TEXT: By Mike Kimmel
  Iolite Squad Alpha
  Iolite Squad Alpha
  PATHFINDER SOCIETY SCENARIO #1–19 
  TIER 3–6
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052–0577
  paizo.com
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see the Pathfinder Society Guide to Play at http://www.
  organizedplayfoundation.org/paizo/guides/. This scenario has no scenario tags.
  Pathfinder Society Scenario #1–19: Iolite Squad Alpha is a Pathfinder Society Scenario 
  designed for 3rd- through 6th-level characters (Tier 3–6; Subtiers 3–4 and 5–6). As a 
  scenario, this adventure is designed to take about 4 hours to play. It is designed for play in 
  the Pathfinder Society Organized Play campaign, but can easily be adapted for use with any 
  world. For more information on the Pathfinder Society campaign, how to read the attached 
  Chronicle sheets, and how to find games in your area, check out the campaign’s home page 
  at PathfinderSociety.club.
  How to Play
  GM Resources
  Iolite Squad Alpha makes use of the Pathfinder Core Rulebook and Pathfinder Bestiary, as well 
  as Pathfinder Flip Mat: Cavernous Lair. All rules referenced in this adventure are available in 
  the free online Pathfinder Reference Document at paizo.com/prd, and creature stat blocks 
  from the Bestiary are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Iolite Squad Alpha . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Appendix 1: Subtier 3–4 Encounters.  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Appendix 2: Subtier 5–6 Encounters . . . . . . . . . . . . .20
  Appendix 3: Art & Handout . . . . . . . . . . . . . . . . . . . 22
  GM References . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .30
  AUTHOR
  Mike Kimmel
  DEVELOPMENT LEAD
  James Case
  DESIGN LEAD
  Mark Seifter
  EDITING LEAD
  Leo Glass
  EDITORS
  Garrett Guillotte and Kieran Newton
  CONTRIBUTING ARTISTS
  Sergio Cosmai, Katerina Landon, Leonardo Santanna, and 
  Brian Valeza (Gunship Revolution)
  CARTOGRAPHERS
  Jason Engle
  ART DIRECTION AND GRAPHIC DESIGN
  Tony Barnett and Sonja Morris
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Scenario
  Iolite Squad Alpha
  VARISIA
  VARISIA
  • • Korvosa
  Korvosa
  • • Kaer Maga
  Kaer Maga
  By Mike Kimmel
  Iolite Squad Alpha takes place in the nation of 
  Varisia and follows the PCs as they escort a group of 
  hobgoblin recruits from Kaer Maga to Korvosa. More 
  information on Varisia can be found on pages 116-117 
  of the Pathfinder Lost Omens World Guide, available in 
  hobby and game stores, and online at paizo.com. 
  WHERE ON GOLARION?
  GM Synopsis
  In this scenario, the PCs escort a group of hobgoblin 
  recruits from Kaer Maga to Korvosa as part of a diplomatic 
  mission to train new Pathfinders. The adventure features 
  social interactions, skill-based challenges, and combat in 
  roughly equal measure.
  Adventure Background
  In 4717 AR, the hobgoblin warlord General Azaersi and 
  her Ironfang Legion invaded the nations of Nirmathas 
  and Molthune, leading vast armies with the help of a 
  powerful artifact that created dimensional pathways 
  through the Plane of Earth and moved troops and 
  supplies with ease. Though her armies were powerful, a 
  group of heroes confronted and eventually convinced a 
  war-weary Azaersi that her continued military conquests 
  were only hindering her ultimate goal: the establishment 
  of a stable hobgoblin homeland. In the aftermath of the 
  Ironfang Invasion, Azaersi has focused on building this 
  new homeland nation of Oprak through diplomacy and 
  treaty. The general is well aware that Oprak’s imposing 
  barrier mountains, highly trained army, and access to 
  tremendous resources via secret portals to the elemental 
  Plane of Earth make it one of the Inner Sea region’s best 
  defenses against the threat posed by the newly released 
  Whispering Tyrant.
  To help establish connections with the rest of the 
  region, Oprak reached out to the Pathfinder Society, a 
  globally established agency and natural candidate for 
  diplomatic relations. While still suspicious of Azaersi 
  and her motives, the Society has decided to allow a 
  newly formed trial squad of hobgoblin recruits, dubbed 
  the Iolite Squad, to travel to Absalom and train as 
  Pathfinders. The Society hopes to learn more about 
  the hobgoblin nation and its goals, as well as share the 
  Society’s values with the recruits—and, by extension, 
  with the people of Oprak. Due to the urgent diplomatic 
  situation and the hobgoblins’ military training and 
  experience, the Society has further opted to administer 
  an accelerated crash course in Pathfinder techniques and 
  then evaluate the squad at specially selected training 
  grounds before reporting to Absalom.
  The Pathfinders assigned to the squad must escort 
  the hobgoblins from Kaer Maga to the training 
  grounds and on to Korvosa, where they will board a 
  ship to Absalom. They will pass through lands that 
  are hostile to hobgoblins in the wake of the Ironfang 
  Invasion while also evaluating the hobgoblins’ skills as 
  prospective Pathfinders in a series of challenges both 
  planned and spontaneous.
  Adventure Summary
  The adventure begins with the PCs nearing the end of their 
  journey from Heidmarch Manor in Magnimar to Kaer 
  Maga, with the details of their assignment in a letter from 
  Venture-Captain Sheila Heidmarch. The letter outlines 
  where the PCs are to meet the Iolite Squad, the parameters 
  of their mission, and what little is known about the ruins 
  that are to serve as the hobgoblins’ training grounds.
  The PCs meet up with the Iolite Squad and begin their 
  journey. During their time in transit, the Pathfinders can 
  converse with and observe the hobgoblins. Their first 
  opportunity to assess the hobgoblins’ fighting ability and 
  coordination comes when they encounter a merchant 
  family that has been run off the road by a band of wargs. 
  After slaying or chasing off the wargs, the PCs and 
  hobgoblins can offer assistance to the merchant family, 
  while navigating the family’s suspicion of hobgoblins. 
  Once they reach the training site, the two groups 
  conduct joint training exercises that give the Pathfinders 
  a chance to exchange interesting tactics and techniques 
  with the Iolite Squad prior to their expedition into 
  the ruins.
  In the ruins, the hobgoblins take the lead and the 
  Pathfinders back them up—but when unexpected 
  predators show up, both teams must test their mettle!
  
  4
  Pathfinder Society Scenario
  Iolite Squad Alpha
  Getting Started
  The PCs begin the adventure late in the morning 
  after several days of travel from Heidmarch Manor 
  in Magnimar to Kaer Maga, on orders from 
  Venture-Captain Sheila Heidmarch. The City of 
  Strangers and its 80-foot-high walls loom far above 
  them from atop the Storval Rise. Give the PCs Handout 
  #1: Heidmarch’s Mission Briefing. 
  Allow the PCs to purchase supplies before their 
  arranged meeting at the Sorry Excuse inn, but if necessary 
  remind them that the well-disciplined Iolite Squad will 
  likely resent tardiness. This is also a good time for the 
  PCs to roll checks to see if they know or can learn more 
  about hobgoblins and the area’s recent history.
  Recall Knowledge (Society or Lore)
  A PC who succeeds at a DC 19 Society check (DC 22 for 
  Subtier 5–6) or related Lore check to Recall Knowledge 
  knows more about the local opinion of hobgoblins.
  Critical Failure Since the armistice between Oprak and the 
  surrounding nations following the Ironfang Invasion, 
  relations have steadily improved to the point that 
  hobgoblins have assimilated into the surrounding area.
  Success Hobgoblins from Oprak are making headway 
  in improving the reputation of goblinoids throughout 
  the region, but they still face a great deal of prejudice 
  stemming from the bloody Ironfang Invasion and their 
  reputation as monsters and murderers. There are many 
  hobgoblins who still cling to these old ways, but General 
  Azaersi continues her efforts to bring hobgoblins and other 
  so-called “monsters” under her banner of diplomacy.
  Critical Success The Iolite Squad is the first of its kind, a test 
  squadron put together with an emphasis on qualities the 
  nation of Oprak believes will mesh with the Pathfinder 
  Society’s values. Its leader, Sergeant Drussem, is renowned 
  not only for her successes in battle during the Ironfang 
  Invasion, but also for avoiding unnecessary combat and 
  helping to negotiate several key treaties.
  Meeting the Iolite 
  Squad
  Read or paraphrase the following once the PCs have 
  reviewed Handout #1, attempted their skill checks, 
  purchased supplies, and are ready to enter the rowdy, 
  ale-soaked Sorry Excuse to begin their work.
  Laughter and shouts rise from the boisterous crowd that 
  occupies the cheaply furnished tavern room at the Sorry 
  Excuse inn. The staff move from table to table with practiced 
  efficiency to take orders and deliver pints of frothing ale. Four 
  hobgoblins seated near the entrance size up everyone who 
  enters and ignore the mugs on their table.
  The four hobgoblins are the members of the Iolite 
  Squad. Though they are not unwelcome at the tavern, 
  they are out of their element and visibly uncomfortable. 
  The PCs can introduce themselves and ask questions to 
  learn more about the company.
  Sergeant Drussem (LN female hobgoblin officer), 
  the group’s leader, approaches the PCs when they enter 
  the tavern. If the Pathfinders spent more than one hour 
  purchasing supplies in Kaer Maga before arriving at 
  the Sorry Excuse, she informs them of their tardiness. 
  However, if the PCs can explain a useful reason for 
  the perceived delay—such as the purchase of necessary 
  equipment or services—Drussem nods with satisfaction. 
  Drussem is slightly taller than the rest of the hobgoblins, 
  her armor is well made, and her equipment—from her 
  cloak to her sword and shield—is utterly unadorned save 
  for the flag of Oprak at her shoulder. 
  Drussem calls her soldiers to attention before 
  introducing each of them by name. Akrag (LN male 
  hobgoblin soldier) grins broadly and extends his lanky 
  arm to shake hands with each of the Pathfinders, his belt 
  bristling with small bladed weapons. Gintka (LN female 
  hobgoblin engineer), their sapper, gives a quick nod as 
  Drussem introduces her before she returns to fidgeting 
  with the metal buckles and sealed vials adorning her 
  gear. Finally, the Sergeant introduces Ozaril (LN male 
  hobgoblin commando), their veteran scout, who gives a 
  perfect salute, his fingers coming close to the many scars 
  that cross his head.
  Shortly after the PCs introduce themselves, the GM 
  should express the squad’s readiness to be on their 
  way—they glance toward the exit, begin gathering their 
  equipment, settle their tab, and so on. The bartender is 
  visibly relieved when the group departs.
  The hobgoblins are eager to begin their journey, and 
  if the PCs push for extended conversation beyond these 
  initial introductions, they ask to continue their discussion 
  on the road for the sake of efficiency.
  GM Instructions: Give the PCs an opportunity to slot 
  their boons for the adventure if they have not already 
  done so, and remind them that they each have 1 Hero 
  Point available. If the PCs have final purchases to make, 
  the hobgoblins begrudgingly wait for them to finish 
  shopping before beginning their journey south.
  Once the PCs are ready to embark with the Iolite Squad, 
  proceed to area A, where the PCs and their hobgoblin 
  companions happen upon a pack of wargs ambushing a 
  traveling merchant. The Traveling with the Iolite Squad 
  section on page 4 contains information about roleplaying 
  the PCs’ interactions with the hobgoblins throughout the 
  scenario, and the journey to area A is an ideal time to 
  introduce these interactions.
  
