TEXT: By Lysle Kapp
  Burden of Envy
  Burden of Envy
  PATHFINDER SOCIETY SCENARIO #1–12 
  TIER 1–4
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052–0577
  paizo.com
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see the Pathfinder Society Guide to Play at http://www.
  organizedplayfoundation.org/paizo/guides/.
  Radiant Oath
  Pathfinder Society Scenario #1–12: Burden of Envy 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
  Burden of Envy makes use of the Pathfinder Core Rulebook and Pathfinder Bestiary, as 
  well as Pathfinder Flip Mat: Docks and Pathfinder Flip Mat Classics: Warehouse. All rules 
  referenced in this adventure are available in the free online Pathfinder Reference Document 
  at paizo.com/prd, and the creature stat blocks from the Bestiaries are reprinted at the back 
  of the adventure for the GM’s convenience.
  Table of Contents
  Burden of Envy.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Appendix 1: Subtier 1–2 Encounters . . . . . . . . . . . . . . 21
  Appendix 2: Subtier 3–4 Encounters . . . . . . . . . . . . . 23
  Appendix 3: Art.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25
  Handout  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
  GM References . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 33
  AUTHOR
  Lysle Kapp
  DEVELOPMENT LEAD
  Michael Sayre
  ADDITIONAL DEVELOPMENT
  James Case
  EDITING LEAD
  Leo Glass
  EDITORS
  Lu Pellazar
  CONTRIBUTING ARTISTS
  Blake Davis, Miguel Regodón Harkness, and Allison Theus
  CARTOGRAPHERS
  Matthias Rothenaicher
  COVER ARTIST
  Miguel Regodón Harkness
  ART DIRECTION AND GRAPHIC DESIGN
  Tony Barnett and Sonja Morris
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Scenario
  Burden of Envy
  Magnimar•
  Magnimar•
  Xin-Edasseril•
  Xin-Edasseril•
  NEW THASSILON
  NEW THASSILON
  By Lysle Kapp
  Burden of Envy takes place primarily in the ancient 
  city of Xin-Edasseril. The PCs’ main objective is to help 
  freedom-seeking citizens of Xin-Edasseril escape to 
  start new lives in the city of Magnimar to the south. For 
  more information on Xin-Edasseril and the rest of New 
  Thassilon, see page 113-115 of the Lost Omens World 
  Guide, available in hobby and book stores everywhere 
  and online at paizo.com.
  WHERE ON GOLARION?
  GM Synopsis
  This adventure has numerous social challenges, with 
  combat concentrated during the latter part of the 
  adventure. Since this adventure includes navigating a 
  large cityscape, the encounters within can happen in 
  any order.
  Adventure Background
  Runelord Belimarius rules the western kingdom of 
  Edasseril in New Thassilon through strict edicts, 
  cruel acts, and a fervent bureaucracy. Upon magically 
  emerging from the ancient past and into the modern day 
  along with her capital city, Xin-Edasseril, Belimarius 
  quickly seized the surrounding territories to expand 
  her burgeoning nation. Despite her harsh rule, not all 
  of Belimarius’ subjects revile her. Some citizens credit 
  Belimarius’ foresight for their survival from the ravages 
  of Earthfall. Others are grateful to the runelord for 
  deposing the unpopular King Opir Eightfingers, who 
  had ruled the nearby region before her city’s return. Still 
  others simply admire Belimarius, hoping to emulate her 
  rise to power.
  Most subjects, however, chafe under Belimarius’ 
  rule. Desiring freedom from the runelord’s oppression 
  is risky. Belimarius sees such “deserters” as traitors 
  for daring to claim that any land could be superior to 
  one under her rule. Accordingly, Belimarius threatens 
  anyone attempting to flee her realm without permission 
  with summary execution—sans trial. 
  Guaril Karela, influential leader within the Sczarni 
  crime syndicate and former associate of the Pathfinder 
  Society is never one to let an opportunity for profit pass 
  him by. He has offered those seeking to flee Belimarius’ 
  rule the means to escape Edasseril’s borders... for the 
  right price.
  Valais Durant, leader of the Society’s Radiant Oath 
  faction, has offered assistance to Guaril in smuggling 
  citizens out of Edasseril and south along the Varisian 
  coastline to Magnimar to start new lives. Valais finds 
  Guaril somewhat distasteful, especially since the 
  Sczarni charges hefty fee for his services, but Valais 
  believes that the Radiant Oath’s involvement in the 
  operation will ultimately protect those fleeing Edasseril 
  and ensure that Guaril’s “business practices” don’t 
  descend into blatant abuse of his clients. Valais accepts 
  that Guaril’s enterprise requires funding for transport, 
  bribes, and the like. She has conceded to working with 
  the highly connected Sczarni in exchange for his strong 
  assurances that he won’t charge anyone more than they 
  can afford to pay, and that he’ll work with her to ensure 
  there is reputable work and lodging arranged for those 
  leaving Edasseril.
  Valais and Guaril have made most of the arrangements 
  for the first group of refugees but have run into a snag. 
  Guaril has become a known entity in Edasseril, and 
  Belimarius has placed a price on the heads of the Sczarni 
  as well as his known associates, including the leadership 
  of the Pathfinder Society. Valais has come to realize that 
  the best way to aid the refugees now is to the employ of a 
  team of relatively new and unknown operatives capable 
  of slipping into Xin-Edasseril disguised as merchants, 
  assembling the refugees, and escorting them aboard 
  outbound ships. These efforts are complicated by the fact 
  that Guaril was forced to flee Edasseril before he was 
  able to give the refugees their final instructions.
  Adventure Summary
  At the behest of Valais Durant and Guaril Karela, the 
  PCs travel to Xin-Edasseril disguised as merchants, 
  where they are to contact five groups of refugees and 
  smuggle them out of the city. The PCs are told they have 
  three days to smuggle up to five refugees out via waiting 
  ship in Shard Cove. The remaining refugees are to leave 
  aboard ship with the PCs once the PCs’ travel papers 
  expire in five days.
  
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  Pathfinder Society Scenario
  Burden of Envy
  Using a list of contacts provided by Guaril, the 
  PCs can begin tracking down the refugees in any 
  order. Contacting each refugee or refugee group 
  poses its own challenges. The thief Flitch has 
  fled his apartment and gone into hiding. 
  Securing a meeting with the accountant 
  Themolin requires navigating bureaucratic 
  impediments. Also, he has garnered the 
  suspicions of a rival, who ambushes the 
  PCs at the accountant’s warehouse. Yuleg 
  believes his daughter is too ill to travel. 
  The scholarly Daffrid and family have 
  attracted the attention of a stone 
  giant wishing to flee with them. 
  The mysterious Garrla is a 
  member of the Emerald Guard 
  and tests the PCs’ abilities. 
  Along the way, the PCs must 
  collect payment in the form of 
  Treasure Bundles to ensure the 
  operation is profitable and can also 
  gain information and resources.
  While making contact, the PCs can also garner 
  information and even evidence of a fraudulent sale 
  made by a corrupt guard. They also have opportunities 
  to address a pair of obstacles that will make their final 
  escape more challenging.
  Once contact has been made, the PCs must get a 
  group of refugees to Shard Cove and onto an awaiting 
  ship. However, submerged shards in the waters make 
  navigation treacherous, and the activities attract an 
  ocean predator.
  The PCs must then devise ways to get the remaining 
  refugees 
  past 
  the 
  guard 
  checkpoint. 
  However, 
  inadequate preparations and circumstance present 
  a series of obstacles that the party must overcome or 
  bribe the guards to overlook, reducing their profits and 
  the available Treasure Bundles. Threatening to expose 
  the corrupt guard’s fraud greases the path for a smaller 
  bribe. Once the guards have been dealt with, the PCs 
  are able to board their ship and get the remaining 
  refugees to freedom.
  Getting Started
  Having received a request for aid from Valais Durant 
  of the Radiant Oath faction, the PCs have gathered 
  aboard the Merry Mayfly, a ship headed toward Xin-
  Edasseril. En route, their ship rendezvouses with 
  another vessel, the Lightbringer. The Lightbringer’s 
  crew escorts the PCs below deck to meet with Durant 
  and her unlikely associate, Guaril Karela. The ship’s 
  interior is lit by lanterns that hang from the ceiling 
  overhead, swaying back and forth along with the 
  motion of the ship.
  Read or paraphrase the following once the PCs 
  descend below decks.
  Valais Durant begins. “I need your help for 
  a task that requires both great risk and 
  discretion.” The aasimar woman gestures 
  to a green-eyed Varisian man, who flashes 
  a sly grin framed by a thin mustache.
  “This is Guaril Karela, a prominent 
  figure among the Sczarni,” she continues. 
  “The Sczarni maintain a smuggling ring, 
  providing freedom to those chafing 
  under the oppression of Belimarius, the 
  Runelord of Envy and ruler of Edasseril. 
  Demand for such services is high,” 
  she pauses and casts a somewhat 
  disdainful 
  glare 
  toward 
  Guaril, 
  “allowing the Sczarni to extract 
  hefty sums from desperate patrons.
  “I find the practice rather distasteful,” Valais sighs. 
  “However, collaboration with his operations grants the 
  Radiant Oath some measure of oversight in ensuring 
  proper treatment of the refugees. Further, I have Guaril’s 
  personal assurance that the Sczarni will not demand more 
  in payment than their clients can afford.”
  “Transportation’s expensive,” Guaril chimes in. “Not to 
  mention paying off border guards and harbormasters. It’s 
  dangerous work. Certainly, you wouldn’t expect my people 
  to take such risk and not be properly compensated, would 
  you? Or have you forgotten that Belimarius has placed a 
  price on my head?”
  “Not the first to do so, I’m sure.” Valais notes, before 
  continuing, “Belimarius and her minions began to suspect 
  Guaril’s intentions the last time he was in Edasseril. Now, 
  they seek not only his head, but those of his known 
  associates, including those among the Pathfinder Society. 
  It is not presently safe for them or Guaril to venture within 
  Edasseril’s borders.”
  “I had a number of clients ready to go, before leaving 
  Xin-Edasseril,” explains Guaril. “Most of the arrangements 
  are already made. All you need to do is make contact with 
  the clients. Give them the time and place for departure, 
  then escort them out of the city—with their payment.” The 
  Sczarni stresses. “You’ll get a hefty cut of the payment you 
  secure as compensation for your hard work.”
  “I prepared a client list,” Guaril says, handing over 
  a sheet of scrawled paper. “Memorize it. Then, tear it up, 
  burn it, chew it, swallow it—whatever you do, get rid of 
  it! If Belimarius gets a hold of it, it’s a death sentence for 
  anyone named on it.”
  Valais Durant
  
