TEXT: By Joshua Hennington
  Falcon’s Descent
  Falcon’s Descent
  PATHFINDER SOCIETY QUEST #13 
  TIER 1–4
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For 
  more information on scenario tags, see the Pathfinder Society Guide to Play at 
  organizedplayfoundation.org/paizo/guides/. This quest does not have any tags.
  Pathfinder Society Quest #13: Falcon’s Descent is a Pathfinder Society Quest designed for 1st- 
  through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). As a quest, this adventure is 
  designed to take about 1 hour to play. It is designed for play in the Pathfinder Society Organized 
  Play campaign but can easily be adapted for use with any world. For more information on 
  the Pathfinder Society campaign, how to read the attached Chronicle sheets, and how to find 
  games in your area, check out the campaign’s home page at PathfinderSociety.club.
  How To Play
  GM Resources
  Falcon’s Descent makes use of the Pathfinder Core Rulebook and Pathfinder Gamemastery 
  Guide, as well as the map Pathfinder Flip Tiles: Darklands Starter Set. All rules referenced in this 
  adventure are available in the free online Pathfinder Reference Document at paizo.com/prd.
  Table of Contents
  Falcon’s Descent . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Appendix 1: Subtier 1–2 Encounters . . . . . . . . . . . . . . .8
  Appendix 2: Subtiers 3–4 Encounters.  .  .  .  .  .  .  .  .  .  .  .  .  .9
  Appendix 3: Art and Handout .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  11
  GM References .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  Event Reporting Form.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  AUTHOR
  Joshua Hennington
  DEVELOPMENT LEAD
  James Case
  DESIGN LEAD
  Mark Seifter
  EDITING LEAD
  Leo Glass
  EDITOR
  Judy Bauer
  CONTRIBUTING ARTISTS
  Marko Horvatin and Raph Lomotan
  CARTOGRAPHER
  Jason Engle
  ART DIRECTION AND GRAPHIC DESIGN
  Sonja Morris and Tony Barnett
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Quest
  Falconʼs Descent
  • Candlestone Caverns
  • Candlestone Caverns
  Falcon’s Descent takes place in the Candlestone 
  Caverns, a cave complex on Andoran’s northern border 
  that stretches deep underground. More information on 
  Andoran can be found on pages 122–123 of Pathfinder 
  Lost Omens World Guide.
  WHERE ON GOLARION?
  ANDORAN
  ANDORAN
  By Joshua Hennington
  GM Synopsis
  This short quest features an exploration through 
  underground caverns, followed by a combat where 
  elevation and cover can be used by both the PCs and 
  their duergar opponents.
  Adventure Background
  The Eagle Knights of Andoran are a state-funded 
  military organization sworn to protect their homeland 
  and to destroy the vile institution of slavery and those 
  who profit from it. Their most well-known branch, 
  the Steel Falcons, has a reputation for bold operations 
  outside of Andoran’s borders throughout the Inner 
  Sea region, where agents disrupt and attack slaver 
  operations to liberate the people they’ve taken. 
  The young Eagle Knight lieutenant Evanno Pratt 
  (CG male human knight), an up-and-coming officer in 
  the Steel Falcons, was leading his squad back from a 
  mission of subversion and recruitment in Isger when 
  he learned of a band of duergars operating out of the 
  Candlestone Caverns who were raiding farmsteads and 
  merchant caravans to steal supplies and force people 
  into slavery. Evanno and his band have clashed with 
  duergars several times. During one of their crossings, 
  the Steel Falcons discovered, in the belongings of a slain 
  duergar, an ancient journal that had been penned by the 
  famed dwarven explorer named Ghelib.
  Evanno sent one of his knights to his old friend 
  Venture-Captain Brackett with a missive describing 
  the journal, promising to gift it and any other relics 
  of Ghelib the duergars might have in their possession 
  in exchange for the Pathfinder Society’s assistance in 
  cornering the evil slavers and bringing their raids to an 
  end once and for all.
  Adventure Summary
  The PCs are assigned to accompany the task force of 
  Lieutenant Evanno Pratt into the Candlestone Caverns to 
  pin down and wipe out the duergar raiders who have been 
  plundering the countryside. In exchange, the lieutenant 
  will provide a journal from the dwarven explorer Ghelib 
  that was found on a duergar corpse. Evanno explains 
  the situation and gives the PCs an incomplete map. 
