TEXT: ™
  The Heresy of Man, Part I: 
  The First Heresy
  By Greg A. Vaughan and Kevin Wright
  A PAthfinder Society ScenArio for tier 5–9
  
  ®
  ™
  The heresy of Man, ParT I:  
  The fIrsT heresy
  Pathfinder Society Scenario 2–06
  Design: Greg A. Vaughan and Kevin Wright
  Development: Mark Moreland
  Editing: Christopher Carey
  Senior Art Director: Sarah Robinson
  Layout: Crystal Frasier
  Interior Artist:  Vincent Dutrait, Eric Lofgren
  Cartographer: Christopher West
  Vice President of Operations: Jeffrey Alvarez
  Events Manager: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Financial Analyst: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game GameMastery 
  Guide, and Pathfinder Roleplaying Game Bestiary. These rules can be found online as part of the Pathfinder Roleplaying 
  Game Reference Document at paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario 2–06: The Heresy of Man, Part I: The First Heresy is a Pathfinder Society Scenario designed for 
  5th- to 9th-level characters (Tiers: 5–6 and 8–9). This scenario is designed for play in Pathfinder Society Organized 
  Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) 
  and is suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 19 of this product.
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  3
  Where on Golarion?
  The First Heresy takes place on the northern coast of 
  Rahadoum, near the city of Manaket. Qassabah Heb Amar 
  stands atop a seacliff overlooking the Inner Sea, and the 
  adventure is contained within this location. You can learn 
  more about Rahadoum in the Pathfinder Chronicles Campaign 
  Setting or the forthcoming Pathfinder Campaign Setting: The 
  Inner Sea World Guide.
  • Qassabah heb amar
  • manaket
  Inne
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  the secret smuggler tunnels of the Rahadoumi fortress 
  Qassabah Heb Amar, seat of El Makkra, the local bey.
  Taking a small lighter from the ship, the PCs must battle 
  the Inner Sea’s strong current and several night-shrouded 
  obstacles along the shore to reach the smugglers’ sea cave 
  entrance. Within they find that their expected contact is 
  missing and that they must venture into the fortress on 
  their own. In the cellars they discover the missing contact 
  and the reason for his absence: a company of the Pure 
  Legion—Rahadoum’s elite priest-hunting military force—
  has invaded the castle and now searches for any religious 
  contraband on the premises after an anonymous tip from 
  a Shadow Lodge agent. The contact advises the PCs not to 
  travel up through the Pure Legion-ridden fortress and to 
  instead take the old smugglers’ tunnels to reach a rear gate 
  through which they can escape without discovery.
  The PCs’ journey through these centuries-old tunnels 
  brings them face to face with a haunting presence that has fed 
  rumors and legends about the castle for generations. Deeper 
  O
  ver 2 millennia ago, the nation of Rahadoum outlawed 
  the worship of any deity in a unique legal code 
  called the Laws of Man that decreed, “let no man be 
  beholden to a god.” While this has created generations of 
  peace in what was once a land wracked by religious strife 
  during the tumultuous Oath Wars, the trade-off has been 
  the near-complete absence of divine magic—the sort of 
  magic that brings healing and succor to those ravaged 
  by disease and injury. Without these divine resources to 
  stem the tide, outbreaks of plague and pestilence have hit 
  the people of Rahadoum particularly hard, but the nation 
  characteristically suffers its trials stoically and emerges 
  stronger for its pain. 
  Recently a new and mysterious plague has broken out 
  among the poor villages surrounding the Rahadoumi city 
  of Manaket, the country’s center of learning.  So far it has 
  only afflicted the poorest citizens who dwell in outlying 
  areas, a problem the government sees as an untidy but 
  acceptable means of thinning out the weak and undesirable 
  from its population. On this occasion, however, the plague 
  threatens the assets of a secret Pathfinder research project 
  in the village of Wadi al-Hesr. The ravages of the plague 
  pose a genuine threat to the mission and the complete lack 
  of clerical healing has left the Rahadoumi Pathfinders little 
  choice but to call for assistance from their superiors at the 
  Grand Lodge in Absalom—a plea for the Society to defy 
  the first Law of Man. To save the lives of their field agents, 
  and to preserve their valuable research, the Decemvirate 
  now calls upon the PCs to commit the Rahadoumi crime 
  of First Heresy. 
  Summary
  The PCs begin the adventure just off the benighted coast 
  of Rahadoum, where venture-captain and Magnimarian 
  privateer Retief VanSchuyver gives them their mission—
  sneak Agosa Agion, an Osirian cleric of Sarenrae, into the 
  country and deliver him to the village of Wadi al-Hesr, 
  where he can assist in combating the Night Plague that 
  troubles the populace. To accommodate this passage into 
  the country, the Pathfinders have arranged for the PCs 
  and their clerical cargo to sneak into country through 
  The heresy of Man, ParT I: 
  The fIrsT heresy
  By GreG a. VauGhan and KeVin WriGht
  
  The heresy of Man serIes
  First Heresy is the first part of The Heresy of Man series set 
  in and around the godless nation of Rahadoum on the Inner 
  Sea’s southern coast. All three parts of The Heresy of Man 
  series are designed for Tier 5–9 and are meant to be played in 
  order: First Heresy first, followed by Where Dark Things Sleep, 
  and concluding with Beneath Forgotten Sands. If players at 
  your table have previously played one of the later parts of this 
  series, ask them to keep to themselves any information which 
  might ruin the play experience of their fellow players.
  PAthfinder Society ScenArio
  4
  in the smuggler’s passages, the PCs discover evidence that 
  one of the bey’s ancestors was a practicing heretic who hid 
  a vile shrine to Norgorber below the castle. Unfortunately 
  the shrine’s guardian, a dark stalker skeletal champion 
  cleric, remains and attacks the PCs when they enter the 
  long-abandoned chamber. As the PCs emerge into the castle 
  proper, they encounter a small group of smugglers who are 
  themselves hiding from the Pure Legion. Finally, the PCs 
  find the rear gate blocked by a contingent of the Pure Legion 
  and must sneak or fight their way through these soldiers in 
  order to make their escape into the desert night.
  GettinG Started
  Read the following to get the adventure underway:
  A single, dim lantern sheds uncertain light in the cabin of 
  Venture-Captain Retief VanSchuyver. The deck of his ship, 
  the Maelstrom, sways and rocks with the gentle swells in the 
  predawn darkness off the coast of Rahadoum. The captain 
  scratches his patchy beard as he speaks.
  “I’m not sure how much you know about the nation of 
  Rahadoum. Its position on the mouth of the Inner Sea keeps 
  it prosperous enough, I think, but the strangest thing about 
  the nation has nothing to do with trade. You may already know 
  this, but they’re not too keen on the gods. Any of ’em. Not 
  Desna, nor Abadar, nor Gozreh, much less the bleaker crew like 
  Asmodeus or Lamashtu. Them Rahadoumi want nothing to do 
  with them—had a war over ’em, in fact. Even Sarenrae can’t get 
  her foot in the door!”
  The captain leans back, turns, and spits tobacco juice into a 
  brass spittoon. 
  “Despite all that, Rahadoum is a peaceful nation, eh. Education 
  is highly valued, and civic duty held in high esteem. At least it 
  hasn’t had to deal with any religious wars in a long time. But 
  turnin’ your back on the gods has its downside. Famine always 
  looms on their horizon. The desert claims more and more of 
  their farmland every year, it seems. And, worst of all, plagues 
  wreak stark havoc among ’em. Thousands die every year from 
  one ailment or another for want of a decent cleric. They have 
  no power, no divine will, to stem the tide of disease, and they 
  struggle and they starve and they die so dreamlessly, knowin’ that 
  when they enter the Boneyard, there’ll be no deity to meet ’em 
  there with open arms, no paradise waiting on the other side.
  “Just lately, things have been much worse. A new plague 
  sprang up several weeks ago in the outlying villages around 
  Manaket—Rahadoum’s center of learning. They call it the 
  Night Plague, and it’s a killer. Very few infected have recovered 
  from it but the handful who made it across the borders or out 
  through the ports have been easily cured by clerical magic. This 
  Night Plague’s a killer, but it doesn’t have to be.
  “That brings me to why we’re bobbing here off Rahadoum’s 
  coast in the dead of night. Despite Rahadoum’s current social 
  agenda, it’s an ancient, storied land. There’re a lot of secrets 
  buried in those forgotten sands. As a result, let’s just say that 
  the Pathfinders have ‘assets in place’ in the area not ‘officially’ 
  associated with the Swordmeet Lodge in Manaket and leave 
  it at that. But with plague striking the area, and those assets 
  having no clerical support, they are now in jeopardy. We’ve got 
  to protect our people and their research, and to do that we’ve 
  got to get a handle on this plague before it becomes epidemic, 
  or at least shield our folks before they’re exposed to it.”
  He looks up, his eyes dark and fierce. “So we’re going to give 
  Rahadoum a little help… whether they like it or not.”
  He gestures behind him to a shadowed figure sitting on a 
  sea-chest. 
  “This is Agosa Agion, a holy hand of Sarenrae and Pathfinder 
  field operative.”
  A human male rises from his seat and bows low. He wears a 
  desert dweller’s robes on his slender frame and a green turban 
  around his angular head. His forked beard is golden-colored 
  and dyed with henna at its tips. 
  Captain VanSchuyver clears his throat and continues. “Agosa 
  normally serves as a healer in the Sothis Lodge and his expertise 
  should serve him well as a plague doctor. I don’t intend for you 
  folk to play nursemaid to a bunch of plague victims, that’s what 
  we’ve got Agosa here for, but getting him into the country and 
  to the action is where you come in. 
  “Your job is to sneak him into Rahadoum and get him to 
  the village of Wadi al-Hesr, avoiding the nation’s priest-hunting 
  military forces—they’re called the Pure Legion—and taking 
  care of any ‘entanglements’ that you may run into along the 
  way. For all the gods’ sakes, don’t let them know you’re even 
  in the country! Right now, we’re anchored just off Rahadoum’s 
  northern coast near the Qassabah Heb Amar. As far as the 
  Rahadoumi government knows, it is the home of Bey Sarkris 
  El Makkra, jefe of several of the local villages. The truth is, 
  the good bey uses his stronghold as a secret smugglers’ 
  port. Tonight, you are the smugglers, and Agosa here is your 
  contraband. Get him into the tunnels where you’ll meet one of 
  the bey’s servants; he’ll direct you from there. 
  “Don’t mess this thing up. Once you get Agosa to Wadi 
  al-Hesr—only a few miles from the bey’s fortress—he’ll know 
  
