TEXT: ™
  
  ®
  ™
  AssAult on the Kingdom of 
  the impossible™
  Pathfinder Society Scenario 33
  Design: Craig Shackleton
  Development: Joshua J. Frost
  Editing: Christopher Carey
  Senior Art Director: James Davis
  Layout: Crystal Frasier
  Interior Artist: Kieran Yanner
  Cartographer: Corey Macourek, Mike Schley
  Vice President of Operations: Jeffrey Alvarez
  Events Manager: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Sales Manager: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Pathfinder Society Scenario 33: Assault on the Kingdom of the Impossible 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 18 of this product.
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  7120 185th Ave NE Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
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  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). 
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  without written permission.
  Pathfinder Society scenarios are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 
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  registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Chronicles, Pathfinder 
  Companion, Pathfinder Modules, and Pathfinder Society are trademarks of Paizo Publishing, LLC. © 2009 Paizo 
  Publishing, LLC.
  
  3
  3
  Padiskar and murdering the longtime venture-captain 
  there, Aamina Shahrazad, only served to increase his 
  prestige within the Aspis Consortium—but still didn’t 
  bring him the notoriety he desired among the regular 
  people of Jalmeray.
  Eventually, the Society’s new venture-captain in 
  Padiskar, a Vudran man named Vasuman Mihir, 
  uncovered the spy when he became increasingly 
  suspicious of Zamir’s attacks coming so quickly and 
  precisely against Pathfinder targets. Over months he 
  leaked specific caravan information to each one of his 
  agents in Padiskar one at a time and then waited at 
  the location specified for any sign of Zamir’s bandits. 
  When he leaked to his porter, a young boy named 
  Waman, that the Pathfinders would be carting new 
  items into Padiskar from a temple-cave complex in the 
  jungle, and the caravan was then set upon by Zamir, 
  Vasuman knew he had his spy. Rather than exposing 
  him, Venture-Captain Mihir let the spy “discover” 
  additional information about a long lost scepter called 
  the scepter of the arclords recently uncovered in a vault 
  in Padiskar that was soon to be transported to Niswan 
  in the south.
  In truth, the scepter of the arclords is a fake and has 
  been attuned to a fake wayfinder so that the compass 
  can always find the scepter. Once Zamir’s bandits raid 
  the next caravan out of Padiskar and take the scepter 
  for their own, it’ll take a matter of days for a band 
  of Pathfinders to follow the trail and end Zamir’s 
  operations for good. All Venture-Captain Zimir needs 
  now is a band of willing Pathfinders.
  Z
  amir is a druid from the Isle of Jalmeray and a 
  bronze agent of the Aspis Consortium with an 
  affinity for great cats. To add to his mystique, 
  he encourages and spreads rumors that suggest he is 
  either a rakshasa or a weretiger, though even these 
  rumors haven’t propelled him to a level of notoriety 
  on the Isle of Jalmeray that he hoped for his entire 
  life. Recently, Zamir decided to ally with the Aspis in 
  the hopes that doing so would bring him prestige and 
  respect among the criminals of Jalmeray. His task is 
  simple: form a revolutionary group on the northern 
  tip of the island in the deep, mountainous jungles, 
  and use that group to raid Pathfinder caravans and 
  Jalmeray government camps and strongholds for all 
  items magical in nature—spellbooks, scrolls, weapons, 
  and so on. Once captured, Zamir’s group was tasked 
  with breaking these items down into their component 
  pieces—either reagents or material components—to 
  be shipped back to Aspis holdings in Cheliax.
  Zamir set up his base in an ancient ruined monastery 
  dedicated to the tiger’s eye form of martial arts. He 
  recruited, bribed, or press-ganged a small group of 
  local jungle bandits who’d made the monastery their 
  home and then lured back the violent monks who once 
  lived there, guaranteeing that as reward for their help 
  the Aspis Consortium would rebuild their monastery 
  and restore their order to power in the region. Zamir’s 
  next step was to capture a handful of wizards from all 
  across the island and enslave them in the basement of 
  the monastery where they were put to work using the 
  Aspis method of breaking down the captured magic 
  items. Denied their spellbooks and shackled to heavy 
  tables, the wizards became the unwilling life’s blood of 
  Zamir’s operation.
  Zamir thought he achieved a real coup when 
  he managed to plant a spy among the Pathfinder 
  Society a few months ago. His spy fed him a variety 
  of information that led to Zamir’s very successful 
  campaign against both Pathfinder lodges and caravans 
  transporting goods from dig sites and dungeons to 
  the island’s port at Padiskar. Raiding the safe house at 
  AssAult on the Kingdom of 
  the impossible
  By craig Shackleton
  Jalmeray, the Kingdom of the impossible
  Though everything you need to know about Jalmeray to run 
  this adventure is included here, anyone wishing to know 
  more about the flavor and history of the island can read 
  pages 84–85 in the Pathfinder Chronicles Campaign Setting.
  
  Pathfinder Society Scenario
  4
  SUMMARY
  The PCs are ordered by Venture-Captain Mihir to captain 
  a false caravan bound for Niswan bearing a few crates of 
  minor magical trinkets and a false copy of the legendary 
  scepter of the arclords. The PCs are to follow a map provided by 
  Mihir that points them right into Zamir’s bandit territory 
  where they are to be ambushed, put up a bit of a fight, but then 
  allow Zamir’s bandits to escape relatively unharmed and 
  carrying the fake scepter of the arclords. Once accomplished, 
  the PCs are to track the scepter using a specially attuned 
  wayfinder that always points toward the fake scepter, then 
  find Zamir and end his operations—either forcefully or by 
  convincing him that joining the Pathfinders will bring him 
  the notoriety he seeks among the people of Jalmeray.
  On the second night of guiding the caravan out of Padiskar, 
  the PCs encounter another small caravan camped beside the 
  road. Although the PCs might suspect that these are Zamir’s 
  men, they are actually agents of the Thakur of Jalmeray on 
  their own mission to catch Zamir. It seems the Thakur has 
  grown tired of this Zamir and his “tigers” of the northern 
  jungles and wants them put to the sword. The PCs will need to 
  negotiate with the Thakur’s men to insure they don’t disrupt 
  the Pathfinder plan to capture the bandit leader.
  That night, Zamir’s bandits attack the PCs camp (whether 
  or not they’ve camped with the Thakur’s men will greatly 
  influence the outcome of this battle), and the PCs must put 
  up a small resistance but allow the bandits to escape with 
  the scepter. It’s up to the PCs and their diplomatic skills as to 
  whether or not the Thakur’s men allow the plan to happen.
  Once the bandits take the scepter, the PCs can use the 
  specially attuned wayfinder to follow the scepter to Zamir’s 
  hideout at the ruined Tiger’s Eye Monastery. Once the PCs 
  defeat the bandits, they’ll need to deal with the Tiger’s Eye 
  monks before proceeding into the basement.
  In the basement, the PCs encounter more monks who guard 
  the imprisoned wizards doing Zamir’s work. They may also 
  need to deal with an animated statue designed for training 
  the monks. Finally, they meet Zamir and either shut down his 
  operation or recruit him to work for the Pathfinders.
  GETTING STARTED
  Read the following to get the adventure underway:
  The city of Padiskar near the northern tip of the Isle of 
  Jalmeray is not so much a city as a ring of small villages 
  surrounding a massive, howling ruin, from which terrifying 
  screams of whatever the Vudrani Maharaja Khiben-Sald left 
  there in ancient times can still be heard. The new Venture-
  Captain Vasuman Mihir maintains a small safe house for 
  the Pathfinder Society here, taking over from Padiskar’s 
  longtime Venture-Captain Aamina Shahrazad, who was 
  recently murdered by men loyal to Zamir, a bandit lord and 
  rumored Aspis Consortium agent who operates out of the 
  nearby jungles.
  Venture-Captain Mihir’s briefing was short and serious.
  “This is a fake scepter of the arclords,” he said, hefting a 
  bejeweled staff in his hands bearing glowing runes across 
  its surface. “You will lead a caravan toward Niswan carrying 
  this false relic and several crates of minor magical items. My 
  porter, a young boy named Waman, will give you a detailed 
  travel itinerary, which you must follow with care. Except that it 
  is almost certain that you will be ambushed before you reach 
  your destination, since young Waman is a spy for the Aspis 
  Consortium and has sold out and murdered a dozen or more 
  of our brethren and associates, including our former venture-
  captain—I’m sure of it. The scepter is bait in a trap, and you 
  are the teeth. Do not let on to Waman that you know of his 
  transgressions—we need him to lead us to his master, the 
  bandit lord Zamir. We’ll either make Zamir our man or disrupt 
  his business permanently. I’ll deal with Waman myself once 
  this affair is resolved.”
  Venture-Captain Mihir held up a second item, a plain-looking 
  but easily recognizable wayfinder. “This wayfinder is also a 
  fake, although unlike the scepter, it does have real power. 
  The dial always points to the scepter.” Mihir demonstrated, 
  moving the wayfinder in a circle around the scepter, the needle 
  pointing unerringly at it.
  “Waman gave Zamir information that enabled the bandit 
  fool to steal artifacts from dozens of our caravans and even 
  from safe houses such as this one. Zamir has a method of 
  disassembling the artifacts so that he can smuggle them off 
  the island with ease, bound for ports of call in Cheliax. What 
  we do not know is where Zamir is, since he never attacks with 
  his men.”
  “I gave Waman the information about your journey, so at 
  some point along the route, Zamir’s bandits will ambush you. 
  Previous experience indicates that his bandits will not kill if 
  the scepter and the compass
  The Pathfinder Society did not entirely invent the scepter of the 
  arclords. It is a legendary artifact lost when the Vudrani rajahs 
  returned to the island in 2822 AR and destroyed the Arclords 
  of Nex at Padiskar (Knowledge [history] DC 15). The scepter’s 
  actual powers and location (or even if it survives) are unknown. 
  The scepter given to the PCs was created by the Society. It has 
  no actual powers, although a Pathfinder wizard cast magic aura 
  on it to make it appear magical. The most important feature of 
  the scepter for the PCs is its unique property that allows it to 
  be tracked by a fake wayfinder that has been attuned to it.
  