  After venturing down into the Darklands, the PCs must 
  navigate a series of obstacles, both natural and duergar-
  made, as they find secret passageways and traverse the 
  treacherous underground. Upon reaching the cavern 
  where the trap is set, the PCs quickly are forced into 
  combat with a squad of duergars trying to flee the scene. 
  After dealing with the duergars, the PCs return to the 
  surface with not only the journal, but also an offer of 
  sponsorship into the Eagle Knights’ ranks.
  Getting Started
  The PCs start their adventure at the edge of the nation of 
  Andoran, just outside of an Eagle Knight encampment. 
  Give the players Handout: Brackett’s Assignment (page 
  13). Upon their arrival, a Steel Falcons ensign directs the 
  PCs to meet Lieutenant Pratt on a pavilion overlooking 
  an entrance to the Candlestone Caverns. There, they find 
  Evanno Pratt standing in front of a map, coordinating 
  tactics with other Eagle Knights. All around, the PCs can 
  see several soldiers building sturdy wooden barricades, 
  which they bring to the tunnels below. As the PCs 
  approach Evanno, read or paraphrase the following.
  “Ah! I see the Pathfinders have arrived.” An Eagle Knight officer 
  steps aside from the ranks, doffing his hat jovially. “Pleased to 
  meet you all! Lieutenant Evanno Pratt, at your service. But you 
  can call me Evanno, or Ev.” He smiles as he waves your group 
  over to a table bearing several incomplete maps, labeled as 
  depicting nearby sections of the Candlestone Caverns. “We’ve 
  been dealing with a problem these past few weeks that a bit 
  of collaboration should be able to solve. A group of duergars 
  from the Candlestone Caverns have emerged, raiding the 
  nearby lands for slaves and supplies. We’re not sure if they’re 
  a scouting party, colonists, or something else; frankly, it 
  doesn’t matter to us. They’re abducting Andoren citizens, 
  
  4
  Pathfinder Society Quest
  Falconʼs Descent
  and that’s not something we can allow to stand.” Evanno’s 
  expression darkens slightly. “We’ve been setting up some 
  barricades in Candlestone, blocking off several passageways. 
  Our plan is to force the duergars into this cavern right here, 
  forming a two-pronged assault to wipe those filthy slavers 
  out before they can escape deeper into the Darklands. The 
  second prong,” he gestures to your group, “is right here in 
  front of me. When my platoon found that journal on a duergar 
  body, I knew that good ol’ Brackett would send some of his 
  finest in exchange for it—and you all certainly seem capable. 
  The placement of barricades is nearly done, and we want 
  you to meet us there through the fastest means necessary; 
  once they realize our trap, we need to act quickly. This 
  map’s incomplete, so feel free to depart from it if you find 
  a faster route. Any questions?”
  Before the mission begins, Evanno 
  answers any of the PCs’ questions that 
  he can while the final barricades are 
  being set up. 
  Who are the Eagle Knights? 
  Evanno’s grin widens. “We are 
  the military of Andoran! We are 
  sworn to protect our homeland 
  within and without from wicked 
  organizations that seek to undo 
  it. We have a particular enmity 
  toward slavers, as I’m sure 
  you can tell. My platoon 
  here represents one of our 
  branches, the Steel Falcons, 
  who do whatever must be 
  done for freedom’s sake.”
  Who 
  are 
  duergars? 
  Evanno grimaces dourly. 
  “They’re a bunch of 
  dwarves 
  who 
  went 
  rogue—I 
  don’t 
  know 
  the whole story about 
  how they became the 
  monsters they are now, 
  but they enslave other 
  creatures above and 
  below 
  the 
  surface 
  without a care. Those 
  scum work people to death—the sooner 
  we’re rid of them, the better.”
  In addition, the PCs might know 
  additional pieces of information 
  regarding 
  duergars. 
  Additional 
  details they might know are given 
  in Lore (Duergar or Dwarf) below.
  Diplomacy (Gather Information) or Nature/ 
  Underground Lore (Recall Knowledge)
  By asking the various knights in camp, the PCs can gain 
  an idea of the caverns, the Darklands, and what their 
  upper layer may hold in store for them. A PC who 
  succeeds at a DC 15 check to Gather Information or 
  Recall Knowledge check might have already received 
  such information before the adventure began. If using 
  Underground Lore or another applicable Lore skill, 
  the DC is 12. A failure indicates no significant 
  information is gleaned, while a critical success 
  indicates information beyond the success entry. 
  Remember that these are secret checks.
