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S05-07 Port Godless

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0% found this document useful (0 votes)
102 views30 pages

S05-07 Port Godless

Uploaded by

cassidydnova
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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PATHFINDER SOCIETY SCENARIO #5–07 TIER 5–9

Port Godless
By Ben McFarland
Port Godless
Pathfinder Society Scenario #5–07
Author • Ben McFarland Publisher • Erik Mona
Contributing Artists • Vincent Dutrait, Tyler Walpole, Paizo CEO • Lisa Stevens
and Vicky Yarova Chief Operations Officer • Jeffrey Alvarez
Cartographer • Jason Engle, Sean Macdonald Director of Sales • Pierce Watters
Sales Associate • Cosmo Eisele
Creative Director • James Jacobs Marketing Director • Jenny Bendel
Editor-in-Chief • F. Wesley Schneider Finance Manager • Christopher Self
Senior Editor • James L. Sutter Staff Accountant • Ashley Gillaspie
Development Lead • John Compton Chief Technical Officer • Vic Wertz
Development Team • Logan Bonner, John Compton, Senior Software Developer • Gary Teter
Adam Daigle, Rob McCreary, Mark Moreland, and Campaign Coordinator • Mike Brock
Patrick Renie Project Manager • Jessica Price
Editorial Team • Judy Bauer, Christopher Carey, and Licensing Coordinator • Michael Kenway
Ryan Macklin
Editorial Intern • Cassidy Werner Customer Service Team • Erik Keith, Justin Riddler, and
Lead Designer • Jason Bulmahn Sara Marie Teter
Design Team • Stephen Radney-MacFarland and Warehouse Team • Will Chase, Mika Hawkins,
Sean K Reynolds Heather Payne, Jeff Strand, and Kevin Underwood
Website Team • Christopher Anthony, Liz Courts,
Senior Art Director • Sarah E. Robinson Crystal Frasier, Lissa Guillet, and Chris Lambertz
Art Director • Andrew Vallas
Graphic Designers • Emily Crowell and Sonja Morris

Pathfinder Society Scenario #5–07: Port Godless is a Pathfinder Society Scenario designed for 5th- to 9th-level characters
(Tier 5–9; Subtiers 5–6 and 8–9). This scenario is designed for play in the Pathfinder Society Organized Play campaign,
but can easily be adapted for use with any world.

This adventure makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG
Bestiary 2, and Pathfinder RPG Gamemastery Guide. This adventure assumes the GM has access to these sourcebooks. In
addition to being available for purchase in bookstores and game stores worldwide, all rules referenced in this adventure
can be found in the free online Pathfinder Reference Document at paizo.com/prd.

This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest
fantasy roleplaying game.

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.

Paizo Publishing, LLC


7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com/pathfindersociety

Pathfinder Society Scenario #5–07: Port Godless © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, the
Pathfinder logo, Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Card Game, Pathfinder Adventure
Path, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion,
Pathfinder Roleplaying Game, Pathfinder Tales, and Rise of the Runelords are trademarks of Paizo Publishing, LLC.
Port Godless
By Ben McFarland

F ollowing the failure of the Wardstones surrounding


the Worldwound, demons invaded Mendev and
assaulted Nerosyan. Having already sent many
agents north to prepare for an expedition to the dwarven
Sky Citadel known as Jormurdun, the Pathfinder
WHERE ON GOLARION?
Port Godless takes place in Azir, the capitol city of Rahadoum.
The desert nation of Rahadoum experienced protracted
religious wars that led to it disavowing religion and the
Society joined the crusaders of Mendev in repulsing gods and adopting a legal code called The Laws of Man.
the demons and containing the Abyssal wasteland; The government maintains a force called the Pure Legion
however, reaching the Sky Citadel remains a priority, dedicated to uncovering and neutralizing proselytizers,
and to ensure this mission’s success, the Society needs priests, and other divine agents. Despite these laws, Azir is
additional help. Early on, the Pathfinders approached a prosperous city that has earned the unofficial nickname
the Riftwardens, a far-reaching coalition of spellcasters “Port Godless.” For more information on Rahadoum and its
dedicated to maintaining planar boundaries and philosophies, see Pathfinder Campaign Setting: The Inner
fighting evil summoners, but the Riftwardens closest to Sea World Guide and Pathfinder Player Companion: Faiths
the Worldwound dismissed the Pathfinders’ request as & Philosophies, available at local hobby stores or online at
impossible in the face of greater threats and priorities. paizo.com.
Fortunately, not all of the Riftwardens are occupied in the
Worldwound, and the organization’s leadership provided
the Society with a possible alternative: were the Society
to aid another group of Riftwardens—freeing them of
• Manaket
their ongoing obligations—those spellcasters could help
in the march to Jormurdun. These leaders named Jahani • Azir
Jodinaj as the contact for this Riftwarden team. Rahadoum
Jahani’s upbringing in the godless nation of Rahadoum • Botosani
trained her to view outsiders as trouble, be they demons,
archons, or angels. Over the past several years she has
worked as the ranking Riftwarden in western Rahadoum,
making her living creating arcane objects and banishing
outsiders of all stripes. Just prior to the Wardstones’ failure,
she began finding hints that the Blackfire Adepts had
infiltrated Azir, so she began gathering Riftwardens from
her region to strike decisively at the rival organization. The few Rahadoumi contacts sympathetic to the
Unfortunately, Jahani proved to be far better at banishing Pathfinder Society know nothing of the Blackfire Adepts’
fiends than at masking her plans, and the Blackfire actions, but they have spotted the former Pathfinder
Adepts learned of her intentions and laid a trap for the Eando Kline in Azir. In addition to his illegal side
Riftwardens, capturing the entire team shortly before the business of smuggling religious paraphernalia and
Pathfinders’ arrival in Azir. Having accomplished most of his work gathering information for the Diamond Sage,
their short-term goals in Azir, many of the Blackfire Adepts Kline had provided his investigative talents to Jahani in
have departed to begin building bases of operation in exchange for information and services, and it was he who
other cities while one or two remain behind to interrogate initially cautioned her to keep her identity and those of
and later execute the Riftwarden captives. her fellow Riftwardens a secret in the days leading up to

3
PATHFINDER SOCIETY SCENARIO

a great boon in our march to Jormurdun, the newly discovered


GM RESOURCES Sky Citadel . When our leaders requested the Riftwardens’
Port Godless makes use of the Pathfinder RPG Core
aid, we were denied; too many of their wizards are already
Rulebook, Pathfinder RPG Advanced Player’s Guide (APG),
committed to Mendev’s cause.”
Pathfinder RPG Bestiary 2 (B2), and the Pathfinder RPG
Obo’s face betrays his chagrin, and he continues. “However,
Gamemastery Guide (GMG). The adventure assumes the
in saying no, they tantalized us with a means of securing their
GM has access to these sourcebook. In addition to being
trust and alliance. Several Riftwardens led by Jahani Jodinaj and
available for purchase in bookstores and game stores
stationed in Azir were recently preparing for a dangerous task,
worldwide and online at paizo.com, all rules referenced in
but they recently stopped responding to magical missives. Were
this adventure can be found in the free online Pathfinder
we Pathfinders to investigate these Riftwardens’ disappearance,
Reference Document at paizo.com/prd.
we would have performed a great service to be repaid in kind.
Ah,” he notes with some pleasure as two servant carry platters
of drinks and fruit into the room, “We have refreshments. May
their attack. He’s not powerful enough to free them all you find them to your pleasure.”
himself even if he wanted to risk his own skin, but he As he begins peeling an orange, he frowns and adds, “We
might be willing to swallow his pride and cooperate with have one potential ally in this investigation, though I doubt
the Society in the name of helping a friend. he will leap at the chance to help. A contact of mine recently
spotted the former Pathfinder Eando Kline in the sook of Azir. He
SUMMARY has donned the guise of a copper merchant and likely prefers a
Although the PCs receive their assignment in Manaket, degree of anonymity, but he is also a very well-connected man;
the adventure’s action begins when the PCs reach Azir if anyone knows what ills have befallen the Riftwardens, it is he.
and begin tracking down Eando Kline to learn more Should he not wish to speak, tell him, ‘Sasha Antif-Arah sends
about Jahani’s whereabouts. Early in their investigations, her regards—healthy and alive from Andoran.’
though, they learn that the Pure Legion also seeks the “Beyond that, be careful, Pathfinders. The sands of Rahadoum
former Pathfinder; the PCs must be cautious when asking are unforgiving, and the Pure Legion is even less so.”
around to avoid attracting too much unwanted attention.
When the PCs find Kline relaxing in a bathhouse, several Allow the PCs to ask questions of Venture-Captain Obo,
Pure Legionnaires interrupt their meeting. The PCs can attempt Knowledge checks as noted below, and purchase
attempt to deceive the legionnaires into believing Kline items before skipping ahead to the party’s arrival in Azir.
is not there, or they can resort to violence. Following the Who are the Riftwardens? “They are an order of
encounter, Eando Kline explains the Riftwardens’ recent arcanists devoted to maintaining the planar boundaries
misfortunes and outlines how the PCs might help. and limiting the interference of outsiders. We are not
The Blackfire Adepts occupy a walled compound from certain what they were doing in Azir, but it seems as
which they run a legitimate slave-trading business as a though they were preparing for a raid of some kind.
cover for darker research. Knowing that any attack will Are the Riftwardens expecting us? “Lady Jodinaj’s
draw the attention of the local guards and the Pure household knows of your impending arrival, and I have
Legion in time, the PCs must infiltrate or assault the provided you with her address and supplies for the voyage.”
compound, extract the crippled Riftwardens, and escape Who is Eando Kline? “Kline was once a Pathfinder, but
without perishing from the Blackfire Adepts’ magic or his philosophies conflicted with those of the Decemvirate
being captured by Azir’s law enforcement. and inspired him to leave. It was not a pleasant parting
of ways, and I understand the wounds he bears are still
GETTING STARTED raw; be careful not to rub them with salt.” Obo is also
Read or paraphrase the following to the players to get the able to provide the PCs with a simple sketch of Eando
adventure underway. Kline, depicting a handsome Taldan man sporting a
short beard.
Incense hangs heavy in the air in a meeting chamber of Who is Sasha Antif-Arah? “She was once a Pathfinder
Manaket’s Swordmeet Lodge, where Venture-Captain Obo as well, and she and Kline were close.”
stands before a low table. “I won’t mince words,” he declares as
he strokes his graying beard. “This mission is of vital importance Diplomacy (gather information) or
to the Pathfinders’ success in the Worldwound. The Society Knowledge (history, local, or religion)
has many powerful spellcasters, yet few can compare to the
Riftwardens in feats of demon-banishing. That Abyssal scar The PCs may already know about Azir and the nation
spawns many demons, and the aid of capable abjurers would be of Rahadoum. Obo knows the information granted by a

4
PORT GODLESS
GOLDESS

successful DC 20 Knowledge (history) check, and shares


that information if the PCs ask him directly.
BREAKING THE LAWS OF MAN
While the PCs are in Azir, they are subject to Rahadoum’s laws
10+ Azir is the capitol of Rahadoum. The entire nation
against divine worship, spellcasting, and expression. Casting
upholds the Laws of Man, which make worshipping
an obviously divine spell with a divine focus or by invoking
the gods illegal. The country adopted these laws
a god’s name is likely to draw the attention of bystanders
following decades of religious wars, and although
and eventually the Pure Legion. Assume bystanders have a
this has driven away the most devout merchants,
collective +10 bonus on Perception and Sense Motive checks
Rahadoum is nevertheless the home to many influential
to spot obviously divine spellcasting (DC 15), though the GM
businesspeople.
can increase the DC by up to 5 points to reflect mitigating
15+ Although often referred to as atheists, the people of
conditions. If the bystanders’ checks are successful, four Pure
Rahadoum accept that the gods exist but simply refuse to
Legionnaires approach the offending PC within 1d10 minutes
venerate them, believing that the price of worship is too
and allow the criminal the choice of deportation or paying
great. An elite militant organization known as the Pure
a fine of 500 gp (1,000 gp in Subtier 8–9). Should a PC be
Legion enforces the ban on religion.
deported, his character cannot participate in the rest of this
20+ Despite the Pure Legion’s best efforts, there is
adventure. Repeat offenses result in immediate deportation.
nevertheless a considerable trade in smuggled religious
Less severe crimes such as proselytizing, smuggling religious
paraphernalia. Punishment for breaking religious law
goods, or openly displaying religious images instead result in
ranges from a fine for possession of forbidden texts to
a 100 gp fine and a public flogging (dealing 5d4+5 points of
public humiliation or deportation for proselytizing or
nonlethal damage). A second offense results in double the
displays of divine magic.
punishment, and a third in deportation. These punishments
25+ Rahadoum has experienced several terrible
are unlikely for most characters, but Pure Legionnaires don’t
plagues and other disasters in recent memory, leading
appreciate those who try their patience.
some to speculate that the gods are displeased with the
Because of the ban on divine magic, treat the PCs as
nation. Additionally, while the Pure Legionnaires have
being outside of a settlement of 5,000 or more people
a reputation outside of Rahadoum of being merciless
for the purpose of spending Prestige Points to purchase
hardliners, they are educated, humane, and far from
spellcasting services for any spell that does not appear on
being bloodthirsty killers.
the sorcerer/wizard spell list. The gp cost of such spells also