  runninG aGion
  Agosa Agion is a NG male human cleric 7 of Sarenrae of Osirian 
  descent. He is a member of the Pathfinders that specializes in 
  healing. PCs must get him safely through the castle in order to 
  succeed at their mission, but he is not intended to be a drag to 
  the pace of the game or a crutch to be used by the PCs. He is 
  an avowed pacifist who does not carry weapons or wear armor 
  and only memorizes healing or otherwise curative spells (Wis 
  17). He hangs in back of the PCs and doesn’t enter a room 
  until the PCs have cleared it. As a result, Agion is not the target 
  of any attacks by those adversaries that the PCs encounter. 
  Individual Acts will deal with special circumstances involving 
  him on a case-by-case basis. 
  While he is not intended to be used as a crutch, feel free to 
  have him contribute some timely healing to the party if they 
  are in desperate straights, and he can even serve as a voice 
  of the GM to provide any hints or ideas that the PCs may be 
  missing in order to complete the scenario successfully, though 
  this should be done sparingly, if at all.
  the hereSy of MAn—PArt i: the firSt hereSy
  5
  PCs to make a series of skill checks to keep the boat safe 
  and on course. If any PC has ranks in Profession (sailor), 
  she may attempt a DC 15 Profession (sailor) check anytime 
  a skill check is required. If successful, she gains a +5 bonus 
  on the skill check in question regardless of who is making 
  the affected check. If multiple PCs have ranks in Profession 
  (sailor), then only one can make the check, but the others 
  can aid another to help ensure that PC’s success.
  The lighter has seats for four rowers and a place for one 
  person to man the tiller, as well as benches for others and 
  space for baggage. The players will need to determine 
  who is manning what position prior to beginning Act 
  1, as different skill checks must be made by different 
  individuals in the boat. These specifications are spelled 
  out with each obstacle. Others can make aid another 
  attempts to help that individual, even if they are not in 
  the correct position to make the check themselves. Under 
  no circumstances does Agosa Agion assist in any skill 
  checks. He quickly becomes seasick and huddles in the 
  bottom of the boat waiting for landfall.
  The seas at the base of the cliff are rough and range 
  from 6–21 feet deep (3d6+3). If a PC goes overboard or 
  the boat capsizes, a DC 15 Swim check is required. Each 
  obstacle tells how many successful swim checks a PC 
  needs to reach the sea cave or to reach the nearest rock to 
  avoid drowning. Once a PC reaches the sea cave (area 2a), 
  the Swim DC immediately drops to 10, due to calming 
  surf and shallower water (4 feet). Anyone clinging to a 
  rock in the surf must make a DC 13 Reflex save (Tier 8-9: 
  DC 17) each round or take 1d4 points of nonlethal damage 
  from the pounding of the waves upon their exposed 
  position. PCs who lose consciousness or fail the requisite 
  where to go. Questions? If not, then get to the tunnels before 
  the tides change. Someone from the bey’s staff is surely 
  already waiting.”
  The PCs likely have additional questions about reaching 
  the castle and what to do once they arrive. Below are Captain 
  VanSchuyver’s answers to the most common inquiries.
  How do we get to the castle? “Head straight for shore 
  from the Maelstrom and you’ll see three lights—two from 
  the main keep towers atop the cliff and one from the lower 
  bastion. When the three lights form a face—two eyes and a 
  nose—you’ll know you’re at the right angle to row straight 
  toward them. This will bring you into the shore at an angle 
  hidden from the towers. Hug the cliff face and row to the 
  west on the inside of several small rocky sea stacks and 
  shoals until you reach a sea cave at the base of the cliff 
  upon which Qassabah Heb Amar sits. The cave will lead 
  them to a smuggler’s haven beneath the stronghold.” 
  What do we do once we’re in the tunnels? You’ll be met 
  on a small beach in the caves by Masur the Ill-favored, 
  one of the bey’s servants. He’ll guide you through 
  the stronghold and provision you with camels for the 
  overland journey to Wadi al-Hesr.”
  Can you tell us anything else about Rahadoum? “Not 
  much more than’s already been said. They’re a godless 
  nation and this plague is the result. Best way to learn 
  about the land’s to see it with your own eyes, so best get 
  to shore, eh?” 
  What can you tell us about Agion? “The good priest 
  is to be kept safe at all costs. While he is a Pathfinder, 
  he usually serves as a healer far from direct danger. Let’s 
  keep it that way, shall we? You done dawdling and ready 
  to hit the water?”
  When they are ready to depart, the party boards their 
  lighter, a flat-bottomed boat used for off-loading freight. 
  It can hold up to eight Medium creatures and has oarlocks 
  for four rowers. The PCs, all their equipment, and Agosa 
  Agion can easily fit in the craft.
  act 1: niGht ShoalS
  The stronghold looms high upon a sheer cliff above the 
  benighted ocean, the crash of waves against the stone edifice 
  carrying across the water. Three lighted windows gleam above 
  the waves, and as the lighter moves in closer to shore, the 
  windows align as a sort of face—two at an equal height like 
  eyes and one below and between them like a mouth or nose. 
  Now only jagged rocks, hidden shoals, and towering cliffs lie 
  between the lighter and the smuggler’s caves beyond.
  As the PCs navigate the lighter toward the shore, they must 
  avoid several shoreline hazards. These obstacles require the 
  
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  Swim checks are subject to drowning (Pathfinder RPG Core 
  Rulebook 445). 
  Agosa Agion doesn’t fall out of the boat, and automatically 
  succeeds by reaching a nearby rock where he remains until 
  the PCs mount a rescue (he does not lose consciousness 
  unless the PCs leave him there for more than 20 minutes). 
  A rescue attempt succeeds if the PCs make the necessary 
  skill checks for that obstacle a second time. 
  Anyone thinking to swim to shore in order to climb 
  the cliffs should quickly see that attempts to do so would 
  result in being battered to death by the surf on the 
  submerged boulders at the base of the cliff.
  1a. Boulders
  The PCs’ route takes them between a pair of massive 
  boulders, thrusting upward from the turbulent waters. 
  The black rock blends in with the night-shrouded 
  backdrop of the cliffs, so they are difficult to see until 
  the boat is nearly upon them. If any PC in the boat makes 
  a DC 14 Perception or Survival check (Tier 8–9: DC 17), 
  he notices the telltale froth of the water at the base of 
  the boulder. If such a check succeeds, it provides a +5 
  circumstance bonus on the following Strength checks. 
  When the boat nears the boulders, the party must make 
  three DC 15 Strength checks (Tier 8–9: DC 20) to keep 
  the craft from crashing into the rocks. These Strength 
  checks can be made by anyone in the boat other than the 
  PC at the tiller. On a failed check, each PC must make a 
  DC 13 Reflex save (Tier 8–9: DC 17) or be thrown from the 
  boat. Five Swim checks are needed to reach the sea cave 
  from here, but no such checks are required to reach a rock 
  since they are directly at hand.
  1b. Submerged Shoal
  The boat next comes upon a submerged shoal hidden 
  beneath the waves. Spotting the shoal before running 
  aground requires a DC 18 Perception or Survival check 
  (Tier 8–9: DC 23). If a PC notices the hazard beforehand, 
  the PC at the tiller may make a DC 17 Strength check 
  (Tier 8–9: DC 22) to avoid it. If no PC spots the shoal 
  in time, the lighter runs aground and becomes stuck. 
  Getting the boat free requires that ore or more PCs 
  climb out and onto the shoal (where the water is only a 
  foot deep). Anyone that climbs out can attempt the DC 
  22 Strength check (Tier 8–9: DC 26) necessary to push 
  the boat free. This check can be attempted once each 
  round as a standard action. Likewise each round that 
  the boat remains run aground, anyone standing on the 
  shoal must make a DC 15 Strength check or be swept 
  into the water. 
  From this location, it requires three Swim checks 
  to reach the sea cave or one check to reach the nearest 
  rock. Alternatively, a PC may swim back to the shoal with 
  one successful Swim check, but he must then continue 
  making Strength checks each round to avoid being swept 
  away again.
  1c. Whirlpool
  As the lighter nears the cave mouth, the swirling tides 
  spontaneously form a whirlpool. Anyone making a DC 
  20 Survival check (Tier 8–9: DC 24) notices the swirl of 
  the waters moments before the whirlpool forms and can 
  shout a warning. If this happens, the PC at the tiller can 
  make a DC 15 Reflex save (Tier 8–9: DC 19) and avoid 
  the obstacle altogether. If no one notices the whirlpool 
  beforehand, it forms just as the boat attempts to cross 
  it. At this point, anyone rowing or at the tiller must 
  make two consecutive DC 18 Strength checks (Tier 8–9: 
  DC 23) to steer the boat out of the grip of the current. If 
  any PC fails at either of these checks, the boat capsizes, 
  throwing all aboard into the water. Fortunately, the 
  whirlpool dissipates just as the boat capsizes, but not 
  before the boat itself is holed and sinks to the bottom. 
  A swimming PC must make two Swim checks to reach 
  the sea cave from here or one check to reach the nearest 
  rock. If the boat was capsized, those stuck on a rock 
  cannot be rescued and need to swim for the cave or be 
  rescued in some other way.
  Mission Notes: PCs of the Andoran faction should 
  record their route through the shoals as they attempt to 
  map the route to and through the smugglers’ tunnels.
  act 2: QaSSabah heb amar
  Qassabah Heb Amar is an ancient Rahadoumi fortress 
  that sits on 100-foot cliffs above the Inner Sea. Long 
  the seat of the El Makkra family, it has served equally 
  long as a smuggler’s haven for those wishing to avoid 
  the government’s tariffs and smuggle illegal goods 
  into the country. Sprawling along the cliff’s edge, the 
  fortress consists of multiple buildings connected by 
  winding corridors and a pair of courtyards. Just beyond 
  the complex’s walls grows an orange grove—the pride 
  and joy of the El Makkra—which serves as a concealing 
  screen through which to move illegal goods when prying 
  eyes may be about.
  Most of the qassabah does not come into play in this 
  scenario, though PCs will find themselves in the Postern 
  Yard, the cellars, and the network of smuggler’s tunnels 
  connecting the castle to sea cave below.
  2a. Sea Cave
  The smugglers use this sea cave to import and export 
  their myriad illicit goods. The water is shallow and the 
  floor sandy and smooth. The passage leading to area 
  2b is fairly obvious, but the entrance at 2g is obscured 
  
