TEXT: By Brian Duckwitz
  Flooded King’s Court
  PATHFINDER SOCIETY SCENARIO #1–07 
  TIER 1–4
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Vigilant Seal
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see the Pathfinder Society Roleplaying Guide at http://
  www.organizedplayfoundation.org/paizo/guides/. 
  Pathfinder Society Scenario #1–07: Flooded King’s Court is a Pathfinder Society Scenario 
  designed for 1st- through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). As a scenario, 
  this adventure is designed to take about 4 hours to play. It is designed for play in the 
  Pathfinder Society Organized Play campaign, but can easily be adapted for use with any 
  world. For more information on the Pathfinder Society campaign, how to read the attached 
  Chronicle sheets, and how to find games in your area, check out the campaign’s home page 
  at PathfinderSociety.club.
  How to Play
  GM Resources
  Flooded King’s Court makes use of the Pathfinder Core Rulebook and Pathfinder Bestiary. 
  This adventure assumes the GM has access to these sourcebooks. All rules referenced in this 
  adventure are available in the free online Pathfinder Reference Document at pfrd.info, and 
  the creature stat blocks from the Bestiaries are reprinted at the back of the adventure for 
  the GM’s convenience.
  Table of Contents
  Flooded King’s Court . . . . . . . . . . . . . . . . . . . . . . . .3
  Player Handouts .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Appendices  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  Art.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  Treasure and Reporting.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 36
  AUTHOR
  Brian Duckwitz
  DEVELOPMENT LEAD
  Kate Baker
  ADDITIONAL DEVELOPMENT
  Michael Sayre
  EDITING LEAD
  Adrian Ng
  EDITORS
  Avi Kool, Josh Vogt 
  CONTRIBUTING ARTISTS
  Klaher Baklaher, Marko Horvatin, Andrea Tentori Montalto
  Scott Purdy
  CARTOGRAPHERS
  Jason Engle
  COVER ARTIST
  Leonardo Santanna
  ART DIRECTION AND GRAPHIC DESIGN
  Sonja Morris and Tony Barnett
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  PUBLISHER
  Erik Mona
  
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  Pathfinder Society Scenario
  Flooded King's Court
  By Brian Duckwitz
  GM Synopsis: This adventure features a mixture of 
  social interactions and dungeon crawling combats, with 
  a unique moral quandary in the form of an undead NPC.
  Adventure Background
  In 4698 ar, a tremendous earthquake rocked Absalom. 
  The district now known as the Puddles took some of the 
  greatest damage, sinking noticeably, and it continuing 
  to slowly do so, with its streets now lying well below 
  the high tide mark. Because it floods daily, the property 
  values have sunk faster than the streets, and currently 
  the Puddles boasts only a volunteer guard force and 
  attracts the city’s impoverished and troublemakers.
  Although this damage and its aftereffects have 
  driven many residents away, there has been an influx 
  of new occupants who don’t mind the conditions: the 
  Crookedtoe tribe of goblins, who arrived in the city after 
  fleeing the armies of the Whispering Tyrant, a powerful 
  lich. Absalom’s citizens are generally open‑minded, and 
  the Crookedtoes appear, for now at least, to be content 
  in the Puddles. They have proven to be surprisingly 
  good neighbors, even considering the rough‑and‑tumble 
  nature of the district. The goblins’ leader is Zusgut, 
  the now‑celebrated chieftain who aided the surviving 
  paladins and Knights of Ozem in their retreat from 
  Lastwall. Styling himself as the “Goblin‑King of 
  Absalom,” he’s endeavored to carve out opportunities 
  for his brethren while also reveling in his new celebrity.
  Zusgut’s “palace” is a soggy old playhouse near the 
  Puddles’ western edge; although he doesn’t officially 
  own the site, few others are eager to claim it. The 
  goblin inhabitants have begun modifying the building 
  to suit their needs, but recently part of the foundation 
  gave way, revealing hitherto unknown passageways 
  and chambers. The goblins’ initial exploration stirred 
  up a monster trapped beneath the playhouse that 
  they weren’t equipped to handle, although they did 
  manage to repel the threat long enough to board up the 
  basement entrance. Not particularly interested in facing 
  an unknown monster in their own basement and curious 
  to see how “city folk” deal with problems, the goblins 
  notified the Muckruckers, a group that serves as local 
  protection. Unfortunately, the Muckruckers are barely 
  more than glorified vigilantes without support from the 
  city proper and couldn’t spare the time to go poking 
  around in the basement beneath a half‑crumbling 
  building housing goblins. Instead, they just hope the 
  problem takes care of itself.
  Rumors from the Puddles and this newly revealed 
  area soon reached others who were interested in 
  Flooded King’s Court takes place in Absalom, a 
  sprawling metropolis on the island of Kortos in the 
  Inner Sea. Referred to as the City at the Center of the 
  World, Absalom is also the home of the Grand Lodge 
  of the Pathfinder Society. For more information about 
  Absalom, see the Pathfinder Lost Omens World Guide, 
  available at bookstores and hobby stores everywhere 
  and online at paizo.com.
  WHERE ON GOLARION?
  further exploration. The first is the Pathfinder Society, 
  which has struggled to explore Puddles history due to the 
  flooding. When Drandle Dreng, a venture‑captain whose 
  studies and activities focus on the history of Absalom, 
  heard an unexplored area had been revealed beneath the 
  Puddles, he immediately took notice. There have long 
  been rumors of some very old places in that part of the 
  city that have never been explored, and stories of ancient 
  cults and dark rituals. Word of this opportunity also 
  quickly reached the ears of Eando Kline, the leader of the 
  Vigilant Seal faction of the Pathfinders. As such, he has 
  made it his duty to make sure Pathfinders’ explorations 
  don’t lead to ancient evils being freed and has told Dreng 
  he’s keeping an eye on this mission.
  The other interested party is Olansa Terimor, an 
  influential council member, property dealer, and an open 
  worshipper of Norgorber, god of murder and secrets. 
  Unlike in many cities, following this faith is not political 
  suicide in Absalom, but her interest in the Puddles is 
  unclear. For whatever reason, she has hired a team of 
  mercenaries to resolve the goblins’ subterranean problem.
  What none of the would‑be explorers of the basement 
  know is that the earthquake and years of water damage 
  have opened a passage into an ancient temple with a 
  long, complex history and residents who have been 
  trapped for hundreds of years.
  KORTOS
  •Absalom
  
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  Adventure Summary
  The PCs meet with Zusgut, self‑proclaimed king of 
  Absalom’s goblins and lover of the arts, to secure his 
  permission to explore the areas beneath the playhouse he 
  has claimed as his. Unfortunately, a group of mercenaries 
  sent by Olansa Terimor is already meeting with the king 
  with those same goals. Even though he’s secretly sided 
  with the Pathfinders, Zusgut decides the two groups 
  must compete against each other, with the most enjoyable 
  performance (for the goblins) determining the winner.
  Once the PCs outperform the rather lackluster 
  mercenaries, the PCs explore below the playhouse and find 
  the crocodiles who washed in from the sewers. They also 
  find additional passages that extend beyond the regular 
  sewers. They meet again with the mercenaries who are 
  rather uninterested in the rules of the goblin king.
  Passing through a newly crumbled wall, the PCs 
  enter an area known as the Tombs of the Living. They 
  encounter several shambling undead, but also a repository 
  of old records. Although most of the records have been 
  destroyed by the daily tides, the PCs find a sealed scroll 
  case that contains the deed to the very playhouse the 
  goblins have claimed and the surrounding area.
  The PCs soon encounter an undead creature who was 
  imprisoned here as a living being but arose again after his 
  demise. He promises to share secrets with the PCs about the 
  history of Absalom and its nobility if they escort him out. 
  To complicate matters, the creature seems to be speaking 
  the truth and able to curb his impulses to attack the living.
  Faced with a rising tide underground, the PCs make 
  their way back to the playhouse. They report their findings 
  to Zusgut, perhaps even presenting the deed to him. If 
  accompanied by the undead, the PCs also find a way to take 
  him through the playhouse to meet with Drandle Dreng.
  Scaling Encounters
  Some encounters require swapping out creatures to 
  scale for different party sizes. The appendices for these 
  encounters have the alternative creatures marked “(0)” 
  to indicate that they should not be used in addition to 
  the original creature. These additional creatures are not 
  listed with the abbreviated stat blocks in each encounter, 
  as the base encounters are designed for four players. 
  Follow the instructions in the Scaling Encounter sidebars 
  in the appendices to select the appropriate creatures for 
  your party.
  Getting Started
  The PCs start the adventure just after entering the 
  playhouse. Give the players Handout #1: A Note from 
  Drandle Dreng and allow them to briefly discuss how they 
  want to make their case to Zusgut before starting play. 
  In addition, they might have questions about the mission. 
  Below are some pieces of information they might know.
  Diplomacy (Gather Information) or 
  Society (Recall Knowledge)
  Various knowledge brokers throughout Absalom, as well 
  as merchants, barkeeps, and city‑dwellers have useful 
  information on the goblins and the Puddles district. A PC 
  who succeeds at a DC 15 check to Gather Information or 
  Recall Knowledge check may already have heard rumors 
  or stories after some asking around before the adventure 
  began. A failure indicates no significant information 
  learned, while a critical success indicates intelligence 
  beyond the success entry’s information. Remember that 
  these checks should be rolled secretly.
  Critical Success: In addition to the information in the 
  success entry, the PCs know that Zusgut is frustrated with 
  the lack of enthusiasm from his tribe toward theater and 
  would love extra help from anyone who is interested.
  Success: The Crookedtoes goblins are led by Zusgut, 
  who is obsessed with performance and acting. His tribe has 
  taken over an old playhouse in the Puddles district that no 
  one else wants because the Puddles are slowly sinking.
  Critical Failure: The goblins who have taken up 
  residence in the old playhouse are slowly being corrupted 
  by the spirits that haunt that place. They’re being compelled 
  to act out the performances that led the former owners to 
  ruin and have no idea how to escape the same fate.
  Lore (Absalom History or similar) or 
  Society (Recall Knowledge)
  PCs may already know some of the stories and legends 
  about what lies buried beneath the Puddles district. A 
  PC who succeeds at a DC 15 check to Recall Knowledge 
  remembers a few tidbits that may prove helpful. A failure 
  indicates the PC can’t remember the details, while a 
  critical success indicates particularly detailed information. 
  Remember that these checks should be rolled secretly.
  Critical Success: There are dark rumors surrounding 
  this area of Absalom. Some claim it is a dumping ground 
  for bodies of the murdered, or perhaps even a place where 
  victims are taken before being killed. It was certainly 
  known in the past as an area frequented by criminals.
  Success: There are certainly ancient structures below 
  what is now called the Puddles. In the past, such places 
  have been troubled by corporeal undead such as ghouls, 
  ghasts, skeletons, and zombies. Older residents of the 
  area tell stories of screams that would occasionally seem 
  to emanate from somewhere deep beneath the streets.
  Critical Failure: The wererats who once ran the 
  criminal activities in the area were pushed out long 
  ago and replaced by a gang of weresharks who found 
  
