TEXT: By Brian J. Fruzen
  Faithless and Forgotten, Part 1:
  Let Bygones Be
  PATHFINDER SOCIETY SCENARIO #7-14 
  TIER 1–5
  
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  Pathfinder Society Scenario #7–14: Faithless and Forgotten, Part 1: Let Bygones Be is a Pathfinder Society Scenario designed 
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  Faithless and Forgotten, Part 1:
  Let Bygones Be
  Pathfinder Society Scenario #7–14
  
  Cheliax
  • Corentyn
  • Anglemire
  Eismonts
  3
  have seen their work turn to ash upon one of the order’s 
  “clarity pyres.” However, House Thrune recognizes that 
  some history has value when properly applied, and it has 
  recently re-opened Cheliax’s borders to the Pathfinders. 
  The nearly forgotten ruin of House Davian is on a list of 
  newly sanctioned sites for exploration, as Cheliax hopes 
  to provide additional proof of the Davians’ treasonous 
  activities to boost Thrune’s popularity in the upcoming 
  Loyalty Day festival.
  More recently, leshy refugees from the Eismonts found 
  their way to the ruins, fleeing the death of their creator 
  at the hands of rampaging trolls. A lone troll pursued 
  these animate plants, only to fall to the ghouls already 
  inhabiting the keep. Ever resourceful, even in undeath, 
  Arenzo now carefully feeds the entombed troll so that 
  the ghouls may gorge without exposing themselves 
  to adventurers or Hellknight patrols. He’s garnered 
  A
  roden’s death more than a century ago birthed 
  30 years of civil war in Cheliax. Dozens of 
  imperial houses fought for dominance, but after 
  decades of war only two remained with might enough to 
  claim the soul of the empire. Duchess Lannavia Davian 
  and her house had the backing of Chelish loyalists and 
  the Sargavan navy, but even that was insufficient against 
  Abrogail Thrune and her army of devils.
  Davian’s final campaign against Thrune began about 
  100 miles north of the port city of Corentyn, in a small 
  coastal town known as Anglemire. Their fleet emerged 
  from the Orneian Reach to seek victory beneath the 
  Arch of Aroden, an act that would have vastly weakened 
  Thrune’s position. Thrune’s diabolists summoned devils 
  to defend Corentyn’s many fortified structures, and 
  Davian’s fleet broke upon the city’s shores.
  Davian’s defeat at Corentyn signaled both the end of 
  the Battle of a Hundred Kings and the ascendancy of 
  Abrogail Thrune to the imperial throne of Cheliax. In 
  order to crush the remaining resistance, the majestrix 
  besieged the Davians’ remaining stronghold, known 
  as Emberhold. There, Thrune’s forces executed Davian 
  clerics and any who attempted to smuggle supplies to 
  the starving noble household. The surviving Davians 
  defiantly rationed their remaining food and held out for 
  several months in hope of rescue, yet as supplies ran out, 
  the few remaining aristocrats fell upon each other. The 
  most desperately resourceful of these was Arenzo Davian, 
  who murdered the last of his kin, dragged them into 
  Emberhold’s crypt, and consumed their flesh. He’d hoped 
  Thrune agents would assumed the entire family was 
  dead and would simply abandon the site. Instead, they set 
  fire to the keep, and Arenzo perished in the smoke and 
  flames. He has since risen as a ghoul and lurks in the 
  shadows of abandoned Anglemire.
  Almost a century later, much of the Davians’ history 
  has disappeared under House Thrune’s aggressive 
  revisionist policies, enforced by the Hellknight Order of 
  the Rack. Even continent-spanning organizations devoted 
  to reclaiming the past, such as the Pathfinder Society, 
  Faithless and Forgotten, Part 1:
  Let Bygones Be
  By Brian J. Fruzen
  WHERE ON GOLARION?
  Let Bygones Be begins at the Grand Lodge in Absalom, but it 
  quickly transitions to the Chelish city Corentyn and later the 
  unruly foothills of the Eismonts. For more information about 
  these locations, see Pathfinder Campaign Setting: Cheliax, 
  the Infernal Empire and Pathfinder Campaign Setting: Cities 
  of Golarion, available at your local game store and online at 
  paizo.com.
  
  Ianareth 
  Alazario
  4
  PATHFINDER SOCIETY SCENARIO
  an unforeseen boon as a result of 
  countless indulgences on the troll’s 
  flesh: regeneration. With this newfound 
  ability, Arenzo has been slowly expanding 
  his pack and could soon pose a problem to 
  the region. 
  SUMMARY
  Master of Swords Marcos 
  Farabellus sends the PCs to 
  Corentyn 
  after 
  Ianareth 
  Alazario, the new Chelish 
  liaison to the Society, 
  re-opens Cheliax to the 
  Pathfinders. Their mission 
  is to explore an archaeological 
  site known as Emberhold before 
  the upcoming Loyalty Day Festival 
  in Cheliax. Marcos suspects there 
  might be more to the site, though, 
  and he asks the PCs to win over 
  Zefiro Balinger, the curator at Corentyn’s Museum of 
  History. A disturbance at the docks interrupts the PCs’ 
  mission before they’re able to unload their supplies. The 
  PCs make their way to the museum, where Zefiro asks 
  them to help ensure the safety of Mireille Goldenglow, 
  an elven woman who spends her free time teaching 
  residents of the West Drenches the true history of 
  their ancestors. The PCs help her to evade capture by 
  Corentyn’s law enforcers, then proceed to the last known 
  fortress of the Davian family: Emberhold. Once there, 
  they must tread carefully to avoid a confrontation with 
  the leshy inhabitants of the keep’s exposed upper levels. 
  Finally, they come face-to-face with one of the Davians, 
  now a bloodthirsty ghoul who has subsisted on the flesh 
  of a captured troll.
  GETTING STARTED
  The adventure begins at the Grand Lodge in Absalom, 
  where the PCs join a gathering of several hundred 
  GM RESOURCES
  This adventure makes use of the following Pathfinder RPG 
  Products: the Pathfinder RPG Core Rulebook, Pathfinder RPG 
  Advanced Player’s Guide (APG), Pathfinder RPG Bestiary, 
  Pathfinder RPG Bestiary 3, Pathfinder RPG Monster Codex, 
  Pathfinder RPG NPC Codex, and Pathfinder RPG Ultimate 
  Equipment (UE). You can find these rules in the Pathfinder 
  Reference Document at paizo.com/prd. Relevant rules from 
  the Bestiaries, NPC Codex, and Monster Codex 
  are reprinted at the end of the scenario.
  Pathfinders for an announcement by Ianareth Alazario, 
  Cheliax’s newly appointed liaison to the Pathfinder 
  Society. With her on the stage is Master of Swords 
  Marcos Farabellus, and the former Chelish liaison Zarta 
  Dralneen (now head of the Dark Archive) looks on from 
  the front row of the auditorium. Read or paraphrase the 
  following to get the adventure underway.
  A tall, heavy-set woman wearing a black-lacquered 
  breastplate and a sweeping ruby cloak rests a hand 
  on the gold pommel of the longsword at her 
  hip as she readies to address the Pathfinders 
  assembled at the Grand Lodge. She nods once 
  to Marcos Farabellus before beginning. “I 
  am Ianareth Alazario, and I come to you with 
  words spoken by Her Infernal Majestrix, Queen 
  Abrogail II of the Thrice-Damned House of 
  Thrune. Pathfinders, your exile is at an end. 
  Cheliax welcomes you once again.”
  Master of Swords Marcos Farabellus 
  vigorously leads a round of 
  applause that echoes off the 
  sturdy walls following the new 
  declaration. Ianareth’s smile is 
  as wide as her host’s, though 
  it falters slightly when her 
  gaze falls on her disgraced 
  predecessor 
  Zarta 
  Dralneen. 
  Ianareth continues, “With your help, 
  I would mend the rifts between us 
  and forge an enduring friendship. I have 
  entrusted your Master of Swords with 
  several promising leads found within our 
  borders. To that I add only this: Pathfinders, 
  the glory of Cheliax is placed in your care.” Ianareth bows deeply 
  to Marcos and then to the crowd before taking her leave. 
  Marcos Farabellus steps behind the lectern and announces, 
  “I’ve gathered a handful of teams to lead these initial 
  expeditions, and I’ve posted those outside with times to meet 
  me in my office for more details. There’s rewarding work ahead, 
  so don’t be late!” With that, the auditorium begins to empty. 
  Walking briskly with infinite poise and a clenched jaw, Zarta 
  Dralneen is the first to disappear through the doors.
  As promised, Marcos Farabellus has posted a list 
  of half-a-dozen teams to lead these first sanctioned 
  expeditions, and one of these includes each of the PCs. 
  The crush of Pathfinders jostling to read the names of the 
  lucky few is a great time to let the players introduce their 
  characters before meeting with the Master of Swords. 
  The PCs shouldn’t dally too long, though; they have the 
  first meeting with Farabellus, and it’s scheduled to begin 
  shortly after the presentation ended.
  
