TEXT: By Alex Riggs
  FORGED IN FLAME, PART 1:
  THE CINDERSWORN PACT
  PATHFINDER SOCIETY SCENARIO #8-09 
  TIER 5–9
  
  Pathfinder Society Scenario #8-09: Forged 
  in Flame, Part I: The Cindersworn Pact is a 
  Pathfinder Society Scenario designed for 1st- 
  through 5th-level characters (Tier 5–9; Subtiers 
  5–6 and 8–9). 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
  Authors • Alex Riggs
  Development Lead • John Compton
  Cover Artist • Tyler Walpole
  Interior Artists • Giorgio Baroni, Nicolas Cloister,  
  and Tyler Walpole
  Cartographer • Sean Macdonald and Corey Macourek
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Senior Developer • Rob McCreary
  Pathfinder Society Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, 
  Amanda Hamon Kunz, Mark Moreland, 
  Owen K.C. Stephens, and Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Jason Keeley, Lyz Liddell, Joe Pasini, and 
  Josh Vogt
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, 
  and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Project Manager • Jessica Price
  Organized Play Coordinator • Tonya Woldridge
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
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  Sales Associate • Cosmo Eisele
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  Lissa Guillet, Don Hayes, and Erik Keith
  Paizo Inc.
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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 Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Pathfinder Society Scenario #8–09: Forged in Flame, Part 1: The Cindersworn Pact © 2016, Paizo Inc. All Rights 
  Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are 
  registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure 
  Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, 
  Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, 
  Pathfinder Roleplaying Game, and Pathfinder Tales.
  GM ResouRces
  This adventure makes use of Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide 
  (APG), Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2 (B2), Pathfinder RPG Bestiary 3 (B3), and 
  Pathfinder RPG Bestiary 4 (B4). This adventure assumes the GM has access to these sourcebooks, 
  though the relevant Bestiary entries (including the one from the adventure module) have been 
  reprinted at the back of the scenario for easy reference. The rules for these resources are available 
  online for free at paizo.com/prd.
  Table of Contents
  The Cindersworn Pact               3
  Player Handouts                   24
  Appendix: Stat Blocks              27
  Maps                                 32
  Chronicle Sheet                    34
  
  Katheer •
  Qadira
  3
  to command respect in the City of Brass without a small 
  mercantile empire. What’s more, she has several potentially 
  embarrassing situations in Zjarra that she needs to conclude 
  before she can endure the scrutiny of a return to the public 
  highlife. Thus, the first half of her arrangement with the 
  Pathfinder Society is for them to provide her with several 
  agents to assist her. Following extensive negotiations, the 
  Society agreed to provide assistance with up to four tasks 
  in Zjarra, as well as further assistance once Qalkami actually 
  returns to the City of Brass—all in exchange for information 
  about Fossiblight and where it now lies.
  SUMMARY
  The PCs travel to the city of Zjarra on the Elemental Plane 
  of Fire and briefly meet with a liaison at the Keleshite 
  embassy before departing to meet with the efreeti 
  A
  ges ago, each of the four Elemental Planes was the 
  domain of two competing elemental lords, one 
  benevolent and one tyrannical. The tyrants colluded 
  to destroy their good-aligned counterparts, but managed only 
  to seal them away in nigh-unbreakable prisons that took the 
  form of glittering gems. The Pathfinder Society recently found 
  one of these, known as the Untouchable Opal, which contains the 
  elemental lord of air Ranginori. Society scholars believe that 
  they could crack open the gem and free the demigod within, 
  provided the proper tools and expertise, so they have reached 
  out to what contacts they can to divine the best procedure.
  The Padishah Empire of Kelesh maintains centuries-
  old mercantile connections to Zjarra, a relatively safe city 
  on the Plane of Fire, and through Kelesh, several of the 
  Society’s venture-captains have secured an introduction to 
  one of Zjarra’s foremost fixers and information brokers: the 
  efreeti Qalkami Mishalq. She claims to know of a powerful 
  weapon that could fracture the Untouchable Opal. Qalkami’s 
  reputation for results—if not necessarily mercy—suggests 
  that what she claims is almost certainly true.
  Qalkami is the descendant of a noble house that 
  collaborated with two other families to deliver humiliating 
  defeats to the shaitan genies during a period of violence 
  between the Peerless Empire and the efreeti sultanate. 
  During the conflict, the shaitans created and lost a potent 
  weapon known as Fossilblight, which Qalkami’s family hid 
  in an undisclosed location. Since then, her family has fallen 
  out of favor in the City of Brass, and Qalkami has spent 
  many years in self-imposed exile to avoid retaliation from 
  stronger rivals. However, the current political and social 
  turmoil surrounding the recent rise of the new grand sultana 
  presents an opening for Qalkami to return to the City of 
  Brass and resume her place there. The secret of Fossilblight’s 
  resting place has been passed through her family, and she is 
  prepared to trade it to the Pathfinder Society so long as they 
  aid in her political aspirations.
  Qalkami can’t simply stroll into the City of Brass and pick 
  up where she left off, however. She needs recent victories 
  to provide political momentum, as well as a lucrative trade 
  arrangement under her belt, since it’s all but impossible 
  FORGED IN FLAME, PART 1:
  THE CINDERSWORN PACT
  By Alex Riggs
  The Cindersworn Pact begins in the city of Katheer, in 
  Qadira, but the majority of the adventure occurs in the 
  planar trading city of Zjarra, on the Elemental Plane of Fire. 
  Although not quite as grand as the fabled City of Brass, 
  Zjarra is notably friendlier to outsiders, and hosts embassies 
  and enclaves from a variety of worlds. For more information 
  on Zjarra, and the Elemental Plane of Fire in general, see 
  Pathfinder Campaign Setting: Planes of Power.
  Where on Golarion?
  
  Venture-Captain
  Esmayl ibn Qaradi
  PATHFINDER SOCIETY SCENARIO
  4
  information dealer, Qalkami, who sets them to work on 
  a variety of tasks in order to bolster her power base and 
  facilitate her return to the City of Brass. This involves 
  getting rid of a troublesome inevitable hunting one of her 
  agents, recovering a family heirloom from an ally who is 
  no longer politically expedient, and brokering a trade deal 
  with a water naga merchant. Finally, she directs the PCs to 
  humiliate one of her rivals, another powerful efreeti, during 
  a major gala. At each turn, PCs who are so inclined 
  can use their connections at the Keleshite embassy 
  or operate on their own initiative to undermine 
  Qalkami’s efforts while still technically doing as she 
  asks. Once all the tasks are complete, the PCs must 
  account for any treachery they performed or else risk 
  Qalkami’s displeasure.
  GETTING STARTED
  The adventure begins as the PCs enter 
  the Pathfinder lodge maintained by 
  Venture-Captain Esmayl ibn Qaradi 
  in the Qadiran capital of Katheer. 
  The lodge is a high-ceilinged 
  estate with elegant arches and 
  colorful tile mosaics, and a 
  young man brings cool 
  tea to drink and water for 
  washing away dust before 
  sending word of guests to the 
  venture-captain. Read or paraphrase 
  the text below. As desired, intersperse 
  the arrival of refreshments to reflect 
  Esmayl’s commitment to being a gracious host.
  As the door opens to Venture-Captain Esmayl ibn Qaradi’s office, 
  he sits behind an imposing desk and concludes an elegantly 
  penned letter with a flourish of calligraphy. He smiles, stands, 
  and spreads his arms in welcome. “Welcome, my guests and 
  colleagues. Let my family’s hospitality be your pleasure in this 
  time we have together.” He fans the wet ink on the letter before 
  setting it aside and taking a seat.
  “To an outsider, it may seem that gold drives Keleshite society, 
  but in truth it is a complex network of favors and patronage—who 
  you know and how you have helped them are key. The Society is 
  in a position to pay a very dear favor to a powerful and righteous 
  demigod, yet our leaders require extraplanar expertise in order 
  to perform said favor. Through my family, we have found such 
  an expert who lives on the Plane of Fire. Her name is Qalkami 
  Mishalq, an efreeti information broker in exile who also prefers 
  favors to gold. The fire genies are notoriously shrewd negotiators, 
  yet I believe the Society has secured a fair deal: four tasks of her 
  choosing, and additional support thereafter to help her reestablish 
  herself in the City of Brass.
  “The Society and I ask that you fulfill these favors and earn 
  Qalkami’s assistance. Kelesh maintains a significant embassy in 
  Zjarra, the trade city Qalkami currently inhabits. With my family’s 
  connections, I have secured you passage to the embassy and the 
  assistance of a liaison to help you get settled. From there, meet 
  with Qalkami and do what you can to fulfill her requests. Please 
  report to the palace first thing tomorrow so that you do not miss 
  the 
  departure.”
  The PCs likely have questions, and 
  Esmayl can answer some of their most 
  likely questions below.
  Aren’t efreet evil? Will Qalkami ask 
  us to do cruel things? The venture-
  captain nods in understanding. “This 
  might involve some dirty work. The 
  contract prohibits impossible tasks, yet 
  it doesn’t account for ethical concerns.” 
  He takes a polite sip of date wine 
  before adding with a smile, “Though 
  I’d note that just as efreet often twist 
  wishes, you are free to interpret 
  her instructions to fulfill the 
  letter of her request, if not 
  always the grisly spirit. Just 
  be careful not to warp her 
  demands so obviously or 
  blatantly that you invalidate 
  the 
  Society’s 
  deal. 
  The 
  isle of Jalmeray sometimes 
  challenges its greatest minds to 
  outwit an efreeti, and Pathfinders are 
  among the greatest thinkers. You be the judge based on the 
  opportunities that arise.”
  What should we know of Qalkami? “What I know is 
  secondhand; you’d be better served learning what you can 
  in Zjarra. That said, Qalkami’s extended family fell from the 
  City of Brass’s good graces several decades ago or more. She’s 
  kept her head low to avoid her enemies, most of which seem 
  content to let her live in relative obscurity. This means she’s 
  not bargaining from a position of insurmountable strength, 
  but she’s hardly negotiating from a point of weakness. She 
  could no doubt find other assistants beyond the Pathfinder 
  Society, so don’t assume you’re holding all the cards.”
  Will we burn on the Plane of Fire? “The Plane of Fire is 
  hot, as should come as no surprise. Zjarra has a protective 
  dome that makes it merely warm, making it a rare place 
  for fiery creatures to interact peaceably with combustible 
  foreigners. Step outside the dome only at your peril.”
  How do we get to and from Zjarra? “Travel from Katheer 
  to Zjarra occurs fairly regularly. There is a special dais in the 
  palace linked to an identical one in the embassy in Zjarra, 
  allowing their spellcasters to arrive exactly on target. Part of 
  our arrangement with Kelesh includes your return passage.”
  
  5
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  Once he is sure the PCs understand their assignment, 
  the venture-captain concludes the meeting, shows the PCs 
  to their quarters, and later shares dinner with them. He 
  imparts a final reminder to be sure not to be late, as the 
  envoys won’t wait for them.
  Faction Notes: After the PCs have met with the venture-
  captain, members of the Exchange faction receive letters 
  from the faction leader Aaqir al’Hakam (see Player 
  Handout  #1) and from a high-ranking partner Guaril 
  Karela (see Player Handout #2). Give these handouts to 
  members of the Exchange faction only. Both leaders are 
  excited to expand the Exchange’s operations into Zjarra 
  and beyond, yet they vary considerably in what they think 
  the proper tactic is. The former aims to establish the 
  faction as an upstanding company that uses its resources 
  and skill to carve out a generous piece of the market. The 
  latter is enamored with the prospect of establishing an 
  organized crime presence by extorting money, creating 
  a protection racket, and recruiting local ne’er-do-wells. 
  Keep in mind that Guaril Karela communicates in 
  innuendo and figures of speech that some players might 
  find difficult to parse, so be prepared to help players get 
  the basic idea if necessary.
  Knowledge (local or planes)
  Based on the result of a Knowledge (local) check, the 
  PCs might know about Zjarra. Each PC learns all of the 
  information with a DC less than or equal to the result of her 
  check. If a PC uses Knowledge (planes), treat the DCs as 5 
  higher. The venture-captain can also answer questions about 
  Zjarra as though he had succeeded at a DC 25 Knowledge 
  (local) check.
  20+: Quite possibly the second largest city on the 
  Elemental Plane of Fire, Zjarra is devoted almost entirely 
  to trade, and it is one of the most popular destinations 
  for extraplanar merchants traveling to the plane. In order 
  to accommodate these travelers, the city boasts a massive, 
  crystalline dome that protects the inhabitants from the 
  plane’s broiling temperatures.
  25+: Designed to accommodate travelers from all kinds 
  of locations, Zjarra has embassies representing a number of 
  different planes and worlds, many of which host creatures 
  even stranger and more alien than the Plane of Fire’s own 
  inhabitants. The city features a diverse array of climates and 
  conditions to support these unusual guests.
  30+: Creatures from the lawful plane of Axis founded 
  Zjarra, and even though the original axiomites left long 
  ago, many of their inevitables still frequent the city, keeping 
  the peace.
  Knowledge (planes)
  Based on the result of a Knowledge (planes) check, the PCs 
  might know about the Plane of Fire and its inhabitants. Each 
  PC knows all of the information with a DC less than or equal 
  to the result of her check.
  10+: Almost everything on the Plane of Fire is made of 
  fire, lava, or something else that burns. Outside of rare safe 
  spots where powerful magic keeps the plane’s flames at bay, 
  it is extremely dangerous.
  15+: The main inhabitants of the Plane of Fire are azers, 
  efreet, fire elementals, magmins, mephits, and salamanders. 
  The City of Brass, a magnificent hub of interplanar trade 
  and the capital of an efreeti empire, is the plane’s largest 
  city by far.
  20+: Efreet are among the most powerful of the plane’s 
  inhabitants, and they consider themselves the plane’s rulers. 
  Most efreet are cruel and callous, and the City of Brass is 
  renowned for its extensive slave markets.
  25+: Most efreet pride themselves on their cleverness, and 
  many are shrewd negotiators. Efreet are often summoned 
  by mortal spellcasters hoping to coerce them into granting 
  wishes, but most efreet are able to grant the letter of a wish 
  while subverting its spirit, causing it to backfire on the wisher.
  TRAVELING TO ZJARRA 
  The next morning, Keleshite officials are waiting for the 
  PCs at the satrap’s palace. Upon confirming who they are 
  and why they’re there, two lavishly dressed officials escort 
  the PCs to a dedicated transportation room that features a 
  large stone dais engraved with intricate runes. Here, several 
  important Keleshite merchants and ambassadors prepare to 
  depart. The entire group is transported via plane shift to a 
  nearly identical chamber in the Keleshite embassy in Zjarra, 
  delivered to their exact destination by a unique magical 
  effect linking the two stone platforms and allowing them to 
  bypass the usual margin of error.
  Waiting to greet them is their embassy liaison, Yasmine 
  Zamara (LG female human aristocrat 2/investigator 4). 
  Dressed in blue silks and bearing an air of confidence, 
  The Cindersworn Pact begins with a series of meetings that 
  establish the society’s interest in helping an efreeti on the 
  Plane of Fire, introduce the PCs to a local contact (Yasmine 
  Zamara), and provide them an important introduction to 
  their client Qalkami. These also provide the PCs a gradual 
  introduction to the Plane of Fire and Zjarra, which can help 
  convey that many of their assumptions from the Material 
  Plane don’t apply in the same way.
  Even so, it can make for a lengthy start to the 
  adventure, so pace your group so that you have enough 
  time to complete later encounters. Just be sure that the 
  players have a fair chance to learn key information should 
  you need to abridge a scene.
  An Extended Introduction
  