  Critical Success The highest layer of the Darklands 
  is known as Nar-Voth. Duergars are one of its 
  primary menaces, and they leave explosives 
  strewn throughout caverns as well as 
  cryptic inscriptions that can lead to 
  secret passageways.
  Success The Candlestone Caverns are 
  a gateway between the Darklands 
  and 
  Andoran. 
  Its 
  tunnels 
  can 
  be treacherous, and many an 
  adventurer has either gotten lost 
  in the caves or fallen victim to 
  an unexpected plunge.
  Critical Failure The 
  upper 
  layers of the Darklands 
  are overgrown with 
  bizarre plants and 
  fungi. Vegepygmies 
  are one of the greatest 
  threats of these subterranean jungles, 
  infecting duergars and other natives 
  with their spores.
  Lore (Duergar or Dwarf)
  A PC who is trained in Duergar 
  Lore or Dwarf Lore or has the 
  Vengeful Hatred ancestry feat 
  with duergars as their ancestral 
  foe automatically knows that 
  duergars are dwarves who refused 
  to venture to the surface and came to 
  worship the evil god Droskar. Their time 
  underground has exposed them to occult 
  energies that allow them to turn invisible 
  and grow in size for a short time. They 
  take slaves, following the code laid 
  out in a series of tomes known 
  as Successful Methods for the 
  Enslavement of Lesser Races.
  Evanno Pratt
  
  5
  Pathfinder Society Quest
  Falconʼs Descent
  GM Instructions
  Give the PCs an opportunity to slot their boons for this 
  adventure if they have not already done so, and remind 
  them that they each have 1 Hero Point available. The PCs 
  can purchase supplies from this camp before departing.
  Onward and Downward
  When the party is ready, Lieutenant Brackett cheerfully 
  directs them to a tunnel leading to the cavern where the 
  duergars are to be cornered. He reminds the PCs that the 
  way there is long, and that time is of the essence to catch 
  the duergars in the pincer maneuver. 
  After about an hour’s travel down the caverns 
  following the map given, the PCs come across a cave-
  in blocking the main path forward, but also find a side 
  tunnel that was not marked on Evanno’s map. Any PC 
  trained in Survival, Engineering Lore, or Geography Lore 
  realizes that this is a shorter and faster, but potentially 
  more treacherous path. 
  This journey through the shortcut tunnels marks the 
  beginning of a skill challenge. Each obstacle describes 
  the number of PCs who can or must participate. The 
  PCs can take up to one 10-minute break during this skill 
  challenge, but doing so means they must rush to reach 
  the cavern where they are expected in time, and grants 
  the duergar a +2 circumstance bonus to their initiative 
  checks in the final encounter. 
  A Sudden Dive
  The tunnel plunges into a steep decline too tall and uneven 
  to simply walk down. Each PC must attempt a skill check 
  for this obstacle. PCs can attempt a DC 15 Acrobatics 
  check (DC 18 in Subtier 3–4) to Balance as they walk 
  downward, a DC 15 Athletics check (DC 18 in Subtier 
  3–4) to Climb down the slope, or a DC 17 Survival check 
  (DC 20 in Subtier 3–4) to Track where previous denizens 
  safely traversed the path.
  Critical Success The PC efficiently traverses the slope and 
  saves a large amount of time, enabling them to assist 
  others. If one other PC fails this check, that PC succeeds 
  instead; alternatively, if one other PC critically fails, that 
  PC merely fails instead.
  Success The PC makes it down the slope without incident.
  Failure The PC slips down the slope, taking 1d6 slashing 
  damage from the sharp rocks (3d6 in Subtier 3–4).
  Critical Failure The PC tumbles down the slope, taking 2d6 
  slashing damage from the sharp rocks (5d6 in Subtier 3–4).
  Hints of Entrapment
  The PCs find that the sharp slope ends in a wandering 
  cavern. As the PCs make their way around its perimeter, 
  they find a metallic grate securing the only apparent 
  exit from the room. The grate appears to be completely 
  sealed, with no knob, lock, or other mechanism to open 
  it. Near the grate, an inscription in a mixture of Dwarven 
  and Undercommon glows faintly on the wall.
