TEXT: By Nathan King
  The Deepmarket 
  Deception
  PATHFINDER SOCIETY SCENARIO #7-15 
  TIER 3–7
  
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Vice President of Finance • Christopher Self
  Staff Accountant • Ashley Kaprielian
  Data Entry Clerk • B. Scott Keim
  Chief Technical Officer • Vic Wertz
  Software Development Manager • Cort Odekirk
  Senior Software Developer • Gary Teter
  Project Manager • Jessica Price
  Organized Play Coordinator • Tonya Woldridge
  Adventure Card Game Designer • Tanis O’Connor
  Community Team • Liz Courts and Chris Lambertz
  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie Teter, and Diego Valdez
  Warehouse Team • Will Chase, Mika Hawkins, 
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, Lissa Guillet, 
  Julie Iaccarino, Erik Keith, and Scott Spalding
  Author • Nathan King
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Marko Horvatin, Tim Kings-Lynne, 
  Ryan Portillo, Ben Wootten, and Kieran Yanner
  Cartographer • Robert Lazzaretti
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Executive Editor • James L. Sutter
  Senior Developer • Rob McCreary
  Developers • John Compton, Adam Daigle, Mark Moreland, 
  and Owen K.C. Stephens
  Assistant Developers • Crystal Frasier, 
  Amanda Hamon Kunz, and Linda Zayas-Palmer
  Senior Editors • Judy Bauer and Christopher Carey
  Editors • Jason Keeley and Josh Vogt
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland,  
  and Mark Seifter
  Managing Art Director • Sarah E. Robinson
  Art Director • Sonja Morris
  Senior Graphic Designer • Adam Vick
  Graphic Designer • Emily Crowell
  Pathfinder Society Scenario #7–15: The Deepmarket Deception is a Pathfinder Society Scenario designed for 3rd- through 7th-
  level characters (Tier 3–7; Subtiers 3–4 and 6–7). This scenario is designed for play in the Pathfinder Society Organized Play 
  campaign, but can easily be adapted for use with any world.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s 
  oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, 
  as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be 
  reproduced in any form without written permission.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Pathfinder Society Scenario #7–15: The Deepmarket Deception © 2016, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, 
  Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card 
  Game, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, 
  Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc.
  The Deepmarket Deception
  Pathfinder Society Scenario #7–15
  
  Tian Xia
  Goka
  3
  city was the ambitious but cautious ratfolk Tseka. Tseka’s 
  cunning and her extensive knowledge of Goka’s criminal 
  underbelly allowed her to quietly cultivate power, but 
  her fortunes still suffered greatly when the Consortium 
  pulled most of its resources from the region.
  Tseka may have left the Consortium entirely if a faction 
  of radical Aspis leaders had not invited her to help craft 
  a plan to topple the Pathfinder Society. This new faction, 
  called the Korholm Agenda, coordinated a staggering 
  attack on the Grand Lodge in Absalom, resulting in the 
  extraction of an army of Aspis-led militants from the 
  Hao Jin Tapestry and the theft of numerous relics from 
  the Society’s vaults. 
  In the aftermath of this attack, the Pathfinder Society 
  is searching for the members of the Korholm Agenda. 
  I
  n 4711 ar, the Ruby Phoenix Tournament promised 
  its victor an item from the vaults of the legendary 
  sorceress Hao Jin. Determined to win the 
  tournament’s prize, the Aspis Consortium partnered 
  with the Golden League, a crime syndicate based in Goka 
  with networks across Tian Xia. The League planned 
  to enter the tournament and operate its betting rings. 
  Meanwhile, the Aspis Consortium agreed to fix the 
  competition to ensure the Golden League’s victory. If 
  their plan had succeeded, the Golden League would have 
  made a fortune from gamblers and given the Consortium 
  their prize—the Hao Jin Tapestry, an unassuming gateway 
  to Hao Jin’s private demiplane.
  However, these carefully laid plans fell apart when the 
  Pathfinder Society won the tournament instead. Both the 
  Aspis Consortium and the Golden League blamed the 
  other and demanded recompense for the costly failure. 
  However, the organizations managed to maintain a 
  tenuous alliance. The Aspis Consortium provided muscle 
  to help Golden League recoup its losses, while the Golden 
  League researched a way for Aspis agents to enter Hao 
  Jin’s demiplane.
  The League’s research progressed slowly, and so 
  the Aspis Consortium sought other allies to create a 
  backdoor to the demiplane. Although the Consortium 
  did manage to do so, the Pathfinder Society captured 
  the entrance after less than a year, trapping dozens of 
  Aspis agents within. High-ranking Aspis agent Ascalar 
  Vruul unsuccessfully tried to strong-arm the Golden 
  League into helping him create further entrances to the 
  tapestry. Without the Golden League’s assistance, Vruul 
  met his end at the hands of Pathfinder agents. Around the 
  same time, the Consortium ignored the League’s request 
  for aid against the Pathfinder Society, and the League 
  suffered an embarrassing defeat. The Consortium and 
  the League blamed each other for both of these failures 
  and severed their alliance.
  When the Aspis-League partnership crumbled, the 
  Consortium turned its attention away from Goka. With 
  Vruul’s demise, the highest-ranking Aspis agent in the 
  The Deepmarket
  Deception
  By Nathan King
  WHERE ON GOLARION?
  The Deepmarket Deception begins in the city of Goka, but 
  moves to a web of underground communities beneath the 
  streets of Goka called Undermarket. From there, the action 
  takes place in the deepest levels of Undermarket, a maze of 
  forgotten ruins and hewn caverns called Deepmarket. For 
  more information about Goka, see the Pathfinder Campaign 
  Setting: Dragon Empires Gazetteer. This book is available 
  in bookstores and game stores everywhere and online at 
  paizo.com. 
  
  Amara Li
  4
  PATHFINDER SOCIETY SCENARIO
  Fortunately for the Society, a secretive 
  contact within the Aspis Consortium 
  is funneling them information. This 
  contact’s latest piece of intelligence points the 
  Pathfinders toward Tseka. The Pathfinders 
  now have the opportunity to eliminate the 
  consortium’s operations in Goka 
  while taking down one of their 
  most dangerous foes.
  SUMMARY
  The PCs begin their adventure in 
  the Lantern Lodge in Goka, where 
  they 
  meet 
  with 
  Venture-Captain 
  Amara Li. She requests that they track 
  down the influential Aspis operative 
  Tseka, who is hiding in Deepmarket below 
  the city. The venture-captain provides the 
  PCs with a small package of contraband 
  and asks them to head to the black markets 
  below to gather information.
  In the underbelly of Goka, the PCs interact with a 
  handful of locals who give them information about the area 
  and advice for blending in to their surroundings. During 
  their investigation, the PCs meet a cunning pipefox named 
  Yrishi, who offers to guide them to Tseka’s base in exchange 
  for proof of an alliance between the Aspis Consortium 
  and a well-known thieves’ guild, the Dragon Fangs. To 
  reach Tseka’s stronghold, the PCs must pass through an 
  Aspis checkpoint with cunning or violence. Slums past the 
  checkpoint hides the entrance to the abandoned temple of 
  Lamashtu where Tseka and her allies wait.
  Within this temple, the PCs come across another group 
  of Aspis sentries, as well as a myceloid and his fungal 
  allies, if time permits. Further inside the complex, the 
  GM RESOURCES
  The Deepmarket Deception makes use of the following 
  Roleplaying Game products: Pathfinder RPG Core Rulebook, 
  Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder 
  RPG Bestiary, Pathfinder RPG Bestiary 3, Pathfinder RPG 
  Bestiary 4 (B4), Pathfinder RPG Monster Codex (MC), and 
  Pathfinder RPG NPC Codex. In addition to being available 
  for purchase in bookstores and game stores worldwide, all 
  rules referenced in this adventure can be found in 
  the free Pathfinder Reference Document online 
  at paizo.com/prd. The relevant rules from the 
  Bestiary volumes and the NPC Codex, as well 
  as the statistics from the Monster Codex, are 
  reprinted at the end of the scenario for the 
  GM’s convenience.
  PCs encounter a wayang alchemist and his gruesome, 
  ratlike creations. If the PCs make it past these threats, 
  they can finally confront Tseka and cripple the Aspis 
  Consortium’s operations in Goka.
  GETTING STARTED
  Read or paraphrase the following to the players to get the 
  adventure underway.
  As the early dawn’s light crests over the 
  Wall of Heaven mountain range, the 
  Lantern Lodge is already bustling with 
  activity. The sound of clashing swords 
  echoes in the air from a nearby training 
  area, and a group of Pathfinder agents silently 
  meditates in the front courtyard. The lodge’s 
  doors open, revealing a long corridor and 
  a faint floral aroma wafts gently in the 
  air. Sturdy shelves laden with artifacts 
  from all corners of Tian Xia line the 
  corridor’s walls. Venture-Captain Amara 
  Li emerges from a door labeled “Taldor Room” 
  in a fine cherry-red kimono.
  “Good morning, Pathfinders. I hope 
  your travels have been safe and 
  enjoyable,” Li says. “Please, 
  come inside.” The Taldor 
  Room is an opulent meeting 
  space with a solid mahogany 
  table and ornately carved chairs. Its 
  walls are adorned with ornamental 
  weapons and portraits of noble 
  families in resplendent finery. Elegant 
  porcelain teacups and plates sit in front of 
  each chair, and several platters of fruit, cakes, 
  and cheeses occupy the center of the table, 
  surrounding a steaming pot of tea.
  The venture-captain pours herself a cup of 
  tea and continues, “As I’m sure you are aware, the Grand Lodge 
  was attacked a few months ago. Since then, the Society has been 
  following any and all leads that could help us find and arrest the 
  Aspis criminals behind the assault. From Varisia to Nirmathas to 
  Absalom itself, the Society has successfully gathered a substantial 
  amount of information about Aspis operations. We have combined 
  our own resources with the reports of a turncoat within the 
  Consortium whom we have taken to calling ‘Three Rings’ to create 
  a list of vital Aspis operatives all across Golarion. One in particular, 
  Tseka, lives beneath Goka, in a warren of tunnels and ruins called 
  Undermarket. Specifically, she lives in its deepest levels, known 
  as Deepmarket. Tseka works from the shadows, and makes most 
  of her profits from black market trades.
  “Deepmarket is a dark and dangerous community of criminals, 
  thieves, and outcasts. Those who don’t know the area or have 
  
  5
  THE DEEPMARKET DECEPTION
  THE PRICE OF INFORMATION
  Many NPCs in this scenario charge the PCs pieces of 
  contraband in exchange for information. While the PCs can 
  often use skill checks to get around some or all of the cost, it 
  is possible that the PCs will run out of contraband during this 
  scenario, or that they will refuse to part with one or more of 
  the contraband items. If the PCs wish to pay for information 
  in gold, one piece of contraband is equivalent to 100 gp in 
  Subtier 3–4 or 200 gp in Subtier 6–7.
  connections to protect them make easy targets. I recommend 
  using a little subterfuge to help yourselves blend in, and to give 
  Tseka as little time to prepare for your approach as possible.” 
  The venture-captain places a small wooden chest on the table 
  and says, “To get inside Deepmarket, I propose that you pose as 
  smugglers bringing in a fresh round of contraband. Once there, 
  find Tseka. We know that she has valuable information, so do 
  everything in your power to bring her back alive, and collect 
  whatever documents you find in her base of operations. I do 
  not know where within Deepmarket she resides. Gather what 
  information you can from the locals in Undermarket, and seek 
  out a guide to help you navigate these treacherous waters. Do 
  you have any questions?”
  Venture-Captain Amara Li does her best to answer 
  the PCs’ questions. Her responses to likely inquiries are 
  listed below.
  What is Undermarket and how do we get there? “As 
  Goka grew, its rulers assimilated nearby cities, won 
  territory through battle, and purchased land from local 
  people. Through these acquisitions, Goka laid claim to 
  the tunnels underneath the city. Few people venture down 
  there unless they have to. Most of the people who dwell 
  in Undermarket are criminals, thieves, or black market 
  traders, and they keep its entrances inconspicuous.”
  What can we expect to find in Deepmarket? “It is said 
  that the area contains ancient passageways that connect to 
  the Darklands. Over the years, many of that subterranean 
  realm’s denizens have made these tunnels their homes. I 
  strongly recommend finding a guide to avoid getting lost 
  in the warren.”
  What should we look for in a guide? “A local guide would 
  be best, as outsiders are unlikely to know which places and 
  people to avoid, but be careful whom you trust below the 
  city. Unscrupulous individuals prey on travelers, picking 
  their pockets or leading them into ambushes.”
  Amara Li supplies the PCs with a disguise kit and two 
  scrolls of disguise self, as well as a chest full of contraband. 
  The chest contains a total of 7 pieces of contraband—a 
  dose of blue whinnis poison, a pistol from Alkenstar, 
  a piece of bawdy artwork depicting a Gokan celebrity, 
  jade unholy symbols of Fumeiyoshi, Lady Nanbyo, and 
  Lamashtu, and an engraved darkwood box containing 
  half a dozen oracular fingerbones smuggled out of Po Li.
  Diplomacy (gather information) or 
  Knowledge (local)
  Based on the results of a Diplomacy check to gather 
  information or Knowledge (local) check, the PCs might 
  acquire more information about the culture and people 
  of Undermarket. Each PC gains all of the information 
  whose DC is less than or equal to the result of her check.
  10+: Almost anything can be found in the black 
  markets of Undermarket under Goka, including drugs, 
  poisons, gambling, slaves, and even firearms.
  15+: Rumors hold that one of the many entrances 
  into Undermarket resides inside a silk shop named the 
  Cresting Blossom. Ordinary customers use currency to 
  purchase wares; however, those who provide contraband 
  to the proprietor gain access to a secret tunnel leading far 
  beneath the city.
  20+: Whispers from the ratfolk of Undermarket tell of 
  the Aspis Consortium’s renewed recruitment efforts in 
  the last few months.
  Knowledge (dungeoneering or geography)
  Based on the results of a Knowledge (dungeoneering) or 
  Knowledge (geography) check, the PCs might know more 
  about the terrain beneath the streets of Goka. Each PC 
  recalls all of the information whose DC is less than or 
  equal to the result of her check.
  10+: Undermarket is comprised of large caverns. A 
  canal flows through it, allowing contraband shipments 
  to flow in from the Embaral Ocean.
  15+: Deeper into Undermarket, lost crypts, burial 
  chambers, and ancient churches liter the ominous 
  caverns. Even locations that seem to be abandoned are 
  frequently repurposed.
  20+: Rumors hold that an entrance into the Darklands 
  resides in Deepmarket, hidden among the dozens of 
  tunnels that wind down for miles into the darkness.
  Once the PCs have made any purchases they wish to 
  make in Goka, they can begin looking for an entrance 
  to Undermarket. If the PCs wish to don disguises before 
  doing so, have them give their Disguise skill modifiers. 
  Roll secretly for each PC and note their results. Because 
  the PCs are unfamiliar with Undermarket and its nuances, 
  their disguises seem slightly out of place on the streets of 
  Goka. Though there are no negative mechanical effects 
  for the PCs who decide to put on disguises now, they draw 
  curious looks and snickers from passersby until the enter 
  the black markets under the city and learn more about 
  Undermarket’s social cues and body language.
  
