TEXT: First Steps, Part I: 
  First Steps, Part I: 
  A PAthfinder Society ScenArio for tier 1
  In ServIce to Lore
  A Pathfinder Society Introductory Scenario
  In ServIce to Lore
  By Adam Daigle
  
  ®
  ™
  First steps, part i: 
  in service to Lore
  A PAthfinder Society introductory ScenArio
  Author • Adam Daigle
  contributing Artists • McLean Kendree, Ryan Portillo, 
  Eva Widermann, and Kieran Yanner
  cartographers • Rob Lazzaretti and Sean MacDonald
  creative director • James Jacobs
  Senior Art director • Sarah Robinson
  Managing editor • F. Wesley Schneider
  development Lead • Mark Moreland
  editing • Christopher Carey
  editorial Assistance • Jason Bulmahn,  
  Stephen Radney-MacFarland, Rob McCreary,  
  Patrick Renie, Sean K Reynolds, and James L. Sutter
  Graphic designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo ceo • Lisa Stevens
  Vice President of operations • Jeffrey Alvarez
  director of Sales • Pierce Watters
  finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  technical director • Vic Wertz
  Pathfinder Society campaign Manager • Hyrum Savage
  Special thanks • The Paizo Customer Service, 
  Warehouse, and Website Teams
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary, and 
  Pathfinder Roleplaying Game Advanced Player’s Guide. These rules can be found online as part of the Pathfinder 
  Roleplaying Game Reference Document at paizo.com/pathfinderrPG/prd.
  Pathfinder Society Introductory Scenario: First Steps, Part I: In Service to Lore is a Pathfinder Society Scenario designed for 
  1st-level characters (Tier 1). This scenario is designed for play in the Pathfinder Society Organized Play campaign, but 
  can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is 
  suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 22 of this product.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Product identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  open content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as 
  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
  Pathfinder Society scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo 
  Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder 
  Campaign Setting, Pathfinder Player Companion, Pathfinder Module, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. © 2011 Paizo 
  Publishing, LLC
     
  
  3
  Where on Golarion?
  In Service to Lore takes place in the teeming metropolis of 
  Absalom—the City at the Center of the World. Here the 
  Pathfinder Society makes its home, and Pathfinders from 
  all over the world consider Absalom a second home, as 
  many of their missions take place within the city’s walls. 
  A settlement of over 300,000 souls, Absalom boasts many 
  districts that are virtually cities unto themselves, and PCs 
  in this adventure will visit several of them in the course 
  of their mission. For more information on Absalom and 
  its various districts, check out Pathfinder Campaign Setting: 
  Guide to Absalom, available in hobby stores and bookstores 
  everywhere and online at paizo.com.
  Isle 
  of
  Kor
  tos
  I
  n
  n
  e
  r
   
  S
  e
  a
  • AbsAlom
  A  gruff,  no-nonsense  man,  Ambrus  has  little  tolerance 
  for laziness and often gives young Pathfinders their first 
  taste of what being a field agent entails as a way of keeping 
  them from staying idle too long. 
  Among the various factions allied with the Pathfinder 
  Society are five powerful nations locked in a shadow war for 
  control of Absalom—Andoran, Cheliax, Osirion, Qadira, 
  and Taldor. While the Pathfinder Society has no direct 
  interest  in  this  political  standstill,  they  nevertheless 
  have  much  to  gain  from  allying  with  these  powerful 
  nations. Though they aren’t a recognized political body, 
  the  Varisian  swindlers  and  smugglers  known  as  the 
  Sczarni provide their own support for the Society, acting 
  as  fences,  contacts,  or  mules  when  the  organization 
  P
  athfinders  explore  Golarion  in  service  to  lore. 
  This widespread group of treasure hunters, thrill-
  seekers,  sages,  and  voyagers  make  it  their  lives’ 
  work to uncover lost artifacts, map neglected ruins, and 
  learn forgotten knowledge. They do these things for the 
  sake of lore, as well as for fame. The Pathfinder Society 
  publishes the Pathfinder Chronicles, a multi-volume series 
  of  chapbooks  highlighting  some  of  the  most  amazing 
  finds by field agents.
  Pathfinders  are  part  archaeologist,  part  historian,  and 
  all adventurer. Many established Pathfinders make their 
  own way in the world, following their interests or tracking 
  down  leads  to  greater  mysteries.  These  established  few 
  are still subject to orders from their superiors, but the 
  least  prestigious  tasks  are  usually  reserved  for  those 
  new to the organization. The Society is governed by the 
  Decemvirate,  10  anonymous  leaders  who  pull  strings 
  and guide the organization from Skyreach in the Grand 
  Lodge  of  Absalom.  They  hand  down  orders  from  their 
  secret  posts  to  venture-captains,  who  in  turn  pass  the 
  orders to field agents.
  The  Society  has  few  rules,  but  all  Pathfinders  are 
  expected  to  perform  the  Three  Duties:  explore,  report, 
  and  cooperate.  Idle  Pathfinders  are  useless  to  the 
  organization, and agents must seek out secrets or further 
  their work in exploration of some kind, always growing 
  and  gathering  knowledge.  This  exploration  would  be 
  worthless  if  not  for  frequent  reports.  Pathfinders  must 
  send back accounts of their adventures, many of which end 
  up published by the Decemvirate. Finally, Pathfinders are 
  great heroes from dozens of countries and backgrounds 
  with thousands of different motivations and allegiances, 
  and the Decemvirate expects that individual Pathfinders 
  will not interfere with one another, and absolutely never 
  let a conflict between themselves come to blows.
  Despite  the  mandate  to  cooperate,  Pathfinders  have 
  myriad  motivations  and  often  fall  in  with  similarly 
  minded  factions  within  the  organization,  or  external 
  groups with close ties to the Society. As fresh new recruits, 
  most  Pathfinders  know  only  the  venture-captains  who 
  give them their training, especially Ambrus Valsin, the 
  man in charge of daily operations in the Grand Lodge. 
  FIrSt StepS, part I: 
  In ServIce to Lore
  By AdAm dAigle
  
  The FirsT sTeps series
  The three-part First Steps series is intended to introduce 
  new players and new characters from experienced players 
  to the Pathfinder Society, the city of Absalom, and the ten 
  factions to which all members of the Pathfinder Society 
  Organized Play campaign belong. While each adventure in 
  the series is a self-contained story, they are intended to be 
  played in order by brand-new PCs without any experience 
  or Prestige Points. At the end of the third scenario, A Vision 
  of Betrayal, after the PCs have met and done a favor for 
  all 10 faction heads, they will be able to choose their PCs’ 
  allegiance and gain retroactive prestige for the completion 
  of the previous two scenarios. 
  This series may only be played at the normal advancement 
  rate of 3 XP per level, meaning a PC completing the series will 
  advance to 2nd level, making the character a bit more sturdy 
  for tiered adventuring in normal Pathfinder Society play.
  Pathfinder Society Scenario
  4
  needs to get relics or agents in and out of hostile territory 
  unseen. Within the Society itself, fractured groups such 
  as  the  Shadow  Lodge,  Silver  Crusade,  and  the  Lantern 
  Lodge each work to ensure the organization’s resources 
  are applied where they feel they’re most needed, be that 
  for  the  betterment  of  the  active  field  agent,  in  distant 
  Tian Xia, or spreading good deeds throughout the Inner 
  Sea.
  A new batch of Pathfinder agents has completed their 
  training  and  now  stand  fresh  and  wide-eyed  before 
  the  towering  structure  of  Skyreach  awaiting  their  first 
  assignment for the Pathfinder Society. Venture-Captain 
  Ambrus Valsin has just the task for them, both to keep 
  them relatively safe in the dangerous world beyond, and 
  to familiarize them with Absalom, their new home, and 
  some of the most influential allies of the Society in the 
  City at the Center of the World.
  Summary
  Venture-Captain  Ambrus  Valsin  charges  the  beginner 
  Pathfinders to complete a list of tasks for the Pathfinder 
  Society. These small tasks are too simple and menial for 
  established  agents  to  deal  with,  but  perfect  to  test  the 
  capabilities  of  new  recruits.  After  a  short  speech  about 
  what it takes to be a Pathfinder, Valsin hands the PCs an 
  envelope  containing  the  tasks  and  directions  to  where 
  they are supposed to find their contacts. 
  The first task on the list requires the PCs visit a creepy 
  curio shop owned by Guaril Karela, a Varisian fence who 
  heads the Sczarni crime syndicate in Absalom. He asks 
  the group to retrieve a case of books from an “abandoned” 
  warehouse.  While  trying  to  figure  out  how  to  safely 
  retrieve the crate, balanced above a hole in the floor of 
  the warehouse, dire rats nesting in the building attack 
  the PCs.
  The  second  task  sends  the  PCs  to  deliver  a  parcel  of 
  medicine for the Silver Crusade—a faction of Pathfinders 
  dedicated to using the Society’s resources to do good and 
  help the downtrodden wherever their journeys take them. 
  Their leader, the Sarenite paladin Ollysta Zadrian, asks 
  the PCs to vet the headmistress of the orphanage where 
  the  medicine  is  to  be  sent.  In  fact,  Auntie  Baltwin  is  a 
  cruel old alcoholic, who sells medicinal donations on the 
  black market, and puts the children to work for additional 
  profit. The canny old woman doesn’t make proving her 
  wrongdoings easy, and the PCs need keen skills to spot 
  illicit behavior.
  The third task introduces the PCs to Amenopheus, the 
  Sapphire Sage of Osirion, under the premise of visiting 
  his  liege  to  obtain  permission  to  delve  the  ancestral 
  vaults of a prominent family in Sothis. The sage speaks 
  in place of the absent noble to whom he serves as advisor, 
  granting this privilege only after the PCs solve a puzzle in 
  the estate’s vault to prove their mettle.
  The fourth task places the PCs in Paracountess Zarta 
  Dralneen’s  uncomfortable  embrace.  The  Chelish  envoy 
  borrowed  an  item  from  the  Grand  Lodge,  and  the  PCs 
  need to retrieve it. The twist: A servant imp snatched the 
  magical  box  and  the  paracountess  trapped  the  enraged 
  creature  in  her  precious  bedroom  where  the  creature 
  wreaks  havoc.  The  PCs  must  either  defeat  or  calm  the 
  imp and get the box back to the Grand Lodge.
  While the Pathfinders move through the city in pursuit 
  of  their  assignments,  a  group  of  ruthless  adventurers 
  hoping to earn some easy gear and start making a name 
  for themselves follows the PCs’ every move. Although the 
  new Pathfinders have a chance to spot these adventurers 
  throughout  the  day,  the  thugs  keep  a  low  profile  and 
  ambush the PCs as they head back to the Grand Lodge 
  after finishing their assignments for the day.
  GettinG Started
  Fresh  off  their  induction  into  the  Society  and 
  the  completion  of  their  basic  training  within  the 
  organization,  the  PCs  find  themselves  in  the  office 
  of  Ambrus  Valsin,  the  venture-captain  in  charge  of 
  daily operations in and around the Grand Lodge. The 
  efficient  and  straightforward  chamberlain  greets  the 
  PCs curtly and motions for them to sit before jumping 
  straight into their assignment. Read the following to get 
  the adventure underway.
  “All right, Pathfinders! Listen up. I know you are new recruits 
  eager to make names for yourselves in the organization, but 
  
