TEXT: By Nathan King
  FORGED IN FLAME, PART 2:
  CLEANSED WITH FIRE
  PATHFINDER SOCIETY SCENARIO #8-11 
  TIER 5–9
  
  Pathfinder Society Scenario #8–11: Forged in 
  Flame, Part 2: Cleansed with Fire is a Pathfinder 
  Society Scenario designed for 5th- through 
  9th-level characters (Tier 5–9; Subtiers 5–6 
  and 8–9). This scenario is designed for play 
  in the Pathfinder Society Roleplaying Guild 
  campaign, but can easily be adapted for use 
  with any world. For more information on the 
  Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in your 
  area, check out the campaign’s home page at 
  paizo.com/pathfinderSociety.
  HOW TO PLAY
  Authors • Nathan King
  Development Lead • John Compton
  Cover Artist • Mike Corriero
  Interior Artists • Giorgio Baroni, Sebastian Gomez, and 
  Ryan Portillo
  Cartographer • Jason Engle, Sean Macdonald
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Senior Developer • Rob McCreary
  Pathfinder Society Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, 
  Amanda Hamon Kunz, Mark Moreland, 
  Owen K.C. Stephens, and Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Jason Keeley, Lyz Liddell, Joe Pasini, and  
  Josh Vogt
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, 
  and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
  Project Manager • Jessica Price
  Organized Play Coordinator • Tonya Woldridge
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  Paizo Inc.
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  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 
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  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
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  written permission.
  Pathfinder Society Scenario #8–11: Forged in Flame, Part 2: Cleansed with Fire © 2017, Paizo Inc. All Rights 
  Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are 
  registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure 
  Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, 
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  GM ResouRces
  Forged in Flame, Part 2: Cleansed with Fire makes use of the Pathfinder RPG Core Rulebook,  Pathfinder 
  RPG Advanced Class Guide (ACG), Pathfinder RPG Advanced Class Guide (APG), Pathfinder RPG Bestiary, 
  Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 4, and Pathfinder RPG Ultimate Equipment (UE). 
  GMs can find the complete rules of these books available online for free at paizo.com/prd, and the 
  relevant rules from the bestiaries are reproduced in an appendix at the back of the scenario for the 
  GM’s convenience.
  Table of Contents
  Cleansed with Fire                   3
  Player Handouts                    21
  Appendix: Stat Blocks              23
  Maps                                 26
  Chronicle Sheet                    28
  
  3
  SUMMARY
  The PCs begin their adventure in the Galley Quarter 
  of the City of Brass, where they meet their contact, the 
  efreeti Qalkami Mishalq. Qalkami requests the PCs raid 
  the manor of a rival efreet family, the Cinderfurys, thus 
  allowing her to secure the favor of the new grand sultana 
  of the City of Brass. In order to begin the raid, the PCs 
  must disable the estate’s off-site security based in the 
  Common Quarter.
  At the security complex, the PCs encounter a detail of 
  enslaved azers. From documents strewn across the floor, 
  the PCs can ascertain that a secretive group of free azers 
  named the Eye of the Red Worm has been in contact with 
  the enslaved azers and is trying to liberate them. If the PCs 
  can convince the azers to help, the attack on the Cinderfury 
  manor is easier.
  After neutralizing the security, the PCs enter the efreeti 
  home, Emberhearth, in the Noble Quarter. They deal with 
  any resistance, while completing several critical objectives: 
  plant evidence of corruption provided by Qalkami, acquire 
  key security contracts, and loot relics in order to bring the 
  Cinderfury family to complete social ruin. During their 
  raid, the Pathfinders can discover an ancient contract that 
  could have lasting repercussions depending on how the PCs 
  handle it. To complete their mission, the PCs neutralize the 
  head of the Cinderfury family, Xojject. Afterward, the PCs 
  meet Qalkami outside the estate just as nobles, politicians, 
  and other authorities arrive to witness the noble house’s 
  demise—a convenient tragedy that Qalkami uses to realize 
  her own rise to power.
  F
  ive centuries ago, the shaitan sultan of the Peerless 
  Empire perished at the hands of an efreeti, and 
  although his daughter Sultana Ashadieeyah bint 
  Khalid took the throne in peace, she’s never forgiven the 
  City of Brass for this crime against the empire. To retaliate, 
  she ordered her smiths to forge a weapon that could strike 
  with the full force of the Plane of Earth, and a celebrated 
  shaitan general carried it into battle at the head of a mighty 
  army. Three efreeti noble houses rose to the defense of 
  the City of Brass, misleading, provoking, and whittling 
  down the army in a series of catastrophes they pinned on 
  the general’s foolishness rather than efreeti retaliation. 
  Ultimately, the general perished, and azer scavengers 
  recovered his war pick of solid diamond for their efreeti 
  masters. When the Peerless Empire sent an immense stone 
  juggernaut to punish the efreet, the three houses added 
  insult to injury by pinning the monstrosity in place using 
  the stolen weapon.
  These three noble houses have not fared well in the past 
  century—especially the Mishalq family. Its scion Qalkami 
  Mishalq entered self-imposed exile to deflect retaliation 
  from the house’s stronger rivals, and until only a week ago, 
  she had lived in the trade city of Zjarra. With the recent 
  passing of Sultan Suleiman XXIII, his daughter Grand 
  Sultana Ayasellah Mihelar Khalidlah II quickly assumed 
  control of the City of Brass. As usual, the succession has 
  resulted in social turmoil as the boundaries of city districts 
  change, power brokers fall out of favor, and ambitious 
  social climbers ascend in rank. One of Qalkami’s rivals has 
  suffered without the old sultan’s support and is verging on 
  collapse, and she smells an opportunity to deliver the coup 
  de grace and fill the power vacuum.
  It is all the more fortuitous that she has the support 
  of the Pathfinder Society, which desperately needs her 
  expertise in breaking open a potent artifact known as the 
  Untouchable Opal. Qalkami has redeemed a handful of the 
  favors the Society owes, and she has just one more task 
  that requires the Pathfinders’ involvement: heralding her 
  return to the City of Brass atop the toppled remains of one 
  of her oldest rivals.
  FORGED IN FLAME, PART 2:
  CLEANSED WITH FIRE
  By Nathan King
  Cleansed with Fire takes place entirely in the City of Brass, 
  the legendary trade-capital of the Plane of Fire. For more 
  information on the elemental Plane of Fire or the City of 
  Brass, see Pathfinder Campaign Setting: Planes of Power, 
  available in bookstores and game stores everywhere and 
  online at paizo.com.
  Where on Golarion?
  
  Qalkami Mishalq
  PATHFINDER SOCIETY SCENARIO
  4
  GETTING STARTED
  Before beginning the adventure, check with each player 
  to see if they’ve played #8–09: Forged in Flame, Part 1: The 
  Cindersworn Pact with this character. Note how many have 
  earned the Qalkami’s Disdain boon, which imposes a penalty 
  later in the adventure (see the Applying Strikes sidebar on 
  page 16). Also distribute Player Handout #1 to the players 
  (a letter from Venture-Captain Esmayl ibn Qaradi, who 
  helps summarize the purpose of the adventure) and Player 
  Handout #2 to members of the Liberty’s Edge faction. 
  The adventure begins shortly after the PCs arrive in the 
  Galley Quarter of the City of Brass aboard a cargo ship from 
  the nearby trade city of Zjarra. Upon disembarking, the PCs 
  meet an approximately octopus-shaped Large fire elemental 
  that signals to them, introduces itself as Zohz in broken 
  Common, and offers to lead them to Qalkami Mishalq. Zohz 
  is true to its word, and it cheerfully serves as an inarticulate 
  tour guide along the way, regularly pointing out important 
  sites and observing whether or not they’re flammable.
  Qalkami has reserved a private dining area in a tavern 
  and incense bar known as the Chromatic Dragon, a brass 
  building with scaly, red-lacquered doors. The interior is 
  thick with fragrant smoke that wafts among the tables, chairs, 
  lavish couches, and booths that surround a well-furnished 
  fire drake enclosure. Zohz lazily salutes the proprietor 
  before ambling to a back room, where Qalkami reclines 
  on a divan beneath a picture of a red 
  dragon triumphantly roaring atop 
  the bodies of its black, blue, green, 
  and white kin. She tosses a satchel 
  of pungent herbs to Zohz, who 
  immediately coils around it and 
  rolls back to the common area to 
  enjoy his now-smoldering payment.
  “Ah, outlanders, over here. Sit.” 
  Qalkami Mishalq motions to a 
  crimson couch made of reddish 
  leather. “Welcome to the City of 
  Brass, or as we efreet like to call 
  it, Fommok Madinah. You may 
  find this a less welcoming place 
  than Zjarra, but I prefer to think 
  it keeps out the riffraff. Now, we 
  have the deal, the Society and 
  I, to exchange services, and you 
  owe me only one more.
  Centuries ago, three efreeti 
  houses thwarted one of the 
  largest shaitan invasions ever to 
  attack the City of Brass. My family played 
  an instrumental role. As time went on, however, betrayal, crime, 
  and greed riddled our family’s affairs. Instead of helping us, the 
  other two houses threw us to the flames, seized our assets, and 
  dug up evidence to condemn us. Now one of these houses, the 
  Cinderfurys, is teetering at the edge of oblivion, having tied its 
  prestige too closely to the late grand sultan.” Qalkami swirls a 
  glass flute of golden liquid, chuckles to herself, and takes a sip.
  “It would be politically damaging were I seen sabotaging 
  my old enemy. Thankfully, I have a friend in the Society,” she 
  remarks, eying each of her guests in turn, “which can reveal 
  the Cinderfurys for the treacherous worms they are. All that’s 
  necessary is ensuring that the right people find the right 
  evidence in the right places at the right time. Your job involves 
  getting that evidence to the right places. While you’re doing 
  that, I’ll gather the right people at the right time to witness your 
  handiwork. Simple enough.
  “There are a few details and addenda, of course. First, the 
  estate in question is Emberhearth, which keeps most of its 
  security on-call and off-site. Unless you relish drowning in armed 
  guards the moment you make a mistake, you’ll need to neutralize 
  The Plane of Fire has the fire-dominant trait, which deals 
  3d10 fire damage to visitors every round. This reduces most 
  creatures to ash within heartbeats, but there are several 
  sanctuaries against this all-consuming fire. Many transports 
  between settlements have heat-resistant areas for flammable 
  cargo and extraplanar passengers. The Galley Quarter in the 
  City of Brass (where the PCs disembark and 
  meet with Qalkami) is built to be merely 
  unpleasantly warm, not lethal.
  The efreeti provides the PCs each a 
  talisman that shields them from the 
  worst of the plane’s heat and serves 
  as a passport in the city, allowing the 
  PCs to travel with some freedom. Each 
  talisman is a magic item that does not occupy 
  a slot and radiates moderate abjuration 
  magic (CL 8th). If someone loses a talisman 
  or has its magic suppressed, the 
  protection fades gradually. 
  On the first round, the 
  creature takes 1d10 fire 
  damage, on the second 
  round 2d10, and the full 
  3d10 fire damage each 
  round thereafter. Note 
  that the talismans 
  do not provide any 
  protection 
  against 
  fire damage beyond 
  that of the plane’s fire-
  dominant trait.
  Beating the Heat
  
