TEXT: By Garrett Guillotte
  Out Of AnArchy
  PATHFINDER SOCIETY SCENARIO #6–22 
  TIER 1–5
  
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  Pathfinder Society Scenario #6–22: Out of Anarchy is a Pathfinder Society Scenario designed for 1st to 5th level characters 
  (Tier 1–5, Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society Organized Play campaign, 
  but can easily be adapted for use with any world.
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  Out of Anarchy
  Pathfinder Society Scenario #6–22
  
  Cheliax
  • Pezzack
  • Devil’s Perch
  Arcadian
  Ocean
  3
  blockade hit, Olandil was on a mission to research safe 
  houses and potential Pathfinder contacts throughout 
  the empire, and the Decemvirate believes that Olandil’s 
  information, though a little outdated, may prove 
  invaluable in the months ahead. As a secondary concern, 
  the recent efforts of the Shadow Lodge continue to 
  encourage the Decemvirate to rescue more of its agents 
  from precarious situations. 
  To survive on his own in a revolution-torn town, 
  Olandil made several unfortunate decisions that left him 
  beholden to the town’s four major factions. He’s cornered 
  himself within Pezzack’s power struggle, and his latest 
  plea for help may be the last he can make before his past 
  indiscretions overwhelm him.
  T
  he Chelish coastal town of Pezzack has never 
  accepted rule by the house of Thrune.  When the 
  first Thrune-appointed governor arrived in Pezzack, 
  the citizens swiftly removed what they believed to be a 
  tyrant, propelled into power by lies and deceit that 
  betrayed the very nature of what it meant to be a Chelish 
  citizen. The town declared itself an independent city-
  state loyal to the recently deceased god Aroden. House 
  Thrune decided to make an example of Pezzack, and 
  ordered the deposed governor and his loyal Hellknights 
  to burn the town to the ground, an event that came to be 
  known as the First Ashes. Despite this act of destruction, 
  Pezzack rose again from the fiery rubble. Pezzack 
  maintained its reputation as a hotbed for revolutionary 
  ideas, and anyone with revolution on their minds flocked 
  to the town and built it anew. These revolutionaries 
  shared ideas in secret meetings, and became famous for 
  their satirical treatises and radical plays criticizing the 
  Chelish government.
  In 4710 ar, Pezzack erupted in open rebellion.  The 
  town’s Chelish governor shut down a scandalous play 
  by the liberationist playwright Amalia Wraxton, and 
  ordered the deaths of a famous writer and popular actress. 
  In the ensuing chaos, the rebellious Pezzacki killed the 
  governor, and the neighboring strix burned down much 
  of the town in the devastating Second Ashes. The Chelish 
  navy began a careful but complete blockade that has not 
  relented in the five years since.
  With the strix in control of the mountains and the 
  navy in control of the seas, the citizens of Pezzack were 
  trapped. Among those trapped in the town was Olandil, 
  a veteran Pathfinder sent to assess Society interests in 
  the diabolical empire. Olandil initially tried and failed 
  to flee as the blockade formed, and instead of risking his 
  life to try again, he settled in and waited for a Society 
  extraction team that never came. 
  The Decemvirate may not have cared about Olandil’s 
  fate years ago, but with the rumors of growing unrest 
  in Cheliax, the Decemvirate believes it may soon be able 
  to establish a new foothold in the empire. Before the 
  Out of Anarchy
  By GArrett GuillOtte
  WHERE ON GOLARION?
  Out of Anarchy takes place in the western Chelish town of 
  Pezzack, nestled between the rocky spires of Devil’s Perch 
  and the Arcadian Ocean’s Sallow Coast. To learn more about 
  Pezzack, see the Pezzack chapter of Pathfinder Campaign 
  Setting: Towns of the Inner Sea. The Pathfinder Tales novels 
  Nightglass and Nightblade by Liane Merciel are also partially 
  set in Devil’s Perch and Pezzack, respectively. All three of 
  these books are available at bookstores and game stores 
  everywhere, and online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  SUMMARY
  The PCs land a coveted tour on the crew of Venture-
  Captain Calisro Benarry’s Grinning Pixie, also known as 
  the Arcadian Mariner’s Lodge. What they don’t know is 
  that Benarry picked them for their relatively low profiles 
  to give them a specific, bold mission: to recover Olandil, a 
  nearly forgotten Pathfinder stranded in Pezzack since the 
  start of its most recent rebellion.
  To survive his abandonment in the anarchic town, 
  Olandil acquired various magic items of disguise and 
  assumed three identities: Docktown thug, Galtan spy, 
  and Pezzacki poet. Chelish loyalists captured him a 
  month ago, however, and are forcing him to employ all 
  of his identities to destabilize the other factions. At his 
  wits’ end and close to being found out, Olandil raised 
  an unprecedented call for help to the Society through a 
  mutual contact.
  Benarry plans to sneak the PCs into Pezzack on a 
  whaling ship, and send them to her contact within the 
  town; Kalizandrex Poppo, a professor at the Academy 
  of Applied Magic. Once the PCs arrive, their mission 
  is to track down Olandil, convince him to work with 
  the Society, and escape from Pezzack. The PCs speak 
  to Pezzacki around town, who reveal details about each 
  of Olandil’s personas. Eventually they discover that 
  Olandil plans to give a performance at Manukirt trade 
  warehouse under his alias of a Pezzacki poet, and use 
  a scavenged magic item called a rod of influence to sew 
  enough confusion to help him escape the city. At the 
  performance, Olandil makes a startling announcement 
  while secretly signalling the PCs to follow him. The 
  PCs follow Olandil offstage and into the sewers beneath 
  the town, only to find their attempts to escape via the 
  tunnels under the town thwarted when Chelish loyalists 
  intercept the PCs. The loyalists tightened the blockade 
  to trap Olandil, and escaping via a whaling ship is no 
  longer possible. 
  The PCs and Olandil retreat to Poppo’s basement. 
  Poppo has an alternative escape plan, but it will take 
  him some time to prepare, and it will be difficult to 
  carry out the plan without drawing too much attention. 
  The PCs can seek assistance from one of the four 
  factions within the city: the idealistic White Thistles, 
  the anarchic Galtans, the profit-minded Docktown, or 
  the Chelish loyalists themselves. In order to ally with 
  the Loyalists, the PCs must first turn Olandil over to the 
  Loyalists for arrest. Whichever faction the PCs choose 
  agrees to help the PCs escape Pezzack, in exchange for a 
  favor—clearing out the strix-infested abandoned tower 
  on the western edge of town. If the PCs succeed, every 
  faction except the Loyalists also agrees to help the PCs 
  counteract the loyalist’s anti-Pathfinder propaganda, 
  while the Loyalists assure the PCs that they will not 
  produce such propaganda in the first place, and give the 
  PCs a chance to question Olandil. The PCs’ actions in 
  Pezzack shift the balance of power between the town’s 
  factions, one of which becomes the Pathfinders’ final 
  obstacle to freedom.
  GETTING STARTED
  Once the Pathfinders settle into their bunks, Venture-
  Captain Calisro Benarry fetches them for a meeting in 
  her quarters. Read or paraphrase the following to get the 
  adventure underway.
  Muscular and imposing in a green-dyed longcoat, tunic, and 
  puffed trousers, the half-orc Venture-Captain Calisro Benarry 
  kicks out a chair for herself from under the massive oak table at 
  the center of her well-furnished cabin and sits down. “Welcome 
  to the Pixie, Pathfinders. Enjoy your tour while it lasts, ‘cause by 
  Sunday night you’ll be off the boat.
  “We’re a day’s sail from a rendezvous with a Pezzacki whaler, 
  the Patience, which has permits to cross the Chelish blockade to 
  fish. That town’s been locked down since the people upended 
  the empire’s government five years ago, and those permits are 
  hard to come by. We’d teleport you into Pezzack if the damned 
  devilfolk didn’t have the place blanketed with spies, so instead 
  we’ll throw you into the hold with the Patience’s catch. Which is 
  good for you, trust me, because nobody in that town smells any 
  better than you will.”
  Calisro leans forward, and whispers gruffly, “You’ll be 
  dropped off to my contact at the Academy of Applied Magic, 
  professor Kalizandrex Poppo. He’ll help you track down a 
  trapped Pathfinder named Olandil, who’s been stuck there for 
  five years—your job’s to get him out. Be careful who you talk to, 
  though, and how you ask questions. That place is more volatile 
  than Gorum on a bender, and the more you poke around, the 
  more likely you’ll be the next to burn it down.”
  The venture captain pulls a sheaf of nautical charts out of a 
  case at her hip and unfurls them on the table. “As for getting 
  GM RESOURCES
  Out of Anarchy makes use of rules from the Pathfinder 
  RPG Core Rulebook, Pathfinder RPG Advanced Class Guide, 
  Pathfinder RPG Advanced Race Guide, Pathfinder RPG 
  Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, 
  Pathfinder RPG Bestiary 4, Pathfinder RPG GameMastery 
  Guide, and Pathfinder RPG NPC Codex. This adventure assumes 
  the GM has access to these sourcebooks. All rules referenced 
  in this adventure are available in the free online Pathfinder 
  Reference Document at paizo.com/prd, and the relevant 
  rules from the Bestiary volumes, GameMastery Guide, and 
  NPC Codex are reprinted at the back of the adventure for the 
  GM’s convenience.
  
  5
  OUT OF ANARCHY
  you out of the town, I know a thing or two about the sailing 
  patterns of the ships around here. The Pixie can pick around 
  the coast north of here for a week before Abrogail’s folk come 
  asking questions.” The venture-captain smirks as she continues, 
  “In case you hadn’t noticed, the Pixie, well, she looks an awful 
  lot like a pirate vessel, and the Chelish navy doesn’t exactly 
  welcome pirates with open arms. You’d better get back here by 
  then. Any questions?”
  If the PCs seem uneasy about their mission, the 
  venture-captain laughs heartily and offers a round of 
  rum to put them at ease. Benarry can give the PCs a brief 
  overview of the history and geography of Pezzack if they 
  ask. If the PCs ask her about the factions that hold power 
  in Pezzack, she gives them the information from the 
  Factions in Pezzack section on page 6.  
  The following are other possible questions and 
  Benarry’s answers.
  Who is Olandil? Why is the Society helping him 
  escape? “He’s an old friend of Venture-Captain Drandle 
  Dreng, and when Dreng wants someone smuggled out of 
  a blockade, I don’t argue. 
  Why send us instead of more experienced Pathfinders? 
  “I picked you bunch because anyone more notable would 
  draw too much attention. If Olandil’s as wily as his old 
  friend Drandle Dreng, he won’t need much help anyway.”
  How do we escape Pezzack? “Find out which whaler’s 
  going out next and do what you can to get on it.”
  If we’re not out in a week, will you strand us for five 
  years? “If we’re gone, find a whaler who is willing to sail 
  you farther afield. It won’t be cheap, but it’s better than 
  being dead. Trust me when I say we’d rather have you on 
  the Pixie then a Chelish brig—or worse, turned into a 
  strix’s nest. I’ll have someone contact you magically and 
  we can arrange a rendezvous. Don’t worry; I’ll get to you 
  before the Chelaxians do.”
  What’s Poppo’s message? “‘Many faces fail to find the 
  path. Send the worthless ones my last request for a vacation.’ 
  There’s something else, too, but I can’t tell if it’s code or 
  a diversion: ‘Noodles, the highest form of poetry, point all slave 
  masters to my lost memory.’ ”
  What if we accidentally (or intentionally) set off a 
  violent revolution? “The Chelish navy flattens Pezzack 
  and the strix drop burning logs on the wreckage. You die, 
  Olandil dies, and hundreds, if not thousands, of innocent 
  folks die too. In short: don’t set off a revolution.”
  Is the Grinning Pixie actually a pirate ship? Benarry 
  laughs, “No. She’s a merchant vessel with modifications 
  that make her maneuverable and capable in a fight if it 
  comes down to it. The same sorts of modifications that 
  make her a great lodge also make her easy to confuse with 
  a pirate vessel, and the Chelish navy ain’t exactly famous 
  for asking first before opening fire.” 
  Knowledge (History)
  PCs may already know the following information about 
  Pezzack’s history.
  DC 15+: Five years ago, a combination of Hellknights, 
  guards loyal to the empire, and strix burned the city of 
  Pezzack to the ground in a battle known as the Second 
  Ashes. The Chelish navy established a blockade on 
  Pezzack that persists to this day.
  DC 20+: The Second Ashes began after revolutionary 
  playwright Amalia Wraxton premiered the play Abrogail I, 
  which portrayed the first Thrune Magistrix as Asmodeus’ 
  lover and blamed her for many of the ills that have befallen 
  Cheliax in the last century. Wraxton vanished that night, 
  and rumors about her whereabouts are a favorite tavern 
  debate topic.
  Knowledge (Local)
  PCs may already know the following information about 
  life in Pezzack.
  DC 10+: Pezzack is a coastal town in Cheliax. Its most 
  prominent industry is whaling.
  DC 15+: Four factions vie for power in Pezzack: 
  the idealist White Thistles, the anarchist Galtans, the 
  commerce-minded people of Docktown, and the Loyalists, 
  whose allegiance lies first and foremost with the empire 
  of Cheliax. The town is under a strict blockade from the 
  Chelish navy, and only whaling ships with the appropriate 
  permits are allowed to pass in and out of the struggling 
  city’s harbor.
  DC 20+: The naval blockade is particularly effective 
  at hindering trade in Pezzack because overland trade 
  out of the town is nearly impossible. A race of birdlike 
  humanoids known as strix control the mountains, and 
  their hatred for humans makes them a constant threat 
  to the city. With a successful DC 20 Knowledge (local) 
  check, the PCs also learn all of the information on the 
  four factions presented in Factions in Pezzack section on 
  page 6.
  Once the PCs have had time to recall what they can 
  about Pezzack, Benarry suggests that the PCs trade 
  coin for an equivalent amount of rations and sundries 
  for bartering, at a rate of 10 gp per pound of equivalent 
  goods, as coins are worth far less than their face value in 
  the goods-starved city. If the PCs need to purchase any 
  gear, the Grinning Pixie’s quartermaster can sell them 
  nearly any mundane or alchemical gear in addition to 
  magic items worth 2,500 gp or less.
  Faction Notes: Members of the Dark Archive find a 
  mysterious letter among their possessions on their first 
  night aboard the Grinning Pixie (Player Handout #1). If 
  any of the PCs is a member of the Liberty’s edge faction, 
  an eagle swoops down out of the sky during the voyage 
  aboard the Pixie and delivers a note (Player Handout #2).
  
  6
  PATHFINDER SOCIETY SCENARIO
  Factions in Pezzack
  The following four factions constantly vie for influence 
  in Pezzack.
  Docktown: Representing the stranded merchants in 
  Fat Harbor, the tiefling “mayor” Bruck wants economic 
  dominance over Pezzack—a greedy oligarchy made easier 
  by the town’s well-honed smugglers and perpetual unrest.
  Galtans: Violent revolutionaries fronted by the grey 
  gardener Habar Curl, Pezzack’s pack of Galtan rebels 
  want the town’s freedom to spring from the blood of dead 
  Loyalists—and anyone who might be aligned with them.
  Loyalists: Pezzacki still loyal to the Chelish crown 
  believe there can be no peace until rulership of the city is 
  returned to its diabolical masters.
  White Thistles: These idealists led by Amalia Wraxton 
  want a unified, free Pezzack and hope to win over the 
  other factions’ hearts and minds through verse and acts 
  of derring-do.
  Pezzacki Faction Influence
  For the last five years, Pezzack’s four prominent factions 
  have maintained a delicate detente. To represent the 
  balance of power in Pezzack during the scenario, the 
  factions each have a pool of Influence Points to represent 
  how the PCs actions and questions change the balance of 
  power. Each faction starts the scenario with 0 Influence 
  Points, 
  representing 
  their 
  current, 
  roughly-equal 
  power bases. Rumors travel quickly in Pezzack, and any 
  significant PC action—from combat to shopping—can 
  cause a faction to gain or lose Influence Points as described 
  in the scenario. If the PCs are particularly creative or 
  catastrophic in their attempts to gain a faction’s favor, 
  GMs are encouraged to add or subtract up to 2 influence 
  points from the appropriate factions. 
  As a faction grows in influence, the Pathfinders find 
  it easier to earn that faction’s trust. Conversely, a faction 
  with less influence is more likely to be insular in the face 
  of outsiders. When the PCs interact with a member of 
  one of the factions, check the faction’s influence. If the 
  faction has the most Influence Points, the PCs receive a +2 
  circumstance bonus on all skill checks against members 
  of that faction. If the faction has the fewest Influence 
  Points, the PCs receive a –2 circumstance penalty on all 
  skill checks against members of that faction.
  Aside from the mechanical effects, GMs are encouraged 
  to describe shadowy figures trailing the PCs, people 
  watching them in public and taking notes, and growing 
  numbers of dominant factions’ members on the streets as 
  a result of the PCs’ actions. Faction members may stare, 
  make threats, or make obscure or profane hand gestures.
  At the end of the scenario, the faction with the fewest 
  Influence Points represents the PCs’ final obstacle to 
  achieving freedom.
  A. FINDING OLANDIL
  The new moon and clouds keep the pre-dawn sky dark as the 
  Pixie sidles up to the Patience. The ragged whalers silently pull 
  person after person from their hold of scant fish—emaciated 
  elderly people, several haggard-looking young men and 
  women, and even a trio of children—each of them looking 
  like they’ve gone years without rest as they listlessly cross the 
  plank joining the ships. Venture Captain Benarry welcomes 
  the refugees in a booming voice, and her crew sets to work 
  bringing provisions to the newcomers. The Patience’s crew 
  lacks their ship’s namesake as they hurriedly wave over the 
  refugee’s replacements.
  The hour-long trip from the Grinning Pixie to Pezzack is 
  cramped and unpleasant, but otherwise uneventful. Once 
  the Patience docks, several crew members unceremoniously 
  scoop and dump the PCs and fish into a large wagon. The 
  crew swiftly wheels the wagon across the town’s poorly 
  maintained cobblestones. Within a half-hour, a trap door 
  in the wagon spills the PCs and fish out of its underside, 
  down a metal chute, and into the larder of the Academy 
  of Applied Magic. A gnome throws open the larder door 
  once the PCs land and helps them to their feet.
  A1. Academy of Applied Magic
  Poppo hurries the PCs down several dimly lit stone halls 
  and into the Academy’s basement, which hosts cramped 
  quarters for them to unload their gear and a single small 
  tub of stale but clean water to help wash off the fish guts, 
  if not the stench.
  “Split me like Nethys’s eyebrow! I’m genuinely surprised the 
  Passfinders sent people! Sorry for the lack of a good cover story—
  didn’t have room in the notes—didn’t expect a response—and 
  sorry for the fish guts and the bumpy roads and—oh, sorry for 
  everything. If we had a little more time…”
  Poppo trails off, but picks right back up after a moment of 
  silence. “Right! You’re here for Olandil. It’s… it’s complicated. 
  He’s, well, he’s not himself lately. He’s four selves. Since your 
  little Pathfinder Society left him behind, he’s had to make do—
  improvise—take on new names and jobs waiting for rescue.
  “When I first met him, he went by Jax Telandril and needed 
  me to enhance some goggles of disguise for some work in 
  Docktown. He kept asking questions about Fat Harbor and the 
  town’s magic item economy. A year later he came in needing me 
  to add some disguise charms to an eye patch; I asked him why, 
  and he spilled it all—so tired of keeping secrets—he was also 
  Jacks Falger! The one-eyed Galtan spy!
  “He kept coming back over the years. He came in one day as 
  Jaks Arunai, some hot-shot White Thistles poet. Last week, he 
  comes in looking awful, and said he was a Passfinder named 
  Olandil, and I just… I couldn’t process it! Four people! One person!”
  
