TEXT: ™
  
  ®
  ™
  The DarkesT Vengeance
  Pathfinder Society Scenario 47
  Design • Tim Hitchcock and Mark Moreland
  Development • Joshua J. Frost
  Editing • Judy Bauer
  Senior Art Director • Sarah Robinson
  Layout • Crystal Frasier
  Interior Artist • Imaginary Friends, Eric Lofgren
  Cartographer • Mike Schley
  Vice President of Operations • Jeff Alvarez
  Events Manager • Joshua J. Frost
  Paizo CEO • Lisa Stevens
  Corporate Accountant • Dave Erickson
  Financial Analyst • Chris Self
  Technical Director • Vic Wertz
  Publisher • Erik Mona
  Pathfinder Society Scenario 47: The Darkest Vengeance is a Pathfinder Society Scenario designed for 1st to 5th level 
  characters (Tiers: 1–2 and 4–5). This scenario is designed for play in Pathfinder Society Organized Play, but can easily 
  be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for 
  use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 22 of this product.
  Paizo Publishing, LLC
  7120 185th Ave NE Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Pathfinder Society scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery 
  are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Chronicles, Pathfinder 
  Companion, Pathfinder Module, and Pathfinder Society are trademarks of Paizo Publishing, LLC. © 2010 Paizo 
  Publishing, LLC.
  
  3
  3
  Ustalav and Karcau
  Ustalav is a land of gothic horror, home to vampires, 
  reclusive nobility, and the prison of the infamous 
  Whispering Tyrant. The city of Karcau, located in northern 
  Ustalav on the banks of Lake Prophyria, is an opulent and 
  decadent metropolis filled with baroque opera houses, 
  museums, and manors. Under the city, a vast network 
  of subterranean lakes and rivers cuts a labyrinth into the 
  bedrock, allowing horrors from the deep to penetrate the 
  city’s defenses. For more information on Ustalav, see the 
  Pathfinder Chronicles Campaign Setting.
  bursts of light. Ultimately, his research with the rare 
  mineral led the Decemvirate to promote him to venture-
  captain, under the premise that he’d divulge his findings 
  to the Society, along with samples of aureolyte. To date, 
  he’s failed to make good on the agreement. Worse, as a 
  result of his ever-increasing obsession, Miregrold spent 
  a small fortune on the research and development of his 
  device. He borrowed money from less than reputable 
  sources, accruing a substantial debt. To cover himself, he 
  started skimming from funds the Decemvirate granted 
  him to found the lodge.
  Zoathrias finally tracked Miregrold down and led a raid 
  on the lodge 6 days ago, attacking from below. The dark 
  stalker’s minions slew the lodge’s entire complement of 
  pathfinders and took the venture-captain hostage, but 
  they were unable to retrieve the largest aureolyte crystal 
  from Miregrold’s secret laboratory. Frustrated, the dark 
  stalker dragged Miregrold into a cavern below the lodge 
  where he delightedly tortures him for more answers, 
  leaving his creeper minions to attempt to disassemble 
  the lab’s defense mechanisms and recover the crystal. No 
  matter though, for Miregrold is close to breaking down 
  and revealing his secrets, if only so the malevolent stalker 
  will end his torment and let him die.
  At present, the dark folk’s hostile siege remains 
  unknown to the Decemvirate. Instead, they send 
  pathfinders, the player characters, to the Karcau Lodge 
  to investigate Miregrold’s covert financial dealings and 
  retrieve a sample of the rare crystal.
  M
  inor Ustalavic noble Skeldon Miregrold’s shady 
  dealings earned him a controversial reputation 
  even among the unscrupulous Pathfinder Society. 
  Twenty years ago, as an active pathfinder, Miregrold 
  achieved notoriety charting vast swaths of the Darklands 
  and retrieving countless treasures from dark folk, drow, 
  and serpentfolk settlements, abandoned and inhabited 
  alike. In the course of his journeys, Miregrold made 
  many dubious alliances with the Darklands’ unabashedly 
  evil denizens and earned the enmity of many more, often 
  when he turned on his associates to save himself or take 
  home all the profits. 
  Shortly before retiring from active exploration, 
  Miregrold allied with a crafty dark stalker named 
  Zoathrias who told tales of aureolyte, a rare crystalline 
  mineral known to naturally emit light. Many dark 
  folk settlements contain shrines dedicated to large 
  samples of the luminescent crystals, using them as 
  sources of sustenance in times of need. Zoathrias 
  and Miregrold ventured deep into drow territory to 
  attain one such sample, which they agreed to cleave 
  in twain, with each keeping half. Their plan did not 
  unfold as planned, though, and Miregrold betrayed 
  his companion to ensure his own survival. For a year, 
  Zoathrias suffered unthinkable mental and physical 
  torment in the clutches of the drow, and his mind 
  is now truly broken. His thoughts are plagued with 
  fantasies of revenge against Miregrold, and since his 
  fortuitous escape just weeks ago, he began to carefully 
  plot the pathfinder’s painful demise.
  In recognition of his many exploits, Miregrold was 
  recently promoted to venture-captain of a new Pathfinder 
  Lodge—located in an underground network of caverns 
  hidden under an unassuming manor estate—in his 
  hometown of Karcau, Ustalav. He is less interested in 
  the actual management of the lodge than he is in an 
  increasingly intensive series of alchemical experiments, 
  many of which involve manipulating the properties of 
  aureolyte. Thus far his only success at harnessing the 
  mineral’s fabulous light emanating qualities resides in 
  an unwieldy and somewhat unstable mechanism that 
  uses sunrods to overload the crystal, producing intense 
  The DarkesT Vengeance
  By tim hitchcock and mark moreland
  
  Pathfinder Society Scenario
  4
  SUMMARY
  Venture-Captain Basia Kalistoff dispatches the PCs 
  to the Karcau Lodge to investigate Venture-Captain 
  Skeldon Miregrold. On their arrival, they find Miregrold 
  Manor mysteriously vacant. Their investigation draws 
  the attention of some thuggish squatters who’ve recently 
  taken up residence in the lodge. Dressed in stolen garb, 
  they pose as the Manor’s rightful occupants. The thugs 
  attempt to convince the PCs to stay the night, plotting to 
  kill and rob them while they sleep, provided the PCs don’t 
  first peg them as charlatans. If interrogated, the thugs 
  don’t know what happened to the Manor’s inhabitants, 
  but they may reveal that the estate suddenly went dark 
  about a week ago and has been vacant since. They admit 
  to having found a couple of stabbed bodies lying about, 
  which they hid in some wine barrels, but insist they are 
  innocent of the murders. Toward the back of the kitchen 
  storeroom, the PCs find a secret door that leads down to 
  the basement.
  The stairway descending into the lower levels is trapped 
  as a defensive measure and the dark folk have placed an 
  alarm in the underground foyer. In an adjacent closet, 
  the PCs find a dead pathfinder, apparently killed while 
  attempting to access a stash of sunrods. The PCs then 
  pass through the lodge’s reliquary where they face an evil 
  soulbound doll that was released from storage during the 
  dark folk raid. 
  Next, the PCs enter the lodge’s library and Miregrold’s 
  secret laboratory. The lab door is closed, but bright light 
  streams under the door. Guarding the lab, a dark creeper 
  violently rummages through the library for clues on 
  how to dismantle the overloaded device in the lab room 
  behind him. The lab itself contains a miniature prototype 
  of Miregrold’s aureolyte lighting device.
  The PCs must dismantle the device to get to the 
  crystal within and shut off the blinding light it emits. 
  Once dismantled, they can check the room for further 
  clues. They can then piece together how the device 
  functions and uncover evidence of the venture-captain’s 
  past dealings with dark folk and his current illegal 
  financial dealings.
  Beyond the library lies another storage room with a 
  broken lift that descends into a vast subterranean lake 
  flowing beneath Karcau and leading to the Darklands. 
  This section includes an optional encounter with a 
  swarm of bats.
  After crossing the lake, the PCs arrive at an excavation 
  site, where they confront the dark stalker Zoathrias, who 
  is busy giving Miregrold a painful working over. After 
  tracking down the thieving surface-dweller, the dark 
  stalker isn’t satisfied with snuffing him out in a second, 
  or even a day.
  Using knowledge gained in the lab, clever pathfinders 
  can activate a larger device in the excavation chamber 
  and release the light to counteract the dark stalker’s 
  deeper darkness ability and blind him, thus gaining an 
  advantage. Once the PCs defeat or drive off the dark 
  stalker, they can rescue Miregrold, recover the crystal, 
  and conclude the scenario.
  GETTING STARTED
  It isn’t every day that one receives an invitation to the 
  Karcau Opera House, with the ticket prices being what 
  they are—not to mention the cost of seats in a private 
  box. Of course, as soon as the usher leads the PCs to their 
  seats, it becomes obvious why the Society has sent them 
  to enjoy a night at the opera. Read the following to get the 
  adventure underway:
  Already seated within the private booth, a lean Ustalavic 
  noblewoman waits, watching the show with detached 
  enthusiasm. She turns slowly, the crimson of her elegant 
  gown a contrasting starkly with her dark hair, pale skin, and 
  sharp features. She motions to nearby seats and dismisses the 
  attending usher.
  “Thank you for coming. I am Venture-Captain Basia 
  Kalistoff, currently without a home lodge. The Decemvirate 
  requested that I speak with you here, in private, to discuss 
  a problem that needs sorted out. I trust you’ve heard of 
  Skeldon Miregrold?” 
  Regardless of how the PCs answer, Venture-Captain 
  Kalistoff continues:
  “Miregrold is a disreputable and duplicitous rogue of my own, 
  noble, Ustalavic blood—my second cousin, in fact, though 
  I’m loathe to admit it. He’s also quite renowned in our little 
  Society, though again, few would boast of associating with him. 
  When his father passed, Skeldon invested most of his sizable 
  inheritance in illicit trade operations with the dark denizens 
  that dwell below this city. Though he is valuable as a font of 
  knowledge about the subterranean passages below—and the 
  Darklands in general—he’d sell out his dying mother if he 
  thought he could profit from it. 
  Despite my personal warnings, the Decemvirate granted 
  him permission to open a lodge in Karcau, though this grant 
  came with several stipulations. As I’d suspected, none of these 
  conditions have been met. The Society requested Skeldon 
  send them his research notes along with some samples of a 
  rare mineral he’s being experimenting with called aureolyte. 
  Neither the notes nor the samples ever arrived. Furthermore, 
  it’s been a month since Skeldon contacted the Decemvirate, 
  who are increasingly concerned about the additional finances 
  they granted him to conduct his research. Other sources have 
  
