TEXT: By Adam Meyers
  Lions of Katapesh
  Lions of Katapesh
  PATHFINDER SOCIETY SCENARIO #1–14 
  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/.
  Repeatable
  Pathfinder Society Scenario #1–14: Lions of Katapesh 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
  Lions of Katapesh makes use of the Pathfinder Core Rulebook and Pathfinder Bestiary, as 
  well as Pathfinder Flip Mat Classics: Desert and Pathfinder Flip Mat Classics: Dragons Lair. 
  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 Bestiary are reprinted at 
  the back of the adventure for the GM’s convenience.
  Table of Contents
  Lions of Katapesh . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Appendix 1: Subtier 1–2 Encounters . . . . . . . . . . . . . . 15
  Appendix 2: Subtier 3–4 Encounters . . . . . . . . . . . . .20
  Appendix 3: Art.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 26
  GM References . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
  AUTHOR
  Adam Meyers
  DEVELOPMENT LEAD
  Michael Sayre
  EDITING LEAD
  Leo Glass
  EDITORS
  Leo Glass
  CONTRIBUTING ARTISTS
  Chris Bjors, Marko Horvatin, Mirco Paganessi
  Mikhail Palamarchuk, and Bryan Sola
  CARTOGRAPHERS
  Sean Macdonald and Corey Macourek
  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
  Lions of Katapesh
  •Solku
  •Solku
  •Katapesh
  •Katapesh
  •Oenopion
  •Oenopion
  Bridge Site•
  Bridge Site•
  KATAPESH
  KATAPESH
  NEX
  NEX
  Elemi
  o
  n
   
  R
  i
  v
  e
  r
  Elemi
  o
  n
   
  R
  i
  v
  e
  r
  By Adam Meyers
  Lions of Katapesh begins in the metropolis of Katapesh 
  where anything imaginable can be bought or sold, and 
  the city’s masked rulers, known as the Pactmasters, care 
  for nothing as much as keeping the flow of commerce 
  moving. More information on Katapesh can be found on 
  pages 51–52 of the Lost Omens World Guide, available in 
  book stores and games stores and online at paizo.com.
  WHERE ON GOLARION?
  GM Synopsis
  This adventure features travel, exploration, and intense 
  combat encounters that the PCs will generally have 
  regular opportunities to rest between.
  Adventure Background
  In 4718 AR, the city of Katapesh experienced massive 
  upheaval among the Pathfinder Society venture-captains 
  who had long managed the organization’s affairs in the 
  area. Venture-Captain Roderus, the most senior and 
  arguably most beloved of the Katapeshi venture-captains, 
  retired to sell the Winding Road inn and set off on one 
  last adventure. During the turmoil that followed, two of 
  the remaining venture-captains, an unscrupulous half-orc 
  named Phlegos Dulm and the human seer Wulessa Yuul, 
  fought for control of Roderus’s territory. The conflict 
  revealed Phlegos to be a traitor and slave trader, thanks 
  in part to the assistance of a goblin merchant named 
  Yigrig Moneymaker.
  In the year since, Yigrig and his family, many of them 
  former slaves, have proven an invaluable asset to Wulessa 
  Yuul and the Society’s operations in the area. Because 
  most of Katapesh’s other residents actively ignore their 
  presence, the goblins excel at information gathering, 
  bolstering their connections and supply lines far beyond 
  the eponymous city’s boundaries. 
  Yigrig’s family made arrangements to fund and oversee 
  the building of a bridge across the Elemion River as part 
  of a trade agreement the goblin brokered between the 
  leaders of two cities; Solku, which is part of the nation 
  of Katapesh, and Oenopion in Katapesh’s southern 
  neighbor, Nex. The residents of Solku, constantly besieged 
  by nearby gnoll raiders, have a need for Oenopion’s 
  alchemical bombs and elixirs, while the merchant 
  companies of Oenopion are interested in securing a trade 
  deal that could spare them from paying expensive port 
  and shipping fees. The bridge remains the focal point of 
  the trade agreement, as without it, negotiations are likely 
  to die out before they even begin. Trade between Solku 
  and Oenopion depends upon reliable passage across 
  the Elemion that does not require extended stops for 
  passengers to rest or load cargo that would leave these 
  shipments vulnerable to attacks by bandits or nearby 
  predators. If Yigrig can build and maintain the bridge, 
  he and his family stand to gain significant wealth by 
  garnishing a cut of the profits generated by trade between 
  these cities. 
  The members of Yigrig’s family are reasonably 
  industrious, and his son Zig has grown into an intelligent 
  and resourceful goblin capable of exerting control and 
  authority almost equivalent to his father’s. Zig’s first few 
  weeks at the construction site went well, until a group 
  of vicious felines discovered the goblin camp and began 
  attacking and devouring workers that fled from the site’s 
  protection or wandered out on their own at night. As the 
  goblin’s terror of the felines grew, they took precautions to 
  deter the beasts, such as carrying lit torches and keeping 
  large fires around the camp’s perimeter. Unfortunately, 
  these efforts led to even more casualties as the goblins’ 
  relatively short attention spans and fascination with 
  burning things has resulted in disaster. 
  Now, Yigrig has reached out to his allies in the 
  Pathfinder Society to help him secure the bridge and 
  minimize further harm to his family.
  Adventure Summary
  The PCs receive a mission to join a goblin caravan on 
  its way to the construction site for a bridge. After a 
  few days’ travel, the PCs are attacked by the scenario’s 
  secondary antagonists, who have a mission from the 
  scenario’s primary antagonist to keep the camp from 
  being reinforced. (More information about the primary 
  and secondary antagonists can be found on pages 5–6).
  After arriving at the construction site, the PCs are given 
  the task of fortifying the work camp, building fences, and 
  patrolling the area at night to defend against attacks from 
  
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  Lions of Katapesh
  magically agitated wildlife. The camp is attacked every 
  other night, and the PCs must find a way to fend off the 
  attacks while protecting the goblin workers. Eventually, 
  either by tracking the felines to their lair or by drawing 
  out the primary antagonist, the PCs have the chance to 
  either defeat or broker a deal with the primary antagonists, 
  neutralizing the threat so the bridge can be built.
  Getting Started
  The adventure begins in a meeting room in Katapesh, 
  where the PCs are briefed on their mission by Yigrig 
  Moneymaker. 
  Read or paraphrase the following to proceed.
  Yigrig Moneymaker, the powerful goblin merchant, slumps in 
  a large chair. His face, normally so proud and assured, looks 
  troubled. “It’s good to see you, Pathfinders! I have a lot of 
  respect for the Society. You’ve been good to me in the past, 
  and my family has aided you in return. But today I come 
  before you, my hat in my hands, in need of help.
  “My family and I have almost brokered a trade agreement 
  between the cities of Solku and Oenopion. It’s a beneficial 
  deal, one where Solku gains the materials it needs to defend 
  itself, Oenopion gains a new trading partner, and everyone 
  stands to make a heap of coin. There’s only one issue standing 
  in the way of the negotiation being finalized: a bridge must 
  be constructed over the Elemion River to facilitate safe travel 
  between the two cities. My family is responsible for building 
  and maintaining this bridge. It should have been a simple 
  job… easy to pull off.
  “It has been anything but easy.”
  The old goblin leans forward. “Every morning at the work 
  camp, it is discovered that more of my children have been 
  pulled from their beds in the night, presumed dead. Every 
  shipment of aid I send gets attacked. The last one I sent did 
  not even arrive.
  “There is a lot of money riding on this deal, but I admit 
  this isn’t about money anymore. This is personal. Someone 
  is harming my family and I can’t sit by and let that happen.
  “I have contracted the Pathfinder Society to protect the 
  bridge and surrounding work camp while construction is 
  completed. I have a caravan ready to leave, filled with new 
  workers and supplies for the bridge site. I want you on it. 
  When you see it safely to the bridge site, I need you to stop 
  the attacks on the camp by any means necessary until the job 
  is complete. When you get to the work camp, you will meet 
  my son Zig, the overseer of the project. Sweet kid… takes 
  after his old man. He’ll be your liaison with the workers and 
  see to your needs.
  “Nothing is more important than family. Nothing. And so, I’m 
  asking you to take care of mine. Our future is in your hands.”
  If the PCs ask Yigrig questions, he responds with the 
  following answers.
  What is attacking the bridge camp? “Since the 
  attacks began, information has been spotty getting out. 
  However, I know that some sort of large animals have 
  been attacking the work camp during the night, and 
  something else has been aggressive toward anyone that 
  tries to leave or enter the site, no matter what time of 
  day. Bandits? Animals? Accounts have been conflicting, 
  but whatever they are, they’re dangerous.”
  Is there more help coming? “I have already tried to 
  help as much as I can, and what I’ve done has proven 
  insufficient; that’s why I need you. If you can’t protect 
  the bridge, then the only option left is to close the site 
  Yigrig Moneymaker
  
