TEXT: By Alex Greenshields
  A CASE OF MISSING PERSONS
  PATHFINDER SOCIETY SCENARIO #9-02 
  TIER 3–7
  
  Pathfinder Society Scenario #9–02: A Case of 
  Missing Persons is a Pathfinder Society Scenario 
  designed for 3rd- through 7th-level characters (Tier 
  3–7; Subtiers 3–4 and 6–7). This scenario is designed 
  for play in the Pathfinder Society Roleplaying 
  Guild campaign, but can easily be adapted for 
  use with any world. For more information on 
  the Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in your 
  area, check out the campaign’s home page at 
  paizo.com/pathfinderSociety.
  HOW TO PLAY
  Author • Alex Greenshields
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Johan Grenier, Josef Kucera,  
  Will O’Brien, and Kieran Yanner
  Cartographer • Corey Macourek
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Senior Developer • Robert G. McCreary
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Jason Keeley,  
  Mark Moreland, Joe Pasini, Owen K.C. Stephens,  
  and Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Lyz Liddell, Adrian Ng, Lacy Pellazar,  
  and Josh Vogt
  Lead Designer • Jason Bulmahn
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
  Organized Play Manager • Tonya Woldridge
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder 
  Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open 
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  Pathfinder Society Scenario #9–02: A Case of Missing Persons © 2017, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are regis-
  tered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Ad-
  venture Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, 
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  GM ResouRces
  A Case of Missing Persons makes use of the Pathfinder RPG Core Rulebook, Pathfinder 
  RPG Advanced Player’s Guide (APG), Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 6, 
  Pathfinder RPG Monster Codex (MC), Pathfinder RPG NPC Codex (NPC), and the Pathfinder 
  RPG Villain Codex (VC). All rules referenced in this adventure are available in the free online 
  Pathfinder Reference Document at paizo.com/prd, except the ones in Villain Codex, which 
  appear in full in the NPC’s statistics. The relevant rules from the Bestiary volumes and statistics 
  from the Codex books are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  A Case of Missing Persons             3
  Appendix: Stat Blocks                 23
  Chronicle Sheet                        27
  
  • Woodsedge
  Verduran
  Forest
  Galt
  3
  added banker Morvius Korkovin, who he was convinced was 
  a member of the Seven Houses, as well as Sabrine Tularis, a 
  representative from the Lumber Consortium who advocated 
  for harsher provisions in the bill in order to gain more 
  workers for her company. He placed Warrith on his list of 
  targets as well.
  To transport the guilty into Galt and see that they received 
  a trial there, he needed support from the Gray Gardeners, 
  M
  ajor Colson Maldris, leader of the Pathfinder 
  Society’s Liberty’s Edge faction, has reached 
  his breaking point. Recent events pushed him 
  to abandon his once-cherished ideals of truth, fairness, and 
  decency, instead embracing the idea that it is sometimes 
  necessary to compromise one’s integrity for the greater 
  cause of liberty.
  First, Maldris learned that a cabal of powerful senators was 
  shepherding a pernicious bill through the People’s Council of 
  Andoran. This bill would not only greatly increase the power 
  of the banks to squeeze money from delinquent borrowers, 
  but even allow them to throw those unable to pay into a 
  debtor’s prison. Maldris saw such prisons as tantamount to 
  slavery, and was shocked when the law reached the floor of 
  the current session of the People’s Council and nearly passed.
  Second, Maldris learned that his old foe, Halmont Warrith, 
  had been released from prison early under suspicious 
  circumstances. The discovery of Warrith’s crimes were what 
  first opened Maldris’s eyes to the reality of corruption in his 
  homeland, inspiring him to dissolve the Pathfinder Society’s 
  Andoran faction and embrace a more internationalist 
  approach with Liberty’s Edge.
  Soon thereafter, Maldris also learned that Warrith was 
  in the employ of Victoria Garvensi, one of the sponsors 
  of the banking bill and a member of the Seven Houses. 
  Maldris had long suspected that the Seven Houses—a 
  secretive organization named for the seven noble Andoran 
  families who founded it—was the root cause of much of 
  his homeland’s corruption. He feared that if he didn’t act 
  decisively, Andoran could backslide into practicing slavery. 
  Maldris knew that members of the Seven Houses were too 
  wealthy and influential to face justice in Andoran. He knew 
  one place, however, where the people of Andoran might find 
  some justice: the nation of Galt. He hatched a plot to kidnap 
  several people and send them to Galt’s courts.
  To start, he needed a list of individuals whose disappearance 
  from Andoran would weaken the Seven Houses and cripple 
  any movement to reintroduce the hated bill—or even worse 
  measures. Victoria Garvensi and another cosponsor of the bill, 
  Senator Augustyn Naran, were obvious choices. To this list he 
  By Alex Greenshields
  A Case of Missing Persons takes place in the town the 
  Woodsedge in Galt, and in the nearby Verduran Forest. 
  Galt has been in a continual state of near-anarchy for the 
  last 50 years thanks to the never-ending upheaval of the 
  Red Revolution. For more information on the nation of 
  Galt, the Red Revolution, and the Verduran Forest, see 
  Pathfinder Campaign Setting: The Inner Sea World Guide. 
  If you wish to know more about the Maze of the Open 
  Road, through which the PCs travel at the beginning 
  of the scenario, see the Pathfinder Player Companion: 
  Pathfinder Society Primer. The maze also appears in the 
  Eyes of the Ten series, but we strongly recommend that 
  you do not read these adventures unless you have already 
  played them or you plan to GM them first.
  Where on Golarion?
  A CASE OF 
  MISSING PERSONS
  
  PATHFINDER SOCIETY SCENARIO
  4
  Galt’s feared executioners. His contact in the Gray Gardeners 
  quickly confirmed that they would be more than happy to 
  send undercover professionals to assist him in bringing 
  these criminals to justice. The Gray Gardeners wanted to 
  distance themselves as much as possible from the operation 
  while it acted in Andoran. To that end, they hired Estienne 
  Jacquert, a former Galtan convicted of treason who had fled 
  to Andoran, to lead the operation, promising immunity and 
  protection for his family if he took the job.
  Finally, Maldris needed someone knowledgeable to 
  cover the track of the abductions and throw off anyone 
  who might wish to follow them, at least long enough to 
  ensure that justice was served. After a bit of research in the 
  Society’s archives, he discovered mention of Alois Lofton, a 
  disgruntled former venture-captain and barrister living in 
  Woodsedge in Galt. He also heard rumors that the venture-
  captain had been participating in shady dealings in recent 
  years. When Maldris reached out to Lofton, he found Lofton 
  more than willing to help obscure the trail of the abductions 
  for the right price.
  Unfortunately for Maldris, every plan, no matter how 
  foolproof, has flaws; what he didn’t know about Lofton 
  threatened to put a large wrench in his operations. The 
  Lofton he met was not the former venture-captain at all, 
  but instead an opportunistic and unscrupulous man named 
  Venza the Nick. After an incident with fey in the Verduran 
  Forest, Venza and Lofton found themselves trapped in each 
  other’s bodies. While Lofton (in Venza’s body) languished in 
  captivity as a puppet of powerful fey, Venza used Lofton’s 
  glowing reputation to his advantage. His fortune could 
  not last forever, however, and Venza’s recent actions have 
  marked him as a target of the Grey Gardener’s revolutionary 
  zeal. Desperate for a way out of his situation, Venza could 
  reveal enough of Maldris’s secrets to ultimately doom the 
  major’s plots.
  SUMMARY
  The PCs travel to the Galtan city of Woodsedge by way of the 
  Maze of the Open Road, a living, magical artifact containing 
  numerous teleportation portals. One of the servants of the 
  Woodsedge Lodge meets them there and directs them to 
  meet Venture-Captain Eliza Petulengro at a museum known 
  as the Palace of the Glorious Revolution. Once the PCs arrive 
  at the museum, the venture-captain informs them that two 
  senators from Andoran have been abducted and might still 
  be in Woodsedge. Petulengro asks the PCs to investigate the 
  kidnapping and suggests that they speak to four individuals 
  in town to learn more: Larisa Stronwell, a contact of hers 
  at the docks; Almant Enderios, a down-on-his luck bounty-
  hunter with ties to the Gray Gardeners; Alois Lofton, a 
  former venture-captain who has been behaving suspiciously; 
  and Guard Sergeant Ottavia Respani.
  By speaking with these individuals and potentially other 
  citizens of Woodsedge, the PCs can put together various 
  facts about the case. Most importantly, the PCs uncover 
  that Lofton helped the kidnappers and, more surprisingly, 
  that the person they thought was Lofton was actually a man 
  named Venza in Lofton’s body. The false Lofton asks the 
  PCs to retrieve the true Lofton so that the two can re-trade 
  bodies. In exchange, he offers to tell all he knows about the 
  kidnapping, including who is behind it.
  The PCs travel into the Verduran Forest and encounter a 
  group of fey under the leadership of a naive, self-righteous 
  gerbie named Fiffernetter. Fiffernetter doesn’t know how 
  much longer she can keep Lofton safe, as his mind has 
  deteriorated during his captivity. She agrees to let him go 
  and tell the PCs how to reverse the mind swap if the PCs 
  take care of a small troll problem for them. If the PCs agree 
  to the fey’s terms, they travel to the troll’s clearing and 
  dispose of it. Once it has been dealt with, the gerbie honors 
  the agreement and hands Lofton over. Otherwise, the PCs 
  can fight the gerbie and learn of Lofton’s location from 
  another fey who found Fiffernetter obnoxious.
  The PCs return to Woodsedge only to find that the Gray 
  Gardeners have imprisoned the false Lofton and plan to 
  execute him soon (or have planned to try him soon, if the 
  PCs took precautions to protect him). They must find a way 
  to rescue the false Lofton and reunite him with the true 
  Lofton before he meets his end at the final blade. 
  GETTING STARTED
  A letter from Venture-Captain Eliza Petulengro instructs 
  the PCs to meet with another Pathfinder agent at an address 
  in Absalom’s Ivy District. When the PCs arrive, they find an 
  abandoned manor. An Ulfen Pathfinder agent apologizes 
  for the need for secrecy, then blindfolds each of the PCs 
  and leads them into and through a hedge maze behind 
  the manor. At the center of the maze, she intones a phrase 
  in Druidic, causing a portion of the maze to open into an 
  archway covered in fragrant rose blossoms. She directs the 
  PCs through the archway. When the PCs pass through, the 
  air temperature drops drastically. 
  On the other side of the archway lies the Maze of the 
  Open Road, a labyrinth that holds a network of portals. Its 
  existence is typically kept secret to only the most influential 
  members of the Pathfinder Society. If the PCs take off their 
  blindfolds, their guide stops, refusing to direct them further 
  until they put the blindfolds back on. Once the guide has 
  led the PCs out of the maze, she departs, leaving them in the 
  care of a masked woman. Read or paraphrase the following 
  to begin the adventure.
  An unfamiliar woman’s voice intones, “You may now remove your 
  blindfolds.” The blinding light of day reveals lush garden. A tall 
  woman wearing a white porcelain mask face and a crimson ribbon 
  around her neck stands nearby.
  
