TEXT: By Christopher Wasko
  Faithless and Forgotten, Part 3:
  The Infernal Inheritance
  PATHFINDER SOCIETY SCENARIO #7-18 
  TIER 1–5
  
  Faithless and Forgotten, Part 3:
  The Infernal Inheritance
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  Pathfinder Society Scenario #7–18: Faithless and Forgotten, Part 3: The Infernal Inheritance is a Pathfinder Society Scenario 
  designed for 1st- through 5th-level characters (Tier 1–5; Subtiers 1–2 and 4–5). This scenario is designed for play in the 
  Pathfinder Society Organized Play campaign, but can easily be adapted for use with any world.
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  Pathfinder Society Scenario #7-18
  
  Cheliax
  Ostenso •
  3
  holiday lauding House Thrune’s rise to power. Together 
  they devised a plan to both liberate a Society ally and 
  leave House Thrune with egg on its face on a day meant to 
  highlight its supremacy. 
  ADVENTURE SUMMARY
  Zarta Dralneen introduces the PCs to Tamrin Credence, 
  who briefs them on their mission: infiltrate the Bloody 
  Nail, rescue Zefiro Balinger along with any other captives 
  and valuable documents they can find, and get out before 
  Thrune’s agents know what hit them. Tamrin uses his Aspis 
  connections to pressure the Nail into accepting the PCs 
  as an extra security detail while he keeps the site’s lead 
  interrogator occupied elsewhere. The PCs must first 
  R
  elations between the Pathfinder Society and Cheliax 
  seemed to be on the mend when the Infernal Empire’s 
  new liaison to the Society—Ianareth Alazario—
  secured permission for Pathfinder agents to explore several 
  archaeological sites on Chelish soil. The cooperative effort 
  proved to be a political manipulation, however, when Zefiro 
  Balinger—curator of Corentyn’s Museum of History and ally 
  of the Society—helped expose House Thrune’s doctoring of 
  the ruins in question to further legitimize their claim over 
  Khari, Cheliax’s strategic foothold in Garund. In retribution 
  for Zefiro’s treasonous adherence to the truth, as well as for 
  his heretical preservation of unrevised Chelish histories, 
  House Thrune abducted the historian and spirited him away 
  for questioning and eventual punishment, bringing the 
  Society’s archaeological expedition to a halt. 
  After confronting a Hellknight signifer found cleansing 
  Zefiro’s workplace of troublesome documents, Pathfinder 
  agents discovered where Zefiro was being held—a facility in 
  Ostenso called the Bloody Nail, where people say prisoners 
  eagerly offer confessions rather than have them agonizingly 
  extracted by the lead interrogator. The Pathfinder Society 
  desperately seeks both Zefiro’s safety and his priceless 
  historical notes, yet it does not have nearly enough political 
  clout to demand his release. Zarta Dralneen, an ally of the 
  Society and former liaison for Cheliax, has offered an 
  alternative: covertly break Zefiro out of the prison. In her time 
  as a Chelish aristocrat, Zarta often clashed with a halfling 
  Bellflower agent named Tamrin Credence, who markets 
  himself as a “liberator of humanoid assets.” Ever since she 
  left Cheliax’s employ on bad terms, Zarta’s relationship with 
  Tamrin has grown less adversarial and more cooperative. 
  Although Tamrin’s most loyal to the emancipating Bellflower 
  Network, it’s the Aspis Consortium that most recently paid 
  his bills and shielded him from Zarta’s wrath before he 
  became utterly disillusioned with his Consortium superiors. 
  The two now find themselves working together to free Zefiro 
  at the expense of their old masters.
  Using a messenger, Zarta explained the situation to 
  Tamrin, who identified a chink in Cheliax’s armor: the 
  upcoming celebration of Loyalty Day, a state-mandated 
  By Christopher Wasko
  WHERE ON GOLARION?
  The Infernal Inheritance takes place in Ostenso, a major 
  port city in eastern Cheliax and home to the Chelish Navy. 
  Guards roam the normally rowdy streets, maintaining order 
  in preparation for Loyalty Day, a holiday honoring House 
  Thrune’s dominance and Asmodeus’s benevolence to the 
  unwaveringly loyal. For more information on Ostenso and 
  Cheliax, see Pathfinder Campaign Setting: Cheliax, The 
  Infernal Empire and Pathfinder Campaign Setting: The Inner 
  Sea World Guide, available at your local hobby store and 
  online at paizo.com.
  Faithless and Forgotten, Part 3:
  The Infernal Inheritance
  
  Zarta 
  Dralneen
  4
  PATHFINDER SOCIETY SCENARIO
  navigate their workplace and talk to their 
  fellow guards to learn about the facility’s 
  inner defenses. Using that knowledge, 
  the PCs must then ditch their chaperone, 
  infiltrate the Nail’s most secure rooms, 
  and bypass several traps to liberate the 
  prisoners and a wealth of politically 
  sensitive information. 
  As the PCs leave the Nail, they 
  learn that Tamrin’s diversion was 
  not as effective as planned, and the lead 
  interrogator is almost at the doorstep. 
  On the verge of capture, the PCs must 
  flee through the streets of Ostenso to 
  their rendezvous point and escape the 
  city’s law enforcement. The PCs have 
  the option to wreak havoc on their way 
  through the Loyalty Day celebrations, 
  forcing the guards to do damage 
  control and throwing them off the PCs’ trail. Depending on 
  the PCs’ success in the Nail and the streets, they may have 
  to repel one final wave of soldiers led by the interrogator 
  himself to secure their passage to freedom. 
  GETTING STARTED
  Read or paraphrase the following to begin the adventure. 
  The captain’s quarters aboard the Hornet’s Nest sits in 
  uncomfortable silence. The normally composed Zarta Dralneen 
  awkwardly shifts in her chair, repeatedly glancing across the 
  room at a stocky halfling with short salt-and-pepper hair and 
  practical black clothing. Between them stands Venture-Captain 
  Dennel Hamshanks, the ship’s captain, who seems relieved to 
  have other visitors.
  “Welcome, agents,” Hamshanks announces. “My other guests 
  have already skipped the social niceties, so I don’t see why we 
  need to start now. Zefiro Balinger, a Corentyn museum curator 
  GM RESOURCES
  The Infernal Inheritance makes use of the Pathfinder RPG 
  Core Rulebook, Pathfinder RPG Advanced Player’s Guide 
  (APG), Pathfinder RPG Ultimate Combat (UC), Pathfinder 
  RPG Ultimate Magic (UM), Pathfinder RPG GameMastery 
  Guide, and Pathfinder RPG NPC Codex. This adventure 
  assumes the GM has access to these sourcebooks. All rules 
  referenced in this adventure are available in the 
  free online Pathfinder Reference Document at 
  paizo.com/prd, and the relevant rules from 
  the GameMastery Guide and NPC Codex are 
  reprinted at the back of the adventure for 
  the GM’s convenience.
  and ally of the Society, has been abducted by agents of House 
  Thrune on charges of ‘treasonous misinformation’—which is to 
  say the heretical preservation of unedited Chelish histories. The 
  Decemvirate cannot afford to lose such a valuable asset, nor 
  can it allow these documents to be thrown onto a ‘clarity pyre,’ 
  but Cheliax would love nothing more than to do exactly that.” 
  Hamshanks pauses as if waiting for someone else to pick up the 
  conversation, then clears his throat at the distracted Zarta.
  Zarta snaps to attention. “Pathfinders discovered that 
  Zefiro has been taken to Ostenso. His prison is called 
  the Bloody Nail, a facility where political enemies 
  disappear for interrogation and punishment. Trying 
  to spring a captive from a high-profile prison in 
  the heart of a major Chelish city would normally 
  be suicide, yet that is our only remaining 
  option.” Zarta’s expression sours slightly, and she 
  glances at the halfling again before muttering, 
  “Fortunately, I know someone who specializes 
  in such suicide missions, yet curiously always 
  seems to come back alive.”
  The halfling smirks at Zarta, hopping to his 
  feet. “Please, Zarta, the pleasure is all mine. 
  The name’s Tamrin Credence, longtime 
  Bellflower and master of coming back 
  alive. The lovely paracountess laid 
  out your situation for me. Luckily 
  enough, liberating Chelish prisoners is 
  a favorite hobby of mine, so it looks like 
  we’ll be working together on this project.
  “Infiltrating the Bloody Nail won’t 
  be a picnic, but it seems my luck hasn’t 
  deserted me yet. Turns out tomorrow is 
  Loyalty Day, a national holiday celebrating 
  House Thrune’s oppressive regime and 
  those who willingly agree to be oppressed 
  by it. Citizens are required to attend the festivities, and since 
  Ostensons aren’t exactly known for their docility, that means lots 
  of guards in the streets keeping order. Those extra guards have to 
  come from somewhere, meaning we’re looking at a short-staffed 
  prison detail stuck working a holiday.
  “So here’s the plan: we march up to the Bloody Nail looking all 
  intimidating. I’ve still got some clout with Ostenso’s guards from 
  back when I worked for the Consortium, so I’ll convince the lead 
  interrogator to bring some of his guards with me to deal with a 
  Loyalty Day ‘emergency.’ Fortunately for him, I’ve brought some 
  of my own agents—that’s you—to cover for him and his soldiers 
  while we’re away. Knowing Chelish prison administration, he’ll 
  agree as long as one of his lackeys can supervise you. I’ll keep 
  the interrogator distracted long enough for you to get the lay of 
  the land, ditch your babysitter, break in, get what we came for, 
  and get out before anyone smells a rat. We’ll meet back at the 
  southernmost docks of the Custodisce Break and sail for Andoran. 
  Easy enough?”
  