  aSSault on the Kingdom of the imPoSSible
  5
  DC 15 Survival check made by anyone with knowledge of 
  the island reveals that the path Waman wants the PCs to 
  travel is the long way to Niswan. If asked about this choice 
  of direction, young Waman boldly declares, “My scouts 
  tell me the coastal route is blocked by floods. You must go 
  through the jungle.”
  ACT 1: AMbUSh AT ThE CAMp 
  (CR VARIES)
  At the end of the second long day of travel through rough hills, 
  a campsite comes into view. Smoke curls upward from a small 
  fire, where a man is tending a roast on a spit. Three more men 
  are setting out bedrolls and four mules are picketed beside a 
  pile of sacks and bundles nearby. They are camped exactly on 
  the ambush site described in Waman’s itinerary.
  The four men are agents of the Thakur disguised as 
  merchants. They do not know anything about the PCs 
  or their mission, but are also here to find and deal with 
  Zamir and his men—its pure coincidence that they are 
  camped on the spot where Waman’s map says the ambush 
  is to take place. The Thakur’s men are cautious but polite 
  and friendly, and welcome the PCs to share their camp. 
  Their starting attitude toward the PCs is indifferent. 
  They claim they are traveling to Padiskar with cloth 
  and carpets to sell, and they watch the PCs carefully 
  in case the PCs are bandits themselves. Under normal 
  circumstances, they do not reveal their true nature to the 
  PCs, although they might if their attitude is improved 
  to helpful. It is up to the PCs how to deal with the four 
  men, but the easiest course of action is to simply share 
  the campsite.
  The PCs might ask the Thakur’s men to move on, 
  likely to protect them from getting hurt during the 
  ambush. The Thakur’s men refuse in this case, claiming 
  this is where they always stop their merchant wagons to 
  rest. If the PCs reveal any part of the plan—such as the 
  imminent arrival of Zamir’s men or the PCs mission 
  to stop him—two of the Thakur’s men (Samarjit and 
  Phalgun) stare at each other for a moment and then 
  begin conversing in Vudrani. Samarjit wants to keep 
  their mission a secret, believing the PCs to be a trick 
  by Zamir. Phalgun declares the PCs obvious foreigners 
  and not Zamir’s men, and thinks the PCs could help the 
  Thakur by ridding the island of Zamir. After several 
  moments of fierce and fast argument in their native 
  tongue, Phalgun reveals to the PCs that he and his 
  men are agents of Kharswan, the Thakur of Jalmeray, 
  and that they are on a mission to stop Zamir and his 
  men. At this point, the PCs will need to decide how to 
  proceed and how much they want to reveal. 
  they don’t have to. Let them steal the scepter. You must put 
  up a small struggle, maybe even kill or injure several of his 
  men, but most importantly you must let them escape and 
  they must escape with the scepter.
  “Give them a few hours after the ambush to escape and then 
  use the wayfinder to track Zamir to his hideout. Zamir is an 
  arrogant man whose loyalties lie with whoever can make him 
  famous to the people of Jalmeray. Right now he believes the 
  Aspis Consortium is the answer. You will either convince him 
  that the Society is the answer—as he could be a very powerful 
  ally in the region—or you’ll end his operations for good. How 
  you handle it, I leave to you. Good luck on your journey and 
  may the gods guide your hand.”
  The PCs may have some questions for Venture-Captain 
  Mihir. Below are answers to some likely questions:
  What will become of Waman? “I haven’t decided yet. 
  Most likely I will sell him into slavery.”
  How could you sell Waman into slavery? “Last I 
  knew, slavery was an accepted custom in the Inner Sea 
  and more so on this island. Waman is a criminal and 
  mine to deal with.”
  Can we talk you out of selling Waman into slavery? 
  “Sure, I suppose I could sell him to you. But that doesn’t 
  solve the problem of him being a turncoat and betrayer 
  of the Society.”
  What do you know of Zamir? “He’s a rebel and a bandit 
  and the people of Padiskar know him from his youth as a 
  fool who desires fame above all else. This is why I think 
  his loyalty to the Aspis Consortium is thin at best and 
  there’s a chance he can be brought to our side rather than 
  simply slain.”
  How many men does Zamir have? “We don’t know 
  exactly. The villagers are sure that he’s absorbed several 
  smaller jungle-bandit groups and we’ve heard rumors 
  that the long-deposed and villainous monks of the Tiger’s 
  Eye are working for him.”
  Can we keep the scepter and wayfinder when we are 
  finished? “No. Those items must be returned to me.”
  The PCs have two days to prepare for their journey. 
  They can buy any equipment from Venture-Captain 
  Mihir that they would normally have access to. If anyone 
  makes a Gather Information or Knowledge (local) check 
  to learn about Zamir, a successful DC 15 check learns that 
  he is rumored to be a weretiger or perhaps a rakshasa. 
  Succeeding on a DC 20 check reveals that he is wanted by 
  the Thakur (the leader of Jalmeray) for his activities as an 
  unlawful revolutionary. 
  Once the PCs are ready to proceed, they can find Waman 
  in the safe house and get the map and instructions from 
  him regarding how to guide the caravan to Niswan. A 
  