  Zarta 
  Dralneen
  5
  FAITHLESS AND FORGOTTEN, PART 1: LET BYGONES BE
  When the PCs go to meet the Master of Swords, read or 
  paraphrase the following.
  As you enter, Zarta Dralneen stands across the Master of 
  Swords’ desk, her back turned to you. She momentarily 
  acknowledges the newcomers before continuing to lecture 
  Farabellus. “Beware the good intentions of a Chelish diplomat. 
  Who controls whom behind closed doors in Cheliax, and who 
  are we serving by heeding the call of Abrogail’s 
  infernal masters?”
  Marcos strokes his beard for a moment, buying 
  time to phrase his reply. “Caution is warranted, 
  but you shouldn’t let past follies color your 
  opinion of this opportunity, Zarta. This is our 
  chance to freely operate within Cheliax again. 
  The doors of Delvehaven may still be closed, 
  but we can start to mend soured relations.” 
  Marcos turns to the recently arrived agents. “I 
  expect everyone who takes an assignment to 
  conduct themselves as diplomats as well as 
  explorers. We don’t need a public debacle to 
  ruin our welcome, again.” 
  Zarta straightens her back and glares 
  imperiously down at her counterpart. 
  “Folly? One day you will look between 
  the sheets and see you’ve climbed into bed 
  with a snake, Marcos. I sincerely hope none of 
  your agents find themselves in desperate need 
  of a retrieval team; I remind you that 
  devils work quickly to strip hope from 
  one’s senses.” She turns and strides out 
  of the room.
  The Master of Swords massages his 
  forehead with one hand and motions to 
  chairs with the other. “Lady Dralneen assumes that we take 
  Cheliax entirely at its word. Ianareth Alazario provided me 
  an incomplete history of a small keep in the Eismonts called 
  Emberhold, once property of House Davian. The reason we 
  don’t hear much of the Davians anymore is that they led the 
  resistance against House Thrune during the Chelish civil war, 
  and her infernal majestrix is not known for showing mercy. 
  I’m sending you to explore the site, learn what you can about 
  what happened there, and bring back any information about 
  the Davians.
  He leans forward and lowers his voice before adding, “You’ll 
  be traveling through Corentyn, and I’d like you to pay a visit to 
  the Museum of History there first. The curator, Zefiro Balinger, 
  is an acquaintance of the Society and may have details not 
  available in the official records. Get Balinger’s help, then visit 
  Emberhold.” Marcos presents a small folded map. “You’ll leave 
  Absalom aboard the Sea Sylph in two days—Society’s picking 
  up the tab. It’s been years since we’ve had first-hand reports 
  coming out of Cheliax, so be ready for anything.”
  Diplomacy or Knowledge (local)
  Based on the results of a Diplomacy or Knowledge (local) 
  check, the PCs might know more about Zarta Dralneen’s 
  tumultuous history with Cheliax and about the fall of 
  Delvehaven. Each PC recalls all of the information whose 
  DC is less than or equal to the result of her check. PCs 
  who belong to the Dark Archive faction reduce the DC of 
  these checks by 5.
  10+: Until approximately three years ago, 
  Paracountess Zarta Dralneen served as the 
  Chelish liaison to the Pathfinder Society—the 
  role that Ianareth Alazario now fills. 
  15+: 
  Zarta’s 
  tenure 
  ended 
  abruptly 
  after she disappeared under mysterious 
  circumstances. Society agents tracked her 
  down and rescued her, after which she 
  severed her ties to Cheliax and founded the 
  Dark Archive. 
  Delvehaven, a prestigious Pathfinder 
  Lodge in Westcrown, has been sealed 
  since 4676 AR, when a terrible tragedy in 
  its halls threatened the stability of 
  the city. 
  20+: Certain Chelish officials 
  “disappeared” 
  Zarta 
  based 
  on 
  fictitious evidence submitted by 
  one of Zarta’s political rivals. Despite 
  the 
  Pathfinder 
  Society’s 
  providing 
  evidence to disprove these false 
  accusations 
  and 
  exonerate 
  her, 
  Cheliax has provided neither any 
  acknowledgement of or apology for 
  imprisoning and punishing her for 
  crimes she did not commit.
  25+: 
  Only 
  Thrune-sanctioned 
  Pathfinders 
  were 
  allowed to operate in the region prior to Delvehaven’s 
  closure. Reports from Delvehaven were heavily redacted, 
  contained little information of value, and worse, artifacts 
  began to disappear. Tensions between Cheliax and 
  legitimate Pathfinders were ruinous for years even before 
  Thrune closed Delvehaven; even with Zarta’s influence, 
  the Society managed only a handful of expeditions in 
  Cheliax over the past decade.
  Knowledge (history) or Knowledge 
  (nobility)
  Based on the results of a Knowledge (history) or Knowledge 
  (nobility) check, the PCs might know more about House 
  Davian. Each PC recalls all of the information whose DC 
  is less than or equal to the result of her check.
  20+: House Davian, led by Duchess Lannavia Davian, 
  challenged Thrune for control of Cheliax at the Battle 
  
  Marcos 
  Farabellus
  6
  PATHFINDER SOCIETY SCENARIO
  of a Hundred Kings, a struggle that devastated Corentyn 
  near the end of the civil war. The house’s holdings 
  included much of the nation’s west coast.
  25+: Thrune retaliated by utterly crushing the Davians. 
  Numerous revisions of Cheliax’s official history have 
  downplayed the Davians’ role during the civil war, such 
  that many don’t even remember the Davian name, much 
  less that the great house almost defeated Thrune.
  Knowledge (geography) or  
  Knowledge (local)
  Based on the results of a Knowledge 
  (geography) or Knowledge (local) 
  check, the PCs might know more 
  about the laws of Cheliax and 
  the people who defy them. Each 
  PC recalls all of the information 
  whose DC is less than or equal to 
  the result of her check.
  11+: 
  Cheliax’s 
  state 
  religion 
  reveres Asmodeus. Though other 
  faiths are not forbidden, none may 
  flout the nation’s laws, challenge the 
  mandates of Asmodeus, or defy 
  House Thrune. Those who revere 
  chaotic deities in particular often 
  find themselves under especially 
  close scrutiny. 
  16+: It’s an open secret that 
  several clandestine and very illegal 
  organizations operate throughout 
  Cheliax. This includes the Bellflower Network, a halfling-
  run group that liberates the halfling slaves so common 
  in the country. Even discussing the organization openly 
  might be considered a criminal act, if done so under the 
  wrong circumstances. 
  On the morning of the second day, Marcos sends an aide 
  to the docks with a message for the PCs. Give players Player 
  Handout #1 (page 20). Zarta Dralneen is sending an agent 
  of her own to Corentyn with directions to deliver a message 
  to one of her contacts there. The agent, Cassian Redwold 
  (N male human expert 2) tends to the gear supplied by the 
  Pathfinder Society, readying it for the journey in the hold 
  of the Sea Sylph. He knows nothing about the contents of 
  Zarta’s message and is content to remain within Corentyn 
  while the PCs undertake their mission. The supplies are 
  mostly mundane archeological equipment including 
  shovels, mattocks, brushes of different sizes, rope, sieves, 
  and numerous crates and packing straw with which to 
  safely store artifacts during the return trip. There’s also a 
  small amount of gold for import and export fees, as well as 
  to buy riding horses in Corentyn. 
  CORENTYN
  The journey from Absalom to Corentyn is uneventful, 
  with favorable winds and only one stop at the port of 
  Merab. Captain Zaerim of the Sea Sylph states that the 
  short waylay is an excuse to hug the southern shores of 
  the Inner Sea and avoid Chelish naval patrols. PCs catch 
  their first glimpse of the red Chelish flag days later, and 
  they arrive in Corentyn at dusk a few days after that.
  The Docks
  The last fiery golden rays of daylight silhouette the towering 
  monument known as Aroden’s Arch, which reaches out 
  from Corentyn’s southern wall to divide the Arcadian 
  Ocean and the Inner Sea. Corentyn’s numerous 
  fortifications rise behind mighty gray and brown 
  limestone walls. Masts of ships both in port and at 
  sea rise in the hundreds, like a legion pointing 
  their spears toward the heavens. 
  As the Sea Sylph approaches port, 
  Captain Zaerim orders his crew to 
  ensure goods are neatly arranged 
  and 
  presentable. 
  He’s 
  collecting 
  papers and seeing to the accuracy of 
  his logs when he tells the PCs they 
  should do the same. He expects the 
  harbormaster’s deputies to search 
  the ship and ask questions of the 
  crew. He also warns that Corentyn 
  impounds undeclared goods and 
  that contraband worth more than a 
  gold piece can earn the offending captain 20 lashes.
  The harbormaster and his deputies keep an attentive 
  eye on their port and meet any incoming ships before 
  those aboard have a chance to disembark. When the PCs 
  arrive, a small riot is threatening to spill over from the 
  nearby Open Slave Market. City guards bide their time, 
  waiting for reinforcements from the Hellknights. A few 
  of the armor-clad enforcers are looking not at the crowd, 
  but to the harbor waters. 
  The halfling customs agent Tamrin Credence and his 
  four human deputies climb aboard the Sea Sylph within 
  moments of docking. Tamrin, a careful and meticulous 
  halfling does his best to wear a strained smile as he 
  interacts with the PCs, but he lets his guard down 
  from time to time when dealing with his underlings, a 
  disrespectful lot with a penchant for overstepping their 
  authority in regards to their foreman. They immediately 
  take the Sea Sylph’s manifest and begin a thorough 
  search, making notations in their ledgers as they go. PCs 
  that succeed at a DC 18 Sense Motive check can tell that 
  the search is somewhat frantic and that the deputies are 
  
  • Museum of History
  Open Slave Market •
  • Docks
  • The Fox Den
  • The Wicked Fork
  7
  FAITHLESS AND FORGOTTEN, PART 1: LET BYGONES BE
  