  Guaril Karela
  5
  FORGED IN FLAME, PART 2: CLEANSED WITH FIRE
  them first. Second, the Cinderfurys maintain a pristine set of local 
  records, and I would like you to secure any local security contracts 
  you find in their library. Third, they keep an heirloom known as 
  the Cinderfury gorget, which you should bring to me. Finally, I 
  have plans for the estate; do keep the destruction to a minimum.
  “Once we begin this operation, you’ll have perhaps four hours 
  to complete everything—perhaps less if you dally or make too 
  much noise. It should be more than enough time to infiltrate and 
  escape Emberhearth. If you take any longer than that, I cannot 
  guarantee your safety.”
  Qalkami passes out a set of incandescent-
  orange, palm-sized disks, explaining that 
  these talismans serve as visas for non-
  natives entering the Inner Ward and 
  protect the wearer against the region’s 
  ambient heat. She also stresses that the 
  tokens are quite expensive, so losing them 
  would be very unfortunate. 
  The efreeti supplies the PCs a metal case 
  containing of six pieces of incriminating evidence 
  against the Cinderfurys: two tentative contracts 
  (one forged and the other legitimate) 
  between the Cinderfurys and noble 
  shaitans of the Peerless Empire; two 
  secret communications discussing 
  the ruling sultana, including multiple 
  plots to have her assassinated; and 
  two slanderous documents about 
  other noble families in the Noble 
  District. She further instructs the PCs 
  on how to reach the security complex 
  and Emberhearth.
  The efreeti entertains any questions the PCs have, though 
  she tends to be dismissive about any that aren’t integral to 
  the Pathfinders’ success.
  A raid? Planting evidence? We’re framing them! A flash 
  of anger overtakes Qalkami’s expression but only for a 
  moment, “I can imagine how you could see it that way, and 
  in a sense, we are. However, few authorities can touch ruling 
  nobles because of the latters’ virtual immunity granted 
  by the sultana. If we are able to reveal the Cinderfurys’ 
  corruption for all to see, they’ll lose that immunity, and 
  you’ll look like heroes.”
  Why do you want the security contracts? “The Cinderfurys 
  are poised to collapse sooner or later. If they do so without 
  someone securing the contracts, those deals would vanish, 
  leaving countless mercenaries and vagabonds unemployed 
  and within reach of innocent civilians. I know your stories 
  and how they cast my kind as villains, but we would not 
  sacrifice society’s wellbeing; we’re not monsters.”
  Why do you want the gorget? “It’s a unique token 
  of military merit and rank earned by the Cinderfurys’ 
  ancient ancestors and disgraced by their descendants. I 
  intend to see it returned to the sultana, not stolen by some 
  enterprising vulture.”
  Diplomacy (gather information) or  
  Knowledge (local)
  Based on the result of a Diplomacy check to gather 
  information or Knowledge (local) check, the PCs might 
  know some information about the City of Brass’s denizens, 
  and culture. They learn all of the information whose 
  DC is equal to or less than the result of their check. 
  15+: Non-efreeti citizens of the City of Brass 
  are permitted the most privileges, second 
  only to those of the efreet. Creatures that are 
  not immune to fire receive only grudging 
  tolerance and limited access to the city.
  20+: Although the azers are far more 
  populous on the Plane of Fire, the efreet 
  are better known because of their oppressive 
  empire and their enslavement of many of the 
  plane’s inhabitants, including azers, elementals, 
  magmins, 
  and 
  mephits. 
  Efreeti 
  nobles 
  maintain opulent lifestyles, but as 
  individuals fall out of favor, their 
  wealth quickly evaporates. This 
  is true of the Cinderfury family, 
  which has recently sold two of its 
  three large manors to pay off debts.
  25+: Without a special permit, 
  outlanders are not permitted in the 
  Inner Ward of the City of Brass. Those 
  caught violating this rule are often 
  stripped of their possessions and sold 
  into slavery.
  30+: It’s rumored that there is a secretive cult of free azers 
  named the Eye of the Red Worm, located somewhere in the 
  Common Quarter, that worships a great fire worm said to 
  possess ancient teleportation magic.
  Knowledge (planes)
  Based on the result of a Knowledge (planes) check, the PCs 
  might know more about the City of Brass and the Plane of 
  Fire. They learn all of the information whose DC is equal to 
  or less than the result of their check.
  10+: The Plane of Fire is extraordinarily hot, and those 
  who lack powerful defenses against fire quickly perish. 
  Certain parts of the City of Brass are merely uncomfortably 
  warm, and peddlers in the city sell protective tokens at 
  gouging prices.
  15+: The City of Brass is a legendary trade metropolis that 
  sits in a magically tempered brass basin in the roiling seas 
  of fire in the Plane of Fire.
  20+: Many of the buildings in the City of Brass are made 
  
  PATHFINDER SOCIETY SCENARIO
  6
  of a material called living brass. Living brass is made from 
  the souls of mortals who’ve had their wishes twisted by the 
  efreet, and it is used in buildings throughout the city.
  Faction Notes: If any of the PCs are members of the 
  Exchange faction, Guaril Karela waves them over as they depart 
  the Chromatic Dragon. The plane’s heat has not been kind to 
  him, and he sweats profusely while directing dockworkers who 
  move crates stamped with the Exchange’s symbol.
  “This damned heat! Even with magical protection, I’m sweating 
  like a Taldan noble after half a day’s honest work! I normally 
  wouldn’t be on the front lines like this, but the opportunity’s too 
  good to let amateurs screw it up.” He smiles and adds, “Hence 
  your presence here, and mine. What has the heir to the Mishalq 
  fortunes demanded this time?”
  Guaril hopes to learn what the PCs’ mission is so that he can 
  help the Exchange profit at the same time. He takes special 
  note of the Cinderfurys’ extensive records collection as well 
  as any talk of Qalkami’s political ambitions, encouraging the 
  PCs to pursue additional tasks based on what they share.
  For record collections, read or paraphrase the following.
  We’re already running into issues here because we’re virtual 
  unknowns. It seems that if you’re not made of fire, you have to 
  pay a dozen not-made-of-fire taxes they just make up to vex you. 
  As you can imagine, we need capital to drive our operations here, 
  and I wouldn’t mind if we used some of the nobles’ own wealth 
  to pay their ludicrous fees. What’s more, it would be nice to meet 
  some more reliable contractors than the ones I’ve found so far. 
  Were someone to acquire trade agreements, letters of credit, 
  contracts, and the like, we could cut a lot of overhead.” Guaril 
  leans in. “Honestly, I find myself in short supply of assistants who 
  don’t ignite at inconvenient times, which around here would be 
  ‘always.’ I could settle for a few good leads there.”
  For Qalkami’s ambitions, read or paraphrase the following.
  “Yes, this city seems quite the exclusive club; if you were born an 
  efreeti, you win, but if you are anyone else, you suffer. It’s quite 
  the cruel condemnation of honest businesspeople like us, yes? 
  What we need is a local liaison who can open those doors for us 
  while letting us go about our business. Ideally this would be an 
  efreeti, but maybe a less privileged creature would suffice. Shop 
  around, and if you find someone suitably connected, cooperative, 
  and capable, make a pitch.”
  Several encounters later in this adventure indicate likely 
  ways for the PCs to fulfill these goals, but there’s room for 
  Exchange faction PCs to improvise and still reap some 
  success. Qalkami is an excellent choice to serve as a liaison, 
  but she’s uninterested in entertaining new deals until the 
  PCs have concluded their current deal with her.
  A. SECURITY COMPLEX (CR 8 OR CR 11)
  Nestled between two towering spires of bricked brass and 
  filigreed marble in the Common Quarter, the Cinderfury 
  security complex is a squat building that pales in comparison 
  to the other lavish buildings nearby. Only the fiery mosaics 
  etched into the façade of the building distinguish this 
  structure amid the City of Brass’s splendor. The Cinderfury 
  family considers it uncouth to keep more than a handful 
  of guards at each of their estates, but they value having 
  deadly force on call if needed. The security complex serves 
  as a nearby barracks for these armed retainers. However, 
  only a fraction of the once well-funded security personnel 
  maintain this complex. 
  As the PCs approach the complex, they can hear muffled 
  shouts in Ignan from inside with a successful DC 18 Perception 
  check. A PC who exceeds the DC by 5 or more overhears 
  some of the details: a deep-voiced creature is reprimanding 
  subordinates who were planning to run away, threatening them 
  with painful punishments. The southwest door is unlocked.
  This luxuriously appointed lobby contains numerous high-backed 
  chairs and rugs of woven copper. Scraps of thin metallic plates, 
  rolled up like scrolls, surround a small hole in the south wall. 
  Creatures: The Cinderfurys have stationed a security team 
  here to receive any potential visitors and verify the purpose 
  of their visit. With limited funds, the efreet have commanded 
  The City of Brass is not a forgiving metropolis, and those 
  who cross the wrong enemies or wander into the wrong 
  areas can quickly lose their liberty or their lives. Extraplanar 
  creatures have very few rights, whereas efreet have 
  many. Fortunately, so long as the PCs keep their talismans 
  prominently displayed, they have implicit permission to 
  travel through most of the city. The DCs of Charisma-based 
  skill checks listed in this scenario apply to most PCs—all 
  those clearly not from the Plane of Fire. Ifrits (Pathfinder 
  RPG Bestiary 2 160)—and perhaps some characters with 
  fire-based bloodlines, domains, mysteries, and the like—
  gain a +2 bonus on all such checks, as residents view 
  these characters more favorably.
  What’s more, they are under regular surveillance once 
  they depart the Galley Quarter. More often than not, 
  this is by means of a crystal ball operated by the efreeti 
  Sarath Iqdaudja (NE female noble efreeti wizard 4), 
  an influential servant of the sultana. Sarath makes her 
  intentions clearer at the end of the adventure. For most 
  of this scenario, her scrying is merely another means of 
  showing the City of Brass is dangerous.
  An Unfriendly City
  
  A. Security Complex
  S : Salamander
  A : Azer
  A4
  S2
  S1
  A3
  A2
  A1
  1 square = 5 feet
  Pathfinder Map Pack: Palace
  N
  : Scattered Scrolls
  7
  FORGED IN FLAME, PART 2: CLEANSED WITH FIRE
  their enslaved azers to be the security labor force for their 
  estate. In the hopes of stifling any potential rebellion from the 
  azers, the estate has commissioned the help of a salamander 
  sergeant named Hsalkar (in Subtier 8–9, she is accompanied 
  by a male salamander named Ilfin Ahn). Neither the azers 
  nor the salamander are content with the efreet ruling them; 
  however the azers begrudge the salamander for her rights and 
  wages, meager though they may be.
  As the PCs enter the compound, the salamander sergeant 
  is harshly reprimanding azers after discovering evidence the 
  azers planned to shirk their duties and escape. This evidence 
  is strewn across the floor on several scraps of metallic paper. 
  The azers assume the PCs are Cinderfury hirelings sent to 
  crush their secret dissent. However, Hsalkar knows the PCs 
  aren’t, as she hasn’t had the opportunity to reveal this rebellion 
  to the nobles just yet and isn’t aware of recent appointments 
  by the family. On the other hand, she seizes this opportunity 
  to cow the azers even further. She motions to the PCs and 
  announces in Ignan that the Cinderfurys have sent soldiers 
  to see the azer rebellion punished. She then orders the PCs to 
  punish the azers for plotting to abandon their masters.
  Hsalkar becomes angry if the PCs don’t obey quickly, 
  though a quick-witted PC can potentially avert conflict by 
  trying to deceive Hsalkar about their identities, purpose, and 
  ties to the Cinderfurys. The salamander is quite confident 
  that she would have received advance notice if the family 
  had hired more guards, yet she knows the Cinderfurys have 
  acted more erratically the worse their finances become. With 
  a successful DC 28 Bluff check (DC 30 in Subtier 8–9), a PC 
  can convince Hsalkar that they’re legitimate hirelings with 
  some authority; this DC decreases by 10 if the PCs violently 
  subdue the azers first. Alternatively, a PC can attempt a DC 
  28 Diplomacy check (DC 30 in Subtier 8–9) to convince 
  everyone to stand down long enough to talk.
  The salamander’s loyalty to the Cinderfurys only extends 
  as far as their finances, and once the PCs have calmed her, 
  they can convince her to leave in several ways. She’s willing to 
  depart in exchange for a bribe of 1,000 gp (2,000 gp in Subtier 
  8–9 to bribe both salamanders) or the bounty from the 
  Outstanding Bounty boon (Pathfinder Society Scenario #6–17: 
  Fire of Karamoss), which requires crossing it off that character’s 
  Chronicle sheet. A PC can instead trick her into thinking she’s 
  been reassigned, terminated, or otherwise has an important 
  reason to depart and not return for several hours with a 
  successful DC 33 Bluff check (DC 35 in Subtier 8–9).
  If the PCs cannot convince the salamander to leave, 
  she attacks. The azers default to fighting alongside the 
  salamander, hoping to avoid any punishment that might 
  
  PATHFINDER SOCIETY SCENARIO
  8
  result otherwise. If the azers have strong reason to believe 
  the PCs intend to save them, they avoid combat altogether.
  Subtier 5–6 (CR 8) 
  AZER MERCENARY 
  CR 5
  Azer fighter 3 (Pathfinder RPG Bestiary 2 39)
  LN Medium outsider (extraplanar, fire)
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
  hp 56 (5d10+28)
  Fort +10, Ref +3, Will +6 (+1 vs. fear)
  Immune fire; SR 13
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 30 ft.
  Melee mwk warhammer +10 (1d8+4/×3 plus 1d6 fire)
  Ranged light hammer +7 (1d4+3 plus 1d6 fire)
  Special Attacks heat (1d6 fire)
  TACTICS
  During Combat The azer heeds the salamander’s commands, 
  typically using Power Attack and flanking with allies to take 
  down foes.
  Morale The azer fights until the salamander is defeated or until 
  the azer has only one-quarter its hit points remaining (14 for 
  an azer mercenary), at which point the azer surrenders and 
  pleads for mercy for his disobedience.
  STATISTICS
  Str 17, Dex 14, Con 19, Int 12, Wis 14, Cha 7
  Base Atk +5; CMB +8; CMD 20
  Feats Furious FocusAPG, Power Attack, Step Up, Toughness, 
  Weapon Focus (warhammer)
  Skills Acrobatics +2, Appraise +6, Climb +7, Craft (blacksmithing) 
  +4, Craft (weapons) +4, Intimidate +3, Knowledge 
  (engineering) +5, Knowledge (nobility) +7, Knowledge 
  (planes) +5, Perception +7, Profession (soldier) +6, Sense 
  Motive +6, Survival +6
  Languages Common, Ignan
  SQ armor training 1
  Gear mwk scale mail, light hammer, mwk warhammer
  AZERS (2) 
   
