TEXT: By Jason Brick
  ScarS of the
  third cruSade
  PATHFINDER SOCIETY SCENARIO #5–22 
  TIER 1–5
  
  ScarS of the third cruSade
  Pathfinder Society Scenario #5–22
  Author • Jason Brick
  Contributing Artists • Marjorie Davis, Jakub Witowski
  Cartographer • Sean Macdonald
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Managing Editor • James L. Sutter
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  Developers • Logan Bonner, John Compton, Adam 
  Daigle, Mark Moreland, Patrick Renie, 
  and Owen K.C. Stephens
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  Editor • Ryan Macklin
  Contract Editor • Joe Homes
  Lead Designer • Jason Bulmahn
  Designers • Stephen Radney-MacFarland 
  and Mark Seifter
  Managing Art Director • Sarah E. Robinson
  Senior Art Director • Andrew Vallas
  Art Director • Sonja Morris
  Graphic Designers • Emily Crowell and Ben Mouch
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  Pathfinder Society Scenario #5–22: Scars of the Third Crusade is a Pathfinder Society Scenario designed for 1st- to 5th-level 
  characters (Tier 1–5; Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society Organized Play 
  campaign, but can easily be adapted for use with any world.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of 
  the world’s oldest fantasy roleplaying game.
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  Pathfinder Society Scenario #5–22: Scars of the Third Crusade © 2014, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, LLC, the 
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  Mendev
  • Kenabres
  • Dawnton
  • Nerosyan
  3
  ScarS of the
  third cruSade
  By JaSon Brick
  WHERE ON GOLARION?
  Scars of the Third Crusade takes place in the village of 
  Dawnton, located in southern Mendev in the plain between 
  the Egelsee River and the western arm of Estrovian Forest. 
  For more information regarding Mendev and the threats 
  posed by the demons to the west, see Pathfinder Campaign 
  Setting: The Inner Sea World Guide and Pathfinder Campaign 
  Setting: The Worldwound, available at bookstores and game 
  stores everywhere, and online at paizo.com.
  T
  he inquisitions of the Third Crusade captured 
  demonic enemies in and around Kenabres, but 
  brought widespread paranoia and the persecution 
  of many innocent souls. This added a new source of 
  fear to an already terrifying war, creating zealots both 
  for and against the leading inquisitor Hulrun Shappok 
  and his cause. In the years since, Hulrun has seen the 
  error of his ways, relaxed his policies, and ceased the 
  witch-hunts common decades ago. Most of his disciples 
  followed suit, but a few remained fervently vigilant for 
  signs of corruption. Fewer still survived the recent attack 
  on Kenabres.
  One such zealot was Ekira Corum, a promising acolyte 
  who escaped Kenabres solely because her mentor gave 
  his life so she and other young clerics could flee. Faced 
  with the fall of the citadel she knew was invulnerable, 
  Ekira became convinced that only treachery could have 
  breached the city’s walls. When her fellow refugees 
  disagreed, she abandoned them and began a personal 
  crusade to find the traitors and bring them to justice.
  Her investigations uncovered that hundreds of 
  Pathfinders had entered Mendev just before Kenabres’ 
  fall. Though these Pathfinders were preparing for 
  an expedition to a lost dwarven Sky Citadel in the 
  Worldwound—an expedition intended to help Mendev 
  and Kenabres fight the demonic hordes—Ekira became 
  certain the Pathfinders were spies responsible for the 
  fall of her city and the death of her mentor. Over several 
  months, Ekira cherry-picked rumors and facts to gather 
  information that confirmed her beliefs. She brought her 
  evidence to local commanders, but they rightly rejected 
  her claims. Since then, Ekira has wandered rural Mendev 
  to share her warnings about the treacherous Pathfinders 
  to all who will listen.
  Left to her own devices, Ekira might not present a 
  threat to the Society; however, the arrival of two servants 
  of the demon lord Shax has led to complications. Dalton 
  Krunne is a murderer released from a Chelish prison 
  by Tancred Desimire, a sworn enemy of the Pathfinder 
  Society and demoniac pledged to Shax’s service. Hoping 
  to sow mayhem to disrupt the Society and its allies, 
  Desimire sent Dalton into central Mendev to stir up 
  trouble. The quasit Tovril recently joined Dalton, and 
  although the two enjoyed the simple pleasures of murder 
  and mayhem, they saw in Ekira an opportunity for even 
  more delicious fun: the corruption of a holy warrior. 
  They followed her to the village of Dawnton and shortly 
  thereafter sent a letter to Starrise Spire, the Pathfinder 
  Society’s principal lodge in the region, with news of an 
  ancient Sarkorian site uncovered in a nearby field. When 
  the Pathfinders sent to investigate arrived in Dawnton, 
  Krunne committed a pair of grisly murders while Tovril 
  helped him plant evidence to implicate the Pathfinders. 
  The next morning, Tovril hovered near Ekira while 
  invisible, claiming to be the voice of Iomedae, assuring 
  
  Jorsal of 
  Lauterbury
  4
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  4
  her that the Pathfinders were guilty, and convincing her 
  that she was the Inheritor’s chosen agent. 
  Desperate for some affirmation of her suspicions, 
  Ekira never questioned the voice of her deity and leapt 
  at the opportunity. She brought the evidence before 
  Tobias Luin, Dawnton’s sheriff and mayor. Under the 
  laws of Dawnton, punishment for capital crimes comes 
  to a vote of the townspeople. Ekira, spurred on by 
  Tovril’s whispers, riled up the populace to demand the 
  death penalty for all three Pathfinders. Their 
  execution is set for seven days from the 
  beginning of the adventure. 
  Starrise Spire has received word of 
  the situation and sends the PCs to 
  investigate the murders. If the captured 
  Pathfinders are guilty, the PCs are 
  under orders to let the executions 
  happen 
  as 
  planned—a 
  necessary 
  sacrifice to maintain the Society’s good 
  standing in the region. However, the senior 
  Pathfinders believe the Pathfinders 
  are innocent.
  SUMMARY
  The adventure begins as the 
  PCs approach Dawnton. In 
  the hours before they reach 
  town, they encounter a steady 
  stream of travelers on their way to 
  watch the imminent execution. Ekira’s efforts to spread 
  word of the imminent execution have lured nearly 1,000 
  people from the surrounding countryside and other 
  nearby settlements.
  Once they reach Dawnton, the PCs investigate the 
  murders by speaking with the condemned prisoners, 
  examining a crime scene, interviewing locals, and 
  culling rumors. As they do so, their actions come to 
  the attention both of Ekira and her villainous shadows 
  Dalton Krune and Tovril the quasit, as well as that of the 
  village sheriff and the flood of townspeople.
  As Krunne and Tovril monitor the PCs, they attempt 
  to frame one member of the party for a third murder. 
  This makes the locals even more suspicious of the 
  adventurers, especially if the PCs can’t prove their 
  innocence. Ultimately, Krunne decides the PCs are 
  too close to the truth and sets up an ambush to end 
  their interference. This battle draws the attention of 
  a nearby crowd, and Ekira and Sheriff Tobias arrive 
  to investigate the commotion. The PCs must convince 
  the two authorities and a growing mob that they—both 
  the condemned Pathfinders and the PCs themselves—
  are not to blame. Their evidence, the strength of their 
  arguments, and the village’s perception of the PCs 
  combine to determine who is on their side in the likely 
  event that fighting ensues.
  GETTING STARTED
  Read or paraphrase the following to get the adventure 
  underway.
  Venture-Captain Jorsal of Lauterbury is stoic yet shows signs 
  of exhaustion as he strides into the room and places a piece 
  of paper on the table. “Pathfinders, some weeks ago 
  we received this letter from an anonymous source, 
  advising us of the discovery of a Sarkorian site in 
  rural Mendev, near the village of Dawnton. We sent 
  three Pathfinders to perform an initial investigation.
  “Word came to us two days ago that the entire 
  team has been arrested for murder and is scheduled 
  to be hanged in seven days’ time. I would appreciate 
  your traveling to Dawnton, investigating the crimes, 
  and finding any evidence necessary to clear 
  their names.”
  He pauses for a moment, as if 
  gathering his will or holding 
  back strong emotion. “As much 
  as it grieves me to think this 
  possible, you may find evidence 
  that implicates our comrades. 
  If they are guilty of this crime, 
  let them hang. It’s justice of a 
  sort, and we must all remember 
  that we are guests in Mendev and subject to all its laws. Your 
  predecessors’ reputation has tarnished the Pathfinders’ name 
  in Dawnton, so I recommend you not travel and investigate 
  openly as Pathfinders agents.
  “Be careful,” he recommends, “and remember that three 
  comrades are relying on you.”
  Venture-Captain Jorsal requests that the PCs depart 
  the following morning or earlier, giving them enough 
  time to pack their things and purchase any equipment. 
  The debacle in Dawnton has developed rapidly, and he 
  has little more information than what he has told the 
  PCs. If asked, he notes that the road should take about 
  three days to travel by horse, and he offers to loan the PCs 
  mounts for the trip.”
  Diplomacy (gather information) or 
  Knowledge (local)
  Before departing Nerosyan, the PCs might be able to 
  learn more about Dawnton.
  10+ Dawnton is a small village at the crossroads of the 
  local trade highway and the Setian River, a tributary of 
  the Egelsee. It has a small permanent population, but 
  