  Tamrin 
  Credence
  5
  FAITHLESS AND FORGOTTEN, PART 3: THE INFERNAL INHERITANCE
  Despite Tamrin’s nonchalant confidence, PCs likely have 
  questions for him.
  What kinds of defenses should we expect? “I don’t know 
  any details, but the guards will, so ask nicely. My hunch 
  is you’ll see traps, locks, and anything else that doesn’t 
  require steady pay.”
  What if the interrogator just tells you to use us to handle 
  the emergency? “Since you aren’t local law enforcement, 
  you wouldn’t carry as much authority as Ostenson guards. 
  I can simply say I trust him and his staff to handle the 
  situation more effectively.”
  How do we ditch our supervisor? “Try 
  dropping a hint to Krima. She’s a Bellflower 
  plant at the Nail, so if you can tip her 
  off and get her to switch jobs with your 
  supervisor, you’ll have free run of the 
  joint. If that doesn’t fly, charm him, 
  drug him, knock him on the head—
  whatever works.” 
  Is violence an option? “Do what you 
  have to do, but if the interrogator returns 
  to a charnel house, he’ll mobilize the 
  guards faster than you can wipe the blood 
  off your swords. If that happens, better 
  hope you can beat feet to the docks faster 
  than all of Ostenso’s law enforcement on 
  high alert.”
  What if the interrogator comes 
  back? “I’ll keep him occupied for as 
  long as I can, but no promises for a 
  timeframe. If he comes back early, 
  get to the docks as fast as possible. 
  My advice? When the guards are spread 
  this thin, it’s tricky for them to pursue 
  fugitives while also doing damage 
  control. It’s a holiday. Teach the Chelish how to party.”
  Are you asking us to break the law? “In Cheliax, ‘the law’ 
  means brutally crushing any dissenting voices, quashing 
  individuality, rewriting history, and paying lip service to 
  a government that took control by selling itself to Hell. 
  Good laws help people. Bad laws destroy good people like 
  Zefiro. If you’re worried about breaking laws, just break 
  the bad ones.”
  Wait, you worked for the Aspis Consortium?! “In a past 
  life yes, before I learned they were funding the slave trade 
  as rigorously as they were my Bellflower activities. The 
  Consortium loves to have its cake and eat it too.” 
  Do you and Zarta know each other? “Our interests have 
  converged more than once. Historically, our respective goals 
  have been, shall we say, mutually exclusive, but it seems that 
  this time we’re on the same side for once. I understand the 
  paracountess has an appetite for unlikely bedfellows, but I 
  doubt this is what she had in mind.”
  What is the Bellflower Network? “Cheliax loves keeping 
  halfling slaves because they’re cheap to feed, work hard, and 
  are easy on the eyes. Bellflowers believe that we halflings 
  can do all that and more if we’re free, and the Network helps 
  smuggle the enslaved to better, freer lands.”
  Before concluding the briefing, Tamrin has two gifts for 
  the PCs. First is a bag of equipment to help bypass the Nail’s 
  guards: two doses of oil of taggit, two elixirs of hiding, an 
  elixir of love, a scroll of silence, and a potion of eagle’s splendor. In 
  Subtier 4–5, Tamrin also provides a lesser circlet of persuasion, 
  which functions like a circlet of persuasion but provides only a 
  +2 bonus on Charisma-based skill checks. Second, Tamrin 
  attempts to identify any paladins and other truth-
  bound PCs in the party, crediting his “eye for people 
  who color inside the lines.” He pulls them aside 
  and briefly coaches them on some half-truths 
  and canned responses they can use to dodge 
  common questions. GMs may provide their 
  own verbiage coaching from Tamrin, using 
  the examples below as models.
  “How’s 
  working 
  for 
  the 
  Aspis 
  Consortium?” “Pay’s good, and our boss has 
  a reputation in Cheliax so we can get into 
  places we aren’t normally allowed.” 
  “How are you celebrating 
  Loyalty Day?” “We planned 
  to see some parades and 
  hear some of the speeches 
  before moving on to our 
  next assignment. You have 
  to love how House Thrune 
  takes care of the people on 
  days like today.” 
  “Do you worship Asmodeus?” “It’s 
  hard not to in this country; plus, you 
  have to admire how the Archfiend runs such a tight ship.” 
  Faction Notes: Before concluding the meeting, Zarta 
  and Tamrin make additional requests, checking to see 
  if any of the PCs belong to either the Dark Archive or 
  Liberty’s Edge faction. Zarta is certain that the new Chelish 
  liaison to the Society—Ianareth Alazario, whom the PCs 
  met in Part 1 of this series—is somehow behind Zefiro’s 
  abduction, and she wants the PCs to uncover whatever 
  damning evidence about Ianareth they can find in the 
  Bloody Nail. She specifically wants anything that ties 
  Ianareth to House Thrune (or another rival organization) 
  and anything that connects her to opposing the Society’s 
  interests or harming its agents. 
  Tamrin acknowledges any members of the Liberty’s 
  Edge faction, applauds their service to freedom, and 
  notes he’s worked with the faction’s leader Colson 
  Maldris before. The halfling explains that his contact 
  Krima believes several human sympathizers of the 
  
  6
  PATHFINDER SOCIETY SCENARIO
  Bellflower Network are trapped in the Bloody Nail, and 
  the PCs’ break-in is an optimal opportunity to smuggle 
  them to safety. 
  A. THE BLOODY NAIL
  After outfitting the PCs with bronze Aspis Consortium 
  badges, Tamrin leads the PCs aboard the Queen Gale, a 
  merchant vessel that sometimes assists the Bellflower 
  Network in transporting both people and goods. The 
  Queen Gale smuggles the PCs into Ostenso Harbor the 
  next day, where Tamrin hastily leads them through 
  Dockside’s winding streets. Dozens of guards oversee 
  the construction of stages, the hanging of banners, 
  and the steering of extravagantly decorated floats in 
  preparation for the upcoming Loyalty Day events.
  Despite the spectacle, Tamrin wastes no time bringing 
  the PCs to a rectangular stone building capped with an 
  octagonal pyramid. Each side of the pyramid bears the 
  painted image of a red nail, though rain has made the 
  paint run, so rivulets of red stain the roof and make the 
  image appear to be bleeding. As is common with many 
  state buildings, Asmodean symbols are common here, 
  though the building is actually dedicated to Dispater, 
  Hell’s greatest jailor and lord of that plane’s second layer. 
  In deference to Asmodeus, Dispater’s unholy symbol 
  of a red-crowned spike piercing a golden ring tends 
  to be covered by easily moved Asmodean artwork like 
  wall hangings and plaques. A PC who succeeds at a DC 
  20 Knowledge (planes or religion) check identifies the 
  symbol as that of Dispater.
  Tamrin instructs the PCs to wait outside, then 
  disappears into the building for nearly half an hour. 
  He returns accompanied by a retinue of soldiers, led by 
  a lanky interrogator with manacles at his belt. Tamrin 
  gestures to the PCs, prompting the interrogator to size 
  them up. The interrogator beckons to one of his guards 
  and then asserts that the PCs are to help watch the 
  facility while he tends to Tamrin’s emergency, and that 
  Galvar—the guard he summoned—is in charge during 
  his absence. The PCs are not to go anywhere or touch 
  anything without Galvar’s permission and supervision. 
  Tamrin flashes the PCs a subtle wink before leading the 
  interrogator and his soldiers into the city.
  EXPLORING THE NAIL
  Once the interrogator departs, Galvar visibly relaxes and 
  welcomes the PCs inside. Galvar acknowledges that he 
  does have to supervise the PCs during their stay, but he’s 
  confident that the PCs are just as unhappy about having to 
  “play security guard” on a holiday as he is about needing 
  to chaperone them. He admits that today the guards are 
  just keeping their heads down until they can go enjoy the 
  festivities in town. 
  At this point, the PCs are free to explore the facility and 
  interact with its inhabitants. Galvar accompanies them 
  throughout the building, but he does not impede their 
  actions unless they try to enter locked rooms or visibly cause 
  mischief. In order to enter restricted areas, the PCs must 
  first get Galvar off their backs, which they can accomplish in 
  a variety of ways; likely courses of action include drugging 
  the guards’ food (area A3) or securing Krima’s aid (area A7). 
  GMs are encouraged to reward PCs who devise creative 
  solutions not mentioned in the scenario.
  Unless otherwise stated, all walls and floors inside 
  the Nail are masonry with 15-foot-high ceilings. Unless 
  otherwise stated, doors are unlocked iron doors, and all 
  rooms have normal illumination.
  Managing the Guards: There are 15 guards in the 
  facility, spread throughout several areas. Statistics for 
  these guards appear on page 12, and should the PCs begin 
  a fight, see the Fighting the Guards section on page 12. 
  Whenever the adventure cites a skill check DC to avoid, 
  trick, convince, or otherwise interact with a guard, the 
  DC corresponds to Subtier 1–2. Increase each of these 
  DCs by 3 in Subtier 4–5. As a general rule, failing any 
  one of these checks earns the PCs a slap on the wrist and 
  insistent correction (e.g. assigning them a new chaperone 
  if they’re caught without one or yelling at them if they’re 
  caught stealing something). Failing the same task a 
  second time—or failing to perform several suspicious 
  tasks in quick succession, at the GM’s discretion—can 
  quickly lead to a fight unless the PCs can calm the very 
  suspicious guards.
  A1. Entryway
  Four statues of snarling hounds stand in the corners of 
  the Nail’s entrance hall. A red rug covers much of the floor, 
  although stone peeks through the holes worn in the severely 
  trodden carpet.  
  Creatures: A male guard named Straven stands 
  watch here. During an emergency, Straven sends for 
  reinforcements rather than combating the threat directly 
  (see Fighting the Guards on page 12). Straven is cordial to 
  other security staff but otherwise keeps to himself.
  A2. Halls
  Iron bars separate the Nail’s southern hallways from the 
  northern ones. Basic lanterns hang from the ceiling in each 
  corner surrounding the central prison, lighting the halls.
  Creatures: Four guards (Asma, Brai, Tesante, and Zir) 
  stand watch throughout the southern hallways. They 
  eye the PCs curiously at first, but soon return to their 
  