ON THE STREETS OF AZIR increases by 50% while in Rahadoum and first requires a
successful DC 25 Diplomacy (gather information) check to
Read or paraphrase the following as the PCs arrive in Azir.
find someone able to cast such a spell in Azir. Holy symbols
and similar items are equally hard to find and cost five times
The heat of the midday sun accentuates the strange
the normal amount.
juxtaposition of salty sea air and dry, desert wind, just as
the Rahadoumi caravans mingle with sailors from a dozen
lands to make the markets of Azir a bustling, cosmopolitan
hub of western Garund. The city’s edifices ranges from old any contraband, and although the legionnaires do not
constructions rejuvenated with elegant murals and exotic pour out the PCs’ bags, they do insist on glancing inside
carvings to much newer buildings built with irregular angles any such containers. They confiscate any such property,
and acute corners that combine to create an elegant mosaic of issue stern warnings to abide by the Laws of Man while
art and architecture. A vibrant soundscape overlays this visual in Rahadoum, and even provide a strip of cloth to wrap
effect, combining the sound of men haggling over baskets of around any tattoos or religiously suggestive birthmarks
dates, camels bleating in protest to their handlers’ commands, (advising that uncovering the offending feature is a
and the chorus of seagulls that soar overhead in search of an criminal act).
easy meal. The PCs should begin searching for Jahani Jodinaj,
as they already have an address for her home. The PCs
Once the PCs’ ship arrives in Azir, several port officials might feel inclined to find Eando Kline first, but with
begin performing routine tasks and inspections as a pair only a sketch to work with, they do not yet have enough
of Pure Legionnaires ask the PCs to declare any religious information to perform a productive search. However,
texts, icons, or other objects that they are bringing while investigating Jahani’s residence, the PCs find
into the country. Following this, the legionnaires run information that, after a short investigation retracing
a quick search of the PCs belongings for holy symbols; the former Pathfinder’s movements earlier in the day,
these soldiers have a +6 bonus on Perception checks ultimately leads the PCs to him. This scene includes brief
opposed by each PC’s Sleight of Hand check to conceal descriptions of several likely NPCs that the Pathfinders

5
PATHFINDER SOCIETY SCENARIO

might meet, though the GM is welcome to tailor these letter now beyond magical reconstruction) as well as an
characters to fit her style. envelope labeled “From Maroc” slipped beneath a basket
This scene also involves several skill checks. Because the of cushions. The inside of the envelope bears instructions
PCs receive fairly specific clues about where to investigate for finding a particular stall in the Grand Sook.
next, these checks do not determine whether the PCs While speaking with Akhina about Maroc, a PC can
reach the next contact, but rather whether they escape the attempt a DC 20 Sense Motive check to notice that she
notice of the Pure Legion, which also seeks Eando Kline becomes anxious about others’ being interested in the
on suspicion of smuggling contraband. When seeking man. If asked about her concern, she shares that the Pure
relevant information at a location, a PC must succeed at a Legion is also looking for him, giving her the uneasy
DC 22 (DC 25 in Subtier 8–9) Bluff check to pass a hidden impression that her mistress has decided to break the Laws
message, Diplomacy check to gather information, or of Man. During this visit, the required Bluff, Diplomacy,
Knowledge (local) check, each representing an attempt to or Knowledge (local) skill check represents convincing
conduct their investigation discreetly. Keep track of how Akhina to confide in them and keep their inquiries quiet,
many of these skill checks the PCs fail, as this number speaking obliquely to avoid being understood by the
modifies the encounters that follow. other servants, or setting Akhina at ease with the PCs’
Depending on how many of the three skill checks the observance of local traditions.
PCs fail, several Pure Legionnaires may notice the PCs’ Faction Notes: Qadira faction members may wish to
interest in Maroc, whom the Pure Legion suspects of find and develop mercantile contacts in Azir. At Jahani’s
trafficking holy symbols. If the PCs fail none of the checks residence, Akhina can confirm that Lady Jodinaj manages
or only one check, the Pure Legion takes no particular a successful business and may be willing to discuss trade
notice of the PCs’ actions. If the PCs fail two or more deals in person. Although no other promising merchants
checks, the Pure Legionnaires identify the PCs as persons are included as part of the investigation, a Qadira faction
of interest who either might know where Maroc is hiding member who succeeds at a DC 15 Appraise, Profession
or could be in league with him. This increases the DC of (merchant), or similar check can determine that as a
any Bluff, Diplomacy, or Intimidate checks the PCs attempt whole, Azir appears to have a robust economy, could
against Pure Legionnaires for the rest of the scenario by serve as a strong trading partner, and traffics in a wide
4 and increases the Perception and Sense Motive check variety of goods—including some exports that might be
modifiers of bystanders in Azir by 2 (see page 5). unwelcome in some ports, such as slaves.

The House of Lady Jodinaj The Grand Sook


Although many use the title “Lady” when referring to The Grand Sook is a vast marketplace constructed mostly
Jahani Jodinaj, it is more a sign of respect than a noble of tents with the occasional brick structure for particularly
title. Jahani owns an attractive home surrounded by a low well established merchants, creating a sea of canvas and
wall; three servants assist in maintaining the property. commodities close to the waterfront. The envelope’s
Jahani’s majordomo Akhina answers the PCs when they instructions lead the PCs to an empty stall along the
call at the estate, and upon learning of the PCs’ identities southern edge of the sook, though by all indications it
and credentials, she welcomes them inside. She is very seems that the space was occupied recently. Neighboring
business-like in dealing with visitors, but she is one of the merchants include Santigo the baker to one side and Ishe,
few in Azir who knows of Jahani’s Riftwarden affiliation. Santigo’s competitor, on the other side. Between their calls
Approximately 2 weeks ago, her mistress began to passing shoppers, they’re happy to confirm that Maroc
withdrawing from public events disappearing for manages that stall on most days; in fact, the two of them
longer and longer times, and acting very secretively. She are as competitive about sharing gossip as they are about
instructed Akhina to be careful about whom she admitted luring customers away from one another.
through the gate. The only guest that Jahani entertained Both can identify Maroc from the PCs’ sketch or
during this time was a Taldan copper merchant named description, and they can relay that Maroc began his
Maroc, whom she met with several times in her study. business here several months ago. Santigo knows Maroc
Approximately a week ago, Jahani disappeared and has not headed to the racetrack, saying he’d had no good luck
returned, causing Akhina considerable consternation. lately, so he’d try to find the dog that had found it. Both
The majordomo can identify Maroc as the man depicted NPC can point the PCs to the racetrack.
in the PCs’ sketch of Eando Kline, and she is willing to If the PCs succeed at the Bluff, Diplomacy, or Knowledge
bend the rules by allowing the PCs to investigate the (local) check by 5 or more, Ishe shares that the PCs are
study. There the PCs can find wispy paper ashes in a bold to ask about Maroc because the Pure Legion did the
charcoal brazier (the incomplete remains of a burned same no less than an hour ago. She wishes the PCs luck

6
PORT GODLESS
GOLDESS

A. Jistkan Baths

A3

A2

A1

1 square = 5 feet

in getting Maroc to pay off whatever debt he owes them Rahadoum. Any such evidence of this ancient heritage have
before the Pure Legion does. been lost to centuries of repairs, yet the well-maintained
marble facade nonetheless advertises an elegant facility.
The Hound Races Any are welcome in the mixed-gender bathhouse so long as
Azir is known for its swift, sleek dogs, and breeders often they do not disturb the other guests, and the most exclusive
congregate at a racetrack near the outskirts of town to baths are located down a spiral staircase. The bathhouse
test their hounds’ speed. Today the track has drawn a provides a light robe to more modest patrons and provides
boisterous crowd of gamblers who shout bets, laugh, and storage for guests’ belongings; carrying weapons or armor
occasionally curse their luck following a bad race. With into the bathing areas elicits more insistent offers of
so many people seeking relaxation and distraction, the storage space, but the workers do not physically try to stop
track is a hotbed for gossip and news. anyone from carrying such equipment. For 1 gp, a PC can
Several patrons know of Maroc, having whiled away make use of the baths for the day.
several hours with him earlier in the day. He had
complained that he needed coin for slaves and hoped to A1. Hallway
earn it through a few good bets (trying to worm his way This broad hallway is lined with hooks and shelves that
into the confidence of one of the Blackfire Adepts’ guards), hold dry towels, bottles of scented oil, and a variety of
but his luck was terrible. After losing big, he decided to combs and brushes. Several buckets of water line the
take a soak at the Jistka Bathhouse to forget his troubles. southern wall, and particularly dirty patrons often douse
themselves in water here so as not to soil the main pool.
A. CONVERSATIONS THAT NEVER HAPPENED (CR 8 Two sets of curtains seal the hallway off from area A2.
OR CR 11)
The Jistkan Baths is one of the oldest bathhouses in Azir, A2. The Sauna
and local legend claims the building dates back to the Wooden benches and partitions line most of the walls
long-gone Jistkan civilization that once ruled northern of this rectangular room, and the air is kept warm and

7
PATHFINDER SOCIETY SCENARIO

humid. Four smooth tables stand in the center of the perceptive, and he dodges the PCs’ questions with little
room, and several clients lie on them receiving massages effort. Several likely questions and his answers follow.
from the bathhouse staff. The eastern wall is subdivided Are you Eando Kline? “I might know where to find
into several smaller chambers containing broad brass him, if he’s still alive. Why do you want him?”
bowls that hold heated rocks for creating additional steam. We need to know what happened to the Riftwardens.
The northernmost of these chambers has a concealed door Can you help? “That’s dangerous business. I’m not sure
that leads to the sewers of Azir, and a PC can find this either one of us wants to get involved in that, frankly.”
door with a successful DC 25 Perception check. What if we tell you Sascha Antif-Arah sends her
regards? “Then you would have my attention.
A3. The Cold Bath As long as she’s alive, we can talk more.”
Eando Kline, known locally as the copper As the PCs are questioning Eando
merchant Maroc, is relaxing in a pool Kline, several Pure Legionnaires arrive at
downstairs. When the PCs descend the stairs, the bathhouse after tracing Kline, the PCs,
read or paraphrase the following. or both there. If one or more PCs carried
weapons into the baths, the bathhouse
The chilled bath of the Jistka Bathhouse is in the employees inform the legionnaires of the
lower level of the structure, a mixed-gender facility suspicious figures, causing the soldiers to
where the modest either soak in light robes or draw their own weapons and mentally prepare
seek other places. The air is cool and humid themselves for trouble; increase the DC of
and the lighting is dim. Faint lanterns the PCs’ Bluff, Diplomacy, or Intimidate
reflect off the water and the sound checks against the legionnaires in
of running water echoes off the tile this encounter by 2. Whether or
floor and walls. not the legionnaires are suspicious
of the PCs, they take no chances of
Creature: The former Pathfinder giving a possible criminal warning;
Eando Kline (CG male human bard they sneak down the stairs and fan
5/rogue 6/sorcerer 1) hardly notices out—one travels down the hallway
the PCs unless they stand out from Eando Kline to area A2, and the others hide in the
the other patrons because of their hallway and give their partner time to
exotic heritage, aggressive actions, or get into position before striding into
carried weapons. Even then he tries to area A3.
ignore them, trusting there’s little reason for strangers The legionnaires know that the copper merchant
to bother him. The other patrons don’t react beyond Maroc and the idol-smuggler Eando Kline are connected,
curious glances unless a PC is wearing armor or carrying though they are yet unaware that the two are one and the
a weapon, in which case they try to leave the bathhouse. same. As the soldiers demand that the PCs explain what
Since his departure from the Pathfinder Society, Kline they know of Eando Kline and where he is, Kline tries
has kept busy with adventures throughout Garund, to avoid notice by gradually lowering himself further
including a disastrous expedition in the Mwangi Expanse into the bath and letting the PCs do the talking. The
several years ago. Despite some setbacks, he has struck legionnaires begin this encounter as unfriendly and
historical and material riches several times—which are particularly adept at spotting facial “tells” and other
he finds all the more enjoyable because acting as a free signs of lying common to humans thanks to their favored
agent means not having to clash with the Decemvirate. enemy bonuses.
His arrival in Rahadoum is a direct result of an alliance The PCs can convince the legionnaires to depart
he made with a mysterious figure who calls herself the peacefully in a number of ways. Using Bluff, a PC might
Diamond Sage. In return for him performing several convince the Pure Legionnaires that they have been
odd jobs for her, she has provided him several promising following the wrong people—the PCs are innocent and
leads regarding ruins scattered across the continent. know nothing of Kline. If the PCs elect to use Diplomacy,
During his stay in Azir, he befriended Jahani, and he they must first improve the legionnaires’ attitudes to
provided some support when she began maneuvering to indifferent and then must successfully convince them
crush the local Blackfire Adepts. Although he is saddened to leave; this counts as requesting dangerous aid (or aid
by her disappearance and would appreciate the PCs that could result in punishment in Subtier 8–9), as these
mounting a rescue, he finds the prospect of cooperating enforcers can ill afford to give up on such a promising
with the Pathfinder Society distasteful. Kline is evasive, lead. Intimidating the legionnaires is difficult thanks