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  Lions of Katapesh
  and abandon negotiation on the trade agreement before 
  any more goblins in the camp die or go missing.
  How do we protect the camp? “Zig will give you more 
  information, but so long as you can prevent goblins 
  from being killed or abducted, the bridge can be built 
  on schedule. If the threats to the goblin workers persist, 
  the builders will remain too scared to finish the job. 
  Personally, I can’t blame them for that.”
  Nature
  If a PC attempts a Nature check to Recall Knowledge 
  (DC 15), they know the information corresponding to 
  the outcome of their roll. 
  Critical Success: The PC recognizes that the area they are 
  visiting is home to great beasts such as lions, panthers, 
  dire wolves, and more. The PC’s understanding of these 
  creatures gives them a +1 circumstance bonus to all 
  initiative rolls made against them during this scenario 
  as the PC is better able to anticipate these animals’ 
  behaviors.
  Success: The PC realizes that the area they are visiting 
  is home to great beasts such as lions, panthers, dire 
  wolves, and more. Such creatures might be responsible 
  for the attacks on the camp.
  Failure: The PC knows nothing of note about the area.
  Critical Failure: While the PC remains confident that they 
  understand the local fauna, they absolutely don’t. The 
  PC takes a –1 circumstance penalty to initiative rolls 
  during encounters that include animals as the PC’s 
  errant information constantly leads them astray.
  Running This Scenario
  This scenario is designed for replayability and includes 
  3 possible primary antagonists, 3 possible secondary 
  antagonists, and a Morale Points system (page 7).
  Primary Antagonists
  The following information details the primary antagonists 
  of this scenario.
  Keff the Lion: Keff is an old and grizzled awakened lion 
  that gained intelligence as part of a wizard’s experiment. 
  He has spent years wandering lands typically controlled 
  by humanoids, studying magic whenever the opportunity 
  arose. Over time, he has grown unsatisfied with 
  masquerading as just another lion amongst his mundane 
  kin. Vowing that he would not be the last of his kind, Keff 
  recently stopped traveling to assert his dominance over a 
  small group of felines. In an attempt to expand mental 
  and physical abilities of these cats, he combines rigorous 
  physical training with magical experimentation. As he 
  continues to modify the abilities of the animals under his 
  control, he has begun to view these felines and the area 
  they prowl as his part of his own personal fiefdom, ruling 
  the local wildlife like a king.
  When the goblin workers began construction on the 
  bridge, Keff saw a perfect opportunity to test his followers 
  and the effectiveness of their magical enhancements and 
  training. Spurred by his own prejudicial beliefs that 
  goblins are lesser beings, he has shown little remorse for 
  those killed by his minions. 
  Kip the Druid: Kip is a criminal wanted in many 
  surrounding cities for murder. Years ago, Kip abandoned 
  her village home to fully embrace living as an animal, 
  going so far as to hunt and consume weaker humanoid 
  creatures from a variety of settlements in an effort to 
  better embrace her connection to primal magic. When 
  she was finally driven from her hunting grounds, she 
  encountered a small group of great cats that she quickly 
  dominated, becoming their leader. 
  While she spends most of her time living amongst the 
  felines and behaving as one of them, Kip still enchants, 
  trains, and expands the abilities of her animal allies, 
  so that they might protect her if those who hunted her 
  before should find her again. However, she sees the 
  bridge as a sign of civilization’s dismissal and abhorrence 
  for nature and wishes to see the construction site razed 
  to the ground to maintain the natural balance in the area. 
  To select the primary and secondary antagonists, roll 
  on the following table.
  1d10
  Primary 
  Antagonist
  Secondary 
  Antagonists
  1
  Keff the lion
  Bandits
  2
  Keff the lion
  Wolves
  3
  Keff the lion
  Kobolds
  4
  Kip the druid
  Bandits
  5
  Kip the druid
  Wolves
  6
  Kip the druid
  Kobolds
  7
  Visu Mas the lich
  Bandits
  8
  Visu Mas the lich
  Wolves
  9
  Visu Mas the lich
  Kobolds
  10
  Reroll
  Reroll
  It is recommended that GMs who are unfamiliar with 
  this scenario roll or simply choose which antagonists to 
  use beforehand. However, GMs who are familiar with 
  this scenario can instead ask the players to roll the die 
  at the beginning of the adventure.
  TABLE 1: CHOOSING PRIMARY AND 
  SECONDARY ANTAGONISTS
  
  6
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  Lions of Katapesh
  Visu Mas the Lich: Visu Mas is a wizard who made 
  a horrible mistake when attempting a magical ritual 
  to transform herself into a lich. Instead of creating a 
  phylactery and becoming undead, she ripped her soul 
  away completely, transforming herself into a shade 
  less powerful than a common ghost. After years of 
  experimentation, she discovered her ability to possess 
  the forms of animals, albeit incompletely. In an attempt 
  to find the strongest animals in the area, she dominated a 
  small group of great felines, compelling them to become 
  her servants. While her ability to possess these animals 
  grants the felines a portion of her intelligence and allows 
  Visu to feeding from their life force, her control is not 
  complete and she has a long way to go before she can 
  gain the influence and resources she’ll need to discover 
  a way to reverse her situation. However, when the 
  goblins entered the area to begin bridge construction, 
  Visu hatched a new plot to restore her former power. By 
  slaying as many goblins from the work camp as possible 
  and using her power to animate their corpses, she plans 
  to amass an army of loyal undead and unleash it to 
  achieve her goals. 
  Secondary Antagonists
  The following information details the secondary 
  antagonists, as well as their relationship to the different 
  primary antagonists.
  Bandits: The bandits are a small band of brigands 
  who live in the desert and survive by raiding nearby 
  settlements. While they have not directly attacked the 
  goblins yet, they have been watching the perimeter of the 
  camp to prevent them from being reinforced while the 
  primary antagonist deals with them.
  Keff the Lion: The bandits came upon Keff’s feline 
  minions and were completely overcome. The few who 
  survived pledged fealty to Keff. While the newer bandit 
  recruits don’t know their true leader, the more senior 
  members of their band know that the ‘bandit king’ who 
  actually calls the shots and takes a percentage of their cut 
  is a talking lion named Keff. 
  Kip the Druid: The leader of the bandits is an old 
  friend of Kip. Even after the druid turned her back on 
  civilization, the two maintained a working relationship 
  as she allowed the bandits to salvage the equipment from 
  her most spectacular kills. When the goblins arrived to 
  begin construction, Kip and the bandit leader joined 
  forces once again to harass the camp and deter progress.
  Visu Mas the Lich: As Visu Mas has expanded her 
  powers, she has managed to enact a small amount of 
  control over one human; the bandit leader. While this is 
  not a true possession, she has influenced him enough to 
  guide the actions of the bandits in ways that serve her ends.
  Cinder Wolves: When the primary antagonist took 
  control of the area, they not only dominated a group of 
  great felines, but also several other creatures who lived in 
  the surrounding area, including a pack of wolves. These 
  wolves guard the area around the goblin camp, preventing 
  the workers from receiving outside aid. Like the great 
  felines, these wolves are still animals, though much more 
  intelligent than normal wolves. Thus, the influence of the 
  primary antagonist allows the wolves to perform complex 
  tasks and enact complicated battle plans that far surpass 
  the tactics of their mundane kin.
  Keff the Lion: While Keff does not consider these 
  wolves kin, he has been experimenting on them as well, 
  using them to test ideas first before using them on his 
  fellow felines.
  Kip the Druid: Kip has dominated the wolves just as she 
  has the great felines and uses them to protect her territory 
  and sow terror among the workers at the bridge site. 
  Visu Mas the Lich: Ever looking to expand her army, 
  Visu Mas has dominated the wolves as well as the felines, 
  keeping them around to serve as border guards while she 
  gathers more strength.
  Kobolds: Yigrig Moneymaker and his goblins are not 
  the only ones who have tried to establish themselves in 
  the markets of Katapesh. The Greenlick kobold clan, led 
  by elder Eitook, have also done their best to establish 
  themselves, albeit with lesser results. Incensed with 
  Yigrig’s rampant success in the face of their middling 
  efforts, the Greenlicks have been moving against 
  Moneymaker in an effort to dampen his operations and 
  steal some of his profits. They are doubly angry because 
  their efforts up until now have been so fruitless that its 
  uncertain if Yigrig himself actually knows they exist.
  The building of the bridge is the final straw for the 
  Greenlicks, who have decided to sabotage the construction 
  efforts by any means necessary. After becoming aware of 
  the primary antagonist, they brokered an agreement to 
  work together to destroy the goblins.
  Keff the Lion: The kobolds have brokered a deal with 
  Keff; they acknowledge his control of the area and have 
  agreed to bring him goods that are unobtainable in the 
  wilds in exchange for the destruction of the bridge builders.
  Kip the Druid: Kip views the kobolds as incompetent, 
  and thus doesn’t give them much attention. The kobolds 
  have been using Kip’s attacks to cover sabotage of their 
  own, bringing any goblin kills they manage to Kip in an 
  attempt to garner her favor.
  Visu Mas the Lich: The kobolds don’t know or 
  understand what controls the great felines, but they do 
  know it favors killing goblins. Thus, they are happy to 
  make it offerings and patrol the area so that Visu Mas 
  can work against the goblins undisturbed.
  