  GameMastery Flip-Mat: Woodlands
  Camp Ambush
  4 Bandits
  A
  A
  A
  A
  One square = 5 feet
  A=Agents
  4 Bandits
  NN
  Camp Ambush
  4 Bandits
  A
  A
  A
  A
  One square = 5 feet
  A=Agents
  4 Bandits
  Pathfinder Society Scenario
  6
  
  aSSault on the Kingdom of the imPoSSible
  7
  Tier 1–2 (CR Varies)
  Zamir’s Bandits (8) 
  CR 1/2
  Male human ranger 1
  NE Medium humanoid
  Init +2; Senses Perception +5
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 11 (1d10+1)
  Fort +3, Ref +4, Will +3
  OFFENSE
  Speed 30 ft.
  Melee handaxe +3 (1d6+2/x3)
  Ranged composite shortbow +3 (1d6+2/x3)
  Special Attacks favored enemy (animals)
  TACTICS
  Before Combat Zamir casts pass without trace on the bandits one 
  hour before the attack. It will last another 2 hours.
  During Combat The number of bandits noted in the introduction 
  attack the PCs, while the rest search the wagons and camp for 
  the scepter and crates of magic items.
  Morale The bandits flee once they have the scepter and magic 
  items. If more than two of their number have been killed, 
  they’ll retreat with just the scepter. If more than five have been 
  killed, they’ll retreat with or without the items.
  STATISTICS
  Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 10
  Base Atk +1; CMB +2; CMD 14
  Feats Iron Will, Stealthy
  Skills Climb +6, Escape Artist +4, Handle Animal +4, Knowledge 
  (nature) +4, Linguistics +1, Perception +5, Stealth +8, Survival +5
  Languages Common, Vudrani
  SQ track, wild empathy
  Gear handaxe, leather armor, composite shortbow (Str +2) with 
  20 arrows
  Agents of the Thakur (4) 
  CR 1/2
  Male or female human fighter 1 
  LN Medium humanoid 
  Init +6; Senses Perception +2
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
  hp 16 (1d10+6)
  Fort +4, Ref +2, Will +1
  OFFENSE
  Speed 30 ft.
  Melee shortsword +3 (1d6+2/19–20)
  Ranged shortbow +3 (1d6/x3)
  TACTICS
  Before Combat At least one agent is on watch at all times.
  During Combat The agents try to flank when possible and only 
  attack the bandits in force (trying to kill all of them) if the PCs 
  haven’t given them a reason not to.
  When the PCs set up camp, make sure they explain 
  where they are keeping the scepter of the arclords. About 
  an hour after midnight that night, Zamir’s bandits attack 
  the camp. The bandits rush in, attacking at once, and 
  begin searching for the scepter and the crates of minor 
  magical items while fighting the PCs and the Thakur’s 
  men. Anyone on watch can make a DC 18 Perception check 
  to spot the bandits as they approach. Once the bandits 
  have the scepter and the crates of items, they flee, leaving 
  behind any wounded.
  If the Thakur’s men remain in the campsite during 
  the ambush, they maintain their own watch schedule 
  during the night (Perception skill varies by Tier), so 
  that one of them is always awake. They respond to 
  any threat quickly and fiercely, unless the PCs have 
  convinced them otherwise.
  Forcing the GM to run multiple NPC combatants who 
  are directly fighting the PCs slows down most combats to 
  a crawl. During this ambush scene, don’t bother rolling 
  attacks and damage when the bandits and agents are 
  fighting each other. Keep a general idea of how many 
  attacks each side is making and who they are hitting. 
  Assume that the Thakur’s men hit on about half of their 
  attacks and need two hits to knock a bandit out of the 
  fight (either dead or unconscious). Typically that means 
  as a team they take down an average of one bandit per 
  round. The bandits also hit about half of the time but 
  need about three hits to take out one of the Thakur’s men. 
  Let the bandits spread their hits around a bit more so that 
  the agents don’t go down quickly, and don’t worry if you 
  can’t remember if someone has been hit once or twice. 
  Describe the action, and get back to the part of the fight 
  that involves the PCs.
  The object of including the agents in this fight is to 
  create an extra complication for the PCs. They probably 
  won’t want to fight the agents, but they need to make sure 
  that the agents don’t mess up the plan to let the bandits 
  take the scepter. If the Thakur’s men aren’t here at all, 
  it’s up to the PCs how best to get the bandits the scepter 
  without either killing all of them outright or getting 
  killed themselves.
  The PCs should face, at most, as many bandits at 
  once as there are PCs minus 1. If the PCs are a party of 
  five, then they face four bandits. The rest of the bandits 
  are either fighting the Thakur’s men or, if the agents 
  are not here, smashing the wagons and campsite apart 
  looking for the scepter and the crates of magic items. 
  The moment they have the scepter and magic items, 
  they f lee into the jungle.
  Creatures: Eight bandits attempt to sneak up to the 
  campsite and then attack.
  
  Pathfinder Society Scenario
  8
  Morale If an agent is knocked unconscious, another will attempt 
  to drag him from combat. If two are knocked unconscious, the 
  others will attempt to retrieve their fallen comrades and flee 
  from battle.
  STATISTICS
  Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +3; CMD 16
  Feats Dodge, Improved Initiative, Toughness
  Skills Linguistics +1, Perception +2
  Languages Common, Vudrani
  Gear chain shirt, shortbow with 20 arrows, shortsword
  Tier 4–5 (CR Varies)
  Zamir’s Bandits (8) 
  CR 2
  Male human ranger 3
  NE Medium humanoid
  Init +6; Senses Perception +7
  DEFENSE
  AC 15, touch 12, flat-footed 12 (+3 armor, +2 Dex)
  hp 24 (3d10+3)
  Fort +4, Ref +5, Will +4
  OFFENSE
  Speed 30 ft.
  Melee battleaxe +5 (1d8+2/x3)
  Ranged composite shortbow +5 (1d8+2/x3)
  Special Attacks favored enemy (humans)
  TACTICS
  Before Combat Zamir casts pass without trace on the bandits one 
  hour before the attack. It will last another 4 hours. The bandits 
  try to sneak up to within 30 feet of the camp before attacking.
  During Combat The number of bandits noted in the introduction 
  attack the PCs, while the rest search the wagons and camp for 
  the scepter and crates of magic items.
  Morale The bandits flee once they have the scepter and magic 
  items. If more than two of their number have been killed, 
  they’ll retreat with just the scepter. If more than five have been 
  killed, they’ll retreat with or without the items.
  STATISTICS
  Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 10
  Base Atk +3; CMB +5; CMD 17
  Feats Improved Initiative, Iron Will, Precise Shot, Stealthy
  Skills Climb +8, Escape Artist +7, Handle Animal +6, Heal +6, 
  Knowledge (geography) +5, Knowledge (nature) +6, Linguistics 
  +1, Perception +7, Stealth +10, Survival +7
  Languages Common, Vudrani
  Gear battleaxe, composite shortbow (Str +2) with 20 arrows, 
  studded leather armor
  Agents of the Thakur (4) 
  CR 2
  Male human rogue 3
  LN Medium humanoid
  Init +2; Senses Perception +7
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 23 (3d8+6)
  Fort +3, Ref +5, Will +3
  Defensive Abiities evasion
  OFFENSE
  Speed 30 ft.; rogue crawl
  Melee shortsword +4 (1d6/19-20)
  Ranged shortbow +4 (1d6/x3)
  Special Attacks sneak attack +2d6
  TACTICS
  Before Combat At least one agent is on watch at all times.
  During Combat The agents try to flank when possible and only 
  attack the bandits in force (trying to kill all of them) if the PCs 
  haven’t given them a reason not to.
  Morale If an agent is knocked unconscious, another will attempt 
  to drag him from combat. If two are knocked unconscious, the 
  others will attempt to retrieve their fallen comrades and flee 
  from battle.
  STATISTICS
  Str 10, Dex 15, Con 14, Int 12, Wis 13, Cha 10
  Base Atk +2; CMB +2; CMD 16
  Feats Deceitful, Iron Will, Weapon Finesse
  Skills Bluff +8, Climb +6, Diplomacy +6, Disguise +8, Handle 
  Animal +3, Intimidate +6, Knowledge (local) +7, Perception +7, 
  Sense Motive +7, Stealth +8.
  Languages Common, Vudrani
  SQ trapfinding, trap sense +1
  Gear chain shirt, shortbow with 20 arrows, short sword
  Development: Assuming the plan works as Venture-
  Captain Mihir intended it to, the PCs let the bandits 
  flee with the scepter and can begin tracking them 
  immediately (though Mihir did ask them to wait a few 
  hours before following). If the plan failed (the bandits flee 
  without the scepter), the PCs can interrogate a captured 
  bandit to discover the location of Zamir’s hideout either 
  by increasing his attitude from hostile to friendly using 
  Diplomacy checks or by using an Intimidate check to force 
  the bandit to act friendly. A captured bandit will also sell 
  out the location of the hideout for 20 gold pieces, but only 
  if the PCs release him after the bribe. The drawback to 
  learning the location through interrogation rather than 
  by tracking the scepter is that the bandits will give the 
  PCs the most direct route into the monastery—a route 
  that is well observed and much harder for the PCs to 
  approach by stealth (see Act 2). 
  In the unlikely event that the PCs kill all of the bandits 
  and have no one to follow or interrogate, the PCs can 
  either return to Venture-Captain Mihir (at which point he 
  gives Waman the scepter and reveals what he knows and 
  orders Waman to take the scepter to Zamir under penalty 
  of death should he fail) or they can join with the surviving 
  
