TEXT: By Sam Polak
  The STranger WiThin
  Pathfinder Society Scenario #5–18 
  tier 5–9
  
  The STranger WiThin
  Pathfinder Society Scenario #5–18
  Author • Sam Polak
  Contributing Artists • Miguel Regodón Harkness and 
  Dion Harris
  Cartographer • Sean Macdonald
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Managing Editor • James L. Sutter
  Development Lead • John Compton
  Senior Developer • Rob McCreary
  Developers • Logan Bonner, John Compton,  
  Adam Daigle, Mark Moreland, Patrick Renie, and 
  Owen K.C. Stephens
  Associate Editors • Judy Bauer and Christopher Carey
  Editors • Justin Juan, Ryan Macklin, and  
  Matthew Simmons
  Lead Designer • Jason Bulmahn
  Designer • Stephen Radney-MacFarland
  Managing Art Director • Sarah E. Robinson
  Senior Art Director • Andrew Vallas
  Art Director • Sonja Morris
  Graphic Designers • Emily Crowell and Ben Mouch
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
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  Staff Accountant • Ashley Gillaspie
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  Website Team • Christopher Anthony, Liz Courts, 
  Crystal Frasier, Lissa Guillet, and Chris Lambertz
  Pathfinder Society Scenario #5–18: The Stranger Within 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 product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
  fantasy roleplaying game.
  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. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in 
  the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
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  Pathfinder Society Scenario #5–18: The Stranger Within © 2014, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and Pathfinder Society 
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  Varisia
  • Korvosa
  Magnimar •
  Storval Plateau
  Kaer Maga •
  3
  The STranger WiThin
  By Sam Polak
  WHERE ON GOlaRiON?
  The Stranger Within takes place in Kaer Maga, an isolated 
  city carved into a massive, hexagonal monument perched 
  on the edge of the Storval Plateau. The city has no 
  official authority; instead, each region is run by factions 
  or families with a vested interest in ensuring varying 
  amounts of stability within the city walls. In particular, 
  this adventure explores the districts of Ankar-Te, Bis, 
  the Bottoms, and Downmarket. For more information 
  regarding Kaer Maga, see Pathfinder Campaign Setting: 
  City of Strangers, available in bookstores and game stores 
  everywhere, and online at paizo.com.
  W
  hen Guaril Karela, the current leader of 
  the Sczarni, began his rise to power in 
  4712 ar, most of the clans quickly reached 
  agreements with him. The Gael family, an up-and-
  coming crime syndicate operating out of Korvosa, was 
  one of the few who chose not to work for him. Guaril 
  eventually saw his opportunity to eliminate his rivals 
  when the Hellknights captured one of the Gaels. He 
  provided the Gaels with explosives, a flawed map of the 
  Hellknights’ fortress, and faulty tactical advice for an ill-
  fated prison break that all but destroyed the family. The 
  survivors fled Korvosa and regrouped in Kaer Maga, the 
  one city in Varisia where Karela has never quite managed 
  to get his foot in the door. Since their failed assault on the 
  Fortress of the Nail, the surviving members of the Gael 
  family have been obsessed by one goal: the assassination 
  of Guaril Karela. They’ve spent the last few months in 
  Kaer Maga gathering resources and allies, refining their 
  plans to kill Karela in a single decisive attack.
  Nicu Gael, the current patriarch of the Gael family, 
  has already left Kaer Maga, leaving his daughter Imelda 
  in charge. Imelda got her start in the family business 
  in Korvosa, where she directed part of the Gaels’ drug 
  operation, using alchemy to refine flayleaf. Her skill with 
  alchemy saved her life at the ill-fated assault on the Fortress 
  of the Nail; her own bombs proved more effective than the 
  fireworks Guaril supplied, and her elixirs facilitated her 
  escape. To evade the Order of the Nail Hellknights as they 
  hunted down any Gaels who stayed in Korvosa, she fled 
  to Kaer Maga with several other survivors to seek shelter 
  with her cousin Orphyro. Imelda has kept herself and her 
  underlings busy in the Asylum Stone by recruiting allies 
  and developing plans to kill Guaril Karela—all financed 
  by accepting ruinous debts, selling flayleaf, and engaging 
  in any fast-money scheme she can devise.
  Imelda has contacted most of the powerful factions in 
  Kaer Maga, yet only two have reached out to assist her: 
  the Freemen and the Commerce League. When the Gaels 
  first arrived in Kaer Maga, Imelda’s story about Karela’s 
  seizing power and enslaving the rest of the Sczarni 
  convinced the Freemen to provide the Gaels with shelter, 
  weapons, extra guards, and access to their fighting school, 
  the Price of Freedom. The Commerce League extended a 
  large loan to Imelda on the basis of her prior success in 
  Korvosa’s drug trade; however, instead of investing the 
  money in building a business, the Gaels have spent much 
  of it purchasing weapons, monsters, poisons, allies, 
  intelligence, and spellcasting services. The Gaels have 
  worked in secret for months, but soon after hiring the 
  information broker Grandmaster Torch, he sold out their 
  location to the Pathfinder Society and, by extension, to 
  Guaril Karela.
  
  4
  Pathfinder Society Scenario
  Pathfinder Society Scenario
  4
  GM RESOURCES
  This adventure makes use of the Pathfinder RPG Core 
  Rulebook, the Pathfinder RPG Advanced Player’s 
  Guide (APG), the Pathfinder RPG Bestiary, Pathfinder 
  RPG Bestiary 3 (B3), and Pathfinder RPG Ultimate 
  Equipment (UE). The rules from these books can be found 
  online for free as part of the Pathfinder Roleplaying Game 
  Reference Document at paizo.com/prd.
  Having learned that their anonymity was compromised, 
  the Gaels have scattered; Imelda and her Kaer Magan allies 
  have remained, whereas her other relatives have left to 
  put their latest assassination scheme in motion. Further, 
  Imelda has begun covering her tracks by trapping her 
  home, relocating her flayleaf business, and moving in with 
  Orphyro in the Ankar-Te district. Should Karela’s allies try 
  to find her, she has prepared a deadly welcome for them.
  SUMMARY
  In the Varisian city of Kaer Maga, the Pathfinders seek 
  members of the Gael family and their allies to prevent 
  an assassination attempt against Guaril Karela, the 
  head of the Sczarni faction. As the PCs converse with the 
  residents of Kaer Maga, they learn that Imelda Gael rents 
  a modest balcony home in the Bis district, maintains a 
  shaky alliance with the militant anti-slavery Freemen, 
  and owes the Commerce League a substantial debt.
  At the balcony house, the PCs run afoul Imelda’s 
  deathtrap ooze but find evidence of her involvement in the 
  assassination plot as well as hints about her business selling 
  flayleaf. To gain the cooperation of the Freemen, the PCs 
  can visit their headquarters in the Bottoms and help to free 
  a pegasus about to be auctioned in the Stockyards. Finally, 
  Dakar, the mysterious head of the Commerce League, invites 
  the PCs to speak with him, offering to trade information 
  about the Gaels’ hideout on the condition that they spare 
  the life of one of the Gaels’ allies. Dakar offers additional 
  information about the Gaels if the PCs were subtle enough 
  in their investigation to impress him.
  The PCs may investigate and follow up on these three 
  leads in any order they choose, but Dakar is not ready 
  to meet with the PCs until they have visited the balcony 
  house and spoken with the Freemen. Once the PCs learn 
  the location of the Gael family’s Kaer Magan hideout—a 
  shop that sells zombies in the Ankar-Te district—they 
  must raid the hideout and disrupt the Gael family’s 
  operations. In doing so, the PCs pass through the 
  storefront, which is guarded by both Gael family agents 
  and the merchandise itself. A concealed staircase in the 
  store leads to a basement where the PCs face Imelda Gael, 
  her cousin Orphyro, and several of his undead creations.
  GETTING STARTED
  The PCs begin the adventure in or near Kaer Maga when 
  they each receive a letter sealed with the Glyph of the 
  Open Road. Give the players Player Handout #1, a letter 
  from Venture-Captain Ambrus Valsin informing the PCs 
  of the threat the Gael family poses to Guaril Karela, an 
  important ally of the Society. Valsin has little further 
  information, should the PCs use magic to contact him 
  directly; he just prompts the PCs to be resourceful and 
  start asking around the city to see what they can find. 
  PART 1: THE CITY OF STRANGERS
  To complete their mission, the PCs must discover the 
  location of the Gael family’s secret headquarters and 
  identify their allies. Pathfinders who find what they’re 
  looking for quickly and make friends with the locals can 
  avoid raising the profile of their investigation and alerting 
  the Gaels. If the PCs desire, they can hire a local guide for 
  5 gold pieces per day to help them navigate Kaer Maga, 
  locate the best informants, and avoid trouble.
  In order to track down a local with reliable information 
  about the Gaels or their allies, the PCs must attempt a 
  DC 22 Diplomacy check to gather information (DC 25 in 
  Subtier 8–9). On a success, the PCs spend 1d4 hours finding 
  the contact and learning what he or she knows; three 
  knowledgeable NPCs and their contribution to the PCs’ 
  investigation are detailed later in this section. On a failure, 
  the PCs still track down the contact, but doing so instead 
  takes 3d4 hours, involves speaking to many more citizens, 
  and raises the profile of the PCs’ investigation. Keep track 
  of how long the PCs take to complete this legwork, as this 
  gives Imelda more time to prepare and modifies Dakar’s 
  attitude toward the PCs in later encounters.
  In addition, each contact has a condition that the PCs can 
  fulfill to befriend the NPC. If the PCs fulfill this condition, 
  this NPC is then more willing to keep quiet about the PCs’ 
  inquiries. This increases the effective number of hours the 
  PCs can spend gathering information before negatively 
  impacting later encounters. When calculating the number 
  of hours the PCs spend gathering information, treat the 
  final result as three lower for each of the three NPCs they 
  befriend. Succeeding at a DC 25 Diplomacy check is also 
  sufficient for a PC to befriend a contact in this way.
  Attempts to locate Imelda with divination magic can work, 
  especially if PCs use some of her clothes from the balcony 
  house. If the PCs succeed in locating Imelda with scrying 
  or similar magic, they see her fully armed and armored, 
  attended by powerful undead in an underground location.
  The Blushing Rose
  The PCs’ first lead directs them to the Blushing Rose, a 
  brothel located near the center of the Hospice District. 
  