  5
  SCARS OF THE THIRD CRUSADE
  SCARS OF THE THIRD CRUSADE
  5
  swells to many times its size on festival days and during 
  the harvest.
  15+ As with many small villages in the region, 
  Dawnton has become distrustful of strangers since the 
  fall of Kenabres. This distrust is especially virulent 
  toward tief lings and others with demonic roots, 
  inf luence, or appearance.
  20+ Tobias Luin is both the village’s sheriff and mayor. 
  Local opinion holds that he is fair to the point of being 
  soft. It is unusual that he would hold an execution, but 
  local law calls for a vote of the citizenry to decide the fate 
  of those guilty of capital crimes.
  25+ There are rumors of similar brutal crimes in other 
  villages near Dawnton. When a guilty party was found in 
  those cases, execution was always the result.
  FACTS AND FABRICATION
  During the investigation, the PCs have numerous 
  opportunities to canvass the village, make friends, and 
  question the locals about what they may have seen or 
  heard about the recent murders. The more the PCs can 
  impress the people of Dawnton—typically through 
  a skill check or ability check—the more accurate the 
  information they learn. This information is presented 
  as true rumors and false rumors that the PCs learn as 
  part of their investigations, and many of the locations 
  around the town might provide the PCs one or more of 
  each type of rumor depending on the outcome of    skill 
  checks. The more successful the PCs are during a phase 
  at any given place, the more helpful the rumors that they 
  are likely to hear.
  Each day is broken into three major phases (morning, 
  afternoon, and evening) in which the PCs can inspect or 
  interact with a location or major NPC. Quick errands or 
  meetings, such as the PCs gathering to share notes, do 
  not take a phase to complete. At the beginning of a phase, 
  allow the PCs to choose which locations to frequent. 
  These locations each suggest several skill checks, ability 
  checks, or saving throws that the PCs might attempt to 
  hear rumors, though a PC can only attempt one such 
  check per phase. Locations detailed in the Investigation 
  portion of this adventure provide two different values 
  for the skill check DC, which indicate the DCs that must 
  be met or exceeded in Subtiers 1–2 and 4–5 respectively. 
  If a PC meets or exceeds the DC, he earns the PCs one 
  success at that location during that phase. For every 5 
  points by which a PC exceeds the listed DC, the PCs earn 
  one additional success at that location. The location’s 
  development section details how many rumors the PCs 
  learn based on the number of successes they earned, 
  though the PCs can only learn one rumor at a location 
  for each actively investigating PC each phase; if the PCs 
  would learn more rumors than there are PCs at a location, 
  randomly determine which rumors they learn. Use the 
  Investigation Tracking Sheet on page 22 to keep track of 
  which rumors the PCs have heard and where they heard 
  them. 
  The PCs experience diminishing returns if they send 
  too many people to investigate a particular location. First, 
  there is a limit to the number of rumors a particular 
  location can provide. Second, for every two PCs that 
  investigate a particular location in one phase, reduce 
  their final number of successes by 1 for that phase. One 
  additional complication is that the people of Dawnton 
  are intolerant of tieflings and others who demonstrate 
  overtly fiendish features. At the beginning of each day, 
  such a character can attempt a DC 18 Disguise check to 
  avoid suffering a –2 penalty on Charisma-based skill 
  checks with the local population.
  The array of skills and ability checks that appear among 
  the locations provide PCs of nearly all backgrounds some 
  way of contributing to the investigation. However, because 
  low-level characters tend not to have a wide variety of 
  skills, be flexible in allowing the PCs to come up with 
  creative uses of the skills they have. Craft and Profession 
  skills in particular might be helpful in finding common 
  ground with the hardworking folk of southern Mendev. 
  The checks made to find clues and rumors assume the PCs 
  are spending much of the phase investigating, making 
  it possible to take 10 on checks to interact with NPCs or 
  search a large area but virtually impossible to take 20.
  RUMORS AND CLUES
  Although there are several physical pieces of evidence that 
  the PCs can find to help prove their comrades’ innocence, 
  a large portion of the investigation involves piecing 
  together rumors to understand the larger story. Several 
  of these rumors also prompt the PCs to investigate other 
  locations or look for particular clues. When a PC learns a 
  true or false rumor, roll 1d8 and consult the respective list 
  below. If you roll a true rumor that the PCs have already 
  heard, reroll until the PCs hear something new. Should 
  the PCs learn all of the true rumors, each additional true 
  rumor instead debunks one of the false rumors that PCs 
  have already heard. If you roll a false rumor that the PCs 
  have already heard, repeat the rumor with minor changes 
  to the details to cast doubt as to whether or not it might 
  actually be true.
  ADVENTURE TIMELINE
  It takes the PCs three days to make preparations and travel to 
  Dawnton, and the PCs arrive in the early evening of the third 
  day. The prisoners are scheduled to be hanged at dawn on 
  the seventh day, giving the PCs that evening plus three full 
  days to solve the case and prove their colleagues’ innocence.
  
  6
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  6
  True Rumors
  1. Otto, a farmer who lives just outside Dawnton, found 
  the body of the first victim the morning the accused 
  Pathfinders arrived. He’s still going about his business 
  as though nothing had happened.
  2. Everybody knows Ekira hated Pathfinders even 
  before this series of murders. She was elated—almost 
  disturbingly so—at the decision to execute the 
  condemned prisoners.
  3. Another stranger, this one tall and quiet with a 
  patch of hair missing from the back of his head, has been 
  in town for about as long as the Pathfinders have. He 
  sometimes asks more questions about the accused than is 
  considered seemly in these parts.
  4. Some aren’t sure the prisoners are guilty, but it’s hard 
  to get anybody to speak his mind with that inquisitor 
  throwing accusations and the whole crowd screaming to 
  see some necks get stretched. 
  5. The sheriff himself wants to hang the murderers. 
  He has a written testimony from a witness that says 
  they’re guilty.
  6. Orug Foram discovered the second victim in front of 
  his general store. He says he fought the murderer before 
  he escaped, but has been known to stretch a point in the 
  name of a good story.
  7. Ekira says that Iomedae began speaking to her 
  directly after she arrived in Dawnton. She’s thinking 
  about setting down roots here, establishing a church, 
  maybe even challenging Sheriff Tobias Luin for the title 
  of mayor.
  8. When he arrived at the second murder site, Sheriff 
  Luin found a dagger that fit a sheath belonging to one of 
  the Pathfinders who was hiding nearby.
  False Rumors
  1. Two small children saw one of the Pathfinders 
  mutilating the body of the second victim. They barely 
  escaped when the Pathfinder chased them. 
  2. On the night of the first murder, two of the murderers 
  were seen dancing in a devil’s circle in the woods outside 
  of town.
  3. When the Pathfinders were arrested, the accused 
  halfling had blood all over his hands and clothes.
  4. There’s going to be a jailbreak tomorrow night. 
  The Pathfinder Society sent another gang of their 
  adventurers to bust the first bunch out. Those thugs all 
  have orders to kill the sheriff and anybody who gets in 
  their way. 
  5. Ekira is a demon posing as an inquisitor. She’s 
  used this trick to murder ten heroes up and down the 
  countryside, and nobody is brave enough to speak up.
  6. Otto worships demons out at his farm. That’s why 
  the murderers skinned the first one alive out on his 
  property.
  7. When Kenabres fell, half the survivors got possessed 
  by demons. Those poor Pathfinders most certainly killed 
  those people, but it’s not really their fault. 
  8. There’s a witch in town who plans to bring the 
  hanged murderers back as undead. They’ll slaughter the 
  whole town on the morning of the execution.
  TOWN SENTIMENT MODIFIERS
  Event	
  Sentiment	Adjustment
  Each day in which one or more
  PCs investigated a location 
  +1
  Mentioning witchcraft, demons,
  or the desire to free the prisoners 
  +1
  Using coercion or threats
  (including most uses of Intimidate) 
  +2
  Engaging in violence of any kind
  (whether or not the PCs started it) 
  +4
  Changing the attitude of Tobias Luin
  to friendly or helpful 
  –2
  TOWN SENTIMENT TRACK
  	 Town	
  Sentiment	 Results
   3. 
  Ekira confronts the PCs and inquires about  
   
   
  their business. Begin Encounter 1.
   4. 
  Apply a –2 penalty on rolls made while  
   
   
  interacting with the villagers for the rest
   
   
  of the scenario.
   6. 
  A group of concerned citizens ruins the 
   
   
  crime scene at Otto’s farm that night. If the 
   
   
  PCs visit the farm, they find none of the  
   
   
  physical evidence described 
   
   
  at that location, but they do find evidence of  
   
   
  someone tampering with the site.
   8. 
  Increase the penalty on all rolls while
   
   
  interacting with the villagers to –4.
   10. 
  A group of town roughs confronts the party.
   
   
  Begin Encounter 2.
   13. 
  Sheriff Luin confronts the PCs and instructs 
   
   
  them to leave town by the end of the day (if 
   
   
  morning) or the next dawn (if afternoon or  
   
   
  evening). Failure to leave by that time  
   
   
  advances the track 3 more points.
   16. 
  Sheriff Tobias and Ekira immediately attempt to
   
   
  arrest the PCs on suspicion of conspiracy  
   
   
  with the condemned, attempted jailbreak,  
   
   
  consorting with demons, and any mayhem  
   
   
  the party has conducted while in town.
   
   
  Begin Encounter. 
   5.  
  Dalton Krunne is on site for the accusations, 
   
   
  but  Sheriff Tobias makes the accusations  
   
   
  instead. When combat begins, Krunne joins  
   
   
  the combat as a “concerned citizen.” 
   
   
  Otherwise, run the encounter as described.
  
  7
  SCARS OF THE THIRD CRUSADE
  SCARS OF THE THIRD CRUSADE
  7
  TOWN SENTIMENT TRACK
  Most of this adventure consists of the PCs poking around 
  town in an attempt to find out what’s going on. This 
  brings them clues and rumors they need to solve the 
  mystery, but as the PCs investigate the village, the village 
  also investigates them. The people of Dawnton are on 
  edge in the wake of the murders, and citizens who don’t 
  actively believe a demon is loose are at least suspicious 
  that adventuring types are up to no good. PC interactions 
  with villagers affect how the crowd responds to them in 
  subsequent encounters and can trigger special events.
  At the end of the first phase each day, each PC can 
  attempt a DC 15 Bluff, Disguise, or Stealth check (DC 18 
  in Subtier 4–5). If half (rounded up) of the PCs succeed at 
  the check, the first time that the PCs would advance the 
  Town Sentiment Track that day, they reduce the number 
  of points by which the track advances by 1.
  The track begins at 0, and the GM should advance the 
  track according to the following guidelines.
  OPPOSITION TRACK
  Krunne and Tovril are enjoying their corruption of 
  Ekira and suspect the Pathfinder Society might send 
  somebody to ruin their plans. They keep a close ear 
  and keen eye out for signs of this interference. As word 
  of the PCs’ investigation gets around, they respond by 
  making their own inquiries, eventually inspiring them 
  to act against the PCs directly. The Opposition Track 
  represents this awareness and involvement.
  The track begins at 0, and the GM should advance the 
  track according to the following guidelines.
  DAWNTON
  Dawnton is little more than the crossroads of a highway 
  and a navigable river, and its population barely exceeds 
  100 during most of the year. Because of this crossroads, 
  though, as many as 3,000 people converge on the 
  settlement just after the harvest to transfer crops from 
  wagons to barges. In the off season, more than half the 
  village’s buildings lie empty, awaiting their seasonal 
  tenants’ return. At the peak of harvest season, a tent city 
  forms in the fields east of town to house and support the 
  surplus population.
  It is not harvest season, but Dawnton is crowded with 
  visitors who have come to witness the executions. Despite 
  the morbid circumstances, the villagers see this as an 
  unexpected opportunity to gossip, barter, and celebrate, 
  giving much of the village a festive atmosphere complete 
  with games and drunken revelry. At night, most of the 
  village becomes eerily quiet as people retire and fearfully 
  watch the shadows for signs of more murderers or 
  demons. A portion of the tent city remains active long 
  into the night.
  Also see the appendix on page 18 for descriptions and 
  statistics for the major NPCs in Dawnton: Ekira Corum, 
  Tobias Luin, Dalton Krunne, and Tovril.
  A. Orug’s General Store
  One of two permanent businesses in town, this sprawling 
  shop occupies three large storefronts on the main road. 
  The center room is the general store, where PCs can 
  purchase most mundane supplies below the village 
  purchase limit. The east room holds stored goods, an 
  office and a small apartment for Orug Foram (half-orc 
  commoner 3) and his wife Tessa Greenagh (half-elf expert 
  2). The west building is Orug’s barbershop. It contains 
  two chairs in the front and three rooms in back for hot 
  baths, and it is Dawnton’s main hub for gossip.
  OPPOSITION MODIFIERS
  Event	
  Track	Adjustment
  Each day (or fraction thereof) that
  the PCs spend in Dawnton 
  +1
  Each phase the spend investigating
  one or more locations 
  +1
  Completing Encounter 1 
  +2
  Visiting the prisoners 
  +2
  One or more of the PCs admit
  to being Pathfinders 
  +2
  Any action that gets widespread attention,
  such as engaging in violence or buying
  a round for the house 
  +1
  OPPOSITION TRACK
  	
  Opposition
  	
  Score	
  Results
   
  0-4 
  Neither Tovril nor Dalton is aware of the PCs  
   
   
  or their intent.
   
