TEXT:    
  by Tim HiTcHcock
  The Hydra’s Fang Incident
  
  2 2
  THE HYDRA’S FANG INCIDENT™
  PaTHfinder SocieTy Scenario 02
  Design: Tim Hitchcock
  Development and Editing: Nicolas Logue and Sean K Reynolds
  Additional Development: Joshua J. Frost
  Editing: Joshua J. Frost
  Art Director: Drew Pocza
  Interior Artist: Adam Vehige 
  Cartographer: Rob Lazzaretti
  Managing Art Director: James Davis
  Vice President of Operations: Jeff Alvarez
  Director of Marketing: Joshua J. Frost
  Organized Play Coordinator: Nicolas Logue
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Staff Accountant: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Pathfinder Society Scenario 02: The Hydra’s Fang Incident is a Pathfinder Society Scenario designed for Tiers 1-2 (1st and 
  2nd level characters) and 4-5 (4th and 5th level characters.)  This scenario is designed for play in Pathfinder Society 
  Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game 
  License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular fantasy roleplaying game.
  The OGL can be found on page 15 of this product.
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
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  paizo.com/pathfindersociety
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 
  2000 Wizards of the Coast, Inc. All other trademarks are property of Paizo Publishing, LLC. ©2008 Paizo Publishing. 
  All Rights Reserved.
  
  3
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  Upon official word of his condemnation, Darsielle fled 
  Westcrown and went on a rampage, foundering ships and 
  looting small towns up and down the Andoren coast. This 
  time, the Andorens responded with a formal declaration 
  of war. Hoping to avoid conflict, the Chelish diplomats 
  promised to permanently rid the Inner Sea of the Hydra’s 
  Fang, provided they stay their attacks. Andoran accepted 
  a temporary treaty, giving Cheliax 30 days to make good 
  on their offer.
  A fortnight later, Darsielle struck the small Andoren 
  village of Wittleshine, burning it to the ground. He 
  churned the ivory sands to black ash, butchering scores 
  of fishermen and seaweed farmers before dragging off 
  the living in slave chains. Keeping their word, Chelish 
  dragoons attempted to stop him by ambushing him 
  with two battleships just off shore. Chelish rear-admiral 
  Gusarre the Bleak led the dragoons and in a radical 
  maneuver rammed the prow his ship, the Righteous 
  Fury, into the Hydra’s Fang’s hull. Unfortunately, one 
  of Darseille’s men got off a lucky retaliatory shot that 
  struck Gusarre in the throat, pitching the admiral into 
  the angry waters. In the disarray, Darsielle’s men set 
  the Righteous Fury’s sails aflame with a barrage of tarred 
  arrows. Du Moire quickly piloted a narrow escape, while 
  the remaining Chelish ship chose to aid their allies 
  rather than give pursuit—a poor decision, for which her 
  captain was later hanged.
  With the Hydra’s Fang’s badly damaged hull taking 
  on water, Darsielle desperately sought safe harbor in the 
  one port where he could still pull favors, Diobel. In the 
  city of scoundrels, he’d done a decent amount of business 
  pawning off pirated goods. While Diobel itself remains 
  difficult to enter unannounced, in the far harbor one can 
  still moor a ship in relative anonymity.
  Nobody likes Darsielle Du Moire, bloody nobody. Born 
  the third son of a wealthy Chelaxian count, the young 
  blueblood prided himself for squandering his family’s 
  fortunes on debauchery and hedonism. Mocking the 
  courtly traditions and old laws with arrogant disregard, the 
  pampered brat recklessly offended high-ranking Chelish 
  nobles, evoking the scorn of his father’s once trusted 
  allies. To rid himself of damning social embarrassments, 
  the elder Du Moire gifted his son with a small sailing 
  vessel and a privateer’s writ. He sent the cocksure lad off 
  into the oceans, confident either bloodthirsty pirates or 
  disgruntled crewmen would soon dispose of him.
  Ironically, Darsielle took to a privateer’s life like a jackal 
  upon the carcass of a fallen stag. In a few short seasons, 
  he sank half a dozen pirate ships, as well as one or two 
  Andoren vessels that he claimed were unmarked. Due to 
  tales of his ruthlessness, the infamy of his sip, the Hydra’s 
  Fang, spread. Of his original crewmen, few remained. 
  Men he tired of, he keelhauled and fed their bones to the 
  greedy sharks. He quickly replaced those possessing too 
  much honor with scurvy whelps he’d plucked from crews 
  of ships he’d sunk. Thus, by the end of the year, Darsielle 
  commanded a crew of nothing but contemptible bastards.
  In the spring of 4708, Du Moire sailed into Westcrown 
  and superciliously demanded to be crowned admiral 
  of the Chelish dragoon fleet, a demand that was flatly 
  denied. Neither his arrogance nor his recklessness sat 
  well with the current high-admiral, Astran Thrune. 
  Compounding matters, the Andoran government accused 
  Du Moire of deliberately attacking free Andoren ships. 
  Dubbing his attacks “acts of war,” they threatened to 
  retaliate unless the Chelish government placed a cease-
  and-desist upon the Hydra’s Fang. Soon after, several 
  of the imperial families called for the privateer’s head. 
  THe Hydra’s
  Fang IncIdenT
  by Tim HiTcHcock
  
