TEXT: By Anthony Li
  RetuRned to Sky
  PATHFINDER SOCIETY SCENARIO #6–20 
  TIER 7–11
  
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  Author • Anthony Li
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  Pathfinder Society Scenario #6–20: Returned to Sky is a Pathfinder Society Scenario designed for 7th- to 11th-level characters 
  (Tier 7–11; Subtiers 7–8 and 10–11). This scenario is designed for play in the Pathfinder Society Organized Play campaign, 
  but can easily be adapted for use with any world.
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  Returned to Sky
  Pathfinder Society Scenario #6–20
  
  Numeria
  • Chessed
  Toggrim’s Cache •
  3
  to the Pathfinders’ contributions to the Mendevian 
  Crusade over the past two years, several members of the 
  clan in Mendev have come forward. They have provided a 
  critical lead pointing to Chesed, where Toggrim’s direct 
  descendant, a humble tavernkeep named Ingret Jor, now 
  lives. If anyone knows where to find the piece of the Sky 
  Key, it is she.
  But time is short. Technic League agents in Chesed 
  have already begun acting on rumors suggesting that 
  the dwarves of the city might possess either information 
  about or salvage from nearby crash sites. One man in 
  particular, a ruthless agent named Neddrick Istavarti, is 
  dangerously close to discovering what Ingret Jor knows.
  J
  ormurdun was one of the sky citadels constructed 
  when the dwarves completed their Quest for Sky 
  millennia ago. Soon after the dwarves completed 
  their fortress city, they witnessed a blazing object—the 
  enormous starship known as the Silver Mount—fall 
  from the sky and strike the hills to the south. Intrigued, 
  they investigated, harvested some of the strange metals, 
  and recovered a small ship component they dubbed the 
  Sky Key. Over the millennia, the Jormurdun dwarves 
  prospered and honored the Sky Key as a trophy of their 
  legendary migration to the surface. The fortress stood 
  strong until approximately 1600 ar, when duergar from 
  below attacked, conquered most of the citadel, and forced 
  the remaining dwarves to flee. In a symbolic gesture, the 
  last king of Jormurdun broke the Sky Key into five pieces, 
  keeping one for himself and giving one to each of his four 
  heirs so that they might remember their ancestral home 
  and one day return to reunite the Sky Key and its people.
  Most of the so-called Scions of Jormurdun headed 
  west, but one at a time, each heir chose to travel no 
  further, and settled down with a contingent of dwarven 
  refugees. The first group to do so was that led by the 
  eldest brother Toggrim, who believed that the best way 
  to guard his part of the Sky Key was to return it from 
  whence it came. Lacking any precise record of where the 
  Jormurdun dwarves had found their Numerian treasures, 
  he settled for a smaller crash site in Sovereign’s Reach, 
  a region in northern Numeria. The dwarves have spent 
  most of the intervening millennia as a scattered clan 
  living in pockets of Mendev, Numeria, and Sarkoris until 
  the last century, when myriad factors connected to the 
  Worldwound pushed and pulled many of the descendants 
  to reunite in the thriving trade city Chesed.
  Upon recovering the first piece of the Sky Key while 
  exploring Jormurdun, the Pathfinder Society learned of 
  the dwarves’ exodus and other pieces. The organization 
  wishes to reassemble the relic to fully explore the 
  completed device’s apparent ability to manipulate time 
  and look into the past. Society agents have struggled to 
  track the dwarves by following age-old trails, but thanks 
  Returned to Sky
  By Anthony Li
  WHERE ON GOLARION?
  Returned to Sky begins in Chesed, a city in Numeria made 
  rich by the influx of crusaders bound for Mendev and 
  predatory merchants who overcharge the travelers. The 
  adventure also leads into Sovereign’s Reach, a vast plain 
  typified by its barrenness and numerous extraterrestrial 
  crash sites. Further details about both locations can be found 
  in Pathfinder Campaign Setting: Pathfinder Society Field 
  Guide and Pathfinder Campaign Setting: Numeria, Land of 
  Fallen Stars. Both sources are available at bookstores and 
  game stores, as well as online at paizo.com.
  
  Venture-Captain 
  Holgarin Smine
  4
  PATHFINDER SOCIETY SCENARIO
  Adventure Summary
  The PCs set out from the secret Pathfinder 
  Lodge in the River Kingdoms city of 
  Tymon. Once they make their way to 
  Chesed must both locate and earn 
  the trust of the Ingret Jor, matriarch 
  of Toggrim’s descendants in the 
  city. After the PCs prove their good 
  intentions to Jor, she reveals the 
  location of a nearby crash site where 
  Toggrim hid his piece of the Sky Key. 
  Neddrick 
  Istavarti, 
  a 
  Technic 
  League operative who has been 
  shadowing Jor, chooses this 
  opportunity to strike, and 
  the PCs must defeat the 
  Technic League’s agents 
  if they are to proceed to the 
  crash site unmolested.
  The journey to the crash site 
  is uneventful and once there, the 
  PCs easily bypass the preliminary 
  wards with Ingret Jor’s information. 
  However, the deeper the PCs travel 
  into the ruin, the more obvious it 
  becomes that a sinister presence is observing their every 
  move. In the heart of the ruin, a slumbering artificial 
  intelligence has awoken, and it attempts to expel the 
  PCs from its domain. The PCs must subdue this AI and 
  defeat its cadre of security constructs in order to lay 
  their hands on Toggrim’s piece of the Sky Key.
  Getting Started
  The PCs begin this scenario in the gladiator city of 
  Tymon at Smine’s Weaponworks, famed smithy and 
  clandestine Pathfinder lodge run by the dwarven 
  Venture-Captain Holgarin Smine. Read or paraphrase 
  the following to begin the adventure.
  The faint scent of smoldering beeswax lingers sweetly 
  beneath the smell of burnt coal permeating the simply 
  furnished common room. The modest decor of Tymon’s 
  Pathfinder lodge allows it to masquerade as a boarding house 
  above Smine’s Weaponworks, the most popular blacksmith 
  shop in the city. Below, the cadence of hammer striking 
  anvil rings clear as apprentices toil to meet the demands of 
  gladiators, warriors, and adventurers alike. Heavy footfalls 
  thump up the stairs, and the door opens to reveal a sturdy 
  dwarf, clad in a thick leather apron and covered in soot—
  Venture-Captain Holgarin Smine.
  His sentences are short and staccato like the sounds from 
  the forges below. “Aha, good! Asked for some veterans, looks 
  like I got’em, so I’ll be direct. We’ve found another piece 
  of Sky Key—rather, found someone who knows where 
  to look. Seems the favors we did in Mendev are 
  paying off. Some dwarves there, they came 
  forward 
  with 
  information—good, 
  reliable 
  information about a community in Chesed.” He 
  pauses for a moment as if awaiting a reaction. 
  “In Numeria,” he adds. “I’ve pieced together 
  some histories. It all seems legitimate. Looks 
  like the eldest prince from Jormurdun went 
  that way. He settled down, had kids. Our 
  contact, Ingret Jor, is his great-something-
  granddaughter. We’re betting she inherited 
  more than just his good looks.”
  Smine takes a moment to 
  start pulling a hunk of bread 
  and 
  a 
  block 
  of 
  cheese 
  from a cupboard as simple 
  refreshments. “There’s a boat 
  for you at the docks. Plan’s to 
  get you up to Chesed, find Ingret 
  Jor, and make friends. Friends talk. 
  Of course, your friend gets to talk 
  about the Sky Key. Chesed dwarves 
  are pretty close, though. You’ll need to 
  make sure you’re good friends, or at 
  least be her friends’ friends. We dwarves like anyone who has 
  dwarves’ best interests up here,” says tapping his head, “And 
  here,” he says with a hand over his heart.
  “Chesed’s a free city in name, but the Black Sovereign and 
  the Technic League own it. Probably already watching Ingret. 
  Learn what you can. When you know where the key is, go 
  get it. Nice people got it? Play nice. Off in some ruin? Go 
  be Pathfinders. Technic League’s got it? Well, make sure that 
  doesn’t happen.”
  Venture-Captain Holgarin Smine answers the PCs’ 
  questions as best he can.
  What else can you tell us about Ingret Jor? “Runs a 
  tavern on the east shore slums. Earns her a lot of coin and 
  respect. That sort of work also makes her too public to 
  GM RESOURCES
  This adventure makes use of the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG GameMastery Guide, Pathfinder 
  RPG NPC Codex, Pathfinder RPG Ultimate Combat, Pathfinder 
  RPG Ultimate Magic, and Pathfinder Campaign Setting: 
  Technology Guide. These rules can be found online for free 
  as part of the Pathfinder Roleplaying Game Document at 
  paizo.com/prd, and the relevant rules from the NPC Codex 
  and the Technology Guide are reprinted at the back of the 
  adventure for the GM’s convenience.
  
  5
  RETURNED TO SKY
  hide a secret well; she’s going to be tight-lipped. No love 
  of strangers asking questions.”
  How do we get Ingret Jor to tell us what she knows? 
  “She won’t trust just anyone, but she’ll trust her friends. 
  Find who they are, and be their friends. They can vouch 
  for you.”
  Who does she trust in Chesed? “Plenty of like-minded 
  folk in Chesed. Look for community leaders who care 
  about the dwarves’ lot. Brissa Klygvauther comes to 
  mind; she’s earned a lot of respect, what with being the 
  high priest of Abadar inna city made of coin. If you see 
  her, give’er my regards.
  “There’s also a fellow—Vel Bindergorrp—got a salve 
  and tonic shop. My sources say he’s done alright by the 
  dwarves. Bit of an eccentric one, but trustworthy.”
  If we know there’s another piece of the Sky Key, can we 
  just use divination magic to find them? “Don’t just make 
  you a venture-captain if you’re smart enough to miss 
  falling into the Sellen,” Smine jests before answering 
  the question. “There’s augurs working day’n’night on 
  that, but only getting vague answers. Might be all of the 
  strange metals in Numeria throwing spells off. Either 
  way, this time physical legwork’s the key.”
  What can you tell us about the Technic League? 
  “Dangerous. Dastardly. Cutthroat. That’s on good days. 
  Very secretive with lots of wizards. Long on ambition, 
  short on morals. They’ve been studying the Silver Mount 
  and other things that crashed on Starfall. Really don’t 
  like other people snooping—especially Pathfinders. In 
  fact, Pathfindering’s illegal—punishable by death. How’s 
  that for tyranny?” He grins wryly but becomes serious 
  again if nobody else laughs. “Anyway, best to lie low and 
  not make a ruckus. Unless you have to.”
  Smine also pulls aside a floorboard and extracts a 
  leather-bound book. Keeping his voice low, he identifies 
  it as a copy of A Thread of Silver, a very valuable text and 
  one that the Technic League takes great pains to keep 
  from falling into anyone else’s hands. The book contains 
  detailed field notes about dozens of Numerian crash sites 
  and other points of interest in the region, and Smine 
  notes that it is a copy the Pathfinder Society recovered 
  from the Technic League at great cost. He places the text 
  on the table and tells the PCs that it is theirs to use for 
  the duration of their mission. Give the players Player 
  Handout #1, which summarizes the rules for using A 
  Thread of Silver.
  The PCs are free to travel to Chesed however they 
  wish. If they don’t express any strong opinions, 
  Venture-Captain Smine offers to book them passage on 
  a boat that leaves the following day, traveling downriver 
  to Kallas Lake and then up the Sellen past Sevenarches 
  and Hajoth Hakados to eventually reach the Lake of 
  Mists and Veils.
  The PCs may have their own information on various 
  topics relevant to their mission. Allow them to make 
  Knowledge checks regarding the topics below. If the 
  party cannot make any of the listed Knowledge checks, 
  you may provide the information up to DC 20 on each 
  topic as insights given by Holgarin Smine before the 
  party leaves for Chesed.
  Knowledge (geography or local)
  The PCs may already know about Chesed.
  15+ Chesed is the largest city in Numeria and the 
  dominant economic power in the region. As one of the 
  last stops along the road to Mendev and the Worldwound, 
  Chesed has seen an enormous influx of crusaders and other 
  travelers that only serve to further fill the city’s coffers.
  20+ Though nominally under the rule of the Black 
  Sovereign, Chesed enjoys certain administrative and 
  governmental freedoms that other settlements in 
  Numeria do not. The cost of this is steep, paid in gold to 
  the Black Sovereign and the Technic League. Visitors to 
  Chesed can expect to find the prices of goods and gear 
  to be exorbitantly high as a result, a fact that doesn’t 
  sit well with many. In fact, the longer the crusades 
  continue, the more crusaders arrive on the front lines 
  utterly destitute and too ill-equipped to fight.
  25+ Slavery is legal in Chesed, but slave trading is 
  outlawed. Any slave not registered properly within one 
  hour of entering Chesed is freed immediately, making 
  Chesed a popular destination for runaway slaves and 
  fugitives from the Technic League.
  30+ The Technic League is not well liked in the city of 
  Chesed. Though the cabal maintains an office in the city 
  and is rumored to have spies everywhere, its influence 
  is opposed at every turn by a handful of charismatic 
  community leaders.
  Knowledge (arcana or local)
  The PCs may be familiar with the Technic League and 
  its foul reputation.
  15+ The Techic League is a formerly secret society 
  whose chief goal is the acquisition of personal and 
  worldly power through magic and Numerian technology.
  20+ The League is incredibly protective of its secrets 
  and power, and it ruthlessly hunts down those who leave 
  Numeria with technology or knowledge thereof. League 
  agents often murder anyone investigating their secrets 
  in order to maintain the organization’s monopoly of the 
  strange technology.
  30+ Many believe the Technic League is the true 
  power behind Numeria’s ruler, Kevoth-Kul, who holds 
  the title “Black Sovereign.” High-ranking members are 
  said to meld technology into their very bodies, using it 
  to fuel their magic and vice-versa.
  
