of 
  foreign merchants wishing to maintain a social presence in 
  the vibrant mercantile free-for-all that is Katapesh. To learn 
  more about both the city and nation of Katapesh, check 
  out the Pathfinder Campaign Setting books, The Inner Sea 
  World Guide and Dark Markets: A Guide to Katapesh, both 
  available at your local bookstore or hobby store and online 
  at paizo.com.
  Kata
  pesh
  R
  i
  v
  e
  R
   
  S
  c
  o
  R
  p
  i
  u
  S
  • Katapesh 
  (city)
  • Ghenett Manor
  dutifully oversee it. The party’s mission is but one part 
  of a highly coordinated effort of Pathfinder agents across 
  the world. Several Pathfinder teams are being dispatched 
  from scattered lodges this very day—it’s thought that if 
  all recovery attempts are made simultaneously, Passad 
  will have no opportunity to beef up his defenses further.
  If all of this weren’t enough to contend with, word 
  has just come in from the Grand Lodge in Absalom 
  that the Pathfinder Society is not alone in its desire to 
  obtain the Mutani Manual. An unnamed private collector 
  has reportedly hired the Aspis Consortium at ruinous 
  expense to pilfer the priceless book for his or her own 
  purposes after hearing word of the challenge Passad 
  T
  he Mutani Manual of Martial Mastery is an 
  extraordinarily rare and exhaustive compendium 
  of the fighting styles and varied combat games 
  of distant Tian Xia. The only copy known to exist in the 
  Inner Sea region is owned by one Temel Passad, a wily 
  Druman merchant renowned for his extensive holdings 
  throughout Avistan and Garund as well as his prickly and 
  mercurial personality. The Pathfinder agents dispatched 
  to obtain the Manual by either purchasing it outright or 
  securing it on loan from the proud Kalistocrat managed 
  to go beyond mere failure—they grossly insulted Passad, 
  whose last words to these hapless envoys were an angry 
  challenge: “If you want to play the role of thugs, I’ll make 
  it easy on you. The book will be hidden among my many 
  holdings throughout the Inner Sea; you’ll have to locate 
  it and survive my defenses to obtain your little prize. And 
  you won’t be alone. I’ll send word to the world that this 
  challenge has been put forth—the first to find it gets to 
  keep it!” In addition, Passad detained the most offensive 
  of the ham-fisted negotiators, Harmidio Besai, one of the 
  Pathfinder Society’s foremost expert on Tian culture and 
  a prominent member of the Lantern Lodge.
  The Decemvirate sent an urgent directive to venture-
  captains across the Inner Sea: As a repository of priceless 
  knowledge, Besai must be rescued and the Mutani Manual 
  must be secured. Both are considered absolutely essential 
  for Pathfinder champions to prevail at the upcoming 
  Ruby Phoenix Tournament in far-off Goka. Researchers 
  concluded that there are 12 possible locations for the 
  book and kidnapped scholar. After further investigation 
  of those 12 locations, Venture-Captain Wulessa Yuul 
  of the Farseer Tower in Katapesh was able to use her 
  covert contacts in the city’s market to confirm with near 
  certainty that the book is currently being held in one of 
  the Druman merchant’s many vacation villas, Ghenett 
  Manor, situated west of the sprawling metropolis of 
  Katapesh overlooking the River Scorpius.
  Both Besai and the Mutani Manual are, in fact, currently 
  hidden in the remote villa, but they are not unguarded. 
  Passad has seen to the installation of lethal security 
  to protect his lavish villa (and the rest of his holdings 
  around the Inner Sea), and the married caretakers 
  The GheneTT 
  Manor GaunTleT
  By Mike Shel
  
  Pathfinder Society Scenario
  4
  issued. All Pathfinder teams are warned to be especially 
  vigilant for rival agents. Under no circumstances must 
  the book fall into the hands of another faction, especially 
  not the hated Aspis Consortium.
  Summary
  The PCs meet with Venture-Captain Wulessa Yuul at 
  Farseer Tower in the city of Katapesh and are dispatched 
  by river barge to Passad’s country villa. Upon the PCs’ 
  arrival, resident caretaker Gamaradim Po greets the PCs 
  cordially at the gate. He escorts them to the drawing 
  room, if the PCs will allow it, offering a hot cup of chai 
  and a polite welcome to the manor. If they refuse his 
  greeting or breach the manor walls, avoiding the gate 
  altogether, the manor’s infernal guard dogs greet them 
  instead. After dealing with this initial threat, the PCs 
  have the opportunity to explore the grounds, where clues 
  that they aren’t the first to arrive at the manor await 
  discovery.
  The PCs have free run of the grounds, whether they 
  accept Po’s cordial greeting or not. As they explore the 
  one-story manor, they must overcome a number of 
  guardians, traps, and puzzles, and likely encounter the 
  remains of two members of the rival Aspis Consortium 
  party who fell to Passad’s intricate defenses. Besai is held 
  in a small wine cellar beneath a locked trap door in the 
  kitchen, and he may prove both a help and a hindrance 
  to the party after his rescue. Various guardians and 
  traps stand between the PCs and their other goal, and 
  additional clues along the way indicate that someone else 
  has been here before them. The party may suspect that 
  this earlier group has taken the Mutani Manual of Martial 
  Mastery from Passad’s library, only to confront these 
  Aspis Consortium agents as they attempt to make their 
  escape. This serves as the climactic encounter for the 
  scenario. Hopefully the PCs figure out that the tome the 
  Aspis intruders have is actually a decoy before returning 
  to Katapesh. The true book is secreted in a trapped 
  compartment in the library.
  GettinG Started
  Read the following to get the adventure underway:
  Ensconced in a private meeting room at the famous Farseer 
  Tower in exotic Katapesh, Venture-Captain Wulessa Yuul 
  wastes no time commencing her briefing. 
  “This has all the makings of a magnificent embarrassment,” 
  she begins sourly. “The Grand Lodge recently sent a delegation 
  to the mansion house of Temel Passad in Kerse. Passad is an 
  enormously wealthy devotee of the Prophecies of Kalistrade, 
  and he happens to possess the only known copy of the Mutani 
  Manual of Martial Mastery in the Inner Sea region. The 
  delegates were tasked with obtaining this rare tome, by either 
  purchasing or leasing it.
   “By all accounts Passad is a difficult man, but the delegation 
  proved… stupendously inadequate to the task. Not only did 
  they fail to secure the manual, but they also managed to 
  grossly insult the merchant. Two of the representatives were 
  manhandled off the property and taunted by Passad that under 
  no circumstances would he part with the Mutani Manual unless 
  the Society could earn it, challenging us to take it from a hidden 
  location among his many holdings throughout the region. The 
  third delegate, who happens to be one of the foremost experts 
  on all things Tian, was detained by Passad for what he termed 
  ‘an extended conversation on the finer points of ambassadorial 
  etiquette.’ He’s invoked an obscure Druman statute involving 
  foreign embassies, making this kidnapping perfectly legal in 
  his government’s eyes.
  Yuul explains that the Mutani Manual holds information 
  that is essential if the Pathfinder delegation is to prevail 
  at the Ruby Phoenix Tournament in Goka later this year, 
  and that naturally, Harmidio Besai must be rescued as 
  well. The mission is complex. The Decemvirate do not 
  know with certainty which of Passad’s many scattered 
  holdings hosts the tome, nor where he has imprisoned 
  Besai, nor whether tome and scholar are in the same place. 
  But among the 12 estates investigators have identified as 
  likely locations is one very near here, a mansion called 
  Ghenett Manor. Wulessa’s contacts in the markets have 
  talked of a lot of activity there of late, and she believes 
  that this is the true hiding place of at least one of the two 
  quarries. The PCs are tasked with infiltrating Ghenett 
  Manor, about 50 miles west of here. Yuul continues.
  “Do as little damage to the property as possible—we’re not 
  vandals, after all. Also, take nothing else of worth from the 
  place. We’re not common thieves. I cannot stress this strongly 
  enough. Given our already ample embarrassment with Passad, 
  please don’t add to that dishonor by making off with the man’s 
  silverware or his grandmother’s brooch, for Abadar’s bloody 
  sake. No doubt the villa is a sumptuous and tempting target, 
  but you must keep this in the forefront of your minds: The 
  tome and the scholar are all that matter. Everything else is a 
  distraction. The Decemvirate will take a special interest in your 
  conduct on this assignment.
  “Lastly, we have reason to believe that others are in pursuit of 
  the Mutani Manual, including agents of the Aspis Consortium. 
  Be wary! Under no circumstances can the book fall into the 
  hands of a rival organization. Now, do you have any questions?”
  The PCs likely do have a few inquiries of Yuul before 
  heading to the Manor. Below are answers to some of the 
  most likely:
  
  GM Tip: a SandbOx advenTure
  In many ways, The Ghenett Manor Gauntlet is a wide-
  open “sandbox” adventure that the PCs can approach 
  in a number of ways. As such, it may seem an odd fit 
  for an organized play campaign like Pathfinder Society 
  Organized Play. Close examination of the encounters in 
  this adventure will show that most of the treasure the 
  PCs can encounter is either located in rooms they must 
  explore to achieve the adventure’s primary objectives or 
  on the rival Aspis Consortium agents who they will face 
  at the scenario’s climax regardless of the order in which 
  they progress through the manor. Be sure to familiarize 
  yourself with the different scenarios in which the PCs can 
  run into the Aspis agents and the agents’ tactics, which 
  vary depending on the circumstances.
  The GheneTT Manor GaunTleT
  5
  The walls of the manor can be seen through the trees 
  from the river’s edge, capping a low, flat hill to the 
  immediate north. The sun has set by the time they arrive 
  if they take the barge, but allow the PCs to wait in the 
  wooded area for a more clandestine hour if they wish; 
  ultimately this makes no difference. Agents of the Aspis 
  Consortium arrived well before the party and have already 
  breached the interior, and caretaker Gamaradim Po now 
  waits patiently by the front gate for the Pathfinders he’s 
  sure will come eventually.
  Ghenett manor
  Ghenett Manor, but one of Temel Passad’s many holdings 
  throughout the Inner Sea, is a spacious and luxurious 
  pleasure retreat on the lush flood plain of the River 
  Scorpius. Expecting the Pathfinder Society to send their 
  best, Passad instructed his caretakers to ramp up security, 
  and to offer a warm welcome to anyone, be they Pathfinder 
  or not, who wishes to take up his challenge of retrieving 
  the Mutani Manual. Though the challenge he has issued 
  to the Pathfinder Society embodies Passad’s eccentricities, 
  his disconnect from reality, and his desensitization to 
  his own enormous wealth, it is nevertheless a very deadly 
  game.
  Po welcomes the PCs with jovial cordiality if they arrive 
  at the manor’s wide-open gates, but the PCs may enter 
  the compound however they wish and explore it in any 
  order. It is entirely possible they won’t encounter Po or 
  any number of other specific rooms in the manor, in fact. 
  Whatever order they choose to move through the opulent 
  manor, they find signs that at least one other party of 
  adventurers has preceded them (with rather deadly 
  results), and may finally face the rival Aspis Consortium 
  party in any of three locations after they reach the library.
  What is known about Ghenett Manor? “It’s a modest 
  affair—by Druman standards at least: an ornate stone 
  structure that overlooks the River Scorpius. It’s one or 
  two stories tall at the most, built around a central atrium, 
  like many Katapeshi villas. The grounds are surrounded 
  by a wall. We don’t know the scale or nature of its security. 
  Proceed with caution.”
  What do you know about the Mutani Manual? “Originally 
  written in Tien, it’s an exhaustive compendium of eastern 
  fighting styles and combat games. It’s supposed to be 
  copiously illustrated and the cover bears an embossed 
  representation of a Tian weapon known as a nunchaku—
  two rods of wood connected by a cord or chain.” 
  is there anything we should know about this harmidio 
  Besai? “As a source of knowledge regarding Tian Xia, he 
  has few equals within the Pathfinder Society this side of 
  the Crown of the World. He began his Pathfinder career 
  as an active agent, a wizard I believe, but soon found 
  his true calling in pure scholarship. He is known to 
  be a cantankerous man—certainly his inclusion in the 
  delegation was an epic error. We have no reason to believe 
  that he has been seriously harmed, but it’s probable that 
  Passad has made an effort to injure the man’s dignity.”
  Any suggestions as to how we should proceed? “I’ve 
  hired a westbound barge to ferry you up river tomorrow 
  morning. It should take between 10 and 12 hours to reach 
  the manor. There’s plenty of cover around the place, 
  so secret yourselves until well after nightfall. There’s 
  no reason to think that Passad’s security is especially 
  concerned about the wellbeing of any intruders; his 
  precautionary measures may indeed be deadly. After 
  you have secured either the Mutani Manual or Besai—or, 
  gods willing, both of them—make your way north and 
  east to the trade spur that eventually follows the river 
  back to Katapesh. You should be able to secure eastward 
  transport with one of the many caravans that travel that 
  busy highway.”
  Before the PCs depart, they have access to the entire 
  resources of the city of Katapesh, second in size only to 
  Absalom in the Inner Sea region. Allow them to purchase 
  any magic items, supplies, or spellcasting services they 
  may desire before they set out, now that they know what 
  sort of mission they have before them.
  A twelve hour tour
  If the PCs take the hired barge to Ghenett Manor, the 
  lazy, 12-hour trip up river is uneventful, and the laconic 
  skipper sets the party ashore with no more than a nod 
  as the barge continues on its way west. The PCs may 
  also make their own arrangements to get to the Manor. 
  Locating the Manor on their own requires a DC 15 
  Knowledge (geography) check and a magical or mundane 
  means to get there.
  