  5
  the Stranger Within
  the Stranger Within
  5
  FREqUENt ViSitORS
  PCs who have visited Kaer Maga before have the advantage 
  of first-hand experience when exploring the bustling city. A PC 
  gains a +1 cumulative circumstance bonus on Diplomacy checks 
  to gather information and influence contacts for each of the 
  following Chronicle sheets earned from the following:
  • Pathfinder Society Scenario #51: City of Strangers, Part I: 
  The Shadow Gambit
  • Pathfinder Society Scenario #52: City of Strangers, Part II: 
  The Twofold Demise
  • Pathfinder Society Scenario #4–10: Feast of Sigils
  • Pathfinder Module: The Godsmouth Ossuary
  • Pathfinder Adventure Path #63: The Asylum Stone
  There the PCs meet Miss Feathers, a muscular woman 
  who stands a head taller than the other working ladies. 
  She loves telling stories about her most awkward 
  romantic entanglements, her booming voice and quick 
  laugh accompanied by dramatic gestures with her 
  feathered boa.
  Befriending Miss Feathers is as simple as spending an 
  hour or more listening to some of her wilder stories. She 
  considers anyone who can handle her boisterousness 
  for that long to be a good sport, and with a wink she 
  assures the PCs that she can feed false leads to anyone 
  who might come asking after them.
  What do you know about the Gael family? “I know a 
  lady named Imelda Gael, but not well enough to have met 
  her family. She’s a rough one, all muscles and tattoos and 
  always mad about something. Sharp as a whip crack too, 
  but I wouldn’t be surprised to hear she’s gotten herself 
  in trouble.”
  Where can we find Imelda? “Oh, she rents a lovely little 
  house in the Bis district. I’ll give you directions, though I can 
  tell you she hasn’t been seen there for several days. I doubt 
  she’s left the city, but there are enough nooks and crannies 
  around here that anyone wanting to lie low can do so.”
  Development: Meeting with Miss Feathers gives the 
  PCs enough information to locate Imelda’s rented home 
  in Bis (see Part 2).
  
  miss feathers
  6
  Pathfinder Society Scenario
  Pathfinder Society Scenario
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  The Street of Sighs
  One of the PCs’ other leads points them to Shiyu, a 
  well-connected Sweettalker who knows about the deal 
  between the Freemen and a renegade Sczarni faction. 
  The PCs find him in the Oriat district in the Sweettalker 
  neighborhood known as the Street of Sighs.
  Shiyu is a middle-aged man with light brown skin 
  and dark hair, but his most striking feature is the 
  thread that binds his lips together. Sweettalkers are a 
  tightly knit religious community whose members 
  stitch their mouths closed as an act of 
  piety. Shiyu offers what he knows freely, 
  but he communicates only in the 
  peculiar language of Sweettalkers—a 
  combination of clicks, sighs, whistles, 
  and hand gestures. Although the 
  language is remarkably intuitive for 
  strangers, a PC must nonetheless 
  succeed at a DC 15 Linguistics or 
  Sense Motive check to understand 
  Shiyu easily. Alternatively, the PCs 
  can hire an interpreter for 5 gold 
  pieces or have a hired guide 
  provide translations.
  The Sweettalker is quite 
  friendly 
  but 
  becomes 
  increasingly frustrated if 
  he frequently has to repeat 
  himself. 
  Befriending 
  him 
  requires that at least half of those 
  PCs who interact with him succeed 
  at the skill check to understand what 
  he says (or use a guide or interpreter 
  to do the same). Otherwise, Shiyu 
  later shares the story with others, drawing unwanted 
  attention to the PCs.
  What do you know about the Gael family? “I’ve heard 
  of the Gaels, because when they arrived in Kaer Maga, 
  they came to the Freemen for help. They told a story 
  about barely escaping a crime boss who tried to enslave 
  them. People rarely claim that unless it’s true, so for a 
  while the Gaels received help from the Freemen.”
  Who are the Freemen? “The Freemen are mostly freed 
  or escaped slaves who live in the Bottoms district. They 
  work together to free other slaves in the city, and they all 
  undergo some combat training so they know what to do 
  if somebody tries to capture them again. 
  What kind of help did the Freemen give the Gaels? 
  “I hear they gave the Gaels some gear, a few guards, 
  and training at their fighting school. The Freemen also 
  offered the Gaels a safe place to stay in the Bottoms 
  district, but the Gaels didn’t take up the offer. I’m not 
  sure what else happened, but the Freemen’s council at the 
  Common House has been debating whether to withdraw 
  support from the Gaels.”
  Development: Speaking with Shiyu should provide the 
  PCs enough information to track down the Freemen in 
  the Bottoms (see Part 2).
  The Augurs’ Temple
  The PCs’ third possible lead points them to the Augurs, 
  a society of trolls blessed with the gift of prophecy 
  and foresight. The Augur in question is Vargun, a 
  particularly worldly troll whom the PCs find 
  shopping in the stalls of Winesop Alley in the 
  shadow of the Augurs’ temple. Vargun wears 
  a long, purple toga with a bloodstained, 
  horizontal slit across her midsection. To 
  answer difficult questions, such as those 
  regarding the Gael family, she slices her 
  belly open, examines her own entrails, 
  and delivers the information in the form 
  of a dramatic pronouncement before 
  reinserting her organs and allowing her 
  regeneration to close the wound.
  Augurs typically expect a fee—
  often presented as donations—
  for their services, though 
  Vargun does little more 
  than raise an eyebrow as she 
  concludes her reading. With 
  a successful DC 15 Sense 
  Motive check, a PC can tell 
  that she expects at least a few coins 
  in payment. She politely accepts a 
  donation of at least 5 gold pieces, but 
  the PCs can befriend her and buy her 
  silence by giving her at least 25 gold pieces. If the PCs 
  refuse to pay her minimal fee, she glowers and storms 
  off; angering her in this way actually adds an effective 3 
  hours to the time the PCs spend gathering information 
  for the purpose of determining Imelda’s and Dakar’s 
  reactions in later encounters.
  What do you know about the Gael family? “These 
  Gaels have borrowed beyond their means, and their 
  creditors grow restless. The coins that circuit the city 
  are the coins that once padded the purse, but a dead 
  debtor pays no bills,” she intones before providing 
  a basic interpretation. “The ones you speak of have 
  dealt with the Commerce League, and the Commerce 
  League’s business is Dakar’s business. Be careful about 
  dabbling in Dakar’s business without his blessing.”
  How do we find Dakar? Vargun grins cruelly, noting, 
  “One does not find Dakar. Dakar finds you.”
  Development: By dealing with Vargun, not only do 
  the PCs learn about Dakar’s involvement, but also Dakar 
  
  Vargun
  7
  the Stranger Within
  the Stranger Within
  7
  quickly learns of the PCs’ interest in finding him (see 
  Part 2).
  A. TerrAce coTTAge
  The Bis district is entirely indoors, located inside the 
  hollowed-out southwestern segment of the city wall known 
  as the Ring. The Kiln, an imposing fortress and golem 
  factory, is visible in the district’s center. Giant lamps hang 
  on cables from the roof 80 feet above in artful geometric 
  arrangements. Massive balconies jut from the 
  walls of the Ring, supporting lavish 
  homes for the district’s elite. 
  Their flickering, magical lights 
  could almost be mistaken for 
  sparkling waterfalls constantly 
  pouring down the terraced stone 
  interior of the Ring.
  The 
  directions 
  the 
  PCs receive from Miss 
  Feathers lead them to a 
  smoothed, stone terrace 
  on the northeast wall of 
  Bis that rises 20 feet above 
  the street level. An enclosed 
  staircase 
  spirals 
  upward 
  toward the home. A statue 
  of a human man stands 
  beside the house’s front 
  door, holding out an 
  everburning 
  torch 
  to light the balcony 
  and entry. The front 
  door is a sturdy wood 
  door locked with a 
  good lock (Disable Device DC 30). The large window in 
  the great room doesn’t open, though it is easily broken 
  (hardness 0, hp 2). A creature that can reach the kitchen 
  window finds it is unlocked and opens easily.
  A1. Main room (cr 8 or cr 11)
  This room’s walls are papered in white with elaborate patterns 
  in gold leaf. Large glass windows provide a commanding view 
  of the district. A comfortable leather armchair occupies one 
  corner, while a glass orb hanging over a round oaken table 
  glows with magical light. A door along the north wall stands 
  slightly ajar.
  Traps: Imelda’s front door is rigged with a wrecking ball 
  trap, which uses a swinging weight to knock unwanted 
  visitors backward over the edge of the balcony. The trap 
  at the front door pushes its target to the west, whereas the 
  trap at the bedroom door pushes its target to the south.
  Creatures: One of the assassination methods that 
  Imelda explored involved an exotic monster called a 
  deathtrap ooze. When Imelda learned that Pathfinders 
  were in Kaer Maga looking for her, she released the ooze 
  in her home and relocated quickly. The deathtrap ooze 
  has adapted to mimic this trap and taken up a position 
  at the bedroom door. In Subtier 8–9, a second deathtrap 
  ooze has replaced the trap on the front door.
  Subtier 5–6 (CR 8)
  WRECkING BAll TRAP 
  CR 2
  Type mechanical; Perception DC 20; 
  Disable Device DC 20; Bypass hidden 
  switch (Perception DC 30)
  EFFECTS
  Trigger location; 
  Reset manual
  Effect wrecking ball +15 
  (4d6 bludgeoning plus bull 
  rush; a creature struck 
  by this attack is pushed 
  back 10 feet plus 
  another 5 feet for every 
  5 points by which the 
  trap’s attack exceeded 
  the target’s CMD)
  DEATHTRAP OOzE CR 8
  hp 126 (Pathfinder RPG 
  Bestiary 3 64)
  Subtier 8–9 (CR 11)
  WRECkING BAll TRAP 
  CR 5
  Type mechanical; Perception DC 25; Disable Device DC 25; 
  Bypass hidden switch (Perception DC 30)
  EFFECTS
  Trigger location; Reset manual
  Effect wrecking ball +20 (4d6 bludgeoning plus bull rush; a 
  creature struck by this attack is pushed back 10 feet plus 
  another 5 feet for every 5 points by which the trap’s attack 
  exceeded the target’s CMD)
  ADvANCED DEATHTRAP OOzES (2) 
  CR 9
  hp 150 each (Pathfinder RPG Bestiary 3 64, 290) 
  A2. Bedroom
  This large bedroom is where Imelda used to sleep and 
  research potential assassination methods. It’s dark 
  inside, as Imelda took her lamps with her when she left. A 
  large oaken barrel stands open against the western wall. 
  A locked chest at the foot of the bed contains some of 
  
