TEXT: A PAthfinder Society ScenArio for tierS 1–7
  Shadow’s Last Stand, Part II: 
  Web of Corruption
  By Patrick Renie
  ™
  
  ®
  ™
  Shadow’S LaSt Stand, Part II: 
  web of CorruPtIon
  Pathfinder Society Scenario 2–24
  Design: Patrick Renie
  Development: Mark Moreland
  Editing:  Bauer
  Senior Art Director: Sarah Robinson
  Layout: Crystal Frasier
  Interior Artist: Mike Capprotti, Kekai Kotaki, and Ryan Portillo
  Cartographer: Rob Lazzaretti and Corey Macourek
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeff Alvarez
  Director of Sales Pierce Watters
  Finance Manager: Chris Self
  Staff Accountant Kunji Sedo
  Technical Director: Vic Wertz
  Marketing Director: Hyrum Savage
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Advanced Player’s Guide, 
  Pathfinder Roleplaying Game Bestiary, and Pathfinder Roleplaying Game Bestiary 2. These rules can be found online as part 
  of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario 2–24: Shadow’s Last Stand, Part II: Web of Corruption is a Pathfinder Society Scenario designed 
  for 1st- to 7th-level characters (Tiers 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society 
  Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game 
  License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 25 of this product.
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  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  written permission.
  Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery 
  are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, 
  Pathfinder Player Companion, Pathfinder Module, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo 
  Publishing, LLC. © 2011 Paizo Publishing, LLC.
  
  3
  The Shadow’S LaST STand SerieS
  Web of Corruption is the second installment of the two-
  part Shadow’s Last Stand series, but the series may easily 
  be played in either order. In this scenario, the PCs must 
  track down and prove guilty the criminal mastermind 
  Dorianna Ouidda, a vicious politician with a grudge 
  against Pathfinders and her fingers in all manner of foul 
  business. Ouidda is also responsible for the Shadow Lodge 
  attack on the Grand Cathedral of Aroden in the first part of 
  the series, At Shadow’s Door, and the PCs must now rescue 
  Venture-Captain Brackett from the Cathedral’s assailants. 
  PCs can learn of the attack on the Cathedral and Brackett’s 
  capture from Amenopheus at the end of this scenario, but 
  if they have already rescued Brackett, they can simply tell 
  Amenopheus that it’s already been taken care of.
  Audience a few major renovations, turning the rundown 
  dive practically overnight into a classy—if somewhat 
  gaudy—theater. Throngs of young and upcoming 
  performing artists now come from all over the nation 
  to the Captive Audience, which serves audiences both in 
  shows of amazing feats as well as lurid burlesque acts. 
  However, the playhouse is merely a cover for the more 
  illicit activities of the charmed male and female actors 
  who work there both as performers and courtesans, 
  offering their services to select customers behind the 
  scenes. The bewitched actors never stay for long, though, 
  as they are systematically shipped off to the far corners of 
  the Inner Sea to be sold to the highest bidder.
  In order for these unwitting slaves to be trafficked, 
  however, Ouidda needed a front to mask her involvement 
  in the operation. For this, she hired Zirunne Jarovar, an 
  old Katapeshi half-elf down on his luck and willing to do 
  anything for money without sticking his nose too far into 
  his employer’s business. With him handling the money 
  and shipments, the Spider had a perfect scapegoat should 
  her slave-trading operation fall under any harsh scrutiny.
  Finally, Ouidda required a ship and captain she could 
  rely on to traffic her cargo out of Almas, and so she called 
  upon a trusted ally of the Shadow Lodge in Almas, Ruovarn 
  D
  orianna Ouidda, the manipulative leader of the Almas 
  cell of the Shadow Lodge, began her infiltration into 
  Andoren politics several years ago, when with the 
  aid of mysterious contacts and through questionable 
  activities she secured herself a position on the Peoples’ 
  Council as an important representative of the general 
  elect. Known throughout the criminal underworld of 
  Almas as the Spider, Ouidda has continued her series of 
  dastardly schemes while pursuing her ultimate goal of 
  defaming the Pathfinder Society and dismantling their 
  presence within Almas.
  In order to achieve her position on the Peoples’ 
  Council, Ouidda used the influence and resources at her 
  disposal as a gold Aspis Consortium Agent while keeping 
  her affiliation with the company strictly private—for 
  while the Aspis Consortium has a reputation in political 
  realms for being somewhat underhanded but not 
  entirely unwholesome, Ouidda’s dealings with it are 
  beyond compromising for an Andoren official. Indeed, 
  her influence in the slave trade as the Spider is almost 
  legendary throughout the eastern shores of the Inner 
  Sea. She accomplished much of her people-trafficking 
  through means of powerful compulsions, which she used 
  to influence victims into following her, apparently of 
  their own free will. In addition to her villainous acts of 
  slavery, Ouidda is responsible for a large number of the 
  Shadow Lodge’s outright attacks against the Pathfinder 
  Society around the entire Inner Sea Region, and is one of 
  the key figures working to force a complete split between 
  the Shadow Lodge and the rest of the Society. 
  By forming a small band of unwitting associates in 
  Almas, Ouidda was able to construct an artificial history 
  for herself in order to delve into Andoren politics, while 
  simultaneously continuing her highly profitable slave 
  trading activities and dealings within the Shadow Lodge.
  First, she acquired the aid of a power-hungry 
  doppelganger known as Yero, who had no trouble in 
  disposing of and impersonating Senlokto Boraminder, a 
  pudgy gnome who was the owner and stage manager of a 
  rundown playhouse in the Theater District of Almas. In 
  order to give the place a new image, Yero (under orders 
  of the mystically persuasive Ouidda) gave the Captive 
  Shadow’S LaSt Stand, Part II: 
  web of CorruPtIon
  By Patrick renie
  
  PAthfinder Society ScenArio
  4
  Krillis—a dhampir pirate whose passion for cruelty is 
  only rivaled by his infatuation toward Dorianna.
  With all these pieces in place, Ouidda could continue 
  her slave-trafficking operation while at the same time 
  bolstering her political presence in Almas and her fight 
  against the Pathfinder Society as both a government 
  representative and a leader of the Shadow Lodge. Venture-
  Captain Brackett of Almas discovered the Spider’s plot, 
  though, and attempted to oppose it. When Amenopheus, 
  the Sapphire Sage of Osirion, offered his aid to Brackett 
  and infiltrated the Almas Shadow Lodge cell as a double 
  agent—his true loyalties known only to himself and 
  Brackett—Ouidda caught on to their scheme and set 
  into motion an attack on the Cathedral of Aroden while 
  simultaneously capturing Amenopheus. Now, she plans to 
  give a speech to the Peoples’ Council of Almas that would 
  jeopardize the Society’s entire presence in the city. 
  Summary
  The PCs are tasked with the objective of finding out 
  about the Shadow Lodge agent and Peoples’ Council 
  representative Dorianna Ouidda’s illegal activities in 
  Almas. They must then bring her wrongdoings to light 
  and reveal her as the infamous criminal mastermind 
  known as the Spider, to ensure that she is disbarred 
  from the Council before she gives a speech that could 
  jeopardize the Pathfinder Society’s presence in Almas.
  After asking around town for leads on the Spider’s 
  unlawful acts within the city, the PCs can visit three 
  locations where the Spider is thought to conduct business: 
  the upstart banking firm Jarovar Investments, a recently 
  renovated playhouse called the Captive Audience, and a 
  trading galley called Sailswift. At each of these locations, 
  clues helps unravel the web of slave-trading activity 
  Ouidda has established in Almas and implicate her as 
  the Spider, a member of the Aspis Consortium, and the 
  leader of the local Shadow Lodge cell.
  When the PCs gather their evidence against her, they 
  must confront Ouidda as she makes her speech before 
  her peers in the palace of the Peoples’ Council, the capital 
  of the nation. The PCs need several pieces of powerful 
  evidence to convince the Council to disbar and arrest 
  Ouidda. Shortly after she has been hauled away, the PCs 
  find that she has slain the guards escorting her and run 
  back to her personal quarters. They may then confront 
  her directly in her quarters and also find the imprisoned 
  Amenopheus, who explains that he was acting as a double 
  agent in order to expose the Shadow Lodge as a real threat 
  to the Society and find the true mastermind behind the 
  recent warfare between the sect and the Decemvirate. If 
  the PCs have not completed the first part of this adventure 
  arc yet, Amenopheus also informs them of the raid on 
  the Grand Cathedral of Aroden—now the city’s opulent 
  Pathfinder Lodge—Brackett and several others are being 
  held prisoner there and must be rescued.
  GettinG Started
  Read the following to get the adventure underway:
  The cool ocean air of Almas is less forgiving than usual this 
  early morning, leaving the streets empty even of vagrants. 
  As the moon showers its last ivory rays onto the cobblestone 
  street and the tip of the sun begins to climb over the watery 
  horizon, a lone figure slinks out from a nearby alleyway, pulling 
  back its hood and revealing itself to be Venture-Captain Alissa 
  Moldreserva, a dour expression cemented to her face.
  “It’s a shame we couldn’t have met at the lodge, but thanks 
  to all the disappearances and political turmoil as of late, I’d say 
  it’s best to keep a low profile for the time being, at least until 
  things get sorted out. It’s bad enough that the good name of 
  Pathfinders everywhere is being slandered by that treacherous 
  group of villains, the ones who call themselves the Shadow 
  Lodge—now the politicians are on our hides thanks to that 
  damnable Ouidda.
  “No doubt you’ve heard of her—Dorianna Ouidda, one of 
  the representatives on the Peoples’ Council here in Almas. She 
  showed up in Almas a few years back, and she’s been out to get 
  where on GoLarion?
  Web of Corruption takes place in the city of Almas, capital 
  of the nation of Andoran on the northern coast of the 
  Inner Sea. Having freed its citizens from the bonds of 
  slavery years ago in order to strengthen the nation against 
  imposing forces, Andoran is dedicated to the virtues 
  of freedom and the spread of these ideals, and is fierce 
  in its efforts to abolish all forms of slavery both within 
  its borders and beyond them. For more information on 
  Andoran, check out Pathfinder Companion: Andoran, Spirit 
  of Liberty, available at your local bookstore or hobby store, 
  and online at paizo.com.
  And
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  ShAdow’S LASt StAnd, PArt ii: web of corruPtion
  5
  How long do we have until Ouidda gives her speech 
  to the Peoples’ Council? “She’s on the docket to give 
  her speech two days and two nights from now, at mid-
  morning. You’ll need to have all your evidence against 
  her together by then. Once you find your initial leads, 
  you’ll probably be moving at night for the most part, 
  which should give you plenty of time to accomplish your 
  tasks before the speech. Do try to get in a couple hours of 
  shut-eye, though.”
  Is there anyone else we should be watching out for? 
  “Ouidda’s web of contacts is vast and her influence strong, 
  so there’s no telling how many you might be up against. 
  Owners or proprietors of the corrupt businesses she uses 
  to launder money or that serve as cover operations are 
  especially suspect, and depending on how discrete you 
  are, she may send some of her own agents after you in 
  short order. Be on the watch for assassins, though there’s 
  no telling what kind of creatures—or whether they’ll be 
  magical or not—a person of Ouidda’s influence might 
  have access to.”
  act 1: the inveStiGation
  The first thing the PCs must do is make inquiries around 
  the city about the Spider. Since her presence in the 
  criminal underground of Almas is vast, many citizens 
  possess valuable information, or at least know of those 
  who might. In order to acquire this information, the PCs 
  must make a series of Diplomacy (gather information) or 
  Knowledge (local) checks, although creative PCs might 
  propose using different skills to acquire the clues. As 
  GM, you should keep an open mind when players bring 
  these ideas up, especially if no one in the group is well-
  equipped for making successful Diplomacy or Knowledge 
  (local) checks. Andoren PCs gain a +5 circumstance 
  bonus on any of the skill checks below if they make their 
  nationality openly known.
  Presented below are three sets of clues the PCs can 
  garner from NPCs around town. The clues can be 
  presented in any order, but the first clue of each set (1a, 
  2a, or 3a) should be given first; if the PCs choose to pursue 
  that particular clue in a subsequent Diplomacy (gather 
  information) or Knowledge (local) check, then they may 
  be able to access the second clue (1b, 2b, or 3b) if they 
  succeed on the subsequent check.
  For each clue, the PCs must spend the usual 1d4 hours 
  asking around town and succeed on a DC 20 Diplomacy 
  (gather information) or Knowledge (local) check. While 
  the PCs need not obtain all of the clues to unravel the 
  Spider’s plot (not even each of the first three—the PCs 
  might just go off of the first one or two and figure out the 
  rest from there), each clue makes the Spider’s plot a bit 
  easier to unravel.
  the Society ever since. Her origins are damn-near untraceable 
  by practical means; it took us this long to finally get to the 
  bottom of the matter, and while it’s no secret she has it out 
  for the Society, few know the truth behind the matter, which is 
  what I’m here to tell you.
  “We have it on good authority that Ouidda is none other 
  than the Spider—the leader of the Shadow Lodge cell here in 
  Almas—and that she’s been using her fellow cabalists to smear 
  our name throughout the city. She’s trying to get the legitimate 
  members of the Society either completely run out of Almas or 
  completely under her thumb, but for what reason, we don’t yet 
  know. We know she’s got some shady dealings in her past with 
  the slave trade, and we think she might be up to some of that 
  business here in Almas too.
  Venture-Captain Moldreserva explains that in just a 
  few days’ time, Ouidda will be going up in front of the 
  Council to make her most damaging speech yet, a speech 
  which could obliterate the Society’s presence in Almas, if 
  not the whole nation of Andoran. The tricky part is, the 
  Society doesn’t have enough proof of her association with 
  the Shadow Lodge or the slave trade to get her disbarred yet. 
  That’s where the PCs come in. Moldreserva orders them 
  to uncover evidence of Ouidda’s foul business in Almas, 
  whatever that may be, and to stop her from delivering her 
  speech before the legislature at the palace of the Peoples’ 
  Council the morning after next. They will have to go 
  around the city finding leads regarding the Spider; if they 
  uncover nasty or criminal information about her, they’ll 
  need to investigate further. The general public is not 
  keen on Pathfinders since Ouidda started smearing the 
  organization’s reputation, so she recommends that the 
  PCs find the clues they need as quickly as possible during 
  the day and make the rest of their moves after dark so 
  they don’t rouse too much suspicion.
  The PCs might have additional questions for Venture-
  Captain Moldreserva. Below are her answers to the most 
  common inquiries about their task.
  What’s this about a Spider? “The Spider has long been 
  the moniker by which one of Almas’s most cunning 
  criminal masterminds went, and only recently have 
  anonymous reports sent from someone with much 
  knowledge of our organization revealed a connection 
  between this Spider and Ouidda. If we can prove the two 
  are one and the same, we can easily discredit her and end 
  her plot against the Decemvirate.”
  Can’t we just go after her directly? “While I’d normally 
  suggest we handle Society matters ourselves, this time 
  it’s a bit different. If we strike at an elected member of 
  the People’s Council, we risk the very result of disgracing 
  the Pathfinder name we hope to avoid. This needs to be 
  handled legally, which means we need to expose Ouidda 
  for the scoundrel she is.”
  