  4 4
  Pathfinder Society Scenario
  SummARY
  The PCs meet a fellow Pathfinder in a crumbling old 
  tavern called The Tails, and then head out to Lubor’s 
  Imports in the hopes of picking up a lead on Du Moire’s 
  location. They arrive to find Lubor and his men slain 
  and a few of Darsielle’s agents still skulking about his 
  shop. A trapdoor at Lubor’s leads down into the twisting 
  canals and slime-slick walkways of the Underdocks, the 
  stomping ground of the mysterious Kortos Consortium. 
  There they face agents of the Consortium and their pet 
  sea cat before rowing out through the city’s locks to the 
  harbor where the Hydra’s Fang is moored. Sahuagin allies 
  of Myraxus Threeshadows accost the party en route, and 
  when they reach the Fang, they find a deadly Du Moire and 
  his thugs awaiting them, along with a few undead slaves 
  left moldering in the flooded lower deck of the ship.
  DIOBEL
  Large Town; AL N
  GP Limit 3,500 gp; Assets 848,750 gp
  DEMOGRAPHICS
  Population 4,850
  Type isolated (human 99%, other 1%)
  AUTHORITY FIGURES
  Kelves Ragewynd LN male human aristocrat 11 (Chancellor), 
  Saphyre Margruel N female human Wizard 9 (High Advisor), 
  Harimolt Grimsly, LE male human rogue 7/ shadowdancer 2 
  (The Silent Edict), Alyxus Gloamwise NE female half-elf ranger 
  5/Assassin 3 (Prime Enforcer)
  NOTES
  Diobel is run by elected members of the merchant’s council 
  known as the Kortos Consortium. Electorate terms are 
  generally long, with some members holding their positions 
  for decades. More often than not, those who take on the 
  Consortium’s responsibilities end up forfeiting or retiring 
  their other business ventures (usually shipping companies) 
  and settle down in Diobel as career politicians. Technically, 
  the Consortium is a free and independent organization 
  open to any merchant willing to pay Consortium dues. The 
  Consortium makes concerted efforts to reduce the trafficking 
  of contraband, stolen merchandise, and tax-free imports, as 
  well as the exporting of contraband Kortosian artifacts that fall 
  outside Absalom’s enforceable jurisdiction. Most members 
  find the organization’s enforcement extremely effective, 
  though only the highest-ranking members possess knowledge 
  of the organization’s true interests and activities. For further 
  information, see the Kortos Consortium sidebar.
  GETTING STARTED 
  Read or paraphrase the following to get this adventure 
  underway:
  You arrive in Diobel via the overland route from Absalom 
  to meet a contact in a pub known as “The Tails”; a dingy, 
  brine-soaked shack covered with swordfish tails located in a 
  rundown section of town called South Reach. There, bitter 
  longshoreman coming off the graveyard shifts pile in and slam 
  rounds of a potent shark-fin liquor, cursing and complaining 
  until they’re drunk enough to be carted home by noon. The 
  disparaged scene has few prying eyes—the ideal place for 
  Pathfinders to pass along their covert whispers. You enter early 
  in the day, when the small crowd of older men is at its most 
  drunk and rowdy, the revelry within barely contained by the 
  boarded-up windows. You stand out like sore thumbs among 
  the ruddy-faced dockworkers, most of whom have more gin-
  blossoms than teeth. The crowd immediately heckles you for 
  being up-scalers and gold-thumbers, demanding you spend 
  some of your coin to buy the bar a round, but quickly fall silent 
  when moments later, a dark, cloaked figure rises from the back 
  of the bar. Then, eyes averted, everyone returns to their former 
  conversations. Drawing back his cloak, your contact reveals 
  himself—a man his late forties with obvious Chelaxian features 
  and a faint beard. He introduces himself only as Osprey, then 
  invites you to sit before he finally tells you why the Society 
  dragged you to Diobel:
   “We’ve word that the accursed Chelaxian pirate Darsielle 
  Du Moire’s has anchored his much sought ship, the Hydra’s 
  Fang, in the harbor. Everyone’s looking for that bastard. He 
  dIOBeL
  Diobel stands upon the flooded ruins of a former siege town 
  on the western coast of the Isle of Kortos. The inner harbor is 
  fortified by a gigantic maze of derelict war-barges, crumbling 
  break walls, and haphazard jetties constructed from the rubble 
  and iron of ancient fortifications. Only smaller vessels can fit 
  through the maze, so warships and large merchant galleys 
  must anchor further out in the open waters off Kortos. As a 
  formal display, any ships seeking to moor in port must first 
  send ashore representatives to register with local officials. 
  Registered boats receive a temporary harbormaster’s pass, 
  after which they can ship in goods in flat-bottomed barges 
  or rowboats. These crafts are led into the maze, pulled along 
  a series of dock-lined canals that weave through the twisted 
  passages. The maze enters first into the Shallows, a wide bay 
  sheltered from the main harbor. The Shallows then flows 
  beneath the main docks into the Underdocks, a shadowy series 
  of walkways that traverses shoals along the rocky shoreline. 
  Scattered through at various intervals are barnacle-and-algae-
  crusted stone bunkers and small floating docks concealing 
  rowboats, barges, and other small transports. The bunkers 
  provide shelters to many of the port’s seedier denizens, 
  storage facilities, and on occasion structural stability to the 
  town itself. Ladders and pylons connect the Underdocks to 
  the rest of the port above.
  
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  The Hydra’s Fang Incident
  believe that he is doing side business with them, outside 
  of the knowledge of the Consortium. In actuality, 
  the Consortium takes a cut and keeps their hands 
  clean. Enforcer stands as one of the most dangerous 
  Consortium positions, for the Prime Enforcer and her 
  minions oversee their work. Should an Enforcer give the 
  slightest hint concerning his true employers, he quickly 
  winds up dead with his defenseless corpse put on trial 
  for conspiracy against Absalom.
  Du Moire was one of Lubor’s best clients and previously 
  fronted him a substantial amount of gold to help him 
  finance his raids. Upon Darsielle’s return, Lubor refused 
  to aid him until his debts cleared. With a single arrogant 
  stride, Du Moire turned on his benefactor and slit his 
  throat, an impractical decision at the very least. Further 
  exacerbating matters, Du Moire emptied the dead man’s 
  coffers, absconding with a good deal of Consortium 
  contraband, an act he may have considered suicidal had he 
  understood the extent of Lubor’s criminal affiliations. 
  By the time the Pathfinders arrive, Du Moire has fled 
  the scene with the bulk of the spoils. However, he’s left 
  his men to finish the dirty work, which involves cleaning 
  up the bodies and looting the rest of the supplies. 
  The doorto area C is bolted shut. If a PC puts his ear 
  to the door and makes a DC 18 Listen check, he hears 
  the sound of sliding boxes and slight banging around 
  as Du Moire’s men rummage for valuables. As soon as 
  anyone fiddles with the door (tries to open it, kicks it, 
  etc.), it alerts Du Moire’s party on the other side and the 
  rummaging stops. A DC 15 Strength check is all it takes 
  to break the door down.
  carries with him some ancient tablets of extreme historical 
  value to our organization. Unknown to most, Wittlestone, the 
  small Andoren town Du Moire razed to the ground, was also 
  home to Myraxus Threeshadows, a noted but aging sage and 
  umber mystic supposedly of ancient Azlanti decent. Among 
  Myraxus’s possessions he kept ancient forgeries of several 
  tablets used in ancient rites during Old Azlant’s height. When 
  Darsielle destroyed the village, he slew the wizard and took the 
  tablets, hoping to pawn them to one of his buyers in Diobel. 
  The tablets are a priceless archeological treasure, one greatly 
  desired by the Pathfinder Society. In fact, just prior to the 
  Azlanti’s death, we placed several bids to purchase the tablets 
  and so naturally were the first to realize they’d gone missing. 
  You must race to get Du Moire and recover the stolen tablets 
  before his pursuers find him or he flees port.
  “If our sources are correct, we’ve learned that he owes a 
  substantial amount of money to one of the Consortium’s more 
  ambitious Enforcers, an importer named Lubor Staizkal. Likely 
  he needs to settle with him at some point. Go to Lubor’s shop 
  on Meldon Lane, near the docks, and see if you can pick up Du 
  Moire’s trail from there, then do whatever you can to get those 
  tablets. May the Gods speed you in this task.”
  Development: Osprey knows everything in the 
  adventure background above and a great deal about the 
  Consortium (everything in the sidebar). If the PCs ask 
  questions he furnishes them with what he knows but 
  hurries them on their task, reminding the party: “Half 
  the Inner Sea is hunting Darsielle Du Moire, and the 
  Society needs you to get to him first.”
  ACT 1: A SouR DEAl IN DIobEl 
  Once the PCs arrive at Lubor’s Imports, read or paraphrase 
  the following:
  On your contact’s advice, you arrive at the shop of one of Du 
  Moire’s supposed connections. A sign over the door reads 
  “Lubor’s Imports.” The door hangs slightly ajar. All is dark within, 
  and eerily silent. As you peer inside, you witness the scene of a 
  recent brawl. Furniture lies smashed and strewn about. Near a 
  closed door at the back of the shop, two bodies slump upon the 
  floor, their blood pooling slowly beneath them.
  The shop belongs to Lubor Staizkal, a disgruntled 
  Andoren dragoon who retired to Diobel. There Lubor 
  landed a job as a customs inspector and quickly garnered 
  attention for recognizing known smugglers and pirates. 
  Soon, the Consortium hired him as an Enforcer, 
  giving him the ability to seize unauthorized goods and 
  contraband in their name. His latest responsibilities 
  involve brokering illicit deals with those Consortium 
  affiliates willing to smuggle contraband against 
  Consortium law. Lubor leads these individuals to 
  THe KOrTOs cOnsOrTIUM
  The Consortium is a semi-covert crime syndicate specializing 
  in running contraband in and out of Absalom. Posing as a 
  merchant’s collective, they have slowly seeped their way into 
  every facet of Diobel’s social and political infrastructure, with 
  high-ranking members serving as elected officials and holding 
  prominent social positions. They ruthlessly persecute non-
  affiliates, and those caught smuggling are righteously handed 
  over to Absalom’s officials. Such seemingly aggressive tactics 
  create a thickly spun chrysalis of deceit to mask their criminal 
  motives. Capital gained from dues and their own smuggling 
  operations funds a hierarchy of minions used to maintain 
  the group’s political infrastructure and protect its extensive 
  property holdings. Diobel also provides a perfect strategic 
  location for the Consortium to keep watch over activities in 
  Absalom. Ultimately, the Consortium seeks to extend its 
  gluttonous reach into the City at the Center of the World; if 
  not openly, then by plucking its shadowed strings.
  