  6
  PATHFINDER SOCIETY SCENARIO
  FINDING THE SNAKES
  Gossip is not in short supply in Goka; a PC who succeeds at 
  a DC 15 Diplomacy check to gather information discovers 
  that the nearest entrance to Undermarket is through the 
  Cresting Blossom, a local silk shop in the trade district 
  of Goka, and knows where to find the shop. If the PCs 
  fail this skill check, the shady merchant Skavvek (CN 
  male ratfolk rogue 2) approaches them and offers to show 
  them the closest way into Undermarket if they prove that 
  they have legitimate business there and make it worth 
  his while. Securing his aid costs the PCs two pieces of 
  contraband. In Subtier 6–7, he demands three pieces of 
  contraband. The PCs can reduce the cost to one piece 
  of contraband if they succeed at a DC 15 Diplomacy or 
  Profession (merchant) check (DC 19 in Subtier 6–7). If 
  statistics for this merchant are necessary, use the ratfolk 
  tinkerer statistics on page 31. 
  When the PCs open the door to the Cresting Blossom, 
  the sound of chiming bells greets them. Inside the 
  shop, the lone merchant Sheng (N male human expert 3) 
  dusts a multicolored glass vase prominently displayed 
  on the counter. The shop’s walls are lined with fine silk 
  tapestries, and its shelves are stocked with fine glasswork. 
  The secret entrance to Undermarket is hidden behind 
  one of the tapestries behind the counter. The PCs locate 
  this entrance if they succeed at a DC 25 Perception check 
  (DC 30 in Subtier 6–7), or if they lift the tapestry.
  The shopkeeper greets the PCs and asks them what 
  merchandise they seek this day. If the PCs mention 
  Undermarket, the shopkeeper nods slowly and says, 
  “The sun doesn’t set without a price. What does it take 
  from you?” If the players do not realize that he is asking 
  them to pay to gain access, the PCs can attempt a DC 15 
  Linguistics check to understand his inference. If the 
  PCs do not offer payment, he eventually whispers, “What 
  are you offering to gain access below?” Sheng allows 
  them to pass through to Undermarket in exchange for 
  two pieces of contraband. Alternatively, the PCs can 
  talk their way out of the fee if they succeed at DC 18 
  Bluff or Diplomacy check (DC 21 in Subtier 6–7). The 
  shopkeeper is used to interacting with tough people, and 
  is difficult to intimidate; the PCs must succeed at a DC 
  22 Intimidate check (DC 26 in Subtier 6–7) to frighten 
  him into revealing the entrance. If the PCs refuse to 
  trade their contraband for access or talk their way out, 
  the shopkeeper becomes increasingly annoyed and after 
  3  rounds, asks the PCs to pay up or leave. If the PCs 
  threaten or assault the shopkeeper, he warns them that 
  the guard on the other side of the path to Undermarket 
  won’t let them past without his permission. If statistics 
  for Sheng are necessary, use the statistics for a shopkeep 
  from page 284 of the Pathfinder RPG GameMastery Guide. 
  Once the PCs pay Sheng or talk or threaten their way 
  out of the fee, the merchant looks around carefully and 
  then nods towards the tapestry behind him. Pulling the 
  cloth back, he reveals a door that is flush with the wall. 
  Beyond the door, a 50-foot-tall metal spiral staircase 
  descends into darkness. The shopkeeper tells the PCs 
  that the stairs end at a single doorway. He also warns 
  them that they must knock five times before entering to 
  signal to the guard that they paid the toll. 
  Into Undermarket
  The original purpose of the caverns of Undermarket was 
  twofold. The area was a place for farmers to store their 
  excess crops and a haven for the populace to take shelter 
  from natural disasters. As Goka grew, the tunnels grew 
  larger and deeper to house the expanding population. 
  Eventually, many of the city’s trade unions moved to 
  Undermarket, opening an underground harbor to move 
  their goods without government oversight, knowing these 
  grottoes rarely saw use. This freedom attracted a slew of 
  other groups looking to make quick money, including 
  thieves’ guilds, gambling halls, crime rings, and illegal 
  drug trade. As time went on, upstanding citizens who 
  could afford safer lodgings moved out of Undermarket, 
  leaving the destitute to claim their abandoned homes. 
  The city’s parliament doesn’t fully grasp what illicit 
  activity takes place beneath their feet, and has avoided 
  investigating too closely, lest it be forced to crack down 
  on a thriving segment of Goka’s economy.
  When the PCs exit the doorway at the base of the 
  stairwell, they enter into a dimly lit, musty cavern. As 
  long as they knock five times before opening the door, 
  a guard opens the door for them and nods as they walk 
  past him. If the PCs do not knock first, the guard attacks. 
  Use the statistics for an Aspis sentry (or an elite Aspis 
  sentry in Subtier 6–7) on page 10. The map Pathfinder Flip-
  Mat: Slum Quarter is well suited for this encounter if one 
  becomes necessary. Once the PCs make it past the guard, 
  read or paraphrase the following.
  The warming light from the sun has been replaced with a 
  flickering orange glow that emanates from torches stationed 
  throughout the entirety of this cavern. Buildings made of 
  various types of wood and stone line the walls of this immense 
  grotto, while other ramshackle shops snake their way through 
  the causeway. A large canal in the middle of the cave moves 
  ocean water deeper into the chamber. Multiple slapdash 
  SCALING FINDING THE SNAKES
  To accommodate a group of 4 PCs, reduce the DCs of all skill 
  checks to influence NPCs and all Diplomacy checks to gather 
  information by 2.
  
  7
  THE DEEPMARKET DECEPTION
  docks with accompanying dinghies bob slowly on the canal. A 
  large building stretches across the canal, its exterior caked in 
  barnacles and algae. The smell of salt water lingers in the air.
  Creatures: As the PCs travel through Undermarket 
  looking for clues and a guide to take them to Tseka, 
  they encounter a wide variety of people. Many of these 
  people lead rougher lives than the citizens on the surface, 
  working as smugglers, mercenaries, or merchants 
  peddling contraband.
  If the PCs succeed at a DC 16 Diplomacy check to 
  gather information or Knowledge (local) check (DC 19 in 
  Subtier 6–7), they find someone who can provide useful 
  information. Three knowledgeable citizens are detailed 
  in the Key Informants section below. As the PCs interact 
  with each of these citizens, they obtain information from 
  the Intelligence of the Markets section on page 8. As a 
  rule of thumb, the PCs should need to interact with two 
  different people to discover all of the listed intelligence. 
  For example, the first knowledgeable citizen the PCs 
  interact may provide information about two of the topics, 
  while the second provides information about the other 
  two. If the PCs come up with a different way to obtain 
  critical intelligence, feel free to substitute other skills or 
  abilities in place of the ones listed in the Key Informants 
  section as long as they fit the situation and don’t break 
  the investigation. While the information from the 
  Intelligence of the Markets section is not necessary to 
  discern the location of Tseka’s hideout, it may prove 
  valuable in the PCs’ fight against the Aspis Consortium. 
  The PCs are likely to search for a guide shortly after 
  arriving in Undermarket. If they succeed at a DC 19 
  Diplomacy check to gather information (DC 23 in Subtier 
  6–7), they learn about several less-than-reputable guides, 
  such as the greedy wayang Odemi (NE female wayang 
  illusionist 1). They hear that Odemi seeks out travelers 
  to lead through a baffling maze of back-alley “shortcuts”, 
  and then demands that they pay her extra money to 
  convince her not to leave them in the middle of nowhere. 
  However, instead of falling into the disreputable guide’s 
  trap, the PCs catch the attention of the pipefox Yrishi (N 
  female pipefoxB4). See the Yrishi the Guide section on 
  page 8 for more information. 
  If the PCs fail the Diplomacy check to find a guide by 
  5 or less, they are directed to Odemi without learning of 
  her underhanded schemes. Furthermore, their search 
  catches the ears of clandestine Aspis supporters. See 
  area A on page 9 for how this revelation influences the 
  behavior of Aspis agents. Odemi boasts that she knows 
  every tunnel and back way in Undermarket. While 
  her claim is somewhat of an exaggeration, she does 
  have an excellent sense of the twisting passages of the 
  underground city. She demands a payment of one piece 
  of contraband up front. If the PCs ask her about Tseka 
  or the Aspis Consortium, she shares the information 
  about Tseka from the Intelligence of the Markets section 
  (see page 8), while also mentioning that Tseka’s base 
  is cleverly hidden. If the PCs do not interfere with her 
  plan, the wayang leads them in circles, then demands an 
  additional payment of two pieces of contraband to lead 
  them out of the maze of back alleys. She spins a dire story 
  of what may happen if they do not pay her. She warns that 
  murderous thieves lurk in the shadows, and claims that 
  without her help, they will surely wander into places that 
  only a madman would dare enter. Odemi counts on her 
  story to convince the PCs to part ways with their money—
  she flees if the PCs attack her, yelling “You’ll be sorry!” 
  before casting vanish (Pathfinder RPG Advanced Player’s 
  Guide 253) and attempting to disappear into the shadows. 
  If statistics for Odemi are needed, use the statistics for a 
  wayang on page 274 of Pathfinder RPG Bestiary 4. Consider 
  using Pathfinder Flip-Mat: Slum Quarter to represent the 
  area if the PCs are eager for combat. Even if the PCs pay 
  Odemi a second time, she does not actually know where 
  Tseka’s base is located, and she eventually flees from the 
  PCs using the same tactics described above.
  The PCs may notice the wayang’s malign intentions 
  before she has a chance to trick them. A PC who succeeds at 
  a DC 15 Sense Motive check (DC 19 in Subtier 6–7) realizes 
  that Odemi has no idea where to find Tseka’s base. If the 
  PCs do allow the wayang to guide them, they can still 
  avoid getting lost. A PC who succeeds at a DC 17 Survival 
  or Knowledge (geography) check (DC 21 in Subtier 6–7) 
  quickly realizes that the wayang is leading them in circles 
  and knows the way back to Undermarket’s entrance. 
  Soon after their encounter with Odemi, the PCs find 
  the pipefox Yrishi. Proceed to the Yrishi the Guide 
  section on page 8.
  Key Informants
  Unless stated otherwise, the DC for the listed skills for 
  each individual below is DC 16 for Subtier 3–4 and DC 20 
  for Subtier 6–7.
  Dorice Vaut (CN female human warrior 4): Dorice is 
  tall with short hair and wears a scuffed breastplate and 
  a sword at her hip. Orphaned at a young age, Dorice only 
  knows the life of a sellsword. She occasionally takes jobs 
  with local thieves’ guilds, such as the Dragon’s Fang. 
  Reluctant to trust the PCs, she requests a show of force 
  or test of skill. Dorice entertains conversation after at 
  least half of the PCs show off with a successful Acrobatics, 
  CMB, or Strength check. If the PCs aren’t interested in 
  her requests or fail to impress her, Dorice offers to part 
  with her knowledge for a fistful of platinum. The PCs can 
  buy her information with two pieces of contraband, or 
  one piece if they succeed at a Diplomacy check.
  
  8
  PATHFINDER SOCIETY SCENARIO
  Kuniko (N female tengu expert 2): Kuniko is paranoid 
  at the slightest of movements, squawking at imaginary 
  figures she believes are going to shake her down for her 
  debts. She was once an officer on an opium-smuggling 
  vessel. However, to stave off boredom in her months at sea, 
  she decided to sample some of the cargo and developed 
  an addiction to it. Eventually, her hallucinations grew 
  too difficult to hide, and she was fired from her post and 
  fined for theft. A PC who succeeds at a DC 15 Heal check 
  recognizes that Kuniko is addicted to a drug, and that she 
  has taken significant Constitution and Wisdom damage. 
  Kuniko wears rags over her matted deep blue feathers, 
  and makes a meager living begging on the streets of 
  Undermarket. She speaks fluent Common, Minkaian, 
  Tengu, and Tien, and knows a smattering of words and 
  phrases in several other languages. The PCs can persuade 
  her to share what she knows by taking actions to assist her 
  with the symptoms of her addiction, such as casting lesser 
  restoration to remove some of her ability score damage. 
  They can also persuade her to reveal information by 
  calming her nerves with a successful Bluff or Diplomacy 
  check, or by paying her at least one item of contraband. If 
  the PCs attempt an Intimidate check against Kuniko, she 
  screams in terror and flees. 
  Omeck Amani (N male human expert 3): Omeck is an 
  exotic reagent merchant who sells ingredients with a 
  variety of magical and alchemical uses. Tseka is among 
  his regular clients. Omeck is tall and thin, with short 
  black hair and beady brown eyes. He speaks so quickly 
  that his words trip over themselves, and immediately 
  attempts to peddle his wares into the hands of anyone who 
  listens. Omeck becomes uneasy if his conversation with 
  the PCs progresses past small talk, but he calms down 
  and is willing to provide information if the PCs succeed 
  at a Bluff or Diplomacy check. The PCs earn a +5 bonus 
  on this skill check if they offer an item of contraband 
  in trade or buy something from his shop worth at least 
  50 gp. Omeck begrudgingly shares information if the 
  PCs succeed at an Intimidate check, but he alludes to 
  “friends” who he promises will pay a visit to the PCs if 
  they lay a finger on him.
  Intelligence of the Markets
  Any of the key informants can provide some of the 
  intelligence below as the PCs come in contact with them. 
  Feel free to modify the quotes below to better match the 
  direction of the PCs’ questioning.
  Blending in to the Crowd: The informant addresses 
  any PCs who failed a DC 10 Disguise check or who have 
  not yet attempted a Disguise check. “Looking like that, 
  I’d be surprised if they didn’t deliver you to Tseka dead. 
  If you’re looking to blend in, you aren’t doing a good job. 
  Bright colors, baggy and flowing clothing aren’t going to 
  get you a deal down here, it’s only going to get you killed. 
  Nobody’s going to bat an eye if you get robbed without 
  carrying something to defend yourself, either.” If a PC 
  succeed at his skill check by 5 or more, the informant 
  continues, “One of them Pathfinders came down here 
  a few years ago and almost got killed because he wasn’t 
  minding his own business, like you right now.”
  Getting into Deepmarket: “Deepmarket isn’t a friendly 
  place and I wouldn’t want to be actively trying to go there. 
  Rumor has it that the Aspis set up a base down there a few 
  years back; they’ve set up checkpoints and everything. 
  It had been quiet until just recently. Something about 
  an attack and a traitor from that Lodge building has 
  caused their numbers to rise.” If a PC succeeded at her 
  skill check by 5 or more, the informant also shares the 
  following. ”I’ve heard the Aspis got their hands on one 
  of those Lantern agents that was working for some group 
  called the Shadow something a few years ago.” A PC who 
  succeeds at a DC 10 Knowledge (local) check recognizes 
  that the “Lantern agents” refers to Pathfinder agents 
  operating out of the Lantern Lodge, and that “Shadow 
  something” likely refers to the Shadow Lodge, a formerly 
  prominent splinter faction within the Pathfinder Society.
  Tseka: “She’s the one in charge of Aspis business down 
  here. Not that I’ve ever seen her. Few people have. They 
  say she keeps to the shadows, and anyone who crosses 
  her winds up dead before they can even blink.” If a PC 
  succeeded at his skill check by 5 or more, the informant 
  shudders and whispers, “She does a lot of trade in poisons 
  and magical components. It’s a lucrative market, but like 
  I said before, don’t go getting any ideas about skimming 
  a bit of her profits. She’s not the merciful type.”
  The Underground Markets of Goka: “Most of the 
  commodities found in the streets and alleys of Goka come 
  from Undermarket, though some of the rarer products 
  come from Deepmarket or even the Darklands. The rarer 
  the item, the farther you have to go underground to find 
  it. You can find anything your heart desires somewhere 
  in the trade guilds, for a price. The Aspis have eyes on 
  everything that goes in and out of the tunnels here, and 
  Tseka is always watching.” If a PC succeeded at her skill 
  check by 5 or more, the informant continues, “Recently, 
  she has been sending her lackeys to do all her dirty 
  work, especially that one that used to wear that silly 
  compass around his neck.” If any of the PCs openly wears 
  a wayfinder, the informant points to it and says, “Come 
  to think of it, the compass looks just like the one you’re 
  wearing now. Not that I’m asking any questions as to why. 
  I just thought you should know.”
  Yrishi the Guide
  As trade organizations moved into Undermarket, trade 
  in exotic and illegal goods flourished. The rapid change 
  