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  the waterlogged nature of the location to their liking. 
  Members of the gang can be identified by their teeth, 
  which appear to be filed to points. 
  Lore (Guild, Theater, or similar)
  A PC who is trained in Guild Lore, Theater Lore, or 
  another relevant Lore knows that the playhouse was the 
  home of the Greater Absalom Performing Arts Guild for 50 
  years prior to the earthquake that shook the city 20 years 
  ago. During its heyday, it boasted frequent, well‑attended 
  performances and a particularly vibrant youth program.
  A. Court of the Goblin 
  King
  The playhouse where the goblins now live was once the 
  home of the Greater Absalom Performing Arts Guild. 
  This organization disbanded shortly after the earthquake 
  20 years ago when it became apparent that repairing the 
  damage was a lost cause and that no one was likely to 
  visit the playhouse anyway. Although it was never in the 
  top‑tier of performance centers in Absalom, it did boast a 
  strong youth program, with much of its seasonal schedule 
  devoted to youth concerts, plays, and education. In a happy 
  coincidence, this means the furniture and dressing‑room 
  areas are sized perfectly for an average goblin.
  The structure has proven resilient to the daily flooding. 
  It is roughly square‑shaped and measures 120 feet on each 
  side of the outside walls. The stone foundation is in rather 
  good condition considering the earthquake 20 years ago, 
  and the wooden walls are still solid, but the exterior’s 
  paint is mostly chipped away, many windows are broken, 
  and the wooden shingles rotten and failing. A few creeping 
  plants grow along the exterior. Inside is a vestibule, a 
  smaller theater‑in‑the‑round “black box” theater, several 
  rooms that were once offices, storage, and dressing rooms, 
  and a large auditorium‑style theater with a raised stage, 
  orchestra pit, and balcony. These spaces are filled with 
  goblins day and night, although the many performances 
  
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  and rehearsals called by Zusgut 
  in the main auditorium draw 
  most of the occupants there.
  The air in the building is 
  damp and puddles of muddy, 
  stagnant water are everywhere. 
  A number of birds and insects 
  (especially mosquitos) make 
  their home in the dim light of the 
  building. To alleviate the mosquito 
  problem, the goblins burn torches that produce a thick 
  black smoke day and night.
  When the adventure begins, the PCs have already 
  arrived at the court of the king. Once the PCs are ready 
  to start, read or paraphrase the following.
  Flickering torches fail to fully illuminate this large auditorium 
  within the mostly-ruined playhouse. Hints of the former beauty 
  and majesty of the building are marred by the smell of mildew 
  and ever-present water puddles. The northern end of the space 
  is occupied by a raised stage, with a large chair that must have 
  once been used as a throne in a theatrical production long ago.
  Goblins move throughout the room, some gathered in small 
  clusters roasting food over open fires, others sleeping in what 
  remains of the auditorium’s chairs. On the crumbling balcony, a 
  goblin choir rehearses, each member singing a different song, or 
  perhaps the same song with different words, lyrics, and tempo. 
  Goblin children chase each other about, their leashes dangling 
  from their necks as they screech and shout. Occasionally 
  a leash catches on a bit of furniture or rubble, bringing the 
  wearer crashing to the ground while their companions laugh 
  uproariously.
  From atop the throne a voice rings out, cutting across the 
  chaos, clear and annunciated, although obviously still a goblin’s. 
  “Oho, what’s this! Another group looking to throw their hats into 
  the ring, as it were? Probably the Pathfinders I was expecting.” 
  There is an angry yell from a group of humans wearing armor 
  and bearing sheathed weapons dimly visible near the stage. The 
  goblin turns and addresses the interruption from the grousing 
  warriors. “Now, now. I never said anything about exclusive 
  rights, did I? Hah!
  “So, 
  Pathfinders. 
  I’m 
  sure 
  you’ve heard about our 
  trouble with a creature in 
  the basement. What is it 
  your organization is willing 
  to do for my kingdom, and 
  why should I let you go instead 
  of these fine folks?” he asks, 
  gesturing to the warriors.
  The mercenaries are unhappy 
  about this turn of events, but for 
  now play along with Zusgut. Their 
  instructions were to remain on good 
  terms with the goblins as well as explore 
  the area under the playhouse, and 
  they don’t want to jeopardize that 
  relationship.
  King Zusgut
  Zusgut is highly regarded 
  among the Crookedtoes, having guided the tribe 
  to Absalom after the Whispering Tyrant escaped 
  Gallowspire and began scouring the land with his 
  undead army. Energetic and full of love for the arts, 
  particularly theater, Zusgut spends most of his time 
  writing, directing, and starring in plays that use the 
  stage to full effect. At any given time he has multiple 
  scripts partially written and several others bouncing 
  around in his head. The current production is a retelling 
  of the Crookedtoes’ rescue of the Knights of Lastwall 
  from the grasp of the Whispering Tyrant’s army. Zusgut 
  hopes to polish this performance and have showings 
  throughout the city to help the goblins gain further 
  acceptance from the locals.
  Zusgut is closely advised by Velkik, an elderly goblin 
  of high standing in the tribe. It was her influence over 
  the last 20 years in the ways of Sarenrae that shaped the 
  tribe to move away from the older, violent ways of most 
  goblins. She continues to guide the tribe in moral and 
  spiritual matters and spends her days contemplating 
  the sun from the roof of the building, surrounded by a 
  small group of acolytes.
  Buttering Up the King
  Despite his words, the king has already decided he’d 
  rather have the Pathfinders do the exploration, but 
  he loves the idea of a contest between the two groups 
  Should the PCs engage the mercenaries in 
  battle before leaving for the basement, the 
  goblins do not interfere, although Zusgut 
  thinks this is bad form and far less 
  entertaining than what he’d hoped to see 
  today. If they fight here, the PCs are 
  unable to gain favor with the king. See 
  the appendices of this scenario for the 
  mercenaries’ stat blocks 
  if needed.
  FIGHT! FIGHT!
  Zusgut
  
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  to build dramatic tension and provide some cheap 
  entertainment for his tribe. He’s also quite tickled to 
  have so many people clamoring for his blessing and eats 
  the attention up. The PCs’ job, therefore, is to build 
  favor with the king to insure his continued cooperation 
  with the Pathfinder Society in the future. A PC who 
  succeeds at a DC 17 check to Sense Motive (DC 20 
  in Subtier 3–4) can tell the king has already made up 
  his mind. A critical success reveals Zusgut wants the 
  Pathfinder Society to do the job, but that he is also 
  eager for the Pathfinders to play along.
  Whether Zusgut ends up looking favorably on the 
  Pathfinder Society is determined by achieving Favor 
  Points, which are tallied after the cold reading of the 
  play (see A Lively Performance below). Before that 
  happens, the PCs get a chance to speak to the king 
  and gain initial Favor Points to contribute to the tally. 
  Each PC has one opportunity to make an argument for 
  why the Pathfinders are best suited for the job. A PC 
  who succeeds at a DC 15 Diplomacy check (DC 18 in 
  Subtier 3–4) earns 1 Favor Point. Additionally, there 
  are alternate ways the PCs may choose to “sweeten 
  the deal” and gain additional successes. Below are 
  some examples of possible approaches in lieu of the 
  Diplomacy check. Other particularly appropriate 
  creative 
  solutions 
  should 
  follow 
  similar 
  guidelines. PCs can learn these approaches with 
  a successful DC 13 Sense Motive check (DC 
  17 in Subtier 3–4). Zusgut might hint at one 
  or more of these possibilities if the PCs are 
  having trouble.
  Artistry: Artistic PCs can use their skills to 
  create a favorable impression. A PC who recites 
  a poem, tells an entertaining story, or draws a quick 
  portrait of the king and succeeds at a DC 13 Performance 
  check (DC 16 in Subtier 3–4) earns 1 Favor Point.
  Bribery: A PC can choose to offer the king or his 
  tribe money; any amount of at least 20 silver pieces (50 
  silver pieces in Subtier 3–4) is sufficient to gain 1 Favor 
  Point. Bribery can be used to earn only 1 Favor Point.
  Flattery: Zusgut loves to hear about how important 
  he’s become, and his goblins also appreciate their 
  newfound acceptance in Absalom. A PC who talks 
  about how great the king or his tribe is needs to succeed 
  at only a DC 13 Diplomacy check (DC 16 in Subtier 
  3–4) to earn a Favor Point.
  Time: More than money, what the king really desires 
  is artistic talent and dedication to the theater. Any PC 
  who offers to spend at least 4 days of Downtime working 
  with Zusgut to give notes on his work, introduce him to 
  artists in the city, or help his tribe repair the playhouse 
  earns 1 Favor Point. 
  A Lively Performance
  After each PC who wants to speak has had a chance to 
  do so, Zusgut gets to what he sees as the exciting part of 
  the interaction: the entertainment. Read or paraphrase 
  the following.
  The goblin leader sits thinking for a while, then springs to his 
  feet and points a finger high in the sky. “I know!” he says. “We 
  should have a contest to see who goes! You can read lines 
  from my play.” The surrounding goblins cheer. He squints at 
  the mercenaries. “Since you got here first, you can go first! 
  Show starts in two minutes!” At this news, another cheer goes 
  up from the Crookedtoes goblins and they begin to crowd 
  toward the stage.
  Give the players Handout #2: We Be Heroes: The 
  Play and a few minutes to prepare their performance. 
  Goblin Pyromancer
  