  Chesed
  • Cathedral of
     the Lawgiver
  Lordward •
  • Technic League Offices
  Leaguefold Bridge •
  The Silver Lining •
  Bindergorrp’s Fine •
  Salves and Tonics
  • Leaguefold Bridge
  • Fleshward
  • Chymist’s Ward
  4,000 feet
  0
  6
  PATHFINDER SOCIETY SCENARIO
  CHESED
  Travel to Chesed from Tymon is realtively expeditious 
  and punctuated by a few failed attempts by river 
  pirates to waylay the PCs’ boat; at this point in the 
  PCs’ adventures, a few pirates are little more than an 
  inconvenience. Once the PCs arrive at the city, read or 
  paraphrase the following.
  Mighty Chesed stands proudly where the headwaters of the 
  Lake of Mists and Veils flows into the Sellen River. On the 
  western bank, the spires of the Cathedral of the Lawgiver and 
  those of the council offices tower above the opulent estates of 
  merchant princes, and the clamor of the wealthy patrons of the 
  luxury markets mingle with the cries of excitement coming from 
  the arena. Across the river, the east bank sits in comparative 
  squalor. Short mud-brick and wooden hovels crowd together in 
  rundown blocks. Filth-lined streets occasionally give way to a 
  morass of poorly drained night soil.
  Yet everywhere one looks there are people—nobles and 
  ruffians, humans and halflings, crusaders and merchants alike 
  mingle in the markets. Shop stalls and vendors set up on every 
  street corner give the illusion that the city is but a single, 
  extended bazaar.
  This section of the adventure has no set structure until 
  the PCs decide to call upon Ingret Jor. Until then, the PCs 
  are free to explore Chesed as they wish. With a successful 
  DC 15 Diplomacy or Knowledge (local) check a PC can 
  learn that Ingret Jor runs a small tavern called the Silver 
  Lining, which is on the dockside edge of the Fleshward 
  on the eastern bank of the Sellen. This DC increases to 
  20 if the PCs attempt their inquiry while on the western 
  side of the city. In addition any number of divination 
  spells can reveal Ingret’s location. Once the PCs discover 
  the location of the Silver Lining (see page 9), nothing 
  prevents them from going there. However, Ingret Jor is 
  unlikely to discuss business with them until they have 
  built up their reputation.
  The Cathedral of the Lawgiver, the Chymist’s Ward, 
  and the Fleshward are all home to a contact that the PCs 
  might befriend so as to earn Ingret Jor’s trust. 
  The Cathedral of the Lawgiver
  The Cathedral of the Lawgiver is equal parts house of worship, 
  bank, loan office, and fortress. The outer walls still bear the 
  scars of Numeria’s violent not-so-distant past. Guards in 
  shining mail patrol the towers’ parapets. Crowds of people 
  
  7
  RETURNED TO SKY
  move from stall to stall, jostle for better positioning, or clamor 
  for the attention of the gold-and-silver robed Abadaran priests 
  who pursue their duties with all the efficiency of a well-oiled 
  machine. Bargains are struck, deals are made, and the worship 
  of coin continues on.
  The PCs are likely here to speak with Brissa 
  Klygvauther (LN female dwarf cleric of Abadar 17), the 
  ranking high priestess of the Church of Abadar in Chesed. 
  Finding Brissa is easy, for she immerses herself in the 
  most worshipful act she can perform in her god’s name: 
  business. She moves through the crowded courtyard 
  brokering deals and accepting alms. The high priestess 
  is clad is fine fabrics and wears a massive golden key—the 
  symbol of her office—on a silver chain around her neck. 
  If the PCs approach her she extends a polite but 
  curt greeting. Unless they quickly propose some sort 
  of business arrangement she loses interest and tries 
  to excuse herself. Mentioning Ingret Jor’s name and 
  succeeding at a DC 15 Diplomacy check recaptures her 
  attention. While Brissa wouldn’t precisely call Ingret a 
  friend, the two dwarves have met in community councils 
  and agree on most political issues. 
  Brissa is amenable to writing a letter of introduction 
  on behalf of the PCs in exchange for a small tithe of 100 
  gp per PC (200 gp per PC in Subtier 10–11). The high 
  priest is also amenable to business proposals. A PC who 
  pitches a commercial endeavor that would benefit either 
  the church of Abadar or the Chesed community as a whole 
  can attempt a DC 25 Diplomacy or DC 20 Profession 
  (merchant) check to earn Brissa’s approval and her letter 
  of introduction for free. Of late, Brissa Klygvauther has 
  been at odds both with the Technic League, which has 
  gradually thrown its weight around and bullied residents, 
  and the more cutthroat merchants who exploit loopholes 
  in order to operate nearly tax-free; the latter she allows 
  only because it represents a well-thought-out business 
  plan. Any proposal that stymies either of these groups’ 
  exploitation grants the PC a +5 bonus on the check to 
  impress Brissa. See the Faction Notes section below for 
  an additional option available to members of the Silver 
  Crusade faction.
  Once the PCs earn Brissa’s personal recommendation, 
  she retires to her office and returns shortly thereafter 
  with a letter of introduction sealed in wax for the PCs 
  to give to Ingret Jor. If the PCs tithe twice the required 
  amount, or one of the PCs succeeded at the Diplomacy 
  or Profession (merchant) check by 10 or more, the letter 
  contains a positively glowing recommendation that 
  grants the PCs an additional +5 bonus to the Diplomacy 
  checks to influence Ingret.
  Faction Notes: To members of the Exchange faction, 
  Chesed presents a wealth of economic opportunities, 
  and an audience with Brissa Klygvauther is a perfect 
  opportunity to discuss far-reaching business prospects 
  more fitting for someone of that PC’s level. Earning 
  EXPLORING THE CITY
  Although this scenario takes place in Chesed, a thorough 
  investigation of the city is beyond the scope of the adventure.
  CHESED
  LN metropolis
  Corruption +4; Crime +2; Economy +6; Law +7; Lore +6; 
  Society +2
  Qualities academic, holy site (Abadar), prosperous, strategic 
  location, tourist attraction
  Danger +10
  DEMOGRAPHICS
  Government overlord (puppet dictator installed by the 
  Technic League)
  Population 59,690 (41,783 humans, 7,163 dwarves, 4,775 
  halflings, 597 androids, 5,372 other)
  Several of Chesed’s more important districts and landmarks 
  are described below.
  Cathedral of the Lawgiver: Sitting atop a small rise at 
  the heart of Chesed’s western side is the walled complex 
  dedicated to the Abadar. Open to the public during normal 
  business hours, the Cathedral of the Lawgiver provides 
  the residents of Chesed with places for worship, healing, 
  banking, accounting, and notarizing—all for a fee, of course.
  Lordward: The Lordward is home to Chesed’s wealthy 
  elite. Perfectly paved streets and palatial manses with 
  private lawns are the norm here. The district’s residents 
  fancy themselves an isle of sophistication in the barbaric 
  Numerian wastes.
  Fleshward: The destitute Fleshward is a stark contrast 
  from the gilded houses of the western banks of Chesed. 
  The streets are little more than muddied walkways and 
  many of the buildings are in states of severe disrepair. 
  Only the city’s poorest stand to live here, among them 
  some of Toggrim’s descendants.
  The Leaguefold Bridge: Chesed cannot afford to 
  have a bridge that would block river traffic or facilitate a 
  barbarian army’s attacking the western bank. Instead it 
  uses the Leaguefold Bridge, a technological marvel that is 
  submerged deep under the Sellen for much of the day but 
  can be cranked up out of the water four times daily for a 
  quarter hour to let traffic travel back and forth.
  Technic League Offices: 
  This 
  heavily 
  defended 
  compound in the Lordward serves as the Technic League’s 
  base of operations in Chesed. No one knows what goes on 
  beyond its well-guarded walls, and none suspect how deep 
  its cellars and dungeons are.
  
  8
  PATHFINDER SOCIETY SCENARIO
  Brissa’s approval through a business proposal is 
  important for the faction, and once a member of the 
  Exchange has succeeded at this step, the high priest 
  inquires about where the PCs has come from, his business 
  philosophy, and what he thinks of Chesed’s policies. She 
  listens closely to the PC’s responses, using this to assess 
  whether he is in favor of maintaining the harsh economic 
  regulations that enable merchants to extract every last 
  copper from the crusaders, or whether he believes in 
  removing the restrictions to make trade fairer at the 
  cost of profit. If she is uncertain of the PC’s preference, 
  she asks more directly, asking which  approach the PC 
  believes is greater in Abadar’s eyes.
  She prefers the latter, fairer approach, but Abadar’s 
  doctrine does not disapprove of either approach. As 
  a result, she does not condemn a PC for either answer. 
  If Exchange PCs favor freer trade, Brissa invites them 
  to meet with her later in the week to discuss other 
  opportunities in Chesed. If a PC favors the more 
  underhanded route to profit, Brissa instead offers the 
  names of several less savory merchants that might offer 
  less scupulous opportunities.
  Silver Crusade faction PCs also have the ear of 
  Chesed’s highest spiritual authority, and they can use 
  this opportunity to address the injustice of predatory 
  merchants overcharging crusaders bound for Mendev. A 
  member of the faction can attempt a DC 25 Diplomacy 
  or DC 20 Knowledge (religion) check to earn Brissa’s 
  approval (in place of the Diplomacy or Profession check 
  accompanying a business plan) so long as the PC provides 
  good reasons why she should favor the crusaders’ welfare 
  over the interests of the business community. In truth, 
  Brissa already wants to revise some of these policies and 
  simply lacks the political support, yet the faction PC’s 
  words can encourage the high priest to renew her efforts 
  and put an end to the practice. 
  The Chymist’s Ward
  The Chymist’s Ward distinguishes itself as an entirely 
  separate district from the rest of Chesed. The alchemists, 
  apothecaries, and tinkerers who go about their daily 
  routine there would have others believe it’s because it 
  takes a certain sophistication or genius to fit in with 
  their community. In reality the Chymist’s Ward was 
  likely established as a separate district to distance the 
  majority of Chesed’s population from the strange spells 
  and alarmingly frequent explosions.
  The PCs are likely here in search of Vel Bindergorrp 
  (CG male gnome inquisitor of Milani 8), a quirky gnome 
  shopkeep who owns and operates Bindergorrp’s Fine 
  Salves and Tonics. The shop is primarily a cover for his 
  inquisitorial duties, which focus on espionage for the 
  benefit of those who would see an end to Chesed’s slave-
  owning ways for good. Vel keeps his true motivations 
  hidden as best he can, for everyone who knows about his 
  work makes his job that much more difficult.
  When the PCs arrive, Vel is comparing the clarity of 
  two different tinctures behind the counter of his shop. 
  As he notices, the PCs, he immediately launches into 
  an over-the-top sales pitch, trying to push his latest 
  miracle cure to all aches, pains, troubles, and worries. He 
  continues on in this fashion until interrupted or until he 
  runs out of breath, whichever comes first. 
  Once the PCs ask about Ingret Jor, the gnome pauses 
  for a moment, his friendly manner wavering. Vel is aware 
  that the Technic League has a large network of spies in 
  Chesed, and he wants to be sure that the PCs aren’t in the 
  League’s employ. He politely asks why they’re interested 
  in Ingret and—assuming their first answer seems 
  harmless enough—whom else they’ve been speaking 
  to since arriving in Chesed. To avoid giving away too 
  many of his suspicions and motivations, Vel tries to 
  avoid asking the PCs outright whether they work for the 
  League, though he becomes more direct if they repeatedly 
  avoid answering his veiled question. 
  The PCs can earn Vel’s trust by convincing him that they 
  do not work for the Technic League—either by telling him 
  the truth about their mission and succeeding at a DC 20 
  Diplomacy check or by making up some other fiction. Vel 
  has a Sense Motive bonus of +21 to discern any falsehoods 
  the PCs might spin. Once he is satisfied, he is willing to 
  put in a good word to Ingret on the PCs’ behalf. If the PCs 
  exceed the Diplomacy check DC by 10 or more, or if their 
  Bluff check exceeds his Sense Motive result by 10 or more, 
  Vel is particularly confident in the PCs’ pure motives; he 
  asks them to deliver a vial filled with ochre liquid to Ingret 
  “to treat her gout,” which grants the PCs a +5 bonus on 
  their Diplomacy checks made to influence her.
  Mission Notes: Vel is a member of the Twilight 
  Talons, a secretive branch of the Eagle Knights that the 
  Andoren government does not publically recognize. 
  He resists acknowledging his allegiance except under 
  extraordinary, life-threatening duress. His contacts have 
  already informed him of any Liberty’s Edge faction PCs 
  traveling to Chesed, yet he waits for them to demonstrate 
  their trustworthiness and confirm what Vel has heard, as 
  noted above. 
  Once the PCs earn Vel’s approval, he makes sure to get 
  the attention of at least one Liberty’s Edge faction PC and 
  remind her that the prescription she requested is ready. 
  The tiny parcel Vel passes to the PC is wrapped in waxed 
  paper and sealed, and it contains a vial with a tightly 
  rolled piece of paper inside. If the faction PC begins to 
  open the parcel, the gnome politely reminds her that his 
  shop is an apothecary, not a clinic; she should wait to 
  take her first dose after she has left. Once the PC opens 
  