  aSSault on the Kingdom of the imPoSSible
  9
  still have time-worn reliefs here and there, mostly depicting 
  tiger-headed men hunting and fighting.
  If the PCs arrived here by using the wayfinder to track 
  the scepter, they arrive following a path that approaches 
  the monastery from the north using a hidden game path. 
  Give any PCs using this path a +10 to any Stealth checks 
  they make to approach the monastery, as it’s not a path the 
  bandits actively watch (since they believe it to be hidden 
  and secret). If the PCs arrive here by using directions 
  given to them from interrogating a captured bandit or 
  from any other source outside of the wayfinder, the PCs 
  approach the monastery from the south and receive no 
  bonuses to their Stealth checks.
  Any bandits who survived the encounter in Act 1 
  immediately returned to the monastery. Regardless of 
  the number of bandits who returned there (some may 
  have been killed or captured), the number of bandits the 
  PCs encounter at the monastery doesn’t change.
  A. Outer Walls (CR 4 or CR 6) 
  Bushes and debris litter the nearby hillside with the remains 
  of the outer walls of an ancient stone structure visible above 
  the folliage and reaching a height of about fifteen feet. The 
  shattered stone remains of a taller building are visible inside 
  the walls.
  The monastery’s outer walls are 5 feet thick and 15 
  feet high. Although the mortar and stone facing is 
  crumbling, the walls are mostly intact. Most of the 
  defensive crenellations atop the walls (except where 
  noted on the map) have collapsed, as have three of the 
  four corner towers. A 10-foot-long stretch of the north 
  wall has fallen into a heap of rubble, but the rest of the 
  walls are safe to walk on. A set of stairs in the inside 
  southwest corner ascends to the top of the walls, and a 
  new wooden ladder has been placed inside the east wall. 
  Climbing the walls anywhere else requires a DC 15 Climb 
  check. The remaining crenellations provide partial cover 
  against anyone outside the walls. Between the slope and 
  the rough ground, moving up the hill to the monastery’s 
  walls counts as difficult terrain. The dense foliage on 
  the hillside provides anyone approaching the monastery 
  with partial cover against anyone firing ranged weapons 
  from the wall.
  Creatures: Four archers are stationed on the top of 
  the walls. One archer is positioned on each of the four 
  sides of the compound. They take cover behind the 
  crenellations for shade and cover, and so are not easy to 
  spot (Perception DC 15). The archers simply watch anyone 
  on the hillside, unless they approach the gate or the hole 
  in the north wall. They shoot at anyone who gets within 
  30 feet of either entrance, and alert the other four archers. 
  agents of the Thakur and wander the roads of northern 
  Jalmeray until attacked again by bandits. Should this 
  happen, it will be several days before the PCs are attacked 
  again and this will afford them an extra opportunity to 
  get the scepter into the hands of the bandits.
  If the PCs ask the agents of the Thakur to assist them 
  against Zamir, all of them refuse, saying they have to 
  return to their lord. If the PCs press the issue (with 
  Intimidate or Diplomacy), the agents will relent and 
  allow Phalgun (assuming he’s alive) to accompany the 
  PCs to Zamir’s hideout.
  Treasure: The main treasure here is the bandits’ 
  equipment. Since the PCs’ goal is to let the bandits 
  escape, it is unlikely that they will recover the gear. To 
  make up for this, the Thakur’s agents give the PCs a 
  small reward; just enough to ensure that the PCs get the 
  correct amount of money for this encounter. Regardless, 
  the monetary reward below reflects what the PCs earn for 
  completing this portion of the scenario and may not be 
  an accurate reflection of just how much gear they were 
  able to collect.
  Mission Notes: Qadira faction PCs who make a good 
  impression on an agent of the Thakur in the name 
  of their faction accomplish one of their faction goals. 
  Any of the following examples are considered a good 
  impression: improving an agent’s attitude to helpful, 
  capturing bandits and turning them over to the agents, 
  healing an injured agent, or directly aiding or protecting 
  an agent in battle. Other creative methods of impressing 
  the agents may work at your discretion. Andoran faction 
  PCs should attempt to give an agent of the Thakur the 
  missive from Captain Maldris. The Eagle Knight symbol 
  on the scroll case makes this a difficult task. Agents of the 
  Thakur begin any encounter with an Andoran faction PC 
  as indifferent and must be made helpful in order to take 
  the scroll and promise to deliver it to the Thakur. 
  Rewards: If the PCs complete this encounter, reward 
  each tier thusly:
  Tier 1–2: 
  Give each player 161 gp.
  Tier 4–5: 
  Give each player 174 gp.
  ACT 2: ASSAUlTING ThE 
  MoNASTERY (CR VARIES)
  Tiger’s Eye Monastery
  This ruined monastery sits atop a rough hill. Bushes and 
  rubble cover much of the hillside, and it appears that other 
  buildings once stood here. The remains of the monastery 
  
  One square = 5 feet
  A
  B
  C
  D
  E
  Basement Level
  One square = 5 feet
  Tiger’s Eye
  Monastery
  One square = 5 feet
  A
  B
  C
  D
  E
  Basement Level
  One square = 5 feet
  Tiger’s Eye
  Monastery
  Pathfinder Society Scenario
  10
  