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  Depending on the size of the group, the players may have 
  to double up on parts.
  Fortunately for the PCs, the mercenaries are rather 
  terrible in their performance: not funny‑terrible, just plain 
  terrible. They read in a wooden way and mostly just stand 
  on the stage looking uncomfortable, as if reciting lines a 
  teacher has required them to memorize. The goblins are 
  unimpressed and begin throwing bits of rotten fruit and 
  pieces of wood (some of it on fire) at the performers as 
  they boo loudly. The mercenaries leave the stage in a huff.
  Undermining the Opposition: If the PCs wish to make 
  trouble for the mercenaries during that group’s reading, 
  they certainly may, although the goblins do a good job 
  on their own. A PC who describes a sufficiently disruptive 
  activity and succeeds at a DC 15 Bluff check (DC 18 in 
  Subtier 3–4) causes enough trouble for the mercenaries to 
  earn an additional Favor Point for the PC’s group. Each 
  time a PC succeeds at a distraction, the DC increases by 
  2 for subsequent attempts. No PC may attempt this check 
  more than once.
  The Performance: To measure the quality of the 
  Pathfinders’ performance, the players should read the 
  play aloud as if performing it for the goblins. Each PC 
  who is performing must attempt a DC 13 Performance 
  check (DC 16 in Subtier 3–4). A PC who succeeds earns a 
  Favor Point for the group, while a critical success awards 
  2 Favor Points. On a failure, the Crookedtoes begin to boo 
  and shout, and the goblins in the balcony start banging 
  loudly on a gong they managed to haul up from storage. 
  On a critical failure, the goblins act in the same way as a 
  failure but also begin throwing various items at the PCs, 
  forcing all PCs on the stage to succeed at a DC 13 Reflex 
  save or be hit by rotten fruit. This causes no damage but 
  is very stinky. You can award excellent roleplaying during 
  these performance by decreasing the DC by 2. 
  Tallying Successes: If the total number of Favor Points 
  earned is equal to the number of players at the table, the 
  PCs succeed at the task and have earned Zusgut’s favor. 
  If the PCs did not succeed, Zusgut quietly gives them a 
  chance to earn additional Favor Points to meet the success 
  condition, but only bribery and time, as described above, 
  can be used.
  Once the tallying is done, read or paraphrase the 
  following.
  Zusgut raises his hands for silence, and most of the goblins 
  quiet down or wander off. “Well that was exciting,” he says. 
  “But now it’s time for the tough decision.” The king pauses 
  dramatically, and from somewhere nearby a goblin beats a 
  drum in a rhythm reminiscent of a heartbeat.
  “It’s a difficult choice,” Zusgut continues, drawing out the 
  moment. “But I have to say that one performance…” he pauses 
  as the drum continues to beat. “Rose above the other.” Another 
  pause. “Today, the winner is…” He stops again, and now the 
  goblins are all paying close attention. “The Pathfinders!” A 
  cheer rises up at his words.
  Zusgut encourages the Pathfinders to make their way 
  to the basement, where he claims a gigantic monster has 
  taken up residence, although he’s not sure what, exactly, 
  it is. He also answers any questions the PCs may have, 
  but he doesn’t actually know much about the history 
  of the building and has only heard the monster in the 
  basement is “very, very big, has a giant mouth, sharp 
  teeth, and is green.”
  The mercenaries, for their part, sulkily move to a quiet 
  corner. If asked, they claim to be waiting to hear what the 
  PCs find, although their true plans are to find a way to 
  continue with their mission (see The Mercenaries Return).
  B. Below the Playhouse
  Everything below the level of the playhouse’s floor fills 
  with water each day as the tide washes into the sunken 
  areas. These areas are completely submerged for roughly 
  6 hours at a time and open for the next six. This means 
  the PCs have a 6‑hour time limit on any explorations, 
  although they are unlikely to need more. Unless noted 
  otherwise, the water levels throughout Area B vary 
  between 1 inch and 1 foot deep. The water is not deep 
  enough to cause difficulty or require swimming. All of 
  Area B is in darkness.
  B1. Sewer Denizens 
  Moderate 
  The goblins’ explorations of the basement led to one of 
  the walls breaking down and a hungry creature following 
  them in. The broken wall gives access to the sewers beyond.
  Twisted and bloated, the wooden stairs connecting the main 
  floor and basement are slick and saturated with water. The 
  walls are covered in algae and the ceiling is coated with black 
  mold, while old furniture and props from the theater are piled 
  in the corners in soggy, crumbling heaps. Small crustaceans 
  and numerous insects occasionally peek from the detritus or 
  scramble into cracks or the shallow pools on the floor. The 
  smell of rot and salt water hangs damply in the air.
  To the west, a section of the brick wall has crumbled into 
  a heap, creating an opening into a larger area beyond.
  The basement of the playhouse contains bits of 
  waterlogged and rotten props, costumes, and tools, most 
  of which are unusable and worthless. Despite the poor 
  state of the room, PCs who spend time searching the area 
  do locate some rusted tools including a sledgehammer 
  hanging on a rack in the northeast corner.
  
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  Flooded King's Court
  B5
  To Area C
  B2
  B3
  B2
  B1
  B4
  B. Below the Playhouse
  1 square = 5 feet
  Pathfinder Flip-Map: Bigger Sewer
  
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  Creatures: A rather dangerous creature has been stuck 
  in the basement after a powerful flood forced it through 
  the crack in the western wall as it was chasing prey 
  through the sewers. After a bit of thrashing around, the 
  beast broke loose masonry and blocked its own escape.
  Subtier 1–2
  ELITE CROCODILE 
  CREATURE 3
  Pathfinder Bestiary 6, 67; page 20, art on page 32
  Initiative Perception +9
  Subtier 3–4
  ELITE CROCODILES (2) 
  CREATURE 3
  Pathfinder Bestiary 6, 67; page 20, art on page 32
  Initiative Perception +9
  Treasure: Thrown away with the trash in one of the 
  corners is a beaten up but fully functional hat of disguise 
  currently in the shape of a wine‑red beret; in Subtier 3–4 
  there is also an everburning torch in the gullet of one of 
  the crocodiles. Additionally, there is a small ivory jewelry 
  box worth 4 gold pieces (12 gold pieces in Subtier 3–4). 
  Collectively, these represent two Treasure Bundles.
  B2. The Sewers
  The strong scent of saltwater hints at the daily 
  flooding that washes through these sewers from 
  the nearby sea, as do the occasional stranded 
  fish or crustacean. The walkways alongside the 
  sewer are slick and damp, although relatively 
  clear of the normal waste found in a sewer.
  The water in the sewer channels (dark 
  green on the map) is 2 feet deep and difficult 
  terrain, running almost to the lip of the walkways 
  (pale green).
  B3. Sunken Pool
  The sides of this chamber are rough and uneven, 
  dropping sharply to a large pool of water that 
  fills the entire room. To the north and south, the 
  masonry of the sewer walls has crumbled away.
  This room is a sinkhole formed following the 
  earthquake. Over time, the daily flow of water has 
  widened and deepened the hole here. Most of the water is 
  6 feet deep, but the section in the center (marked in dark 
  blue) plunges to 15 feet. The water is calm.
  Treasure: The water flowing through the sewers has 
  washed some a barnacle‑encrusted lockbox to at the 
  bottom of the deepest part of the pool. The box is sealed 
  with wax. The lock mechanism is completely frozen, but 
  a PC who succeeds at a DC 15 Athletics check (DC 18 
  in Subtier 3–4) to Force Open manages to pry the lid off. 
  Inside is an old scrap of paper with the words “For the 
  Ilnudar family matter” and a jade cat (in Subtier 3–4 it 
  also contains a viper arrow). It also contains 5 gold pieces 
  (15 gold pieces in Subtier 3–4). The treasure represents 
  two Treasure Bundles.
  A PC who succeeds at a DC 17 Society check 
  recognizes Ilnudar as a family of some note that moved 
  away from Absalom almost 100 years ago. A critical 
  success means the PC also recalls the family moved after 
  its eldest daughter disappeared.
  B4. Sump Pump Room
  Tall stone cylinders stand in a line in the center of this chamber. 
  Broken pipes protrude from the ceiling above the cylinders, 
  rusted and covered in green algae. Every few moments, one 
  of the cylinders makes a feeble grinding sound and a dribble 
  of water flows down from the top of the 
  cylinder and drips to the floor.
  Crocodile
  
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  This section of Absalom has always been low enough to 
  have problems with water infiltration, so the residents long 
  ago had these magically powered sump pumps installed. 
  When the system functioned, it drew water from below 
  the foundation and pushed through the pipes into the 
  sewers and channeled away. The earthquake destroyed the 
  connection to the pipes, and the increased water volume 
  soon overwhelmed the system, rendering it permanently 
  inoperable. A PC who succeeds at a DC 15 Crafting or 
  Thievery check is able to understand the general nature of 
  the sump system and its irreparable status.
  B5. Small Lake and Abandoned Boat
  Crashing water and the occasional bit of flotsam from the 
  sewers flows into this large, broad pool that fills the entire 
  cavern and extends to the northwest. A small cove stretches 
  to the southeast where a barnacle-covered boat is moored. The 
  craft is mostly filled with water, and the rope securing it to the 
  shore is saturated and beginning to rot.
  The pool connecting this area and Area C varies between 
  2 and 3 feet deep. Once used to navigate the sewers by 
  some now‑forgotten criminal, the boat is serviceable if the 
  water in it is dumped out, and can provide a way move to 
  Area C, although there are no oars. A PC who succeeds 
  at a DC 15 Survival check learns that the boat has been 
  moored here for at least 20 years, perhaps longer. 
  The Mercenaries Return 
  Low
  At some point during the PCs’ exploration of the 
  sewers, the mercenaries hired by Olansa Terimor catch 
  up and confront them after waiting for the goblins to 
  be preoccupied enough to sneak to the basement. Place 
  this encounter anywhere in the sewers that makes sense, 
  keeping in mind that the mercenaries have come in from 
  the playhouse in the same way as the PCs.
  The mercenaries’ goal is to explore the sewers along 
  with wherever they lead to, unimpeded by the Pathfinders 
  or anyone else. To this end, they hope to ambush the PCs 
  and either capture or drive them off.
  Creatures: The mercenaries, Gerrod, Fedor, and Tess, 
  who faced off against the PCs for access to the sewers, wait 
  to ambush them. The PCs may be able to avoid combat 
  with the mercenaries if they talk them down or bribe 
  them. See the appendices of this scenario for more details.
  Subtier 1–2
  MERCENARIES (3) 
  CREATURE –1
  Page 21
  Initiative Perception +5
  Subtier 3–4
  EXPERIENCED MERCENARIES (3) 
  CREATURE 1
  Page 26
  Initiative Perception +9 
  C. The Tombs of the Living
  There have long been rumors that those with means have 
  disposed of rivals, enemies, and people who simply knew 
  too much by burying them alive somewhere deep under 
  Absalom. Whether this was a common practice or a rare 
  occurrence is certainly debatable, as records of such events 
  are likely nonexistent. It is quickly clear to the PCs that this 
  method of disposal did occur in these catacombs. While 
  most of those who were buried alive suffered an ordinary, 
  if horrific, death by dehydration or suffocation, some rose 
  again as undead, although they remained trapped behind 
  the same walls that held them in life. With the earthquake 
  20 years ago, the walls weakened in many places, and the 
  regular flooding here further eroded these prisons. Now, 
  some who were left here to die have been freed or are very 
  close to escaping.
  The history of this section of the tombs runs even 
  deeper than its time as a dumping ground for enemies 
  by criminals, however. At some point long ago, wealthy 
  cultists of Dagon, demon lord of the sea, sea monsters, and 
  deformity, built a temple to their dark god. The proximity 
  to the ocean and hidden nature of the location appealed 
  to their sensibilities, and they spent many years and a 
  great deal of gold to have it constructed in a way that fit 
  the designs sent to them in dreams. The cultists vanished 
  long ago, probably into the sea itself, but their rituals and 
  worship left behind enough energy to spawn the occasional 
  undead creature from those who died within its walls. The 
  criminals who later found the location discovered it was 
  perfect for their needs, although they never knew their 
  victims sometimes became undead.
  This entire area floods with the rise of the tide, and even 
  when the waters recede to their lowest levels there are 
  large puddles and slick, wet floors everywhere. 
  Unless noted otherwise, the water level throughout 
  Area C vary between 1 inch and 1 foot deep and is not 
  deep enough to require swimming. A feeling of distant 
  foreboding is noticeable to any mortal who enters the area.
  Unless otherwise noted, the walls in this area of made 
  of stone, the ceilings are 8 feet tall, and the entire area is in 
  complete darkness.
  C1. Crumbled Entry
  A rocky beach covered in bits of assorted refuse meets the 
  water to the southeast. To the northwest, what once must 
  