  A. Terrace Cottage
  A2
  A1
  T
  T
  A4
  A3
  1 square = 5 feet
  8
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  8
  Imelda’s old clothes. A large writing desk occupies the 
  northeast corner. A small wastepaper basket beneath it 
  contains some bent nails, a broken quill, and a crumpled 
  paper bearing a partially composed coded letter. With a 
  successful DC 15 Linguistics check, a PC can decode the 
  text; give the players Player Handout #2.
  Treasure: The locked chest (Disable Device DC 20 or 
  break DC 23) contains spare clothes and several potions 
  Imelda dropped while she hastily packed to leave. In both 
  subtiers, a potion of invisibility, a potion of lesser restoration, 
  and a tin containing two applications of restorative 
  ointment are nestled among the clothes. In Subtier 8–9, 
  there is also a potion of haste and a boro bead (2nd-level).
  Rewards: If the PCs fail to defeat or bypass the 
  deathtrap ooze(s) and search this room, reduce each PC’s 
  gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 475 gp.
  Out of Subtier: Reduce each PC’s gold earned by 702 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 954 gp.
  A3. Kitchen
  Despite appearing clean, this kitchen exudes a peculiar, sour 
  smell. A mortar and pestle, cutting board, and several bowls 
  sit out on the counter. 
  Imelda based her flayleaf production out of this house, 
  using the kitchen to dry and refine the leaves into a form 
  suitable for smoking or brewing tea. Though she cleaned 
  out the pantry, she didn’t have time to thoroughly remove 
  all traces of her work. A PC who succeeds at a DC 15 Craft 
  (alchemy) or Knowledge (nature) check identifies the smell 
  and traces of the flayleaf plant in the tools on the counter. 
  Flayleaf is a mildly addictive plant that is typically dried 
  and smoked or brewed into tea for a narcotic effect, but 
  the odor indicates Imelda was refining the plant even 
  more than is typical for smoking-grade flayleaf.
  SCaliNG ENCOUNtER a1
  Make the following changes to accommodate a party of 
  four PCs.
  Subtier 5–6: The ooze was damaged in transit and has 
  not been fed enough for it to heal properly. Reduce its hit 
  points by 20 and give it the sickened condition.
  Subtier 8–9: Remove the deathtrap oozes’ advanced 
  simple template.
  
  9
  the Stranger Within
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  9
  CRiME aND PUNiSHMENt iN BiS
  If the PCs set the building on fire, break down walls, or 
  otherwise cause extensive mayhem that would alarm the 
  neighbors, they risk attracting the attention of the Ardoc 
  family. The PCs have 1d2+1 minutes of warning before 
  Chatham Ardoc, a longtime member of the Ardoc Brotherhood, 
  arrives with two iron golems (Pathfinder RPG Bestiary 162) 
  in tow. He irritably questions them about the damage they 
  caused, hears any excuses, and then passes judgment. 
  Unless the PCs can convince him of their innocence with a 
  successful DC 30 Bluff or Diplomacy check, he administers 
  the typical punishment for burglary, vandalism, and similar 
  crimes: removing a knuckle from the fingers of each PC with 
  the sharp chisel that hangs at his belt. A PC subjected to this 
  punishment takes 1d4+1 Dex damage.
  Should the PCs attempt to resist Ardoc justice, treat 
  Chatham as a battle mage (Pathfinder RPG Gamemastery 
  Guide 256).
  A4. Privy
  This small privy includes a brass tub and a washbasin 
  with a silver mirror. Many buildings in Bis have arcane 
  machines, and this home has a small magical incinerator 
  to dispense of household waste and thereby discourage 
  residents from tossing refuse down into the streets.
  PART 2: BREAkING AllIANCES
  Once the PCs have gathered intelligence, they should 
  be ready to meet with the Gael family’s allies. Although 
  the head of the Commerce League is difficult to locate, 
  arranging an audience with the Freemen is as simple as 
  walking into a bar in the Bottoms district.
  The Common House
  A maze of small tables fills the crowded floor of the Common 
  House, which is packed with plainly dressed citizens of the 
  Bottoms enjoying good company and a variety of local brews. 
  One especially long table in the center of the floor seats a 
  dozen humans and halflings, all engaged in debate.
  The Freemen council holds its meetings at a long 
  table in the Common House, a pub and temple of Cayden 
  Cailean located in the Bottoms district. As the PCs arrive, 
  the council members are busy discussing a variety of 
  topics, such as district upkeep, regional injustices, and 
  future plans. They tend to take input from the crowd 
  in stride, and onlookers are free to nominate topics for 
  discussion whenever there’s a lull in the conversation. 
  Should the PCs bring up the Gael family, many of the 
  council members grumble and mutter noncommittally 
  before the de facto leader, a former Chelish mercenary 
  named Halman Wright, sums up the group’s sentiments, 
  saying, “The Gaels have been quiet but have done little 
  harm. We know them and can understand their concerns, 
  but you’re strangers to us. I see little that needs voting 
  on here.”
  The council moves on to discuss other matters 
  unless the PCs make a convincing case. They can get 
  the council’s attention either by sharing Imelda’s coded 
  letter from area A2 or by succeeding at a DC 20 Bluff, 
  Diplomacy, or Perform (oratory) check. If the PCs are 
  successful, Wright takes the PCs aside and concedes that 
  the Gaels’ activities of late have been suspicious, but he’s 
  reticent to cease supporting fugitives in need. If the PCs 
  agree to perform a potentially dangerous task for him, 
  he might trust them enough to push the council to vote 
  against continuing to support the Gaels. If the PCs agree, 
  Wright gives them the details.
  “Some folk walked in off the plateau yesterday with a pegasus 
  they captured—Cayden knows how—and they plan on selling 
  the poor thing at the Stockyards in Downmarket tomorrow. 
  All intelligent creatures deserve to be free, but we don’t have 
  the budget to buy it, and the Freemen can’t free it by force 
  without starting a war. You, though... you don’t live around 
  here. Being a newcomer doesn’t make things any safer for 
  you, but at least nobody expects your actions to fit into the 
  city’s politics. Make sure the Pegasus escapes the market, and 
  you’ll be sure to find the council tipped in your favor when 
  you return.”
  It’s possible that some Pathfinders own slaves 
  themselves, or attempt to offend the Freemen by arguing 
  in favor of slavery. In this case, the Freemen may indicate 
  that the offending PC is no longer welcome by buying the 
  rest of the party a free round of drinks but offering the 
  offending character watered-down ale for 100 gp per mug. 
  In any case, the Freemen understand being forced to deal 
  with people they disagree with and are still willing to 
  speak to the other PCs.
  B. STocKyArdS (cr 7 or cr 10)
  Out in the open air of the city’s core, the Stockyards are a maze 
  of animal pens filled with earthy aromas and activity. The 
  occasional roars and bellows of more exotic creatures punctuate 
  the bleating of goats, cows, and other grazing animals.
  Creatures: Once they reach the Stockyard, the PCs can 
  easily locate two Varisians named Arodus and Lissa—
  who are, in fact, anti-Karela Sczarni trying to raise 
  money for the Gael family—standing by a small animal 
  pen. Inside the pen is a white pegasus that is muzzled, 
  
  N
  B. Stockyards
  1 square = 5 feet
  S
  S
  P
  Pathfinder Map Pack: Marketplace
  S
  = Sczarni Enforcer
  P
  = Pegasus
  10
  Pathfinder Society Scenario
  Pathfinder Society Scenario
  10
  hobbled, and has her wings bound to her sides with rope. 
  One of the Varisians holds a rope tied to the pegasus, 
  while the other shouts enthusiastically at wealthy 
  looking passersby, trying to interest them in buying 
  the creature. The Sczarni initially ask 5,000 gp for the 
  pegasus, yet a PC who succeeds at a DC 25 Appraise, 
  Diplomacy, Intimidate, or Profession (merchant) can 
  talk them into accepting half that amount. Alternatively, 
  the PCs can use enchantment spells, create diversions to 
  cut the pegasus free, the Bluff skill, or any number of 
  other creative solutions to secure the pegasus’s freedom. 
  If the situation escalates to combat, pedestrians and 
  livestock vendors hurry past or look on in distaste but 
  don’t interfere.
  All Subtiers
  PEGASUS 
  CR 3
  hp 34 (Pathfinder RPG Bestiary 225)
  TACTICS
  During Combat While hobbled, the Pegasus can only move 
  at 1/4 speed, but it attempts to move closer to any good-
  aligned PCs it detects.
  Subtier 5–6 (CR 7)
  SCzARNI ENFORCERS (2) 
  CR 5
  hp 48 (see page 14)
  Subtier 8–9 (CR 10)
  SCzARNI ENFORCERS (2) 
  CR 8
  hp 71 (see page 15)
  Development: The Freemen have sent a few spotters to 
  see how the PCs handle their mission. If the PCs free the 
  pegasus successfully, one of the spotters surreptitiously 
  advises them to return to the Common House for more 
  