  firSt StePS Part i: in Service to Lore
  5
  The cheapest method of getting around is walking, but 
  PCs may wish to rent transportation if they would rather 
  relax. Each leg of a journey in a hired coach costs 1 cp, but 
  a coach can only carry four people comfortably. 
  Keep  in  mind  the  limited  time  available  to 
  complete the scenario, but feel free to add flavorful 
  tidbits about the city as the PCs travel through 
  it.  Absalom  is  the  largest  city  in  the  Inner 
  Sea  region,  and  possibly  all  of  Golarion,  and 
  Pathfinders  should  get  the  sense  that  they 
  can  find  anything  and  everything  within 
  its limits.
  As  the  Pathfinders  move  about 
  the  city,  they’re  shadowed  by  a 
  band of thugs, upstart criminals 
  looking  to  get  a  leg  up  on  their 
  own  adventures  by  mugging  a 
  team  of  weak  Pathfinders  who 
  they suspect have prime equipment 
  and sizable wealth. During the course of 
  the adventure, allow the PCs to get a glimpse of one of 
  these miscreants. Permit each PC a Perception check as 
  the group moves between encounters. Anyone making a 
  DC 15 or higher notices one of the thugs watching them 
  intently  from  across  a  crowded  street;  as  a  throng  of 
  people moves between the PCs and their observer, the 
  thug disappears into the crowd. Later in the adventure, 
  allow each PC a Sense Motive check. Those that make 
  a  DC  of  15  or  higher  get  the  sense  that  they’re  being 
  watched, but can’t pinpoint who or where the sensation 
  comes from. Make a note of which PCs succeed at either 
  of  these  checks,  as  it  will  come  into  play  in  the  final 
  encounter of the adventure.
  act 1: a Favor For thieveS
  The first task on the PCs’ list is to visit Guaril Karela, head 
  of  the  Absalom-based  Sczarni,  at  his  curio  shop—The 
  Pickled Imp—in the seedy, harborside Docks district.
  1a. the Pickled imp
  This creepy shop contains myriad odds and ends, most bereft 
  of any discernible use. A number of malformed creatures and 
  creature parts bob in jars on a long, prominent shelf, a tiny 
  fetal devil centered in this macabre lineup. The shopkeeper, 
  a greasy-haired Varisian with a thin mustache, shouts from 
  behind the cluttered counter:
  “Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus 
  was able to lend a few of his new recruits to help me. Please 
  come in and let me tell you what I need.”
  Looking around as if to be absolutely certain no customers 
  are browsing the aisles of knock-off Thuvian burial urns or 
  first we need to make sure you are up to snuff and won’t get 
  yourself killed out there. I have a number of small assignments 
  for you and your team, and it would be best if you could 
  finish them before the day’s end.
  “Every day we get some doe-eyed hopeful or 
  some sniveling bootlicker willing to do anything 
  to join up with the Pathfinders. Most of them are 
  good kids, but not all of them have the salt to 
  make it in a world like this. It’s rough out there 
  and I’m not just talking about the ruins, tombs, 
  and wilderness Pathfinders find themselves 
  in on missions. We’ve got people who look 
  down their noses at us, folks who think 
  we squander our resources, and agents 
  who want to take everything we have 
  collected. This wealth of knowledge 
  and these items of lore make us the 
  most powerful organization on the 
  planet. That said, since we are fractured 
  and widespread, it’s difficult for that power 
  to light on anything for too long. For every friend of the 
  Society, there are two enemies.
  “Your first mission, to test your mettle and loyalties, sends 
  you to meet a few people important to the Society living here 
  in Absalom. These are other venture-captains or close allies of 
  our organization, so follow their orders as you would mine. I’ve 
  prepared a list of things I want you to do. They’re not arranged 
  in any particular order of importance, but I want them all 
  completed as quickly as possible. Only report to me once you 
  complete them all. Included in the envelope you hold in your 
  hands is the list, complete with the name of your contact, and 
  directions to the meeting location.”
  Allow the PCs to look over the handout outlining their 
  tasks (see page 21). The group may have questions about 
  where  certain  locations  are  in  the  city.  Since  the  PCs 
  have directions to each meeting site, allow the group to 
  use the layout of the city to prioritize their course for 
  the day.
  Since the PCs begin in Absalom, allow them to purchase 
  any  items  they  may  need  before  the  adventure  if  they 
  showed up ill equipped. Venture-Captain Valsin briskly 
  deflects any questions, instructing the Pathfinders to see 
  their contacts for more information, reminding the PCs 
  those contacts are to be treated as authority figures and 
  be both respected and obeyed.
  out and About in Absalom
  The PCs have free reign of Absalom during this scenario, 
  and can go to the four appointed locations in any order. 
  The  PCs  may  move  about  Absalom  however  they  wish, 
  and should feel free to explore the city as they go from 
  district  to  district  performing  their  assigned  duties. 
  Ambrus Valsin
  
  Ascendant 
  court
  eastgate
  Absalom
  0
  400
  feet
  800
  foreign 
  Quarter
  ivy 
  district
  Precipice 
  Quarter
  the coins
  the docks
  Petal district
  the 
  Puddles
  Westgate
  Wise Quarter
  N
  Pathfinder Society Scenario
  6
  
  firSt StePS Part i: in Service to Lore
  7
  supposed Azlanti porcelain, he begins again. 
  “Well met. I am Guaril Karela. A friend of mine has a 
  warehouse near here and he received a parcel on behalf of 
  me and some of my associates, but there’s a problem. See, 
  Master Gelbane had to leave town in a hurry and 
  our shipment is still waiting at his warehouse. 
  Rumor is he ended up in trouble with the law 
  and the place was seized. I heard tell from 
  someone down at the docks that some creep 
  was snooping around his warehouse just the 
  other night, so I want to make sure nothing 
  of mine was taken. He keeps all kinds of things, 
  from beer to nails, in that old pelican, but every 
  now and then he stores something really special. 
  This is one of those cases.
  “There’s a big crate marked with three 
  crows arranged in a triangle. Inside that 
  crate is a smaller container with a few 
  books and papers in it. That’s the only parcel 
  I’m interested in, and as far as I’m concerned, 
  you can help yourself to the rest of the crate. 
  Honestly, anything else you want in the place 
  too. I’m sure the once things get sorted out, the city will 
  seize most everything else anyway.
  “My associates and I often work with the Pathfinders when 
  it comes to special relics and documents, getting them in 
  and out of ports and across borders where the authorities 
  ask too many questions. Most people don’t realize what they 
  have and frankly many don’t deserve to have it, so sometimes 
  we help take the goods off their hands. If things work out well 
  and you get this done, I’d be glad to talk with you more and 
  help you out with any future endeavors, as long as you help 
  me out too. I’m good at returning favors, trust me.”
  Guaril Karela  (CN  male  human  rogue  11)  is  a  well-
  connected Sczarni who has his hands in as many pots as 
  Absalom can provide. Based out of such a bustling city, 
  Karela  keeps  his  eyes  on  the  harbor  and  what  valuable 
  items  cross  its  docks.  While  friendly  enough  if  you’re 
  on his good side, this thin Varisian man has a face that 
  always seems to be sneering, often tilting his mustache 
  like the animated hands of a clock.
  Karela answers any questions the PCs ask with varying 
  levels  of  clarity.  Regarding  the  site  of  the  warehouse, 
  he responds with details of the rickety building and its 
  entrances.  In  these  answers,  feel  free  to  describe  the 
  warehouse  to  the  PCs  before  they  arrive,  as  Karela  is 
  familiar with the place. If any PCs ask personal questions, 
  try to identify of his associates, or infer that their task 
  may not be entirely legal, he responds only with vague 
  answers.  If  they  press  him  on  these  points,  he  tries  to 
  steer  the  conversation  to  other  topics  or  simply  ushers 
  them out the door, encouraging them to get to their task. 
  If anyone gets too aggressive, he reminds them they are 
  doing this for Ambrus Valsin and the Pathfinder Society, 
  speaking  strongly  about  their  duty  through  clenched 
  teeth with narrowed eyes.
  1b. the Pier
  Perched on the end of a long pier fifteen feet 
  above the water, the warehouse appears to 
  struggle against its own roof, threatening to 
  sag into the bay below. No light shines from the 
  building’s windows and only the movement of 
  gulls and pelicans stirs the scene.
  Called 
  pelican 
  warehouses, 
  these 
  buildings perch at the end of piers, 
  allowing a ship to load and unload 
  farther out from the busier docks. 
  Many  of  them  either  accommodate 
  smaller  vessels  that  are  in  a  hurry  or 
  larger  ships  unable  to  find  an  open 
  dock.  Rare  these  days,  most  pelican 
  warehouses lie in disrepair, withered from storms and 
  salt, and every year it seems another one falls into the 
  harbor. An increased tax on this type of property keeps 
  many  of  the  owners  from  rebuilding  and  some  have 
  even relinquished the titles to their small warehouses, 
  allowing  them  to  fall  into  the  hands  of  squatters  and 
  smugglers—or into the bay itself.
  Smugglers  sometimes  use  small  boats  to  slip  under 
  the  warehouse,  sawing  a  hole  in  the  floor  or  prying 
  boards in the night, and sneaking in to loot the place or 
  just drop a crate into their boat from above and paddle 
  away in the night.
  The pier this pelican warehouse sits on stretches 100 
  feet from the boardwalk and the docks proper, and stands 
  15 feet above the water. The planks on the pier are sturdy 
  but weathered. A few local fishermen and some kids sit 
  scattered along the pier casting nets or bobbing lines into 
  the waters below. 
  The building looks abandoned and in disrepair. The 
  windows are dark and dirty and provide no view into the 
  structure’s interior. A small boat bobs in the water below, 
  tethered  to  the  pier  by  a  stout,  salt-crusted  rope.  The 
  warehouse’s heavy wooden front door is locked (Disable 
  Device DC 15) and the loading door is barred from  the 
  inside, requiring a DC 22 Strength check to force open. If 
  they can get in the right position on the small ledge that 
  runs along the sliding doors, multiple PCs can aid the 
  Strength check, each adding a +2 to the effort. A hidden 
  key  sits  sandwiched  between  two  rickety  slats  on  the 
  building near the doorframe, discoverable with a DC 25 
  Perception check.
  Guaril Karela
  