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  C. The Tombs of the Living
  Pathfinder Flip-Map: Mythos Dungeon
  1 square = 5 feet
  C1
  C3
  C2
  C4
  B5 Cont.
  To Area B
  
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  have been a natural cavern wall partially collapsed some time 
  ago by the settling ground on the water side, revealing an 
  area beyond of worked stone. The chamber within is large and 
  constructed of a pale green stone. Multiple rounded passages 
  worm their way to the northeast and southwest, while a 
  grand staircase rises to the northwest.
  When the earthquake shook Absalom 20 years ago, 
  it severely weakened the wall between the sewers and 
  the Tombs of the Living. Erosion did the rest of the job, 
  and the wall completely buckled only within the last few 
  weeks. A PC who succeeds at a DC 15 at a Crafting or 
  relevant Lore check can determine the cause and timing 
  of this collapse. Further, a PC who is Tracking learns that 
  no creatures have passed through this way recently.
  C2. Mindless Prisoners 
  Moderate
  This wide gallery is lined with a colorful mural depicting a 
  figure performing some sort of magical ritual over an expanse 
  of ocean. His arms raised, he beckons to something beneath 
  the waves, and is answered by a frothing, foaming section of 
  the water that hints at a massive shape rising. 
  To the northwest, stairs rise to another large room. An 
  elegantly carved figure towers over the room, combining the 
  body of an eel with the visage of a horrifying deep-sea fish 
  and four grasping tentacles.
  Whoever had this section of the Tombs of the Living 
  constructed spared no expense. Whether that is because 
  of dedication to dark powers or a flair for the dramatic 
  is difficult to tell.
  A PC who succeeds at a DC 15 Crafting (any art) 
  or appropriate Lore check to Recall Knowledge can 
  determine the artistry of both the mural and the statue 
  is of the highest quality and likely cost hundreds of gold 
  each to construct.
  In addition, a PC who succeeds at a DC 13 Absalom 
  Lore, Culture, or Religion check to Recall Knowledge 
  can identify the mural as a depiction of Aroden raising 
  the Starstone and the Isle of Kortos from the depths of the 
  ocean. A PC who rolls a critical success notices that the 
  depiction does not exactly match that famous event; the 
  affected patch of ocean seems too small to be the island, 
  and the figure’s left hand has barely visible webbing 
  between the fingers.
  A PC who examines the statue and succeeds at a DC 
  15 Occult or Religion check to Recall Knowledge can 
  identify the statue as a depiction of Dagon, demon lord 
  of the sea, sea monsters, and deformity.
  Creatures: Several zombies have recently broken free. 
  They are drawn to the living who enter their tombs.
  Subtier 1–2
  PLAGUE ZOMBIE (2) 
  CREATURE 1
  Pathfinder Bestiary 340–41; Page 22
  Initiative Perception +3
  Subtier 3–4
  PLAGUE ZOMBIE 
  CREATURE 1
  Pathfinder Bestiary 340–41; Page 27
  Initiative Perception +3
  ZOMBIE BRUTE (2) 
  CREATURE 2
  Pathfinder Bestiary 341; Page 27
  Initiative Perception +3
  Treasure: Discarded or forgotten long ago, a pendant 
  of the occult (or a pair of goggles of night in Subtier 3–4) 
  sits on the floor. Behind the statue are scattered offerings: 
  a potion of water breathing (shark tooth charm in Subtier 
  3–4), and a silver bowl decorated with a sea motif worth 
  7 gold pieces (19 gold pieces in Subtier 3–4). Collectively, 
  these represent three Treasure Bundles. 
  C3. The Records Room
  Bits of saturated parchment, fragments of wood, and other 
  detritus float on the surface of the two-foot-deep water in 
  the room. Small niches are carved up and down the walls, 
  each space only a few inches square but nearly a foot deep. 
  The niches to the north are mostly destroyed by the partial 
  collapse of the surrounding wall, and a deep crack runs at an 
  angle across it.
  To the east, a statue of a hippocampus rears up and its 
  eyes roll back as if in pain. A trident made of a corroded metal 
  protrudes from a wound in its side. Behind the statue on the 
  wall are carved the words “Ex Prothex.”
  When it was first constructed by the cult of Dagon, the 
  room held holy scriptures and documents they wanted to 
  protect. These documents have all been taken or destroyed 
  over the centuries, and by the time criminals using the 
  tombs located the room, it was empty. It then became a 
  storehouse of assorted treasures and papers the criminals 
  wanted to keep secret. For a time, it was even used to store 
  valuable for clients as an alternative to the banks operated 
  by Abadar’s clergy. A PC who succeeds at a DC 15 Society 
  or appropriate Lore check realize the hippocampus is one 
  of the mascots of Absalom and that “Ex Prothex” is the 
  city’s motto, meaning “First among equals.”
  Treasure: If the PCs search the room, they quickly locate 
  an airtight bone scroll tube bobbing in the water. Inside is a 
  
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  remarkable document: the deed to the playhouse and even 
  some of the surrounding neighborhood. This document 
  in and of itself does not grant rights to the property, but 
  it can be used to make a strong case for ownership for 
  the goblins, given the lack of current owner. The deed 
  represents three Treasure Bundles.
  C4. The Prison 
  Trivial
  The room marked C4 on the map is not yet fully accessible 
  when the PCs first arrive. Where the room intersects 
  with the passage to the east is blocked off by a masonry 
  wall reinforced with steel bars. While the earthquake 
  and constant flooding have weakened and damaged the 
  structure, the room’s inhabitant has only clawed enough 
  of the remaining wall away to reach an arm through. 
  PCs passing by the room via the eastern passageway 
  automatically notice this hole.
  When the PCs pass the hole, read or paraphrase 
  the following.
  A prominent hole has been opened in the western 
  wall of the passage here from the opposite side. 
  Some of the bricks have crumbled and fallen, or 
  perhaps been knocked loose, creating a small 
  opening into a room beyond. The walls 
  of this inner room show signs of being 
  scratched or clawed.
  Within the room, the words 
  “Candren’s wish” have been scratched 
  deeply into the stone, over and over 
  again. If the PCs spend time examining 
  the hole, Marcon Tinol, the intelligent 
  undead creature trapped inside, calls out to them. 
  Given the placement of the reinforcing bars and 
  thickness of the wall, it is difficult for anyone inside the 
  room to chip the wall away, but the process is getting 
  easier. A PC who succeeds at a DC 15 Crafting (masonry, 
  stonework, or similar) check realizes that the occupant 
  is 1 or 2 weeks away from breaking out on their own.
  Demolishing the wall from the PCs’ side is much 
  simpler, given that they have weapons and tools. It takes 
  approximately 30 minutes of work to make a space large 
  enough for a medium sized creature to pass; this can be 
  shortened to 15 minutes with proper tools (such as those 
  found in B1). A PC who succeeds at a DC 15 Crafting 
  check can cut these times in half.
  Creature: When he was alive, Marcon Tinol was 
  an accountant and bookkeeper for House Candren 
  of Absalom. At the time, House Candren was a 
  rather unimportant, if moderately wealthy part of 
  the nobility of the city. They owned many shipping 
  concerns and dealt in sea trade throughout the Inner 
  Sea, although the heavy taxes and fees levied upon them 
  made it difficult to build upon their successes very easily.
  Suddenly, 
  in 
  what 
  seemed 
  like 
  an 
  overnight 
  transformation, the family’s fortunes changed for the 
  better and their wealth began to steadily grow beyond any 
  projections Marcon had made. His surprise was brushed 
  aside by Ednathian Candren, the patriarch of the family. 
  Being the diligent and dedicated worker he was, however, 
  Marcon began digging deeply to find the reasons for the 
  improvements. He found that the family had ceased paying 
  any taxes or fees to the city or any other government in the 
  region. Certain of a mistake, he contacted his counterparts 
  in these organizations, but his questions and letters were 
  ignored, lost, or met with strange responses that didn’t 
  make sense.
  Ghoul
  