  8
  PATHFINDER SOCIETY SCENARIO
  barely looking at actual crate contents. This is because 
  Veld, a valuable Ulfen slave of sturdy stock, escaped the 
  Open Slave Market shortly before the Sea Sylph’s arrival 
  by bursting his chains and diving into the sea. Corentyn 
  officials are searching all incoming and outgoing ships 
  to ensure the slave isn’t aboard. Tamrin and any of his 
  team willingly share this news if asked.
  Tamrin questions Captain Zaerim, who refers to the 
  Pathfinders only as “passengers from Absalom.” Tamrin 
  then questions the PCs about their business in Corentyn, 
  taking a particular interest if the PCs identify themselves 
  as Pathfinders, either by declaring themselves as such 
  or by openly wearing wayfinders. He also asks them for 
  a list of declared goods. Lying to Tamrin requires a 
  successful DC 14 Bluff check. If Tamrin suspects the PCs 
  are lying to him—or if the PCs tell him the truth—apply 
  the adjustment detailed in the Pathfinders! sidebar on 
  page 12 during the encounter in area A. Keeping items 
  or people hidden during the search requires a successful 
  DC 13 Sleight of Hand or Stealth check. Failure results 
  in the confiscation of the offending items, which can 
  be retrieved on the way out of Corentyn by paying a 
  fee totaling 10% of the item’s market price. If the PCs 
  are discovered attempting to hide any items of worth 
  exceeding 1 gold piece, one of Tamrin’s officers begins 
  loosening a whip at her belt. Tamrin quickly orders her 
  to complete the search of the vessel, suggesting they 
  have more pressing matters to attend to than corporal 
  punishment at this time.
  Corentyn is a rather safe place to do business—but only 
  because of its restrictive laws. Because of the commotion 
  in the nearby slave markets, and the suspicion that 
  boats in the harbor might be providing shelter to the 
  escaped slave, Tamrin informs the PCs that they will 
  not be allowed to unload their supplies until morning. 
  Additionally, he informs PCs that casting any arcane 
  spells more powerful than cantrips within 5 miles of the 
  Esoterium carries the penalty of having the offender’s 
  spellbook burned or their hands broken, unless they’re 
  registered members of the Esoterium. If they wish, they 
  may secure a temporary license at that school for 50 gp 
  (200 gp in Subtier 4–5). Similarly, divine spellcasters 
  are required to register with the Harbormaster’s office, 
  something Tamrin can do for them immediately.
  Once Tamrin finishes his search of the vessel, he gives 
  each PC an itemized receipt of their declared goods and 
  wishes them a pleasant stay in Corentyn. He assures 
  them that their gear is completely safe, pointing to the 
  patrols of Hellknights to waylay any concerns. If the PCs 
  are worried about not having weapons in the city, Tamrin 
  suggests they bring their enemies to the Wicked Fork in 
  the West Drenches, where he’s heard the food can kill 
  someone even if the proprietor’s endless banter fails to 
  do the trick.
  The Museum of History
  The Museum of History stands almost a story taller than 
  most other buildings in Corentyn’s High Quarter on the 
  north side of the city. Once a courthouse, the building 
  now houses relics from Corentyn’s past, not all of which 
  are sanctioned by the Thrune regime. 
  Broad marble steps, barely dulled with age and showing 
  only the tiniest of cracks lead to the solid, reinforced double 
  doors of Corentyn’s Museum of History. The building stands 
  in stark contrast to the surrounding structures, most of which 
  are small, cramped, and crumbling. Two city guards stand at 
  the intersection nearby, watching the tradesfolk, fishermen, 
  vintners, and others who make High Quarter their home.
  The Museum of History’s maple plank flooring is 
  heavily scarred with the passage of many years and 
  countless visitors, yet it shines from recent and repeated 
  coats of polish. A faint aroma of linseed oil hangs in the 
  air, mingling with the familiar scent of musty, leather-
  bound tomes.
  CONTRABAND IN CORENTYN
  As an evil-aligned port city, Corentyn has a relatively short 
  list of banned or restricted trade goods. Even these tend to 
  change gradually to fit mandates from Egorian, protection 
  of local industries, or evolving standards. In large part, the 
  customs process is more an assurance that all goods are 
  properly accounted for and taxed, rather than a prohibition 
  against importation. The following are considered contraband 
  for the purpose of this adventure.
  ∙ Holy symbols and holy texts dedicated to chaotic gods—
  visitors are free to worship whomever so long as this doesn’t 
  challenge Thrune’s or Asmodeus’s authority, but a recent 
  court decision has identified such holy symbols as a medium 
  for proselytization.
  ∙ Scrolls and potions of spells with the chaotic descriptor
  ∙ Poisons whose combined cost exceeds 150 gp
  ∙ Drugs whose combined cost exceeds 50 gp
  ∙ Large weapons—an uncharacteristic string of attacks has 
  resulted in a crackdown on citizen weaponry that most 
  assume will end in the next month or two. Until this 
  resolution ends, only light weapons are permitted in the 
  city limits. The PCs can declare and leave larger weapons 
  on the ship at no cost and retrieve them when they depart 
  for Emberhold.
  With a successful DC 12 Knowledge (local) or Profession 
  (barrister) check, a PC can learn of these restrictions early 
  enough to conceal any contraband.
  
  Zefiro 
  Balinger
  9
  FAITHLESS AND FORGOTTEN, PART 1: LET BYGONES BE
  DESTINED ACOLYTE’S SCROLL
  It is a common practice for initiates of a faith to 
  spend significant portions of their time penning 
  scrolls for the temple they serve. Most of these 
  are simple prayers equivalent to a scroll of 
  bless, offered in exchange for donations. Not 
  all initiates are normal, however. Though Zefiro 
  is unable to confirm the rumors surrounding 
  this particular scroll, one of the acolytes who 
  studied alongside Iomadae did indeed scribe it. 
  The vellum is brittle with age, and the once dark 
  ink is now a faded red.
  This scroll is especially potent thanks to 
  its connection to the Inheritor. When 
  activated as a magic scroll, it replicates the 
  effects of both bless and consecrate in 
  a 40-foot radius. If an undead creature 
  or evil outsider is within this area, 
  the caster can end the consecrate 
  effect as a free action to grant 
  every weapon wielded by 
  creatures affected by the 
  bless effect the holy weapon 
  property for 1 round. If activated 
  by a worshiper of Iomedae, all of the 
  scroll’s durations are doubled.
  Scribe Scroll, bless, consecrate
  The PCs first encounter Zefiro Balinger (N male human 
  expert 4) in an adjacent wing, where he nervously watches 
  the streets. He greets the PCs warmly as visitors at first, 
  unless one of the PCs is wearing a wayfinder openly, in 
  which case he quickly suggests they tuck the trinket away. 
  Once the PCs identify themselves as Pathfinders, Zefiro 
  grows increasingly agitated and returns to the window 
  often throughout any conversation. He’s a knowledgeable 
  person and can relate most of the historical details 
  of the site the PCs are there to explore. With a 
  successful DC 18 Sense Motive check, a PC can 
  discern at least one source of Zefiro’s concern: 
  since the PCs’ arrival, the guards standing 
  outside the museum have vacated their corner. 
  With the guards’ departure, Zefiro grows 
  panicked, so much so that his attitude toward 
  the PCs degrades quickly and dangerously, 
  shifting 
  to 
  indifferent 
  (unfriendly 
  in 
  Subtier 4–5). He accuses them of disrupting 
  his delicate position in Corentyn and of 
  endangering both him and those closest 
  to him. Calming Zefiro requires 
  a successful DC 14 Diplomacy 
  check (DC 18 in Subtier 4–5), 
  after which he’s willing to risk 
  telling them about his friend, 
  who he believes is in danger 
  of being “disappeared” by 
  the Order of the Rack. 
  Zefiro remains paranoid, 
  referring 
  to 
  his 
  friend 
  Mireille 
  as 
  a 
  “valuable 
  historical asset.” He tells the 
  PCs that he would be willing to help 
  them if they can secure his friend’s 
  safety—an act he insists is vital to the preservation of 
  Corentyn’s history. So long as the PCs agree, he directs 
  them to a local business called the Fox Den and instructs 
  the PCs to tell the doorkeeper that Zefiro sent them. He 
  believes the Hellknight order is aware that Zefiro’s friend 
  is spreading unrevised information about Cheliax’s past, 
  and that the guards may have been watching him for that 
  purpose. He asks the PCs to ensure that the Hellknights 
  haven’t discovered her yet—or help her evade them if 
  they have.
  If the PCs exceed the Diplomacy check DC by 5 or more, 
  Zefiro offers the PCs several items from the museum’s 
  collection, including a destined acolyte’s scroll (see sidebar) 
  purportedly penned in the temple where Iomadae 
  studied as an initiate. He holds the scroll to his heart 
  before handing it over, stating that no one will miss it 
  anymore. In Subtier 4–5, Zefiro also hands the PCs an 
  old leather-padded case containing a goblin skull bombUE, a 
  curiosity donated to the museum after a local goblin tribe 
  made a hilariously misguided effort to raid Corentyn. He 
  can’t display it for safety reasons. He also supplies the 
  PCs with a lesser merciful metamagic rodUE.
  The PCs are able to retry the Diplomacy check to calm 
  Zefiro, but he grows increasingly frustrated with them 
  and desperate to avoid the Hellknights’ wrath. Any 
  retries, even if successful, do not earn the PCs any of the 
  treasure. The PCs can also extract the same information 
  from Zefiro with an Intimidate check at the same DC, 
  though, if this approach is used, he does not provide 
  them any of the relics and hesitates to work with the 
  Society again in the future; this impacts the scenario’s 
  secondary success conditions.
  DESTINED ACOLYTE’S SCROLL
  PRICE
  500 GP
  CL 3rd
   WEIGHT 1 lb.
  AURA faint enchantment
  CONSTRUCTION REQUIREMENTS
  COST 250 GP
  Far from a standard scroll of divine magic, this magic item 
  is more powerful in the hands of a worshiper of Iomedae.
  
