TEXT: The Rebel’s Ransom
  By Jason Bulmahn
  ™
  
  ®
  ™
  The Rebel’s Ransom
  Pathfinder Society Scenario 2–03
  Design: Jason Bulmahn
  Development: Joshua J. Frost
  Editing: Christopher Carey
  Senior Art Director: Sarah Robinson
  Layout: Crystal Frasier
  Interior Artist: Concept Art House, Vincent Dutrait, and Ben Wooten
  Cartographer: Corey Macourek
  Vice President of Operations: Jeffrey Alvarez
  Events Manager: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Financial Analyst: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Advanced Player’s 
  Guide, and Pathfinder Roleplaying Game Bestiary. These rules can be found online as part of the Pathfinder Roleplaying Game 
  Reference Document at paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario 2–03: The Rebel’s Ransom is a Pathfinder Society Scenario designed for 5th- to 9th-level 
  characters (Tiers: 5–6 and 8–9). This scenario is designed for play in Pathfinder Society Organized Play, but can easily 
  be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for 
  use with the Pathfinder Roleplaying Game. The OGL can be found on page 19 of this product.
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  7120 185th Ave NE, Ste 120
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  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 version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery 
  are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, 
  Pathfinder Player Companion, Pathfinder Module, and Pathfinder Society are trademarks of Paizo Publishing, LLC. © 
  2010 Paizo Publishing, LLC.
  
  3
  Where on Golarion?
  The Rebel’s Ransom takes place in the Parched Dunes of Osirion, 
  southwest of the ancient nation’s capital of Sothis. You can 
  learn more about the Parched Dunes in the Pathfinder Player 
  Companion, Osirion, Land of Pharaohs, available at your local 
  bookstore and hobby store, or online at paizo.com.
  • Hall of
  Seven ScepterS
  •
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  scepters used to open the tomb was disturbed, causing 
  a portion of the tomb to reseal itself and trapping the 
  survivors inside.
  With Jilarni failing to report in, the Ruby Prince 
  has become worried. He has once again turned to the 
  Pathfinders, hoping they might be able to track down their 
  missing brethren and complete the original mission. 
  SUMMARY
  At the start of the adventure, the PCs are asked by Venture-
  Captain Norden Balentiir of Sothis to travel deep into the 
  Parched Dunes to the Hall of Seven Scepters to locate 
  the missing Pathfinders and to complete their original 
  mission, if possible. After leaving the city, the PCs must 
  travel for a number of days through the desert before they 
  reach the ancient tomb. On the way, they run afoul of a 
  nest of very large scorpions. 
  The tomb itself is protected by a number of puzzles 
  utilizing the seven scepters. Just after getting inside, the 
  PCs find Alarka and her bandits, sealed behind a stone 
  T
  hroughout Osirion’s history, there have been many 
  powerful individuals, from pharaohs to robber 
  barons. While many have been erased by the sands 
  of history, some have left behind wonders to behold and 
  treasures to recover. Alkhet Utmari, also known as the 
  Merchant Prince, was one such individual. In the late 
  1200s, Alkhet founded a mercantile house whose riches 
  rivaled many royal households. Despite all his power 
  and wealth, Alkhet and his six wives never managed to 
  produce an heir. Stubbornly, Alkhet outlived all of his 
  wives and was buried with them in the Hall of Seven 
  Scepters. This legendary tomb was named for the jewel-
  encrusted scepters possessed by Alkhet and each of his six 
  wives. Soon after it was sealed, a great sandstorm swept 
  through the area, and the tomb was never seen again.
  For centuries, the Hall of Seven Scepters was almost 
  entirely forgotten, except for a number of ancient references 
  and carvings dating from the time of its construction. All 
  of this changed 6 months ago when a caravan stumbled 
  across the entrance to the hall, recently unburied in the 
  Parched Dunes in western Osirion. After taking a rubbing 
  from one of the ancient columns, the caravan master 
  brought his finding back to Sothis and sold it, along with a 
  map, on the open market. After changing hands more than 
  once, the rubbing and map found their way into the hands 
  of the Ruby Prince, whose fascination with his country’s 
  ancient past borders on obsession. Within a week, he 
  contacted the Pathfinders and sent an expedition to the 
  ancient tomb, hoping to retrieve its riches before anyone 
  else could manage to plunder it. 
  The group, led by Jilarni Golgarna, was the first to 
  reach the tomb, but unfortunately for them, they were 
  not the last. Word of the hall spread quickly throughout 
  Sothis and eventually found its way to Alarka, a Thuvian 
  water bandit hiding in the slums to avoid capture. 
  Alarka had been looking for a reason to leave town with 
  her men and the thought of plundering an ancient tomb 
  was too much to pass up. Camping just outside the city, 
  the group of bandits followed the Pathfinders right to 
  the tomb. As the Pathfinders began their exploration, 
  the bandits attacked. The ensuing battle resulted in 
  a number of casualties on both sides, and one of the 
  The Rebel’s Ransom
  By JaSon Bulmahn
  