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  Marcon’s eagerness to solve the mystery soon became 
  an obsession and his own undoing. He came to learn 
  that the head of the Candren family had, through great 
  expense and trouble, found a wizard willing to cast a 
  wish spell to guarantee freedom from taxation and fees 
  for perpetuity. Eventually, the family noticed Marcon’s 
  curiosity. While the family was sure the power of the wish 
  would keep their money safe, they were concerned about 
  their reputation. Worried the accountant knew too much 
  and that word would get out of his actions, Candren 
  ordered Marcon sent to the Tombs of the Living, where he 
  was walled up and left to die. He later arose as an undead 
  but remained trapped and in a barely conscious torpor 
  until the earthquake woke him. As the last few years have 
  worn on, Marcon has scratched and chipped, bit by bit, at 
  his prison, and is now on the verge of escaping.
  Today, Marcon is clearly undead: his remaining skin 
  is taut over spare flesh, and the ends of his fingers are 
  worn to the bone from his endless picking at the walls of 
  his prison. His clothes and speech are from another era. 
  A PC who succeeds at a DC 15 Society check correctly 
  determine he speaks in a style 500 years out of date, while 
  a critical failure changes the estimate to 1,000 years.
  Marcon’s mind is clouded and confused by his long 
  imprisonment, but he is coherent enough to understand 
  that the knowledge he has about the Candren family is 
  valuable. He asks the PCs to free him from his cell and 
  guide him to the surface. Below are some of the likely 
  questions the PCs may ask and his responses.
  Who are you? “I…I am…was called Marcon Tinol. 
  Thou art living? Yes?”
  Why are you in there? “I was…’prisoned here, chained 
  and bricked up behind that same wall. I…slept…died? I 
  woke then and broke the chains. Searched for escape, but 
  there was none. So slept again I did ‘til the ground shook. 
  Since then I have drifted…and chipped. A crack, I noticed 
  after the shaking. This hole is all I have…created.”
  How long have you been trapped? “Verily, I…know not. 
  Time…has passed…In and out of sleep I have drifted for 
  so long.”
  Who put you there? “My secret, that is…to keep…it 
  burns in my mind, a secret to bargain with. I know much. 
  And greatly does a family in Absalom fear my secret. 
  Prithee, I beg you to free me. Guide me to the surface and 
  I will share my secret. Perhaps then I will know peace…”
  Why should we trust you? “Canst thou…imagine…the 
  rage I feel? My heart beats not, yet it burns for vengeance…
  To speak the truth is my deepest desire…Know thee this: 
  my jailers were not men of law but base criminals. No just 
  sentence do I serve!”
  Won’t you just eat people? “’Tis true that…I hunger. 
  I control that…hunger…for now. Discipline I have 
  learned…yes, discipline. Hunger is as nothing unto me 
  now. Its claws have lost their grip…This I swear: no harm 
  to the bodies of the living will I bring…So long as I see 
  justice done. Then…peace. Forever.”
  A PC who is trained in Religion thinks that allowing 
  Marcon to reveal his secret to the world will allow his 
  spirit to finally pass on to the Boneyard.
  Subtier 1–2
  MARCON TINOL 
  CREATURE 1
  Ghoul (Pathfinder Bestiary 168–9; page 23, art on page 33)
  Initiative Perception +3
  Subtier 3–4
  MARCON TINOL 
  CREATURE 3
  Elite ghast (Pathfinder Bestiary 6, 169; page 28, art on page 33)
  Initiative Perception +3
  Development: The encounter can proceed in many 
  directions. Marcon is honest in his claim that he both 
  wishes to share his information and be finally free from 
  his prison. He is also truthful when he says he does not 
  plan to attack the living. He is even willing to be shackled, 
  hobbled, or disguised for the journey if necessary. If he is 
  attacked, however, he tries to escape; if he is cornered, he 
  fights with savage fury.
  A PC who hears Marcon’s claim and succeeds at a DC 
  15 Society check to Recall Knowledge understands the 
  undead’s information could be quite damaging to one 
  person in particular: Goodman Hugen of House Candren, 
  a member of the Grand Council of Absalom and First 
  Harbormaster. A critical success means the PC has also 
  heard of Hugen’s secret sympathies for equality and ties to 
  Andoran and understands the story of his ancestor’s wish 
  might undermine his relationships with others who are 
  fighting for equality and freedom.
  Return to the Playhouse
  Once the PCs have either explored the numbered areas 
  or time grows short in the session, the water level slowly 
  begins rising. The adventure assumes the PCs make 
  it safely back to the playhouse before the tides rise to 
  dangerous levels. The waters begin to rise at a rate of 
  roughly 1 foot every 10 minutes until all of Areas B and 
  C are submerged.
  When the PCs return, Zusgut asks the PCs to regale him 
  with their exploits as an improvised stage performance. 
  Such a task is purely a roleplaying encounter, with the 
  goblins perking up and cheering during the exciting bits, 
  especially if fire is involved.
  
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  If the PCs show Zusgut the deed to the playhouse and 
  explain how it might help the goblins’ attempt at a legal, 
  permanent claim, he is ecstatic and soon cries of “You be 
  heroes!” ring throughout the building. Even if the PCs 
  don’t show him the deed, Zusgut is pleased as long as the 
  monsters in the basement have been defeated.
  The final wrinkle occurs if Marcon accompanies the 
  PCs. Zusgut is initially unsure if allowing the creature 
  out is a good idea; he and his tribe only recently fled 
  from an overwhelming army of the Whispering Tyrant’s 
  undead, after all. Below are general guidelines for how 
  the PCs may choose to deal with the situation.
  Convincing Zusgut to let Marcon through: A PC who 
  succeeds at a DC 15 Diplomacy check (DC 18 in Subtier 
  3–4) or a DC 13 Performance check (DC 16 in Subtier 
  3–4) convinces the king that he can trust the PCs to be 
  responsible. If the PCs tell Zusgut about the deed to the 
  playhouse, the DC of these checks is lowered by 2. If the 
  PCs fail or critically fail the check, the goblin doesn’t do 
  anything to stop the PCs, as he doesn’t want to be on 
  bad terms with the Pathfinder Society, but he is definitely 
  nervous about the creature being let out.
  Lying to Zusgut about Marcon’s identity: The PCs may 
  choose to disguise Marcon’s undead nature from the 
  goblins. This is a difficult task, but a PC who succeeds 
  at a DC 17 Bluff or Deception check (DC 20 in Subtier 
  3–4) to disguise and otherwise distract attention from 
  the undead creature can ensure Zusgut doesn’t ask too 
  many questions or become concerned. If the PCs tell 
  Zusgut about the deed, the DC of these checks is lowered 
  by 2 since the king is so distracted and happy. If the PCs 
  fail or critically fail the roll, Zusgut grows suspicious 
  but doesn’t do anything to stop the PCs from taking the 
  creature through his halls.
  Sneaking Marcon through the playhouse: The PCs may 
  wish to smuggle Marcon through the playhouse past all 
  the goblins. This task isn’t particularly difficult given 
  the chaotic nature of the place and its general state of 
  disrepair. A PC who succeeds at a DC 13 Stealth check 
  (DC 16 in Subtier 3–4) helps Marcon avoid notice. 
  Alternatively, Marcon can attempt this check by himself. 
  If the PCs (or Marcon) fail or critically fail this check, 
  they are spotted by a goblin who asks them to go before 
  Zusgut sees them.
  If the PCs fail at their attempts to get Marcon through 
  the playhouse without the king’s notice or with his 
  permission, Zusgut does not attempt to stop them, but 
  his opinion of the Pathfinder Society drops, and he begins 
  telling others about the foolhardiness of the group. This 
  hurts the reputation of the Pathfinder Society, and the 
  Vigilant Seal in particular, as the stories spread of Society 
  members cavorting with dangerous undead creatures.
  Debriefing Dreng
  Whether the PCs report their findings to the goblins or 
  not, the final step in their assignment is to report back 
  to Drandle Dreng. He listens intently to their story and 
  nods eagerly at all details, but the story of the undead 
  prisoner (or the creature’s presence if it accompanies the 
  PCs) causes him to stare wide‑eyed. In response, he notes 
  that he’s heard rumors of ancient places beneath the city 
  where living prisoners were entombed, but up until now 
  did not have any direct evidence. 
  If the PCs brought Marcon Tinol back with them, 
  Dreng assures the PCs he can find a place Marcon can 
  safely tell his story, and assures Marcon that he can help 
  the ghoul evade detection until then. Dreng has many 
  questions to ask and is eager to learn all he can. 
  Conclusion
  With the return of the deed to the playhouse and 
  surrounding area, the Pathfinders have performed an 
  important service for the Crookedtoes. The goblins now 
  have a route to legal ownership of the playhouse, and 
  Zusgut is pleased with the outcome. Any PCs who offered 
  to spend downtime helping the goblins are soon called 
  into service and spend a few interesting days learning all 
  about how the tribe spends its time.
  Primary Objectives
  If the PCs complete two of the following three tasks, they 
  successfully complete the primary objective: achieve a 
  favorable impression with Zusgut for their performance 
  of the play; defeat or drive off the creatures in Area B1; 
  and discover the deed to the playhouse and then return 
  it to either Zusgut or Drandle Dreng. PCs who succeed 
  each earn 2 Fame and 2 Reputation for any faction 
  associated with their currently slotted faction boon.
  Secondary Objectives
  The PCs must recover the information from the prisoner 
  by either learning the identity of who imprisoned Marcon 
  or returning Marcon to Drandle Dreng. If they do so, the 
  PCs each earn 2 Fame and 2 Reputation for any faction 
  associated with their currently slotted faction boon. 
  Faction Notes
  The PCs must protect the reputation of the Pathfinder 
  Society and the Vigilant Seal while navigating a complex 
  and difficult situation. It is up to their discretion whether 
  they believe Marcon’s knowledge outweighs the risk he 
  represents. The PCs succeed if they convince Zusgut to 
  allow Marcon to pass, hide Marcon’s presence from the 
  king, or destroy Marcon. If the PCs succeed, each PC 
  earns 2 Reputation with the Vigilant Seal faction.
  
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  Reporting Notes
  If the PCs convinced Zusgut to allow Marcon to pass or 
  successfully hid Marcon’s presence from the goblin king, 
  check box A. If the PCs brought Marcon to Drandle Dreng 
  but did not succeed in hiding the undead or convincing 
  Zusgut to allow Marcon to pass through, check box B. If 
  Marcon was destroyed, check box C. In the unlikely event 
  that the PCs fulfill several of these conditions, check all 
  appropriate boxes.
  
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  Appendix 1: Handouts
  HANDOUT 1: A NOTE FROM DANDLE DRENG
  Greetings fellow seekers of knowledge!
  The Society has been presented with a unique opportunity and I think you’re just the ones to help out. As you have 
  likely heard, Absalom has recently become the home of a group of goblin refugees displaced by the Whispering 
  Tyrant’s armies. They have settled in the Puddles, quite content to live in some of the abandoned buildings there.
  We’ve also learned from Ziraya al-Shurati, a Muckrucker in the Puddles, that the goblins have been digging 
  around in the basement of the old playhouse that belonged to the Greater Absalom Performing Arts Guild. 
  They’ve claimed this building as their own. In the process, they stumbled across some manner of beast they could 
  not defeat but instead managed to seal away. With the local guards, the Muckruckers, unwilling to help, we 
  have a perfect opportunity to step in and learn something new about the history of Absalom.
  Several of our more experienced goblin Pathfinders have been working hard to build inroads into the goblin 
  community, and this has led to an offer by “king” Zusgut to hear our plea. Your job is to meet Zusgut, 
  explain that we wish his permission to explore beneath his playhouse, and then perform an initial exploration and 
  assessment. You’ll likely not have much time for exploration given the tides probably flood the chambers below 
  each day, but do your best!
  Sincerely,
  Drandle Dreng
  P.S. I almost forgot! Eando Kline of the Vigilant Seal is watching this mission closely. He’s worried about ancient 
  evils being released into the world by Pathfinders and what that will do to the public’s impression of us. While I 
  know such things can’t always be avoided, it would be best if you either destroyed anything dangerous that you 
  find down there or if you must bring it back to the Lodge, be very discreet!
  