  PATHFINDER SOCIETY SCENARIO
  6
  Yasmine introduces herself, welcomes the PCs to Zjarra, 
  and shows them the accommodations they may use for the 
  duration of their stay. Like many of her colleagues, Yasmine 
  grew up in Zjarra at her family’s behest, and she blends both 
  Keleshite sensibilities with a cosmopolitan understanding of 
  extradimensional travel, trade, languages, and manners. She 
  cautions the PCs that on Zjarra, many creatures they might 
  consider “monsters” back home are, in fact, law-abiding 
  citizens, not to be murdered on the street (although she is 
  quick to add that they are entitled to defend themselves, if 
  attacked). Once Yasmine is satisfied that the PCs aren’t going 
  to cause a major scandal on the streets of Zjarra—or that, if 
  they are, there’s nothing she can say to dissuade them—she 
  is happy to answer their questions, and provide directions 
  to Qalkami’s home at Cinderstone Manor. She can arrange 
  for staff at the embassy to procure items for the party, if 
  requested, though she requires that the PCs pay for these 
  items up front. When the PCs are finally ready to depart, she 
  gives them one final bit of advice:
  “I understand that you have been tasked with serving Qalkami 
  in order to gain information for the Pathfinders. From what I’m 
  told, it’s a worthy endeavor. But you should take care not to 
  underestimate Qalkami: she is cunning, clever, and ruthless, even 
  for an efreeti. I’m fairly well versed on the political realities here in 
  Zjarra, and I have a few connections. If you have doubts about any 
  of the tasks that she sets for you, I’m always happy to provide any 
  insight I may have, especially if it means avoiding criminal activity 
  or minimizing chaos.”
  Outside the embassy building is a bright and bustling 
  city. Far above stretches an enormous crystalline dome, 
  and beyond it a sky of swirling red and orange inferno. The 
  air is hot and thick, reminiscent of a humid jungle. The 
  lush jungle plants that seem to fill every inch of space not 
  occupied by roads or buildings only reinforces the notion.
  Zjarra’s population is primarily a mix of azers, efreet, 
  mephits, and salamanders, but it is home to members 
  of hundreds of different races from across nearly every 
  plane. As the PCs travel through Zjarra, they catch sight 
  of all manner of strange creatures going about their daily 
  lives. There is certainly some tension when the occasional 
  angel rubs shoulders with a devil, but any hostility goes 
  no further than a scowl, a sneer, or an unearthly growl. In 
  many ways reflecting the strong ties to the Padishah Empire, 
  Zjarra’s streets as often echo with Kelish phrases as they do 
  Common words.
  Cinderstone Manor
  With Yasmine’s directions, the PCs have little difficulty 
  finding Qalkami’s home, a domineering, gothic-style edifice 
  of scorched adobe that towers three exaggerated stories 
  in height and is topped by several spiked spires. A stone 
  path crosses a yard of smoldering coals and leads to an 
  ornate brass door with a knocker in the shape of a snarling 
  hellhound, the ring cast to resemble flames pouring from 
  its mouth. An azer servant answers the door, and upon 
  confirming the PCs’ business, invites them inside to a lavish 
  sitting room outfitted with large chairs upholstered in 
  ruddy, heat-resistant leather.
  Before departing the Keleshite embassy, the party’s liaison 
  there, Yasmine Zamara, warns them that Qalkami may set 
  them to some unethical tasks, and invites them to discuss 
  any situations about which they are unsure. Yasmine’s 
  primary role in this adventure is to help facilitate the PCs’ 
  attempts to undermine Qalkami’s requests as they work 
  for her, pointing out ways in which they might do so. The 
  following outlines the advice she provides if approached 
  about each of Qalkami’s tasks.
  Eliminating the Inevitable: Yasmine is familiar with 
  Carlin, whose trial over the death of Grunyar Cragfell was 
  rather public. She states that the trial is widely regarded as 
  a disgrace, as Carlin was found innocent on a technicality. 
  She advises the PCs that Carlin can probably provide 
  them with enough details to allow them to convince his 
  pursuer to leave him alone, if they want to avoid killing 
  the inevitable, but she adds that if the PCs can get Carlin 
  to reveal incriminating information, she can involve local 
  law enforcement and ensure he faces justice, reminding 
  the PCs that they are only obligated to protect him from 
  the inevitable that is after him, not other threats.
  Recovering Vassago the Imp: Yasmine is acquainted 
  with Malini, the mephit from whom the PCs are to steal the 
  imp Vassago, and she is a little surprised to hear that Malini 
  had a pact with someone like Qalkami. She cautions the 
  PCs that there must be more to this than Qalkami is telling 
  them, and urges them to speak with Malini about it.
  Negotiating with the Naga: Yasmine asks to see the 
  contract Qalkami gave them, and reads it over with them. 
  Allow the group a new Linguistics or Profession (barrister) 
  check to identify the opportunistic proviso, with a +5 
  bonus from Yasmine. Alternatively, Yasmine can attempt 
  the check with a +14 bonus. If the check is a success, 
  Yasmine points out the key clause the PCs could remove 
  to quietly sabotage Qalkami’s advantage.
  Crashing Basira’s Party: Yasmine frowns. “Well, this 
  sort of thing is normal in efreeti politics, and Basira is not 
  an especially upstanding individual. On the other hand, 
  he is a close trade partner with our embassy, and I would 
  consider it a personal favor if you found a way to avoid 
  fulfilling this task. Perhaps if you speak with Basira, you 
  can work out some kind of arrangement?”
  Yasmine’s Advice
  
  Qalkami Mishalq
  7
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  After making the PCs wait just long enough to remind 
  them who’s in charge, Qalkami Mishalq strides into the 
  room. She is an imposing figure with the strength of a fire 
  giant, the dangerous elegance of an erinyes, and a fiery scar 
  that runs down one side of her face. She invites the PCs to 
  retrieve whatever refreshments they please from a nearby 
  liquor cabinet before engaging in polite small talk meant 
  to both flatter her guests and convey the 
  considerable amount she already knows 
  about them. This is her way of showing no 
  secret is safe from her, confidence that 
  PCs can discern with a successful DC 15 
  Sense Motive check.
  Qalkami is fairly candid about her 
  need for help, sharing that she normally isn’t 
  one to waste favors so quickly, yet that with 
  the rise of a new Sultana in the City of Brass, 
  there are certain opportunities 
  awaiting 
  her 
  that 
  simply 
  cannot wait. She is equally 
  candid that Zjarra provides 
  her no shortage of possible 
  agents, and contracting the 
  Pathfinder Society is merely 
  a convenient means to get 
  certain jobs done. Those 
  PCs who succeed at a DC 31 
  Sense Motive check can 
  also assess that Qalkami’s 
  hiding 
  some 
  reservations 
  about 
  hiring local help, likely because the 
  aforementioned jobs are sensitive matters.
  Once the small talk has concluded, Qalkami introduces 
  the first three of her four favors, noting that the last one can 
  wait for later (the fourth occurs at the end of the adventure; 
  the further support she has requested is the basis for this 
  adventure’s sequel, Cleansed With Fire). Read or paraphrase 
  the following, but afterward provide the PCs with the Player 
  Handout #3 on page 26, which summarizes her tasks.
  The efreeti begins ticking off tasks on her fingers. “First, one of 
  my agents, Carlin Nestor, has attracted the attention of a broken 
  inevitable, Tavar. Apparently, it’s trying to bring him to justice for 
  a crime for which he was already tried and acquitted. I might 
  find that amusing if it weren’t so annoying. Carlin is a valuable 
  resource, and I can’t make use of him as long as he has this tin 
  can constantly stirring up trouble. Carlin is currently lying low in 
  a safehouse I maintain nearby. I’m sure he’ll be happy to provide 
  you with the details.”
  “Second, there is a family heirloom that you should recover. 
  Some time ago, in exchange for a variety of services, I loaned my 
  grandmother’s familiar, an imp named Vassago, to a local mephit 
  named Malini, who runs the Eye of Flame Magic Shop here in 
  town. The loan has since expired, but the imp has not been 
  returned. I could involve the authorities, but a public spectacle 
  highlighting my previous affiliation with a mephit, of all things, 
  would not help my political ambitions. I’d like you to reclaim 
  Vassago, as well as the contract that commands his service, and 
  return them to me—without attracting too much attention.”
  Qalkami produces a rolled-up vellum 
  parchment. “The third task should be 
  a very simple one. I have expended 
  considerable energy negotiating a 
  deal with a water naga merchant 
  named Soheila here in Zjarra, and 
  she represents a larger conglomerate 
  from the Plane of Water. Soheila has 
  already agreed to the terms, but she 
  has provided excuse after excuse to 
  avoid finalizing the agreement. She 
  clearly doesn’t understand what 
  a good deal she’s getting, and 
  may need some encouragement 
  to sign. I want you to visit her at 
  her home and ensure the contract 
  gets signed.”
  In Subtier 8–9, Qalkami also 
  notes that Soheila often keeps 
  her home flooded, and provides 
  each PC with a potion of water 
  breathing. At this point, the PCs likely 
  have some questions for Qalkami. She 
  wants to see the PCs succeed for her 
  own sake, yet she also downplays most risks they’ll face—
  both physical threats and legal ramifications.
  You want us to kill an inevitable/law enforcement official? 
  Qalkami rolls her eyes and gives a little sigh. “Mortals and 
  their concerns about ethics and morality! If you’re worried 
  about killing this thing, don’t be; it’s a mechanical construct, 
  not even really alive. From what I understand of the situation, 
  its legal authority here is questionable at best. But if you 
  really don’t want to do things the easy way, I suppose I don’t 
  really care whether the thing persists or perishes, as long as 
  its stays out of Carlin’s affairs—and mine. Perhaps Carlin 
  has some ideas for how to deal with it without killing it.”
  How are we supposed to get the familiar from Malini? 
  “Well, that’s your job to figure out, now isn’t it, my dears? 
  I recommend stealth, personally, but I suppose violence is 
  fine, as long as you keep it quiet. I doubt she’ll part with 
  the creature willingly: apparently she’s taken something of 
  a shine to him.” She chuckles derisively before exclaiming, 
  “Mephits! Honestly…”
  What if Soheila doesn’t want to sign the contract? “Then 
  you do whatever you need to do to make her want to sign 
  it, of course. Flatter her and appeal to her vanity, or offer 
  
  PATHFINDER SOCIETY SCENARIO
  8
  Players who completed Pathfinder Society Scenario #6–17: 
  Fires of Karamoss may have received the Outstanding 
  Bounty boon, which provides them a very valuable 
  document they can redeem on the Plane of Fire. Many 
  NPCs can also see the value of the document, and a PC can 
  cross out the boon in order to do any one of the following.
  •  Carlin Nestor accepts the bounty in lieu of naga tears as 
  his incentive to work for the Exchange faction.
  •  Showing the bounty information to Tavar grants a 
  +4 bonus on all checks to resolve the encounter with the 
  inevitable peacefully. This does not expend the boon.
  •  By succeeding at a DC 20 Diplomacy check, a PC can 
  trade the bounty to Vassago the imp in exchange for 
  his agreement to return to Qalkami willingly.
  •  By succeeding at a DC 20 Diplomacy check, a PC can 
  persuade Soheila to accept the bounty as a way to 
  “sweeten the deal,” convincing her to sign the contract.
  Bounty Collection
  her your services to sweeten the deal. Zjarran authorities 
  typically don’t approve of magical compulsion, but assuming 
  nobody were the wiser, nobody would think it a crime. The 
  important thing is that you come back with a signature.”
  Development: Once the PCs have asked all their 
  questions, Qalkami invites them to finish their drinks, and 
  excuses herself to handle other important business. The PCs 
  can complete these tasks in any order. If they pursue Carlin, 
  see page 8. If they seek the mephit Malini, see page 11. If they 
  visit the naga Soheila, see page 16.
  If the PCs take the time to look at the contract Soheila 
  must sign, allow them to attempt a DC 22 Linguistics or 
  Profession (barrister) check (DC 25 for Subtier 8–9) or a 
  DC 18 Intelligence or Wisdom check (DC 19 in Subtier 8–9). 
  If successful, that PC identifies a proviso that prohibits the 
  naga from selling water to anyone else on the Plane of Fire, 
  with massive fines (paid to Qalkami) for each violation. PCs 
  interested in subverting this task can remove the loophole 
  from the contract by simply crossing out the clause and 
  having Soheila initial the change.
  QALKAMI’S SAFEHOUSE
  Qalkami maintains several secure hidey-holes and drop 
  points for her agents’ and clients’ use. Her agent Carlin 
  Nestor has taken refuge in a lead-lined annex cobbled onto 
  the back of a glass-shaping workshop owned by an eccentric 
  magmin named Kelzimak. The impish elemental flares with 
  suspicious curiosity when the PCs begin looking for the 
  safehouse, heckling them in Ignan or broken Common to 
  buy one or more pieces of curving glassware tinted by eclectic 
  combinations of chemical agents. Once the PCs make clear 
  that they’re looking for Carlin or the safehouse, Kelzimak 
  scowls, points to the back of the shop, and exclaims, “Then I 
  never saw you! I asked no questions!”
  The safehouse is a cramped space designed to keep a 
  creature safe, not comfortable. Its corroded iron door is 
  locked (hp 30, hardness 10, Disable Device DC 25, Strength 
  DC 20), and the PCs can either force it open or shout to 
  convince Carlin to open it voluntarily with a successful 
  DC 20 Bluff or Diplomacy check. Carlin Nestor (NE male 
  tiefling rogue 4/fighter 2) is dressed in fine but crumpled 
  clothes that complement his light green skin, and his usually 
  well-trimmed beard is becoming scraggly from several days 
  without maintenance. The tiefling prides himself on being 
  an upstanding confidence man, smuggler, and all-purpose 
  get-things-done professional, rarely accepting jobs that 
  require “wetwork” (i.e. murder). He’s pleasantly surprised to 
  learn that Qalkami’s sent him help, and he quickly adopts a 
  friendly banter in explaining his version of events.
  “Among other things I do, I arrange sale of certain ingestibles—
  alchemicals, potions, or stronger—to a whole load of different 
  places. Everything I deal in is strictly legal here in Zjarra, and I 
  don’t bother concerning myself with where they get taken after 
  a sale, see? One day, outta nowhere, this walking tin can Grunyar 
  Cragfell shows up, says that some of his friends died from my 
  wares and he’s tracked ‘em back to me, and he means to make 
  me pay. I tell him I ain’t done nothin’ wrong, an’ he doesn’t have 
  any authority here in Zjarra, see, but he won’t hear of it, and tries 
  to arrest me. ‘Cept it’s not really ‘arrest,’ since he ain’t got no 
  authority here; it’s just kidnapping. I defend myself, and he winds 
  up bleeding out. Somehow, local law enforcement finds out, and 
  they’ve been looking for an excuse to take me down for years—
  not for anything I peddle, but for certain other activities I get up 
  to—so they bring it to trial. They don’t have a leg to stand on, and 
  I wind up getting acquitted. Just when I think it’s all behind me, 
  another tin can—more literally this time—shows up and tries to 
  arrest me for ‘murdering’ this Grunyar fella.”
  Carlin makes it clear that, like Qalkami, he’d prefer to see 
  Tavar destroyed, but he’s happy to let the PCs try to talk the 
  inevitable down instead, if they prefer. Either way, he says 
  that Qalkami has a perfect meeting spot, a warehouse she 
  uses just for this sort of thing. He explains he can spread 
  word through his underground connections that he’ll be 
  there at a certain time, so the PCs can meet the inevitable 
  and get the job done.
  If the PCs want to learn incriminating information about 
  Carlin that they can hand over to Yasmine, they can coax 
  Carlin to describe his illegal activities with a successful 
  DC 23 Bluff or Diplomacy check (DC 25 in Subtier 8–9). He 
  has quite a resume of robbery, smuggling, surveillance, and 
  blackmail, though he regularly mentions his personal code 
  of conduct that casts his actions in a more acceptable light; 
  it’s a spotty set of standards at best, though it does at least 
  