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  Lions of Katapesh
  Morale Points
  The goblins working on Yigrig’s bridge are quickly losing 
  their morale in light of all the animal attacks. 
  The goblins begin with a number of Morale Points 
  equal to the number of PCs. For every goblin killed in 
  any encounter during this scenario, the goblins lose 1 
  Morale Point. Lost Morale Points lower the final Treasure 
  Bundle payout as described on page 13. If the goblin’s 
  Morale Points are reduced to 0, the goblins abandon the 
  bridge site completely in order to protect their own lives. 
  If this occurs, the PCs must immediately find and defeat 
  the primary antagonist (such as by tracking them to their 
  lair), or the scenario ends in defeat. Certain actions taken 
  by the PCs throughout this scenario can increase the 
  goblins’ Morale Points, such as those described below 
  and on page 8. Because the goblins’ Morale Points 
  can rise in the beginning of the scenario and fall as it 
  progresses, you might consider using a d20 or similar 
  device that the players can see at the table to track them.
  A. The Caravan
  After the PCs finish talking to Yigrig, he leads them to a 
  goblin caravan. The goblin caravan consists of 4 Huge 
  wagons and 20 nervous goblin workers. It also contains 
  a trove supplies including wooden beams and food. The 
  leader of the caravan is a goblin named Muckmuck, who 
  remains terrified of his responsibilities and fearful of 
  what could happen on the ensuing journey. He has little 
  to say to the PCs and doesn’t contribute much beyond 
  driving the caravan. Because many goblins loathe horses, 
  the caravan’s wagons are pulled by camels. 
  Read or paraphrase the following.
  Muckmuck laughs to himself.
  “You longshanks think you can protect us? You can’t save 
  Muckmuck. You’re weak. Face facts. We’re all going to die.
  “You sit there in the back and talk to the workers. We’re 
  all scared. Doesn’t matter what we do. We’re all going to die. 
  “Tell you truth, I don’t want to go. Yigrig reads too many 
  books. He’s lost his mind. We all think about leaving before he 
  gets us killed. Not help that the minstrel lost hand in teeth-
  brushing accident. Much blood. Can’t play lute anymore.
  “Tell you what. You want to help? You be the minstrel. 
  Make fancy music. Make goblins feel less likely to run away. 
  Convince them we’re not all going to die.”
  The caravan takes two days to reach the camp with 
  one overnight stay on the side of the path. The PCs have 
  the chance to speak with the goblin workers. Just as 
  Muckmuck says, they are terrified to travel to the camp. 
  However, the caravan is filled with goblins, and despite 
  their fear, their wandering attention span quickly turns to 
  revelry in its many forms. The night is filled with fights 
  and cackling laughter as the goblins try to impress the 
  PCs and each other with feats of physical prowess. If the 
  PCs so choose, they can partake in this revelry, lifting the 
  spirits of the goblins and gaining their trust through their 
  impressive displays.
  The following checks include some of the various ways 
  the PCs might attempt to impress the goblins and raise 
  their spirits. Each PC can attempt a total of two checks, 
  and no check listed below can be attempted more than 
  three times before the caravan arrives at the bridge camp.
  Acrobatics
  Goblins attempt to impress each other with feats of 
  acrobatics. A PC can attempt a DC 15 Acrobatics check 
  (DC 18 in Subtier 3–4) to Tumble Through the crowd 
  while trying to display agility and grace.
  Critical Success The PC can tumble almost as good as a 
  bouncy goblin! The goblins gain 2 Morale Points. 
  Success The goblins gain 1 Morale Point. 
  Failure The PC stumbles and makes the goblins laugh but 
  doesn’t do much to make the goblins more assured the PCs 
  can actually protect them.
  Critical Failure The PC injures themself trying to attempt 
  the tumble. They take 1d4 damage and the goblins lose 1 
  Morale Point.
  Athletics
  The goblins show off their bravery by climbing tents, 
  cliffs, trees or anything so high that falling from it results 
  in a nasty impact. A PC can attempt a DC 15 Athletics 
  check (DC 18 in Subtier 3–4) to Climb so well they 
  impress the goblins with their physical prowess.
  Critical Success The PC climbs as high as they can go! The 
  goblins gain 2 Morale Points.
  Success The goblins gain 1 Morale Point.
  Failure The PC can’t climb high enough to impress the goblins. 
  Critical Failure The PC falls during their climb. The PC takes 
  1d4 damage and the goblins lose 1 Morale Point.
  Deception
  The goblins love impressions, and if a PC can Impersonate 
  Muckmuck or otherwise impress them with this skill, 
  they fall over with laughter. A PC can attempt a DC 15 
  Deception check (DC 18 in Subtier 3–4) to Impersonate 
  Muckmuck or another goblin in the caravan. 
  Critical Success The PC makes a greater Muckmuck than 
  Muckmuck. The goblins gain 2 Morale Points.
  Success The goblins gain 1 Morale Point.
  Failure The goblins remain unimpressed. 
  Critical Failure Muckmuck takes offense at the PC’s bad 
  impression. The goblins lose 1 Morale Point.
  
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  Lions of Katapesh
  Performance
  A PC can attempt a DC 15 Performance check (DC 18 in 
  Subtier 3–4) to Perform for the goblins. 
  Critical Success The goblins are so entertained that they 
  don’t even throw things at the PC, and the goblins gain 2 
  Morale Points.
  Success The goblins gain 1 Morale Point.
  Failure The goblins are unimpressed with the PC’s attempts 
  and heckle the performer mercilessly. 
  Critical Failure The PC’s performance is so awful that the 
  goblins are actively discouraged. The goblins lose 1 Morale 
  Point, and if the PCs used an instrument during their 
  performance and don’t have someone on watch throughout 
  the night, they wake up the next morning to find the 
  instrument has been tampered with in some way (rags 
  stuffed into trumpets, strings loosened on lutes, etc.)
  A1. Ambush 
  Moderate
  The next day, just as the PCs approach the bridge site, they 
  are ambushed by the secondary antagonists. The goblins 
  scatter and hide, but the secondary antagonists aren’t 
  specifically looking to kill the goblins; they seek to destroy 
  the wagons, and they do not appreciate interference.
  Bandit Subtier 1–2
  BANDIT SCOUTS (3) 
  CREATURE 0
  Page 15
  Bandit Subtier 3–4
  BANDIT SCOUTS (3) 
  CREATURE 0
  Page 20
  BANDIT LIEUTENANT 
  CREATURE 2
  Page 21
  Kobold Subtier 1–2
  KOBOLD WARRIORS (2) 
  CREATURE –1
  Page 16
  KOBOLD SCOUT 
  CREATURE 1
  Page 16; art on page 27
  Kobold Subtier 3–4
  KOBOLD SCOUT 
  CREATURE 1
  Page 21; art on page 27
  KOBOLD DRAGON MAGES (2) 
  CREATURE 2
  Page 21
  Wolf Subtier 1–2
  CINDER WOLVES (2) 
  CREATURE 1
  Page 16; art on page 28
  Wolf Subtier 3–4
  DIRE CINDER WOLVES (2) 
  CREATURE 3
  Page 22; art on page 28
  If the PCs manage to take any of the bandits or kobolds 
  prisoner and interrogate them, the secondary antagonists 
  make it clear they are only subordinates. Neither the 
  bandits nor kobolds have any information on who the 
  primary antagonists are. They can reveal only that they 
  were told to stop all reinforcements from reaching the 
  work camp, by order of their group’s leader. If the PCs 
  manage to capture a wolf and use primal magic or other 
  supernatural means to interrogate it, they are at least 
  able to learn whether the primary antagonist is a lion, a 
  humanoid, or a dark spirit that haunts the region.
  Morale: The goblins lose 2 Morale Points for each 
  wagon destroyed by the secondary antagonists.
  Reward: There is a hidden treasure trove taken from 
  other victims stashed in a nearby cave. If the PCs manage 
  to defeat or drive away the secondary antagonists, they can 
  easily find the rocky lair where the antagonists have stored 
  these items. If a PC Searches the area and succeeds at a 
  DC 10 Perception Check to Seek, that PC finds a weapons 
  cache with bolas, a khopesh (+1 khopesh in Subtier 3–4), 
  and a fighting fan, representing 3 Treasure Bundles.
  B. The Bridge Camp
  After the ambush, nothing remains to be done but to take 
  the wagons that survived the attack and complete the 
  journey to the bridge camp. The surviving goblins regroup 
  and pack anything they can salvage from destroyed 
  wagons (if applicable) into the remaining wagons.
  When the PCs arrive at the camp, they find it bustling 
  with activity. Goblin engineers do their best to guide 
  goblin workers as they build the decking and assemble 
  the piers; the bridge appears simple, but sturdy, and is 
  approximately half complete by this point.
  As the wagons are unloaded, Muckmuck shows the 
  PCs to Zig, leader of the bridge camp. 
  Read or paraphrase the following to proceed.
  While many of the goblins at the work camp are covered in 
  dirt and sweat, Zig stands tall and straight among them. He 
  pours over maps of the surrounding area before speaking.
  “It is good to see you. They call me Zig. I’m glad my father 
  asked you to come here to help.
  
  9
  Pathfinder Society Scenario
  Lions of Katapesh
  A1. Ambush
  A1. Ambush
  Pathfinder Flip-Mat Classics: Desert
  Pathfinder Flip-Mat Classics: Desert
  1 square = 5 feet
  1 square = 5 feet
  Bandits start here
  Bandits start here
  W = Wagon
  W = Wagon
  Kobolds
  Kobolds
  start
  start
  here
  here
  Wolves
  Wolves
  start
  start
  here
  here
  W1
  W1
  W2
  W2
  W3
  W3
  W4
  W4
  