  Saltspray Pelican Warehouse
  1 square = 5 feet
  N
  1b
  1c
  Pathfinder Society Scenario
  8
  1c. Saltspray Pelican Warehouse 
  (cr 1)
  Darkness fills the warehouse, the ambient light from outside 
  blocked by a filthy, oily film on the structure’s few windows. 
  Darting illumination comes from light reflecting off the 
  water through a splintered hole in the floor. Throughout the 
  warehouse, crates, boxes, and barrels lean against each other 
  in vaguely sorted stacks. A lingering smell indicates some of 
  the contents are certainly spoiled.
  Perched in the middle of the hole, teetering on split 
  planks,  sits  a  large  crate  stamped  with  three  crows 
  arranged  in  a  triangle—the  very  crate  the  PCs  have 
  come to find. Handholds cut into the stout wooden crate 
  ring the rim. Other barrels, boxes, and crates sit stacked 
  along the walls of the warehouse. Just inside the door 
  sits a handful of crates and kegs of beer. Most of these 
  smaller crates and barrels contain foodstuffs in various 
  states  of  freshness.  Some  crates  reek  of  rot.  Stacks  of 
  simple coffins sit against the east wall. The rest of the 
  crates stacked along the north and south walls contain 
  simple  sundries  including,  but  not  limited  to  beer, 
  blocks of clay, coffee, coils of rope, dried fish, lead ingots, 
  nails, nets, raw cotton, rough wool, spare sails, timber 
  planks,  various  pulleys and tools,  and cheap  weapons. 
  Some  of  these  materials,  while  certainly  valuable,  are 
  more  important  to  the  PCs  as  tools  to  help  them  get 
  their real prize. 
  A crane, used for loading and unloading boats, clings 
  to a rail running the length of the warehouse, hanging 5 
  feet below the high ceiling, and can slide out to extend 
  past  the  loading  doors  along  the  west  wall.  PCs  can 
  use  ropes  and  nets  from  the  warehouse’s  crates  to  rig 
  the crane and snatch up the crate, but a character must 
  venture out onto the teetering beams to tie the knots and 
  secure the crate to the harness. In addition to the risks 
  posed by the squares surrounding the hole (see Hazard, 
  below), walking out on one of the two beams imposes a 
  –4 penalty on all related Acrobatics checks and any Reflex 
  saves resulting from failure.
  creatures:  Though  the  warehouse  is  supposedly 
  abandoned, a trio of dire rats has moved in and now nests 
  along the north wall. While the PCs search the warehouse 
  and formulate a plan to safely get the crate from above the 
  hole, the dire rats lie sleeping. Irritated at the intrusion, 
  they  squeeze  through  the  crates  and  attack  the  PCs 
  surrounding the hole.
  
  firSt StePS Part i: in Service to Lore
  9
  DC 10 Perception check finds anything mentioned above 
  in the warehouse description, while anything more rare or 
  valuable than the items listed requires a DC 15 Perception 
  check and 5 minutes of searching. The warehouse doesn’t 
  contain anything magical or any single item worth more 
  than 150 gp.
  treasure: The rescued crate holds a smaller mahogany 
  box inside, which contains five books and a few loose sheets 
  of  paper  in  a  leather  folder.  The  titles  and  subjects  seem 
  completely unrelated to each other: Practical Thaumaturgy 
  In Accordance with Creation,  Geographic Anomalies of the 
  Inner Sea, Under Kaer Maga: A Trial and Travel, Physiology of 
  Dragons: An Illustrated Reference, Lost Sarusan. The leather 
  folder contains cargo manifestos, warehouse inventories, 
  and other financial logs from a dozen different merchant 
  houses and trade guilds.
  The crate also contains 10 sets of masterwork thieves’ 
  tools, three flasks of alchemist’s fire, a flask of acid, a dozen 
  jars of various inks, a footprint book*, adamantine weapon 
  blanch*, three bags of powder*, a deck of marked cards*, 
  and two sets of average loaded dice*. (Items marked with 
  an asterisk may be found in the Advanced Player’s Guide.)
  rewards: If the PCs bring the books in good condition 
  to Guaril Karela, give each PC 111 gp.
  act 2: a cruSade oF LiGht
  The second task on the PCs’ list is to head to the Temple 
  of the Shining Star, the Ascendant Court’s massive temple 
  to  Sarenrae,  to  meet  with  Ollysta  Zadrian,  a  retired 
  Pathfinder  now  operating  the  Silver  Crusade,  an  effort 
  to use the Society’s resources to help those in need and 
  spread good deeds throughout the world.
  2a. temple of the Shining Star
  Arriving at the Temple of the Shining Star, the PCs are 
  immediately  directed  to  Ollysta  Zadrian.  This  paladin 
  of Sarenrae is young in her years, but holds herself with 
  the poise of a queen and warrior simultaneously. As she 
  notices the PCs’ arrival, she strides forward, addressing 
  the group in a strong voice.
  “Thank the light of Sarenrae you have arrived! I knew Ambrus 
  would come through for us in the Silver Crusade. I desperately 
  need you to bring medicine to an orphanage and let me know 
  if the headmistress, Gilga Baltwin, is deserving of our charity. 
  Since our quest began, the needy have clamored for our aid, 
  and I suspect some are abusing our generosity. It may sound 
  cruel, but there are plenty of dishonest people out in the world 
  eager for easy gold.
  “Do you know of the Silver Crusade? After discovering so 
  many factions splintered the Society, a number of us banded 
  together to proliferate the cause of charity and kindness using 
  dire rats (3) 
  cr 1/3
  hp 5 (Pathfinder RPG Bestiary 232)
  tacticS
  during combat Hardly tacticians, the dire rats always attack 
  the nearest PC.
  morale Protective of their den and food, the dire rats fight to 
  the death.
  hazard:  The  edges  of  the  hole  are  dangerous  and 
  anyone stepping into one of the squares around the hole 
  must make a DC 10 Acrobatics check or risk collapsing 
  the floor further—and spilling the crate into the water. 
  In  addition,  these  squares  count  as  difficult  terrain 
  due to their precarious nature. PCs succeeding at a DC 
  15 Acrobatics check can ignore the difficult terrain and 
  move  through  the  squares  normally.  Any  result  of  this 
  check  that  fails  by  10  or  more  forces  the  character  to 
  succeed at a DC 12 Reflex saving throw or fall into the bay 
  below. Small characters receive an additional +1 bonus on 
  the  Acrobatics  check  and  any  resulting  Reflex  save  due 
  to  their  lighter  weight.  The  drop  into  the  water  along 
  with  the  falling  debris  deals  1d6  points  of  nonlethal 
  bludgeoning damage. If the crate falls into the water, the 
  books and papers are damaged unless the PCs can pull 
  the crate from the water within 3 rounds. The water here 
  is 15 feet deep.
  development: While simply walking out and dragging 
  the crate from its precarious position is next to impossible 
  for  these  new  adventurers,  the  group  can  successfully 
  achieve  their  task  with  materials  at  hand  and  a  little 
  creativity. Four likely solutions are listed below, but allow 
  the players to come up with their own clever solutions to 
  the problem.
  •  A PC strong enough to lift the 200-pound crate could be 
  suspended by the crane and positioned over the crate.
  •  The PCs can throw a rope with a hook at the handholds 
  to secure the crate from afar. Treat this as a thrown 
  weapon with a range increment of 10 feet targeting 
  AC 10.
  •  The  PCs  could  also  borrow  the  boat  docked  outside 
  and simply collapse the floor, dropping the crate safely 
  onto the deck of the boat. 
  •  The PCs can use the timber and tools to brace the floor 
  and slide the crate to firm ground.
  If  the  group  cannot  seem  to  come  up  with  a  plan, 
  urge  them  forward  by  asking  for  skill  checks.  A  DC  10 
  Knowledge  (engineering)  check  gives  them  a  hint  to 
  one  of  the  solutions  mentioned  above.  A  general  DC  15 
  Intelligence  check  reveals  the  same  hint.  Searching 
  through  the  other  crates  for  tools  to  help  them  should 
  be simple, and once the group has spent a few minutes 
  looking through the pile of wares, allow them to find any 
  reasonable item that might help them with their task. A 
  