  10
  PATHFINDER SOCIETY SCENARIO
  Development: Unbeknownst to the PCs, the guards 
  left their post on orders to report visitors to the museum. 
  When the PCs leave the building to find Mireille, 
  Inverness, a Hellknight signifer’s raven familiar, follows 
  them. It flies high above the PCs to avoid suspicion, but 
  reports back to the signifer as soon as the PCs enter the 
  Fox Den. She then dispatches a patrol of city guards, led 
  by the familiar, to investigate the Fox Den while the PCs 
  are there.
  Rewards: If the PCs fail to convince Zefiro Balinger to 
  part with the museum’s treasures, reduce each PC’s gold 
  earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 41 gp.
  Out of Subtier: Reduce each PC’s gold earned by 153 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 266 gp.
  A. THE FOX DEN (CR VARIES)
  The smell of raw fish, stale sweat, and old booze permeates 
  this section of the West Drenches. Broken pathways are slick 
  with mud where they aren’t simply flooded. Small wooden 
  buildings are built around narrow canals brimming with dark 
  water that flows swiftly out to sea. Sounds of a busy business 
  district quiet intermittently, at which time the groaning boats 
  and boisterous sailors in the nearby port are just loud enough 
  to hear.
  The Fox Den is a modest-sized building with boarded 
  windows and a badly faded sign that depicts a fox hiding 
  behind its own bushy tail. There’s a small stained glass 
  window set into the front door with a patch of fogged 
  white glass that provides the hostess, Velia, with a view of 
  the cluttered front step.
  Velia isn’t keen on allowing strangers into her 
  establishment. She talks to the PCs through the door 
  first, but cracks it slightly to quiet the PCs if they mention 
  Zefiro or the Museum of History. Even then, she requires 
  a successful DC 16 Diplomacy check before she allows 
  the PCs entry; if the PCs fail, Velia asks them probing 
  questions about how they arrived in Corentyn, who 
  they’ve spoken to, and who can vouch for them before 
  she feels safe letting them enter. She instructs them to 
  remain silent as they shuffle in.
  Inside, a cheery fire warms the cool sea air, and 
  nine young children of varied ages sit around Mireille 
  Goldenglow, a slender, middle-aged elven woman with 
  chestnut colored hair and a simple, yet elegant rust-
  colored dress. Her eyes are closed, and she commands 
  the attention of the children with a tale about Rius 
  Galdaeon, a kind Chelish architect and paladin of 
  Shelyn, whose allegiances aligned with Chelish loyalists 
  when Thrune began to take control. He viewed Thrune’s 
  reliance on devils as a blight on Chelish achievements 
  and so confronted Baraxial, a powerful barbed devil 
  called to aid the Esoterium Lodge. Their battle shook 
  the foundations of Aroden’s Arch, and it’s said great 
  pieces of it crumbled into the sea when Baraxial dragged 
  Rius with him back to Hell. She says the entire city felt 
  each blow land, and it was the signal she needed to flee 
  from Corentyn while civil war raged on. When Mireille 
  finishes the story, she opens her eyes and offers the PCs 
  a strained smile, welcoming them on behalf of herself 
  and the others present. If asked about what happened to 
  Rius, she admits that no one knows, for Thrune declared 
  that the mere mention of his name was treason. Today, 
  none remember it, save those who knew the man and 
  continue to mourn his passing.
  When the PCs tell her of their ties to Zefiro, she’s 
  surprised that he felt the need to send her protection and 
  dismisses his concerns as paranoia. She briefly discusses 
  Zefiro’s concerns before the lazy yet attentive bullmastiff 
  sleeping by the fire gives the first sign that trouble nears. 
  A PC can notice the animal’s sudden alertness with a 
  successful DC 18 Handle Animal or Perception check. 
  Noticing the animal’s reaction means the PCs will have 
  a round before a sturdy knock rattles the door. Likewise, 
  if the PCs posted a guard outside (who succeeds at a DC 
  13 Perception check), they can also gain one round of 
  activity before trouble arrives.
  Creatures: A guard patrol, suspecting that the PCs 
  are there on a favor for Zefiro, are following orders from 
  Iluvia Thorn, a Hellknight signifer seeking evidence 
  with which to indict the curator. She instructed her raven 
  familiar, Inverness, to follow the PCs and report back 
  about their destination.
  Mireille has been in trouble with the law before, and is 
  rightfully fearful of being disappeared should the patrols 
  have reason to bring her in. Aware of the consequences of 
  her actions, Mireille asks the PCs to help her reach her 
  home, which is not far from the Fox Den. She’s confident 
  that the Hellknights won’t look for her there, and tells 
  the PCs they can use the secret door in the back room 
  (DC 20 Perception check to notice normally) to exit the 
  building quietly. She’s open to other suggestions though, 
  so long as the PCs can guarantee she won’t get caught. 
  The encounter only ends once the PCs defeat all of the 
  guards, are arrested, or guide Mireille to the safehouse 
  (marked “S” on the map) without being noticed.
  GMs should let players employ their own creative 
  solutions. Most approaches only distract the guards for 
  1 minute before a PC must either attempt a different 
  check or let the guards enter. During this time, any 
  PCs not involved in shepherding Mireille away gain a 
  +2 circumstance bonus on checks made to avoid notice; 
  the bonus increases by 2 for every 5 points by which a PC 
  exceeds the check DC to distract the guards. Here are a 
  
  N
  A. The Fox Den
  G : Guard
  G4
  G1
  G2
  S
  I
  G3
  I
  : Inverness
  S : Safehouse
  Pathfinder Flip-Mat: Red Light District
  1 square = 5 feet
  s
  11
  FAITHLESS AND FORGOTTEN, PART 1: LET BYGONES BE
  
  12
  PATHFINDER SOCIETY SCENARIO
  few methods that could work. Mireille’s ability to remain 
  hidden relies on the PCs’ skill checks; she is neither a 
  hindrance nor especially helpful in this escape.
  Bribe: Corentyn’s guards are skilled at looking the 
  other way for the right price. Encouraging the guards 
  to leave without performing a search requires a bribe 
  equal to 25 gp times the number of PCs (150 gp per PC 
  in Subtier 4–5). Because Inverness looks on, the guards 
  cannot accept the bribe openly. The guards refuse any 
  offer outwardly, but a PC can surreptitiously deliver the 
  bribe with a successful DC 18 Bluff or Sleight of Hand 
  check (DC 22 in Subtier 4–5).
  Combat: If PCs suggest fighting the guards, Velia 
  reluctantly supplies them with weapons for the 
  confrontation, collected from patrons that drunkenly 
  left them behind. They include a broken masterwork 
  longsword emblazoned with the symbol of the Chelish 
  navy, a sap, a heavy mace, and a jar of defoliant polishUE. In 
  Subtier 4–5, the broken weapon is a +1 longsword.
  Diplomacy: PCs can attempt to reason with the guards, 
  even though they are duty-bound to search buildings for 
  contraband and thoroughly question occupants about any 
  suspected illegal activity. A successful DC 15 Diplomacy 
  check (DC 20 in Subtier 4–5) keeps the guards distracted 
  as noted above.
  Disguise: It’s unlikely PCs can disguise themselves 
  quickly enough, but if they’re aware of the impending 
  raid—or if they can significantly delay the guards at 
  the door—they might have enough time to adequately 
  disguise Mireille. Velia keeps a wide variety of powders, 
  perfumes, and makeup on hand; treat these materials as 
  a masterwork disguise kit. Keeping Mireille’s identity a 
  secret requires a successful DC 14 Disguise check (DC 18 
  in Subtier 4–5) and 1d3 minutes of work.
  Knowledge of the Law: The laws of Corentyn are held 
  above all else. A PC who succeeds at a DC 13 Profession 
  (barrister) check (DC 17 in Subtier 4–5) can waylay guards 
  at the door and give Mireille a chance to escape. Velia 
  tells the PCs that the Fox Den is current with all of its 
  fees and has paid its fines in a timely manner.
  Stealth: Maneuvering the streets of the West Drenches 
  is not an easy task when attempting to avoid a guard 
  patrol. Players can use the secret entrance Mireille told 
  them about, but they still need to be careful to avoid 
  suspicion by the patrol. Each check requires 1 minute 
  and represents timing movements when the guards are 
  looking away or are distracted by elements of the city 
  district—be they other people on the roads, actions 
  taken by other PCs, or taking advantage of the animated 
  business ventures being pursued in nearby buildings. 
  Moving without attracting notice requires a successful 
  Stealth check at DC 19 (–1 per 10 feet of distance to the 
  nearest guard). Failure draws the guard 30 feet closer, as 
  well as summons Inverness to the building closest to the 
  PC. If a guard reaches a PC, she must succeed at a DC 12 
  Bluff check (DC 16 in Subtier 4–5) to present a convincing 
  argument to avoid suspicion or else be arrested.
  Other DCs of Note: The GM might allow other types of 
  checks to distract the guards or help PCs avoid notice 
  while traversing the streets. In general, the DC for such a 
  check should be 14 (18 in Subtier 4–5), though especially 
  tough tasks could be much harder. For example, a GM 
  might allow the PCs to perform a Swim check to slip 
  through the canals unnoticed or a Climb check to 
  clamber across the roofs.
  All Subtiers
  INVERNESS 
  CR —
  Female raven familiar 5
  LE Tiny magical beast (animal)
  Init +2; Senses low-light vision; Perception +9
  DEFENSE
  AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
  hp 16 (5 HD)
  Fort +1, Ref +4, Will +6
  Defensive Abilities Improved Evasion
  OFFENSE
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +6 (1d3–4)
  Space 2 ft.; Reach 0 ft.
  TACTICS
  During Combat Inverness avoids combat but investigates and 
  calls attention to suspicious activity.
  PATHFINDERS!
  If PCs attracted attention to themselves, either by being 
  caught lying to Tamrin or betraying the fact that they’re 
  Pathfinder agents by declaring themselves as such, wearing 
  wayfinders openly, or spending prestige within the city, then 
  make the following adjustments to Encounter A.
  Subtier 1–2: Add one guard.
  Subtier 4–5: Add two guards.
  SCALING ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: A guard flees to find reinforcements if 
  reduced to 10 or fewer hit points.
  Subtier 4–5: Remove one guard from the encounter. If 
  there are extra guards (see the Pathfinders! sidebar above), 
  instead remove two guards.
  
