TEXT: By Mikko Kallio
  ScionS of the Sky key, Part 3:
  the Golden Guardian
  PATHFINDER SOCIETY SCENARIO #6–16 
  TIER 1–5
  
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  Pathfinder Society Scenario #6–16: Scions of the Sky Key, Part 3: The Golden Guardian is a Pathfinder Society Scenario designed 
  for 1st- to 5th-level characters (Tier 1–5; Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society 
  Organized Play campaign, but can easily be adapted for use with any world.
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  Scions of the Sky Key, Part 3:
  The Golden Guardian
  Pathfinder Society Scenario #6–16
  
  Mwangi Expanse
  Bandu Hills
  • Ashkurhall
  Kaava Lands
  • Fort Bandu
  • Nantambu
  • Bloodcove
  3
  was protecting the place and that the only weapon that 
  could defeat it, a dwarven talisman, was currently in the 
  possession of the Krihirik, a grippli tribe.
  Right before the start of this adventure, the 
  Pathfinders tracked down the Krihirik and curbed the 
  Aspis Consortium’s devious plan to acquire the talisman. 
  Thankful for the help and convinced that the Pathfinders 
  could defeat the Golden Guardian, the gripplis gave them 
  the talisman.
  Armed with the talisman, the PCs prepare to face 
  the Golden Guardian and locate the missing venture-
  captain. What neither the gripplis nor the PCs realize 
  is that the egg-shaped clay talisman hides a far greater 
  treasure within—Sigrin’s component of the Sky Key. 
  N
  early 10,000 years ago, the dwarves of the Sky 
  Citadel Jormurdun discovered a strange device 
  amid the wreckage of a spaceship that had crashed 
  into modern Numeria. The device, which the dwarves 
  named the Sky Key, became a symbolic trophy of their 
  Quest for Sky.
  The dwarves’ reign in Jormurdun came to a sudden 
  end, however. Following a devastating attack by the 
  duergar, the last king of Jormurdun ordered a mass 
  exodus, knowing that their defeat was imminent. He split 
  the Sky Key into five pieces and gave each of his four heirs 
  a piece of the device to keep the legacy of Jormurdun alive.
  The core device remained in the citadel with the king, 
  who fell in a desperate last stand to buy his kinsfolk 
  time to escape. The king’s heirs led the exodus, carrying 
  the four pieces with them. However, one by one, the 
  siblings split away from the main group to continue their 
  respective legacies elsewhere, taking their respective Sky 
  Key components and their closest followers with them.
  Not long ago, the Pathfinder Venture-Captain Nieford 
  Sharrowsmith discovered dwarven ruins in the Bandu 
  Hills of the Mwangi Expanse. Unbeknownst to him, a 
  clan led by one of these scions of Jormurdun—Sigrin of 
  Ashkurhall—had built the settlement. In an ambitious and 
  foolish attempt to explore the ruins alone, Sharrowsmith 
  caused a collapse that killed him and greatly angered a 
  tribe of kobolds that inhabited the ruins.
  Several months later, when it became clear that 
  the venture-captain had vanished without a trace, 
  Sharrowsmith’s business partner Aya Allahe dispatched 
  a group of Pathfinders to look for the missing venture-
  captain. The agents followed his trail from Nantambu up 
  to Fort Bandu, where they found out not only that the Aspis 
  Consortium was very influential in the region, but also 
  that the local miners were blaming Sharrowsmith and the 
  Society for recent kobold attacks. After dealing with the 
  kobolds and restoring some of the miners’ trust in the 
  Society, the Pathfinders discovered that Sharrowsmith 
  had indeed found the dwarven ruins. They also learned 
  that a deadly creature known as the Golden Guardian 
  ScionS of the Sky key, Part 3:
  The Golden Guardian
  By Mikko kallio
  WHERE ON GOLARION?
  Scions of the Sky Key, Part 3: The Golden Guardian takes 
  place in the Bandu Hills of the Mwangi Expanse, where the 
  PCs explore Ashkurhall, a ruined dwarven settlement now 
  jealously guarded by a tribe of kobolds. More details on the 
  Bandu Hills and its environs appear in Pathfinder Campaign 
  Setting: Sargava, the Lost Colony, while more information 
  about kobolds is available in Pathfinder Campaign Setting: 
  Kobolds of Golarion. Both sources are available at bookstores 
  and game stores, and online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  SUMMARY
  Having acquired the dwarven talisman that is rumored to 
  be the only weapon that can defeat the Golden Guardian, 
  the PCs venture deeper into the dwarven ruins to find 
  Venture-Captain Nieford Sharrowsmith. Along the way, 
  they find clues indicating that Sharrowsmith was headed 
  for an ancient temple.
  To reach the temple, the PCs must negotiate a trap-
  laden maze of half-collapsed buildings and play a game 
  of hide-and-seek with a playful basilisk that the local 
  kobolds keep as a pet. In the temple, the Golden Guardian 
  attacks the PCs but calms down as soon as it sees the Sky 
  Key component. The PCs must, however, placate a group 
  of angry kobolds that believe the PCs intend to harm 
  their “Golden God”.
  Once they resolve the misunderstanding, the PCs 
  find a series of murals that help them piece together the 
  history of the dwarven ruins. The joy of their discovery 
  is short-lived—a large force of Aspis agents attacks, and 
  the PCs must enlist the aid of the kobolds and the Golden 
  Guardian to defeat their unscrupulous rivals.
  GETTING STARTED
  In the second part of Scions of the Sky Key, a tribe of 
  gripplis gave the PCs a clay talisman bearing the symbol 
  of a mountain under dozens of bright stars. The gripplis 
  kept the talisman safe for generations, in the knowledge 
  that it would be the only weapon that could hold the 
  Golden Guardian at bay. Their instructions were simple: 
  break open the talisman in the presence of the Golden 
  Guardian.
  Upon their return to Fort Bandu, the PCs receive a 
  letter from Venture-Captain Ambrus Valsin (Player 
  Handout #1).
  Before the PCs leave Fort Bandu, they may ask around 
  for rumors about the Aspis Consortium, the Golden 
  Guardian, and the kobolds.
  Diplomacy (gather information) or 
  Knowledge (nobility)
  The PCs may ask the locals about the Aspis Consortium’s 
  latest movements.
  15+ A contingent of Aspis mercenaries was seen 
  approaching the Bandu Hills from the northwest—the 
  direction of Bloodcove.
  20+ The leader of the group is an Ustalavic aristocrat 
  named Zaril Namoth, who is also known to be an expert 
  tracker and hunter.
  25+ According to some rumors, Zaril Namoth takes 
  trophies from the people he tracks down and kills. Some 
  say he needs their heads for dark rituals he learned while 
  held by the Bekyar—a people infamous for kidnapping, 
  cannibalism, and demon worship.
  Knowledge (arcana), Knowledge (local), or 
  Knowledge (religion)
  The PCs may ask around Fort Bandu for rumors about 
  the Golden Guardian.
  10+ Almost everyone at Fort Bandu knows the legend 
  of the Golden Guardian, but no one seems to know 
  anything substantial. 
  15+ Since the stories about the local boogeyman have 
  circulated in the region for centuries, most people speculate 
  that the creature is immortal or not a living creature.
  20+ Some people believe it is a gold dragon, while others 
  say it is probably a living statue, a golden machine, or a 
  god-like entity. The only thing the locals are unanimous 
  about is that only a special weapon lost to antiquity can 
  defeat the Golden Guardian.
  Diplomacy (gather information), 
  Knowledge (history), or Knowledge (local)
  The PCs may ask the local miners about the kobolds of 
  Mount Nakyuk.
  15+ Until recently, the kobolds have largely kept to 
  themselves. Most local people didn’t even know about the 
  kobolds before the incident with Sharrowsmith.
  25+ Decades ago, a local boy went missing but returned 
  weeks later with amazing stories about a hidden city 
  protected by cruel traps that he only narrowly escaped. 
  Learning this fact about the kobolds’ defenses grants the 
  PCs a +1 bonus on all skill checks and saving throws to find, 
  disable, bypass, and evade traps during this adventure.
  EXPLORING ASHKURHALL
  Save for torrential rain alternating with scorching heat, the 
  journey from Fort Bandu to Mount Nakyuk progresses smoothly. 
  Ancient, crumbling stone buildings choked with vines and 
  adorned with bone fetishes emerge from a patch of thick jungle 
  underbrush. A scattering of bones and discarded tools hints that 
  GM RESOURCES
  Scions of the Sky Key, Part 3: The Golden Guardian makes 
  use of the Pathfinder RPG Core Rulebook, Pathfinder RPG 
  Advanced Player’s Guide (APG), Pathfinder RPG Ultimate 
  Combat (UC), Pathfinder RPG Bestiary, Pathfinder RPG 
  Monster Codex, and Pathfinder RPG NPC Codex. This 
  adventure assumes the GM has access to these sourcebooks. 
  All rules referenced in this adventure are available in the free 
  online Pathfinder Reference Document at paizo.com/prd, 
  and the relevant rules from the Bestiary, Monster Codex, 
  and NPC Codex are reprinted at the back of the adventure 
  for the GM’s convenience.
  
  N
  A. Ashkurhall
  1 square = 5 feet
  G : Golden Guardian
  S : Stinkeye
  G
  K : Kobold
  KA: Kobold Arbalester
  C
  A1
  A2
  A5
  A6
  B1
  B2
  B3
  B6
  A3
  A4
  T
  T
  T
  K2
  K1
  KA
  B7
  S
  B4
  B5
  B8
  B9
  5
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  
  6
  PATHFINDER SOCIETY SCENARIO
  this location was recently inhabited. A gaping stairwell yawns 
  behind a blood-spattered altar, descending to the mysterious 
  depths where the Golden Guardian makes its home.
  Until a few days ago, kobolds inhabited this location. PCs 
  who participated in Pathfinder Society Scenario #6–12: Scions of 
  the Sky Key, Part 1: On Sharrowsmith’s Trail remember arriving 
  here just in time to rescue a group of miners from kobolds 
  who were in the middle of sacrificing them. If none of the 
  PCs participated in that adventure, PCs can discern that 
  kobolds were here a few days ago with a successful DC 15 
  Survival check. The kobolds did not leave anything of value 
  above ground.
  The PCs descend into the musty depths of the 
  mysterious ruins, where their exploration begins in a 
  maze of half-collapsed rooms and corridors (area A).
  The air is pleasantly cool in the lightless halls of 
  Ashkurhall. The ceiling is 10 feet high except where 
  otherwise noted, and the Climb DC on any of the stone 
  surfaces is 18. On the hard granite floor, the Survival DC 
  to follow tracks is 20.
  While the PCs explore Ashkurhall, keep track of 
  any Defense Points they gain, as detailed in encounter 
  descriptions and in the Defense Points sidebar. These 
  points affect the final encounter (see The Aspis Attacks 
  in area C).
  A. TRAP-LADEN MAZE
  The dwarves built this area soon after they arrived in the 
  region and found a vein of gold under Mount Nakyuk. 
  Their journey through the Mwangi Expanse had been 
  trying, and it seemed that almost everything was out 
  there to kill them. They had lost many kinsfolk to 
  wild animals, poisonous (and sometimes carnivorous) 
  plants, quicksand, and other jungle dangers. The 
  Bandu Hills had not been much gentler: landslides, 
  sudden thunderstorms, and scuffles with local tribes of 
  humans and humanoids had worn them down. Though 
  the dwarves had to live their first years in these poor, 
  cramped quarters, they felt safe for the first time in 
  many years.
  Any PC who succeeds at a DC 13 Knowledge 
  (engineering) or Knowledge (history) check notices that 
  the architecture in this area is quite plain by dwarven 
  standards, which means the dwarves probably built this 
  area in a hurry. Exceeding the DC of this check by 5 or 
  more allows the PC to estimate that the ruins are about 
  3,000 years old. When the Nakyuk kobolds moved in 
  eighty years ago, they made a few changes of their own as 
  detailed in the area descriptions.
  The following features apply to this area.
  Cracks in the walls: Several of the walls have deep 
  cracks resulting from tectonic activity or purposeful 
  THE KITSUNE’S GAMBIT
  In the last two encounters of this scenario, the Aspis 
  Consortium attacks the PCs. Throughout the scenario, the PCs 
  have several opportunities to earn Defense Points, which 
  weaken the forces that the Consortium can bring to bear 
  against them. The following is a guide to all of the ways in 
  which the PCs can earn Defense Points.
  1 or 2 Defense Points: If one player at the table presents 
  a chronicle sheet for Pathfinder Society Scenario #6–09: 
  By Way of Bloodcove, the PCs begin the scenario with 1 
  Defense Point. This chronicle sheet can be applied to any 
  of that player’s characters. If two or more players present 
  chronicle sheets for By Way of Bloodcove, the PCs instead 
  begin the scenario with 2 Defense Points.
  1 Defense Point: The PCs leave the collapsing wall trap 
  in area A2 functional.
  1 Defense Point: The PCs leave the purple worm’s maw 
  trap in area A5 functional.
  1 Defense Point: The PCs do not break the portcullis in 
  area A6.
  1 Defense Point: All of the kobolds survive the encounter 
  in area A6.
  1 Defense Point: The PCs rearm the trap in area A6.
  2 Defense Points: The PCs do not kill Stinkeye in area B.
  2 Defense Points: All of the kobolds survive the God 
  Defiled encounter in area C.
  2 or 3 Defense Points: The PCs gain 2 Defense points 
  if they secure the alliance of the Golden Guardian. If they 
  secure the Guardian’s alliance while successfully interpreting 
  the mural, they instead gain 3 Defense Points.
  destruction. A crack in the wall provides cover against 
  creatures on the other side, though creatures in either 
  of the two squares adjacent to a crack can make attacks 
  through it without impediment. Small creatures treat 
  a crack as difficult terrain, whereas a Medium creature 
  must take a move action and succeed at a DC 15 Escape 
  Artist check to pass through a crack.
  The PCs can enlarge a crack so that it no longer impedes 
  attacks or movement with a DC 23 Strength check or by 
  dealing sufficient damage to the stone (hardness 8, hp 30).
  Rust-stained iron doors: All of the doors in this area are 
  stuck and don’t open without sufficient force (hardness 
  10, hp 20, break DC 18).
  A1. Entrance Hall
  Two granite statues of dwarves in full armor stand guard in this 
  entrance hall, flanking the entrance to a corridor to the south. 
  Antelope skull patterns painted in red ochre cover each statue’s 
  face. In the wall to the south are two rust-stained iron doors.
  