  Ingret Jor
  9
  RETURNED TO SKY
  the parcel and retrieves the message, give Liberty’s Edge 
  faction PCs Player Handout #2.
  The Fleshward
  Ingret Jol’s tavern, the Silver Lining, is in the Fleshward, 
  but even as the PCs travel there, they witness an altercation 
  that might earn them additional goodwill depending on 
  how they respond. Read or paraphrase the following.
  The light breeze blowing down from the Lake of 
  Mists and Veils is barely enough to keep the air 
  breathable in the Fleshward. The stink of so 
  many bodies in packed living conditions 
  combined with the poor drainage making 
  for a pungent stew. While market stalls 
  and storefronts still crowd the streets here 
  as in the rest of the city, the clientele are 
  of a noticeably rougher cut. Small scuffles 
  sometimes create small pockets in the 
  press of bodies, which the locals 
  rarely pay a second glance—as if 
  these altercations were part 
  of everyday haggling.
  Not too long after 
  the 
  PCs 
  enter 
  the 
  Fleshwards, they pass 
  one 
  such 
  altercation. 
  Several ruffians encircle a 
  dwarf and physically jostle him between 
  them. The dwarf is young, just barely out of 
  adolescence. With a successful DC 15 Sense 
  Motive check a PC can determine that the 
  situation is quickly escalating and could 
  turn especially violent unless someone intervenes.
  The young dwarf is Andar Jor (NG male dwarf 
  commoner 3), the somewhat naive nephew of Ingret 
  Jor. Andar had been wandering through the Fleshward 
  to drum up business for his dear aunt’s tavern when he 
  inadvertently antagonized a group of ne’er-do-wells. 
  The thugs hassling Andar are simply seeking sport at 
  someone else’s expense, and their attention is so fixed 
  on the young dwarf that any initial actions the PCs take 
  them by surprise. The PCs can run off the goons with 
  a successful DC 15 Intimidate check, DC 20 Bluff check, 
  or DC 25 Diplomacy check. Drawing a weapon or casting 
  spells also spooks them enough that they back off.
  Development: If left to their own devices the thugs 
  eventually tire of Andar—but only after leaving him 
  severely bruised and nursing a bloodied nose. The dwarf 
  picks himself off the street and gradually makes his way 
  back to the Silver Lining, where he can identify the PCs 
  as some of the bystanders who did nothing to help him. 
  This increases the DC of Diplomacy checks made to 
  influence Ingret Jor by 10.
  If the PCs do help Andar, he thanks them profusely. 
  He immediately begins to fawn over them, marveling 
  at this detail or that and asking to hear a tale or two. 
  It should quickly become apparent to the PCs that the 
  young Andar is quite taken with the romanticized notion 
  of the adventuring lifestyle. He asks them questions 
  about who they are and what they’ve done. Showing 
  patience for Andar’s enthusiasm is enough for 
  him to speak kindly of the PCs when next 
  they encounter him at the Silver Lining. 
  Telling a particularly enrapturing tale 
  of their adventures (a successful DC 
  15 Perform check) or giving Andar a 
  minor trinket as a keepsake also makes 
  such an impression on the young dwarf 
  that the PCs receive a +5 bonus to any 
  Diplomacy checks made to influence 
  Ingret.
  A. THE SILVER LINING
  As the PCs approach the 
  Silver 
  Lining, 
  read 
  or 
  paraphrase the following.
  The 
  dockside 
  area 
  of 
  the 
  Fleshward 
  is 
  littered 
  with 
  seedy 
  inns 
  and 
  rundown 
  taverns, catering to city’s rough, 
  downtrodden, and undesirables. The 
  Silver Lining stands out as a cut above these 
  other establishments. Not one of its windows 
  is broken, its door sits square on well-fitted 
  hinges, and its front sign proudly displays a fresh coat of paint. 
  The patrons within are a quiet lot, mostly dwarves, and a few 
  humans. A dwarven woman tends bar, where she does a brisk 
  business in porters and stouts.
  Most of the Silver Lining’s patrons are regulars, and it 
  is rare that someone walks in whom Ingret Jor does not 
  already know. As a result, she eyes the PCs with suspicion, 
  and her starting attitude is unfriendly. For each of Ingret’s 
  contacts the PCs have befriended (Brissa Klygvauther, Vel 
  Bindergorrp, and Andar Jor), her starting attitude is one 
  step friendlier. In addition, in the likely event the PCs 
  have already encountered Andar, he is here patching up 
  his wounds or helping his aunt as appropriate. 
  As Technic League activity in Chesed has increased, 
  Ingret has become less and less willing to talk about her 
  heritage and what she knows of the Sky Key. Convincing 
  her to share what she knows requires three consecutive 
  successful DC 40 Diplomacy checks. The DC decreases 
  
  N
  A. The Silver Lining
  1 square = 5 feet
  : Ingret
  I
  : Neddrick
  N
  : Robot
  R
  : Silana
  S
  : Thrall
  T
  I
  R2
  S
  T1
  R1
  N
  T2
  Pathfinder Flip-Mat: Pub Crawl
  10
  PATHFINDER SOCIETY SCENARIO
  
  11
  RETURNED TO SKY
  by 5 for every step by which her starting attitude shifts 
  toward helpful (minimum DC 25). The PCs may also have 
  earned especially convincing testimony or gifts to give 
  to Ingret, granting them additional bonuses on these 
  checks. If the PCs make especially convincing arguments, 
  the GM may award up to a +5 circumstance bonus on 
  a single check. Finally, a PC who has earned a Sky Key 
  Piece boon on his Chronicle sheet gains a +5 bonus on 
  all these checks, for this is even more proof to Ingret that 
  the Pathfinder Society is serious about reassembling the 
  relic. The PCs may choose to use magic to force Ingret’s 
  cooperation (Will +7, +9 vs. spells and spell-like abilities), 
  but once Ingret either resists the spell or is released from 
  its effects, she immediately becomes hostile and refuses 
  to deal with the PCs further.
  Once the PCs secure Ingret’s cooperation, read or 
  paraphrase the following.
  “Fine! Fine! I’ll tell you!” Ingret grumpily exclaims. “Just give 
  me a moment to clear out the bar.” She puts her fingers to her 
  mouth and blows a shrill whistle to get her patrons’ attention. 
  “Out!” she barks. In moments, the tavern is empty of all other 
  souls. Ingret looks around meaningfully, and after a long pause 
  she reaches under the bar and comes up with a small chest. 
  With a key from under her apron, she unlocks the chest, removes 
  the contents—a small, worn, leather-bound journal—and hands 
  it over.
  “There it is,” she says. “It’s my great-grandpapa’s journal. He 
  went looking for the heirloom that came from Jormurdun, carried 
  here by our honored ancestor Prince Toggrim. I remember as 
  a child sitting on great-grandpapa’s lap hearing him spin tales 
  about going down to that ruin to see with his own eyes where 
  our Toggrim hid that piece of the Sky Key. It’s all there in that 
  journal. A map’s there, too, I think.”
  Give the PCs Player Handout #3. According to the 
  journal, the ruin where the Sky Key component lies is 
  a short journey from Chesed—no more than a few days’ 
  travel on foot. After giving the PCs the journal, Ingret has 
  little else offer. She asks only that the PCs maintain her 
  secret and not speak with anyone they suspect might be 
  working for the Technic League.
  Development: Once the PCs have finished their 
  meeting with Ingret and received the journal, move 
  immediately to the following encounter.
  If the PCs fail to convince Ingret Jor to share her 
  journal, word reaches the Technic League. That night, 
  Neddrick Istavarti and his hirelings break into the 
  tavern, steal the journal, kill Ingret, and set fire to the 
  building. As they leave, Istavarti makes a point to tell 
  several bystanders that Ingret brought this on herself 
  by not cooperating with the League. The next time the 
  PCs arrive to speak with Ingret, they find members of 
  the community sifting through the rubble and laying the 
  bodies of the slain to rest. The PCs can ascertain what 
  happened, including getting a description of Istavarti, 
  the book he was carrying, and the direction that he 
  went. Istavarti is already a mile out of the city with his 
  entourage, where they are preparing for the expedition to 
  the site described in the journal. So long as the PCs follow 
  his trail that day, they can instead encounter him at his 
  camp, defeat him, and take the notes and map. If the PCs 
  fail to follow him, the trail goes cold; barring clever use 
  of divination or teleportation spells, the Technic League 
  agents are beyond the PCs’ reach, and the adventure has 
  come to an end.
  Technical Complications (CR 10 or CR 13)
  The PCs are not the only ones seeking the Jor family’s 
  treasure. A Technic League agent named Neddick 
  Istavarti has tried on several occasions to pressure Ingret 
  into sharing her secrets, only to be rebuffed every time. 
  He has since decided to abandon civility. As the PCs 
  finish their deal with Ingret, Istavarti and his attack 
  squad break in. Read or paraphrase the following.
  The front door of the Silver Lining explodes inward in a blast of 
  concussive force. From outside the cloud of dust and splinters, 
  a thin, nasally voice calls out, “Jor! Jor! I know you’re in there. 
  The League is done playing games. Surrender your secrets or 
  die with them!”
  Neddrick Istavarti and his lackeys arrive at The Silver 
  Lining in the hopes of intimidating Ingret Jor into 
  sharing what information she knows about the Sky Key. 
  To them, the PCs’ presence is coincidental. If the PCs 
  wish, they can avoid this combat entirely either by doing 
  nothing to oppose the Technic League agent or fleeing 
  the scene.
  Creatures: Neddrick Istavarti is a high-ranking 
  agent of the Technic League. Once an orphaned street 
  urchin living in the slums of Starfall, he first joined the 
  Technic League working as unskilled and expendable 
  labor. Through the use of his sharp wit and the ruthless 
  betrayal of an overseer or two, Neddrick climbed 
  through the ranks of the Technic League to his current 
  position: second-in-command of operations in the city 
  of Chesed.
  Neddick’s lieutenant Silana Enton, an arcane prodigy, 
  accompanies him, as do a pair of body servants—slaves 
  in all but name—whom he uses for menial tasks. For his 
  visit with Ingret, Neddrick also requisitioned robotic 
  reinforcements to help intimidate the dwarf with the 
  might of the Technic League. In Subtier 7–8, these are 
  two gearsman robots. In Subtier 10–11, Neddrick instead 
  commands a torturer robot.
  
  Neddrick
   Istavarti
  12
  PATHFINDER SOCIETY SCENARIO
  Though Ingret Jor is not especially skilled in combat, 
  she’s seen her fair share of barroom brawls and doesn’t 
  hesitate to defend her tavern. Exactly how she contributes 
  to the combat is up to the GM’s discretion; she might run 
  her small supply of healing potions (one potion of cure serious 
  wounds and two potions of cure moderate wounds) to the PCs, 
  set up flanking opportunities, or just take shots with a 
  heavy crossbow she keeps beneath the counter (+4 to hit). If 
  necessary, approximate Ingret by using the statistics for 
  an expert blacksmith (Pathfinder RPG NPC Codex 262).
  Subtier 7–8 (CR 10)
  GEARSMAN ROBOTS (2) 
  CR 4
  hp 42 each (Pathfinder Campaign Setting: Inner Sea 
  Bestiary 44; see page 28)
  NEDDRICK ISTAVARTI 
  CR 8
  Male human magus 9
  NE Medium humanoid (human)
  Init +4; Senses Perception +10
  DEFENSE
  AC 23, touch 14, flat-footed 19 (+5 
  armor, +4 Dex, +4 shield)
  hp 89 (9d8+45)
  Fort +11, Ref +8, Will +8
  OFFENSE
  Speed 30 ft.
  Melee +1 whip +12/+7 (1d3+1/19–20)
  Ranged mwk light crossbow +11 (1d8/19–20)
  Special Attacks improved spell combat, spell 
  combat (–2 attack, +2 concentration), spellstrike
  Magus Spells Prepared (CL 9th; concentration +11)
  3rd—haste, keen edge, lightning bolt (DC 15)
  2nd—bear’s endurance, blur, elemental 
  touchAPG (DC 14), glitterdust (DC 14), web 
  (DC 14)
  1st—expeditious retreat, magic missile, 
  shocking grasp, shield, true strike, 
  vanishAPG
  0 (at will)—arcane mark, detect magic, 
  light, open/close, read magic
  TACTICS
  Before Combat Neddrick Istavarti casts bear’s 
  endurance, blur, keen edge, and shield 
  before launching his attack on the 
  Silver Lining.
  During Combat Neddrick uses his whip to deliver touch spells 
  and trip approaching foes, using spell combat and spell strike 
  to offset his weapon’s low damage. He doesn’t wish to kill 
  Ingret, and he has instructed his associates to do the same.
  Morale If reduced to 14 or fewer hit points, Neddrick casts 
  vanish and attempts to escape. Failing that, he surrenders.
  Base Statistics Without bear’s endurance, keen edge, and 
  shield, Neddrick Istavarti’s statistics are AC 19, flat-footed 15; 
  hp 71; Fort +14; Melee +1 whip +12/+7 (1d3+1); Con 14
  STATISTICS
  Str 10, Dex 18, Con 18, Int 14, Wis 12, Cha 8
  Base Atk +6; CMB +6 (+9 trip); CMD 20
  Feats Combat Reflexes, Exotic Weapon Proficiency (whip), 
  Improved Whip MasteryUC, TechnologistTG, Weapon Finesse, 
  Weapon Focus (whip), Whip MasteryUC
  Skills Knowledge (arcana) +14, Knowledge 
  (engineering) +11, Perception +10, Sense Motive 
  +10, Spellcraft +14
  Languages Common, Draconic, Hallit
  SQ arcane pool (6 points, +3), knowledge 
  pool, magus arcana (dispelling strike, 
  empowered magic, maneuver mastery 
  [trip]), medium armor proficiency, 
  spell recall
  Combat Gear potions of cure 
  moderate wounds (2), scrolls of 
  levitate (2), scrolls of lightning 
  bolt (3); Other Gear +2 studded 
  leather, +1 whip, mwk light 
  crossbow with 10 bolts, 
  cloak of resistance +1, spell 
  component pouch, 
  208 gp
   SILIANA ENTON 
  CR 6
  Bloodfire sorcerer 
  (Pathfinder RPG NPC Codex 164; 
  see page 26)
  hp 60
  THRALLS (2) 
  CR 1/2
  N brigands (Pathfinder RPG NPC Codex 
  266; see page 27)
  hp 15 each
  TACTICS
  During Combat The thralls hang 
  back to protect Siliana from 
  melee attackers.
  Morale The thralls are 
  being forced to fight, and 
  if either one is reduced to 3 
  hit points or fewer, he feigns 
  unconsciousness.
  SCALING ENCOUNTER A
  To accommodate a group of four PCs, remove all gearsman 
  and torturer robots from the encounter.
  