  5
  Pathfinder Society Scenario
  Iolite Squad Alpha
  Sergeant Drussem
  Traveling with the 
  Iolite Squad
  The journey from Kaer Maga to the training grounds, 
  then the ruins, and finally Korvosa stretches over 100 
  miles of varied terrain and should take multiple days. 
  The PCs can get to know the Iolite Squad during this 
  time, particularly after leaving Kaer Maga but before 
  area A; after the encounter with the merchant family (The 
  Wary Merchant); and after the Joint Training Exercises 
  but before reaching the ruins. Some conversation topics 
  and hobgoblin behaviors will likely come up over the 
  course of the journey, described as follows.
  General Azaersi: The Iolite Squad’s members each 
  recently earned special recognition from General 
  Azaersi for their impressive service record in securing 
  allies in the fight against the Whispering Tyrant. The 
  Squad members have always had great respect for their 
  general, and after meeting her in person and being in the 
  presence of her charisma and passion, they understood 
  why so many rallied behind her during the Ironfang 
  Invasion—and why so many have stayed by her side 
  following the armistice.
  Oprak: The Iolite Squad is proud to serve Oprak and 
  view the new nation as a symbol of hobgoblin strength 
  and endurance in the face of adversity.
  The Pathfinder Society: Though becoming Pathfinder 
  agents was not their first preference for an assignment, 
  the Iolite Squad’s members recognize that they are among 
  the best hobgoblin candidates for such a mission. They 
  believe that the Pathfinder Society has much to offer in 
  terms of knowledge, resources, and practical experience, 
  and they hope that their presence can help to ingratiate 
  hobgoblins with others throughout the Inner Sea.
  The Squad’s Reactions to other Goblinoid Pathfinders: 
  If any of the PCs are goblinoids, such as goblins or 
  hobgoblins, the Iolite Squad members take particular 
  interest in them. Early in the journey, one or more of 
  the hobgoblins ask the goblinoid PCs how they ended 
  up joining the Pathfinder Society. If the PCs’ responses 
  are at least somewhat in line with the Iolite Squad’s 
  mission objectives—such as creating better relationships 
  between goblinoids and other humanoids, especially 
  where Oprak is concerned—then the Squad reacts 
  favorably. If the PCs have more individualistic reasons 
  or seem at odds with the Squad, the hobgoblins resist 
  voicing open disdain but are clearly displeased. Toward 
  the end of the scenario, if the mission was successful, one 
  or more members of the Iolite Squad might approach 
  such PCs to offer thanks and express regret at judging 
  them so harshly.
  Attitudes Toward Magic: The Iolite Squad does 
  not contain any spellcasters, but the group respects 
  
  6
  Pathfinder Society Scenario
  Iolite Squad Alpha
  Akrag
  Gintka
  Ozaril
  Rather than condense all of the role-playing with the 
  hobgoblins into a single scene, GMs should intersperse 
  interactions with the Iolite Squad throughout the adventure. 
  The simplest way to roleplay the Iolite Squad is to have 
  the hobgoblins defer to Sergeant Drussem. As ranking 
  officer, Drussem speaks for her team and feels responsible 
  for representing them. It can be cumbersome for players 
  and GMs alike to have too many NPCs participating in 
  role-playing scenes, especially with a larger table of players 
  or a louder event site, so having a single representative 
  can simplify the scenario and prevent player confusion. 
  Some groups instead thrive on deep role-playing with a 
  variety of NPCs. If that’s the case—and you as the GM are 
  comfortable with playing four NPCs at once—you can use 
  the descriptions below to flesh out the squad.
  Sergeant Drussem is stern and commanding, though 
  quite cordial when at ease. She invites others’ opinions 
  on strategic decisions but expects her squad to fall in 
  line when she makes a decision and likewise takes full 
  responsibility for her squad’s successes and failures. She 
  singles out the PC who seems most authoritative (or one 
  with the most senior military background) and treats them 
  as the PCs’ “ranking officer,” assuming the PCs are also a 
  strictly hierarchical unit.
  Akrag is a perfectionist. He follows a strict exercise 
  routine and conducts regular combat drills. He reads to keep 
  his mind sharp and learn about the world and has always 
  wanted to get his hands on a volume of the Pathfinder 
  Chronicles. He’s eager to share his knowledge but grows 
  impatient with those who don’t meet his standards.
  Gintka is the group’s smokeworker. She constantly 
  fidgets and mutters to herself, has difficulty paying 
  attention for extended periods, and collects odd objects that 
  she wears in open defiance of Ironfang Legion regulations; 
  she’s especially attached to a recently acquired combination 
  hat/wig. She’s drawn to alchemy, woodworking, and other 
  activities involving careful measurement and effortlessly 
  tracks her tasks and mission objectives with thorough 
  mental checklists. Martial displays and long tales bore her.
  Ozaril, the Iolite Squad’s scout, is comfortable in both 
  remote areas and bustling settlements. He displays earnest 
  curiosity for other humanoids’ customs and languages and 
  is usually the Squad’s most good-natured member, but he 
  also experiences periods of deep melancholy. The oldest 
  hobgoblin and a veteran of multiple wars—some with fellow 
  hobgoblins, some with other humanoids—he has great 
  respect for warriors and soldiers but recognizes the value 
  of avoiding conflict when possible.
  ROLEPLAYING THE IOLITE SQUAD
  
  7
  Pathfinder Society Scenario
  Iolite Squad Alpha
  Elite Warg
  practitioners of magic and other mystical arts —even 
  arcane and occult magic, which many from Oprak 
  view with suspicion. In their many missions, the Squad 
  members have witnessed powerful acts of creation, 
  destruction, and restoration at the hands of magic-users. 
  They ask questions of spellcasting PCs—what is the 
  source of your magic? When did you first learn how to 
  cast spells? What is the most powerful magic you can 
  do?—but they balk at the suggestion that they themselves 
  could study it. Gintka’s bombs and smokeworks are as 
  close to magic as any of them do, and they claim that this 
  advanced science suits the Squad well enough.
  If the PCs or players are hesitant to initiate 
  conversation with the squad, consider having one of 
  the hobgoblins approach the PCs to ask a question or 
  seek advice.
  A. Roadside Ambush 
  Moderate
  The roads surrounding Kaer Maga are generally well 
  traveled, and the Pathfinders and Iolite Squad cross 
  paths with many people as they make their way south. 
  The hobgoblins do their best to appear friendly, but most 
  travelers give the group a wide berth, some even moving 
  to the side of the road to allow the armed hobgoblins 
  to march by.
  The PCs and their Iolite Squad 
  companions make their way along 
  the road several hours south of Kaer 
  Maga before looking for a spot to 
  rest for the night, but their search 
  is interrupted when they encounter 
  a pack of wargs attacking some 
  traveling merchants who were 
  setting up their own camp near 
  an abandoned homestead. 
  This encounter assumes the 
  PCs are searching for a place 
  to camp or otherwise traveling 
  through this area around dusk. 
  The setting sun provides dim 
  light; the hobgoblins have no 
  trouble seeing in such conditions 
  thanks 
  to 
  their 
  darkvision. 
  Read 
  or paraphrase the following to begin 
  the encounter.
  The path winds through the rugged, wooded foothills for 
  several miles before opening onto a small ravine. A 
  dilapidated homestead lies in ruin to the south, and 
  a nearby campfire sheds flickering illumination on 
  the surrounding outcroppings. 
  This abandoned homestead is unremarkable, except 
  that a merchant and his family have sheltered their 
  wagons under its mostly intact roof and are setting up 
  camp nearby. The merchant is Caradrian Subold (LN 
  male human merchant), a devout young man from 
  Magnimar on his way to sell all manner of holy texts in 
  Kaer Maga. Caradrian and his family are understandably 
  unable to engage in conversation until the imminent threat 
  of being devoured by wargs has been resolved.
  The paths in this area are well trodden and smooth, but 
  debris and dense grass cover the ground off the paths and 
  constitute difficult terrain. The rocky outcroppings in the 
  area are natural stone ranging from 5 to 20 feet tall. 
  Creatures: A pack of hungry wargs tracked the 
  merchant family for hours and waited until their prey was 
  distracted by the task of preparing camp before ambushing 
  them. Caradrian was savvy enough to hire two caravan 
  guards, but they were the first to fall in the ambush and lie 
  bleeding on the path just west of the campfire. The wargs 
  are initially relieved at the approach of hobgoblins—
  assuming that the goblinoids will fight alongside them and 
  split the spoils after the slaughter—but quickly notice that 
  the hobgoblins are not alone and do not mean 
  to help them. When they recognize this 
  threat, the wargs ignore the family to 
  
