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BLOOD UNDERABSALOM

PATHFINDER SOCIETY SPECIAL

Author Tim Hitchcock


Contributing Artists Michele Chang and Eric Lofgren
Cartographers Sean Macdonald and Corey Macourek
Creative Director James Jacob s
Senior Art Director Sarah Robinson
Managing Editor F. We sley S chneider
Development Lead M ark Moreland
Editing Judy Bauer
Editorial Assistance Jason Bulmahn,

Publisher Erik Mona


Paizo CEO Lisa Stevens
Vice President of Operations Jeffrey Alvarez
Director of Sales Pierce Watters
Sales Assistant Dylan Green
Finance Manager Christopher Self
Staff Accountant Kunj i Sedo
Technical Director Vic Wertz
Pathfinder Society Campaign Manager Hyrum Savage
Special Thanks The

Chri stopher Carey, Rob McCreary,


Stephen Radney-Macfarland , Patrick Renie,

Paizo Cu stomer Service,

Wareho u s e , and Web site Teams

S e an K Reynold s , and James L . Sutter

Graphic Designer Andrew Vallas


Production Specialist Crystal Frasier

This product make s use of the

Pathfinder Roleplayin9 Game Core Rulebook, Pathfinder Roleplayin9 Game Bestiary, Pathfinder
Roleplayin9 Game Advanced Player's Guide, and Pathfinder Roleplayin9 Game Bestiary 2. The s e rules can be found online as
part of the Pathfinder Roleplaying Game Reference D o cument at

Pathfinder Society Special: Blood Under Absalom is

paizo.com/pathfinderRPG/prd.

a Pathfinder S o ciety S cenario designed for i st- to nth-level characters

(Tier i-11; Subtiers 1-2, 3-4, 5 - 6 , 8-9, and 10-11). This s cenario i s designed for play in the Pathfinder S o ciety
Organized Play campaign, but can easily b e adapted for use with any world. This s cenario i s compliant with the Open
Game License (OGL) and i s suitable for u s e with the Pathfinder Roleplaying Game.
The O GL can be found on page 47 of this product.
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Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License version i.oa Copyright

2000

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Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder
Campaign Setting, Pathfinder Player Companion, Pathfinder Module, Pathfinder Society, and Pathfinder Tales are trademarks ofPaizo Publishing, LLC.
Publishing, LLC.

2011

Paizo

PATHFINDER SOCIETY SPECIAL:

BLOOD UNDER ABSALOM


BY TIM HITCHCOCK

While the Pathfinder S o ciety is a neutral institution,


focused

on increasing it s

own stores

The

GM

should

have

s ome

means

of

signaling to the entire room, e s p e cially the Table G M s ,

artifact s , and resources and it rarely gets involved in

who a r e h e r liai sons to t h e playe r s . This may b e a bell o r

worldly affair s , s ometimes an opp ortunity to further the

other auditory s i g n a l that c a n permeate t h e d i n of a room

Decemvirate's goals comes along that warrants more direct

full of excited game r s , or a visual signal like a flashing

interaction from the S o ciety's agent s in larger event s . The

light or waving flag. The Over seer GM should inform all

Ruby Phoenix Tournament, held only once every 10 year s ,

Table GMs what this signal i s and ensure that they are all

i s o n e s u c h event. Given t h e Pathfinder S o ciety's fo c u s o n

p o s itioned to b e able to see or hear it during the event.

obtaining ever more s e crets and artifacts for t h e agent s

Table Game Masters:

in their charge, t h e Decemvirate long to have o n e of their

The s e GMs each run a subtiered

table. Tables are run exactly like one would run a standard

agent s win the contest and thus obtain one of the unique

Pathfinder So ciety table, with the following exceptions .

and pricele s s prizes for the organization. And they believe

Table G M s must follow the timing ofthe event as s e t b y the

this year may b e their best chance. But before the contest

Overseer GM. Whenever the Overseer GM announced the

can be won, a Pathfinder S o ciety agent mu st gain entry

end of an act, that act is finished and the Table GMs must
follow the instructions for getting the P C s to the next act

into the elite fighting championship.

provided in the next act's des cription. Likewi s e , if a Table

Introduction

GM has a group that finishes the act before the Overseer


is the second of a series of annual

Blood Under Absalom

GM calls time, she must notify the Over seer GM.

events that permit Pathfinder Society players to take part

Becau s e the Over seer GM change s the scene s , Table

in maj or event s that shape Pathfinder Society. Each Special

GMs aren't r e s p onsible for pres enting the adventure's

Event has a theme that will echo throughout the season it

introduction

begins. The s cenarios are designed specifically for large

chang e s , though they should b e familiar with them

s cale organized play, allowing any number of participants

in the event that their PCs require a recap or further

to play simultaneously and all have an impact on the

clarification of the event s .

adventure's outcome.

Blood Under Absalom

i s designed to

or the

des criptions

for the

maj or act

Adventure Background

be run with a minimum of five tables of tiered players, i

C enturies ago, in the eastern continent of Tian Xia,

Table GM per table, and one Overseer GM.

there rose to power a nearly godlike mystic known as

Running The Event

Grandmaster Hao Jin. Unlike the p ower - s eeking and

The event is organized as follows:

despotic wizard-kings of the we stern world, Hao launched


a quest for immortality driven s olely by her desire to

PCs: Player C haracte r s .


The House: A l l t h e P C s participating in t h e adventure.
Acts: Like many Pathfinder S o ciety S cenari o s , the

acquire the greatest collection ofwonders from throughout


the world. Over pas sing centurie s , Hao's collection of
treasures grew vast, encompas sing magic swords, artifacts ,

event i s broken into s e p arate act s .


This G M is responsible for

impris oned beasts in permanent stasis-even the remains

keeping the entire room on point. She sets the pace for

of long dead hero e s . Fearing the collection's diss olution

Overseer Game Master:

Overseer

of knowledge,

the event, as unlike in a typical scenario, each of the acts

upon her inevitable death, Hao searched long for a way to

is timed. The timing for each act may speed up depending

ensure the collection she had built would last for centuries

on how quickly the tables from each subtier to meet their

and earn the respect it des erved. Through a pact with

objective s . The Overseer GM is responsible for introducing

p owerful s pirits in her native land, Hao Jin ensured that

the event, stating the rules and terms, and performing the

none could take anything from her collection after her

opening descriptions for each of the maj or acts .

death save through a single method: a world- s p anning

---

..

-,

.,
--

PATHFINDER SOCIETY SCENARIO

fighting tournament held every io years in the p ort city of

the ranks of the quali fiers. Pathfinders are instructed

Goka on Tian Xia's western coast. This she called the Ruby

to seek the Tournament's emi s s ary and do their best to

Phoenix Tournament, for her hope was that each decade

make it into the next round of the tournament .

the legend of her collection would rise from the ashes of

In A c t

1,

t h e P C s travel to t h e D o cks to attend an o p e n

invitation to t h e contest. T h e event i s h o s t e d by o n e of the

memory and shine like a tempting j ewel for the best and
brighte st competitors Golarion had to offer to attain.

emi s s ary's herald s , who s e parting word s cau s e the eager

To this day, the trustees of Hao's estate carry on the

contestant s to erupt into a violent brawl.

tradition of the Ruby Pho enix Tournament . Every 10

In Act

2,

tho s e who survive the brawl are invite d to

the next event , an arena match that forces them to fight

years upon the site of the Grandmaster's fortr e s s temple


in Goka's vast harb or, contestant s from around the glob e

off a horde of humanoid warriors and mon strous b e a s t s

train for years to compete for the title of Golarion's

alongside the s ame cont e s t ant s w i t h whom t h e y brawle d

greatest champion. Not only does the winner earn the

the previous night.

r e s p ect of the most skilled fighters and dueling mages in

In Act 3, the third contest pits the PCs against a rival

the world , but they also gain entrance into the s ecret vault

group of A s p i s Cons ortium memb e r s . The host tasks

containing Hao's collection and are permitted to cho o s e

both the Cons ortium team and the PCs with locating and

a single item fr o m t h e v a s t treasure for thems elve s .

retrieving the content s of a locked cage hidden in a series

I t i s acce s s t o this untold wealth that the D ecemvirate

of s ewer drainage chambers b eneath the city.

want , though what specific item they have their sight s set

Next, a briefinterlude provides the P C s an opp ortunity

on remains a mystery to all but thems e lve s . Unfortunately,

to convince an una s s o ciated contestant (a ronin from the

the Pathfinder S o ciety i s n't alone in their desire. The

far east) to ally with the Pathfinders or remain neutral.

A s p i s C ons ortium and s everal other organizations from

I f they fail, A s p i s Cons ortium agent s lure the ronin into

acro s s the glob e , with res ources and drive to match tho s e

their s ervice, transforming him into a p owerful rival.

of t h e Pathfinder S ociety, a l s o have their own reasons

In Act 4, while resting up for the next event, the P C s

for wanting to win the tournament , and many of the s e

a r e attacked by Qadiran a s s a s sins. If they c a n figure out

rival organizations will s t o p a t nothing to ensure their

why, they gain a boon in Act 5, which features a nonlethal

entrant s have the best chances of victory.

combat held in a large theater.

In order to get a s p ot in the Ruby Pho enix Tournament,

The finale in Act 6 takes place in an abandoned

contestant s mu st first earn prestige in one of s everal

mau s oleum. After byp a s s ing the gatekeeper, the P C s

qualifying competitions held throughout the world .

mu st travel to a central chamber where t h e emi s s ary

As it turns out, the Tournament's ho s t s have cho s e n

wait s , surrounded by horde s of elementals. The P C s

Ab s alom as a lo cation for the first of t h e i r qualifying

mu st break through t h e elemental barrier to reach the

competitions. The D ecemvirate, as much pragmatists as

emi s s ary. The climax occurs when he unleashes his last

they are mysteriou s , won't let such an opp ortunity pass

defen s e , a group of simulacra that the Pathfinders mu st

them by; surely with s o many Pathfinders pres ent within

defeat in order to conclude the event.


Once

Ab s alom's walls , the organization can s ecure a s p ot in

they

defeat

the

simulacra,

the

qualifying

this year's tournament and move one step clo s e r to its

competition ends and remaining survivors are rewarded

ultimate goal: an entire world of wonders to plumb for

by qualifying for the Ruby Phoenix Tournament.

knowledge, unhindered by the day-t o - day ob stacles of

Rewards

exploring the Inner S e a region.

Rewards are handled differently in this event than in

Adventure Summary

a normal s cenario. Rather than the PCs collecting loot

Upon the request of the D ecemvirate, Pathfinders gather

during the comp etitions, they receive a blanket reward

at the Grand Lodge in Ab s alom, where they are briefe d

at the end of the event for succe s s fully qualifying for the

about t h e Ruby Phoenix Tournament-a global contest

Ruby Pho enix Tournament . In addition, there are three

of martial arts held once every 10 years by emi s s aries of

b onu s reward s for each subtier-each P C mu st s elect one,

the estate of one of Tian Xia's most celebrated arcani s t s :

and the

t h e mythic a n d nearly immortal H a o J i n . This year's

not cho sen.

emi s s ary seeks to expand its reach, s o the first of the

Table GMs mu st

line out any rewards that are

tournament's numerous qualifying rounds i s slated to be

Prestige

held in Ab s alom, with s everal covert and bloo dy contests

All

set to run over the cour s e of the next few day s . Hoping

advancement track receive

to learn more ab out the contest and it s ho s t s , the S o ciety

reaching the emi s s ary and succe s sful completing the

wishes to place as many ofit s members as p o s s ible among

event; PCs on the slow advancement track earn

'

participating

....

PCs

.
-

--

advancing

..
-

on

the

-- --

normal

Prestige Points (PP) for

PP

BLOOD UNDER ABSALOM

for meeting the same conditions . There are no faction


mis sions for this event, but the factions still hold the P C s
in high regard for their work. Indeed, t h e factions are
very interested in having their members qualify for the
prestigious tournament, placing them in a better position
to uncover it s founder's secret s . Each time the PCs come
clo ser to pas sing the qualifying matche s , they help both
their own faction and the Pathfinder Society as a whole.

STARTING THE EVENT


The focus of the start of the event should be getting all
the player s divided into four to six p e r s on tables of like
level PCs and get them s e ated and set up to play. The

Overseer GM

should coordinate the marshalling of the

room, and all

Table GMs should b e ready to accept a table

of eager player s and get started quickly when they arrive.


When player s arrive at a table , the

Table GM

should

greet them, explain how the event work s , and allow each
player to quickly introduce his or her P C to the table as
they prepare to play. This i s a timed event , s o

Table GMs

are encouraged to ask their player s to be prepared on


their turns. Some GMs may want to ask player s to pre
roll their attacks and damage and announce the re sults
when their turn comes up to s ave time.
Since the res ults of each table have an impact on the
succe s s or failure of the collective Hou s e , Table GMs
should encourage player s to be proactive , even if a
particular encounter seems daunting. Their involvement

(or

lack thereo

f)

can have an impact on the rest of the

Hou s e . Players should also be made aware that at certain


point s , they may b e able to interact with or a s s i s t other
tables to achieve a goal together. The Table GMs will
inform them when such a time come s .

TABLE GMS, ONCE YOUR PLAYERS ARRIVE AT YOUR


TABLE, YOU HAVE 5 MINlITES TO GREET THEM AND
HELP THEM PREPARE TO PLAY THE lVENT.

STARTING THE ADVENTURE


Once all the event tables are ready, the

Overseer GM

to know they h ave co me from all ends of G o l arion to be among


us. Loo k not gri m , but rather determined, for this s u m m o n s
is n o t one brought o f d i re th reat o r terri b l e conseq uence.
N o ! The Decemvi rate has i n stead s u m moned yo u to taste the
opportun ity to enter the greatest contest of m a rtial a rts the
wo rld has ever known-the Ruby Phoenix Tou r n a m ent.
The legacy of Tian Xia's legendary mystic arcan ist, the nearly
i m m o rtal G ra n d master Hao Jin, the Ruby Phoenix To urnament
is held o n ly once every ten yea rs. The To urnament is run by
Sifu Xho N uo, Emissary of the Ru by Phoenix a n d sole h e i r to
Hao Ji n's secrets. The p rize for victo ry: an a rtifact p u l led from
Hao J i n's fa b l ed co l l ection ofthe greatest wonders G o l arion has
ever known .
Though Xho Nuo has made no formal announcement, we have
learned the sifu has chosen to hold the qualifyi ng round for this
decade's tournament here i n Absalom. The Pathfi nder Society
has long sought to send one of its mem bers to com pete in this
tournament. If our i nformation is true, this means that for the fi rst
time, the Society has the opportunity to qualify a good n u m ber
of its field agents. While the chance to glean an artifact from Hao
J in's collection is enticing, that is hard ly the entirety of our goa l.
However, I shall speak more on this subject at a later time.
At present, we h ave learned that Xho N uo plans to host a
covert meeti n g to add ress a l l wo u l d - b e contestants. Do n't get
too excited though; it's su pposedly bei n g held at a decrepit
tavern i n the Docks cal led the Devi l's D regs. G o there a n d
s e e w h a t deta i l s yo u can p i c k u p a b o u t the com petition and
the other entrants, but watch you r backs. There's l ittle l aw to
protect yo u down on the wharves, a n d it'd take a riot to raise
any attention. O h , a n d I wo u l d n't expect a n appearance fro m
Xho N uo either, as his soci a l status prevents h i m from contact
with such fi lthy and com m o n p l aces. My guess is that he'll send
one of his agents to rile u p as m a ny lowlifes as possi ble to serve
as fodder for the fi rst ro u n d of the contest.
Lastly, though its l i kely Xho N uo is aware of our interest in
the com petition, we n eed all our agents to m a i ntain as much
secrecy as possi ble. Fo r a l l we know, he has deli berately chosen
Absalom to bait our interests, so it's i m perative that h e identify
as few of o u r agents as possi ble. From here out, to keep o u r
affi l iations covert, w e req uest a l l o f yo u m a ke arrangements for
yo u r stay outside the G rand Lodge. Try to pick a p l ace that's l ow
key to avoid attention. Don't worry about the cost though. The
Decemvi rate wi l l pick u p the tab. Good l uck.

begins the event . Using the p e r s ona of a D e cemvirate


representative , she addre s s e s the crowd en mass with the
following statement :

/OVERSEE!\ GM

TABLE GMS, YOU HAVE IO MINlITES TO RUN THIS


ENCOUNTER
At this point,

The Decemvi rate a re truly gratefu l that so m a ny of yo u h ave


a nswered this s u m m o n s to the Grand Lodge, for they, above a l l ,
know the tryi n g l ives t h a t fi e l d agents e n d u re. I n deed, yo u h ave
o n ly to look about this cou rtyard a n d gaze upon yo u r co l l eagues

Table GMs

should encourage the P C s

to collect thems elve s and set out for t h e tavern. While


they'll eventually need to make arrangements for their

stay as announced at the Grand Lodge , their pres ent


concern should be gaining a s p ot in the qualifier. The

PATHFINDER SOCIETY SCENARIO

GMs should stre s s this fact, if nece s s ary, to keep all table s

"Good eve n i n g, and a l low me to i ntroduce myself. I am


c a l l ed Kiang Zhen. My sifu, Xho N uo, the Emissary of the Ruby
Phoen ix, wishes for me to tell a l l of yo u he is most p leased to
see so m a ny of you eager to atten d the to u r n a m ent. It is his
desire that everyon e please fi n d a table and m a ke yo u rse lves
comforta ble at his expense."

running in tandem.
In a quiet, rundown s e ction ofthe D o c k s , the PCs s p ot a
weathered wo oden sign hanging ab ove a wide alcove that
reads "D evil's Dregs." A pair of thick double doors within
the alcove lead into the tavern. A s exiting the tavern plays
a crucial role to the conclu sion of Act

1,

the GM should

p ermit indu s trious PCs a few minutes to scope out the

TABLE GMX, YOU HAYE 3 MINUfEX TO RUN THIS


ENCOUNTER.

surrounding area or engage in whatever preparations


they deem nece s s ary before entering.
When the PCs enter, read or paraphrase the following.

At this p oint , allow the P C s a minute or two to situate


thems elve s in the room, noting their p o s itions relative to

Despite its siza b l e taproom, the Devi l's D regs seems fi l l ed to


capacity. The s m e l l s of cheap a l e , u nwashed bodies, a n d t h i c k
p i p e s m o ke mix i n the crowded roo m , as t i g h t l y s q ueezed
contestants p u s h and s h ove t h e i r way about the tave r n . As o n e
might expect i n the Docks d i strict, the tave rn exte nds over the
h a rbor, a n d beneath the floor l i es the si lty, b rackish water of
Absalo m's wide bay. The d i m light of the tavern's few l a nterns
exposes few specifics about the patro n s o r the s u r ro u n d i n gs.

their host. Emphasize that the room b e comes increasingly


packed as contestant s file in. If after a minute they've
failed to pick a place to sit, other contestant s quickly fill
all remaining tables leaving the tavern with standing
room only. GMs need not fill up their battlemat s with
mini s ; they can simply emphasize that the room i s tightly
and dangerou sly packed .
During t h i s time a P C may make a D C i9 Knowle dge

(the plane s) check to identify the creature before them as

Aside fr o m t h e front doors fr o m t h e shore, a s e t o f


double doors leads out of t h e tavern onto rickety piers i n

a kuwa oni-an evil s pirit made manifest by o ccupying

t h e center ofboth t h e e a s t and west wal l s , and a number

a human form s e e page

of windows look out over the harb or to the s outh.

Kiang Zhen

(as

208 of Patil-finder RPG Bestiary 3).


)

female kuwa oni sorcerer 10 is locked

in the celestial order, and while she'd like to s e e all the

Allow the P C s to scan the place and size up various


contestant s

(
( LE

noted in the following s e ction . These

entrant s die terrible deaths at her own hand s , she mu st

include members of the A s pis Cons ortium, Re d Mantis

work eternally to carry out the final wishes of the mighty

agent s , and s everal other obvious rivals , as well as s ome

Hao Jin, s erving as the herald of whomever currently

foreigners never before

seen. Among the foreigners

stands a unshaven swordsman in ornate lamellar armor


and a full helm b e aring the visage of a snarling demon

(s e e Interlude: The Ronin on page 24).

TABLE

s erves as Emi s s ary of the Ruby Phoenix.

.===================TABLE
GMs: STOP!

GM
/OVERSEER
- -

GMs: SToP!

/OVERSEER GM

AcT

following aloud.

"Again, yo u r attention please. I regret to i nform a l l of yo u that


Sifu Xho N u o wi l l n ot be present this eve n i n g, though he has
appoi nted me to speak on his behalf.
"To speak with c a n d o r, there a re m a ny who wish the Sifu
dead a n d desire to steal fro m h i m the a n cient secrets h e
w a s a p p o i nted to g u a rd . T h i s c o m e s as n o s u rprise to the
Emissary, fo r h e h a s been cha rged with the p rotection of
great a n d terri b l e powe r. Eve n n ow, i n t h i s ve ry roo m , some
of these s a m e i n divid u a l s sit a m o n g us. To them I say, Sifu
knows who yo u a re a n d fears yo u not. H e even entreats
you to enter the Ruby Phoenix To u r n a m ent, fo r h e s h a l l not
co m p romise the p ri m a ry i ntention of the contest-to find the
wo rld's greatest m a rt i a l a rtist. Rest assured, this to u r n a ment
shall test the mettle of its contestants, rega rdless of their
i ntenti o n s . Com petition s h a l l be fi e rce a n d violent without
regard fo r contestants' l ives. That is yo u r concern-not m i ne,

BRAWL AT THE DEVIL'S


DREG S (CR VARIES BY SUBTIER)
1:

One it seems that all the P C s have reached and entered the
tavern, the O ver s e er GM begins this s e ction by reading
the following aloud:

Without warn i n g, a flash of s m o ke fl a res up from the center


of the tavern floor. As it clears, a toweri n g, go lden-ski n n ed
h u manoid of h ideous a n d terrifying countenance steps forth,
ebon teeth glea m i n g fiendish ly. Sta n d i n g before the crowd, she
greets them with a slow a n d gracious bow, yet her eyes never
look away.
The creature gestures to call the crowd's attention, and one by
one they fa l l silent. She then speaks to them in fl uent Common.

'

. . - - - -l
.
.
T h e O v er s e er G M 1 n i h at e s t h e en c o u nt e r b y r e a d
e
-

...

. ..
-

--

--

--

' J ---

---.

Co

BLOOD UNDER ABSALOM

not the Emissary's. Those who fa i l might be l u cky e n o u g h


to wa l k away w i t h t h e i r l ives. F o r t h i s reaso n , there a re few
p l aces where o u r to u r n a ment i s truly we lcome. T h u s , given
the nature of the to u r n a m e n t and other circumstances, the
Emissary has expressed to m e the need to reta i n secrecy.
H oweve r, I assure yo u he s h a l l m a ke an appearance before the
end of the q u a l ify i n g ro u n d .
Lastly, I h ave n oticed m a ny o f yo u h ave co me as tea ms. T h i s
is good, for i n itial ly, yo u m ay n eed h e l p fro m a l lies yo u trust."
The beast pauses for a moment, l etti ng his da rk, p u p i l
less gaze hover upon the crowd. From h i s belt he u nfastens a
leather satchel and holds it a l oft before the crowd.
" I h ave here 100 rubies. On the morrow, fifty of these
rubies wi l l begin to glow, and those indivi d u a l s or gro u ps in
possession of one such gem s h a l l be contacted by one of o u r
agents, who wi l l give t h e m the deta i l s o f where the fi rst event
of the q u a l ifier wi l l take p l ace." Then with a wide and wi ld grin,
he says, "And so it begi ns!"

--

- f

..

-,

.,
--

On his fi n a l words, he tosses the bag i nto the a i r, sending the


rubies scattering everywhere. The next moment, he va nishes,
leavi n g b e h i n d o n ly a vaporous wisp.

TABLE GMS, YOU HAVE 35 MINlITES TO RUN THIS


ENCOUNTER.
As the rubie s s c atter, contestant s leap from everywhere
to grab them. Those few individuals lucky or quick
enough to catch a gem before it gets lost in the sea of
bodies filling the tavern are immediately a s s aulted by
the nearest empty-handed opp onent . If any P C has the
Combat Reflexes feat or i s otherwi s e unable to b e caught
flat-footed, he may make a DC 22 Reflex s ave to grab one
such ruby as it flies through the air.
Among the s cuffle of the hop efuls scrambling for as
many rubie s as they can grab, it takes a DC 20 Perception

PATHFINDER SOCIETY SCENARIO

Subtier 1-2 (CR 1)

check to notice the faint shimmer of a ruby from among


the mass of legs and muddy b o ot s , though getting and

d8

holding onto it proves an entirely different challenge, as

1-2
3

anyone who manages to get hold of a ruby becomes an


immediate target. After 5 round s , consider all rubie s to

4-5
6
7
8

b e claime d ; PCs who are unable to find a ruby mu st now


attempt to take one from one of the other non-Pathfinder
contestant s . All of the rubie s radiate a faint aura of
divination and evocation.
The crush of p eople in the tavern make s movement

Subtier 3-4 (CR 3)

difficult , and while the tavern does not count as difficult

d6

terrain for pur p o s e s of movement or skill check s , the

1-2
3

sheer numb er of combatants prevent s any creature from


moving more than its speed in a single round.

Creatures:

D i fferent s ubtiers

should face different

4-5
6
7
8

opp onent s (see below). There is no s p ecific number of


encounters; instead, the P C s have to face succe s s ive
opp onent s until they e s cape with one or more ofthe rubies
or Ab s alom's authorities break up the brawl. Whether or
not the PCs have a ruby at the start of the encounter, they

d6

tries to take their gem, or as they s e e k a gem from another

1-2
3

member of the crowd. After completing an encounter,


allow the PCs id4 rounds to move , regroup, or perform
any other actions until they face a new opp onent.
The s ole exception to this system occurs if a P C s who s e

6
7
8

group p o s s e s s e s a ruby attempts to u s e telep ortation


magic to e s cape from the tavern. I fthis occur s , an adj acent
opp onent in the room ob s erve s this action and makes an
immediate attempt to thwart the P C 's rapid e s cape using

d6

p o s sible, of cour s e , but the P C attempting to travel mu st

1-2
3

make a concentration check as normal.


initiate a new encounter, the

rolls id8 to randomly determine their new

4-5
6
7
8

opp onent s , as des crib e d by their s p ecific subtier. O nce


a particular enemy has been defeated,

Table GMs

and

the player s at their table s should feel free to shout out


their victorie s . After a given enemy has been defeated by a
particular table, future re sults of the s ame enemy should

d6

Once the melee breaks out, group s of opp ortunistic

1-2
3

thugs guard each doorway out of the bar (though not the
windows) and attack any p e r s on attempting to leave with a
ruby. Should the P C s wish to leave through the open hole

4-5
6
7
8

in the center of the flo or, it i s a is-foot fall to the water's


surface, and the harbor i s 20 feet deep at this p oint. The
water outside the bay windows along the tavern's s outh
wall is 30 feet deep.
The encounter ends when all PCs at the table have
extricated thems elve s from the tavern with at least one
whichever occurs first.

Source Average CR
Encounter
CR 10
id4 Asp is rogues
page 23
page 31
CR 8
2 Red Ma ntis assass i n s
( u s e S u btier io-11 Qad i ra n assassin)
CR 10
2 Asp is fi g hters
pag e 22
CR 9
i ron i n (Subtier 8--9)
pa g e 27
CR 10
2 Asp is clerics
pag e 22
Ro l l twice, co m b i n i n g the
CR 11
two encou nters

* If yo u get this result while rol l i n g on a table for a s u btier


higher than the one yo u r pa rty is playing, ignore the result
a n d ro l l again on the same table.