  the darkeSt Vengeance
  5
  30+ Miregrold is an accomplished inventor and 
  alchemist and uses many of the resources at his disposal 
  to experiment on personal pet projects. Pathfinders 
  who recently returned from the Karcau Lodge speak of a 
  strange device he is currently constructing in his secret 
  laboratory.
  After the PCs finish their questions, Basia cautiously 
  calls them closer to impart some personal information.
  Before you leave, Venture-Captain Kalistoff leans forward and 
  in a hushed voice says: “On a personal note, I was the initial 
  candidate for venture-captain of the Karcau Lodge. Behind 
  my back, Miregrold went to the Decemvirate and bid me out 
  of the position while his agents traveled throughout this city, 
  slandering my reputation. I would love to restore the damage 
  he’s done to my tarnished family name, but he precluded 
  this through his bribes and blackmail. Thus, I have a strong 
  personal interest in seeing the Decemvirate bring him to 
  his knees. If you succeed in this endeavor, you will earn my 
  eternal gratitude. I hope to soon be in a position to make it 
  worth your while. Godspeed.”
  AcT 1: MIREGRolD MANoR
  Karcau Lodge consists of Miregrold Manor’s ground 
  floor, first floor, and basement, the last of which contains 
  a passage connecting to Darklands caverns beneath. 
  Individual rooms are described below.
  The Karcau Lodge is located in the manor of a modest hillside 
  estate just south of the city that overlooks Karcau’s opulent 
  spires and vaulted roofs. A lone cobbled path traverses the 
  property, weaving through copses of dully-colored, gangly 
  trees and overgrown grass. Eventually, the path makes its 
  way toward a small two-story manor house built in the classic 
  Ustalavic style. Its steep roof is shingled with dark slate, and 
  elaborately carved bargeboard highlights its high cross gables. 
  Its lead framed windows rise in slender, cathedral-like arches. 
  A pair of pointed turrets flanks the manor’s thick, iron-shod 
  front doors. 
  When the PCs arrive, the doors to the lodge are locked 
  (see areas G1 and G7) and all the drapes have been drawn 
  closed. Investigative PCs note that one of the curtains to 
  the eastern turret hangs slightly ajar, at least enough to 
  allow a peek inside. Hiding in the shadows behind the 
  curtain in area G2, one of the thugs watches the manor 
  grounds. He was assigned to warn his allies should he 
  discover prying intruders. When the PCs first arrive, 
  allow this thug to make a Perception check to spot their 
  approach. If successful, he immediately heads to the first 
  floor conference room (area F1) to warn his accomplices. 
  led us to believe he has squandered this money for his own 
  purposes and owes significant sums to one of Karcau’s most 
  influential crime families.
  “That’s what we need you for. Make your way to the Karcau 
  Lodge and present Skeldon with these transfer orders.” She 
  slides a stack of sealed envelopes across the table. “Once inside, 
  try to collect whatever information you can about Skeldon, his 
  side deals, and the kind of trouble he’s in. It would be even 
  better if you could procure copies of his research and a sample 
  of aureolyte. The Manor sits on a sizable hillside property just 
  south of town. Any questions?”
  At this point allow the PCs to question Basia about the 
  details of their mission. Below are likely questions and 
  answers.
  What else should we know about Skeldon Miregrold? 
  “I don’t like him, that’s for sure. He’s bad for the Society, 
  sending pathfinders on obvious suicide missions and 
  wasting Society resources. He’s very bright and extremely 
  suspicious (which accounts for much of his success to this 
  point), so you should be careful in his presence. As much 
  as it pains me to say it, though, Miregrold is a venture-
  captain, and as pathfinders, you should give him the same 
  respect you would give to anyone in of that rank.”
  Can you tell us anything about the Karcau Lodge? 
  “Miregrold founded the lodge about a decade ago in his 
  ancestral family home. Most of the Society’s operations 
  take place beneath the manor house proper in a series of 
  underground chambers, which also provide access to the 
  Darklands beneath the city.” 
  What should we do if we discover evidence implicating 
  Venture-Captain Miregrold? “Just retrieve it and report 
  it back to me. It isn’t your place as pathfinders to convict 
  Miregrold, or even let him know we’re investigating him. 
  Leave that to Society leadership.”
  Some PCs may possess their own knowledge about 
  Miregrold and the Karcau Lodge. Have PCs with 
  Knowledge (local) roll a check with that skill and consult 
  the results below.
  Knowledge (local)
  15+ Skeldon Miregrold is known throughout the Society 
  for his many discoveries in the dangerous Darklands 
  when he was an active pathfinder. He now operates the 
  Karcau Lodge out of his ancestral manor house.
  20+ The Lodge contains a network of subterranean 
  chambers that house most of the Society’s assets at the 
  location and provide access to even larger caverns that 
  stretch out below Karcau.
  25+ Within the Society, Miregrold has a reputation for 
  sending more pathfinders to their deaths than any other 
  venture-captain. Some rumors speak of him abusing his 
  privileges and embezzling the Society’s wealth. 
  
  t
  S
  S
  G1
  G2
  G3
  G4
  G5
  G6
  G7
  G8
  G9
  G10
  F1
  F2
  F3
  F4
  F5
  B1
  B2
  B3
  B5
  B4
  Basement
  Ground Floor
  First Floor
  One Square = 5 Feet
  Miregrold Manor
  S
  S
  G1
  G2
  G3
  G4
  G5
  G6
  G7
  G8
  G9
  G10
  F1
  F2
  F3
  F4
  F5
  B1
  B2
  B3
  B5
  B4
  Basement
  Ground Floor
  First Floor
  One Square = 5 Feet
  Miregrold Manor
  Pathfinder Society Scenario
  6
  If he fails to spot the PCs, his warning is delayed until 
  they attract his attention; for example, they might alert 
  him by knocking at the door or attempting to break in. 
  If the PCs fail to alert him, he remains at his post until 
  they confront him. If he is alone when confronted, he 
  immediately yells for help and fearfully warns the PCs 
  to leave him alone lest his friends beat them bloody. 
  His accomplices arrive 2 rounds later, feigning outrage 
  against those who would dare invade their house. Allow 
  the PCs to calm the thugs down, after which they begin 
  their charade (see below).
  Most likely, the thugs have ample warning about the 
  PCs’ arrival. Their immediate course of action is to wait 
  things out, hoping their visitors will eventually tire of 
  knocking at the door and go away. Should the PCs force 
  their way inside, the thugs wait for them to enter the 
  lounge (area G3), then storm down the stairs in a pretend 
  fury and begin their charade.
  Unless otherwise noted, all of the rooms in 
  Miregrold Manor have 15-foot-tall ceilings, including 
  the basement.
  Creatures: Currently, a gang of three thugs (four for 
  Tier 4–5) occupies the first two floors of the Karcau 
  Lodge. After casing the location and seeing no one 
  entering or exiting for several days, they broke in and 
  discovered the slain bodies of three pathfinders. After a 
  quick search, they assumed the killers had fled the crime 
  scene, and since no one arrived to claim the property, 
  they subsequently seized the manor for themselves. 
  The thugs looted the corpses and then stuffed them 
  into the barrels in area G8. In order to dissuade the 
  suspicions of townsfolk, the men then devised a plan to 
  impersonate the manor’s former occupants. To aid in 
  their charade, all have donned the looted clothing and 
  equipment of the pathfinders, including their jewelry and 
  wayfinders, though they do not know the significance of 
  the accessories. It’s entirely up to the GM to decide when 
  the PCs encounter the thugs, though they should be 
  encountered on either the ground floor or the first floor 
  (see The Charade below).
  G1. Front Door 
  The 2-inch-thick iron front door (hardness 10, 60 hp, 
  break DC 28) is deceptively ornate; it is covered with 
  elaborate filigree and possesses a matching lion-
  headed knocker and massive handle, both of tarnished 
  bronze. A DC 25 Perception check reveals that the 
  door’s lock was recently tampered with—a result of 
  the thugs’ forced entry. The thugs have since hastily 
  repaired the lock, but it is now easier to pick than 
  usual, and requires only a DC 18 Disable Device check 
  to open.
  