  Pathfinder Society Scenario
  10
  the Society’s resources. As it is said, ‘The Dawn brings new 
  light’ and I’ve made it my life’s work to use our recent darkness 
  to bring a new light to the world and to the Pathfinder Society.
  I apologize for straying off point. Will you bring this parcel 
  of medicine to Auntie Baltwin’s Home for Recovery in the 
  Eastgate district?”
  Zadrian is eager to answer any questions the PCs may 
  have about the Silver Crusade, but urges the PCs along if 
  they linger too long. While talking to them, she says she 
  isn’t sure if Gilga Baltwin is honest or not, but hopes this 
  delivery by Pathfinder agents will confirm whether the 
  orphanage is operating on the up and up. She asks the 
  PCs to be observant and report back to her any evidence 
  that Baltwin isn’t worthy of the Silver Crusade’s aid.
  diplomacy (Gather information) or 
  Knowledge (Local)
  Before the PCs head to Auntie Baltwin’s Home for Recovery, 
  they may wish to ask around about the orphanage and the 
  headmistress’s quality of character. While most witnesses 
  admit she is a mean old bag, they also all reply they think 
  it is great what she’s doing for the children.
  dc 10: Miltivis, who runs a nearby market, claims he’s 
  served Auntie Baltwin for over 30 years, and while a good 
  customer, she is quite demanding and often rude to the 
  other customers. He says she’s kept his supplier of fine 
  whiskeys in business for decades.
  dc 15: Gilga Baltwin’s neighbors Travost and Tirelle 
  Anthos are frankly tired of the noises the children make 
  and the retinue of cats—though they do appreciate the 
  latter’s mousing skills. They admit to being happy when 
  Auntie  Baltwin  sends  the  children  “off  into  the  town” 
  during the day, as it gives them a few hours of peace and 
  quiet before they return in the evening.
  dc 20:  At  the  estate  across  the  street,  Master  Trebb 
  Bonto, a retired builder, says nothing but nice things of 
  Lady  Baltwin,  as  he  calls  her.  He  recounts  tales  of  tea 
  and  games  on  the  sitting  porch,  though  if  pressed,  he 
  lets slip  that she often cheats at games and sometimes 
  had some shady characters coming to whisper in her ear 
  and palm her small bags of what might have been money 
  before slinking away. “Otherwise a fine lady, indeed.” he 
  quickly adds.
  2b. Auntie Baltwin’s home  
  for recovery (cr 1)
  Nearly swarming with cats and children, this fine upper-class 
  home appears to be clean and in good condition considering 
  the number and ages of its inhabitants. Three young boys 
  shoot marbles in the dirt near the side porch, and inside 
  strewn toys and more cats lie about on the floors. A few 
  children take care of chores, while coughs and sneezes softly 
  erupt from the children’s dormitories upstairs.
  Auntie Baltwin’s Home for Recovery is known for being 
  a place where sick kids go to get better, and the results 
  seem  amazing.  Some  people  claim  the  place  looks  odd 
  because people are always coming and going, sometimes 
  taking kids with them. Auntie Baltwin has always played 
  that off as their parents taking them home. A few of the 
  kids come and go throughout the day, especially children 
  that are now well, but have nowhere else to go.  
  Zadrian wants the PCs to find out if his donation is going 
  to  be  a  genuine  benefit  to  the  community,  and  frankly, 
  it is not. Auntie Gilga Baltwin is a corrupt old crone. In 
  addition  to  her  abrasive  attitude,  the  woman  has  three 
  significant  negative  qualities  the  PCs  can  discover  and 
  report to Ollysta Zadrian (see Development below). 
  creatures: A keen old hag of a woman, Auntie Baltwin 
  is neither caring nor compassionate. She keeps the kids 
  in  her  orphanage  and  treats  them  for  their  illnesses, 
  but  she  only  does  so  for  ancillary  reasons.  She  hopes 
  to  earn  a  good  chunk  of  coin  by  keeping  the  donated 
  medicines and selling them on the black market, using 
  her  personal  talents  in  healing  to  treat  the  children. 
  Some of kids aren’t even orphans and are sent to recover 
  under  her  care  by  wealthy  merchants  in  the  district. 
  She sets a price according  to  what  the family  can pay, 
  often inflating the price by 300% between favored and 
  disliked families.
  The  oldest  of  nine  siblings,  Gilga  Baltwin  grew  up 
  taking care of children, first her brothers and sisters, then 
  her own. Once her children grew up and moved out of the 
  house, she began taking in orphans—and donations from 
  local churches and charities. Her talents for care became 
  well known, and parents throughout the city sent their sick 
  children to Gilga for healing. She uses skills and magical 
  talents  taught  by  her  own  grandmother,  and  her  spells 
  center around controlling and healing her charges.
  Auntie  Baltwin  uses  Sense  Motive  to  determine  the 
  PCs intentions when they arrive at her house. Once she 
  understands the situation,  she begins making  outright 
  lies in an effort to send the PCs away with a positive view of 
  her operation. If she finds she’s failing in this and knows 
  what they want to hear, she tries and steer them in that 
  direction. If the PCs begin putting the pieces together or 
  become overly aggressive, she admits to the transgression 
  she thinks will be least penalized by the group—likely 
  her drinking habit. She turns herself in for the smallest 
  crime  the  PCs  will  accept,  even  if  it  means  she  has  to 
  change up her operation. Anything is better than being 
  arrested at her age. If she notices a PC is wounded when 
  
  firSt StePS Part i: in Service to Lore
  11
  blending in with the dozen other cats in the room.
  morale Auntie Gilga has no interest in dying and tries to 
  escape using her potion of invisibility if the PCs become too 
  violent. She immediately surrenders if reduced to fewer 
  than half her hit points. Even after giving up, she still 
  claims the PCs “started the whole thing.”
  StatiSticS
  Str 7, dex 5, con 6, int 13, Wis 16, cha 15
  Base atk +1; cmB –1; cmd 6
  Feats Catch Off-Guard, Cosmopolitan*, Spell 
  Focus (enchantment)
  Skills Bluff +8, Diplomacy +5, Heal +8, Intimidate +8, 
  Knowledge (local) +5, Sense Motive +8
  Languages Common, Kelish, Osiriani, Varisian
  SQ summon familiar (Pickles, cat)
  combat Gear potion of cure light wounds, 
  potion of invisibility, scroll of cure light 
  wounds, scroll of remove disease; 
  other Gear 30 gp
  * See the Advanced Player’s Guide.
   Pickles 
  cr —
  Cat familiar (Pathfinder RPG Bestiary 131)
  hp 4
  development: As the PCs interact with Auntie Baltwin, 
  they  may  uncover  several  bits  of  evidence  that  implicate 
  her in illegal or immoral activity—just the sort of evidence 
  Ollysta  Zadrian  asked  them  to  discover.  Below  are  Gilga 
  Baltwin’s  secrets  and  the  methods  by  which  the  PCs  can 
  uncover them.
  Alcoholism:  Auntie  Baltwin  is  a  lifelong  alcoholic,  and 
  is frequently drunk or drinking while taking care of the 
  children. She seems mostly sober when the PCs visit, but as 
  with all longtime addicts, she exhibits cues to her condition 
  that are obvious to a keen observer. Any PC making a DC 12 
  Heal check can spot broken blood vessels in the eyes and 
  nose, shaky hands, glassy eyes, and a fine sheen of sweat 
  on the woman. Also, in her sitting room is a nearly empty 
  bottle of whiskey, as well as a half bottle in the kitchen. If 
  the woman invites the PCs in for tea, she tips a few splashes 
  of alcohol in her cup before asking the group if they would 
  like a taste. If questioned about drinking and taking care of 
  children, she shoots the PCs an incredulous look and laughs. 
  “Ha! Seems most days you need it if you want to make it 
  through the day in this house. These children are killing 
  me!” Knowing this is the least of her sins, Auntie Baltwin 
  fesses up to drinking excessively and offers herself up  to 
  guidance and recovery just to get the PCs off her back.
  Black Market:  Gilga  Baltwin  also  sells  expensive 
  donations from charities on the black market. She has 
  a fair skill at healing and uses her daily spells to heal 
  injuries  and  illnesses  in  her  charges.  Sometimes  she 
  they first arrive, she offers to heal him, hoping her feigned 
  benevolence will throw the PCs off course.
  The  old  woman  acts  differently  toward  PCs  of 
  different races and occupations. She acts snide toward 
  elves, disapproving toward dwarves, suspicious 
  toward  half-orcs,  and  treats  gnomes  and 
  halflings as if they were children, talking to 
  them simply and even scolding them for dumb 
  questions  or  other  minor  mishaps.  Auntie 
  Baltwin shows the most respect to obvious 
  casters,  perhaps  even  with  a  hint  of  fear. 
  She stands up to bully fighters, as if daring 
  them to hit an old lady. The more roguish 
  members  of  a  party  she  treats  suspiciously, 
  but otherwise seems to get on with them, 
  leading their questions and testing their 
  allegiances.  Auntie  Baltwin  treats  he 
  nature-oriented  classes  as  if  they 
  were hobos, constantly chiding them 
  for “touching things with their dirty 
  hands” or asking, “Did you wipe your 
  feet before coming in?”
  auntie Gilga Baltwin 
  cr 1
  Female old human adept 3
  LE Medium humanoid (human)
  init –3; Senses Perception +3
  deFenSe
  ac 7, touch 7, flat-footed 7 (–3 Dex)
  hp 8 (3d6–5)
  Fort –1, ref –2, Will +6
  oFFenSe
  Speed 30 ft.
  melee cane –1 (1d4–2)
  ranged shoe –6 (1d3–2)
  adept Spells Prepared (CL 3rd; concentration +5)
  1st—command (DC 14), cure light wounds, sleep (DC 14)
  0—guidance, mending, touch of fatigue
  tacticS
  Before combat Not expecting a visitor, Auntie Baltwin casts 
  guidance before answering the door. More likely than not, 
  she expends the spell on her first Diplomacy or Bluff check. 
  Not looking for a fight, Auntie Baltwin uses her social skills 
  to negotiate this encounter, hoping to avoid detection, 
  arrest, or violence.
  during combat If pushed to fight, Auntie Baltwin uses 
  her spells to incapacitate the PCs, starting with sleep. 
  She uses command on any PC trying to attack or grab 
  her. Otherwise, she screams for help while whacking the 
  aggressive PCs with her cane or throwing a shoe at them, 
  in hopes of stalling long enough for the district guard to 
  come investigate. She can also have Pickles, her cat familiar, 
  deliver touch of fatigue by brushing up against the PCs, then 
  Auntie Baltwin
  