Overseer GM calls time,

'

Encounter
Source Average CR
page 21
CR 8
id4 Asp is rogues
page 30
CR 8
2 Red Ma ntis assass i n s
( u s e S u btier 8-9 Q a d i r a n assass i n)
CR 6
i Aspis fighter
page 21
CR 6
27
1 ron i n (Subtier 5-6)
page
CR 8
page 20
id4 Asp is clerics
Ro l l aga i n o n t h e S u btier 10-11 ta ble below* C R 9

Subtier 10-11 (CR 10)

b e thrown out and re -rolled by that table's GM.

ruby b etween them, or when the

Encounter
Source Average CR
id4 Asp is rogues
CR 5
page 19
page 30
2 Red Ma ntis assass i n s
( u s e S u btier 5-6 Q a d i r a n assassin)
id4 Aspis fighters
CR 5
page i9
1 ron i n (Subtier 3-4)
page 26
page i8
CR 5
2 Asp is clerics
Ro l l aga i n o n t h e S u btier 8-9 table below*

Subtier 8-9 (CR 9)

a readied action to disrupt the attempt; succe s s i s still

Each time the PCs

Encounter
Source Average CR
page i8
CR 3
id4 Asp is rogues
page 30
CR 2
2 Red Ma ntis assass i n s
( u s e S u btier 3-4 Qad i ra n assassin)
CR 1
i Aspis fighter
page i7
i ron i n (Subtier i-2)
CR 2
page 25
id4 Asp is clerics
page 17
Ro l l aga i n o n t h e S u btier 5-6 table below* CR 5

Subtier 5-6 (CR 5)

should initiate combat right away, either as an opp onent

Table GM

Encounter
Source Average CR
CR 2
id4 Asp is rogues
page i6
i Red Mantis assass i n
page 2 8
C R i/2
(use S u btier i-2 Qadiran assassi n)
i Aspis fighter
C Ri/2
page i6
i ron i n (Subtier i-2)
CR 2
page 25
Aspis cleric
page i6
C Ri/2
Ro l l aga i n o n t h e S u btier 3-4 table below* CR 3

,.
-

--

--

--

.
. , -

' J ---
,,

---- -

BLOOD UNDER ABSALOM

Special Developments: If P C s
Overseer GM
GM should encourage them to

a ruby before the


accommo dations ,
thems elve s

for

await

the

their

e s cape the brawl with


ends Act

1,

the

Table

I ndividuals tra pped with i n the mob can o n ly ta ke sta ndard


acti o n s. Movement req u i res a successfu l Stre n gt h ,
Acro batics, o r Esca pe Artist c h e c k to force o n e's way
t h ro u g h the mob. Altern atively, i n divi d u a l s may attem pt
a Co m bat M a n euver check to swi n g at the crowd to try to
d i s pe rse some of it. Dispers i n g the crowd !ears a 5-foot
sq u a re, which can p revent an a l ly fro m bei n g tra m p l ed
or b locked. However, if attacked, the m o b fi ghts back.
Fo l l owi n g a ny failed attem pts to fo rcefu l ly clear s pace,
the attacki n g i n divi d u a l ta kes n o n leth a l d a m age each
ro u n d ( as if the mob were a swa rm occu pyi n g the s a m e
space) , u nti l h e i s knocked u n conscious o r a b l e to exit the
roo m . A successfu l atte m pt to d i s perse the mob clears
the 5-foot sq u a re for 1 ro u n d .

try to seek out s ome


contact,

following day's

and

prepare

competition (as

des crib e d in the s e ction b elow). A s the C onclu sion s e ction


runs ab out 15 minut e s , s ome

Table GMs who s e

PCs have

finished might suggest a bathroom break at this time .

TABLE

GMs: SToP!

/OVERSEER GM

Subtier)
onclud ing Act 1 (CR Varies by
After 35 minutes have p a s s e d , the

Overseer GM calls Act 1

to a clo s e by reading the following aloud:

Subtier 5-6 (CR 4)


Without wa rni ng, l o u d s l a m m i n g n o ises echo t h ro u g h the
tavern, even ove r the fray of the combat with i n . M o m e nts
l ater, the fro nt doors rupture in a s h ower of s p l i nters. In fu l l
battle rega l i a , a contingent o f Absa l o m's Fi rst G u a rd rush
i nto the roo m . Swi n g i n g heavy chains a n d nets, they beat
i nto the b rawlers e n mass, d raggi n g dozens to the fl o o r. The
rem a i n d e r of the contesta nts break fro m t h e i r oppon ents, a n d
the crowd devolves i nto a ragi n g m o b as a l l race fra ntica l l y fo r
the n e a rest exit to avoid a rrest.

CR 4

Moe

Strength/Acrobatics/Escape Artist DC 16
Escape Artist DC 16
Mob CMD 23
Mob swarm damage 3d6 non let h a l

Subtier 8-9 (CR 7)


CR 7

Moe

TABLE GMS, YOU HAVE 15 MINUfEX TO RUN THIS


ENCOUNTER.

Strength/Acrobatics/Escape Artist DC 19
Escape Artist DC 19
Mob CMD 26
Mob swarm damage 4d6 non let h a l

The eruption of chaos makes maneuvering difficult

Subtier 10-11 (CR 9)

and dangerou s , even more so than previou sly. The P C s


have little time to force their way through t h e mob to the
nearest e s cap e route before the authorities reach them. If

CR 9

Moe

they can get to an exit within 5 round s , they evade capture.

Strength/Acrobatics/Escape Artist DC 21

Subtier 1-2 (CR 1/2)

Mob CMD 28

Escape Artist DC 21
Mob swarm damage 5d6 n o n l ethal
CR i 2

Moe

Strength/Acrobatics/Escape Artist DC 12

Development: T h e authoritie s ' primary goal i s to break

Mob CMD 19

up the brawl and clear the tavern, not to make arre s t s .

Mob swarm damage ld6 non l eth a l

Still, t h e y have few qualms about taking in resistors


who attack them. If the player s suggest fighting them,

Subtier 3-4 (CR 2)

the

Table GMs

should remind them that fighting the

Ab s alom authorities i s a bad idea, and tho s e who do risk

CR 2

Moe

being expelled from the contest. I f P C s foolishly engage

Strength/Acrobatics/Escape Artist DC 14

the authorities, the p olice force s imply overwhelms them,

Escape Artist DC 14

r e sulting in their arrest and detainment . There i s no

Mob CMD 21

negative consequence for being j ailed, as this outcome

Mob swarm damage 2d6 non l eth a l

i s only included as a story-telling element ; if j ailed, a

---

..

--,

.,

--

PATHFINDER SOCIETY SCENARIO

Pathfinder agent come s shortly after the PC is detained

Approac h i n g the entra n ce, yo u spot a d i s h eve led, ba refooted


man d ressed in p l a i n sackcloth l e a n i n g in the s h a l l ow doo rway.
As yo u d raw nearer, he s l owly raises h i s head to exa m i n e the
crowd . T h e n , gri n n i n g a toothy s m i le, h e h o l d s out h i s hand
a n d asks, "Any of you h a ppen to fi n d a ru by?"

to bail him out, giving him a stern gaze but making no


vocal admoni shment s .
Group s that are able t o e s cap e should find a place to hole
up for a bit. The

Table GM can inform them that the clo sest

available inn with vacancie s is the Flying Alderman, a


Here the

modest but comfortable establishment just over the border

Overseer GM

should pau s e to allow for the

crowd's affirmative r e s p o n s e .

between the Docks and the Foreign Quarter. Pathfinders


checking into the inn are immediately met by a paunchy
innkeeper with

strikingly walruslike

features.

Upon

The man nods and pushes the door open. Then he holds out a
sack to co l l ect the rubies of those seeki n g entry. As the va rious
contestants enter, h e di rects them towa rds a flight of stairs
near the back of the wareho use. These stairs descend i nto a
wide and shadowy basement co nverted i nto a crude, m a ke
shift a rena i l l u m i n ated by a ri n g of greasy-scented torches. The
main floor is cleared of all o bjects save for a d usti n g of sand
a n d straw that covers the co l d stone floor. An assortment of
contestants h ave a l ready a rrived, anxiously sca n n i n g the roo m .
A l m ost a l l i n attenda nce a re recogniza b l e from the p revious
night's brawl.
From across the a rena floor strides Kiang Zhen, the
terrifyi n g creatu re who represents Sifu Xho N uo. Clapping
her m assive, cl awed hands, she c a l l s for silence, a n d with a low
growl addresses the entire room as she runs her hands over her
gruesome golden horns.
" B ringing defeat upon yo u r perceived adversaries is o n ly
part of what it takes to wa l k the path of a truly great warrior. A
true m aster sees beyond his adversaries; he sees the war and
not just the battle. Last n ight, I watched how a l l of yo u were
q u ick and eager to fight one a n other-therefore today ... today
I s h a l l see how yo u fi ght together! Let's see h ow wel l you can
keep each other a l ive!"
As she fi n ishes this exu berant a n d enigmatic statement,
smoke fl ashes erupt t h roughout the a rena, and several dozen
h idden trapdoors suddenly spring open, u n leash i n g a horde of
otherworldly beasts!

entering, he flashes a way.finder emblazoned with the Glyph


ofthe Open Road. Those who return the sign by dis playing
their own way.finders he greets as allie s , handing them a key
and telling them their room has been paid for. If no one in
the party has or dis plays a way.finder, the innkeeper charges
each P C 2 gp for the night's stay, dinner, and breakfast the
following morning.
Tho s e groups that acquired a ruby (whether they e s cap ed
or were j ailed) have a 50% chance

5% per additional

ruby beyond the first that the gem glows the following
morning. Those parties with a glowing ruby are s o on
greeted by a black-feathered tengu who introduces her self
as their liai son to the Emi s s ary of the Ruby Phoenix. She
informs them that all contestants are to meet within a
large shipping hous e near where the Docks meets the
s o dden district known as the Puddles and provides them
with a s pecific time and directions to the event.
If for s ome reason a group failed to acquire a ruby
or their ruby doesn't glow, they are sought out by

Riymor Queed

(LN male human monk 3/s orcerer 3), a

practitioner of mystic martial arts who s e comrades were


mauled in the preceding event . Riymor himself was
skilled enough to e s cap e with a glowing ruby, though
his current situation has made him reconsider entering
the Tournament . Riymor approache s the PCs and, after
explaining his p o s ition, offers to sell them his ruby for
a numb er of gp equal to ioo x the party's average level.
Note the amount s p ent if the PCs are forced to r e s ort to

TABLE GMS, YOU HAVE 35 MINlITES TO RUN THIS


ENCOUNTER.

this option, as a p ortion of it should be deducted from


each PC's Chronicle sheet at the event's conclu s ion. The
tengu liai son arrives shortly thereafter with instructions .

TABLE

Creatures:

GMs: SToP!

The frenzied creatures imme diately charge

the P C s . While the initial wave of attacking creatures

consists of s avage exotic beasts, allow individuals a D C 20

ACT 2: UNLIKELY ALLIES


(CR VARIES BY SUBTIER)

Perception check to note an unnerving gathering of


tengu swordsmen and leering oni building in the arena's
shadowy perimeter. These individuals engage the P C s
2 rounds after the P C s defeat the fi r s t wave ofbeasts unle s s

t h e P C s engage them fi r s t . D etermine a l l s ub s e quent


waves of attackers randomly using the appropriately
subtiered table b elow.

Fo l l ow i n g the d i rections given to you by yo u r tengu l i a ison,


you a rrive j u st past d u s k at the s h i p p i n g h o use. Soon enough,
a small crowd of wo u l d - b e contestants begi n s to gat h e r.

'

10

....

.
-

--

..
-

-- --

' J ---

---.

Co

BLOOD UNDER ABSALOM

:I

I
I

Li?
U

:I
I
I

-----

:
I
I
I

Li?
U

I
I

I
I

:I

:I

------

Li?
U

:I
I
I

------

Subtier 1-2 {CR 2 and CR 3)


d4
STI RG E S 3

CR l 2

1
2-3
4

hp 5 each (Pathfinder RPG Bestiary 260)


d4

1-2
3
4

Encounter
3 ten g u m o n ks
1 tengu blade
2 sp i rit o n i

Source
pa ge 12
page 12
page 13

CR

Encounter
4 tengu m o n ks
2 s p i rit o n i
2 ten g u b l ades

Source
page 12
page 13
pa g e 12

Subtier 5-6 (CR 6 and CR 7)

CR2
CR3
CR4

I RO N COBRAS 4

CR 2

hp 15 (Pathfinder RPG Bestiary i82)

Subtier 3-4 (CR 4 and CR 4)

d4
STI RG E S 3

CR l 2

1
2

CR 2

hp 5 each (Pathfinder RPG Bestiary 260)


I RO N COBRA

Encounter
3 ten g u bl ades
2 kuwa o n i
1 ten g u sla:ter
og re m a ge

Source
pa g e 12
pa g e 13
pa g e 12
Bestiary 221

hp 15 (Pathfinder RPG Bestiary 182)

--

..
--

--,

.,
--

CR

CR3
CR4
CR 5

11

CR

C R6
CR6
CR7
CR8

PATHFINDER SOCIETY SCENARIO

Subtier 8-9 (CR 8 and CR 9)

Skills Acro batics +y, Escape Artist +y, Li nguistics +4,

Perception +y, Stealth +9


DA RK NAGA

CR 8

Languages Com m o n , G i a nt, Tengu, Tien

hp 85 (Pathfinder RPG Bestiary 211)

SQ gifted l i n g u ist, swo rd tra i ned


Gear shortbow with 20 arrows, masterwork tem ple sword, 30 gp

d4

1-2
4

Encounter
4 kuwa o n i
2 tengu sl ayers
2 o g re m a ges

Source
page 13
p age i2
Bestiary 221

CR
T E N G U B LA D E

CR 8
CR 10

Subtier 10- 11 (CR 11 and CR 11)


DA RK NAGAS 2

CR 8

hp 85 each (Pathfinder RPG Bestiary 211)


S P I R I T NAGA

CR

hp 95 (Pathfinder RPG Bestiary 213)


d4

1-2

Encounter
4 ten g u slayers
1 ogre mage a n d
4 kuwa o n i
3 o g re m a ges

Source
p a ge i2
Bestiary 221, page i3

CR 11
CR 10

Bestia')'_ 221

C R 11

CR

TE N G U M O N K

CR 1 2

Tengu m o n k i (Pathfinder RPG Bestiary 263)


LN M e d i u m h u manoid (tengu)
Init +3; Senses l ow- l i ght visio n ; Perception +7
DEFENSE
AC 14, to uch 14, fl at-footed 11 (+3 Dex, +1 Wis)
hp 9 (1d8+i)
Fort +1, Ref +s, Will +3
OFFENSE
Speed 30 ft.
Melee mwk tem p l e sword +4 (1d8+2), bite -3 (1d3+i) or
u n a rmed stri ke +2 (1d6+2)
Ranged shortbow +3 (1d6/x3)
Special Attacks fl u rry of b l ows, stu n n i n g fist (1/day, DC 11)
TACTICS
Before Combat The tengu i n itiate by making eye contact a n d
bowi n g to oppon ents before engagi n g t h e m .
During Combat T h e tengu monks attem pt t o drop as many
opponents as possible, tripping them with their swords and
punching them with stunning fists. Once an opponent reaches
o hit points, the tengu signal for a pause, then stop to stabilize
that opponent and safely remove it from the combat area.
Morale When reduced to 3 hit poi nts, the tengu m o n ks yield
to their opponents, givi ng them the victory.
STATISTICS
Str i5, Dex i6, Con 11, Int 11, Wis i2, Cha 8
Base Atk +o; CMB +1; CMD 16
Feats Combat Reflexes, I m p roved U n a rmed Stri ke, Stu n n i n g
Fist, Weapon Focus (te m p l e sword)

'

CR 3

Tengu m o n k 4 (Pathfinder RPG Bestiary 263)


LN M e d i u m h u manoid (tengu)
Init +3; Senses l ow- l i ght visio n ; Perception +9
DEFENSE
AC i5, touch i5, fl at-footed 12 (+3 Dex, +i m o n k, +i Wis)
hp 29 (4d8+8)
Fort +4, Ref +y, Will +s; +1 vs. enchantment
Defensive Abilities evasion
OFFENSE
Speed 40 ft.
Melee +i temple sword +8 (1d8+4), bite +i (1d3+i) or
u n a rmed stri ke +6 (1d8+3)
Ranged shortbow +6 (1d6/x3)
Special Attacks fl u rry of b l ows, stu n n i n g fist (4/day, DC i3)
TACTICS
Before Combat The tengu i n itiate by making eye contact a n d
bowi n g to oppon ents before engagi n g t h e m .
During Combat The t e n g u b l ades attem pt to d r o p as m a ny
oppon ents as possib le, tri p p i n g them with their swords
and p u n c h i n g them with stu n n i n g fi sts. O n ce a n opponent
reaches o hit poi nts, the tengu signal for a pause, then sto p
to sta b i l ize that opponent and safely rem ove it from the
com bat area.
Morale When reduced to 9 h p, the tengu b l ades yield to their
oppon ents, givi n g them the victory.
STATISTICS
Str i6, Dex i6, Con 11, Int 11, Wis i2, Cha 8
Base Atk +3 ; CMB +y; CMD 21
Feats Com bat Reflexes, I m proved U n a rmed Stri ke, Scorpion
Style, Stunning Fist, Tough ness, Weapon Focus (temple sword)
Skills Acro batics +9, Escape Artist +9, I ntim idate +s,
Lingu istics +4, Perception +9, Sense M otive +s, Stealth +11
Languages Com m o n , G i a nt, Tengu, Tien
SQ fast movement, gifted l i nguist, ki pool (3 points, magic),
m a n e uver tra i n i ng, slow fa l l 20 ft., sti l l m i n d , sword tra i n ed
Gear +i temple sword, s h o rtbow with 20 a rrows, 40 gp
T E N G U S LAYE R

CR 7

Tengu m o n k 8 (Pathfinder RPG Bestiary 263)


LN M e d i u m h u manoid (tengu)
lnit +3; Senses l ow- light vision; Perception +11
DEFENSE
AC i9, touch i8, fl at-footed is (+1 armor, +1 deflection, +3 Dex,
+i dodge, +2 m o n k, +1 Wis)
hp 63 (8d8+24)
Fort +y, Ref +9, Will +y; +2 vs. enchantment

12

....
-

--

..

-- -

--

' J ---

---.

Co

BLOOD UNDER ABSALOM

Defensive Abilities evasion; Immune disease

Base Atk +3 ; CMB +s; CMD 13 (can't be tripped)

OFFENSE
Speed 50 ft.
Melee +2 temple sword +12/+7 (1d8+5), bite +4 (1d3+4) or
u n a rmed stri ke +9/+4 (1d10+4)
Ranged shortbow +9/+4 (1d6/x3)
Special Attacks fl u rry of b l ows, stu n n i n g fist (8/day, DC is)
TACTICS
Before Combat The tengu i n itiate by making eye contact a n d
bowi n g to oppon ents before engagi n g t h e m .
During Combat The t e n g u sl ayers attem pt to d r o p as m a ny
oppon ents as possib le, tri p p i n g them with their swords
and p u n c h i n g them with stu n n i n g fist. Once a n opponent
reaches o hit poi nts, the tengu signal for a pause, then sto p
to sta b i l ize that opponent and safely rem ove it from the
com bat area.
Morale When reduced to 20 h p, the tengu sl ayers yield to
their oppon ents, givi n g them the victory.
STATISTICS
Str i6, Dex 16, Con 12, Int 11, Wis i2, Cha 8
Base Atk +6; CMB +11; CMD 27
Feats B l i n d - Fight, Combat Reflexes, Dodge, I m p roved
U n a rmed Stri ke, M o b i l ity, Scorpion Style, Stu n n i n g Fist,
To ughness, Weapon Focus (te m p l e swo rd)
Skills Acrobatics +12 (+20 j u m p), Escape Artist +11, I ntimidate +8,
Li nguistics +4, Perception +11, Sense Motive +8, Stea lth +i4
Languages Com m o n , G i a nt, Tengu, Tien
SQ fast movement, gifted l i n guist, high j u m p, ki pool (s points,
magic), maneuver tra i n i n g, pu rity of body, slow fall 40 ft., sti l l
m i n d , sword trai ned, wholeness o f body
Gear +2 temple sword, shortbow with 20 arrows, bracers of
armor +i, ring of protection +1, 2,440 gp
S P I R I T ON I

Feats I m proved I n itiative, Weapon Fi n esse


Skills Acro batics +7 (-1 j u m p), B l uff +8, Fly +i6, Knowledge

(a rca n a) +7, Perception +7, Sense Motive +7, Spellcraft +4,


Stea lth +i7
Languages Com m o n
S Q mask form, cha nge s h a pe (Ti ny livi n g o bject)
SPECIAL ABILITIES
Mask Form (Su) A spirit o n i is a livi n g creatu re, but takes the
s h a pe of a l i m b l ess o bject, most often a n evi l - looki n g mask.
If the o n i rem a i n s statio n a ry i n such a form, it can attem pt
Stea lth checks even w h i l e being observed. It a ppears to be
a n o bject. If a spirit o n i serves as a fa m i l i a r, its wearer does
not gain a gore attack. This attack can o n ly be made when
the oni is movi n g o n its own .
Poison (Ex) Gore- I nj u ry; save Fort DC i2;frequency i/ro u n d
for 6 ro unds; effect i d 2 Cha; cure i save.
KUWA ON I

CR 4

Pathfinder RPG Bestiary 3 208


LE M ed i u m outsider ( h u m a n , n ative, o n i , s h a pech a n ger)
Init +3; Senses darkvision 60 ft., low- light vision; Perception +io
DEFENSE
AC i8, touch i3 , fl at-footed is (+4 armor, +3 Dex, +i natural)
h p 42 (5d10+i5); regeneration 5 (acid o r fi re)
Fort +7, Ref +4, Will +6
S R 15

CR 2

Pathfinder RPG Bestiary 3 209


LE Tiny outsider (native, oni, shapechanger)
Init +8; Senses da rkvision 60 ft.; Perception
+7
DEFENSE
AC i7, touch i6, fl at-footed 13 (+4 Dex, +i natural, +2 size)
hp i9 (3d10+3); fast h e a l i n g 3
Fort +2, Ref +7, Will +4
OFFENSE
Speed 10 ft., fly 30 ft. (good)
Melee gore +9 (1d4-2 p l u s poison)
Special Attacks poison
Spell-Like Abilities (C L 5th ; concentration +7)
At will-detect magic, invisibility (self on ly),
mage hand, ray offrost
i/day-charm person (DC i3),
darkness, sleep (DC i3)
STATISTICS
Str 6, Dex i9, Con i2, Int 13, Wis i2, Cha is

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.,
--

13

PATHFINDER SOCIETY SCENARIO

OFFENSE
Speed 35 ft.
Melee mwk greatc l u b +io (1d10+6), or 2 cl aws +9 (1d6+6)
Ranged mwk com posite lon gbow +9 (1d8+4/x3)
Spell-Like Abilities (C L 5th ; concentration +8)
At will-invisibility (self o n ly)
3/day- darkness, fly
l/day- charm person (DC 14), deep slumber (DC 16)
STATISTICS
Str 18, Dex 17, Con 16, Int 12, Wis 15, Cha 17
Base Atk +s; CMB +9; CMD 2 2
Feats Cl eave, Com bat Reflexes, Power Attack
Skills B l uff +11, Disguise +s, Fly +4, I ntim idate +11, Knowledge
(a rca n a) +9, Perception +io, Sense Motive +10, Spellcrafl: +3 ,
Stea lth +9, Use Magic Device +11
Languages Com m o n
S Q change shape (S m a l l or M e d i u m h u m a n ; alter self)

"My m i nions accept yo u r victory, a n d yo u h ave adeq uately


i m p ressed the Emissary. Please, l ower yo u r wea pons. I
congrat u l ate those of yo u sti l l a l ive, for yo u h ave grown that
m uch closer to q u a l ifying for the Ru by Phoenix To urnament!"
The o n i pauses fo r a m i n ute to study the crowd before
h e conti n ues.
" Beneath the trapdoors lie a series of subterra nean passages.
Scattered with i n the passages I have secu red a col l ection of
small, but nea rly priceless porcelain vases. Yo u r challenge is to
locate one of these vases and return it to me. H owever, there
is a catch- there a re fewer vases than com petitors. Only those
who present me with a vase shall pass on to the next part of the
com petition."

TABLE GMX. YOU HAVE 45 MINUfEX TO RUN THIS


ENCOUNTER.

are

The following encounter takes place within a series of

clo s e d but are not strong enough to supp ort more than the

subteTTanean s ewer pas sages modified by the warehouse's

weight of a single Small creature. I f a Medium creature

previous owne r s , a group of smuggle r s .

Hazards: The trapdoors that rele a s e d the monsters

steps on a trapdoor, the trapdoor breaks its their weight ,

Sl. Trapdoor Entrance

dropping i t 2 0 feet to a subbasement b elow. Creatures


that triggering this collap s e can attempt a D C 15 Reflex

Smugglers once used this 20-foot shaft to move contraband

s ave to avoid falling. Those that fall take 2d6 p oint s of

cargo in and out of the p a s s ages above, which connect to

damage. The trapdoors have just opened and clo s e d , and

the arena in Act

are easily avoided with a DC 5 Perception check.

rope, connects to a wooden lift platform at the shaft's base,

Development:

As with the first act, Act

z.

A rusty pulley, threaded with a worn

however the pulley no longer turn s . Still, the thick hemp

has no set

number of encounter s . Instead, the PCs mu st fight until

rope remains strong enough to safely hold the weight of

the

two Medium-sized creatures without snapping.

Overseer GM

calls for the act to stop. O p p onent s

come in wave s , allowing t h e P C s 2 rounds between each


attack to reorganiz e , heal, or move their p o s ition s . If a

S2. Pump Shaft

s p e cific r e sult come s up randomly more than once, re

At the end of this hall, a shaft contains a pump u s e d to


control the water level of s ewage pip e s . When the pump

roll the s e cond res ult until a new opp onent come s up.
Once a table defeats two wave s of creature s , the GM

i s prop erly op erate d, an individual can drain off s ewage

should s end a runner to inform the Over s eer. After 75%

water in area S4, allowing individuals to travel to the

of the House has destroyed two waves of opp onent s , the

s ewer pas sages b eneath. Individuals can attempt a D C

Overseer draws the act to a clo s e .

2 4 Knowle dge (engineering) check to figure out how the

TABLE

GMs: STOP!

pump works , or they can find and read the instructions


in area S3 .

ACT 3 : THE FACE-O F F


(CR VARIES BY SUBTIER)

S3. Processing Bins


In this area stand three large straining tubs for sifting
through waste. On the walls hang s everal nets and rakes
used to clean the s ewer s . A D C 18 Perception check along

'

the east wall uncovers a woo d carving engraved with


instructions for o p erating the pump in area S z , buried

beneath a carpet ofharmle s s gray fungu s .