  N
  A. Pezzack
  Pathfinder Campaign Setting:
  Towns of the Inner Sea
  250 feet
  14
  3
  5
  4
  6
  9
  2
  11
  15
  7
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  1
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  10
  7
  OUT OF ANARCHY
  
  Poppo
  8
  PATHFINDER SOCIETY SCENARIO
  Poppo gesticulates madly, alternating between raising four 
  fingers and one finger to emphasize his point. “I told him my 
  own secret—I had been teaching a Passfinder vantage-captain 
  as a correspondence student—and he told me to send her a 
  message saying he wanted out of Pezzack. As though that’s 
  even possible! But I sent it, and he thanked me, he left, and I 
  haven’t seen him since.
  “Night before last, I had Loyalists—” Poppo smothers the 
  word with disdain, and doubles up on his disgust as he repeats 
  it. “—Loyalists in my office, telling me to stop doing business 
  with Olandil, following me everywhere except the Guts 
  because I bet they don’t like to get their boots dirty. 
  They knew who Olandil really is, too! And they’ve 
  been outside the Academy since, watching, 
  waiting. They don’t know about my ladder to 
  the Guts, but they’ll find out eventually.”
  Poppo fishes a rolled-up map 
  of Pezzack from his robes 
  and spreads it out on the 
  basement floor. He points out 
  five places the PCs are likely 
  to get information about 
  any 
  of 
  Olandil’s 
  public 
  personas. If the PCs ask 
  him about the factions in 
  Pezzack, he provides them 
  with the information about 
  the factions from the Factions 
  in Pezzack section on page 7.
  Gold Street (area A2): “The thieves’ guild operates 
  out of here. Lots of information if you can buy it. You 
  didn’t bring money with you, did you? Nobody takes 
  money here. Maybe the Loyalists, but still, nobody worth 
  spending it on.”
  The Inkwell (area A3): “Literati hangout. Lots of rebels, 
  lots of fights. Someone who knows Jaks the poet, the one 
  in the White Thistles, will be there, I’m sure of it.
  The Throne Defiant (area A4): “Loyalist inn. If you 
  want to get to the bottom of Olandil’s connection with 
  the Loyalists, you can try there.”
  Auntie’s (area A5): “Big tavern in Docktown, and a good 
  place for gossip. You can try asking about Jax Telandil 
  around there—he’s the Docktown Jax—but mind who 
  you talk to if you don’t want to spread rumors.”
  Madge’s Noodle Cart (area A6): “Madge doesn’t know 
  anything except noodles, but she knows noodles! You 
  have to try them.”
  Poppo can briefly describe any other location in Pezzack 
  (see the Exploring Pezzack section on page 9). He explicitly 
  recommends against the Governor’s Manse (“Loyalist 
  fortress—no entry”), the Tenements (“total chaos”), the 
  Glass on the Hill theater (“haunted and abandoned”), 
  Whaler’s Point (“don’t draw attention to our arrangement, 
  thank you”), or Shorewall (“Galtans won’t let you near 
  it”). If the PCs ask where they can try to buy supplies, he 
  points them first to Tubmarket in Docktown, then to the 
  Alchgarden and Vim’s Smithy. He also offers to sell them 
  potions or scrolls from the Academy’s stores.
  The professor offers the PCs school robes they 
  can wear to try to blend in; the robes and a cover 
  story should help the PCs pass as academy artificers 
  and students instead of strange outsiders in a 
  blockaded city—not much less discreet, but 
  at least less suspicious. The robes provide 
  the PCs with a +5 circumstance bonus on 
  Bluff and Disguise checks to pretend to 
  be Academy students.
  Beginning 
  on 
  Moonday 
  morning, the PCs are free to 
  roam Pezzack looking for 
  information. The PCs do 
  not initially know how 
  much time they have to 
  explore. They have two days 
  until Olandil’s speech in the 
  Manukirt Warehouse (see area 
  B). The town’s chaos and 
  ruined infrastructure slows 
  travel; traveling to each site 
  takes 1 hour, and all except 
  for Auntie’s are locked up after 
  sunset. Poppo recommends using the 
  town’s network of underground tunnels, a warren that 
  is collectively known as the Guts, to enter and leave the 
  Academy. He warns that Loyalist spies note everyone 
  entering or exiting the Academy on the streets. 
  After the PCs finish asking him questions, Poppo 
  offers the PCs free access to the Academy’s basement 
  quarters as the only safe and vacant lodging in Pezzack. 
  If the PCs do not wish to stay in the academy, they 
  are free to come up with their own solutions. The 
  Throne Defiant has open rooms, but Poppo doesn’t 
  mention this Loyalist-run inn as a possibility. The 
  PCs could also camp overnight in the tenements or the 
  tunnels under the city. If they chose the tenements, 
  the tunnels, or another unsafe location, a group of 
  Pezzacki approaches them in the night, and attempts 
  to intimidate the PCs into leaving. Use the statistics for 
  typical Pezzacki in the Pezzacki Statistics sidebar on 
  page 9 to represent this group. This group runs away at 
  the first sign of combat. 
  Pezzacki Faction Influence: The first time the PCs enter 
  or exit through the academy’s front door, the Loyalists 
  gain 1 Influence Point. If the PCs decide to stay at the 
  Throne Defiant, the Loyalists gain 2 Influence Points.
  
  9
  OUT OF ANARCHY
  PEZZACKI STATISTICS
  At some point during the adventure, PCs are likely to interact 
  with NPCs who are not specifically listed in the scenario. To 
  represent a typical Pezzacki commoner in a social encounter, 
  use the following abilities. For her skills, use Diplomacy 
  +1, Perception +4, Sense Motive +0, and +4 on one Craft 
  or Profession skill relevant to her occupation. Her saving 
  throw modifiers are all +0. If the PCs engage in combat with 
  bodyguards, bouncers, or other NPCs who are trained in 
  combat, use the statistics for a pickpocket (Pathfinder RPG 
  GameMastery Guide 264; see page 42) in Subtier 1–2, and 
  the statistics for a street thug (GameMastery Guide 265; see 
  page 43) in Subtier 4–5. In both subtiers, remove all of their 
  weapons and equipment other than their armor and saps.
  EXPLORING PEZZACK
  The PCs may also wish to explore areas within the town 
  of Pezzack other than the locations that Poppo suggests. 
  The PCs can learn the facts listed below with a successful 
  DC 20 Knowledge (local) or Diplomacy check to gather 
  information, or by asking Olandil after they find him 
  in area B3. Locations 1 through 6 are relevant to this 
  scenario and detailed in their appropriate sections. The 
  chapter about Pezzack in Pathfinder Campaign Setting: 
  Towns of the Inner Sea contains more details about each of 
  these locations.
  1. The Academy of Applied Magic: See area A1.
  2. Gold Street: See area A2.
  3. The Inkwell: See area A3.
  4. The Throne Defiant: See area A4.
  5. Auntie’s: See section A5.
  6. Madge’s Noodle Cart: See area A6.
  7. Alchgarden: The curt gnome alchemist Bonnifer Zoot 
  pours herself into her work to cope with the death of her 
  husband at the hands of strix. Bizarre and occasionally 
  dangerous plants surround her tower laboratory. She is 
  always in a hurry, but she is willing to sell her alchemical 
  items, particularly to anyone who can provide her with 
  useful reagents.
  8. Glass on the Hill Theater: Amalia Wraxton’s 
  Abrogail I premiered in this theater. The theater was also 
  the epicenter for the Second Ashes, and today it is an 
  abandoned, shattered ruin. Many Pezzacki believe the 
  location is haunted.
  9. Governor’s Manse: The former fortress of Governor 
  Sawndannac is the center of operations for the Loyalist 
  faction. Those who have not proven their allegiance to the 
  faction are not allowed to enter.
  10. Shorewall: This makeshift fortress built around a 
  series of homes and buildings is the heart of the Galtan 
  faction. The fortress is heavily armed, and its siege 
  weapons recently sank several Chelish naval vessels that 
  sailed in to the harbor. The paranoid Galtans do not allow 
  outsiders beyond their walls.
  11. Tenements: Pezzack’s poorest citizens live in the 
  dirty, cramped tenements. This section of the town mostly 
  burned down in the Second Ashes, and little has been done 
  to rebuild it.
  12. Tubmarket: In Docktown, merchants haphazardly 
  cobbled together shops and stalls into a multistory floating 
  market. Merchants here prefer to sell their wares for trade 
  goods rather than coin; they charge anyone who insists 
  upon paying in coin triple price. Because of the blockade, 
  there is a 25% chance that any mundane item the PCs try 
  to purchase here is unavailable.
  13. Vim’s Smithy: Master smith Kallador Vim is always 
  glad to sell weapons to anyone who is not allied with the 
  Loyalists. His preferred currency is materials and fuel that 
  he can use in his forge.
  14. Whaler’s Point: Acrid smoke from burning whale 
  blubber chokes the air of whaler’s point. Whaler’s point 
  is the center of local smuggling operations, such as the 
  operation that sneaked the PCs into Pezzack. See area B3 
  for more information.
  15. Abandoned Tower: This former watchtower is on 
  the verge of collapse. Today, only strix venture near it. See 
  area C2 for more information.
  A2. Gold Street
  The jagged cobblestone street is lined with storefronts looted 
  to the buildings’ bones. Entire walls have been hauled away, 
  stripped not just of stone and wood but also the nails that 
  secured them, and anything remotely valuable was picked 
  clean years ago. One shop stands relatively intact, however—
  Torandril’s Finery. Its windows are boarded shut, though lights 
  inside appear to shine between the planks.
  Former accountant Cessia Florianthus, a dark-haired 
  Chelish woman in her mid-30s, transformed herself into a 
  black market power after the Second Ashes. She negotiates 
  requests aggressively, but with a genial, professional 
  manner. If the PCs approach directly during daylight 
  hours, the eight guards within the building do not stop 
  them from speaking with Cessia. However, if the PCs 
  attempt to enter Torandril’s at night, or by any means 
  other than the front door, the eight guards present order 
  them to leave at once, and initiate violence if the PCs refuse 
  (see the Pezzacki Statistics sidebar above).
  In Subtier 1–2, the PCs can improve Cessia’s attitude 
  from indifferent to friendly by succeeding at a DC 17 
  Diplomacy check, by impressing her with prowess 
  at negotiation with a DC 14 Appraise or Profession 
  
  N
  A2. Gold Street
  Pathfinder Map Pack: Slums
  1 square = 5 feet
  10
  PATHFINDER SOCIETY SCENARIO
  (merchant) check, or by offering her 20 gp worth of trade 
  goods. Succeeding at the skill check by a margin of 5 or 
  more, or offering her an additional 20 gp worth of trade 
  goods, improves her attitude to helpful. In Subtier 4–5, 
  Cessia becomes more jaded and difficult to impress; 
  the PCs can improve her attitude from unfriendly to 
  indifferent by succeeding at a DC 22 Diplomacy check, by 
  impressing her with prowess at negotiation with a DC 19 
  Appraise or Profession (merchant) check, or by offering her 
  100 gp worth of trade goods. Succeeding at the skill check 
  by a margin of 5 or more, or offering her an additional 100 
  gp worth of trade goods, improves her attitude to friendly. 
  She offers the following information for the listed 
  price if the PCs improve her attitude by one step, at half 
  the price if the PCs improve her attitude by two steps. She 
  charges twice the listed price if the PCs do not improve 
  her attitude. She does not charge the same price for each 
  answer. In Subtier 1–2, “low price” is 5 gp, “standard price” 
  is 10 gp, and “high price” is 20 gp. In Subtier 4–5,  “low 
  price” is 25 gp, “standard price” is 50 gp, and “high price” 
  is 100 gp.
  Rumors travel quickly in Pezzack, and the thin, broken 
  walls grant her responses a considerable audience; many 
  questions the PCs ask increase a faction’s Influence Points.
  About Old Madge (free): “I’m happy to offer my review: 
  she serves the best noodles in Pezzack. They’re far better 
  than her poetry, though that’s saying very little.”
  About Kal Poppo (low price; standard price if the PCs 
  are in Academy robes): “I know my favorite artificer is a 
  fan of the White Thistles. He doesn’t exactly hide it, does 
  he? The Loyalists are likely on to him as they’ve been 
  surveilling him, but if he has any real secrets, it’s that he’s 
  sweet on the little widow alchemist that runs Alchgarden, 
  Bonnifer Zoot. He leaves glassware on her doorstep.”
  About Phelerosa Ciucci (standard price): “I hear she’s 
  taken up work at Auntie’s, which I’m sure makes her 
  family quite proud.”
  About Jax Telandril (standard price): “He’s been doing 
  odd jobs around Bruck’s little fiefdom in Docktown 
  for years. My associates claim he’s been scrounging 
  the harbor floor in his spare time in hopes of finding 
  something valuable enough to pay off his debts, though 
  I doubt even that will work.” If the PCs ask about Jax 
  Telandril, the Galtans and the White Thistles gain 1 
  Influence point.
  About Jaks Arunai (high price): “That two-bit poet 
  steals his best lines from books put out elsewhere in the 
  last five years. I’d know, because I sold them to him. Still, 
  
  11
  OUT OF ANARCHY
  he’s done enough to get into someone’s good graces as 
  he’s got contacts in the Thistles that seem to protect him 
  from the Loyalists. He’s got some event this week at the 
  old Manukirt warehouse that I’ll attend just to see who 
  he’s ripping off now.” If the PCs ask about Jaks Arunai, 
  Docktown and the Loyalists each gain 1 Influence Point. 
  About Jacks Falger (high price; standard price if the 
  PCs are in Academy robes): “Ah, the Galtans’ famous 
  problem-solver. He’s a wily one, but I know he’s looking 
  for something specific from the Throne Defiant—a gem 
  used in interrogations to modify memories. I don’t have a 
  name for it, but if he sells it to me, I’ll keep you in mind.” 
  It the PCs ask about Jacks Falger, every faction except the 
  Galtans gains 1 Influence Point.
  About Olandil (free): “I’m afraid that name doesn’t 
  ring a bell. Should it?” If the PCs offer to sell information 
  about Olandil to Cessia, she offers the PCs two potions 
  of cure light wounds in return (or four potions of cure light 
  wounds in Subtier 4–5); if the PCs accept Cessia’s deal, 
  Docktown and the Loyalists each gain 2 Influence Points. 
  About anyone else in Pezzack (free or low price): 
  “Really? You’re willing to barter just to ask me about 
  them? You must be new here. Why, that itself is quite 
  interesting.” Charge the low price if you wish to have 
  Cessia provide additional information about the NPC. 
  After the first question, Galt and Docktown each gain 
  1 Influence Point, as news soon spreads about potential 
  newcomers to Pezzack.
  A3. The Inkwell
  A former fortress on the north seafront, the stonework Inkwell 
  inn is home to rowdy, defiant, impassioned revolutionaries 
  who fill its commons while making plans to harry the town’s 
  Loyalists and discourage the Chelish navy. Chankings, the inn’s 
  noisy iron golem bouncer, keeps watch at the open doors.
  Lorrin Meese’s Inkwell is a bustling inn full of rebels, 
  poets, writers, and even a few argumentative but open-
  minded Loyalists. The genial Chelish proprietor hands 
  out freshly printed flyers to everyone who enters, with an 
  advertisement for an upcoming performance printed on 
  them (see Player Handout #3).
  While no name is printed on the flier, PCs who succeed 
  at a DC 14 Knowledge (local) check or DC 16 Perception 
  check in the Inkwell’s common room overhear several 
  debates suggesting the poet is Jaks Arunai. If the PCs 
  don’t go to the Inkwell on Moonday, they also see these 
  flyers plastered around town on Toilday as well as 
  Wealday, the day of the performance.
  If the PCs ask Meese about Jacks Arunai, Meese only 
  knows that Arunai is a relatively new poet aligned with 
  the White Thistles, but Meese a fan of the arts and happy 
  to help promote any event. Meese mentions that while 
  all are welcome in the Inkwell, he finds the ideals of the 
  White Thistles to be most inspiring, and believes that the 
  quill is mightier than the sword.
  Faction Notes: If the PCs visit while the White 
  Thistles have 2 or more Influence Points, Meese offers 
  chapbooks of signed Amalia Wraxton verse for 20 gp 
  worth of trade goods (or 50 gp in Subtier 4–5). If his 
  attitude toward the PCs is at least friendly, he cuts the 
  price in half. Acquiring one of these books is part of the 
  Liberty’s Edge faction goal.
  Pezzacki Faction Influence: New faces in the Inkwell 
  encourage revolutionaries. When the PCs enter the 
  Inkwell, the White Thistles and Galt each gain 1 Influence 
  Point. If the PCs ask about Jacks Falger, the question 
  spurs a Loyalist in the commons to accuse the nearest 
  Galtan of sponsoring terrorism, which sparks a fist fight 
  between the two; Docktown and the Galtans each gain 1 
  Influence Point. The PCs can prevent the fist fight with a 
  successful DC 17 Diplomacy or Intimidate check (DC 22 
  in Subtier 4–5). If the PCs engage in the fight, whichever 
  of the Galtans or the Loyalists receives the PCs’ assistance 
  gains 2 Influence Points.
  A4. The Throne Defiant
  This stately brick and wood manor was one of the few spared 
  from the Second Ashes’ fires. Painted red with black trim, it 
  proudly flies the current flag of diabolical Cheliax—though 
  the flag is riddles with holes, tears, and burns from numerous 
  attempts to destroy it. The interior is well-appointed, though 
  even it shows signs of makeshift repairs and spats of violence.
  The plastered walls of the Loyalist inn’s common 
  room are cracked with signs of a brief but brutal 
  struggle, and a maid worriedly scrubs a dark red stain 
  from a nearby rug. The elderly Valia Wain, a human 
  cleric of Iomedae, sits in a tall-backed chairs nursing 
  a cup of thin tea in the otherwise empty commons, her 
  brow creased with worry and the fringes of her long-
  sleeved dress still tinged in crimson. 
  Valia is anxious to tell anyone who approaches that 
  if Galtan agents are allowed to keep attacking Loyalist 
  supporters like Rea Bellory in the inn’s commons, 
  stealing valuables like the woman’s onyx pendant, what 
  little order remains in Pezzack will be lost. Valia says 
  that she is certain that Bellory will recover. If the PCs 
  succeed at a DC 17 Diplomacy check to improve her 
  attitude toward them from indifferent to friendly, Valia 
  also shares that Bellory’s gemstone was fished from the 
  floor of Fat Harbor, part of a distant relative’s bequeathed 
  belongings that sank with the ship carrying them during 
  the Second Ashes. 
  
  12
  PATHFINDER SOCIETY SCENARIO
  If the PCs ask her about Olandil’s identities, she 
  has only heard of the Galtan Jacks Falger, a dangerous 
  revolutionary. She refuses to say more unless the PCs 
  improve her attitude to friendly. If the PCs improve her 
  attitude to friendly, she reveals that she heard a rumor 
  that the Loyalists arrested Falger, but then she later 
  heard that he was freely walking the streets.
  Valia offers spellcasting services to the PCs if they 
  improve her attitude to friendly and halves the price to 
  those who pledge to recover the gem. The PC’s first likely 
  opportunity to recover it appears if they ask Olandil 
  about the gem in area C (see page 19 for details).
  Faction Notes: Dark Archives members who ask Valia 
  about Phelerosa Ciucci learn that the wayward noble has 
  taken up work in Auntie’s tavern in Docktown.
  Pezzacki Faction Influence: If the PCs visit the Throne 
  Defiant, the Loyalist gains 1 Influence Point. If the PCs 
  wear their Academy robes to the Throne Defiant, Loyalist 
  agents at the inn take note; the Loyalists gain a second 
  Influence Point. If the PCs agree to help Valia recover 
  Bellory’s gemstone, both the Loyalists and the White 
  Thistles gain 1 Influence Point.
  A5. Auntie’s
  In Docktown’s chaotic jumble of ships, Auntie’s tavern still 
  manages to stand out. Draped in bright curtains of white 
  and red and bearing a huge, garishly painted former ship’s 
  masthead of a woman as its sign—creatively augmented to 
  hold two foaming mugs aloft, the three-story converted ship’s 
  hold is perpetually packed with Pezzacki looking to drown their 
  fears and boredom.
  Aside from drunkards swilling watered-down ale, 
  Auntie’s also features a clear view of the former Manukirt 
  Trading Co. warehouse. Some of its patrons have heard 
  of Jacks Telandril. When asked about the warehouse, 
  one especially drunk regular says he remembers seeing 
  a “begoggled ghost” diving into the water on Sunday 
  night and surfacing hours later with a white staff. By 
  succeeding at a DC 15 Sense Motive check, the PCs can 
  confirm the man is telling the truth about what he saw, 
  but no other patron can confirm seeing such a figure. 
  The proprietor of Auntie’s, an elderly halfling woman 
  who goes by Auntie, gracefully weaves about the room, 
  conversing with patrons and intervening when tempers 
  flare. Auntie hears about most of the major happenings 
  in Pezzack, though her knowledge is interspersed with 
  rumors and speculation. She can tell the PCs that Jacks 
  Telandril works odd jobs around Docktown, often having 
  to do with building second and third stories onto new 
  ships. She’s heard several rumors, which she gladly 
  relays to the PCs: that he’s up to his ears in debt, that 
  he’s planning to start a new magic item business, and 
  that he is in a relationship with revolutionary playwright 
  Amalia Wraxton. The first two rumors contain a grain of 
  truth; Olandil did go into debt in a failed attempt to start 
  a magic item business, but he has since repaid the debt. 
  The third rumor is entirely false.
  Faction Notes: Dark Archivists who succeed at a DC 
  16 Knowledge (nobility) or Knowledge (history) check in 
  Auntie’s spy a tattoo of House Ciucci’s crest on one of the 
  servers. If the PCs succeed at a DC 10 Diplomacy check 
  to gather information about Phelerosa within Auntie’s, 
  Phelerosa hears that people are asking about her and 
  approaches the PCs. She proudly admits that she is the 
  wayward noble. 
  She invites skeptical PCs up to her room and shows 
  them her signet ring. Phelerosa tells the PCs that 
  she wants nothing more to do with the backstabbing 
  politics of her family and other noble houses, and that 
  she is happier in Pezzack than she has ever been. She 
  strongly resists leaving Pezzack, considering it only on 
  a successful DC 19 Diplomacy or Intimidate check (DC 
  24 in Subtier 4–5), or if any Dark Archivists reveal their 
  connection to Zarta.
  If the PCs ask her what secrets she knows, she says “I 
  keep a record of someone’s exceptionally poor decision-
  making as leverage in case I ever find myself in trouble, 
  and as a reminder about the folly of entering Infernal 
  contracts. The devil always wins in the end, especially 
  when the mortal is drunk.” If the PCs seem interested in 
  more details, she shows the PCs an infernal contract that 
  she keeps among her possessions (Player Handout #4). 
  Phelerosa knows why the contract has proven particularly 
  problematic: Magarius Charthagnion is not his father’s 
  eldest son, and House Charthagnion does not know 
  where to find the only person who can repay the devil. 
  She refuses to tell the PCs how she gained the contract (in 
  truth, she has not put her involvement in “backstabbing 
  politics” as far behind her as she would like the PCs to 
  believe), but if the PCs tell her about their connection to 
  Zarta, she assures them that she would be willing to tell 
  Zarta the whole story.
  Dark Archive PCs succeed at their faction goal if they 
  either give Zarta an accurate copy of the Infernal contract, 
  or if they convince Phelerosa to leave Pezzack with them 
  and then successfully escape the town. The PCs can 
  create an accurate copy of the Infernal contract with a 
  successful DC 20 Linguistics check, or a relevant DC 15 
  Craft or Profession check, such as Profession (scribe) or 
  Profession (barrister). If the PC making the copy speaks 
  Infernal, reduce the DCs by 5.
  Pezzacki Faction Influence: If the PCs hear the story 
  about a diver retrieving a staff in a public part of Auntie’s, 
  a Loyalist informant, Docktown thug, and Galtan rebel 
  
