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05 - The Sanos Abduction

The Sanos Abduction is a Pathfinder Society Scenario designed for characters of levels 3 to 7, where players must assist Pathfinder Ignizi Dinnelletter in the Sanos Forest after undead creatures, led by a pukwudgie named Marigana, abduct one of her assistants. The scenario involves tracking down the source of the undead and rescuing the kidnapped Pathfinder while navigating the challenges of the forest and its fey inhabitants. The adventure utilizes various Pathfinder RPG sourcebooks and is compliant with the Open Game License.

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khazadrum
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
83 views25 pages

05 - The Sanos Abduction

The Sanos Abduction is a Pathfinder Society Scenario designed for characters of levels 3 to 7, where players must assist Pathfinder Ignizi Dinnelletter in the Sanos Forest after undead creatures, led by a pukwudgie named Marigana, abduct one of her assistants. The scenario involves tracking down the source of the undead and rescuing the kidnapped Pathfinder while navigating the challenges of the forest and its fey inhabitants. The adventure utilizes various Pathfinder RPG sourcebooks and is compliant with the Open Game License.

Uploaded by

khazadrum
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PATHFINDER SOCIETY SCENAR IO #4– 05 TIER 3–7

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The
Sanos Abduction
By Jerome Virnich

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The Sanos Abduction


Pathfinder Society Scenario #4–05

Author • Jerome Virnich Publisher • Erik Mona


Contributing Artists • Sandra Duchiewicz Paizo CEO • Lisa Stevens
and Kieran Yanner Chief Operations Officer • Jeffrey Alvarez
Cartographer • Jason Engle, Sean Macdonald, and Director of Sales • Pierce Watters
Corey Macourek Sales Representative • Adam Lovell
Creative Director • James Jacobs Finance Manager • Christopher Self
Editor-in-Chief • F. Wesley Schneider Staff Accountant • Kunji Sedo
Senior Editor • James L. Sutter Chief Technical Officer • Vic Wertz
Development • Logan Bonner and Mark Moreland Senior Software Developer • Gary Teter
Editing • F. Wesley Schneider Pathfinder Society Campaign Coordinator • Mike Brock
Editorial Assistance • Judy Bauer, Logan Bonner, Project Manager • Jessica Price
Jason Bulmahn, Christopher Carey, Adam Daigle, Customer Service Team • Cosmo Eisele, Erik Keith, and
Ryan Macklin, Rob McCreary, Sara Marie Teter
Stephen Radney-MacFarland, Patrick Renie, Warehouse Team • Will Chase, Michael Kenway,
and Sean K Reynolds Matt Renton, Jeff Strand, and Kevin Underwood
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Senior Art Director • Sarah E. Robinson Website Team • Ross Byers, Liz Courts, Lissa Guillet,
Graphic Designer • Andrew Vallas and Chris Lambertz
Production Specialist • Crystal Frasier

Pathfinder Society Scenario #4–05: The Sanos Abduction is a Pathfinder Society Scenario designed for 3rd- to 7th-level
characters (Tier 3–7; Subtiers 3–4 and 6–7). This scenario is designed for play in the Pathfinder Society Organized Play
campaign, but can easily be adapted for use with any world.

This product makes use of the Pathfinder RPG Core Rulebook, the Pathfinder RPG Advanced Player’s Guide, the Pathfinder
RPG Bestiary, the Pathfinder RPG Bestiary 2, and the Pathfinder RPG Bestiary 3. These rules can be found online for free
as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/prd.

Paizo Publishing, LLC


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

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 #4–05: The Sanos Abduction © 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, LLC, the Paizo golem logo, Pathfinder,
Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder

Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Publishing, LLC.

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The Sanos Abduction


By Jerome Virnich

S
anos Forest has long been a source of intrigue for
members of the Pathfinder Society. Despite its
proximity to well-travelled trade routes between WHERE ON GOLARION?
Magnimar and Korvosa, the dense wood remains a The Sanos Abduction takes place in the Sanos Forest in
mysterious and relatively unexplored location. Rumors the heart of Varisia. The wood is well known as the center
abound that a clandestine portal leading to the First World of the gnome population in Varisia, and also supports a
lies somewhere in the forest, though the circuitous magic substantial population of fey creatures. The diversionary
of the fey and the unusual reticence of the gnomes that and mischievous magic of the fey makes exploring the
reside in the Sanos Forest make verifying such a claim forest a difficult endeavor, and the gnomes are tight-
extremely difficult. lipped regarding what goes on in the deep woods. This
Six months ago, the Pathfinder Society dispatched the lack of information leads to rampant speculation about
hermitic druid Ignizi Dinnelletter to set up a research the potential rewards for any adventuring parties able
station in the forest to further explore the secrets of to navigate the notoriously perplexing woods. For more
the fey. Accompanying the gnome druid was a team of information on the Sanos Forest and Varisia, see Rise of
neophyte Pathfinders, charged with assisting Ignizi and the Runelords Anniversary Edition Player’s Guide (available
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small team worked in relative peace, having established The Inner Sea World Guide, available at your local bookstore,
a genial relationship with both the gnome and fey hobby store, or online at paizo.com.
populations there, until a tragic incident shattered the
forest quiet.
Unknown to the researchers, another creature Varisia
has recently taken up residence in the storied wood.
A pukwudgie named Marigana has been gradually
turning forest creatures into skeletons and zombies.
Now, supported by an entourage of undead animals and Sanos
Forest • Ilsurian
humanoids, the pukwudgie’s advances are becoming
Nybor •
bolder. In its most ambitious raid yet, the monster has
managed to drag off one of Ignizi’s assistants. • Wartle
Luckily for Ignizi and the abducted neophyte, the
Pathfinder lodge at Magnimar recently dispatched a
party to resupply the secluded researchers and check on
their wellbeing. With no help for miles and time running
out, it now falls on the PCs to help track Marigana and
rescue the lost Pathfinder before she becomes one of the turn the attention of the attackers away from the cottage,
growing zombie horde. and dispatch the threat.
After the fight dies down, a shriveled female gnome
SUMMARY emerges and introduces herself as Ignizi Dinnelletter.
The PCs are dispatched from the Pathfinder lodge in She is very relieved to see the party, and explains that
Magnimar to the Sanos Forest on a routine mission to re- several days ago, a swarm of zombies fell upon her and her
supply the renowned First World researcher, Pathfinder young Pathfinder assistants, catching them completely
Ignizi Dinnelletter. However, when the PCs arrive at off-guard. One of the researchers was dragged off by the
Ignizi’s cottage, they find it besieged by undead. The PCs creatures, while the rest remain huddled together in their