  CR 2
  hp 15 each (Pathfinder RPG Bestiary 2 39, see page 23)
  TACTICS
  Use the same tactics as the Azer Mercenary.
  SALAMANDER 
   
  CR 6
  hp 76 (Pathfinder RPG Bestiary 240, see page 25)
  TACTICS
  Before Combat The sergeant commands the PCs to attack the azers. 
  If they don’t, she commands the azers to attack the intruding PCs.
  During Combat The sergeant fights fiercely, using Power Attack 
  and Cleave liberally.
  Morale The salamander fights to the death, hoping to fend off 
  any unwanted guests for as long as possible. 
  Subtier 8–9 (CR 11)
  AZER MERCENARIES (4) 
   
  CR 5
  hp 56 each (see Subtier 5–6)
  SALAMANDER SERGEANTS (2) 
   
  CR 7
  CE advanced salamander (Pathfinder RPG Bestiary 294, 240, see 
  page 25)
  hp 92 each 
  TACTICS
  Use the tactics from Subtier 5–6
  Treasure: Lying on one of the tables is a lens of detection 
  the salamander uses to help detect thieves and locate any 
  weapons on visitors. There is also a bin of confiscated items 
  that Hsalkar has not yet processed. In Subtier 5–6, this is a 
  gray bag of tricks, and in Subtier 8–9, it is balm of impish graceUE.
  Development: Depending on whether the PCs defeated the 
  salamander or convinced her to leave, the azers either appeal 
  for mercy or approach the PCs curiously, uncertain of what to 
  make of them. Their attitude begins as indifferent, and they’re 
  hesitant to discuss what got them in trouble in the first place: 
  they have been secretly exchanging messages with a group of 
  free azers for about 10 days, and the latter had been trying to 
  convince them to escape the city. Hsalkar found their notes, 
  which are now scattered across the floor. The texts corroborate 
  the azers’ story, detailing times of secret gatherings with a 
  group called the Eye of the Red Worm. These azers know that 
  the group consists of free azers somewhere in the Common 
  Quarter who provide unsanctioned transportation into and 
  out of the City of Brass.
  The azers here have all served in Emberhearth, but 
  they’re hesitant to stick out their own necks further to help 
  the PCs—especially if that involves attacking Emberhearth. 
  A PC who succeeds at a DC 20 Diplomacy check can cajole 
  the azers to help before they seek out their Eye of the Red 
  Worm contacts to escape; otherwise, they convey the basic 
  layout of Emberhearth and then leave. The azers can help 
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 5–6: As the Cinderfurys stretch their limited 
  azer resources thin, they have overworked those that 
  remain. The azers all have the fatigued condition.
  Subtier 8–9: Budget cuts have resulted in a smaller 
  team to protect the estate. Remove one advanced 
  salamander from the encounter.
  Scaling Encounter A
  
  9
  FORGED IN FLAME, PART 2: CLEANSED WITH FIRE
  in one of three ways, lacking the resources, time, and stealth 
  to safely accomplish more. They can gather the other azers 
  at the estate and convince them to leave, collect as many 
  treasures as they can for the PCs, or gather important 
  documents for the PCs. Each choice has an impact later in 
  the adventure, and the azers agree to meet elsewhere in the 
  city after the adventure to hand off what they find. Barring 
  magical compulsion, the azers are unwilling to escort the 
  PCs to the manor or fight alongside them.
  Once the azers are sure that the PCs intend to infiltrate 
  the manor, they mention that among the Cinderfurys’ 
  greatest treasures is Flamebinder’s Jaw, the jawbone of 
  the first enslaved azer to ever defy the family. Supposedly 
  this folk hero had learned some damning secret about the 
  efreet, so in order to both make an example and preserve 
  this secret, the family killed the azer and made a trophy out 
  of his jaw. The azers wonder if recovering the jaw might 
  allow them to commune with the dead ancestor, learn the 
  secret, and wield it against other efreet.
  Faction Notes: Members of the Liberty’s Edge faction should 
  be interested in helping the azers escape, and recovering 
  Flamebinder’s Jaw could have powerful ramifications in 
  supporting ongoing azer resistance against efreeti rule. 
  As a group, the Eye of the Red Worm is more interested in 
  serving the massive eponymous beast deep below the City of 
  Brass than they are in transporting extraplanar smugglers, 
  but by helping the azers, members of the Exchange faction 
  can arrange a meeting with Anwar Alim (LN male azer fighter 
  6/rogue 1), one of the group’s representatives at the end of 
  the adventure. Anwar is willing to smuggle the occasional 
  Exchange shipment for a high price, but his fee is lower than 
  what the faction might otherwise pay in tariffs. Making this 
  deal does not require a skill check, merely the initiative to 
  recognize and seize an opportunity.
  Rewards: If the PCs fail to defeat the security detail or 
  otherwise neutralize the guards, reduce each PC’s gold 
  earned as follows 
  Subtier 5–6: Reduce each PC’s gold earned by 660 gp.
  Out of Subtier: Reduce each PC’s gold earned by 873 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,087 gp.
  B. EMBERHEARTH
  As one of the oldest of many noble efreeti families in the 
  City of Brass, the Cinderfurys have survived innumerable 
  rulers’ reigns. However, over the past century, the family 
  developed especially strong ties to the late sultan, 
  which drained much of the family’s wealth to keep up 
  appearances. What’s more, the sultan’s successor Grand 
  Sultana Ayasellah Mihelar Khalidlah II has honored few of 
  her predecessor’s deals with the Cinderfurys, ruining the 
  family’s political and social capital. 
  Emberhearth is the last remaining estate of the Cinderfury 
  family: elegant, grand, and opulent. Made entirely of living 
  brass, it rises to a height of 60 feet and is proportioned 
  almost entirely for the massive genies. Its walls are 1 foot 
  thick (hardness 15, 240 hp, Climb DC 25). Unless otherwise 
  noted, small braziers that hang from the 25-foot-high 
  ceilings illuminate each room. Each room has one or more 
  5-foot-wide windows placed evenly around the building, 
  with maroon curtains currently drawn for privacy.
  Planting Evidence: Qalkami expects the PCs to plant 
  evidence in Emberhearth, ideally in places and in a way that 
  both seem natural. Areas B3, B7, B9, B12, and B14 all sound 
  places to hide evidence. As long as a player can provide a 
  compelling reason why a certain piece of evidence might fit 
  somewhere, potentially any room might suffice. Use your 
  best judgment.
  Strikes: The PCs can enter the building from a variety 
  of directions, favoring either a kick-in-the-door approach 
  or more subtle tactics. Certain actions, conditions, and 
  events can accrue strikes, a simple method for tracking 
  how aware the rest of the household is of the PCs’ 
  intrusion and what actions they’ve taken as a result. Each 
  time the PCs engage in combat, they earn one strike—
  though especially quick or stealthy fights might not 
  qualify. If the PCs favor especially loud tactics like using 
  firearms or casting sound burst, give them two strikes 
  instead. If the PCs use brute strength to bash down a door 
  or other fixture, they earn a strike the first time they do so. 
  The effects of strikes influence the encounter in area B14 
  and appear in the sidebar on page 16.
  Traps: The Cinderfurys value their privacy and have 
  warded the doors to areas B4 and B7 with sheets of frostfire, a 
  shimmering plane of cold air that flares to life when someone 
  attempts to pass through those doors. Each warded door has 
  a keyhole that can disable that door’s trap, and both efreet in 
  areas B2 and B14 have such a key. The listed DC to disable the 
  trap is to suppress the magical trap itself; a PC can instead 
  pick the lock (Disable Device DC 30) to disable that trap.
  All Subtiers 
  FROSTFIRE TRAP 
   
  CR 6
  Type magic; Perception DC 10; Disable Device 25
  EFFECTS 
  Trigger location (pass through door); Reset automatic (1 minute)
  Effect vertical field of blue flames (2d6+15 cold damage and the 
  target is bull rushed back [CMB +15]); multiple targets (all 
  creatures passing through the door)
  B1. The Grand Walkway
  Brass bricks make up the entirety of this almost ostentatious 
  edifice. Fiery motifs, gem inlays, and vines made entirely of 
  flame snake their way across the building’s facade. Ornate, brass 
  railings corral visitors toward a pair of massive bronze doors.
  
  B. Emberhearth
  1 square = 5 feet
  N
  B12
  B12
  B13
  B11
  B4
  B3
  B2
  B1
  B6
  B7
  B9
  B7
  B10
  B8
  B5
  B14
  PATHFINDER SOCIETY SCENARIO
  10
  
  11
  FORGED IN FLAME, PART 2: CLEANSED WITH FIRE
  The Grand Walkway is the main entrance into 
  Emberhearth. The Cinderfurys have spent a large sum of 
  money to project their perceived wealth and prestige to 
  visitors and business partners. The bronze double doors 
  are currently unlocked.
  With a successful DC 20 Perception or Survival check, 
  a PC can locate a faint foot trail leading from the railings 
  out front to a nearby window and then to the east side of 
  Emberhearth. By exceeding this check by 5 or more, PCs 
  can determine the footprints came from a single, Medium 
  creature. If the PCs follow this trail, it leads around to the 
  back of the estate to area B6.
  B2. Luminous Foyer (CR 8 or CR 11)
  Two immense staircases sweep up each side of this entry hall, joining 
  at a second floor twenty feet above. A well-furnished room extends 
  to the north, and small doors lead to both the east and west.
  The luminous foyer is where the noble efreet meet any 
  guests of the estate. The staircases lead up to the second 
  floor of Emberhearth where the bulk of the Cinderfurys’ 
  most treasured relics reside. The floor bears an intricate 
  geometric etching. 
  Creatures: In order to keep out of the spotlight and 
  keep costs down, the Cinderfury patriarch Xojject recently 
  assigned Ewari, one of his few remaining household 
  servitors, to greet guests and determine the visitor’s 
  motives. Xojject does not entertain guests without an 
  appointment, and Ewari doesn’t expect anyone of the PCs’ 
  appearance. Her initial attitude is unfriendly, and she asks 
  what business the PCs have here while surreptitiously 
  pushing a wall panel that signals the guards at the security 
  complex. Few claims are likely to impress her coming 
  from mortals, and she sees no need to bother Xojject 
  except under extraordinary conditions. The PCs might 
  trick her into believing they have legitimate business, in 
  which case she tries to schedule an appointment for them 
  or takes a message. If the PCs are especially persuasive 
  or insistent, she instead shows the PCs to one of the two 
  meeting rooms (areas B7) and asks them to wait while she 
  consults with the master of the house. This buys the PCs 
  approximately 5 minutes to sneak around, though causing 
  much noise or getting into other trouble can quickly 
  spoil their ruse (at which point Ewari returns and likely 
  initiates combat).
  There are few circumstances that would elicit Xojject 
  himself descending to meet with the PCs. Keep in mind 
  that drawing the noble efreeti out in this way could likely 
  combine two or more encounters to the PCs’ detriment, so 
  in most cases it’s best for the PCs if their deceptions and 
  diplomacy help deflect Ewari’s attention while they inspect 
  another several rooms. 
  Subtier 5–6 (CR 8)
  EWARI 
   
  CR 8
  Efreeti (Pathfinder RPG Bestiary 140; see page 23)
  hp 95
  TACTICS
  During Combat Ewari wades into melee combat with the PCs. 
  She only switches to ranged attacks if her melee attacks 
  seem ineffective.
  Morale Ewari fights to the death. 
  Subtier 8–9 (CR 11)
  EWARI 
  CR 9
  Advanced efreeti (Pathfinder RPG Bestiary 294, 140; see page 23)
  hp 115
  TACTICS
  Use tactics from Subtier 5–6.
  If the azers in area A agreed to help, they assist the PCs in 
  one of three ways.
  Freeing the Azers (Area B6): The two groups of azers 
  band together to escape with the Eye of the Red Worm 
  acolyte. They leave behind a small cache of supplies hidden 
  beneath the table along with a note that reads “Strangers, 
  your help has been invaluable to saving the azers.” By 
  selecting this option, members of the Liberty’s Edge faction 
  automatically succeed at the faction objective in area B6.
  Collecting the Documents (Area B9): The azers find the 
  ledgers, trade maps and lineage charts in the “Contracts” 
  and “Lineage” sections of the library. However, in their 
  haste, they’re unable to locate the Azerite Pact, nor do they 
  take the treasure from the section labeled “Magic.” The 
  azers give these texts to the PCs after the adventure.
  Looting the Relics (Area B13): The azers loot all of 
  the items in this room, offering them to the PCs after the 
  raid. If the PCs select this option, Xojject is unable to gain 
  additional gear as the PCs earn strikes.
  Aided by Azers
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 5–6: The Cinderfurys have stationed one of 
  their younger nobles here instead. Ewari does not have 
  a falchion, and the caster level of her spell-like abilities 
  decreases to 8th.
  Subtier 8–9: Remove the advanced template from 
  the efreeti.
  Scaling Encounter B2
  