  Venture-Captain
  Eliza Petulengro
  5
  A CASE OF MISSING PERSONS
  “I apologize, but my employer, Venture-Captain Petulengro, 
  requests you immediately join her in the sculpture hall of the 
  Palace of the Glorious Revolution, a local museum. It is only a short 
  walk from here, and she will be able to answer all of your questions 
  when you arrive. Please hide your wayfinders and any other signs 
  of your affiliation with the Society. Once you enter the building, the 
  sculpture hall will be down the hallway to the left. You can’t miss it. 
  Oh, and she’s in disguise today. She has long black hair and 
  is wearing a green dress.” Without waiting for a reply, 
  the masked woman points toward a ruined palace 
  a short distance away.
  The masked woman is a servant of 
  the Woodsedge Lodge. She declines to 
  answer any of the PCs’ questions.
  The Palace’s large windows are covered 
  in plywood, and scorch marks from 
  fires blacken the entire outside 
  of the building. Loud laughter, 
  claps, and jeers drift out from 
  the building’s main hall. If 
  any of the PCs look in to see 
  the source of the commotion, 
  they see that the entire center 
  of the ruined palace has been hollowed 
  out and converted into an impromptu 
  theater space, where a raucous audience 
  is watching a play. When the PCs arrive 
  in the Sculpture Hall, read or paraphrase 
  the following.
  A raven-haired woman in a simple green dress emerges from 
  behind a large sculpture of marching peasants. Her mouth moves, 
  and the whispers float across the room, landing precisely at her 
  targets. “Greetings, citizens, won’t you join me?” She presses on 
  a latch, revealing a hidden door behind the statue and gestures 
  into the secret room.
  The venture-captain waits for all of the PCs to enter the 
  secret room, and then closes the door behind her before 
  continuing. If any PC has a Chronicle sheet for Pathfinder 
  Society Scenario #8–06: Reaping What We Sow, she thanks 
  that PC by name for their help in resolving “the trouble in 
  Rosehaven” before beginning her briefing. 
  The woman’s feature’s shift rapidly. Her hair turns a vibrant red, 
  and she draws a wayfinder out of a concealed pouch. “Welcome, 
  Pathfinders. I am Venture-Captain Eliza Petulengro. First of all, 
  let me apologize for the clandestine way you were brought 
  here today, but I promise you, it was necessary. Two days ago, I 
  received word from the Almas Pathfinder Lodge. They informed 
  me that two Senators from Andoran’s People’s Council, Victoria 
  Garvensi and Augustyn Naryan, were abducted from their homes 
  in Andoran nine days ago. Their investigations turned up a group 
  of suspicious masked mercenaries, but by the time they tracked 
  down the group’s location, they learned that it had already 
  departed for Galt aboard the riverboat Drifting Current along with 
  three other prisoners. The Almas Lodge requested that I pick up 
  the investigation from there.
  “I was able to prove through divinations that the Senators 
  were indeed two of the prisoners aboard the 
  Drifting Current, but both of them were 
  warded against most of my magical abilities, 
  including scrying. I asked a contact at the 
  docks to inform me as soon as the Drifting 
  Current landed in Woodsedge. Strangely, 
  she sent me a message yesterday to tell 
  me that the ship had been in port for a 
  day or so already. 
  “I followed up with another one of 
  my local contacts, who discovered that 
  the Galt’s feared executioners, the 
  Gray Gardeners, were escorting 
  the senators. Once I heard that 
  the Gardeners were involved, I was 
  forced to back off my investigation 
  and call on the Grand Lodge in 
  Absalom for assistance. Any move 
  that known Pathfinder agents make 
  against the Gray Gardeners could lead 
  to severely negative consequences for 
  us here in Galt. On top of that, if the 
  Gray Gardeners are indeed involved in 
  abducting Andoran’s senators, this could 
  be the start of an international incident.
  “My investigation also led me to another oddity. A barrister 
  here in Woodsedge by the name of Alois Lofton once served as 
  an undercover venture-captain. I reached out to him via secret 
  channels when I began the work of establishing the Woodsedge 
  Lodge, and he made it clear that he wanted nothing to do with me 
  or with the Pathfinder Society as a whole. When I learned about 
  this case, however, I went to him in person to request his aid. 
  His responses were extremely odd. I got the sense that he knew 
  more about the case but was unwilling to share it. Troublingly, 
  he seemed to be ignorant of rudimentary information about the 
  Pathfinder Society, or even his past status as a venture-captain. 
  When I tried to figure out more, he threatened to take me to court 
  for harassing an officer of the law.
  “This situation calls for caution and discretion, and I can’t be 
  seen investigating this matter further. I ask that you pick up the 
  investigation in my stead, keeping your status as Pathfinder 
  agents a closely guarded secret. I’ll summarize the leads I 
  have. Please commit them to memory.” The venture-captain 
  raises a finger with each name. “My contact at the docks, Larisa 
  Stronwell, did not report to me in a timely manner about the 
  arrival of the Drifting Current. My contact with connections 
  
  PATHFINDER SOCIETY SCENARIO
  6
  to the Gray Gardeners, Almont Enderios, informed me that the 
  Gardner’s were involved in this case, and said that he’d look into 
  the matter further. Former Venture-Captain Lofton knows more 
  about this case and not nearly enough about his own past, but 
  you’ll probably need to dig up proof of his involvement if you 
  want him to talk to you. Finally, I’d also recommend talking to 
  Guard Sergeant Ottavia Respani.
  “Any information you can find will be of use. In particular, I’d like 
  to you look for clues about who is involved, what Lofton knows, 
  and where the Gray Gardeners have taken the prisoners. If you 
  happen to find information about any of the three unidentified 
  prisoners along the way, please report that as well. When you are 
  finished with your investigation, please tie a simple message to 
  this raven and send it to the Lodge. I will return to the sculpture 
  garden to meet you.” The venture-captain hands over a small 
  silver statuette of a raven.
  The PCs likely have a number of questions for Petulengro, 
  but they may also know something about the various subjects 
  already. Petulengro can also give the PCs the information 
  listed in the Knowledge checks below with a DC of 20 or less 
  if the PCs ask relevant questions.
  Diplomacy (gather information), Knowledge 
  (local), or Knowledge (nobility) 
  The PCs may know more about Galt and its infamous 
  executioners, the Gray Gardeners. They learn all the 
  information whose DC is equal to or less than the result of 
  their check.
  12+: The Gray Gardeners are the executioners of the Galtan 
  government. They operate the final blades, magical guillotines 
  that capture a person’s soul at the moment of death. The 
  Galtan Revolution, known as the “Red Revolution” has been 
  ongoing for the last 50 years.
  14+: Galtan justice is rarely just, as its judges and courts 
  are heavily influenced by public opinion and the whims 
  of whichever government currently holds power. Gray 
  Gardeners constantly hide their faces behind gray masks or 
  veils to remain anonymous and to not themselves become 
  victims of mob justice.
  16+: The Gray Gardeners are headquartered in the city of 
  Litran, located approximately 230 miles to the northeast of 
  Woodsedge. Due to their influence, the city is relatively calm 
  by Galtan standards.
  20+: The only democratically elected government of Galt, 
  the first Revolutionary Council, commissioned the final 
  blades nearly 50 years ago. Its members wanted a humane, 
  painless form of execution that would deny Hell its harvest 
  of evil souls.
  Knowledge (local) or (nobility)
  The PCs may know more about the kidnapped senators. 
  They learn all the information whose DC is equal to or less 
  than the result of their check.
  15+: Senator Augustyn Naran is an older Andoran 
  politician who helped throw his nation’s support behind 
  Lady Gloriana Morilla’s Army of Exploration during the 
  Society’s fight against the demons of the Worldwound.
  20+: Victoria Garvensi is a member of the Andoran 
  People’s Council representing part of the city of Augustana. 
  The Garvensi family was a formerly noble family that gave 
  up much of its wealth and property during the People’s 
  Revolt in 4669 AR when Andoran gained its independence 
  from Cheliax and become a democratic.
  25+: Senators Garvensi and Naran recently sponsored the 
  Banking Reform and Regulation Act, a proposed Andoren law 
  that, should it be enacted, would give banks and other lenders 
  significant new authority to collect on money owed to them, 
  including sending those in default to debtor’s prison.
  Questions the PCs might ask Petulengro and her possible 
  answers include the following.
  Who is Larisa Stronwell? “Stronwell is a bureaucrat who 
  works at the docks, primarily in shipping and receiving 
  paperwork. Her position gives her easy access to many 
  stored files.”
  Who is Almant Enderios? “Enderios is a bounty hunter 
  with good contacts among the Gray Gardeners. He also has 
  experience moving people around the country, shall we say, 
  against their wills. He may seem a bit fishy, but he’s proved 
  to be reliable.”
  Who is Ottavia Respani? “Sergeant Respani is an idealist 
  who works for the town guard. She’s a trained musician who 
  longs for the return of artistic heyday of Galtan culture. 
  She’s helped me a number of times by feeding me useful 
  information. She should know if the kidnapped people were 
  moved in or out of the Woodsedge Jail, and how you might 
  spring them out if they’re still there.
  There’s another venture-captain here in Woodsedge? 
  “Well, yes and no. Lofton technically still has the title, 
  although he hasn’t been in contact with anyone in the 
  Society for a long time. I don’t know how much you know 
  about our local history, but after a mob burned and looted 
  Several of the people who appear or are mentioned in 
  this scenario have appeared in previous Pathfinder Society 
  Scenarios. Two of the kidnapping victims, Augustyn Naran 
  and Halmont Warrith, featured in Pathfinder Society 
  Scenario #5–99: The Paths We Choose. Naran also 
  appeared in #5–03: The Hellknight’s Feast. Additionally, 
  Almant Enderios appeared as a secondary antagonist in 
  Pathfinder Society Scenario: #5–04: The Stolen Heir.
  Haven’t I Seen 
  Them Before?
  
  7
  A CASE OF MISSING PERSONS
  the Woodsedge Lodge in 4704 ar, the Decemvirate sent 
  three venture-captains into Galt undercover to retrieve 
  lost items; Lofton was one of those three. He reported back 
  to the Grand Lodge for a number of years but then went 
  silent in 4708 ar. When I was assigned to reopen the lodge 
  the following year, I reached out to Lofton, but I received 
  nothing but rude and dismissive replies. As I mentioned 
  before, my most recent communication with him was 
  particularly concerning.”
  Since Andorans are involved, has Major Colson Maldris 
  been contacted about this? “I don’t know for certain. He has 
  not been as closely involved with his homeland for the last 
  few years.”
  Can’t you use any more divination magic to learn more 
  about the kidnapping? “I am afraid not. As I said before, the 
  anti-divination precautions are too strong.”
  Why did you have us meet you at this strange place? “The 
  Gray Gardeners keep the Pathfinder Lodge under constant 
  surveillance. Having you show up there would immediately 
  mark you as an ally, which would draw more attention to 
  you, and also risk the appearance that the Pathfinder Society 
  is acting against the Gray Gardeners.”
  How did we arrive in Galt? “You traveled via a method 
  that is typically kept a secret among venture-captains. The 
  Decemvirate would not have approved of your use of this 
  method without the blindfolds, and, besides, having full use 
  of your vision while traveling in that way can be perilous. I 
  have said all that I can.”
  What is this raven? “It is a magic figurine that carries a 
  message unerringly to a designated location.” The raven is a 
  figurine of wondrous power (silver raven).
  The venture-captain insists that time is of the essence, 
  and that lives could hang in the balance. She gives the PCs 
  detailed physical descriptions of each of the four contacts 
  mentioned above along with where they can most likely be 
  found during the day (Stronwell in her office the docks, 
  Enderios in his home in Fashion Alley, Respani in a small 
  guard post, and Lofton in his office). She also tells them 
  that Respani typically goes to a bar called the Drunken 
  Morlock for both lunch and dinner. The venture-captain 
  also gives the PCs portraits of the two missing senators. 
  Treasure: Petulengro supplies a few magical items to 
  assist the party in their inquiries: 2 potions of invisibility, an 
  elixir of truth, 3 doses of oil of taggit poison, and a lesser 
  silent metamagic rod. In Subtier 6–7, she also gives the PCs 
  a hat of disguise, and the metamagic rod is instead a silent 
  metamagic rod. She tells the PCs that if they perform a good 
  investigation, she’ll consider these items to be part of their 
  pay for a job well done. 
  To receive access to these items on their Chronicle sheets 
  as well as their monetary value, the PCs must progress 
  further with the investigation.
  TRACKING DOWN THE MISSING ANDORANS
  The PCs are free to visit Petulengro’s contacts in any order 
  they choose, although getting information from Lofton 
  without bringing evidence to confront him is extremely 
  difficult. Each contact has part of the whole picture, and 
  the PCs can find additional information if they cautiously 
  expand their search to the streets. The major clues are 
  summarized below for the GM’s convenience. 
  Larisa Stronwell: Stronwell knows that the arrival of the 
  Drifting Current was not recorded in the shipping logs. The 
  PCs can convince her to investigate why, discovering that 
  Lofton bribed port officials to conceal the ship’s arrival. 
  Citizens on the Docks: A dockworker may have heard 
  about Lofton’s bribery of port officials, having received a 
  piece of the bribe himself. Another dockworker may also 
  have witnessed the same events that Enderios saw.
  Almant Enderios: Enderios saw the abductees at the 
  Sellen River docks being moved from the Drifting Current to 
  a specific Gray Gardener prisoner transport, but he doesn’t 
  know where it went after that. He also saw a suspicious 
  blond man with a prominent facial scar that, despite wearing 
  a Gray Gardener uniform, exposed his unmasked face. He 
  also recalls the blond man addressing one of the prisoners 
  as Korkovin.
  Guard Sergeant Ottavia Respani: Respani saw the same 
  transport that Enderios saw pull up in front of Lofton’s 
  office, but she does not know the significance of the 
  transport unless the PCs ask her about it, or unless they 
  ask her about Lofton’s recent dealings. Respani also knows 
  that the blond man that Enderios saw is Estienne Jacquert, a 
  wanted criminal who fled to Andoran.
  The Streets of Woodsedge: A citizen in the streets saw one 
  of the prisoners drop several pieces of paper and picked one 
  of them up. The paper indicates the holder’s connection to 
  Andoran’s Lumber Consortium. Alternatively, if the PCs go 
  to an abandoned warehouse where the prisoner transport 
  wagon stopped, they find a similar piece of paper with the 
  same information. 
  Venture-Captain Alois Lofton: Lofton is unwilling to 
  share any of the information that he knows until the PCs 
  meet the conditions listed in Venture-Captain Alois Lofton, 
  Counselor-at-Law section on page 10. In total, Lofton knows 
  that his true identity is Venza the Nick, and that the real 
  Lofton is a prisoner to fey in a nearby forest. He also knows 
  that Colson Maldris is behind the plot to take prisoners 
  from Andoran to an undisclosed location in Galt face justice. 
  Maldris told him that one of the prisoners is a man named 
  Halmont Warrith, who Maldris was adamant was guilty of 
  a terrible crime. Lofton bribed a variety of people at the 
  Woodsedge docks to keep the arrival of the Drifting Current a 
  secret. The prisoner transport arrived outside Lofton’s office 
  2 days before the PCs arrive in Galt, and one of the people on 
  the transport gave him a hefty payment from Maldris. 
  