  Each PC can attempt a DC 18 Occultism check (DC 
  21 in Subtier 3–4), a DC 19 Religion check (DC 22 in 
  Subtier 3–4), or a DC 16 Society check (DC 22 in Subtier 
  3–4) to Decipher Writing. Increase these DCs by 1 for a 
  table of six players. A PC who knows both Dwarven and 
  Undercommon gains a +1 circumstance bonus to checks 
  against this obstacle, while one who can read neither 
  takes a –1 circumstance penalty. Use the best result to 
  determine the outcome below.
  Critical Success The PC realizes the text draws heavily on 
  Successful Methods for the Enslavement of Lesser Races, but 
  between quotations, text alludes to two hidden switches near 
  the grate that, if pushed at the same time, cause it to open. 
  Additionally, the PC gains insight into duergars’ thinking. 
  Duergars in the final encounter take a –1 circumstance 
  penalty to their saves against the PCs’ effects.
  Success The PC realizes the text draws heavily on Successful 
  Methods for the Enslavement of Lesser Races, but between 
  quotations, text alludes to two hidden switches near the 
  grate that, if pushed at the same time, cause it to open.
  Failure The PCs misunderstands the passage and fails to 
  uncover the door mechanism. It takes a significant amount 
  of time for the PCs to physically open the door. They take 
  a –1 circumstance penalty to initiative checks in area B; 
  increase this penalty to –3 if the PCs also fail the check in 
  Meandering Passageways (page 7).
  Explosive Entry
  A low rumble can be heard nearby as a spider the size of 
  a halfling is blown against the wall, reeking of corrosive 
  stench and clearly dead. The duergars placed some 
  bombs nearby in a makeshift trap, and now the PCs have 
  to make their way past them! Only one PC can attempt 
  the check, though other PCs can Aid. They can attempt a 
  DC 16 Crafting check (DC 19 in Subtier 3–4) to Recall 
  Knowledge regarding the bombs’ composition, a DC 17 
  Perception check (DC 20 in Subtier 3–4) to Seek where 
  any hidden bombs might lie, or a DC 15 Thievery check 
  (DC 18 in Subtier 3–4) to disable the obvious traps. 
  Critical Success The PC successfully disables the bomb trap, 
  and the PC salvages two lesser acid flasks (two moderate 
  acid flasks in Subtier 3–4). 
  Success The PC successfully disables the bomb trap. 
  Failure The PC detonates the trap; they and any other PCs 
  who were Aiding them take 1d6 acid damage (3d6 acid 
  damage in Subtier 3–4).
  Critical Failure The PC not only sets the trap off, but mixes 
  the flasks together in such a way the resultant explosion 
  
  6
  Pathfinder Society Quest
  Falconʼs Descent
  A. Onward and Downward
  A. Onward and Downward
  1 square = 5 feet
  1 square = 5 feet
  Pathfinder Flip-Tiles: Darklands Starter Set
  Pathfinder Flip-Tiles: Darklands Starter Set
  PCs Start Here
  PCs Start Here
  5 ft.
  5 ft.
  10 ft.
  10 ft.
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  C
  
  7
  Pathfinder Society Quest
  Falconʼs Descent
  is even more powerful. They and any other PCs who were 
  Aiding them take 2d6 acid damage (5d6 acid damage in 
  Subtier 3–4).
  Meandering Passageways
  As the PCs traverse farther into the tunnels, they hear 
  the sounds of pitched battle between the Eagle Knights 
  and the duergars far in the distance, but they’re at a 
  risk of becoming lost if they charge forward too hastily! 
  With time pressure bearing down, one PC must take the 
  lead. Only one PC can attempt the check to guide the 
  party there, though other PCs can Aid. They can attempt 
  a DC 15 Nature check (DC 18 in Subtier 3–4), a DC 
  12 Underground Lore check (DC 15 in Subtier 3–4) to 
  Recall Knowledge about underground terrain, 
  or a DC 16 Survival check (DC 19 in Subtier 
  3–4) to Sense Direction.
  Critical Success The PCs make such good 
  time that the duergars are still getting their 
  bearings when the stragglers take on the PCs. 
  Each PC gains a +1 circumstance bonus to their 
  initiative roll in area B.
  Success The PCs navigate the tunnels.
  Failure The PCs get turned around and lost, 
  hampering their readiness. They take a 
  –2 circumstance penalty to initiative 
  in area B. This penalty increases to 
  –3 if the PCs also failed the Hints of 
  Entrapment challenge (page 5).
  A. A Foiled 
  Escape Moderate
  As the PCs exit the winding tunnels, 
  they enter a large cavern that is 
  barricaded at several points. Use the 
  map on page 6 for this encounter.
