TEXT: By Justin Juan
  The MerchanT’s Wake
  PATHFINDER SOCIETY SCENARIO #5–21 
  TIER 1–5
  
  The MerchanT’s Wake
  Pathfinder Society Scenario #5–21
  Author • Justin Juan
  Contributing Artists • Marjorie Davis
  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, and Patrick Renie
  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
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
  Staff Accountant • Ashley Gillaspie
  Chief Technical Officer • Vic Wertz
  Senior Programmer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Sharaya Kemp, 
  Katina Mathieson, and Sara Marie Teter
  Warehouse Team • Will Chase, Mika Hawkins, Heather 
  Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, Liz Courts, 
  Crystal Frasier, Lissa Guillet, and Chris Lambertz
  Pathfinder Society Scenario #5–21: The Merchant’s Wake is a Pathfinder Society Scenario designed for 1st- to 5th-level 
  characters (Tier 1–5; Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society Organized Play 
  campaign, but can easily be adapted for use with any world.
  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 #5–21: The Merchant’s Wake © 2014, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, 
  Pathfinder Society, and GameMastery are registered trademarks of Paizo Inc.; Pathfinder Adventure Card Game, Pathfinder Adventure Path, 
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  Absalom
  Taldor
  Qadira
  Absalom •
  • Oppara
  Katheer •
  3
  The MerchanT’s Wake
  By JusTin Juan
  WHERE ON GOLARION?
  The Merchant’s Wake takes place on the outskirts of 
  Katheer, the rich, metropolitan capital of Qadira. For more 
  information regarding Katheer and Qadira, see Pathfinder 
  Campaign Setting: The Inner Sea World Guide and Pathfinder 
  Player Companion: Qadira, Gateway to the East, available 
  at bookstores and game stores everywhere, and online at 
  paizo.com.
  I
  n the glorious trade city of Katheer, City of a Thousand 
  Caravans, one can attain wealth and power if one is 
  cunning and fortunate. Keleshite men and women of 
  all stations do business there, seeking opportunities to 
  gain the attention of the nobles that make up the court 
  of the satrap. Those who prove their acumen and wit 
  are elevated from to the status of trade prince. This is 
  no small accomplishment, for it often requires influence 
  within the court before one can even be noticed. Zarmina 
  Bahjari was a noble princess who carefully watched 
  Katheer’s citizens for such candidates. It was she who 
  first took notice of a merchant named Aaqir al’Hakam, a 
  young man working in his uncle’s caravansary company. 
  Aaqir demonstrated a talent for haggling and negotiation 
  far greater than his peers, and so Zarmina fashioned a 
  test for him.
  She offered Aaqir the chance to manage his own caravan 
  and tasked him to undertake a dangerous journey across 
  the waters of the Inner Sea to Absalom. There he met with 
  Zarmina’s trade associates to negotiate an exchange of 
  spices for silks. Aaqir took to this with relish, and upon 
  his return to Katheer, he delivered a good deal more 
  that the silks originally requested, including a number 
  of new business partners who had found the young man 
  charming and sought further business with him and 
  his patron.
  Zarmina was pleased with her protege’s performance 
  and took him on as a student. After Aaqir spent several 
  years in her service, his name finally came to the satrap’s 
  attention. Within 2 years, Aaqir al’Hakam had earned the 
  title of trade prince, spearheaded a growing faction in the 
  Pathfinder Society, and departed for Absalom. All of this 
  he owed to Zarmina.
  Zarmina Bahjari lived to a grand old age, during which 
  she spent many years expanding her influence in the east, 
  among the courts of the Padishah Empire proper, while 
  Aaqir looked west to the Inner Sea region. He always 
  insisted that despite setbacks, the west was where Qadira 
  would find vast, lucrative trade routes. Many—including 
  his husband and Zarmina’s nephew, Emir Thalzar Gaatan—
  have questioned both his notions as well as his ties to the 
  Pathfinder Society.
  Zarmina recently passed away, leaving much to her 
  student but also leaving a considerable power vacuum 
  that other enterprising entrepreneurs are sure to exploit. 
  As his mentor’s executor, Aaqir has organized Zarmina’s 
  wake and burial—an event he knows will attract powerful 
  friends and enemies alike. With a little luck, this might 
  just prove to be the beginning of an exciting new venture. 
  Irreverent as that may sound to others, the deceased 
  businesswoman would have had it no other way.
  Although close friends initially insisted on the funeral 
  being officiated by a representative of Sarenrae, Zarmina’s 
  will specified that her old friend Umut Tepemkau, a 
  cleric of Pharasma in Osirion, should be the one to 
  oversee her burial. The aging priestess set out for Qadira 
  
  4
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  4
  GM RESOURCES
  This adventure makes use of the Pathfinder RPG Core 
  Rulebook, the Pathfinder RPG Bestiary (B1), the Pathfinder 
  RPG Gamemastery Guide (GMG), the Pathfinder RPG 
  Ultimate Combat (UC), and the Pathfinder RPG Ultimate 
  Equipment (UE). These rules can be found online for free 
  as part of the Pathfinder Roleplaying Game Reference 
  Document at paizo.com/prd.
  upon hearing of Zarmina’s death, but her journey was 
  soon met with doom. Shirin Nuray, a cleric of Urgathoa, 
  intercepted Umut and murdered her, leaving her buried 
  in a shallow grave hundreds of miles away. Shirin has 
  come to the funeral masquerading as Umut, co-opting 
  it with the intent of corruption—she has plotted a 
  sufficiently daring act of necromancy to earn her favor 
  with the Pallid Princess. Unfortunately, many decades 
  have passed since any of the Bahjari family met Umut, 
  and no one is likely to see through the disguise.
  SUMMARY
  Sent with instructions from their venture-captain, the 
  PCs arrive at the Bahjari manor in Katheer, where Aaqir 
  al’Hakam and his family are preparing the home for the 
  wake. He greets them and briefs them on their duties, 
  which include presenting the Pathfinder Society in a 
  positive light, impressing a select group of merchants 
  who might work with the Society in the future, and 
  respectfully attending the wake of his mentor. As guests 
  arrive, al’Hakam takes special care to point out important 
  individuals worth impressing. 
  The PCs have an opportunity to mingle and interact with 
  five noteworthy merchants who have attended the wake: 
  Temel Passad of Druma, Doritannia Raffella of Taldor, 
  Metella Rauger of the Five Kings Mountains, Pellius 
  Melkior of Andoran, and the Kelishite noble Jakti al’Awar.
  The false Umut Tepemkau greets the guests and directs 
  them to place any gifts for the deceased near Zarmina’s 
  partially preserved corpse. This is an opportunity for 
  the PCs to earn further influence with their mercantile 
  contacts as they eulogize or otherwise commemorate 
  the occasion with a gift. Before departing, Shirin 
  surreptitiously animates Zarmina’s corpse and slips away 
  to prepare the late merchant’s crypt for burial. There she 
  begins animating more undead, though she accidentally 
  exceeds the number that she can command and loses 
  control of Zarmina. The mummified trade princess rises 
  and begins attacking the crowd of shocked mourners, 
  and the PCs must—to al’Hakam’s dismay—destroy the 
  undead horror.
  The PCs have a few moments to recover and speak 
  with the honored guests, several of who seek the PCs’ 
  counsel and reassurances. Jakti in particular expressed 
  his reason for suspecting that assassins are targeting the 
  guests. As this danger comes to light, a horde of zombies 
  animated by Shirin assaults the house. The PCs can race 
  to the aid of their favored merchant, defeating obstacles 
  along the way, thought they are likely only able to get to 
  one: Temel Passad or Metella Rauger. The merchant they 
  rush to isn’t only harried by the walking dead but also 
  by an assassin. Clues point to the rival merchant having 
  hired the killer, and the PCs find themselves caught in 
  the middle of a seething battle of accusations.
  Once the PCs have calmed the guests, Aaqir observes 
  that the undead approached from the direction of the 
  graveyard, voices concerns about what might have 
  befallen Umut, and requests the PCs investigate. They 
  find the false Umut in poor condition outside the crypt. 
  If they fall for her ruse, she will ambush them once they 
  enter the crypt.
  GETTING STARTED
  The PCs begin the adventure in Katheer at the Pathfinder 
  lodge operated by Venture-Captain Esmayl ibn Qaradi, 
  who is abroad but has left written instructions to the PCs. 
  Give the players Player Handout #1. The letter prompts 
  the PCs to select a single gift to take to a wake, which 
  the players should select before departing for the Bahjari 
  manor. Their options include a silver-chased scimitar 
  (+1 scimitar, or +1 keen scimitar in Subtier 4–5), a gold ring 
  bearing three sapphires (a ring of protection +1, whose 
  enhancement bonus increases to +2 in Subtier 4–5), or 
  a steel shield bearing an image of Sarenrae painted in 
  gold and studded with garnets (+1 light fortification light 
  steel shield, whose enhancement bonus increases to +2 in 
  Subtier 4–5).
  Once the PCs arrive, servants of Zarmina’s family see 
  to their immediate needs and direct them to a study, 
  where they meet Trade Prince Aaqir al’Hakam. Read or 
  paraphrase the following.
  Dressed in a white linen robe tied with a silk sash, Trade Prince 
  Aaqir al’Hakam stands behind a desk in this small study. He 
  spreads his arms wide in welcome, though his face speaks to 
  his fatigue and grief. “You are a welcome sight, Pathfinders, and 
  I trust you are here at the behest of the esteemed Esmayl ibn 
  Qaradi. As you can tell, this is not a day to uncover fresh secrets. 
  Rather, it is one of mourning for Zarmina Bahjari—a noble trade 
  princess, my mentor, and the reason I ever became a trade 
  prince. I am here to see to her estate, act as executor of her will, 
  and carry on her commercial interests.
  “It may seem strange to engage in business during so somber 
  an occasion, but trade happens quickly in Qadira; my late aunt by 
  marriage would actually be disappointed were I not to wrangle 
  her vulture-like competitors into submission. Even so, it would 
  