  5
  Pathfinder Society Scenario
  Burden of Envy
  Give the PCs a copy of Handout: Guaril’s List (page 
  30), and give them a chance to read it. Allow the players 
  to use the handout as a reference during the scenario 
  (even if the PCs destroy it). 
  Valais next hands a set of legitimately obtained travel 
  papers and a merchant’s permit to each PC.
  “You’ll be entering Xin-Edasseril disguised as merchants,” 
  explains Valais. “These papers will allow you passage in and 
  out of the city for five days before they expire.” 
  “At dawn on the fourth day after your arrival in Xin-Edasseril, 
  the ship Rolanna’s Prayer will arrive in a bay just outside the 
  city: Shard Cove. The boat can accommodate five clients, 
  providing an excellent opportunity to escape undetected. One 
  of the clients, Flitch, knows a secret tunnel to Shard Cove.
  “Once the clients are aboard ship, return to the city. Any 
  remaining clients that you weren’t able to smuggle out by 
  sea will have to be smuggled out of the city with you, which 
  means you’ll have to get them past the guards at the docks. 
  Your ship, the Merry Mayfly, must depart the docks once your 
  papers have expired.”
   “The clients are expecting to deal with me,” cautions Guaril. 
  “But as that’s not possible, and as it’s now a few days past the 
  window when I was to make contact, the clients might need 
  some reassurance to go through with the job.”
  Giving the Pathfinders a stern look, Guaril then warns, 
  “While you’re in Belimarius’s back yard, be careful. You 
  are foreigners in Xin-Edasseril, and Belimarius has eyes 
  everywhere. Don’t do anything that would draw unnecessary 
  attention to yourselves. The last thing you want to do is tangle 
  with the authorities. The runelord’s forces are well trained and 
  quite capable. Keep your wits about you at all times and your 
  blades sheathed.”
  “We cannot afford one of you being arrested or 
  interrogated. Pay any bribe required to remain free. I don’t 
  want to further expose any part of the operation,” says Valais. 
  “Our goal here is to bring hope and freedom to as many souls 
  as we are able. It is risky, but hope and freedom are worth 
  the price.” 
  Both Valais and Guaril can answer some questions 
  the PCs may have, although since neither has been in 
  Xin-Edasseril for over a week, their information is 
  limited. If the PCs have no questions, Valais asks the PCs 
  what their plans are, and the pair provide the PCs with 
  any relevant information from the answers below.
  Can’t we enter the city at night? “I would highly advise 
  against it.” Valais responds. “With curfew in effect, we 
  don’t want to risk unwanted attention.”
  Who should we approach first? “It is up to you, how 
  you want to proceed,” says Guaril. “But Flitch knows the 
  secret tunnel to Shard Cove.”
  What if the clients don’t want to leave? “Themolin 
  must come,” Guaril insists. “He’s paying more than all 
  the other clients combined.” His response elicits a glare 
  from Valais.
  Why is Rolanna’s Prayer arriving near dawn? “Shard 
  Cove is only navigable to ships at high tide.” Guaril 
  explains. “Navigating the cove at night is too dangerous. 
  The jagged crystals lying just beneath the waves of the 
  cover are nearly impossible to avoid by day.”
  Why won’t Rolanna’s Prayer return to Shard Cove? 
  “Space aboard Rolanna’s Prayer is limited. And each 
  voyage to the cove increases the likelihood of seized by the 
  runelord’s forces. As it was, convincing Captain Remmith 
  to enter the cove even once required considerable skills 
  of persuasion.” Valais notes. “And considerable coinage,” 
  adds Guaril. 
  Where will the refugees head after we get them out of 
  Xin-Edasseril? “Rolanna’s Prayer and the Merry Mayfly 
  will each sail on to Magnimar. Bring those refugees 
  with you to Heidmarch Manor.” says Valais. “Sheila 
  Heidmarch and I will await you there and the refugees 
  will be given what they need to be introduced to their 
  new lives.” 
  Guaril makes clear his intent to take half of whatever 
  monies are collected, before expenses, as detailed in the 
  Split Treasure sidebar above. Once the PCs have asked 
  their questions, Valais wishes them well and Guaril 
  reminds them that the operation should be profitable. At 
  this point, the PCs can make whatever purchases they 
  like from the Lightbringer’s stores before they leave for 
  Xin-Edasseril.
  Boons and Hero Points: Give the PCs a few moments 
  to slot their boons for the adventure and let each PC 
  know that they have 1 Hero Point available for use 
  during the adventure.
  Society or Warfare Lore (Recall 
  Knowledge)
  A PC who succeeds at a DC 15 Society check or a DC 13 
  Warfare Lore check to Recall Knowledge remembers 
  some information about Xin-Edasseril and Shard Cove. 
  A failure grants no information, while a critical failure 
  This scenario contains more valuable treasure than 
  other scenarios. This is because Guaril gets one-half of 
  whatever the PCs obtain, after expenses. The Treasure 
  Bundles listed in the scenario represent both the PCs’ 
  and Guaril’s share of the spoils.
  SPLIT TREASURE
  
  6
  Pathfinder Society Scenario
  Burden of Envy
  garners false information and a potential dead end to 
  their investigation. Remember that these skill checks, like 
  most in this scenario, should be rolled secretly.
  Critical Success: In addition to the information in the 
  success entry, the PCs know that Xin-Edasseril was trapped 
  outside of time within a massive crystalline sphere, as the 
  result of Belimarius’ efforts to avoid the catastrophe of 
  Earthfall. Many of the city’s residents, particularly the city’s 
  guards and functionaries, are too proud to acknowledge 
  how out of touch they are with the modern world. The PC 
  who learned this knowledge gains a +1 circumstance bonus 
  on Deception checks to Lie about where they’re from or 
  Impersonate a citizen of another country in the Inner Sea 
  when dealing with Xin-Edasseril’s guards and functionaries.
  Success: Edasseril is the western kingdom of the nation 
  of New Thassilon, which was founded by the two surviving 
  runelords of ancient Thassilon. Edasseril is the domain 
  of Belimarius, the Runelord of Envy. Xin-Edasseril, the 
  nation’s capital, is located on Peridot Isle. 
  Failure: The PC knows no further information.
  Critical Failure: Shard Cove was so named because it 
  once contained one of the artifacts known as the Shards 
  of Sin, and anyone living near the cove is often overcome 
  with overwhelming feelings of envy, regardless of their 
  normal demeanor.
  Society or Thassilon Lore (Recall 
  Knowledge)
  A PC who succeeds at a DC 20 Society check or DC 15 
  Thassilon Lore check to Recall Knowledge remembers 
  some information regarding Belimarius.
  Critical Success: In addition to the information in the 
  success entry, the PC knows that to this day, the story 
  of Belimarius’ ascent to power serves as inspiration to 
  many of the bureaucrats within her employ, which grants 
  the PC a +1 circumstance bonus on Diplomacy checks to 
  make a Request and Intimidate checks to Coerce any of 
  the bureaucrats in Xin-Edasseril.
  Success: Belimarius became the tenth and final 
  Runelord of Envy upon the murder of her predecessor. 
  Over five thousand years ago, Belimarius ruled the 
  Thassilonian realm of Edasseril, a nation of bitter 
  rivalries, byzantine bureaucracy, and enslaved giants, 
  until shortly before Earthfall. As the result of Belimarius’ 
  efforts to avoid the catastrophe, the ancient city of Xin-
  Edasseril became trapped outside of time, allowing 
  the runelord and her citizens to survive the worldwide 
  calamity known as Earthfall. 
  Failure: The PC knows no further information.
  Critical Failure: Belimarius jealously forbids the use 
  of magic by anyone other than herself and her minions 
  within Edasseril.
  A. Xin-Edasseril
  Xin-Edasseril is a city of gleaming architecture and 
  beautiful vistas, although its skyline still bears scars from 
  the events that brought it into the present day. Most of 
  its structures stand as grand displays of the wealth and 
  power of ancient Thassilon. Public construction projects 
  dot the city, slowly erasing damage caused by its shift 
  through time.
  The PCs arrive at the city docks without incident. Upon 
  disembarking, they are immediately met by two Emerald 
  Guards (LE human fighter) demanding to examine their 
  travel papers. Each guard is clearly well armed and well-
  trained, with gleaming magical weapons, armor, and 
  equipment. Although this is not a combat encounter, the 
  GM can use Pathfinder Flip-Mat: Docks to help players 
  visualize the area. 
  The guards demand to see each of the PCs’ papers. 
  After a few minutes scrutinizing the documents, the 
  guard sternly informs the PCs that a curfew is in effect 
  for outsiders, permitting them to be outside for an 
  8-hour period during the day; they must remain indoors 
  at all other times. They remind the PCs that their papers 
  expire in five days, before warning the PCs to keep their 
  weapons stowed at all times while in the city. After listing 
  these restrictions, the guards allow the PCs to pass.
  Diplomacy (Gather Information) or 
  Society, Thassilon Lore, or Underworld 
  Lore (Recall Knowledge)
  A PC who succeeds at a DC 20 Diplomacy check to 
  Gather Information for two hours, or who succeeds at a 
  DC 20 Society or DC 15 Thassilon Lore or Underworld 
  Lore check to Recall Knowledge, gain some information 
  about the Emerald Guard.
  Critical Success: In addition to the information in the 
  success entry, the PCs know of a guard named Ellvard 
  rumored to have sold a forged painting to Belimarius, 
  but no proof has surfaced to support these claims.
  Success: The Emerald Guard is the city guard of Xin-
  Edasseril. Highly trained and capable, they maintain a 
  presence throughout the city. Graft and corruption are 
  rampant among the organization.
  Failure: The PCs know no further information.
  Critical Failure: Newcomers to the Emerald Guard are 
  beaten during the recruitment process.
  Exploring Xin-Edasseril
  With their papers in order, the PCs are relatively free 
  to travel within the city. Xin-Edasseril is bustling with 
  activity yet operates under the weight of oppression. 
  Runelord Belimarius employs both uniformed watch 
  and hidden spies who act as secret police. Most residents 
  
  7
  Pathfinder Society Scenario
  Burden of Envy
  A. Xin-Edasseril
  A. Xin-Edasseril
  Pathfinder AP 137: The City Outside of Time
  Pathfinder AP 137: The City Outside of Time
  A8
  A8
  A3
  A3
  A6
  A6
  A5
  A5
  A4
  A4
  A1
  A1
  A2
  A2
  A7
  A7
  0
  100 FEET
  