  the darkeSt Vengeance
  7
  G9. Kitchen 
  This well-stocked kitchen centers on a large cobblestone 
  hearth. Its walls are lined with prep counters. Stowed 
  behind the free-standing hearth is a row of wooden water 
  barrels. 
  G10. Kitchen Store Room 
  This pantry contains bags of flour, canned goods, and 
  small barrels of potatoes, onions, beets, and apples. Its 
  contents lie in disarray; blood-stained piles of flour create 
  pink smears on the floor that lead to the northern wall, 
  which holds a shelf  mostly containing broken spice jars. 
  A DC 20 Perception check reveals a secret door behind 
  the spice rack leading down to area B1, accessible with a 
  hidden latch.
  F1. Conference Room 
  This room is furnished only with a large round conference 
  table and accompanying chairs.
  F2–4. Bedrooms 
  These three rooms provide modest sleeping quarters. 
  Each room contains a bed, a writing area, and a wooden 
  chest for storage.
  F5. Storage 
  A set of shelves holds linens, soap, buckets, clean 
  bedpans, and similar household supplies. Shoved into 
  the far corner is a water barrel.
  Treasure: The thugs hid the goods they stole during 
  an earlier heist in the otherwise empty water barrel. 
  Their stash includes several valuable oil paintings, an 
  ivory and silver candelabra, silk bed sheets, and a sack 
  containing an assortment of semi-valuable jewelry. For 
  Tier 1–2, this loot is worth 500 gp. For Tier 4–5, it is 
  worth 1,500 gp. Allow the PCs a DC 10 Perception check 
  to determine that this loot probably does not belong 
  to the pathfinders of this lodge and that it was likely 
  stashed here by the thugs (assuming the PCs have already 
  encountered them).
  The Charade (CR 1 or CR 4)
  At first the thugs accost the PCs for trespassing. Then 
  they allow the PCs to calm them down and request 
  that the PCs explain why they barged into their 
  premises. They act indignant and confused, hoping 
  the PCs will take this opportunity to reveal as much 
  information about themselves as possible, which they 
  will attempt to use to their advantage later. The thugs 
  are ignorant of the Manor’s true use as a pathfinder 
  lodge and make no mention of the Society, Miregrold, 
  or the PCs’ mission. If the party mentions any of these 
  elements, the thugs play along, but are slow to piece 
  G2. Main Foyer 
  Mounted on the wall opposite the main entrance, a stuffed 
  elk’s head glares above a coat of arms. A compass rose inlay 
  fills most of the floor. On either side of the mantle, two 
  separate halls exit south. At the northeast and northwest 
  corners, wide arches open into two turrets. 
  G3. Lounge
  A long mantle displays a collection of antique blades and 
  more stuffed animals. Fine upholstered chairs and sofas 
  line the corners, accented with small tables. An alcove 
  opposite the display houses a well-stocked wine bar.
  G4. Dining Area
  A long, oval dining room table serves as this room’s 
  centerpiece. High-backed wooden chairs surround the 
  table, while two china cabinets flank the entrance.
  G5. Sun Porch 
  An assortment of comfortable-looking furniture fills this 
  small sun porch. Currently, its high windows are blocked 
  with thick wool blankets.
  G6. Stairs
  A curved flight of polished wooden stairs leads up to F1.
  G7. Rear Entrance
  The Manor’s rear door is made of sturdy wood and stands 
  firmly in its jamb. Its lock requires a DC 20 Disable 
  Device check to open and the door has hardness 5, 20 hp, 
  and a break DC of 25.
  G8. Cold Porch 
  This open-air porch is closed off with iron lattice 
  covered with thorny vines. It holds a long stack of split 
  firewood. Three sealed barrels have been pushed into the 
  far corner. Anyone inspecting the barrels can attempt 
  a DC 14 Perception check to notice a foul odor rising 
  from them. Opening the barrels releases the pungent, 
  sickening scent of decaying flesh. Anyone in a 5-foot-
  radius of an open barrel must make a DC 12 Fortitude 
  save or be nauseated for 1d2 rounds. Once a barrel is 
  opened, the smell dissipates. Within each barrel rots the 
  corpse of a pathfinder. 
  Mission Notes: One of the bodies is Balriman 
  Wiltshire. If Taldor faction PCs succeed on a DC 20 
  Perception check, they can identify him by noticing the 
  imprint of the ring’s former position on his finger. A DC 
  15 Perception check reveals a small locket hidden in his 
  boot. Any PC who possesses the locket must succeed at a 
  DC 13 Will save or suffer a –2 penalty on all Charisma-
  based skill checks until she receives a remove curse spell 
  (cast freely by the PC’s faction on her return to Absalom).
  
  Amber Lotus Powder
  Type poison, ingested; Save Fortitude DC 12
  Onset 1d4 hours; Frequency 1/minute for 2 minutes
  Initial Effect unconsciousness for 1 minute; Secondary 
  Effect unconsciousness for 2d4 hours; Cure 1 save
  Pathfinder Society Scenario
  8
  together the PCs’ story unless it is overtly revealed 
  by a PC. 
  As soon as possible, the thugs offer the PCs a drink 
  and meal, during which they attempt to convince them 
  to stay the night in the rooms upstairs. If the PCs accept, 
  the thugs attempt to lace either a drink or food with 
  amber lotus powder, a delayed onset sleeping poison. 
  Approximately an hour after the PCs retire to their rooms, 
  the thugs creep in and attempt to murder them in their 
  sleep. If at anytime the PCs expose the thugs’ charade or 
  aggressively question their story, they drop their guise 
  and attack.
  Tier 1–2 (CR 1)
  Thugs (3) 
  CR 1/3
  Male human warrior 1  
  NE Medium humanoid (human) 
  Init +1; Senses Perception +2 
   
  DEFEnSE 
  AC 14, touch 11, flat-footed 13 (+2 armor, +1 Dex, +1 shield) 
  hp 4 (1d10–1) 
  Fort +1, Ref +1, Will +0 
   
  OFFEnSE 
  Speed 30 ft. 
  Melee club +3 (1d6+2), dagger +3 (1d4+2/19–20)
  Ranged dagger +2 (1d4+2/19–20)
  TACTICS
  Before Combat The thugs use Bluff to attempt to feint as they 
  draw weapons to catch targets flat-footed.
  During Combat The thugs use hit-and-run tactics, moving 
  throughout the lodge and trying to confuse and delay 
  pursuers. They throw furniture about to create obstacles 
  and barricades (treat as difficult terrain).
  Morale The thugs fight until one of them is slain or all drop 
  below 2 hit points, at which point they throw down their 
  weapons in surrender. Pleading for mercy, they admit 
  to thievery and offer their spoils in exchange for their 
  lives (area F5). If asked about the lodge or its former 
  occupants, the thugs quickly explain that they found their 
  slain corpses when they arrived, and swear they aren’t 
  murderers. As proof, they offer to let the PCs inspect 
  the corpses and reveal that they stuffed the bodies into 
  barrels on the cold porch (area G8). 
  STATISTICS  
  Str 15, Dex 12, Con 8, Int 9, Wis 11, Cha 10 
   
  Base Atk +1; CMB +3; CMD 14 
   
  Feats Alertness, Deceitful 
   
  Skills Bluff +3, Disguise +2, Intimidate +4, Perception +2,  
  Sense Motive +2
  Gear leather armor, light wooden shield, club, dagger (4), 
  wayfinder 
  Tier 4–5 (CR 4)
  Thugs (4) 
  CR 1/2 
  Male human rogue 1  
  NE Medium humanoid (human) 
  Init +2; Senses Perception +7 
   
  DEFEnSE 
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) 
  hp 5 (1d8+1) 
  Fort +0, Ref +4, Will +1 
   
  OFFEnSE 
  Speed 30 ft. 
  Melee short sword +2 (1d6+2/19–20), dagger +2 (1d4+2/19–20)
  Ranged shortbow +2 (1d6/x3), dagger +2 (1d4+2/19–20)
  Special Attacks sneak attack +1d6
  TACTICS
  Same as Tier 1–2.
  STATISTICS  
  Str 14, Dex 15, Con 10, Int 13, Wis 12, Cha 10 
   
  Base Atk +0; CMB +2; CMD 14 
   
  Feats Alertness, Deceitful 
   
  Skills Acrobatics +6, Bluff +6, Climb +6, Diplomacy +4, 
  Disguise +0, Escape Artist +6, Intimidate +4, Perception +7, 
  Sense Motive +7, Sleight of Hand +6, Stealth +6 
  SQ trapfinding 
  Combat Gear potion of cure light wounds, tanglefoot bag; 
  Other Gear masterwork leather armor, daggers (4), 
  shortbow with 40 arrows, short sword, wayfinder, backpack, 
  explorer’s outfit 
  Mission Notes: One of the thugs wears a ring bearing 
  a Taldan seal that he lifted from Pathfinder Balriman 
  Wiltshire before he stuffed his corpse into the barrel 
  in area G8. Allow Taldor faction PCs to make a DC 12 
  Perception check to spot the ring on the thug’s finger. 
  If questioned about the ring, the thug claims it’s his 
  and pretends he is whoever the PCs believe him to be, 
  using his Bluff skill to attempt to dodge further queries 
  concerning his identity, past, or purpose. 
  Rewards: If the PCs defeat the thugs and discover their 
  hidden stash in area F5, reward each tier thusly:
  Tier 1–2:
  Give each player 84 gp.
  Tier 4–5:
  Give each player 243 gp.
  