As the once ragi n g battle begi ns to sl ow, a strange cloud of


tra n s l ucent smoke a p pears i n the center of the arena, coal esci ng
i nto the demonic form of Kiang Zhen. The o n i raises her hand,
a n d the rem a i n i n g creatu res suddenly fa l l back and drop to
their knees as if to acknowledge defeat.
"We l l done, wel l done!" she b e l l ows.

S4. Cesspool
Individuals entering this room are quickly overwhelmed
by the stench of s ewage. Anyone who fails a D C 15 Fortitude
s ave in this chamber b e comes nau s eated for ld6 round s .

14

' J ---
Co

BLOOD UNDER ABSALOM

Once a creature has s aved or s u ffered the con s e quence s


for failur e , no further s aves are needed for 24 hour s .
A walkway encircles a swampy p o ol of raw s ewage
and garbage. The p o ol i s 5 feet deep, except for a hidden
drain shaft at the center that drops 20 feet more. Anyone
who enters the s ewage water risks contracting a d i s e a s e
(Subtiers i - 2 , 3-4 , a n d 5 - 6 : filth fe v e r ; Subtiers 8 - 9 ,
and 10-n : slimy do om). T h e s ewage c a n be drained off
using the pump in area

S2 .

Draining the s ewage takes

io minute s . O nce emptied, the drain shaft i s clearly


e x p o s e d . Stone handholds in the side of the shaft allow
easy des cent to a bis ecting stone s ewer pipe 20 fe et below.

SS. Sewer Pipe


This cramp e d , 5 - fo ot- circumference pipe connects to
another drain shaft of similar construction to area

S4.

Holes in the flo or connect to 6 -inch- diameter, grate


covered runoff pip e s that drop into darkne s s .

S6. Dry Room


Sitting ab ove the lower floor s , this small but elevated
chamber s erves as a dry room-a safe-haven for s ewer
worker s in times of flash flo oding.

S7. The Troughs {CR Varies by Subtler)


A small p a s s age opens into a wide room with arched
stone ceiling s . On either end of the room, three channels
allow s ewage to flow into a mazelike series of channels
that flow beneath stone walkway s . Just s outh of the center
of the room, a small iron cage hangs from the ceiling,
s u s p ended 8 feet above the level of the flo or. Within the
cage i s the vas e the PCs seek.
Anyone who falls into the s ewage risks be coming
nau s e ated as well as catching a disease (as des crib e d in
area

S4).

When the P C s approach the cage, read the following:

Precariously fixed to the cei l i n g by a five-foot length of chain


hangs a small i ron cage. With i n bala nces a small porcelain vase.
Creatures: A s the

PCs explore the s ewer tunne l s , s o do

many other group s of hopeful conte stant s , each looking


for one ofthe treasured vas e s . A team of Aspis Cons ortium
agent s dead- set on gaining entry in the Ruby Phoenix
Tournament approach from the s outh. Allow the P C s
a Perception check o p p o s e d b y t h e A s p i s agent s ' wor st
Stealth score in the appropriate subtier. I f the PCs hear
the A s p i s agent s ' footfalls on the s ewer pip e s , they may
act in the surprise round; otherwi s e , the A s p i s agent s get
the j ump on them as the PCs inve stigate the cage.

---

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.,
--

15

---.

PATHFINDER SOCIETY SCENARIO

Subtier 1-2 (CR 3)


AS P I S C L E R I C

Fort +4, Ref +i, Will +i


OFFENSE
Speed 20 ft.
Melee greataxe +5 (1d12+4/x3)
Ranged throwi ng axe +3 (1d6+3)
TACTICS
During Combat The fighter l a u nches her throwi ng axe at the
nearest opponent, then d raws her greataxe and cha rges,
fighti n g a single opponent until h e is unconscious, then
movi n g onto the next. She uses her potion of cure light
wounds if she loses a significant n u m ber of hit points.
Morale The fighter is fearless, a n d fights to the death.
STATISTICS
Str i7, Dex i3 , Con i4, Int io, Wis i2, Cha 8
Base Atk +i; CMB +4; CMD i5
Feats Power Attack, Weapon Focus (greataxe), Weapon Focus
(th rowi n g axe)
Skills C l i m b +2, I ntim idate +3, Knowledge (d u n geoneeri n g) +4
Combat Gear potion ofcure light wounds; Other Gear
c h a i n m a i l , th rowi n g axe, greataxe, i62 gp

CR 1 2

M a l e half-ore cleric of Gorum i


CN Medium h u manoid (ore)
lnit +o; Senses da rkvision 60 ft.; Perception +2
DEFENSE
AC i7, to uch 10, fl at-footed i7 (+7 armor)
hp 10 (1d8+2)
Fort +3 , Ref +o, Will +4
Defensive Abilities ore ferocity
OFFENSE
Speed 20 ft.
Melee greatsword +s (2d6+5/19-20)
Special Attacks c h a n n e l positive en ergy 4/day (DC 11 [13 to
dam age u n dead], id6)
Domain Spell-Like Abilities (C L ist; concentration +3)
s/day-to uch of glory (+i)
s/day-battle rage (+i damage)
Cleric Spells Prepared (C L ist; concentration +3)
ist-bane (DC i3), entropic shield, magic weapon
o (at wi l l )-bleed (DC 12), resistance, stabilize
D Domain s p e l l ; Domains G l o ry, Wa r
TACTICS
Before Combat The cleric has used his to uch of glory a b i l ity
on h i mself to i n crease h i s chances of success when
i ntim idati ng foes, and has also cast entropic shield on
h i m self and magic weapon on his weapon.
During Combat The cleric enters a battle rage, wades i nto
combat, and fi ghts fu riously, using spells l i ke bane and doom
to hi nder foes while attacki ng with his melee weapon. If
necessary he uses his positive energy to heal h i mself or a l l ies.
Morale U nwi l l i n g to admit defeat so q u ickly, the cleric o n ly
retreats if his a l l ies fa l l and he is the o n ly one l eft.
Base Statistics If the cleric doesn't h ave time to cast his spells
upon h i mself before battle, he has the fol lowi n g statistics:
Melee greatsword +4 (2d6+4/19-20); I ntim idate +4.
STATISTICS
Str i6, Dex io, Con i3 , Int 8, Wis i5, Cha i2
Base Atk +o; CMB +3; CMD i3
Feats Weapon Focus (greatsword)
Skills I ntimidate +s; Racial Modifiers +2 I ntim idate
Languages Com m o n , O re
SQ a u ra (fa int ch aotic), o re blood, wea pon fa m i l i a rity
Gear s p i ked ban ded m a i l , greatsword, 40 gp
AS P I S F I G H T E R

AS P I S ROG U E

CR 1 2

Fem a l e h u m a n fi ghter i
N E M e d i u m h u manoid ( h u m a n)
lnit +1; Senses Perception +1
DEFENSE
AC i7, to uch 11, flat-footed i6 (+6 armor, +i Dex)
hp 13 (1d10+3)

'

CR 1 2

M a l e h u m a n rogue i
N M ed i u m h u manoid ( h u m a n)
Init +3; Senses Perception +s
DEFENSE
AC i6, to uch i3, flat-footed i3 (+3 armor, +3 Dex)
hp 9 (1d8+i)
Fort +i, Ref +5, Will +1
OFFENSE
Speed 30 ft.
Melee mwk short sword +2 (1d6/19-20), short swo rd +i
(1d6/19-20)
Ranged shortbow +3 (1d6/x3)
Special Attacks sneak attack +id6
TACTICS
Before Combat The rogue listens a n d watches for the PCs,
making Perception checks, and maneuvers h i mself to
maxim ize his chances of perform i n g sneak attacks.
During Combat The rogue attem pts to use his sneak attack
a b i l ity, either by s hooti n g arrows from h i d i n g or by m ovi ng
i nto fl a n ki n g positions with h i s a l l ies, ta rgeti n g whichever
PC a ppears to be the wea kest of the pa rty.
Morale U nwi l l i n g to admit defeat so easi ly, the rogue fights
until h e is u n conscious.
STATISTICS
Str 10, Dex i7, Con i2, Int i4, Wis i3 , Cha 8
Base Atk +o; CMB +o; CMD i3
Feats Two-Weapon Fighti ng, Weapon Fi n esse
Skills Acro batics +6, B l uff +3 , C l i m b +3 , Disable Device +6,
Escape Artist +6, I ntim idate +3, Knowledge (d u n geoneeri n g)
+6, Knowledge (local) +6, Perception +s, Sense M otive +5,
S l eight of H a n d +7, Stea lth +6

16

....
-

--

..

-- --

.
. ,

' J ---

---

-.

Co

BLOOD UNDER ABSALOM

OFFENSE
Speed 20 ft.
Melee mwk greatsword +6 (2d6+5/19-20)
Special Attacks c h a n n e l positive en ergy 4/day (DC 12 (14 to
dam age u n dead], ld6}
Domain Spell-Like Abilities (C L 2nd; concentration +4)
5/day-to uch of glory (+2)
5/day-battle rage (+i damage)
Cleric Spells Prepared (C L 2nd; concentration +4)
1st-bane (DC 13), doom (DC 13), entropic shield, magic weapon
o (at wi l l )-bleed (DC n) , guidance, resistance, stabilize
D Domain s p e l l ; Domains G l o ry, Wa r
TACTICS
Before Combat The cleric has used his to uch of glory a b i l ity
on h i mself to i n crease h i s chances of success when
i ntim idati ng foes, and has also cast entropic shield on
h i m self and magic weapon on his weapon.
During Combat The cleric enters a battle rage, wades i nto
com bat, and fights fu rious ly, using spells l i ke bane a n d
doom to h i nder fo e s w h i l e attacki n g with his m e l e e wea pon.
If necessary h e uses his positive energy to heal h i mself o r
his a l l ies.
Morale U nwi l l i n g to admit defeat so q u ickly, the cleric o n ly
retreats if his a l l ies fa l l and he is the o n ly one l eft.
Base Statistics If the cleric doesn't h ave time to cast his spells
upon h i mself before battle, h e has the fol lowi n g statistics:
Melee mwk greatsword +6 (2d6+4/19-20); I ntim idate +5.
STATISTICS
Str 16, Dex 10, Con 13 , Int 8, Wis 15, Cha 12
Base Atk +1; CMB +4; CMD 14
Feats Weapon Focus (greatsword)
Skills I ntimidate +7; Racial Modifiers +2 I ntim idate
Languages Com m o n , O re
SQ a u ra (m oderate chaotic), ore blood, weapon fa m i l i a rity
Gear s p i ked banded m a i l , masterwo rk greatswo rd, 130 gp

Languages Com m o n , Elven, Va risian


S Q trapfi n d i n g +i
Gear studded leather, shortbow with 20 a rrows, masterwork

short swo rd, s h o rt sword, 15 gp


AS P I S S O RC E R E R

CR 1 2

Fem a l e h a lf-elf sorcerer 1


CN Medium h u manoid (elf, h u m a n)
lnit +i; Senses low- light visio n ; Perception +2
DEFENSE
AC 15, touch 11, fl at-footed 14 (+4 armor, +i Dex)
hp 9 (1d6+3)
Fort +2, Ref +i, Will +2; +2 vs. enchantments
OFFENSE
Speed 30 ft.
Melee sickle -1 (1d6-1 p l u s trip) or
dagger -1 (1d4-1/19-20)
Ranged light crossbow +i (1d8/19-20)
Bloodline Spell-Like Abilities (C L 1st; concentration +4)
6/day-e lemental ray (1d6 fi re)
Sorcerer Spells Known (C L 1st; concentration +4)
lSt (4/day)- mage armor, protectionfrom good
o (at will)-arcane mark, daze (DC 13), mage hand, read magic
Bloodline Elemental (fi re)
TACTICS
Before Combat The sorcerer casts mage armor and protection
from good if she suspects she' l l be i n com bat.
During Combat The so rcerer h a n gs back, casti n g offensive
spells and fi ri n g her crossbow.
Morale The so rcerer fights until she is u n conscious.
Base Statistics Without mage armor, the so rcerer has AC 11,
to uch 11, flat-footed 10.
STATISTICS
Str 8, Dex 13 , Con 14, Int 12, Wis 10, Cha 17
Base Atk +o; CMB -1; CMD 10
Feats Combat Casti ng, Eschew M ateri a l s
Skills B l uff +7, I ntim idate +7, Perception +2, Spell crafl + 5 , U s e
Magic Device + 7 ; Racial Modifiers + 2 Perception
Languages Com m o n , Elven, I nfernal
S Q blood l i n e arcana, elf blood
Other Gear l i ght crossbow with 20 bolts, dagger, sickle, 347 gp

AS P I S F I G H T E R

Subtier 3-4 {CR 5)


AS P I S C L E R I C

CR 1

M a l e half-ore cleric of Gorum 2


CN Medium h u manoid (ore)
lnit +o; Senses da rkvision 60 ft.; Perception +2
DEFENSE
AC 17, to uch 10, fl at-footed 17 (+7 armor)
hp 16 (2d8+4)
Fort +4, Ref +o, Will +5
Defensive Abilities ore ferocity

---

..

--,

.,

--

CR 1

Fem a l e h u m a n fi ghter 2
N E M e d i u m h u manoid ( h u m a n)
Init +i; Senses Perception +i
DEFENSE
AC 17, to uch 11, flat-footed 16 (+6 armor, +i Dex)
hp 21 (2d10+6}
Fort +5, Ref +i, Will +i; +i vs. fear
Defensive Abilities bravery +i
OFFENSE
Speed 20 ft.
Melee mwk greataxe +7 (1d12+4/x3)
Ranged throwi ng axe +4 (1d6+3)
TACTICS
During Combat The fighter l a u nches her throwi ng axe at the
nearest opponent, then d raws her greataxe and cha rges,
fighti n g a single opponent until h e is unconscious, then

17

PATHFINDER SOCIETY SCENARIO

movi n g onto the next. She uses her potion of cure light
wounds if she loses a significant n u m ber of hit points.
Morale The fighter is fearless, a n d fights to the death.
STATISTICS
Str 17, Dex 13 , Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Cleave, Power Attack, Weapon Focus (greataxe), Weapon
Focus (th rowi n g axe)
Skills C l i m b +4, I ntimidate +4, Knowledge (d u ngeoneeri n g) +5
Combat Gear potion ofcure light wounds; Other Gear
masterwo rk c h a i n m a i l , th rowi n g axe, masterwork greataxe,
102 gp
AS P I S ROG U E

Fem a l e h a lf-elf sorcerer 2


CN Medium h u manoid (elf, h u m a n)
Init +i; Senses low- light visio n ; Perception +2
DEFENSE
AC 15, touch 11, fl at-footed 14 (+4 armor, +i Dex)
hp 15 (2d6+6)
Fort +2, Ref +1, Will +3; +2 vs. enchantments
OFFENSE
Speed 30 ft.
Melee sickle +o (1d6-1 plus trip) or
dagger +o (id4-1/19-20)
Ranged mwk light crossbow +3 (1d8/19-20)
Bloodline Spell-Like Abilities (C L 2nd; concentration +5)
6/day-e lemental ray (1d6+i fi re)
Sorcerer Spells Known (C L 2nd; concentration +5)
1st (5/day)- mage armor, protection from good
o (at will)-arcane mark, daze (DC 13), mage hand, read
magic, resistance
Bloodline Elemental (fi re)
TACTICS
Before Combat The sorcerer casts mage armor and protection
from good if she suspects she' l l be i n com bat.
During Combat The so rcerer h a n gs back, casti n g offensive
spells and fi ri n g her crossbow.
Morale The so rcerer fights until she is u n conscious.
Base Statistics Without mage armor, the so rcerer has AC 11,
to uch 11, fl at-footed 10.
STATISTICS
Str 8, Dex 13 , Con 14, Int 12, Wis 10, Cha 17
Base Atk +i; CMB +o; CMD 11
Feats Combat Casti ng, Eschew M ateri a l s
Skills B l uff + 8 , I ntimidate + 8 , Perception + 2 , S p e l l craft + 6 , U s e
Magic Device + 8 ; Racial Modifiers + 2 Perception
Languages Com m o n , Elven, I nfernal
S Q blood l i n e a rca na, elf blood
Combat Gear potion ofcure moderate wounds; Other Gear
masterwork light crossbow with 20 bolts, dagger, sickle, 137 gp

CR 1

M a l e h u m a n rogue 2
N M ed i u m h u manoid ( h u m a n)
lnit +3; Senses Perception +6
DEFENSE
AC 17, to uch 13, flat-footed 14 (+3 armor, +3 Dex, +i shield)
h p 15 (2d8+3)
Fort +i, Ref +6, Will +i
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee mwk short sword +3 (1d6/19-20), mwk short swo rd +3
(1d6/19-20)
Ranged shortbow +4 (1d6/x3)
Special Attacks sneak attack +id6
TACTICS
Before Combat The rogue listens a n d watches for the PCs,
making Perception checks, and maneuvers h i mself to
maxim ize his chances of perform i n g sneak attacks.
During Combat The rogue attem pts to use his sneak attack
a b i l ity, either by s hooti n g arrows from h i d i n g or by m ovi ng
i nto fl a n ki n g positions with h i s a l l ies, ta rgeti n g whichever
PC a ppears to be the wea kest of the pa rty.
Morale U nwi l l i n g to admit defeat so easi ly, the rogue fights
until h e is u n conscious.
STATISTICS
Str 10, Dex 17, Con 12, Int 14, Wis 13 , Cha 8
Base Atk +i; CMB +i; CMD 14
Feats Two-Weapon Defense, Two-Weapon Fighti n g, Weapon
Finesse
Skills Acro batics +7, B l uff +4, C l i m b +4, Disa b l e Device +7,
Escape Artist +7, Knowledge (d u n geoneeri n g) +7,
l< n owledge (local) +6, Percepti on +6, Sense M otive +6,
Sleight of H a n d +8, Stealth +7, Use Magic Device +4
Languages Com m o n , Elven, Va risian
S Q rogue talents (com bat trick), trapfi n d i n g +i
Gear studded leather, shortbow with 20 arrows, masterwork
short swo rds (2), 105 gp
AS P I S S O RC E R E R

Subtier 5-6 (CR 7)


AS P I S C L E R I C

CR 1

'

CR 3

M a l e half-ore cleric of Gorum 4


CN Medium h u manoid (ore)
Init +o; Senses da rkvision 60 ft.; Perception +3
DEFENSE
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 29 (4d8+8)
Fort +5, Ref +i, Will +7
Defensive Abilities ore ferocity
OFFENSE
Speed 20 ft.
Melee mwk greatsword +io (2d6+8/19-20)
Special Attacks c h a n n e l positive en ergy 4/day (DC 13 [15 to

18

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' J ---

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Co

BLOOD UNDER ABSALOM

nea rest o p p o n e nt, then d raws her greataxe a n d c h a rges,


fi g h t i n g a s i n g l e o p ponent u n t i l h e is u n conscious, then
m ovi n g onto the n ext, u s i n g co m bat m a n e uve rs to g a i n
the most adva ntageo us p o s i t i o n s . S h e u s e s her p o t i o n o f
cure moderate wounds if s h e l o s e s a significant n u m ber o f
hit p o i n t s .
Morale The fighter is fearless, a n d fi g h t s to the death.
STATISTICS
Str 18, Dex 13 , Con 14, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 19
Feats Cleave, I m proved B u l l Rush, Power Attack, Weapon
Focus (greataxe), Weapon Focus (th rowi n g axe), Weapon
Speci a l izatio n (greataxe)
Skills C l i m b +8, I ntimidate +6, Knowledge (d u n geoneeri n g) +7
SQ armor tra i n i n g 1
Combat Gear potion of cure moderate wounds; Other Gear
+1 chainmail, m asterwo rk t h rowi n g axe, m a sterwo rk
greataxe, 172 gp

dam age u n dead], 2d6)


Domain Spell-Like Abilities (C L 4th ; concentration +7)

6/day-to uch of glory (+4)


6/day-battle rage (+2 dam age)
Cleric Spells Prepared (CL 4th ; concentration +7)
2nd-buff's strength, death knell (DC 15), shatter (DC 15),
spiritual weapon
1st-bane (DC 14), deathwatch, doom (DC 14), entropic shield,
magic weapon
o (at wi l l )-bleed (DC 13), guidance, resistance, stabilize
D D o m a i n s p e l l ; Domains G l o ry, Wa r
TACTICS
Before Combat The cleric has used his to uch of glory a b i l ity
on h i mself to i n crease h i s chances of success when
i ntim idati ng foes, and has also cast bull's strength and
entropic shield o n h i mself and magic weapon on his wea pon.
During Combat The cleric enters a battle rage, wades i nto
com bat, a n d fights fu rious ly, u s i n g s p e l l s l i ke bane a n d
doom t o h i nder fo e s , as we l l as spiritual weapon t o co m bat
those h e h i mself i s not attacki n g with his m e lee wea p o n .
I f necess a ry h e uses h i s positive e n e rgy to h e a l h i mself o r
h i s a l l ies.
Morale U nwi l l i n g to admit defeat so q u ickly, the cleric o n ly
retreats if his a l l ies fa l l and he is the o n ly one l eft.
Base Statistics I f the cleric does n't h ave time to cast h i s
s p e l l s u p o n h i mself before battle, h e has Melee mwk
greatsword +8 (2d6+4/19-20); Str 16; CMB +6; CMD 16;
I nt i m idate +s.
STATISTICS
Str 20, Dex 10, Con 13 , Int 8, Wis 16, Cha 12
Base Atk +3 ; CMB +8; CMD 18
Feats Combat Casti ng, Weapon Focus (greatsword)
Skills I ntimidate +9, Spellcrafl +4; Racial Modifiers +2
I ntim idate
Languages Com m o n , O re
SQ a u ra (m oderate chaotic), ore b lood, weapon fa m i l i a rity
Gear spiked +1 banded mail, masterwo rk greatswo rd, 600 gp
AS P I S F I G H T E R

AS P I S ROG U E

CR 3

Fem a l e h u m a n fi ghter 4
N E M e d i u m h u manoid ( h u m a n)
Init +i; Senses Perception +1
DEFENSE
AC 18, touch 11, fl at-footed 17 (+7 armor, +l Dex)
hp 38 (4d10+12)
Fort +6, Ref +2, Will +2; +i vs. fea r
Defensive Abilities bravery +i
OFFENSE
Speed 30 fl.
Melee mwk greataxe +io (1d12+8/x3)
Ranged mwk th rowi n g axe +7 (1d6+4)
TACTICS
During Combat The fi ghter l a u nches her t h rowi n g axe at the

---

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CR3

M a l e h u m a n rogue 4
N M ed i u m h u manoid ( h u m a n)
Init +8; Senses Perception +8
DEFENSE
AC 19, touch 14, fl at-footed 15 (+4 armor, +4 Dex, +i shield)
h p 27 (4d8+6)
Fort +2, Ref +8, Will +2
Defensive Abilities evasion, trap sense +i, u n c a n ny dodge
OFFENSE
Speed 30 fl.
Melee mwk short sword +6 (1d6/19-20), mwk short sword +6
(1d6/19-20)
Ranged mwk s h o rtbow +8 (1d6/x3)
Special Attacks sneak attack +2d6
TACTICS
Before Combat The rogue listens a n d watches for the PCs,
making Perception checks, and maneuvers h i mself to
maxim ize his chances of perform i n g sneak attacks.
During Combat The rogue attem pts to use his sneak attack
a b i l ity, either by s hooti n g arrows from h i d i n g or by m ovi ng
i nto fl a n ki n g positions with h i s a l l ies, ta rgeti n g whichever
PC a ppears to be the wea kest of the pa rty.
Morale U nwi l l i n g to admit defeat so easi ly, the rogue fights
until a l l of his a l l ies h ave fa l len or h e is red uced to fewer
than 5 hit poi nts, at which point he flees.
STATISTICS
Str 10, Dex 18, Con 12, Int 14, Wis 13 , Cha 8
Base Atk +3 ; CMB +3; CMD 17
Feats I m proved I n itiative, Two-Weapon Defense, Two-Weapon
Fighti ng, Weapon Fi n esse
Skills Acro batics +11, B l uff +6, C l i m b +7, Disable Device +11,
Escape Artist +11, Knowledge (d u n geoneeri n g) +8,
l<n owl edge (local) +8, Perception +8, Sense M otive +8,

19

PATHFINDER SOCIETY SCENARIO

Subtier 8-9 (CR 10)

S l eight of H a n d +11, Stealth +11, Use Magic Device +6


Languages Com m o n , Elven, Va risian
S Q rogue talents (com bat trick, su rprise attack), trapfi n d i n g +2
Combat Gear potions of cure light wounds (2); Other Gear
+r studded leather, masterwo rk shortbow with 20 a rrows,
masterwo rk short swords (2), 175 gp
AS P I S S O RC E R E R

AS P I S C L E R I C

CR 3

Fem a l e h a lf-elf sorcerer 4


CN Medium h u manoid (elf, h u m a n)
lnit +1; Senses low- light visio n ; Perception +2
DEFENSE
AC 16, to uch 12, flat-footed 15 (+4 armor, +r deflection, +r Dex)
hp 28 (4d6+12)
Fort +3 , Ref +2, Will +4; +2 vs. encha ntments
Resist fi re 10
OFFENSE
Speed 30 ft.
Melee sickle +r (1d6-1 p l u s trip) or
dagger +r (1d4-1/19-20)
Ranged mwk light crossbow +4 (1d8/19-20)
Bloodline Spell-Like Abilities (C L 4th ; concentration +8)
7/day-elemental ray (1d6+2 fi re)
Sorcerer Spells Known (C L 4th ; concentration +8)
2nd (4/day)-slow (DC 16)
lSt (7/day)- burning hands (fi re) (DC 15), grease, mage armor,
protectionfrom good,
o (at will)- arcane mark, daze (DC 14), mage hand, message,
read magic, resistance
Bloodline Elemental (fi re)
TACTICS
Before Combat The sorcerer casts mage armor and protection
from good if she suspects she' l l be i n com bat.
During Combat The so rcerer h a n gs back, using grease a n d
slow to h i n der P C s who move a ro u n d a lot, then using her
burning hands a n d fi ri n g her cross bow.
Morale If she is dropped to fewer t h a n 10 hit points, the
so rcerer attem pts to flee.
Base Statistics Without mage armor, the so rcerer has AC 12,
to uch 12, fl at-footed 11.
STATISTICS
Str 8, Dex 13 , Con 14, Int 12, Wis 10, Cha 18
Base Atk +2; CMB +3; CMD 13
Feats Agi le M a n e uvers, Combat Casti ng, Eschew M ateri a l s
Skills B l uff +11, Knowledge (a rca n a) +8, Perce ptio n +2,
S p e l l craft +8, Use M agic Device +11; Racial Modifiers
+2 Percepti o n
Languages Com m o n , Elven, I nfernal
S Q blood l i n e arcana, elf blood
Other Gear masterwork light cross bow with 20 bolts, dagger,
sickle, ring of protection +r, 57 gp

'