  Pathfinder Society Scenario
  12
  actually uses the medicines and potions sent from places 
  like the Silver Crusade, especially when it comes to fast 
  and  fatal  diseases.  Otherwise,  she  relies  on  home 
  remedies,  long  bed  rest,  and  careful 
  watch  over  time.  Most  of  the 
  donations  given  to  her  for  the 
  children end up sold throughout 
  the  city  to  individuals  who,  for 
  whatever  reason,  can’t  go  to 
  legitimate sources of healing when 
  injured or ill. Auntie Baltwin uses 
  a  fence  for  this  side  business,  and 
  doesn’t  sell  anything  directly  out  of 
  her home. A thorough search of her house 
  (Perception  DC  20)  reveals  stashed 
  curatives 
  from 
  three 
  different 
  charities.  Auntie  Baltwin  does  not 
  consent  to  the  search  and  becomes 
  increasingly irritated if the PCs snoop 
  around without her permission. 
  Child Labor:  As  her  house  filled  with 
  children left by their parents, Auntie Baltwin put 
  them to work as servants and maids in other houses in 
  the city, especially in the middle-class Eastgate district 
  where she makes her home. She tells the children their 
  work pays for their room and board, but the rates she 
  charges for her pint-sized laborers easily pays for their 
  lodging  while  she  pockets  the  rest.  The  only  way  to 
  determine this is to interview the children. Most reports 
  claim she is mean, but that the children love her cooking 
  and she tells fun stories at bedtime. Even the children 
  who work don’t call it that, and seem happy to keep busy 
  and help out. A PC must make a DC 20 Diplomacy check 
  with  two  different  children  out  of  earshot  of  Auntie 
  Baltwin—who interrupts and shoos the children away 
  if she overhears the PCs asking pointed questions—to 
  discover the forced labor.
  rewards:  If  the  PCs  deliver  the  medicine  and  report 
  any  information  about  Auntie  Gilga  Baltwin  to  Ollysta 
  Zadrian, give each PC 68 gp.
  act 3: treaSureS oF oSirion
  Among the tasks on the PCs’ list is visiting an Osirian 
  nobleman named Dremdhet Salhar in the Wise Quarter 
  to  get permission for the Pathfinder Society to explore 
  the Salhar ancestral vaults below Sothis. Salhar serves as 
  a member of Absalom’s Grand Council and is often out 
  of the house on matters of business, but his aged advisor, 
  Amenopheus, operates the Osirion faction of Pathfinder 
  agents  from  his  master’s  home  when  not  putting 
  suggestions in the malleable nobleman’s ear.
  3a. the Salhar estate
  The  PCs  make  their  way  to  the  rich  estate  of  Grand 
  Councilmember Dremdhet Salhar, and are greeted by 
  a guard who is expecting them as they reach the 
  tall,  wrought-iron  gate.  Once  the  PCs  are 
  inside, a servant tells the group Salhar is not 
  present, called away on important Council 
  business,  but  his  most  trusted  advisor 
  is  available  to  negotiate  any  business 
  they  may  require.  The  servant  explains 
  this  while  leading  the  group  down  well-
  decorated hallways, past expansive rooms.
  After  a  few  minutes,  the  group  arrives  at 
  a  simple  study  near  the  end  of  a  long  hallway. 
  Inside  Amenopheus, the Sapphire Sage  (N 
  old  male  wizard  13),  a  tan-skinned  old 
  man sits behind a desk flipping through 
  pages in a large tome. Scraps of paper 
  jut  from  the  book  marking  over  two 
  dozen  different  places.  As  the  group 
  approaches the open door, the wise sage silently 
  gestures the PCs into the study with one thin hand, 
  while  closing  the  tome  with  the  other  after  finishing 
  what  he  was  reading.  Once  the  PCs  are  all  inside  the 
  study, he addresses the group.
  “Good day to you, Pathfinders. I am Amenopheus, the Sapphire 
  Sage, advisor to Master Salhar. I understand you were sent 
  here to discuss archaeological permissions. Knowing this was 
  coming, I spoke with Master Salhar at length on the subject 
  and have this to say. 
  “Since Osirion was reopened to exploration a decade ago, 
  adventurers, historians, and treasure-seekers flock to my 
  country by the hundreds, perhaps thousands. While most 
  families with ancestral burial vaults maintain guards and keep 
  their sites out of the hands of casual thieves, not all families 
  have the wealth or power to restrict everyone, and as we all 
  know, not every defense is perfectly secure. Unscrupulous 
  tomb robbers and maligned merchant organizations cause 
  Osirion to bleed relics into the Inner Sea—something the 
  descendents of Ancient Osirion cannot afford. We Osiriani 
  have thousands of years of rich history coursing through our 
  veins, and while that power has been out of focus in recent 
  years, we are content to wait, knowing our enemies will wear 
  themselves down. As they fall into arrogance, folly, or greed, 
  we wait for our return to power, knowing we bear the riches of 
  our ancestors at our feet.
  “Master Salhar remains impressed by the Pathfinder 
  Society, orating in their favor a handful of times in front 
  of Absalom’s Grand Council, in fact. Due to previous 
  relationships between him and the Society, Master Salhar 
  has agreed to grant permission to the Pathfinder Society to 
  explore his family’s vaults below Sothis. The only thing he 
  Amenopheus,  
  The Sapphire Sage
  
  puzzlinG props
  While you don’t need a map for this encounter, it might 
  help the players’ visualize the puzzle better if you draw out 
  three squares representing the chests, a smaller square 
  representing the silk box, and a circle representing the 
  wicker basket. To represent the four keys in the various 
  containers, you could use coins, dice, or even real keys. 
  Some sets of GameMastery Item Cards contain cards for 
  boxes, chests, and keys, and may assist in visualization of this 
  puzzle. Simply select three chests, one box, a jar, and four 
  keys from the deck. Feel free to change the descriptions of 
  the keys and containers to match the item cards used.
  firSt StePS Part i: in Service to Lore
  13
  trap: A writhing, angry green viper rests at the bottom 
  of the basket hidden among the wadded cloth on which 
  the rune-etched key sits. Any creature reaching into the 
  basket provokes it to attack. While the PCs can’t disable 
  the viper, they can bypass the trap by using a tool, mage 
  hand, or gravity to get the key out of the basket. If they tip 
  the basket’s contents onto the ground, the viper attacks 
  the nearest creature (use the viper familiar stats on page 
  133 of the Pathfinder RPG Bestiary).
  Snake Bite trap 
  cr 1/2
  type mechanical; Perception DC 15; disable device —
  eFFectS
  trigger touch; reset automatic
  effect Atk +5 melee, 1d2–2 plus tiny viper poison (save Fort DC 
  9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save)
  treasure:  The  runes  on  this  key  match  those 
  surrounding the keyhole of the red lacquered chest. The 
  key radiates a faint aura of transmutation. When this key 
  is placed within the keyhole of the red lacquered chest, 
  the chest opens without the key needing to be turned.
  the Glass Jar (cr 1/2)
  This gallon-sized clear glass jar is about half full with 
  clear  liquid.  At  the  bottom  of  the  vessel  sits  a  jeweled 
  brass key.
  trap:  While  the  liquid  in  this  jar  appears  to  be  water, 
  it’s actually a mildly corrosive cleaning agent. Any creature 
  reaching into the jar to retrieve the key takes acid damage as 
  outlined below. If the PCs pour out the jar’s contents or break 
  the jar to free the key from the bottom of the acid, everyone 
  within 5 feet of the jar takes 1 point of acid damage.
  acid Jar trap 
  cr 1/2
  type mechanical; Perception DC 15; disable device —
  eFFectS
  trigger touch; reset automatic
  requires is that you retrieve the map of the vaults from his 
  own vault here. The servant will lead you to the basement 
  and show you the room.”
  The Sapphire Sage’s eyes twinkle as he smirks knowingly, 
  then he turns back to reading his book as though he had 
  never been disturbed.
  After  leaving  Amenopheus’  study,  the  servant  brings 
  the group back through the spacious estate, leading them 
  down sturdy stone steps into the cool basement. Down a 
  hallway, after a couple turns, the party ends up at a plain 
  wooden  door.  The  servant  opens  the  door,  gesturing 
  to  the  room  with  a  bow,  and  waits  silently  for  the  PCs 
  to  enter.  He  doesn’t  know  anything  beyond  that  he  is 
  supposed to escort the PCs to this room and lock the door 
  behind them; if questioned, he remains silent and stoic, 
  simply waiting for them to go into the vault.
  3b. Salhar’s Vault (cr 2)
  A plain stone room contains three chests: a copper-banded 
  chest of smooth, dark wood; a red lacquered chest; and what 
  looks to be a cube of solid steel. Behind the chests sits a low 
  table holding a clear glass jar half full of liquid and a covered 
  wicker basket.
  Once all of the PCs enter the room, the servant shuts 
  the door and locks it behind them. Written on the back 
  of the door is the message: “Within these cases lies your 
  quest and your way out.” These five containers hold clues 
  to solving the puzzle of this room and one holds the prize 
  the  Pathfinders  seek—the  map  to  the  Salhar  ancestral 
  vaults  beneath  Sothis.  Amenopheus,  ever  in  search  of 
  new agents within the Pathfinder Society to help forward 
  Osirion’s goals, set this elaborate puzzle to test the PCs’ 
  mettle  and  cunning.  The novice  Pathfinders must  find 
  the map and the way out of the room within a half-hour, 
  at  which  point  the  servant  returns  and  opens  the  door 
  to  release  them  from  their  prison,  assuming  they  have 
  failed the task set before them.
   container 
  Key 
  contents
   
  Wicker basket 
  no key needed 
  blue stone key
   
  Glass jar 
  no key needed 
  jeweled brass key
   
  Copper-banded chest 
  illusory 
  nothing
   
  Red lacquered chest 
  blue stone key 
  scepter key
   
  Steel chest 
  bright golden key 
  map & treasure
  the Wicker Basket (cr 1/2)
  This 2-foot-round wicker basket requires no key to open, 
  its lid resting gently atop its wide rim. Inside, a blue stone 
  key rests atop a pile of crumpled linens.
  