  PAthfinder Society ScenArio
  6
  This investigation scene is intended to show the PCs just 
  how intricate the Spider’s plot is. If the particular group 
  you are running this scenario for enjoys roleplaying, feel 
  free to play this part up; if the players would rather just 
  get on with the skill checks, you’re not obligated to linger 
  any longer on this part of the adventure than the PCs 
  wish to. 
  While groups who love roleplaying should thrive on the 
  open-ended nature of the investigation, bear in mind that 
  this is only the first part of the scenario, and you should 
  keep time passing at a regular pace. Since Ouidda is set 
  to give her speech before the People’s Council in 2 days’ 
  time, the built-in time limit should keep things moving, 
  but it’s up to you to manage the time it actually takes for 
  your players to move on to Act 2 and ultimately Act 3.
  Key Almas Citizens
  Below are six sample characters the PCs may encounter 
  to receive the six pieces of information listed in the 
  following section.
  Analis Broomwillow, female halfling trader: Having 
  traveled the Inner Sea region a dozen times over, Analis 
  is well-versed in the laws of lands both distant and near. 
  Her adventuring days wore her out long ago, so she 
  settled down in Almas to operate a provisioner’s shop, 
  where she sells goods that might aid travelers such as 
  the PCs. Pathfinders who make a purchase at this shop 
  (which sells most of the always-available goods PCs can 
  purchase in Pathfinder Society Organized Play) have an 
  easier time getting information from Analis.
  Audovini the Hungry, female Andoren beggar: 
  Traveling from city to city in Andoran, Audovini wound 
  up in Almas some years ago and has been begging for food 
  and money to get back on her feet ever since. She’s clearly 
  lost most of her mind, and she’s known for being “not all 
  there” by the people who live on her street. She’s sharper 
  than they give her credit for, though, and she knows it, 
  listening intently to passersby’s chatter and absorbing as 
  much information as possible. She’ll gladly help the PCs 
  in exchange for some food.
  Chulo Varotien, male Andoren Almas University don: 
  Gossipy and full of himself, Chulo loves to prate about 
  his colleagues at Almas University, particularly if they’re 
  up to anything potentially scandalous. He’s oblivious to 
  the fact that he’s a blabbermouth, and is happy to talk the 
  PCs’ ears off for a while, if they’re willing to sift through 
  some petty details about his coworkers.
  Gabro Nemphis, male Andoren wannabe thug: A 
  regular at the Copper Dog—a tavern on the western bank 
  of the Andoshen River—Gabro is a middle-aged bachelor 
  who spends most of his time with his “gang,” a group of 
  likewise middle-aged bachelors who fancy themselves 
  bullies, but whose temperate and unimposing natures 
  make them annoying at worst. They’ll do their best to 
  appear tough and uncooperative to the PCs, but their 
  simple demeanors and sheer absentmindedness render 
  them harmless.
  Horianos Stichen, male Andoren lumberer: Born 
  and raised in Almas with a wife and child back at 
  home, Horianos is hard-working and enjoys his job as a 
  lumberman in the Wood District. He’s a good-natured 
  sort with the city’s best interests in mind. He is aware of 
  the slanderous efforts of the city’s politicians to defame 
  the Pathfinders, who he holds in high regard and will 
  help as best he can.
  Rikka Helmsbrew, female dwarf smith’s apprentice: 
  Young and cocky, Rikka is a crass and lazy dwarf 
  originally from Absalom; she moved to Almas when her 
  parents demanded she work and sent her to a friend who 
  owns a small workshop in Smithtown, a dwarf by the 
  name of Bromfuther (Rikka disdainfully refers to him as 
  “Ol’ Brom” behind his back). When her employer is away 
  and leaves her in charge of the shop, Rikka wastes most 
  of her time gambling with some of the local ruffians. A 
  greedy type, she’ll happily divulge everything she knows 
  if the PCs bribe her with a single gold piece or more.
  The Clues
  Every time a PC successfully makes a DC 20 Diplomacy 
  (gather information) or Knowledge (local) check, she 
  learns a new clue about the Spider’s activities throughout 
  Almas. If the PCs are searching for a new clue, present 
  them either 1a, 2a, or 3a (GM’s choice); if they are following 
  up one of these a clues, present the corresponding b clue. 
  If the PCs aren’t looking into any clue in particular but 
  have found all of the a clues, you can present the b clues 
  to them in any order.
  The PCs can choose to visit any of the three locations 
  mentioned in the clues below at any time, and they can 
  always choose to investigate for more information after 
  completing one of the encounters in Act 2 if they so choose.
  Clue 1a: The Spider is involved with a strange new investor. 
  “This old half-elf, goes by the name of Jarovar—a real 
  stingy, nasty type—well, he’s just set up his investment 
  establishment in Almas, but he refuses to subscribe to 
  any of the merchant guilds in the city and he only deals 
  with a few clients who get small contributions from him, 
  one of whom is the Spider, I hear. Queerer still, he makes 
  odd ventures out of his shop in the dead of night, well 
  after closing.”
  Clue 1b: One of the Spider’s henchmen wanders around the 
  Mercantile District at odd hours of the night. 
  “Let’s just say I know someone who knows someone 
  who says that one of the Spider’s cronies does odd jobs in 
  the Mercantile District most nights. Around two hours 
  past midnight, I hear, this skinny feller’s either on foot 
  