  GM Tips
  Desert scenarios can be tough on heavily armored PCs. Be 
  sure to familiarize yourself with the heat dangers section 
  on page 444 of the Core Rulebook and specifically pay heed 
  to how dangerous it is to wear armor into intense desert 
  heat. Be sure to ask the players how their PCs handle the 
  heat, what provisions they might bring, and how many days 
  they’re prepared to spend in the deepest, hottest deserts 
  on Golarion. Once you know these details, apply the heat 
  dangers rules accordingly.
  GMs should also take a moment to review the series of traps 
  and puzzles in the Hall of Seven Scepters. While not overly 
  complicated, the Hall may be confusing to a GM unfamiliar 
  with the scenario.
  Pathfinder Society Scenario
  4
  wall and lacking the necessary scepters to raise it. Alarka 
  is holding Jilarni hostage and is only willing to help the 
  PCs progress through the dungeon if the PCs agree to a 
  deal. Regardless of the deal struck with Alarka, the bandit 
  plans to betray her rescuers once they have the treasure.
  With the first four rods gathered, the PCs can continue 
  on to find the fifth and open up the next area of the 
  dungeon. As they locate additional rods and explore 
  deeper and deeper into the dungeon, they face more and 
  more resistance from the ancient traps and guardians. 
  Finally, with all seven scepters in hand, the PCs can enter 
  the last remaining chamber and plunder the final resting 
  place of the Merchant Prince. If they have not already 
  done so, Alarka and her thugs move to strike, hoping 
  to claim the treasure for themselves. After dealing with 
  the bandits, the PCs travel back to Sothis to deliver the 
  treasures and claim their reward.
  GETTING STARTED
  Read the following to get the adventure underway:
  The shifting sands of Osirion have been known to 
  swallow entire communities, wiping them from the face 
  of Golarion. Those same dunes sometimes uncover that 
  which has been lost, revealing secrets from the past. In a 
  nation with a rich and mysterious history, such discoveries 
  set off a rush of exploration, but the deserts are not a safe 
  place, and more than one group of treasure-hunters has 
  donated their bones to the sands. When Venture-Captain 
  Norden Balentiir contacted you this morning in Sothis, the 
  story was a familiar one. A group of Pathfinders has gone 
  missing in the desert and he would like to send you to find 
  them. You have been asked to meet at his office to discuss 
  the rescue.
  The adventure begins in Venture-Captain Norden 
  Balentiir’s office in the Pathfinder lodge in Sothis. 
  Balentiir asks the PCs to come prepared to depart town 
  immediately and, though he’s familiar with the PCs 
  from their previous work, he asks them to introduce 
  themselves to one another. Once everyone is familiar, he 
  informs them of the following.
  Just over a month ago, a merchant traveling through 
  the Parched Dunes stumbled across the entrance of 
  an ancient tomb, uncovered by the sands. He sold the 
  location of the tomb to the markets here in Sothis, 
  where the knowledge was quickly brought to the Ruby 
  Prince’s attention. He contacted Venture-Captain 
  Norden Balentiir later that same day to arrange for 
  a group of Pathfinders to explore the tomb and bring 
  back its riches. The group left the next morning. They 
  kept in contact via magic for most of the journey, but 
  shortly after entering the tomb itself, they lost contact 
  and have not been heard from since. Balentiir is worried 
  and would like the PCs to travel to the tomb, find the 
  missing Pathfinders, and complete their mission, if 
  possible. Balentiir will answer any questions they might 
  have with the following information.
  Who are the missing Pathfinders? “It was a small 
  group of just three experienced explorers. Led by Jilarni 
  Golgarna, a veteran from Galt, the group also included 
  Jojack Harnast, a dwarven trap expert, and Gilleon 
  Samsil, a human sorcerer of some skill.”
  What can you tell us about the tomb? “It is called the 
  Hall of Seven Scepters and it is supposedly the final 
  resting place of a powerful merchant prince.” Balentiir 
  knows little else about the tomb itself, although a 
  Knowledge (history) or bardic knowledge check might 
  reveal more. 
  Knowledge (history)
  10+ The Hall of Seven Scepters is the resting place of 
  Alkhet Utmari, a powerful merchant prince from the 
  early 1200s ar.
  15+ Alkhet was said to have six wives, but no heirs. It is 
  said that he gave each wife a precious scepter as a wedding 
  gift, similar to the one he always carried.
  20+ Alkhet outlived all of his wives, and when he 
  died, they were all buried in the same tomb, the Hall 
  of Seven Scepters. Shortly afterward, a great sandstorm 
  blew across the Parched Dunes and the location of the 
  tomb was lost.
  25+ Alkhet was said to have a love for puzzles and traps, 
  and records showed that he paid a great deal to a number 
  of famous architects just before his death.
  Where is the tomb? “The tomb is to the southwest of 
  Sothis, in the Parched Dunes. I can provide you with a 
  basic map to the location.”
  
  Scorpion Nest
  One square = 5 feet
  S = Scorpions
  S1 = Additional Scorpions
  GameMastery Map Pack: Inns
  N
  PCs’ Approach
  S
  S1
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  S1
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  the rebel’S ranSom
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  in just under 9 days by foot, in 4 days by horse, or 13 days 
  as part of a caravan. Regardless of how many days this 
  portion of the journey takes, each evening there is an 
  oasis or campsite located on the path for easy camping.
  On the final day on the trade route, the directions they 
  were given require them to leave the simple trail and 
  venture south into the trackless desert. This sun-baked 
  land has few markers and little in the way of respite from 
  the relentless heat. Fortunately, the journey is relatively 
  simple, but the PCs must make DC 10 Survival skill checks 
  each day to remain on course. Each failed check adds 1 
  day to their travel time. After two successful checks, the 
  PCs stumble onto a nest of monstrous scorpions looking 
  for an easy meal. After the third successful check, the 
  PCs find the entrance to the Hall of Seven Scepters (see 
  Act 2). The PCs were warned of their travel time through 
  the desert and should have ample water and food for 
  the journey, making dehydration and starvation checks 
  unnecessary, but you should check to make sure that the 
  PCs are properly prepared (see the GM Tips sidebar).
  What was expected of the Pathfinders? “They were 
  expected to recover as many artifacts as possible from the 
  tomb and to bring them back to Sothis where they would 
  be properly compensated by the Ruby Prince.”
  Once the PCs are done questioning Balentiir, he 
  implores them to depart. Time is working against them 
  in this endeavor, and while he is still holding out hope 
  that the Pathfinders might be found alive, he knows that 
  every day lost makes that chance grow smaller. 
  AcT 1: JoURNEY ThRoUGh 
  ThE SANDS
  The journey to the Hall of Seven Scepters is mostly 
  uneventful. Leaving Sothis behind, the group travels 
  southwest, following an ancient trade route for much of 
  the way there. On this road, they encounter few others, 
  just merchants or travelers making their way to or from 
  the great city. The PCs can cover this part of the journey 
  
  Pathfinder Society Scenario
  6
  Scorpion Nest (CR 7 or CR 10)
  The rolling dunes of the Parched Desert seem to go on 
  and on, without change. Beyond each ridge is another, and 
  another, and another. But then comes a sudden change. Just 
  over the next ridge lies a nest of bones, rocks, and sand—a 
  very large nest.
  This is the nest of a group of monstrous scorpions. The 
  large insects hunt this entire area and happen to be in the 
  area when the PCs approach. 
  Creatures: The scorpions are quite territorial and 
  move to attack the moment the PCs approach. They are 
  far too large to lie in ambush, but they do approach from 
  different sides in an attempt to confound their victims. 
  The scorpions are quite hungry, and while protecting 
  their nest, they fight to the death.
  Tier 5–6 (CR 7)
  Giant Scorpions (4) 
  CR 3
  hp 37 each (Pathfinder RPG Bestiary 242)
  Tier 8–9 (CR 10)
  Advanced Giant Scorpions (8) 
  CR 4
  hp 47 each (Pathfinder RPG Bestiary 242, 294)
  Mission Notes: The venom of a giant scorpion is of some 
  interest to members of the Qadira faction. Recovering a 
  sample requires a DC 10 Heal skill check.
  AcT 2: ThE hAll of SEvEN 
  ScEpTERS
  After the PC’s trek through the desert, the Hall of Seven 
  Scepters is actually relatively simple to find. It lies at the 
  bottom of a narrow ravine of soft pink sandstone. The 
  winds of the desert blew most of the sand out of this 
  ravine, revealing the entrance to the Hall, as well at the 
  narrow stairs leading down into the ravine.
  The entire tomb—the walls, floors, ceilings, and 
  doors—is constructed entirely out of stone. Unless 
  otherwise noted, the chambers have 15 foot ceilings 
  and no light source, cloaking the chambers in darkness 
  unless the PCs bring their own light.
  Knowing that tomb robbers would find his resting place 
  a tempting target, Alkhet Utmari created a number of 
  layers of security around his final resting place. The 
  first is a series of cunning puzzles that utilize the seven 
  scepters that were left in the tomb. With each new scepter 
  acquired, there is another puzzle to open up the next 
  section of the tomb. In addition, Alkhet had a number of 
  eternal guardians placed in the tomb to watch over him 
  forever. Finally, his greatest security was secrecy, for it 
  was he who paid a powerful druid to call a sandstorm 
  to the area to bury the location entirely. Unfortunately, 
  this last protection is no longer in place and the tomb 
  now stands ready to be explored. When the PCs finally 
  approach the tomb, proceed on to area 1.
  