  8
  Pathfinder Society Scenario
  Iolite Squad Alpha
  turn their attention to the far more dangerous Pathfinders 
  and hobgoblins. See the scenario’s appendixes for more 
  details on the wargs and their tactics.
  The merchant and his family cower behind the logs 
  near their campfire.
  The Iolite Squad in Combat: The Iolite Squad does not 
  roll initiative or take individual turns in this encounter—
  indeed, this scenario does not present traditional combat 
  statistics for the hobgoblins at all. Instead, the Iolite Squad 
  acts together by performing a single action on initiative 
  count 10. See the Encounter Appendixes for information 
  about the hobgoblins’ available actions.
  You don’t need to represent the hobgoblins with 
  figures on the battle map, though you might choose to 
  do so. Be sure to narrate the Iolite Squad’s actions and 
  emphasize their combat prowess and coordination—
  after all, they’re a military group, and they should give 
  the impression of being about on par with the PCs in 
  terms of their combat training and experience. 
  Subtier 3–4
  ELITE WARGS (2) 
  CREATURE 3
  Page 18; art on page 23
  Subtier 5–6
  WINTER WOLF 
  CREATURE 5
  Page 20
  ELITE WARGS (2) 
  CREATURE 3
  Page 20; art on page 23
  Rewards: One of the wargs wears a war harness 
  studded with onyx gems and reinforced with mithral 
  links, a device crudely fashioned from a noble warrior’s 
  cast-off armor that nonetheless has great value. The 
  harness is worth 40 gp and represents 1 Treasure Bundle.
  Grateful Merchants: With the wargs defeated or 
  driven off, Caradrian and his family come out from 
  hiding to thank the PCs. Their reaction to the hobgoblins 
  is more mixed. Proceed to The Wary Merchant, a social 
  encounter in which the Iolite Squad enlists the PCs in 
  helping them make a good impression and change the 
  merchants’ attitudes toward their kind.
  The Wary Merchant
  Following the skirmish with the wargs, Caradrian 
  stumbles out from his hiding place near the campfire 
  to ascertain whether his caravan guards are still alive. 
  He is a man from Magnimar with simple, conservative 
  traveling clothes that suggest an austere lifestyle. His 
  partner, a Garundi man named Jharless, huddles with two 
  youths near the fire to console them and shield their gaze 
  from the carnage. When the Iolite Squad approaches, 
  Caradrian retreats in fear, shouting that he doesn’t want 
  any more trouble.
  Sergeant Drussem, having been tasked with representing 
  the better aspects of Oprak and hobgoblin cooperation 
  and recognizing the potential benefit of helping distressed 
  travelers, orders Gintka and Akrag to help the injured 
  guards while she and Ozaril address Caradrian. If the PCs 
  do not immediately move to help, she gestures for them to 
  join; each PC can either speak with the merchant or treat 
  the injured guards. Their success (or lack of it) affects the 
  Iolite Squad’s morale, which adjusts the DCs of the Joint 
  Training Exercises on page 10. Each adjustment must be 
  applied to a different exercise.
  Speaking with Caradrian
  Addressing the merchant involves multiple steps. First, 
  a PC must calm Caradrian with a successful DC 18 
  Diplomacy check (DC 21 for Subtier 5–6); if the PC fails 
  this check, the PCs take a –1 circumstance penalty to 
  the subsequent Society or Religion check due to a poor 
  first impression.
  A PC must then attempt to convince the merchant that 
  the hobgoblins are trustworthy with a successful DC 19 
  Society check (DC 22 for Subtier 5–6) to explain the 
  error of prejudice against hobgoblins given their evolving 
  role in the region, or a successful DC 18 Religion 
  check (DC 21 for Subtier 5–6) to persuade the devout 
  merchant with religious doctrines of tolerance, second 
  chances, or similar arguments. Either check has one of 
  the following results and alters the Iolite Squad’s morale 
  after the encounter.
  Critical Success Caradrian not only expresses sincere thanks to 
  the PCs and the Iolite Squad, but also offers to share any text 
  of the hobgoblins’ choice. Drussem selects a book of prayers 
  and songs from a variety of good-aligned faiths called 
  Common Prayers and Hymns of the Inner Sea. Decrease the 
  DCs of two of the Joint Training Exercises by 1.
  Success Caradrian expresses sincere thanks for the PCs’ 
  intervention and takes a long moment to ponder their 
  argument. He then thanks Drussem and the Iolite Squad, 
  acknowledges that he has much to learn about hobgoblins 
  and will endeavor to have more faith in them. Decrease the 
  DC of one of the Joint Training Exercises by 1.
  Failure Caradrian is grateful for the PCs’ intervention, but his 
  gratitude extends to only the Pathfinders. He expresses 
  that the hobgoblins’ one small act of mercy can’t undo 
  a long history of violence resulting from the greed and 
  hatred of goblin-kind in the area. Do not adjust the DCs of 
  the Joint Training Exercises.
  
  9
  Pathfinder Society Scenario
  Iolite Squad Alpha
  Roadside Ambush
  Roadside Ambush
  Pathfinder Flip-Mat: Cavernous Lair
  Pathfinder Flip-Mat: Cavernous Lair
  W
  PCs Start Here
  PCs Start Here
  1 square = 5 feet
  1 square = 5 feet
  W = Wargs Start Here
  W = Wargs Start Here
  
  10
  Pathfinder Society Scenario
  Iolite Squad Alpha
  Critical Failure Caradrian is grateful but wants nothing 
  further to do with the PCs. He feels that their presence only 
  puts his family in greater danger. Increase the DC of one of 
  the Joint Training Exercises by 1.
  Helping the Injured
  Helping the injured guards involves multiple steps. First, 
  a PC must stabilize the guards and assess their condition 
  with a successful DC 20 Medicine check (DC 22 for 
  Subtier 5–6) to Administer First Aid. The check applies 
  to both guards at once. If the PC fails this check, the 
  PCs take a –1 circumstance penalty to the subsequent 
  Crafting or Medicine check due to the guards’ more 
  severe condition. As the PCs approach to help the guards, 
  Akrag pulls out a set of healer’s tools while Gintka begins 
  to mix salves, and Akrag insists on using their expertise in 
  field medicine rather than magic to prove the hobgoblins’ 
  desire to help to the merchant. He grants the PC who 
  attempts the check a +1 circumstance bonus on their roll.
  A PC must then aid Akrag and Gintka in treating the 
  guards more comprehensively with a successful DC 19 
  Crafting or Nature check (DC 22 for Subtier 5–6) to 
  help Gintka prepare antiseptics and wound sealants, or 
  a successful DC 18 Medicine check (DC 21 for Subtier 
  5–6) to Treat Wounds and help Akrag apply bandages. 
  Either check will have one of the following results and 
  alters the Iolite Squad’s morale after the encounter. 
  Critical Success Both guards recover swiftly and are amazed 
  at the efficacy of the hobgoblins’ medical practice. Decrease 
  the DCs of two of the Joint Training Exercises by 1.
  Success Both guards are stable and happy to be alive, though 
  it will take them a bit longer to be recovered enough to 
  resume their guard duties. Decrease the DC of one of the 
  Joint Training Exercises by 1.
  Failure The guards are stable but remain unconscious for at 
  least a day as their bodies recover from blood loss and fight 
  off infection. Caradrian takes this as a sign of the hobgoblins’ 
  inability to do anything other than bring harm. Do not adjust 
  the DCs of the Joint Training Exercises.
  Critical Failure While one of the guards stabilizes and remains 
  unconscious, the other is lost during treatment. Caradrian 
  believes that this was intentional sabotage to make the 
  wagons easier prey later, and he chases the PCs and squad 
  off. Increase the DC of one of the Joint Training Exercises by 1.
  If the PCs go against Akrag’s wishes and use magic to 
  treat the guards, the guards automatically recover with 
  no check, but the Iolite Squad feels undermined in their 
  genuine attempt to remedy the situation; in this case, 
  increase the DC of two of the Joint Training Exercises 
  by 1.
  Rewards: As long as one of the guards doesn’t die 
  during treatment, Caradrian expresses gratitude to 
  the PCs and the squad and offers a few small items 
  as thanks. In Subtier 3–4, he gives the PCs an oil of 
  mending and a lesser mistform elixir. In Subtier 5–6, he 
  instead rewards the PCs with two moderate acid flasks 
  and a moderate mistform elixir. These items are worth 
  2 Treasure Bundles.
  Joint Training Exercises 
  Moderate
  After the PCs rest for the night, the Pathfinders’ journey 
  continues to the southeast on less-traveled paths for nearly 
  two days. During this time, the stoic Iolite Squad members 
  remain vigilant, knowing that danger could come from 
  hungry monsters and distrusting humanoids alike.
  The group’s next destination is a small valley containing 
  a training ground that the Society has prepared for the 
  Pathfinders in advance—their mission briefing includes 
  directions on which paths to travel to find the site. The 
  training ground is about four miles from the abandoned 
  dig site that the Iolite Squad is tasked with exploring.
  This brief stretch of travel is uneventful, so it’s a good 
  time for GMs to add a brief role-playing scene or two 
  between the Iolite Squad and the PCs. See Traveling with 
  the Iolite Squad on page 5 for suggestions. 
  Read or paraphrase the following when you have 
  completed any role-playing and are ready to continue.
  The road from Kaer Maga continues south and east through 
  the foothills. The Iolite Squad seems comfortable in the rocky 
  terrain, and they grow more relaxed as the path takes the 
  group farther away from the more crowded main roads. 
  After a few miles, the winding path descends into a shallow, 
  shrub-strewn valley. Soon, the path becomes obscured with 
  foliage, but a small stream leads the way to a large cleared 
  area. Small tables and a few crates of supplies stand neatly at 
  the center of the area, and four nearby patches of flattened 
  earth ring a sizable bonfire pit. To the south, a ramp leads into 
  a labyrinth of trenches that stretches across the valley floor. 
  About six feet deep, the trenches are blocked with a sign that 
  reads “DANGER: for Pathfinder Society training purposes 
  only. Keep Out!”
  The Iolite Squad sets up camp in a matter of minutes. 
  They move with efficiency and obvious eagerness to begin 
  their joint training. Sergeant Drussem barks a few orders in 
  guidance, and a minute later the four hobgoblins stand at the 
  ready near the bonfire pit.
  Drussem addresses the squad in Common. “Here begins 
  your real training! We have fought together many times. 
  This is something new. These Pathfinders have seen things 
  that would surprise us. We know how to fight, how to scout, 
  how to use every tactic to gain the slightest advantage. 
  We are the Iolite Squad! But soon, we will be more. To 
  