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PATHFINDER SOCIETY SCENARIO

carcasses of all manner of forest creatures. At the bottom


GM MATERIALS of the cave the PCs find the cause of the problem: the
The Sanos Abduction makes use of the Pathfinder RPG twisted pukwudgie Marigana and several of her undead
Core Rulebook, Pathfinder RPG Advanced Player’s Guide, companions.
Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, and After defeating Marigana, the PCs discover Ignizi’s
the Pathfinder RPG Bestiary 3. The adventure assumes the kidnapped assistant at the rear of the cave, riddled with
GM has access to these sourcebooks and only creatures pukwudgie quills. She is dying from the pukwudgie
with non-simple templates applied are reprinted herein. poison, and will become undead unless she receives
In addition to being available for purchase in bookstores medical attention. If the PCs are unable to cure the dying
and game stores worldwide, all rules referenced in this researcher on the spot, Riddywipple suggests that the
adventure can be found in the free online Pathfinder PCs return her to Ignizi as soon as possible. Ignizi easily
Reference Document at paizo.com/prd. cures the dying woman, and Riddywipple pledges his
services as a familiar to any in the party who will have
him along.
cottage for safety. Since then, the cottage has been under
periodic attack by mobs of undead. The researchers ask GETTING STARTED
the PCs to eliminate the source of the undead raiders, Read the following text to get the adventure underway:
and rescue her kidnapped assistant.
Ignizi tells the PCs that in order to track down the The renowned Venture-Captain Sheila Heidmarch strides
source of the undead, they might need some local into her study at the Magnimar lodge. Her eyes scan the
assistance. She tells them that she has a friend who will space with habitual vigilance, honed by years of successful
help them, and that he can be found in a hollow log a adventuring. Satisfied that there’s nothing amiss, she stands
day’s journey north. His name is Riddywipple, and he can behind her desk, and turns her blade-like attention to the
be easily identified by his squeaky voice. party before her.
The next day the PCs manage to locate the fallen log “The Pathfinder Society has long been interested in the First
that Ignizi said Riddywipple uses as a home, but their World—the otherworldly realm of the fey. By all accounts the
new helper is nowhere to be found. After following a fey homeland is dangerous, bizarre, and entirely unpredictable.
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squeaky voice in the distance, the PCs are led to a steep It’s the very type of place sane people avoid, and Pathfinders
embankment that crumbles beneath their feet. PCs flock toward.
unable to make the necessary Reflex save are dumped in “Countless expeditions and research teams have been
a nasty briar patch. The PCs discover that their proposed dispatched over the years to investigate regions where the
assistant is a faerie dragon, and a mischievous one at that. boundaries between the First World and our own Plane
Eventually the prankster dragon agrees to help them save grow threadbare. Sanos Forest, which lies to the east of this
the kidnapped Pathfinder. very lodge, is one such place. The Pathfinder Society’s latest
Having secured their new assistant, the party moves on research party is currently stationed there, under the capable
toward the source of the undead plague. The PCs follow direction of the druid Ignizi Dinnelletter.
Riddywipple to visit some old friends of his, who might “Dinnelletter doesn’t normally work well with others,
be able to offer the party some assistance in turning but this time she’s got several newly recruited Pathfinders
the undead tide. When they arrive, though, the PCs are assisting her. We thought it prudent that she pass on some
shocked to find that Riddywipple’s friends, beautiful of her best practices, just in case. After all, we Pathfinders
pegasi, have become undead monstrosities. They are are not known for our longevity. Dinnelletter is entirely self-
forced to kill the corrupt creatures while Riddywipple sufficient, but unfortunately the same cannot be said for
looks on in shock. An opportunistic kelpie also attacks, her five trainees. Consequently, Ignizi’s station needs to be
attempting to lure them into a lake. resupplied periodically, something the Magnimar lodge has
The party has an optional encounter with a remaining taken responsibility for. You lot have been chosen to make the
undead pegasus accompanied by gremlins or twig jacks. next supply run to Sanos Forest, and will leave first thing in the
They follow the tracks of the necromancer that turned morning. It’s not a glamorous detail, but the fey forest never
the pegasi from here as they cross a river. lacks for intrigue, and I’m sure you’ll make the most of it.
Spurred on by the now incensed Riddywipple, the PCs “Your mission is simple: Deliver a pack horse loaded with
make their way to a cave, which Riddywipple suspects is supplies to Dinnelletter’s cottage in Sanos. I don’t expect any
the origin of the undead scourge. The stench from the problems, but you never know with the fey. If Ignizi needs any
cave is atrocious, and as they descend, the PCs realize additional help, please assist her in any way possible. And do try
why. The cave is a charnel house, filled with the rotting to be patient. Ignizi can be a handful.”

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THE SANOS ABDUCTION

The PCs may wish to ask a few questions of Venture-


Captain Heidmarch before they depart. The seasoned GM TIP: BE PREPARED!
adventurer is terse, but forthcoming in her responses. The Sanos Abduction features a host of creatures which
Several of her responses to likely questions follow: Marigana has managed to kill and re-animate as zombies
How can we find Ignizi’s cottage? “You’ll be provided or skeletons. Though the necromantic pukwudgie’s victims
with instructions that detail the route. The journey is vary from porcupine to pegasi, all feature the undead type,
quite simple, mainly just following a distinctive stream and benefit from undead immunities. GMs are advised to
until you reach the valley that Ignizi’s settled.” brush up on undead immunities (Pathfinder RPG Bestiary
Who is Ignizi Dinnelletter? “Ignizi is originally 305) and what your party will (or won’t) be able to
from Whistledown, the gnome settlement just do against the reanimated.
to the east of Sanos Forest. She joined the
Pathfinders as a young gnome, and was a
very capable adventurer in her day—a little A1. Cottage Under Siege
difficult to work with, but effective. As she (CR 5 or CR 8)
grew older, she returned to her homeland
to study the First World’s influence on the When Ignizi’s cottage comes into view, the
Material Plane, eventually becoming the PCs find it besieged by forest creatures.
preeminent researcher in the field. She still Several owlbears clumsily slam themselves
looks young and wide-eyed, but don’t be against the cottage, which creaks under
fooled. She knows how to get what she wants.” the weight of the impacts. The PCs can
What is Ignizi Dinnelletter researching? hear cries of alarm filter out from
“That’s a question I’m keen to learn the inside the cottage. The windows
answer to myself. Ignizi’s reputation affords and doors are boarded up and
her something of a carte blanche when it reinforced, but a DC 17 Knowledge
comes to matters of First World research (engineering) check reveals that
and we won’t know exactly what she’s they’re weakening, and it will be less
up to until she has finally concluded than a minute before one of them
Sheila Heidmarch
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her work. Knowing Ignizi, though, it gives way.


will likely mean trouble.” Creatures: As the PCs move to
What supplies need to be delivered? “Dinnelletter’s engage the creatures, they notice these owlbears seem
shopping list is always a little eccentric. It consists stronger than normal creatures of their size. A DC 15
mostly of alchemical supplies and food—nothing worth Knowledge (religion) check reveals that this is because
stealing. If you run into any trouble on the road, it won’t the creatures are actually undead. In the higher subtier,
be because of the cargo.” a pair of skeletal hodags also emerges from the woods as
the zombie owlbears turn to attack the PCs.
The PCs receive their faction missions from their
contacts in Magnimar before they head out for the Subtier 3–4 (CR 5)
wilderness in the morning. Make sure the PCs understand
their common mission and their faction missions. Zombie Owlbears (2) CR 3
Fast zombie owlbear (Pathfinder RPG Bestiary 224, 288)
A. THE SANOS RESEARCHERS NE Large undead
The party marches east along the Dry Way—the trade Init +2; Senses darkvision 60 ft.; Perception +0
road along the northern bank of the mighty Yondabakari DEFENSE
River toward Korvosa—for several days. They spot a AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
distinctive stream, which their instructions indicate hp 38 each (7d8+7)
they should follow north into Sanos Forest. Once they’re Fort +2, Ref +4, Will +5
in the woods, all signs of humanoid activity abate. Immune undead traits
Midway through their first day in the forest, the PCs OFFENSE
approach a small vale where they catch a whiff of rotting Speed 40 ft.
meat, find several bear tracks, and notice the forest has Melee 2 claws +9 (1d6+5 plus grab), bite +9 (1d6+5), slam +9
suddenly gone quiet. According to their instructions, (1d8+5)
they should be within half a mile of the cottage where Space 10 ft.; Reach 5 ft.
Ignizi Dinnelletter lives. Special Attacks quick strikes

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PATHFINDER SOCIETY SCENARIO

Ignizi’s Cottage
1 square = 5 feet

N
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GameMastery Map Pack: Farmstead

TACTICS DEFENSE
During Combat A zombie owlbear always attacks the nearest AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size)
living creature full-force. If possible, it takes a 5-foot step hp 36 each (8d8)
and uses its quick strikes special ability. Fort +2, Ref +5, Will +6
Morale The zombies have no regard for their wellbeing and DR 5/bludgeoning; Immune cold, undead traits
fight until destroyed. OFFENSE
STATISTICS Speed 30 ft., burrow 15 ft.
Str 21, Dex 14, Con —, Int —, Wis 10, Cha 10 Melee bite +11 (1d8+4), 2 claws +11 (1d6+4), tail slap +11 (1d4+4)
Base Atk +5; CMB +11 (+15 grapple); CMD 23 (27 vs. trip) Space 10 ft.; Reach 10 ft.
Feats Toughness TACTICS
SPECIAL ABILITIES During Combat The skeletal hodags have reach, which allows
Quick Strikes (Ex) Whenever a zombie owlbear takes a full- them to make attacks of opportunity on PCs attempting to
attack action, it can make one additional slam attack at its engage them in melee.
highest base attack bonus. Morale The skeletal hodags follow the commands of their
creator, fighting until they’ve been destroyed.
Subtier 6–7 (CR 8) STATISTICS
Str 19, Dex 16, Con —, Int —, Wis 10, Cha 10
Skeletal Hodags (2) CR 4 Base Atk +6; CMB +11; CMD 24 (28 vs. trip)
Hodag skeleton (Pathfinder RPG Bestiary 250, Pathfinder RPG Feats Improved Initiative
Bestiary 3 148)
NE Large undead Zombie Owlbears (3) CR 3
Init +7; Senses darkvision 60 ft., scent; Perception +0 hp 38 each (use the statistics from Subtier 3–4)