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  The Hall of
  Seven Scepters
  One square = 5 feet
  down
  down
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  the rebel’S ranSom
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  Scepter of Osomi
  Scepter of Kiranna
  Pathfinder Society Scenario
  8
  1. Entrance
  Between the ever-rolling dunes of sand is a small patch of 
  stone, in the center of which is a ravine, like a crack in 
  the desert floor. Broad, worn stairs lead down into this 
  ravine, at the base of which is an opening, an entrance 
  in the wall of the ravine. There is a host of nine camels, 
  tethered just outside the entrance.
  This is the entrance to the Hall of Seven Scepters. 
  The ravine is over 40 feet deep, but is easily accessed by 
  the broad stairs leading to its base.
  The camels at the base of the ravine are tethered to iron 
  spikes driven into the floor. The camels are malnourished 
  and in need of water, but they are otherwise in relatively 
  good shape. A DC 15 Heal skill check reveals that they 
  have probably not been given food or water in several 
  weeks. Three of these camels belonged to the Pathfinders, 
  and all bear brands marking them as belonging to one 
  particular camel dealer in Sothis whom 
  the Society frequently deals with. The 
  other six camels belong to the raiders 
  and have different gear and markings. A 
  simple DC 10 Perception check by anyone 
  investigating the camels uncovers that they clearly 
  belong to two different groups.
  The entrance to the Hall itself is a series of columns 
  leading to a simple stone door that stands open. 
  The columns bear numerous carvings praising the 
  accomplishments of Alkhet Utmari, the Merchant 
  Prince. A DC 20 Perception skill check made by anyone 
  investigating the columns reveals that the number 
  seven holds a great deal of significance, but in all such 
  arrangements, Alkhet is always in the highest position.
  Creatures: The camels here are far too weak to put up 
  any sort of fight. Those wishing to feed and water the 
  animals can do so without danger.
  Mission Notes: In the saddlebags of Alarka’s camel 
  are a simple blanket, an empty waterskin, and a journal 
  that might be of some interest to Andoran faction PCs. 
  The latter is a list of routes commonly taken by Thuvian 
  water barons.
  Just outside the tomb, a small bloom of blue flowers 
  can be found. These rare flowers are of interest to PCs 
  of the Qadira faction.
  2. Hall of the Four
  Cool silence greets you as you descend the stairs into the 
  ancient tomb. At their base is a spacious chamber with a 
  large sandstone altar at its center. Set into 
  the walls are four smaller altars, surrounded 
  by ancient writing, each one a little different 
  from the last. On the opposite side of the room are a pair 
  of corridors leading off into darkness and a larger hallway, 
  ending in a great stone door. A trio of rods are slotted into 
  the altar in the center of the room.
  This chamber contains the first puzzle that must be 
  solved before any other areas can be fully explored. 
  Before the first group of Pathfinders arrived, each of 
  the four small side altars in this chamber displayed an 
  ornate scepter. The center altar has four slots in its top, 
  one for each of the scepters. In this case, the puzzle is 
  relatively simple. Each of the scepters has a uniquely 
  shaped base and can only fit into one of the slots. Jilarni 
  and her group figured this out easily, and once all four 
  scepters were in place, the door leading to area 3 opened, 
  allowing them access. Once in that chamber, the raiders 
  attacked and during the struggle, Gilleon used mage 
  hand to pull one of the scepters from the altar, while 
  the battle raged in area 3. This caused the door to close, 
  locking them all inside.
  The three rods still in place atop the 
  altar are described below (along with 
  the altars that once held them), but the 
  fourth is trapped in area 3 along with the 
  surviving raiders and the unconscious body of Jilarni. 
  Fortunately, a small opening in the door allows for 
  communication and passing of the missing scepter. See 
  the description of area 3 for more information.
  Scepter of Osomi: This scepter is made of one large 
  shard of ebony, studded with tiny rubies, and capped 
  by platinum rings. The narrow end of this scepter is 
  triangular. It resided on the northeast altar, which is 
  made of similar materials. The altar bears the name 
  Osomi in ancient Osiriani along with the following 
  inscription: “For my beloved Osomi, the last love of my 
  long life.”
  Scepter of Kiranna: This scepter is made of iron, 
  lined with long grooves of silver that converge on a 
  diamond tip. The narrow end of this scepter is perfectly 
  square. It resided on the southeast altar, which is 
  made of similar materials. The altar bears the name 
  Kiranna in ancient Osiriani along with the following 
  inscription: “For Kiranna, my right hand, my fifth, the 
  one who brought order.”
  Scepter of Elea: This scepter is made of sandalwood, 
  but it is not present in this room. It was taken from the 
  central altar by Gilleon just before he was killed, sealing 
  all of the combatants in area 3 (see Iltorian’s Vault on 
  page 9 for a complete description of the scepter). This 
  scepter resided on the southwest altar, which is made 
  of sandalwood and decorated with a 
  fine ivory inlay. The altar bears the 
  name Elea in ancient Osiriani along 
  