  7
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  When Nieford Sharrowsmith entered the ruins, he 
  opened the eastern door with a crowbar, leaving visible 
  marks on it (Perception DC 12 to notice). When he 
  continued his exploration, he closed and jammed the door 
  again, but opening it requires only a DC 10 Strength check.
  Creatures: Kobold sentries quietly watch this area 
  from afar. See area A5 for details about the kobolds and 
  their tactics.
  A2. Collapsing Wall (CR 1/2 or CR 2)
  A 10-foot section of the wall lies in pieces on the floor—
  the kobolds accidentally collapsed it. The collapse 
  also weakened the adjacent 5-foot section of the wall 
  dangerously. The kobolds noticed the weakened section 
  and turned it into a crude but ingenious trap.
  Anyone who succeeds at a DC 10 Knowledge 
  (engineering) or Perception check notices that it would 
  be easy to make the 5-foot section of the wall topple over 
  with a strong push.
  Trap: The floor tiles on either side of the unstable wall 
  are actually pressure plates that cause the wall to collapse 
  in on anyone who stands on them.
  Subtier 1–2 (CR 1/2)
  TOPPLING WALL TRAP
  Type mechanical; Perception DC 13; Disable Device DC 15
  EFFECTS
  Trigger location; Reset repair
  Effect collapsing wall; 2d6 bludgeoning damage (Reflex DC 13 
  half) and the square turns into difficult terrain.
  Subtier 4–5 (CR 2)
  TOPPLING WALL TRAP
  Type mechanical; Perception DC 16; Disable Device DC 18
  EFFECTS
  Trigger location; Reset repair
  Effect collapsing wall; 4d6 bludgeoning damage (Reflex DC 16 
  half) and the square turns into difficult terrain.
  Development: If the PCs leave the trap functional, they 
  gain 1 Defense Point.
  A3. Sharrowsmith’s Stash
  The air in this room smells stale. A pile of rocks sits on the dust-
  covered floor in one corner of the room.
  Nieford Sharrowsmith stored some of his items in this 
  room. It‘s relatively easy (Perception or Survival DC 13) to 
  notice that only a single human-sized creature wearing 
  boots has visited the room recently. 
  Hazard: The door on the south wall is bent slightly 
  inward as a result of the mass of rubble pressing against 
  it in area A4. A PC can notice this convex feature with 
  a successful DC 12 Perception check. If a PC manages 
  to open the door, the weight of the rubble on the other 
  side of the door breaks the door off its hinges, and the 
  PC opening the door takes 1d8 points of bludgeoning 
  damage (Reflex DC 14 half) in Subtier 1–2 and 3d6 
  points of bludgeoning damage (Reflex DC 16 half) in 
  Subtier 4–5.
  Treasure: With a DC 10 Perception or Knowledge 
  (dungeoneering) check, a PC can determine that the 
  pile of rocks in the corner is too orderly to be a natural 
  feature. If the PCs examine the pile of rocks, they 
  find Sharrowsmith’s satchel. Sharrowsmith’s satchel 
  contains his journal (see Player Handout #2 and Player 
  Handout #3).
  The satchel also contains a wand of cure light wounds (12 
  charges), a wand of lesser restoration (5 charges), and two 
  potions of cure moderate wounds. In Subtier 4–5, there are 
  also a wand of bear’s endurance (14 charges) and two potions 
  of spider climb in the satchel.
  Rewards: If the PCs don’t find Sharrowsmith’s stash, 
  reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 102 gp.
  Out of Subtier: Reduce each PC’s gold earned by 187 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 272 gp.
  A4. Collapsed Ceiling
  The large pile of rubble blocks access to Sharrowsmith’s 
  stash room (area A3) from this side unless the door is 
  first opened from the other side. Anyone succeeding 
  at a DC 10 Knowledge (dungeoneering) or a Knowledge 
  (engineering) check notices that the cave-in wasn’t 
  completely accidental—there are tool marks in the 
  ceiling. The check also reveals that climbing the rubble 
  is possible but may be dangerous.
  Hazard: Entering a rubble-filled square costs 4 squares 
  of movement and requires a successful DC 15 Climb check. 
  Anyone failing this check by 5 or more takes nonlethal 
  bludgeoning damage from being hit by shifting debris 
  (1d6 points of damage in Subtier 1–2 and 3d6 points of 
  damage in Subtier 4–5).
  A5. Purple Worm’s Maw Trap (CR 1/2 or CR 2)
  The clever kobolds have built a trap in this room that 
  ensnares and damages intruders. 
  Trap: The floor in the northwest corner is purposefully 
  built of fragile stone that fractures if a Medium creature 
  enters the square. The rubble traps the creature’s foot, 
  and a shallow pit filled with downward-pointing spikes 
  tears at his legs as he tries to escape.
  
  8
  PATHFINDER SOCIETY SCENARIO
  Subtier 1–2 (CR 1/2)
  PURPLE WORM’S MAW TRAP
  Type mechanical; Perception DC 18; Disable Device DC 19
  EFFECTS
  Trigger location; Reset manual
  Effect The target is entangled and cannot move (Reflex DC 
  17 negates). The target can escape as a full-round action, 
  which deals 1d6 points of piercing damage. If the target 
  succeeds at a DC 19 Disable Device or Escape Artist check, 
  the target can escape as a full-round action without taking 
  any damage.
  Subtier 4–5 (CR 2)
  PURPLE WORM’S MAW TRAP
  Type mechanical; Perception DC 21; Disable Device DC 22
  EFFECTS
  Trigger location; Reset manual
  Effect The target is entangled and cannot move (Reflex DC 
  20 negates). The target can escape as a full-round action, 
  which deals 3d6 points of piercing damage. If the target 
  succeeds at a DC 22 Disable Device or Escape Artist check, 
  the target can escape as a full-round action without taking 
  any damage.
  Development: If the PCs leave the trap functional, they 
  gain 1 Defense Point.
  A6. Stone-Faced Dragon
  A lowered portcullis blocks off this room from the 
  hallway to the north. The portcullis is old and rusty, 
  and it no longer fits properly in its grooves. A PC can 
  smash the portcullis down with a successful DC 15 
  Strength check. At the south end of this hallway, there 
  is a grotesque dragon face carved in the stone wall. In 
  its gaping maw it has two dozen round holes where its 
  teeth should be.
  A 20-foot-long series of pressure plates down the 
  hallway is in poor repair, and spotting it requires only 
  a DC 10 Perception check. The dragon’s face used to be 
  a functional trap that fired crossbow bolts at anyone 
  stepping on any of the pressure plates in the hallway, 
  but when Nieford Sharrowsmith explored the ruins, he 
  disabled the firing mechanism. A PC who succeeds at a 
  DC 13 Craft (traps) or Disable Device check can recognize 
  that the trap is merely disabled, not broken. A PC can 
  repair and rearm the trap in 5 minutes with some spare 
  parts (such as those in Naktok’s house in area B5), 12 
  Small crossbow bolts, and a successful Craft (traps) or 
  Disable Device check (DC 17 in Subtier 1–2 and DC 20 in 
  Subtier 4–5).
  Creatures: Several kobold sentries are stationed here 
  (three in Subtier 1–2, and four in Subtier 4–5). As soon as 
  the kobolds detect intruders, one of the sentries quietly 
  leaves through the double door, releases Stinkeye the 
  basilisk from area B1, and hurries to the temple (area C), 
  leaving her comrades to fight the PCs alone.
  The 2 remaining kobolds attack anyone that moves 
  beyond the entrance hall (area A1). If possible, they attack 
  from hiding to gain a surprise round. When necessary, 
  they move through the cracks in the walls to evade the 
  PCs or to get an unobstructed line of fire.
  As long as the kobolds are able to avoid getting into 
  melee, they respond to any attempts at negotiation with 
  derision. They prefer flight to capture—if necessary, they 
  attempt to flee to the surface through the entrance hall. 
  If cornered, they surrender and are willing to answer the 
  following questions.
  What is the Golden Guardian like? “Our Golden God? 
  As big as a dozen kobolds! It’s in the temple!”
  Have you seen any humans here before? “A human 
  collapsed a corridor, that bastard! But we don’t know 
  where he went. Our boss Naktok might know.”
  What lies beyond this area? “Our homes are to the 
  west, and the temple is north from there. You can’t go 
  to the southern part of this place anymore because a 
  corridor collapsed.”
  The kobolds say nothing about Stinkeye unless the 
  PCs insist that the kobolds enter area B. They know that 
  their comrade released the basilisk in that area, and no 
  amount of persuasion can convince them to go there. If 
  pressed, they tell the PCs that there is a creature called 
  Stinkeye roaming free there. The kobolds don’t know 
  what it looks like; they only know that it eats anyone who 
  looks at it.
  Subtier 1–2 (CR 1)
  KOBOLD SNIPERS (2) 
  CR 1/2
  hp 12 each (Pathfinder RPG Monster Codex 130; see page 31)
  Subtier 4–5 (CR 4)
  KOBOLD SNIPERS (2) 
  CR 1/2
  hp 12 each (Pathfinder RPG Monster Codex 130; see page 31)
  KOBOLD ARBALESTER 
  CR 3
  Kobold blade (Pathfinder RPG Monster Codex 130; see page 31)
  hp 30
  Melee mwk rapier +6 (1d4/18–20)
  Ranged mwk light crossbow +11 (1d6+2/19–20)
  Feats Point-Blank Shot, Rapid Reload (light crossbow), Rapid 
  Shot, Weapon Focus (light crossbow), Weapon Specialization 
  (light crossbow)
  
  9
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  Treasure: In a sack next to the double door, there are 
  twelve narrow strips of leather. The PCs can deduce 
  with a successful DC 10 Appraise or Craft (leather) check 
  that the strips are blindfolds for Small creatures, but 
  it is possible to tie two blindfolds together to make a 
  blindfold suitable for a Medium creature. Near the 
  double door, the PCs also find 80 Small light crossbow 
  bolts stored in a bucket.
  Development: If all of the kobolds survive the 
  encounter, the PCs gain 1 Defense Point. If the PCs repair 
  the dragon-faced trap, they also gain 1 Defense Point. If 
  the PCs do not smash down the portcullis, they gain an 
  additional 1 Defense Point.
  B. BASILISK’S PLAYGROUND (CR 2 OR CR 5)
  The dwarves built this area once they had established 
  a foothold in the Bandu Hills. Any PCs succeeding at a 
  DC 10 Knowledge (engineering) or Knowledge (history) 
  check notices that the architecture is more sophisticated 
  here than near the entrance (area A). Despite the 
  millennia that have passed since its construction, the 
  stonework shows little wear, except where the kobolds 
  have made “improvements.”
  Many of the kobolds that survived the collapse caused 
  by Nieford Sharrowsmith live in this area, but when the 
  PCs arrive, none of these kobolds are present.
  Creature: A sentry from area A6 released the kobolds’ pet 
  basilisk Stinkeye. The kobolds’ blind leader Naktok raised it 
  from an egg to adult and spoiled it with a lot of food and toys. 
  As a result, the basilisk is much more interested in playing 
  than hunting, and it doesn’t want to fight the PCs unless 
  they act in a threatening manner. The basilisk is used to 
  the blind kobold’s company and doesn’t understand why 
  most other creatures that see it turn into food—petrified 
  creatures are a basilisk’s main source of nutrition—and 
  may subject the PCs to its gaze inadvertently.
  When the PCs arrive, the basilisk is sitting in the 
  corridor behind the morgue (area B6). Any PC that sees 
  the basilisk without turning to stone notices a collar 
  around its neck. The PCs may also attempt a DC 15 Sense 
  Motive or Knowledge (arcana) check to realize that its 
  behavior is unusually docile for its species.
  Stinkeye doesn’t move unless the PCs attack it or come 
  within 10 feet of it without first gaining its trust. As a 
  warning, the basilisk starts hissing if anyone it doesn’t 
  trust comes within 20 feet.
  A PC who visibly carries Stinkeye’s toy (see area B2) 
  automatically gains the basilisk’s trust, and the basilisk 
  will follow that PC around the dungeon as long as any 
  PCs that it doesn’t trust keep their distance. If the PC 
  throws the toy, Stinkeye clumsily scampers off to fetch 
  it. Alternatively, a PC can gain Stinkeye’s trust with a 
  successful DC 14 wild empathy check or a DC 16 Bluff or 
  Handle Animal check. A PC who fails one of these checks 
  by 5 or more may not attempt further checks. Any PC who 
  succeeds at one of these checks can move freely around 
  the basilisk and attempt further checks using the same 
  DC to either scratch its head to make it close its eyes for 
  one round, or to convince Stinkeye to follow the party 
  around the dungeon, as long as any PCs that it doesn’t 
  trust keep their distance. 
  If the PCs kill the plump basilisk, they can use its 
  blood to treat up to three petrified victims. In Subtier 
  1–2, the blood also heals all Dexterity damage caused by 
  the basilisk.
  Subtier 1–2 (CR 2)
  STINKEYE 
  CR 2
  Variant young basilisk (Pathfinder RPG Bestiary 295, 29)
  N Small magical beast 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception 
  +10
  OFFENSE
  AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
  hp 27 (5d10)
  Fort +6, Ref +5, Will +2
  DEFENSE
  Speed 20 ft.
  Melee bite +7 (1d6+1)
  Special Attacks gaze
  STATISTICS
  Str 12, Dex 12, Con 11, Int 2, Wis 13, Cha 11
  Base Atk +5; CMB +5; CMD 16 (28 vs. trip)
  Feats Blind-Fight, Great Fortitude, Skill Focus (Perception)
  Skills Perception +10, Stealth +10
  SPECIAL ABILITIES
  Gaze (Ex) Calcify and harden flesh (1d4 Dex damage), range 
  30 feet, Fortitude DC 12 negates. A creature that is reduced 
  to 0 Dexterity by the basilisk’s gaze immediately turns to 
  stone (as flesh to stone). A creature restored to flesh has its 
  Dexterity damage caused by basilisk gaze removed, but not 
  any existing Dexterity damage from other sources. The save 
  DC is Constitution-based.
  UNEASY FEELING
  Area B contains many telltale signs of the presence of 
  a basilisk. To add to the tension, ask the players to roll 
  Perception every now and then—a successful DC 15 check 
  means the PC knows there’s “something out there,” a DC 20 
  check means the PC can guess the general direction where 
  the creature is, and a DC 25 check reveals the exact location. 
  If necessary, remind the players about the rules on averting 
  eyes and wearing a blindfold (Pathfinder RPG Bestiary 300).
  