  6 6
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  Pathfinder Society Scenario
  A teenage girl hovers over the corpse of a middle-aged 
  merchant. Her silent eyes filled with tears, she mouths the 
  word “daddy.”
  The girl is actually Katiya, an illusionist in the employ 
  of Du Moire. Using a disguise self spell cast shortly after 
  Lubor’s murder, she’s positioned herself to attract the 
  sympathies of whomever first walks through the doors, 
  buying her allies time to strike from the shadows.
  TIER 1-2
  DU MOIRE’S THUG (2) 
   
  CR 1/2
  Human warrior 1 
  NE Medium human (Chelish)
  Init +1; Senses Listen +3, Spot +2
  DEFENSE
  AC 15, touch 11, flat-footed 14
  (+3 armor, +1 Dex, +1 shield)
  hp 9 (1d8+1)
  Fort +3, Ref +1, Will +1
  OFFENSE
  Spd 30 ft.
  Melee longsword +4 (1d8+3)
  Ranged composite shortbow +2 (1d6)
  TACTICS
  Before Combat The thugs wait, readying their shortbows and 
  marking the doors.
  During Combat The thugs initiate combat by firing arrows, then 
  they drop their bows and draw swords to enter melee. If badly 
  injured (reduced to 2 hp), they back off and throw daggers
  Morale The thugs fear keelhauling more than death and fight 
  until slain. 
  STATISTICS
  Str 16, Dex 12, Con 13, Int 11, Wis 12, Cha 10
  Base Atk +1; Grp +4
  Feats Combat Reflexes, Point Blank Shot
  Skills Climb  +5, Profession (sailor) +4, Intimidate +3, Jump +6 
  Languages Common 
  Gear Studded leather, Buckler, longsword, composite shortbow, 
  quiver with 20 arrows, backpack, 50 ft. silk rope, a grappling 
  hook, signal whistle, silver earring (5 gp), 1 gp
  KATIYA 
   
  CR 1
  Female Human Wizard 1
  NE Medium human (Kellid)
  Init +4; Senses Listen +0, Spot +0
  DEFENSE
  AC 14, touch 10, flat-footed 14
  (+4 armor)
  hp 8 (1d4+4)
  Fort +1, Ref +0, Will +2 
  OFFENSE
  Spd 30 ft. 
  Melee quarterstaff +0 (1d6) or
  dagger +0 (1d4)
  Ranged dagger +0 (1d4)
  Spells Prepared (CL 1st)
  1st—magic missile
  0—acid splash (DC 12), dancing lights, flare (DC 12), 
  Spell book: all cantrips and prepared spells plus:
  1st—obscuring mist
  TACTICS
  Before Combat Prior to combat, Katiya has cast disguise self and 
  read a scroll of mage armor. She uses her disguise to distract the 
  PCs and allow her allies to attack from the corners.
  During Combat As soon as her allies strike, Katiya fades to the 
  background, hurling acid splash, flare and magic missile at the PCs.
  Morale Katiya attempts to flee as soon she takes damage. 
  Base Statistics 
   
  AC 10, touch 10, flat-footed 10
  STATISTICS
  Str 10, Dex 11, Con 12, Int 14, Wis 11, Cha 13
  Base Atk +0; Grp +0
  Feats Combat Casting, Improved Initiative, Toughness
  Skills Concentration +9, Craft (alchemy) +6, Knowledge (nobility 
  and royalty) +6, Knowledge (religion) +6, Spellcraft +6 
  Languages Common, Kellid, Shadow Tongue 
  Combat Gear scroll of disguise self (already used), scroll of mage 
  armor (already used); Other Gear quarterstaff, dagger, scroll of 
  arcane lock, spell component pouch, spell components
  TIER 4-5
  DU MOIRE’S THUG (4) 
   
  CR 1
  Human warrior 1/ rogue 1
  NE Medium human (Chelaxian)
  Init +1; Senses darkvision; Listen +3, Spot +2
  DEFENSE
  AC 15, touch 11, flat-footed 14
  (+3 armor, +1 Dex, +1 shield)
  hp 13 (1d8+1 plus 1d6 +1)
  