  Pathfinder Society Scenario
  14
  effect 1d6 acid damage (DC 16 Reflex save for half damage)
  treasure:  The  jeweled  key  at  the  bottom  of  the  jar 
  seems to fit each box’s lock. When the key is placed 
  in  the  copper-banded  chest’s  keyhole,  the  PC 
  using  it  receives  a  Will  save  for  interacting 
  with the illusory chest as normal. When it is 
  placed  in  the  red  lacquered  chest’s  keyhole, 
  nothing happens and the key keeps spinning 
  without making any manner of contact with 
  the  mechanism.  Placed  in  the  steel  chest’s 
  keyhole, the key breaks, falling into dust as 
  it’s twisted in the lock.
  the copper-Banded chest
  This  chest  is  an  illusion.  When  a  PC 
  touches the chest—such as by placing a 
  key  within  its  keyhole—she  gains  a  free 
  Will save. Those who make a DC of 12 see 
  the chest fade into a faint outline as they 
  realize it to be an illusion. Others must 
  interact  with  it  to  beat  the  illusion  themselves, 
  though they receive a +4 bonus if they are informed of 
  the figment’s true nature before interacting with it.
  the red Lacquered chest
  This  smooth,  red  lacquered  chest  looks  devious.  The 
  solid metal plate surrounding the gaping keyhole pulses 
  with glowing amber runes. When this chest is opened, 
  a  complex  pulley  system  rigged  from  its  lid,  through 
  the f loor, and up to the ceiling releases a small, golden 
  key from a slit in the ceiling, dropping it 6 inches down 
  from  the  15-foot-high  ceiling.  A  PC  making  a  DC  16 
  Perception check hears a slight click as the mechanism 
  activates.  Allow  the  PCs  to  use  creative  solutions  to 
  retrieve the key; if they get it down, it can be used to 
  open the steel chest.
  treasure: The red lacquered chest holds a key forged 
  into the end of a jeweled scepter. Though the jewels and 
  the scepter appear to be quite exquisite, a DC 15 Appraise 
  check  reveals  them  to  be  mere  costume  gems.  Despite 
  this  deception,  the  key  at  the  end  of  the  scepter  opens 
  the door to the vault, allowing the PCs to exit the room 
  at their leisure.
  the Steel chest (cr 1/2)
  This steel cube has only the faintest crack where its lid 
  meets the base, and would be completely featureless save 
  for its narrow keyhole. The gold key hanging from the 
  ceiling opens this chest.
  trap:  The  clasp  mechanism  of  this  chest  is  trapped 
  such that, unless it’s disarmed, any creature opening the 
  chest (even with the gold key) activates it. It is, however, 
  a harmless trap meant only to mark those PCs unable to 
  avoid it for Amenopheus’s review.
  Prank trap 
  cr 1/2
  type magic; Perception DC 15; disable device DC 15
  eFFectS
  trigger touch; reset automatic
  effect spell effect (prestidigitation, turns skin blue 
  for 3d20 minutes, Will DC 11 resists); multiple 
  targets (all creatures within 10 feet)
  treasure: This chest holds the map of the 
  Salhar  burial  vaults  beneath  Sothis  and  a 
  wand of knock (CL 3rd, 11 charges).
  development:  If  the  PCs  open  the 
  chests and exit the chamber on their 
  own  within  a  half-hour,  the  servant 
  waiting  on  the  other  side  tells  them 
  they  can  keep  the  map  and  wand, 
  but asks them to give back any keys 
  they may have. If, however, the PCs 
  are stumped by Amenopheus’s puzzle, the servant 
  opens  the  door  to  release  them  regardless  of  their 
  success  or  failure.  He  expresses  his  disappointment 
  and notes that perhaps other Pathfinders will be better 
  equipped to prove their worth to his master. In either 
  case, the servant makes a point of noting which PCs (if 
  any) have had their skin turned blue.
  If the PCs try to find Amenopheus after their ordeal, 
  they are told he has left for the day. Perhaps they should 
  try back tomorrow.
  rewards:  If  the  PCs  retrieve  the  map  of  the  Salhar 
  family vaults, give each PC 82 gp.
  act 4:  
  a PromiSe oF dominance
  The fourth task on the PCs’ list is to retrieve an item 
  on loan from the Pathfinder Vault. Paracountess Zarta 
  Dralneen,  an  influential  diplomat  from  the  devil-
  worshiping nation of Cheliax, spent some time studying 
  the  box  she  borrowed,  but  she  has  been  unsuccessful 
  in  delving  its  contents.  To  make  matters  worse,  today 
  an imp servant struck with mania is in the process of 
  trashing  her  bedroom,  making  retrieval  of  the  box  a 
  difficult task.
  4a. Zarta’s Study
  Arriving  at  Paracountess  Zarta  Dralneen’s  townhouse 
  in  the  Ivy  District—one  of  several  homes  the 
  noblewoman  keeps  around  Absalom—the  PCs  come 
  upon  a  magnificent  gothic  structure  three  stories  in 
  Paracountess  
  Zarta Dralneen
  
  Zarta’s Townhouse
  1 square = 5 feet
  N
  4b
  4a
  S
  S
  firSt StePS Part i: in Service to Lore
  15
  height. The ebon lacquered double doors wrought with 
  gleaming silver fixtures greet the characters, a prickly 
  brass  cone  hanging  from  a  chain  serving  as  the  door 
  chime.  Moments  after  ringing  it,  a  servant  in  loose 
  casual  attire  opens  the  door,  greeting  the  Pathfinders 
  as if expected. If questioned, the servant remains quiet, 
  only responding when pressed, and then with only a few 
  simple words: “My mistress will answer any questions 
  you have once we reach her quarters.”
  Led through well-appointed sitting rooms, ballrooms, 
  and  a  grand  stairway  granting  a  view  of  an  elaborate 
  study,  the  PCs  finally  arrive  on  the  third  floor  of  the 
  house, at the door of Zarta’s personal study, which lies 
  beyond  her  bedroom.  Knocking  upon  the  door  and 
  announcing his presence, the servant opens the darkly 
  stained wooden door.
  A large intricate carpet dominates the marble f loor 
  in  this  sitting  room.  A  chaise  sits  along  the  north 
  wall  and  a  desk  spans  the  southeast  corner,  its  chair 
  positioned with its back to the southwest corner of the 
  room. Three comfortable chairs are positioned around 
  a  small,  low  circular  table.  Hidden  in  the  angled 
  northwest  wall  is  a  secret  door,  discoverable  with  a 
  DC 25 Perception check, which leads to Zarta’s secret 
  library,  from  which  she  operates  many  of  her  most 
  delicate operations.
  Sitting in the chair behind the desk, Paracountess Zarta 
  dralneen (LE female human aristocrat 4 / bard 8) regards 
  the PCs with a wry smile, putting away a few papers before 
  standing to address the hopeful Pathfinders.
  “Aldor, you are dismissed. Close the door behind you and 
  attend to your other tasks.” She then turns her attention to the 
  group. “It’s always so incredibly adorable when I see a fresh-
  faced batch of Pathfinders. I mean, look at you scrumptious 
  little teacakes. I could eat each and every one of you up. 
  Well, maybe not you.” Zarta points. “I assume this isn’t a 
  pleasure visit since most of you are terribly overdressed for 
  that manner of occasion, so that must mean you are here for 
  that trinket Valsin has been nagging me about. Seems I can’t 
  get that man around these parts anymore,” she gestures, 
  sliding her hand down her body and widening the gesture 
  to sweep out and across the room as if her home were a 
  secondary thought. “On the good side, he always sends me 
  all the precious new recruits.
   “Many think we in Cheliax serve and worship devils, but 
  that couldn’t be further from the truth. In fact, we use the 
  creatures for their power. They serve us and we sculpt their 
  
  Pathfinder Society Scenario
  16
  power in our own interests. The world must come to terms 
  with the order of things. People need to know their place and 
  operate accordingly. It is the only way to make order from this 
  world. Too many people stretch too far beyond their station, 
  making waves and eroding the true order.”
  The “trinket” Ambrus Valsin sent the PCs to retrieve 
  is  a  seven-lock  iron  case.  Zarta  tells  the  PCs  about  the 
  box and its locks and seals, explaining she was trying to 
  bypass the protections. She advises not trying to tamper 
  with the case when bringing it back to the Grand Lodge, 
  but never admits to what the case contains. She can tell 
  them the box is magically warded with abjuration magic 
  intermingled with strong evocation magic, in addition to 
  the seven masterwork locks. For PCs delving into the box, 
  a creature must succeed at a DC 40 Disable Device check 
  for each lock. Every failed attempt to pick one of the seven 
  locks  results  in  1  hit  point  of  damage  to  the  creature 
  attempting the check as pain shoots through its body. It 
  is unlikely the PCs can manage this skill check, and since 
  they were advised not to tamper with the case, hopefully 
  the damage—combined with these other reasons to leave 
  the case alone and simply do their duty and return it—
  will keep the group from being too curious. Zarta claims 
  to  know  nothing  about  the  box  aside  from  it  having  a 
  connection with devils and Hell. 
  As the paracountess talks, a cacophony of booms and 
  crashes sounds from beyond the room’s west door. She 
  sometimes pauses at an extended eruption of these noises 
  before continuing with the conversation. If asked about 
  the  neighboring  ruckus,  Zarta  explains,  “A  servant  is 
  greatly  misbehaving.  You’re  going  to  have  to  deal  with 
  it in order to get the trinket.” She goes over to the desk 
  in  her  study,  opening  a  drawer  and  drawing  out  an 
  exquisite silver letter opener shaped like a dagger (treat 
  as a masterwork silver dagger). “You might need this to 
  get it to submit,” she offers with a sly grin.
  4b. the Bedroom (cr 2)
  Zarta’s  bedroom is decorated in the colors of Cheliax—
  ebon black and crimson red. Silk, rare woods, and 
  carefully carved marble compose every bit of furniture 
  in the room. Goose down now litters the room, covering 
  almost every surface and the silken shreds of the cushions 
  that contained it lie about like flayed skin . A post on the 
  massive screened bed is snapped in half, collapsed on the 
  bed and drawing the screened curtains into a ripped slope 
  of formerly fine cloth. Vials of perfume and crystal jars of 
  other cosmetics sit smashed on the marble floor around 
  the dresser. A prominent fixture in the room, a large “X” 
  made of stout wood sits along the west wall, complete with 
  leather shackles and chains. A table sits to its left strewn 
  with various items intended for pleasure, but outwardly 
  resembling implements of pain.
  This  formerly  lavish  boudoir  provides  the  deviant 
  Chelish diplomat a place to relax away from the never-
  ending  intrigue  of  Absalom’s  political  scene,  and 
  the  decorations  indicate  she  does  a  fair  amount  of 
  entertaining here as well. The northeast wall, next to the 
  bed, hides a secret door (Perception DC 25) that leads to 
  the paracountess’s secret library.
  creature: The imp Kreuvus is enraged and totally out 
  of control. The creature desperately wants inside the box 
  and throws it around the room hoping to smash the thing 
  open. Though dented, the case doesn’t look like it will be 
  opening anytime soon.
  Kreuvus does as much as it can to wreck things while 
  annoying the PCs. Only after the imp is damaged to half 
  its  hit  points  does  it  start  actively  fighting  the  PCs.  In 
  addition  to  the  silvered  cat-o’-nine-tails  Zarta  gave  the 
  group, a silver-tipped riding crop lies on the table in the 
  southwest corner, just inside the door. If the PCs already 
  completed the task for Guaril Karela (see Act 1), they could 
  use the powder found in the crate to help locate the imp 
  when it’s invisible.
  If the group asks the imp why he wants in the box so 
  badly, Kreuvus claims it holds a dark leather bag and a 
  silver hook that allows the user to draw imps—subservient 
  to the user—directly from Hell. He wants to hide the bag 
  from mortals to protect devils of his kind.
  Kreuvus 
  cr 2
  Imp (Pathfinder RPG Bestiary 78)
  hp 16
  tacticS
  Before combat Rapt with his reckless destruction, Kreuvus 
  barely notices, or pays attention to, the PCs until they either 
  attack or address him. Kreuvus already used his daily use of 
  augury and suggestion, and just 3 days ago used his weekly 
  use of commune.
  during combat Kreuvus chooses tactics that annoy or 
  frustrate his enemies more than those that directly harm 
  them. He tries to keep his distance and relies on his 
  invisibility spell-like ability. If any PCs get close to him, he 
  lashes out with his poison sting.
  morale When reduced to 5 or fewer hit points, Kreuvus flees if 
  any doors are open. Otherwise, the addled imp surrenders 
  the case, saying, “Yes, you’ve bested me, but I don’t wish 
  to leave so soon. Take the blasted box, and tell Mistress 
  Dralneen I deserve what comes my way.”
  treasure: If the PCs ask nicely, Zarta allows one of them 
  to keep the silver letter opener, but only if they agree to 
  come back and visit her when they have more free time.
  