  10
  PATHFINDER SOCIETY SCENARIO
  Subtier 4–5 (CR 5)
  STINKEYE 
  CR 5
  Basilisk (Pathfinder RPG Bestiary 29)
  hp 52 
  Development: If Stinkeye survives the encounter, the PCs 
  gain 2 Defense Points. Each PC who gains Stinkeye’s trust 
  earns the Stinkeye’s Friend boon on her Chronicle sheet.
  B1. Petrifying Fear
  Just five feet from the double door, a granite statue of a 
  human woman stands in a running pose. The head of the 
  statue is turned to look over her shoulder, her face locked in 
  a silent scream.
  The statue is the petrified body of an Aspis agent 
  named Vanei Thaskin. An advance scout sent by Zaril 
  Namoth, she was able to locate the dwarven ruins and 
  sneak past the guards. However, she unwittingly released 
  the basilisk and turned to stone while running away. In 
  her current state, identifying her as a Keleshite requires 
  a DC 12 Knowledge (geography) check. A PC who succeeds 
  at a DC 15 Knowledge (local) check recognizes that her 
  gear is typical of Aspis Consortium scouts working in the 
  Mwangi Expanse.
  With a DC 15 Sense Motive or Craft (sculptures) 
  check, the PCs notice that the anguish and fear in her 
  expression is too real and her features are disturbingly 
  lifelike. The creeping suspicion that something is 
  wrong also allows the PCs to attempt a DC 15 Knowledge 
  (arcana) or Knowledge (nature) check to remember that 
  some creatures, mainly magical beasts and monstrous 
  humanoids, can petrify their victims.
  If the PCs revive Vanei with Stinkeye’s blood, which 
  they can obtain from a jar in area B6, buy from a kobold 
  in area C, or extract from Stinkeye’s corpse, she is openly 
  surprised that her enemies revived her and deeply 
  ashamed that she failed her mission. In her vulnerable 
  state, it is relatively easy to convince her to answer the 
  questions below; a PC needs only to succeed at a DC 12 
  Diplomacy or DC 14 Intimidate check. If the PCs do not 
  convince her to answer their questions, she thanks them 
  for their assistance and leaves the ruin.
  Who are you? “I’m Vanei Thaskin. I was sent here 
  to find out about any defenses. I got this far, but that... 
  creature got me. I’ve had enough of this place and the 
  Aspis Consortium!”
  Who sent you here? “Zaril Namoth, an aristocrat 
  from Ustalav. He works for the Aspis Consortium. He’s a 
  dangerous man. They say he used to hunt big beasts for 
  pleasure, but a tribe of Bekyar captured him. Somehow 
  he survived, but he had changed. Now he hunts people. 
  He loves to impale people with his great spear and take 
  their heads with his kukri. People say he learned these 
  things and some demonic magic from the Bekyar!”
  How many troops does Zaril command? “More than a 
  dozen scouts and mercenaries.”
  What is the Aspis Consortium looking for? “A 
  Pathfinder agent who knows something about a dwarven 
  device that would be of great value to the Consortium. 
  There are also rumors that there is a golden statue in 
  these ruins. They are going to melt it for profit.”
  Development: If the PCs revive Vanei and let her live, 
  each PC earns the Vanei’s Friend boon on her Chronicle 
  sheet. After the PCs have finished speaking with her, 
  Vanei leaves the ruin.
  B2. Stinkeye’s Home
  The reek of dung and sweat permeates this small room. 
  Heaped in a corner, there is a pile of cement pellets, and in 
  another corner lies a grotesque, stuffed leather bag with two 
  oval patches sewn on it.
  Stinkeye the basilisk lives in this room. For safety 
  reasons, the kobolds usually keep it locked up in its room, 
  but currently the basilisk is near the morgue (area B6). 
  The leather bag in the corner is Stinkeye’s favorite 
  toy. Upon closer inspection, it’s easy to notice many bite 
  marks on it. A PC succeeding at a DC 13 Handle Animal 
  check can deduce that it has been used to teach a creature 
  the fetch trick. A PC who succeeds at a DC 12 Knowledge 
  (nature) or Survival check reveals that the pile of crumbly 
  cement pebbles is actually dung.
  B3. Barracks
  Animal hides and furs have been laid out on the six dwarf-sized 
  stone beds in this room. A crude set of dice lies scattered on 
  the floor. A number of weapons have been stashed in a pile to 
  the north.
  Kobold guards live in this room, though none are 
  currently present. A PC who succeeds at a DC 12 Survival 
  SCALING ENCOUNTER B
  Make the following changes to the encounter to 
  accommodate parties of four PCs.
  Subtier 1–2: Reduce Stinkeye’s current hp to 18 and 
  reduce the Fortitude save DC of its gaze to 11.
  Subtier 4–5: Reduce Stinkeye’s current hp to 36 and 
  reduce the Fortitude save DC of its gaze to 14.
  
  11
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  Blades of the open road are longswords specifically 
  crafted to strike against the Aspis Consortium. A lesser 
  blade of the open road is a +1 longsword with a Glyph of 
  the Open Road stamped into its hilt. A blade of the open 
  road is a +1 Aspis bane longsword. Against agents of the 
  Aspis Consortium and creatures directly employed by the 
  Aspis Consortium, the weapon’s enhancement bonus is 
  2 higher than its actual bonus, and the weapon deals 
  an extra 2d6 points of damage. A greater blade of the 
  open road has all of the properties of a blade of the open 
  road and gains the ominousUE and heartseekerUE weapon 
  special abilities against Aspis Consortium agents and 
  the Consortium’s employees. Any wayfinder the wielder 
  carries grants a +2 circumstance bonus on all Survival 
  checks, not just checks to avoid becoming lost. A blade 
  of the open road and greater blade of the open road 
  increase this bonus to +4 or +6, respectively. Between 
  scenarios, the wielder can enhance a lesser blade of 
  the open road to become a blade of the open road and 
  later into a greater blade of the open road by paying the 
  difference in price between the two items.
  check notices that only three of the beds have been slept 
  in recently—many kobolds died in the collapse that 
  Sharrowsmith caused. 
  Treasure: While most of the weapons are of poor quality 
  and virtually worthless, Sharrowsmith’s longsword, 
  which has his initials engraved on the crossguard, is also 
  in the pile. Sharrowsmith’s blade is a lesser blade of the open 
  road in Subtier 1–2 and a blade of the open road in Subtier 
  4–5 (see sidebar). The kobolds managed to disarm the 
  blade shortly before Sharrowsmith triggered the collapse 
  (see area B7).
  Rewards: If the PCs don’t find Sharrowsmith’s sword, 
  reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 26 gp.
  Out of Subtier: Reduce each PC’s gold earned by 109 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 193 gp.
  B4. The Crying Dwarf
  At the center of a large fountain, a white marble statue of a 
  dwarf in scholarly robes faces east in a defiant posture. In one 
  hand, the dwarf holds a staff, and in the other an open book. 
  While most of the statue’s elaborate details are still intact, its 
  face has crumbled away, and water pours down from two holes 
  where the statue’s eyes had once been.
  The dwarves built this statue as a memorial to all those 
  who perished or split off from the main group during 
  the exodus from Jormurdun. The kobolds did not like 
  the dwarf’s face, and with a successful DC 13 Perception 
  check, the PCs notice pickaxe marks, suggesting that the 
  statue has been vandalized.
  A successful DC 13 Linguistics check is needed to read 
  the ancient, weathered writing in the book, which says: 
  “Home is far behind, our kin scattered to the four winds, 
  but we endure.” Any PC who can understand Dwarven 
  gains a +5 circumstance bonus on the check and can 
  attempt the check untrained.
  B5. Naktok’s House
  Many bits and pieces of metal lie on stone shelves carved into 
  the walls. Several ornaments made from animal bones hang 
  from the ceiling. A crude, one-foot-tall statue of a horned and 
  winged creature stands on a stone table set next to a wall. 
  This room is home of the kobolds’ leader, Naktok. 
  The bits of metal are trap parts, which the PCs can 
  identify with a successful DC 13 Craft (traps) or Disable 
  Device check. The statue on the table depicts the Golden 
  Guardian in an intermediate state when it had been 
  sleeping in the dwarven temple for millennia, before the 
  kobolds’ architectural influences started to change it. 
  Any PC that succeeds at a DC 19 Knowledge (nature) check 
  recognizes that the creature depicted is a gargoyle.
  B6. Morgue
  The smell of incense is almost overpowering in this house, 
  where shelves full of jars and vases of different sizes line the 
  walls. Three kobolds lie motionless in stone beds.
  The kobolds in this room have been dead for several 
  weeks, casualties of the cave-in that killed Venture-
  Captain Sharrowsmith. A successful DC 10 Heal check 
  confirms that the kobolds are dead. The resident 
  alchemist (see area C) has alchemically preserved the 
  bodies, and the corpses await burial. Unfortunately, 
  the kobolds’ sacred burial site lies beyond the collapsed 
  SHARROWSMITH’S BLADE
  BLADE OF THE OPEN ROAD
  PRICE
  VARIES
  Lesser blade of the open road
  2,515 GP
  Blade of the open road
  19,715 GP
  Greater blade of the open road
  35,715 GP
  SLOT none
  CL  8th
  WEIGHT  4 lb.
  AURA moderate conjuration
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Craft Magic Arms and Armor, death knell, summon 
  monster I
  
  12
  PATHFINDER SOCIETY SCENARIO
  corridor (area B7). The kobolds have been begging the 
  Golden Guardian to help them clear the rubble, but to 
  no avail.
  With a successful DC 14 Craft (alchemy) or Knowledge 
  (religion) check, the PCs can determine that some of the 
  herbs and liquids in the jars and vases are alchemical 
  substances, while others are intended for religious purposes. 
  Treasure: Three of the jars have a crude drawing of a 
  lizard’s head on their labels. In Subtier 1–2, two of the 
  jars are empty, and the third contains a rusty red gel. In 
  Subtier 4–5, each of the three jars contains a rusty red 
  gel.  The gel is basilisk extract, Stinkeye’s blood treated 
  with alchemical preservatives that a PC can identify with 
  a successful DC 18 Craft (alchemy) check. When applied to 
  a creature that has been petrified by a basilisk’s gaze for 
  no more than 1 hour, the creature is restored to flesh as 
  though it had been coated with fresh basilisk blood.
  Reward: If the PCs do not retrieve the jar (or jars, in Subtier 
  4–5) of basilisk extract, reduce each PC’s gold as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 50 gp.
  Out of Subtier: Reduce each PC’s gold earned by 75 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 100 gp.
  B7. Collapsed Corridor
  This corridor has caved in, completely blocking the passage.
  When Nieford Sharrowsmith reached area B, he first 
  went north to explore the ancient temple (area C). The 
  kobolds accosted him, and he fled toward this entrance. 
  Further down the corridor to the south, he toppled a 
  corroded stone column to kill the pursuing kobolds. In 
  doing so, he unwittingly caused a series of collapses and 
  was crushed by the falling rocks. His body is still buried 
  in the debris, far too deep for the PCs to see.
  Hazard: Climbing the pile of rubble involves the same 
  risks as in area A4. It is impossible to enter the two 
  squares at the southern edge of the map.
  B8. Abandoned Infirmary
  A stone pillar bearing numerous lines of runic text stands amid 
  pieces of stone furniture and heaps of miscellaneous junk.
  A PC who succeeds at a DC 15 Heal or Knowledge 
  (engineering) check realizes that this house used to 
  be an infirmary. The kobolds have decorated the stone 
  surfaces with paintings of dragons, but the original 
  inscriptions on the stone pillar are still partially 
  legible. Any PC who understands Dwarven knows that 
  each line consists of the name of a dwarf followed by a 
  number. A PC who succeeds at a DC 15 Linguistics check 
  can deduce that the numbers are dates, but the notation 
  is completely different from that used in Absalom 
  Reckoning dates.
  Halfway through the list, the intervals between the 
  dates suddenly become shorter and shorter. The column 
  actually lists the dates of deaths. A disease ravaged the 
  dwarven colony near the end of its occupation, quickly 
  killing a large number of dwarves.
  B9. Rubble
  When the deadly cave-in happened in the corridor 
  in area B7, the vibrations in the rock caused another 
  collapse here.
  Hazard: Climbing the pile of rubble involves the same 
  risks as in area A4.
  C. ANCIENT DWARVEN TEMPLE
  A huge block of intricately sculpted stone dominates the center 
  of this vast temple chamber.  To the east, a flight of stairs leads 
  up to a walkway, which connects to the stone block’s surface. 
  Six pillars lie around the edges of the room, each decorated 
  with carved patterns of scales and dragon heads. Several large 
  paintings of dragons adorn the floor.
  The dwarves constructed this temple at the height of their 
  prosperity. The ceiling rises to a uniform height of 25 feet 
  here. The centerpiece of the temple is a huge block of stone, 
  the top of which is connected to a stairway by a walkway 
  with a curiously round cross-section. When viewed from 
  above, its shape resembles a warhammer, and any PC who 
  worships Torag or succeeds at a DC 12 Knowledge (religion) 
  check identifies the shape as Torag’s holy symbol.
  The kobolds have added some details of their own to 
  make the interior cozier. The kobolds did not dare to 
  deface the hammer, however, and it still looks almost as 
  good as new.
  Once the PCs enter the temple, the encounters detailed 
  below occur one after another. 
  Hazards: There are a number of dangerous terrain 
  features in the temple.
  Crumbling Pillars: The six pillars are badly corroded, 
  a feature that a PC can notice with a successful DC 12 
  Knowledge (dungeoneering) or Knowledge (engineering) 
  check, or a DC 17 Perception check. Any of the pillars 
  can be collapsed (hardness 6, hp 20, Break DC 18) to deal 
  2d6 points of bludgeoning damage in Subtier 1–2, or 
  5d6 points of bludgeoning damage in Subtier 4–5, to all 
  creatures in a 25-foot line. The affected squares also turn 
  into difficult terrain.
  Walkway: Moving faster than half speed along the 
  uneven shaft of the massive stone hammer requires a DC 
  12 Acrobatics check. Any creature that fails the check by 5 
  or more falls 15 feet to the temple floor.
  