  13
  FAITHLESS AND FORGOTTEN, PART 1: LET BYGONES BE
  Morale Inverness’s orders are to lead the guards to the Fox Den 
  and report back when their task is complete. She retreats if 
  struck in combat or targeted with an offensive spell.
  STATISTICS
  Str 2, Dex 15, Con 8, Int 9, Wis 15, Cha 7
  Base Atk +2; CMB +2; CMD 8
  Feats Skill Focus (Perception), Weapon Finesse (bite)
  Skills Acrobatics +2 (–6 to jump), Fly +6, Intimidate +3, 
  Perception +9, Spellcraft +4, Use Magic Device +3
  Languages Common
  SQ Improved Evasion (Ex)
  MIREILLE GOLDENGLOW 
  CR 1/2
  Female elf expert 2
  CG Medium humanoid (elf)
  Init +1; Senses low-light vision; Perception +2
  DEFENSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 7 (2d6)
  Fort +0, Ref +1, Will +2; +2 vs. enchantment
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee dagger +0 (1d4–1/19–20)
  TACTICS
  During Combat Mireille isn’t looking for a fight, and only 
  engages in combat to defend herself. If allied with the PCs, 
  she attempts to assist them with aid another and administers 
  her potion of cure light wounds to PCs that fall unconscious.
  Morale Mireille flees if reduced to 4 or fewer hit points, or if 1 
  or fewer PCs remain to defend against the guards.
  STATISTICS
  Str 9, Dex 12, Con 10, Int 13, Wis 8, Cha 13
  Base Atk +1; CMB +0; CMD 11
  Feats Breadth of ExperienceAPG
  Skills Acrobatics +5, Appraise +5, Knowledge (geography) +7, 
  Knowledge (history) +8, Knowledge (local) +7, Perception +2, 
  Perform (dance) +6, Perform (oratory) +6, Profession 
  (sailor) +5, Swim +4; Racial Modifiers +2 Perception
  Languages Common, Elven, Sylvan
  SQ elven magic
  Combat Gear dagger, potion of cure light wounds; Other Gear 
  23 gp
  Subtier 1–2 (CR 3)
  GUARDS (2)  
  CR 1
  hp 22 each (Pathfinder RPG NPC Codex 267, see page 22)
  OFFENSE
  Melee sap +5 (1d6+2 nonlethal)
  TACTICS
  During Combat Under orders from Iluvia Thorn, the guards 
  begin the fight using nonlethal damage, though they switch 
  to lethal damage as soon as the PCs start dealing lethal 
  damage to them.
  Morale The guards break and run for reinforcements when 
  reduced to 5 or fewer hit points.
  Subtier 4–5 (CR 6)
  GUARDS (4) 
  CR 2
  Veteran buccaneer (Pathfinder RPG NPC Codex 267, see page 22)
  hp 26 each
  OFFENSE
  Melee sap +5 (1d6+1 nonlethal)
  TACTICS
  During Combat Under orders from Iluvia Thorn, the guards 
  begin the fight using nonlethal options, though they switch 
  to lethal damage as soon as the PCs start dealing lethal 
  damage to them.
  Morale The guards break and run for reinforcements when 
  reduced to 4 or fewer hit points.
  Development: If she escapes, Mireille assures the PCs 
  that she’ll lay low for a few weeks after—maybe even leave 
  Cheliax for a time. She suspects it won’t be long before 
  the unique hub of human activity draws her back, though. 
  Zefiro is stricken with hopelessness if Mireille is arrested 
  (or worse), and though he agrees to give the PCs basic 
  records about the archaeological sites, he keeps sensitive 
  information about them to himself (see the secondary 
  success conditions on page 19). Chief among these basic 
  records is the notice that House Thrune posted in the 
  town of Anglemire decades ago, prohibiting aid to the 
  Davians. Give the players Player Handout #2 (page 20).
  If the PCs are arrested, they spend three days in 
  a Corentyn prison before being released. The jailor 
  hands them a letter from Marcos Farabellus that goes 
  on at length about the diplomatic hoops he had to jump 
  through to prevent this fracas from ruining the Society’s 
  prospects in Cheliax. He goes on to request that the PCs 
  finish their business concerning Emberhold without 
  further embarrassment.
  Rewards: Mireille rewards the PCs to compensate for 
  lost treasure, provided they guided her to safety. If the 
  PCs failed to defeat, evade, or otherwise neutralize the 
  guards, reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 152 gp.
  Out of Subtier: Reduce each PC’s gold earned by 314 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 476 gp.
  The Wicked Fork
  The PCs are welcomed to spend their night at the West 
  Drenches’ Wicked Fork. It’s a weatherworn building 
  marked by a trident with the central tine broken off and 
  run by a talkative proprietor, Neld Havasavu. When the 
  
  N
  B. Emberhold Surface
  1 square = 5 feet
  B1
  B2
  B3
  14
  PATHFINDER SOCIETY SCENARIO
  PCs awake the following day, they find Cassian already 
  downstairs, drinking at the bar. His disheveled clothes, 
  damp hair, and grimy brow suggest he’s had an industrious 
  morning—or perhaps just a sleepless night. After he 
  downs another shot, he informs the PCs that he’s through 
  sneaking around for Zarta. He tells the PCs that he met 
  with her contact, the same Tamrin Credence they met at the 
  docks, and delivered Zarta’s message. Neld inches closer as 
  the PCs speak, working over a glass with a dirty dishrag. 
  Cassian continues, “Then I come back here and find that 
  rat is an agent for the Aspis Consortium!” Neld leans in and 
  states, “Well, that’s what I heard, anyway. His ties go back—
  way back. But that’s how it goes around here. Everyone ties 
  their cart somewhere, you know?” Cassian tells the PCs 
  he couldn’t sleep, fearing that Zarta is slipping into old 
  habits too quickly. He collected their supplies early that 
  morning to keep his mind off these developments. PCs find 
  everything is loaded and ready for the trip to the Eismonts.
  B. EMBERHOLD SURFACE
  Little remains of the town of Anglemire. Nature is reclaiming the 
  few sturdy stone buildings still visible from the coastline. At the 
  north end of the city, where the Eismont foothills meet with the 
  rocky steps of the Menador Mountains, is a short square tower 
  surrounded by the crumbling walls of Emberhold. Thick curtains 
  of lush, green ivy reach upward from an ocean of waving grass 
  and cling to the cracked stone walls—all that remain of the keep.
  Once the Thrunes starved the Davians, they set fire 
  to the keep and withdrew their support for the town of 
  Anglemire. Residents salvaged what they could after the 
  yearlong occupation, even tearing down parts of the keep 
  to reinforce their own buildings against hostile elements 
  in the region. Trolls, orcs, and worse made continuing life 
  in Anglemire difficult. Today, Anglemire is home only 
  to flocks of gulls, coastal winds, and the sound of waves 
  crashing on a broken shore. Emberhold consists of a few 
  free-standing stone walls and some crumbling staircases. 
  The once superior masonry walls have deteriorated 
  slightly (Climb DC 18). Remaining doors are warped open 
  with rusted hinges and latches.
  B1. Great Hall (CR 3 or CR 6)
  A fire long ago removed the roof and floors of Emberhold’s 
  great hall. Five thick columns still stand amidst a dense gourd 
  patch at the bottom of the large pit that remains. The main 
  