  8
  Pathfinder Society Scenario
  Burden of Envy
  avoid making direct eye contact with strangers and give 
  wide berth to patrolling guards. 
  Events in the scenario are triggered by the passage of 
  time. For ease of tracking, assume that travel from any 
  one location in area A to another takes 2 hours due to 
  the city’s crowded, narrow streets, periodic checkpoints, 
  and trouble spots. 
  The following locations are of interest to the PCs.
  A1. Flitch’s Flat
  This rundown flat is typical of the residences of Envy 
  Row East. A poor lock (simple lock in Subtier 3–4) 
  bars the front door. The windows are boarded over, and 
  fragments of a flowerpot lie beneath one windowsill. 
  A PC can Force Open the window for entry with a 
  successful DC 20 Athletics check (DC 23 in Subtier 3–4).
  A thin layer of dust covers the floors of this sparsely 
  furnished wood-walled apartment. The northern wall bears 
  crude etchings, graffiti, and other odd markings.
  Flitch’s Message: Flitch went into hiding, leaving 
  a message for anyone looking for him. A PC who is 
  Searching the area can attempt a DC 15 Perception 
  check to Seek to spot Flitch’s name hidden in the graffiti 
  and markings on the wall, along with a coded message. 
  The PCs can attempt to Decipher Writing to decode the 
  markings (see below). This is the same message that 
  appears in area A2.
  Society (Decipher Writing)
  Each PC trained in the skill can spend 10 minutes and 
  attempt a DC 15 Society check (DC 18 in Subtier 3–4) 
  to Decipher Writing left by Flitch. The PCs can find this 
  same message in both area A1 and A2, but they can only 
  attempt to Decipher the Writing once.
  Critical Success: In addition to the information in 
  the success entry, the PC understands the surrounding 
  markings form a map granting a +1 circumstance bonus 
  to Survival checks to Track Flitch to Flitch’s Sewer 
  Hideout (see below).
  Success: The PC deciphers that Flitch is hiding out in 
  the sewers.
  Failure: The PC can’t decipher the message.
  Critical Failure: The PC interprets the message as 
  indicating that Flitch has already fled Xin-Edasseril.
  Diplomacy (Gather Information)
  A PC who spends two hours and succeeds at a DC 20 
  Diplomacy check (DC 23 into Subtier 3–4) to Gather 
  Information can learn of Flitch’s whereabouts.
  Critical Success: In addition to the information in the 
  success entry, the PCs gain enough information to grant a 
  +2 circumstance bonus to Survival checks to Track Flitch 
  to his sewer hideout (see Flitch’s Hideout below).
  Success: Flitch went into hiding in the city sewers after 
  Belimarius placed a bounty on Guaril’s head. 
  Failure: The PC knows no further information.
  Critical Failure: The PC hears that Flitch fled 
  Xin-Edasseril already.
  A2. Sewers
  A well-oiled grate leads down into a twisting sewer system. 
  Graffiti covers the walls at every intersection of the labyrinth.
  The city’s sewer grates lead to miles of underground 
  tunnels. When Xin-Edasseril returned to the present, 
  portions of the sewers became dislocated or collapsed. As 
  a result, portions of the sewers intersect with the natural 
  sea caves and tunnels leading to Shard Cove.
  Flitch’s Message: Flitch left a message on the sewer 
  walls. A PC who is Searching the area can attempt a 
  DC 15 Perception check to Seek to spot Flitch’s name 
  hidden in the graffiti and markings on the wall, along 
  with a coded message. The PCs can attempt to Decipher 
  Writing to decode the markings (see above). This is the 
  same message that appears in area A1.
  Finding Flich’s Hideout: A PC who is trained in 
  Survival can attempt a DC 15 Survival check (DC 18 in 
  Subtier 3–4) to Track Flitch to his hideout. Alternatively, 
  Vurna Bluingot can lead the PCs here if she is sufficiently 
  healthy, as detailed in Rockfish Inn. (A4, see page 10). 
  Treasure: PCs who are Searching the sewers can find 
  a low-grade silver shield (and also a low-grade silver 
  longsword in Subtier 3–4) and 25 sp in loose coins in 
  the sewers with a successful DC 15 Perception check 
  to Seek (DC 18 in Subtier 3–4). These represent 1 
  Treasure Bundle. 
  Flitch’s Hideout
  Flitch’s trail leads to a small sewer maintenance chamber, 
  where he has set up a humble campsite.
  Creatures: Flitch Napovic (CN male human thief) is a 
  mediocre criminal and the nephew of Jaster Frallino, a 
  notorious Sczarni boss in Magnimar. Flitch’s wholesome 
  face is accented by dark hair and a single curl, dangling 
  over his forehead, which he routinely brushes aside. 
  Exploiting the unrequited attraction of Vurna Bluingot, 
  Flitch learned of the tunnels leading to Shard Cove from 
  the city’s sewers. When Guaril left, Flitch abandoned his 
  apartment and came here to hide. Initially wary of the 
  PCs, Flitch asks the PCs if they have any messages for 
  him, and he readily trusts them if they tell him that his 
  
  9
  Pathfinder Society Scenario
  Burden of Envy
  uncle has been asking about his slippers (the key phrase 
  from the Handout on page 30). 
  Flitch has forged travel papers, which he proudly 
  shows the PCs once they earn his trust. With a 
  successful DC 17 Perception or Society check 
  (DC 20 in Subtier 3–4), a PC identifies the 
  forgeries as being of poor quality. Noticing the 
  flaws in the forgery allows the PCs to avoid 
  a social obstacle, as detailed in Dock Escape 
  (area C on page 15). Flitch’s forgeries are similar 
  enough to the actual documents to provide a 
  +2 circumstance bonus to PCs using a Society 
  check to Create a Forgery of their own.
  Treasure: Flitch offers the PCs his 
  disguise kit, repair kit, and minor 
  healing potion (or invisibility potion 
  in Subtier 3–4). These represent 1 
  Treasure Bundle. 
  A3. Ministry of Tithes
  This building is the center of 
  bureaucracy and taxation within the kingdom of 
  Edasseril. A guard is posted at the building’s outer door.
  Well-dressed bureaucrats tend to the paperwork piled upon 
  the dozens of desks, which are arranged in orderly fashion 
  around a prominent stone likeness of Belimarius. Within the 
  shadow of the statue, a neatly dressed woman sits a reception 
  desk. Next to her stands a well-manicured man, also in fine 
  attire, who is leaning over her. The two appear to be engaged 
  in animate conversation.
  Creatures: Barralbus is having a conversation with the 
  receptionist, whom he seeks to impress with his mastery 
  of cantrips. He hopes to one day become the Minister of 
  Tithes. He ignores the PCs, only showing interest when 
  they make mention of Themolin, who he considers a 
  rival. He then softly questions the PCs as to the nature of 
  any dealings with Themolin. If Barralbus’s statistics are 
  necessary, see the appendices on pages 21 and 23.
  If asked, the receptionist informs the PCs that they can 
  only meet with Themolin by appointment and that the 
  accountant has an opening in his schedule in four days. 
  Her initial attitude is indifferent. Each PC can attempt to 
  improve her attitude with a successful DC 15 Diplomacy 
  check (DC 18 in Subtier 3–4) to Make an Impression. 
  Diplomacy (Request)
  If the receptionist’s attitude becomes friendly or helpful 
  toward at least one PC, the PC can attempt a single DC 
  13 Diplomacy check (DC 16 in Subtier 3–4) to Request 
  a meeting with Themolin. 
  Critical Success: The receptionist escorts the PCs 
  immediately to Themolin’s desk. Proceed to Meeting 
  Themolin (area B1 on page 13).
  Success: The receptionist provides the 
  PCs an expedited appointment to meet at 
  Themolin’s desk the following day.
  Failure: No expedited appointment is 
  scheduled.
  Critical Failure: Same as failure, and 
  the receptionist also alerts the authorities 
  to be on watch for the PCs. The GM 
  chooses an obstacle in area C (page 15) 
  and increases the DC(s) required to 
  overcome it by 1. 
  Intimidation (Coerce)
  One PC can attempt a DC 17 
  Intimidation 
  check 
  (DC 
  20 
  in Subtier 3–4) to Coerce the 
  receptionist to escort the PCs 
  immediately to Themolin’s desk. 
  Critical Success: As success, but the receptionist is too 
  scared to retaliate. 
  Success: The receptionist agrees to escort the PCs 
  immediately to Themolin’s desk. Proceed to Meeting 
  Themolin (area B1 on page 13). However, the 
  receptionist alerts the authorities to scrutinize the PCs. 
  The GM chooses an obstacle in area C and increases 
  the DCs required to overcome it by 1. (See Dock Escape 
  on page 15).
  Failure: No expedited appointment is granted, and 
  the receptionist alerts the authorities to be on watch 
  for the PCs. The GM chooses an obstacle in area C and 
  increases the DCs required to Disable it by 1. (See Dock 
  Escape on page 15).
  Critical Failure: Same as failure, and the receptionist 
  requests that the guards escort the PC outside, barring 
  them from reentering or making any further attempts to 
  contact Themolin in the building.
  Accounting Lore or Legal Lore (Recall 
  Knowledge)
  All PCs trained in Accounting Lore or Legal Lore can 
  attempt a DC 13 skill check (DC 16 in Subtier 3–4) 
  to Recall Knowledge about a form authorizing an 
  expedited appointment.
  Success: The completed form immediately authorizes 
  the PCs receive an appointment to meet with Themolin 
  the following day. 
  Failure: No expedited appointment is scheduled.
  Critical Failure: Same as failure, but the rejection 
  comes after a required 2 hour waiting period.
  Flitch Napovic
  