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  The Hydra’s Fang Incident
  read a scroll of mage armor. She uses her disguise to distract the 
  PCs and allow her allies to attack from the corners.
  During Combat As soon as her allies strike, Katiya fades to the 
  background, coating the floor before her in grease and casting 
  her offensive spells at the PCs.
  Morale Katiya attempts to flee as soon she takes damage. 
  Base Statistics 
   
  AC 10, touch 10, flat-footed 10
  STATISTICS
  Str 10, Dex 11, Con 12, Int 14, Wis 11, Cha 13
  Base Atk +0; Grp +0
  Feats Combat Casting, Improved Initiative, Toughness, Weapon 
  Focus (ray)
  Skills Concentration +7, Craft (alchemy) +7, Decipher Script +5, 
  Knowledge (nobility and royalty) +6, Knowledge (religion) +6, 
  Spellcraft +8
  Languages Common, Kellid, Shadow Tongue 
  Combat Gear scroll of mage armor (already used); Other Gear 
  quarterstaff, dagger, spell component pouch, spell components
  SPECIAL ABILITIES
  Bat Familiar (Vawn): nat +2, Int 7, Alertness, Improved Evasion, 
  Share Spells, empathic link, deliver touch spells 
  Development: A third door leads to a pilfered storage 
  area where a quick DC 10 Search check uncovers a trap 
  door that opens to the Underdocks. A plain wooden 
  ladder, which Du Moire greased as he retreated, leads 
  down. A DC 15 Search notices the grease, allowing PCs 
  to take 10 to descend safely. However, anyone failing to 
  notice the grease must make a DC 15 Balance check to 
  avoid slipping and falling 10 feet onto the jagged rocks 
  below, taking 1d6 points of damage.  
  If any of these rapscallions are taken alive and 
  questioned, they spit contemptuously at the party, but a 
  DC 15 Intimidate check forces them to nod towards the 
  trapdoor and utter: “Darsielle’s that way. Head through 
  the Underdocks to find the Hydra’s Fang. The harbor 
  guards down below know where he moored the ship. He 
  moves it often, we were supposed to ask them where it was 
  docked when we were finished here.”  
  Rewards: If Katiya and Du Moire’s thugs are defeated, 
  reward each Tier thusly:
  Tier 1-2
  Give each player 69 gp.
  Tier 4-5
  Give each player 276 gp. 
  ACT 2: THE uNDERDoCkS (El 2)
  You enter into a gloomy, greenish twilight where scattered beams 
  of light filter down between weathered dock planks, bouncing 
  Fort +3, Ref +3, Will +1
  Defensive Abilities blur
  OFFENSE
  Spd 30 ft.
  Melee longsword +4 (1d8+3)
  Ranged composite shortbow +2 (1d6)
  Special Attacks Sneak Attack (1d6)
  TACTICS
  Before Combat The thugs drink their potions of blur and potions 
  of darkvision if time allows and then wait, readying their 
  shortbows and marking the doors.
  During Combat The thugs initiate combat by firing arrows, then 
  they drop their bows and draw swords to enter melee. If badly 
  injured (reduced to 2 hp), they back off and throw daggers
  Morale Having witnessed several brutal keelhaulings, these thugs 
  fear the wrath of their captain more than death. Likewise they 
  know their association with Du Moire has marked them as 
  criminals throughout the Inner Sea. They fight until slain. 
  STATISTICS
  Str 16, Dex 12, Con 13, Int 11, Wis 12, Cha 10
  Base Atk +1; Grp +4
  Feats Combat Reflexes, Point Blank Shot
  Skills Climb +5, Profession (sailor) +4, Hide +3, Intimidate +3, 
  Listen +3 Jump +6, Move Silently +3, Spot +3
  SQ Trapfinding
  Languages Common 
  Combat Gear potion of blur, potion of cure moderate wounds, potion 
  of darkvision; Other Gear Studded leather, buckler, longsword, 
  composite shortbow, quiver with 20 arrows, backpack, 50 ft. silk 
  rope, a grappling hook, signal whistle, silver earring (5 gp), 2 gp
  KATIYA 
   
  CR 3
  Female Human Wizard 3
  NE Medium human (Kellid)
  Init +4; Senses Listen +3, Spot +0
  DEFENSE
  AC 14, touch 10, flat-footed 14
  (+4 armor)
  hp 15 (3d4+6)
  Fort +2, Ref +1, Will +5
  OFFENSE
  Spd 30 ft. 
  Melee quarterstaff +1 (1d6) or
  dagger +1 (1d4)
  Ranged dagger +0 (1d4)
  Spells Prepared (CL 1st):
  2nd—scorching ray (+1 ranged touch), touch of idiocy (+0 touch)
  1st—disguise self, grease (DC 13), magic missile 
  0—acid splash (+0 ranged touch), dancing lights, flare (DC 12), message
  Spell book: all cantrips and prepared spells plus:
  1st—unseen servant
  TACTICS
  Before Combat Prior to combat, Katiya has cast disguise self and 
  
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  Pathfinder Society Scenario
  off seaweed covered stones that jut from the dark harbor waters. 
  A forest of pylons suspends the docks above where the scurrying 
  feet of merchants, sailors, and longshoremen hammer like 
  a muffled thunderstorm. Between the pylons, you spot small 
  stone bunkers, ruins of older siege forts now crumbling and 
  weathered from centuries of angry waves. A narrow set of docks 
  traverses the rocks, connecting various locations. Eventually, all 
  lead out to the shallow bay at the mouth of the maze. Nearby, 
  you notice a fresh trail of muck-limned, wet footprints.
  In their rush, Du Moire and his men carelessly left 
  tracks leading to a small bunker with its own short dock. A 
  DC 10 Spot check notes the nearby dock and two rowboats. 
  A pair of Consortium officials and their pet sea cat cub 
  guard the boats. If questioned, they can inform the PCs 
  that they recently allowed a captain and his men to return 
  to their ship. These guards remain under strict orders to 
  detain any strangers without a harbormaster’s pass. They 
  refuse to give up the other two row boats or allow anyone 
  into the maze without a fight, a 100 gp bribe, or convincing 
  evidence they work for the Consortium.
  TIER 1-2
  GUARDS (2) 
   
  CR 1/2
  hp 9; use thugs from Act 1, Tier 1-2
  TACTICS
  Before Combat As soon as initiative occurs, the guard calls for the 
  sea cat cub.
  During Combat The guards fight aggressively, trying to push 
  opponents into the water.
  Morale The guards fight to the death.
  SEA CAT CUB 
   
