TEXT: By Thurston Hillman
  True Dragons of absalom
  PATHFINDER SOCIETY SCENARIO #6–99 
  TIER 3–5
  
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  Author • Thurston Hillman
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  Pathfinder Society Scenario #6–99: True Dragons of Absalom is a Pathfinder Society Scenario designed for 4th-level pregenerated kobold 
  characters. This scenario is designed for play in the Pathfinder Society Organized Play campaign, but can easily be adapted for use with any world.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
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  True Dragons of Absalom
  Pathfinder Society Scenario #6–99
  
  Absalom
  Isle of Kortos
  • Absalom
  3
  SUMMARY
  Chief Yiddlepode orders the PCs, who are all well-
  respected members of the Sewer Dragon tribe, to meet 
  with one of the tribe’s allies, an otyugh named Hats. The 
  journey to Hats’ lair is swift, and the PCs find the sewer 
  dweller keeping a captive. The PCs negotiate with the 
  otyugh briefly before being allowed to visit the captive, a 
  severely wounded Venture-Captain Drandle Dreng.
  The injured venture-captain recognizes the PCs as 
  members of the Sewer Dragons, and calls upon the 
  Society’s pact with the kobolds to request assistance. He 
  explains that an enemy of the Society is trying to activate 
  a portal in the Sewer Dragons’ territory, that would 
  allow them to strike at the city. Knowing he cannot get 
  N
  early 20 years ago, the canny kobold sorcerer 
  Kibizax carved out a tiny empire in the caves and 
  sewers beneath Absalom. Being a sort of visionary, 
  he also hired a Taldan tutor to teach his two children 
  about the ways of humans to strengthen his tribe’s 
  influence. The plan worked well, and the Sewer Dragon 
  tribe became one of the most influential kobold groups 
  on the Isle of Kortos. Things only fell apart when he 
  ordered increased attacks against Pathfinder agents 
  traveling through the sewers, hoping to force the 
  Society to pay tribute for the privilege of traversing his 
  territory. As his daughter Yiddlepode feared, it instead 
  invited armed retribution. Once a team of Pathfinder 
  agents dispatched Kibizax, Yiddlepode took command 
  and proposed a truce and deal that allowed the two 
  groups to work together.
  True to their agreement, the Sewer Dragons have kept 
  the Society apprised of developments below Absalom 
  and helped them to smuggle the occasional sensitive 
  shipment through the city. In return, the Society has 
  acted as a broker to help the kobolds secure weapons and 
  materials they might not otherwise be able to purchase 
  on the streets above.
  Recently, tensions have f lared between the Sewer 
  Dragons and several of their neighbors, and the 
  kobolds’ patrols have stepped up to match this 
  aggression. The Pathfinder Society has also noticed 
  these worrying scuff les in the sewers. Venture-
  Captain Drandle Dreng personally investigated the 
  disturbances and uncovered that the Onyx Alliance—
  an evil group from the Shadow Plane with a history of 
  conf lict with the Pathfinder Society—has agents hard 
  at work creating a portal that leads directly to Shadow 
  Absalom. Unfortunately, the Onyx Alliance detected 
  Dreng and attacked him as he tried to make his escape. 
  He has evaded his pursuers since, but he is still a long 
  way from the Grand Lodge and direct Pathfinder aid. 
  By appealing to the Sewer Dragons, he hopes to secure 
  their aid in shutting down this invasion before it can 
  threaten the kobolds or the Society.
  True Dragons of Absalom
  by ThursTon hillman
  WHERE ON GOLARION (AND BEYOND)
  The introduction and first part of the adventure takes place 
  in the sewers under the city of Absalom, home to the Sewer 
  Dragon kobold tribe. The second half of the adventure 
  takes place in Shadow Absalom, Absalom’s extraplanar 
  counterpart on Shadow Plane. For more information on 
  Absalom, see Pathfinder Campaign Setting: Guide to Absalom. 
  For more information on Shadow Absalom, see Pathfinder 
  Campaign Setting: The Great Beyond. Both books are 
  available in bookstores and game stores everywhere, and 
  online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  assistance from the Society before the gate activates, 
  Dreng asks the PCs to assault the gate and protect their 
  territory from intruders.
  The PCs battle against a small detachment of Onyx 
  Alliance agents stationed at the gate’s entrance. With the 
  Onyx Alliance agents defeated, the PCs have the chance 
  to reinforce the area with traps to protect against the 
  alliance’s expected allies. The encounter culminates 
  when Onyx Alliance agents on the Shadow Plane 
  successfully activate the portal, and a duo of Alliance 
  agents enters from the opposite side of the battlefield. 
  The PCs must then contend with the newly opened 
  extraplanar passageway.
  Going through the portal, the PCs appear in an 
  abandoned alleyway in Shadow Absalom. They have 
  time to explore the city before a d’ziriak approaches 
  them. The insectile creature introduces herself and 
  explains how she followed the PCs once they arrived via 
  the portal. She is a member of a mysterious organization 
  of d’ziriak known as the Light-Weavers’ Guild. The 
  light-weavers are engaged in a long-term feud with the 
  Onyx Alliance, and she was dispatched to observe the 
  alliance’s newly constructed portal. Once she learns that 
  the PCs intend to close the portal, the d’ziriak explains 
  that the creation of stable portals in Shadow Absalom 
  is outlawed by decree of the city’s ruler, Argrinyxia, the 
  Shifting Lady of Ebon Scales, a mighty umbral dragon. 
  Only a few of the great wyrm’s progeny are gifted with 
  the necessary item to activate a sustained portal within 
  the city—a scale from Argrinyxia herself. The light-
  weavers know that the Onyx Alliance colluded with one 
  of Argrinyxia’s more rash children, a wyrmling named 
  Shadrixis, and they believe that the whelp purloined one 
  of his mother’s scales when he left to form a lair of his 
  own within the city.
  The Light-Weavers’ Guild freely offers the location 
  of Shadrixis’s lair, hoping the PCs can thwart the 
  Onyx Alliance’s arrangement with the wyrmling and 
  keep the light-weavers’ involvement secret. With this 
  information, the PCs find the lair of Shadrixis atop a 
  soaring tower near the center of the city. Like many of 
  his kind, Shadrixis enjoys having creatures fawn over 
  him, and negotiates with the PCs should they appeal 
  to his immense ego. A series of difficult negotiations, 
  littered with the promise of fame and wealth, can turn 
  the dragon to the side of the PCs, but the encounter 
  likely ends in a battle with the wyrmling.
  Once the PCs defeat or negotiate with the dragon, they 
  claim the scale of Argrinyxia and use it to deactivate the 
  portal; simply passing it through into the Material Plane 
  shuts the portal down until the scale passes the boundary 
  once again. As the PCs pass through the portal, they 
  meet an entourage waiting anxiously for their return; 
  Dreng and a group of Pathfinder agents, alongside Chief 
  Yiddlepode and Hats, if the otyugh survived. They laud 
  the PCs for their courage and ingenuity in disabling the 
  portal, and the Society bestows upon them honorary field 
  commissions, with the promise of future missions.
  GETTING STARTED
  Allow each player to choose one of the pregenerated 
  kobold heroes at the back of this scenario, and provide 
  the players several minutes to examine their characters 
  and ask any questions they may have. The character 
  sheets include all of the rules necessary to play the 
  characters other than those found in the Core Rulebook. 
  Once the players have familiarized themselves with their 
  characters, read or paraphrase the following to get the 
  adventure underway.
  You are kobolds of Absalom’s Sewer Dragon tribe. Made strong 
  thanks to an alliance with the Pathfinder Society, your tribe 
  has many enemies seeking to test its newfound might. Chief 
  Yiddlepode, wise chieftain of the Sewer Dragons, knows that 
  her alliance means nothing if the tribe can’t defend its territory. 
  For the past several months, the tribe has sent its best and 
  brightest on scouting missions throughout the region, repelling 
  others from intruding on the Sewer Dragons’ rightful domain.
  As the latest group assigned to protect the Sewer Dragons’ 
  interests, you have received orders from Chief Yiddlepode to 
  make contact with an ally of the tribe—a peculiar otyugh by 
  the name of Hats. Constant supplies and the occasional tribute 
  have endeared the otyugh to the Sewer Dragons, and Hats now 
  acts as further muscle for the kobolds as well as an additional 
  set of eyes and ears in the sewers. Hats informed one of the 
  tribe’s gutter runners that he has an important captive for the 
  Sewer Dragons to interrogate.
  Your orders are clear: find and interrogate Hats’ captive. 
  Discover what intrusion has taken place within the domain of 
  the Sewer Dragons and deal with it. Above all, don’t risk the 
  tribe’s alliance with the Pathfinder Society.
  GM RESOURCES
  This adventure makes use of the following Pathfinder 
  Roleplaying Game products: the Pathfinder RPG Core Rulebook, 
  Pathfinder RPG Advanced Class Guide (ACG), Pathfinder 
  RPG Ultimate Equipment (UE), Pathfinder RPG Bestiary, 
  Pathfinder RPG Bestiary 2 (B2), Pathfinder RPG Bestiary 3 
  (B3), Pathfinder RPG Bestiary 4 (B4), and Pathfinder RPG NPC 
  Codex (NPC). These rules can be found online for free as part 
  of the Pathfinder Roleplaying Game Reference Document at 
  paizo.com/prd, and the relevant rules from the Pathfinder 
  RPG Bestiary volumes and the NPC Codex are reprinted at the 
  back of the adventure for the GM’s convenience.
  
  Hats
  5
  TRUE DRAGONS OF ABSALOM
  Knowledge (local)
  Some of the PCs have a greater understanding of their 
  tribe’s current situation. Unlike a normal Knowledge 
  check, the PCs’ lifelong experience in the sewers of 
  Absalom allows them to roll this check untrained if they 
  do not possess the Knowledge (local) skill.
  10+ Chief Yiddlepode’s alliance with the surface 
  dwellers of the Pathfinder Society brought much power to 
  the Sewer Dragons tribe. The Sewer Dragons stockpiled 
  a considerable amount of armor, weapons, and magical 
  equipment through trade with Absalom’s merchants via 
  Pathfinder intermediaries. Pathfinder allies carry magic 
  compasses called wayfinders.
  15+: One of the first sewer dwellers to swear allegiance 
  to the kobolds of the Sewer Dragons was an 
  otyugh named Hats. As one would expect, this 
  particular otyugh has a fascination with humanoid 
  headwear, and the Sewer Dragons provide such 
  items as tribute to the beast to 
  keep it complacent.
  20+: A section of sewer 
  close to Hats’s lair once 
  connected to an unfinished 
  section 
  of 
  underground 
  tunnels. The area collapsed into 
  ruin 
  following 
  an 
  explosive 
  demonstration from the tribe’s 
  former 
  alchemist, 
  Yippitok. 
  Scouts whisper of movement in 
  the broken caverns.
  25+: The ruined section of 
  tunnel near Hats’s lair is actually 
  used by allies of the Pathfinder Society. 
  These people working for something the 
  surface dwellers call a museum.
  Captor and Captive
  The PCs arrive at Hats’s lair unchallenged. 
  The otyugh’s hideaway is a partially collapsed vault off 
  one of the sewer’s less-traveled sections. The space is 
  wide and open, but the collapsed eastern wall, along with 
  numerous wooden coat racks placed haphazardly around 
  the chamber, makes it seem cramped. Each of the racks 
  supports a collection of hats of varying sizes, all of which 
  are lathered in varying degrees of dirt and grime.
  The Otyugh
  Hats is a peculiar creature, which is a respectable feat for 
  a member of a sewer-dwelling species. Hats is a hulking 
  mutant with four flailing tentacles—three spiked and 
  one covered in eyes—instead of his species’s standard 
  three. Hats endured the mockery of others of his kind 
  long before his fascination with headwear manifested. 
  He considers himself a strong-arm for the Sewer 
  Dragons and bombastically greets the PCs as they enter 
  his haphazard abode, gently patting them with his one 
  free tentacle. He uses his other two barbed tentacles to 
  display the hat of a naval commodore and a pristine white 
  cowl acquired from a prophet of Kalistrade. Hats does 
  not know the PCs beyond their affiliation with the Sewer 
  Dragons, so he asks each PC to introduce themselves. 
  However, Hats is terrible with names and faces, and 
  constantly asks for reintroductions.
  After an exchange of pleasantries, Hats directs 
  the PCs to the back of his chamber, which features a 
  spacious, 15-foot-deep pit. A ragged-looking human 
  vagrant mutters to himself as he paces below, an obvious 
  limp slowing him down. A half-dozen hats rest in the 
  dirt at the base of the pit. If the PCs ask Hats for more 
  information about the captive, Hats says that he “got 
  bored of the human’s ranting and wanted him to try on 
  some caps.”
  Special Note: If Engashez is present, Hats 
  takes a particular interest in 
  her hat of disguise. The otyugh 
  repeatedly asks to “try it 
  on,” even interrupting any 
  conversations with the captive. 
  If the PCs give Hats the hat, 
  the 
  otyugh 
  conveniently 
  forgets to offer it back unless 
  the PCs demand it.
  The Prisoner
  Venture-Captain Drandle Dreng, 
  a respected member of the Pathfinder Society, 
  lingers in Hats’s dank pit. Fatigued and 
  poisoned from his previous encounter 
  with the Onyx Alliance soldiers stationed 
  in the sewers, Dreng knows he can’t escape 
  his powerful otyugh captor. When the PCs 
  reveal themselves, the venture-captain is astonished to 
  see members of the Sewer Dragon tribe.
  Read or paraphrase the following:
  “You lot! Excellent! Simply excellent! You’re Sewer Dragons, 
  aren’t you? Oh, my apologies, I mean, you are most capable 
  defenders of the exalted Sewer Dragon tribe of Absalom—rulers 
  of the sewers upon which I have miserably intruded.”
  “I’m a member of the Pathfinder Society, you see. A venture-
  captain, in fact, one who helped forge our alliance! I’d been 
  following a group of our suspected enemies above ground, and 
  they descended into the sewers nearby. In a section of nearby 
  tunnels, I found our enemies hard at work, constructing some 
  sort of magical portal in a ruined sewer line. In my folly, I alerted 
  those I was following and was waylaid. I managed to drive them 
  