  Aaqir al’Hakam
  5
  THE MERCHANT’S WAKE
  THE MERCHANT’S WAKE
  5
  be unseemly for a member of Zarmina’s family to conduct 
  business at her wake.
  “Though I have inherited much from my mentor, I do not 
  intend to sit idly and live off her successes. It is still my intention 
  to strengthen trade routes with throughout the Inner Sea while 
  making the Pathfinder Society my chief ally. I want you to stand 
  as an example of what we have to gain by continuing to work 
  with the western nations.
  “For that reason, I requested the Society’s aid 
  because we have only a brief window of opportunity 
  to speak with our rivals and convince them instead 
  to become our allies. There are five in particular 
  that I would benefit from your attention, and I 
  understand several of them maintain their own 
  rivalries with one another. Win over as many as 
  you can, and I shall speak with them afterward to 
  negotiate any details. Is that agreeable?”
  The PCs may have questions for the trade 
  prince about the wake those attending it. 
  These are a few likely questions and 
  Aaqir’s answers.
  Is there anything special 
  we should wear? “The local 
  custom is to wear at least 
  some white. However, Zarmina 
  had many foreign contacts who 
  are likely to attend in many styles of 
  dress, so as long as you are clean and 
  presentable, you are welcome to wear 
  what you wish.
  Who are these five merchants? 
  “I or one of my assistants shall point them out as they 
  arrive. Their names are Pellius Melkior from Andoran, 
  Doritannia Raffella from Taldor, Temel Passad from 
  Druma, Jakti al’Awar from Qadira, and Metella Rauger 
  from the Five Kings Mountains. I understand that 
  Passad, al’Awar, and Rauger are particularly influential.”
  What will you be doing during the wake? “I shall do 
  my duty as a host and member of the family, as shall my 
  husband Emir and our daughters. I would appreciate 
  your taking care not to draw them into your business 
  today, as my dear spouse in particular does not approve 
  of my affiliations with the Society.
  Once the PCs have prepared for the wake, Aaqir 
  al’Hakam leads them into the manor’s grand hall to 
  greet guests and mourners. In addition to identifying 
  the five people of interest to the PCs, Aaqir relays some 
  information to the PCs about who these individuals are 
  and what he knows of them; this information is provided 
  in the NPCs’ descriptions below under their respective 
  Introduction headers.
  Knowledge (local) or Knowledge (religion)
  As a diverse and bustling city, Katheer has no uniform 
  burial tradition, there are some common funerary 
  customs tied to the local worship of Sarenrae. Aaqir 
  al’Hakam provides details representing a successful DC 
  15 Knowledge check if asked directly, but allow the PCs to 
  attempt this check first.
  10+ A typical wake begins as a somber affair, 
  but it’s common for the mood to lighten as the 
  sun warms the room and the living share 
  stories about the deceased and comfort the 
  surviving family members.
  15+ As dusk approaches, those in 
  attendance wish the deceased peace 
  through speeches and gifts that might 
  accompany the deceased to the grave. Not 
  only does this honor the dead, but it’s also 
  an opportunity to comfort the living and 
  remind those present to make the world a 
  better place.
  20+ A less common funerary practice 
  involves exposing the corpse to the sun 
  for a week or more in conjunction 
  with simple magic to prevent 
  the corpse from decomposing. 
  During this time, family and 
  friends watch over the body to 
  keep scavengers away.
  The Bahjari Estate
  The Bahjari estate is located on the 
  outskirts of Katheer, where its half-
  dozen buildings have ample space to sprawl across the 
  family’s land. The largest building is the manor house, 
  a two-story structure made of whitewashed stucco over 
  stone. The home has several wings that fan out through 
  well-maintained gardens to accommodate visiting 
  merchants and other businesspeople. Most of its ceilings 
  are 10 feet high, and the doors are made of strong wood. 
  The entire manor is furnished, though the spacious 
  rooms sometimes make the interior seem rather empty 
  compared to that of a typical Absalom townhouse.
  Only key locations in the manor are mapped. Other 
  sections of the manor contain additional apartments, 
  storage space, baths, and dining areas. The manor’s 
  outbuildings contain the estate’s kitchens, servants’ 
  quarters, and stables. The following are several important 
  locations the PCs might visit during the scenario.
  A1. Entry Hall: The two-story hall stands at the 
  center of the manor. Its ground floor is comprised of 
  an elegant mosaic of blue and white tiles laid out in 
  intricate geometric patterns. Central stairs lead to the 
  upper level and additional doors that lead to the family’s 
  
  A. The Bahjari Estate
  1 square = 5 feet
  A1a. Entry Hall First Floor
  A2. Temple
  A1b. Entry Hall Second Floor
  A3. Guest Apartment
  Temple
  Second Floor
  6
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  6
  
  7
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  THE MERCHANT’S WAKE
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  apartments. The double doors to the north open into the 
  temple (area A2).
  A2. Temple of Sarenrae: The Bahjaris maintain their 
  own sizeable temple to Sarenrae, which they open to 
  traveling clergy, neighbors, and—on particular holy 
  days—to the public at large. The north-facing wall bears 
  numerous windows filled with clear glass, and a 20-foot-
  diameter glass-paned dome catches additional light. 
  Fifteen mirrors hanging on the warmly painted walls 
  reflect this light throughout the room, and metal sconces 
  support candelabras to illuminate the area during darker 
  hours. A fountain of water burbles in the southwest 
  corner. For the wake, there are several additional tables 
  set up in the temple, notably one for food for the wake 
  and reception, and another stands near the gilded altar 
  for receiving any gifts that are to be buried with the 
  deceased. Zarmina’s body only arrives in the temple later 
  in the afternoon.
  A3. Guest Apartment: The estate’s guest apartments are 
  spacious and well lit, providing a place for visitors to relax 
  and do business. Each has several chairs, bookshelves, a 
  desk, soft rugs, and storage space for a traveler’s luggage. 
  A set of double doors leads to a smaller bedroom.
  GAINING INFLUENCE
  The Pathfinder Society’s primary goal during this 
  adventure is to gain influence among the major guests 
  in attendance at the wake. Throughout the adventure, 
  the PCs have several opportunities to garner influence, 
  impress their fellow guests, and earn the respect of 
  several powerful merchants of the Inner Sea region. 
  Early in the scenario, the PCs can use their knowledge 
  and natural charm to win friends; however, later in the 
  adventure the PCs’ can earn more influence only through 
  their actions.
  Whenever the scenario allows the PCs to attempt an 
  Influence check, the character may select one NPC in 
  attendance to try to influence. Each PC can attempt a 
  Bluff check (to pretend to be friendly), a Diplomacy check 
  (to be genuine), or a different skill check mentioned in 
  the NPC’s social stat block to appeal to that character’s 
  other interests. The PCs can focus their efforts by using 
  aid another actions to assist each other on a target, or 
  split up to cover more guests. The GM might grant up to 
  a +4 circumstance bonus on a PC’s check for particularly 
  good roleplaying.
  Each NPC’s social stat block below indicates two 
  different values for the character’s Influence check DC, 
  which indicate the DCs that must be met or exceeded for 
  the party to accrue an Influence Point with the target of 
  the check in Subtiers 1–2 and 4–5 respectively. The PCs 
  earn 1 additional Influence Point per successful check 
  for every 5 points by which the check exceeds the listed 
  DC. Once an NPC has been successfully influenced four 
  times, he or she is considered friendly toward the party. 
  Note that these rules override the standard rules for 
  using skills to influence an NPC.
  In addition, several NPCs have a favor they might 
  request when a PC is trying to earn Influence Points. A PC 
  can attempt to perform this task before attempting a check 
  to influence the NPC. If he performs the task successfully, 
  all of the PCs gain a +5 bonus on checks made to influence 
  that NPC for the rest of the scenario.
  TEMEL PASSAD
  LN male human expert/prophet of Kalistrade
  Affiliation Druma
  Background Temel Passad is a prophet of Kalistrade, one of 
  Druma’s mercantile elite who follow strict philosophical 
  tenets in their pursuit of wealth and prosperity. He finds his 
  rivalry with Metella Rauger quite amusing. It is difficult for 
  him not to bait her temper when they are at the same event. 
  In fact, he only decided to attend the funeral after learning 
  that Metella would be doing the same.
  DESCRIPTION
  Appearance Temel Passad is a tall man with carefully groomed 
  hair and an oiled beard. He wears pristine white clothing 
  heavy with gold embroidery and gems. In following the 
  tenets of the Prophets of Kalistrade, he avoids physical 
  contact with others and partakes in only a small number of 
  the refreshments available.
  Introduction “Temel Passad is a prophet of Kalistrade, an 
  adherent to a strict set of personal codes that supposedly 
  aid in one’s earning wealth. He is a clever man that the 
  Society has dealt with before—typically under pleasant 
  circumstances. His business ventures sometimes compete 
  with those of the Five Kings Mountains, which has led to a 
  rivalry with Metella Rauger.”
  Personality amused, calm, focused
  INFLUENCE
  Influence DC 15 (DC 19 in Subtier 4–5); Additional Skill Appraise
  Favor Temel hopes to embarrass Metella Rauger by disrupting 
  her funeral oration, which he suspects she has written out 
  and keeps either on her person or in her quarters. Temel 
  Passad considers this task fulfilled if a PC steals this speech 
  from Metella and delivers it to him. A PC can accomplish 
  this either by succeeding at a DC 20 Sleight of Hand check 
  to lift the paper from Metella, or he can break into her room 
  quietly by succeeding at a DC 20 Disable Device check to 
  open the door followed by a successful DC 15 Stealth check 
  to recover the speech without attracting the attention of 
  the household staff. Failing either the Sleight of Hand or 
  Stealth check alerts Metella to the PCs’ thievery; the PCs lose 
  1 Influence Point with Metella in such an event. Whether a 
  PC pursues deception or stealth, Metella’s one copy of the 
  speech is wherever he searches first.
  