  19
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  HANDOUT 2: WE BE HEROES: THE PLAY
  Rise of the Goblin Heroes, a True and Accurate Account by Zusgut, King of the Goblins in Absalom
  Act V, Scene 1
  Enter ZUSGUT, CRIMSI, GRENEK, SIATHORN, MITZI (a wolf, not a dog), PIZAZZ, and ULTHUN (a human).
  ZUSGUT (from atop his throne): I see the great heroes have returned! But who is this with you? 
  Speak, brave knight.
  ULTHUN: Oh mighty chief of the goblins, whose wit and skill are unsurpassed, I am called Ulthun, 
  Watcher-Lord of Lastwall. Alas, that land has been overrun by undead and is no more!
  GRENEK (hops forward): Is true. Undead everywhere.
  SIATHORN: But we helped them escape! The longshanks. Not the undead.
  MITZI: Woof!
  CRIMSI: I helped collapsed the tunnel behind us. It was great!
  PIZAZZ (huffily): I found people who appreciate my singing. Here, let me show you. (clears throat)
  GRENEK: Quiet! Chief’s speaking!
  (PIZAZZ grumbles.)
  ULTHUN (to ZUSGUT): Please, my lord, we beseech you and ask the help of your mighty tribe. We are 
  but mere humans and lack the cleverness and skill needed to escape the clutches of the undead. 
  Will you aid us?
  ZUSGUT: Of course, of course! Crookedtoes, my people, harken to me! Now is the time foretold, the 
  time when the longshanks would come before us in desperate need. 
  GRENEK: We help too! We know how to fight undead longshanks!
  SIATHORN: Yes, Mitzi will tear them apart with wolfish fierceness!
  MITZI: Bark!
  PIZAZZ: And I will compose a war song to lift our hearts.
  (ALL except PIZAZZ groan.)
  CRIMSI: No, no, no. We need my catapult!
  ZUSGUT: I think we need to hurry; no time for catapults or songs. Prepare for the journey south and 
  into our destiny! Now, WE be heroes!
  ALL GOBLINS (cheering together): We be heroes! We be heroes! We be heroes!
  
  20
  Pathfinder Society Scenario
  Flooded King's Court
  Appendix 2: Subtier 1–2 
  Stat Blocks
  Encounter B1 (Subtier 1–2)
  The elite crocodile, trapped in the dry room, cannot use 
  its Aquatic Ambush. It attacks the PCs as soon as they 
  get close. If there are two crocodiles due to challenge 
  point scaling, one of them moves forward and attacks 
  to protect the other. A PC with the Wild Empathy class 
  feature must succeed at a DC 20 Diplomacy check to 
  Request the crocodile to stand down. However, the PCs 
  must widen the hole so the crocodile can escape back 
  to the sewers, or it will continue to pose a danger to the 
  goblins. Using the sledgehammer present in this room, 
  this demolition takes about 10 minutes.
  ELITE CROCODILE 
  CREATURE 3
  N
  LARGE
  ANIMAL
  Pathfinder Bestiary 6, 67
  Perception +9; low-light vision
  Skills Athletics +10, Stealth +9 (+13 in water)
  Str +4, Dex +1, Con +3, Int –5, Wis +1, Cha –4
  AC 20; Fort +11, Ref +9, Will +7
  HP 45
  Speed 20 feet, swim 25 feet
  Melee � jaws +12, Damage 1d10+6 piercing plus Grab
  Melee � tail +12 (agile), Damage 1d6+6 bludgeoning
  Aquatic Ambush � 35 feet
  Death Roll � (attack) Requirements The elite crocodile has 
  a creature grabbed; Effect The elite crocodile tucks its legs 
  and rolls rapidly, twisting its victim. It makes a jaws Strike 
  with a +2 circumstance bonus to the attack roll against 
  the grabbed creature. If it hits, it also knocks the creature 
  prone. If it fails, it releases the creature.
  Deep Breath The elite crocodile can hold its breath for about 
  2 hours.
  CROCODILE (0) 
  CREATURE 2
  N
  LARGE
  ANIMAL
  Pathfinder Bestiary 67
  Perception +7; low-light vision
  Skills Athletics +8, Stealth +7 (+11 in water)
  Str +4, Dex +1, Con +3, Int –5, Wis +1, Cha –4
  AC 18; Fort +9, Ref +7, Will +5
  HP 30
  Speed 20 feet, swim 25 feet
  Melee � jaws +10, Damage 1d10+4 piercing plus Grab
  Melee � tail +10 (agile), Damage 1d6+4 bludgeoning
  Aquatic Ambush � 35 feet
  Death Roll � (attack) Requirements The crocodile has a 
  creature grabbed; Effect The crocodile tucks its legs and 
  rolls rapidly, twisting its victim. It makes a jaws Strike 
  with a +2 circumstance bonus to the attack roll against 
  the grabbed creature. If it hits, it also knocks the creature 
  prone. If it fails, it releases the creature.
  Deep Breath The crocodile can hold its breath for about 2 
  hours.
  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Subtier 1–2 (10–11 Challenge Points): Increase the 
  elite crocodile’s Hit Points by 10.
  Subtier 1–2 (12–13 Challenge Points): Replace the 
  elite crocodile with two crocodiles.
  Subtier 1–2 (14–15 Challenge Points): Add a crocodile 
  to the encounter.
  SCALING ENCOUNTER B1
  
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  Flooded King's Court
  Encounter B5 (Subtier 1–2)
  Irked at being shunned by goblins, the mercenaries 
  Gerrod, Fedor, and Tess begin the encounter with an 
  unfriendly attitude toward the PCs. They first wish to 
  intimidate and drive off the party, but they fight if the PCs 
  don’t back down. The mercenaries’ goal is to explore the 
  sewers unimpeded by the progress of anyone else. Despite 
  their mission, the rivals are mercenaries and not willing 
  to give up their lives for a few coins. If reduced below 
  half their Hit Points, they surrender if shown mercy, 
  or flee if not. If their attitude is improved to friendly, 
  the mercenaries open up about being hired by Olansa 
  Terimor, but they don’t know what her motivations are. 
  If their attitude is improved to helpful, the mercenaries 
  risk the displeasure of their employer and can be asked 
  to leave the sewers. Alternatively, if the PCs match the 
  payment that the mercenaries are receiving, 10 silver 
  pieces each, they are willing to back out of their mission.
  MERCENARIES (3) 
  CREATURE –1
  N
  MEDIUM
  HUMANOID
  HUMAN
  Perception +5
  Languages Common
  Skills Acrobatics +2, Athletics +5, Stealth +4
  Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +1
  AC 14; Fort +6, Ref +3, Will +3
  HP 8
  Speed 25 feet
  Melee � club +6 (thrown 10 feet), Damage 1d6+2 bludgeoning
  Melee � shortsword +6 (agile, finesse, versatile S), Damage 
  1d6+2 piercing
  Ranged � crossbow +4, Damage 1d8 piercing
  Dirty Fighting � (attack) A mercenary throws dirt in an 
  opponent’s eyes or performs similar underhanded trick. 
  Effect The opponent must attempt a DC 16 Reflex save. On 
  a failure, the PC gains the Blinded condition for one round. 
  On a critical failure, the duration increases to 2 rounds.
  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Subtier 1–2 (10–11 Challenge Points): Add one 
  mercenary to the encounter.
  Subtier 1–2 (12–13 Challenge Points): Add two 
  mercenaries to the encounter.
  Subtier 1–2 (14–15 Challenge Points): Add three 
  mercenaries to the encounter.
  SCALING ENCOUNTER B5
  
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  Encounter C2 (Subtier 1–2)
  These residents of the tombs recently broke loose and are 
  in search of a way to the surface to find victims to sate 
  their bloodlust. Fortunately, whatever energies animated 
  their bodies also makes the creatures uncomfortable when 
  they approach area C1 and has kept them from wandering 
  into the sewers and beyond. This reluctance is unlikely to 
  last much longer. Unlike the resident of C4, these undead 
  have no capacity for reason and attack the PCs on sight.
  PLAGUE ZOMBIE (2) 
  CREATURE 1
  NE
  MEDIUM
  MINDLESS
  UNDEAD
  ZOMBIE
  Pathfinder Bestiary 340
  Perception +3; darkvision
  Skills Athletics +7
  Str +4, Dex –2, Con +3, Int –5, Wis +0, Cha –2
  Slow A zombie is permanently slowed 1 and can’t use reactions.
  AC 13; Fort +6, Ref +3, Will +4
  HP 50, negative healing; Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Weaknesses 
  positive 10, slashing 10
  Speed 25 feet
  Melee � fist +9, Damage 1d8+4 bludgeoning plus Grab and 
  zombie rot
  jaws � (attack) Requirement The zombie has a creature 
  grabbed or restrained. Effect The zombie makes a jaws 
  unarmed melee Strike against the grabbed or restrained 
  creature with an attack modifier of +9 that deals 1d12+4 
  piercing damage. A creature damaged by the jaws is 
  exposed to zombie rot.
  Zombie rot (disease, necromancy); An infected creature can’t 
  heal damage it takes from zombie rot until it has been 
  cured of the disease. Saving throw DC 18 Fortitude; Stage 
  1 carrier with no ill effect (1 day); Stage 2 1d6 negative 
  damage (1 day); Stage 3 1d6 negative damage (1 day); Stage 
  4 1d6 negative damage (1 day); Stage 5 dead, rising as a 
  plague zombie immediately
  ZOMBIE BRUTE (0) 
  CREATURE 2
  NE
  LARGE
  MINDLESS
  UNDEAD
  ZOMBIE
  Pathfinder Bestiary 341
  Perception +4; darkvision
  Skills Athletics +9
  Str +5, Dex –3, Con +4, Int –5, Wis +0, Cha –2
  Slow A zombie is permanently slowed 1 and can’t use 
  reactions.
  AC 15; Fort +10, Ref +3, Will +6
  HP 70, negative healing; Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Weaknesses 
  positive 10, slashing 10
  Speed 25 feet
  Melee � fist +11 (reach 10 feet), Damage 1d12+5 bludgeoning 
  plus Improved Push 5 feet
  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Subtier 1–2 (10–11 Challenge Points): Replace one 
  plague zombie with a zombie brute.
  Subtier 1–2 (12–13 Challenge Points): Replace both 
  plague zombies with zombie brutes.
  Subtier 1–2 (14–15 Challenge Points): Add a zombie 
  brute to the encounter.
  SCALING ENCOUNTER C2
  
