TEXT: By Luis Loza
  Ageless Ambitions
  PATHFINDER SOCIETY SCENARIO #7-28 
  TIER 7–11
  
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  Author • Luis Loza
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  Pathfinder Society Scenario #7–28: Ageless Ambitions is a Pathfinder Society Scenario designed for 7th- through 11th-level characters 
  (Tier 7–11; Subtiers 7–8 and 10–11). This scenario is designed for play in the Pathfinder Society Organized Play campaign, but can 
  easily be adapted for use with any world.
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  have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
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  in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any 
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  Ageless Ambitions
  Pathfinder Society Scenario #7–28
  
  Merab •
  • Aspenthar
  Pashow •
  Thuvia
  3
  favorite to replace Emir Guldis should he lose control. To 
  ensure that Guldis does indeed lose power, Prince Zinlo 
  contracted Kitio Aspenthi and his detachment of Aspis 
  agents to ensure that some “accident” would befall the 
  elixir convoys, instigating a revolution.
  Kitio tried and failed; an exceptionally talented team 
  of Pathfinders thwarted the worst of the Aspis plans, 
  and another team helped discover Kitio’s role as the 
  operation’s leader. Prince Zinlo was furious that such a 
  key piece of his plan had failed. To recoup his losses and 
  assuage his own reputation, Kitio Aspenthi suggested an 
  alternate plan to Zinlo: use Zinlo’s powerful military to 
  conquer Pashow. Of course, Aspenthar cannot attack its 
  neighbors without just cause, so Kitio has offered to frame 
  another city-state for attacking Prince Zinlo’s capitol. 
  If it looks like Pashow attacked first, Aspenthar might 
  retaliate without risking other regions’ intervention. 
  O
  ver the past decade, the Pathfinder Society has 
  enjoyed several noteworthy regional victories 
  against the Aspis Consortium—foiling Aspis 
  alliances in Varisia, thwarting its attempt to fix a 
  tournament’s outcome in Goka, kicking the Consortium 
  out of the Hao Jin Tapestry demiplane, and generally being 
  a thorn in its side. Not all Aspis agents have taken these 
  setbacks quietly, and malcontents (some survivors of the 
  past failed operations) began devising their own drastic 
  response to the Society’s success. Six of these figures 
  convened in Molthune and established the Korholm 
  Agenda, a rebellious faction within the Aspis Consortium 
  set on retaliating against the Society directly. In 4715 ar, 
  they organized and launched an attack on the Grand 
  Lodge itself, damaging the Hao Jin Tapestry and killing 
  the Master of Spells in the process.
  For the last year, the Pathfinder Society has responded 
  in kind against the Aspis Consortium, though agents 
  quickly discovered that the Consortium itself was not 
  responsible; the rebellious Korholm Agenda had acted 
  independently. Furthermore, the Society has benefited 
  from the assistance of a Korholm Agenda defector who has 
  helped identify the faction’s ringleaders for the Society 
  to neutralize. The Pathfinders now know who called the 
  shots during the Grand Lodge attack: a gold agent in 
  Thuvia by the name of Kitio Aspenthi. He’s no stranger 
  to the Society—he clashed with Pathfinders once before 
  earlier in the season near Pashow, a Thuvian city-state.
  Pashow has struggled to secure its last two shipments 
  of the legendary sun orchid elixir over the past decade, and 
  its cash-strapped citizens are furious at the ruler, Emir 
  Guldis. Desperate to secure the best guards that money 
  could buy for the elixir convoys, the emir contracted 
  the Society (among others). Were he to fail a third time, 
  a coup seemed likely. Meanwhile, the ambitious Prince 
  Zinlo of the city-state Aspenthar has long coveted 
  Pashow, and has waited for an opportunity to sweep in, 
  annex the territory, and expand his own power. He has 
  even gone so far as to establish his daughter, Princess 
  Ziralia, in Pashow’s political circles, and she is now a 
  Ageless Ambitions
  By Luis Loza
  WHERE ON GOLARION?
  Ageless Ambitions takes place in and around the city-state 
  of Aspenthar, on the northeast coast of Thuvia. Aspenthar 
  is second in size only to the capital city of Merab. For more 
  information on Thuvia, check out Pathfinder Campaign 
  Setting: The Inner Sea World Guide, available in hobby stores 
  and bookstores everywhere and online at paizo.com.
  
  Marcos 
  Farabellus
  4
  PATHFINDER SOCIETY SCENARIO
  Believing this was his last chance to 
  salvage a dying plan, Prince Zinlo 
  has grudgingly accepted.
  However, Princess Ziralia has learned 
  of this scheme. Once ambivalent 
  about her father’s aggressive 
  tactics, she is now sufficiently 
  incensed to act against him. 
  She has contacted the Pathfinder 
  Society (whose agents helped her 
  during Scenario #7–21: The Sun Orchid 
  Scheme) and told them what she 
  knows. The Society is all too happy 
  to help. Not only might they avert a regional war, but they 
  have the chance to dispatch the villain Kitio Aspenthi in 
  the process.
  SUMMARY
  The adventure begins in the city of Merab, where the 
  player characters meet with Lady Gloriana Morilla and 
  Master of Swords Marcos Farabellus. They brief the 
  PCs on information received from Princess Ziralia, who 
  details the intent to frame Pashow for attacks against 
  Aspenthar during the latter’s upcoming Sun Orchid 
  Festival. The PCs travel to the city, where they choose 
  which subplot to thwart first. Additionally, as they travel 
  between the attack sites, the PCs may need to evade 
  suspicious guards, convince them to allow the group to 
  continue through the city, or fight.
  The first impending crisis targets a congregation of 
  Sarenites honoring a local hero at a shrine just outside 
  the city walls. Divs interrupt the ceremony, panicking 
  the gathered crowd. The PCs must fend off the divs while 
  protecting the citizens caught in the crossfire.
  The second plot targets a jail on the edge of the city. 
  The Korholm Agenda attacks the prison, disguised as 
  GM RESOURCES
  This adventure makes use of the following Pathfinder 
  Roleplaying Game products: the Pathfinder RPG Core 
  Rulebook, Advanced Class Guide (ACG), Advanced Player’s 
  Guide (APG), Ultimate Combat (UC), Ultimate Equipment 
  (UE), Bestiary 3, and NPC Codex. These rules can 
  be found online for free as part of the 
  Pathfinder Roleplaying Game Reference 
  Document at paizo.com/prd, and 
  the relevant rules from Bestiary 3 
  and the NPC Codex are reprinted 
  in the appendix at the back of 
  the adventure on page 25 for the 
  GM’s convenience.
  Pashow rebels, and attempts to release all the Pashow-
  born prisoners within. If the PCs act quickly, they can 
  break into the prison first and relocate the prisoners, 
  foiling the attack before it begins. Otherwise, they must 
  contend with the Korholm Agenda agents.
  The final attack takes place as an imposter 
  masquerading as Prince Zinlo makes a public address to 
  the people of Aspenthar. Desperate and low on resources, 
  the Korholm Agenda attempts to stage the prince’s 
  assassination. It’s up to the PCs not only to deal 
  with this plot, but also to protect the citizens 
  of Aspenthar and bring an end to the Korholm 
  Agenda’s plans once and for all.
  GETTING STARTED
  The Pathfinders each receive a letter 
  from Master of Swords Marcos 
  Farabellus, urgently asking them 
  to meet him at a safe house on 
  the outskirts of Merab. When they 
  arrive in the city, the PCs meet an 
  undercover contact who guides 
  them through the urban sprawl of 
  Merab to a small estate just a stone’s 
  throw from the city docks. Once 
  there, an estate guard escorts them 
  inside and asks that they wait in the 
  study. Shortly thereafter, Farabellus 
  and Lady Gloriana Morilla enter the 
  room. The Master of Swords stands 
  before the fireplace, while Lady Morilla remains seated 
  in a large, comfortable chair.
  The Master of Swords motions toward the remaining seats in the 
  room. “Pathfinders, I thank you for coming on such short notice. 
  Every year, one of Thuvia’s city-states gets to auction doses of 
  the magnificent sun orchid elixir, and this year Pashow has the 
  privilege. That city misplaced its elixirs the past two times, to 
  its treasury’s detriment. In order to ensure nothing went wrong 
  this year, Emir Guldis has retained the Society’s services to assist 
  with security.
  “He made the right choice. We stymied an attempt on 
  Pashow’s caravans and found evidence that the Korholm 
  Agenda—a nefarious faction of the Aspis Consortium—was 
  collaborating with Prince Zinlo of Aspenthar to ensure Pashow’s 
  shipment would never arrive. The ringleader is named Kitio 
  Aspenthi, and he’s the ranking Aspis gold agent who coordinates 
  Thuvia. It seemed the plan was to steal the elixirs and trigger 
  a coup to overthrow Emir Guldis, at which point Prince Zinlo’s 
  daughter, Princess Ziralia, could take control and thus annex the 
  neighboring city-state. Thankfully, we’ve built some rapport 
  with the princess, and it is she who pointed us to the Korholm 
  Agenda’s latest plan.”
  
  Lady Gloriana 
  Morilla
  5
  AGELESS AMBITIONS
  “Yes, we should be quite thankful,” declares Lady Gloriana, 
  rising from her chair. “According to the princess, the Korholm 
  Agenda has been coordinating mischief with the guards of 
  Aspenthar. Having failed to deprive the emir economically, it 
  appears the Korholm Agenda aims to frame Pashow for an attack 
  on Prince Zinlo’s city. These false-flag operations would be the 
  catalyst for Zinlo to declare war and conquer Pashow by force.
  “We are expecting the attacks several days hence during 
  the Sun Orchid Festival that Prince Zinlo recently 
  established in Aspenthar. Along with the 
  standard fare of food and music, the church 
  of Sarenrae will commemorate a local hero, 
  and the prince is permitting the temporary 
  release of Aspenthar-born prisoners to enjoy 
  the festivities. We expect Zinlo to make a 
  speech later that day.
  “Princess Ziralia expects these three 
  events to be the focus of the Korholm 
  Agenda’s attacks, which in turn could endanger 
  the people of Aspenthar. On top of preventing harm 
  to innocents, averting these plots could allow us 
  to stop the Korholm Agenda and the 
  agent Kitio Aspenthi for good. 
  Additionally, any evidence you 
  can find linking Prince Zinlo 
  to the Korholm Agenda would 
  benefit us and discourage him 
  from attempting such a stunt in the 
  future. A ship waits at the docks to 
  take you to Aspenthar when you’re ready.”
  After explaining the assignment, Farabellus and 
  Morilla answer the PCs’ questions as best they can. 
  Likely inquiries and responses are below.
  What kind of attack are we expecting? “Unfortunately, 
  we don’t know. Our best guess is that the Korholm Agenda 
  intends to harm the citizens of Aspenthar, but they might 
  aim to demolish city property. My suspicion for the prison 
  is that the Agenda’s agents will perform a jailbreak, goad 
  the criminals to harm others, and blame it on Pashow.”
  When are these attacks happening? “It’s very likely 
  the attacks will occur on the morning of the Sun Orchid 
  Festival. Prince Zinlo is scheduled to deliver his speech 
  at noon, and we believe the Korholm Agenda wants to use 
  that as a capstone to the day’s attacks.”
  Why not head to Aspenthar now? “The information 
  we received leads us to believe the Korholm Agenda is 
  already in Aspenthar and actively searching for us. We 
  have to make sure we do not play our hand too early and 
  give away the fact that we are aware of the upcoming 
  attacks. Doing so could encourage the Korholm Agenda 
  agents to change their plans and leave us completely in 
  the dark.”
  Can we just warn the guards about the attack? “At 
  this point, we are not sure if some or even all of the 
  guards are on the Korholm Agenda’s side. Without any 
  kind of guarantee one way or the other, it is wisest for 
  us to refrain from giving away that we are aware of the 
  upcoming attacks.”
  What do we do once we’re in Aspenthar? “Your best 
  bet is to head to either the prison or the ceremony 
  site and wait. If you arrive in advance, you 
  can minimize any civilian casualties or 
  even outright prevent any damage from 
  happening. In regard to the prison, you 
  might even manage to slip in early and 
  relocate the remaining prisoners before 
  the attack. In that case, we have another 
  safe house in Aspenthar that can hold 
  the prisoners until the Korholm Agenda 
  threat is over.”
  How do we know that these places will 
  be attacked? “The information we received 
  was from a very reliable source and we were 
  able to confirm it ourselves a few 
  days ago.”
  Can we trust Princess 
  Ziralia? 
  “Absolutely. 
  We 
  have already worked with 
  Princess Ziralia in other 
  matters. In fact, it was she 
  who approached us with this 
  information. At this point, it 
  seems she is completely discontent with her father’s 
  dealing and has all but denounced him publicly for it.”
  SOVEREIGN COURT
  Lady Gloriana Morilla leads the Sovereign Court 
  faction, a clandestine organization dedicated to uniting 
  and fostering a competent and benevolent aristocracy 
  throughout the Inner Sea region and beyond. She has 
  taken a special interest in Princess Ziralia, whose 
  willingness to prioritize her people’s safety and defy her 
  father’s tyrannical ambitions speaks well of her character. 
  To ensure that the PCs nurture this relationship, Lady 
  Morilla asks to meet with members of the Sovereign 
  Court faction in private following the general briefing. 
  There she explains her hope that they can help Princess 
  Ziralia and, in doing so, make a case for the princess’s 
  joining the faction and guiding its interests in Thuvia. 
  Because Princess Ziralia cares deeply for her people, 
  Lady Morilla asks the PCs to take special care to shield 
  Aspenthar’s citizens from harm while thwarting the 
  Korholm Agenda’s schemes. She also recommends that her 
  agents take any opportunity to demonstrate leadership 
  in dangerous times, helping to guide innocents away 
  
