S05-07 Port Godless
S05-07 Port Godless
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.
Pathfinder Society Scenario #5–07: Port Godless © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, the
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Port Godless
By Ben McFarland
3
PATHFINDER SOCIETY SCENARIO
4
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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
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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.
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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
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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
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9
PATHFINDER SOCIETY SCENARIO
10
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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
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12
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B6
G
B4
B5
B7
C
B7d B7d
B7e
B7e
B7c T B1
B7a
B7e
B7f
B3
B7b
B7g C
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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
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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.
17
PATHFINDER SOCIETY SCENARIO
18
PORT GODLESS
GOLDESS
C : Blackfire Candle
C4 : Well from area B5
Well
C3
C2
C1
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)
20
PORT GODLESS
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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
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
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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Pathfinder Society Scenario #5–07: Character Chronicle #
Port Godless
SUBTIER Slow Normal
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
–
Notes Gold Spent
=
Total
For GM Only