  Qassabah Heb Amar
  Qassabah Heb Amar
   Postern Wing
  Qassabah Heb Amar
   Cellars
   = 30 feet
  One square = 5 feet
  One square = 5 feet
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  Up to  
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  Postern Gate
  Main Castle
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  by shadows and various rock formations and requires a 
  DC 30 Perception check to notice. The tide is rising as 
  the PCs arrive, and at high tide, the water here reaches a 
  depth of 10 feet.
  2b. Smugglers’ Landing
  This sandy beach is covered with footprints and drag-
  marks—tracks left by the smugglers earlier in the day. At 
  high tide, the beach and chamber beyond are covered in 
  3 feet of water that ends at the dotted line marked on the 
  map. At such times, smugglers simply pull their skiffs 
  and boats all the way up to the stairs where iron rings 
  have been driven into the walls for moorings.
  The servant the PCs were told would be awaiting them 
  at the beach is nowhere to be found, but the stairs up into 
  the keep lie, very obviously, ahead. The tide is coming in 
  and the water mark is evident, so the PCs may want to tie 
  off their boat on one of the iron rings as the beach begins 
  to flood.
  2c. Cave Stair
  This lower cellar of the fortress was hollowed out from the 
  rock of the cliff. A stair was cut through the floor that leads 
  down to the sea cave. A pair of rotting barrels stands against 
  one wall. One is filled with sea brine and now inhabited by 
  small crabs and the other holds the moldering remains of a 
  bolt of Vudrani silk smuggled here long ago and forgotten 
  (now rotten and worthless).
  2d. Smugglers’ Stores
  This secret cellar is hidden from the rest of the qassabah 
  by a secret door in the west wall, though it is quite obvious 
  from this side. Here smuggled goods are stored until 
  they can be moved inland by camel caravan or out of the 
  country by ship. A number of bales, barrels, and crates are 
  stacked in the southern portion of the room. Most hold 
  imported liquor, spices, and assorted odds and ends of a 
  semi-valuable nature. They could be worth quite a bit if 
  sold on the black market but are individually of fairly low 
  value and extremely bulky.
  2e. Slave Cells
  Small hollows are cut into the stone of this deep 
  storeroom and iron manacles are set into the walls. 
  Here living contraband is stored as it is smuggled into 
  Rahadoum, destined for private slave markets and illegal 
  blood sport. PCs who search the room find scatterings 
  of fresh straw on the floor and crusts of bread not yet 
  entirely consumed by rats; these cells have seen use in 
  the last week or so and are clearly still serving their 
  primary function. 
  Mission Notes: Andoran faction PCs should be 
  interested in this chamber’s purpose and recent use.
  2f. Lower Storeroom (CR 5 or CR 8)
  This storage cellar is low and musty, holding a number of 
  pieces of discarded furniture stacked to the south along with 
  four large wicker baskets that appear to hold the remains of 
  some putrefying root vegetable. A door exits to the east where 
  a stair ascends into the fortress, and the ceiling of that wing of 
  the room is the underside of the stair. Tucked into the hollow 
  beneath the stairs is a small closet. A slight gasp of air escapes 
  from behind its wooden door.
  This secondary storeroom holds only old furniture and 
  a few baskets of rotting rutabagas. It does not see much 
  use within the fortress by design, since it also serves as 
  the hidden entrance to the smugglers’ tunnels beneath 
  the cliffs. A secret door in the east wall can be found with 
  a DC 25 Perception check. Beneath the stair is a closet, 
  and hidden in that closet is Masur the Ill-favored, servant 
  of the Bey El Makkra in all things.
  Creatures: The party does not have long to take in their 
  surroundings, as the round after they enter the room the 
  tread of many heavy feet thunder on the stairs outside 
  the room. On the next round, a small Pure Legion squad 
  enters the room. The anti-religion soldiers have come 
  to the castle on an anonymous tip that contraband of a 
  religious nature was being smuggled within. They are 
  not aware of the smugglers’ tunnels but are searching the 
  fortress for anything of the like. Agosa stays out of the 
  fight, hiding in area 2e until the conflict ends.
  Tier 5–6 (CR 5)
  Pure Legion Soldiers (2) 
  CR 1
  Male human fighter 2
  LN Medium humanoid (human)
  Init +2; Senses Perception +2
  DefenSe
  AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
  hp 22 (2d10+6)
  fort +5, Ref +2, Will +2; +1 vs. fear
  Defensive Abilities bravery +1
  OffenSe
  Speed 20 ft.
  Melee mwk scimitar +5 (1d6+2/18–20)
  Ranged composite shortbow +4 (1d6/×3)
  TACTICS
  Before Combat The soldiers attempt to block all exits from the 
  room, deferring to their captain for different orders.
  During Combat The soldiers charge into melee with their 
  scimitars.
  Morale The soldiers are bored and think the PCs nothing more 
  than ordinary smugglers. They don’t even consider the 
  possibility of retreat until it is too late.
  
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  SPeCIAL ABILITIeS
  feat To compensate for their lack of divine healing, the people of 
  Rahadoum have developed the Godless Healing feat, a specialized 
  technique to ignore injury. Once per day, when a Pure Legion 
  Captain is at 20 hit points or fewer, he can heal 4 hit points as a 
  move action. See The Inner Sea World Guide for more information.
  Tier 8–9 (CR 8)
  Pure Legion Captains (3) 
  CR 3
  hp 40 (use the stats from Tier 5–6)
  TACTICS
  Before Combat The captains attempt to block all exits from the 
  room, deferring to their commander for different orders.
  During Combat The captains charge into melee with their falchions.
  Morale The captains are bored and think the PCs nothing 
  more than ordinary smugglers. They don’t even consider the 
  possibility of retreat until it is too late.
  Pure Legion Commander 
  CR 6
  Male human fighter 7
  LN Medium humanoid (human)
  Init +1; Senses Perception +3
  DefenSe
  AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex)
  hp 67 each (7d10+21)
  fort +7, Ref +3, Will +4; +2 vs. fear 
  Defensive Abilities bravery +2
  OffenSe
  Speed 30 ft.
  Melee +1 halberd +13/+8 (1d10+8/×3) or 
  short sword +10/+5 (1d6+4/19–20)
  Ranged mwk heavy crossbow +9 (1d10/19–20)
  Special Attacks weapon training (pole arms +1)
  TACTICS
  Before Combat The commander orders his men to surround the 
  PCs and attempts to intimidate them into surrendering. If they 
  do not, he directs his soldiers to attack.
  During Combat The commander fires at obvious spellcasters while 
  his men charge. He then closes with his halberd for melee, 
  trying to flank against tough-looking opponents.
  Morale Something of a gloryhound, the commander doesn’t think 
  to flee or call for help until it is too late.
  STATISTICS
  Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 12
  Base Atk +7; CMB +10; CMD 22
  feats Combat Reflexes, Dazzling Display, Godless Healing, 
  Intimidating Prowess, Iron Will, Skill Focus (Intimidate), 
  Weapon Focus (halberd), Weapon Specialization (halberd)
  Skills Intimidate +17, Linguistics +1, Perception +3, Ride +4, 
  Sense Motive +7
  Languages Common, Osiriani
  SQ armor training 2
  STATISTICS
  Str 14, Dex 15, Con 14, Int 13, Wis 10, Cha 8
  Base Atk +2; CMB +4; CMD 16
  feats Combat Expertise, Godless Healing, Iron Will, Power Attack
  Skills Intimidate +4, Perception +2, Ride +1, Sense Motive +2
  Languages Common, Osiriani
  Gear chainmail, masterwork scimitar, composite shortbow with 15 
  arrows, masterwork manacles
  SPeCIAL ABILITIeS
  feat To compensate for their lack of divine healing, the people 
  of Rahadoum have developed the Godless Healing feat, a 
  specialized technique to ignore injury. Once per day, when a 
  Pure Legion Soldier is at 11 hit points or fewer, he can heal 2 
  hit points as a move action. See The Inner Sea World Guide for 
  more information.
  Pure Legion Captain 
  CR 3
  Male human fighter 4
  LN Medium humanoid (human)
  Init +1; Senses Perception +2
  DefenSe
  AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
  hp 40 (4d10+12)
  fort +6, Ref +2, Will +1; +1 vs. fear, +1 vs. divine effects
  Defensive Abilities bravery +1
  OffenSe
  Speed 20 ft.
  Melee mwk falchion +9 (2d4+6/18–20) or 
  punching dagger +7 (1d4+4/×3)
  Ranged mwk heavy crossbow +6 (1d10/19–20)
  TACTICS
  Before Combat The captain orders his men to surround the PCs 
  and attempts to intimidate them into surrendering. If they do 
  not, he directs his soldiers to attack.
  During Combat The captain fires at obvious spellcasters while his 
  men charge. He then closes with his falchion for melee, trying 
  to flank against tough-looking opponents.
  Morale Something of a gloryhound, the captain doesn’t think to 
  flee or call for help until it is too late.
  STATISTICS
  Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 12
  Base Atk +4; CMB +6; CMD 17
  feats Combat Reflexes, Dazzling Display, Godless Healing, 
  Skill Focus (Intimidate), Weapon Focus (falchion), Weapon 
  Specialization (falchion)
  Skills Intimidate +11, Linguistics +1, Perception +2, Ride +1, Sense 
  Motive +3
  Languages Common, 
  SQ armor training 1
  Gear masterwork splint mail, masterwork falchion, 
  masterwork heavy crossbow with 10 bolts, punching 
  dagger, robe of the pure legion +1, captain’s insignia (Tier 
  5–6 only), 40 gp
  