8
PORT GODLESS
GOLDESS

to their confidence as the elite enforcers of Azir, and


an attempt to use Intimidate to change their attitude
TOOLS OF THE PURE LEGION
The Pure Legionnaires employ several distinctive techniques
to helpful takes a –6 penalty. Of course, the PCs may
and tools, including the feat Godless Healing (Pathfinder
present even another clever solution, and the GM should
Campaign Setting: The Inner Sea World Guide 287) and
use the options above as guidelines for adjudicating
the magic item robe of the pure legion. Both are reprinted
other actions.
below.
Should the PCs attack the Pure Legionnaires or worsen
Godless Healing (Su): Once per day when a Pure
their attitude to hostile, the legionnaires attack
Legionnaire has half her total hit points or fewer, she may
and the other guests flee. In such an event,
heal herself of an amount of damage equal to 1d8 plus
Eando Kline takes cover, assuring anyone
her total Hit Dice as a move action.
who will listen that he doesn’t know the
PCs. Unarmed and ill-prepared, he has no ROBE OF THE PURE LEGION
interest in participating in combat. Aura faint abjuration; CL 5th
Slot shoulders; Price 750 gp (+1), 3,000 gp (+2),
Subtier 5–6 (CR 7) 6,750 gp (+3), 12,000 gp (+4), 18,750 gp (+5);
Weight 1 lb.
PURE LEGION ENFORCERS (3) CR 4 DESCRIPTION
Human ranger (skirmisher) 5 (Pathfinder RPG This traditional Rahadoumi garment in the
Advanced Player’s Guide 128) white and gold colors of the Pure Legion acts
LN Medium humanoid (human) like a cloak of resistance, except its resistance
Init +2; Senses Perception +13 bonus only applies to saving throws against
DEFENSE spells, spell-like abilities, and supernatural
AC 18, touch 13, flat-footed 15 (+5 armor, +2 abilities from a divine spellcaster or a source
Dex, +1 dodge) such as an outsider that serves a deity.
hp 42 each (5d10+10) CONSTRUCTION
Fort +5, Ref +6, Will +3; +1 vs. divine spells Requirements Craft Wondrous Item,
OFFENSE resistance, creator’s caster level must be
Speed 30 ft. at least three times the robe’s bonus; Cost
Melee mwk scimitar +10 (1d6+3/18–20) 375 gp (+1), 1,500 gp (+2), 3,375 gp (+3),
Ranged mwk composite longbow +8 6,000 gp (+4), 9,375 gp (+5)
(1d8+3/×3)
Special Attacks combat style (archery), favored
enemy (humans +4, native outsiders +2) SQ favored terrain (desert +2), hunter’s bond (companions),
TACTICS hunter’s tricks 4/day (hateful attack), track +2, wild
During Combat The legionnaires employ their bows and empathy +4
scimitars to strike down perceived criminals, preferring Gear +1 leather lamellar, mwk composite longbow with 20
divine spellcasters and favored enemies as targets and arrows, mwk scimitar, elixir of truth, robe of the pure legion +1,
using their hateful strike ability. After the first few rounds lock (good), manacles
of combat, they begin dealing nonlethal damage so long
as they appear to have a clear advantage; against powerful Subtier 8–9 (CR 10)
enemies, the legionnaires deal lethal damage. They try to
take at least one prisoner for questioning later. PURE LEGION ENFORCERS (3) CR 7
Morale Once all but one of the legionnaires have fallen, the Human ranger (skirmisher) 8
last soldier attempts to withdraw and seek reinforcements. LN Medium humanoid (human)
STATISTICS Init +2; Senses Perception +16
Str 17, Dex 14, Con 12, Int 10, Wis 14, Cha 8 DEFENSE
Base Atk +5; CMB +8; CMD 21 AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
Feats Dodge, Endurance, Precise Shot, Skill Focus (Perception), hp 72 each (8d10+24)
Weapon Focus (scimitar), Godless Healing Fort +7, Ref +8, Will +4; +2 vs. divine spells
Skills Heal +6, Intimidate +6, Knowledge (local) +5, Knowledge OFFENSE
(religion) +5, Perception +13, Sense Motive +7, Stealth +9, Speed 30 ft.
Survival +10 Melee +1 scimitar +14/+9 (1d6+7/18–20)
Languages Common, Osiriani Ranged mwk composite longbow +11/+6 (1d8+4/×3)

9
PATHFINDER SOCIETY SCENARIO

their captives rather ruthlessly. It seems the Blackfire Adepts


SCALING ENCOUNTER A3 just can’t pass up a good opportunity to gloat over their arch
To accommodate a part of only four PCs, remove one Pure
nemeses, but they’re sure to tire of it soon and just execute
Legion Enforcer from the encounter.
the lot of them. Last I heard, the slavers are departing on a
caravan the morning after tomorrow, and you can bet that the
Riftwardens will be dead before then.”
Special Attacks combat style (archery), favored enemy
(humans +4, native outsiders +2) Although Kline is fairly friendly, some of his uneasiness
TACTICS with dealing with Pathfinders darkens his responses. He
Use the tactics from Subtier 5–6. would also greatly appreciate knowing that Jahani has
STATISTICS escaped harm, though he tries to veil these feelings lest
Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 8 the Society exploit them. A PC who succeeds at a DC 26
Base Atk +8; CMB +12; CMD 25 Sense Motive check can identify that Eando Kline cares
Feats Dodge, Endurance, Point-Blank Shot, Precise Shot, Skill far more about the Riftwardens and their final fate than
Focus (Perception), Toughness, Weapon Focus (scimitar), he lets on.
Godless Healing The PCs likely have questions for Eando Kline,
Skills Heal +6, Intimidate +9, Knowledge (local) +8, Knowledge but before he entertains their inquiries, he asks for
(religion) +8, Perception +16, Sense Motive +10, Stealth +12, more information about Sascha. He is satisfied by any
Survival +13 eyewitness accounts of the woman’s health and safety—
Languages Common, Osiriani for example any news from those who have played
SQ favored terrain (desert +4, urban +2), hunter’s bond (companions), Pathfinder Society Scenario #4–13: Citadel of the Nail or
hunter’s tricks 6/day (hateful attack, uncanny senses), swift Pathfinder Society Scenario #4–18: The Veteran’s Vault—but
tracker, track +4, wild empathy +7, woodland stride he shrugs, snidely remarks on the Pathfinder Society’s
Gear +1 leather lamellar, +1 scimitar, mwk composite longbow ridiculous dedication to keeping secrets, and then
with 20 arrows, elixir of truth, robe of the pure legion +2, answers any questions, such as the ones that follow.
lock (good), manacles During the conversation, allow the PCs to attempt a DC
33 Diplomacy check to impress Kline. Grant the PCs a +4
Development: Defeating the Pure Legionnaires or bonus on this check if any of them were able to tell Eando
persuading them to leave wins the PCs and Eando Kline more about Sascha, and give them an additional +4 bonus
time to talk, though Kline’s mood depends largely on if they resolved the encounter with the Pure Legionnaires
how the PCs handled the encounter. If combat broke without combat. Impressing him in this way determines
out, Eando swears under his breath, chiding the PCs how much he is willing to help the PCs when they raid
that they’ve blown his cover and could have handled that the Blackfire Adepts’ compound (see the Response Time
better. If they avoided combat, he’s considerably more sidebar on page 12).
complimentary and voices his relief that he might be able Who are the Blackfire Adepts? “You don’t know?
to stay in Azir for a while longer. He grabs a dry robe, Didn’t the Decemvirate brief you at all? The Blackfire
leads them to the secret passage in area A2, and speaks to Adepts seek the destruction of civilization using terrible
them in the privacy of Azir’s undercity. Upon confirming outsiders. They’re not nice people, and the Riftwardens
that the PCs are looking for Jahani and the Riftwardens, oppose them. If you need a comparison, think of them
he sighs and shares what he knows. like the Aspis Consortium to your Society, though that
assumes either side qualifies as ‘the good guys.’”
“I know where the Riftwardens are, but it’s not an answer How do you know all this? “I learn what’s going on
you’re going to like,” Kline says with grimace. “They attempted when I move into a place—try it sometime. I also know
a raid on a compound full of Blackfire Adepts who were a guard in the Blackfire Adepts’ compound who’s fond
masquerading as slavers, but the plan didn’t work as they had of a particular barkeep friend of mine. I purchased the
hoped. For all their talent at magic, the Riftwardens aren’t the freedom of her brother and she’s very persuasive. I’m
best at keeping their heads down when planning an attack. quite certain of my information.”
The Blackfire Adepts caught wind of their plan and struck first, Can you provide us with any help? “There isn’t much
capturing all four of the Riftwardens perhaps a week ago. From I can do without endangering myself, and I’m not going
what I’ve been able to gather, the Blackfire Adepts are planning to do that, but I’ll tell you this: there must be more than
on moving to greener pastures—which could mean practically one way into that compound. Heading over the walls
anywhere other than Rahadoum—and they’ve been making or through the front door may be your style, but I also
the most of their remaining time in Azir by interrogating know that the Blackfire Adepts are looking to pick up