  Eye of the Red 
  Worm Acolyte
  PATHFINDER SOCIETY SCENARIO
  12
  LAVA DRAKE 
  CR 9
  hp 115 (Pathfinder RPG Bestiary 4 39, see page 24)
  TACTICS
  During Combat The lava drake uses its pyroclastic vomit 
  ability to catch as many PCs as possible in the attack. In 
  subsequent rounds, the drake lashes out in melee with its 
  natural weapons.
  Morale The drake fights to the death unless it is 
  reduced to 15 or fewer hit points and Ewari has 
  perished, at which point it flees or makes 
  an embittered show of submission.
  Development: Ewari carries a key 
  that the PCs can use to disable frostfire traps 
  on many of the downstairs doors.
  B3. Blazing Bastion
  This large room contains sofas and chairs 
  upholstered in leather with a metallic sheen. A 
  steel table is set with stone plates, crystalline 
  cutlery, and gold-lined goblets. Doors to the 
  north open onto a narrow terrace, and 
  the portrait of a stern efreeti hangs 
  along the west wall.
  This room is meticulously 
  cleaned and set, in the hopes of 
  giving off the veneer of class and 
  celebrity. In reality, the Cinderfurys 
  haven’t entertained a guest or visitor 
  in quite a while. A PC who succeeds at a DC 15 Knowledge 
  (nobility) or DC 25 Perception or Sense Motive check can 
  deduce that the room has seen little use recently and is 
  instead arranged to highlight the household’s wealth.
  B4. Terrace
  A small patio sits behind Emberhearth looking out onto a 
  modest backyard and the rest of the City of Brass.
  B5. Azer Quarters (CR 8)
  In stark contrast with the rest of estate, this room has few 
  decorations and only simple furnishings, such as stone cots, a 
  makeshift table, and a chest of drawers to the south.
  This room is where the enslaved azers sleep and spend their 
  time while not fulfilling commands. So long as the azers have 
  not all left the estate, a set of maps imprinted on thin sheets of 
  metal lie atop the table. Each depicts parts of the City of Brass, 
  etched in various places to mark several sites of interest.
  Creatures: An acolyte of The Eye of the Red Worm has 
  staked out the estate for some time and recently sneaked in 
  to convince the azers here to flee the weakened Cinderfury 
  estate—with some desperation if the PCs have earned one 
  or more strikes. So long as the PCs have not sneaked up on 
  them, the azers notice them as they enter. The acolyte calls 
  on the gathered azers in Ignan, raising a fist and shouting, 
  “The opposition has arrived! Now you must choose: do you 
  trust in the Red Worm, or do you accept the efreeti chains?”
  The other azers do not share her confidence and 
  conviction, for they know that if they try to escape 
  and are caught, they’ll face excruciating 
  repercussions at the genies’ hands. 
  Instead, they hesitantly look between the 
  acolyte and the PCs. If the PCs attack, 
  the azers all fight in self-defense. If the 
  PCs don’t act, one of the azers hesitantly 
  asks who the PCs are and what they 
  want. A PC who succeeds at a DC 14 
  Diplomacy check (DC 16 in Subtier 
  8–9) can calm the azers enough to talk 
  further, though failing this check 
  by 5 or more only scares the azers 
  into attacking. The household 
  azers are willing to believe 
  the PCs are not friends 
  of the Cinderfurys and 
  could help, though 
  the acolyte is more 
  skeptical. She can 
  be convinced with a 
  successful DC 21 Diplomacy 
  check; otherwise she tries to shepherd 
  the azers out of the estate while keeping the PCs at a 
  safe distance.
  Should the PCs befriend both acolyte and azers, they 
  can provide further details about the manor’s layout. The 
  azers also inquire about their kin at the security complex, 
  wondering why they have not arrived to oust the PCs at 
  one of the efreet’s commands. They’re relieved by any news 
  that the PCs dealt with the other azers peacefully. Should 
  the PCs inquire about Flamebinder’s Jaw, the azers report 
  that Xojject keeps the jaw in his office on the second floor 
  (area B14). If the PCs did not hear about Flamebinder’s Jaw 
  earlier, this is another opportunity for them to learn.
  All Subtiers (CR 8)
  AZERS (5) 
  CR 2
  hp 15 each (Pathfinder RPG Bestiary 2 39, see page 23)
  TACTICS
  During Combat The azers fight cautiously and together, aiming 
  more to preserve one another than to kill anyone. The more 
  brutal the PCs’ tactics, the more violently the azers fight.
  Morale The azers fight until three of them are incapacitated or 
  
  13
  FORGED IN FLAME, PART 2: CLEANSED WITH FIRE
  the acolyte perishes, at which point they flee or surrender as 
  seems most prudent.
  ACOLYTE OF THE WORM 
  CR 5
  Azer sorcerer 3 (Pathfinder RPG Bestiary 2 39)
  N Medium outsider (extraplanar, fire)
  Init +0; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+3 armor, +2 natural)
  hp 44 (5 HD; 3d6+2d10+23)
  Fort +7, Ref +1, Will +9
  Defensive Abilities fated (+1); Immune fire; SR 13
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +6 (1d4+2/19–20 plus 1d6 fire)
  Special Attacks heat (1d6 fire)
  Bloodline Spell-Like Abilities (CL 3rd; concentration +4)
  4/day—touch of destiny (+1)
  Sorcerer Spells Known (CL 3rd; concentration +4)
  1st (6/day)—alarm, magic missile, shield, vanishAPG (DC 12)
  0 (at will)—arcane mark, detect magic, message, read 
  magic, sparkAPG
  Bloodline destined
  STATISTICS
  Str 15, Dex 10, Con 17, Int 12, Wis 16, Cha 13
  Base Atk +3; CMB +5; CMD 15
  Feats Arcane Armor Training, Eschew Materials, Power Attack, 
  Toughness
  Skills Acrobatics +2, Appraise +6, Climb +4, Craft (leather) +4, 
  Craft (painting) +4, Diplomacy +3, Knowledge (nobility) +6, 
  Knowledge (planes) +6, Perception +11, Stealth +5
  Languages Common, Ignan
  SQ bloodline arcana (gain luck bonus on saves when casting 
  personal-range spells)
  Gear mwk studded leather, mwk dagger
  Treasure: If the PCs successfully convince the Eye of the 
  Red Worm acolyte that they’re there to help, she tells the PCs 
  she has a small satchel of items intended for the azers, but 
  will spare a few as the PCs have helped make their escape 
  easier. She gives the PCs an elixir of hiding, two potions of cure 
  moderate wounds, a potion of invisibility, and a scroll of heroism. 
  In Subtier 8–9, replace the potions of cure moderate wounds 
  with potions of cure serious wounds, and the scroll is a scroll of 
  heroism (CL 8th).
  Faction Notes: This represents another opportunity for 
  members of the Liberty’s Edge faction to help enslaved azers 
  escape efreeti rule and recover Flamebinder’s Jaw.
  Rewards: If the PCs do not explore this area (including 
  if they asked the azers in area A to evacuate the azers here) 
  or fail to resolve the encounter here, reduce each PC’s gold 
  earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 127 gp.
  Out of Subtier: Reduce each PC’s gold earned by 237 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 348 gp.
  B6. Estate Kitchen
  Stone countertops neatly organized with cooking utensils 
  line the north and west walls. The once-overflowing cabinet 
  to the south contains only an odd assortment of ingredients 
  leftover from past cooking projects. The stove to the 
  northwest burns with a small, magical flame.
  B7. Meeting Rooms 
  It’s here the Cinderfurys work on contracts and trade deals 
  with clients. Each of these meeting rooms contains a glass 
  table etched with serpentine designs and high-backed 
  glass chairs. 
  B8. Storage Room (CR 7 or CR 10)
  Much of this room is filled with stacked furniture, piles of random 
  colorful knickknacks, and lavish room decorations.
  The Cinderfurys store the bulk of their furniture here 
  when it’s not in use. The noble family often changes the 
  theme of their rooms in the hopes of appealing to their 
  visitors’ tastes and styles.
  Creatures: The estate wait staff is currently here, moving 
  furniture and stacking items to free up space in the 
  room after recently refurnishing area B3. Unaware of any 
  scheduled visitors, the mephits assume the PCs are thieves 
  and attack them. If the PCs make a considerable ruckus 
  elsewhere without triggering some other encounter, the 
  mephits might leave this room to investigate and chase 
  off intruders.
  Subtier 5–6 (CR 7)
  ROILING STEAM MEPHITS (2) 
  CR 5
  Advanced steam mephits (Pathfinder RPG Bestiary 202)
  N Small outsider (fire)
  Init +7; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+3 Dex, +1 dodge, +5 natural, 
  +1 size)
  The mephits in area B8 are an optional encounter 
  and can be omitted if time is running short. Run this 
  encounter only if more than 100 minutes remain in 
  which to complete the scenario; otherwise, the PCs can 
  investigate this room in peace.
  Optional Encounter
  
  PATHFINDER SOCIETY SCENARIO
  14
  hp 52 each (8d10+8); fast healing 2
  Fort +5, Ref +9, Will +6
  DR 5/magic; Immune fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee 2 claws +11 (1d4+2)
  Special Attacks breath weapon (15-foot cone, DC 15, 1d10 fire 
  plus sickened)
  Spell-Like Abilities (CL 11th; concentration +13)
  1/hour—blur, obscuring mist
  TACTICS
  Before Combat If the mephits hear conflict, they hide in this 
  area and cast blur on themselves if combat seems imminent.
  During Combat The mephits use a combination of their breath 
  weapons, boiling rain, and hit-and-run claw attacks to harass 
  their foes. A mephit uses obscuring mist if it’s under serious 
  threat from ranged attacks.
  Morale Once the PCs defeat one of the mephits, the other 
  mephit only fights until reduced to 30 or fewer hit points 
  before surrendering or fleeing. The mephits attempt 
  to escape the combat earlier if it’s clear their foes are 
  unharmed by fire damage.
  STATISTICS
  Str 15, Dex 17, Con 12, Int 6, Wis 11, Cha 14
  Base Atk +8; CMB +9; CMD 23
  Feats Dodge, Great Fortitude, Improved Initiative, Mobility
  Skills Bluff +13, Fly +16, Perception +11, Stealth +18
  Languages Common, Ignan
  SPECIAL ABILITIES
  Boiling Rain (Su) Once per day, an advanced steam mephit 
  can create a rainstorm of boiling water in a 20-foot-square 
  area. Living creatures within the area take 2d10 points of fire 
  damage (Fortitude DC 14 half; caster level 11th). This ability is 
  the equivalent of a 2nd-level spell.
  Breath Weapon (Su) An advanced steam mephit’s breath 
  weapon is a cone of steam that deals 1d10 fire damage. The 
  scalding water also causes living creatures to be sickened for 
  3 rounds. A Reflex save halves the damage and negates the 
  sickened effect.
  Fast Healing An advanced steam mephit’s fast healing only 
  works in boiling water or steam.
  Steam Attacks Despite dealing fire damage, an advanced steam 
  mephit’s special attacks do not burn away the fog created by 
  its obscuring mist spell-like ability unless the mephit wishes 
  to do so.
  Subtier 8–9 (CR 10)
  ROILING STEAM MEPHITS (5) 
  CR 5
  hp 52 each (see Subtier 5–6)
  TACTICS
  Before Combat If the mephits hear conflict, they hide in this 
  area and cast blur on themselves if combat seems imminent.
  During Combat The mephits use a combination of their breath 
  weapons, boiling rain, and hit-and-run claw attacks to harass 
  their foes. A mephit uses obscuring mist if they’re under 
  serious threat from ranged attacks.
  Morale Once the PCs defeat three of the mephits, the other 
  mephits only fight until reduced to 30 or fewer hit points 
  before surrendering or fleeing. The mephits attempt 
  to escape the combat earlier if it’s clear their foes are 
  unharmed by fire damage.
  B9. The Library 
  Felt-lined shelves from floor to ceiling cover every inch of wall 
  space in this exquisite and relatively cool library. Each shelf 
  contains a menagerie of books, ancient scrolls, maps, metal 
  plates, and charts of all size, color, and design. A large table sits in 
  the middle of the room, holding stacks of books and stray sheets 
  of parchment. Exotic trinkets and baubles are interspersed in the 
  multitude of items, with each shelf labeled in angular text.
  This library is where the Cinderfurys store the majority 
  of their family documentation and rare literature acquired 
  through many business deals and purchases since gaining 
  political power centuries ago. Unlike most of the rooms, 
  the library lacks windows. The angular text is in Ignan and 
  labels each of the shelves, with Contracts, Lineages, and 
  Magic being the most pervasive.
  When a PC searches the library, have her identify which 
  of the three sections she’s perusing. The process takes about 
  10–20 minutes of continuous effort, which also earns the 
  PCs one strike so long as they’ve earned at least one strike 
  already; this provides Xojject time to call for help and 
  gather resources. If the PC succeeds at a DC 15 Linguistics, 
  Perception, or Profession (librarian) check (DC 19 in Subtier 
  8–9), she uncovers all of the important documents and other 
  finds in that section. If the PC cannot read Ignan, increase 
  the DC of this check by 10.
  Contracts: The PCs find a wealth of ledgers, trade maps, 
  and signed business agreements covering a wide range of 
  services, including Player Handout #3. The handout is a 
  contract between the Cinderfurys and a group referred to as 
  the Bralkashik. With a successful DC 20 Knowledge (planes) 
  check, a PC recognizes the Bralkashik as an extended guild 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: The mephits have already used their 
  boiling rain ability for the day.
  Subtier 8–9: Remove one mephit from the encounter.
  Scaling Encounter B8
  