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  Iolite Squad Alpha
  become Pathfinders, we must learn from Pathfinders. But 
  we are not lazy students who wish to sit and read books in 
  a dusty building. We will learn through experience. These 
  Pathfinders are part of our team now, but there is much we 
  can teach them as well. Let us show them what the Iolite 
  Squad can do!”
  The PCs have a total of 6 hours to train with the 
  hobgoblins, and each activity takes about 2 hours 
  to complete. This time represents multiple attempts, 
  feedback sessions, discussion, and short rests between 
  attempts. Each PC can attempt up to three of the 
  activities. For a group of 6 PCs, each activity takes about 
  3 hours to complete, so each PC can attempt up to 2 of the 
  activities. Before rolling any checks for an activity, each 
  PC must commit to whether they are engaging in that 
  activity. If more than one PC joins a given activity, each 
  PC decides whether to roll independently or help another 
  PC with their roll. If multiple PCs roll independently, use 
  the best roll to determine the result of the activity. Any 
  PC who chooses to help instead rolls against the same 
  DC to Aid their chosen PC.
  In Subtier 5–6, the hobgoblins are more capable, but 
  they also insist on more rigorous training and have higher 
  expectations of their Pathfinder guides. Each activity notes 
  the increased DCs resulting from this more intensive training.
  GM Reminder: Keep careful track of the highest 
  degree of success that the PCs achieve with each activity. 
  Each activity describes how the results of the PCs’ checks 
  affect the Pathfinders and the Iolite Squad while they are 
  facing future areas and encounters. Furthermore, take 
  note of any activities that the PCs did not attempt at all, 
  whether due to focusing their time on the other activities 
  or for some other reason. The PCs automatically receive 
  the “Failure” result for any activities that they did not 
  attempt, so be sure to communicate to the PCs the 
  consequences of not practicing a given exercise.
  Essentials of Infiltration and Obstacle 
  Avoidance
  Hobgoblins enjoy bloodshed, but they also seek out 
  practical solutions whenever possible. This is especially 
  true when exploring dangerous areas such as ruins, 
  where blood can be spilled due to traps and hazards 
  as well as foes. The Iolite Squad recognizes that the 
  Pathfinders are the experts in exploring ruins and 
  getting out alive—their own past experience generally 
  covers traps and snares used in war and hunting, not the 
  myriad traps left by civilizations long gone. The course 
  leads through a series of simple traps and obstacles laid 
  out in the trenches and designed to demand a variety of 
  strategies for avoiding such dangers. Attempt a DC 19 
  Acrobatics or Thievery check (DC 22 for Subtier 5–6) 
  with the following results.
  Critical Success You complete the obstacle course and teach 
  the Iolite Squad a few new things about the sort of traps 
  that are likely to appear in ancient ruins. Additionally, your 
  explanations and feedback are swift, accurate, and clear. 
  As a result, the Iolite Squad has plenty of time to practice 
  the techniques you demonstrate. The DC of checks for the 
  associated task in area B decreases by 2.
  Success You complete the obstacle course and teach the Iolite 
  Squad a few new things about traps that often appear in 
  ancient ruins. The DC of checks for the associated task in 
  area B decreases by 1.
  Failure You complete the obstacle course, but you fail to 
  demonstrate any useful new skills for the hobgoblins. The 
  DC of checks for the associated task in area B increases by 1.
  Critical Failure You complete the obstacle course, but only 
  by teaching the Iolite Squad a few dangerous shortcuts 
  for bypassing traps and obstacles. They come away from 
  this session with misconceptions about how to safely avoid 
  danger when searching for and disarming traps. The DC of 
  checks for the associated task in area B increases by 2.
  Exchange of Hand-to-Hand Tactics
  A hobgoblin army’s traditional “exchange of hand-
  to-hand tactics” exercise (also known as a “fight”) 
  typically results in serious injury or death for one or 
  more parties. More modern and practically minded 
  hobgoblins have reduced the lethality of these duels by 
  allowing a participant to surrender; they still recognize 
  that the loser might be weaker, but they can also learn 
  something from their loss and grow stronger for it. 
  That doesn’t mean the hobgoblins go easy on you when 
  you engage in this brutal wrestling exercise, however. 
  Attempt a Strike against AC 18 (AC 20 for Subtier 
  5–6) using your highest proficiency with a weapon or 
  magical tradition, with the following results.
  Critical Success After a few bouts, you and the hobgoblins 
  size each other up and determine exactly how best to 
  complement one another’s fighting abilities. With a few 
  more rounds, you each learn something new and the 
  Iolite Squad gains a newfound respect for how you handle 
  yourself in a fight. The DC of checks for the associated 
  task in area B decreases by 2.
  Success You match the hobgoblins blow-for-blow and 
  move-for-move. The Iolite Squad is impressed with your 
  fighting abilities, and you learn a few tips from Sergeant 
  Drussem about reading your opponent and keeping a 
  clear head in a fight. The DC of checks for the associated 
  task in area B decreases by 1.
  Failure The Iolite Squad starts off too aggressively and 
  handily wins the first few matches. They take it a little 
  
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  Iolite Squad Alpha
  bit too easy on you for the rest of the training session. 
  Your bout results in a few bruises and scrapes, but you 
  do not learn any new fighting techniques. The DC of 
  checks for the associated task in area B increases by 1.
  Critical Failure The hobgoblins are demoralized by your 
  apparent lack of skill in close combat and worry that 
  you might not be able to help them in a truly dangerous 
  fight. The DC of checks for the associated task in area B 
  increases by 2.
  Understanding Artifacts and Lore
  Many hobgoblins fail to see the value in crumbling 
  artifacts and forgotten lore—if it has no immediate 
  practical use, why take the time to study it? The Iolite 
  Squad, however, recognizes that they must understand 
  such things if they are to become Pathfinders and help 
  to elevate Oprak and hobgoblin-kind in the eyes of 
  the Society. Lacking experience in such matters, they 
  are eager for any advice that you have to offer in an 
  impromptu field lecture. Attempt a DC 19 Arcana, 
  Occultism, or Religion check (DC 22 for Subtier 5–6) 
  or a DC 18 Lore check with an especially relevant Lore 
  skill (DC 21 for Subtier 5–6) with the following results.
  Critical Success You explain the practical use of ancient 
  artifacts and lore in such a way that the hobgoblins begin 
  connecting this knowledge to their own experiences and 
  recognizing situations in which thorough documentation 
  and extensive research might have helped them. The DC 
  of checks for the associated task in area B decreases by 2.
  Success You demonstrate the usefulness of ancient artifacts 
  and lore with examples from your own knowledge and 
  experience. The Iolite Squad sees the value of this new 
  knowledge and demonstrates a fair understanding of 
  how to recognize and document such findings. The DC of 
  checks for the associated task in area B decreases by 1.
  Failure The Iolite Squad becomes confused by the 
  expectations for handling and documenting ancient 
  artifacts and lore—they try their best, but they do not 
  engage enough to have learned anything useful. The DC 
  of checks for the associated task in area B increases by 1.
  Critical Failure Your explanation bores the hobgoblins. They 
  put up with your attempts to train them, but they do not 
  yet see the immediate usefulness of this skill. The DC of 
  checks for the associated task in area B increases by 2.
  The Art and Science of Smokeworking
  You learn the essentials of hobgoblin smokeworking, 
  which combines alchemy and engineering to bring fire 
  and smoke to the battlefield. This hands-on training 
  is quite dangerous! Attempt a DC 19 Crafting or 
  Medicine check (DC 22 for Subtier 5–6) with the 
  following results. 
  Critical Success It takes only a few attempts to duplicate 
  the hobgoblins’ techniques. The Iolite Squad’s alchemist, 
  Gintka, teaches you a few advanced tips and methods in 
  the remaining time. The DC of checks for the associated 
  task in area B decreases by 2.
  Success You get hurt a few times while attempting to 
  duplicate the techniques and processes that the Iolite 
  Squad demonstrates, but after several attempts you 
  succeed. The DC of checks for the associated task in area 
  B decreases by 1.
  Failure You receive a few minor burns, and your eyes won’t 
  stop watering for a few hours. The DC of checks for the 
  associated task in area B increases by 1.
  Critical Failure You think you understand the smokeworking 
  technique that you’ve been taught, but in truth you’ve 
  mixed up the steps. The DC of checks for the associated 
  task in area B increases by 2.
  Hero Point: Upon completing all four exercises, you 
  should be approaching or have already passed the end 
  of your second hour of gameplay. Award a Hero Point 
  to one of the PCs if you have not already done so since 
  completing The Wary Merchant. This could be a PC who 
  critically succeeds during the joint training exercises or 
  is most engaged in role-playing with the hobgoblins. If 
  none of the PCs match these requirements, give a Hero 
  Point to a random PC of your choice; this should be 
  a different PC than the one to whom you previously 
  awarded a Hero Point.
  B. The Abandoned 
  Dig Site
  For thousands of years the dwarves of the Mindspin 
  Mountains, a range not far to the northeast, have 
  explored and mined the foothills surrounding their 
  mountain halls. The region is pocketed with caves and 
  mines both great and small, but most were stripped 
  long ago of anything valuable and are abandoned or 
  collapsed. Few people still bother to explore the area, 
  and most long-lost dwarven settlements which might 
  have existed have either been re-discovered and looted, 
  or now house monsters and bandits.
  Venture-Captain Sheila Heidmarch is familiar with 
  the area’s history and has used the old settlements 
  in the foothills as training sites for years. They offer 
  an ideal mix of interesting (but not too interesting) 
  discoveries and dangerous (but not too dangerous) 
  threats. When she heard word that the Pathfinder 
  Society would be training hobgoblins, she quickly 
  ordered that this specific dig site be reserved for their 
  use. The negotiations dragged on, and in the intervening 
  weeks a group of dangerous monstrous spiders took 
  up residence in the ruins. Once the arrangements 
  