  Gamaradim Po
  Pathfinder Society Scenario
  6
  A1. the Wall and Gated entrance 
  (cr 6 or cr 9)
  The 5-foot-thick walls surrounding the villa and its 
  grounds are 15 feet high and made of a polished 
  gray stone with artful geometric etchings 
  covering every inch of their surface, in 
  the style of a Qadiran palace. The wall 
  offers little purchase and may only be 
  climbed with a successful DC 18 Climb 
  check or magical means. The paving 
  stones before and beyond the wide-
  open, 20-foot-wide gates are uniformly 
  octagonal and are speckled in shades of 
  green, red, and gray. The gates themselves 
  are 17 feet high, clearly fashioned by 
  a gifted master of metalwork; had 
  they color other than the black iron, 
  one could easily mistake them 
  for intertwined vines and 
  sprightly fey creatures flitting 
  through their foliage. The 
  heavy iron rod that bars the 
  gate is held in place by a clever 
  lock inside the gate that is hard to 
  reach through the bars, making opening the 
  device particularly difficult from outside (Disable Device 
  DC 25). Scaling the gate is much easier than climbing the 
  walls (Climb DC 10). 
  creature: Such efforts are currently unnecessary, of 
  course, as one of the manor’s caretakers, Gamaradim Po, 
  sits alert in a padded chair near the gates. If he spots the 
  PCs or they approach him, he greets them jovially, and 
  inquires if they’re the Pathfinders his master said would 
  be coming. He motions for them to follow him into the 
  manor for a little respite before they begin their trials to 
  find “that precious book.”
  Po is a muscular man in his middling years, a retired 
  fighter who now lives a life of luxury with his wife, 
  taking care of Ghenett Manor and keeping it pristine for 
  the few days a year its owner visits. He knows that both 
  the Mutani Manual and Besai are held within the manor 
  house, but merely smiles and shakes his head should PCs 
  try to get that information out of him, saying that he will 
  answer any questions in the house over a nice cup of tea.
  The caretaker doesn’t instigate combat with the PCs, 
  and genuinely just wants to start them out on the same 
  footing as the Aspis agents he lured in for a cup of tea 
  earlier in the day. Should the PCs become hostile toward 
  Po, he drinks his potion of invisibility and attempts to 
  reach his wife so they can barricade themselves safely 
  in their bedchambers until the Pathfinders (or Aspis 
  Consortium) have located the book and moved on. If 
  attacked, he fights as best he can to defend himself, his 
  wife, and the manor.
  If Po hears the sound of the PCs fighting the infernal 
  guard dogs in area A3 or sees them moving about the 
  lawn (whether they know they’ve been seen or not), 
  he moves to area A6 to prepare tea for their 
  eventual encroachment into the drawing room.
  Subtier 5–6 (cr 6)
  Gamaradim Po 
  Cr 6
  Male middle-aged human fighter 7
  LN Medium humanoid (human)
  init +1; Senses Perception +6
  defenSe
  aC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
  hp 57 (7d10+14)
  fort +6, ref +3, Will +1; +2 vs. fear
  defensive abilities bravery +2
  offenSe
  Speed 30 ft.
  melee unarmed strike +12/+7 
  (1d3+6)
  Special attacks stunning fist (1/day, 
  DC 12), weapon training (monk +1)
  taCtiCS
  during Combat Po prefers not to fight, as his master gave him 
  specific orders to let the Pathfinders attempt to navigate the 
  manor, but if the PCs attack him or his wife, Domitilla, he 
  fights to protect himself and Domitilla. If in the manor, he 
  uses whatever is on hand as an improvised weapon (either 
  melee or thrown) and fights with his fists if outside. He uses 
  Stunning Fist on any caster who he can get adjacent to.
  morale Po flees to area a10 at the first opportunity and holes 
  up with his wife until the PCs leave.
  StatiStiCS
  Str 16, dex 13, Con 12, int 11, Wis 9, Cha 14
  Base atk +7; CmB +10; Cmd 22
  feats Catch Off-Guard, Dodge, Improved Unarmed Strike, 
  Power Attack, Stunning Fist, Throw Anything, Toughness, 
  Weapon Focus (unarmed strike), Weapon Specialization 
  (unarmed strike)
  Skills Diplomacy +9, Perception +6, Profession (caretaker) +9, 
  Sense Motive +6
  Languages Common, Kelish
  SQ armor training 2
  Subtier 8–9 (cr 9)
  Gamaradim Po 
  Cr 9
  Male middle-aged human fighter 7/monk 3
  LN Medium humanoid (human)
  init +6; Senses Perception +10
  
  T
  Ghenett Manor
  1 square = 5 feet
  N
  A1
  A2
  A5
  A6
  A7
  A11
  A17
  A18
  A19
  A8
  A9
  A10
  A12
  A12
  A12
  A12
  A12
  A12
  A14
  A16
  A15
  A3
  A4
  A13
  The GheneTT Manor GaunTleT
  7
  
  breakinG inTO The hOuSe
  This delightful villa is made of imported stone of a dusty rose 
  hue, with rows of artful etchings on its surface, alternating 
  every foot with rows of deeper carvings of wonderfully 
  complex pastoral scenes from a variety of cultures. Most of 
  the structure is about 20 feet tall, though sections of the 
  eastern portion of the villa rise only 10 feet. A dome sporting 
  murky, pale green glass fitted between vinelike iron ribs 
  covers the greenhouse at the building’s western end. Several 
  arched windows filled with delicate metallic grills, their sills 
  10 feet off the ground, cover the north and south walls. 
  The carvings on the villa walls make for relatively easy 
  climbing (DC 12 Climb). Areas a8–a11 are only 10 feet 
  high, and the two windows in the banquet hall (area a7) 
  can be reached from the roof of areas a8–a10. The roof 
  circling the atrium pool in area a11 is a 10-foot drop from 
  the surrounding roof and is extends 15 feet past the walls. 
  There’s a further 10-foot drop to the atrium floor itself.
  The beautifully wrought iron grills in the manor’s 
  windows can be removed, but the task takes some time 
  (2d4 rounds). Only one successful DC 15 Disable Device 
  check is required, but it is noisy work, and every round 
  requires a DC 26 Stealth check. Failure attracts Gamaradim 
  Po (area a1) to the PCs’ location if they haven’t already 
  encountered him. He suggests they simply enter through 
  the front door, as the grill they’re dismantling costs more 
  than his annual wage. He offers them tea in the drawing 
  room if they will follow him.
  Pathfinder Society Scenario
  8
  defenSe
  aC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
  hp 66 (10 HD; 7d10+3d8+10)
  fort +8, ref +7, Will +5; +2 vs. fear, +2 vs. enchantment
  defensive abilities bravery +2, evasion
  offenSe
  Speed 40 ft.
  melee unarmed strike +14/+9 (1d6+6/19–20) or
  flurry of blows +13/+13/+8 (1d6+6/19–20)
  Special attacks flurry of blows, stunning fist (4/day, DC 15), 
  weapon training (monk +1)
  taCtiCS
  during Combat Po prefers not to fight, as his master gave 
  him specific orders to let the Pathfinders attempt to 
  navigate the manor, but if the PCs attack him or his wife, 
  Domitilla, he fights to protect himself and Domitilla. If 
  fighting in the manor, he uses whatever is on hand as an 
  improvised weapon (either melee or thrown) and fights with 
  his fists if outside. He uses Stunning Fist on any caster who 
  he can get adjacent to.
  morale Po flees to area A10 at the first opportunity and holes 
  up with his wife until the PCs leave.
  StatiStiCS
  Str 16, dex 14, Con 11, int 11, Wis 10, Cha 14
  Base atk +9; CmB +13; Cmd 25
  feats Catch Off-Guard, Combat Reflexes, Deflect Arrows, 
  Dodge, Improved Critical (unarmed strike), Improved 
  Initiative, Improved Unarmed Strike, Mobility, Power Attack, 
  Stunning Fist, Throw Anything, Toughness, Weapon Focus 
  (unarmed strike), Weapon Specialization (unarmed strike)
  Skills Acrobatics +14, Diplomacy +12, Perception +10, 
  Profession (caretaker) +10, Sense Motive +13
  Languages Common, Kelish
  SQ armor training 2, fast movement, maneuver training,  
  still mind
  development: If the PCs accept Po’s offer, he leads 
  them through areas A2 and A5 to the drawing room in 
  A6, where he serves them tea as described in that act. He 
  warns them not to walk on the grass, as “the guard dogs 
  are vicious.”
  A2. turnaround and Main entryway
  The paving stones continue past the gate, leading up to 
  the villa’s great double doors. There is a turnaround for 
  carriages and other forms of conveyance to the south. 
  The doors are made of thick teak and carved with scenes 
  depicting principles of the Prophecies of Kalistrade, 
  recognized with a successful DC 15 Knowledge (religion) 
  check. A pair of fat, gold rings hangs suspended from 
  the mouths of djinn-like heads firmly affixed to each 
  portal—extraordinarily expensive door knockers. These 
  cannot be removed without damaging both door and 
  knocker, though their value is 275 gp apiece if a PC is 
  reckless enough to do so. This is the first temptation for 
  PCs to pillage, and the GM may give the party one last 
  reminder of Yuul’s clear admonishment not to steal or 
  vandalize. Should the PCs bang on a knocker, caretaker 
  Gamaradim Po arrives within 1 round if they have not yet 
  encountered him.
  The doors have no lock—they are typically barred with 
  a stout beam of wood within, but such is not the case 
  now. Handles of iron, wonderfully wrought to mimic 
  blooming roses, can be used to open the doors easily.
  As long as PCs remain on the paving stones in this 
  area, the roaming guard dogs in area A3 do not attack.
  A3. Manor Grounds (cr 7 or cr 10)
  As soon as the first PC sets foot on the manicured lawns 
  of the interior (regardless of where that is), the manor’s 
  infernal hounds are alerted to the PCs’ presence and come 
  to investigate in 2d4 rounds. Once the PCs deal with this 
  threat, the party may wander the grounds unimpeded.
  creatures: These hellish dogs split up and attack at 
  speed from two opposite directions (hell hounds for 
  
  The GheneTT Manor GaunTleT
  9
  A4. the Pond
  The water in this decorative pond crystal clear and no more 
  than four feet deep at any point. About three dozen fanciful 
  fish float on the surface, their formerly colorful scales ragged. 
  Two arrows stick in the ground on the southeastern edge of 
  the pond and the black-feathered shafts of four other such 
  missiles can be seen protruding above the surface of the pond. 
  The ground at the edge of the pond is soaked with moisture. 
  No other traces remain of what appears to have been some 
  strange act of vandalism.
  Closer inspection of the floating fish carcasses reveals 
  that they have essentially been baked, and though the 
  pond water seems unnaturally warm, the temperature 
  is not sufficient to have caused the deaths of these 
  ornamental fish. Infiltrators from the Aspis Consortium 
  had a run-in with the resident water elementals here 
  earlier, successfully dispatching the elementals with a 
  few well-placed fireballs that also cooked the decorative 
  fish. A DC 15 Knowledge (nature) check identifies the 
  fish as mankaea, completely harmless but monstrously 
  expensive show fish that are often bred by the idle rich 
  in Taldor.
  Subtier 5–6 in pairs; two Nessian warhound cubs in 
  Subtier 8–9, each on its own) wherever the PCs enter 
  the grounds or step off the paved drive in area A2. The 
  dogs do not attack any creatures that remain on the 
  cobblestone drive, believing them to be guests rather 
  than intruders, unless such a creature damages them in 
  combat. The beasts fight viciously to the death once they 
  have identified an interloper.
  If the PCs exit the manor after recovering the real 
  Mutani Manual and have not yet encountered the 
  Aspis Consortium party, run the Aspis Confrontation 
  encounter here (see page 19) instead of the hell hounds 
  encounter listed below.
  Subtier 5–6 (cr 7)
  hell hounds (4) 
  Cr 3
  hp 30 each (Pathfinder RPG Bestiary 173)
  Subtier 8–9 (cr 10)
  nessian Warhound Cubs (2) 
  Cr 8
  Young Nessian warhound (Pathfinder RPG Bestiary 173, 295)
  LE Medium outsider (evil, extraplanar, fire, lawful)
  init +8; Senses darkvision 60 ft.; Perception +12
  defenSe
  aC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
  hp 102 each (12d10+36)
  fort +11, ref +12, Will +5
  immune fire
  Weaknesses vulnerable to cold
  offenSe
  Speed 40 ft.
  melee bite +19 (1d8+9/19–20 plus 2d6 fire)
  Special attacks breath weapon (30-ft. cone, 8d6 fire damage, 
  Reflex DC 19 for half, usable every 1d4 rounds)
  StatiStiCS
  Str 23, dex 19, Con 17, int 4, Wis 12, Cha 6
  Base atk +12; CmB +18; Cmd 32 (36 vs. trip)
  feats Alertness, Improved Critical (bite), Improved Initiative, 
  Skill Focus (Survival), Skill Focus (Stealth), Weapon Focus (bite)
  Skills Acrobatics +17, Perception +12, Sense Motive +3, Stealth +28,  
  Survival +20; racial modifiers +5 Stealth
  Languages Infernal
  Mission notes: The spiked iron collar that adorns one 
  of these infernal guardians reads “Dagzunragat,” and the 
  lock securing it in place can be picked with a successful 
  DC 20 Disable Device check. Cheliax faction members 
  will want to retrieve this item for their faction, earning 
  1 PP. Removing the collar by severing the beast’s head 
  stains the iron with the hound’s scalding infernal blood 
  and spoils this otherwise exquisite trophy.
  