10
PORT GODLESS
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and leave, meaning they’re probably interested in selling Subtier 5–6: Reduce the gold earned by 862 gp.
off as much of their inventory as possible to lighten the Out of Subtier: Reduce the gold earned by 1,406 gp.
load. How you operate and what the Society teaches these Subtier 8–9: Reduce the gold earned by 1,950 gp.
days is your business.” If the PCs have impressed Kline,
he pauses to think for a moment before wincing as if PLANNING THE RAID
regretting what he’s about to say. “I have obligations that The PCs have approximately a day in which to scout out
prohibit me from joining you directly in whatever you do, the Blackfire Adepts’ compound, develop a plan of attack,
but I can at least buy you some time or create a diversion gather information, and make preparations. This scenario
when you make your move. Don’t worry about contacting assumes the PCs choose one of the approaches detailed
me; I’ll be keeping an eye out for when you get near.” below, but the players may well devise a uniquely creative
What are you going to do now? “That’s my business, solution. During their earlier meeting with Eando Kline,
not yours, Pathfinders.” the PCs likely learned that direct assault and posing as
Once he has answered any questions to the PCs’ slave traders are both viable options, and by learning
satisfaction, Eando Kline excuses himself under the more about the slaver compound, not only can the PCs
pretense of needing to get his clothes back from the learn about other approaches, but they can also get a better
bathhouse. He provides a last piece of advice as he departs. estimate of how long it might take for the local watch and
“Remember that explosions and swordplay are fine in a the Pure Legion to respond to any calls of alarm.
dungeon, but you’re looking at an urban raid in a city with
a good police force at an estate that pays its taxes. Once you Diplomacy (gather information) or
start cutting down Blackfire Adepts, you won’t have long Knowledge (local)
before the local guards surround the place. Act decisively.”
Treasure: If the PCs resolve the encounter with the Pure In scoping out the compound, the PCs can learn about
Legionnaires without fighting, they find additional wealth the schedule it keeps, how frequently law enforcement
in the form of valuable spell components and trade bars patrols, and other useful information. A PC may instead
during their attack on the Blackfire Adepts’ compound. attempt a Perception check, but he can only learn about
Faction Notes: Osirion faction members are looking the food deliveries (DC 15+) and the sewers (DC 25+) in
for the Diamond Sage in Azir, but she is not in the city this way.
when the PCs arrive. Instead she has commissioned Eando 15+ The Blackfire Adepts’ compound is located in the
Kline to look after her interests in the region in exchange northwestern edge of the city, which tends to see slightly
for information, and the former Pathfinder knows that less foot traffic. The compound purchases a large quantity
Amenopheus’s agents are likely come looking her here. of fish soup and bread each day to feed the slaves, and the
Kline volunteers no information about the sage unless owners allow the delivery people to enter the compound.
the PCs have impressed him (see Development, above), in Depending on the circumstances, a serious incident could
which case he fixes a member of the Osirion faction with see the city watch show up in anywhere between 5 and
an unblinking stare and states, “The Diamond Sage shared 20 minutes. The compound has its own guards, but they
my doubts that the agents of Amenopheus would measure can’t compare to the full force of Azir’s city watch.
up to our standards, but I see that we were mistaken. She 20+ As is the case in most parts of the Inner Sea region,
is no longer here, but the people of Eto know her well. Any the Blackfire Adepts are not tolerated in Azir. Although
questions you have shall be answered there.” Even if the tipping off the authorities would ensure that a small army
PCs have not impressed Kline, a PC can ask him about descends on the Blackfire Adepts, the Pure Legionnaires
the Diamond Sage directly and receive a similar message would almost certainly round up any they find on
by convincing him of the Osirion faction’s worthiness the property for questioning—including the PCs and
and integrity with a successful DC 20 Bluff or Diplomacy Riftwardens. Few would dare deny the Pure Legion entry,
check. A GM may also allow other means of persuading and even the Blackfire Adepts would likely admit these
Eando Kline to share what he knows including clever soldiers to avoid causing a larger incident. Several nearby
uses of other skills or the granting of circumstance robberies over the past month have inspired the city watch
modifiers for finding common ground with the ostracized in this district to patrol more frequently; they would likely
former Pathfinder—such as sharing one’s experience in show up in 5 to 12 minutes of anyone sounding an alarm.
combating the Decemvirate’s indifference through the 25+ The sewers of Azir extend to the Black Adepts’
Shadow Lodge. compound, but as the surrounding area has become drier
Rewards: If the PCs fail to defeat the Pure Legionnaires and drier over the centuries, little water flows there. A set
through combat or persuasion, reduce each PC’s gold of doors near the compound’s foundation in the sewers
earned as follows. may grant access to the facility. A recent push to recruit

11
PATHFINDER SOCIETY SCENARIO

Direct Assault or Sneaking In


RESPONSE TIME The PCs may decide to attack the compound directly,
Unlike in many other scenarios, in Port Godless, in the likely
in which case the hired guards likely spot them quickly
event of someone in the compound sounding the alarm—
and sound the alarm. Use the creature entries and area
whether by ringing an alarm bell or just by shouting for
descriptions to direct the ensuing combats. Should the
help—a timer starts counting down to when local officials
PCs use Stealth to hide part or all of their activities in
step in. In most cases, it takes 1d4+8 minutes for the local
the compound, grant the guards and ceustodaemons
watch to arrive on the scene, at which point the GM should
Perception checks as normal, depending on where the
refer to the Azir’s Local Watch section on page 24. The GM
PCs enter. Should any defenders spot the PCs, they raise
should not count every second of table talk against the PCs’
the alarm and combat begins.
precious few minutes, but should also track any time the PCs
spend talking to NPCs, pausing to discuss plans, unlocking
Food Delivery
doors, performing detailed searches, healing, and fighting
In the late morning every day, a clerk from the compound
off defenders. The Pathfinders should understand that they
visits the Grand Sook and orders several gallons of fish
don’t have time to dawdle and should act accordingly.
soup and about a dozen loaves of bread to be delivered to
Several of the actions that the PCs take over the course of
the compound in the early afternoon. Typically the clerk
Port Godless can modify how long it takes for the guards to
alternates between several inns and bakers depending
reach the compound.
on what price he can wrangle, and with a successful DC
18 Knowledge (local) check or Diplomacy check to gather
Condition Minutes
information, the PCs can identify which merchants
The alarm sounds at night. +1
these are (potentially including Santigo or Ishe). These
The PCs resolve the combat in area A3 +2
merchants already have porters who normally deliver the
without combat.
goods and are likely to be suspicious of the PCs wanting
The PCs prevent the compound’s guards from +2
to do the job, but the PCs can convince a merchant with a
ringing an alarm bell.
successful DC 18 Bluff, Diplomacy, or Intimidate check to
The PCs secure the aid of Eando Kline, who +2
let the PCs make the delivery. Every 50 gp the PCs bribe the
helps distract the guards.
merchant grants a +2 on this check.
The PCs cause the compound’s guards to flee. –1
Porters typically don’t carry large weapons or wear
The PCs Fight the Pure Legionnaires in area A3 –2
armor, so the PCs must take care to hide their gear and
and allow one to escape.
disguise themselves. So long as the two guards at the
The PCs set fire to the slaver compound. –2
compounds entrance do not spot anything strange (+3
The ceustodaemons rampage freely (see the –2
Perception), they allow the PCs to enter to make the
Development section of area C3).
delivery in area B2 before trying to usher the porters out.
One or more PCs are known lawbreakers in Azir. –2

Slaves for Sale


Of the compound’s inhabitants, only the Blackfire Adepts
more guards suggests that the city watch may be short- know of the group’s plan to close down their operation
staffed, so they are unlikely to arrive in under 10 minutes. in Azir; most of the workers simply know that a caravan
The NPCs’ tactics in this compound are meant to be will depart soon. As a result, public slave showings have
fluid, and depending on how the PCs handle the raid, been put on hold for some days to give the clerks enough
they may avoid some encounters or accidentally combine time to prepare for the caravans’ departure. The guards
others when one enemy rushes to another’s aid. However, at the compound’s entrance report the date of the next
the GM should not be utterly merciless in forcing the PCs showing to interested buyers, expressing through poorly-
to fight all of the compound’s defenders at once; rather, veiled innuendo that only a particularly wealthy buyer—
stagger encounters slightly to keep the PCs off-balance one who might bribe the guards—might secure a private
and worried without completely overwhelming them. The viewing before then. Convincing the guards to admit
PCs might also sow confusion and panic in the guards by the PCs requires a successful DC 25 Bluff or Diplomacy
releasing large numbers of slaves or setting fire to the check, and the PCs gain a +1 bonus on this check for
compound, both of which might draw the defenders’ every 20 gp they give the guards as a bribe. In addition,
attention and allow the PCs to continue moving. It is wearing clothing and jewelry worth at least 175 gp grants
recommended that the GM pay special attention to how an additional +2 bonus on this check.
different encounters interact as well as which creatures Two guards escort the PCs to area B5 while several
are willing to aid others and under what circumstances. workers prepare the slaves to be shown. During the 15

12
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GOLDESS

B. The Blackfire Compound G : Gerrard


N
C : Blackfire Candle

B6

G
B4
B5

B7
C
B7d B7d
B7e

B7e
B7c T B1
B7a
B7e

B7f

B3

B7b
B7g C

1 square = 5 feet Gamemastery Flip-Mat: Watch Station

13
PATHFINDER SOCIETY SCENARIO

electricity causes it and all other blackfire candles within


SCALING ENCOUNTER B 200 feet to burn with an eerie purple light. Everyone who
Make the following changes to accommodate a party of
works in the compound knows not to light these candles
four PCs.
except in the event of an emergency. In addition, there are
Subtier 5–6: Reduce the total number of guards to seven.
several brass bells placed throughout the compound, and
Subtier 8–9: Reduce the total number of guards to 12.
the guards know to ring these to alert others of danger.
Creatures: The descriptions for individual areas detail
how many are present based on there being 10 guards
minutes that it takes for them to get ready, slaves bring total for Subtier 5–6. For Subtier 8–9, another 6 guards
the PCs seats, hibiscus tea, and an assortment of fruit are present; distribute the additional guards evenly
and bread. One of the clerks descends to oversee the throughout the compound. None of these mercenaries
preparations and also visits Sophini in area C3 to inform know the true nature of what their employers do, though
her that merchants have arrived for a private viewing. all of them are aware that several of the slavers are capable
Suspicious, Sophini uses her scroll of arcane eye to spy on of casting magic. In addition, each knows to salute the
the visitors, allowing her to attempt a Sense Motive check statue in area B2 as well as rules for where they and guests
to get a hunch about the unexpected guests. If she succeeds, can go only if accompanied by a Blackfire Adept (the most
she lights the nearby blackfire candle, alerting the guards to important of these are the areas with daemons).
trouble and instructing them to sound the alarm. She then There are also four clerks who spend most of their time
continues to watch the PCs though the arcane eye as the in area B7. These workers know that the Blackfire Adepts
guards attack, commanding her ceustodaemons to join are capable of dangerous magic and have extraplanar allies,
the fray if the PCs incapacitate four or more guards. If she but like the guards, they do not know their employers’ true
fails the Sense Motive check, she returns to her research. affiliation. Although most of the records kept in area B7
reflect legitimate business conducted here, the Blackfire
Through the Sewers Adepts have instructed the clerks to begin destroying
Approaching the compound from the sewers allows the several files in area B7d in the event of an investigation
PCs to bypass the guards upstairs, but the Blackfire or raid to prevent sensitive documents from falling into
Adepts have identified the vulnerability of this entrance enemy hands. After hearing an alarm, the clerks spend a
and warded the portal. Any attempts to break down the minute preparing to destroy documents, locking the doors
door in area C4 alerts Sophini in area C3 and leads her to in areas B7a and B7b that lead into the trade house, and
light her blackfire candle to warn the rest of the compound listening to hear whether the guards shout the all clear.
of the intruders. She then casts preparatory spells and Otherwise they begin tearing up the documents and
waits to hear whether the door’s trap snares anyone feeding them into the braziers scattered throughout the
before attacking. building, which takes 10 minutes to complete.
The complex is also home to multiple ceustodaemons,
B. THE BLACKFIRE COMPOUND which are under orders not to go wandering about the
This walled compound is built of brightly painted, compound unless they see a blackfire candle burning—even
stucco-covered stone, and although it is larger than many then they’re limited in where they can and can’t go. In most
other structures in the area, its layout, with buildings cases, these daemons assume that their fellow daemons
surrounding secluded, cool courtyards, is common in this are being attacked, and they use dimension door to join the
region area. Except where noted otherwise noted, the outer ongoing fight. If Sophini lights her candle, the daemons
walls rise to a height of 10 feet and a DC 25 Climb check spend several rounds traveling to the other candles before
is required to scale them. Each of the buildings has a flat showing up to aid Sophini. Thus, the PCs should never
roof and stands approximately 15 feet in height, and most have to fight Sophini and all the daemons simultaneously,
windows face the compound’s interior and are 10 feet off but they may have to face these foes in quick succession.
the ground to catch the light and breeze. Exterior doors
are strong wooden doors (hardness 5, 20 hp, break DC 25) Subtier 5–6
and are capable of being locked (Disable Device DC 25),
though unless the guards have sounded the alarm, few GUARDS (10) CR 1
doors are locked. Guard (Pathfinder RPG Gamemastery Guide 260)
The Blackfire Adepts have installed two different hp 19 each
warning mechanisms beyond their magical traps: blackfire TACTICS
candles and alarm bells. The blackfire candles radiate faint During Combat Approximately half of the guards engage any
evocation, and lighting one or exposing it to fire or threats in melee while others position themselves to use