  23
  Pathfinder Society Scenario
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  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Subtier 1–2 (10–11 Challenge Points): Use ghast 
  statistics for Marcon.
  Subtier 1–2 (12–13 Challenge Points): Use the elite 
  ghast statistics for Marcon. 
  Subtier 1–2 (14–15 Challenge Points): Use the elite 
  ghast statistics for Marcon and add 10 Hit Points to 
  Marcon.
  SCALING ENCOUNTER C4
  Encounter C4 (Subtier 1–2)
  The PCs find Marcon Tinol trapped in a prison cell 
  in C4, long dead and risen as an undead creature out 
  of righteous fury at the injustice of his end. If the PCs 
  choose not to bring Marcon to the surface and don’t 
  seal him away permanently in the prison, he attempts 
  to escape, and fights the PCs if they try to prevent him.
  MARCON TINOL 
  CREATURE 1
  CE
  MEDIUM
  GHOUL
  UNDEAD
  Ghoul (Pathfinder Bestiary 168)
  Perception +7; darkvision
  Skills Acrobatics +7, Athletics +4, Stealth +7, Survival +5
  Str +1, Dex +4, Con +1, Int +1, Wis +2, Cha +2
  AC 16; Fort +4, Ref +9, Will +5
  HP 20, negative healing; Immunities death effects, disease, 
  paralyzed, poison, unconscious
  Speed 30 feet, burrow 5 feet
  Melee � jaws +9 (finesse), Damage 1d6+1 piercing plus ghoul 
  fever and paralysis
  Melee � claw +9 (agile, finesse), Damage 1d4+1 slashing plus 
  paralysis
  Consume flesh � (manipulate) Requirements The ghoul is 
  adjacent to the corpse of a creature that died within the 
  last hour. Effect The ghoul devours a chunk of the corpse 
  and regains 1d6 Hit Points. It can regain Hit Points from any 
  given corpse only once.
  Ghoul Fever (disease); An infected creature can’t heal damage it 
  takes from zombie rot until it has been cured of the disease. 
  Saving throw DC 15 Fortitude; Stage 1 carrier with no ill 
  effect (1 day); Stage 2 2d6 negative damage and regains half 
  as many Hit Points from all healing (1 day); Stage 3 as Stage 
  2 (1 day); Stage 4 2d6 negative damage and gains no benefit 
  from healing (1 day); Stage 5 as Stage 4 (1 day); Stage 6 dead, 
  and rises as a ghoul the next midnight
  Paralysis (incapacitation, occult, necromancy) Any living non-
  elf creature hit by a ghoul’s attack must succeed at a DC 15 
  Fortitude save or become paralyzed. It can attempt a new 
  save at the start of each of its turns, and the DC cumulatively 
  decreases by 1 on each such save.
  Swift Leap � (move) The ghoul jumps up to half its Speed. This 
  movement doesn’t trigger reactions.
  GHAST (0) 
  CREATURE 2
  CE
  MEDIUM
  GHOUL
  UNDEAD
  Pathfinder Bestiary 169
  Perception +8; darkvision
  Skills Acrobatics +10, Athletics +7, Stealth +10, Survival +8
  Str +3, Dex +4, Con +2, Int +1, Wis +2, Cha +3
  AC 18; Fort +6, Ref +10, Will +8
  HP 30, negative healing; Immunities death effects, disease, 
  paralyzed, poison, unconscious
  Stench (aura, olfactory) 10 feet A creature entering the aura 
  or starting its turn in the aura must succeed at a DC 16 
  Fortitude save or become sickened 1 (plus slowed 1 as long 
  as it’s sickened on a critical failure). While within the aura, 
  the creature takes a –2 circumstance penalty to saves 
  against disease and to recover from the sickened condition. 
  A creature that succeeds at its save is temporarily immune 
  for 1 minute.
  Speed 30 feet, burrow 5 feet
  Melee � jaws +11 (finesse), Damage 1d6+5 piercing plus ghast 
  fever and paralysis
  Melee � claw +11 (agile, finesse), Damage 1d4+5 slashing plus 
  paralysis
  Consume flesh � (manipulate) As ghoul, except it regains 3d6 
  Hit Points.
  Ghast Fever (disease); An infected creature can’t heal damage it 
  takes from zombie rot until it has been cured of the disease. 
  Saving throw DC 16 Fortitude; Stage 1 carrier with no ill 
  effect (1 day); Stage 2 3d8 negative damage and regains half 
  as many Hit Points from all healing (1 day); Stage 3 as Stage 
  2 (1 day); Stage 4 3d8 negative damage and gains no benefit 
  from healing (1 day); Stage 5 as Stage 4 (1 day); Stage 6 dead, 
  and rises as a ghoul the next midnight
  Paralysis (incapacitation, occult, necromancy) Any living 
  creature hit by a ghoul’s attack must succeed at a DC 16 
  Fortitude save or become paralyzed. It can attempt a new 
  save at the start of each of its turns, and the DC cumulatively 
  decreases by 1 on each such save.
  Swift Leap � (move) The ghast jumps up to half its Speed. This 
  movement doesn’t trigger reactions.
  
  24
  Pathfinder Society Scenario
  Flooded King's Court
  ELITE GHAST (0)  
  CREATURE 3
  CE
  MEDIUM
  GHOUL
  UNDEAD
  Pathfinder Bestiary 6, 169
  Perception +10; darkvision
  Languages Common, Necril
  Skills Acrobatics +12, Athletics +9, Stealth +12, Survival +10
  Str +3, Dex +4, Con +2, Int +1, Wis +2, Cha +3
  AC 19; Fort +8, Ref +12, Will +10
  HP 30, negative healing; Immunities death effects, disease, 
  paralyzed, poison, unconscious
  Stench (aura, olfactory) 10 feet. See Ghast; DC 18
  Speed 30 feet, burrow 5 feet
  Melee � jaws +13 (finesse), Damage 1d6+7 piercing plus ghast 
  fever and paralysis
  Melee � claw +13 (agile, finesse), Damage 1d4+7 slashing plus 
  paralysis
  Consume Flesh � (manipulate) See Ghast.
  Ghast Fever (disease) See Ghast; DC 18.
  Paralysis (incapacitation, occult, necromancy) See Ghast; DC 18.
  Swift Leap � (move) See Ghast.
  
  25
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  Appendix 3: Subtier 3–4 
  Stat Blocks
  Encounter B1 (Subtier 3–4)
  The elite crocodiles, trapped in the dry room, cannot 
  use their Aquatic Ambush. One of the elite crocodiles 
  moves forward and attacks the PCs to protect the other. 
  A PC with the Wild Empathy class feature must succeed 
  at a DC 20 Diplomacy check to Request the crocodile 
  to stand down. However, the PCs must widen the hole 
  so the crocodile can escape back to the sewers, or it 
  will continue to pose a danger to the goblins. Using the 
  sledgehammer present in this room, this demolition takes 
  about ten minutes.
  ELITE CROCODILES (2) 
  CREATURE 3
  N
  LARGE
  ANIMAL
  Perception +9; low-light vision
  Skills Athletics +10, Stealth +9 (+13 in water)
  Str +4, Dex +1, Con +3, Int –5, Wis +1, Cha –4
  AC 20; Fort +11, Ref +9, Will +7
  HP 45
  Speed 20 feet, swim 25 feet
  Melee � jaws +12, Damage 1d10+6 piercing plus Grab
  Melee � tail +12 (agile), Damage 1d6+6 bludgeoning
  Aquatic Ambush � 35 feet
  Death Roll � (attack) Requirement The elite crocodile has a 
  creature grabbed; Effect The elite crocodile tucks its legs 
  and rolls rapidly, twisting its victim. It makes a jaws Strike 
  with a +2 circumstance bonus to the attack roll against 
  the grabbed creature. If it hits, it also knocks the creature 
  prone. If it fails, it releases the creature.
  Deep Breath The elite crocodile can hold its breath for about 
  2 hours.
  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Subtier 3–4 (19–22 Challenge Points): Add 10 Hit 
  Points to the elite crocodiles.
  Subtier 3–4 (23–27 Challenge Points): Add 15 Hit 
  Points to the elite crocodiles, give them a +2 bonus on 
  Perception checks and attack rolls, and increase the 
  damage of their Strikes by 2.
  Subtier 3–4 (28–32 Challenge Points): Apply the 
  adjustment for 23–27 Challenge Points, except give the 
  crocodiles 30 additional hit points instead of 15.
  Subtier 3–4 (33–42 Challenge Points): Add 30 Hit 
  Points to the elite crocodiles. Give them a +2 bonus 
  on Perception checks and attack rolls. Increase the 
  damage of their Strikes by 4 and increase their AC and 
  saving throw bonuses by 2.
  SCALING ENCOUNTER B1
  
  26
  Pathfinder Society Scenario
  Flooded King's Court
  Encounter B5 (Subtier 3–4)
  Irked at being shunned by goblins, the mercenaries, 
  Gerrod, Fedor, and Tess, begin the encounter with an 
  unfriendly attitude toward the PCs. They first wish to 
  intimidate and drive off the party, but they fight if the PCs 
  don’t back down. The mercenaries’ goal is to explore the 
  sewers unimpeded by the progress of anyone else. Despite 
  their mission, the rivals are mercenaries and not willing 
  to give up their lives for a few coins. If reduced below 
  half their Hit Points, they surrender if shown mercy, 
  or flee if not. If their attitude is improved to friendly, 
  the mercenaries open up about being hired by Olansa 
  Terimor, but they don’t know what her motivations are. 
  If their attitude is improved to helpful, the mercenaries 
  risk the displeasure of their employer and can be asked 
  to leave the sewers. Alternatively, if the PCs match the 
  payment that the mercenaries are receiving, 30 silver 
  pieces each, they are willing to back out of their mission.
  EXPERIENCED MERCENARIES (3) 
  CREATURE 1
  N
  MEDIUM
  HUMANOID
  HUMAN
  Perception +7
  Languages Common
  Skills Acrobatics+4, Athletics +7, Stealth +6
  Str +3, Dex +1, Con +2, Int +0, Wis +0, Cha +1
  AC 15; Fort +7, Ref +5, Will +4
  HP 20 each
  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Subtier 3–4 (19–22 Challenge Points): Add one 
  experienced mercenary to the encounter.
  Subtier 3–4 (23–27 Challenge Points): Add two 
  experienced mercenaries to the encounter.
  Subtier 1–2 (28–32 Challenge Points): Add three 
  experienced mercenaries to the encounter.
  Subtier 1–2 (33–42 Challenge Points): Add three 
  experienced mercenaries to the encounter and add 5 
  Hit Points to each experienced mercenary.
  SCALING ENCOUNTER B5
  Speed 25 feet
  Melee � club +7 (thrown 10 ft.), Damage 1d6+3 bludgeoning
  Melee � shortsword +7 (agile, finesse, versatile S), Damage 
  1d6+3 piercing
  Ranged � crossbow +5, Damage 1d8 piercing
  Dirty Fighting � (attack) A mercenary throws dirt in an 
  opponent’s eyes or performs a similar underhanded trick. 
  Effect The opponent must attempt a DC 17 Reflex save. On 
  a failure, the PC gains the Blinded condition for one round. 
  On a critical failure, the duration increases to 2 rounds.
  