  15
  FAITHLESS AND FORGOTTEN, PART 1: LET BYGONES BE
  doorway on the south side is flanked by two stone staircases 
  that wrap around the interior of the west and east walls, much 
  of which have crumbled to the ground. To the northwest is 
  a square tower that’s only partially standing. Weeds have 
  overgrown a doorway on the east wall, which breaks on the 
  northeast corner for a wide set of stairs descending from the 
  ground level. A rusty iron gate still stands at the center of the 
  pit’s northern wall, rising from the densest portion of the gourd 
  patch and fencing off a descending set of stairs.
  Emberhold’s cellar long ago filled with dirt and debris, 
  entombing the few items of archeological interest that 
  remain in a deep, open pit. Round stone columns rise 
  from the earth to a height of 10 feet where they once 
  supported the wood floor of the great hall. The iron 
  gate (break DC 20, hardness 10, hp 30) in the north wall 
  descends to area C1, from which a choking wail is audible 
  with a successful Perception check (DC 16). A thriving 
  thicket of vines feed numerous ripe gourds. The large 
  gourds visible on the map are big enough to make the 
  square they’re in difficult terrain. Though these are the 
  most impressive gourds in the patch, hundreds of smaller 
  gourds thrive here as well. Navigating the patch without 
  inadvertently destroying a gourd requires a successful DC 
  12 Survival Check (DC 16 in Subtier 4–5). Picking a ripe 
  gourd without damaging the rest of the plant requires a 
  successful DC 5 Profession (cook), Profession (gardener), 
  or Knowledge (nature) check. At the GM’s discretion, 
  other skills may be appropriate as well. Destruction of 
  a gourd by failing these checks, or by other similarly 
  destructive means (such as cutting away the gourd patch 
  to clear an area for digging), draws the ire of the keep’s 
  upper-level inhabitants.
  Creatures: It’s been about a year since a pack of gourd 
  leshys retreated from higher in the Eismonts and settled 
  in the remains of Emberhold. A troll pursued them, but 
  it met a gruesome fate at the hands of Arenzo Davian, 
  now a ghoul who inhabits the catacombs below. Arenzo 
  has no interest in the leshys and pays little attention to 
  them. For their part, the leshys are content to tend to 
  their gourd patch, caring little for the macabre scene that 
  plays out in the ruin’s subbasement.
  Led by their warden and ambassador Harvest Stripe, 
  the leshys risk showing themselves and speaking if 
  the PCs appear to be conscientious and reverent of the 
  garden. Though they won’t tolerate the destruction of 
  their gourd patch, they do allow PCs to take ripe gourds. 
  They even help the PCs with their excavation if made 
  friendly (Diplomacy DC 15), using their keepsake ability 
  to restore broken items.
  Hazard: When a leshy expires, it releases a verdant 
  burst that causes explosive growth in plants. The gourds 
  marked on the map absorb this verdant energy, becoming 
  dangerously large. A gourd exposed to a single verdant 
  burst provides partial cover to creatures occupying 
  the same square. The presence of the gourd doesn’t 
  otherwise affect the creature’s fighting space. After the 
  gourd is exposed to a second verdant burst, it takes up the 
  entire square and provides cover to a creature adjacent 
  to it. A growing gourd pushes creatures occupying the 
  same square to an adjacent square of their choosing. 
  The ground beneath the gourd begins to sag slightly, 
  noticeable with a DC 25 Perception or DC 20 Knowledge 
  (engineering) check. A gourd exposed to a third verdant 
  burst grows too heavy for the aging floor that supports 
  the gourd patch. The square containing the affected 
  gourd—as well as any adjacent squares—collapses into 
  area C1. Characters in the collapse zone take 1d6 points 
  of damage (or 2d6 in Subtier 4–5), or half that amount if 
  they succeed at a DC 15 Reflex save.
  Subtier 1–2 (CR 3)
  GOURD LESHYS (3) 
  CR 1/2
  hp 9 each (Pathfinder RPG Bestiary 3 178, see page 21)
  TACTICS
  Before Combat The leshys remain hidden in the form of 
  small gourds, which are virtually indiscernible from normal 
  gourds by appearance alone. They only reveal themselves 
  if the PCs destroy a part of the gourd patch, or if they’re 
  attacked or discovered.
  During Combat The leshys care only for the well-being of 
  their gourd patch, and they attempt to entangle anyone 
  that is destroying the plants or who is attacking them. They 
  try to command the PCs to stop and leave using Druidic 
  first, then Sylvan. Once a target is entangled, they cease 
  attacking that creature. They use ranged attacks from 
  the cover of the gourd patch undergrowth, attempting 
  to disappear between attacks to make full use of their 
  sneak attacks. 
  Morale The leshys are fearless in the defense of their patch, 
  and fight to the death.
  SPECIAL ATTACKS
  Nonviolent (Ex) The gourd leshys that live here deal only 1d3 
  additional damage when using sneak attack.
  SCALING ENCOUNTER B1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Remove one gourd leshy from the encounter. 
  Each of the large gourds has already grown larger, as if one 
  leshy had already died.
  Subtier 4–5: Remove one grand gourd leshy from the 
  encounter.
  
  Harvest Stripe
  16
  PATHFINDER SOCIETY SCENARIO
  Subtier 4–5 (CR 6)
  GRAND GOURD LESHYS (4) 
   
  CR 2
  Advanced gourd leshy (Pathfinder RPG Bestiary 3 178, see 
  page 21)
  N Small plant (leshy, shapechanger)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex,  
  +1 size)
  hp 22 (3d8+9)
  Fort +5, Ref +4, Will +2
  Immune electricity, sonic, plant traits
  OFFENSE
  Speed 20 ft.
  Melee slam +6 (1d3)
  Ranged seed +6 (1 plus ensnare)
  Special Attacks ensnare (DC 13), sneak attack 
  +1d6
  Spell-Like Abilities (CL 2nd; 
  concentration +4)
  Constant—pass without trace, 
  speak with plants  
  (gourds only)
  TACTICS
  Use the tactics in Subtier 1–2.
  STATISTICS
  Str 10, Dex 16, Con 15, Int 7, Wis 12, 
  Cha 15
  Base Atk +2; CMB +1; CMD 14
  Feats Toughness, Weapon Finesse
  Skills Perception +6, Stealth +11 (+15 in 
  plains, undergrowth), Survival +1 (+5 
  to in Plains and Undergrowth); Racial 
  Modifiers +4 Stealth in plains, undergrowth, +4 Survival in 
  plains and undergrowth
  Languages Druidic, Sylvan; plantspeech
  SQ change shape (Small gourd, tree shape), keepsake, 
  verdant burst
  Treasure: Using their keepsake ability, the leshys have 
  collected and restored a number of items once belonging 
  to the Davians. These include a dark-haired doll wearing 
  a tiara worth 50 gp, a silver locket with the portrait of 
  a young Arenzo Davian worth 100 gp, a pearl of power 
  (1st-level spell), and an arcane spellbook entitled On 
  the Application of Magic in War, containing the spells ant 
  haulAPG, cloak of windsAPG, create pitAPG, endure elements, fog 
  cloud, and gravity bowAPG. In Subtier 4–5, the spellbook 
  also contains arcane eye, crafter’s fortuneAPG, make whole, 
  and phantom steed. In the higher subtier, there’s also a 
  ring of arcane signetsUE, a small ruby songbird worth 400 
  gp, and a knight’s pennon of battleUE bearing a mounted 
  knight surrounded by white roses. The leshys willingly 
  part with these items if the PCs improve their attitude 
  to friendly.
  Development: If the floor collapses into area C1, the 
  ghouls in area C2 take notice and prepare to ambush the 
  PCs. If only one PC falls into the catacombs, the ghouls 
  wait for two rounds before attacking the isolated victim. 
  If other PCs are in the process of rescuing the fallen ally 
  or descend into the area before that, the ghouls continue 
  to lurk in C2.
  The iron gate to the north is loose but squeaks 
  loudly when opened, thanks to the extensive rust.
  Rewards: If the PCs fail to become friendly 
  with the leshys and collect their keepsakes, 
  reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 112 gp. 
  Out of Subtier: Reduce each PC’s gold earned by 
  312 gp.
  Subtier 4–5: Reduce each PC’s gold earned 
  by 512 gp.
  B2. Kitchen
  Curtains of ivy crawled their way into 
  this spacious kitchen through a broken 
  window on the east wall. A fireplace 
  dominates the west wall. An archway on 
  the northern wall leads to an alcove and 
  a wide set of stone stairs leading down. 
  A cast iron cauldron, half-buried 
  in dirt and tangled in vines, is one 
  of the few items to survive the fire 
  in this room. Broken pottery shards 
  from dozens of jars indicate that the northeast alcove 
  once served as a pantry.
  B3. Den
  A stone staircase wraps around the eastern wall to an 
  empty archway on the northern wall. Numerous windows 
  surrounding a doorway on the south wall provide a view of 
  a broken coastline some distance away. Soot-covered stones 
  frame another entrance to the north.
  This room served as a less formal greeting area 
  than the grand hall, and provided easy access to a deck 
  attached to the front of the building. 
  C. EMBERHOLD CATACOMBS
  This subbasement once included at least half-a-dozen 
  chambers, most of which collapsed during an earthquake 
  decades ago.
  
  N
  C. Emberhold Catacombs
  1 square = 5 feet
  A : Arenzo Davian
  A
  G : Ghoul
  G1
  G2
  G3
  T
  T : Troll
  C1
  C2
  17
  FAITHLESS AND FORGOTTEN, PART 1: LET BYGONES BE
  C1. Mortuary
  Six round pillars and a large iron gate built into a low archway 
  on the west wall are not the most compelling features of this 
  musty cellar. Drawings rendered from soot and dark brown 
  paint cover the walls. They’re broken up by narrow fissures of 
  dark earth and crumbled plaster. The room is filled with bones, 
  most of which are heaped around a large throne against the 
  south wall. To the north, a wide set of stairs ascends.
  This room served as a viewing area for bodies of the 
  recently deceased. Arenzo Davian produced most of the 
  art that adorns the walls of the funerary chamber, and 
  in doing so, he nurtured a fever-pitched hatred for the 
  living.. The oldest and most obscured of these drawings 
  depict scenes of the Thrune family being savaged and 
  brutalized by humans and devil-kin alike. The newest 
  scrawlings depict civilians burning under a Chelish 
  flag. The bones are leftovers from animal and humanoid 
  creatures that met their end in Arenzo’s jaws. A PC who 
  succeeds at a DC 10 Heal check identifies the dark brown 
  paint as dried blood, while exceeding the check DC by 
  5 or more reveals that the most recent additions to the 
  bone heaps are troll bones and that a significant number 
  exhibit deep bite marks. The piles of bones are deepest 
  around the throne, upon which sits a skeleton in black 
  chainmail. It’s held together with dried vines and has 
  slumped forward slightly, a crown of dull iron upon its 
  brow. These bones are not gnawed on, and are a composite 
  of bones stolen from the Davians laid to rest in the crypts. 
  C2. Catacombs (CR 3 or CR 6)
  Skeletal corpses thinly wrapped in decaying burial linen 
  rest in niches cut into the stone of a wide hallway, which is 
  intersected by numerous narrow fissures. Many of the niches 
  have collapsed, with bony remains jutting out of the rocks 
  and dark earth. The hallway opens into a larger room, where 
  a stone altar is surrounded by cracked walls decorated with 
  intricate reliefs of religious figures and prominent Davians 
  whose tombs lie beyond.
  House Davian interned their dead within these 
  catacombs. Unfortunately, few of the house’s greatest 
  members reside here, their bodies having been lost to the 
  battlefield or condemned to unmarked graves as traitors 
  to Thrune’s Cheliax. Years ago, a tremor of unknown 
  origin shattered the foundation of Emberhold, causing 
  the narrow fissures to further damage the Davians’ 
  legacy. Many of the niches collapsed, crushing the 
  