  10
  Pathfinder Society Scenario
  Lions of Katapesh
  “We have been building a very important bridge. But every 
  night, the big cats attack our camp. We leave out meat for 
  them and they saunter right past it. Instead, they seem bent 
  on filling their bellies with goblin flesh. If we move camp 
  across the river; they cross over it overnight. If we light fires 
  around the camp to scare them away, the goblins workers 
  burn themselves in the flames. It’s a lose-lose situation. 
  “Every few nights, the cats come back to hunt us. Everyone 
  is terrified and that’s bad for business. With all this talk of some 
  saber-toothed whatever coming for us in the night, we’re all 
  too scared to finish our work. If someone doesn’t take these 
  furballs out, I suspect the bridge isn’t ever gonna get built.
  “These kitties aren’t natural. Whatever you need, you got 
  it. I can give you workers to build fences. But fences alone 
  aren’t going to be enough. Either the cats go, or this bridge is 
  history. The only other answer is death.”
  The big cats (leopards for Subtier 1–2 or lions for 
  Subtier 3–4) attack every few nights. The cats focus only 
  on attacking goblins, grabbing a few of the workers 
  before disappearing into the night to feast. About a 
  dozen goblins have been killed by these creatures, and 
  Zig needs the PCs to put an end to the slaughter. Zig asks 
  the PCs to patrol the camp’s perimeter during the night 
  and stop the felines from killing the goblin workers.
  The camp is mostly filled with goblin workers, most 
  of whom do not speak Common and are too busy to talk 
  to the PCs. The areas of note in the camp are the supply 
  depot (where tools and materials are kept for building 
  the bridge), the mess hall (where Zig works and food is 
  stored), the infirmary (where sick or injured goblins are 
  cared for), and the tents where each goblin sleeps. Aside 
  from Zig (and Muckmuck, who quickly becomes the 
  leader of the ‘opposition’ in the camp, letting Zig know 
  just how ready to leave all of the workers are), the 
  only other person of note in the camp is Pearlybones, 
  a trained doctor who tends the sick and injured. If a 
  PC needs it, he can attempt Medicine checks with a +7 
  bonus to Treat Wounds. He is Trained in the skill.
  Morale: The goblins lose 1 Morale Point for each 
  goblin that is killed. If the goblins’ Morale Points are ever 
  reduced to 0, the goblins abandon the bridge site in order 
  to protect their own lives; if the PCs cannot immediately 
  find and defeat the primary antagonist (such as by 
  tracking them to their lair), the scenario ends in defeat. 
  Defenses: The PCs can have Zig’s workers build 
  sections of fence for them to help them fend off the feline 
  attacks and protect the more sensitive areas of the camp, 
  such as the tents or the infirmary. However, since the 
  best way to protect the camp is simply to get the bridge 
  done, Zig can’t spare more supplies or workers to build 
  defenses beyond those described below. He explains that 
  if he provided any more materials than that, there would 
  simply not be enough left to complete the bridge. 
  The fences that already surround the encampment 
  provide some protection. The PCs can place four additional 
  segments of fence for every wagon that survived encounter 
  A1. Each section of fence fills a 5-foot square, is 6 feet 
  high, and is made of wood (10 Hardness, 40 HP, Broken 
  Threshold 20).The PCs can place these segments of fence 
  wherever they wish and can move the fences each day.
  Daytime Activities: While they are staying in the camp, 
  the PCs do not have much opportunity to perform other 
  actions, as they spend their evening on patrol and their 
  days resting as best they can. It is assumed generally the 
  PCs do not have the chance to Craft items or conduct 
  research. The PCs can perform some other Exploration 
  and Downtime activities, such as putting time towards 
  training a Bonded Animal, Learning a Spell that takes 
  more than 4 hours to learn, or Treating a Disease, but 
  PCs who perform such activities are fatigued during any 
  events that take place that night (such as one of the camp 
  attacks described in area B1). A few of the activities the 
  PCs are likely to use are outlined below.
  Track the Felines: A PC can attempt a DC 20 Survival 
  check to Track the felines to their lair. If the felines have 
  attacked and killed at least one goblin, the PCs gain 
  a +2 circumstance bonus to this check and can do so 
  untrained, as the fresh blood dragged across the desert 
  is easy to follow. 
  Build More Defenses: A PC might wish to dig a pit, or 
  otherwise alter the terrain. Altering the terrain in a 5-foot 
  square takes a PC 1 day.
  The GM can decide the results of other activities the 
  players might take and is encouraged to reward creative 
  problem-solving.
  B1. Camp Attack 
  Severe
  The feline attacks occur the first night after the PCs arrive 
  at the camp and every other night thereafter (repeating 
  this encounter each time). 
  Creatures: Two leopards (lions in Subtier 3–4) descend 
  onto the camp in darkness. The felines focus their attacks 
  on either of the groups of tents or on the infirmary. 
  Nature (Recall Knowledge)
  A PC can attempt a DC 15 Nature check to learn about 
  the leopards or lions that attack.
  Critical Success The PC knows that these animals are 
  expressing uncanny intelligence in their attack pattern. 
  However, the PC discerns some secrets about their 
  behavior, granting the PC a +5 bonus to Survival checks to 
  Track these felines and a +2 circumstance bonus to attacks 
  and damage rolls against these creatures.
  
  11
  Pathfinder Society Scenario
  Lions of Katapesh
  B. The Bridge Camp
  B. The Bridge Camp
  1 square = 5 feet
  1 square = 5 feet
  Tents
  Tents
  Tents
  Tents
  Hospital
  Hospital
  Supplies
  Supplies
  Command Post
  Command Post
  
  12
  Pathfinder Society Scenario
  Lions of Katapesh
  Success The PC recognizes the type of feline attacking the 
  camp (lion or leopard), and knows what sort of locations 
  they often lair in. This PC gains a +2 circumstance bonus to 
  checks to Track these creatures.
  Failure The PC learns nothing about the felines. 
  Critical Failure The PC becomes incorrectly convinced that 
  they know the secret of the felines, taking a –1 circumstance 
  penalty to all attack rolls made against the leopards or 
  lions for the remainder of the adventure.
  Subtier 1–2
  LEOPARDS (2) 
  CREATURE 2
  Page 17
  Subtier 3–4
  LIONS (2) 
  CREATURE 3
  Page 23; art on page 30
  C. The Lion’s Lair
  There are three main ways that the PCs might advance 
  to the final battle in encounter C1. First, a PC who 
  succeeds at a DC 15 Survival check to Track can follow 
  the leopards or lions to their lair. The PC gains a +1 
  circumstance bonus to this check if the felines have killed 
  a goblin and escaped with its body, or a +2 circumstance 
  bonus if a member of the party succeeded at a Nature 
  check to Recall Knowledge regarding where the felines 
  might be hiding.
  Critical Success: The PC learns the location of the lair as well 
  as the number of leopards or lions dwelling there.
  Success: The PC learns the location of the lair.
  Failure: The PC doesn’t learn the location of the lair.
  Critical Failure: The PC travels far off course and 
  becomes fatigued for the rest of the day.
  Second, if the PCs successfully defend the camp 
  for two raids resulting in no goblin deaths and kill one 
  of the felines, then the primary antagonist decides to 
  attack the goblin camp directly. Instead of encounter 
  B1, the next night raid instead includes all of creatures 
  that would normally be found in encounter C1 and the 
  encounter occurs on the map used for encounter B1.
  The third way the PCs can trigger the final encounter 
  is by taking some sort of drastic action that forces the 
  primary antagonist’s hand. Examples of such actions 
  include starting a brush fire to flush out all the wildlife 
  in the area or finding a way to divert the river and flood 
  the feline’s cave, or any other action that would have 
  negative consequences for the primary antagonist. In this 
  situation, the primary antagonist attacks the camp, as 
  described above.
  If a leopard or lion is reduced to fewer than half its 
  maximum Hit Points but manages to escape a raid alive, 
  it bears a distinctive scar the next time it is encountered 
  (either during the next raid or encounter C1)—making 
  it easy to identify as an animal that was previously 
  injured. Such a creature also gains a +1 circumstance 
  bonus to all of its attack rolls, damage rolls, and saving 
  throws made against the PC whose attack first reduced 
  it to fewer than half HP or who was otherwise most 
  responsible for its injuries, as determined by the GM.
  VENDETTAS
  Zig, Expedition Leader
  
  13
  Pathfinder Society Scenario
  Lions of Katapesh
  C1. Lion’s Lair 
  Severe
  The felines that survived encounter B1 are also present 
  inside the lion’s lair and are still subject to any injuries 
  that they have sustained in previous fights.
  Creatures: In Subtier 3–4, in addition to the felines 
  and the primary antagonist, some of the secondary 
  antagonists join the fight: the liaisons between the 
  bandits or kobolds and the primary antagonist, or the 
  remaining cinder wolves. 
  Subtier 1–2
  LEOPARDS (0–2) 
  CREATURE 2
  Page 18
  Variant 1 (Keff the Lion)
  KEFF THE LION 
  CREATURE 3
  Page 18; art on page 30
  Variant 2 (Visu Mas)
  GOBLIN SKELETONS (4) 
  CREATURE –1
  Page 18
  Variant 3 (Kip the Druid)
  KIP THE DRUID 
  CREATURE 3
  Page 19; art on page 31
  Subtier 3–4
  LIONS (0–2) 
  CREATURE 3
  Page 24; art on page 30
  Variant 1 (Keff the Lion)
  KEFF THE LION 
  CREATURE 3
  Page 24; art on page 30
  Variant 2 (Visu Mas)
  GOBLIN SKELETONS (4) 
  CREATURE –1
  Page 25
  Variant 3 (Kip the Druid)
  KIP THE DRUID 
  CREATURE 3
  Page 25; art on page 31
  Secondary Antagonists (Bandits, Kobolds, 
  or Wolves)
  KOBOLD SCOUTS (2) 
  CREATURE 1
  Page 25; art on page 27
  CINDER WOLVES (2) 
  CREATURE 1
  Page 25; art on page 28
  BANDIT LIEUTENANT 
  CREATURE 2
  Page 25
  Reward: The feline’s lair is filled with the bodies of 
  goblins and other creatures that have been killed by the 
  group of felines. A variety of odds and ends can be found 
  among the fallen, including 36 gp in assorted coins (75 
  gp in Subtier 3–4) representing 3 Treasure Bundles.
  Conclusion
  The PCs return to Yigrig. If they successfully ended the 
  hostilities, the bridge is completed and they are rewarded 
  with a sack of gold whose value depends on the goblin’s 
  morale points at the end of the scenario. The PCs earn 4 
  Bundles if they earned a number of Morale Points that 
  is at least twice the number of PCs. For every 2 Morale 
  Points fewer that they earned, they lose 1 Treasure Bundle. 
  For example, a group of 4 PCs earns 4 Treasure Bundles 
  for 8 or more Morale Points, 3 Treasure Bundles for 6–7 
  Morale Points, 2 Treasure Bundles for 4–5 Morale Points, 
  1 Treasure Bundle for 2–3 Morale Points, and 0 Treasure 
  Bundles for 0–1 Morale Points. If they failed, the bridge is 
  not built and the trade agreement is abandoned.
  Reporting Notes
  If the goblins complete the bridge, check box A. If the 
  PCs defeat the primary antagonist, check box B.
  Primary Objectives
  The PCs fulfill their primary objective if they defeat the 
  primary antagonist and allow the bridge to be successfully 
  built. 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 managed 
  to defeat the primary antagonist before the goblins’ 
  Morale Points have been reduced to 0. Doing so earns 
  each PC 2 Fame and 2 Reputation for any faction 
  associated with their currently slotted faction boon.
  