  5-6 
  Dalton begins asking pointed questions  
   
   
  about the PCs. The next time a PC learns a  
   
   
  true rumor, she also learns that somebody  
   
   
  matching Krunne’s description has taken an  
   
   
  interest in the PCs’ investigation.
   
  7 
  Tovril takes the form of a stork and begins
    
   
  shadowing the PCs by  watching from  
   
   
  rooftops. The PCs at that location can spot  
   
   
  the inquisitive bird with a successful DC 24 
   
   
  Perception check.
   
  8 
  Tovril and Dalton decide to commit another  
   
   
  murder and frame the PCs for the crime.  
   
   
  Begin Encounter 3. 
   
  10 
  Dalton decides to murder the PCs. Begin  
   
   
  Encounter 4.
  
  8
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  8
  B. Heath and Harvest
  The village’s inn is huge for a settlement of this size, but 
  it’s full to bursting during the harvest season. It’s quite 
  full at the time of the adventure, but it still has two rooms 
  available for the PCs if they don’t mind sharing. The pub 
  downstairs is the only restaurant option available in town 
  during the off months, and still very busy at mealtimes 
  despite the competition from food stalls at the tent city. 
  Staying at the inn costs 1 gp per night and includes meals.
  Ekira has taken a room here on the second floor facing 
  the street. When she takes breaks from patrolling the 
  village and settling disputes, she often passes the time in 
  a corner of the pub.
  C. Tobias Luin’s House
  As befits his station as the village’s mayor and sheriff, 
  Tobias’s house is the largest private residence in 
  Dawnton. He lives there alone, having lost much of his 
  family in a demon attack more than ten years earlier, 
  but his basement doubles as the region’s jail, where he 
  currently keeps the three Pathfinder prisoners. Though 
  the building is hardly an airtight prison, a trio from the 
  local militia—the closest thing Dawnton has to a police 
  force or town guard—stands watch outside at all hours. 
  Use the brigand stats from Pathfinder RPG NPC Codex 266, 
  but the militia soldiers have Alertness instead of Skill 
  Focus (Stealth), granting them a +4 bonus on Perception 
  checks. Even were the PCs to break the other Pathfinders 
  out of the jail, it would do nothing to clear the criminal 
  charges. In fact, it could simply confirm what the local 
  already believe.
  D. Tent City
  Dozens of tents of sundry sizes ring an open area where 
  the visitors gather for games and talk. During the day, the 
  place feels like a county fair, complete with food stalls, 
  music, jugglers, and sports. At night, the residents huddle 
  in their tents or in the central beer garden, watching the 
  shadows closely.
  E. Beer Garden
  At the center of the tent city’s open area stands a broad 
  beer garden with walls constructed of beer barrels and 
  crates. This is the social hub for the country folk. During 
  the day, it’s hard to find a place to stand and difficult to 
  be heard over the noise. At night, approximately a dozen 
  adults sit and drink, watching outward and speaking in 
  low whispers.
  
  9
  SCARS OF THE THIRD CRUSADE
  SCARS OF THE THIRD CRUSADE
  9
  INVESTIGATION
  The following are key locations where the PCs can find 
  clues or learn rumors. Investigating one sufficiently takes 
  an entire phase, even if the checks made at that location 
  are unsuccessful. At the beginning of the adventure, the 
  PCs are likely unaware of the significance of Otto’s farm 
  and do not know to investigate it, but they might learn of 
  it through rumors or reviewing the evidence with Ekira 
  or Tobias. If the PCs try to investigate a location other 
  than the ones listed, adapt one of the existing locations 
  (typically the “Word on the Street” location) to let them 
  learn rumors.
  Rewards: Scars of the Third Crusade is an adventure that 
  includes little treasure, but Venture-Captain Jorsal of 
  Lauterbury is willing to reward them out of pocket for 
  their efforts. For the purposes of calculating experience 
  earned, treat each day of investigation (or fraction 
  thereof) as an encounter. If the PCs fail to secure at least 
  four pieces of evidence and also fail to complete the 
  scenario, reduce each PC’s gold earned as follows. 
  Subtier 1–2: Reduce each PC’s gold earned by 150 gp.
  Out of Subtier: Reduce each PC’s gold earned by 300 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 450 gp.
  Interviewing the Prisoners
  At some point the PCs may want to interview the 
  prisoners, which means first speaking to Tobias Luin. 
  Luin’s starting attitude is unfriendly, though that’s more 
  a product of how stressful the past week has been than 
  it is any intended animosity. If the PCs can improve his 
  attitude to indifferent or better (DC 20+), he is willing 
  to escort them to his home and give them a few minutes 
  to meet with the prisoners—on the condition that 
  he is present during the meeting. Grant the PCs a +2 
  circumstance bonus on the check if they use evidence or a 
  rumor in the prisoners’ favor to press their case. Increase 
  this bonus to +5 in Subtier 1–2.
  The condemned know very little about the murders for 
  which they were framed. They arrived on a mission to 
  investigate a Sarkorian ruin and were arrested in their 
  beds on their second night in town. They didn’t fight and 
  haven’t tried to escape because they don’t want to risk 
  harming Luin or any other innocents. They are well-fed 
  and haven’t been mistreated, though all three are worried 
  about their impending executions. If asked about the 
  evidence against them, they have no real refutation but 
  claim to have been in their rooms at the time of the 
  second murder. Corwin Burke mentions that he thinks 
  they first became suspects after Tobias Luin received a 
  letter identifying them as the culprits. 
  If the PCs shift Luin’s attitude to friendly or helpful, he 
  openly discusses the details of the case as they are leaving 
  the interview. He lays out the evidence accumulated 
  against the prisoners (see the Evidence for the Prosecution 
  sidebar), including the letter written by an anonymous 
  witness. With a successful DC 13 Linguistics check or 
  DC 18 Perception check, a PC can determine that the 
  handwriting is identical to that on the letter sent to the 
  Pathfinder Society warning of the imminent executions.
  Rumors: There are no rumors available at this 
  location, though the handwriting sample is useful 
  physical evidence.
  Development: Note that visiting the prisoners advances 
  the Opposition Track one point.
  Fairgrounds
  During the morning and afternoon, the field near 
  the tent city is abuzz with activity. An impromptu 
  marketplace springs up during the early hours of the 
  morning, locals set up festival games, and dozens of men 
  and women of all ages participate in contests and sports. 
  The vast majority of the people visiting Dawnton for the 
  execution grew up in the region and are familiar faces, 
  but strangers like the PCs may have a hard time fitting 
  in and convincing others to talk. Soon after arriving, 
  though, it should be clear that those who excel at the 
  local contests and sports tends to win friends quickly. 
  If the PC tries to hear rumors without participating in 
  these sports, he should use the guidelines for the Word 
  on the Street location instead.
  EVIDENCE FOR THE PROSECUTION
  Despite her zeal, Ekira would not be so eager to execute 
  three strangers if not for the evidence she has found or 
  received. Depending on how well conversations go with Luin 
  or Ekira, the PCs might learn some or all of the facts against 
  the trio of Pathfinders.
  1. The murders began the night the Pathfinders came to 
  town and ceased as soon as the Pathfinders were arrested.
  2. At the scene of the second murder, Luin found a dagger 
  belonging to Dakota Spire, one of the dwarven Pathfinders.
  3. All three Pathfinders were seen at Otto’s farm just hours 
  before someone found the first victim there.
  4. Ekira received an anonymous letter from a concerned 
  but frightened citizen identifying the Pathfinders as the 
  murderers. 
  FAIRGROUND RUMORS
  	 Successes	
  Results
   4+ 
  Two true rumors
   
  3 
  One true rumor
   1–2 
  One true rumor and one false rumor
   
  0 
  Two false rumor
  
  10
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  10
  There is a wide range of sports played each day, and the 
  GM is at liberty to present these events as she sees fit and 
  to accommodate the skills that the PCs might want to use. 
  Ideal skill choices are Acrobatics, Climb, Ride, and Swim.
  Rumors: The DC to earn successes here is 12 (DC 15 
  in Subtier 4–5). The PCs can learn as many three true 
  rumors and three false rumors at this location. After the 
  PCs investigate here for one phase, check the Fairgrounds 
  Rumors Table to see what they’ve learned based on their 
  number of successes. 
  Development: Any PC who earned at least one success 
  at the fairgrounds gains a +2 circumstance bonus on 
  checks made to learn rumors at the beer gardens.
  Otto’s Farm
  Otto’s farm covers 10 acres of land that are presently 
  unplanted and a farmhouse at the center of the fields. 
  A line of trees along the west side of the house forms a 
  windbreak. The property is five miles down the main 
  road from Dawnton, and PCs can recognize it by its 
  distinctive yellow hexagonal sign. Although hundreds 
  of people have passed the farm in the past week, Otto 
  (human commoner 2/expert 1) is a private and imposing 
  sort who has kept his farm clear of interlopers and the 
  crime scene largely undisturbed.
  Otto is a powerfully built, clean-shaven man in his 
  late thirties. He calls out to the PCs as they approach, 
  accusing them of being trespassers and insisting they 
  leave. He even lobs a few warning shots with a sling if they 
  move too slowly for his liking. The PCs can convince Otto 
  to show them around with a successful DC 14 Diplomacy 
  check. As he walks them around his property, he relates 
  that he had come out before dawn to feed his chickens 
  when he spotted the victim (a young man) hanged and 
  swinging from a tree. Otto is very insistent about the 
  man having been naked, though he clarifies a moment 
  later that the corpse wasn’t simply  without clothes. It 
  had been skinned—skinned alive, according to Otto’s 
  somewhat imaginative estimation.
  With a successful DC 14 Survival check, a PC can 
  discover Medium humanoid tracks that come and go to 
  Dawnton. In addition, the PC spots places where blood 
  has stained the soil. By exceeding the DC by 5 or more or 
  by succeeding at a subsequent DC 15 Heal or Knowledge 
  (nature) check, the PC can also determine that there is 
  not nearly enough blood present for the victim to have 
  died here. It appears that he was killed elsewhere and 
  then carried here, which would have taken considerable 
  time and possibly occurred before the trio of Pathfinders 
  had even come to Dawnton.
  As Dalton Krunne prepared the body for display, one of 
  his obsidian buttons fell from his coat and landed in the 
  grass. A PC who succeeds at a DC 18 Perception check finds 
  the button. If the PCs already discovered Dalton’s tracks, 
  they receive a +2 circumstance bonus on the Perception 
  check. Anyone who succeeds at a DC 12 Appraise or 
  Knowledge (local) check recognizes such a button is quite 
  atypical for the region, suggesting whoever lost it is not 
  originally from Dawnton. If a PC has the opportunity to 
  interact with Dalton in later encounters, she can match 
  it to the others on his clothing with a DC 19 Perception 
  check.
  In Subtier 4–5, light rain has degraded a few of the 
  clues. This increases the DC of all Perception and 
  Survival checks made to investigate the area by 3.
  Rumors: Otto has not been to Dawnton since the 
  murder, so he only knows one true rumor and one false 
  rumor. The DC to learn rumors here is 12 (DC 15 in 
  Subtier 4–5), using Bluff, Diplomacy, or Intimidate. After 
  the PCs investigate here for one phase, check the Otto’s 
  Farm Rumors Table to see what they’ve learned based on 
  their number of successes. 
  General Store
  Orug Foram and Tessa Greenagh are the proprietors of 
  the only general store in town. They are also incorrigible 
  gossipmongers, and with the heavy traffic their shop 
  has seen over the last week, they have accumulated and 
  shared dozens of juicy secrets. Hearing anything of 
  substance requires the PCs converse with either Orug or 
  Tessa. Ideal skills for hearing relevant rumors are Bluff, 
  Diplomacy, and Intimidate, though a PC could also use a 
  relevant Craft or Profession skill to find common ground 
  with the proprietors and make them friendlier. Orug 
  tends to exaggerate rumors, whereas Tessa tends to have a 
  better sense of what is true, but neither is wholly accurate 
  or misleading.
  Regardless of how many successes the PCs earn, Orug 
  inevitably tells the story about how he “witnessed” the 
  second murder. This is true, if you define “witness” as 
  GENERAL STORE RUMORS
  	 Successes	
  Results
   4+ 
  Three true rumors and one false rumor
   