  Arunai
  13
  OUT OF ANARCHY
  all overhear it and eventually report it back to their 
  respective bosses. Docktown, the Loyalists, and the 
  Galtans each gain 1 Influence Point. If a Dark Archive PC 
  reveals her connection to Zarta Dralneen to Phelerosa, 
  the Loyalists gain 1 Influence Point.
  A6. Madge’s Noodle Cart
  “Noodles! Madge got yer doodly oodly noodles! Get these 
  crabby shrimpy noodlies in a bowl! In a cup! In yer 
  hands! I don’t care where! Buy my dang noodles! 
  Save Pezzack! The end is near! Save your noodles! 
  The devil hates my noodles! Abrogail hates my 
  noodles! Madge’s noodles!”
  Old Madge goes on and on about her amazing 
  noodles as a particularly knobby-headed goblin 
  wearily pushes her creaking, rickety cart along 
  the waterfront.
  Madge’s cart roams the waterfront 
  from dawn to dusk, and the PCs 
  should encounter her any 
  time they’re near the harbor. 
  For 5 gp worth of trade 
  goods, Madge dishes up a 
  scoop of her signature 
  seafood noodles into 
  any container the PCs 
  offer her, and despite 
  their gray, slimy appearance, 
  they are quite delicious. Madge 
  aggressively shoves sheaves of paper 
  covered in nonsense poetry at any PCs wearing Academy 
  robes, begging them to bring it to Poppo for “critique.” 
  The gibberish contains a coded message from Olandil, 
  which the PCs can decode with a Linguistics check (DC 17 
  in Subtier 1–2, DC 21 in Subtier 4–5). The message spells 
  out Olandil’s plan for the performance as described in 
  the “Jacks of all Trades” section below, including the Guts 
  exit’s location at Whaler’s Point. If the PCs decipher the 
  code, they each gain a +4 circumstance bonus on Sense 
  Motive checks to interpret Olandil’s hints about Guts 
  hazards in his speech (see area B1).
  B. JACKS OF ALL TRADES
  After their legwork, the PCs can rest at the Academy and 
  confer with Poppo. If they relay the drunkard’s story 
  from Auntie’s, Poppo suggests that Olandil might have 
  found something on the bottom of Fat Harbor valuable 
  or powerful enough to win his freedom from Pezzack. 
  Poppo has no idea what that would be, but he begs the 
  PCs to attend the performance on Wealday in case it’s 
  Olandil posing as Jaks.
  Olandil’s performance is set for noon 
  on Wealday. If the PCs wrap up their 
  legwork on Moonday, they can spend 
  the remaining day scouting the 
  locked warehouse, resting and 
  preparing, or visiting other 
  locations in town. 
  If the PCs do not learn 
  about the performance at 
  the Manukirt Warehouse, 
  they do not automatically 
  fail 
  their 
  objectives; 
  instead, three hours after 
  Olandil gives his speech, he arrives 
  in Poppo’s basement. After meeting the 
  PCs (use the Development section of area B2 for details 
  about his attitude, though he no longer has access to the 
  listed trade goods), he leads them through the Guts to the 
  Whaler’s Point exit. Cross the Skillful Barterer boon off 
  of the PC’s Chronicle Sheets, and skip to area B3.
  B1. Manukirt Trading Co. Warehouse
  Olandil shows up in front of the warehouse on 
  time as Jaks Arunai and begins reading poetry so 
  incomprehensible that it is basically gibberish; the 
  same sort of gibberish that Madge uses to pass secret 
  messages. Once he has the crowd’s attention—signaled 
  by them booing and pelting him with clods of dirt and 
  rotting vegetables—he raises a white ash rod tipped 
  with an onyx gem. This gem-encrusted rod is a rod 
  of influence, a rare, weaker variant of a rod of rulership. 
  The rod allows its wielder to implant a single fact or 
  suggestion into the minds of all creatures in a 300-foot 
  radius. After Olandil uses the rod of influence, its magic is 
  depleted. Identifying this item before Olandil activates 
  it is particularly difficult, and requires a PC to succeed 
  OUT OF TIME OR OVERWHELMED
  In many scenarios, if the PCs feel that the challenges of the 
  scenario are beyond their abilities, they can abandon their 
  mission and head back to Absalom safely. While escaping 
  Pezzack is challenging, the PCs are not stuck in the city 
  forever if they cannot complete their mission. Without the 
  PC’s assistance, Olandil’s luck runs out. The Loyalists catch 
  Olandil 6 days after the PCs first arrive in Pezzack and 
  hang him from Traitor’s Hook. Once Olandil is 
  dead, all of the factions turn their attention 
  to the fallout of his death. The PCs can then 
  finding a whaling ship willing to take them 
  out of town. See the Conclusion on page 29 
  for more details.
  
  Olandil
  14
  PATHFINDER SOCIETY SCENARIO
  at a DC 27 Spellcraft check. To begin the most important 
  part of Olandil’s speech, read or paraphrase the 
  following.
  The sunlight splits on the gem and spreads a pale 
  prism across the crowd. With a supernaturally 
  booming voice, Olandil declares, “Today, I 
  shed light upon one of Pezzack’s greatest 
  secrets. Jacks, the man you trust as a member 
  of your very own faction, is the Printsmith! And 
  Jacks has been hiding his identity from you 
  all. All your secrets are laid bare to Pezzack’s 
  greatest journalist, soon for the entire city 
  to see! Panic! Panic and regroup! Pay 
  no attention to outside affairs!” 
  He 
  gestures 
  emphatically 
  as 
  he 
  speaks, 
  but 
  his 
  gestures do not match his 
  words; instead, they are a 
  series of Pathfinder hand 
  signs. “Follow me into the 
  warehouse. Secret passage 
  to underground, back left 
  corner, behind fish barrels.” 
  He continues to sign as he 
  steps off the stage, but the 
  meaning of the signs becomes 
  more difficult to discern.
  The dots are easy to connect in the crowd’s collective 
  mind, and years of wearying rebellion have primed 
  most to accept the idea. Because “Jacks”, “Jax”, and 
  “Jaks” all sound the same, members of each faction 
  believe that the Printsmith, Pezzack’s notorious and 
  heretofore unidentified publisher of seditious works, is 
  one of their own. Among the crowd, only the very few 
  who know the Printsmith’s true identity (such as Lorrin 
  Meese, the owner of the Inkwell) and the PCs (who have 
  not met Olandil in any of his guises) are unaffected by 
  the suggestion. 
  After promising to reveal the true identity of Jacks 
  to the crowd, Olandil runs through the warehouse and 
  out a secret passage into the Guts. The PCs have no 
  trouble following Olandil’s directions to the Guts. The 
  PCs can also decipher the meaning of his more cryptic 
  hand signs with Sense Motive checks. See the creatures 
  entry of area B2 for details on how the PCs can use the 
  knowledge they gain from Olandil’s clues.
  If the PCs interrupt Olandil’s performance, he flees 
  into the warehouse immediately without using the rod 
  of influence. The confused crowd erupts in anger and 
  suspicion, and Olandil slips away, while flashing several 
  quick hand signs to direct the PCs to the Guts entrance. 
  The PCs do not have the chance to roll Sense Motive 
  checks  for clues about Guts hazards (see area B2).
  Pezzacki Faction Influence: If the PCs 
  interrupt 
  Olandil’s 
  performance, 
  the 
  resulting chaos grants the Docktown and 
  Galtan factions 2 Influence Points.
  B2. Into the Guts
  The dank tunnels reek of musty seawater that 
  oozes from the stone ceiling and leaves the 
  walls coated with a wet sheen. A few fresh 
  torches suggest the derelict tunnel is still in 
  use.
  Creatures: Olandil starts far 
  enough ahead to be out of 
  sight. He has chosen a path 
  with several creatures and 
  a trap to deter unwanted 
  pursuers. If the PCs picked 
  up on the hints from 
  Olandil’s speech, they gain 
  advantages 
  against 
  the 
  challenges in the Guts. 
  They can each roll up to 
  three Sense Motive checks 
  to learn about hazards and creatures. 
  PCs cannot use the aid another action on these Sense 
  Motive checks; instead, if more than one PC succeeds on 
  the Sense Motive check, use the highest result, adding 
  5 to the result for each additional PC who succeeds on 
  the check. Inform your players that while they can work 
  together to interpret Olandil’s message, they must each 
  roll separately.
  The first of three Sense Motive checks pertains to the 
  pit trap. If the PCs succeed at a DC 15 Sense Motive check, 
  they learn that there is a pit trap somewhere along the 
  path. In Subtier 1–2,if the PCs succeed at this check by 
  5 or more, they also learn the exact location of the pit 
  trap. In Subtier 4–5,if the PCs succeed at this check by 5 
  or more, they learns about the rat swarm at the bottom 
  of the pit trap, and if they succeed at this check by 10 or 
  more, they learn the exact location of the pit trap.
  OPTIONAL ENCOUNTER
  Encounter B2 is optional. If fewer than 3 hours remain in 
  which to complete the scenario, remove all creatures and 
  hazards from the Guts. Olandil’s hand signs in his speech are 
  clear enough to allow the PCs to avoid the dangers of the 
  Guts entirely.
  
  N
  B2. Into the Guts
  S : Giant Scorpion
  C
  G
  T
  PCs enter
  here
  S
  C : Cave Scorpion
  G : Giant Grub
  Pathfinder Flip-Mat: Thieves’ Guild
  1 square = 5 feet
  15
  OUT OF ANARCHY
  The second and third Sense Motive checks pertain to 
  the scorpion and the giant grub. If the PCs succeed at a 
  DC 15 Sense Motive check, they learn of the creature’s 
  presence. If they succeed at this check by 5 or more, they 
  learn the creature’s location. If they succeed at this check 
  by 10 or more, they piece together enough clues to identify 
  the creature; treat this result as if the PCs succeeded at a 
  Knowledge (nature) check to identify the creature.
  If the PCs fare particularly poorly in combat in 
  the Guts, Olandil hears the sounds of the battle, and 
  assumes that any pursuers that would pose a threat to 
  him could easily dispatch a few vermin.When he arrives, 
  his first priority in the fight is to prevent any PCs from 
  dying. If the monsters manage to knock all of the PCs 
  unconscious, assume that Olandil successfully drives 
  off the monsters.
  
  16
  PATHFINDER SOCIETY SCENARIO
  SCALING ENCOUNTER B2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Remove the giant grub from the encounter; 
  omit the Sense Motive check to learn about the creature.
  Both Subtiers
  OLANDIL 
  CR 5
  Male human investigator 5/Pathfinder chronicler 1 (Pathfinder 
  RPG Advanced Class Guide 30)
  CG Medium humanoid (human)
  Init +2; Senses Perception +8
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 41 (6d8+11)
  Fort +3, Ref +8, Will +5; +4 bonus vs. poison
  Defensive Abilities trap sense +1; Resist poison
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +6 (1d6+1/18–20)
  Ranged shortbow +5 (1d6/×3)
  Special Attacks studied combat (+2, 4 rounds), studied 
  strike +1d6
  Investigator Extracts Prepared (CL 5th; concentration +9)
  2nd—barkskin, cure moderate wounds, invisibility
  1st—disguise self, expeditious retreat, heightened 
  awarenessACG, shield (2)
  TACTICS
  Before Combat Olandil distributes his extracts to his allies. 
  Because he has the infusion discovery, anyone can drink 
  his extracts and gain their benefits. Olandil’s deep pockets 
  ability allows him to retrieve useful odds and ends weighing 
  less than 10 pounds from his backpack each day, to a 
  maximum value of 100 gp. If the PCs ask for any equipment 
  that is not already listed in his statblock, he uses this ability 
  to produce it.
  During Combat Olandil flanks with his allies. He uses his 
  effortless aid talent to aid another as a move action 
  whenever he can.
  Morale Olandil allows his allies to determine if surrender is 
  an option. If the PCs surrender, Olandil surrenders as well. 
  Otherwise, he fights to the death to protect them.
  STATISTICS
  Str 10, Dex 14, Con 13, Int 18, Wis 8, Cha 12
  Base Atk +3; CMB +3; CMD 15
  Feats Combat Reflexes, Extra Investigator TalentACG (2), 
  Weapon Finesse
  Skills Acrobatics +7, Appraise +8, Bluff +5, Craft (alchemy) +13 
  (+18 to create alchemical items), Diplomacy +8, Disguise +10, 
  Heal +5, Knowledge (all) +9, Linguistics +14, Perception +8, 
  Perform (oratory) +9, Profession (scribe) +9, Sense Motive +8, 
  Stealth +5, Use Magic Device +10 (+11 for scrolls and other 
  written magical items); Racial Modifiers master scribe
  Languages Azlanti, Celestial, Common, Dwarven, Elven, 
  Infernal, Kelish, Osiriani, Skald, Thassilonian, Tien, Varisian
  SQ alchemy (alchemy crafting +5), bardic knowledge +1, deep 
  pockets, inspiration (6/day), investigator talents (effortless 
  aid, infusion, quick disguise, sapping offensive), keen 
  recollection, poison lore, swift alchemy, trapfinding +2
  Combat Gear oil of daylight, potion of cure light wounds 
  (3), scroll of remove fear (CL 4th), alchemist’s fire (2), blue 
  whinnis (2), healer’s kit; Other Gear mwk chain shirt, +1 
  rapier, shortbow, 20 bolts, cloak of resistance +1, rod of 
  influence, backpack, formula book containing all prepared 
  extracts, trade goods worth 95 gp
  Subtier 1–2 (CR 3)
  CAVE SCORPION 
  CR 1
  hp 16 (Pathfinder RPG Bestiary 2 240; see page 46)
  GIANT GRUB 
  CR 1/2
  Giant maggot (Pathfinder RPG Bestiary 2 124; see page 40)
  hp 7 
  PIT TRAP 
  CR 1/2
  Type mechanical; Perception DC 15; Disable Device DC 15
  EFFECTS
  Trigger location; Reset manual
  Effect 15-ft.-deep pit (1d6 falling damage); DC 15 Reflex avoids; 
  multiple targets (all targets in a 5-ft.-by-10-ft. area)
  Subtier 4–5 (CR 6)
  GIANT GRUB 
  CR 3
  Giant rot grub (Pathfinder RPG Bestiary 3 215; see page 44)
  hp 34 
  GIANT SCORPION 
  CR 3
  hp 37 (Pathfinder RPG Bestiary 242; see page 46)
  PIT TRAP 
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 5-ft.-by-10-ft. area)
  RAT SWARM 
  CR 2
  hp 16 (Pathfinder RPG Bestiary 232; see page 43)
  Development: When the PCs catch up to Olandil, he 
  demands that the PCs identify themselves. If the PCs tell 
  him that they are Pathfinders, he is relieved. He begins 
  
  17
  OUT OF ANARCHY
  proposing a torrent of escape plans that require magical 
  or martial prowess far beyond the PC’s abilities, such 
  as teleporting back to Absalom, and fighting their way 
  through the hundreds of strix who guard the mountains 
  around Pezzack. 
  When Olandil determines that the PCs are in fact not 
  the Society’s most elite agents, he is furious. “The Society 
  abandoned me for 5 years, and they send you? Great, now 
  I have to worry about baby-sitting rookies and get us 
  all out of this hellhole alive.” If the PCs do not identify 
  themselves as Pathfinders, Olandil is suspicious and asks 
  them pointed questions about their business in this area 
  of the Guts.  Either way, he starts unfriendly toward the 
  PCs unless they succeed at a DC 16 Diplomacy check to 
  concisely explain themselves. Once Olandil discerns that 
  the PCs are here to help him, he shares his stockpile of 
  trade goods, and gives the PCs a partially charged wand of 
  investigative mindACG (see Treasure). 
  If the PCs do not identify themselves as Pathfinders or 
  otherwise gain Olandil’s trust, he flees further into the 
  Guts.  With his superior knowledge of the Guts’ winding 
  passages, he eventually shakes the PCs. On his own, 
  Olandil is forced to spend the trade goods on various 
  bribes to keep himself safe. Three hours after the speech, 
  he arrives in Poppo’s office.
  As Olandil walks with the PCs through the Guts, he 
  explains that the Loyalists learned his true identity 
  weeks ago, and have been blackmailing him into 
  undermining and spying on their rivals. If the PCs ask 
  about his speech, he explains his desire to sow enough 
  confusion to allow him to escape, and to burn his false 
  identities. He hopes once the confusion dies down and 
  people connect all of his identities, members of all of the 
  factions will realize any information they told him might 
  be compromised. If the PCs ask about the gem on the rod 
  of influence, he explains that he asked a Galtan friend to 
  quietly retrieve the gem from Bellory. He is visibly upset 
  if the PCs tell him that his friend resorted to violence 
  against an unarmed person. 
  Pezzacki Faction Influence: If the PCs exit the Guts 
  with Olandil, the White Thistles and the Galtans gain 
  2 Influence Points. If they do not exit the Guts with 
  Olandil, whether they never found Olandil in the first 
  place or they drove him off, Docktown and the Loyalists 
  gain 2 Influence Points.
  Treasure: Olandil shares a cache of trade goods with 
  the PCs. In Subtier 1–2, the trade goods are worth a 
  total of 180 gp, and the wand of investigative mindACG has 
  6 charges remaining. In Subtier 4–5, the trade goods 
  are worth a total of 960 gp, and the wand of investigative 
  mindACG has 16 charges remaining.
  Rewards: If the PCs do not follow Olandil’s trail to the 
  Manukirt Warehouse, or if they cause him to run away 
  after speaking with him in the Guts, reduce each PC’s 
  gold earned by the following amount. 
  Subtier 1–2: Reduce each PC’s gold earned by 75 gp.
  Out of Subtier: Reduce each PC’s gold earned by 177 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 280 gp.
  B3. Whaler’s Point Guts Exit (CR 3 or CR 6)
  A gang of a lightly armed thugs wait at the top of the ladder 
  leading out of the Guts. Past the rocky outcropping where the 
  grate opens to the salty air, a small fleet of sailing boats flying 
  the Chelish flag swarms the coast all the way to the harbor’s 
  entrance, the Pinch.
  “You’re too late, Pathfinders,” their leader shouts. “The Navy’s 
  just sneaked its picket boats in under the Shorewall cannons and 
  halted fishing. Your escape’s cut off! Just give up and we’ll send 
  you our nicest one-way ship out of town.”
  While many rank-and-file Loyalists fell for Olandil’s 
  plan, their leaders considered the possibility that Olandil 
  may be attempting to flee the city, and dispatched several 
  small teams to the most likely locations. Unfortunately 
  for Olandil and the PCs, the Guts tunnel to Whaler’s 
  Point is one of the locations under Loyalist guard. If the 
  PCs bypass the guards at the tunnel, whether by bribery, 
  intimidation, or combat, they can flee back in to the Guts 
  before the Loyalists send reinforcements.
  Creatures: At the top of the tunnel, the PCs find 
  a gang of Loyalists that were ordered to capture 
  Olandil. In Subtier 1–2, the mercenaries expected more 
  reinforcement at the Guts exit, and their leader doubts 
  his ability to defeat the Pathfinders. 
  Both Subtiers 
  OLANDIL 
  CR 5
  hp 41 (see page 16)
  Subtier 1–2 (CR 3)
  PEZZACKI MERCENARIES (2) 
  CR 1/2
  Cutpurses (Pathfinder RPG NPC Codex 144; see page 36)
  hp 10 each
  TACTICS
  Morale: The mercenaries flee if the PCs incapacitate or kill 
  Gellius, or if Gellius surrenders or flees.
  GELLIUS 
  CR 1
  LE male human guard (Pathfinder RPG GameMastery Guide 
  260; see page 37)
  hp 19
  TACTICS
  Morale: Gellius has heard rumors about the sort of Pathfinder 
  