  14
  Pathfinder Society Scenario
  Lions of Katapesh
  C1. Lion’s Lair
  C1. Lion’s Lair
  Pathfinder Flip-Mat Classics: Dragon’s Lair
  Pathfinder Flip-Mat Classics: Dragon’s Lair
  1 square = 5 feet
  1 square = 5 feet
  Secondary
  Secondary
  Antagonists
  Antagonists
  Primary
  Primary
  Antagonists
  Antagonists
  Lions
  Lions
  
  15
  Pathfinder Society Scenario
  Lions of Katapesh
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment.
  Bandits: For every 2 Challenge Points beyond 8, add 
  1 additional bandit scout to the encounter.
  Kobolds: For every 2 Challenge Points beyond 8, add 
  1 additional kobold warrior to the encounter.
  Wolves: For every 3 Challenge Points beyond 9, add 
  1 cinder wolf to the encounter.
  SCALING ENCOUNTER A1
  Appendix 1: Subtier 1–2 
  Encounters
  The statistics presented in this appendix include full stat 
  blocks for creatures appearing in this scenario, including 
  any variation described in the text.
  Encounter A1 (Subtier 1–2)
  No matter which group of secondary antagonists the 
  PCs face, their plan is the same: cut the camp off from 
  the outside world by destroying the caravan before it 
  reaches the work camp. Their tactics are likewise the 
  same: use Stealth to hide as the caravan approaches and 
  then attempt to destroy it. Once the battle starts, the 
  goblins scatter and attempt to hide, but the secondary 
  antagonists aren’t specifically looking to kill the goblins 
  this time; they seek to destroy the wagons. If the PCs 
  face either the bandits or kobolds, the enemies throw 
  their lesser alchemist fires on the wagons, continuing 
  the assault on the wagons until the PCs attack them. If 
  the PCs face the wolves, the animals rush the wagons, 
  using their flaming jaw attacks to light the wagons on fire 
  before turning their attention to the PCs.
  The caravan has 4 wagons. Each has 50 Hit Points 
  and is 10 feet wide and 15 feet long. When a wagon is 
  dealt fire damage, it ignites and takes 1d6 fire damage 
  per round; this fire damage increases by 1d6 each 
  round (maximum 3d6). A PC who is adjacent to a 
  wagon can spend 1 action and attempt a DC 14 Reflex 
  save to Interact with the wagon to put out a fire using 
  blankets, water, or some other appropriate tool. The fire 
  is extinguished if its damage per round is reduced to 0. 
  The outcome of the Reflex save depends on the results of 
  the PC’s roll. 
  Critical Success: The fire’s damage is reduced by 2d6.
  Success: The fire’s damage is reduced by 1d6.
  Failure: The PC’s efforts have no effect on the fire.
  Critical Failure: The PC takes 1d6 fire damage.
  Spells like create water are also effective at extinguishing 
  the flames.
  The secondary antagonists attempt to cause as much 
  destruction and chaos as possible, but do not fight to the 
  death. They attack bystanders, cause fires, and generally 
  attempt to dishearten the PCs as much as possible. When 
  a secondary antagonist is reduced to half of its maximum 
  Hit Points or fewer, it attempts to flee. 
  BANDIT SCOUTS (3) 
  CREATURE 0
  NE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +5
  Skills Acrobatics +4, Athletics +3, Stealth +6, Intimidation +2
  Str +2, Dex +3, Con +2, Int 0, Wis +1, Cha 0
  Items lesser alchemist’s fire (3), shortbow (10 arrows), 
  shortsword, studded leather armor
  AC 17; Fort +4, Ref +7, Will +5
  HP 10 each
  Speed 30 feet
  Melee � shortsword +5 (agile, finesse, versatile S), Damage 
  1d6+2 piercing
  Ranged � lesser alchemist’s fire +5 (range increment 20 
  feet), Damage 1d8 fire plus 1 persistent fire damage and 1 
  fire splash damage
  Ranged � shortbow +5 (deadly d10, range increment 60 feet, 
  reload 0), Damage 1d6 piercing
  Sneak Attack The bandit deals an extra 1d6 precision damage 
  to flat-footed creatures.
  
  16
  Pathfinder Society Scenario
  Lions of Katapesh
  Kobolds
  KOBOLD WARRIORS (2) 
  CREATURE –1
  LE
  SMALL
  HUMANOID
  KOBOLD
  Perception +3; darkvision
  Languages Draconic
  Skills Acrobatics +5, Crafting +2 (+4 traps), Stealth +5
  Str +1, Dex +3, Con +0, Int +0, Wis +1, Cha –1
  Items lesser alchemist’s fire (3), leather armor, sling (20 
  bullets), spear
  AC 16; Fort +4, Ref +7, Will +3
  HP 8 each
  Speed 25 feet
  Melee � spear +3, Damage 1d6+1 piercing
  Ranged � lesser alchemist’s fire +5 (range increment 20 
  feet), Damage 1d8 fire plus 1 persistent fire damage and 1 
  fire splash damage
  Ranged � sling +5 (propulsive, range increment 50 feet, 
  reload 1), Damage 1d4 bludgeoning
  Ranged � spear +5 (thrown 20 feet), Damage 1d6+1 piercing
  Hurried Retreat � Requirements The kobold warrior 
  is adjacent to at least one enemy; Effect The kobold 
  warrior Strides up to its Speed plus 5 feet and gains a +2 
  circumstance bonus to AC against reactions triggered by 
  this movement. It must end this movement in a space that’s 
  not adjacent to any enemy.
  Sneak Attack The kobold warrior deals an extra 1d4 precision 
  damage to flat-footed creatures.
  KOBOLD SCOUT 
  CREATURE 1
  LE
  SMALL
  HUMANOID
  KOBOLD
  Perception +8; darkvision
  Languages Common, Draconic
  Skills Acrobatics +7, Crafting +3 (+5 traps), Nature +6, Stealth 
  +7, Survival +6
  Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +1
  Items lesser alchemist’s fire (3), crossbow (20 bolts), leather 
  armor, shortsword, snare kit
  AC 18; Fort +5, Ref +9, Will +6
  HP 16
  Speed 25 feet
  Melee � shortsword +9 (agile, finesse, versatile S), Damage 
  1d6 piercing
  Ranged � crossbow +9 (range increment 120 feet, reload 1), 
  Damage 1d8 piercing
  Ranged � lesser alchemist’s fire +9 (range increment 20 
  feet), Damage 1d8 fire plus 1 persistent fire damage and 1 
  fire splash damage
  Hurried Retreat � Requirements The kobold warrior 
  is adjacent to at least one enemy; Effect The kobold 
  scout Strides up to its Speed plus 5 feet and gains a +2 
  circumstance bonus to AC against reactions triggered by 
  this movement. It must end this movement in a space that’s 
  not adjacent to any enemy.
  Sneak Attack The kobold warrior deals an extra 1d6 precision 
  damage to flat-footed creatures.
  Wolves
  CINDER WOLVES (2) 
  CREATURE 1
  N
  MEDIUM
  ANIMAL
  Perception +7; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +7, Athletics +5, Stealth +7, Survival +7
  Str +2, Dex +4, Con +1, Int –2, Wis +2, Cha –2
  AC 15; Fort +6, Ref +9, Will +5
  HP 24
  Speed 35 feet
  Melee � jaws +9, Damage 1d6+3 piercing plus 1 fire and 
  Knockdown
  Pack Attack The cinder wolf’s Strikes deal 1d4 extra precision 
  damage to creatures within reach of at least two of the 
  wolf’s allies.
  