14
PORT GODLESS
GOLDESS

their crossbows from cover or high ground. When attacking An alarm bell hangs several feet off the ground along
clearly superior foes, the guards strongly favor ranged the western wall of courtyard.
combat unless they are directly aiding a Blackfire Adept. Creatures: Three guards patrol the walls here during
They otherwise block entrances, lock down the facility, and the day, occasionally ducking into area B3 or B7b for a
buy time for reinforcements to arrive. brief reprieve from the sun. At night there are only two
Morale The guards are disciplined but not suicidal, and an guards in this area.
individual attempts to flee or surrender if reduced to 4 hit Trap: The statue is the sensor for a magical trap designed
points or fewer. to capture intruders or painfully restrain escaping slaves.
STATISTICS A creature can bypass the trap by saluting the statue with
Gear oils of magic weapon (2) a particular flourish, which disables it for 30 seconds and
prevents it from activating again until a new creature
Subtier 8–9 enters the area. When the trap triggers, it replicates the
spell black tentacles centered on the trigger area, but rather
GUARDS (16) CR 1 than conjuring inky tentacles, the effect causes thick iron
Guard (Pathfinder RPG Gamemastery Guide 260) manacles to spring from the ground. As the chains flail
hp 19 each about, they clang against the alarm bell, causing it to ring.
TACTICS
Use the tactics from Subtier 5–6. Subtier 5–6 (CR 7)
STATISTICS
Gear oils of magic weapon (2) BLACK TENTACLES TRAP CR 7
Type magic; Perception DC 29; Disable Device DC 29
All Subtiers EFFECTS
Trigger visual (clairaudience); Duration 7 rounds; Reset none
CLERKS (4) CR 1 Effect spell effect (black tentacles, 1d6+4 damage per round
Shopkeep (Pathfinder RPG Gamemastery Guide 284) grappled, CMB +12); multiple targets (all targets in a 20-ft. radius)
hp 13 each
TACTICS Subtier 8–9 (CR 10)
Morale The clerks flee from or surrender to armed assailants.
SICKENING BLACK TENTACLES TRAP CR 10
B1. Gates Type magic; Perception DC 29; Disable Device DC 29
The strong wooden doors that seal this entrance are EFFECTS
almost always closed except on public showing days. An Trigger visual (clairaudience); Duration 10 rounds; Reset none
average lock reinforced with arcane lock (hardness 5, hp 20, Effect spell effect (sickeningAPG black tentacles, 1d6+4 damage,
Disable Device DC 35, Strength DC 35) keeps all but the CMB +15, Fortitude DC 16); multiple targets (all targets in a
most determined burglars from breaking in. An alarm 20-ft. radius)
bell hangs along the inside parapet just above the door,
accessible to anyone on the wall. B3. First Watchtower
Creatures: During the day, two guards stand outside This building houses the Blackfire Adepts’ quarters as
the compound to receive visitors and guard the entrance. well as spare beds for visiting guests. Two stone staircases
Neither carries a key; they instead rely on a comrade climb 10 feet to doors that lead out onto the walls. Little
from area B2 or elsewhere to unlock the gate for them. stands out about the room, though flat boxes with poor
In most cases, these guards encourage strangers to move locks stored beneath the beds contain the Blackfire
on except in particular circumstances (see the Planning Adepts’ ceremonial garments for particularly important
the Raid section). summoning rituals and gatherings. The guards know that
they can walk through this area as part of their patrol but
B2. First Courtyard (CR 7 or CR 10) are not to disturb their employers’ possessions.

Finely cut flagstones tile the floor of this courtyard. At one B4. Holding Warehouse (CR 6 or CR 9)
end stands a stone statue of a Garundi man bearing a set of
manacles in one hand and raising his other hand to the sky. A The air in this 15-foot-tall warehouse smells of sweat and
single door permits access to a tall structure to the southeast, filth. A stone staircase leads up to a stout wooden door in the
and another door to the north appears to grant access to southeast corner. Former horse stalls line the eastern wall;
another open area. each has been converted into a slave pen with iron rings for

15
PATHFINDER SOCIETY SCENARIO

area effect that deals fire damage, the pile ignites. It takes
RESCUING THE RIFTWARDENS 5 rounds for the entire pile to burn hot enough to set fire
All four of the Riftwardens are still alive, but they have
to nearby barrels, food, and rafters, at which point enough
suffered greatly at the hands of their captors. As a way
things are burning that passersby and neighbors notice
of keeping them helpless, the Blackfire Adepts crippled
the fire and call for help (see the Response Time sidebar on
each in some way to prevent spellcasting and also took
page 12). A PC can extinguish the flames in a 5-foot square
away their arcane foci. Without rest and any means of
by using a standard action to beat out the flames.
regaining spells, the Riftwardens have few spells left and
Creatures: One or more ceustodaemons prowl back
are in no condition to fight. Should you need statistics for
and forth here, leaving the slaves terrified and making
these wizards, use the stats for a conjurist (Pathfinder RPG
the locks and chains virtually unnecessary to keep
Gamemastery Guide 279) without any equipment, and
anyone from trying to escape. The ceustodaemons in this
each Riftwarden has only 2d4+2 remaining hit points.
compound are all bound to guard it against intruders, to
Gerrard is a rail-thin neutral good Taldan man. His hands
prevent slaves from escaping, to use lethal force to destroy
are both broken in many places, preventing him from
anyone who enters a forbidden area without a Blackfire
casting spells with somatic components, and he is missing
Adept as an escort, and above all to follow the orders
his staff arcane focus. He still has locate creature prepared.
of the resident Blackfire Adepts. The daemons chafe at
Imaga is a neutral Garundi woman with close-shorn
having to stay near living creatures without being able
hair. Her hands are both broken like Gerrard’s, and she does
to destroy them, and the arrival of unauthorized visitors
not know where her parrot companion is. She still has cat’s
provide them with much-needed entertainment.
grace, comprehend languages, and disguise self prepared.
The daemons also keep a close watch on the blackfire
Jahani is a neutral good Garundi woman with tattoos
candle here, for its ignition is a signal that prey is available
on the backs of her hands. Her tongue has been cut out,
somewhere in the compound. The ceustodaemons in area
preventing her from casting spells with verbal components,
C2 likewise watch their own candle and howl with delight
and she does not know where her weasel companion is. She
if it ignites. They then use dimension door to travel to area
still has mage armor and tongues prepared.
B4 and join in the carnage during the following round.
Mikael is a lawful good Chelish man with disheveled,
The guards are unaware of the daemons in the
dark brown hair. His tongue has been cut out like that of
warehouse, and they stare at the building in horror
Jahani, and he is missing his ring arcane focus. He still has
should the daemons begin fighting and howling. Only
hold portal, protection from arrows, and protection from
under extraordinary circumstances—such as Sophini
evil prepared.
directly commanding the guards to attack or the PCs
Healing all of a Riftwarden’s hit point damage or casting
opening the doors to area B4 while fighting the guards—
lesser restoration is enough to restore his tongue or hands
do the guards and daemons fight the PCs in concert, and
enough for him to cast spells with a successful concentration
even then the two groups do not treat each other as allies.
check (DC = 15 + spell level). Several of the Riftwardens have
some sense of where one or more of the others are held, as
Subtier 5–6 (CR 6)
detailed in their respective area descriptions.

CEUSTODAEMON CR 6
hp 68 (Pathfinder RPG Bestiary 2 65)
affixing chains. Two large cells occupy the northern end of the TACTICS
space, constructed of iron bars set into thick wooden rafters. Before Combat If it perceives invisible targets, the
A trio of sputtering lanterns hang from chains hooked to the ceustodaemon feigns unawareness until it has multiple
western wall. targets in range of its breath weapon.
During Combat The ceustodaemon uses its breath weapon to
This structure temporarily houses slaves who the incinerate the PCs, the blackfire candle (which burns long
Blackfire Adepts have newly acquired and still need more enough to light the other blackfire candles), and any slaves
permanent accommodations in C, or who are about to be that have the ill fortune to be in the area. It then uses its
sent out with a caravan. At this time, 27 slaves are held natural attacks and spell-like abilities to fight off intruders.
here, pending their departure with Sophini’s caravan ; two Morale The ceustodaemon is bound to service but wouldn’t
are chained in each of the smaller stalls and the rest are flee even if it were liberated. It fights to the death.
corralled in the cages to the north. Each lock on the chains SPECIAL ABILITIES
or doors is of average quality. Blackfire Pact (Su) Sophini conjured this daemon using her
The pile of straw in the southwest corner is flammable, blackfire pact class ability, which grants it 3 temporary
and should it catch fire as a result of being caught in an hit points, a +1 profane bonus on saving throws, and a +1

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profane bonus to the caster level DCs for effects that would Treasure: The ceustodaemons keep a bag of eight
banish, dismiss, or dispel them. soul gems (Pathfinder RPG Bestiary 2 64) as well as
several thumb-sized rubies worth 350 gp each along the
Subtier 8–9 (CR 9) western wall as part of their compensation for serving
the Blackfire Adepts. A PC can identify a soul gem with a
GREATER CEUSTODAEMON CR 7 successful DC 15 Knowledge (planes) check.
hp 84 (Pathfinder RPG Bestiary 2 65, 292) Faction Notes: Cheliax faction PCs might want to take
TACTICS the soul gems back to Zarta Dralneen, who can tap their
Use the tactics for the ceustodaemon in Subtier 5–6. The stored energy for important rituals. Delivering them to
electricity damage dealt by its breath weapon is sufficient to her contributes to the Cheliax faction’s ongoing mission.
light the blackfire candle. Rewards: If the PCs encounter but fail to defeat the
SPECIAL ABILITIES ceustodaemons, reduce each PC’s gold earned as follows.
Blackfire Pact (Su) Sophini conjured this daemon using her Subtier 5–6: Reduce the gold earned by 350 gp.
blackfire pact class ability, which grants it 6 temporary Out of Subtier: Reduce the gold earned by 612 gp.
hit points, a +1 profane bonus on saving throws, and a +1 Subtier 8–9: Reduce the gold earned by 875 gp.
profane bonus to the caster level DCs for effects that would
banish, dismiss, or dispel them. B5. Inner Courtyard

LESSER CEUSTODAEMONS (2) CR 5 This courtyard is a broad, flat plaza of charcoal-colored slate
hp 52 each (Pathfinder RPG Bestiary 2 65, 293) with a wooden sale platform set up near the north wall. A
TACTICS barn-like structure to the east has several doors to facilitate
During Combat The lesser ceustodaemons use their spell- the movement of cargo. To the northwest stands a plain,
like abilities to hinder their foes, teleport next to weak
targets, and dispel beneficial spells. Delight in the greater
ceustodaemon’s lightning breath and typically wait a round
to enjoy the lingering sparks before employing their own
breath weapons.
SPECIAL ABILITIES
Blackfire Pact (Su) Sophini conjured this daemon
using her blackfire pact class ability, which grants
it 3 temporary hit points, a +1 profane bonus on
saving throws, and a +1 profane bonus to the
caster level DCs for effects that would banish,
dismiss, or dispel them.

Development: One of the slaves in the


stalls is the Riftwarden Gerrard, who
deliriously tries to get the PCs’ attention
once they have defeated the ceustodaemons.
Unfortunately, all of the other slaves here
are hope to be freed, and they all clamor for the
PCs’ attention. Identifying Gerrard as he calls out
requires a PC to inspect the slaves for a number
of seconds equal to 60 minus the result of the
PC’s Perception check, though asking clever
questions to help Gerrard stand out in the
crowd halves this time. Gerrard has seen
Mikael and Jahani several times during
their imprisonment, and suspects that
they are underground. He can show the
PCs where the stairs leading down are Ceustodaemon
(area B7g), but he knows little else about
the compound.