  B3. Whaler’s Point Guts Exit
  1 square = 5 feet
  G
  PCs: PCs enter here, via ladder
  M : Pezzacki Mercenary
  G : Gellius
  PCs
  M1
  M2
  M3
  M4
  N
  18
  PATHFINDER SOCIETY SCENARIO
  agents that might attempt to rescue Olandil, and he is not 
  confident in his team’s ability to defeat the PCs. A PC who 
  succeeds at a DC 15 Sense Motive check notices that he is 
  afraid of them. If the PCs succeed on an Intimidate check to 
  demoralize him, he orders his fellow mercenaries to be more 
  careful, and starts fighting defensively. If the PCs succeed on 
  a second consecutive check to demoralize him, he suggests 
  that the PCs could compensate him for his time and then 
  he would pretend that he never saw them, and he and the 
  other mercenaries stop combat. If the PCs refuse the offer, 
  he attempts to flee. If both mercenaries are incapacitated or 
  killed, he also attempts to flee. If the any of the PCs offers 
  him at least 50 gp worth of trade goods, he agrees to take 
  the trade goods and leave.
  Subtier 4–5 (CR 5)
  PEZZACKI MERCENARIES (4) 
  CR 1/2
  Cutpurses (Pathfinder RPG NPC Codex 144; see page 36)
  hp 10 each
  TACTICS
  Morale: A mercenary flees if the PCs incapacitate or kill either 
  Gellius or all three other mercenaries, or if Gellius surrenders 
  or flees.
  GELLIUS 
  CR 3
  LE male human guard officer (Pathfinder RPG GameMastery 
  Guide 261; see page 38)
  hp 34
  Melee +1 guisarme +9 (2d4+6/×3) or sap +7 (1d6+3 nonlethal)
  Other Gear full plate, +1 guisarme, javelin, nets (2), sap
  TACTICS
  Morale Gellius attempts to flee if three mercenaries are 
  incapacitated or killed. If the any of the PCs offers at least 
  150 gp worth of trade goods, he agrees to take the trade 
  goods and stop fighting the PCs.
  Development: The PCs earn Olandil’s respect as 
  Pathfinders for fighting at his side, improving his attitude 
  toward them to friendly. His escape leads the factions to 
  blame each other for the “Printsmith’s” disappearance. 
  Pezzacki Faction Influence: Incapacitating or killing 
  all of the thugs gives the Galtans 2 Influence Points, and 
  gives 1 Influence Point to both Docktown and the White 
  Thistles. Intimidating them or attacking them until 
  they flee gives the White Thistles 2 Influence Points, and 
  gives one Influence point to both the Loyalists and Galt. 
  Buying them off gives the Loyalists 2 Influence Points, 
  and gives Docktown 1 Influence Point.
  
  19
  OUT OF ANARCHY
  Rewards: If PCs do not either defeat at least one opponent 
  or convince their opponents to surrender or flee, reduce 
  each PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 134 gp.
  Out of Subtier: Reduce each PC’s gold earned by 298 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 463 gp.
  C. PLOTTING AN ESCAPE
  Olandil planned to escape on a whaler’s ship, but this plan 
  fell apart when he emerged from the Guts to see Chelish 
  pinnaces surrounding the harbor and Chelish marines 
  swarming Whaler’s Point. The confusion sown by the rod 
  of influence won’t buy Olandil more than another day. He 
  also knows that it won’t be long before the factions figure 
  out that his identities are one in the same.
  Olandil has one last idea to escape Pezzack. During 
  his search for the rod of influence, he stumbled across 
  Poppo’s own secret escape plan. The professor’s quietly 
  maintained a whale carcass in a grotto used by the 
  whalers for smuggling goods into town, and he has 
  secretly been developing and preparing a ritual to 
  animate the whale’s body.
  Olandil heads toward the Academy as soon as the 
  Loyalist threat is gone. When the PCs arrive, read or 
  paraphrase the following.
  “Sail the whale, now!” Olandil pleads. Poppo paces around 
  the Academy basement, his only response a faint, anxious 
  humming. “I know you don’t want to stay here. You’ve been 
  working on that thing forever. Let’s get in it and get out of here!”
  “No!” Poppo marches up to Olandil. “I’ve been researching for 
  months, but I need time to actually perform the last stages of 
  the ritual properly. If I try to rush it, the whale might collapse, or 
  explode, or sprout feathers, or any number of things that would 
  normally be fascinating but aren’t going to get us out of here. 
  At least not in one piece. And I like being in one piece! Don’t 
  you? You’re just going to have to wait a while. And then we’re 
  all going to need to pray to Gozreh and Nethys that it works.”
  Poppo’s voice drifts off, his bright eyes losing focus for a 
  moment, before he clears his throat and announces with renewed 
  optimism, “What I’m saying is, my ritual is a work of art. Just give 
  me a little time, and I’ll have our flawless escape plan ready.”
  Olandil says, “There’s no need to worry. Poppo is one of the 
  most skilled wizards in the Academy. He’s just a bit prone to 
  nerves when he’s put on the spot.” 
  Poppo interjects, “Hey! I’m right here! And like I said, flawless 
  escape plan.”
  Olandil continues, “There is one more factor we still need to 
  take into account. The Loyalists we met at the docks are going 
  to be watching the harbor like hawks. We’ll need to create a 
  diversion, and for that, we’ll need allies. Go to one of the 
  factions. See if you can cut a deal for them to help our escape. A 
  distraction maybe.  If I know Pezzack, all of the factions are on 
  guard after my announcement, with spies all over the town, so 
  I doubt that you’ll get a chance to speak with a second faction. I 
  would come with you, but honestly, someone needs to protect 
  the professor, and I don’t trust any of your abilities as much as 
  I trust my own.”
  Poppo says, “One word of warning! Once you leave here, the 
  Passfinders are going to be blamed for everything, right?” 
  Olandil shrugs, “Your point is? I don’t care if the Loyalists tell 
  all of Cheliax the Pathfinder Society caused everything that has 
  ever gone wrong in this town. Once we’re out of here, I want 
  nothing further to do with the Society, and if you all have a lick 
  of sense, you’ll make this your last mission too. The Society 
  doesn’t care about its agents. Why do you think they sent such 
  an amateur team for my rescue?”
  Poppo replies “Hey! They’re right here! The most-definitely-
  not-perfunctory Passfinders! At any rate, if you want to counter 
  the Loyalist’s lies, one of the factions might be able to help you 
  there too.”
  If the PCs ask Professor Poppo for more details on the 
  ritual, he tells them that the ritual will allow him to steer a 
  whale’s body out to sea. Poppo insists that there is nothing 
  necromantic about the animation ritual; it animates the 
  whale’s body as an object using transmutation magic 
  rather than negative energy . The professor also shows 
  the PCs his research notebooks. A PC who takes even a 
  cursory glance over the notebooks discovers that Poppo’s 
  approach is organized, meticulous, and detail-oriented 
  to the point of obsession. 
  A PC who succeeds on a DC 15 Knowledge (arcana) check 
  can discern that the ritual calls forth the power of the 
  sea to animate the body of a whale. No matter how high 
  the PCs roll on Knowledge (arcana), they do not discern 
  any flaws in the ritual, because there are not any mistakes 
  in Poppo’s notes—higher rolls simply give the PCs more 
  certainty that Poppo’s ritual will be successful. 
  Development: If the PCs seek an alliance with one of 
  the factions, proceed to area C1. If the PCs do not seek an 
  alliance with one of the factions, Olandil and Poppo both 
  reiterate their concern that escaping without assistance 
  SCALING ENCOUNTER B3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Remove Gellius’s halberd and heavy flail 
  from his equipment. Replace his half-plate with a breastplate 
  and 200 gp worth of trade goods. This substitution reduces 
  Gellius’s AC by 2. 
  Subtier 4–5: Remove two of the mercenaries from the 
  encounter. A mercenary flees if the PCs kill or incapacitate 
  the other mercenary.
  
  20
  PATHFINDER SOCIETY SCENARIO
  is a dangerous proposition. However, if the PCs still 
  decide not to leave the Guts, Poppo finishes his ritual just 
  after daybreak the following morning. Proceed to area E. 
  Pezzacki Faction Influence: The PCs can persuade 
  Olandil to hand over Rae Bellory’s gemstone by 
  succeeding at a DC 15 Diplomacy check; returning the 
  gem to Valia at the Throne Defiant gives 2 Influence 
  Points to the Loyalist and White Thistles factions.
  C1. Proposing an Alliance
  The PCs can propose an alliance with any of Pezzack’s 
  four major factions. They are most likely to speak with 
  the faction representatives that they met in area A, or to 
  seek out a representative of the Galtan faction. In general, 
  once the PCs speak with a representative of one faction, 
  none of the other factions are willing to speak with 
  them. However, if the PCs speak with a representative of 
  the Loyalists and decide not to turn over Olandil, they 
  may still choose another faction; after all, based on the 
  knowledge that the other factions have gathered, the 
  other factions know that the Loyalists oppose the PCs, 
  and are unlikely to suspect an alliance. 
  If the PCs are unsure of where to look for a faction 
  contact, Olandil directs them to Auntie at Auntie’s (area 
  A5) for Docktown or Lorrin Meese at the Inkwell (area A3) 
  for a White Thistle contact. If the PCs ask him about a 
  Galtan contact, he instructs them to order three bowls of 
  shrimp-stuffed cabbage at Madge’s noodle cart (area A6), 
  and wait by the cart for a member of the Galtan faction to 
  appear. If they do so, a cloaked human man who refuses to 
  identify himself slips out of the shadows to hear the PC’s 
  offer. In the unlikely event that the PCs ask Olandil about 
  contacting a member of the Loyalist faction, he drops 
  his head into his hands, and speaks to the PCs slowly. 
  “Even for rookies…Gods above. The Loyalists want to 
  throw me in prison. You are here to rescue me from them. 
  Remember back a few days ago, when a venture captain 
  gave you a mission briefing? There’s no way they would 
  agree to let me leave this town. Stay away from Loyalist 
  hotspots like the Throne Defiant.”
  Alliance with a Revolutionary Faction
  Whether the PCs seek an alliance with Docktown, the 
  Galtans, or the White Thistles, the faction contact 
  expresses shock about the newly revealed identity of the 
  Printsmith. If the PCs ask for assistance in helping “Jacks” 
  escape, the faction contact warns the PCs that gathering 
  many members of the faction on short notice would be 
  difficult, and that some members of the faction might not 
  trust the PCs. After all, the PCs might be Loyalist spies. 
  The faction contact proposes a deal: if the PCs clear the 
  strix out of the abandoned tower on behalf of the faction, 
  they will earn the faction’s trust and assistance. If the 
  PCs ask the faction contact about countering Loyalist 
  propaganda against the Pathfinder Society, the contact 
  assures the PCs that the faction would also be willing to 
  assist in that task if the PCs succeed to clear the strix out 
  of the tower.
  The faction contact also suggests that the PCs take 
  advantage of an opportunity to discredit one of the other 
  factions. The contact provides the PCs with evidence to 
  place at the abandoned tower to frame each of the other 
  factions for the crime of assisting the strix. The evidence 
  against the White Thistles is a sheaf of poetry in Strix. 
  The evidence against Docktown is a forged set of record 
  books discussing trade between the Strix and Docktown 
  merchants. The evidence against the Galtans is a forged 
  letter signed by their leader Habar Curl, offering to pay 
  the strix to destroy the Chelish blockade. Finally, the 
  evidence against the Chelish Loyalists is a repurposed 
  document from Chelish naval officer praising the strix 
  for their assistance in razing the city during the Second 
  Ashes, and promising ongoing support.
  Alliance with the Loyalists
  Instead of allying with any of the three revolutionary 
  factions, the PCs may choose to ally with the Loyalists. 
  Perhaps the PCs are particularly lawful, and after their 
  experiences speaking with the factions, they believe 
  that the Loyalists are the rightful rulers of Pezzack. 
  Ultimately, in order to form an alliance with the loyalists, 
  the PCs must first help the Loyalists find their most 
  wanted criminal: Olandil. 
  The most likely Loyalist contact is Valia Wain in the 
  Throne Defiant. Valia tells the PCs that the Loyalists 
  are unlikely to assist them in any matter at the moment 
  without significant motivation. While she is unhappy 
  with the severity of Chelish justice, she nevertheless 
  believes that people who spread disorder must be brought 
  to justice. Consequently, the Loyalists do not agree to 
  assist the PCs unless Olandil is in their custody, to be 
  turned over to Chelish authorities.
  In most cases, allying with the Loyalists requires the 
  PCs to commit an evil act to get the information they need 
  to succeed on their mission. Gaining the information 
  typically requires not only betraying Olandil to the 
  Loyalists, but also extracting information from him 
  that he is unwilling to reveal. Make sure that players 
  understand that the potential complications of this path, 
  particularly if the party includes paladins.
  If the PCs tell the Loyalists where to find Olandil, 
  Valia thanks the PCs. While the Loyalists send an elite 
  team after Olandil, Valia sends the PCs to perform one 
  additional task: clear the strix out of the abandoned tower. 
  Valia assures the PCs that they will have an opportunity 
  to question Olandil once they return from their mission 
  
  Strix
  21
  OUT OF ANARCHY
  with the strix. The PCs might ask the Loyalists not to 
  spread information that portrays the Pathfinder Society in 
  a negative light. If the PCs defeat the strix in the name of 
  the Loyalists, the Loyalists agree not to slander the Society.
  Pezzacki Faction Influence: If the PCs agree to battle 
  the strix for one of the factions, that faction gains 1 
  Influence Point. If the PCs reveal Olandil’s location to the 
  Loyalists, the Loyalists gain 2 Influence Points.
  Development: After the PCs accept the faction’s request 
  to combat strix at the abandoned tower, proceed to area 
  C2. Regardless of which faction the PCs chose as an ally, 
  their faction contact strongly recommends that the PCs 
  all carry a reach weapon or ranged weapon to combat 
  the strix. The faction contact offers to sell the PCs non-
  masterwork simple or marital weapons.
  C2. The Abandoned Tower (CR 3 or CR 6)
  Most of the walls and floors of this tower have collapsed. Only 
  fragmented pieces of the stone exterior walls remain standing. 
  A large pile of burnt wooden planks and the shattered remnants 
  of furniture lies several hundred feet to the west of the ruin. 
  Near the center of the ruin, a pile of bones rests in a 15-foot-
  deep open grave.
  The citizens of Pezzack avoid this ruined tower. The 
  tower was once the largest and most prominent defense 
  against the strix, until the strix destroyed it during the 
  Second Ashes. In recent years, the only creatures that 
  venture into the ruins are strix, and Pezzacki occasionally 
  spot these winged humanoids flying to and from the tower.
  Creatures: Two strix stand guard in the ruined tower 
  (three strix in Subtier 4–5), waiting for humans or other 
  targets to wander past. Their success during the raids of 
  the Second Ashes has left them particularly confident in 
  their abilities, and they eagerly anticipate the chance to 
  embarrass humans with their superior combat prowess.
  Subtier 1–2 (CR 3)
  STRIX TOWER GUARDS (2) 
  CR 1
  Strix fighters (airborne ambusher) 2 (Pathfinder RPG Advanced 
  Race Guide 200-201)
  N Medium humanoid (strix)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 17 each (2d10+2)
  Fort +3, Ref +3, Will +1; +2 bonus vs. illusion spells or effects
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee longspear +5 (1d8+3/×3) or 
  snag net +4 touch (entangle; see Snag Net sidebar on page 23)
  Ranged mwk composite longbow +6 (1d8+2/×3)
  Special Attacks hatred
  TACTICS
  Before Combat The strix hide among the ruins of the 
  abandoned tower.
  During Combat The strix want to humiliate the PCs, 
  especially any human PCs. They try to entangle a human 
  PC in a snag net. If they succeed, the strix with the net 
  tries to trip the entangled PC, while the other strix uses his 
  Flyby Attack feat to strike that PC with a longspear. If both 
  strix miss with their nets, they may try to fly away to refold 
  the nets, or fight with their longspears. If the PCs knock a 
  strix unconscious, the other strix screeches at them and 
  takes to the air, attacking with her longbow 
  from point-blank range. 
  Morale A strix attempts 
  to flee if she 
  believes that the 
  PCs are likely 
  to knock her 
  unconscious 
  before she 
  has another 
  SCALING ENCOUNTER C2
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: The strix tower guards’ bows are broken. 
  Subtier 4–5: Remove one of the strix tower guards from 
  the encounter.
  
  N
  C2. The Abandoned Tower
  S : Strix Tower Guard
  S2
  S1
  S3
  Pathfinder Map Pack: Waterfront
  1 square = 5 feet
  22
  PATHFINDER SOCIETY SCENARIO
  
  23
  OUT OF ANARCHY
  opportunity to escape. If one strix is unconscious or dead, 
  the other strix fights to the death to protect her ally.
  STATISTICS
  Str 15, Dex 16, Con 10, Int 8, Wis 13, Cha 10
  Base Atk +2; CMB +4; CMD 17
  Feats Flyby Attack, Point-Blank Shot, Weapon Focus (longspear)
  Skills Fly +7, Intimidate +4, Perception +1 (+3 in dim light or 
  darkness), Stealth +3 (+5 in dim light or darkness)
  Languages Strix
  SQ nocturnal, suspicious
  Combat Gear potion of cure light wounds (2); Other Gear 
  leather armor, longspear, mwk composite longbow (+2 
  Strength bonus) with 40 arrows, snag net, 23 gp
  SPECIAL ABILITIES
  Hatred (Ex) Strix receive a +1 bonus on attack rolls against 
  humanoid creatures of the human subtype due to special 
  training against these hated foes.
  Subtier 4–5 (CR 6)
  STRIX TOWER GUARDS (3) 
  CR 3
  Strix fighter (airborne ambusher) 4 (Pathfinder RPG Advanced 
  Race Guide 200-201)
  N Medium humanoid (strix)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 34 each (4d10+8)
  Fort +6, Ref +5, Will +2; +2 bonus vs. illusion spells or effects
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee mwk longspear +9 (1d8+4/×3) or 
  snag net +7 touch (entangle; see Snag Net sidebar on this 
  page)
  Ranged mwk composite longbow +8 (1d8+3/×3)
  Special Attacks hatred
  TACTICS
  Before Combat The strix hide among the ruins of the tower.
  During Combat The strix want to humiliate the PCs, especially 
  any human PCs. They try to entangle a human PC in a snag 
  net. If they succeed, the strix with the net tries to trip the 
  entangled PC, while the other strix uses their Flyby Attack 
  feat to strike that PC with a longspear. If all three strix miss 
  with their nets, they may try to fly away and refold the 
  nets, or fight with their longspears. If the PCs knock a strix 
  unconscious, the other strix screech and takes to the air, 
  attacking with their longbows from point-blank range. 
  Morale A strix attempts to flee if she believes that the PCs 
  are likely to knock her unconscious before she will have 
  another opportunity to escape. If one strix is unconscious or 
  dead, the other strix fight to the death to protect their ally.
  STATISTICS
  Str 16, Dex 16, Con 13, Int 8, Wis 10, Cha 10
  Base Atk +4; CMB +7; CMD 20
  Feats Flyby Attack, Point-Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longspear)
  Skills Fly +8, Intimidate +5, Perception +0 (+2 in dim light or 
  darkness), Stealth +3 (+5 in dim light or darkness)
  Languages Strix
  SQ armor training 1, nocturnal, suspicious
  Gear mwk chain shirt, mwk composite longbow (+3 Strength 
  bonus) with 40 arrows, mwk longspear, snag net, cloak of 
  resistance +1, 13 gp
  SPECIAL ABILITIES
  Hatred (Ex) Strix receive a +1 bonus on attack rolls against 
  humanoid creatures of the human subtype due to special 
  training against these hated foes.
  Development: If the PCs defeat the strix, they can 
  proceed back to their chosen faction with proof of their 
  victory. Any of the strix’s gear suffices to convince the 
  SNAG NET
  A snag net is a special barbed net covered in slipknots at 
  the end of a 10-foot rope. Strix invented snag nets, and only 
  strix are proficient in these unwieldy weapons. The complete 
  rules for snag nets originally appeared in the Pathfinder RPG 
  Advanced Race Guide.
  To attack with a snag net, a strix rolls a ranged touch 
  attack against a target within 10 feet. If the net hits, the 
  target is entangled. An entangled creature takes a –2 
  penalty on attack rolls and a –4 penalty to its Dexterity 
  score, can move at only half speed, and cannot charge or 
  run. If the entangled creature attempts to cast a spell, it 
  must succeed at a concentration check with a DC equal to 
  17 + the spell’s level or be unable to cast the spell. As long 
  as the strix holds on to the snag net, the entangled creature 
  cannot move more than 10 feet away from the strix, unless 
  the entangled creatures succeeds at an opposed Strength 
  check as a part of its movement to wrench the net from the 
  strix’s grasp. An entangled creature can also escape with a 
  DC 22 Escape Artist check (a full-round action). The net has 
  5 hit points and can be burst with a DC 25 Strength check 
  (also a full-round action). 
  A strix can attempt a trip combat maneuver against the 
  entangled creature as a standard action. If the trip maneuver 
  succeeds, the strix may either trip the entangled creature or 
  deal 1 point of piercing damage to the entangled creature. A 
  snag net is a trip weapon.
  A snag net cannot be thrown effectively unless it is folded 
  first. The first time a strix throws a snag net in a fight, it 
  makes a normal ranged touch attack roll. After a net is 
  unfolded, the strix takes a –4 penalty on attack rolls with it. 
  It takes 2 rounds for a strix to refold a snag net.
  