  15
  FORGED IN FLAME, PART 2: CLEANSED WITH FIRE
  of efreeti operatives that specializes in smuggling, theft, 
  fencing stolen goods, and other low-violence crime. The 
  Bralkashik are something of an open secret among efreet, 
  who see the organization as a necessary evil in a treacherously 
  civil society, albeit an evil that shames the client whenever 
  that patronage becomes public knowledge. The handout 
  also references Sairazul’s Tears, which a PC can recognize 
  with a DC 20 Appraise, Knowledge (local), or Knowledge 
  (planes) check as a set of priceless diamonds stolen from the 
  shaitans’ Peerless Empire centuries ago.
  The PCs also uncover a frayed, ancient contract titled the 
  Azerite Pact. With a successful DC 20 Appraise, Knowledge 
  (history), or relevant Profession check, a PC can recognize 
  that contracts like this are extremely rare and almost never 
  duplicated, often because the dominant party holds the 
  only copy that lays claim to the subservient party’s goods or 
  services. The contract’s fine print is written in a painfully 
  ornate Ignan script, and a PC who both understands 
  Ignan and succeeds at a DC 15 Intelligence, Linguistics, or 
  Profession (barrister) check determines that this is a legal 
  contract that identifies a large population of azers who are 
  bound to serve the Cinderfury family, having begun their 
  service several centuries ago as recompense for services 
  to the sultan. The contract formally cuts the azers’ ties to 
  a different noble family and mandates their servitude in 
  all things in perpetuity and with no recourse for eventual 
  freedom. If the PC exceeds the check DC by 5 or more, she 
  also recognizes similar signatures and language on another 
  document in this section. This additional text identifies 
  the Mishalq family as an obstacle to the Azerite Pact’s 
  fulfillment, detailing a range of possible approaches the 
  Cinderfurys might take to ensure their rival would not be 
  capable of interfering—the subtext being the Cinderfurys 
  willfully sabotaged the Mishalqs’ finances and reputation. 
  With a successful DC 18 Knowledge (planes) or Profession 
  (merchant) check, a PC can isolate several especially 
  informative documents valuable to those pursuing business 
  interests on the Plane of Fire.
  Lineages: The Cinderfurys extensively documented not 
  only their own family tree but also those of many other 
  families. Even if the PCs don’t take any of the texts and 
  charts, looking over them provides considerable insights 
  into the convoluted efreeti lineages and how those have 
  shaped the contemporary political landscape. These 
  discoveries contribute to the secondary success conditions. 
  An ifrit PC might even uncover some reference to a mortal 
  dalliance with an efreeti that might describe his own fire-
  blooded ancestor.
  Magic: The family keeps a plethora of scrolls, tomes, 
  spellbooks, and other magical writings here. The entire 
  section radiates a riot of magical auras, so although detect 
  magic is insufficient to find the best treasures here, the spell 
  does offer a PC a +5 circumstance bonus to search here. 
  What the PCs can recover here appears in the Treasure 
  section below.
  Treasure: The PCs only secure treasure here if they 
  successfully search the Magic section. The PCs can find a 
  book of extended summoning (lawful)UE , a page of spell knowledge 
  with resist energy, and a spell lattice (1st level)ACG. In Subtier 
  8–9, the PCs instead find a greater book of extended summoning 
  (lawful)UE and a spell lattice (2nd level)ACG in addition to the 
  page of spell knowledge. Finding this treasure also earns each 
  PC the Efreeti Arcana boon on his or her Chronicle sheet.
  Development: The Azerite Pact is a document that Qalkami 
  Mishalq desires, and it also has important implications for 
  several factions (see below).
  Faction Notes: The Azerite Pact has significant 
  implications for both the Exchange and Liberty’s Edge 
  factions. The nature of the contract is such that destroying it 
  would free the azers bound to the Cinderfury family, at least 
  as a formality; in practice, other efreet would likely swoop in 
  and recapture a portion of them. Regardless, this is a natural 
  course of action for Liberty’s Edge faction PCs.
  For members of the Exchange faction, the contract 
  has more complex implications, as a large force of azers 
  represents an extraordinary local labor pool for whatever 
  endeavors the faction’s leaders might conceive. A PC can 
  alter the contract to transfer control to the Exchange with 
  a successful DC 25 Linguistics or DC 30 Sleight of Hand 
  check, though the PCs only have one chance to succeed 
  before they’ve created irreparable messes that would not 
  pass muster with a legal authority. The nature of the PC’s 
  adjustment is open-ended, and a variety of alterations could 
  benefit the Exchange: writing in a clause that manumits 
  the azers after a short period of helping the Exchange, 
  freeing the azers only to hire them as local experts, ongoing 
  enslavement (a very morally dubious choice), or similar 
  choices are all valid.
  If the PCs choose to free the azers, an Exchange faction PC 
  needs to convince them to hire on with their organization 
  when they next meet with the azers—likely after the 
  adventure, assuming the PCs have peacefully dealt with 
  the azers in area A or B6. They’re skeptical about signing 
  themselves away to a new patron, especially in a way 
  that keeps them in the City of Brass in easy reach of the 
  efreet. A must PC succeed at two DC 18 Diplomacy checks 
  (DC 20 in Subtier 8–9) to convince the azers to try this 
  new arrangement.
  Rewards: If the PCs do not recover the magic items here, 
  reduce each PC’s gold earned as follows. If they send the 
  azers from area A here, the PCs do not lose any gold, but 
  they do not receive any of the items or the boon on their 
  Chronicle sheets.
  Subtier 5–6: Reduce each PC’s gold earned by 645 gp.
  Out of Subtier: Reduce each PC’s gold earned by 911 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,177 gp.
  
  PATHFINDER SOCIETY SCENARIO
  16
  B10. Pool Chamber
  This is another chamber the efreet use to entertain visitors 
  and associates. A deep bath with stepped sides and filled 
  with steaming water occupies most of this room. The bath’s 
  contents are heavily salted with rare minerals mined from 
  volcanoes and other fiery sites, and the composition is 
  particularly soothing to outsiders with the fire subtype.
  B11. Balcony
  This balcony overlooks the ground level. Two large windows 
  overlook both the front and the back of the estate, and a small 
  bookshelf and chairs provide a cozy space for reading.
  B12. Bedrooms
  Each of these rooms contains a bed, a wardrobe, a small stand, 
  and a large portrait of a stoic efreeti. A PC can recognize these 
  portraits with a successful DC 22 Knowledge (nobility) check 
  as Xojject Cinderfury, the patriarch of the dwindling family.
  B13. Reliquary
  Exotic trophies, ancient relics and glimmering weapons rest atop 
  illuminated pedestals that encircle the room.
  The Cinderfurys put their rarest items on display for 
  visitors in this room to show the strength behind the 
  Cinderfury name.
  Treasure: Each item on display has a storied history of 
  how it came into the family’s possession, ranging from the 
  spoils of war to royal rewards to the fruits of a particularly 
  grand business maneuver. Four items are especially 
  noteworthy. The first is a Large +1 adamantine battleaxe 
  whose edge is encrusted with a thin layer of curious green 
  crystals. A PC can identify these crystals with a successful 
  DC 20 Knowledge (planes) check as an uncommon growth 
  that sometimes forms from dried shaitan blood. The second 
  is a frost-forged steelUE breastplate inscribed with Shelynite 
  iconography. The third is a set of bonebreaker bracersUE made 
  of steel and studded with tiny garnets that seem to map the 
  constellations in an unfamiliar sky. The fourth is a +1 shield 
  cloakUE made of orange-red drake hide.
  In Subtier 8–9, the battleaxe is instead a +1 spell-storing 
  battleaxe (currently contains bestow curse, Will DC 18), and the 
  cloak is a +1 dragon-defiant shield cloakUE.
  Rewards: The PCs can earn rewards for this room in 
  several ways. They can explore this room and recover its 
  contents before earning two strikes, they can send the azers 
  from area A to recover the relics, or they can defeat Xojject 
  in area B14 if he already recovered his gear following the 
  second strike. If the PCs fail to meet any of these conditions, 
  reduce each PC’s gold earned as follows.
  Subtier 5–6: Reduce each PC’s gold earned by 1,142 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,404 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,667 gp.
  B14. Master Suite (CR 9 or CR 12)
  As the PCs enter the suite, read or paraphrase the following.
  The walls of this chamber bear a patina that continuously shimmers 
  and swirls, and every inch of the floor bears fantastic mosaics of 
  metallic tiles. A desk of polished marble stands to the southeast 
  between two bay windows. The desk’s surface is covered in an 
  abundance of brass sheets.
  This is the main business office of Xojject Cinderfury, 
  where he twists all contracts, trade documents, and wishes 
  with business partners in his favor. Most of the documents 
  requesting aid are stacked together and set far to one side 
  as if they’d rather be forgotten, whereas missives from 
  creditors congregate messily toward the center. In a glass 
  case atop the sideboard to the northeast rests Flamebinder’s 
  Jaw, a brass azer jawbone poised atop a metal stand.
  The efreeti Xojject in area B14 likely learns early on that 
  there are intruders in the manor, but he is too stubborn to 
  flee his home, as that would seal his family’s disgrace. Strikes 
  represent his responses and precautions. These effects are 
  cumulative. If at least half of the PCs who received credit for 
  Pathfinder Society Scenario #8–09: Forged in Flame, Part 1: 
  The Cindersworn Pact earned the Qalkami’s Disdain boon, 
  Qalkami sends Xojject a threatening letter shortly before 
  the PCs arrive, earning them one strike automatically.
  1 Strike: Xojject is aware that there might be trouble. 
  He sends a signal to the nearby security complex (area A), 
  which almost certainly receives no response. 
  2 Strikes: Xojject assumes gaseous form and sneaks 
  to area B13, where he collects the three treasures: the 
  bonebreaker bracersUE, the shield cloakUE, and the special 
  battleaxe. He equips the bracers and cloak but hides away 
  the axe, hesitant to use it and dislodge the ancient blood 
  along its edge.
  3 Strikes: Xojject suspects his guards are not on their 
  way, so he magically contacts his few remaining allies 
  and asks for assistance. This help arrives in area B2 at the 
  beginning of any combat with the efreeti noble. In Subtier 
  5–6, this help consists of an azer mercenary (see page 8), 
  and in Subtier 8–9 it consists of an advanced salamander 
  (see page 24).
  4 Strikes: Xojject apologizes to his ancestors and wields 
  the special battleaxe from area B13. 
  5 Strikes: Xojject calls in the last of his favors. At the 
  beginning of the second round of combat, a second azer 
  mercenary (Subtier 5–6) or advanced salamander (Subtier 
  8–9) enters area B2.
  Applying Strikes
  