  CR 1
  Male lessened sea cat (MM 221)
  N Medium magical beast
  Init +1; Senses Darkvision 60 ft. low-light vision, scent; Listen +3, 
  Spot +3
  DEFENSE
  AC 14, touch 11, flat-footed 13
  (+1 Dex, +3 natural)
  hp 14 (2d10+2)
  Fort +4, Ref +4, Will +1
  OFFENSE
  Spd 5 ft., swim 40 ft. 
  Melee 2 claws +3 (1d4+1)
  and bite -2 (1d4)
  Special Attacks Rake (1d6+2)
  TACTICS
  During Combat When his master whistles, the sea cat cub 
  charges from the water and leaps at the nearest opponent, 
  trying to make a rake attack. It fights poorly on land and 
  attempts to knock targets off the dock into the shallows where 
  it has the advantage.
  Morale The sea cat cub is very loyal and fights until its master is 
  slain or flees. 
  STATISTICS
  Str 13, Dex 12, Con 12, Int 2, Wis 13, Cha 10
  Base Atk +2; Grp +3
  Feats Endurance
  Skills Swim +10 
  Languages — 
  SQ hold breath
  SPECIAL ABILITIES
  Hold Breath (Ex) A sea cat cub can hold its breath for a number of 
  rounds equal to its Constitution score x6 before drowning.
  Rend (Ex) A sea cat club that hits with both claws latches on to its 
  opponent’s body and tears the flesh. This automatically deals 
  an additional 1d6+2 points of damage.
  Tier 4-5
  GUARDS (3) 
   
  CR 1
  hp 13; use thugs from Act 1, Tier 4-5
  TACTICS
  Before Combat As soon as initiative occurs, the guards call for the 
  sea cat to attack.
  During Combat The guards fight aggressively, trying to push 
  opponents into the water; they also flank to be able to make use 
  of their sneak attacks.
  Morale The guards fight to the death. 
  Note  These guards do not possess a potion of darkvision and a 
  potion of blur as the thugs above do.
  SEA CAT  
   
  CR 4
  hp 51; MM page 220
  TACTICS
  During Combat When his master whistles, the sea cat charges 
  from the water and leaps at the nearest opponent, trying to 
  make a rake attack. It fights poorly on land and attempts to 
  knock targets off the dock into the shallows where it has the 
  advantage.
  Morale The sea cat is very loyal and fights until its master is slain 
  or flees. 
  Development A DC 10 Search check notes the two 
  empty boat slips. The two remaining boats are locked to 
  the docks and neither have oars in them. Both the oars 
  and the key to the locks are inside the bunker. The oars 
  lean against the wall behind the door. A wooden box holds 
  keys and a wooden and brass coin about the diameter of 
  an apple and inscribed with the insignia of the Kortos 
  Consortium. The coin serves as a harbormaster’s pass, 
  an extremely valuable item that allows PCs to freely exit 
  the maze without question. On the wall of the bunker 
  is a chalkboard with a chart labeled with 20 numbers, 
  
  9
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  The Hydra’s Fang Incident
  A few hundred yards outside the maze, the Pathfinders 
  are ambushed by sahuagin. These strange creatures were 
  former allies of Myraxus Threeshadows. They’ve been 
  pursuing Du Moire since Wittleshine, and just missed 
  him as he escaped from the maze. After spotting PCs 
  leaving the maze and headed toward the Hydra’s Fang, they 
  falsely deduce them as thieving, murdering members of 
  Du Moire’s crew. The sahuagin plan to slaughter most of 
  the party, then question the survivors. The sahuagin swim 
  up to the rowboats, attempting to flip the small crafts and 
  drop the party into the drink. Even if convinced the PCs 
  aren’t the ones who killed Myraxus, in their eagerness to 
  get their hands on Du Moire first, the sahuagin simply 
  leave the PCs to drown. 
  TIER 1-2
  SAHUAGIN (2)  
   
  CR 2
  hp 11; MM page 217
  TACTICS
  During Combat A DC 15 Strength check flips the rowboats, 
  dumping the party into the water. Thereafter the sahuagin close 
  in and make full attacks.
  Morale The sahuagin fight to the death to avenge their friend 
  Myraxus. 
  TIER 4-5
  SAHUAGIN (5)  
   
  CR 2
  hp 11; MM page 217
  TACTICS
  During Combat A DC 15 Strength check flips the rowboats, 
  dumping the party into the water.  Thereafter the sahuagin 
  close and make full attacks.
  each followed by a set of initials. One side of the chart 
  reads mooring, the other side reads ship. Pinned to the 
  adjacent wall hangs a map of the outer harbor marking 
  the locations of the numbered moorings. The initials 
  next to #14 read “HF”. The map shows mooring 14 located 
  in the northwestern part of the outer harbor. In addition, 
  a leather bound manifest log details the comings and 
  goings of hundreds of ships over the past few months in a 
  similar simplified code of numerals and letters.   
  If the PCs convinced the guards to aid them, they give 
  them a harbormaster’s pass and show them the location 
  of the Fang on the map.
  Rewards: If the guards and their pet sea cat are defeated, 
  reward each Tier thusly:
  Tier 1-2
  Give each player 25 gp.
  Tier 4-5
  Give each player 164 gp. 
  ACT 3: THRouGH THE mAzE 
  (El 3) 
  Exiting the Underdocks, you enter the Shallows, a wide rocky 
  bay only a few feet deep and closed off by immense seawalls that 
  funnel all traffic into the maze. Strung between them, a host of 
  steep maze walls crusted with seaweed, barnacles, and small 
  shellfish create narrow passages just wide enough for rowboats 
  or rafts. Lashed along the sides are free-floating docks which 
  allow longshoremen to help pull boats through or to the side for 
  quick inspections. Every so often, a series of rusted spikes forms 
  a crude ladder leading to the upper maze, where guards keep 
  watch amidst strange shadows cast by weathered devices such 
  as giant winches and claw-like crane arms. Water splashes softly 
  throughout, creating an eerie echo, and the entire structure 
  groans with ominous creaks and strains as if you were traveling 
  through the belly of a great beast. Thankfully, navigating out of 
  the maze is far easier than navigating in, and the ever-watchful 
  eyes of Enforcers on the walls fall almost entirely on the cargos 
  of incoming merchants.  
  As you draw closer to the end, the sounds of angry waves 
  slam against the outer walls and echo like hordes of chanting 
  goblins. As you reach the outer locks, a grizzled longshoreman 
  calls down to you from above, telling you to hold tight. The 
  first gate opens with a lazy moan, and he ushers you to move 
  your craft into the small chamber ahead. Once inside, he lowers 
  the gate behind you, then he bids you good luck as he slowly 
  cranks apart the front doors to the open harbor where dozens 
  of galleons and merchant ships bounce softly on their moorings 
  in the water.  
  