  18
  PATHFINDER SOCIETY SCENARIO
  bones of Arenzo’s ancestors. He attempted to salvage 
  some, reconstructing them into the skeleton seated on 
  the throne in area C1. The ghoul’s sustained presence 
  reanimated one of the skeletons, though it remains 
  entombed in the collapsed niche, with just one of its 
  arms free to grasp at the air in a futile effort to free itself. 
  The hall opens into a room filled with relief-covered 
  walls surrounding a large stone altar where clerics 
  performed rituals over the dead. The reliefs depict scenes 
  of Aroden on Golarion, particularly a lesser miracle 
  performed at Westcrown, in which he transformed and 
  revitalized a garden of roses. On a family member’s 
  death, this room was covered with white roses as clerics 
  prepared the body of the recently deceased for burial. Of 
  late, the rites performed on the stone altar have become 
  far more macabre. 
  Creatures: Arenzo Davian slew the last remaining 
  members of his family, consumed their flesh to stave off 
  starvation, and hid in his ancestors’ tomb with hopes 
  that Thrune’s army would end the siege of Emberhold 
  and leave Anglemire before noticing him. They instead 
  set Emberhold ablaze, and Arenzo perished. He rose as 
  a ghoul and has sated his hunger on Chelish travelers 
  ever since.
  He rarely ventures far from the ruins, but recently he 
  has grown bolder. A lone troll wandered into Arenzo’s 
  grasp while chasing a group of leshys from the Eismont 
  foothills. He bound the creature in the depths of the 
  catacombs and feeds it just enough to maintain its 
  regeneration, all the while feeding on the creature 
  himself. Arenzo usually hacks pieces of the troll off 
  with a cleaver to avoid accidentally turning the troll 
  into another ghoul. When the PCs arrive, the ghouls 
  have recently fed, leaving the floor slippery with spilled 
  blood. Heaps of oozing entrails are slowly slithering 
  back into the troll’s gashed abdomen. Collectively, these 
  make for treacherous footing, and a creature must 
  succeed at a DC 10 Acrobatics check in order to run or 
  charge in this area. If a creature fails this check by 5 or 
  more, it falls prone.
  Hazard: The troll (Pathfinder RPG Bestiary 268) is in 
  poor shape, hangs upside-down from a thick chain (AC 
  8, hardness 10, hp 15), and has its one remaining arm 
  tied with rope (AC 8, break DC 23, hp 2). At the end of 
  each round, it attempts to bite (+6 to hit, 1d8+3 damage) 
  any creature adjacent to it, though it prioritizes undead 
  targets. Should the PCs unbind the troll’s claw, it uses 
  that to attack (+6 to hit, 1d6+3 damage, 10-foot reach). 
  Because the troll hangs from the ceiling, a PC can also 
  push it with a successful DC 15 combat maneuver check 
  to perform a bull rush. Doing so causes the troll to swing 
  back and forth, increasing its effective reach by 5 feet for 
  one round. If the troll cannot make an attack, it rocks 
  its body back and forth to swing slightly, increasing its 
  reach as though it had been pushed until the end of its 
  next turn.
  Although it generally avoids attacking the PCs, 
  the troll is an ally of convenience only. It attacks 
  indiscriminately if the PCs show no care for its well-
  being whatsoever, such as by including it in the area of a 
  burning hands spell. If the PCs choose to completely free 
  the troll, it has the staggered and sickened conditions. 
  It does its best to attack and kill any remaining ghouls, 
  and so long as the PCs haven’t provoked the troll in any 
  manner, it shows its gratitude after the fight by fleeing 
  the estate and not murdering the Pathfinders.
  Subtier 1–2 (CR 3)
  ARENZO DAVIAN 
  CR 2
  Male ghoul aristocrat 2 (Pathfinder RPG Bestiary 146, see page 
  21)
  CE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 30 (4d8+12)
  Fort +3, Ref +3, Will +10
  Defensive Abilities channel resistance +2, regeneration 2 (acid 
  or fire); Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +5 (1d6 plus disease), 2 claws +5 (1d6)
  Special Attacks ghoul fever, paralysis (1d4+1 rounds, DC 14)
  TACTICS
  Before Combat Arenzo hides in the narrow fissures if alerted to 
  the PCs’ intrusion.
  During Combat Arenzo considers the PCs trespassers and 
  worse, servants of Cheliax deserving of death. He waits 
  until PCs are distracted by the troll, then attempts to snipe 
  from the narrow corridors, hoping to draw the PCs in before 
  engaging in melee.
  Morale Arenzo believes himself invincible thanks to the 
  regeneration, but he surrenders if he regains consciousness 
  after being reduced to 0 or fewer hp.
  STATISTICS
  Str 11, Dex 17, Con —, Int 17, Wis 18, Cha 16
  Base Atk +2; CMB +2; CMD 15
  Feats Skill Focus (Bluff), Weapon Finesse
  Skills Acrobatics +7, Bluff +11, Climb +7, Knowledge 
  SCALING ENCOUNTER C2
  Remove all ghouls other than Arenzo Davian from the 
  encounter to accommodate a group of four PCs.
  
  19
  FAITHLESS AND FORGOTTEN, PART 1: LET BYGONES BE
  (history) +10, Knowledge (nobility) +10, Perception +11, 
  Stealth +10, Swim +7
  Languages Common, Halfling, Osiriani, Varisian
  GHOUL 
  CR 1
  hp 13 (Pathfinder RPG Bestiary 146, see page 21)
  TACTICS
  Before Combat Arenzo’s fledgling pack retreats into the 
  fissures if aware of the PCs. Otherwise, it’s found feeding 
  in the catacombs a safe distance from the troll.
  During Combat The ghoul attempts to flank the PCs, and 
  could potentially put itself at risk against the troll in the 
  heat of combat. 
  Morale It fights to the death.
  Subtier 4–5 (CR 6)
  ARENZO DAVIAN  
  CR 6
  Variant ghoul stalker (Pathfinder RPG Monster Codex 82, see 
  page 21)
  hp 74
  Defensive Abilities regeneration 5 (acid or fire)
  TACTICS
  Before Combat If alerted to the PCs intrusion, Arenzo hides 
  in the depths of the narrow fissures.
  During Combat Arenzo considers the PCs trespassers and 
  worse, servants of Cheliax deserving of death. He waits 
  until PCs are distracted by the troll, then attempts to snipe 
  from the narrow corridors, hoping to draw the PCs in 
  before engaging in melee.
  Morale Arenzo believes himself invincible thanks to 
  the regeneration, but will surrender if he regains 
  consciousness after being reduced to 0 or fewer hp.
  GHOULS (2)  
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 146, see page 21)
  TACTICS
  Before Combat Arenzo’s fledgling pack retreats into the 
  recesses of the fissures if aware of the PCs. Otherwise, 
  they’re found feeding in the catacombs a safe distance 
  from the troll.
  During Combat The ghouls attempt to flank the PCs, and 
  could potentially put themselves at risk against the troll in 
  the heat of combat. 
  Morale The ghouls fight to the death.
  Treasure: Among the ruined clothing and gore is a 
  grimy handy haversack that Arenzo Davian filled with 
  supplies before fleeing into the catacombs decades ago. It 
  now contains nothing of use.
  Development: After defeating the ghouls, the troll (if it 
  still survives) retreats to the Eismonts, relieved to be free 
  of Emberhold. Having defeated the last of the threats, 
  the PCs can take their time collecting items they feel are 
  significant and load them in crates for study later.
  Rewards: If the PCs fail to defeat Arenzo and his pack, 
  reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 154 gp.
  Out of Subtier: Reduce each PC’s gold earned by 273 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 392 gp.
  CONCLUSION
  The Pathfinder Society’s missions in Cheliax are far from 
  over. Zefiro Balinger is working to provide a better picture 
  of what PCs can expect to find at the next sanctioned site of 
  archaeological interest—across the straight to Garund and 
  the province of Kharijite. The Chelish holiday of Loyalty 
  Day draws nearer, and already officials are declaring 
  that Queen Abrogail II, in her wisdom, directed state-
  sanctioned scholars to unearth the lowly and treasonous 
  Davian legacy. News of Arenzo’s fate serves to fuel the 
  starving imaginations of the nation as its people prepare 
  for the celebration.
  If the PCs managed to resolve the encounter with the 
  leshys peacefully, each PC earns the Ally of the Green boon 
  on the Chronicle sheet.
  Primary Success Condition
  The PCs successfully complete their main mission by 
  securing and fully exploring the ruins of Emberhold. 
  Doing so earns each PC 1 Prestige Point.
  Secondary Success Condition
  The PCs succeed at their secondary mission if they 
  fulfill three of the following five conditions: Do not fight 
  Corentyn’s guards; convince Zefiro to share the secret 
  history of Cheliax by helping Mireille escape; retrieve 
  the keepsakes from the leshys; resolve the encounter 
  with the leshys without combat; and capture (rather than 
  destroy) Arenzo Davian. Arenzo is an excellent source 
  of information—even if the PCs or Chelish authorities 
  destroy him after learning what they can.
  