  17
  Pathfinder Society Scenario
  Lions of Katapesh
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment. These adjustments are not 
  cumulative.
  10–11 Challenge Points: Increase the leopards’ Hit 
  Points by 10.
  12–13 Challenge Points: Add an additional leopard to 
  the encounter.
  14–15 Challenge Points: Add an additional leopard to 
  the encounter and increase each leopard’s Hit Points by 
  10. The third leopard fights to the death.
  16–18 Challenge Points: (5+ players): Add two 
  additional leopards to the encounter. Both of these 
  additional leopards fight to the death.
  SCALING ENCOUNTER B1
  Encounter B1 (Subtier 1–2)
  The leopard attacks occur the first night after the PCs arrive 
  at the camp and every other night thereafter, repeating this 
  encounter each time with the same leopards. This means 
  that if the PCs are able to injure one of the leopards, it 
  heals 4 Hit Points each night between attacks due to rest, 
  but otherwise damage dealt to these animals persists. 
  When an attack comes, the leopards descend onto the 
  camp in darkness. The goblins scatter as best they can, 
  but it is not important to track the movements of each 
  individual goblin. Instead, the leopards each attack one of 
  the groups of tents or the infirmary. 
  If a leopard spends an Interact action while adjacent 
  to a tent or the infirmary, it automatically kills a goblin 
  inside. The first leopard who kills a goblin then drags the 
  corpse back into the night, moving at full speed doing 
  its best to disappear with its kill and retreat from the 
  battle. If it escapes beyond the boundaries of the map, it 
  retreats into the darkness beyond pursuit. The remaining 
  feline attempts to cover its companion’s retreat, fighting 
  until it is reduced to 1/3 of its Hit Points, at which point 
  it retreats as well. If a leopard is unable to reach the 
  infirmary or the tents (for example, because the PCs are 
  standing in their way), it attempt to fight or sneak their 
  way through, overpowering the PCs before heading in to 
  kill a goblin.
  While the leopards encountered here are animals, they 
  are smarter than normal creatures of their kind, and can 
  enact simple plans; if the PCs have fenced in an area, they 
  might avoid it, or they might try to break the fence down 
  in a coordinated attack. If one area is heavily fortified, 
  they might try to sneak in from another direction, or 
  attempt hit and run tactics to catch the PCs off guard. 
  They might even attack two places at once to divide the 
  PCs or cause a disturbance at the supply depot or mess 
  hall in an attempt to draw the PCs away while the others 
  sneak by.
  LEOPARDS (2) 
  CREATURE 2
  N
  MEDIUM
  ANIMAL
  Perception +7; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +8, Athletics +7, Stealth +8 (+11 in 
  undergrowth)
  Str +3, Dex +4, Con +2, Int –2, Wis +1, Cha –2
  AC 18; Fort +8, Ref +10, Will +5
  HP 30 each
  Speed 30 feet, climb 20 feet
  Melee � jaws +10 (finesse), Damage 1d10+3 piercing plus Grab
  Melee � claw +10 (agile, finesse), Damage 1d6+3 slashing
  Maul � The leopard makes two claw Strikes against a 
  creature it has grabbed. Both count toward its multiple 
  attack penalty, but the penalty increases only after both 
  attacks are made.
  Pounce � The leopard Strides and makes a Strike at the end 
  of that movement. If the leopard began this action hidden, 
  it remains hidden until after this ability’s Strike.
  Sneak Attack The leopard deals 1d4 extra precision damage to 
  flat-footed creatures.
  
  18
  Pathfinder Society Scenario
  Lions of Katapesh
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment.
  Keff: For every 2 Challenge Points beyond 8, increase 
  Keff’s Hit Points by 10.
  Kip: For every 2 Challenge Points beyond 8, increase 
  Kip’s Hit Points by 10.
  Visu Mas: For every 2 Challenge Points beyond 8, 
  add 1 additional goblin skeleton.
  SCALING ENCOUNTER C1
  Encounter C1 (Subtier 1–2)
  The statistics for the leopards, secondary antagonists, 
  and primary antagonists are found below. Each of these 
  protagonists are cunning and use whatever tactics are 
  available and appropriate to the situation during the 
  course of the fight. 
  If scaling the encounter in B1 introduced additional 
  animals, do not include these additional animals in 
  this encounter. If leopards managed to escape to this 
  encounter, stagger the threat provided by the opponents 
  so that the PCs do not face the primary antagonist during 
  the first round of combat.
  If the primary antagonist is Visu Mas, he inhabits 
  a leopard that did not participate in the attack on the 
  goblin’s camp.
  LEOPARDS (0–2) 
  CREATURE 2
  N
  MEDIUM
  ANIMAL
  Perception +7; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +8, Athletics +7, Stealth +8 (+11 in 
  undergrowth)
  Str +3, Dex +4, Con +2, Int –2, Wis +1, Cha –2
  AC 18; Fort +8, Ref +10, Will +5
  HP 30 each
  Speed 30 feet, climb 20 feet
  Melee � jaws +10 (finesse), Damage 1d10+3 piercing plus Grab
  Melee � claw +10 (agile, finesse), Damage 1d6+3 slashing
  Maul � The leopard makes two claw Strikes against a 
  creature it has grabbed. Both count toward its multiple 
  attack penalty, but the penalty increases only after both 
  attacks are made.
  Pounce � The leopard Strides and makes a Strike at the end 
  of that movement. If the leopard began this action hidden, 
  it remains hidden until after this ability’s Strike.
  Sneak Attack The leopard deals 1d4 extra precision damage to 
  flat-footed creatures.
  Variant 1 (Keff the Lion)
  KEFF THE LION 
  CREATURE 3
  NE
  LARGE
  ANIMAL
  Perception +9; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +8, Arcana +7, Athletics +11, Diplomacy +7, 
  Stealth +10
  Str +2, Dex +2, Con +2, Int +2, Wis +2, Cha +2
  AC 17; Fort +9, Ref +9, Will +7
  HP 40
  Speed 30 feet
  Melee � jaws +9, Damage 1d10+3 piercing plus Grab
  Melee � claws +9 (agile), Damage 1d8+3 slashing
  Arcane Prepared Spells DC 17; 1st color spray, grease, true 
  strike; Cantrips (1st) detect magic, electric arc, mage hand, 
  read aura, shield
  Pack Attack The lion deals 1d4 extra damage to any creature 
  that’s within reach of at least two of the lion’s allies.
  Pounce � The lion Strides and makes a Strike at the end 
  of that movement. If the lion began this action hidden, it 
  remains hidden until after the ability’s Strike.
  Sneak Attack The lion deals 1d6 extra precision damage to 
  flat-footed creatures.
  Variant 2 (Visu Mas)
  GOBLIN SKELETONS (2) 
  CREATURE –1
  NE
  SMALL
  UNDEAD
  Perception +2; darkvision 
  Skills Acrobatics +6, Athletics +3
  Str +2, Dex +4, Con +0, Int –4, Wis +1, Cha –2
  AC 16; Fort +2, Ref +8, Will +2
  HP 20; Immunities death effects, disease, mental, paralyzed, 
  poison, unconscious; Resistances cold 5, electricity 5, fire 
  5, piercing 5, slashing 5
  Speed 25 feet
  Melee � claw +6 (agile, finesse), Damage 1d4+2 slashing
  
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  POSSESSED LEOPARD 
  CREATURE 2
  As Leopard.
  Variant 3 (Kip the druid)
  KIP THE DRUID 
  CREATURE 3
  NE
  SMALL
  HALFLING
  Perception +11; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +4, Athletics +3, Intimidation +6, Nature +9, 
  Stealth +4, Survival +9
  Str +0, Dex +1, Con +3, Int +0, Wis +4, Cha +1
  Items hide armor, wooden shield (Hardness 3, HP 12, BT 6)
  AC 19; Fort +10, Ref +6, Will +9; +1 vs poison
  HP 36; Resistance poison 2
  Reaction shield block
  Speed 20 feet
  Melee � claws +6 (agile, finesse), Damage 1d6 slashing
  Primal Prepared Spells DC 16, attack +8; 2nd flaming sphere, 
  web; 1st heal, hydraulic push, spider sting; Cantrips detect 
  magic, produce flame, stabilize, tanglefoot
  Druid Order Spells 1 Focus Point, DC 16; 2nd wild morph 
  (Pathfinder Core Rulebook 400)
  
  20
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  Lions of Katapesh
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment.
  Bandits: For every 4 Challenge Points beyond 16, add 
  1 bandit scout to the encounter.
  Kobolds: For every 4 Challenge Points beyond 18, 
  add 1 kobold scout to the encounter.
  Wolves: For every 4 Challenge Points beyond 18, add 
  1 cinder wolf to the encounter.
  SCALING ENCOUNTER A1
  Appendix 2: Subtier 3–4 
  Encounters
  Encounter A1 (Subtier 3–4)
  No matter which group of secondary antagonists the 
  PCs face, their plan is the same: cut the camp off from 
  the outside world by destroying the caravan before it 
  reaches the work camp. Their tactics are likewise the 
  same: use Stealth to hide as the caravan approaches and 
  then attempt to destroy it. Once the battle starts, the 
  goblins scatter and attempt to hide, but the secondary 
  antagonists aren’t specifically looking to kill the goblins 
  this time; they seek to destroy the wagons, as well as 
  anyone who stands in their way. If the PCs face either 
  the bandits or kobolds, the enemies throw their lesser 
  alchemist fires on the wagons, then attempt to injure the 
  PCs with ranged attacks. If the PCs face the wolves, the 
  animals rush the wagons, using their flaming jaw attacks 
  to light the wagons on fire. 
  The caravan has 4 wagons. Each has 40 Hit Points 
  and is 10 feet wide and 15 feet long. When a wagon is 
  dealt fire damage, it ignites and takes 1d6 fire damage 
  per round; this fire damage increases by 1d6 each round 
  (maximum 3d6). A PC who is adjacent to a wagon can 
  spend an Interact action and attempt a DC 16 Reflex 
  save to put out a fire using blankets, water, or some other 
  appropriate tool. (The fire is extinguished if its damage 
  per round is reduced to 0). The outcome of the Reflex 
  save depends on the results of the PC’s roll. 
  Critical Success: The fire’s damage is reduced by 2d6.
  Success: The fire’s damage is reduced by 1d6.
  Failure: The PC’s efforts have no effect on the fire.
  Critical Failure: The PC takes 1d6 fire damage.
  Spells like create water are also effective at extinguishing 
  the flames.
  The secondary antagonists attempt to cause as much 
  destruction and chaos as possible, but do not fight to the 
  death. They attack bystanders, cause fires, and generally 
  attempt to dishearten the PCs as much as possible. When 
  a secondary antagonist is reduced to half of its maximum 
  Hit Points or fewer, it attempts to flee. 
  Bandits
  BANDIT SCOUTS (3) 
  CREATURE 0
  NE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +5
  Skills Acrobatics +4, Athletics +5, Stealth +7, Intimidation +2
  Str +2, Dex +3, Con +2, Int 0, Wis +1, Cha 0
  Items lesser alchemist’s fire (3), shortbow (10 arrows), 
  shortsword, studded leather armor 
  HP 15 each
  Speed 30 feet
  Melee � shortsword +5 (agile, finesse, versatile S), Damage 
  1d6+2 piercing
  Ranged � lesser alchemist’s fire +5 (range increment 20 
  feet), Damage 1d8 fire plus 1 persistent fire damage and 1 
  fire splash damage
  Ranged � shortbow +5 (deadly d10, range increment 60 feet, 
  reload 0), Damage 1d6 piercing
  Sneak Attack The bandit deals an extra 1d6 precision damage 
  to flat-footed creatures.
  