  Xojject Cinderfury
  17
  FORGED IN FLAME, PART 2: CLEANSED WITH FIRE
  To accommodate a group of four PCs, remove Craterflame 
  from the encounter. Xojject has commanded the elemental 
  to investigate a recent disturbance at the security complex.
  Scaling Encounter B14
  Creatures: The ruling patriarch of the Cinderfury family, 
  Xojject, is drafting two letters to two different banks in the 
  City of Brass, requesting extended lines of credit and offering 
  assurances of future repayment. His companion, Craterflame, 
  a wayward elemental whom Xojject tricked into service years 
  ago, stands near the desk awaiting Xojject’s commands.
  By the time the PCs arrive, Xojject has likely pieced 
  together the basics of who they are and what they want, but 
  he prides himself on being a great negotiator and suspects 
  he can trick them into revealing their mission, employer, 
  and other information. Despite his financial ruin and 
  knowing his home is under attack, he conducts himself 
  like a businessperson, by inquiring about the PCs’ business 
  and snidely observing they think themselves important 
  enough not to schedule an appointment. If they’re not 
  forthcoming with information, he accuses them of being 
  simple thugs and thieves, swiftly growing impatient with 
  them and eventually attacking.
  Xojject has a basic understanding of the Eye of the Red 
  Worm, and if the PCs cite wanting to free the azers, he laughs 
  and dismisses the recent attempts at 
  liberation. As far as he’s concerned, 
  the azers agreed to work for his 
  family; in turn, they have 
  been given shelter 
  and purpose. To 
  him, mortal talk 
  of rights or 
  freedom 
  are 
  nothing in the 
  grand scheme 
  of 
  things—
  however, 
  he 
  shares this belief 
  only if he’s aiming 
  to needle the PCs’ 
  emotions. If he suspects he can trick 
  the PCs into leaving for a promise to free the azers, he 
  happily does so.
  Should the PCs reference Qalkami or their aim 
  to plant evidence, Xojject shakes his head and 
  says, “So the exile is attempting to take back 
  her place in the City of Brass? She scattered 
  those coals long ago and now whines 
  for lack of fuel. She put herself in 
  exile because she shared dangerous 
  secrets with the wrong people, fully 
  knowing 
  the 
  consequences. You 
  serve a treacherous master.” He 
  invites them to share what they 
  have accomplished in exchange for 
  avoiding further confrontation.
  The Azerite Pact is a sensitive 
  secret. Mentioning it or showing they’ve stolen it causes 
  Xojject to slam his fist into the desk and rail against the PCs 
  for entering his home and stealing from his storied, noble 
  line. Upon shouting a few last choice invectives, he attacks.
  Note that once combat begins, there may be additional 
  combatants based on how many strikes the PCs accrued 
  earlier in the adventure.
  Subtier 5–6 (CR 9)
  XOJJECT CINDERFURY 
  CR 8
  Male efreeti (Pathfinder RPG Bestiary 140, 
  see page 23)
  hp 95
  TACTICS
  During Combat Xojject pairs his quickened 
  scorching ray spell-like ability with melee attacks 
  to attempt to pick off the PCs one by one. 
  Morale Xojject fights to the death to defend his 
  family’s name and honor.
  CRATERFLAME 
  CR 5
  Large magma elemental (Pathfinder 
  RPG Bestiary 2 118, see page 24)
  NE Large outsider (fire)
  hp 60
  TACTICS
  During Combat Craterflame 
  attacks any foe that threatens 
  its master, attempting to 
  flank with Xojject as best 
  it can.
  Morale Craterflame fights to 
  the death.
  Subtier 8–9 (CR 12)
  XOJJECT CINDERFURY CR 11
  Efreeti malik arcanist 2 
  (Pathfinder RPG Bestiary 
  140, Pathfinder RPG 
  Advanced Class Guide 8)
  LE Large outsider (fire)
  Init +6; Senses darkvision 
  60 ft., detect magic; 
  Perception +20
  
  PATHFINDER SOCIETY SCENARIO
  18
  DEFENSE
  AC 26, touch 14, flat-footed 23 (+4 armor, +2 deflection, +2 Dex, 
  +1 dodge, +8 natural, –1 size)
  hp 142 (15 HD; 2d6+13d10+62)
  Fort +9, Ref +13, Will +16
  Immune fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 20 ft., fly 40 ft. (perfect)
  Melee +1 battleaxe +21/+16/+11 (2d6+8/×3 plus 1d6 fire) or 
  2 slams +15 (1d8+3 plus 1d6 fire)
  Space 10 ft.; Reach 10 ft.
  Special Attacks arcane reservoir (4 current, 5 maximum), 
  arcanist exploit (dimensional slide), change size, consume 
  spells, heat
  Spell-Like Abilities (CL 15th; concentration +18)
  Constant—detect magic
  At will—plane shift (willing targets to elemental planes, astral 
  plane, or material plane only) (DC 20), produce flame, 
  pyrotechnics (DC 15), scorching ray
  3/day—fireball (DC 16), heat metal (DC 15), invisibility, 
  quickened scorching ray, wall of fire
  1/day—grant up to 3 wishes (to nongenies only), gaseous 
  form, greater invisibility, permanent image (DC 19), 
  pyroclastic storm
  Arcanist Spells Prepared (CL 2nd; concentration +5)
  1st (4/day)—mage armor, thunderstompACG
  0 (at will)—arcane mark, bleed (DC 13), mage hand, 
  message, read magic
  TACTICS
  Before Combat Earlier in the day, Xojject cast mage armor on 
  himself, which is included in his statblock.
  During Combat As a swift action, Xojject casts quickened 
  scorching ray to blast the PCs from afar. After, Xojject uses 
  his dimensional slide arcanist exploit to position himself 
  next to a PC, allowing him to use Vital Strike to obliterate his 
  target.
  Morale Unwilling to be known as a coward, Xojject viciously 
  fights to the death in the hopes of taking one or more of the 
  Pathfinders with him.
  STATISTICS
  Str 25, Dex 15, Con 18, Int 16, Wis 18, Cha 17
  Base Atk +14; CMB +22; CMD 37
  Feats Combat Casting, Combat Reflexes, Deceitful, Dodge, 
  Improved InitiativeB, Lightning Reflexes, Power Attack, Quicken 
  Spell-Like Ability (scorching ray), Vital Strike
  Skills Bluff +24, Craft (calligraphy) +14, Disguise +11, Fly +12, 
  Intimidate +19, Knowledge (all) +10, Perception +20, Sense 
  Motive +20, Spellcraft +20, Stealth +7
  Languages Aquan, Auran, Common, Draconic, Ignan, Infernal, 
  Terran; telepathy 100 ft.
  SQ change shape (humanoid or giant; alter self or giant form I)
  Combat Gear potion of cure serious wounds, potion of bull’s 
  strength, potion of protection from cold; Other Gear 
  +1 battleaxe, aegis of recoveryUE, cloak of resistance +1, ring 
  of protection +2, spellbook
  SPECIAL ABILITIES
  Change Size (Sp) Twice per day, an efreeti can magically change 
  a creature’s size. This works just like an enlarge person or 
  reduce person spell (the efreeti chooses when using the 
  ability), except that the ability can work on the efreeti. A DC 
  13 Fortitude save negates the effect. The save DC is Charisma-
  based. This is the equivalent of a 2nd-level spell.
  Heat (Ex) An efreeti’s body deals 1d6 points of fire damage 
  whenever it hits in melee, or in each round it grapples.
  CRATERFLAME 
   
  CR 9
  Fiendish large magma elemental barbarian 3 (Pathfinder RPG 
  Bestiary 2 292, 118)
  NE Large outsider (earth, elemental, extraplanar, fire)
  Init +5; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 16, touch 8, flat-footed 15 (+1 Dex, +8 natural, –2 rage, 
   –1 size)
  hp 132 (11 HD; 8d10+3d12+69)
  Fort +15, Ref +8, Will +7
  Defensive Abilities trap sense +1, uncanny dodge; DR 10/good 
  or 5/—; Immune elemental traits, fire; Resist cold 15; SR 14
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 30 ft., burrow 20 ft.; earth glide
  Melee 2 slams +17 (1d8+7 plus burn)
  Space 10 ft.; Reach 10 ft.
  Special Attacks burn (1d6 fire, DC 18), lava puddle, rage 
  (12 rounds/day), rage powers (knockdownAPG, quick reflexes), 
  smite good (1/day)
  STATISTICS
  Str 24, Dex 12, Con 23, Int 8, Wis 11, Cha 9
  Base Atk +11; CMB +19 (+21 bull rush); CMD 28 (30 vs. bull rush)
  Feats Cleave, Extra Rage PowerAPG, Improved Bull Rush, Improved 
  Initiative, Iron Will, Power Attack
  Skills Acrobatics +5, Climb +18, Intimidate +8, Knowledge 
  (dungeoneering) +10, Knowledge (nobility) +2, Knowledge 
  (planes) +3, Perception +14, Sense Motive +6, Stealth +8
  Languages Ignan
  SQ fast movement
  SPECIAL ABILITIES
  Burn (Ex) A magma elemental’s burn DC includes a –2 racial 
  penalty, as their fires don’t burn quite as hot as true 
  elemental flames.
  Earth Glide (Ex) A burrowing magma elemental can pass 
  through stone, dirt, lava, or almost any other sort of earth 
  except metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it create 
  any ripple, though the area it passes through feels warm for 1 
  round afterward and often retains a strangely smooth texture, 
  
  19
  FORGED IN FLAME, PART 2: CLEANSED WITH FIRE
  as if the stone had been polished. A move earth spell cast 
  on an area containing a burrowing magma elemental flings 
  the elemental back 30 feet, stunning the creature for 1 round 
  unless it succeeds at a DC 15 Fortitude save.
  Lava Puddle (Su) Once per day as a full-round action, a magma 
  elemental can vomit forth a puddle of lava that fills its space 
  to a depth of 2–3 inches and counts as difficult terrain. Any 
  creature that moves through this puddle of lava takes 2d6 
  points of fire damage. This damage continues for 1d3 rounds 
  after the creature leaves the lava pool, although then it only 
  inflicts 1d6 points of fire damage per round. The lava puddle 
  solidifies and is safe to touch after 8 rounds. At the GM’s 
  discretion, this puddle of lava could start secondary fires.
  Development: After dispatching the efreeti, the PCs can 
  secure the Flamebinder’s Jaw from the trophy case and plant 
  any remaining evidence against the noble house. If the PCs 
  search Xojject’s belongings, they find the Cinderfury gorget 
  around his neck.
  Faction Notes: Members of the Exchange faction can find 
  that Xojject held one letter of credit in reserve in a locked 
  drawer of his desk (Disable Device DC 25). The PCs can force 
  the drawer open (hardness 8, hp 20, break DC 20), but doing 
  so causes considerable damage to the desk itself. Due to the 
  PCs’ primary mission, Xojject is a very unlikely candidate to 
  help the Exchange as its local efreeti liaison. However, should 
  the PCs agree to leave him in peace and forgo subsequent 
  encounters, he is willing to work with the Exchange on a 
  provisional basis, contingent upon its profitability.
  Members of the Liberty’s Edge faction should take 
  Flamebinder’s Jaw, which has special significance to the 
  azers in service to the Cinderfurys.
  Rewards: If the PCs don’t defeat Xojject and Craterflame, 
  reduce each PC’s gold earned as follows:
  Subtier 5–6: Reduce each PC’s gold earned by 37 gp.
  Out of Subtier: Reduce each PC’s gold earned by 627 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,217 gp.
  CONCLUSION
  So long as the PCs defeated Xojject, they encounter a regally 
  dressed efreeti as they make their way out of Emberhearth. 
  This is Sarath Iqdaudja (NE female noble efreeti wizard 4), 
  a member of the sultana’s court who has been following the 
  PCs’ movements. She lounges in one of the rooms or leans 
  against a wall in one of the hallways before giving a bow 
  and introducing herself to the Pathfinders. She shares that 
  the PCs and their patron have played a role in larger plans 
  that shall reach all corners of the plane and beyond. With 
  that, she takes her leave, preferring to turn invisible before 
  departing through a back entrance. If the PCs attempt to 
  stop her, she aloofly soothes their anger by noting they have 
  the sultana’s favor, not her ire. Further, she cautions them 
  against attacking one of the sultana’s favored ambassadors, 
  noting that any such act by a foreign agent would invariably 
  result in capture and execution. She’s sincere; in the event 
  the PCs fight her in earnest, they draw the lethal wrath of 
  the City of Brass.
  Qalkami intercepts the PCs near the edge of the estate to 
  let them know that a host of nobles are on their way to witness 
  the Cinderfurys’ treachery. She takes this opportunity to 
  hastily debrief the PCs, confirm they planted the evidence, 
  and take any of the key treasures she had requested. If the 
  PCs recovered any of these treasures, a PC attempting to 
  convince her otherwise must succeed at a DC 21 Bluff check 
  (DC 24 in Subtier 8–9). 
  Sarath’s Message: Qalkami finds any news of Sarath and 
  her proclamation heartening, as this convinces her that she 
  has the backing of the sultana in destroying the Cinderfurys.
  The Azerite Pact: Qalkami is excited to receive the pact, 
  as she can use it to usurp ownership of all of the bound 
  azers. If the PCs fail to deceive her about the pact, she 
  cajoles them about what possible use they could have for 
  such a document. Any intention to free the azers makes her 
  laugh. “Ahh, the pawns have decided to take the moral high 
  ground; the same pawns who just raided a noble efreeti 
  home. The irony’s palpable.” She does not press the PCs 
  much further on the subject, noting she can accomplish 
  what she must through other channels.
  The Cinderfury Gorget: The efreeti tests the gorget’s 
  weight in her hand for a moment before pocketing it, 
  commenting how far the family has fallen since their 
  generals were the sultanate’s pride.
  Evidence: Qalkami listens intently to where the PCs 
  planted the evidence and seems satisfied once she has 
  confirmed they placed at least four of the six pieces in 
  suitable places. 
  So long as the PCs satisfy Qalkami by meeting two of her 
  three criteria (for the pact, gorget, or evidence), she voices 
  her approval, declares the Society’s obligation fulfilled, and 
  shares the promised secret.
  “Only a powerful artifact in its own right could crack the jewel you 
  have found. What you seek is known as Fossilblight, a legendary 
  weapon of solid diamond the shaitans built to punish the City of 
  Brass.” She scoffs. “They lost it, no thanks to my family’s guile. 
  We found it, and when the shaitans dispatched a mighty colossus 
  to crush us in retaliation, we used the weapon to pin the war 
  machine deep in the Kullan Dei Mountains of Tian Xia, a range on 
  your home planet. Tell your elders, as they seem so desperate to 
  know. I have a final piece of business to conduct.”
  She asks the PCs to leave their talismans at the Chromatic 
  Dragon in her name. Shortly after concluding her business, 
  Qalkami turns to great a plethora of elegantly dressed 
  efreeti nobles, royal guards, and politicians who mill about 
  the estate’s main entrance, scowling at any of the PCs who 
  