CR 6

M a l e half-ore cleric of Gorum 7


CN Medium h u manoid (ore)
Init +o; Senses da rkvision 60 ft.; Perception +3
DEFENSE
AC 24, to uch 13, fl at-footed 24 (+3 deflection, +11 armor)
hp 46 (7d8+11)
Fort +6, Ref +2, Will +8
Defensive Abilities ore ferocity
OFFENSE
Speed 20 ft.
Melee + r greatsword +r3 (2d6+8/19-20)
Special Attacks c h a n n e l positive en ergy 4/day (DC 14 [16 to
dam age u n dead], 4d6)
Domain Spell-Like Abilities (C L 7th; concentration +10)
6/day-to uch of glory (+7)
6/day-battle rage (+3 damage)
Cleric Spells Prepared (C L 7th; concentration +10)
4th-chaos hammer (DC 17), divine power0
3 rd-blindness (DC 16), dispel magic, invisibility purge,
magic vestment0
2nd- aid , bull's strength, death knell (DC 15), shatter (DC 15),
spiritual weapon
1st-bane (DC 14), deathwatch, doom (DC 14), entropic shield,
magic weapon, shield offaith
o (at wi l l )-bleed (DC 13), guidance, resistance, stabilize
D Domain s p e l l ; Domains G l o ry, Wa r
TACTICS
Before Combat The cleric has used his to uch of glory a b i l ity
on h i mself to i n crease h i s chances of success when
i ntim idati ng foes, and has also cast bull's strength, entropic
shield, and shield offaith on h i mse lf, magic weapon on his
weapon, and magic vestment on his armor.
During Combat The cleric enters a battle rage, wades i nto
combat, and fi ghts fu riously, using spells l i ke bane and
blindness to hi nder foes, as wel l as spiritual weapon to combat
those he h i mself is not attacki ng with his melee wea pon. If
necessary he uses his positive energy to heal h i mself or a l lies.
Morale U nwi l l i n g to admit defeat so q u ickly, the cleric o n ly
retreats if his a l lies fa l l and he is the o n ly one l eft.
Base Statistics If the cleric doesn't have time to cast his spells
upon h i mself before battle, h e has the fol lowi ng statistics:
AC 20, touch 10, flat-footed 20; Melee +r greatsword +10
(2d6+5/19-20); Str 16; CMB +8; CMD 18; I ntim idate +6.
STATISTICS
Str 20, Dex 10, Con 13 , Int 8, Wis 16, Cha 12
Base Atk +5; CMB +ro; CMD 20
Feats Cl eave, Com bat Casti ng, Powe r Attack, Wea p o n
F o c u s (greatsword)
Skills Diplomacy +5, I ntim idate +11, l< nowledge (religion) +3,
Sense Motive +7, Spel lcraft +6; Racial Modifiers +2 I ntimidate

20

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Co

BLOOD UNDER ABSALOM

Languages Com m o n , O re

Ranged m w k s h o rtbow +io (id6/x3)

SQ a u ra (strong ch aotic), ore b l ood, wea pon fa m i l i a rity

Special Attacks sneak attack +4d6

TACTICS

Gear spiked +I full plate, +I greatsword, 950 gp

Before Combat The rogue listens a n d watches for the PCs,


AS P I S F I G H T E R

CR 6

making Perception checks, and maneuvers h i mself to


maxim ize his chances of perform i n g sneak attacks.
During Combat The rogue attem pts to use his sneak attack
a b i l ity, either by s hooti n g arrows from h i d i n g or by m ovi ng
i nto fl a n ki n g positions with h i s a l l ies, ta rgeti n g whichever
PC a ppears to be the wea kest of the pa rty.
Morale U nwi l l i n g to admit defeat so easi ly, the rogue fights
until a l l of his a l l ies h ave fa l len or h e is red uced to fewer
than 10 hit poi nts, at which point he flees.
STATISTICS
Str 10, Dex i8, Con i2, Int i4, Wis i3 , Cha 8
Base Atk +s; CMB +s; CMD 20
Feats Dodge, I m proved I n itiative, I m p roved Two-Weapon
Fighti ng, Two-Weapon Defense, Two-Weapon Fighti ng,
Weapon Finesse, Weapon Focus (short sword)
Skills Acro batics +14, B l uff +9, C l i m b +10, Disa b l e Device +14,
Escape Artist +i4, l< nowledge (d u n geoneeri n g) +u,
Knowledge (local) +u, Perception +u, Sense Motive +11,
S l eight of H a n d +i4, Stealth +i4, Use M agic Device +7
Languages Com m o n , Elven, Va risian
S Q rogue talents (com bat trick, su rprise attack, wea pon
tra i n i n g), trapfi n d i n g +3
Combat Gear potions ofcure serious wounds (2); Other Gear +I
studded leather, +I short sword, masterwo rk s h o rtbow with
20 a rrows, masterwo rk short sword, 375 gp

Fem a l e h u m a n fi ghter 7
N E M e d i u m h u manoid ( h u m a n)
lnit +i; Senses Perception +i
DEFENSE
AC i8, touch 11, fl at-footed i7 (+7 armor, +i Dex)
hp 64 (7dio+2i)
Fort +7, Ref +3 , Will +3; +2 vs. fea r
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +i greataxe +14/+9 (id12+io/x3)
Ranged mwk th rowi n g axe +11/+6 (id6+5)
Special Attacks wea pon tra i n i n g (axes +i)
TACTICS
During Combat The fighter l a u nches her throwi ng axe at the
nearest opponent, then d raws her greataxe and cha rges,
fighti n g a single opponent until h e is u n conscious, then
movi n g onto the next, using com bat maneuvers to gain the
most adva ntageous positions. She uses her potion of cure
moderate wounds if she loses a significant n u m ber of hit points.
Morale The fighter is fearless, and fights to the death.
STATISTICS
Str i8, Dex i3 , Con i4, Int 10, Wis i2, Cha 8
Base Atk +7; CMB +11; CMD 22
Feats B l i nd- Fight, Cleave, G reat Cleave, I m p roved B u l l Rush,
I m p roved S u n der, Powe r Attack, Wea p o n Focus (greataxe),
Wea p o n Focus (th rowi n g axe), Wea p o n Special izati o n
(greataxe)
Skills C l i m b +11, I ntim idate +8, Knowledge (d u n geoneeri n g) +7,
S u rvival +9
SQ armor tra i n i n g 2
Combat Gear potion of cure moderate wounds; Other Gear
+I chainmail, +I greataxe, masterwork th rowi n g axe, i,772 gp

AS P I S S O RC E R E R

CR6

AS P I S ROG U E

M a l e h u m a n rogue 7
N M ed i u m h u manoid ( h u m a n)
Init +8; Senses Perception +11
DEFENSE
AC 20, touch is, fl at-footed is (+4 a r m o r, +4 Dex, +I dodge,
+i s h i e l d )
h p 46 (7d8+u)
Fort +3 , Ref +9, Will +3
Defensive Abilities evasion, trap sense +2, u n c a n ny dodge
OFFENSE
Speed 30 ft.
Melee +i short sword +9 (id6+i/i9-20), mwk short sword +9
(id6/i9-20)

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.,
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CR 6

Fem a l e h a lf-elf sorcerer 7


CN Medium h u manoid (elf, h u m a n)
Init +s; Senses l ow- l i ght visio n ; Perception +2
DEFENSE
AC i6, to uch i2, flat-footed is (+4 armor, +i deflection, +I Dex)
hp 55 (7d6+28)
Fort +7, Ref +4, Will +6; +2 vs. encha ntments
Resist fi re 10
OFFENSE
Speed 30 fl:.
Melee mwk sickle +s (id6-i p l u s trip) or
dagger +4 (id4-i/i9-20)
Ranged mwk light crossbow +s (id8/i9-20)
Bloodline Spell-Like Abilities (C L 7th; concentration +u)
7/day-elemental ray (id6+3 fi re)
Sorcerer Spells Known (C L 7th; concentration +u)
3 rd (5/day)-invisibility, protection from energy, slow (DC i1)
2nd (7/day)-jly, levitate, resist energy, scorching ray (fi re)
ist (7/day)- burning hands (fi re) (DC is), grease, mage armor,
magic missile, protectionfrom good, reduce person (DC is)
o (at will)-arcane mark, daze (DC i4), detect magic, mage
hand, message, read magic, resistance

21

PATHFINDER SOCIETY SCENARIO

Bloodline Elemental (fi re)

spiritual weapon
ist-bane (DC 14), deathwatch, doom (DC 14), entropic shield,
magic weapon, shield offaith
o (at wi l l )-bleed (DC i3), guidance, resistance, stabilize
D Domain s p e l l ; Domains G l o ry, Wa r
TACTICS
Before Combat The cleric h a s used h i s touch of g l o ry
a b i l ity on h i mself to i n c rease h i s c h a n ces of success when
i ntimidating foes, a n d h a s a l so cast bull's strength and
entropic shield o n h i mself, magic weapon o n h i s wea pon,
a n d magic vestment o n h i s a r m o r. In addition, h e casts his
spell immunity spells to grant i m m u n ity to magic missile
a n d fireball.
During Combat The cleric enters a battle rage, wades i nto
com bat, and fights fu rious ly, using spells l i ke bane a n d
blindness to h i nder foes, as wel l as spiritual weapon t o
com bat t h o s e he h i mself is n o t attacking w i t h his melee
weapon. If n ecessary h e uses h i s positive energy to heal
h i mself or a l l ies. H e uses breath oflife to restore life to
recently s l a i n a l l ies, a n d righteous might if possi b l e a n d h e
feels the o d d s a re n ot i n his favo r otherwise.
Morale U nwi l l i n g to admit defeat so q u ickly, the cleric o n ly
retreats if his a l lies fa l l and he is the o n ly one l eft.
Base Statistics If the cleric doesn't have time to cast his spells
upon h i mself before battle, h e has the fol lowi ng statistics:
AC 22, touch 11, fl at-footed 22; Melee +I greatsword +11/+6
(2d6+5/19-20); Str i6; CMB +9; CMD 20; I ntim idate +7
STATISTICS
Str 20, Dex 10, Con i4, Int 8, Wis i6, Cha 12
Base Atk +6; CMB +11; CMD 22
Feats Cl eave, Com bat Casting, Extend Spell, Power Attack,
Weapon Focus (greatsword)
Skills Diplomacy +6, I ntim idate +i6, Knowledge (rel igion) +4,
Sense Motive +7, Spellcraft +7; Racial Modifiers +2 I ntim idate
Languages Com m o n , O re
SQ a u ra (strong ch aotic), divi ne p resence (9 ro u n ds, DC i7),
ore blood, weapon fa m i l i a rity
Gear spiked +2 full plate, +I greatsword, ring of protection +I

TACTICS
Before Combat The sorcerer casts mage armor, protectionfrom

good, a n d protection from energy if she suspects she'l l be i n


com bat.
During Combat The so rcerer uses fly if it wo u l d be
adva ntageo us, then resorts to offensive spells such as
burning hands a n d fi res her crossbow at PCs.
Morale If she is dropped to fewer than is hit poi nts, the
so rcerer casts invisibility and attem pts to flee.
Base Statistics Without mage armor, the so rcerer has AC i2,
to uch i2, fl at-footed 11.
STATISTICS
Str 8, Dex i3 , Con 14, Int i2, Wis 10, Cha i8
Base Atk +3 ; CMB +2; CMD i4
Feats Combat Casti ng, Eschew M aterials, G reat Fortitude,
I m proved I n itiative, To ughness, Weapon Finesse
Skills B l uff +i4, Fly +8, I ntim idate +io, Perception +2,
S p e l l craft +11, Use Magic Device +i4; Racial Modifiers
+2 Perception
Languages Com m o n , Elven, I nfernal
S Q blood l i n e a rca na, elf blood
Combat Gear potion ofcure serious wounds; Other Gear
masterwo rk light crossbow with 20 bolts, dagger,
masterwork sickle, cloak ofresistance +I, ring of protection +I,
l,6o7 gp

Subtier 10-11 (CR 12)


AS P I S C L E R I C

CR 8

M a l e half-ore cleric of Gorum 9


CN Medium h u manoid (ore)
Init +o; Senses da rkvision 60 ft.; Perception +3
DEFENSE
AC 27, to uch 14, fl at-footed 27 (+i3 armor, +4 deflection)
hp 66 (9d8+22)
Fort +8, Ref +3 , Will +9
Defensive Abilities ore ferocity
OFFENSE
Speed 20 ft.
Melee +I greatsword +i4/+9 (2d6+8/19-20)
Special Attacks c h a n n e l positive en ergy 4/day (DC 15 [17 to
dam age u n dead], 5d6), wea pon m aster (9 ro unds/day)
Domain Spell-Like Abilities (C L 9th ; concentration +i2)
6/day-to uch of glory (+9)
6/day-battle rage (+4 dam age)
Cleric Spells Prepared (C L 9th; concentration +12)
5th-breath of life, righteous might0
4th-chaos hammer (DC i7), divine power0, spell immunity
(magic missile, fireball)
3 rd-blindness (DC i6), dispel magic, invisibility purge,
magic vestment0
2nd-aid, bull's strength, death knell (DC i5), shatter (DC i5),

'

AS P I S F I G H T E R

CR 8

Fem a l e h u m a n fi ghter 9
N E M e d i u m h u manoid ( h u m a n)
Init +i; Senses Perception +i
DEFENSE
AC i8, touch 11, fl at-footed 17 (+7 armor, +I Dex)
hp 81 (9d10+27)
Fort +8, Ref +4, Will +4; +2 vs. fea r
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +2 greataxe +19/+14 (1d12+12/19-20/x3)
Ranged mwk th rowi n g axe +i5/+10 (1d6+7)
Special Attacks wea pon tra i n i n g (axes +2, th rown +i)

22

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Co

BLOOD UNDER ABSALOM

TACTICS

Skills Acro batics +i6, B l uff +11, C l i m b +i2, Disa b l e Device +i6,

During Combat The fighter l a u nches her throwi ng axe at the

Escape Artist +i6, l< nowledge (d u n geoneeri n g) +11,


Knowledge (local) +i2, Perception +i3 , Sense Motive +i3 ,
S l eight of H a n d +16, Stea lth +16, Use Magic Device +11
Languages Com m o n , Elven, Va risian
S Q rogue talents (com bat trick, resiliency, s u rprise attack,
weapon tra i n i n g), trapfi n d i n g +4
Combat Gear potions ofcure serious wounds (2); Other Gear
+1 studded leather, +1 short swords (2), masterwo rk shortbow
with 20 arrows, ring of protection +1, 425 gp

nearest opponent, then d raws her greataxe and cha rges,


fighti n g a single opponent until h e is u n conscious, then
movi n g onto the next, using com bat maneuvers to gain the
most advantageous positions.
Morale The fighter is fearless, a n d fights to the death.
STATISTICS
Str i9, Dex i3 , Con i4, Int 10, Wis i2, Cha 8
Base Atk +9; CMB +13; CMD 24
Feats B l i n d - Fight, Cleave, G reat Cl eave, G reater Weapon
Focus (greataxe), I m proved Bull Rush, I m proved Critical
(greataxe), I m p roved Sunder, Power Attack, Weapon
Focus (greataxe), Weapon Focus (th rowi n g axe), Weapon
Speci a l izatio n (greataxe)
Skills C l i m b +i3, I ntim idate +11, Knowledge (dungeoneeri ng) +8,
Surviva l +9
SQ armor tra i n i n g 2
Gear +1 chainmail, +2 greataxe, masterwork th rowing axe, i22 gp

AS P I S S O RC E R E R

CR8

AS P I S ROG U E

M a l e h u m a n rogue 9
N M ed i u m h u manoid ( h u m a n)
lnit +8; Senses Perception +13
DEFENSE
AC 21, touch i6, flat-footed i6 (+4 armor, +1 deflection, +4 Dex,
+i dodge, +i s h i e l d)
hp 58 (9d8+i4)
Fort +4, Ref +io, Will +4
Defensive Abilities evasion, trap sense +3, improved uncanny dodge
OFFENSE
Speed 30 fl:.
Melee +I short sword +io/+s (1d6+i/19-20), +I short sword
+10/+5 (1d6+i/19-20)
Ranged mwk s h o rtbow +11/+6 (1d6/x3)
Special Attacks sneak attack +sd6
TACTICS
Before Combat The rogue listens a n d watches for the PCs,
making Perception checks, and maneuvers h i mself to
maxim ize his chances of perform i n g sneak attacks.
During Combat The rogue attem pts to use his sneak attack
a b i l ity, either by s hooti n g arrows from h i d i n g or by m ovi ng
i nto fl a n ki n g positions with h i s a l l ies, ta rgeti n g whichever
PC a ppears to be the wea kest of the pa rty.
Morale U nwi l l i n g to admit defeat so easi ly, the rogue fights
until a l l of his a l l ies h ave fa l len or h e is red uced to fewer
than 10 hit poi nts, at which point he flees.
STATISTICS
Str 10, Dex i9, Con 12, Int 14, Wis i3, Cha 8
Base Atk +6; CMB +6; CMD 22
Feats Dodge, I m proved I n itiative, I m p roved Two-Weapon
Fighti ng, M o b i l ity, Two-Weapon Defense, Two-Weapon
Fighti ng, Weapon Fin esse, Weapon Focus (short sword)

---

..

-,

.,
--

CR 8

Fem a l e h a lf-elf sorcerer 9


CN Medium h u manoid (elf, h u m a n)
Init +6; Senses l ow- light vision; Perception +2
DEFENSE
AC i9, touch i4, fl at-footed i6 (+4 armor, +1 deflection, +2 Dex,
+i dodge, +I natural)
h p 70 (9d6+36)
Fort +8, Ref +6, Will +7; +2 vs. encha ntments
Resist fi re 20, ranged weapons 10
OFFENSE
Speed 30 fl:.
Melee mwk sickle +7 (1d6-1 p l u s trip) or
mwk dagger +7 (1d4-1/19-20)
Ranged +1 light crossbow +7 (1d8+i/19-20)
Bloodline Spell-Like Abilities (C L 9th ; concentration +i3)
7/day-elemental ray (1d6+4 fi re)
i/day-elemental b l ast (9d6 fi re, DC i8)
Sorcerer Spells Known (C L 9th; concentration +i3)
4th (s/day)-black tentacles, elemental body I, stoneskin
3 rd (7/day)-fly, hold person (DC i7), protection from energy,
slow (DC i7)
2nd (7/day)-invisibility, levitate, protection from arrows,
resist energy, scorching ray (fi re)
ist (7/day)- burning hands (fi re) (DC i5), grease, mage armor,
magic missile, protection from good, reduce person (DC is)
o (at will)-arcane mark, daze (DC i4), detect magic, mage
hand, message, open/close, read magic, resistance
Bloodline Elemental (fi re)
TACTICS
Before Combat The sorcerer casts mage armor, protection
from arrows, a n d protection from good if s h e suspects s h e ' l l
be i n com bat.
During Combat The so rcerer uses fly if it wo u l d be
adva ntageo us, then resorts to offensive spells such as black
tentacles, burning hands, a n d her elemental b l ast blood l i n e
power. If she begi n s t o take significant damage, the so rcerer
casts stoneskin.
Morale If she is dropped to fewer t h a n 20 hit poi nts, the
sorcerer casts invisibility a n d attem pts to flee.
Base Statistics Without mage armor, the so rcerer has AC i5,
to uch i4, fl at-footed i2, and o n ly Resist fi re 20.

23

PATHFINDER SOCIETY SCENARIO

=-ST'""'A'""'T"'"'IS""T""lc==s'---

Str 8, Dex i4, Con 14, Int i2, Wis 10, Cha i8

TABLE

Base Atk +4; CMB +3; CMD 17

Concluding Act

Feats Combat Casting, Dodge, Eschew M aterials, G reat

GM

S p e l l crafl +13 , Use M agic Device +i6; Racial Modifiers


+2 Percepti o n
Languages Com m o n , Elven, I nfernal
S Q blood l i n e a rca na, elf blood
Combat Gear potion of cure serious wounds; Other Gear
+r light crossbow with 20 bolts, masterwork dagger,
masterwo rk sickle, amulet of natural armor +r, cloak of
resistance +I, ring ofprotection +r, 1,357 gp

i, hp

Table

should move directly into the interlude (see below).

If there is le s s than i5 minutes to run the interlude, the


Table G M should suggest t o the P C s they get their rest,
as t h e day's event s a r e done and tomorrow promi s e s t o
b e j u s t as grueling. If the P C s a r e o p e n t o the idea and
there are at least

io

minutes remaining after they return

to their lodging s , the

Table GM may

consider offering a

restroom break. Regardle s s of how much time the P C s


have a ft e r exiting t h e s ewer s , they should e n d up re sting
in the manner of their cho o s ing at the start of Act 4.

8; Break D C 5)

INTERLUDE: THE RONIN


(CR VARIES BY SUBTIER)

rests in the center of a s mall iron cage (hardne s s 8 , hp


20, Break D C 20, D i s able D evice DC

3: The contest ends as s o on as P C s

complete this contest in under 30 minute s , the

Fo rtitude, I m p roved I n itiative, To ughness, Weapon Fi n esse

The vase (hardne s s

exit the underground pas sages with the vase. I f the PCs

Skills B l uff +i6, Fly +io, I nt i m id ate +11, Perce ptio n +2,

Development:

GMs: STOP!

is) once used to hold

the decapitated heads ofHao Jin's mortal enemie s . Even a

TABLE GMS, YOU HAVE 15 MINlITES TO RUN THIS


ENCOUNTER.

casual inspection surmi s e s that the chain cannot tolerate


additional weight without coming loose. Indeed, if asked
to s u s p end more than 20 pounds of weight , the chain
pulls free. Likewi s e , a D C i5 Strength check or single
blow that deals more than 6 p oint s damage breaks the

During this briefinterlude, the P C s gain the opp ortunity

chain from the ceiling.

to convince an unas s o ciated contestant to ally with the

S e aled with a wax- coated cork, the vase contains a

Pathfinders or remain neutral; otherwi s e , this individual

number of red paper envelo p e s , each emb o s s e d with

b e come s their new rival when he sides with the A s p i s

an elab orate hand-painted print of a j ade phoenix. The

Cons ortium.

envelope holds a folded invitation to attend a performance


of a traditional opera from Lung Wa entitled

The ronin the PCs spotted yesterday, a liegeles s wanderer


who attempts to maintain his honor through duels, seeks to

Dawn of th e

to be held at a s mall theater in the Foreign

enter the competition to prove himself as a true samurai-a

Quarter. Even i f the vase break s , the PCs can attend the

fact that remains in question. He was born a bastard to a

Jade Ph oenix,

prostitute, but his mother told him that his father was the

next event, provided they s e cure ticket s .

leader of a famed ronin troop who led a violent and vengeful

SS. Drain Shaft

assault upon Lord Yukama, who had condemned his own

This drain shaft is identical to the shaft in area S4. It

Lord Daishi Orito to seppuku. Despite his questionable

leads to a 5 - fo ot- circumference s ewer pipe connecting to

birth, the ronin follows his father's strict code of laws.

the waste shafts beneath area S 7 and another drain shaft

Unfortunately, adhering the code threatens to indebt him

in area S9. The construction of the connecting s ewer

to the P C s ' enemies , unles s they first intervene.


The P C s first encounter the ronin following their

pipe i s identical to that of the s ewer pipe in area S 5 .

match up against the Aspis Cons ortium team as they

S9. Drain Shaft

return to their inn-the s ame establishment the ronin

Identical in constriction to the other drain shaft s , this

has taken a room in. (If the PCs made arrangements other

one climb s to a stone hallway leading to area S 1 0 .

than staying in an inn, they come acro s s this s cene as


they head back to wherever they plan to s p end the night .

SlO. Trapdoor Entrance

Read t h e following to set t h e s cene.

This area contains a lift leading to a trapdoor ab ove .


Its structure is identical to area S 1 . Twenty feet up, the

In the crowded c o m m o n roo m of the i n n , one i n divi d u a l


stands o u t : the m a n fro m the Docks tavern w i t h the l acq uered
eastern a r m o r. The p reviously stoic s a m u ra i is n ow deep i n a
bottl e of s a ke i n ce l e b ration of h i s l atest victory. D u ri n g the
ce l e b rati o n , h e fl a s h e s h i s coi n p u rse about open ly before the
ba rkeep, who i m m ed i ately sets to p rovi d i n g a ro u n d of d ri n ks

trapdoor opens back into the warehou s e subbas ement


b eneath the warehouse's arena.

'

24

....

.
-

--

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' J ---

---.

Co

BLOOD UNDER ABSALOM

fo r the enti re, crowded h o use. The ro n i n , co m p l etely u n aware


of wh at's goi n g o n , only n otices when the b a r keep grabs his
p u rse and p o u rs the contents onto the b a r, co u n t i n g the debt
the ro n i n n ow owes her. The ro n i n g l a res d r u n ke n l y at the
ba rkeep, rises, a n d puts h i s h a n d o n the h i l t of h i s swo rd.
P C s entering t h e b a r witne s s t h e above event as it
occur s . Prior to any outburst, allow them to make a DC 15
Sense Motive check to interpret the s cene. I f succe s s ful,
they recognize that the barke ep mistakenly thought
the ronin was offering to buy a round of drinks for the
entire hous e as part of his celebration. The s amurai, for
his part, thinks the barkeep s e e s him only as a gullible
foreigner and i s ab out ready to take the man's hand off
for attempting to steal his hard earned money. PCs who
deduce what 's going on have 1 round to act before the
ronin draws his blade. If they do not, the ronin angrily
unsheathes his sword and in broken C ommon accu s e s
t h e barke ep of trying to r i p h i m off. He demands that
his funds be returne d , threatening to take the woman's
hand in exchange for the dishonorable accu s ations . In
the third round, he does just that. Allow PCs 1 round
to block or otherwi s e disrupt the strike; otherwi s e , the
ronin needs to hit AC 15 to s ever the barkeep's hand.
I f the ronin takes the barke ep's hand, the remaining
patrons imme diately intervene, throwing him to the
flo or and b e ating him sensele s s . PCs have no time to
get involved in the fight, for moment s later authorities
arrive and take the ronin into custody, which threatens to
prevent him from comp eting.
Alternatively, quick and insightful PCs can prevent
the argument from going awry. Fir s t the ronin mu st b e
calme d, t h e n P C s mu st explain to h i m t h e error. They
mu st get the barkeep to ap ologiz e , and lastly they mu st
s omehow get the drinks paid for. All of the s e actions can

Wh i l e most sa m u rai belong to the order of the warrior,


dedicati n g their considerable ski l l s to the service of a lord,
land, and people, some fi n d themselves without a master,
either as a resu lt of d isgrace or death, or occasion a l ly by
choice. Known as ron i n , these s a m u rai wa nder the lands,
servi ng their own code of ideals. While ron i n are significantly
freer to do as they please, they do not receive the same
respect and support that a more dedicated sa m u rai can
count on. Note that cava liers can select this order, but they
a re typica l ly ca l led knights erra nt i n stead of ron i n .
Becoming Ronin: Normal ly, w h e n a s a m u rai wishes to
change h i s order, he m u st undergo a lengthy p rocess that
req u i res him to adhere to the edicts of h i s new order for
a period of time before receivi n g a ny benefits. Th is is not
the case with ro n i n . Once a sa m u ra i decides to beco me a
ro n i n , he i m mediately loses a l l of the bonuses, ski l ls, a n d
a b i l ities o f h i s old order a n d ga i n s those o f the ro n i n o rder.
If he wishes to once aga i n dedicate h i mself to a n other
order, he m u st do so using the normal rules.
Edicts: Ro n i n fo l l ow their own person a l code of eth i cs
and honor. As such, thei r edicts a re extremely flexi ble a n d
s u bject t o change. E a c h ron i n s h o u l d determ i n e h i s own
ed icts, which s h o u l d i nclude at least th ree provisions. The
ro n i n i n this adventu re fo l l ows th ree edicts. He never bows
to n o b i l ity, for he m ay be born of nobler blood. He has
vowed never to be taken advantage of. Fi n a l ly, he n eyer
turns his back on those who h e l p h i m when h e is in need.
Skills: A ro n i n adds Knowledge (local) and S u rviva l to h i s
l i st o f c l a s s ski l ls.
Order Abilities: A ro n i n sa m u ra i ga i n s the fol lowi n g
a b i l ities as h e i ncreases i n l eve l : s e l f rel i a nt (2 n d l evel),
I
without master (8th level), a n d chosen desti ny (15th level).
See page 21 of Ultimate Combat for more i nformation.

b e accomplished with Diplomacy checks.