  Temel Passard
  8
  PATHFINDER SOCIETY SCENARIO
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  Special: Temel Passad has dealt with Pathfinders in the past—
  though ultimately they favored his rival Metella Rauger—and 
  is pleasantly surprised to meet an agent he has worked with 
  before. If a PC has a Chronicle sheet for Pathfinder Society 
  Scenario #5–01: The Glass River Rescue, she gains a +2 bonus 
  on checks made to influence Temel Passad.
  In addition, whenever the PCs earn enough Influence 
  Points with Metella Rauger to increase his total to 4 or 
  higher, they lose 1 Influence Point with Temel.
  DORITANNIA RAFFELLA
  N female human expert
  Affiliation Taldor
  Background Doritannia deals in wines, ales, and 
  entertainment from Taldor. Bad fortune would 
  have bankrupted her had it not been for Temel 
  Passad’s timely intervention. Her debt to 
  him has only grown since then—a fact 
  he leverages against both her 
  personally and her business 
  assets.
  DESCRIPTION
  Appearance Doritannia is an 
  attractive Taldan woman in her 
  30s with long brown hair. She 
  is dressed finely but moves 
  with none of the grace and 
  bearing that might suggest 
  a noble upbringing. With 
  a successful DC 20 Sense 
  Motive check, a PC speaking with 
  her notices she often looks to Temel 
  Passad for approval before answering 
  a question.
  Introduction “Doritannia Raffella buys and sells alcohol and 
  spirits. She comes from a common household yet elevated 
  her status through her own acumen and hard work, though 
  she recently fell on hard times. No doubt her experience 
  would be a valuable asset to any business venture.”
  Personality cautious, knowledgeable, skittish
  INFLUENCE
  Influence DC 14 (DC 18 in Subtier 4–5); Additional Skill 
  Intimidate
  Special Until someone helps relieve her of her debt, Doritannia’s 
  fate is intertwined with that of Temel Passad. Each time 
  the PCs earn 1 or more Influence Points with Temel Passad, 
  they also earn 1 Influence Point with Doritannia. If the PCs 
  convince Aaqir al’Hakam to purchase her debt, they can no 
  longer earn Influence with her in this manner.
  METELLA RAUGER
  LG female dwarf expert/fighter
  Affiliation Five Kings Mountains
  Background Metella Rauger is a traveling representative 
  of several Highhelm mercantile consortia. She recently 
  signed a minor trade agreement with Aaqir al’Hakam, 
  and thus far the arrangement has benefited her and the 
  merchants she represents. She’s attending the funeral partly 
  to take another opportunity to analyze al’Hakam and his 
  subordinates and decide if a longer-term deal would be 
  wise. Over the past year, her rivalry with Temel Passad has 
  grown, and she suspects that behind his cheerful veneer is a 
  terrible scheme to ruin her.
  DESCRIPTION
  Appearance Metella is a redheaded dwarf who 
  wears a tabard emblazoned with the Five Kings 
  Mountains heraldry. She’s unarmed for this event, 
  though she often touches her belt with her right hand 
  as a habit. When dealing with strangers, she faces 
  the person squarely while watching for signs 
  of trickery. She relaxes visibly around 
  those she knows.
  Introduction “Metella Rauger 
  represents several trading houses from 
  the Five Kings Mountains, and she 
  has worked with the Society and its 
  allies before. She’s stubborn but 
  fair. No doubt she will be on edge 
  here thanks to Temel Passad’s 
  having decided to attend and 
  honor Zarmina’s memory.”
  Personality gruff, pragmatic, 
  suspicious
  INFLUENCE
  Influence DC 15 (DC 19 in Subtier 4–5); 
  Additional Skill Profession
  Favor Metella hopes to embarrass Temel Passad by causing 
  him to sneeze uncontrollably at an inopportune time—
  ideally during his funeral oration—by replacing his snuff 
  with itching powder. A PC can accomplish this either by 
  succeeding at a DC 20 Sleight of Hand check to empty 
  Temel’s snuffbox surreptitiously, refill it and replace it 
  without his noticing. Alternatively, she can break into his 
  room quietly by succeeding at a DC 20 Disable Device check 
  to open the door followed by a successful DC 15 Stealth 
  check to replace his supply of snuff with the itching powder 
  without attracting the attention of the household staff; 
  Temel Passad is likely to exhaust the small supply he carries 
  on his person and send a servant for more. Failing either 
  the Sleight of Hand or Stealth check alerts Temel to the PCs’ 
  trickery and causes them lose 1 Influence Point with Temel.
  Special Metella Rauger thinks highly of Pathfinders—especially 
  those proud enough to wear their affiliation openly. 
  A PC who wears a wayfinder in plain sight gains a +2 
  circumstance bonus on checks made to influence Metella. 
  In addition, she’s glad to see a familiar face; if a PC has a 
  
  Metella Rauger
  9
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  Chronicle sheet for Pathfinder Society Scenario #5–01: The 
  Glass River Rescue, the circumstance bonuses increases to +5.
  In addition, if the PCs earn a total of 4 or more Influence 
  Points with Temel Passad, they then lose 1 Influence Point 
  with Metella.
  PELLIUS MELKIOR
  CG male human rogue
  Affiliation Andoran
  Background Pellius is an Andoren dealer in spices and textiles 
  who has built his business on steady business with the 
  Five Kings Mountains. He recently signed a contract 
  with that nation to provide arms and armor to 
  Andoran’s Eagle Knights (selling the surplus to 
  Taldor) though even that isn’t enough to sate his 
  dreams of fame and fortune.
  DESCRIPTION
  Appearance Pellius is a clean-shaven man of 
  average height with sandy-brown hair. 
  He is quick to laugh and makes 
  a point of being especially 
  friendly in the hope of winning 
  key allies, though he begins to 
  lose interest in a conversation if 
  he senses the PCs are neither 
  influential nor have the ear 
  of someone who might 
  help him get ahead. It 
  is possible to regain 
  his attention with the 
  promise of business leads 
  or professional tips. For all his ambition, 
  Pellius is well mannered and tries to 
  behave with the best of intentions.
  Introduction “Pellius Melkior is from Andoran and has 
  established himself as a reliable trader of durable goods 
  in his country. Rumor has it that he has also looked into 
  expanding his business into the River Kingdoms and Taldor.”
  Personality ambitious, gregarious, resourceful
  INFLUENCE
  Influence DC 14 (DC 18 in Subtier 4–5); Additional Skill 
  Knowledge (local)
  Special Until the PCs can secure him a more lucrative and 
  exciting trade deal with al’Hakam, Pellius’s interests align 
  closely with those of Metella Rauger. Each time the PCs earn 
  1 or more Influence Points with Metella Rauger, they also 
  earn 1 Influence Point with Pellius. If the PCs convince Aaqir 
  al’Hakam to draw up a trade agreement with Pellius, the PCs 
  can no longer earn Influence for the Andoren in this way.
  JAKTI AL’AWAR
  N male human inquisitor of Sarenrae
  Affiliation Qadira
  Background Although he hails from Qadira, Jakti al’Awar 
  has spent much of his life in Osirion and Katapesh. There 
  he received training in deadly arts by the Cult of the 
  Dawnflower, an often ruthless, militant sect that is not afraid 
  to act aggressively for the greater good. Over the years, Jakti 
  has hunted criminal elements and recruited new members, 
  sometimes setting up elaborate ruses to test prospective 
  allies’ mettle. Zarmina’s wake is an opportunity to seek new 
  talent and undermine enemies of the church. Beyond those 
  responsibilities, he maintains a small, prosperous business 
  as a purveyor of magic scrolls.
  DESCRIPTION
  Appearance Jakti is large and somewhat physically 
  imposing figures. He prefers to encourage others 
  to speak their minds, patiently listening with a 
  polite smile and an intense stare as he listens for 
  admissions of past indiscretions. His holy symbol 
  rests in a fold of his cloth belt, and Jakti 
  prefers to keep his affiliation quiet. 
  Nonetheless, he finds religious 
  discourse fascinating and 
  cannot help but inquire about 
  obviously religious individuals’ 
  beliefs—especially if those 
  people adhere to a schism’s or 
  cult’s variation on a common 
  faith. He keeps his distance 
  from the cleric Umut, whom 
  he respectfully leaves 
  to perform her duties 
  without distractions. He is 
  accompanied by two bodyguards, Hakim 
  and Amalia.
  Introduction “Jakti al’Awar has spent much time abroad and 
  only recently returned to Qadira. He maintains a small 
  business in magic items, and some speculate that his 
  travels and business are primarily for scholarly purposes. 
  What is known is mostly speculation; he is something of an 
  unknown here.”
  Personality calculating, focused, patient
  INFLUENCE
  Influence DC 16 (DC 20 in Subtier 4–5); Additional Skill 
  Knowledge (religion)
  Favor Based on recent intelligence, Jakti has identified both 
  Temel Passad and Metella Rauger as possible enemies 
  of the Cult of the Dawnflower, and he’s using this event 
  as an opportunity to fluster, threaten, or even attack the 
  two to reveal them as the villains he suspects they are. 
  He has planned to attack them once Zarmina has been 
  buried and the two merchants retire to their respective 
  rooms. Although his assassins are capable of breaking into 
  the rooms unaided, they’re much more likely to succeed 
  if someone were to leave the windows open or unlocked. 
  