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THE SANOS ABDUCTION

TACTICS
Use the tactics from Subtier 3–4. SCALING ENCOUNTER A1
In both subtiers, remove one zombie owlbear from the
A2. The Researchers encounter to accommodate parties of only four PCs.
Once the PCs fell the last of the undead, there is a moment
of calm. One of the boards reinforcing a cottage window
is pried open from the inside, and the heavily wrinkled a real way with fungus.” She indicates that her friend,
face of a purple-haired gnome woman pokes out of the Riddywipple—who lives in a hollow log a day’s march
window. Once she spots the party, she worms her way north—can likely help. Ignizi says that Riddywipple
headfirst out the window, despite a chorus of protests knows Sanos inside and out and will be an excellent
from inside the cottage. Eventually the tiny old gnome guide. She suggests the PCs stay the night in the cottage
wriggles through the gap, landing deftly on her rear end. and depart first thing in the morning.
She bounds to her feet and addresses the party in a rapid- Below are the answers to some common questions the
fire voice: PCs may have about the abduction, the fey, or Riddywipple.
Though the answers to the questions remain the same,
“Finally! I was getting thirsty in there. Did you bring any wine? the flavor with which they’re delivered depends on which
Bloody owlbears. You’d think they’d know better than to trifle researcher the PCs ask.
with me! Is that my packhorse? I’ll settle for grog, if you have it.” Who was abducted? The kidnapping victim’s name is
The dishevelled gnome climbs directly over the rotten corpse Dijjit—a female gnome with short, orange hair. She was
of an owlbear and starts rummaging through the packhorse’s tending the garden when a horde of zombies descended
saddlebags. Meanwhile, a shocked group of young Pathfinders upon the cottage and dragged her into the forest. Several
emerge from the cottage, surveying the carnage with horror. researchers wanted to chase after Dijjit, but Ignizi knew
“Been like this for a week, you know. Nothing but undead and that, between her advanced age and the neophytes’
southeastern winds. Wretched awful smell. And me without inexperience, a rescue mission could only spell disaster.
my astrolabe. You should hear these youngsters whinge and Leona and Narsisco are still bitter about the decision.
complain. One little undead horde and they go all to pot. By the Where did the zombies take Dijjit? When the zombie
Eldest, I’m thirsty. I’d drink a flask of ink at this point! Bloody horde left, they headed north. That’s all any of the
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zombos did drag off one of the youngsters, though. You should researchers know.
hear them complain: ‘Oooh, we’re all about to die! Oh my, What is causing the undead incursion? Nobody is
what’s-her-face was abducted by zombos! Oh, I don’t want to sure, but a rumor is floating around the local gnome
be eaten.’ And they call themselves Pathfinders!” communities that something is collecting bodies and
“Aha!” The gnome triumphantly holds up a bottle of dark gradually building a zombie army.
red wine. What is the relationship between the Pathfinders and
She whirls around, addressing the assembled group, “You the fey? The fey are notoriously difficult to research, given
youngsters, burn these carcasses. Bloody awful stink. You lot their secrecy and unique talent for disruption. Ignizi,
with the weapons, unpack this horse, build a nice fire, and pull however, has a knack for dealing with them, which is why
some turnips from the garden. Then come have a drink and tell she was chosen for this assignment. Anyone in Ignizi’s
me how fat Sheila’s gotten.” company is extended amnesty by the fey. Those out of her
With that, the renowned researcher Ignizi Dinnelletter company are not so lucky.
scuttles back into the cottage, uncorking her newly acquired Who is Riddywipple? Though the young researchers
wine along the way. have heard of Riddywipple, only Ignizi has ever met him.
She says he’s been in Sanos Forest longer than most,
Throughout the evening, the PCs have a chance to and knows how to stay alive in the unforgiving woods.
speak with Ignizi and her four researchers. Because all She says that he’s a bit reclusive and normally doesn’t
of the NPCs have the ability to help (or hinder) the PCs’ help strangers, but that they should drop her name to
faction missions, a small profile on Ignizi and each of her convince him.
assistants is provided in the sidebar on page 9. Development: The final encounter in this scenario
Over a dinner of turnip soup, the researchers reconfirm involves an creature with a very strong poison attack,
that one of their party was dragged off by the undead which PCs from the lower subtier may have difficulty
several days ago and hasn’t been seen since. Ignizi asks surviving without the ability to neutralize poison.
the PCs to rescue the youngster and eliminate the undead Knowing that there are many poisonous creatures in the
incursion. She insists that the PCs bring her assistant wilderness, Ignizi gives the PCs a few magic items to help
back alive, due to the fact that the kidnap victim “has them on their way, including potions of neutralize poison.

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PATHFINDER SOCIETY SCENARIO

Faction Notes: For PCs with faction missions that Plane, with the hopes of one day controlling a portal to
involve interacting with the researchers, this is their the First World. Obtaining this information through
best opportunity, though they might have a minute or either method earns Lantern Lodge faction PCs 1
two with the NPCs at the very end of the scenario. The Prestige Point.
number of attempts PCs can make is up to the GM, Sczarni faction PCs must copy notes from Ignizi’s
though GMs should keep time limits in mind and allow research journal without other PCs noticing. They must
an individual PC to make no more than one attempt per first make a DC 12 Perception check to locate the journal,
NPC. These attempts can either use Diplomacy checks to followed by an opposed Bluff check against any PCs
persuade the researchers or Bluff checks opposed by the or NPCs who witness their attempt. If the PC’s theft is
NPCs’ Sense Motive checks to trick them. exposed, Ignizi confiscates her journal and shrugs the
Andoran faction PCs need to convince one incident off, claiming nobody in Golarion could
of the researchers to visit Magnimar. Lemmy decipher those notes—not even her—but that
hated being in Magnimar (Diplomacy DC it’s still a private document, denying the
22, Sense Motive +2). Leona likes cities but PCs any additional attempts to access
misses her family (Diplomacy DC 17, it. Copying the journal earns Sczarni
Sense Motive +1). Narsisco is a city faction PCs 1 Prestige Point.
boy at heart (Diplomacy DC 13, Sense Shadow Lodge faction PCs are
Motive +2). Marsia doesn’t want charged with learning which
to leave Sanos (Diplomacy DC 22, town near Sanos is the new home
Sense Motive +1). Convincing any base for an Aspis Consortium
of the researchers to visit Magnimar agent. Leona and Narsisco are
earns Andoran faction PCs 1 Prestige both local to the area and have
Point. different answers to this question,
Cheliax faction PCs are advocating but only one is correct. A DC 17
for the NPCs to visit Korvosa. Lemmy Diplomacy check convinces Leona
is curious about Korvosa (Diplomacy
Ignizi Dinnelletter to truthfully impart that, when she
DC 13, Sense Motive +2). Leona figures passed through Ilsurian on her way
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that at least Korvosa is on the way home (Diplomacy DC to meet Ignizi, she saw a man in the local tavern who
17, Sense Motive +1). Narsisco has bad associations with wore the silver badge of a mid-level Aspis agent. A DC 10
Chelaxians (Diplomacy DC 23, Sense Motive +2). Marsia Diplomacy check prompts Narsisco to lie (with a +2 Bluff
loves it in Sanos (Diplomacy DC 22, Sense Motive +1). modifier) that he met a silver-level Aspis agent in Nybor
Convincing any of the researchers to visit Korvosa earns just before he left. If caught in his lie, Narsisco admits
Cheliax faction PCs 1 Prestige Point. that he was trying to direct the PCs to stay in his home
Grand Lodge faction PCs have secret notes they need town, where his family owns an inn and several shops.
to deliver to Ignizi without any of the other PCs noticing. If the PCs get the correct information from Leona, each
When and how they deliver the note is up to the PC, but Shadow Lodge faction PC earns 1 Prestige Point.
the most likely method is by making a Sleight of Hand Taldor faction PCs have a gift for Ignizi from Lady
check opposed by the Perception of any PCs present. Morilla, designed to ingratiate the Taldan leader to
Delivering the note without being seen by other party the gnome researcher. Ignizi distrusts such advances,
members earns Grand Lodge faction PCs 1 Prestige but a DC 18 Diplomacy check convinces her to take it.
Point. Alternatively, Taldan PCs can simply stash the gift in the
Lantern Lodge faction PCs can learn what Ignizi cottage, hoping that once they’re gone Ignizi will have no
is researching directly (by asking her) or indirectly choice but to take it. This approach requires a Sleight of
(by piecing it together from clues). The direct route Hand check opposed by any NPCs who are in a position
involves convincing Ignizi to reveal her project—a DC 21 to witness the act. The NPCs’ Perception modifiers are
Diplomacy check. Bluffing Ignizi is also difficult, as she as follows: Ignizi (+6), Lemmy (+2), Leona (+1), Marsia
has a Sense Motive bonus of +6. The indirect route is to (+1), Narsisco (+2). If they get the gift to Ignizi in either
succeed at a DC 14 Perception check to notice relevant manner, Taldor faction PCs earn 1 Prestige Point.
clues, then piece the clues together using Knowledge Treasure: After rummaging around the cottage for a
(nature or planes) at DC 14 or DC 15, respectively. Any while, Ignizi digs up several items to give the PCs. She
PC who succeeds at one direct check or two of the three hands over three potions of neutralize poison, two scrolls of
indirect checks learns that Ignizi is researching the flow detect undead, and a small box of uncut alexandrite worth
of energies between the First World and the Material 500 gp (both subtiers). She also supplies a potion of cure