  Scepter of Shasha
  Scepter of Elea
  the rebel’S ranSom
  9
  A pair of gigantic stone doors bar your way. Carved into their 
  surface is a pair of figures holding aloft a throne, on 
  which is seated a man of regal bearing. In one hand, he 
  holds a scepter, in the other, a merchant boat. Beneath 
  the carving of the throne, a pair of narrow holes in the 
  door let through a flickering light. A woman’s voice calls 
  out from beyond the door. “I was wondering when someone 
  else would show up.”
  This chamber holds the altar dedicated to Iltorian, 
  including her scepter. When Jilarni and her fellow 
  Pathfinders entered this room, Alarka and her bandits 
  rushed in and attacked. The fight was bloody and brutal. 
  In the end, two bandits were slain, along with Jojack and 
  Gilleon, but not before Gilleon used his magic to pull 
  Elea’s scepter from the altar in area 2, resealing the door 
  and trapping them all inside. Jilarni is still alive, but she 
  is unconscious and gravely wounded. Alarka would have 
  finished her off, if not for her unfortunate situation. She 
  cannot escape and needs the unconscious 
  Pathfinder as a bargaining chip to win 
  her freedom.
  Creatures: Alarka and her bandits are 
  the only ones alive and conscious in this 
  chamber. When the PCs first enter the tomb, Alarka 
  observes them through the hole in the door, but waits 
  until they approach to speak to them. Alarka hopes to 
  convince anyone who arrives that she and her fellow 
  bandits are just simple explorers who were attacked by 
  a group that came in after them, sealing them in the 
  chamber. She offers to give the scepter to the PCs 
  in exchange for their freedom. Of course, in reality, 
  she plans on attacking her rescuers as soon as it is 
  convenient to do so, preferring to wait until they have 
  solved the mysteries of this place and recovered all the 
  treasure for her.
  If her deceptive bargaining fails, she switches to 
  a more direct tactic. She offers to exchange the life of 
  Jilarni for their freedom. She still promises to leave 
  as soon as she is free, but intends to attack as soon as 
  it is convenient. She will even go so far as to offer to 
  pass their weapons through the hole first if that helps 
  garner trust. This, too, is a deception though, as they are 
  actually passing through spare weapons and the gear of 
  the dead bandits. There is no lie Alarka will not attempt 
  to garner her freedom, but she is hesitant to actually 
  place herself in a disadvantageous position. She knows 
  that she and her men can survive for quite some time 
  in the tomb thanks to her magic and she is relatively 
  confident that if she cannot strike a deal with the PCs, 
  another more gullible group will come 
  along soon enough.
  with the following inscription: “For Elea, my delicate 
  desert flower. May the fourth rest forever at my side.”
  Scepter of Shasha: This scepter is made of copper, 
  with precious pearls spiraling around its surface. 
  The narrow end of this scepter is circular. It resided 
  on the northwest altar, which is made of similar 
  materials. The altar bears the name Shasha in ancient 
  Osiriani along with the following inscription: “For 
  Shasha, my third wife, who taught me to always seek 
  the best in life.”
  Central Altar: The central altar is made of the 
  same sandstone as the rest of this place. On the top 
  of it are four holes, one square, one circular, one 
  triangular, and one rectangular. Of these, three of 
  the scepters are already in place (Osomi’s, Kiranna’s, 
  and Shasha’s). Elea’s scepter is missing (see area 3). 
  A simple inscription here in ancient Osiriani reads, 
  “Everything in its proper place—such is the Wisdom 
  of Alkhet, the Merchant Prince.” Once Elea’s scepter is 
  slotted into place, the great stone door 
  opens, allowing entrance to area 3. 
  Mission Notes: The carvings on the 
  walls of this chamber detail much of the 
  history of the Merchant Prince, including 
  his marriages (except the name of his first wife, which 
  is missing) and much of his business dealings, making 
  them of interest to PCs of the Osirion faction.
  3. Iltorian’s Vault  
  (CR 8 or CR 11)
  The doorway leading into this chamber is 
  sealed. It is made of stone and a full 2 feet thick, 
  with a core of solid lead, making it very difficult 
  to bypass. The side facing area 2 is carved with the 
  likeness of two princes holding aloft a great throne, 
  atop which is seated the image of Alkhet Utmari, the 
  Merchant Prince. Directly beneath this throne is a 
  pair of holes in the door, that allow a fiery light to 
  spill out, making it look as if the throne sits above the 
  fires of the rising sun.
  Inside the chamber are the survivors of the battle 
  between the raiders and the Pathfinders, namely the 
  water bandit Alarka, her minions, and the Pathfinder 
  Jilarni, who remains unconscious. Alarka knows she is 
  in a precarious position, but she also knows that any 
  rescuers or fellow tomb raiders need her help to access 
  the tomb (since she has one of the necessary scepters). 
  To this end, she is ready to bargain, but she is by no 
  means above treachery. When the PCs first approach 
  the doors leading to this chamber, read 
  or paraphrase the following.
  
  The oracle Base class
  The oracle base class is a new class in the Pathfinder RPG 
  Advanced Player’s Guide. A few important things to remember 
  about running Alarka in combat are as follows:
  Oracle’s Curse (Ex): Alarka’s curse is wasting. She suffers a 
  –4 penalty on Charisma-based checks, 
  except for Intimidate. She also gains 
  a +4 competence bonus on saves 
  made against disease. At 5th 
  level, she gained immunity to 
  the sickened condition. At 11th 
  level (Tier 5–6), she gained 
  immunity to disease.
  Revelations: Oracles gain 
  a number of revelations 
  as 
  they 
  level. These 
  revelations are detailed 
  in Alarka’s stat blocks below.
  Pathfinder Society Scenario
  10
  Tier 5–6 (CR 8)
  Desert Raider 
  CR 5
  Male human fighter 6
  NE Medium humanoid (human)
  Init +5; Senses Perception +1
  DEfEnSE
  AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
  hp 51 (6d10+18)
  fort +7, Ref +3, Will +3; +2 vs. fear
  Defensive Abilities bravery +2
  OffEnSE
  Speed 30 ft.; can move at normal speed when wearing Medium 
  armor
  Melee mwk scimitar +13/+8 (1d6+7/18–20)
  Ranged dagger +7 (1d4+4/19–20)
  TACTICS
  During Combat The desert raider moves to attack the nearest PC, 
  unless a spellcaster presents himself, at which point the raider 
  moves to harass the spellcaster.
  Morale Having nowhere to retreat to, the desert raider fights to 
  the death.
  STATISTICS
  Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +6; CMB +10; CMD 21
  feats Diehard, Disruptive, Endurance, Improved Initiative, 
  Power Attack, Vital Strike, Weapon Focus (scimitar), Weapon 
  Specialization (scimitar)
  Skills Intimidate +8, Knowledge (dungeoneering) +9, Ride +6
  Languages Common
  SQ armor training 1
  Gear +1 breastplate, heavy steel shield, masterwork scimitar, 
  dagger (2), 2,965 gp
  Alarka 
  CR 7
  Female human oracle of flame 8
  NE Medium humanoid (human)
  Init +5; Senses Perception –1
  DEfEnSE
  AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
  hp 60 (8d8+24)
  fort +4, Ref +3, Will +5; +4 vs. disease
  Immune sickened condition; Resist fire 10
  OffEnSE
  Speed 30 ft.
  Melee +1 scimitar +10/+5 (1d6+3/18–20)
  Special Attacks revelation (burning magic, gaze of flames, 
  molten skin)
  Spells Known (CL 8th, concentration +16)
  4th (4/day)—cure critical wounds, divine power, wall of fire
  3rd (6/day)—create food and water, cure serious wounds, dispel 
  magic, fireball (DC 18)
  2nd (7/day)—bull’s strength, cure moderate wounds, resist energy, 
  silence, sound burst (DC 16)
  1st (7/day)—bless, burning hands (DC 15), command (DC 14), cure 
  light wounds, divine favor, endure elements, shield of faith
  0 (at will)—create water, detect magic, detect poison, guidance, 
  light, purify food and drink, read magic, stabilize
  TACTICS
  Before Combat Alarka has used one of her 3rd-level spells each 
  day to create food and water for those trapped in the tomb. 
  Once she hands over the scepter, allowing the door to be 
  opened, she casts divine favor, shield of faith, and bull’s strength 
  on herself, just in case the PCs betray her. Otherwise, she waits 
  to cast these spells, along with divine power, before ambushing 
  the PCs later (these are not factored in to her stats).
  During Combat Alarka is a brutal combatant, using her spells and 
  revelations to incinerate her foes. She opens with wall of fire 
  to separate the group, before moving on to fireball and sound 
  burst to burn and cripple those on her side of the wall. She only 
  heals the desert raider if it proves convenient.
  STATISTICS
  Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 18
  Base Atk +6; CMB +8; CMD 19
  feats Combat Casting, Improved Initiative, Spell Focus 
  (evocation), Toughness, Weapon Focus (scimitar)
  Skills Acrobatics +11, Bluff +12, Intimidate +15
  Languages Common
  SQ oracle’s curse (wasting)
  Gear +1 chain shirt, heavy steel shield, +1 scimitar
  SpECIAL ATTACKS
  Burning Magic (Su) Whenever a creature fails a saving throw 
  and takes fire damage from one of Alarka’s spells, it catches 
  on fire. This fire deals 1 point of fire damage per spell level 
  at the beginning of the burning creature’s turn. The fire lasts 
  