  neW MaGic iteM
  Robe of the Pure Legion
  Aura faint abjuration; CL 5th
  Slot shoulders; Price 750 gp (+1), 3,000 gp (+2), 6,750 gp (+3), 
  12,000 gp (+4), 18,750 gp (+5); Weight 1 lb.
  DeSCRIPTIOn
  This traditional Rahadoumi garment in the white and gold 
  colors of the Pure Legion acts identically to a cloak of 
  resistance, except its resistance bonus only applies 
  to saving throws against spells, spell-like effects, 
  and supernatural abilities from a divine spellcaster or 
  a source such an outsider that serves a deity.
  COnSTRuCTIOn
  Requirements Craft Wondrous Item, resistance, 
  creator’s caster level must be at least three times 
  the robe’s bonus; Cost 375 gp (+1), 1,500 gp (+2), 
  3,375 gp (+3), 6,000 gp (+4), 9,375 gp (+5)
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  Gear masterwork banded mail, +1 halberd, 
  masterwork heavy crossbow with 10 bolts, 
  short sword, ring of protection +1, commander’s 
  insignia, 6 pp
  SPeCIAL ABILITIeS
  feat To compensate for their lack of divine 
  healing, the people of Rahadoum have 
  developed the Godless Healing feat, a 
  specialized technique to ignore injury. Once 
  per day, when a Pure Legion Commander is 
  at 33 hit points or fewer, he can heal 7 hit points 
  as a move action. See The Inner Sea World Guide for 
  additional information.
  Development: Whether the PCs defeat the Pure Legion 
  soldiers or elude them completely, Masur soon leaves his 
  hidey-hole under the stairway and finds them. 
  A small, ugly man approaches you obsequiously, constantly 
  bowing and lowering his eyes. He doffs his fez and throws 
  himself on the ground. 
  “Oh, effendi! A thousand blessings be upon you! And a 
  thousand pardons for Masur the Ill-favored, your poor and 
  humble slave. I have failed in my duty, and I beg and crave your 
  forgiveness. I was to meet with you below on the beach, but 
  something terrible has happened. While we were preparing 
  for your arrival, who should arrive at our gates but an entire 
  company of the accursed Pure Legion! May they be smitten 
  with the mange of a thousand jackals.”
  Masur fairly trembles with righteous fury and pants to catch 
  his breath. 
  “Though we have longed for your esteemed presence and 
  have yearned to show you all the delights of Qassabah Heb 
  Amar, the blessed Bey El Makkra sends word that you may not 
  ascend to the rooms above. For, if you do, you will certainly 
  be captured by the Pure Legion” —at this Masur spits on the 
  ground—“and that would be tragedy indeed. The bey cares not 
  for his own security, but for yours alone, I assure you. I am 
  bidden to take you to another route, whereby you may pass 
  through the stronghold undetected and go on your blessed 
  way in safety.” 
  The small man bows again and once again covers his 
  balding head with his fez. 
  Masur leads the PCs back to area 2b, which 
  is beginning to flood with the rising tide. He 
  explains that there is an old pathway that 
  hasn’t been used in years but assures the 
  party that it will lead them to the southern 
  postern gate of the stronghold. They need 
  merely take their boat along the south 
  wall of the sea cave until they find an old 
  ladder leading to a small tunnel. He says 
  he has arranged for camels to be left at the 
  postern gate for the party’s escape. Masur 
  instructs them to take the camels and 
  ride to the south, taking the Old Road 
  west of the orange groves. This route 
  will take them to their destination while 
  avoiding the Pure Legion stationed 
  at the main gate. If PCs have already 
  discovered area 2g, they should be not 
  be surprised to find it leads deeper into 
  the tunnel complex.
  Masur will by no means go with the party through 
  the tunnels; much has to be done above—soldiers to be 
  schmoozed, drinks to be liberally poured, servants to be 
  reassured, camels and gear to be prepared—to ensure 
  that the PCs can escape the stronghold unnoticed.
  Treasure: Hidden among the room’s odds and ends, 
  and apparently mistaken at one point for a dust cloth 
  (DC 16 Perception to locate), is an old dead man’s shroud* 
  forgotten here by a smuggler long ago.
  *See page 55 of Seekers of Secrets.
  Mission Notes: Andoran faction PCs need to map all 
  rooms from the sea cave to area 2f as well as the secret 
  door’s location. Osirion faction PCs may give the rare 
  book from the Sapphire Sage to Masur, who promises to 
  deliver it directly to his master once the Pure Legion has 
  left. Cheliax faction PCs may find Masur the Ill-favored 
  a likely candidate to be compromised in order to get 
  close to El Makkra. Finally, Taldor faction PCs should be 
  interested in the Pure Legion officer’s uniform insignia. 
  If a member of the Taldor faction asks Masur anything 
  about the alleged haunting of Qassabah Heb Amar, he 
  
  GM tip
  Haunts are residual undead manifestations that function 
  similarly to traps. When a haunt is triggered, it activates at 
  initiative rank 10 in the surprise round. Any PC who notices it 
  can act on his own initiative in the surprise round. Normally 
  a PC can only make a notice check when a haunt manifests, 
  but spells such as detect chaos/evil or detect undead grant a free 
  Perception check at a  –4 penalty prior to the haunt’s activation. 
  Unless the haunt is reduced to 0 hp by taking positive energy 
  damage before acting in the surprise round, its effects occur 
  as listed. For more information on haunts, see GameMastery 
  Guide 243.
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  For days, Awirs and his henchmen tortured the 
  handsome young man until finally the El Makkra showed 
  Sa’ad a beautiful hourglass. The brutes let 30 heartbeats of 
  sand into the glass and plunged Sa’ad’s head into a basin 
  of sea water, choking off his breath until the sand ran out, 
  then pulled him up, allowing him to breathe once more. 
  Then they submerged him again and yet again, each time 
  slowly increasing the number of heartbeats, pushing 
  Sa’ad to the utmost limits of his endurance. This game 
  much amused the El Makkra, a secret devotee of the god 
  of murderers, and they continued to experiment with it 
  until poor Sa’ad thought he would go insane.
  One day, the broken thief awoke upon the floor, beaten, 
  exhausted, and half-drowned, but unbound. Hearing 
  voices from above and fearing recapture, he pulled 
  himself to his feet and fled deeper into the tunnels. 
  Slogging through the brine in this very tunnel, Sa’ad 
  finally succumbed to injury and fatigue, falling in a faint 
  and drowning in the passageway. 
  Haunt: Sa’ad Bakir’s pointless and painful death has 
  caused a haunt to manifest within this hallway. When 
  any humanoid creature enters the hallway during the 
  high tide, the haunt manifests. Normally, its effects (deep 
  slumber) wouldn’t be life-threatening, but for the 2 feet 
  of water covering the floor… and the rats (see below). 
  Any unconscious character is in danger of drowning 
  (Pathfinder RPG Core Rulebook 445).
  Agosa falls victim to the haunt’s sleep effect immediately 
  but is fortunate enough to land in a seated position 
  slumped against the wall so that his head remains above 
  water. No other victims are so lucky. A sleeping victim can 
  be propped up against the wall above the water level as a 
  standard action, but has a 35% chance of being knocked 
  back over into the water each round that combat occurs 
  in an adjacent square.
  Creatures: To make matters worse, the haunt is not 
  the only thing to inhabit this corridor. Dwelling in the 
  fissures in the walls is a pack of rats. They swim out 
  looks perplexed and states that he knows nothing of 
  such things (he is telling the truth).
  Rewards: If the PCs defeat or elude the Pure Legion and 
  discover the abandoned cloak, reward each tier thusly:
  Tier 5–6: 
  Give each player 757 gp.
  Tier 8–9: 
  Give each player 1,400 gp.
  2g. Abandoned Landing
  This landing is difficult to spot from the sea cave (area 
  2a) for those who don’t know where to look. It is an alcove 
  10 feet above the waterline. Rusted iron handles are still 
  embedded in the wet walls, providing a means to climb 
  up to the alcove. The tunnel beyond quickly descends 
  before turning to the west.
  If the PCs discover this area and venture toward area 2h 
  before meeting Masur, Agion mentions that he thought 
  they were supposed to find one of the bey’s servants near 
  the landing and suggests the party further explore that 
  area before traveling farther down this tunnel.
  2h. Haunted Hall (CR 6 or CR 9)
  The short slope descends to a dark hallway, its walls and 
  ceiling gilded with smudged and incomprehensible mosaics 
  and shallow alcoves opening to the sides. Wide cracks and 
  fissures in the ancient rock allow the rising tide to infiltrate 
  this corridor, and the floor is awash in swirling sea water. The 
  air reeks of rot and brine.
  Once a simple access to the smuggler cave in the days of 
  a previous Bey El Makkra, this alcoved hall has not seen 
  use for many years from any living creature larger than 
  a rat. Its floor is covered in silt, and at high tide floods to 
  a depth of 3 feet. It winds for some distance beneath the 
  fortress before reaching the old wine cellar tower. Two 
  feet of tide water currently stands on the floor, creating 
  conditions similar to a shallow bog (counts as difficult 
  terrain and increases all Acrobatics DCs by 2).
  This is the final resting place of Sa’ad Bakir, scion 
  of the Bakir family of Katheer and an ambitious thief. 
  A century ago, Sa’ad sought to steal from that day’s bey, 
  Awirs El Makkra. He did not seek to purloin a rare jewel 
  or enchanted treasure; Sa’ad sought to steal away with 
  Ahira, the daughter of the worthy bey.
  Sa’ad was ambitious and smitten, but he was also 
  sloppy. He and his young lover didn’t even make it to the 
  courtyard before they were captured by the bey’s faithful 
  soldiers. Ahira was returned to her opulent quarters, but 
  Sa’ad was shackled and brought to the chambers beneath 
  the stronghold to face Awirs’s displeasure. 
  