  A. Abandoned Warehouse
  1 square = 5 feet
  Pathfinder Map Pack: City
  N
  9
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  convey that he values honor among thieves and loyalty to 
  his employers.
  Development: Carlin explains how to reach the warehouse 
  where he’ll lead the inevitable. Once the PCs are ready, move 
  to encounter A.
  Faction 
  Notes: 
  Carlin 
  presents 
  two 
  excellent 
  opportunities for members of the Exchange faction. On 
  one hand, Carlin Nestor is an established criminal with 
  many connections and a solid track record in Zjarra, despite 
  his recent troubles. That makes him an ideal contact for 
  Guaril Karela. Carlin isn’t really looking for new clients at 
  the moment, and he’s hesitant to work with a “backwater” 
  group from the Material Plane. However, he’s willing to 
  make an exception in exchange for a cup of naga tears. 
  If asked why he needs such a thing, he grows defensive 
  and embarrassed, simply stating “Out here away from the 
  Material Plane, we don’t use coins as much as barter. I have 
  a use for them, and that’s all you need to know.” A PC who 
  succeeds at a DC 25 Craft (alchemy) or Knowledge (arcana) 
  check recalls that naga tears are an ingredient in an elixir 
  said to combat very powerful curses, such as those inflicted 
  by demon lords.
  Carlin’s also an active criminal who Zjarran officials 
  would dearly love to arrest if they knew the extent of his 
  exploits. Convincing him to describe his extended resume 
  and passing that information to Yasmine helps establish 
  Exchange faction PCs as upstanding future citizens on the 
  Plane of Fire, which promotes Aaqir al’Hakam’s agenda.
  A. ABANDONED WAREHOUSE (CR 8 OR 
  CR 11)
  This small warehouse shows few signs of use. Most of the 
  shelves are bare, with only a few boxes and parcels here and 
  there. Qalkami uses this site for illicit meetings, but she 
  rarely actually stores anything here and ensures that it is 
  technically registered to a holding company that can’t easily 
  be traced back to her. Whenever she or one of her agents 
  expects a meeting here, the door is left unlocked.
  Creatures: Tavar, the inevitable that has been tracking 
  Carlin, sustained severe damage in a battle with a fugitive 
  years ago, which permanently disabled its regeneration and 
  other functions. It consciously knows that it should seek 
  repairs on Axis, yet it impulsively rationalizes not returning. 
  Its behavior and mannerisms are jarring to other inevitables 
  
  PATHFINDER SOCIETY SCENARIO
  10
  but have not strayed into the realm of formal reprimand. Its 
  damage is rather obvious: its body is cracked and chipped, 
  Tavar sometimes repeats the same word three or four 
  times, and occasionally it emits a horrible grinding noise 
  accompanied by a shower of sparks from its head.
  It is in pursuit of Carlin Nestor, and intends to take 
  him to Heaven to face justice for the murder of Grunyar 
  Cragfell. It arrives exactly at the time the PCs tell Carlin to 
  set the meeting for, and it remains there, motionless, for 
  up to 48 hours. Upon detecting anyone in the warehouse, 
  Tavar announces itself as an officer of the law and 
  demands that “the fugitive Carlin Nestor” be handed over 
  immediately. It is quite impatient, and even convincing it 
  to discuss the matter further requires a successful DC 18 
  Diplomacy check (DC 22 for Subtier 8–9). Persuading the 
  inevitable to call off its pursuit is much more difficult, 
  requiring the PCs to succeed at at least three of the four 
  tasks below (in Subtier 8–9, increase each DC by 2). If the 
  players are struggling to think of arguments, Tavar might 
  prompt them to make a certain defense by loudly accusing 
  Carlin of a particular crime.
  • With a successful DC 22 Diplomacy or Knowledge (local) 
  check, establish that Carlin was defending himself from 
  Grunyar, who was assaulting him.
  • With a DC 22 Appraise, Bluff, or Knowledge (local) check, 
  refute Tavar’s argument that Grunyar attacked Carlin in 
  pursuit of the law by pointing out that Carlin’s “smuggled 
  goods” are legal in Zjarra.
  • With a successful DC 16 Intelligence or Profession 
  (barrister) check, point out that Carlin has already been 
  tried for this crime, and cannot be tried again.
  • With a DC 20 Knowledge (engineering) or Knowledge 
  (planes) check, argue that Tavar is damaged and may not 
  be thinking correctly. Its insistence on taking Carlin to 
  Heaven rather than to Axis or even Zjarran authorities 
  might serve as another clue that the inevitable is acting 
  strangely, especially because it doesn’t have a coherent 
  reason for why the lawful good realm is its destination.
  Be flexible if the PCs think of an especially good argument 
  not listed above, using the DCs above as a guideline. Also 
  consider providing as much as a +5 bonus on a check if the 
  PC makes an especially well-reasoned argument or draws 
  upon facts learned earlier in a clever way.
  To accommodate a group of four PCs, have Tavar favor 
  nonlethal attacks, taking a –4 penalty on its attack rolls 
  and dealing nonlethal damage. It continues in this fashion 
  unless it observes that the PCs are especially resistant to 
  nonlethal damage or until it’s reduced to 25% of its hit 
  points, at which point it relies on lethal attacks.
  Scaling Encounter A
  If the PCs fail to convince the inevitable to leave Carlin 
  alone, Tavar quickly becomes impatient, assumes that the 
  PCs are harboring the fugitive, and attacks.
  Subtier 5–6 (CR 8)
  TAVAR 
  CR 9
  Zelekhut inevitable (Pathfinder RPG Bestiary 2 167, see page 29)
  DEFENSES
  AC 22, touch 15, flat-footed 16 (+5 Dex, +1 dodge, +7 natural)
  hp 115
  DR 5/chaotic; SR 18
  TACTICS
  During Combat Tavar focuses its attacks on lightly armored 
  targets first. When only one foe remains, it uses lesser geas to 
  attempt to force that PC to lead it to Carlin Nestor.
  Morale Tavar’s damage suppresses its self-preservation instincts, 
  causing it to fight until destroyed.
  SPECIAL ABILITIES
  Damaged (Ex) Due to irreparable damage, Tavar’s 
  regeneration does not function, and its damage reduction 
  is halved. Furthermore, its natural armor and spell 
  resistance are both reduced by 2. These changes are 
  incorporated above.
  Subtier 8–9 (CR 11)
  TAVAR 
  CR 11
  Kolyarut inevitable (Pathfinder RPG Bestiary 2 163, see page 29)
  DEFENSES
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 158
  DR 5/chaotic; SR 21
  TACTICS
  During Combat Tavar uses quickened suggestion on a different 
  target each round, directing them to lay down their weapons 
  and surrender. It focuses on lightly armored targets with its 
  melee attacks before moving on to more heavily armored foes.
  Morale Tavar’s damage suppresses its self-preservation instincts, 
  causing it to fight until destroyed.
  SPECIAL ABILITIES
  Damaged (Ex) Due to irreparable damage, Tavar’s regeneration 
  does not function, and its damage reduction is halved. 
  Furthermore, its natural armor and spell resistance are both 
  reduced by 2. These changes are incorporated above.
  Development: Whether the PCs convince the inevitable 
  to leave or destroy it, the matter is closed. Qalkami quietly 
  arranges to dispose of its body, if necessary. If the PCs choose 
  to take Yasmine’s advice and bring Carlin to the attention 
  of local law enforcement, officials find and apprehend him 
  shortly before the end of the adventure. If Tavar overpowers 
  the PCs and convinces one of them to lead it to Carlin, the 
  
  11
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove one junk golem from the encounter.
  Subtier 8–9: In this subtier, remove one graven guardian 
  from the encounter.
  Scaling Encounter B1
  inevitable drops all charges against the PCs and marches off 
  with its prisoner.
  Treasure: A PC who succeeds at a DC 20 Perception 
  check uncovers a secret compartment under a floor tile and 
  finds boots of speed (Subtier 5–6) or an amulet of proof against 
  detection and location (Subtier 8–9) along with a note in Ignan 
  that reads “For emergencies only.”
  Rewards: If the PCs fail to either talk down the 
  inevitable or destroy it, reduce each PC’s gold earned by the 
  following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 666 gp.
  Out of Subtier: Reduce each PC’s gold earned by 991 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,316 gp.
  B. EYE OF FLAME MAGIC SHOP
  This two-story rectangular building of gray stone stands 
  between a salamander scale-groom’s shop (specializing 
  in the care and cosmetics of scaly creatures) and an ifrit’s 
  copper wholesale office. Hanging above the Eye of Magic’s 
  door is a beaten brass sign stamped with a fiery eye and the 
  phrase “Magic Shop” in several languages.
  This shop serves as both home and business for the fire 
  mephit Malini, an oracle from the Realms of the Living 
  Goddess who retired to Zjarra for a quiet life of making 
  magic items. The PCs can get directions to the shop from 
  Qalkami or Yasmine, or they can locate it with a DC 15 
  Diplomacy or Knowledge (local) check.
  B1. Storefront (CR 8 or CR 11)
  A long wooden table featuring a variety of wares stands in the 
  center of this room. Included are special inks, pens, and parchment; 
  neatly laid rows of vials containing green and red liquids; as well 
  as a variety of other knick-knacks. Tall shelves laden with bottled 
  reagents stand along the walls and nearly scrape the twenty-foot 
  ceiling. A set of stairs opposite the main entrance leads up to the 
  floor above. Two constructs at opposite ends of the room keep 
  silent watch.
  The lower floor of Malini’s dwelling serves as the storefront, 
  where she displays and sells her wares to customers.
  Creatures: Malini spends much of her time here, 
  scribing scrolls, brewing potions, and minding her shop. 
  She is garrulous and friendly, setting aside whatever work 
  she is doing to welcome potential customers. Perhaps a 
  bit overeager, she launches into a sales pitch about her 
  various wares, many of which resist burning or are kept 
  in heat-resistant containers. She stops anyone she notices 
  heading upstairs, explaining that only her private quarters 
  are above, where customers are not welcome. The PCs can 
  use any means at their disposal to attempt to get upstairs 
  without Malini noticing. Additionally, a successful Bluff 
  check (opposed by the mephit’s Sense Motive check) creates 
  enough of a distraction for one or more PCs to attempt 
  Stealth checks to sneak upstairs unnoticed, even if they 
  lack concealment.
  If the PCs attempt to surreptitiously ask about Vassago 
  (such as by inquiring about whether she sells imps to serve 
  as familiars, if she knows any imps, etc.), she cheerfully 
  exclaims “Well, my husband is an imp, but otherwise I 
  can’t really help you.” If asked, she explains that while he 
  was originally supposed to serve as her familiar, the two fell 
  in love, and are now inseparable. If they ask to speak with 
  Vassago, Malini becomes suspicious and lies, stating that the 
  imp is currently out on errands.
  If the PCs make it clear that they’ve been hired to recover 
  Vassago, Malini is distraught and begs the PCs not to take her 
  beloved from her. Explanations that Vassago was only on loan 
  are met with appeals to the PCs’ compassion, noting that the 
  obligation ended long ago and that the two of them are now 
  “alloyed in life and essence,” an Ignan idiom for marriage. She 
  adds bitterly that Qalkami doesn’t care about the imp at all, 
  certainly intending just to use the imp to perform evil.
  If the PCs insist on reclaiming the imp, or if she repeatedly 
  catches them attempting to sneak upstairs, she attacks and 
  orders the constructs that guard her shop to assist her. If the 
  PCs are willing to work with Malini to thwart Qalkami, see 
  the Development section on page 14.
  Subtier 5–6 (CR 8)
  MALINI 
  CR 6
  Fire mephit oracle 5 (Pathfinder RPG Bestiary 202, Pathfinder 
  RPG Advanced Player’s Guide 42)
  N Small outsider (fire)
  Init +8; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 24, touch 16, flat-footed 19 (+5 armor, +4 Dex, +1 dodge, 
  +3 natural, +1 size)
  hp 59 (8 HD; 5d8+3d10+21); fast healing 2 (in flames only)
  Fort +4, Ref +9, Will +9
  DR 5/magic; Immune fatigue, fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 20 ft., fly 40 ft. (average)
  Melee 2 claws +2 (1d3)
  Ranged +1 heavy crossbow +12 (1d8+1/19–20)
  