  20
  PATHFINDER SOCIETY SCENARIO
  PLAYER HANDOUT #1
  PLAYER HANDOUT #2
  Agents,
  I recently learned that Zarta intends to send one of her own agents to 
  Corentyn with a mission she’s elected to keep secret. I don’t think we should 
  interfere, but I never like seeing agents go out alone. If you can, make sure 
  Cassian is on the boat with you when you return to Absalom. 
  –Marcos
  Notice: By the grace of Her Infernal Majestrix, Queen Abrogail 
  I of the Thrice-Damned House of Thrune, all residents of 
  Anglemire are pardoned for seditious and treasonous acts. 
  House Davian, found guilty of instigating unlawful conflict, 
  is excluded from Her Infernal Majestrix’s mercy. Henceforth, 
  all aid knowingly or unknowingly quartered to House Davian 
  and its members will warrant death and eternal damnation. 
  House Davian and all those still pledging loyalty to House 
  Davian are hereby branded traitors to the Chelish Nation, 
  and sentenced to death by starvation in accordance with 
  Her Infernal Majestrix’s wishes, lawfully obeyed by authority 
  provided under Edict 208.14A. 
  
  21
  FAITHLESS AND FORGOTTEN, PART 1: LET BYGONES BE
  APPENDIX 1: BESTIARY
  The following creatures appear in this adventure.
  GHOUL 
  CR 1
  CE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  Fort +2, Ref +2, Will +5
  Defensive Abilities channel resistance +2
  OFFENSE
  Speed 30 ft.
  Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws 
  +3 (1d6+1 plus paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 13, elves are 
  immune to this effect)
  STATISTICS
  Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
  Base Atk +1; CMB +2; CMD 14
  Feats Weapon Finesse
  Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, 
  Swim +3
  Languages Common
  DESCRIPTION
  This humanoid creature has long, sharp teeth, and its pallid 
  flesh is stretched tightly over its starved frame.
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; 
  onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 
  Dex damage; cure 2 consecutive saves. The save DC is 
  Charisma-based. A humanoid who dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the abilities 
  it possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living and 
  behaves like a normal ghoul in all respects. A humanoid 
  of 4 Hit Dice or more rises as a ghast.
  GHOUL STALKER 
  CR 6
  Ghoul rogue 6
  CE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 18, touch 15, flat-footed 13 (+1 armor, +5 Dex, +2 natural)
  hp 74 (8d8+38)
  Fort +5, Ref +10, Will +8
  Defensive Abilities channel resistance +2, evasion,  
  trap sense +2, uncanny dodge; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d6+3 plus disease and paralysis), 2 claws +8 
  (1d6+3 plus paralysis)
  Ranged +1 composite shortbow +10/+10 (1d6+4/×3) or +1 
  composite shortbow +12 (1d6+4/×3)
  Special Attacks disease (DC 14), paralysis (1d4+1 rounds,  
  DC 14, elves are immune to this effect), sneak attack +3d6
  STATISTICS
  Str 17, Dex 20, Con —, Int 13, Wis 16, Cha 16
  Base Atk +5; CMB +8; CMD 23
  Feats Point-Blank Shot, Precise Shot, Rapid Shot, Toughness, 
  Weapon Focus (composite shortbow)
  Skills Acrobatics +16, Bluff +10, Climb +14, Disable  
  Device +8, Escape Artist +16, Intimidate +10, Knowledge 
  (dungeoneering) +12, Perception +14, Sense Motive +14, 
  Stealth +16
  Languages Common
  SQ rogue talents (finesse rogue, ledge walker, weapon 
  training), trapfinding +3
  Combat Gear +1 frost arrows (4), +1 human-bane arrows (3), 
  potion of inflict light wounds; Other Gear +1 composite 
  shortbow with 20 arrows, bracers of armor +1, 62 gp
  GOURD LESHY 
    
  CR 1
  N Small plant (leshy, shapechanger)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 9 (1d8+5)
  Fort +4, Ref +2, Will +0
  Immune electricity, sonic, plant traits
  OFFENSE
  Speed 20 ft.
  Melee slam –1 (1d3–2 plus ensnare)
  Ranged seed +3 (1 plus ensnare)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 2nd; concentration +4)
  Constant—pass without trace
  STATISTICS
  Str 6, Dex 15, Con 14, Int 6, Wis 11, Cha 15
  Base Atk +0; CMB –3; CMD 9
  Feats Toughness
  Skills Perception +4, Stealth +6 (+10 in plains and 
  undergrowth), Survival +0 (+4 in plains and undergrowth); 
  Racial Modifiers +4 Stealth and Survival in plains and 
  undergrowth
  Languages Druidic, Sylvan; plantspeech (gourds)
  SQ change shape (Small gourd; tree shape), keepsake,  
  verdant burst
  DESCRIPTION
  This little plant man walks on legs like tangled vines and has a 
  gourd carved with eyes and a mouth for a head.
  SPECIAL ABILITIES
  Ensnare (Ex) The seeds and slam attack of a gourd leshy 
  entangle the target in vines for 2d4 rounds unless the target 
  succeeds at a DC 12 Reflex save. The target can attempt to 
  
  22
  PATHFINDER SOCIETY SCENARIO
  burst these entangling vines before the duration expires 
  with a DC 12 Strength check as a full-round action. The save 
  and burst DCs are Constitution-based.
  Keepsake (Su) Gourd leshys can pop off the top of their 
  heads and store a single Fine-sized object such as a dagger 
  or potion inside. While within the leshy’s head, the item 
  is warded by nondetection. In addition, after 24 hours, 
  the item within is cleaned and polished, and, if damaged, 
  repaired as if by a mending spell. Both spell effects have a 
  caster level equal to twice the leshy’s Hit Dice (CL 2nd for 
  most gourd leshys).
  Seed (Ex) A gourd leshy can hurl its seeds as a ranged attack. 
  If it hits, this attack deals 1 point of damage (this damage 
  is not modified by Strength) and affects the target with 
  the gourd leshy’s ensnare ability. This attack has a 10-foot 
  range increment.
  GUARD  
    
  CR 1
  Human warrior 3
  LN Medium humanoid (human)
  Init –1; Senses Perception +5
  DEFENSE
  AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 22 (3d10+6)
  Fort +3, Ref +0, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk guisarme +7 (2d4+3/×3) or 
  mwk longsword +6 (1d8+2/19–20)
  Ranged javelin +2 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  TACTICS
  During Combat The warrior uses his reach to trip foes as they 
  close, and switches to his sword if necessary.
  STATISTICS
  Str 15, Dex 9, Con 10, Int 8, Wis 12, Cha 11
  Base Atk +3; CMB +5; CMD 14
  Feats Alertness, Toughness, Weapon Focus (guisarme)
  Skills Intimidate +6, Perception +5, Sense Motive +4
  Languages Common
  Gear chain shirt, javelins (3), masterwork guisarme, 
  masterwork longsword, manacles
  VETERAN BUCCANEER 
    
  CR 2
  Human warrior 4
  CE Medium humanoid (human)
  Init +3; Senses Perception –1
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
  hp 26 (4d10+4)
  Fort +4, Ref +4, Will +0
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +6 (1d6+1/18–20)
  Ranged mwk heavy crossbow +8 (1d10/19–20) or 
  throwing axe +7 (1d6+1)
  TACTICS
  During Combat The warrior uses her crossbow until she is in 
  boarding range, then switches to her scimitar.
  STATISTICS
  Str 12, Dex 16, Con 11, Int 10, Wis 8, Cha 9
  Base Atk +4; CMB +5; CMD 19
  Feats Dodge, Mobility, Toughness
  Skills Acrobatics +6, Climb +6, Intimidate +6, Profession 
  (sailor) +3, Swim +17
  Languages Common, Orc
  Combat Gear elixir of swimming, potion of bull’s strength, 
  potions of cure light wounds (2), potion of jump, 
  alchemist’s fire; Other Gear studded leather, masterwork 
  heavy crossbow with 10 bolts, masterwork scimitar, 
  throwing axe
  
  23
  FAITHLESS AND FORGOTTEN, PART 1: LET BYGONES BE
  
  PATHFINDER SOCIETY SCENARIO
  24
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #7-14: 
  Faithless and Forgotten, Part 1:
  Let Bygones Be
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d) “Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement over the prior 
  art and any additional content clearly identified as Open Game Content by 
  the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product 
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  abilities; places, locations, environments, creatures, equipment, magical 
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  any other trademark or registered trademark clearly identified as Product 
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  products or the associated products contributed to the Open Game License 
  by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content 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 material as Open Game Content, You represent that Your 
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  to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or 
  distributing, and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of any original Open 
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  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
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  title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  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 #7–14: Faithless and Forgotten, Part 1: Let 
  Bygones Be © 2016, Paizo Inc.; Author: Brian J. Fruzen.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  1–2
  4–5
  —
  254
  925
  —
  589
  505
  1,850
  —
  1,178
  Out of
  Subtier
  Pathfinder Society Scenario #7-14: 
  Faithless and Forgotten, Part 1:
  Let Bygones Be
  ☐  ☐  ☐  Ally of the Green: You have communed with the fugitive leshys of Anglemire and demonstrated 
  your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd 
  seeds imbued with some of the leshys’ primal magic. As a standard action, you can check one of the 
  boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed 
  heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 
  5 temporary hit points and the benefits of divine favor (CL 6th) for 1 minute. When you check the last box, 
  cross the entire boon off your Chronicle sheet.
  All Subtiers
  Subtier 4–5
  defoliant polish (800 gp; Pathfinder RPG Ultimate 
  Equipment 291)
  handy haversack (2,000 gp)
  pearl of power (1st-level; 1,000 gp)
  ring of arcane signets (1,000 gp; Ultimate 
  Equipment 167)
  knight’s pennon of battle (4,500 gp; Ultimate 
  Equipment 307)
  goblin skull bomb (1,200 gp; Ultimate Equipment 300)
  lesser merciful metamagic rod (1,500 gp; Ultimate 
  Equipment 190)
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 7/S07-14 - Faithless and Forgotten Part 1 - Let Bygones Be.pdf