TEXT: A PATHFINDER SOCIETY QUEST FOR TIER 1–5
  Pathfinder Society Quest
  By Mark Moreland
  Ambush in AbsAlom
  Ambush in AbsAlom
  
  Ambush in AbsAlom
  A PAthfinder Society QueSt
  Author • Mark Moreland
  Contributing Artists • Klaus Sherwinski and Luisa Preissler
  Cartographer • Corey Macourek
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development  • R. Hyrum Savage
  Editing • Judy Bauer and Christopher Carey
  Editorial Assistance • Logan Bonner, Jason Bulmahn, 
  Adam Daigle, Rob McCreary, Stephen Radney-
  MacFarland, Patrick Renie, and Sean K Reynolds
  Editorial Intern • Savannah Broadway
  Senior Art Director • Sarah E. Robinson
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Project Manager • Jessica Price
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  and Chris Lambertz
  Pathfinder Society Quest: Ambush in Absalom is a Pathfinder Society Quest designed for 1st- to 5th-level characters (Tier 
  1–5; Subtiers 1–2 and 4–5). This quest is designed for play in the Pathfinder Society Organized Play campaign, but can 
  easily be adapted for use with any world.
  This product makes use of the Pathfinder RPG Core Rulebook and the Pathfinder RPG Bestiary. These rules can be found 
  online for free as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
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  paizo.com/pathfinderSociety
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
  fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 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 Quest: Ambush in Absalom © 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, Pathfinder 
  Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Module, 
  Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Publishing, LLC.
     
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  3
  his body, and complete his mission. Along the way, they 
  trigger the Shockclaw kobolds’ defenses, encountering 
  a guard patrol around a deadly pit trap. Following 
  any fleeing foes or tracking Jerval’s trail brings the 
  Pathfinders face-to-face with Chief Altergrik’s retinue 
  as they return from their meeting with the Shockclaw’s 
  chief. Interpreting the PCs’ presence as a well-planned 
  ambush, they defend themselves and their leader 
  viciously. The diplomatic spoils gifted to them from 
  the Shockclaws include all of Jerval’s equipment, 
  specifically the satchel containing the vital missive to 
  Guaril Karela.
  GETTING STARTED
  Read the following to get the adventure underway:
  In his usual terse manner, Venture-Captain Ambrus Valsin 
  requested an audience in his office. He wasted no words once 
  the last invitee had closed he door.
  “Some of you may know a novice named Derris Jerval. 
  Last night I gave him an important message to deliver to an 
  associate of the Society, a Varisian businessman in the Docks 
  named Guaril Karela. I received word this afternoon that the 
  package never arrived. I need you to look into it.
  “My initial inquiries lead me to believe Jerval entered the 
  sewers mere yards from the Grand Lodge’s walls. I’m worried 
  for his safety down there and annoyed that he wasn’t able to get 
  the message to Karela. I need you to go after him. If he’s well, 
  slap some sense into him and ensure he delivers the message. If 
  he’s been injured or gotten himself killed, recover the message 
  and make sure it gets to Guaril Karela at the Pickled Imp, a 
  curiosity shop located in the Docks—and get it there soon. I’m 
  counting on you, Pathfinders.”
  Because this Quest is intended to take only a short 
  amount of time, proceed quickly through the introduction, 
  and get the player characters into the sewer tunnels and hot 
  on Derris Jerval’s trail. If time is particularly tight, start 
  immediately at the first encounter to get the dice rolling. 
  For parties not constrained by time, however, consider 
  expanding the journey through Absalom to its sewers.
  T
  he Pathfinder Society has a presence in nearly 
  every city in the Inner Sea region but nowhere as 
  strongly as the bustling streets of Absalom. Even 
  when lost among a teeming population of over 300,000 
  souls, agents working on covert missions or setting up 
  clandestine meetings sometimes make use of the much 
  less-traveled passages beneath the city instead of its 
  crowded thoroughfares and shadowy alleys. Whether 
  the soggy Siphons below the flooded Puddles district 
  or the wide catacombs beneath the Ascendant Court, 
  most Absalom-based Pathfinders have at least a passing 
  familiarity with the city’s sewer systems.
  The way is anything but safe, however, as novice 
  Pathfinder Derris Jerval discovered late last night. 
  Venture-Captain Ambrus Valsin, the Grand Lodge’s 
  strict chamberlain, entrusted the naïve Andoren recruit 
  with a time-sensitive message to a Varisian contact 
  named Guaril Karela. While trying to avoid the city’s 
  many distractions and obstacles and prove himself a 
  trustworthy agent, Jerval took a shortcut through the 
  sewers from the Grand Lodge to the Docks district. He 
  underestimated the difficulty of navigating the tunnels, 
  however, and quickly became lost amid the meandering 
  passages. Growing fearful and careless, Jerval didn’t hear 
  the sounds of movement ahead as he charged blindly 
  around a corner and ran headfirst into a kobold patrol. 
  In seconds, Jerval lay dead from their jagged spears, and 
  Valsin’s urgent message never reached Guaril Karela.
  The skittish kobolds misinterpreted Jerval’s encroachment 
  as a sign of an imminent attack on their territory and 
  alerted the rest of their clan, the noble Shockclaw Tribe. The 
  industrious kobolds spent the entire night fortifying the 
  borders of their warren tunnels with traps and additional 
  guards. The next day the mighty Chief Altergrik of the 
  Blackfang Tribe from beneath Eastgate would be coming this 
  way to meet with the Shockclaw chief, and the entire tribe 
  wants to ensure their dignified guests’ route is secure.
  SUMMARY
  The PCs are tasked with following Derris Jerval’s trail 
  through the Absalom sewers to rescue him, or retrieve 
  Ambush in AbsAlom
  A PAthfinder society Quest for tier 1–5
  By MArk MorelAnd
  