  Jakti Al’Awar
  10
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  10
  Feigning weariness from the heat, he shares with any PCs 
  who speak with him that the sun’s heat has made the manor 
  stuffy, yet the servants seem less than willing to open 
  additional windows to let in more air. If the PCs convince 
  the household staff to open more windows, they fulfill this 
  favor’s condition. Doing so also grants a cult assassin a slight 
  advantage in encounter A3. 
  MINGLING
  In addition to its honoring the deceased, 
  Zarmina’s wake is an occasion for extended 
  family and friends to reunite, reminisce, 
  and renew their bonds. Several of these 
  guests are only now arriving from 
  abroad, though the Bahjari family has 
  provided rooms for many out-of-town 
  visitors who are already mingling 
  in the manor’s entry hall. Aaqir 
  al’Hakam 
  accompanies 
  the 
  PCs for several minutes to 
  make 
  the 
  appropriate 
  introductions 
  to 
  his 
  family, 
  including 
  his 
  spouse Emir Thalzar Gaatan 
  and their three daughters. He 
  also points out Umut Tepemkau, 
  a visiting cleric of Pharasma and 
  friend from Zarmina’s younger days 
  whom her will specified should oversee 
  her interment; al’Hakam notes that she 
  is busy with preparations and might be 
  available to chat later. Once he is sure 
  the PCs are at home, Aaqir excuses 
  himself to speak with other guests and ensure that the 
  funerary arrangements are taken care of.
  Most of the guests are already present and chatting 
  with one another, and they are scattered throughout the 
  entry hall (area A1) and the southern half of the temple 
  (area A2). The PCs are also welcome to explore the rest of 
  the manor, though there are few people elsewhere on the 
  estate at this time. Furthermore, the doors to most of the 
  apartments are kept locked for the guests’ privacy. 
  Influence (2 checks): The wake begins in the afternoon 
  with a reception and refreshments, providing guests 
  time to arrive and everyone an opportunity to chat and 
  renew old friendships. During this time, the PCs are 
  free to explore the estate, though virtually all of the 
  action takes place at this gathering. Allow each PC to 
  make two Influence checks, taking time to roleplay their 
  interactions with the NPCs they wish to meet. Be careful 
  to watch the clock for this part of the adventure, as the 
  roleplay is intended to last as long as a typical combat 
  encounter but can easily last much longer.
  THE WAKE
  As the shadows lengthen, the cleric Umut emerges 
  from the temple, calls for the guests’ attention, and 
  requests they honor the deceased. With that, Aaqir 
  al’Hakam and several other members of the Bahjari 
  household carry a wooden bier bearing the shrouded 
  body of Zarmina through the front door, up the stairs, 
  and into the temple, where the guests file in 
  afterward. Aaqir al’Hakam and the others lay the 
  bier atop the altar of Sarenrae, and then join 
  the other guests in the pews.
  Umut’s impostor opens the service 
  by recognizing the goddess to whom 
  the temple is consecrated as a sign 
  of respect before transitioning to an 
  invocation to “our lady of eternity, who 
  shepherds the deceased to an everlasting 
  afterlife.” Although this title and the 
  rest of Shirin’s service are outwardly 
  dedicated 
  to 
  Pharasma, 
  they 
  might also be interpreted as 
  paeans to Urgathoa. As a 
  woman raised in Osirion and 
  trained to oppose Pharasma’s 
  disciples, Shirin is familiar 
  with 
  Pharasman 
  funerary 
  rites, 
  though 
  she 
  performs 
  them somewhat clumsily and 
  inexpertly. With a successful DC 20 
  Knowledge (religion) check (DC 23 in 
  Subtier 4–5), a PC can identify that 
  her execution of the funeral is less 
  polished than one would expect of a 
  priestess of her stature. Most of her prayers are in her 
  native Osirian language, though her bidding the soul safe 
  voyage down the River of Souls is delivered in Common. 
  With that, she invites the guests to come forward, 
  place any gift to be interred with Zarmina on the table 
  near the altar, and address the guests and the deceased. 
  The merchants who have come to honor Zarmina all 
  give splendid gifts. Doritannia Raffella speaks highly 
  of Zarmina, and she further cites Temel Passad as 
  a similarly upstanding member of the mercantile 
  community who will certainly carry Zarmina’s torch of 
  fair business practices into the future; Temel seems to 
  expect this praise and nods in recognition of her kind 
  words. Pellius Melkior likens memories of Zarmina 
  to finely crafted dwarven stone—enduring, beautiful, 
  and formed gradually over many years of virtuous 
  work. Metella Rauger is somewhat embarrassed by this 
  reference, but by the end of the Andoren’s speech, she 
  is smiling in appreciation. Jakti al’Awar’s gift is a gold- 
  and jewel-embellished ledger, and his speech praises 
  
  11
  THE MERCHANT’S WAKE
  THE MERCHANT’S WAKE
  11
  Zarmina for having lived a virtuous and charitable life 
  yet suffering neither the kowtowing of sycophants nor 
  the underhandedness of villains.
  When it comes time for the PCs to bring forward their 
  gift and give a speech, Jakti, Metella, and Temel all watch 
  them closely. With a successful DC 20 Sense Motive 
  check, a PC can determine that each is more interested 
  in whom the PCs reference with their speech than what 
  their gift is. Allow one or more of the PCs to make a short 
  speech and attempt a DC 15 Perform (oratory) check or 
  DC 17 Bluff or Diplomacy check (DC 17; DC 19 in Subtier 
  4–5) to earn additional Influence Points with the guests; 
  details appear in the Influence section below.
  The speeches conclude as the sun approaches the 
  horizon, its red light illuminating the room in crimson 
  hues. Umut orates a closing prayer, finishing by brushing 
  her lips against Zarmina’s forehead, whispers an 
  inaudible message, and then brushing her hands gently 
  down the body’s face as if closing Zarmina’s eyes forever. 
  She then has several servants gather the gifts and then 
  informs Aaqir al’Hakam that she is leaving to prepare 
  the mausoleum for the interment. Aaqir requests that the 
  guests remain in the area for several minutes before they 
  carry the body to the graveyard (in order to give the PCs a 
  little more time to speak with the guests).
  Influence: Depending on the subject of the PCs’ speech, 
  they can earn 1 Influence Point with either Jakti, Metella, 
  or Temel. If the speech praised Metella or dwarven 
  culture, succeeding at the skill check earns 1 Influence 
  Point with Metella Rauger. If the speech praised Temel, 
  Druma, or the Prophecies of Kalistrade, succeeding at 
  the check earns 1 Influence Point with Temel Passad. 
  If the PCs either promoted faith in Sarenrae or at least 
  didn’t praise either of the two competing merchants, 
  succeeding at the skill check earns 1 Influence Point with 
  Jakti al’Awar. The PCs can only earn 1 Influence Point 
  with the speech, awarded to whichever merchant the 
  speech most appealed (at the GM’s discretion).
  The Guest of Honor Rises (CR 3 or CR 6)
  After a few minutes, Jakti al’Awar proposes everyone 
  raise a glass and toast Aaqir al’Hakam and Emir Thalzar 
  Gaatan (regardless of is disposition toward the PCs and 
  the Society at this point). The guests each take a moment 
  to praise the two, granting each PC an opportunity to 
  make a DC 15 Sense Motive check to sense whether a 
  guest’s toast is sincere, merely respectful, or forced. This 
  is an opportunity for the PCs to assess how well they 
  are doing at earning the support of the five key NPCs. 
  If the PCs have already earned the necessary Influence 
  Points with an NPC, his toast is sincere and glowing. If 
  the PCs have earned 1 or more Influence Points with an 
  NPC but have not yet reached the threshold, the NPC’s 
  toast is polite but not particularly heartfelt. If the PCs 
  have earned no Influence Points with a given NPC, the 
  toast is curt and forced. Those NPCs with whom the PCs 
  have at least 4 Influence Points give a generous toast. 
  Jakti al’Awar is the last to toast the hosts, concluding 
  his remarks by saying, “And may our hosts carry on the 
  legacy of the departed, may Sarenrae see her safely to 
  Nirvana and its city of High Ninshabur.” As he says this, 
  Zarmina’s body twitches to life.
  Creatures: Shirin, the cleric Umut’s impostor, didn’t 
  simply masquerade as a priestess of Pharasma—she also 
  committed an act of necromancy in a temple of Sarenrae. 
  Before calling the guests to enter the temple, Shirin had 
  cast animate dead out of sight of the congregants and held 
  onto the magic throughout the ceremony. When her lips 
  brushed Zarmina’s corpse, it animated and then heard 
  Shirin’s whispered command to remain still. Shirin 
  intends to use Zarmina in an imminent attack dedicated 
  to her patron Urgathoa; as a sign of the Pallid Princess’s 
  approval, the spell created a far more potent undead 
  creature than Shirin had expected.
  Upon reaching the graveyard, Shirin directs the 
  servants carrying the grave goods to enter the crypt, where 
  several zombies she had animated earlier tore the living to 
  pieces. Then, using her animated minions to dig up more 
  corpses, she uses several more scrolls to create even more 
  zombies to execute Urgathoa’s will; however, even with her 
  goddess’s blessing, Shirin is only barely able to control the 
  zombies she has created—at the cost of losing control of 
  the Zarmina’s mummy. Once free of Shirin’s power, the 
  undead Zarmina tears herself out of the shroud with a 
  pained moan and begins attacking the guests. As she does 
  so, she points toward the door—in the same direction as 
  Jakti, Metella, Temel, and Aaqir—and rasps “You have 
  failed me! Betrayer!” Most of those in attendance flee, and 
  Aaqir al’Hakam hurriedly signals for the PCs to intervene 
  while he tries to keep the crowd under control.
  Subtier 1–2 (CR 3)
  LESSER DESICCATED MUMMY 
  CR 3
  NE Medium undead 
  Init +0; Senses darkvision 60 ft.; Perception +13
  Aura desert wind (30 ft., DC 14, 10 rounds)
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 37 (5d8+15)
  Fort +3, Ref +1, Will +6
  DR 2/—; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +8 (1d6+6)
  