  A. The Bloody Nail
  N
  1 square = 5 feet
  A8
  A9
  A10
  A2
  A7
  A6
  A1
  A5
  A4
  A3
  A10
  A11
  7
  FAITHLESS AND FORGOTTEN, PART 3: THE INFERNAL INHERITANCE
  
  8
  PATHFINDER SOCIETY SCENARIO
  conversations once the novelty fades. The combination 
  of distractions and distance imposes a –10 penalty on 
  the guards’ Perception checks to hear activity in the 
  northernmost hallway or the prison (are A10). The guards 
  become suspicious if they see PCs without a chaperone, 
  but explaining Galvar’s absence by succeeding at a DC 20 
  Bluff check sets them at ease (since they don’t know about 
  the interrogator’s supervision rule).
  A3. Staff Lounge
  This cozy chamber features wooden chairs arranged casually 
  around two tables. Two blazing fireplaces warm the room—a 
  western one facing in toward an open door and a southern one 
  furnished with kitchen utensils and cook pots. Playing cards, 
  dice, and other diversions litter the tables. A gamey smell 
  wafts through the room.
  This lounge gives off-duty guards a place to decompress 
  without leaving the premises, making it a favorite hangout. 
  Creatures: Five guards presently occupy the room: 
  Cormyn, Inetra, Usul, and Valtym should be on duty but 
  are taking a much-needed break, while Thrick is busy 
  preparing a rabbit stew at the southern cook pot. Although 
  Thrick is the most timid of the Nail’s staff, his warm 
  personality helps boost morale, so the interrogator keeps 
  him mostly on maintenance detail. Should violence break 
  out, Thrick does nothing to stop the PCs (see Fighting the 
  Guards on page 12). 
  These guards are the most talkative in the building, and 
  conversational PCs can glean some useful information 
  from them with a successful DC 14 Diplomacy check. 
  The PCs learn one additional piece of information for 
  every 5 points by which they exceed the DC. PCs can aid 
  another on this check by impressing the guards using 
  Bluff, Diplomacy, Perform, or Profession (soldier) checks. 
  GMs can also distribute this information freely to reward 
  effective roleplaying on the players’ part; in this case, the 
  guards should ask the PCs questions that Tamrin coached 
  how to answer, verifying the merits of his instruction.
  Defenses: “What, we ain’t good enough? Just fooling! I 
  think the main prison’s got some kind of fancy trap set up 
  to keep prisoners from escaping. They bring someone in 
  to check the gears every once in a while.”
  Documents: “The boss keeps the important stuff in the 
  vault, way in back. You need some kind of passcode to 
  get in. I don’t know how he remembers it; he can’t even 
  remember what month it is sometimes.”
  Interrogator: “He worships Dispater, and he’s probably 
  twice as dedicated to running a good prison than the King 
  of Iron. He’s not so good at remembering administrative 
  stuff, but if you get on his bad side, he’ll track you down 
  like an animal and kill you half as humanely.”
  Prisoners: “We don’t ask what they did to get here; 
  management’s pretty strict about that stuff. They even 
  have a way to soundproof the main prison when they’re 
  interrogating important prisoners so nothing leaks out. 
  Fine be me. I hate hearing them scream.”
  If a PC succeeds at a DC 20 Perform check, the 
  performance attracts the other guards from areas A1, A2, 
  and A4 to watch. This allows other PCs to slip out of the 
  room. Loud noises can still attract the guards’ attention, 
  but the distraction can help the PCs steal uniforms in area 
  A5, subdue Galvar in another room, or sneak prisoners out 
  the front door.
  A PC who succeeds at a DC 16 Craft (alchemy), 
  Knowledge (nature), or Profession (cook) check can 
  ascertain that two of the herbs Thrick is adding to the 
  stew are natural catalysts for oil of taggit that enhance 
  its potency and could affect anyone who tastes it. A PC 
  can poison the stew by convincing Thrick to let them 
  help with the cooking with a successful DC 14 Diplomacy, 
  Intimidate, or Profession (cook) check. Alternatively, a 
  PC could slip the poison in unobserved with a successful 
  DC 14 Sleight of Hand check. Thrick plans to serve the 
  stew to all the guards in areas A1–A4 in 15 minutes. If 
  the PCs successfully poison the stew, each of the guards 
  must succeed at a DC 19 Fortitude save (including a +4 
  circumstance bonus to the DC) or fall unconscious 
  several minutes later. This perturbs any of the conscious 
  guards who assume the PCs or Thrick is responsible. A 
  PC who succeeds at a DC 20 Bluff check can dismiss any 
  suspicions of foul play, otherwise the remaining guards 
  will attack.
  A4. Barracks
  Full-time guards sleep in this room, which is lined with 
  triple bunk beds. The fireplaces in area A3 heat the room, 
  although the privies get cold being so far away.
  Creatures: Three guards (Falzin, Jurvik, and Yenae) are 
  just waking up, recovering from a late night shift. They’re 
  groggy but conversational as they don armor.
  A5. Staff Storage
  This room contains chests with the guards’ personal 
  belongings. None of the staff store valuables here, but 
  guard tabards hang from the rack along the northeast 
  wall. These uniforms can help cover the prisoners’ escape 
  (see Part 2), but openly taking them arouses suspicion 
  from the guards, potentially provoking violence unless the 
  PCs find a way to distract or incapacitate them. 
  A6. Facility Storage
  This chamber stores crates containing various odds and ends 
  necessary for running a prison: food, manacles, parchment, ink, 
  
  9
  FAITHLESS AND FORGOTTEN, PART 3: THE INFERNAL INHERITANCE
  and other supplies. Two cages for minor offenders, animals, 
  or valuables stand against the east wall, and an interior door 
  leads into another room. 
  This room and area A7 are secluded enough for PCs to 
  ambush Galvar away from the other guards, although the 
  guards in area A2 can attempt Perception checks to hear 
  combat if they’re not distracted by a performance.
  One crate also contains two violet crystal prisms 
  necessary for activating the soundproofing system in the 
  prison (see area A10). Each prism radiates faint illusion 
  magic. One of the crystals has a visible crack in its surface 
  that has leaked much of its contained magic, requiring 
  a PC to succeed at either a DC 15 Spellcraft check (DC 20 
  in Subtier 4–5) to perform basic repairs or cast silence to 
  recharge it (a DC 15 Knowledge [arcana] check reveals that 
  casting silence would recharge the prism).
  A7. Archives
  Hundreds of manuscripts and prison records fill this room’s 
  shelves, many bearing labels such as “Accounting,” “Calendars,” 
  and “Discharge Logs.”
  Creatures: One guard, Krima, reviews and organizes 
  the documents in the shelves. Krima is actually an 
  undercover Bellflower agent who keeps tabs on the Nail 
  and waits for a cue to act. While conversing with her, the 
  PCs can impart a hidden message requesting assistance 
  with a successful DC 15 Bluff check; failing this check by 5 
  or more makes Galvar suspicious, requiring a DC 20 Bluff 
  or Diplomacy check to set him at ease (repeat failures 
  prompt a violent reaction). If successful, Krima offers to 
  take over Galvar’s job for him, since “her eyes are crossing 
  from looking at numbers all day.” Galvar is reluctant to 
  relinquish his assigned duty, but PCs can convince him 
  to retire to the lounge (area A3) with a successful DC 16 
  Bluff or Diplomacy check.
  Once alone, Krima inquires as to what the PCs already 
  know, and then explains that she thinks a prisoner 
  matching Zefiro’s description was in the middle of a 
  torture session when the interrogator was called away; 
  he’s probably still strapped to whatever machines they 
  have inside, along with people she suspects are fellow 
  Bellflower agents. When Zefiro was first incarcerated, 
  guards secured his documents in the prison’s vault. 
  Krima doesn’t know what the building’s traps are, but 
  she suspects the interrogator keeps some kind of written 
  memo for accessing the vault in his office (area A8). She 
  gives the PCs an imperfectly cast duplicate of the office’s 
  key that she recently made, and she “supervises” the PCs 
  as they explore the rest of the facility. If the PCs enter area 
  A10, she stands watch but does not follow.
  A8. Office
  The doors to this office are locked with average locks 
  (Disable Device DC 25). Opening the door with Krima’s 
  replica key (see A7) provides a +8 bonus to the Disable 
  Device check and allows the check to be made untrained. 
  The lock can also be destroyed (break DC 26, hardness 
  10, 10 hit points), although the resulting noise almost 
  certainly draws the attention of nearby guards.
  A smoldering fireplace illuminates this room, casting red light 
  over a massive corner desk littered with disorganized papers. 
  A seven-foot-tall statue of a four-horned fiend with a burning 
  crown overlooks the desk from the corner. 
  The desk hosts a jumbled mess of interrogation 
  schedules, prisoner transfers, and Loyalty Day agendas, 
  but PCs can identify three noteworthy documents with 
  a successful DC 20 Perception check. One is a copy of 
  The Asmodean Disciplines, bookmarked to a chapter on 
  crime and punishment with a handwritten note (Player 
  Handout #1). This poem appears to be some kind of crude 
  Asmodean psalm, but the text actually disguises the code 
  to the vault (area A9). The letters of specific words combine 
  to spell out numbers (such as “Asmodeus even stated” and 
  “Of our wretched fate”); the correct combination is 7–4–
  3–8–2–6–5–9–1. A PC who succeeds at a DC 16 Linguistics 
  check notes the deliberately misspelled word “ixpressly,” 
  which provides a hint for the riddle.
  The second document is a twine-bound set of 
  instructions for activating the prison’s soundproofing 
  mechanism. The manual notes that the prisms emit light 
  when active, and they create a wall of magical silence 
  between any two prisms with an uninterrupted line of 
  effect to one another. No sound passes through this border, 
  but if an object, creature, or wall disrupts the border, the 
  entire effect ends until the obstruction is removed. These 
  instructions provide a +4 bonus on skill checks required to 
  activate or remove prisms (see A10), and allow the checks 
  to be made untrained. Attached to this manual’s binding 
  is a key to areas A10 and A11.
  The third is a letter addressed to the interrogator from 
  the Nail’s ranking officer addressing the declining efficacy 
  of reports exposing political enemies provided by Zarta 
  Dralneen (Player Handout #2). This letter provides some 
  insight into Zarta’s shift in loyalty from House Thrune to 
  the Pathfinder Society.
  Treasure: The interrogator keeps a vial of antitoxin on 
  his desk.
  A9. Vault (CR 3 or CR 6)
  Steel beams reinforce the walls of this chamber, which is 
  accessible only through a round iron door with an inset wheel. 
  