  B. Eye of Flame Magic Shop
  1 square = 5 feet
  Pathfinder Map Pack: Wizard’s Tower
  N
  B1
  B2
  PATHFINDER SOCIETY SCENARIO
  12
  
  13
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  Special Attacks breath weapon (15-foot cone, 1d8 fire, Reflex 
  DC 13 half, usable every 4 rounds)
  Spell-Like Abilities (CL 6th; concentration +10)
  1/hour—scorching ray
  1/day—heat metal, summon (level 2, 1 fire mephit 25%)
  Oracle Spells Known (CL 5th; concentration +9)
  2nd (5/day)—cure moderate wounds, hold person (DC 16), 
  resist energy, spiritual weapon
  1st (7/day)—burning hands (DC 15), command (DC 15), cure 
  light wounds, protection from evil, sanctuary (DC 15), 
  shield of faith
  0 (at will)—create water, detect magic, detect poison, light, 
  purify food and drink, read magic
  Mystery flame
  TACTICS
  Before Combat Malini casts shield of faith and resist energy 
  (cold) on herself if she anticipates combat. These are not 
  included in her statistics.
  During Combat Malini casts spiritual weapon before relying 
  on her other spells and crossbow to chase off her foes. She 
  makes a token attempt to avoid catching her wares in the 
  area of her fire spells, but she knows most of her merchandise 
  is resilient enough to survive an errant spell.
  Morale If reduced to fewer than 10 hit points, Malini flees.
  STATISTICS
  Str 11, Dex 19, Con 12, Int 8, Wis 13, Cha 19
  Base Atk +6; CMB +5; CMD 20
  Feats Dodge, Improved Initiative, Scribe Scroll, Toughness
  Skills Bluff +12, Craft (alchemy) +7, Fly +11, Perception +10, 
  Sense Motive +7, Spellcraft +7, Stealth +13
  Languages Common, Ignan
  SQ oracle’s curse (lame), revelations (burning magic, heat aura)
  Gear +1 chain shirt, +1 heavy crossbow with 30 bolts, cloak of 
  resistance +1, 47 gp
  JUNK GOLEMS (2) 
  CR 4
  hp 42 each (Pathfinder RPG Bestiary 4 132, see page 30)
  TACTICS
  During Combat The junk golems attack the nearest creatures 
  using their slam attacks, discorporating if they have 
  difficulty hitting.
  Morale The junk golems fight until destroyed.
  Subtier 8–9 (CR 11)
  MALINI 
  CR 10
  Fire mephit oracle 9 (Pathfinder RPG Bestiary 202, Pathfinder 
  RPG Advanced Player’s Guide 42)
  N Small outsider (fire)
  Init +8; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 25, touch 16, flat-footed 20 (+6 armor, +4 Dex, +1 dodge, 
  +3 natural, +1 size)
  hp 89 (12 HD; 9d8+3d10+33); fast healing 2 (in flames only)
  Fort +6, Ref +11, Will +11
  DR 5/magic; Immune fatigue, fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 20 ft., fly 40 ft. (average)
  Melee mwk short sword +11/+6 (1d4/19–20) or 
  2 claws +5 (1d3)
  Ranged +1 flaming heavy crossbow +15 (1d8+1/19–20 plus 
  1d6 fire)
  Special Attacks breath weapon (15-foot cone, 1d8 fire, Reflex 
  DC 13 half, usable every 4 rounds)
  Spell-Like Abilities (CL 6th; concentration +11)
  1/hour—scorching ray
  1/day—heat metal, summon (level 2, 1 fire mephit 25%)
  Oracle Spells Known (CL 9th; concentration +14)
  4th (5/day)—cure critical wounds, divine power, freedom of 
  movement, wall of fire
  3rd (7/day)—cure serious wounds, fireball (DC 18), remove 
  curse, searing light, wind wall
  2nd (7/day)—bull’s strength, cat’s grace, cure moderate 
  wounds, hold person (DC 17), resist energy, 
  spiritual weapon
  1st (8/day)—bless, burning hands (DC 16), command (DC 16), 
  cure light wounds, protection from evil, sanctuary (DC 16), 
  shield of faith
  0 (at will)—create water, detect magic, detect poison, light, 
  mending, purify food and drink, read magic, sparkAPG 
  (DC 15)
  Mystery flame
  TACTICS
  Before Combat Malini casts freedom of movement, shield of 
  faith, and resist energy (cold) on herself if she anticipates 
  combat. These are not included in her statistics.
  During Combat Malini casts spiritual weapon before relying 
  on her other spells and crossbow to chase off her foes. She 
  makes a token attempt to avoid catching her wares in the 
  area of her fire spells, but she knows most of her merchandise 
  is resilient enough to survive an errant spell.
  Morale If reduced to fewer than 15 hit points, Malini flees.
  STATISTICS
  Str 11, Dex 19, Con 12, Int 8, Wis 13, Cha 20
  Base Atk +9; CMB +8; CMD 23
  Feats Brew Potion, Combat Casting, Dodge, Improved Initiative, 
  Scribe Scroll, Toughness
  Skills Bluff +14, Craft (alchemy) +8, Fly +11, Perception +14, 
  Sense Motive +12, Spellcraft +8, Stealth +13
  Languages Common, Ignan
  SQ oracle’s curse (lame), revelations (burning magic, fire breath, 
  heat aura)
  Combat Gear potion of blur, scroll of dispel magic; Other Gear 
  +2 chain shirt, +1 flaming heavy crossbow with 30 bolts, 
  cloak of resistance +1, mwk short sword, 162 gp
  
  PATHFINDER SOCIETY SCENARIO
  14
  GRAVEN GUARDIANS (2) 
  CR 5
  hp 53 each (Pathfinder RPG Bestiary 3 140, see page 28)
  Domains fire, nobility
  TACTICS
  During Combat The graven guardians attack the nearest 
  opponents, doing their best to protect Malini.
  Morale The graven guardians fight until destroyed.
  Development: If the PCs agree to work with Malini 
  to thwart Qalkami, the mephit calls down Vassago from 
  area B2 so everyone can develop a plan together. The imp 
  suggests that they could destroy his contract and make a 
  fake replacement to give to Qalkami instead. The contract 
  compels Vassago to obey the commands of its owner to 
  the letter, and while ownership of the contract can be 
  transferred, this is possible only with the consent of the 
  contract’s owner (i.e. Qalkami). Vassago refuses to return 
  unless the real contract is destroyed. If provided with a 
  convincing fake, he agrees that he could bide his time long 
  enough for the PCs to report having completed the job in 
  good faith. In the meantime, he could search the efreeti’s 
  residence and track down any duplicates of the contract to 
  ensure only the fake survives.
  Neither destroying the contract nor drafting a convincing 
  fake is simple, however. The contract is a magically 
  reinforced sheet of parchment (hp 20, hardness 10, Strength 
  DC 24), is immune to fire, and recovers 2 hit points per 
  round; damage from chaotic or good spells and weapons 
  ignores the hardness.
  Malini knows that there are wards that protect the 
  contract, but she is not familiar with their exact nature. This 
  tenacious abjuration is designed to telepathically alarm 
  Qalkami should the contract be destroyed or defaced. A 
  PC who succeeds at a DC 28 Perception check or who can 
  perceive magic auras and succeeds at a DC 20 Knowledge 
  (arcana) or Spellcraft check can ascertain this defense. A PC 
  can suppress this alarm (CL 7th in Subtier 5–6 and CL 10th 
  in Subtier 8–9) for 1d4 rounds by targeting the contract with 
  dispel magic, during which time the PCs can destroy it without 
  repercussions. Any effects that block divination, such as 
  targeting the contract with obscure object or nondetection, also 
  keep Qalkami ignorant of their tinkering. A PC capable of 
  disabling magical traps can also suppress the alarm for 1d4 
  rounds with a successful DC 25 Disable Device check.
  Drafting a convincing forgery is a complex process 
  that requires succeeding at three successful DC 20 skill 
  checks (DC 22 in Subtier 8–9) from the following list: Craft 
  (calligraphy), Knowledge (arcana), Knowledge (planes), 
  Linguistics, Profession (barrister), Profession (scribe), or 
  Spellcraft. The PCs can only attempt each check once in 
  creating the fake, and they must succeed at three checks 
  before failing two checks or else they ruin the special 
  parchment and ink Malini has; they can buy replacement 
  supplies elsewhere for 100 gp and try again. If a player can 
  make a convincing case for using another skill, consider 
  allowing it with a similar or slightly higher DC. Furthermore, 
  consider allowing creative spellcasting like fabricate or magic 
  aura to substitute for a check. The PCs can still use the 
  forgery if it’s not perfect, but doing so will make it harder to 
  mask their misconduct from Qalkami when Vassago escapes 
  near the end of the adventure.
  Killing or forcibly subduing Malini results in an 
  investigation later, drawing the sort of scrutiny that Qalkami 
  was hoping to avoid. This impacts the adventure’s secondary 
  success conditions.
  Treasure: Ransacking the shop yields a scroll of cure light 
  wounds, a scroll of detect poison, a scroll of hold person, three 
  scrolls of protection from evil, and three scrolls of resist energy. In 
  Subtier 8–9, it instead yields a scroll of remove curse (CL 9th), a 
  scroll of freedom of moment, three scrolls of resist energy (CL 7th), 
  a potion of barkskin (CL 9th), and a potion of heroism.
  Faction Notes: Despite her mischievous side, Malini is 
  an upstanding citizen of Zjarra with solid connections to 
  numerous suppliers and distributors. This makes her a 
  good contact for the Exchange as it sets up shop on the Plane 
  of Fire, forwarding Aaqir al’Hakam’s agenda of promoting 
  legitimate business. So long as the PCs did not fight, 
  threaten, or offend the mephit, a member of the Exchange 
  faction can, with a successful DC 15 Diplomacy or Profession 
  (merchant) check, coax her to cooperate with the Exchange 
  as it opens businesses in Zjarra.
  If the PCs instead antagonize her, an Exchange faction 
  PC can promote Guaril Karela’s agenda of establishing the 
  Exchange as a protection racket or otherwise aggressive 
  force that is better to placate than oppose. Taking this 
  latter tact requires that PC to convey his affiliation while 
  antagonizing Malini and succeeding at a DC 20 Intimidate 
  check. She might still fear the PC if he fails the check, but it’s 
  only threatening enough for her to contact law enforcement 
  authorities later, not respect Guaril’s strength. Once the 
  PCs take this hostile approach, they cannot attempt the 
  Diplomacy or Profession (merchant) check above.
  Rewards: If the PCs fail to defeat, bypass, or cooperate with 
  Malini, reduce each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 621 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,066 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,511 gp.
  B2. Workshop
  A comfortable brown couch, several chairs, and two tables 
  furnish this quaint living area. Open doors on either side lead to 
  bedchambers and a small study.
  Creature: Vassago, an imp whose deep red skin bears 
  numerous swirling, black stripes, spends most of his 
  
  C. Soheila’s Home
  1 square = 5 feet
  C1
  C2
  C3
  C4
  N
  15
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  time here. The imp (Pathfinder RPG Bestiary 78) has survived 
  centuries of service to Qalkami and her ancestors following 
  his indefinite assignment to them by a barbed devil named 
  Lorypheal. At first Vassago served both the efreet and the 
  devil loyally, doing the former’s bidding while performing 
  espionage for the latter. Once it became clear that his service 
  would never result in freedom or promotion, the imp’s 
  efforts flagged, and the efreet began leasing him to others 
  as currency. Malini took a liking to him that gradually 
  became deeper affection. As a devil, Vassago has been able to 
  reciprocate the mephit’s feelings outwardly yet still finds the 
  concept of romantic love rather alien. Instead, he has a deep 
  (perhaps affectionate) appreciation for Malini rooted in her 
  sheltering him from abusive masters. Since they’ve both 
  found fulfillment in the partnership, Vassago has chosen not 
  to share his true feelings.
  If the PCs approach Vassago on their own, he is curious, 
  and plays along for a bit to find out what they want. Vassago 
  enjoys his comfortable lifestyle married to the mephit, 
  and he is not interested in returning to Qalkami. If the 
  PCs ask him to leave with them, he glibly lies, stating he’ll 
  teleport right to Qalkami’s manor and that they should 
  meet him there. He then uses his invisibility spell-like 
  ability to disappear as though he had teleported. If the PCs 
  remain for more than a few rounds after that, he heads to 
  area B1 to inform Malini of the intruders in the house. 
  Vassago doesn’t consider himself a fighter, so he avoids 
  combat if possible. Should the PCs capture him, they need 
  only succeed at a DC 15 Intimidate check to convince him 
  to cooperate in recovering his contract and returning 
  to Qalkami.
  Treasure: Although there is little of value in the upstairs 
  area, the PCs can find Vassago’s contract stuffed in a study’s 
  drawer with a successful DC 22 Perception check and several 
  minutes of searching this floor.
  Faction Notes: Were he not bound by his contract, 
  Vassago would be an excellent agent for the Exchange 
  faction—assuming the Exchange chooses to pursue a more 
  aggressive and criminal tact like Guaril Karela favors. If the 
  PCs can secure the imp’s freedom (see the Development 
  section in area B1), he’s willing to hear them out. With a 
  successful DC 15 Diplomacy check or DC 20 Intimidate 
  check (DC 10 if threatening to reveal his true feelings 
  to Malini), a faction PC can convince Vassago that it’s in 
  his best interests to work for the Exchange, doing so as a 
  contractor and not as a slave. To preserve his relationship 
  with Malini, the imp vigorously refuses any offers in 
  earshot of his spouse.
  