  21
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  Lions of Katapesh
  BANDIT LIEUTENANT 
  CREATURE 2
  NE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +8
  Skills Acrobatics +6, Athletics +5, Stealth +8, Intimidation +6
  Str +1, Dex +4, Con +1, Int +1, Wis +1, Cha +1
  Items lesser alchemist’s fire (3), leather armor, shortbow (20 
  arrows), shortsword
  AC 20; Fort +5, Ref +10, Will +5
  HP 22
  Speed 30 feet
  Melee � shortsword +8 (agile, finesse, versatile S), Damage 
  1d6+1 piercing
  Ranged � lesser alchemist’s fire +8 (range increment 20 
  feet), Damage 1d8 fire plus 1 persistent fire damage and 1 
  fire splash damage
  Ranged � shortbow +8 (deadly d10, range increment 60 feet, 
  reload 0), Damage 1d6 piercing
  Single Out � The bandit designates one target it can see 
  at a time. Against that target its multiple attack penalty 
  becomes –3 (–2 with an agile weapon) and –6 (–4 with an 
  agile weapon) for 1 minute.
  Kobolds
  KOBOLD SCOUT 
  CREATURE 1
  LE
  SMALL
  HUMANOID
  KOBOLD
  Perception +8; darkvision
  Languages Common, Draconic
  Skills Acrobatics +7, Crafting +3 (+5 traps), Nature +6, Stealth 
  +7, Survival +6
  Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +1
  Items lesser alchemist’s fire (3), crossbow (20 bolts), leather 
  armor, shortsword, snare kit
  AC 18; Fort +5, Ref +9, Will +6
  HP 16
  Speed 25 feet
  Melee � shortsword +9 (agile, finesse, versatile S), Damage 
  1d6 piercing
  Ranged � lesser alchemist’s fire +9 (range increment 20 
  feet), Damage 1d8 fire plus 1 persistent fire damage and 1 
  fire splash damage
  Ranged � crossbow +9 (range increment 120 feet, reload 1), 
  Damage 1d8 piercing
  Hurried Retreat � Requirements The kobold warrior 
  is adjacent to at least one enemy. Effect The kobold 
  scout Strides up to its Speed plus 5 feet and gains a +2 
  circumstance bonus to AC against reactions triggered by 
  this movement. It must end this movement in a space that’s 
  not adjacent to any enemy.
  Sneak Attack The kobold warrior deals an extra 1d6 precision 
  damage to flat-footed creatures.
  KOBOLD DRAGON MAGES (2) 
  CREATURE 2
  LE
  SMALL
  HUMANOID
  KOBOLD
  Perception +5; darkvision
  Languages Common, Draconic
  Skills Arcana +6, Dragon Lore +10, Deception +8, Diplomacy 
  +8, Intimidation +8, Stealth +7
  Str –1, Dex +3, Con +0, Int +2, Wis +1, Cha +4
  Items lesser alchemist’s fire (3), staff
  AC 17; Fort +4, Ref +7, Will +7
  HP 25 each; Resistances fire 5
  Speed 25 feet
  Melee � claw +7 (agile, finesse), Damage 1d6–1 slashing
  Melee � staff +3 (two-hand d8), Damage 1d4–1 bludgeoning
  Ranged � lesser alchemist’s fire +3 (range increment 20 
  feet), Damage 1d8 fire plus 1 persistent fire damage and 1 
  fire splash damage
  Arcane Spontaneous Spells DC 20, attack +8; 1st (4 slots) 
  fear, illusory object, magic missile; Cantrips (1st) detect 
  magic, electric arc, ghost sound, mage hand, tanglefoot
  Illusory Retreat � (arcane, illusion, manipulate, move); 
  Frequency once per hour; Requirements The kobold dragon 
  mage is adjacent to at least one enemy; Effect The dragon 
  mage creates an illusion of itself in its square and then 
  becomes invisible (with the effects of a 2nd-level invisibility 
  spell) for 1d4 rounds. The dragon mage can move up to half 
  its Speed, but it must end its movement in a space that’s 
  not adjacent to any enemies. This is a 1st-level spell that 
  requires a somatic component.
  Sneak Attack The dragon mage deals an extra 1d6 precision 
  damage to flat-footed creatures.
  Wolves
  CINDER WOLF (0) 
  CREATURE 1
  ANIMAL
  MEDIUM
  Perception +7; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +7, Athletics +5, Stealth +7, Survival +7
  Str +2, Dex +4, Con +1, Int –2, Wis +2, Cha –2
  Smoke Vision The cinder wolf ignores the concealed condition 
  from smoke.
  AC 15; Fort +6, Ref +9, Will +5
  HP 24
  Speed 35 feet
  Melee � jaws +9, Damage 1d6+3 piercing plus 1 fire and 
  Knockdown
  Pack Attack The cinder wolf’s Strikes deal 1d4 extra damage 
  to creatures within reach of at least two of the wolf’s allies.
  
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  Pathfinder Society Scenario
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  DIRE CINDER WOLVES (2) 
  CREATURE 3
  N
  LARGE
  ANIMAL
  Perception +10; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +8, Athletics +12, Stealth +8, Survival +10
  Str +5, Dex +3, Con +4, Int –2, Wis +3, Cha –2
  AC 18; Fort +11 Ref +8, Will +8
  HP 50 each
  Buck � DC 20
  Speed 35 feet
  Melee � jaws +12 (reach 10 feet), Damage 1d10+5 piercing 
  plus 1 fire and Knockdown or Grab
  Pack Attack The dire cinder wolf’s Strikes deal 1d4 extra 
  precision damage to creatures within reach of at least two 
  of the wolf’s allies.
  Worry � (attack); Requirements The dire cinder wolf has a 
  creature grabbed with its jaws; Effect The dire wolf fiercely 
  shakes the grabbed creature with its teeth, dealing 1d10+2 
  plus 1 fire damage (DC 20 basic Fortitude save).
  
  23
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  Lions of Katapesh
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustments. These adjustments are 
  not cumulative.
  19–22 Challenge Points: Increase the lions’ Hit Points 
  by 10.
  23–27 Challenge Points: Add an additional lion to the 
  encounter.
  28–32 Challenge Points: Add an additional lion to 
  the encounter and increase each lion’s Hit Points by 10. 
  The third lion fights to the death.
  33+ Challenge Points: Add two additional lions to the 
  encounter. Both of these additional lions fight to the 
  death.
  SCALING ENCOUNTER B1
  Encounter B1 (Subtier 3–4)
  The lion attacks occur the first night after the PCs arrive 
  at the camp and every other night thereafter, repeating this 
  encounter each time with the same lions. This means that 
  if the PCs are able to injure one of the lions, it heals 6 
  Hit Points each night between attacks due to rest, but 
  otherwise damage dealt to these animals persists. When 
  an attack comes, the lions descend onto the camp in 
  darkness. The goblins scatter as best they can, but it is 
  not important to track the movements of each individual 
  goblin. Instead, the lions each attack one of the groups of 
  tents or the infirmary. 
  If a lion spends an Interact action while adjacent to 
  a tent or the infirmary, it automatically kills a goblin 
  inside. The first lion who kills a goblin then drags the 
  corpse back into the night, moving at full speed doing 
  its best to disappear with its kill and retreat from the 
  battle. If it escapes beyond the boundaries of the map, it 
  retreats into the darkness beyond pursuit. The remaining 
  feline attempts to cover its companion’s retreat, fighting 
  until it is reduced to 1/3 of its Hit Points, at which point 
  it retreats as well. If a leopard is unable to reach the 
  infirmary or the tents (for example, because the PCs are 
  standing in their way), it attempt to fight or sneak their 
  way through, overpowering the PCs before heading in to 
  kill a goblin.
  While the lions encountered here are animals, they 
  are smarter than normal creatures of their kind, and can 
  enact simple plans; if the PCs have fenced in an area, they 
  might avoid it, or they might try to break the fence down 
  in a coordinated attack. If one area is heavily fortified, 
  they might try to sneak in from another direction, or 
  attempt hit and run tactics to catch the PCs off guard. 
  They might even attack two places at once to divide the 
  PCs or cause a disturbance at the supply depot or mess 
  hall in an attempt to draw the PCs away while the others 
  sneak by.
  LIONS (2) 
  CREATURE 3
  N
  LARGE
  ANIMAL
  Perception +9; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +8, Athletics +11, Stealth +10
  Str +4, Dex +3, Con +2, Int –2, Wis +2, Cha –2
  AC 19; Fort +9, Ref +10, Will +7
  HP 40
  Speed 30 feet
  Melee � jaws +11, Damage 1d10+6 piercing plus Grab
  Melee � claws +11 (agile), Damage 1d8+6 slashing
  Pack Attack The lion deals 1d4 extra damage to any creature 
  that’s within reach of at least two of the lion’s allies.
  Pounce � The lion Strides and makes a Strike at the end 
  of that movement. If the lion began this action hidden, it 
  remains hidden until after the ability’s Strike.
  Sneak Attack The lion deals 1d6 extra precision damage to 
  flat-footed creatures.
  