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  Pathfinder Society Scenario
  Burden of Envy
  Magic: Themolin’s desk is fewer than 100 feet away 
  and visible from the reception area. If the PCs target him 
  with an adequately worded message spell, Themolin 
  agrees to an immediate meeting. Proceed to 
  Meeting Themolin (area B1 on page 13). 
  Scheduled Appointment: If the PCs are 
  not escorted immediately to Themolin’s 
  desk, they must return to this location 
  at their scheduled appointment time to 
  proceed to Meeting Themolin on 
  page 13. A workaholic and very 
  private individual, Themolin’s co-
  workers are generally unaware of 
  where Themolin lives or spends his 
  time outside of the Ministry.
  Diplomacy (Gather 
  Information)
  A PC who spends two hours and 
  succeeds at a DC 20 Diplomacy 
  check (DC 23 into Subtier 3–4) to 
  Gather Information learn of Themolin’s whereabouts 
  when not at the Ministry of Tithes.
  Critical Success: In addition to the information in 
  the success entry, the PCs learn that Themolin recently 
  purchased the warehouse (area A8) and was seen hauling 
  various items and goods into it. 
  Success: The PCs learn that Themolin recently sold 
  his personal residence. Other than the Ministry, the only 
  place where he has been seen is near a warehouse (see 
  area A8 on page 12) located in Envy Row West. 
  Failure: The PCs learn no further information.
  Critical Failure: The PCs learn that Themolin 
  frequents Sweetest Dreams (area A7).
  A4. The Rockfish Inn
  A sturdily built stone building with a meticulously thatched 
  roof is marked by a hand-carved wooden sign with silver 
  inlays that declare the building to be The Rockfish Inn.
  This modest inn and tavern is owned by the dwarf Yuleg 
  and his daughter Vurna. Upon arrival, the PCs find the 
  establishment is boarded up. A sign on the door states 
  the inn is closed due to illness. A stable next to the inn 
  holds two mules and a light wagon. The inn can serve as 
  a safe place for the PCs to meet and plan.
  Creatures: Yuleg Bluingot (CG male dwarf merchant) 
  tends to his ill daughter Vurna Bluingot (CG female 
  dwarf ranger) within the otherwise unoccupied rooms of 
  the inn. Yuleg is a successful businessman and protective 
  father. He seeks a better life for himself and his daughter, 
  and he openly welcomes anyone willing to help his 
  family. Vurna’s health is his immediate concern, and 
  Yuleg fears she is too ill to travel. If the PCs promise 
  to help him and Vurna, he allows them to take 
  anything from the inn they wish, including the 
  mules and wagon. 
  Vurna has Stage 3 filth fever. The young 
  explorer found the tunnel leading to 
  Shard Cove during one of her many 
  excursions into the city’s sewers. 
  After Guaril and Flitch approached 
  her father about leaving, she 
  shared this information with Flitch, 
  of whom she is rather fond. When 
  Guaril failed to appear, she began 
  going to the sewers nightly, looking for 
  the ship that Flitch mentioned 
  as coming. Days ago, during her 
  last excursion, she contracted her 
  illness from a rat bite.
  Vurna must be Stage 2 or better 
  (or cured) before Yuleg and Vurna will agree to travel 
  with the PCs. Otherwise, the two remain in the city. 
  A PC can spend 8 hours attempt a Medicine check to 
  Treat Disease to help Vurna get better by helping her 
  reduce the stage of her filth fever. If a PC succeeds at the 
  Medicine check, they help her enough that she succeeds 
  on her saving throw. Note that the PCs do not need to go 
  outside to treat Vurna, so they can do so after curfew. If 
  Vurna is not cured and does not depart by sea, she is too 
  sick for the PCs to sneak her out through the gates, and 
  both she and Yuleg stay behind in the city; Yuleg does 
  not pay the PCs if he and Vurna choose to stay behind.
  Filth Fever (disease) The sickened and unconscious 
  conditions from filth fever don’t improve on their own 
  until the disease is cured; Saving Throw DC 15 Fortitude 
  (DC 18 in Subtier 3–4); Stage 1 carrier with no ill effect 
  (1d4 hours); Stage 2 sickened 1 (1 day); Stage 3 sickened 
  1 and slowed 1 day as long as remains sickened (1 day); 
  Stage 4 unconscious 1 (1 day); Stage 5 dead.
  Underground Guide: Once her illness has improved 
  to Stage 2 or better, Vurna can serve as a guide, 
  automatically navigating both the sewer and tunnels to 
  Shard Cove (see page 15) and is able to lead the PCs to 
  Flitch’s hiding place in area A2 (see page 8).
  Resources: Most of the inn’s foodstuffs have 
  diminished as Yuleg made plans to leave. However, six 
  large barrels of pickled fish remain. Various rooms in 
  the inn are modestly furnished with beds, drawers, wash 
  basins, blankets, pillows, towels, and linens. The wagon 
  is a four-wheeled open vehicle capable of carrying up to 
  1,000 pounds of cargo.
  Yuleg Bluinglot
  
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  Pathfinder Society Scenario
  Burden of Envy
  A PC trained in Crafting who spends 8 hours can 
  Craft a barrel into a raft that holds four creatures with a 
  DC 17 Craft check (DC 20 in Subtier 3–4). With 
  a critical success, the completed raft holds 
  six creatures. On a failure, the raft is not 
  completed. A critical failure ruins the barrel, 
  and the PCs can no longer attempt to create 
  a raft from it.
  Treasure: Yuleg 
  provides 
  the 
  PCs 
  payment in the form of gems and coins 
  valued at 12 gp (30 gp in Subtier 3–4). This 
  payment represents 1 Treasure Bundle.
  A5. Arcanium Abjurant
  Once the centerpiece of the city, 
  this wizardry school suffered heavy 
  damaged while Xin-Edasseril stood 
  outside of time. Several ruined 
  columns line the front entrance 
  of the white marble building 
  where vellum banners hide broken 
  stonework. A newly restored statue of Belimarius stands 
  in the courtyard. Beyond these measures, much of the 
  school still lies in disrepair. The limited number of 
  people on campus and Belimarius’ dismissive attitude 
  toward the crumbling institution means its grounds are 
  poorly watched by the runelord’s forces.
  Vacant classrooms cover the first floor of the Arcanium 
  Abjurant. A stone staircase leads to a number of modest 
  academic offices on the second floor, each lined with 
  cramped bookshelves, archaic charts, and chalk-filled slates.
  Creatures: Daffrid Chaverly (LN female human 
  scholar) works in an office overlooking a courtyard. 
  Daffrid is a professor of religion and her family’s 
  matriarch. She and her faithful spouse, Tellith, (N male 
  human librarian) were middle aged and had started a 
  family even before Earthfall struck thousands of years 
  ago. Trapped in Xin-Edasseril, she and her family 
  unknowingly relived the week leading up to Earthfall 
  over and over until the city recently returned to the 
  present day, Since learning of her fate, Daffrid feels 
  eager, indeed entitled, to explore a new world that, for 
  her, has changed overnight.
  Daffrid’s two young children, Taffrit (CN small 
  human female child) and Maffree (N small human male 
  child), are inquisitive and garrulous. They frequently ask 
  questions, particular about the smuggling operation and 
  how the party plans to get them away from “that mean 
  old Prunelord.” 
  The gentle Seddothrum (N male stone giant) hides 
  among the stone rubble in the courtyard. Years of 
  mistreatment and persecution have left him timid, 
  afraid, and physically scarred. Aside from his 
  scars, Seddothrum appears typical for his kind, 
  standing at 12 feet in height and weighing 
  approximately 1,500 lbs. Having overheard 
  members of Daffrid’s family talk about 
  leaving the city while at the school, 
  Seddorthrum hopes to leave with them. A 
  PC making a successful DC 24 Perception 
  check to Seek from Daffrid’s office can spot 
  Seddothrum in the courtyard below where he 
  has found shelter among the damaged, 
  rocky edifices on campus. Otherwise, 
  Seddothrum waits until he sees the PCs 
  leaving the building before confronting 
  them with his plea to be smuggled 
  out of the city. Seddothrum avoids 
  confrontation and flees if threatened 
  with violence.
  Treasure: Daffrid provides the 
  PCs with payment in the form of a gold nodule aeon 
  stone and a scroll of air bubble (scroll of water breathing 
  in Subtier 3–4). These represent 1 Treasure Bundle.
  Each PC can attempt a DC 14 Academia Lore, Library 
  Lore, Thassilon Lore check, or a DC 18 Religion or 
  Society check, to Recall Knowledge identifying much of 
  Daffrid’s library as vastly out of date. In Subtier 3–4, the 
  DCs of these checks increase to 16 and 18, respectively. 
  A PC who Searches the area and succeeds at a DC 15 
  Perception check (DC 18 in Subtier 3–4) locates a scroll 
  of remove disease slipped within one of the textbooks. 
  The scroll represents 1 Treasure Bundle.
  A6. Emerald Guardhouse
  Columns of this wide building are carved in the likeness 
  of Runelord Belimarius. Its wide courtyard is filled with 
  practice dummies and other evidence of martial training. 
  Guards are beginning and ending their shifts. A short line 
  has formed outside the door of a recruiting area, where a 
  guard stands stationed.
  Creatures: Astrid “Garrla” Kallade (LN female 
  human warrior) is a member of the Emerald Guard 
  and no stranger to bloodshed. Yet, she has grown tired 
  of dragging innocent people to the chopping block on 
  Belimarius’s commands and seeks to leave the city. Well 
  aware that she would be quickly executed if the runelord’s 
  spies ever uncovered her true intentions, Garrla goes to 
  great lengths to ensure that there is no evidence linking 
  her to any smuggling activities, even refusing to reveal her 
  real name to the PCs. Garrla is aware of the corruption 
  among her fellow guards and the watch.
  Daffrid Chaverly
  