  Soheila
  PATHFINDER SOCIETY SCENARIO
  16
  C. SOHEILA’S HOME
  Aquatic dwellings are fairly rare in Zjarra, and thus finding 
  Soheila’s residence is not difficult. At any time before or 
  during the encounters here, the PCs can examine and find a 
  noteworthy clause in the contract that Soheila is to sign; see 
  the Development section in the PCs’ meeting with Qalkami 
  on page 8 for more details.
  This residence comprises a trio of interlocking brass domes, its 
  front entrance flanked by a pair of decorative waterfalls that gush 
  down the sides. Several skylights ring the top of the building, and 
  the entire structure rises from the middle of a large pond crossed 
  by a wooden bridge.
  The door has a permanent magic mouth effect, which 
  responds to knocking by encouraging the visitor in several 
  languages to wait for a few minutes. With a successful DC 20 
  Perception check during this process, a PC can hear the sound 
  of heavy pumps and sloshing water from inside before a small 
  plate in the bronze door slides aside so that an ophidian eye 
  can inspect the PCs. This is Yohai (NE female water naga), and 
  she asks the PCs’ business. Any mention of Qalkami convinces 
  the naga to let the PCs inside and escort them to area C2.
  The home’s interior is paneled in interlocking slabs of 
  smoothed coral, much as one might decorate a room with 
  wood paneling. There are no interior doors beyond the one 
  leading to area C1. Instead, curtains of living kelp provide 
  privacy between rooms.
  C1. Airlock
  Soheila’s home contains a mechanical system that can 
  drain or flood the entire building over the course of many 
  minutes, allowing her to live in an aquatic environment 
  while also accommodating expected visitors who breathe 
  air. This room serves as an airlock, allowing visitors to 
  enter or leave without needing to drain the entire house. In 
  Subtier 8–9, Yohai ensures that the PCs are able to breathe 
  water before giving the verbal command to flood the airlock, 
  which takes 1 minute. In Subtier 5–6, Soheila’s home is 
  currently drained, and this is unnecessary.
  C2. Parlor (CR 8 or CR 11)
  This room’s gently curving walls bear numerous small windows 
  that let in beams of light. Colorful cushions made of a strange 
  leathery material create comfortable seating arrangements, 
  and several beautiful paintings of underwater landscapes hang 
  in glass-covered alcoves on the walls. Curtains of kelp cover 
  passages to the east and west, and a heavy bronze door controls 
  passage to the south.
  This is Soheila’s parlor, where she entertains visitors such 
  as the PCs. Because the room regularly floods and empties, 
  everything here is waterproof and weighted.
  Creatures: Soheila is a water naga merchant of some 
  import in Zjarra. She acts as a representative of a larger 
  conglomerate on the Plane of Water known as the Cerulean 
  Wave, which is responsible for a large amount of the water 
  imported into the city. She takes great pride in her work 
  and her merchandise, deriding any magically conjured 
  water as “banal liquid not befitting a true sophisticate;” her 
  operation draws from what she believes to be the very heart 
  of the Plane of Water.
  When the PCs arrive, Soheila is waiting for them with a 
  tasteful spread of uncooked seafood. She asks them if they 
  have brought Qalkami’s latest proposal, and although she 
  takes a moment to glance over it, it’s clear she only skims 
  the contents. After a moment, she disdainfully proclaims 
  that the payment rates are “insulting to a merchant 
  of my stature,” and demands that they be increased 
  by 15 percent. With a successful DC 15 Sense Motive 
  check (DC 18 for Subtier 8–9), a PC ascertains that the 
  naga’s objection is based less on actual numbers and 
  more on vanity and a desire to feel like she has “won” 
  the negotiations—perhaps allowing the PCs to secure her 
  cooperation without making any real concessions.
  
  17
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  Negotiating with Soheila is a fairly freeform encounter in 
  which the PCs must succeed at least four DC 22 skill checks 
  (DC 25 in Subtier 8–9) from the following list before failing 
  three: Appraise, Bluff, Diplomacy, Intimidate, Knowledge 
  (planes), or Profession (merchant). This could be as simple 
  as asking players what their characters’ tact is, or you could 
  roleplay the entire exchange in character, interspersing a die 
  roll every so often—whatever works best for the group. Using 
  the same skill more than once cumulatively increases the DC 
  of the check with that skill by 3, so it’s worth the PCs’ varying 
  their approach to the discussion. You might offer up to a +3 
  bonus on a check for good roleplaying or good arguments, 
  and whatever bonus you grant doubles (minimum +2 total) 
  the first time the PCs do each of the following: flatter Soheila 
  and appeal to her vanity; name various fees and expenses 
  that could explain the current percentage; hint that there 
  may be other merchants interested in the same contract, 
  conveying a sense of urgency; or point out that Qalkami’s 
  plans to move to the City of Brass would bring Soheila’s 
  business to a new market.
  A PC can also use enchantment spells to force Soheila’s 
  cooperation, though doing so is risky. Straightforward 
  compulsion magic such as suggestion can force her to 
  sign the contract; however, once the compulsion wears 
  off, she is furious, refuses to honor the agreement, and 
  might even attack. Succeeding at a DC 33 Bluff check 
  can misdirect her about what actually happened. Charm 
  spells and other “indirect” forms of control can either 
  reduce the DCs of all the skill checks by 5 or count as two 
  automatic successes (player’s choice). If Soheila succeeds 
  at her Will save against such an effect, she refuses to deal 
  with the PCs further.
  Should combat break out in this room for any reason, 
  Soheila’s bodyguards, stationed in area C3, arrive to defend 
  her at the beginning of the second round of combat.
  Hazard: In Subtier 8−9, this room is flooded. In addition 
  to requiring that the PCs be able to breathe water in order 
  to negotiate with the naga, this also makes fighting her and 
  her bodyguards much more difficult, increasing the CR of 
  the encounter by 1. If a PC opens both doors in area C1, 
  the building gradually drains over the course of 3 minutes, 
  during which Swim check DCs increase from 10 to 15. See 
  pages 432–433 of the Pathfinder RPG Core Rulebook for rules 
  on underwater combat.
  Subtier 5–6 (CR 8)
  SOHEILA 
  CR 7
  Water naga (Pathfinder RPG Bestiary 3 199, see page 30)
  hp 76
  TACTICS
  During Combat Soheila casts invisibility on herself to buy time 
  to cast mirror image and shield. She then either moves to bite 
  a target she thinks she can overpower easily, or she uses her 
  spells to attack a tough combatant.
  Morale Incensed at being attacked in her home, Soheila fights to 
  the death.
  CECAELIA 
  CR 5
  hp 45 (Pathfinder RPG Bestiary 3 49, see page 27)
  TACTICS
  During Combat The cecaelia engages melee combatants to buy 
  Soheila time to cast her spells.
  Morale The cecaelia surrenders if Soheila is slain, but it 
  otherwise fights to the death.
  Subtier 8–9 (CR 11)
  SOHEILA 
  CR 7
  Water naga (Pathfinder RPG Bestiary 3 199, see page 30)
  hp 76
  TACTICS
  During Combat Soheila casts mirror image and shield; she 
  knows that invisibility does her little good underwater. 
  She then either moves to bite a target she thinks she 
  can overpower easily, or she uses her spells to attack a 
  tough combatant.
  Morale Incensed at being attacked in her home, Soheila fights to 
  the death.
  CECAELIAS (4) 
  CR 5
  hp 45 each (Pathfinder RPG Bestiary 3 49, see page 27)
  TACTICS
  During Combat The cecaelias use their ink clouds to fill the room 
  with as much ink as possible, then attack foes unable to see 
  in the ink.
  Morale The cecaelias surrender if Soheila is slain, but they 
  otherwise fight to the death.
  Development: If the PCs fail to convince Soheila to sign 
  the document, Yohai offers to escort them out. As soon 
  as they are in the airlock, however, she addresses the PCs, 
  advising them that Soheila is incompetent and that there 
  is no way that Qalkami would concede to her demands. 
  Frustrated at her incompetent superior, Yohai explains that 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Remove the cecaelia from the encounter.
  Subtier 8–9: In this instance, Soheila suffers from 
  a rare condition that prevents her from manufacturing 
  poison, and she loses her poison special ability. Remove 
  two cecaelias from the encounter.
  Scaling Encounter C2
  
  PATHFINDER SOCIETY SCENARIO
  18
  if Soheila were to die, Yohai would not only be empowered 
  to sign Qalkami’s contract, but she would also be happy to 
  do so. If the PCs agree, she explains that in order to deny 
  involvement, she’ll need to depart the premises before the 
  attack occurs. This lets the PCs to reenter area C2 and attack 
  a few minutes later. If the PCs attack Soheila before Yohai 
  can make an offer, the latter enters the room shortly after 
  the combat, surveys the damage, and unflappably uses the 
  carnage as an opportunity to take over Soheila’s role in the 
  Cerulean Wave.
  Treasure: Whichever naga the PCs work with, she insists 
  on providing the PCs with a pearl of power (2nd level in 
  Subtier 5–6 and 3rd level in Subtier 8–9), explaining that it is 
  their custom to give gifts when sealing such bargains.
  Faction Notes: Regardless of whether the PCs make 
  an arrangement with Soheila or Yohai, members of the 
  Exchange faction can pursue a trade arrangement between 
  the Cerulean Wave and the Exchange. Doing so requires a 
  successful DC 20 Diplomacy check (DC 22 in Subtier 8–9), 
  and furnishes the PC with contact information that can be 
  provided to the Exchange for further negotiation, promoting 
  Aaqir al’Hakam’s agenda.
  Members of the Exchange might also seek naga tears 
  that they can provide to Carlin Nestor in exchange for his 
  services. Both nagas are amused by the request, and either 
  one agrees to provide a few tears if the PCs can evoke them 
  with a moving performance (a successful DC 20 Perform 
  check of any type).
  Rewards: If the PCs fail to make a deal with either water 
  naga, reduce each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 501 gp.
  Out of Subtier: Reduce each PC’s gold earned by 850 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,200 gp.
  C3. Servant Quarters
  This room features numerous pieces of bright green, 
  leathery furniture that vaguely resemble nests.
  Creatures: Soheila’s staff reside here—on hand, but just 
  out of sight—and the cecaelia bodyguards noted in area C2 
  remain here unless combat occurs. They have +14 Perception 
  modifiers to notice the sound of combat.
  C4. Stairwell
  This room contains little more than a curving ramp that 
  connects the lower floor to the upper floor. Above are the 
  personal quarters of Soheila and Yohai, a shared workspace, 
  a dining area, and a food preparation area. The contents of 
  the upper floor are beyond the scope of this adventure.
  INTERLUDE: THE FINAL TASK
  By the time the PCs have completed the first three tasks 
  and report back to Qalkami, she is ready to give them her 
  fourth task. After they’ve made themselves comfortable in 
  her parlor, she compliments them on jobs well done before 
  getting down to business.
  “It’s clear to me that you’re more competent than most off-
  worlders, so perhaps you’re game for a more challenging task. 
  Basira Karama, another efreeti in town with noble roots, has been 
  a thorn in my side for far too long. With the upheaval in the City 
  of Brass, it’s finally become profitable to see him brought down 
  a peg. He’s throwing a gala tomorrow night, which presents an 
  excellent opportunity to strike. I’ve managed to secure invitations 
  to the gala for each of you. Your task is to ensure that this is the 
  worst night of Basira’s life.”
  Qalkami can provide some guidance, but she insists that 
  the less she knows about the particulars before the gala, the 
  cleaner it is for everyone involved. She suggests the PCs 
  inquire with Carlin Nestor to see if he has any ideas for how 
  to sabotage the gala. Assuming the PCs didn’t cause his arrest, 
  he recommends poisoning the food and identifies any one 
  other sabotage method the PCs might not have thought of 
  on their own (see area D). Qalkami also advises the PCs that 
  they can make use of Vassago to smuggle supplies into the 
  manor before the gala. If the PCs didn’t arrange for Vassago 
  to escape, he can smuggle up to 20 pounds of objects into 
  the manor where the PCs can easily retrieve them. Finally, if 
  the PCs secured a water naga’s signature, Qalkami provides 
  them with a stipend of 500 gp to spend on supplies for 
  ruining the gala.
  The invitations declare Brightcoal Estate a refuge for 
  cultured entertainment, reminding guests that Basira 
  guarantees their safety. If the PCs don’t seem to understand 
  the implication, Qalkami can translate: someone will likely 
  confiscate their weapons and other dangerous implements 
  unless they otherwise smuggle them in.
  D. BRIGHTCOAL ESTATE (CR 8 OR CR 11)
  Basira’s home is an imposing manor of four gigantic stories 
  of marble and brass. Lush jungle plants fill much of the 
  gated estate’s grounds. Salamander guards halt the PCs at 
  the gates to inspect them and their invitations. Though the 
  PCs can wear armor and most magic items without concern, 
  the guards prohibit the PCs from bringing in any weapons, 
  shields, poisons, offensive scrolls, and the like. The PCs must 
  either conceal those items, convince the guards to let the PCs 
  keep one or more items, or surrender them for safekeeping. 
  The salamanders have a +16 bonus on Perception checks, but 
  do not physically search the PCs except to retrieve something 
  they spot (negating the +4 bonus they might receive for 
  frisking a creature); in Subtier 5–6, the guards are especially 
  cautious about causing an incident by confiscating too many 
  belongings, reducing their effective Perception bonus to +12. 
  Convincing the salamanders to let a PC keep an offending 
  item requires a successful DC 20 Bluff check, and for every 
  