  11
  the Stranger Within
  the Stranger Within
  11
  SCaliNG ENCOUNtER B2
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 1–2: Remove one brigand from the encounter. 
  In addition, Aldona has consumed a significant quantity of 
  alcohol as she awaits word from Marek, and she has the 
  sickened condition to reflect her intoxication.
  Subtier 4–5: Remove one brigand from the encounter, 
  and replace Grinner with an advanced wolf.
  formal congratulations. There the Freemen greet them 
  with a hearty cheer and a round of drinks. The PCs’ 
  arrival also coincides with the council members debating 
  whether or not to send an emissary to Andoran—a perfect 
  opportunity for Andoran faction PCs to make their case, 
  as detailed below.
  If the PCs rejected the mission or failed to save the 
  Pegasus, the Freemen don’t vote to withdraw their support 
  from the Gael family, and the PCs must face additional 
  Freemen mercenaries in area C2. In addition, it the PCs 
  resolved the situation without resorting to violence, their 
  actions may improve the Pathfinder Society’s reputation 
  in Kaer Maga; this contributes to the scenario’s secondary 
  success condition.
  Faction 
  Notes: 
  Andoran 
  faction 
  PCs 
  have 
  an 
  opportunity to form their own alliance with the Freemen. 
  The members of the Freemen council understand the 
  virtues of Andoran’s representative government, but are 
  skeptical about the actual success of the Eagle Knights 
  in combating slavery. Some of the Freemen have heard 
  stories about rich Andorens wielding disproportionate 
  political influence and companies such as the Lumber 
  Consortium treating their workers poorly. These and 
  other rumors have driven council members to vote 
  against the emissary proposal.
  Andoran faction PCs can win over these council 
  members in a variety of ways, whether by using the 
  democratic atmosphere to win votes or by taking 
  advantage of the pub setting to impress individual 
  council members with feats of alcohol tolerance, skill at 
  pub games, and braggadocio. If a PC prefers negotiation, 
  a successful DC 18 Diplomacy or Perform (comedy 
  or oratory) check wins the support of one of the five 
  members against the proposal. Meetings at the Common 
  House tend to run long, fluctuating between debate 
  and roistering, so the PCs can engage council members 
  to contests of drinking, darts, or arm wrestling; as 
  appropriate, allow the PC to attempt a DC 18 Fortitude 
  save or Strength check or a ranged attack roll against 
  AC 23 in place of a Diplomacy or Perform check. Increase 
  the each DC by 3 in Subtier  8–9. Andoran faction PCs 
  have five opportunities to attempt these checks—one per 
  skeptical Freeman; they successfully secure enough votes 
  if they can win over at least three of the five members.
  Rewards: If the PCs fail to release the pegasus, reduce 
  each PC’s gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 600 gp.
  Out of Subtier: Reduce each PC’s gold earned by 925 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,250 gp.
  The Commerce League
  Since his involvement in the feud between the Pathfinder 
  Society and the Shadow Lodge years ago, Dakar, the 
  mysterious leader of the Commerce League, has made 
  a point of keeping close tabs on any Pathfinders that 
  visit Kaer Maga. If the PCs attempt to locate Dakar’s 
  headquarters on their own, the information they find 
  simply leads to an unused building, which is empty but 
  for an unsigned note that reads, “Your enthusiasm is 
  noted, but we shall meet on my terms.” Once the PCs have 
  spoken with the Freemen, Dakar decides the time is right 
  to meet these Pathfinders at one of his secretive hideouts. 
  As the PCs are traveling the streets, the thick crowds 
  suddenly disperse, leaving only a half-dozen burly thugs 
  and a wiry man leaning against a wagon. He smirks and 
  informs the PCs that “Dakar wants to speak with you.” 
  The location of the League’s leader is a secret, and only 
  by agreeing to have black bags (each bearing a permanent 
  effect akin to silence) placed over their heads and be driven 
  about the city in the wagon can the PCs reach Dakar’s 
  home. If the PCs agree, the wagon winds and bounces its 
  way through the streets for over an hour before the goons 
  guide the PCs for a short walk. When the bags are removed, 
  the PCs find themselves in a room luxuriously appointed 
  in the Tian style. Dakar, visible only as a shapeless 
  silhouette, addresses them from behind a large backlit 
  paper screen decorated with images of imperial dragons. 
  “You’ve been busy, Pathfinders, so I’ll get straight to the 
  point. I’ve invested a lot of money in the Gaels. If you’re 
  asking me to help you kill my investment, you’ll have to 
  offer me something more valuable in return.”
  In truth, Dakar was already close to sending some of 
  his agents to shake Imelda down and send a message 
  to her family. If the PCs offer him money, he dismisses 
  the idea, preferring to deal in favors with individuals 
  as potentially useful as the PCs. He does not object to a 
  future service to be named, which translates to 2 Prestige 
  Points spent per PC; the PCs can share this cost among 
  themselves in whatever they please. However, Dakar 
  already has a favor in mind, which he suggests if the PCs 
  hesitate in devising their own payment.
  “If you have nothing to offer, I have a job for you. Imelda Gael is 
  using her cousin Orphyro as a bit of a shield. The boy has been 
  
  12
  Pathfinder Society Scenario
  Pathfinder Society Scenario
  12
  a member in good standing for many years now and always 
  paid his dues on time. Of course, I realize the kind of mishaps 
  that occur in your line of work, but I would be disappointed to 
  hear he was dead. Spare Orphyro’s life, and tell him he lives 
  courtesy of Dakar.”
  So long as the PCs accept this deal, Dakar remarks, 
  “You’ll find your Gaels hiding in Orphyro’s store, 
  Pallbearers. It’s on the ground level of Ankar-Te, at the 
  corner of Blackstone Shamble and Three Eel Alley.” 
  Dakar appreciates dealing with street-smart and clever 
  clients, and he provides additional information if the 
  PCs concluded their investigation within 8 hours (after 
  including any adjustments if the PCs befriended one or 
  more of the NPCs during Part 1). “You should be aware 
  that Imelda Gael is an accomplished alchemist, and she 
  sells a drug called flayleaf that can induce a pathetic 
  state of fatigue or inebriation. She’s also benefited from 
  combat training with the Freemen for several months. 
  Her cousin Orphyro is a necromancer, as I’m sure you 
  guessed. Just yesterday he purchased the bodies of some 
  deceased Brothers of the Seal—a bit excessive for creating 
  household servants if you ask me.”
  Very few know of Dakar’s true identity as a dark naga 
  (Pathfinder RPG Bestiary 211), and he prefers to keep it that 
  way. If a PC has already discovered Dakar’s identity from 
  a previous adventure and shares the information aloud, 
  Dakar threatens to end the meeting unless his guests 
  can show more discretion. If a PC knocks over the screen 
  shielding Dakar or otherwise reveals the naga’s form, 
  Dakar concludes the meeting, remarks, “I’m sorry, but I 
  was under the mistaken impression that I was dealing 
  with professionals,” and refuses to deal with the PCs 
  further during this adventure. Note that as a dark naga, 
  Dakar is immune to all forms of mind reading.
  Faction Mission: Once the PCs conclude their business 
  regarding the Gaels, Dakar remarks, “It is regrettable 
  to lose out on an investment, especially one with such 
  connections to exotic goods as the disgraced Sczarni. 
  Should you learn of more reliable investments that might 
  pique my interest, it would be in your interest to keep 
  me apprised.” Although Dakar is willing to hear out PCs’ 
  individual business deals, which he likely dismisses for 
  one reason or another, this is principally an opportunity 
  for Qadira faction PCs to propose a deal between the 
  Commerce League and their faction.
  The prospect of dealing with Trade Prince Aaqir 
  al’Hakam intrigues Dakar, though he takes care not to 
  appear eager. He lays out a mercantile contract for Qadira 
  faction PCs to consider and sign as representatives of the 
  trade prince. The contract includes numerous unfavorable 
  terms: a discount on any goods traded, a price protection 
  agreement, promises to buy back unsold merchandise, 
  and formal introductions to the trade prince’s suppliers. 
  Qadira faction PCs can easily tell that al’Hakam would 
  be unhappy with the deal as proposed, and they have an 
  opportunity to haggle over the details. With a successful 
  DC 20 Appraise, Diplomacy, or Profession (merchant) 
  check, a PC can convince Dakar to drop one unfavorable 
  term from the deal. For every 5 points by which the check 
  exceeds the DC, Dakar drops one additional unfavorable 
  term. If the PCs insist on taking the contract back to Aaqir 
  al’Hakam, Dakar observes that opportunities rarely last 
  long, and his guests may not have the luxury of having 
  another opportunity like this one.
  Although the PCs’ success at negotiating a deal depends 
  largely on a successful skill check, the GM and players 
  are encouraged to play out some of the negotiations; the 
  Qadira faction thrives on making deals, and they should 
  enjoy some spotlight time in this encounter. Feel free 
  to reward particularly clever haggling or roleplaying by 
  awarding up to a +5 bonus on the skill check.
  c. PALLBeArerS
  Imelda and several of her underlings have been hiding 
  out in the basement of a zombie shop in Kaer Maga’s 
  Ankar-Te district. Located on the street Blackstone 
  Shamble, Pallbearers specializes in selling palanquins, 
  sedan chairs, and zombie teams to carry them. Its owner, 
  Imelda’s cousin Orphyro, never really got into the family 
  business. Instead, he found his own success in Ankar-Te 
  animating and selling bound zombies for menial labor. 
  He values his family and has taken significant steps to 
  shelter and aid them, but he’s concerned about the risks 
  they’re taking with his own life and livelihood.
  c1. Blackstone Shamble (cr 7 or cr 10)
  Spices from Tian Xia and Vudra mingle with the muted scent of 
  death on the busy streets of Ankar-Te. The wealthy ride litters 
  carried by teams of undead that slowly push their way through 
  the press of pedestrians.
  By now, Imelda Gael has discovered that the PCs are 
  looking for her and orders a preemptive strike as the PCs 
  approach the store. As part of her research into possible 
  assassination methods, she bought a large basket of asps. 
  To accomplish her preemptive strike, she has one of her 
  minions dump the snakes into a palanquin and order 
  four zombies to carry it through the street and drop it 
  next to the PCs, releasing the angry serpents.
  Subtier 5–6 (CR 7)
  HUMAN zOMBIES (4) 
  CR 1/2
  hp 12 each (Pathfinder RPG Bestiary 288)
  
  C. Pallbearers
  S1
  S2
  V
  V
  I
  O
  C1
  C2
  C6
  C7
  C4
  F
  C5
  C3
  N
  N
  1 square = 5 feet
  1 square = 5 feet
  S
  = Sczarni Enforcer
  V
  = Jiang-Shi Vampire
  I
  = Imelda Gael
  O
  = Orphyro Ferenc
  13
  the Stranger Within
  the Stranger Within
  13
  vENOMOUS SNAkE SWARMS (2) 
  CR 4
  hp 37 each (Pathfinder RPG Bestiary 3 249)
  Subtier 8–9 (CR 10)
  RElENTlESS HIll GIANT zOMBIES (2) 
  CR 6
  Variant relentless hill giant fast zombie (Pathfinder RPG 
  Bestiary 150, 288, Pathfinder Campaign Setting: Classic 
  Horrors Revisited 55)
  NE Large undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 9, flat-footed 12 (+3 natural, –1 size)
  hp 77 (14d8+14)
  Fort +4, Ref +4, Will +9
  Immune undead traits
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee 2 slams +17 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks quick strikes
  STATISTICS
  Str 27, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +10; CMB +19; CMD 29
  Feats ToughnessB
  Skills Climb +16
  SPECIAl ABIlITIES
  Quick Strikes (Ex) Whenever a relentless hill giant zombie 
  takes a full-attack action, it can make one additional slam 
  attack at its highest base attack bonus.
  ADvANCED vENOMOUS SNAkE SWARMS (3) 
  CR 5
  hp 47 each (Pathfinder RPG Bestiary 3 249, 290)
  c2. Pallbearers Storefront (cr varies)
  The front door of Pallbearers is unlocked and opens into 
  this area.
  A glass display case along the west wall presents a row of 
  mindless undead standing motionless within. Several skull-
  shaped amulets hang on pegboard on the back wall behind 
  OPtiONal ENCOUNtER
  Blackstone Shamble is an optional encounter. If there are 
  fewer than 2 hours remaining in which to complete the 
  adventure, skip this encounter.
  