  12
  Pathfinder Society Scenario
  Burden of Envy
  Astrid Kallade
  Making Contact: If the PCs ask any of the persons 
  present about “Garrla,” they are told that nobody by 
  that name is known to have ever been at the 
  guardhouse. As the PCs go about asking 
  questions, one of them is bumped by one 
  of the Emerald Guard traveling alone. The 
  guardswoman states, “It is a good time for 
  recruiting.” She then continues on to the 
  recruiting area. PCs who succeed at a DC 
  15 Perception check (DC 18 in Subtier 3–4) 
  to Seek spot a crumbled piece of paper on the 
  ground that was not their previously, having 
  been dropped by the Emerald Guard. The 
  paper reads, “Ready to join.”
  Perception (Sense Motive)
  A PC who succeeds at a DC 12 
  Perception check to Sense Motive 
  can tell that the guardswoman is 
  inviting them to follow her to the 
  recruitment area.
  Critical Success: In addition to the information in the 
  success entry, the PC determines that the Emerald Guard 
  is Garrla, who they were sent to contact.
  Success: The PC knows the guard is not simply 
  recruiting the party, but does want them to follow her to 
  the recruitment area. 
  Failure: The PC knows the guardswoman seeks recruits.
  Critical Failure: The PC knows that the mysterious 
  guard is likely a spy who suspects the PCs have 
  unlawful intentions. 
  If the PCs wait in the recruitment line, Garrla 
  announces that those with questions should remain at 
  the back of the line before taking a seat the recruitment 
  desk where the short line begins. Once the PCs make it 
  to the front of the line, Garrla points at her uniform. 
  “If you like it and you have what it takes, it can be 
  yours one day soon. Just tell me the time and the place.” 
  Garrla continues to make small talk emphasizing the 
  words “time” and “place” until the PCs provide some 
  acknowledgment that she is their client.
  During the conversation, Garrla asks to see the PCs’ 
  travel papers. If the PCs provide them, Garrla casually 
  mentions that a guard named Ellvard is scheduled to 
  work at the docks. She then hands the PCs a small black 
  notebook. “Hope you have what it takes.” she says as she 
  points at the guard stationed outside the door. A PC seeking 
  to leave with the notebook must make a successful DC 20 
  Stealth check to Conceal an Object or else the guard seizes 
  the book and returns it to Garrla. Garrla vouches for any 
  PC who is stopped in this way, claiming the PC was a 
  recruit poor at following instructions.
  Treasure: A PC who manages to get the book out of the 
  recruiting area undetected finds that it contains a ledger 
  showing a guard named Ellvard recently sold an 
  expensive piece of art to Belimarius. Realizing 
  its potential value, Garrla had stolen it. 
  Ellvard is eager to see the ledger destroyed 
  as it evinces his part in a fraudulent sale of 
  artwork to the Belimarius. Giving the book 
  to Ellvard reduces the bribe he demands as 
  detailed in Dock Escape on page 15.
  Before she departs, either at Shard Cove 
  (area B3) or the docks (area C), Garrla offers 
  her armor and equipment (+1 full plate, +1 
  longsword) along with a bag of 20 gold 
  coins. This represents 2 Treasure Bundles.
  Diplomacy (Gather 
  Information)
  A PC who spends two hours and 
  succeeds at a DC 20 Diplomacy 
  check (DC 23 into Subtier 3–4) 
  to Gather Information can learn Ellvard is subject 
  to blackmail.
  Critical Success: In addition to the information in the 
  success entry, the PC learns that Ellvard recently sold a 
  painting that is rumored to have been a forgery that he 
  acquired for far less.
  Success: The PC knows Ellvard is a guard who 
  frequently works the docks and has been known to 
  accept bribes.
  Failure: The PC knows no further information.
  Critical Failure: The PC learns that Ellvard is fiercely 
  dedicated to Belimarius.
  A7. Sweetest Dreams
  This unassuming establishment appears to be a simple 
  confectionery shop. It is, however, the home base of the 
  poisoners’ guild. The ruddy faced clerk asks probing 
  questions of the PCs in an effort to determine whether 
  they are likely customers or spies. If asked, the clerk 
  truthfully admits that he knows nothing of Themolin or 
  of any person matching his description, but admits that 
  his employer has many customers among the bureaucrats 
  at the Ministry of Tithes. 
  A8. Themolin’s Warehouse
  This warehouse was recently purchased by Themolin. It 
  is detailed in Warehouse Ambush (area B2 on page 15).
  B. Events
  The PCs may encounter the following events in the 
  course of their investigation.
  
  13
  Pathfinder Society Scenario
  Burden of Envy
  B1. Meeting Themolin
  After a PC is escorted to Themolin’s desk at the Ministry 
  of Tithes (A3) as the result of a successful skill check to 
  schedule an appointment time, they find the accountant 
  busy at work. Read or paraphrase the following.
  A portly man with thinning hair looks up from behind several 
  stacks of papers, some nearly toppling from the heavy 
  wooden desk upon which they are perched.
  “I-I understand that y-you’ve made an appointment to 
  s-see me. H-how may I b-be of assistance?” he stammers as 
  he hesitantly rises to his feet.
  Themolin Yun (LN male human accountant) has been 
  a nervous wreck since discovering an accounting error 
  that Belimarius had made a month ago. The bureaucrat 
  has since lived in constant fear that the error will be 
  discovered and cost him his life. He was somewhat 
  relieved when he learned of Guaril’s offer to get him out 
  of the city. However, Themolin’s anxiety has become more 
  pronounced now that he has lost contact with Guaril. 
  He refuses to openly discuss anything related to Guaril, 
  the smuggling plans, or his desire for freedom and, if 
  asked, denies all knowledge of such things. Talk of such 
  at the Ministry only exacerbates his nervous scratching 
  and stammering, resulting in a –2 circumstance penalty 
  to checks to Make an Impression. Themolin’s initial 
  attitude toward the PCs is indifferent. Themolin is having 
  second thoughts about the smuggling scheme. He is wary 
  of the PCs, whom he was not informed were coming, 
  and refuses to accompany them (or pay them) without 
  assurance of their ability to get him to safety. 
  Themolin presently spends all of his time traveling back 
  and forth between the Ministry of Tithes and his private 
  warehouse, having sold his modest home in anticipation 
  of his departure. Since his initial plans for departure fell 
  through, Themolin has taken to sleeping in his warehouse 
  until he can escape or purchase a new home. Convincing 
  Themolin to come with the PCs requires a successful 
  Request (see below) or the defeat of Barralbus as detailed 
  in Warehouse Ambush (B2) on page 15.
  Treasure: A PC who is Searching the room can attempt 
  a DC 15 Perception check (DC 18 in Subtier 3–4) to 
  Seek to spot an item of interest on among the objects on 
  Themolin’s desk. This is an affidavit of sale bearing the 
  name of Ellvard, which the corrupt guard submitted to 
  the Ministry of Tithes during a recent audit. It shows 
  that Ellvard purchased a painting from a known forger 
  for a nominal amount. Ellvard later sold the painting to 
  Belimarius for a hefty sum. If friendly, Themolin willing 
  provides the affidavit to the PCs. Otherwise, a PC can 
  obtain the affidavit with a successful DC 15 Thievery 
  check (DC 18 in Subtier 3–4) to Palm an Object; if a 
  PC fails the check, Themolin demands the paper back. 
  He puts it in a secure location away from the PCs, and 
  his attitude toward all of the PCs decreases by one step. 
  Giving the affidavit to Ellvard reduces the bribe he 
  demands as detailed in Dock Escape on page 15.
  Deception or Society (Secret Message)
  Each PC trained in Deception or Society can attempt one 
  DC 17 Deception or Society check (DC 20 in Subtier 
  3–4) to convey to Themolin that they are working with 
  Guaril using innuendo to cloak the actual message 
  without others understanding their meaning. Otherwise, 
  obtaining a private meeting with Themolin requires a 
  successful Request (see below).
  Success: Themolin understands that the PCs work 
  with Guaril and he offers to meet them at his private 
  warehouse later that day, an hour before curfew, and 
  provides them its location.
  Failure: Themolin remains unsure of the PCs. 
  Critical Failure: As failure, and Themolin’s attitude 
  toward the PC who sent the message decreases by one step.
  Diplomacy (Request)
  A PC who has improved Themolin’s attitude toward 
  them to helpful can attempt Diplomacy check (DC 15) 
  to Request that Themolin meet with them in private.
  Critical Success: The PCs are permitted to fill a 
  cancellation scheduled within the hour.
  Success: Themolin agrees to meet the PCs at his 
  private warehouse later that day, an hour before curfew, 
  and provides them its location. 
  Failure: Themolin refuses to meet with the PC who 
  made the request.
  Critical Failure: As failure, and Themolin’s attitude 
  toward the PC who made the Request decreases by 
  one step.
  Diplomacy (Request)
  If the PC meet with Themolin in private, each PC who has 
  improved Themolin’s attitude toward them to friendly or 
  helpful can attempt a DC 20 Diplomacy check (DC 23 in 
  Subtier 3–4) to Request that the accountant agree to the 
  smuggling operation.
  Critical Success: As success, and Themolin steels himself 
  against his phobia and agrees to any form of escape. 
  Success: Themolin agrees, but he is unwilling to enter 
  the sewers for fear of rats. 
  Failure: Themolin refuses the request.
  Critical Failure: As failure, and Themolin’s attitude 
  toward the PC who made the request decreases by 
  one step.
  
  14
  Pathfinder Society Scenario
  Burden of Envy
  B2. Warehouse Ambush
  B2. Warehouse Ambush
  Pathfinder Flip-Mat Classics: Warehouse
  Pathfinder Flip-Mat Classics: Warehouse
  1 square = 5 feet
  1 square = 5 feet
  H
  B
  B = Barrablbus
  B = Barrablbus
  H = Hungry Blade Assassin
  H = Hungry Blade Assassin
  
  15
  Pathfinder Society Scenario
  Burden of Envy
  B2. Warehouse Ambush 
  Severe
  After the PCs learn of this location, they are free to travel 
  here. The well-maintained building easily stands out from 
  the dilapidated housing that surrounds it. The ceiling is 
  30 feet high. Piles of crates rise 15 feet high and fill much 
  of the building. A few of the crates contain Themolin’s 
  possessions and payment, but most contain old financial 
  documents and outdated almanacs. A simple door lock 
  bars the southern door. The northern door is unlocked.
  Creatures: Barralbus has come to deal with his 
  perceived rival, Themolin. He has hired a member of 
  the Hungry Blade assassin’s guild to accompany him. If 
  the PCs went to meet Themolin here, Barralbus, having 
  arrived earlier, has already incapacitated the accountant 
  and has bound him to a chair for interrogation. If the PCs 
  have not yet met Barralbus at the Ministry of Tithes (area 
  A3), then Barralbus lies in wait, expecting to ambush 
  Themolin, but settling for capturing and questioning the 
  PCs instead.
  Barralbus has been suspicious of Themolin’s behavior 
  for several days, noting his rival’s increased anxiety and 
  odd behaviors. He hopes to discover some scandal or 
  weakness to exploit to advance his career. He is unaware 
  of the accounting error causing Themolin’s anxiety.
  Once Barralbus and his minions have been dealt with, 
  the warehouse can serve as a safe place to meet and plan.
  Treasure: A collection of artwork worth 65 gp 
  is contained in a number of the crates, intended for 
  payment. These collectively represent 2 Treasure Bundles. 
  The items on Barralbus and the Hungry Blade assassin 
  collectively represent 1 Treasure Bundle.
  Subtier 1–2
  BARRALBUS 
  CREATURE 3
  Page 21
  HUNGRY BLADE RECRUIT 
  CREATURE 2
  Page 21
  Subtier 3–4
  BARRALBUS 
  CREATURE 5
  Page 23
  HUNGRY BLADE APPRENTICE 
  CREATURE 4
  Page 23
  B3. Shard Cove 
  Moderate
  As long as they have the help of either Flitch or Vurna, 
  the PCs can easily make it through the sewer tunnels 
  and gain access to the waters of Shard Cove. The tunnels 
  are typically 10 feet tall and 5 feet wide. A PC carrying 
  a raft through the tunnel must succeed at a DC 15 
  Acrobatics check to Squeeze or a DC 15 Athletics check 
  to Shove to get the raft through a particularly narrow 
  passage. Failure deals 2d6 damage to the raft. Apply 
  Hardness to this damage. Crafting check to Repair is 
  DC 15 (DC 18 in Subtier 3–4). 
  If Seddothrum is with the PCs, he grumbles and 
  complains as the group enters the sewers; the ceilings are 
  too short for his head, and walls are uncomfortably close 
  together for the giant. Still, he isn’t willing to let a bit of 
  discomfort get in the way of rescue.
  Upon reaching the water’s edge at the end of the tunnel, 
  the ship, Rolanna’s Prayer, can be seen roughly 250 feet 
  across the cove toward the horizon. Its crew remains 
  below deck to avoid drawing attention and provides no 
  assistance. The PCs will have to escort the refugees across 
  open water. The water is calm, pure, and 40 feet deep. 
  (Aquatic Combat rules can be found on pages 478 and 
  512 of the Pathfinder Core Rulebook.) Use the following 
  for any raft crafted by a PC: Raft Hardness 5, Raft HP 
  20 (BT 10); Immunities critical hits, object immunities, 
  precision damage. A raft is 2 Bulk.
  Creatures: Drawn by prey injured by the submerged 
  shards, an ocean predator routinely patrols these waters. 
  Hazards: The water is calm. However, the placid 
  surface hides submerged shards of crystal whose jagged 
  edges are difficult to see in the water. 
  Subtier 1–2
  SUBMERGED SHARD (5) 
  HAZARD 1
  Page 22
  REEFCLAW 
  CREATURE 1
  Page 22; art on page 29
  Subtier 3–4
  SUBMERGED SHARD (5) 
  HAZARD 1
  Page 24
  GREAT WHITE SHARK 
  CREATURE 4
  page 24
  C. Dock Escape Moderate
  To complete their mission, the PCs and the remaining 
  refugees must make it aboard the Merry Mayfly, at 
  the docks of Xin-Edasseril. The PC’s vessel, the Merry 
  Mayfly, must depart before the PC’s travel papers expire 
  or else face near-certain boarding. The waters and 
  