C onvincing the barkeep she i s at fault reduces the bill
by one half, from 40 gp to 20 gp. The PCs may also attempt
to convince the crowd to p o ol up a little gold to pay for

DEFENSE

their drinks with a DC 16 Diplomacy check. A succe s sful

AC 18, touch n, fl at-footed i7 (+7 armor, +i Dex)

check gathers 10 gp to cover a p ortion of the bill. For

hp 30 (3d10+9)

every 5 p oint s by which the PCs beat this DC, they gather

Fort +s, Ref +2, Will +2


OFFENSE
Speed 20 fl:.
Melee mwk kata n a +8 (1d8+3/18-20)
Special Attacks c h a l l enge (+3, l/day)
STATISTICS
Str 17, Dex 13 , Con i4, Int 10, Wis 12, Cha 8
Base Atk +3 ; CMB +6; CMD 17
Feats I m proved I nitiative, Power Attack, Weapon Focus (kata na)
Skills B l uff +s, D i p l o m acy +s, I ntim idate +s, Knowledge
(local) +6, Sense M otive +7
Languages Com m o n , Tian

an additional 5 gp from the crowd (to a maximum e qual


to the bill).
If the ronin drew his blade and the PCs are still able
to help res olve this is sue, then the ronin offers to pay for
10 gp worth of the drinks as a display ofhonor for publicly
accusing the barkeep of wrongdoing.

Subtier 1-2 (CR 2)


RO N I N

CR2

M a l e h u m a n s a m u rai 3 (Pathfinder RPG Ultimate Combat 18)

LN M e d i u m h u manoid (h u m a n)
Init +s; Senses Perception +i

---

..

-,

.,
--

25

PATHFINDER SOCIETY SCENARIO

SQ mount (horse), order abilities (self reliant), order challenge +1,

twice t o sta b i l ize, taki n g the better res u lt.


Weapon Expertise (Ex) The ron i n can d raw his kata n a as a

resolve (2/day), ron i n , weapon expertise (katana)


Other Gear masterwork banded mail, masterwork katana, 30 gp
SPECIAL ABILITIES
Challenge {Ex) A n u m ber of times per day as a swift action, a
s a m u rai chooses one ta rget wit h i n sight to c h a l lenge. The
s a m u rai's melee attacks deal extra damage when made
aga i n st the ta rget of his c h a l l e n ge. This extra damage is
equal to the s a m u rai's l eve l . The s a m u rai can use this a b i l ity
once per day at lSt leve l, p l u s one additi o n a l time per day
for every three l eve ls beyond lSt, to a maxi m u m of seven
times per day at 19th level.
Mount (Ex) A s a m u rai gains the use of a trusty a n d l oya l steed;
however, the ro n i n's steed does not m a ke a n appearance i n
t h i s sce n a rio.
Order Challenge (Ex) Whenever a ro n i n is the ta rget of a
c h a l l en ge, a sm ite, a q u a rry, or s i m i l a r effect, a n d he issues
a c h a l l e n ge against that cha racter i n return, the ron i n
receives a + i m o r a l e b o n u s on attack ro l l s m a d e against
the ta rget of his c h a l l enge a n d a +i dodge bonus to h i s
AC against attacks made b y the ta rget o f h i s c h a l l e n ge.
These bon uses i n crease by +i for every four class levels the
s a m u rai possesses (to a maxi m u m of +5 at 20th level).
Resolve (Ex) A n u m ber of times per day, a s a m u rai may use
reso lve i n order to perform one of the fo l l owi n g special
a b i l ities.
Determined: As a sta ndard action, the s a m u ra i can spend
one use of his reso lve to remove the fatigued, s h a ken,
or sickened condition. If the s a m u ra i is at least 8th level,
he can alternative ly remove the exh a usted, frightened,
n a u seated, or staggered co ndition. If the condition has a
d u ration l o n ger t h a n 1 h o u r or is permanent, this a b i l ity
removes the condition for 1 h o u r, at which time the
co ndition returns.
Resolute: Whenever the s a m u rai is req u i red to m a ke a
Fortitude or Wi l l save, he can spend one use of h i s
reso lve as a n i m m ediate action t o ro l l twice a n d take the
better resu lt. H e m ust decide to use this a b i l ity before he
ro l l s the savi n g th row.
Unstoppable: When the s a m u rai is reduced to fewer than
o hit poi nts but n ot s l a i n , he can spend one use of his
reso lve as a n i m m ediate action to i n stantly sta b i l ize a n d
rem a i n conscious. H e is staggered, but h e d o e s n ot
fa l l u nco nscious a n d begin dyi n g if he takes a sta n d a rd
actio n . H e does fa l l u n conscious if he takes additi o n a l
damage fro m any source.
Self Reliant (Ex) Whenever the ro n i n fa i l s a Wi l l savi n g th row
aga i n st an effect with a d u ration greater than 1 ro u n d , h e
can attem pt another savi n g th row at the end o f the second
ro u n d of the effect. If he m a kes this savi ng th row, it has the
same effect as if he had made the origi n a l save (negating
part o r a l l of the effect). In addition, whenever a ro n i n is
brought below o hit points, o n h i s next turn he can ro l l

'

free action as if he had the Quick Draw feat. I n addition,


whenever he t h reatens a critical hit with a kata na, he gains a
+2 bonus on the confi rmation ro l l . Final ly, his s a m u ra i l eve ls
stack with a ny fighter l evels h e possesses for the p u rposes
of meeti n g the prereq u isites for feats that specifi ca l ly sel ect
his chosen wea pon, such as Weapon Speci a l ization.

Subtier 3-4 (CR 4)


RO N I N

CR4

M a l e h u m a n s a m u rai 5 (Pathfinder RPG Ultimate Combat 18)


LN M e d i u m h u manoid (h u m a n)
Init +5; Senses Perception +i
DEFENSE
AC 19, touch 11, fl at-footed 18 (+8 armor, +1 Dex)
hp 47 (5d10+i5)
Fort +6, Ref +2, Will +2
OFFENSE
Speed 20 ft.
Melee mwk kata n a +11 (1d8+6/18-20)
Special Attacks c h a l l enge (+5, 2/day)
STATISTICS
Str 18, Dex 13 , Con 14, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +9; CMD 20
Feats I m proved I n itiative, Mou nted Archery, Power Attack,
Weapon Focus (kata n a), Weapon Speci a l ization (kata n a)
Skills B l uff +7, Diplomacy +7, I ntimidate +7, Knowledge (local) +8,
Sense Motive +9
Languages Com m o n , Tian
S Q banner +2, mount (horse), order a b i l ities (self rel i a nt),
order c h a l l e n ge +2, reso lve (3/day), ron i n , weapon expertise
(kata n a)
Other Gear +i banded mail, masterwo rk katana, 650 gp
SPECIAL ABILITIES
Banner (Ex) As long as the s a m u rai's b a n n e r is clearly visi ble,
a l l a l l ies wit h i n 60 feet receive a +2 morale bonus o n savi n g
th rows against fea r and a + i m o r a l e bonus o n attack ro l l s
m a d e as part o f a charge. At 10th level, a n d every five leve ls
thereafter, these bon uses i ncrease by +i. The b a n n e r m ust
be ca rried or displayed by the s a m u ra i to fu nction.
Challenge {Ex) See descri ption from S u btier 1-2.
Mount (Ex) See descri ptio n from S u btier 1-2.
Order Challenge (Ex) See descri ption from S u btier 1-2.
Resolve {Ex) See descri ption fro m S u btier 1-2.
Self Reliant (Ex) See description from S u btier 1-2.
Weapon Expertise (Ex) See descri ption from S u btier 1-2.

Subtier 5-6 (CR 6)


RO N I N

CR6

M a l e h u m a n s a m u rai 7 (Pathfinder RPG Ultimate Combat 18)

26

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..

-- --

. ,

' J ---

---.

,,

BLOOD UNDER ABSALOM

Skills B l uff +12, D i p l o m acy +12, I ntimidate +12, Knowledge

LN M e d i u m h u manoid (h u m a n)
lnit +5; Senses Perception +i

(local) +i3 , Sense M otive +14

DEFENSE
AC 20, touch 12, fl at-footed 18 (+8 armor, +1 Dex, +1 dodge)
hp 64 (7d10+21)
Fort +7, Ref +3 , Will +3
OFFENSE
Speed 20 ft.
Melee + I katana +i3/+8 (1d8+7/18-20)
Special Attacks c h a l l enge (+7, 3/day)
STATISTICS
Str 18, Dex i3 , Con 14, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +n; CMD 23
Feats Cleave, Dodge, I m proved I n iti ative, M o u nted
Archery, Power Attack, Weapon Focus (kata n a), Weapon
Speci a l ization (kata na)
Skills B l uff +9, D i p l o m acy +9, I ntim idate +9, l< nowledge
(local) +io, Sense M otive +ll
Languages Com m o n , Tian
S Q banner +2, mount (ho rse), order a b i l ities (self re l i a nt),
order c h a l l e n ge +2, resolve (4/day), ro n i n , wea p o n
expertise (kata n a)
Other Gear +I banded mail, +I katana, 900 gp
SPECIAL ABILITIES
Banner {Ex) See descri ption from S u btier 3-4.
Challenge {Ex) See descri ption from S u btier 1-2.
Mount (Ex) See descri ptio n from S u btier 1-2.
Order Challenge {Ex) See descri ption from S u btier 1-2.
Resolve {Ex) See descri ption fro m S u btier 1-2.
Self Reliant {Ex) See description from S u btier 1-2.
Weapon Expertise {Ex) See descri ption from S u btier 1-2.

(self re l i a nt, without m a ster), order c h a l l enge +3 , resolve


(5/day), ron i n , weapon expertise (katana)
Other Gear +2 banded mail, +I katana, +I wakizashi, 965 gp
SPECIAL ABILITIES
Banner {Ex) See descri ption from S u btier 3-4.
Challenge {Ex) See descri ption from S u btier 1-2.
Greater Resolve (Ex) After a critical hit is confirmed aga i n st
h i m , a s a m u rai can spend one use of his reso lve as a n
i m m ediate action t o treat t h a t critica l hit as a normal h it.
Effects that o n ly trigger on a critical hit do not trigger when
the s a m u rai uses this a b i l ity.
Mount {Ex) See descri ptio n from S u btier 1-2.
Order Challenge (Ex) See descri ption from S u btier 1-2.
Resolve {Ex) See descri ption fro m S u btier 1-2.
Self Reliant (Ex) See description from S u btier 1-2.
Weapon Expertise {Ex) See descri ption from S u btier 1-2.
Without Master {Ex) The ron i n can c a l l upon his i m mense
wi l l power as a n i m m ediate action, a n d can use it i n one of
th ree ways. H e can use his wi l l power whenever a n attack
wo u l d reduce him to fewer than o hit points but wo u l d n't
ki l l h i m , to i n stead be at l hit point and co nscious. He can
use his wi l l power after making a n attack rol l to co nfirm a
critica l hit i n order to rero l l the co nfirmation rol l . Fi n a l ly,
he can use his wi l l power to take 10 on a ski l l check d u r i n g
com bat, even if the situation or the s ki l l wo u l d n o t norm a l ly
a l l ow h i m to take 10. A ron i n can use this a b i l ity once d u r i n g
a com bat.

Subtier 8-9 (CR 9)

Subtier 10-11 (CR 11)

RO N I N

Languages Com m o n , Tian


S Q banner +3 , greater resolve, m o u nt (horse), order a b i l ities

RO N I N

C R9

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--,

.,
--

C R 11

M a l e h u m a n s a m u rai 12 (Pathfinder RPG Ultimate Combat 18)


LN M e d i u m h u manoid (h u m a n)
Init +5; Senses Perception +i
DEFENSE
AC 21, touch 12, fl at-footed 19 (+9 armor, +i Dex, +i dodge)
hp n8 (12d10+48)
Fort +n, Ref +s, Will +5
OFFENSE
Speed 20 ft.
Melee + 2 katana +20/+i5/+10 (1d8+8/15-20) o r
+ I wakizashi +i7/+12/+7 (1d6+7/18-20)
Special Attacks c h a l l enge (+i2, 4/day)
STATISTICS
Str 18, Dex 13 , Con 16, Int 10, Wis 12, Cha 8
Base Atk +12; CMB +16; CMD 28
Feats Cl eave, Dodge, G reater Weapon Focus (katana),
I m proved Critical (kata na), I m proved I n iti ative, Mou nted
Archery, Power Attack, Vital Stri ke, Weapon Focus (kata n a),

M a l e h u m a n s a m u rai 10 (Pathfinder RPG Ultimate Combat 18)


LN M e d i u m h u manoid (h u m a n)
Init +5; Senses Perception +i
DEFENSE
AC 21, touch 12, fl at-footed 19 (+9 armor, +I Dex, +i dodge)
hp 89 (10d10+30)
Fort +9, Ref +4, Will +4
OFFENSE
Speed 20 ft.
Melee + I katana +i7/+i2 (1d8+7/18-20) o r
+ I wakizashi +i5/+10 (1d6+7/18-20)
Special Attacks c h a l l enge (+10, 4/day)
STATISTICS
Str 18, Dex 13 , Con 15, Int 10, Wis 12, Cha 8
Base Atk +10; CMB +14; CMD 26
Feats Cl eave, Dodge, G reater Weapon Focus (katana),
I m proved I n iti ative, M o u nted Archery, Power Attack,
Weapon Focus (kata n a), Weapon Speci a l ization (kata n a)

27

PATHFINDER SOCIETY SCENARIO

TABLE GMt YOU HAVE 15 MINUTES TO RUN


THIX ENCOUNTER.

Weapon Speci a l izatio n (katana)


Skills B l uff +14, D i p l o m acy +i4, I ntim idate +14, Knowledge

(local) +i5, Sense M otive +i6


Languages Com m o n , Tian

How the P C s wish to rest and recup erate from the day's

S Q banner +3 , demanding c h a l l e n ge, greater reso lve,

challenge s are up to them, and

honorable sta nd l/day, mount (horse), order a b i l ities (self


rel i a nt, without m aster), order c h a l l e n ge +4, reso lve (6/day),
ron i n , wea pon expertise (katana)
Other Gear +2 banded mail, +2 katana, +1 wakizashi, bracers of
armor +1, 265 gp
SPECIAL ABILITIES
Banner {Ex) See descri ption from S u btier 3-4.
Challenge {Ex) See descri ption from S u btier 1-2.
Demanding Challenge {Ex) As long as the ta rget of a
s a m u rai's c h a l l e n ge is with i n the th reatened a rea of the
s a m u rai, it takes a -2 pena lty to its AC on attacks made by
a nyo ne other than the s a m u rai.
Greater Resolve {Ex) See descri ption from S u btier 8-9.
Honorable Stand {Ex) Once per day as a swift action, a samurai
can make a n honorable stand to conti nue battling the target
of his chal lenge. While making an honorable sta nd, the
samurai is immune to the shaken, frightened, and panicked
conditions. He does not fa l l u nconscious while his hit point
total is below o. Fi nal ly, whenever a samurai making a n
honorable stand m ust make a savi ng th row, he can spend
one daily use of his resolve to rero l l the savi ng th row after the
fi rst rol l is made. H e m ust take the result of the second ro ll,
even if it is worse. If a samurai making an honorable sta nd
ever retreats from battle against his challenged foe, he loses
the ability to make a challenge for 24 hours.
Mount {Ex) See description from S u btier 1-2.
Resolve {Ex) See descri ption from S u btier 1-2.
Self Reliant {Ex) See description fro m S u btier 1-2.
Weapon Expertise {Ex) See descri ption from S u btier 1-2.
Without Master {Ex) See descri ption from S u btier 8-9.

flavorful way to have the a s s a s sins attack the Pathfinde r s .

Development:
custody, A s p i s

Nonchalantly ask t h e player s what t h e y want to do o r


a s s a s sins j umping them. They could disguise thems elve s
as inn s ervant s coming to turn down the bed, hide in
a closet or under a b e d , or even hide under the suds in
a bath waiting for a PC to enter and relax. S ome P C s
may g e t a fa l s e s e n s e of s e curity if there s e e m s to be no
immediate threat and divide thems elve s for the night .
B e prepared to run t h i s encounter a numb er of different
ways dep ending on the P C s ' choice s .

Creatures: When t h e P C s a r e a t their m o s t vulnerable,


the Qadiran a s s a s sins strike. After the PCs defeat the
a s s a s sins, they should feel free to s e arch the a s s as s ins'
bodies for clu e s , heal up, recuperate, or otherwi s e prepare
for the next event before the conclu sion of the act.

Subtier 1-2 (CR 2)

ronin's impre s s ive blade work bail him out later that
night and adopt him into their organization. Feeling
indebted to the Cons ortium for their aid, he accept s .

ACT 4: MURDEROUS
INTENTIONS
(CR VARIES BY SUBTIER)
In this act, the P C s ' As pis Cons ortium rivals s end a troupe
of foreign a s s a s sins to slay them. The Cons ortium targets
the PCs both as a threat to their own obj e ctives and out of
vengeance for whatever damage the PCs inflicted on them
in Act 3. The stealthy a s s a s sins break into their room and
set up an ambush, hoping to catch the PCs unaware.

CR 1 2

A D I RA N AS SAS S I N S 3

H u m a n rogue (poisoner) 1 (Path.finder RPG Advanced Player's


Guide 134)
LE M ed i u m h u manoid ( h u m a n)
Init +3; Senses Perception +5
DEFENSE
AC 16, to uch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 each (1d8+i)
Fort +o, Ref +s, Will +i
OFFENSE
Speed 30 ft.
Melee short swo rd +3 (1d6+2/19-20 p l u s poison)
Ranged dart +4 (1d4+2 p l u s poison)
Special Attacks sneak attack +id6
TACTICS
Before Combat The assassins stea lthily a p p roach b e h i n d
oppon ents, atte m pting t o p o i s o n them w i t h da rts before
enteri ng melee.
During Combat The assassi ns attem pts to m a n euver i nto
fl a n ki n g positions, using Acro batics checks to navigate
a ro u n d the fu rniture.
Morale If a n assassi n's a l lies fall, the assassin attem pts to flee.
If caught, the captured assassin attem pts to ki l l herself
before she can be forced to t a l k.
STATISTICS
Str 14, Dex 17, Con 10, Int 13, Wis 12, Cha 8
Base Atk +o; CMB +2; CMD 15
Feats Weapon Finesse, Weapon Focus (da rt)
Skills Acro batics +6, B l uff +3 , C l i m b +5, Disguise +3 , Escape

I f t h e ronin i s arrested a n d taken into

where t h e y want to stay for t h e night , a n d improvi s e the

Cons ortium members witne s sing the

'

Table GMs should find

28

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BLOOD UNDER ABSALOM

Poison (Ex) B l o o d root- i nj u ry; save Fort DC 12; frequency

Artist +6, Knowledge (local) +5, Perception +5, Sense


M otive +5, Sleight of Hand +7, Stea lth +6
Languages Com m o n , Qadiran
S Q poison use
Combat Gear bloodroot poison (3 doses); Other Gear studded
leather, dart, s h o rt sword, 55 gp
SPECIAL ABILITIES

---

..

-,

.,
--

i/ro u n d for

ro u n d s ; effect i Con a n d i Wis; cure i save.

Subtier 3-4 (CR 4)


A D I RA N AS SAS S I N S 3

CR 1

H u m a n rogue (poisoner) 2 (Path.finder RPG Advanced Player's

29

PATHFINDER SOCIETY SCENARIO

Ranged dart +8 (1d4+2 p l u s poison)

Guide 134)
LE M ed i u m h u manoid ( h u m a n)
Init +3; Senses Perception +6
DEFENSE
AC 16, to uch 13 , flat-footed 13 (+3 armor, +3 Dex)
hp 14 each (2d8+2)
Fort +o, Ref +6, Will +i
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee mwk short sword +s (1d6+2/19-20 plus poison)
Ranged dart +s (1d4+2 p l u s poison)
Special Attacks sneak attack +id6
TACTICS
Before Combat The assassins stea lthily a p p roach b e h i n d
oppon ents, atte m pting t o p o i s o n them w i t h da rts before
enteri ng melee.
During Combat The assassi ns attem pts to m a n e uver i nto
fl a n ki n g positions, using Acro batics checks to navigate
a ro u n d the fu rniture.
Morale If a n assassi n's a l lies fall, the assassin attem pts to flee.
If caught, the captured assassin attem pts to ki l l herself
before she can be forced to ta l k.
STATISTICS
Str 14, Dex i7, Con 10, Int 13, Wis 12, Cha 8
Base Atk +i; CMB +3; CMD 16
Feats Weapon Finesse, Weapon Focus (da rt)
Skills Acro batics +7, B l uff +4, C l i m b +6, Disguise +4, Escape
Artist +7, Knowledge (local) +6, Perception +6, Sense
M otive +6, Slei ght of Hand +8, Stea lth +7
Languages Com m o n , Qadiran
S Q poison use, rogue talents (s urprise attack)
Combat Gear bloodroot poison (3 doses); Other Gear studded
leather, dart, m asterwork short sword, 145 gp
SPECIAL ABILITIES
Poison {Ex) B l o o d root- i nj u ry; save Fort DC 12; frequency
l/ro u n d for 4 ro unds; effect 1 Con and 1 Wis; cure 1 save.

Special Attacks sneak attack +2d6

TACTICS
Before Combat The assassins stea lthily a p p roach b e h i n d

oppon ents, atte m pting t o p o i s o n them w i t h da rts before


enteri ng melee.
During Combat The assassi ns attem pts to m a n euver i nto
fl a n ki n g positions, using Acro batics checks to navigate
a ro u n d the fu rniture.
Morale If a n assassi n's a l lies fall a n d she drops to fewer t h a n
7 hit points, the assassin attem pts to fl e e . If caught, t h e
captured assassin attem pts t o ki l l herself before she can be
forced to ta I k.
STATISTICS
Str 14, Dex 18, Con 10, Int 13 , Wis 12, Cha 8
Base Atk +3 ; CMB +1; CMD 19
Feats Agi le M a n e uvers, Weapon Finesse, Weapon Focus (da rt)
Skills Acro batics +11, B l uff +6, C l i m b +9, Disguise +6, Escape
Artist +11, l< nowledge (local) +8, Perception +8, Sense
M otive +8, S l eight of Hand +11, Stealth +11
Languages Com m o n , Qadiran
S Q m aster poisoner, poison use, rogue talents (s urprise
attack, lasti ng poison)
Combat Gear La rge sco rpion poison (3 doses); Other Gear
+i studded leather, dart, masterwork short swo rd, 315 gp
SPECIAL ABILITIES
Lasting Poison (Ex) A rogue with this talent can a p p ly
poison to a wea pon i n such a way that it is effective for
two successfu l attacks i n stead of one. The poison has a
reduced effect, however, a n d saves made aga i n st the poison
receive a +2 circu msta n ce bonus. Applyi n g poison i n this
way req u i res a fu l l - ro u n d action, or a sta ndard action ifthe
rogue has the swift poison talent.
Master Poisoner {Ex) A poisoner can use Craft (a lchemy) to
change the type of a poison. Doing so req u i res 1 hour of work
with a n alchem ist's lab and a Craft (a lchemy) ski l l check with a
DC equal to the poison's DC. If successfu l , the poison's type
changes to contact, ingested, i n h a led, or i nju ry. If the check
fai ls, the poison is ruined. The poisoner also receives a bonus
on Craft (a lchemy) ski l l checks when working with poison
eq ual to 1/2 her rogue level. This abil ity repl aces trap sense.
Poison {Ex) La rge scorpion poison-inj u ry; save Fort DC 17;
frequency l/ro u nd for 6 ro unds; effect ld2 Str; cure i save.

Subtier 5-6 (CR 6)


A D I RA N AS SAS S I N S 3

CR 3

H u m a n rogue (poisoner) 4 (Pathfinder RPG Advanced Player's


Guide 134)
LE M ed i u m h u manoid ( h u m a n)
lnit +4; Senses Perception +8
DEFENSE
AC 18, touch 14, fl at-footed 14 (+4 armor, +4 Dex)
hp 25 each (4d8+4)
Fort +1, Ref +8, Will +2
Defensive Abilities evasion, u n c a n ny dodge
OFFENSE
Speed 30 ft.
Melee mwk short sword +8 (1d6+2/19-20 p l u s l asti n g poison)

'

Subtier 8-9 (CR 9)


CR 6

A D I RA N AS SAS S I N S 3

H u m a n rogue (poisoner) 7 (Pathfinder RPG Advanced Player's


Guide 134)
LE M ed i u m h u manoid ( h u m a n)
Init +4; Senses Perception +11
DEFENSE
AC 18, touch 14, fl at-footed 14 (+4 armor, +4 Dex)

30

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BLOOD UNDER ABSALOM

OFFENSE
Speed 30 ft.
Melee +i short sword +12/+7 (1d6+3/19-20 p l u s l asti n g poison)
Ranged dart +11/+6 (1d4+2 p l u s poison)
Special Attacks sneak attack +5d6, poison
TACTICS
Before Combat The assassins h ave q uaffed potions of invisibility,
and stea lthily approach opponents from behind, attempting
to poison them with darts before enteri ng melee.
During Combat The assassi ns attem pt to m a n euver i nto
fl a n ki n g positions, using Acro batics checks to navigate
a ro u n d the fu rniture.
Morale If a n assassi n's a l lies fall a n d she is dropped to fewer
than 12 hit poi nts, the assassin attem pts to flee. If caught,
the captured assassin attem pts to ki l l herself before she can
be forced to ta I k.
STATISTICS
Str i4, Dex 18, Con 10, Int i4, Wis 12, Cha 8
Base Atk +6; CMB +10; CMD 23
Feats Agi le M a n e uvers, Combat Reflexes, Stealthy, Weapon
Finesse, Weapon Focus (da rt), Weapon Focus (s hort swo rd)
Skills Acrobatics +16, Bluff +n, Climb +14, Craft (alchemy) +i4,
Disguise +n, Escape Artist +i8, Knowled ge (local) +14, Perception
+13, Sense Motive +13, Sleight of Hand +16, Stealth +i8
Languages Com m o n , Qadiran
S Q m aster poisoner, poison use, rogue talents (s urprise
attack, l asti ng poison, swift poison, distracti n g attack)
Combat Gear potions of invisibility (2), purple wo rm poison (3
doses); Other Gear +i studded leather, +1 short sword, dart,
cloak ofresistance +i, ring ofprotection +1, 865 gp
SPECIAL ABILITIES
Lasting Poison (Ex) See descri ption from S u btier 5-6.
Master Poisoner (Ex) See descri ption from S u btier 5-6.
Poison (Ex) Purple worm poison-inj u ry; save Fort DC 24;
frequency i/ro u nd for 6 ro unds; effect id3 Str; cure 2 saves.
Swift Poison (Ex) See descri ption fro m S u btier 8-9.

hp 42 each (7d8+7)
Fort +3 , Ref +10, Will +4
Defensive Abilities evasion, u n c a n ny dodge

OFFENSE
Speed 30 ft.
Melee +1 short sword +11 (1d6+3/19-20 p l u s lasting poison)
Ranged dart +10 (1d4+2 p l u s poison)
Special Attacks sneak attack +4d6
TACTICS
Before Combat The assassins h ave q uaffed potions of invisibility,
and stea lthily approach opponents from behind, attempting
to poison them with darts before enteri ng melee.
During Combat The assassi ns attem pts to m a n e uver i nto
fl a n ki n g positions, using Acro batics checks to navigate
a ro u n d the fu rniture.
Morale If a n assassi n's a l lies fall a n d she is dropped to fewer
than 7 hit points, the assassin attem pts to flee. If caught,
the captured assassin attem pts to ki l l herself before she can
be forced to t a l k.
STATISTICS
Str 14, Dex 18, Con 10, Int 13 , Wis 12, Cha 8
Base Atk +s; CMB +9; CMD 21
Feats Agi le M a n e uvers, Combat Reflexes, Weapon Fin esse,
Weapon Focus (da rt), Weapon Focus (short sword)
Skills Acro batics +i4, B l uff +9, C l i m b +12, Disguise +9, Escape
Artist +i4, Knowledge (local) +11, Perception +11, Sense
M otive +11, S l eight of Hand +i4, Stea lth +i4
Languages Com m o n , Qadiran
S Q m aster poisoner, poison use, rogue tal ents (s urprise
attack, lasti ng poiso n , swift poison)
Combat Gear potions of invisibility (2), La rge sco rpion poison
(3 doses); Other Gear + i studded leather, + i short sword,
dart, cloak ofresistance +i, 315 gp
SPECIAL ABILITIES
Lasting Poison (Ex) See descri ption from S u btier 5-6.
Master Poisoner (Ex) See descri ption from S u btier 5-6.
Poison (Ex) La rge scorpion poison-inj u ry; save Fort DC 17;
frequency i/ro u n d for 6 ro unds; effect id2 Str; cure 1 save.
Swift Poison (Ex) A rogue with this talent can apply poison to a
weapon as a move action, i n stead of a standard actio n .