  Drandle Dreng
  6
  PATHFINDER SOCIETY SCENARIO
  off, before your friend—the one with the headwear fascination—
  found me and dragged me here. That doesn’t matter though. All 
  in the past, I’d say.”
  “I need to warn the Society! But, I don’t think there’s enough 
  time before this portal opens. You fine soldiers of the Sewer 
  Dragons should do… only you can stop it!”
  The PCs’ interaction with Drandle Dreng should be 
  handled similarly to other Pathfinder Society mission 
  briefings. If one of the PCs is clever enough to request 
  Dreng’s wayfinder, the venture-captain swiftly produces 
  it. Given the alignment of the kobolds, and the fact 
  they’ve got Dreng trapped in a pit, the briefing 
  could be more akin to an interrogation. 
  Who were you trailing in the sewers? “An 
  organization opposed to the Pathfinder 
  Society, known as the Onyx Alliance. 
  They’re from very far away, and they have 
  a grudge against the Society because we’ve 
  stopped some of their previous schemes. 
  Most importantly, they’re a ruthless band of 
  villains, and if they’re building a beachhead 
  in the sewers, they’ll be sure to clear out any 
  potential threats—your tribe included!”
  What do you know about this portal? “All 
  I know is that it connects to a larger base of 
  operations for the Onyx Alliance. From the 
  few minutes I had to inspect the device, 
  it’s clear to me that the portal can only be 
  activated from the other side, wherever 
  the other side may be. If the Onyx Alliance 
  successfully activates the portal, someone will 
  need to go through and find a way to close it. 
  From what I overheard, it is set to activate 
  shortly after additional reinforcements arrive 
  from the surface.”
  What do you need us to do? “I believe the best course 
  of action would be to strike at the forces guarding the 
  portal; I’ve already given them a good licking myself, 
  so they shouldn’t be too difficult to deal with. After 
  that, reinforcements from the surface are supposed to 
  come, so you’ll want to prepare. I hear kobolds are quite 
  determined and skilled when it comes to setting traps! 
  Once you’ve dispatched the reinforcements, the portal 
  should activate. You’ll need to go through to the other 
  side, and figure out how to disable it!”
  Why should we help you? “The Society would be 
  further indebted to your great tribe if you were to handle 
  this threat. Not to mention, if the Onyx Alliance does 
  complete their portal, it could have dire repercussions 
  for your holdings here in Absalom’s sewers!”
  Can you help us? “I’m afraid that my scuffle with the 
  portal’s sentries wounded me far beyond what I expected. 
  The ruffians used some sort of poison that’s sapped the 
  strength from me. That is why your friend up there was 
  able to capture me so easily. I’d be of little use in a fight, 
  and besides, I should be off to warn the Society of what’s 
  happening down here!”
  The Mission
  Following their briefing with Drandle Dreng, the 
  PCs should be clear on their assignment. They must 
  defeat the Onyx Alliance forces stationed at the portal, 
  prepare for additional reinforcements from the surface, 
  defeat the reinforcements, and then travel through the 
  activated portal to find a way to close it from the 
  other side.
  The PCs already know where to 
  find the Onyx Alliance forces if they 
  succeeded at a DC 20 Knowledge (local) 
  check at the beginning of the scenario. 
  If none of the PCs succeeded on this 
  check, Dreng or Hats directs them to 
  the section of the sewers where the 
  portal is located.
  Releasing the Captive: Dreng requests to 
  be released following his conversation 
  with the PCs. The venture-captain 
  wants to bring Society agents 
  into the sewers as a backup 
  plan in case the PCs fail. How 
  the PCs handle this request is 
  up to the group; releasing Dreng 
  has no real impact on the remainder 
  of the scenario. If the PCs leave Dreng 
  in Hats’s custody, Hats eventually loses 
  interest in his captive, and the canny 
  venture-captain makes an escape while 
  the otyugh is sleeping.
  A (Big) Friend: If the PCs agree to let Dreng go, 
  they have the option of trying to recruit Hats for their 
  mission. The mutant otyugh is an ally of the Sewer 
  Dragon tribe, but he is unwilling to assist in a dangerous 
  mission without substantial tribute. If Engashez is one 
  of the PCs, and she offers her hat of disguise as tribute, 
  Hats agrees to accompany the PCs. He will only assist 
  them during their encounters in the sewers; he panics 
  when the portal activates and refuses to travel to the 
  Shadow Plane.
  HATS 
  CR 5
  Advanced variant otyugh (Pathfinder RPG Bestiary 223, 294)
  N Large aberration
  Init +2; Senses darkvision 60 ft., scent; Perception +11
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
  
  7
  TRUE DRAGONS OF ABSALOM
  EVIL PCS
  All of this scenario’s pregenerated characters are evil-
  aligned. Kobolds, by and large, are evil creatures and this 
  scenario is meant to give players the rare opportunity to 
  enjoy roleplaying such characters. That being said, some 
  players may be tempted to go off the rails in disruptive ways.
  Plotting to kill Drandle Dreng and take over the Sewer 
  Dragons may sound fun to some players, and in fact could 
  be an excellent premise for a home game, but such an event 
  should be treated like trying to kill an actual venture-captain 
  in a normal Pathfinder Society scenario. If the PCs entertain 
  these ideas, remind them that should they proceed to attack 
  Dreng or ignore the mission, they effectively forfeit the 
  Sewer Dragons’ alliance with the Pathfinder Society, ending 
  their mission before it begins. Now, as for blackmailing or 
  threatening Dreng in a way that advances the story, well, 
  evil is as evil does.
  When running this scenario in a public setting with 
  strangers, let the players know that the fundamentals of the 
  organized play campaign are still in effect: don’t kill each 
  other’s characters, and don’t be a jerk. If everyone in the 
  group is already a friend, you might consider relaxing these 
  rules; while everyone is getting settled, discuss the options 
  with your group and decide where the line is between evil 
  and obnoxiousness. No matter what, be mindful of your 
  audience, and be prepared to rein in the tone if anyone’s 
  depictions of evil actions become too distasteful.
  In the end, you’re an experienced GM. Use your best 
  judgment, and keep the game fun for everyone.
  hp 51 (6d8+24)
  Fort +5, Ref +4, Will +8
  Immune disease
  OFFENSE
  Speed 20 ft.
  Melee bite +9 (1d8+6 plus disease), 3 tentacles +5 (1d6+3 
  plus grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
  Special Attacks constrict (tentacle, 1d6+3)
  STATISTICS
  Str 22, Dex 14, Con 17, Int 9, Wis 17, Cha 10
  Base Atk +4; CMB +11 (+15 grapple); CMD 23 (25 trip)
  Feats Alertness, Toughness, Weapon Focus (tentacle)
  Skills Perception +11, Stealth +4 (+12 in lair); Racial Modifiers 
  +8 Stealth in lair
  Languages Common
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: Bite—injury; save DC 16; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC 
  is Constitution-based.
  Headwear Connoisseur (Ex) Hats always clutches some 
  form of headwear in two of his tentacles. This habit 
  prevents Hats from making an attack with two of his 
  three tentacles. Every time Hats takes damage from an 
  enemy, there is a 10% chance the attack causes him to 
  drop one of his hats. If he drops a hat, he enters a rage 
  (as per the barbarian class ability) for the following 5 
  rounds and attacks the closest creature. While in a rage, 
  Hats’s statistics are: AC 19, touch 9, flat-footed 17; hp 63; 
  Fort +7, Will +10; Melee bite +11 (1d8+8 plus disease), 3 
  tentacles +7 (1d6+4 plus grab); Str 26, Con 21; CMB +13 
  (+17 grapple); CMD 25 (27 trip)
  Mutant (Ex) Hats has a third barbed tentacle, which grants him 
  a third tentacle attack.
  A. ONYX FOOTHOLD
  Over the course of the past several months, the Onyx 
  Alliance has been stocking a construction site located 
  in a disused section of Absalom’s sewer system with 
  equipment necessary to construct one side of an 
  extraplanar portal. With the assistance of renegade 
  elements within the famed Blakros family of Absalom, 
  the alliance assembled a stable portal to their home base 
  in Shadow Absalom on the Shadow Plane. With all the 
  pieces finally in place, the alliance prepares to activate 
  the portal.
  The Onyx Alliance invested significant resources 
  to transport a small cadre of defenders to the portal. 
  Once the defenders arrived, their task was to secure the 
  nearby sewer tunnels for a larger contingent arriving 
  from Shadow Absalom. The arrival of Drandle Dreng 
  complicated their mission, as the venture-captain slew 
  several of the defenders before they drove him off. 
  The junior Onyx Alliance agents who survived eagerly 
  await their Blakros allies’ arrival, which will herald 
  the activation of the portal and further reinforcements 
  from Shadow Absalom.
  The 
  alliance-occupied 
  tunnels 
  were 
  once 
  the 
  beginnings of an underground vault that the Sewer 
  Dragons were building to store their most prized 
  possessions; however, the Sewer Dragons’ former 
  alchemist Yippitok set off a series of charges that caused 
  a massive collapse in the deviating tunnel. The Sewer 
  Dragons have avoided these tunnels ever since.
  A crevice almost 20 feet below the main sewer line 
  separates the two disconnected ends of the tunnel. To 
  the west, several snaking arterial tunnels crisscross 
  and connect to the larger tunnels, cramped for human-
  sized creatures, but usable for smaller creatures. These 
  tunnels are unlit.
  Terrain: The tunnels are sized for kobolds. Medium 
  creatures must squeeze in order to navigate the tunnels, 
  but kobolds can pass through without impediment. 
  
  A. Sewers Under Absalom
  1 square = 5 feet
  A1
  A2
  A3
  A4
  A5
  A6
  A7
  N
  8
  PATHFINDER SOCIETY SCENARIO
  
  9
  TRUE DRAGONS OF ABSALOM
  A1. Sewer Tunnels
  Five-foot-wide sidewalks run alongside a five-foot wide sluice 
  of murky sewer water. The path reaches a T-junction, with 
  paths leading east, north, and west. The eastern and western 
  tunnels go on for an indeterminate length, while the northern 
  tunnel abruptly ends in a drop. The sound of rushing water 
  intensifies to the north.
  The eastern path leads to the main tunnel, as well as the 
  eventual arrival point of the Blakros relief team. The 
  western path leads to Hats’s lair, and beyond that into the 
  domain of the Sewer Dragon tribe.
  A2. Tunnel Collapse
  The sewer path ends in a section of scorched stonework. The 
  sewer here has collapsed into a vast cavern, and the sewer 
  water tumbles in a filthy waterfall to a makeshift lake twenty 
  feet below. A wooden ladder on western end of the collapsed 
  tunnel leads down to the cavern floor.
  The ladder is solid wood (hardness 5, 30 hp). Other 
  than the ladder, the only ways down from the top of the 
  collapsed tunnel are to dive into the water of A3 or to 
  succeed at a DC 15 Climb check.
  A3. Fetid Lake
  The sewer line casts down a sludge-like torrent of water and 
  other matter into a growing lake of grime.
  Several small tunnels under the lake siphon the water 
  from the sewer, allowing the pile of excrement and other 
  sewer detritus left behind to steadily grow. Creatures 
  in the water count as being in calm water (DC 10 Swim 
  check); however, the sludge is thick enough that creatures 
  swimming in it swim at half their usual swimming speed.
  PCs who succeed at a DC 15 Perception check discover 
  the remains of three humanoid creatures in the lake. 
  Stripped of equipment, these bodies are roughly the 
  shape of humans, though particularly gaunt in frame. 
  These corpses the remains of those slain by Drandle 
  Dreng during his escape, hurled into the sluice after the 
  venture-captain fled. 
  Hazard: Even for sewer-dwelling creatures such as 
  kobolds, the stench of this lake is deeply unpleasant. A 
  kobold inside the water must succeed at a DC 12 Fortitude 
  save at the beginning of its turn or be sickened for 1d6 
  rounds. Creatures that are not accustomed to life in the 
  sewers are instead nauseated for 1d6 rounds on a failed 
  saving throw. Hats, however, is immune to the stench’s 
  effects entirely.
  A4. Wooden Scaffold
  A sturdy wooden scaffold topped with a platform allows access 
  to the edge of a cliff twenty feet above. A ladder ascends the 
  side of the scaffold from the bottom of the cavern.
  A previous Blakros team constructed this scaffold. 
  The platform is difficult to destroy (hardness 6, 120 
  hp), though the ladder ascending it is easier to target 
  (hardness 5, 30 hp). A creature can climb the scaffolding 
  itself with a successful DC 10 Climb check, or the cliff 
  with a successful DC 15 Climb check.
  A5. Ascending Cavern
  This cavern slopes upward from its southern edge. Three slopes 
  give the chamber a stark slant. The northern edge of the cavern 
  ends in a plateau connected to various side caverns.
  The slopes in this chamber bring the caverns level with 
  the sewer tunnels. Creatures standing north of their 
  opponent in this chamber always count as being on 
  higher ground than their opponents.
  A6. Cut-Off Tunnel (CR 4)
  Similar to the main sewer lines of Absalom, the channel in this 
  tunnel is empty, save for long desiccated remnants of filth. 
  Two major holes break off into larger caverns from the walls 
  of this tunnel, while a pile of collapsed rock and dirt blocks the 
  passage to the south. Following a sharp turn east, the tunnel 
  leads to another widening chamber.
  Several arterial caverns connect to the disused tunnel 
  here, giving numerous points of entry for smaller 
  creatures. Humanoid creatures are best able to enter the 
  chamber via the eastern and western tunnels leading to 
  A4 and A5.
  Creature: A small shadow mastiff guard hound working 
  with the Onyx Alliance vanguard stalks the southern edge 
  of the halls here, sniffing around the debris of the collapsed 
  roof. Because of its scent ability, the mastiff automatically 
  notices the PCs’ approach. If the mastiff bays, the fetchlings 
  in area A7, who are immune to the bay’s effects, arrive in 1d4 
  rounds. Due to its small size, the hound can pursue the PCs 
  into the tunnels without impediment.
  SCALING ENCOUNTER A6
  To accommodate groups of four PCs, make the following 
  adjustments: the onyx hound ate tainted food in the sewers, 
  and currently has the sickened condition.
  
  10
  PATHFINDER SOCIETY SCENARIO
  ONYX HOUND 
  CR 4
  Young shadow mastiff (Pathfinder RPG Bestiary 3 241, 291)
  NE small outsider (evil, extraplanar)
  Init +8, Senses darkvision 60 ft., scent; Perception +10
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
  hp 39 (6d10+6)
  Fort +6, Ref +9, Will +5
  Defensive Abilities shadow blend
  OFFENSE
  Speed 50 ft.
  Melee bite +9 (1d6+2 plus trip), tail slap +4 (1d4+1)
  Special Attacks bay
  TACTICS
  During Combat The shadow mastiff bays on the first round of 
  combat, before moving in to strike at the most threatening-
  looking PC. It trusts its shadow blend ability to protect it 
  from the brunt of the PCs’ attacks.
  Morale The shadow mastiff flees if it is reduced to 10 or fewer 
  hit points, trusting its fast movement to allow it to outrun 
  the kobolds. 
  STATISTICS
  Str 15, Dex 19, Con 13, Int 4, Wis 12, Cha 13
  Base Atk +6; CMB +7, CMD 21 (25 vs. trip)
  Feats Improved Initiative, Iron Will, Power Attack
  Skills Perception +10, Stealth +16, Survival +10
  Languages Common (cannot speak)
  SPECIAL ABILITIES
  Bay (Su) When a shadow mastiff howls or barks, all 
  creatures within a 300-foot spread except evil outsiders 
  must succeed at a DC 16 Will saving throw or become 
  panicked for 1d4 rounds. This is a sonic, mind-affecting 
  fear effect. A creature that successfully saves cannot be 
  affected by the same mastiff’s bay for 24 hours. The save 
  DC is Charisma-based and includes a +2 racial bonus.
  Shadow Blend (Su) In any condition of illumination other 
  than full daylight, a shadow mastiff disappears into 
  the shadows, giving it concealment (50% miss chance). 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability; a daylight spell, 
  however, does. A shadow mastiff can suspend or resume 
  this ability as a free action.
  A7. Portal Chamber (CR 4)
  This chamber widens to become twenty-five feet across and 
  twenty feet long. A foot-tall semicircular dais rests in the 
  eastern end of the room. Atop the dais is a structure comprising 
  a duo of black metallic rods connected by a series of inch-thick 
  gray metal shafts, making it resemble a squat ladder whose 
  steps are far too close together to be usable.
  This chamber houses the Onyx Alliance’s portal to 
  Shadow Absalom. The portal is currently inert, awaiting 
  a specific event at the other end to spring to life. Despite 
  the portal’s thin and fragile appearance, magical rites 
  used to bolster the portal render it immune to any of 
  the PCs’ attempts to destroy it. The portal can only be 
  deactivated once the PCs retrieve the activation key—a 
  scale of the umbral great wyrm Argrinyxia—from the 
  other side.
  Creatures: This chamber is the temporary home of the 
  remaining Onyx Alliance vanguard, six fetchlings sent 
  to protect the portal until its activation. The guardians 
  wait in front of the portal, eager to battle any intruders. 
  Each is armed with a rapier made of a curving sinuous 
  gray metal. 
  ONYX VANGUARD (6) 
  CR 1/2
  Fetchling rogue 1 (Pathfinder RPG Bestiary 2 123, see page 22)
  hp 10 each
  Melee mwk rapier +4 (1d6+1/18–20)
  TACTICS
  Before Combat If the bay of the hound in area A6 warns the 
  fetchlings of the presence of intruders, they use disguise 
  self to appear as a human sewer worker crew and move to 
  investigate.
  During Combat The fetchlings maneuver into flanking 
  position against the kobolds. They attempt to avoid the 
  narrow tunnels if possible.
  Morale Horrified by the deaths of several of their companions 
  and expecting no mercy from the kobolds, the fetchlings 
  fight to the death.
  STATISTICS
  Gear chain shirt, mwk rapier, 44 gp
  Development: The defeat of the Onyx Alliance 
  vanguard gives the PCs time to prepare for the arrival of 
  the Blakros reinforcements and the subsequent activation 
  of the portal. 
  Rewards: If the PCs do not defeat the onyx vanguard, 
  reduce each PC’s gold earned by 220 gp.
  SCALING ENCOUNTER A7
  To accommodate groups of four PCs, make the following 
  adjustments. Remove two of the fetchlings from the 
  encounter. Two members of the Onyx Alliance who outrank 
  the members of the vanguard (Jegan and Renza from Wave 
  3) stored a bag containing two potions of invisibility here 
  for their future use, and the members of the vanguard are 
  too afraid of their superiors to open it. The PCs find this bag 
  as soon as they enter the chamber if they succeed at a DC 
  20 Perception check. Otherwise, the PCs automatically find 
  the potions during the Trap Preparation phase (see below).
  