  16
  Pathfinder Society Scenario
  Burden of Envy
  B3. Shard Cover
  B3. Shard Cover
  Pathfinder Flip-Mat: Warehouse
  Pathfinder Flip-Mat: Warehouse
  1 square = 5 feet
  1 square = 5 feet
  SS 4
  SS 4
  SS 7
  SS 7
  SS 6
  SS 6
  SS 1
  SS 1
  SS 2
  SS 2
  SS 5
  SS 5
  P2
  P2
  SS 3
  SS 3
  P1
  P1
  SS = Submerged Shard (Hazard)
  SS = Submerged Shard (Hazard)
  P = Predator
  P = Predator
  
  17
  Pathfinder Society Scenario
  Burden of Envy
  C. Dock Escape
  C. Dock Escape
  Pathfinder Flip-Mat: Docks
  Pathfinder Flip-Mat: Docks
  1 square = 5 feet
  1 square = 5 feet
  
  18
  Pathfinder Society Scenario
  Burden of Envy
  environs around the dock are heavily watched both by 
  patrol ships and sentries on land. With the check point 
  located at the end of the dock, the PCs have little choice 
  but to smuggle the remaining refugees out past the two 
  guards stationed there.
  The Plan
  By this point in the adventure, the PCs should have a 
  good grasp of the nature of the guards as well as the 
  resources available to them. It should be clear that 
  violence is not the solution. Allow the PCs to devise their 
  own plans and preparations as to how to get the refugees 
  and themselves to the ship without being caught. They 
  should be permitted to attempt any reasonably clever or 
  creative solutions they devise. Through their interaction 
  with the various refugees, the PCs should have at their 
  disposal several resources to aid with smuggling the 
  remaining refugees.
  Concealment: Yuleg’s inn offers towels, linens, room 
  furnishings, pickled fish, and barrels as potential means 
  of concealment. Yuleg’s wagon and two mules can carry 
  items as well as possible conceal four medium size 
  creatures or a large one. The PCs can also use their own 
  items, such as a bedroll or tent.
  Disguise: Garrla offers her guard uniform. Flitch 
  has a disguise kit. The PCs can disguise themselves to 
  impersonate guards or other persons of importance. They 
  may also wish to disguise some of the refugees as the 
  PCs, so their travel papers can be used to get the refugees 
  to safety. Magic such as animal form, illusory disguise, 
  humanoid form, and pest form, can also provide the group 
  with disguises.
  Documentation: Each PC was provided a set of 
  legitimate travel papers, which can be given to a refugee 
  in advance of the check point or, through sleight of hand, 
  pass back for reuse during inspection. Forgeries can also 
  have been made, although using Flitch’s poor forgeries 
  presents an obstacle. A PC can use Thievery to Steal 
  documents from unsuspecting persons with a successful 
  check (DC 20 or DC 23 in Subtier 3–4). A PC who 
  attempts to do so receives 1 Infamy.
  Graft: The PCs likely obtained some useful blackmail 
  information on the guards and sufficient treasure to bribe 
  them to overlook suspicious behavior.
  The players have worked hard up this point and 
  should now have the satisfaction of seeing the fruits of 
  their labors. However, not all goes precisely as planned.
  The Execution: Once the PCs completed their plans 
  and preparations, the PCs are able to approach the final 
  checkpoint at the dock where their ship lies without 
  incident. There, they find lines of people waiting to 
  proceed through the checkpoint and board nearby ships. 
  Creatures: Two Emerald Guards are stationed here. The 
  more senior guard on duty is Ellvard, a man who recently 
  sold a forged painting to the Runelord for an exorbitant 
  price. Evidence of his misdeeds has gone missing and he 
  is eager to see it destroyed. He is accompanied by a junior 
  guard who simply follows Ellvard’s lead. 
  Obstacles: Inadequate preparations and unforeseen 
  circumstances can produce obstacles that make the PCs’ 
  smuggling efforts more challenging. For each obstacle, 
  each PC must roll one check to attempt to overcome it. 
  If the PCs have creative solutions to the obstacle, allow 
  them to use other skills instead, using the listed skill DC 
  for Lore skills and a DC that is 4 higher for other skills. 
  A PC who succeeds on the check earns 1 Success, a PC 
  who critically succeeds earns 2 Successes, a PC who fails 
  earns 0 Successes, and a PC who critically fails loses 1 
  Success. If the PCs’ plan helps address the obstacle, they 
  gain a +2 circumstance bonus on the skill check. At the 
  GM’s discretion, the creative use of a spell, magic item, or 
  character ability can grant the PCs 1 additional Success. 
  If the PCs earn at least as many Successes as the number 
  of PCs, they successfully bypass the obstacle. Depending 
  upon the actions the PCs have taken previously in the 
  scenario, they may be able to avoid the first two obstacles.
  Failure: Failing to overcome any obstacle results in 
  a refugee or PC falling under suspicion and becoming 
  subject to detention by the guards. Ellvard knows his job 
  but is corrupt, preferring to take in bribes rather than 
  criminals. He makes clear that he will overlook “any 
  abnormalities” for the right price. The amount of the 
  collective bribe he seeks is equal to 1 Treasure Bundle for 
  each obstacle that the PCs fail to avoid or overcome (to 
  a maximum of 4 Treasure Bundles). The PCs can reduce 
  the size of the bribe if they present their own leverage. If 
  the PCs threaten to blackmail Ellvard with information 
  about his fraudulent sale of artwork (see page 12), reduce 
  the demand by 1 Treasure Bundle. Giving Ellvard the 
  ledger stolen by Garrla (area A6) reduces the demand by 1 
  Treasure Bundle as does giving Ellvard the affidavit from 
  Themolin’s desk (event B1). If the PCs balk at the bribe, 
  Ellvard warns the PCs that if they do not compensate 
  him for the trouble of helping them out, everyone in their 
  group will be imprisoned, and any found guilty of other 
  crimes will be judged harshly. 
  Subtier 1–2
  “ARE WE THERE YET?” 
  OBSTACLE 1
  Description A refugee demonstrates the desire to ask a 
  question or seek clarification.
  Overcome Diplomacy DC 12 to Request the refugee remain 
  quiet or Society DC 12 to answer the question.
  
  19
  Pathfinder Society Scenario
  Burden of Envy
  BLECH! 
  OBSTACLE 1
  Description Vurna displays telltale signs of nausea.
  Overcome Deception DC 12 to Create a Diversion to distract 
  the guards when she gets sick or Medicine DC 12 to help 
  calm her stomach.
  Avoid The PCs avoid this obstacle if Vurnna is not present.
  UNWANTED EXPOSURE 
  OBSTACLE 1
  Description Part of a refugee has become detectable through 
  their concealment or disguise, or the refugee otherwise 
  acts in a suspicious manner.
  Overcome Deception DC 12 to Create a Diversion to distract 
  the guards detecting the presence of a refugee or Stealth 
  DC 12 to Hide what has become detectable.
  WHOOOOSH! 
  OBSTACLE 1
  Description The winds off the sea blow fiercely, blowing away 
  the travel papers held by the PCs and refugees. 
  Overcome DC 12 Reflex save to hold on to the travel papers 
  so they do not blow away or DC 12 Nature to anticipate 
  the gust. If a PC is not holding any travel papers, the wind 
  blows away papers held by a refugee or the refugee is 
  otherwise revealed to the guards.
  “YOUR PAPERS, PLEASE” 
  OBSTACLE 1
  Description A guard questions a forged document’s details. 
  Overcome Deception DC 12 to Lie to convince the guard the 
  paper’s features are correct or Thievery DC 12 to Steal 
  legitimate papers from another PC or creature nearby.
  Avoid The PCs avoid this obstacle if they do not use forged 
  papers or the result of the check to Create Forgery on the 
  offered papers was at least 20.
  Subtier 3–4
  “ARE WE THERE YET?” 
  OBSTACLE 3
  Description A refugee demonstrates the desire to ask a 
  question or seek clarification.
  Overcome Diplomacy DC 15 to Request the refugee remain 
  quiet or Society DC 15 to answer the question.
  BLECH! 
  OBSTACLE 3
  Description Vurna displays telltale signs of nausea.
  Overcome Deception DC 15 to Create a Diversion to distract 
  the guards when she gets sick or Medicine DC 15 to help 
  calm her stomach.
  Avoid This PCs avoid this obstacle if Vurnna is not present.
  UNWANTED EXPOSURE 
  OBSTACLE 3
  Description Part of a refugee has become detectable through 
  their concealment or disguise, or the refugee otherwise 
  acts in a suspicious manner.
  Overcome Deception DC 15 to Create a Diversion to distract 
  the guards detecting the presence of a refugee or DC 15 
  Stealth to Hide what has become detectable.
  WHOOOOSH! 
  OBSTACLE 3
  Description The winds off the sea blow fiercely, blowing away 
  the travel papers held by the PCs and refugees. 
  Overcome DC 15 Reflex save to hold on to the travel papers 
  so they do not blow away or DC 15 Nature to anticipate 
  the gust. If a PC is not holding any travel papers, the wind 
  blows away papers held by a refugee or the refugee is 
  otherwise revealed to the guards.
  “YOUR PAPERS, PLEASE” 
  OBSTACLE 3
  Description A guard questions a forged document’s details.
  Overcome Deception DC 15 to Lie to convince the guard the 
  paper’s features are correct or Thievery DC 15 to Steal 
  legitimate papers from another PC or creature nearby.
  Avoid The PCs avoid this obstacle if they do not use forged 
  papers or the result of the check to Create Forgery on the 
  offered papers was at least 23.
  Conclusion
  Once past the guards at the docks, the party and 
  remaining refugees are able to slip out of Edasseril 
  without further detection. Aboard the Merry Mayfly, 
  they sail, unmolested to Magnimar. Once there, they 
  meet with Sheila Heidmarch and Valais Durant to discuss 
  the outcome of their mission and receive expressions of 
  warm gratitude from the refugees they helped. Those 
  who had escaped earlier aboard the Rolanna’s Prayer are 
  also present at Heidmarch Manor and eager to exchange 
  stories of one another’s exploits. Those freed refugees are 
  grateful to the Pathfinder Society for their freedom and 
  most pledge their services and good will for the benefit 
  of the Society in the years to come. For his part, Guaril 
  is appreciative of the PCs, but is eager to recover his 
  portion of payment. 
  If the PCs did not heed Ellvard’s warning and pay the 
  bribe, he arrests them. Any clients that were with the 
  PCs at the time of arrest do not escape Xin-Eddaseril. 
  Additionally, each PC must spend 4 Fame to escape the 
  prison and return to the Pathfinder Society.
  Reporting Notes
  If the PCs smuggled out the stone giant acquaintance 
  of Daffrid, Seddothrum, check box A on the reporting 
  sheet. If any of the PCs were detained by the guards and 
  not freed by the end of the adventure, check box B. It is 
  possible to check both of these reporting boxes in the 
  same adventure.
  