  3 
  Two true rumors and two false rumors
   1–2 
  One true rumor and three false rumors
   
  0 
  Three false rumors
  OTTO’S FARM RUMORS
  	 Successes	
  Results
   3+ 
  One true rumor
   1–2 
  One true rumor and one false rumor
   
   0 
  One false rumor
  
  11
  SCARS OF THE THIRD CRUSADE
  SCARS OF THE THIRD CRUSADE
  11
  BEER GARDEN RUMORS
  	 Successes	
  Results
   4+ 
  Two true rumors
   
  3 
  One true rumor and one false rumor
   
  2 
  Two false rumors
   0–1 
  One false rumor; advance the  
   
   
   
  Town Sentiment Track by one point
  WORD ON THE STREET RUMORS
  	 Successes	
  Results
   4+ 
  Two true rumors
   
  3 
  One true rumor and one false rumor
   
  2 
  Two false rumors
   0–1 
  One false rumor; advance the  
   
   
   
  Opposition Track by one point
  hearing a scream and a thump from outside and seeing 
  a tall person running away into the dark—a sharp 
  contrast to the height of the three “guilty” Pathfinders, 
  as attentive players might realize. Orug tells the tale as if 
  he saw the murderer with his own eyes and even tried to 
  intervene. He even suggests he attacked the murderer but 
  was overcome by a cheap and cowardly blow.
  Rumors: The DC to earn successes here is 10 (DC 13 
  in Subtier 4–5). The PCs can learn as many four true 
  rumors and six false rumors at this location. After the 
  PCs investigate here for one phase, check the General 
  Store Rumors Table to see what they’ve learned based on 
  their number of successes. 
  Beer Garden
  The surge in visitors keeps Dawnton’s pub, Heath and 
  Harvest, and the tent city’s beer garden packed. PCs can 
  use the lighthearted atmosphere to learn about the recent 
  murders and other news. Ideal skills for investigating 
  this location include Bluff, Diplomacy, and Perform, but 
  a PC can instead attempt a Fortitude save to outdrink 
  those around him until they start talking too much. A 
  PC can spend 10 gp to buy the house a round (20 gp in 
  Subtier 4–5, as the establishment is particularly crowded), 
  granting a +2 on his check to learn rumors this phase.
  Rumors: The DC to earn successes here is 10 (DC 13 
  in Subtier 4–5). The PCs can learn as many three true 
  rumors and three false rumors at this location. After the 
  PCs investigate here for one phase, check the Beer Garden 
  Rumors Table to see what they’ve learned based on their 
  number of successes. 
  Development: Note that buying the house a round also 
  advances the Opposition Track by one point.
  Word on the Street
  Perhaps the biggest location to investigate is Dawnton 
  itself. With many times its normal population crowding 
  the fields and buildings, there are hundreds of people 
  meandering down the streets, chatting outdoors, and 
  just passing the time somewhere other than at one of 
  the locations described above. PCs can overhear many 
  interesting rumors while patrolling Dawnton. This is 
  also a good catchall substitute to handle PC investigations 
  that might not fit for any other location. Ideal skills 
  for investigation this location include Diplomacy and 
  Knowledge (local), though as long as a player has a 
  reasonable explanation for how he intends to use a skill, 
  a PC could use most skills here. Being out in the open 
  does have its disadvantages, though, as the PCs are more 
  exposed to Tovril’s surveillance.
  Rumors: The DC to earn successes here is 10 (DC 13 
  in Subtier 4–5). The PCs can learn as many three true 
  rumors and three false rumors at this location. After the 
  PCs investigate here for one phase, check the Word on 
  the Street Table to see what they’ve learned based on their 
  number of successes. 
  Other Investigations
  If the PCs go “off script,” reward their creativity by basing 
  the results of what they do on one of the investigations 
  above. For example, if they choose to drink whiskey 
  with an old farmer outside of town, use the “Carousing” 
  listing to determine what they learn. This will give them 
  something concrete for the game time spent and their 
  ingenuity. In any off-script encounter, even a total failure 
  points the PCs toward Otto’s farm, Orug’s general store, 
  or Tobias Luin’s house. Those are the three locations with 
  unique and important clues. 
  ENCOUNTERS
  Encounters in Scars of the Third Crusade happen on a 
  timeline, triggered by the PCs’ progress on the Town 
  Sentiment and Opposition Tracks. Once one track 
  reaches the appropriate threshold, begin the triggered 
  encounter at the soonest logical opportunity.
  Encounter 1: The Inquisitor
  When the Town Sentiment Track reaches 3 points, word 
  reaches Ekira that strangers with armor and weapons 
  are asking about her prisoners. She approaches the PCs, 
  asks about their intentions in town, and inquires whether 
  they are members of the Pathfinder Society. Her starting 
  attitude is unfriendly. If she discovers the PCs are 
  Pathfinders, either by their own admission or a because 
  of a failed Bluff check, her attitude shifts to hostile.
  Unless the PCs become outright combative, this 
  encounter consists of verbal sparring and ends with Ekira 
  
  12
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  12
  warning the PCs not to interfere with the justice Iomedae 
  demands. It’s possible through excellent Diplomacy rolls 
  to shift her attitude to indifferent or friendly, but that 
  doesn’t make her any less determined to see her prisoners 
  swing from a gallows. 
  During the conversation, Ekira lets slip that the 
  “Voice of Iomedae” has told her that the Pathfinders 
  in town and the entire Pathfinder Society are engaged 
  in villainy. If pressed, she proudly proclaims that her 
  deity speaks directly to her and has done so since Ekira’s 
  arrival in Dawnton. If the PCs change Ekira’s attitude to 
  indifferent, she can point them to Tobias Luin to answer 
  any questions they have about the recent murders. If she 
  is friendly or helpful, she tells the PCs about the letter 
  that led her to arrest the Pathfinders in addition to the 
  evidence she has gathered against them (see the Evidence 
  for the Prosecution sidebar on page 9).
  Development: If Ekira learns that the PCs are 
  Pathfinders, she begins advising villagers to steer clear 
  of them. In addition to advancing the Opposition Track, 
  this advances the Town Sentiment Track by one point.
  Faction Notes: Silver Crusade faction PCs should 
  be concerned by Ekira’s interpretation of Iomedae’s 
  faith, even if she is receiving messages from a celestial 
  mouthpiece. A PC can discern that Ekira is taking 
  liberties with the legal process, stretching the tenets of 
  the Inheritor, and exhibiting unsettling zealotry with 
  a successful DC 15 Knowledge (religion) or DC 20 Sense 
  Motive check. A second DC 15 Knowledge (history or 
  religion) check allows a PC to remember that during the 
  Third Mendevian Crusade, Mendev suffered from the 
  witch hunts led by overzealous inquisitors of Iomedae, 
  and Ekira’s uniform and behavior hearken back to that 
  disastrous campaign. There’s little the PCs can do to 
  correct Ekira’s behavior at this time, but this knowledge 
  may help the PCs later.
  Encounter 2: Neighborhood Watch (CR 2)
  Once the Town Sentiment Track reaches 6, a small mob 
  of local toughs accosts the PCs in the street and attempts 
  to drive them out of town. The confrontation begins 
  with the gang approaching the PCs from two sides. Since 
  these are amateurs and the PCs are professionals, the PCs 
  should see this move coming from a mile away. If the PCs 
  run, the mob lets them go but repeats the encounter the 
  next time the PCs come into town.
  Creatures: The confrontation begins when Torben 
  Sacha (human commoner 2), the eldest son of a local 
  farming family, tells the PCs they aren’t wanted in town. 
  He claims, “Dawnton doesn’t need any more “help” 
  from the likes of you. You should just move along before 
  somebody gets hurt.” The toughs’ starting attitude is 
  unfriendly (DC 19 to improve), and although they would 
  enjoy running the PCs out of town, they’re willing 
  to hear out the PCs long enough for the Pathfinders 
  to attempt Diplomacy or Intimidate checks. If a PC 
  earned one or more successes while investigating the 
  fairgrounds, that PC recognizes a few of them and gains 
  a +2 circumstance bonus on checks made to influence 
  the toughs.
  If the PCs improve the group’s attitude to indifferent or 
  better, the villagers grumble and make a few half-hearted 
  threats before departing. If the group’s attitude remains 
  unfriendly after the PCs attempt a check to calm them, 
  Torben tries to punch one of the PCs while his friends 
  watch. Resolve this as a brief combat encounter unless the 
  PCs can calm Torben in some other way. If the group’s 
  attitude shifts to hostile, all of them attack.
  The challenge rating of this encounter is lower due to 
  the combatants’ lack of equipment.
  All Subtiers
  LOCAL	TOUGHS	(7)	
  CR	1/2
  Pig farmer (Pathfinder RPG NPC Codex 256)
  hp 9
  OFFENSE
  Melee unarmed strike +2 (1d3+1 nonlethal)
  DIVINATION SPELLS
  Because this is a low-level adventure, the DM needn’t worry 
  much about a divination spell bringing investigations to a 
  close in the first ten minutes of play. However, even novice 
  casters have access to some divination magic. Use the 
  examples below to help reward good use of class abilities 
  without giving away the whole plot at once.
  Detect evil: Separating the evil from the good can narrow 
  a suspect list quickly, but detect evil only senses those with 
  special auras (such as evil outsiders) or 5 or more Hit Dice. 
  As a result, it’s difficult to verify that Dalton is evil in Subtier 
  1–2. Because of Ekira’s ability to detect alignments, Tovril 
  uses his wand of undetectable alignment on himself (and 
  Dalton in Subtier 4–5) daily.
  Augury: A cleric could cast this spell asking if it is 
  advisable to hang the suspects, arrest somebody else, kill 
  Ekira, etc. This information can be helpful in pointing the 
  PCs in the right direction or away from the wrong path, but 
  doesn’t provide enough detail to solve the murder instantly 
  and gives no manner of proof to show to Luin or Ekira.
  Zone of truth: Dalton Krunne is an accomplished liar, but 
  he’s even more accomplished at dodging direct questions. If 
  required, he gladly enters a zone of truth and answers every 
  question with nothing but the truth—but nothing near the 
  whole truth. Most interrogations of Dalton result in, at best, 
  frustrating but tantalizing circumstantial revelations.
  