  ShAdow’S LASt StAnd, PArt ii: web of corruPtion
  7
  or with a carriage, and he’s up to some shady business, 
  hauling loads of cargo from his shop to the docks. 
  Weirdest thing is, he goes to the docks with the carriage, 
  but comes back without it.”
  Clue 2a: The Spider is originally from Katapesh, and brought 
  along some slave-traders when she came to Almas. 
  “If rumors are true—and I hope they’re not—then this 
  Spider is the nasty sort of arachnid, the kind from distant 
  lands like Katapesh that brings her creepy slaver buddies 
  with her. Only sensible way in from Katapesh is from a 
  boat, and the only boat I seen around here that says it’s 
  from Katapesh lately is the ship they call the Sailswift.”
  Clue 2b: Some unnatural-looking sailors are rumored to 
  actually be slave-traders. 
  “I don’t know much about the Spider, but if what I hear 
  is true, he’s into the slave-trading business. I’ve also heard 
  that some rather nasty crew members from a boat called 
  the Sailswift have been showing up at the Almas docks 
  more and more lately with rugs and contraband from 
  Katapesh, only those sailors don’t look a bit Katapeshi. 
  Real eerie, these types—and they only do their business 
  at night. Their ship is anchored far off the shore during 
  the day, but when dusk falls they bring her to the docks 
  until sunrise.”
  Clue 3a: There’s an underground brothel in the Theater 
  District being run by the Spider. 
  “Only thing I know about this Spider character is that 
  she’s supposedly the madam for an illegal brothel in the 
  Theater District. Some place that’s just undergone some 
  strange renovations of some sort.”
  Clue 3b: The Spider attends all of the plays at a playhouse 
  called the Captive Audience. “This Spider character that’s 
  been going around is a pretty sophisticated sort, I’d guess, 
  because I hear he shows up incognito to every performance 
  at this newly remodeled playhouse, some upscale house of 
  burlesque called the Captive Audience. It’s been putting 
  on a new show every month for a couple of years now, and 
  never gives repeat performances. Seems these artist types 
  are flighty and don’t stick around town long.”
  act 2: the Plot thickenS
  As the PCs follow the clues gleaned in Act 1, they may 
  investigate any of the following locations in any order.
  1. Jarovar Investments  
  (CR 1 or CR 3 or CR 6)
  The PCs can easily find out the location of this establishment 
  with a DC 10 Diplomacy (gather information) or Knowledge 
  (local) check to ask for directions. During the day, 
  Jarovar—a crusty half-elf with little in the way of manners 
  and even less in regards to personal hygiene—keeps his 
  shop open, but quickly dismisses most solicitors or people 
  who would otherwise seek to do business with him. He 
  spends most of the day behind a counter in the lobby of the 
  establishment, picking at his gnarly fingernails and toes.
  If the PCs question him regarding his strange activities 
  during the night, he tells them off and suggests they go 
  elsewhere with their wild accusations. With a successful 
  Bluff, Diplomacy, or Intimidate check (see Jarovar’s stat 
  block for the DC), however, Jarovar’s tongue loosens, as 
  he is both greedy and cowardly. An offer of 5 gp or more 
  grants the PCs a +2 circumstance bonus on these three 
  checks while they question him, and any show of physical 
  force likewise grants a +2 bonus on Intimidate checks.
  The PCs may choose to confront Jarovar at any time, 
  though it is easiest during the day when he is alone in his 
  shop. If confronted at night, as he makes his way from 
  Jarovar Investments to the Captive Audience and back—
  Yero happens not to need him to make any deliveries that 
  particular evening—he attempts to run back to his Jarovar 
  Investments and lock the door in almost all situations 
  (not opening the door again until the next morning, when 
  he resumes business as usual), unless he is apprehended 
  in some manner. If captured, he struggles and threatens 
  to yell for the authorities (though he never actually does 
  so, as he wouldn’t want to draw any attention to himself). 
  Any show of force easily startles the spineless Jarovar, 
  however, and a successful Bluff, Diplomacy, or Intimidate 
  check (see Jarovar’s stat block for the DC) is all it takes to 
  get him to start talking.
  Tier 1–2 (CR 1)
  Zirunne Jarovar
  N male half-elf commoner 2/aristocrat 1
  Skill dcs Bluff DC 18; Diplomacy DC 19; Intimidate DC 14; 
  Stealth DC 20
  Will Save +5 (+2 vs. enchantments)
  Special Ouidda has given specific orders to Jarovar not to 
  give so much as the time of day to Pathfinders. If any of the 
  party reveals that they are Pathfinders during any point in 
  the conversation with Jarovar, they receive a –5 penalty on 
  Bluff, Diplomacy, and Intimidate checks.
  Tier 3–4 (CR 3)
  Zirunne Jarovar
  N male half-elf commoner 3/aristocrat 2
  Skill dcs Bluff DC 20; Diplomacy DC 22; Intimidate DC 16; 
  Stealth DC 21
  Will Save +7 (+2 vs. enchantments)
  Special Ouidda has given specific orders to Jarovar not to 
  give so much as the time of day to Pathfinders. If any of the 
  party reveals that they are Pathfinders during any point in 
  
  PAthfinder Society ScenArio
  8
  the conversation with Jarovar, they receive a –5 penalty on 
  Bluff, Diplomacy, and Intimidate checks.
  Tier 6–7 (CR 6)
  Zirunne Jarovar
  N male half-elf commoner 5/aristocrat 3
  Skill dcs Bluff DC 23; Diplomacy DC 24; Intimidate DC 19; 
  Stealth DC 23
  Will Save +7 (+2 vs. enchantments)
  Special Ouidda has given specific orders to Jarovar not to 
  give so much as the time of day to Pathfinders. If any of the 
  party reveals that they are Pathfinders during any point in 
  the conversation with Jarovar, they receive a –5 penalty on 
  Bluff, Diplomacy, and Intimidate checks.
  Development: Jarovar is a curt individual with little 
  patience or mettle. He cracks easily under most forms of 
  intimidation and reveals what little he knows about the 
  operation he’s a part of if prompted. While interrogating 
  him, the PCs may learn that Jarovar is originally from 
  Katapesh, where a business partner of his told him that 
  he could make a lot of gold in the slave-trading business, 
  and that the Spider was looking for someone to look after 
  the money and resources necessary to accomplish this 
  illegal feat.
  Jarovar thinks little of himself and plays up the fact 
  that he is merely a pawn in the larger scheme of things, 
  and that he didn’t even really think he was getting into 
  slave-trading at first, just running errands for people 
  who might be slave-traders. He tells the PCs that if 
  they really want to get to the bottom of the matter they 
  should check out the Sailswift or the Captive Audience, 
  where the real trading goes on. He swears that he just 
  transports the goods, and he doesn’t even know what 
  they are (though he confesses that he’s sometimes heard 
  muffled sounds coming from the back of the cart); he just 
  drives the wagon from the playhouse to the ship about 
  once a month. He doesn’t know who the Spider is, as he 
  only deals with two people, both of whom give Jarovar the 
  creeps: an eccentric gnome named Senlokto Boraminder 
  who runs the Captive Audience and whom he collects 
  the goods from, and Ruovarn Krillis, the captain of the 
  Sailswift, whom he delivers the goods to.
  Aside from a few half-hearted bluffs and easily 
  discernible lies, Jarovar primarily tells the truth, and he 
  should be depicted in a manner that makes him seem 
  truly nonthreatening and for the most part just in the 
  business to make money. If the PCs threaten to turn him 
  over to the authorities or make any mention of doing so, 
  he looks as though he’s just realized the danger he’s put 
  himself in and swears to go back to Katapesh on the next 
  possible ship if the PCs will spare him “just this once.” 
  If they choose to turn him in after all, he proves to be 
  valuable evidence later in the adventure when the PCs call 
  out Ouidda in front of the People’s Council.
  2. The Sailswift  
  (CR 3 or CR 5 or CR 8)
  Read or paraphrase the following text aloud as the PCs 
  approach the docks at night.
  At this late hour, the briny sea air of Almas’s wooden docks is 
  void of the daytime crowds of crew members bustling about. 
  Nearly a dozen ships are docked here, and several more are 
  anchored in the calm waters further from the shore. One ship 
  in particular still has lanterns hanging lit next to its gangway, 
  a shoddy wooden plank that connects the old ship to the dock. 
  Red letters scrawled on the side of the ship read “Sailswift,” 
  and several cloaked men move to and fro on the ship’s deck 
  with uncanny grace, shifting boxes of cargo about and going 
  below deck occasionally.
  Creatures: The dhampir crew of the Sailswift have been 
  instructed to offer anyone making inquires about the 
  ship some of the Katapeshi rugs or illicit pesh they claim 
  to be selling and to pretend not to speak fluent Common. 
  Their tempers run short, however, and as the PCs make 
  it more apparent that they’re not interested in the low-
  quality rugs or addictive substances, the dhampirs begin 
  to itch for a fight. The pirates eye the PCs warily if they 
  walk up the gangplank to the ship, and humor them for 
  a while as they stealthily surround the adventurers until 
  they are signaled to kill them by Ruovarn’s crossbow bolt.
  Tier 1–2 (CR 3)
  Sailswift crew (2) 
  cr 1/2
  Dhampir fighter 1 (Pathfinder RPG Bestiary 2 89)
  CE Medium humanoid (dhampir) 
  init +3; Senses darkvision 60 ft., low-light vision; Perception +1 
  defenSe
  ac 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) 
  hp 13 each (1d10+3)
  fort +2, ref +3, Will –1 (+2 vs. disease and mind-affecting effects)
  defensive abilities negative energy affinity, resist level drain
  Weakness light sensitivity 
  offenSe
  Speed 30 ft. 
  melee rapier +4 (1d6+1/18–20) 
  Spell-like abilities (CL 1st)
  3/day—detect undead 
  tacticS
  Before combat If the PCs make it known they are searching 
  for Ruovarn or are investigating anything regarding slave-
  
  The Sailswift
  1 square = 5 feet
  GameMastery Flip-Mat: Ship
  N
  ShAdow’S LASt StAnd, PArt ii: web of corruPtion
  9
  Special attacks sneak attack +1d6
  Spell-like abilities (CL 2nd; concentration +3)
  3/day—detect undead
  tacticS
  Before combat If the PCs make it known that they are 
  Pathfinders, Ruovarn hides on the upper deck of the 
  Sailswift until he can make a sneak attack with his crossbow, 
  which signals the rest of the pirates to attack.
  during combat Ruovarn uses his first turn to throw a 
  tanglefoot bag down onto the PCs, then fires at them 
  from higher ground until he is forced to enter melee. In 
  melee, he fights the first PC to attack him until that PC falls 
  unconscious, and then moves on to fight the PC with the 
  highest Charisma.
  morale Ruovarn fights until rendered unconscious or killed.
  StatiSticS
  Str 15, dex 16, con 11, int 12, Wis 8, cha 12
  Base atk +1; cmB +3; cmd 16
  feats Weapon Focus (scimitar)
  Skills Acrobatics +7, Bluff +8, Disable Device +7, Intimidate +6, 
  Perception +6, Sense Motive +4, Sleight of Hand +8, Stealth 
  +7, Swim +6
  languages Common, Kelish
  SQ martial training, rogue talents (finesse rogue)
  combat Gear potion of inflict light wounds, tanglefoot 
  bag, thunderstones (2); other Gear studded leather, 
  light crossbow with 20 bolts, masterwork scimitar, ruby 
  medallion worth 125 gp
  Tier 3–4 (CR 5)
  Sailswift crew (4) 
  cr 1/2
  hp 13 each (use the stats from Tier 1–2)
  ruovarn krillis 
  cr 3
  Male dhampir rogue (swashbuckler) 4 (Pathfinder RPG 
  Bestiary 2 89; Pathfinder RPG Advanced Player’s Guide 135)
  LE Medium humanoid (dhampir)
  init +3; Senses darkvision 60 ft., low-light vision; Perception +8
  trading, the dhampir closest to the gangplank draws it up 
  onto the ship’s deck.
  during combat On the first round of combat, the dhampir 
  closest to gangplank draws it up onto the ship’s deck if it 
  is not already there, preventing escape. The other dhampir 
  fights the PC closest to him.
  morale The dhampir pirates, soon lusting for the blood of the 
  adventurers, fight until they are incapacitated or dead.
  StatiSticS
  Str 13, dex 17, con 10, int 10, Wis 8, cha 16 
  Base atk +1; cmB +2; cmd 15 
  feats Toughness, Weapon Finesse 
  Skills Bluff +5, Intimidate +7, Perception +1, Ride +7, Survival +3
  language Common 
  Gear chain shirt, rapier
  SPecial aBilitieS
  resist level drain (ex) A dhampir takes no penalties from 
  energy draining effects, though he can still be killed if he 
  accrues more negative levels then he has Hit Dice. After 
  24 hours, any negative levels a dhampir takes are removed 
  without the need for an additional saving throw.
  ruovarn krillis 
  cr 1
  Male dhampir rogue (swashbuckler) 2 (Pathfinder RPG 
  Bestiary 2 89; Pathfinder RPG Advanced Player’s Guide 135)
  LE Medium humanoid (dhampir)
  init +3; Senses darkvision 60 ft., low-light vision; Perception +6
  defenSe
  ac 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 14 (2d8+2)
  fort +0, ref +6, Will –1; (+2 vs. disease and mind–affecting 
  effects)
  defensive abilities evasion, negative energy affinity, resist 
  level drain
  Weaknesses light sensitivity
  offenSe
  Speed 30 ft.
  melee mwk scimitar +5 (1d6+2/18–20)
  ranged light crossbow +4 (1d8/19–20)
  