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  to attack in the first round after the haunt appears but 
  are unaffected by the sleep effect themselves. They are 
  starving and fight to the death.
  Tier 5–6 (CR 6)
  The Drowned Thief  
  CR 5
  CE haunt (5-ft.-by-25-ft. hallway)
  Caster Level 5th
  notice Perception DC 20 (to hear a faint 
  splashing sound)
  hp 10; Trigger proximity; Reset 1/hour
  effect When this haunt is triggered, an image 
  of a battered and obviously tortured 
  Keleshite man appears, soaking wet, 
  dripping hair matted with salt, and 
  coughing up gouts of sea water. He holds 
  a large, ornate hourglass tightly with 
  both hands. As he upends the glass, all 
  humanoid creatures in the hallway are 
  targeted by a deep slumber spell with no 
  HD limit (save DC 14). 
  Destruction Sa’ad’s body was devoured by 
  vermin long ago, but if someone were 
  to discover the means of his demise 
  (including the tortures he endured in 
  area 2i) and report it to his family, his 
  spirit will find rest.
  Dire Rats (5)                            CR 1/3
  hp 5 (Pathfinder RPG Bestiary 232)
  Tier 8–9 (CR 9)
  The Drowned Thief            
  CR 8
  CE haunt (5 ft. by 30 ft. hallway)
  Caster Level 8th
  notice Perception DC 25 (to hear a faint splashing sound)
  hp 16; Trigger proximity; Reset 1/hour
  effect When this haunt is triggered, an image of a battered 
  and obviously tortured Keleshite man appears, soaking wet, 
  dripping hair matted with salt, and coughing up gouts of sea 
  water. He holds a large, ornate hourglass tightly with both 
  hands. As he upends the glass, all humanoid creatures in the 
  hallway are targeted by a heightened deep slumber spell with no 
  HD limit (save DC 17). 
  Destruction Sa’ad’s body was devoured by vermin long ago, but if 
  someone were to discover the means of his demise (including 
  the tortures he endured in area 2i) and report it to his family, 
  his spirit will find rest.
  Rat Swarms (2) 
  CR 2
  hp 16 (Pathfinder RPG Bestiary 232)
  Treasure: A thorough search of the alcoves (DC 22 
  Perception check) turns up a thin bracelet of fine copper 
  links caught in a tiny crack in the floor. A small medallion 
  on the bracelet bears the inscription “Bakiri al-Katheer” 
  (The Bakirs of Katheer). The bracelet is of little material 
  value but may hold sentimental value to the owner’s family.
  Mission Notes: Qadira faction PCs should take an 
  interest in the haunt and the copper 
  bracelet. If they do not piece together 
  the identity of the drowned Keleshite 
  man, allow them a DC 20 Knowledge 
  (local) check to recognize him.
  2i. Wine Cellar (CR 6 or CR 9)
  This cellar occupies the lower reaches of 
  the castle’s western keep tower. It is cool 
  and dark and descends into the very rock of 
  the cliff, with a hollow interior accessed by a 
  winding wooden stair that climbs around its 
  inside circumference.
  The door opens onto a dark, dank chamber—a great 
  hollow space that rises into the heights of the fortress 
  above and descends into darkness below. A narrow 
  limestone shelf, without rail or lip, hugs the wall near 
  the doorway, and leads to a rickety wooden stair 
  that clings precariously to the wall and winds its 
  way around the circumference of the chamber to a 
  similar ledge above. The walls of the chamber, starting 
  at the level of the limestone walk and ascending to the top of the 
  chamber 100 feet above, are a honeycomb of small alcoves.  Many 
  of these are dusty and cobweb filled but some still hold wooden 
  racks containing an assortment of smoked-glass bottles and dark-
  stained barrels—most shattered and ruined but a few still intact.
  The rush of the surf can be heard from below where, 10 feet 
  down, the bottom reaches of the chamber fill with the surging 
  foam of high tide through what must be hidden inlets from the 
  sea. A narrow metal ladder descends to this turbulent stew from 
  the limestone walkway, and the rusted skeletons of several metal 
  implements or furnishings break the surface of the roiling surf. The 
  salty smell of the sea is strong here, mixed with an acrid taint.
  Qassabah Heb Amar contains more than mere smugglers’ 
  tunnels; a century past, the El Makkra (the current El 
  Makkra’s great-grandfather) committed the ultimate heresy 
  and led a small but devout cult dedicated to Norgorber, the 
  Reaper of Reputation. This cult worked to further the will 
  of the one they called Blackfingers by concocting virulent 
  poisons from the local flora and fauna and smuggling 
  them to assassins and murderous adherents of Norgorber 
  throughout the Inner Sea region. The poisons were concocted 
  in the lab and torture chamber that existed at the bottom of 
  this subterranean tower and were then stored among the 
  
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  DefenSe
  AC 19, touch 15, flat-footed 14 (+2 armor, +5 Dex, +2 natural)
  hp 58 (10d8+12)
  fort +6, Ref +7, Will +9; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  Weaknesses light blindness
  OffenSe
  Speed 30 ft.
  Melee 2 short sword +13/+13/+8 (1d6+3/19–20 plus poison)
  Special Attacks death throes, channel negative energy 4/day (DC 
  12, 1d6), sneak attack +3d6
  Spell-Like Abilities (CL 6th; concentration +7)
  At will—deeper darkness, detect magic, fog cloud
  Domain Spell-Like Abilities (CL 2nd; concentration +2)
  3/day—touch of evil (1 round)
  At will—lore keeper (17)
  Cleric Spells Prepared (CL 2nd; concentration +2)
  1st—inflict light wounds (DC 11), protection from goodD, shield 
  of faith
  0 (at will)—bleed (DC 10), detect poison, guidance, resistance
  D Domain spell; Domains Evil, Knowledge
  TACTICS
  Before Combat When the PCs enter, the guardian casts shield 
  of faith and applies poison to both of his swords. When the 
  PCs begin to climb the stairs or ascend by other means, the 
  guardian steps onto the limestone walkway and casts deeper 
  darkness to shroud the tower in darkness.
  During Combat In battle, the dark guardian attempts to stay in 
  darkness to utilize his sneak attack, channeling negative energy 
  if he becomes surrounded by foes. If the majority of the PCs 
  make it out of the darkness, he scales the walls and casts deeper 
  darkness on the other landing as well.
  Morale The dark guardian never retreats except to heal under 
  cover of darkness in order to sneak attack again, and fights to 
  the death to eradicate all who dare violate his sacred site. If 
  the PCs flee, it pursues them relentlessly.
  STATISTICS
  Str 16, Dex 20, Con —, Int 9, Wis 11, Cha 13
  Base Atk +7; CMB +10; CMD 25
  feats Double Slice, Improved InitiativeB, Improved Two-Weapon 
  Fighting, Two-Weapon Fighting, Weapon Finesse, Weapon 
  Focus (short sword)
  Skills Climb +14, Knowledge (religion) +4, Linguistics +3, 
  Perception +8, Sleight of Hand +11, Stealth +18, Swim +9; 
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
  Languages Common, Dark Folk, Undercommon
  SQ aura, poison use
  Combat Gear wand of inflict moderate wounds (8 charges), black 
  smear (6); Other Gear leather armor, 2 short swords, silver holy 
  symbol, 40 gp
  SPeCIAL ABILITIeS
  Death Throes (Su) When a dark stalker is slain, its body 
  combusts in a flash of white-hot flame. This acts like a fireball 
  many hundreds of barrels and bottles of wine that filled the 
  chamber’s wall niches that comprised El Makkra’s vast wine 
  cellar here—distinguishable from the harmless vintages 
  only by an elaborate coded storage system. The cult died out 
  and dispersed when the El Makkra fell victim to one of his 
  own poisons due to the simple bungling of a new servant who 
  misread a label, and knowledge of the cult faded over the years 
  as the wine cellars were moved into the newly built eastern 
  wing of the fortress and the secret door was forgotten. 
  The current bey knows only vague rumors of such a 
  cult and secret room, but has no idea where it is in the 
  qassabah or if, in fact, it even exists.
   The wine cellar’s niches are each 3 feet high, 2 feet wide, 
  and 2 feet deep and require a DC 15 Acrobatics check for 
  anyone larger than size Small to balance on the edge of 
  one. Creatures that are Huge or larger cannot do so at all. 
  The niches are separated by 5 feet on all sides and could 
  be used as a means of scaling the walls of the room with 
  a DC 15 Climb check. The stairs themselves are shaky but 
  sound. They ascend at a 45-degree angle and are considered 
  difficult terrain except at the corner landings.
  The flooded lower portion of the chamber once served 
  as the poisonmakers’ lab and the cult’s torture chamber, 
  all concealed beneath an illusory floor that has long since 
  vanished. The metal items are the rusted remains of 
  furnishings and torture devices, ruined but still visible 
  above the surf. The inlets were once controlled by valves and 
  could be used to fill large vats, but have since rusted and 
  deteriorated until they simply fill the lower portion of this 
  room every high tide and then drain again with each low 
  tide. At high tide, the floor is only 5 feet deep in sea water.
  Creatures: While the former Bey El Makkra still led the 
  evil cult in this chamber, he employed a dark stalker to act 
  as temple guardian. Though the cult ceased its activities, the 
  guardian—now long dead—remained, empowered even in 
  death by the strength of his oath. Now a skeletal champion, 
  the dark stalker still holds the chamber sacred from all 
  intrusion until such time as one of the faithful should return 
  to renew its dedication to Blackfingers. Unless the PCs are 
  accompanied by an obvious worshiper of Norgorber, the 
  guardian—who begins on the uppermost wooden walkway 
  by the exit—attacks with a religious fervor once they begin 
  to climb the stairs or otherwise ascend. Until then it hides 
  in the shadows and watches. It does not target Agosa, saving 
  the seemingly defenseless individual for last.
  Tier 5–6 (CR 6)
  Dark Guardian 
  CR 6
  Dark stalker skeletal champion cleric of Norgorber 2 (Pathfinder 
  RPG Bestiary 54, 252)
  NE Medium undead 
  Init +9; Senses darkvision 60 ft., see in darkness; Perception +8
  