  Basira
  19
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  4 points by which a PC exceeds the DC, she can convince the 
  guards to overlook one additional item carried by her or a 
  companion. Consider increasing the DC by as much as 5 for 
  especially destructive or glaring exceptions like greataxes 
  and spiked armor. 
  Plush red carpets rest atop gleaming marble floors in this palatial 
  hall, which has been set with a variety of elegant couches and 
  beautiful tables holding mountains of food and a dizzying 
  assortment of drinks. Servants in ornate shackles pass 
  out appetizers and drinks while a band plays in 
  one corner.
  This is the entry hall to the Brightcoal 
  Estate. Although the building extends far 
  beyond this room, the rest of the home is 
  outside the assumed scope of this adventure. 
  Should the PCs devise some reason to sneak 
  away, they can navigate an assortment of halls, 
  bedrooms, parlors, storerooms, and more 
  designed for Large occupants and Medium 
  serving staff.
  Sabotage: There are several different 
  opportunities for the PCs to sabotage 
  Basira’s party and embarrass him. In 
  addition to any ideas Carlin Nestor 
  suggested and the players’ own 
  ingenuity, each PC can attempt 
  a DC 10 Wisdom check to 
  identify a potential target for 
  sabotage and the skills required 
  to perform it. You might also allow PCs 
  whose character’s skill sets or backgrounds 
  are especially fitting to automatically identify relevant 
  sabotage opportunities. If the players devise alternate 
  means of surreptitiously sabotaging the event, consider 
  allowing the strategy to work so long as they succeed at 
  a few relevant skill checks using those below as a model. 
  Up to two characters can assist with any given skill check, 
  and characters can work together to each fulfill one part of 
  a sabotage’s requirements. However, the PCs can attempt 
  each sabotage method only once. Should a PC fail a check to 
  sabotage the event by 5 or more, it attracts the attention of 
  Basira (see Creatures below).
  The skill check DCs listed below are for Subtier 5–6. 
  Increase the DCs by 2 in Subtier 8–9. For a group of four 
  PCs, reduce the DCs by 2. These adjustments are cumulative.
  Food: The main buffet table is covered in spicy food and 
  strong drink that easily disguises the taste of many toxins. 
  Adding such toxins while avoiding notice requires a DC 20 
  Sleight of Hand check. If the PC does not have at least two 
  doses of any ingested poison, a PC can concoct something 
  suitable for the occasion with a successful DC 20 Craft 
  If the PCs attempt to speak to Basira before the party, they 
  find Brightcoal Estate in the middle of frantic preparations. 
  Mentioning that they are agents of Qalkami or succeeding 
  at a DC 18 Diplomacy or Intimidate check is enough for 
  the PCs to secure an audience. If they explain the 
  situation, Basira offers a compromise: if the PCs do 
  things that could pass as sabotage yet actually 
  work to his advantage, he can make a show of 
  fighting the PCs and defeat them without 
  lethal force, allowing them to convince 
  Qalkami that they tried. He directs the 
  PCs to sabotage the food by spiking 
  it with recreational drugs (available 
  in town for 250 gp), to modify 
  the music by performing strange 
  Material Plane music themselves (or 
  hire someone to do so for 200 gp), and 
  to spread malicious rumors about his 
  enemies (but not about him or his 
  allies). The encounter otherwise 
  plays out normally, including the 
  need for the PCs to surreptitiously 
  sabotage various aspects of the 
  gala (see area D). 
  If the PCs follow this plan, 
  Basira fights nonlethally as 
  long as the PCs do likewise. 
  If the PCs speak to Basira and 
  refuse his offer, the DC of all skill 
  checks to sabotage the party increase by 2.
  Dealing with Basira
  (alchemy), Survival, or relevant Profession check such as 
  cooking or brewing.
  Music: Basira has hired a band of accomplished Medium 
  and Large air elemental instrumentalists known as the 
  Boreal Five to provide music at the gala. The group has 
  already caused a stir in Zjarra, and with a successful DC 20 
  Diplomacy (gather information) or Knowledge (local) check, 
  a PC can learn ahead of time that Basira’s hired them for 
  the event. The elementals find their patron for the evening 
  distasteful, even though he pays well. A PC can track down 
  the elementals beforehand to convince them not to show 
  up with a successful DC 20 Bluff, Diplomacy, or Intimidate 
  check (or by just bribing the band with 500 gp). If the PC 
  cannot speak Auran, increase the DC by 5. 
  Once at the event, the PCs have several options. They 
  can persuade the elementals to depart mid-performance, 
  but doing so doubles the amount they must be bribed and 
  increases the check DC by 5. Alternatively, a PC can pressure 
  the band to let the PC perform with them, at which point the 
  
  D. Brightcoal Estate
  1 square = 5 feet
  N
  PATHFINDER SOCIETY SCENARIO
  20
  PC can make the music especially discordant or introduce 
  embarrassingly satirical lyrics with a DC 20 Perform check.
  Rumors: The PCs can foster slanderous rumors amongst 
  the gala’s guests, either about Basira or about other guests, 
  to foment chaos. A successful DC 26 Bluff, DC 28 Knowledge 
  (local), or DC 30 Diplomacy check allows a PC to spread 
  sufficient rumors to cause an incident. For each of the 
  following languages that the PC can speak, she gains a 
  cumulative +2 bonus on the check: Auran, Draconic, Ignan, 
  Infernal, Kelish, and Terran.
  Staff: Numerous slaves—most the dwarflike outsiders 
  known as azers—attend to the needs of Basira’s guests. Each 
  wears a set of magic manacles linked by a delicate mithral 
  chain, preventing the wearers from traveling beyond the 
  estate’s grounds. These are otherwise mundane masterwork 
  manacles with average locks (DC 25 Disable Device in both 
  subtiers). A slave can slip away discreetly once the manacles 
  are removed. Any attempt to remove the manacles requires 
  a successful DC 20 Sleight of Hand or Stealth check to avoid 
  notice. Freeing at least three slaves leaves the gala seriously 
  understaffed, fulfilling this objective. Furthermore, this 
  earns the PCs the quiet assistance of the other slaves, 
  allowing each PC to reroll one failed skill check and use the 
  second result in their efforts to sabotage the gala.
  Creatures: Partygoers of all shapes and sizes attend the 
  gala. If there is time, allow the PCs to interact with some of 
  these individuals and get a feel for the aristocratic elite of 
  Zjarra. The guests react to any sabotage with exclamations of 
  shock and whispered rumors about Basira’s competency, but 
  mostly they just do their best not to suffer the brunt of the 
  appalling conditions. Several noteworthy attendees are listed 
  below. If the PCs make a strong connection with an NPC or 
  somehow incorporate an NPC into an act of sabotage in a 
  clever way, consider reducing the DC of a sabotage check by 
  as much as 5. Each NPC should only contribute to one check 
  in this way.
  Alshost Inkir (NE salamander bard 2) acts as a headhunter 
  who connects aspiring warlords and power mongers with 
  mercenary companies and bodyguards. The salamander 
  often receives an invitation to events as thanks to supplying 
  Basira with hired muscle, not out of any personal friendship.
  The winged serpent Folcaryan (LG male couatl) oversees 
  several charitable foundations in Zjarra, frequently causing 
  him to clash with Basira over the efreeti’s heartless business 
  practices. They feign tolerance in public, but it’s an open 
  secret that they loathe each other.
  Being a younger dragon, Hsirmax (CN female juvenile 
  magma dragon) is slightly less mercurial than other magma 
  
  21
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  dragons. Rather than engage in violent outbursts, she is 
  instead a social provocateur who enjoys offending others’ 
  taboos and delighting in their dismay. The main reason 
  others tolerate her is because she has a profitable knack for 
  sniffing out mineral wealth on the Plane of Fire.
  Pahu (N genderless janni fighter 4) is a celebrated 
  explorer and adventurer who has worked for Basira several 
  times. The janni is modest about their accomplishments, 
  indulging others in understated stories if asked and 
  providing inoffensive but insightful observations about past 
  employers if prompted. 
  Urmoll (N Large ooze elemental aristocrat 3), a mass of 
  brownish sludge, is an eccentric elemental that developed 
  an unquenchable curiosity for cuisine, having embraced 
  polite society largely to sample others’ hospitality. The 
  boorish creature spits regularly while speaking and laughs 
  at its own poor jokes. Basira regrets inviting it at all.
  If the PCs fail any skill check by 5 or more, a ranking 
  member of the estate notices, and Basira confidently steps 
  in to “teach them a lesson.” This involves calling out the 
  offending PC(s), calling for guards (in Subtier 8–9 only), and 
  attacking the unworthy guest. If the PCs succeed at at least 
  three sabotage attempts (including any they may devise on 
  their own), Basira instead flies into a rage, demanding that 
  the saboteurs identify themselves before eventually accusing 
  one of the PCs and attacking them. In both cases, the efreeti 
  suffers several penalties detailed in the Scaling Encounter 
  D sidebar.
  Subtier 5–6 (CR 8)
  BASIRA 
  CR 8
  Efreeti (Pathfinder RPG Bestiary 140, see page 27)
  hp 95
  TACTICS
  During Combat Basira uses quickened scorching rays 
  to soften up the nearest target before switching to 
  melee attacks.
  Morale Enraged and overconfident, Basira fights until 
  incapacitated, dead, or undeniably defeated.
  Subtier 8–9 (CR 11)
  BASIRA 
  CR 10
  Efreeti malik (Pathfinder RPG Bestiary 140, see page 27)
  hp 136
  TACTICS
  During Combat Basira uses quickened scorching rays to soften 
  up the nearest target before switching to melee attacks. 
  He uses fireball if he can catch three or more opponents in 
  the blast.
  Morale Enraged and overconfident, Basira fights until 
  incapacitated, dead, or undeniably defeated.
  SALAMANDERS (2) 
  CR 6
  hp 76 (Pathfinder RPG Bestiary 240, see page 30)
  TACTICS
  During Combat The salamanders pursue easy-looking targets, 
  allowing Basira to fight more physically imposing foes.
  Morale A salamander flees if reduced to less than 15 hit points. 
  The guest Alshost Inkir merely shrugs and reminds Basira that 
  the latter has yet to acknowledge the guards’ salary demands 
  from the previous month.
  Treasure: By succeeding at a DC 15 Perception check, a 
  PC ascertains that the beautiful decorative fountain in the 
  manor is supplied with a decanter of endless water. In Subtier 
  8–9, Basira’s staff also had a deck of illusions to pass out to 
  guests as part of the evening entertainment, and the PCs can 
  recover the full deck.
  Development: A few minutes after combat begins, a 
  squad of Zjarra’s kolyarut peacekeepers arrives to arrest the 
  PCs (and Basira, if he’s still alive). With a successful DC 20 
  Diplomacy or Bluff check, a PC can convince the inevitables 
  that the Pathfinders are innocent, though this DC increases 
  Be prepared to make the following adjustments to 
  accommodate a group of four PCs or those who succeed 
  at certain acts of sabotage. If the PCs pursued alternate 
  means of sabotaging the event, either apply an 
  appropriate penalty from below or impose a condition on 
  Basira that is equally harmful.
  Subtier 5–6 (four PCs): Basira has already used all 
  of his quickened scorching ray and wall of fire spell-like 
  abilities, as well as his change size ability.
  Subtier 8–9 (four PCs): Basira is a standard efreeti, 
  using the statistics from Subtier 5–6.
  Food: Basira has the sickened condition. 
  Music: Basira seethes at having wasted money on failed 
  entertainment, making it difficult for him to concentrate. 
  He must succeed at a concentration check (DC = 18 + spell 
  level) in order to use one of his spell-like abilities. Failing 
  the check causes him to lose the spell with no effect.
  Gossip: The guests become especially rowdy during 
  the fight, finding amusement in Basira’s fury. Up to three 
  times during the combat as a swift action, the PCs can 
  leverage the crowd’s derision to distract Basira and leave 
  him flat-footed. This is similar to the feint action but does 
  not impart any additional benefits a PC might gain from 
  feinting. If desired, a PC can use the crowd’s Bluff modifier 
  (+12) in place of her own.
  Staff: Just as combat is about to begin, Basira calls for a 
  slave to bring him his sword. If the PCs freed enough slaves, 
  nobody answers his call; he does not have a falchion.
  Scaling Encounter D
  
  PATHFINDER SOCIETY SCENARIO
  22
  by 5 for each of the four tasks in which the PCs assaulted or 
  killed a creature. Even if they are arrested, Yasmine arranges 
  their release within a few days as a favor to the Pathfinder 
  Society, making a convincing argument that the PCs were 
  simply defending themselves from Basira. 
  In either case, Basira’s humiliating loss of composure—
  and being bested by mortals—is an embarrassment he and 
  his guests do not soon forget, assuming the efreeti survived 
  at all.
  Faction Notes: Members of the Exchange faction have 
  an opportunity to make a lasting impression on one 
  or more important people here. Unlike most faction 
  prompts, there is no intended way to accomplish this. 
  Instead, let the players invent a plan. As the GM, assess 
  whether the plan is more aligned with Aaqir al’Hakam’s 
  agenda (i.e. create a lawful enterprise with strong local 
  connections) or that of Guaril Karela (i.e. intimidate 
  potential competitors, recruit local help that bends the 
  rules, and take over the black market). The PCs should 
  succeed at one or two relevant skill checks; DC 18–22 is a 
  good range for fairly modest goals (such as a Diplomacy 
  check to convince someone to meet with Aaqir), whereas 
  especially wild or ambitious gambits might be closer to 
  DC 30 or higher (such as an Intimidate check to throw an 
  Exchange calling card atop Basira’s corpse and proclaim 
  that anyone not under the Exchange’s protection could 
  meet a similar fate). The PCs should have only a limited 
  number of chances to succeed at a strategy before the 
  window of opportunity closes.
  Rewards: If the PCs are unable to defeat Basira in combat, 
  reduce each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 781 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,082 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,383 gp.
  CONCLUSION
  By the time the PCs have completed Qalkami’s final task 
  and report back to her, she has had the opportunity to learn 
  about any treachery they may have performed while doing 
  her bidding. Calm and poised, she confronts them about 
  each incident, giving them the chance to explain themselves 
  before jumping to conclusions. 
  For each check, have each character attempt a single 
  appropriate skill check. In Subtier 5–6, the DC is 21. In 
  Subtier 8–9, the DC is 24. In order to succeed, at least one 
  PC must meet the listed DC, and at least half the PCs’ results 
  must equal or exceed the check DC minus 10. If the PCs have 
  a particularly sly explanation for an accusation, consider 
  reducing the DC by 2.
  Carlin Nestor’s Arrest (Bluff or Knowledge [local]): “You 
  did a good job getting Carlin out of trouble with that 
  inevitable. I fear your efforts may have been wasted, though: 
  I received word that he’s been arrested. Odd, they seemed to 
  have some detailed information about his illegal activities. 
  You wouldn’t have any idea what happened, would you?”
  Malini’s Death (Diplomacy): If the PCs killed Malini when 
  recovering Vassago, Qalkami states “An investigation has 
  been opened into Malini’s death, creating exactly the sort 
  of scrutiny I wanted to avoid in the first place. Remind me 
  again why the situation justified lethal force?”
  Vassago (Bluff): If the PCs replaced Vassago’s contract, 
  Qalkami comments “Vassago has gone missing, and 
  when I took another look at the contract you brought 
  back, I discovered it was a decoy. I don’t suppose you 
  could shed any light on the matter?” The DC for the 
  Bluff check increases by 5 if the PCs failed to make a 
  convincing forgery.
  Water Contract (Bluff, Linguistics, or Profession 
  [barrister]): “I reviewed the signed contract you brought 
  back, and I noticed that there were a few adjustments made. 
  Can you enlighten me as to why?”
  Defeated by Basira (Bluff): “I heard that you fought Basira, 
  and he beat you. A pity, but I suppose you can’t help if you’re 
  outclassed by an efreeti. You are mortals, after all. Still…it 
  seems odd he let you leave alive. How did you manage to 
  get away?”
  If Qalkami discovers evidence of treachery for just one 
  task, she isn’t worried, and may even find it amusing. More 
  than one, however, earns her ire and earns each PC the 
  Angering Qalkami boon on the Chronicle sheet. But she is 
  patient and calculating, and doesn’t let her displeasure show. 
  In fact, she smiles and congratulates them on a job well 
  done, assuring them that she is so impressed by their work 
  that when she has relocated to the City of Brass and calls in 
  the last piece of what the Pathfinder Society owes her, she 
  will be sure to request them personally.
  Reporting Notes
  If the PCs earned the Angering Qalkami boon, check box A 
  on the reporting sheet. If the PCs convinced Soheila to sign 
  the contract (rather than making a deal with Yohai), check 
  box B. If members of the Exchange faction accomplished 
  more tasks that favored Aaqir al’Hakam’s agenda, check box 
  C. If those faction members accomplished more tasks that 
  favored Guaril Karela’s agenda, instead check box D.
  Primary Success Conditions
  The PCs complete their primary mission if they succeed 
  at at least three of four tasks, whether they subverted those 
  tasks or not.
  Secondary Success Conditions
  The PCs successfully complete their secondary mission if 
  they succeed at the three initial tasks and successfully drive 
  Basira to an enraged outburst in the final task, without 
  Qalkami discovering that any tasks were subverted.
  