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  defenSe
  ac 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
  hp 33 (4d8+12)
  fort +2, ref +7, Will +0; (+1 vs. fear, +2 vs. disease and mind–
  affecting effects)
  defensive abilities daring +1, evasion, negative energy 
  affinity, resist level drain, uncanny dodge
  Weaknesses light sensitivity
  offenSe
  Speed 30 ft.
  melee mwk scimitar +7 (1d6+2/18–20)
  ranged mwk light crossbow +7 (1d8/19–20)
  Special attacks sneak attack +2d6
  Spell-like abilities (CL 4th; concentration +5)
  3/day—detect undead
  tacticS
  Before combat If the PCs make it known that they are 
  Pathfinders, Ruovarn hides on the upper deck of the 
  Sailswift until he can make a sneak attack with his crossbow, 
  which signals the rest of the pirates to attack.
  during combat Ruovarn uses his first turn to throw a 
  tanglefoot bag down onto the PCs, then fires at them from 
  higher ground until he is forced to enter melee. In melee, 
  he fights the first PC to attack him until that PC falls, and 
  then moves on to fight the PC with the highest Charisma.
  morale Ruovarn fights until rendered unconscious or killed.
  StatiSticS
  Str 15, dex 16, con 12, int 12, Wis 8, cha 12
  Base atk +3; cmB +5; cmd 19
  feats Dodge, Toughness, Weapon Focus (scimitar)
  Skills Acrobatics +11, Bluff +10, Disable Device +10, Intimidate 
  +8, Perception +8, Sense Motive +6, Sleight of Hand +10, 
  Stealth +10, Swim +9
  languages Common, Kelish
  SQ martial training, rogue talents (combat trick, finesse rogue)
  combat Gear potion of inflict moderate wounds, tanglefoot bag; 
  other Gear +1 studded leather, masterwork light crossbow 
  with 20 bolts, masterwork scimitar, ruby medallion worth 
  125 gp
  Tier 6–7 (CR 8)
  Sailswift crew (4) 
  cr 2
  Male dhampir fighter 3 (Pathfinder RPG Bestiary 2 89)
  LE Medium humanoid (dhampir)
  init +3; Senses darkvision 60 ft., low-light vision; Perception +1
  defenSe
  ac 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
  hp 27 each (3d10+6)
  fort +3, ref +4, Will +0; (+1 vs. fear, +2 vs. disease and mind–
  affecting effects)
  defensive abilities bravery +1, negative energy affinity, resist 
  level drain
  Weaknesses light sensitivity
  offenSe
  Speed 30 ft.
  melee rapier +7 (1d6+1/18–20)
  Spell-like abilities (CL 3rd; concentration +6)
  3/day—detect undead
  tacticS
  Before combat If the PCs make it known they are searching 
  for Ruovarn or are investigating anything regarding slave-
  trading, the dhampir closest to the gangplank draws it up 
  onto the ship’s deck.
  during combat On the first round of combat, the dhampir 
  closest to gangplank draws it up onto the ship’s deck if it is 
  not already there, preventing escape. The rest each fight the 
  PC closest to them.
  morale The dhampir pirates, soon lusting for the blood of the 
  adventurers, fight until they are incapacitated or dead.
  
  ShAdow’S LASt StAnd, PArt ii: web of corruPtion
  11
  combat Gear potion of blur, potion of inflict moderate wounds, 
  tanglefoot bags (2), giant wasp poison (2 doses); other Gear 
  +1 studded leather, +1 scimitar, masterwork light crossbow 
  with 20 bolts, ornate scabbard worth 300 gp
  SPecial aBilitieS
  Poison (ex) Giant Wasp Poison: injury; save Fort DC 18; 
  frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
  * See the Advanced Player’s Guide.
  Development: As the PCs fight off the pirates assailing 
  them, it doesn’t take long for the authorities to be notified 
  of the violent activity in the Docks District by late-night 
  passersby who overhear or see the conflict. Once the 
  fighting starts, it takes 2d4 minutes for 1d6 city guards to 
  arrive at the Sailswift and break up the conflict.
  If the PCs apprehend Ruovarn, they may question him 
  before the authorities take him away. He won’t reveal much 
  unless magically charmed; his love for Ouidda was not only 
  brought on by her mesmerizing charms, but also by a deep 
  and romantic past involvement with her. A letter found in 
  the captain’s quarters (see Player Handout #1) implicates 
  him thoroughly, however, and the enslaved actors below 
  deck are more than happy to testify against their captors 
  once the effects of their compulsions wears off (they 
  currently believe that they’re departing to distant lands 
  where crowds already await their debut performances).
  Mission Notes: There are several elements of interest 
  for PCs of various factions on the Sailswift.
  Andoran faction PCs should want to kill Ruovarn or 
  otherwise effectively put an end to his slave-trading career; 
  doing so earns Andoran faction PCs 1 Prestige Award.
  Qadira faction PCs may go below deck and rescue the 
  enslaved Rashtu. The other slaves shackled there beg to be 
  saved as well, and say that they will testify against their 
  captors in court. The door to the gallery is a nondescript 
  trapdoor on the quarter deck that can be found with a 
  DC 20 Perception check; once inside, Qadira faction PCs 
  can easily find cases of rations. Obtaining a sample of the 
  rations earns Qadira faction PCs 1 Prestige Award. Freeing 
  Rashtu earns Qadira faction PCs 1 bonus Prestige Award.
  Taldor faction PCs who ruin the ship’s sails or mast by 
  any means (such as slashing the sails, breaking the mast) 
  and do so without arousing any of the other PCs’ as to 
  their motives earn 1 Prestige Award.
  Rewards: If the PCs defeat the pirates on the Sailswift, 
  reward each tier thusly:
  Tier 1–2:
  Give each player 146 gp.
  Tier 3–4:
  Give each player 334 gp.
  Tier 6–7:
  Give each player 1,435 gp.
  StatiSticS
  Str 13, dex 17, con 10, int 10, Wis 8, cha 16
  Base atk +3; cmB +4; cmd 18
  feats Dodge, Toughness, Weapon Finesse, Weapon Focus 
  (rapier)
  Skills Bluff +5, Intimidate +9, Perception +1, Ride +8, Survival +5
  languages Common
  SQ armor training 1
  Gear chain shirt, rapier
  ruovarn krillis 
  cr 6
  Male dhampir rogue (swashbuckler) 7 (Pathfinder RPG 
  Bestiary 2 89, Pathfinder RPG Advanced Player’s Guide 135)
  LE Medium humanoid (dhampir)
  init +7; Senses darkvision 60 ft., low-light vision; Perception +11
  defenSe
  ac 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
  hp 56 (7d8+21)
  fort +3, ref +8, Will +1; (+2 vs. disease and mind–affecting 
  effects; +2 vs. fear), 
  defensive abilities daring +2, evasion, negative energy 
  affinity, resist level drain, uncanny dodge
  Weaknesses light sensitivity
  offenSe
  Speed 30 ft.
  melee +1 scimitar +9 (1d6+3/18–20)
  ranged mwk light crossbow +9 (1d8/19–20)
  Special attacks sneak attack +4d6
  Spell-like abilities (CL 7th; concentration +8)
  3/day—detect undead
  tacticS
  Before combat If the PCs make it known that they are 
  Pathfinders, Ruovarn hides on the upper deck of the Sailswift 
  and applies poison to one of his bolts, remaining hidden until 
  he is ready to make a sneak attack with his crossbow.
  during combat Ruovarn uses his first turn after shooting the 
  poisoned bolt to throw a tanglefoot bag down onto the PCs, 
  then fires at them from higher ground until he is forced to 
  enter melee. In melee, he fights the first PC to attack him 
  until that PC falls, and then moves on to fight the PC with 
  the highest Charisma.
  morale Ruovarn fights until rendered unconscious or killed.
  StatiSticS
  Str 15, dex 16, con 12, int 12, Wis 8, cha 12
  Base atk +5; cmB +7; cmd 21
  feats Dodge, Improved Initiative, Toughness, Vital Strike, 
  Weapon Focus (scimitar)
  Skills Acrobatics +15, Bluff +13, Disable Device +13, Intimidate 
  +11, Perception +11, Sense Motive +9, Sleight of Hand +13, 
  Stealth +13, Swim +12
  languages Common, Kelish
  SQ martial training, rogue talents (combat trick, finesse rogue, 
  offensive defense*)
  
  PAthfinder Society ScenArio
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  3. The Captive Audience 
  (CR 2 or CR 4 or CR 7)
  When the PCs reach the Theater District looking for the 
  Captive Audience, read the following text aloud:
  The Theater District of Almas is filled with old architecture 
  and buildings of a traditional style, save for one: a gaudy, tall 
  structure painted several shades of bright green, everburning 
  torches on either side of the face of the building illuminating 
  the words “The Captive Audience,” painted in overly elaborate, 
  nearly unreadable letters.
  The PCs may have heard the rumors that the Captive 
  Audience is putting on another one of its extravagant 
  plays in a few days, and the actors have nearly been worked 
  to death in the process. This isn’t at all unusual for the 
  establishment; the theater is known the city over for its 
  eccentric and demanding director, Senlokto Boraminder, 
  who has always been a bit on the odd side, but has been 
  acting even loonier than usual since the recent renovation 
  to the Captive Audience about a year ago. No one suspects 
  it, but this is because a manic doppelganger who goes by 
  the name Yero killed and stole the original proprietor’s 
  identity, all at the suggestion of Ouidda, who met the 
  doppelganger during her travels. Once she pushed him in 
  the proper direction to sate his lust for power, he took to the 
  job of stage director with zealous excitement, striving both 
  to create magnificent plays as well as please his employer 
  by finding many aspiring actors to enslave.
  Though some have questioned the unusually high 
  turnover for such a popular theater, Yero has cleverly 
  disguised the disappearances of the popular stars as 
  an example of the playhouse’s ability to rocket actors 
  up their occupational ladder and into the plays of the 
  famous theater companies of Cheliax and even more 
  distant lands. He sends forged letters from these theaters 
  to the families of charmed actors, all while the victims 
  are actually being shipped to distant lands and peddled 
  as property.
  Creature: When the PCs arrive at the playhouse, Yero 
  (in the form of Senlokto) directs the performers for the 
  latest play, an indecipherable piece vaguely titled Dweomer 
  Blade. He wears armor and directs with a longsword, 
  pointing at the actors and the stage with his weapon as he 
  shouts commands and berates his workers, demanding 
  seemingly impossible feats of them repeatedly. The actors 
  all wear various pieces of armor and wield weapons, 
  though these offer but vague clues as to what the obscure 
  play is actually about.
  Yero welcomes the PCs’ arrival, even if he has no idea 
  who they are, and tells them pointedly he needs a break 
  from “working with these amateurs” anyway. He bids 
  the PCs to join him on stage as he dismisses his actors 
  for a short break to their dressing rooms, which also act 
  as personal quarters during times of high stress (which 
  seems like all of the time at the Captive Audience).
  Regardless of how the PCs approach the matter, Yero 
  reacts violently when he realizes the PCs are investigating 
  the slave-trading operation. Realizing that he must 
  silence the PCs before things get out of hand, he attacks, 
  still wearing the form of Senlokto.
  Tier 1–2 (CR 2)
  yero 
  cr 2
  Male young doppelganger (Pathfinder RPG Bestiary 89, 295)
  CN Small monstrous humanoid (shapechanger)
  init +3; Senses darkvision 60 ft., low-light vision; Perception +9
  defenSe
  ac 19, touch 15, flat-footed 15 (+2 armor, +3 Dex, +1 dodge, 
  +2 natural, +1 size)
  hp 18 (4d10–4)
  fort +2, ref +7, Will +6
  immune charm, sleep
  offenSe
  Speed 30 ft.
  melee +1 longsword +9 (1d6+3/19–20)
  Spell-like abilities (CL 8th; concentration +9)
  At will—detect thoughts
  tacticS
  Before combat Yero interacts with the PCs in a friendly—if 
  brash—manner until it dawns on him what they are after, at 
  which point he turns his sword on them.
  during combat On his first turn, Yero either throws his flask 
  of acid at the nearest PC or throws a smokestick down to 
  mask his movements. He then strikes the nearest PC with 
  his longsword until that PC is incapacitated, then fights the 
  next closest PC and so forth.
  morale Yero fights until he is rendered unconscious or killed.
  StatiSticS
  Str 14, dex 17, con 8, int 13, Wis 14, cha 13
  Base atk +4; cmB +5; cmd 19
  feats Dodge, Great Fortitude
  Skills Bluff +9 (+13 while using change shape ability), 
  Diplomacy +4, Disguise +9 (+29 while using change shape 
  ability), Perception +9, Sense Motive +6, Stealth +11
  languages Common, Gnome
  SQ change shape (alter self ), mimicry, perfect copy
  combat Gear potion of bull’s strength, acid flask, smokesticks 
  (2); other Gear masterwork leather armor, +1 longsword
  Tier 3–4 (CR 4)
  yero 
  cr 4
  Male doppelganger bard 1 (Pathfinder RPG Bestiary 89)
  