  PATHFINDER SOCIETY SCENARIO
  8
  Although Eliza cautioned the PCs not to mention their 
  connection to the Pathfinder Society to any of the NPCs, 
  the PCs may choose to do so if they find themselves stuck. 
  Invoking their connection to Eliza allows the PCs to 
  automatically succeed at a single skill check to discover a clue 
  and gain a +5 bonus on other skill checks to discover clues 
  from the same source. Doing so does not come without risks, 
  however. All future NPCs that the PCs speak to about clues 
  are more wary about the PCs, as they have heard rumors that 
  the PCs may be connected to the Pathfinder Society. The 
  DC of all future skill checks to discover clues from NPCs 
  increases by 2. The PCs cannot use their connection to Eliza 
  to gain bonuses again. Mentioning Eliza does not provide a 
  benefit when speaking to Lofton. 
  The adventure begins at 10 in the morning. Traveling 
  between locations in Woodsedge takes 30 minutes, and 
  stopping to purchase gear takes 2 hours. As long as the PCs 
  perform the entire investigation in a single day, they do 
  not incur any penalties for time taken. If the PCs do rest a 
  night before continuing the investigation, the DC to find 
  all clues increases by 2, as NPCs are increasingly wary. If 
  they take more than 1 additional day before departing for 
  the forest, guards arrest Lofton and imprison him in the 
  Woodsedge Jail. Run encounter C before encounters A or 
  B, treating the PCs as if they had succeeded at all checks 
  to gain clues from Lofton listed in his section on page 10 
  after they free him.
  Use the Skill Check DCs sidebar above to determine the 
  difficulty of skill checks during the investigation.
  Larisa Stronwell
  Larisa Stronwell (N human expert 5) is a short, slender 
  woman with brown hair and freckles who works in a small 
  shipping office on the Woodsedge docks. The organized 
  but dusty office consists of a front room for visitors and 
  a back room with several desks and dozens of shelves and 
  filing cabinets where three other people are working. When 
  the PCs arrive, Larisa is sitting behind a desk in the front 
  room, working through a stack of papers. She greets the 
  PCs brusquely without looking up from her work. If the 
  PCs mention the Drifting Current, she looks up abruptly and 
  says, “It’s in the harbor. What else is there to say?” As long 
  as the PCs press her on this statement, she admits that the 
  ship didn’t report its arrival. The PCs can convince her to 
  speak more on the situation if they succeed at an Average 
  Bluff, Diplomacy, or Intimidate check or an Easy Profession 
  (merchant or sailor) check. She admits that there seems to 
  have been a deliberate effort to keep the ship’s arrival off 
  the books. She whispers to the PCs that prying further into 
  the situation could be dangerous, but she offers to do so if 
  the PCs succeed at the skill check by 5 or more. Otherwise, 
  the PCs can convince her to surreptitiously look through 
  dock records and ask around if they succeed at a Hard Bluff, 
  Diplomacy, or Intimidate check or an Average Profession 
  (merchant or sailor) check. 
  If the PCs convince Larisa to discover the cause of the 
  secrecy, she asks them to return in an hour. When the PCs 
  return, Stronwell reports that Alois Lofton bribed various 
  people in the harbor to conceal the ship’s arrival to “facilitate 
  the apprehension and security of dangerous criminals and 
  traitors to the Revolution.” 
  Citizens on the Docks
  The PCs can learn more information about the Drifting 
  Current and its passengers if they ask around the docks. 
  Finding a knowledgeable individual requires the PCs to 
  succeed at a Hard Diplomacy check to gather information, 
  taking the typical 1d4 hours. If the PCs succeed at two 
  consecutive Average Diplomacy checks, they also find a 
  knowledgeable individual. When the PCs succeed, give 
  them one of the following pieces of information. Do not 
  give the PCs a piece of information that they have already 
  found unless they have already found both of the clues 
  below. If the PCs have already found both clues, the GM 
  may give other minor hints or information at her discretion 
  to help steer the PCs in the right direction.
  Clue 1: The PCs find a dockworker who tells them that 
  “someone else was walking around here offering coin to 
  keep quiet about a boat. If you want to know who it was, 
  you’ll need to pay me more than he did.” If the PCs pay the 
  dockworker 50 gp (or 200 gp in Subtier 6–7), the dockworker 
  provides all of the information that the PCs could have 
  found from Larisa. The PCs can trick, threaten, or otherwise 
  persuade the dockworker to reveal information without a 
  bribe with an Average skill check.
  Clue 2: The PCs find a dockworker who saw Gray 
  Gardeners aboard the Drifting Current. She overheard 
  one of the Gardeners referring to one of the prisoners as 
  “Korkovin.” This clue allows the PCs to roll a skill check to 
  identify the name, as they could if they learned the name 
  from Enderios (see page 9).
  Instead of listing all skill check DCs during the investigation, 
  skills checks are assigned a difficulty: Easy, Average, or 
  Hard. Feel free to reward creative solutions and uses of 
  skills that are not directly mentioned in the investigation, 
  using the provided skill DCs as a guide.
  Skill Check DCS
  Subtier 
  Easy 
  Average 
  Hard
  3–4 (4 players) 
  13 
  16 
  19
  3–4 (5+ players) 
  14 
  17 
  20
  6–7 (4 players) 
  16 
  20 
  23
  6–7 (5+ players) 
  18 
  22 
  26
  
  9
  A CASE OF MISSING PERSONS
  Almant Enderios
  Almant Enderios (N male human magus 7) is a down-on-
  his-luck bounty hunter who lives with a number of other 
  homeless men and women in an abandoned dressmaker’s 
  shop. Since his return from a failed mission to Andoran, 
  Enderios has been taking odd jobs with whoever will hire him. 
  Lately, his employment has come from the Gray Gardeners, 
  who are always looking to track down enemies of the state. 
  He has supplemented his income with the occasional job for 
  Venture-Captain Petulengro, who also uses him to keep her 
  up-to-date on what the Gardeners are doing.
  Enderios is a tall man in his late twenties with olive 
  complexion and black hair. He wears a long red woolen coat 
  wrapped tightly around him against the evening’s chill and 
  carries a bastard sword strapped to his back. When the PCs 
  arrive, he is one of the shop’s back storerooms, sitting next 
  to a small fire and preparing coffee. Any PC who has played 
  Pathfinder Society Scenario #5-04 The Stolen Heir receives a +4 
  on all checks to influence Enderios and personal thanks for 
  “clearing up that mess in Sauerton.”
  If the PCs make Enderios amenable with an Average 
  Diplomacy or Bluff check, a Hard Intimidate check, or an 
  Average Knowledge (local) check to know that Enderios is 
  looking for odd jobs and suggest a place he might be able 
  to find some work, Enderios agrees to talk to the PCs about 
  more than simple pleasantries. The PCs might give Enderios 
  money; if they do, they gain a +1 circumstance bonus on 
  their check for every 10 gp that they offer (maximum +5). In 
  Subtier 6–7, they gain a +1 circumstance bonus for every 25 
  gp they offer. When the PCs mention the Drifting Current, he 
  relays the following.
  “I was speaking with one of the Gray Gardeners I know over at 
  the Sellen River docks two days ago. His name is Citizen Blight and 
  he’s their equivalent of an officer. They all have funny pseudonyms 
  like ‘Blight’ or ‘Malice’ in order to hide who they really are. While 
  talking to Blight, a big gray hearse pulls up next to a river sloop 
  that had just docked. ‘Gray hearse’ is what we call the prisoner 
  transport wagons the Gardeners use, mainly because of their 
  charcoal gray color and because the people inside often end up 
  with a ‘permanent haircut.’
  “There were two men with heavy crossbows riding on the roof 
  and another one on the back and a burly woman driving the team. 
  They pull up in front of the docked sloop and two Gardeners led 
  five hooded and chained prisoners down the gangplank and into 
  the hearse, followed by a third Gardener bringing up the rear. And 
  here’s the strangest part: that last Gardener, I saw him donning a 
  mask as he exited the sloop, which means that I, and everyone 
  else nearby could see his face. Since you’re probably not from 
  around here, let me tell you: that NEVER happens. The only thing 
  the Gray Gardeners protect more closely than their final blades 
  is their identity. In my entire life, I can’t remember ever seeing 
  a Gardener’s unmasked face, and I’ve worked with them for 
  years. He was a blond man with a rose-gold earring and a deep, 
  crescent-shaped scar on his chin.
  “So where was I before that? Oh yeah, the prisoners. I could tell 
  that half of them were probably men, and the other half women. 
  All of them looked human. Once all the prisoners had been loaded 
  into the hearse, they took off. I’m not sure where they were 
  headed, but it wasn’t toward the Woodsedge Jail, that’s for sure.
  “Oh, and the blond man said something loudly to one of the 
  prisoners. He said, ‘Walk faster, Korkovin, you drunken scum. Let’s 
  see your fortune save you now.’”
  This is all that Enderios knows about the abductions. If 
  the party asks Enderios about Ottavia Respani, he truthfully 
  tells them that he knows who she is (“she stands out, always 
  humming to herself”) and that she works for the guard. If 
  they question him about Alois Lofton, Enderios confirms 
  that he’s a barrister in private practice who once had a 
  great reputation as a brilliant member of the defense bar, 
  but who’s caved to the government in recent years, and now 
  is little more than a rubber stamp for the Gray Gardeners. 
  Enderios does not know Larisa Stronwell.
  If the PCs succeed at an Hard Knowledge (local) check, 
  an average Appraise check, or an Easy Profession check 
  related to banking, they know that Morvius Korkovin is a 
  famous and wealthy banker in Andoran known for throwing 
  decadent parties and drinking heavily.
  The PCs may return to Enderios with a picture of the 
  blond Gardener with the scarred face that they have received 
  from Ottavia Respani. If they do, he confirms that the man 
  in the picture is the “spitting image” of the man he saw.
  Guard Sergeant Ottavia Respani
  Ottavia Respani (NG female human expert 3/fighter 2) 
  is a trained violinist and composer who makes her living 
  working for the Woodsedge Guard. An unrepentant idealist, 
  she longs for an end to the decades-long Red Revolution and 
  the restoration of traditional Galtan culture. The PCs can 
  easily spot Respani from the description the venture-captain 
  gave them. Ottavia is a short, muscular woman in her mid-
  thirties with close-cut, curly brown hair and an oval face.
  If the PCs visit Ottavia at the guard post, she is wearing 
  the checkered green and gray uniform of a member of the 
  city guard. She is willing to listen to any information the PCs 
  may provide, but hesitant to speak of what she knows in such 
  a public setting or to leave her post. Convincing her to step 
  away requires the PCs to succeed at an Average skill check.
  If the PCs visit Ottavia at the Drunken Morlock, she is 
  sitting at a back table and writing music on loose sheets of 
  paper while nursing a mug of cheap red wine. The Drunken 
  Morlock is quite nondescript, with a dozen tables scattered 
  about the common room. Its other clientele seems to be 
  mostly human professionals or tradesfolk. She is wearing 
  utilitarian clothing and is clearly off-duty, not in her guard 
  