  N
  Encounter 2: Neighborhood Watch
  Pathfinder Map Pack: Marketplace
  1 square = 5 feet
  13
  SCARS OF THE THIRD CRUSADE
  SCARS OF THE THIRD CRUSADE
  13
  TACTICS
  During	Combat The toughs make unarmed strikes against 
  nearby PCs to deal nonlethal damage.
  Morale A tough attempts to flee if reduced to 5 or fewer hit 
  points. If four or more toughs are unconscious or dealt lethal 
  damage, they all attempt to flee.
  STATISTICS
  Gear peasant’s outfit
  Development: If only Torben attacks and he takes 
  damage, his friends drag him away to nurse his wounds at 
  the pub. So long as the PCs did not deal lethal damage to 
  him, this only advances the Town Sentiment Track by one 
  point (rather than four); dealing lethal damage advances 
  the track by four points as usual. If the toughs turn hostile 
  and attack, the Town Sentiment Track automatically 
  advances by four points unless the PCs take spectacular 
  steps to end the combat quickly and nonviolently. Should 
  the PCs somehow lose this fight, the toughs leave them 
  unconscious in the street. Unless Dalton and Tovril have 
  already decided to frame the PCs (see Opposition Track 
  on page 7), nobody even robs the them.
  If one of the toughs dies, Sheriff Tobias Luin gathers 
  a handful of villagers to help him arrest the PCs. This 
  begins Encounter 5, but Luin makes the accusations 
  rather than Dalton Krunne. 
  Encounter 3: Framed
  Once the Opposition Track reaches 8, Dalton Krunne 
  and Tovril decide the best defense is a good offense. The 
  next time one of the PCs is in Dawnton, Tovril invisibly 
  attempts to steal a dagger or other sheathed light weapon 
  from her. He prefers to snatch the weapon while the PC 
  is sleeping or otherwise inattentive, but if he must, he 
  attempts a Sleight of Hand check to take the weapon. If 
  he’s unsuccessful, he hides and tries again later against a 
  promising target. Assuming the PC does not notice the 
  theft in progress, allow the PC a DC 20 Perception check 
  later that phase to notice the weapon’s absence.
  Just after dusk, a cry brings a crowd to the alley just 
  north of the Hearth and Harvest. When the PCs arrive, 
  they find a crowd gathered around the bodies of two 
  murdered men with the stolen weapon still embedded in 
  the younger man’s chest. From the crowd, Tovril shouts, 
  “The dagger! It belongs to that one!” The crowd scowls at 
  the PC whose weapon Tovril stole and surrounds her to 
  await the sheriff’s arrival.
  The crowd surrounds the PCs, pushing and shoving 
  but doing no real violence until Sheriff Luin arrives a few 
  seconds later. He listens to the PCs’ alibis as the crowd 
  shouts accusations, giving the PCs an opportunity to shift 
  his attitude with a Diplomacy check. A PC can instead 
  use Bluff in place of Diplomacy to change Luin’s attitude 
  
  N
  Pathfinder Map Pack: Shops
  1 square = 5 feet
  First floor
  Second floor
  14
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  14
  With a successful DC 13 Linguistics check or DC 
  18 Perception check, a PC can determine that the 
  handwriting is identical to that on the letter sent to the 
  Pathfinder Society warning of the imminent executions 
  (as well as that of the written testimony that Sheriff Luin 
  received). Even PCs who fail to match the handwriting 
  are likely to smell the trap that Dalton has set, but it’s 
  also one of the best leads available and carries with it the 
  promise of an honest fight. If the PCs do decide to ignore 
  this lead, Dalton goes to Ekira and claims that he saw the 
  PCs consorting with a demon. Eyes practically blazing 
  with righteous fury, Ekira gathers Luin and a mob and 
  confronts the PCs; begin Encounter 5.
  Whether or not they identify this as a trap, the letter is 
  the most concrete clue and best lead available and carries 
  the promise of an honest fight. It’s virtually impossible 
  that the PCs would fail to follow the directions and find 
  the house. If they do ignore this obvious invitation to 
  a knock-down, drag-out brawl, Krunne goes to Ekira 
  claiming he saw them consorting with a demon. Ekira 
  then confronts the PCs as soon as they come out into 
  public, bringing Sheriff Luin and a crowd with her. Go 
  to Encounter 5.
  The house is two stories tall with part of its ground 
  floor’s space dedicated to cottage industries. The second 
  story is accessible by two twisting stairwells and is broken 
  into a warren of small bedrooms and a central living 
  and fabricate a compelling cover story. So long as the PCs 
  do not attempt violence, Tobias Luin is able to calm the 
  onlookers and convince everyone to retire for the night. 
  As the crowd disperses, he informs the PCs that he’s not 
  ready to arrest them, but he’s not ready to let them traipse 
  about unwatched. For the rest of the scenario, villagers 
  regularly check in on the PCs to make sure they’re not 
  up to any trouble. Advance the Town Sentiment Track by 
  1 point if Luin is friendly or helpful by the end of the 
  encounter. Increase this to 2 points if he is indifferent or 
  unfriendly and 3 points if he is hostile. If the PCs attack, 
  transition directly into the combat portion of Encounter 
  5, but Ekira only arrives and joins the combat at the 
  beginning of the second round.
  Encounter 4: Ambushed (CR 2 or CR 5)
  Once the Opposition Track reaches 10, Dalton Krunne 
  decides it’s better to kill the PCs outright than to wait for 
  a frame job that may or may not work. He moves to trap 
  and ambush the PCs. Just after dark on the same day, a 
  random villager hands one PC a letter; give that character 
  Player Handout 1. If asked, he tells them a small girl gave 
  it to him, asking that the letter to be delivered to someone 
  matching the PC’s description. The messenger is telling 
  the truth, knows very little about the murders, and has 
  little information that might allow the PCs to track down 
  the girl.
  
  15
  SCARS OF THE THIRD CRUSADE
  SCARS OF THE THIRD CRUSADE
  15
  space. All of the interior doors are ajar, and the windows 
  are cracked about one foot. The exterior of the house is 
  sided with wooden planks that require a successful DC 15 
  Climb check to scale.
  Creatures: When the PCs arrive, Dalton Krunne is 
  hiding in the central room on the second floor. As the 
  PCs explore the house, he maneuvers to sneak up behind 
  them and attack, even going so far as to slip out of an open 
  window, circle around to the entrance, and creep back into 
  the house. There are no other creatures in the house.
  Subtier 1–2 (CR 2)
  DALTON	KRUNNE	
  CR	2
  hp 23 (see stats on page 20)
  TACTICS
  Before	Combat Dalton maneuvers to attack the PCs from 
  behind.
  During	Combat Dalton makes use of the cramped quarters and 
  twisting passageways to strike quickly, retreat, and hide. He 
  continues to hit and run for as long as he can.
  Morale Dalton fights until reduced to 5 or fewer hit points, at 
  which point he tries to escape the house while screaming 
  for help.
  Subtier 4–5 (CR 5)
  DALTON	KRUNNE	
  CR	5
  hp 54 (see stats on page 20)
  TACTICS
  Before	Combat Dalton maneuvers to attack the PCs from 
  behind.
  During	Combat Dalton makes use of the cramped quarters and 
  twisting passageways to strike quickly, retreat, and hide. He 
  continues to hit and run for as long as he can.
  Morale Dalton fights until reduced to 5 or fewer hit points, at 
  which point he tries to escape the house while screaming 
  for help.
  Development: While the PCs are traveling to the house 
  and exploring it, Tovril has convinced Ekira that another 
  crime is imminent and that only she can stop it. Using 
  her as his mouthpiece, the quasit gathers an angry mob 
  led by the inquisitor and directs them to march upon the 
  house where the PCs are. By the encounter with Dalton 
  concludes, the mob—torches, pitchforks, and all—has 
  already arrived. Move to Encounter 5 immediately.
  Rewards: If the PCs fail to defeat Dalton Krunne, either 
  by killing him or causing him to flee, reduce each PC’s 
  gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 175 gp.
  Out of Subtier: Reduce each PC’s gold earned by 395 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 615 gp.
  Encounter 5: The Trial (CR varies)
  Depending on the circumstances, some combination 
  of Ekira, Tobias Luin, Dalton Krunne, Tovril, and an 
  angry mob confront the PCs to accuse them of murder, 
  witchcraft, obstruction of justice, or some combination 
  of those and other crimes. If this encounter follows 
  Encounter 4 and Dalton is alive, he screams for help 
  while accusing the PCs of murder and demon worship 
  in the same breath. If he is dead, it’s almost guaranteed 
  that he died at the PCs’ hands, and the NPCs latch onto 
  this as evidence that the PCs have killed an apparently 
  innocent villager. This confrontation can also begin 
  as a result of the Town Sentiment Track reaching 16 
  or the PCs committing particularly violent crimes, in 
  which case they must still defend themselves against the 
  angry villagers. This encounter is presented as though 
  it follows Encounter 4, but the GM can adapt who makes 
  which claims to fit the particular circumstances.
  Ekira demands that Tobias Luin arrest the PCs, but 
  Luin instead gives Dalton and the PCs a chance to make 
  their case. Dalton begins, claiming that he saw the PCs 
  murder a young man the night before and that the PCs 
  tracked him to the abandoned building and attempted to 
  silence him. Once Dalton has made his case, Luin gives 
  the PCs their turn. If the PCs try to interrupt Dalton or 
  become threatening in any way toward anybody during 
  Dalton’s testimony, apply a –2 penalty on all skill checks 
  made for their defense. 
  During the defense, the PCs present their evidence 
  and arguments to Luin and Ekira. Each piece of evidence 
  allows the PCs to attempt a Diplomacy or Profession 
  (barrister) check to sway the opinions of the sheriff, 
  inquisitor, and crowd. Each piece of evidence grants a 
  bonus on that check and, if successful, all subsequent 
  checks as well. The circumstance bonus for each piece 
  of evidence is below. Some PC may come up with 
  additional evidence beyond the examples listed below; 
  feel free to reward up to a +4 bonus for other legitimate 
  evidence based on its relative effectiveness compared 
  to the examples presented here. Additionally, if you 
  feel the players do a particularly good job roleplaying 
  their argument, feel free to grant them as much as 
  a +4 bonus on one Diplomacy check per PC in secret 
  to reward them for getting into the story. The DC to 
  influence Tobias and the mob is 17, and exceeding this 
  DC by 5 or more also means that the PCs successfully 
  influence Ekira. Increase the DC by 3 in Subtier 4–5 to 
  reflect the particularly Tovril’s effective rabblerousing, 
  and remember to apply any penalties the PCs may have 
  based on the Town Sentiment Track.
  Evidence at Otto’s Farm (+2): The PCs might the attest 
  that victim found at Otto’s farm was murdered at a 
  remote location and moved there long after, which does 
  