  Pathfinder Society Scenario
  10
  A5. entry hall
  This opulent entry hall was once a proudly appointed place, 
  with detailed and realistic murals of a marketplace on the 
  walls, carved mahogany benches, ancient statues of red 
  stone—each bearing distinctly Tian features—and a pair of 
  huge fur rugs assembled from the pelts of unusual and exotic 
  animals. Clear signs of violence now mar the room: four of the 
  benches are overturned and one to the southwest is charred, a 
  statue has been reduced to rubble, and both rugs are torn and 
  ragged as if hacked at with knives.
  The Aspis party triggered a complex illusion in this 
  chamber and overreacted rather theatrically, expending 
  considerable energy before recognizing the ruse and 
  moving on. If caretaker Po (area A1) accompanies the party 
  through this room, he makes no comment regarding the 
  disarray. If asked what occurred he responds simply, 
  “Some unpleasantness. My wife and I haven’t had a 
  proper opportunity yet to tidy up. I do apologize.” Asked 
  if others have been here he states that the PCs are not 
  the only people with interest in their “item of pursuit,” 
  but says no more. Po asks that the party accompany him 
  to the drawing room and proceeds there, whether or not 
  they follow him.
  Mission notes: Lantern Lodge faction members will 
  wish to examine the remaining statues in the hall. With a 
  successful DC 20 Appraise or Knowledge (history) check, 
  the PCs recognize them as terra-cotta sculptures from 
  long before the fall of Lung Wa, most likely originating 
  from the province of Lingshen, information which may 
  be passed on to their faction for 1 PP.
  A6. the drawing room (cr 6 or 9)
  A rich green rug of Qadiran manufacture with dizzying 
  geometric patterns filling its thick pile runs down the middle 
  of this charming room. To the north and south are finely 
  carved mahogany benches, before which sit exquisite tables 
  hewn from the same wood. The stone walls are painted in 
  subtly shifting shades of green, so that the color grows lighter 
  the further up the surface it proceeds—clearly the work of an 
  artisan of considerable talent.
  If Gamaradim Po accompanies the PCs, he leads the 
  party to this room, or he greets them here if they entered 
  the manor without meeting him at the gate. His wife, 
  Domitilla (see area A10), stands by with a platinum 
  tray that holds a steaming porcelain teapot of delicate 
  manufacture, a number of matching cups equal to 
  members of the party, and linen napkins with the initials 
  TP embroidered on them in fancy lettering. Po asks 
  them to be seated and offers them all a fine spiced tea. 
  Domitilla serves all who respond affirmatively, and Po 
  proceeds with his introductory remarks:
  “I bid you welcome to Ghenett Manor. I have been instructed 
  by my employer to extend this courtesy—I assume that you 
  represent the world-renowned Pathfinder organization? I 
  would ask that you make an effort to respect the property,” he 
  states, casting a quick frown in the direction of the room to 
  the east. “I will answer what questions I can.”
  What is the layout of the villa? “It is but a single story, 
  built around a central atrium. The main entryway is to 
  the east and the banquet hall directly to the west, along 
  with guest rooms, the master’s suite and such.”
  What is the nature of the security? “Please understand 
  that I can hardly be specific about it. I’m afraid some 
  of it may prove lethal, but the master did ask that your 
  retrieval of the book not be easy.”
  do you know where we can find the Mutani Manual? 
  “One would assume it would be in the library, with the 
  other books, also to the west of here.”
  is harmidio Besai being held here? “The guest rooms 
  are currently vacant. I was instructed to house the person 
  of whom you speak where his endless expertise would be 
  most appreciated.”
  Who else has been here? “Other mercenaries such as 
  yourselves, albeit a less cordial grouping. More than this 
  my master forbids me to say on the subject.”
  Why are you being so friendly? “Though your 
  organization greatly offended my master, he nevertheless 
  wishes to extend all the courtesy as is customary for 
  guests in his home. My hospitality ends here, though, 
  and you’ll be on your own to survive the challenges he’s 
  placed before you and leave with what you came for.”
  Let the PCs ask whatever other questions they wish. Po 
  answers the rest in a polite, frustratingly generic manner, 
  always dodging the most pointed inquiries. After a short 
  while, Po asks that the PCs go about their business while 
  he and his wife see to other duties. Domitilla doesn’t 
  respond to any entreaties from PCs here, keeping her eyes 
  demurely averted.
  creatures: Gamaradim and Domitilla Po are simply 
  following the orders of their master and have no personal 
  quarrel with or animosity toward the PCs. They see their 
  attempt to administer a sleeping draught to the PCs via 
  the tea as nothing more than delivering a message from 
  Passad, and if challenged or threatened, they drop their 
  efforts to do so and instead attempt to convince the PCs 
  to go about their business of finding the hidden book 
  and Pathfinder while the caretakers tend to the needs of 
  the manor. In the event of combat, use Gamaradim Po’s 
  stats and tactics as listed on page 6. Domitilla lacks the 
  martial training of her husband and knows that she is 
  
  The GheneTT Manor GaunTleT
  11
  otherwise seems human enough. Most of these things are 
  aspects of an intricate illusion, which becomes apparent 
  soon enough (see below). Each PC who succeeds at a DC 
  20 Will save to disbelieve can identify the false illusory 
  forms at any time.
  creatures: These bizarre creatures are flesh golems, 
  comprised like all such constructs of various humanoid 
  parts. A successful DC 18 Knowledge (nature) check 
  identifies the heads as those of locathah, though this 
  may ultimately mislead the party as to the monsters’ 
  true nature. When the party enters, the real and illusory 
  golems stand up from the table and move menacingly 
  toward the PCs, but don’t attack until they are first 
  assaulted. Should the party simply walk past them, they 
  do nothing. After the first round of combat the false 
  golems vanish. The real golems fight until destroyed.
  Subtier 5–6 (cr 7)
  flesh Golem 
  Cr 7
  hp 79 (Pathfinder RPG Bestiary 160)
  Subtier 8–9 (cr 10)
  flesh Golems (3) 
  Cr 7
  hp 79 each (Pathfinder RPG Bestiary 160)
  treasure: There are 28 fancy place settings here, 
  each worth 25 gp (including plates, goblet, silverware, 
  and linens). Closer inspection of the suits of armor and 
  halberds reveals they are ornamental and of no practical 
  use. The huge portraits (each is 7 feet tall and 4 feet wide) 
  depict Temel Passad and his wife, Umeda, and are worth 
  5,000 gp each. Should a PC take any of these items, make 
  note of their theft, as the violation of Venture-Captain 
  Yuul’s admonition will come into play at the scenario’s 
  conclusion.
  A8. Kitchen and Wine cellar (cr 4)
  A quick perusal of this space reveals it to be an elaborate 
  kitchen outfitted for the preparation of sumptuous 
  gourmet meals. Stone countertops and oak cupboards 
  line the walls, and three iron stoves run down the center 
  of the room. The place is thoroughly stocked with pots 
  and pans, cutlery of the finest quality, and implements 
  whose purpose can only be guessed at by those without 
  vast culinary experience. Various barrels, jars, and 
  other containers around the expansive workspace hold 
  foodstuffs, though not in great abundance, as Passad does 
  not expect to entertain here for several months.
  A large trap door in the southeast corner of the kitchen 
  leads to a 10-foot-by-10-foot wine cellar. A sturdy padlock 
  (Disable Device DC 18) secures the door, and opening the 
  not cut out for a fight; she flees to area A10 if fighting 
  breaks out.
  development: The tea served by Gamaradim and 
  Domitilla Po is laced with a rare and powerful Tian 
  sleeping draught called desu mi-cha (DC 33 Fortitude save 
  or sleep for 30 minutes; victim is dazed for 2d4 rounds on 
  a successful save). If any members of the party are foolish 
  enough to imbibe even a sip of the tea, they begin feeling a 
  bit woozy after questioning Po, and collapse into a slumber 
  unless they make their saves. If all members of the party 
  have sipped at the tea and fail their saves, Po takes one 
  random item from each snoozing PC (a scroll, a single 
  boot or glove, a potion, or a ring—do not succumb to the 
  temptation to take a major item like a primary weapon). Po 
  locks these items in the safe in area A13 and PCs missing 
  items that are not immediately obvious (as a single boot 
  would be) notice the absence with a successful DC 15 
  Perception check upon waking. Should any PC decline 
  the proffered beverage or report that she is not drinking 
  it, Po says the following to her after her colleagues lose 
  consciousness: “Fear not; they will wake in but half an 
  hour. My master asks me to tell you that he looks forward 
  to reading about their heroic nap in the next edition of 
  the Pathfinder Chronicles.” He then departs, heading back 
  to the gate to greet any other hopeful adventurers who 
  may have heard of his master’s challenge. Domitilla takes 
  her leave and departs to area A9.
  A7. the Banquet hall 
  (cr 7 or cr 10)
  The ceiling of this grand hall soars twenty feet overhead. 
  An enormous, fifty-foot-long banquet table surrounded 
  by twenty-eight beautifully carved, high-backed chairs 
  dominates the room. Eight full suits of ornate plate armor line 
  the east and west walls, each holding an elaborate if unwieldy 
  halberd. Intricately grilled windows high up on the north and 
  south walls allow ambient light from outside to permeate the 
  large chamber. Two enormous oil paintings in fanciful gilded 
  frames flank the double doors on the west wall, their subjects 
  presiding regally over the hall. On the right is an obese man 
  in voluminous white robes and gloves, with a long black beard 
  of oiled ringlets, and the fingers of both hands bedecked with 
  gems—the quintessential portrait of a Druman Kalistocrat. 
  The portrait on the left depicts a beautiful olive-skinned 
  woman with large dark eyes and raven hair, also clad in white 
  robes and gloves; her hair is held in place by a jeweled circlet, 
  and a veil of coins covers her lower face.
  Seated in every fourth chair (seven in total) is a most 
  unusual diner—a bipedal form clad in expensive black 
  formal wear, with a grotesque, fish-like head, though it 
  
  Pathfinder Society Scenario
  12
  door triggers a stinking cloud trap intended primarily to 
  further shame the wine cellar’s occupant. 
  creatures: Blindfolded, gagged, and tied to a wooden 
  chair in the middle of the wine cellar is Harmidio Besai, 
  clad in a fine silk kimono of a decidedly feminine cut, 
  patterned with lilies. He was unable to employ any of 
  the spells he memorized the morning of the ill-fated 
  negotiations, so they are still committed to his memory. His 
  arcane bonded ring is in the safe at area A13, along with his 
  regular clothing. The scholar is a dyspeptic man devoid of 
  patience, whose bald pate is fringed with disheveled brown 
  hair. He is slight of build, and sports an odd mustache. 
  He is naked but for the kimono. Passad’s wife was wearing 
  this same kimono in honor of the negotiators’ visit, and 
  Besai commented that it reminded him of the robe of a 
  prostitute he once patronized in eastern Minkai. As he had 
  essentially just compared the Kalistocrat’s wife to a whore, 
  the negotiations went downhill from there.
  All Subtiers 
  harmidio Besai 
  Cr 4
  Male middle-aged human expert 3/wizard 2
  LN Medium humanoid (human)
  init +1; Senses Perception +4
  defenSe
  aC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 27 (5 HD; 2d6+3d8++5)
  fort +2, ref +2, Will +10
  offenSe
  Speed 30 ft.
  melee unarmed strike +2 (1d3–1)
  Special attacks hand of the apprentice (7/day)
  Wizard Spells Prepared (CL 2nd; concentration +6)
  1st—burning hands (DC 15), comprehend languages, 
  expeditious retreat, identify
  0 (at will)—acid splash, detect magic, flare (DC 14), read 
  magic, resistance
  taCtiCS
  during Combat If Besai has recovered his arcane bonded 
  ring, spellbook, and spell component pouch, he assists the 
  PCs as best he can in combat, but knows he’s a scholar 
  and academic more than a combatant. He uses his arcane 
  bond to cast mage armor from his spellbook unprepared, 
  and expeditious retreat to escape direct confrontation if he 
  should be engaged in melee.
  morale Besai is uninterested in dying in Passad’s mansion and 
  attempts to flee as soon as he takes damage.
  StatiStiCS
  Str 9, dex 12, Con 12, int 18, Wis 15, Cha 9
  Base atk +3; CmB +2; Cmd 13
  feats Alertness, Iron Will, Scribe Scroll, Skill Focus 
  (Linguistics), Skill Focus (Knowledge [nobility])
  Skills Appraise +12, Diplomacy +4, Intimidate +4, Knowledge 
  (arcana) +12, Knowledge (history) +12, Knowledge (local) +12, 
  Knowledge (nobility) +15, Linguistics +15, Perception +4, 
  Profession (scribe) +10, Sense Motive +12, Spellcraft +12
  Languages Azlanti, Common, Draconic, Dwarven, Elven, 
  Goblin, Kelish, Osiriani, Skald, Tien
  SQ arcane bond (ring)
  Gear (currently in the safe in area a13) dagger, ring of 
  protection +1 (bonded item), spell component pouch, 
  spellbook (contains all 0-level spells, prepared 1st-level 
  spells, and charm person, erase, mage armor, and unseen 
  servant), wayfinder.
  trap: When the trap door to the wine cellar is opened, 
  it activates a stinking cloud trap centered on the center of 
  the trap door, affecting both the cellar and much of the 
  kitchen.
  Stinking Cloud trap  
  Cr 4 
  type magic; Perception DC 28; disable device DC 28
  effeCtS
  trigger touch (opening the trap door); reset none
  effect spell effect (stinking cloud, creature is nauseated while 
  in cloud plus 1d4+1 rounds; Fortitude save DC 15 negates; 
  duration 5 rounds); multiple targets (all creatures in a 20 ft. 
  radius of the trap door, including any creatures in the cellar)
  development: If the PCs trigger the trap and Besai 
  fails his save, they find him spitting mad and sputtering 
  invective when they un-gag him, cursing them for their 
  “inability to disarm even the simplest of traps.” Even 
  without this annoyance, Besai doesn’t verbalize much 
  gratitude for his rescue; instead he complains about the 
  time it took Absalom to send aid. Besai asks if the party 
  has secured the Mutani Manual. If they ask if it’s even 
  here, he responds: “Of course it’s here, you dolts! The fat 
  bastard waved the thing in front of my face before they 
  blindfolded and gagged me!” While Besai aids the party 
  as well as he can in recovering the Mutani Manual (if they 
  haven’t already done so), his assistance comes at the price 
  of the party needing to keep the scholar unharmed and 
  endure his acidic verbal abuse. Note that Besai’s arcane 
  bonded ring is currently in the safe in area A13 and until 
  he retrieves it, he must make concentration checks to cast 
  any of his prepared spells.
  Mission notes: Shadow Lodge faction members likely 
  want to ask Besai to translate the note they were given, but 
  they need to succeed at a DC 20 Diplomacy check before 
  the irritable scholar agrees to do so. The translation 
  reads: “If the white swan swims alone, who will praise 
  its beauty?” Successfully translating the message and 
  returning it to Grandmaster Torch earns Shadow Lodge 
  Pathfinders 1 PP.
  