  10
  PATHFINDER SOCIETY SCENARIO
  The numerals one through nine embellish the wheel’s edge, 
  with the number one set in the uppermost position beneath 
  a stone arrow.
  The vault has an iron door sealed with a combination 
  lock (Disable Device DC 25 in Subtier 1–2, DC 30 in 
  Subtier 4–5). There is no key to open the lock, but 
  someone can bypass it by turning the wheel in the proper 
  number sequence, alternating directions once each 
  number reaches the arrow (the correct answer found in 
  area A8 is 7–4–3–8–2–6–5–9–1). A knock spell doesn’t 
  bypass the lock completely, but it does turn the dial to 
  the next two numbers in the combination sequence. Read 
  or paraphrase the following once the PCs open the door.
  Dozens of carefully organized codices and scrolls fill the stone 
  shelves carved into the walls, each labeled with names and 
  sigils hammered into small brass placards over each niche. Two 
  statues of humanoid fiends holding red-flamed torches monitor 
  the room from the corners. Two open chests on either side of 
  the door hold jumbles of unsorted documents, but a third chest 
  in the far corner remains closed.
  Traps: Anyone attempting to open the door without 
  using the combination lock risks triggering a spring-loaded 
  poisoned blade that shoots out of a groove in the doorjamb. 
  SUBTIER 1–2 (CR 3)
  POISONED BLADE TRAP 
  CR 3
  Type mechanical; Perception DC 20; Disable Device DC 20 
  EFFECTS
  Trigger touch; Reset automatic 
  Effect Atk +10 melee (1d6+6 plus blue whinnis). The poison is 
  automatically reapplied when the trap resets (up to 6 times). 
  SUBTIER 4–5 (CR 6)
  POISONED BLADE TRAP 
  CR 6
  Type mechanical; Perception DC 20; Disable Device DC 25 
  EFFECTS
  Trigger touch; Reset automatic 
  Effect Atk +10 melee (1d6+7 plus giant wasp venom). The 
  poison is automatically reapplied when the trap resets (up 
  to 6 times).
  Treasure: The corner chest stores the Nail’s monetary 
  assets for covering basic expenditures, holding an 
  assortment of Chelish-minted gold and silver coins.
  Development: The documents contain information on 
  Cheliax’s numerous political targets extracted from the 
  Nail’s interrogation sessions. Some of these documents 
  provide blackmail material (useful to Sovereign Court 
  PCs using Faction Journal Cards), but any Pathfinder 
  would take interest in three documents in particular. 
  The first two are interrogation reports filed in the 
  section marked with the Aspis Consortium’s sigil (Player 
  Handouts #3 and #4). The other is in a chest that stores a 
  mound of Zefiro’s unaltered Chelish histories, including 
  one annotated lineage amendment torn from its binding 
  and left atop the pile (Player Handout #5). The former 
  two reveal that Ianareth Alazario collaborates with the 
  Aspis Consortium, that an Aspis agent named Kitio 
  Aspenthi is active in Thuvia, and that the Bell of Obedience 
  stolen from the Society years back was recently sold to the 
  Hellknight Order of the Rack; this is exactly the kind of 
  information Zarta Dralneen wants Dark Archive faction 
  PCs to recover. The third document reveals that, although 
  she was raised a Dralneen, Zarta is in fact the last known 
  blood descendant of House Davian, former rulers of the 
  greater Hellcoast region and the most powerful noble 
  house to oppose the rise of House Thrune (and thus be 
  obliterated after Thrune signed its infernal pact).
  Faction Notes: The interrogation notes connect Ianareth 
  Alazario to the Aspis Consortium. Members of the Dark 
  Archive faction should recover these for Zarta Dralneen.
  Rewards: If the PCs don’t recover the coins from the 
  chest, reduce each PC’s gold earned as follows. 
  Subtier 1–2: Reduce each PC’s gold earned by 80 gp. 
  Out of Subtier: Reduce each PC’s gold earned by 290 gp. 
  Subtier 4–5: Reduce each PC’s gold earned by 500 gp.
  A10. Prison
  The stink of unwashed bodies permeates this narrow corridor, 
  illuminated by violet prisms set into sconces on the inner 
  corners. Iron bars isolate the hall’s outer perimeter, where the 
  walls are lined with manacles set into the stone. Dozens of filthy 
  prisoners lie behind the bars, each one wearing a sign around 
  his or her neck bearing an identification number, a crime, a red 
  “X” next to the word “Interrogation,” and a release date. Two 
  sets of iron double doors lead deeper into the building. 
  The doors to the cells and to area A11 are locked 
  (Disable Device DC 25) but can be opened using the key 
  from the office (area A9) without a check. The manacles 
  are locked with average locks, requiring a different key 
  to open (Disable Device DC 25). Each corner of the central 
  prison chamber bears a sconce fitted for a fist-sized 
  prism; only the southeast and southwest sconces are 
  empty. Each prism sheds light like a torch when active.
  The prism sconces are part of a magical soundproofing 
  mechanism installed to keep information screamed 
  during torture sessions from escaping the prison (not 
  hearing the sounds of torture also helps boost staff 
  morale). The office (area A8) contains instructions for 
  
  11
  FAITHLESS AND FORGOTTEN, PART 3: THE INFERNAL INHERITANCE
  operating the soundproofing, while additional prisms 
  can be found in the storage room (area A6). Activating a 
  prism requires a successful DC 14 Knowledge (arcana), 
  Spellcraft, or Use Magic Device check (DC 17 in Subtier 
  4–5) while placing it into a sconce; removing a prism from 
  a sconce without damaging it requires a separate check 
  using the same DC. A damaged prism ceases to function 
  unless recharged by targeting it with a silence spell.
  Creatures: 36 lower-priority prisoners reside in the 
  cells. A quick glance at their identification cards reveals 
  that many of them are serving time for minor infractions, 
  and most are only a few days away from being released. A 
  PC who succeeds at a DC 14 Heal check can discern that the 
  only prisoner with more than a month left on his sentence 
  is actually dead. If the PCs try to release the prisoners, the 
  inmates resist, fearing greater consequence for escape and 
  recapture than just waiting out their remaining time. Use 
  stats for human beggars (Pathfinder RPG NPC Codex 256) 
  with no equipment, if needed. 
  A11. Interrogation Room (CR 4 or CR 7)
  Barbed chains hang like streamers from the pyramidal ceiling 
  of this large chamber. Several chains wind around the room’s 
  grooved, bloodstained central column. Each corner of the room 
  bears an iron statue of a regal, four-horned devil standing over 
  a network of winches wound with the wicked chains. Light 
  pours in from a dirty pentagram-shaped skylight set in the 
  roof’s highest point, casting a shadow of Asmodeus’s unholy 
  symbol crisscrossed with chains over the stone floor.
  The Bloody Nail’s crown jewel, this is where the 
  interrogator tortures information out of detainees. The 
  doors are iron and set with average locks. 
  Creatures: Zefiro Balinger and three human Bellflower 
  agents (Dyrom, Laila, and Opheri) are wedged into the 
  grooves of the central column (one in each quadrant 
  of the room); they were undergoing torture when the 
  interrogator was called away by Tamrin’s distraction. All 
  four are gagged and secured by the room’s spiked chains. 
  Use stats for a wise sage (NPC Codex 263) for Zefiro and 
  cutpurses (NPC Codex 144) for the Bellflowers, except 
  that none of the NPCs have any gear or will to fight. The 
  interrogator’s ministrations have left the captives in 
  extreme discomfort but at full hit points. A PC can help a 
  prisoner out with a successful DC 20 Escape Artist check, 
  or without a check once the trap is deactivated. 
  Traps: The chains laced throughout the room function 
  as sensitive tripwires for the room’s trap. Touching any 
  of the chains or winches without first activating a hidden 
  disarming mechanism at each corner statue triggers 
  the winches to start rapidly releasing and recoiling the 
  room’s chains, causing them to whip around the room 
  and constrict anyone bound to the central pillar. PCs 
  who succeed at Disable Device checks or attack rolls can 
  deactivate or damage some of the statues ahead of time, 
  but attacking or failing a Disable Device check activates 
  the rest of the trap.
  SUBTIER 1–2 (CR 4)
  CHAMBER OF CHAINS 
  CR 4
  Type mechanical; Perception DC 19 (per statue); Disable 
  Device DC 19 (per statue) 
  EFFECTS
  Trigger touch (any chain or winch); Duration 7 rounds; 
  Reset manual 
  Effect Chains whip around the room, attacking everyone—
  including prisoners—in three of the room’s four quadrants 
  (determined randomly) each round on initiative count 12 
  (spiked chain +6 [2d4]). Disabling both statues in a given 
  quadrant negates all of the trap’s attacks in that quadrant; 
  PCs can accomplish this by finding and activating a statue’s 
  disarming mechanism (using Perception and Disable Device 
  checks, though disabling an active statue takes only 1 
  round) or by destroying a statue’s winches (AC 14, hardness 
  4, hp 4 each). Triggering the trap also causes the doors to 
  automatically swing shut and lock 1 round later, unlocking 
  again once the trap deactivates.
  SUBTIER 4–5 (CR 7)
  CHAMBER OF CHAINS 
  CR 7
  Type mechanical; Perception DC 22 (per statue); Disable 
  Device DC 22 (per statue) 
  EFFECTS
  Trigger touch (any chain or winch); Duration 10 rounds; 
  Reset manual 
  Effect Chains whip around the room, attacking everyone—
  including prisoners—in three of the room’s four quadrants 
  (determined randomly) each round on initiative count 14 
  (spiked chain +9 [2d4+5]). Disabling both statues in a given 
  quadrant negates all of the trap’s attacks in that quadrant; 
  PCs can accomplish this by finding and activating a statue’s 
  disarming mechanism (using Perception and Disable Device 
  checks, though disabling an active statue takes only 1 
  round) or by destroying a statue’s winches (AC 17, hardness 
  7, hp 7 each). Triggering the trap also causes the doors 
  SCALING ENCOUNTER A11
  To accommodate a group of four PCs, reduce the trap’s 
  Perception DC, Disable Device DC, duration, attack bonus, 
  AC, hardness, and hit points per statue by 1. In Subtier 4–5, 
  also reduce the trap attack’s damage bonus by 2.
  