  23
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  Faction Notes
  During this adventure, members of the Exchange faction 
  have numerous opportunities to determine their faction’s 
  reputation and strategy on the Plane of Fire. Which reward a 
  faction PC earns depends largely on whether she promoted 
  the faction’s agenda according to Aaqir al’Hakam’s vision 
  (an upstanding approach) or that of Guaril Karela (a much 
  more underhanded tact). Tally the number of times the PCs 
  promoted one or the other, as summarized below. If the 
  faction PCs pursued al’Hakam’s approach more (minimum 
  two accomplishments), Exchange faction PCs earn the 
  Zjarran Entrepreneur boon. If the faction PCs pursued 
  Karela’s approach more (minimum two accomplishments), 
  Exchange faction PCs earn the Shadow over Zjarra boon. If 
  there’s a tie, each faction PC chooses which boon to earn.
  If the faction PCs were heavily split in which approach 
  they favored, consider allowing the outlier to claim his 
  preferred faction leader’s boon despite having been 
  overruled during play.
  Aaqir al’Hakam: PCs are able to help this particular 
  leader by helping Zjarran authorities in the arrest of 
  Nestor Carlin, making a positive impression on Malini, 
  convincing a water naga to correspond with the Exchange, 
  and performing actions that favor al’Hakam’s policies 
  during Basira’s gala.
  Guaril Karela: PCs help this leader by recruiting Carlin 
  Nestor to work with the Exchange; freeing and recruiting 
  Vassago; convincing Malini to fear and pay tribute to the 
  Exchange; and performing actions that favor Karela’s 
  policies during Basira’s gala.
  
  PATHFINDER SOCIETY SCENARIO
  24
  Player Handout #1: Letter from Aaqir al’Hakam
  Esteemed entrepreneur,
  For generations, the Padishah Empire has traded with the shining city of Zjarra, a glittering 
  metropolis on the Plane of Fire. This connection has made Kelesh the principal means by 
  which extraplanar metals, flawless jewels, strange creatures, and more all arrive in Avistani 
  markets, and as you can imagine, customers pay a premium for that service. Now that the 
  Pathfinder Society has turned its attention—and considerable resources—toward the Elemental 
  Planes, we are poised to make our own mark on these impossibly distant bazaars.
  I have worked with Society leaders to ensure you are part of this first journey to Zjarra. 
  Not only do I trust that you will be a guiding hand in dealing with the sly efreeti Qalkami 
  Mishalq, but I also know that you will be ever mindful of allies and opportunities with which 
  we can establish our own trade route to the Plane of Fire. Zjarra is a peaceful place that 
  honors hospitality and manners, so conduct yourself with dignity and aim to play by the rules 
  wherever circumstances permit.
  Guaril Karela is as eager as I to make a mark on this brimming font of commerce, but I 
  cannot condone his ambitions. The city has survived for untold centuries—even millennia. If 
  you think its citizens vulnerable to cheap thuggery, you may doom our endeavor before it’s 
  truly begun.
  May your coin purse shine like the sun,
  Trade Prince
  Aaqir al’Hakam
  
  25
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  Player Handout #2: Letter from Guaril Karela
  Most favorite associate,
  My extended family—you, me, and many other like-minded professionals—have 
  long served the Inner Sea region and beyond, yet our talents have stagnated 
  under the achingly modest ambitions of our lead financier, the esteemed 
  al’Hakam. He runs a safe and profitable business, yes, but he forgets that 
  the greatest businesses not only bring the otherwise unattainable to the 
  customer, but they also embrace risk and opportunity. Lucky for us all, your 
  cousin Guaril has just such a risky and profitable opportunity.
  The Pathfinder Society has recently decided to send several agents to 
  cosmopolitan Zjarra on the Plane of Fire, and I’ve had a few conversations 
  to let slip that such an operation would benefit from someone of your 
  talents—especially if you’re to haggle with a genie, like I’ve heard. Remember 
  how I mentioned stagnation? Zjarra’s been floating in a sea of lava for 
  millennia, and all of its residents have grown complacent with the status 
  quo. Perhaps while you’re there you can look for some good ways that we 
  could share the Exchange’s specialty services with a populace dearly in need 
  of our expertise. Why, no doubt there are elementals that would pay dearly 
  in monthly installments to prevent hoodlums from scaring off customers 
  and causing property damage. I’m sure there are also…fire…spirits that 
  strain under the burden of unjust taxes and tariffs for lack of competent 
  teamsters who can move things from A to B with less fuss.
  Keep watch for local business partners, and maybe give a few prospective 
  clients a free sample of our merchandise. Don’t go overboard. I don’t want 
  any local peacekeepers giving us free advertising. Just illustrate quietly how 
  much happier everyone could be with an ongoing exchange of goods and 
  services, and I’ll be fast on your heels to set up a local…distribution center.
  Oh, and it’s worth noting our friend Aaqir and I have discussed these 
  details and shared a few choice words about how best to establish our 
  local reputation. He wants to play it safe, and if you want to retire decades 
  from now with your own fruit stand to show for your work, maybe you 
  should play in his sandbox.
  You want to die rich, fat, and happy? Tell ’em cousin Guaril sent you.
  Guaril Karela
  
  PATHFINDER SOCIETY SCENARIO
  26
  Player Handout #3: Qalkami’s Instructions
  • Deal with the rogue inevitable Tavar, who has been harassing my agent 
  Carlin Nestor. See to it that Carlin isn’t bothered by the thing anymore. 
  See Carlin for information on the scrap heap’s whereabouts.
  • Recover the imp Vassago, as well as his contract of service, from the mephit 
  Malini at the Eye of Flame magic shop. He is on loan to Malini, and 
  that loan is past due. Try to keep a low profile.
  • Secure a signature on my trade contract from the representative of the 
  Cerulean Wave consortium, a water naga named Soheila. She can be 
  found in her home in town. Be warned, it may be wet.
  • Return to me for further instructions.
  
  27
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  APPENDIX: STAT BLOCKS
  The following stat blocks are used in this scenario.
  CECAELIA
  In place of legs, this handsome humanoid sports an octopus’s eight 
  writhing tentacles.
  CECAELIA 
  CR 5
  CN Medium monstrous humanoid (aquatic)
  Init +4; Senses darkvision 60 ft., tentacle sense 10 ft.; 
  Perception +1
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 45 (6d10+12)
  Fort +4, Ref +9, Will +6
  OFFENSE
  Speed 30 ft., swim 40 ft., jet 200 ft.
  Melee mwk spear +11/+6 (1d8+4/×3), 2 tentacles +5 (1d4+1 
  plus grab)
  Ranged mwk spear +12 (1d8+3/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
  STATISTICS
  Str 16, Dex 19, Con 14, Int 9, Wis 12, Cha 11
  Base Atk +6; CMB +9 (+13 grapple); CMD 23 (can’t be tripped)
  Feats Combat Reflexes, Weapon Focus (spear, tentacle)
  Skills Stealth +13, Survival +10, Swim +20
  Languages Aquan, Common
  SQ amphibious
  SPECIAL ABILITIES
  Ink Cloud (Ex) Once per hour as a standard action, a cecaelia can 
  emit a 10-foot-radius sphere of ink while underwater. This ink 
  cloud provides total concealment and persists for 1 minute.
  Tentacle Sense (Ex) As a swift action while swimming and 
  while it is not grappled or grappling, the cecaelia can spread 
  its tentacles wide to form a sensory net around it. This grants 
  blindsight to a range of 10 feet and lasts as long as the 
  cecaelia concentrates. While this effect lasts, the creature 
  cannot attack with its tentacles or move.
  GENIE, EFREETI
  This muscular giant has crimson skin, smoldering eyes, and small 
  black horns. Smoke rises in curls from its flesh.
  EFREETI 
  CR 8
  LE Large outsider (extraplanar, fire)
  Init +7; Senses darkvision 60 ft., detect magic; Perception +15
  DEFENSE
  AC 21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, +8 natural, 
  –1 size)
  hp 95 (10d10+40)
  Fort +7, Ref +10, Will +9
  Immune fire 
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 20 ft., fly 40 ft. (perfect)
  Melee 2 slams +15 (1d8+6 plus 1d6 fire) or 
  mwk falchion +16/+11 (2d6+9/18–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks change size, heat
  Spell-Like Abilities (CL 11th, concentration +14)
  Constant—detect magic
  At Will—plane shift (willing targets to elemental planes, Astral 
  Plane, or Material Plane only), produce flame, pyrotechnics 
  (DC 14), scorching ray
  3/day—invisibility, quickened scorching ray, wall of fire 
  (DC 16)
  1/day—grant up to 3 wishes (to nongenies only), gaseous 
  form, permanent image (DC 18)
  STATISTICS
  Str 23, Dex 17, Con 18, Int 12, Wis 14, Cha 15
  Base Atk +10; CMB +17; CMD 31
  Feats Combat Casting, Combat Reflexes, Deceitful, Dodge, 
  Improved InitiativeB, Quicken Spell-Like Ability (scorching ray)
  Skills Bluff +19, Craft (any one) +14, Disguise +10, Fly +13, 
  Intimidate +15, Perception +15, Sense Motive +15, 
  Spellcraft +14, Stealth +8
  Languages Auran, Aquan, Common, Ignan, Terran;  
  telepathy 100 ft.
  SQ change shape (humanoid or giant, alter self or giant form I)
  SPECIAL ABILITIES
  Change Size (Sp) Twice per day, an efreeti can magically change 
  a creature’s size. This works just like an enlarge person or 
  reduce person spell (the efreeti chooses when using the 
  ability), except that the ability can work on the efreeti. A 
  DC 13 Fortitude save negates the effect. The save DC is 
  Charisma-based. This is the equivalent of a 2nd-level spell.
  Heat (Ex) An efreeti’s body deals 1d6 points of fire damage 
  whenever it hits in melee, or in each round it grapples.
  EFREETI MALIK 
  CR 10
  LE Large outsider (extraplanar, fire)
  Init +7; Senses darkvision 60 ft., detect magic; Perception +18
  DEFENSE
  AC 21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, +8 natural, 
  –1 size)
  hp 123 (13d10+52)
  Fort +8, Ref +13, Will +10
  Immune fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 20 ft., fly 40 ft. (perfect)
  Melee mwk falchion +19/+14/+9 (2d6+9/18–20 plus 1d6 fire) or 
  2 slams +13 (1d8+3 plus 1d6 fire)
  Space 10 ft.; Reach 10 ft.
  Special Attacks change size, heat (1d6 fire)
  Spell-Like Abilities (CL 15th; concentration +17)
  
  PATHFINDER SOCIETY SCENARIO
  28
  Constant—detect magic
  At will—plane shift (willing targets to elemental planes, astral 
  plane, or material plane only) (DC 19), produce flame, 
  pyrotechnics (DC 14), scorching ray
  3/day—fireball (DC 15), heat metal (DC 14), invisibility, 
  quickened scorching ray, wall of fire
  1/day—gaseous form, greater invisibility, permanent image 
  (DC 18), pyroclastic storm, wish (grant up to three to 
  nongenies only)
  STATISTICS
  Str 23, Dex 17, Con 18, Int 12, Wis 14, Cha 15
  Base Atk +13; CMB +20; CMD 34
  Feats Combat Casting, Combat Reflexes, Deceitful, Dodge, 
  Improved InitiativeB, Lightning Reflexes, Power Attack, Quicken 
  Spell-Like Ability (scorching ray)
  Skills Bluff +22, Craft (any one) +15, Disguise +11, Fly +15, 
  Intimidate +18, Perception +18, Sense Motive +18, 
  Spellcraft+17, Stealth +8
  Languages Aquan, Auran, Common, Ignan, Terran;  
  telepathy 100 ft.
  SQ change shape (humanoid or giant; alter self or giant form I)
  Gear mwk falchion
  SPECIAL ABILITIES
  Change Size (Sp) Twice per day, an efreeti can magically 
  change a creature’s size. This works just like an enlarge 
  person or reduce person spell (the efreeti chooses when 
  using the ability), except that the ability can work on the 
  efreeti. A DC 13 Fortitude save negates the effect. The 
  save DC is Charisma-based. This is the equivalent of a 2nd-
  level spell.
  Heat (Ex) An efreeti’s body deals 1d6 points of fire damage 
  whenever it hits in melee, or in each round it grapples.
  GRAVEN GUARDIAN
  This jackal-headed, brightly painted clay statue animates and 
  lurches forward, hefting a wickedly hooked sword.
  GRAVEN GUARDIAN 
   CR 5
  N Medium construct
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 53 (6d10+20); fast healing 2
  Fort +2, Ref +4, Will +3
  DR 5/adamantine; Immune construct traits; SR 16
  Weaknesses faith bound
  OFFENSE
  Speed 40 ft.
  Melee +1 keen scimitar +11/+6 (1d6+5/15–20 plus 1d6 fire) or 
  slam +10 (1d6+4)
  Special Attacks magic weapon
  Spell-Like Abilities (CL 6th; concentration +1)
  1/day—haste (self only)
  STATISTICS
  Str 16, Dex 15, Con —, Int —, Wis 12, Cha 1
  Base Atk +6; CMB +10; CMD 21
  SQ guardian domains (Fire, Nobility)
  SPECIAL ABILITIES
  Faith Bound (Su) A graven guardian cannot attack any creature 
  that openly wears or displays the holy or unholy symbol of the 
  deity to which the graven guardian is dedicated unless that 
  creature first attacks the graven guardian. These guardians 
  are dedicated to the fire mephit theocracy of the Matriarch of 
  Holy Sublimation.
  Magic Weapon (Su) A graven guardian that carries its deity’s 
  favored weapon treats that weapon as a +1 weapon as long 
  as it is wielded by the guardian. If the weapon is a melee 
  weapon, it gains the keen weapon special ability (even if the 
  weapon is a bludgeoning weapon). If it is a thrown weapon, 
  it gains the returning weapon special ability. If it is a ranged 
  weapon, it gains the seeking weapon special ability, and 
  generates new ammunition with each attack (this ammunition 
  is destroyed whether or not it hits).
  IMP
  Fiendish wings and a whipping scorpion-like tail lash behind this 
  diminutive, red-skinned nuisance.
  IMP 
  CR 2
  LE Tiny outsider (devil, evil, extraplanar, lawful)
  Init +3; Senses darkvision 60 ft., detect good, detect magic, see 
  in darkness; Perception +7
  DEFENSE
  AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, 
  +2 size)
  hp 16 (3d10); fast healing 2
  Fort +1, Ref +6, Will +4
  DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
  OFFENSE
  Speed 20 ft., fly 50 ft. (perfect)
  Melee sting +8 (1d4 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 6th, concentration +8)
  Constant—detect good, detect magic
  At will—invisibility (self only)
  1/day—augury, suggestion (DC 15)
  1/week—commune (6 questions, CL 12th)
  STATISTICS
  Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
  Base Atk +3; CMB +1; CMD 15
  Feats Dodge, Weapon Finesse
  Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana, 
  planes) +7, Perception +7, Spellcraft +7
  Languages Common, Infernal
  SQ change shape (boar, giant spider, rat, or raven; beast 
  shape I)
  