  The GheneTT Manor GaunTleT
  13
  shallow pool features a meandering pattern created by inlaid 
  multicolored stone chips.
  Touching or crossing the inlaid chips of semiprecious 
  stones that cover the promenade without first speaking 
  the name “Umeda” (Passad’s wife’s name) animates the 
  guardian in this chamber, the creature disguised as a 
  coral formation at the center of the pool. If the PCs enter 
  from the opening in the roof above, the guardian is 
  animated as soon as the first PC touches the floor within 
  the inlaid stone chips. Also note the difficulty of not 
  landing in the water of the pool if entering from the roof.
  A successful DC 18 Knowledge (history or nobility) 
  check identifies the three statues on the western wall 
  as ancient Taldan warrior sentinels, which are typically 
  found in royal tombs. Those to north and south have an 
  oval-cut blue sapphire in their foreheads, worth 1,000 
  gp each, that cannot be removed without damaging the 
  statues (as evidenced by the central one, which is missing 
  its gem and has broken stone from its scarred forehead 
  scattered at its feet). One of the Aspis agents took this 
  jewel as they made their way through the chamber under 
  the effects of spider climb before the team’s leader hissed a 
  command to abstain from further thievery.
  creatures: The chaos beast enslaved to protect this 
  portion of Passad’s manor has disguised itself as a 
  mundane coral sculpture, but can be identified with a 
  successful DC 22 Knowledge (planes) check. The creature 
  ceases its slow and graceful movement and attacks the 
  party ferociously, fighting aggressively and to the death, 
  once they activate it by stepping on the semiprecious 
  stone chips on the floor. The creature tries to keep itself 
  between the PCs and the door to Passad’s study (area 
  A13). This may not be obvious to the PCs at first, but 
  those making a DC 22 Sense Motive check recognize its 
  odd movements as an effort to block the party from the 
  atrium’s southwest corner.
  Subtier 5–6 (cr 7)
  Coral Guardian 
  Cr 7
  Chaos beast (Pathfinder RPG Bestiary 2 54)
  CN Medium outsider (chaotic, extraplanar)
  init +6; Senses darkvision 60 ft.; Perception +13
  defenSe
  aC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
  hp 85 (9d10+36)
  fort +9, ref +8, Will +4
  defensive abilities amorphous, resistant to transformation; 
  Sr 18
  offenSe
  Speed 20 ft.
  melee 4 claws +13 (1d6+3 plus corporeal instability)
  A9. Linens and Storage
  The walls of this storage room are lined with shelving that 
  holds bedding and table linens, a few spare high backed 
  chairs, small tables and a long dresser, cleaning supplies, 
  and other standby items. A pair of extra curtains in need 
  of repair hang on the west wall in the north quadrant of 
  the room, one hiding a locked door (Disable Device DC 15) 
  that leads to the caretakers’ bedchamber (area A10).
  A10. the caretakers’ Quarters
  This neatly appointed bedchamber has a ten-foot ceiling. A 
  comfortable but modest four-poster bed, two large dressers 
  of oak, and a bearskin rug decorate the otherwise austere 
  room of cool stone. In one corner, a thick velvet curtain 
  partially hides an ornate tub for bathing and a marble toilet.
  This is the bedchamber of Gamaradim and Domitilla 
  Po. All of their worldly belongings are here, consisting 
  mostly of clothing and various keepsakes, as well as a 
  small locked chest (Disable Device DC 13) underneath the 
  bed that contains their life savings of 207 gp. Should the 
  PCs make any noise entering, Domitilla, who is appears 
  to be working on the household accounts, lets out a 
  startled cry and hastily covers the ledger. 
  creatures: Gamaradim Po’s wife and fellow caretaker 
  domitilla Po (NG female human commoner 3), a sandy 
  blond-haired woman of 28 years, is altering the household 
  accounts ledger to hide the money she has diverted to an 
  anti-slavery league, assuming herself secure behind the 
  locked door to her private quarters. If the PCs came to 
  blows with her husband or attacked her in area A7, she 
  is instead cowering here for safety, and has moved the 
  heaviest pieces of furniture in front of the door.
  Mission notes: Andoran faction members may find 
  this awkward situation the only opportunity to approach 
  Domitilla Po at their faction’s behest. If they make a 
  successful DC 20 Diplomacy check, she accepts the note 
  provided by their Major Maldris, earning Andoran 
  faction members 1 PP.
  A11. the Atrium (cr 7 or cr 10)
  Light dances on the water of the reflecting pool in this large 
  atrium, the ten-foot-high roof above the pool open to the 
  desert sky. A decorative coral formation sits at the pool’s 
  center, its rocky branches reaching out in all directions, 
  moving slowly to create a mesmerizing animated abstract 
  sculpture. On the western wall, three painted statues stand 
  as vigilant guards, each holding two broad blades. In addition 
  to the double doors to the east, eight sturdy doors of oak 
  open into the skylit chamber from rooms along the north and 
  south walls of the atrium. The marble walkway around the 
  
  Pathfinder Society Scenario
  14
  StatiStiCS
  Str 17, dex 15, Con 16, int 10, Wis 12, Cha 11
  Base atk +9; CmB +12; Cmd 25 (can’t be tripped)
  feats Dodge, Improved Initiative, Mobility, Toughness, 
  Weapon Focus (claw)
  Skills Acrobatics +14 (+10 jump), Climb +15, Escape Artist +14, 
  Perception +13, Stealth +14, Swim +15
  SPeCiaL aBiLitieS
  Corporeal instability (Su) Claw—contact (curse); save Fort 
  DC 17; effect amorphous body and 1 Wisdom drain per 
  round (see below); cure 3 consecutive saves. The save DC is 
  Con-based.
  A creature cursed with an amorphous body becomes 
  a spongy, shapeless mass. Unless the victim manages to 
  control the effect (see below), its shape constantly melts, 
  flows, writhes, and boils. An affected creature is unable to 
  hold or use any item. Clothing, armor, helmets, and rings 
  become useless. Large items worn or carried—armor, 
  backpacks, even shirts—hamper more than help, reducing 
  the victim’s Dexterity score by 4. Speed is reduced to 10 
  feet or one-quarter normal, whichever is less. The victim 
  gains the amorphous quality, but cannot cast spells or use 
  magic items, and it attacks blindly, unable to distinguish 
  friend from foe (–4 penalty on attack rolls and a 50% miss 
  chance, regardless of the attack roll).
  A victim can temporarily regain its own shape by taking 
  a standard action to attempt a DC 15 Will save (this DC 
  does not vary for a chaos beast with different Hit Dice 
  or ability scores). A success reestablishes the creature’s 
  normal form for 1 minute. Spells that change the victim’s 
  shape (such as alter self, beast shape, elemental body, and 
  polymorph) do not remove the curse, but hold the creature 
  in a stable form (which might not be its own form, 
  depending on the spell), and prevent additional Wisdom 
  drain for the duration of the spell; shapechange and 
  stoneskin have a similar effect. The victim takes 1 point of 
  Wisdom drain from mental shock every round that it ends 
  its turn in an amorphous shape—upon being drained to 1 
  Wisdom, further Wisdom drain ceases and the amorphous 
  body effect is permanent until removed via magic (no 
  further number of saving throws can cure the condition at 
  this time).
  resistant to transformation (ex) Transmutation effects, such 
  as polymorphing or petrification, force a chaos beast into a 
  new shape, but at the start of its next turn, it immediately 
  returns to its normal form as a free action.
  Subtier 8–9 (cr 10)
  Coral Guardian 
  Cr 10
  Advanced chaos beast (Pathfinder RPG Bestiary 2 54)
  CN Large outsider (chaotic, extraplanar)
  init +5; Senses darkvision 60 ft.; Perception +16
  defenSe
  aC 20, touch 11, flat-footed 18 (+1 Dex, +1 dodge, +9 natural, 
  –1 size)
  hp 138 (12d10+72)
  fort +13, ref +9, Will +7
  defensive abilities amorphous, resistant to transformation; 
  Sr 21
  offenSe
  Speed 20 ft.
  melee 4 claw +19 (1d8+7 plus corporeal instability)
  Space 10 ft.; reach 10 ft.
  Special attacks corporeal instability (DC 21)
  StatiStiCS
  Str 25, dex 13, Con 20, int 10, Wis 12, Cha 11
  Base atk +12; CmB +20; Cmd 32 (can’t be tripped)
  feats Dodge, Improved Initiative, Iron Will, Mobility, 
  Toughness, Weapon Focus (claw)
  Skills Acrobatics +16 (+12 jump), Climb +22, Escape Artist +16, 
  Perception +16, Stealth +12, Swim +22
  SPeCiaL aBiLitieS
  See Subtier 5–6
  treasure: Should the PCs take either of the two 1,000 
  gp sapphires in the statues’ foreheads here, make note 
  of who steals them, as doing so violates Wulessa Yuul’s 
  instructions. The semiprecious stone chips are firmly 
  fixed in the walkway and are of negligible value if 
  removed. At the center of the pool is a bag dropped by 
  an earlier intruder, a Katapeshi burglar who thought the 
  villa vacant and easy pickings. Po missed the bag when he 
  “tidied up,” and it contains 117 pp, six red spinels (worth 
  50 gp each), a yellow topaz  (worth 500 gp), and a fire opal 
  (worth 500 gp).
  Mission notes: Osirion faction members should want 
  to locate and extract the chaos beast’s bile duct, which 
  requires a successful DC 20 Heal check to accomplish 
  without damaging the organ, to transport back to their 
  faction for 1 PP.
  rewards: If the PCs slay the beast and recover the bag 
  left by the unfortunate burglar, give PCs in either subtier 
  412 gp.
  A12. Guest rooms
  The ceiling of this luxuriously appointed bedchamber is 
  twenty feet high. The room is furnished with a four-poster 
  bed, two large wardrobes of ebony inlaid with rosewood and 
  camphor, a silk upholstered chaise longue, and two leather 
  chairs with a carved table before them. A great rug, the pelt 
  of some exotic beast, lies at the center of the cool stone floor. 
  In one corner, an opaque silk curtain partially hides an ornate 
  tub for bathing and a marble chamber pot.
  