  the darkeSt Vengeance
  9
  Treasure: For both tiers, the box contains two dozen 
  sunrods. For Tier 1–2, the pathfinder possesses a composite 
  longbow with 20 arrows, hide armor, a potion of cure light 
  wounds, 100 sp, and 15 gp. For Tier 4–5, he possesses a 
  masterwork composite longbow with 20 arrows, masterwork 
  hide armor, a potion of cure moderate wounds, and 50 gp.
  Mission Notes: The dead pathfinder is the Andoren agent 
  Mercra. Andoran faction PCs who search his body discover a 
  journal detailing his reconnaissance of northern Ustalav.
  Rewards: If the PCs discover the pathfinder’s body and 
  the cache of sunrods, reward each tier thusly:
  Tier 1–2:
  Give each player 22 gp.
  Tier 4–5:
  Give each player 84 gp. 
  B2. Reliquary (CR 3 or CR 6)
  This chamber overflows with dusty relics of the past, some 
  prominently displayed on shelves and pedestals, others piled 
  haphazardly in crates, jars, and scroll cases. A massive stone 
  idol looms in the corner, its fiendish eyes sparkling with 
  crimson beryls. An intricately woven Kellish rug, carefully 
  rolled, leans against a shelf displaying ancient weapons from 
  throughout Golarion. A somber pipe organ rests against the 
  northern wall, its keys and pedals wet with fresh blood.
  This room serves as the lodge’s reliquary and houses 
  most of its amassed collection of artifacts from various 
  delves. A pathfinder initiate named Gilrad Penderay 
  made his last stand here as he defended the lodge 
  against Zoathrias’s minions. His lifeless body lies 
  crumpled on the f loor, riddled with dozens of stab 
  wounds. A pile of rags—clothing once worn by a dark 
  creeper—rests on the organ bench. 
  Creatures: When Penderay battled the dark creepers 
  in this room, the combatants inadvertently knocked over 
  a long-sealed crate, spilling its contents. A half dozen 
  porcelain dolls shattered on the stone floor, but one 
  survived—a haunting miniature of a small, innocent-
  looking human girl wearing a bright red dress and a 
  red bow in her hair, and holding a tiny stuffed bear. 
  Known as the Diva, the doll was once part of a collection 
  of an entire orchestra of soulbound dolls—constructs 
  harnessing the very souls of living creatures—created by 
  a Chelish wizard who wished to capture forever the great 
  performances he enjoyed at the Egorian opera house. 
  The Diva stirred to life when released and immediately 
  charmed the pathfinder, leaving him defenseless 
  against the creepers’ blades. The doll then turned her 
  attention to the victorious creepers and subdued one 
  of them, causing the other to flee into area B3, where 
  it barred the door from the other side. The doll forced 
  B1. Basement Foyer (CR 1 or CR 3)
  Dusty stone steps descend into darkness, curving around 
  themselves and blocking the view of the floor below. 
  Numerous footprints of varying sizes show that this passage 
  was used recently in both directions.
  This room marks the entrance to the lodge’s center 
  of operations. Extinguished torches hang on the walls, 
  snuffed out by light-fearing dark creepers. Blood smears 
  the floor in small, footprint-sized blotches, with a larger 
  pool trickling under the central doorway on the southern 
  wall. The stairs here lead up to area G10. 
  Traps: The passage to the basement is rigged with floor 
  spikes activated by a pressure plate at the foot of the stairs 
  (marked “T” on the map). When triggered, spikes shoot 
  up from underfoot, affecting all targets on the stairs. 
  When the dark folk attacked, they sprang the trap before 
  the first of their numbers climbed the stairs—thus 
  avoiding them—but reset the trigger after returning to 
  the basement.
  Hazards: For both tiers, a small-sized, gray grub worm 
  writhes on the wall above the door to area B2, held in 
  place by a large spike through its center. This creature, 
  a beast native to the Darklands called a wailing worm, 
  functions as a shrieker (Pathfinder RPG Core Rulebook 416); 
  dark folk often use them as proximity alarms, as they 
  have done here.
  Tier 1–2 (CR 1)
  Spiked Stairs 
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect spring-loaded floor spikes (Atk +10 melee, 1d3 spikes 
  per target for 1d4 damage each); multiple targets (all targets 
  on stairs) 
  Tier 4–5 (CR 3)
  Spiked Stairs 
  CR 3
  Type mechanical; Search DC 25; Disable Device DC 25
  EFFECTS
  Trigger location; Reset manual
  Effect spring-loaded floor spikes (Atk +10 melee, 1d3 spikes 
  per target for 1d4 damage each); multiple targets (all targets 
  on stairs) 
  Development: All three doors along the foyer’s 
  southern wall lead to crowded storerooms, the center of 
  which contains the garroted body of a half-elf pathfinder 
  huddled over a wooden crate marked “sunrods.”
  
  Pathfinder Society Scenario
  10
  the captured creeper to play the organ so that she might 
  sing, but she killed him when he made too many errors 
  with her opus and left his corpse on the floor beneath 
  the organ’s keys.
  Tier 1–2 (CR 3)
  The Diva  
  CR 3
  Female soulbound doll bard 1 (Pathfinder Adventure Path #7 84) 
  NE Tiny construct
  Init +6; Senses darkvision 60 ft., low-light vision; Perception 
  +7 
  DEFEnSE 
  AC 15, touch 14, flat-footed 13 (+1 armor, +2 Dex, +2 size) 
  hp 26 (4 HD; 3d10+1d8+5) 
  Fort +1, Ref +5, Will +3
  DR 2/magic; Immune construct traits
  Weaknesses mind-affecting effects
  OFFEnSE 
  Speed 20 ft. 
  Melee dagger +3 (1d2–2/19–20)
  Ranged dagger +7 (1d2–2/19–20)
  Special Attacks bardic performance (6 
  rounds/day), countersong, distraction, 
  fascinate, inspire courage +1
  Spell-Like Abilities (CL 3rd; 
  concentration +5)
  3/day—light, mage hand,  
  open/close, prestidigitation
  1/day—inflict serious wounds (DC 15), levitate
  Bard Spells Known (CL 1st; concentration +3)
  1st (2/day)—charm person (DC 13), 
  ventriloquism
  0—ghost sound, lullaby (DC 12), read 
  magic, summon instrument 
  TACTICS
  Before Combat The Diva sits 
  lifeless on the organ’s bench, 
  patiently waiting for her next 
  victim. If the PCs activate 
  the wailing worm in area B1, 
  the Diva hides behind the organ. 
  The Diva attempts to distract PCs 
  with ghost sound or ventriloquism as 
  they explore the room. Once their 
  attention is diverted, she uses her 
  scroll of suggestion on the PC with 
  the highest Charisma, directing 
  that PC to play a somber dirge 
  on the organ. If the PC makes a 
  mistake at the keyboard (Perform 
  [any] DC 10), the Diva attacks in 
  anger.
  During Combat The Diva avoids melee combat, using levitate 
  to keep combatants at a distance.
  Morale The Diva fights until destroyed, though even if 
  reduced to 0 hit points, if her soul focus isn’t removed and 
  destroyed (see below) she could eventually be reconstructed 
  and placed into a new soulbound doll body.
  STATISTICS  
  Str 7, Dex 14, Con —, Int 11, Wis 10, Cha 15
  Base Atk +3; CMB +3; CMD 13
  Feats Improved Initiative, Toughness
  Skills Knowledge (arcana) +5, Perception +7, Perform 
  (Keyboard Instruments) +6, Spellcraft +4, Stealth +17, Use 
  Magic Device +6
  Languages common
  SQ bardic knowledge +1, soul focus
  Combat Gear potion of cure light wounds, scroll of suggestion; 
  Other Gear masterwork studded leather, dagger, 13 gp
  SPECIAL ABILITIES 
   
  Enchantment Weakness (Ex) The weakened conviction of 
  the soulbound doll’s soul makes her susceptible to mind-
  affecting effects, despite her construct traits.
  Soul Focus (Su) The soul bound to the doll lives within a 
  focus integrated into the doll or its apparel, in the Diva’s 
  case a gem embedded into the doll’s chest. As long as this 
  soul focus remains intact, it can be built into another doll 
  for the soul to animate, using the same cost as creating a 
  new construct. Once bound into the soul focus, the soul 
  continues to learn, and so if later put into a new doll body, 
  the soul retains its personality and memories from its 
  previous body or bodies. The Diva’s soul focus has hardness 
  8, 12 hit points, and a break DC of 20.
  Tier 4–5 (CR 6)
  The Diva  
  CR 6
  Female soulbound doll bard 4 (Pathfinder Adventure Path #7 
  84) 
  NE Tiny construct
  Init +6; Senses darkvision 60 ft., low-light vision; Perception 
  +10 
  DEFEnSE 
  AC 15, touch 14, flat-footed 13 (+1 armor, +2 Dex, +2 size) 
  hp 38 (7 HD; 3d10+4d8+8) 
  Fort +3, Ref +8, Will +6; +4 vs. bardic performance, language 
  dependent, and sonic
  DR 2/magic; Immune construct traits
  Weaknesses mind-affecting effects
  OFFEnSE 
  Speed 20 ft.
  Melee mwk dagger +11/+6 (1d2–2/19–20)
  Ranged mwk dagger +11 (1d2–2/19–20)
  Special Attacks bardic performance (7 rounds/day), 
  
  the darkeSt Vengeance
  11
  for the soul to animate, using the same cost as creating a 
  new construct. Once bound into the soul focus, the soul 
  continues to learn, and so if later put into a new doll body, 
  the soul retains its personality and memories from its 
  previous body or bodies. The Diva’s soul focus has hardness 
  8, 12 hit points, and a break DC of 20.
  Development: Fearing the soulbound doll, the fleeing 
  dark creeper used a chair to wedge the stout wooden door 
  leading to area B3 shut (hardness 5, 15 hp, break DC 18).
  Treasure: PCs who search the room discover mostly 
  mundane relics (feel free to add flavorful items to evoke a 
  sense of mystery and discovery), though a DC 20 Perception 
  check reveals a masterwork studded leather jerkin hidden 
  amid a collection of ritual Mwangi costumes. For Tier 
  4–5, this armor is +1 leather. For Tier 1–2, Penderay’s body 
  yields an everburning torch, masterwork rapier, a buckler, 
  and 13 gp. For Tier 4–5, the buckler is masterwork and he 
  possesses 48 gp. The dark creeper’s remains contain only 
  a dagger in both tiers.
  Mission Notes: Cheliax faction PCs can find a 
  ceremonial saber etched with the seal of House Astrimart 
  among the displayed weapons. During their initial 
  assault, a particularly mischievous dark creeper applied 
  poison to several of the weapons on the rack, including 
  this one. Any PC handling the saber must succeed on a 
  DC 15 Fortitude save or take 1d2 Str damage.
  Rewards: If the PCs defeat the Diva, loot the corpses, 
  and discover the hidden armor, reward each tier thusly.
  Tier 1–2:
  Give each player 82 gp.
  Tier 4–5:
  Give each player 398 gp.
  B3. Library (CR 2 or CR 5)
  Well-stocked bookshelves line the perimeter of the room, 
  surrounding a small, central area with four reading desks. A 
  low partition separates two more desks, which face away from 
  the center of the room, toward the shelves. 
  Most of the shelves contain collections of assorted 
  books, scrolls, and Pathfinder Chronicles, arranged by 
  date. In addition, the library possesses a small general 
  reference section in the southeast corner. The two doors in 
  the southeast and southwest corners of the room provide 
  egress, while the inner doors along the south wall open 
  to small storage closets. The first closet contains reams 
  of paper, blank notebooks, assorted inks, quills, binding 
  glue, scissors, and similar items. The second contains a 
  filing log of all the volumes in the library and a strange 
  relief carving covered with serpents.
  countersong, distraction, fascinate, inspire competence 
  +2, inspire courage +1
  Spell-Like Abilities (CL 3rd; concentration +6)
  3/day—light, mage hand, open/close, prestidigitation
  1/day—inflict serious wounds (DC 16), levitate
  Bard Spells Known (CL 4th; concentration +7)
  2nd (2/day)—enthrall (DC 16), suggestion (DC 16)
  1st (2/day)—charm person (DC 15), grease (DC 14), mage  
  armor, ventriloquism
  0—ghost sound, lullaby (DC 14), read magic, summon 
  instrument 
  TACTICS
  Before Combat The Diva sits lifeless on the organ’s bench, 
  patiently waiting for her next victim. If the PCs activate the 
  wailing worm in area B1, the Diva hides behind the organ 
  and casts mage armor (effectively +3 to her AC). The Diva 
  attempts to distract PCs with ghost sound or ventriloquism 
  as they explore the room or to subdue them with her scroll 
  of deep slumber. Once the PCs attention is diverted or they 
  pass out, she casts suggestion on the PC with the highest 
  Charisma, directing that PC to play a somber dirge on the 
  organ. If the PC makes a mistake at the keyboard (Perform 
  [any] DC 10), the Diva attacks in anger.
  During Combat The Diva avoids melee combat, using enthrall, 
  grease, and levitate to keep combatants at a distance or out 
  of the combat.
  Morale The Diva fights until destroyed, though even if 
  reduced to 0 hit points, if her soul focus isn’t removed and 
  destroyed (see below) she could eventually be reconstructed 
  and placed into a new soulbound doll body.
  STATISTICS  
  Str 7, Dex 14, Con —, Int 11, Wis 10, Cha 16
  Base Atk +6; CMB +6; CMD 14
  Feats Improved Initiative, Spell Focus (enchantment), 
  Toughness, Weapon Focus
  Skills Acrobatics +7 (+3 jump), Knowledge (arcana) +7, 
  Perception +10, Perform (Keyboard Instruments) +10, 
  Spellcraft +7, Stealth +20, Use Magic Device +10
  Languages common
  SQ bardic knowledge +2, soul focus, versatile performance 
  (Keyboard Instruments), well-versed
  Combat Gear potion of cure light wounds, potion of invisibility, 
  scroll of cure moderate wounds, scroll of deep slumber; Other 
  Gear masterwork studded leather, masterwork dagger, 
  cloak of resistance +1, 48 gp
  SPECIAL ABILITIES 
   