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THE SANOS ABDUCTION

light wounds (Subtier 3–4) or a potion of cure moderate wounds


(Subtier 6–7). PATHFINDER RESEARCHERS
Rewards: If the PCs agree to rescue the captured The following Pathfinders are part of the research
Pathfinder, eliminate the undead threat, and accept contingent assigned to Sanos Forest.
Ignizi’s offerings, award each subtier thus: Ignizi Dinnelletter (CN female gnome druid 6):
Subtier 3–4: Originally from nearby Whistledown, Ignizi was a
Give each PC 316 gp. well-known adventurer in her time. Ignizi prattles on
Subtier 6–7: ceaselessly about a wide variety of subjects, whether
Give each PC 420 gp. anyone is listening or not. GMs are encouraged to insert
bits of Golarion trivia randomly throughout her speech, to
B. INTO THE FOREST simulate Ignizi’s helter-skelter behavior. Though she acts
The party departs the next morning, armed with the like she’s mad, the PCs might get the feeling that perhaps
researchers’ best wishes and instructions on how to her loopy persona is more calculated than it seems.
find Riddywipple’s log. The directions are fairly simple, Lemmy Monelli (N male halfling adept 1): Lemmy
leading them to clear landmarks throughout the forest. was recommended for the Sanos post by a Magnimarian
alchemist who wanted only to be rid of him. He’s a bit of
B1. Fallen Log (CR 4 or CR 7) a bungler, and while he thinks of himself as a bard, his
The PCs march through the day, following a series singing is wretched. Lemmy aspires to one day be a full-
of ravines that Ignizi indicated would lead them to fledged Pathfinder, though after the undead attack, he’s
Riddywipple’s fallen log. They manage to locate the log, having second thoughts.
which is distinguished by a series of distinctive carvings Leona Marideth (LG female human ranger 1): Hailing
that adorn the trees for twenty yards in every direction. from Tamran on the shores of Lake Encarthan, Leona
Creature: Though the PCs locate the log, they don’t see ventured all the way from Nirmathas just to study with
anyone around. However, they hear a squeaky voice about Ignizi. Leona is hoping to learn something in Sanos that
30 feet up a nearby hillside. The invisible voice stays will help her people fight the blight-corrupted fey of the
just ahead of the PCs, leading them onto a collapsing Fangwood. She takes her mission seriously, and is a little
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acts as pit trap. If no PCs fall into Riddywipple’s trap, Narsisco (CN male half-elf rogue 1): This haughty half-
the faerie dragon creates the illusion of an adult black elf grew up in the nearby town of Nybor, which is known
dragon, using ghost sound and silent image, in an effort to for its large interracial population. Bored with small-town
deter the PCs. Once the PCs discover that they’ve been life, he journeyed to Magnimar, where he hoped to start
had, Riddywipple makes his entrance. a career as a Pathfinder adventurer. To his dismay, his
familiarity with the area landed him right back in Sanos,
Riddywipple CR 2 working under Ignizi, whom he regards as a has-been.
Male faerie dragon (Pathfinder RPG Bestiary 3 91) Marsia Backar (N female human druid 1): The most
hp 22 starry-eyed and earnest of the group, Marsia grew up in a
TACTICS village in northern Molthune. As a child she loved to roam
Before Combat As soon as Riddywipple becomes aware of a the Backar Forest (after which her family is named), and
potential threat, he casts greater invisibility. has a special affinity for the fey. Obsessed with First World
During Combat Preferring to avoid a fight, Riddywipple research, Marsia is obnoxiously excited to be working
attempts to confuse his foes with sleep, ghost sound, and under the renowned Ignizi Dinnelletter.
silent image long enough to run away. If backed into a
corner, or in dealing with a much weaker foe, Riddywipple as the loose ground on the other side gives way, sending
uses his bite and breath weapon attacks. the creature sliding into the nest of briars.
Morale If Riddywipple is reduced below half his hit points, he
immediately turns invisible and hides until combat is over. Subtier 3–4 (CR 4)
Trap: Being small of size and more a prankster than a Bramble Patch CR 4
skilled combatant, Riddywipple prefers to waylay foes in Type mechanical; Perception DC 25; Disable Device DC 20
other ways. One of his most common means of injuring EFFECTS
his enemies is by luring them toward a particularly nasty Trigger location; Reset none
bramble patch at the foot of a steep and unstable hill. A Effect 30-ft.-deep ravine (3d6 falling damage); DC 24 Reflex
PC reaching the top of the hill risks setting off a landslide avoids; multiple targets (all targets in a 10-ft.-square area)

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Fallen Log
1 square = 5 feet

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GameMastery Flip-Mat: Deep Forest

a fighter, making such tricks necessary. He says that any


Subtier 6–7 (CR 7) friend of Ignizi is a friend of his.
Riddywipple agrees to help the Pathfinders eliminate
Thorny Bramble Patch CR 7 the undead threat, indicating that he has a strong
Type mechanical; Perception DC 25; Disable Device DC 20 suspicion where the zombies might be coming from.
EFFECTS He says he will ask some of his fey forest friends for
Trigger location; Reset none information to see if he can pinpoint the source of the
Effect 50-ft.-deep ravine (5d6 falling damage); bramble thorns undead scourge. He suggests that, in the meantime, the
(Atk +15 melee, 1d4 thorns per target for 1d6+5 damage PCs spend the night near his log, and leave at first light.
each); DC 16 Reflex avoids; multiple targets (all targets in a Player characters who succeed at the scenario’s
10-ft.-square area) primary mission could gain Riddywipple as an ally on
future adventures, so it’s important that Riddywipple
Development: Once the trap is sprung, the invisible survive to the end of the scenario. Unless the players
Riddywipple buzzes around the party, pelting them with specifically request the faerie dragon play a larger role in
questions about who they are and why they’re trespassing combat, GMs are advised to keep the Pathfinders’ ally out
on his turf. As long as the PCs mention Ignizi or the of harm’s way.
kidnapped Pathfinder, Riddywipple drops his invisibility Treasure: This is not the first time Riddywipple has
and introduces himself. He apologizes for leading them lured unsuspecting trespassers into his briar patch. At
into harm’s way, wistfully noting that he is not much of the bottom of the embankment is a magical item that