  1010
  Pathfinder Society Scenario
  Morale The sahuagin fight to the death to avenge their friend 
  Myraxus.
  Rewards: There is no reward for this encounter. The 
  Sahuagin are nowhere near their lair and their “gear” is 
  worthless.
  ACT 4: boARDING THE FANG
  The Hydra’s Fang is a small galliot, which Du Moire 
  made swifter by gutting the sub-decks of all unnecessary 
  furnishings and comforts. Topside, Du Moire awaits the 
  return of his allies, prepared to flee port the moment 
  they return. Of course, the PCs can pose as missing 
  crewmembers, though Du Moire becomes immediately 
  suspicious if he spots different people aboard than those 
  he left behind at Lubor’s Imports, at which point he calls 
  out to question them. Anyone attempting to Bluff past the 
  situation suffers a -5 circumstance penalty.
  Regardless, as soon as Du Moire detects a ruse, he 
  commands his crew to weigh anchor and flee, launching 
  arrows at the would-be assailants and chumming the 
  waters as they approach. Still, it takes the crew a few 
  minutes to hoist sail, while the ship’s maneuverability still 
  suffers from excess water in the lower hold along with the 
  corpses of half a dozen drowned slaves. 
  Boarding the ship is difficult. The PCs need to locate a 
  suitable boarding spot or have decent Climbing skills. A 
  DC 13 Climb check proves sufficient to scale the anchor line 
  (provided the individual can reach it) while it takes a DC 25 
  to scale the ship’s curved sides (using a rope and grappling 
  hook reduces the Climb check to DC 5). It is easier to climb 
  the transom (the flat rear end of the ship) than the side (DC 
  15 Climb check) to reach the deck; however, Du Moire was 
  clever enough to rig a tripwire trap along the rail.
  Chum Spillers 
  CR Varies
  Type mechanical; Search DC 15; Disable Device DC 15
  EFFECTS
  Trigger Location; Reset None
  Effect Pulled tripwire douses target with a bucket of chum. When 
  the chum hits the water, its scent attracts random hungry 
  predators (roll 1d6: 1–3 medium shark, MM page 279; 4–5 
  seacat, MM page 220), which arrive in 1d4 rounds. The target 
  must make a Reflex save or slip and fall into the waters below. 
  
  11
  11
  The Hydra’s Fang Incident
  of to spare his life.
  Morale If given the opportunity to flee, Du Moire does so, 
  plotting his revenge even as he escapes. However, given the 
  current price on his head, if he gets away, the Pathfinders next 
  see him swinging from the dockside gallows about a day or so 
  later. If reduced to 5 hp or less, he begs for his life and offers 
  the Pathfinders whatever he can think of to save his head. 
  Unfortunately, he has little to offer that he can actually make 
  good on.
  STATISTICS
  Str 13, Dex 14, Con 13, Int 15, Wis 12, Cha 14
  Base Atk +3; Grp +4
  Feats Persuasive, Quick Draw, Weapon Focus (longsword)
  Skills Appraise +5, Bluff +7, Diplomacy +4, Disguise +4, Forgery 
  +5, Gather Information +5, Handle Animal +3, Intimidate +6, 
  Knowledge (history) +4, Knowledge (local) +4, Knowledge 
  (nobility and royalty) +4, Listen +3, Perform +3, Ride +3, Sense 
  Motive +4, Spot +3, Swim +4, Survival +5
  Languages Common, Chelaxian, Shadow Tongue
  Combat Gear oil of invisibility, potion of cure light wounds (2); Other 
  Gear chain shirt, masterwork longsword, dagger, 10 gp; signet 
  ring, tarnished, nondescript bronze key
  Tier 4-5
  BRIGANDS (3) 
   
  CR 1
  hp 13; use Thugs from Act 1, Tier 4-5
  TACTICS
  Before Combat The brigands take cover among the raised cabins, 
  cargo crates, and the like.
  During Combat The brigands fire on the party with their bows 
  at distance or close for swashbuckling swordplay if the party 
  threatens Du Moire. They use flanking to allow them to make 
  sneak attacks.
  Morale The brigands fight to the death.
  DARSIELLE DU MOIRE 
   
  CR 6
  Male human aristocrat 4, fighter 3
  NE Medium human (Chelaxian)
  Init +2; Senses Listen +3, Spot +2
  DEFENSE
  AC 16, touch 12, flat-footed 14
  (+4 armor, +2 Dex)
  hp 42 (4d8+4 plus 3d10+3)
  Fort +5, Ref +4, Will +5
  OFFENSE
  Spd 30 ft.
  Melee longsword +8/+3 (1d8+1) 
  Ranged +1 returning dagger +9/+4 (1d4+2/x3)
  TACTICS
  Before Combat Darsielle gives his men the attack order and flees 
  into his ship, trying to remain out of sight. 
  During Combat If forced to fight, he does so defensively, leading 
  If the targeted individual falls, anyone directly beneath him 
  must also make a Reflex save to avoid getting struck and also 
  tumbling into the drink. 
  When the PCs reach the deck, read the following:
  Thick coils of rope, block and tackle, cleats, and other assorted 
  objects, along with hatches and slightly raised cabins, 
  effectively make the deck into an obstacle course.
  Aboard the Hydra’s Fang, Darsielle’s remaining 
  crewmen prepare to collect some PC heads as trophies 
  and feed the local sharks with Pathfinder carcasses. 
  Accustomed to the cluttered surroundings, they use the 
  terrain to their advantage during the battle.
  TIER 1-2
  BRIGANDS (2) 
   
  CR 1/2
  hp 9; use thugs from Act 1, Tier 1-2
  TACTICS
  Before Combat The brigands take cover among the raised cabins, 
  cargo crates, and the like.
  During Combat The brigands fire on the party with their bows 
  at distance or close for swashbuckling swordplay if the party 
  threatens Du Moire.
  Morale The brigands fight to the death.
  DARSIELLE DU MOIRE 
   
  CR 3
  Male human aristocrat 4
  NE Medium human (Chelaxian)
  Init +2; Senses Listen +3, Spot +2
  DEFENSE
  AC 16, touch 12, flat-footed 14
  (+4 armor, +2 Dex)
  hp 24 (4d8+4)
  Fort +2, Ref +3, Will +5
  OFFENSE
  Spd 30 ft.
  Melee mwk longsword +6 (1d8+1) 
  Ranged dagger +6 (1d4+1/x3)
  TACTICS
  Before Combat Darsielle gives his men the attack order and flees 
  into his ship, trying to remain out of sight. 
  During Combat If forced to fight, he does so defensively, leading 
  with his longsword, trying to put distance between himself 
  and his attackers, throwing his dagger if necessary. If the 
  battle turns against his crew, he makes a break for a rowboat, 
  but he is greedy and heads first for his collection of valuables, 
  unintentionally cornering himself. Du Moire begins combat 
  by trying to talk his way out of it, alternating between trying 
  to impress and intimidate the Pathfinders with his family rank, 
  and offering them loot, titles, or any other rewards he can think 
  