  16
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  16
  As the mob panics, Luin and Ekira have their hands full 
  trying to keep the crowd in check as the PCs fight, and 
  Tovril supports Dalton in combat rather than Ekira.
  The combat takes place in a 20-by-20-foot area 
  hemmed in by the crowd of villagers. A creature can 
  only move through the crowd at one-quarter normal 
  speed unless he succeeds at a DC 15 combat maneuver 
  or Intimidate check, in which case the crowd is only 
  difficult terrain for that movement. If the PCs didn’t 
  succeed at enough checks to influence Tobias Luin, the 
  mob is hostile, increasing the DC to move though it to 20. 
  In addition, the angry mob deals 1d4 points of damage 
  (1d4+3 in Subtier 4–5) to any PC who travels through or 
  ends his turn in the mob. A PC in a square adjacent to the 
  mob must succeed at a concentration check to cast spells 
  as though experiencing vigorous motion (DC 10 + spell 
  level) due to the villager’s shoving hands and harassment. 
  In addition, the mob counts as an enemy for the purposes 
  of flanking.
  At any time during the combat with Ekira or Tobias, 
  the PCs can surrender and be arrested. Any dying PCs 
  are stabilized when the PCs are arrested. Dalton Krunne 
  finds this outcome acceptable, as he assumes it will lead 
  to the PCs’ execution.
  Should the PCs use magic or other effects to negate 
  Tovril’s invisibility, they can attempt a DC 15 Diplomacy 
  check (DC 19 in Subtier 4–5) to quickly convince Ekira that 
  she has been deceived and that she should stop attacking 
  them. She joins the PCs in fighting Tovril (who tries to 
  flee) and Dalton Krunne.
  Subtier 1–2 (CR Varies)
  DALTON	KRUNNE	
  CR	2
  Male human rogue (knife master) 3 (see page 20)
  hp 23
  TACTICS
  During	Combat Dalton uses the distraction of the mob to set 
  up sneak attacks. He favors attacking different targets than 
  Ekira is fighting.
  Morale	Dalton fights to the death, as his death will only serve 
  to condemn the PCs further.
  EKIRA	
  CR	2
  Female human inquisitor of Iomedae 3 (see page 18)
  hp 23
  TOBIAS	LUIN	
  CR	1
  NG town watcher (Pathfinder RPG NPC Codex 128)
  hp 15
  OFFENSE
  Special	Attacks	favored enemy (evil outsider) +2
  TACTICS
  not line up with the timeline for when the Pathfinders 
  arrived in Dawnton. 
  The Obsidian Button (+1): If the PCs bring forth 
  the obsidian button found at Otto’s farm, they can 
  demonstrate that it does not match the clothing worn by 
  the Pathfinders. The bonus granted for presenting this 
  evidence increases by 2 if the PCs can also link the button 
  to the clothing that Dalton is wearing. 
  Handwriting Comparison (+2): If the PCs bring forth 
  the letter sent to Venture-Captain Jorsal of Lauterbury 
  and either of Dalton’s other notes (either his letter to the 
  sheriff or the faked hostage letter from Encounter 4), they 
  can demonstrate the same person wrote the letters and 
  seemed intent on luring more Pathfinders to Dawnton to 
  be executed. Increase the bonus this evidence grants by 2 
  if the PCs present all three letters.
  Orug’s Testimony (+2): If the PCs call forth Orug as 
  a witness, he can relate his having glimpsed the killer 
  on the night of the first murder—specifically that the 
  murderer was tall, whereas the three Pathfinders arrested 
  are all quite short.
  Supporting Rumors (+0): For every three true rumors 
  the PCs present, they can attempt another check to 
  influence the NPCs. Neither Tobias nor Ekira hold these 
  rumors in high regard, but they provide context for the 
  PCs to continue pressing their case.
  Fabricated Evidence (+0): The PCs can attempt to 
  fabricate evidence with a successful DC 21 Bluff check 
  (DC 25 in Subtier 4–5). The Bluff DC to present fabricated 
  evidence increases by 2 each additional time the PCs use 
  this option, as their testimony becomes increasingly 
  hard to believe the more their testimony deviates from 
  the crowd’s understanding of events. If the PCs fail the 
  Bluff check, the number of successful checks they need to 
  influence Luin and Ekira both increase by one.
  Creatures: The PCs can continue to present evidence 
  until they have failed to influence Ekira with three or 
  more checks, at which point she declares the PCs have 
  spoken their piece. She then announces her judgment. If 
  the PCs succeeded at three or more checks to influence 
  Ekira, she declares them innocent. If they failed to do 
  so but succeeded at three or more checks to influence 
  Tobias, he objects to her verdict and protests that she 
  is failing to listen to the facts; Tobias and the mob do 
  not participate in the ensuing combat. If the PCs do not 
  succeed at three or more checks to influence either party, 
  they face the wrath of Ekira, Sheriff Luin, and the angry 
  mob. Dalton Krunne, if present, drinks any available 
  healing potions during the PCs’ testimony and joins in 
  any ensuing combat as a “concerned citizen.”
  If the PCs are declared innocent, Dalton Krunne pulls 
  a dagger and attacks them. He is having too much fun to 
  let a full investigation jeopardize his murderous plans. 
  
  17
  SCARS OF THE THIRD CRUSADE
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  17
  During	Combat Tobias favors nonlethal tactics such as 
  throwing a tanglefoot bag to capture a criminal. He shoots at 
  opponents who harm innocents or his allies.
  Morale Tobias attempts to retreat if reduced to 5 or fewer hit 
  points. If his fleeing would endanger innocent lives, he fights 
  to the death.
  TOVRIL	
  CR	3
  Male quasit cleric of Shax 1 (see page 20)
  hp 25
  Subtier 4–5 (CR Varies)
  DALTON	KRUNNE	
  CR	5
  Male human rogue (knife master) 6 (see page 20)
  hp 54
  TACTICS
  Use the tactics from Subtier 1–2.
  EKIRA	
  CR	5
  Female human inquisitor of Iomedae 6 (see page 18)
  hp 48
  TOBIAS	LUIN	
  CR	1
  NG town watcher (Pathfinder RPG NPC Codex 128)
  hp 15
  OFFENSE
  Special	Attacks	favored enemy (evil outsider) +2
  TACTICS
  During	Combat Tobias favors nonlethal tactics such as 
  throwing a tanglefoot bag to capture a criminal. He shoots at 
  opponents who harm innocents or his allies.
  Morale Tobias attempts to retreat if reduced to 5 or fewer hit 
  points. If his fleeing would endanger innocent lives, he fights 
  to the death.
  TOVRIL	
  CR	3
  Male quasit cleric of Shax 1 (see page 20)
  hp 25
  Development: If the PCs are able to convince Ekira 
  that they are innocent, either through testimony or by 
  unveiling Tovril during combat, she proclaims that 
  the PCs are free to go and that she will reexamine the 
  evidence against the other three Pathfinders without 
  prejudice clouding her mind. If the PCs instead subdued 
  Ekira and won Tobias Luin’s support, he intercedes to 
  repeat that they are innocent and that he will deal with 
  Ekira himself. If the PCs found themselves fighting 
  everyone, the crowd breaks apart and flees once the PCs 
  have defeated both the sheriff and the inquisitor. In such 
  an event, nobody stops the PCs from freeing the prisoners 
  and leaving Dawnton. 
  Faction Notes: Silver Crusade faction PCs have an 
  opportunity to correct Ekira’s zealous interpretation 
  of Iomedae’s teachings. Doing so is easiest if the PCs 
  resolved the encounter without fighting her. She is 
  willing to be convinced that the Pathfinder Society 
  may not have been to blame for the attack on Nerosyan 
  with a successful DC 20 Diplomacy check. A PC gains 
  a cumulative +2 bonus (maximum +4) on this check for 
  each brief story she can tell about slaying demons, saving 
  innocents, or other acts of good performed as part of a 
  Pathfinder Society mission. Alternatively, a PC who wears 
  the holy symbol of a lawful good deity can attempt a DC 
  15 Knowledge (religion) check to convince her that she has 
  strayed from Iomedae’s teachings. Any of these convince 
  her to abandon her hatred of the Society and return to the 
  commonly accepted teachings of the church of Iomedae.
  If the PCs forcibly subdued Ekira, she is unwilling to 
  listen to their advice. Being attacked by Pathfinders only 
  confirms her suspicions further.
  Rewards: If the PCs fail to resolve this encounter either 
  through violence or eloquence, reduce each PC’s gold 
  earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 185 gp.
  Out of Subtier: Reduce each PC’s gold earned by 490 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 795 gp.
  CONCLUSION
  If the PCs defeat Dalton and Tovril without killing 
  innocent bystanders, they leave Dawnton with the accused 
  Pathfinders in tow for debriefing at Starrise Spire. Unless 
  she is completely redeemed in the final encounter, Ekira 
  considers this a defeat and an intentional humiliation 
  and continues her antagonism toward the Pathfinder 
  Society in general—and the PCs in particular.
  If the PCs defeat Dalton and Tovril with civilian 
  casualties, Sheriff Tobias runs them and their fellow 
  Pathfinders out of town before the inevitable lynch mob 
  has time to fully develop. Ekira considers this evidence 
  that all Pathfinders are corrupt, and she continues her 
  crusade against them in a region that now has even more 
  reason to hate and fear Pathfinders. If Sheriff Tobias is 
  one of the civilian casualties, another prominent villager 
  escorts the PCs out of town. The PCs can escape, but they 
  must leave the condemned behind.
  If the PCs redeem Ekira, she personally releases the 
  prisoners and accompanies them to Starrise Spire. She 
  formally apologizes for her actions and offers to assist the 
  Pathfinder Society in the future as a means of atoning. 
  If the PCs escape without proving their innocence 
  or freeing the condemned, the executions occur on 
  schedule. Ekira, now firmly under the influence of Tovril, 
  uses the event to “prove” the guilt and complicity of all 
  Pathfinders while Krunne continues his murder spree 
  