  14
  Pathfinder Society Scenario
  Pathfinder Society Scenario
  14
  save or take 1 point of Wisdom damage and become 
  fatigued for 1 hour. This is a poison effect.
  FREEMEN MERCENARIES (2) 
  CR 3
  Guard officer (Pathfinder RPG Gamemastery Guide 261)
  hp 34
  TACTICS
  During Combat The mercenaries hinder and harry the PCs 
  with a combination of Intimidate checks to demoralize, 
  entangling PCs with nets, and using superior reach to strike 
  and trip foes.
  Morale The Freemen loyally support their allies and only 
  surrender or try to flee when the Sczarni do.
  SCzARNI ENFORCERS (2) 
  CR 5
  Human rogue 6
  CN Medium humanoid (human)
  Init +8; Senses Perception +8
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
  hp 48 (6d8+18)
  Fort +6, Ref +9, Will +1
  Defensive Abilities evasion, uncanny dodge, trap sense +2
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +9 (1d6+2/19–20)
  Ranged mwk dart +9 (1d4+1)
  Special Attacks sneak attack +3d6
  TACTICS
  Before Combat The enforcers try to lure the PCs toward the 
  back of the store.
  During Combat The enforcers order their zombies to break 
  through the glass and attack. They try to flank with the 
  zombies to make use of their sneak attack ability.
  Morale The enforcers are dedicated to the Gael family, but they’re 
  not interested in fighting a losing battle. Once one enforcer is 
  defeated, the other flees once reduced to 15 or fewer hit points.
  STATISTICS
  Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 10
  Base Atk +4; CMB +5; CMD 19
  Feats Combat Reflexes, Great Fortitude, Improved Initiative, 
  Nimble Moves, Step Up, Weapon Finesse
  Skills Acrobatics +12, Bluff +9, Climb +6, Disable Device +6, 
  Escape Artist +12, Intimidate +9, Knowledge (dungeoneering) 
  +7, Knowledge (local) +7, Perception +8, Sense Motive +5, 
  Sleight of Hand +12, Stealth +12, Use Magic Device +9
  languages Common, Giant, Varisian
  SQ rogue talents (bleeding attack +3, combat trick, finesse 
  rogue), trapfinding +3
  Combat Gear potion of invisibility, alchemist’s fire (2); Other 
  Gear +1 chain shirt, +1 short sword, masterwork darts (3), 
  death’s head talisman (10 HD; Elbie only), antitoxin, thieves’ 
  tools, 69 gp
  the shop counter. A red lacquered-wood palanquin rests on the 
  floor, as if ready for a test ride.
  The glass case remains spotlessly clean since the last 
  time Orphyro cleaned it. 
  Creatures: While Imelda and Orphyro work out 
  possible assassination scenarios in the secret basement, 
  Elbie and Crick—two of the lower-ranking Sczarni—
  keep watch in the storefront above. By this time, Imelda 
  has learned of the Pathfinders in Kaer Maga, and her 
  subordinates are on alert. When the PCs enter the shop, 
  Crick (S1 on the map) leans casually on the counter and 
  calls out: “Sorry, the boss ain’t in right now. I can take 
  your order, though. Just step right up to the counter 
  here.” Elbie carries a death’s head talisman (see the 
  sidebar) and waits for the PCs to file into the main room 
  before commanding the special, alchemically enhanced 
  zombies to attack.
  If the PCs failed to convince the Freemen to withdraw 
  their support, there are also two Freemen mercenaries 
  playing cards in area C3. When combat begins, they join 
  the fight. Remove these two combatants if the PCs instead 
  gained the Freemen’s support.
  Subtier 5–6 (CR 9)
  FlAYlEAF zOMBIES (4) 
  CR 1
  Variant human zombie
  hp 12 each (Pathfinder RPG Bestiary 288)
  OFFENSE
  Special Attacks breath weapon (15-ft. cone, once every 1d4 
  rounds, exposed to flayleaf smoke, Fortitude DC 12 negates), 
  death burst
  TACTICS
  During Combat On orders from one of the Sczarni enforcers, 
  one of the zombies breaks a 10-foot section of glass, 
  creating an opening for the other zombies to attack. On the 
  opening round and each round thereafter, one zombie uses 
  its breath weapon, if possible.
  SPECIAl ABIlITIES
  Death Burst (Ex) When a flayleaf zombie dies, it explodes in 
  a burst of rotten flayleaf litter. All creatures adjacent to the 
  flayleaf zombie are exposed to flayleaf smoke.
  Flayleaf Smoke (Ex) Creatures caught in a cloud of bitter 
  reddish flayleaf smoke must succeed at a DC 12 Fortitude 
  SCaliNG ENCOUNtER C2
  To accommodate a party of four PCs, Elbie is taking a nap on 
  the worktable in area C3, and it takes him 2 rounds to wake 
  up, gather his equipment, and join combat. Crick instead has 
  the death’s head talisman..
  
  15
  the Stranger Within
  the Stranger Within
  15
  Subtier 8–9 (CR 12)
  FlAYlEAF WIGHTS (4) 
  CR 4
  Variant wight (Pathfinder RPG Bestiary 276)
  hp 26 each
  OFFENSE
  Special Attacks breath weapon (15-ft. cone, once every 1d4 rounds, 
  exposed to flayleaf smoke, Fortitude DC 15 negates), death burst
  SPECIAl ABIlITIES
  Death Burst (Ex) When a flayleaf wight dies, it explodes in a 
  burst of rotten flayleaf litter. All creatures adjacent to the 
  flayleaf wight are exposed to flayleaf smoke as if caught in its 
  breath weapon.
  Flayleaf Smoke (Ex) Creatures caught in a cloud of bitter reddish 
  flayleaf smoke must succeed at a DC 15 Fortitude save or take 
  1 point of Wisdom damage and become fatigued for 1 hour. 
  This is a poison effect.
  FREEMEN MERCENARIES (2) 
  CR 3
  Watch captain (Pathfinder RPG Gamemastery Guide 261)
  hp 57
  TACTICS
  During Combat The mercenaries use their halberds to trip and 
  strike the PCs, coordinating their maneuvers to the best of 
  their ability with those of their Sczarni allies.
  Morale The Freemen loyally support their allies and only 
  surrender or try to flee when the Sczarni do.
  SCzARNI ENFORCERS (2) 
  CR 8
  Human rogue 9
  CN Medium humanoid (human)
  Init +9; Senses Perception +11
  DEFENSE
  AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dex, +1 dodge)
  hp 71 (9d8+27)
  Fort +7, Ref +11, Will +2
  Defensive Abilities evasion, improved uncanny dodge, 
  trap sense +3
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +12/+7 (1d6+2/19–20)
  Ranged mwk dart +12/+7 (1d4+1)
  Special Attacks sneak attack +5d6
  TACTICS
  Before Combat The enforcers try to lure the PCs toward the 
  back of the store.
  During Combat The enforcers order their wights to break 
  through the glass and attack. They try to flank with the 
  wights to make use of their sneak attack ability.
  Morale The enforcers are dedicated to the Gael family, but 
  they’re not interested in fighting a losing battle. Once one 
  enforcer is defeated, the other flees once reduced to 25 or 
  fewer hit points.
  STATISTICS
  Str 12, Dex 21, Con 14, Int 13, Wis 8, Cha 10
  Base Atk +6; CMB +7; CMD 23
  Feats Combat Reflexes, Dodge, Great Fortitude, Improved 
  Initiative, Nimble Moves, Quick Draw, Step Up, Weapon Finesse
  Skills Acrobatics +17, Bluff +12, Climb +8, Disable 
  Device +16, Escape Artist +17, Intimidate +12, Knowledge 
  (dungeoneering) +9, Knowledge (local) +9, Perception +11, 
  Sense Motive +7, Sleight of Hand +17, Stealth +17, Use Magic 
  Device +7
  languages Common, Giant, Varisian
  SQ rogue talents (bleeding attack +5, combat trick, finesse 
  rogue, slow reactions), trapfinding +4
  Combat Gear potion of invisibility, alchemist’s fire (2); Other 
  Gear +1 mithral chain shirt, +1 short sword, masterwork 
  DEatH’S HEaD taliSMaN
  Though several necromancers in Kaer Maga deal in undead 
  servants, all use variations of the same method, instilling 
  their innate control over the creature into a convenient 
  magic item that can then be passed to the customer.
  This amulet allows the wearer to command a number 
  of undead skeletons and zombies, which are keyed to the 
  amulet when it is created. The animation of the undead 
  is part of the creation process—undead that have already 
  been created cannot be bound to a death’s head talisman. 
  The number of HD of undead tied to the amulet is equal 
  to twice the amulet’s caster level. The amulet allows the 
  wearer to command the undead as if she had created them 
  with animate dead, even if she has no magical talent of her 
  own. The undead are only under control while the amulet is 
  worn; if the amulet is removed, the undead revert to normal 
  behavior, standing in place but responding if attacked. Once 
  the specific undead tied to the amulet are destroyed, the 
  talisman loses all power.
  Craft Wondrous Item, animate dead
  deATh’S heAd TALiSMAn
  PRICE
  vARIES
  CL 5th (10 HD)
  1,000 GP
  CL 7th (14 HD)
  1,400 GP
  CL 9th (18 HD)
  1,800 GP
  CL 12th (24 HD)
  2,400 GP
  SlOT neck
  Cl varies
  WEIGHT —
  AURA faint or moderate necromancy
  CONSTRUCTION REQUIREMENTS
  COST varies
  10 HD
  625 GP
  14 HD
  875 GP
  18 HD
  1,125 GP
  24 HD
  1,500 GP
  