  aSSault on the Kingdom of the imPoSSible
  11
  the south side that once led up to balconies above are now 
  little more than heaps of rubble. In the two corners on the 
  north side, intact stairs descend into the basement (area 
  C). The courtyard is open to the sky and has a flagstone 
  floor, and most of the rubble here has been cleared away. 
  Statues of tiger-headed men in a variety of martial arts 
  poses surround the open space in the middle.
  Creatures: Two of the three northernmost statues 
  are actually two tiger’s eye monks who stand on stone 
  blocks, wear grey robes, and are posed and meditating. 
  The monks wear masks of the tiger’s eye and resemble 
  the statues enough that it requires a DC 10 Perception 
  check to recognize that they are alive. Though the monks 
  do not respond to sounds of fighting from area A, they 
  have a chance to snap out of their trance if anyone enters 
  area B. If the PCs are using Stealth checks to enter area B, 
  give the monks a normal Perception check to hear them. 
  If the PCs are not using Stealth, the monks automatically 
  notice their arrival. Zamir made a deal with the monks to 
  help them restore the ruined temple, but they do not like 
  him. If the PCs manage to subdue them or calm them 
  down, their attitude toward the PCs becomes indifferent, 
  though keep in mind they only speak Vudrani.
  Tier 1–2 (CR 2)
  Tiger’s Eye Student (2) 
  CR 1/2
  Male human monk 1
  LE Medium humanoid
  Init +2; Senses Perception +6
  DEFENSE
  AC 15, touch 15, flat-footed 12 (Dex +2, dodge +1, Wis +2)
  hp 9 (1d8+1)
  Fort +3, Ref +4, Will +4
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +2 (1d6) or flurry of blows +1/+1 (1d6)
  Special Attacks flurry of blows, stunning fist
  TACTICS
  During Combat Every round after the first, one of the students 
  attempts to demoralize an opponent with an Intimidate check 
  (they roar like tigers). The monks use their flurry of blows at 
  every opportunity.
  Morale The Tiger’s Eye students fight to the death.
  STATISTICS
  Str 10, Dex 15, Con 13, Int 10, Wis 14, Cha 12
  Base Atk +0; CMB +0; CMD 13
  Feats Dodge, Improved Unarmed Strike, Persuasive, Weapon Finesse
  Skills Acrobatics +6, Climb +4, Diplomacy +5, Intimidate +5 (+7), 
  Perception +6, Stealth +6.
  Languages Vudrani
  Combat Gear potion of cure light wounds; Other Gear Mask of the 
  Tiger’s Eye (see sidebar)
  The archer on the north wall is asleep 25% of the time 
  and when awake doesn’t do a very good job of watching 
  his area (hence the Stealth bonus to PCs approaching 
  from this direction).
  Tier 1–2 (CR 4)
  Archers (4) 
  CR 1/2
  hp 11 (Use the stats for the bandits from Act 1, Tier 1–2)
  TACTICS
  During Combat If the archers spot the PCs, they cry out in 
  alarm and join together to fire down at them from behind the 
  crenellations on the wall.  
  Morale An archer reduced to 3 or fewer hit points attempts to 
  flee. If unable to flee, he surrenders and begs for his life.
  Tier 4–5 (CR 6)
  Archers (4) 
  CR 3
  hp 24 (Use the stats for the bandits from Act 1, Tier 4 –5)
  TACTICS
  As Tier 1–2.
  Development: If the PCs move into the inner courtyard 
  (area B) before defeating the archers, the archers move to 
  positions where they can shoot at the PCs. If this happens, 
  it’s possible the PCs may trigger both encounters at the 
  same time.
  Mission Notes: PCs of the Cheliax faction will want 
  to recover a small, smooth black stone from beneath the 
  fallen gate. It takes a DC 12 Strength check to lift the 
  ruined gate, and once done, the stone’s location is obvious. 
  Cheliax faction PCs only succeed on this mission if non-
  Cheliax faction PCs do not witness the recovery.
  Rewards: If the PCs kill or capture the archers, reward 
  each tier thusly:
  Tier 1–2: 
  Give each player 81 gp.
  Tier 4–5: 
  Give each player 87 gp.
  B. Inner Courtyard (CR 2 or CR 5)
  This open courtyard is paved with flagstones and relatively free 
  of debris. Statues ring the central open area, each depicting a 
  tiger-headed man in a martial arts stance. Behind the statues 
  are four sets of stairs. The stairs to the north descend into 
  darkness, and the stairs on the south side once led upward, 
  but have collapsed in a heap.
  The walls of this inner structure have partly collapsed 
  and range from 15 to 30 feet high. The remains of stairs on 
  
  Pathfinder Society Scenario
  12
  Tier 4–5 (CR 5)
  Tiger’s Eye Veteran (2) 
  CR 2
  Male human monk 3
  LE Medium humanoid
  Init +2; Senses Perception +6
  DEFENSE
  AC 15, touch 15, flat-footed 12 (Dex +2, dodge +1 Wis +2)
  hp 20 (3d8+3)
  Fort +4, Ref +5, Will +5; +2 versus enchantment spells and effects
  Defensive Abilities evasion, still mind
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +5 (1d6) or flurry of blows +4/+4 (1d6)
  Special Attacks flurry of blows, stunning fist
  TACTICS
  Same as Tier 1–2.
  STATISTICS
  Str 10, Dex 15, Con 13, Int 10, Wis 14, Cha 12
  Base Atk +2; CMB +3; CMD 15
  Feats Deflect Arrows, Dodge, Improved Unarmed Strike, 
  Persuasive, Weapon Finesse, Weapon Focus (unarmed strike)
  Skills Acrobatics +8, Climb +4, Diplomacy +5, Intimidate +5 (+7), 
  Perception +6, Stealth +6.
  Languages Vudrani
  Combat Gear potion of cure moderate wounds; Other Gear Mask 
  of the Tiger’s Eye (see sidebar)
  Development: If any of the monks are captured and 
  interrogated (and the PCs speak Vudrani), the monks 
  reveal that their order has fallen out of favor among the 
  populace (LE alignment) and that they were using the 
  bandit lord Zamir to help rebuild their ruined monastery 
  and reestablish them as the eminent monk order in 
  Jalmeray. The monks are proud and arrogant, and, if 
  captured, will attempt to escape whenever they can.
  Treasure: For Tier 4–5 only, each statue has two tiger’s 
  eye gems set into the eyes. Each gem is worth 100 gp.
  Mission Notes: PCs of the Osirion faction need to 
  search the statues (Perception DC 15) to find the statue 
  that venerates Banafrit. They then need to find some 
  way to whisper into the statue’s left ear, “In greatness, 
  for Pharaoh,” at which point the statue will rumble and 
  click—but nothing happens. At this point, PCs of the 
  Osirion faction will need to succeed on a DC 15 Disable 
  Device check to remove the head. This mission can only 
  be accomplish in this order. The head weighs 20 pounds. 
  Taldor faction PCs should be interested in the stances 
  depicted by the statues and used by the monks. They can 
  learn to reproduce the poses with a DC 15 Perform (dance) 
  check or reproduce the images with an appropriate DC 
  15 Craft check. A monk can automatically learn the poses 
  with 15 minutes of uninterrupted study. If a Tiger’s Eye 
  monk’s attitude is improved to helpful (or he is captured 
  and enslaved), he can travel to Taldor to teach his martial 
  art.
  Rewards: If the PCs defeat the monks, reward each tier 
  thusly:
  Tier 1–2: 
  Give each player 18 gp.
  Tier 4–5: 
  Give each player 459 gp.
  C. Workshop (CR 3 or CR 5)
  This large basement room is set up as a workshop. Four 
  workbenches are covered with odd tools. Three men and one 
  woman work at the benches, each chained in place by a heavy 
  iron collar.
  The central room of area C is the workshop where Zamir’s 
  prisoners disassemble stolen magic items using a secret 
  Aspis Consortium method that breaks the items down 
  into magical reagents or material components, destroying 
  the magic items but making their components easier to 
  smuggle off the island. There are four work benches, each 
  with a variety of esoteric tools (hammers, chisels, mortar 
  and pestle, etc.) spread out on them. The four prisoners 
  are kept chained to their workbenches by thick, heavy iron 
  collars and simply sleep on the floor beneath their work 
  stations. Zamir took away all of the wizards’ spellbooks, 
  which prevents them from casting any spells. When the 
  PCs find them, they are broken and meek. Zamir has the 
  keys to their manacles (area E), which are locked with 
  average locks (Disable Device DC 25).
  The hallways to the east and west lead to sparse cells. 
  Each contains a simple mat and a bucket, and nothing 
  else. The stairs on the north wall lead to the courtyard 
  above (area B).
  Creatures: The wizards are supervised by two bandits, 
  and a single Tiger’s Eye monk is resting in the northeastern 
  most cell. The bandits order any intruders to leave, but 
  do not attack right away. If the intruders refuse to leave 
  (or attack the bandits), they call the Tiger’s Eye monk to 
  assist them. The bandits defend themselves if attacked, 
  masK of the tiger’s eye
  This mundane item is worn by students, veterans, and teachers 
  of the Tiger’s Eye form of martial arts in Jalmeray. The mask 
  uses up the “head” slot for magical items when worn by a 
  PC and provides the wearer with a +2 circumstance bonus to 
  Intimidate checks. Cost: 55 gp.
  