  The GheneTT Manor GaunTleT
  15
  The generous Temel Passad offers this room to his 
  honored guests when they visit him at his Katapeshi 
  retreat. Nothing of interest lies in the bedchambers, but 
  PCs may recuperate and scheme here without fear of any 
  traps or guardians pursuing them.
  A13. Passad’s Study (cr 6 or cr 9)
  A thick rug with interlocking geometric designs covers the 
  marble floor of this lushly appointed office. Two fatly stuffed 
  leather sofas, an enormous desk of red-tinged wood carved 
  with ancient Osirian motifs, and a large high backed chair 
  fitted with colorful silk cushions dominate the northern 
  half of the room. The focus of the southern half is a tall iron 
  safe, black and imposing, angular runic designs painted in 
  gold about its heavy surface. Four statues of roughly worked 
  marble—winged dwarven forms holding lanterns—flank the 
  safe, two to a side. A wood panel at the center of the western 
  wall stands strangely askew, and a whiff of sulphur lingers in 
  the air.
  Various keepsakes and tokens are scattered across 
  Passad’s desk: a marble figurine of a mounted knight 
  fighting a dragon (valued at 175 gp), a crystal globe within 
  which floats a single blue-green feather (130 gp), and a 
  stylized gold letter opener encrusted with semiprecious 
  gems (380 gp), along with various business papers. The 
  statues are of dwarven origin, sentinels traditionally 
  used to decorate the approaches to important buildings 
  in the Five Kings Mountains (DC 18 Knowledge [history]; 
  a result of 25 or better, or a successful DC 20 Appraise 
  check also reveals that all but the statue in the southeast 
  corner are only passable reproductions).
  Examination of the wooden panel reveals that it is a 
  secret door, apparently left open.
  The 6-foot-tall safe of dwarven design has two heavy 
  locking mechanisms on its gilded door (Disable Device DC 
  22 and 25, respectively). Inside the heavy, double-locked 
  iron door is a delicate mesh door of stylized interwoven 
  brass filigree. Opening the interior grate requires no 
  check, but this door is trapped, as detailed below.
  traps: A PC can easily open the safe’s interior brass 
  gate by pulling the frail-looking brass handle, but doing 
  so triggers a pit trap. It is this brass door that must be 
  checked for traps, not the heavy outer door; a successful 
  DC 20 Knowledge (engineering) check or DC 15 Profession 
  (locksmith) check reveals that this delicate second door is 
  not typical of dwarven design. If the PCs trigger the trap, 
  all standing within the 20-foot-square area indicated on 
  the map must make Reflex saves to avoid falling, sustaining 
  injury both from the fall and the three statues and safe 
  that fall on top of them. If the safe falls, its contents spill 
  out and can be found on the floor of the pit.
  Subtier 5–6 (cr 6)
  trapped Safe Pit 
   Cr 6
  type mechanical; Perception DC 25; disable device DC 25
  effeCtS
  trigger location; reset manual
  effect 30-ft.-deep pit (3d6 falling damage) plus 2d6 damage 
  from falling safe and statues; DC 21 Reflex save avoids; 
  multiple targets (all targets in a 20-ft.-square area)
  Subtier 8–9 (cr 9)
  trapped Safe Pit 
   Cr 9 
  type mechanical; Perception DC 28; disable device DC 28 
  effeCtS
  trigger location; reset manual
  effect 30-ft.-deep pit (3d6 falling damage) plus 2d6 damage 
  from falling safe and statues; DC 26 Reflex save avoids; 
  multiple targets (all targets in a 20-ft.-square area)
  
  Pathfinder Society Scenario
  16
  treasure: The contents of the safe include any 
  belongings taken from PCs by Po in area A7, Besai’s arcane 
  bonded ring and regular clothing, three fat volumes of 
  business transactions of the past 3 years, and a pair of iron 
  lock boxes. Inside the first iron lockbox (Disable Device 
  DC 18) are three small bars of platinum (worth 1,500 gp 
  each) and four withdrawal slips, each made out for 2,000 
  gp, which is currently deposited at the Embelliada Bank 
  in Katapesh. Anyone who succeeds at a DC 15 Knowledge 
  (local) check knows that these slips may be taken to the 
  bank and exchanged for cash (should a PC make a DC 28 
  or better on this check, she further understands that these 
  drafts are coded so that only the depositor can legally 
  withdraw the funds—see Development below). The content 
  of the second box is described in Mission Notes below. 
  Note that Pathfinders are prohibited from taking both the 
  art objects in the room and the contents of Passad’s safe, 
  and any PC who does so should be noted as violating Yuul’s 
  decree for reference at the scenario’s conclusion.
  Mission notes: Qadira faction PCs should be interested 
  in the contents of the second lock box (Disable Device 
  DC 20)—a thin volume bound in purple-dyed leather 
  contains the details of clandestine business dealings. 
  Under the entry for 20 Abadius of this year are the name 
  Besar ibn Matarit and the sum of 2,700 gp for “consulting 
  fees, services rendered.” Passing this information on to 
  the Qadira faction garners Qadira faction PCs 1 PP.
  A14. the Safe room
  This once lush room looks as though it served as the lounge 
  of a wealthy man, with long couches and comfortable chairs. 
  The west wall is lined by a large cupboard and bookcase, and 
  a lavish green rug covers most of the floor. The source of the 
  sulphur stench wafting through the manor is lying on the 
  floor: a battered, vaguely humanoid figure of gears and metal, 
  with malodorous yellow-gray fumes seeping from cracks in its 
  motionless form. West of this thing lies a body, bruised and 
  battered. A large hole about eight feet in diameter mars the 
  north wall, as though something exploded out into the room. 
  Sharp bits of metal are embedded in the walls and furniture. 
  The bookcase has also been rummaged through roughly, and 
  a dozen books lie scattered on the floor.
  This room was the villa’s safe room, where Passad 
  and his wife might hide in the event of intruders. The 
  cupboard is filled with all manner of stored food and drink 
  and radiates a strong aura of abjuration and transmutation 
  magic; anything placed within it is permanently preserved 
  from rotting or spoiling. The bookcases are lined with 
  distracting novels, illustrated art books, and other 
  entertaining works. Aspis agents ransacked the shelves 
  looking in vain for the Mutani Manual.
  The Aspis Consortium infiltrators also had the 
  misfortune of triggering the room’s guardian, a clockwork 
  golem, which burst out of its hidden chamber to the north, 
  killing one of the agents before being destroyed.
  treasure: The fallen Aspis agent, a blond-haired 
  human thief named Corlis Maubry, still wears his +2 
  studded leather armor. A broken, now worthless scimitar 
  and a shortbow and quiver containing 20 black-feathered 
  arrows that match those found by the pond at area A4 
  lie beside him. His comrades apparently forgot about the 
  1,000 gp blue sapphire he had stolen earlier. It can be 
  found in a hidden pocket inside the hem of his shirt with 
  a successful DC 22 Perception check and is technically 
  not restricted by Yuul’s prohibition since the PCs did not 
  originally take it. With it are three black pearls (500 gp 
  each) and 6 bloodstones (25 gp each).
  development: Should the PCs employ speak with dead on 
  the corpse, his answers to questions are as brief and cryptic 
  as possible, but they should be able to wrest from him 
  his organization, the number in his party (six including 
  himself at the time of his violent death), and their ultimate 
  goal: retrieving the Mutani Manual for an anonymous 
  party. At the time of his death, he and his companions had 
  not yet found the decoy Mutani Manual in area A17.
  rewards: If the PCs recover the items from Maubry’s 
  corpse, give PCs of either subtier 605 gp.
  A15. Master Bedroom
  This opulent bedroom is fit for a king. The bed is enormous, 
  covered in red and gold satin. Armoires and a dresser of the 
  rarest wood line the north and east walls, and a great rug 
  made of the pelts of several rare beasts covers the marble 
  floor of the chamber’s northern half. Oil paintings in gilded 
  frames hang on the west and south walls, portraits of various 
  Druman notables painted by masters of the art. Comfortable 
  chairs and a table of carved jade sit in the southwest corner. A 
  thin door with a delicate woven screen occupies the center of 
  the west wall, and to its right, a curtain of filmy red silk covers 
  another doorway.
  This is the palatial bedchamber of Passad and his wife. 
  The dresser and armoires are stuffed with extravagantly 
  expensive items of clothing, linens, and other personal 
  belongings. The velvet curtain hides a large bathroom 
  dominated by an octagonal bath built into the marble 
  floor. The screened door leads to Umeda’s boudoir.
  A16. Umeda’s Boudoir
  This large dressing room is no doubt the province of a 
  staggeringly wealthy woman. A magnificent rug, similar in 
  
  The GheneTT Manor GaunTleT
  17
  design to the thick fur rug in the master bedroom, covers most 
  of the marble floor of this room, and the walls are lined with 
  twelve slender marble mannequins, each attired in luxurious 
  clothing. To the south, a padded chair lined with white satin 
  sits before a vanity table of carob wood. Atop the vanity are a 
  number of glass bottles and vials, and a small gilded wooden 
  chest with a key in the lock. An enormous mirror is mounted 
  on the south wall.
  The mannequins in Umeda’s boudoir display her most 
  elegant and expensive outfits, including ornate hats, 
  scarves, and other accessories. The glass vials, 13 in all, are 
  sealed with wax stoppers and contain expensive perfumes. 
  The chest can unlocked using the key resting in its lock, 
  and contains a queen’s ransom worth of cosmetics.
  treasure: Lady Passad always takes her jewelry with 
  her when she departs Ghenett Manor, so none of it is 
  here at the villa. It goes without saying that pilfering 
  her rich clothing (the outfit on each mannequin is worth 
  anywhere between 125–450 gp), perfumes (worth 50–175 
  gp per vial), or cosmetics (475 gp for the full chest) is a 
  violation of Yuul’s directive and should be noted for the 
  scenario’s conclusion.
  Mission notes: Taldor faction PCs are likely interested 
  in the selection of perfumes on the vanity. A successful DC 
  20 Appraise, Craft (alchemy), or Knowledge (nature) check 
  identifies the bottle in which Lady Morilla is interested 
  (they are not labeled), and Taldor faction PCs who deliver 
  it to her at the scenario’s end earn 1 PP. Only this single 
  perfume bottle is permitted to be taken from the premises 
  without incurring penalties at the scenario’s end.
  A17. the Library (cr 6 or cr 9)
  This serene library features three great bookcases eight feet 
  tall running the length of the room, stuffed chairs and a sofa, 
  thick-piled carpets with a subtle design, and three elaborately 
  sculpted marble lecterns in an eastern alcove. Heavy double 
  doors occupy the west wall, crafted from darkly stained oak 
  with gold fixtures. A huge crystal chandelier hangs from the 
  ceiling twenty feet above and glows with magical light.
  The center and southernmost lecterns both display fat, 
  open tomes, entitled Geography and Wildlife of the Mwangi 
  Expanse by Thaddeus the Wanderer and The Sonnets of 
  D’Laedalis the Bard. Both volumes are exquisitely bound 
  and richly illuminated. The northernmost lectern is 
  empty, though the dusty outline of the ghost of an opened 
  volume is plainly visible—Besai, if he is with the party, 
  comments that the Mutani Manual Passad waved at him 
  matched the outline’s dimensions exactly. The intent 
  here is to lead the PCs to believe that someone has taken 
  the Mutani Manual; what the Aspis Consortium party 
  found here is, however, a decoy. The real tome lies hidden 
  in a secret compartment below the lectern. A PC can 
  notice that the floor at the lectern’s base is slightly scuffed 
  with a DC 30 Perception check. Moving the lectern aside 
  (DC 20 Strength check) uncovers a locked metal door, 2 
  feet square and marked with strange sigils. A successful 
  DC 20 Knowledge (arcana) or Spellcraft check reveals the 
  symbols are ancient Azlanti glyphs traditionally placed 
  on the sarcophagi of royals, warning of “cacophonous 
  moral denunciation” for those who disturb the burial; 
  armed with this knowledge, a trap finder can identify and 
  disarm the trap with a +1 circumstance bonus.
  traps: Moving the lectern reveals a locked, sigil-
  covered door in the floor (hardness 5, hp 20, Break DC 20, 
  Disable Device DC 22). Opening the door triggers a sonic 
  blast (affecting all in the room) unless disarmed, and 
  also shatters the chandelier overhead, causing a rain of 
  razor-sharp shards to cascade down on all those standing 
  between the northernmost and southernmost bookcases. 
  Note that casting a silence spell around the trap before it 
  is triggered negates its effects.
  Subtier 5–6 (cr 6)
  Sonic Blast trap  
   Cr 6 
  type magic; Perception DC 30; disable device DC 30 
  effeCtS
  trigger location; reset none
  effect spell effect (heightened shout, 5d6 sonic damage, 
  deafened 2d6 rounds, Fortitude DC 17 for half damage) 
  plus 3d6 damage from falling shards of razor-sharp crystal 
  from the shattered chandelier (DC 19 Reflex save for half 
  damage); multiple targets (sonic: all creatures in the room; 
  falling glass: all creatures between the northernmost and 
  southernmost bookcases)
  Subtier 8–9 (cr 9)
  Sonic Blast trap  
   Cr 9 
  type magic; Perception DC 33; disable device DC 33 
  effeCtS
  trigger location; reset none
  effect spell effect (greater shout, 10d6 sonic damage, stunned 
  for 1 round, deafened 2d6 rounds, Fortitude DC 22 
  negates stunning and halves both damage and duration 
  of deafness) plus 3d6 damage from falling shards of razor-
  sharp crystal from the chandelier (DC 24 Reflex save for half 
  damage); multiple targets (sonic: all creatures in the room; 
  falling glass: all creatures between the northernmost and 
  southernmost bookcases)
  treasure: The Mutani Manual of Martial Mastery, 
  located in the hidden compartment beneath the trapdoor, 
  