  PATHFINDER SOCIETY SCENARIO
  20
  linger. Qalkami hovers to address the gathering.
  “Citizens of Brass! Look upon Emberhearth and observe! Today, the 
  corruption of the Cinderfurys has been revealed, defying the very 
  dynasty that put them in power. They conspire with the Peerless 
  Empire to attack the throne, and their crimes must be punished. It 
  is my charge to protect the sultana’s glory, and I would extinguish 
  the last flame before allowing any harm to her. I’ve failed her once 
  before, and I will not do so again!”
  Respectful nods, light clapping, and a few cheers from the 
  crowd greet Qalkami’s speech. The royal guards quickly rush 
  into the building while the nobles begin congratulating 
  Qalkami on a job well done. To the PCs, it might appear 
  as though the Cinderfurys’ guilt is accepted in spite of any 
  evidence, and while there’s some truth to that thanks to 
  political maneuvering, they can learn through the rumor 
  mill later how their contributions helped drive the rise of 
  the Mishalqs’ power and the fall of the Cinderfurys’.
  It’s very likely the PCs befriended one or more groups 
  of azers during this adventure, and the azers meet with 
  the Pathfinders at a prearranged location later to exchange 
  information and treasures. If the PCs provide the azers 
  with Flamebinder’s Jaw, they are in awe and soon excuse 
  themselves to begin making arrangements to commune 
  with their ancestor.
  Faction Notes: Members of the Exchange faction can 
  request Qalkami’s continued services as a liaison for the 
  Exchange in its operations in the City of Brass. She accepts 
  only if the PCs met all three of her objectives; she knows that 
  any foreign initiatives in the unforgiving city won’t work if 
  overseen by operatives who leave a job half-done.
  Reporting Conditions
  If the Exchange faction gained the future service of the azers 
  (whether coerced or voluntary), check box A on the reporting 
  sheet. If the Exchange faction secured an influential liaison in 
  the City of Brass, check box B. If the PCs gave Flamebinder’s 
  Jaw to the azers, check box C. If the PCs secured the azers’ 
  freedom with the Azerite Pact, check box D.
  Primary Success Conditions
  The PCs fulfill their primary objective so long as they 
  fulfill the Society’s obligation to Qalkami and learn of the 
  Fossilblight. Doing so earns each PC 1 Prestige Point.
  Secondary Success Conditions
  The PCs’ secondary objectives are varied, and they fulfill 
  them so long as the meet two of the following three 
  conditions: resolve the encounter in area A without killing 
  half or more of the azers, bypass the encounter in area 
  B5 without violence, and find the lineage data in area B9. 
  Doing so earns each PC 1 additional Prestige Point.
  Faction Notes
  Several factions have strong opportunities to further 
  their respective goals during this adventure, earning PCs 
  associated with those factions additional rewards.
  The Exchange: The City of Brass is synonymous with 
  wealth, and where there are riches, there’s an opportunity 
  for the Exchange to take a piece of the action. There are 
  three significant accomplishments that could impress 
  Guaril Karela: finding a local liaison, recovering a letter of 
  credit, and securing the azers labor as the faction opens 
  up local businesses. Qalkami is the most likely liaison 
  (see Conclusion), though Anwar Alim (see area A) and 
  even Xojject (see area B14) are possibilities. The letter of 
  credit appears in area B14. The PCs can secure the azers’ 
  assistance by altering the Azerite Pact (see area B9). If the 
  PCs fulfill at least one of these goals, each Exchange faction 
  PC earns the Brass Tycoon boon on his Chronicle sheet; 
  check one of the three boxes for each of these goals the PCs 
  did not fulfill.
  Liberty’s Edge: The efreet have enslaved and exploited 
  azers for countless ages, and members of this faction have 
  the opportunity to free azers from servitude and recover 
  an important relic connected to the azers’ resistance. To 
  fulfill this objective, the PCs must resolve at least one of 
  the azer encounters (area A and B6) without harming the 
  azers. In addition, the PCs must either alter the Azerite 
  Pact in area B9 to free the azers or deliver Flamebinder’s 
  Jaw to the azers. Doing so earns each Liberty’s Edge 
  faction PC the Azers’ Beacon boon on his Chronicle sheet 
  with one box checked. If the PCs both change the pact 
  and deliver the jawbone, these PCs earn the boon with no 
  boxes checked.
  
  21
  FORGED IN FLAME, PART 2: CLEANSED WITH FIRE
  Player Handout #1: News from Katheer
  Player Handout #2: Liberty’s Edge Message
  Pathfinders,
  A cool breeze graces Katheer as I write this, as if acknowledging the way in which you masterfully tame the Plane of 
  Fire itself. It is time for you to leave the comforts of Zjarra behind and embark for a far more ambitious and dangerous 
  locale: the City of Brass!
  As you may recall, the Society has retained the services of an efreeti information broker named Qalkami Mishalq, who 
  owns a secret we dearly need. The Pathfinder Society negotiated an exchange of services, and I just received word that several 
  of our very own agents have fulfilled many of the efreeti’s demands. We owe only one task more, and that debt draws us to the 
  fire genies’ capital. Remember that efreet are wily and often cruel, and the City of Brass is their own playground of opulence 
  and mischief. Your safety depends heavily on your patron’s satisfaction; she is a citizen with many rights, and you will be a 
  visitor with few. You need not commit atrocities in her name, but neither should you assume your own moral compass grants 
  you the right to start fights with passersby.
  This is such new territory for the Society, and already I have heard your names spoken with awe for accepting this 
  challenge. We shall feast together and toast your success when you return to Katheer.
  May shade never be far,
  Venture-Captain Esmayl ibn Qaradi
  Champion of Freedom,
  Your adventures into the Plane of Fire bring an unprecedented opportunity to 
  spread the word of freedom and democracy. The City of Brass liberally uses 
  slaves and indentured servants to further its fiery agendas. We must remove 
  their eternal shackles of slavery and confront their captors.
  The efreet are especially infamous, having enslaved many of the native azers 
  and forced them to do their bidding for centuries. This means few azers even 
  remember what true independence is. We must wrest this power away from the 
  oppressive efreet and provide the azers a life free of oppression and struggle. 
  In your travels, be on the lookout for ways to spread freedom and decimate 
  corruption.
  In pursuit of true liberty, always.
  Major Colson Maldris
  
  PATHFINDER SOCIETY SCENARIO
  22
  Player Handout #3: Operation Report
  Illustrious Ilshar Cinderfury,
  The operation is complete, and I write to you to report our 
  success on all accounts. As advised, the treasury’s defenses were 
  inadequate, and our operatives easily entered the third treasury 
  of Ashadieeyah bint Khalid and secured the Sairazul’s Tears, 
  replacing them with the fakes provided. Initial observations by 
  local operatives suggest none are the wiser. We have delivered 
  the gems to your appointed representative and withdrawn the 
  prearranged funds from your account. 
  As before, your premium has paid for our silence in perpetuity. 
  Should you have need of our services again, contact the Bralkashik 
  by the usual means.
  
  23
  FORGED IN FLAME, PART 2: CLEANSED WITH FIRE
  APPENDIX: STAT BLOCKS
  The following stat blocks are used in this adventure.
  AZER
  Heat ripples the air near this squat, brass-skinned humanoid. Its 
  head and shoulders blaze with a mane of fire.
  AZER 
  CR 2
  Pathfinder RPG Bestiary 2 39
  LN Medium outsider (extraplanar, fire)
  Init +1; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 natural)
  hp 15 (2d10+4)
  Fort +5, Ref +1, Will +4
  Immune fire; SR 13
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee mwk warhammer +4 (1d8+1/×3 plus 1d6 fire)
  Ranged light hammer +3 (1d4+1 plus 1d6 fire)
  Special Attacks heat (1d6 fire)
  STATISTICS
  Str 13, Dex 12, Con 15, Int 12, Wis 12, Cha 9
  Base Atk +2; CMB +3; CMD 14
  Feats Power Attack
  Skills Acrobatics +0, Appraise +6, Climb +3, Craft (any two) +6, 
  Knowledge (nobility) +6, Perception +6
  Languages Common, Ignan
  Gear mwk scale mail, mwk warhammer, light hammer
  EFREETI
  This muscular giant has crimson skin, smoldering eyes, and small 
  black horns. Smoke rises in curls from its flesh.
  ADVANCED EFREETI 
  CR 9
  Pathfinder RPG Bestiary 288, 140
  LE Large outsider (extraplanar, fire)
  Init +9; Senses darkvision 60 ft., detect magic; Perception +17
  DEFENSE
  AC 25, touch 15, flat-footed 19 (+5 Dex, +1 dodge, +10 natural, 
  –1 size)
  hp 115 (10d10+60)
  Fort +9, Ref +12, Will +11
  Immune fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 20 ft., fly 40 ft. (perfect)
  Melee mwk falchion +18/+13 (2d6+12/18–20 plus 1d6 fire) or 
  2 slams +17 (1d8+8 plus 1d6 fire)
  Space 10 ft.; Reach 10 ft.
  Special Attacks change size, heat
  Spell-Like Abilities (CL 11th; concentration +15)
  Constant—detect magic
  At will—plane shift (willing targets to Elemental Planes, Astral 
  Plane, or Material Plane only), produce flame, pyrotechnics 
  (DC 16), scorching ray
  3/day—invisibility, quickened scorching ray, wall of fire
  1/day—grant up to 3 wishes (to nongenies only), gaseous 
  form, permanent image (DC 20)
  STATISTICS
  Str 27, Dex 21, Con 22, Int 16, Wis 18, Cha 19
  Base Atk +10; CMB +19; CMD 35
  Feats Combat Casting, Combat Reflexes, Deceitful, Dodge, 
  Improved InitiativeB, Quicken Spell-Like Ability (scorching ray)
  Skills Acrobatics +5 (+1 when jumping), Bluff +21, Craft 
  (any one) +14, Disguise +21, Fly +24, Intimidate +17, 
  Perception +17, Sense Motive +17, Spellcraft +16, Stealth +14
  Languages Aquan, Auran, Common, Draconic, Ignan, Infernal, 
  Terran; telepathy 100 ft.
  SQ change shape (humanoid or giant; alter self or giant form I)
  Other Gear mwk falchion
  SPECIAL ABILITIES
  Change Size (Sp) Twice per day, an efreeti can magically change 
  a creature’s size. This works just like an enlarge person or 
  reduce person spell (the efreeti chooses when using the 
  ability), except that the ability can work on the efreeti. A DC 
  18 Fortitude save negates the effect. The save DC is Charisma-
  based. This is the equivalent of a 2nd-level spell.
  Heat (Ex) An efreeti’s body deals 1d6 points of fire damage 
  whenever it hits in melee, or in each round it grapples.
  EFREETI 
  CR 8
  Pathfinder RPG Bestiary 140
  LE Large outsider (extraplanar, fire)
  Init +7; Senses darkvision 60 ft., detect magic; Perception +15
  DEFENSE
  AC 21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, +8 natural, –1 size)
  hp 95 (10d10+40)
  Fort +7, Ref +10, Will +9
  Immune fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 20 ft., fly 40 ft. (perfect)
  Melee 2 slams +15 (1d8+6 plus 1d6 fire) or 
  mwk falchion +16/+11 (2d6+9/18–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks change size, heat
  Spell-Like Abilities (CL 11th; concentration +13)
  Constant—detect magic
  At Will—plane shift (willing targets to Elemental Planes, Astral 
  Plane, or Material Plane only), produce flame, pyrotechnics 
  (DC 14), scorching ray
  3/day—invisibility, quickened scorching ray, wall of fire
  1/day—grant up to 3 wishes (to nongenies only), gaseous 
  form, permanent image (DC 18)
  