  29
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round 
  for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is 
  Constitution-based, and includes a +2 racial bonus.
  INEVITABLE, KOLYARUT
  Beneath its cloak, this man-shaped creature appears to be part 
  statue and part metallic machine.
  KOLYARUT 
  CR 12
  LN Medium outsider (extraplanar, inevitable, lawful)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +22
  DEFENSE
  AC 26, touch 14, flat-footed 22 (+4 Dex, +12 natural)
  hp 158 (12d10+92); regeneration 5 (chaotic)
  Fort +14, Ref +10, Will +11
  Defensive Abilities constructed; DR 10/chaotic; SR 23
  OFFENSE
  Speed 30 ft.
  Melee +2 bastard sword +20/+15/+10 (1d10+8/19–20), 
  slam +13 (2d6+3) or 
  2 slams +18 (2d6+6)
  Spell-Like Abilities (CL 12th; concentration +15)
  At will—discern lies (DC 17), disguise self, enervation, fear 
  (DC 17), hold person (DC 16), invisibility (self only), locate 
  creature, suggestion (DC 16), vampiric touch
  3/day—hold monster (DC 18), mark of justice, quickened 
  suggestion (DC 16)
  1/week—geas/quest
  STATISTICS
  Str 22, Dex 19, Con 23, Int 10, Wis 17, Cha 16
  Base Atk +12; CMB +18; CMD 32
  Feats Alertness, Combat Casting, Combat Reflexes, 
  Improved Initiative, Lightning Reflexes, Quicken Spell-Like 
  Ability (suggestion)
  Skills Diplomacy +22, Disguise +22, Knowledge (planes) +15, 
  Perception +22, Sense Motive +22, Survival +18; Racial 
  Modifiers +4 Diplomacy, +4 Disguise
  Languages truespeech
  SPECIAL ABILITIES
  Constructed (Ex) Although inevitables are living outsiders, their 
  bodies are constructed of physical components, and in many 
  ways they function as constructs. For the purposes of effects 
  targeting creatures by type (such as a ranger’s favored enemy 
  and bane weapons), inevitables count as both outsiders and 
  constructs. They are immune to death effects, disease, mind-
  affecting effects, necromancy effects, paralysis, poison, sleep, 
  stun, and any effect that requires a Fortitude save (unless the 
  effect also works on objects, or is harmless). Inevitables are 
  not subject to nonlethal damage, ability damage, ability drain, 
  fatigue, exhaustion, or energy drain. They are not at risk of 
  death from massive damage. They have bonus hit points as 
  constructs of their size.
  INEVITABLE, ZELEKHUT
  This creature looks much like a mechanical centaur. Golden, 
  clockwork wings sprout from its back, and its arms end in 
  barbed chains.
  ZELEKHUT 
  CR 9
  LN Large outsider (extraplanar, inevitable, lawful)
  Init +9; Senses darkvision 60 ft., low-light vision, true seeing; 
  Perception +20
  DEFENSE
  AC 24, touch 15, flat-footed 18 (+5 Dex, +1 dodge, +9 natural, 
  –1 size)
  hp 115 (10d10+60); regeneration 5 (chaotic)
  Fort +10, Ref +8, Will +10
  Defensive Abilities constructed; DR 10/chaotic; SR 20
  OFFENSE
  Speed 50 ft., fly 60 ft. (average)
  Melee 2 chains +17 (2d6+7 plus 1d6 electricity and trip)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 10th; concentration +13)
  Constant—true seeing
  At will—clairaudience/clairvoyance, dimensional anchor, 
  dispel magic, fear (DC 17), hold person (DC 16), 
  locate creature
  3/day—hold monster (DC 18), mark of justice
  1/week—lesser geas (DC 17)
  STATISTICS
  Str 25, Dex 20, Con 16, Int 10, Wis 17, Cha 17
  Base Atk +10; CMB +18; CMD 34 (38 vs. trip)
  Feats Dodge, Improved Initiative, Mobility, Vital Strike, Weapon 
  Focus (chain)
  Skills Acrobatics +18 (+26 when jumping), Diplomacy +16, 
  Fly +16, Perception +20, Sense Motive +20, Survival +16; 
  Racial Modifiers +4 Perception, +4 Sense Motive
  Languages truespeech
  SQ chains
  SPECIAL ABILITIES
  Chains (Ex) A zelekhut’s arms end in long lengths of barbed 
  metal. These chains deal slashing damage and 1d6 points of 
  electricity damage with each hit.
  Constructed (Ex) Although inevitables are living outsiders, their 
  bodies are constructed of physical components, and in many 
  ways they function as constructs. For the purposes of effects 
  targeting creatures by type (such as a ranger’s favored enemy 
  and bane weapons), inevitables count as both outsiders and 
  constructs. They are immune to death effects, disease, mind-
  affecting effects, necromancy effects, paralysis, poison, sleep, 
  stun, and any effect that requires a Fortitude save (unless the 
  effect also works on objects, or is harmless). Inevitables are 
  not subject to nonlethal damage, ability damage, ability drain, 
  fatigue, exhaustion, or energy drain. They are not at risk of 
  death from massive damage. They have bonus hit points as 
  constructs of their size.
  
  PATHFINDER SOCIETY SCENARIO
  30
  JUNK GOLEM
  A walking rubbish heap, this roughly humanoid creature seems to 
  be barely holding itself together.
  JUNK GOLEM 
  CR 4
  N Medium construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 19, touch 9, flat-footed 19 (–1 Dex, +10 natural)
  hp 42 (4d10+20); junk repair
  Fort +1, Ref +0, Will +1
  DR 5/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 slam +8 (1d6+4 plus disease)
  Special Attacks disease
  STATISTICS
  Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +4; CMB +8; CMD 17
  SQ discorporate
  SPECIAL ABILITIES
  Discorporate (Ex) A junk golem is able to break apart into 
  its constituent pieces as a standard action, becoming a 
  swarming mass of Tiny parts. When it does so, it gains the 
  swarm subtype, its space changes to 10 feet, and its reach 
  changes to 0. In this form, it gains a swarm attack that 
  deals 1d6 points of damage and inflicts disease, but loses 
  its slam attacks. It can revert back to its normal form as a 
  full-round action.
  Disease (Ex) Tetanus: Slam—injury; save Fort DC 12; onset 
  1d6 days; frequency 1 day; effect 1d4 Dex damage. Each 
  time a creature takes Dexterity damage from tetanus, 
  there’s a 50% chance his jaw muscles stiffen, preventing 
  speech and the use of spells with verbal components 
  for 24 hours; cure 2 consecutive saves. The save DC 
  is Constitution-based.
  Immunity to Magic (Ex) A junk golem is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against a junk 
  golem, as noted below.
  • A shatter spell causes a junk golem to discorporate and 
  dazes it for 1 round.
  • A grease spell affects the junk golem as if it were haste for 
  1d6 rounds and ends any slow effect on it.
  • An arcane lock or hold portal spell affects the junk golem 
  as if it were a slow spell for 1d6 rounds and breaks any 
  haste effect on it.
  • A wood shape or rusting grasp spell deals 2d6 points of 
  damage to a junk golem.
  Junk Repair (Su) A junk golem has fast healing 2 when in 
  an area with a high concentration of debris, such as a 
  refuse heap or the area created by another junk golem’s 
  discorporate ability.
  SALAMANDER
  This snake-bodied humanoid hisses with intense anger. Spines 
  of crackling flame dance along the creature’s blackened, fiery-
  red scales.
  SALAMANDER 
  CR 6
  CE Medium outsider (extraplanar, fire)
  Init +1; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 76 (8d10+32)
  Fort +10, Ref +7, Will +6
  DR 10/magic; Immune fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 20 ft.
  Melee spear +11/+6 (1d8+4/×3 plus 1d6 fire), tail slap +6 
  (2d6+1 plus 1d6 fire and grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with tail)
  Special Attacks constrict (2d6+4 plus 1d6 fire), heat
  STATISTICS
  Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13
  Base Atk +8; CMB +11 (+15 grapple); CMD 22 (can’t 
  be tripped)
  Feats Cleave, Iron Will, Power Attack, Skill Focus (Perception)
  Skills Acrobatics +12, Bluff +12, Craft (weaponsmithing) +17, 
  Intimidate +12, Knowledge (planes) +13, 
  Perception +16, Sense Motive +13, Stealth +12; Racial 
  Modifiers +4 Craft (armorsmithing, blacksmithing, 
  and weaponsmithing)
  Languages Common, Ignan
  SPECIAL ABILITIES
  Heat (Ex) A salamander generates so much heat that its mere 
  touch deals an additional 1d6 points of fire damage. A 
  salamander’s metallic weapons also conduct this heat.
  WATER NAGA
  Slender spines and brightly colored frills stretch back from the 
  humanlike face of this massive aquatic snake.
  WATER NAGA 
  CR 7
  N Large aberration (aquatic)
  Init +6; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
  hp 76 (8d8+40)
  Fort +7, Ref +10, Will +9
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee bite +10 (2d6+5 plus poison), tail slap +5 (1d8+2)
  Space 10 ft.; Reach 5 ft.
  Spells Known (CL 7th; concentration +11)
  3rd (5/day)—protection from energy, suggestion (DC 17)
  
  31
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  2nd (7/day)—acid arrow, invisibility, mirror image
  1st (7/day)—expeditious retreat, magic missile, obscuring 
  mist, shield, true strike
  0 (at will)—acid splash, daze (DC 14), detect magic, light, 
  mage hand, open/close, read magic
  STATISTICS
  Str 20, Dex 23, Con 20, Int 11, Wis 17, Cha 18
  Base Atk +6; CMB +12; CMD 28 (can’t be tripped)
  Feats Combat Casting, Eschew MaterialsB, Lightning Reflexes, 
  Skill Focus (Perception, Stealth)
  Skills Bluff +8, Knowledge (local) +4, Perception +17, 
  Spellcraft +11, Stealth +16, Swim +13
  Languages Aquan, Common
  SQ amphibious
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 
  6 rounds; effect 1d2 Con damage; cure 2 saves.
  Spells A water naga casts spells as a 7th-level sorcerer.
  
  PATHFINDER SOCIETY SCENARIO
  32
  
  33
  FORGED IN FLAME, PART 1: THE CINDERSWORN PACT
  OPEN GAME LICENSE Version 1.0a
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  that you Use. No terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
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  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including 
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  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 License to 
  copy, modify and distribute any Open Game Content originally 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 #8–09: Forged in Flame, Part 1: The 
  Cindersworn Pact © 2016, Paizo Inc.; Author: Alex Riggs.
  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 #8-09: 
  Forged in Flame, Part1:
  The Cindersworn Pact
  
  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 #
  5–6
  8–9
  —
  1,285
  2,705
  —
  1,995
  2,569
  5,410
  —
  3,990
  Out of
  Subtier
  Pathfinder Society Scenario #8-09: 
  Forged in Flame, Part 1:
  The Cindersworn Pact
  Fire Affinity: Your connection to elemental fire has grown stronger over the course of your recent adventures. 
  This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future 
  adventures—especially those set on the elemental planes.
  Qalkami’s Disdain: You chose to undermine Qalkami Mishalq’s schemes in Zjarra, but she saw through 
  your ploy. You may not have invalidated her deal with the Pathfinder Society, but you’ve ensured that she 
  remembers you for your disloyalty.
  ▫ Shadow Over Zjarra (Exchange Faction): Along with Guaril Karela, you have established the Exchange 
  as a dangerous force in the trade city of Zjarra, and at least for now, others pay tribute to secure your services 
  and avert your wrath. You gain a bonus on Intimidate checks and Will saves against fear effects equal to the 
  number of Fire Affinity boons you have earned when interacting with creatures that speak Ignan or Kelish. 
  When you conclude an adventure in which you helped defeat a creature with the fire subtype or an adventure 
  that takes place in Qadira or on the Plane of Fire, you can check the box that precedes this boon. In doing so, 
  you forgo your Downtime for the adventure and instead earn gp equal to 100 times your character level. Treat 
  your character level as 1 higher for each Fire Affinity boon you have earned.
  ▫ Zjarran Entrepreneur (Exchange Faction): You have established yourself as an upstanding businessperson 
  in the cosmopolitan trading hub of Zjarra on the Plane of Fire. You gain a bonus on Bluff and Diplomacy 
  checks equal to the number of Fire Affinity boons you have earned when interacting with creatures that speak 
  Ignan or Kelish. When a creature that speaks Ignan or Kelish would cause enough damage to kill you, you can 
  check the box that precedes this boon to instead be reduced to –1 hit point and be stable; for your reputation 
  alone, the creature spares you death, though if you resume fighting, it won’t extend same mercy twice.
  Core Campaign
  All Subtiers
  Subtier 8–5=9
  boots of speed (12,000 gp)
  decanter of endless water (9,000 gp)
  pearl of power (2nd level; 4,000 gp)
  +1 flaming heavy crossbow (8,350 gp)
  amulet of proof against detection and location 
  (35,000 gp)
  deck of illusions (all human, half-elf, and dwarf 
  illusions instead appear as ifrits; 8,100 gp)
  pearl of power (3rd level; 9,000 gp)
  potion of barkskin (CL 9th; 900 gp, limit 1)
  scroll of remove curse (CL 9th; 675 gp, limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 08/S08-09 - Forged in Flame Part 1 - The Cindersworn Pact.pdf