  Pathfinder Society Scenario
  18
  is 14 inches tall, 10 inches wide, and 4 inches thick, 
  bound in red-tinted leather, and features an embossed 
  pair of nunchaku on the cover. The book’s contents are 
  written in an archaic dialect of Tien script that requires 
  a DC 30 Linguistics check to translate, but the beautiful 
  illustrations leave no doubt as to its pedigree. The locked 
  chest beneath the Mutani Manual should be of interest to 
  Grand Lodge faction members.
  The books on the lecterns are worth 1,000 gp apiece. 
  The 350 other books in the library cover myriad subjects 
  and are worth between 25 gp and 225 gp apiece. Taking 
  any of these volumes violates Yuul’s prohibition and 
  should be noted for the scenario’s conclusion.
  development: If Besai is with the party when they 
  recover the true Mutani Manual, he deems it authentic and 
  arrogantly insists on carrying it himself. Of course, there 
  is little the scholar can do to prevent the PCs from holding 
  on to it, though they will have to tolerate his strident 
  harangues if they refuse him. However, if the PCs have not 
  yet encountered the Aspis agents, Besai’s loud insistence 
  that he keep the manual himself may be overheard by the 
  rivals if they are in the adjacent greenhouse (see area A18), 
  and they consequently barge into the library and fight 
  for possession of the real tome (see the description of the 
  Aspis confrontation on page 19).
  If the Aspis Consortium party is in the adjacent 
  greenhouse (area A18) and they overhear the PCs, Besai, 
  or the sonic blast trap, they take precautions and bar 
  the door with a gardening implement. The barred door 
  requires a DC 20 Strength check to break open. If the 
  Apsis agents are not in the greenhouse or the PCs manage 
  to keep quiet enough that the rival party doesn’t know of 
  them, the door is closed, but not locked or barred.
  Mission notes: The locked chest (Disable Device DC 20) 
  beneath the Mutani Manual contains an unmarked volume 
  bound in ragged and weathered leather with two faded 
  words scrawled on the spine: The Lost Fifth. It is further 
  bound with heavy twine. Should the PCs disobey Venture-
  Captain Valsin’s instruction and peek at the contents 
  (which requires cutting off the twine), they see that it is 
  a personal account of the contents of the mysterious fifth 
  volume of the Pathfinder Chronicles by an anonymous writer 
  claiming to have read it before it disappeared without a 
  trace from his collection; many of the claims are spurious 
  at best, though without anything to compare the contents 
  against, there is no way for the PCs to verify the account. 
  Grand Lodge faction members who return this volume to 
  Ambrus Valsin without reading it earn 1 PP.
  A18. Greenhouse (cr 8 or cr 11)
  This humid, half-domed chamber is filled with greenery and 
  flowering plants of every description. Murky, pale green glass 
  runs between a network of thin, vinelike iron ribs. Large 
  planters throughout the room hold verdant trees that reach 
  nearly to the ceiling more than twenty feet above, and potted 
  flowers burst forth from beautifully glazed ceramic vessels in 
  a riotous explosion of vivid color. The shiny, gray metal doors 
  to the west are smooth and polished, free of the sigils found 
  on the manor’s other exterior doors, but six gems, each of 
  a different color, grace the right door’s otherwise smooth 
  surface in a seemingly random pattern.
  The glass of the greenhouse is specially ensorcelled 
  for strength to protect it against the harsh winds of 
  Katapesh’s seasonal windstorms (and against intruders 
  attempting to break in, of course). Each glass panel is 
  about 3 feet tall and 2 feet wide, and has hardness 10, 30 
  hp, and Break DC 25).
  The six gems molded into the door to area A19 serve 
  as a puzzle to open the otherwise handleless portal. 
  The locking mechanism, augmented by an arcane lock 
  spell, is located completely within the solid metal doors, 
  making it extremely difficult to open without using the 
  gem-keys (Disable Device DC 30 in Subtier 5–6; DC 35 in 
  Subtier 8–9). The gem-keys are agate (blue), amethyst 
  (purple), beryl (red), citrine (yellow), garnet (orange), and 
  jade (green). Pressing any two primary-colored stones 
  simultaneously followed by the stone corresponding to 
  the combination of their colors (red and blue followed 
  by purple, red and yellow followed by orange, or blue 
  and yellow followed by green) unlocks the door for 10 
  minutes. Entering a combination is a move action that 
  provokes attacks of opportunity.
  Lying at the foot of the heavy shrub near the center 
  of the greenhouse is the headless corpse of a priestess 
  of Asmodeus, judging by her vestments. The bloodied 
  long neck of a strange serpentine beast extends from the 
  shrub’s thick growth and lies lifeless on the floor as well. 
  A forked tongue spills from its fanged mouth along with 
  a gush of red-black ichor, and closer inspection reveals it 
  is an actual part of the shrub, some bizarre carnivorous 
  plant, slain after it decapitated the cleric. If the PCs 
  investigate the corpse, they can locate an incongruous 
  symbol of Iomedae hidden under her exterior vestments. 
  She is wearing a suit of damaged leather armor (with the 
  broken condition); any other items of worth have been 
  removed by her erstwhile comrades.
  creatures: If the PCs enter this room first, either by 
  breaking the glass or opening the door from outside 
  (since the gem-keys are only located on the inside surface), 
  they find the room devoid of living creatures other than 
  the non-threatening plants that fill the greenhouse.
  If, however, the PCs have already progressed through 
  the manor and come into the greenhouse from the library 
  (area A17), they finally catch up to the four surviving 
  
  The GheneTT Manor GaunTleT
  19
  Aspis Consortium agents who absconded with the decoy 
  Mutani Manual. Leading the troop is Livilla Cosmopoli, 
  a starsoul sorcerer. She is assisted by half-elf alchemist 
  Lorenzo Boshe and twin fighters Shem and Pothes 
  Albiadi. Combat statistics for all four members of the 
  party can be found in the Aspis Confrontation encounter, 
  which begins below. If the PCs encounter the Aspis agents 
  here, two situations influence how the combat starts. 
  The Aspis party is aware of the PCs: If the PCs triggered 
  the sonic blast trap in area A17 or made enough noise 
  that the Aspis agents know they were in the adjacent 
  room, fighters Shem and Pothes place a heavy wooden 
  hoe through the handles of the doors to the library and 
  flank those doors, waiting for the PCs to break through. 
  Lorenzo the alchemist kneels on one knee at the gem-keys 
  attempting to crack the code. Livilla hides behind plants 
  so the PCs, entering from the library doorway, cannot see 
  her. Lorenzo’s first action is to press the jade stone and 
  open the doors (having just decoded the mechanism); 
  he then heads out into the hedge garden in area A19. He 
  and Livilla both use the manicured hedge “columns” as 
  shelter from which to attack the PCs. Once they are out 
  of the greenhouse, the twins fight as rear guard, moving 
  outside as well.
  The Aspis party is unaware of the PCs: Shem and Pothes 
  stand with their backs to the library doors (which are 
  unlocked and unbarred), examining the slain carnivorous 
  plant more closely. Lorenzo works to open the door to 
  the garden and Livilla watches his actions closely. Their 
  actions are identical to those noted above, though they 
  cannot act on the surprise round.
  The Aspis party overhears Besai demanding the Mutani 
  Manual: The Aspis agents realize they may have grabbed 
  the wrong book, and twin fighters Shem and Pothes 
  storm through the library doors, attacking the nearest 
  PCs. Livilla casts mage armor on herself, then she and 
  Lorenzo stand side by side in the doorway, casting spells 
  and hurling alchemical attacks from there. The agents’ 
  goal is obtaining the Mutani Manual, and they focus their 
  efforts on removing obstacles between them and the tome 
  before assaulting whoever possesses it. As soon as one of 
  them has it, he gives it to Livilla, who then employs blink, 
  making her way out into the hedge garden after pressing 
  a correct combination of stones on the greenhouse door 
  (with a 50% chance of success for each try, as she doesn’t 
  know the combination).
  Mission notes: Silver Crusade faction PCs will want 
  to investigate the corpse of the Asmodean priest—this is 
  unfortunately the body of undercover agent Thaemis, and 
  she has a scroll tube secreted on her person containing a 
  report for her superiors. Silver Crusade faction PCs earn 
  1 PP for locating this message (Perception DC 20) and 
  passing it on as requested.
  A19. Garden and fountains
  A paved patio of octagonal stones of  dusky purple and pink 
  abuts the doors, two slabs of shiny gray metal whose surfaces 
  are etched with strange designs. The portal lacks a handle 
  or obvious means of opening it. The large flower beds are 
  planted with exotic and colorful flora; their brick edges are a 
  foot high, and the flowers themselves are a further foot and a 
  half tall. Flanking the flower beds to the north and south are 
  sculpted hedges that surround two ornate marble fountains.
  Should the PCs attempt to enter Ghenett Manor by 
  breaking into the greenhouse here, you can find the stats 
  for the glass and the door in area A18.
  creatures: If the PCs scale the wall at the west end 
  of the manor and explore the manicured garden before 
  entering the house itself, the hell hounds from area A3 
  instead attack them here, using the same tactics. Should 
  the encounter with the Aspis party in area A18 spill out 
  into this area, Livilla and Lorenzo employ the tall center 
  hedges of the garden as shelter from which to hurl spells 
  and alchemical compounds while Shem and Pothes 
  engage the party more directly.
  Mission notes: A DC 20 Perception check reveals a 
  scroll tube secreted in the center flower bed, which should 
  be of interest to members of the Sczarni faction. The 
  scroll within is covered with a long series of numbers; 
  the coded message is indecipherable. Returning this to 
  the Sczarni in Absalom earns faction members 1 PP.
  Aspis confrontation (cr 8 or cr 11)
  Regardless of where the PCs encounter the rival Aspis 
  Consortium party—whether in the greenhouse in area 
  A18 or on the manor’s grounds as the Pathfinders attempt 
  to make their escape—the final encounter of the scenario 
  should be the confrontation between the rival groups. 
  If the Aspis agents are attempting their escape from the 
  manor in area A18 while the PCs are in the library, use 
  the tactics listed in that encounter for running the four 
  surviving Aspis members. If, however, the PCs encounter 
  the rival party elsewhere in the manor grounds, use the 
  tactics listed below.
  creatures: Of the six Aspis Consortium agents sent to 
  Ghenett Manor to retrieve the Mutani Manual, only four 
  have survived to encounter the PCs. The group’s leader 
  is Livilla Cosmopoli, a starsoul sorcerer from Nisroch. 
  She is assisted by half-elf alchemist Lorenzo Boshe of 
  Ostenso and twin fighters Shem and Pothes Albiadi from 
  Sedeq. Unless they have reason to think otherwise (such 
  as overhearing Besai speak of the Pathfinders’ discovery 
  of the real Mutani Manual), the Aspis agents believe the 
  volume in their possession to be the genuine article, and 
  they fight to defend it. If, however, they suspect their 
  
  Pathfinder Society Scenario
  20
  tome to be a fake, they attack the Pathfinders in order to 
  obtain the real Mutani Manual.
  Subtier 5–6 (cr 8)
  Shem and Pothes albiadi (2) 
  Cr 3
  Male human fighter 4
  NE Medium humanoid (human)
  init +5; Senses Perception +0
  defenSe
  aC 19, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 dodge, 
  +1 shield)
  hp 42 each (4d10+16)
  fort +7, ref +3, Will +2; +1 vs. fear
  defensive abilities bravery +1
  offenSe
  Speed 30 ft.
  melee mwk warhammer +10 (1d8+6/×3)* or
  mwk longsword +10 (1d8+6/19–20)**
  ranged shortbow +5 (1d6/×3)
  taCtiCS
  during Combat Shem and Pothes know their place as front-
  line combatants and have no fear of wading into melee 
  combat while the rest of their party supports them from a 
  safe distance.
  morale Each Albiadi brother attempts to flee when reduced to 
  10 hit points or if the other brother falls.
  StatiStiCS
  Str 18, dex 13, Con 14, int 8, Wis 10, Cha 12
  Base atk +4; CmB +8; Cmd 20
  feats Dodge, Improved Initiative, Power Attack, Toughness, 
  Weapon Focus (warhammer* or longsword**), Weapon 
  Specialization (warhammer* or longsword**)
  Skills Intimidate +8, Survival +7
  Languages Common, Kelish
  SQ armor training 1
  Combat Gear potions of cure light wounds (2), potion of 
  cure moderate wounds, potion of delay poison, potion of 
  endure elements, potion of hide from undead; other Gear 
  breastplate, light steel shield, masterwork longsword**, 
  shortbow with 20 arrows, masterwork warhammer*, cloak 
  of resistance +1, 48 gp
  * Indicates statistics exclusive to Shem.
  ** Indicates statistics exclusive to Pothes.
  Lorenzo Boshe 
  Cr 3
  Male half-elf alchemist 4 (Pathfinder RPG Advanced Player’s 
  Guide 26)
  NE Medium humanoid (elf, human)
  init +2; Senses low-light vision; Perception +8
  defenSe
  aC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 25 (4d8+4)
  fort +5, ref +6, Will +0; +2 vs. enchantments, +2 vs. poison
  offenSe
  Speed 30 ft.
  melee mwk short sword +6 (1d6+2/19–20 plus poison)
  ranged bomb +6 (2d6+3 fire)
  Special attacks bomb 7/day (2d6+3 fire, DC 15)
  alchemist extracts Known (CL 4th)
  2nd—cure moderate wounds, lesser restoration
  1st—comprehend languages, cure light wounds, detect secret 
  doors, true strike
  taCtiCS
  Before Combat If Lorenzo is aware of the PCs and isn’t 
  occupied with another task, he drinks his daily mutagen, 
  increasing his Constitution. He always coats his short sword 
  with a dose of greenblood oil at the start of the day, and has 
  thus far avoided using it in the party’s previous encounters.
  during Combat Lorenzo tries to stay behind the heavily 
  armored brothers, preferring to throw bombs from range.
  morale Lorenzo fights to the death, completely dedicated to 
  the task at hand, even if it costs him his life. That is, after 
  all, what he signed on for.
  StatiStiCS
  Str 14, dex 14, Con 12, int 17, Wis 8, Cha 10
  Base atk +3; CmB +5; Cmd 18
  feats Brew Potion, Dodge, Point Blank Shot, Skill Focus 
  (Disable Device), Throw Anything
  Skills Appraise +10, Craft (alchemy) +10, Disable Device +12, 
  Heal +6, Knowledge (arcana) +10, Perception +8, Spellcraft 
  +10, Use Magic Device +7; racial modifiers +2 Perception
  Languages Common, Elven, Infernal
  SQ alchemy (alchemy crafting +4, identify potions), discoveries 
  (extend potion 3/day, infusion), elf blood, mutagen (+4/–2, 
  +2 natural armor, 40 minutes), poison use, swift alchemy
  Combat Gear potions of cure light wounds (3), greenblood oil 
  (2 doses); other Gear +1 leather armor, masterwork short 
  sword, 4 chrysoberyls (100 gp each, 30 gp, 20 pp)
  Livilla Cosmopoli 
  Cr 6
  Female human sorcerer 7
  LE Medium humanoid (human)
  init +1; Senses low-light vision, Perception +1
  defenSe
  aC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
  hp 41 (7d6+14)
  fort +4, ref +5, Will +10
  resist cold 5, fire 5
  offenSe
  Speed 30 ft.
  melee mwk dagger +3 (1d4–1/19–20)
  ranged light crossbow +4 (1d8/19–20)
  Bloodline Spell-Like abilities (CL 7th; concentration +11)
  7/day—minute meteors (1d4+3 fire, Reflex DC 17 negates)
  Sorcerer Spells Known (CL 7th; concentration +11)
  