  Yrishi
  9
  THE DEEPMARKET DECEPTION
  attracted an inquisitive pipefox named Yrishi to the 
  bowels of Goka. For years, she has watched from the 
  shadows, learning everything she could of the area and 
  its inhabitants. 
  She is curious about what draws well-off outsiders like 
  the PCs to wander around Undermarket. However, the 
  shy pipefox does not initially feel comfortable showing 
  her face, and she attempts to sneak up on the PCs. Unless 
  the PCs succeed at a DC 29 Perception check, they do 
  not notice the pipefox approaching. While still hidden, 
  Yrishi asks from the shadows, “Do you know where you 
  are going? You seem lost.” The pipefox cautiously asks 
  the party questions about who they are and why they’re in 
  Undermarket. If the PCs mention the Aspis Consortium 
  or Deepmarket, Yrishi’s ears perk up, and she moves into 
  the light. Yrishi is a minute serpentine creature with 
  smoky gray fur and amber eyes.
  After introducing herself to the PCs, she apologizes 
  for spying on them, and explains that she can’t trust 
  many people in Undermarket. She tells the PCs that she’s 
  interested in knowledge of all kinds, but especially of the 
  magical kind. 
  If the PCs are reasonably polite to her, she asks them 
  to tell her something most people don’t know, or to 
  show her some interesting magic. If the PCs succeed DC 
  16 Knowledge (any) check (DC 20 in Subtier 6–7), cast a 
  divination spell, or cast a visually flashy spell, the pipefox 
  is impressed. If they do not impress her, her ears flatten 
  and she looks disappointed, but she offers to help the 
  PCs anyway. She informs the PCs that she know where 
  to find Tseka’s hideout, and that she will show them 
  the way as long as they agree to share whatever secrets 
  they find within. She mentions she recently heard that 
  the Aspis have begun trying to ally with a group of alley 
  bashers named the Dragon Fangs and their partnership 
  has piqued her interest. Yrishi also tells the PCs that she 
  heard that someone who wore a wayfinder defected to the 
  Aspis Consortium a few years back.
  As Yrishi guides the PCs to Tseka’s warren, she opens 
  up to any spellcasters in the group, asking questions 
  about spells, magic, and rituals. After about 2 hours of 
  travel, Yrishi suggests that PCs don disguises, as they 
  are about to approach an Aspis checkpoint. She helps 
  the PCs by asking them to hide anything that might 
  make them stand out, such as jewelry, flashy clothing, 
  dangerous weapons, and wayfinders. Once the PCs 
  come up with disguises and cast any spells that 
  they wish to assist themselves, have each PC give 
  you the final modifier to her Disguise skill. Roll 
  secretly for each PC and note the results. Feel 
  free to provide up to a +4 circumstance bonus to 
  PCs based on the specific features they include in 
  their disguises. 
  A. ASPIS CHECKPOINT (CR 5 OR CR 8)
  After traveling for two hours, the PCs come to a 
  chokepoint in a cavern that the Aspis Consortium uses 
  as a checkpoint. Yrishi disappears into the shadows, 
  promising to meet the PCs on the other side and wishing 
  them good fortune. The pipefox sneaks through the 
  checkpoint without getting caught by any of the Aspis 
  agents. As the PCs approach the checkpoint, read or 
  paraphrase the following.
  Purple and yellow bioluminescent fungi line the base of the 
  walls of this tunnel. A thin, shallow stream of water flows lazily 
  through the passageway.
  Creatures: Stationed at this checkpoint are two 
  Aspis agents. Their tasks are to oversee any contraband 
  coming through the passageway and to watch for 
  suspicious individuals. As the PCs approach, the agents 
  stop them and ask them to state their business. If the 
  PCs mention that they are carrying contraband, one 
  Aspis agent demands to see it and inspect it. These 
  agents are vigilant, but they are not expecting trouble 
  unless the PCs met with Odemi (see page 7). If so, the 
  DCs of all of the PCs’ Bluff checks in this encounter 
  increase by 5.
  A fast talking PC can distract the Aspis agents 
  during the inspection with a successful DC 14 Bluff of 
  Diplomacy check (DC 18 in Subtier 4–5). If a PC succeeds 
  on this check, the guards are less attentive in their search 
  of the PCs, and the DCs of subsequent Disguise checks 
  in this encounter are reduced by 2. The Disguise 
  check DCs are further reduced by 2 for every 5 
  points by which the PC exceeds the Bluff 
  
  N
  A. Aspis Checkpoint
  A : Aspis Sentry
  A
  A
  Pathfinder Map Pack: Cave Tunnels
  1 square = 5 feet
  10
  PATHFINDER SOCIETY SCENARIO
  check DC. Before clearing them to leave, the Aspis agents 
  give the PCs a quick once-over; PCs who fail at a DC 14 
  Disguise check (DC 18 in Subtier 6–7) gain the guards’ 
  notice. If more than half the PCs succeed at this check, 
  the Aspis agents allow them to pass, telling them to use 
  the passphrase “The serpents rise again” to let the next 
  checkpoint know they are clear. 
   If more than half the party fails this Disguise check, 
  the Aspis agents become suspicious and ask the PCs what 
  they are hiding. At this point, unless a PC succeeds at a 
  DC 20 Bluff check and provides a plausible explanation 
  for the faults in their disguises (DC 24 in Subtier 4–5), 
  the guards remain wary. If the PC succeeds at this 
  Bluff check, the guards let them past without trouble. 
  If the PCs fail this Bluff check, or do not attempt one, 
  the guards pretend to accept whatever excuse the PCs 
  offer, and wave them on. The guards do not give the PCs 
  the passphrase and wait until after the PCs leave before 
  sending word to Tseka of suspicious people heading 
  into Deepmarket. See area B1 on page 11 for the details 
  on how this message raises the Aspis agents’ suspicions. 
  A PC can attempt a DC 15 Sense Motive check to notice 
  that the guards do not trust them. No matter how 
  suspicious the guards become, they only attack the PCs 
  if the PCs attack them first, and otherwise allow the PCs 
  to pass through the checkpoint. 
  The Aspis sentries in Subtier 3–4 do not carry the 
  consumable gear or loose coins listed in their statistics 
  in the Pathfinder RPG NPC Codex, and the elite Aspis 
  sentries do not have the listed belt of giant’s strength +2. 
  The statistics below reflect these adjustments.
  Subtier 3–4 (CR 5)
  ASPIS SENTRIES (2) 
  CR 3
  Border guard (Pathfinder RPG NPC Codex 129, see page 29)
  hp 30 each
  Gear mwk chain shirt, mwk composite longbow (+2 Str) with 
  20 arrows, mwk falchion
  TACTICS
  During Combat The sentries open combat with their bows, 
  focusing their attacks on elven PCs first. If they cannot fire 
  their bows without provoking an attack of opportunity, they 
  switch to their falchions.
  Morale The sentries flee to seek reinforcements if reduced to 5 
  or fewer hit points.
  Subtier 6–7 (CR 8)
  ELITE ASPIS SENTRIES (2) 
  CR 6
  Harrying brute (Pathfinder RPG NPC Codex 99, see page 29)
  hp 45 each
  OFFENSE
  Melee mwk sai +9 (1d4+3) or 
  unarmed strike flurry of blows +9/+9/+4 (1d8+3)
  Ranged dagger +6 (1d4+3/19–20)
  TACTICS
  Before Combat The sentries each drink a potion of mage 
  armor if they anticipate a fight.
  During Combat The sentries use scorpion style to slow their 
  opponents and attack with flurry of blows. Depending upon 
  the PCs’ fighting style, they may use their sais to disarm the 
  PCs, or stunning fist to stun them.
  Morale The sentries flee to seek reinforcements if reduced to 
  10 or fewer hit points.
  STATISTICS
  Str 16 Dex 13 Con 12 Int 10 Wis 16 Cha 8
  Base Attack +5; CMB +10; CMD 24
  Combat Gear potions of cure light wounds (2), potions of mage 
  armor (2), potions of magic weapon (2); Other Gear dagger, 
  mwk sai, cloak of resistance +1, 395 gp
  SCALING ENCOUNTER A
  Make the following adjustments to accommodate a group of 
  four PCs. The Aspis sentries have been on duty for multiple 
  shifts and have the fatigued condition. Reduce the DCs of all 
  of the PCs’ skill checks in this encounter by 2. 
  
  Ratfolk
  11
  THE DEEPMARKET DECEPTION
  Development: After passing through the checkpoint, 
  the PCs can head to the Aspis Consortium’s base 
  in Deepmarket. Farther along the tunnel, small 
  communities of recently constructed but shoddy 
  structures connected by narrow tunnels give way to large 
  caverns littered with dilapidated buildings, the homes 
  of squatters too poor to afford to live anywhere else. If 
  the PCs ask around Deepmarket about Tseka’s base and 
  succeed at a DC 15 Diplomacy check to gather information 
  (DC 19 in Subtier 6–7), they find an old beggar who 
  whispers that it was once a “temple of nightmares” 
  before becoming “a place where people disappear,” and 
  now the “snakes have it.” The locals do not know any 
  other relevant information beyond the information in 
  the Intelligence of the Markets section on page 8. Yrishi 
  leads the PCs through Deepmarket, frequently pausing 
  to listen for trouble. Eventually, the caverns shrink, 
  turning into crude, winding tunnels. 
  Rewards: If the PCs fail to defeat or bypass this 
  checkpoint, reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 204 gp.
  Out of Subtier: Reduce each PC’s gold earned by 301 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 398 gp.
  B. SNAKE’S WARREN
  The winding tunnels end at an ancient building nestled 
  against a rock wall. This building was once a temple 
  of Lamashtu, but space limitations in Deepmarket keep 
  most abandoned buildings from remaining empty 
  for too long. It became the den of a secretive guild 
  of assassins that fell apart after a bloody period of 
  subterfuge and betrayal, and it is now the home of 
  the base of operations for the Aspis Consortium 
  under Goka.
  Unless otherwise noted, the ceilings inside the 
  complex are 10 feet high, and all of the rooms are 
  dark. However, every room except area B2 has four 
  torches set in wall sconces at a comfortable height for 
  a Medium creature to reach, which the PCs can light. 
  Lighting all of the torches in a room increases the 
  light level to normal light.
  As the PCs approach the stronghold, read or 
  paraphrase the following.
  The tunnels open slightly into a small cavern that 
  ends in a wall of worked stone. An iron door bearing 
  a raised image of a three-eyed beast 
  on its face prevents entrance. 
  A PC who succeeds at a DC 
  10 
  Knowledge 
  (religion) 
  check 
  identifies the three-eyed beast as the 
  unholy symbol of Lamashtu. Yrishi is 
  afraid to enter the building, and says that she will meet 
  the PCs again when they leave.
  B1. Entry Hall (CR 6 or CR 9)
  Four exits lead out of this sparsely furnished room—an iron 
  double door to the northwest, and three wooden doors leading 
  south, east, and southeast. Worn wooden benches line the 
  walls, and discarded bottles are scattered across the floor.
  The guards on duty here drink away their boredom and 
  set their empty bottles on the ground.
  Creatures: Three Aspis agents are stationed at this 
  checkpoint. As the PCs approach, the agents stop them 
  and ask for the passphrase. If the PCs provide the 
  passphrase, an Aspis agent asks 
  to see what trade goods the PCs 
  have brought. The other two 
  Aspis agents take the time 
  to look over the PCs. A PC 
  who succeeds a DC 18 
  Disguise check (DC 22 
  in Subtier 6–7) tricks 
  both of the agents. If 
  more than half the PCs 
  that the Aspis agents 
  can see succeed at this 
  
  N
  B. Snake’s Warren
  1 square = 5 feet
  B9
  B8
  T
  B6
  B5
  B4
  B2
  B1
  B3
  B7
  12
  PATHFINDER SOCIETY SCENARIO
  
  13
  THE DEEPMARKET DECEPTION
  check, the Aspis agents allow them entrance into the 
  compound. If half or more of the party fail this check, 
  the Aspis agents attack. 
  If the PCs do not provide passphrase, a quick-witted PC 
  can trick the agents by succeeding at a DC 16 Bluff check 
  (DC 20 in Subtier 6–7) to convince them that the previous 
  agents must have forgotten to give them the passphrase. 
  If the guards in area A sent word to watch for suspicious 
  characters, the DC of this Bluff check increases by 10. If 
  the PCs fail this Bluff check, the agents attack.
  The PCs might return to this room after defeating 
  Tseka. If they do, any guards in this room attempt to flee, 
  and surrender if the PCs block their escape.
  Subtier 3–4 (CR 6)
  ASPIS SCOUNDRELS (2) 
  CR 1
  Male ratfolk tinkerer (Pathfinder RPG Monster Codex 178, see 
  page 31)
  hp 16 each
  Combat Gear potion of cure light wounds, tanglefoot bag; 
  Other Gear leather armor, light crossbow with 10 bolts, mwk 
  dagger, mwk thieves’ tools
  TACTICS
  During Combat The Aspis scoundrels use their swarming ability 
  to maneuver into a flanking position and attack with their 
  masterwork daggers.
  Morale An Aspis scoundrel retreats farther into the complex 
  if he is alone and reduced to fewer than 5 hit points. 
  Otherwise, he fights to the death.
  ASPIS SENTINEL 
  CR 5
  Female ratfolk troubleshooter (Pathfinder RPG Monster Codex 
  178, see page 31)
  hp 42
  Combat Gear potion of invisibility, wand of shocking grasp 
  (CL 4th, 12 charges); Other Gear +1 studded leather, hand 
  crossbow with 10 bolts, mwk rapier, cloak of resistance +1, 
  mwk thieves’ tools, 55 gp
  TACTICS
  During Combat The Aspis sentinel uses her swarming ability 
  to maneuver into a flanking position and attack with her 
  rapier or with shocking grasp from her wand (she must 
  succeed at a DC 20 Use Magic Device check to activate 
  the wand). If a mundane item costing 55 gp or less would 
  be useful to her, she uses her Pack Rat feat to retrieve it. 
  For example, she might use this ability to have a backup 
  rapier if the PCs disarm her, or to produce an alchemical 
  item such as a smokestick or tanglefoot bag to hamper 
  the PCs.
  Morale The Aspis sentinel retreats farther into the complex 
  if she is alone and reduced to fewer than 8 hit points. 
  Otherwise, she fights to the death.
  Subtier 6–7 (CR 9)
  ASPIS CAPTAIN  
  CR 7
  Female ratfolk expedition leader (Pathfinder RPG Monster 
  Codex 180, see page 31)
  hp 72
  Ranged mwk composite longbow +12/+7 (1d6+2/×3)
  Combat Gear potion of cure serious wounds; Other Gear 
  mithral chain shirt, +1/mwk two-bladed sword, mwk 
  composite longbow (+2 Str) with 20 arrows, cloak of 
  resistance +1
  TACTICS
  During Combat The Aspis captain uses her swarming ability to 
  maneuver into a flanking position and attacks with her two-
  bladed sword, targeting human PCs first.
  Morale The Aspis captain retreats farther into the complex 
  if she is alone and reduced to fewer than 15 hit points. 
  Otherwise, she fights to the death.
  ASPIS SENTINELS (2) 
  CR 5
  Female ratfolk troubleshooter (Pathfinder RPG Monster Codex 
  178, see page 31)
  hp 42 each
  Combat Gear potion of invisibility, wand of shocking grasp 
  (CL 4th, 12 charges); Other Gear +1 studded leather, hand 
  crossbow with 10 bolts, mwk rapier, cloak of resistance +1, 
  mwk thieves’ tools, 55 gp
  TACTICS
  During Combat Each Aspis sentinel uses her swarming ability 
  to maneuver into a flanking position and attacks with her 
  rapier or with shocking grasp from her wand (she must 
  succeed at a DC 20 Use Magic Device check to activate the 
  wand). If a mundane item costing 55 gp or less would be 
  useful to a sentinel, she uses her Pack Rat feat to retrieve 
  it. For example, a sentinel might use this ability to have 
  a backup rapier if the PCs disarm her, or to produce an 
  alchemical item such as a smokestick or tanglefoot bag to 
  hamper the PCs.
  SCALING ENCOUNTER B1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Remove one Aspis scoundrel from the 
  encounter, and remove the sentinel’s potion of invisibility. 
  The PCs instead find this potion on a side table—it belongs 
  to Yekai in area B8, and the Aspis agents are afraid to use it.
  Subtier 6–7: Remove one Aspis sentinel from the 
  encounter, and remove the remaining sentinel’s potion of 
  invisibility. The PCs instead find this potion on a side table—it 
  belongs to Yekai in area B8, and the Aspis agents are afraid 
  to use it.
  