17
PATHFINDER SOCIETY SCENARIO

B7c. Antechamber: This nearly square room contains


SCALING ENCOUNTER B4 eight busts of men and women of Garundi and Mwangi
To accommodate a party of four characters, delay the arrival
ethnicities. The doors to the north are always kept locked.
of ceustodaemon reinforcements by 1 additional round.
B7d. Trader Offices: The Blackfire Adepts maintain
these offices when acting as purveyors of slaves. Here they
keep important documents such as correspondence with
rectangular structure with a single door, and to the south is a other Blackfire Adepts throughout the Inner Sea region.
much larger building with numerous windows along its upper Sophini has left the Riftwarden Imaga tied up in the
story. A well with a stone railing is positioned near the center eastern office, following a brief interrogation that she cut
of the courtyard. short for reasons she did not explain. The Blackfire Adepts
have kept Imaga out of sight of the other Riftwardens
This is where the guards escort the PCs, should the to see if separation might convince her to share more
Pathfinders decide to masquerade as slave buyers. The secrets. As a result, she does not know about the other
well descends 20 feet, and a PC who employs a spell such Riftwardens but fears the worst. She knows how to reach
as stone shape could conceivably carve a tunnel from the the stairs to the basement (see area B7g) and knows that
side of the well into the compound’s basement. An alarm the Blackfire Adepts have a large laboratory below.
bell hangs from the southwest corner of the sale platform. B7e. Clerk Offices: The four clerks who manage the
Creatures: During the day, four guards patrol this area bookkeeping and day-to-day operations of the slave
and its walls. At night this number drops to three. trading business work here. There is little of interest
here beyond several years’ worth of ledgers and operating
B6. Second Watchtower notes that would take several hours to page through.
This 15-foot-tall building houses the guards as well as The northernmost office contains a key that unlocks the
any retainers who arrive as part of a caravan; several doors in area C.
of the guards maintain other residences and so stay B7f. Private Meeting Room: This is a well-appointed
here infrequently, but the rest live here. A single stone meeting chamber that can comfortably accommodate six
staircase ascends 10 feet to a wooden door, and there is people. The Blackfire Adepts often use this for discussing
little of note among the inhabitants’ possessions. important matters that they can’t speak of in earshot of
Creatures: During the day, none of the guards are the uninitiated.
in this building except to spend a few moments in the B7g. Stairs: A staircase here leads down to the
shade. A night, three guards are asleep here. compound’s basement level. A locked cabinet contains
enough bread and dried meat to feed the compound’s
B7. Trade House inhabitants for a day in case of an emergency.
The trade house is where most transactions, bookkeeping, Faction Notes: Qadira faction PCs may be interested
and other business not tied to actually feeding and in the business ledgers and papers kept in areas B7d and
housing the slaves takes place. The building’s exterior is B7e. Obtaining these documents, poring over them at the
whitewashed, and the upper half is painted blue, creating end of the scenario, and succeeding at a DC 15 Appraise,
a cheerful facade for a morally questionable business. Linguistics, or Profession (merchant) check grants
The building is further subdivided into smaller offices the Qadira faction insights into Rahadoumi business
and gathering places. place idiosyncrasies, information about prospective
B7a. Meeting Hall: This expansive hall is where the contacts in Azir, and trading data about a wide variety
trade house’s leaders entertain their most important guests of products. The ledgers focus most heavily on the slave
and hold auctions on the hottest days. At the south end of trade, but a clever merchant might apply the information
the room stands a 5-foot-tall stone podium bearing a desk, to more widely accepted commodities. Recovering and
chair, and gavel. A long rug covers an arcane summoning interpreting these papers plays into the Qadira faction’s
circle that the Blackfire Adepts use when conjuring larger ongoing faction goals for the season.
creatures such as ceustodaemons. A PC who searches this
room can find the circle with a successful DC 15 Perception C. Trade House Basement
check. A single blackfire candle rests on the desk. The The basement beneath the compound is carved into
staircase leads to the walkway along the compound’s wall. the sedimentary bedrock. The ceilings of particularly
B7b. Mess Hall: This rectangular room has three tables wide rooms are reinforced with wooden support beams.
used for meals by everyone who works in the compound. Everburning torches line the walls, providing normal
Lacking a kitchen, the Blackfire Adepts only keep enough light throughout the area. Unless otherwise noted, all of
food here to last the day. the doors are good wooden doors and are kept locked with

18
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C. Blackfire Compound Basement N

C : Blackfire Candle
C4 : Well from area B5

Well

C3

C2

C1

1 square = 5 feet Gamemastery Flip-Mat: Watch Station

19
PATHFINDER SOCIETY SCENARIO

average locks. The only keys to these locks are kept in a armor-clad mannequins. If they hear a commotion
desk in area B7e as well as on Sophini’s person. outside, they lie in wait, and one grabs the candle in
anticipation. Unless the candle begins glowing, the door
C1. Slave Preparation Room to area C2 opens, or Sophini commands them to act, the
ceustodaemons lie in wait here.
A single long, lonely stair reaches up from this room to the The daemons keep a close watch on their blackfire
next floor. Near the center of the room stands a broad wooden candle, for its ignition is a signal that prey is available
table surrounded by several chairs. A wooden bucket, a set of somewhere in the compound. The ceustodaemons in
brushes, and a canvas kit of some kind rest next to an iron ring area B4 likewise watch their own candle and howl with
affixed to the wall and threaded with a set of manacles. Two delight if it ignites. They then use dimension door to travel
passageways lead away from this room, both lined with small to area C2 or the nearby hallway and join in the carnage
wooden doors on either side. during the following round.

The various workers in the compound use this area Subtier 5–6 (CR 6)
to scrub down slaves prior to bringing them upstairs
for showings or transport. The key to the masterwork CEUSTODAEMON CR 6
manacles is tucked into the masterwork healer’s kit hp 68 (Pathfinder RPG Bestiary 2 65)
(eight uses remain) on the table. Eighteen of the small TACTICS
rooms off of these corridors each contain a single slave, Before Combat If it perceives invisible targets, the
but they remain quiet for fear of punishment unless ceustodaemon feigns unawareness until it has multiple
they are confident that their captors have been defeated. targets in range of its breath weapon.
The Riftwarden Mikael is presently in one of the seven During Combat The ceustodaemon uses its breath weapon to
southernmost cells. Calling his name or audibly inquiring incinerate the PCs, the blackfire candle (whose ignition lights
whether any Riftwardens are present prompts him to the other blackfire candles), and any slaves that have the ill
wordlessly call out in response. He is limited in what he fortune to be in the area. It then uses its natural attacks and
can communicate following the loss of his tongue, but he spell-like abilities to fight off intruders.
tries to pantomime knowing where the Black Adepts are, Morale The ceustodaemon is bound to service but wouldn’t
where Jahani is, and his uncertainty about the other two flee even if it were liberated. It fights to the death.
Riftwardens. He can also tell the PCs directly if healed (see SPECIAL ABILITIES
the Rescuing the Riftwardens sidebar on page 16). Blackfire Pact (Su) Sophini conjured this daemon using her
Creature: A single guard usually sits in the alcove blackfire pact class ability, which grants it 3 temporary
formed by the stairs in the southern end of the room. hit points, a +1 profane bonus on saving throws, and a +1
During the day he’s awake and idly monitors the hallway profane bonus to the caster level check DCs for effects that
for signs of trouble, but at night there’s a 50% chance that would banish, dismiss, or dispel them.
he’s asleep in his chair. He carries a signal whistle and
blows it three times if he spots intruders. Subtier 8–9 (CR 9)

C2. Armory GREATER CEUSTODAEMONS (2) CR 7


hp 84 each (Pathfinder RPG Bestiary 2 65, 292)
Several racks of weapons occupy the center of this room, TACTICS
though several have been knocked over, scattering spears Use the tactics for the ceustodaemon in Subtier 5–6. The
and swords across the floor. Suits of armor line the wall, and a electricity damage dealt by a greater ceustodaemon’s breath
small table in one corner bears several tools for repairing and weapon is sufficient to light the blackfire candle.
maintaining arms and armor as well as a lone candle made of SPECIAL ABILITIES
purple wax. Blackfire Pact (Su) Sophini conjured this daemon using her
blackfire pact class ability, which grants it 6 temporary
Only a trusted clerk and the Blackfire Adepts have access hit points, a +1 profane bonus on saving throws, and a +1
to this room, which not only stores the weaponry given profane bonus to the caster level check DCs for effects that
to the guards but also holds one or more ceustodaemons would banish, dismiss, or dispel them.
that the Blackfire Adepts sometimes release to patrol the
halls. The candle on the table is a blackfire candle. Treasure: Among the weapons and armor are five
Creatures: The ceustodaemons that reside here are masterwork scimitars, a +1 silver longspear, and +1 full plate.
bored and long for something to push around besides In addition, with a successful DC 15 Perception check, a

20
PORT GODLESS
GOLDESS

PC can find the broken pieces of a staff and a small lump


of silver. These are all that remain of two arcane foci,
SCALING ENCOUNTER C2
Make the following changes to accommodate a party of
as a PC can realize with a successful DC 20 Knowledge
four PCs.
(arcana) check.
Subtier 5–6: Replace the ceustodaemon with a lesser
Rewards: If the PCs encounter but fail to defeat the
ceustodaemon (see page 17). The cold damage dealt by its
ceustodaemons, reduce each PC’s gold earned as follows.
breath weapon is sufficient to light the blackfire candle.
Subtier 5–6: Reduce the gold earned by 350 gp.
Subtier 8–9: Replace the greater ceustodaemons with
Out of Subtier: Reduce the gold earned by 612 gp.
normal ceustodaemons.
Subtier 8–9: Reduce the gold earned by 875 gp.

C3. The Dark Laboratory (CR 8 or CR 11)


hp 59 (8d6+29)
The bright lighting in this wide chamber highlights the Fort +6, Ref +5, Will +10
gruesome experiments and tortures performed within. Several OFFENSE
broad tables have manacles affixed to either end to restrain Speed 30 ft.
struggling subjects, and dark, sticky residue cakes a pair of Melee mwk dagger +3 (1d4–1/19–20)
broad stone basins. Along the north wall stand four stone Arcane School Spell-Like Abilities (CL 5th; concentration +9)
statues of ghastly figures whose expressions suggest they 7/day—shift (10 feet)
delight in what they see. Conjurer Spells Prepared (CL 7th; concentration +11)
4th—crushing despair (DC 18), dimension door, summon
This room is the primary workroom for the Blackfire monster IV
Adepts, and a PC can spot several faint summoning 3rd—heroism, invisibility sphere, spiked pitAPG (DC 18),
circles incised in the ground throughout the chamber summon monster III
with a successful DC 20 Perception check. The statues 2nd—create pit APG (DC 17), glitterdust (DC 17), scorching ray,
are depictions of the Four Horsemen, identifiable see invisibility, web (DC 17)
with a successful DC 15 Knowledge (planes or religion) 1st—grease (DC 16), mage armor, magic missile, protection
check. The Riftwarden Jahani is strapped to the central from evil, ray of enfeeblement (DC 15), shield
table, and is too weak to move. Four green glass jars of 0 (at will)—acid splash, daze (DC 14), detect magic, light
preservative liquid lie on the smaller table; two of them Opposition Schools necromancy, transmutation
contain a severed tongue, a third contains a partially TACTICS
dissected parrot, and the fourth is empty. Before Combat Sophini casts mage armor, mirror image,
Creatures: Sophini is the only Blackfire Adept who heroism, see invisibility, invisibility sphere, and shield
remained behind in Azir to tie up loose ends while the when she senses trouble, such as if she sees a blackfire
rest of her team relocated to a new city to wait while candle glowing or hears an alarm. She then continues her
Riftwarden suspicions die down. She longs for the day interrogation of Jahani while both she and the Riftwarden
when she can operate her own cell and keeps a journal of are invisible.
her plans—ranging from petty yet vicious to downright During Combat Sophini summons allies while invisible and
crazy—for when she is in charge. then employs a combination of area control spells and
Additionally, before departing, a senior Blackfire Adept offensive spells to divide and strike down her enemies. She
conjured and compelled a xill to guard and aid Sophini makes regular use of her shift arcane school ability to stay
as she completes her work. In Subtier 8–9, Sophini is also out of reach.
assisted by an apprentice. Morale If Sophini reduced below 30 hit points but believes she
still has many allies in the compound, she casts dimension
Subtier 5–6 (CR 8) door to rally the ceustodaemons and guards to attack while
she spends several rounds recuperating. She then renews
SOPHINI CR 7 the attack. If Sophini has reason to believe that her allies
Female human conjurer (teleportation) 5/Blackfire Adept 3 were defeated, she fights until reduced to 15 or fewer hit
(Pathfinder RPG Advanced Player’s Guide 147, Pathfinder points before using dimension door to teleport away.
Campaign Setting: Paths of Prestige 12) STATISTICS
NE Medium humanoid (human) Str 8, Dex 12, Con 14, Int 18, Wis 14, Cha 10
Init +5; Senses Perception +10 Base Atk +3; CMB +2; CMD 13
DEFENSE Feats Augment Summoning, Combat Casting, Improved
AC 11, touch 11, flat-footed 10 (+1 Dex) Initiative, Sacred Summons (evil)UM, Scribe Scroll, Spell Focus