A ft e r 2 5 minut e s , t h e Overseer GM should signal to the


Table GMs to bring the encounter to a clo s e .

TABLE GMS, YOU HAVE 5 MINUfEX TO BRING THE


ENCOUNTER TO A CLOSE BEFORE THE UART OF ACT 5.

Subtier 10-11 (CR 11)


CR 8

A D I RA N AS SAS S I N S 3

H u m a n rogue (poisoner) 9 (Pathfinder RPG Advanced Player's


Guide i34)
LE M ed i u m h u manoid ( h u m a n)
lnit +4; Senses Perception +13
DEFENSE
AC i9, touch i5, fl at-footed is (+4 armor, +1 defl ection, +4 Dex)
hp 53 each (9d8+9)
Fort +4, Ref +11, Will +s
Defensive Abilities evasion, i m p roved u n c a n ny dodge

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.,
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There is a l o u d b a n g i n g at the door! M o m e nts l ater the door


fl ies open revea l i n g a dozen armed tengu behind it. They
q u i ckly storm i nto the roo m , b l ades d rawn.
Arriving a t t h e r o o m to provide details of t h e next
event, the P C s ' tengu liaison heard the s ound of combat
within the room and quickly s ummoned reinforcement s .
Upon their arrival, t h e tengu r u s h t h e doorway. I f any
a s s a s sins remain, the tengu corner them, forcing them

31

PATHFINDER SOCIETY SCENARIO

to break from combat and attempt to fle e before they can

m ust be no b loodshed. Any shows of let h a l force w i l l res ult i n


yo u r i m m ediate disq u a l ification fro m t h e event. T h e troupe
a b l e to force its opponents to yield is the victor. N ow go a n d
prepare yo u rse lves for the eve n i n g's performa nce. It starts i n
10 m i n utes!"

b e caught. Allow the PCs a final round to of combat before


the a s s a s sins fle e . If the PCs have defeated the a s s a s s i n s ,
t h e tengu l o o k bewildered; t h e liaison s t e p s forward and
apologizes for the disturbance, stating she heard sound
of combat and ran for reinforcement s .

Development:

I f P C s p o s itively identify any of the

TABLE GMS, YOU HAVE 40 MINUTES TO RUN THIS


ENCOUNTER.

would-be a s s a s sins as a s s o ciates of rival contestant s , the


fingered individuals are d i s qualified. A D C 18 Perception
check to s e arch the bodies turns up a small bra s s coin
hidden in the folds of one of the a s s a s sins rob e s . The

Backstage, the P C s mu st quickly cho o s e one of eight

coin's face i s marked with a coiled a s p and its tail carved

different costume s . There is only one of each costume,

with the letters P. O . D . The pres ence of the coin implie s

s o once a P C cho o s e s a costume, the remaining PCs mu st

that a t l e a s t o n e member of t h e A s p i s Cons ortium h a d a

pick s omething else.

contract with the a s s a s sins. If the P C s thus identify the

quickly r o l l a d 2 0 a n d cho o s e their P C s ' costumes in the

A s p i s Cons ortium as the party behind their attempted

order of the re sults to s ave time. Though the roles of the

a s s a s sination, they gain a

+i

Table GMs may wish to have player s

morale b onu s against all

characters are gender- s pecific, an actor may p erform a

Aspis agents or allies of the Cons ortium until the end of

role a s s o ciated with the oppo site gender. The costumes

the event .

TABLE

are extremely elab orate, s o a trio of aasimars aid the P C s


in readying for their performance, helping them don

GMs: STOP!

their costumes and apply makeup. If two player s enter a

ACT 5 : SEMI- FINALS


(CR VARIES BY SUBTIER)

dis pute over a costume, the aasimars quickly step in and


cho o s e the costumes for the argumentative individuals
by flipping a coin.
The costumes are as follows (all damage listed a s s umes
Medium creature s ; reduce by 1 size category for Small P C s):

Leading Male (Sheng) There are two leading male role s


for the performance, the General and the Monkey King.
The General wears a long b e ard and fights with a wo oden

T h e fi rst rays of l i g h t creep i nto t h e i n n 's w i n d ow,


acco m p a n ied by a l o u d knocki n g at t h e d o o r. S o m e o n e in t h e
h a l l screeches, "The s u n i s u p ! T i m e to gather yo u r t i c kets
and head to The O p e r a ! "

sword (1d8 nonlethal) and armor (treat as splint mail).


The Monkey King wears an elaborate monkey mask. The
Monkey King i s portrayed as an acrobat and trickster and
i s permitted to cast s p e l l s .

TABLE GMS, YOU HAVE 3 MINUTES TO GET YOUR


PLAYERS READY FOR THE NEXT EVENT!

Leading Females (Dan)

T h e r e are t w o leading female

role s , the Warrior Woman and the Wizened Crone. The


Warrior Woman wears full armor (treat as splint mail)
and p e acock feathe r s , and fights with a dulled, bladed

At this time

Table GMs

p olearm (1d8 nonlethal). The Wizened Crone wears long

should aid PCs with any

preparations. After 3 minutes pass, the

Overseer GM resumes

rob e s and walks with a cane. She i s permitted to cast

control ofthe House by reading the following passage:

spells.

Arrivi ng at the opera, you a re greeted by a trio of actors dressed


i n the garb and makeup of a traditional opera from Lung Wa.
They seat you in the fi rst few rows. Looking around yo u see a few
others also i n attendance. Strangely, there are no sets and the
u n l it stage is em pty except for th ree plain wooden chairs. Then
Kiang Zhen strides onto the stage and add resses the audience.
"Today I a m treati ng myself to a disp lay of opera, which a l l of
yo u s h a l l perform for me! Backstage, yo u s h a l l fi n d traditi o n a l
costumes t h a t wi l l determ i n e the r o l e s yo u wi l l po rtray. Yo u
m ay ch oose these roles yo u rself, but be forewa rned-yo u
m ust act wit h i n the l i m its of yo u r ro le. Yo u r o bjective is to
perform a n epic combat against a riva l gro u p. H owever, there

and forceful male. The two choices for this performance

Painted Faces (Jing)

'

The J i n g r o l e repres ent s a strong

are the Noble Warrior and the Cruel Bandit. Noble


Warrior wears red face paint and full armor (treat as
splint mail), and wields a large club (1d10 nonlethal).
The Cruel Bandit wears blue face paint and wields a long
wo oden knife (1d4 nonlethal), s p e cially balanced to allow
a capable individual to make nonlethal sneak attacks
with it .

Clowns (Chou) The s e humorous character s

are allowe d

to s p eak with the audience in order to make j okes at their


opp onent s ' expense. Chou are also permitted to cast
spells. Male Chou identify their characters by painting

32

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BLOOD UNDER ABSALOM

wide white circle s around their eye s . Female Chou paint

cruel bandit, and the A s p i s cleric portrays the clown.

their faces red with black circle s ab out the eye s . Clown

(The PCs can still cho o s e any of the s e costume s .)

costumes do not include weapons; however, C hou can

Running the Performance

carry and wield a broom or stick (treat as an improvi s e d


weap on dealing id6 nonlethal damage), claiming i t to b e

The performance should b e run as a standard combat ,

whatever weapon they d e s i r e for t h e s a k e of performance

though P C s are forbidden from using lethal damage.

and comedic value.

All the costume weap ons are designed to deal nonlethal

A s Kiang Zhen appreciates irony, she pits

damage and thus do not impart the normal p enalties

the PCs against the A s p i s Cons ortium's team. If the

for u s ing a lethal weapon to deal nonlethal damage. I f

PCs failed to b efriend the ronin from the interlude

an attack d e a l s lethal damage, t h e combat automatically

encounter, he now accompanies the Cons ortium team.

ends and the offending group forfeit the match.

Creatures:

I f instead the PCs befriended the ronin, the C ons ortium

A team wins by dealing more nonlethal damage to

i s accompanied by a new fighter, who u s e s the original

each member of the oppo sing team than tho s e characters

fighter's stat block.

p o s s e s s , until all opponents are staggered or uncons cious .


T h e spars ely s e t stage contains only a four chairs, a

I f the ronin i s on the A s p i s Cons ortium team, he


cho o s e s

The

General;

otherwi s e ,

the

Aspis

fighter

stick, a broom, and a small table. P C s and opponent s

portrays the Warrior Woman. The A s p i s summoner

playing roles allowed to c a s t s p ells may augment these

portrays the Monkey King, the A s p i s rogue p ortrays the

props with illusions or conj uration magic, s o long as none


of the s p ells deal lethal damage to the oppo sing team.

---

..

-,

.,
--

33

PATHFINDER SOCIETY SCENARIO

Subtier 1-2 (CR 3 or CR 4)


AS P I S C L E R I C AS T H E WH I T E - EY E D C LOWN

AC 10, to uch 10, fl at-footed lo


OFFENSE
Melee b room +o (1d6+3 n o n l ethal)
STATISTICS
Gear b room

CR 1 2

hp 10 (use the Aspis Cleric statistics on page 16)

DEFENSE
AC 10, to uch 10, fl at-footed 10
OFFENSE
Melee b room -1 (1d6+3 n o n l ethal)
STATISTICS
Gear b room

AS P I S F I G H T E R AS T H E WA R R I O R W O M A N

CR 1

hp 21 (use the As pis Fighter statistics on page 17)

DEFENSE
AC 18, touch n, fl at-footed 17 (+7 armor +1 Dex)
OFFENSE
Melee wooden polearm +5 (1d8+4 non lethal)
STATISTICS
Gear costume armor, wooden polearm

CR 1 2

AS P I S F I G H T E R AS T H E WA R R I O R W O M A N

hp 13 (use the Aspis Fighter statistics on page 16)

DEFENSE
AC 18, touch n, fl at-footed 17 (+7 armor+i Dex)

OFFENSE

RO N I N AS TH E G E N E RA L

Melee wooden polearm +4 (1d8+4 n o n l ethal)

CR 4

hp 47 (use the Ron i n statistics on page 26)

STATISTICS

DEFENSE

Gear costume armor, wooden polearm

AC 18, touch n, fl at-footed 17 (+7 armor, +i Dex)

OFFENSE
RO N I N AS TH E G E N E RA L

CR 2

Melee wooden swo rd +9 (1d8+4 n o n l ethal)

STATISTICS

hp 30 (use the Ron i n statistics on page 25)

DEFENSE
AC 18, touch n, fl at-footed 17 (+7 armor, +1 Dex)
OFFENSE
Melee wooden swo rd +6 (1d8+3 non lethal)
STATISTICS
Gear costume armor, wooden swo rd

Gear costume armor, wooden swo rd


AS P I S ROG U E AS T H E C RU E L BAN D I T

CR 1

hp 15 (use the Aspis Rogue statistics on page 18)

DEFENSE
AC 13 , touch 13 , fl at-footed 10 (+3 Dex)

OFFENSE
AS P I S ROG U E AS T H E C RU E L BAN D I T

CR 1 2

Melee l o n g wooden knife +4 (1d4 non leth al)


Special Attacks sneak attack +id6 non l eth a l
STATISTICS
Gear long wooden knife

hp 9 (use the Aspis Rogue statistics on page 16)

DEFENSE
AC 13 , touch 13 , fl at-footed 10 (+3 Dex)
OFFENSE
Melee l o n g wooden knife +3 (1d4 n o n l ethal)
Special Attacks sneak attack +id6 non l eth a l
STATISTICS
Gear long wooden knife

AS P I S S O RC E R E R AS T H E M O N KEY KI N G

CR 1

hp 15 (use the Aspis So rcerer statistics on page 18)

DEFENSE
AC n, touch n, fl at-footed 10 (+i Dex)

OFFENSE
AS P I S S O RC E R E R AS T H E M O N KEY KI N G

CR 1 2

Melee u n a rmed stri ke +o (1d3-1)

STATISTICS
Gear m o n key mask

hp 9 (use the Aspis Sorcerer statistics on page 17)

DEFENSE
AC n, touch n, fl at-footed 10 (+i Dex)
OFFENSE
Melee u n a rmed stri ke -1 (1d3-1)
STATISTICS
Gear m o n key mask

Subtier 5-6 (CR 7 or CR 8)


AS P I S C L E R I C AS T H E WH I T E - EY E D C LOWN

CR 3

hp 29 (use the Aspis Cleric statistics on page 18)

Subtier 3-4 (CR 5 or CR 6)

DEFENSE
AC lo, to uch lo, fl at-footed lo

AS P I S C L E R I C AS T H E WH I T E - EY E D C LOWN

OFFENSE

CR 1

hp 16 (use the Aspis Cleric statistics on page 17)

Melee b room +2 (1d6+3 n o n l ethal)

DEFENSE

STATISTICS

'

34

....
-

--

..

-- --

' J ---

---.

Co

BLOOD UNDER ABSALOM

AC 18, touch n, fl at-footed 17 (+7 armor, +i Dex)


OFFENSE
Melee wooden polearm +n/+6 (1d8+6 non leth al)
STATISTICS
Gear costume armor, wooden polearm

Gear b room
CR 3

AS P I S F I G H T E R AS T H E WA R R I O R W O M A N

hp 38 (use the Aspis Fighter statistics on page 19)

DEFENSE
AC 18, touch n, fl at-footed 17 (+7 armor, +i Dex)

OFFENSE

RO N I N AS TH E G E N E RA L

CR

Melee wooden polearm +8 (1d8+6 non leth al)

h p 89 (use the Ro n i n statistics on page 27)

STATISTICS
Gear costume armor, wooden polearm

DEFENSE
AC 19, touch 12, fl at-footed 17 (+7 armor, +1 Dex, +i dodge)
OFFENSE
Melee wooden swo rd +i4/+9 (1d8+4 n o n l ethal)
STATISTICS
Gear costume armor, wooden swo rd

RO N I N AS TH E G E N E RA L

CR 6

hp 64 (use the Ron i n statistics on page 27)

DEFENSE
AC 19, touch 12, fl at-footed 17 (+7 armor, +i Dex, +i dodge)

OFFENSE

AS P I S ROG U E AS T H E C RU E L BAN D I T

Melee wooden swo rd +n/+6 (1d8+4 non leth al)

CR 6

hp 46 (use the Aspis Rogue statistics on page 21)

STATISTICS

DEFENSE

Gear costume armor, wooden swo rd

AC 15, touch 15, fl at-footed 10 (+4 Dex, +i dodge)

OFFENSE
AS P I S ROG U E AS T H E C RU E L BAN D I T

CR 3

Melee l o n g wooden knife +9 (1d4 non lethal)


Special Attacks sneak attack +4d6 n o n l ethal)
STATISTICS
Gear long wooden knife

hp 27 (use the Aspis Rogue statistics on page 19)

DEFENSE
AC 14, to uch 14, fl at-footed 10 (+4 Dex)
OFFENSE
Melee l o n g wooden knife +7 (1d4 non leth al)
Special Attacks sneak attack +2d6 non l eth a l
STATISTICS
Gear long wooden knife

AS P I S S O RC E R E R AS T H E M O N KEY KI N G

CR 6

hp 55 (use the Aspis Sorcerer statistics on page 21)

DEFENSE
AC n, touch n, fl at-footed 10 (+i Dex)

OFFENSE
AS P I S S O RC E R E R AS T H E M O N KEY KI N G

CR 3

Melee u n a rmed stri ke +2 (1d3-1)

STATISTICS
Gear m o n key mask

hp 28 (use the Aspis Sorcerer statistics on page 20)

DEFENSE
AC n, touch n, fl at-footed 10 (+i Dex)
OFFENSE
Melee u n a rmed stri ke +i (1d3-1)
STATISTICS
Gear m o n key mask

hp 66 (use the Aspis Cleric statistics on page 22)

Subtier 8-9 (CR 10 or CR 11)

AC 10, to uch 10, fl at-footed 10

Subtier 10-11 (CR 12 or CR 13)


AS P I S C L E R I C AS T H E WH I T E - EY E D C LOWN

CR 8

DEFENSE
OFFENSE

AS P I S C L E R I C AS T H E WH I T E - EY E D C LOWN

CR 6

Melee b room +5/+o (1d6+3 n o n l ethal)

STATISTICS

hp 46 (use the Aspis Cleric statistics on page 20)

DEFENSE
AC 10, to uch 10, fl at-footed 10
OFFENSE
Melee b room +4 (1d6+3 n o n l ethal)
STATISTICS
Gear b room

Gear b room
AS P I S F I G H T E R AS T H E WA R R I O R W O M A N

hp 81 (use the Aspis Fighter statistics on page 22)

DEFENSE
AC 18, touch n, fl at-footed 17 (+7 armor, +1 Dex)

OFFENSE
AS P I S F I G H T E R AS T H E WA R R I O R W O M A N

CR 6

Melee wooden polearm +i3/+8 (1d8+6 non lethal)

STATISTICS

h p 64 (use the Aspis Fighter statistics on page 21)


DEFENSE

---

..

-,

Gear costume armor, wooden polearm

.,
--

35

CR 8

PATHFINDER SOCIETY SCENARIO

RO N I N AS TH E G E N E RA L

CR 11

h p 118 (use the Ron i n statistics o n page 27)

TABLE

DEFENSE

GMs: STOP!

ACT 6: THE M AUSOLEUM RUN

AC 19, touch 12, fl at-footed 17 (+7 armor, +1 Dex, +1 dodge)

OFFENSE

The emi s sary has set the final competition to be held in

Melee wooden swo rd +i6/+11/+6 (1d8+4 non leth al)

a forgotten mau s oleum in the Petal D i strict. The unu s e d

STATISTICS

mau s oleum w a s commi s sioned a century earlier by a

Gear costume armor, wooden swo rd

wealthy merchant who wound up s elling off his holdings


in Ab s alom and moving els ewhere.

AS P I S ROG U E AS T H E C RU E L BAN D I T

CR 8

Mausoleum Entrance

hp 58 (use the As pis Rogue statistics on page 23)

DEFENSE
-------

FFENSE
Melee l o n g wooden knife +10/+5 (1d4 non lethal)
Special Attacks sneak attack +5d6 non l eth a l
STATISTICS
Gear long wooden knife
0

AS P I S S O RC E R E R AS T H E M O N KEY KI N G

'

CR 8

hp 70 (use the Aspis Sorcerer statistics on page 23)

DEFENSE
AC 13 , touch i3 , fl at-footed 10 (+2 Dex, +i dodge)

OFFENSE
Melee u n a rmed stri ke +3 (1d3-1)

STATISTICS
Gear m o n key mask
After 40 minute s , t h e

OVERSEER GM

,,..;
I

AC 15, to uch i5, flat-footed 10 (+4 Dex, +i dodge)

Overseer GM yells "Curtain!"

TABLE GMX, YOU HAVE 5 MINUTES TO WRAf


THINGS ur!

A crowd of b l ack-robed mou rners gathers i n a s m a l l , grassy


square near the edge of the cem etery. The assem bly forms a
procession, which winds t h rough the cem etery to one of the
o ldest and most opu lent plots. There, the entrances to a n
entire row of aging marble m a usoleums s t a n d o p e n . Before
each rests a coffi n . The procession stops, and a wom a n i n the
robes of a Pharasmin cleric steps forward.
She a p p roaches the va rious gro u ps of mou rners and,
speaking i n a solemn tone, req uests each of them to hoist a
casket a n d carry it i nto one of the mausoleums. Then she adds
the fol lowi ng i n structions:
"This next com petition is the final one of the q u a l i fi er. The
Emissary lies somewhere i n the cataco m b s below. A l l you m ust
do n ow is seek h i m out and to uch his robes. Good l uck."
Then the woman nods and leaves, without fu rther explanation.

TABLE GMS, YOU HAVE 45 MINUTES TO RUN THE


NEXT SECTION!

I f the PCs haven't completed the combat by this p oint ,


Kiang Z h e n e n d s t h e match, deciding t h e winner by coin

To enter the final round, the PCs mu st act as pallbearers

to s s , stating, "Unle s s you can end a battle decisively, the

and

winds of chance may ever shift against you." I f PCs lose

mau s oleums and down a flight of stairs to where they

the performance (whether by being knocked uncons ciou s ,

meet their next contact.

using lethal damage, or losing t h e coin t o s s), Kiang Zhen

carry

250

p ound

casket

into

the

s p ecified

Ml. The Judge (CR Varies by Subtier)

places a mark of shame on all the P C s , which weighs


heavy on their hear t s . They are not disqualified from the
competition, but tho s e s o marked take a -2 penalty on

The stairs em pty i nto a long h a l l of cool gray sto ne. O n both
sides of the smooth, polished wa l l s open deep, n a rrow a rches
that recede i nto stra ight, dark h a l lways. A go ld-skinned
h u manoid sits i n a trance l i ke state i n the middle of the room
l i ke a great silent statue. Across his lap is a massive s p i ked c l u b.
B e h i n d the creatu re, on the fa r side of the h a l l , a s m a l l b rass
gong h a n gs sti l l upon a lacquered wooden fra me. Beside the
gong rests a l a rge m a l l et, its beater wrapped i n cloth.

initiative checks for the remainder of the event . When


she finishes her critique, she s ends the PCs backstage,
where they are greeted by their tengu liai son.

"Ti me for yo u r costume change," she caws as she hands over a


stack of black fu nera ry robes.
"Once yo u get su ited up, th row these over yo u r clothes;
yo u'll need them to enter the next event. Then head to the Petal
District. Yo u'll know the way once yo u get there."

Creature: T h e gold- skinne d , horne d , a n d fanged kuwa


oni is Judge Heng. The emi s s ary charged Judge Heng
with guarding the entrance to the final competition.

'

36

....

.
-

--

..
-

-- --

. ,

' J ---

---- -

,,

BLOOD UNDER ABSALOM

Just like with Kiang Zhen, Judge Heng's coop eration in


the tournament is mandated by celestial order, and he

The b l ades a n d smoke coveri n g the entrances a re merely


tri ggered silent images. A creatu re ca n safely pass t h rough
the i l l us i o n a ry b l ades, though (with the exception of a lcove
c) doi n g so tri ggers a trap that ca uses a wall of iron to
spri n g u p, i m priso n i n g the creatu res with i n the a lcove.
Each a lcove goes 10 feet from the m a i n cham ber befo re
e n d i n g i n a so l i d wa l l , though the t u n n e l s a ppear to go
on out of si ght, t h a n ks to persistent i l l usions meant to
m i s l ead a nyo ne looki n g i nto the t u n nels.

cannot deviate from the charge given him. That said, he


welcomes the opp ortunity to cau s e the PCs pain in the
proce s s , relishing the thoughts of their blo o d covering
his menacing spiked club . Shortly after the PCs enter, he
opens his eyes and s p e a k s , following the s cript dictated
by the tournament.

"G reetings, esteemed com petitors. Allow me to i ntroduce


myself. I am cal led H e n g-the Sifu's J udge. Wit h i n this room
yo u see eight arches; h owever, o n ly one leads to the fi n a l
com petitio n . W h i l e I c a n show yo u the correct path, yo u m ust
fi rst prove yo urselves worthy before I revea l the a nswer."
The o n i nods and without wa r n i n g, a l l eight entrances erupt
i nto i m passi b l e whi rlwi nds of l a s h i n g swo rd s h a rds and colored
smoke. C a l m ly, he conti n ues.
" Beyond me h a n gs a s m a l l gong. In order to pass freely, you
m ust properly sound the gong using the nea rby m a l let. W h i l e
this t a s k s o u n d s easy, I assure yo u it is n o t , for it m ust be struck
perfectly i n order to get it to sound. H it it too softly and it wi l l
fa i l t o echo, too h a rd a n d i t wi l l crack. Furthermore, I s h a l l d o
m y best t o p revent a nyo ne from sounding it."
The j udge bows, his heavy gaze re lentless. Then slowly his
body coi l s i nto a combat stance as h e signals the start of the
fight with a simple nod.

IRO N WA L L T RA P

EFFECTS
Trigger locatio n ; Reset none
Effect spell effect (wall ofiron (hard ness 10, h p 60, Break

DC 29] ; i m p risons any indivi d u a l s with i n a l cove.

+i natural)
h p 68 (1d10+30); regeneration 5 (fi re or acid)
Fort +11, Ref +6, Will +7; +1 vs. fea r,
Defensive Abilities bravery +1; SR 15

OFFENSE
Speed 35 ft.
Melee mwk greatc l u b +i4/+9 (1d10+9) or
2 cl aws +i3 (1d6+6)
Ranged mwk com posite lon gbow +i3/+8 (1d8+6/x3)
Spell-Like Abilities (C L 4th ; concentration +7)
At will-invisibility
3/day-darkness, fly
l/day- charm person (DC 14), deep slumber (DC 16)
TACTICS
During Com bat J udge Hen g's pri m a ry task is to gua rd the gong
and then a lcove c, and he attem pts to keep h i m self between
the PCs and their goa l at a l l costs. Should J udge Heng
knock a n opponent unconscious, on his next tu rn he picks
up the fal len creatu re and then th rows it into the nea rest
a lcove (other than a lcove c). The creature disa ppears into the
i l l usionary wa l l of blades, tri ggeri ng the trap within, which
i m prisons it.
Moral Once reduced to 16 hit poi nts, the j udge su rrenders,
conced i n g to the PCs as his victors.
STATISTICS
Str 23, Dex 20, Con 19, Int 10, Wis 16, Cha 16
Base Atk +7; CMB +i3; CMD 29
Feats Cl eave, Com bat Reflexes, Dodge, Power Attack, Step U p,
Vital Stri ke
Skills B l uff +11, Disguise +5, Fly +7, I ntim idate +11, Knowledge
(a rca n a) +8, Perception +11, Sense Motive +11, Spellcraft +2,
Stea lth +i3 , Use Magic Device +11
Languages Com m o n

Subtier 1-2 {CR 4)


UDGE HENG

CR 4

M a l e kuwa o n i
h p 42 (use the kuwa o n i stats on p a g e 13)
TACTICS
During Com bat J udge Hen g's pri m a ry task is to gua rd the gong
and then a lcove c, and he attem pts to keep h i mself between
the PCs and their goa l at a l l costs. Should J udge Heng
knock a n opponent unconscious, on his next tu rn he picks
up the fal len creatu re and then th rows it into the nea rest
a lcove (other than a lcove c). The creature disa ppears into the
i l l usionary wa l l of blades, tri ggeri ng the trap within, which
i m prisons it.
Moral Once reduced to 8 hit poi nts, the j udge s u rrenders,
conced i n g to the PCs as his victor.