  11
  TRUE DRAGONS OF ABSALOM
  Trap Preparation
  The PCs have about half an hour before renegade elements 
  of the Blakros family and their allies arrive to reinforce 
  the portal. As kobolds, the PCs are skilled in the crafting 
  of traps, and this time gives them ample opportunity to 
  craft traps to vex their enemies. To represent the PCs’ 
  abilities as trapsmiths, this event allows them to craft a 
  simplified list of traps at a rate far faster than the normal 
  Craft skill rules allow. 
  Building Traps: A list of kobold traps is provided as an 
  appendix to this adventure (see page 21 ); this list details 
  information on construction and activation of the traps 
  presented. The time the PCs have to prepare is broken 
  into 5 phases that are each about 6 minutes long. During 
  each phase, a PC can craft one trap, unless the trap 
  requires more than 1 phase to construct, in which case 
  the PC continues construction into the ensuing phases. 
  Each phase represents roughly 6  minutes of time. PCs 
  can take 10 on these checks, but cannot take 20 due to the 
  somewhat rushed nature of their defense. 
  A PC succeeding at the necessary Craft (traps) check 
  creates the desired trap, placing it in a location available 
  on the map based on the trap’s size. In addition, unless 
  the trap has a special note, there is no cost to create a 
  trap—it’s assumed the PCs have the necessary tools and 
  equipment on hand.
  Moving Through Traps: Creatures moving through 
  the PCs’ traps trigger them as normal. Enemy waves 
  activating a trap become wary of further devices, and 
  begin to actively assign a scout to search ahead for traps, 
  unless pressured into direct combat with the PCs.
  As masters of setting traps, the PCs do not incur any 
  chance of activating traps by moving through trapped 
  squares. However, a PC caught in the area of a trap when 
  another creature activates it falls victim to the trap’s effects.
  Defective Traps: If a PC fails a Craft (traps) check by 5 
  or less, the trap may still be usable. Place the trap on the 
  map as normal, but if someone springs the trap, there 
  is a 50% chance the trap does not trigger. In addition, 
  PCs moving through squares with defective traps trigger 
  them with the same 50% chance as all other creatures.
  Development: After the PCs finish their attempts at 
  trap building, the first wave of Blakros reinforcements 
  arrives, as described in the following event.
  Wave 1: Lambs to the Kobolds (CR 5)
  Hidden elements within the Blakros family have formed 
  a pact with the Onyx Alliance, siphoning resources to 
  support the alliance’s efforts to create a stable portal to 
  Absalom. Reinforcing their position with the alliance, 
  the dissident Blakros element dispatched a group of 
  trained guides and soldiers to help lead the arriving 
  Onyx Alliance forces against the Pathfinder Society. Of 
  course, before moving against the Society, these forces 
  will first move against the Sewer Dragons, unless the PCs 
  can stop them.
  Tactics: The Blakros dissident forces come in two 
  waves. Both waves enter area A1 from the east. From 
  there, they climb down the ladder at A2. The first wave 
  then move up the scaffolding at A4 and toward the portal. 
  If the scaffolding has been damaged, then the group 
  switches to using the northern caverns through A5. The 
  second wave moves in the opposite direction; it does not 
  attempt to climb the scaffolding, and approaches via the 
  caverns of A5. 
  Most importantly, the goal of this encounter is to shows 
  the PCs their traps in action. The second wave should 
  move through an area of traps not yet been activated, so 
  long as there is a reasonable path for them to do so.
  Creatures: The first wave of Blakros forces consists 
  of three Blakros guards, a hired sorcerer, and a sewer 
  scout. If the PCs are stealthy, they can catch the group 
  discussing that the “other group” is late, alerting the PCs 
  to the presence of a second wave. 
  BLAKROS GUARDS (3) 
  CR 1
  Guard (Pathfinder RPG NPC Codex 267, see page 22)
  hp 22 each
  TACTICS
  During Combat The guards prefer to attack from reach with 
  their guisarmes. If foes close to melee, they switch to 
  their longswords.
  Morale The guards are loyal to the renegade elements 
  within Blakros family and the Onyx alliance. A guard 
  surrenders if he is reduced below 11 hit points and both 
  other guards are unconscious.
  HIRED SORCERER 
  CR 1/2
  Mercenary magician (Pathfinder RPG NPC Codex 160, see 
  page 22)
  hp 8
  TACTICS
  Before Combat if the hired sorcerer expects a fight, he uses a 
  scroll of shield.
  During Combat The hired sorcerer uses color spray if he can 
  target more than 1 PC without hitting his allies. He uses his 
  wand of shocking grasp if forced into melee. He only uses 
  his scroll of dancing lights if the scout’s lantern goes out.
  Morale The sorcerer is not particularly loyal to the Onyx 
  Alliance. If the fight turns sour and he believes that the PCs 
  SCALING WAVE 1
  To accommodate groups of four PCs, remove one Blakros 
  guard from the encounter.
  
  12
  PATHFINDER SOCIETY SCENARIO
  are likely to kill him, he flees and uses a scroll of disguise 
  self to conceal his appearance.
  STATISTICS
  Combat Gear Add a scroll of dancing lights and replace the 
  wand of sleep (11 charges) with a wand of shocking grasp 
  (11 charges).
  SEWER SCOUT 
  CR 1/2
  Novice scout (Pathfinder RPG NPC Codex 128, see page 22)
  hp 12
  TACTICS
  Before Combat The sewer scout travels in the lead of 
  the group. She carries a hooded lantern and keeps her 
  longsword sheathed.
  During Combat The sewer scout sets her lantern on the ground 
  and draws her longbow. She attempts to fire at the PCs from 
  within 30 feet.
  Morale If the scout is reduced to fewer than 6 hit points, or 
  if two of the other members of the group are knocked 
  unconscious or dropped into pit traps, she throws her 
  smokestick on the ground and attempts to flee.
  STATISTICS
  Gear hooded lantern
  Development: Following the defeat of the first wave, 
  the PCs have 2 minutes (20 combat rounds) until the 
  arrival of the second wave. During this time, the PCs can 
  use abilities or items to recuperate, but may also wish to 
  survey the battlefield and hide any obvious signs of battle 
  that may alert the next wave. This is also a good time for 
  the player controlling Athrax to set up bomb traps or 
  Varanog create rune traps.
  Rewards: If the PCs fail to defeat the first wave, reduce 
  each PC’s gold earned by 366 gp.
  Wave 2: Blakros Reinforcements (CR 6)
  The second wave of agents is more numerous and 
  powerful than the first. 
  Creatures: A vicious half-orc named Raegrath leads 
  this wave. His underlings have bestowed upon him the 
  title “The Unpleasant,” and he bears it proudly. Once 
  an aspiring Pathfinder, Raegrath fell short during his 
  confirmation, and was instead assigned as muscle to the 
  Blakros Museum. Seething over his premature dismissal 
  from the Society, he was eager to join the dissident 
  Blakros conspiracy, despite being kept in the dark on its 
  goals or masterminds.
  The half-orc leads three sewer scouts, two guards, and 
  two hired sorcerers. All three sewer scouts clutch lanterns.
  BLAKROS GUARDS (2) 
  CR 1
  Guard (Pathfinder RPG NPC Codex 267, see page 22)
  hp 22 each
  TACTICS
  During Combat The guards prefer to attack from reach with 
  their guisarmes. If foes close to melee, they switch to their 
  longswords.
  Morale The guards are loyal to the renegade elements within 
  Blakros family and the Onyx Alliance. A guard surrenders if he 
  is reduced below 11 hit points and Raegrath is unconscious. 
  HIRED SORCERERS (2) 
  CR 1/2
  Mercenary magician (Pathfinder RPG NPC Codex 160, see 
  page 22)
  hp 8 each
  TACTICS
  Before Combat if the hired sorcerers expect a fight, they use 
  their scrolls of shield.
  During Combat One of the hired sorcerers uses color spray 
  at the start of combat to attempt to take out as many PCs 
  as possible without hitting his allies. The other attempts to 
  take PCs out of commission with her wand of sleep instead. 
  Once Raegrath closes to melee, they switch to single-target 
  effects to avoid hitting allies. If the PC’s traps make the 
  approach particularly precarious, they repeatedly cast magic 
  missile to avoid having to walk over dangerous ground.
  Morale The sorcerers are not particularly loyal to the Onyx 
  Alliance. If the fight turns sour, they flee.
  STATISTICS
  Gear Replace the wand of sleep (11 charges) for one of the 
  sorcerers with a wand of magic missile (11 charges).
  RAEGRATH THE UNPLEASANT 
  CR 2
  Traitorous brigand (Pathfinder RPG NPC Codex 81, see page 23)
  hp 30
  Melee +1 greataxe +7 (1d12+5/×3)
  TACTICS
  During Combat Raegrath is a fierce warrior who enjoys 
  challenging fights. If the sorcerers knock PCs unconscious 
  with their spells, he does not attempt to coup de grace 
  them, and orders his allies not to do so either; instead, he 
  focuses his efforts on conscious PCs. If his team seems to be 
  at a disadvantage, he drinks one or more of his potions to 
  recover hit points and improve his combat prowess.
  Morale Raegrath is confident and prideful, and unwilling to 
  show weakness in front of the other agents. He fights to 
  the death.
  SCALING WAVE 2
  To accommodate groups of four PCs, make the following 
  adjustments to Wave 2. Remove one Blakros guard, one 
  hired sorcerer (the one with the wand of magic missile), 
  and one sewer scout from the encounter. Remove Raegrath’s 
  potion of bull’s strength.
  
  13
  TRUE DRAGONS OF ABSALOM
  STATISTICS
  Gear Replace the listed mwk greataxe with a +1 greataxe
  SEWER SCOUTS (3) 
  CR 1/2
  Novice scout (Pathfinder RPG NPC Codex 128, see page 22)
  hp 12 each
  TACTICS
  During Combat The sewer scouts sets their hooded lanterns on 
  the ground. Two of the scouts enter combat with longswords 
  to support Raegath, while the other attacks with a longbow.
  Morale If a scout is reduced to fewer than 6 hit points, or if two of 
  the other members of the group are knocked unconscious, she 
  throws her smokestick on the ground and attempts to flee.
  STATISTICS
  Gear hooded lantern
  Development: With the defeat of Raegrath and the 
  remaining Blakros reinforcements, the PCs no longer 
  have to fear further intrusion from the sewers. However, 
  the portal in A7 soon activates, meticulously timed to 
  when the Onyx Alliance expected their Blakros guides 
  to be present. The exact timing of the portal’s opening 
  and the beginning of the next event is left open, 
  allowing GMs to somewhat tailor the difficulty of the 
  following encounter by giving the PCs more or less time 
  to recuperate.
  Rewards: If the PCs fail to defeat the second wave, 
  reduce each PC’s gold earned by 366 gp.
  Wave 3: The Gate Opens! (CR 4)
  Soon after the PCs dispatch the second wave of Blakros 
  forces, the portal activates. Read or paraphrase the 
  following to any PCs within line of sight of the portal:
  Sparks of vibrant green light dance off the portal’s frame, 
  while arcs of similarly colored lightning sputter forth. A strong 
  actinic stench fills the area surrounding the portal as the rungs 
  between the rods enliven, creating a series of tears in the 
  space. The tears coalesce into a roughly square threshold of 
  pitch black, held in place by the portal frame’s twin rods.
  The opened portal now acts as a gateway to the Shadow 
  Plane, specifically Shadow Absalom. Travel through the 
  portal is as simple as stepping through, instantaneously 
  transporting the creature to Shadow Absalom, as 
  described in Part 3 of the adventure.
  The umbral wyrmling Shadrixis activated the portal 
  using one of his mother’s scales as a focus. Shadrixis has 
  no interest in being near the portal after its activation; 
  however, if the PCs peer through the portal right away, 
  they catch a vague glimpse of the wyrmling taking off into 
  the muted sky of the shadow city. PCs who peer into the 
  portal also notice the outlines of two humanoids on the 
  other side for a moment, before one of them disappears 
  (see Creatures below).
  Creatures: Two fetchling members of the Onyx 
  Alliance step through the portal. They are surprised to 
  see kobolds in place of the Onyx Alliance agents they 
  expected, and are eager to clear the PCs out of their way.
  JEGAN AND RENZA 
  CR 2
  Fetchling slayer 3 (Pathfinder RPG Advanced Class Guide 53, 
  Pathfinder RPG Bestiary 2 123)
  NE Medium outsider (native)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
  hp 27 each (3d10+6)
  Fort +4, Ref +6, Will +3
  Defensive Abilities shadow blending; Resist cold 5, electricity 5
  OFFENSE
  Speed 30 ft.
  Melee mwk kukri +7 (1d4+2/18–20)
  Special Attacks sneak attack +1d6, studied target +1
  Spell-Like Abilities (CL 3rd; concentration +3)
  1/day—disguise self
  TACTICS
  Before Combat On the first round after the portal’s activation, 
  Renza quaffs a potion of invisibility while Jegan quickly uses 
  disguise self to impersonate a human. On the second round 
  after the portal opens, the two emissaries step through to 
  assess the situation. Confronted with the unexpected sight 
  of the PCs, Jegan does his best to negotiate, attempting to 
  turn the PCs against the Pathfinder Society and join the Onyx 
  Alliance. With this diversion, he hopes to buy Renza time to 
  study a target and position herself for a sneak attack. A PC 
  who succeeds at a DC 15 Sense Motive check realizes that he 
  is stalling and intends to attack. A PC who succeeds at this 
  check by 5 or more notices him glancing behind them, as if 
  he expects someone to pop out and attack.
  During Combat Jegan and Renza target the toughest-looking 
  opponents first, flanking with each other whenever possible. 
  If the PCs bring a light source, they use oil of darkness to 
  counteract it.
  Morale Jegan and Renza flee if reduced to 7 hit points or fewer. 
  However, if the PCs did not clear away the bodies of the 
  Onyx Alliance’s allies and either Jegan or Renza are knocked 
  SCALING WAVE 3
  To accommodate groups of four PCs, make the following 
  adjustments to Wave 3. Remove Jegan and Renza’s potions 
  of invisibility. Instead of arriving at the same time as Jegan, 
  Renza arrives on the second round of combat between Jegan 
  and the PCs.
  