  Zefiro 
  Balinger
  12
  PATHFINDER SOCIETY SCENARIO
  to automatically swing shut and lock 1 round later, 
  unlocking again once the trap deactivates.
  Development: If the PCs make no changes 
  to the existing soundproofing, triggering the 
  trap creates enough noise that it immediately 
  alerts the guards. They appear on the scene 1 
  round after the trap deactivates (see Fighting 
  the Guards below). Activating all eight of the 
  soundproofing prisms renders the room silent 
  from the outside; the guards automatically fail 
  any Perception checks to hear what happens 
  inside the room. If the PCs merely shift 
  the prisms around so that at least 
  all four of the southernmost 
  sconces are active, the guards 
  can attempt a DC 10 Perception 
  check to hear the trap’s activity 
  (roll one check for each 
  encounter area, and include 
  the guards’ –10 penalty on 
  Perception checks).
  Any NPCs injured by the 
  trap succumb to the pains of 
  their earlier torment; they gain the 
  sickened condition and their speeds 
  are halved (15 feet) until they are either 
  treated with a successful DC 20 Heal check or all of their hit 
  point damage is restored. These conditions may affect the 
  PCs’ escape from Ostenso later in the adventure.
  Rewards: Although there is no treasure here, extracting 
  Zefiro Balinger from the Bloody Nail earns the PCs a 
  reward at the conclusion of the adventure. If the PCs fail 
  to rescue Zefiro, reduce each PC’s gold earned as follows. 
  Subtier 1–2: Reduce each PC’s gold earned by 225 gp. 
  Out of Subtier: Reduce each PC’s gold earned by 425 gp. 
  Subtier 4–5: Reduce each PC’s gold earned by 625 gp.
  FIGHTING THE GUARDS
  This scenario presents several options for the PCs to 
  infiltrate the Bloody Nail nonviolently, but failed skill 
  checks or certain styles of play may result in combat. 
  Should this occur, the PCs face 12 of the building’s 15 
  guards, who attack in three waves (four from area A2, four 
  from area A3, and three from area A4). The closest guards 
  (plus Galvar) rush the PCs in the first wave, beginning 
  the first round of combat. The second wave arrives 1d3+1 
  rounds later, supporting their comrades with ranged 
  weapons before closing to melee when their allies fall. The 
  third wave joins 1d3+1 rounds after the second, entering 
  the conflict from an advantageous position and trying 
  to flank the PCs. In Subtier 4–5, the guards in waves 2 
  and 3 drink their potions of bull’s strength before entering 
  combat. All guards who engage the PCs fight until 
  reduced to 5 hit points or less, at which point 
  they feign death. The remaining three guards 
  do not engage the PCs in combat: Krima is a 
  Bellflower with no loyalty to the Nail, Thrick 
  is cowardly and hides from battle, and Straven 
  flees to find the interrogator. 
  SUBTIER 1–2 (CR 3)
  BLOODY NAIL GUARD (VARIES) 
  CR 1/2
  Human warrior 2
  LE Medium humanoid (human)
  Init +1; Senses Perception +2
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+3 armor, 
  +1 Dex)
  hp 13 (2d10+2)
  Fort +4, Ref +1, Will +0
  OFFENSE
  Speed 30 ft.
  Melee light mace +4 (1d6+1) 
  or 
  sap +3 (1d6+1 nonlethal)
  Ranged light crossbow +3 (1d8/19-20)
  TACTICS
  During Combat The first wave of guards 
  rush at the PCs, using lethal damage against most while 
  using nonlethal damage to subdue one or two criminals for 
  interrogation. Later waves of guards reinforce the first group 
  with ranged attacks, encircling the PCs, if possible.
  Morale A guard fights until reduced to 5 or fewer hit points, 
  at which point he steps back to drink a potion of cure light 
  wounds before rejoining the fight. If reduced to 2 or fewer 
  hit points, a guard feigns unconsciousness or death.
  STATISTICS
  Str 13, Dex 12, Con 13, Int 9, Wis 10, Cha 8
  Base Atk +2; CMB +3; CMD 14
  Feats Ruthless OpportunistISR, Weapon Focus (light mace)
  Skills Intimidate +4, Perception +2, Sense Motive +2
  Languages Common
  Combat Gear potion of cure light wounds, tanglefoot bag; 
  Other Gear studded leather, crossbow bolts (10), light 
  crossbow, light mace, sap, hemp rope (50 ft.), manacles with 
  average lock, 7 gp
  SCALING THE ENCOUNTER
  To accommodate a group with only four PCs, give each 
  guard the sickened condition. They have all had too 
  much to drink while celebrating Loyalty Day, despite 
  being on duty.
  
  13
  FAITHLESS AND FORGOTTEN, PART 3: THE INFERNAL INHERITANCE
  CHELISH TEAMWORK FEAT
  The Bloody Nail guards and many of Ostenso’s city guards 
  use the following feat, which first appeared in Pathfinder 
  Campaign Setting: Inner Sea Races.
  Ruthless Opportunist (combat, teamwork) When a 
  Chelish ally with this feat hits with an attack of opportunity 
  against an enemy both you and that ally are threatening, 
  you gain a +2 circumstance bonus on your melee attack rolls 
  against that enemy for 1 round.
  SCALING THE CHASE
  The DCs, CMD, and other numbers for this chase are 
  designed for a group of five or more PCs in Subtier 
  1–2. In Subtier 4–5, increase the DCs of all checks by 4. 
  For a group of four PCs, decrease the DCs by 2. These 
  modifications are cumulative.
  SUBTIER 4–5 (CR 6)
  BLOODY NAIL MASTER GUARD 
  CR 2
  Human ranger 3
  LE Medium humanoid (human)
  Init +3; Senses Perception +7
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 24 (3d10+3)
  Fort +4, Ref +6, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk light mace +6 (1d6+2) or 
  mwk light mace +4/+4 (1d6+2) or 
  sap +5 (1d6+2 nonlethal) or 
  sap +3/+3 (1d6+2 nonlethal)
  Ranged light crossbow +6 (1d8/19-20)
  Special Attacks combat style (two-weapon combat), favored 
  enemy (humans +2)
  TACTICS
  During Combat The first wave of guards rush at the PCs, using 
  lethal damage against most while using nonlethal damage 
  to subdue one or two criminals for interrogation. Later waves 
  of guards reinforce the earlier group with ranged attacks, 
  splitting off to encircle the PCs, if possible.
  Morale A guard fights until reduced to 8 or fewer hit points, at 
  which point he steps back to drink a potion of cure moderate 
  wounds before rejoining the fight. If reduced to 2 or fewer 
  hit points, a guard feigns unconsciousness or death.
  STATISTICS
  Str 14, Dex 17, Con 13, Int 8, Wis 12, Cha 10
  Base Atk +3; CMB +5; CMD 18
  Feats Double Slice, Endurance, Quick Draw, Two-Weapon 
  Fighting
  Skills Heal +7, Intimidate +6, Knowledge (geography) +5, 
  Knowledge (local) +2, Perception +7, Profession (jailor) +7, 
  Stealth +9
  Languages Common
  SQ favored terrain (urban +2), track +1, wild empathy +3
  Combat Gear potion of cure moderate wounds; Other Gear 
  mwk studded leather, crossbow bolts (10), light crossbow, 
  mwk light maces (2), sap (2), 37 gp
  ESCAPING OSTENSO
  Tamrin’s distraction provides the PCs sufficient time to 
  accomplish their goals inside the Bloody Nail, but it is not 
  effective enough to afford them a clean getaway. As soon 
  as the PCs exit the Bloody Nail, they spot the interrogator 
  and his entourage on their way back to the prison, mere 
  yards away from the door. Tamrin tags along behind, 
  delaying the guards as best he can without blowing his 
  cover; however, he is visibly reluctant to return to the site 
  (knowing what the PCs have been up to). The best he can 
  do is draw the interrogator’s attention so the PCs and 
  any prisoners they rescued can make a break for freedom 
  through Ostenso’s streets. 
  In order to escape Ostenso, the PCs must make their 
  way to the rendezvous point at the southern docks before 
  the interrogator mobilizes the guards to apprehend the 
  fugitives. Fortunately the Loyalty Day festivities are still 
  in full swing, providing the PCs ample opportunity to 
  sow chaos throughout the celebrations and, by doing so, 
  delay law enforcement’s pursuit. 
  This scene functions in many ways like a chase 
  (Pathfinder RPG GameMastery Guide 232), taking place over 
  several cards that represent key obstacles. This differs 
  from a traditional chase in three key ways. First, each 
  card obstacle represents a distance of several hundred feet 
  covered over the course of 1 minute, not 30-foot intervals. 
  Second, the PCs and pursuers move as two groups 
  rather than as individuals. Finally, the obstacles do not 
  require skill checks to overcome; rather, they present 
  opportunities for the PCs to upset the celebrations and 
  slow down their pursuers. Success is measured less by 
  whether the guards catch the PCs than it is measure by 
  how long it takes the guards to reach the finish line.
  The PCs always move first, automatically advancing one 
  card toward the finish line. They gain a 1-round head start 
  thanks to Tamrin’s distraction. If the PCs left no signs of 
  violence at the Bloody Nail, their head start increases by 
  1 round. Killing the guards and hiding the bodies counts 
  as a sign of violence, as the absence of guards raises 
  suspicions. Rendering the guards unconscious with 
  magic or poison does not count, as the guards merely 
  appear lazy. Finally, if the PCs and prisoners are wearing 
  