  20
  Pathfinder Society Scenario
  Burden of Envy
  Primary Objectives
  The PCs fulfill their primary objective if they are able 
  to smuggle any refugees out of Edasseril. Doing so 
  earns each PC 2 Fame and 2 Reputation for any faction 
  associated with their currently slotted faction boon.
  Secondary Objectives
  The PCs fulfill their secondary objective if they fulfilled 
  at least three of the following five objectives: successfully 
  smuggled six or more clients, successfully smuggled 
  Seddothrum, successfully treated Vurna for her illness, 
  defeated Barralbus, or had at least 8 Treasure Bundles at 
  the conclusion of the adventure. Doing so earns each PC 
  2 Fame and 2 Reputation for any faction associated with 
  their currently slotted faction boon.
  Faction Notes
  Radiant Oath: If the PCs fulfill four of the five objectives 
  required to meet the secondary objective, the Radiant 
  Oath is pleased with the PCs’ efforts. Each PC earns 2 
  additional Reputation with the Radiant Oath faction, 
  in addition to any other Reputation earned as a result 
  of completing this scenario, and the Valais’s Assurance 
  boon on their Chronicle sheet.
  
  21
  Pathfinder Society Scenario
  Burden of Envy
  To adjust for the PCs’ overall strength, use the 
  following 
  challenge 
  point 
  adjustments. 
  These 
  adjustments are not cumulative.
  12–15 Challenge Points: Add one hungry blade recruit.
  16–18 Challenge Points (5+ players): Add two hungry 
  blade recruits.
  SCALING ENCOUNTER B1
  Appendix 1: Subtier 1–2 
  Stat Blocks
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario, including any variations described in the text. 
  Some encounters require adding creatures to scale for 
  different party sizes. The appendixes for these encounters 
  have the alternative creatures marked “(0)” to indicate 
  that they should not be added to the encounter unless 
  specified. These additional creatures are not listed with 
  the abbreviated stat blocks in each encounter in the 
  main body of the scenario, as the base encounters are 
  designed for four players. Follow the instructions in the 
  Scaling Encounter sidebars in the appendixes to select 
  the appropriate creatures.
  Encounter B2 (Subtier 1–2) 
  Severe
  Barralbus lies in ambush atop a series of crates in 
  Themolin’s warehouse, hoping to expose his rival’s 
  activities. The wizard seeks to slow down his foes and 
  dispatch them from a distance.
  BARRALBUS 
  CREATURE 3
  UNIQUE
  LE
  MEDIUM
  HUMAN
  HUMANOID
  Male arcanist
  Perception +7
  Languages Common, Jotun, Thassilonian, Varisian
  Skills Accounting Lore +9, Arcana +11, Society +9, Stealth +7, 
  Thassilon Lore +9, Thievery +9
  Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +1
  Items invisibility potion, inkwell (bonded item), spellbook, 
  staff
  AC 17; Fort +8, Ref +9, Will +10
  HP 31
  Counterspell � (abjuration, arcane) Trigger A creature Casts 
  a Spell Barralbus has prepared. Effect Barralbus expends a 
  prepared spell to counter the triggering creature’s casting 
  of the same spell. He loses the spell slot as if he had cast 
  the triggering spell. He then attempts to counteract the 
  triggering spell (Pathfinder Core Rulebook 458).
  Speed 25 feet
  Melee � staff +7 (two-hand d8), Damage 1d4 bludgeoning
  Ranged � crossbow +7, Damage 1d8 piercing
  Arcane Prepared Spells DC 20, attack +12; 2nd blur, flaming 
  sphere, resist energy; 1st command, grease, gust of wind, 
  magic missile; Cantrips (2rd) electric arc, mage hand, 
  produce flame, ray of frost, sigil
  HUNGRY BLADE RECRUIT 
  CREATURE 1
  LE
  MEDIUM
  HUMAN
  HUMANOID
  Female assassin
  Perception +6
  Languages Common, Thassilonian
  Skills Acrobatics +7, Athletics +6, Intimidation +3, Stealth +7, 
  Thievery +7, Underworld Lore +4
  Str +3, Dex +4, Con +1, Int +0, Wis +1, Cha +0
  Items rapier
  AC 17; Fort +4, Ref +9, Will +6
  HP 17
  Speed 25 feet
  Melee � rapier +8, Damage 1d6+3 piercing
  Ranged � shortbow +8, Damage 1d6 piercing
  Sneak Attack The Hungry Blade recruit deals an extra 1d6 
  precision damage to flat-footed creatures.
  Surprise Attack On the first round of combat, creatures that 
  haven’t acted yet are flat-footed to the Hungry Blade recruit.
  You’re Next � (emotion, fear, mental) Trigger The Hungry 
  Blade recruit reduces a creature to 0 Hit Points; Effect 
  Hungry Blade recruit prisoner attempts an Intimidation 
  check with a +2 circumstance bonus to Demoralize a single 
  creature it can see and that can see them.
  
  22
  Pathfinder Society Scenario
  Burden of Envy
  To adjust for the PCs’ overall strength, use the 
  following 
  challenge 
  point 
  adjustments. 
  These 
  adjustments are not cumulative.
  10–11 Challenge Points: Add one reefclaw. Remove 
  two submerged shards.
  12–13 Challenge Points: Add one reefclaw.
  14–15 Challenge Points: Add one reefclaw and two 
  submerged shards.
  16–18 Challenge Points (5+ players): Add two 
  reefclaws. Remove two submerged shards.
  SCALING ENCOUNTER B3
  Encounter B3 (Subtier 1–2) 
  Moderate
  In Shard Cove, the PCs are attacked by a reefclaw as 
  they navigate the nearly invisible submerged shards in 
  the water, the reefclaw’s hunting grounds. 
  REEFCLAW 
  CREATURE 1
  CN
  SMALL
  ABERRATION
  AQUATIC
  Perception +8; darkvision
  Languages Common (can’t speak any language)
  Skills Acrobatics+7, Athletics +4 (+8 to Swim)
  Str +1, Dex +4, Con +2, Int –3, Wis +1, Cha +1
  AC 20; Fort +7, Ref +9, Will +4
  HP 17
  Death Frenzy � Trigger The reefclaw is reduced to 0 Hit 
  Points. Effect The reefclaw makes a claw Strike before 
  dying.
  Speed 5 feet, swim 30 feet
  Melee � claw +9 (finesse), Damage 1d6+3 slashing plus 
  reefclaw venom and Grab
  Constrict � 1d6 bludgeoning, DC 17
  Reefclaw Venom (poison) Saving Throw DC 17 Fortitude; 
  Maximum Duration 4 rounds; Stage 1 1d6 poison damage 
  and enfeebled 1 (1 round), Stage 2 1d6 poison damage and 
  enfeebled 2 (1 round)
  SUBMERGED SHARDS (5) 
  HAZARD 1
  ENVIRONMENTAL
  Stealth 18 (trained)
  Description An immense, jagged piece of clear crystal 10 feet 
  square and forty feet high juts up from the seafloor
  Disable Survival DC 13 (trained) to blunt the crystal’s edges 
  without getting cut
  AC 16; Fort +10; Ref +4
  Hardness 7, HP 24 (BT 12); Immunities critical hits, object 
  immunities, precision damage 
  Shard � (attack) Trigger A creature or object moves into the 
  shard’s space. Effect The triggering creature takes 2d6+5 
  piercing damage (DC 17 basic Reflex save).
  Reset The hazard still damages any creature or object that 
  enters its space, but the surface doesn’t become hidden 
  again until it settles over the course of 1 minute.
  