  Creatures: The Eagle Knights 
  are fighting the duergars in 
  one corner of the room, 
  and suddenly a smaller 
  group of duergars routs and 
  heads straight for the PCs! 
  The duergars may be cornered, but they 
  know the terrain better than the PCs. 
  They take advantage of any rocky 
  growths and elevations on the 
  map to harass the PCs, keeping 
  their distance as long as they can; any sharpshooters 
  open with their bolas bolts. They 
  all fight to the death.
  Duergar Sharpshooter
  Subtier 1–2
  DUERGAR BOMBARDIER 
  CREATURE 1
  Page 8
  DUERGAR SHARPSHOOTER 
  CREATURE 0
  Page 8, art on page 12
  Subtier 3–4
  ELITE DUERGAR TASKMASTER 
  CREATURE 3
  Page 9
  DUERGAR BOMBARDIER 
  CREATURE 1
  Page 9
  DUERGAR SHARPSHOOTER 
  CREATURE 0
  Page 10, art on page 12
  Conclusion
  With the duergar threat neutralized, the Eagle 
  Knights and the PCs are free to celebrate 
  once they return to the surface. Lieutenant 
  Evanno is particularly impressed with 
  the PCs’ feats, and offers them his 
  personal set of Golden Legion epaulets 
  in addition to Ghelib’s journal, to 
  commemorate this day of alliance 
  (Pathfinder Lost Omens World 
  Guide 124). As they part ways, he 
  offers to sponsor any of them for 
  membership into the 
  Eagle Knights, if they 
  feel so inclined.
  Primary Objective
  PCs fulfill their primary 
  objective if they defeat their 
  helping of the duergars, and secure 
  Ghelib’s journal. Doing so earns each 
  PC 1 Fame and 1 Reputation for any 
  faction associated with their currently 
  slotted faction boon.
  
  8
  Pathfinder Society Quest
  Falconʼs Descent
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustments. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Add one duergar sharpshooter 
  to the encounter.
  12–13 Challenge Points: Add one duergar bombardier 
  to the encounter.
  14–15 Challenge Points: Add one duergar sharpshooter 
  and one duergar bombardier to the encounter.
  16–18 Challenge Points (5+ players): Add three 
  duergar sharpshooters to the encounter.
  SCALING ENCOUNTER A
  Appendix 1: Subtier 1–2 
  Encounters
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario. These encounters are written for four 1st-level 
  PCs. If your group has a different composition or size, 
  refer to the Challenge Points section of GM References 
  (page 15) for instructions on how to use the scaling 
  sidebars to adjust the encounters for your group. 
  Encounter A (Subtier 1–2)
  The rocks and columns (marked with C) provide cover. 
  The duergars here have taken up an elevated position on 
  a stone pillar. The first level of the pillar is 5 feet high, and 
  the second is an additional 5 feet high (10 feet from the 
  ground). The duergars drop prone and Take Cover to better 
  make ranged attacks against the PCs below. If forced to 
  give up their position, they take advantage of any rocky 
  outcroppings and elevations on the map to harass the PCs, 
  sniping and keeping their distance; any sharpshooters open 
  with their bolas bolts. They all fight to the death for the 
  glory of Droskar.
  DUERGAR BOMBARDIER 
  CREATURE 1
  LE
  MEDIUM
  DUERGAR
  DWARF
  HUMANOID
  Perception +4; darkvision
  Languages Common, Dwarven, Undercommon
  Skills Acrobatics +6, Crafting +6, Occultism +6, Stealth +6, 
  Survival +4
  Str +1, Dex +3, Con +2, Int +3, Wis +1, Cha –1
  Items alchemist’s tools, infused lesser acid flask (2), infused 
  lesser alchemist’s fire (2), infused reagents (2), studded 
  leather, warhammer
  Infused Items A duergar bombardier’s items listed as infused 
  last for 24 hours, or until the next time they make their 
  daily preparations.
  AC 18; Fort +7, Ref +8, Will +4; +2 status to all saves vs. 
  magic
  HP 20
  Light Blindness When first exposed to bright light, the 
  duergar is blinded until the end of their next turn. After this 
  exposure, light doesn’t blind them again until after they 
  spend 1 hour in darkness. However, as long as the duergar 
  is in an area of bright light, they’re dazzled.