  Enchantment Weakness (Ex) The weakened conviction of 
  the soulbound doll’s soul makes her susceptible to mind-
  affecting effects, despite her construct traits.
  Soul Focus (Su) The soul bound to the doll lives within a 
  focus integrated into the doll or its apparel, in the Diva’s 
  case a gem embedded into the doll’s chest. As long as this 
  soul focus remains intact, it can be built into another doll 
  
  Pathfinder Society Scenario
  12
  Creatures: A dark creeper is here (two for Tier 4–5), 
  frantically ransacking the room for clues on how to shut 
  down the device in area B4. He assumes any intruders 
  are in league with Miregrold. Hoping the PCs might 
  know more than they do, he reveals himself, screaming 
  at them unintelligibly in his native tongue while making 
  wild gestures. A DC 18 Sense Motive check interprets 
  his actions as an attempt to bargain. Should the PCs 
  attempt to parlay with the creature, he frantically points 
  to the light pouring under the secret door in area B4. An 
  additional check reveals he’d like the PCs to shut off the 
  light, and that his eyes are painfully sensitive to it. He 
  jumps about happily if the PCs appear to aid him, though 
  he turns on them the moment the fail-safe deactivates 
  and the light shuts off. Similarly, if the PCs initiate an 
  attack, he quickly reciprocates.
  Tier 1–2 (CR 2)
  Dark Creeper 
  CR 2
  hp 19 (Pathfinder RPG Bestiary 53) 
  TACTICS
  Before Combat The dark creeper initiates combat by casting 
  darkness.
  During Combat The dark creeper uses detect magic to 
  determine which character is the greatest threat and 
  focuses its attacks on that character.
  Morale The dark creeper attempts to flee if reduced to 4 hit 
  points or fewer.
  Tier 4–5 (CR 5)
  Dark Creeper Skirmishers (2) 
  CR 3
  Male dark creeper rogue 1 (Pathfinder RPG Bestiary 53) 
  CN Small humanoid  
  Init +3; Senses see in darkness; Perception +10 
  DEFEnSE 
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size) 
  hp 26 (4 HD; 3d8+1d8+9) 
  Fort +3, Ref +6, Will +2 
  Weaknesses light blindness 
  OFFEnSE 
  Speed 30 ft. 
  Melee mwk dagger +7 (1d3+1/19–20 plus poison) 
  Special Attacks death throes, sneak attack (+2d6)
  Spell-Like Abilities (CL 3rd; concentration +2)
  At Will—darkness, detect magic
  TACTICS
  Before Combat The dark creepers initiate combat by casting 
  darkness.
  During Combat The dark creepers use detect magic to 
  determine which character is the greatest threat, attacking 
  that character first. They concentrate attacks on single 
  characters, trying to flank and assassinate them. Once they 
  drop an opponent, they move to the next.
  Morale The creepers attempt to flee if reduced to 4 hit 
  points or fewer. 
  STATISTICS 
   
  Str 13, Dex 17, Con 14, Int 10, Wis 12, Cha 8 
   
  Base Atk +2; CMB +2; CMD 15 
   
  Feats Skill Focus (Sleight of Hand), Weapon Finesse 
  Skills Acrobatics +8, Climb +10, Disable Device +8, Escape 
  Artist +8, Perception +10, Sleight of Hand +11, Stealth +16 
  Languages Dark Folk 
   
  SQ poison use, rag armor, trapfinding 
  Gear rag armor, masterwork dagger, black poison (3 doses)
  SPECIAL ABILITIES 
   
  Death Throes (Su) When a dark creeper is slain, its body 
  combusts in a flash of bright white light, leaving its gear in 
  a heap on the ground. All creatures within a 10-foot burst 
  
  The Device
  The device has five locking entry points, each just wide enough 
  to house a sunrod. To properly activate the device, the rods 
  need to be adjusted by fitting them with specially crafted 
  rings that precisely boost or dampen their effect. They need 
  to be placed in the proper order for the device to function 
  effectively. In the wrong order, they can cause the device to 
  fizzle or worse, overload. 
   The notes at the desk list the following numbers and names 
  with the material from which the rings are crafted. The numbers 
  correlate to slot locations labeled on the device’s blueprint.
   
  number 
  name 
  Material 
   
  1 
  coruscation 
  electrum  
   
  2 
  effulgence 
  bronze 
   
  3 
  fulgor 
  copper
   
  4 
  glimmer 
  magnetite 
   
  5 
  taper 
  graphite
  The rings contain writing explaining how to place them on the 
  sunrod. Each ring must be placed in a specific position that 
  correlates with a slot along its shaft. The positions are as follows:
   
  Material  
  Position
   
  bronze 
  V 
   
  copper 
  III
   
  electrum 
  II
   
  graphite 
  IV
   
  magnetite 
  I
  If placed in the proper order, the machine hums and fills the 
  chamber with a bright but pleasant light. The effect is identical 
  to a daylight spell, except that its duration is determined by 
  the life of the sunrods. If placed in any other order, the device 
  malfunctions. Determine malfunctions using the table below.
  1d10  
  Malfunction Effect
  1–3 
  The device thrums loudly for 1d4 rounds, then 
  gives off a quick burst of light. The machine goes 
  dead and the room fills with greasy smoke.
  4–6 
  Nothing happens.
  7–8  
  A dull light—equivalent to moonlight—fills the 
  room. It last until the rods burn out.
  9  
  The device overloads as described above.
  10  
  An increasing tone builds as the device quickly 
  heats up. Over the next 1d6+4 rounds, light  
  grows brighter until all in the room are blinded. 
  After it reaches peak capacity, the device 
  explodes, dealing 3d6 points of fire damage to 
  everyone in a 60-foot radius (DC 15 Reflex save 
  for half).
  the darkeSt Vengeance
  13
  This location serves as Miregrold’s secret workroom 
  in which he conducts personal research. The current 
  arrangement is a prototype of a larger device (see the 
  sidebar) capable of producing immense light by amplifying 
  the potent properties of aureolyte. Powered by sunrods, 
  this device requires a complex system of alchemically 
  must make a DC 13 Fortitude save or be blinded for 1d6 
  rounds. Other dark creepers within 10 feet are automatically 
  blinded for at least 1 round, due to their light blindness. The 
  save is Constitution-based.  
   
  Poison Use (Ex) Dark creepers are skilled in the use of 
  poison and never risk accidentally poisoning themselves. 
  Dark creepers favor a foul-smelling black paste distilled 
  from certain deep-underground fungi, known as black 
  smear—injury; save Fort DC 15; frequency 1/round for 6 
  rounds; effect 1d2 Str; cure 1 save. 
   
  Rag Armor (Ex) A dark creeper’s multiple layers of filthy rags 
  function as leather armor when worn by one of their kind.  
  See in Darkness (Su) A dark creeper can see perfectly in 
  darkness of any kind, including that created by deeper 
  darkness. 
  Development: A secret door in the north wall of the 
  room leads to Skeldon Miregrold’s private workroom 
  (area B4). While the portal itself is well concealed, anyone 
  approaching its location notices bright white light 
  spilling out from a crack along the floor.
  Treasure: Several magical scrolls are filed amid the 
  library’s shelves and can be located with a DC 15 Perception 
  check. For Tier 1–2, PCs locate a scroll of comprehend 
  languages and a scroll of darkvision. For Tier 4–5, the library 
  contains a scroll of tongues and a scroll of secret page.
  Mission Notes: PCs of the Cheliax faction should be 
  interested in the relief carving located in the library 
  closet. Osirion faction PCs will want to obtain the scroll 
  entitled “The Razing of the Temple of Apep by An-Hepsu 
  V,” which is easily located by date or filing log.
  Rewards: If the PCs defeat the dark stalker(s) and 
  located the scrolls, reward each tier thusly.
  Tier 1–2:
  Give each player 14 gp.
  Tier 4–5:
  Give each player 112 gp.
  B4. Secret Laboratory  
  (CR 1/2 or CR 2)
  Burning, blinding light explodes from a large circular alcove 
  in the northeast corner of the room. Within, an elaborate 
  arrangement of mirrors, prisms, and similarly refractive 
  materials stands carefully positioned by calipers, strings, and 
  wires marking its precise settings. In the opposite corner 
  dangles a three-dimensional mobile of various sized metal 
  spheres. A complex frame surrounds the spheres. The length 
  of the frame is etched with numbers. A broad work desk 
  divides the two alcoves.
  