  14
  PATHFINDER SOCIETY SCENARIO
  unconscious, the fetchlings are unwilling to leave their 
  companion behind and fight to the death.
  STATISTICS
  Str 14, Dex 17, Con 12, Int 10, Wis 11, Cha 10
  Base Atk +3; CMB +5; CMD 18
  Feats Improved Initiative, Iron Will, Weapon Finesse
  Skills Acrobatics +8, Knowledge (local) +6, Perception +6, 
  Sense Motive +6, Stealth +10, Survival +6; Racial Modifiers 
  +2 Stealth
  Languages Common
  SQ slayer talent (finesse rogue), track +1
  Combat Gear oil of darkness, potion of cure light wounds, 
  potion of invisibility; Other Gear mwk chain shirt, mwk 
  buckler, mwk kukri, dust of tracelessness, 37 gp
  Development: The defeat of the emissaries leaves 
  the PCs with unrestricted access to the Onyx Alliance’s 
  portal. The alliance did not want to place undue attention 
  on their illegal entryway, so it will be some time before 
  other members of their organization notice that their 
  allies are missing. If the otyugh Hats is with the party 
  and he survived the encounters, the opening of the portal 
  startles and scares him, and he refuses to enter.
  Rewards: If the PCs fail to defeat the third wave, reduce 
  each PC’s gold earned by 366 gp.
  SHADOW ABSALOM
  When the PCs step through the portal in the sewers of 
  Absalom, they arrive the streets of Shadow Absalom. 
  This shifting city is an imperfect mirror of its Material 
  Plane counterpart, with many regions and districts of its 
  own. In one of the more striking examples, the ground 
  beneath Shadow Absalom is comprised of intersecting 
  tunnels belonging to the numerous hives of d’ziriak, an 
  insectile humanoid race. Luckily for the PCs, the streets 
  of Shadow Absalom are a forlorn affair; the city lacks the 
  bustling avenues one would expect to find in a settlement 
  of its size. The portal dumps the PCs into an abandoned 
  alley, right across from a boarded-up shop whose peeling 
  sign reads “Organs and Sundries.” The side of the portal 
  on the Shadow Plane looks identical to the side that the 
  PCs entered.
  The Way Home: As creatures of the Material Plane, the 
  PCs find themselves oddly attracted to the portal. As long 
  as the portal remains open, the PCs have an instinctive 
  connection with it, and they know what path to take 
  through the sinister city to rediscover their point of 
  entry. With this in mind, the PCs should feel empowered 
  to explore the city, as there are no obvious clues in the 
  alley where they first appear.
  A PC who succeeds at a DC 18 Knowledge (arcana) or 
  Spellcraft check identifies that the portal is drawing 
  power from some external force, most likely a magical 
  focus item, and knows that such an item would only be 
  effective within a range of a few miles. 
  Gathering Information
  After the PCs depart the confines of the alley, they have the 
  opportunity to mingle with some of Shadow Absalom’s 
  locals. Roughly half of the city’s populace consists of 
  fetchlings, while the remaining half includes a wide 
  variety of unfamiliar humanoid species. Unlike cities 
  of the Material Plane, the streets of Shadow Absalom 
  are accommodating to most species—kobolds included. 
  With this fortuitous luxury to walk unmolested, the PCs 
  have the chance to chat with locals and learn about the 
  local area. PCs can roll a Diplomacy, Knowledge (local or 
  planes), or Perception check; the information they learn 
  is based on the result of this check.
  10+: The city is called Shadow Absalom and is located 
  on the Shadow Plane. As its name would suggest, the 
  city rests at a coterminous point with Absalom’s location 
  on the Material Plane. The locals are used to strangers 
  winding up in the city, by mistake or by odd turns of 
  fortune.
  15+:  The great wyrm umbral dragon Argrinyxia, the 
  Shifting Lady of Ebon Scales, rules Shadow Absalom. By 
  her decree, planar portals and gateways are prohibited 
  within the borders of the city without her blessing. The 
  sole exception is a stable planar portal located in the 
  city’s heart, a site that matches up with the Material 
  Plane equivalent of Starstone Cathedral. Those lost in the 
  Shadow Plane are urged to exit via the strange portal in 
  the city’s heart, as it always returns those who entered the 
  Shadow Plane to their previous point of entry.
  20+:  While dozens of factions operate within the 
  planar city, two are of interest to the PCs’ expedition. The 
  Onyx Alliance maintains several safe houses and bases 
  within the city. The alliance’s headquarters is probably 
  located somewhere within the city, though only its 
  members know for sure. A second organization, known 
  as the Light-Weavers’ Guild, is comprised of several 
  resident d’ziriak hives that make their living by adding 
  luminescent accoutrements to clothing and armor. The 
  light-weavers maintain a longstanding grudge against 
  the Onyx Alliance, based on some past slight unknown to 
  the people of Shadow Absalom.
  25+:  One of Argrinyxia’s lesser spawn—the wyrmling 
  Shadrixis—has made some bargain with the forces of 
  the Onyx Alliance. The exact details of the arrangement 
  are unknown, but many suspect that the wyrmling has 
  sought to spite his mother by assisting the Onyx Alliance. 
  Others comment how Shadrixis stole one of his mother’s 
  scales, the key to opening planar portals in the city.
  Special: The d’ziriak Y’zilix trails the PCs as soon as 
  they leave the alleyway. She keeps her distance to avoid 
  
  15
  TRUE DRAGONS OF ABSALOM
  SHADOW ABSALOM AT A GLANCE
  A somber reflection of its Material Plane counterpart, 
  Shadow Absalom is a bustling hub of activity on the 
  otherwise sparsely populated Shadow Plane. Mirroring 
  Absalom proper, the city’s dimensions bear odd quirks that 
  muddle those using Absalom’s layout as a guide. A light akin 
  to a blazing white sun shines from the center of the city, a 
  brilliant reflection of the Starstone Cathedral. Thousands of 
  magically imbued lights and conjured fires let off a sickly 
  palette of light, dousing the walls and buildings in pastels 
  of muted purple, navy blue, and stark blacks. Throughout 
  the area, entire city blocks are demolished, replaced by 
  vast termite-like mounds encrusted with glowing runes—
  the hives of the d’ziriak. These hives extend far below the 
  surface, expanding into a vast network of interconnected 
  tunnels underneath the city.
  The proverbial shadow of the great wyrm Argrinyxia 
  silently guards the city, and while she permits some acts of 
  minor vandalism or violence, the draconic overlord has little 
  tolerance for disruptions to her city. The PCs’ visit should be 
  short enough that it does not merit her attention, though 
  they may hear her name through rumors or the awe-filled 
  words of flagellant fetchlings parading their devotion to the 
  wyrm and self-mutilation throughout the streets.
  the PCs’ notice, always staying at least 60 feet away, but a 
  PC who succeeds at a DC 25 Perception check notices her 
  trailing the party. If the PCs confront her, refer to the 
  Light-Weavers’ Emissary section below.
  Fantastic Sights
  Shadow Absalom is a diverse metropolis where almost 
  any creature can blend in among the inhabitants. On the 
  Material Plane, kobolds are viewed with suspicion if not 
  outright hostility; here on the Shadow Plane, though, 
  the PCs are just another curious oddity that the city’s 
  peculiar inhabitants don’t bother. The following are 
  some quick sights and encounters the PCs may experience 
  as they explore the streets of Shadow Absalom. These 
  mini-encounters are optional and should only be used if 
  time permits. The GM can work them into descriptions 
  of the results of gather information checks for added 
  atmosphere. The PCs can also encounter one of these 
  groups on their way to Shadrixis’s perch.
  Fetchling Light Addicts: A half-dozen fetchlings 
  in rags slump against the sealed entrance of a church 
  bereft of iconography. Each of them partakes in a ritual 
  involving crushing crystalline prisms that, when broken, 
  emit vibrant, multicolored light. The light moves into the 
  fetchling’s eyes, absorbing like water down a drain. This 
  light is a potent drug making its way through Shadow 
  Absalom, provided by renegade d’ziriak light-weavers. 
  Each of the fetchlings is highly addicted, and is only able 
  to maintain incoherent conversations.
  Kyton Processional: Four sacristan kytons (Pathfinder 
  RPG Bestiary 4 177) create an unerringly equidistant 
  perimeter around a single elven child who skips along the 
  empty streets of the city. The procession is frustratingly 
  elusive, as they always appear just at the edge of vision. If 
  confronted, the sacristans turn with great grins, simply 
  stating “This one is for Vevelor of the Broken Dream.” 
  Immediately following this proclamation, the kytons 
  fade into darkness, as the child skips ahead out of sight.
  Lost Adventurers: Three well-equipped adventurers 
  approach the PCs, asking for directions to the center 
  of town. The party consists of a proud knight named 
  Sir Melnas (LG male human cavalier 10), his trusty 
  companion Yong (LG foo horseB3), a scarred duergar her 
  companions call The Unbroken (LN female duergarB1 
  monk 11), and a regal, dark-skinned Ekujae elf called 
  Larinor Arthrin (CN female elf ranger 9), who is guiding 
  the group with a magical portable astrolabe. The group 
  is not at all disturbed by the PCs’ presence or monstrous 
  nature, and Sir Melnas acts with nothing but civility 
  when asking for directions; meanwhile Larinor attempts 
  to hurry her group onward. If the conversation lasts 
  more than a minute, the worried elf demands that her 
  compatriots move along, as she believes that “Aslynn’s 
  minions are not far behind, and we must make haste to 
  Galisemni.” A PC who succeeds at a DC 20 Knowledge 
  (planes) check knows that Galisemni is a city adrift in the 
  Maelstrom, the primary chaotic neutral plane.
  Wyrm’s Shadow: A wash of blackness eclipses the 
  otherwise dim light of the city as a massive form blots out 
  the light from above. The PCs catch the briefest shadow 
  of a great wyrm flying overhead, before it disappears into 
  the distance. Nearby fetchlings prostrate themselves 
  before the figure, whispering the name of their patron 
  “Argrinyxia,” while other nearby creatures only seem to 
  take cursory note, as though this passing shadow were a 
  common occurrence.
  The Light-Weavers’ Emissary
  Unless the PCs are particularly successful at gathering 
  information, their sojourn through Shadow Absalom is 
  as confusing as it is unfamiliar. The Onyx Alliance is 
  well versed in keeping secrets, and leads on the portal 
  are extremely difficult to track down. Luckily for the PCs, 
  they have an ally from a rival organization: the Light-
  Weavers’ Guild.
  An agent of the Light-Weavers’ Guild, a d’ziriak by the 
  name of Y’zilix, notices the PCs entering the city. Y’zilix 
  pursues the PCs to determine if they are members of the 
  Onyx Alliance. She interrogates anyone the PCs interact 
  
  Y’zilix
  16
  PATHFINDER SOCIETY SCENARIO
  with during their information gathering, eventually 
  gauging that the PCs are not in fact members of the 
  alliance. Once the PCs have had ample time to explore 
  the city, she approaches them.
  Offer of Information: Y’zilix prefers to approach the 
  PCs in an open area. She communicates telepathically. 
  Her mental discourse sounds like a monotonous voice 
  accented with the chittering of mandibles and the 
  ominous tones of constant humming. She explains that 
  she is a member of a group opposed to the Onyx Alliance, 
  and that she believes that she and the PCs could work 
  together. Assuming the PCs don’t pretend to be members 
  of the alliance, she continues to speak, indicating her 
  organization’s wish to see the planar portal closed.
  A successful DC 20 Diplomacy or Intimidate check 
  is sufficient to gather further information on Y’zilix’s 
  motives; she informs the PCs of her service to the 
  Light-Weavers’ Guild. Operating under orders from 
  guildmaster Z’mandrik, Y’zilix was sent to monitor the 
  Onyx Alliance’s portal without leaving any trace of the 
  guild’s involvement. Should the portal be activated, she 
  was to arrange a way to disable it. As such, she sees the 
  PCs as perfect agents to complete her mission.
  As long as the PCs do not greet Y’zilix with hostility, 
  she explains the situation to them as follows.
  “The imbeciles of the Onyx Alliance disregard the rules of 
  our city’s matron, the great Argrinyxia. She has forbidden 
  the creation of any planar gateways without her express 
  consent—consent only given in the form of one of her vaunted 
  scales. Unable to retrieve such a blessing on their own, the 
  alliance managed to trick one of great Argrinyxia’s whelplings 
  into stealing such a scale. Now, that misbegotten child, the 
  wyrmling Shadrixis, has been gifted a lair as an offering from 
  the Onyx Alliance. Were you to retrieve the scale and slay 
  the whelping, then it would be a simple matter to close the 
  portal that intrudes on your world. Of course, this would also 
  accomplish my goals.”
  The PCs’ interaction with Y’zilix is meant to be brief, 
  guiding them along to their final objective, but they no 
  doubt have questions for the light-weavers’ emissary.
  Can you come with us? “My involvement must remain 
  strictly confidential. As such, I can only guide you to the 
  lair of Shadrixis. I cannot risk my involvement being 
  discovered by the Onyx Alliance.”
  What do you know of Shadrixis and his lair? “The umbral 
  wyrmling is like most children of his species, indolent and 
  insufferable. As a dragon, he wishes to be fawned over, but 
  despises his lesser role in the great machine of Shadow 
  Absalom. As for his dwelling, the Onyx Alliance provided 
  for him a great spire to roost upon—a spire built on a hive 
  of my people, destroyed by the alliance during one of their 
  many expansions in the city.”
  Development: When the PCs are ready, Y’zilix guides 
  the PCs until the dragon’s newly bequeathed home is 
  within sight. She suggests that the PCs rest first if they 
  are not at full strength; after all, even a wyrmling dragon 
  is a formidable foe. Even if the PCs insist that they plan 
  to negotiate rather than fight, she suggests that they 
  prepare for a fight anyway, in case they unintentionally 
  incur the dragon’s wrath.
  If the PCs antagonize Y’zilix enough that she does not 
  give them the information they need, the PCs can find 
  the information from another source. Other agents of the 
  Light-Weavers’ Guild, or even an emissary of Argrinyxia 
  herself, are potential alternate sources. The great wyrm 
  knows of her wayward child’s dealings, but believes that 
  his misbehavior is unworthy of her personal attention.
  B. SHADRIXIS’S PERCH
  The unnamed spire where Shadrixis resides soars almost 
  400 feet into the skyline of Shadow Absalom. An imposing 
  edifice of near-black violet and navy blue, the spire has no 
  