  Absalom Sewers
  1
  PCs’ 
  Approach
  2
  1 square = 5 feet
  N
  GameMastery Map Pack: Ambush Sites
  T
  PATHFINDER SOCIETY QUEST
  4
  1. SEWER AMBUSH (CR 3 OR 
  CR 6)
  A set of muddy bootprints that match Jerval’s lead through the 
  winding tunnels, following a small rivulet of stagnant runoff in 
  a solid stone passage. The flow ends at the intersection with a 
  perpendicular tunnel filled with a mass of filthy water and mud. 
  The footprints continue in the mud to the east.
  The Shockclaw kobolds put many of their defensive 
  efforts in shoring up this juncture, seeing it as a likely point 
  of attack from surface dwellers following their scout’s path.
  Creatures: A kobold patrol of four guards hides in 
  the pipes branching off from this main tunnel, intently 
  watching for intruders.
  Traps: The kobolds set a number of traps in the sewers 
  to waylay their foes and alert them to intrusion. One such 
  snare fills the 10-foot square at the intersection of the 
  main sewer tunnel and the murky flow channel.
  Subtier 1–2 (CR 3)
  Shockclaw Guards (4) 
    
  CR 1/4
  Kobold warrior 1 (Pathfinder RPG Bestiary 183)
  hp 4 each
  TACTICS
  Before Combat The kobolds have taken up sentry positions in 
  the drainage pipes near their trap. They remain hidden until 
  the PCs spring the trap or bypass it.
  During Combat The guards surround the PCs, preferring to 
  fight from range with their slings. They focus their attacks 
  first on any PCs who have not fallen in the pit, especially 
  any working to help their comrades out of the hole.
  Morale The kobolds take their job seriously and fight to death. 
  When all but one have been slain or knocked unconscious, 
  the survivor attempts to flee to area 2 to alert the shaman’s 
  guards to the attack.
  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 10-ft. area)
  Subtier 4–5 (CR 6)
  Elite Shockclaw Guards (4) 
    