  Pathfinder Society Scenario
  14
  prepared metal rings to reduce or alter their radiance and 
  create more controllable light energies. However, when 
  forced to operate the device by his nemesis Zoathrias, 
  the wily Miregrold inserted all the rods without adding 
  the limit rings, overloading his system and creating 
  painfully blinding light. Any creature entering the 
  room that fails to protect or avert its eyes must make a 
  Fortitude save to avoid going blind. A successful Disable 
  Device check allows a PC to properly remove the sunrods. 
  Once removed, the light shuts off. 
  The desk contains Miregrold’s personal journals. One 
  of them lies open, revealing his latest entry (see Handout 
  A), a passage concerning his growing suspicions that his 
  former associate, a dark stalker named Zoathrias, has 
  returned to murder him and steal his aureolyte crystal. 
  Others contain some pretty damning evidence concerning 
  Miregrold’s past robberies, the spoils of which he sold to 
  fund his research, and his misuse of Pathfinder Society 
  funds. A DC 15 Perception check uncovers a few dog-eared 
  pages that concern dealings with dark folk and includes 
  notes about their weaknesses.
  Tier 1–2 (CR 1/2)
  Blinding Light 
  CR 1/2
  Type mechanical; Search DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect DC 11 Fortitude save or blinded for 1d4 rounds
  Tier 4–5 (CR 2)
  Blinding Light  
  CR 2
  Type mechanical; Search DC 25; Disable Device DC 25
  EFFECTS
  Trigger location; Reset manual
  Effect DC 14 Fortitude save or blinded for 1d4 rounds
  Development Anyone inspecting the various rings 
  may note that they are engraved with Jistka numerals. 
  For Tier 1–2, a DC 18 Linguistics check interprets the 
  engravings as instructions for affixing and attuning the 
  rings to sunrods. In Tier 4–5, the engravings are difficult 
  to make out and require a DC 24 Linguistics check. A 
  search of the desk with a DC 12 Perception check uncovers 
  a collection of notes detailing the proper placement of 
  banded sunrods to activate the lighting apparatus in 
  location D2.
  Treasure: 
  Miregrold 
  keeps 
  his 
  most 
  valuable 
  possessions in this room for added security. PCs who 
  succeed at a DC 15 Perception check find an unlocked 
  chest stashed beneath the venture-captain’s workbench. 
  For Tier 1–2, it contains a masterwork light crossbow, five 
  sapphires worth 40 gp each, 10 pp, and 50 gp. For Tier 4–5, 
  it contains a +1 light crossbow, 12 opals worth 50 gp each, 30 
  pp, and 50 gp. Additionally, there are several alchemical 
  items on the desk which are clearly visible without 
  searching. For Tier 1–2, there is a vial of alchemist’s fire, 
  an acid flask, and two vials of antitoxin. For Tier 4–5, 
  there are three vials of alchemist’s fire, two acid flasks, 
  and two vials of antitoxin.
  Mission Notes: PCs of the Osirion faction will probably 
  take interest in the mobile of the solar system. The 
  opalescent sphere they seek represents the planet Eox. 
  A successful DC 20 Disable Device check allows them 
  to seamlessly replace the sphere with the decoy. Qadira 
  faction PCs will want to obtain the logs of Miregrold’s 
  past dealings with dark folk.
  Rewards: If the PCs find Miregrold’s safe and the usable 
  items on his desk, reward each tier thusly.
  Tier 1–2:
  Give each player 82 gp.
  Tier 4–5:
  Give each player 348 gp.
  B5. Excavation Storage
  A narrow passage leads south from this musty storeroom. 
  Beyond, an arching, iron tripod rises from the center of the 
  room, spanning a narrow hole in the packed dirt floor. A 
  wooden-handled winch holds a thick chain that leads down 
  into the darkness below. 
   This room provides the lodge access to a vast 
  underground lake that feeds the many canals flowing 
  under the city of Karcau. Miregrold has established a 
  rudimentary lift here to carry equipment up and down 
  as he and his pathfinders explored the aqueous caverns 
  below. When Zoathrias retreated into the depths with 
  Miregrold in tow, he disabled the lift by securing the end 
  of the chain to a stalagmite emerging from the water’s 
  surface. The PCs can repair the jammed apparatus with 
  a DC 25 Disable Device check but can only do so from 
  down below.
  The distance from the roof of the cavern to the surface 
  of the water varies by tier; for Tier 1–2 it is 20 feet to the 
  surface of the water, while it is 40 feet for Tier 4–5. In 
  either case, the PCs may attempt a DC 16 Climb check to 
  descend the chain. While the winch will not turn to raise 
  the chain unless fixed from below, it may be lowered to 
  provide slack should PCs wish to do so. Twenty feet of 
  chain wraps around the winch and may be lowered at 5 
  feet per round, though it takes a DC 10 Strength check to 
  operate the rusty lever. A PC in Tier 1–2 who falls down 
  the hole takes 1d6 damage, while a falling PC in Tier 4–5 
  takes 3d6 damage.
  
  the darkeSt Vengeance
  15
  AcT 2: DEEp INTo DARkNESS
  D1. Subterranean Lake 
  (CR 2 or CR 5)
  A makeshift platform stands between a series of limestone 
  stalagmites protruding from a seemingly endless subterranean 
  lake. Only a small pool of light illuminates the platform, falling 
  from the hole in the cavern’s ceiling above and holding back the 
  thick darkness stretching in all directions. Three ornate ivory 
  gondolas float nearby, tethered to one of the planks forming 
  the haphazard platform. A rope tied to the tallest stalagmite 
  stretches taught into the darkness to the south.
  When the Karcau pathfinders discovered that their 
  lodge rested above the subterranean lake under the city, 
  they built this makeshift dock below their access point. 
  The 15-foot platform stands precariously between five 
  stalagmites that rise between 3 and 5 feet above the lake’s 
  surface. From the tallest of these columns, a taut rope 
  stretches into the darkness, acting as a guideline for the 
  pathfinders as they take their gondolas across the lake 
  to their excavation site (see area D2). The water is 20 feet 
  deep, and its bottom is covered with thick, sucking mud.
  Three gondolas were lowered from above to provide 
  transportation across the lake, their narrow width making 
  them the best options to feed through the small passage 
  above. Each boat holds two Medium creatures and can be 
  propelled with a 25-foot punting pole (found in the bow of 
  each craft). The PCs may also pull the craft along the surface 
  of the water using the guide rope. In either case, steering a 
  gondola requires a move action at a speed of 10 feet.
  The platform rests very near the center of the 
  underground body of water (marked “D1” on the map), 
  which extends out for between 250 and 300 feet in all 
  directions. The lake is fed by a stream that enters beneath 
  its surface on the northern edge and flows out from a 
  similarly concealed tributary to the southwest. On the 
  north, east, and west edges of the cavern, the water flows 
  right up to the smooth, stone walls. On the southern shore, 
  a low bank filled with fine black sand leads to a narrow 
  tunnel away from the lake. It is to this passage that the 
  pathfinders’ guide rope leads, 300 feet from end to end. 
  Creatures: A bat swarm clings to the cavern ceiling 
  halfway between the pathfinders’ platform and the 
  excavation site. After the boats travel 125 feet from the 
  platform, the bats descend and attack.
  Tier 1–2 (CR 2)
  Bat Swarm 
  CR 2
  hp 13 (Pathfinder RPG Bestiary 30) 
  Tier 4–5 (CR 5)
  Vampire Bat Swarm (2) 
  CR 3
  Advanced bat swarm (Pathfinder RPG Bestiary 30, 294) 
  N Diminutive animal (swarm)
  Init +4; Senses blindsense 20 ft., low-light vision; Perception 
  +16
  DEFEnSE
  AC 20, touch 18, flat-footed 16; (+4 Dex, +2 natural, +4 size)
  hp 19 (3d8+6)
  Fort +5, Ref +9, Will +5
  Defensive Abilities swarm traits; Immune weapon damage
  OFFEnSE
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (1d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 13), wounding
  STATISTICS
  Str 7, Dex 19, Con 15, Int 2, Wis 18, Cha 8
  Base Atk +2; CMB —; CMD —
  Feats Lightning Reflexes, Skill Focus (Perception)
  Skills Fly +14, Perception +17; Racial Modifiers +4 Perception 
  when using blindsense
  SQ swarm traits
  SPECIAL ABILITIES
  Wounding (Ex) Any living creature damaged by a bat swarm 
  continues to bleed, losing 1 hit point per round thereafter. 
  Multiple wounds do not result in cumulative bleeding loss. 
  The bleeding can be stopped by a DC 12 Heal check or the 
  application of a cure spell or some other healing magic.
  Development: PCs who haphazardly explore the cavern 
  risk spending 1d4 hours lost on the dark waters, but those 
  who follow the rope are led to the pathfinders’ excavation 
  site in the cavern beyond.
  D2. The Excavation Chamber (CR 3 
  or CR 6)
  Though naturally formed, the walls and floors of this room 
  are secured and reinforced with additional construction. 
  It appears as though these newer structures were recently 
  partially torn down. At the chamber’s heart lies a crude and 
  massive machine-like device. It consists of a large stone and 
  iron tank fitted on a crossbar to a disk plated with reflective 
  metals. Strings and cables, threaded through the device in 
  Optional Encounter
  The combat encounter on the subterranean lake is optional. 
  If there is less than an hour and a half remaining in your 
  slot, you should remove the bat swarm from area D1. 
  