  N
  B1: Spire Base
  B3: Spire Zenith
  B2: Basement Chamber
  B. Dragon’s Tower
  1 square = 5 feet
  B2
  B3
  17
  TRUE DRAGONS OF ABSALOM
  windows or slits to view inside, and only pristine knife-
  like metal embellishments emerge from its smooth 
  sides. There are no buildings within at least 100 feet 
  of the spire, instead, only an open plain of darkened 
  dirt stretches around the perimeter. A steep rise in the 
  surrounding dirt obscures the base of the tower, covering 
  its edges like a hill.
  The Onyx Alliance constructed the tower after a 
  surprise attack on a newly formed d’ziriak hive in what 
  the alliance claimed as their territory within the city. 
  The alliance destroyed the hive and erected the tower as a 
  symbol of their victory. In the decades that followed, the 
  tower sank into the hive. 
  B1. Spire Base
  A soaring edifice of darkened violet stone looms in the city’s 
  skyline, some four hundred feet above. Jet-black dirt extends 
  a hundred feet around the tower in a sizable mound that 
  obscures the spire’s base. Engraved in the hills around the 
  tower are strange symbols, each the size of a standing human. 
  There are no visible entrances to the tower, though a single 
  tunnel descends into the hill surrounding the spire.
  A PC who succeeds at a DC 16 Knowledge (arcana) 
  check identifies that the magical etchings correspond 
  to the magical runes commonly found on d’ziriak hives. 
  Normally these symbols glow with luminous energies, 
  indicating ownership of the region to a given hive, but the 
  glowing light went out when the Onyx Alliance destroyed 
  the hive. Following the single tunnel leads to the base of 
  the tower proper, area B2.
  B2. Basement Chamber (CR 4)
  The underground tunnel opens up into what was once a vast 
  circular chamber. Portions of the northwest and southeastern 
  sections of the room have collapsed. Three pillars rise up 
  twenty feet to a stone ceiling above, each of their sides covered 
  in black marble polished to a reflective sheen. A perfectly 
  spherical mirror floats in the air at the northern end of the 
  space, roughly two feet in diameter. An audible hum emanates 
  from the orb and echoes throughout the room.
  Long ago, this chamber rested above the mouth of the 
  d’ziriak hive’s entrance. Time and pressure caused the 
  tower to sink into the opening, effectively moving the 
  
  18
  PATHFINDER SOCIETY SCENARIO
  tower’s entryway below ground. Around the collapsed 
  dirt mounds of the chamber are dozens of insectile 
  husks, each the long-decayed body of defending d’ziriak 
  of the hive.
  The Onyx Alliance used a series of devices known 
  as mirror gates to travel between the spire’s floors. 
  Connecting to the half-dimensions of nearby mirrors, 
  these odd magic items allow for instantaneous transport 
  within a preconfigured set of destinations. Now, only 
  two mirror gates are active, one in this chamber and 
  another at the tower’s summit. Previously, each of the 
  floors was accessible via a separate mirror gate, but the 
  Onyx Alliance was swift to disable the other floors 
  after arranging their deal with Shadrixis, essentially 
  converting the sealed rooms into long-term storage 
  that is inaccessible to outsiders. The Onyx Alliance 
  reactivated this room’s mirror gate and the one in B3 to 
  allow them to speak with Shadrixis, whom they provided 
  the tower’s apex as a roost.
  The floating orb that hovers 2 feet off the ground in the 
  northern edge of the chamber is a mirror gate. Touching the 
  orb causes the mirror reflection of the current chamber 
  to frost over, and over the course of the next minute the 
  reflection shifts into that of the matching mirror gate in 
  area B3. Once this transformation is complete, a creature 
  that touches the orb travels to the matching orb at the 
  tower’s apex.
  Trap: The mirrored pillars in this room do more than 
  support the ceiling; they also act as a focal point for the 
  mirror gates. One of the original four pillars was crushed 
  when the tower sank, and now the mirror gate ritual is 
  somewhat defective—and dangerous. The demiplane 
  that the device uses to complete its transportations 
  now has a small hole that allows creatures from other 
  regions of the Shadow Plane to slip through. Unless the 
  PCs detect and fix this defect, activating the mirror gate 
  creates an unexpected opening and attracts a pair of 
  extradimensional shapechangers from a less-inhabited 
  portion of the Shadow Plane.
  MIRROR GATE DEFECT
  Type magic; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect creates an opening to the chamber mirrors, which 
  attracts a pair of soulslivers (see below).
  Creatures: Unless the PCs disable the mirror gate trap, 
  the activation of the mirror gate attracts the attention 
  of two soulslivers. These vicious creatures normally 
  stalk less-frequented portions of the Shadow Plane, but 
  they feel the presence of the defect and move into the 
  chamber 1 round after the gate begins to activate. They 
  arrive from any of the three pillar mirrors left standing 
  in the chamber.
  SOULSLIVERS (2) 
  CR 2
  hp 19 each (Pathfinder RPG Bestiary 4 250, see page 23)
  TACTICS
  Before Combat The soulslivers spend a round inside the 
  mirrors to observe the PCs. They each choose a different 
  target, and emerge mimicking the appearance and voice of 
  their target.
  During Combat The soulslivers attack their enemies with 
  reckless abandon, using mirror travel to move around the 
  chamber and out of line of sight.
  Morale Driven to claim this interesting chamber as their 
  own, the soulslivers fight to the death, and they attempt 
  to catch as many PCs as possible in their death throes 
  when they are defeated.
  B3. Spire Zenith
  Crisp air swirls around the unguarded edges of the spire’s apex. 
  Polished mirrored marble covers the circular floor, spreading 
  out in a forty-foot radius. A pile of gleaming copper coins 
  with a dragon-shaped indent rests on the northern end of the 
  platform. Beyond the edges of the platform, the dim lights of 
  the city below are visible, accented by multi-colored glyphs 
  adorning the sides of what appear to be massive termite 
  hives in the distance. A floating mirror-like sphere rests in the 
  southern edge of the platform, while a larger sphere floats 
  in the center. The central sphere lacks the mirror-consistency 
  of the gate and instead swallows the already dim light of the 
  region like a black hole.
  The roof of the spire is home to the umbral wyrmling 
  Shadrixis. The wyrmling has spent much of his time 
  since leaving his mother’s nest crafting an unstable 
  portal to the Negative Energy Plane with one of his 
  mother’s scales. This pinprick gateway appears as the 
  roiling sphere of negative energy floating 5 feet above the 
  center of the platform. 
  SCALING ENCOUNTER B2
  To accommodate groups of four PCs, make the following 
  adjustments to the soulslivers. Both soulslivers have already 
  used their mirror image spell-like ability. In addition, these 
  soulslivers’ death throes are less dangerous than usual. They 
  deal 1d6 points of damage within a 10-foot-radius burst.
  OPTIONAL ENCOUNTER
  If fewer than 45 minutes remain in which to complete the 
  scenario, remove the mirror gate defect trap and the soulslivers.
  
  Shadrixis
  19
  TRUE DRAGONS OF ABSALOM
  Hazard: The 10-foot-wide sphere of negative energy 
  roiling above the center of the platform is another result 
  of Shadrixis shamelessly using his mother’s scale to open 
  portals. A pinprick hole to the Negative Energy plane, 
  the life-draining aura of the sphere deals 1d6 points of 
  negative energy damage to any creature that spends a full 
  round inside it, or 1d3 points of damage to any creature 
  that passes through it. Shadrixis can use the sphere’s 
  energy to heal 1d6 points of damage if she spends a full 
  round inside the sphere, or 1d3 points of damage if she 
  passes through the portal.
  Creature: Shadrixis is the sole inhabitant of the spire’s 
  uppermost level. The vainglorious umbral whelp resides 
  here, enjoying his perceived victory over his progenitor. 
  Ever vigilant for flying intruders, the wyrmling is not 
  expecting the PCs’ arrival via the mirror gate. Clutching 
  his mother’s scale in one claw, Shadrixis moves warily 
  around the perimeter of the platform. 
  It is possible for the PCs to negotiate with Shadrixis, 
  though the dragon requires a constant stream of praise and 
  supplication to his magnificence. Shadrixis is astonished 
  if the kobolds don’t immediately bow in adoration to him, 
  though he is willing to forgive the initial slight. In order 
  for the PCs to earn the trust and respect of the dragon, 
  they must first succeed at two DC 16 checks using any 
  combination of Bluff, Diplomacy, or Perform. If the PCs 
  succeed at these checks, they convince Shadrixis to listen 
  to them. If the PCs press their luck, and request the dragon 
  deactivate the portal to Absalom, or—more brazenly—
  demand that he turn over the scale, the dragon becomes 
  annoyed by their insolence. Only a successful DC 25 Bluff, 
  Diplomacy, or Perform check is enough to convince the 
  dragon to acquiesce to the PCs, and only then if they offer 
  their tribe’s subservience to him as their new patron. 
  Failing any of these checks earns the full ire of Shadrixis, 
  who bores of the PCs and immediately attacks.
  SHADRIXIS 
  CR 6
  Wyrmling umbral dragon (Pathfinder RPG Bestiary 2 102)
  CE Small dragon (native)
  Init +6; Senses dragon senses; Perception +12
  DEFENSE
  AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, 
  +1 size)
  hp 52 (7d12+7)
  Fort +6, Ref +7, Will +7
  Immune cold, death effects, negative energy, 
  paralysis, sleep
  OFFENSE
  Speed 40 ft., fly 150 ft. (average)
  Melee bite +9 (1d6+1), 2 claws +9 (1d4+1)
  Special Attacks breath weapon (20 ft. cone, 2d8 negative 
  energy, DC 14)
  TACTICS
  During Combat At the beginning of combat, Shadrixis clutches 
  his mother’s scale in both claws. The dragon prefers to start 
  combat by flying around the platform, unleashing breath 
  weapon attacks when able, and otherwise occasionally 
  swooping down to bite the PCs. Shadrixis flies through the 
  negative energy sphere to heal himself whenever he has a 
  good opportunity to do so.
  Morale If reduced below 20 hit points, Shadrixis changes 
  SCALING ENCOUNTER B3
  To accommodate a party of 4 PCs, alter the portal to the 
  Negative Energy Plane. Shadrixis has been tirelessly 
  constructing the portal over the course of the last several 
  days, heedless to his limits. When the PCs arrive, he is 
  fatigued. The portal’s negative energy leak is intermittent in 
  strength, and not currently strong enough to provide healing; 
  however, Shadrixis still attempts to use the portal to heal. 
  
  20
  PATHFINDER SOCIETY SCENARIO
  tactics and makes full attacks on enemies, still opting to 
  ignore one claw attack in favor of clutching the scale. If 
  reduced below 10 hit points, Shadrixis drops the scale and 
  flees the tower, assuming (incorrectly) that his mother will 
  take him back.
  STATISTICS
  Str 13, Dex 14, Con 13, Int 14, Wis 15, Cha 14
  Base Atk +7; CMB +7; CMD 19 (23 vs. trip)
  Feats Hover, Improved Initiative, Power Attack, Wingover
  Skills Bluff +12, Fly +14, Intimidate +12, Knowledge (arcana) +12, 
  Knowledge (planes) +12, Perception +12, Sense Motive +12, 
  Stealth +16
  Languages Common, Draconic, Undercommon
  SQ umbral scion
  SPECIAL ABILITIES
  Umbral Scion (Ex) Umbral dragons have negative energy 
  affinity (they are healed by negative energy and harmed by 
  positive energy). They are also immune to energy drain and 
  death effects.
  Development: By claiming the scale of Argrinyxia, the 
  PCs accomplish their mission. With the scale in hand, 
  they can return through their original portal. The PCs 
  may instead choose to toss the scale into the negative 
  energy portal. Such an action has an immediate effect, 
  with a violent sonic boom of air filling the space above 
  the tower. Each creature on the spire’s zenith takes 
  3d6 points of sonic damage (DC 20 Reflex half), and 
  creatures that fail their saving throw are knocked prone. 
  After the boom, the planar portal here and the portal 
  that back to Absalom are both permanently closed. See 
  the Conclusion section for alternate options to get the 
  PCs home.
  Treasure: Shadrixis may only be a few years old, but 
  he has managed to amass a horde for himself. His horde 
  contains 13,338 cp, 3,219 sp, 95 gp, and 12 pp, as well as an 
  onyx gem worth 80 gp. He has also buried a few minor 
  magic items within the coins: a traveler’s any-toolUE, a 
  black velvet pouch filled with dust of emulationUE, and an 
  aegis of recoveryUE.
  Rewards: If the PCs do not defeat Shadrixis or convince 
  him to ally with the Sewer Dragons, reduce each PC’s gold 
  earned by 313 gp.
  CONCLUSION
  With the scale of Argrinyxia in hand, the PCs have several 
  options to return to the sewers of Absalom. Simply 
  returning through the portal from which they entered 
  is the most obvious method—the PCs still have their 
  intrinsic link to the location and can unerringly return 
  to it. Going through the portal with the scale destabilizes 
  the portal, and any remaining PCs only have a few 
  minutes to move through before the portal permanently 
  shuts down on the Shadow Absalom side. Should the PCs 
  somehow find themselves stuck in Shadow Absalom, 
  the unique portal at the city’s heart provides a simple 
  method of escape; any PCs walking through the portal 
  immediately find themselves back at their original point 
  of entry (the sewer portal in the Material Plane). The 
  citizens of Shadow Absalom are used to directing lost 
  outsiders to the portal at the center of the city, and the 
  PCs can find someone willing to give them directions 
  without much difficulty.
  When the PCs emerge from the sewer portal, a great 
  gathering of Sewer Dragons led by chief Yiddlepode 
  celebrates their triumphant return. A contingent of 
  Pathfinders led by Drandle Dreng stands to the side, 
  having just prepared to enter the breach themselves. 
  If he survived the events of the adventure, the mutant 
  otyugh Hats is also present, enthusiastically clapping 
  his tentacles, knocking a beaten derby against a tricorne 
  hat in the process. The assembled group celebrates as 
  the portal closes. Yiddlepode personally congratulates 
  the PCs on a job well done, followed by a brief thanks 
  from Drandle Dreng, who is eager to debrief the PCs and 
  hear tales of exploits in the Shadow Plane. Once the PCs 
  finish telling their tales, he bestows upon each of them 
  an honorary field commission, and promises them future 
  missions for the Pathfinder Society as full and respected 
  members, if they are interested.
  If the PCs return without closing the portal, Yiddlepode 
  reluctantly nods to Drandle Dreng and asks him to send 
  in his team of Pathfinders. The chief is disappointed that 
  some of the proudest members of the Sewer Dragon tribe 
  failed in this mission. The PCs lose some of their status 
  within the tribe, but they are all too prominent to be 
  exiled for their failure.
  REPORTING NOTES
  If the PCs successfully ally with the Light-Weavers’ 
  Guild by defeating Shadrixis and claiming the scale, 
  check box A on the reporting sheet. If the PCs instead 
  manage to form an alliance with Shadrixis, earning the 
  scale as a reward for their tribe’s patronage, check box 
  B. If the PCs return the scale of Argrinyxia to the Sewer 
  Dragon tribe, check box C. If the PCs destroy the scale, 
  most likely by throwing it into the Negative Energy 
  Plane, check box D.
  PRIMARY SUCCESS CONDITION
  If the PCs defeat the Onyx alliance waves in Part A, each 
  PC earns 1 Prestige Point.
  SECONDARY SUCCESS CONDITION
  If the PCs disable the Onyx alliance portal, award each 
  PC 1 additional Prestige Point.
  