  24
  PATHFINDER SOCIETY SCENARIO
  faction that the PCs cleared out the tower. If the PCs 
  chose the Docktown, Galtan, or White Thistle factions, 
  their faction contact promises to mobilize their forces 
  to create a diversion to assist the PC’s escape. If the PCs 
  chose the Loyalist faction, their faction contact assures 
  them that the Loyalists will send a team to make sure 
  that the PC’s departure from Pezzack proceeds without 
  interference. The contact also informs them that the 
  Loyalists left Poppo and his whale unharmed.
  If the PCs lose to the strix, the strix do not stabilize 
  unconscious PCs, but they do not kill them either. 
  Instead, the strix hang any PCs who do not run away 
  from the side of the tower with snag nets as a symbol of 
  their victory. After several hours of gloating over the PC’s 
  unconscious forms, the strix depart to gather other strix 
  to gawk at the PCs. If the fleeing PCs return to rescue 
  their companions within the next three hours, they 
  find the strix in the middle of gloating. They can still 
  defeat the strix and report their success to their chosen 
  faction. If the PCs return later in the day, they find their 
  companions (with all of their gear) inside the snag nets, 
  but no strix are present.
  If all of the PCs are knocked unconscious, Poppo 
  notices after completing his ritual that the PCs have 
  been gone far too long, and fear the worst. He dons a 
  magical disguise and tracks the PCs to the abandoned 
  tower. Once he finds the PCs, he uses a combination 
  of Olandil’s cure light wounds potions and the PC’s own 
  healing resources to restore the PCs to consciousness. 
  While the PCs have failed to clear the strix out of the 
  abandoned tower, they have not entirely lost their chance 
  to gain assistance from a faction. If the PCs explain what 
  happened at the abandoned tower to a representative of 
  their faction, the representative grudgingly agrees to 
  assist the PCs in their escape, but refuses to help the 
  PCs protect the reputation of the Pathfinder Society. 
  The following morning, proceed to area D. If the PCs 
  decide that trying to help Olandil escape Pezzack is too 
  dangerous, see the Out of Time or Overwhelmed sidebar 
  on page 13 for details on how the PCs can abandon their 
  mission but still escape Pezzack.
  Pezzacki Faction Influence: If the PCs place evidence 
  that frames one of the factions for the crime of aiding 
  and abetting the strix, the framed faction loses 3 
  Influence Points.
  Rewards: If the PCs do not defeat the strix, reduce each 
  PC’s gold earned by the following amount. 
  Subtier 1–2: Reduce each PC’s gold earned by 132 gp.
  Out of Subtier: Reduce each PC’s gold earned by 306 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 481 gp.
  C3. The Society’s Reputation
  If the PCs defeat the strix for Docktown, the Galtans, 
  or the White Thistles, the faction agrees to help them 
  counter the Loyalist’s anti-Society propaganda. The 
  PCs have until the morning of Oathday, one day after 
  Olandil’s speech, before Poppo’s ritual completes. 
  Members of the faction meet with the PCs and offer 
  to follow the PC’s lead. If the PCs followed Olandil 
  through the Guts after his speech (area B1), they have 
  both the afternoon and the evening of Wealday to defend 
  the Society’s reputation, and can roll two skill checks to 
  represent their actions. If they did not follow Olandil 
  through the Guts, they only have the evening, and they 
  can only roll one skill check.
  The PCs are welcome to use any skill of their choice 
  if they come up with a reason for that skill to assist in 
  a counter-propaganda campaign. The faction members 
  readily suggest a variety of options if the PCs are stuck, 
  such as taking to the streets to improve people’s opinion 
  of the Pathfinder Society (Diplomacy), spreading a rumor 
  that the duplicitous “Jacks” is actually a member of the 
  Aspis Consortium or another rival organization (Bluff), 
  designing posters or other pro-Pathfinder artwork to be 
  reproduced (Craft), giving speeches or other performances 
  in praise of the Society (Perform), and identifying the 
  most damaging rumors that are beginning to circulate 
  , so that the PCs and their allies can target these rumors 
  at their source (Sense Motive). Consider tailoring the 
  faction member’s suggestions to fit with of their faction’s 
  ideals and methods.
  Each PC who succeeds at a DC 15 skill check earns 1 
  Propaganda Point. For every 5 points by which a PC 
  succeeds, she earns 1 additional Propaganda Point. In 
  Subtier 1–2, the PCs disrupt the Loyalist’s propaganda if 
  they earn a total of 5 Propaganda Points. In Subtier 4–5, 
  the PCs disrupt the Loyalist’s propaganda if they earn a 
  total of 8 Propaganda Points. 
  Development: If the PCs earn enough Propaganda 
  Points to stymie the Loyalist’s campaign against the 
  Society, they hear a jumble of messages about the Society 
  as they pass through the streets, and it is clear that the 
  Loyalists have failed. Otherwise, they hear whispers 
  about the Pathfinders being murderers and thieves. The 
  following morning, proceed to area D.
  SCALING ENCOUNTER C3
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: The PCs need to earn 3 Propaganda Points to 
  disrupt the Loyalist’s campaign against the Society.
  Subtier 4–5: The PCs need to earn 6 Propaganda Points to 
  disrupt the Loyalist’s campaign against the Society.
  
  N
  D. Escape from Pezzack
  I : Incutilis
  P : Poppo
  P
  I
  B : Blowhole
  E : Eye
  B
  E
  E
  Pathfinder Map Pack: Swallowed Whole
  1 square = 5 feet
  25
  OUT OF ANARCHY
  C4. Interrogation
  If the PCs decided to ally with the Loyalists and turn 
  Olandil over for arrest, they will need to learn the secrets 
  Olandil knows that could help the Society. Once the PCs 
  return from their fight against the strix, the Loyalists 
  guide the PCs to a dungeon below the Governor’s Manse.
  If the PCs turn Olandil over to the Loyalists, breaking 
  him out of the well-guarded fortress is beyond their 
  abilities. If the PCs have a crisis of conscience and do not 
  attempt to gain information from Olandil, they likely 
  do not commit an evil act. They cannot succeed at the 
  Primary Success condition of the scenario, although they 
  could still succeed on the Secondary Success condition. 
  The PCs can follow several possible routes to gain 
  Olandil’s information. Diplomacy is extraordinarily 
  difficult in this charged situation; the PCs are most likely 
  to gain information from him with Bluff and Intimidate. 
  Ultimately, it falls to the PCs to come up with a strategy 
  to convince Olandil to reveal information; if the PCs are 
  completely stuck, the Loyalists may propose ideas. In 
  Subtier 1–2, the DC of the skill check to gain information 
  from Olandil is DC 19 (The DC is 24 in Subtier 4–5). The 
  PCs can retry this skill check at a cumulative –2 for each 
  time they have previously failed, as long as they use a 
  different tactic. 
  Development: Once the PCs finish questioning Olandil, 
  they must decide how they are going to leave Pezzack. If 
  they return to Poppo, he is extremely distraught that 
  the Loyalists captured Olandil, and insists that the PCs 
  leave with him the following morning. He does not even 
  consider the possibility that the PCs betrayed Olandil, 
  so he does not attempt to roll a Sense Motive check. If 
  the PCs decide to leave on another whaling ship instead 
  of the whale, they are ambushed on that ship, instead of 
  the whale. Replace the blowhole at the top of the whale 
  with a porthole at the top of the whaling ship, and Poppo 
  and his ritual with the captain of the whaling ship. 
  Unlike the whale, the whaling ship is not filled with 
  water—the incutilis hides under a pile of fish. With these 
  modifications, proceed to area D.
  D. ESCAPE FROM PEZZACK (CR 4 OR 7)
  With everything in place, Olandil gives Poppo a day to 
  patch up the hidden whale carcass. This allows the PCs 
  time to rest, restock, protect the Pathfinder Society’s 
  reputation, and fulfill faction goals. 
  Whaler’s Point swarms with Chelish marines, but the 
  Guts remain open. Poppo uses a secret tunnel near the 
  Guts exit to Whaler’s Point that leads to the smugglers’ 
  grotto. Read or paraphrase the following.
  A few rays of sunlight streak into the narrow grotto to glint from 
  the ocean outside to the shallow water within. Poppo sloshes 
  through the water to pull at a stepping-stone in the middle of 
  the cavern.
  It dislodges with a pop, and a small swirling whirlpool gurgles 
  in its place. “Quick!” Poppo says, as low but urgently as he can. 
  “Into the blowhole!”
  The carcass is wedged in the inlet, which is much deeper than 
  it appears. The whale itself is cavernous, its throat littered with 
  improvised tools, sealed kegs, and broken bits of small boats. An 
  intricate ritual circle glows on one of the interior “walls” of the 
  whale’s body.
  Poppo seals the blowhole behind Olandil and the Pathfinders 
  with a large iron porthole. “All aboard! We’re setting sail! Or 
  whale... I haven’t figured out the jargon yet.”
  Poppo stands in front of the ritual circle and dedicates 
  his attention to steering the whale. He asks two PCs to 
  be his eyes by standing at the pair of hemispherical glass 
  windows that bulge from side of the whale where its eyes 
  once were. The “ceiling” inside the whale is 10 feet tall. 
  A sturdy rope ladder reaches from the blowhole to the 
  “floor” of the whale (DC 0 to Climb).
  
  Incutilis
  26
  PATHFINDER SOCIETY SCENARIO
  As the unlikely vessel sets out, the PCs’ actions in Pezzack 
  catch up with them. Whichever faction they’ve disrupted 
  the most launches a desperate final attack, with a strike 
  team leaping aboard the whale as it exits the grotto.
  Hazard: The round before the boarders enter the whale, 
  four of their allies shoot harpoons in to the whale and 
  tug sharply, causing the whale to lurch to a sudden stop. 
  The boarders are prepared for the sudden motion and 
  cling to the side of the whale, but the PCs may 
  be thrown off balance. A PC may attempt an 
  Acrobatics check (DC 14 in Subtier 1–2, DC 
  18 in Subtier 4–5) to avoid falling prone. 
  A PC who possesses at least one rank in 
  Profession (sailor) automatically 
  keeps her balance and does not 
  need to roll an Acrobatics 
  check. If the PCs allied 
  with the Docktown 
  faction, 
  they 
  do 
  not encounter this 
  hazard 
  (see 
  the 
  Assistance 
  from 
  Allies 
  sidebar 
  on page 27 for 
  details).
  Creatures: The mage Arixana and her sailors jump 
  on to the top of the whale as it emerges from the Guts, 
  and enter through its blowhole, representing whichever 
  faction currently has the fewest Influence Points. 
  Influence Points provide a guide to the current situation 
  in Pezzack, but they do not take into account all possible 
  situations that might occur at a table. In the event of a 
  tie, or if the faction that the PCs chose as an ally is faring 
  the most poorly, select the faction that seems most 
  appropriate. If the PCs go out of their way to oppose 
  or antagonize a faction, GMs may consider using that 
  faction to attack the PCs. 
  The stat blocks below represent Loyalist boarders. If 
  the PC’s actions cause another organization to be their 
  rival, change the boarder’s alignments as follows: the 
  White Thistles are chaotic good, the Galtans are chaotic 
  neutral, and the Docktown mercenaries are neutral 
  evil. The PC’s allied faction provides assistance. See the 
  Assistance from Allies sidebar on page 27 for details on 
  how to represent this aid.
  During the encounter, Olandil fights by the PC’s side 
  (unless the PCs turned him over to the Loyalists), and tries 
  to place himself between the younger Pathfinders and any 
  danger. Poppo stays within the ritual circle to protect it, 
  and prepares to take the whale out to sea as soon as he can. 
  The boarders and the incutilis ignore Poppo.
  Unknown to Poppo, his whale carcass was already 
  claimed by a marine parasite called an incutilis. The 
  noise and movement of combat disturbs the slumbering 
  creature, and on the second round of combat, the it bursts 
  from behind one of the whale’s ribs. In Subtier 1–2, the 
  incutilis grew and hatched in tainted waters, and it is 
  weaker than most of its kind.
  Subtier 1–2 
  (CR 4)
  ARIXANA 
  CR 1/2
  Female human evoker 1
  LE Medium humanoid (human)
  Init +6; Senses Perception +1
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 8 (1d6+2)
  Fort +1, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee dagger –1 (1d4–1/19–20)
  Ranged light crossbow +2 (1d8/19–20)
  Special Attacks intense spells (+1 damage)
  Arcane School Spell-Like Abilities (CL 1st; concentration +4)
  6/day—force missile (1d4+1)
  Evoker Spells Prepared (CL 1st; concentration +4)
  1st—burning hands (DC 14), grease, shocking grasp
  SCALING ENCOUNTER D
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Apply a random additional adjustment 
  to the encounter from the Assistance from Allies sidebar 
  on page 27. Modify the result as appropriate for the PC’s 
  allied faction. For example, if you roll the White Thistles 
  adjustment, change the thistles to another object more 
  appropriate to the PC’s allied faction.
  
  27
  OUT OF ANARCHY
  ASSISTANCE FROM ALLIES
  If the PCs ally with one of Pezzack’s factions, that faction 
  assists them in their escape from the town. Apply the 
  following adjustments to the encounter.
  Loyalists: A group of Loyalists spots the boarders before 
  they enter the ship and shouts, “You ruffians, step away from 
  the whale! Do not attempt to enter!” Any PC who hears this 
  announcement with a DC 10 Perception check has 3 rounds 
  to prepare for combat before the boarders arrive. A PC who 
  does not hear this announcement has 2 rounds to prepare; 
  even if no PC succeeds at the Perception check, Poppo hears 
  the announcement.
  Galtans: A group of Galtans started a riot at the docks to 
  help cover the PCs’ escape. The boarders managed to slip 
  through, but they were injured on the way. In Subtier 1–2, 
  Arixana has 5 hit points remaining, and the shipmates have 
  7 hit points remaining. In Subtier 4–5, Arixana previously 
  expended her mirror image spell and one of her castings of 
  fireball. The bodyguards have 11 hit points remaining.
  White Thistles: Members of the White Thistles sabotaged 
  a collection of their rival’s gear, and some of the sabotaged 
  gear is now in the hands of the boarders. In both subtiers, 
  Arixana brought two spell component pouches to the fight, 
  but one of these pouches is actually filled with thistles. The 
  first time she attempts to cast a spell in combat, she reaches 
  into the pouch of thistles. This subterfuge wastes Arixana’s 
  standard action, but does not expend the spell. In Subtier 
  1–2, agents of the White Thistle also applied a thin layer of 
  tar to one of the shipmate’s scimitars. This sabotage grants 
  the scimitar the broken condition.
  Docktown: Docktown merchants sold the boarders faulty 
  harpoons.  When the PC’s foes fire the harpoons at the whale 
  and attempt to drag it to a sudden, stomach-wrenching halt, 
  they instead drag themselves over the side of the dock and 
  in to the water. The PCs hear a surprised cry “Where did you 
  buy these worthless harpoons?” followed by four resounding 
  splashes. This sabotage negates the harpoon hazard.
  0 (at will)—detect magic, light, ray of frost
  Opposition Schools Enchantment, Necromancy
  TACTICS
  Before Combat Arixana used a charge from her wand of mage 
  armor a few minutes before approaching the whale. 
  During Combat Arixana’s tactics depend upon her faction.
  Docktown: Arixana hangs back, leading off with grease to 
  hamper the PC’s movement and attempting to keep the fight 
  at range as long as possible.
  Galtans: Arixana screams insults at the PCs as she rushes in 
  to the fight and attempts to hit as many PCs with burning 
  hands as possible, followed by other damaging spells.
  Loyalists: Arixana calmly informs the PCs that they are under 
  arrest, and demands that they surrender immediately. If the 
  PCs do not surrender, she attacks without mercy.
  White Thistles: Arixana tells the PCs that she will accept 
  surrender at any time, and is careful not to target 
  unconscious or badly wounded PCs with her evocation spells. 
  Morale Arixana surrenders if she is reduced to 2 hit points or 
  fewer, or if both of the sailors fall unconscious.
  STATISTICS
  Str 8, Dex 14, Con 13, Int 17, Wis 12, Cha 10
  Base Atk +0; CMB –1; CMD 11
  Feats Combat Casting, Improved Initiative, Scribe Scroll
  Skills Acrobatics +3, Appraise +7, Knowledge (arcana) +7, 
  Knowledge (local) +7, Spellcraft +7, Swim +0
  Languages Common, Elven, Gnome, Infernal
  SQ arcane bond (wand of mage armor [10 charges])
  Combat Gear potion of cure light wounds (2), scroll of floating 
  disk, scroll of mount, scroll of obscuring mist, wand of mage 
  armor (10 charges), acid; Other Gear dagger, light crossbow 
  with 10 bolts, scroll case, spell component pouch, spellbook 
  (contains all prepared spells plus expeditious retreat, mage 
  armor, and magic missile), sunrod (2), trade goods worth 33 gp
  LESSER INCUTILIS  
  CR 1
  Variant incutilis (Pathfinder RPG Bestiary 4 157)
  LE Tiny aberration (aquatic) 
  Init +6; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 13 (3d8)
  Fort +1, Ref +3, Will +4
  OFFENSE
  Speed 5 ft., climb 5 ft., swim 60 ft.
  Melee 2 tentacles +1 (1d2+2 plus grab)
  Space 2-1/2 ft.; Reach 0 ft.
  TACTICS
  During Combat. On the second round, the incutilis emerges 
  and attacks the side of the fight that it believes has the 
  advantage, likely the PCs. If the PCs start to fare poorly in the 
  fight, it switches to fighting against the most threatening of 
  the PC’s foes.
  Morale The incutilis wants to gather more bodies to turn in to 
  zombie puppets, but it is not willing to risk its life to gain 
  them. If the incutilis is reduced below 5 hit points, or if the 
  PCs defeat its puppet and there are no helpless creatures 
  around that it could turn in to new puppets, it attempts to 
  flee the whale.
  STATISTICS
  Str 14, Dex 15, Con 11, Int 12, Wis 13, Cha 8
  Base Atk +2; CMB +2; CMD 14
  Feats Improved Initiative, Step Up
  Skills Bluff +2, Climb +10, Disguise +2, Perception +7, Stealth 
  +16, Swim +16
  Languages Aklo, Aquan; telepathy 30 ft.
  