  14
  PATHFINDER SOCIETY SCENARIO
  guard tabards (acquired from guards or in area A5), their 
  head start increases by an additional round.
  During each phase of the chase, each PC can attempt 
  one full round of actions to cause disruptions—sufficient 
  to attempt one of the suggested distractions on the card 
  or use the aid another action. However, the PCs may 
  need to dedicate additional attention to helping injured 
  companions move quickly. For every character traveling 
  with the PCs whose movement speed is 15 feet or lower, 
  each PC suffers a –1 penalty on checks attempting to 
  cause delays. For every unconscious member of the 
  group, this penalty increases to –2. Casting spells while 
  weaving through the crowds is difficult, requiring a 
  concentration check (DC = 10 + spell level), and the PC 
  takes the above penalties on these concentration checks. 
  Zefiro and the Bellflower captives focus on escaping and 
  do not create distractions.
  The interrogator’s forces move three cards per 
  round. This faster speed represents the interrogator’s 
  mobilizing guards and his familiarity with the city. 
  Every successful check the PCs make to cause delays for 
  a given card slows the guards, causing them to move one 
  card less while traveling through that space. If the guards 
  attempt to enter a card and don’t have enough movement 
  remaining, they stop and automatically move into that 
  card during the next phase. The guards move after the 
  PCs each round, only moving as far as the PCs’ current 
  card. If the guards reach the PCs at the end of a round, 
  the guards throw javelins at each of the PCs and fleeing 
  captives. In Subtier 1–2, the attack bonus is +2 and deals 
  1d6+2 damage. In Subtier 4–5, the attack bonus is +6 and 
  deals 1d6+4 damage. Actual combat does not begin until 
  the PCs and guards reach the docks.
  Key Events: Each card and its possible delays are 
  detailed below. Consider allowing the players to cause 
  delays in other ways using creative solutions and similar 
  skill check DCs.
  The Bloody Nail: This is the starting point for the chase 
  and does not have any special opportunities for the PCs 
  to cause delays.
  Free Meal: A group of Asmodean priests distributes free 
  food to pedestrians, emphasizing it as House Thrune’s 
  gift to the loyal. The PCs can sow chaos in the food lines 
  with a DC 16 Diplomacy check to request food and then 
  toss it to the hungriest-looking spectators, a Combat 
  Maneuver against a CMD 16 check to snatch food trays 
  and send them to the back of the line, or by throwing an 
  alchemical item into one of the cook pots (AC 9). Any of 
  these actions cause the queues to break down as citizens 
  begin complaining and rushing the priests out of order.
  Parade: The runaways cross the path of a Loyalty Day 
  parade, complete with floats, banners, and dancers. The 
  PCs can bring the parade to a halt with ranged attacks 
  against AC 15 that deal at least 6 points of damage to the 
  various decorations (multiple attackers can contribute to 
  this total), a successful DC 16 Acrobatics check to barge 
  through the marching lines, or by casting any conjuration 
  spell of 1st-level or higher to create an impediment.
  Supply Delivery: The PCs come across a wagon loaded 
  with supplies for the celebrations. They can stall 
  oncoming guards with a successful DC 16 Handle Animal 
  or wild empathy check to panic the draft animals, a 
  successful DC 16 Disable Device check to unhinge the 
  wagon and send it rolling down the street, or successful 
  DC 13 Strength check to throw the supplies everywhere. 
  Asmodean Service: An Asmodean religious rite begins at 
  a major intersection. PCs can sabotage the service with 
  a successful DC 16 Bluff or Knowledge (religion) check, 
  a successful DC 14 Climb check to disruptively scale the 
  impromptu temple, by channeling positive energy in 
  another deity’s name, or by casting any enchantment 
  spell of 1st-level or higher. The outrage and confusion 
  draws the guards’ attention away from the PCs’ flight.
  Street Performance: The fugitives pass a street-side band 
  that has gathered a crowd by playing Chelish anthems. 
  The PCs can crash the performance with a successful DC 
  16 Perform check, a successful DC 13 Dexterity check to 
  weave through the crowd, or by casting any illusion spell 
  of 1st-level or higher. These actions stir the audience into 
  a disorderly mass that clogs the avenue. 
  Fighting Pit: With guards blocking the main streets, 
  the escapees cut through a tavern that’s hosting a 
  boxing match in its fighting pit. The PCs can provoke a 
  brawl that spills into the streets with successful DC 16 
  Intimidate checks, melee attacks against AC 13 that deals 
  at least 6 points of nonlethal damage (multiple attackers 
  can contribute to this total), or by casting a spell of 1st-
  level or higher that deals damage to a single target (such 
  as magic missile). 
  Docks: The final stretch takes the PCs down Ostenso 
  Harbor’s docks. PCs can attempt DC 14 Swim checks to 
  throw off land-bound pursuers, DC 16 Stealth checks to 
  reach their destination unnoticed, or DC 13 Constitution 
  checks to just sprint the distance.
  Rendezvous Point: The chase ends at the end of the phase 
  when the PCs reach this point. Count how far the guards 
  are from this card at the end of the chase to determine 
  how many opponents the PCs face in the final encounter.
  B. CONFRONTATION ON THE CUSTODISCE BREAK 
  (CR VARIES)
  Many of Ostenso’s guards seek the fugitives throughout 
  the city, but the interrogator and his entourage prove more 
  adept at tracking the PCs than anticipated. Depending 
  on the PCs’ success in causing mischief on the streets, 
  the interrogator’s personal squad tries to intercept their 
  
  B. Confrontation on the Custodisce Break
  Pathfinder Flip-Mat: Red Light District
  1 square = 5 feet
  Guards’
  Start
  PCs’
  Start
  15
  FAITHLESS AND FORGOTTEN, PART 3: THE INFERNAL INHERITANCE
  
  16
  PATHFINDER SOCIETY SCENARIO
  escape at the rendezvous point. Any NPCs rescued from 
  the Nail immediately take cover until the threat passes; 
  they don’t participate in this encounter.
  SUBTIER 1–2 (CR 4)
  OSTENSO GUARDS (5) 
  CR 1/3
  LE variant foot soldiers (Pathfinder RPG GameMastery Guide 286)
  hp 8 each 
  TACTICS
  During Combat The guards accompany the interrogator, using 
  their longspears to reinforce his attacks. 
  Morale As long as the interrogator stands, the guards fight 
  to the death. If the interrogator dies, the guards continue 
  fighting but can be scared away with a successful DC 10 
  Intimidate check. 
  STATISTICS
  Feats Ruthless OpportunistISR, Toughness
  INTERROGATOR VASENTI 
  CR 2
  Human inquisitor of Dispater 3 (Pathfinder RPG Advanced 
  Player’s Guide 38)
  LE Medium humanoid (human)
  Init +3; Senses Perception +8
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
  hp 23 (3d8+6)
  Fort +4, Ref +2, Will +5
  OFFENSE
  Speed 30 ft.
  Melee mwk heavy mace +7 (1d8+4)
  Ranged light crossbow +4 (1d8+1/19–20)
  Special Attacks judgment 1/day
  Domain Spell-Like Abilities (CL 3rd; concentration +5)
  5/day—inspiring word (1 round)
  Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
  At will—detect alignment
  Inquisitor Spells Known (CL 3rd; concentration +5)
  1st (4/day)—cause fear (DC 13), divine favor, interrogationUM 
  (DC 13), wrathAPG
  0 (at will)—acid splash, bleed (DC 12), brandAPG (DC 12), daze 
  (DC 12), detect magic, read magic
  Domain Nobility
  TACTICS
  Before Combat The interrogator casts divine favor before combat. 
  During Combat Vasenti closes into melee, activating his 
  judgment and casting wrath against the closest target en 
  route. He then attacks using nonlethal damage to capitalize 
  on his Enforcer feat. He uses his spells and alchemical gear to 
  counter PCs favoring ranged combat.
  Morale The interrogator fights to the death. 
  Base Statistics Without divine favor, the interrogator’s stats 
  are as follows: Melee mwk heavy mace +6 (1d8+3); Ranged 
  light crossbow +3 (1d8/19–20)
  STATISTICS
  Str 17, Dex 12, Con 13, Int 8, Wis 14, Cha 10
  Base Atk +2; CMB +6; CMD 16
  Feats BludgeonerUC, EnforcerAPG, Ruthless OpportunistISR, Skill 
  Focus (Intimidate)
  Skills Acrobatics +2, Intimidate +10, Perception +8, Profession 
  (torturer) +8, Sense Motive +9, Survival +8
  Languages Common
  SQ monster lore +2, solo tactics, stern gaze +1, track +1
  Combat Gear potion of cure moderate wounds, potions of cure 
  light wounds (2), scroll of remove fear (CL 4th), blue whinnis, 
  caltrops, tanglefoot bag (2), thunderstone (2); Other Gear mwk 
  chain shirt, mwk light steel shield, light crossbow with 10 bolts, 
  mwk heavy mace, silver unholy symbol of Dispater, 77 gp
  SUBTIER 4–5 (CR 7)
  OSTENSO OFFICERS (2) 
  CR 3
  LE variant guard officers (Pathfinder RPG GameMastery Guide 261)
  hp 38 each 
  TACTICS
  During Combat The guards accompany the interrogator, using 
  their nets and then their guisarmes to reinforce his attacks. 
  Morale As long as the interrogator stands, the guards fight to the 
  death. If the interrogator dies, the guards fight on but can be 
  SCALING ENCOUNTER B
  The difficulty of this final encounter depends on how far 
  ahead of the guards the PCs are when the chase ends. 
  Three or more spaces ahead: The PCs completely evade 
  the guards and board the ship (anchored at the easternmost 
  dock) without opposition. Skip the final encounter.
  Two spaces ahead: The PCs ditch all but the most 
  tenacious officials. Remove two Ostenso guards from the 
  final encounter (or one Ostenso officer in Subtier 4–5). The 
  PCs have 1d3+1 rounds to prepare for battle before the 
  interrogator arrives.
  One space ahead: The PCs reach their destination 
  moments ahead of the law. The PCs have 1d3 rounds to 
  prepare for battle before the interrogator arrives.
  Same time: The interrogator is right on the PCs’ heels. 
  Begin the final encounter immediately.
  In addition, make the following adjustments to 
  accommodate a group of only four PCs, no matter how the 
  chase ended.
  Subtier 1–2: Remove one Ostenso guard from the 
  encounter. Interrogator Vasenti has no remaining daily uses 
  of his judgment class ability.
  Subtier 4–5: Replace one Ostenso officer with an Ostenso 
  guard from Subtier 1–2.
  