  1212
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  Pathfinder Society Scenario
  with his longsword, trying to put distance between himself 
  and his attackers, throwing his dagger if necessary. If the 
  battle turns against his crew, he makes a break for a rowboat, 
  but he is greedy and heads first for his collection of valuables, 
  unintentionally cornering himself. Du Moire begins combat 
  by trying to talk his way out of it, alternating between trying 
  to impress and intimidate the Pathfinders with his family rank, 
  and offering them loot, titles, or any other rewards he can think 
  of to spare his life.
  Morale If given the opportunity to flee, Du Moire does so, 
  plotting his revenge even as he escapes. However, given the 
  current price on his head, if he gets away, the Pathfinders 
  next see him swinging from the dockside gallows about a day 
  or so later. If reduced to 5 hp or less, he begs for his life and 
  offers Pathfinders whatever he can think of to save his head. 
  Unfortunately, he has little to offer that he can actually make 
  good on.
  STATISTICS
  Str 13, Dex 14, Con 13, Int 15, Wis 12, Cha 14
  Base Atk +6; Grp +7
  Feats Dodge, Mobility, Persuasive, Quick Draw, Spring Attack, 
  Weapon Focus (longsword)
  Skills Appraise +5, Bluff +7, Climb +6, Diplomacy +4, Disguise 
  +4, Forgery +5, Gather Information +5, Handle Animal +3, 
  Intimidate +8, Jump +4, Knowledge (history) +4, Knowledge 
  (local) +4, Knowledge (nobility and royalty) +4, Listen +3, 
  Perform +3, Ride +3, Sense Motive +4, Spot +3, Swim +6, 
  Survival +5
  Languages Common, Chelaxian, Shadow Tongue
  Combat Gear oil of invisibility, potion of cure light wounds (2); Other 
  Gear chain shirt, longsword, +1 returning dagger
  Treasure: In Darsielle’s private quarters is a chest 
  containing 1,600 gp for Tier 1-2 only. For Tier 4-5, the 
  chest mysteriously contains a single copper piece.
  Rewards: If Du Moire and his brigands are defeated, 
  reward each Tier thusly:
  Tier 1-2
  Give each player 362 gp.
  Tier 4-5
  Give each player 598 gp. 
  ACT 5: THE CARGo HolD (El 3) 
  Below decks, the dimly-lit hold has taken on a foot of brackish 
  bilge water, and clammy air laps against your skin. The sole 
  light emanates from a small whale-oil lamp mounted on 
  the lower mast. The cavernous hollow contains dozens of 
  water-damaged crates roped in neat stacks secured tightly 
  to the sidewalls. The remaining portion of the hold is set up 
  like a common room with hammocks, an open larder, and a 
  small kitchen where food is prepared. The accommodations 
  appear radically stripped down, presumably to make room for 
  contraband or increased speed. Toward the bow, loud banging 
  echoes from a wooden door, sodden and swelled shut and held 
  fast with thick black chains.
  The flooded cargo bay beyond the door holds several 
  dozen drowned slaves, proof positive of Du Moire’s 
  despicable nature. Their horrible, torturous deaths stirred 
  their departing souls, raising some to exact vengeance 
  upon the living. Once the cargo hold opens, the ghoulish 
  drowning victims race into the main hold, knocking over 
  the oil lamp and setting fire to the ship as they angrily 
  pursue and consume any creature in their way. Once the 
  oil fire starts, the Pathfinders have 10 rounds to extinguish 
  it or flee before the conflagration overtakes the room and 
  threatens the rest of the ship.
  TIER 1-2
  LACEDON (3)  
   
  CR 1
  hp 13; MM 118
  
  13
  13
  The Hydra’s Fang Incident
  Andoran Faction: PCs from the Andoran faction that 
  recover Du Moire’s signet ring earn 1 Prestige Award.
  Qadira Faction: PCs from the Qadira faction that 
  obtain the leatherbound manifest log in the harbor 
  guard’s bunker earn 1 Prestige Award.
  Taldor Faction: PCs from the Taldor faction that obtain 
  a harbormaster’s pass from the guards in Act 2 earn 1 
  Prestige Award.
  TACTICS
  During Combat The lacedons recklessly charge into combat, 
  brutally attacking the nearest living targets with insatiable 
  vengeance. 
  Morale The lacedons fight until destroyed.
  TIER 4-5
  LACEDON (8)  
   
  CR 1
  hp 13; MM 118
  TACTICS
  During Combat The lacedons recklessly charge into combat, 
  brutally attacking the nearest living targets with insatiable 
  vengeance. 
  Morale The lacedons fight until destroyed.
  Treasure: Along with the ghoulish passengers, the 
  hold contains a small padlocked chest of wood and 
  hardened leather. Inside, wrapped in moldering velvet, 
  rest four tablets each crafted from a different material—
  copper, gold, lead, and black slate. The crudely fashioned 
  tablets are incredibly ancient forgeries of the original 
  tablets marking the royal seals of four of the Old Azlant’s 
  noble houses. Regardless of their non-authenticity, their 
  uncanny detail provides great insight into lost languages 
  and historical data associated with the four houses. 
  Rewards: There is no reward for this encounter.
  Concluding the Scenario 
  By defeating the Hydra’s Fang and providing positive evidence 
  of Du Moire’s defeat, the Pathfinders receive the rewards 
  and blessings of the Chelish and Andoren embassies for 
  saving their home countries from entering into what was 
  sure to be a bloody war. Regardless of their public display, 
  the two countries remain at brutal odds. Not that any such 
  politicking matters much to the Pathfinder Society, which 
  is only pleased if its field operatives succeed in getting the 
  tablets. If something goes awry, such as the ship sinking 
  or Du Moire managing to escape, the Pathfinders are 
  expected to personally recover the tablets, even if it means 
  swimming to the bottom of the harbor. Of course, with all 
  the commotion surrounding the Hydra’s Fang incident, the 
  recovery must be delayed until a later date.
  FACTION MISSIONS 
  Cheliax Faction: PCs from the Cheliax faction who aid in 
  the disposal of Du Moire’s corpse earn 1 Prestige Award.
  Osirion Faction: PCs from the Osirion Faction who 
  acquire the nondescript, tarnished bronze key from Du 
  Moire’s person earn 1 Prestige Award.
  