  13
  RETURNED TO SKY
  STATISTICS
  Gear leather armor, longbow with 20 arrows, longsword, sap
  Subtier 10–11 (CR 13)
  NEDDRICK ISTAVARTI 
  CR 11
  Male human magus 12
  NE Medium humanoid (human)
  Init +4; Senses Perception +13
  DEFENSE
  AC 25, touch 15, flat-footed 21 (+5 armor, +1 deflection, +4 Dex, 
  +1 natural, +4 shield)
  hp 117 (12d8+60)
  Fort +13, Ref +9, Will +10
  DR 10/adamantine (120 points)
  OFFENSE
  Speed 30 ft.
  Melee timeworn monowhip +14/+9 touch (2d6/15–20/×3)
  Ranged mwk light crossbow +14 (1d8/19–20)
  Special Attacks improved spell combat, spell combat (–2 attack, 
  +2 concentration), spellstrike
  Magus Spells Prepared (CL 12th; concentration +14)
  4th—dimension door, dragon’s breathAPG (DC 16), stoneskin
  3rd—dispel magic, haste, keen edge, lightning bolt (DC 15)
  2nd—bear’s endurance, blur, elemental touchAPG (DC 14), 
  glitterdust (DC 14), scorching ray, web (DC 14)
  1st—expeditious retreat, magic missile, shocking grasp (2), 
  true strike, vanishAPG
  0 (at will)—arcane mark, detect magic, light, open/close, 
  read magic
  TACTICS
  Before Combat Neddrick Istavarti casts bear’s endurance, blur, 
  keen edge, shield, and stoneskin before launching his attack 
  on the Silver Lining. At the first sign of trouble, he activates 
  his monowhip.
  During Combat Neddrick uses his monowhip to deliver touch 
  spells and trip approaching foes, using spell combat and 
  spell strike to offset his weapon’s low damage. He doesn’t 
  wish to kill Ingret, and he has instructed his associates to do 
  the same.
  Morale If reduced to 20 or fewer hit points, Neddrick casts 
  vanish and attempts to escape. Failing that, he surrenders.
  Base Statistics Without bear’s endurance, keen edge, shield, 
  and stoneskin, Neddrick Istavarti’s statistics are AC 19, flat-
  footed 15; hp 71; Fort +14; DR none; Melee +1 whip +12/+7 
  (1d3+1); Con 14
  STATISTICS
  Str 10, Dex 18, Con 18, Int 15, Wis 12, Cha 8
  Base Atk +9; CMB +9 (+12 trip); CMD 24 (26 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Exotic Weapon 
  Proficiency (whip), Improved Trip, Improved Whip MasteryUC, 
  TechnologistTG, Weapon Finesse, Weapon Focus (monowhip), 
  Whip MasteryUC
  Skills Knowledge (arcana) +17, Knowledge (engineering) +14, 
  Perception +13, Sense Motive +13, Spellcraft +17
  Languages Common, Draconic, Hallit
  SQ arcane pool (8 points, +3), fighter training (fighter level 6), 
  improved spell recall, knowledge pool, magus arcana (critical 
  strike, dispelling strike, empowered magic, maneuver 
  mastery [trip]) medium armor proficiency
  Combat Gear potions of cure moderate wounds (2), scroll of 
  levitate, scrolls of lightning bolt (2); Other Gear +2 studded 
  leather, timeworn monowhipTG (7 charges), mwk light 
  crossbow with 10 bolts, amulet of natural armor +1, cloak of 
  resistance +1, ring of protection +1, 89 gp
  SPECIAL ABILITIES
  Powerful Technology (Ex) Neddrick wields a powerful 
  weapon called a monowhip, which allows him to perform 
  devastating strikes for several rounds. This increases 
  Neddrick’s CR by 1, for even a timeworn monowhip is 
  beyond the expected wealth of a 12th-level NPC.
  SILANA ENTON 
  CR 9
  CE female blackscale sorcerer (Pathfinder RPG NPC Codex 167; 
  see page 25)
  hp 82
  TACTICS
  During Combat Siliana uses her spells to burn and frighten her 
  foes, taking care to avoid Ingret and her allies. She refrains 
  from using cloudkill unless Neddrick Istavarti has perished or 
  fled, at which point she happily abandons his silly orders and 
  attacks anyone she pleases.
  Morale If brought to 15 hp or fewer, Silana casts fly and 
  attempts to flee. If she cannot escape, she surrenders.
  THRALLS (2) 
  CR 2
  N veteran buccaneers (Pathfinder RPG NPC Codex 267; see 
  page 31)
  hp 26 each
  TACTICS
  During Combat The thralls hang back to protect Siliana from 
  melee attackers.
  Morale Each of the thralls is being forced to fight, and if 
  reduced to 3 or fewer hit points, he feigns unconsciousness.
  STATISTICS
  Gear studded leather, masterwork heavy crossbow with 10 
  bolts, mwk scimitar, throwing axe
  TORTURER ROBOT 
  CR 8
  hp 105 (Pathfinder Campaign Setting: Numeria, Land of Fallen 
  Stars 59; see page 30)
  Development: Once Neddrick Istavarti and his thugs 
  have either driven off or slain, Ingret Jor thanks the PCs 
  for their assistance although she grumbles about the 
  damage done to her tavern. She fears that this won’t be 
  
  N
  B. Toggrim’s Cache
  Pathfinder Flip-Mat: Tech Dungeon
  1 square = 5 feet
  B3
  B2
  B2
  B1
  B4
  B2
  14
  PATHFINDER SOCIETY SCENARIO
  
  15
  RETURNED TO SKY
  the last they hear from the Technic League and suggests 
  the PCs leave the city as soon as possible. If asked 
  what her plans are, she indicates that as a pillar of the 
  dwarven community, it wouldn’t be right for her to flee. If 
  pressed, she agrees to seek asylum with her friend Brissa 
  Klygvauther at the Cathedral of the Lawgiver.
  If the PCs do nothing to stop Neddrick, the Technic 
  League agent and his thugs easily subdue Ingret and 
  carry her away for interrogation and mind probing—a 
  process likely to last days. This gives the PCs plenty 
  of time to act on the information in the journal and 
  find Toggrim’s piece of the Sky Key, and there are no 
  immediate ramifications for abandoning Ingret during 
  this adventure. However, the news gradually spreads 
  that Pathfinders were complicit in the Technic League’s 
  abduction of an upstanding citizen.
  Faction Notes: Liberty’s Edge faction PCs have a 
  vested interest in ensuring the two thralls do not die—
  especially if any of the PCs received the secret message 
  from Vel Bindergorrp at the tonic shop. If either of the 
  enslaved thralls survives, they either thank the PCs for 
  their freedom or try to remain obsequious to escape 
  punishment—whatever best matches the PCs’ behavior.
  Rewards: If the PCs fail to defeat the Technic League 
  squad, reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 1,353 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,145 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,938 gp.
  B. TOGGRIM’S CACHE
  The shallow ravine known locally as the Silver Trough 
  lies three days southwest of Chessed, and by following 
  the instructions laid out in Ingret’s journal, the PCs 
  can reach the landmark with no difficulty. The walls of 
  the ravine are flecked with slivers of silvery metal—all 
  that remains of a starship piece that fragmented and 
  melted during the crash, showering the area in molten 
  shrapnel. A PC can roughly deduce the metal’s origins 
  with a successful DC 20 Knowledge (engineering) check.
  The journal’s map points to a crash site surrounded by 
  gnarled trees only a mile from the ravine’s entrance, and 
  there is a break in the trees to the south. This module 
  of the starship was once part of a network of point-
  defense systems, dedicated to housing combat robots, 
  delivering power to one of the ship’s large weapons, and 
  coordinating other security operations. Already damaged 
  when the starship entered Golarion’s atmosphere, the 
  module broke off early and crashed far to the east. Much 
  of 
  the 
  original 
  functionality—compartmentalized 
  storage facilities and force shields —has been irreparably 
  damaged. The ship’s emergency protocols even forcibly 
  disabled the network’s powerful artificial intelligence 
  (Pathfinder Campaign Setting: Technology Guide 58).
  Over the millennia, the security AI Phalanx 
  attempted to reactivate, but each time it lacked sufficient 
  energy to reboot. When Toggrim deposited his piece of 
  the Sky Key here, the ship module recognized it as a 
  power source and tapped into the Sky Key component’s 
  reserves. This was sufficient for Phalanx to reactivate 
  and transfer itself into one of the few functional robots 
  on site. Using the new body, it incorporated the Sky Key 
  component directly into itself.
  With its power source secure, Phalanx set to the 
  long process of restoring the facility to fulfill its 
  primary objective: the elimination of all intruders. 
  The artificial intelligence is clever but lacks the proper 
  tools, resources, and in-depth technical knowledge to 
  repair the systems fully. Instead, it has systematically 
  dismantled and recycled portions of the defense module 
  to rebuild what it can. The result is a ruined hulk even 
  more battered and broken than when it crashed. Read or 
  paraphrase the following as the PCs arrive.
  Like a rotting gourd, a rounded metal ruin lies atop a low 
  rise. In numerous places its surface is punctured—sometimes 
  buckled inward as though something had struck it from the 
  outside, and other times flared out as though something within 
  had violently escaped. A ring of gnarled trees grows around 
  the site, as if it were an oasis in the deserted wasteland of 
  Sovereign’s Reach.
  The ruin is comprised almost entirely of glaucite (30 
  hp per inch of thickness, hardness 15), an alloy of iron 
  and adamantine used to build much of the starship that 
  crashed in Numeria. Doors are also glaucite, and those in 
  this area are partially stuck (hardness 15, hp 60, Strength 
  DC 23). The floors are flat, but the ceilings curve upward 
  toward area B4, creating rooms that slope from 10 to 20 
  feet in height.
  B1. Radioactive Capacitor
  The Sky Key’s batteries were only able to maintain 
  Phalanx and the defense module for a few weeks, and the 
  AI prioritized repairing a generator. This transparent 
  canister 
  draws 
  its 
  power 
  from 
  the 
  radioactive 
  emanations common at some Numerian sites, and 
  Phalanx has risked carrying it to these places to harvest 
  energy several times a year.
  By spending 10 minutes reconfiguring the generator, 
  a PC with the Technologist feat (Technology Guide 7) can 
  tap into the stored power with a successful DC 20 Craft 
  (mechanics), Disable Device, or Knowledge (engineering) 
  check. If successful, she can grant 1 temporary charge to 
  a single timeworn item. For every 10 points by which she 
  exceeds the DC, she grants the item 1 additional charge, so 
  long as the combined number of charges and temporary 
  
  16
  PATHFINDER SOCIETY SCENARIO
  charges does not exceed the item’s maximum capacity. 
  Temporary charges work like normal charges, but they are 
  expended first. Temporary charges only last until the end 
  of the scenario; the Chronicle sheet details a way to restore 
  charges to an item permanently. After restoring power to 
  three items, the generator’s power is expended.
  The energy stored in the generator’s batteries is 
  chemical but not flammable. If the PCs try to use the 
  device as an explosive weapon—as one might a keg of 
  gunpowder or barrel of oil—the generator spills out 
  moderate radiation (Technology Guide 56) in 40-foot 
  emanation. This does not harm any of the constructs 
  that inhabit the ruin, but likely hurts the PCs!
  B2. Defense Matrix
  One of the few systems Phalanx has repaired effectively 
  is a defense grid spread over three curving sections of 
  hallway. During standard operations, electronic systems 
  maintained the module’s relative gravity, and folding 
  mounts on along the inner wall could support robots 
  as they recharged or underwent repairs. The module’s 
  proximity to airlocks also made it a natural target for 
  attacking forces, so this passage’s ceiling also houses 
  recessed turrets that could fire autonomously. 
  The door to area B4 is not stuck, but it is locked by an 
  electronic system to one side. Disabling the lock requires 
  a DC 35 Disable Device check, though a PC using an e-pick 
  (Technology Guide 43) reduces this DC by 5. 
  Trap: These halls’ contain two major defenses: laser 
  turrets and an unpredictable gravity field. Neither of 
  these systems activate automatically, but their camera 
  sensors respond to visual and auditory stimuli. When 
  one of the systems senses a life form in the marked 
  area, is alerts Phalanx, which triggers the turret first 
  and then activates the gravitational field once there are 
  multiple creatures in the area.
  Phalanx’s repairs brought several turrets back online, 
  and the AI is able to direct each one independently. The 
  program employs these to mow down intruders with 
  a barrage of lasers. It also uses the turrets’ cameras to 
  observe the PCs, assessing each one’s capabilities and 
  planning its final stand in area C. The gravity regulation 
  system is also functional but prone to glitches in a way 
  that suit’s Phalanx’s needs; when active, the gravitational 
  field reorients erratically, flinging anyone unable to fly 
  toward a different relative “floor” every few seconds.
  A character searching for traps might uncover one or 
  more of these sensors and traps, but disarming them is 
  complicated by two important factors. First, a PC who 
  lacks the Technologist feat takes a –5 penalty on Disable 
  Device checks made to disable the traps. Second, both of 
  the systems are nested within glaucite walls that make 
  them hard to access, increasing the DC to disable a 
  system by 5; a PC can bypass this condition by disabling 
  the system from the control panels in area B3. It is 
  possible to destroy the turrets in one room while they 
  are active (hardness 15, hp 30).
  Subtier 7–8 (CR 8)
  ANTIGRAVITY TRAP 
  CR 6
  Type mechanical and technological; Perception DC 25; 
  Disable Device 25
  EFFECTS
  Trigger location and manual; Reset automatic (1 minute)
  Effect When activated and at the start of each round, the 
  gravitational field in the marked area reorients to consider a 
  random direction “down.” This functions as reverse gravity, 
  but the direction traveled is determined at random; roll 1d8 
  to determine the horizontal direction (1 indicating north, 
  2 northeast, 3 east, and so on) and 1d3 to determine the 
  vertical direction (1 indicating up, 2 no vertical pull, and 3 
  down). This effect lasts for 5 rounds, after which gravity in 
  the area returns to normal.
  CONCEALED LASER TURRETS 
  CR 6
  Type mechanical and technological; Perception DC 20; Disable 
  Device 20
  EFFECTS
  Trigger camera (Perception +15); Reset automatic
  Effect +16 ranged touch (4d6 fire); multiple targets (up to three 
  targets in the area of the antigravity trap each round). 
  Subtier 10–11 (CR 11)
  INTENSE ANTIGRAVITY TRAP 
  CR 8
  Type mechanical and technological; Perception DC 30; Disable 
  Device 25
  EFFECTS
  Trigger location and manual; Reset automatic (1 minute)
  Effect When activated and at the start of each round, the 
  gravitational field in the marked area reorients to consider a 
  random direction “down.” This functions as reverse gravity, 
  but the direction traveled is determined at random; roll 1d8 
  to determine the horizontal direction (1 indicating north, 
  2 northeast, 3 east, and so on) and 1d3 to determine the 
  vertical direction (1 indicating up, 2 no vertical pull, and 3 
  down). Furthermore, the gravity is treated as heavy gravity 
  (Pathfinder RPG GameMastery Guide 184). This effect lasts for 
  5 rounds, after which gravity in the area returns to normal.
  CONCEALED PLASMA TURRETS 
  CR 10
  Type mechanical and technological; Perception DC 25; Disable 
  Device 25
  EFFECTS
  Trigger touch; Reset none
  