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  Iolite Squad Alpha
  were finally and suddenly made, the Iolite Squad was 
  sent on its way there with no time to double-check 
  the site, and the Society is unaware of the new danger 
  lurking within.
  Before the PCs venture into the dig site with the 
  Iolite Squad, GMs have another opportunity to add 
  brief role-playing encounters between the PCs and the 
  Squad. See Traveling with the Iolite Squad on page 8 
  for suggestions. 
  Read or paraphrase the following when you have 
  completed any role-playing scenes and are ready 
  to continue.
  A few miles from the training grounds, a stone edifice rises 
  against the northern slope of the valley. Thick vines drape 
  over a fifty-foot-wide archway that leads into the structure 
  and cover most of the rough-hewn stone around it. A 
  cool wind carries the faint stench of dust and decay from 
  the ruins.
  The interior of the abandoned dig site is dark, though 
  the room at the entrance is dimly lit by sunlight if the 
  PCs explore this location during the day. The ceilings 
  are about 10 feet high in most places, though they arch 
  to 15 or 20 feet high in the larger chambers. The floor 
  and walls are roughly hewn stone. 
  Special: The Iolite Squad’s level of success in 
  exploring the ruins contributes to their overall sense 
  of accomplishment and preparedness as Pathfinder 
  trainees. This determines whether the PCs fulfill their 
  secondary objective of truly preparing the hobgoblins, 
  rather than rushing them through their training for the 
  sake of a quick and convenient allegiance with Oprak. 
  For each of the four tasks in this area, keep track of the 
  best degree of success attained by the PCs. At the end of 
  the scenario, refer to the Secondary Objectives section 
  (page 17).
  B1. Disarm the Traps
  The dwarves who last explored these ruins used simple 
  trip-wire traps and a few magic runes to hinder those 
  who might interfere with their excavation. 
  Akrag takes a few moments to explore the entrance to the 
  ruin. Rough stairs descend to the left and right and lead to 
  multiple hallways. He holds up a hand to warn the others 
  to halt. “Possible traps—all routes compromised. Status 
  unclear. Request assistance locating, will attempt disposal.”
  To proceed through this area, the Iolite Squad must 
  disarm the traps or suffer their consequences. Akrag 
  takes the lead. The PCs can help to find traps with a 
  successful DC 20 Perception check (DC 23 for Subtier 
  5–6), with the following results.
  Associated Training Exercise: Essentials of Infiltration 
  and Obstacle Avoidance (see the “Exploring the 
  Ruins” sidebar)
  Critical Success Not only does Akrag spot and disarm all 
  the traps, he also finds a stash of ancient coins concealed 
  behind a trapped slab of stone.
  Success You help spot traps and point out how Akrag can 
  identify them on his own, and he successfully disarms 
  every trap without setting any of them off. 
  Failure Akrag disarms most of the traps, but one rune blows 
  up in his face, which deals 2d6 fire damage to each PC 
  (DC 20 basic Reflex save). In Subtier 5–6, the damage 
  increases to 4d6, and the DC increases to 23.
  Critical Failure Akrag makes a serious error and sets off 
  several magic traps at once, dealing 2d6 fire damage to 
  each PC (DC 23 basic Reflex save). In Subtier 5–6, the 
  damage increases to 4d6, and the DC increases to 26.
  Rewards: The ancient coins have a 50 gp value and 
  are worth 1 Treasure Bundle. If the PCs succeed at their 
  check but did not critically succeed, they can attempt 
  a second Perception check to Seek to find the treasure 
  (DC 20, or DC 23 in Subtier 5–6).
  This delve does not follow the traditional formula of 
  other scenarios in that the PCs don’t take the lead—the 
  Iolite Squad directs the expedition, with the Pathfinders 
  providing support and guidance while evaluating the 
  Squad’s actions. To represent this, the PCs progress 
  through a series of activities as they accompany the 
  squad through the ruins. Each location in this area 
  presents a brief description of what the group finds, 
  what the hobgoblins decide to do, how the PCs can 
  participate, and what happens as a result. Proceed 
  through these events in the order presented.
  The group’s success and failures in the Joint Training 
  Exercises directly affect their degree of success in this 
  area’s activities. Each activity indicates which training 
  exercise it is associated with. The PCs’ degree of 
  success from each associated training exercise adjusts 
  their DC in this area’s exploration tasks.
  Critical Success Decrease the DC of checks for this 
  task by 2.
  Success Decrease the DC of checks for this task by 1.
  Failure Increase the DC of checks for this task by 1.
  Critical Failure Increase the DC of checks for this 
  task by 2.
  EXPLORING THE RUINS
  
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  Pathfinder Society Scenario
  Iolite Squad Alpha
  B2. Vanquish the Skeletons
  Six dwarf explorers, betrayed by a greedy companion, 
  never made it out of this dig site alive, and their remains 
  now prowl the caverns. 
  Rounding a corner, the Iolite Squad discovers a half-dozen 
  skeletal dwarves. They shed centuries of dust and cobwebs as 
  they rise to attack the intruders with ancient picks and shovels.
  To proceed through this area, the Iolite Squad must 
  defeat the undead. These foes pose little threat if the 
  hobgoblins use good sense. The PCs can help with tips 
  about battling undead foes or general battle tactics by 
  succeeding at a DC 19 Religion or related Lore check (DC 
  22 for Subtier 5–6), with the following results.
  Associated Training Exercise: Exchange of Hand-to-Hand 
  Tactics (see the “Exploring the Ruins” sidebar)
  Critical Success You advise the Iolite Squad that the skeletons 
  will attack without thought of tactics. The hobgoblins funnel 
  their enemies into a narrow corridor and quickly destroy 
  them. The quick combat is a great warmup that grants the 
  PCs a +1 status bonus to initiative in area B5.
  Success Knowing the skeletons will do little to prevent 
  themselves from being surrounded, you suggest a quick 
  flanking strategy. Sergeant Drussem and Ozaril leap into 
  the fray, while Akrag and Gintka outflank the skeletons. 
  After a brief skirmish, the enemies are defeated.
  Failure You mistake the skeletons for a more powerful 
  foe and hesitate briefly—the Iolite Squad holds off the 
  enemies, but they are unable to gain a quick advantage. 
  They eventually wear down the skeletons with brute 
  force while sustaining minor injuries.
  Critical Failure You suggest a flawed defensive strategy that 
  the skeletons exploit to attack from multiple directions. 
  Several skeletons break through the Iolite Squad’s 
  defenses and attack you. You defeat them handily, but 
  the din alerts the enemies in area B5, granting them a +1 
  bonus to their initiative checks.
  Rewards: In Subtier 3–4, one of the skeletons wore a 
  lifting belt, which the hobgoblins give to the PCs. They 
  know that its good condition likely means it is magical, 
  but without a way of knowing what it does, they have 
  little use for it. In Subtier 5–6, the group instead finds 
  a ring of the ram, which they similarly turn over to the 
  PCs out of distrust in magic over their training. In both 
  Subtiers, the item is worth 2 Treasure Bundles.
  B3. Record Ancient Findings
  The dwarven expedition set up camp here long ago. 
  What remains of their equipment is ruined, but a few 
  interesting pieces remain of the stash of ancient relics 
  they recovered.
  A ruined, rotting campsite occupies the east wall of this 
  large chamber. The hobgoblins spend a few minutes picking 
  through the wreckage. Sergeant Drussem says, “This must be 
  where those dwarves made camp. A long time ago, it seems.” 
  After a few minutes, Ozaril exclaims, “I found something!” 
  He lifts a small wood chest still largely preserved, and the 
  hobgoblins open it to find ancient scrolls, a dusty tome, and 
  a few miniature stone statuettes.
  Upon reaching this area, the Iolite Squad sets out to 
  record their findings for submission to the Pathfinder 
  archives. The PCs can help the Iolite Squad with their 
  reports by serving as scribes, which requires a successful 
  DC 20 Society check (DC 23 for Subtier 5–6), with the 
  following results.
  Associated Training Exercise: Understanding Artifacts 
  and Lore (see the “Exploring the Ruins” sidebar)
  Critical Success The hobgoblins are able to fashion accurate 
  copies of the texts they found, as well as detailed sketches 
  of the objects. From one of the texts, they discover that 
  the one of the stone statuettes is missing from the set and 
  locate it within a few minutes of searching.
  Success Following your advice, the hobgoblins carefully 
  translate the ancient dwarven texts and discover clues 
  about when the site might have been constructed.
  Failure The hobgoblins listen carefully, but Akrag and Gintka 
  can’t agree on whether the statuettes are magical. When 
  Drussem steps in to tell them to do their best and move 
  on, the two are embarrassed by their lack of knowledge. 
  The confusing back and forth causes all PCs to take a –1 
  status penalty to Recall Knowledge attempts for the rest 
  of the day. 
  Critical Failure Your meandering explanation causes 
  the squad to nitpick the details of the report. 
  They finish the task, but it embarrasses and 
  frustrates them, and the confusion causes all PCs to take 
  a –2 status penalty to Recall Knowledge attempts for the 
  rest of the day. 
  Rewards: The stone statuettes in the chest have a 
  25 gp value and are worth 1 Treasure Bundle. If the 
  group finds the complete set with a critical success, the 
  statuettes have far greater value and are instead worth 
  2 Treasure Bundles.
  B4. Smoke out the Spiders
  Swarms of mundane spiders followed the far more 
  monstrous web lurkers into the deeper areas of the ruins. 
  Thick cobwebs and hundreds of spiders choke this passage. 
  “Our weapons will be no use here,” says the sergeant. Gintka 
  steps forward, already mixing a few vials of smoking liquid 
  eagerly. “This should clear them out.”
  