  6
  PATHFINDER SOCIETY SCENARIO
  from the conflict or organize bystanders to cooperate 
  when the worst happens. Finally, she reminds her agents 
  that the faction must still pursue its objectives secretly or 
  risk retaliation from oppressive regimes across Avistan 
  and Garund; overtly advertising that it is the Sovereign 
  Court saving innocents should not be part of the PCs’ 
  strategy. Instead they should rely on word of their actions 
  trickling back to Princess Ziralia.
  KNOWLEDGE (HISTORY)
  Based on the results of a Knowledge (history) check, the 
  PCs might know more about Aspenthar and its traditions. 
  Each PC recalls all of the information whose DC is less 
  than or equal to the result of her check.
  15+: The city-states of Thuvia regularly fend off vicious 
  fiends known as divs. These creatures have tormented 
  the region for millennia. Succeeding at this check also 
  allows the PCs to attempt Knowledge (planes) checks to 
  learn about divs (see below).
  20+: The folk hero Ah-Misehp features strongly in 
  Aspenthar’s local lore. The famed Sarenite dervish 
  wielded the Dawnflower’s sacred flames to fight off the 
  divs assaulting Aspenthar three centuries ago.
  25+: The site of Ah-Misehp’s battle lies just outside 
  Aspenthar, and the ruins are considered a holy site for 
  the church of Sarenrae. Priests celebrate the anniversary 
  of the battle by reconsecrating the site—partly a symbolic 
  gesture to keep any divs from tormenting the city again.
  KNOWLEDGE (LOCAL)
  Based on the results of a Knowledge (local) check, the PCs 
  might know more about locations in Aspenthar. Each PC 
  recalls all of the information whose DC is less than or 
  equal to the result of her check.
  10+: In celebration of the sun orchid elixirs emerging 
  from the Citadel of the Alchemist once more, Aspenthar 
  has begun a Sun Orchid Festival. The city is decked out 
  in the city’s colors: orange, blue, and black. There are 
  also appearances of Pashow’s colors—pale yellow, black, 
  and maroon—in recognition of that city-state’s right to 
  auction the elixir this year.
  15+: Prince Zinlo’s grand palace is in a secluded 
  part of Aspenthar. A smaller palace used for public 
  announcements and events rests at the heart of the city. A 
  large plaza lies to the south of this palace. 
  20+: A small ruin outside of the city marks the location 
  of an important battle. Local legend holds that it was 
  where the great dervish Ah-Misehp defeated at great evil 
  centuries ago.
  25+: Aspenthar’s prison lies just inside the city 
  walls, secluded in one of the less prosperous districts. 
  Celebrations for the Sun Orchid Festival are likely to 
  draw many of the residents to the central districts, 
  leaving behind only a skeleton crew to watch over the 
  other prisoners.
  KNOWLEDGE (PLANES)
  If the PCs recalled Thuvia’s history with divs (see 
  Knowledge [history] above), they can attempt Knowledge 
  (planes) checks to remember key information about those 
  fiends. Each PC recalls all of the information whose DC is 
  less than or equal to the result of her check.
  15+: Divs are a type of fiend born from corrupted genies 
  that are now intent on despoiling the works of mortals.
  20+: Each kind of div has a specific compulsion or 
  weakness that draws its ire, such as a certain color or 
  sound. Canny warriors can lure divs into dangerous 
  situations or goad them to make poor tactical choices by 
  exploiting these compulsions.
  25+: Divs are especially hardy, but attacks from cold 
  iron weapons or weapons blessed with good energies—
  sometimes both against the more powerful varieties—
  are particularly effective.
  ASPENTHAR
  Kitio Aspenthi plans to enact a number of attacks 
  on Aspenthar and pin the blame for these attacks on 
  Pashow. With his contacts, Kitio procured a number of 
  Pashow’s military uniforms for his agents to wear to 
  convince Aspenthar’s citizenry of Pashow’s involvement. 
  Additionally, an Aspis contractor named Shohiraj 
  secured several scrolls of planar binding, which Kitio’s 
  other agents plan to use to conjure a host of divs for their 
  imminent mischief. Kitio hopes to prey on the citizens’ 
  superstitions and further convince them that Pashow—
  famed for its magicians and conjurers—had a hand in the 
  attacks. At the very least, he aims to inspire enough fear 
  and hatred in the citizenry that they support a military 
  campaign against Aspenthar’s neighbors.
  The PCs arrive in Aspenthar on the morning of the 
  Sun Orchid Festival. The city is filled with the sounds 
  of joyful music, scents of food, and thousands of smiling 
  faces. Vendors line the streets to sell exotic wares, and the 
  streets are crowded with strange beasts on display from 
  all over Garund. Even though Garundi humans comprise 
  most of the population, the busy port and festival have 
  brought in a wide variety of visitors; even with weapons 
  or strange animal companions in tow, the PCs receive a 
  few wondrous stares but minimal comment as long as 
  they don’t take any actions that threaten citizens. Should 
  a bystander call for the guards, a patrol (see encounter A 
  below) arrives within 3d10 rounds. 
  The PCs are free to visit any of the three threatened 
  locations they wish. Visiting the palace plaza early on 
  is a fruitless effort, for no one gathers at that location 
  until shortly before the prince’s speech. The ruins of Ah-
  
  7
  AGELESS AMBITIONS
  Misehp and the prison each have variables that change 
  based on whether the PCs visit that location first or 
  second, representing the additional time that Korholm 
  Agenda agent have to enact their plans. These changes 
  are detailed in their respective entries. 
  A. ASPENTHAR’S GUARDS (CR 9 OR CR 12)
  This encounter can take place at any point before the 
  main event at the palace plaza. The PCs can encounter 
  the guards when first arriving in Aspenthar, when they 
  are traveling between locations, or if a citizen calls the 
  guards due to the PCs’ actions.
  Creatures: Thanks to Kitio Aspenthi’s intelligence, 
  Prince Zinlo knows that the Pathfinder Society played a 
  key role in thwarting the Korholm Agenda’s theft of the 
  sun orchid elixir. At Kitio’s recommendation, the prince has 
  ordered his guards to be on the lookout for Pathfinders 
  and their schemes in any of their guises. These orders 
  include hounding any possible Pathfinders and even 
  arresting them under false pretenses, if possible. 
  Most of the guards are upset by this mandate, but 
  they avoid disobeying orders for fear of the prince’s 
  retribution. Unfortunately, Pathfinders come in all 
  shapes and sizes, so unless a PC openly wears a wayfinder, 
  bears a Glyph of the Open Road, or is seen referencing 
  a Pathfinder Chronicle, the guards work under the 
  assumption that any eclectic band of adventurers might 
  be Society rabble-rousers. The chance of this increases 
  if word is already spreading of the PCs’ deeds in another 
  encounter. If the PCs take exceptional measures to blend 
  in with the locals, consider skipping this encounter 
  altogether while providing in-game clues that the PCs’ 
  strategy spared them a confrontation. 
  When the guards spot the PCs making their way 
  through Aspenthar, they stop the PCs to question them. 
  The guards ask to see the PCs’ packs, hoping to search 
  for contraband or any other evidence that may be used 
  to charge the PCs with a crime. Any PC who succeeds at 
  a DC 20 Sense Motive check determines that the guards 
  are intentionally being difficult to provoke a response or 
  instigate an arrest. If a PC exceeds the check DC by 5 or 
  more, she also determines that the guards feel uneasy 
  about the confrontation and why they’re doing it. Neither 
  directly grants a bonus on the skill checks below, but 
  the information can inform the PCs’ response, granting 
  them as much as a +5 bonus for playing to the guards’ 
  reluctance, emphasizing the lack of evidence, or just well-
  informed roleplaying in general.
  The PCs can defuse the situation in a number of ways, 
  each of which involves only a skill check or two but benefits 
  from a more involved roleplaying scene. With a successful 
  DC 24 Bluff check (DC 28 if the PC is human), a PC can 
  trick the guards into believing the PCs aren’t Pathfinders 
  or are otherwise an exception to the prince’s orders. With 
  a successful DC 24 Diplomacy check, a PC can talk down 
  the guards, such as by convincing them that there’s just 
  not a sound reason to be arrested. With a successful DC 
  31 Intimidate check, the PCs might convey that arresting 
  them would result in far more trouble than it’s worth; in 
  this case, subtle actions and nuance are key, for making 
  direct threats against or in earshot of the guards only 
  antagonizes them and pushes them to make an arrest. In 
  Subtier 10–11, the DCs for these checks increase by 5. If 
  the guards find any signs of Society paraphernalia such 
  as wayfinders, increase the DCs by 5 more.
  Finally, if the PCs fail a check to defuse the situation 
  by 5 or more, the guards move to arrest them. If the PCs 
  resist arrest, the guards attack.
  SUBTIER 7–8 (CR 9)
  ASPENTHARI GUARDS (4) 
  CR 5
  Human ranger 6
  LN Medium humanoid (human)
  Init +8; Senses Perception +12
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+4 armor, +4 Dex, +2 natural)
  hp 55 each (6d10+18)
  Fort +6, Ref +9, Will +3
  OFFENSE
  Speed 30 ft.
  Melee scimitar +8/+3 (1d6+1/18–20)
  Ranged +1 longbow +12/+7 (1d8+1/×3)
  Special Attacks combat style (archery), favored enemies 
  (animals +2, humans +4)
  Ranger Spells Prepared (CL 3rd; concentration +4)
  1st—longstrider, resist energy
  TACTICS
  Before Combat The guards drink their potions of barkskin 
  before confronting the PCs. 
  During Combat The guards break off, widening the gap 
  between themselves and the PCs. They use their bows, 
  keeping their distance as best as they can, switching to their 
  scimitars when engaged in melee.
  Morale If reduced to fewer than 30 hit points, a guard drinks 
  her potion of cure moderate wounds. If reduced to fewer 
  than 30 hit points again during the combat, that guard 
  attempts to flee, making use of longstrider if possible.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +6; CMB +8; CMD 22
  Feats Alertness, Endurance, Improved Initiative, Manyshot, 
  Precise Shot, Toughness, Weapon Focus (longbow)
  Skills Diplomacy +5, Knowledge (geography) +9, Knowledge 
  (local) +6, Knowledge (nature) +9, Perception +12, Sense 
  Motive +9, Survival +10
  
  N
  A. Aspenthar’s Guards
  Pathfinder Flip-Mat Classic: City Streets
  1 square = 5 feet
  8
  PATHFINDER SOCIETY SCENARIO
  