  17
  RETURNED TO SKY
  Effect +16 ranged touch (6d6 damage; half of the damage is 
  fire, and half is electricity); multiple targets (up to three 
  targets in the area of the antigravity field each round).
  Development: If the PCs survive the traps or are 
  otherwise observed traveling deeper into the ruin, 
  Phalanx commands its few remaining operational 
  assistants—several fabricator robots—to ascend from 
  area C2 and attack the PCs.
  B3. Command Center
  Chairs upholstered in frayed fibers stand before decrepit metal 
  desks, each sporting an array of large windows that hang 
  suspended against the walls. Most of these glassy surfaces are 
  shattered. Low steps to the south lead to a circular area containing 
  only a small throne precariously perched atop a thin column.
  This room once served as the command center for 
  this defense module, allowing the Androffan engineers 
  to monitor all functions and the space around the 
  starship. The inorganic materials used to furnish the 
  chamber resisted decay, but thousands of years and a 
  traumatic crash nonetheless ruined almost all of the 
  equipment here. Even the throne-like command chair 
  to the south is only strong enough to support a Medium 
  creature that uses it gently, and attempting to swivel 
  in the chair causes it to snap off its base with a grating 
  screech of metal.
  The AI Phalanx once resided within the computers 
  here, and its damaged systems only rebooted once the 
  ship module tapped into the Sky Key component’s energy 
  supply. Although Phalanx still favors cold logic, it has 
  developed a sentimental attachment to this area as the 
  place of its rebirth.
  The AI also uses the two functioning computers to 
  help manage the defenses and surveillance equipment 
  in areas B2, B4, and C, and a PC with the Technologist 
  feat can attempt to disable these systems from here. 
  Disabling a trap uses the trap’s Disable Device DC. 
  Disabling the cameras requires a successful DC 25 
  Knowledge (engineering) check. Alternatively, the PCs 
  can simply destroy the computers, which disrupts 
  but does not shut down the systems. This destruction 
  reduces all cameras’ Perception bonuses to +0, all 
  ranged attack rolls performed by the turrets in area B2 
  to +5, and the duration of the antigravity trap in area to 
  2 rounds.
  Development: If the PCs destroy, disable, or otherwise 
  tamper with the computer systems, Phalanx commands 
  its few remaining operational assistants—several 
  fabricator robots—to ascend from area C2 and attack 
  the PCs.
  B4. Stairwell
  A broad stairwell here leads 25 feet down to area C. A pair 
  of cameras (hardness 10, hp 5) hang from the east and 
  west sides of the room, where they monitor all activity 
  in this area.
  Creatures: If the PCs reach this area without prompting 
  Phalanx to send its fabricator robots in area C2 to attack, 
  the AI signals these robots and prompts them to travel to 
  area C1 and lay an ambush.
  C. THE RUINS BELOW
  Protected by compacted and vitrified earth, Phalanx has 
  felt secure in dismantling more of the starship’s defense 
  module belowground than it has with the remaining 
  superstructure. The result is even greater fragmentation, 
  leaving the interior exposed to the surrounding soil. 
  The lower section of the defense module has level floors 
  and flat, 20-foot-high ceilings. Unlike the doors above, 
  Phalanx has kept the five doors in this area operational; 
  they act as partially stuck doors (hardness 15, hp 60, 
  Strength DC 23), but the AI can command one of the 
  doors to open or close as a free action once per round. 
  Each distinct area has an operational camera (hardness 
  10, hp 5, +15 Perception) that constantly scans its 
  surroundings, allowing Phalanx to monitor all intruders 
  in the area.
  C1. Stairwell Landing
  Four doors are situated almost equidistantly around this 
  circular room. To the southeast, the wall is shorn off, and a 
  deep crevice in the floor nearly blocks the opening.
  This broad stairwell ascends to area B4. The stairs 
  are solid, providing sufficient cover to hide a Medium or 
  smaller creature from anyone descending from above. 
  The crevice to the southwest is 40 feet deep and has 
  rough sides that a PC can scale with a successful DC 15 
  Climb check. A PC can also traverse the 3-foot-wide ledge 
  to either side of the crevice in order to reach area C2, 
  requiring a successful DC 5 Acrobatics check.
  When Toggrim arrived here millennia ago, he lowered 
  the Sky Key component into the crevice, scattered a 
  handful of dirt atop it, and departed. He expected that 
  no one would find it here, but he did not count on an 
  OPTIONAL ENCOUNTER
  The encounter in area C2 is an optional encounter. If fewer 
  than 90 minutes remain in which to finish the adventure, 
  the fabricator robots are in such a state of disrepair that they 
  present no viable combat threat.
  
  N
  C. The Ruins Below
  : Fabricator Robot
  F
  F6
  F3
  F5
  F1
  F2
  F4
  Pathfinder Flip-Mat: Tech Dungeon
  1 square = 5 feet
  C2
  C1
  C3
  C4
  18
  PATHFINDER SOCIETY SCENARIO
  
  19
  RETURNED TO SKY
  artificial intelligence awakening and commanding a 
  robot to retrieve the component. Other than a small 
  amount of technological debris, there is nothing at the 
  bottom of the crevice now.
  C2. Reconstruction Yard
  The floor here is a sea of natural rubble and technological 
  detritus, broken by the occasional pile of functional tools 
  or recycled metal.
  Creatures: This area is the informal workshop for 
  the few other functional robots that Phalanx recovered 
  from 
  the 
  wreckage. 
  Unfortunately, 
  these 
  robots’ 
  software suffered considerable damage during the 
  crash, corrupting most of their internal blueprints. As 
  a result, their progress is slow in repairing some parts 
  of Phalanx’s tiny fortress, and in many cases they have 
  disassembled and then reassembled the same structure 
  dozens of times.
  Each of the fabricator robots has a low, spider-like 
  body with ten segmented legs. A long, multi-jointed arm 
  emerges from its “back” and terminates in a complex 
  cluster of tools, including a set of pinchers, a cutting 
  torch, and a camera.
  Thanks to the many cameras and traps above, it is 
  very likely that these robots receive Phalanx’s orders to 
  pursue invaders in area B or C1. In the unlikely event 
  that the PCs have entered this area unnoticed, the robots 
  are busily cutting, welding, and shaping pieces of the 
  starship in order to patch another section.
  Subtier 7–8 (CR 9)
  FABRICATOR ROBOTS (2) 
  CR 7
  N Medium construct (robot)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 69 each (9d10+20)
  Fort +3, Ref +7, Will +4
  Defensive Abilities hardness 10; Immune construct traits
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee claw +14 (1d10+7/19–20 plus grab)
  Ranged welding laser +11 touch (4d6 fire)
  Space 5 ft.; Reach 15 ft.
  Special Attacks cooperative rend, integrated welding
  TACTICS
  During Combat The fabricator robots team up to tear a single 
  PC into pieces. If overwhelmed, a fabricator robot drops a 
  target held in its claw into the nearby fissure and strikes a 
  different attacker.
  Morale The fabricator robots fight until destroyed.
  STATISTICS
  Str 20, Dex 14, Con —, Int 13, Wis 9, Cha 1
  Base Atk +9; CMB +14 (+18 grapple); CMD 26
  Feats Improved Critical (claw), Improved Initiative, Iron Will, 
  Lightning Reflexes, Vital Strike
  Skills Climb +13, Craft (mechanical) +10, Disable Device +14, 
  Perception +11
  Languages Androffan
  SPECIAL ABILITIES
  Cooperative Rend (Ex) When attacking a target grappled 
  or pinned by another robot, a fabricator robot deals an 
  additional 1d10+7 damage with its claw attack.
  Integrated Welding (Ex) After succeeding at a combat 
  maneuver check to maintain a grapple, a fabricator robot 
  can activate its welding laser as a free action, automatically 
  hitting the grappled target and dealing 4d6 fire damage.
  Unshielded (Ex) A fabricator robot is designed for mundane 
  operations in safe areas, and as a result, it doesn’t have a 
  force field.
  Welding Laser (Ex) A fabricator robot’s welding laser has a 
  range of 50 feet with no range increment.
  Subtier 10–11 (CR 12)
  FABRICATOR ROBOTS (6) 
  CR 7
  hp 69 each (use the statistics from Subtier 7–8)
  Treasure: The fabricator robots have diligently 
  stripped nearly everything of value from the hundreds 
  of wall panels, piling it neatly on the floor here. Phalanx 
  has since demanded that much of it be used to make 
  repairs, but there remains a small fortune in skymetal 
  and other rare materials. In Subtier 7–8 its value 
  amounts to 5,000 gp, and in Subtier 10–11, it is instead 
  worth 10,000 gp. In Subtier 7–8, there is also a timeworn 
  sonic rifle (Technology Guide 55, 27) with 5 charges 
  remaining. In Subtier 10–11 this is instead a timeworn 
  rail gun (Technology Guide 55, 27) with 5 charges.
  Development: Once the PCs defeat the fabricator 
  robots, Phalanx analyzes the data for 3 rounds and then 
  begins moving toward the PCs for a final confrontation. 
  If the PCs are still in area B, it waits for them to descend 
  before attacking.
  SCALING ENCOUNTER C2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Reduce the hardness of the fabricator robots 
  to 5.
  Subtier 10–11: Remove two fabricator robots from the 
  encounter.
  
  20
  PATHFINDER SOCIETY SCENARIO
  Rewards: If the PCs fail to recover the sky metal and 
  the technological weapons, reduce each PC’s gold earned 
  as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 1,375 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,833 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,291 gp.
  C3. New Tunnel
  During one of Phalanx’s rare forays from these ruins, a 
  small crew of ratfolk scavengers tunneled into the side 
  of the wreck. They managed to grab a few technological 
  treasures before Phalanx returned and chased them away. 
  The artificial intelligence has seethed about the intrusion 
  ever since. A PC who succeeds at a DC 28 Survival check 
  can still discern enough spoor to identify that ratfolk 
  used this tunnel many months ago. The passage leads to 
  a collapsed entrance 100 feet to the west.
  C4. The War Room (CR 11 or CR 14)
  This rounded room is partially filled in by soil. A three-
  foot-diameter sphere on a tripod base—once a multi-
  directional viewing screen, much like a crystal ball—sits 
  near the room’s original center. The device no longer 
  works properly, and only occasional images of traumatic 
  scenes flash across its surface as it tries to replay the final 
  hours of the starship that crashed in Numeria. Phalanx 
  is able to integrate directly into the device’s data port, 
  allowing the AI to bypass the screen entirely. 
  Creatures: Most of the time, Phalanx rests here, playing 
  back the last month of security footage and other data in 
  an endless loop while trying to learn everything it can to 
  stop the accident from happening again. For the PCs, the 
  sphere is a curiosity whose sporadic functionality might 
  help to shed some small amount of light on Phalanx’s and 
  the starship’s history. When it detects intruders, the AI 
  activates the ruin’s various defenses and “soldiers” in turn, 
  learning from failed attempts to stop the PCs. When the 
  PCs have defeated all other lines of defense, Phalanx takes 
  flight in a final attempt to protect its battered home.
  While fighting, Phalanx orders the PCs to depart in 
  both Common and Hallit. It does not know the term Sky 
  Key, but if the item is described, Phalanx briefly explains 
  that the component is integral to its continued functions. 
  The only way to extract the Sky Key involves dismantling 
  the robot, and doing so at this point would also destroy 
  the AI forever.
  Subtier 7–8 (CR 11)
  MYRMIDON ROBOT 
  CR 11
  hp 167 (Pathfinder Campaign Setting Inner Sea Bestiary 45; 
  see page 29)
  TACTICS
  During Combat The myrmidon robot uses its mobility 
  to harass the PCs with quantam lashes and laser fire, 
  employing its rockets to punish the invaders if they 
  remain in a tight formation. It uses its melee attacks 
  against isolated targets. 
  Morale The AI Phalanx is in control of the robot and refuses 
  to surrender the last vestiges of its domain. The myrmidon 
  robot fights until destroyed.
  SPECIAL ABILITIES
  Home Ground Advantage (Ex) The myrmidon robot has spent 
  millennia mastering this small wreck, and it can navigate its 
  halls with ease. It can move at full speed when squeezing in 
  areas B and C, though it still suffers penalties on attacks and 
  to AC when squeezing.
  Inferior Rockets (Ex) The myrmidon robot’s rockets are less 
  potent due to its damaged manufacturing system. Each deals 
  only 4d6 fire damage and 4d6 bludgeoning damage.
  Subtier 10–11 (CR 14)
  MYRMIDON ROBOT 
  CR 11
  hp 167 (Pathfinder Campaign Setting Inner Sea Bestiary 45; 
  see page 29)
  TACTICS
  Use the tactics from Subtier 7–8.
  SPECIAL ABILITIES
  Home Ground Advantage (Ex) The myrmidon robot has spent 
  millennia mastering this small wreck, and it can navigate its 
  halls with ease. It can move at full speed when squeezing in 
  areas B and C, though it still suffers penalties on attacks and 
  to AC when squeezing.
  PHALANX 
  CR 12
  Aggregate security AI myrmidon robot (Pathfinder Campaign 
  Setting Inner Sea Bestiary 45, Pathfinder Campaign Setting: 
  Technology Guide 59; see page 29)
  LN Large construct (robot)
  Init +6; Senses all-around vision, darkvision 60 ft., low-light 
  vision, superior optics; Perception +25
  SCALING ENCOUNTER C4
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Reduce the bonus hit points the myrmidon 
  robot gains from its force shield to 10 hp, and reduce 
  the robot’s natural armor bonus to +10. In addition, the 
  myrmidon robot only has a single rocket and loses the 
  combined arms special ability.
  Subtier 10–11: Remove the second myrmidon robot from 
  the encounter. Increase Phalanx’s bonus hit points from its 
  force shield to 100 hp (total 212 hp)
  