  the rebel’S ranSom
  11
  she waits to cast these spells, along with divine power, before 
  ambushing the PCs later (these are not factored in to her stats).
  During Combat Alarka is a brutal combatant, using her spells 
  and revelations to incinerate her foes. She opens with wall of 
  fire to separate the group, before moving on to fireball and 
  flame strike to burn and cripple those on her side of the wall. 
  She reserves slay living for anyone who dares to challenge her 
  in melee combat. She only heals the desert raiders if it proves 
  convenient, preferring instead to help them with prayer and the 
  occasional mass cure light wounds.
  STATISTICS
  Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 18
  Base Atk +8; CMB +10; CMD 21
  feats Combat Casting, Greater Spell Focus (evocation), Improved 
  Initiative, Spell Focus (evocation), Spell Penetration, Toughness, 
  Weapon Focus (scimitar)
  Skills Acrobatics +14, Bluff +15, Intimidate +18
  Languages Common
  SQ oracle’s curse (wasting)
  Other Gear +1 chain shirt, heavy steel shield, +1 scimitar
  SpECIAL ATTACKS
  Burning Magic (Su) Whenever a creature fails a saving throw 
  and takes fire damage from one of Alarka’s spells, it catches 
  on fire. This fire deals 1 point of fire damage per spell level 
  at the beginning of the burning creature’s turn. The fire lasts 
  for 1d4 rounds, but it can be extinguished as a move action if 
  the creature succeeds at a Reflex save (using the spell’s DC). 
  Dousing the creature with water as a standard action grants a 
  +2 bonus on this save, while immersing the creature in water 
  automatically extinguishes the fire. Spells that do not grant a 
  save do not cause a creature to catch on fire.
  firestorm (Su) As a standard action, Alarka can cause fire to 
  erupt around her. She can create eleven 10-foot cubes of fire, 
  arranged in any pattern, but each cube must be adjacent to 
  another and one must be adjacent to her. Any creature caught 
  in these flames takes 11d6 points of fire damage. A DC 19 Reflex 
  save halves this damage. The firestorm lasts for 4 rounds. This 
  ability can be used once per day.
  Gaze of flames (Su) Alarka can see through fire, fog, and smoke 
  without penalty as long as the light is sufficient to allow her to 
  see normally. She can also gaze through any source of flame 
  within 10 feet per oracle level, as if using clairvoyance. She can 
  use this ability for a number of rounds per day equal to her 
  oracle level, but these rounds do not need to be consecutive.
  Molten Skin (Ex) Alarka gains resist fire 10.
  Developments: Once Alarka gives them Elea’s scepter, the 
  PCs can place it in the slot on the altar in area 2 to open the 
  door. The scepter is made of sandalwood and studded with 
  simple garnets. The narrow end is rectangular in shape.
  This chamber is large, and bisected by a pit filled with 
  burning coals. Alarka disposed of the bodies of the dead 
  Pathfinders and raiders in the pit shortly after the fight. 
  for 1d4 rounds, but it can be extinguished as a move action if 
  the creature succeeds on a Reflex save (using the spell’s DC). 
  Dousing the creature with water as a standard action grants a 
  +2 bonus on this save, while immersing the creature in water 
  automatically extinguishes the fire. Spells that do not grant a 
  save do not cause a creature to catch on fire.
  Gaze of flames (Su) Alarka can see through fire, fog, and smoke 
  without penalty as long as the light is sufficient to allow her to 
  see normally. She can also gaze through any source of flame 
  within 10 feet per oracle level, as if using clairvoyance. She can 
  use this ability for a number of rounds per day equal to her 
  oracle level, but these rounds do not need to be consecutive.
  Molten Skin (Ex) Alarka gains resist fire 10.
  Tier 8–9 (CR 11)
  Desert Raiders (3) 
  CR 5
  hp 51 (use the stats from Tier 5–6)
  Alarka 
  CR 10
  Female human oracle of flame 11
  NE Medium humanoid (human)
  Init +5; Senses Perception –1
  DEfEnSE
  AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
  hp 82 (11d8+33)
  fort +5, Ref +4, Will +6; +4 vs. disease
  Immune disease, sickened condition; Resist fire 10
  OffEnSE
  Speed 30 ft.
  Melee +1 scimitar +12/+7 (1d6+3/18–20)
  Special Attacks revelation (burning magic, firestorm, gaze of 
  flames, molten skin)
  Spells Known (CL 11th, concentration +19)
  5th (4/day)—flame strike (DC 21), mass cure light wounds, slay 
  living (DC 19), summon monster V (fire elementals only)
  4th (7/day)—cure critical wounds, divine power, freedom of 
  movement, spell immunity, wall of fire
  3rd (7/day)—create food and water, cure serious wounds, dispel 
  magic, fireball (DC 19), invisibility purge, prayer
  2nd (7/day)—bull’s strength, cure moderate wounds, hold person 
  (DC 16), lesser restoration, resist energy, silence, sound burst 
  (DC 18)
  1st (7/day)—bless, burning hands (DC 17), command (DC 15), cure 
  light wounds, divine favor, endure elements, shield of faith
  0 (at will)—create water, detect magic, detect poison, guidance, 
  light, purify food and drink, read magic, stabilize, virtue
  TACTICS
  Before Combat Alarka has used one of her 3rd-level spells each 
  day to create food and water for those trapped in the tomb. 
  Once she hands over the scepter, allowing the door to be 
  opened, she casts divine favor, prayer, shield of faith, and bull’s 
  strength on herself, just in case the PCs betray her. Otherwise, 
  