  9
  AGELESS AMBITIONS
  Languages Common, Osiriani
  SQ favored terrain (urban +2), hunter’s bond (companions), 
  track +3, wild empathy +5
  Combat Gear potion of barkskin, potion of cure moderate 
  wounds, holy water (3); Other Gear mwk chain shirt, +1 
  longbow with 20 arrows, scimitar, manacles with average 
  lock, spell component pouch
  SUBTIER 10–11 (CR 12)
  ASPENTHARI GUARDS (4) 
  CR 8
  Human ranger 9
  LN Medium humanoid (human)
  Init +8; Senses Perception +16
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+5 armor, +4 Dex, +3 natural)
  hp 81 each (9d10+27)
  Fort +7, Ref +10, Will +7
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee +1 scimitar +12/+7 (1d6+3/18–20)
  Ranged +1 longbow +15/+10 (1d8+1/×3)
  Special Attacks combat style (archery), favored enemies 
  (animals +2, humans +4)
  Ranger Spells Prepared (CL 6th; concentration +8)
  2nd—barkskin, cure light wounds
  1st—longstrider, resist energy, speak with animals
  TACTICS
  Before Combat The guards cast barkskin before confronting 
  the PCs.
  During Combat The guards break off, widening the gap 
  between themselves and the PCs. They use their bows, 
  keeping their distance as best as they can, switching to their 
  scimitars when engaged in melee.
  Morale If reduced to fewer than 40 hit points, a guard drinks 
  her potion of cure moderate wounds. If reduced to fewer 
  than 40 hit points again during the combat, that guard 
  attempts to flee, making use of longstrider if possible.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8
  Base Atk +9; CMB +11; CMD 25
  Feats Alertness, Combat Reflexes, Endurance, Improved 
  Initiative, Iron Will, Manyshot, Precise Shot, Toughness, 
  Weapon Focus (longbow)
  Skills Diplomacy +8, Knowledge (geography) +12, Knowledge 
  (local) +9, Knowledge (nature) +12, Perception +16, Sense 
  Motive +13, Survival +14
  Languages Common, Osiriani
  SQ favored terrains (desert +2, urban +4), hunter’s bond 
  (companions), swift tracker, track +4, wild empathy +8, 
  woodland stride
  Combat Gear potion of cure moderate wounds, holy water (3); 
  Other Gear +1 chain shirt, +1 longbow with 20 arrows, +1 
  scimitar, manacles with average lock, spell component pouch
  Development: If convinced to stand down, the guards 
  allow the PCs to continue on their way. If the PCs exceeded 
  the check DC to defuse the situation by 5 or more (or 
  possess the Sun Orchid Sleuth boon from #7–21: The Sun 
  Orchid Scheme), they’re able to win the guards’ sympathies 
  and convince them to share what’s happening behind 
  the scenes. Specifically, the guards explain that Prince 
  Zinlo’s been working closely with members of the Aspis 
  Consortium, taking their advice with increasing frequency. 
  For some reason, the prince ordered the guards to watch 
  for and waylay members of the Pathfinder Society by any 
  means necessary, but this has struck a sour note with 
  many of the guards. These guards are not in a position to 
  reverse the prince’s orders or abandon their posts, but they 
  can explain some of the nuances of Aspenthari culture and 
  gatherings, granting the PCs a +4 insight bonus on any 
  checks they make to direct crowds during this adventure.
  If the PCs instead fought the guards, word spreads 
  of their misdeeds. This imposes a –4 penalty on checks 
  made to direct crowds during this adventure, for the 
  citizens become distracted by denouncing the PCs when 
  they should be moving to safety. Additionally, word 
  reaches the Korholm Agenda agents located in the prison 
  (area C). This grants the agents a +4 bonus on skill checks 
  to notice the PCs as they move through the prison.
  If arrested, the PCs’ gear is confiscated, and they are taken 
  to prison — perhaps area C —to sit out the rest of the festival.
  B. RUINS OF AH-MISEHP (CR 10 OR CR 13)
  Ruins mark the location where the dervish Ah-Misehp 
  defended Aspenthar from an onslaught of 44 divs. The 
  site lies less than a mile outside the city walls. The 
  hallowed site holds no actual divine power, but the 
  SCALING ENCOUNTER A
  To accommodate a group of four PCs, remove an Aspenthari 
  guard from the encounter and reduce the DC of checks to 
  defuse the confrontation by 2.
  OPTIONAL ENCOUNTER
  Encounter A is optional. If fewer than 70 minutes remain in 
  which to run each of the remaining encounters (such as 140 
  minutes remaining if the PCs are yet to complete encounters 
  C and D), skip this encounter. If the PCs purposefully cause 
  an incident in Aspenthar that would attract the guards, run 
  this encounter even if not enough time remains.
  
  10
  PATHFINDER SOCIETY SCENARIO
  locals believe Ah-Misehp still resides here, guarding the 
  city from the threat of divs even to this day. Every year, 
  the church of Sarenrae leads the re-consecration of the 
  ruins before a gathered crowd of the faithful and city 
  dignitaries. Thanks to the newly established Sun Orchid 
  Festival, this holy ritual has attracted a greater number 
  of pilgrims but considerably fewer of Aspenthar’s elite, 
  almost all of which are busy with the festival’s execution.
  About a hundred worshipers gather here among the 
  stone pillars and collapsed walls where Ah-Misehp fought 
  the greatest of the 44 divs. Here they stand and kneel as 
  Lyheri Oasid, a local Sarenite priestess clad in flowing 
  robes dyed the colors of a brilliant sunrise, purposefully 
  steps about the ruin while anointing the stones and 
  leading the attendees in prayer. Lyheri strongly prefers 
  not interrupting the ceremony to chat with visitors, but 
  a few of the worshipers are willing to answer some basic 
  questions about the ritual and explain the presiding 
  priestess’s identity. A PC who succeeds at a DC 20 
  Knowledge (religion) check can also identify the ritual’s 
  format below; a PC whose patron deity is Sarenrae gains 
  a +10 bonus on this check and can attempt it untrained.
  The ceremony consists of numerous short prayers to 
  Sarenrae while exposed to the sun’s light. The ranking 
  clergy member anoints the ruins with oil, frequently 
  shifting her feet or leaping into sword-fighting stances 
  while navigating the area. This honors the fallen hero and 
  also is an allegorical representation of the Dawnflower’s 
  duel with terrible Rovagug. Halfway through and at the end 
  of the interpretive fight, the clergy member ascends to the 
  altar, strikes a small gong or other percussive instrument, 
  and then sprinkles holy water over the worshipers and 
  the consecrated site. After the second tone, the ceremony 
  concludes with the participants placing small mementos 
  and gifts near the altar and then departing.
  If the PCs chose to travel here before going to the 
  prison (see area C), they arrive in time to observe part of 
  the ceremony, chat with a few worshipers, and position 
  themselves anywhere other than atop the round altar 
  platform to the east where Lyheri begins the encounter; 
  she or one of the others shoos away any PC who is not 
  visibly a well-appointed disciple of the Dawnflower. After 
  the PCs are situated and have satisfied their curiosity, 
  Lyheri completes another circuit of the ruin, ascends the 
  rounded platform, pulls out a hand bell, and rings it. If 
  the PCs chose to travel her after resolving the crisis at 
  the prison, they instead arrive just as Lyheri rings the 
  bell halfway through the ceremony; the PCs begin the 
  encounter at the east side of the map.
  A large bowl of holy water sits upon the altar, intended 
  for use in the re-consecration ceremony. The bowl 
  contains one gallon of holy water (the equivalent of eight 
  conventional flasks), and a PC adjacent to the bowl can 
  use a free hand to splash a div as a standard action as 
  if throwing a flask of holy water, though with a range 
  increment of only 5 feet. Alternatively, a PC can swing or 
  fling the entire bowl as an improvised melee or splash 
  weapon, affecting the target as holy water but dealing 2d4 
  points of damage plus 1d4 points of damage for every two 
  flasks of holy water remaining in the bowl.
  Creatures: Kitio’s allies summoned one or more 
  ghawwas divs to hide in the waters nearby. (In Subtier 
  7–8, there is one ghawwas, and in Subtier 10–11, there 
  are three ghawwas.) Kitio has ordered the divs to remain 
  hidden until the ceremony is well underway, as marked 
  by the ringing of the bell. The ghawwas teleport in using 
  dimension door, spit vile blasphemies at the priestess, and 
  proclaim their allegiance to Pashow as they attack.
  As the divs attack, the worshipers cry out in fear. A 
  portion of them immediately flees. Another fraction slowly 
  back away from the fiends—not nearly quickly enough 
  to escape harm, and likely freezing altogether if there is 
  more than one div. Others fall to their knees and begin 
  praying to Sarenrae, invoking the fallen saint Ah-Misehp 
  for protection, or both. As Sarenrae’s representative, the 
  cleric Lyheri does what she can to fend off the divs while 
  calling for the group to flee to Aspenthar. While fighting 
  off divs, Lyheri cannot spare the attention necessary to spur 
  her congregation to action. The gathered people act like two 
  Gargantuan crowds (see Pathfinder RPG Core Rulebook 436), 
  which a PC can direct simultaneously with a successful 
  DC 15 Diplomacy check as a full-round action or with a 
  successful DC 20 Intimidate check as a free action once 
  per round. A PC prominently wearing symbols or regalia 
  associated with Sarenrae receives a +5 bonus on such checks. 
  For the purpose of this encounter, a creature can attack 
  a crowd by resolving its attack against an individual 
  citizen’s statistics, as given below. When resolving area 
  effects, treat each square as containing two citizens, and 
  roll a single saving throw for all affected citizens against 
  a given effect. Each crowd is able to flow around small 
  obstacles such as columns with ease, though larger 
  features like walls block movement as normal. For every 
  10 citizens in a crowd that perish, reduce that crowd’s size 
  category by one step. 
  SUBTIER 7–8 (CR 10)
  GHAWWAS DIV 
  CR 10
  hp 161 (Pathfinder RPG Bestiary 3 87, see page 25)
  TACTICS
  During Combat The ghawwas div charges the priestess, 
  enraged by her ringing the bell. Once the priestess is 
  disabled, the ghawwas attacks the Aspenthari citizens. If a 
  PC approaches the ghawwas div, it shifts its focus to that PC, 
  attacking in melee when possible. When overwhelmed, the 
  
  N
  B. Ruins of Ah-Misehp
  A : Aspenthari Sarenites
  G3
  G1
  G1
  A
  A
  G : Ghawwas Div
  L : Lyheri Oasid
  L
  Pathfinder Flip-Mat: Desert Ruins
  1 square = 5 feet
  11
  AGELESS AMBITIONS
  
  12
  PATHFINDER SOCIETY SCENARIO
  ghawwas makes use of deeper darkness (reducing the light 
  level to dim in most areas), dimension door, and stinking 
  cloud to keep the PCs at bay. The div prefers to attack divine 
  spellcasters if given the opportunity.
  Morale The ghawwas div fights to the death.
  LYHERI OASID 
  CR 4
  Human cleric of Sarenrae 5
  NG Medium humanoid (human)
  Init +1; Senses Perception +4
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 46 (5d8+20)
  Fort +6, Ref +2, Will +8
  OFFENSE
  Speed 30 ft.
  Melee flame blade +4 touch (1d8+2 fire/18–20)
  Special Attacks channel positive energy 6/day (DC 13 [15 to 
  damage undead], 3d6)
  Domain Spell-Like Abilities (CL 5th; concentration +9)
  7/day—rebuke death (1d4+2), touch of glory (+5)
  Cleric Spells Prepared (CL 5th; concentration +9)
  3rd—cure serious woundsD, flame blade, remove disease
  2nd—bless weaponD, consecrate, lesser restoration,  
  spiritual weapon
  1st—bless, detect evil, protection from evil, remove fear, 
  shield of faithD
  0 (at will)—create water, detect magic, light, stabilize
  D Domain spell; Domains Glory, Healing
  TACTICS
  During Combat Lyheri’s understanding of divs is largely 
  historical, so she casts flame blade in order to fend off the 
  fiends, because she doesn’t know about their immunity to 
  fire. She is, however, familiar with fiends’ vulnerability to 
  holy weapons and casts bless weapon on a PC’s weapon if 
  his attacks appear ineffective. Otherwise, she uses her spells 
  and channel energy ability to assist the PCs as best she can, 
  neither shying from melee combat nor making reckless 
  attacks unless such would save a PC’s life.
  Morale Lyheri refuse to back down so long as her congregants 
  are at risk and fiends uncontrollably defile a sacred site. She 
  fights to the death.
  STATISTICS
  Str 8, Dex 12, Con 14, Int 10, Wis 18, Cha 13
  Base Atk +3; CMB +2; CMD 13
  Feats Extra Channel, Selective Channeling, Toughness,  
  Weapon Finesse
  Skills Diplomacy +7, Heal +12, Knowledge (history) +4, 
  Knowledge (religion) +8, Sense Motive +8
  Languages Common, Osiriani
  Combat Gear antitoxin, healer’s kit; Other Gear leather armor, 
  silver holy symbol of Sarenrae, spell component pouch
  ASPENTHARI SARENITES 
  CR 1/2
  NG pig farmer (Pathfinder RPG NPC Codex 256, see page 27)
  hp 9 each
  Gear none
  SUBTIER 10–11 (CR 13)
  GHAWWAS DIVS (3) 
  CR 10
  hp 161 each (Pathfinder RPG Bestiary 3 87, see page 25)
  TACTICS
  During Combat One ghawwas div attacks the priest, while 
  the remaining attempt to attack the crowds. Once engaged 
  by the PCs, a ghawwas div changes its focus to that PC. 
  The ghawwas divs use deeper darkness, dimension door, 
  and stinking cloud to keep from becoming overwhelmed. 
  Whenever possible, the ghawwas divs attempt to flank their 
  target and make liberal use of Power Attack while doing so.
  Morale The ghawwas divs fight to the death.
  LYHERI OASID 
  CR 4
  hp 46 (use the statistics in Subtier 7–8)
  ASPENTHARI SARENITES 
  CR 1/2
  Pig farmer (Pathfinder RPG NPC Codex 256, see page 27)
  hp 9 each
  Gear none
  Treasure: If Lyheri remained conscious for the entire 
  combat thanks to the PCs’ aid, she returns to her local 
  church and retrieves a holy staff (Pathfinder RPG Ultimate 
  Equipment 193) that she explains once belonged to Ah-
  Misehp. She asks that the PCs use its power to help thwart 
  any other evils at large in Aspenthar and return it to her 
  afterward. If the PCs make a donation to Lyheri’s church 
  equal to half the staff’s market price, she is willing to give 
  it to the PCs permanently. In Subtier 7–8, the staff has 
  5 charges remaining. In Subtier 10–11, it instead has 8 
  charges remaining.
  Development: So long as Lyheri survives the encounter, 
  she can explain the story of Ah-Misehp and offer her magic 
  to heal the PCs’ wounds. She thanks the Pathfinders for 
  their timely intervention and listens to their claims that 
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Apply the young simple template, reduce 
  the div’s natural armor bonus by 3, and change the div’s 
  damage reduction to DR 10/cold iron or good.
  Subtier 10–11: Remove one of the ghawwas divs from 
  the encounter.
  