  Myceloid
  14
  PATHFINDER SOCIETY SCENARIO
  Morale An Aspis sentinel retreats farther into the complex 
  if she is alone and reduced to fewer than 8 hit points. 
  Otherwise, she fights to the death.
  Development: After making their way through the 
  Aspis agents in the entry hall with subterfuge or force, 
  the PCs can enter the complex. At this point, the PCs may 
  throw off their disguises or keep them on in an attempt to 
  gain further access unfettered. 
  Rewards: If the PCs fail to defeat or bypass the agents 
  in the entry hall, reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 319 gp.
  Out of Subtier: Reduce each PC’s gold earned by 655 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 991 gp.
  B2. Hall of Nightmares 
  The walls of this circular room are covered in painted scenes 
  of fear and torment. The stone ceiling rises in a craggy dome 
  that is haphazardly carved with disembodied eyes, 
  talons, fangs, and other monstrous features. 
  In the center of the room, rusty brown 
  stains run down from a circular dais, 
  which holds a stained marble bowl 
  and a collection of rusty daggers. A 
  jagged black rune covers up most of 
  the floor. Tattered and moldy bedrolls are 
  pushed into the corners of the room.
  This room was once the 
  ritual chamber of the temple of 
  Lamashtu. A PC who succeeds at a DC 
  15 Knowledge (planes) or Knowledge 
  (religion) 
  check 
  recognizes 
  that 
  the symbol inlaid in the floor is 
  the rune of Lamashtu, goddess of 
  madness, monsters, and nightmares. 
  The priests and priestesses of 
  Lamashtu who lived in this 
  temple performed nightly 
  sacrifices to their goddess 
  in the offering bowl, and 
  then fell asleep on top of 
  her rune, waiting for the nightmares to take them.  Since 
  then, this room has been used as a causeway to different 
  sections of the stronghold. None of the stronghold’s 
  current inhabitants are willing to stay in the room for 
  long. A PC carrying an unholy symbol of Lamashtu, such 
  as the jade symbol from the beginning of the scenario, 
  must succeed at a DC 15 Will save (DC 19 in Subtier 6–7) 
  or receive a vision depicting their worst fear. PCs who fail 
  this saving throw are shaken for 24 hours and are subject 
  to the nightmare spell the next time they fall asleep. This is 
  a mind-affecting fear effect.
  B3. Myceloid Emissary (CR 6 or CR 9)
  A flourishing mass of purple fungus separates the western 
  portion of this room. Two cages lined with straw and fungal 
  spores sit ajar against the north wall. To the east, smooth 
  stone covered in scorched images of screaming faces gives 
  way to rough stone. 
  The fungal mass reaches nearly to the ceiling, 
  forming a barricade. Tseka and her ratfolk allies have 
  been gradually expanding this room by tunneling into 
  the stone to the east.
  Creatures: To grow her influence in Deepmarket, 
  Tseka knew that she needed to create any and all alliances 
  she could, by force or trade. Tseka scouted into a nearby 
  Darklands entrance and found an unlikely but deadly 
  ally—a colony of myceloids that feast on creatures 
  from Deepmarket and the Darklands.
  When the PCs arrive this chamber, 
  the emissary is preparing to leave, 
  having just concluded negations 
  with Tseka about its role in the 
  ratfolk’s next moves in Goka. It 
  is carefully collecting samples 
  from the fungal mass for future 
  study. In Subtier 3–4, two fungus leshys 
  accompany the myceloid. In Subtier 
  6–7, the PCs instead encounter the 
  emissary with two fungal kirrixes. 
  These grotesque, fungus-infested 
  rat creatures are the result of 
  joint experimentation between 
  the myceloid and the alchemist 
  Yekai Deathhand in area B8.
  The myceloid emissary and 
  its allies do not join any 
  other combat encounters 
  in Tseka’s base. They are 
  unwilling to risk their 
  own safety to protect 
  Tseka or her followers.
  OPTIONAL ENCOUNTER
  The creatures in area B3 are an optional encounter and 
  can be omitted if time is running short. Run this encounter 
  only if more than 2 hours remain in which to complete the 
  scenario; otherwise, the myceloid completed its negotiations 
  with Tseka a few days ago and has already departed with 
  its allies.
  
  15
  THE DEEPMARKET DECEPTION
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Remove one fungus leshy from the 
  encounter. The remaining fungus leshy flees if it is reduced 
  to fewer than 8 hit points.
  Subtier 6–7: Remove one fungal kirrix from the encounter. 
  The myceloid cast barkskin earlier in the day and doesn’t 
  have the spell available during combat.
  Subtier 3–4 (CR 6)
  FUNGUS LESHYS (2) 
  CR 2
  hp 15 each (Pathfinder RPG Bestiary 3 177, see page 29)
  TACTICS
  During Combat The fungus leshys attack with their natural 
  bites and claws. 
  Morale A fungus leshy quickly flees if reduced to fewer than 3 
  hit points.
  MYCELOID 
  CR 4
  hp 37 (Pathfinder RPG Bestiary 3 196, see page 30)
  TACTICS
  During Combat The myceloid attacks with its claws.
  Morale The myceloid flees if it is reduced to fewer than 5 
  hit points.
  Subtier 6–7 (CR 9)
  INFESTED KIRRIXES (2) 
  CR 4
  Variant fungal kirrix (Pathfinder RPG Bestiary 4 116, Pathfinder 
  RPG Monster Codex 184)
  N Large plant (augmented)
  Init +5; Senses blindsense 10 ft., darkvision 60 ft., low-light 
  vision, scent; Perception +9
  DEFENSE
  AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size)
  hp 38 each (4d8+20)
  Fort +9, Ref +5, Will +2
  Defensive Abilities poisonous blood; Immune disease, 
  plant traits
  OFFENSE
  Speed 20 ft., burrow 5 ft., climb 10 ft.
  Melee bite +9 (1d8+9)
  Space 10 ft.; Reach 5 ft.
  Special Attacks expel pathogens, poison spore cloud (DC 17)
  TACTICS
  During Combat The fungal kirrixes expend two uses of their 
  expel pathogens ability to spray purple pox onto the PCs. They 
  use their poison spore cloud abilities to affect as many PCs as 
  possible without including the myceloid, who is not immune 
  to the poison, then enter melee with their bite attacks.
  Morale The infested kirrixes fight to the death.
  STATISTICS
  Str 22, Dex 13, Con 21, Int 5, Wis 12, Cha 8
  Base Atk +4; CMB +11; CMD 22 (30 vs. trip)
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Climb +14, Perception +9, Stealth +2
  Languages Common, Sylvan (can’t speak)
  SQ compression, fungal metabolism, harbor pathogens
  SPECIAL ABILITIES
  Expel Pathogens (Ex) When an infested kirrix hits with its 
  bite attack, it can infect its target using its harbor pathogens 
  ability with one disease it has stored, even if that disease 
  can’t normally be contracted via an injury. It can do this 5 
  times per day. Alternatively, a kirrix can expend two uses of 
  this ability to spray a disease in a 15-foot cone, exposing all 
  creatures in the cone to the disease even if it can’t normally 
  be contracted by contact. Doing so depletes the kirrix’s 
  reserve of that disease.
  Fungal Metabolism (Ex) An infested kirrix breathes, but does 
  not eat or sleep.
  Harbor Pathogens (Ex) A kirrix’s body has innate features that 
  let it clean up and contain diseases within ratfolk warrens. 
  The kirrix can store up to two types of diseases at a time. A 
  kirrix can harmlessly digest an unwanted disease as a full-
  round action. If it ingests a diseased creature’s blood (either 
  by licking an open wound or biting the creature), it can 
  produce an antiplague secretion, which it can use on itself or 
  apply to others. Treat this as though the kirrix were using the 
  Heal skill to treat disease with a +12 bonus. These kirrixes 
  harbor the disease purple pox—see the myceloid diplomat’s 
  statistics on page 16 for a description of this disease.
  Poison Spore Cloud (Ex) Once per day, a fungal creature can 
  release a choking cloud of spores in a 15-foot-radius spread 
  that lingers in the air for 10 rounds. This cloud functions as 
  an inhaled poison. Any breathing creature in the cloud must 
  succeed at a Fortitude save or inhale the spores. A creature 
  that remains in the area of the spore cloud must continue to 
  attempt Fortitude saves against its effects. Multiple spore 
  clouds from multiple fungal creatures require multiple saves 
  from any creature in an area where the clouds overlap.
  Fungal Spores: Poison—inhaled; save Fort DC 17; frequency 
  1/round for 6 rounds; effect 1d2 Con damage and fatigued 
  for 1 minute; cure 2 consecutive saves.
  Poisonous Blood (Ex) A fungal creature’s blood and flesh are 
  ingested poisons. Any creature that makes a bite attack 
  against a fungal creature, swallows one whole, or otherwise 
  ingests part of one must succeed at a Fortitude save or be 
  afflicted by the poison.
  Fungal Blood or Flesh: Poison—ingested; save Fort DC 17; 
  frequency 1/minute for 6 minutes; effect 1 Str damage, 
  1 Dex damage, and nauseated for 1 minute; cure 2 
  consecutive saves.
  
  16
  PATHFINDER SOCIETY SCENARIO
  MYCELOID DIPLOMAT 
  CR 7
  Myceloid druid (blight druid) 5 (Pathfinder RPG Bestiary 3 196, 
  Pathfinder RPG Advanced Player’s Guide 98)
  NE Medium plant
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +17
  Aura miasma (DC 16)
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 94 (10d8+50)
  Fort +13, Ref +3, Will +11
  DR 5/slashing; Immune plant traits; Resist cold 10, fire 10, 
  sonic 10
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 20 ft.
  Melee 2 claws +10 (1d6+4 plus disease)
  Special Attacks spore cloud, wild shape 1/day
  Spell-Like Abilities (CL 5th; concentration +5)
  1/day—spore domination (DC 14)
  Domain Spell-Like Abilities (CL 5th; concentration +9)
  5/day—bleeding touch (2 rounds)
  Druid Spells Prepared (CL 5th; concentration +9)
  3rd—animate deadD, call lightning (DC 17), contagion (DC 17)
  2nd—barkskin, bull’s strength, death knellD (DC 16), pox 
  pustulesAPG (DC 16)
  1st—cause fearD (DC 15), entangle, obscuring mist, produce 
  flame, summon nature’s ally I
  0 (at will)—light, read magic, resistance, stabilize
  D Domain spell; Domain Death
  TACTICS
  Before Combat If the myceloid believes that there are 
  intruders in the base, it casts bull’s strength and barkskin. 
  The effects of these spells are included in its statistics.
  During Combat The myceloid uses his spells offensively to 
  capture as many PCs as he can to take back to his colony.
  Morale The myceloid attempts to flee once reduced to 10 or 
  fewer hit points.
  Base Statistics Without barkskin and bull’s strength, the 
  myceloid’s statistics are AC 17, touch 11, flat-footed 16; 
  Melee 2 claws +8 (1d6+2 plus disease); Str 15; CMB +8; 
  CMD 19.
  STATISTICS
  Str 19, Dex 13, Con 20, Int 12, Wis 18, Cha 10
  Base Atk +6; CMB +10; CMD 21
  Feats Improved Initiative, Improved Natural Attack (claw), Iron 
  Will, Natural Spell, Skill Focus (Stealth)
  Skills Diplomacy +10, Handle Animal +8, Heal +12, 
  Linguistics +2, Perception +17, Sense Motive +9, Spellcraft +6, 
  Stealth +20, Survival +14; Racial Modifiers +4 Sense Motive, 
  +4 Survival
  Languages Common, Druidic, Tien, Undercommon; telepathy 
  60 ft.
  SQ nature bond (Death domain), nature sense, vermin 
  empathy, woodland stride
  SPECIAL ABILITIES
  Disease (Su) Purple Pox—inhaled or injury; save Fort DC 17; 
  onset 1 minute; frequency 1/day; effect 1d2 Wis and 
  1d2 Con damage; cure 2 consecutive saves. A creature that 
  dies of the purple pox becomes bloated over the course of 
  24 hours, after which its body bursts open, releasing a fully 
  grown myceloid. Additionally, as long as a creature takes 
  at least 7 points of Wisdom damage from the purple pox, it 
  must make a DC 17 Will save each day to avoid becoming 
  affected by a lesser geas (no HD limit) that compels the 
  sickly character to seek out the nearest myceloid colony in 
  order to offer itself up for spore domination. The save DCs 
  are Constitution-based.
  Spore Cloud (Ex) Once per day as a standard action, a 
  myceloid can expel a 10-foot-radius burst of spores 
  centered on itself. This cloud persists for 1d3 rounds. 
  Any creature caught in this cloud or that moves through 
  it is exposed to the myceloid’s purple pox disease—a 
  creature need save only once against any one spore cloud, 
  however, before becoming permanently immune to that 
  particular spore cloud’s effects. The spore cloud does not 
  hamper vision.
  Spore Domination (Sp) This spell-like ability functions 
  as charm monster, but functions only against creatures 
  currently infected with purple pox.
  Development: If the PCs search the myceloid and 
  succeed at a DC 15 Perception check, they find a contract 
  that shows its colony has allied with a faction called the 
  Korholm Agenda. In the contract, the myceloid promises 
  to supply rare fungi in exchange for experimental 
  alchemical brews and several live kirrixes.
  B4. Training Hall
  Three practice dummies stand in the southern section 
  of this room. They wear pendants around their necks 
  bearing crude replicas of wayfinders. A ceremonial gown 
  rent by several bloodstained stab marks hangs on the 
  western wall. With a DC 16 Knowledge (local or nobility) 
  check, the PCs recognize that the gown appears to be 
  the ceremonial attire of members of Goka’s parliament. 
  This gown is a trophy taken by the assassins who once 
  occupied this building.
  B5. Barracks
  The Aspis Consortium uses this room as a makeshift 
  barracks. They stack cots and personal belongings along 
  the north wall. A PC who succeeds at a DC 20 Perception 
  check locates a secret door in the south wall, as well as the 
  secret door at the other end of the short tunnel that opens 
  into the corridor outside of area B7.
  
  17
  THE DEEPMARKET DECEPTION
  B6. Storage
  This room contains tools, barrels of water, and other 
  mundane items. The door connecting this room to area 
  B9 is barred and barricaded from the other side. A PC 
  who succeeds at a DC 30 Strength check can break the 
  door and the bar while tossing the barricade aside in a 
  single standard action. Each time a PC fails this Strength 
  check by 10 or less, the DC of future strength checks to 
  break the door decreases by 2. The PCs may also attempt 
  to destroy the door with damage. The door and barricade 
  together have hardness 5 and 80 hit points.
  Development: Attempting to break down the barricade 
  is noisy. If the PCs smash into the barricade and have not 
  yet defeated Yekai Deathhand from area B8, the alchemist 
  comes over to investigate. He orders his kirrixes to stay in 
  area B8, and then he attempts to use hit and run tactics 
  to lure the PCs into his pit trap at the entrance of area B8.
  B7. Makino’s Bedroom
  This hollow holds a bed and makeshift dresser. A journal rests 
  atop the dresser, a serpent etched over a picture of an open 
  compass on its face.
  This is the home of Makino Tokaji, the Pathfinder-
  turned-Aspis agent that aids Tseka. Two of the four 
  torches in this room are lit, bathing the room in dim 
  light. If the PCs read the journal on the dresser, they 
  discover that Makino’s betrayed the Society after meeting 
  up with someone called “the Spider”, and decided to 
  join the Aspis Consortium out of spite after a group of 
  Pathfinders “chased her into the blade of a murderous 
  madman”. His journal also reveals that if the Pathfinders 
  ever find him, Tseka plans to pretend to trade him away 
  in exchange for leaving her in peace, but asserts that she 
  would never actually let the Pathfinders take him. A PC 
  who succeeds at a DC 18 Perception check locates a secret 
  hallway in the east wall that leads to area B8.
  B8. The Plague Doctor (CR 6 or CR 9)
  This wide, open chamber smells of rotten flesh and harsh 
  chemicals. A curved workbench with dozens of drawers sits 
  against the southern wall of this room, its surface covered 
  with surgical tools, body parts, and alchemical items. On the 
  workbench, a hairless six-legged rat the size of a housecat 
  floats in a vat of blue liquid. The creature’s body is covered in 
  surgical wounds that have been carefully sutured shut.
  Tseka has kept her operation small in an attempt to 
  make sure that Gokan officials—and more importantly, 
  the Pathfinder Society—do not notice her. In her 
  investigations in Deepmarket, Tseka met a wayang 
  alchemist that showed exceptional promise. In exchange 
  for resources to practice his craft, Tseka hired “Doctor” 
  Yekai Deathhand and unilaterally declared him a bronze 
  agent, even counterfeiting a badge for him to carry. 
  For his part, Yekai helped Tseka create several kirrix 
  to protect their base. The six-legged rat floating in his 
  incubation chamber is his latest creation, though it will 
  need several months to grow to its full size.
  A secret door in the west wall leads to area B7 (DC 18 
  Perception check to notice).
  Creatures: Yekai spends most of his time in this 
  room absorbed in his experiments. One of his kirrixes 
  defends him (or two kirrixes, in Subtier 6–7). The flask 
  of reconcoction listed in Yekai’s gear is a discounted 
  version of the one that appears on page 172 of Pathfinder 
  RPG Pathfinder Unchained, and is printed in full on this 
  scenario’s Chronicle sheet. 
  Trap: Yekai built a camouflaged pit trap into the floor 
  to house any rebellious or unacceptable kirrix, and to 
  deter people from interrupting his work. In Subtier 6–7, 
  the bottom of the pit is covered in poisoned spikes.
  Subtier 3–4 (CR 6)
  CAMOUFLAGED PIT TRAP 
  CR 3
  Type mechanical; Perception DC 25; Disable Device DC 20 
  EFFECTS 
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft. square area)
  KIRRIX 
  CR 3
  hp 34 (Pathfinder RPG Monster Codex 184, see page 30)
  TACTICS
  During Combat The kirrix sprays a cone of bubonic plague on 
  the PCs. It tries to hit as many PCs as possible, even if that 
  requires including Yekai in the area. It applies filth fever to 
  its first bite attack.
  SCALING ENCOUNTER B8
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Yekai Deathhand used 4 of his bombs and 
  his mutagen earlier in the day. The pit trap is shallower and 
  easier to find: reduce the Perception DC to locate the pit 
  trap to 20, and the depth of the pit to 20 feet. Falling into a 
  20-foot-deep pit deals 2d6 falling damage.
  Subtier 6–7: Remove one kirrix from the encounter, and 
  remove the blue whinnis poison from the spikes at the 
  bottom of the pit trap. Yekai Deathhand used 5 of his bombs 
  and his extract of haste earlier in the day.
  