  Arrow
  Axe
  Dart
  Magic
  Pit
  Spear
  Spiked Pit
  21
  TRUE DRAGONS OF ABSALOM
  APPENDIX 1: KOBOLD TRAPS
  The pregenerated PCs can craft the following traps.
  Basic Traps
  The following basic traps are available for crafting.
  ARROW TRAP
  Type mechanical; Perception DC 20; Disable Device DC 20
  Craft DC 17; Set-up Time 1 phase; Size 5-ft. square (arrow fires 
  from wall within 30 ft.)
  EFFECTS
  Trigger location; Reset none
  Effect Atk +15 ranged (1d8+1/×3)
  PIT TRAP
  Type mechanical; Perception DC 20; Disable Device DC 20
  Craft DC 18; Set-up Time 2 phases; Size 10-ft. square
  EFFECTS
  Trigger location; Reset manual
  Effect 20-ft.-deep pit (2d6 points of falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft.-square area)
  POISONED DART TRAP
  Type mechanical; Perception DC 20; Disable Device DC 20
  Craft DC 17 (plus poison dose); Set-up Time 1 phase; Size 5-ft. 
  square (dart fires from wall within 30 ft.)
  EFFECTS
  Trigger location; Reset none
  Effect Atk +10 ranged (1d3 plus poison*)
  Special Requires expenditure of one dose of poison. 
  SWINGING AXE TRAP
  Type mechanical; Perception DC 20; Disable Device DC 20
  Craft DC 17; Set-up Time 1 phase; Size 5 ft. by 10 ft.
  EFFECTS
  Trigger location; Reset none
  Effect Atk +10 melee (1d8+1/×3); multiple targets (all in 10-ft. line)
  Advanced Traps
  The following advanced traps are available for crafting.
  ALARM SPELL TRAP
  Type magic; Perception DC 26; Disable Device DC 26
  Craft DC 20 plus 1 per level of the embedded spell (do not 
  include alarm); Set-up Time 2 phases; Size 5-ft. square 
  (see below)
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect; multiple targets (both determined by 
  embedded spell)
  Special Requires expenditure of alarm spell and an additional 
  spell from the crafter’s spell list or from a scroll or wand. The 
  additional spell’s effect centers on a single 5-foot square, but 
  it triggers with the activation of the alarm spell.
  JABBING SPEAR TRAP
  Type mechanical; Perception DC 20; Disable Device DC 20
  Craft DC 19; Set-up Time 2 phases; Size 5 ft. by 10 ft.
  EFFECTS
  Trigger location; Reset automatic reset (1 round)
  Effect Atk +10 melee (1d8+1/×3); multiple targets (all targets in 
  a 10-ft. line)
  SPIKED PIT TRAP
  Type mechanical; Perception DC 20; Disable Device DC 20
  Craft DC 22; Set-up Time 3 phases; Size 10 ft. square
  EFFECTS
  Trigger location; Reset manual
  Effect 10-ft.-deep pit (1d6 points of falling damage); pit spikes 
  (Atk +10 melee, 1d4 spikes per target for 1d4+2 points of 
  damage each); DC 20 Reflex avoids; multiple targets (all 
  targets in a 10-ft.-square area)
  
  22
  PATHFINDER SOCIETY SCENARIO
  APPENDIX 2: STAT BLOCKS
  This scenario makes use of the following stat blocks.
  FETCHLING 
    
  CR 1/2
  Fetchling rogue 1 (Pathfinder RPG Bestiary 2 123)
  N Medium outsider (native)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +3
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 10 (1d8+2)
  Fort +2, Ref +5, Will –1
  Defensive Abilities shadow bending; Resist cold 5, electricity 5
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d4+1/19–20)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 1st; concentration +3)
  1/day—disguise self (humanoid only)
  STATISTICS
  Str 13, Dex 17, Con 14, Int 8, Wis 8, Cha 14
  Base Atk +0; CMB +1; CMD 14
  Feats Weapon Finesse
  Skills Appraise +3, Bluff +6, Diplomacy +6, Knowledge 
  (local) +3, Knowledge (planes) +2, Perception +3, Sense 
  Motive +3, Stealth +7; Racial Modifiers +2 Knowledge 
  (planes), +2 Stealth
  Languages Common
  SQ trapfinding +1
  SPECIAL ABILITIES
  Shadow Blending (Su) Attacks against a fetchling in dim light 
  have a 50% miss chance instead of the normal 20% miss 
  chance. This ability does not grant total concealment; it just 
  increases the miss chance.
  GUARD  
    
  CR 1 
  Human warrior 3 (Pathfinder RPG NPC Codex 267)
  LN Medium humanoid (human)
  Init –1; Senses Perception +5
  DEFENSE
  AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 22 (3d10+6)
  Fort +3, Ref +0, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk guisarme +7 (2d4+3/×3) or  
  mwk longsword +6 (1d8+2/19–20)
  Ranged javelin +2 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  STATISTICS
  Str 15, Dex 9, Con 10, Int 8, Wis 12, Cha 11
  Base Atk +3; CMB +5; CMD 14
  Feats Alertness, Toughness, Weapon Focus (guisarme)
  Skills Intimidate +6, Perception +5, Sense Motive +4
  Languages Common
  Gear chain shirt, javelins (3), masterwork guisarme, 
  masterwork longsword, manacles, 36 gp
  MERCENARY MAGICIAN 
    
  CR 1/2 
  Human sorcerer 1 (Pathfinder RPG NPC Codex 160)
  LN Medium humanoid (human)
  Init +2; Senses Perception +1
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 8 (1d6+2)
  Fort +3, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +0 (1d6)
  Ranged dart +2 (1d4)
  Sorcerer Spells Known (CL 1st; concentration +4)
  1st (4/day)—color spray (DC 14), magic missile
  0 (at will)—daze (DC 13), detect magic, ray of frost, read magic
  Bloodline arcane
  STATISTICS
  Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 17
  Base Atk +0; CMB +0; CMD 12
  Feats Alertness, Combat Casting, Eschew Materials, Iron Will
  Skills Bluff +7, Intimidate +7, Knowledge (local) +5, Perception +1, 
  Sense Motive +1, Spellcraft +5
  Languages Common, Draconic
  SQ arcane bond (familiar [rat]), bloodline arcana (+1 DC for 
  metamagic spells that increase spell level)
  Combat Gear potion of cure light wounds, scrolls of disguise 
  self (2), scrolls of shield (2), wand of sleep (11 charges), 
  alchemist’s fire (2); Other Gear darts (5), quarterstaff, 33 gp
  NOVICE SCOUT 
    
  CR 1/2
  Half-elf ranger 1 (Pathfinder RPG NPC Codex 128)
  LN Medium humanoid (elf, human)
  Init +3; Senses low-light vision; Perception +10
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 12 (1d10+2)
  Fort +3, Ref +5, Will +1; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee longsword +3 (1d8+3/19–20) or  
  shortspear +3 (1d6+2)
  Ranged longbow +4 (1d8/×3)
  Special Attacks favored enemy (orcs +2)
  STATISTICS
  Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +1; CMB +3; CMD 16
  Feats Point-Blank Shot, Skill Focus (Perception)
  Skills Climb +6, Knowledge (local) +1, Knowledge (nature) +4, 
  
  23
  TRUE DRAGONS OF ABSALOM
  Perception +10, Stealth +7, Survival +5
  Languages Common, Elven
  SQ elf blood, track +1, wild empathy +0
  Combat Gear potion of cure light wounds, alchemist’s fire, mwk 
  arrows (3), smokestick; Other Gear mwk studded leather, 
  longbow with 20 arrows, longsword, shortspear, 15 gp
  TRAITOROUS BRIGAND 
    
  CR 2 
  Half-orc fighter 3 (Pathfinder RPG NPC Codex 81) 
  NE Medium humanoid (human, orc)
  Init +5; Senses darkvision 60 ft.; Perception –1
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor)
  hp 30 (3d10+9)
  Fort +5, Ref +2, Will +2; +1 vs. fear
  Defensive Abilities bravery +1, orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk greataxe +7 (1d12+4/×3) or  
  sap +6 (1d6+3 nonlethal)
  Ranged javelin +4 (1d6+3)
  STATISTICS
  Str 17, Dex 12, Con 14, Int 10, Wis 8, Cha 13
  Base Atk +3; CMB +6; CMD 17
  Feats Cleave, Improved Initiative, Iron Will, Power Attack
  Skills Climb +5, Intimidate +9, Survival +3, Swim +5
  Languages Common, Orc
  SQ armor training 1, orc blood, weapon familiarity
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds, potion of enlarge person (CL 3rd); Other Gear 
  masterwork breastplate, javelins (4), masterwork greataxe, 
  sap, sack, gold necklace (worth 100 gp), 124 gp
  SOULSLIVER  
    
  CR 2
  NE Medium outsider (extraplanar, shapechanger) (Pathfinder 
  RPG Bestiary 4 250)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)
  hp 19 (3d10+3); fast healing 1
  Fort +4, Ref +6, Will +2
  Resist acid 5, fire 5
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +5 (1d4+2)
  Special Attacks death throes
  Spell-Like Abilities (CL 3rd; concentration +4)
  3/day—mage hand, open/close, silent image (DC 12)
  1/day—mirror image
  STATISTICS
  Str 14, Dex 17, Con 12, Int 11, Wis 12, Cha 13
  Base Atk +3; CMB +5; CMD 19
  Feats Dodge, Improved Initiative
  Skills Acrobatics +9, Bluff +7, Disguise +7 (+11 when using 
  change shape), Perception +7, Sense Motive +7, Stealth +9; 
  Racial Modifiers  +4 Disguise when using change shape
  Languages Aklo, Common
  SQ change shape (any humanoid, alter self), compression, 
  mirror travel, perfect copy, sound mimicry (voices)
  SPECIAL ABILITIES
  Death Throes (Su) When a soulsliver is killed, its body explodes 
  into jagged glass shards that deal 2d6 points of piercing and 
  slashing damage to creatures within a 20-foot-radius burst 
  (Reflex DC 12 half). The save DC is Constitution-based.
  Mirror Travel (Su) At will as a standard action, a soulsliver can 
  crawl into any mirror as if it were a door or window, instantly 
  transporting itself to another mirror within 500 feet as if using 
  dimension door (caster level 7th). It can remain within that 
  mirror indefinitely, or on its next turn crawl out or use this 
  ability again. Its compression ability allows it to enter or exit 
  Diminutive or larger mirrors. It can only exit a mirror if it is 
  using change shape to take a specific creature’s form.
  Perfect Copy (Su) When a soulsliver uses change shape, 
  it can assume the appearance of a specific individual. 
  However, it is always the 
  mirror image of the 
  person it copies, which 
  might give away that 
  something is wrong.
  
  The Mad Bomber
  Athrax’s greatest joy in life is the sound of his explosives detonating, 
  and the ensuing cries of anguish from his mutilated victims.
  ATHRAX
  Male kobold alchemist (alchemical trapperMC) 4 (Pathfinder RPG 
  Bestiary 183, Pathfinder RPG Advanced Player’s Guide 26, 
  Pathfinder RPG Monster Codex 128)
  LE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 29 (4d8+8)
  Fort +6, Ref +8, Will +2; +2 vs. paralysis, poison, and sleep
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 shortspear +4 (1d4)
  Ranged bomb +8 (2d6+3 fire)
  Special Attacks bomb 9/day (2d6+3 fire, DC 15)
  Alchemist Extracts Prepared (CL 4th; concentration +7)
  2nd—fire breathAPG (DC 15), spider climb
  1st—bomber’s eyeAPG, disguise self, expeditious retreat, shield
  STATISTICS
  Str 9, Dex 16, Con 12, Int 16, Wis 10, Cha 10
  Base Atk +3; CMB +1; CMD 14
  Feats Brew Potion, Extra BombsAPG, Point-Blank Shot, Throw Anything
  Traits Blood of DragonsUCA, Meticulous ConcoctionUCA
  Skills Acrobatics +4, Craft (alchemy) +12 (+16 to create alchemical 
  items), Craft (traps) +14, Escape Artist +7, Knowledge (local) +7, 
  Perception +9, Spellcraft +10, Stealth +13; Racial Modifiers +2 Craft 
  (traps), +2 Perception
  Languages Common, Draconic, Dwarven, Gnome, Undercommon
  SQ alchemy (alchemy crafting +4), bomb trap, mutagen (+4/–2, 
  +2 natural armor, 40 minutes), poison use, swift alchemy, 
  trapfinding +2
  Combat Gear boro bead (1st level), potion of bear’s endurance, 
  potion of cat’s grace, potion of cure light wounds (2), potion 
  of cure moderate wounds (3), potion of jump, potion of spider 
  climb, alchemist’s fire (3), itching powderUE, smokestick (2), 
  tanglefoot bag; Other Gear +1 shortspear, cloak of resistance +1, 
  alchemy crafting kitAPG, formula bookAPG (contains all prepared 
  extracts plus cure light wounds, enlarge person, jump, reduce 
  person, true strike, cure moderate wounds, and invisibility), 
  masterwork tool (Craft [alchemy]), masterwork tool (Craft 
  [traps]), alchemical results journal, non-functional wayfinder, a 
  glass with a beetle drenched in honey, 110 gp
  SPECIAL ABILITIES
  Alchemy (Su) Athrax prepares his spells by mixing ingredients into 
  a number of extracts, and then “casts” his spells by drinking the 
  extract. If anyone else drinks one of the extracts, the extract has 
  no effect. Athrax deals 3 additional points of damage with splash 
  weapons, such as alchemist’s fire. Athrax can spend one round 
  alchemist to use Craft (alchemy) to identify potions as if using 
  detect magic.
  Alchemy Crafting Kit This kit contains all the ingredients and tools 
  that Athrax needs to make his bombs and extracts.
  Blood of Dragons Athrax’s draconic lineage grants him a +2 trait bonus 
  on saving throws against effects that cause sleep and paralysis.
  Bomb (Su) Alchemists are adept at swiftly mixing volatile chemicals 
  and infusing them with their magical reserves to create powerful 
  bombs.  Mixing and throwing a bomb is a standard action that 
  provokes an attack of opportunity. Thrown bombs have a range of 
  20 feet and use the Throw Splash Weapon special attack (see page 
  202 of the Pathfinder RPG Core Rulebook). Those caught in the 
  splash damage take 5 points of damage and can attempt a DC 15 
  Reflex save for half damage.
  Bomb Trap (Su) Athrax can expend one of his bombs to make a trap. 
  Setting a bomb trap is a full-round action that provokes attacks of 
  opportunity. A bomb trap fills a single 5-foot square and cannot 
  be placed in the same area as any other trap. A creature that steps 
  on that square triggers the trap and takes 2d6+3 fire damage. 
  Creatures in adjacent squares take 5 points of damage 
  (Reflex DC 15 half). The DCs of the Perception check 
  to notice the bomb trap and the Disable Device 
  check to disable it are both 15. The bomb 
  trap lasts for 40 minutes, after which it 
  becomes inert.
  Extra Bombs This feat grants Athrax 2 
  additional bombs per day. Its effects 
  are already included in his stat block.
  Extracts Below are descriptions of 
  some of the alchemist extracts Athrax 
  has prepared.
  Bomber’s Eye: While this extract is in effect, 
  Athrax receives a +1 insight bonus on attack rolls 
  made with thrown weapons and increases the range of thrown 
  weapons by 10 feet.
  