Subtier 3-4 (CR 6)


UDGE HENG

CR 6

M a l e kuwa o n i fighter 2 (Pathfinder RPG Bestiary 3 208)


LE M ed i u m outsider (on i , h u m a n , n ative, shapechanger)
lnit +5; Senses da rkvision 60 ft.; Perception +11
DEFENSE
AC 20, touch 15, fl at-footed 15 (+4 a r m o r, +4 Dex, +i dodge,

- --

- f

..

--,

.,
--

CR 6

Type magic; Perception DC 31; Disable DC 31

37

PATHFINDER SOCIETY SCENARIO

lJihg

change s h a p e (S m a l l or M e d i u m h u m a n , alter self)


masterwork c h a i n s h i rt, masterwork greatc l u b,
masterwo rk com posite lon gbow with 20 arrows

SQ

Other Gear

fl E3

Subtier 5-6 {CR 8)


UDGE HENG

CR 8

M a l e kuwa o n i fighter 4 (Path.finder RPG Bestiary 3 208)


LE M ed i u m outsider ( h u m a n , n ative, o n i , s h a pech a n ger)
I nit +s; Senses da rkvision 60 ft.; Perception +12
DEFENSE
AC 22, touch 16, fl at-footed 16 (+5 a r m o r, +5 Dex, +i dodge,
+i natural)
h p 98 (9d10+49); regeneration 5 (fi re or acid)
Fort +12, R e f +7, Wi l l +8; +i vs. fea r
Defen sive Abi l ities bravery +i; S R 15
OFFENSE
Speed 35 ft.
Melee mwk greatc l u b +i7/+i2 (1d10+9)
or 2 cl aws +i5 (1d6+6)
Ranged mwk com posite lon gbow +i5/+10 (1d8+6/x3)
Spe l l - Li ke Abilities (C L 4th ; concentration +7)
At will-invisibility
3/day-darkness,jly
l/day-charm person (DC 14), deep slumber (DC 16)
TACTICS
During Com bat J udge Heng's pri m a ry task is to gua rd the gong
and then a lcove c , and he attem pts to keep h i m self between
the PCs and their goa l at a l l costs. Should J udge Heng
knock a n opponent unconscious, on his next tu rn he picks
up the fal len creatu re and then th rows it into the nea rest
a lcove (other than a lcove c) . The creature disa ppears into the
i l l usionary wa l l of blades, tri ggeri ng the trap within, which
i m prisons it.
Moral Once reduced to 25 hit poi nts, the j udge su rrenders,
conced i n g to the PCs as his victors.
STATISTICS
Str 23, Dex 20, Con 19, I n t 10, Wis 16, Cha 17
Base Atk +9; C M B +i5; C M D 31
Feats Cl eave, Com bat Reflexes, Dodge, Power Attack, Step U p,
To ughness, Vita l Stri ke, Weapon Focus (greatc l u b)
Ski l l s B l uff +12, Disguise +s, Fly +7, I ntim idate +12, Knowledge
(a rca n a) +8, Perception +12, Sense Motive +12, Spellcraft +2,
Stea lth +i4, Use M agic Device +12
Languages Com m o n
S Q armor tra i n i n g 1, change s h a pe (S m a l l or M e d i u m h u m a n ,
alter self)
Other Gear +i chain shirt, masterwork greatc l u b, masterwork
com posite longbow with 20 a rrows, 445 gp

Subtier 8-9 (CR 11)


s

'

UDGE HENG

38

C R 11

....
-

--

..

-- --

. ,

' J ---

---- -

,,

BLOOD UNDER ABSALOM

M a l e kuwa o n i fighter 7 (Path.finder RPG Bestiary 3 208)


LE M ed i u m outsider (on i , h u m a n , n ative, shapechanger)
I nit +5; Senses da rkvision 60 ft.; Perception +14
DEFENSE
AC 24, touch 16, fl at-footed 18 (+7 a r m o r, +5 Dex, +i dodge,
+i natural)
h p 132 (12d10+67); regeneration 5 (fi re o r acid)
Fort +i3 , Ref +8, Wi l l +9; +2 vs. fea r
Defen sive Abi l ities bravery + 2 ; S R 15
OFFENSE
Speed 35 ft.
Melee mwk greatc l u b +21/+i6/+11 (1d10+12) or
2 cl aws +i8 (1d6+6)
Ranged mwk com posite lon gbow +i8/+i3/+8 (1d8+6/x3)
Special Attacks wea pon tra i n i n g (ham mers +i)
Spe l l - Li ke Abilities (C L 4th ; concentration +7)
At will-invisibility
3/day-darkness, fly
l/day-charm person (DC 14), deep slumber (DC 16)
TACTICS
During Com bat J udge Heng's pri m a ry task is to gua rd the gong
and then a lcove c , and he attem pts to keep h i mself between
the PCs and their goa l at a l l costs. Should J udge Heng
knock a n opponent unconscious, on his next tu rn he picks
up the fal len creatu re and then th rows it into the nea rest
a lcove (other than a lcove c) . The creature disa ppears into the
i l l usionary wa l l of blades, tri ggeri ng the trap within, which
i m prisons it.
Moral Once reduced to 35 hit poi nts, the j udge s u rrenders,
conced i n g to the PCs as his victors.
STATISTICS
Str 23, Dex 20, Con 19, I n t 10, Wis 16, Cha 17
Base Atk +12 ; C M B +i8; C M D 34
Feats Cl eave, Com bat Reflexes, Dodge, Power Attack, Sta nd
Sti l l , Step U p, To ughness, Vital Stri ke, Weapon Focus
(greatc l u b), Weapon Speci a l ization (greatc l u b)
Ski l l s B l uff +i4, Disguise +5, Fly +6, I ntim idate +14, Knowledge
(a rca n a) +9, Perception +14, Sense M otive +14, Spellcraft +2,
Stea lth +i3 , Use Magic Device +12
Languages Com m o n
S Q armor tra i n i n g 2, change shape (S m a l l o r M e d i u m h u m an,
alter self)
Other Gear +2 scale mail, m asterwork greatc l u b, m asterwork
com posite longbow with 20 a rrows, 1,095 gp

+i dodge, +1 natural)
169 (14d10+93); regeneration 5 (fi re o r acid)
Fort +i6, Ref +i2, Wi l l +11; +2 vs. fea r,
Defe n sive Abilities bravery +2; SR 15
OFFENSE
Speed 35 ft.
Melee mwk greatc l u b +24/+i9/+14 (1d10+i3) or
2 cl aws +21 (1d6+7)
Ranged mwk com posite lon gbow +20/+i5/+10 (1d8+6/x3)
Special Attacks wea pon tra i n i n g (ham mers +2, natural +1)
Spe l l - Li ke Abilities (C L 4th ; concentration +7)
At will-invisibility
3/day-darkness,jly
l/day-charm person (DC 14), deep slumber (DC 16)
TACTICS
During Com bat J udge Heng's pri m a ry task is to gua rd the gong
and then a lcove c , and he attem pts to keep h i m self between
the PCs and their goa l at a l l costs. Should J udge Heng
knock a n opponent unconscious, on his next tu rn he picks
up the fal len creatu re and then th rows it into the nea rest
a lcove (other than a lcove c) . The creature disa ppears into the
i l l usionary wa l l of blades, tri ggeri ng the trap within, which
i m prisons it.
Moral Once reduced to 45 hit poi nts, the j udge su rrenders,
conced i n g to the PCs as his victors.
STATISTICS
Str 23, Dex 20, Con 20, I n t 10, Wis 16, C h a 17
Base Atk +14; C M B +20; C M D 37
Feats Cl eave, Com bat Reflexes, Dodge, I m proved B u l l Rush,
Light n i n g Reflexes, Power Attack, Sta nd Sti l l , Step U p,
To ughness, Vita l Stri ke, Weapon Focus (greatc l u b), Weapon
Speci a l ization (greatc l u b)
Ski l l s B l uff +i5, Disguise +s, Fly -2, I ntim idate +i5, Knowledge
(a rca n a) +11, Perception +i4, Sense Motive +i5, S p e l l craft +2,
Stea lth +6, Use M agic Device +12
Languages Com m o n
S Q armor tra i n i n g 2, change shape (S m a l l o r M e d i u m h u m an,
alter self)
Other Gear +2 breastplate, masterwo rk greatc l u b, masterwo rk
com posite longbow with 20 a rrows, cloak ofresistance +I,
ring of protection +i, 1,995 gp
hp

Development:

There

a r e t h r e e ways

to

e n d this

encounter.

Rin_gin_g th e Gon_g:

Subtier 10-11 (CR 13)

To prop erly s ound the gong, a

creature mu st first stand in an adj acent s quare. Then,


as a full-round action, the creature mu st rub the gong

UDGE HENG

C R 13

with the mallet to warm it up and then s oftly strike it

M a l e kuwa o n i fighter 9 (Path.finder RPG Bestiary 3 208)


LE M ed i u m outsider (on i , h u m a n , n ative, shapechanger)
l n i t +5; Senses da rkvision 60 ft.; Perception +14
DEFENSE
AC 26, touch 17, fl at-footed 20 (+8 armor, +i deflection, +5 Dex,

with a succe s s fu l Perform (percu s s ion) skill check. The

- --

- f

..

--,

.,
--

DC for this check i s 10 + the C R of the encounter for the


PC's subtier. Striking the gong with anything that deals
lethal damage cau s e s it to crack. I f the gong cracks , the
PCs cannot s ound it and must keep fighting until Judge

39

PATHFINDER SOCIETY SCENARIO

Heng surrenders or the time runs out (see Special,

To ensure no tables fall too far behind, the Overseer GM

below). Once the gong i s struck properly, the illusions

times this encounter. After 20 minutes have passed, the

fade from the arche s and anyone behind them i s freed.

Overseer GM calls out "Judgment has Fallen!" At this time,

The gong's mallet functions as a +I

sap, and as a magic


item, it cannot be manipulated with ma.!Je h and.
Defeatin.!J ]ud.!Je Hen.!J: If the P C s get the judge to

tho s e tables that have not completed the encounter fail.

surrender, he s ounds the gong himself, causing the

rele a s e s any captured P C s and directs them to alcove

illusions to fade from the arche s and dismis sing any iron
wal l s .

Once the gong sound s , Judge Heng ceases his attacks


and b ows to his opp onent s . He congratulate s the P C s ,
c.

I f the P C s fail to s ound the gong before the Overseer


ends this s e ction, Judge Heng rai s e s his hands and calls

Exitin.!J th rou.!Jh Alcove

C: An individual lucky enough

the fight. He rele a s e s any impris oned P C s , then marks

to find the correct exit on her own can simply continue

all lo s e r s with a glyph of regret that stays ever in the

to area

forefront of their thought s . Though not disqualified,

Mz;

however, Judge Heng imme diately does

-2

whatever he can to block others from pas sing through

tho s e marked take a

the exit.

end of the event. Lastly, he directs all contestant s to


alcove

c,

p enalty on Will s ave s until the

s o they may continue.

M2. The True Path (CR Varies by


Subtier)
Approximately
through alcove

100
c,

fe et

down

the

tunnel

acce s s e d

t h e p a s s age begins to slope down ever

so slightly. Allow dwarve s or others with stonecunning to


make a DC 15 check to notice the change.
After 150 feet, the slope drops off dramatically. To
complicate matter s , the Emi s s ary's agents have greased
the flo or, making it difficult to maintain balance. The
slope can b e s caled with a succe s sful D C i 8 Climb check.
I f the climber fail s , he slides down the remainder of the
slope as des crib e d in the greased chute trap.

Subtier 1-2 (CR 1/2)


G R EAS E D C H U T E TRAP

CR

mech a n i c a l ; Percepti on DC 18; Disable Device DC 14


EFFECTS
Tri gger location; Reset a utomatic
Effect greased ch ute (i ndivi d u a l s stepping o nto the greased
a rea m ust succeed at a DC 17 Reflex save o r fa l l
prone a n d begin s l i d i n g down h i l l a t t h e rate o f 2 0
ft. p e r ro u n d u n t i l t h e victi m s l a m s i nto the wa l l s i n
a rea M4, taki n g l d 6 poi nts o f damage.
Type

Subtier 3-4 (CR 2)


G R EAS E D C H U T E TRA P

Jud se H en s

CR 2

mechanical; Perceptio n DC 21; D i s a b l e Device DC 16


EFFECTS
Tri gger l ocati o n ; Reset automatic
Effect greased ch ute (i ndivid u a l s ste p p i n g onto the
greased a rea m ust succeed at a DC 21 Reflex save or fa l l
prone and begin s l i d i n g down h i l l towa rd a rea M 4 . T h e
victi m s l i des slowly at fi rst (20 ft. p e r rou nd), b u t speeds
u p each additional ro u n d by +s ft. until it slams i nto the
Type

.
. ,

---

',, J --- -- -

BLOOD UNDER ABSALOM

EFFECTS

wa l l s i n a rea M4, taking 2d6 poi nts of dam age.

location; Reset a utomatic


spell effect (glitterdust; bli nded for 3 rounds and i nvisible
creatu res outlined, each ro u n d a DC 12 Wi l l save negates);
m u ltiple ta rgets (a l l ta rgets in a 10-ft.-radius spread)

Tri gger

Subtier 5-6 (CR 3)

Effect

G REAS E D C H U T E T RA P

CR 3

mech a n i c a l ; Perception DC 26; Disable Device DC 18


EFFECTS
Tri gger location; Reset a utomatic
Effect greased ch ute (i ndivi d u a l s stepping o nto the greased
a rea m ust succeed at a DC 23 Reflex save o r fall prone
a n d begin s l i d i n g down h i l l toward a rea M4. The victi m
sl ides slowly at fi rst (20 ft. per ro u n d), but s peeds u p each
additi o n a l ro u n d by +io ft. until it slams i nto the wa l l s in
a rea M4, taking 3d6 points of damage.

Type

Subtier 8-9 (CR 5)

Subtier 5-6 (CR 6)

Type

G REAS E D C H U T E T RA P

Subtier 3-4 (CR 4)


B L I N D I N G LI G H T T RA P

CR 4

magic; Percepti on DC 28; Disable Device DC 28


EFFECTS
Tri gger location; Reset a utomatic
Effect spell effect (heightened glitterdust; bli nded for 5 rounds
and i nvisi ble creatures outlined, each round a DC 14 Wi l l save
negates); m u ltiple targets (a l l targets in a 10-ft.- radius spread)

B L I N D I N G LI G H T T RA P

CR 5

mech a n i c a l ; Perception DC 28; Disable Device DC 21


EFFECTS
Tri gger location; Reset a utomatic
Effect greased ch ute (i ndivi d u a l s stepping o nto the greased
a rea m ust succeed at a DC 26 Reflex save or fa l l prone
a n d begin s l i d i n g down h i l l towa rds a rea M4. The victi m
sl ides slowly at fi rst (20 ft. per ro u n d), but s peeds up each
additional ro u n d by +i5 ft. until it slams i nto the wa l l s in
a rea M4,ta king 5d6 poi nts of dam age.

Type

CR 6

magic; Percepti on DC 30; Disable Device DC 30


EFFECTS
Tri gger location; Reset a utomatic
Effect spell effect (heightened glitterdust; bli nded for 7 rounds
and i nvisi ble creatu res outlined, each round a DC 12 Wi l l save
negates); m u ltiple targets (a l l targets in a 10-ft.- radius spread)
Type

Subtier 8-9 (CR 8)


B L I N D I N G LI G H T T RA P

Subtier 10-11 (CR 7)

CR 8

magic; Percepti on DC 32; Disable Device DC 32


EFFECTS
Tri gger location; Reset a utomatic
Effect spell effect (heightened glitterdust; bli nded for 13 rounds
and i nvisi ble creatu res outlined, each round a DC 20 Wi l l save
negates); m u ltiple targets (a l l targets in a 10-ft. radius spread)
Type

G REAS E D C H U T E T RA P

CR7

mech a n i c a l ; Perception DC 30; Disable Device DC 24


EFFECTS
Tri gger location; Reset a utomatic
Effect greased ch ute (i ndivi d u a l s stepping o nto the greased
a rea m ust succeed at a DC 30 Reflex save or fa l l prone
a n d begin s l i d i n g down h i l l toward a rea M4. The victi m
sl ides slowly at fi rst (20 ft. per ro u n d), but s peeds u p each
additi o n a l ro u n d by +20 ft. until it slams i nto the wa l l s in
a rea M4, taking 7d6 poi nts of damage.

Type

Subtier 10-11 (CR 10)


B L I N D I N G LI G H T T RA P

CR 10

magic; Percepti on DC 34; Disable Device DC 34


EFFECTS
Tri gger location; Reset a utomatic
Effect spell effect (heightened glitterdust; bli nded for 17 rounds
and invisible creatures outl ined, each ro und a DC 28 Will save
negates); m u ltiple ta rgets (a l l targets in a 10-ft. radius spread)
Type

M3. Into the Light (CR Varies by


Subtier)
Here a glyph in the flo or marks a trigger for a magical

trap that blasts anyone pas sing over it either by climbing

Development:

The True Path empties into a curved

or sliding with a colorful spray ofblinding light.

corridor that partially encircles the room where the

Subtier 1-2 (CR 3)

p a s s age into area M4; the PCs are free to enter through

final encounters take place. Archways lead from the


whichever archway they desire. Likewi s e , archways along

B L I N D I N G LI G H T T RA P
Type

magic;

Percepti on

CR 3

DC 27;

---

Disable Device

..

--,

other groups have entered. Upon arrival, the PCs hear the

DC 27

.,

--

the exterior wall connect to the pas sages through which

41

PATHFINDER SOCIETY SCENARIO

Subtier 3-4 (CR 5 and CR 5)

s ounds and shouts of combat from other competitors who


have already entered the final battle.

M4. The Outer Crescent


(

WAVE i: M E D I U M AI R E L E M E N TA L S 2

CR 3

30 (Pathfinder RPG Bestiary 120)

hp

The P C s as well as their competitors tumble into this

WAVE 2: LA RG E F I R E E L E M E N TA L

cres cent- shap ed hallway through various arche s that line


the outer p erimeter ofthe hall. The hallway curves around
an inner chamber where the final encounters await . Every

CR 5

60 (Pathfinder RPG Bestiary 124)

hp

Subtier 5-6 (CR 7 and CR 7)

so often, another group of contestant s tumble down the s e


p a s s ages into t h e cres cent . A t t h e north, e a s t , a n d west

WAVE i: LA RG E EART H E L E M E N TA L S 2

p oint s of the inner wall, arched halls lead to a brightly


lit central chamber. P C s who failed their s ave against the
greased chute trap in area

Mz

CR 5

68 (Pathfinder RPG Bestiary 122)

hp

slam into the wall dividing

this s e ction of the room from area

WAVE 2: H U G E WAT E R E L E M E N TA L

Ms, taking damage as

listed in the trap des cription for their subtier.

CR7

95 (Pathfinder RPG Bestiary 126)

hp

Subtier 8-9 (CR 10 and CR 9)

MS. The Ring of Four


(CR Varies by Subtier)

WAVE i: H U G E AI R E L E M E N TA L S 3

Read the following text aloud when the P C s enter area

CR 7

95 (Pathfinder RPG Bestiary 120)

hp

Ms.

WAVE 2: G R EAT E R EART H E L E M E N TA L

Rows of sm ooth gran ite p i l l a rs l i n e the peri m eter of a h u ge


rot u n d a . Between the p i l l a rs, intri cate patterns of i n l a i d
sto n e form the cryptic arcane sym bols. Towa rd the r e a r o f the
c h a m ber rises a stepped dais, its broad base i n l a i d with s i m i l a r
fo nts. Ato p the d a i s med itates a s l ight- b u i l t m a n garbed i n
fl owi n g yel l ow ro bes. Ba refooted, h e sits with h i s l e g s fo l ded
as h i s c a l m , u n b l i n ki n g gaze sta res serenely i nto space. B e l ow
h i m , s u r ro u n d i n g the d a i s a n d fi l l i n g the re m a i n d e r of the
room a re gouts of fi re, ro l l i n g b o u l d e rs, h owl i n g b l asts of
wind, a n d ro l l i n g torrents of water that c h u rn l i ke a savage
and ch aotic e l e m e n t a l sea.

hp

CR

136 (Pathfinder RPG Bestiary 123)

Subtier 10-11 (CR 12 and CR 11)


WAVE i: G R EAT E R WAT E R E L E M E N TA L S 3
hp

CR

123 (Pathfinder RPG Bestiary 127)

WAVE 2: E L D E R F I R E E L E M E N TA L
hp

CR 11

152 (Pathfinder RPG Bestiary 125)


Once 75% of the tables have vanquished the first wave of

Creatures:

The

entire

floor

of the

elemental s , the

main p a s s age

in wave s . A ft e r t h e P C s defeat t h e fi r s t wave of elemental s ,


allow them 1 round to recuperate before the next wave of
creatures hit s .
When

each table

has

defeated

the

first

wave

of

elemental s , the
inform the

Table GM should send a runner to


Overseer GM of their victory while the rest of

Overseer GM announce s that contestant s

have broken through t h e wall of elemental s .

swarms with elemental s . These creatures attack the P C s

TABLE u

"

S.

pl
M . STO .

""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""

/OVERSEER GM

W
""

_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_
_

the table move s directly into combating the s e cond wave .

Fighti n g fu rious ly, yo u r fe l l ow contestants h ave opened a h o l e


i n the ra n ks o f the e l e m e n t a l s s u r ro u n d i n g Sifu Xho N uo.

Subtier 1-2 (CR 3 and CR 3)

TABLE GMS, YOU MAY RESUME CONTROL!

WAVE i: S M A L L F I RE E L E M E N TA L S 2
hp

CR

The P C s likely storm the gaping hole forming in the

ranks of the elemental s . To break through, each group

11 (Pathfinder RPG Bestiary 124)

needs to defeat the s e cond wave of elementals in its

WAVE 2: M E D I U M WAT E R E L E M E N TAL


hp

CR 3

subtier. When the group completes this encounter, the

30 (Pathfinder RPG Bestiary 126)

Table GM

sends the P C who dealt the killing blow as a

runner to inform the


reaches the

Overseer GM. Once the first runner


Overseer GM, she resumes control of the

Hou s e .

'

42

....
-

--

..

-- -

--

' J ---

---.

Co

BLOOD UNDER ABSALOM

The

Overseer GM

acknowledges the runner to the

remaining monks concede to defeat and the combat end s .


T h e Overseer GM calls out

entire Hou s e as the first Pathfinder to break through the


ranks and reach the Emi s s ary's platform. The Overseer

"Code Black," signaling victory.

Subtier 1-2 (CR 3)

should first ask for the player's character's name and


faction then read or paraphrase the following:

TABLE

INGGONG DISCIPLE

GMs: SToP!

ACT 6: THE FINAL


CONFRONTATION
(CR VARIES BY SUBTIER)
/OVERSEER GM

A l o n e Pathfi nder sudden ly b re a ks through the g a p i n g wa l l of


elementals a n d r u n s towa rds the Emissary's p l atfo rm, l e a d i n g
the c h a rge. It is < i n sert c h a racte r's n a m e > of the < i n se rt
c h a racte r's facti o n >!

(The Overseer GM pau s e s

for che ers from the House. )

reaches to touch the p l atform, but


as he does, the Emissary b u rsts i nto a madden i n g laugh, and
with a wave of h i s hand, the p l atform erupts i nto a shower
of s m o ke, spa rks, and cherry b l ossoms. Before yo u r eyes, <a
n u m ber equal to half the tables in the room> m o n ks d ressed
i n the robes of their sifu appear, sta n d i n g i n a circu l a r formation
atop the p l atform. With a calm grace, each one assumes a
com bat stance. B e h i n d the wa l l of q i nggong disci ples, the Sifu
aga i n ca l m ly seats h i mse lf. H e closes his eyes, folds his l egs,
and sits i n the lotus position, awaiting the victors.
< I n se rt c h a racte r's name>

TABLE GMt YOU MAY RESUME CONTROL!


At this p oint, the

Overseer GM mu st track the tables

as

they defeat the Sifu's qinggong monks . Each time a group


defeat s a monk, the
inform the

GM notes

Table GM should s end a runner to


Overseer GM of the victory. The Overseer

the kill and then informs the runner that the

group has been engaged by another of the Sifu's monks .


Once the player s defeat a number of monks e qual t o half
the number of table s in the room, the

Overseer GM calls

out

ki force wane s , and

"Code White," meaning the

Sifu's

all of the attacking monks imme diately gain the shaken


condition (this condition does not stack) .
Once the players defeat a number of monks equal to the
number of tables in the room, the Overseer calls out
Gray," meaning the Sifu's
addition to the

ki

"Code

force wanes further, and in

Code White shaken

condition, the current

and maximum hit points of each monk are reduced by half.


Lastly, once the players defeat a number of monks equal to
one-and-a-halftimes the number of tables in the room, the

---

..

-,

.,
--

43

CR 3

H u m a n m o n k (q i n ggong m o n k) 4 (Pathfinder RPG Ultimate


Magic s1)
LN M e d i u m h u manoid (h u m a n)
I nit +2; Senses Perception +9
DEFENSE
AC i8, touch i7, fl at-footed is (+2 Dex, +i dodge, +i m o n k,
+3 Wis, +i natural)
h p 33 (4d8+12)
Fort +6, Ref +6, Wi l l +7; +2 vs. enchantment
Defen sive Abilities evasion
OFFENSE
Speed 40 ft.
Melee u n a rmed stri ke +s (1d8+i), fl u rry of b l ows +3/+3 (1d8+i)
Ranged s h u ri ken +s (1d2+i)
Special Attacks fl u rry of b l ows or
stu n n i n g fist (4/day, DC is)
Spe l l - Li ke Abilities (C L 4th ; concentration +7)
At will-scorching ray (2 ki points)
TACTICS
Before Com bat The q i n ggong disci ple d r i n ks her potion of blur
before enteri ng com bat.
During Com bat The monk prefers to stay away from melee
com batants, using her scorching ray ki power to b l ast foes
at range a n d defl ecti ng missile attacks with her Deflect
Arrows feat. If forced i nto m elee, she uses Stu n n i n g Fist to
inca pacitate her attacker so she can retreat back for more
ranged attacks.
Morale The m o n k is l oya l to her master and fi ghts until
knocked u n conscious, at which point she turns gaseous and
wafts away i n a cloud of vapor.
STATISTICS
Str i2, Dex 14, Con is, I n t 10, Wis i6, C h a 8
Base Atk +3 ; C M B +s; C M D 21
Feats Deflect Arrows, Dodge, Extra Ki, I m proved G ra p p l e,
I m proved U n armed Stri ke, Stu n n i n g Fist, Weapon Focus
(u na rmed stri ke)
Ski l l s Acro batics +9, C l i m b +7, I ntim idate +s, Perception +9,
Spellcraft +4, Stealth +8
Languages Com m o n , Tien
SQ fast movement, ki pool (7 poi nts, magic), ki power
(scorching ray [2 ki points]), maneuver tra i n i ng, sti l l m i n d
Com bat Gear potion of blur, potion o fcure light wounds; Other
Gear amulet of natural armor +1, so gp
SPECIAL ABILITIES
Ki Power (Sp) I n addition to the ki powers norm a l ly ava i l a b l e to
a m o n k, a q i n ggong m o n k m ay access additio n a l a b i l ities by
expe n d i n g ki. I n this case, the m o n k can cast scorching ray

PATHFINDER SOCIETY SCENARIO

displacement; Other Gear s h u ri ken (10), bracers ofarmor +I,


headband of inspired wisdom+2, 200 gp
SPECIAL ABILITIES
Ki Powers (Sp) I n addition to the ki powers norm a l ly ava i l a b l e
t o a m o n k, a q i nggong m o n k m ay access additi o n a l a b i l ities
by expe n d i n g ki. In this case, the monk can cast gaseous
form a n d scorching ray as spel l - l i ke a b i l ities (caster l evel 7th).

as a spel l - l i ke a b i l ity (caster l eve l 4th) for a cost of 2 ki points


fro m her ki pool.