  Unnamed Scepter
  Scepter of Iltorian
  Pathfinder Society Scenario
  12
  While the remnants of their bones are below, any gear of 
  value has been collected and placed in a heap next to the 
  unconscious Jilarni. On the far side of the room is an 
  altar, on top of which rests a scepter made of pure silver. 
  At its tip is a large emerald. The altar bears the name 
  Iltorian in ancient Osiriani, along with the inscription, 
  “For Iltorian, the blessed second who taught me faith in 
  the gods, but reliance only in oneself.” This scepter is 
  required to solve the puzzle in area 4, opening the way 
  to area 5. 
  Jilarni Golgarna (NG female human fighter 3/rogue 
  3, hp 45 [currently –9]) can be revived, but she is in no 
  condition to aid the PCs overly much. She has not been 
  properly fed in a week and requires a good deal of rest 
  before she will be ready to adventure again. If revived, 
  she tells her side of what happened, but by this time, 
  Alarka and her men are already gone, preparing to 
  ambush the PCs when they attempt to depart (see area 
  8). Jilarni’s largest contribution is her ability to read and 
  translate ancient Osiriani if none of the PCs possesses 
  the ability. She also has in her gear a trio 
  of scrolls of sending which she can use via 
  Use Magic Device to send messages back 
  to Venture-Captain Norden Balentiir in Sothis.
  Mission Notes: Alarka and her bandits all wear a 
  simple copper bracelet that bears curious markings. 
  Such an identifying object is of some interest to 
  Andoran faction PCs.
  The daggers carried by the raiders are of some interest 
  to Taldor faction PCs. 
  Rewards: If the PCs defeat Alarka and her bandit(s), 
  reward each tier thusly:
  Tier 5–6: 
  Give each player 934 gp.
  Tier 8–9: 
  Give each player 2,203 gp.
  4. Weight Puzzle (CR 5)
  The corridor ends in a small chamber, dominated by an altar 
  at its center. Atop the sandstone altar is a row of five silver 
  trays, each one larger than the last.
  The door leading to area 5 will not open unless the 
  correct five scepters are placed on the trays in the correct 
  order. Placing the scepters on the trays in the incorrect 
  order sets off the trap, as noted below. 
  On the side of the altar, a simple inscription in ancient 
  Orisiani reads, “The final five combined did not weigh 
  upon me as heavily as the first.” This is a clue to help the 
  PCs solve the puzzle, indicating that the 
  scepters must be placed on the trays in 
  ascending order of their weight. This is not as simple as 
  it sounds, unless the PCs happen to have a merchant 
  scale on them, or some means of fabricating one to 
  determine their weight. Clever PCs might very well 
  come up with clever ways of determining this order 
  (which should be encouraged). If they cannot come up 
  with a way, and instead want to rely on rolls, secretly 
  make a DC 10 Strength or Intelligence check for each 
  scepter, using the PC’s higher modifier. Failure puts that 
  scepter out of order by one place. The correct order of 
  the scepters (from lightest to heaviest) is: Elea, Shasha, 
  Iltorian, Osomi, and Kiranna.
  Trap: If the PCs fail to place the scepters on the trays in 
  the correct order, the trap is set off. The trap can only be 
  set off if the PCs possess all of the first five scepters. Placing 
  fewer than five scepters on the trays has no effect in any way. 
  Silver Lightning Trap 
  CR 5
  Type magic; perception DC 28; Disable Device DC 28
  EffECTS
  Trigger touch; Reset automatic reset
  Effect electricity arc (4d6 electricity damage, 
  DC 20 Reflex save for half damage); multiple 
  targets (all characters in the chamber, as well as those within 5 
  feet of the entrance to the chamber)
  5. Watery Grave (CR 6 or CR 9)
  Turning the corner, the corridor begins to descend down a 
  flight of stairs, right into a pool of still, black water. 
  To retrieve the sixth scepter, the PCs must navigate 
  the watery maze and deal with its deadly inhabitant. On 
  the wall above the stairs leading down into the maze is 
  an inscription written in ancient Osiriani. It reads, “Let 
  the first rest forever in a dark abyss. Let none speak her 
  name.”
  The maze down below is a cunning one. When the PCs 
  first enter, all of the locations marked with bars (a series 
  of black dots) are blocked by ancient, rusted portcullises. 
  Due to the filth in the water, normal vision is limited to a 
  distance of 10 feet. Anything between 10 feet and 20 feet 
  has concealment, whereas anything beyond 20 feet has 
  total concealment. These ranges assume that the PCs 
  have a source of light with them or possess darkvision. 
  Swimming through the maze is relatively simple, 
  requiring only a DC 10 Swim skill check. Make sure to 
  note the total number of rounds spent underwater and 
  how long the PCs can hold their breath.
   The sixth scepter is made of rusted metal and is in very 
  poor condition. It is partially fused to the altar and can 
  only be removed with a DC 10 Strength 
  check. Note that there is no inscription 
  
  Scepter of Alkhet
  the rebel’S ranSom
  13
  disable the wall. There are two such clues for each wall. 
  The clues are as follows.
  First Wall: The eastern panel reads, “The first and worst” 
  (solution: the unnamed scepter from area 5). The western 
  panel reads, “The last of my hopes” (solution: Osomi).
  Second Wall: The eastern panel reads, “My right 
  hand” (solution: Kiranna). The western panel reads, “The 
  bringer of faith” (solution: Iltorian).
  Third Wall: The eastern panel reads “The desert 
  flower” (solution: Elea). The western panel reads “The 
  luxurious one” (solution: Shasha).
  When each scepter is touched to the correct panel, 
  that panel glows for just a moment, but nothing happens 
  until both scepters are touched to the correct panel at the 
  same time. Doing this brings down the corresponding 
  blade wall, allowing access to the next one in line. Once 
  the final wall is brought down, the PCs can move on to 
  explore the chamber beyond.
  7. Alkhet’s Throne (CR 6 or CR 9)
  The door slowly swings open to reveal a large chamber made 
  mostly from the same sandstone that dominates this place. A 
  strip of black marble runs from an altar on the east end of the 
  room, through the floor, to a throne that sits on the west end 
  of the chamber. 
  This chamber contains the final puzzle needed to 
  unlock the final door that allows access to the resting 
  place of Alkhet Utmari, the Merchant Prince. It also 
  contains a deadly trap if the puzzle is solved incorrectly.
  On the west side of the room is a throne. Resting on 
  the arm of the throne is the seventh, and final, scepter. 
  This scepter is made of simple sandstone and appears 
  older than all the rest. It is Alkhet’s scepter and it is 
  relatively unadorned. An inscription on the throne in 
  ancient Osiriani reads, “The throne of the Merchant 
  Prince—those who would seek audience must sit and 
  judge the worth of all things.” This clue is in reference 
  to the altar on the opposite end of the room.
  On the east side of the room is an altar made of the 
  same black stone as the strip running through the room 
  and the throne on the opposite side. Atop the altar are 
  seven depressions, each one large enough to fit any one of 
  the rods. On the left side of the altar, just outside the row 
  of depressions, is a small piece of quartz, embedded into 
  the stone. On the right side, opposite the piece of quartz, 
  is a beautiful diamond. Combined with the clue from the 
  throne, the PCs must discover that the secret to opening 
  the final chamber is to place the scepters on the altar in 
  order of their worth, starting with the least valuable on the 
  left, moving to the most valuable on the 
  right. Unfortunately, there is a deception 
  on this altar other than a single word in ancient Osiriani: 
  “Irian.” Once the scepter is removed, two things happen 
  simultaneously. First, all of the portcullises sink into the 
  floor and new portcullises rise in all the locations marked 
  with a row of blue dashes (reconfiguring the maze). Second, 
  the secret door in the east wall opens, allowing a sea hag (or 
  two sea hags in Tier 8–9) into the chamber to harass the PCs 
  as they attempt to leave.
  Creature: The sea hag is a dangerous threat to the PCs, 
  especially if the group decided to send one PC into the 
  watery depths alone. The sea hag has been in a suspended 
  state for many years and has gone quite mad. She fights to 
  the death. If a PC fails two saving throws against the hag’s 
  evil eye power and lacks the ability to breath underwater, 
  he immediately begins to drown. Note that the CR of this 
  encounter is increased due to the extreme nature of the 
  surroundings and the danger that they pose.
  Tier 5–6 (CR 6)
  Sea Hag 
  CR 4
  hp 38 (Pathfinder RPG Bestiary 243)
  Tier 8–9 (CR 9)
  Advanced Sea Hags (2) 
  CR 5
  hp 46 (Pathfinder RPG Bestiary 243, 294)
  Mission Notes: The name Irian is of interest to Osirion 
  faction PCs.
  6. Hall of Blades
  The short corridor takes a turn, revealing a wall of whirling 
  blades that blocks your path. Built into the wall on both 
  sides of the corridor are small stone tablets made from 
  marble, each bearing an inscription.
  This corridor is dangerous, but not trapped. 
  The walls of blades that block the way are magic in 
  nature, and they cannot be bypassed without all six 
  scepters that can be found thus far in the dungeon. 
  These walls combine a blade barrier and a wall of force 
  effect (both at CL 15th). Anyone touching the walls 
  takes 15d6 points of damage and cannot penetrate the 
  barrier. Attacks targeting the wall must survive this 
  damage before their damage can be applied to the wall 
  of force effect.
  Each of the three walls can be dispelled for one day 
  by touching the proper scepters to the marble panels 
  that accompany each wall. Each panel bears a clue, 
  written in ancient Osiriani, as to which 
  scepter must be touched to it in order to 
  