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  Iolite Squad Alpha
  Giant Tarantula
  To proceed through this area, the Iolite Squad decides 
  to smoke out the spiders with alchemy. Gintka passes 
  a pair of fuming vials to each of her companions. The 
  PCs can give Gintka advice on what reagents are most 
  likely to repel the spiders with a successful DC 19 
  Nature or Survival check (DC 22 for Subtier 5–6), with 
  the following results.
  Associated Training Exercise: The Art and Science of 
  Smokeworking (see the “Exploring the Ruins” sidebar)
  Critical Success With your help, Gintka creates a smoke 
  that billows along the floor and creeps up the walls. She 
  includes aromatic herbs that are harmless to humanoids 
  but noxious to arthropods, which swiftly disperses 
  the spiders. The lingering fumes stick to the PCs’ clothing, 
  granting them a +1 status bonus to their saves against the 
  abilities of the enemies in area B5.
  Success With your help, Gintka smokes out most of the 
  spiders, though a few remain to harass the group as they 
  move through the passage.
  Failure Gintka’s alchemy smokes out the spiders, but the 
  cloud does not stay contained as intended, and the 
  hobgoblins are all exposed to the roiling, choking cloud. 
  They must delay for several minutes as they recover from 
  their self-inflicted condition.
  Critical Failure The reagents you suggest to Gintka actually 
  attract the spiders rather than repel them, and the group 
  spends nearly an hour fighting off swarm after swarm. 
  The fumes stick to the PCs’ clothing, imposing a –1 status 
  penalty to their saves against the abilities of the enemies 
  in area B5.
  A Brief Respite: With these four tasks complete, 
  Sergeant Drussem orders her squad to 
  regroup and rest for a moment. She thanks 
  the Pathfinders for their guidance so far 
  and suggests that they take a moment to rest 
  as well. If they insist on pressing on, she orders 
  the Squad to proceed through the previously 
  spider-choked passage.
  Hero Points: Upon completing 
  this encounter, you should be 
  approaching or have already 
  passed the end of your third 
  hour of gameplay. Award a 
  Hero Point to one of the PCs 
  if you have not already done 
  so since completing the joint training 
  exercises. This could be a PC who 
  had just the right skill to succeed 
  in an activity, achieved a critical 
  success in an activity, or was 
  able to succeed at multiple checks throughout the 
  exercises and exploration. If none of the PCs match 
  these requirements, give a Hero Point to a random 
  PC of your choice; this should be a different PC than 
  the ones to whom you awarded a Hero Point after the 
  previous encounters.
  B5. Deadfall Ambush  
  Severe
  A group of web lurkers and their pet giant spiders 
  occupy the deeper areas of the ruins and occasionally 
  wander at night out into the foothills to hunt for prey. 
  Venture-Captain Sheila Heidmarch was unaware that 
  such dangerous foes had moved into the ruins, and 
  their cunning plan to separate the intrusive humanoids 
  poses the greatest threat that the Pathfinders and their 
  trainees have yet to face.
  Rough stairs rise to the west, and a wide passage leads east. 
  Thick webs cling to the walls and ceiling. A loud scrape and 
  thud alerts the Squad to the presence of something beyond 
  the east passage. “Wait here,” says the Sergeant, who signals 
  her squad to stay on their guard as they press forward. One 
  of them shouts a curse as a sharp twang echoes through 
  the ruins—part of the ceiling above, concealed by webbing, 
  suddenly collapses. The hobgoblins rush forward, dodging 
  the cascade of boulders that fall and block the passage. 
  As the dust settles, the hobgoblins’ faint battle cries 
  mix with a hideous chattering noise—some of the web 
  lurkers are attacking the squad beyond the collapsed 
  passage. Before the PCs have time to start digging out 
  the tunnel to help the trainees, they are ambushed 
  as well.
  
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  Pathfinder Society Scenario
  Iolite Squad Alpha
  Pathfinder Flip-Mat: Cavernous Lair
  Pathfinder Flip-Mat: Cavernous Lair
  1 square = 5 feet
  1 square = 5 feet
  C = Collapse
  C = Collapse
  E = Enemies Start Here
  E = Enemies Start Here
  PCs
  PCs
  C
  E
  B4
  B4
  B2
  B2
  B3
  B3
  B1
  B1
  B. The Abandoned Dig Site
  B. The Abandoned Dig Site
  
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  Pathfinder Society Scenario
  Iolite Squad Alpha
  Creatures: A group of web lurkers recently discovered 
  this lair after being driven out of their previous home. 
  They have no desire to negotiate and view the Pathfinders 
  and hobgoblins as food for themselves and their giant 
  spider pets—including tarantulas of enormous size. The 
  area B map (see page 16) indicates the starting areas 
  for the PCs and enemies when the encounter in area 
  B5 begins.
  Subtier 3–4
  ELDERLY GIANT TARANTULA 
  CREATURE 3
  Page 19; art on page 24
  WEB LURKERS (2) 
  CREATURE 3
  Page 19; art on page 25
  Subtier 5–6
  GIANT TARANTULA 
  CREATURE 6
  Page 21; art on page 24
  WEB LURKER 
  CREATURE 3
  Page 21; art on page 25
  Reuniting with the Squad: Shortly after the battle, the 
  PCs hear the Iolite Squad’s victorious shouts. It takes 
  about an hour for the two groups working together to 
  dig out the deadfall debris and free the hobgoblins. The 
  Squad vanquished a giant tarantula; Ozaril has a vicious 
  bite wound, but they otherwise fared well in the battle.
  Rewards: With a thorough search of the rest of the 
  ruined dig site, the Iolite Squad discovers several objects 
  in surprisingly good condition, from religious symbols 
  and prayer beads to precious gems. They find a low-grade 
  cold iron breastplate in Subtier 3–4; in Subtier 5–6 they 
  instead find a standard-grade cold iron shield. These 
  items are worth 2 Treasure Bundles.
  Conclusion
  With the abandoned dig site cleared of danger, the Iolite 
  Squad can fully explore the site. They discover signs that 
  this location was once a way station of sorts for dwarven 
  travelers, but they also find the remains of ancient writings 
  that suggest this was a hideout of some kind for an exiled 
  religious sect. They lack the knowledge to piece together 
  exactly when these dwarves used the site, or when it was 
  built, but they are eager to continue their research once 
  they reach Absalom. There is pride in Sergeant Drussem’s 
  eyes as she sees her squad poring over their findings.
  Over the next few days, the PCs escort the Iolite Squad to 
  Korvosa, where they board a ship to Absalom. There, they 
  report their findings and the results of their joint training 
  at the Grand Lodge. Sergeant Drussem thanks the PCs for 
  completing their field training and expresses hope that the 
  two teams can work together in the future. Later, the PCs 
  receive a letter from Venture-Captain Sheila Heidmarch 
  commending them for their successful diplomatic mission. 
  She expresses uncertainty at what the future holds for the 
  Society and the nation of Oprak, but is also confident that 
  it is brighter thanks to the PCs’ successful mission.
  Primary Objectives
  The PCs fulfill their primary objective if they guide the 
  Iolite Squad through the ruins and defeat the unexpected 
  spiders, thereby clearing the site of danger. Doing so 
  earns each PC 2 Fame and 2 Reputation for any faction 
  associated with their currently slotted faction boon. PCs 
  who complete this mission also gain the Iolite Trainee 
  Hobgoblin boon on their Chronicle sheet.
  Secondary Objectives
  The PCs fulfill their secondary objective if the Iolite 
  Squad demonstrated strong Pathfinder skills in their 
  exploration of the ruins (areas B1, B2, B3, and B4). For 
  each area, consider the highest degree of success by any 
  PC who attempted the check. If the PCs attained at least 
  four “successes,” they fulfill their secondary objective. 
  For these purposes, a critical success counts as two 
  successes, and a critical failure subtracts one success. 
  Fulfilling their secondary objective earns each PC 2 Fame 
  and 2 Reputation for any faction associated with their 
  currently slotted faction boon.
  
  18
  Pathfinder Society Scenario
  Iolite Squad Alpha
  To adjust for the PCs’ overall strength, use the 
  following 
  Challenge 
  Point 
  adjustments. 
  These 
  adjustments are not cumulative.
  10–11 Challenge Points: Add one warg to the 
  encounter.
  12–13 Challenge Points: Add one elite warg to the 
  encounter.
  14–15 Challenge Points: Add one warg and one elite 
  warg to the encounter.
  16–18 Challenge Points (5+ players): Add two elite 
  wargs to the encounter.
  SCALING ENCOUNTER A
  Appendix 1: Subtier 3–4 
  Encounters
  The statistics presented in this appendix include full stat 
  blocks for creatures and hazards appearing in this scenario. 
  These encounters are written for four 3rd-level PCs. If 
  your group has a different composition or size, refer to the 
  Challenge Points section of GM References (page 27) for 
  instructions on how to use the scaling sidebars to adjust 
  the encounters for your group. 
  If a creature is marked “(0)”, don’t include it in the 
  encounter unless otherwise specified (likely from the 
  scaling sidebars). 
  Encounter A: Roadside Ambush (Subtier 3–4)
  While the PCs are traveling through this area, they 
  encounter a pack of wargs that has ambushed a merchant 
  family.
  Iolite Squad Actions: Each round, on initiative count 
  10, the hobgoblins perform one of the following actions. 
  The GM should choose the option that seems most 
  efficient, such as attacking a foe that is near death.
  Melee or Ranged Strike: The hobgoblins Strike with a 
  weapon attack. Their attack roll has a +12 modifier and 
  deals 1d6+4 slashing or piercing damage on a successful hit.
  Alchemical Support: The hobgoblins attempt to blind 
  a warg with smoke. The warg must succeed at a DC 19 
  Fortitude save or be blinded for 1d4 rounds.
  Draw Attention: The hobgoblins attempt to draw a 
  warg’s attacks. The warg must succeed at a DC 17 Will 
  save or spend its next turn chasing the hobgoblins rather 
  than attacking the PCs.
  Creatures: The wargs begin the fight spread throughout 
  the area—place them as evenly as possible among the 
  possible starting areas indicated on the map. They use 
  their speed to attack their enemies’ back rank, flanking 
  and surrounding whichever foe seems weakest. Whenever 
  possible they try to coordinate their attacks and positions 
  to take advantage of Pack Attack and Avenging Bite. When 
  only one warg remains, it flees into the wilderness.
  ELITE WARGS (2) 
  CREATURE 3
  N
  MEDIUM
  BEAST
  Perception +10; darkvision, scent (imprecise) 30 feet
  Languages Common, Goblin, Orcish
  Skills Acrobatics +9, Athletics +10, Deception +8, Intimidation 
  +8, Stealth +9, Survival +10
  Str +4, Dex +3, Con +3, Int –1, Wis +2, Cha +2
  AC 19, Fort +13, Ref +11, Will +8
  HP 51
  Avenging Bite � Trigger A creature within reach of the 
  warg’s jaws attacks one of the warg’s allies. Effect The warg 
  makes a jaws Strike against the triggering creature.
  Speed 40 feet
  Melee � jaws +13, Damage 1d8+6 piercing plus Grab
  Pack Attack The warg’s Strikes deal 1d4 extra damage to 
  creatures within the reach of at least two of the warg’s allies.
  Swallow Whole � (attack) Small, 1d6+4 bludgeoning, 
  Rupture 9
  WARGS (0) 
  CREATURE 2
  NE
  MEDIUM
  BEAST
  Perception +8; darkvision, scent (imprecise) 30 feet
  Languages Common, Goblin, Orcish
  Skills Acrobatics +7, Athletics +8, Deception +6, Intimidation 
  +6, Stealth +7, Survival +8
  Str +4, Dex +3, Con +3, Int –1, Wis +2, Cha +2
  AC 17, Fort +11, Ref +9, Will +6
  HP 36
  Avenging Bite � Trigger A creature within reach of the 
  warg’s jaws attacks one of the warg’s allies. Effect The warg 
  makes a jaws Strike against the triggering creature.
  Speed 40 feet
  Melee � jaws +11, Damage 1d8+4 piercing plus Grab
  Pack Attack The warg’s Strikes deal 1d4 extra damage to 
  creatures within the reach of at least two of the warg’s allies.
  Swallow Whole � (attack) Small, 1d6+2 bludgeoning, 
  Rupture 9
  