  Disguise Self: For 10 minutes, Athrax can change his appearance 
  (including his clothing, armor, weapons, and equipment) to whatever 
  he likes, although he cannot change his creature type. He can, 
  however, appear as another subtype of humanoid.
  Expeditious Retreat For 1 minute, Athrax can increase his land 
  speed by 30 feet.
  Fire Breath: Up to thrice during this spell’s duration of 4 rounds, 
  Athrax can belch forth a 15-foot cone of fire as a standard action. 
  The first cone deals 4d6 points of fire damage to every creature in 
  the area. And the second and third cones deal 2d6 and 1d6 points of 
  fire damage, respectively. A successful DC 15 Reflex save halves this 
  damage. After the third cone of flame, the spell ends.
  Shield: Athrax gains a +4 shield bonus to AC for 1 minute and 
  becomes immune to magic missile.
  Spider Climb: For 10 minutes, Athrax or a touched creature can 
  climb on vertical surfaces or ceilings. The affected creature gains 
  a climb speed of 20 feet and a +8 racial bonus on Climb checks. 
  It does not need to make Climb checks to traverse a vertical or 
  horizontal surface (even a ceiling), but it cannot use the run action 
  while climbing.
  Formula Book Athrax’s formula book contains the formulas for all of 
  the extracts he knows. It functions like a wizard’s spellbook.
  Meticulous Concoction Once per day, Athrax can either add a +2 trait 
  bonus to the saving throw DC against one of his bombs, or extend 
  the duration of one of his extracts for 2 rounds.
  Mutagen (Su) Athrax can brew a mutagen that he can drink as a 
  standard action to heighten his physical prowess at the cost of his 
  personality. The mutagen grants him a +2 natural armor bonus, a 
  +4 alchemical bonus a physical ability score, and a –2 penalty to a 
  mental ability score for 40 minutes. His three possible mutagens 
  are +4 Strength/–2 Intelligence, +4 Dexterity/–2 Wisdom, and +4 
  Constitution/–2 Charisma.  Athrax can brew a mutagen in 1 hour, and 
  he can only have one active mutagen at a time; if he brews a second 
  mutagen, the first becomes inert. A non-alchemist who drinks a 
  mutagen becomes nauseated for 1 hour (DC 15 Fortitude negates).
  Swift Alchemy (Ex) Athrax can craft alchemical items at twice the 
  normal speed.
  Combat Gear Below are descriptions of some of Athrax’s consumables.
  Alchemist’s Fire: Athrax’s alchemist’s fire deals 1d6 points of 
  fire damage on a hit and 1 damage to all adjacent creatures (a 
  “splash”). On the next round, the target of a direct hit takes another 
  1d6 points of damage.
  Boro Bead (1st level): Once per day as a standard action, Athrax 
  can recharge any one extract that he had mixed and then consumed 
  that day. The extract is then reconstituted and usable again, just as 
  if it had not been drank.
  Itching Powder: This powder causes targets to suffer from 
  uncontrollable itching until they spend at least 1 round washing 
  it off. A packet of itching powder is a thrown splash attack with 
  a range increment of 10 feet. Anyone standing on the square 
  of impact must succeed at a DC 12 Fortitude save to resist the 
  powder, while those in adjacent squares must succeed at a DC 8 
  Fortitude save. Creatures that fail the save take a –2 penalty on 
  attack rolls, saving throws, skill checks, and ability checks until 
  they wash the powder off. This is a poison effect.
  Ever shunned by his kobold peers, Athrax only earned the 
  respect and fear of his fellow tribe members after the death 
  of the Sewer Dragons’ former alchemist, Yippitok, at the 
  hands of vengeful Pathfinder agents. Overjoyed at his sudden 
  “promotion” to chief alchemist of the tribe, Athrax came 
  to excel in the creation of powerful explosives, eventually 
  merging his hobby with the innate kobold lust for traps. One 
  side project kept by the alchemist is his desire to craft an 
  exploding insect, attempting to lather a beetle in honey and 
  fill it with explosive. Athrax hopes that this “furious honey 
  elemental” will distract enemies long enough to approach and 
  be caught in the ensuing explosion. Athrax is convinced that 
  this theory will result in a terrifying new weapon for the Sewer 
  Dragons, despite the derision his friends and tribe mates 
  sometimes level his way.
  Owing his new station in life to the Pathfinder Society, 
  Athrax developed a sort of fetishism over the agency. Clutching 
  onto a broken wayfinder, the alchemist believes himself one 
  step away from being an honorary member of the Society; 
  every day he looks for a chance to join the Society proper. 
  Subverting the ideals of “Explore, Report, and 
  Cooperate,” Athrax believes in exploring new 
  ways of creating explosions, reporting his 
  horrific findings in his journal, and 
  cooperating by following the orders of 
  chief Yiddlepode.
  Kobold Slang: A “shiny shiny” is a 
  treasure, regardless of how shiny it 
  actually is.
  Sources: This character makes use 
  of the following Pathfinder Roleplaying 
  Game sources: Pathfinder RPG Advanced 
  Player’s Guide (APG), Pathfinder Player Companion: 
  Kobolds of Golarion (KOG), and Pathfinder RPG 
  Ultimate Campaign (UCA).
  
  The Dragon Speaker
  Engashez has spent her whole life preparing for a meeting with a true 
  dragon. She tirelessly studies the difficult arts of oratory and inspiration, 
  secure in the knowledge that one day she will find a draconic patron and 
  become the dragon’s voice to the tribe.
  ENGASHEZ
  Female kobold bard (dragon yapper) 4 (Pathfinder RPG Bestiary 183, 
  Pathfinder RPG Monster Codex 128)
  LE Small humanoid (reptilian)
  Init +1; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 18, touch 12, flat-footed 17 (+4 armor, +1 Dex, +1 natural, +1 shield, 
  +1 size)
  hp 29 (4d8+8)
  Fort +3, Ref +6, Will +5; +4 vs. bardic performance, language-
  dependent, and sonic
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk shortsword +5 (1d4/19–20)
  Ranged sling +5 (1d3)
  Special Attacks bardic performance 13 rounds/day (countersong, 
  distraction, yapping song, inspire competence +2, inspire courage +1)
  Spell-Like Abilities (CL 4th, concentration +6)
  2/day—ghost sound (DC 11)
  Bard Spells Known (CL 4th; concentration +8)
  2nd (2/day)—glitterdust (DC 15), mirror image
  1st (4/day)—charm person (DC 14), feather fall, grease, hideous 
  laughter (DC 14)
  0 (at will)—dancing lights, daze (DC 13), ghost sound (DC 13), mage 
  hand, message, prestidigitation
  STATISTICS
  Str 10, Dex 12, Con 12, Int 13, Wis 10, Cha 16
  Base Atk +3; CMB +2; CMD 13
  Feats Extra Performance, Skill Focus (Perform [sing])
  Traits Draconic EchoKOG, Desperate ResolveUCA
  Skills Acrobatics +8, Bluff +13, Craft (traps) +3, Diplomacy +10, Disguise 
  +20, Knowledge (arcana) +10, Knowledge (local) +10, Perception +2, 
  Perform (percussion) +9, Perform (sing) +13, Sense Motive +13, 
  Stealth +11; Racial Modifiers +2 Craft (traps), +2 Perception
  Languages Common, Draconic, Undercommon
  SQ bardic knowledge +2, bardic performance: yapping song, versatile 
  performance (sing)
  Combat Gear potion of cure light wounds (2), scroll of grease, scroll of 
  haste, scroll of minor image (DC 13), wand of heroism (3 charges), 
  caltrops; Other Gear +1 studded leather, cloak of resistance +1, hat of 
  disguise, mwk buckler, mwk shortsword, sling with 20 bullets, artisan’s 
  tools, ball (5 in. diameter), kobold “heraldic banner”, fishhook (10), flint 
  and steel, masterwork drum, scroll case, 105 gp
  SPECIAL ABILITIES
  Desperate Resolve Engashez gains a +1 trait bonus on concentration 
  checks. This bonus increases to +4 when she is grappled, pinned, 
  in violent weather, or entangled.
  Yapping Song (Su) Engashez can use performance to annoy those 
  who hear it, causing them to take a –1 penalty on attack and 
  damage rolls and a –1 penalty on saves against fear effects and 
  charm effects as long as she continues performing. Yapping song 
  is a mind-affecting ability that uses audible components, but is 
  not language-dependent.
  Engashez represents a different breed of kobold, 
  one who shunned the many tropes of her species and 
  instead struck out to become a diplomat. Eschewing the 
  traditional trapsmithing nature of kobolds, Engashez has 
  dedicated her life to eventually meeting a true dragon, 
  and then convincing that creature to become the patron 
  of the Sewer Dragon tribe. Many of her fellow kobolds scoff 
  at Engashez’s odd life goal, but she endures their constant 
  torment, soothing her periods of rest with dreams of riding 
  atop a fierce dragon and directing the creature to consume 
  those that once spoke out against her decisions.
  Until such time as her sweet draconic destiny manifests, 
  Engashez is still considered a valuable member of the Sewer 
  Dragons, for her uncanny ability to direct her allies in combat 
  is unparalleled. Able to support those around her with 
  impressive displays of magic, she also possesses a unique item 
  in the form of a hat of disguise. In tandem with 
  her 
  odd diplomatic skills, Engashez is able to 
  negotiate with members of various other species 
  by assuming a basic disguise to maintain her 
  dealings. Impressive as a skill, she is still 
  mocked by others of her tribe for her clunky skills 
  at crafting traps—a skill that the tribe believes 
  all true kobolds should possess, but she lacks.
  Kobold Slang: A “trueblood” is a kobold; a 
  “true trueblood” is a dragon.
  Sources: This character makes use of the following Pathfinder 
  Roleplaying Game sources:Pathfinder Player Companion: Kobolds 
  of Golarion (KOG), and Pathfinder RPG Ultimate Campaign (UCA).
  
  The Trap Master
  A loner in a tribe of kobolds, the master trapsmith Fazgyn believes in 
  preparation above all things. All Fazgyn needs is the time to prepare the 
  traps necessary to slaughter his foes. 
  FAZGYN
  Male kobold unchained rogue 4 (Pathfinder RPG Bestiary 183, 
  Pathfinder RPG Pathfinder Unchained 20)
  LE Small humanoid (reptilian)
  Init +5; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 natural, +1 size)
  hp 29 (4d8+8)
  Fort +2, Ref +8, Will +1
  Defensive Abilities danger sense +1, evasion, uncanny dodge
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 shortsword +7 (1d4+5/19–20) and mwk shortsword +7 
  (1d4+2/19–20) or +1 shortsword +9 (1d4+5/19–20)
  Ranged mwk shortbow +9 (1d4–1/×3)
  Special Attacks sneak attack +2d6
  STATISTICS
  Str 9, Dex 18, Con 12, Int 14, Wis 10, Cha 10
  Base Atk +3; CMB +1; CMD 15
  Feats Skill Focus (Craft [traps]), Two-Weapon Fighting, Weapon Finesse
  Traits TacticianUCA, Trap SavvyKOG
  Skills Acrobatics +11, Bluff +7, Climb +6, Craft (traps) +17, Disable 
  Device +15, Escape Artist +11, Knowledge (dungeoneering) +9, 
  Knowledge (engineering) +6, Perception +9, Stealth +15; Racial 
  Modifiers +2 Craft (traps), +2 Perception
  Languages Common, Draconic, Dwarven, Undercommon
  SQ debilitating injury: bewildered, debilitating injury: disoriented, 
  debilitating injury: hampered, rogue talents (fast stealth, trapsmith 
  savant), trapfinding +2
  Combat Gear potion of cure moderate wounds (2), greenblood oil (2), 
  giant wasp poison (2), large scorpion venom (2); Other Gear +1 studded 
  leather, +1 shortsword, crossbow bolts (20), mwk shortbow, mwk 
  shortsword, masterwork thieves’ tools, masterwork tool (Craft[traps]), 
  satchel of broken locks, cracked ventriloquist’s dummy, 96 gp
  SPECIAL ABILITIES
  Cunning Trigger Fazgyn can use a swift action to set off any trap 
  within 30 feet that he constructed.
  Danger Sense (Ex) Fazgyn gains a +1 bonus on Reflex saves to avoid 
  traps and a +1 dodge bonus to AC against attacks made by traps. He 
  also gains a +1 bonus on Perception checks to avoid being surprised 
  by a foe.
  Debilitating Injury (Ex) Whenever Fazgyn deals sneak attack damage 
  to a target, he can also apply one of the following penalties for 1 
  round. Bewildered: The target takes a –2 to AC against all attacks, 
  and an additional –2 penalty to AC against Fazgyn’s attacks. 
  Disoriented: The target takes a –2 penalty on all attack rolls, and an 
  additional –2 penalty on all attack rolls against Fazgyn. Hampered: 
  All of the target’s speeds are reduced by half (minimum 5 feet), and 
  the target cannot take a 5-foot step.
  Fast Stealth (Ex) Fazgyn can move at full speed using the stealth skill 
  without any penalty.
  Finesse Training (Ex) Fazgyn gains Weapon Finesse as a bonus feat 
  and may add his Dexterity modifier in place of his Strength modifier 
  on damage rolls with shortswords. These effects are already 
  factored in to his statistics.
  Poison Fazgyn carries several poisons, whose effects are 
  summarized below.
  Giant Wasp Poison—injury; save Fort DC 18; frequency 1/round 
  for 6 rounds; effect 1d2 Dex damage; cure 1 save.
  Greenblood Oil—injury; save Fort DC 13; frequency 1/round for 4 
  rounds; effect 1 Con damage; cure 1 save.
  Large Scorpion Venom—injury; save Fort DC 17; frequency 1/
  round for 6 rounds; effect 1d2 Strength damage; cure 1 save.
  Sneak Attack As the Core Rulebook rogue ability of the same name, 
  except Fazgyn can sneak attack creatures with concealment, but not 
  total concealment.
  Tactician Fazgyn gains a +1 trait bonus on Initiative checks. Once 
  per day when he makes an attack of opportunity, he may add a+2 
  bonus on his attack roll. 
  Trap Savvy You gain a +1 trait bonus on Craft (traps) checks, and 
  gain a +1 bonus to AC against attacks by traps or on saving throws 
  against effects created by traps. These bonuses stack with the 
  bonuses granted by danger sense.
  Trapsmith Savant(Ex) Even when embroiled crafting traps 
  himself, Fazgyn can direct allies to construct their traps more 
  efficiently. Up to two PCs receive a +2 competence bonus on 
  checks to craft traps if Fazgyn wishes. This cannot be used 
  on allies taking 10 to complete their check. If Fazgyn opts not 
  to grant this bonus to allies, he can instead reduce the 
  construction time of any trap he is working on by 1 round 
  (to a minimum of 1 round).
  There is nothing a trap can’t handle: so goes the creed of Fazgyn. 
  A consummate stalker of Absalom’s sewers, the kobold trapsmith 
  has personally laid over a hundred traps in locations throughout 
  the territories of the Sewer Dragon tribe. Those who stumble into 
  one of his traps are often scarred by the encounter, and many Sewer 
  Dragons bear the “cut of Fazgyn” as a result. Still, chief Yiddlepode 
  relies on Fazgyn’s uncanny ability to coordinate and set up traps 
  when forces move against the tribe.
  If there’s one thing that motivates Fazgyn more than laying expert 
  traps, it’s the thought of finding a new device or contraption that he 
  can incorporate into his own mad creations. Fazgyn’s ambitions are 
  larger than protecting the small domain of the Sewer Dragons; any 
  opportunity to explore a new locale intrigues him.
  Kobold Slang: A “slow fang” is a trap.
  Special Note: When using Fazgyn outside of this scenario, replace 
  the unique rogue talent trapsmith savant with bleeding attack.
  Bleeding Attack (Ex) Fazgyn causes living creatures that he hits 
  with a sneak attack to bleed. Bleeding creatures take 2 points of 
  damage each round at the start of each of their turns. The bleeding 
  can be stopped with a successful DC 15 Heal 
  check or with any effect that heals hit point 
  damage. Bleed damage from this ability 
  does not stack with itself, but it does bypass 
  the creature’s damage reduction.
  Sources: 
  This 
  character 
  makes use of the following 
  Pathfinder Roleplaying 
  Game sources:Pathfinder 
  Player Companion: Kobolds 
  of 
  Golarion 
  (KOG), 
  Pathfinder RPG Ultimate 
  Campaign (UCA).
  