  The Golden Guardian
  13
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  The Golden Guardian (CR 7)
  A group of kobolds is frantically praying to a massive golden 
  statue as if they wanted it to wake up. The winged statue is 
  standing atop a fifteen-foot-tall block of stone, its back against a 
  wall decorated with many gold-leaf murals depicting historical 
  scenes. Suddenly, the statue starts moving, flexing its wings, 
  and roaring in a voice resembling a metallic hunting horn.
  Creatures: A group of kobolds has gathered around 
  the Golden Guardian. They believe it is a living god 
  and are asking it to repel a group of intruders—the 
  PCs—but so far, the Golden Guardian has ignored the 
  kobolds’ prayers. As soon as the kobolds notice the PCs, 
  they scream, “There they are!” and the Golden Guardian 
  turns to regard the PCs. It roars in anger: “You should 
  not have come here!” and starts moving menacingly 
  toward the PCs as the kobolds stare in awe.
  Like the temple itself, the Golden Guardian’s 
  appearance reflects both dwarven and kobold aesthetics. 
  The creature is a rare type of gargoyle that is especially 
  large and robust, and is made partly of gold. It also has 
  scales on its skin, and a relatively narrow head and broad 
  snout that give it a draconic appearance. Its posture is 
  more regal than that of the usual, crouching gargoyles. 
  Because of its unusual appearance, the DC to identify it 
  with Knowledge (nature) is 27.
  All Subtiers
  THE GOLDEN GUARDIAN 
  CR 7
  Variant giant metal-clad (gold) gargoyle (Advanced 
  Bestiary 199, Pathfinder RPG Bestiary 295, 137)
  CN Large monstrous humanoid (earth)
  Init +2; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 17, touch 7, flat-footed 17 (–2 Dex, +10 natural, 
  –1 size)
  hp 84 (8d10+40)
  Fort +7, Ref +4, Will +7
  Defensive Abilities light fortification; DR 
  10/magic; Resist fire 10
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)
  Melee 2 claws +11 (1d6+4), bite +11 
  (1d8+4), gore +11 (1d8+4)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  During Combat Using Flyby Attack, the 
  gargoyle swoops down, makes a gore 
  attack, and retreats to a safe distance. 
  Morale If the PCs do not use the dwarven talisman in the first 
  round of combat, remind them of its importance. Breaking 
  open the talisman reveals a piece of metal with an ancient 
  symbol engraved on it. Upon seeing it, the Golden Guardian 
  immediately calms down and utters, “Welcome, friends of 
  Ashkurhall.” The Golden Guardian attacks the PCs until they 
  either present the talisman or retreat. It does not pursue 
  fleeing PCs.
  STATISTICS
  Str 19, Dex 6, Con 20, Int 10, Wis 9, Cha 13
  Base Atk +8; CMB +13; CMD 21
  Feats Flyby Attack, Improved Initiative, Iron Will, Skill Focus (fly)
  Skills Fly +10, Intimidate +11, Perception +9, Profession 
  (miner) +5, Stealth +3; Racial Modifiers –4 Acrobatics, –4 
  Climb, –4 Escape Artist, +4 Profession (miner),  –4 Sleight of 
  Hand, –2 Stealth (+4 in stony environs), –4 Swim
  Languages Common, Terran
  SQ freeze
  
  14
  PATHFINDER SOCIETY SCENARIO
  SPECIAL ABILITIES
  Light Fortification (Ex) Whenever a sneak attack or critical 
  hit is scored against a gold-clad creature, there is a 25% 
  chance that the extra damage is negated and damage is 
  rolled normally.
  Development: Once the PCs finish the encounter with 
  the Golden Guardian, the suspicious kobolds confront 
  them about their actions and motives. The kobolds do 
  not attack the PCs until the PCs have had a chance to 
  explain themselves. However, if the PCs attack the 
  kobolds, the kobolds fight back. These kobolds begin 
  any altercation spread throughout the room and roughly 
  30 feet from the PCs.
  The God Defiled (CR 3 or CR 6)
  The kobolds are enraged by the sudden turn of events and 
  assemble to shout at the PCs from approximately 30 feet 
  away. Their blind leader, Naktok, makes the following 
  accusations in halting Common, interspersed with other 
  indignant claims, punctuated by the distressed chorus of 
  his kobold followers.
  •	 “What is this? You put a curse on our Golden God with 
  that trinket!”
  •	 “The idiot human who collapsed the corridor was a 
  friend of yours, wasn’t he?”
  •	 “You attacked kobolds a few weeks ago just outside 
  these ruins, didn’t you?”
  •	 “How did you get past Stinkeye? Did you murder him?”
  •	 “You have been stealing our stuff!”
  The PCs may answer in an apologetic (Diplomacy), 
  evasive (Bluff), or defiant manner (Intimidate). Any PC 
  that speaks Draconic receives a +2 circumstance bonus 
  on the checks. The PCs may also answer the questions 
  in creative ways (such as using Handle Animal to prove 
  that Stinkeye is still alive). Regardless of the skill used, 
  the DC for each of the checks is 13 in Subtier 1–2 and 16 
  in Subtier 4–5. If the same PC attempts to answer more 
  than three questions, Naktok interrupts, blindly points 
  a finger in the direction of another PC and says “No! Let 
  that one answer!”
  If the PCs succeed at three or more of the checks, the 
  kobolds calm down. If not, they attack and keep fighting 
  for 4 rounds if the PCs succeeded at none of these 
  checks, and for 1 round fewer for each successful check 
  that the PCs made. The gargoyle doesn’t want any harm 
  to come to its kobold thralls or the bearers of the Sky 
  Key component, and each round of the combat, it roars 
  angrily, “Do not kill each other!”, which eventually snaps 
  the kobolds out of their rage.
  All Subtiers
  NAKTOK 
  CR —
  Kobold master trapper (Pathfinder RPG Monster Codex 133; see 
  page 30)
  hp 31
  Weaknesses blind
  During Combat Naktok is a noncombatant.
  Subtier 1–2 (CR 3)
  KOBOLDS (2) 
  CR 1/4
  hp 4 each (Pathfinder RPG Bestiary 183; see page 29)
  KOBOLD SNIPER 
  CR 1/2
  hp 12 (Pathfinder RPG Monster Codex 130; see page 31)
  KOBOLD BOMBER 
  CR 1
  hp 12 (Pathfinder RPG Monster Codex 133; see page 30)
  Subtier 4–5 (CR 6)
  KOBOLD SNIPER 
  CR 1/2
  hp 12 each (Pathfinder RPG Monster Codex 130; see page 31)
  KOBOLD BOMBERS (2) 
  CR 1
  hp 12 (Pathfinder RPG Monster Codex 133; see page 30)
  KOBOLD BLADES (2) 
  CR 3
  hp 30 (Pathfinder RPG Monster Codex 130; see page 31)
  Development: Once the fighting ends, Naktok asks the 
  PCs what they want. Assuming the PCs tell the kobolds 
  that they are only looking for their missing comrade, the 
  kobolds seem more relaxed. If all kobolds survived the 
  encounter and the PCs look injured, the kobolds offer to 
  sell them up to five potions of cure light wounds, two potions 
  of cure moderate wounds, and a dose of basilisk extract 
  (which they sell for 600 gp, see area B6).
  If all the kobolds survive the encounter, the PCs gain 2 
  Defense Points.
  Pieces of a Mystery
  After parleying and bartering for any potions, Naktok 
  goes to check on Stinkeye, and his sulking comrades go 
  to check if the traps near the entrance (area A) are still 
  functional. The Golden Guardian is still suspicious of the 
  Pathfinders because they look nothing like the dwarves it 
  knew millennia ago. In order to test them, it asks the PCs to 
  get on top of the massive stone hammer to view a series of 
  murals on the wall, saying that the bearers of the dwarven 
  talisman would know the meaning of the murals—unless 
  bearers acquired the talisman through dishonest means.
  
  Naktok
  15
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  The murals depict the rise and fall of Jormurdun as well 
  as later stages of the exodus. Read each of the following 
  read-aloud texts and allow the PCs to attempt the listed 
  checks in any order to figure out what the murals depict. 
  The DC for each check is 15 in Subtier 1–2 and 18 in 
  Subtier 4–5. Dwarves gain a +2 circumstance bonus on 
  all checks to interpret the mural. A PC can replace the 
  listed skill checks for a mural with a successful Bluff 
  of Perform (oratory) check to spin a sufficiently 
  convincing story. The DC of this check starts 
  at 15 in Subtier 1–2 and 18 in Subtier 
  4–5. Each time the PCs use Bluff or 
  Perform (oratory) to convince the 
  Golden Guardian that 
  they know the meaning 
  of a mural, the DC to use 
  these skills on future murals 
  increases by 5, as the Golden Guardian 
  becomes increasingly suspicious.
  The mural depicts a dwarf in a cave 
  gazing up and shielding her eyes with 
  a hand.
  Knowledge 
  (history) 
  or 
  Knowledge (religion): The mural 
  depicts the ancient dwarven migration 
  to the surface known as the Quest for Sky. 
  According to legend, Torag gave the dwarves 
  a prophecy that prompted them to leave 
  their original homes in the Darklands realm of Nar-Voth.
  The mural depicts a fireball with long, trailing streaks 
  descending from the sky.
  Knowledge (history) or Knowledge (geography): The 
  mural depicts a historical event called the Rain of Stars. 
  Before recorded history, a fireball fell from the heavens 
  and crashed into the land now called Numeria. Modern 
  scholars believe the fireball was a vessel of some sort.
  The mural depicts two dwarves locked in battle. One of them 
  has long, braided hair while the other is bald.
  Knowledge (local) or Knowledge (dungeoneering): The 
  bald dwarf in the mural is a duergar. According to legend, 
  an outcast god turned their heads bald and their skin 
  ashen gray. They are infamous slavers who believe that the 
  surface dwarves are traitors of their race and that other 
  creatures are fit only for service and torment.
  The mural depicts four complex symbols arranged on the four 
  points of a compass rose slanted slightly to the right.
  Appraise 
  or 
  Perception: 
  The 
  symbol set on the south point 
  of the compass rose is a 
  stylized 
  version 
  of 
  the 
  symbol engraved on the 
  piece of metal that the PCs 
  found inside the dwarven 
  talisman.
  The mural depicts rolling hills with dark gray, 
  rocky soil, punctuated with veins of gold. A vine 
  covered in lavender flowers crushes a giant 
  lizard like a constricting serpent. 
  Knowledge 
  (geography) 
  or 
  Knowledge (nature): This mural 
  depicts the westernmost part of the 
  Bandu Hills.
  The mural depicts a map with many rooms, 
  some crude, others skillfully carved and rich in detail.
  Knowledge (engineering) or Survival: This mural 
  depicts a stylized version of Ashkurhall, the dwarven 
  settlement whose ruins the PCs are exploring. The map 
  quite accurately shows how the parts that were built later 
  are architecturally more impressive.
  The mural depicts a dwarf with his eyes cast to the ground and 
  his hand held against his chest. 
  Heal or Sense Motive: The dwarf looks worried and 
  has lost much weight. It is likely that the dwarf depicted 
  has a terminal disease.
  The mural depicts a demonlike creature with horns and wings.
  Knowledge (engineering) or Knowledge (nature): The 
  creature is a monstrous humanoid called a gargoyle. 
  Gargoyles are best known for their ability to freeze in 
  place to look like a statue. They are also ageless beings, 
  and over time, their appearance changes to match the 
  surrounding architecture. 
  SCALING THE GOD DEFILED
  Make the following adjustments to the encounter to 
  accommodate a party of four PCs.
  Subtier 1–2: Remove the kobold sniper from the 
  encounter.
  Subtier 4–5: Remove one kobold bomber and one kobold 
  blade from the encounter.
  
  16
  PATHFINDER SOCIETY SCENARIO
  The mural depicts a humanoid with bulbous eyes and bowed 
  legs.
  Knowledge (geography) or Knowledge (local): The 
  creature is a grippli, a member of the same race of 
  humanoids from whom the Pathfinders gained the 
  dwarven talisman. If any PC has credit for Pathfinder 
  Society Scenario #6–14: Scions of the Sky Key, Part 2: Kaava 
  Quarry, then she automatically succeeds on this check.
  The mural depicts a dwarf whose weapons and armor are made 
  of wood and stone rather than metal. His skin bears numerous 
  simple tattoos, and several bright feathers adorn his beard.
  Knowledge (geography) or Knowledge (local): The 
  dwarf in the mural is a Taralu. These jungle dwarves 
  practice a version of ancestor worship alongside the 
  worship of totems based on local creatures, particularly 
  dragons and wyverns. These dwarves have a small but 
  notable presence within the city of Kibwe.
  If the PCs succeed at five or more checks, the Golden 
  Guardian tells the PCs the history that the murals depict, 
  pointing to each mural in sequence. Read or paraphrase 
  the following.
  The Golden Guardian nods approvingly. “You truly are the worthy 
  bearers of the talisman, so I shall tell you a story that Sigrin of 
  Ashkurhall, the founder of this place, once told me.
  “Long ago, when Sigrin’s father ruled as king, the dwarves rose 
  from the depths and built a citadel so mighty that even a titan 
  would gaze upon it in awe. Centuries later, a shower of stars rained 
  upon a land not far from the dwarven hold. The dwarves marched 
  to investigate. They found many wonderful things, the greatest of 
  which was the mysterious artifact they named the Sky Key. 
  “But dark times soon followed, for their cousins from the 
  underworld fell upon the dwarven citadel. Caught unprepared, 
  the dwarves knew they could not hold off against the siege. The 
  king ordered all but his most trusted guards to leave, and stayed 
  behind to buy his people timed to escape. Before Sigrin and her 
  three siblings left to lead the dwarves to safety, the king gave 
  each of them a piece of the Sky Key, and kept one for himself. The 
  dwarves traveled far and wide, but the dangerous journey across 
  the unknown land caused rifts in their clan. One by one, the king’s 
  children went their separate ways, each taking a piece of the key 
  and a part of the clan. Sigrin’s dwarves made their way to this 
  continent, and though they found it quite inhospitable, they pressed 
  on. After much searching, they found gold and started building this 
  place. Their prosperity grew with each passing decade.” 
  Grinning, the Guardian continues, “That’s when I entered the 
  picture. We didn’t get along at first, but I came to realize they were 
  decent people, who appreciated stone and gold as much as I did. 
  “Their luck did not last, however. A sickness came over the 
  dwarves, and the survivors were too few in number to continue 
  their lineage. Rather than slowly die out here, they chose to 
  leave. However, they wanted someone to watch over this place. 
  They chose me. Sigrin went to her grippli allies and gave them 
  her piece of the key. Where the dwarves were going, they 
  couldn’t hold onto their memories and traditions. I think Sigrin 
  made up a monstrous story about me—I probably deserved it,” 
  the Guardian says with a grin, “but the story was to protect this 
  place and the piece of the key.”
  The Guardian stares at the last mural for a long time. “The 
  dwarves left to join their cousins who lived in the jungle to the 
  east. They never came back.”
  Development: If the PCs successfully interpret enough 
  of the mural images to convince the Golden Guardian 
  to share the site’s history, they also earn the gargoyle’s 
  cooperation in the upcoming combat and earn 3 Defense 
  Points. If the PCs fail to interpret enough murals, they 
  can still attempt a Diplomacy of Bluff check (DC 20 in 
  Subtier 1–2 and DC 25 in Subtier 4–5) to convince the 
  gargoyle of their good intentions. If they succeed, they 
  gain 2 Defense Points but don’t learn the story above.
  THE ASPIS ATTACKS
  Just as the PCs finish speaking with the Golden Guardian, 
  the group of kobolds returns, screaming “More intruders! 
  They attacked us!”
  Wave 1: First Assault (CR varies)
  The PCs have only one round to prepare for battle before 
  the first wave of Aspis agents reach the doors to area C. 
  While the PCs prepare, the kobolds gleefully describe 
  how their bolts and traps hurt the intruders, or how 
  Stinkeye chomped on someone’s leg. Conversely, for any 
  actions that caused the PCs to fail to gain Defense Points 
  (such as killing the basilisk or triggering a trap), they 
  lament vocally what a pity it is that “someone” stupidly 
  destroyed their defenses.
  The kobolds are injured and out of ammunition, so 
  they flee to the northeast corner of the temple to recover 
  more bolts. However, they are not active combatants, 
  and their impact is instead measured with the number 
  of Defense Points the PCs have earned. Similarly, the 
  Golden Guardian is not an active combatant. It remains 
  airborne and swoops down to gore at a foe each time a 
  wave of Aspis agents arrives—this assistance is already 
  accounted for in the Defense Points.
  Creatures: The Aspis agents attack in two waves. The 
  second wave arrives 5 rounds after the first. See the sidebar 
  Defense Points in Action for a full description of how to 
  scale both waves based on how many Defense Points the 
  PCs earn over the course of the scenario. None of the 
  agents carry any money, as Zaril has refused to pay anyone 
  until the mission is complete. A towering female Bekyar 
  