  12
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  12
  TACTICS
  During Combat When Shirin loses control of the mummy, it 
  lurches upright, effortlessly tears its way out of its shroud, 
  and activated its desert wind ability. The desiccated mummy 
  isn’t very intelligent, but it tries to prioritize attacking targets 
  fatigued by its aura. It otherwise attacks a nearby target.
  Morale The desiccated mummy fights until destroyed.
  STATISTICS
  Str 18, Dex 10, Con —, Int 6, Wis 15, Cha 15
  Base Atk +3; CMB +7; CMD 17
  Feats Skill Focus (Perception), Toughness, Weapon Focus (slam) 
  Skills Perception +13, Stealth +8
  Languages Common, Kelish
  SPECIAL ABILITIES
  Desert Wind (Su) All creatures within a 30-foot radius must 
  attempt a DC 14 Fortitude save once per round, and each 
  round the DC of this saving throw increases by 1. A creature 
  that fails its saving throw takes 1d4 nonlethal damage and is 
  fatigued, as if affected by heat stroke (Pathfinder RPG Core 
  Rulebook 444). A creature that succeeds on the saving throw 
  is immune to that desiccated mummy’s desert wind aura for 
  24 hours. The save DC is Charisma-based.
  Subtier 4–5 (CR 6)
  DESICCATED MUMMY 
  CR 6
  Variant advanced mummy (Pathfinder RPG Bestiary 210)
  Aura desert wind (30 ft., DC 18, 10 rounds)
  TACTICS
  Use the tactics from Subtier 1–2.
  SPECIAL ABILITIES
  Desert Wind (Su) All creatures within a 30-foot radius must 
  attempt a DC 18 Fortitude save once per round, and each 
  round the DC of this saving throw increases by 1. A creature 
  that fails its saving throw takes 2d6 nonlethal damage and is 
  fatigued, as if affected by heat stroke (Pathfinder RPG Core 
  Rulebook 444). A creature already fatigued by this ability 
  instead becomes exhausted if it takes additional damage 
  from this aura. A creature that succeeds on the saving throw 
  is immune to that desiccated mummy’s desert wind aura for 
  24 hours. The save DC is Charisma-based.
  Treasure: As a token of thanks, Aaqir al’Hakam gives 
  the PCs several scrolls. In Subtier 1–2, these include a 
  scroll of cure moderate wounds, a scroll of endure elements, 
  and a scroll of see invisibility. In Subtier 4–5, he also gives 
  them a bead of force. If the PCs inspect the torn shroud, 
  they find a small bag containing a single handful of dust 
  of dryness.
  Development: Zarmina’s animation as a mummy leaves 
  many questions for the PCs and guests alike. The PCs 
  are free to question the guests, but no one knows what 
  is going on, much less to whom the undead Zarmina’s 
  accusation was directed. Aaqir al’Hakam requests the 
  guests return to their rooms while the household staff 
  cleans up the temple. He pulls the PCs aside and requests 
  that they assist him in checking the manor for any other 
  suspicious activity.
  By and large, there is little evidence for the PCs to 
  find at this time, though the GM might encourage the 
  players to attempt a Perception check or two as they look 
  around. As they patrol the manor, several of the visiting 
  merchants contact the PCs through delivered messages. 
  If the PCs have more Influence Points with Metella 
  Rauger than with Temel Passad, they receive a note from 
  Doritannia Raffella; give the players Player Handout #2. 
  If the PCs have more Influence Points with Temel Passad, 
  they instead receive a note from Pellius Melkior; give the 
  players Player Handout #3. In the case of a tie, the PCs 
  receive Doritannia’s letter. In addition, the PCs receive 
  a missive from Jakti al’Awar regardless of how many 
  Influence Points they have earn; give the players Player 
  Handout #4.
  Each letter makes a request of the PCs. Jakti’s message 
  simply invites the PCs to meet him in his apartments, 
  which is detailed in the following encounter. Even if 
  the PCs visit Jakti first, they can still resolve the other 
  merchant’s request any time during the rest of the 
  adventure. Doritannia and Pellius both request that the 
  PCs persuade Aaqir al’Hakam to perform a financial 
  service for them. A PC can convince the faction leader to 
  invest in either merchant with a successful DC 26 Bluff 
  or Diplomacy check (DC 29 in Subtier 4–5), though he 
  is more willing to accept the offer if the PCs have done 
  particularly well in their assignment thus far; any such 
  check receives a circumstance bonus equal to the total 
  number of Influence Points the PCs have earned with him. 
  Influence: If the PCs accuse any of those in attendance of 
  causing this disturbance, the Pathfinders lose 1 Influence 
  Point with that NPC. Arresting or physically restraining 
  an NPC on these false charges instead doubles this loss. 
  If the PCs convince Aaqir al’Hakam to assist Doritannia 
  or Pellius, they receive 2 Influence Points with that NPC.
  Rewards: If the PCs fail to defeat the desiccated 
  mummy, reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 114 gp.
  Out of Subtier: Reduce each PC’s gold earned by 273 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 318 gp.
  SCALING ‘THE GUEST OF HONOR RISES’
  If there are only four PCs in the party, Zarmina’s corpse 
  is particularly fragile from being baked in the sun. The 
  desiccated mummy loses its damage reduction and takes a 
  –2 penalty on all damage rolls.
  
  13
  THE MERCHANT’S WAKE
  THE MERCHANT’S WAKE
  13
  Zombies at the Door, Assassins at the Window 
  (CR 2 or CR 5)
  When the PCs return to the temple, Jakti and his two 
  bodyguards are waiting for them. The servants have since 
  cleaned up the worst of the mess from the earlier combat, 
  and Jakti is now wearing a scimitar at his side. He regards 
  the PCs with a smile and waves for his guards to stand 
  outside the door to ensure a measure of privacy.
  “I was uncertain if you were trustworthy enough to share this 
  information with, but now I see that you are most competent 
  individuals and I believe you can help.
  “Some days ago I received information from… a trusted 
  source… that a someone has hired several assassins in Katheer 
  for a job this very night. This manor has one of the greatest 
  gatherings of powerful people in the entire city, so I can only 
  conclude that these assassins are meant to strike here. With that 
  knowledge, I hired a few bodyguards for myself, but it would 
  allay my fears if I to have your protection as well. Of course, you 
  may seek to protect everyone in the manor, and I would applaud 
  you for such commitment to righteousness! I will be satisfied if 
  no harm comes to my person before this night is over, whatever 
  the circumstances. Do this for me, and I would greatly consider 
  dealing with such competent individuals in the near future.”
  Jakti’s real purpose in calling the PCs here is to keep 
  them from stopping one of his fellow cultists from 
  attacking Metella Rauger or Temel Passad. A PC who 
  succeeds at a DC 25 Sense Motive check determines that 
  Jakti appears to have other interests beyond his own 
  protection, and he seems to know more than he lets 
  on. Just as he finishes speaking, a series of loud crashes 
  echoes through the house, followed by screaming. Jakti’s 
  eyes widen in alarm as he rushes to the temple’s doors 
  only to discover that the entry hall teeming with the 
  walking dead!
  No matter his intentions of punishing one of the 
  visiting merchants, destroying undead abominations 
  is a much higher priority. Those who succeeded at the 
  earlier Sense Motive check are able to determine that 
  whatever Jakti had been planning has changed in light of 
  this development, and he and his guards begin fending 
  off the zombies. Aaqir al’Hakam emerges from one of 
  the upstairs hallways and calls to the PCs to “protect the 
  guests,” though he stresses the last word as if to imply 
  one of the other critical guests. The breaking of glass 
  elsewhere in the manor suggests there are far more 
  zombies than just those in the entry hall. Unfortunately, 
  Temel’s and Metella’s animosity toward each other led 
  them to take rooms at opposite ends of the manor’s 
  ground floor, and Aaqir tries to discourage the PCs from 
  splitting up; it’s very unlikely that the PCs could save an 
  NPC if they don’t go in full force.
  There are four major obstacles that the PCs must 
  overcome to reach the apartments of one of the 
  merchants. First, the PCs must fight their way down 
  the stairs to the ground floor. Then they must push 
  through the zombies on the ground floor to reach the 
  hallway to the apartments. Near the merchant’s room, 
  the Dawnflower assassin set up a rudimentary tanglefoot 
  bag trap to ensnare his target should the merchant try to 
  flee. Finally, the PCs must get through the door, which 
  the merchant barricaded earlier in the evening.
  Rather than have the PCs fight the dozens of zombies 
  that Shirin has sent to attack the manor, getting to the 
  apartments of one of the key merchants uses rules akin to 
  those used in a chase (Pathfinder RPG Gamemastery Guide 
  232). Unlike a typical chase, the PCs are not chasing a 
  target so much as they are tracking how long it takes for 
  them to reach the NPC in danger. What’s more, the PCs 
  overcome obstacles as a group and not individually. Each 
  PC rolls one of the two checks to overcome the obstacle, 
  taking the highest result. Any other PCs’ checks that 
  result in a 10 or higher are treated as having used the aid 
  another action for the higher result. The exception is the 
  assassin’s trap obstacle, which only one PC may attempt. 
  In place of attempting an aid another action, a PC may 
  cast a spell or use a class ability that deals damage to 
  multiple targets to destroy some of the zombies. Every 2 
  points of damage dealt by the spell or ability reduces that 
  obstacle’s check DCs by 1 (to a minimum of 10).
  If the PCs fail the check to overcome an obstacle, they 
  take additional time to overcome the challenge but do 
  not need to attempt the check again; move on to the next 
  obstacle but track how many checks the PCs fail. Each 
  failure grants the Dawnflower assassin in area A3 more 
  time to attack his target. In addition, if the PCs fail their 
  check to overcome either of the first two obstacles, the 
  zombie horde deals 1d6+1 points of damage to each of 
  them (2d6+6 in Subtier 4–5). Once the PCs enter area A3, 
  proceed to the next encounter.
  A3. Attack on the Apartments (CR 3 or CR 6)
  As the PCs reach this room, they find the windows 
  smashed open, glass scattered across the floor, and several 
  pieces of furniture overturned. Depending on how the 
  PCs got through the door into the room, the chair that 
  had been propping the door shut may have been smashed 
  to pieces. Whether the PCs decided to aid Temel Passad 
  or Metella Rauger, the room’s layout and condition are 
  the same.
  Creatures: The PCs arrive only a moment after a 
  member of the Cult of the Dawnflower—wearing no 
  outward signs of his faith—clambered through a window 
  to attack the merchant in the room. As the PCs open 
  the door, several zombies crash into the room through 
  