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THE SANOS ABDUCTION

some unlucky adventurer must have dropped in years


past. In Subtier 3–4, this item is a pair of goggles of RIDDYWIPPLE
minute seeing. In Subtier 6–7, it’s a ring of maniacal devices Faerie dragons are known as mischief-makers who use
(Pathfinder RPG Advanced Player’s Guide 292). If none of the their visual and auditory illusions to construct elaborate
PCs fall into the trap, the Pathfinders must make a DC pranks. Though not malicious, a faerie dragon’s endless
18 Perception check to notice a glimmer of metal below high jinks of can wear on some creatures’ patience. GMs
in the bramble patch. Any PC who attempts to retrieve are encouraged to play up this aspect of Riddywipple’s
the treasure, however, needs to succeed on the Disable personality, perhaps inserting a few harmless pranks at the
Device check for the trap in her subtier to deactivate the PCs’ expense throughout the scenario if time permits.
contraption that triggers the landslide. Though he’s clever and armed with a respectable arsenal
Rewards: If the PCs manage to retrieve the item, of spells, fighting is not Riddywipple’s forte. At only 2 feet
reward each subtier thus: long, the tiny creature is hardly the ferocious combatant
Subtier 3–4: one might expect from a dragon. He might cast a silent
Give each PC 208 gp. image or ghost sound in an attempt distract opponents now
Subtier 6–7: and then, but relies more on his greater invisibility and
Give each PC 416 gp. Stealth to survive this scenario’s
remaining encounters.
B2. Old Friends (CR 5 or
CR 8) What does Marigana want?
Marigana lived in the swamp near
At dawn, Riddywipple wakes the PCs Wartle, but the locals chased her off
by buzzing excitedly around their heads, after she started stealing children from
chattering in his squeaky, singsong voice. the town to add to her zombie horde. Now
He encourages them to strike camp she’s moved into Sanos and is beginning
while he tells them what he learned from to carve out an undead territory.
his forest friends in the night. How big is the undead
horde? It’s not very large… yet.
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“In the night last night, I flew over to Marigana has just recently
my friendly pixie friend Pollinia, a trixie arrived in Sanos, and has mostly
youngster who lit out with me for a bit of a
Riddywipple been targeting animals in order
fly-around, where we chatted about all the to build her strength. Now, as her
happy happenings in the forest as well as some untidy tidings. entourage grows, she is becoming bolder in her advances,
As it turns out, the carved cave near my pegasi friendlies has a and beginning to kidnap humanoids.
new body that everybody agrees is disagreeable. The old cold Can the fey offer any help? The fey are not united on
cavern used to be used by humans long before long ago, but what to do about their new neighbor, though there is
it’s been empty as a log since then. uneasiness throughout the forest with regard to this new
“Now it seems an unseemly creature has wandered in from influence. Aside from Riddywipple, the PCs can expect
the bit of bog near Wartle and taken to torturing and terrifying little help from the fey.
the forest. The monster’s name is Marigana, and trappers
chased her from her Wartle morass after she kidnapped some Once the PCs’ questions have been answered, they
napping kids from the town and turned them into deadly begin heading north. As the PCs make their way deep
undead. Now she’s taken up taking over Sanos, and wants to into the forest, Riddywipple tells them that they are
spread her terrible territory. We can make a joint journey to approaching the home of his longtime friends, pegasi
see the poisonous new occupant, but it will be doubtlessly who might be able to offer assistance in defeating the
undeadly.” undead. The party follows an overgrown road until they
reach a muddy, reedy lake surrounded by underbrush
The PCs may have a few questions about the undead and large stones.
scourge, their mission, or the forest before they depart. Creatures: As the PCs approach, they see the silhouettes
Here are the answers to some common questions: of statuesque pegasi grazing in the glade. However, as
What is Marigana? None of the fey are quite sure what the PCs grow closer, they see that the pegasi are covered
sort of creature Marigana is, but she has been seen with in deep wounds and dried blood, and that they graze not
an entourage of skeletons and zombies, which leads the upon grass, but upon the carcass of a fallen creature. The
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During Combat The kelpie attempts to lure the PC with the


SCALING ENCOUNTER B2 heaviest armor into the water using its captivating lure
Make the following changes to the encounter to special ability. If the captivating lure fails, or if the lured PC
accommodate parties of only four PCs. drowns, the kelpie comes ashore to attack in melee.
Subtier 3–4: Apply the sickened condition to the kelpie, Morale If reduced to 5 or fewer hit points, the kelpie flees back
the result of an undead taint in the waters of the stream. to the safety of the lake.
Subtier 6–7: Remove one kelpie.
Zombie Pegasus CR 2
clumsily lift into the air. A kelpie enemy of the pegasi that Pathfinder RPG Bestiary 225, 288
discovered they were undead took the opportunity to move NE Large undead
into their lake, and it attempts to lure the PCs into the water, Init +1; Senses darkvision 60 ft., scent; Perception +0
taking advantage of the distraction the pegasi present and DEFENSE
knowing the unintelligent brutes won’t even notice it. AC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, –1 size)
hp 33 (6d8+6)
Subtier 3–4 (CR 5) Fort +2, Ref +3, Will +5
DR 5/slashing; Immune undead traits
Kelpie CR 4 OFFENSE
hp 38 (Pathfinder RPG Bestiary 2 172) Speed 60 ft., fly 120 ft. (clumsy)
TACTICS Melee bite +8 (1d3+5), 2 hooves +3 (1d6+2), slam +8 (1d8+5)
Before Combat The kelpie lurks just under the surface of Space 10 ft.; Reach 5 ft.
the water, with only its eyes protruding. The murky water TACTICS
provides concealment and allows the kelpie to make a Before Combat Once the pegasus spots the PCs, it takes
Stealth check to catch the PCs unaware. to the skies. Any character who attempts to use a ranged
attack against it becomes its first target.
During Combat Because the zombie pegasus is staggered,
once it lands it’s unlikely it will be able to take off again.
It fights mindlessly, using full-attack actions when able,
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and attempting to again take to the skies if no immediate


threats are within range.
Morale The pegasi fight until they are destroyed.
STATISTICS
Str 20, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +4; CMB +10; CMD 21 (25 vs. trip)
Feats Toughness
Skills Fly –9
SQ staggered

Subtier 6–7 (CR 8)


Kelpies (2) CR 4
hp 38 (Pathfinder RPG Bestiary 2 172)
TACTICS
Use the tactics from Subtier 3–4.

Blackwinged Pegasi (3) CR 3


Advanced zombie pegasus (Pathfinder RPG
Bestiary 225, 288, 294)
NE Large undead
Init +3; Senses darkvision 60 ft., scent; Perception +2
DEFENSE
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural,
–1 size)
hp 45 (6d8+18)

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Lake Shore
1 square = 5 feet

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PATHFINDER SOCIETY SCENARIO

more of his pegasus friends is missing, and surmises that


OPTIONAL ENCOUNTER Marigana might have tossed the captured Pathfinder on
Encounter B3 is optional, and can easily be removed from the undead horse and led it back to the lair.
the scenario if time or player resources are running out. Faction Notes: Qadira faction PCs are tasked with
Consider the difficulty of the final confrontation and judge convincing fey to cease hostilities, if only for a single turn.
the PCs’ ability to face Marigana after another encounter. The kelpie is hostile, but halts her attack for her next turn if
Skip the conflict in B3 if you feel it would doom the a PC makes a successful DC 26 Diplomacy check or opposed
PCs to failure in area C. Alternatively, if less than 1 hour Bluff check. To make the task easier, a PC can also attempt
remains to complete the scenario, move immediately to to bribe the kelpie or wait until it’s badly injured or captured
the final encounter. If the encounter is omitted, the PCs before negotiating. Convincing the creature to surrender
should find the body of the remaining undead pegasus peacefully earns Qadira faction PCs 1 Prestige Point.
before crossing a stream, along with tracks indicating that Treasure: A cursory search of the underbrush near the
Marigana or her assistants carried the captive from there. water’s edge reveals the corpse of another of Riddywipple’s
friends, the human hunter Dougal. His head has been caved
in by a blow from a pegasus hoof and the pegasus has been
SCALING ENCOUNTER B3 eating his flesh, but his possessions remain on his body.
Make the following changes to the encounter to Riddywipple is distraught to find the corpse but wants the
accommodate parties of only four PCs. PCs to take the gear so they can stop the menace that killed
Subtier 3–4: Remove the zombie pegasus and add one so many of his friends. In Subtier 3–4 the PCs find bracers of
pugwampi gremlin. armor +2, dust of illusion, and 500 gp. In Subtier 6–7, they find
Subtier 6–7: Remove the blackwinged pegasus. a gauntlet of rust, dust of disappearance, and 500 gp.
Rewards: If the PCs vanquish the hostile creatures and
discover Dougal’s body, reward each subtier thus:
Fort +4, Ref +5, Will +7 Subtier 3–4:
DR 5/slashing; Immune undead traits Give each PC 516 gp.
OFFENSE Subtier 6–7:
Speed 60 ft., fly 120 ft. (clumsy) Give each PC 1,333 gp.
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Melee bite +10 (1d3+5), 2 hooves +5 (1d6+3), slam +10 (1d8+5)


Space 10 ft.; Reach 5 ft. B3. Stream Crossing (CR 4 or CR 6)
TACTICS As the party is passing by a stream near their destination,
Use the tactics from the zombie pegasi in Subtier 3–4. a party of hostile fey ambushes them. The remaining
STATISTICS undead pegasus leads the attack, while smaller creatures
Str 24, Dex 17, Con —, Int —, Wis 14, Cha 14 harry the party from concealment on the shore. Marigana
Base Atk +4; CMB +12; CMD 25 (29 vs. trip) left the pegasus here before crossing the stream. Once it
Feats Toughness senses intruders, it attacks—and some local creatures
Skills Fly –7 join the fight. If the party contains only four PCs, they
SQ staggered instead find the corpse of the pegasus, apparently worn
out from the journey and put down by Marigana.
Development: A PC lured into the water by a kelpie
needs to make Swim checks to avoid drowning (see page Subtier 3–4 (CR 4)
108 of the Pathfinder RPG Core Rulebook). The water should
be considered calm (Swim DC 10) for PCs in Subtier 3–4 Zombie Pegasus CR 2
and rough (Swim DC 15) for PCs in Subtier 6–7. hp 33 (use the statistics on page 12)
The real value of the zombie pegasi is not in the combat TACTICS
itself, but in Riddywipple’s response at seeing his longtime Use the tactics on page 12.
friends corrupted by the touch of undeath. GMs are
encouraged to roleplay Riddywipple’s reaction, which can Pugwampi Gremlins (3) CR 1/2
be used to create depth for his otherwise happy-go-lucky hp 6 each (Pathfinder RPG Bestiary 2 144)
character. GMs should consider filling Riddywipple with TACTICS
an uncharacteristic bloodlust for the creature Marigana. Before Combat The pugwampi gremlins conceal themselves
As the PCs leave the area, they find a set of erratic deep in undergrowth or within the hollow of a tree, using
hoofprints leading on ahead, with a smaller set of prints their Stealth skill to keep hidden. They spread out to gain
in some of the muddier areas. Riddywipple says that one maximum coverage from their unluck auras.