  The Captive Audience
  1 square = 5 feet
  GameMastery Flip-Mat: Theater
  N
  ShAdow’S LASt StAnd, PArt ii: web of corruPtion
  13
  performance, he quaffs the potion of bull’s strength he’s 
  holding, acting as though it’s a part of whatever he’s acting 
  out. He then turns his sword on the PCs, breaking the 
  fascination effect. 
  during combat On the first turn of combat, Yero throws 
  a smokestick down to hide his movements. Afterward, 
  he attacks whichever PC is closest to him with his 
  longsword. While he could drop his gnome disguise to 
  increase his size to Medium, Yero prefers fighting with 
  his sword, which would be undersized for him were he to 
  change his shape.
  morale Yero fights until he is rendered unconscious or killed.
  StatiSticS
  Str 20, dex 15, con 16, int 15, Wis 12, cha 17
  Base atk +4; cmB +8; cmd 21
  feats Dodge, Great Fortitude, Weapon Focus (longsword)
  Skills Acrobatics +10, Bluff +15, Disguise +15 (+35 while using 
  change shape ability), Perception +9, Perform (act) +8, 
  Sense Motive +9, Stealth +14
  languages Common, Elven, Gnome
  SQ bardic knowledge +1, change shape (alter self ), mimicry, 
  perfect copy
  combat Gear potion of bull’s strength, scroll of magic missile, 
  smokesticks (2); other Gear masterwork leather armor, +1 
  longsword, cloak of resistance +1
  CN Small monstrous humanoid (shapechanger)
  init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +9
  defenSe
  ac 20, touch 14, flat-footed 17 (+2 armor, +2 Dex, +1 dodge, 
  +4 natural, +1 size)
  hp 42 (5 HD; 4d10+1d8+16)
  fort +7, ref +9, Will +8
  immune charm, sleep
  offenSe
  Speed 30 ft.
  melee +1 longsword +12 (1d6+6/19–20)
  Special attacks bardic performance 7 rounds/day 
  (countersong, distraction, fascinate, inspire courage +1)
  Spell-like abilities (CL 8th; concentration +11)
  At will—detect thoughts
  Bard Spells known (CL 1st; concentration +4)
  1st (2/day)—charm person (DC 14), cure light wounds
  0 (at will)—detect magic, mage hand, message, 
  prestidigitation
  tacticS
  Before combat Yero interacts with the PCs in a friendly—if 
  brash—manner until it dawns on him what they are after, at 
  which point he calmly begins to use his bardic performance 
  ability to fascinate one of the PCs. During his dramatic 
  
  PAthfinder Society ScenArio
  14
  Tier 6–7 (CR 7)
  yero 
  cr 7
  Male doppelganger bard 4 (Pathfinder RPG Bestiary 89)
  CN Small monstrous humanoid (shapechanger)
  init +3; Senses darkvision 60 ft., low-light vision; Perception +12
  defenSe
  ac 23, touch 15, flat-footed 19 (+4 armor, +3 Dex, +1 dodge, 
  +4 natural, +1 size)
  hp 76 (8 HD; 4d10+4d8+36)
  fort +8, ref +12, Will +10; +4 vs. bardic performance, 
  language-dependent, and sonic
  immune charm, sleep
  offenSe
  Speed 30 ft.
  melee +1 keen longsword +15/+10 (1d6+6/17–20)
  Special attacks bardic performance 13 rounds/day 
  (countersong, distraction, fascinate, inspire competence +2, 
  inspire courage +1)
  Spell-like abilities (CL 8th; concentration +11)
  At will—detect thoughts
  Bard Spells known (CL 4th; concentration +7)
  2nd (2/day)—hold person (DC 15), invisibility
  1st (4/day)—charm person (DC 14), cure light wounds, silent 
  image, ventriloquism
  0 (at will)—detect magic, mage hand, message, 
  prestidigitation, read magic, resistance
  tacticS
  Before combat Yero interacts with the PCs in a friendly—if 
  brash—manner until it dawns on him what they are 
  after, at which point he calmly begins to use his bardic 
  performance ability to fascinate the PCs. During his 
  dramatic performance, he quaffs the potion of bull’s 
  strength that he’s holding, acting as though it’s a part of 
  whatever scene he’s acting out. He then turns his sword 
  on the PCs, breaking the fascination effect and entering 
  melee with them. 
  during combat On the first turn of combat, Yero either 
  casts invisibility or throws a smokestick down to hide 
  his movements. Afterward, he attacks the PC closest to 
  him with his longsword. While he could drop his gnome 
  disguise to increase his size to Medium, Yero prefers 
  fighting with his sword, which would be undersized for him 
  were he to change shape.
  morale Yero fights until he is rendered unconscious or killed.
  StatiSticS
  Str 20, dex 16, con 16, int 15, Wis 12, cha 17
  Base atk +7; cmB +11; cmd 25
  feats Dodge, Great Fortitude, Toughness, Weapon Focus 
  (longsword)
  Skills Acrobatics +14, Bluff +18, Diplomacy +14, Disguise +18 
  (+38 while using change shape ability), Perception +12, 
  Sense Motive +12, Stealth +18
  languages Common, Elven, Gnome
  SQ bardic knowledge +2, change shape (alter self ), mimicry, 
  perfect copy, versatile performance (act)
  combat Gear potion of bull’s strength, scroll of magic missile, 
  smokesticks (2); other Gear +1 studded leather, +1 keen 
  longsword, cloak of resistance +1
  Development: If the PCs apprehend Yero, he refuses 
  to talk under any conditions, and tries to escape if given 
  the opportunity.
  Player characters investigating the playhouse find a 
  dozen dressing rooms through a short corridor behind 
  the stage. Each room has a piece of paper with a name 
  scrawled on it tacked to the door where it looks like a 
  nameplate used to be. One of the doors still features a 
  gold-faced nameplate that says “Senlokto Boraminder”; 
  Yero has claimed these quarters as his own when he 
  killed Senlokto and took over the gnome’s role. The door 
  is locked with an average lock, which requires a DC 25 
  Disable Device check to unlock or a DC 15 Strength check 
  to break through.
  In Yero’s dressing room are a carpet, bed, desk, 
  mirror, and chair. In the desk is a note from Ouidda to 
  Yero (see Player Handout #2), which provides further 
  incriminating evidence against her.
  Players who make a DC 20 Perception check also spot a 
  trap door hidden beneath the carpet. The trap door opens to 
  a ladder that leads down 15 feet to a crawl space measuring 
  no more than 20 feet square. In one corner of the room 
  is a pile of rags, beneath which lies the decomposed body 
  of the true Senlokto Boraminder. In the other corner of 
  the room lie scattered papers, including the deed for the 
  Captive Audience, signed by Senlokto Boraminder, as well 
  as papers providing the details of the recent renovations 
  to the playhouse, some of them signed by both Ouidda 
  and Senlokto. A DC 16 Linguistics check comparing 
  Senlokto’s signature on the deed with the signature on 
  the renovation details reveals that these latest signatures 
  are forged.
  In each of the other dressing rooms in the back of the 
  playhouse rests a charmed actor or actress. There are a 
  total of 12 dressing rooms, not including Yero’s. All of 
  the actors lie docilely on their beds, muttering their lines 
  to themselves repetitively, and don’t move or otherwise 
  act even if the PCs break down their doors (which aren’t 
  locked anyway). If the PCs can negate Ouidda’s charm 
  effects on the actors, the captives realize the madness 
  of what they are doing to be a part of this playhouse. 
  The actors all promptly shed their costumes and leave, 
  returning to their former lives. The actors aren’t interested 
  in the larger plot the PCs are trying to unravel, and they 
  refuse to testify against either Yero or Ouidda before the 
  People’s Council.
  
  Streets of Almas
  1 square = 5 feet
  GameMastery Flip-Mat: City Streets
  N
  ShAdow’S LASt StAnd, PArt ii: web of corruPtion
  15
  Treasure: Six of the actors in the dressing rooms wear 
  ornate yet sturdy suits of studded leather armor, each 
  worth 40 gp, and they shed the armor in their respective 
  rooms when they are snapped out of their haze and decide 
  to go home. One of the other six actors, a woman named 
  Bourillia who appears to have the lead role, wears a 
  masterwork breastplate with gold plating and decorative 
  blue slashes running across it. In Tier 3–4, this is a +1 
  breastplate, and in Tier 6–7 it is a +1 glamered breastplate.
  Mission Notes: The current play’s script, titled Dweomer 
  Blade, lies in a drawer in Yero’s desk in his private chamber. 
  Cheliax faction PCs who take this script without the other 
  PCs noticing earn 1 Prestige Award. Cheliax PCs can also 
  look for Bourillia’s dressing room to find her and try to 
  convince her to join a different acting group. Snapping 
  her out of her charmed state requires the use of dispel 
  magic or other compulsion negating magic, at which 
  point she’ll happily agree if the PC mentions her uncle’s 
  name. Convincing her to leave the theater’s employ earns 
  Cheliax faction PCs 1 Prestige Award.
  Taldor faction PCs who search through the papers in 
  the crawl space beneath Yero’s quarters find several old, 
  thick tomes titled An Extended History of Taldor. Taking 
  these books without the other PCs noticing grants Taldor 
  faction PCs 1 Prestige Award.
  Rewards: If the PCs defeat the doppelganger and free 
  the charmed actors, reward each tier thusly:
  Tier 1–2:
  Give each player 308 gp.
  Tier 3–4:
  Give each player 626 gp.
  Tier 6–7:
  Give each player 1,449 gp.
  4. Streets of Almas
  The night before Ouidda gives her speech (the second 
  night of the PCs’ investigation into her plot), she has 
  caught on to their actions, having many eyes and ears in 
  the places where she runs her operation, and she begins 
  