  The Muscle
  Lesser races often claim that kobolds are weak. Pethjun has fought against 
  this preconception since she was a young clutchling. Ever proving enemies 
  wrong, the bull-headed bruiser of the Sewer Dragons has only made more 
  of a name for herself since prying a magical belt off a dead adventurer.
  PETHJUN
  Female kobold fighter 4 (Pathfinder RPG Bestiary 183)
  LE Small humanoid (reptilian)
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 22, touch 13, flat-footed 20 (+6 armor, +2 Dex, +1 natural, +2 shield, 
  +1 size)
  hp 34 (4d10+8)
  Fort +5, Ref +3, Will +2; +1 vs. fear
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +10 (1d4+6/18–20) and mwk razored tail +4 
  (1d6+1/19–20) or 
  +1 rapier +10 (1d4+6/18-20)
  Ranged spear +7 (1d6+4/×3) or 
  sling +7 (1d3+3)
  STATISTICS
  Str 16, Dex 14, Con 12, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +6; CMD 18
  Feats Power Attack, Tail TerrorARG, Toughness, Weapon Focus (rapier), 
  Weapon Specialization (rapier)
  Traits Dirty FighterAPG, Frost SpitterKOG
  Skills Craft (traps) +8, Intimidate +3, Perception +7, Stealth +7, Survival 
  +5; Racial Modifiers +2 Craft (traps), +2 Perception
  Languages Common, Draconic
  SQ armor training 1
  Combat Gear potion of cure light wounds, potion of fly; Other Gear 
  +1 rapier, belt of giant strength +2, mwk breastplate, mwk heavy 
  wooden shield, mwk razored tailARG, sling, sling bullets (20), spear 
  (5), masterwork tool (Craft[traps]),  two sacks of discarded human 
  trinkets, raven-feather headdress, 10 gp
  SPECIAL ABILITIES
  Dirty Fighter Pethjun adds a +1 trait bonus on damage rolls against 
  opponents she is flanking.
  Favored Class Bonus Pethjun adds +2 to her damage rolls against 
  opponents that she is flanking and opponents who are denied their 
  Dexterity bonus to AC.
  Frost Spitter Once per day as a standard action, Pethjun can breathe 
  a frigid cloud of dense fog, which sinks to the ground to create 
  a 10-foot-square sheet of ice. It costs 2 squares of movement to 
  enter a square covered by an ice sheet, and the DC of Acrobatics 
  checks on the ice increases by 5. A successful DC 10 Acrobatics 
  check is required to run or charge across an ice sheet.
  Razored Tail Pethjun’s razored tail 
  attachment augments the 
  natural attack she gains from 
  the tail terror feat. The effects of 
  this augmentation are factored in to 
  her statistics.
  Tail Terror This feat allows Pethjun to attack 
  with her tail as a secondary natural attack.
  Pethjun was a fighter from birth, slaying those of her 
  siblings who dared try and take food or trinkets she’d 
  claimed. Spending her time developing physical aspects over 
  mental or social endeavors, by the time Chief Yiddlepode 
  assumed command of the Sewer Dragons, Pethjun has 
  already declared herself as the chieftain’s personal protector. 
  Unwilling to antagonize the temperamental kobold, Yiddlepode 
  allowed Pethjun the honor of being her protector, except on the 
  occasions when Pethjun was sent off on missions for the tribe. 
  Sometimes, those “missions” had little to do with tribe business 
  and more to do with the chief’s exasperation with the fighter.
  Beyond feats of strength, little interests Pethjun as much as 
  the thrill of combat. Wielding light weaponry to compensate 
  for her large wooden shield, the self-declared bodyguard has 
  also mastered the use of her tail as a weapon, augmenting it 
  with a vicious razor implement. It is Pethjun’s life 
  goal to prove herself as a martial paragon of the 
  tribe—something the rest of the tribe would 
  never question anyway—though she only sees 
  defeating a truly worthy opponent as a means 
  of preserving her legacy in the Sewer Dragons’ 
  history. She is constantly on the lookout for an 
  opponent worthy of her skill.
  Kobold Slang: A “bigfoot” is a Medium or larger 
  humanoid.
  Sources: This character makes use of the following 
  Pathfinder Roleplaying Game sources: Pathfinder RPG 
  Advanced Race Guide (ARG), Pathfinder RPG Advanced Player’s 
  Guide (APG). and Pathfinder Player Companion: Kobolds of 
  Golarion (KOG).
  
  The Disciple of Destruction
  Few willingly serve Dahak, the patron of evil dragons, but Skyrahk has 
  known no other life. Blessed with visions of the Sorrowmaker, as Dahak 
  is known, Skyrahk chants of a time of destruction and woe for those that 
  oppose the great Sewer Dragons.
  SKYRAHK
  Female kobold cleric of Dahak 4 (Pathfinder RPG Bestiary 183)
  NE Small humanoid (reptilian)
  Init +5; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 18, touch 12, flat-footed 17 (+5 armor, +1 Dex, +1 natural, +1 size)
  hp 29 (4d8+8)
  Fort +6, Ref +4, Will +8
  Defensive Abilities chameleon aspectKOG
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d3–1/19–20)
  Special Attacks channel negative energy 5/day (DC 14, 2d6), 
  destructive smite (+2, 6/day)
  Cleric Spells Prepared (CL 4th; concentration +7)
  2nd—bull’s strength, cure moderate wounds, invisibilityD, sound 
  burst (DC 15)
  1st—alarmD, command (DC 14), doom (DC 14), magic stone, shield 
  of faith
  0 (at will)—bleed (DC 13), detect magic, guidance, resistance
  D Domain spell; Domains Trickery (Ambush subdomainKOG), 
  Destruction
  STATISTICS
  Str 8, Dex 13, Con 12, Int 10, Wis 16, Cha 14
  Base Atk +3; CMB +1; CMD 12
  Feats Improved Initiative, Selective Channeling
  Traits Deft DodgerAPG, Kobold FaithKOG
  Skills Craft (traps) +8, Diplomacy +6 (+8 vs. other kobolds), Knowledge 
  (religion) +7, Perception +5, Spellcraft +5; Racial Modifiers +2 Craft 
  (traps), +2 Perception
  Languages Common, Draconic
  Combat Gear hand of the mage, pearl of power (1st level), scroll of 
  bless (2), scroll of magic weapon, scroll of remove fear, scroll of magic 
  vestment (2), scroll of obscuring mist, scroll of spiritual weapon, wand 
  of cure light wounds; Other Gear +1 chain shirt, dagger, cloak of 
  resistance +1, iron holy symbol of Dahak, masterwork tool (Craft[traps]), 
  cookbook detailing how to “make meals well done,” 18 gp
  SPECIAL ABILITIES
  Chameleon Aspect As a swift action up to 6 times per day, Shyrahk can 
  subtly blend the color of her scales into the surrounding environment. 
  When she does so, she gains concealment (20% miss chance) against 
  creatures more than 10 feet away, and total concealment (50% miss 
  chance) against creatures more that 40 feet away.
  Deft Dodger Shyrahk’s experience jumping out of the way of danger 
  grants her a +1 trait bonus on Reflex saves, which is already 
  included in her statistics.
  Kobold Faith Shyrahk gains a +2 trait bonus on Diplomacy checks when 
  dealing with other kobolds, and qualifies for the Ambush subdomain.
  Religion is a treasured history among kobold tribes, passed down 
  and changed from generation to generation. Skyrahk’s devotion 
  to Dahak is pure, and stems from a series of visions gifted by 
  the god himself. Skyrahk has given up her reclusive lifestyle and 
  pledged herself to assisting Chief Yiddlepode and the 
  rest of the Sewer Dragons in what she believes will 
  be a time of trial.
  The vision of a great dark wyrm has clouded 
  Skyrahk’s vision of late, and the priest is unsure 
  if it is an image of her deity or an omen. Skyrahk 
  believes in a time when the Sewer Dragons will 
  have a great patron to elevate them beyond their 
  current begging at the feet of the Pathfinder 
  Society, but only believes such an 
  upheaval will come at the blotting of 
  the sun by a great chromatic dragon 
  patron. The cleric believes only in 
  the purity of chromatic dragons, 
  seeing all others as pale imitations 
  of that perfect breed of beings. Until 
  such a fate is assured, the disciple of 
  Dahak is more than willing to accept the 
  Society’s allegiance and aid, knowing it only 
  brings strength to the Sewer Dragons, and the 
  promise of greater destruction in the future. 
  To Skyrahk, the sooner that destruction comes 
  about, the better.
  Kobold Slang: “Goldfever” is excessive 
  greed or bravado.
  Sources: This character makes use of 
  the following Pathfinder Roleplaying Game sources: Pathfinder 
  RPG Advanced Player’s Guide (APG). and Pathfinder Player 
  Companion: Kobolds of Golarion (KOG).
  
  The Master of Magic
  All shall tremble before the might of Varanog the Majestic! Imbued 
  beyond the blood of dragons, Varanog is a paragon of kobold lineage, 
  with a gift of innate magic that allows him to overcome any challenge 
  that dares to stand in his way.
  VARANOG
  Male kobold sorcerer 4 (Pathfinder RPG Bestiary 183)
  LE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 16, touch 15, flat-footed 12 (+3 Dex, +1 dodge, +1 natural, +1 size)
  hp 26 (4d6+8)
  Fort +2, Ref +4, Will +5
  Defensive Abilities trap sense +1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee dagger +0 (1d3–3/19–20)
  Sorcerer Spells Known (CL 4th; concentration +9)
  2nd (4/day)—scorching ray
  1st (7/day)—alarm, floating disk, magic missile, ray of 
  enfeeblement (DC 14)
  0 (at will)—acid splash, daze (DC 13), detect magic, mending, ray of 
  frost, read magic
  Bloodline KoboldARG
  STATISTICS
  Str 4, Dex 16, Con 12, Int 13, Wis 12, Cha 16
  Base Atk +2; CMB –2; CMD 12
  Feats Combat Casting, Dodge, Eschew Materials
  Traits Focused MindAPG, Imposing ScionUCA
  Skills Appraise +5, Bluff +7, Craft (traps) +9, Intimidate +10 (+12 vs. 
  kobolds), Knowledge (arcana) +8, Knowledge (planes) +2, Perception 
  +3, Spellcraft +5; Racial Modifiers +2 Craft (traps), +2 Perception
  Languages Common, Draconic, Undercommon
  SQ trap rune
  Combat Gear potion of cure moderate wounds (3), reach metamagic 
  rod (lesser) carved with a pair of dragon heads, scroll of fireball  
  (CL 7th), scroll of haste, scroll of mirror image, wand of chill touch 
  (29 charges), wand of mage armor (20 charges); Other Gear dagger, 
  masterwork tool (Craft [traps]), small wooden statue carved in his 
  own likeness, list of names (he knows what they did), majestic cape, 
  silver crown, satchel filled with delicious mauve mushrooms, two 
  vials filled with the tears of orphaned dire weasels, 44 gp
  SPECIAL ABILITIES
  Bloodline Arcana Whenever Varanog casts a spell against a 
  creature that is denied its Dexterity bonus to AC, increase that 
  spell’s DC by +2.
  Kobold Bloodline Varanog gains alarm as a bonus bloodline spell.
  Trap Rune (Sp) As a standard action, Varanog can sketch a single, 
  nearly invisible magical rune on any 5-foot-square solid surface. 
  When Varanog creates a rune, pick one of the following energy 
  types: acid, cold, electricity, or fire. While the rune is active, the 
  next creature other than Varanog who steps on or touches the 
  rune’s area causes the rune to explode. The rune’s explosion deals 
  1d8+4 points of energy damage to anything in its square (DC 15 
  Reflex half). The rune is considered a magical trap for the purpose of 
  perceiving it or disabling it. The DC for both Perception and Disable 
  Device checks is the same as the Reflex saving throw to halve the 
  damage. Varanog can use this ability a number of times per day 
  equal to 3 + his Charisma modifier. Each rune lasts for 24 hours or 
  until discharged.
  Kobolds born with magical blood in their veins typically display 
  the heritage of true dragons; Varanog breaks this mold by 
  displaying a lineage of blood more akin to those of great kobold 
  heroes. The kobold sorcerer barely restrains his megalomaniacal 
  ego, occasionally muttering about his eventual rise to power over 
  the Sewer Dragons and the enslavement of all of Absalom. 
  Although he prefers to travel atop of a conjured floating disk, 
  Varanog understands the importance of conserving his magical 
  powers and only makes such overt displays of power once or 
  twice in a day, as his whims dictate. He places his spells and 
  traps in the most visible of locations, preferring his targets 
  and allies to witness his awesome and overwhelming 
  power. The kobold sorcerer values two of his 
  material possessions above the rest. The first is his 
  oversized metamagic rod carved with two dragon’s 
  heads, whose maws breathe tiny cones of pale blue 
  light whenever he uses it to augment spells. The 
  second item is a sacred scroll once written by a previous 
  sorcerer of the tribe, a near-holy artifact like item of the tribe: 
  a scroll of fireball, only to be used in the direst of circumstances.
  Kobold Slang: A “softscale” is a weak, incompetent, or 
  dull-witted kobold who the tribe would be better without.
  Sources: This character makes use of the following Pathfinder 
  Roleplaying Game sources:Pathfinder RPG Advanced Player’s Guide 
  (APG), Pathfinder RPG Advanced Race Guide (ARG), and Pathfinder 
  RPG Ultimate Campaign (UCA).
  
  31
  TRUE DRAGONS OF ABSALOM
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #6–99: 
  True Dragons of Absalom
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Foo Creature from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Pathfinder Society Scenario #6–99: True Dragons of Absalom © 2015, 
  Paizo Inc.; Author: Thurston Hillman.
  
  All Subtiers
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  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
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  SUBTIER
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  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
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  Prestige Spent
  Current  
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  Final 
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  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
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  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  3–5
  —
  —
  —
  817
  —
  —
  —
  —
  1,634
  —
  —
  —
  —
  —
  Pathfinder Society Scenario #6 – 99: 
  True Dragons of Absalom
  Field-Commissioned Kobold: When you could play a 4th-level pregenerated character in a Pathfinder 
  Society scenario, you can cross this boon off the Chronicle sheet to play your kobold PC from this scenario.
  Trapmaker: A kobold from the Sewer Dragon tribe taught you a few trap-making tricks and provided 
  you with a few specialized supplies. You can use these supplies, together with materials that you have 
  collected in your adventures, to assemble the swinging axe trap below with a successful Craft (traps) 
  check. You can attempt to make the trap more deadly, at the cost of making it more difficult to craft. 
  Before attempting the check, you may increase the DC of the Craft (traps) check by up to +1 per character 
  level. For each point by which you increase the Craft DC, increase the trap’s Perception and Disable 
  Device DCs by 1, its attack bonus by 1, and the damage it deals to each target by 2. Assembling the trap 
  takes 5 minutes. If you fail the Craft (traps) check, you do not create a functioning trap, but you still 
  expend the materials. Once you use this boon, cross it off your Chronicle Sheet. 
  SWINGING AXE TRAP
  Type mechanical; Perception DC 20; Disable Device DC 20
  Craft DC 17; Size 5 ft. by 10 ft.
  EFFECTS
  Trigger location; Reset none
  Effect Atk +10 melee (1d8+1/×3); multiple targets (all targets in a 10-ft. line)
  Core Campaign
  aegis of recovery (1,500 gp; Pathfinder RPG Ultimate Equipment 254)
  dust of emulation (800 gp; Ultimate Equipment 294)
  dust of tracelessness (250 gp)
  oil of darkness (300 gp)
  potion of bull’s strength (300 gp)
  potion of cure moderate wounds (300 gp)
  potion of enlarge person (CL 3rd, 150 gp, limit 1)
  potion of invisibility (300 gp)
  traveler’s any-tool (250 gp, Ultimate Equipment 323)
  wand of magic missile (11 charges; 165 gp, limit 1)
  wand of shocking grasp (11 charges; 165 gp, limit 1)
  wand of sleep (11 charges; 165 gp, limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 6/S06-99 True Dragons of Absalom.pdf