  PATHFINDER SOCIETY SCENARIO
  24
  STATISTICS
  Str 23, Dex 17, Con 18, Int 12, Wis 14, Cha 15
  Base Atk +10; CMB +17; CMD 31
  Feats Combat Casting, Combat Reflexes, Deceitful, Dodge, 
  Improved InitiativeB, Quicken Spell-Like Ability (scorching ray)
  Skills Bluff +19, Craft (any one) +14, Disguise +10, Fly +13, 
  Intimidate +15, Perception +15, Sense Motive +15, 
  Spellcraft +14, Stealth +8
  Languages Auran, Aquan, Common, Ignan, Terran; telepathy 
  100 ft.
  SQ change shape (humanoid or giant; alter self or giant form I)
  SPECIAL ABILITIES
  Change Size (Sp) Twice per day, an efreeti can magically 
  change a creature’s size. This works just like an enlarge 
  person or reduce person spell (the efreeti chooses when 
  using the ability), except that the ability can work on the 
  efreeti. A DC 13 Fortitude save negates the effect. The saving 
  throw DC is Charisma-based. This is the equivalent of a 2nd-
  level spell.
  Heat (Ex) An efreeti’s body deals 1d6 points of fire damage 
  whenever it hits in melee, or in each round it grapples.
  LAVA DRAKE
  This muscular two-legged dragon is covered with scales of thick 
  volcanic stone.
  LAVA DRAKE 
  CR 9
  Pathfinder RPG Bestiary 4 78
  NE Large dragon (fire)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +15
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 115 (11d12+44)
  Fort +11, Ref +10, Will +8
  Immune fire, paralysis, sleep
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 20 ft., burrow (lava only) 30 ft., fly 60 ft. (average)
  Melee bite +17 (1d8+7), 2 claws +17 (1d6+7), tail slap +15 
  (1d8+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks magma shake, pyroclastic vomit
  STATISTICS
  Str 25, Dex 16, Con 18, Int 9, Wis 12, Cha 11
  Base Atk +11; CMB +19 (+21 bull rush); CMD 32 (34 vs. bull rush)
  Feats Awesome Blow, Flyby Attack, Improved Bull Rush, 
  Improved Initiative, Multiattack, Power Attack
  Skills Climb +21, Fly +15, Intimidate +14, Perception +15, 
  Stealth +13 (+21 submerged in molten rock or metal); 
  Racial Modifiers +8 Stealth submerged in molten rock 
  or metal
  Languages Draconic
  SQ hold breath, speed surge
  SPECIAL ABILITIES
  Magma Shake (Ex) Whenever a lava drake exits from being 
  submerged in molten rock (either magma or lava), on the 
  next round as a full-round action, it can shake its body, flicking 
  a fine spray of scalding molten rock in every direction. All 
  creatures within a 30-foot radius of the lava drake take 5d6 
  points of fire damage from the shower of scalding rock; a 
  successful DC 18 Reflex save halves the damage. Performing 
  a magma shake clears the drake’s scales of all excess molten 
  rock and it must resubmerge itself in order to use this attack 
  again. The save DC is Dexterity-based.
  Pyroclastic Vomit (Ex) As a standard action, a lava drake can 
  vomit forth a ball of molten rock that explodes upon striking a 
  target, showering the target and adjacent creatures in magma. 
  This attack has a range of 100 feet, and deals 6d6 points of 
  fire damage (Reflex DC 19 half) to the primary target and 3d6 
  points of fire damage to any creatures within 20 feet of the 
  primary target. The magma continues to burn for 1d3 rounds, 
  dealing an additional 3d6 points of fire damage per round to 
  the primary target and 1d6 points of fire damage per round to 
  any secondary targets. After the magma cools, it crumbles to 
  dust. Once a lava drake has used its pyroclastic vomit, it cannot 
  do so again for 1d6 rounds. The save DC is Constitution-based.
  Speed Surge (Ex) Three times per day as a swift action, a 
  lava drake can draw on its draconic heritage for a boost of 
  strength and speed that allows it to take an additional move 
  action that round.
  MAGMA ELEMENTAL
  This rocky monster glows with an internal heat. Red light spills 
  from its eyes and mouth, as well as fractures in its outer surface.
  LARGE MAGMA ELEMENTAL 
  CR 5
  Pathfinder RPG Bestiary 2 118
  N Large outsider (earth, elemental, extraplanar, fire)
  Init +3; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 16, touch 8, flat-footed 16 (–1 Dex, +8 natural, –1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +5, Will +2
  DR 5/—; Immune fire, elemental traits
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 20 ft., burrow 20 ft.; earth glide
  Melee 2 slams +11 (1d8+4 plus burn) Space 10 ft.; Reach 10 ft.
  Special Attacks burn (1d6, DC 14), lava puddle
  STATISTICS
  Str 18, Dex 8, Con 15, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +13; CMD 22
  Feats Cleave, Improved Bull Rush, Improved Initiative, Power Attack
  Skills Climb +15, Knowledge (dungeoneering) +9, Perception 
  +11, Stealth +6
  Languages Ignan
  
  25
  FORGED IN FLAME, PART 2: CLEANSED WITH FIRE
  SPECIAL ABILITIES
  Burn (Ex) A magma elemental’s burn DC includes a –2 racial 
  penalty, as their fires don’t burn quite as hot as true 
  elemental flames.
  Earth Glide (Ex) A burrowing magma elemental can pass 
  through stone, dirt, lava, or almost any other sort of earth 
  except metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it create 
  any ripple, though the area it passes through feels warm 
  for 1 round afterward and often retains a strangely smooth 
  texture, as if the stone had been polished. A move earth spell 
  cast on an area containing a burrowing magma elemental 
  flings the elemental back 30 feet, stunning the creature for 
  1 round unless it succeeds at a DC 15 Fortitude save.
  Lava Puddle (Su) Once per day as a full-round action, a 
  magma elemental can vomit forth a puddle of lava that 
  fills its space to a depth of 2–3 inches and counts as difficult 
  terrain. Any creature that moves through this puddle of lava 
  takes 2d6 points of fire damage. This damage continues for 
  1d3 rounds after the creature leaves the lava pool, although 
  then it only inflicts 1d6 points of fire damage per round. The 
  lava puddle solidifies and is safe to touch after 8 rounds. At the 
  GM’s discretion, this puddle of lava could start secondary fires.
  SALAMANDER
  This snake-bodied humanoid hisses with anger. Spines of crackling 
  flame dance along the creature’s blackened, fiery-red scales.
  ADVANCED SALAMANDER 
  CR 7
  Pathfinder RPG Bestiary 288, 240
  CE Medium outsider (extraplanar, fire)
  Init +3; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)
  hp 92 (8d10+48)
  Fort +12, Ref +9, Will +8
  DR 10/magic; Immune fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 20 ft.
  Melee mwk spear +14/+9 (1d8+7/×3 plus 1d6 fire), tail slap +8 
  (2d6+2 plus 1d6 fire and grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with tail)
  Special Attacks constrict (2d6+7), heat (1d6 fire)
  STATISTICS
  Str 20, Dex 17, Con 22, Int 18, Wis 19, Cha 17
  Base Atk +8; CMB +13 (+17 grapple); CMD 26 (can’t be tripped)
  Feats Cleave, Iron Will, Power Attack, Skill Focus (Perception)
  Skills Acrobatics +14 (+10 when jumping), Bluff +14, Craft 
  (armor, blacksmith, weapons) +17, Intimidate +14, Knowledge 
  (planes) +15, Perception +18, Sense Motive +15, Stealth +14; 
  Racial Modifiers +4 Craft (armor, blacksmith, and weapons)
  Languages Common, Draconic, Ignan, Infernal
  Other Gear mwk spear
  SPECIAL ABILITIES
  Heat (Ex) A salamander generates so much heat that its mere 
  touch deals an additional 1d6 points of fire damage. A 
  salamander’s metallic weapons also conduct this heat.
  SALAMANDER 
  CR 6
  Pathfinder RPG Bestiary 240
  CE Medium outsider (extraplanar, fire)
  Init +1; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 76 (8d10+32)
  Fort +10, Ref +7, Will +6
  DR 10/magic; Immune fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 20 ft.
  Melee spear +11/+6 (1d8+4/×3 plus 1d6 fire), tail slap +6 
  (2d6+1 plus 1d6 fire and grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with tail)
  Special Attacks constrict (2d6+4 plus 1d6 fire), heat
  STATISTICS
  Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13
  Base Atk +8; CMB +11 (+15 grapple); CMD 22 (can’t be tripped)
  Feats Cleave, Iron Will, Power Attack, Skill Focus (Perception)
  Skills Acrobatics +12, Bluff +12, Craft (weapons) +17, 
  Intimidate +12, Knowledge (planes) +13, Perception +16, 
  Sense Motive +13, Stealth +12; Racial Modifiers +4 Craft 
  (armor, blacksmith, and weapons)
  Languages Common, Ignan
  SPECIAL ABILITIES
  Heat (Ex) A salamander generates so much heat that its mere 
  touch deals an additional 1d6 points of fire damage. A 
  salamander’s metallic weapons also conduct this heat.
  
  PATHFINDER SOCIETY SCENARIO
  26
  
  27
  FORGED IN FLAME, PART 2: CLEANSED WITH FIRE
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #8-11: 
  Forged in Flame, Part 2:
  Cleansed with Fire
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
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  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 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the 
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  5. Representation of Authority to Contribute: If You are contributing original 
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  11. Use of Contributor Credits: You may not market or advertise the Open Game 
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
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  13. Termination: This License will terminate automatically if You fail to comply 
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  aware of the breach. All sublicenses shall survive the termination of this License.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #8–11: Forged in Flame, Part 2: Cleansed with Fire 
  © 2016, Paizo Inc.; Author: Nathan King.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  5–6
  8–9
  —
  1,306
  2,748
  —
  2,027
  2,611
  5,496
  —
  4,054
  Out of
  Subtier
  Pathfinder Society Scenario #8-11: 
  Forged in Flame, Part 2:
  Cleansed with Fire
  ▫ ▫ Azers’ Beacon (Liberty’s Edge Faction): Thanks to your efforts, dozens of azers have secured their freedom 
  in the City of Brass. You have received their blessing and can channel this latent magic to radiate brilliant fire 
  for 2 rounds as a swift action by checking a box that precedes this boon. These flames shed light as a torch and 
  do not harm your possessions, but any creature that strikes you with an unarmed strike or natural attack takes 
  fire damage equal to 1d6 plus the number of fire affinity boons you have earned. This damage doubles against 
  creatures that are grappling you (including against restraints like rope).
  ▫ ▫ ▫ Brass Tycoon (Exchange Faction): The Exchange has established profitable foothold on the Plane 
  of Fire, and you have dedicated considerable attention to making sure all goes smoothly. You are so practiced 
  in negotiating with fiery creatures that flames practically obey your spoken commands. You can check a box 
  that precedes this boon before attempting a saving throw against an effect that deals fire damage or has 
  the fire descriptor to roll the save twice and take the higher result; if you can speak Ignan, you extend this 
  benefit against the effect to your allies (maximum one ally per Fire Affinity boon this character has earned). 
  Alternatively, when you or an adjacent ally cast a spell with the fire descriptor, you can check a box to apply the 
  Selective SpellAPG metamagic feat to the spell without changing its spell level or casting time (maximum one 
  square excluded per Fire Affinity boon this character has earned).
  ▫ Efreeti Arcana: You have studied powerful efreeti magic gathered over generations. Between adventures, 
  you can check the box that precedes this boon to scribe (or teach to your familiar) two spells whose spell levels 
  cannot exceed the highest-level spell you can cast. You can instead scribe three such spells so long as they each 
  have the fire descriptor. This does not allow you to learn spells to which you would not otherwise have access, 
  such as due to your class or race. Alternatively, you can check the box to cast scorching ray as a spell-like ability 
  (CL 7th).
  Fire Affinity: Your connection to elemental fire has grown stronger over the course of your recent adventures. 
  This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future 
  adventures—especially those set on the elemental planes.
  Core Campaign
  All Subtiers
  Subtier 8–9
  +1 shield cloak (2,000 gp; Pathfinder RPG Ultimate 
  Equipment 268)
  bonebreaker bracers (6,000 gp; Ultimate Equipment 270)
  book of extended summoning (2,750 gp; Ultimate 
  Equipment 283)
  frost-forged steel breastplate (2,700 gp; Ultimate 
  Equipment 50)
  gray bag of tricks (3,400 gp)
  lens of detection (3,500 gp)
  page of spell knowledge (2nd level; 4,000 gp; Ultimate 
  Equipment 314)
  spell lattice (1st level; 1,000 gp; Pathfinder RPG 
  Advanced Class Guide 235)
  +1 dragon-defiant shield cloak (5,000 gp; Pathfinder 
  RPG Ultimate Equipment 116, 268)
  +1 spell-storing battleaxe (8,310 gp)
  balm of impish grace (7,500 gp; Ultimate Equipment 282)
  greater book of extended summoning (6,126 gp; 
  Ultimate Equipment 283)
  scroll of heroism (CL 8th; 600 gp, limit 1)
  spell lattice (2nd level; 4,000 gp; Pathfinder RPG 
  Advanced Class Guide 235)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-11 - Forged in Flame Part 2 - Cleansed with Fire.pdf