  opTionaL encounTer
  The assassin-beasts encountered in the streets of Almas 
  make an optional encounter. If more than 2 hours remain 
  in the session, run it as written. Otherwise, assume that 
  Ouidda has caught on to the PCs’ scheme against her, 
  but is unable to procure agents to silence them before 
  her speech.
  PAthfinder Society ScenArio
  16
  to take preventative measures against the Pathfinders. 
  The Spider gathers a small strike force of supernatural 
  assassins—creatures that can’t be directly traced back 
  to her—to do her dirty work. During any point in the 
  night when the PCs are walking around town, they are 
  stealthily surrounded by several foes who attack when 
  there are no bystanders. PCs should roll a Perception 
  check versus their assailants’ Stealth checks to determine 
  whether their enemies get to act during a surprise round 
  before combat.
  Tier 1–2 (CR 3)
  krenshars (2) 
  cr 1
  Pathfinder RPG Bestiary 2 174
  N Medium magical beast 
  init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +5
  defenSe
  ac 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 13 (2d10+2) 
  fort +4, ref +5, Will +1 
  offenSe
  Speed 40 ft.
  melee bite +2 (1d6), 2 claws +2 (1d4)
  Special attacks skullface
  StatiSticS
  Str 11, dex 14, con 13, int 6, Wis 12, cha 13
  Base atk +2; cmB +2; cmd 14 (18 vs. trip) 
  feats Improved Initiative
  Skills Intimidate +1 (+5 to demoralize), Perception +5, Stealth +10
  languages Sylvan (can’t speak)
  SPecial aBilitieS
  Skullface (Su) As a standard action, a krenshar can pull 
  the skin back from its face, revealing the musculature 
  and bony structures of its skull. This action counts as 
  using Intimidate to demoralize an opponent, and is an 
  extraordinary ability. The krenshar can emit a loud screech 
  while peeling back its skin, causing potent fear in a single 
  creature within 100 feet that can see the krenshar. The 
  targeted creature must make a DC 12 Will save or become 
  frightened (if the target has 6 or fewer Hit Dice) or shaken 
  (if the target has more than 6 Hit Dice) for 1d4 rounds. A 
  creature that successfully saves cannot be affected again 
  by the same krenshar’s skullface ability for 24 hours. This 
  ability is a sonic, mind-affecting fear effect. The save DC is 
  Charisma-based.
  Tier 3–4 (CR 5)
  ooze mephits (2) 
  cr 3
  hp 19 each (Pathfinder RPG Bestiary 203)
  Tier 6–7 (CR 8)
  Phase Spiders (3) 
  cr 5
  hp 51 each (Pathfinder RPG Bestiary 226)
  act 3: the unveilinG
  The special legislative meeting that Dorianna Ouidda 
  herself called to order begins promptly at 9 a.m. on the 
  third day of the adventure. Many of the most prominent 
  politicians in Andoran are in attendance, and rumors fly 
  about the crowd outside the palace of the Grand Council 
  that the Supreme Elect, Codwin the I of Augustana, 
  may even make an appearance to hear Ouidda’s oration. 
  The PCs are permitted into the upper balcony of the 
  legislative chamber where they find several seats in the 
  front row, overlooking the main floor. After the routine 
  opening remarks from a court bailiff, Ouidda takes the 
  floor and flies almost immediately into an embittered and 
  passionate speech about the Pathfinder scourge within 
  Almas. The PCs can jump in at any time, though the 
  longer they wait the more difficult it will be to convince 
  the Council of their evidence.
  1. The People’s Council Meeting
  While interrupting the regular proceedings is normally 
  grounds for immediate removal from the Council 
  meeting, PCs who make accusations against Ouidda are 
  be allowed to at least say their piece before bailiffs escort 
  them from the premises as several senior members of the 
  committee find their curiosity piqued by the PCs’ claims 
  and demand evidence before completely dismissing the 
  interrupters. Several factors come into consideration in 
  this meeting as the PCs reveal to the members of the 
  Council what Ouidda has really been up to, and for each 
  of the following circumstances, the PCs receive a bonus 
  on Diplomacy checks made while convincing the Council 
  of Ouidda’s treachery and true identity as the Spider.
  The mechanics of this encounter rely on a series of 
  Diplomacy checks, each check made in secret by the 
  GM whenever the PCs draw upon a piece of evidence 
  against Ouidda. Succeeding on the Diplomacy check 
  means that the Council was convinced of the legitimacy 
  
  ShAdow’S LASt StAnd, PArt ii: web of corruPtion
  17
  of the claim. In all tiers, it requires a DC 20 Diplomacy 
  check to convince the Council of any piece of evidence, 
  constituting a success.
  The PCs can attempt as many Diplomacy checks 
  as they want within reason, each time presenting a 
  different piece of evidence. Each piece of evidence grants 
  a bonus on that Diplomacy check and, if successful, all 
  subsequent checks as well. The circumstance bonus for 
  each piece of evidence is listed below. Some PCs may 
  come up with additional evidence beyond the examples 
  listed below; feel free to reward up to a +4 bonus 
  for other legitimate evidence based on its 
  relative effectiveness compared to the examples 
  presented here. Additionally, if you feel the 
  players do a particularly good job roleplaying 
  their argument, feel free to grant a +5 bonus on 
  one Diplomacy check per PC in secret to reward 
  them for getting into the story. After the PCs 
  have acquired a number of successes based on 
  their sub-tier, the Council is sufficiently 
  convinced of the evidence against Ouidda 
  to take her into custody for further 
  investigation and a true trial.
  In Tier 1–2, the PCs need to make 3 
  successful Diplomacy checks to convince 
  the Council of Ouidda’s guilt. In Tier 3–4, 
  they must make 4 successful Diplomacy 
  checks. In Tier 6–7, five successes are 
  needed to sway the Council.
  Slaves From the Sailswift (+6): If the 
  PCs bring forth any of the willing 
  slaves who were aboard the Sailswift 
  to testify against Ouidda, they 
  inform the Council that the PCs are 
  indeed telling the truth and that 
  they were charmed at the Captive 
  Audience after auditioning for roles, 
  and then taken aboard the Sailswift to 
  be sold as slaves. PCs receive a +6 bonus 
  on their Diplomacy check as well as on 
  subsequent checks made to convince the 
  Council of Ouidda’s criminal activities.
  Yero/Senlokto’s Body (+5): If the PCs 
  bring forth either the doppelganger 
  body of Yero (dead or alive) or the 
  dead body of the real Senlokto as 
  evidence, they receive a +5 bonus 
  on their Diplomacy check as well 
  as on subsequent checks made to 
  convince the Council of Ouidda’s 
  criminal activities. If the PCs 
  bring both of these 
  pieces of evidence, 
  only make one check for both of them, granting only one 
  bonus to the Diplomacy check and subsequent checks.
  Jarovar (+4): If the PCs didn’t let Jarovar go free in Act 
  2 and decide to use him as evidence against Ouidda, he 
  openly blubbers and confesses that everything the PCs 
  are saying is true, and details his involvement in the 
  scheme. Though he does not know who the Spider is, as 
  he has never met her in person, he confesses to working 
  for her and dealing with Yero (who he didn’t realize was 
  a doppelganger) and Ruovarn. Using Jarovar as evidence 
  like this gives the PCs a +3 bonus on their 
  Diplomacy check as well as on subsequent 
  checks made to convince the Council of 
  Ouidda’s criminal activities.
  Renovation Papers Signed by Ouidda/
  Yero (+4): If the PCs bring forth either the 
  papers detailing the renovations to the 
  Captive Audience with Ouidda’s signature or 
  the original and forged signatures of Senlokto 
  as evidence, they receive a +4 bonus on their 
  Diplomacy check as well as subsequent 
  checks made to convince the Council of 
  Ouidda’s criminal activities. If the PCs bring 
  both of these pieces of evidence, only make 
  one check for both of them, granting only 
  one bonus on the Diplomacy check and 
  subsequent checks.
  Note to Ruovarn (+3): If the PCs 
  bring forth Ouidda’s note to Ruovarn 
  as evidence, they receive a +3 bonus 
  on their Diplomacy check as well 
  as on subsequent checks made to 
  convince the Council of Ouidda’s 
  criminal activities.
  Note to Yero (+3): If the PCs 
  bring forth Ouidda’s note to Yero as 
  evidence, they receive a +3 bonus on 
  their Diplomacy check and on subsequent 
  checks made to convince the Council of 
  Ouidda’s criminal activities.
  Development: After the PCs make their 
  final necessary success, the chamber bursts 
  into chaos, and the president of ceremonies 
  bangs his gavel, demanding order. 
  Bailiffs move in to take Ouidda into 
  custody while the Council investigates 
  this matter further.
  If the PCs cannot convince the 
  Council of Ouidda’s guilt (which 
  should 
  be 
  unlikely, 
  given 
  that there is no limit to 
  the number of Diplomacy 
  attempts they may make), 
  Dorianna Ouidda
  
  PAthfinder Society ScenArio
  18
  she ends her speech prematurely, as the moment is 
  interrupted by the public outcry to such a degree that she 
  feels her efforts have been hampered even if her guilt was 
  not proven. She sneers at the PCs and leaves the Council 
  chambers to retire to her personal quarters elsewhere in 
  the building.
  If the PCs succeed in convincing the Council of 
  Ouidda’s criminal activities, the authorities have Ouidda 
  escorted out of the courtroom by two guards. The 
  legislature thanks the PCs for their service to the city 
  as the guards do this. When the meeting is adjourned 
  shortly thereafter, the Council members recess to their 
  respective chambers. As the PCs exit the legislative hall, 
  they notice a crowd amassing in a side hallway around 
  the bodies of the two guards who left with Ouidda and 
  a trail of bloody footprints leading toward her private 
  office and quarters. A bailiff sounds the alarm, calling for 
  more guards and asking the PCs to pursue Ouidda so she 
  doesn’t destroy any evidence in her office.
  If Ouidda left of her own free will, the PCs are instead 
  approached by a single member of the Council who is 
  sympathetic to their cause and suggests they head to her 
  chambers, where they might find additional evidence. 
  She offers them directions to Ouidda’s private office 
  within the large palace should they require it.
  Mission Notes: Osirion faction PCs should want to plant 
  their scroll on the outside of the palace of the People’s 
  Council where the meeting is to take place without anyone 
  noticing. Doing so earns them 1 Prestige Award.
  2. Ouidda’s Personal Quarters 
  (CR 4 or CR 6 or CR 9)
  Double doors lead into this large, opulently decorated room, 
  a holdover from the palace’s former use as home to Andoran’s 
  now defunct aristocracy. Intricately woven rugs cover the 
  hardwood floor, and plushly upholstered furniture graces two 
  distinct sections of the room. Bookshelves line the walls of the 
  eastern half, while a small wetbar and decorative tables fill the 
  western portion.
  Each member of the People’s Council, while considered 
  a citizen by the law, is granted the lifestyle of the 
  aristocracy they replaced by their position alone. When 
  the People’s Council is not in session in the palace, they 
  often lounge in their personal chambers, which typically 
  contain the same opulent decor that graced the rooms 
  when the palace served different purposes. Ouidda’s 
  chambers are no different, and here she uses the relative 
  privacy to orchestrate many of her most sinister criminal 
  plans, far from the actual operations in the alleys and 
  docks of Almas. 
  A secret door behind the northwestern most bookshelf 
  (DC 20 Perception to find) leads to a small closet wherein 
  she keeps most of her most damning evidence and the 
  most valuable of her possessions. At the moment, these 
  possessions include a captured Osirian double agent—
  Amenopheus, the Sapphire Sage. 
  Creature: Anticipating that the PCs or the palace’s 
  guard would follow her here, Ouidda waits to ambush her 
  pursuers in the familiar room. Once she arrives in the 
  room, she arms herself and readies to quaff her potion of 
  invisibility when she hears someone opening the double 
  doors to the chamber.
  Tier 1–2 (CR 4)
  dorianna ouidda 
  cr 4
  Female human bard 5
  LE Medium humanoid
  init +5; Senses Perception +7
  defenSe
  ac 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
  hp 36 (5d8+10)
  fort +2, ref +5, Will +3; +4 vs. bardic performance, language-
  dependent, and sonic
  offenSe
  Speed 30 ft.
  melee mwk rapier +4 (1d6+2/18–20)
  Special attacks bardic performance 16 rounds/day 
  (countersong, distraction, fascinate, inspire competence +2, 
  inspire courage +2)
  Bard Spells known (CL 5th; concentration +9)
  2nd (3/day)—enthrall (DC 17), hypnotic pattern (DC 16), 
  suggestion (DC 17)
  1st (5/day)—cause fear (DC 16), charm person (DC 16), lesser 
  confusion (DC 16), sleep (DC 16)
  0 (at will)—daze (DC 15), detect magic, lullaby (DC 15), 
  mending, message, read magic
  tacticS
  Before combat Ouidda drinks her potion of invisibility when 
  she hears someone approach the door.
  during combat Ouidda attempts to turn the PCs against one 
  another and win allies through her mastery of compulsions. 
  She tries to avoid melee at all costs, preferring to use 
  charmed foes as blockers between herself and her attackers.
  morale Ouidda is not stupid and knows when she’s beaten. 
  She can exact revenge on the PCs if she can simply get 
  away, which she attempts to do if reduced to fewer than half 
  her total hit points.
  StatiSticS
  Str 10, dex 13, con 12, int 14, Wis 8, cha 18
  Base atk +3; cmB +3; cmd 15
  feats Combat Casting, Dodge, Improved Initiative, Spell 
  Focus (enchantment)
  