  Yekai 
  Deathhand
  18
  PATHFINDER SOCIETY SCENARIO
  Morale The kirrix fights to the death to protect Yekai.
  SPECIAL ABILITIES
  Diseases (Ex) The kirrix carries the following diseases.
  Bubonic Plague: Disease—injury or inhaled; save Fort DC 17; 
  onset 1 day; frequency 1/day; effect 1d4 Con damage and 1 
  Cha damage and target is fatigued; cure 2 consecutive saves.
  Filth Fever: Disease—injury; save Fort DC 12; onset 1d3 days; 
  frequency 1/day; effect 1d3 Dex damage and 1d3 Con 
  damage; cure 2 consecutive saves.
  YEKAI DEATHHAND 
  CR 3
  Male wayang alchemist 4 (Pathfinder RPG Bestiary 4 274, 
  Pathfinder RPG Advanced Player’s Guide 26)
  NE Small humanoid (wayang)
  Init +5; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 19, touch 16, flat-footed 14 (+1 armor, +5 Dex, +2 natural, 
  +1 size) 
  hp 29 (4d8+6)
  Fort +6, Ref +10, Will +1; +5 vs. disease, +2 vs. poison, +2 vs. 
  shadow spells 
  OFFENSE
  Speed 50 ft.
  Melee spear +3 (1d6–1/×3)
  Ranged bomb +10 (2d6+4 fire)
  Special Attacks bomb 9/day 
  (2d6+4 fire, DC 16)
  Spell-Like Abilities (CL 4th; concentration +5) 
  1/day—ghost sound (DC 11), pass without trace, 
  ventriloquism (DC 12)
  Alchemist Extracts Prepared (CL 4th; concentration +8) 
  2nd—cure moderate wounds, see invisibility
  1st—bomber’s eyeAPG, expeditious retreat, reduce person 
  (DC 15), true strike
  TACTICS
  Before Combat Yekai drinks his Dexterity mutagen, a vial 
  of antiplague, and his extract of expeditious retreat. The 
  effects of these buffs are included in his statistics.
  During Combat Yekai fights with his bombs. Depending upon 
  how well he is doing in the fight, he may intentionally 
  exclude downed PCs using precise bombs so that they 
  can later serve as experimental subjects. When he falls 
  to fewer than 20 hit points, he drinks his cure moderate 
  wounds extract.
  Morale Yekai fights to the death, attempting to delay the PCs 
  for as long as possible.
  Base Statistics Without his Dexterity mutagen and expeditious 
  retreat, Yekai’s statistics are AC 15, touch 14, flat-footed 12; 
  Ref +8, Will +2; Speed 20 ft.; Ranged bomb +8; CMD 15; 
  Skills Disable Device +12, Stealth +13
  STATISTICS
  Str 8, Dex 20, Con 12, Int 18, Wis 9, Cha 10
  Base Atk +3; CMB +3; CMD 17 
  Feats Extra BombsAPG, Point-Blank Shot, Precise Shot, Throw 
  Anything
  Skills Craft (alchemy) +11, Disable Device +14, Heal +6, 
  Knowledge (arcana) +9, Knowledge (nature) +11, 
  Perception +8, Spellcraft +11, Stealth +15, Use Magic 
  Device +7; Racial Modifiers +2 Perception, +2 Stealth
  Languages Abyssal, Aklo, Common, Draconic, Wayang
  SQ alchemy (alchemy crafting +4), discoveries (acid bomb, 
  precise bombs [3 squares]), light and dark, mutagen (+4/–2, 
  +2 natural armor, 40 minutes), poison use, shadow magic, 
  swift alchemy
  Combat Gear potion of lesser restoration, potion of 
  remove disease, alchemists’ fire (4), antiplagueAPG 
  (5), antitoxin (2), rhinarium pasteMC, smelling saltsAPG; 
  Other Gear padded armor, spear, cloak of resistance 
  +1, flask of reconcoction (see page 35), alchemist’s 
  kitAPG, formula book (contains all prepared extracts), 
  mwk thieves’ tools, bronze Aspis Consortium badge
  Subtier 6–7 (CR 9)
   POISONED SPIKED PIT TRAP 
  CR 5
  Type mechanical; Perception DC 25; 
  Disable Device DC 20 
  EFFECTS 
  Trigger location; Reset manual
  Effect 30-fit-deep pit (3d6 falling damage); pit 
  
  Kirrix
  19
  THE DEEPMARKET DECEPTION
  spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 
  damage each plus poison (blue whinnis); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft. square area)
  Blue Whinnis Poison: Poison—injury save Fort DC 14 frequency 
  1/round for 2 rounds; initial effect 1 Con damage; secondary 
  effect unconsciousness for 1d3 hours; cure 1 save.
  KIRRIXES (2) 
  CR 3
  hp 34 each (Pathfinder RPG Monster Codex 184, see page 30)
  TACTICS
  During Combat The kirrixes sprays cones of bubonic plague on 
  the PCs. They try to hit as many PCs as possible, even if that 
  requires including Yekai in the area. They apply filth fever to 
  their first bite attacks.
  Morale The kirrixes fight to the death to protect Yekai.
  SPECIAL ABILITIES
  Diseases (Ex) The kirrixes carry the following diseases.
  Bubonic Plague: Disease—injury or inhaled; save Fort DC 17; 
  onset 1 day; frequency 1/day; effect 1d4 Con damage and 1 
  Cha damage and target is fatigued; cure 2 consecutive saves.
  Filth Fever: Disease—injury; save Fort DC 12; onset 1d3 days; 
  frequency 1/day; effect 1d3 Dex damage and 1d3 Con 
  damage; cure 2 consecutive saves.
  YEKAI DEATHHAND 
  CR 7
  Male wayang alchemist 8 (Pathfinder RPG Bestiary 4 274, 
  Pathfinder RPG Advanced Player’s Guide 26)
  NE Small humanoid (wayang)
  Init +5; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 16, flat-footed 16 (+3 armor, +5 Dex, +2 natural, 
  +1 size) 
  hp 86 (8d8+35)
  Fort +11, Ref +14, Will +4; +6 vs. poison, +2 vs. shadow spells 
  OFFENSE
  Speed 50 ft.
  Melee spear +8/+3 (1d6–1/×3)
  Ranged bomb +15/+10 (4d6+4 fire)
  Special Attacks bomb 13/day (4d6+4 fire, 
  DC 18)
  Spell-Like Abilities (CL 8th; 
  concentration +9) 
  1/day—ghost sound (DC 11), pass 
  without trace, ventriloquism (DC 12)
  Alchemist Extracts Prepared (CL 8th; 
  concentration +12) 
  3rd—arcane sight, cure serious wounds, haste, 
  heroism
  2nd—blur, cure moderate wounds (2), false life, 
  spider climb
  1st—bomber’s eyeAPG, comprehend 
  languages, expeditious retreat, reduce 
  person (DC 14), true strike
  TACTICS
  Before Combat Yekai drinks his Dexterity mutagen, as well as 
  his extracts of arcane sight, expeditious retreat, and false 
  life, and uses a charge of his wand of heroism. The effects of 
  these buffs are included in his statistics. During Combat On 
  the first round, Yekai drinks his extract of haste. On future 
  rounds, he makes full attacks with his bombs, mixing 
  damaging bombs with dispelling bombs to remove the PCs’ 
  buffs. Depending upon how well he is doing in the fight, he 
  may intentionally exclude downed PCs using precise bombs 
  so that they can later serve as experimental subjects. The 
  first time Yekai falls to fewer than 20 hit points, he drinks 
  his extract of cure serious wounds.
  Morale Yekai fights to the death, attempting to delay the PCs 
  for as long as possible.
  Base Statistics Without his Dexterity mutagen, expeditious 
  retreat, false life, and heroism, Yekai’s statistics are 
  AC 16, touch 14, flat-footed 13; hp 73; Fort +8, Ref +9, 
  Will +2; Speed 20 ft.; Ranged bomb +11/+6; Dex 16, 
  Wis 10; CMD 17; Skills Craft (alchemy) +15 (+23 to create 
  alchemical items), Disable Device +16, Heal +11, Knowledge 
  (arcana) +15, Knowledge (nature) +10, Perception +13, 
  Spellcraft +15, Stealth +17, Use Magic Device +10
  STATISTICS
  Str 8, Dex 20, Con 14, Int 18, Wis 8, Cha 10
  Base Atk +6; CMB +6; CMD 19
  Feats Extra BombsAPG, Extra DiscoveryAPG, Point-Blank Shot, 
  Precise Shot, Throw Anything, Toughness
  Skills Appraise +6, Bluff +2, Climb +1, Craft (alchemy) +17 
  (+25 to create alchemical items), Diplomacy +2, Disable 
  Device +20, Disguise +2, Escape Artist +7, Fly +9, Heal +12, 
  Intimidate +2, Knowledge (arcana) +17, Knowledge (nature) 
  +12, Perception +14, Ride +7, Sense 
  Motive +1, Spellcraft +17, 
  Stealth +21, Survival +1, 
  Swim +1, Use Magic 
  
  20
  PATHFINDER SOCIETY SCENARIO
  Device +12; Racial Modifiers +2 Perception, +2 Stealth
  Languages Abyssal, Aklo, Common, Draconic, Wayang
  SQ alchemy (alchemy crafting +8), discoveries (acid bomb, 
  dispelling bomb, explosive bomb, fast bombs, precise 
  bombs [3 squares]), light and dark, mutagen (+4/–2, +2 
  natural armor, 80 minutes), poison use, shadow magic, swift 
  alchemy
  Combat Gear potion of cure serious wounds, potion of lesser 
  restoration, potion of remove disease, wand of heroism (5 
  charges), alchemists’ fire (4), antiplagueAPG (5), antitoxin (2), 
  rhinarium pasteMC, smelling saltsAPG; Other Gear +1 leather 
  armor, spear, cloak of resistance +1, flask of reconcoction 
  (see page 35), alchemist’s kitAPG, formula book (contains 
  all prepared extracts), mwk thieves’ tools, bronze Aspis 
  Consortium badge, 35 gp
  Development: Tseka is likely to hear the sound of 
  combat from this room, but she does not join the fight. 
  Instead, she takes steps to prepare for a fight in area B9, 
  as listed in her tactics on page 23 for Subtier 3–4 or page 24 
  for Subtier 6–7.
  Yekai’s Aspis Consortium badge is not official. Tseka 
  promoted him unilaterally and hired a forger to create 
  his badge. A PC who succeeds at a DC 18 Knowledge (local) 
  check (DC 22 in Subtier 6–7) detects the forgery. If a PC 
  owns a legitimate Aspis Consortium badge, the PCs gain 
  a +5 circumstance bonus on this skill check.
  Reams of paper that exhaustively detail Yekai’s 
  experimental processes are crammed into drawers 
  underneath the table. These notes include his procedure 
  for creating kirrixes and his ideas for refining his flask of 
  reconcoction. Many of the pages are stained with blood or 
  alchemical ingredients.
  While Yekai’s papers fill most of the space under the 
  table, the eastern row of drawers is packed with Tseka’s 
  notes. She has not bothered to lock these drawers—
  trusting that no lock could survive the skills of her 
  ratfolk allies, she instead buries information among 
  stacks of trade documents detailing the purchase of 
  magical reagents. Some of these reagents are circled. A 
  PC who peruses the documents and succeeds at a DC 15 
  Knowledge (arcana) check determines that most of the 
  circled reagents are used in conjuration spells.
  Letters hidden among the trade documents detail 
  arrangements between Tseka and a local thieves’ guild 
  called the Dragon Fangs. They reveal that she regularly 
  hired them to beat up her enemies and to replace local 
  merchant’s trade documents with forgeries. Tseka’s 
  documents also disclose that she was gathering magical 
  reagents by a variety of means, including stealing 
  them in transit and purchasing them legally. She also 
  compiled extensive lists of ingredients and lists of prices. 
  A PC who succeeds at a DC 15 Profession (merchant) 
  check realizes that this document compares the prices 
  for goods across dozens of different merchants, and 
  recognizes shorthand on the document that suggests 
  that Tseka was planning on starting her own business 
  and undercutting the competition. A small wooden coffer 
  in the back of the bottom drawer contains narrow bars 
  of a dull, dark gray metal. A PC who succeeds at a DC 18 
  Appraise check determines that the metal is glaucite, an 
  alloy of adamantine and iron that can only be found in 
  Numerian ruins.
  The drawers also contains evidence that links Tseka to 
  the Korholm Agenda, a faction within the Aspis Consortium 
  that has defied standard practice of avoiding direct conflict 
  with the Society. These notes include schematics depicting 
  various rooms in the Grand Lodge, and speak of plans to 
  have someone named Marnarius lead an army out of the Hao 
  Jin Tapestry. Tseka encoded further information about the 
  Korholm Agenda on the back of one of the trade documents 
  in scented ink. A PC or companion creature with the scent 
  ability or the keen senses racial trait who succeeds at a DC 
  10 Perception check notices that one of the trade documents 
  carries a very careful array of dozens of subtle smells. Each 
  precisely placed odor encodes a different letter in the Dark 
  Folk language. Only PCs who perceive the array of odors 
  are capable of interpreting it—spells such as comprehend 
  languages and tongues alone are not sufficient. Such PCs can 
  interpret the notes if they succeed at a DC 25 Linguistics 
  check. PCs who speak Dark Folk or who are under the effects 
  of a spell such as comprehend languages or tongues receive a +15 
  bonus on this skill check. If the PCs interpret the letter, give 
  them Player Handout #1: Tseka’s Secret Message on page 
  27. The bold sentences in the handout represent Tseka’s 
  most recent writing, which has a stronger odor. Note that 
  the rhinarium paste in Yekai’s backpack grants a creature 
  the scent ability for 1 hour.
  Rewards: If the PCs fail to defeat Yekai Deathhand, 
  reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 228 gp.
  Out of Subtier: Reduce each PC’s gold earned by 384 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 541 gp.
  B9. Tseka’s War Room (CR 7 or CR 10)
  This large chamber’s walls are covered maps, documents, 
  notes and missives. Pins and daggers jut out of the maps in 
  different spots. A raised stage takes up the southeast corner of 
  the room. Four pillars support its lofty ceiling. 
  Tseka uses this room as a war room to strategize about 
  missions as well as negotiations with potential allies. 
  The door to area B6 is barred and barricaded with heavy 
  furniture. This furniture provides difficult terrain in areas 
  within 10 feet of the door. Eight torches in this room are 
  