  CR 1
  Kobold warrior 4 (Pathfinder RPG Bestiary 183)
  LE Small humanoid (reptilian)
  Init +5; Senses darkvision 60 ft.; Perception +7
  
  AMBUSH IN ABSALOM
  5
  they instantly assume that the PCs plan is to attack and 
  assassinate Chief Altergrik.
  Subtier 1–2 (CR 4)
  Blackfang guards (8) 
    
  CR 1/4
  Kobold warrior 1 (Pathfinder RPG Bestiary 183)
  hp 5 each
  TACTICS
  Before Combat The kobolds are on the lookout for attack and 
  difficult to catch by surprise. Once they see non-kobolds in 
  the tunnel with them, they rush into battle.
  During Combat Dedicated to protecting their chief, the 
  guards charge into melee with their spears and attempt to 
  overwhelm the Pathfinders with superior numbers.
  Morale All members of the Blackfang Tribe fight to the death.
  Chief Altergrik 
    
  CR 1
  Kobold warrior 4 (use the stats for Elite Shockclaw Guards on 
  page 4 with the following changes)
  hp 30
  OFFENSE
  Melee mwk greataxe +6 (1d10/×3)
  TACTICS
  Before Combat Surrounded by his most loyal guards, the 
  Chief declares the Pathfinders enemies and ambushers and 
  orders his minions to attack.
  During Combat Chief Altergrik prefers to let his underlings 
  fight for him, but if threatened directly he fights ruthlessly 
  with his greataxe. If his guards’ numbers fall to three or 
  less, he likewise enters the fray.
  Morale An honorable leader of his tribe, Chief Altergrik fights 
  to the death.
  Subtier 4–5 (CR 7)
  Blackfang Honor Guards (4)  
    
  CR 1
  Kobold warrior 4 (use the stats for Elite Shockclaw Guards on 
  page 4)
  hp 30 each
  TACTICS
  Before Combat The kobolds are on the lookout for attack and 
  difficult to catch by surprise. Once they see non-kobolds in 
  the tunnel with them, they rush into battle.
  During Combat Dedicated to protecting their chief, the 
  guards charge into melee with their spears and attempt to 
  overwhelm the Pathfinders with superior numbers.
  Morale All members of the Blackfang Tribe fight to the death.
  Chief Altergrik 
    
  CR 5
  Male kobold fighter 6 (Pathfinder RPG Bestiary 183)
  LE Small humanoid (reptilian)
  Init +2; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 16, touch 12, flat-footed 15 (+3 armor, +1 Dex, +1 natural, +1 
  size)
  hp 30 each (4d10+4)
  Fort +4, Ref +2, Will +0
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk spear +6 (1d6/×3)
  Ranged sling +6 (1d3)
  TACTICS 
  Same tactics as Subtier 1–2.
  STATISTICS
  Str 10, Dex 13, Con 10, Int 10, Wis 9, Cha 8
  Base Atk +4; CMB +3; CMD 14
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Craft (trapmaking) +7, Perception +7, Profession (miner) 
  +1, Stealth +10
  Languages Common, Draconic
  SQ crafty
  Gear studded leather, masterwork spear, sling with 10 bullets
  Camouflaged Pit Trap 
    
  CR 3
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft. area)
  Development: In the fray, Jerval’s tracks are lost among 
  the kobolds’ footprints. Locating the trail requires a DC 
  14 Survival check. Once located, the tracks can be followed 
  east toward area 2.
  2. THE CHIEF’S ESCORT (CR 4 
  OR CR 7)
  This wide passage continues straight into the darkness as far 
  as one can see, a five-foot-wide elevated walk running the 
  length of its south side. The sound of trickling water echoes 
  ominously through the hollow drainpipes all around.
  Sewage from throughout the district flows here, where 
  it then runs to even larger tunnels near the waterfront. As 
  such, it serves as a major thoroughfare for subterranean 
  denizens, including Chief Altergrik and his honor guard 
  of the Blackfang Tribe’s best warriors.
  Creatures: As the PCs reach the wider tunnel here, Chief 
  Altergrik and his escort just happen to be approaching 
  from the other direction, returning to Westgate from the 
  Foreign Quarter’s immense sewer network. Already on 
  the alert for an ambush, when the kobolds see the PCs, 
  