  13
  AGELESS AMBITIONS
  Prince Zinlo and the Aspis Consortium are engaged in 
  villainy. Although Lyheri is not so influential that she 
  can avert the evils at work in Aspenthar, she can provide 
  a sounding board for any of their plans through the lens 
  of a local expert. She can also mobilize several of her 
  colleagues to be on guard when Prince Zinlo gives his 
  speech, and the Sarenites provide all citizens during the 
  encounter in area D3 temporary hit points, representing 
  their healing and aid. 
  Faction Notes: To Princess Ziralia, keeping the people 
  of Aspenthar safe is as important as thwarting Prince 
  Zinlo’s plans. In order to impress the princess, Sovereign 
  Court PCs should prevent as many citizens as possible 
  from dying or falling unconscious during this encounter. 
  For the purpose of this goal, do not treat Lyheri as one 
  of the citizens. Furthermore, this is an opportunity 
  for a Sovereign Court PC to demonstrate leadership by 
  directing the crowds to flee danger.
  Rewards: If the PCs fail to defeat the divs, reduce 
  each PC’s gold earned as follows. In addition, if Lyheri 
  does not give the PCs the holy staff, cross it off each PC’s 
  Chronicle sheet.
  Subtier 7–8: Reduce each PC’s gold earned by 1,233 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,603 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,973 gp.
  C. ASPENTHARI PRISON (CR 10 OR CR 13)
  Aspenthar has several prisons and guard compounds, but 
  Princess Ziralia’s intelligence identifies one in the city’s 
  southwest as the likely target for a prison break. Most of the 
  guards are out escorting the Aspenthar-born prisoners in 
  observance of the Sun Orchid Festival, leaving all foreign-
  born prisoners under the care of a skeleton crew. In fact, 
  these remaining guards are agents of the Korholm Agenda 
  who are waiting for the signal to unlock the prisoners’ cells, 
  release several dozen convicts onto Aspenthar’s streets, and 
  make a scene in the name of Pashow. The prisoners know 
  very little of this plan, yet most of them are willing to play 
  along when threatened by the disguised guards. 
  In order to avert the brewing crisis here, the PCs 
  need to prevent a prison break without causing so much 
  damage that local authorities could blame foreign 
  saboteurs (e.g. setting fire to the prison, killing large 
  numbers of the prisoners, or the like). Simply sealing 
  the front gate with a wall of stone, jamming the locks, or 
  other simple solutions are unlikely to stop the Agenda 
  agents for long; they simply break down these obstacles 
  or find ways around them that take longer to execute. 
  This adventure assumes that the primary avenues for 
  thwarting the scheme involve either defeating the agents 
  directly or sneaking the convicts away from the prison 
  to a Society-friendly safe house, though the PCs might 
  devise an equally decisive solution.
  If the PCs investigated the prison before the sacred ruins 
  (see area B), they arrive shortly before the Agenda agents 
  begin freeing prisoners. This provides the PCs a chance to 
  sneak into the prison, escort the prisoners out, or launch a 
  surprise attack on the Korholm Agenda agents. If the PCs 
  make the prison their second destination, they instead 
  arrive as the agents—dressed in Pashow’s pale yellow, black, 
  and maroon colors—are already starting to free convicts, 
  limiting the potential for a non-violent solution.
  The prison’s masonry walls (hardness 8, 450 hp, break DC 
  35) are 20 feet high and require a DC 20 Climb check to scale. 
  The interior halls and rooms have 15-foot ceilings. Save for 
  the locked prison cells (Disable Device DC 25), all of the 
  interior doors are unlocked. With a DC 30 Perception check 
  (DC 35 in Subtier 10–11), a PC can spot a cunningly hidden 
  door built into the kitchen’s chimney; however, there is a fire 
  burning in the fireplace, which unless extinguished deals 
  1d6 points of fire damage (DC 15 Reflex negates catching on 
  fire) to anyone who passes through its space.
  Several of the key areas are described below.
  C1. Receiving Hall: This modest room contains a desk, 
  half a dozen chairs, and a ledger for recording inmates’ 
  status, crimes, and dates of entry and release. A PC who 
  examines this ledger for one minute notes that there 
  are normally 34 prisoners here, and 21 of them are 
  marked for temporary release for sun orchid festivities. 
  The prisoners, including those still here, are in jail for 
  significant but not heinous crimes (e.g. robbery and 
  sabotage, but not mass murder).
  C2. Armory: This serves as a storage and maintenance 
  room for weapons and armor for wardens and local 
  guards, though the equipment primarily includes less 
  lethal or imposing tools such as saps, mancatchers, 
  manacles, and leather armor.
  C3. Exercise Yard: This open courtyard’s dirt surface 
  is where prisoners typically travel to get exercise. The 
  surrounding walls’ deep foundations discourage anyone 
  hoping to tunnel in or out through here.
  C4. Hallway: Two walls of iron bars with cell doors 
  help restrict traffic through this area. The doors are 
  purposefully kept under-greased, causing them to 
  screech audibly when opened. A PC can notice this 
  feature with a successful DC 15 Knowledge (engineering) 
  or DC 25 Perception check. A pint of oil can grease the 
  hinges sufficiently to deaden this sound.
  C5. Offices: These offices are for the chief warden and 
  several local guard officers. The largest office contains 
  a removable floor tile that hides a cache of coins and 
  sensitive documents (see Treasure below). A skeleton key 
  for the prison’s doors sits on the desk.
  C6. Mess Hall: Local guards often stop here for a meal 
  between shifts, and the six tables all bear signs of wear and 
  idle carvings whittled into their surfaces. If the PCs arrive 
  
  N
  C. Aspenthari Prison
  C8
  C7
  S
  C6
  C3
  C2
  C1
  C4
  C5
  Pathfinder Flip-Mat Classic: Prison
  1 square = 5 feet
  14
  PATHFINDER SOCIETY SCENARIO
  
  15
  AGELESS AMBITIONS
  here before the agents begin freeing prisoners, there is a 
  stack of Pashow’s military uniforms on one of the tables.
  C7. Kitchen: All of the prisoners’ meals are prepared 
  here. A rarely used secret door (DC 30 Perception to 
  notice) at the back of the chimney leads out of the prison 
  through the west wall.
  C8. Cell Block: Each of the cell doors (hardness 10, 30 
  hp, break DC 25, Disable Device DC 25) is locked. Eight of 
  the prisoners are spread out between five of the smaller 
  cells, and the other five prisoners are in the larger cell to 
  the east. These prisoners cry out for help when they see 
  anyone who doesn’t look like a guard. A PC might hush the 
  prisoners with a successful DC 30 Diplomacy check or DC 
  20 Intimidate check before they attract the guards; if a PC 
  hastily explains that she’s there to help free the prisoners, 
  she receives a +4 bonus on the check. Once released, a 
  prisoner follows any reasonable instructions that promote 
  his chances or escape or survival. Treat the prisoners as 
  a single unit for making any Stealth checks (+7 bonus) to 
  sneak out of the prison.
  Creatures: If the PCs arrive before the Korholm Agenda 
  agents begin releasing prisoners, the agents are spread out 
  between two areas. The lieutenant idly searches the main 
  office (area C5) while the mage and other agents wait in the 
  mess hall (area C6). They automatically hear the squeaky 
  hinges in area C4 as well as any ongoing cries in area C8, 
  unless the PCs quickly quiet the prisoners. Otherwise, 
  treat the agents as though they had a collective +12 bonus 
  on Perception checks (+15 in Subtier 10–11) for the purpose 
  of hearing any PCs sneaking around. Keep in mind any 
  penalties for intervening obstacles and distance. 
  If the PCs knock on the southeast gate or pursue some 
  other legal and overt means of entering the prison, the 
  lieutenant orders the rest of the agents to prepare for 
  combat and sends one agent to area C1; they prepare 
  themselves as outlined in their tactics below. The agent 
  speaks to the PCs through the front portcullis and does her 
  best to determine why the PCs are there. She then attempts 
  to convince them to come inside, ideally somewhere that 
  the Agenda operatives can ambush the PCs.
  If the PCs arrive after investigating the ruins in area B, 
  most of the operatives are in area C8 freeing prisoners and 
  providing them weapons. In addition, the lieutenant has 
  used an earth elemental gem in order to summon a Large 
  earth elemental that he intends to send into a crowded 
  place to cause havoc in Pashow’s name. He’s just as happy to 
  send it after the PCs, favoring poorly armored characters.
  SUBTIER 7–8 (CR 10)
  KORHOLM LIEUTENANT 
  CR 7
  Human fighter 8
  LE Medium humanoid (human)
  Init +3; Senses Perception +9
  DEFENSE
  AC 22, touch 13, flat-footed 19 (+9 armor, +3 Dex)
  hp 80 (8d10+32)
  Fort +8, Ref +7, Will +5 (+2 vs. fear)
  OFFENSE
  Speed 30 ft.
  Melee +1 greatsword +16/+11 (2d6+10/19–20)
  Ranged mwk composite longbow +12/+7 (1d8+4/×3)
  Special Attacks weapon training (heavy blades +1)
  TACTICS
  Before Combat The lieutenant drinks his potion of cat’s grace 
  and potion of owl’s wisdom.
  During Combat The lieutenant uses his elemental gem and 
  commands the elemental to attack any nearby spellcasters. 
  He does his best to flank with another agent, making use of 
  Power Attack in that instance. If harried by ranged attacks 
  or spells, he drinks his potion of fly to help quickly engage 
  distant foes.
  Morale The lieutenant is sufficiently loyal to Kitio’s cause that 
  he fights to the death so long as any of his human allies are 
  still fighting. If he is the sole combatant and has 25 or fewer 
  hit points remaining, he attempts to flee or surrender.
  Base Statistics Without cat’s grace and owl’s wisdom, the 
  lieutenant’s statistics are Init +1; AC 20, touch 11; Ref 
  +5, Will +3; Ranged mwk composite longbow +10/+5 
  (1d8+4/×3); Dex 12, Wis 8; CMD 23; Skills Perception +7, 
  Stealth +5.
  STATISTICS
  Str 19, Dex 16, Con 14, Int 13, Wis 12, Cha 10
  Base Atk +8; CMB +12; CMD 25
  Feats Cleave, Combat Reflexes, Greater Weapon Focus 
  (greatsword), Iron Will, Lightning Reflexes, Power Attack, 
  Toughness, Vital Strike, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword)
  Skills Climb +11, Intimidate +11, Perception +9, Stealth +7
  Languages Common, Terran
  SQ armor training 2
  Combat Gear potion of cat’s grace, potion of owl’s wisdom, 
  potion of fly; Other Gear +2 splint mail, +1 greatsword, mwk 
  composite longbow (Str +4) with 20 arrows
  AGENDA AGENTS (2) 
  CR 6
  Human rogue 7
  LE Medium humanoid (human)
  Init +6; Senses Perception +10
  DEFENSE
  AC 20, touch 17, flat-footed 13 (+3 armor, +6 Dex, +1 dodge)
  hp 56 (7d8+21)
  Fort +4, Ref +11, Will +4
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OFFENSE
  Speed 30 ft.
  