  Foreign Quarter Back Alley
  1 square = 5 feet
  N
  D W
  L
  H
  GameMastery Map Pack: Ambush Sites
  PCs Begin 
  Here
  D = Deandre
  W = Larkin
  L = Ledford
  H = Hallie
  firSt StePS Part i: in Service to Lore
  17
  rewards: If the PCs safely retrieve the seven-lock box 
  from Kreuvus, give each PC 27 gp.
  act 5: JumPed! (cr 3)
  As the PCs complete the fourth and final task on their 
  agenda  and  head  back  to  the  Grand  Lodge,  they  must 
  pass through the Foreign Quarter back to the Society’s 
  headquarters.  Along  the  way,  they  are  funneled  into 
  an  ambush  set  up  by  the  gang  of  criminals  who  have 
  been  tracking  them  throughout  the  day.  To  begin  this 
  encounter, read the following aloud.
  A throng of people blocks the street ahead. A performance 
  art group commandeers the street, drawing graffiti to create 
  a jolly hellscape complete with illusory devils comically 
  dancing around in circles. A few citizens avoiding the crowd 
  slip off-street through a nearby alley, the only egress past 
  the gathering.
  Since  leaving  the  Grand  Lodge  this  morning,  four 
  unscrupulous,  fledgling  adventurers  followed  the  new 
  Pathfinders  throughout  the  day,  shadowing  them  on 
  their  tasks.  The  adventurers  are  simply  looking  for  an 
  easy  payout,  knowing  Pathfinders  often  have  excellent 
  gear,  good  coin,  and  frequently  carry  important  items 
  and  documents  from  place  to  place  in  town.  Weaving 
  through back allies and busy streets, the gang members 
  place themselves in front of the PCs, hoping to herd them 
  into an advantageous position. 
  Deandre  Dulay  used  a  contact  in  the  rebellious  art 
  group known as the Jocund Pranksters to stage an event 
  in  the  adventurers’  most  likely  path.  While  the  Jocund 
  Pranksters create their chalk and illusion spectacle and 
  jam traffic flow to side alleys, Deandre’s gang surrounds 
  the  PCs  in  the  crowd  that  makes  its  way  around  the 
  obstruction, planning to jump the PCs when they get out 
  of sight from the crowd. Other people take this shortcut 
  as  well,  and  the  group  of  thug  adventurers  blends  into 
  the crowd until throwing the alleyway into a hazy fog by 
  casting of obscuring mist. Once that happens, the common 
  citizens  flee,  leaving  the  alley  clear  for  both  groups  to 
  deal with each other.
  creatures:  Deandre  Dulay,  an  ambitious  cleric  of 
  Norgorber, has assembled a band of outcasts as her first 
  fledgling thieving group, hoping to lead a cell of criminals 
  in the near future. To achieve her aim, her band needs 
  income, and that’s where robbing Pathfinders comes in. 
  Young and lithe, with red hair hanging in ringlets that 
  just brush her shoulders, Deandre doesn’t immediately 
  appear as dire a threat as she actually is. She wears a long 
  skirt,  embroidered  with  silver  and  black  thread  and  a 
  high-necked  woolen  blouse,  its  stout  fabric  concealing 
  her chain shirt. 
  The team’s not-quite-insane arcanist Halli Fosta does 
  not interpret the world like other people. She approaches 
  everything  with  curiosity,  passion,  and  a  cruel  streak 
  a  fiend  would  appreciate.  Deandre  is  uncertain  how 
  having a sociopath in her fledgling group will work out, 
  but isn’t afraid to kill the girl if she gets too crazy. Full 
  golden blonde hair frames Halli’s healthy, smiling face, 
  punctuated with steely blue eyes and thick red lips. Halli 
  wears a well-made, green silk dress in the most current 
  fashion with a shimmering black scarf draped across her 
  shoulders, and fidgets as the moves, a nervous habit she 
  picked up as a child trying to hide the extra digit on each 
  of her hands from casual acquaintances.
  The  anarchist  comedian  Larkin  Waever,  a  Galtan 
  refugee, has a scathing wit he focuses on authority figures. 
  He began working with Deandre for extra money and the 
  
  Pathfinder Society Scenario
  18
  chance  to  sow  a  bit  of  chaos  when  his  political  humor 
  failed to support his lifestyle. With a face you could easily 
  forget  or  miss  in  a  crowd—short-cropped  light  brown 
  hair,  light  complexion,  and  forgettable  brown  eyes—
  Larkin  wears  rumpled  worker’s  clothing  with  a 
  heavy coat over his chain shirt.
  Rounding  out  the  team,  the  halfling 
  brawler  Ledford  more  than  makes  up  for 
  his  short  stature  with  his  uncontrollable 
  energy  and  rampaging  anger.  A  former 
  circus performer and underground fighting 
  champion,  Ledford  hopes  he  can  make 
  enough  money  through  an  alliance  with 
  Deandre to retire to his homeland of Cheliax 
  with  a  manor  and  slaves  of  his  own,  while 
  Deandre  simply  hopes  she  can  redirect  his 
  rage to take out her enemies instead of causing 
  any collateral damage on the rest of her team. 
  With  his  comical  handlebar  moustache, 
  Ledford  is  an  easy  face  to  remember,  but 
  when  madness  fills  his  eyes,  he’s  a  sight 
  one soon wants to put as far from memory 
  as possible.
  This is the first time this criminal group has pulled a 
  hit like this, but Deandre and her thugs have planned their 
  tactics. If any PCs made their Perception or Sense Motive 
  checks to notice the thugs watching them as they traveled 
  about  the  city,  they  recognize  one  of  their  attackers  just 
  before  the  ambush,  realizing  that  they’ve  seen  the  thug’s 
  face before. These PCs may act in the surprise round.
  deandre dulay 
  cr 1/2
  Female human cleric of Norgorber 1
  NE Medium humanoid (human)
  init +1; Senses Perception +3
  deFenSe
  ac 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
  hp 12 (1d8+4)
  Fort +2, ref +1, Will +5
  oFFenSe
  Speed 30 ft.
  melee short sword +2 (1d6+2/19–20)
  ranged dagger +1 (1d4+2/19–20)
  Special attacks channel negative energy 4/day (DC 11, 1d6)
  domain Spell-Like abilities (CL 1st; concentration +4)
  6/day—touch of evil (1 round)
  6/day—copycat (1 round)
  cleric Spells Prepared (CL 1st; concentration +4)
  1st—cure light wounds, protection from goodD, shield of faith
  0 (at will)—bleed (DC 13), detect magic, stabilize
  d Domain spell; domains Evil, Trickery
  tacticS
  Before combat Putting on her mask, Deandre Dulay casts 
  protection from good before whistling to her companions 
  to attack.
  during combat On her first turn, Deandre casts shield 
  of faith, then rushes into battle to provide flanking 
  opportunities for Larkin. In following rounds, she fights 
  in melee range with Ledford, allowing Larkin to 
  take advantage of the Gang Up feat. She heals 
  herself or companions as needed and uses her 
  copycat ability for added protection.
  morale Determined to make a name for 
  herself, pride forces Deandre Dulay to fight to 
  the death. She goes down spitting curses and 
  hurling insults.
  StatiSticS
  Str 14, dex 13, con 10, int 8, Wis 
  17, cha 12
  Base atk +0; cmB +2; cmd 14
  Feats Dodge, Toughness
  Skills Heal +7, Spellcraft +3
  Languages Common
  SQ aura
  combat Gear potion of cure light wounds, 
  potion of shield of faith; other Gear 
  masterwork chain shirt, short sword, dagger, gray mask, 
  unholy symbol, 28 gp
  halli Fosta 
  cr 1/2
  Female human sorcerer 1
  CE Medium humanoid (human)
  init +2; Senses Perception –1
  deFenSe
  ac 12, touch 12, flat-footed 10 (+2 Dex)
  hp 8 (1d6+2)
  Fort +1, ref +2, Will +1
  oFFenSe
  Speed 30 ft.
  melee dagger +0 (1d4/19–20)
  ranged light crossbow +2 (1d8/19–20)
  Bloodline Spell-Like abilities (CL 1st; concentration +4)
  6/day—acidic ray (1d6+1 acid)
  Sorcerer Spells Known (CL 1st; concentration +4)
  1st (4/day)—color spray (DC 14), magic missile
  0 (at will)—bleed (DC 13), detect magic, light, message
  Bloodline Aberrant
  tacticS
  Before combat Halli casts mage armor from her scroll before 
  drawing the PCs into the alley. She triggers combat on 
  Deandre’s signal by casting her scroll of obscuring mist.
  during combat Halli keeps her distance from the fight, 
  preferring to use acidic ray from range. If she is threatened 
  in melee, she uses color spray or her scroll of burning hands 
  to eliminate any foes in range. If somehow depleted of 
  spells or spell-like abilities, Halli resorts to her crossbow.
  Ledford
  