  Speed 20 feet
  Melee � warhammer +4 (shove), Damage 1d8+1 bludgeoning
  Ranged � bomb +8 (range increment 30 feet, splash), 
  Damage varies by bomb
  Occult Innate Spells DC 17; 2nd enlarge (self only), invisibility 
  (self only)
  Alchemical Formulas (1st) lesser acid flask, lesser alchemist 
  fire, lesser tanglefoot bag
  Far Lobber The duergar bombardier has a range increment of 
  30 feet with their bombs instead of 20 feet.
  Quick Alchemy � The duergar bombardier creates a single 
  alchemical item from their formula book (see Alchemical 
  Formulas). This item has the infused trait, but it remains 
  potent only until the start of the duergar bombardier’s 
  next turn.
  Quick Bomber � The duergar can use Interact to draw a 
  bomb, then Strike with it.
  DUERGAR SHARPSHOOTER 
  CREATURE 0
  LE
  MEDIUM
  DUERGAR
  DWARF
  HUMANOID
  Perception +4; darkvision
  Languages Common, Dwarven, Undercommon
  Skills Athletics +3, Stealth +5
  Str +1, Dex +3, Con +3, Int +0, Wis +2, Cha –2
  Items chain shirt, crossbow (3 bola bolts and 10 bolts), light mace
  AC 17; Fort +7, Ref +7, Will +4; +2 status to saves vs. magic
  HP 16
  Light Blindness When first exposed to bright light, the 
  duergar is blinded until the end of their next turn. After this 
  exposure, light doesn’t blind them again until after they 
  spend 1 hour in darkness. However, as long as the duergar 
  is in an area of bright light, they’re dazzled.
  Speed 20 feet
  Melee � light mace +5 (agile, finesse, shove), Damage 1d4+1 
  bludgeoning
  Ranged � crossbow +7 (range increment 120 feet, reload 1), 
  Damage 1d8 piercing or bola bolt
  Occult Innate Spells DC 12; 2nd enlarge (self only), invisibility 
  (self only)
  Bola Bolt This shot deals no damage, but on a hit, the target 
  must succeed at a DC 16 Reflex save or be knocked prone 
  and immobilized until it is freed with a successful DC 15 
  check to Escape. This check can be attempted either by the 
  target or by a creature adjacent to the target.
  
  9
  Pathfinder Society Quest
  Falconʼs Descent
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustments. These adjustments are 
  not cumulative.
  19–22 Challenge Points: Add one duergar bombardier 
  to the encounter.
  23–27 Challenge Points: Add one elite duergar 
  taskmaster to the encounter.
  28–32 Challenge Points: Add one duergar bombardier 
  and one elite duergar taskmaster to the encounter.
  33+ Challenge Points: Add two duergar bombardiers 
  and one elite duergar taskmaster to the encounter.
  SCALING ENCOUNTER A
  Appendix 2: Subtier 3–4 
  Encounters
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario. These encounters are written for four 3rd-level 
  PCs. If your group has a different composition or size, 
  refer to the Challenge Points section of GM References 
  (page 15) for instructions on how to use the scaling 
  sidebars to adjust the encounters for your group. 
  Encounter A (Subtier 3–4)
  The rocks and columns (marked with C) provide cover. The 
  duergars here have taken up an elevated position on a stone 
  pillar. The first level of the pillar is 5 feet high, and the second 
  is an additional 5 feet high (10 feet from the ground). The 
  duergars drop prone and Take Cover to better make ranged 
  attacks against the PCs below. If forced to give up their 
  position, they take advantage of any cover and elevations 
  on the map to harass the PCs, sniping and keeping their 
  distance; any sharpshooters open with their bolas bolts. 
  They all fight to the death for the glory of Droskar.
  ELITE DUERGAR TASKMASTER 
  CREATURE 3
  LE
  MEDIUM
  DUERGAR
  DWARF
  HUMANOID
  Perception +10; darkvision
  Languages Common, Dwarven, Undercommon
  Skills Athletics +9, Deception +9, Intimidation +9, Occultism 
  +7, Religion +8, Survival +8
  Str +2, Dex +0, Con +2, Int +0, Wis +2, Cha +3
  Items chain mail, maul, religious symbol
  AC 20; Fort +10, Ref +6, Will +10; +2 status to all saves vs. 
  magic, iron mind
  HP 45
  Iron Mind Duergar taskmasters automatically disbelieve all 
  illusions of 1st level or lower.