  D1
  D2
  One square = 5 feet
  Excavation
  Site
  One square = 10 feet
  Subterranean
  Lake
  D1
  D2
  One square = 5 feet
  Excavation
  Site
  One square = 10 feet
  Subterranean
  Lake
  Pathfinder Society Scenario
  16
  intricate cat’s cradles, secure delicate and precisely oriented 
  refractive devices.
  The door to this area is locked (hardness 5, hp 20, 
  Disable Device DC 15, Break DC 20), and Zoathrias 
  expects a coded knock from his allies. If he doesn’t hear 
  it, he prepares for intruders, hiding behind the wide 
  row of machinery dividing the north wall, and waits 
  before attacking. Should the PCs draw attention to their 
  approach, he activates his deeper darkness ability before 
  the PCs enter, and thus the room description should be 
  altered accordingly.
  The device is entirely similar to the smaller model in 
  the lab in area B4. PCs who compare the structure of the 
  machine to Miregrold’s notes immediately recognize the 
  bulk of the structure and parts. It works exactly as does 
  the test device except the crystal housing is more difficult 
  to access. It is currently empty. Attempting to place the 
  aureolyte crystal in the correct position requires a DC 14 
  Sleight of Hand skill check or a spell like mage hand. The 
  sunrod input slots are labeled on the map and correlate to 
  the notes and banding as described in the Device sidebar 
  on page 13. 
  Creatures: In this room, Zoathrias waits for his minions 
  to deliver his prized crystal to him, and meanwhile 
  delights in torturing his former business associate, 
  Skeldon Miregrold (N Male human expert 2/rogue 5, 
  Con 13, Bluff +10, Diplomacy +10, Sense Motive +11). The 
  unfortunate venture-captain is lashed to the top of his 
  own greatest invention, his body riddled with hundreds 
  of sharp, crystal needle-width shunts all filled with acid. 
  Thus far, his nemesis has kept him alive by force-feeding 
  him potions of cure light wounds. Still, his wounds burn 
  fiercely and he is in unimaginable pain.
  Tier 1–2 (CR 3)
  Zoathrias 
  CR 3
  Male weakened dark stalker (Pathfinder RPG Bestiary 54)
  CN Medium humanoid (dark folk) 
   
  Init +4; Senses see in darkness; Perception +8 
  DEFEnSE
  AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex) 
  hp 27 (6d8) 
  Fort +2, Ref +6, Will +2 
  Weaknesses light blindness 
  OFFEnSE 
  Speed 30 ft.
  Melee short sword +6/+6 (1d6/19–20 plus poison)
  Special Attacks death throes, sneak attack (+2d6)
  Spell-Like Abilities (CL 6th; concentration +7)
  At will—deeper darkness, detect magic, fog cloud
  
  the darkeSt Vengeance
  17
  TACTICS
  Before Combat Zoathrias prepares for combat by poisoning 
  his blade and then casting deeper darkness.
  During Combat Zoathrias is a hit-and-run fighter. He tries 
  to keep hidden and in darkness, to catch opponents flat-
  footed. Whenever he isn’t threatened, he reapplies poison 
  to his blade.
  Morale Zoathrias fights to the death. If reduced to fewer than 
  5 hit points, he charges the nearest opponent and attempts 
  to grapple him, hoping to catch as many victims as possible 
  in his explosive death throes.
  STATISTICS
  Str 10, Dex 18, Con 10, Int 9, Wis 11, Cha 13
  Base Atk +4; CMB +4; CMD 18
  Feats Double Slice, Two-Weapon Fighting, Weapon Finesse
  Skills Acrobatics +9, Climb +8, Perception +8, Sleight of Hand 
  +5, Stealth +8
  Languages Dark Folk, Undercommon
  SQ poison use
  Combat Gear silversheen; Other Gear leather armor, short 
  swords (2), drow-crafted boots of elvenkind, black smear (6 
  doses)
  SPECIAL ABILITIES
  Death Throes (Su) When a dark stalker is slain, its body 
  combusts in a flash of white-hot flame. This flame acts 
  like a fireball that deals 3d6 points of fire damage to all 
  creatures within a 20-foot-radius burst. A DC 11 Reflex 
  save halves this damage. A dark stalker’s gear and treasure 
  are unaffected by this explosion. The save is Constitution-
  based. 
  Poison Use (Ex) Dark stalkers are skilled in the use of poison 
  and never risk accidentally poisoning themselves. Like their 
  diminutive kin, the dark creepers, dark stalkers use black 
  poison on their weapons and generally carry six doses on 
  them. Black Smear—injury; save Fort DC 15; frequency 1/
  round for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC 
  is constitution-based.
  See in Darkness (Su) A dark stalker can see perfectly in 
  darkness of any kind, including that created by deeper 
  darkness.
  Tier 4–5 (CR 6) 
  Zoathrias  
  CR 6 
  Male dark stalker rogue 2 (Pathfinder RPG Bestiary 54) 
  CN Medium humanoid  
  Init +4; Senses see in darkness; Perception +11 
  DEFEnSE 
  AC 19, touch 15, flat-footed 15 (+2 armor, +1 deflection, +4 Dex, +2 
  natural)
  hp 54 (6d8+2d8+18) 
  Fort +5, Ref +10, Will +3 
  Defensive Abilities evasion 
  Weaknesses light blindness 
  OFFEnSE 
  Speed 30 ft. 
  Melee mwk short sword +8/+8 (1d6+2/19–20 plus poison) 
  RAnGED 
  Special Attacks death throes, sneak attack (+4d6)
  Spell-Like Abilities (CL 6th; concentration +7)
  At will—deeper darkness, detect magic, fog cloud
  TACTICS
  Before Combat Zoathrias prepares for combat by poisoning 
  his blade and then casting deeper darkness.
  During Combat Zoathrias is a hit-and-run fighter. He tries 
  to keep hidden and in darkness to catch opponents flat-
  footed. Whenever he isn’t threatened, he reapplies poison 
  to his blade.
  Morale Zoathrias fights to the death. If reduced to fewer than 
  5 hit points, he charges the nearest opponent and attempts 
  to grapple him, hoping to catch as many victims as possible 
  in his explosive death throes.
  STATISTICS  
  Str 14, Dex 18, Con 14, Int 9, Wis 11, Cha 13 
   
  Base Atk +5; CMB +7; CMD 21 
   
  Feats Double Slice, Lunge, Two-Weapon Fighting, Weapon 
  Finesse
  Skills Acrobatics +17, Bluff +5, Climb +13, Perception +11, 
  Sleight of Hand +9, Stealth +15 
   
  Languages Dark Folk, Undercommon  
   
  SQ poison use, trapfinding, rogue talents (surprise attack) 
  Combat Gear elemental gem (earth); Other Gear masterwork 
  leather armor, masterwork short swords (2), cloak of 
  resistance +1, drow-crafted boots of elvenkind, ring of 
  protection +1, black smear (6 doses)
  SPECIAL ABILITIES 
   
  Death Throes (Su) When a dark stalker is slain, its body 
  combusts in a flash of white-hot flame. This flame acts 
  like a fireball that deals 3d6 points of fire damage to all 
  creatures within a 20-foot-radius burst. A DC 15 Reflex 
  save halves this damage. A dark stalker’s gear and treasure 
  are unaffected by this explosion. The save is Constitution-
  based. 
  Poison Use (Ex) Dark stalkers are skilled in the use of poison 
  and never risk accidentally poisoning themselves. Like their 
  diminutive kin, the dark creepers, dark stalkers use black 
  poison on their weapons and generally carry six doses on 
  them. Black Smear—injury; save Fort DC 15; frequency 1/
  round for 6 rounds; effect 1d2 Str; cure 1 save. The poison 
  DC is Constitution-based.
  See in Darkness (Su) A dark stalker can see perfectly in 
  darkness of any kind, including that created by deeper 
  darkness.  
   
   
   
   
  Development: The PCs need to keep Skeldon from dying 
  in order to conclude their business with him. He begins 
  