  PATHFINDER SOCIETY SCENARIO
  10
  uniform. She concentrates intensely on her music and hums 
  notes to herself. She does not notice the PCs unless they 
  make physical contact with her or speak her name.
  The PCs can convince Ottavia to talk to them about the 
  prisoner transport with a Hard Bluff or Intimidate check, 
  an Average Diplomacy check, or an easy Perform check. 
  Seeing prisoners is not an unusual occurrence for Ottavia, 
  so she does not think to mention the wagon to the PCs as 
  a suspicious occurrence unless they provide some details 
  about it, such as the number of prisoners and the day that 
  the wagon came through or the fact that one of the Gray 
  Gardeners was a blond man with a rose gold earring. 
  If the PCs succeed at the check, Ottavia shares the 
  following information. Two days ago, she was on her way 
  back to work from lunch at the Drunken Morlock when 
  she saw a gray hearse carriage loaded with prisoners and 
  Gray Gardeners pull up in front of Lofton’s office. Two gray 
  Gardeners emerged and quickly went up the stairs. One 
  of them was a blond man with a rose gold earring, but she 
  couldn’t see his face because of his Gray Gardener mask, and 
  the other had his hair underneath his cap and no jewelry. The 
  group returned a few minutes later along with Lofton, who 
  led them down the street to an abandoned warehouse where 
  they stashed the prison wagon. What seemed strange to 
  Ottavia was that the prisoners in the wagon were not booked 
  into the jail overnight, as per the standard regulations. The 
  whole thing seemed a little fishy to her, but she knew better 
  than to stick her nose into Gray Gardener business, and 
  didn’t inquire any further. 
  If the PCs describe the blond Gardener’s facial scar, 
  Ottavia frowns, and then her eyes go wide. She pulls out a 
  large file and withdraws a sheet of paper with a picture of 
  a blond man with a deep scar on his chin and a diamond 
  earring. “Does this look like the man you saw? His name 
  is Estienne Jacquert. He’s wanted for treason, but he fled to 
  Andoran several years ago.” She offers to let the PCs borrow 
  the picture to confirm his identity with whoever saw his face. 
  If the PCs ask Respani about Almant Enderios, she states 
  that she does not know him personally, but that she has seen 
  someone matching his description bring in runaways to the 
  jail from time to time. She has never met Larisa Stronwell. 
  Inquiring about Alois Lofton elicits a scowl from the guard 
  sergeant and the following comment spoken very quietly so 
  no one else can hear.
  “Yes, I know Lofton. He was once a great man, speaking up for 
  those without a voice and fighting for justice in our admittedly 
  biased judicial system. He would take the no-hope cases nobody 
  else in the defense bar would take, simply because he believed 
  the defendants were innocent. He saved a lot of people from the 
  final blades back in the day, but in the last few years has become 
  just another sycophantic bootlicker. He rarely bothers to give his 
  clients a decent defense, something that makes the conviction-
  hungry judges very happy. I don’t know what happened to him. 
  Maybe he just lost the spirit to fight; it wouldn’t be the first time 
  that happened in our unjust world.”
  Sergeant Respani has nothing more to add at the moment, 
  although she might prove useful later in the scenario’s final 
  section, Cheating the Final Blade. Before heading home, 
  she tells the PCs how they can reach her, should they later 
  require her help.
  On the Streets of Woodsedge
  The PCs might choose to investigate around the abandoned 
  warehouse where Ottavia told them that the Gray Gardeners 
  stashed the prison wagon. If they search around the 
  warehouse and succeed at a Hard Perception check or an 
  Average Survival check, they find a sheet of paper covered 
  in numbers dropped in an out-of-the way corner. The paper 
  is a page from a ledger labeled “Lumber Consortium.” A PC 
  who succeeds at an Easy Knowledge (local) check knows of 
  Andoran’s Lumber Consortium. The Lumber Consortium 
  is a prominent company in Andoran that has a monopoly 
  on the nation’s logging industry. Make a note of whether 
  the PCs’ results bypassed the Average or Hard DCs as well. 
  The increased difficulty in Subtier 6–7 represents damage 
  to the paper that obscures portions of the organization’s 
  name. A PC who succeeds at a Hard Perception check or 
  an Easy Linguistics check can decipher the name signed 
  at the bottom of the page, next to a blank that says Chief 
  Supervisor Approval: Sabrine Tularis. A PC who succeeded 
  at the Average DC to know about the Lumber Consortium is 
  aware that Sabrine is one of the public faces of the Lumber 
  Consortium, and a PC who succeeded at the Hard DC 
  knows that she travels around Andoran engaging in political 
  advocacy for the Lumber Consortium.
  The PCs may still find a page from this ledger even if 
  they do not search the warehouse. If the PCs ask people near 
  Lofton’s office for information and succeed at an Average 
  Diplomacy check to gather information, they find someone 
  who noticed a woman dropping a sheet of paper on the 
  ground right outside of the warehouse. The curious passerby 
  picked the sheet of paper up after the Gray Gardeners had 
  left and took it home. This person is unwilling to retrieve the 
  page unless the PCs succeed at an Average Bluff, Diplomacy 
  or Intimidate check. 
  Venture-Captain Alois Lofton, Counselor-at-Law
  Venza the Nick has not had an easy time since taking over 
  the life of Alois Lofton in 4708 ar. At first, things seemed to 
  be going his way. He had been freed from his months-long 
  captivity in the Verduran Forest, and although the body he 
  now inhabited was not his own, he was free of the massive 
  gambling debt he owed. He also found that Lofton was well 
  respected in the legal community. After taking over Lofton’s 
  
  Venture-Captain
  Alois Lofton
  Counselor-at-Law
  11
  A CASE OF MISSING PERSONS
  home and office, Venza read what legal books he could find 
  and quickly adapted to his new role as a barrister, even 
  stumbling his way into victory at his first few simple cases.
  This honeymoon period ended when he lost his first 
  big case, and a judge gave him a stiff fine for inappropriate 
  language and conduct during the trial. After that incident, 
  fewer people came looking for representation, and Venza 
  began falling back on his old underworld contacts to 
  lend him money. He began to take court-mandated 
  cases and learned that if he provided deliberately 
  poor representation for those accused of the worst 
  crimes, the court would assign him more cases. 
  Following this path, he quickly became one of 
  the most popular barristers among Woodsedge’s 
  punitive judges, and even began to be invited to 
  their exclusive clubs for luncheons and drinks.
  Maldris’s offer to pay him to cover for his 
  abductions during this time brought in even more 
  money, and Venza grew a bit bolder. He began 
  looking into the private lives of the 
  judges he interacted with daily 
  with the hopes of discovering 
  something juicy for blackmail.
  The good times ended a 
  week ago when his attempt to 
  blackmail a judge backfired. 
  Instead of caving to his 
  demands, the judge called in 
  favors among the Gray Gardeners, 
  who immediately stripped Venza of his 
  comfortable court jobs, and began to 
  look into building a case against him, sending Venza into 
  a state of panic. He began to make plans to flee Woodsedge 
  just as soon as Maldris passed through and paid him the 
  rest of the bribe.
  Maldris and his crew arrived as promised 2 days ago, and 
  Venza hid the prisoner transport in a nearby abandoned 
  warehouse. They left again the next morning, and Venza 
  began tying up loose ends so that he can leave.
  The PCs find Venza in his small office, located over 
  a permanently closed butcher shop. A small, faded sign 
  with an arrow pointing up an exterior flight of stairs to a 
  second-story landing reads: Venture-Captain Alois Lofton, 
  Counselor-at-Law. The door at the top of the stairs is 
  unlocked and opens to Lofton’s shabby office. A PC who 
  succeeds at an Average Perception check notices that Lofton 
  has recently removed many books and files from the office.
  When the PCs arrive, “Lofton” looks up from a stack of 
  paperwork on his desk, which he was searching through 
  for anything that may prove useful. While he fears that the 
  PCs may have been sent to arrest him, he chooses to address 
  them at first as if they were not. He informs the PCs that 
  he is too busy at the moment to take cases, and asks them 
  if they would come back in a few days when he has more 
  time. A PC who succeeds at an Average Sense Motive check 
  notices that Venza is nervous, and a PC who succeeds at a 
  Hard Sense Motive check also realize that “Lofton” doesn’t 
  plan to still be in Woodsedge in a few days.
  Venza is initially unwilling to share details of his recent 
  activities with the PCs, unless they show that they are not 
  just grasping at straws when questioning him. 
  However, if the PCs present evidence that 
  they already know some details about his 
  activities, he is more willing to talk. For 
  this purpose, his bribery at the docks and 
  the sight of the Gray Gardener wagon 
  from the docks outside of his house both 
  count as sufficient evidence. If the PCs 
  present one of these pieces of evidence 
  and succeed at an Average Intimidate check 
  or a Hard Bluff or Diplomacy check, he 
  pauses, thinking furiously. Decrease 
  the DC of the check to Easy or 
  Average respectively if the PCs 
  present both of these pieces 
  of evidence. Other strategies, 
  such as pretending to be Gray 
  Gardeners and succeeding at a 
  Disguise check, may also help pry 
  information from Venza.
  When the PCs succeed at the check, 
  Venza opens up, “Do something for 
  me, and I’ll tell you all you want and 
  more about that wagon. I’ll give you 
  this for free: It left town two days ago.” If the PCs ask what 
  it is he wishes them to do, Venza says that he needs to tell 
  them a pretty far-fetched story that is all true first. If the PCs 
  wonder how they could believe him, Venza consents to be 
  subjected to truth-telling magic before relating it (such as 
  drinking the elixir of truth that Eliza provided the PCs).
  “Back in 4708, I needed to lay low for a little while after things had 
  gone sour here in town. A buddy of mine knew of a woodcutter’s 
  shack in the Verduran Forest, so I quickly escaped. I snuck into the 
  woods and looked for the shed, but that rat must have given me 
  bad directions and I got lost. After about a day, I come across a 
  beautiful clearing with flute music playing in the distance. Before 
  I knew what’s what, these horned guys with goat legs grabbed 
  me and knocked me out! I woke up in silver chains with faeries 
  all around me who kept me as their prisoner for months. They’d 
  force me to play their stupid faerie games and make me tell them 
  all about the ’mortal world,’ as they called it. But I’m just one guy 
  and eventually I ran out of stories. They would have killed me for 
  sure, but this old guy shows up named Lofton. He talks real nice 
  to the faeries in their language, and then he tells me that he’s 
  going to argue for my release in a faerie thing called a moot! 
  