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  dig from the Duskwardens. The walls and floors in 
  the hidden chambers beneath Pallbearers are made of 
  roughly dressed stone. The underground rooms have 
  10-foot-high ceilings decorated with bones laid out in 
  geometric patterns illuminated by bone chandeliers 
  bearing continual flame effects.
  Orphyro plans to eventually station an undead 
  guardian in this room, but for now he has to settle for 
  a simple parlor trick. Orphyro has cast magic mouth on 
  the skulls that flanks the double doors. When a creature 
  enters the room while holding a weapon, the two skulls 
  speak in unison: “Lay down your weapons and enter 
  peacefully into the realm of the twice-born!”
  Development: When Imelda and Orphyro hear the 
  magic mouths speak, they begin preparing for a fight. See 
  the NPCs’ tactics in area C5 for more details.
  c5. Animation Studio (cr 9 or cr 12)
  A quartet of bone chandeliers illuminates this chamber. Wiry, 
  reddish-brown plants grows in clay pots along the west wall, 
  and a collection of pots, pans, knives, and hammers hangs 
  above a butcher block, wood stove, and washbasin to the east. 
  To the south, a long stone table serves as an altar. A shelf set 
  into the wall behind the table holds a variety of sacred texts.
  This room is Orphyro’s secret laboratory, a place 
  where he feels free to perform experiments that might 
  offend even the jaded residents of Ankar-Te. Orphyro 
  recently purchased the bodies of several deceased 
  Brothers of the Seal, an order of monks based out of the 
  Oriat district who are locked in a violent internal power 
  struggle. He has managed to reanimate two of them as 
  powerful jiang-shi vampires. In doing so, he knows he’s 
  taking a significant risk due to the prohibition against 
  intelligent undead in Kaer Maga, but he believes he 
  can keep them under control and out of sight until the 
  family crisis passes.
  The potted plants are what remain of Imelda’s flayleaf 
  crop, which continues to grow with the alchemist’s care 
  and the room’s light. Each plant is about 4 feet tall; 
  collectively, they create a small area of difficult terrain.
  Creatures: Imelda, Orphyro, and two jiang-shi vampire 
  monks prepare to ambush the PCs here. It is very likely 
  that the cousins are aware that the PCs are in the building, 
  and both use their alchemy and magic to prepare for the 
  inevitable conflict. If they hear the fighting upstairs—
  or learn of the fighting from the jiang-shi vampires—
  they begin to cast spells and consume extracts that last 
  for 7 minutes or more. Once they hear the magic mouths 
  in area C4, they perform the other preparations listed 
  in their tactics section. If the PCs take more than 5 
  minutes to reach the area, the two complete any further 
  darts (4), belt of incredible dexterity +2, death’s head 
  talisman (18 HD, Elbie only), antitoxin, thieves’ tools, 73 gp
  Development: If the PCs capture Elbie or Krick, 
  the enforcers admit that they’re part of an anti-Karela 
  Sczarni faction and that two of their leaders are in 
  underground rooms hidden beneath the shop. They are 
  able to show the PCs how to find the secret trap door in 
  area C3. Any Freemen mercenaries are unfamiliar with 
  shop’s basement.
  In addition, at the end of each combat round, Imelda, 
  Orphyro, and the vampires in area C5 can attempt a DC 
  32 Perception check to hear the combat through several 
  doors and walls. If they perceive the combat, they begin 
  preparing for a fight. See the NPCs’ tactics in area C5 for 
  more details.
  Rewards: If the PCs fail to defeat or bypass the Sczarni 
  and any Freemen mercenaries, reduce each PC’s gold 
  earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 600 gp.
  Out of Subtier: Reduce each PC’s gold earned by 925 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,250 gp.
  c3. Workroom
  In the center of the room, a long table bears a confusing mess 
  of stains, a glass of red wine, and a half-eaten bag of peanuts. 
  A huge oil-on-velvet painting of woman in varying states of 
  decay covers much of the eastern wall.
  Orphyro uses this room both to inspect the bodies he 
  buys to ensure they’re fit for reanimation and to make 
  repairs to damaged undead. The woman depicted in 
  the painting is Urgathoa, and is recognizable with a 
  successful DC 10 Knowledge (religion) check. PCs who 
  search the area and succeed at a DC 20 Perception check 
  notice the painting conceals a lever that, when flipped, 
  pops up a large stone tile in the floor. Beneath is a 
  winding staircase that leads down about 20 feet.
  Treasure: A wand of inflict light wounds with 20 charges 
  lies on the table.
  c4. hidden Staircase
  A stone staircase doubles back on itself as it stretches deep 
  below surface level. A stone wall divided by a pair of doors 
  faces the foot of the stairs, with a single door each on the east 
  and west walls. Two human skulls rest on identical shelves on 
  either side of the double doors. 
  Orphyro created this basement over several months 
  through repeated use of stone shape and initially 
  concealed his work because he didn’t have a permit to 
  
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  preparations, command the jiang-shi vampires to 
  advance, and go hunting for the Pathfinders.
  If the PCs spent 8 or more hours investigating the 
  Gaels and their allies during Part 1, Imelda has had 
  additional time to study the PCs and prepare for the 
  inevitable confrontation. Her extract of resist energy is 
  attuned to whichever energy type the PCs favored most 
  in an earlier combat. Orphyro also casts resist energy 
  to match that energy type as well as death ward as part 
  of his spellcasting when he senses intruders. If one or 
  more of the PCs specializes in ranged combat, Imelda 
  has also purchased an arrow magnet (Pathfinder RPG 
  Ultimate Equipment 281) and deploys it near Orphyro as 
  she prepares the ambush. If none of the PCs specialize in 
  ranged combat, she instead acquires a feather token (whip) 
  and activates it as part of her preparations. 
  Subtier 5–6 (CR 9)
  IMElDA GAEl 
  CR 6
  Human alchemist 4/fighter 3
  CN Medium humanoid (human)
  INIT +1; SENSES PERCEPTION +9 DEFENSE
  AC 23, touch 11, flat-footed 22 (+10 armor,  
  +1 Dex, +2 natural)
  hp 48 (7 HD; 3d10+4d8+11)
  Fort +9, Ref +7, Will 
  +4 (+1 vs. fear); 
  +2 vs. poison
  Defensive Abilities 
  bravery +1;  
  Resist fire 10
  OFFENSE
  Speed 20 ft.
  Melee mwk greatsword +14/+9 (2d6+9/19–20) or 
  mwk spiked gauntlet +13/+8 (1d4+6)
  Special Attacks bomb 5/day (2d6+1 fire, DC 13)
  Alchemist Extracts Prepared (CL 4th)
  2nd—invisibility, resist energy
  1st—cure light wounds, expeditious retreat, 
  shield, true strike
  TACTICS
  Before Combat Imelda drinks her strength mutagen 
  and extract of resist fire (already included in her 
  stats) at the first signs of trouble. She prefers to 
  wait to drink her extracts of shield, invisibility, and 
  expeditious retreat, in that order, until she hears the 
  magic mouth spells.
  During Combat Imelda attacks with her weapons 
  and bombs while shouting to Orphyro for magical 
  support. She relies on the jiang-shi vampires to 
  protect her cousin while she focuses on particularly 
  dangerous targets.
  Morale After seeing most of her family perish at the 
  Hellknights’ hands with Guaril Karela’s help, Imelda is hell-
  bent on getting revenge and cutting down anyone who 
  stands in her way. She fights to the death.
  Base Statistics Without her mutagen and extract of resist 
  energy (fire), Imelda’s base statistics are AC 21, touch 11, 
  flat-footed 20; Str 18, Int 14; Melee mwk greatsword +12/+7 
  (2d6+6/19–20).
  STATISTICS
  Str 22, Dex 13, Con 12, Int 12, Wis 8, Cha 10
  Base Atk +6; CMB +12 (+14 bull rush); CMD 
  23 (25 vs. bull rush)
  Feats Brew Potion, 
  Cleave, Combat 
  Reflexes, Improved 
  Bull Rush, Iron Will, 
  Power Attack, Step Up, Throw 
  Anything, Weapon Focus 
  (greatsword)
  Skills Bluff +7, Climb +6, 
  Craft (alchemy) +11, 
  Diplomacy +7, 
  Intimidate +10, 
  Knowledge (local) +8, 
  Perception +9
  languages Common, 
  Draconic, Giant, 
  Varisian
  SQ alchemy (alchemy 
  crafting +4, identify potions), 
  armor training 1, discoveries 
  (explosive bomb, shock bomb), 
  mutagen (+4/–2, +2 natural, 
  40 minutes), poison use, 
  swift alchemy
  Combat Gear acid (4), 
  smokestick, preserving flask 
  (1st-level)UE containing cure light 
  wounds; Other Gear +1 full 
  plate, masterwork greatsword, 
  masterwork spiked gauntlet, 
  cloak of resistance +1, alchemy 
  crafting kit, antitoxin, formula book 
  (contains all prepared extracts 
  SCaliNG ENCOUNtER C5
  To accommodate a group of four PCs, remove one jiang-
  shi vampire from the encounter. In Imelda’s frenzied 
  preparations to ambush the PCs, she has mixed her 
  mutagen improperly; she has the sickened condition while 
  under its effects.
  