  16
  PATHFINDER SOCIETY SCENARIO
  Melee mwk short sword +13 (1d6+1/19–20) or 
  mwk short swords +11/+11 (1d6/19-20)
  Ranged light crossbow +11 (1d8/19–20)
  Special Attacks sneak attack +4d6
  TACTICS
  Before Combat The agents drink their potions of cat’s grace.
  During Combat The agents try to flank with each other or their 
  lieutenant. If fighting in an open area, they use Spring Attack.
  Morale An agent flees if he is both reduced to 20 or fewer hit 
  points and can confirm the lieutenant has fallen unconscious. 
  The agents otherwise fight to the death.
  Base Statistics Without cat’s grace, the agent’s statistics are 
  Init +4; AC 18, touch 15; Ref +9; Melee mwk short sword 
  +11 (1d6+1/19–20) or mwk short swords +9/+9 (1d6/19–20); 
  Ranged light crossbow+9 (1d8/19–20); Dex 20; CMD 21; 
  Skills Acrobatics +14, Disable Device +16, Escape Artist +14, 
  Sleight of Hand +14, Stealth +14.
  STATISTICS
  Str 12, Dex 22, Con 14, Int 13, Wis 10, Cha 8
  Base Atk +5; CMB +6; CMD 23
  Feats Dodge, Iron Will, Mobility, Spring Attack, Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (short sword)
  Skills Acrobatics +16, Bluff +9, Climb +11, Disable Device +18, 
  Disguise +9, Escape Artist +16, Perception +10, Sleight of 
  Hand +16, Stealth +16, Use Magic Device +9
  Languages Common, Infernal
  SQ rogue talents (bleeding attack +4, finesse rogue, weapon 
  training), trapfinding +3
  Combat Gear potion of cat’s grace; Other Gear +1 leather 
  armor, mwk short swords (2), light crossbow with 10 bolts, 
  mwk thieves’ tools, 20 gp
  KORHOLM MAGE 
  CR 5
  Human sorcerer 6
  LE Medium humanoid (human)
  Init +6; Senses Perception +1
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+4 armor, +2 Dex, +4 shield)
  hp 41 (6d6+18)
  Fort +5, Ref +4, Will +6
  Resist acid 10
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d4/19–20)
  Bloodline Spell-Like Abilities (CL 6th; concentration +10)
  7/day—elemental ray (1d6+3 acid)
  Sorcerer Spells Known (CL 6th; concentration +10)
  3rd (4/day)—haste
  2nd (6/day)—flaming sphere (DC 16), glitterdust (DC 16), 
  scorching ray
  1st (7/day)—burning hands (DC 15), mage armor, protection 
  from good, shield, shocking grasp
  0 (at will)—acid splash, daze (DC 14), detect magic, flare (DC 
  14), mage hand, open/close (DC 14), read magic
  Bloodline elemental (earth)
  TACTICS
  Before Combat The mage casts mage armor and shield. Time 
  permitting, he also casts protection from good on each of 
  the Agenda agents.
  During Combat The mage blasts enemies with spells such as 
  scorching ray and burning hands while augmenting his allies 
  with haste. If overwhelmed, he drinks his potion of invisibility 
  to retreat to a better position before renewing the attack.
  Morale The mage fights to the death.
  Base Statistics Without mage armor and shield, the mage’s 
  statistics are AC 12, touch 12, flat-footed 10.
  STATISTICS
  Str 10, Dex 14, Con 13, Int 8, Wis 12, Cha 18
  Base Atk +3; CMB +3; CMD 15
  Feats Combat Casting, Eschew Materials, Great Fortitude, 
  Improved Initiative, Toughness
  Skills Spellcraft +8, Use Magic Device +13
  Languages Common
  SQ bloodline arcana (change energy damage spells to match 
  bloodline energy)
  Combat Gear potions of cure moderate wounds (2), potion 
  of invisibility, scroll of fireball; Other Gear dagger, cloak of 
  resistance +1
  EARTH ELEMENTAL 
  CR 5
  hp 68 (Pathfinder RPG Bestiary 122, see page 26)
  PRISONERS (13) 
  CR 1/2
  Cutpurses (Pathfinder RPG NPC Codex 144, see page 25)
  hp 10 each
  Subtier 10–11 (CR 13)
  KORHOLM LIEUTENANT 
  CR 10
  Human fighter 11
  LE Medium humanoid (human)
  Init +7; Senses Perception +12
  DEFENSE
  AC 24, touch 13, flat-footed 21 (+11 armor, +3 Dex)
  hp 98 (11d10+33)
  Fort +11, Ref +10, Will +8 (+3 vs. fear)
  SCALING ENCOUNTER C
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Remove one Korholm Agenda agent from 
  the encounter.
  Subtier 10–11: Remove two Korholm Agenda agents 
  from the encounter.
  
  17
  AGELESS AMBITIONS
  OFFENSE
  Speed 30 ft.
  Melee +1 greatsword +20/+15/+10 (2d6+11/17–20)
  Ranged mwk composite longbow +16/+11/+6 (1d8+5/×3)
  Special Attacks weapon trainings (heavy blades +2, bows +1)
  TACTICS
  Use the tactics in Subtier 7–8.
  Base Statistics Without cat’s grace and owl’s wisdom, the 
  lieutenant’s statistics are Init +5; AC 22, touch 11; Ref +8, Will 
  +6; Ranged mwk composite longbow +14/+9 (1d8+4/×3); Dex 
  12, Wis 8; CMD 26; Skills Perception +10, Stealth +10.
  STATISTICS
  Str 18, Dex 16, Con 14, Int 14, Wis 12, Cha 10
  Base Atk +11; CMB +15; CMD 28
  Feats Blind-Fight, Cleave, Combat Reflexes, Greater Weapon 
  Focus (greatsword), Improved Critical (greatsword), 
  Improved Initiative, Improved Vital Strike, Iron Will, 
  Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword)
  Skills Acrobatics +12, Climb +16, Intimidate +14, Perception +12, 
  Stealth +12
  Languages Common, Infernal, Terran
  SQ armor training 3
  Combat Gear potion of cat’s grace, potion of owl’s wisdom, 
  potion of fly; Other Gear +2 full plate, +1 greatsword, 
  mwk composite longbow (+4 Str) with 20 arrows, cloak of 
  resistance +2
  AGENDA AGENTS (3) 
    
  CR 8
  Human rogue 9
  LE Medium humanoid (human)
  Init +6; Senses Perception +12
  DEFENSE
  AC 20, touch 17, flat-footed 13 (+3 armor, +6 Dex, +1 dodge)
  hp 71 (9d8+27)
  Fort +5, Ref +12, Will +5
  Defensive Abilities evasion, improved uncanny dodge, trap 
  sense +3
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +14/+9 (1d6+2/19–20) or 
  +1 short sword +12/+7 (1d6+2/19–20), mwk short sword 
  +12/+7 (1d6/19–20)
  Ranged mwk light crossbow +13 (1d8/19–20)
  Special Attacks sneak attack +5d6
  TACTICS
  Use the tactics in Subtier 7–8.
  STATISTICS
  Str 12, Dex 23, Con 14, Int 13, Wis 10, Cha 8
  Base Atk +6; CMB +7; CMD 24
  Feats Dodge, Improved Two-Weapon Fighting, Iron Will, 
  Mobility, Spring Attack, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (short sword)
  Skills Acrobatics +18, Bluff +11, Climb +13, Disable Device +24, 
  Disguise +11, Escape Artist +18, Perception +12, Sleight of 
  Hand +18, Stealth +18, Use Magic Device +11
  Languages Common, Infernal
  SQ rogue talents (befuddling strikeAPG, bleeding attack +5, 
  finesse rogue, weapon training), trapfinding +4
  Combat Gear potion of cat’s grace; Other Gear +1 leather 
  armor, +1 short sword, mwk short sword, mwk light 
  crossbow with 10 bolts, mwk thieves’ tools, 35 gp
  KORHOLM MAGE 
    
  CR 8
  Human sorcerer 9
  LE Medium humanoid (human)
  Init +6; Senses Perception +1
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+4 armor, +2 Dex, +4 shield)
  hp 70 (9d6+36)
  Fort +8, Ref +8, Will +8
  Resist acid 20
  OFFENSE
  Speed 30 ft.
  Melee dagger +4 (1d4/19–20)
  Bloodline Spell-Like Abilities (CL 9th; concentration +15)
  9/day—elemental ray (1d6+4 acid)
  1/day—elemental blast (9d6 acid, DC 20)
  Sorcerer Spells Known (CL 9th; concentration +15)
  4th (5/day)—dimension door, elemental body I, stoneskin
  3rd (7/day)—fireball (DC 21), haste, lightning bolt (DC 21), 
  protection from energy
  2nd (8/day)—blur, eagle’s splendor, flaming sphere (DC 20), 
  glitterdust (DC 18), scorching ray
  1st (8/day)—burning hands (DC 19), charm person (DC 17), 
  mage armor, protection from good, shield, shocking grasp
  0 (at will)—acid splash, bleed (DC 16), daze (DC 16), detect 
  magic, flare (DC 18), mage hand, open/close (DC 16),  
  read magic
  Bloodline elemental (earth)
  TACTICS
  Before Combat The mage casts mage armor and shield 
  on himself. Time permitting, he also casts stoneskin on 
  himself and on the Korholm Agenda lieutenant as well as 
  protection from good on each of the remaining Korholm 
  Agenda agents.
  During Combat The mage blasts enemies with spells such 
  as scorching ray and fireball while augmenting his allies 
  with his haste spell. If overwhelmed, he drinks his potion 
  of invisibility to retreat safely to a better position before 
  renewing the attack.
  Morale The mage fights to the death.
  Base Statistics Without mage armor and shield, the mage’s 
  statistics are AC 12, touch 12, flat-footed 10.
  STATISTICS
  Str 10, Dex 14, Con 14, Int 8, Wis 12, Cha 22
  