  Ouidda’s Personal Quarters
  1 square = 5 feet
  S
  GameMastery Map Pack: Town
  N
  ShAdow’S LASt StAnd, PArt ii: web of corruPtion
  19
  Skills Bluff +12, Diplomacy +12, Intimidate +12, Knowledge 
  (local) +12, Knowledge (nobility) +12, Perception +7, Perform 
  (oratory) +12, Sense Motive +7, Spellcraft +10
  languages Common, Goblin, Kelish
  SQ bardic knowledge +2, lore master 1/day, versatile 
  performance (oratory)
  combat Gear potions of cure light wounds (2), potion of invisibility; 
  other Gear masterwork chain shirt, masterwork rapier
  Tier 3–4 (CR 6)
  dorianna ouidda 
  cr 6
  Female human bard 7
  LE Medium humanoid
  init +5; Senses Perception +7
  defenSe
  ac 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge)
  hp 49 (7d8+14)
  fort +3, ref +6, Will +4; +4 vs. bardic performance, language-
  dependent, and sonic
  offenSe
  Speed 30 ft.
  melee +1 rapier +6 (1d6+3/18–20)
  Special attacks bardic performance 20 rounds/day (move 
  action, countersong, distraction, fascinate, inspire 
  competence +3, inspire courage +2, suggestion)
  Bard Spells known (CL 7th; concentration +11)
  3rd (2/day)—deep slumber (DC 19), glibness
  2nd (4/day)—enthrall (DC 18), hold person (DC 18), hypnotic 
  pattern (DC 16), suggestion (DC 18)
  1st (5/day)—cause fear (DC 17), charm person (DC 17), hideous 
  laughter (DC 17), lesser confusion (DC 17), sleep (DC 17)
  0 (at will)—daze (DC 16), detect magic, lullaby (DC 16), 
  mending, message, read magic
  tacticS
  Before combat Ouidda cast glibness before she began her 
  speech before the People’s Council, and the effects have not 
  yet worn off. She drinks her potion of invisibility when she 
  hears someone approach the door.
  during combat Ouidda attempts to turn the PCs against one 
  another and win allies through her mastery of compulsions. 
  She tries to avoid melee at all costs, preferring to use 
  charmed foes as blockers between herself and her 
  attackers, and employing magic such as hold person or deep 
  slumber to drop physical threats out of combat.
  morale Ouidda is not stupid and knows when she’s beaten. 
  She can exact revenge on the PCs if she can simply get 
  away, which she attempts to do if reduced to fewer than half 
  her total hit points.
  StatiSticS
  Str 10, dex 13, con 12, int 14, Wis 8, cha 18
  Base atk +5; cmB +5; cmd 17
  feats Combat Casting, Dodge, Greater Spell Focus 
  (enchantment), Improved Initiative, Spell Focus 
  (enchantment)
  Skills Bluff +14 (+34 to lie), Diplomacy +14, Intimidate 
  +14, Knowledge (local) +13, Knowledge (nobility) +14, 
  Perception +7, Perform (act) +14, Perform (oratory) +14, 
  Sense Motive +7, Spellcraft +12
  languages Common, Goblin, Kelish
  SQ bardic knowledge +3, lore master 1/day, versatile 
  performance (oratory, act)
  combat Gear potions of cure moderate wounds (2), potion of 
  invisibility, potion of undetectable alignment; other Gear +1 
  chain shirt, +1 rapier
  
  PAthfinder Society ScenArio
  20
  Tier 6–7 (CR 9)
  dorianna ouidda 
  cr 9
  Female human bard 10
  LE Medium humanoid
  init +6; Senses Perception +7
  defenSe
  ac 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +2 Dex, 
  +1 dodge)
  hp 78 (10d8+30)
  fort +4, ref +9, Will +6; +4 vs. bardic performance, language-
  dependent, and sonic
  offenSe
  Speed 30 ft.
  melee +1 rapier +8/+3 (1d6+3/18–20)
  Special attacks bardic performance 28 rounds/day (move 
  action, countersong, dirge of doom, distraction, fascinate, 
  inspire competence +3, inspire courage +2, inspire 
  greatness, suggestion, )
  Bard Spells known (CL 10th; concentration +16)
  4th (2/day)—dominate person (DC 22), greater invisibility
  3rd (4/day)—confusion (DC 21), deep slumber (DC 21), 
  glibness, slow (DC 19)
  2nd (6/day)—eagle’s splendor, enthrall (DC 20), hold person 
  (DC 20), hypnotic pattern (DC 18), suggestion (DC 20)
  1st (7/day)—cause fear (DC 19), charm person (DC 19), hideous 
  laughter (DC 19), lesser confusion (DC 19), sleep (DC 19)
  0 (at will)—daze (DC 18), detect magic, lullaby (DC 18), 
  mending, message, read magic
  tacticS
  Before combat Ouidda cast glibness before giving her speech 
  to the People’s Council, and the effects are still active. 
  She casts eagle’s splendor as she flees to her quarters (the 
  effects of which are included in her stats). When she hears 
  someone approaching the door, she casts greater invisibility 
  and drinks her potion of haste.
  during combat Ouidda initiates combat by casting dominate 
  person on the most heavily armored foe and turning him on 
  his fellow Pathfinders. She follows up with slow, confusion, 
  and deep slumber to keep her enemies off balance or out of 
  combat. If forced into melee, she uses cause fear, hideous 
  laughter, and hold person to eliminate immediate threats.
  morale Ouidda is not stupid and knows when she’s beaten. 
  She can exact revenge on the PCs if she can simply get 
  away, which she attempts to do if reduced to fewer than half 
  her total hit points.
  StatiSticS
  Str 10, dex 14, con 12, int 14, Wis 8, cha 22
  Base atk +7; cmB +7; cmd 21
  feats Combat Casting, Dodge, Greater Spell Focus 
  (enchantment), Improved Initiative, Spell Focus 
  (enchantment), Toughness
  Skills Bluff +19 (+39 to lie), Diplomacy +19, Intimidate 
  +19, Knowledge (local) +17, Knowledge (nobility) +16, 
  Perception +7, Perform (act) +16, Perform (dance) +16, 
  Perform (oratory) +19, Sense Motive +10, Spellcraft +15
  languages Common, Goblin, Kelish
  SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore 
  master 1/day, versatile performance (oratory, act, dance)
  combat Gear potions of cure moderate wounds (2), potion of 
  haste; other Gear +1 chain shirt, +1 rapier, ring of protection +1
  Development: Though Ouidda is crafty, chances are she 
  won’t be able to escape a full team of Pathfinders set on 
  bringing her to justice. If captured, she refuses to divulge 
  any information, or lies to hint at even larger plans yet 
  to come. She does not admit to her affiliation with the 
  Aspis Consortium unless magically compelled to do so, 
  and even then does everything she can to hide the truth 
  among layers of other conspiracies and affiliations (such 
  as her work as the Spider and among the Shadow Lodge).
  The papers and correspondence scattered about the room 
  all pertain to Ouidda’s position as an elected member of 
  the People’s Council and don’t provide any evidence to her 
  criminal activities, association with the Shadow Lodge, 
  or Aspis Consortium. The closet behind the northwest 
  bookshelf, however, holds a trove of damning evidence of 
  all her most illicit dealings, as well as proof of kidnapping 
  in the form of the bound and gagged body of the elderly 
  Osirian sage, Amenopheus. If the PCs do not find the 
  secret chamber, the guards who arrive shortly after combat 
  ends do while investigating the scene.
  Among the cramped closet’s crowded shelves are 
  documents relating to years of criminal dealings in Almas 
  and other Andoren cities including Augustana, Oregent, 
  and Carpenden, almost all of which clearly incriminate 
  Ouidda as the crime boss known as the Spider. Bills of 
  sale confirm that she has been heavily and personally 
  involved in the slave trade out of Okeno in the Obari 
  Ocean, and the kidnapping of countless aspiring actors 
  through not only the Captive Audience but also small 
  theaters and traveling circuses throughout southern 
  Avistan. Many of these documents also allude to her role 
  in the Aspis Consortium, though never overtly.
  A box of collected correspondence provides equally 
  damaging evidence of her influence within the Shadow 
  Lodge, including extensive letters from cell heads 
  throughout the Inner Sea, including Hondo Heru in 
  Sothis, Caggrigar in Irrisen, Chalfon Dalsine in Oppara, 
  and Kormiggon Sussworth in Kaer Maga, all suggesting 
  they ramp up their assault on the Decemvirate instead 
  of sitting idly by while the Shadow Lodge’s stodgy leader 
  simply amasses contacts and resources in Absalom. 
  Other correspondence indicates she has powerful 
  contacts within the Grand Lodge itself, though they lack 
  signatures or proper nouns, so any evidence is purely 
  