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  Lions of Katapesh
  To adjust for the PCs’ overall strength, use the 
  following Challenge Point adjustment.
  19–22 Challenge Points: Increase Keff’s or Kip’s Hit 
  Points by 15. For Visu Mas, add 2 additional goblin 
  skeletons.
  23–27 Challenge Points: Increase Keff’s or Kip’s Hit 
  Points by 30. For Visu Mas, add 4 additional goblin 
  skeletons.
  28–32 Challenge Points: As 19–22 Challenge 
  Points. Additionally, add 2 bandit lieutenants, 3 cinder 
  wolves, or 3 kobold scouts, as appropriate for the 
  secondary antagonist.
  33+ Challenge Points: As 23–27 Challenge Points. 
  Additionally, add 2 bandit lieutenants, 3 cinder 
  wolves, or 3 kobold scouts, as appropriate for the 
  secondary antagonist.
  SCALING ENCOUNTER C1
  Encounter C1 (Subtier 3–4)
  The statistics for the lions, secondary antagonists, and 
  primary antagonists are found below. Each of these 
  antagonist is cunning and use whatever tactics are 
  available and appropriate to the situation during the 
  course of the fight. 
  If scaling the encounter in B1 introduced additional 
  animals, do not include these additional animals in this 
  encounter. Stagger the threat provided by the opponents 
  so that the PCs do not face the primary antagonist during 
  the first round of combat.
  LIONS (0–2) 
  CREATURE 3
  N
  MEDIUM
  ANIMAL
  Perception +9; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +8, Athletics +11, Stealth +10
  Str +4, Dex +3, Con +2, Int –2, Wis +2, Cha –2
  AC 19; Fort +9, Ref +10, Will +7
  HP 40
  Speed 30 feet
  Melee � jaws +11, Damage 1d10+6 piercing plus Grab
  Melee � claws +11 (agile), Damage 1d8+6 slashing
  Pack Attack The lion deals 1d4 extra damage to any creature 
  that’s within reach of at least two of the lion’s allies.
  Pounce � The lion Strides and makes a Strike at the end 
  of that movement. If the lion began this action hidden, it 
  remains hidden until after the ability’s Strike.
  Sneak Attack The lion deals 1d6 extra precision damage to 
  flat-footed creatures.
  Variant 1 (Keff the lion)
  KEFF THE LION 
  CREATURE 4
  NE
  LARGE
  ANIMAL
  Perception +10; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +9, Arcana +8, Athletics +12, Diplomacy +8, 
  Stealth +11
  Str +4, Dex +3, Con +2, Int +2, Wis +2, Cha +2
  AC 19; Fort +10, Ref +11, Will +8
  HP 50
  Speed 30 feet
  Melee � jaws +12, Damage 1d10+6 piercing plus Grab
  Melee � claws +12 (agile), Damage 1d8+6 slashing
  Arcane Prepared Spells DC 18; 1st color spray, grease, true 
  strike; Cantrips (1st) detect magic, electric arc, mage hand, 
  read aura, shield
  Pack Attack The lion deals 1d4 extra damage to any creature 
  that’s within reach of at least two of the lion’s allies.
  Pounce[one-acti � The lion Strides and makes a Strike at the end 
  of that movement. If the lion began this action hidden, it 
  remains hidden until after the ability’s Strike.
  Sneak Attack The lion deals 1d6 extra precision damage to 
  flat-footed creatures.
  
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  Variant 2 (Visu Mas)
  GOBLIN SKELETONS (2) 
  CREATURE –1
  NE
  SMALL
  UNDEAD
  Perception +2; darkvision 
  Skills Acrobatics +6, Athletics +3
  Str +2, Dex +4, Con +0, Int –4, Wis +1, Cha –2
  AC 16; Fort +2, Ref +8, Will +2
  HP 20; Immunities death effects, disease, mental, paralyzed, 
  poison, unconscious; Resistances cold 5, electricity 5, fire 
  5, piercing 5, slashing 5
  Speed 25 feet
  Melee � claw +6 (agile, finesse), Damage 1d4+2 slashing
  POSSESSED LION 
  CREATURE 3
  As Lion.
  Variant 3 (Kip the Druid)
  KIP THE DRUID 
  CREATURE 4
  NE
  SMALL
  HALFLING
  Perception +12; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +5, Athletics +4, Intimidation +7, Nature +10, 
  Stealth +5, Survival +10
  Str +0, Dex +1, Con +3, Int +0, Wis +4, Cha +1
  Items hide armor, wooden shield (Hardness 3, HP 12, BT 6)
  AC 20; Fort +11, Ref +7, Will +10; +1 vs poison
  HP 48; Resistance poison 2
  Reaction shield block
  Speed 20 feet
  Melee � claws +7 (agile, finesse), Damage 1d6 slashing
  Primal Prepared Spells DC 20, attack +10; 2nd dispel magic, 
  flaming sphere, web; 1st heal, hydraulic push, spider sting; 
  Cantrips detect magic, produce flame, stabilize, tanglefoot
  Druid Order Spells 1 Focus Point, DC 2nd wild morph 
  (Pathfinder Core Rulebook 400)
  Bandits
  BANDIT LIEUTENANT 
  CREATURE 2
  NE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +8
  Skills Acrobatics +6, Athletics +5, Stealth +8, Intimidation +6
  Str +1, Dex +4, Con +1, Int +1, Wis +1, Cha +1
  Items leather armor, shortbow (20 arrows), shortsword
  AC 20; Fort +5, Ref +10, Will +5
  HP 22
  Speed 30 feet
  Melee � shortsword +8 (agile, finesse, versatile S), Damage 
  1d6+1 piercing
  Ranged � shortbow +8 (deadly d10, range increment 60 feet, 
  reload 0), Damage 1d6 piercing
  Single Out � The bandit designates one target it can see 
  at a time. Against that target its multiple attack penalty 
  becomes –3 (–2 with an agile weapon) and –6 (–4 with an 
  agile weapon) for 1 minute.
  Kobolds
  KOBOLD SCOUTS (2) 
  CREATURE 1
  LE
  SMALL
  HUMANOID
  KOBOLD
  Perception +8; darkvision
  Languages Common, Draconic
  Skills Acrobatics +7, Crafting +3 (+5 traps), Nature +6, Stealth 
  +7, Survival +6
  Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +1
  Items crossbow (20 bolts), leather armor, shortsword, snare kit
  AC 18; Fort +5, Ref +9, Will +6
  HP 16
  Speed 25 feet
  Melee � shortsword +9 (agile, finesse, versatile S), Damage 
  1d6 piercing
  Ranged � crossbow +9 (range increment 120 feet, reload 1), 
  Damage 1d8 piercing
  Hurried Retreat � Requirements The kobold warrior 
  is adjacent to at least one enemy; Effect The kobold 
  scout Strides up to its Speed plus 5 feet and gains a +2 
  circumstance bonus to AC against reactions triggered by 
  this movement. It must end this movement in a space that’s 
  not adjacent to any enemy.
  Sneak Attack The kobold warrior deals an extra 1d6 precision 
  damage to flat-footed creatures.
  Wolves
  CINDER WOLVES (2) 
  CREATURE 1
  N
  MEDIUM
  ANIMAL
  Perception +7; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +7, Athletics +5, Stealth +7, Survival +7
  Str +2, Dex +4, Con +1, Int –2, Wis +2, Cha –2
  AC 15; Fort +6, Ref +9, Will +5
  HP 24
  Speed 35 feet
  Melee � jaws +9, Damage 1d6+3 piercing plus 1 fire and 
  Knockdown
  Pack Attack The cinder wolf’s Strikes deal 1d4 extra precision 
  damage to creatures within reach of at least two of the 
  wolf’s allies.
  
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  Appendix 3: Art
  Yigrig Moneymaker
  
  27
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  Kobold Scout
  
  28
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  Cinder Wolf
  
  29
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  Zig, Expedition Leader
  
  30
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  Lion
  
  31
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  Kip the Druid
  
  32
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  Lions of Katapesh
  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 
  PCs who successfully defeat the lions and allow the goblins to complete the bridge gain the Big Game Hunter boon on their 
  Chronicle Sheets.
  Treasure Bundles: 
  ▫▫Area A1, pages 8, 3 Treasure Bundles
  ▫▫Area C1, pages 13, 3 Treasure Bundles
  ▫▫▫▫ Conclusion, 4 Treasure Bundles
  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
  □
  
  34
  Pathfinder Society Scenario
  Lions of Katapesh
  OPEN GAME LICENSE VERSION 1.0A
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, 
  Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  Pathfinder Society Scenario #1–14: Lions of Katapesh © 2020, Paizo Inc.; Author: 
  Adam Meyers.
  PAIZO INC.
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  Pathfinder Society Scenario #1–14: Lions of Katapesh © 2020, Paizo Inc. All Rights Reserved. 
  Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and 
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  are trademarks of Paizo Inc.
  
  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
  Q4U9
  Herolab Code
  Character Chronicle #
  Pathfinder Society Scenario #1–14: 
  Lions of Katapesh
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  bola (5 sp, Lost Omens Gods & Magic 120)
  fighting fan (11 sp, Lost Omens Gods & Magic 
  120)
  khopesh (2 gp, Lost Omens Gods & Magic 120)
  bola (5 sp, Lost Omens Gods & Magic 120)
  fighting fan (11 sp, Lost Omens Gods & Magic 
  120)
  +1 khopesh (35 gp, Lost Omens Gods & Magic 
  120)
  After a grueling trek through the deserts of Katapesh, you were welcomed into the warm and worrisome comfort of a goblin attack 
  besieged by great cats and other occupants of the Katapeshi wastes. After defeating the ▫possessed cat / ▫ halfling druid / ▫ angry 
  awakened lion riling the creatures of Katapesh to violence, peace has begun to return to the region once more and the flow of trade has 
  begun to resume.
  ▫ ▫ ▫ Big Game Hunter (General): Your struggles against the fearsome wildlife of Katapesh and the being 
  manipulating the creatures has made you particularly good at dealing with dangerous animals. Whenever you roll a 
  critical failure on a check to Track an animal, you can check a box next to this boon to get a failure instead.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/PF2 S01-14 - Lions of Katapesh.pdf