  Tseka
  21
  THE DEEPMARKET DECEPTION
  lit, bathing the room in normal light. The room’s ceiling 
  is 20 feet high. The two secret doors out of this room (DC 
  20 Perception to locate) open to tunnels that lead into the 
  basements of buildings in Deepmarket. Another secret 
  door leads under the stage, which the PCs can find with a 
  successful DC 20 Perception check. 
  Creatures: Even if the PCs do not declare that they are 
  Pathfinders, Tseka assumes that only the Pathfinder Society 
  would have the combination of resources and motivation to 
  track her to her base. Nonetheless, she wants to hear what 
  they have to say before attacking them. Trusting in the fact 
  that few have seen her true face, she hides in the shadows 
  and orders one of her subordinates to pretend to be her. In 
  Subtier 3–4, the fake Tseka is a ratfolk scoundrel, and in 
  Subtier 6–7, she is a ratfolk sentinel. If the PCs speaks to the 
  fake Tseka for 1 minute and succeed at a DC 20 Sense Motive 
  check, they get a hunch that the ratfolk isn’t who she claims 
  to be. Alternatively, the PCs can catch the impostor in a 
  lie. While the ratfolk has a thorough knowledge of Tseka’s 
  plans, she is not a particularly skilled at deception. If PCs 
  talk her into a corner or ask particularly specific questions, 
  they can catch her in a lie with a successful DC 12 Sense 
  Motive check (DC 17 in Subtier 6–7).
  As the PCs enter the chamber, the false Tseka 
  addresses the PCs from atop the stage in the 
  southeast corner of the room. Meanwhile, the 
  real Tseka hides in the shadows behind one of 
  the room’s pillars (in Subtier 6–7, her shadow 
  Despair lurks in the square just below her). 
  Makino stands in the square next to the secret 
  door in the north wall, and any other ratfolk 
  in the encounter hide beneath the stage, 
  waiting to open the secret door below the stage 
  if combat erupts.
  A haughty ratfolk speaks from a raised stage in 
  the southeast corner of the room. “Welcome, 
  Pathfinders. I can’t say I’m glad to see you. 
  Are you more of Colson Maldris’s lackeys, here 
  on another one of his murderous missions? 
  Everyone’s heard about what you did to Ascalar 
  Vruul. I assure you, no one here has bothered 
  to blackmail that lout with evidence of his 
  many indiscretions. Perhaps instead you are here 
  MARNARIUS’S BLADE
  If at least one of the players brings a Chronicle sheet from 
  Pathfinder Society Scenario #6–98: Serpents Rise with the 
  boon Spoils of the Siege (Marnarius), Marnarius’s successes 
  in Serpents Rise allowed him to procure a deadly blade for his 
  patron. The Serpents Rise Chronicle sheet can be applied to 
  any of the player’s characters, not just the one participating 
  in this scenario. In Subtier 3–4, Tseka gains a lesser sword of 
  subtlety, as detailed below. In Subtier 6–7, she instead gains 
  a sword of subtlety. If the PCs defeat Tseka, players with the 
  Spoils of the Siege (Marnarius) boon earn the Marnarius’s 
  Blade boon on their Chronicle sheets for this scenario, which 
  allows them to purchase the sword. Players who earn this 
  boon in Subtier 6–7 can choose to purchase a lesser sword of 
  subtlety instead of a standard sword of subtlety.
  LESSER SWORD OF SUBTLETY
  PRICE
  9,310 GP
  SLOT none
  CL 7th
   WEIGHT 2 lbs.
  AURA moderate illusion
  CONSTRUCTION REQUIREMENTS
  COST 13,500 GP
  This +1 short sword with a thin, dull gray blade provides a 
  +2 bonus on its wielder’s attack and damage rolls when he 
  is making a sneak attack with it.
  A lesser sword of subtlety can be upgraded to a sword 
  of subtlety following the standard rules for upgrading 
  magic items.
  Craft Magic Arms and Armor, blur
  
  22
  PATHFINDER SOCIETY SCENARIO
  to pledge your services to a far more lucrative organization? 
  After all, you have shown some skill in locating this place.” She 
  laughs. “It only took you, what, three years?”
  The false Tseka proposes a trade: their traitor Makino 
  for her freedom. The real Tseka has no intention of giving 
  Makino to the PCs, but she wishes to gauge the PC’s interest 
  in their former comrade, so she told her body double that she 
  plans to make this trade. PCs who succeed at a DC 18 Sense 
  Motive check (DC 21 in Subtier 6–7) spot inconsistencies 
  in Tseka’s lie to her ally. If the PCs mention they know 
  about the ruse from Makino’s journal in area B8, the false 
  Tseka chastises Makino for his idiocy and starts becoming 
  anxious. With her bargaining chip gone, the fake Tseka 
  chuckles and tells the PCs she’ll kill them like her agents 
  did the PCs’ fellows at the Grand Lodge. This lie gives the 
  PCs a chance to catch on to the ruse if they haven’t already. 
  If the PCs do not defeat Yekai Deathhand before 
  reaching area B9, the alchemist also participates in this 
  combat. He orders his kirrixes to stay in area B8, and then 
  he attempts to use hit-and-run tactics to lure the PCs away 
  from Tseka and into his pit trap at the entrance of area B8. 
  Tseka and her allies in area B9 do not chase the PCs into 
  the laboratory, as they are wary of what traps the alchemist 
  may have prepared.
  Subtier 3–4 (CR 7)
  ASPIS SCOUNDRELS (2) 
  CR 1
  Female ratfolk tinkerer (Pathfinder RPG Monster Codex 178, see 
  page 31)
  hp 16 each
  Combat Gear potion of cure light wounds, tanglefoot bag 
  Other Gear leather armor, light crossbow with 10 bolts, mwk 
  dagger, mwk thieves’ tools
  TACTICS
  Before Combat One of the Aspis scoundrels pretends to be 
  Tseka in an attempt to catch the PCs off-guard. The other 
  hides underneath the stage.
  During Combat The scoundrels fight defensively and use their 
  swarming ability to provide Tseka with flanking. 
  Morale As long as Tseka remains in the fight, the scoundrels 
  fight to the death. If Tseka surrenders, they surrender as well.
  MAKINO TOKAJI 
  CR 3
  Male human evoker 4
  NE Medium humanoid (human)
  Init +1; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 34 (4d6+16)
  Fort +6, Ref +3, Will +6
  OFFENSE
  Speed 30 ft.
  Melee mwk quarterstaff +2 (1d6–1)
  Special Attacks intense spells (+2 damage)
  Arcane School Spell-Like Abilities (CL 4th; concentration +8)
  7/day—force missile (1d4+2)
  Evoker Spells Prepared (CL 4th; concentration +8)
  2nd—darkness, darkvision, fire breathAPG (DC 17), mirror image
  1st—burning hands (2, DC 16), mage armor, magic missile, 
  shocking grasp
  0 (at will)—light, mage hand, message, ray of frost
  Opposition Schools divination, necromancy
  TACTICS
  Before Combat Makino cast darkvision and mage armor 
  earlier in the day. The effects of these spells are included in 
  his statistics.
  During Combat Makino uses his area-of-effect spells, 
  attempting to catch as many PCs in the blasts as possible. 
  If the PCs focus their efforts on him, he uses his scroll of 
  invisibility and then casts defensive spells while invisible 
  before returning to the fight.
  Morale Makino fights to the death, suspecting the PCs will 
  arrest him, deliver him to the Lantern Lodge and try him 
  for treason.
  STATISTICS
  Str 8, Dex 12, Con 14, Int 18, Wis 13, Cha 10
  Base Atk +2; CMB +1; CMD 12
  Feats Combat Casting, Scribe Scroll, Spell Focus (evocation), 
  Toughness
  Skills Appraise +10, Bluff +4, Knowledge (arcana) +10, 
  Knowledge (geography) +10, Knowledge (history) +10, 
  Knowledge (planes) +10, Linguistics +8, Perception +5, 
  Spellcraft +11
  Languages Common, Dark Folk, Elven, Minkaian, Tien, 
  Undercommon
  SQ arcane bond (mwk quarterstaff)
  SCALING ENCOUNTER B9
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Remove one Aspis scoundrel from the 
  encounter. Makino cast both fire breath and magic missile 
  earlier in the day. Remove Tseka’s dose of purple worm 
  poison and one of her doses of shadow essence. She poisons 
  both of her weapons with shadow essence.
  Subtier 6–7: Remove both Aspis scoundrels from the 
  encounter. Makino expended his empowered scorching 
  ray, empowered burning hands, mirror image, and magic 
  missile before combat, and Tseka has already cast shadow 
  conjuration. Remove Tseka’s dose of nightmare vapor and 
  one of her doses of shadow essence. She poisons both of her 
  weapons with shadow essence.
  
  23
  THE DEEPMARKET DECEPTION
  Combat Gear scroll of identify, scroll of invisibility, scroll of 
  obscuring mist; Other Gear mwk quarterstaff, cloak of 
  resistance +1, spell component pouch, spellbook (contains 
  all prepared spells), broken wayfinder, bronze Aspis 
  Consortium badge
  TSEKA 
  CR 5
  Female ratfolk rogue (poisoner) 5/shadowdancer 1 
  (Pathfinder RPG Bestiary 3 231, Pathfinder RPG Advanced 
  Player’s Guide 134)
  N Small humanoid (ratfolk)
  Init +4; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 19, touch 16, flat-footed 14 (+3 armor, +4 Dex, +1 dodge, 
  +1 size)
  hp 47 (6d8+17)
  Fort +4, Ref +10, Will +3
  Defensive Abilities evasion
  OFFENSE
  Speed 20 ft.
  Melee +1 short sword +9 (1d4+1/19–20)
  Ranged shortbow +8 (1d4/×3)
  Special Attacks sneak attack +3d6, swarming
  TACTICS
  Before Combat As the sounds of PCs’ approach echoes into 
  their chamber from area B8, Tseka hides in the shadows. She 
  poisons her short sword with purple worm poison and her 
  dagger with shadow essence.
  During Combat Tseka attacks lightly armored PCs first, 
  repoisoning her blade as a move action when needed. She 
  uses her swarming ability and Spring Attack to flank with 
  her ratfolk allies. She uses hide in plain sight to hide in the 
  shadows of the room’s pillars between attacks.
  Morale Tseka attempts to flee if reduced to 10 or fewer hit 
  points. If she cannot flee, she surrenders.
  STATISTICS
  Str 10, Dex 18, Con 14, Int 10, Wis 13, Cha 10
  Base Atk +3; CMB +2; CMD 17
  Feats Dodge, Mobility, Spring Attack, Weapon Finesse
  Skills Acrobatics +13, Bluff +8, Craft (alchemy) +8 (+10 to create 
  or identify poisons), Diplomacy +6, Intimidate +6, Knowledge 
  (dungeoneering) +6, Knowledge (local) +6, Linguistics +5, 
  Perception +12, Perform (dance) +6, Sense Motive +5, Sleight 
  of Hand +9, Stealth +17; Racial Modifiers +2 Craft (alchemy), 
  +4 Handle Animal to influence rodents, +2 Perception, +2 Use 
  Magic Device
  Languages Common, Dark Folk, Tien
  SQ hide in plain sight, master poisoner, poison use, rogue 
  talents (finesse rogue, swift poisonAPG)
  Combat Gear purple worm poison, shadow essence (3), potion 
  of cure light wounds; Other Gear mwk studded leather, +1 
  short sword, mwk dagger, shortbow with 20 arrows, cloak 
  of resistance +1, gold Aspis Consortium badge, silver Aspis 
  Consortium badge wrapped in a crumpled letter (Player 
  Handout #2 on page 27)
  SPECIAL ABILITIES
  Poison (Ex) Tseka carries the following poisons.
  Purple Worm Poison: Poison—injury; save Fort DC 24; frequency 
  1/round for 6 rounds; effect 1d3 Str damage; cure 2 
  consecutive saves.
  Shadow Essence: Poison—injury; save Fort DC 17; frequency 
  1/round for 6 rounds; initial effect 1 Str drain; secondary 
  effect 1d2 Str damage; cure 1 save.
  Subtier 6–7 (CR 10)
  ASPIS SCOUNDRELS (2) 
  CR 1
  Male ratfolk tinkerer (Pathfinder RPG Monster Codex 178, see 
  page 31)
  hp 16 each
  Combat Gear potion of cure light wounds, tanglefoot bag 
  Other Gear leather armor, light crossbow with 10 bolts, mwk 
  dagger, mwk thieves’ tools
  TACTICS
  During Combat The scoundrels fight defensively and use their 
  swarming ability to provide Tseka with flanking.
  Morale As long as Tseka remains in the fight, the scoundrels 
  fights to the death. If she surrenders, they surrender as well.
  ASPIS SENTINEL 
  CR 5
  Female ratfolk troubleshooter (Pathfinder RPG Monster Codex 
  178, see page 31)
  hp 42
  Combat Gear potion of invisibility Other Gear +1 studded 
  leather, hand crossbow with 10 bolts, mwk rapier, cloak of 
  resistance +1, mwk thieves’ tools, 55 gp
  TACTICS 
  Before Combat The Aspis sentinel pretends to be Tseka in an 
  attempt to catch the PCs off-guard.
  During Combat The Aspis sentinel uses her swarming ability 
  to maneuver into a flanking position and attack with her 
  rapier. If a mundane item costing 55 gp or less would be 
  useful to her, she uses her Pack Rat feat to have it stored 
  away on her person. For example, she might use this ability 
  to have a backup rapier if the PCs disarm her, or to produce 
  an alchemical item such as a smokestick or tanglefoot bag to 
  hamper the PCs.
  Morale As long as Tseka remains in the fight, the sentinel fights 
  to the death. If Tseka surrenders, so does the sentinel.
  MAKINO TOKAJI 
  CR 6
  Male human evoker 7
  NE Medium humanoid (human)
  Init +1; Senses darkvision 60 ft., Perception +8
  DEFENSE
  AC 15, touch 12, flat-footed 14 (+4 armor, +1 Dex)
  
  24
  PATHFINDER SOCIETY SCENARIO
  hp 58 (7d6+28)
  Fort +5, Ref +4, Will +7
  Immune disease
  OFFENSE
  Speed 30 ft.
  Melee mwk quarterstaff +3 (1d6–1)
  Special Attacks intense spells (+3 damage)
  Arcane School Spell-Like Abilities (CL 7th; concentration +11) 
  7/day—force missile (1d4+3)
  Wizard Spells Prepared (CL 7th; concentration +11)
  4th—detonateAPG, dragon’s breathAPG (DC 20), empowered 
  scorching ray
  3rd—empowered burning hands (DC 17), fireball (DC 19), 
  haste, slow (DC 17)
  2nd—darkness, darkvision, fire breathAPG (DC 18), mirror 
  image, resist energy
  1st—burning hands (2, DC 17), mage armor, magic missile, 
  shield, shocking grasp
  0 (at will)—light, mage hand, message, ray of frost
  Opposition Schools divination, necromancy
  TACTICS
  Before Combat Makino cast darkvision and mage armor 
  earlier in the day. The effects of these spells are included 
  in his statistics. If he hears the PCs approach, he also casts 
  resist energy (fire) and shield on himself. These spells are 
  not included in his statistics.
  During Combat Makino uses his area-of-effect spells, 
  attempting to catch as many PCs in the blasts as possible, 
  starting with dragon’s breath. He uses his lesser selective 
  metamagic rod to exclude his allies from his area spells 
  of 3rd level and lower, and casts haste if he can set up a 
  situation where he can target Tseka. If he fears for his life, he 
  uses his scroll of invisibility and then casts defensive spells 
  while invisible before returning to the fight.
  Morale Suspecting that the PCs will arrest him and deliver him 
  to the Lantern Lodge to try him for treason if they capture 
  him alive, Makino casts detonate once reduced to 10 hit 
  points, and selects an element that isn’t fire.
  STATISTICS
  Str 8, Dex 12, Con 14, Int 18, Wis 13, Cha 10
  Base Atk +3; CMB +2; CMD 13
  Feats Combat Casting, Deceitful, Empower Spell, Greater Spell 
  Focus (evocation), Spell Focus (evocation), Toughness
  Skills Appraise +12, Bluff +9, Disguise +2, Knowledge (arcana) 
  +14, Knowledge (dungeoneering, engineering, geography, 
  history, and planes) +10, Linguistics +8, Perception +8, 
  Spellcraft +14
  Languages Common, Dark Folk, Elven, Minkaian, Tien, 
  Undercommon
  SQ arcane bond (mwk quarterstaff)
  Combat Gear potion of cure serious wounds, scroll of identify, 
  scroll of invisibility, scroll of obscuring mist, lesser selective 
  metamagic rodAPG; Other Gear mwk quarterstaff, cloak of 
  resistance +1, spell component pouch, spellbook (contains 
  all prepared spells), broken wayfinder, bronze Aspis 
  Consortium badge
  TSEKA 
  CR 8
  Female ratfolk rogue (poisoner) 5/shadowdancer 4 
  (Pathfinder RPG Bestiary 3 231, Pathfinder RPG Advanced 
  Player’s Guide 134)
  N Small humanoid (ratfolk)
  Init +4; Senses darkvision 90 ft.; Perception +14
  DEFENSE
  AC 19, touch 16, flat-footed 14 (+3 armor, +4 Dex, +1 dodge, 
  +1 size)
  hp 80 (9d8+32)
  Fort +5, Ref +11, Will +5
  Defensive Abilities evasion, improved uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee +1 virulent shortsword +10/+5 (1d4+1/19–20)
  Ranged shortbow +11/+6 (1d4/×3)
  Special Attacks sneak attack +3d6, swarming
  Shadowdancer Spell-Like Abilities (CL 4th; concentration +4)
  1/day—shadow conjuration (DC 14), silent image (DC 11)
  TACTICS
  Before Combat When she hears the PCs approach, Tseka hides in 
  the shadows. She poisons her shortsword with her nightmare 
  vapor poison, using her lasting poison talent. She uses silent 
  image to create an illusion of a ratfolk holding a resplendent 
  shortsword standing in front of her proxy and guarding her.
  During Combat Tseka attacks lightly armored PCs first, 
  repoisoning her +1 virulent shortsword as a move action 
  when needed. She uses Spring Attack to emerge from the 
  shadows and retreat again, counting on a combination of her 
  stealth, Despair’s position, and her ratfolk allies’ swarming 
  ability to grant her a sneak attack each round. She uses her 
  shadow jump ability to prevent too many PCs from clustering 
  around her location. If the PCs affect her with a spell that 
  reveals her, such as faerie fire or glitterdust, she attempts 
  to remove it with her oil of dispel magic. If enough of her 
  allies fall, she considers using shadow conjuration to mimic 
  summon monster III, summoning 1d3 giant spiders.
  Morale Tseka attempts to flee if reduced to 15 or fewer hit 
  points. If she cannot flee, she surrenders.
  STATISTICS
  Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 10
  Base Atk +6; CMB +5; CMD 20
  Feats Combat Reflexes, Dodge, Mobility, Spring Attack, 
  Toughness, Weapon Finesse
  Skills Acrobatics +16, Bluff +11, Craft (alchemy) +11 (+13 to 
  create or identify poisons), Diplomacy +6, Intimidate +4, 
  Knowledge (dungeoneering) +8, Knowledge (local) +8, 
  Linguistics +5, Perception +14, Perform (dance) +6, Sense 
  Motive +8, Sleight of Hand +10, Stealth +20; Racial Modifiers 
  