  aSSault on the Kingdom of the imPoSSible
  13
  Mission Notes: Andoran faction PCs have been tasked 
  with freeing the wizard slaves here and seeing their 
  safe return to Padiskar. So long as three of the wizards 
  are freed and returned to the city, they succeed on this 
  mission. Osirion faction PCs need to acquire the pieces of 
  the Pharaoh’s Crook of Order (area E) and have the wizards 
  reassemble it—a task they will gladly do in exchange for 
  freedom. For Tier 1–2, it takes the wizards 2 days (either 
  here or in Padiskar) to reassemble the item. For Tier 4–5, 
  it takes the wizards 8 days.
  Cheliax faction PCs should be interested in the female 
  wizard named Sananda Florez. She has a coded message 
  hidden inside the handle of a chisel. The message is 
  intended for Zarta Dralneen and gives details of the 
  Vudrani fleet’s activities in Jalmeray. The message 
  can only be found with a DC 20 Perception check and 
  deciphering the message requires a DC 20 Linguistics 
  check. However, Sanandra has orders to give the chisel to 
  anyone who asks her if she has a message for her “sweet 
  mistress,” though her time as a prisoner has soured her 
  toward Zarta. She is unfriendly toward anyone who asks 
  her to complete her mission, and will only turn over 
  the message if her attitude is made indifferent. Cheliax 
  faction PCs do not need to decipher the message to 
  succeed—only retrieve it.
  Taldor faction PCs can also complete their faction 
  mission here (see the mission notes in area B).
  Rewards: If the PCs defeat the bandits, reward each tier 
  thusly:
  Tier 1–2: 
  Give each player 49 gp.
  Tier 4–5: 
  Give each player 73 gp.
  D. Training Hall (CR 2 or CR 5)
  This large hall is relatively clean and empty. A few racks on 
  the walls contain wooden training weapons, and targets and 
  straw dummies stand here and there. A strange wooden 
  statue stands in front of a large alcove in the south wall. It has 
  three tiger faces on its head, each facing a different direction, 
  and six arms. The statue’s hands hold a variety of weapons; 
  quarterstaff, sai, nunchaku, siangham, and kama. In the back 
  of the alcove is a large wooden door.
  The walls of this large open room still hold the traces 
  of plaster and paint from what was once a large fresco. 
  Not enough remains of the mural to determine its subject 
  matter. Weapon racks are mounted on the north wall on 
  either side of the entrance and contain a variety of wooden 
  practice weapons.
  and attack anyone who tries to free the prisoners. If the 
  monk hears sounds of fighting, he comes to investigate.
  The bandits and the monk are not particularly loyal to 
  Zamir, and are intimidated by anyone who got in here. 
  They start as unfriendly, but are open to negotiation 
  or bribery (+1 to Diplomacy checks per 10 gp bribe), or 
  they can be intimidated. If their attitude is improved to 
  friendly, they leave. If they are made helpful, they answer 
  any questions the PCs have about Zamir before leaving.
  Tier 1–2 (CR 3)
  Bandits (2) 
  CR 1/2
  hp 11 (Use the stats from Act 1, Tier 1–2)
  TACTICS
  Morale As soon as one bandit is killed or captured, the second 
  attempts to flee to area E to warn Zamir.
  Tiger’s Eye Student 
  CR 1/2
  hp 9 (Use the stats from Act 3, Tier 1–2)
  TACTICS
  Morale The Tiger’s Eye student fights to the death.
  Tier 4–5 (CR 5)
  Bandits (2) 
  CR 2
  hp 24 (Use the stats from Act 1, Tier 1–2)
  TACTICS
  As Tier 1–2.
  Tiger’s Eye Veteran 
  CR 2
  hp 20 (Use the stats from Act 3, Tier 4–5)
  TACTICS
  As Tier 1–2.
  Development: As noted above, the bandits and monk 
  here are not very loyal to Zamir, though the monk fights 
  out of dedication to his code rather than any loyalty to 
  Zamir. The bandits fight if they have to but aren’t willing 
  to die for the pitiful amount of money Zamir is paying 
  them. The captured wizards are destitute and broken and 
  keep their eyes on the floor, their voices small and pitiful. 
  Their spellbooks were long ago destroyed by Zamir, 
  and for the purposes of this scenario, they are unable 
  to influence the encounter at all. If combat breaks out, 
  there’s a 10% chance every round of combat that Zamir 
  hears the commotion and starts to prepare for the PCs.
  Treasure: If the PCs negotiate with the bandits and 
  monk rather than fight them, they find a small chest 
  near one of the work stations that contains a small 
  amount of gold equivalent to the gold rewards below. 
  This chest is absent if the PCs fight the bandits and 
  cash out their gear instead.
  
  Pathfinder Society Scenario
  14
  This encounter is optional. If you are running short 
  on time, describe the training hall, but the statue in the 
  alcove is inert. Otherwise, proceed with the encounter as 
  usual.
  Creatures: The statue in the alcove is an animated object. 
  It was created to train and test monks. If anyone approaches 
  within 10 feet of the statue, it animates and moves into a 
  combat-ready stance. If anyone attacks it or moves within 5 
  feet, it attacks. The statue will only pursue PCs who remain 
  within 10 feet of it after combat begins. Once all PCs move 
  beyond 10 feet of the statue, it resumes its first pose and 
  again resembles a statue in every way. If anyone then moves 
  back into the ranges noted above, the process begins again. 
  It is possible that upon figuring this out, the PCs could lure 
  the statue away from the door to area E and bypass the statue 
  without destroying it.
  Tier 1–2 (CR 2)
  Animated Object 
  CR 2
  N Small construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
  hp 21 (2d10+10)
  Fort +1, Ref +1, Will –4
  Defensive Abilities hardness 8; Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d4)
  STATISTICS
  Str 10, Dex 14, Con —, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +2; CMD 14
  SQ construction points (1; stone)
  Tier 4–5 (CR 5)
  Animated Object 
  CR 5
  N Large construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 15, touch 8, flat-footed 15 (–1 Dex, +7 natural, –1 size)
  hp 52 (4d10+30)
  Fort +1, Ref +1, Will –4
  Defensive Abilities hardness 8; Immune construct traits
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +10 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1
  Base Atk +5; CMB +12; CMD 21
  SQ construction points (3; additional attack, faster, stone)
  Mission Notes: Taldor faction PCs have orders to return 
  specific pieces of this statue to Baron Dalsine for study. 
  Regardless of whether or not this encounter is skipped, 
  give Taldor faction PCs time to study the statue and make 
  a DC 20 Knowledge (engineering) check. Success means 
  the Taldor faction PCs find the correct pieces to smash off 
  the statue and return to Baron Dalsine.
  Rewards: There are no rewards for this act.
  E. Zamir’s Chambers (CR 2 or CR 4)
  This room is nicely decorated and comfortably furnished, 
  unlike the rest of the complex. Cushioned chairs create a 
  comfortable sitting area, and a large tapestry depicting a 
  battle of dozens of dervishes in a bright yellow sandy desert 
  adds color to the room. The air is scented with cinnamon 
  and trophy heads and animal skins decorate the floor and 
  remaining walls.
  These are Zamir’s personal chambers. His bedchamber 
  is to the west and his office is to the east. The large 
  tapestry conceals a rough tunnel (DC 10 Perception 
  check to find) that leads 20 feet south to a dead end. 
  The end of the tunnel is only a few feet below the 
  surface of the hill outside. In Zamir’s office are a box 
  of components and the keys to the manacles in the 
  workshop (area C).
  Creatures: Zamir and his animal companion Jumra are 
  in these rooms. Zaamir is busy studying the fake scepter 
  of the arclords while his pet rests at his feet. If Zamir heard 
  the PCs fighting in area C or has been warned by his 
  bandits that the PCs are coming, he stands at the back of 
  the room, near the tapestry, with the scepter of the arclords 
  pointed at the PCs as they enter.
  Zamir is unfriendly, but prepared to negotiate. He 
  wants to be famous in life, not death, and is willing to 
  move his operations elsewhere. The PCs need to make 
  him helpful before he will truthfully agree to work for 
  the Pathfinders or cease his activities. Any Diplomacy or 
  Intimidation checks made in conjunction with a request 
  that he hand over the scepter receives a  –5 penalty (he’s 
  absolutely convinced the scepter is real and refuses to 
  believe otherwise). If the PCs make him hostile, attack 
  Zamir or Jumra, or fail to improve his attitude after three 
  Diplomacy attempts, Zamir attacks.
  Tier 1–2 (CR 2)
  Zamir 
  CR 2
  Male human druid 3
  CN Medium humanoid
  Init +0; Senses Perception +8
  DEFENSE
  