  17
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  (half-Bekyar orc in Subtier 4–5) and three Garundi men 
  arrive along with a trained animal. They aggressively close 
  in making ranged attacks, but quickly enter melee.
  Subtier 1–2 (CR 4)
  KAMEKTAH THE HUNTRESS 
  CR 1/2
  Savage mercenary (Pathfinder RPG NPC Codex 10; see page 33)
  hp 17
  OFFENSE
  Melee scorpion whipUC +6 (1d4+5) or torch +2 (1d3+5 plus 1 fire)
  STATISTICS
  Feats Exotic Weapon Proficiency (whip), Power Attack
  ASPIS MERCENARIES (3) 
  CR 1/2
  Brigand (Pathfinder RPG NPC Codex 266; see page 32)
  hp 15 each
  HYENA 
  CR 1
  hp 13 (Pathfinder RPG Bestiary 179; see page 28)
  Subtier 4–5 (CR 7)
  KAMEKTAH THE HUNTRESS 
  CR 2
  Axe warrior (Pathfinder RPG NPC Codex 11; see page 34)
  hp 40
  OFFENSE
  Melee mwk greataxe +9 (1d12+7/×3) or 
  scorpion whipUC +4 (1d4+5)
  ASPIS MERCENARIES (3) 
  CR 2
  Poacher (Pathfinder RPG NPC Codex 129; see page 32)
  hp 30 each
  Special Attacks favored enemy (humans +2)
  ADVANCED LEOPARD 
  CR 3
  N Medium animal (Pathfinder RPG Bestiary 294, 40; see page 27)
  Init +6; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)
  hp 25 (3d8+12)
  Fort +7, Ref +9, Will +4
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee bite +8 (1d6+5 plus grab), 2 claws +8 (1d3+5)
  Special Attacks pounce, rake (2 claws +8, 1d3+5)
  STATISTICS
  Str 20, Dex 23, Con 19, Int 2, Wis 17, Cha 10
  Base Atk +2; CMB +7 (+11 grapple); CMD 23 (27 vs. trip)
  Feats Skill Focus (Stealth), Weapon Finesse
  Skills Acrobatics +10, Climb +13, Perception +7, Stealth +13 
  (+17 in undergrowth); Racial Modifiers +4 on Stealth in 
  undergrowth
  DEFENSE POINTS IN ACTION
  The actions that the PCs take during the adventure 
  substantially influence how prepared they are to face the 
  Aspis Consortium. Make the following adjustments to the 
  Aspis Consortium encounters. These adjustments apply to 
  both Wave 1 and Wave 2. 
  1–3 Defense Points: No adjustment. The defenses in place 
  are not sufficient to hamper the Aspis Consortium.
  4-5 Defense Points: One of the Aspis agents did not make 
  it past the traps and kobolds. Remove one Aspis mercenary 
  from each wave. In addition, Zaril has expended 1 round of 
  his enlarge ability (in Subtier 4–5, he has also expended 1 
  round of his bane ability). He expends an additional round 
  of each ability for every 2 Defense Points beyond 4 that the 
  PCs acquire.
  6–7 Defense Points: The PC’s defenses have injured 
  the members of the Aspis Consortium. Remove one Aspis 
  mercenary from each wave, and reduce the starting hit points 
  of each creature as follows:
  Subtier 1–2: Kamektah begins combat with 11 hp, the Aspis 
  mercenaries with 10 hp, and the hyena with 9 hp. Zaril’s shield 
  of faith spell has worn off, reducing his AC to 17.
  Subtier 4–5: Kamektah begins combat with 26 hp, the Aspis 
  mercenaries with 20 hp, the advanced leopard with 17 hp. 
  Zaril’s shield of faith has worn off, reducing his AC to 18. 
  8-9 Defense Points: The PCs have created a formidable 
  defense, and the Aspis agents’ resolve is shaken. Remove 
  one Aspis mercenary from each wave, and apply the injuries 
  described in the 6–7 Defense Points entry. All creatures except 
  Zaril are shaken. 
  10-11 Defense Points: The Aspis agents’ resolve is deeply 
  shaken. Remove one Aspis mercenary from each wave, and 
  apply the injuries described in the 6–7 Defense Points entry. 
  All creatures except Zaril are sickened. 
  12+ Defense Points: The PCs’ defensive wards give even 
  the hardened demon worshipper Zaril pause. Remove one 
  Aspis mercenary from each wave, and apply the injuries 
  described in the 6–7 Defense Points entry. All creatures in both 
  waves, including Zaril, are sickened. 
  SCALING THE ASPIS ATTACKS
  To accommodate parties of four PCs, make the following 
  adjustments.
  Subtier 1–2: Remove one Aspis mercenary from each wave.
  Subtier 4–5: Replace the Aspis mercenaries in both Wave 
  1 and Wave 2 with the Aspis mercenaries from Subtier 1–2. 
  If the PCs earn at least 6 Defense Points, use the starting hit 
  point values for the Aspis mercenaries from the Subtier 1–2 
  section, rather than from the Subtier 4–5 section.
  
  Zaril Namoth
  18
  PATHFINDER SOCIETY SCENARIO
  Rewards: If the PCs do not defeat Zaril and his 
  mercenaries, reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 165 gp.
  Out of Subtier: Reduce each PC’s gold earned by 730 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 648 gp.
  Wave 2: Zaril’s Ambush
  The second wave of creatures arrives 5 rounds after the first.
  Creatures: More Aspis mercenaries arrive with their 
  leader, Zaril Namoth. While Zaril is invisible, one of his 
  henchmen pretends to be in charge. The mercenaries open 
  with ranged attacks and later attempt to flank with Zaril. 
  Subtier 1–2 (CR 4)
  ASPIS MERCENARIES (3) 
  CR 1/2
  Brigand (Pathfinder RPG NPC Codex 266; see page 26)
  hp 15 each
  ZARIL NAMOTH 
  CR 2
  Male human inquisitor of Angazhan 3
  NE Medium humanoid (human)
  Init +4; Senses Perception +6
  DEFENSE
  AC 19, touch 15, flat-footed 16 (+4 armor, 
  +2 deflection, +2 Dex, +1 dodge)
  hp 23 (3d8+6)
  Fort +4, Ref +3, Will +5
  OFFENSE
  Speed 60 ft.
  Melee mwk longspear +5 
  (1d8+3/×3) or 
  mwk kukri +5 (1d4+2/18–20)
  Special Attacks enlarge (5 
  rounds/day)
  Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
  At will—detect alignment
  Inquisitor Spells Known (CL 3rd; concentration +3)
  1st (4/day)—cause fear (DC 13), cure light wounds, 
  expeditious retreat, shield of faith
  0 (at will)—create water, daze (DC 12), detect magic, 
  guidance, light, stabilize
  Domain GrowthAPG
  TACTICS
  Before Combat Zaril casts expeditious retreat and shield of 
  faith, and drinks a potion of invisibility.
  During Combat Zaril activates the healing judgment, and 
  while invisible, maneuvers into an advantageous position 
  to flank a foe or harry a spellcaster. Against foes outside 
  his reach, he uses the growth domain’s enlarge ability.
  Morale If reduced to 10 hp or less and unable to heal himself, 
  Zaril flees.
  Base Statistics Without expeditious retreat and shield of 
  faith, Zaril’s statistics are AC 17, touch 13, flat-footed 14; 
  Speed 30 ft.
  STATISTICS
  Str 15, Dex 14, Con 12, Int 8, Wis 15, Cha 10
  Base Atk +2; CMB +4; CMD 19
  Feats Combat Reflexes, Dodge, Mobility, Paired OpportunistsAPG
  Skills Bluff +6, Climb +6, Diplomacy +6, Intimidate +7, 
  Knowledge (nature) +3, Knowledge (religion) +3, 
  Linguistics +1, Perception +6, Sense Motive +7, Stealth +6, 
  Survival +6
  Languages Abyssal, Common, Polyglot
  SQ cunning initiative, judgment 1/day, monster lore +2, solo 
  tactics, stern gaze, track +1
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility, alchemist’s fire (2); Other Gear mwk chain 
  shirt, mwk longspear, mwk kukri, everburning torch, 
  wooden unholy symbol of Angazhan, spell component 
  pouch, 34 gp
  Subtier 4–5 (CR 7)
  ASPIS MERCENARIES (3) 
  CR 2
  Poacher (Pathfinder RPG NPC Codex 129, see page 32)
  hp 30 each
  Special Attacks favored enemy (humans +2)
  ZARIL NAMOTH 
  CR 5
  Male human fighter 1/inquisitor of Angazhan 5
  NE Medium humanoid (human)
  Init +4; Senses Perception +8
  DEFENSE
  AC 20, touch 15, flat-footed 17 (+5 armor, +2 deflection, +2 
  Dex, +1 dodge)
  hp 55 (6 HD; 1d10+5d8+23)
  Fort +9, Ref +3, Will +6
  
  19
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  OFFENSE
  Speed 60 ft.
  Melee +1 longspear +8 (1d8+5/×3), or  
  mwk kukri +8 (1d4+3/18–20)
  Special Attacks bane (5 rounds/day), enlarge (5 rounds/day)
  Inquisitor Spell-Like Abilities (CL 5th; concentration +7)
  At will—detect alignment
  5 rounds/day—discern lies
  Inquisitor Spells Known (CL 5th; concentration +5)
  2nd (3/day)—hold person (DC 14), invisibility, silence 
  (DC 14)
  1st (5/day)—cause fear (DC 13), cure light wounds, 
  expeditious retreat, shield of faith
  0 (at will)—create water, daze (DC 12), detect magic, 
  guidance, light, stabilize
  Domain GrowthAPG
  TACTICS
  Before Combat Zaril casts expeditious retreat, invisibility, and 
  shield of faith, and he drinks a potion of bear’s endurance.
  During Combat Zaril activates the healing judgment, and 
  while invisible, maneuvers into an advantageous position 
  to flank a foe or harry a spellcaster. Against foes outside 
  his reach, he uses the growth domain’s enlarge ability. 
  He uses Spring Attack to retreat to a safe position each 
  round after attacking with Power Attack and bane. Against 
  troublesome warrior types, Zaril uses hold person, and 
  against spellcasters, he uses silence.
  Morale If reduced to 16 hp or less and unable to heal himself, 
  Zaril flees.
  Base Statistics Without bear’s endurance, expeditious retreat, 
  and shield of faith, Zaril’s statistics are AC 18, touch 13, flat-
  footed 15; hp 43; Fort +7; Speed 30 ft.; Con 12.
  STATISTICS
  Str 16, Dex 14, Con 16, Int 8, Wis 15, Cha 10
  Base Atk +4; CMB +7; CMD 22
  Feats Combat Reflexes, Dodge, Mobility, Paired OpportunistsAPG, 
  Power Attack, Spring Attack
  Skills Bluff +8, Climb +7, Diplomacy +8, Intimidate +10, 
  Knowledge (nature) +4, Knowledge (religion) +4, Linguistics 
  +1, Perception +8, Sense Motive +9, Stealth +6, Survival +7
  Languages Abyssal, Common, Polyglot
  SQ cunning initiative, judgment 2/day, monster lore +2, solo 
  tactics, stern gaze, track +2
  Combat Gear potion of cure moderate wounds, potion of 
  bear’s endurance, alchemist’s fire (2); Other Gear +1 chain 
  shirt, +1 longspear, mwk kukri, everburning torch, wooden 
  unholy symbol of Angazhan, spell component pouch, 6 gp.
  Rewards: If the PCs do not defeat Zaril and his 
  mercenaries, reduce each PC’s gold earned as follows.
  Subtier 1–2:Reduce each PC’s gold earned by 165 gp.
  Out of Subtier: Reduce each PC’s gold earned by 730 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 648 gp.
   CONCLUSION
  With Zaril Namoth and his Aspis Consortium expedition 
  thwarted, the Golden Guardian and kobolds assist the 
  PCs in clearing the collapsed corridor of rubble. There 
  they uncover the remains of Venture-Captain Nieford 
  Sharrowsmith, which are badly damaged but identifiable 
  thanks to his crushed wayfinder and other belongings. 
  The kobolds allow the PCs to extract the body and its 
  possessions in peace, but afterward the small humanoids 
  make it clear that the PCs have overstayed their welcome 
  and should leave.
  When the PCs return to Nantambu, Aya Allahe is there 
  to receive them. She listens to the PCs’ recounting of 
  their mission, and when she learns of Sharrowsmith’s 
  death, she nods sadly and voices her thanks.
  “Nantambu will not be the same without my friend Nieford 
  Sharrowsmith. When he was younger, he traveled to all 
  corners of the Mwangi Expanse and truly made the region 
  his home, despite having been born hundreds of miles away 
  in Avistan. He never truly lost his adventuring spirit, and as 
  this lodge grew, he found his hours dedicated more and more 
  to paperwork and less and less to exploring the lands’ rich 
  history. I know his soul would take no offense at my saying 
  he died as he would have wished—active, engaged, and in 
  the field. I take solace in being able to provide him proper 
  funerary rites.
  “With his passing, Sharrowsmith’s Exports has no venture-
  captain, but I have corresponded with Nieford’s colleague 
  Ambrus Valsin and agreed to act as the temporary manager 
  of the lodge. After all, the full extent of the Pathfinders’ 
  involvement in Nantambu has remained a something of an 
  open secret, and it would be an embarrassment for anyone 
  but a friend or family member to take command of the 
  business so soon after the owner’s death.”
  “I dearly appreciate what you have done for the Society, for 
  your venture-captain, and for me.”
  Aya Allahe also examines the metal component the 
  PCs found in the Krihirik talisman. After a moment’s 
  study, she quickly stands, recovers a piece of stationary 
  bearing five graphite illustrations, and slowly smiles. 
  “This is remarkable,” she announces. “The shape of 
  the talisman matches one of the drawings Ambrus 
  Valsin sent me. What you have found is a piece of the 
  Sky Key, the device even now the rest of the Society is 
  at its wits’ end attempting to reassemble!” Then, with 
  quiet affection, she murmurs to the Sky Key component, 
  “Congratulations, Nieford. You and your agents have 
  once again done what the rest of the Society could 
  not—a fitting tribute, and a fine legacy.”
  