21
PATHFINDER SOCIETY SCENARIO

(conjuration), Spell Mastery, Toughness Morale As a called creature bound to Sophini, the xill fights to
Skills Bluff +11, Diplomacy +8, Fly +7, Knowledge (arcana) +15, the death or until Sophini dies.
Knowledge (planes) +15, Linguistics +10, Perception +10,
Sense Motive +13, Spellcraft +15 Subtier 8–9 (CR 11)
Languages Abyssal, Azlanti, Celestial, Common, Infernal,
Osiriani, Thassilonian SOPHINI CR 10
SQ arcane bond (dagger), summoner’s charm (2 rounds) Female human conjurer (teleportation) 5/Blackfire Adept 6
Combat Gear potion of cure moderate wounds, scroll of arcane (Pathfinder RPG Advanced Player’s Guide 147, Pathfinder
eye, scroll of blur, scroll of shield, scroll of wind wall, wand Campaign Setting: Paths of Prestige 12)
of mirror image (13 charges); Other Gear mwk dagger, NE Medium humanoid (human)
cloak of resistance +2, spell component pouch (2), spellbook Init +5; Senses Perception +13
(contains all memorized spells plus acid arrow, alarm, color DEFENSE
spray, summon monster I, summon monster II, and vampiric AC 11, touch 11, flat-footed 10 (+1 Dex)
touch), 268 gp hp 79 (11d6+38)
SPECIAL ABILITIES Fort +7, Ref +6, Will +11
Blackfire Pact (Su) Sophini gains a +1 profane OFFENSE
bonus on saving throws, caster level checks, Speed 30 ft.
Charisma checks, and Charisma-based Melee mwk dagger +5 (1d4–1/19–20)
skill checks against daemons. Arcane School Spell-Like Abilities (CL 9th;
Blackfire Taint (Su) As a standard concentration +14)
action, Sophini can create 8/day—shift (10 feet)
a destructive resonance Conjurer Spells Prepared (CL 9th; concentration +14)
between herself and a 5th—hold person (DC 20), summon monster V, wall
target within 30 feet. She of force
gains a +1 profane bonus on 4th—black tentacles, crushing despair (DC 19),
attack rolls and caster level dimension door, summon monster IV
checks against the target, 3rd—dispel magic, heroism, invisibility sphere,
and the target takes a –1 spiked pit APG (DC 20), summon monster III
penalty on saving throws 2nd—create pitAPG (DC 19), glitterdust (DC 19),
against Sophini’s attacks scorching ray, see invisibility, web (DC 19)
(–2 if the attack is a conjuration 1st—grease (DC 18), mage armor,
effect). The taint lasts for 3 rounds, magic missile, protection from
though a successful DC 13 Will save reduces evil, protection from good,
this to 1 round. The effect ends immediately ray of enfeeblement
if the target moves more than 30 feet (DC 16), shield
away from Sophini. 0 (at will)—acid splash,
Expanded Summoning List (Su) Sophini detect magic, daze (DC 15), light
is able to summon a vargouille with Opposition Schools necromancy, transmutation
summon monster III, and she can TACTICS
summon a yeth hound with summon Before Combat Sophini casts mage armor,
monster IV. These are in addition to her mirror image, heroism, see invisibility,
normal options when casting summon invisibility sphere, and shield when she
monster spells. senses trouble, such as if she sees a blackfire
candle glowing or hears an alarm. She then
XILL CR 6 continues her interrogation of Jahani while
hp 67 (Pathfinder RPG Bestiary 283) both she and the Riftwarden are invisible.
TACTICS During Combat Sophini summons allies
Before Combat The xill stays while invisible and then employs a
near Sophini to benefit from her combination of area control spells and
invisibility sphere. offensive spells to divide and strike down
During Combat The xill attempts to Sophini her enemies. She makes regular use of
intercept anyone who would harm her shift arcane school ability to stay out
Sophini directly. of reach.

22
PORT GODLESS
GOLDESS

Morale If Sophini is reduced below 40 hit points but believes a magical effect (such as magic circle against evil), or when
that she still has many allies in the compound, she cast a daemon or div within 30 feet she had summoned would
dimension door to rally the ceustodaemons and guards to have its attacks against a creature blocked by such an effect,
attack while she spends several rounds recuperating. She as a swift action she can sacrifice a prepared spell of the same
then renews the attack. If Sophini has reason to believe level as the warding effect. If her caster level is higher than the
that her allies were defeated, she fights until she’s reduced caster level of the warding effect, it is immediately negated. If
to 20 or fewer hit points before using dimension door to it is the same level or lower, a caster level check (DC 11 + the
teleport away. caster level of the warding) is required to negate the effect.
STATISTICS Expanded Summoning List (Su) Sophini is able to summon a
Str 8, Dex 12, Con 14, Int 20, Wis 14, Cha 10 vargouille with summon monster III, and she can summon a
Base Atk +5; CMB +4; CMD 15 yeth hound with summon monster IV. These are in addition
Feats Augment Summoning, Combat Casting, Greater Spell to her normal options when casting summon monster spells.
Focus (conjuration), Improved Initiative, Sacred SummonsB,
Scribe Scroll, Spell Focus (conjuration), Spell Mastery, Spell BLACKFIRE APPRENTICE CR 7
Penetration, Toughness Blackfire Adept (use the stats for Sophini in Subtier 5–6)
Skills Bluff +14, Diplomacy +11, Knowledge (arcana) +19, hp 59
Knowledge (local) +19, Knowledge (planes) +19, Knowledge
(religion) +17, Linguistics +11, Perception +13, Sense Motive +16, XILL CR 6
Spellcraft +19 hp 67 (Pathfinder RPG Bestiary 283)
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Draconic, TACTICS
Infernal, Osiriani, Thassilonian Before Combat The xill stays near Sophini to benefit from her
SQ arcane bond (dagger), summoner’s charm (2 rounds) invisibility sphere.
Combat Gear lesser silent metamagic rod, potion of cure During Combat The xill attempts to intercept anyone who
moderate wounds, scroll of arcane eye, scroll of blur, would harm Sophini directly.
scroll of shield, scroll of wind wall, wand of clairaudience/ Morale As a called creature bound to Sophini, the xill fights to
clairvoyance (7 charges), wand of mirror image (13 charges); the death or until Sophini dies.
Other Gear mwk dagger, cloak of resistance +2, headband
of vast intelligence +2, spell component pouch (2), spellbook Development: The ceustodaemons can feel an
(contains all memorized spells plus acid arrow, alarm, empathic twinge if Sophini dies or abandons the
burning hands, color spray, fly, summon monster I, summon compound, and they immediately begin to probe at the
monster II, teleport, and vampiric touch), 243 gp binding effects that force them to follow the orders of the
SPECIAL ABILITIES resident Blackfire Adepts. Over the course of 5 rounds,
Blackfire Eruption (Sp) Sophini can sacrifice a prepared spell the ceustodaemons begin running amok through the
of 4th level or lower to call forth a searing ebon vortex that compound. The ceustodaemons move to a new room
acts like unholy blight, it ignores the hardness of objects. A every 1d4 rounds, starting with area B6; they then break
creature slain or an object destroyed by a blackfire eruption anything they can reach and slaughter anyone they
is reduced to ash as by the disintegrate spell. This is a find within, be the occupants guards, clerks, slaves, or
conjuration effect. Riftwardens. The pack treats small groups of identical
Blackfire Pact (Su) Sophini gains a +1 profane bonus on saving rooms such as areas B7d and B7e as one room, and the
throws, caster level checks, Charisma checks, and Charisma- ceustodaemons can each search one slave cell in area
based skill checks against divs. She gains a +2 profane bonus C1 and slaughter its occupant in 2 rounds. The GM
on such rolls against daemons. should randomly determine the direction the pack of
Blackfire Taint (Su) As a standard action, Sophini can create a ceustodaemons travels, but if the daemons encounter
destructive resonance between herself and a target within Pure Legionnaires, the daemons withdraw back to area C
30 feet. She gains a +2 profane bonus on attack rolls and before eventually fleeing to commit atrocities elsewhere.
caster level checks against the target, and the target takes a Jahani is conscious but weak, having suffered terrible
–2 penalty on saving throws against Sophini’s attacks (–3 if torture at the hands of the Blackfire Adepts. She knows
the attack is a conjuration effect). The taint lasts for 6 rounds, that most slaves are kept in the cells throughout area C,
though a successful DC 16 Will save reduces this to 1 round. but she cannot pinpoint the location of any of her fellow
The effect ends immediately if the target moves more than Riftwardens. She also knows that most of the Blackfire
30 feet away from Sophini. Adepts have since traveled elsewhere in Garund, having
Breaching (Su) When Sophini attempts to call or summon a gathered that they were ready to abandon the compound
daemon or div into an area where summoning is blocked by in Azir in order to avoid arousing further suspicion;

23
PATHFINDER SOCIETY SCENARIO

lack of sewer traffic and the considerable barricade would


SCALING ENCOUNTER C3 be enough to keep out trespassers, but the Blackfire
Make the following adjustments to accommodate a party
Adepts placed both a trap and an alarm on this door to
of four PCs.
delay any attackers.
Subtier 5–6: Replace the xill with a yeth hound.
Traps: Sophini uses a wand of alarm to keep an alarm
Subtier 8–9: Remove the apprentice from the encounter.
spell active on the door, sending her a mental signal
should anyone approach within 20 feet of the north
side of the door. In addition, opening the door without
however, having lost her tongue, she has considerable speaking the phrase “until the fires go cold” triggers a
difficulty explaining what she knows. If given paper and black tentacles trap centered on that area.
a writing utensil, she can write out information, or she
can just try to pantomime to the best of her ability. She Subtier 5–6 (CR 7)
can also tell the PCs directly if healed (see the Rescuing
the Riftwardens sidebar on page 16). BLACK TENTACLES TRAP CR 7
Treasure: The chest in the southwest corner of the Type magic; Perception DC 29; Disable Device DC 29
room contains 30 pounds of powdered silver, rare oils EFFECTS
and incense worth 1,000 gp, Sophini’s journals and Trigger visual (clairaudience); Duration 7 rounds; Reset none
workbooks, a wand of alarm (CL 6th, 12 charges) and tome Effect spell effect (black tentacles, 1d6+4 damage per round
bound in bruise-purple leather and entitled Until the grappled, CMB +12); multiple targets (all targets in a 20-ft.
Fires Go Cold. At a glance, the book appears to be a folio radius)
containing detailed information about evil outsiders—a
valuable boon to anyone seeking to battle vile creatures. Subtier 8–9 (CR 10)
A PC who succeeds at a DC 20 Knowledge (planes) check
discerns that the tome’s information actually provides SICKENING BLACK TENTACLES TRAP CR 10
instructions for how to call, bind, and control several Type magic; Perception DC 29; Disable Device DC 29
dozen named evil outsiders, including asuras, daemons, EFFECTS
and qlippoth of considerable power. A PC can also find Trigger visual (clairaudience); Duration 10 rounds; Reset none
this information by translating encoded notes scratched Effect spell effect (sickeningAPG black tentacles, 1d6+4 damage,
in the margins with a successful DC 20 Linguistics check CMB +15, Fortitude DC 16); multiple targets (all targets in a
or by finding a folded note that describes the books’ 20-ft. radius)
significance tucked between two pages with a successful
DC 25 Perception check. Development: If Sophini is alerted to the PCs’ presence,
Faction Notes: Cheliax faction PCs will likely identify she calls to the guard in area C1 to sound the alarm and
Until the Fires Go Cold as a powerful tool for binding then sends her xill to fire arrows at any intruders stuck in
outsiders, which is exactly what Zarta Dralneen seeks. That the trap before withdrawing once it’s clear the intruders
said, with a successful DC 15 Knowledge (planes) check, a are able to escape the trap.
PC recalls that daemons and qlippoth are extraordinarily
difficult to command. Whether or not Cheliax faction PCs AZIR’S LOCAL WATCH
decide to give Zarta the tome contributes to the faction’s After anyone in the slaver compound sounds the alarm,
ongoing goals and development. it takes 1d3+8 minutes (modified by the Response Time
Qadira faction PCs may have identified Jahani Jodinaj sidebar on page 12) for a unit of the local watch—a patrol
as a successful businesswoman who could serve as a consisting of 20 guards (Pathfinder RPG Gamemastery Guide
long-term trade contact for their faction, but she is in no 260)—to show up and fan out around the compound, and
position to discuss deals until after the adventure. they spend 1 more minute assessing the situation before
Rewards: If the PCs fail to defeat Sophini, reduce each pushing their way inside. Once inside, they split up into
PC’s gold earned as follows. teams of four and begin opening doors, quickly scanning
Subtier 5–6: Reduce the gold earned by 973 gp. rooms, and arresting or detaining anyone they find,
Out of Subtier: Reduce the gold earned by 1,376 gp. taking 1d3 rounds per room. Six Pure Legionnaires (use
Subtier 8–9: Reduce the gold earned by 1,778 gp. the stats from area A3) arrive 5d4 rounds after the local
watch to join the search. Every 5 rounds thereafter, an
C4. Basement Access (CR 7 or CR 10) additional four guards and two Pure Legionnaires arrive
A short, shallow flight of steps leads up to a set of strong as reinforcements, and there is a 50% chance that they are
wooden double doors that have a good lock. Normally the