  orphyro ferenc
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  plus ant haulAPG, crafter’s fortuneAPG, disguise self, enlarge 
  person, and reduce person), 560 gp
  ORPHYRO FERENC 
  CR6
  Half-elf cleric of Urgathoa 7
  NE Medium humanoid (elf, human)
  Init +3; Senses low-light vision; Perception +9
  DEFENSE
  AC 20, touch 12, flat-footed 20 (+7 armor, +3 deflection, 
  –1 Dex, +1 natural)
  hp 49 (7d8+14)
  Fort +6, Ref +1, Will +8; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 20 ft.
  Melee mwk scythe +7 (2d4+1/×4) 
  Special Attacks channel negative 
  energy 6/day (DC 20, 4d6), 
  hand of the acolyte (6/day)
  Domain Spell-like Abilities  
  (CL 7th; concentration +10)
  6/day—bleeding touch  
  (3 rounds)
  Cleric Spells Prepared (CL 7th; 
  concentration +10)
  4th—death wardD, freedom  
  of movement
  3rd—animate deadD, cure serious 
  wounds, dispel magic, wind wall
  2nd—eagle’s splendor, magic mouthD, 
  remove paralysis, resist energy, 
  undetectable alignment
  1st—cause fearD (DC 14), entropic shield, hide from undead, 
  protection from good, remove fear, shield of faith
  0 (at will)—detect magic, detect poison, purify food and 
  drink, stabilize
  D domain spell; Domains Death, Magic
  TACTICS
  Before Combat Orphyro casts freedom of movement, eagle’s 
  splendor, shield of faith, and entropic shield (already 
  included in his stats), in that order, at the first sign of 
  trouble. He casts undetectable alignment at the start of 
  every day, believing it’s a prudent business precaution.
  During Combat Orphyro uses his spells to support his allies 
  and channels negative energy to harm his enemies. He tries 
  to keep his jiang-shi vampires between himself and the PCs.
  Morale Orphyro is not ready to die. If the PCs defeat Imelda 
  and at least one of his jiang-shi vampires, Orphyro proposes 
  a truce. He only surrenders if he believes he has a chance of 
  surviving to see another day.
  Base Statistics Without eagle’s splendor and shield of faith, 
  Orphyro’s stats are AC 17, Special Attacks channel negative 
  energy 6/day (DC 18), Cha 16.
  STATISTICS
  Str 12, Dex 8, Con 13, Int 10, Wis 16, Cha 20
  Base Atk +5; CMB +6; CMD 18
  Feats Command Undead, Improved Channel, Improved 
  Initiative, Selective Channeling, Skill Focus (Sense Motive)
  Skills Bluff +6, Intimidate +6, Knowledge (religion) +8, 
  Perception +9, Sense Motive +12; Racial Modifiers +2 Perception
  languages Common, Elven
  SQ elf blood
  Other Gear +1 breastplate, masterwork scythe, 
  amulet of natural armor +1, silver unholy symbol 
  of Urgathoa, tattoo unholy symbol of UrgathoaUE, 
  onyx gems worth 300 gp, 7 gp
  IMPERFECT JIANG-SHI vAMPIRES (2) 
  CR 5
  hp 51 each (Pathfinder RPG Bestiary 3 278)
  TACTICS
  During Combat The jiang-shi vampires 
  follow Orphyro’s orders but recoil in 
  horror if ordered to enter the pantry 
  (area C7).
  STATISTICS
  SQ staggered
  Subtier 8–9 (CR 12)
  IMElDA GAEl 
  CR 9
  Human alchemist 7/fighter 3 (Pathfinder 
  RPG  Advanced Player’s Guide)
  CN Medium humanoid (human)
  Init +2; Senses Perception +11
  DEFENSE
  AC 28, touch 12, flat-footed 26 (+10 armor, +2 Dex, +2 natural, 
  +4 shield) 
  hp 68 (10 HD; 3d10+7d8+17)
  Fort +11, Ref +10, Will +6 (+1 vs. fear); +4 vs. poison
  Defensive Abilities bravery +1; Resist fire 20
  OFFENSE
  Speed 20 ft.
  Melee +1 greatsword +18/+13 (2d6+13/19–20) or
  mwk spiked gauntlet +17/+12 (1d4+8)
  Special Attacks bomb 8/day (4d6+1 fire, DC 14)
  Alchemist Extracts Prepared (CL 7th)
  3rd—haste
  2nd—bull’s strength, invisibility (2), resist energy 
  1st—cure light wounds (2), expeditious retreat, shield, 
  true strike
  TACTICS
  Before Combat Imelda drinks her strength mutagen and 
  extracts of resist fire, bull’s strength, shield, and invisibility 
  (already included in her stats), in that order, at the first signs 
  of trouble. She prefers to wait to drink her extract of haste 
  until she hears the magic mouth spells.
  
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  During Combat Imelda attacks with her weapons and bombs 
  while shouting to Orphyro for magical support. She relies 
  on the jiang-shi vampires to protect her cousin while she 
  focuses on particularly dangerous targets.
  Morale After seeing most of her family perish at the Hellknights’ 
  hands with Guaril Karela’s help, Imelda is hell-bent on getting 
  revenge and cutting down anyone who stands in her way. She 
  fights to the death.
  Base Statistics Without her mutagen and extracts, Imelda’s 
  base statistics are AC 22, touch 12, flat-footed 20; Str 18, 
  Int 14; Melee +1 greatsword +14/+9 (2d6+7/19–20)
  STATISTICS
  Str 26, Dex 14, Con 12, Int 12, Wis 8, Cha 10
  Base Atk +8; CMB +16 (+18 bull rush); CMD 28 (30 vs. bull rush)
  Feats Brew Potion, Cleave, Combat Reflexes, Great Cleave, 
  Improved Bull Rush, Iron Will, Power Attack, Step Up, Throw 
  Anything, Weapon Focus (greatsword)
  Skills Bluff +9, Climb +8, Craft (alchemy) +13, Diplomacy +8, 
  Intimidate +12, Knowledge (local) +10, Perception +11
  languages Common, Draconic, Giant, Varisian
  SQ alchemy (alchemy crafting +7, identify potions), armor 
  training 1, discoveries (concussive bomb, explosive bomb, 
  shock bomb), mutagen (+4/–2, +2 natural, 70 minutes), 
  poison use, swift alchemy, swift poisoning
  Combat Gear acid (4), smokestick, preserving flask UE (1st-
  level) containing cure light wounds; Other Gear +1 full 
  plate, +1 greatsword, masterwork spiked gauntlet, cloak of 
  resistance +2, alchemy crafting kit, antitoxin, formula book 
  (contains all prepared extracts plus aid, ant haulAPG, crafter’s 
  fortuneAPG, disguise self, enlarge person, fly, fox’s cunning, 
  reduce person, and spider climb), 310 gp
  ORPHYRO FERENC 
  CR 9
  Half-elf cleric of Urgathoa 10
  NE Medium humanoid (elf, human)
  Init +3; Senses deathwatch 30 ft., low-light vision; 
  Perception +13
  DEFENSE
  AC 20, touch 12, flat-footed 20 (+7 armor, +3 deflection, –1 Dex, 
  +1 natural)
  hp 78 (10d8+30)
  Fort +11, Ref +2, Will +11; +2 vs. enchantments
  Defensive Abilities death’s embrace; Immune sleep
  OFFENSE
  Speed 20 ft.
  Melee mwk scythe +9/+4 (2d4+1/×4) 
  Special Attacks channel negative energy 6/day (DC 22, 5d6), 
  hand of the acolyte (7/day)
  Domain Spell-like Abilities (CL 10th; concentration +14)
  7/day—bleeding touch (5 rounds)
  1/day—dispelling touch
  Cleric Spells Prepared (CL 10th; concentration +14)
  5th—insect plague, spell resistanceD, wall of stone (DC 19)
  4th—air walk, cure critical wounds, death wardD, dismissal 
  (DC 18), freedom of movement
  3rd—animate deadD, cure serious wounds, dispel magic, 
  invisibility purge, wind wall
  2nd—desecrate, eagle’s splendor, magic mouthD, remove 
  paralysis, resist energy, undetectable alignment
  1st—cause fearD (DC 15), entropic shield, hide from undead, 
  protection from good, remove fear, shield of faith
  0 (at will)—detect magic, detect poison, purify food and 
  drink, stabilize
  D domain spell; Domains Death, Magic
  TACTICS
  Before Combat Orphyro casts desecrate, freedom of 
  movement, eagle’s splendor, shield of faith, and entropic 
  shield (already included in his stats), in that order, at the first 
  sign of trouble. He casts undetectable alignment at the start 
  of every day, believing it’s a prudent business precaution.
  During Combat Orphyro uses his spells to support his allies and 
  channels negative energy to harm his enemies. He tries to 
  keep his jiang-shi vampires between himself and the PCs.
  Morale Orphyro is not ready to die. If the PCs defeat Imelda 
  and at least one of his jiang-shi vampires, Orphyro proposes 
  a truce. He only surrenders if he believes he has a chance of 
  surviving to see another day.
  Base Statistics Without eagle’s splendor and shield of faith, 
  Orphyro’s stats are AC 17, Special Attacks channel negative 
  energy 6/day (DC 18), Cha 16.
  STATISTICS
  Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 20
  Base Atk +7; CMB +8; CMD 20
  Feats Command Undead, Great Fortitude, Improved Channel, 
  Improved Initiative, Selective Channeling, Skill Focus 
  (Sense Motive)
  Skills Intimidate +8, Knowledge (religion) +10, Perception +13, 
  Sense Motive +13; Racial Modifiers +2 Perception
  languages Common, Elven
  SQ elf blood
  Combat Gear unholy water (2); Other Gear +1 breastplate, 
  deathwatch eyes, masterwork scythe, amulet of natural 
  armor +1, headband of inspired wisdom +2, silver unholy 
  symbol of Urgathoa, tattoo unholy symbol of Urgathoa, onyx 
  gems worth 300 gp, silver dust worth 50 gp, 657 gp
  JIANG-SHI vAMPIRES (2) 
  CR 6
  hp 51 each (Pathfinder RPG Bestiary 3 278)
  TACTICS
  During Combat The jiang-shi vampires follow Orphyro’s orders 
  but recoil in horror if ordered to enter the pantry (area C7).
  Development: If Orphyro survives the fight, he is shaken 
  by any news that he only survives thanks to Dakar’s will. 
  Although the half-elf has helped Imelda for several months, 
  she has kept him at arm’s length when it comes to the details 
  