  25
  THE DEEPMARKET DECEPTION
  +2 Craft (alchemy), +4 Handle Animal to influence rodents, 
  +2 Perception, +2 Use Magic Device
  Languages Common, Dark Folk, Tien
  SQ hide in plain sight, master poisoner, poison use, rogue 
  talents (finesse rogue, lasting poisonAPG, swift poisonAPG), 
  shadow jump, summon shadow
  Combat Gear oil of dispel magic, potion of cure moderate 
  wounds, nightmare vapor (injury), shadow essence (3); 
  Other Gear mwk studded leather, +1 virulentMC shortsword, 
  mwk dagger, shortbow with 20 arrows, cloak of resistance 
  +1, gold Aspis Consortium badge, silver Aspis Consortium 
  badge wrapped in a crumpled letter (Player Handout #2 on 
  page 27)
  SPECIAL ABILITIES
  Poison (Ex) Tseka carries the following poisons.
  Nightmare Vapor: Poison—injury; save Fort DC 20; frequency 1/
  round for 6 rounds; effect 1 Wis damage and confused for 1 
  round; cure 2 saves.
  Shadow Essence: Poison—injury; save Fort DC 17; frequency 1/
  round for 6 rounds; initial effect 1 Str drain; secondary effect 
  1d2 Str damage; cure 1 save.
  DESPAIR 
  CR —
  Shadow companion
  CE Medium undead (incorporeal)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge) 
  hp 40 (3d8+6) 
  Fort +4, Ref +8, Will +3; +4 vs. channeled energy
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +8 (1d6 Strength damage) 
  TACTICS
  During Combat Despair attacks whomever Tseka is targeting, 
  hoping to combine its Strength damage with Tseka’s poison 
  to take their foes down quickly.
  Morale Despair fights until it if destroyed to defend Tseka. If 
  the ratfolk flees, it does its best to cover her escape.
  STATISTICS
  Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
  Base Atk +6; CMB +8; CMD 21 
  Feats Dodge, Skill Focus (Perception)
  Skills Fly +11, Perception +8, Stealth +8; Racial Modifiers +4 
  Stealth in dim light, –4 in bright light
  SQ strength damage
  SPECIAL ABILITIES
  Strength Damage (Su) A shadow’s touch deals 1d6 points 
  of Strength damage to a living creature. This is a negative 
  energy effect. A creature dies if this Strength damage equals 
  or exceeds its actual Strength score.
  Development: The maps on the wall are of locations of 
  attacks that Tseka is organizing. A PC who succeeds at a 
  DC 15 Knowledge (local) check discerns that the maps are 
  an architectural layout of Goka, a sketch of the interior 
  of the Lantern Lodge, and a detailed drawing of an 
  unexceptional multicolored tapestry covered in abstract 
  patterns—the Hao Jin Tapestry.
  If the PCs search Tseka’s belongings, they find her 
  silver badge wrapped in an admonishing letter from 
  A. X. Adrius (Player Handout #2 on page 27). A PC who 
  succeeds at a DC 15 Knowledge (local) check knows that 
  A. X. Adrius is the public face of the Aspis consortium’s 
  leadership, and that he shares power with the consortium’s 
  anonymous shadowy board of patrons. Her gold badge is 
  a forgery, which the PCs detect if they succeed at a DC 18 
  Knowledge (local) check (DC 22 in Subtier 6–7). If a PC 
  owns a legitimate Aspis Consortium badge, the PCs gain 
  a +5 circumstance bonus on this skill check.
  Finally, the PCs find an unsent missive addressed to 
  someone named Marnarius sitting on the stage (Player 
  Handout #3 on page 28).
  Rewards: If the PCs fail to defeat Tseka, reduce each 
  PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 517 gp.
  Out of Subtier: Reduce each PC’s gold earned by 898 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 1,279 gp.
  CONCLUSION
  Yrishi meets up with the PCs soon after they exit Tseka’s 
  base and eagerly asks them to report the information 
  they found within. Even if the PCs leave the base via one 
  of the secret tunnels, it does not take the pipefox long to 
  find them. As long as the PCs share proof of the Tseka’s 
  alliance with the Dragon Fangs, she thanks them for 
  teaching her something new, as well as for giving her a 
  chance to get to know more about them and the Society 
  they serve. In addition, Yrishi pledges her service to the 
  PCs. The PCs earn the Curious Pipefox boon on their 
  Chronicle sheets.
  PCs who defeat Yekai Deathhand and find his flask of 
  concoction earn the Yekai Deathhand’s Marvel boon on 
  their Chronicle sheets.
  News of Tseka’s defeat spreads quickly through 
  Uppermarket. If she escapes the PCs, she goes into 
  hiding to lick her wounds and devise new plans to grow 
  her influence. Amara Li is disappointed that the PCs 
  were not able to stop Tseka, but she assures them that the 
  ratfolk will need some time to recover from the blow that 
  they dealt to her operations. If the PCs kill Tseka, Amara 
  Li shakes her head, and remarks that the information 
  Tseka knows is well worth the price of bringing her back 
  to life. Finally, if the PCs bring Tseka back alive, Amara Li 
  praises their skill and ingenuity and moves the ratfolk to 
  
  26
  PATHFINDER SOCIETY SCENARIO
  a secure location for interrogation. Regardless of whether 
  or not the PCs return with Tseka, Amara Li praises the 
  PCs for putting and end to Tseka’s schemes. The Lantern 
  Lodge and the Pathfinder Society are one step closer to 
  bringing the Aspis Consortium to justice, and the PCs 
  have dealt a crippling blow to the Aspis Consortium’s 
  interests in Goka.
  If the PCs tell Amara Li what they found out regarding 
  Makino and his betrayal, she tells the PCs she that 
  thought Makino was dead, but that she now realizes that 
  not even Goka is immune from the corrupting power 
  of the Aspis Consortium and the reach of the Shadow 
  Lodge. She thanks the PCs for their discovery, and says, 
  “It is always a pleasure to work with Pathfinders from 
  different parts of the world. Please convey my gratitude 
  to the Grand Lodge, and let the Masters know that Tian 
  Xia will always welcome the Society. I hope that we 
  meet again someday.” If any PCs are former members 
  of the Lantern Lodge faction, she assures them that the 
  Lantern Lodge is flourishing, thanks in no small part 
  to their efforts.
  Reporting Notes
  If the PCs defeated Tseka but she fled, check box A 
  on the reporting sheet. If the PCs killed Tseka, check 
  box B. If the PCs brought Tseka back to the Pathfinder 
  Society alive, check box C. If the PCs recovered the Aspis 
  Consortium and Korholm Agenda intelligence from 
  areas B8 and B9, check box D.
  Primary Success Conditions
  The PCs fulfill their primary mission if they remove 
  Tseka from power.
  Secondary Success Conditions
  Characters who earned at least 1 XP as a member of the 
  Lantern Lodge faction prior to playing this adventure 
  automatically 
  succeed 
  on 
  their 
  secondary 
  success 
  condition. Other PCs must successfully complete two 
  or more of the following four tasks: find Yrishi without 
  encountering Odemi first, bypass area A without violence 
  or making the guards suspicious enough to raise an alarm, 
  recover the Aspis/Korholm Agenda intelligence in areas B8 
  and B9, and bring Tseka back to the Lantern Lodge alive.
  
  27
  THE DEEPMARKET DECEPTION
  PLAYER HANDOUT #1: TSEKA’S SECRET MESSAGE
  PLAYER HANDOUT #2: LETTER FROM ADRIUS
  The other members of the Agenda were no fools. They all took 
  great pains to conceal their identities. Disguises and illusions 
  dancing through the meeting chamber make the task of identification 
  more difficult, but here is what I know for sure.
  The leader betrayed a hint of a Thuvian accent in an otherwise 
  carefully flat tenor voice. The leader has clearly taken precautions 
  against divination magic.
  One woman spoke with a voice I have heard only rarely, from 
  the Iblydan archipelago.
  Another woman’s voice was distant, as though she were in a 
  trance. There was something eerie and unnatural about it that I 
  couldn’t quite place. Whatever language is the source of her accent, 
  I have never heard it.
  Perhaps the easiest to track down will be the Varisian man, who 
  allowed a distinctly Sczarni turn of phrase slip into his speech. 
  Varisian contacts have confirmed his identity: Madreki Gael.
  Tseka,
  For a supposedly bright agent, you seem to be struggling 
  with a basic truth: you are a silver agent. You are not a gold 
  agent and have never been a gold agent, and you are doing 
  a fine job of campaigning against your own promotion with 
  your childish antics.
  If I catch you stepping outside the bounds of your 
  authority again, my next letter to you will contain your 
  shiny new bronze badge. Do I make myself clear?
  As for your latest request, the patrons are not prepared 
  to release more funding to your cause at this time.
  A. X. Adrius
  
  28
  PATHFINDER SOCIETY SCENARIO
  PLAYER HANDOUT #3: LETTER TO MARNARIUS
  Marnarius,
  I am growing increasingly concerned that I haven’t heard from 
  you since the report on your glowing success at the Pathfinder’s 
  Grand Lodge. I have tried to supply you with the means to rebuild 
  your life, but I’ve heard rumors that your desire for vengeance is 
  preventing you from accepting my help. Take some time to enjoy 
  your accomplishments and revel in the harm that you have already 
  caused to the Society. Don’t let the Pathfinders drive you to throw 
  your life away chasing wild schemes, and please, Marnarius, stop 
  placing your trust in the hands of people who have already failed 
  the Consortium in the past. 
  Regards,
  Tseka
  
  29
  THE DEEPMARKET DECEPTION
  APPENDIX: STAT BLOCKS
  The following stat blocks are used in this scenario.
  BORDER GUARD 
  CR 3
  Pathfinder RPG NPC Codex 129
  Half-orc ranger 4
  NE Medium humanoid (human, orc)
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 30 (4d10+4)
  Fort +5, Ref +8, Will +2
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +7 (2d4+3/18–20)
  Ranged mwk composite longbow +9 (1d8+2/×3)
  Special Attacks favored enemy (elves +2)
  Ranger Spells Prepared (CL 1st; concentration +2)
  1st—resist energy
  STATISTICS
  Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +4; CMB +6; CMD 20
  Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot
  Skills Climb +8, Intimidate +8, Knowledge (geography) +5, 
  Knowledge (local) +2, Knowledge (nature) +7, Perception +8, 
  Stealth +10, Survival +8
  Languages Common, Orc
  SQ favored terrain (plains +2), hunter’s bond (companions), orc 
  blood, track +2, weapon familiarity, wild empathy +3
  Combat Gear +1 flaming arrows (3), potion of cure moderate 
  wounds, potion of divine favor, potion of shield of faith; 
  Other Gear mwk chain shirt, mwk composite longbow (+2 
  Str) with 20 arrows, mwk falchion, elixir of hiding, 26 gp
  FUNGUS LESHY 
  CR 2
  Pathfinder RPG Bestiary 3 177  
  N Small plant (leshy, shapechanger)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 15 (2d8+6)
  Fort +6, Ref +2, Will +2
  Immune electricity, sonic, plant traits
  OFFENSE
  Speed 20 ft.
  Melee bite +2 (1d6), 2 claws +2 (1d3)
  Ranged puffball +4 (1 plus spores)
  Special Attacks spores
  Spell-Like Abilities (CL 4th; concentration +6)
  Constant—pass without trace
  STATISTICS
  Str 10, Dex 15, Con 16, Int 7, Wis 14, Cha 15
  Base Atk +1; CMB +0; CMD 12
  Feats Blind-Fight
  Skills Stealth +10 (+14 in swamps and underground), Survival +3 
  (+7 in swamps and underground); Racial Modifiers +4 Stealth 
  and Survival in swamps and underground
  Languages Druidic, Sylvan; plantspeech (fungi)
  SQ change shape (Small fungus; tree shape), verdant burst
  DESCRIPTION
  Mismatched eyes dot this plant creature’s thick mushroom 
  cap, while below works an overlarge maw set with pale 
  fungal teeth.
  SPECIAL ABILITIES
  Puffball (Ex) A fungus leshy can spit a puffball as a standard 
  action. If it hits, this attack deals 1 point of damage (this 
  damage is not modified by Strength) and affects the target 
  struck (but not adjacent targets) with the fungus leshy’s 
  spores. The puffball has a range increment of 20 feet.
  Spores (Ex) A fungus leshy is riddled with molds and spores. 
  Anytime a fungus leshy takes damage, a cloud of spores 
  bursts from its body, forcing all adjacent creatures to make a 
  DC 14 Fortitude save or have their vision reduced to 10 feet 
  for 1 minute. Spending a full-round action to wash one’s eyes 
  with water ends this effect. The save DC is Constitution-based.
  HARRYING BRUTE 
  CR 6
  Pathfinder RPG NPC Codex 99
  Human monk 7
  LN Medium humanoid (human)
  Init +5; Senses Perception +11
  DEFENSE
  AC 20, touch 16, flat-footed 18 (+4 armor, +1 Dex, +1 dodge, 
  +1 monk, +3 Wis)
  hp 45 (7d8+10)
  Fort +7, Ref +7, Will +9; +2 vs. enchantments
  Defensive Abilities evasion; Immune disease
  OFFENSE
  Speed 50 ft.
  Melee mwk sai +10 (1d4+4) or 
  unarmed strike flurry of blows +10/+10/+5 (1d8+4)
  Ranged dagger +6 (1d4+4/19–20)
  Special Attacks flurry of blows, stunning fist (7/day, DC 16)
  TACTICS
  Before Combat The monk drinks his potion of mage armor.
  Base Statistics Without mage armor, the monk’s statistics are 
  AC 16, touch 16, flat-footed 14.
  STATISTICS
  Str 18, Dex 13, Con 12, Int 10, Wis 16, Cha 8
  Base Atk +5; CMB +11; CMD 25
  Feats Combat Reflexes, Dodge, Improved Disarm, Improved 
  Initiative, Improved Unarmed Strike, Power Attack, Scorpion 
  Style, Step Up, Stunning Fist, Weapon Focus (unarmed strike)
  Skills Acrobatics +10 (+25 when jumping), Climb +9, 
  Intimidate +6, Knowledge (history) +5, Knowledge 
  