  21
  RETURNED TO SKY
  DEFENSE
  AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, –1 size)
  hp 167 (15d10+30 plus 55 hp force shield)
  Fort +10, Ref +12, Will +11
  Defensive Abilities hardness 10, resilient; Immune cold, 
  construct traits
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 20 ft., fly 90 ft. (perfect)
  Melee 2 claws +22 (1d6+8 plus grab), 2 quantum lashes +22 
  touch (1d10 force/19–20)
  Ranged integrated laser rifle +18 touch (2d10 fire)
  Space 10 ft., Reach 5 ft. (20 ft. with quantum lash)
  Special Attacks combined arms, constrict (1d6+8), precision 
  targeting, rockets
  TACTICS
  During Combat Phalanx makes full use of its ranged and 
  reach weapons, only closing into melee range if necessary.
  Morale Unwilling to surrender its piece of the Sky Key, 
  Phalanx fights until destroyed.
  STATISTICS
  Str 27, Dex 15, Con —, Int 14, Wis 16, Cha 14
  Base Atk +15; CMB +24 (+28 grapple); CMD 36 (can’t be 
  tripped)
  Feats AlertnessB, Combat Reflexes, Flyby Attack, Great Fortitude, 
  Improved Initiative, Improved Lightning Reflexes, Lightning 
  Reflexes, Point-Blank Shot, Precise Shot, TechnologistTG
  Skills Bluff +10, Diplomacy +10, Fly +26, Intimidate +10, 
  Knowledge (engineering) +20, Knowledge (geography) +10, 
  Perception +25, Profession (soldier) +11, Sense Motive +16
  Languages Androffan, Common, Hallit
  SPECIAL ABILITIES
  All-Around Vision (Ex) An aggregate robot gains all-around vision 
  so long as it is in an area with functioning security cameras. 
  Home Ground Advantage (Ex) The myrmidon robot has spent 
  millennia mastering this small wreck, and it can navigate its 
  halls with ease. It can move at full speed when squeezing in 
  areas B and C, though it still suffers penalties on attacks and 
  to AC when squeezing.
  Treasure: The same myrmidon robot that houses the 
  Phalanx AI also contains Toggrim’s Sky Key component. 
  Without the robot’s systems to draw on the component’s 
  energy and regulate its functions, the technological relic 
  begins sparking as it melts away the wiring that kept it 
  anchored. Even to the untrained eye, it is clear that this 
  piece, an incomplete, semispherical lattice of thin metal, 
  is different from the rest of the myrmidon. 
  Furthermore, one of the few ratfolk that tunneled 
  into the area months ago died to Phalanx’s assault, and 
  the robot unceremoniously stowed its body in the small 
  chamber to the northeast. In Subtier 7–8, the ratfolk still 
  wears boots of speed, a vest of escape, and a belt with a wand 
  of greater invisibility (5 charges). In Subtier 10–11 he instead 
  has a minor cloak of displacement, a wand of invisibility sphere 
  (19 charges), and a scroll of dimension door (CL 12th).
  Rewards: If the PCs fail to recover the ratkin’s gear, 
  reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 1,608 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,032 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,456 gp.
  CONCLUSION
  With the artificial intelligence Phalanx and its robotic 
  host body destroyed, the PCs are able to recover Toggrim’s 
  Sky Key component and smuggle it out of Numeria. 
  Venture-Captain Smine welcomes the PCs back on their 
  return trip, excitedly examining the piece of the Sky Key 
  and congratulating them on a job well done. His mood 
  darkens if the PCs report that harm befell Ingret Jor or 
  her clan, and he admonishes the PCs if they endangered 
  her—especially if they allowed the Technic League to 
  destroy her property or capture her. After all, the Society 
  has few enough friends in Numeria without severing ties 
  to Chesed’s dwarven population (to say nothing of just 
  doing “the right thing”).
  By recovering another piece of the Sky Key, the Society 
  is one step closer to reassembling the lost Numerian relic 
  and unlocking the secrets it holds. If the PCs recovered 
  the treasure in area C2, each PC earns the Skymetal 
  Stockpile boon on her Chronicle sheet. If the PCs used 
  the generator in area B1 to grant at least 1 temporary 
  charge to a technological item, each PC also gains the 
  Rare Generator boon on her Chronicle sheet.
  Reporting Notes
  If the PCs successfully recover Toggrim’s piece of the Sky 
  Key, check box A on the reporting sheet. If Ingret Jor was 
  killed or captured by the Technic League, check box B. 
  If Neddrick Istavarti successfully escaped from the PCs, 
  check box C.
  Primary Success Conditions
  If the PCs successfully defeat the aggregate AI Phalanx 
  and retrieve Toggrim’s piece of the Sky Key, each PC 
  earns 1 Prestige Point as well as the Sky Key Component 
  (Numeria) boon on his Chronicle sheet.
  Secondary Success Conditions
  If Ingret Jor voluntarily provided the PCs her family’s 
  journal and map and remains free at the end of the 
  adventure, award each PC 1 additional Prestige Point.
  Faction Notes
  The Exchange faction has identified Chesed as an 
  important trade city worth the organization’s investment. 
  
  22
  PATHFINDER SOCIETY SCENARIO
  If the PCs arranged a meeting with Brissa Klygvauther 
  to discuss loosening trade regulations, each Exchange 
  faction PC earns the Chesed Trendsetter boon on his 
  Chronicle sheet. If the PCs instead arranged to meet with 
  the exploitative merchants, each Exchange faction PC 
  instead earns the Chesed Monopolist boon.
  The Liberty’s Edge faction knows that Chesed is a city 
  on the edge of banning slavery altogether or regressing to 
  a slave-trading municipality under the Technic League’s 
  guidance. Ensuring that both of the warrior thralls 
  survive when the PCs encounter Neddrick Istavarti 
  PLAYER HANDOUT: A THREAD OF SILVER
  reinforces the faction’s reputation as good people in 
  Chesed and earns each Liberty’s Edge faction PC the 
  Tipping the Balance boon on his Chronicle sheet.
  To the Silver Crusade, Chesed is a dark place where 
  predatory merchants wait in ambush to extract every last 
  copper from crusaders heading north to Mendev. Faction 
  PCs make the most of their time in Chesed if they further 
  convince Brissa Klygvauther to revise the city’s trade 
  regulations to prevent this exploitation. This earns each 
  Silver Crusade faction PC the Crusader Star boon on her 
  Chronicle sheet.
  A Thread of Silver is a dungeon guide (Pathfinder Player Companion: Dungeoneer’s Handbook) 
  to numerous crash sites in Numeria. The original was stolen from the Technic League, 
  and the organization has hunted down anyone who has acquired a copy since. The 
  book’s contents are not perfect, but they are reliable enough to offer considerable 
  insights. Rules for using a dungeon guide are summarized here.
  A PC can consult A Thread of Silver whenever he enters a new room or section of 
  a Numerian crash site. Consulting A Thread of Silver takes 10 minutes. The GM then 
  secretly rolls 1d20 and adds the book’s accuracy modifier (+7 for A Thread of Silver). 
  The GM then compares the result to following table. If the check matches or exceeds 
  the DC, you gain information about the room’s original purpose, how to disarm a 
  particular mechanism, or where a particular corridor leads. If the check fails by 4 
  or more, you get no information. If the check fails by 5 or more, you get information 
  that is instead inaccurate or dangerous in some way (for example misidentifying the 
  location of a trap).
  If a PC referencing A Thread of Silver has ranks in Knowledge (engineering), he can 
  also attempt a DC 25 Knowledge (engineering) check. If successful, the book’s accuracy 
  modifier increases by 2, and the PC cannot receive inaccurate information from the 
  book while making that inquiry.
  A PC can also reference A Thread of Silver when performing a Disable Device check to 
  disable a technological trap or a Knowledge (engineering) check to identify a construct 
  or technological item. This check takes a minimum of 1 minute to complete, but the 
  PC temporarily gains the benefits of the Technologist feat. If the PC already has the 
  Technologist feat, he instead gains a +4 bonus on the check.
  Task 
  Accuracy Check DC
  Determine a mechanism’s function 
  20
  Fill in the next area of the map 
  20
  Get a hint of how to solve a puzzle 
  25
  Identify a robot 
  10 + creature’s CR
  Identify a room’s original purpose 
  10
  Locate a trap 
  10 + trap’s CR
  
  23
  RETURNED TO SKY
  PLAYER HANDOUT #2: SPECIAL PRESCRIPTION
  PLAYER HANDOUT #3: JOR FAMILY JOURNAL
  The League watches Ingret.
  Not all in their employ were hired. Some are slaves.
  Inform the Wayward Eagle that we watch his actions and approve.
  7 Pharast 4373
  I heard this story from my grandpapa, who heard it from his grandpapa before him, and so on—
  back to Old Toggrim himself, stone-blessed Prince of Jormurdun. Grandpapa says we’re descended 
  from noble blood. Says there’s proof in the hills southwest of Chesed. Prince Toggrim was trusted 
  with something special: a piece of the heritage of Jormurdun. Instead of passing it on to his children, 
  he hid it—probably to keep it safe. It’s a fancy story, but I think I’m going to see for myself.
  10 Pharast 4373
  I followed the Sellen south for two days then turned west, just like grandpapa said. Just after sunset 
  of that second day I looked west just like grandpapa said I should. And by my beard, I could make out 
  a faint silvery light—just like grandpapa said there’d be. Maybe there’s some truth to the old story 
  after all.
  11 Pharast 4373
  I headed west through the night towards the light. It led to a ravine with walls that are lined with 
  shards of silvery metal that seem to glisten even at night. Grandpapa said to follow the ravine west. 
  So that’s what I did. After walking what felt like all night, the ravine opened up to a wooded crater. 
  Can you imagine, trees in that blasted land? All of them stumpy and warped as though something 
  deep below were painfully twisting them by the roots. Grandpapa didn’t say anything about trees, 
  but he did about a door somewhere inside that ruin.
  It was dark down there—no impediment, but even in darkness there seemed to be shadows cast 
  in the strangest ways. Grandpapa’s instructions were real specific about the next part. Travel to the 
  left halfway around, watching for where the floor seemed to be a ceiling and the walls the floor. Find 
  the door, take the steps down, and go no farther than the great pit. According to grandpapa, Toggrim 
  tossed his piece of Jormurdun down that pit. Peering over the edge, I didn’t see a bottom. Everything 
  about the story’s been true up until now. I don’t think I need to go any further or examine the Sky 
  Key myself.
  
  24
  PATHFINDER SOCIETY SCENARIO
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #6–20: 
  Returned to Sky
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
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  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
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  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark 
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  to identify itself or its products or the associated products contributed to the 
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  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License.
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  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
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  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
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  and You must add the title, the copyright date, and the copyright holder’s 
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  7. Use of Product Identity: You agree not to Use any Product Identity, 
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  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
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  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
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  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario #6–20: Returned to Sky © 2015, Paizo Inc.; 
  Author: Anthony Li.
  