  Aya Allahe
  20
  PATHFINDER SOCIETY SCENARIO
  REPORTING NOTES
  If the PCs revived Vanei Thaskin and let her live, check 
  box A on the reporting sheet. If the PCs resolved the 
  encounter with the kobolds in the temple without any 
  kobold deaths, check box B. If the PCs learned Sigrin’s 
  story from the Golden Guardian, check box C. If Zaril 
  Namoth survived the scenario, check box D.
  PRIMARY SUCCESS 
  CONDITION
  The PCs successfully complete their 
  main mission by delivering Nieford 
  Sharrowsmith’s body or wayfinder to 
  Aya Allahe. Doing so earns each PC 1 
  Prestige Point.
  SECONDARY SUCCESS 
  CONDITION
  The 
  PCs 
  successfully 
  complete 
  their 
  secondary mission if none of the kobolds in 
  the Golden Guardian encounter died. Staying 
  on peaceful terms with the kobolds makes it 
  easier for the Nantambu Lodge to continue 
  its operation, and earns each PC 1 
  additional Prestige Point.
  FACTION NOTES
  The Grand Lodge is very interested 
  in recovering all the pieces of the Sky 
  Key, and thus any information that 
  may lead to finding any of the missing 
  parts is invaluable. If the PCs learn Sigrin’s 
  story from the Golden Guardian, each Grand Lodge 
  faction PC earns the Scholar of Ashkurhall boon on her 
  Chronicle sheet.
  
  21
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  PLAYER HANDOUT #1: LETTER FROM AMBRUS VALSIN
  Pathfinders,
  News of your mission in the Bandu Hills has reached me. It is unfortunate that Venture-
  Captain Sharrowsmith angered the kobolds so much that they attacked the local miners, 
  but I have also heard that thanks to your efforts, the kobolds have ceased their attacks, 
  at least for now.
  According to the latest report, you learned about an ancient monster watching over the 
  dwarven ruins that Sharrowsmith had been studying, and you decided to visit the Kaava lands 
  to acquire a powerful weapon that could defeat the guardian. I hope that your negotiations with 
  the tribe of gripplis guarding the weapon were successful and you are now ready to continue your 
  mission to find Sharrowsmith.
  I want to remind you that Nieford Sharrowsmith is our foremost scholar in the region, 
  and thus, your first priority is to bring him back alive, or at least find evidence about what 
  has happened to him. Naturally, also record any information of historical value as you explore 
  the ruins.
  If you run into kobolds while exploring the dwarven ruins, try not to antagonize them any 
  more than is necessary to find Sharrowsmith. The earlier trouble with the kobolds has already 
  harmed our reputation with the locals. It is vital to the continued success of the Nantambu 
  lodge that we secure allies, not make enemies.
  One more thing: we have reason to believe that the Aspis Consortium is planning to 
  intercept your mission and kill or kidnap Sharrowsmith. Make haste and keep an eye out 
  for trouble at all times.
  Blessing of the Ten,
  Venture-Captain Ambrus Valsin
  PLAYER HANDOUT #2:EXCERPT FROM SHARROWSMITH’S JOURNAL
  Every time I plan to depart on the expedition, a new responsibility 
  crops up and demands my attention.  There will never be a perfect 
  time, and Aya is more than capable of handling the business and the 
  lodge in my absence for a few weeks. That settles it; at first light, 
  I will begin my journey at last.
  
  22
  PATHFINDER SOCIETY SCENARIO
  PLAYER HANDOUT #3: LAST ENTRY FROM SHARROWSMITH’S JOURNAL
  I did not run into any guards on the way here, but the religious 
  decorations and traps suggest that kobolds live in these ruins. I 
  found a room that had not been used recently. It seems safe enough 
  to rest a bit and to store some of my equipment here. If my hunch 
  is right, there is a temple somewhere deeper in these ruins.
  
  23
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #6–16: 
  Scions of the Sky Key, Part 3:
  The Golden Guardian
  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.
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  11. Use of Contributor Credits: You may not market or advertise the Open 
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  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 
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  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 
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  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.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Pathfinder Society Scenario #6–16: Scions of the Sky Key, Part 3: The Golden 
  Guardian © 2015, Paizo Inc.; Author: Mikko Kallio
  
  24
  PATHFINDER SOCIETY SCENARIO
  
  25
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  Basilisk
  BASILISK 
  CR 5
  XP 1,600
  N Medium magical beast
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
  hp 52 (7d10+14)
  Fort +9, Ref +4, Will +5
  OFFENSE
  Speed 20 ft.
  Melee bite +10 (1d8+4)
  Special Attacks gaze
  STATISTICS
  Str 16, Dex 8, Con 15, Int 2, Wis 13, Cha 11
  Base Atk +7; CMB +10; CMD 19 (31 vs. trip)
  Feats Blind-Fight, Great Fortitude, Iron Will, Skill Focus 
  (Perception)
  Skills Perception +10, Stealth +10; Racial Modifiers +4 Stealth
  ECOLOGY
  Environment any
  Organization solitary, pair, or colony (3–6)
  Treasure incidental
  SPECIAL ABILITIES
  Gaze (Ex) Turn to stone permanently (as flesh to stone), range 
  30 feet, Fortitude DC 15 negates. A creature petrified in this 
  matter that is then coated (not just splashed) with fresh 
  basilisk blood (taken from a basilisk no more than 1 hour 
  dead) is instantly restored to flesh. A single basilisk contains 
  enough blood to coat 1d3 Medium creatures in this manner. 
  The save DC is Constitution-based.
  The basilisk, often called the “King of Serpents,” is 
  in fact not a serpent at all, but rather an eight-legged 
  reptile with a nasty disposition and the ability to turn 
  creatures to stone with its gaze. Folklore holds that, 
  much like the cockatrice, the first basilisks hatched 
  from eggs laid by snakes and incubated by roosters, but 
  little in the basilisk’s physiology lends any credence to 
  this claim.
  Basilisks live in nearly any terrestrial environment, 
  from forest to desert, and their hides tend to match and 
  reflect their surroundings—a desert-dwelling basilisk 
  might be tan or brown, while one that lives in a forest 
  could be bright green. They tend to make their lairs 
  in caves, burrows, or other sheltered areas, and 
  these dens are often marked by statues 
  of people and animals in lifelike 
  poses—the petrified remains of those unfortunate enough 
  to stumble across the basilisk.
  Basilisks have the ability to consume the creatures 
  they petrify, their churning stomach acid dissolving and 
  extracting nutrients from the stone, but the process is 
  slow and inefficient, making them lazy and sluggish. As a 
  result, basilisks rarely stalk prey or chase those who avoid 
  their gaze, counting on their stealth and the element of 
  surprise to keep them safe and fed. When not lying in 
  wait for the small mammals, birds, and reptiles that 
  normally make up their diet, basilisks spend their time 
  sleeping in their lairs, and those brave enough to capture 
  basilisks or hide treasure near them find that they make 
  natural guardians and watchdogs. 
  An adult basilisk is 13 feet long, with fully half of that 
  made up by its long tail, and weighs 300 pounds. Some 
  breeds have short, curved horns on their noses or small 
  crests of bony growths topping their heads like crowns. 
  Though normally solitary creatures, coming together 
  only to mate and lay eggs, in particularly dangerous areas 
  small groups may band together for protection and attack 
  intruders en masse.
  For unknown reasons, weasels and ferrets are immune to 
  the basilisk’s stare, and sometimes sneak into basilisk lairs 
  while a parent is hunting in order to consume its young. 
  Some legends suggest that a basilisk’s blood can transmute 
  common stones into other material, but this is likely a case 
  of witnesses misinterpreting the magical restoration of 
  previously petrified creatures or body parts.
  This squat, reptilian monster has eight legs, bony spurs jutting 
  from its back, and eyes that glow with pale green fire. 
  
  26
  PATHFINDER SOCIETY SCENARIO
  RECRUIT
  CR 1/3
  DWARF WARRIOR 1
  XP 135
  Medium humanoid (dwarf)
  N
  BRIGAND
  CR 1/2
  HUMAN WARRIOR 2
  XP 200
  Medium humanoid (human)
  NE
  Init +0; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
  hp 8 (1d10+3)
  Fort +4, Ref +0, Will +0; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants)
  OFFENSE
  Speed 20 ft.
  Melee dwarven 
  waraxe +3 
  (1d10+1/×3) or
  dagger +2 
  (1d4+1/19–20)
  Ranged light crossbow +1 
  (1d8/19–20)
  Special Attacks +1 on attack rolls 
  against goblinoid and  
  orc humanoids
  TACTICS
  During Combat The warrior prefers 
  melee combat and working with other 
  soldiers. He uses alchemist’s fire against 
  targets resistant to weapon damage.
  STATISTICS
  Str 13, Dex 11, Con 14, Int 10, Wis 10, 
  Cha 7
  Base Atk +1; CMB +2; CMD 12 (16 vs. bull rush 
  or trip)
  Feats Weapon Focus (dwarven waraxe)
  Skills Intimidate +2, Perception +1 (+3 to notice 
  unusual stonework)
  Languages Common, Dwarven
  Combat Gear alchemist’s fire; Other Gear 
  chainmail, heavy wooden shield, dagger, 
  dwarven waraxe, light crossbow with  
  20 bolts, 12 gp
  Filled with bluster and swagger, a 
  recruit lacks the discipline of an 
  experienced soldier and can quickly 
  lose resolve if he finds himself in 
  over his head. A recruit works 
  best in a large group under a 
  strong leader who can keep all the 
  soldiers in line and working together.
  Left to his own devices, a recruit 
  becomes bored and looks for entertainments such as drinking 
  and gambling to pass the time.
  Init +1; Senses Perception +0
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 15 (2d10+4)
  Fort +4, Ref +1, Will +0
  OFFENSE
  Speed 30 ft.
  Melee longsword +3 (1d8+1/19–20) or
  sap +3 (1d6+1 nonlethal)
  Ranged longbow +3 (1d8/×3)
  TACTICS
  During Combat The warrior snipes with arrows until her foes 
  are close, then uses her sword. She hurls thunderstones at 
  spellcasters, and tanglefoot bags at foes wearing heavy armor.
  STATISTICS
  Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 8
  Base Atk +2; CMB +3; CMD 14
  Feats Point-Blank Shot, Skill 
  Focus (Stealth)
  Skills Intimidate +4, Stealth +6
  Languages Common
  Combat Gear potion of cure 
  light wounds, masterwork 
  arrows (5), tanglefoot 
  bags (2), thunderstone (2); 
  Other Gear leather armor, 
  longbow with 20 arrows, 
  longsword, sap, 48 gp
  A brigand has no sense 
  of mercy, and is happy to 
  kill for a handful of silver. 
  Brigands waylay caravans, 
  create illegal turnpikes on 
  roads to collect tolls from 
  travelers, attack noisy camps 
  at night, and harass villages for 
  protection money. They are easily 
  routed but carry a grudge and remain a 
  recurring problem until imprisoned or 
  killed.
  Many brigands are former soldiers 
  who lacked the discipline to stay in the 
  military or a mercenary company, and may 
  even be deserters from a local or invading 
  army. They rarely use group tactics, and 
  form into gangs under the toughest 
  member of the group, typically a 
  grizzled mercenary (warrior 6).
  
  27
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  Cat, Cheetah
  Cat, leopard
  CHEETAH 
  CR 2
  XP 600
  N Medium animal
  Init +8; Senses low-light vision, scent; Perception +5
  DEFENSE
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
  hp 19 (3d8+6)
  Fort +5, Ref +7, Will +2
  OFFENSE
  Speed 50 ft.; sprint
  Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3) 
  STATISTICS
  Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +5; CMD 19 (23 vs. trip)
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); 
  Racial Modifiers +4 Stealth in tall grass
  ECOLOGY
  Environment warm plains
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Sprint (Ex) Once per hour, a cheetah can move at 10 times its 
  normal speed (500 feet) when it makes a charge.
  The cheetah is a swift and deadly predator capable of 
  moving with incredible speed, allowing it to run 
  down unsuspecting foes hundreds of feet away. 
  The hunting cat avoids areas of dense and 
  tangled undergrowth, but has great skill 
  at lying in wait in tall grass.
  An adult cheetah is 4-1/2 
  feet long and weighs 
  140 pounds.
  This large, sleek feline has a golden coat spotted with black. Its 
  long and powerful legs are obviously capable of great speed.
  With each graceful step, this leopard’s steely muscles ripple 
  beneath its spotted fur.
  LEOPARD 
   CR 2
  XP 600
  N Medium animal
  Init +4; Senses low-light vision, scent; Perception +5
  DEFENSE
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
  hp 19 (3d8+6)
  Fort +5, Ref +7, Will +2
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3) 
  Special Attacks pounce, rake (2 claws +6, 1d3+3)
  STATISTICS
  Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6
  Base Atk +2; CMB +5 (+9 grapple); CMD 19 (23 vs. trip)
  Feats Skill Focus (Stealth), Weapon Finesse
  Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in 
  undergrowth); Racial Modifiers +4 on Stealth in undergrowth
  ECOLOGY
  Environment any forest
  Organization solitary or pair
  Treasure none
  Leopards are 4 feet long and weigh 120 pounds. The 
  statistics presented here can describe any feline of similar 
  size, such as jaguars, panthers, and mountain lions—what 
  differentiates these big cats from the similarly sized 
  cheetah is primarily their habitats—leopards 
  and their kin prefer to hunt at night and 
  ambush their prey from above, pouncing 
  down from trees or high rocks.
  Leopards eat almost any 
  animal they can run down and 
  catch, preferring Small prey 
  but capable of downing 
  Large 
  herbivores 
  or 
  surviving 
  on 
  rodents, 
  birds, and insects. Healthy 
  leopards are generally 
  not 
  aggressive 
  toward 
  humanoids, and if they 
  aren’t hungry and don’t 
  feel threatened, it is possible to 
  approach 
  closely 
  without 
  a 
  hostile reaction. Yet a leopard that 
  settles in an area bordered by humanoid 
  civilization can easily and swiftly 
  become a dangerous predator.
  