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Stream Crossing
1 square = 5 feet

N
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During Combat Rather than engage directly in combat, the before joining the battle.
gremlins stay hidden and rely on their auras to weaken the During Combat The twigjacks employ hit-and-run tactics,
PCs’ attacks. If the pegasus is near defeat, the gremlins using their bramble jump ability to avoid direct conflict
emerge and cast shatter on the weapons of any melee- with the strongest PC. If any character employs a fire
based PCs. attack, the twigjacks consider the character their priority
Morale If the pegasus is destroyed, the gremlins flee into the target. Otherwise, they concentrate their efforts on the
forest to find weaker targets. party’s spellcasters and healers, leaving the heavily armored
fighters to the pegasus.
Subtier 6–7 (CR 6) Morale A twigjack flees if it’s the only one of its allies left alive.

Blackwinged Pegasus CR 3 Faction Notes: Qadira faction PCs can attempt to


hp 33 (use the statistics on page 14) negotiate with the gremlins or twig jacks to fulfill their
TACTICS faction mission if they have not already done so in the
Use the tactics on page 14. previous encounter. The gremlins are unfriendly, but
can be persuaded to stay their hands for a single round
Twigjacks (2) CR 3 with a DC 18 Diplomacy check or a successful opposed
hp 27 each (Pathfinder RPG Bestiary 2 274) Bluff check. In Subtier 6–7, the twig jacks are hostile, and
TACTICS require a DC 26 Diplomacy check or a successful opposed
Before Combat The twigjacks lie in wait, using undergrowth Bluff check to stop attacks for the round. A Qadira faction
for concealment. If spotted, they engage the PCs PC who makes either creature docile for even a round
immediately. If not, they wait until the pegasus attacks earns 1 Prestige Point for the faction.

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PATHFINDER SOCIETY SCENARIO

also cast ray of enfeeblement on a particularly strong PC.


SCALING ENCOUNTER C Note that, due to her Small size, Marigana is not effective
Make the following changes to the encounter to in melee and avoids it at all cost. In addition, her spell-like
accommodate parties of only four PCs. abilities’ and poison’s save DCs are reduced by 2 as a result
Subtier 3–4: Remove two dire porcupine zombies. of the young simple template.
Subtier 6–7: Remove one skeletal redcap. Morale Marigana fights to the death protecting her lair.

Dire Porcupine Zombies (3) CR 1


C. THE UNDEAD CHARNEL Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 3 222
HOUSE (CR 6 OR CR 9) NE Small undead
Init –1; Senses darkvision 60 ft., scent; Perception +0
Riddywipple leads the party to a rocky outcropping DEFENSE
overlooking the stream. At the base of the outcropping AC 11, touch 10, flat-footed 11 (–1 Dex, +1 natural, +1 size)
is a patch of dense shrubbery, behind which is a narrow hp 16 each (3d8+3)
hole with recent tracks of both animals and humanoids Fort +1, Ref +0, Will +3
leading to and from it. PCs who worm their way into the DR 5/slashing; Immune undead traits
hole find themselves in the mouth of a gloomy cave. The OFFENSE
cave is filled with the horrific stench of rotting, meat, Speed 30 ft.
and the air is thick with flies. As the PCs descend, they Melee 1d6 quills +6 (1d3+3), bite +6 (1d4+3), slam +6 (1d4+3)
discover that they are in a charnel house, littered with the TACTICS
corpses of all kinds of forest animals. Before Combat The dire porcupine zombies make no attempt
If they explore the first room, they might find their to hide. They hold their ground against the advancing party.
treasure before entering combat with Marigana and her During Combat If controlled by Marigana, the zombies have
undead minions (see Treasure below). A passage between orders to fight defensively and guard her. If not, they
the entry chamber and Marigana’s home cavern is lit shamble toward the PCs to attack them.
by torches. When the PCs near this passage some of the Morale The dire porcupine zombies fight until destroyed.
corpses suddenly lurch to life and begin to advance. STATISTICS
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Creatures: When she sees the PCs and Riddywipple, Str 16, Dex 8, Con —, Int —, Wis 10, Cha 10
Marigana taunts them. She shouts that she will peel off Base Atk +2; CMB +4; CMD 13 (17 vs. trip)
their skin, laughs about how much fun it was to turn the Feats Toughness
pegasi into zombies, and says she can’t wait until Dijjit SQ staggered
becomes undead so she can be sent back to eat her friends. SPECIAL ABILITIES
The faerie dragon starts crying with pain and rage. He Quills (Ex) When a dire porcupine zombie strikes with its tail
chases the pukwudgie ineffectively, acts recklessly, and or slam attacks, it dislodges 1d6 quills that automatically
gets in the way until the battle ends. break off and lodge in the opponent’s flesh. A lodged quill
imposes a –1 circumstance penalty to attacks, saves, and
Subtier 3–4 (CR 6) checks. Every 1 minute thereafter, the quill moves deeper
into the opponent’s flesh, dealing 1d2 additional points of
Marigana CR 6 damage. Removing the quill takes 1 full round and deals
Young female pukwudgie (Pathfinder RPG Bestiary 3 223, 291) 1d4 additional points of damage. If the quill has been
hp 67 (9d10+18) embedded for more than 10 rounds, a DC 10 Strength
TACTICS check is required to remove the quill. For every minute after
Before Combat Marigana casts invisibility and nondetection, that, the DC to remove a lodged quill increases by 1. An
and lurks in the shadows at the edge of the cave, allowing unarmed or melee touch attack against a dire porcupine
her to maintain the element of surprise. Once her minions causes 1d4 quills to break off and lodge in the attacker.
draw the PCs’ attention, she unleashes her sneak attack at
the most opportune target. Subtier 6–7 (CR 9)
During Combat Once in combat, Marigana uses her allies as
shields while she casts spells and fires her poisoned quills Marigana CR 7
at the PCs. She uses control undead on her minions to force Female pukwudgie (Pathfinder RPG Bestiary 3 223)
them to guard her. If the PCs kill one of her porcupines, hp 85
or simply ignore her minions and come straight for her, TACTICS
she casts scare on the three most deadly PCs. She might Use the tactics from Subtier 3–4.

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THE SANOS ABDUCTION

Marigana’s Cave
1 square = 5 feet
M = Marigana D
D = Dijjit
Z = Zombie Porcupines/
Skeletal Redcaps

Z
M
Z

N
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GameMastery Flip-Mat: Darklands

Skeletal redcaps (3) CR 4 STATISTICS


Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 233 Str 18, Dex 21, Con —, Int —, Wis 10, Cha 10
NE Small undead Base Atk +6; CMB +9; CMD 24
Init +9; Senses darkvision 60 ft.; Perception +0 Feats Improved Initiative
DEFENSE SQ heavy weapons, red cap
AC 19, touch 16, flat-footed 14 (+2 armor, +5 Dex, +1 natural, SPECIAL ABILITIES
+1 size) Heavy Weapons (Ex) A redcap can wield weapons sized for
hp 36 each (8d8) Medium creatures without penalty.
Fort +2, Ref +7, Will +6 Red Cap (Su) A skeletal redcap wears a tiny, shapeless woolen
DR 5/bludgeoning; Immune cold, undead traits hat, dyed over and over with the blood of its victims. While
OFFENSE wearing this cap, a skeletal redcap gains a +4 bonus on
Speed 60 ft. damage rolls (included in the above totals). Unlike living
Melee Medium scythe +11/+6 (2d4+10/19–20) or redcaps, a skeletal redcap doesn’t gain fast healing 3 from
2 claws +11 (1d3+8) its cap. These benefits are lost if the cap is removed or
TACTICS destroyed. A skeletal redcap can never create a new cap or
Before Combat The skeletal redcaps make no attempt to hide. replace a lost one. Caps are non-transferable, even between
They hold their ground against the advancing party. skeletal redcaps.
During Combat The skeletons try to stay upright and shield
Marigana . They use their high speed and initiative to deal Development: The pukwudgie’s poison attack is very
as much damage as possible to PCs who engage in melee. potent, especially for PCs with poor Fortitude saves. If
Morale Skeletal redcaps fight until destroyed. it looks like Marigana might kill the party, GMs are