  PATHFINDER SOCIETY QUEST
  6
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+4 armor, +2 Dex, +1 dodge, +1 
  natural, +1 size)
  hp 55 (6d10+18)
  Fort +6, Ref +4, Will +4; +2 vs. fear
  Defensive Abilities bravery +2
  Weaknesses light sensitivity
  OFFENSE 
  Speed 30 ft.
  Melee +1 greataxe +12/+7 (1d10+5/×3)
  Ranged sling +9/+4 (1d3+1)
  Special Attacks weapon training (axes +1)
  TACTICS
  Same as Subtier 1–2.
  STATISTICS
  Str 12, Dex 15, Con 12, Int 12, Wis 10, Cha 8
  Base Atk +6; CMB +6; CMD 19
  Feats Dazzling Display, Dodge, Iron Will, Toughness, Vital 
  Strike, Weapon Focus (greataxe), Weapon Specialization 
  (greataxe)
  Skills Craft (trapmaking) +3, Diplomacy +5, Intimidate +8, 
  Perception +2, Profession (miner) +2, Sense Motive +4, 
  Stealth +10
  Languages Common, Draconic
  SQ armor training 1, crafty
  Gear masterwork hide armor, +1 greataxe, sling with 10 bullets
  Development: Among the items carried by the kobold 
  guards, the PCs find a decorated bag of various items 
  including a wayfinder, a Medium breastplate, a Medium 
  heavy mace, and a book-sized bundle wrapped in paper 
  and sealed with the Glyph of the Open Road. The PCs 
  easily identify these as a Pathfinder’s possessions and 
  may glean they belonged to the late Derris Jerval. The 
  wrapped package contains a book of traditional Varisian 
  recipes and cannot be opened without breaking the seal.
  CONCLUSION
  If the PCs follow Venture-Captain Valsin’s orders 
  and deliver the package in Jerval’s stead, they may 
  easily locate the Pickled Imp in the Docks with a DC 
  12 Diplomacy check to gather information or a DC 12 
  Knowledge (local) check. Behind the counter the PCs 
  find a thin, mustachioed man who answers to the name 
  Guaril Karela. He thanks them for the book if the seal 
  remains in place and immediately turns to a specific 
  recipe in the back.
  After reading it quickly, he returns the book, saying 
  that he already has this volume but thanking Ambrus 
  all the same. If the seal has been broken, he refuses the 
  package, and asks the PCs to kindly leave lest the venture-
  captain learn that they’ve been prying into his affairs.
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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, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Quest: Ambush in Absalom © 2012, Paizo Publishing, LLC; 
  Author: Mark Moreland.
  
     
  ®
  ®
  When you complete this quest, choose one of the two boons below; cross out the other.
  ☐ 
  Kobold Killer Anytime you face a kobold in the future, you may designate one such 
  creature as a free action. You gain a +1 bonus on attack and damage rolls against that 
  single target for the duration of the combat. When you have used this boon, cross it off 
  the Chronicle sheet. This ability does not stack with multiple instances of itself.
  ☐ 
  Sewer Sense Your time spent in Absalom’s sewers has given you an innate familiarity 
  with the complex network of tunnels and underground streams. You gain a single-use 
  +5 bonus on any Knowledge (local) or Survival check to learn about or navigate the 
  sewers under the City at the Center of the World, applied before the roll is made. When 
  you have used this boon, cross it off the Chronicle sheet.
  ALL
  Pathfinder Society Quest:  
  Ambush in Absalom
   
  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
  +
  +
  =
  -
  -
  =
  =
  +0 XP
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIER
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIER
  SUBTIER
  1–2
  —
  —
  4–5
  —
  —
  Normal
  Slow
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 03/Society Quest - Ambush in Absalom.pdf