  28
  PATHFINDER SOCIETY SCENARIO
  SPECIAL ABILITIES
  Lesser Puppetmaster (Su) As a full-round action, an incutilis 
  can drive its lesser tendrils into any helpless Small or 
  Medium creature occupying the same square and pump the 
  victim full of poison and chemicals. A victim who fails a 
  DC 12 Fortitude save becomes a zombie-like puppet under 
  the incutilis’s control. A creature that succeeds on this 
  saving throw is unaffected. The incutilis is attached to this 
  zombie—typically by the head—occupying the same square 
  and moving along with it. The incutilis can make attacks 
  with its tentacles independently of the zombie’s slam. It 
  can also retract its tendrils as a move action, but doing 
  so causes the zombie to collapse and revert to a normal 
  corpse. The incutilis must retract its tendrils before it can 
  move away from a zombie it’s attached to. Any attack that 
  deals damage to the zombie also deals 1 point of damage 
  to the incutilis, regardless of how much damage is dealt to 
  the zombie. Area-affecting spells affect both the puppeteer 
  and zombie. A character can attempt to attack just the 
  incutilis, but takes a –4 penalty on the attack roll. Killing 
  the incutilis destroys the zombie.
  LESSER INCUTILIS’S PUPPET 
  CR 1/2
  Variant human zombie (Pathfinder RPG Bestiary 288)
  N Medium humanoid (human)
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +0, Will +3
  DR 5/slashing
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d6+4)
  STATISTICS
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats ToughnessB
  SQ staggered
  SAILORS (2) 
  CR 1/2
  LE shipmate (Pathfinder RPG GameMastery Guide 294; see 
  page 47)
  hp 11
  TACTICS
  During Combat The sailors’ tactics depend upon their faction.
  Docktown: The sailors hang back with Arixana rather than 
  closing to melee, and attack with their longbows.
  Galtans: The sailors rush into battle, attempting to flank the PCs 
  with their scimitars.
  Loyalists: The sailors delay until the PCs initiate violence 
  or refuse Arixana’s order to surrender. If the PCs do not 
  surrender, they attack without mercy.
  White Thistles: The sailors deal nonlethal damage, using a sap 
  instead of a scimitar. The statistics for the sap attack are as 
  follows: sap +2 (1d6+1 nonlethal).
  Morale The sailors fight to the death, unless Arixana 
  surrenders. If Arixana surrenders, they also surrender.
  Subtier 4–5 (CR 7)
  ARIXANA 
  CR 5
  LE female human battle mage (Pathfinder RPG GameMastery 
  Guide 256; see page 35)
  hp 33 
  TACTICS
  Before Combat: Arixana cast mage armor earlier in the day. 
  Before entering the whale, she casts mirror image, and casts 
  fly and invisibility on herself from her scrolls.
  During Combat: Arixana’s tactics depend upon her faction.
  Docktown: Arixana attempts to stay out of melee. She flies up 
  near the roof of the whale’s mouth and uses medium and 
  long-range spells to target the PCs.
  Galtans: Arixana casts fireball on the first round of combat, and 
  then rushes in to the fray, screaming insults at the PCs.
  Loyalists: Arixana calmly informs the PCs that they are under 
  arrest, and requests their surrender. If the PCs do not 
  surrender, she attacks without mercy. She casts haste on the 
  first round of combat, and then maneuvers to hit as many 
  PCs as possible with her spells while avoiding her allies.
  White Thistles: Arixana assists her allies with haste, then 
  attempts to subdue the PCs using glitterdust, color spray, 
  and tanglefoot bags. 
  Morale Arixana surrenders if she is reduced to 8 hit points or 
  fewer, or if both of the bodyguards fall unconscious.
  SAILORS (2) 
  CR 1
  LE street thug (Pathfinder RPG GameMastery Guide 265; see 
  page 42) 
  hp 16
  TACTICS
  During Combat The sailors’ tactics depend upon their faction.
  Docktown: The sailors each spend their first round throwing a 
  dagger at a flat-footed PC, before switching to quarterstaves.
  Galtans: The sailors rush into battle, attempting to flank the 
  PCs.
  Loyalists: The sailors delay until the PCs initiate violence 
  or refuse Arixana’s order to surrender. If the PCs do not 
  surrender, they attack without mercy.
  White Thistles: The sailors fight nonlethally, using saps instead 
  of quarterstaves.
  Morale The sailors fight to the death, unless Arixana 
  surrenders. If Arixana surrenders, they also surrender.
  STATISTICS
  Skills Climb +7, Intimidate +9, Knowledge (local) +4, Perception 
  +5 (+6 to find traps), Profession (sailor) +4, Stealth +7
  
  29
  OUT OF ANARCHY
  INCUTILIS 
  CR 2
  hp 18 (Pathfinder RPG Bestiary 4 157; see page 39)
  TACTICS
  During Combat On the second round, the incutilis emerges 
  and attacks the side of the fight that it believes has the 
  advantage (most likely the PCs). If the PCs start to fare 
  poorly in the fight, it switches to fighting against the most 
  threatening of the PC’s foes.
  Morale The incutilis wants more bodies to turn in to zombie 
  puppets, but it is not willing to risk its life to gain them. If 
  the incutilis is reduced below 5 hit points, or if the PCs defeat 
  its puppet and there are no helpless creatures around that it 
  could turn in to new puppets, it attempts to flee.
  INCUTILIS’S PUPPET 
  CR 1/2
  Variant human zombie (Pathfinder RPG Bestiary 288)
  N Medium humanoid (human)
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +0, Will +3
  DR 5/slashing
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d6+4)
  STATISTICS
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats ToughnessB
  SQ staggered
  Development: After fending off the boarders, the PCs 
  submerge and evade the blockade. Once the PCs clear 
  the blockade, they can pilot the whale to the rendezvous 
  point with the Grinning Pixie.
  If the boarders overwhelm the PCs, the Chelish navy 
  interdicts and captures the whale and everyone on board. 
  They arrest Poppo and Olandil, but they allow the PCs 
  to leave after an extended period of questioning. If the 
  PCs allied with the Loyalists and Olandil is already in 
  Loyalist custody, the navy arrests Poppo, but the PCs are 
  set free. In either case, if the PCs do not escape on the 
  whale, they must hire a whaling ship to take them out to 
  meet the Pixie. The whaler charges the PCs 10 gp worth 
  of trade goods per PC for the journey (or 25 gp worth of 
  trade goods per PC in Subtier 4–5). The PCs can convince 
  a whaler to allow them aboard for half of that price with 
  a successful DC 16 Diplomacy or Profession (merchant) 
  check (DC 21 in Subtier 4–5).
  Pezzacki Faction Influence: If the PCs defeat the 
  boarders, the boarder’s faction loses 2 Influence Points. If 
  they defeat the boarders by incapacitating them, forcing 
  their surrender, or finding a non-violent solution, 
  the White Thistles gain 2 Influence Points (unless the 
  boarders are members of the White Thistles).
  Treasure: The incutilis stowed a pair of silvery pearls 
  in its zombie’s pocket. One of the pearls is worth 100 gp, 
  and the other is a pearl of power (1st-level spell).
  Rewards: If the PCs do not defeat the boarders:
  Subtier 1–2: Reduce each PC’s earned gold by 169 gp.
  Out of Subtier: Reduce each PC’s earned gold by 422 gp.
  Subtier 4–5: Reduce each PC’s earned gold by 676 gp.
  CONCLUSION
  When the PCs return to the Grinning Pixie Venture-
  Captain Benarry’s face breaks into a broad grin. Read or 
  paraphrase the following.
  “You lot had me worried! I watched the blockade closing in, 
  and I was starting to think maybe I’d need to send in a retrieval 
  team for you too. So, tell me, what happened in there?”
  Benarry listens intently to the PC’s report, occasionally 
  jumping in with her own comments and suggestions for 
  embellishments to “get the story ready for the Chronicles”. 
  If the PCs retrieved Olandil, Venture-Captain Benarry 
  offers him a sincere apology for how long he was stuck 
  in Pezzack. In reply, Olandil apologizes to the PCs for his 
  rudeness during the mission. After his apology, read or 
  paraphrase the following.
  “I will need time to reflect on this experience before I decide 
  what my future with the Society will hold. However, you all 
  saved my life, and for that, I am grateful. At the very least, I will 
  complete my original mission, and share with you what I have 
  learned of the situation in Cheliax, as it relates to establishing 
  a foothold for a new Pathfinder Lodge, as well as everything I 
  know about the current situation in Pezzack.”
  If the PCs tell Benarry that they turned Olandil over to 
  the Loyalists, she seems disappointed.
  “Can’t say I’m happy with your methods, but you still completed 
  your mission. Hopefully if any of you needs rescue in the future, 
  the team sent after you won’t make the same decision.”
  With Olandil’s information, the Society gains a 
  significant advantage in future expeditions in western 
  Cheliax. While he has burned his bridges in Pezzack, 
  his knowledge about potential safe houses and Chelish 
  politics sets the groundwork for future Society 
  expeditions in the region. As long as the PCs tracked 
  Olandil to the Manukirt warehouse and received his 
  trade goods, each PC receives the Skillful Barterer boon 
  on her Chronicle Sheet.
  
  30
  PATHFINDER SOCIETY SCENARIO
  Reporting Notes
  If the PCs allied with Docktown, check box A. If the PCs 
  allied with the Galtans, check box B. If the PCs allied 
  with the Loyalists, check box C. If the PCs allied with the 
  White Thistles, check box D.
  Primary Success conditions
  If the Pathfinders get Olandil out of Pezzack alive, the 
  PCs earn 1 Prestige point. The PCs also achieve the 
  primary success condition if they turn Olandil over to 
  the Loyalists and successfully interrogate him in area C4.
  Secondary Success Conditions
  If the PCs protect the Society’s reputation in Cheliax by 
  countering Loyalist propaganda in area C3, they each 
  earn 1 additional Prestige point. The PCs also achieve 
  the secondary success condition if they turn Olandil 
  over to the Loyalists and defeat the strix at the Loyalists’ 
  behest; these actions convince the Loyalists not to spread 
  propaganda against the Society.
  Faction Notes
  The members of Dark Archives succeed at their faction 
  goal if they bring an accurate copy of the infernal contract 
  to Zarta Dralneen, or if they leave Pezzack with Phelerosa. 
  If they succeed at either of these goals, they receive the 
  Master of Secrets boon on their Chronicle Sheets.
  Liberty’s Edge faction members succeed at their goal if 
  they receive a volume of Amalia Wraxton’s work from the 
  Inkwell and the White Thistles or the Galtans have the 
  most Influence Points at the end of the scenario. If the 
  Galtans have the most Influence Points, Liberty’s Edge 
  PCs earn the Pezzacki Gardener boon on their Chronicle 
  Sheets. If the White Thistles have the most Influence 
  Points, they earn the Pezzacki Thistle boon instead. In 
  the event of a tie, select which boon the PCs earn based 
  on which faction their characters favored during the 
  scenario.
  
  31
  OUT OF ANARCHY
  PLAYER HANDOUT #1: LETTER FROM ZARTA DRALNEEN
  My dearest agents of the Dark Archives, I’ve heard you’ve been 
  whisked away to feel the glistening lash of the sea before being 
  plunged into Cheliax’s most rotten apple. As you likely know, I have 
  many friends in my old homeland who now hold me in the lowest 
  esteem. Their faded loyalty pains me in the least interesting ways, 
  but more importantly to the Dark Archives, I no longer have access 
  to secrets they hold that can potentially unlock items of diabolic 
  import retained in our Vaults. You must find information about 
  Phelerosa Ciucci, a bastard daughter of minor Chelish nobility, 
  and deliver her secrets to me—or better yet, return with her—and 
  we might not only further our knowledge but also find certain…
  negotiations open to us in the future. Excel in your task and I will 
  share some secrets of my own with my newest favorite agents.
  Your colleague in the dark,
  Zarta Dralneen
  PLAYER HANDOUT #2: LETTER FROM COLSON MALDRIS
  Pezzack! Imagine my pleasant surprise to hear I’d have agents 
  in the heart of Cheliax’s rebellion. My task for you is simple, 
  but subtle: push the long-suffering Pezzacki toward embracing 
  their own freedom. We know of the White Thistles spreading 
  creative dissent and Galtan agents preaching their own bloodier 
  revolution, but in Pezzack we find little reason to discriminate 
  against any force for freedom. While you have such a rare 
  opportunity in such an inspirational city, also seek out an original 
  folio of songs or poetry by the legendary Amalia Wraxton to add 
  to our collection. If you can both inspire the Pezzacki and return 
  with fresh inspiration from them, we can promise secret training 
  in the skills that best suit your methods.
  Best of luck!
  Major Colson Maldris
  
  32
  PATHFINDER SOCIETY SCENARIO
  PLAYER HANDOUT #3: PERFORMANCE FLYER
  One Performance Only
  Listen to Pezzack’s Next Great 
  Author, Poet, Writer, Orator, Performer
  Noon on Wealday at the Manukirt Trading Co. Warehouse
  Don’t Miss a New Age of Pezzacki History
  Ignorant Friends from Galt Also Welcome
  Loyalists Allowed Only if Unarmed
  PLAYER HANDOUT #4: EXCERPT FROM AN INFERNAL CONTRACT
  This document, filed in triplicate, serves as a record of the bargain between Magarius 
  Charthagnion, son of Parvanus Charthagnion, and the devil Krathurex. The terms of 
  the contract are as follows.
  Section 1: Obligations and Restrictions Upon Krathurex
  Within one Golarion hour after both parties sign this contract, the devil Krathurex 
  shall provide to Magarius Charthagnion the value of 25,000 gold pieces, in the form 
  of legal tender in the nation of Cheliax. This money shall be provided for Magarius 
  Charthagnion’s use, without interference by the devil Krathurex or any of his allies 
  or subordinates. The devil Krathurex affirms that he is not aware of any action that 
  his superiors plan to take that would provide interference. For the purposes of this 
  contract, “interference” refers to any action, willingly and knowingly taken, that 
  obstructs Magarius Charthagnion’s free use of the provided money, that attempts 
  to deprive Magarius Charthagnion of other money or property, or that attempts to 
  cause harm to Magarius Charthagnion. For the purposes of this contract, “harm” is 
  defined as…
  Section 6: Obligations and Restrictions Upon Charthagnion
  … Magarius Charthagnion will be provided the agreed-upon sum to use as he sees 
  fit, without restriction or interference, as specified in Section 1. The devil Krathurex 
  or one of his representatives will respond to summons pursuant to the repayment 
  within a period of one week after the issuance of such a summons, as specified in 
  Section 4. The devil Krathurex will not attempt to contact Magarius Charthagnion 
  without Magarius Charthagnion’s prior request and approval, as specified in Section 
  5. If the eldest son of Parvanus Charthagnion pays the value of 30,000 gold pieces to 
  the devil Krathurex or one of his representatives before the date of 01 Abadius 4717, 
  the responsibilities of all signatories of this contract will be discharged. If the loan is 
  not repaid in the specified manner by the specified date, the devil Krathurex shall gain 
  legal possession of the soul of Magarius Charthagnion in perpetuity.
  
  33
  OUT OF ANARCHY
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #6–22: 
  Out of Anarchy
  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.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Authors: Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Pathfinder Society Scenario #6–22: Out of Anarchy © 2015, Paizo Inc.; 
  Author: Garrett Guillotte
  
  34
  PATHFINDER SOCIETY SCENARIO
  
  35
  OUT OF ANARCHY
  BATTLE MAGE 
  CR 5 
  XP 1,600
  Human evoker 6 
  N Medium humanoid 
  Init +6; Senses Perception +6
  DEFENSE 
  AC 16, touch 12, flat-footed 14 (+4 mage armor, +2 Dex)
  hp 33 (6d6+12)
  Fort +5, Ref +4, Will +5
  OFFENSE
  Speed 30 ft.
  Melee dagger +2 (1d4–1/19–20) or 
  wand of shocking grasp +2 touch (1d6 electricity)
  Ranged dagger +5 (1d4–1/19–20)
  Special Attacks intense spells +3
  Arcane School Spell-Like Abilities (CL 6th; concentration +9)
  6/day—force missile (1d4+3)
  Wizard Spells Prepared (CL 6th; concentration +9)
  3rd—dispel magic, fly, haste, fireball (2) (DC 17)
  2nd—flaming sphere (DC 16), glitterdust (DC 15), mirror 
  image, protection from arrows, scorching ray (DC 16)
  1st—burning hands (DC 15), color spray (DC 14), expeditious 
  retreat, mage armor, shocking grasp
  0 (at will)—dancing lights, detect magic, light, message
  Prohibited Schools enchantment, necromancy
  STATISTICS
  Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 13
  Base Atk +3; CMB +2; CMD 17
  Feats Combat Casting, Defensive Combat Training, Great 
  Fortitude, Improved Initiative, Scribe Scroll, Spell Focus 
  (evocation)
  Skills Craft (Armor) +10, Craft (Weapons) +10, Fly +11, 
  Knowledge (arcana) +12, Knowledge (engineering) +7, 
  Knowledge (geography) +7, Knowledge (history) +7, 
  Perception +6, Ride +6, Spellcraft +12
  Languages Common, Draconic, Elven, Giant
  SQ arcane bond (wand)
  Combat Gear scrolls of fly (2), invisibility (2), minor image (2), 
  wand of magic missile (CL 5, 50 charges, arcane bond item), 
  wand of shocking grasp (50 charges), tanglefoot bags (3); 
  Other Gear daggers (2), 20 gp
  Boon A battle mage can create scrolls at a 10% discount.
  A battle mage is always ready for a fight. She knows that 
  the one who strikes first strikes best. Never lacking in 
  firepower, her versatility on the battlefield is always 
  appreciated. Battle mages make excellent military 
  fire support and magical bodyguards. They can be 
  found alone, guarding a traveling merchant (CR 
  7) or guide (CR 8) or adventuring with a medium or 
  minstrel, monster hunter or gladiator, and tomb raider 
  (CR 9). A squad of four battle mages (CR 9) might be 
  attached to an army.
  Adventurers
  Rapscallions, hired hands, monster hunters, tomb raiders, 
  champions, and scoundrels, adventurers come with all 
  manner of skills and agendas. While they might be questing 
  heroes seeking to thwart villains and right wrongs, they 
  might also be dangerous thieves seeking to make a fortune 
  in valuable relics. These NPCs can serve as allies for a PC 
  party or even as hirelings for a day or a single dungeon 
  crawl. Alternately, they could be rival adventurers seeking 
  to thwart the PCs in their own mission. Whether as allies 
  or rivals, these NPCs might appear any time a party comes 
  to realize they aren’t the only adventurers around.
  
  36
  PATHFINDER SOCIETY SCENARIO
  Init +7; Senses Perception +3
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 10 (1d8+2)
  Fort +1, Ref +5, Will –1
  OFFENSE
  Speed 30 ft.
  Melee short sword +3 (1d6+2/19–20)
  Ranged dagger +3 (1d4+2/19–20)
  Special Attacks sneak attack +1d6
  TACTICS
  Before Combat The rogue hides so he can use sneak attack.
  During Combat The rogue continues to fight his initial opponent 
  in melee, or throws acid if his opponents are at range.
  STATISTICS
  Str 14, Dex 17, Con 13, Int 10, Wis 8, Cha 12
  Base Atk +0; CMB +2; CMD 15
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +7, Climb +6, Disable Device +7, Escape Artist +7, 
  Knowledge (local) +4, Perception +3, Sleight of Hand +7, Stealth 
  +7, Swim +6
  Languages Common
  SQ trapfinding +1
  Combat Gear potion of cure light 
  wounds, acid (2), smokestick, 
  tanglefoot bag; Other 
  Gear masterwork studded 
  leather, daggers (5), short 
  sword, thieves’ tools, 25 gp
  The cutpurse is a dirty sneak who 
  uses surprise and stealth to rob 
  unsuspecting victims.
  AVEM THE BLADE
  A young tough trying to make a 
  name for himself, Avem prefers 
  robbery and burglary to outright 
  murder—but isn’t afraid to kill.
  Combat Encounters: Avem might 
  target a solitary PC in a dangerous part 
  of town, or may be the leader of a gang 
  of unskilled thugs.
  Roleplaying Suggestions: Avem 
  is skilled at many kinds of theft, 
  and can be hired to commit petty 
  larceny or create a distraction at 
  reasonable rates.
  Init +2; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 19 (2d8+7)
  Fort +1, Ref +5, Will +1
  Defensive Abilities evasion, orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk greataxe +5 (1d12+4/�3)
  Ranged shortspear +3 (1d6+3)
  Special Attacks sneak attack +1d6
  TACTICS
  During Combat The rogue charges at the nearest foe.
  STATISTICS
  Str 17, Dex 14, Con 13, Int 8, Wis 12, Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats Toughness
  Skills Acrobatics +5, Climb +6, Intimidate +7, Perception +6, 
  Ride +2, Sense Motive +6, Stealth +5
  Languages Common, Orc
  SQ orc blood, rogue talents (bleeding attack +1),  
  trapfinding +1, weapon familiarity
  Combat Gear potions of cure light wounds (2),  
  potion of disguise self, potion of divine favor, 
  potion of feather fall, potion of hide from undead; 
  Other Gear chain shirt, masterwork greataxe, 
  shortspear, 59 gp
  The skulking brute extorts illegal tolls 
  from travelers, attacking those who 
  refuse to pay.
  BLARTA
  Blarta is a mean bully, and prefers 
  intimidation to fighting, since it requires 
  less work from him.
  Combat Encounters: Blarta 
  might harass the PCs on 
  the road or be a scout 
  for bandits.
  Roleplay ing 
  Suggestions: Blarta sees quite 
  a lot of people on the road, and 
  may know things of interest to the 
  PCs. For the right price, he 
  might even be persuaded 
  to join them, though he’s 
  unreliable at best.
  CUTPURSE
  CR 1/2
  HUMAN ROGUE 1
  XP 200
  Medium humanoid (human)
  NE
  SKULKING BRUTE
  CR 1
  HALF-ORC ROGUE 2
  XP 400
  Medium humanoid (human, orc)
  CE
  
  37
  OUT OF ANARCHY
  City WAtCh
  Whether a lone constable minding a sleepy burg or officers 
  of a highly trained force in a vast metropolis, members of 
  the city watch patrol their beats, staving off the criminal 
  elements and keeping innocents safe from harm. The best-
  organized city watches employ members with a variety of 
  skills, from expert combatants to spell-casters, and often 
  organize them in ranks similar to military orders. Yet as 
  often as guards serve as welcome allies, crooked watchmen 
  abound, and even the best only serve those who prove they’re 
  on the right side of the law. 
  GUARD 
  CR 1
  XP 400
  Human warrior 3
  LN Medium humanoid 
  Init +0; Senses Perception +3
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+8 armor)
  hp 19 (3d10+3)
  Fort +4, Ref +1, Will +1
  OFFENSE
  Speed 20 ft.
  Melee halberd +5 (1d10+3/×3) or 
  heavy flail +5 (1d10+3/19–20) or 
  sap +5 (1d6+2 nonlethal) 
  Ranged heavy crossbow +3 (1d10/19–20) 
  STATISTICS
  Str 14, Dex 11, Con 13, Int 9, Wis 10, Cha 8
  Base Atk +3; CMB +5 (+7 sunder); CMD 15 (17 vs. 
  sunder)
  Feats Alertness, Improved Sunder, Power Attack
  Skills Intimidate +5, Perception +3, Ride –3, Sense 
  Motive +2
  Languages Common
  Combat Gear potions of cure light wounds (2); Other 
  Gear half-plate, heavy crossbow with 10 bolts, halberd, 
  heavy flail, sap, 5 gp
  Boon A guard can give accurate directions to any non-secret 
  location in the city and can allow a PC to enter or leave 
  through a gate after hours or without paying a gate tax.
  Guards of the city watch are vigilant soldiers, dedicated 
  to keeping the peace and maintaining order. They defend 
  the city walls and gates against external threats, but they 
  also stand ready to break up fights and brawls, disarming 
  or sundering weapons drawn in anger, forcing unruly 
  citizens apart, and tending the wounded. 
  Different types of guards may be created with lighter 
  armor (breastplates and heavy shields) and one-handed 
  weapons (battle axes or longswords). Replacing guards’ 
  halberds with glaives, guisarmes, or ranseurs gives them 
  a reach attack. Outfitting guards with pikes makes a 
  group of pikemen, while giving them tower shields and 
  short swords creates crossbowmen for a siege. Temple 
  guards can replace Improved Sunder with Exotic Weapon 
  Proficiency (two-bladed sword). Prison guards might 
  replace Improved Sunder with Improved Unarmed Strike 
  and Power Attack with Exotic Weapon Proficiency (whip). 
  Four guards and a turnkey (CR 6) or a torturer (CR 7) can 
  provide security for a small prison or dungeon.
  Guards may be encountered alone, in pairs (CR 3), in 
  groups of four (CR 5),  or as a patrol of six accompanied by 
  a guard officer (CR 7), depending on how dangerous their 
  city or neighborhood is. 
  