  aSSault on the Kingdom of the imPoSSible
  15
  AC 12, touch 10, flat-footed 12 (+2 armor)
  hp 23 (3d8+6)
  Fort +4, Ref +1, Will +5
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +3 (1d6/18–20)
  Spells Prepared (CL 3rd)
  2nd—soften earth and stone
  1st—pass without trace (3, already cast), produce flame
  0—detect magic, light, mending, stabilize
  TACTICS
  During Combat On the first round of combat, Zamir orders 
  Jumra to attack and tries fruitlessly to activate the scepter of 
  the arclords. Zamir keeps Jumra between him and attackers 
  and casts produce flame, hurling fire at the nearest enemy. He 
  switches to his scimitar once he’s run out of flames.
  Morale If Jumra is slain or Zamir is reduced to 9 or fewer hit 
  points, he attempts to retreat down the south tunnel. He 
  casts soften earth and stone, which causes part of the ceiling to 
  collapse, providing an exit through which he flees.
  STATISTICS
  Str 10, Dex 10, Con 12, Int 14, Wis 15, Cha 13
  Base Atk +2; CMB +2; CMD 12
  Feats Combat Casting, Magical Aptitude, Toughness
  Skills Handle Animal +7, Knowledge (geography) +8, Knowledge 
  (nature) +10, Perception +8, Spellcraft +10 (+14), Survival +10, 
  Use Magic Device +5, Swim +6
  Languages Common, Druidic, Sylvan, Vudrani
  SQ nature bond (animal companion), nature sense +2, trackless 
  step, wild empathy +4, woodland stride
  Combat Gear potion of cure moderate wounds; Other Gear leather 
  armor, masterwork scimitar, scepter of the arclords (fake)
  Jumra, Tiger Animal Companion 
  CR —
  N Medium animal
  Init +8; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
  hp 16 (3d8+3)
  Fort +4, Ref +7, Will +3
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d6+2 plus grab), 2 claws +6 
  (1d4+2 plus grab)
  Special Attacks rake (2 claws +6, 1d4+2)
  STATISTICS
  Str 14, Dex 18, Con 13, Int 2, Wis 15, Cha 10
  Base Atk +2; CMB +4; CMD 18
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +8, Perception +6, Stealth +8
  SQ bonus tricks (attack, guard), link, share 
  spells
  Tier 4–5 (CR 4)
  Zamir 
  CR 5
  Male human druid 5
  CN Medium humanoid
  Init +0; Senses Perception +11
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+3 armor, +1 dodge)
  hp 36 (5d8+10)
  Fort +5, Ref +1, Will +7; +4 versus spell-like and supernatural 
  abilities of fey
  Defensive Abilities resist nature’s lure
  OFFENSE
  Speed 30 ft.
  Melee +1 scimitar +4 (1d6+1/18–20)
  Spells Prepared (CL 5th)
  3rd—cure moderate wounds (2)
  2nd—animal messenger (2), soften earth and stone
  1st—pass without trace (2, already cast), produce flame (2)
  0—detect magic, light, mending, stabilize
  TACTICS
  During Combat On the first round of combat, Zamir orders 
  Jumra to attack and tries fruitlessly to activate the scepter of the 
  arclords. Zamir keeps Jumra between him and his opponents 
  and casts produce flame, hurling fire at the nearest enemy. He 
  switches to his scimitar once he’s run out of flames. If he or 
  Jumra are injured for more than 10 hit points, Zamir casts cure 
  moderate wounds.
  
  Pathfinder Society Scenario
  16
  Morale If Jumra is slain or Zamir is reduced to 9 or fewer hit 
  points, he attempts to retreat down the south tunnel. He 
  casts soften earth and stone, which causes part of the ceiling to 
  collapse, providing an exit through which he flees. He uses wild 
  shape to take the form of a tiger to escape.
  STATISTICS
  Str 10, Dex 10, Con 12, Int 14, Wis 16, Cha 13
  Base Atk +3; CMB +3; CMD 14
  Feats Dodge, Combat Casting, Magical Aptitude, Toughness
  Skills Handle Animal +9, Knowledge (geography) +10, Knowledge 
  (nature) +12, Perception +11, Spellcraft +12 (+16), Survival +12, 
  Use Magic Device +8, Swim +8
  SQ nature bond (animal companion), nature sense +2, trackless 
  step, wild empathy +6, wild shape (1/day), woodland stride
  Languages Common, Druidic, Sylvan, Vudrani
  Combat Gear potion of cure moderate wounds; Other Gear +1 
  leather armor, +1 scimitar, scepter of the arclords (fake)
  Jumra, Tiger Animal Companion 
  CR —
  N Medium animal
  Init +8; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
  hp 32 (5d8+10)
  Fort +5, Ref +8, Will +3
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee bite +7 (1d6+2 plus grab), 2 claws +7 (1d4+2 plus grab)
  Special Attacks rake (2 claws +7, 1d4+2)
  STATISTICS
  Str 15, Dex 18, Con 13, Int 2, Wis 15, Cha 10
  Base Atk +3; CMB +4; CMD 18
  Feats Improved Initiative, Toughness, Weapon Finesse
  Skills Acrobatics +9, Perception +6, Stealth +9
  SQ bonus tricks (attack, guard), link, share spells
  Treasure: Zamir’s office holds a box of components 
  from disassembled magic items. These components can 
  be reassembled into the Pharaoh’s Crook of Order by the 
  wizards from area C. The Pharaoh’s Crook is a +1 morningstar 
  (Tier 1–2) or a +1 merciful morningstar (Tier 4–5). If the PCs 
  resolve the scenario diplomatically, Zamir turns over the 
  stolen components to them along with a small sum of 
  gold that offsets the gold the PCs would have received for 
  killing him and taking his gear.
  Mission Notes: The components for the Pharaoh’s Crook 
  of Order are in Zamir’s office. Zamir turns them over to the 
  PCs if asked, assuming he was convinced to either cease 
  his activities or work for the Pathfinder Society. Members 
  of the Osirion faction need to have the wizards from area 
  C reassemble the pieces (see the mission notes in area C). 
  Qadira faction PCs need to acquire the tapestry but must do 
  so through bribery, negotiation, diplomacy, or intimidation. 
  Only one Qadira faction PC can attempt to ask Zamir to part 
  with his prized tapestry—if there are more than one, then 
  they need to assign a champion to the task. This champion 
  can be assisted by other Qadira faction PCs but must make one 
  roll along with a good roleplay excuse why Zamir would want 
  to part with the tapestry—this roll can be either Diplomacy 
  or Intimidation and the champion receives a +1 circumstance 
  bonus for every 25 gp spent in bribes. Additionally, if any of 
  the Qadira faction PCs participating in the negotiations for 
  the tapestry have at least one rank in Profession (merchant) 
  they gain an additional +5 circumstance bonus to this check. 
  The DC for this check is 20 and Qadira faction PCs have only 
  one chance to get it right. Naturally this task is quite difficult 
  if Zamir is slain.
  Rewards: If the PCs defeat Zamir or persuade him to 
  cease his activities, reward each tier thusly:
  Tier 1–2: 
  Give each player 319 gp.
  Tier 4–5: 
  Give each player 986 gp.
  CoNClUSIoN
  If the PCs manage to convince Zamir through negotiation 
  and diplomacy to cease his operations (and possibly join 
  the Pathfinder Society), he’s incredibly grateful. Zamir is 
  a boastful and power-hungry fool, but he’s not an idiot. 
  He can see that the PCs diplomatic approach to the affair 
  probably saved his life from the agents of the Thakur. 
  If the scenario is resolved diplomatically, then Zamir 
  becomes an agent of the Society in northern Jalmeray, 
  helping Venture-Captain Mihir manage operations in 
  Padiskar and the PCs receive a special coin from Mihir as 
  a reward for their work.
  Naturally, not all PCs will approach this scenario 
  diplomatically. It’s possible that Zamir and all of his 
  men will be slain, in which case the Thakur of Jalmeray 
  notifies the PCs through Venture-Captain Mihir that 
  he owes the Society a debt of gratitude and that all of 
  Jalmeray’s citizens will know of what the PCs have done 
  to stop a great bandit lord from his marauding ways.
  If Zamir escapes, then the PCs have only succeeded in 
  stopping his banditry for a short time. For the sake of this 
  scenario, they are successful, but sometime in the future 
  the bandit druid will rise again to cause trouble for the 
  Thakur of Jalmeray.
  