  25
  RETURNED TO SKY
  Init +5; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 
  Dex, +3 natural)
  hp 82 (10d6+45)
  Fort +8, Ref +5, Will +7
  Defensive Abilities orc ferocity; DR 10/adamantine; Resist 
  acid 10
  OFFENSE
  Speed 30 ft.
  Melee mwk greataxe +8 (1d12+3/×3) or
  2 claws +7 (1d6+2)
  Special Attacks breath weapon (60-foot line, 10d6 acid, DC 
  20,  
  1/day), claws (2, 1d6+2, treated as magic weapons, 7 
  rounds/day)
  Sorcerer Spells Known (CL 10th; concentration +15)
  5th (4/day)—cloudkill (DC 20)
  4th (6/day)—fear (DC 19), shout (DC 21), stoneskin
  3rd (7/day)—fireball (DC 20), fly, rage, stinking cloud (DC 
  18)
  2nd (7/day)—acid arrow, bull’s strength, false life, resist 
  energy, scorching ray
  1st (8/day)—burning hands (DC 18), endure elements, mage 
  armor, magic missile, ray of enfeeblement (DC 16), shield
  0 (at will)—acid splash, arcane mark, bleed (DC 15), 
  detect magic, flare (DC 17), ray of frost, read 
  magic, resistance, touch of fatigue (DC 15)
  Bloodline draconic (black)
  TACTICS
  Before Combat The sorcerer casts 
  false life, mage armor, and 
  stoneskin on himself.
  During Combat The sorcerer casts 
  fly on the first round of combat 
  along with a quickened magic missile. 
  He maneuvers so he can catch as many opponents 
  as possible with his breath weapon. If pressed 
  into melee, he casts bull’s strength and rage, then 
  attacks with his greataxe or claws.
  Base Statistics Without false life, mage armor, and 
  stoneskin, the sorcerer’s statistics are AC 15, touch 
  12, flat-footed 14; hp 67; DR —.
  STATISTICS
  Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 20
  Base Atk +5; CMB +7; CMD 19
  Feats Combat Casting, Eschew Materials, Great Fortitude, 
  Greater Spell Focus (evocation), Improved Initiative, Quicken 
  Spell, Spell Focus (evocation)
  Skills Fly +9, Intimidate +15, Linguistics +1, Perception +7, Spellcraft 
  +7
  Languages Common, Draconic, Orc
  SQ bloodline arcana (acid spells deal +1 damage per die), orc 
  blood, weapon familiarity
  Combat Gear potion of cure serious wounds, wand of acid 
  arrow (15 charges); Other Gear masterwork greataxe, 
  amulet of natural armor +1, cloak of resistance +1, headband 
  of alluring charisma +2, ring of protection +1, signet ring, 
  diamond dust (worth 500 gp), 825 gp
  The blackscale sorcerer channels the powers of corruption 
  and sloth.
  BRAX SWAMPBLACK
  Brax was born in an inbred human village tainted by 
  swamp magic and a forgotten legacy of despicable acts. He 
  is primarily driven by hunger and the urge to corrupt 
  others, though his sloth often gets the better of 
  him. He is equally comfortable sleeping in a bed, 
  in a sewer, or on a pile of corpses. When his 
  laziness overcomes his violent tendencies, 
  he is talkative but dull, concerned more 
  with his inflated ego than anything of 
  consequence.
  Combat Encounters: Brax is 
  usually a loner, but he may browbeat 
  simple creatures, such as boggards, 
  orcs, or trolls, into serving him.
  Roleplaying Encounters: When Brax 
  is feeling particularly sated, flattery could 
  convince him to work with the PCs, 
  especially if their goal is removing 
  threats to his territory.
  BLACKSCALE SORCERER
  CR 9
  HALF-ORC SORCERER 10
  XP 6,400
  Medium humanoid (human, orc)
  CE
  
  26
  PATHFINDER SOCIETY SCENARIO
  Init +1; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 
  Dex, +1 natural)
  hp 60 (7d6+33)
  Fort +3, Ref +3, Will +7
  Defensive Abilities orc ferocity; Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +7 (2d4+4/18–20)
  Ranged mwk heavy crossbow +5 (1d10/19–20)
  Bloodline Spell-Like Abilities (CL 7th; concentration +10)
  6/day—elemental ray (1d6+3 fire)
  Sorcerer Spells Known (CL 7th; concentration +10)
  3rd (5/day)—fireball (DC 17), haste, protection from energy
  2nd (7/day)—blur, false life, glitterdust (DC 15), scorching ray
  1st (7/day)—burning hands (DC 15), mage armor, magic 
  missile, magic weapon, ray of enfeeblement (DC 14), 
  shield
  0 (at will)—bleed (DC 13), dancing lights, detect magic, flare 
  (DC 14), light, ray of frost (fire), read magic
  Bloodline elemental (fire)
  TACTICS
  Before Combat The sorcerer casts false life and 
  mage armor.
  During Combat The sorcerer casts haste 
  before targeting her foes with fireball 
  or scorching ray. In melee combat, 
  she casts shield on herself, and magic 
  weapon on her falchion.
  Base Statistics Without false life and mage 
  armor, the sorcerer’s statistics are AC 13, 
  touch 11, flat-footed 12; hp 48.
  STATISTICS
  Str 16, Dex 12, Con 13, Int 8, Wis 10, Cha 16
  Base Atk +3; CMB +6; CMD 18
  Feats Combat Casting, Eschew Materials, Iron Will, Power 
  Attack, Spell Focus (evocation), Toughness
  Skills Intimidate +11, Knowledge (arcana) +3, Linguistics +0, 
  Perception +7, Spellcraft +4
  Languages Common, Ignan, Orc
  SQ bloodline arcana (change energy damage spells to fire), orc 
  blood, weapon familiarity
  Combat Gear potion of cure moderate wounds, scroll of fly 
  (2); Other Gear masterwork falchion, masterwork heavy 
  crossbow with 10 bolts, amulet of natural armor +1, ring of 
  protection +1, 225 gp
  The bloodfire sorcerer withers her enemies with flame and 
  quickens her allies with hot-blooded ferocity.
  SINDRIZA
  Sindriza was born to a shaman in an efreet-worshiping 
  orc tribe. Her magic manifested early, burning anyone 
  who tried to harm her and keeping her warm when 
  the chief tried to abandon her to die in the cold. She 
  embraced her tribe’s love of violence and fire, and loves 
  to use her powers to maim, torture, and kill. She believes 
  she is blessed by the fire gods and meant to use her magic 
  to conquer and destroy. She is a pyromaniac, and has 
  difficulty resisting her urge to ignite flammable objects, 
  creatures, and buildings.
  Combat Encounters: Sindriza readily allies with bandits, 
  raiders, or mercenaries, especially if they are prone to 
  needless violence and arson. She may lead a fire cult, or 
  serve an efreet or a gang of fire giants.
  Roleplaying Encounters: Sindriza can be a valuable ally 
  if she’s allowed to satiate her destructive urges. She grows 
  restless if kept on a short leash, even by a strong master, 
  and is prone to verbally lash out at dwarves and elves if 
  she can’t physically attack them.
  BLOODFIRE SORCERER
  CR 6
  HALF-ORC SORCERER 7
  XP 2,400
  Medium humanoid (human, orc)
  NE
  
  27
  RETURNED TO SKY
  RECRUIT
  CR 1/3
  DWARF WARRIOR 1
  XP 135
  Medium humanoid (dwarf)
  N
  BRIGAND
  CR 1/2
  HUMAN WARRIOR 2
  XP 200
  Medium humanoid (human)
  NE
  Init +0; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
  hp 8 (1d10+3)
  Fort +4, Ref +0, Will +0; +2 vs. poison, spells, and spell-like 
  abilities
  Defensive Abilities defensive training (+4 dodge bonus to 
  AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee dwarven waraxe +3 (1d10+1/×3) or
  dagger +2 (1d4+1/19–20)
  Ranged light crossbow 
  +1 (1d8/19–20)
  Special Attacks +1 on 
  attack rolls against 
  goblinoid and  
  orc humanoids
  TACTICS
  During Combat The warrior prefers 
  melee combat and working with 
  other soldiers. He uses alchemist’s fire 
  against targets resistant to weapon 
  damage.
  STATISTICS
  Str 13, Dex 11, Con 14, Int 10, Wis 10, Cha 7
  Base Atk +1; CMB +2; CMD 12 (16 vs. bull 
  rush or trip)
  Feats Weapon Focus (dwarven waraxe)
  Skills Intimidate +2, Perception +1 (+3 to notice 
  unusual stonework)
  Languages Common, Dwarven
  Combat Gear alchemist’s fire; Other Gear 
  chainmail, heavy wooden shield, dagger, 
  dwarven waraxe, light crossbow with  
  20 bolts, 12 gp
  Filled with bluster and swagger, a recruit 
  lacks the discipline of an experienced 
  soldier and can quickly lose resolve if 
  he finds himself in over his head. A 
  recruit works best in a large group 
  under a strong leader who can 
  keep all the soldiers in line and 
  working together.
  Left to his own devices, a recruit 
  becomes 
  bored 
  and 
  looks 
  for 
  entertainments such as drinking and 
  gambling to pass the time.
  Init +1; Senses Perception +0
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 15 (2d10+4)
  Fort +4, Ref +1, Will +0
  OFFENSE
  Speed 30 ft.
  Melee longsword +3 (1d8+1/19–20) or
  sap +3 (1d6+1 nonlethal)
  Ranged longbow +3 (1d8/×3)
  TACTICS
  During Combat The warrior snipes with arrows until her foes 
  are close, then uses her sword. She hurls thunderstones 
  at spellcasters, and tanglefoot bags at foes wearing heavy 
  armor.
  STATISTICS
  Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 8
  Base Atk +2; CMB +3; CMD 14
  Feats Point-Blank Shot, Skill Focus (Stealth)
  Skills Intimidate +4, Stealth +6
  Languages Common
  Combat Gear potion of cure 
  light wounds, masterwork 
  arrows (5), tanglefoot bags (2),  
  thunderstone (2); Other 
  Gear leather armor, 
  longbow with 20 arrows, 
  longsword, sap, 48 gp
  A brigand has no sense 
  of mercy, and is happy to 
  kill for a handful of silver. 
  Brigands waylay caravans, 
  create 
  illegal 
  turnpikes 
  on roads to collect tolls 
  from travelers, attack noisy 
  camps at night, and harass 
  villages for protection money. 
  They are easily routed but carry 
  a grudge and remain a recurring 
  problem until imprisoned or killed.
  Many brigands are former soldiers 
  who lacked the discipline to stay in the 
  military or a mercenary company, and may 
  even be deserters from a local or invading 
  army. They rarely use group tactics, and 
  form into gangs under the toughest 
  member of the group, typically a 
  grizzled mercenary (warrior 6).
  
  28
  PATHFINDER SOCIETY SCENARIO
  Robot, GeaRsman
  Made of what appears to be burnished brass, this construct 
  resembles a suit of armor with a glowing glass orb for an eye.
  GEARSMAN ROBOT 
  CR 4
  XP 1,200
  N Medium construct (robot)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural) 
  hp 42 (4d10+20)
  Fort +1, Ref +2, Will +2
  Defensive Abilities hardness 10; Immune construct traits
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 20 ft.
  Melee slam +9 (1d4+7) or
  mwk spear +10 
  (1d8+5/×3 plus 1d6 
  electricity)
  Ranged mwk spear +6 
  (1d8+6/×3)
  STATISTICS
  Str 20, Dex 13, Con —, Int 10, Wis 13, 
  Cha 1
  Base Atk +4; CMB +9; CMD 20
  Feats Combat Reflexes, Power Attack
  Skills Craft (any one) +8, Disable Device +8, Perception +8,  
  Profession (any one) +7, Sense Motive +8
  Languages Common, Hallit
  SQ adaptive learning, charge weapon, self-repair
  ECOLOGY
  Environment any (Numeria)
  Organization solitary, pair, or squad (3–12)
  Treasure standard (masterwork spear, other treasure)
  SPECIAL ABILITIES
  Adaptive Learning (Ex) A gearsman has a number of skill 
  points equal to 4 + its Int modifier per Hit Die, and treats 
  Craft and Profession as class skills beyond those possessed 
  by all robots. In addition, a gearsman has a number of bonus 
  skill ranks equal to its Hit Dice that can be reprogrammed to 
  apply to any skill—these ranks cannot be split among multiple 
  skills and must all apply to one skill. A gearsman may change 
  what skill these bonus ranks apply to up to once per day by 
  concentrating for 1 minute, during which time it can take 
  no other actions. Rather than spend these bonus ranks on 
  a skill, a gearsman can choose to devote them to weapon 
  knowledge, gaining proficiency with a single weapon instead 
  of bonus ranks in a skill. All gearsmen are automatically 
  proficient with all simple weapons.
  Charge Weapon (Ex) Any metal melee weapon wielded by a 
  gearsman becomes charged with electricity and deals +1d6 
  points of electricity damage on a hit.
  Self-Repair (Ex) A gearsman’s nanites heal it of damage at 
  the rate of a number of hit points per hour equal to its 
  Hit Dice (4 hit points per hour for most gearsmen). Up to 
  once per day, as a full-round action, it can heal any robot 
  it touches of 4d6 points of damage—if a gearsman uses 
  this ability on itself, it automatically heals the maximum 
  amount: 24 points of damage.
  Of all the impossible artifacts of Silver Mount, none has 
  been a greater boon to the Technic League than the fabled 
  gearsmen. For reasons known only to themselves, many 
  of these robots serve the artificers of the Technic League 
  as shock troops and guards, performing their tasks with 
  mechanical detachment and coldly logical efficiency. 
  Yet they serve a purpose beyond Numeria, disobeying 
  their putative masters whenever orders contradict their 
  mysterious internal directives. When questioned about 
  their lapses, a gearsman answers only with endlessly 
  patient silence.
  