  They’re Blocking
  the Hall!
  Zombies on the 
  Stairs!
  The Apartment
  What’s This Trap
  Doing Here?
  Barricaded Door
  We can jump it
  (Acrobatics DC 20)
  Push through them
  (Combat maneuver 
  CMD 22)
  Disarm the Threat
  (Disable Device DC 20)
  Take off the hinges
  (Knowledge [engineering] 
  DC 22)
  Knock them aside
  (Combat maneuver
  CMD 22)
  Cut them down
  (Attack AC 20)
  Evade the trap
  (Reflex DC 15)
  Batter it down
  (Swim DC 17)
  Encounter A3
  (No obstacles)
  Increase the DC of 
  these checks by 3 for 
  Subtier 4–5
  14
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  14
  the windows. This leads to a chaotic melee in which the 
  assassin is trying to kill the merchant, the merchant is 
  trying to escape and survive, and the zombies are trying 
  to kill everyone.
  If the PCs failed none of the checks to overcome 
  obstacles on the way to encounter, the merchant is 
  unharmed. If the PCs failed one or two of the checks, 
  the merchant has been hit by one of the assassin’s darts, 
  taking 4 points of damage (10 points of damage in Subtier 
  4–5) but resisting the poison on the weapon. If the PCs 
  failed three or more checks, the assassin has already 
  struck the merchant with his poisoned weapon, dealing 
  4 points of damage (10 points of damage in Subtier 4–5) 
  and successfully poisoning the merchant. If the PCs 
  performed Jakti’s favor by opening the windows in the 
  apartment, treat the PCs as though they had failed one 
  additional check.
  Both Temel Passad and Metella Rauger use the same 
  statistics with minor differences. As a dwarf, Metella 
  has an additional +2 racial bonus on saving throws 
  against poison and has a 20-foot speed. Thanks to his 
  considerable wealth, Temel has magic items that grant 
  him a +1 deflection bonus to AC and a +1 resistance 
  bonus on all saving throws. Neither has a weapon or any 
  alchemical objects.
  DAWNFLOWER ASSASSIN 
  CR 2
  Human fighter 1/ninja 2 (Pathfinder RPG Ultimate Combat 13)
  N Medium humanoid (human)
  Init +6; Senses Perception +6
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 19 (3 HD; 1d10+2d8+5)
  Fort +2, Ref +5, Will +0
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +5 (1d6+2/18–20)
  Ranged dart +4 (1d4+2)
  Special Attacks sneak attack +1d6
  TACTICS
  Before Combat Depending on the PCs’ efforts in the earlier 
  encounter, the assassin may have already injured the 
  merchant with the poisoned scimitar.
  During Combat The assassin focuses on killing the merchant. 
  He turns invisible or flanks as necessary to avoid enemy 
  attacks and to deal sneak attack damage. If he’s unable to 
  complete his mission due to the PCs’ efforts, he attacks them 
  until he again has an opportunity to assassinate his target.
  Morale Unless he believes he is just about to finish off the 
  merchant, the assassin flees if reduced to 3 or fewer hit 
  points. If he kills the merchant, he begins striking down 
  
  15
  THE MERCHANT’S WAKE
  THE MERCHANT’S WAKE
  15
  Special Attacks sneak attack +3d6
  TACTICS
  Before Combat Before breaking into the merchant’s room, 
  the assassin has consumed his potions of barkskin and cat’s 
  grace, applied his oil of magic weapon and burnt othur oil to 
  his scimitar, and dipped his darts in giant wasp venom.
  During Combat The assassin focuses on killing the merchant. 
  He turns invisible or flanks as necessary to avoid enemy 
  attacks and to deal sneak attack damage. If he’s unable to 
  complete his mission due to the PCs’ efforts, he attacks them 
  until he again has an opportunity to assassinate his target.
  Morale Unless he believes he is just about to finish off the 
  merchant, the assassin flees if reduced to 5 or fewer hit 
  points. If he kills the merchant, he begins striking down 
  the zombies (as they are an affront to Sarenrae), fleeing if 
  reduced to 11 or fewer hit points.
  Base Statistics When not benefiting from barkskin, cat’s grace, 
  and magic weapon, the Dawnflower assassin’s statistics are 
  AC 17, touch 13, flat-footed 14; Ref +7; Melee mwk scimitar 
  +9 (1d6+3/1–20 plus poison); Ranged mwk dart +7 (1d4+3 
  plus poison); Dex 14; CMD 20; Skills Acrobatics +13, Disable 
  Device +11, Stealth +11
  STATISTICS
  Str 16, Dex 18, Con 10, Int 12, Wis 10, Cha 13
  Base Atk +4; CMB +7; CMD 22
  Feats Acrobatic, Dodge, Improved Initiative, Toughness, 
  Weapon Focus (scimitar)
  Skills Acrobatics +15, Bluff +7, Climb +9, Craft (alchemy) +8, 
  Disable Device +13, Disguise +10, Intimidate +8, Knowledge 
  (local) +7, Knowledge (nobility) +7, Knowledge (religion) +4, 
  Perception +9, Stealth +13, Swim +7
  Languages Common, Kelish, Osiriani
  SQ ninja tricks (bleeding attack +3, vanishing trick), ki pool (3), 
  no trace +1, poison use
  Combat Gear potion of cure moderate wounds, potion of cat’s 
  grace, potion of barkskin, oil of magic weapon, smokestick, 
  tanglefoot bag; Other Gear +1 studded leather, masterwork 
  scimitar, masterwork darts (2), cloak of resistance +1, 
  antitoxin, burnt othur oil, caltrops, dried sunflower, giant 
  wasp poison (2), grappling hook, silk rope (50 ft.), silver holy 
  symbol of Sarenrae, 115 gp
  SCALING ENCOUNTER A3
  Make the following adjustments to accommodate a party 
  of four PCs.
  Subtier 1–2: Increase the merchant’s starting hit points by 
  5. Increase the hit point threshold at which the dawnflower 
  assassin attempts to flee by 3.
  Subtier 4–5: Increase the merchant’s starting hit points by 
  10. Increase the hit point threshold at which the dawnflower 
  assassin attempts to flee by 6.
  the zombies (as they are an affront to Sarenrae), fleeing if 
  reduced to 7 or fewer hit points.
  STATISTICS
  Str 15, Dex 14, Con 10, Int 12, Wis 10, Cha 13
  Base Atk +2; CMB +4; CMD 17
  Feats Acrobatic, Dodge, Improved Initiative, Toughness
  Skills Acrobatics +10, Bluff +5, Climb +6, Craft (alchemy) +7, 
  Disable Device +8, Disguise +6, Intimidate +6, Knowledge 
  (local) +5, Knowledge (religion) +2, Perception +6, Stealth +8, 
  Swim +6
  Languages Common, Kelish, Osiriani
  SQ ninja tricks (bleeding attack +1), ki pool (2), poison use
  Combat Gear potion of cure light wounds, potion of invisibility, 
  smokestick, tanglefoot bag; Other Gear masterwork studded 
  leather, masterwork scimitar, darts (2), antitoxin, black adder 
  venom (3), caltrops, dried sunflower, grappling hook, silk 
  rope (50 ft.), silver holy symbol of Sarenrae, 51 gp
  HUMAN ZOMBIES (2) 
  CR 1/3
  hp 12 each (Pathfinder RPG Bestiary 288, 294)
  TACTICS 
  Before Combat As the PCs enter the room, the zombies break 
  in through the windows.
  During Combat The zombies attack the nearest living target, 
  be it a PC, the merchant, or the assassin.
  Morale The zombies fight until destroyed.
  TEMEL PASSAD OR METELLA RAUGER 
  CR 1
  Shopkeep (Pathfinder RPG Gamemastery Guide 284)
  hp 13
  TACTICS
  During Combat The merchant uses the total defense action to 
  avoid enemy attacks.
  Morale Having heard the ruckus elsewhere in the manor, the 
  merchant tries to seek refuge elsewhere in the room rather 
  than fleeing entirely.
  Subtier 4–5 (CR 6)
  DAWNFLOWER ASSASSIN 
  CR 5
  Human fighter 1/ninja 5 (Pathfinder RPG Ultimate Combat 13)
  N Medium humanoid (human)
  Init +8; Senses Perception +9
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 dodge, 
  +2 natural)
  hp 38 (1d10+5d8+11)
  Fort +4, Ref +9, Will +2
  Defensive Abilities uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 scimitar +9 (1d6+4/18–20 plus poison)
  Ranged mwk dart +9 (1d4+3 plus poison)
  
  N
  B1. Confronting the Impostor
  1 square = 5 feet
  Pathfinder Flip-Mat: Necropolis
  S
  S = Shirin Nuray
  To Area B2
  16
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  16
  
  17
  THE MERCHANT’S WAKE
  THE MERCHANT’S WAKE
  17
  SPECIAL ABILITIES
  Burnt Othur Oil (Ex) This Dawnflower assassin has a dose of 
  burnt othur fumes distilled into a liquid form. This poison 
  functions as burnt othur fumes, except that its type is 
  changed to injury.
  ADVANCED HUMAN ZOMBIES (2) 
  CR 1/2
  hp 16 each (Pathfinder RPG Bestiary 288, 294)
  TACTICS 
  Use the human zombie tactics from Subtier 1–2.
  TEMEL PASSAD OR METELLA RAUGER 
  CR 5
  Traveling merchant (Pathfinder RPG Gamemastery Guide 285)
  hp 31
  TACTICS
  During Combat The merchant uses the total defense action to 
  avoid enemy attacks.
  Morale Having heard the ruckus elsewhere in the manor, the 
  merchant tries to seek refuge elsewhere in the room rather 
  than fleeing entirely.
  Development: By the time the PCs defeat their foes, the 
  sounds of the attacks elsewhere in the manor have died 
  down. If the PCs successfully interrogate the assassin 
  using Intimidate, he admits that his mission is in the 
  service of his goddess, who cleanses the land of evil. Only 
  by exceeding the DC required to intimidate him by 10 or 
  more does he explicitly admit his affiliation with the Cult 
  of the Dawnflower. Although the assassin knows of Jakti, 
  he received his mission through a different member of the 
  cult and doesn’t implicate al’Awar. If the PCs search his 
  belongings, they find coins minted in Druma (if the PCs 
  went to Metella’s rescue) or the Five Kings Mountains (if 
  the PCs went to Temel’s rescue). With a successful DC 20 
  Perception check, the PCs can also find a holy symbol of 
  Sarenrae sew into a fold in the assassin’s clothing, though 
  with a successful DC 18 Knowledge (religion) check, a PC 
  identifies variations in the symbol sometimes used by the 
  Cult of the Dawnflower.
  If the PCs manage to save the merchant he or she 
  thanks the PCs; Metella’s thanks are more heartfelt than 
  Temel’s (who tries to maintain his composure so as not 
  to seem too indebted). Upon seeing the foreign coins, 
  the merchant storms out of the room to confront his or 
  her rival, whom Jakti aided. The two loudly accuse one 
  another of being responsible for the recent attack. Aaqir 
  al’Hakam—perhaps with the PCs’ help—is able to calm 
  the two. If the PCs failed to save the merchant, the other 
  expresses a moment of remorse but sheds no tears for the 
  deceased rival.
  Aaqir takes the PCs aside to speak with them in private, 
  expressing his bewilderment at the recent events but 
  reaffirming his desire to put an end to this disruption. 
  He observes that the zombies appear to have come from 
  the east—in the direction of the graveyard—and he’s 
  concerned for Umut’s safety, as she has yet to return 
  despite the graveyard only being ten minutes’ walk from 
  the manor. He requests the PCs investigate and ensure 
  that she is safe while he tends to the guests and helps to 
  defend against any further attacks.
  Influence: If the PCs save Metella or Temel Passad, 
  they earn 2 Influence Points with that NPC. (This causes 
  no lost of Influence Points with the other.)
  Rewards: If the PCs fail to defeat assassin and zombies, 
  reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 119 gp.
  Out of Subtier: Reduce each PC’s gold earned by 323 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 527 gp.
  B. The Graveyard
  The graveyard used by the Bahjari family is one they 
  share with several other wealthy families in Katheer. 
  Small crypts and mausoleums containing the matriarchs 
  and patriarchs dot the fenced-in burial ground, and 
  freestanding gravestones mark where less influential 
  family members are interred.
  B1. Confronting the Impostor (CR 2 or CR 5)
  Many graves have been disturbed, and the doors of several 
  mausoleums hang open. To the south lies the Bahjari family 
  mausoleum. A woman clad in black robes lies prone near 
  its door.
  The damage to the graves is a result of Shirin’s 
  necromancy. She animated numerous corpses and used 
  them to exhume more bodies. The Bahjari family crypt’s 
  door is closed, though it opens easily.
  Creatures: Umut’s impostor appears to be in bad shape, 
  having spent several minutes giving herself bruises, 
  torn the lower half of her robes, and used her symptom 
  kit (Pathfinder RPG Ultimate Equipment 79) to appear as 
  though she has been mauled by undead and infected with 
  a debilitating disease. In fact, her appearance is as much 
  a disguise as a tribute to her patron Urgathoa, goddess of 
  undeath, gluttony, and disease. In addition, she has cast 
  desecrate at the entrance of the crypt, making the undead 
  in the marked area more powerful. Shirin has left her 
  scythe just inside the entrance of the Bahjari crypt, lest 
  it spoil her deception, though in Subtier 4–5 she uses her 
  bladed belt to create a masterwork scythe.
  Shirin reports that when she placed the gifts in the 
  Bahjari crypt, one of them released a powerful wave of 
  necromantic energy that animated the bodies of the 
  buried nobles. She battled them as best she could but was 
  only able to fend off the creatures that tried to shamble 
  