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PATHFINDER SOCIETY SCENARIO

advised to have Riddywipple cast silent image to produce a DC 15 Heal check once per day to stabilize the dying
the illusion of a large barbarian in order to distract gnome. If the PCs fail at one of these Heal checks, Dijjit
Marigana for a round or two, allowing the PCs to regroup dies, becoming a zombie 24 hours later (Pathfinder RPG
and use their potions of neutralize poison. If they go back to Bestiary 288). If the PCs are able to return Dijjit to the
attacking Marigana, she swiftly realizes they’re the true cottage, Ignizi easily cures her dying assistant. While the
threat, and turns her attention back to them. gnome convalesces, the Ignizi and the other researchers
Faction Notes: Osirion faction PCs can bring back a thank the party profusely. Riddywipple, his best friends
poisonous pukwudgie quill to complete their faction gone and his optimism somewhat soured, pledges his
mission. Any PC that handles a pukwudgie quill (even service to any of the PCs.
to remove it from an unconscious creature) without
the ability to safely handle poisons has a 5% chance of Success Conditions
poisoning herself (Pathfinder RPG Core Rulebook 558). In order for the Pathfinders’ mission to be considered a
Retrieving a quill earns members of the Osirion faction success, the PCs must eliminate Marigana. Furthermore,
1 Prestige Point. Dijjit must survive the trek back to Ignizi’s cottage. In
Silver Crusade faction PCs have a chance to notice the unlikely event that the PCs kill Marigana but not
several faded rune carvings in the cave walls. This is all of her minions, the mission may still be considered
evidence that, at some point centuries past, Thassilonian a success. If the PCs manage to kill the pukwudgie and
rune magic was once practiced in this cave. The runes are return the gnome safely to Ignizi’s cottage, each PC earns
visible without any magical assistance, requiring a DC 17 1 Prestige Point.
Perception check to spot. They can also be found using
detect magic or a similar effect. Locating the carvings and FACTION MISSIONS
making some sort of record of them earns Silver Crusade Player characters of each faction who complete their
PCs 1 Prestige Point. listed mission earn 1 Prestige Point for their efforts.
Treasure: A search of Marigana’s cave reveals several Andoran Faction: Andoran faction PCs who get one of
corpses with valuables and magic items still on them. the researchers to agree to visit Magnimar earn 1 Prestige
These corpses are located to the north of the cave Point.
entrance, in the northwest corner of the map. These Cheliax Faction: Cheliax faction PCs who get one of
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bodies belonged to adventurers from the area who tried the researchers to agree to visit Korvosa earn 1 Prestige
to get rid of Marigana in the past. She plans to eventually Point.
raise them as part of her undead army. In Subtier 3–4, Grand Lodge Faction: Grand Lodge faction PCs who
these include a +1 undead bane morningstar and a cloak of successfully deliver their note to Ignizi Dinnelletter
resistance +1, or in Subtier 6–7 these include a +1 disrupting without any other PCs noticing earn 1 Prestige Point.
morningstar, a belt of mighty constitution +2, and a mundane Lantern Lodge Faction: Lantern Lodge faction PCs
gold brooch worth 100 gp. who learn what Ignizi Dinnelletter is researching earn
Rewards: If the PCs search the cave and find Marigana’s 1 Prestige Point.
spoils, reward each subtier thus: Osirion Faction: Osirion faction PCs who secure a
Subtier 3–4: pukwudgie quill in area C earn 1 Prestige Point.
Give each PC 275 gp. Qadira Faction: Qadira faction PCs who convince any
Subtier 6–7: fey to cease hostilities (even for a turn) during encounters
Give each PC 1,046 gp. B2 or B3 earn 1 Prestige Point.
Sczarni Faction: Sczarni faction PCs who successfully
CONCLUSION copy notes from Ignizi’s journal earn 1 Prestige Point.
During their search of the cave, the PCs discover Dijjit, Shadow Lodge Faction: Shadow Lodge faction PCs who
Ignizi’s kidnapped assistant, in a small chamber. The learn that Ilsurian is hosting an Aspis Consortium agent
orange-haired gnome’s unconscious body is riddled with earn 1 Prestige Point. If they believe Narsisco and think
pukwudgie quills and she will quickly become a zombie Nybor is the agent’s location, they fail the mission.
unless she is cured of the poison. If the PCs have tapped Silver Crusade Faction: Silver Crusade faction PCs
out their supply of potions of neutralize poison, Riddywipple who spot the ancient Thassilonian runes carved into the
suggests that the PCs return the assistant to Ignizi as pukwudgie’s cave in area C earn 1 Prestige Point.
soon as possible. Taldor Faction: Taldor faction PCs who convince Ignizi
The journey takes two days, and if the pukwudgie Dinnelletter to take Lady Morilla’s gift (or successfully
poison has not been neutralized, a PC must succeed on hide it in her cottage) earn 1 Prestige Point.

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THE SANOS ABDUCTION

Champion of Freedom,
In our ongoing battle against the tyranny of slavery, our most valuable asset is neither arms nor mail, neither
ships nor soldiers. Our beloved Andoran’s most valuable asset is her allies. It is in this spirit that Andoren agents
across Golarion have been dispatched to encourage influential persons to visit our cities and see the benefits of
freedom. We are aware that you are departing tomorrow for Sanos Forest in order to meet Ignizi Dinnelletter
and her team. Your mission is to convince at least one of these learned researchers to visit Magnimar, so that
we may show them the righteousness of the Andoren way.

In Solidarity,

Major Colson Maldris

Beloved Pet,
How I pity your plight—stuck in that wretched backwater, Magnimar, listening to the tedious droning of
those up-jumped profiteers. Before you may return to me, however, I must have something of you. I’ve become
aware of the mission assigned to you by Sheila Heidmarch, who is sending you to meet the Sanos Forest
researchers. I’m curious to see if these savage savants can be civilized to our benefit. I would very much like you
to convince one or more of these researchers to visit Korvosa. I would see their “research” for myself.

For the Majestrix’s Glory,

Paracountess Zarta Dralneen


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GRAND LODGE 455522

Loyal Pathfinder,
It has come to the Grand Lodge’s attention that Venture-Captain Heidmarch is dispatching you to re-supply
the First World research team in Sanos. Due to the remoteness of their location and the unpredictable magical
influence of the forest, communication with the research team has been sporadic at best. Thus, the Grand
Lodge asks that you deliver this note to Pathfinder Dinnelletter—she will know what it means. We are not
certain where the loyalties of your travelling companions lie, so it is vitally important that none of your team
members see this note delivered.

Fruitful delving,

GRAND LODGE Venture-Captain Ambrus Valsin

Courageous Dragon,
As you know, Goka’s ears hear far beyond Tian Xia, picking up ripples of power and intrigue the world over. It
has come to my hearing that the renown researcher Ignizi Dinnelletter is working on a project in the remote
Sanos Forest which could have repercussions that extend to Tian Xia and beyond. As you are our most trusted
Pathfinder in the region, we would dispatch your ears to listen for information related to this matter. We
encourage you to learn exactly what Dinnelletter is working on, through direct or indirect means.

Honor and Courage,

Venture-Captain Amara Li

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PATHFINDER SOCIETY SCENARIO

Friend of the Forthbringer,


As many are aware, the failing health of our beloved Ruby Prince Khemet III, brought on by the influence of
malicious Thassilonian magic, has necessitated Osirian agents across Golarion to risk themselves in the search
of reagents that might may aid in the eventual recovery of our revered prince. Sothis is aware that you will soon
journey into the teeth of the Varisian wilderness. It is our wish that you procure a sample of any exotic poisons
you encounter while journeying through this region. With luck, the sample you secure will be the essential
ingredient in the Ruby Prince’s survival.