  18
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  18
  unchecked. The region becomes a hazardous place for 
  any Society members to travel openly. 
  Reporting Notes
  If Ekira survived until the end of the scenario, check 
  box A on the reporting sheet. If the PCs convinced Ekira 
  to abandon her hatred of the Pathfinder Society (or 
  otherwise redeem her through the Silver Crusade faction 
  goals), check box B. If Tobias Luin survived until the 
  end of the scenario, check box C. If Tovril survived and 
  escaped, check box D.
  Primary Success Conditions
  The PCs successfully complete their main mission if 
  they free the captured Pathfinders and clear them of all 
  charges. Doing so earns each PC 1 Prestige Point.
  Secondary Success Conditions
  The PCs successfully complete their secondary success 
  condition if they fulfill the primary success conditions 
  without having advanced the Town Sentiment Track to 
  9 or higher and without dealing lethal damage to Tobias 
  Luin. Doing so earns each PC 1 additional Prestige 
  Point and the Mendevian Commendation boon on his 
  Chronicle sheet.
  Faction Goals
  Silver Crusade faction PCs advance their cause if they 
  are able to redeem Ekira, which they can only do by 
  convincing her of their innocence in Encounter 5 or 
  unveiling Tovril’s influence. After that, a PC must 
  persuade Ekira to reexamine her philosophies and 
  return to Iomedae’s core teachings or the church. 
  Alternatively, a PC could convince her to convert to the 
  worship of a different lawful good, lawful neutral, or 
  neutral good deity, which uses the same skill checks, 
  DC, and circumstances. Doing so earns each Silver 
  Lodge faction PC the Light of Redemption boon on her 
  Chronicle sheet.
  APPENDIX: CAST OF 
  CHARACTERS
  The characters in this adventure aren’t tied to particular 
  locations, and the PCs are likely to encounter them at 
  different places depending on how the investigation unfolds. 
  Below is an overview of the key NPCs in the adventure.
  Ekira Corum
  Ekira (LG female human inquisitor) is short for a human 
  and keeps her blond hair cut short. She is driven, focused, 
  and intense, both in kindness and in vengeance, and she 
  is suspicious of anybody who looks like an adventurer or 
  Pathfinder. Ekira wears her wounded rage at the loss in 
  Kenabres plainly on her face, expresses it in her voice, 
  and inflicts it on perceived miscreants through her 
  judgments.
  Under most circumstances, Ekira is a perceptive albeit 
  impulsive detective, but a year of earning the disdain of 
  her peers for her theories about the Pathfinder Society 
  has left her particularly irritable and eager to accept 
  proof that she is right. Were it not for this, the quasit 
  Tovril might never have succeeded at tricking the 
  inquisitor into accepting him as a divine messenger from 
  Iomedae. Ekira does not normally understand Celestial, 
  but when she hears Iomedae’s messenger calling to her in 
  the language of angels, she casts comprehend languages to 
  interpret the divine message.
  Subtier 1–2
  EKIRA	
  CR	2
  Female human inquisitor of Iomedae 3 (Pathfinder RPG 
  Advanced Class Guide 38)
  LG Medium humanoid (human)
  Init +6; Senses Perception +8
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 armor)
  hp 23 (3d8+6)
  Fort +4, Ref +1, Will +5
  OFFENSE
  Speed 20 ft.
  Melee mwk cold iron longsword +5 (1d8+2/19–20)
  Ranged mwk composite shortbow +3 (1d6+2/×3)
  Inquisitor	Spell-Like	Abilities (CL 3rd; concentration +5)
  5/day—touch of glory (+3)
  At will—detect alignment
  Inquisitor	Spells	Known (CL 3rd; concentration +5)
  1st (4/day)—command (DC 13), comprehend languages, 
  cure light wounds, protection from chaos
  0 (at will)—brandAPG (DC 12), daze (DC 12), detect magic, 
  detect poison, guidance, light
  Domain Glory
  CAPTURED!
  If the PCs are captured, either by being knocked out during 
  an arrest attempt or not resisting arrest at all, they are 
  scheduled to hang with the Pathfinders they came to rescue. 
  Once all PCs have been arrested, the adventure ends. This is 
  not quite the death sentence it appears to be, as a character 
  can spend 2 Prestige Points to have the Society send a third 
  team to clear him of the worst charges and win his freedom. 
  The original prisoners as well as any PCs who did not pay the 
  Prestige Points are hanged the following morning.
  
  Ekira Corum
  19
  SCARS OF THE THIRD CRUSADE
  SCARS OF THE THIRD CRUSADE
  19
  TACTICS
  Before	Combat Ekira uses her touch of glory domain ability 
  on herself.
  During	Combat If given an opportunity, Ekira casts a spell 
  such as protection from chaos or divine favor to augment 
  her combat abilities as she bellows an oath to Iomedae. 
  She uses her longsword and class abilities to cut down 
  whomever she deems guilty.
  Morale Ekira fights to the death unless talked down by the PCs 
  (see Encounter 5). 
  STATISTICS
  Str 14, Dex 10, Con 13, Int 8, Wis 14, Cha 15
  Base	Atk +2; CMB +4; CMD 14
  Feats Blind-Fight, Improved Initiative, Paired OpportunistAPG, 
  Persuasive
  Skills Climb +2, Diplomacy +8, Heal +6, Intimidate +11, 
  Knowledge (planes) +4, Knowledge (religion) +5, Perception 
  +8, Sense Motive +7, Survival +7, Swim +2
  Languages Common
  SQ cunning initiative, judgment 1/day, monster lore +2, solo 
  tactics, stern gaze, track +1, 
  Combat	Gear scroll of divine favor, holy water (2); Other	Gear 
  masterwork chainmail, masterwork cold iron longsword, 
  masterwork composite shortbow with 20 cold iron arrows, 
  scabbard of honingUE, The Acts of Iomedae (holy text), silver 
  holy symbol of Iomedae, 
  33 gp
  Subtier 4–5
  EKIRA																					CR	5
  Female human inquisitor of 
  Iomedae 6 (Pathfinder RPG 
  Advanced Class Guide 38)
  LG Medium humanoid (human)
  Init +6; Senses Perception +11
  DEFENSE
  AC 18, touch 10, flat-footed 18 
  (+7 armor, +1 shield)
  hp 48 (6d8+18)
  Fort +7, Ref +2, Will +7
  OFFENSE
  Speed 20 ft.
  Melee +1 cold iron longsword +8 
  (1d8+3/19–20)
  Ranged mwk composite shortbow +5 
  (1d6+2/×3)
  Special	Attacks bane (6 rounds/day)
  Inquisitor	Spell-Like	Abilities (CL 6th; concentration +8)
  5/day—touch of glory (+6)
  At will—detect alignment
  6 rounds/day—discern lies (DC 15)
  Inquisitor	Spells	Known (CL 6th; concentration +8)
  2nd (4/day)—flames of the faithfulAPG, resist energy, spiritual 
  weapon, zone of truth (DC 14)
  1st (5/day)—command (DC 13), comprehend languages, 
  cure light wounds, protection from chaos
  0 (at will)—brandAPG (DC 12), daze (DC 12), detect magic, 
  detect poison, guidance, light
  Domain Glory
  TACTICS
  Before	Combat Ekira uses her touch of glory domain ability on 
  herself.
  During	Combat If given an opportunity, Ekira casts a spell 
  such as flames of the faithful or divine favor to augment 
  her combat abilities as she bellows an oath to Iomedae. 
  She uses her longsword and class abilities to cut down 
  whomever she deems guilty.
  Morale Ekira fights to the death unless talked down by the PCs 
  (see Encounter 5). 
  STATISTICS
  Str 14, Dex 10, Con 14, Int 8, Wis 14, Cha 15
  Base	Atk +4; CMB +6; CMD 16
  Feats Blind-Fight, Improved Initiative, OutflankAPG, Paired 
  OpportunistAPG, Persuasive, Weapon Focus (longsword)
  Skills Climb +2, Diplomacy +9, Heal +6, 
  Intimidate +16, Knowledge (planes) 
  +6, Knowledge (religion) +8, 
  
  Dalton Krunne
  20
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  20
  Perception +11, Sense Motive +11, Survival +11, Swim +2
  Languages Common
  SQ cunning initiative, judgment 2/day, monster lore +2, solo 
  tactics, stern gaze, track +3
  Combat	Gear scroll of divine favor, holy water (2); Other	Gear 
  +1 chainmail, +1 cold iron longsword, masterwork composite 
  shortbow with 20 cold iron arrows, shield cloak, The Acts 
  of Iomedae (holy text), silver holy symbol of Iomedae, 41 gp
  Dalton Krunne
  Dalton Krunne (CE male human rogue) has murdered 
  over 60 innocent humanoids in his life, and he 
  plans to kill at least as many more before he meets 
  his own end. An accomplished sneak and liar, 
  Dalton has only been caught and made to stand 
  trial for a dozen of his kills. Even then, he walked 
  free from all but one thanks to cunning alibis and 
  his steady courtroom presence. He was imprisoned 
  at Sinner’s End until he escaped 
  with the help of Tancred 
  Desimire, a worshipper of 
  the demon lord Shax who 
  wants to further the ends of 
  his patron by spreading fear 
  and pain throughout Golarion. 
  Desimire directed Dalton to sow 
  chaos in central Mendev, much to the 
  murderer’s delight.
  Dalton recently joined the quasit 
  Tovril, who convinced him (at least 
  temporarily) that inflicting mental and 
  spiritual pain on Ekira would be even 
  more fun than inflicting physical pain at random. Krunne 
  is tall and thin. He currently wears his dark hair short 
  and keeps his beard trimmed to a small patch on his chin.
  Subtier 1–2
  DALTON	KRUNNE	
  CR	2
  Male human rogue (knife master) 3 (Pathfinder RPG Ultimate 
  Combat 72)
  CE Medium humanoid (human)
  Init +3; Senses Perception +8
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 23 (3d8+6)
  Fort +2, Ref +6, Will +3
  Defensive	Abilities evasion, blade sense +1
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +6 (1d4/19–20)
  Ranged dagger +5 (1d4/19–20)
  Special	Attacks sneak stab +2d8
  TACTICS
  Dalton’s tactics vary by the encounter. See the encounter’s 
  Creatures section for his tactics during that encounter.
  STATISTICS
  Str 10, Dex 17, Con 12, Int 13, Wis 14, Cha 8
  Base	Atk +2; CMB +2; CMD 15
  Feats Deceitful, Stealthy, Weapon Finesse
  Skills Acrobatics +9, Bluff +7, Climb +6, Disable Device +10, 
  Disguise +7, Escape Artist +11, Intimidate +4, Perception +8, 
  Sense Motive +8, Sleight of Hand +7, Stealth +11
  Languages Abyssal, Common
  SQ hidden blade +1, rogue talents (fast stealth)
  Combat Gear potion of cure moderate 
  wounds, potion of invisibility, smokestick (3); 
  Other Gear leather armor, masterwork 
  dagger, daggers (4), feather token (bird), 
  nightdropsUE, chalk, hooded lantern, ink, 
  inkpen, oil (2 pints), 10 sheets of paper, 
  thieves’ tools, tindertwig (10), weapon 
  blanchUE (cold iron), 60 gp
  Subtier 4–5
  DALTON	KRUNNE	
  CR	5
  Male human rogue (knife master) 6 
  (Pathfinder RPG Ultimate Combat 72)
  CE Medium humanoid (human)
  Init +4; Senses Perception +11
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 armor, 
  +4 Dex, +1 dodge)
  hp 54 (6d8+24)
  Fort +5, Ref +9, Will +4
  Defensive	Abilities evasion, uncanny dodge, blade sense +2
  OFFENSE
  Speed 30 ft.
  Melee +1 dagger +10 (1d4+1/19–20)
  Ranged dagger +9 (1d4/19–20)
  Special	Attacks sneak stab +3d8
  TACTICS
  Dalton’s tactics vary by the encounter. See the encounter’s 
  Creatures section for his tactics during that encounter.
  STATISTICS
  Str 10, Dex 18, Con 16, Int 13, Wis 14, Cha 8
  Base	Atk +4; CMB +4; CMD 19
  Feats Deceitful, Dodge, Stealthy, Weapon Finesse, Weapon 
  Focus (dagger)
  Skills Acrobatics +13, Bluff +10, Climb +9, Diplomacy +3, Disable 
  Device +16, Disguise +10, Escape Artist +15, Intimidate +6, 
  Perception +11, Sense Motive +11, Sleight of Hand +8, Stealth +15
  Languages Abyssal, Common
  SQ hidden blade +3, rogue talents (fast stealth, resiliency, 
  weapon training)
  