24
PORT GODLESS
GOLDESS

accompanied by a Pure Legionnaire officer (treated as a Captain Obo commending the PCs for their heroism and
general; Pathfinder RPG GameMastery Guide 287). resourcefulness against a terrible enemy.
These reinforcements continue to arrive until all of the Faction Notes: Qadira faction PCs now have an
PCs have been killed or apprehended, or have escaped, opportunity to speak with Jahani Jodinaj about a
either by leaving through the sewer, moving at least 30 feet potential business deal with Qadira. Although Lady
away from the compound and succeeding at a DC 15 Stealth Jodinaj is grateful for the PCs’ earlier heroism, she
check, or using magical means to move at least 100 feet is cautious about entering into a deal with a faction
away from the compound. The guards and legionnaires she does not know well. She questions Qadira faction
fight until the PCs have escaped, died, or surrendered. PCs about their motivations and those of their leader,
Being caught at the scene of a serious crime—likely testing their knowledge of markets and integrity as
red-handed—by Azir’s guards does not bode well for businesspeople over the course of several hours. A PC can
the PCs, and the guards confiscate any captured PC’s impress her with a successful DC 15 Appraise, Diplomacy,
equipment, subject the PC to lengthy interrogation, and a or Profession (merchant) check, convincing her to try
day later escort the PC to stand trial for some combination working with Trade Prince Aaqir al’Hakam in the future.
of breaking and entering, arson, homicide, assaulting a A PC who possesses the Riftwardens vanity (Pathfinder
Pure Legionnaire, or any other crimes appropriate to the Campaign Setting: Pathfinder Society Field Guide 62) gains a
PC’s actions. Initially the punishment involves the PC +4 bonus on this check. On a failed check, Jahani politely
being fined, spending several years in a prison, and later declines the deal but promises to keep an open mind
being deported with his equipment (except holy symbols, about future arrangements.
which are destroyed). The Pathfinder Society is loath to
let a qualified agent’s talent go to waste behind bars, and a Primary Success Condition
representative travels to Azir to secure the PC’s freedom. The PCs successfully complete their main mission so long
The fines and Pathfinder Society intervention cost the PC as they rescue Jahani Jodinaj or at least two of the other
8 Prestige Points, 3,200 gp, or a combination of the two Riftwardens and transport them out of the compound.
by substituting 400 gp for every Prestige Point not spent. In addition to earning the PCs a Prestige Point, meeting
The Rahadoumi court system is tough but fair, and the secondary success condition also earns them the
each arrested PC has an opportunity to speak in his own Accumulating an Army boon on their Chronicle sheets.
defense or have a trusted representative like another PC Otherwise, cross this boon off their Chronicle sheets.
do so for him. The PC can attempt a Bluff, Diplomacy,
or Profession (barrister) check whose result modifies the Secondary Success Condition
severity of the punishment. Reduce the Prestige Point The PCs successfully complete their secondary success
cost by 1 and gold piece cost by 400 for every 5 points by condition if they complete two of the following three
which the PC’s skill check result exceeds 10. A PC gets tasks: rescue Jahani Jodinaj, rescue all three of the other
a +5 bonus on the check for preventing the clerks in Riftwardens, or prevent Sophini from escaping Azir, In
area B7 from burning more than half of the sensitive addition to earning the PCs an additional Prestige Point,
Blackfire Adept documents, which demonstrate that the meeting the secondary success condition also earns them
PCs acted against an evil, criminal organization. Any PC the Riftwarden Magic boon on their Chronicle sheets.
attempting a check to defend a known criminal (see the Otherwise, cross this boon off their Chronicle sheets. If
Breaking the Laws of Man sidebar on page 5) takes a –10 Sophini escapes, check box D on the reporting sheet.
penalty on the check. If the PC is unable to pay the cost
of release, mark that character as dead; the PC spends Faction Notes
too long in Azir’s prisons to continue contributing to the Members of several factions have the opportunity to
campaign in a meaningful way. learn important information or strengthen their overall
position in this scenario.
CONCLUSION Cheliax Faction: Cheliax faction PCs have the
So long as the PCs rescue either Jahani or at least two of opportunity to find two different dark yet powerful tools
her companions, the Riftwardens thank the Pathfinder during this scenario: the soul gems in area B4 and the
Society and agree to send aid for a short campaign into tome Until the Fires Go Cold in area C3. The GM should ask
the Worldwound. If Jahani survives the scenario, she Cheliax faction PCs which of the items they want to return
graciously thanks the PCs and returns with them and any to Zarta Dralneen, who lauds the PCs’ perceptiveness
other Riftwardens to her home to recuperate and set in and talent should she receive one or both. Returning
motion a few plans to ensure the Blackfire Adepts cannot one or both items to Zarta earns a Cheliax faction PC the
return easily to Azir. She also pens a letter to Venture- Blackfire Ally boon on her Chronicle sheet.

25
PATHFINDER SOCIETY SCENARIO

If the Cheliax faction PCs deliver the soul gems to their Convincing Jahani Jodinaj to form a trading partnership
faction leader, check box A on the reporting sheet. If the PCs with Aaqir al’Hakam begins a lucrative arrangement. The
deliver the tome Until the Fires Go Cold to their faction leader, PCs might also recover the extensive documentation in area
check box B. B7e, which gives al’Hakam a considerable business edge in
Osirion Faction: Osirion faction PCs should learn from trade with Rahadoum. A Qadira faction PC can identify the
Eando Kline where the Diamond Sage might be found. If ramifications of giving the faction leader such documents
they fail to impress him, they risk missing out on this clue. without any skill check. Either making a deal with Jahani
Fulfilling this objective earns an Osirion faction PC the On or providing the documents earns a Qadira faction PC
the Trail of the Diamond Sage boon on his Chronicle sheet. the Friend in the Business boon on her Chronicle sheet. If
Qadira Faction: Qadira faction PCs have two possible avenues the PCs convince Jahani to form a partnership with Aaqir
to take in exploring Rahadoum’s mercantile opportunities. al’Hakim, check box D on the reporting sheet.

26
PORT GODLESS
GOLDESS

OPEN GAME LICENSE Version 1.0a


Pathfinder Society Scenario #5–07: 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.
Port Godless 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
Event Date 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
GM # GM Character # 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
GM Name GM Prestige Earned as Open Game Content by the Contributor, and means any work covered by
this License, including translations and derivative works under copyright law,
Andoran Cheliax Grand Lodge Osirion but specifically excludes Product Identity. (e) “Product Identity” means product
Qadira Sczarni Silver Crusade Taldor and product line names, logos and identifying marks including trade dress;
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dialogue, incidents, language, artwork, symbols, designs, depictions,
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abilities; places, locations, environments, creatures, equipment, magical or
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Prestige Points other trademark or registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically excludes the Open
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Andoran Cheliax Grand Lodge Osirion associated products contributed to the Open Game License by the Contributor
Qadira Sczarni Silver Crusade Taldor (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
Character # under and in terms of this License. You must affix such a notice to any Open
Prestige Points 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.
Character Name 3. Offer and Acceptance: By Using the Open Game Content You indicate
Andoran Cheliax Grand Lodge Osirion Your acceptance of the terms of this License.
Qadira Sczarni Silver Crusade Taldor 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
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5. Representation of Authority to Contribute: If You are contributing
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independent Agreement with the owner of such Trademark or Registered
Character Name Trademark. The use of any Product Identity in Open Game Content does not
Andoran Cheliax Grand Lodge Osirion constitute a challenge to the ownership of that Product Identity. The owner of
Qadira Sczarni Silver Crusade Taldor any Product Identity used in Open Game Content shall retain all rights, title
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8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open Game
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Character # 9. Updating the License: Wizards or its designated Agents may publish
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Character Name 10. Copy of this License: You MUST include a copy of this License with
Andoran Cheliax Grand Lodge Osirion every copy of the Open Game Content You distribute.
Qadira Sczarni Silver Crusade Taldor 11. Use of Contributor Credits: You may not market or advertise the Open
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12. Inability to Comply: If it is impossible for You to comply with any of the
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Character # due to statute, judicial order, or governmental regulation then You may not
Prestige Points Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply
Character Name with all terms herein and fail to cure such breach within 30 days of becoming
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Andoran Cheliax Grand Lodge Osirion 14. Reformation: If any provision of this License is held to be
Qadira Sczarni Silver Crusade Taldor 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:
Character # Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E.
Prestige Points Gary Gygax and Dave Arneson.
Daemon, Guardian from the Tome of Horrors Complete © 2011,
Character Name Necromancer Games, Inc., published and distributed by Frog God Games;
Author: Scott Greene, based on original material by Ian McDowall.
Andoran Cheliax Grand Lodge Osirion Pathfinder Society Scenario #5– 07: Port Godless © 2013, Paizo Publishing,
Qadira Sczarni Silver Crusade Taldor LLC; Author: Ben McFarland.

27
4 T h e N u m b er o f T h e b es T ia r y

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Paizo, Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo
Publishing, LLC, and the Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2013 Paizo Publishing, LLC. paizo.com/pathfinder
Pathfinder Society Scenario #5–07: Character Chronicle #

Port Godless
SUBTIER Slow Normal

– 5–6 1,267 2,535


A.K.A.
Player Name Character Name Pathfinder Society # Faction
SUBTIER Slow Normal

This Chronicle sheet grants access to the following: Out of


2,003 4,006

MAX GOLD
Subtier

Accumulating an Army (Riftwardens): You successfully rescued a group of Riftwardens in Azir, earning SUBTIER Slow Normal
the respect and promise of aid of the greater organization when the Pathfinder Society embarks to secure
8–9 2,739 5,478
and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army
boons you possess, expands your options when preparing for the expedition, and grants you additional
SUBTIER Slow Normal
benefits when directly commanding the Riftwardens.
Blackfire Ally (Cheliax faction): Zarta has begun exploring the secrets of the Blackfire Adepts, and instills — — —
in you a fragment of their power. You gain the ability to cast summon monster II (summon monster IV for
Subtier 8–9) as a spell-like ability with a caster level equal to your character level to summon one creature
with the fiendish simple template or one creature with the evil subtype. Alternatively, while casting a
conjuration (summoning) spell that would summon a fiendish or evil creature, increase the summoned Starting XP

EXPERIENCE
GM’s
creature’s Strength and Constitution as though you had the Augment Summoning feat. If you already have Initials

that feat, increase the enhancement bonus by 2. When you use this boon, cross it off your Chronicle sheet.
+
XP Gained (GM ONLY)
Friend in the Business (Qadira faction): As trade between Qadira and Rahadoum, which has a strong
magic item industry, you have better access to such articles. Treat your Fame score as though it were 1
=
higher for the purpose of purchasing wondrous items. This boon does not stack with the benefits of any
other boon or effect that allows you to increase your effective Fame score when making purchases. Final XP Total
On the Trail of the Diamond Sage (Osirion faction): You have a new lead in finding the mysterious
and elusive Diamond Sage, a mystic who has some connection to Amenopheus, the Sapphire Sage.
Amenopheus encourages you to continue to Eto, where the Diamond Sage is said to live. The next time Initial Prestige Initial Fame
GM’s
you travel to Osirion for a Pathfinder Society scenario, Amenopheus gives you a single item worth 500 gp. Initials

You do not have to choose the item until the mission to Osirion begins. +
Prestige Gained (GM ONLY)
Riftwarden Magic: In gratitude for your heroism, the Riftwardens have shared several of their

FAME
organizations’ spells with the Pathfinder Society. So long as you possess this boon, all of your Pathfinder

Society Organized Play characters have access to the following spells from Pathfinder Player Companion:
Prestige Spent
Demon Slayer’s Handbook as if they appeared on the Additional Resources page: anti-summoning shield,
protection from outsiders, and telepathic censure.
Current Final
All Subtiers Subtier 8–9 Prestige Fame
cloak of resistance +2 (4,000 gp) lesser silent metamagic rod (3,000 gp)
elixir of truth (500 gp) robe of the pure legion +2 (3,000 gp; as a cloak of
robe of the pure legion +1 (750 gp; as a cloak of resistance +2, but only against spells, spell-like Starting GP
resistance +1, but only against spells, spell-like abilities, and supernatural abilities from a divine GM’s
Initials

abilities, and supernatural abilities from a divine spellcaster or source such as an outsider that +
spellcaster or source such as an outsider that serves serves a deity) GP Gained (GM ONLY)
GM’s
a deity) wand of clairaudience/clairvoyance (7 charges; Initials

+
GOLD

wand of alarm (CL 6th, 12 charges; 1,080 gp) 1,575 gp)


wand of mirror image (13 charges; 1,170 gp) Day Job (GM ONLY)


Notes Gold Spent

=
Total

For GM Only

EVENT EVENT CODE DATE Game Master’s Signature GM Pathfinder Society #

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