  PATHFINDER SOCIETY SCENARIO
  12
  This guy was quite the talker, and believe it or not, after hours 
  and hours of arguing, he was able to convince them to let me go! 
  It wasn’t meant to last, though, because faeries rarely keep their 
  promises in the way you think they will. The head faerie touches 
  us both with a silver wand as we were leaving, knocking us both 
  out. When we wake up, we realize that he’s switched our bodies: 
  I’m in Lofton’s wrinkly skin, and he’s in mine. The fey kept their 
  promises in a way, only in a way they didn’t, and as far as I know 
  he’s still there. So you see, I’m not really Lofton, I’m a guy named 
  Venza; Venza the Nick, they used to call me. Geez, I haven’t said 
  that name in a long time. I swear on Desna’s light that this is all 
  the honest truth!”
  After finishing the story, Venza tells the PCs that he needs 
  them to travel into the Verduran and retrieve the real Lofton, 
  and bring him back to his office. He gives them detailed 
  directions on how to find the glade of the fey, claiming that 
  it is a 5-hour walk from Woodsedge. In exchange for bringing 
  back the real Lofton, Venza promises to reveal all he knows 
  about the kidnap victims, who is leading them, and where 
  they are going. If the PCs ask how he plans to switch bodies 
  again, Venza explains that he can pay for magic to reverse 
  the effect once the two of them are together again. If the PCs 
  insist that Venza should accompany them into the forest, 
  Venza declines, informing the PCs that the fey told him that 
  as long as he sought his body through the trees, mortal eyes 
  could never find it. 
  The PCs may ask Venza why he would want to switch 
  bodies again. If they do, he tells them that he wishes to be 
  back in his real, much younger body. This is only a partial 
  truth—PCs who succeed at an Average Sense Motive check 
  know that he has another reason. If pressed, he admits that 
  he got this body in trouble, and that the Gray Gardeners 
  are probably after him now. He plans to leave Galt as soon 
  as the PCs return with the real Lofton. Venza’s plans for 
  keeping himself safe in the intervening time are vague; 
  he claims he’ll just “pack up his things and hope he can 
  lie low well enough.” If the PCs take any precautions or 
  make any suggestions to him to keep him safe, he thanks 
  them for the help and goes along with their plans, as long 
  as they don’t involve going into the Verduran Forest with 
  the PCs. Later in the scenario, these precautions delay the 
  Gray Gardener’s efforts to track Venza down (see page 18). 
  If the PCs ask Venture-Captain Petulengro for help, she 
  explains that she is unwilling to take the risk of sheltering 
  him in the Woodsedge Lodge, but suggests an alternative 
  safe house that they might use.
  Rewards: If the PCs do not learn about the real Lofton’s 
  location, reduce each PC’s gold by the following amount. 
  This gold represents the value of the items that the Venture-
  Captain Petulengro gives to the PCs. If they earn this gold, 
  they also earn access to the items she lends them on their 
  Chronicle sheets.
  Subtier 3–4: Reduce each PC’s gold earned by 364 gp.
  Out of Subtier: Reduce each PC’s gold earned by 772 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 1,180 gp.
  A. INTO THE VERDURAN FOREST
  The 5-hour journey south through the forest to the fey’s 
  domain is uneventful. As the PCs approach, the tree cover 
  overhead begins to thin until the party is standing on the 
  edge of a small glade under a cloudless sky with dew-soaked 
  grass beneath their feet. The path they have been traveling 
  on continues ahead of them, while another, equally ancient 
  path crosses the glade almost perfectly perpendicular to it. 
  All of the areas on the map that are covered by trees provide 
  cover and are considered difficult terrain.
  Creatures: Luckily for the PCs, the fey that now inhabit 
  this glen are much less powerful and numerous than those 
  Venza and Lofton originally encountered. The fey that 
  once frolicked through this part of the Verduran departed 
  years ago, leaving behind a small coterie that didn’t fit in 
  anywhere else.
  A small yet determined gerbie named Fiffernetter leads 
  those who remain. At least Fiffernetter assumes that she was 
  left in charge, even though none of the older fey ever told 
  her so directly. Like others of her kind, Fiffernetter detests 
  violence and insists that everyone get along, all of the time, 
  no matter what. When her hackneyed clichés (“Smile, and 
  the whole world smiles with you”) and overused bromides 
  (“Everything happens for a reason!”) fail to keep the peace, 
  she uses her aura of friendship power. The other fey in 
  residence (two insectile calpinas in Subtier 3–4 and a trio of 
  redcaps in Subtier 6–7), care nothing for human concepts 
  of peace and getting along, and would most likely have left 
  long ago if they had anywhere else to go. 
  All of the fey are hiding in the bushes when the PCs 
  first approach the glade, although a PC who succeeds at a 
  DC 24 Perception check hears the movement of small feet 
  in the forest to the northwest before the fey emerge from 
  the brush. If the PCs call out or make any other obvious 
  noises or movements, the calpinas (or redcaps, in Subtier 
  6–7) slowly emerge from the underbrush and begin to move 
  around the PCs, baring their fangs and looking threatening. 
  Before a fight breaks out, however, Fiffernetter bursts out 
  of the woods and chides the mischievous fey in truespeech 
  (which everyone can understand, no matter what language 
  they speak) to behave and greet their guests in a friendly 
  manner. The fey reluctantly comply, making jerking bows 
  or inelegant curtsies. The PCs immediately come under 
  the effect of her aura of friendship ability. Those who fail 
  their saves are not aware that she is tampering with their 
  emotions, while those who succeed know that the effect is 
  emanating from the gerbie. If one of the PCs seems upset 
  at being manipulated, Fiffernetter apologizes profusely, 
  claiming that she has no control over her “infectiously 
  
  A. Into the Verduran Forest
  1 square = 5 feet
  Pathfinder Flip-Map Classics: Forest
  N
  13
  A CASE OF MISSING PERSONS
  
  Fiffernetter
  PATHFINDER SOCIETY SCENARIO
  14
  positive outlook on the world.” If no one attacks or threatens 
  her, she launches into a prepared speech.
  “Welcome to our realm, gentle mortals! We creatures of the First 
  World are known as the Northern Verduran Collective, and like 
  you humans of the great nation of Galtan, we have thrown off the 
  oppressive shackles of our overlords and now watch over this forest 
  and its inhabitants. We work hard and have no need of kings or 
  queens, for we govern ourselves through peace and harmony!”
  After finishing, Fiffernetter takes a deep curtsy and looks 
  around, seemingly expecting applause. She thanks the PCs 
  and inquire in the politest manner imaginable why the PCs 
  have come. At the mention of Lofton or Venza, the gerbie’s 
  face momentarily darkens. She apologizes, declaring that 
  the human was gifted to the Collective and that he has 
  chosen to stay, and that, he’s not really in a state to travel 
  regardless. One of the calpinas (or redcaps) agrees 
  with her, remarking that they couldn’t let anyone 
  that “entertaining” leave their company.
  If the PCs attempt Diplomacy checks to try to 
  improve the gerbie’s attitude, she beams in delight at 
  their polite words but still refuses to hand 
  over the human. Any unfriendly actions 
  such as an attempt to Intimidate her or 
  the other fey prompts hurt looks and 
  tearful apologies from Fiffernetter, 
  but does not convince her to part 
  with the human.
  Eventually, the little fey 
  suggests a solution: she and 
  the other fey are willing to 
  trade the human in exchange for 
  the PCs taking care of their “little 
  troll problem.” She explains that a troll 
  moved into the forest several months ago 
  and that despite her friendliest overtures, 
  he refuses to leave. Not only that, but he 
  has started to attack nearby creatures and is beginning to 
  do great harm to the “overall feeling of love and happiness 
  everywhere.” If the PCs agree to deal with the troll, the 
  gerbie gives the PCs directions and promises to have Lofton 
  ready for them when they return. Proceed to encounter B 
  (page 15).
  If the PCs ever simply decide to attack the fey, Fiffernetter 
  screams in disappointment at the “missed opportunities for 
  cross-species understanding,” but she fights to the death to 
  protect the grove alongside the other fey. 
  Subtier 3–4 (CR 7)
  FIFFERNETTER 
  CR 4
  Female gerbie (Pathfinder Campaign Setting: The First World, 
  Realm of the Fey 62)
  CG Small fey
  Init +3; Senses low-light vision; Perception +13
  Aura friendship (60 ft., DC 18)
  DEFENSE
  AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, 
  +1 size)
  hp 38 (7d6+14)
  Fort +3, Ref +8, Will +8
  DR 10/cold iron; SR 15
  OFFENSE
  Speed 30 ft.
  Melee bite +7 (1d4–2) or 
  touch +8 (forget)
  Special Attacks forget, mental cacophony
  Spell-Like Abilities (CL 7th; concentration +12)
  At will—calm animals (DC 16), calm emotions (DC 
  17), charm monster (DC 18), tongues (DC 17)
  3/day—detect thoughts (DC 17)
  TACTICS
  During Combat Fiffernetter admonishes 
  the PCs for their violent actions. She uses 
  calm emotions on as many PCs as she 
  can without hitting her allies and calm 
  animals on any animal companions. 
  If the PCs persist in attacking, she 
  use mental cacophony on the most 
  dangerous-seeming PC that is not 
  under her calming effect, crying out 
  phrases like “Think of the feelings of 
  all the living things that surround you!”
  Morale As long as her allies still fight, 
  Fiffernetter fights to the death to protect 
  them. If her allies surrender or fall, 
  Fiffernetter surrenders.
  STATISTICS
  Str 6, Dex 16, Con 13, Int 11, Wis 16, Cha 21
  Base Atk +3; CMB +0; CMD 14
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Remove one of the calpinas from the 
  encounter. Fiffernetter is a small and weak member of her 
  kind. Reduce her DR to 5/cold iron and reduce her Charisma 
  score by 4 (which reduces her concentration bonus and the 
  DCs of all of her spell-like and supernatural abilities by 2).
  Subtier 6–7: Fiffernetter has hidden the redcaps’ red 
  caps to make them more docile. Remove the +4 damage 
  bonus on all attacks and their fast healing ability.
  Scaling Into 
  the Verduran Forest
  
  15
  A CASE OF MISSING PERSONS
  Feats Dodge, Toughness, Weapon Finesse, Weapon Focus (touch)
  Skills Acrobatics +12, Diplomacy +19, Handle Animal +12, Heal 
  +10, Perception +13, Perform (comedy) +9, Ride +10; Racial 
  Modifiers +4 Diplomacy
  Languages First Speech; truespeech
  SQ charmer
  SPECIAL ABILITIES
  Aura of Friendship (Sp) Any creature within 60 feet of a 
  gerbie must succeed at a DC 18 Will saving throw or have 
  its attitude adjusted to friendly toward both the gerbie and 
  any other creatures currently within the aura’s area of effect, 
  as per charm monster. This positive attitude toward other 
  targets of the ability lasts for 1 day after leaving the gerbie’s 
  aura. A creature that leaves and reenters a gerbie’s aura can 
  attempt another saving throw. A creature that successfully 
  saves against this ability is immune to that gerbie’s aura 
  for 24 hours. Being attacked by another creature within the 
  aura (including the gerbie) immediately ends the forced 
  friendliness toward that creature and prompts a new save 
  against the aura, with the standard +5 bonus for being 
  threatened while charmed. The save DC is Charisma-based.
  Charmer (Su) A creature targeted by the gerbie’s charm monster 
  spell-like ability does not receive the +5 bonus to its saving 
  throw if being attacked by the gerbie or its allies. This does 
  not apply to the aura of friendship ability.
  Forget (Su) A gerbie that makes a successful touch attack on a 
  creature can cause it to forget something, as if it had failed 
  its saving throw against modify memory, save that the effect 
  is immediate and the gerbie does not need to spend time 
  visualizing the modification.
  Mental Cacophony (Su) As a standard action, a gerbie can force 
  any creature within 100 feet to attempt a DC 18 Will saving 
  throw or be sickened for 1d10 rounds as its mind is overloaded 
  by the surface thoughts of trees, bugs, and any other living 
  things around it. The affected character cannot process or 
  interpret this information, though certain thoughts may stand 
  out at the GM’s discretion. The save DC is Charisma-based.
  MELEONE AND YRANI (2) 
  CR 3
  Calpinas (Pathfinder RPG Bestiary 6 53; see page 23)
  hp 27 each
  TACTICS
  During Combat The calpinas are thrilled to be fighting again after 
  the gerbie’s enforced peace. They target PCs who succeed on 
  their saving throw against Fiffernetter’s calm emotions.
  Morale If the PCs knock out one of the calpinas, the other one 
  attempts to flee when reduced to 10 hit points or fewer.
  Subtier 6–7 (CR 10)
  FIFFERNETTER 
  CR 4
  Female gerbie (Pathfinder Campaign Setting: The First World, 
  Realm of the Fey 62)
  hp 38 (see Subtier 3–4 on page 14)
  Concentration +15
  Skills Diplomacy +22, Handle Animal +15, Perform (comedy) +12
  Gear circlet of persuasion
  TACTICS
  Use the tactics from Subtier 3–4.
  REX, VEX, AND LEOPOLD (3) 
  CR 6
  Redcaps (Pathfinder RPG Bestiary 2 233; see page 23)
  hp 60
  TACTICS
  During Combat The redcaps attack PCs who are not under 
  Fiffernetter’s calm emotions effect, targeting PCs who visibly 
  display holy symbols of good aligned religions last.
  Morale The vicious redcaps fight to the death.
  Development: If the PCs kill the gerbie, another calpina 
  (or redcap, in Subtier 6–7) named Wyx approaches the PCs 
  as they begin their search for Lofton. The fey calls out to the 
  PCs in Common, “So you finally got rid of that obnoxious 
  little pipsqueak, eh? Can’t get too close to her or she’ll try 
  to control your mind. Let me help you with whatever you’re 
  looking for. It’s the least I can do for your help.” Proceed 
  to The Real Lofton on page 17. If the PCs do not kill the 
  gerbie, Wyx instead sneaks ahead to warn the troll of the 
  PCs’ impending arrival, hoping to make the fight more 
  entertaining to watch (see encounter B below). The PCs 
  notice Wyx skulking around in the woods before the fey can 
  run off if they succeed at a DC 25 Perception check (DC 29 
  in Subtier 6–7). If they spot the fey, Wyx decides that rushing 
  ahead to speak to the troll is too dangerous and does not 
  interfere with the encounter.
  Treasure: After combat, a quick search of the grove reveals 
  an elegant horn that one of the departing fey left behind, a 
  horn of the huntmaster (Pathfinder RPG Advanced Player’s Guide 
  306). The PCs receive the rewards for this encounter only if 
  they defeat the fey in combat, and can never receive both this 
  treasure and that from the A Troublesome Troll encounter 
  for any reason. 
  Rewards: If the PCs fail to defeat the fey, reduce each 
  PC’s gold by the following amount. Do not perform this 
  reduction if the PCs defeat the troll instead.
  Subtier 3–4: Reduce each PC’s gold earned by 379 gp.
  Out of Subtier: Reduce each PC’s gold earned by 606 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 833 gp.
  B. A TROUBLESOME TROLL
  The troll that has been harassing the fey of the Northern 
  Verduran Collective for the last few months set up camp 
  after discovering a natural fissure in the ground that emits 
  sulfur-laden steam. Being quite devout but not overly 
  bright, he decided that the steam was the breath of the 
  demon lord Urxehl, his patron deity, and that the entire 
  