  21
  SCARS OF THE THIRD CRUSADE
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  21
  Combat	Gear potion of cure moderate wounds, potion of 
  invisibility, potion of bear’s endurance, smokestick (3); 
  Other	Gear +1 studded leather, +1 dagger, daggers (4), 
  feather token (bird), nightdropsUE, chalk, hooded lantern, 
  ink, inkpen, oil (2 pints), 10 sheets of paper, thieves’ tools, 
  tindertwig (10), weapon blanchUE (cold iron), 15 gp
  Tovril
  Tovril (CE male quasit cleric) served the drow priestess 
  Inexora Vexidyre until she met her end at the hands of 
  Pathfinder agents in the Tower of the Ironwood Watch. 
  His mistress dead, Tovril claimed her soul and traveled 
  back to the Abyss to exchange the soul for power. His 
  reward was not a stronger form but rather the power 
  to channel Shax’s demonic power as a cleric. Tovril 
  has returned to Golarion with orders to aid and advise 
  Shax’s mortal servants—an assignment that both chaffs 
  at Tovril’s growing pride and delights him when he can 
  command cultists. So far, Tovril’s partnership with 
  Dalton Krunne has been successful and entertaining, but 
  Tovril hopes to push Ekira to the point of bloodthirsty 
  violence. In doing so, he hopes that he can corrupt and 
  claim another soul to bargain for even greater power.
  Tovril’s skin and broad scales are red. When he grows 
  excited, they turn black at the edges as if smoldering. 
  All Subtiers
  TOVRIL	
  CR	3
  Male quasit cleric of Shax 1
  CE Tiny outsider (chaotic, demon, evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
  hp 25 (4 HD; 3d10+1d8+5); fast healing 2
  Fort +4, Ref +7, Will +8
  DR 5/cold iron or good; Immune electricity, poison; Resist acid 
  10, cold 10, fire 10
  OFFENSE
  Speed 20 ft., fly 50 ft. (perfect)
  Melee 2 claws +9 (1d3–2 plus poison), bite +9 (1d4–2)
  Space 2 1/2 ft.; Reach 0 ft.
  Special	Attacks channel negative energy 4/day (DC 11, 1d6), 
  Spell-Like	Abilities (CL 6th; concentration +7)
  At will—detect good, detect magic, invisibility (self only)
  1/day—cause fear (30-foot radius, DC 12), commune (six 
  questions)
  Domain	Spell-Like	Abilities (CL 1st; concentration +4)
  6/day—touch of evil (1 rounds)
  6/day—inspiring word (1 rounds)
  Cleric	Spells	Prepared (CL 1st; concentration +4)
  1st—cure light wounds, liberating commandUC, protection 
  from goodD
  0 (at will)—bleed (DC 13), guidance, light
  D domain spell; Domains Evil, Nobility
  TACTICS
  During	Combat Tovril remains invisible, and targets Ekira 
  with beneficial spells and effects while encouraging her 
  in Celestial. He avoids performing actions that would end 
  invisibility so that he might continue his corruption of the 
  inquisitor, though he tends to giggle when everything is 
  going according to plan during Encounter 5 (DC 20 Perception 
  to detect the approximate location).
  Morale Tovril does not actually want to fight, and he flees if his 
  invisibility is compromised or when he is reduced to 10 or 
  fewer hit points.
  STATISTICS
  Str 6, Dex 18, Con 13, Int 11, Wis 16, Cha 13
  Base	Atk +3; CMB +5; CMD 13
  Feats Skill Focus (Bluff), Weapon Finesse
  Skills Bluff +10, Fly +22, Knowledge (planes) +6, Knowledge 
  (religion) +4, Linguistics +4, Perception +9, Sleight of Hand 
  +10, Stealth +18
  Languages Abyssal, Celestial, Common; telepathy (touch)
  SQ change shape (stork [use stats for a raven with the giant 
  simple template] or wolf)
  Combat	Gear scroll of shield of faith, wand of undetectable 
  alignment (15 charges); Other	Gear 4 small rubies (50 gp 
  each), silver holy symbol of Shax, 8 gp
  SPECIAL	ABILITIES
  Poison (Ex) Claw—injury; save Fortitude DC 14 (includes 
  a +2 racial bonus); frequency 1/round for 6 rounds; effect 1d2 
  Dexterity; cure 2 consecutive saves.
  Tobias Luin
  Tobias is the mayor and sheriff of Dawnton (NG male 
  halfling ranger). He is thick-chested for a halfling 
  and proud of his long, white braid of hair, which was 
  prematurely grayed by his experiences in the Fourth 
  Mendevian Crusade that he joined 15 years ago. During 
  his two years of service, he lost his family to raids and 
  his friends on missions. Emotionally and physically 
  exhausted, he returned to Dawnton to live out his life as 
  a farmer, but the villagers recognized him as a hero and 
  soon elected him mayor and sheriff.
  Tobias’s driving goal is to keep Dawnton safe and as 
  peaceful as possible during the off months so that he has 
  enough patience to keep things at a low boil during the 
  harvest. He finds Ekira’s zeal discomforting, but if executing 
  a few murderers keeps everything running smoothly, he’s 
  willing to see it done. Compared to the inquisitor, the 
  sheriff is forgiving and flexible in his justice, so long as 
  Ekira isn’t breathing down his neck. Tobias never leaves 
  home without his trademark wooden beer stein clipped 
  to his belt, which he fills at every opportunity as a way of 
  keeping conversations relaxed and friendly.
  
  22
  PATHFINDER SOCIETY SCENARIO
  PATHFINDER SOCIETY SCENARIO
  22
  LETTER
  INVESTIGATION TRACKING SHEET
  Please help. I know you are innocent and that your friends are innocent. The real killer has 
  me trapped in a house at the edge of town, near the fair. It’s the one with white walls and two 
  chimneys. He made me write the letters to trap them and you. He has left to kill again and 
  locked me in the attic. I will try to get one of the children at the fair to bring you this letter. 
  Please rescue me.
  All Subtiers
  TOBIAS	LUIN	
  CR	1
  NG town watcher (Pathfinder RPG NPC Codex 128)
  hp 15
  OFFENSE
  Special	Attacks	favored enemy (evil outsider) +2
  TACTICS
  During	Combat Tobias favors nonlethal tactics such as 
  throwing a tanglefoot bag to capture a criminal. He shoots at 
  opponents who harm innocents or his allies.
  Morale Tobias attempts to retreat if reduced to 5 or fewer hit 
  points. If his fleeing would endanger innocent lives, he fights 
  to the death.
  The Prisoners
  The three condemned Pathfinders are Corwin Burke (NG 
  male halfling ranger 2), Torum Grunsch (N male dwarf 
  cleric 3) and Dakota Spire (LG female dwarf fighter 1). They 
  are frightened but unharmed, and they look to any hope 
  of rescue with abject optimism. Burke is a short, thin, 
  quick redhead with a wry wit even in these dire straits. 
  Grunch and Spire could be fraternal twins, though 
  they’re not related. Both are taciturn, thicker than they 
  are tall, and wear their black hair in long braids. Spire 
  has a wide scar along the top of his right forearm.
  Town Sentiment
  Opposition
  Fairgrounds
  Otto’s Farm
  General Store
  Beer Garden
  Word on the Street
  True Rumors
  False Rumors
  
  23
  SCARS OF THE THIRD CRUSADE
  SCARS OF THE THIRD CRUSADE
  23
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  A
  B
  C
  D
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #5–22: 
  Scars of the Third Crusade
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
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  and is an enhancement over the prior art and any additional content clearly 
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  “You” or “Your” means the licensee in terms of this agreement.
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  13. Termination: This License will terminate automatically if You fail to 
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  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 #5–22: Scars of the Third Crusade © 2014, Paizo 
  Publishing, LLC; Author: Jason Brick
  
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Pathfinder Roleplaying 
  Game and Pathfinder Campaign Setting are trademarks of Paizo Inc. © 2014 Paizo Inc.
  paizo.com
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  both religious and profane.
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  • Legions of otherwordly enemies and allies, from mighty divine servants to the unstoppable heralds of each deity.
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  Paizo, Paizo Inc., the Paizo golem logo, 
  Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc., and the 
  Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  paizo.com
  Paizo, Paizo Inc., the Paizo golem logo, 
  Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc., and the 
  Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  paizo.com
  Stay Classy,
       Pathfinders!
  Stay Classy,
       Pathfinders!
  
  Notes
  Normal
  Slow
  SUBTIER
  	
  Player	Name		
  A.K.A.
  	
  Character	Name	
  Pathfinder	Society	#	
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For	GM	Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This	Chronicle	sheet	grants	access	to	the	following:
  Starting	XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP	Gained	(GM	ONLY)
  Final	XP	Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial	Prestige
  Initial	Fame
  Prestige	Gained	(GM	ONLY)
  –
  –
  Prestige	Spent
  Current		
  Prestige
  Final	
  Fame
  Starting	GP
  GP	Gained	(GM	ONLY)
  Day	Job	(GM	ONLY)
  Gold	Spent
  Total
  GOLD
  MAX	GOLD
  Character Chronicle #
  1–2
  255
  510
  4–5
  930
  1,860
  Out	of
  subtier
  593
  1,185
  —
  —
  —
  Pathfinder Society Scenario #5–22: 
  Scars of the Third Crusade
  Light of Redemption (Silver Crusade faction): You have helped to redeem a wayward priest, and in doing 
  so you have affirmed your own beliefs and convictions. Whenever you would receive more than one 
  Will save to overcome an enchantment (compulsion) effect, you gain a +1 bonus on the extra Will save 
  against that effect. You can cross this boon off your Chronicle sheet to reduce the Prestige Point cost of 
  an atonement spell by 2.
  Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth 
  Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-
  based skill and ability checks made to influence crusaders of Mendev (maximum +3).
  All	Subtiers
  Subtier	4–5
  bird feather token (300 gp)
  nightdrops (250 gp; Ultimate Equipment 312)
  potion of cure moderate wounds (300 gp)
  potion of invisibility (300 gp)
  scabbard of honing (500 gp; Pathfinder RPG Ultimate 
  Equipment 318)
  potion of bear’s endurance (300 gp)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 5/S05-22 Scars of the Third Crusade.pdf