  Light Blindness When first exposed to bright light, the 
  duergar is blinded until the end of their next turn. After this 
  exposure, light doesn’t blind them again until after they 
  spend 1 hour in darkness. However, as long as the duergar 
  is in an area of bright light, they’re dazzled.
  Speed 20 feet
  Melee � maul +10 (shove), Damage 1d12+4 bludgeoning
  Divine Prepared Spells DC 20; 1st fear, harm, magic weapon, 
  Cantrips (1st) detect magic, shield
  Occult Innate Spells DC 20; 2nd enlarge (self only), invisibility 
  (self only)
  Take Them Down! � The duergar taskmaster smashes their 
  maul into the ground and invokes Droskar’s name to rally 
  their allies to action. All allied duergars of equal or lower 
  level that are within 20 feet of the duergar taskmaster gain 
  a +1 status bonus to attack rolls and damage rolls until the 
  end of the duergar taskmaster’s next turn.
  DUERGAR BOMBARDIER 
  CREATURE 1
  LE
  MEDIUM
  DUERGAR
  DWARF
  HUMANOID
  Perception +4; darkvision
  Languages Common, Dwarven, Undercommon
  Skills Acrobatics +6, Crafting +6, Occultism +6, Stealth +6, 
  Survival +4
  Str +1, Dex +3, Con +2, Int +3, Wis +1, Cha –1
  Items alchemist’s tools, infused lesser acid flask (2), infused 
  lesser alchemist’s fire (2), infused reagents (2), studded 
  leather, warhammer
  Infused Items A duergar bombardier’s items listed as infused 
  last for 24 hours, or until the next time they make their 
  daily preparations.
  AC 18; Fort +7, Ref +8, Will +4; +2 status to all saves vs. magic
  HP 20
  Light Blindness When first exposed to bright light, the 
  duergar is blinded until the end of their next turn. After this 
  exposure, light doesn’t blind them again until after they 
  spend 1 hour in darkness. However, as long as the duergar 
  is in an area of bright light, they’re dazzled.
  Speed 20 feet
  Melee � warhammer +4 (shove), Damage 1d8+1 bludgeoning
  Ranged � bomb +8 (range increment 30 feet, splash), 
  Damage varies by bomb
  Occult Innate Spells DC 17; 2nd enlarge (self only), invisibility 
  (self only)
  Alchemical Formulas (1st) lesser acid flask, lesser alchemist 
  fire, lesser tanglefoot bag
  Far Lobber The duergar bombardier has a range increment of 
  30 feet with their bombs instead of 20 feet.
  Quick Alchemy � The duergar bombardier creates a single 
  alchemical item from their formula book (see Alchemical 
  Formulas). This item has the infused trait, but it remains 
  potent only until the start of the bombardier’s next turn.
  Quick Bomber � The duergar can use Interact to draw a 
  bomb, then Strike with it.
  
  10
  Pathfinder Society Quest
  Falconʼs Descent
  DUERGAR SHARPSHOOTER 
  CREATURE 0
  LE
  MEDIUM
  DUERGAR
  DWARF
  HUMANOID
  Perception +4; darkvision
  Languages Common, Dwarven, Undercommon
  Skills Athletics +3, Stealth +5
  Str +1, Dex +3, Con +3, Int +0, Wis +2, Cha –2
  Items chain shirt, crossbow (3 bola bolts and 10 bolts), light 
  mace
  AC 17; Fort +7, Ref +7, Will +4; +2 status to saves vs. magic
  HP 16
  Light Blindness When first exposed to bright light, the 
  duergar is blinded until the end of their next turn. After this 
  exposure, light doesn’t blind them again until after they 
  spend 1 hour in darkness. However, as long as the duergar 
  is in an area of bright light, they’re dazzled.
  Speed 20 feet
  Melee � light mace +5 (agile, finesse, shove), Damage 1d4+1 
  bludgeoning
  Ranged � crossbow +7 (range increment 120 feet, reload 1), 
  Damage 1d8 piercing or bola bolt
  Occult Innate Spells DC 12; 2nd enlarge (self only), invisibility 
  (self only)
  Bola Bolt This shot deals no damage, but on a hit, the target 
  must succeed at a DC 16 Reflex save or be knocked prone 
  and immobilized until it is freed with a successful DC 15 
  check to Escape. This check can be attempted either by the 
  target or by a creature adjacent to the target.