  Interrogator 
  Vasenti
  17
  FAITHLESS AND FORGOTTEN, PART 3: THE INFERNAL INHERITANCE
  scared away with a successful DC 16 Intimidate check. 
  STATISTICS
  Feats Combat Reflexes, Exotic Weapon Proficiency (net), 
  Ruthless OpportunistISR, Toughness, Weapon Focus 
  (guisarme), Weapon Specialization (guisarme)
  Skills Intimidate +8, Perception +3, Ride +2, Sense Motive +2
  INTERROGATOR VASENTI 
  CR 5
  Human inquisitor of Dispater 6 (Pathfinder RPG Advanced 
  Player’s Guide 38)
  LE Medium humanoid (human)
  Init +3; Senses Perception +11
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
  hp 48 (6d8+18)
  Fort +7, Ref +3, Will +7
  OFFENSE
  Speed 30 ft.
  Melee +1 heavy mace +9 (1d8+7)
  Ranged light crossbow +6 (1d8/19–20)
  Special Attacks bane (6 rounds/day), 
  judgment 2/day
  Domain Spell-Like Abilities  
  (CL 6th; concentration +8)
  5/day—inspiring word  
  (3 rounds)
  Inquisitor Spell-Like Abilities (CL 
  6th; concentration +8)
  At will—detect alignment, 
  discern lies (6 rounds/day)
  Inquisitor Spells Known (CL 6th; 
  concentration +8)
  2nd (4/day)—castigateAPG 
  (DC 14), confessAPG (DC 14), 
  howling agonyUM (DC 14), 
  weapon of aweAPG
  1st (5/day)—cause fear (DC 13), divine 
  favor, interrogationUM (DC 13), wrathAPG
  0 (at will)—acid splash, bleed (DC 12), 
  brandAPG (DC 12), daze (DC 12), detect 
  magic, read magic
  Domain Nobility
  TACTICS
  Before Combat Vasenti casts divine favor 
  and weapon of awe before combat. 
  During Combat Vasenti closes into melee, 
  using studied target and wrath against an 
  opponent en route, then attacks using 
  nonlethal damage to capitalize on 
  his Enforcer feat. He uses spells and 
  alchemical gear to counter ranged foes.
  Morale The interrogator fights to the 
  death. 
  Base Statistics Without divine favor and weapon of awe, the 
  interrogator’s stats are as follows: Melee +1 heavy mace +8 
  (1d8+4); Ranged light crossbow +5 (1d8/19–20)
  STATISTICS
  Str 17, Dex 12, Con 14, Int 8, Wis 14, Cha 10
  Base Atk +4; CMB +7; CMD 18
  Feats BludgeonerUC, Combat Reflexes, EnforcerAPG, Paired 
  OpportunistsAPG, Ruthless OpportunistISR, Skill Focus (Intimidate)
  Skills Acrobatics +5, Intimidate +15, Perception +11, Profession 
  (torturer) +11, Sense Motive +14, Survival +11
  Languages Common
  SQ monster lore +2, solo tactics, stern gaze +3, track +3
  Combat Gear potion of cure moderate wounds, scroll of 
  remove fear (CL 8th), blue whinnis, caltrops, tanglefoot bag 
  (2), thunderstone (2); Other Gear +1 chain shirt, mwk heavy 
  steel shield, +1 heavy mace, light crossbow, 10 bolts, silver 
  unholy symbol of Dispater, 77 gp
  Development: Once the PCs defeat their pursuers, 
  Tamrin Credence reunites with them and escorts 
  them to their ship out of Ostenso.
  Rewards: If the PCs neither avoid the final 
  encounter completely nor defeat the interrogator’s 
  forces, reduce each PC’s gold earned as follows. 
  Subtier 1–2: Reduce the gold earned by 203 gp. 
  Out of Subtier: Reduce the gold earned by 464 gp. 
  Subtier 4–5: Reduce the gold earned by 725 gp.
  CONCLUSION
  PCs board the Queen Gale, which sails them 
  swiftly east. On the way, Zefiro thanks 
  the PCs profusely, inquiring as to 
  the fate of his histories and how 
  they managed to learn about his 
  whereabouts. Once in Andoran, 
  the PCs reconvene with Zarta 
  Dralneen and Venture-Captain 
  Dennel 
  Hamshanks 
  for 
  debriefing. Tamrin joins the 
  discussion partway through, 
  having escaped Ostenso on 
  his own under the cover of 
  the chaos the PCs sowed. 
  He 
  proudly 
  recounts 
  the 
  Ostensons’ 
  confusion, 
  congratulating the PCs on a 
  job well done.
  Zarta Dralneen is unaware 
  of her connection to the fallen 
  House Davian. Showing her the 
  annotated history that identifies her 
  as a descendant of House Davian 
  causes Zarta to drop her lascivious 
  
  18
  PATHFINDER SOCIETY SCENARIO
  façade for a moment. She reads the document in poignant 
  awe before earnestly thanking the PCs for bringing this 
  information to light. If asked about what this means, 
  she acknowledges that her ability to claim her ancestral 
  legacy and lands is stymied so long as House Thrune is in 
  power. However, the personal significance of this news is 
  considerable, and Zarta professes needing time to sort out 
  her feelings on the matter.
  Although the Grand Lodge harbors its suspicions of 
  Ianareth Alazario, the Society can once again launch 
  expeditions in Cheliax. In recognition of the PCs’ role 
  in inaugurating this new era of Chelish exploration, any 
  PCs who completed all three parts of the Faithless and 
  Forgotten series earn the Delvehaven Star boon on their 
  Chronicle sheet. Cross this boon off the sheet of any PC 
  who does not meet this criteria.
  Treasure: Knowing that the PCs were unlikely to pick 
  up much treasure to cover their expenses, the Pathfinder 
  Society set aside several magic items that the PCs can 
  claim as a reward if they rescued Zefiro Balinger. In 
  Subtier 1–2, the PCs can receive boots of the friendly terrain 
  (Pathfinder RPG Ultimate Equipment 228), a chime of opening, 
  or a javelin of thunderbolts (acts as a javelin of lightning but 
  deals 8d6 damage and has a save DC of 17). In Subtier 4–5, 
  the PCs can also choose from eyes of keen sight (Ultimate 
  Equipment 225), gloves of swimming and climbing, or a 
  scholar’s ring (Ultimate Equipment 177). These items appear 
  on this adventure’s Chronicle sheet.
  REPORTING NOTES
  If the PCs recover Zefiro’s Chelish histories in area A9, 
  check box A on the reporting sheet. If the PCs inform 
  Zarta Dralneen of her connection to the Davian family, 
  check box B. If the PCs rescued all three of the Bellflower 
  agents, check box C.
   
   
  PRIMARY SUCCESS CONDITION
  PCs who return Zefiro to the Society alive fulfill their 
  primary mission and earn 1 Prestige Point.
  SECONDARY SUCCESS CONDITION
  The PCs fulfill their secondary success conditions by 
  maximizing their finds in the Bloody Nail and minimizing 
  Cheliax’s ability and cause to track who infiltrated the 
  facility. They accomplish this by completing at least three 
  of the following five tasks: kill none of the Bloody Nail 
  guards; recover Zefiro’s unaltered histories from area A9; 
  cause at least eight delays while fleeing Ostenso; defeat the 
  interrogator’s forces in area B in seven rounds or fewer; or 
  avoid the final combat encounter entirely. Doing so earns 
  each PC 1 additional Prestige Point.
  FACTION NOTES
  Successfully rescuing all three Bellflower agents from 
  the interrogation room impresses Tamrin Credence and 
  encourages him to continue working with the Pathfinder 
  Society. He thanks the PCs and looks forward to collaborating 
  with the Liberty’s Edge faction in the future. This earns 
  Liberty’s Edge faction PCs the Apprentice of Coming Back 
  Alive boon on their Chronicle sheets.
  Recovering the documents that expose Ianareth Alazario’s 
  connections to the Aspis Consortium causes a wicked grin 
  to break out over Zarta’s face. She thanks the PCs for their 
  continued service and promises to contact them first once 
  she convinces the Grand Lodge to punish Ianareth for her 
  treachery. Doing so earns each Dark Archive faction PC the 
  Eye for Traitors boon on her Chronicle sheet.
  