  Dark Guardian
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  that deals 3d6 points of fire damage to all creatures within 
  a 20-foot-radius burst. A DC  (DC 14) Reflex save halves this 
  damage. The dark stalker’s gear and treasure are unaffected 
  by this explosion. This save is Constitution-based.
  Poison use (ex) Dark stalkers are skilled in the use of poison 
  and never risk accidentally poisoning themselves. Dark 
  stalkers use black smear poison on their weapons and 
  generally carry 6 doses on them. 
  Black Smear—injury; save Fort DC 14; frequency 1/ round 
  for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC is 
  Constitution-based.
  See in Darkness (Su) A dark stalker can see perfectly in darkness 
  of any kind, including that created by deeper darkness.
  Tier 8–9 (CR 9)
  Dark Guardian 
  CR 9
  Dark stalker skeletal champion cleric of Norgorber 5 
  (Pathfinder RPG Bestiary 54, 252)
  NE Medium undead 
  Init +9; Senses darkvision 60 ft., see in 
  darkness; Perception +9
  DefenSe
  AC 21, touch 16, flat-footed 15 (+3 
  armor, +5 Dex, +1 dodge,  
  +2 natural)
  hp 78 (13d8+18)
  fort +7, Ref +8, Will +11; 
  channel resistance +4
  DR 5/bludgeoning; 
  Immune cold, 
  undead traits
  Weaknesses light 
  blindness
  OffenSe
  Speed 30 ft.
  Melee 2 short 
  swords +15/+15/+10 
  (1d6+3/19–20 plus 
  poison)
  Special Attacks death 
  throes, channel negative 
  energy 4/day (DC 13, 3d6), 
  sneak attack +3d6
  Spell-Like Abilities (CL 6th; 
  concentration +7)
  At will—deeper darkness, detect magic, 
  fog cloud
  Domain Spell-Like Abilities (CL 5th; concentration +6)
  4/day—touch of evil (2 rounds)
  At will—lore keeper (21)
  Cleric Spells Prepared (CL 5th; 
  concentration +6)
  3rd—dispel magic, magic circle against goodD
  2nd—align weapon (evil only)D, death knell (DC 13), silence
  1st—bane (DC 12), cause fear (DC 12), inflict light wounds (DC 
  12), protection from goodD, shield of faith
  0 (at will)—bleed (DC 11), detect poison, guidance, resistance
  D Domain spell; Domains Evil, Knowledge
  TACTICS
  Before Combat When the PCs enter, the guardian casts shield 
  of faith and applies poison to both of his swords. When the 
  PCs begin to climb the stairs or ascend by other means, 
  the guardian casts deeper darkness to shroud the tower in 
  darkness, then casts silence on himself.
  During Combat In battle, the dark guardian attempts to stay in 
  darkness to utilize his sneak attack, channeling negative energy 
  if he becomes surrounded by foes. If the majority of the PCs 
  make it out of the darkened portion of the room, he scales the 
  walls and casts deeper darkness on the other landing as well, 
  dismissing silence as needed to cast spells later in battle.
  Morale The dark guardian never retreats 
  except to heal under cover of darkness in 
  order to sneak attack again, and fights 
  to the death to eradicate all who 
  dare violate his sacred site.
  STATISTICS
  Str 16, Dex 20, Con —, Int 9, 
  Wis 13, Cha 12
  Base Atk +9; CMB +12; CMD 28
  feats Combat Reflexes, Dodge, Double 
  Slice, Improved InitiativeB, Improved 
  Two-Weapon Fighting, Two-Weapon 
  Fighting, Weapon Finesse, Weapon 
  Focus (short sword)
  Skills Climb +15, Knowledge (religion) 
  +6, Linguistics +3, Perception +9, 
  Sleight of Hand +11, Stealth +18, Swim 
  +9; Racial Modifiers +4 Climb, +4 
  Perception, +4 Stealth
  Languages Common, Dark Folk, 
  Undercommon
  SQ aura, poison use
  Combat Gear potion of inflict serious 
  wounds, wand of inflict moderate 
  wounds (16 charges), black smear (6); 
  Other Gear +1 leather armor, 2 short 
  swords, silver holy symbol, 85 gp
  SPeCIAL ABILITIeS
  Death Throes (Su) When a dark 
  stalker is slain, its body combusts 
  in a flash of white-hot flame. This 
  acts like a fireball that deals 3d6 points of fire 
  damage to all creatures within a 20-foot-radius 
  burst. A DC 14 Reflex save halves this damage. 
  The dark stalker’s gear and treasure are 
  
  optional encounter
  The encounter in area 2j is optional. If there are more than 2 
  hours remaining for the PCs to complete the scenario, then 
  run the smuggler fight as normal. If there are less than 2 
  hours remaining, then the smugglers are not present in this 
  room. See the treasure section below on what PCs find in the 
  room if the encounter is skipped.
  the hereSy of MAn—PArt i: the firSt hereSy
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  unaffected by this explosion. This save is Constitution-based.
  Poison use (ex) Dark stalkers are skilled in the use of poison and 
  never risk accidentally poisoning themselves. Dark stalkers 
  use black smear poison on their weapons and generally carry 
  6 doses on them. 
  Black Smear—injury; save Fort DC 14; frequency 1/ round 
  for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC is 
  Constitution-based.
  See in Darkness (Su) A dark stalker can see perfectly in darkness 
  of any kind, including that created by deeper darkness.
  Development: A search through the detritus at the 
  bottom of the shaft (DC 17 Perception check; DC 21 for 
  Tier 8–9) uncovers several things: the apparatus and 
  equipment of both a torture chamber and alchemist’s lab 
  (now completely corroded and useless), the iconography of 
  a shrine to Norgorber (Knowledge [religion] DC 13), and the 
  broken remains of a large, ornate hourglass (recognizable as 
  the one carried by the haunt in area 2h) lying next to a chair 
  set with manacles and hinged to allow its occupant to be 
  dunked beneath the water in one of the catch basins for the 
  sea inlets. It was here that Sa’ad Bakir was held captive and 
  tortured, and the clues from the haunting in the hallway 
  combined with this evidence should give the PCs a fairly 
  clear idea of what happened to the ill-fated lover.
  Treasure: A DC 23 Perception check (Tier 8–9: DC 
  27) while searching the wine casks and bottles turns up 
  a bottle that holds 3 doses of a potion of neutralize poison 
  and another that holds a rolled up scroll of interposing 
  hand. A third bottle also contains a fine, scented powder 
  identifiable as incense of meditation.
  Mission Notes: Any Cheliax faction PCs that discover the 
  shrine of Norgorber may use it as blackmail material against 
  the current Bey El Makkra. Taldor faction PCs may now piece 
  together the ghostly tale of the Haunting of Qassabah Heb 
  Amar from the haunt in area 2h and the torture implements 
  in the bottom of this chamber. These clues and a successful 
  DC 15 Intelligence check reveal the full account of Sa’ad 
  Bakir’s miserable fate as listed on page 11.
  Rewards: If the PCs defeat the dark guardian and find 
  the potion and scroll, reward each tier thusly:
  Tier 5–6: 
  Give each player 760 gp.
  Tier 8–9: 
  Give each player 986 gp.
  2j. Barrel Stores
  Dozens of barrels stand stacked against the far wall of this 
  unoccupied storeroom, while many more are strewn about 
  haphazardly on the floor. Something on the floor near the 
  western door glints with silver.
  Barrels used for both smuggling and more mundane 
  storage are kept here for cleaning between uses. A secret 
  door in the east wall can only be found with a DC 30 
  Perception check and has not been opened in centuries. 
  Creatures: A group of smugglers that sometimes work 
  for the bey El Makkra were in the postern yard when the 
  Pure Legion arrived surprisingly at the main gate. When a 
  contingent came to the postern gate as well, the smugglers 
  panicked and hid in this room hoping to remain unnoticed 
  until the Pure Legion departed. When the PCs arrive 
  unexpectedly through the secret door (the smugglers 
  were unaware of its existence), there are seven smugglers 
  hiding in the barrels in this room. Allow the PCs opposed 
  Perception checks against the smugglers’ Stealth checks 
  (+10 circumstance bonus due to being hidden in the 
  barrels) to determine if the PCs catch the sound of a furtive 
  movement or a telltale breath. The smugglers assume that 
  the PCs are going to blow their cover and bring the Pure 
  Legion down on them. They therefore intend to eliminate 
  the PCs as quickly as possible. 
  Tier 5–6 (CR 6)
  Smugglers (4) 
  CR 2
  Male human rogue 3
  CN Medium humanoid (human)
  Init +2; Senses Perception +6
  DefenSe
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 24 each (3d8+6)
  fort +2, Ref +5, Will +1
  Defensive Abilities evasion, trap sense +1
  OffenSe
  Speed 30 ft.
  Melee mwk club +6 (1d6+3) or 
  dagger +5 (1d4+4/19–20)
  Ranged dagger +4 (1d4+3/19–20)
  Special Attacks sneak attack +2d6
  TACTICS
  Before Combat The smugglers stay hidden in their barrels as they 
  assess who the PCs are and what they’re doing in the room.
  During Combat If the PCs are unaware of the smugglers, the 
  rogues attack from their barrels with surprise (by rising from 
  a crouch as a free action and hurling daggers or tanglefoot 
  
  PAthfinder Society ScenArio
  16
  bags). If both parties are aware of one another, roll initiative 
  normally. They do everything they can to keep the PCs from 
  going through the west doors, flanking and sneak attacking 
  when possible.
  Morale The smugglers are terrified of the Pure Legion discovering 
  them and fight to the death to avoid capture.
  STATISTICS
  Str 16, Dex 15, Con 13, Int 8, Wis 10, Cha 12
  Base Atk +2; CMB +5; CMD 17
  feats Quick Draw, Skill Focus (Stealth), Toughness
  Skills Appraise +4, Bluff +7, Climb +9, Disable Device +8,  
  Disguise +7, Intimidate +7, Knowledge (local) +5, Linguistics +3, 
  Perception +6, Stealth +11
  Languages Common, Osiriani
  SQ rogue talents (surprise attack), trapfinding +1
  Combat Gear potion of cure light wounds, tanglefoot bag; Other 
  Gear +1 studded leather, masterwork club, dagger (2), thieves’ 
  tools, 35 gp
  Tier 8–9 (CR 9)
  Smugglers (6) 
  CR 4
  Male human rogue 5
  CN Medium humanoid (human)
  Init +3; Senses Perception +8
  DefenSe
  AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
  hp 38 each (5d8+10)
  fort +3, Ref +8, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OffenSe
  Speed 30 ft.
  Melee mwk club +7 (1d6+3) or 
  dagger +6 (1d4+4/19–20)
  Ranged dagger +6 (1d4+3/19–20)
  Special Attacks sneak attack +3d6
  TACTICS
  Before Combat The smugglers stay hidden in their barrels as they 
  assess who the PCs are and what they’re doing in the room. 
  Two smugglers have already drunk their potions of invisibility 
  and wait near the western door to make sneak attacks.
  During Combat If the PCs are unaware of the smugglers, the 
  rogues attack from their barrels with surprise (by rising from 
  a crouch as a free action and hurling daggers or tanglefoot 
  bags). If both parties are aware of one another, roll initiative 
  normally. They do everything they can to keep the PCs from 
  going through the west doors, flanking and sneak attacking 
  when possible.
  Morale The smugglers are terrified of the Pure Legion discovering 
  them and fight to the death to avoid capture.
  STATISTICS
  Str 16, Dex 16, Con 13, Int 8, Wis 10, Cha 12
  Base Atk +3; CMB +6; CMD 19
  feats Deceitful, Quick Draw, Skill Focus (Stealth), Toughness
  Skills Appraise +6, Bluff +11, Climb +11, Disable Device +11, 
  Disguise +11, Intimidate +9, Knowledge (local) +7, 
  Linguistics +3, Perception +8, Stealth +14
  Languages Common, Osiriani
  SQ rogue talents (surprise attack), trapfinding +2
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility, tanglefoot bag, smokestick; Other Gear +1 studded 
  leather, masterwork buckler, masterwork club, dagger (2), 
  cloak of resistance +1, masterwork thieves’ tools, 30 gp
  Development: The smugglers have an initial attitude of 
  hostile, but if the PCs recognize them as fellow smugglers 
  (DC 14 Sense Motive) and do not engage them in combat, 
  they can cause the smugglers to stop attacking if their 
  attitude can be changed to friendly. If so, the smugglers 
  warn them of the Pure Legion in the postern yard and 
  tell them the size of their force. Under no circumstances 
  will they leave this chamber as long as the Pure Legion 
  remains in the yard. Agosa flees back through the secret 
  door if fighting starts and waits out the battle there.
  Treasure: Lying on the f loor by the door is a silver 
  dagger (Tier 8–9: masterwork silver dagger), dropped 
  by a smuggler who hid here when the Pure Legion 
  arrived at the fortress. The owner of the dagger has 
  either already f led the fortress if this encounter is 
  being skipped, or is one of the smugglers hiding in 
  this room. If the encounter is being skipped, the PCs 
  also find a chest of precious gems apparently waiting 
  to be smuggled in or out of the country, worth 559 gp 
  (Tier 8-9: 1,662 gp).
  Rewards: If the PCs defeat or successfully negotiate 
  with the smugglers, or find the precious gems, reward 
  each tier thusly:
  Tier 5–6: 
  Give each player 561 gp.
  Tier 8–9: 
  Give each player 1,763 gp.
  2k. Orange Stores
  A sweet, tangy smell fills this room where the produce 
  of the El Makkra’s orchard is stored. Bags of hemp 
  netting hanging from hooks in the rafters are stuffed to 
  overflowing with massive, succulent oranges that are a 
  deep orange—almost red—in color. 
  Mission Notes: Qadira faction PCs may wish to recover 
  an orange from here.
  2l. Water Room
  A well of sweet spring water occupies this cool, shaded 
  tile room. Large clay jars and ladles are kept on hand to 
  draw a refreshing drink.
  