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  of many of the Gael family’s plots and schemes. He can relate 
  that there are only a handful of other Gaels operating in 
  Avistan, and the rest of the family left Kaer Maga only a few 
  weeks ago, leaving Imelda in charge of further operations in 
  the city. From what he could gather, Imelda was certain that 
  she would be leaving soon to strike at Guaril Karela.
  Rewards: If the PCs fail to defeat Imelda and her allies, 
  reduce each PC’s gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 907 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,403 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,899 gp.
  c6. Sleeping Shelves 
  This room’s western wall bears a dozen morgue cabinets 
  that slide out from wall, each large enough to store a 
  humanoid corpse. The lowest shelves hold bundles of 
  clothes or bedrolls. This room is normally used to store 
  bodies awaiting animation, extra inventory of zombies, 
  and customer returns or repairs. Recently, the Gaels have 
  commandeered the room as living quarters.
  Several small notebooks, encoded using the same 
  cypher as the letter in Imelda’s house, are stacked on one 
  of the sleeping shelves. These notebooks contain details 
  about other members of the Gael family and the locations 
  and plots they were tasked with pursuing. The cities and 
  settlements of Absalom, Daggermark, Jol, Riddleport, and 
  Tamran appear most frequently in these plans.
  c7. Pantry
  The walls of this long room are lined with shelves that bow 
  under the weight of precariously stacked jars, cans, and 
  bags of rice. This small room is always cool and filled with 
  snacks and staple foods, though there’s nothing innately 
  magic about it. The necromancer likes to buy food in bulk 
  and typically brings several zombie servants to the market 
  to carry back large loads.
  Hazard: A creature moving through here at more than 
  half speed must succeed at a DC 15 Reflex save or knock 
  down several shelves loaded with jars and cans. Failure 
  produces a loud crash and makes the floor of this room 
  difficult terrain.
  CONClUSION
  Evidence found in Pallbearers suggests that although the 
  Pathfinders have crippled the Gael family’s operations in 
  Kaer Maga, several of its members have already departed 
  to perform a desperate attack on Guaril Karela. Once the 
  Gaels realize that Imelda is dead or captured, they call 
  upon their agents in other cities to accelerate their plans 
  to undermine Guaril’s empire, weaken his defenses, and 
  deliver a deathblow.
  If the PCs allowed Orphyro to live, Dakar considers the 
  PCs’ debt fulfilled and does not trouble them in the future; 
  however, if the PCs killed Orphyro, Dakar seethes at the 
  PCs’ failure to uphold their end of the bargain. The PCs’ 
  and the Society’s endeavors in Kaer Maga are much more 
  difficult in the future as the Commerce League flexes its 
  muscles. Unless the PCs spend 2 Prestige Points each at 
  the end of scenario to pay off Dakar, each PC receives the 
  Dakar’s Ire boon on his or her Chronicle sheet.
  Reporting Notes
  If Andoran faction PCs convinced the Freemen to send an 
  envoy to Andoran, check box A on the reporting sheet. If 
  Qadira faction PCs secured a favorable trade deal with Dakar 
  and the Commerce League, check box B; note that failing 
  to fulfill Dakar’s request not to kill Orphyro also causes 
  him to abandon any trade deal (see Faction Notes, below). 
  If Qadira faction PCs instead secured an unfavorable trade 
  deal, check box C. Check neither box if no deal was reached. 
  Finally, check box D if Orphyro survived until the end of 
  the scenario.
  Primary Success Condition
  The PCs successfully complete their main mission so 
  long as they capture or kill Imelda Gael, which disrupts 
  the rogue Sczarni operations in Kaer Maga. Doing so 
  earns each PC 1 Prestige Point.
  Secondary Success Conditions
  The PCs successfully complete their secondary success 
  condition if they avoid damaging—or actually improve—
  the Pathfinder Society’s reputation in Kaer Maga. Doing so 
  requires fulfilling three of the following four conditions: 
  befriend at least two of the three contacts in Part 1, avoid 
  punishment by the Ardoc family for actions in Bis (attacking 
  the Ardoc family counts as failing this condition), resolve 
  encounter B without killing either of the Sczarni, or fulfill 
  the deal with Dakar by not killing Orphyro. Should the 
  PCs somehow bypass one of these condition’s respective 
  encounters, treat the condition as fulfilled. Succeeding at 
  these tasks earn each PC 1 additional Prestige Point.
  Faction Notes
  Members of the Andoran faction must convince the 
  Freemen Council to send an envoy to Andoran, which 
  requires faction PCs to win the support of at least three 
  of the five dissenting members. Earning these councilors’ 
  support earns each Andoran faction PC the Price of 
  Freedom boon on his or her Chronicle sheet.
  Members of the Qadira faction need to secure a 
  favorable trade deal or other commercial alliance with 
  Dakar, the leader of Kaer Maga’s Commerce League. 
  Securing a successful deal requires Qadira faction PCs 
  to negotiate and haggle with Dakar to include at most 
  two unfavorable terms in the deal. If a deal is secured 
  
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  in such a manner, each Qadira faction PC receives the 
  Kaer Maga Contract boon on his or her Chronicle sheet, 
  unless the PCs also killed Orphyro, in which case Dakar 
  calls off the deal.
  Completing this scenario and succeeding at the 
  primary success condition contributes directly to the 
  Sczarni faction’s goals, and Sczarni faction PCs have no 
  additional conditions to fulfill. Each Sczarni faction PC 
  who completes this scenario receives the Deal from the 
  Pickled Imp boon on his or her Chronicle sheet.
  PlayER HaNDOUt #1: SEalED lEttER
  PlayER HaNDOUt #2: CRUMPlED lEttER
  Greetings Pathfinders,
  As you may have heard, the Decemvirate has decided to extend its protection to 
  Guaril Karela, who has proven himself a valuable informant. Karela has requested the 
  Society’s help to head off an assassination plot against him. We’ve learned that the 
  Gael family, a rogue Sczarni faction, is behind the plot, and they are operating out of 
  Kaer Maga with the support of some of the city’s ruling factions. As the senior field 
  agents in the area, you are the best equipped to investigate the Gael family and disrupt 
  its plans. Root out where they’re hiding, and shut down their operation.
  As you are no doubt aware, politics in the Asylum Stone can be complex and 
  nuanced, even by Absalom’s standards. To avoid stirring up a hornet’s nest, I advise 
  you to do your best to turn the conspirators’ allies against them before striking their 
  hiding place. Keep in mind that past events in Kaer Maga have tarnished the Society’s 
  image in the city. I wouldn’t expect hostility, but flashing a wayfinder is unlikely to 
  impress the locals. Try not to further undermine our image through acts of public 
  mayhem. Since Master Karela is officially under the Society’s protection now, I would 
  remind you that our reputation is on the line. Be efficient.
  Ambrus Valsin
  Orphyro,
  My most recent experiments have fared poorly. The snakes and slimes are 
  deadly, but I’ve given up trying to train them. One way or another, we’re going 
  to kill that weasel, and I’ve reached the point that I’m willing to entertain your 
  methodologies. Don’t make me regret that.
  At least the training at the fighting school is going well; we should probably all 
  spend some time there. I just wish we could get more use out of the Freemen. They 
  would make great soldiers if I could get them dependent on me for something.
  
  22
  Pathfinder Society Scenario
  Pathfinder Society Scenario
  22
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  A
  B
  C
  D
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #5–18: 
  The Stranger Within
  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.
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  owners who have contributed Open Game Content; (b) “Derivative Material” 
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  display, transmit or otherwise distribute; (d) “Open Game Content” means 
  the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including 
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  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
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  abilities; places, locations, environments, creatures, equipment, magical or 
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  translate and otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder’s name to 
  the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing 
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  The use of any Product Identity in Open Game Content does not constitute a 
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  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #5–18: The Stranger Within © 2014, Paizo Inc.; 
  Author: Sam Polak
  
  paizo.com/pathﬁ nder
  Paizo, Paizo Inc. the Paizo golem logo, Pathﬁ nder, and the Pathﬁ nder logo are registered trademarks of Paizo Inc. and
  Pathﬁ nder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  Available Now!
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  literature. From Cthulhu to nosferatu, dragons to demon lords, Bestiary 4 is an indispensible volume 
  of more than 250 monsters for the Pathﬁ nder Roleplaying Game.
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  Paizo, Paizo Inc., the Paizo golem logo, Pathﬁ nder, and the Pathﬁ nder logo are registered trademarks of Paizo Inc. Pathﬁ nder Roleplaying 
  Game and Pathﬁ nder Campaign setting are trademarks of Paizo Inc. © 2014 Paizo Inc.
  paizo.com
  Inner Sea Gods
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  religious and profane
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  • Legions of otherwordly enemies and allies, from mighty divine servants to the unstoppable heralds of each deity
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  Notes
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.k.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONlY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONlY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONlY)
  Day Job (GM ONlY)
  Gold Spent
  Total
  GOlD
  MAX GOlD
  Character Chronicle #
  5–6
  1,291
  2,582
  8–9
  2,677
  5,353
  Out of
  subtier 1,984
  3,968
  —
  —
  —
  Pathfinder Society Scenario #5–18: 
  The Stranger Within
  Dakar’s Ire: You failed to uphold your end of a bargain with Dakar, and the wily leader of the Commerce 
  League won’t forget such a slight. In fact, he actively undermines your future deeds in the City of 
  Strangers until you pay off your debt. You take a –2 penalty on all Bluff, Diplomacy, and Intimidate 
  checks while in Kaer Maga; this penalty increases to –5 when dealing with any member of the Commerce 
  League. In addition, at the start of any meeting with Dakar, he orders his guards to rough you up as a 
  reminder that he still remembers what you owe, dealing 1d6 points of nonlethal damage to you per Hit 
  Die you possess. You can make amends by spending 2 Prestige Points to pay off your debt, after which you 
  must cross this boon off your Chronicle sheet.
  Deal from the Pickled Imp (Sczarni Faction): You have crippled the rogue Sczarni operations, leaving 
  the survivors scattered but still capable of a desperate counterattack. Guaril Karela trusts that you will 
  be properly equipped for that confrontation. You may use this boon when selling one item to sell it for 
  its full market price rather than at half value. When you use this boon, cross it off your Chronicle sheet.
  Kaer Maga Contract (Qadira Faction): You helped to secure a lucrative contract between the Qadira 
  faction and the Commerce League. Recognizing you as an able negotiator, Trade Prince Aaqir al’Hakam 
  invites you to accompany him as he meets with suppliers and other contacts, during which time he 
  helps you to polish the skills you have and learn several that you might have ignored before. When 
  using the retraining rules presented in Pathfinder RPG Ultimate Combat to retrain skill ranks over a 
  period of 5 days, you may use this boon to retrain those skill ranks for free. When you use this boon, 
  cross it off your Chronicle sheet.
  The Price of Freedom (Andoran Faction): Your friendship with the Freemen has secured you some 
  time to train at the Price of Freedom, their combat training facility. When using the retraining rules 
  presented in Pathfinder RPG Ultimate Combat to retrain a feat, you may use this boon to retrain that feat 
  for free. When you use this boon, cross it off your Chronicle sheet.
  All Subtiers
  Subtier 8–9
  Amulet of natural armor +1 (2,000 gp)
  Cloak of resistance +1 (1,000 gp)
  Preserving flask (1st-level; 1,000 gp; Pathfinder RPG 
  Ultimate Equipment 316)
  Restorative ointment (2 applications remaining; 
  1,600 gp, limit 1)
  Belt of incredible dexterity +2 (4,000 gp)
  Boro bead (2nd-level; 4,000 gp; Ultimate 
  Equipment 284)
  Cloak of resistance +2 (4,000 gp)
  Deathwatch eyes (2,000 gp; Ultimate Equipment 224)
  Headband of inspired wisdom +2 (4,000 gp)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 05/S05-18 The Stranger Within.pdf