  Pathfinder Society Scenario
  14
  here, making this puzzle slightly more difficult. While the 
  value of the scepters can be determined with simple Appraise 
  skill checks, Alkhet’s scepter must be placed in the most 
  valuable position, regardless of its worth. It has been hinted 
  many times throughout this dungeon that he placed himself 
  over everything, regardless of his actual stature.
  The value of each scepter can be determined with DC 
  15 Appraise skill checks. These checks should be made 
  in secret, but they can be made once by each character. 
  Failure causes a deviation in value of the scepter by 5% in 
  one direction or the other by each point by which the check 
  was failed. This may or may not be enough to put a scepter 
  in the wrong spot. The value of each scepter, in order by 
  which it must be placed on the altar, is as follows:
  Unnamed Scepter from area 5: 100 gp
  Elea’s Scepter: 700 gp
  Shasha’s Scepter: 2,000 gp
  Kiranna’s Scepter: 3,500 gp
  Osomi’s Scepter: 3,700 gp
  Iltorian’s Scepter: 4,000 gp
  Alkhet’s Scepter: 500 gp
  There is one last problem as well. The altar radiates a powerful 
  repulsion effect that can only be dispelled by a character sitting 
  on the throne. This effect only targets the scepters, meaning 
  anyone bearing one cannot approach to within 10 feet of the 
  altar. The moment a character sits on the throne, this effect is 
  dispelled for as long as he remains seated—should he stand 
  before the seven scepters are placed, any scepters on the altar 
  are flung across the room. Once all seven scepters are placed in 
  the correct location, the throne sinks into the floor, and the wall 
  behind it shifts to reveal a corridor leading to the final resting 
  place of Alkhet Utmari, the Merchant Prince.
  Trap: Unfortunately, trial and error here is not an 
  option because there is a trap that is set off whenever all 
  seven scepters are placed atop the altar and any one of 
  them is out of sequence. Placing the scepters atop the altar 
  in the incorrect sequence causes black flames to spring 
  forth from the altar, race across the room, and burn the 
  PC sitting on the throne. The intensity of this flame 
  depends entirely on how many rods are in the incorrect 
  location, meaning that clever PCs might be able to 
  puzzle out how close they are to the solution by the 
  amount of damage they are taking from setting off 
  the trap.
  Tier 5–6 (CR 6)
  Black flame Trap 
  CR 6
  Type magic; perception DC 32; Disable Device DC 32
  EffECTS
  Trigger touch; Reset automatic reset
  Effect black flame (2d4 fire damage for each scepter in an incorrect 
  location, DC 20 Reflex save for half damage, character on the 
  throne does not receive a saving throw); multiple targets (anyone 
  standing on the black stone or seated on the throne)
  Tier 8–9 (CR 9)
  Black flame Trap 
  CR 9
  Type magic; perception DC 32; Disable Device DC 32
  EffECTS
  Trigger touch; Reset automatic reset
  Effect black flame (2d8 fire damage for each scepter in an 
  incorrect location, DC 24 Reflex save for half damage, 
  character on the throne does not receive a saving throw); 
  multiple targets (anyone standing on the black stone or 
  seated on the throne)
  
  the rebel’S ranSom
  15
  8. Crypt of the Merchant Prince  
  (CR 7 or CR 10)
  Behind the throne is a narrow set of stairs, leading to a low, 
  cramped chamber. Large stone sarcophagi are arranged around 
  this chamber, seven in total. One of them is truly special, lined with 
  glimmering gold and set on a small dais.
  This chamber holds the final resting place of Alkhet 
  Utmari and his six wives. Each is placed in a stone 
  sarcophagus, arrayed around the central dais, which 
  holds the remains of the Merchant Prince. In addition to 
  the sarcophagi, there are small mounds of canopic jars, 
  ancient scrolls, dust-covered sculptures, and other pieces 
  of valuable history.
  Creatures: Alkhet placed one final protection over his 
  resting place: his wives. Although when he was interred, 
  all of his wives were transformed into mummies, some 
  of them have completely decayed over the years, leaving 
  behind nothing but dust and bones. Those that remain 
  can open their tombs from the inside and emerge to 
  attack the moment the PCs enter the chamber.
  Tier 5–6 (CR 7)
  Mummies (2) 
  CR 5
  hp 60 each (Pathfinder RPG Bestiary 210)
  Tier 8–9 (CR 10)
  Advanced Mummies (4) 
  CR 6
  hp 76 each (Pathfinder RPG Bestiary 210, 294)
  Development: Once the mummies are defeated, the PCs 
  are free to plunder the room for all of its valuable artifacts. 
  This should seem like the end of the adventure, but if 
  Alarka and her minions are still alive, they are more than 
  likely waiting in area 7 or area 2 for the PCs, preparing to 
  ambush them and take their treasure for themselves.
  Treasure: Alkhet left behind only his most valued 
  possessions in this chamber. For Tier 5–6, the PCs find 
  1,000 gp worth of gems, jewelry, silverware, and art objects; 
  a dagger of venom, red dragon hide full plate, lesser metamagic 
  rod of silent, dust of illusion, and a golembane scarab. For Tier 
  8–9, increase the gold piece value of the gems, jewelry, and 
  so on to 3,000 gp. In addition to the items in Tier 5–6, Tier 
  8–9 PCs find slippers of spider climb and a rod of the python.
  Mission Notes: The canopic jars and sarcophagus of 
  Alkhet both contain remains of this long dead merchant, 
  making them of supreme interest to Cheliax faction PCs. 
  If any of these jars are brought back to Sothis, such a PC 
  might seek to contaminate them.
  There are a host of ancient trinkets in this room, any 
  one of which is of great interest to Taldor faction PCs. 
  Rewards: If the PCs recover Alkhet’s hoard, reward 
  each tier thusly:
  Tier 5–6: 
  Give each player 1,609 gp.
  Tier 8–9: 
  Give each player 3,259 gp.
  coNclUSIoN
  After finishing their exploration of the tomb, the PCs can 
  easily make their way back to Sothis, presumably with Jilarni 
  and the bodies of her companions in tow. There are more 
  than enough camels (taking them from the bandits) to carry 
  all of the PCs, the recovered Pathfinders, and the loot.
  On returning to the capital city, Venture-Captain Norden 
  Balentiir is eager to hear their report and examine all that 
  they have recovered. He is saddened to learn of the death 
  of two of his members, but grateful that Jilarni survived 
  and that their bodies were recovered. After cataloging all 
  that was found, he sends a runner to the palace to inform 
  the Ruby Prince of the success. Servants come to collect 
  the artifacts shortly thereafter. Balentiir is quite pleased 
  with the PCs performance and invites them all to stay for 
  dinner so that he might hear more of their journey, the 
  treacherous Alarka, and the dangers of the tomb.
  fAcTIoN MISSIoNS
  Andoran Faction: PCs from the Andoran faction who find 
  the book on Alarka’s camel in Act 1 earn 1 Prestige Award. 
  PCs from the Andoran faction who also recover a brooch 
  from Alarka or one of her raiders in area 3 earn 1 bonus 
  Prestige Award.
  Cheliax Faction: PCs from the Cheliax faction who 
  recover a piece of the Merchant Prince in area 8 earn 1 
  Prestige Award. PCs from the Cheliax faction who also 
  ensure that any samples of the dead are contaminated from 
  area 8 without being seen earn 1 bonus Prestige Award.
  Osirion Faction: PCs from the Osirion faction who 
  get a rubbing of the writing in area 2 earn 1 Prestige 
  Award. PCs from the Osirion faction who also learn the 
  name in area 5 earn 1 bonus Prestige Award.
  Qadira Faction: PCs from the Qadira faction who get 
  a sample of the scorpion poison in Act 1 earn 1 Prestige 
  Award. PCs from the Qadira faction who also recover one of 
  the blue flowers from area 1 earn 1 bonus Prestige Award.
  Taldor Faction: PCs from the Taldor faction who recover 
  a dagger from one of the bandits in area 3 earn 1 Prestige 
  Award. PCs from the Taldor faction who also recover a 
  trinket from area 8 earn 1 bonus Prestige Award.
  