  Shirin Nuray
  18
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  18
  1st—bane (DC 14), cause fearD (DC 14), command (DC 14), 
  cure light wounds
  0 (at will)—bleed (DC 13), create water, detect magic, 
  guidance
  D domain spell; Domains Death, War
  TACTICS
  During Combat Shirin endeavors to keep her distance from 
  the PCs in order to attack them with spells from afar. She 
  uses her channel energy class feature to harm her enemies 
  or heal her minions, depending on what she feels would be 
  most effective.
  Morale If reduced to 5 or fewer hit points, Shirin cries out 
  to Urgathoa for more power, but receives no response. 
  She tries to avoid being captured, even going so far as to 
  include herself in her channel energy effect to die in her 
  goddess’s service.
  STATISTICS
  Str 12, Dex 9, Con 11, Int 11, Wis 16, Cha 15
  Base Atk +2; CMB +3; CMD 12
  Feats Channel Smite, Command Undead, Deceitful
  Skills Bluff +7, Disguise +7, Knowledge (religion) +5, 
  Sense Motive +7
  Languages Common, Osiriani
  Combat Gear potion of cure light wounds, 
  potion of darkvision, scrolls of 
  animate dead (2); Other Gear 
  mwk chainmail, scythe, mwk 
  dagger, silver unholy symbol of 
  Pharasma, silver unholy symbol 
  of Urgathoa, silver dust worth 25 gp, 
  spell component pouch, symptom kitUE
  Subtier 4–5 (CR 5)
  SHIRIN NURAY 
  CR 5
  Female middle-aged human cleric of 
  Urgathoa 6
  CE Medium humanoid (human)
  Init –1; Senses Perception +3
  DEFENSE
  AC 16, touch 9, flat-footed 16 (+7 
  armor, –1 Dex)
  hp 48 (6d8+18)
  Fort +7, Ref +2, Will +9
  OFFENSE
  Speed 20 ft.
  Melee mwk scythe +6 
  (2d4+1/×4) or 
  mwk dagger +6 
  (1d4+1/19–20)
  Ranged dagger +3 
  (1d4+1/19–20)
  Special Attacks channel 
  out of the crypt, not the ones that rose from the graves 
  outside. She requests the PCs’ aid in facing the creatures 
  that are still sealed inside.
  There are several ways in which the PCs might 
  become suspicious of Umut’s behavior and story. With 
  a successful DC 23 Perception check (DC 26 in Subtier 
  4–5), a PC can identify that some of the injuries are faked. 
  Her story about a wave of necromantic energy also fails to 
  explain why Zarmina’s body animated thousands of feet 
  away. One or more of the PCs might also recall Shirin’s 
  inexpert funerary rituals (if they succeeded at that earlier 
  check)—though not sufficient to identify her as a fraud, 
  that does make her claims more suspicious.
  If the PCs agree to aid her, she directs them toward 
  the Bahjari family crypt. There she hopes to strike the 
  PCs from two sides with the help of her undead allies. 
  If the PCs identify her as a fraud or otherwise balk, 
  she screeches at them and calls for her servants to 
  attack. The undead from area B2 throw open the 
  crypt and join the encounter at the beginning of 
  the second round. 
  Subtier 1–2 (CR 2)
  SHIRIN NURAY 
  CR 2
  Female middle-aged human cleric of Urgathoa 3
  CE Medium humanoid (human)
  Init –1; Senses Perception +3
  DEFENSE
  AC 15, touch 9, flat-footed 15 (+6 
  armor, –1 Dex)
  hp 20 (3d8+3)
  Fort +3, Ref +0, Will +6
  OFFENSE
  Speed 20 ft.
  Melee scythe +3 (2d4+1/×4) or 
  mwk dagger +4 (1d4+1/19–20)
  Ranged mwk dagger +2 
  (1d4+1/19–20)
  Special Attacks channel 
  negative energy 5/day 
  (DC 13, 2d6), 
  Domain Spell-Like Abilities 
  (CL 3rd; concentration +6)
  6/day—bleeding touch 
  (1 round)
  6/day—battle rage (+1)
  Cleric Spells Prepared 
  (CL 3rd; concentration +6)
  2nd—desecrate, spiritual 
  weaponD, undetectable 
  alignment
  
  N
  B2. Desecrated Crypt
  1 square = 5 feet
  B = Bahjari Scion
  S = Human Skeleton
  S
  S
  S
  B
  Pathfinder Map Pack: Crypt
  19
  THE MERCHANT’S WAKE
  THE MERCHANT’S WAKE
  19
  negative energy 5/day (DC 15, 3d6)
  Domain Spell-Like Abilities (CL 6th; concentration +9)
  6/day—bleeding touch (3 rounds)
  6/day—battle rage (+3)
  Cleric Spells Prepared (CL 6th; concentration +9)
  3rd— animate deadD, blindness/deafness (DC 16), invisibility 
  purge, wind wall
  2nd—bull’s strength, cure moderate wounds, desecrate, 
  spiritual weaponD, undetectable alignment
  1st—bane (DC 14), cause fearD (DC 14), command (DC 14), 
  divine favor, shield of faith
  0 (at will)—bleed (DC 13), create water, detect magic, 
  guidance
  D domain spell; Domains Death, War
  TACTICS
  Use the tactics in Subtier 1–2.
  STATISTICS
  Str 12, Dex 9, Con 12, Int 11, Wis 16, Cha 15
  Base Atk +4; CMB +5; CMD 14
  Feats Channel Smite, Command Undead, Deceitful, Toughness
  Skills Bluff +10, Disguise +10, Knowledge (religion) +5, Sense 
  Motive +8, Spellcraft +5
  Languages Common, Osiriani
  Combat Gear potion of cure light wounds, potion of darkvision, 
  scrolls of animate dead (2; CL 12th); Other Gear +1 
  chainmail, dagger, bladed beltUE, cloak of resistance +1, 
  silver unholy symbol of Pharasma, silver unholy symbol of 
  Urgathoa, spell component pouch, symptom kitUE, onyx gems 
  worth 500 gp, silver dust worth 50 gp
  Development: In the event that the PCs capture Shirin 
  and keep her alive, she avoids answering questions unless 
  forced to comply through magic or intimidation. Even 
  then she can only explain her own motives, for she knows 
  nothing of the assassin that attacked the manor. 
  Rewards: If the PCs fail to defeat Shirin Nuray, reduce 
  each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 148 gp.
  Out of Subtier: Reduce each PC’s gold earned by 341 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 535 gp.
  B2. Desecrated Crypt (CR 2 or CR 5)
  The walls of this crypt are lined with the interred bodies 
  of many generations of the Bahjari family, tracing back 
  all the way to era of the first Qadiran satraps. A dying 
  torch dimly illuminates the room.
  