  B. A Troublesome Troll
  1 square = 5 feet
  Pathfinder Flip-Map Classics: Forest
  N
  T
  : Troll
  T
  PATHFINDER SOCIETY SCENARIO
  16
  
  Venza the Nick
  17
  A CASE OF MISSING PERSONS
  area was a holy shrine that had to be protected. He has 
  been making small skirmish attacks against the fey, a small 
  grove of treants, and a village of human woodcutters, trying 
  to gauge their individual strengths and weaknesses, and 
  soon plans to destroy all three groups as a grand sacrifice 
  to the Trollfather.
  All of the areas on the map that are covered by trees 
  provide cover and are considered difficult terrain.
  Creatures: Thanks to Wyx, the troll knows the 
  PCs are about to arrive, and is lying in ambush. 
  The troll has hidden himself in a leaf pile. 
  He attacks if anyone approaches to within 10 
  feet of the pile. A PC who succeeds at a DC 18 
  Perception check (DC 22 in Subtier 6–7) notices 
  him from 10 feet away, plus an additional 
  10 feet for every point by which her check 
  exceeds the DC. Wyx is hiding in the woods 
  nearby to watch. If the PCs succeed at 
  a DC 25 Perception check (DC 
  29 in Subtier 6–7), they notice 
  the fey skulking about. Wyx 
  has no interest in fighting 
  and flees if the PCs notice 
  her presence.
  If Wyx did not warn him, 
  the troll is standing near the 
  pile of leaves eating a deer.
  Subtier 3–4 (CR 6)
  MERZYK, THE HUMAN HUNTER 
   
          CR 6
  Troll warden (Pathfinder RPG Monster Codex 226; see page 23)
  hp 102
  TACTICS
  During Combat Merzyk prefers human opponents. He tries to 
  keep cover between himself and the majority of the party.
  Morale Merzyk believes that surrender shames his god, the 
  demon lord Urxehl. He fights to the death.
  Subtier 6–7 (CR 9)
  APONIX, EATER OF ALL FLESH 
  CR 9
  Troll berserker (Pathfinder RPG Monster Codex 227; see page 24)
  hp 168
  Special Attacks rage powers (quick reflexes, superstition +3)
  TACTICS
  Before Combat Aponix consumes his potion of protection from 
  energy (fire) as the PCs approach.
  During Combat Aponix prefers to be surrounded by as many 
  opponents as possible. He always targets the strongest-
  looking melee combatant first.
  Morale Aponix believes that surrender shames his god, the 
  demon lord Urxehl. He fights to the death.
  Development: Once the troll has 
  been defeated, the PCs can return to 
  the Northern Verduran Collective. 
  Fiffernetter apologizes for making 
  them do such a hard and nasty 
  favor for her. Proceed to The 
  Real Lofton below.
  Rewards: If the PCs fail to 
  recover the troll’s equipment 
  after the battle, reduce each 
  PC’s gold by the following 
  amount. Do not perform this 
  reduction if the PCs defeated 
  Fiffernetter and her allies instead. 
  Note that the PCs cannot receive both 
  this treasure and that from the Into the Verduran encounter.
  Subtier 3–4: Reduce each PC’s gold earned by 379 gp.
  Out of Subtier: Reduce each PC’s gold earned by 606 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 833 gp.
  THE REAL LOFTON
  Lofton is currently sleeping in a small cave that is a few 
  hundred feet from the glade, but remnants of the magic of 
  the powerful fey that once lived here makes him exceedingly 
  hard to find. Without help from the fey, the PCs must 
  succeed at three DC 24 Perception or Survival checks (DC 
  28 in Subtier 6–7) over the course of 3 hours. However, if 
  the PCs defeat the troll and return to Fiffernetter, or if they 
  defeat Fiffernetter and gain the support of another local fey, 
  their new fey ally shows them the way.
  A quick inspection of the old venture-captain inhabiting 
  Venza’s body reveals that although he is physically healthy, 
  he is not in his right mind and suffers from a condition 
  identical to the effects of the spell feeblemind. He looks about 
  in a dazed manner with a bemused expression playing 
  across his face. He responds to his name with a smile, but 
  does not speak. If the PCs ask Fiffernetter about Lofton’s 
  condition, the little gerbie shrugs apologetically, stating that 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: An old injury to his shoulder prevents 
  Merzyk from using his rend special attack.
  Subtier 6–7: Aponix misplaced his potion of 
  protection from energy, so he does not have 
  it available for the fight. The PCs can locate it 
  without trouble after the encounter. He has 
  used most of his rounds of rage for the day, 
  leaving him with only 3 remaining.
  Scaling A 
  Troublesome Troll
  
  PATHFINDER SOCIETY SCENARIO
  18
  he has been that way for years, and despite her best efforts 
  to revive him, his condition has not improved. She tells the 
  PCs that maybe he’d get better if brought him back together 
  with his “other half that left long ago wearing his real body” 
  and undid the ritual that broke them apart. She explains 
  confidently that undoing the ritual is simple; all the PCs 
  have to do is tie the two of them together with vines and 
  throw them into a source of pure water before severing the 
  vines to break the link. She remarks, “at least he’s happy” 
  before scampering back off into the forest. 
  If the PCs ask Wyx about Lofton’s condition, the fey says 
  that he has lost touch with his senses, and relays the same 
  instructions that Fiffernetter would have given to undo the 
  body-swapping ritual.
  Lofton’s mental state makes him extremely trusting. He 
  looks toward anyone who says his name and follows any basic 
  instructions the PCs give him—his current Intelligence score 
  is 1, making comprehension difficult. In general, anything 
  that appears in the listing for the Handle Animal skill as a 
  possible trick is simple enough for Lofton to understand.
  Development: If the PCs send word to Eliza Petulengro 
  about Lofton’s situation, the venture-captain replies with a 
  sending, asking them to discretely bring him to the statue hall 
  where they first met so she can arrange to have him hidden 
  in the Woodsedge Lodge and cared for in his vulnerable 
  condition. Regardless, just before the PCs return to the lodge, 
  they receive an urgent sending from Petulengro: Alois Lofton 
  has been taken into Gray Gardener custody and is currently in 
  the Woodsedge Jail. He was tried rapidly, and fliers have been 
  posted announcing his execution at sundown. 
  If the PCs took any precautions to try to protect the false 
  Lofton, Eliza’s message instead informs them that Lofton is 
  in the Woodsedge Jail and scheduled for a trial the following 
  morning. The PC’s precautions have prevented the Gray 
  Gardeners from conducting their trial in a timely fashion. 
  In this case, his trial takes place the following morning, and 
  he is sentenced to death the following evening. This delay 
  has two major effects. It allows the PCs to rest the night and 
  prepare, and it also gives Eliza Petulengro time to diagnose 
  the real Lofton’s condition and reverse the feeblemind effect. 
  The real Lofton is an investigator (Pathfinder RPG Advanced 
  Class Guide 30). If given a bit of time to rest, he can prepare a 
  few extracts off of a spare formula book from the Woodsedge 
  Lodge’s library. These work exactly like an alchemist’s 
  extracts, and he has the infusion discovery (Pathfinder RPG 
  Advanced Player’s Guide 26). Allow the PCs to select one 
  2nd-level extract from the following list: aid, barkskin, bear’s 
  endurance, bull’s strength, cat’s grace, cure moderate wounds, false 
  life, and invisibility. The PCs may also select three 1st-level 
  extracts from the following list (possibly selecting more than 
  one of the same extract): cure light wounds, disguise self, enlarge 
  person, expeditious retreat, reduce person, shield, and true strike. In 
  Subtier 6–7, the PCs may select two 2nd-level extracts and 
  three 1st-level extracts, as well as one 3rd level extract from 
  the following list: cure serious wounds, displacement, fly, haste, 
  and heroism. If a PC alchemist lends Lofton his formula 
  book, expand the list of available extracts at each level to 
  include the extracts in that PC’s formula book.
  C. CHEATING THE FINAL BLADE
  The PCs have a number of options of how to rescue Venza 
  from his cell, including brute force, magic, and various kinds 
  of deception and trickery. Both Almant and Ottavia can 
  provide some useful information as well, but they insist that 
  helping the PCs openly will likely cost them their jobs, at best. 
  Ottavia can fill the PCs in on the general layout of the 
  jail and the number of guards. She also offers to get into 
  uniform and “walk” the PCs through the front gate (C1) 
  and past the Keeper of the Logs (C2), but that the guards 
  allow only those with a legitimate reason to travel past the 
  closed portcullis (C4) into the cellblock (C5). Only the officer 
  on duty in C3 is allowed to go wherever he wants without 
  question. The relevant areas of the prison are described 
  below. The prison yard, guard tower, mess hall, kitchen, and 
  pantry are unoccupied and have no particular role to play in 
  this adventure. Four of the other prison cells hold people 
  convicted of minor crimes.
  If the PCs chose a plan that does not involve fighting 
  the guards, the PCs must test their wits against the guards. 
  Break the PCs’ plan down into roughly three phases. The 
  first phase represents setup. It may involve preparations 
  such as disguises, reconnaissance around the prison, or 
  tricking the guards at the entrance into believing that the 
  PCs have a legitimate reason to be in the prison. The second 
  phase represents executing the plan. This check may involve 
  actions such as creating a distraction, pickpocketing the 
  guard with a key to the cellblock, or sneaking into the prison. 
  The final phase represents escaping the prison. This phase 
  may involve actions such as creating a blockade or breaking 
  out other prisoners to cover their escape. In each phase, have 
  each PC attempt a skill check that represents the actions she 
  is taking. Use the Average DCs listed in the Skill Check DCs 
  sidebar on page 8 for the first and third phases, and the Hard 
  DC for the second phase. If half or more of the PCs succeed 
  at their skill checks, the PCs progress to the next phase. If 
  fewer than half of the PCs succeed at their checks, the guards 
  attack. A PC who uses spells, items, class features, or other 
  abilities in creative ways may gain a bonus on her skill check 
  To accommodate a group of four PCs, make the following 
  adjustment.
  Both Subtiers: Remove two Woodsedge prison guards.
  Scaling Cheating the 
  Final Blade
  
  C. Cheating the Final Blade
  V
  : Venza
  O
  : Woodsedge Prison Officer
  G
  : Woodsedge Prison Guard
  1 square = 5 feet
  C5
  C4
  C3
  C2
  C1
  Pathfinder Flip-Mat Classics: Prison
  N
  V
  O
  G4
  G3
  G2
  G1
  19
  A CASE OF MISSING PERSONS
  