  Prince Zinlo
  18
  PATHFINDER SOCIETY SCENARIO
  Base Atk +4; CMB +4; CMD 16
  Feats Combat Casting, Eschew Materials, Great Fortitude, 
  Greater Spell Focus (evocation), Improved Initiative, 
  Lightning Reflexes, Spell Focus (evocation), Toughness
  Skills Spellcraft +11, Use Magic Device +18
  Languages Common
  SQ bloodline arcana (change energy damage spells to 
  match bloodline energy)
  Combat Gear potions of cure moderate wounds 
  (3), potion of invisibility, scroll of dispel magic, 
  scroll of enervation, scroll of fear; Other Gear 
  dagger, cloak of resistance +1, diamond dust 
  (worth 500 gp)
  EARTH ELEMENTAL 
  CR 5
  hp 68 (Pathfinder RPG Bestiary 122, see  
  page 26)
  PRISONERS (13) 
  CR 1/2
  Cutpurses (Pathfinder RPG NPC Codex 
  144, see page 26)
  hp 10 each
  Treasure: A PC who searches 
  area C5 and succeeds at a DC 
  25 Perception check (DC 30 
  in Subtier 10–11) can find a 
  removable floor tile conceals 
  a small recess. Within lies a 
  leather satchel containing 
  hundreds of coins a letter 
  to the prison’s warden. The 
  document references an agreement 
  between the Kitio Aspenthi of the 
  Korholm Agenda and Prince Zinlo, informing the warden 
  that she is to surrender oversight of the prison to Agenda 
  contractors during the Sun Orchid Festival. According to 
  the note, the satchel contains 750 gp as compensation for 
  her silence and cooperation, though only 200 gp remains.
  If any of the players earned the Spoils of the Siege 
  (Shohiraj) boon from Pathfinder Society Special #6–98: Serpents 
  Rise, the lieutenant carries a letter from Kitio Aspenthi; 
  distribute Player Handout #1. If the PCs do not fight the 
  lieutenant, consider conveying the message’s contents 
  based on a conversation one of the prisoners overheard.
  Development: If the PCs successfully smuggle the 
  prisoners to a safe house, the Korholm Agenda agents find 
  the cells empty and abandon their plan shortly after the 
  PCs escape. The safe house has several capable owners 
  who are able to keep the prisoners from escaping or 
  causing more mischief, though most of the convicts are 
  sufficiently baffled by recent events that they’re happy to 
  lie low and behave.
  The letter hidden in area C5 serves as damning 
  evidence against Kitio Aspenthi as well as Prince Zinlo. 
  Making optimal use of the letter would take considerable 
  time through the appropriate channels, for just waving 
  the letter in front of local officials during this adventure is 
  likely to get the document confiscated. However, turning 
  the document over to Lady Gloriana Morilla, Princess 
  Ziralia, Marcos Farabellus, or a similar ally could 
  facilitate greater actions against Prince Zinlo for 
  his aggressive strategies and abuse of power—or 
  make a case for ending his reign altogether.
  If the PCs captured the lieutenant, he is 
  willing to explain the basics of the Korholm 
  Agenda’s plan at the prison. A PC can 
  determine that he’s holding back key 
  information with a successful DC 20 
  Sense Motive check, and she can 
  convince the lieutenant to surrender 
  that information—namely the 
  presence of the hidden satchel 
  in area C5—with a successful 
  DC 25 Intimidate check.
  Rewards: If the PCs do not 
  defeat the Korholm Agenda 
  operatives, smuggle the 
  prisoners to safety, or 
  otherwise decisively thwart 
  the Agenda here, reduce each 
  PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s 
  gold earned by 1,138 gp.
  Out of Subtier: Reduce each PC’s 
  gold earned by 1,724 gp.
  Subtier 10–11: Reduce each PC’s 
  gold earned by 2,311 gp.
  D. PALACE PLAZA (CR 11 OR CR 14)
  Kitio Aspenthi becomes increasingly desperate as he 
  receives word of his thwarted schemes. He has now failed 
  Prince Zinlo twice, and the latter is taking measures to 
  disavow all association with the Aspis agent. Kitio has 
  hastily assembled one final, reckless plan that could also 
  frame a city-state, recoup this blow to Kitio’s reputation, or 
  both: assassinating Prince Zinlo. The principle drawback 
  is not the prince’s death—the intended victim is a pairaka 
  div in disguise—but that such a plan draws Kitio out into 
  the open, where his enemies might find him. With Prince 
  Zinlo apparently killed by an assassin from Pashow, 
  Aspenthar should have the other Thuvian city-states’ 
  support in retaliating against its neighbor.
  Kitio sets up the assassination in the plaza west of the 
  prince’s city palace. The buildings there rise to a height of 
  30 feet with three-foot-high stucco railings, while the palace 
  
  N
  A. Palace Plaza
  A : Aspenthari Citizens
  P : Pairaka Div
  P
  S : Shira Div
  S
  1 square = 5 feet
  A
  A
  A
  A
  19
  AGELESS AMBITIONS
  
  CONSTRUCTION REQUIREMENTS
  COST 15,000 GP
  20
  PATHFINDER SOCIETY SCENARIO
  itself is 60 feet tall with a balcony 40 feet above the plaza 
  below. When they arrive, the PCs find the plaza filled with 
  Aspenthari citizens. Excitement fills the air as the people 
  wait for Prince Zinlo to arrive and deliver his speech. The 
  PCs are free to move about the plaza and situate themselves 
  as they see fit. Kitio and his allies do not approach until a 
  moment before the fake Prince Zinlo arrives. Nonetheless, 
  allow each PC to attempt a Perception check to determine 
  what they observe once the assassination attempt actually 
  begins (see the Creatures section below).
  Creatures: The following description represents the 
  intended sequence of events, although the PCs’ actions 
  might interrupt these. Shortly after the PCs arrive, the 
  great glass doors of the city palace open, revealing a 
  lean, handsome man clad in noble’s regalia—this is the 
  pairaka that is disguised as Prince Zinlo. He strides to 
  the wide balcony’s railing as a cheer erupts from the 
  citizens gathered in the plaza, overwhelming the sounds 
  of music and laughter beyond. After a moment, Prince 
  Zinlo raises his hand to hush the crowd and the people 
  immediately grow silent. “Aspenthar,” he begins, but 
  is cut off immediately by more cheering. With another 
  raised hand, he silences the crowd once more. As he 
  smiles and begins to speak again, Kitio steps into position 
  and fires his first shot. The yellow-, black-, and maroon-
  fletched arrow strikes the prince in the chest, and he falls 
  over behind the balcony’s railing. From behind cover, 
  the pairaka then shouts out “Death to Aspenthar! Long 
  live Pashow!” In Subtier 10–11, a shira div watching from 
  several blocks away uses greater teleport to transport itself 
  into the middle of the crowd, where it begins tearing 
  apart civilians.
  Kitio Aspenthi sets up atop one of the nearby buildings, 
  providing him enough cover to hide and a fairly clear shot 
  at the pairaka when it’s at the edge of the balcony. If any of 
  the PCs have also set up atop the roofs, he approaches from 
  whichever direction seems safest. If a PC succeeds at a DC 
  34 Perception check (DC 41 in Subtier 10–11), she spots 
  Kitio Aspenthi just as he is nocking an arrow and drawing 
  his bow to shoot the prince; that PC can act in a surprise 
  round. If the PC’s Perception check is 43 or better, she also 
  senses that the prince on the balcony is an imposter. 
  Once the Korholm Agenda has begun its staged 
  assassination, the crowds panic. Much as they could in 
  area B, the PCs can attempt to direct the crowd during 
  the fight; however, the task is much more difficult due 
  to the size of the crowd (there are four Colossal groups), 
  noise, and tight conditions. The DC of Diplomacy and 
  Intimidate checks to direct the crowd increases to 25 
  and 30, respectively (DC 30 or DC 35, respectively, in 
  Subtier 10–11). A PC who reaches the palace balcony and 
  announces that the prince’s body is missing gains greater 
  authority, gaining a +5 circumstance bonus on checks to 
  direct the crowds.
  Early in the encounter, the pairaka div casts insect 
  plague to summon stinging insects that could damage 
  a large number of civilians. Because several of the 
  Pathfinders’ goals rely on protecting civilians, the 
  GM should consider rolling damage separately for 
  each of the four civilian groups. This prevents one 
  unlucky damage roll from wiping out a large number 
  of innocents before the PCs can react, unfairly ruining 
  their chance of success.
  KITIO’S GOGGLES
  If at least one of the players brings a Chronicle sheet from 
  Pathfinder Society Scenario #6–98: Serpents Rise with the 
  boon Spoils of the Siege (Shohiraj), Shohiraj’s successes 
  in Serpents Rise allowed her to procure a set of magical 
  goggles for her patron. The Serpents Rise Chronicle sheet 
  can be applied to any of the player’s characters, not just 
  the one participating in this scenario. In both subtiers, Kitio 
  Aspenthi gains goggles of the certain shot, as detailed 
  below. If the PCs defeat Kitio, players with the Spoils of the 
  Siege (Shohiraj) boon earn the Kitio’s Foe boon on their 
  Chronicle sheets for this scenario, which allows them to 
  purchase the magic item.
  GOGGLES OF 
  THE CERTAIN SHOT
  PRICE
  30,000 GP
  SLOT eyes
  CL 5th
   WEIGHT 1 lb.
  AURA faint divination
  These brass and leather goggles house dark ruby lenses 
  and allow the wearer to find and dispatch targets at 
  range. The wearer can make ranged sneak attacks 
  from any distance instead of the normal 30 feet. When 
  making ranged sneak attacks within 30 feet, the wearer 
  gains a +2 circumstance bonus on each sneak attack 
  damage die.
  Furthermore, the goggles have 3 daily charges that 
  the wearer can expend to enhance his visual perception. 
  By spending a charge as a standard action, the wearer 
  can gain the effects of darkvision or see invisibility for 
  30 minutes. He can spend a charge as swift action to 
  gain a +2 circumstance bonus on each sneak attack 
  damage die on ranged attacks at any range—not just 
  those within 30 feet—until the end of his turn. The 
  wearer can have multiple effects active at once, and 
  charges replenish automatically after 24 hours.
  Craft Wondrous Item, darkvision, see invisibility,  
  true strike
  
  21
  AGELESS AMBITIONS
  SUBTIER 7–8 (CR 11)
  KITIO ASPENTHI 
  CR 10
  Human slayer (sniper) 10 (Pathfinder RPG Advanced Class 
  Guide 53, 120)
  LE Medium humanoid (human)
  Init +6; Senses Perception +17
  DEFENSE
  AC 25, touch 16, flat-footed 19 (+6 armor, +6 Dex, +3 natural)
  hp 89 (10d10+30)
  Fort +11, Ref +15, Will +9
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +13/+8 (1d6+2/18–20)
  Ranged +1 composite longbow +17/+12 (1d8+3/19–20/×3)
  Special Attacks sneak attack +3d6, studied target +3 (3rd, 
  swift action)
  TACTICS
  Before Combat Kitio applies purple worm poison to his arrows 
  and consumes his potion of barkskin, potion of cat’s grace, 
  potion of blur, and potion of owl’s wisdom as Prince Zinlo 
  emerges from the palace. He then sneaks atop one of the 
  buildings on the map.
  During Combat Kitio snipes (see Core Rulebook 106) at studied 
  targets with impunity, relying on his mobility and stealth 
  to stay out of reach of the PCs. He fires poisoned arrows at 
  those who stand the best chance of harming him, such as 
  archers and spellcasters.
  Morale Kitio’s future and professional reputation rely on this 
  mission’s success. He fights to the death but avoids making 
  any reckless or flashy last stands.
  STATISTICS
  Str 14, Dex 22, Con 14, Int 12, Wis 18, Cha 12
  Base Atk +10; CMB +12; CMD 28
  Feats Expert Sniper, Extra Slayer TalentACG, Improved Critical 
  (longbow), Improved Precise Shot, Master Sniper, Parting 
  ShotAPG, Point-Blank Shot, Precise Shot, Rapid Shot
  Skills Acrobatics +19, Bluff +9, Climb +10, Craft (alchemy) +8, 
  Disguise +12, Intimidate +10, Knowledge (geography) +10, 
  Knowledge (local) +10, Perception +17, Sense Motive +12, 
  Stealth +19, Survival +12
  Languages Common, Infernal, Osiriani
  SQ accuracy, combat style (archery), deadly sniper +10, favored 
  terrain (urban +2), slayer talents (poison useACG, ranger 
  combat styleACG (3), terrain masteryACG), stalker
  Combat Gear potion of barkskin +3, potion of blur, potion of 
  cat’s grace, potion of owl’s wisdom, purple worm poison (3); 
  Other Gear +2 mithral chain shirt, +1 composite longbow 
  (+2 Str) with 50 cold iron arrows, mwk scimitar, cloak of 
  resistance +2, sniper gogglesAPG, 10 gp
  SPECIAL ABILITIES
  Exceptional Agent (Ex) Kitio Aspenthi is an exceptionally 
  capable and well-funded operative who oversees the Aspis 
  Consortium’s dealings in Thuvia. He is built using 25-point-
  buy and has the wealth of a PC of his character level. These 
  modifications increase his Challenge Rating by 1.
  Expert Sniper Kitio Aspenthi reduces the penalty on Stealth 
  checks when sniping to –10. This feat originally appears in 
  Pathfinder Player Companion: Dirty Tactics Toolbox.
  Master Sniper When hiding, Kitio Aspenthi can make two 
  ranged attacks at his highest attack bonus as a full-round 
  action and then immediately use Stealth again as if sniping. 
  These attack rolls take a –2 penalty. This feat originally 
  appears in Pathfinder Player Companion: Dirty Tactics Toolbox.
  PAIRAKA DIV 
    
  CR 7
  hp 76 (Pathfinder RPG Bestiary 3 88, see page 25)
  TACTICS
  During Combat The pairaka div reverts to its natural form and 
  then uses insect plague to summon a line of wasps east-
  to-west down the middle of the plaza, damaging some of 
  the Aspenthari citizens. It then swoops down on the crowd, 
  clawing at civilians, diving to flank with the agent, charming 
  weak-willed combatants, or harrying ranged PCs. It prefers 
  to attack PCs prominently garbed in the color red.
  Morale So long as Kitio lives, the pairaka fights to the death. If 
  Kitio dies, it flees if reduced to 15 or fewer hit points.
  AGENDA AGENT 
    