  20
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  20
  Creatures: The skeletons of the Bahjari servants and 
  one of the family’s long-dead patriarchs hide among the 
  bodies laid to rest in this chamber. They are quick to rush 
  to Shirin’s aid if they hear her calling.
  Subtier 1–2 (CR 2)
  BAHJARI SCION 
  CR 1/2
  Bloody human skeleton (Pathfinder RPG Bestiary 250)
  hp 9
  TACTICS
  Before Combat The bloody skeleton is armed with the item 
  that was chosen by the PCs to be their gift to the Bahjari 
  family. This grants it a +3 bonus on attack and damage rolls 
  (scimitar), a +1 deflection bonus to AC (ring), or a +2 shield 
  bonus to AC with a 25% chance to negate additional damage 
  dealt by a critical hit or sneak attack (shield).
  During Combat The skeleton mindlessly charges into battle, 
  but Shirin can command it to attack specific targets. It 
  otherwise attacks the nearest living creature.
  HUMAN SKELETONS (3) 
  CR 1/3
  hp 4 each (Pathfinder RPG Bestiary 250)
  TACTICS
  During Combat Unless they receive other orders from Shirin, 
  the skeletons attack any other nearby living creatures.
  Morale The skeletons fight until destroyed. 
  Subtier 4–5 (CR 5)
  BAHJARI SCION 
  CR 3
  Advanced skeletal champion (Pathfinder RPG Bestiary 252, 
  294)
  hp 23
  TACTICS
  Before Combat The skeletal champion is armed with the item 
  that was chosen by the PCs to be their gift to the Bahjari family. 
  This grants it a +1 bonus on damage rolls with a critical threat 
  range of 15–20 (scimitar); a +2 deflection bonus to AC (ring), 
  or a +1 bonus to AC with a 25% chance to negate additional 
  damage dealt by a critical hit or sneak attack (shield).
  During Combat The skeleton mindlessly charges into battle, 
  but Shirin can command it to attack specific targets. It 
  otherwise attacks the nearest living creature.
  STATISTICS
  Feats Cleave, Improved InitiativeB, Power Attack, Weapon Focus 
  (scimitar)
  ADVANCED HUMAN SKELETONS (3) CR 1/2
  hp 4 each (Pathfinder RPG Bestiary 250, 294)
  TACTICS
  Use the human skeleton tactics in Subtier 1–2.
  Treasure: Aaqir al’Hakam allows the PCs to keep the 
  item that they brought to the wake, saying that it is better 
  off in the hands of the living. 
  Rewards: If the PCs fail to defeat the skeletons, reduce 
  each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 133 gp.
  Out of Subtier: Reduce each PC’s gold earned by 308 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 483 gp.
  CONCLUSION
  Defeating Shirin effectively ends the threat to the Bahjari 
  household, allowing Aaqir al’Hakam and his family to 
  conclude Zarmina’s burial without further interruptions. 
  Everyone involved is more than happy to lay the blame for 
  the recent troubles—including the assassin—on Shirin, 
  unless the PCs provide another interpretation. Jakti, 
  interpreting the undead attack as an omen, drops his 
  grudge against Metella Rauger and Temel Passad, and 
  the two rival merchants continue to regard each other 
  warily as they prepare to depart. Aaqir is grateful for 
  the PCs’ help, debriefs them on what they were able to 
  accomplish regarding the merchants, and thanks them 
  again for their contributions. He promises to write a 
  report containing his account of the recent events to send 
  to the PCs’ venture-captain and the Grand Lodge so that 
  the PCs might be recognized for their efforts.
  Reporting Notes
  If the PC concluded the adventure with 4 or more 
  Influence Points with Temel Passad, check box A on the 
  reporting sheet. If the PCs concluded the adventure with 
  4 or more Influence Points with Metella Rauger, check 
  box B. If the PCs concluded the adventure with 4 or more 
  Influence Points with Jakti al’Awar, check box C. If either 
  Metella or Temel died in encounter A3, check box D.
  Primary Success Conditions
  The PCs successfully complete their main mission so long 
  as they defeat Shirin Nuray, putting a stop to her attack on 
  the Bahjari estate. Doing so earns each PC 1 Prestige Point.
  Secondary Success Conditions
  The PCs successfully complete their secondary success 
  condition if they conclude the adventure having had 
  SCALING ENCOUNTER B2
  To accommodate a party of four PCs, remove all human 
  skeletons and advanced human skeletons from the 
  encounter. The skeletal champion in Subtier 4–5 wears a 
  chain shirt instead of a breastplate, reducing its AC to 19 and 
  its flat-footed AC to 17.
  
  21
  THE MERCHANT’S WAKE
  THE MERCHANT’S WAKE
  21
  PLAYER HANDOUT #1
  Pathfinders,
  As the seasons change and the fickle winds alter their course to bring rain to a parched land, so too do the Ten once again 
  turn their eyes toward Qadira and its riches. Sadly, the circumstances are tragic, not celebratory. Trade Princess Zarmina 
  Bahjari, mentor and aunt-by-marriage to the esteemed Trade Prince Aaqir al’Hakam, passed away recently, and the 
  family is holding a wake for her at their estate in Katheer. The trade prince has asked a handful of agents to join him for this 
  event, and I request that you do just that both as a show of solidarity for an important ally of the Society. I understand he 
  also has other work for you that might prove quite lucrative, so as long he does not ask for anything too bizarre, I trust you 
  will honor his requests as you would my own.
  I am away on business, but I had another agent retrieve several worthy items from my personal vault. Please take one to 
  offer to the family in the name of the Society and me during the wake.
  Be civil,
  Venture-Captain Esmayl ibn Qaradi
  successful dealings with at least three key merchants, by 
  gaining 4 or more Influence Points from each of them. 
  Any merchant the PCs have at least 6 Influence Points 
  with count twice for this purpose (for example, the PCs 
  could have 4 Influence Points with one merchant and 6 
  for another to meet the conditions). If a merchant died 
  during the scenario, his or her Influence Points do not 
  contribute to this goal. Succeeding at this task earns each 
  PC 1 additional Prestige Point.
  Faction Notes
  This 
  mission’s 
  secondary 
  success 
  conditions 
  are 
  particularly important to members of the Qadira 
  faction, who need to win over as many of the merchants 
  as possible. They accomplish this if they conclude the 
  adventure having had successful dealings with at least 
  three key merchants, by gaining 4 or more Influence 
  Points from each of them. Any merchant the PCs have 
  at least 6 Influence Points with count twice for this 
  purpose. If a merchant died during the scenario, his or 
  her Influence Points do not contribute to this goal. Doing 
  so earns Qadira faction PCs the Kelishite Patron boon on 
  their Chronicle sheets.
  PLAYER HANDOUT #2
  Noble Pathfinders,
  Your preference for Passad’s dwarven rival has not gone unnoticed, and whether you realize it or 
  not, it threatens any alliance you may have with Temel Passad. In a way, that makes us allies. 
  Eleven months ago, a caravan of expensive wine and spices I sent to Druma vanished along the 
  Sellen River, likely poached by pirates or bandits. The loss ruined me, and only Passad’s timely 
  intervention spared me from bankruptcy. However, he is utterly businesslike in his generosity, and 
  I have become little more than an indentured servant to him. He has forced me to sell off my 
  most lucrative businesses to meet his rigid piety, and every day he gains more power over me.
  I am a talented accountant and businesswoman, and I wish to ally with a more reasonable 
  patron so that I might rebuild my businesses. I can only do this if one were to purchase my debt 
  from the Kalistocrat. Were you to speak to your patron Aaqir al’Hakam and convince him to buy 
  my freedom, I would happily work with him in all future endeavors.
  With all sincerity,
  Doritannia Raffella
  
  22
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  22
  PLAYER HANDOUT #3
  PLAYER HANDOUT #4
  My prospective partners,
  I see you have taken to Temel Passad’s charm and wealth as much as I. It is true that 
  I have a contract with the Five Kings Mountains—a very successful one, at that—but 
  my network of contacts would go to waste were I not to pursue other ventures. With 
  additional capital, I could expand my business threefold, selling quality arms from Lake 
  Encarthan all the way to Katapesh!
  It’s clear that you’re close to Aaqir al’Hakam, and he’s hardly the sort who would want 
  to miss out on an opportunity to invest in such a promising business. He’s been too busy to 
  speak with me during my visit, but perhaps you might convince him to extend an audience 
  and discuss terms.
  A pleasure,
  Pellius Melkior
  I would appreciate your meeting me in the temple at your convenience, 
  though try not to delay too long. Something strange is afoot.
  – Jakti
  
  23
  THE MERCHANT’S WAKE
  THE MERCHANT’S WAKE
  23
  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 #5–21: 
  The Marchant’s Wake
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
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  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 
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  such provision shall be reformed only to the extent necessary to make it 
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  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 #5–21: The Merchant’s Wake © 2014, Paizo Inc.; 
  Author: Justin Juan
  
  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!
  Woe to you, O earth and sea, for Bestiary 4 comes packed full of more beasties from lore and 
  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.
  BesTiary 4
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  4 THE NUMBER OF THE BESTIARY
  THE NUMBER OF THE BESTIARY
  
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Pathfinder Roleplaying 
  Game and Pathfinder Campaign Setting are trademarks of Paizo Inc. © 2014 Paizo Inc.
  paizo.com
  Inner Sea Gods
  U
  NL
  OC
  K t
  he 
  PO
  WE
  R o
  f t
  he 
  GO
  DS!
  U
  NL
  OC
  K t
  he 
  PO
  WE
  R o
  f t
  he 
  GO
  DS!
  U
  NL
  OC
  K t
  he 
  PO
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  R o
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  GO
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  Available now!
  Put your faith in dozens of awe-inspiring deities and unlock the power of the gods with Pathfinder Campaign Setting: Inner Sea Gods, a 
  new 320-page hardcover sourcebook from Paizo.
  • Details of the chief gods and goddesses of Golarion; hundreds of demigods; and the histories, dogmas, rituals, and secrets of faith, 
  both religious and profane.
  • New prestige classes, subdomains, and spells empower characters to be champions of their deities.
  • Legions of otherwordly enemies and allies, from mighty divine servants to the unstoppable heralds of each deity.
  • Dozens of new traits, feats, magic items, and much more.
  
  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 #
  1–2
  257
  514
  4–5
  931
  1,863
  Out of
  subtier
  594
  1,188
  —
  —
  —
  Pathfinder Society Scenario #5–21: 
  The Merchant’s Wake
  Kelishite Patron (Qadira Faction): Trade Prince Aaqir al’Hakam recognizes in you the same ambition and 
  skill that earned him the title of trade prince, and he both endorses you for promotion and contributes 
  gold to help you start your own business. You treat the Trade Prince vanity (Pathfinder Campaign Setting: 
  Pathfinder Society Field Guide 19) as though it had no Fame requirement. In addition, you treat the Prestige 
  Point cost of business vanities (Pathfinder Society Field Guide 60, Pathfinder Player Companion: Pathfinder 
  Society Primer 29) as though they were 1 less (minimum cost 2).
  All Subtiers
  Subtier 4–5
  +1 light fortification light steel shield (4,159 gp)
  Black adder poison (90 gp, limit 2)
  Ring of protection +1 (2,000 gp)
  Scroll of animate dead (1,050 gp)
  +1 keen scimitar (8,315 gp)
  +2 light fortification light steel shield (9,159 gp)
  Bladed belt (2,000 gp; Pathfinder RPG Ultimate 
  Equipment 211)
  Burnt othur oil (2,100 gp, limit 1; as burnt othur fumes 
  with the injury type)
  Ring of protection +2 (8,000 gp)
  Scroll of animate dead (CL 12th; 1,800 gp, limit 2)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 05/S05-21 The Merchant's Wake.pdf