  19
  FAITHLESS AND FORGOTTEN, PART 3: THE INFERNAL INHERITANCE
  PLAYER HANDOUT #1: ASMODEIAN PRAYER
  PLAYER HANDOUT #2: OPENED LETTER
  Asmodeus even stated
  Of our wretched fate
  That he hath reevaluated
  Every spirit’s weight.
  For what would be the fairest price 
  Of souls ixpressly grown
  If I’ve an essence full of vice
  And sin in evil Abrogail’s Thrice–
  Damnéd Hall of Sacrifice to cast before his throne?
  Vasenti,
  I appreciate your desire for more information to guide your 
  interrogation of prisoners. Know that your request has not gone 
  unnoticed. Unfortunately, your superiors are limited by the reports 
  we receive from our informants.
  I will tell you this: the last three prisoners about whom you 
  requested information were apprehended using intelligence 
  provided by Paracountess Zarta Dralneen in Absalom. Following a 
  recent political misunderstanding, the paracountess’s reports have 
  grown increasingly vague, lacking their past detail and proving to be 
  nearly useless. Those above my station assure me that this change 
  is being investigated, but I have seen this pattern before. To me, 
  Zarta’s contributions are purposefully misleading, as though she 
  were attempting to shield her own informants—or worse, actively 
  sabotage House Thrune’s rule. There is also the possibility that as 
  she works more closely with the Pathfinder Society, her loyalties 
  there grow stronger than those to her homeland. Until I can 
  convince my superiors of her true motivations, work with what we 
  have. I have moved our latest shipment of documents to the vault 
  for further processing.
  Good fortune with your continued service to the glory of Cheliax 
  and the noble House of Thrune,
  Inspector Lusarious Deckland
  
  20
  PATHFINDER SOCIETY SCENARIO
  PLAYER HANDOUT #3: INTERROGATION REPORT
  PLAYER HANDOUT #4: INTERROGATION REPORT
  PLAYER HANDOUT #5: GENEALOGICAL RECORDS
  Inmate: P66742—Niara Cremden 
  Identification: Female human
  Occupation: Maintenance at Aspis headquarters
  Plaintiff: Ianareth Alazario
  Charge: Unlawful communication of inside trade information discussed between the 
  plaintiff and the inmate’s employer
  Information: Successful interrogation—inmate admitted having overheard the plaintiff state 
  that Aspis agent Kitio Aspenthi would be performing covert operations in Aspenthar for 
  the foreseeable future at the organization’s behest. Inmate acknowledged being in violation 
  of her employment contract by sharing this information with parties other than registered 
  Aspis agents and collaborative contractors (i.e. the plaintiff).
  Inmate: P66759—Raleri Zetryl 
  Identification: Female human
  Occupation: Ship laborer (suspected Pathfinder agent)
  Plaintiff: Ianareth Alazario
  Charge: Willful disruption of a lawful exchange organized by the plaintiff between her 
  affiliated organization (i.e. Aspis Consortium) and a contracted third party (i.e. Order of 
  the Rack)
  Information: Unsuccessful interrogation—inmate expired before confession could be 
  obtained. Original exchange between the interested parties (i.e. transfer of one Bell of 
  Obedience from the Aspis Consortium to the Order of the Rack) resolved normally. 
  Last documented Davian figurehead: Lannavia Davian, Duchess of the southern Hellcoast 
  and matriarch of her House
  Lineage: One male heir, Hekerius Davian
  Following the Battle of a Hundred Kings in 4639 AR. House Davian suffered almost 
  complete annihilation at the hands of their empowered rivals, House Thrune. Davian 
  properties were seized and redistributed among Thrune loyalists, family histories were 
  destroyed in Clarity Pyres, and all potential heirs to Davian lands were executed.
  Historian’s Note: Evidence suggests that Hekerius Davian was adopted into House Dralneen, 
  a minor noble house loyal to Thrune, in the event that hereditary claim to the southern 
  Hellcoast were ever disputed. If my sources are accurate, the late Hekerius Dralneen and 
  Hekerius Davian are one and the same, meaning that Hekerius’s only legitimate child—
  Paracountess Zarta Dralneen—is the last remaining heir to the Davian title and estate.
  
  21
  FAITHLESS AND FORGOTTEN, PART 3: THE INFERNAL INHERITANCE
  APPENDIX: STAT BLOCKS
  The following stat blocks appear in this adventure.
  FOOT SOLDIER 
  CR 1/3
  Human warrior 1
  N Medium humanoid
  Init +1; Senses Perception +0
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 8 (1d10+3)
  Fort +2, Ref +1, Will +0
  OFFENSE
  Speed 20 ft.
  Melee longspear +3 (1d8+3/×3) or 
  greatsword +3 (2d6+3/19–20) or 
  dagger +3 (1d4+2/19–20)
  Ranged javelin +2 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  STATISTICS
  Str 15, Dex 12, Con 11, Int 8, Wis 10, Cha 9
  Base Atk +1; CMB +3; CMD 14
  Feats Step Up, Toughness
  Skills Craft (weapons) +3, Profession (soldier) +4, Survival +1
  Languages Common
  Combat Gear potion of cure light wounds; Other Gear 
  chainmail, greatsword, dagger, javelin, longspear, 2 gp
  GUARD OFFICER 
  CR 3
  Human fighter 4
  LN Medium humanoid
  Init +1; Senses Perception +3
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
  hp 34 (4d10+12)
  Fort +6, Ref +2, Will +1; +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee mwk guisarme +9 (2d4+5/×3) or 
  sap +7 (1d6+3 nonlethal)
  Ranged net +5 ranged touch (entangle) 
  or javelin +5 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  STATISTICS
  Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 12
  Base Atk +4; CMB +7; CMD 18
  Feats Combat Reflexes, Dazzling Display, Exotic Weapon 
  Proficiency (net), Skill Focus (Intimidate), Weapon Focus 
  (guisarme), Weapon Specialization (guisarme)
  Skills Intimidate +11, Perception +3, Ride +2, Sense Motive +2
  Languages Common
  SQ armor training 1
  Combat Gear potion of cure light wounds; Other Gear full 
  plate, masterwork guisarme, javelin, nets (2), sap
  
  PATHFINDER SOCIETY SCENARIO
  22
  
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #7-18: 
  Faithless and Forgotten, Part 3:
  The Infernal Inheritance
  OPEN GAME LICENSE Version 1.0a
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  grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, 
  and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
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  with any Trademark or Registered Trademark in conjunction with a work 
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  constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
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  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable.
  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 #7–18: Faithless and Forgotten, Part 3: The 
  Infernal Inheritance © 2016, Paizo Inc.; Author: Christopher Wasko.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  1–2
  4–5
  —
  254
  925
  —
  590
  508
  1,850
  —
  1,179
  Out of
  Subtier
  Pathfinder Society Scenario #7-18: 
  Faithless and Forgotten, Part 3:
  The Infernal Inheritance
  Apprentice of Coming Back Alive (Liberty’s Edge faction): The best way to survive a mission is to avoid 
  trouble in the first place, and the halfling Tamrin Credance has taught you a few tricks for evading 
  enemies. You can cross this boon off your Chronicle sheet before attempting a Bluff or Disguise check, 
  or any check attempted during a chase. You gain a +4 competence bonus on the check.
  ▫ Delvehaven Star: You were an integral part of the Pathfinder Society’s first sanctioned expeditions 
  in Cheliax in many years. In recognition of your role in this important milestone, the Society has 
  imprinted your wayfinder with the Delvehaven Star—named in honor of a famous Chelish Pathfinder 
  lodge. You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, 
  and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the 
  box that precedes this boon when spending Prestige Points for spellcasting services to reduce the cost 
  by 2 (minimum 0).
  Eye for Traitors (Dark Archive faction): You gain a permanent +1 bonus on Sense Motive checks to tell 
  if someone is lying and on Will saves against illusions. You can cross this boon off your Chronicle sheet 
  in order to re-roll a failed saving throw against an illusion effect and take the second result.
  Core Campaign
  All Subtiers
  Subtier 4–5
  blue whinnis poison (120 gp; limit 2)
  boots of the friendly terrain (2,400 gp; Pathfinder 
  RPG Ultimate Equipment 228)
  chime of opening (3,000 gp)
  circlet of persuasion, lesser (2,000 gp; acts as a 
  circlet of persuasion but only grants a +2 bonus 
  on related skill checks, and a PC can upgrade this 
  to a standard circlet of persuasion by spending an 
  additional 2,500 gp)
  elixir of hiding (250 gp)
  elixir of love (150 gp)
  javelin of thunderbolts (3,000 gp; acts as a javelin of 
  lightning but deals 8d6 electricity damage [DC 17 
  for half])
  oil of taggit (90 gp, limit 2)
  scroll of remove fear (CL 4th; 100 gp, limit 1)
  eyes of keen sight (6,000 gp; Ultimate  
  Equipment 225)
  gloves of swimming and climbing (5,250 gp)
  scholar’s ring (8,700 gp; Ultimate Equipment 177)
  scroll of remove fear (CL 8th; 200 gp, limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 07/S07-18 - Faithless and Forgotten, Part 3 - The Infernal Inheritance (1-5).pdf