  PATHFINDER SOCIETY SCENARIO
  20
  or, at the GM’s discretion, may even automatically succeed if 
  the ability is sufficiently useful and appropriate. 
  C1: Two guards stand at watch here at all times and do not 
  let someone pass unless they are known to have legitimate 
  business in the prison. If anyone attempting to pass without 
  permission, the guards call out an alarm, bringing the prison 
  guards from C2 and the Officer from C3 in 1d4 rounds. The 
  prison’s front door is locked and can be opened only from C2.
  C2: This is the duty station of the Keeper of the Logs, who 
  notes the names of anyone wishing to pass into and out of the 
  Prison, and who also holds the keys to the front door, which 
  is kept locked at all times (DC 40 Disable Device in both 
  subtiers). All prisoners must have a written permission from 
  a judge or the officer on duty to leave the prison. The same 
  rules apply here for attempting to pass without permission.
  C3: This is the office for the prison officer. She does not 
  emerge from this room until she hears an alarm.
  C4: This portcullis closes off the cellblock (C5) from the 
  rest of the prison. The portcullis can be lifted and lowered 
  only via a locked winch (Hard Disable Device). The guard 
  stationed here carries a key. Raising and lowering the 
  portcullis takes 4 full-round actions.
  C5: This is one of the Prison’s cellblocks. Prisoners are 
  kept in locked cells (Hard Disable Device) with bars that only 
  a Tiny or smaller creature can fit between. Each cell has a 
  barred window that is 7 feet off the ground and that a Tiny 
  creature can fit through. 
  Almant is friends with a number of the guards in this 
  prison. He is willing to act as distraction, should it be 
  required, or anything else the PCs can think up for him to do.
  Creatures: An officer and four rank-and-file guards 
  currently watch over Venza and the other prisoners to 
  ensure that they do not escape. With only five prisoners, the 
  jail is relatively lightly staffed.
  Subtier 3–4 (CR 7)
  WOODSEDGE PRISON GUARDS (4) 
  CR 1
  LN male and female guards (Pathfinder RPG NPC Codex 267; see 
  page 24)
  hp 22 each
  TACTICS
  During Combat The prison guards surround the PCs and attack 
  them from reach with their guisarmes.
  Morale The prison guards fight to the death unless the prison 
  officer orders them to retreat.
  WOODSEDGE PRISON OFFICER 
  CR 5
  Female human fighter 6
  LE Medium humanoid (human)
  Init +5; Senses Perception +5
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 55 (6d10+18)
  Fort +7, Ref +3, Will +3 (+2 vs. fear)
  OFFENSE
  Speed 30 ft.
  Melee mwk guisarme +13/+8 (2d4+8/×3) or 
  dagger +11/+6 (1d4+5/19–20)
  Ranged mwk longbow +8/+3 (1d8/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with mwk guisarme)
  Special Attacks weapon training (pole arms +1)
  TACTICS
  During Combat The prison officer uses her guisarme to trip the 
  PCs first, preferring to attack targets who are already on the 
  ground. She does not use the pliability elixir during combat, 
  but its statistics are provided below for reference in case the 
  PCs identify the item during the adventure.
  Morale The prison officer believes wholeheartedly in the 
  revolution’s cause, and is unwilling to let the PCs snatch their 
  prisoner away from justice. She fights to the death.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 13, Wis 8, Cha 10
  Base Atk +6; CMB +10 (+14 trip); CMD 21 (23 vs. trip)
  Feats Combat Expertise, Gang UpAPG, Improved Initiative, 
  Improved Trip, Iron Will, Power Attack, Weapon Focus 
  (guisarme), Weapon Specialization (guisarme)
  Skills Acrobatics +5, Intimidate +9, Perception +5, Sense Motive +5
  Languages Common, Hallit
  SQ armor training 1
  Combat Gear potion of cure light wounds; Other Gear mwk 
  breastplate, dagger, mwk longbow with 20 arrows, mwk 
  guisarme, pliability elixirVC, manacles
  SPECIAL ABILITIES
  Pliability Elixir A creature drinking this elixir becomes 
  particularly pliable mentally and emotionally for 10 minutes 
  (Will DC 16 negates). Bluff, Diplomacy, and Intimidate checks 
  automatically succeed against a pliable creature, except for 
  Diplomacy checks to improve a pliable creature’s attitude, 
  which have the normal DC. This does not allow characters to 
  whom the pliable creature is unfriendly or hostile to make 
  requests of the pliable creature using Diplomacy. After 1 
  minute, the effects of pliability elixir are noticeable with 
  a successful DC 25 Sense Motive check. The GM can apply 
  circumstance bonuses to this check based on factors that 
  make the effect more obvious, such as if the affected creature 
  contradicts itself or agrees to something that doesn’t make 
  sense. A vial of pliability elixir appears to be an elixir of truth 
  unless the check made to identify it succeeds by 10 or more 
  (CL 5th; Aura faint enchantment).
  Subtier 6–7 (CR 10)
  WOODSEDGE PRISON GUARDS (4) 
  CR 4
  LN male and female jailors (Pathfinder RPG Villain Codex 50; see 
  page 24)
  
  21
  A CASE OF MISSING PERSONS
  Feats The jailor’s Favored CommunityVC feat applies in Woodsedge.
  Gear As listed, except each guard carries only one potion of cure 
  light wounds and additionally carries a set of manacles.
  TACTICS
  During Combat The guards use Power Attack and attack 
  with their heavy flails. They also use their flails to disarm 
  opponents who attack them with melee weapons and 
  attempt to trip opponents who approach them.
  Morale The prison guards fight to the death unless the prison 
  officer orders them to retreat.
  WOODSEDGE PRISON OFFICER 
  CR 8
  Female human fighter 9
  LE Medium humanoid (human)
  Init +5; Senses Perception +8
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
  hp 90 (9d10+36)
  Fort +8, Ref +4, Will +4 (+3 vs. fear)
  OFFENSE
  Speed 30 ft.
  Melee +1 guisarme +18/+13 (2d4+11/×3) or 
  dagger +15/+10 (1d4+6/19–20)
  Ranged mwk composite longbow +12/+7 (1d8+5/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with +1 guisarme)
  Special Attacks weapon training (pole arms +2, bows +1)
  TACTICS
  During Combat The prison officer uses her guisarme to trip the 
  PCs first, preferring to attack targets who are already on the 
  ground. She does not use the pliability elixir during combat, 
  but its statistics are provided below for reference in case the 
  PCs identify the item during the adventure.
  Morale The prison officer believes wholeheartedly in the 
  revolution’s cause, and is unwilling to let the PCs snatch 
  their prisoner away from the Gray Gardeners’ justice. She 
  fights to the death. However, if she is reduced to 25 hit 
  points or fewer, she orders one of the guards to retreat 
  and find backup.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 14, Wis 8, Cha 10
  Base Atk +9; CMB +13 (+17 trip); CMD 24 (26 vs. trip)
  Feats Combat Expertise, Gang UpAPG, Greater Trip, Greater Weapon 
  Focus (guisarme), Improved Initiative, Improved Trip, Iron Will, 
  Power Attack, Toughness, Tripping StrikeAPG, Weapon Focus 
  (guisarme), Weapon Specialization (guisarme)
  Skills Acrobatics +8, Diplomacy +9, Intimidate +12, Perception 
  +8, Sense Motive +8
  Languages Common, Hallit
  SQ armor training 3
  Combat Gear potion of cure moderate wounds; Other Gear +1 
  full plate, +1 guisarme, dagger, guisarme, mwk composite 
  longbow (+4 Str) with 20 arrows, pliability elixirVC, sash of the 
  war championAPG, manacles
  SPECIAL ABILITIES
  Pliability Elixir See Subtier 3–4.
  Development: After the PCs rescue Venza from 
  Woodsedge Prison, they most likely want to reunite him 
  with Lofton. See Conclusion below for more information. If 
  the PCs lose this fight, the guards imprison them in the jail. 
  Eliza Petulengro arranges for their release, but the PCs must 
  each pay 5 Prestige Points. Venza is executed while they are 
  imprisoned. Lofton is still able to live out his life in Venza’s 
  body, but Venza’s knowledge is lost.
  Rewards: If the PCs fail to rescue Venza, reduce each PC’s 
  gold by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 539 gp.
  Out of Subtier: Reduce each PC’s gold earned by 918 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 1,298 gp.
  CONCLUSION
  If she had not done so already, Eliza Petulengro arranges 
  to have Lofton’s feeblemind effect reversed while the PCs are 
  rescuing Venza.
  After recovering both Venza and Lofton, the PCs are likely 
  to want to undo the body swap with the ritual they learned 
  in the forest. Both men are eager to return to their own 
  bodies. The ritual succeeds without a hitch. Venza honors 
  his promise to the PCs and recount all he knows about the 
  abductions. He first informs them that the man behind the 
  abductions is Colson Maldris. He does not understand all 
  of Maldris’s motivations for his actions, but he knows a few 
  things. Maldris said something about “slavery insidiously 
  poisoning even the halls of freedom.” He also mentioned 
  that one of the prisoners was a man named Halmont 
  Warrith who got out of jail early after a key witness in his 
  trial suspiciously retracted his testimony, and that Maldris 
  seemed to hold a personal grudge against Warrith. Finally, 
  he knows that Maldris and the Gray Gardeners with him 
  were headed north to Galt’s capital, Isarn. When he has 
  finished relaying all that he knows, he departs, planning 
  to flee to Taldor.
  When the PCs speak with the real Lofton, he explains that 
  he searched for Venza in the Verduran Forest all those years 
  ago, having heard that he was in possession of an artifact 
  from the lodge. He is grateful to the Pathfinder Society for 
  rescuing him from his complicated predicament, and tells 
  the PCs that he plans to attempt to rebuild his legal career 
  in Absalom while helping the Society. He is unwilling to 
  take the risk of salvaging his legal career in Galt. He is 
  glad to see a capable venture-captain openly leading the 
  Woodsedge Lodge, and tells the PCs that he may or may 
  not choose to return to the duties of a venture-captain 
  someday in the future. 
  When the PCs report to Eliza Petulengro, she is 
  surprised and dismayed to hear that Maldris is behind the 
  kidnappings. She mutters, “Colson, you fool, I knew you 
  
  PATHFINDER SOCIETY SCENARIO
  22
  had a lot more passion than sense, but to do something 
  like this?” Turning to the PCs, she thanks them for figuring 
  out the cause of the kidnappings, and listens attentively 
  while they report all of the details of their investigation. 
  She asks the PCs if any of them has any insight into why 
  he may have taken such a drastic action and carefully 
  weighs any theories they put forth. She cautions that the 
  PCs should keep Maldris’s involvement close to the chest 
  for now, and says that the Society must now play a delicate 
  game of politics to ensure that Maldris doesn’t ignite 
  an international incident, dragging the Society’s name 
  through the mud by association and putting many lives at 
  risk. For now, though, she tells the PCs that they have done 
  an excellent job, and that they should be proud of the work 
  they have done here in Woodsedge. She quickly attempts 
  to use divinations to locate Maldris, and then shakes her 
  head, proclaiming that, as she expected, he is warded. She 
  assures the PCs that she will hire several other teams to 
  pick up the work from here and tells them that she may call 
  upon them again when it is time to take decisive action.
  PRIMARY SUCCESS CONDITION
  If the PCs rescue Venture-Captain Lofton from the fey 
  and save Venza from execution, they fulfill their primary 
  objective and earn 1 Prestige Point. Each PC also earns the 
  boon The Real Lofton’s Aid on her Chronicle Sheet. 
  SECONDARY SUCCESS CONDITIONS
  If the PCs discover at least four of the following six pieces 
  of information, they each earn 1 additional Prestige Point. 
  Additionally, each PC earns the Eliza’s Insight boon on her 
  Chronicle sheet.
  •	 Banker Morvius Korkovin is one of the prisoners.
  •	 Lumber Consortium representative Sabrine Tularis is 
  one of the prisoners.
  •	 Halmont Warrith is one of the prisoners.
  •	 Venza the Nick in his guise as Lofton bribed people at 
  the harbor to conceal the arrival of the Drifting Current.
  •	 A man convicted of treason in Galt, Estienne Jacquert, 
  has been seen working with the Gray Gardeners.
  •	 Colson Maldris is behind the kidnappings.
  FACTION NOTES
  If the PCs fulfill the primary success condition, members of 
  the Liberty’s Edge faction also earn the Ready to Act boon on 
  their Chronicle sheets.
  