  23
  Pathfinder Society Scenario
  Burden of Envy
  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are not 
  cumulative. 
  19–22 Challenge Points: Add one hungry blade recruit.
  23–27 Challenge Points: Add two hungry blade recruits.
  28–32 Challenge Points: Add three hungry blade recruits.
  33+ Challenge Points: Add four hungry blade recruits.
  SCALING ENCOUNTER B2
  Appendix 2: Subtier 3–4 
  Stat Blocks
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario, including any variations described in the text. 
  Some encounters require adding creatures to scale for 
  different party sizes. The appendixes for these encounters 
  have the alternative creatures marked “(0)” to indicate 
  that they should not be added to the encounter unless 
  specified. These additional creatures are not listed with 
  the abbreviated stat blocks in each encounter in the 
  main body of the scenario, as the base encounters are 
  designed for four players. Follow the instructions in the 
  Scaling Encounter sidebars in the appendixes to select 
  the appropriate creatures.
  Encounter B2 (Subtier 3–4) 
  Severe
  Barralbus lies in ambush atop a series of crates in 
  Themolin’s warehouse, hoping to expose his rival’s 
  activities. The arcanist seeks to slow down his foes and 
  dispatch them from a distance.
  BARRALBUS 
  CREATURE 5
  UNIQUE
  LE
  MEDIUM
  HUMAN
  HUMANOID
  Male arcanist
  Perception +9
  Languages Common, Jotun, Thassilonian, Varisian
  Skills Accounting Lore +11, Arcana +14, Society +11, Stealth 
  +9, Thassilon Lore +11, Thievery +11
  Str +0, Dex +3, Con +1, Int +5, Wis +2, Cha +1
  Items crossbow, invisibility potion, inkwell (bonded item), 
  spellbook, staff
  AC 20; Fort +11, Ref +12, Will +14
  HP 53
  Counterspell � (abjuration, arcane) Trigger A creature Casts 
  a Spell Barralbus has prepared. Effect Barralbus expends a 
  prepared spell to counter the triggering creature’s casting 
  of the same spell. He loses the spell slot as if he had cast 
  the triggering spell. He then attempts to counteract the 
  triggering spell (Pathfinder Core Rulebook 458).
  Speed 25 feet
  Melee � staff +9 (two-hand d8), Damage 1d4 bludgeoning
  Ranged � crossbow +9, Damage 1d8 piercing
  Arcane Prepared Spells DC 22, attack +14; 3rd haste, magic 
  missile, invisibility sphere; 2nd blur, darkness, flaming 
  sphere, resist energy; 1st command, grease, gust of wind, 
  magic missile; Cantrips (3rd) electric arc, mage hand, 
  produce flame, ray of frost, sigil
  HUNGRY BLADE APPRENTICE 
  CREATURE 2
  LE
  MEDIUM
  HUMAN
  HUMANOID
  Female assassin
  Perception +8
  Languages Common, Thassilonian
  Skills Acrobatics +9, Athletics +8, Intimidation +5, Stealth +9, 
  Thievery +9, Underworld Lore +6
  Str +3, Dex +4, Con +1, Int +0, Wis +1, Cha +0
  Items rapier
  AC 20; Fort +6, Ref +12, Will +9
  HP 40
  Speed 25 feet
  Melee � rapier +11, Damage 1d6+6 piercing
  Ranged � shortbow +11, Damage 1d6 piercing
  Sneak Attack The Hungry Blade recruit deals an extra 1d6 
  precision damage to flat-footed creatures.
  Surprise Attack On the first round of combat, creatures 
  that haven’t acted yet are flat-footed to the Hungry Blade 
  recruit.
  You’re Next � (emotion, fear, mental) Trigger The Hungry 
  Blade recruit reduces a creature to 0 Hit Points; Effect 
  Hungry Blade recruit prisoner attempts an Intimidation 
  check with a +2 circumstance bonus to Demoralize a single 
  creature it can see and that can see them.
  
  24
  Pathfinder Society Scenario
  Burden of Envy
  To adjust for the PCs’ overall strength, use the 
  following 
  challenge 
  point 
  adjustments. 
  These 
  adjustments are not cumulative.
  19–22 Challenge Points: Add one reefclaw.
  23–27 Challenge Points: Add two reefclaws.
  28–32 Challenge Points: Add a second great white 
  shark.
  33+ Challenge Points: Add a second great white 
  shark and one reefclaw.
  SCALING ENCOUNTER B3
  Encounter B3 (Subtier 3–4) 
  Moderate
  In Shard Cove, the PCs are attacked by a great white 
  shark as they navigate the nearly invisible submerged 
  shards in the water, the shark’s hunting grounds. 
  SUBMERGED SHARDS (5) 
  HAZARD 1
  ENVIRONMENTAL
  Stealth 18 (trained)
  Description An immense, jagged piece of clear crystal 10 feet 
  square and forty feet high juts up from the seafloor
  Disable Survival DC 13 (trained) to blunt the crystal’s edges 
  without getting cut
  AC 16; Fort +10; Ref +4
  Hardness 7, HP 24 (BT 12); Immunities critical hits, object 
  immunities, precision damage 
  Shard � (attack) Trigger A creature or object moves into the 
  shard’s space. Effect The triggering creature takes 2d6+5 
  piercing damage (DC 17 basic Reflex save).
  Reset The hazard still damages any creature or object that 
  enters its space, but the surface doesn’t become hidden 
  again until it settles over the course of 1 minute.
  GREAT WHITE SHARK 
  CREATURE 4
  N
  LARGE
  ANIMAL
  AQUATIC
  Perception +11; blood scent, scent (imprecise) 100 feet
  Skills Acrobatics +14, Stealth +12, Survival +9
  Str +6, Dex +2, Con +4, Int –4, Wis +1, Cha –4
  Blood Scent The shark can smell blood in the water from up 
  to 1 mile away
  AC 21; Fort +12, Ref +10, Will +9
  HP 60
  Speed swim 40 feet
  Melee � jaws +14, Damage 1d12+8 piercing
  Breach � The shark Swims up to its swim Speed, then 
  Leaps vertically out of the water up to 25 feet high, making 
  a Strike against a creature at any point during the jump 
  (this lets it attack a creature within 30 feet of the water’s 
  surface). After the Strike, the shark splashes back down 
  into the water.
  Savage � Requirement The shark hit with a jaws Strike on its 
  most recent action this turn. Effect The creature the shark 
  hit takes 1d12 slashing damage.
  Strafing Chomp � The shark swims up to half its Swim 
  Speed, make a jaws Strike, and then Swims up to half its 
  Speed further. The Strike deals half damage.
  REEFCLAWS (0) 
  CREATURE 1
  CN
  SMALL
  ABERRATION
  AQUATIC
  Perception +8; darkvision
  Languages Common (can’t speak any language)
  Skills Acrobatics+7, Athletics +4 (+8 to Swim)
  Str +1, Dex +4, Con +2, Int –3, Wis +1, Cha +1
  AC 20; Fort +7, Ref +9, Will +4
  HP 17
  Death Frenzy � Trigger The reefclaw is reduced to 0 Hit 
  Points. Effect The reefclaw makes a claw Strike before 
  dying.
  Speed 5 feet, swim 30 feet
  Melee � claw +9 (finesse), Damage 1d6+3 slashing plus 
  reefclaw venom and Grab
  Constrict � 1d6 bludgeoning, DC 17
  Reefclaw Venom (poison) Saving Throw DC 17 Fortitude; 
  Maximum Duration 4 rounds; Stage 1 1d6 poison damage 
  and enfeebled 1 (1 round), Stage 2 1d6 poison damage and 
  enfeebled 2 (1 round)
  
  25
  Pathfinder Society Scenario
  Burden of Envy
  Appendix 3: Art
  Flitch Napovic
  
  26
  Pathfinder Society Scenario
  Burden of Envy
  Yuleg Bluinglot
  
  27
  Pathfinder Society Scenario
  Burden of Envy
  Daffrid Chaverly
  
  28
  Pathfinder Society Scenario
  Burden of Envy
  Astrid Kallade
  
  29
  Pathfinder Society Scenario
  Burden of Envy
  Reefclaw
  
  30
  Pathfinder Society Scenario
  Burden of Envy
  Handout: Guaril’s List
  Flitch—Wouldn’t need my help if he was a better thief. Still, he’s Frallino’s nephew, so we can’t just leave him 
  hanging. If he’s smart, he’s laying low in his flat. Find it in Envy Row East, off the alley between Copper Street and 
  Loyalty Way. If he questions you, tell him that his uncle’s been asking about his slippers. 
  Themolin—This accountant’s got money—lots of it! Promised quite the haul for our services. Don’t let him leave 
  without it! Works for the Ministry of Tithes, auditing taxes or some such. Seems he found some innocent error involving 
  numbers and now lives in constant fear of being found out. His desperation is our gain. Don’t forget his payment.
  Yuleg—Owns the Rockfish Inn. Nice guy. Just wants a better life for him and his daughter. Don’t accept fish for 
  payment, though.
  Daffrid—Teaches at Arcanium Abjurant, or what’s left of it. Wants out of the city along with her spouse and two kids. 
  Longs to see what the world is like after five thousand years. World may have changed, but her gold hasn’t.
  Garrla—Flitch brought me a note he found underneath an overturned flowerpot on his window sill, which read, 
  “Ready to join. Emerald Guardhouse. Ask for Garrla. Remaining half paid upon departure.” Sound risky? Sure. But, the 
  bag the note was tied to held a lot of coins.
  They’re expecting to be dealing with Yours Truly, so they may need some assurances before closing the deal. Don’t 
  go messing up my reputation, you got that?
  
  Burden of Envy
  GM References
  Treasure Table
  Level
  Treasure Bundle
  1
  1.4 gp
  2
  2.2 gp
  3
  3.8 gp
  4
  6.4 gp
  Chronicle Sheet 
  If the PCs fulfill four of the five objectives required to meet the secondary objective, each PC earns the Valais’s Assurance 
  boon on their Chronicle sheet.
  Treasure Bundles: 
  ▫ Area A2, page 8: 1 Treasure Bundle
  ▫ Flitch’s Hideout, page 8: 1 Treasure Bundle
  ▫ Area A4, page 10: 1 Treasure Bundle
  ▫ Area A5, page 11 (payment): 1 Treasure Bundle
  ▫ Area A5, page 11 (scroll): 1 Treasure Bundle
  ▫ ▫ Area A6, page 12: 2 Treasure Bundles
  ▫ ▫ ▫ Area B2, page 15: 3 Treasure Bundles
  The PCs can lose Treasure Bundles in Area C: Dock Escape. Lost Treasure: ▫ ▫ ▫ ▫
  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
  □
  
  32
  Pathfinder Society Scenario
  Burden of Envy
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  Pathfinder Society Scenario #1–12: The Burden of Envy © 2020, Paizo Inc.; Author: 
  Lysle Kapp.
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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
  E3B6
  Herolab Code
  Character Chronicle #
  Pathfinder Society Scenario #1–12: 
  Burden of Envy
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  +1 longsword (level 2; 35 gp)
  gold nodule aeon stone (level 6; 230 gp)
  +1 full plate (level 5; 160 gp)
  gold nodule aeon stone (level 6; 230 gp)
  Working on behalf of both the unscrupulous Guaril Karela and the noble Valais Durant was unusual to say the least, but at least your 
  work has benefited a few of the unfortunate souls suffering in Belimarius’s cruel grasp. The Runelord of Envy may have been beyond 
  you this time around, but perhaps you’ll find a reason to return to Xin-Edasseril in the future.
  □ □ Valais’s Assurance (General, Limited-Use) Valais Durant is the leader of the Radiant Oath, in no 
  small part because of her kindness and willingness to share her power with those in need. You may check 
  a box next to this boon and spend an action to use the champion focus spell lay on hands, heightened 
  appropriately for your level. This does not cost a focus point.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/PF2 S01-12 - The Burden of Envy.pdf