  firSt StePS Part i: in Service to Lore
  19
  morale Distracted by her delight in the battle, Halli doesn’t 
  think to surrender or flee and gleefully laughs during 
  combat, even up to the moment of her death.
  StatiSticS
  Str 10, dex 14, con 13, int 12, Wis 8, cha 17
  Base atk +0; cmB +0; cmd 12
  Feats Eschew Materials, Point-Blank Shot, Precise Shot
  Skills Bluff +7, Intimidate +7, Spellcraft +5, Use Magic 
  Device +7
  Languages Common, Elven
  SQ bloodline arcana
  combat Gear potions of cure light wounds (2), scroll of burning 
  hands, scroll of mage armor, scroll of obscuring mist, scroll 
  of shield, scroll of unseen servant, wand of disguise self (5 
  charges); other Gear dagger, light crossbow with 20 
  bolts, fan of pigeon feathers, small pouch of trimmed 
  fingernails, 53 gp
  Larkin Waever 
  cr 1/2
  Male human rogue 1
  NE Medium humanoid (human)
  init +3; Senses Perception +4
  deFenSe
  ac 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 10 (1d8+2)
  Fort +1, ref +5, Will +0
  oFFenSe
  Speed 30 ft.
  melee rapier +2 (1d6+2/18–20), dagger +2 (1d4+2/19–20)
  ranged dagger +3 (1d4+2/19–20)
  Special attacks sneak attack +1d6
  tacticS
  Before combat Larkin waits for the signal before rushing in to 
  strike the first available PC with his rapier.
  during combat Unless Deandre and Ledford both threaten 
  his target, Larkin shifts his position to flank, allowing him to 
  make use of the Gang Up feat.
  morale Larkin does not think this is a good day to die, and 
  breaks and runs when reduced to 3 hit points. Given the 
  chance, Deandre strikes at the turncoat.
  StatiSticS
  Str 14, dex 17, con 12, int 13, Wis 10, cha 8
  Base atk +0; cmB +2; cmd 15
  Feats Combat Expertise, Gang Up*
  Skills Acrobatics +5, Bluff +3, Climb +4, Disable Device +5, 
  Knowledge (local) +5, Perception +4, Perform (comedy) +3, 
  Sense Motive +4, Sleight of Hand +7, Stealth +5
  Languages Common, Osiriani
  SQ trapfinding +1
  combat Gear elixir of hiding; other Gear chain shirt, rapier, 
  dagger, notebook of jokes, ink, quill, small hand puppet 
  representing Lord Gyr, 8 gp
  * See the Advanced Player’s Guide.
  Ledford 
  cr 1/2
  Male halfling barbarian 1
  CE Small humanoid (halfling)
  init +2; Senses Perception +7
  deFenSe
  ac 15, touch 11, flat-footed 13 (+4 armor, +2 Dex, –2 rage, 
  +1 size)
  hp 17 (1d12+5)
  Fort +7, ref +3, Will +4; +2 vs. fear
  oFFenSe
  Speed 30 ft.
  melee greataxe +5 (1d10+4/×3)
  Special attacks rage (6 rounds/day)
  tacticS
  Before combat Eager to brawl, only Deandre’s intimidation 
  keeps Ledford from rushing in before her signal.
  during combat On his first turn, Ledford begins his rage 
  ability, moves to the first PC he can reach, and attacks 
  using power attack. He maintains his rage for the 
  following 6 rounds, but stops using Power Attack if his 
  first two attacks miss a particular PC. If given a choice of 
  targets, Ledford always chooses the biggest, strongest 
  PC. Gleeful at finally being paid to fight people, Ledford 
  shouts out taunts with each blow, followed with a short 
  laugh. He clearly enjoys combat.
  morale While raging, Ledford fights to the death. If fatigued 
  at the end of his 6 rounds of rage and reduced to 4 or 
  fewer hit points, Ledford offers to call the fight a draw. 
  Disgusted with his performance, Deandre may strike the 
  failed barbarian.
  Base Statistics When not raging, Ledford’s statistics are 
  ac 17, touch 13, flat-footed 15; hp 15; melee greataxe +3 
  (1d10+1/×3); Str 13, con 14; cmB +1, cmd 13; Climb +6
  StatiSticS
  Str 17, dex 15, con 18, int 10, Wis 12, cha 10
  Base atk +1; cmB +3; cmd 13
  Feats Power Attack
  Skills Acrobatics +7, Climb +8, Intimidate +4, Perception +7
  Languages Common, Halfling
  SQ fast movement
  combat Gear potion of cure light wounds; other Gear 
  masterwork chain shirt, greataxe, block of wax in a metal 
  tin, fine comb with a long handle, bottle of whiskey and four 
  silver cups, 25 gp
  rewards:  If  the  PCs  survive  the  ambush,  give  each 
  player 129 gp.
  concLuSion
  At  the  end  of  the  day,  Venture-Captain  Ambrus  Valsin 
  thanks the PCs for carrying out his tasks, and assures them 
  that not every mission for the Pathfinder Society involves 
  
  player handouT
  Pathfinder Society Scenario
  20
  Assignment #17:
  ☐  
  A man named Guaril Karela runs a curio shop in the Docks called 
  the Pickled Imp. Go to him and fill his request as a favor to the 
  Society. I believe it has something to do with a set of rare books.
  ☐  
  Ollysta Zadrian requested aid and is expecting you at the Temple 
  of the Shining Star in the Ascendant Court. She needs someone 
  to deliver a parcel of medicine and curatives to a needy orphanage 
  and verify the character of the recipient.
  ☐  
  Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise 
  Quarter. The Pathfinder Society needs to obtain permission to 
  delve the Salhar ancestral vaults beneath Sothis. He has made a 
  verbal agreement, and your visit makes it official. You will receive an 
  official charter and detailed maps. Do not embarrass the Society in 
  this matter.
  ☐  
  Chelish Paracountess Zarta Dralneen possesses an item loaned 
  from the Vaults. Meet with her in her estate in the Ivy District and 
  retrieve the item in her possession.
  running errands about Absalom. If the PCs successfully 
  completed three of the four tasks, he congratulates them 
  on proving their skill and responsibility, and promises 
  them a new assignment in the near future to take them 
  beyond Absalom’s unassailable walls.
  The Pathfinders likely have a good idea what life will 
  be like as an agent in the organization and have become 
  at least familiar with Absalom, as well as half the total 
  faction  heads  who  will  ply  for  their  allegiance  in  two 
  adventures’ time. If you are running the First Steps series 
  consecutively, feel free to give the PCs a hint of their next 
  adventure in this scenario’s conclusion, insinuating that 
  Ambrus  Valsin  knows  at  least  one  venture-captain  (the 
  Lantern Lodge’s Amara Li) who has a task she’d like the 
  PCs to perform.
  If  any  of  the  players  at  your  table  are  new  to  the 
  Pathfinder  Society,  make  sure  to  help  them  complete 
  their Chronicle sheet.
  Success conditions
  In  order  for  the  PCs  to  earn  their  Prestige  Point  for 
  completing the adventure, they must have completed at 
  least three of the four tasks on Ambrus Valsin’s list. 
  faction Missions
  There are no faction-specific missions in this scenario, 
  as PCs playing through the First Steps series have not 
  yet chosen factions, so any PC who meets the scenario’s 
  success  conditions  earns  a  second  Prestige  Point  for 
  completing  the  scenario.  When  a  PC  earns  her  third 
  Chronicle  (after  completing  A Vision of Betrayal),  all 
  previously  earned  prestige  will  be  reported  to  her 
  chosen faction.
  
  firSt StePS Part i: in Service to Lore
  21
  oPen Game LicenSe version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) “Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade 
  dress; artifacts, creatures, characters, stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use 
  of any Product Identity in Open Game Content does not constitute a challenge 
  to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to 
  that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Introductory Scenario: First Steps, Part I: In Service to Lore. 
  © 2011, Paizo Publishing, LLC; Author: Adam Daigle.
  Pathfinder Society Introductory Scenario:  
  First Steps, Part I: In Service to Lore
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
  paizo.com
  Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC, 
  and the Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2011 Paizo Publishing, LLC.
  S
  eize the initiative and chop your foes to pieces with this exhaustive 
  guide to the art of martial combat—an exciting new rulebook 
  for the smash-hit Pathfinder Roleplaying Game, suitable for players 
  and Game Masters alike! This comprehensive 256-page hardcover 
  reference reveals the martial secrets of the Pathfinder RPG rules like 
  never before and also introduces three new classes: the ninja, samurai, 
  and gunslinger! All this plus tons of new armor and weapons, a 
  complete treatment of firearms in the Pathfinder RPG, a vast array of 
  martial arts, finishing moves, vehicle combat, duels, and new combat-
  oriented spells for every spellcasting class in the game!
  Coming 
  August 2011!
  ®
  ™
  Prepare for Glory!
  UlTImaTe 
  CombaT
  UlTImaTe 
  CombaT
  UlTImaTe 
  CombaT
  
  www.paizo.com
  ®®
  TM
  Available Now!
  Paizo Publishing, LLC, the Paizo golem logo, and Pathﬁ nder are registered trademarks of Paizo Publishing, LLC, 
  and the Pathﬁ nder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2011 Paizo Publishing, LLC.
  The perfect world guide for Pathﬁ nder RPG players 
  and Game Masters alike, this deﬁ nitive 320-page 
  full-color hardcover volume contains expanded 
  coverage of more than 40 nations, details on gods, 
  religions, and factions, new character options, 
  monsters, and more. Chart the events of your 
  Pathﬁ nder campaign with a beautiful poster map 
  that reveals the lands of the Inner Sea region in all 
  their treacherous glory!  
  The perfect world guide for Pathﬁ nder RPG players 
  
     
  Elixir of hiding (250 gp)
  Potion of invisibility (300 gp)
  Scroll of remove disease (375 gp)
  Wand of disguise self (5 charges, 75 gp)
  Wand of knock (11 charges; 990 gp)
  1
  Pathfinder Society Introductory Scenario 
  First Steps, Part 1: 
  In Service to Lore
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAme
  eXPeRIeNCe
  GP Gained (Gm ONLY)
  Day Job (Gm ONLY)
  Prestige Gained (Gm ONLY)
  XP Gained (Gm ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For Gm Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  SUBTIeR
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIeR
  SUBTIeR
  1
  —
  417
  Normal
  Slow
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/First Steps, Part I - In Service to Lore.pdf