  23
  A CASE OF MISSING PERSONS
  APPENDIX: STAT BLOCKS
  The following stat blocks appear in this scenario.
  CALPINA
  Membranous wings hold this insectile woman aloft. She has bright 
  red eyes, and her sharp tongue resembles a proboscis.
  CALPINA 
  CR 3
  Pathfinder RPG Bestiary 6 53
  CN Small fey
  Init +7; Senses low-light vision; Perception +9
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
  hp 27 (5d6+10)
  Fort +3, Ref +7, Will +5
  DR 5/cold iron
  OFFENSE
  Speed 20 ft., fly 40 ft. (good)
  Melee bite +6 (1d4 plus grab)
  Special Attacks ego drain (1d4 Cha), fragrant haze, grab (Medium)
  STATISTICS
  Str 10, Dex 17, Con 14, Int 11, Wis 12, Cha 15
  Base Atk +2; CMB +4 (+6 grapple); CMD 14 (16 vs. grapple)
  Feats Agile Maneuvers, Improved GrappleB, Improved Initiative, 
  Weapon Finesse
  Skills Bluff +10, Fly +17, Knowledge (nature) +8, Perception +9, 
  Perform (dance) +10, Stealth +15
  Languages Common, Sylvan
  SPECIAL ABILITIES
  Ego Drain (Su) A calpina grappling a foe feeds on her target’s ego 
  at the end of its turn, dealing 1d4 points of Charisma damage. 
  Once a calpina has dealt an amount of Charisma damage equal 
  to her Constitution score, she is fully sated and cannot use this 
  ability again for 24 hours.
  Fragrant Haze (Su) As a standard action, a calpina can release 
  magical vapors that cause stupor and vertigo in creatures other 
  than calpinas or their larvae. Each living creature within 20 
  feet must succeed at a DC 14 Will save or be exhausted for 1d4 
  rounds. A creature that succeeds at its save is immune to that 
  calpina’s fragrant haze for 24 hours. 
  REDCAP
  Like some miniscule, wicked old man, this snarling little humanoid 
  wears metal boots and a blood-red pointed cap.
  REDCAP 
  CR 6
  Pathfinder RPG Bestiary 2 233
  NE Small fey
  Init +8; Senses low-light vision; Perception +12
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural,  
  +1 size)
  hp 60 (8d6+32); fast healing 3
  Fort +6, Ref +10, Will +7
  DR 10/cold iron
  Weaknesses irreligious
  OFFENSE
  Speed 60 ft.
  Melee Medium scythe +10 (2d4+10/×4), kick +4 (1d4+6)
  STATISTICS
  Str 18, Dex 19, Con 18, Int 16, Wis 13, Cha 15
  Base Atk +4; CMB +7; CMD 21
  Feats Cleave, Improved Initiative, Power Attack,  
  Weapon Focus (scythe)
  Skills Acrobatics +15 (+27 jump), Bluff +13, Climb +15, 
  Escape Artist +15, Intimidate +10, Knowledge (nature) +14, 
  Perception +12, Sense Motive +12, Stealth +19
  Languages Aklo, Common, Giant, Sylvan
  SQ boot stomp, heavy weapons, red cap
  SPECIAL ABILITIES
  Boot Stomp (Ex) A redcap wears heavy iron boots with spiked 
  soles that it uses to deadly effect in combat. These boots 
  give the redcap a kick attack that it can make as a secondary 
  attack, either as part of a full-attack action or as part of its 
  movement, just as if it had the Spring Attack feat.
  Heavy Weapons (Ex) A redcap can wield weapons sized for 
  Medium creatures without penalty.
  Irreligious (Ex) Bitter and blasphemous, redcaps cannot stand 
  the symbols of good-aligned religions. If a foe spends a 
  standard action presenting such a holy symbol, any redcap 
  that can see the creature must make a DC 15 Will save or 
  become frightened for 1 minute and attempt to flee. A redcap 
  that successfully saves is shaken for 1 minute.
  Red Cap (Su) A redcap wears a tiny, shapeless woolen hat, dyed 
  over and over with the blood of its victims. While wearing this 
  cap, a redcap gains a +4 bonus on damage rolls (included in the 
  above totals) and fast healing 3. These benefits are lost if the 
  cap is removed or destroyed. Caps are not transferable, even 
  between redcaps. A redcap can create a new cap to replace a 
  lost cap with 10 minutes of work, although until the redcap 
  takes a standard action to dip the cap in the blood of a foe the 
  redcap helped to kill, the cap does not grant its bonuses.
  TROLL
  This tall creature has rough, green hide. Its hands end in claws, and 
  its bestial face has a hideous, tusked underbite.
  TROLL WARDEN 
  CR 6
  Pathfinder RPG Monster Codex 226
  Troll ranger 2
  CE Large humanoid (giant)
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +15
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+5 armor, +1 deflection, +4 Dex, 
  +5 natural, –1 size)
  
  PATHFINDER SOCIETY SCENARIO
  24
  hp 102 (8 HD; 6d8+2d10+64); regeneration 5 (acid or fire)
  Fort +17, Ref +10, Will +3
  OFFENSE
  Speed 30 ft.
  Melee bite +12 (1d8+6), 2 claws +12 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks combat style (natural weapon), favored enemy 
  (humans +2), rend (2 claws, 1d6+9)
  STATISTICS
  Str 23, Dex 18, Con 27, Int 6, Wis 11, Cha 4
  Base Atk +6; CMB +13; CMD 28
  Feats Rending ClawsAPG, Skill Focus (Perception), Sprinting TrollMC, 
  Weapon Focus (claw), Weapon Focus (bite)
  Skills Intimidate +4, Perception +15, Survival +6
  Languages Giant
  SQ track +1, wild empathy –1
  Combat Gear potion of invisibility; Other Gear +1 chain shirt, 
  cloak of resistance +1, ring of protection +1, 100 gp
  TROLL BERSERKER 
  CR 9
  Pathfinder RPG Monster Codex 227
  Troll barbarian 4
  CE Large humanoid (giant)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
  DEFENSE
  AC 20, touch 10, flat-footed 17 (+5 armor, +3 Dex, +5 natural, –2 
  rage, –1 size)
  hp 168 (10 HD; 6d8+4d12+110); regeneration 5 (acid or fire)
  Fort +20, Ref +6, Will +5; +3 vs. magic
  Defensive Abilities trap sense +1, uncanny dodge
  OFFENSE
  Speed 40 ft.
  Melee bite +16 (1d8+9), 2 claws +17 (1d6+11)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rage (19 rounds/day), rage powers (increased 
  damage reduction, superstition +3), rend (2 claws, 1d6+17)
  TACTICS
  Base Statistics When he’s not raging, the barbarian’s statistics 
  are AC 22, touch 12, flat-footed 19; hp 148; Fort +18, Will 
  +3; bite +14 (1d8+7), 2 claws +15 (1d6+9); rend (2 claws, 
  1d6+14); Str 25, Con 28; CMB +16, CMD 29;  
  Skills Intimidate +16.
  STATISTICS
  Str 29, Dex 16, Con 32, Int 6, Wis 11, Cha 4
  Base Atk +8; CMB +18; CMD 29
  Feats Great RendMC, Intimidating Prowess, Mighty BiteMC, Raging 
  RegenerationMC, Weapon Focus (claw)
  Skills Intimidate +18, Perception +12
  Languages Giant
  SQ fast movement
  Combat Gear potion of protection from energy (fire); Other 
  Gear +1 chain shirt, gauntlets of rendingMC, 50 gp
  WOODSEDGE GUARDS
  These attentive guards wear checkered tabards of green and gray.
  GUARD 
  CR 1
  Pathfinder RPG NPC Codex 267
  Human warrior 3
  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), mwk guisarme, mwk longsword, 
  manacles, 36 gp
  JAILOR 
  CR 5
  Pathfinder RPG Villain Codex 50
  Human fighter 5
  LE Medium humanoid (human)
  Init +3; Senses Perception +6 
  DEFENSE 
  AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex) 
  hp 47 (5d10+15) 
  Fort +7, Ref +3, Will +2 (+1 vs. fear) 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk heavy flail +11 (1d10+7/19–20) 
  Ranged composite longbow +6 (1d8+4/×3) 
  Special Attacks weapon training (flails +1) 
  STATISTICS 
  Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 8 
  Base Atk +5; CMB +9 (+11 disarm, +11 trip); CMD 20  
  (22 vs. disarm, 22 vs. trip) 
  Feats Combat Expertise, Coordinated CaptureVC, Favored 
  Community (guard’s home city)VC, Improved Disarm,  
  Improved Trip, Power Attack, Step Up 
  Skills Bluff +3, Handle Animal +4, Intimidate +6, Knowledge 
  (local) +3, Perception +6, Stealth +5, Survival +2 
  Languages Common, Halfling 
  SQ armor training 1 
  Combat Gear oil of magic weapon, potion of cure light 
  
  25
  A CASE OF MISSING PERSONS
  wounds (3), potion of enlarge person; Other Gear +1 
  breastplate, mwk heavy flail, composite longbow (Str +4) 
  with 40 arrows, cloak of resistance +1, guard’s kit (backpack, 
  belt pouch, flint and steel, manacles, rope [50 ft.], signal 
  whistle, torches [5]), 33 gp
  SPECIAL ABILITIES
  Coordinated Capture When you and one or more allies with this 
  feat threaten the same enemy, the enemy takes a penalty on 
  Acrobatics checks and concentration checks to avoid provoking 
  attacks of opportunity equal to the number of creatures with  
   
   
  this feat that are threatening him (maximum +5).
  Favored Community Select a permanent, stationary 
  settlement. While in this settlement, you gain a +2 bonus 
  on initiative checks and Knowledge (geography), Perception, 
  Stealth, and Survival checks, as per the ranger’s favored 
  terrain class features. If you already have that class feature 
  and apply its bonuses in your favored community, increase 
  the bonus provided by favored terrain by 2. This bonus does 
  not stack with other effects that provide or augment favored 
  terrain bonuses.
  
  26
  PATHFINDER SOCIETY SCENARIO
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #9–02: A Case of Missing Persons © 2017, Paizo 
  Inc.; Author: Alex Greenshields.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #9-02: 
  Case of Missing Persons
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  3–4
  6–7
  —
  641
  1,656
  —
  1,149
  1,282
  3,311
  —
  2,297
  Out of
  Subtier
  Pathfinder Society Scenario #9-02: 
  A Case of Missing Persons
  Eliza’s Insight: In recognition of your thorough work on the investigation, Venture-Captain Petulengro 
  teaches you a few tricks of her own. You may cross this boon off your Chronicle sheet to roll twice and take the 
  higher result on a skill check to notice or decipher a clue as a part of an investigation.
  ☐   Ready to Act (Liberty’s Edge Faction): You have uncovered Colson Maldris’s plot, a desperate scheme that 
  could have consequences for several nations. This discovery has left you eager to act. You may check the box 
  before this boon before rolling an initiative check to gain a +3 bonus (+6 in Andoran or Galt). This boon may 
  also have an impact in future scenarios.
  The Real Lofton’s Aid: Lofton is a champion of those in need of legal defense, and he is more than willing 
  to put his skills to use to help you, free of charge. If your character is sent to jail or otherwise imprisoned, you 
  may cross this boon off your Chronicle sheet to negate the typical cost in Prestige Points or gold of securing 
  release from imprisonment.
  Core Campaign
  Subtier 3–4
  Subtier 6–7
  cloak of resistance +1 (1,000 gp)
  elixir of truth (500 gp)
  horn of the huntmaster (5,000 gp; Pathfinder RPG 
  Advanced Player’s Guide 306)
  lesser silent metamagic rod (3,000 gp)
  oil of taggit (90 gp each; limit 3)
  pliability elixir (500 gp; Pathfinder RPG Villain Codex 45)
  potion of invisibility (300 gp)
  ring of protection +1 (2,000 gp)
  circlet of persuasion (4,500 gp)
  cloak of resistance +1 (1,000 gp)
  elixir of truth (500 gp)
  gauntlets of rending (8,000 gp; Pathfinder RPG 
  Monster Codex 225)
  hat of disguise (1,800 gp)
  horn of the huntmaster (5,000 gp; Pathfinder RPG 
  Advanced Player’s Guide 306)
  oil of taggit (90 gp each; limit 3)
  pliability elixir (500 gp; Pathfinder RPG Villain Codex 45)
  potion of cure serious wounds (750 gp)
  potion of protection from energy (750 gp)
  sash of the war champion (4,000 gp; Advanced 
  Player’s Guide 309)
  silent metamagic rod (11,000 gp)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 9/S09-02 - A Case of Missing Persons.pdf