  aSSault on the Kingdom of the imPoSSible
  17
  FACTIoN MISSIoNS
  Andoran Faction: PCs from the Andoran faction who free 
  the wizards from area C earn 1 Prestige Award. PCs from 
  the Andoran faction who successfully convince an agent 
  of the Thakur in Act 1 to take Captain Maldris’s missive 
  to the Thakur himself receive 1 bonus Prestige Award.
  Cheliax Faction: PCs from the Cheliax faction who 
  recover the coded message from Sananda Florez in area C 
  earn 1 Prestige Award. PCs from the Cheliax faction who 
  recover the smooth black stone from beneath the fallen 
  gate in area A receive 1 bonus Prestige Award.
  Osirion Faction: PCs from the Osirion faction who 
  convince the wizards from area C to reassemble the 
  pieces of the Pharaoh’s Crook of Order found in area E 
  earn 1 Prestige Award. PCs from the Osirion faction who 
  retrieve the head of Banafrit from her statue in area B 
  receive 1 bonus Prestige Award.
  Qadira Faction: PCs from the Qadira faction who make 
  a good impression on the Agents of the Thakur on behalf 
  of their faction in Act 1 earn 1 Prestige Award. PCs from 
  the Qadira faction who successfully negotiate for Zamir’s 
  tapestry in area E receive 1 bonus Prestige Award.
  Taldor Faction: PCs from the Taldor faction who learn 
  or replicate information on the tiger’s eye style of martial 
  arts earn 1 Prestige Award. PCs from the Taldor faction 
  who retrieve the appropriate pieces from the training 
  statue in area D receive 1 bonus Prestige Award.
  
  Pathfinder Society Scenario
  18
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  System Reference Document. Copyright 2000. Wizards of the 
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  based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario 33: Assault on the Kingdom of the 
  Impossible. Copyright 2009, Paizo Publishing, LLC; Author: 
  Craig Shackleton.
  
  aSSault on the Kingdom of the imPoSSible
  19
  Servant of the Ruby Prince Khemet III!
  This scoundrel Zamir is known to us. Another of our agents was with a caravan that he raided a few short weeks 
  ago. The bandit stole an important and ancient item from the man and may still have it. The item is known as the 
  Pharaoh’s Crook of Order, and though it is not a particularly powerful item, it is a token of favor given by the Ruby 
  Prince himself and an important symbol of our great nation. We care only that it is in the hands of those loyal to 
  the Ruby Prince—you may keep it if you like or return it to me for a reward.
  My most trusted agent in Jalmeray revealed to me in a letter that Zamir’s hideout is an ancient monastery filled 
  with statues (though he failed to note the location). One statue in particular appears to venerate one of Osirion’s 
  greatest hand-to-hand fighters, the beauty known as Banafrit. It is known that all statues of Banafrit were 
  commissioned as oddities and trinkets. Stand close to her ear, whisper the words, “In greatness, for Pharaoh,” and 
  her head should click and fall off. These statues were commissioned thousands of years ago—there may be problems. 
  Bring me the head and you will have the gratitude of the Ruby Prince himself. Do not damage the head.
  Exquisite Flesh Morsel,
  I sent a Chelish diplomat named Sananda Florez to talk to Zamir some months back and it seems to she’s been 
  enslaved by that beast instead. Though the idea of Sananda in chains is… thought-provoking, I need you to 
  find her and ask what message she has for her sweet mistress. This is our code, and upon hearing it, she will share 
  with you what she knows. You decide if she deserves to be free.
  She was likely captured placing a small device (a smooth black stone) beneath the ruined gate of Zamir’s 
  hideout. While we can hear what’s going on around this device, it does not tell us its location—an oversight to 
  be sure. Find this device and return it to me—there’s too much attention on Zamir now and it no longer serves 
  a purpose. Ensure that none of your pathetic Pathfinder colleagues sees you retrieve it.
  Paracountess Zarta Dralneen 
  Champion of Freedom,
  This man Zamir is a smuggler and a bandit. It’s clear that he trades in slaves, and rumors persist that he has captured and 
  enslaved arcanists in his employ. The ideals of freedom must blossom in the tyranny of Jalmeray and you must find and 
  free these prisoners! Return them to Padiskar when they are free.
  Since you’ll be in the so-called Kingdom of the Impossible, my superiors want you to deliver a letter to the Thakur 
  himself. Since this isn’t possible, you’ll need to do so through his agents. Take the enclosed scroll, and should you encounter 
  any of the Thakur’s men, convince one to take the missive and deliver it directly to the Thakur. The Eagle Knight seal on the 
  scroll will likely make this a difficult task as we are not popular there.
  May the Fires of Freedom Burn Bright,
  Captain Colson Maldris
  Andoran Faction Handout
  Cheliax Faction Handout
  Osirion Faction Handout
  Eternally Grateful,
  Amenopheus, The Sapphire Sage
  
  Pathfinder Society Scenario
  20
  Agent of the True Commerce, 
  Jalmeray is known as the Kingdom of the Impossible and when it comes to bribing their 
  tax collectors this moniker is truer than the sun is yellow. Offers of gifts to smooth 
  transactions generally lead to misunderstandings there and, as a result, our reputation in 
  the Thakur’s court is somewhat sullied. We must work to remedy this, but by different 
  means. We need to impress the agents of the Thakur at the grass roots level. Should you 
  encounter any of the Thakur’s agents, please make a determined effort to make a positive 
  impression on them, and make sure that they associate that impression with Qadira.
  I have one other request: there is a rumor that this Zamir acquired a dervish tapestry 
  that does not belong to him. We care not that he has it, but we want you to prove that 
  you have the skills to get it back through negotiation or bribery. Prove to me that you 
  have these skills by carrying this tapestry through my door here in Absalom.
  Best Wishes for a Safe Journey,
   
   
   
  Pasha Muhlia Al-Jakri
  Agent of the Empire,
  We in Taldor have refined the art of personal combat to a science that is 
  unmatched in the world. Everyone knows this. I’ve heard much of late about the 
  so-called “empty hand martial arts.” Ridiculous as it may be, some are crediting 
  these foreign methods as superior to ours. Observe what you can of this outrageous 
  fighting style while in Jalmeray and report the details to me. If this is the next Opparan dalliance, 
  then I want to be at the front of the line.
  I’ve also heard tales of monks using complicated mechanical statues with which to train 
  their initiates. If you find one in Jalmeray, do me a favor and smash it to pieces and recover any 
  mechanical trinkets that appear to power the thing. These trinkets could help us to build such 
  devices in Taldor to train our noble Lion Blades.
  Kind Regards,
  Baron Jacquo Dalsine
  Qadiran Faction Handout
  Taldor Faction Handout
  x
  
     
  Mask of the Tiger’s Eye (55 gp)
  If Zamir is coerced into joining the Pathfinder Society:
  Venture-Captain Mihir presents you with a copper coin that has the sigil of the open road on one side and 
  the flag of Jalmeray on the other. When in Absalom or any major city (more than 5,000 residents) in Andoran, 
  Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 
  hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) 
  skill check. You may only use this coin once per scenario.
  If Zamir is slain:
  The Thakur of Jalmeray recognizes the great service you have done for his country and spreads the word of your 
  deeds to the corners of the island. In any future encounter when dealing with a citizen of Jalmeray, you may 
  gain a +1 circumstance bonus to any Diplomacy rolls made during that encounter. You may only use this bonus 
  once per scenario.
  +1 merciful morningstar (8,308 gp)
  Potion of cure moderate wounds (300 gp)
  1–2
  Scenario 33:  
  Assault on the Kingdom of the Impossible
   
  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
  TIER
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  4–5
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIER
  TIER
  TIER
  1–2
  4–5
  553
  1,800
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 1/Scenario 1-33 Assault on the Kingdom of the Impossible.pdf