  CR 6
  hp 56 (see page 15)
  TACTICS
  During Combat The agent attacks as many citizens as possible. 
  He fights back against the PCs or hides in the crowd as 
  appropriate, always seeking the means to flank with the 
  pairaka div or strike from hiding.
  Morale So long as Kitio lives, the agent fights to the death. 
  Otherwise, the agent flees when reduced to fewer than 15 
  hit points.
  ASPENTHARI CITIZENS 
    
  CR 1/2
  N pig farmers (Pathfinder RPG NPC Codex 256, see page 27)
  hp 9 each
  Gear none
  TACTICS
  During Combat With several different threats at large, the 
  citizens become a chaotic jumble of panicked civilians that 
  barely manages to move out of any damaging areas, such as 
  that of the insect swarms.
  SUBTIER 10–11 (CR 14)
  KITIO ASPENTHI 
  CR 12
  Human slayer (sniper) 12 (Pathfinder RPG Advanced Class 
  Guide 53, 120)
  LE Medium humanoid (human)
  Init +6; Senses Perception +19
  
  Kitio Aspenthi
  22
  PATHFINDER SOCIETY SCENARIO
  DEFENSE
  AC 25, touch 16, flat-footed 19 (+6 armor, +6 Dex, +3 natural)
  hp 118 (12d10+48)
  Fort +13, Ref +17, Will +11
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +17/+12/+7 (1d6+4/18–20)
  Ranged +2 adaptive composite longbow +20/+15/+10 
  (1d8+6/19–20/×3)
  Special Attacks sneak attack +4d6, 
  studied target +3 (3rd, swift 
  action)
  TACTICS
  Before Combat Kitio applies purple worm poison to his arrows, 
  consumes his potion of barkskin, potion of bull’s strength, 
  potion of cat’s grace, potion of blur, and potion of owl’s 
  wisdom as Prince Zinlo emerges from the palace. He then 
  sneaks onto the map atop one of the buildings.
  During Combat Kitio snipes (see Core Rulebook 106) at targets 
  with impunity, relying on his mobility and stealth to stay out 
  of reach of the PCs. He fires poisoned arrows at those who 
  stand the best chance of harming him, such as archers and 
  spellcasters.
  Morale Kitio’s future and professional reputation rely on this 
  mission’s success. He fights to the death but avoids making 
  any reckless or flashy last stands.
  STATISTICS
  Str 18, Dex 23, Con 14, Int 12, Wis 18, Cha 12
  Base Atk +12; CMB +16; CMD 32
  Feats Expert Sniper, Extra Slayer TalentACG, Improved Critical 
  (longbow), Improved Precise Shot, Master Sniper, Parting 
  ShotAPG, Point-Blank Shot, Precise Shot, Rapid Shot, 
  Toughness
  Skills Acrobatics +21, Bluff +9, Climb +12, Craft (alchemy) +9, 
  Disguise +14, Intimidate +12, Knowledge (geography) +10, 
  Knowledge (local) +10, Perception +19, Sense Motive +17, 
  Stealth +26, Survival +12
  Languages Common, Infernal, Osiriani
  SQ accuracy, combat style (archery), deadly sniper +12, favored 
  terrain (urban +2), slayer talents (evasionUC, poison useACG, 
  ranger combat styleACG (3), terrain masteryACG), stalker, swift 
  tracker
  Combat Gear potion of barkskin +3, potion of blur, potion of 
  bull’s strength, potion of cat’s grace, potion of fly, potion 
  of owl’s wisdom, purple worm poison (3); Other Gear +2 
  mithral chain shirt, +2 adaptive composite longbowUE with 
  50 cold iron arrows, mwk scimitar, slayer’s robeACG, sniper 
  gogglesUE, 10 gp
  SPECIAL ABILITIES
  Exceptional Agent See Subtier 7–8.
  Expert Sniper See Subtier 7–8.
  Master Sniper See Subtier 7–8.
  PAIRAKA DIV 
  CR 7
  hp 76 (Pathfinder RPG Bestiary 3 88, see page 25)
  TACTICS
  Use the tactics in Subtier 7–8.
  SHIRA DIV 
  CR 12
  hp 150 (Pathfinder RPG Bestiary 3 90, see page 26)
  TACTICS
  During Combat The shira div attacks as many 
  citizens as it can until it is engaged in melee. It prefers 
  to focus its attacks on imposing combatants such as 
  fighters and barbarians.
  SCALING ENCOUNTER D
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Remove the Korholm Agenda agent from 
  the encounter.
  Subtier 10–11: Replace the shira div with two additional 
  pairaka divs. These pairakas favor melee attacks, distracting 
  combatants while Kitio Aspenthi fires arrows from hiding.
  
  23
  AGELESS AMBITIONS
  Morale So long as Kitio lives, the shira div fights to the death. If 
  Kitio dies, the shira fights until reduced to 30 hit points, after 
  which it flees.
  ASPENTHARI CITIZENS 
  CR 1/2
  N pig farmers (Pathfinder RPG NPC Codex 256, see page 27)
  hp 9 each
  Gear none
  TACTICS
  During Combat With several different threats at large, the 
  citizens become a chaotic jumble of panicked civilians that 
  barely manages to move out of any damaging areas, such as 
  that of the insect swarms.
  Faction Notes: To Princess Ziralia, keeping the people 
  of Aspenthar safe is as important as thwarting Prince 
  Zinlo’s plans. In order to impress the princess, Sovereign 
  Court PCs should prevent as many citizens as possible 
  from dying or falling unconscious during this encounter. 
  Furthermore, this is an opportunity for a Sovereign 
  Court PC to demonstrate leadership by directing the 
  crowds to flee danger.
  Rewards: If the PCs fail to defeat Kitio Aspenthi, reduce 
  each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 2,107 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,827 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 3,548 gp.
  CONCLUSION
  Upon thwarting the staged assassination and defeating 
  Kitio Aspenthi, the PCs have stymied the last of Prince 
  Zinlo’s schemes to instigate war, expand his territory, and 
  perhaps eventually entirely unite Thuvia by force. Even 
  if these turn of events might have ultimately resulted in 
  benevolent rule, the process would have sparked a civil 
  war, ended countless lives, caused untold upheaval, and 
  made the Aspis Consortium even richer in the process. 
  Once it’s clear that Prince Zinlo has not died, the people 
  of Aspenthar remain shaken by the recent events but are 
  able to recover. The Sun Orchid Festival concludes with 
  a more subdued tone. So long as the PCs recovered any 
  documents connecting Prince Zinlo to the Korholm 
  Agenda, Princess Ziralia begins quietly pressuring 
  him to abdicate or at least surrender all of his military 
  aspirations to expand his territory. With the support 
  of Lady Morilla and the Sovereign Court, the princess 
  might even have arranged for the prince to be arrested 
  for his crimes against his city, but for now she focuses 
  on consolidating her evidence that unequivocally proves 
  his schemes and accumulating  local allies that oppose 
  brutal methods as well as unrest in Thuvia at large.
  By defeating Kitio, the PCs have also neutralized 
  the very man who led the Korholm Agenda against the 
  Grand Lodge. This blow effectively shatters the Korholm 
  Agenda. A few dozen lone wolves throughout the Inner Sea 
  region might still harbor dreams of reviving the faction 
  or doing the Society harm, but their support network is 
  no more. Master of Swords Marcos Farabellus predicts 
  that beyond a few exceptional operatives, mopping up the 
  Agenda’s survivors should pose little difficulty.
  REPORTING NOTES
  If the PCs recovered the documents in area C5, check 
  box A on the reporting sheet. One or more members of 
  the Sovereign Court faction fulfill the Sovereign Court 
  faction goal, check box B. 
  PRIMARY SUCCESS CONDITIONS
  So long as the PCs defeat Kitio Aspenthi, each PC earns 
  1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  The PCs’ secondary goals are to recover additional 
  evidence of Prince Zinlo’s schemes with the Korholm 
  Agenda, providing political leverage to ensure the prince 
  doesn’t pursue such schemes again. If the PCs recover the 
  incriminating letter in area C5, each PC earns 1 additional 
  Prestige Point. If the PCs resolved the prison break in area C 
  with subtlety (making it unlikely that they entered area C5), 
  they can instead fulfill the secondary condition by ensuring 
  no more than 10 civilians fall unconscious during combats 
  during this adventure. For the purpose of this goal, count 
  any Aspenthari guards and prisoners whom the PCs killed 
  (rather than simply knocked unconscious).
  FACTION NOTES
  Members of the Sovereign Court faction endeavor to 
  impress Princess Ziralia, who values the well being 
  of Aspenthar’s inhabitants. They should also aim to 
  demonstrate leadership during this adventure. 
  To fulfill the former objective, the PCs must prevent 
  more than 10 civilians from falling unconscious during 
  this adventure’s combat encounters. For the purpose of this 
  goal, count any Aspenthari guards and prisoners whom 
  the PCs killed (rather than simply knocked unconscious). 
  Each Sovereign Court PC who also succeeds at one or 
  more checks to direct a crowd during the encounters in 
  areas B or D earns the Shield of the Sun Orchid boon on 
  her Chronicle sheet. If there are three or more members 
  of the Sovereign Court faction present, all of the faction 
  members fulfill the leadership objective so long as at least 
  two faction PCs successfully direct a crowd.
  
  24
  PATHFINDER SOCIETY SCENARIO
  PLAYER HANDOUT 1: JULIET’S DIAS’S LAST MISSIVE
  All continues as planned. By now you should have retrieved Shohiraj’s 
  latest delivery: a package of scrolls that your subordinates can use 
  to summon divs as we discussed. Afterward, move to the prison and 
  present your credentials to the warden. She should already know to 
  turn over control of the premises to you and not ask any questions. 
  If she gets too nosy, use your best judgment to ensure she stops 
  asking questions.
  Speaking of asking too many questions, keep an eye on Shohiraj 
  when next you see her. She’s begun showing signs of restlessness 
  and perhaps disloyalty. So far she’s followed through on every task 
  I’ve assigned and recovered excellent tools for our cause—including 
  the goggles she recently delivered to me. Even so, I sense some 
  unease. If we cannot trust her to see this through to the end, then 
  we’ll have no choice but to end her involvement—permanently.
  — K
  