  29
  RETURNED TO SKY
  Robot, myRmidon
  This metallic creature has pincer-tipped arms and a single red 
  eye—it flies with eerie grace via blasts of fire from its back.
  MYRMIDON ROBOT 
  CR 11
  XP 12,800
  N Large construct (robot)
  Init +6; Senses darkvision 60 ft., low-light vision, superior optics; 
  Perception +20
  DEFENSE
  AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, –1 size)
  hp 167 (15d10+30 plus 55 hp force shield)
  Fort +10, Ref +12, Will +10
  Defensive Abilities hardness 10, resilient; Immune cold, 
  construct traits
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 20 ft., fly 90 ft. (perfect)
  Melee 2 claws +22 (1d6+8 plus grab), 2 quantum lashes +22 
  touch (1d10 force/19–20)
  Ranged integrated laser rifle +16 touch (2d10 fire)
  Space 10 ft.; Reach 5 ft. (20 ft. with quantum lash)
  Special Attacks combined arms, constrict (1d6+8), rockets 
  STATISTICS
  Str 27, Dex 15, Con —, Int 12, Wis 14, Cha 1
  Base Atk +15; CMB +24 (+28 grapple); CMD 36 (can’t be tripped)
  Feats Combat Reflexes, Flyby Attack, Great Fortitude, Improved 
  Initiative, Improved Lightning Reflexes, Lightning Reflexes, 
  Point-Blank Shot, Precise Shot 
  Skills Fly +26, Knowledge (engineering) +19, Perception +20
  Languages Common, Hallit
  ECOLOGY
  Environment any (Numeria)
  Organization solitary or unit (2–6)
  Treasure none
  SPECIAL ABILITIES
  Combined Arms (Ex) When taking a full-attack action, a 
  myrmidon can attack with melee and ranged integrated 
  weapons simultaneously.
  Laser Rifle (Ex) A myrmidon’s eye is an integrated laser rifle. This 
  weapon has a range increment of 250 feet.
  Quantum Lash (Ex) A myrmidon’s two facial tentacles lash 
  out with surprising force, and are capable of extending 
  up to a reach of 20 feet. These lashes are primary attacks 
  that deal force damage on a successful hit. They resolve 
  as touch attacks, but the damage dealt is not modified 
  by Strength, nor can it be improved via Power Attack. A 
  quantum lash threatens a critical hit on a 19–20. A quantum 
  lash that strikes a force field or force effect has a chance 
  to disrupt that effect. Against a magical force effect like 
  a wall of force, the myrmidon makes a special check as if 
  it were casting dispel magic against the effect (CL 11th). 
  Against a robot’s force 
  field, the robot struck 
  must succeed at a DC 18 
  Fortitude save or its force 
  field is deactivated for 
  1d10 rounds, after which 
  it returns at the same 
  hit point level it was at 
  before it was deactivated. 
  The save DC is Intelligence-based.
  Resilient (Ex) Myrmidons receive a +3 racial 
  bonus on all saving throws.
  Rockets (Ex) As a standard action, a myrmidon 
  can fire a rocket to a range of 800 feet. A rocket explodes 
  on impact in a 30-foot-radius burst, dealing 6d6 points 
  of fire damage and 6d6 points of bludgeoning damage 
  to all creatures in the area (Reflex DC 18 halves). A 
  myrmidon carries a maximum of five rockets. Its core can 
  replenish fired rockets at the rate of one per 12 hours, 
  crafting new rockets from scrap metal and other collected 
  components used in the construction process. The save DC 
  is Intelligence-based.
  Superior Optics (Ex) Myrmidons see invisible creatures or 
  objects as if they were visible.
  Myrmidons are highly mobile robots programmed to 
  patrol the skies above important locations. They tend 
  to react with swift violence, and often interpret any 
  anomalous sensory input as proof of hostile intent and 
  rain destruction on the offending target. Most have 
  analyzed enough language to communicate, but rarely 
  choose to do so. The Technic League has had little 
  success in reprogramming myrmidons to submit to their 
  control, with most such attempts resulting in devastating 
  backlashes as the robots run amok until destroyed.
  
  30
  PATHFINDER SOCIETY SCENARIO
  ROBOT, TORTURER
  Spinning blades, long needles, and crystal-tipped rods stud the 
  surface of this hovering metallic sphere.
  TORTURER ROBOT 
  CR 8
  XP 4,800
  N Small construct (robot)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception 
  +19
  DEFENSE
  AC 23, touch 17, flat-footed 17 (+5 Dex, +1 dodge, +6 natural, 
  +1 size)
  hp 105 (10d10+10 plus 40-hp force field)
  Fort +3, Ref +8, Will +5
  Defensive Abilities all-around vision, hardness 10; Immune 
  construct traits
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee 4 rotating blades +16 (1d4+5/18–20)
  Ranged 4 surgical lasers +16 touch (1d8/19–20 plus fire)
  Special Attacks agile, interrogate, nanosurgeon
  STATISTICS
  Str 8, Dex 21, Con —, Int 10, Wis 15, Cha 1
  Base Atk +10; CMB +8; CMD 24 (can’t be tripped)
  Feats Alertness, Dodge, Mobility, Vital Strike, Weapon Finesse
  Skills Fly +15, Heal +17, Perception +19, Sense Motive +19; 
  Racial Modifiers +15 Heal
  Languages Common, Hallit
  ECOLOGY
  Environment any (Numeria)
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Agile (Ex) A torturer robot adds its Dexterity modifier to its 
  damage rolls in place of its Strength modifier when using its 
  rotating blades attack.
  Force Field (Ex) A field of shimmering energy 
  surrounds a torturer robot. Damage dealt to 
  the robot is applied to the force field first. 
  As long as the field is active, the robot 
  is immune to critical hits. The 
  force field has fast healing 8, 
  but once the field’s hit points 
  are reduced to 0, the field 
  collapses and does not reactive 
  for 24 hours.
  Interrogate (Ex) As a standard 
  action, the torturer robot can 
  attempt a Heal check to deal 1d4 points of 
  damage to an ability of its choice possessed 
  by an adjacent, helpless target. A successful 
  Fortitude saving throw with a DC equal to the 
  robot’s Heal check result negates this damage.
  Nanosurgeon (Ex) As a standard action, a torturer robot can 
  inject purpose-programmed nanites into a target as a melee 
  touch attack. The nanites produce one of the following 
  effects or conditions (CL 10th, where applicable): cure serious 
  wounds, lesser restoration, neutralize poison, remove disease, 
  exhaustion, nauseated for 1d4 rounds, or paralyzed (nauseated 
  targets only, for remainder of original duration). If the victim 
  succeeds at a DC 17 Fortitude saving throw, exhaustion is 
  reduced to fatigue, nauseated is reduced to sickened, and 
  other effects are negated. The torturer robot carries 5 doses of 
  nanites, and it constructs replacements at a rate of 1 dose per 
  hour. The save DC is Wisdom-based.
  Surgical Lasers (Ex) The torturer robot’s lasers have a range of 50 
  feet with no range increment, and threaten a critical hit on a 
  19 or 20. Lasers pass through transparent creatures and objects 
  without causing harm (including force fields, force effects, 
  and invisible creatures; it can pass through glass, but the glass 
  takes damage), and can strike targets behind them normally. 
  Fog, smoke, and other clouds provide cover in addition to 
  concealment from laser attacks.
  Torturer robots, nicknamed “murderballs” by enemies 
  of the Technic League, were built to extract information 
  from prisoners. Murderballs administer pain in a 
  detached fashion, repeating questions over and over 
  while their heuristic programming analyzes the truth 
  and completeness of responses. Their job demands 
  detailed knowledge of human anatomy and the capacity 
  to revive a dying patient, leading some to serve double-
  duty as field medics and surgeons.
  
  31
  RETURNED TO SKY
  GUARD
  CR 1
  HUMAN WARRIOR 3
  XP 400
  Medium humanoid (human)
  LN
  VETERAN BUCCANEER
  CR 2
  HUMAN WARRIOR 4
  XP 600
  Medium humanoid (human)
  CE
  Init –1; Senses Perception +5
  DEFENSE
  AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 22 (3d10+6)
  Fort +3, Ref +0, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk guisarme +7 (2d4+3/×3) or
  mwk longsword +6 (1d8+2/19–20)
  Ranged javelin +2 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  TACTICS
  During Combat The warrior uses his reach to trip 
  foes as 
  they close, and switches to his sword if 
  necessary.
  STATISTICS
  Str 15, Dex 9, Con 10, Int 8, Wis 12, 
  Cha 11
  Base Atk +3; CMB +5; CMD 14
  Feats Alertness, Toughness, Weapon  
  Focus (guisarme)
  Skills Intimidate +6, Perception +5, Sense 
  Motive +4
  Languages Common
  Gear chain shirt, javelins (3), masterwork 
  guisarme, masterwork longsword, 
  manacles, 36 gp
  A guard’s job is to protect others 
  and respond to trouble. Whether 
  sentries in a fort, members of a city 
  or town watch, caravan guards, or 
  bodyguards for a nervous merchant, 
  guards are trained to look for intruders or 
  suspicious activity and respond with steel if 
  violence is necessary. Most operate in pairs 
  or larger groups, allowing one 
  to run for help if the group is 
  outmatched.
  The above stat block represents a professional 
  guard or soldier who has seen many battles 
  (unlike guards, soldiers do not generally 
  carry manacles). Their armor and weapons 
  may belong to their employer (or the army), 
  but career guards buy high-quality armor and 
  weapons of their own, making sure to retain 
  enough mobility to chase down attackers. To 
  create a lower-ranking officer, apply the advanced 
  creature simple template to this stat block.
  Init +3; Senses Perception –1
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
  hp 26 (4d10+4)
  Fort +4, Ref +4, Will +0
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +6 (1d6+1/18–20)
  Ranged mwk heavy crossbow +8 (1d10/19–20) or
  throwing axe +7 (1d6+1)
  TACTICS
  During Combat The warrior uses her crossbow until she is in 
  boarding range, then switches to her scimitar.
  STATISTICS
  Str 12, Dex 16, Con 11, Int 10, Wis 8, Cha 9
  Base Atk +4; CMB +5; CMD 19
  Feats Dodge, Mobility, Toughness
  Skills Acrobatics +6, Climb +6, Intimidate +6, Profession 
  (sailor) +3, Swim +17
  Languages Common, Orc
  Combat Gear elixir of swimming, potion of bull’s 
  strength, potions of cure light wounds (2), potion of 
  jump, alchemist’s fire; Other Gear studded leather, 
  masterwork heavy crossbow with 10 bolts, 
  masterwork scimitar, throwing axe, 231 gp
  A veteran buccaneer lives to murder and 
  plunder. Like a shark, she constantly hunts 
  for prey. Buccaneers prefer easy targets like 
  heavy, slow-moving merchant ships that 
  quickly surrender their booty rather than 
  fast military vessels that at best have a 
  stockpile of weapons and at worst 
  carry a full crew of angry sailors 
  itching to spill pirate blood. Some 
  buccaneers take only cargo, some 
  take slaves, and some leave no survivors.
  Larger pirate vessels may have slave 
  rowers (use the old sailor stat block, 
  expert 2) who are prodded to the decks 
  as reluctant fighters and living shields 
  for the actual buccaneers; these slaves 
  are easily replaced from surviving 
  members of the opposing crew. A 
  typical pirate captain uses the grizzled 
  mercenary stat block (warrior 6) or has 
  a PC class like the pirate king (fighter 
  15), pirate queen (ranger 10), or sea captain 
  (druid 8).
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  7–8
  10–11
  —
  —
  2,168
  3,843
  —
  —
  3,006
  4,336
  7,685
  —
  —
  6,011
  Out of 
  Subtier
  Pathfinder Society Scenario #6 – 20: 
   Returned to Sky
  Chesed Trendsetter (The Exchange): You have helped change Chesed’s economic policy, allowing the Exchange faction 
  to be at the forefront of this evolving mercantile landscape. The surge of new goods make it especially easy to find what 
  you want to buy; you can spend up to 3 Prestige Points when purchasing an item to temporarily increase your effective 
  Fame score by twice the number of Prestige Points spent for the purposes of determining your purchase limit.
  Chesed Monopolist (The Exchange): You have helped the Exchange faction exploit the crusaders bound for Mendev 
  by charging exorbitant prices. You gain an additional generic Prestige award (Guide to Pathfinder Society Organized Play 
  26) that allows you to acquire a single item worth 1,500 gp or less once per session at a cost of 3 Prestige Points. Items 
  purchased in this way are worth 0 gp and cannot be sold.
   
   Crusader Star (Silver Crusade): Your efforts in Chesed have helped crusaders bound for Mendev to arrive without 
  selling off critical resources to afford the trip. In recognition of this deed and your ongoing heroics, Queen Galfrey of 
  Mendev has awarded you the Crusader Star, one of the highest civilian medals for service to the nation. You can check 
  one of the boxes preceding this boon to use the medal to requisition a +1 holy weapon (or 10 pieces of ammunition) for the 
  duration of an adventure. Alternatively, you can use the medal as an additional focus when casting a spell with the good 
  descriptor; you must check a box, which applies the benefits of the Empower Spell metamagic feat to the spell without 
  increasing its caster level.
  Rare Generator: You discovered a damaged generator from which you are able to siphon a small amount of the energy 
  into a technological device. You can cross this boon off your Chronicle sheet to restore 2 charges to a timeworn weapon, 
  timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+1 charges to the 
  item. This boon can only restore charges to a technological item that has at least 1 charge remaining.
  Sky Key Component (Numeria): You have recovered one of the five lost components of the strange relic known as the 
  Sky Key. This piece once belonged to Toggrim, whose descendants now live in Chesed.
   Starmetal Stockpile: During your adventure in Numeria, you found a large amount of rare skymetals (Pathfinder 
  Campaign Setting: Technology Guide 56–57). You can check the box that precedes this boon in order to purchase a single 
  weapon or suit of armor made of horacalcum, noqual, or siccatite at its listed cost. You can only purchase one such item 
  using this boon, even if you later sell the weapon or armor.
   Tipping the Balance (Liberty’s Edge): You have established the Liberty’s Edge faction as a force for good in 
  Numeria, and some escaped thralls are willing to smuggle one of the Technic League’s rare devices out of the region for 
  you. You may check the box preceding this boon in order to purchase a single timeworn object from the following list: 
  arc rifle, force field (any), laser sight, nanite gun (any), null blade, scatterlight suit (any), or zero pistol (see the Technology 
  Guide for more information). The item has half its maximum charges and has a purchase price equal to one-quarter its 
  listed market price. You may only purchase one such object, even if you later sell it.
  All Subtiers
  Subtier 10–11
  boots of speed (12,000 gp)
  cloak of resistance +1 (1,000 gp)
  ring of protection +1 (2,000 gp)
  timeworn sonic rifle (5 charges; 6,500 gp, limit 1; 
  Technology Guide 55, 27)
  vest of escape (5,200 gp)
  wand of greater invisibility (5 charges; 2,100 gp, limit 1)
  amulet of natural armor +1 (2,000 gp)
  headband of vast intelligence +2 (4,000 gp)
  minor cloak of displacement (24,000 gp)
  scroll of dimension door (CL 12th; 1,200 gp, limit 1)
  timeworn monowhip (7 charges; 24,500 gp, limit 1; 
  Technology Guide 55, 26)
  timeworn railgun (5 charges; 7,500 gp, limit 1; 
  Technology Guide 55, 27)
  wand of invisibility sphere (19 charges; 4,275 gp, limit 1)
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 6/S06-20 - Returned to Sky.pdf