  30
  PATHFINDER SOCIETY SCENARIO
  (local) +3, Knowledge (religion) +6, Perception +11, Perform 
  (percussion) +6, Sense Motive +13, Swim +10
  Languages Common
  SQ fast movement, high jump, ki pool (6 points, magic), 
  maneuver training, purity of body, slow fall 30 ft., wholeness 
  of body
  Combat Gear potions of cure light wounds (2), potions of mage 
  armor (2), potions of magic weapon (2); Other Gear dagger, 
  mwk sai, belt of giant strength +2, cloak of resistance +1, 
  395 gp
  KIRRIX 
  CR 3
  Pathfinder RPG Monster Codex 184
  N Large magical beast
  Init +6; Senses blindsense 10 ft., darkvision 60 ft., low-light 
  vision, scent; Perception +9
  DEFENSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 34 (4d10+12)
  Fort +7, Ref +6, Will +2
  Immune disease
  OFFENSE
  Speed 30 ft., burrow 10 ft., climb 20 ft.
  Melee bite +7 (1d8+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks expel pathogens
  STATISTICS
  Str 18, Dex 15, Con 17, Int 5, Wis 12, Cha 8
  Base Atk +4; CMB +9; CMD 21 (29 vs. trip)
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Climb +12, Perception +9, Stealth +3
  Languages Common (can’t speak)
  SQ compression, harbor pathogens
  DESCRIPTION
  This sleek, weasel-like rodent has exaggerated whiskers and six 
  short but stout legs.
  SPECIAL ABILITIES
  Expel Pathogens (Ex) When a kirrix hits with its bite attack, 
  it can infect its target using its harbor pathogens ability (if 
  any) with one disease it has stored, even if that disease 
  can’t normally be contracted via an injury. It can do this a 
  number of times per day equal to its Constitution modifier. 
  Alternatively, a kirrix can expend two uses of this ability 
  to spray a disease in a 15-foot cone, exposing all creatures 
  in the cone to the disease even if it can’t normally be 
  contracted by contact. Doing so depletes the kirrix’s reserve 
  of that disease.
  Harbor Pathogens (Ex) A kirrix’s body has innate features that 
  let it clean up and contain diseases within ratfolk warrens. 
  A kirrix collects diseases by consuming them off of objects 
  or from the air (typically contact, ingested, or inhaled 
  diseases), by ministering to a diseased creature (typically 
  ingested or injury diseases), or by fighting a creature that 
  imparts diseases and being subjected to one. The kirrix can 
  store up to two types of diseases at a time in an organ near 
  its throat. (A typical kirrix has filth fever and bubonic plague 
  stored.) A kirrix can harmlessly digest an unwanted disease 
  as a full-round action. If the creature consumes a mold or 
  another substance that causes disease, it clears the surface 
  of disease. If it ingests a diseased creature’s blood (either by 
  licking an open wound or biting the creature), it can produce 
  an antiplague secretion, which it can use on itself or apply 
  to others. Treat this as though the kirrix were using the Heal 
  skill to treat disease with a +12 bonus.
  MYCELOID 
  CR 4
  Pathfinder RPG Bestiary 3 196
  NE Medium plant
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +6
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 37 (5d8+15)
  Fort +7, Ref +1, Will +4
  DR 5/slashing; Immune plant traits; Resist cold 10, fire 10, 
  sonic 10
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 20 ft.
  Melee 2 claws +6 (1d6+3 plus disease)
  Special Attacks spore cloud
  Spell-Like Ability (CL 6th; concentration +6)
  1/day—spore domination (DC 14)
  STATISTICS
  Str 17, Dex 11, Con 16, Int 9, Wis 12, Cha 10
  Base Atk +3; CMB +6; CMD 16
  Feats Improved Initiative, Iron Will, Skill Focus (Stealth)
  Skills Perception +6, Sense Motive +5, Stealth +9, Survival +5; 
  Racial Modifiers +4 Sense Motive, +4 Survival
  Languages Undercommon; telepathy 60 ft. (myceloids and 
  purple pox sufferers only)
  DESCRIPTION
  This shambling fungus creature bears a strong resemblance to a 
  rotund human, but with a mushroom cap for a head.
  SPECIAL ABILITIES
  Disease (Su) Purple Pox: inhaled or injury; save Fort DC 15; 
  onset 1 minute; frequency 1/day; effect 1d2 Wis and 1d2 Con 
  damage; cure 2 consecutive saves. A creature that dies of the 
  purple pox becomes bloated over the course of 24 hours, after 
  which its body bursts open, releasing a fully-grown myceloid. 
  Additionally, as long as a creature takes at least 7 points of 
  Wisdom damage from the purple pox, it must make a DC 15 
  Will save each day to avoid becoming affected by a lesser 
  geas (no HD limit) that compels the sickly character to seek 
  out the nearest myceloid colony in order to offer itself up for 
  spore domination. The save DCs are Constitution-based.
  
  31
  THE DEEPMARKET DECEPTION
  Spore Cloud (Ex) Once per day as a standard action, a myceloid 
  can expel a 10-foot-radius burst of spores centered on itself. 
  This cloud persists for 1d3 rounds. Any creature caught in this 
  cloud or that moves through it is exposed to the myceloid’s 
  purple pox disease—a creature need save only once 
  against any one spore cloud, however, before becoming 
  permanently immune to that particular spore cloud’s effects. 
  The spore cloud does not hamper vision.
  Spore Domination (Sp) This spell-like ability functions 
  as charm monster, but functions only against creatures 
  currently infected with purple pox.
  RATFOLK EXPEDITION LEADER 
  CR 7
  Pathfinder RPG Monster Codex 180
  Ratfolk ranger 8 (Pathfinder RPG Bestiary 3 231)
  N Small humanoid (ratfolk)
  Init +3; Senses low-light vision; Perception +14
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+4 armor, +3 Dex, +1 dodge, 
  +1 shield, +1 size)
  hp 72 (8d10+24)
  Fort +9, Ref +10, Will +4
  OFFENSE
  Speed 30 ft.
  Melee +1 two-bladed sword +9/+4 (1d3+4/19–20), mwk two-
  bladed sword +9/+4 (1d6+1/19–20)
  Ranged +1 composite longbow +13/+8 (1d6+3/×3)
  Special Attacks combat style (two-weapon), favored enemy 
  (animals +2, humans +4), swarming
  Ranger Spells Prepared (CL 5th; concentration +6)
  2nd—barkskin
  1st—endure elements, longstrider
  STATISTICS
  Str 14, Dex 16, Con 14, Int 12, Wis 12, Cha 8
  Base Atk +8; CMB +9; CMD 23
  Feats Dodge, Endurance, Exotic Weapon Proficiency (two-
  bladed sword), Improved Two-Weapon Fighting, Two-
  Weapon Defense, Two-Weapon Fighting, Weapon Focus 
  (two-bladed sword)
  Skills Climb +9, Craft (alchemy) +3, Handle Animal +6, Heal +8, 
  Knowledge (dungeoneering, geography, nature) +8, 
  Perception +14, Ride +10, Spellcraft +6, Stealth +18, 
  Survival +12, Swim +7 Racial Modifiers +2 Craft (alchemy), 
  +4 Handle Animal to influence rodents, +2 Perception, +2 Use 
  Magic Device
  Languages Common, Gnoll
  SQ favored terrain (desert +4, urban +2), hunter’s bond 
  (companions), surface sprinterMC, swift tracker, track +4, wild 
  empathy +7, woodland stride
  Combat Gear oil of magic weapon, potion of cure serious 
  wounds; Other Gear mithral chain shirt, +1 composite 
  longbow (+2 Str) with 20 arrows, +1/mwk two-bladed sword, 
  cloak of resistance +1, 149 gp
  RATFOLK TINKERER 
  CR 1
  Pathfinder RPG Monster Codex 178
  Ratfolk rogue 2 (Pathfinder RPG Bestiary 3 231)
  N Small humanoid (ratfolk)
  Init +7; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
  hp 16 (2d8+4)
  Fort +1, Ref +6, Will –1
  Defensive Abilities evasion
  OFFENSE
  Speed 20 ft.
  Melee mwk dagger +6 (1d3/19–20)
  Ranged light crossbow +5 (1d6/19–20)
  Special Attacks sneak attack +1d6, swarming
  STATISTICS
  Str 10, Dex 17, Con 13, Int 16, Wis 8, Cha 10
  Base Atk +1; CMB +0; CMD 13
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +8 (+4 when jumping), Appraise +8, Climb +5, 
  Craft (alchemy) +5, Disable Device +11, Escape Artist +8, 
  Knowledge (dungeoneering) +7, Knowledge (local) +7, 
  Perception +6, Sleight of Hand +8, Stealth +12, Swim +5, Use 
  Magic Device +7 Racial Modifiers +2 Craft (alchemy), +4 
  Handle Animal to influence rodents, +2 Perception, +2 Use 
  Magic Device
  Languages Common, Gnome, Goblin, Undercommon
  SQ rogue talents (finesse rogue), trapfinding +1
  Combat Gear potion of cure light wounds, potion of pass 
  without trace, acid, alchemist’s fire, mwk bolts (5), 
  tanglefoot bag; Other Gear leather armor, light crossbow 
  with 10 bolts, mwk dagger, mwk thieves’ tools, 121 gp
  RATFOLK TROUBLESHOOTER 
  CR 5
  Pathfinder RPG Monster Codex 178
  Ratfolk rogue 6 (Pathfinder RPG Bestiary 3 231)
  N Small humanoid (ratfolk)
  Init +4; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
  hp 42 (6d8+12)
  Fort +5, Ref +10, Will +4
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee mwk rapier +10 (1d4/18–20)
  Ranged hand crossbow +9 (1d3/19–20)
  Special Attacks sneak attack +3d6, swarming
  STATISTICS
  Str 11, Dex 18, Con 14, Int 12, Wis 12, Cha 8
  Base Atk +4; CMB +3; CMD 17
  Feats Deft Hands, Pack RatMC, Weapon Finesse
  Skills Acrobatics +13 (+9 when jumping), Appraise +7, Bluff +5, 
  
  32
  PATHFINDER SOCIETY SCENARIO
  Climb +6, Craft (alchemy) +3, Diplomacy +5, Disable 
  Device +20, Escape Artist +13, Knowledge (local) +10, 
  Perception +12, Sense Motive +10, Sleight of Hand +6, 
  Stealth +17, Use Magic Device +10 Racial Modifiers +2 
  Craft (alchemy), +4 Handle Animal to influence rodents, 
  +2 Perception, +2 Use Magic Device
  Languages Common, Undercommon
  SQ rogue talents (fast stealth, quick disable, trap spotter), 
  trapfinding +3
  Combat Gear elixir of hiding, potion of cure light wounds, 
  potions of invisibility (2), wand of shocking grasp (CL 4th, 
  12 charges), acid (2); Other Gear +1 studded leather, hand 
  crossbow with 10 bolts, mwk rapier, cloak of resistance +1, 
  grappling hook, mwk thieves’ tools, silk rope (50 ft.), 314 gp
  
  33
  THE DEEPMARKET DECEPTION
  
  PATHFINDER SOCIETY SCENARIO
  34
  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 #7-15: 
  The Deepmarket Deception
  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” means copyrighted material including derivative 
  works and translations (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, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or 
  audio representations; names 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 clearly identified 
  as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f ) “Trademark” means the 
  logos, names, mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products contributed to 
  the Open Game License by the Contributor (g) “Use”, “Used” or “Using” 
  means 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.
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  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 
  Game Content.
  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 of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  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 #7–15: The Deepmarket Deception © 2016, 
  Paizo Inc.; Author: Nathan King
  
  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
  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 #
  3–4
  6–7
  —
  647
  1,610
  —
  1,128
  1,293
  3,219
  —
  2,256
  Out of
  Subtier
  Pathfinder Society Scenario #7-15: 
  The Deepmarket Deception
  Curious Pipefox: Yrishi the pipefox wishes to continue adventuring with you. A spellcaster of at least 7th 
  level may take Yrishi as a familiar with the Improved Familiar feat. You must provide a copy of Pathfinder 
  RPG Bestiary 4 as if pipefoxes were available as in the Additional Resources document.
  Instead of taking Yrishi as a familiar, you can ask her to perform research for you. Cross the boon off 
  your Chronicle sheet before attempting a Knowledge (history or religion) check to treat your result as if 
  it were 25, even if you are not trained in the skill. Alternatively, you may gain a +5 bonus on the check.
  Marnarius’s Blade You defeated Tseka and claimed the blade that Marnarius gifted to her. You may 
  purchase a lesser sword of subtlety (see page 21). A lesser sword of subtlety is a +1 shortsword that provides a +2 
  bonus on its wielder’s attacks and damage rolls when he is making a sneak attack with it. If you played 
  this scenario in Subtier 6–7, you may purchase either a lesser sword of subtlety or sword of subtlety.
  Core Campaign
  Yekai Deathhand’s Marvel: Yekai Deathhand 
  invented the flask of reconcoction, a device that 
  duplicates potions. With his notes, you can 
  refine his invention over time. The flask grows 
  in power as you gain levels. If you purchase this 
  item, you earn less treasure to compensate for its 
  increased abilities. So long as you own the flask, 
  reduce all gold you earn on Chronicle sheets by 
  5% (rounded down) until you reach 14th level.
  The listed price assumes that you are 3rd or 
  4th level. If you purchase the item when you are 
  higher level, pay the cost listed for your level in 
  the bauble column on page 160 of Pathfinder RPG 
  Pathfinder Unchained instead of 300 gp. Likewise, 
  if you sell the item, use the corresponding value 
  to calculate its effective market price. See page 
  160 of Pathfinder Unchained for information 
  about scaling magic items. 
  FLASK OF RECONCOCTION
  PRICE
  300 GP
  SLOT none
  CL 4th
   WEIGHT  —
  AURA faint conjuration and divintion
   SCALING bauble
  CONSTRUCTION REQUIREMENTS
  COST 9,250 GP
  Craft Wondrous Item, alchemical allocationAPG
  This flask can hold a single ounce of liquid. If a potion of a 1st-
  level spell is poured into the flask, the flask’s interior analyzes 
  the potion. If the wielder drinks a potion directly from the flask, 
  the flask bubbles, as strange reagents mix within it. After 1 
  week, the flask produces a new potion of the same 1st-level 
  spell at minimum caster level. If anyone empties the flask 
  before the week is over, they gain no benefit and the flask 
  stops recreating the potion.The flask can reconcoct a potion of a 
  2nd level spell in a week if the owner is at least 8th level or in 
  a day if the owner is at least 10th level. The flask can reconcoct 
  a 3rd level potion in a week if its owner is at least 12th level, 
  or in a day if its owner is at least 14th level.
  All Subtiers
  Subtier 6–7
  antiplague (50 gp; Pathfinder RPG Advanced Player’s 
  Guide 182)
  cloak of resistance +1 (1,000 gp)
  flask of reconcoction (price varies)
  lesser sword of subtlety (9,310 gp)
  potion of remove disease (750 gp)
  purple worm poison (700 gp; limit 1)
  shadow essence (250 gp; limit 3)
  smelling salts (25 gp; Advanced Player’s Guide 182)
  wand of shocking grasp (CL 4th, 12 charges; 720 gp, 
  limit 1)
  +1 virulent shortsword (8,310 gp; Pathfinder RPG 
  Monster Codex 177)
  lesser selective metamagic rod (3,000 gp; Pathfinder 
  RPG Advanced Player’s Guide 295)
  nightmare vapor (injury poison; 1,800 gp, limit 1)
  oil of dispel magic (750 gp)
  potion of cure serious wounds (750 gp)
  sword of subtlety (22,310 gp)
  wand of heroism (5 charges, 1,125 gp)
  wand of shocking grasp (CL 4th, 12 charges, 720 gp, 
  limit 2)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 07/S07-15 - The Deepmarket Deception.pdf