  25
  AGELESS AMBITIONS
  APPENDIX: STAT BLOCKS
  The following stat blocks appear in this adventure.
  CUTPURSE 
  CR 1/2
  Human rogue 1
  NE Medium humanoid (human)
  Init +7; Senses Perception +3
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 10 (1d8+2)
  Fort +1, Ref +5, Will –1
  OFFENSE
  Speed 30 ft.
  Melee short sword +3 (1d6+2/19–20)
  Ranged dagger +3 (1d4+2/19–20)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 14, Dex 17, Con 13, Int 10, Wis 8, Cha 12
  Base Atk +0; CMB +2; CMD 15
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +7, Climb +6, Disable Device +7, Escape 
  Artist +7, Knowledge (local) +4, Perception +3, Sleight of 
  Hand +7, Stealth +7, Swim +6
  Languages Common
  SQ trapfinding +1
  Combat Gear potion of cure light wounds, acid (2), smokestick, 
  tanglefoot bag; Other Gear masterwork studded leather, 
  daggers (5), short sword, thieves’ tools, 25 gp
  DIV, GHAWWAS 
  CR 10
  NE Large outsider (aquatic, div, evil, extraplanar)
  Init +6; Senses darkvision 60 ft., detect good, detect magic, 
  see in darkness; Perception +19
  DEFENSE
  AC 26, touch 11, flat-footed 24 (+2 Dex, +15 natural, –1 size)
  hp 161 (14d10+84)
  Fort +10, Ref +13, Will +11
  Defensive Abilities rough hide; DR 10/cold iron and good; 
  Immune fire, poison; Resist acid 10, electricity 10; SR 21
  OFFENSE
  Speed 30 ft., swim 80 ft.
  Melee bite +21 (1d8+7/19–20), 2 claws +20 (1d6+7), sting +20 
  (1d6+7 plus poison) or
  spear +20/+15/+10 (2d6+10/×3 plus poison), bite +19 
  (1d8+3/19–20), sting +18 (1d6+3 plus poison)
  Ranged spear +15 (2d6+7/×3 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks boiling sea
  Spell-Like Abilities (CL 12th; concentration +14)
  Constant—detect good, detect magic
  At will—control water, curse water, deeper darkness, 
  dimension door
  3/day—hallucinatory terrain (DC 16), stinking cloud (DC 15), 
  summon (level 6, 1 pairaka 60%), quench (DC 15)
  STATISTICS
  Str 24, Dex 15, Con 23, Int 12, Wis 15, Cha 14
  Base Atk +14; CMB +22; CMD 34
  Feats Combat Reflexes, Improved Critical (bite), Improved 
  Initiative, Lightning Reflexes, Multiattack, Power Attack, 
  Weapon Focus (bite)
  Skills Bluff +19, Knowledge (geography and planes) +18, 
  Perception +19, Stealth +15, Survival +19, Swim +32
  Languages Abyssal, Aquan, Celestial, Infernal; telepathy 100 ft.
  SQ amphibious
  DESCRIPTION
  Bristling with spiny ridges, coral horns, and needle-sharp teeth, 
  this menacing biped seems to have emerged from some 
  poisoned sea.
  SPECIAL ABILITIES
  Boiling Sea (Su) As a standard action, a ghawwas can cause 
  the waters around it to boil. Any creature within 50 feet 
  of the ghawwas, within the same body of water, and at 
  least half submerged takes 6d6 points of fire damage 
  (DC 23 Fortitude saving throw for half). The save DC is 
  Constitution-based.
  Poison (Ex) Sting—injury; save Fort DC 23; frequency 1/round 
  for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.
  Rough Hide (Ex) Ghawwas have rough hides studded with 
  jagged barbs and spiny protrusions. Any creature striking a 
  ghawwas with a natural weapon or an unarmed strike takes 
  1d6 points of slashing and piercing damage.
  DIV, PAIRAKA 
  CR 7
  NE Medium outsider (div, evil, extraplanar, shapechanger)
  Init +9; Senses darkvision 60 ft., detect good, detect magic, 
  see in darkness; Perception +16
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+5 Dex, +8 natural)
  hp 76 (9d10+27)
  Fort +6, Ref +11, Will +10
  DR 10/cold iron or good; Immune fire, poison, disease; Resist 
  acid 10, electricity 10; SR 22
  OFFENSE
  Speed 30 ft., fly 50 ft. (good)
  Melee 2 claws +14 (1d6+3 plus disease)
  Special Attacks lustful dreams
  Spell-Like Abilities (CL 12th; concentration +19)
  Constant—detect good, detect magic
  At will—charm monster (DC 21), dimension door (self plus 
  50 lbs. of objects only), misdirection (DC 19)
  1/day—insect plague, summon (level 3, 1d4 dorus 50%)
  STATISTICS
  Str 17, Dex 20, Con 16, Int 14, Wis 18, Cha 24
  Base Atk +9; CMB +12; CMD 27
  Feats Deceitful, Flyby Attack, Hover, Improved Initiative, 
  Weapon Finesse
  
  26
  PATHFINDER SOCIETY SCENARIO
  Skills Bluff +20, Diplomacy +18, Disguise +18, Fly +16, 
  Intimidate +16, Knowledge (local) +13, Knowledge (planes) 
  +13, Perception +16, Sense Motive +13, Stealth +17
  Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
  SQ change shape (any Small or Medium animal or humanoid; 
  polymorph)
  DESCRIPTION
  Blue-skinned and draped in revealing attire, this humanoid-
  shaped fiend has a sultry gaze suggesting all manner of 
  debased pleasures.
  SPECIAL ABILITIES
  Disease (Su) A pairaka carries two diseases. Its claws infect 
  targets with bubonic plague, and any willing contact with its 
  skin (such as through caressing, grappling, or more) exposes 
  victims to the shakes.
  Bubonic Plague: Claw—injury; save Fort DC 17; onset 1 day; 
  frequency 1/day; effect 1d4 Str damage, 1 Cha damage, and 
  target is fatigued; cure 2 consecutive saves.
  Shakes: Contact; save Fort DC 17; onset 1 day; frequency 1/day; 
  effect 1d8 Dex damage; cure 2 consecutive saves.
  Lustful Dreams (Su) Pairakas can torment sleeping creatures. 
  While an intelligent creature sleeps, a pairaka can slip into 
  the target’s mind and twist its dreams to lusty, harmful 
  nocturnal visions. The victim must be asleep for the pairaka 
  to use this ability and the pairaka must be within 100 feet. 
  If the victim fails a DC 21 Will saving throw, it experiences 
  vivid hallucinations of a lurid nature that leave it breathless 
  and fatigued upon waking. The victim, even a depraved 
  soul, rarely considers the sexual nature of these dreams 
  enjoyable, as the images exploit any number of taboos the 
  pairaka suspects its victim might harbor. The save DC is 
  Charisma-based. Creatures that do not sleep or dream are 
  immune to this effect.
  DIV, SHIRA 
  CR 12
  NE Large outsider (div, evil, extraplanar)
  Init +11; Senses darkvision 60 ft., see in darkness, true seeing; 
  Perception +21
  DEFENSE
  AC 27, touch 16, flat-footed 20 (+7 Dex, +11 natural, –1 size)
  hp 150 (12d10+84)
  Fort +11, Ref +15, Will +14
  DR 10/cold iron and good; Immune fire, poison; Resist acid 10, 
  electricity 10; SR 23
  OFFENSE
  Speed 50 ft.
  Melee bite +21 (1d8+9/19–20), 2 claws +21 (1d8+9 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks consume essence, dusty pelt, rake (2 claws 
  +21, 1d8+9)
  Spell-Like Abilities (CL 13th; concentration +18)
  Constant—true seeing
  At will—greater teleport (self plus 50 lbs. of objects only)
  3/day—magic circle against good, waves of fatigue
  1/day—summon (level 5, 1d2 pairakas or 1 shira 35%)
  STATISTICS
  Str 28, Dex 25, Con 25, Int 13, Wis 22, Cha 20
  Base Atk +12; CMB +22 (+26 grapple); CMD 39
  Feats Improved Critical (bite), Improved Initiative, Power 
  Attack, Run, Weapon Focus (claw), Weapon Focus (bite)
  Skills Acrobatics +22 (+30 when jumping), Bluff +20, 
  Climb +24, Intimidate +20, Perception +21, Stealth +18, 
  Survival +21
  Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
  DESCRIPTION
  Moving with deadly grace, this brutal, thickly furred 
  humanoid figure’s head is that of a lioness with dead 
  black eyes.
  SPECIAL ABILITIES
  Consume Essence (Su) A shira’s deadliest attacks drain away 
  a portion of its victim’s essence. Whenever a shira hits with 
  a coup de grace attack using its bite, or confirms a critical 
  hit with its claws or bite, the target must succeed at a DC 
  23 Fortitude saving throw or take 1d4 points of Constitution 
  drain. The save is Constitution-based.
  Dusty Pelt (Ex) A shira collects and produces copious 
  amounts of dust and ash within the coarse hairs of its 
  furry hide. As a move action, it can shake itself, creating a 
  cloud of dust that fills its space, providing it concealment. 
  Any attack that deals at least 10 points of bludgeoning, 
  piercing, or slashing damage to the shira (before DR) 
  automatically activates this ability. The cloud of dust and 
  ash lasts for 1 round. A light wind disperses this cloud 
  immediately.
  LARGE EARTH ELEMENTAL 
  CR 5
  N Large outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +11
  DEFENSE
  AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
  hp 68 (8d10+24)
  Fort +9, Ref +1, Will +6
  DR 5/—; Immune elemental traits
  OFFENSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee 2 slams +14 (2d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks earth mastery
  STATISTICS
  Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +16; CMD 25
  Feats Cleave, Greater Bull Rush, Improved Bull RushB, Improved 
  Overrun, Power Attack
  Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, 
  Knowledge (planes) +6, Perception +11, Stealth +5
  
  27
  AGELESS AMBITIONS
  PIG FARMER 
  CR 1/2
  Human commoner 2
  CN Medium humanoid (human)
  Init –1; Senses Perception +0
  DEFENSE
  AC 9, touch 9, flat-footed 9 (–1 Dex)
  hp 9 (2d6+2)
  Fort +1, Ref –1, Will +0
  OFFENSE
  Speed 30 ft.
  Melee scythe –2 (2d4+1/×4) or 
  club +2 (1d6+1)
  Ranged club +0 (1d6+1)
  STATISTICS
  Str 13, Dex 9, Con 12, Int 10, Wis 11, Cha 8
  Base Atk +1; CMB +2; CMD 11
  Feats Skill Focus (Handle Animal, Heal)
  Skills Craft (carpentry) +6, Handle Animal +7, Heal +5, 
  Knowledge (nature) +1, Profession (farmer) +5
  Languages Common
  Gear club, scythe, artisan’s tools, pigs (8), bit and bridle, light 
  horse, pack saddle, 251 gp
  
  28
  PATHFINDER SOCIETY SCENARIO
  
  29
  AGELESS AMBITIONS
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #7-28: 
  Ageless Ambitions
  OPEN GAME LICENSE Version 1.0a
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  Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
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  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
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  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; 
  Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario #7–28: Ageless Ambitions © 2016, 
  Paizo Publishing, LLC; Author: Luis Loza.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  7–8
  10–11
  —
  2,239
  3,916
  —
  3,078
  4,478
  7,832
  —
  6,155
  Out of
  Subtier
  Pathfinder Society Scenario #7-28: 
  Ageless Ambitions
  ▫ Secrets of Thuvian Alchemy: Word spreads of the Pathfinder Society’s deeds in Thuvia, attracting a 
  wave of Garundi recruitment at the Grand Lodge. Among these are a handful of Thuvia’s finest alchemical 
  innovators, who share some of the region’s closely guarded secrets. So long as you possess this boon, all 
  of your Pathfinder Society Roleplaying Guild characters have access to the Thuvian alchemist prestige 
  class from Pathfinder Player Companion: People of the Sands as if it appeared on the Additional Resources 
  page. In place of Brew Potion, you must possess one of the following feats to qualify for the prestige class: 
  Extra Bombs, Skill Focus (Craft [alchemy]), or Skill Focus (Knowledge [any one]).
  Finally, if you are able to cast 2nd-level arcane spells or create 2nd-level extracts, you may check the 
  box that precedes this boon to freely retrain your class levels into the Thuvian alchemist prestige class, 
  so long as your remaining class levels would allow you to qualify for the prestige class. You may also 
  freely retrain only as many feats and skill points as is necessary in order to qualify for the prestige class.
  ▫ ▫ Shield of the Sun Orchid (Sovereign Court): Not only did you thwart a scheme to throw Thuvia 
  into civil war, you also did so while protecting the people of Aspenthar and proving yourself a true leader 
  under difficult circumstances. You can apply what you practiced here to shield others from harm, inspire 
  them to persevere, and lead them to victory. As an immediate action, you can check one of the boxes that 
  precedes this boon to perform one of the following. First, you can grant yourself and any allies that can 
  see and hear you a +4 morale bonus on a saving throw against a fear effect. Second, you can grant yourself 
  and any allies that see and hear you 3d6 temporary hit points before they are dealt damage by a spell or 
  effect; these hit points last only until the damaging effect has been resolved. Finally, you can use this 
  ability to automatically succeed at any one check to direct a crowd or perform the aid another action.
  Kitio’s Foe: You defeated Kitio Aspenthi and recovered a unique set of goggles given to him by the 
  Aspis contractor Shohiraj. You gain access to the following unique magic item at the listed discount.
  Goggles of the certain shot (Aura faint divination; CL 5th; Slot eyes; Discounted Price 22,000 gp): These 
  brass and leather goggles house dark ruby lenses and allow the wearer to find and dispatch targets at 
  range. The wearer can make ranged sneak attacks from any distance instead of the normal 30 feet. When 
  making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak 
  attack damage die. Furthermore, the goggles have 3 daily charges that the wearer can expend to enhance 
  his visual perception. By spending a charge as a standard action, the wearer can gain the effects of 
  darkvision or see invisibility for 30 minutes. He can spend a charge as swift action to gain a +2 circumstance 
  bonus on each sneak attack damage die on ranged attacks at any range—not just those within 30 feet—
  until the end of his turn. The wearer can have multiple effects active at once, and charges replenish 
  automatically after 24 hours.
  Core Campaign
  All Subtiers
  Subtier 10–11
  holy staff (29,600 gp; Pathfinder RPG Ultimate 
  Equipment 193)
  purple worm poison (700 gp, limit 3)
  sniper goggles (20,000 gp; Pathfinder RPG Ultimate 
  Equipment 227)
  +2 adaptive composite longbow (9,400 gp; Pathfinder 
  RPG Ultimate Equipment 134)
  slayer’s robe (15,000 gp; Pathfinder RPG Ultimate 
  Equipment 235)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 7/S07-28 - Ageless Ambitions.pdf