  
  11
  Pathfinder Society Quest
  Falconʼs Descent
  Appendix 3: Art and handout
  Evanno Pratt
  
  12
  Pathfinder Society Quest
  Falconʼs Descent
  Duergar Sharpshooter
  
  13
  Pathfinder Society Quest
  Falconʼs Descent
  Handout: Brackett’s Assignment
  To my trusted allies,
  I hope that this letter finds you well. An acquaintance of mine has reached out to the Pathfinder Society regarding 
  a treasure that we cannot afford to pass up—a journal that once belonged to the accredited dwarven spelunker Ghelib. 
  The namesake of Ghelib’s Fissure in the Candlestone Caverns, he gave the surface world much of our knowledge of 
  the upper layers of the Darklands before he disappeared on an expedition. Any additional insights the journal contains 
  would be invaluable to the Society.
  The journal, of course, comes with a small price: my friend and former protégé, Evanno Pratt, is a lieutenant in the 
  Steel Falcons, one of the three branches of Andoran’s Eagle Knights. They’ve been monitoring a duergar raiding party 
  that has been plundering the surface, and they are requesting our help to put a stop to these attacks. 
  Not only would the retrieval of Ghelib’s journal represent a significant scholarly find, but a joint operation with the 
  Steel Falcons also could be an excellent way to rebuild Andoran’s relationship with the Society. Make a good impression 
  with the Eagle Knights, and stay on your toes underground. Even the upper layers of the Darklands can be treacherous.
  Yours most sincerely,
  Venture-Captain Brackett
  
  14
  Pathfinder Society Quest
  Falconʼs Descent
  Area A, Page 6
  Area A, Page 6
  DA0
  DA0
  02B
  02B
  DA0
  DA0
  05B
  05B
  DA0
  DA0
  36B
  36B
  DA0
  DA0
  08B
  08B
  DA0
  DA0
  23B
  23B
  DA0
  DA0
  27B
  27B
  DA0
  DA0
  31B
  31B
  DA0
  DA0
  07B
  07B
  DA0
  DA0
  25B
  25B
  DA0
  DA0
  06A
  06A
  DA0
  DA0
  28A
  28A
  DA0
  DA0
  09A
  09A
  
  15
  Pathfinder Society Quest
  Falconʼs Descent
  GM References
  Treasure Table
  Level
  Gold Earned
  1
  3.5 gp
  2
  5.5 gp
  3
  9.5 gp
  4
  16 gp
  Chronicle Sheet 
  If the PCs defeat the duergars, they earn access to Golden 
  Legion epaulets on their Chronicle Sheets.
  Challenge Points per PC
  Challenge Points and Subtier
  Level
  Challenge Points
  1
  2
  2
  3
  3
  4
  4
  6
  CP Total
  Subtier
  8–14
  1–2
  16–18 (5+ players)
  1–2
  16–18 (4 players)
  3–4
  19+
  3–4
  Challenge Points
  Challenge Points are a system for scaling the difficulty 
  of encounters appropriately for groups of mixed size 
  and level. Total up the number of Challenge Points 
  your group has, using the Challenge Points per PC table 
  above. Next, use the Challenge Points and Subtier table 
  above to determine which Subtier is appropriate for 
  your PCs. Subtier 1–2 encounters appear in Appendix 
  1 (page 8), and Subtier 3–4 encounters appear in 
  Appendix 2 (page 9).
  
  16
  Pathfinder Society Quest
  Falconʼs Descent
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  -2
  -2
  -2
  -2
  -2
  -2
  -2
  
  17
  Pathfinder Society Quest
  Falconʼs Descent
  OPEN GAME LICENSE VERSION 1.0A
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
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  Pathfinder Society Quest #13: Falcon’s Descent © 2020, Paizo Inc.; Authors: Joshua 
  Hennington.
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  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 1–2
  2
  SUBTIER 3–4
  H5W9
  Herolab Code
  Character Chronicle #
  Pathfinder Society Quest #13: 
  Falcon’s Descent
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  Golden Legion epauletsU (level 3, 55 
  gp, Pathfinder Lost Omens World 
  Guide 124)
  Golden Legion epauletsU (level 3, 55 
  gp, Pathfinder Lost Omens World 
  Guide 124)
  For too long, bands of duergar slavers have used the Candlestone Caverns of Andoran to cross into and raid the surface world. You 
  successful aided the Eagle Knights in tracking down a band of duergar and stopping them, not only making Andoran a bit safer, but 
  also forging strong relationships between the Eagle Knights and the Pathfinder Society.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/PF2 Quest #13 Falcon's Descent.pdf