  the hereSy of MAn—PArt i: the firSt hereSy
  17
  2m. Postern Yard (CR 7 or CR 11)
  A small courtyard is lined with shrubs and flowering plants. The 
  outer walls of the fortress loom tall to the south and west. A postern 
  gate stands in the southern wall. A warm desert breeze wafts 
  through the air, bringing with it the scent of oranges. The gate 
  that leads to freedom stands only a few yards away, but a group 
  of torch-bearing, gold-robed soldiers move around it tending to a 
  number of camels that appear to be packed for travel.
  This wide yard is surrounded by a 15-foot-high 
  battlement and commanded by two gate towers of the 
  same height. A banded gate of palm trunks blocks exit. 
  Creatures: A detachment of the Pure Legion was sent 
  to secure the Postern Gate while their companions 
  investigated the main building for contraband. When 
  they arrived, the soldiers found within a group of 
  camels (equal in number to the PCs plus Agosa Agion) 
  packed and ready for travel (left by Masur as promised). 
  They have just begun to look into the matter and have 
  not yet fanned out to search the yard or surrounding 
  buildings. There are a total of six Pure Legion troops 
  in this detachment, made up of soldiers, captains, and 
  commanders based on tier. One soldier (or captain 
  for Tier 8–9) is stationed atop each of the 15-foot-tall 
  gate towers, but their attention is initially focused out 
  over the wall. The remaining troops are engrossed in 
  searching the camels. When they notice the PCs, they do 
  not call for reinforcements, as they assume them to be 
  nothing more than a few ragtag smugglers. 
  Tier 5–6 (CR 7)
  Pure Legion Captains (2) 
  CR 3
  hp 40 (use stats on page 9)
  TACTICS
  Before Combat The captains order their men to surround the PCs 
  and attempt to intimidate them into surrendering. If they do 
  not, they direct the soldiers to attack.
  During Combat The captains fire at obvious spellcasters while 
  their men charge. They then close with their falchions for 
  melee, trying to flank against tough-looking opponents.
  Morale Something of gloryhounds, the captains don’t think to flee 
  or call for help until it is too late.
  Pure Legion Soldiers (4) 
  CR 1
  hp 22 (use stats on page 8)
  TACTICS
  Before Combat The soldiers attempt to corral the PCs into a corner 
  of the yard, deferring to their captains for different orders.
  During Combat The soldiers charge into melee with their 
  scimitars once attacked or ordered to do so.
  Morale The soldiers are bored and think the PCs nothing more 
  than ordinary smugglers. They don’t even consider the 
  possibility of retreat until it is too late.
  Tier 8–9 (CR 11)
  Pure Legion Commanders (3) 
  CR 6
  hp 67 (use stats on page 9)
  TACTICS
  Before Combat The commanders order their men to surround 
  the PCs and attempt to intimidate them into surrendering. If 
  they do not, they direct the captains to attack.
  During Combat The commanders fire at obvious spellcasters 
  while their men charge. They then close with their halberds for 
  melee, trying to flank against tough-looking opponents.
  Morale Something of gloryhounds, the commanders don’t think 
  to flee or call for help until it is too late.
  Pure Legion Captains (3) 
  CR 3
  hp 40 (use stats on page 9)
  TACTICS
  Before Combat The captains attempt to corral the PCs into a corner 
  of the yard, deferring to their commanders for different orders.
  During Combat The captains charge into melee with their 
  falchions once attacked or ordered to do so.
  Morale The captains are bored and think the PCs nothing 
  more than ordinary smugglers. They don’t even consider the 
  possibility of retreat until it is too late.
  Development: For every round after the PCs first enter 
  into the corridor outside area 2j, make a one Perception check 
  for the Pure Legion soldiers in the courtyard (Perception +2) 
  against the PCs’ Stealth checks for as long as they have less 
  than total concealment from the soldiers in the yard. If the 
  PCs make no attempt to hide from the Pure Legion, they 
  are spotted immediately. Knowing that he would face the 
  harshest punishment of all if discovered, Agosa remains in 
  hiding until the Pure Legion has been dealt with.
  The PCs must find some way to get past the soldiers and 
  out of the fortress through stealth or battle. However they 
  choose to proceed, no reinforcements arrive from the main 
  gate until the battle is over and the PCs have had a chance 
  to escape. If the PCs wish to wait out the soldiers, after 10 
  minutes they finish rummaging through the camels’ packs 
  and fan out to search the postern yard and surrounding 
  rooms. At this point, the officer and two soldiers stand 
  blocking the gate. The remaining soldiers split into two 
  groups and begin searching the area. If the PCs think to 
  retreat toward the kitchens and the fortress proper, they 
  find them crawling with soldiers and should be forced to 
  return to the postern as the only viable escape option.
  If it looks as though the PCs will succeed at avoiding 
  combat, allow them to overhear two of the Pure Legion 
  troops (including the one with Amenopheus’s signet ring) 
  
  PAthfinder Society ScenArio
  18
  discussing their frustration with the whole affair at Qassaba 
  Heb Amar, “looking for smugglers that don’t exist, all on 
  some tip from ‘the Shadow Lodge’, whatever that is.”
  Treasure: If the PCs search the troops, on one of them 
  they find a simple note that says, “The package you seek 
  will be coming in through the sea tunnels. Use this ring 
  to follow the book to them. The Shadow Lodge thanks 
  you for your efforts.” The book the letters refers to is 
  the same one Osirion faction PCs were supposed to 
  give to El Makkra. If there are no Osirion faction PCs 
  in the group, Agosa Agion identifies the book as one of 
  herbal remedies that he is carrying to give to a contact 
  in Wadi al-Hesr. Wrapped up in the note is an Osirian 
  signet ring—also a major ring of spell storing—containing 
  the spell locate object. Osirion faction PCs may attempt 
  a DC 12 Intelligence check to recognize the signet’s seal 
  as the same one that marks their faction missions; the 
  ring belongs to their faction leader, Amenopheus. PCs 
  of non-Osirion factions may make a DC 20 Knowledge 
  (nobility) or Knowledge (local) check to identify the 
  ring’s owner.
  Mission Notes: Taldor faction PCs may wish to recover 
  a Pure Legion officer’s uniform insignia if they have not 
  yet done so. Osirion faction PCs should realize with little 
  prompting that the Shadow Lodge traitor among the 
  factions is none other than their own leader, the Sapphire 
  Sage. Andoran faction PCs can now complete their map of 
  the route leading from area 2a to here. Qadira faction PCs 
  may also retrieve an orange from the orange grove outside 
  if they did not do so in area 2k.
  Rewards: If the PCs defeat the soldiers, reward each 
  tier thusly:
  Tier 5–6: 
  Give each player 514 gp.
  Tier 8–9: 
  Give each player 1,774 gp. 
  2n. Fodder Stores
  This simple outbuilding holds fodder for the pack 
  animals of the bey and those who visit his hold.
  concluSion
  Once the PCs make it past the soldiers at the postern gate 
  with Agosa in tow, they can use the camels that Masur 
  left for them to flee the fortress before the rest of the Pure 
  Legion company notices them. The orange grove screens 
  their movements from any watchers at the main gate and 
  allows the PCs to flee down the Old Road to the village of 
  Wadi al-Hesr only a few miles away. There, Agosa easily 
  guides them to their contact, who in turn leads the healer 
  to the Pathfinders there.
  Prisoners of the Pure Legion
  If the PCs fail to defeat or elude the Pure Legion 
  contingent at Qassabah Heb Amar and are captured, they 
  face steep consequences—clerics especially. Any captured 
  clerics, inquisitors, or paladins face execution at the Pure 
  Legion’s hands. PCs of other classes can look forward 
  to a future in slavery. In either case, a PC may buy their 
  freedom with a bribe of 650 gp for Tier 5–6 and 1,500 for 
  Tier 8–9. Captured PCs who fail to pay this penalty are 
  removed from legal play as if they had died.
  A Traitor in the Factions
  If the PCs discover that Amenopheus is a Shadow Lodge agent 
  and that it was he who informed the Pure Legion to their 
  presence, the Decemvirate is very pleased. The acquisition 
  of his signet ring provides them a strong focus for scrying 
  and they immediately confiscate it. Osirion faction PCs 
  should be uncertain about the future of their faction, but 
  assure them they’ll find out in future scenarios.
  It is possible that the PCs will not identify Amenopheus 
  as the traitor among the factions during the course of this 
  adventure. If they fail to either find the ring or identify its 
  owner, mark the Undiscovered Traitor box on each PC’s 
  chronicle sheet, as this knowledge will come into play 
  later in the course of the Heresy of Man adventure arc.
  Faction miSSionS
  Andoran Faction: PCs from the Andoran faction who uncovered 
  proof while in area 2e that slaves are among the contraband 
  moved through the smugglers’ tunnels at Qassabah Heb 
  Amar earn 1 Prestige Award. If they create a complete map of 
  the smugglers’ tunnels for use in a raid by the Gray Corsairs, 
  they each earn 1 additional Prestige Award.
  Cheliax Faction: PCs from the Cheliax faction who 
  identify Masur the Ill-favored as a potential candidate for 
  magical coercion or replacement earn 1 Prestige Award. If 
  they report the shrine of Norgorber in area 2i as blackmail 
  material, they each earn 1 additional Prestige Award.
  Osirion Faction: PCs from the Osirion faction who give 
  the Sapphire Sage’s book to Masur the Ill-favored for delivery 
  to El Makkra earn 1 Prestige Award. If they discover that 
  the treachery of the Shadow Lodge comes from within their 
  own faction, they each earn 1 additional Prestige Award.
  Qadira Faction: PCs from the Qadira faction who 
  recover an orange from either area 2k or the orange grove 
  earn 1 Prestige Award. If they discover the fate of Sa’ad 
  Bakir, they each earn 1 additional Prestige Award.
  Taldor Faction: PCs from the Taldor faction who 
  recover an insignia from the uniform of a Pure Legion 
  officer earn 1 Prestige Award. If they are able to piece 
  together the events that led to the haunting of Qassabah 
  Heb Amar, they each earn 1 additional Prestige Award.
  