  38
  PATHFINDER SOCIETY SCENARIO
  WATCH CAPTAIN 
  CR 6 
  XP 2,400
  Human fighter 7 
  LN Medium humanoid 
  Init +1; Senses Perception +6
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
  hp 57 (7d10+19)
  Fort +8, Ref +4, Will +4; +2 vs. fear
  Defensive Abilities bravery +2
  OFFENSE
  Speed 30 ft.
  Melee +1 halberd +14/+9 (1d10+10/×3) or 
  sap +11/+6 (1d6+4 nonlethal) 
  Ranged composite longbow +8/+3 (1d8+4/×3) 
  Special Attacks weapon training (pole arms +1)
  STATISTICS
  Str 18, Dex 12, Con 14, Int 13, Wis 8, Cha 10
  Base Atk +7; CMB +11 (+15 trip); CMD 22 (24 vs. trip)
  Feats Alertness, Combat Expertise, Dazzling Display, Greater Trip, 
  Improved Trip, Iron Will, Persuasive, Weapon Focus (halberd), 
  Weapon Specialization (halberd)
  Skills Diplomacy +5, Handle Animal +4, Intimidate +12, 
  Knowledge (engineering) +5, Perception +6, Profession (soldier) 
  +5, Ride +2, Sense Motive +8
  Languages Common, Halfling
  SQ armor training 2
  Combat Gear potions of cure moderate wounds (2), tanglefoot 
  bags (2); Other Gear masterwork full plate, +1 halberd, 
  composite longbow (+4 Str) with 20 arrows, sap, cloak of 
  resistance +1, 35 gp
  Boon A watch captain may detain an NPC of up to 9th level for 24 
  hours and allow a single PC access for questioning, or he could 
  assign one patrol of guards to assist the PCs inside the city for 
  up to 1 hour.
  Watch captains are stern and canny veterans, experienced 
  soldiers who have seen it all on the battlefield and lived to 
  tell the tale. Quick of mind and naturally suspicious, they are 
  thorough and professional in leading investigations yet also 
  tactful when dealing with highborn and lowborn alike. 
  Watch captains might also be used as high-ranking officers 
  or low-ranking generals in an army, while a single watch 
  captain can serve as the castellan of a fortress.  Replacing the 
  halberd and Improved Trip feat with a ranseur and Improved 
  Disarm creates a watch captain who disarms opponents 
  instead of tripping them.
  Watch captains may be encountered leading an investigative 
  team of a guard officer and a battle mage (CR 8) or leading 
  larger patrols in force (CR 8 for one patrol of an officer and 
  four guards; +1 CR per additional patrol). A watch captain 
  might also be encountered as the non-noble companion of a 
  holy warrior or knight (CR 8).
  GUARD OFFICER 
  CR 3
  XP 800
  Human fighter 4 
  LN Medium humanoid 
  Init +1; Senses Perception +3
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
  hp 34 (4d10+12)
  Fort +6, Ref +2, Will +1; +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee mwk guisarme +9 (2d4+5/×3) or 
  sap +7 (1d6+3 nonlethal) 
  Ranged net +5 ranged touch (entangle) or 
  javelin +5 (1d6+2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  STATISTICS
  Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 12
  Base Atk +4; CMB +7; CMD 18
  Feats Combat Reflexes, Dazzling Display, Exotic Weapon 
  Proficiency (net), Skill Focus (Intimidate), Weapon Focus 
  (guisarme), Weapon Specialization (guisarme)
  Skills Intimidate +11, Perception +3, Ride +2, Sense Motive +2
  Languages Common
  SQ armor training 1 
  Combat Gear potion of cure light wounds; Other Gear full 
  plate, masterwork guisarme, javelin, nets (2), sap
  Boon A guard officer can alert the PCs to local customs, 
  traditions, tricks, and suspicious activity, granting a +2 bonus 
  for 24 hours on opposed Perception and Sense Motive checks 
  within the city. She can also arrange a meeting with a watch 
  captain for the PCs.
  Guard officers supervise guards in their duties and respond 
  to major disturbances, using their grim demeanors and 
  skill at arms to quell conflict. They coordinate well in 
  battle with the guards under their command, rounding 
  up troublemakers and preventing their escape. 
  Guard officers can also be used as highly skilled 
  gladiators or flamboyant bounty hunters. They might 
  even be found as royal guardsmen in a king’s throne 
  room. In an evil society, guard officers may wear spiked 
  armor and be outfitted with scythes or spiked chains 
  instead of guisarmes and poisoned hand crossbows 
  instead of nets.
  Guard officers usually patrol with four guards (CR 6), 
  or three guard officers may serve as adjutants to a watch 
  captain (CR 8). Two guard officers can escort a battle mage 
  (CR 7) to respond to magical threats. Four guard officers 
  and a champion (CR 10) form an elite arena fighting team, 
  while two guard officers and two slavers (CR 7) might 
  guard a valuable shipment of slaves.
  
  39
  OUT OF ANARCHY
  Incutilis
  This strange nautilus drags itself forward on oversized tentacles, 
  its crimson-streaked flesh textured like the surface a brain.
  INCUTILIS 
  CR 2
  XP 600
  LE Tiny aberration (aquatic)
  Init +6; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
  hp 18 (4d8)
  Fort +1, Ref +3, Will +5
  OFFENSE
  Speed 5 ft., climb 5 ft., swim 60 ft.
  Melee 2 tentacles +2 (1d4+2 plus grab)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks puppetmaster
  STATISTICS
  Str 15, Dex 15, Con 11, Int 12, Wis 13, Cha 8
  Base Atk +3; CMB +3 (+7 grapple); CMD 15 (can’t be tripped)
  Feats Improved Initiative, Step Up
  Skills Bluff +3, Climb +10, Disguise +3, Perception +8, Stealth +17, 
  Swim +17
  Languages Aklo, Aquan; telepathy 30 ft.
  SQ amphibious
  ECOLOGY
  Environment any oceans
  Organization solitary, pair, or colony (3–12 plus enslaved puppets)
  Treasure standard
  SPECIAL ABILITIES
  Puppetmaster (Su) As a full-round action, an incutilis can drive 
  its lesser tendrils into any helpless Small or Medium creature 
  occupying the same square and pump the victim full of 
  poison and chemicals. The victim is killed instantly, and 
  becomes a zombie-like creature under the incutilis’s control. 
  This zombie isn’t treated as being undead, and is immune 
  to spells and effects that affect only undead (including 
  damage from positive energy). The incutilis is attached to 
  this zombie—typically by the head—occupying the same 
  square and moving along with it. The incutilis can 
  make attacks with its tentacles independently of 
  the zombie’s slam. It can also retract its tendrils as a move 
  action, but doing so causes the zombie to collapse and revert 
  to a normal corpse. The incutilis must retract its tendrils 
  before it can move away from a zombie it’s attached to. Any 
  attack that deals damage to the zombie also deals 1 point 
  of damage to the incutilis, regardless of how much 
  damage is dealt to the zombie. Area-affecting spells 
  affect both the puppeteer and zombie. A character 
  can attempt to attack just the incutilis, but takes a –4 
  penalty on the attack roll. Killing the incutilis destroys 
  the zombie.
  A strange sort of sea creature that appears to be an 
  oversized cephalopod, an incutilis hides a significant 
  intelligence behind its unassuming appearance. Though 
  most incutilises live their entire lives within the deepest 
  trenches of the darkest seas, some venture to the border 
  between water and land, taking terrible control over 
  land-dwelling flesh with an alien disregard for sentient 
  life. Because of their aquatic physiologies, their ability 
  to cross this border and travel on land is limited. These 
  aberrations overcome this hurdle with a lethal solution, 
  slaying land dwellers and commandeering their flesh to 
  bear the incutilis on shore.
  Although incutilises can live as bottom feeders, they 
  prefer not to scavenge. Their favorite foods seem to be 
  larger sea creatures—sharks, whales, and sentient ocean 
  dwellers—and they make no distinction between the living 
  and the dead. Incutilises exhibit strong self-preservation 
  compulsions, going out of their way to avoid dangerous 
  predators. When one is on land and its zombie puppet is 
  destroyed, it attempts to flee to the 
  nearest body of water.
  An incutilis weighs about 25 
  pounds (30 with its shell) and 
  measures 4 feet from the tips of 
  its longest tentacles to the 
  top of its shell.
  
  40
  PATHFINDER SOCIETY SCENARIO
  Fly, Giant
  Bristling with coarse hairs, this enormous fly’s legs twitch just 
  before it launches into the air on buzzing wings. 
  GIANT FLY 
  CR 1
  XP 400
  N Medium vermin 
  Init +3; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 15 (2d8+6)
  Fort +6, Ref +3, Will –2
  Immune disease, mind-affecting effects 
  OFFENSE
  Speed 20 ft., climb 20 ft., fly 60 ft. (good)
  Melee bite +2 (1d6+1 plus disease)
  STATISTICS
  Str 12, Dex 17, Con 16, Int —, Wis 7, Cha 2
  Base Atk +1; CMB +2; CMD 15 (21 vs. trip)
  Skills Climb +9, Fly +7, Perception +2; Racial Modifiers +4 
  Perception
  ECOLOGY
  Environment any temperate or tropical
  Organization solitary, pair, or swarm (3–12)
  Treasure none
  SPECIAL ABILITIES
  Disease (Ex) Filth Fever: Bite—injury; save Fortitude DC 14; 
  onset 1d3 days; frequency 1/day; effect 1d3 Dex damage 
  and 1d3 Con damage; cure 2 consecutive saves. Some flies 
  might carry other diseases, at the GM’s discretion. The save 
  DC is Constitution-based.
  Much like their tiny cousins, giant flies feed upon carrion. 
  Wholly monstrous, these disgusting creatures have been 
  known to sometimes attack still-living foes, particularly 
  when they are hungry or living creatures disturb their 
  meals. Some species of giant fly bear their larva live, ejecting 
  piles of undulating giant maggots 
  from their engorged abdomens 
  rather than laying eggs in 
  decaying corpses.
  Maggot, Giant
  This enormous maggot has greasy, pale flesh and a dripping, 
  circular mouth filled with tiny, sharp teeth. 
  GIANT MAGGOT 
  CR 1/2
  XP 200
  N Medium vermin
  Init –1; Senses darkvision 60 ft.; Perception –3
  DEFENSE
  AC 9, touch 9, flat-footed 9 (–1 Dex)
  hp 7 (1d8+3)
  Fort +5, Ref –1, Will –3
  Immune disease, mind-affecting effects
  OFFENSE
  Speed 10 ft., burrow 5 ft.
  Melee bite +0 (1d6)
  Special Attacks regurgitate 
  STATISTICS
  Str 10, Dex 8, Con 16, Int —, Wis 5, Cha 1
  Base Atk +0; CMB +0; CMD 9 (can’t be tripped)
  ECOLOGY
  Environment any temperate or tropical
  Organization solitary or swarm (2–12)
  Treasure none
  SPECIAL ABILITIES
  Regurgitate (Ex) Once per day, a giant maggot can empty its 
  putrid stomach upon one creature within 5 feet. The target 
  must make a DC 13 Fortitude save or be sickened for 1 
  minute (or until the target spends a full-round action with at 
  least a gallon of water to wash off the filth). The save DC is 
  Constitution-based.
  Voracious scavengers, giant maggots feed constantly, 
  gorging themselves on the dead in preparation for their 
  transformation into giant flies. Their pallid, corpulent 
  bodies are the size of human children, and their rasping 
  teeth are capable of eating even the bones of a corpse. 
  Giant maggots have no legs, 
  and move with a disturbing 
  undulation as they crawl 
  over their meals. Giant 
  maggots feed for 2 
  weeks (often moving 
  from 
  one 
  corpse 
  to another) before 
  entering a pupal 
  stage, after which 
  they emerge as 
  giant flies.
  
  41
  OUT OF ANARCHY
  CriminAls i
  The lowest criminals haunt the alleys and slums of even 
  the proudest cities. Slinking from their dives and basement 
  lairs to prey upon the weak and unwary, they take what 
  they can, making meager livings that only afford them the 
  opportunity to go on living their violent lives, while ever 
  hoping to make a big score. These lesser criminals often 
  organize into gangs or, under a more influential leader, 
  into whole guilds, becoming significantly more dangerous 
  and daring then they ever could be alone.
  PICKPOCKET 
  CR 1/2
  XP 200
  Human rogue 1 
  N Medium humanoid 
  Init +3; Senses Perception +3
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+1 armor, +3 Dex)
  hp 5 (1d8+1)
  Fort +1, Ref +5, Will –1
  OFFENSE
  Speed 30 ft.
  Melee sap +0 (1d6 nonlethal) 
  Ranged dart +3 (1d4) 
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 10, Dex 17, Con 12, Int 13, Wis 8, Cha 14
  Base Atk +0; CMB +0; CMD 13
  Feats Deft Hands, Skill Focus (Sleight of Hand)
  Skills Acrobatics +7, Appraise +5, Bluff +6, Disable Device 
  +9, Disguise +8, Escape Artist +7, Knowledge (local) +5, 
  Perception +3 (+4 to find traps), Sense Motive +3, Sleight of 
  Hand +12, Stealth +7
  Languages Common, Halfling
  SQ trapfinding +1
  Combat Gear bag of caltrops; Other Gear padded armor, darts 
  (4), sap, disguise kit, thieves’ tools
  Boon A pickpocket can attempt to steal a small item for the PCs 
  or plant a small item on a target.
  Pickpockets are the bane of the marketplace—innocuous 
  waifs with innocent smiles and deft hands who can cut a 
  purse in an eyeblink. Pickpockets could also serve as any 
  of the countless street urchins or guttersnipes found on 
  the streets of any large city.
  Adding a dagger or short sword turns a pickpocket 
  into a desperate mugger. Replacing Deft Hands with 
  Deceitful and changing Skill Focus from Sleight of 
  Hand to Bluff can make a con artist pickpocket, while 
  changing Skill Focus to Disable Device makes for a good 
  apprentice lock-picker or trapspringer. Replacing the 
  Appraise skill with Perform  creates common acrobats, 
  jugglers, or mummers, perhaps members of a troupe 
  that engages in a little larceny on the side.
  In pairs (CR 1), one pickpocket usually provides 
  a distraction  for her partner to take advantage of. In 
  large cities and markets, pickpockets often work in 
  gangs of six (CR 4) or even more. A wanderer might 
  employ a pickpocket assistant (CR 3), while a storyteller 
  or minstrel might employ half a dozen pickpockets to 
  help “work” the crowd (CR 5 or 6). A shady barkeep might 
  keep two pickpockets on staff disguised as serving girls, 
  along with his two regular barmaids, to supplement his 
  tavern’s income (CR 5).
  
  42
  PATHFINDER SOCIETY SCENARIO
  STREET THUG 
  CR 1 
  XP 400
  Human fighter 1/rogue 1 
  NE Medium humanoid 
  Init +2; Senses Perception +5
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 16 (2 HD; 1d10+1d8+6)
  Fort +3, Ref +4, Will +0
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +4 (1d6+3) or
  quarterstaff +2/+2 (1d6+3/1d6+1) or
  dagger +4 (1d4+3/19–20) or
  sap +4 (1d6+3 nonlethal)
  Ranged dagger +3 (1d4+3/19–20) 
  Special Attacks sneak attack +1d6 
  STATISTICS
  Str 16, Dex 15, Con 13, Int 8, Wis 10, Cha 12
  Base Atk +1; CMB +4; CMD 16
  Feats Skill Focus (Intimidate), Toughness, Two-Weapon 
  Fighting
  Skills Climb +8, Intimidate +9, Knowledge (local) +4, 
  Perception +5 (+6 to find traps), Stealth +7
  Languages Common
  SQ trapfinding +1
  Gear masterwork studded leather, daggers (2), quarterstaff, 
  sap, manacles (2)
  Boon A street thug could attempt to kidnap or threaten a 
  particular NPC, deliver a message, or create a disturbance 
  with a street brawl whose distraction causes a –2 penalty on 
  opposed Perception checks for 1 minute.
  Street thugs are the alleybashers and bullyboys of the 
  streets. They are the crude muscle employed by other 
  criminals to keep rivals at bay and shake down hapless 
  shopkeeps and business owners. Innocent townsfolk live 
  in fear of a street thug slipping out of the shadows to 
  administer a brutal beating. 
  In more lawless cities, street thugs can serve as 
  corrupt guardsmen or as a vigilante militia. Street 
  thugs can also be used as bouncers in a tavern or casino. 
  Replacing Two-Weapon Fighting with Intimidating 
  Prowess makes a street thug a better extortionist. 
  Outside of cities and towns, street thugs can also be 
  used as bandits or brigands, or as low-level guards for a 
  merchant caravan.
  A single street thug can be a prostitute’s pimp (CR 3) or 
  the intimidating partner of a pickpocket (CR 2). A pair of 
  street thugs might operate with a slaver (CR 5) or torturer 
  (CR 6), or they might work as bodyguards for a dealer 
  acting as a minor crimelord (CR 5). Six street thugs might 
  form a riot-busting brute squad (CR 6).
  BURGLAR 
  CR 2
  XP 600
  Human rogue 3 
  N Medium humanoid 
  Init +3; Senses Perception +9
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 16 (3d8+3)
  Fort +2, Ref +6, Will +1
  Defensive Abilities evasion, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee sap +3 (1d6+1 nonlethal) or
  dagger +3 (1d4+1/19–20)
  Ranged mwk composite shortbow +6 (1d6+1/×3) or 
  dagger +5 (1d4+1/19–20)
  Special Attacks sneak attack +2d6
  STATISTICS
  Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8
  Base Atk +2; CMB +3; CMD 16
  Feats Deft Hands, Skill Focus (Perception), Stealthy
  Skills Acrobatics +9, Appraise +8, Bluff +5, Climb +9, Disable 
  Device +13, Disguise +5, Escape Artist +11, Knowledge 
  (local) +8, Perception +9 (+10 to find traps), Sleight of Hand 
  +11, Stealth +11, Swim +7
  Languages Common, Elven, Halfling
  SQ rogue talent (quick disable), trapfinding +1
  Combat Gear potion of expeditious retreat, potion of feather 
  fall, tanglefoot bag; Other Gear leather armor, dagger, 
  sap, masterwork composite shortbow (+1 Str) with 20 
  arrows, universal solvent, climber’s kit, 50-ft. silk rope with 
  grappling hook, masterwork thieves’ tools
  Boon A burglar can open a trapped item for PCs or search a 
  building for traps. She might break into a house to recover an 
  item for the PCs or break a PC out of jail.
  Burglars are prowlers of cities and towns, dancing cat-like 
  along rooftops and slipping quietly into homes and shops 
  by night. 
  Changing Skill Focus (Perception) to Skill Focus (Disable 
  Device) turns a burglar into an expert safecracker, while 
  replacing Deft Hands and Skill Focus (Perception) with Point 
  Blank Shot and Weapon Focus (shortbow) makes a skulking 
  sniper. Replacing Skill Focus (Perception) with Skill Focus 
  (Acrobatics), and changing the quick disable rogue talent  to 
  ledge walker or stand up creates a thief-acrobat. Changing a 
  burglar’s rogue talent is a good way to customize further.
  Burglars usually work alone but will sometimes 
  hire a pickpocket as a lookout (CR 3). A trio of burglars 
  might cooperate to rob a large house or bank, with three 
  street thugs for muscle and a pickpocket lookout (CR 7). 
  A burglar may also work in concert with a barkeep and 
  barmaid (CR 5) to rob patrons’ rooms of valuables.
  