  27
  Pathfinder Society Scenario
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  Encounter C2 (Subtier 3–4)
  These residents of the Tombs recently broke loose and 
  are in search of a way to the surface to find victims 
  to sate their lust for blood. Fortunately, whatever 
  energies animated their bodies also makes the creatures 
  uncomfortable when they approach area C1 and has 
  so far kept them from wandering into the sewers and 
  beyond. This reluctance is unlikely to last much longer. 
  Unlike the resident of C4, these undead have no capacity 
  for reason and attack the PCs on sight.
  PLAGUE ZOMBIE 
  CREATURE 1
  NE
  MEDIUM
  MINDLESS
  UNDEAD
  ZOMBIE
  Perception +3; darkvision
  Skills Athletics +7
  Str +4, Dex –2, Con +3, Int –5, Wis +0, Cha –2
  Slow A zombie is permanently slowed 1 and can’t use 
  reactions.
  AC 13; Fort +6, Ref +3, Will +4
  HP 50, negative healing; Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Weaknesses 
  positive 10, slashing 10
  Speed 25 feet
  Melee � fist +9, Damage 1d8+4 bludgeoning plus Grad and 
  zombie rot
  Jaws � (attack) Requirement The zombie has a creature 
  grabbed or restrained. Effect The zombie makes a jaws 
  unarmed melee Strike against the grabbed or restrained 
  creature with an attack modifier of +9 that deals 1d12+4 
  piercing damage. A creature damaged by the jaws is 
  exposed to zombie rot.
  Zombie rot (disease, necromancy); An infected creature can’t 
  heal damage it takes from zombie rot until it has been 
  cured of the disease. Saving throw DC 18 Fortitude; Stage 
  1 carrier with no ill effect (1 day); Stage 2 1d6 negative 
  damage (1 day); Stage 3 1d6 negative damage (1 day); Stage 
  4 1d6 negative damage (1 day); Stage 5 dead, rising as a 
  plague zombie immediately
  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Subtier 3–4 (19–22 Challenge Points): Add a plague 
  zombie to the encounter.
  Subtier 3–4 (23–27 Challenge Points): Add a zombie 
  brute to the encounter.
  Subtier 1–2 (28–32 Challenge Points): Add a plague 
  zombie and a zombie brute to the encounter.
  Subtier 1–2 (33–42 Challenge Points): Add two 
  zombie brutes to the encounter.
  SCALING ENCOUNTER C2
  ZOMBIE BRUTES (2) 
  CREATURE 2
  NE
  LARGE
  MINDLESS
  UNDEAD
  ZOMBIE
  Perception +4; darkvision
  Skills Athletics +9
  Str +5, Dex –3, Con +4, Int –5, Wis +0, Cha –2
  Slow A zombie is permanently slowed 1 and can’t use 
  reactions.
  AC 15; Fort +10, Ref +3, Will +6
  HP 70, negative healing; Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Weaknesses 
  positive 10, slashing 10
  Speed 25 feet
  Melee � fist +11 (reach 10 feet), Damage 1d12+5 bludgeoning 
  plus Improved Push 5 feet
  
  28
  Pathfinder Society Scenario
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  Encounter C4 (Subtier 3–4)
  The PCs find Marcon Tinol trapped in a prison cell in 
  C4, long since dead and risen as an undead creature out 
  of righteous fury at the injustice of his end. If the PCs 
  choose not to bring Marcon to the surface and don’t 
  seal him away permanently in the prison, he attempts 
  to escape, and fights the PCs if they try to prevent him.
  MARCON TINOL 
  CREATURE 3
  CE
  MEDIUM
  GHOUL
  UNDEAD
  Elite ghast (Pathfinder Bestiary 6, 169)
  Perception +10; darkvision
  Languages Common, Necril
  Skills Acrobatics +12, Athletics +9, Stealth +12, Survival +10
  Str +3, Dex +4, Con +2, Int +1, Wis +2, Cha +3
  AC 35; Fort +8, Ref +12, Will +10
  HP 30, negative healing; Immunities death effects, disease, 
  paralyzed, poison, unconscious
  Stench (aura, olfactory) 10 feet A creature entering the aura 
  or starting its turn in the aura must succeed at a DC 18 
  Fortitude save or become sickened 1 (plus slowed 1 as long 
  as it’s sickened on a critical failure). While within the aura, 
  the creature takes a –2 circumstance penalty to saves against 
  disease and to recover from the sickened condition. A creature 
  that succeeds at its save is temporarily immune for 1 minute.
  Speed 30 feet, burrow 5 feet
  Melee � jaws +13 (finesse), Damage 1d6+7 piercing plus ghast 
  fever and paralysis
  Melee � claw +13 (agile, finesse), Damage 1d4+7 slashing plus 
  paralysis
  Consume flesh � (manipulate) Requirements The ghoul is 
  adjacent to the corpse of a creature that died within the 
  last hour. Effect The ghoul devours a chunk of the corpse 
  and regains 3d6 Hit Points. It can regain Hit Points from any 
  given corpse only once.
  Ghast Fever (disease); An infected creature can’t heal damage 
  it takes from zombie rot until it has been cured of the 
  disease. Saving throw DC 18 Fortitude; Stage 1 carrier 
  with no ill effect (1 day); Stage 2 3d8 negative damage and 
  regains half as many Hit Points from all healing (1 day); 
  Stage 3 as Stage 2 (1 day); Stage 4 3d8 negative damage 
  and gains no benefit from healing (1 day); Stage 5 as Stage 4 
  (1 day); Stage 6 dead, and rises as a ghoul the next midnight
  Paralysis (incapacitation, occult, necromancy) Any living 
  creature hit by a ghoul’s attack must succeed at a DC 
  18 Fortitude save or become paralyzed. It can attempt 
  a new save at the start of each of its turns, and the DC 
  cumulatively decreases by 1 on each such save.
  Swift Leap � (move) The ghast jumps up to half its Speed. 
  This movement doesn’t trigger reactions.
  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Subtier 3–4 (19–22 Challenge Points): Add 15 Hit 
  Points to Marcon Tinol
  Subtier 3–4 (23–27 Challenge Points): Add 15 Hit 
  Points to Marcon Tinol, increase his AC by 2, and 
  increase the damage of his jaws and claw Strikes by 2.
  Subtier 3–4 (28–32 Challenge Points): Use the 
  adjustments for 23–27 Challenge Points, increase his 
  attack bonus by 2, and increase his ability DCs by 1.
  Subtier 3–4 (33–42 Challenge Points): Use the 
  adjustments for 23–27 Challenge Points, increase his 
  attack bonus by 4, and increase his ability DCs by 2.
  SCALING ENCOUNTER C4
  
  29
  Pathfinder Society Scenario
  Flooded King's Court
  Appendix 4: Art
   Goblin King’s Castle
  
  30
  Pathfinder Society Scenario
  Flooded King's Court
  Zusgut
  
  31
  Pathfinder Society Scenario
  Flooded King's Court
  Goblin Pyromancer
  
  32
  Pathfinder Society Scenario
  Flooded King's Court
  Crocodile
  
  33
  Pathfinder Society Scenario
  Flooded King's Court
  Ghoul
  
  Flooded King's Court
  GM Resources
  Treasure Table
  Level
  Treasure Bundle
  1
  1.4 gp
  2
  2.2 gp
  3
  3.8 gp
  4
  6.4 gp
  Chronicle Sheet
  PCs who complete the Primary Objective of this scenario gain either the Blast from the Past or To Seal and Protect boon 
  on their Chronicle sheet. If Marcon survives the adventure, cross To Seal and Protect off of the players’ Chronicle sheets. If 
  Marcon is destroyed during the scenario, cross Blast from the Past off of the players’ Chronicle sheets.
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  
  35
  Pathfinder Society Scenario
  Flooded King's Court
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  Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  Pathfinder Society Scenario #1–07: Flooded King's Court © 2019, Paizo Inc.; Author: 
  Brian Duckwitz.
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  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 1–2
  2
  SUBTIER 3–4
  H7D4
  Herolab Code
  Character Chronicle #
  Pathfinder Society Scenario #1–07: 
  Flooded King’s Court
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  jade cat (level 2; 6 gp)
  pendant of the occult (level 3; 60 gp)
  goggles of night (level 5; 150 gp)
  shark tooth charm (level 5; 23 gp)
  viper arrow (level 4; 17 gp)
  It’s hard to say whether the undead, the crocodiles, or the goblin play was the most harrowing challenge you faced, but hopefully the 
  decisions you made will all work out for the best. With goblins and ancient undead involved, what could possibly go wrong?
  Blast from the Past (General): You chose to deliver the undead Marcon Tinol to Venture‑Captain Drandle 
  Dreng, trusting in the experienced Pathfinder’s ability to deal with the undead safely. This boon will have 
  unique benefits and consequences when slotted in a future scenario.
  To Seal and Protect (General): You chose to destroy the undead Marcon Tinol, unwilling to risk the 
  consequences of turning the ancient undead loose upon the world. This boon will have unique benefits and 
  consequences in a future scenario.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/PF2 S01-07 - Flooded King's Court.pdf