  19
  Pathfinder Society Scenario
  Iolite Squad Alpha
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment. 
  12+ Challenge Points: For every 2 Challenge Points 
  beyond 10, add one elderly giant tarantula or web 
  lurker, keeping the numbers roughly equal.
  SCALING ENCOUNTER B5
  Encounter B5: Deadfall Ambush (Subtier 3–4)
  While the PCs are guiding the Iolite Squad through the 
  ruins, the two groups become separated by falling rocks 
  as indicated by the impassable area marked C on the 
  map. Monstrous spiders ambush the PCs and attempt to 
  slaughter them for their next meal.
  Creatures: The giant spider attacks once from range 
  before closing into melee. Any web lurkers in the fight 
  use their webs to hold enemies in place, and engage in 
  melee combat only once their pet spiders have fallen or 
  their victims are helplessly trapped.
  ELDERLY GIANT TARANTULA 
  CREATURE 3
  N
  LARGE
  ANIMAL
  Perception +9; darkvision
  Skills Acrobatics +5, Athletics +10, Stealth +7
  Str +5, Dex +0, Con +4, Int –5, Wis +1, Cha –4
  AC 16, Fort +10, Ref +8, Will +6
  HP 65
  Speed 30 feet, climb 30 feet
  Melee � fangs +12, Damage 2d6+5 piercing plus giant 
  tarantula venom
  Melee � leg +12 (reach 10 feet), Damage 1d10+5 bludgeoning 
  plus Knockdown
  Giant Tarantula Venom (poison) Saving Throw Fortitude 
  DC 25; Maximum Duration 8 rounds; Stage 1 1d4 poison 
  (1 round); Stage 2 1d4 poison, flat-footed, and clumsy 1 (1 
  round); Stage 3 1d4 poison, flat-footed, and clumsy 2; Stage 
  4 1d4 poison and paralyzed (1 round).
  Hair Barrage � The tarantula flicks its legs, flinging spiky 
  hairs in a 15-foot cone. This deals 3d8 piercing damage with 
  a DC 19 basic Reflex save.
  WEB LURKERS (2) 
  CREATURE 3
  N
  MEDIUM
  ABERRATION
  Perception +10; darkvision, tremorsense (imprecise) 30 feet 
  (creatures touching its web)
  Languages Aklo; spider speak
  Skills Acrobatics +9, Athletics +9, Crafting +8 (+12 to craft 
  traps and snares), Stealth +11
  Str +4, Dex +4, Con +3, Int +1, Wis +3, Cha –1
  Spider Speak The web lurker can speak with spiders, with the 
  same effects and limitations as speak with animals.
  AC 19, Fort +10, Ref +11, Will +8
  HP 45
  Spring upon Prey � Trigger A creature touches the web 
  lurker’s web while the web lurker is on it. Requirement 
  Initiative has not yet been rolled. Effect The web lurker 
  automatically notices the creature and Strides or Climbs 
  before rolling initiative.
  Speed 25 feet, climb 25 feet
  Melee � fangs +11 (poison), Damage 1d8+6 piercing plus web 
  lurker venom
  Melee � claw +11 (agile), Damage 1d8+6 slashing
  Melee � web +11
  Web Lurker Venom (poison) Saving Throw Fortitude DC 19; 
  Maximum Duration 10 rounds; Stage 1 1d6 poison and 
  flat-footed (1 round); Stage 2 1d6 poison, flat-footed, and 
  slowed 1 (1 round)
  Web Trap A creature hit by the web lurker’s web attack is 
  immobilized and stuck to the nearest surface until it 
  succeeds at DC 20 Acrobatics check to Escape.
  
  20
  Pathfinder Society Scenario
  Iolite Squad Alpha
  To adjust for the PCs’ overall strength, use the 
  following 
  Challenge 
  Point 
  adjustments. 
  These 
  adjustments are not cumulative.
  19–22 Challenge Points: Add one elite warg to the 
  encounter.
  23–27 Challenge Points: Add one winter wolf to the 
  encounter.
  28–32 Challenge Points: Add one winter wolf and 
  one elite warg to the encounter.
  33+ Challenge Points: Add two winter wolves to the 
  encounter.
  SCALING ENCOUNTER A
  Appendix 2: Subtier 5–6 
  Encounters
  The statistics presented in this appendix include full stat 
  blocks for creatures and hazards appearing in this scenario. 
  These encounters are written for four 5th-level PCs. If 
  your group has a different composition or size, refer to the 
  Challenge Points section of GM References (page 27) for 
  instructions on how to use the scaling sidebars to adjust 
  the encounters for your group. 
  If a creature is marked “(0)”, don’t include it in the 
  encounter unless otherwise specified (likely from the 
  scaling sidebars). 
  Encounter A: Roadside Ambush (Subtier 5–6)
  While the PCs are traveling through this area, they 
  encounter a pack of wargs that has ambushed a merchant 
  family. 
  Iolite Squad Actions: Each round, on initiative count 
  10, the hobgoblins perform one of the following actions. 
  The GM should choose the option that seems most 
  efficient, such as attacking a foe that is near death.
  Melee or Ranged Strike: The hobgoblins Strike with a 
  weapon attack. Their attack roll has a +15 modifier and 
  deals 1d8+6 slashing or piercing damage on a successful 
  hit.
  Alchemical Support: The hobgoblins attempt to blind 
  a warg with smoke. The warg must succeed at a DC 21 
  Fortitude save or be blinded for 1d4 rounds.
  Draw Attention: The hobgoblins attempt to draw a 
  warg’s attacks. The warg must succeed at a DC 19 Will 
  save or spend its next turn chasing the hobgoblins rather 
  than attacking the PCs.
  Creatures: The wargs begin the fight spread 
  throughout the area—place them as evenly as possible 
  among the possible starting areas indicated on the map. 
  They use their speed to attack their enemies’ back rank, 
  flanking and surrounding whichever foe seems weakest. 
  Whenever possible they try to coordinate their attacks 
  and positions to take advantage of Pack Attack and 
  Avenging Bite. When only two wargs remain, they flee 
  into the wilderness.
  WINTER WOLF 
  CREATURE 5
  NE
  LARGE
  BEAST
  Perception +14; darkvision, scent (imprecise) 30 feet
  Languages Common, Jotun
  Skills Acrobatics +13, Athletics +13, Deception +11, Intimidation 
  +11, Stealth +13 (+16 in snow), Survival +12
  Str +6, Dex +4, Con +4, Int +2, Wis +3, Cha +2
  AC 23; Fort +13, Ref +15, Will +10
  HP 70; Immunities cold; Weaknesses fire 5
  Buck � DC 21
  Avenging Bite � As warg.
  Speed 40 feet
  Melee � jaws +15 (cold), Damage 1d10+6 piercing plus 1d6 
  cold and Knockdown
  Breath Weapon � (cold, evocation, primal); The winter wolf 
  breathes a cloud of frost in a 15-foot cone that deals 5d8 
  cold damage (DC 23 basic Reflex save). The winter wolf 
  can’t use Breath Weapon again for 1d4 rounds.
  Pack Attack The winter wolf’s Strikes deal 1d6 extra damage 
  to creatures within the reach of at least two of the winter 
  wolf’s allies.
  ELITE WARGS (2) 
  CREATURE 3
  NE
  MEDIUM
  BEAST
  Perception +10; darkvision, scent (imprecise) 30 feet
  Languages Common, Goblin, Orcish
  Skills Acrobatics +9, Athletics +10, Deception +8, Intimidation 
  +8, Stealth +9, Survival +10
  Str +4, Dex +3, Con +3, Int –1, Wis +2, Cha +2
  AC 19, Fort +13, Ref +11, Will +8
  HP 51
  Avenging Bite � Trigger A creature within reach of the 
  warg’s jaws attacks one of the warg’s allies. Effect The warg 
  makes a jaws Strike against the triggering creature.
  Speed 40 feet
  Melee � jaws +13, Damage 1d8+6 piercing plus Grab
  Pack Attack The warg’s Strikes deal 1d4 extra damage to 
  creatures within the reach of at least two of the warg’s 
  allies.
  Swallow Whole � (attack) Small, 1d6+4 bludgeoning, 
  Rupture 9
  