  1414
  Pathfinder Society Scenario
  TaLdOr FacTIOn HandOUT
  Agent of the Empire,
  I write to you with a boyish giddiness in my heart. I do so enjoy it when Cheliax and Andoran rattle their pathetic sabers. War 
  between the two is too much to ask for, of course, but hostilities between these vile nations always bring a rare smile to my face.  
  As Taldor’s influence wanes, we seek deals with lesser organizations all over the world. A necessary evil, and even though it is 
  beneath our august majesty to do so, if we desire to keep our place in the new world, we must scratch the backs of serpents and 
  worms alike. One foothold few have attempted is the port of Diobel. We strongly desire to establish relations with those that control 
  that festering waterlogged dung pile, and if that means creating positive connections with the so called “Kortos Consortium,” then 
  so be it. Apparently these criminals use a special coin as a marker to allow one to pass freely through their port. Get me one.  I have 
  hope for you; failing me would be a shame as I may see my hopes dashed upon the rocks.
    
  Joyfully Yours,
  Baron Jacquo Dalsine   
  Cheliax Faction Handout
  Her Majestrix’s Most Loyal Servant,
  Asmodeus caresses your soul with every victory you deliver him. I have needs of your dark service once more. Count Du Moire is 
  a dear companion of mine and I enjoy keeping him pleased. His son’s latest folly has caused him much pain, and he no longer visits 
  me in Absalom as he is too busy managing this latest crisis. I would very much like a taste of his company again soon, so I hope you’ll 
  deal with his son’s foolishness in an expedient manner.  
  Count Du Moire’s patience for his son’s incorrigible roguishness and play-piracy has come to an end.  The boy has dredged the 
  family name through the mire too often. I would see the Count’s good name restored. Dispose of any indisputable evidence linking 
  the acts of piracy to his family name. In simpler terms, do not allow anyone to recover his son’s body, but instead, dispose of it in 
  a manner that will never allow it to be found. Burn it, tear it to pieces, sink it to the bottom of the sea—I care not. Do this, and the 
  next time Count Du Moire journeys to Absalom to keep me company, perhaps you shall be welcome to join us. I promise you won’t 
  be disappointed. 
  Sinfully Yours,
  Paracountess Zarta Dralneen
  Osirion Faction Handout
  Honored Subject of the Ruby Prince,
  On behalf of his royal majesty, I send warm greetings and thanks for your continued service. The ancestors smile upon your 
  endeavors, and may you do your line proud back to the ancients.  
  This unhappy business between Cheliax and Andoran is most fortuitous, not only because it weakens dangerous foes of our 
  people, but also because it presents a unique opportunity. This boy-playing-pirate, Darsielle Du Moire, absconded with many of his 
  father’s more interesting belongings when he left Cheliax. On his person, Du Moire carries a nondescript, tarnished bronze key. 
  While at first glance, it appears worthless, this key may open a door to a series of ancient catacombs beneath the Spire of Nex. If you 
  recover this key for us, it could unlock secrets of untold magical power. Nethys’s birthright is ours alone and we shall not rest until 
  his greatest secrets once again are in the hands of our people. Retrieve the key, Pathfinder, and my gratitude shall be as boundless 
  as the rolling dunes.
  Respectfully, 
  Amenopheus, The Sapphire Sage
  
  15
  15
  The Hydra’s Fang Incident
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario 02: The Hydra’s Fang Incident. Copyright 2008, Paizo Publishing, LLC; Author: Tim Hitchcock.
  Andoran Faction Handout
  Fellow Free Citizen,
  Forgive the terseness of this communiqué. I have no heart for cordiality on this bleak morning. These latest atrocities committed 
  by the tyrants of Cheliax have claimed not only dozens of our innocent citizens, but also my uncle, an aged sage named Myraxus. 
  I long to leap shipboard and deal with this personally, but duty demands I remain in Absalom, no matter how Asmodeus baits me 
  to smite his lickspittles.
  Killing Du Moire goes without saying.  Pay him back with interest for his heinous acts of piracy and spill his blood as he did 
  those innocent men, women, and children at Whittlestone. In addition, Du Moire’s noble signet ring is of great value to our cause. 
  His father’s House is highly placed and his ring would prove most useful. After you cut his heart out, bring me the ring, and you’ll 
  have the thanks of a grateful knight.
  Guard yourself well in Diobel my friend, and return safely above all else. I wish I could stand at your side.  
  Sincerely,
  Captain Colson Maldris
  Qadiran Faction Handout
  Servant of the Satrap,
  Smugglers can be so troublesome. They have their uses, don’t mistake me, but we prefer to be the ones doing the using. 
  Keeping track of these shadow ships, unaffiliated freighters, and rogue slaver-ships is a teeth-gnashing task. But upon 
  learning of your upcoming trip to Diobel, I was overjoyed, for no better smugglers’ den exists on the Inner Sea than that 
  place. An organization known as the Kortos Consortium has their fingers in most shady dealings there, and I’m sure they 
  have records of comings and goings of various vessels.
  If you can, obtain a ledger of the ships passing through Diobel and bring it to me. This would be an invaluable resource 
  in our constant effort to keep pesky smugglers and freebooters under our Satrap’s thumb. As always, your efforts are like 
  Sarenrae’s morning beams cast on the darkness of my life. You have my thanks, and if you accomplish this mission, you 
  shall have the favor of Kelesh as well.  
  Sincerely,
  Pasha Muhlia Al-Jakri
  
     
  scenario 02: The Hydra’s
  Fang Incident
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Scenario Chronicle #
  Sub Total
  GOLD
  Gold Spent
  Sub Total
  Items Bought
  Items Sold
  Final PA Total
  Final XP Total
  Prestige Award
  EXPERIENCE
  GP Gained (GM ONLY)
  PA Gained (GM ONLY)
  Start GP
  Starting PA
  Starting XP
  TIER
  MAX GOLD
  Sub Total
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 XP
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIER
  TIER
  TIER
  TIER
  1-2
  4-5
  1-2
  4-5
  456
  1,038
  Scroll of arcane lock (Cost: 175 gp)
  Oil of invisibility (Cost: 300 gp)
  The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are 
  given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can 
  only use this boon in Egorian, Cheliax’s diabolical capital city.
  The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.
  Potion of blur (Cost: 300 gp)
  Potion of cure moderate wounds (Cost: 300 gp)
  Potion of darkvision (Cost: 300 gp)
  Scroll of scorching ray (Cost: 150 gp)
  Scroll of touch of idiocy (Cost: 150 gp)
  +1 returning dagger (Cost: 8,302 gp)
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 00/Scenario 1-02 The Hydras Fang Incident.pdf