  28
  PATHFINDER SOCIETY SCENARIO
  hyena
  hyena, dire
  HYENA 
  CR 1
  XP 400
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  Fort +5, Ref +5, Will +1
  OFFENSE
  Speed 50 ft.
  Melee bite +3 (1d6+3 plus trip) 
  STATISTICS
  Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
  Base Atk +1; CMB +3; CMD 15
  Feats Alertness 
  Skills Perception +7, Stealth +6 (+10 in tall grass); Racial 
  Modifiers +4 Stealth in tall grass
  ECOLOGY
  Environment warm plains
  Organization solitary, pair, or pack (3–12)
  Treasure none
  Hyenas are pack hunters infamous for their cunning and 
  their unnerving, laughter-like vocalizations. They are 
  largely scavengers, but aren’t above supplementing their 
  diet of carrion with fresh prey.
  Hyenas tend to hunt alone, but when hunting as a pack 
  they typically send one or two members against a foe’s 
  front while the rest of the pack circles and attacks 
  from behind.
  Many of the savage humanoid 
  races, 
  particularly 
  gnolls, 
  use 
  hyenas as guard dogs. Such hyenas 
  typically wear leather barding and 
  are trained from birth to be vicious 
  and savage—many such creatures 
  are advanced hyenas.
  Hyena Companions
  Starting Statistics: Size Small; Speed 50 ft.; 
  AC +2 natural armor; Attack bite (1d4 plus 
  trip); Ability Scores Str 10, Dex 17, Con 13, 
  Int 2, Wis 13, Cha 6; Special Qualities 
  low-light vision, scent.
  4th-Level 
  Advancement: 
  Size 
  Medium; Attack bite (1d6 plus 
  trip); Ability Scores Str +4, Dex 
  –2, Con +2.
  DIRE HYENA (HYAENODON) 
  CR 3
  XP 800
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 26 (4d8+8)
  Fort +6, Ref +6, Will +2
  OFFENSE
  Speed 50 ft. 
  Melee bite +6 (2d6+6 plus trip) 
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 6
  Base Atk +3; CMB +8; CMD 20
  Feats Skill Focus (Perception, Stealth)
  Skills Perception +8, Stealth +7 (+11 in tall grass or heavy 
  undergrowth); Racial Modifiers +4 Stealth in tall grass
  ECOLOGY
  Environment warm plains
  Organization solitary, pair, or pack (3–8)
  Treasure incidental
  Dire hyenas (known to many as hyaenodons) are more 
  fearsome than their smaller cousins. While hyaenodons 
  won’t turn down carrion as a handy meal, they much prefer 
  to hunt for prey. A pack of dire hyenas rarely stops moving 
  and hunting for anything other than sleep, mating, or 
  food. Hyaenodons are 6 feet tall at the 
  shoulder and often over 12 feet long. 
  They weigh 900 pounds.
  Gnolls have been known to 
  train hyaenodons to serve in 
  their lairs as guardians, 
  or more commonly as 
  fearsome mounts.
  This hyena is covered in shaggy, tan-colored fur with black and 
  brown stripes.
  This large hyena has a thick head, rheumy red eyes, and a mouth 
  filled with sharp, powerful teeth.
  
  29
  THE OVERFLOW ARCHIVES
  koBold
  KOBOLD 
  CR 1/4
  XP 100
  Kobold warrior 1
  LE Small humanoid (reptilian)
  Init +1; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)
  hp 4 (1d8)
  Fort +2, Ref +1, Will –1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee spear +1 (1d6–1)
  Ranged sling +3 (1d3)
  STATISTICS
  Str 9, Dex 13, Con 10, Int 10,
  Wis 9, Cha 8
  Base Atk +1; CMB –1; CMD 10
  Feats Skill Focus (Perception)
  Skills Craft (trapmaking) +6, 
  Perception +4, Stealth +6; 
  Racial Modifiers +2 Craft 
  (trapmaking), +2 Perception, 
  +2 Profession (miner)
  Languages Common, Draconic
  SQ crafty
  ECOLOGY
  Environment temperate 
  underground or deep forest
  Organization solitary, gang (2–4), 
  nest (5–30 plus equal number of 
  noncombatants, 1 sergeant of 3rd 
  level per 20 adults, and 1 leader of 
  4th–6th level), or tribe (31–300 plus 
  35% noncombatants, 1 sergeant of 
  3rd level per 20 adults, 2 lieutenants 
  of 4th level, 1 leader of 6th–8th level, 
  and 5–16 dire rats)
  Treasure NPC gear (leather armor, 
  spear, sling, other treasure)
  SPECIAL ABILITIES
  Crafty (Ex) Craft (trapmaking) and 
  Stealth are always class skills for a 
  kobold.
  Kobolds are creatures of the dark, 
  found most commonly in enormous 
  underground warrens or the dark 
  corners of the forest where the sun is unable to reach. Due 
  to their physical similarities, kobolds loudly proclaim 
  themselves the scions of dragonkind, destined to rule the 
  earth beneath the wings of their great god-cousins, but 
  most dragons have little use for the obnoxious pests.
  While they may speak loudly of divine right and manifest 
  destiny, kobolds are keenly aware of their own weakness. 
  Cowards and schemers, they never fight fair if they can help 
  it, instead setting up ambushes and double-crosses, holing 
  up in their warrens behind countless crude but ingenious 
  traps, or rolling over the enemy in vast, yipping hordes.
  Kobold coloration varies even among siblings from 
  the same egg clutch, ranging through the colors of the 
  chromatic dragons, with red being the most common but 
  white, green, blue, and black kobolds not unheard of.
  Kobold Characters
  Kobolds are defined by their class levels—they do not 
  possess racial Hit Dice. A kobold with NPC class levels takes 
  a –3 penalty to its CR (rather than the normal –2 penalty). All 
  kobolds have the following racial traits.
  –4 Strength, +2 Dexterity, –2 Constitution: Kobolds are 
  fast but weak.
  Small: Kobolds are Small and gain a +1 size 
  bonus to their AC, a +1 size bonus on attack rolls, 
  a –1 penalty to their CMB and CMD, and a +4 
  size bonus on Stealth checks.
  Normal Speed: Kobolds have a base 
  speed of 30 feet.
  Darkvision: Kobolds can see in the dark up 
  to 60 feet.
  Armor: Kobolds have a +1 natural 
  armor bonus.
  Crafty: Kobolds gain a +2 racial 
  bonus on Craft (trapmaking), 
  Perception, and Profession 
  (miner) checks. Craft 
  (trapmaking) and 
  Stealth are always class 
  skills for a kobold.
  Weakness: Light 
  sensitivity (see page 301).
  Languages: Kobolds 
  begin play speaking only 
  Draconic. Kobolds 
  who have high 
  Intelligence scores 
  can choose any of 
  the following bonus 
  languages: Common, 
  Dwarven, Gnome, and 
  Undercommon.
  This short, reptilian humanoid has scaled skin, a snout filled with 
  tiny teeth, and a long tail.
  
  30
  PATHFINDER SOCIETY SCENARIO
  KOBOLD TRICKSTERS
  Kobold tricksters are experts at crafting deadly traps—both 
  magical and mundane—and at striking from concealment 
  while their enemies are distracted by the traps’ effects.
  KOBOLD BOMBER 
  CR 1
  XP 400
  Kobold alchemist (alchemical trapper) 2 (Pathfinder RPG Advanced 
  Player’s Guide 26, see page 128)
  LE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 natural, 
  +1 size)
  hp 12 (2d8)
  Fort +2, Ref +6, Will +1; +2 vs. poison 
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk spear +2 (1d6–1/×3)
  Ranged sling +5 (1d3–1)
  Special Attacks bomb 6/day (1d6+2 fire, DC 13), bomb trap*
  Alchemist Extracts Prepared (CL 2nd)
  1st—adjuring stepUC, endure elements, shield
  TACTICS
  During Combat The kobold uses her mutagen and extracts to 
  strengthen her defense, and throws bombs at her enemies. 
  STATISTICS
  Str 8, Dex 16, Con 8, Int 15, Wis 13, Cha 8
  Base Atk +1; CMB –1; CMD 12
  Feats Brew Potion, Extra BombsAPG, Throw Anything
  Skills Acrobatics +3, Craft (trapmaking) +9, Disable Device +6, 
  Escape Artist +3, Knowledge (engineering) +4, Perception +3, 
  Profession (miner) +3, Stealth +10; Racial Modifiers +2 Craft 
  (trapmaking), +2 Perception, +2 Profession (miner)
  Languages Common, Draconic, Gnome, Goblin
  SQ alchemy (alchemy crafting +2, identify potions), crafty, 
  mutagen (+4/–2, +2 natural, 20 minutes), poison use
  Combat Gear potion of invisibility, acid, alchemist’s fire (3); Other 
  Gear chain shirt, mwk spear, sling, 8 gp
  KOBOLD MASTER TRAPPER 
  CR 4
  XP 1,200
  Kobold rogue 5
  LE Small humanoid (reptilian)
  Init +8; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 21, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 natural, 
  +1 size)
  hp 31 (5d8+5)
  Fort +2, Ref +10, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge 
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d3–1/19–20)
  Ranged mwk shortbow +9 (1d4/×3)
  Special Attacks sneak attack +3d6
  TACTICS
  During Combat If the master trapper’s enemies aren’t near her 
  traps, she fires arrows or uses her necklace of fireballs.
  STATISTICS
  Str 8, Dex 18, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +3; CMB +1; CMD 15
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Craft [trapmaking])
  Skills Acrobatics +11, Appraise +8, Climb +6, Craft 
  (trapmaking) +13, Disable Device +13, Escape Artist +11, 
  Perception +11, Profession (miner) +3, Sleight of Hand +11, 
  Stealth +15; Racial Modifiers +2 Craft (trapmaking), 
  +2 Perception, +2 Profession (miner)
  Languages Draconic
  SQ crafty, rogue talents (trap spotter, cunning trigger), 
  trapfinding +2
  Combat Gear necklace of fireballs I; Other Gear +1 chain shirt, 
  dagger, mwk shortbow with 20 arrows, mwk artisan’s tools, 
  mwk thieves’ tools, 62 gp
  
  31
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  KOBOLD FIGHTERS
  Kobold warriors are more prudent than brave. They usually 
  opt to attack from hiding with ranged weapons, and move 
  into melee only when absolutely necessary—such as when the 
  chief doesn’t give them any other option.
  KOBOLD SNIPER 
  CR 1/2
  XP 200
  Kobold fighter 1
  LE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, 
  +1 size)
  hp 12 (1d10+2) 
  Fort +3, Ref +3, Will +1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee short sword +1 (1d4–1/19–20)
  Ranged mwk light crossbow +6 (1d6/19–20)
  STATISTICS
  Str 9, Dex 17, Con 12, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB –1; CMD 12
  Feats Point-Blank Shot, Precise Shot
  Skills Acrobatics +3, Craft (trapmaking) +2, Perception +4, 
  Profession (miner) +3
  Languages Common, Draconic
  SQ crafty
  Combat Gear alchemist’s fire; Other Gear studded leather, mwk 
  light crossbow, short sword
  KOBOLD BLADE 
  CR 3
  XP 800
  Kobold fighter 4
  LE Small humanoid (reptilian)
  Init +4; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 natural, 
  +1 size)
  hp 30 (4d10+4)
  Fort +4, Ref +5, Will +1 (+1 vs. fear)
  Defensive Abilities bravery +1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +11 (1d4+2/18–20)
  Ranged mwk light crossbow +10 (1d6/19–20)
  STATISTICS
  Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 8
  Base Atk +4; CMB +3 (+5 dirty trick); CMD 17 (19 vs. dirty trick)
  Feats Combat Expertise, Improved Dirty TrickAPG, Weapon Finesse, 
  Weapon Focus (rapier), Weapon Specialization (rapier)
  Skills Craft (trapmaking) +3, Intimidate +6, Knowledge 
  (dungeoneering) +8, Perception +2, Profession (miner) +2, 
  Stealth +13
  Languages Common, Draconic
  SQ armor training 1, crafty
  Combat Gear elixir of fire breath, potion of cure moderate 
  wounds; Other Gear mwk breastplate, mwk light crossbow 
  with 10 bolts, mwk rapier
  