  Livilla Cosmopoli
  The GheneTT Manor GaunTleT
  21
  3rd (5/day)—blink, haste, lightning bolt (DC 19)
  2nd (7/day)—ghoul touch (DC 16), glitterdust (DC 16), mirror 
  image, scorching ray
  1st (7/day)—burning hands (DC 17), color spray (DC 15), 
  mage armor, magic missile, ray of enfeeblement 
  (DC 15), unseen servant
  0 (at will)—acid splash, detect magic, flare  
  (DC 16), ghost sound, ray of frost, read 
  magic, resistance
  Bloodline Starsoul*
  taCtiCS
  Before Combat Livilla cast mage armor on 
  herself at the start of the day and the 
  effects have not yet worn off (included 
  in her stats). If she is aware of the PCs, 
  she casts blink and mirror image if she 
  has time.
  during Combat Livilla casts haste to give 
  her allies a leg up on the PCs, and 
  to give herself more mobility. She 
  uses her increased speed to avoid 
  attackers and line up to get as 
  many targets as she can in her 
  lightning bolts and to get clear 
  shots with scorching ray.
  morale As long as Livilla believes 
  she has the true Mutani Manual, she 
  fights to the death to defend it. If she 
  knows hers is a fake, she fights to the death to retrieve the 
  true book from the PCs.
  StatiStiCS
  Str 8, dex 13, Con 10, int 14, Wis 12, Cha 18
  Base atk +3; CmB +2; Cmd 14
  feats Dodge, Empower Spell, Eschew Materials, Greater 
  Spell Focus (evocation), Iron Will, Spell Focus (evocation), 
  Toughness
  Skills Appraise +9, Bluff +14, Intimidate +14, Knowledge 
  (arcana) +12, Knowledge (nature) +8, Spellcraft +12
  Languages Abyssal, Common, Shadowtongue
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility, wand of vampiric touch (5 charges); other Gear 
  light crossbow with 10 bolts, masterwork dagger, cloak of 
  resistance +2, false Mutani Manual of Martial Mastery, violet 
  garnet (500 gp, 50 pp)
  SPeCiaL aBiLitieS
  Bloodline arcana (Su) Whenever Livilla casts an evocation 
  spell, targets that fail their saves are dazzled by tiny 
  sparkling starlights for 1 round per level of the spell.
  minute meteors (Sp) Livilla can summon a rain of tiny 
  meteorites as a standard action to fall in a 5-foot column, 
  30 feet high, with a range of 30 feet. The meteors deal 
  1d4+3 points of fire damage. A DC 17 Reflex save negates 
  this damage.
  Voidwalker (ex) Livilla gains low-light vision and resistance 
  cold and fire 5 (already included in her stats).
  * See the Advanced Player’s Guide.
  Subtier 8–9 (cr 11)
  Shem and Pothes albiadi (2) Cr 5
  Male human fighter 6
  NE Medium humanoid (human)
  init +5; Senses Perception +0
  defenSe
  aC 21, touch 12, flat-footed 19 (+7 
  armor, +1 Dex, +1 dodge, +2 shield)
  hp 61 each (6d10+24)
  fort +8, ref +4, Will +3; +2 vs. fear
  defensive abilities bravery +2
  offenSe
  Speed 30 ft.
  melee mwk warhammer +13/+8 
  (1d8+7/×3)* or
  mwk longsword +13/+8 (1d8+7/19–20)**
  ranged shortbow +7/+2 (1d6/×3)
  Special attacks weapon training 
  (hammers +1* or heavy blades +1**)
  taCtiCS
  during Combat Shem and Pothes 
  Albiadi know their place as front-line 
  combatants, and they don’t hesitate to use their 
  bodies to create a barrier between their foes and their 
  allies. They take special effort to harry spellcasters, using 
  their Step Up feat to close on casters and their Disruptive 
  feat to increase the DC for casting defensively within  
  their reach.
  morale Either brother attempts to flee if reduced to 15 hit 
  points or fewer, or if his brother falls in combat.
  StatiStiCS
  Str 18, dex 13, Con 14, int 8, Wis 10, Cha 12
  Base atk +6; CmB +10; Cmd 22
  feats Disruptive, Dodge, Improved Initiative, Power Attack, 
  Step Up, Toughness, Weapon Focus (warhammer* or 
  longsword**), Weapon Specialization (warhammer* or 
  longsword**)
  Skills Intimidate +10, Survival +9
  Languages Common, Kelish
  SQ armor training 1
  Combat Gear potions of cure light wounds (2), potion of cure 
  moderate wounds, potion of delay poison, potion of endure 
  elements, potion of hide from undead; other Gear +1 
  breastplate, +1 light steel shield, masterwork longsword**, 
  shortbow with 20 arrows, masterwork warhammer*, cloak 
  of resistance +1, 48 gp
  * Indicates statistics exclusive to Shem.
  ** Indicates statistics exclusive to Pothes.
  
  Pathfinder Society Scenario
  22
  Lorenzo Boshe 
  Cr 6
  Male half-elf alchemist 7 (Pathfinder RPG Advanced Player’s 
  Guide 26)
  NE Medium humanoid (elf, human)
  init +2; Senses low-light vision; Perception +11
  defenSe
  aC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge) 
  hp 42 (7d8+7)
  fort +6, ref +7, Will +3; +2 vs. enchantments+4 vs. poison
  offenSe
  Speed 30 ft.
  melee +1 short sword +8 (1d6+3/19–20 plus poison)
  ranged bomb +8 (4d6+3 fire)
  Special attacks bomb 12/day (4d6+3 fire, DC 16)
  alchemist extracts Known (CL 7th)
  3rd—fly, heroism
  2nd—cat’s grace, cure moderate wounds, darkvision, lesser 
  restoration
  1st—comprehend languages, cure light wounds, detect secret 
  doors, detect undead, true strike
  taCtiCS
  Before Combat If Lorenzo is aware of the PCs and isn’t 
  occupied with another task, he drinks his daily mutagen, 
  increasing his Constitution. He always coats his short sword 
  in two doses of large scorpion venom at the start of the day 
  (using his concentrate poison discovery), and has thus far 
  avoided using it in the party’s previous encounters.
  during Combat Lorenzo tries to stay behind the heavily 
  armored brothers, preferring to throw bombs from range.
  morale Lorenzo fights to the death, completely dedicated to 
  the task at hand, even if it costs him his life. That is, after 
  all, what he signed on for.
  StatiStiCS
  Str 14, dex 14, Con 12, int 17, Wis 8, Cha 10
  Base atk +5; CmB +7; Cmd 20
  feats Brew Potion, Dodge, Extra Bombs, Iron Will, Point 
  Blank Shot, Skill Focus (Disable Device)B, Throw Anything
  Skills Appraise +13, Craft (alchemy) +13, Disable Device +15, 
  Heal +9, Knowledge (arcana) +13, Perception +11, Spellcraft 
  +13, Use Magic Device +10; racial modifiers +2 Perception
  Languages Aklo, Common, Elven, Infernal, Undercommon
  SQ alchemy (alchemy crafting +7, identify potions), mutagen 
  (+4/–2, +2 natural armor, 70 minutes), discoveries 
  (concentrate poison, extend potion 3/day, infusion), poison 
  use, swift alchemy, swift poisoning, elf blood
  Combat Gear oil of align weapon, potion of bull’s strength, 
  potions of cure light wounds (2), potion of cure moderate 
  wounds; other Gear +1 leather armor, +1 short sword, 7 
  chrysoberyls (100 gp each, 45 pp)
  SPeCiaL aBiLitieS
  Concentrate Poison Because Lorenzo used his concentrate 
  poison discovery when he applied poison to his sword, it 
  is a stronger dose than normal large scorpion venom: save 
  Fortitude DC 19; frequency 1/round for 9 rounds; effect 1d2 
  Str damage; cure 1 save.
  Livilla Cosmopoli 
  Cr 9
  Female human sorcerer 10
  LE Medium humanoid (human)
  init +2; Senses Perception +1
  defenSe
  aC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, 
  +1 dodge, +1 natural)
  hp 57 (10d6+20)
  fort +5, ref +7, Will +12
  offenSe
  Speed 30 ft.
  melee mwk dagger +5 (1d4–1/19–20)
  ranged light crossbow +7 (1d8/19–20)
  Bloodline Spell-Like abilities (CL 10th; concentration +14)
  7/day—minute meteors (1d4+5, Reflex DC 19 negates)
  aurora borealis (DC 19, 10 rounds)
  Sorcerer Spells Known (CL 10th; concentration +14)
  5th (3/day)—cone of cold (DC 21)
  4th (6/day)—call lightning storm (DC 20; dealing fire 
  damage, damage increased outdoors at night), crushing 
  despair (DC 18), ice storm
  3rd (7/day)—blink, fireball (DC 19), haste, lightning bolt (DC 19)
  2nd (7/day)—false life, ghoul touch (DC 16), glitterdust (DC 16), 
  mirror image, scorching ray
  1st (7/day)—burning hands (DC 17), color spray (DC 15), 
  mage armor, magic missile, ray of enfeeblement (DC 15), 
  unseen servant
  0 (at will)—arcane mark, acid splash, detect magic, flare 
  (DC 16), ghost sound, mage hand, ray of frost, read 
  magic, resistance
  Bloodline Starsoul*
  taCtiCS
  Before Combat Livilla has already cast mage armor on herself 
  (included in her stats), and if she knows combat is coming, 
  she prepares for battle by casting false life, blink, and mirror 
  image. 
  during Combat Livilla opens combat with haste, using her 
  enhanced speed to avoid attackers and position herself to 
  best assault her enemies with ranged evocation spells. If her 
  foes position themselves such that she has no opportunity to 
  use cone of cold against them, she uses her 5th-level slots to 
  cast quickened magic missiles and rays of enfeeblement each 
  round until she has expended all her 5th-level spell slots.
  morale As long as Livilla believes she has the true Mutani 
  Manual, she fights to the death to defend it. If she suspects 
  hers is a fake, she fights to the death to retrieve the true 
  book from the PCs.
  StatiStiCS
  Str 8, dex 14, Con 10, int 14, Wis 12, Cha 18
  Base atk +5; CmB +4; Cmd 18
  
  The GheneTT Manor GaunTleT
  23
  feats Dodge, Empower Spell, Eschew Materials, Greater Spell 
  Focus (evocation), Iron Will, Quicken Spell, Spell Focus 
  (evocation), Toughness
  Skills Appraise +9, Bluff +17, Intimidate +17, Knowledge 
  (arcana) +15, Knowledge (nature) +11, Spellcraft +15
  Languages Abyssal, Common, Shadowtongue
  SQ Voidwalker
  Combat Gear potion of cure serious wounds, potion of fly, potion 
  of invisibility, wand of vampiric touch (7 charges); other Gear 
  light crossbow with 10 bolts, masterwork dagger, amulet 
  of natural armor +1, cloak of resistance +2, ring of protection 
  +1, false Mutani Manual of Martial Mastery, 3 violet garnets 
  (500 gp each), 50 pp
  SPeCiaL aBiLitieS
  aurora Borealis (Sp) Livilla can create a sheet of cascading 
  colors that acts as a wall of fire, but that deals cold damage 
  and does not radiate heat. One side of the aurora designated 
  by her fascinates creatures within 10 feet, up to a maximum 
  of 20 HD of creatures. A DC 19 Will save negates this 
  fascinate effect. She may use this ability for 10 rounds per 
  day. These rounds do not need to be consecutive.
  Bloodline arcana (Su) Whenever Livilla casts an evocation 
  spell, targets that fail their saves are dazzled by tiny 
  sparkling starlights for 1 round per level of the spell.
  minute meteors (Sp) Livilla can summon a rain of tiny 
  meteorites as a standard action to fall in a 5-foot column, 
  30 feet high, with a range of 30 feet. The meteors deal 
  1d4+6 points of fire damage. A DC 19 Reflex save negates 
  this damage.
  Voidwalker (ex) Livilla gains low-light vision and resistance 
  cold and fire 5 (already included in her stats), and she does 
  not need to breathe, as if wearing a necklace of adaptation.
  * See the Advanced Player’s Guide.
  treasure: The false Mutani Manual of Martial Mastery in 
  Livilla’s possession has an outer appearance identical to 
  that of the real Mutani Manual. However, the text is written 
  in a western script, though it appears to be in an unknown 
  language. Those who are not fluent in Tien may be fooled, 
  but a successful DC 25 Linguistics check reveals that the 
  book is written not a real language and is undoubtedly a 
  decoy; anyone who speaks Tien receives a +5 bonus on this 
  check. Use of comprehend languages fails to decipher the 
  book, as it isn’t written in a real language, but allows a DC 20 
  Sense Motive check to determine that this is likely a decoy. 
  If the PCs allow Besai to verify the book when they take it 
  from the Aspis agents, he quickly recognizes that it’s a fake, 
  but he has no idea where they might find the true book.
  rewards: If the PCs defeat Livilla and her Aspis cohorts, 
  reward each subtier thusly:
  Subtier 5–6:
  Give each player 1,378 gp.
  Subtier 8–9:
  Give each player 2,698 gp.
  ConCLuSion
  The PCs should have no trouble hitching a ride with an 
  eastbound caravan on its way to Katapesh after securing 
  both the Mutani Manual and cantankerous scholar. If 
  they encounter the caretakers (assuming they didn’t 
  come to blows earlier in the adventure), Po congratulates 
  them and tells them, cryptically, that his master will be 
  very pleased. Of course, if the PCs bring the false tome 
  to Farseer Tower, because the PCs did not uncover the 
  true Mutani Manual and didn’t allow Besai to inspect it, 
  Venture-Captain Yuul’s resident experts quickly discover 
  the error and the venture-captain informs the PCs of 
  their embarrassing failure. 
  The Pathfinders are closely questioned during their 
  debriefing to ascertain whether they took any forbidden 
  items from Ghenett Manor (note that items related to 
  faction missions are excluded). If they admit their guilt 
  and hand over the items, they are sternly reprimanded, 
  but are still awarded 1 PP provided they have met the 
  rest of the success conditions. If anyone has stolen items 
  and does not admit it, Yuul’s truthseekers uncover the 
  facts using a manifest of the manor’s contents obtained 
  from an insurance broker in Katapesh and liberal use of 
  locate object as well as other divinations. Any stolen items 
  are confiscated, and the offending Pathfinder receives 
  a severe dressing down for disobedience, forfeiting the 
  Prestige Point for the overall mission. 
  The only stolen items that can’t be detected are the 
  deposit slips drawing on the Embelliada Bank (from 
  the safe at area A13). These go unnoticed if the PCs fail 
  to declare them, as their existence in the manor was 
  not documented. If and when the PCs indicate they are 
  headed to the Embelliada Bank, they are arrested and the 
  Pathfinder Society has to bail them out. Such PCs forfeit 
  their Prestige Point for successfully completing the 
  mission and earn a disparaging nickname throughout 
  the Society: “Embezzler of Embelliada.”
  The PCs receive no gratitude from Besai, who 
  has nothing but petty and caustic criticism for the 
  Pathfinders’ skills and conduct no matter how delicately 
  they treated him. Yuul, however, reveals to the PCs that 
  an “unnamed benefactor” had offered a reward for Besai’s 
  safe return. This benefactor was none other than Temel 
  Passad, though even Venture-Captain Yuul isn’t aware 
  of this; similarly, the Aspis Consortium doesn’t know 
  that Passad was the anonymous client that hired them 
  to steal the book from his manor. What strange game 
  the Kalistocrat is playing is beyond the scope of this 
  adventure. In Subtier 5–6, the total reward for Besai’s 
  