In service,

Amenopheus, the Sapphire Sage

Savvy Associate,
As you know, the trade route between Korvosa, Magnimar, and Janderhoff is of utmost importance to Qadira.
If the mercantile roads remain open, then the superior instincts of our native merchants will no doubt win
us every advantage in the region. As trade along this route increases, however, sources tell me that the Sanos
Forest will be a likely hot spot for trouble. The fey that live there are not always as business-friendly as we might
hope, and could make trouble for our merchants passing along the forest’s edges. It is our hope that, if you
encounter any hostile fey in Sanos, that you persuade them to cease their hostilities. If you manage to persuade
the fey to stop attacking you, even for a moment, we will know they can be bargained with.
May your coin purse grow,

Trade Prince Aaqir al’Hakam


2663064 455523

My Friend,
Rumor has it that something big is brewing in the Varisian backwoods. Word is that a gnome named
Dinnelletter is about to make a magical breakthrough, and she’s bent on keeping it to herself. In the spirit
of fair play, I think we have a right to know what card she’s keeping up her sleeve. When you get out there,
find her research journal and copy it. You never know what some crazy old scribblings are worth to the right
people. It’s important, though, that none of your goodie-goodie party members catch wind of your attempt.
We wouldn’t want this coming back to me, now would we?

Say nothing to nobody,

Guaril Karela

Shadow,
Our ongoing efforts to infiltrate the Aspis Consortium have gone less smoothly than we might have
hoped. As it turns out, they’re crafty buggers. So much the better—the Shadow Lodge loves a challenge. We
recently got a new lead that a silver-level Aspis agent is in one of the small towns surrounding Sanos Forest,
but we’re not sure which one. Once you get to Sanos, gain some connections and root out which town that
little leech is latched on to.

The true Pathfinders,

Grandmaster Torch

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THE SANOS ABDUCTION

Bearer of Light,
It gladdens our hearts that in these dire times we are able to turn to agents of good such as yourself to help
the innocent. This is especially true in dark places like Varisia, where the ancient evil of Thassilon is rooted
deep within the land and its people. In order to combat this age-old corruption, your fellow crusaders need
information that could help them in this holy battle. As you journey forth into the Varisian wilderness, keep
your eyes sharpened for any evidence of Thassilonian influence or rune magic. Any locations you discover will
undoubtedly aid in our Silver Crusade.

For the Good,

Ollysta Zadrian

Imperial Loyalist,
As Taldor reasserts its noble right of rule, it is vital that important people be seen in support of our just
cause. While many of these people are the petty bourgeois bureaucrats that run the world, equally important
are the forward-thinking idealists that drive history. I believe that you will have the pleasure of meeting one
such person when you visit the renown researcher Ignizi Dinnelletter at her rustic abode in Sanos Forest.
In an effort to show how highly the Taldan elite regard her, it is my hope that you will deliver the attached
book, The History of Gnomes in Taldor, to Pathfinder Dinnelletter. Please make sure she keeps it as a token of
our esteem.
For Taldor,

Lady Gloriana Morilla


2663065 455524

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PATHFINDER SOCIETY SCENARIO

OPEN GAME LICENSE Version 1.0a


Pathfinder Society Scenario #4–05: 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.
The Sanos Abduction 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,
Event Date extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) “Distribute”
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit
GM # GM Character # or otherwise distribute; (d) “Open Game Content” means the game mechanic
and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the
GM Name GM Prestige Earned prior art and any additional content clearly identified as Open Game Content
by the Contributor, and means any work covered by this License, including
Andoran Cheliax Grand Lodge Lantern Lodge Osirion translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) “Product Identity” means product and product line names,
Qadira Sczarni Shadow Lodge Silver Crusade Taldor logos and identifying marks including trade dress; artifacts, creatures, characters,
stories, storylines, plots, thematic elements, dialogue, incidents, language,
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places, locations, environments,
Character # creatures, equipment, magical or supernatural abilities or effects, logos, symbols,
Prestige Points or graphic designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and which
Character Name specifically excludes the Open Game Content; (f ) “Trademark” means the logos,
names, mark, sign, motto, designs that are used by a Contributor to identify itself
Andoran Cheliax Grand Lodge Lantern Lodge Osirion or its products or the associated products contributed to the Open Game License
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy,
Qadira Sczarni Shadow Lodge Silver Crusade Taldor edit, format, modify, translate and otherwise create Derivative Material of Open
Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains
a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
Character # that you Use. No terms may be added to or subtracted from this License except
Prestige Points
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
Your acceptance of the terms of this License.
Andoran Cheliax Grand Lodge Lantern Lodge Osirion 4. Grant and Consideration: In consideration for agreeing to use this License,
Qadira Sczarni Shadow Lodge Silver Crusade Taldor the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights
Character # conveyed by this License.
2663066 455525

Prestige Points 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT NOTICE
Character Name of any Open Game Content You are copying, modifying or distributing, and
You must add the title, the copyright date, and the copyright holder’s name to
Andoran Cheliax Grand Lodge Lantern Lodge Osirion the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including
Qadira Sczarni Shadow Lodge Silver Crusade Taldor as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity.
You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner
Character # of such Trademark or Registered Trademark. The use of any Product Identity in
Prestige Points Open Game Content does not constitute a challenge to the ownership of that
Product Identity. The owner of any Product Identity used in Open Game Content
Character Name shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate
Andoran Cheliax Grand Lodge Lantern Lodge Osirion which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish
Qadira Sczarni Shadow Lodge Silver Crusade Taldor
updated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
Character # copy of the Open Game Content You distribute.
Prestige Points 11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
Character Name 12. Inability to Comply: If it is impossible for You to comply with any of the
Andoran Cheliax Grand Lodge Lantern Lodge Osirion terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any
Qadira Sczarni Shadow Lodge Silver Crusade Taldor Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to
comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination of
this License.
Character # 14. Reformation: If any provision of this License is held to be unenforceable, such
Prestige Points provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Character Name Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
System Reference Document. © 2000. Wizards of the Coast, Inc; Authors:
Andoran Cheliax Grand Lodge Lantern Lodge Osirion Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
Qadira Sczarni Shadow Lodge Silver Crusade Taldor Kelpie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.,
published and distributed by Frog God Games; Author: Scott Greene, based on
original material by Lawrence Schick.
Pathfinder Society Scenario #4–05: The Sanos Abduction © 2012, Paizo
Publishing, LLC; Author: Jerome Virnich.

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Lord Over Your Hoard

2663067 455526

UqUipmeNt
ltimate
e
400 pages ♦ Thousands of ITems ♦ $44.99

Available Now!
Paizo, Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC,
and the Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC. paizo.com

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2663068 455527

PC Codex
EvEry CorE ClaSS ♦ EvEry lEvEl ♦ $39.99

Coming Soon!
Paizo, Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC,
and the Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC. paizo.com
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Pathfinder Society Scenario #4–05: Scenario Chronicle #
The Sanos Abduction
Slow Normal
SUBTIER
657 1,315

MAX GOLD
This Chronicle Certifies That
3–4
SUBTIER
1,607 3,215
6–7

A.K.A.
Player Name Character Name Pathfinder Society # Faction EXPERIENCE
Has Completed This Scenario.
Items Found During This Scenario
Starting XP
SUBTIER Faerie Dragon Improved Familiar: A caster of at least 7th level with an alignment within one +
GM’s
Initial

ALL step of chaotic good may bond with the faerie dragon Riddywipple using the Improved
Familiar feat. If you make this bond with the creature, you must provide a copy of the XP Gained (GM ONLY)
Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional
Resource.
Final XP Total

FAME
SUBTIER +1 undead bane morningstar (8,308 gp)
3–4 bracers of armor +2 (4,000 gp)
cloak of resistance +1 (1,000 gp)
Initial Fame Initial Prestige
dust of illusion (1,200 gp)
GM’s
goggles of minute seeing (2,500 gp) +
Initial

potion of neutralize poison (CL 6th; 900 gp, limit 3)


Prestige Gained (GM ONLY)


SUBTIER +1 disruption morningstar (18,308 gp)
Prestige Spent
6–7 belt of mighty constitution +2 (4,000 gp)
dust of disappearance (3,500 gp)
gauntlet of rust (11,500 gp) Final Fame Current Prestige
potion of cure moderate wounds (300 gp)
ring of maniacal devices (5,000 gp; Pathfinder RPG Advanced Player’s Guide 292) GOLD

Start GP
GM’s
Initial
+
GP Gained (GM ONLY)
GM’s
Initial
+
Day Job (GM ONLY)

+
Items Sold
Items Sold / Conditions Gained Items Bought / Conditions Cleared
=
Subtotal


Items Bought

TOTAL VALUE OF ITEMS SOLD TOTAL COST OF ITEMS BOUGHT


=
Add 1/2 this value to the “Items Sold” Box
Total

For GM Only

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

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