  32
  PATHFINDER SOCIETY SCENARIO
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 30 (4d10+4)
  Fort +5, Ref +8, Will +2
  Defensive Abilities orc ferocity; Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +7 (2d4+3/18–20)
  Ranged mwk composite longbow +9 (1d8+2/×3)
  Special Attacks favored enemy (elves +2)
  Ranger Spells Prepared (CL 1st; concentration +2)
  1st—resist energy
  TACTICS
  Before Combat The ranger casts resist energy (fire).
  During Combat The ranger keeps her foes as far away as possible.
  Base Statistics Without resist energy, the ranger’s statistics are 
  Resist none.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +4; CMB +6; CMD 20
  Feats Endurance, Point-Blank Shot, Precise Shot, Rapid 
  Shot
  Skills Climb +8, Intimidate +8, Knowledge 
  (geography) +5, Knowledge (local) +2, 
  Knowledge (nature) +7, Perception +8, 
  Stealth +10, Survival +8
  Languages Common, Orc
  SQ favored terrain (plains +2), hunter’s 
  bond (companions), orc blood, track 
  +2, weapon familiarity, wild 
  empathy +3
  Combat Gear +1 flaming arrows 
  (3), potion of cure moderate 
  wounds, potion of divine 
  favor, potion of shield of faith; 
  Other Gear masterwork chain 
  shirt, masterwork composite 
  longbow (+2 Str) with 20 arrows, 
  masterwork falchion, elixir of 
  hiding, 26 gp
  A border guard protects the lands of 
  her tribe.
  VARDEEKA
  Vardeeka considers it an insult to her 
  ancestors if an intruder gets past her.
  Init +1; Senses Perception +7
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 30 (3d10+9)
  Fort +5, Ref +4, Will +2
  OFFENSE
  Speed 30 ft.
  Melee 2 mwk handaxes +6 (1d6+3/×3)
  Ranged mwk heavy crossbow +5 (1d10/19–20)
  Special Attacks favored enemy (animals +2)
  TACTICS
  Before Combat If hunting an animal, the ranger drinks his potion 
  of hide from animals.
  During Combat The ranger sneaks close, then charges into melee. 
  If his target is more powerful than expected, he retreats and 
  drinks his potion of bull’s strength.
  STATISTICS
  Str 17, Dex 12, Con 14, Int 10, Wis 13, Cha 8
  Base Atk +3; CMB +6; CMD 17
  Feats Double Slice, Endurance, Quick Draw, Two-Weapon Fighting, 
  Weapon Focus (handaxe)
  Skills Climb +9, Intimidate +4, Knowledge (geography) 
  +5, Knowledge (local) +2, Knowledge (nature) +6, 
  Perception +7, Stealth +7, Survival +7
  Languages Common
  SQ favored terrain (forest +2), 
  track +1, wild empathy +2
  Combat Gear potion of bull’s 
  strength, potions of 
  cure light wounds 
  (2), potion 
  of hide from 
  animals; Other 
  Gear masterwork 
  studded leather, 
  masterwork handaxes 
  (2), masterwork heavy 
  crossbow with 20 bolts, 
  63 gp
  Poachers hunt animals for meat or 
  trophies in areas where hunting is 
  forbidden.
  BRAYVEK THE BUTCHER
  Brayvek is a sadist who enjoys cutting up 
  animals; selling the meat, horns, and tusks is 
  merely a side benefit.
  POACHER
  CR 2
  HUMAN RANGER 3
  XP 600
  Medium humanoid (human)
  CE
  BORDER GUARD
  CR 3
  HALF-ORC RANGER 4
  XP 800
  Medium humanoid (human, orc)
  NE
  
  33
  SCIONS OF THE SKY KEY, PART 3: THE GOLDEN GUARDIAN
  Init +2; Senses Perception +7
  DEFENSE
  AC 18, touch 10, flat-footed 16 (+6 armor, +2 Dex, –2 rage, +2 
  shield)
  hp 28 (2d12+10)
  Fort +7, Ref +2, Will +4; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee mwk dwarven waraxe +7 (1d10+4/×3) or 
  mwk dwarven waraxe +5 (1d10+4/×3), armor spikes +4 (1d6+2) 
  or spiked heavy steel shield +4 (1d8+4)
  Ranged throwing axe +4 (1d6+4)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, rage (8 rounds/day), rage powers (knockback)
  TACTICS
  During Combat The barbarian uses his shield primarily for 
  defense.
  Base Statistics When not raging, the barbarian’s statistics 
  are AC 20, touch 12, flat-footed 18; hp 24; Fort +5, Will+2; 
  Melee mwk dwarven waraxe +5 (1d10+2/×3) or mwk 
  dwarven waraxe +3 (1d10+2/×3), armor spikes +2 (1d6+1) 
  or spiked heavy shield +2 (1d8+2); Ranged throwing axe +4 
  (1d6+2); Str 14, Con 15; CMB +4; Skills Climb +1.
  STATISTICS
  Str 18, Dex 15, Con 19, Int 10, Wis 14, Cha 6
  Base Atk +2; CMB +6; CMD 16 (20 vs. bull rush or trip)
  Feats Two-Weapon Fighting
  Skills Climb +3, Knowledge (dungeoneering, engineering) 
  +2, Perception +7 (+9 to notice unusual stonework), 
  Survival +6
  Languages Common, Dwarven
  SQ fast movement
  Combat Gear acid; Other Gear 
  masterwork breastplate with armor 
  spikes, spiked heavy steel shield, 
  masterwork dwarven waraxe, 
  throwing axe, 2 gp
  The most adventurous, thrill-
  seeking, 
  and 
  foolhardy 
  dwarves can go a little mad, 
  roaming the land in their 
  search for blood and 
  battle.
  Init +1; Senses Perception +5
  DEFENSE
  AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage)
  hp 17 (1d12+5)
  Fort +6, Ref +1, Will +3
  OFFENSE
  Speed 30 ft.
  Melee greatsword +6 (2d6+7/19–20) or 
  heavy flail +6 (1d10+7/19–20)
  Special Attacks rage (6 rounds/day)
  TACTICS
  During Combat The barbarian favors her greatsword and Power 
  Attack when fighting monsters, but uses her flail against 
  weapon-using foes to make disarm and trip combat maneuvers.
  Base Statistics When not raging, the barbarian’s statistics are 
  AC 17, touch 11, flat-footed 16; hp 15; Fort +4, Will+1; Melee 
  greatsword +4 (2d6+4/19–20) or heavy flail +4 (1d10+4/19–20); 
  Ranged sling +2 (1d4+3); Str 17, Con 14; CMB +4; Skills Climb 
  +3, Swim +3.
  STATISTICS
  Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +6; CMD 15
  Feats Cleave, Power Attack
  Skills Climb +5, Knowledge (nature) +4, Perception +5, Survival +5, 
  Swim +5
  Languages Common
  SQ fast movement
  Combat Gear potion of cure light wounds, potion of remove fear, 
  alchemist’s fire; Other Gear breastplate, greatsword, heavy 
  flail, sling with 10 bullets, 5 gp
  This cold, merciless barbarian fights for gold 
  and glory.
  ARJANA
  This 
  mercenary 
  once 
  roamed the wilderness, but 
  now fights to pay for the 
  comforts of civilization.
  Combat Encounters: 
  Arjana may be in the 
  hire of a merchant lord, 
  local 
  princeling, 
  or 
  cult leader. She offers no 
  quarter and expects none.
  Roleplaying Suggestions: 
  Arjana is amiable if she feels 
  respected.
  SAVAGE MERCENARY
  CR 1/2
  HUMAN BARBARIAN 1
  XP 200
  Medium humanoid (human)
  CN
  DWARVEN RAGER
  CR 1
  DWARF BARBARIAN 2
  XP 400
  Medium humanoid (dwarf)
  CN
  
  34
  PATHFINDER SOCIETY SCENARIO
  Init +3; Senses Perception +10
  DEFENSE
  AC 18, touch 12, flat-footed 15 (+5 armor, +3 Dex, –2 rage, +1 
  shield, +1 size)
  hp 43 (4d12+12)
  Fort +8, Ref +5, Will +5; +3 vs. spells and spell-like or supernatural 
  abilities, +2 vs. fear
  Defensive Abilities trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee lance +9 (1d6+4/×3)
  Ranged +1 halfling sling staff +10 (1d6+5/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks rage (11 rounds/day), rage powers (superstition 
  +3, surprise accuracy +2)
  TACTICS
  Before Combat The barbarian applies oil of magic weapon.
  During Combat The barbarian keeps his distance, pelting enemies 
  with bullets. If ranged attacks fail, he charges with his lance.
  Base Statistics When not raging and without magic weapon, 
  the barbarian’s statistics are AC 20, touch 14, flat-footed 17; 
  hp 35; Fort +6, Will+3; Melee lance +7 (1d6+2/×3); Ranged 
  mwk halfling sling staff +10 (1d6+2/×3); Str 14, Con 13; CMB 
  +5; Skills Climb +9, Swim +5.
  STATISTICS
  Str 18, Dex 16, Con 17, Int 10,  
  Wis 12, Cha 10
  Base Atk +4; CMB +7; CMD 18
  Feats Deadly Aim, Weapon Focus 
  (halfling sling staff)
  Skills Acrobatics +11, Handle 
  Animal +6, Perception +10, 
  Ride +9, Stealth +10, Survival +5
  SQ fast movement
  Combat Gear oils of magic 
  weapon (2),  
  potions of cure light wounds 
  (2); Other Gear +1 chain 
  shirt, masterwork buckler, 
  lance, masterwork halfling 
  sling staff with 20 bullets, 
  riding dog with riding 
  saddle and leather barding, 
  55 gp
  Small and adept at skirmish 
  maneuvers, a dog rider is a deadly 
  and cautious warrior.
  Init +1; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage)
  hp 40 (3d12+15)
  Fort +7, Ref +2, Will +3
  Defensive Abilities orc ferocity, trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee mwk greataxe +9 (1d12+7/×3)
  Ranged mwk sling +5 (1d4+5)
  Special Attacks rage (10 rounds/day), rage powers (intimidating 
  glare)
  TACTICS
  During Combat The barbarian uses intimidating glare each round, 
  attacking first, then focusing her glare upon the uninjured.
  Base Statistics When not raging, the barbarian’s statistics are AC 
  17, touch 11, flat-footed 16; hp 34; Fort +5, Will+1; Melee mwk 
  greataxe +7 (1d12+4/×3); Ranged mwk sling +5 (1d4+3); Str 17, 
  Con 14; CMB +6; Skills Climb +5, Intimidate +12, Swim +3.
  STATISTICS
  Str 21, Dex 13, Con 18, Int 8, Wis 10, Cha 12
  Base Atk +3; CMB +8; CMD 17
  Feats Intimidating Prowess, Power Attack
  Skills Climb +7, Intimidate +14, Perception +6, Survival +4, Swim 
  +5
  Languages Common, Orc
  SQ fast movement, orc blood, weapon familiarity
  Combat Gear potion of cure 
  light wounds, potion of 
  lesser restoration, potion of 
  protection from good; Other 
  Gear mwk chainmail, mwk 
  greataxe, mwk sling with 10 
  bullets, climber’s kit, 250 gp
  There are few things more 
  terrifying than a half-orc 
  barbarian with a greataxe.
  BLOODY BARRU
  Bloody Barru licks the blood from 
  her axe each time she fells a foe.
  Combat Encounters: Bloody Barru 
  allies with almost anyone who 
  promises excessive carnage.
  Roleplaying Suggestions: Barru 
  is hard to get along with. She would 
  rather kill a person than engage 
  in conversation.
  AXE WARRIOR
  CR 2
  HALF-ORC BARBARIAN 3
  XP 600
  Medium humanoid (human, orc)
  CE
  DOG RIDER
  CR 3
  HALFLING BARBARIAN 4
  XP 800
  Small humanoid (halfling)
  N
  
  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
  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
  955
  —
  —
  605
  508
  1,910
  —
  —
  1,209
  Out of 
  Subtier
  Pathfinder Society Scenario #6 – 16: 
   Scions of the Sky Key, Part 3:
  The Golden Guardian
  Scholar of Ashkurhall (Grand Lodge faction): Studying the murals of Ashkurhall opened your subconscious 
  mind to ancient dwarven secrets. Whenever you are examining architecture, objects, or writing of dwarven 
  origin, you either gain a +1 bonus on any Appraise, Knowledge, or Linguistics check involved, or you can 
  substitute your Perception or Sense Motive bonus for the check. You can cross this boon off your Chronicle 
  sheet as a free action in order to apply its benefits when examining architecture, objects, or writing of any origin 
  for the duration of the scenario.
  Sky Key Component (Sargava): You have recovered one of the five lost components of the strange relic known 
  as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall 
  in the Bandu Hills.
  Stinkeye’s Friend: Playing with a domesticated basilisk has taught you to be careful around creatures with 
  gaze attacks. When you are subjected to a gaze attack, you can cross this boon off your Chronicle sheet to gain a 
  +4 insight bonus on a saving throw to avoid the gaze’s effects.
  Vanei’s Friend: You have befriended Vanei Thaskin, who now works as an informant for the Pathfinder 
  Society. Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, 
  or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon off your 
  Chronicle sheet; your reckless use of Vanei’s information has compromised her cover and led to her capture.
  All Subtiers
  Subtier 4–5
  basilisk extract (600 gp; when applied to a creature 
  that has been petrified by a basilisk’s gaze for no 
  more than 1 hour, the creature is restored to flesh as 
  though it had been coated with fresh basilisk blood)
  lesser blade of the open road (2,515 gp)
  potion of cure moderate wounds (300 gp)
  potion of invisibility (300 gp)
  potion of lesser restoration (300 gp)
  wand of cure light wounds (12 charges; 180 gp, limit 1)
  blade of the open road (19,715 gp)
  potion of bear’s endurance (300 gp)
  potion of bull’s strength (300 gp)
  potion of spider climb (300 gp)
  wand of bear’s endurance (16 charges; 1,440 gp, limit 1)
  Core Campaign
  BLADE OF THE OPEN ROAD
  PRICE
  VARIES
  Lesser blade of the open road
  2,515 GP
  Blade of the open road
  19,715 GP
  Greater blade of the open road
  35,715 GP
  SLOT none
  CL  8th
  WEIGHT  4 lb.
  AURA moderate conjuration
  Blades of the open road are longswords specifically 
  crafted to strike against the Aspis Consortium. A 
  lesser blade of the open road is a +1 longsword 
  with a Glyph of the Open Road stamped into its 
  hilt. A blade of the open road is a +1 Aspis bane 
  longsword. Against agents of the Aspis Consortium 
  and creatures directly employed by the Aspis 
  Consortium, the weapon’s enhancement bonus is 2 
  higher than its actual bonus, and the weapon deals 
  an extra 2d6 points of damage. A greater blade of 
  the open road has all of the properties of a blade of 
  the open road and gains the ominousUE and heartseekerUE weapon special abilities against Aspis Consortium agents and 
  the Consortium’s employees. Any wayfinder the wielder carries grants a +2 circumstance bonus on all Survival checks, 
  not just checks to avoid becoming lost. A blade of the open road and greater blade of the open road increase this bonus 
  to +4 or +6, respectively. Between scenarios, the wielder can enhance a lesser blade of the open road to become a blade 
  of the open road and later into a greater blade of the open road by paying the difference in price between the two items.
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Craft Magical Arms and Armor, death knell, summon monster I
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 06/S06-16 - Scions of the Sky Key (III) - The Golden Guardian.pdf