  Pathfinder Society Scenario
  24
  emancipation is 1,500 gp, while in Subtier 8–9, the reward 
  is a staggering 10,728 gp.
  rewards: If the PCs returned Besai to Farseer Tower in 
  one piece, reward each subtier thusly:
  Subtier 5–6:
  Give each player 250 gp.
  Subtier 8–9:
  Give each player 1,788 gp.
  Success conditions
  In order to satisfy the Decemvirate and Venture-Captain 
  Yuul, the PCs must return a living, breathing Harmidio 
  Besai to Farseer Tower in Katapesh along with the real 
  Mutani Manual. Doing so earns all PCs 1 PP except 
  in one situation: any PC who stole from the manor is 
  admonished by the Society and foregoes his Prestige 
  Point for the scenario, regardless of the party’s success or 
  failure at the primary mission.
  faction Missions
  The PCs may earn prestige from their respective factions 
  for completing the tasks listed  below during the course 
  of the adventure.
  Andoran faction: Andoran faction PCs who successfully 
  deliver the letter to Domitilla Po in area A10 earn 1 PP.
  cheliax faction: Cheliax faction PCs who recover the 
  iron collar from the infernal guardian on the manor 
  grounds (area A3) unsullied by the beast’s blood earn 1 PP.
  Grand Lodge faction: Grand Lodge faction PCs who 
  return the ragged leather book from beneath the Mutani 
  Manual in area A17 unopened earn 1 PP.
  Lantern Lodge faction: Lantern Lodge faction PCs 
  who ascertain the pedigree of the statues in area A5 earn 
  1 PP.
  osirion faction: Osirion faction PCs who successfully 
  recover the bile duct of the chaos beast in area A11 earn 
  1 PP.
  Qadira faction: Qadira faction PCs who note the 
  information contained in the second locked box in the 
  iron safe in Passad’s study (area A13) earn 1 PP.
  Sczarni faction: Sczarni faction PCs who recover the 
  scroll tube from the center flower bed in area A19 earn 
  1 PP.
  Shadow Lodge faction: Shadow Lodge faction PCs who 
  convince Besai to translate the Tien note earn 1 PP.
  Silver crusade faction: Silver Crusade faction PCs who 
  obtain the hidden report from the corpse of Thaemis in 
  the greenhouse (area A18) earn 1 PP.
  taldor faction: Taldor faction PCs who obtain the 
  correct bottle of perfume from Umeda’s boudoir (area 
  A16) earn 1 PP.
  
  The GheneTT Manor GaunTleT
  25
  oPen Game LiCenSe Version 1.0a
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  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder Society Scenario #3–03: The Ghenett Manor Gauntlet © 2011, Paizo 
  Publishing, LLC; Author: Mike Shel.
  Pathfinder Society Scenario #3–03:  
  The Ghenett Manor Gauntlet
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
  Pathfinder Society Scenario
  26
  Agent of Liberty,
  It is my understanding that you journey to a property owned by Temel Passad in Katapesh. Enclosed with this 
  note is a letter intended only for the eyes of a clandestine contact in the nascent underground anti-slavery 
  league in Katapesh who also happens to be the wife of that property’s caretaker. Her husband has no idea 
  that she is involved and would disapprove of this activity—do not attempt to pass it to her in her husband’s 
  presence. She is understandably guarded, and you will no doubt need to employ some measure of finesse to 
  persuade her to accept this missive from a stranger. Please exercise care.
  For Freedom!
  Major Colson Maldris
  Sweetest of My Slaves,
  It has come to my attention that you depart for a villa belonging to the Kalistocrat Temel Passad. I rarely make 
  personal requests of this nature, but a pet of the merchant once belonged to an associate of mine, and it 
  would be most appreciated if you would retrieve its collar. I understand that the pet’s name is Dagzun’ragat, 
  and you may find this on the collar. If the animal needs to be, for lack of a better phrase, put down, please let 
  there be no sign of this on the collar you return, as my acquaintance is quite sentimental and would be most 
  upset. And this is someone I would rather not see upset.
  With Ravenous Anticipation,
  Paracountess Zarta Dralneen
  GRAND LODGE
  GRAND LODGE
  Loyal Pathfinder,
  I have a delicate assignment for you that illustrates my perfect confidence in your absolute loyalty to the 
  Society. Your journey to Temel Passad’s Katapeshi villa offers a priceless opportunity to obtain another book 
  he is rumored to possess. It is an old tome bound in leather with only three words on its spine: “The Lost 
  Fifth.” Locate this book and bring it back to me—unopened. I realize that I am asking a great deal of you with 
  this cryptic proscription, but by returning with the tome and obeying my request you will earn much esteem 
  in my eyes and those of our comrades.
  Success!
  Venture-Captain Ambrus Valsin
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Honored Representative,
  We know that Temel Passad has been clandestinely purchasing Tian items of antiquity and selling them in 
  Avistan and Garund for outrageous profits. While the loss of any such archeological treasures is regrettable, 
  we must ascertain whether he has stolen any items that may affect the work our Lodge is doing to solve a few 
  primeval puzzles. We are most interested in statuary—should you find any statues that have the appearance 
  of Tian sculpture, please examine these works closely and determine their pedigree—what nation and era 
  might they have come from? Such information would be most helpful in furthering the work of the Lodge, 
  though I may say no more at this time.
  May Your Luck Exceed Your Need of it,
  Venture-Captain Amara Li
  
  The GheneTT Manor GaunTleT
  27
  Loyal Seeker of Knowledge,
  It is our understanding that the Kalistocrat Temel Passad has employed various skilled summoners to secure 
  guardians for his properties. Should you come upon any especially unusual or rare creature from the outer 
  planes serving as a warden, in all likelihood you will be forced to slay it. Please use this opportunity to extract 
  from this creature its bile duct and seal the organ in the container I have provided. This would be most 
  helpful in furthering an ongoing research project we have undertaken in order to expand our knowledge of 
  the Great Beyond’s more chaotic corners.
  In the Name of Our Ancestors,
  Amenopheus, the Sapphire Sage
  Qadira
  Qadira
  Servant of the Satrap,
  Your latest exploit takes you to the Katapeshi villa of Temel Passad, a most challenging rival of the Satrap’s 
  business interests. We have suspected for some time that our mercantile delegation to the Kalistocracy of 
  Druma has been compromised and that Passad is the traitor’s paymaster. Seek out a book bound in purple 
  leather and check the entry for 20 Abadius of this year. Note any names, activities, and amounts exchanged 
  and bring that information back to us.
  Warmest Regards,
  Trade Prince Aaqir al’Hakam
  Sczarni
  Sczarni
  Friend,
  I’m sure that you understand that with the complexities of our tangled relationships we are sometimes forced 
  to play both ends against the middle. With this in mind, I’m sure you won’t be surprised to discover that we 
  have on occasion found dealing with the Aspis Consortium mutually profitable. I must ask you to pick up a 
  coded message in a scroll tube that an Aspis agent will secret somewhere within the manor grounds of this 
  Temel Passad whom you are paying a visit. I have been told this agent will try to place it somewhere close to 
  flowering plants.
  Best Luck Be Yours,
  Guaril Karela
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Intrepid Comrade,
  As we act to further our cause it is important that we establish reliable Pathfinder contacts in the far east. A 
  possible agent has sent us a message in a script we have been unable to translate, but it is assumed that it is 
  an archaic form of Tien writing. I understand that you may be coming into contact with Harmidio Besai, an 
  expert in such matters. Persuade him to translate the short note and pass on the exact wording to us. Exercise 
  care—this Besai has a reputation for being a rather unpleasant fellow.
  Solidarity!
  Grandmaster Torch
  
  Pathfinder Society Scenario
  28
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Champion of Light,
  We have managed to infiltrate the Aspis Consortium with one of our agents. Her name is Thaemis Renald 
  and she is posing as a priest of Asmodeus, though she is actually a devoted servant of Iomedae. She has been 
  unable to pass on a report to us for some time. It is our understanding that Thaemis is being dispatched to 
  one of Temel Passad’s properties, as are you. Though the probability is low that the two of you should meet, 
  if by the grace of all good gods you do, see to it that you find a way to obtain her report to pass on to us.
  May Right Prevail,
  Ollysta Zadrian
  Agent of the Empire,
  I am told you journey to a villa owned by Temel Passad in Katapesh. I require you to secure a bottle of a 
  perfume worn by Passad’s wife—an exceptionally enchanting and frustratingly rare perfume called Desna’s 
  Tears. I am told it has a very subtle floral bouquet, with a touch of cinnamon. I do understand that some of 
  the assignments given you by my unfortunate predecessor were… it is difficult to be polite… frivolous in 
  nature. Despite its superficial appearance, this task is anything but. Having this scent is crucial for a rather 
  complex plot being hatched against this vexing merchant by agents of the throne in Oppara. The details are 
  unimportant to you at this time. I value both your efforts and discretion. 
  For the Everlasting Glory of the Empire,
  Lady Gloriana Morilla
  
     
  ®
  Pathfinder Society Scenario #3–03: 
  The Ghenett Manor Gauntlet
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAme
  eXPeRIeNCe
  GP Gained (Gm ONLY)
  Day Job (Gm ONLY)
  Prestige Gained (Gm ONLY)
  XP Gained (Gm ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For Gm Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIeR
  SUBTIeR
  5–6
  1,322
  2,751
  8–9
  2,645
  5,503
  Normal
  Slow
  ☐ Embezzler of Embelliada: You were caught attempting to cash in stolen letters of credit at 
  a Katapeshi bank run by clerics of Abadar. Word of your crime spreads after the Pathfinder 
  Society has to bail you out of the city’s jail. You suffer a permanent –2 penalty on all 
  Diplomacy checks against faithful of Abadar and city officials in Katapesh.
  ☐ Mutani Manual of Martial Mastery: You retrieved the Mutani Manual of Martial Mastery 
  from Temel Passad’s Ghenett Manor in Katapesh and had a chance to look through it 
  briefly as it was being translated in Farseer Tower. The sections you read were brief, but 
  they nevertheless left an impression. Choose one combat maneuver and note it below; 
  you receive a +1 dodge bonus to CMD against this maneuver. Your GM should initial this 
  selection after you have made your selection.
  Combat Maneuver:  
  GM Initials:
  +2 studded leather (4,175 gp)
  Cloak of resistance +1 (1,000 gp)
  Cloak of resistance +2 (4,000 gp)
  Greenblood oil (100 gp)
  Potion of cure moderate wounds (300 gp)
  Potion of delay poison (300 gp)
  Potion of invisibility (300 gp)
  Wand of vampiric touch (CL 5th, 5 charges; 1,175 gp)
  Amulet of natural armor +1 (2,000 gp)
  Oil of align weapon (300 gp)
  Potion of bull’s strength (300 gp)
  Potion of cure serious wounds (750 gp)
  Ring of protection +1 (2,000 gp)
  Wand of vampiric touch (CL 5th, 7 charges; 1,575 gp)
  ALL
  5–6
  8–9
  SUBTIeR
  SUBTIeR
  SUBTIeR
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 3/S03-03 The Ghenett Manor Gauntlet.pdf