  21
  Pathfinder Society Scenario
  Iolite Squad Alpha
  To adjust for the PCs’ overall strength, use the 
  following 
  Challenge 
  Point 
  adjustments. 
  These 
  adjustments are not cumulative.
  19–22 Challenge Points: Add one web lurker to the 
  encounter.
  23–27 Challenge Points: Add one giant tarantula to 
  the encounter.
  28–32 Challenge Points: Add one giant tarantula and 
  one web lurker to the encounter.
  33+ Challenge Points: Add two giant tarantulas to 
  the encounter.
  SCALING ENCOUNTER B5
  Encounter B5: Deadfall Ambush (Subtier 5–6)
  While the PCs are guiding the Iolite Squad through the 
  ruins, the two groups become separated by falling rocks, 
  as indicated by the impassable area marked C on the 
  map. Monstrous spiders ambush the PCs and attempt to 
  slaughter them for their next meal.
  Creatures: The giant spider attacks once from range 
  before closing into melee. Any web lurkers in the fight 
  use their webs to hold enemies in place, fighting in melee 
  only once their pet spiders have fallen or their victims are 
  helplessly trapped.
  GIANT TARANTULA  
  CREATURE 6
  N
  LARGE
  ANIMAL
  Perception +14; darkvision
  Skills Acrobatics +9, Athletics +16, Stealth +11
  Str +6, Dex +1, Con +5, Int –5, Wis +2, Cha –4
  AC 21, Fort +15, Ref +13, Will +10
  HP 135
  Speed 30 feet, climb 30 feet
  Melee � fangs +17, Damage 2d8+8 piercing plus giant 
  tarantula venom
  Melee � leg +17 (reach 10 feet), Damage 1d12+8 bludgeoning 
  plus Knockdown
  Giant Tarantula Venom (poison) Saving Throw Fortitude 
  DC 23; Maximum Duration 8 rounds; Stage 1 1d6 poison 
  (1 round); Stage 2 1d6 poison, flat-footed, and clumsy 1 (1 
  round); Stage 3 1d6 poison, flat-footed, and clumsy 2; Stage 
  4 1d6 poison and paralyzed (1 round).
  Hair Barrage � The tarantula flicks its legs, flinging spiky 
  hairs in a 15-foot cone. This deals 4d6 piercing damage with 
  a DC 25 basic Reflex save.
  WEB LURKERS (3) 
  CREATURE 3
  N
  MEDIUM
  ABERRATION
  Perception +10; darkvision, tremorsense (imprecise) 30 feet 
  (creatures touching its web)
  Languages Aklo; spider speak
  Skills Acrobatics +9, Athletics +9, Crafting +8 (+12 to craft 
  traps and snares), Stealth +11
  Str +4, Dex +4, Con +3, Int +1, Wis +3, Cha –1
  Spider Speak The web lurker can speak with spiders, with the 
  same effects and limitations as speak with animals.
  AC 19, Fort +10, Ref +11, Will +8
  HP 45
  Spring upon Prey � Trigger A creature touches the web 
  lurker’s web while the web lurker is on it. Requirement 
  Initiative has not yet been rolled. Effect The web lurker 
  automatically notices the creature and Strides or Climbs 
  before rolling initiative.
  Speed 25 feet, climb 25 feet
  Melee � fangs +11 (poison), Damage 1d8+6 piercing plus web 
  lurker venom
  Melee � claw +11 (agile), Damage 1d8+6 slashing
  Melee � web +11
  Web Lurker Venom (poison) Saving Throw Fortitude DC 19; 
  Maximum Duration 10 rounds; Stage 1 1d6 poison and 
  flat-footed (1 round); Stage 2 1d6 poison, flat-footed, and 
  slowed 1 (1 round)
  Web Trap A creature hit by the web lurker’s web attack is 
  immobilized and stuck to the nearest surface until it 
  succeeds at DC 20 Acrobatics check to Escape.
  
  22
  Pathfinder Society Scenario
  Iolite Squad Alpha
  Appendix 3: Art & Handout
  Akrag
  Gintka
  Ozaril
  Iolite Squad
  Sergeant Drussem
  
  23
  Pathfinder Society Scenario
  Iolite Squad Alpha
  Elite Warg
  
  24
  Pathfinder Society Scenario
  Iolite Squad Alpha
  Giant Tarantula
  
  25
  Pathfinder Society Scenario
  Iolite Squad Alpha
  Web Lurker
  
  26
  Pathfinder Society Scenario
  Iolite Squad Alpha
  Handout #1: Heidmarch’s Mission Briefing
  Greetings, Pathfinders,
  We have an urgent diplomatic mission for you, but not of the traditional sort. The Pathfinder Society has been 
  negotiating for weeks with General Azaersi, leader of the hobgoblin nation of Oprak. Now that she has secured 
  Oprak’s borders, the General has cast far and wide in search of useful allies: including the Society. Despite the 
  General’s central role in the recent bloody conflict known as the Ironfang Invasion and the resulting instability 
  in the region, she is potentially a powerful ally. The resurgent threat of the Whispering Tyrant must not be taken 
  lightly, and an allegiance with Oprak could prove invaluable.
  However, General Azaersi’s full intentions are unknown. To further ascertain her motives, the Society has agreed 
  to accept a small squad of hobgoblins into its ranks. You are to meet this group, the Iolite Squad, in Kaer Maga, 
  then escort them to a nearby training ground to conduct a series of joint training exercises. The training ground 
  is near an ancient dwarven dig site that we have identified as an ideal location for these recruits to practice being 
  Pathfinder agents; it is not a place of global significance, but it likely contains some interesting pieces of history.
  After your joint exercises, guide the recruits in exploring the site. The hobgoblins are competent soldiers and 
  we do not expect great danger, but you must ensure that they all make it out alive. This is a diplomatic mission, 
  after all. Defer to the hobgoblins when exploring—they must prove themselves capable Pathfinders—but give aid 
  if they request it. With this task complete, escort the Iolite Squad to Korvosa, where all of you are to book passage 
  to Absalom and report to the Grand Lodge.
  We have arranged for you to meet the Iolite Squad at the Sorry Excuse, an establishment in the Hospice District. 
  Do not keep the hobgoblins waiting long upon your arrival to Kaer Maga. Most citizens of the City of Strangers 
  will not blink twice at a band of hobgoblins, but the Ironfang Invasion has soured public opinion toward them. 
  Be wary of those who may resent their presence.
  From Kaer Maga, follow the river south to Sirathu, then take the southeast road for 30 miles. The training 
  grounds and dig site are in a rock-strewn valley to the northeast of a small wood.
  Go with care,
  Venture-Captain Sheila Heidmarch
  
  27
  Pathfinder Society Scenario
  Iolite Squad Alpha
  GM References
  Treasure Table
  Challenge Points Per PC
  Challenge Points and Subter
  Level
  Treasure Bundle
  3
  3.8 gp
  4
  6.4 gp
  5
  10 gp
  6
  15 gp
  Level
  Challenge Points
  3
  2
  4
  3
  5
  4
  6
  5
  CP Total
  Subtier
  8-14
  3–4
  16-18 (5+ players)
  3–4
  16-18 (4 players)
  5–6
  19+
  5–6
  Chronicle Sheet 
  PCs who successfully run the Iolite Squad through the 
  training grounds gain the Iolite Trainee Hobgoblin boon 
  on their Chronicle Sheets. 
  Treasure Bundles: 
  ▫Area A, page 8: 1 Treasure Bundle
  ▫▫ The Wary Merchant, page 10: 2 Treasure Bundles
  ▫Area B1, page 13: 1 Treasure Bundle
  ▫▫Area B2, page 14: 2 Treasure Bundles
  ▫▫ Area B3, page 14: 2 Treasure Bundles
  ▫▫Area B5, page 17: 2 Treasure Bundles
  Challenge Points
  Challenge Points are a system for scaling the difficulty 
  of encounters appropriately for groups of mixed size 
  and level. Total up the number of Challenge Points your 
  group has.
  • 3rd-level PCs = 2 points each
  • 4th-level PCs = 3 points each
  • 5th-level PCs = 4 points each
  • 6th-level PCs = 6 points each
  Now use the table above to determine which Subtier is 
  appropriate for your PCs. Subtier 3–4 encounters appear 
  in Appendix 1, and Subtier 5–6 encounters appear in 
  Appendix 2.
  
  28
  Pathfinder Society Scenario
  Iolite Squad Alpha
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  -2
  -2
  -2
  -2
  -2
  -2
  -2
  
  29
  Pathfinder Society Scenario
  Iolite Squad Alpha
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) “Derivative Material” means copyrighted 
  material including derivative works and translations (including into other computer 
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  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open 
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  Pathfinder Society Scenario #1–19: Iolite Squad Alpha © 2020, Paizo Inc.; Author: 
  Mike Kimmel.
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  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 3–4
  SUBTIER 5–6
  J4Q3
  Herolab Code
  Character Chronicle #
  Pathfinder Society Scenario #1–19: 
  Iolite Squad Alpha
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  lifting belt (level 4; 80 gp)
  ring of the ram (level 6; 220 gp)
  You successfully escorted a squad of hobgoblin Pathfinder candidates to Absalom, sharing techniques and skills along the way.
  Iolite Trainee Hobgoblin: The Iolite Squad’s reports on valuable Pathfinder skills have made it back to 
  Oprak to be incorporated into their training regimens. You have gained access to the following background 
  for all of your characters (include a copy of this Chronicle Sheet with any character who selects this 
  background).
  IOLITE TRAINEE HOBGOBLIN 
  BACKGROUND
  Prerequisites Hobgoblin ancestry
  The Iolite Squad was Oprak’s first foray into training hobgoblins for Pathfinder membership. You’ve added the 
  archival and archaeological skills they sent back to Oprak into your military training.
  Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
  You’re trained in the Society skill and the Warfare Lore skill. You gain the Sign Language skill feat.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/PF2 S01-19 - Iolite Squad Alpha.pdf