  ShAdow’S LASt StAnd, PArt ii: web of corruPtion
  21
  speculative. Finally, a letter in elegant script from a 
  person signed only “the Needle” promises that “the Red 
  Mantis will see the assassination through upon the 
  orders of your ally.”
  Mission 
  Notes: 
  Osirion 
  faction PCs should want to 
  freeing 
  Amenopheus 
  and 
  uncover the truth behind his 
  involvement in the Shadow 
  Lodge during the last year 
  (as detailed in the Conclusion 
  section below). If they discover 
  and release their faction head, 
  Osirion 
  faction 
  PCs 
  earn 
  1 
  Prestige Award.
  Rewards: If the PCs defeat Dorianna 
  Ouidda, award each tier thusly:
  Tier 1–2:
  Give each player 80 gp.
  Tier 3–4:
  Give each player 351 gp.
  Tier 6–7:
  Give each player 576 gp.
  concluSion
  After defeating Ouidda, the PCs may speak with 
  Amenopheus, who was held prisoner in Ouidda’s quarters 
  after she found out he was investigating her operation as 
  a double agent within the Shadow Lodge. He provides the 
  PCs with all the information in the adventure background 
  save the Spider’s position as a gold Aspis Consortium 
  agent. He explains that he had to appear to be a traitor 
  against the Decemvirate both to convince Ouidda of his 
  loyalty to the Shadow Lodge, but also to spur the Ten into 
  action and expose the Society’s vulnerability to high-
  ranking traitors. He apologizes to any members of the 
  Osirion faction for deceiving them, and thanks them for 
  remaining true to the Ruby Prince’s cause despite his 
  apparent betrayal.
  If any of the PCs have not completed the first part 
  of the Shadow’s Last Stand series, At Shadow’s Door, 
  Amenopheus pulls them aside and informs them of an 
  impending assault on the Almas Pathfinder lodge in 
  the Cathedral of Aroden. He warns that it may already 
  be too late for Venture-Captain Brackett and his agents, 
  as the most recent information he had attained 
  before his capture indicated the assault was to 
  happen very soon. If, however, all the PCs 
  have played the series’s first chapter, 
  they may inform Amenopheus that 
  Brackett is safe and the lodge has 
  been retaken from the Spider’s 
  agents’ control.
  With the Spider’s identity revealed, 
  her vast crime syndicate falls apart, 
  and the Andoren authorities use 
  the information gathered by the 
  PCs to locate and arrest her associates 
  throughout the city. The Decemvirate 
  likewise sends crack teams of Pathfinders to 
  locations throughout the Inner Sea to put 
  an end to her poisonous influence over 
  the minds and motivations of her 
  fellow Shadow Lodge agents.
  Faction Missions
  Andoran Faction: Andoran faction PCs 
  who recover the letter proving Ouidda’s 
  involvement with the slave ship Sailswift 
  earn 1 Prestige Award. Andoran faction 
  PCs who also apprehend or kill the slavers earn 1 bonus 
  Prestige Award.
  Cheliax Faction: Cheliax faction PCs who take the 
  script from Senlokto’s dressing room in the Captive 
  Audience earn 1 Prestige Award. Cheliax faction PCs who 
  also find and convince the paracountess’s niece to switch 
  acting companies earn 1 bonus Prestige Award.
  Osirion Faction: Osirion faction PCs who plant the 
  scroll on the outside of the Grand Cathedral earn 1 
  Prestige Award. Osirion faction PCs who also find and 
  rescue Amenopheus earn 1 bonus Prestige Award.
  Qadira Faction: Qadira faction PCs who bring back 
  samples of the rations given to the slavers earn 1 Prestige 
  Award. Qadira faction PCs who also rescue Rashtu from 
  the Sailswift earn 1 bonus Prestige Award.
  Taldor Faction: Taldor faction PCs who ruin the 
  Sailswift’s sails or mast earn 1 Prestige Award. Taldor 
  faction PCs who also retrieve the book of Taldan history 
  from the room under the Captive Audience earn 1 bonus 
  Prestige Award.
  Amenopheus
  
  PAthfinder Society ScenArio
  22
  Delicate Pawn,
  It is delightful to hear you will be visiting the meager settlement of Almas, for I have heard 
  of its recent expanse in the realm of the arts. An old playhouse there has recently been 
  renovated and is slowly making a name for itself. While its works are crude, they are truly 
  unique, and would provide a bit of flavor to the humdrum plays I have seen on the Egorian 
  stage of late. Retrieve a current, ideally unproduced, script for me.
   
  As much as it pains me to admit, I have an additional favor to ask of you. One of my 
  nieces—an innocent, still tender lass named Bourillia—has fallen in with this very playhouse, 
  and I fear it may be somehow involved in the Spider’s slaving efforts. Rescue her from the 
  wretched place—convince her to join a different theater company in the city of your choice 
  if you must— and you will have my utmost gratitude.
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  Travel and Prosper,
  Defender of Justice,
  The People’s Council’s recent slanderous accusations against the Pathfinders must not stand, and 
  it is good to see that you are seeking to right this matter by exposing the treacherous Spider. It has 
  come to my attention that she is managing a slave-trading operation within the very borders of 
  one of Andoran’s finest cities; we must protect Almas’s citizens from her vile grasp, lest the entire 
  nation slowly learn to accept such horrid acts as commonplace. Find me solid, irrefutable evidence 
  of the Spider’s wrongdoings and put a stop to her madness.
   
  Alas, it is sometimes not enough to merely disrupt one facet of evil, and there have been rumors 
  that the Spider is cooperating with several well-known dhampir pirates, infamous for their slave-
  running campaign. They’ve been spotted in the port of Almas as of late—stop them at all costs and 
  you will be greatly rewarded.
     
  For Liberty!
     
  Captain Colson Maldris
  Andoran Faction Handout
  
  ShAdow’S LASt StAnd, PArt ii: web of corruPtion
  23
  Osirion Faction Handout
  G uardian of K nowledge,
  I must write t his note in haste, for new informat ion has suddenly come to light regarding t he disgraced 
  Sapphire Sage, Amenopheus. It seems his involvement in t he Shadow Lodge may have been not hing 
  but a ruse in order to infiltrate t he organizat ion! If t his is true, it is vital you find him and ensure he is safe. 
  I understand your current mission is to hit at t he very heart of t he Almas Shadow Lodge cell, and if he’s 
  t here he could easily be caught in t he crossfire. Ot her Pat hfinders will not yet understand his involvement as 
  a double agent, so keep t his informat ion to yourself.
   I lack t he skill for managing a net work of agents t hat makes Amenopheus—if he is st ill loyal to us—such a vital 
  asset, and have had trouble get t ing a message to one of our spies in Almas, a page for a prominent member 
  of t he People’s Council. Enclosed is a coded message in t he form of a polit ical flyer. Place it on t he exterior 
  of t he palace of t he People’s Council in a prominent posit ion where she may see it, but don’t let your associates 
  see you, as I would hate for t he message to be deciphered by a rival nat ion’s agent.
  F or T he Sands,
  Otoneraphim, Humble Scribe of t he Ruby Prince
  Dedicated Servant of the Satrap,
  May the winds of trade bear well upon your voyage to Almas! It is fortunate 
  you are going there—we have recently learned that Almas is one of the largest 
  producers of an incredibly durable ration preservative. Having the recipe 
  behind this marvel of food engineering would enable our merchants to take 
  longer voyages and provide us a new and profitable ware to sell. Procure a 
  sample of this substance—likely found in the provisions of the ships in Almas’s 
  harbor—and you will be greatly rewarded.
   
  In addition, my partner has requested me to ask you a favor as well. One 
  of his cousins, a girl named Rashtu, was in Almas but has recently dropped 
  out of contact, and we fear the worst, what with all the recent talk of slave-
  trading there. Perhaps she is somehow entrapped in the Spider’s dreadful 
  scheme—rescue her and you will have my eternal gratitude.
  Travel and Prosper,
  Qadira Faction Handout
  x
  
  PAthfinder Society ScenArio
  24
  Glorious Harbinger of the Empire,
  It has come to my attention that you will be visiting the port city of Almas 
  soon. There is a particular matter that I hope you will attend to while you 
  are there. A particular Katapeshi trading vessel has been seen around our 
  waters of late, and I fear that it may be somehow involved with the illegal operation you’ll be 
  investigating. In addition, the ship’s obviously tawdry design has distracted the dockworkers 
  of our nation with its seeming splendor. Its sails should be down at night—destroy them 
  without any of your allies noticing and you will be doing Taldor a great service.
   
  Also, I have heard that a playhouse in Almas has recently been remodeled; the name 
  of the establishment escapes me, but it is rumored that it was originally built over the ashes 
  of a large library that had a great interest in Taldor’s history—Almas was, after all, once 
  merely a colony of the Empire. Surely there must be some piece of work left in the playhouse 
  from its days as a chapel of knowledge. Retrieve such a work to bolster our nation’s pride 
  and morale, and you will be rewarded.
  Taldor Faction Handout
  Player Handout #1
  Player Handout #2
  For Magnificent Taldor!
   Lady Gloriana Morilla
  Ruovarn,
  I hope this letter and the latest 
  shipment of “supplies” reaches you well, 
  my lovely helper. I would write more, 
  but I’m afraid I have a speech to give in 
  but a few days—as well you know—and I 
  must practice it if I am to convince these 
  blasted bureaucrats of the Pathfinders’ 
  treachery. They won’t abolish themselves 
  from our fair city, after all.
  D O.
  Yero,
  From what I’ve seen of your most 
  recent recruits and the plays, you are 
  doing a splendid job as a stage director, 
  but are failing me in our ultimate pursuit. 
  Need I remind you why I hired you in 
  the first place? There is no shortage of 
  young “talent ” eager to appear on stage; 
  ensure that as many of them as possible 
  come under our influence. Only then 
  can we truly profit on their sale.
  D.O.
  
  ShAdow’S LASt StAnd, PArt ii: web of corruPtion
  25
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  System reference document. © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #2–24: Shadow’s Last Stand Part II: Web of 
  Corruption. © 2011, Paizo Publishing, LLC; Author: Patrick Renie.
  Date
  GM #
  Event
  GM Name
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Scenario 2–24:  
  Shadow’s Last Stand, Part II: Web of Corruption
  
     
  ☐ Spider’s Captor: Rather than simply kill the treacherous criminal mastermind and Shadow 
  Lodge agent known as the Spider, you brought her in alive to stand trial for her crimes 
  before the lawful authorities of Andoran. In thanks for your contribution to the process of 
  bringing her to justice, you gain an official writ of appreciation from the People’s Council 
  granting you a +5 bonus on any Diplomacy check made to influence a government official 
  within the nation of Andoran.
  Potion of bull’s strength (300 gp)
  Potion of invisibility (300 gp)
  Cloak of resistance +1 (1,000 gp)
  Potion of cure moderate wounds (300 gp)
  Potion of inflict moderate wounds (300 gp)
  +1 glamered breastplate (4,350 gp)
  +1 keen longsword (8,315 gp)
  Potion of haste (750 gp)
  Ring of protection +1 (2,000 gp)
  all
  Scenario 2–24: 
  Shadow’s Last Stand Part II 
  Web of Corruption
   
  Player name  
  a.k.a.
   
  character name 
  Pathfinder Society # 
  faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  Gold
  Gold Spent
  Subtotal
  items Bought
  items Sold
  final Pa total
  final XP total
  PreStiGe aWard
  eXPerience
  GP Gained (Gm only)
  Pa Gained (Gm only)
  Start GP
  Starting Pa
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  items found during this Scenario
  for Gm only
  +
  +
  =
  -
  -
  =
  =
  +1 XP
  this chronicle certifies that
  GM’s
  Initial
  GM’s
  Initial
  has completed this Scenario.
  —
  tier
  tier
  tier
  tier
  items Sold / conditions Gained
  items Bought / conditions cleared
  1–2
  3–4
  6–7
  Scenario Chronicle #
  TIER
  MAX GOLD
  tier
  tier
  tier
  1–2
  3–4
  6–7
  533
  1,311
  3,460
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 2/Scenario 2-24 Shadow's Last Stand-Part II Web of Corruption.pdf