  Pathfinder Society Scenario
  16
  Infernal Succulent,
  We learned that there is to be another expedition into the desert, exploring the ancient 
  tomb of a powerful Osirian merchant. We have arranged for you to be part of this 
  expedition and demand your service. It is in our interest to recover a sample of the 
  remains from this merchant prince, be it a finger or the dust from his withered entrails.
   
  We also would like you to ensure that any remains that are returned become 
  contaminated, with sand, soil, the dust of other corpses, it matters not, so long as 
  they are not pure. 
  Champion of Freedom,
  It has come to my attention that there are events unfolding in the western deserts of Osirion, not far 
  from the border with Thuvia. We have long wished to get a better foothold in those lawless deserts, 
  where slavery and banditry are rife.
   
  Should you happen to run afoul any of Thuvia’s agents, be vigilant for any information that you 
  might be able to gather on their movements or activities. We have heard that some groups from the 
  region have been known to carry brooches or other jewelry to identify their allegiance. If you could 
  acquire such a piece, it would greatly assist our future endeavors.
     For Andoran and Freedom,
    
   Captain Colson Maldris
  Andoran Faction Handout
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  In Secrecy,
  
  the rebel’S ranSom
  17
  Servant of the Satrap,
  There are many mysteries in the desert and it has come to our attention 
  that you will be soon exploring them. One of the Satrap’s naturalists has 
  taken a keen interest in the life of the desert, particularly when it comes 
  to toxins. If you could recover samples of any such poisons, it would be of 
  interest. Of course, it need not be from a creature. There is a rare blue 
  flower that only seems to grow around tombs that also contains a deadly 
  poison if properly prepared. 
  Sincerely,
  Pasha Muhlia Al-Jakri
  Glorious Agent,
  I hope this missive finds you well and in sublime comfort. Such hope is 
  fleeting, since my informants tell me that you are in Osirion, so may you 
  instead find shade and a chilled wine. While you are there, however, 
  you might be of some use to me. There is a Lady in my confidence that is looking for a gift 
  for her father, a collector of antiquities. If you might procure some ancient trinket, such as 
  a ring or locket, while you are there, I would be in your debt.
  I have another small matter that is of some interest. I am looking to procure an authentic 
  dagger from the region. Not the kind you might find in a shop, but one made by the natives. 
  It is best not to discuss it any further here. 
  Qadira Faction Handout
  Taldor Faction Handout
  x
  Blessed Salutations,
  Word reached me that the Ruby Prince located the tomb of a powerful merchant prince, thought 
  long lost. We also heard that the first group sent to explore it has not returned and that another 
  may be sent. Should you be asked to serve on this mission, we would like you to secure a copy of any 
  historical records, usually kept in the form of wall carvings. A simple rubbing will do. In addition, 
  this merchant prince was said to have six wives, but the name of the first has been lost to history. 
  If you could discover this name and deliver it to us, it would be most appreciated.
  Osirion Faction Handout
  Tread Carefully,
  Amenopheus, The Sapphire Sage
  For Taldor!
   Baron Jacquo Dalsine
  
  Pathfinder Society Scenario
  18
  scepTeR of osomi
  This scepter is made of one large shard of ebony, studded with tiny rubies, and capped by platinum rings. 
  The narrow end of this scepter is triangular.
  notes:
  scepTeR of KiRanna
  This scepter is made of iron, lined with long grooves of silver that converge on a diamond tip. The narrow 
  end of this scepter is perfectly square.
  notes:
  scepTeR of elea
  This scepter is made of sandalwood. It resided on the southwest altar, which is made of sandalwood and 
  decorated with a fine ivory inlay. 
  notes:
  scepTeR of shasha
  This scepter is made of copper, with precious pearls spiraling around its surface. The narrow end of this 
  scepter is circular.
  notes:
  player handouT #1
  player handouT #2
  player handouT #3
  player handouT #4
  
  the rebel’S ranSom
  19
  scepTeR of ilToRian
  This scepter is made of pure silver. At its tip is a large emerald.
  notes:
  player handouT #5
  The Unnamed scepTeR 
  This 
  This scepter is made of rusted metal and is in very poor condition.
  notes:
  player handouT #6
  scepTeR of alKheT
  This scepter is made of simple sandstone and appears older than all the rest.
  notes:
  player handouT #7
  
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  ™
  OpEn GAME LICEnSE Version 1.0a
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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 2–03: The Rebel’s Ransom. © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  
     
  Dagger of venom (8,302 gp)
  Dust of illusion (1,200 gp)
  Golembane scarab (2,500 gp)
  Lesser silent metamagic rod (3,000 gp)
  Red dragon hide full plate (3,300 gp)
  Rod of the python (13,000 gp)
  Slippers of spider climb (4,800 gp)
  5–6
  Scenario #2–03:  
  The Rebel’s Ransom
   
  player name  
  A.K.A.
   
  Character name 
  pathfinder Society # 
  faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  GOLD
  Gold Spent
  Subtotal
  Items Bought
  Items Sold
  final pA Total
  final Xp Total
  pRESTIGE AWARD
  EXpERIEnCE
  Gp Gained (GM OnLY)
  pA Gained (GM OnLY)
  Start Gp
  Starting pA
  Starting Xp
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items found During This Scenario
  for GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 Xp
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIER
  TIER
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  8–9
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIER
  TIER
  TIER
  5–6
  8–9
  2,543
  5,462
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 02/Scenario 2-03 The Rebel's Ransom.pdf