  Pathfinder Society Scenario
  18
  the encounter at 8 hit points and loses 1 hit point per round 
  until he perishes. Healing him delays death; however, he 
  continues to lose hit points until the acid-filled shunts are 
  removed and the acid burns are treated with a DC 12 Heal 
  check or the acid is neutralized (such as by dousing him 
  with water.) Regardless, the tortured man is brutally scarred 
  and suffers major nerve damage that leaves him shaken and 
  exhausted until he receives restorative treatment.
  Mission Notes: In the small, dead end passage to the 
  northeast of the excavation site lie the long-buried remains 
  of seven dead pathfinders beneath a makeshift stone cairn. 
  Andoran faction PCs will need to perform the required 
  funerary ritual—requiring a successful DC 20 Knowledge 
  (religion) check to follow their instructions correctly. PCs 
  of the Qadira faction may negotiate an agreement with 
  Miregrold permitting use of the Lodge for smuggling 
  goods with a DC 20 Diplomacy check. If they use the 
  evidence recovered in area B4, the DC is reduced to 15.
  Rewards: If the PCs defeat Zoathrias, reward each tier 
  thusly:
  Tier 1–2:
  Give each player 231 gp.
  Tier 4–5:
  Give each player 710 gp.
  coNclUSIoN
  If the PCs save Miregrold, he is eternally grateful and 
  allows them unfettered access to his lodge and his work—
  especially since they’ve already seen it. As his confidants 
  and saviors, he requests that they do him a favor and 
  deliver some reports to the Decemvirate for him, adding 
  that he was supposed to deliver them months ago, but 
  couldn’t find anyone reliable enough to perform the task. 
  Of course, he’s lying, but the emergence of vengeful dark 
  folk and his torture at Zoathrias’s hands have made him 
  more open to working with the Decemvirate, and he’d like 
  to get back into their good graces. Despite Miregrold’s 
  best efforts, the Decemvirate assumes possession of the 
  Karcau Lodge and transfers him to a more remote lodge 
  elsewhere on Golarion, where he is less of a liability to the 
  organization. The Society’s masked leaders turn control of 
  the Karcau Lodge over to Basia Kalistoff, who makes good 
  on her promise and rewards the PCs for their assistance.
  If the PCs allow Miregrold to die, they face an unusual 
  predicament. The Decemvirate appreciates the PCs’ 
  recovery of the aureolyte sample and Miregrold’s notes, 
  but are angered that there is no one left to blame for the 
  situation. Irate that they can’t punish Miregrold for his 
  sleights, the Society leadership instead takes the sum 
  he owes them, the cost of restoring the lodge, and the 
  cost of funerary rites for him and the dead pathfinders 
  out of the PCs’ share of the spoils, which accounts for 
  20% of their total earnings for the scenario. As soon 
  as word of Miregrold’s death reaches Basia Kalistoff, 
  she immediately heads to Miregrold Manor to assume 
  control of the lodge. Upon her arrival, she makes good on 
  her promise and rewards the PCs accordingly.
  FAcTIoN MISSIoNS
  Andoran Faction: PCs from the Andoran faction who 
  recover the journals in area B1 earn 1 Prestige Award. PCs 
  from the Andoran faction who also perform the blessing 
  in area D2 earn 1 bonus Prestige Award.
  Cheliax Faction: PCs from the Cheliax faction who 
  extract the rubbing in area B3 earn 1 Prestige Award. PCs 
  from the Cheliax faction who also recover the poisoned 
  heirloom sword from the weapons rack in area B2 earn 1 
  bonus Prestige Award.
  Osirion Faction: PCs from the Osirion faction who 
  recover the scroll in area B3 earn 1 Prestige Award. PCs 
  from the Osirion faction who replace the Nethysian 
  sphere in area B4 earn 1 bonus Prestige Award.
  Qadira Faction: PCs from the Qadira faction who 
  recover incriminating evidence in area B4 earn 1 Prestige 
  Award. PCs from the Qadira faction who also negotiate 
  and secure a trading contract in area D2 earn 1 bonus 
  Prestige Award.
  Taldor Faction: PCs from the Taldor faction who identify 
  Balriman Wiltshire’s body in area G8 earn 1 Prestige 
  Award. PCs from the Taldor faction who also recover the 
  cursed locket in area G8 earn 1 bonus Prestige Award.
  
  Pathfinder Society Scenario
  20
  Servant of Thrune,
  It would please me for you to make a rubbing of a mysterious serpent-covered relief 
  sculpture held in the Karcau Lodge’s storerooms. Entitled the “Venomous Draughts,” it 
  was retrieved from the libraries of Stygia by a famous pathfinder horizon walker and 
  obtaining a copy would be a great boon for Her Infernal Majestrix.
   
  Additionally, the renegade son of Lord Astrimart stayed at this lodge for a few 
  months before heading off into the wilderness, never to be heard from again. Prior to his 
  disappearance, he stole several family heirlooms, including a ceremonial saber, a pair of 
  magic boots, and the deed to the family’s holdings in Sargava. If you find any of these 
  treasures, return them to me.
  Agent of Freedom,
  When tunnels under the Karcau Lodge were discovered, one cavern had to be cleared 
  out of drow slavers before being renovated/repurposed for Society use. After these 
  skirmishes, several pathfinders’ bodies were buried in subterranean tombs. I need 
  you to perform a ritual on their mass grave to reinforce wards placed on the 
  bodies and prevent them from rising as vampires. You’ll find the text of that 
  ritual enclosed—it’s quite difficult to pull off and will require all of your 
  knowledge of the gods.
   Furthermore, we have an agent named Mercra collecting intelligence on the 
  city. I need you to find him and retrieve his most recent journals. He was last 
  known to be staying at the Karcau Lodge.
    For Andoran,
    Captain Colson Maldris
  Andoran Faction Handout
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  By the Majestrix’s Will,
  
  the darkeSt Vengeance
  21
  Most Honorable Servant of the Satrap,
  I need you to find any incriminating evidence concerning 
  Skeldon Miregrold’s past crimes or dealings with dark folk. 
  We need this evidence as leverage to bargain with him, as we 
  seek to gain exclusive rights for our faction to use the tunnels 
  beneath his lodge to further our own trade operations. If you 
  feel up to the task, you may save us future trouble by securing 
  this arrangement for us while you are there. He needn’t know 
  the details, but we seek to use the Lodge to smuggle goods in 
  and out of the city through the Darklands.
  Sincerely,
  Pasha Muhlia Al-Jakri
  Glorious Servant of the Crown,
  I have a pathfinder named Balriman Wiltshire stationed in 
  Ustalav. Find him, and find out why he stopped reporting back 
  to us—he is easily identified by his ancestral ring bearing the 
  Wiltshire family crest. Enclosed is a crude copy for comparison purposes.
  For political reasons, the Wiltshire family intermarried with an  
  Ustalavic house. To celebrate their binding, a magical locket was crafted 
  and gifted to the heir of the house. If Balriman has passed on, his distant 
  relatives in Taldor request the Pathfinders 
  retrieve for them their prized heirloom. It is, 
  however, said to carry a terrible curse, so be 
  careful of that.
  Qadiran Faction Handout
  Taldor Faction Handout
  x
  For the Empire!
   Baron Jacquo Dalsine
  
  Pathfinder Society Scenario
  22
  Keeper of the Sands,
  I need you to retrieve an ancient scroll that I believe is held in the Karcau Lodge 
  archives. I hope it provides hints to the location of an ancient temple of an evil god, 
  destroyed centuries ago by a benevolent pharaoh.
   
  Furthermore, I believe Skeldon Miregrold possesses 
  materials stolen from a Nethysian sorcerer. Enclosed is a 
  small, opalescent sphere; should you find an identical one 
  should you find in the lodge, switch it with this one and 
  return it to me. 
  Osirion Faction Handout
  Player Handout A
  In the Name of the Ancestors,
  Amenopheus, The Sapphire Sage
  Perhaps I’m just paranoid, but I feel the need to recount several queer goings on that occurred over the last week.
  On three separate occasions, when I returned to the excavation site, I discovered the sunrods in the device 
  prematurely drained and the chamber bathed in thick, unnatural darkness. Initially, I’d thought there 
  might be something wrong with the device, so I tried the same combinations upstairs on the prototype. 
  Nothing happened, at least nothing resembling what was going on downstairs. 
  Vitrios offered to stay onsite, to keep an eye on the device and see if he could track down the reason for 
  its malfunctions. The next day, we found him unconscious, barely breathing—it seems he’d suffered some 
  sort of vermin bite. My mistake to leave him down there alone. 
  I’m not sure it was accidental. I’m still waiting for the alchemist’s report, but the symptoms looked 
  similar to the effects of Black Smear poison. Zoathrius used to use a device called a spider-biter when 
  he‘d knock off guards. It was a quick, snapping spike-thing, which he’d coat with the same toxins he’d 
  polish his blades with. Poxing dark folk. If I could gut ‘em all… I keep telling myself he’s never getting 
  away from that aboleth I left him with, but if he did, I’d be the first person he’d come looking for. Me 
  and the aureolyte. By now, he must know I gave him up for the crystal. 
  It has to be paranoia. There’s no way.
  Still, it’ll give me an excuse to throw a killswitch on the prototype just to be sure. 
  Instead of the glimmer, coruscation, fulgor, taper, effulgence pattern I’m using to get the daylight effect, I’m going to 
  switch the taper and coruscation sunrods, which should overload it, creating some seriously intense blinding light, but 
  not enough to cause an explosion. The same patterns should also work on the main device.
  -Skeldon 4709
  
  The new Pathfinder Roleplaying Game Advanced Player’s Guide offers six new character classes, tons 
  of options for Core Rulebook characters, new feats, prestige classes, magic items, and more than 300 
  pages of new material designed to advance your Pathfinder characters to the next level!
  Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2010, Paizo Publishing, LLC.
  Meet the Class of 2010
  PAIZO.COM/PATHFINDER
  ®
  Advanced Player’s Guide • August 2010
  TM
  ™
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open 
  Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including 
  trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this 
  License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that 
  you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You 
  may use any authorized version of this License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content 
  You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only 
  to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario 47: The Darkest Vengeance. © 2010, Paizo Publishing, LLC; Authors: Tim Hitchcock 
  and Mark Moreland.
  
  ADVANCED GM TECHNIQUES, WORLD BUILDING TIPS
  TOns of Npc stats & charts
  PAIZO.COM/PATHFINDER
  Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game is a 
  trademark of Paizo Publishing, LLC. ©2010 Paizo Publishing, LLC.
  ™
  ®
  Available 
  JUNE 2010
  PATHFINDER RPG GAMEMASTERY GUIDE
   Your World
  in Słyle!
  Rule
  
     
  Boots of elvenkind (2,500 gp)
  Scroll of darkvision (150 gp)
  Scroll of suggestion (375 gp)
  Cloak of resistance +1 (1,000 gp)
  Elemental gem (earth) (2,250 gp)
  Potion of cure moderate wounds (300 gp)
  Potion of invisibility (750 gp)
  Ring of protection +1 (2,000 gp)
  Scroll of cure moderate wounds (150 gp)
  Scroll of deep slumber (375 gp)
  Scroll of secret page (375 gp)
  Scroll of tongues (375 gp)
  1–2
  Scenario 47:  
  The Darkest Vengeance
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  GOLD
  Gold Spent
  Subtotal
  Items Bought
  Items Sold
  Final PA Total
  Final XP Total
  Prestige Award
  EXPERIENCE
  GP Gained (GM ONLY)
  PA Gained (GM ONLY)
  Start GP
  Starting PA
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 XP
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIER
  TIER
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  4–5
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIER
  TIER
  TIER
  1–2
  4–5
  515
  1,895
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 01/Scenario 1-47 The Darkest Vengeance.pdf