  the hereSy of MAn—PArt i: the firSt hereSy
  19
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  11. Use of Contributor Credits: You may not market or advertise the Open Game 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
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  judicial order, or governmental regulation then You may not Use any Open Game 
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  13. Termination: This License will terminate automatically if You fail to comply with 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder Society Scenario 2–06: The Heresy of Man, Part I: The First Heresy. © 
  2010, Paizo Publishing, LLC; Authors: Greg A. Vaughan and Kevin Wright.
  Dark Stalker from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Green, based on original material by Simon Muth.
  Date
  GM #
  Event
  GM Name
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Scenario 2–06:  
  The Heresy of Man, Part III: The First Heresay
  
  PAthfinder Society ScenArio
  20
  Defender of Liberty,
  While the bey El Makkra’s hold is of convenience to all who seek to enter and leave 
  Rahadoum unseen by the watching eyes of their so-called Pure Legion—godless thugs 
  and miscreants all—we have reason to believe that its use is not always of a benign 
  nature. I’m speaking of slavery, of course. While Rahadoum has long been one of the 
  Inner Sea’s many slaveholding nations, there are those that wish to add to this scourge by 
  circumventing the normal taxes and channels associated with the ownership of persons 
  in that land. We cannot openly declare war on the Kingdom of Man and abolish their foul 
  flesh-peddling practice, but we can strike where possible. 
   
  I charge you with discovering if Qassabah Heb Amar is used in the abominable 
  slave trade that we so loathe. If you can find evidence of such activity, then I further charge 
  you with scouting out the hidden courses and ways of the stronghold, and providing us 
  with that information so that a force of our own Gray Corsairs may follow your route 
  at a later date and eradicate one more slavehold from the Inner Sea with the sword and 
  righteous fire of liberty.
     
  In Freedom’s Name,
     
     
  Captain Colson Maldris
  Andoran Faction Handout
  
  the hereSy of MAn—PArt i: the firSt hereSy
  21
  Delectable Toy,
  All things work to the glory of Thrune, and your work in Rahadoum is to be no exception. Her 
  Majestrix has long sought a toy among the Rahadoumi lords—especially one as interesting as a 
  bey who controls a major smuggling route. We are curious about what this bey may be able to do 
  for us. While you are there, poke around a bit; find someone close to this El Makkra that may 
  be susceptible to my many charms or can perhaps be seamlessly removed and replaced through the 
  artifice of Her Majestrix’s finest masters of infiltration and illusion. We would wish to have 
  an ear in this bey’s court that we might find profit for ourselves while bringing the influence of 
  Asmodeus to these godless heathens.
     Furthermore, while you are there, see if you can’t find something that we can use as a lever 
  against this El Makkra to bring him to heel—some bit of blackmail or secret shame that can be 
  used against him or his family. While it is one thing to have an ear in his court, it is another thing 
  entirely to be the voice that whispers in his ear.
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  Please Me and Know My Pleasure,
  Keeper of Ages,
  This El Makkra is known to me of old when I was more prone to travel abroad. I once stayed in his 
  qassabah and enjoyed his hospitality. My memory dims of the visit but for our discussion regarding 
  our mutual love of the written word. He had long sought a rare book of ancient Garundi history, 
  and as fate would have it I came across this very book but a year past. I have enclosed the book 
  for you in this parcel. See to it that it comes into the hands of El Makkra or one of his trusted 
  servants and have the gratitude of an old man whose memory sometimes shines more brightly than 
  the present day.
   
   
   
  Alas, but not all is fond reminiscence of old friends and fine yesterdays. Trouble 
  lurks beneath the calm waters, and a treachery is afoot within the Lodge. Information 
  has come into my hands that there is a traitor among the factions—a member of the 
  villainous Shadow Lodge. I do not yet know who —or what—this betrayer is, but 
  keep your eyes sharp like the desert falcon, for even the tiniest gust of wind 
  can belie the sandstorm. Seek out this traitor, my friends, and bring me word 
  of his or her identity. The fate of the Pathfinders relies on it.
  Osirion Faction Handout
  In Wisdom and Honor,
  Amenopheus, The Sapphire Sage
  
  PAthfinder Society ScenArio
  22
  Honorable Servant of the Satrap,
  Yet again you respond to the call of gentle Qadira as you go abroad among the unwashed. 
  It has come to my attention that your travels are to carry you to the ancient Garundi 
  stronghold of Qassabah Heb Amar. Long has that fortress been near to my thoughts, 
  for it was there that my grandfather’s uncle’s uncle, Mizram Bakir, looked for the 
  truth of the fate of his son, Sa’ad. Sa’ad lived in Katheer a century gone and was said 
  to be the greatest jewel thief of the Seven Cities. Yet the greatest jewel of all he sought 
  from the master of old castle Heb Amar—the love of his daughter. The family tales say 
  that Sa’ad sailed for Rahadoum to win her hand from her father or abscond with her if 
  he could not, but he was never seen nor heard from again. I beg of you, bring peace to 
  my cousins, the Bakiri; find if you can the fate of Sa’ad and bring news of it to me.
   
  One other small matter I ask of you as well. The orange groves of Qassabah Heb 
  Amar are renowned for the succulence and sweetness of their fruits. It has been many 
  years since I have tasted of a deliciously ripe Heb Amar Red. If you have opportunity, 
  it would be a kindness to me if you could obtain one of those legendary fruits for me, 
  and you would find my gratitude not inconsiderable.
  For Qadira’s Profit,
  Pasha Muhlia Al-Jakri
  Glorious Agent,
  The eyes of Taldor are upon Rahadoum. The country is godless and backward 
  to our refined sensibilities, but it is not without value. For reasons whose details I 
  cannot go into with you in depth, we are interested in creating replicas of the uniforms 
  of certain Rahadoumi military units—most specifically their religious police, the Pure Legion. Easy 
  enough, as expected, except for one small detail. It has come to our attention that the officers of the 
  Pure Legion brigades headquartered in the Manaket area have some special insignia, the details 
  of which we have been unable to discern and replicate. So while you are in and about the Manaket 
  region, no doubt dodging the Pure Legion at every opportunity, I ask you to keep your eyes open for 
  what manner of insignia their officers bear. Were you able to recover one for me, well, we all know how 
  the Empire rewards her loyal servants.
   
  Of secondary note, I have long been fascinated by children’s tales and fables of curses, hauntings, 
  and night spectres. I keep a collection of such from all over Golarion in my personal library. It just 
  so happens that the ancient keep of Qassabah Heb Amar has a reputation as a haunted place, but 
  I have never been able to find details of it. If, while you are there, you could learn something of its 
  legendary haunting and the history behind it, I would be personally grateful.
  Qadira Faction Handout
  Taldor Faction Handout
  x
  For Taldor!
   Baron Jacquo Dalsine
  
     
  Dead man’s shroud (6,000 gp)
  Incense of meditation (4,900 gp)
  Potion of neutralize poison (750 gp)
  Robe of the Pure Legion +1 (750 gp; as a cloak of resistance +1, but only against spells, spell-like 
  effects, and supernatural abilities from a divine spellcaster or source such an outsider that 
  serves a deity)
  Scroll of interposing hand (1,125 gp)
  Wand of inflict moderate wounds (8 charges; 720 gp)
  ☐ 
  An Agent Uncovered: You have uncovered a high-level traitor in the Shadow Lodge and 
  earn the Decemvirate’s favor for doing so. You gain a unique wayfinder stamped with the 
  seal of the Decemvirate. When presented to another member of the Pathfinder Society, 
  you receive a +2 bonus to any Bluff, Diplomacy, or Intimidate check. This boon may not 
  be sold.
  Cloak of resistance +1 (1,000 gp)
  Potion of cure moderate wounds (300 gp)
  Potion of inflict serious wounds (750 gp)
  Potion of invisibility (300 gp)
  Ring of protection +1 (2,000 gp)
  Wand of inflict moderate wounds (16 charges; 1,440 gp)
  5–6
  All
  Scenario 2–06:  
  The Heresy of Man, Part I: The First Heresy
   
  Player name  
  A.K.A.
   
  Character name 
  Pathfinder Society # 
  faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  GOLD
  Gold Spent
  Subtotal
  Items Bought
  Items Sold
  final PA Total
  final XP Total
  PReSTIGe AWARD
  eXPeRIenCe
  GP Gained (GM OnLY)
  PA Gained (GM OnLY)
  Start GP
  Starting PA
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items found During This Scenario
  for GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 XP
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIeR
  TIeR
  TIeR
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  8–9
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIeR
  TIeR
  TIeR
  5–6
  8–9
  2,592
  5,923
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 02/Scenario 2-06 The Heresy of Man-Part I The First Heresy.pdf