  43
  OUT OF ANARCHY
  rAt, dire
  rAt sWArm
  DIRE RAT 
  CR 1/3
  XP 135
  N Small animal
  Init +3; Senses low-light vision, scent; Perception +4
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 5 (1d8+1)
  Fort +3, Ref +5, Will +1
  OFFENSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +1 (1d4 plus disease)
  Special Attacks disease
  STATISTICS
  Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4
  Base Atk +0; CMB –1; CMD 12 (16 vs. trip)
  Feats Skill Focus (Perception)
  Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial 
  Modifiers uses Dex to modify Climb and Swim
  ECOLOGY
  Environment any urban
  Organization solitary or pack (2–20)
  Treasure none
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: 
  Bite—injury; save Fort DC 11; 
  onset 1d3 days; frequency 1/
  day; effect 1d3 Dex damage 
  and 1d3 Con damage; cure 2 
  consecutive saves. The save 
  DC is Constitution-based.
  Dire rats grow up to 2 feet 
  long and weigh up to 25 
  pounds. They are common menaces 
  in dungeons and city sewers alike.
  Dire Rat Companions
  Starting Statistics: Size 
  Small; Speed 40 ft., climb 
  20 ft., swim 20 ft.; Attack 
  bite (1d4); Ability Scores 
  Str 10, Dex 17, Con 12, 
  Int 2, Wis 12, Cha 4; 
  Special Qualities low-
  light vision, scent.
  4th-Level Advancement: Attack 
  bite (1d4 plus disease); Ability Scores 
  Str +2, Con +2.
  RAT SWARM 
  CR 2
  XP 600
  N Tiny animal (swarm)
  Init +6; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 16 (3d8+3)
  Fort +4, Ref +5, Will +2
  Defensive Abilities swarm traits
  OFFENSE
  Speed 15 ft., climb 15 ft., swim 15 ft.
  Melee swarm (1d6 plus disease)
  Space 10 ft.; Reach 0 ft.
  Special Attacks disease, distraction (DC 12)
  STATISTICS
  Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2
  Base Atk +2; CMB —; CMD —
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Balance +6, Climb +10, Perception +8, Stealth +14, Swim 
  +10; Racial Modifiers uses Dex to modify Climb and Swim
  ECOLOGY
  Environment any
  Organization solitary, pack (2–5 swarms), or 
  infestation (6–12 swarms)
  Treasure none
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: Swarm—
  injury; save Fort DC 12; onset 1d3 
  days; frequency 1/day; effect 1d3 
  Dex damage and 1d3 Con damage; 
  cure 2 consecutive saves. The save 
  DC is Constitution-based.
  A rat swarm typically consists of a 
  biting, roiling mass of hundreds 
  of disease-ridden rats driven to 
  uncharacteristic heights of 
  aggression by fantastic and 
  overwhelming hunger. In 
  such numbers, they become 
  voracious hunters, capable of 
  killing a full-grown human with 
  hundreds of bites. Rat swarms 
  are often found in the sewers 
  of large human settlements.
  Rat swarms surround and 
  attack any warm-blooded 
  prey in their path.
  This filthy rat is the size of a small dog. It has a coat of coarse fur, 
  a long and scabby tail, and two glittering eyes.
  A squirming, roiling mass of squeaking rats draws closer, teeth 
  flashing and claws scratching everything in its path.
  
  44
  PATHFINDER SOCIETY SCENARIO
  Parasite, Rot Grub Swarm
  This nauseating carpet of wriggling white grubs undulates 
  outward in a pallid wave of hunger.
  ROT GRUB SWARM 
  CR 7
  XP 3,200
  N Fine vermin (swarm)
  Init +2; Senses blindsense 30 ft.; Perception +0
  DEFENSE
  AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
  hp 85 (10d8+40)
  Fort +11, Ref +5, Will +3
  Defensive Abilities swarm traits; Immune mind-affecting 
  effects, weapon damage
  OFFENSE
  Speed 10 ft.
  Melee swarm +10 (2d6 plus distraction and infestation)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 19), infestation
  STATISTICS
  Str 1, Dex 15, Con 18, Int —, Wis 10, Cha 1
  Base Atk +7; CMB —; CMD — 
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Infestation (Ex) Any living creature that takes 
  damage from a rot grub swarm becomes infested 
  unless it succeeds at a DC 19 Reflex save. On a 
  failed save, the infested creature takes 1d4 points 
  of Constitution damage per round as the rot grubs 
  burrow through and consume its flesh—this effect 
  continues as long as the victim remains in the 
  swarm and continues for 1d6 rounds after it leaves 
  the swarm. Any energy-based 
  attack (including damage from 
  negative energy) that deals 
  at least 5 points of damage to 
  the victim automatically 
  destroys all of the rot 
  grubs infesting it, ending 
  the effect prematurely. 
  Additionally, any effect that 
  removes disease 
  instantly ends a rot 
  grub infestation. 
  Immunity to disease 
  offers no defense. 
  The save DC is 
  Constitution-
  based. 
  Parasite, Giant Rot Grub
  This twitching, pale maggot is the size of a large dog. A circular 
  mouth quivers and gasps at one end of its pulsating body.
  GIANT ROT GRUB 
  CR 3
  XP 800
  N Small vermin 
  Init +1; Senses blindsense 30 ft.; Perception +0
  DEFENSE
  AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
  hp 34 (4d8+16)
  Fort +8, Ref +2, Will +1
  Immune mind-affecting effects
  OFFENSE
  Speed 20 ft.
  Melee bite +6 (1d6+3 plus poison and grab)
  Special Attacks gnaw, grab (Medium)
  STATISTICS
  Str 14, Dex 12, Con 18, Int —, Wis 10, Cha 1
  Base Atk +3; CMB +4 (+8 grapple); CMD 15
  ECOLOGY
  Environment any
  Organization solitary, pair, or nest (3–8)
  Treasure none
  SPECIAL ABILITIES
  Gnaw (Ex) A rot grub that is grappling a foe 
  and chooses to damage the foe with an 
  additional grapple check deals twice its 
  normal bite damage (2d6+6 for most 
  giant rot grubs), in addition to injecting 
  an additional dose of poison with each 
  successful check.
  Poison (Ex) Bite—injury; save Fort DC 
  16; frequency 1/round for 
  5 rounds; effect 1d3 
  Str; cure 1 save.
  Rot grubs are foul, 
  nauseating 
  parasites 
  that feed on flesh and use 
  corpses as nests in which 
  to grow. While a rot grub can 
  derive nourishment from dead 
  flesh, its true hunger is for the flesh of the 
  living. Thankfully, rot grub swarms occur 
  only rarely, as they require the infested 
  carcass of a Huge or larger creature and 
  many weeks to build up the numbers 
  necessary to constitute a swarm.
  In some cases, a rot grub continues 
  to feed and grow, eventually reaching 
  enormous size as a giant rot grub.
  
  45
  OUT OF ANARCHY
  Scorpion, Black 
  This towering scorpion’s carapace is as black as coal, and its 
  claws are each as long as a man’s body.
  BLACK SCORPION 
  CR 15
  XP 51,200
  N Colossal vermin 
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 30, touch 2, flat-footed 30 (+28 natural, –8 size)
  hp 228 (24d8+120)
  Fort +19, Ref +8, Will +8
  Immune mind-affecting effects
  OFFENSE
  Speed 60 ft.
  Melee 2 claws +23 (2d8+13 plus grab), sting +23 (2d6+13  
  plus poison)
  Space 30 ft.; Reach 30 ft.
  Special Attacks constrict (2d8+19), rapid stinging
  STATISTICS
  Str 36, Dex 10, Con 20, Int —, Wis 10, Cha 2
  Base Atk +18; CMB +39; CMD 49 (61 vs. trip)
  Skills Climb +17, Perception +4, Stealth –12; Racial Modifiers 
  +4 Climb, +4 Perception,  
  +4 Stealth
  ECOLOGY
  Environment warm deserts
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save 
  Fort DC 29; frequency 1/round 
  for 6 rounds; effect 1d4 Str, 
  1d4 Dex, and 1d4 Con; cure 
  3 saves.
  Rapid Stinging (Ex) 
  A black scorpion’s 
  stinger strikes with 
  astounding speed; 
  it can make one 
  additional attack in a 
  round with its sting 
  as a swift action.
  The immense 
  black scorpion 
  is one of the 
  largest desert 
  predators. Capable of 
  stinging with blinding 
  speed, this creature is 
  constantly on the hunt. 
  Scorpion, Cave
  This man-sized, bulky scorpion has thick, unyielding armor that 
  makes it almost seem to be made of stone. 
  CAVE SCORPION 
  CR 1
  XP 400
  N Medium vermin 
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 16 (3d8+3)
  Fort +4, Ref +1, Will +1
  Immune mind-affecting effects
  OFFENSE
  Speed 60 ft., climb 40 ft.
  Melee 2 claws +2 (1d4), sting +2 (1d4 plus poison)
  Special Attacks rend (2 claws, 2d4)
  STATISTICS
  Str 11, Dex 10, Con 13, Int —, Wis 10, Cha 2
  Base Atk +2; CMB +2; CMD 12 (24 vs. trip)
  Skills Climb +8, Perception +4, Stealth +0 (+12 in caves); Racial 
  Modifiers +4 Perception, +12 Stealth in caves
  ECOLOGY
  Environment any underground
  Organization solitary, pair, or swarm 
  (3–12)
  Treasure none
  SPECIAL ABILITIES 
  Poison (Ex) Sting—injury; 
  save Fort DC 12; 
  frequency 1/round 
  for 4 rounds; effect 
  1d2 Str; cure 1 save.
  The 
  squat 
  cave 
  scorpion is quite 
  well 
  suited 
  for 
  life in caves. With 
  its bulky armor, a 
  cave scorpion at rest 
  looks like a pile of 
  stones. The cave 
  scorpion’s favorite 
  food is dwarven 
  meat, and when a 
  cave scorpion finds a 
  working dwarven mine, 
  it can quickly become 
  a major inconvenience. 
  Dwarven societies often 
  post hefty bounties on 
  cave scorpion stingers.
  
  46
  PATHFINDER SOCIETY SCENARIO
  sCorpion, GiAnt
  GIANT SCORPION 
  CR 3
  XP 800
  N Large vermin 
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +4
  DEFENSE
  AC 16, touch 9, flat-footed 16 (+7 armor, –1 size)
  hp 37 (5d8+15)
  Fort +7, Ref +1, Will +1
  Immune mind-affecting effects
  OFFENSE
  Speed 50 ft.
  Melee 2 claws +6 (1d6+4 plus grab), sting +6 (1d6+4 plus poison) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+4)
  STATISTICS
  Str 19, Dex 10, Con 16, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +8 (+12 grapple); CMD 18 (30 vs. trip)
  Skills Climb +8, Perception +4, Stealth +0; Racial Modifiers +4 
  Climb, +4 Perception, +4 Stealth
  ECOLOGY
  Environment warm or temperate deserts, forests, plains, or 
  underground
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 
  6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC 
  is Constitutuion-based and includes a +2 racial bonus.
  Giant scorpions are monstrous versions of the more 
  common desert scorpion. They are likely to attack any 
  creature that approaches. Giant scorpions usually charge 
  when attacking, grabbing prey in their pincers, then 
  lashing their segmented tails forward to kill their victim 
  with injected venom.
  Giant scorpions are just over 8 feet long from head to 
  the base of the tail; the tail adds an additional 8 feet or so, 
  although it is usually curled up over the scorpion’s back. 
  Giant scorpions weigh between 2,000 and 6,000 pounds.
  Giant scorpions normally feed on other giant vermin, 
  as well as large mammals that they paralyze with their 
  venom, but they will attack and eat any living creature 
  that ventures too close. In turn, giant scorpions are 
  preyed upon by purple worms and other large predators.
  Giant scorpions engage in complex courtship rituals 
  when they mate, grasping each other’s pincers, arching 
  their tails, and performing a circular “dance.” Soon 
  after mating, the male usually retreats to avoid being 
  cannibalized by the female.
  Female scorpions do not lay eggs; they give birth to live 
  young in broods of a dozen or so. The mother carries her 
  brood on her back until the young are old enough to fend 
  for themselves and hunt their own prey.
  Giant scorpions live in underground burrows, either as 
  solitary hunters or in small colonies, and will sometimes 
  take up residence in man-made ruins or dungeons if food 
  is plentiful. Giant scorpion colonies are usually made up 
  of scorpions from the same brood that have yet to strike 
  out on their own.
  Other species of scorpions exist as well, some smaller 
  but most quite a bit larger and favoring different terrains, 
  such as forests, plains, or even underground. You can adjust 
  the stats for the giant scorpion by changing Hit Dice and 
  size (adjusting Strength, Dexterity, and Constitution as 
  appropriate) to represent a wide range of species. The 
  following table lists the most common variants.
  Species 
  CR 
  Size 
  HD
  Greensting scorpion 
  1/4 
  Tiny 
  1d8
  Ghost scorpion 
  1/2 
  Small 
  2d8
  Cave scorpion 
  1 
  Medium 
  3d8
  Deadfall scorpion 
  8 
  Huge 
  10d8
  Giant emperor scorpion 
  11 
  Gargantuan 16d8
  Black scorpion 
  15 
  Colossal 
  22d8
  The sixteen-foot-long scorpion scrabbles forward, ferocious claws 
  raised in challenge, stingered tail arched over its back.
  
  47
  OUT OF ANARCHY
  sAilors
  Plying the seas and facing danger in pursuit of wealth, 
  adventure, or merely the freedom of the waves, professional 
  sailors arise from every port and ship upon nearly every ocean. 
  Whether as salty sea dogs, hardened marines, sailing traders, 
  seasoned captains, or deadly pirates, those with experience 
  before the mast and skill at reading the tempers of the seas 
  might find new journeys wherever the tides sweep them. The 
  sea breeds colorful characters and seems to harden those who 
  ride its waves, bringing some to nobility and sinking others 
  to the black-hearted depths of cruelty.
  SHIPMATE 
  CR 1/2
  XP 200
  Human expert 1/warrior 1 
  N Medium humanoid 
  Init +1; Senses Perception +4
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge)
  hp 11 (2 HD; 1d8+1d10+2)
  Fort +3, Ref +1, Will +2
  OFFENSE
  Speed 30 ft.
  Melee scimitar +2 (1d6+1/18–20) or 
  dagger +2 (1d4+1/19–20) 
  Ranged composite longbow +2 (1d8+1/×3) 
  STATISTICS
  Str 13, Dex 13, Con 12, Int 8, Wis 10, Cha 9
  Base Atk +1; CMB +2; CMD 14
  Feats Dodge, Skill Focus (Profession [sailor])
  Skills Acrobatics +5, Climb +5, Craft (ships) +3, Perception +4, 
  Profession (fisherman) +4, Profession (sailor) +8, Survival +4, 
  Swim +5
  Languages Common
  Gear masterwork studded leather, daggers (2), composite 
  longbow (+1 Str) with 20 arrows, scimitar
  Boon A shipmate can smuggle a small item onto or off of 
  a ship, or help PCs get on or off of a ship by creating a 
  distraction for any other watchers (–4 on Perception checks 
  to notice the PCs for up to 1 minute).
  Shipmates are ordinary sailors, the rank-and-
  file deckhands who keep any vessel, great or small, 
  afloat and moving. They are alert for danger and quick 
  on their feet, weathered by wind and wave and sun, but 
  always with an eye for what waits beyond the horizon. 
  Shipmates can be used as low-level marines, rivermen, 
  bargefolk, or even swamp rats living in stilt-houses. 
  Replacing a shipmate’s Dodge feat with Athletic reduces 
  his AC and CMD by 1, but increases his Climb and Swim 
  skills by 2 each. Replacing his Profession (fisherman)  skill 
  with ranks in Linguistics or a Knowledge skill creates a 
  sailor who has traveled the world and has knowledge of 
  distant lands or languages.
  On board a ship, shipmates might serve as crew for a 
  variety of characters: eight shipmates could work for an 
  evil slaver (CR 6), a seagoing traveling merchant (CR 7), a 
  marauding viking (CR 8), or a pirate captain and her first 
  mate (CR 12).
  Away from seagoing vessels, six shipmates could form 
  a press gang looking for easy prey to add to a pirate 
  ship’s crew (CR 4). A single shipmate might be found in 
  the company of a barmaid (CR 1), or with a vagabond or 
  storyteller (CR 2). A pair of shipmates might take up with 
  a drunkard or prostitute while on shore leave (CR 3). 
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  1–2
  8–9
  —
  —
  255
  950
  —
  —
  603
  510
  1,900
  —
  —
  1,205
  Out of 
  Subtier
  Pathfinder Society Scenario #6 – 22: 
   Out of Anarchy
  Master of Secrets (Dark Archive): You provided Zarta Dralneen with valuable leverage over one of her 
  enemies; in return, she is willing to assist you against one of your enemies. Before rolling an Intimidate 
  check against a named NPC, you may show this boon to your GM and announce that Zarta Dralneen has 
  provided you with blackmail or other information that can assist you in intimidating this NPC. Zarta’s 
  information provides you with a +4 bonus on your Intimidate check. Once you use this boon, cross it off 
  your Chronicle Sheet.
  Pezzacki Gardener (Liberty’s Edge): Your actions in Pezzack shifted the balance of power in favor of the 
  Galtans. As promised, the Liberty’s Edge faction provides you with training in Galtan methods. You may 
  reroll an attack roll to confirm a critical hit. You must make the choice to reroll before the GM reveals 
  whether or not the critical hit confirmed. Once you use this boon, cross it off of your Chronicle Sheet.
  Pezzacki Thistle (Liberty’s Edge): Your actions in Pezzack shifted the balance of power in favor of 
  the White Thistles. As promised, the Liberty’s Edge faction provides you with training in the White 
  Thistle’s methods. You may use this boon to reroll a Craft, Diplomacy, or Perform check, but you must 
  make the choice to reroll before the GM reveals whether or not the check succeeds. Once you use this 
  boon, cross if off your Chronicle sheet.
  Skillful Barterer: Your experience bartering in Pezzack prepares you to negotiate without coin. Once 
  during a scenario, while in a settlement of at least 100 people, you may trade up to 300 gp worth of non-
  magical equipment for non-magical equipment of equivalent value. You may not receive coins, gems, or 
  other money as a part of this trade. After you use this boon, cross if off your Chronicle sheet.
  All Subtiers
  Subtier 4–5
  oil of daylight (750 gp)
  pearl of power (1st level spell; 1,000 gp)
  scroll of remove fear (CL 4th; 100 gp)
  snag net (30 gp; Pathfinder RPG Advanced Race 
  Guide 201)
  wand of investigative mind (6 charges; 540 gp, limit 1; 
  Pathfinder RPG Advanced Class Guide 165)
  wand of mage armor (10 charges; 150 gp, limit 1)
  cloak of resistance +1 (1,000 gp)
  scroll of fly (375 gp)
  scroll of invisibility (150 gp)
  scroll of mirror image (150 gp)
  wand of investigative mind (16 charges; 1,440 gp, 
  limit 1; Pathfinder RPG Advanced Class Guide 165)
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 06/S06%3F22 - Out of Anarchy.pdf