Subtier 3-4 {CR 6)


I NGGONG DISCIPLE

CR 6

H u m a n m o n k (q i n ggong m o n k) 7 (Path.finder RPG Ultimate


Magic 51)
LN M e d i u m h u manoid (h u m a n)
I nit +6; Senses Perception +13
DEFENSE
AC 22, touch 18, flat-footed 19 (+i a r m o r, +2 Dex, +I dodge,
+I m o n k, +3 natura l , +4 Wis)
hp 56 (7d8+21)
Fort +7, Ref +7, Wi l l +9; +2 vs. enchantment
Defen sive Abi l ities evasion; I m m u n e disease
OFFENSE
Speed 50 ft.
Melee u n a rmed stri ke +7 (1d8+i) or
fl u rry of b l ows +6/+6/+1 (1d8+i)
Ranged s h u ri ken +7 (1d2+i)
Special Attacks fl u rry of b l ows, stu n n i n g fist (7/day, DC 17)
Spe l l - Li ke Abilities (C L 7th; concentration +11)
At will-barkskin (1 ki point, self o n ly), gaseous form (1 ki
poi nt, self o n ly), scorching ray (2 ki points)
TACTICS
Before Com bat The q i n ggong disci ple d r i n ks her potion of
displacement a n d casts barkskin before enteri n g com bat.
During Com bat The monk prefers to stay away from melee
com batants, using her scorching ray ki power to b l ast foes
at range a n d defl ecti ng missile attacks with her Deflect
Arrows feat. If forced i nto m elee, she uses Stu n n i n g Fist to
inca pacitate her attacker so she can retreat back for more
ranged attacks, using her gaseous form spel l - l i ke a b i l ity as a
last resort to escape and dri n k her potion ofcure light wounds.
Morale The m o n k is l oya l to her master a n d fi ghts until
knocked u n conscious, at which point she turns gaseous and
wafts away i n a cloud of vapor.
Base Statistics When not under the effects of barkski n , the
q i nggong disci ple has A C 19, to uch 18, fl at-footed 16.
STATISTICS
Str 12, Dex 14, Con 15, I n t 10, Wis 18, C h a 8
Base Atk +5; C M B +8; C M D 24
Feats Defl ect Arrows, Dodge, Extra Ki, I m proved G rapple,
I m p roved I n itiative, I mproved Unarmed Stri ke, Mobil ity, Point
B l a n k Shot, Stu n n i n g Fist, Weapon Focus (u na rmed stri ke)
Ski l l s Acro batics +12 (+i9 j u m p), C l i m b +10, I ntim idate +8,
Perception +i3, Spellcraft +7, Stealth +8
Languages Com m o n , Tien
SQ fast movement, ki pool (9 points, magic), ki powers
(gaseous form [1 ki poi nt], scorching ray [2 ki points]),
maneuver tra i n i ng, pu rity of body, sti l l m i n d
Com bat Gear potion of cure light wounds, potion of

'

Subtier 5-6 (CR 9)


I NGGONG DISCIPLE

CR

H u m a n m o n k (q i n ggong m o n k) 10 (Path.finder RPG Ultimate


Magic 51)
LN M e d i u m h u manoid (h u m a n)
I nit +6; Senses Perception +15
DEFENSE
AC 26, touch 20, fl at-footed 23 (+2 armor, +1 deflection, +2 Dex,
+I dodge, +2 m o n k, +4 Wis, +4 natural)
h p 98 (10d8+50)
Fort +11, Ref +10, W i l l +12 ; +2 vs. enchantment
Defen sive Abi l ities i m p roved evasion; I m m u n e disease
OFFENSE
Speed 60 ft.
Melee u n a rmed stri ke +9/+4 (1d10+1) o r
fl u rry o f b l ows +9/+9/+4/+4 (1d10+i)
Ranged s h u ri ken +9/+4 (1d2+i)
Special Attacks fl u rry of b l ows, stu n n i n g fist (10/day, DC 19)
Spe l l - Li ke Abilities (C L 10th; concentration +i4)
At will-barkskin (1 ki point, self o n ly), gaseous form (1 ki
poi nt, self o n ly), scorching ray (2 ki points)
TACTICS
Before Com bat The q i n ggong disci ple d r i n ks her potion of
displacement a n d casts barkskin before enteri n g com bat.
During Com bat The monk prefers to stay away from melee
com batants, using her scorching ray ki power to b l ast foes
at range a n d defl ecti ng missile attacks with her Deflect
Arrows feat. If forced i nto me lee, she uses Stu n n i n g Fist to
inca pacitate her attacker so she can retreat back for more
ranged attacks. She uses gaseous form as a last resort to flee
fro m melee a n d d ri n k her potion ofcure moderate wounds.
Morale The m o n k is l oyal to her master a n d fi ghts until
knocked u n conscious, at which point she turns gaseous and
wafts away i n a cloud of vapor.
Base Stati stics When not under the effect of barkskin, the
m o n k has A C 22, to uch 20, flat-footed 19.
STATISTICS
Str 12, Dex 14, Con 16, I n t 10, Wis 18, C h a 8
Base Atk +7; C M B +11; C M D 28
Feats Deflect Arrows, Dodge, Extra Ki, I m proved G ra p p l e,
I m proved I n iti ative, I m proved U n a rmed Stri ke, M o b i l ity,
Point B l a n k S h ot, Precise Shot, Stu n n i n g Fist, To ughness,
Weapon Focus (u n a rmed stri ke)
Ski l l s Acro batics +15 (+25 j u m p), C l i m b +i2, I ntim idate +10,

44

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BLOOD UNDER ABSALOM

When not under the effects of barkskin, the


m o n k has A C 24, touch 21, fl at-footed 20.
STATISTICS
Str 12, Dex 17, Con 18, I nt 10, Wis 18, C h a 8
Base Atk +9; C M B +i4; C M D 31
Feats Defl ect Arrows, Dodge, Extra Ki, Gorgon's Fist, I m proved
G rapple, I m proved I nitiative, I m proved U n a rmed Stri ke,
Mobil ity, Point B l a n k Shot, Precise Shot, Scorpion Style,
Stu n n i n g Fist, Tough ness, Weapon Focus (u narmed stri ke)
Ski l l s Acro batics +i9 (+32 j u m p), C l i m b +14, I ntim idate +12,
Perception +i7, S p e l l craft +i3 , Stealth +15
Languages Com m o n , Tien
SQ fast movement, ki pool (12 poi nts, l awfu l , magic), ki powers
(a b u ndant step, barkskin [1 ki poi nt], gaseous form [1 ki
poi nt], scorching ray [2 ki poi nts], Wind Sta n ce [2 ki poi nts]),
maneuver tra i n i ng, pu rity of body, sti l l m i n d
Com bat Gear potion of cure serious wounds, potion of
displacement; Other Gear s h u ri ken (10), belt of physical
might +2 (Con, Dex), bracers ofarmor +3, cloak ofresistance +I,
headband of inspired wisdom+2, 1,500 gp
SPECIAL ABILITIES
Ki Powe rs I n addition to the ki powers n o r m a l l y ava i l a b l e to
a m o n k, a q i n ggo n g m o n k m ay access additi o n a l a b i l ities
by exp e n d i n g ki. In this case, the monk can cast barkskin,
gaseous form, a n d scorching ray as spel l - l i ke a b i l ities (caster
l eve l 13th) o r gain the benefit of the Wind Sta n ce feat for
l ro u n d , activated as a free acti o n .

Perception +i5, Spellcraft +io, Stealth +11


Com m o n , Tien
SQ fast movement, ki pool (11 points, lawfu l, magic), ki powers
(barkskin [1 ki point], gaseous form [1 ki poi nt], scorching ray [2
ki poi nts]), maneuver tra i n i n g, pu rity of body, sti l l m i n d
Com bat G e a r potions o fcure moderate wounds (2), potion of
displacement; Other Gear s h u ri ken (10), bracers of armor +2,
cloak of resistance +i, headband of inspired wisdom +2, ring of
protection +i, 400 gp
SPECIAL ABILITIES
Ki Powers {Sp) I n addition to the ki powers norm a l ly ava i l a b l e
t o a m o n k, a q i nggong m o n k m ay access additi o n a l a b i l ities
by expe n d i n g ki. In this case, the monk can cast barkskin,
gaseous form, a n d scorching ray as spe l l - l i ke a b i l ities (caster
level 10th).

Base Stati stics

Languages

Subtier 8-9 (CR 12)


I NGGONG DISCIPLE

C R 12

H u m a n m o n k (q i n ggong m o n k) 13 (Pathfinder RPG Ultimate


Magic 51)
LN M e d i u m h u manoid (h u m a n)
I nit +7; Senses Perception +17
DEFENSE
AC 29, touch 21, flat-footed 25 (+3 a r m o r, +3 Dex, +i dodge,
+3 m o n k, +4 Wis, +5 natural)
h p 140 (13d8+78)
Fort +i3 , Ref +i2, Wi l l +i3; +2 vs. encha ntment
Defe n sive Abilities i m p roved evasion; I m m u n e disease
OFFENSE
Speed 70 ft.
Melee u n a rmed stri ke +11/+6 (2d6+i), fl u rry of blows
+12/+12/+7/+7/+2/+2 (2d6+i)
Ranged s h u ri ken +i2/+7 (1d2+i)
Special Attacks fl u rry of b l ows or
stu n n i n g fist (13/day, DC 20)
Spe l l - Li ke Abilities (C L 13th ; concentration +i7)
At will-barkskin (1 ki poi nt, self on ly), gaseous form (1 ki
poi nt, self o n ly), scorching ray (2 ki points)
TACTICS
Before Com bat The q i n ggong disci ple d r i n ks her potion of
displacement a n d casts barkskin before enteri n g com bat.
During Com bat The monk prefers to stay away from melee
com batants, using her scorching ray ki power to b l ast foes
at range, and deflecti n g missile attacks with her Deflect
Arrows feat. If forced i nto me lee, she uses Stunning Fist to
inca pacitate her attacker so she can retreat back for more
ranged attacks. She expends 2 ki poi nts to use a b u ndant
step as a last resort to flee from melee a n d d ri n k her potion
ofcure serious wounds.
Morale The m o n k is l oya l to her master a n d fi ghts until
knocked u n conscious, at which point she turns gaseous and
wafts away i n a cloud of vapor.

---

..

-,

.,
--

Subtier 10-11 {CR 14)


I NGGONG DISCIPLE

C R 14

H u m a n m o n k (q i n ggong m o n k) 15 (Pathfinder RPG Ultimate


Magic 51)
LN M e d i u m h u manoid (h u m a n)
I nit +7; Senses Perception +20
DEFENSE
AC 31, touch 22, fl at-footed 27 (+4 a r m o r, +3 Dex, +i dodge,
+3 m o n k, +5 Wis, +5 natural)
h p 161 (15d8+90)
Fort +i4, Ref +i3, Wi l l +i5; +2 vs. enchantment
Defe n sive Abi l ities i m p roved evasion; I m m u n e disease; S R 25
OFFENSE
Speed 80 ft.
Melee u n a rmed stri ke +i3/+8/+3 (2d6+i/19-20) or
fl u rry of b l ows +14/+14/+9/+9/+4/+4 (2d6+i)
Ranged s h u ri ken +i4/+9/+4 (1d2+i)
Special Attacks fl u rry of b l ows, stu n n i n g fist (15/day, DC 22)
Spe l l - Li ke Abilities (C L 15th ; concentration +20)
At will-barkskin (1 ki point, self o n ly), gaseous form (1 ki
poi nt, self o n ly), scorching ray (2 ki points)
TACTICS
Before Com bat The q i n ggong disci ple d r i n ks her potion of
displacement a n d casts barkskin before enteri n g com bat.

45

PATHFINDER SOCIETY SCENARIO

PLAYERS! TO TOUCH THE EMISSARY AND END THE


COMfETITIONr EVERYONE AT YOUR TABLE MUU
ROLL A NATURAL 10! YOU MAY BEGIN NOW!

The m o n k prefers to stay away from melee


com batants, using her scorching ray ki power to b l ast foes
at range a n d defl ecti ng missile attacks with her Deflect
Arrows feat. If forced i nto me lee, she uses Stu n n i n g Fist to
inca pacitate her attacker so she can retreat back for more
ranged attacks. She uses a b u ndant step as a last resort to
flee fro m melee a n d d ri n k her potion ofcure serious wounds.
Morale The m o n k is loya l to her master a n d fi ghts until
knocked u n conscious, at which point she turns gaseo us and
wafts away i n a cloud of va por.
Base Stati sti cs When not under the effects of barkskin, the
monk has A C 26, to uch 22, flat-footed 22.
STATISTICS
Str 12, Dex 17, Con 18, I nt 10, Wis 20, Cha 8
Base Atk +11; C M B +i6; C M D 34
Feats Combat Casti ng, Deflect Arrows, Dodge, Extra Ki,
G orgon's Fist, I m proved Critical (u n a rmed stri ke), I m p roved
G ra p p l e, I m proved I n itiative, I m proved U n armed Stri ke,
M o b i l ity, Point B l a n k Shot, Precise S h ot, Scorpion Style,
Stu n n i n g Fist, Tough ness, Weapon Focus (u n a rmed stri ke)
Ski l l s Acro batics +21 (+36 j u m p), C l i m b +i6, I ntimidate +i2,
Perception +20, Spell craft +i5, Stea lth +17
Languages Com m o n , Tien
SQ fast movement, ki pool (14 poi nts, l awfu l , magic), ki powers
(a b u ndant step, barkskin, diamond soul, gaseous form,
scorching ray, Wind Sta n ce [2 ki poi nts]), m a n euver tra i n i ng,
p u rity of body, sti l l m i n d
Com bat Gear potion o fcure serious wounds, potion of
displacement; Other Gear s h u ri ken (10), belt of physical
might +2 (Con , Dex), bracers of armor +4, cloak of resistance
+i, headband of inspired wisdom +4, 500 gp
SPECIAL ABILITIES
Ki Powe rs I n addition to the ki powers n o r m a l l y ava i l a b l e to
a m o n k, a q i n ggo n g m o n k m ay access additi o n a l a b i l ities
by exp e n d i n g ki. In this case, the monk can cast barkskin,
gaseous form, a n d scorching ray as spel l - l i ke a b i l ities (caster
l eve l 15th) o r gain the benefits of the Wind Sta n ce feat for
1 ro u n d , activated as a free acti o n .
During Com bat

TABLE

GMs: SToP!

Table GMs

succes sion. Whenever players roll a natural 20, they are done

(though they must keep the roll showing) . The first table to
have every player roll a natural 20 ends the competition.
The

cheer when the final d20 is rolled. The

Overseer GM ends

From the t h rong of warriors, a single arm reaches forth and


to uches the Emissary. Slowly, he opens his eyes and his body
unfolds. Sta n d i n g before the crowd, he bows graciously and his
mouth curls i nto a contented s m i le.
" I 'm truly touched by yo u r efforts; this has been a ste l l a r
com petition thus fa r. To those who h ave fa l l e n , I give my
hea rtfelt regret and sym pathy-h owever, I seek o n ly the
greatest warriors.
"To the rest of yo u n ow sta n d i n g before m e ...
Congrat u l ations! Yo u h ave all succeeded i n q u a l ifying for the
i l l ustrious Ru by Phoenix Tou r n a m ent. But be forewa rned
to night's com petitio n was mere c h i ld's p l ay compared to what
is to come.
"Sti l l , for the moment you s h o u l d celebrate, for yours was
a victory not easily won . But waste not too much time in
celebration, for soon enough yo u m ust trave l to Goka o n the
western coast of distant Tian Xia to com pete against other
competitors fro m across G o l a rion of you r ski l l ... or better. And
for this, you m ust be ready."
U po n his parti n g words, Sifu Xho N uo va nishes in a puff of
pale wh ite smoke.

FINAL CLOSING
After the final s cene, the

Overseer GM informs the Hou s e

that t h e game i s over. A t t h i s time , s h e should wrap things


up by giving her pers onal farewell, thanking the

GMs

Without warn i n g, the entire cavern begi n s to s h u dder. Ato p


the dais, Sifu Xho N uo's s l ight form begi n s to glow with a
soft, wh ite l i ght. S l owly, without brea k i n g h i s meditative
sta n ce, his body rises, l evitat i n g a few feet a b ove the dais.
Then without wa rni ng, a b u rst of bright e n e rgy r i p p l e s fro m
h i s body, stri k i n g a l l of h i s d isci p l es a n d c a u s i n g t h e m t u r n
g a s e o u s a n d explode i n a s h ower of r o s e peta l s . The Emissary
rem a i n s moti o n less, a m idst the fl utteri n g petals, waiti n g fo r
h i s n ew c h a m pions t o c l a i m t h e i r victory.

keep tab s on this part carefully,

the competition by reading the following aloud.

'

Overseer GM should

though the winning table will undoubtedly give off a huge

/OVERSEER GM

should moderate as every player at the table

takes a turn rolling a d20. Players should roll clockwis e in

Table

for all their hard work, thanking player s for their

support of the Pathfinder S o ciety, and providing the GMs


and player s with instructions for exiting the event.

46

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--.

Co

BLOOD UNDER ABSALOM


O P E N GAM E LI C E N S E Ve rsion i.oa

PATHFINDER XOCIETY XPECIAL:


BLOOD UNDER ABmOM
Eve nt

T h e fo l l ow i n g t e x t is t h e p r o p e rty of W i z a r d s of t h e C o a s t , I n c . a n d i s
C o p y r i g h t 2 0 0 0 W i z a r d s of t h e C o a s t , l n c ("Wiza rds"). A l l R i g h t s Reserve d .
L Defi n i t i o n s : (a) " C o n t r i b utors" m e a n s t h e copyright a n d/o r t r a d e m a r k
o w n e r s w h o h a v e c o n t r i b uted O p e n G a m e C o n t e n t ; ( b) " D e rivative Material"
m e a n s copyrighted material i n c l u d i n g d e r ivative works and translations ( i n cl u d i n g
i n t o other c o m p uter l a n g u a ges), potati o n , m o d ifi c a t i o n , correct i o n , a d d i t i o n ,
exte n s i o n , u p grade, i m p rove m e n t , c o m p i l a t i o n , a b r i d g m e n t o r other fo r m i n
w h i c h a n exist i n g work may be recast, t r a n s fo r m e d o r a d a pted; (c) " D istrib ute"
m e a n s to repro d u ce, license, rent, lease, s e l l , broad cast, p u b licly d i s p l ay, t r a n s m i t
o r otherwise d i s t r i b ute; (d ) "Open G a m e C o n tent" m e a n s t h e g a m e m e c h a n i c
a n d i n c l u d e s t h e m e t h o d s , p r o ced u res, processes a n d r o u t i n e s to t h e exte nt s u c h
c o n t e n t does n o t e m body t h e P ro d u ct I d e n tity a n d is a n e n h a n c e m e n t over t h e
p r i o r art a n d a n y a d d itio n a l content clearly ide ntified as O p e n G a m e Content
by t h e C o n t r i b utor, a n d m e a n s a n y work cove red by t h i s License, i n c l u d i n g
t r a n s l a t i o n s a n d d e r ivative works u n d e r copyright l aw, b u t s p e cifi c a l l y exc l u d es
P r o d u c t I d e ntity. (e) " P rod u ct I d e n t ity" m e a n s p r o d u ct a n d p r o d u ct l i n e n a m es ,
logos a n d i d e ntify i n g m a rks i n c l u d i n g trade d ress; a rtifacts, creatu res, c h a racters,
stories, story l i nes, p l ots, thematic elements, d i a l ogue, i n cidents, l a n g u a ge,
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themes and graphic, p h otogra p h i c and other visual o r audio representations;
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teams, personas, l i ke n esses and s p e c i a l a b i l ities; p l a ces, locations, envi r o n m e nts,
creatu res, e q u i p m e n t , magical o r s u pe r n a t u r a l a b i l ities o r effects, logos, sy m bo l s ,
o r g r a p h i c designs; a n d a n y other t r a d e m a r k o r registered t r a d e m a r k c l e a r l y
i d e ntified as P ro d u ct ide ntity b y t h e owner of t h e P r o d u ct I d e n tity, a n d w h i c h
specifi c a l ly excl u d e s t h e O p e n G a m e Content; (f) "Tr a d e m a rk" m e a n s t h e l o g o s ,
n a mes, m a rk, s i g n , m otto, d e s i g n s t h a t a re used b y a C o n t r i b u t o r to i d e n t ify itself
o r its p r o d u cts o r t h e associated p r o d u cts c o n t r i b uted to t h e O p e n Game License
by t h e C o n t r i b u t o r (g) " U se", " U sed" o r " U s i n g" m e a n s to use, D i s t r i b ute, co py,
edit, fo r m a t , m o d ify, t r a n s l ate a n d otherwise create De rivative Material of O p e n
G a m e Content. (h) l<Yo u" o r "Yo u r" m e a n s t h e l i censee i n terms of t h i s a g r e e m e n t .
2 . T h e License: T h i s Lice n s e a p p l i es to a n y O p e n G a m e C o n t e n t t h a t c o n t a i n s
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Yo u r acceptance of t h e terms of this License.
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l i c e n s e with the exact t e r m s of t h i s Lice n s e to Use, the O p e n G a m e C o n t e n t .
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m a t e r i a l a s O p e n G a m e C o n t e n t , Yo u represent t h a t Yo u r C o n t r i b u t i o n s a r e
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License to co py, m o d ify a n d d i s t r i b ute a n y O p e n G a m e C o n t e n t o r i gi n a l ly
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1 0 . C o py of t h i s License: Yo u M U ST i n c l u d e a copy of t h i s Lice n s e with every
copy of the O p e n G a m e C o n t e n t Yo u d i s t r i b ute.
1 1 . U s e of C o n t r i b u t o r C r e d i t s : Yo u m ay n o t m a r ket o r advertise t h e Open
Game C o ntent using t h e name of a n y C o n t r i b u t o r u n less Yo u h ave written
p e r m i s s i o n fro m t h e C o n t r i b u t o r t o d o s o .
1 2 . I n a b i l ity to C o m p ly: I f it i s i m p o s s i b l e fo r Yo u t o c o m p l y with a n y of t h e
t e r m s of t h i s L i c e n s e with respect to s o m e o r a l l of t h e O p e n G a m e C o n t e n t d u e
to s t a t u t e , j u d i c i a l o r d e r, o r gove r n m e n t a l regu l a t i o n t h e n Yo u may n o t U s e a n y
O p e n G a m e M a t e r i a l s o affected.
1 3 . Te r m i n a t i o n : T h i s License will t e r m i nate a u t o m at i c a l l y if Yo u fa i l to
co m p ly with all t e r m s herein and fail to c u re such b r e a c h wit h i n 3 0 d ays of
beco m i n g aware of the b r e a c h . All s u b l icenses s h a l l s u rvive the t e r m i n a t i o n of
this License.
14. Refo rmation: If any p rovis i o n of this License is h e l d to be u n e n fo rceable, s u c h
provision s h a l l be refo rmed o n ly to the exte n t necessary to m a ke it e n fo rcea ble.
i 5 . C O PY R I G H T N OT I C E
O p e n Game License v i . o a 2 0 0 0 , W i z a r d s of t h e C o a s t , I n c.
System Reference Docu ment 2 0 0 0 , Wizards of t h e C o a s t , I n c; A u t h o rs :
J o n a t h a n Tweet, M o nte C o o k, S k i p W i l l i a m s , based o n m a t e r i a l by E . G a ry
Gygax a n d Dave A r n e s o n .
I ron Cobra from the Tome of Horrors 2 0 0 2 , N e c ro m a n ce r G a m e s , I n c . ;
A u t h o r : S c o t t G re e n e , b a s e d o n o r i g i n a l m a t e r i a l by P h i l i p M a sters.
Path.finder Society Special: Blood Under Absalom 2 0 1 1 , Paizo P u b l i s h i n g,
LLC; A u t h o r : T i m H itchcock.

Date
GM C h a racte r #

GM #

GM N a m e
0 Lantern Lodge

0Andoran

0 Chel iax

0 G rand Lodge

O Qadira

0 Sczarni

0 Shadow Lodge 0 Silver Crusade

0 0sirion
0 Taldor

Cha racte r #

Prestige Poi nts

Cha racter N a m e

0 Lantern Lodge O Osirion

0Andoran

0 Chel iax

0 G rand Lodge

O Qadira

0 Sczarni

0 Shadow Lodge 0 Silver Crusade

0 Taldor

Cha racte r #

Prestige Poi nts

Cha racter N a m e

0 Lantern Lodge O Osirion

0Andoran

0 Chel iax

0 G rand Lodge

O Qadira

0 Sczarni

0 Shadow Lodge 0 Silver Crusade

0 Taldor

Cha racte r #

Prestige Poi nts

Cha racter N a m e

0 Lantern Lodge O Osirion

0Andoran

0 Chel iax

0 G rand Lodge

O Qadira

0 Sczarni

0 Shadow Lodge 0 Silver Crusade

0 Taldor

Cha racte r #

Prestige Poi nts

Cha racter N a m e

0 Lantern Lodge O Osirion

0Andoran

0 Chel iax

0 G rand Lodge

O Qadira

0 Sczarni

0 Shadow Lodge 0 Silver Crusade

0 Taldor

Cha racte r #

Prestige Poi nts

Cha racter N a m e

0 Lantern Lodge O Osirion

0Andoran

0 Chel iax

0 G rand Lodge

0 Qadira

0 Sczarni

0 Shadow Lodge 0 Silver Crusade

O Taldor

Cha racte r #

Prestige Poi nts

Cha racter N a m e

0Andoran

0 Chel iax

D G rand Lodge

0 Qadira

O sczarni

0 Shadow Lodge 0 Silver Crusade

--

D Lantern Lodge O Osirion

..

-,

0 Taldor

.,
--

47

PATHFINDER 50CIETY 5PECIAL


BLOOD UNDER BXALOM

Sce n a rio C h ro n icle #


0 Normal
500
i,250 :s:
)>

Thi s C h ronicle Certifies That

-----+----1

Cl

2,500 5
A.K.A.

-----

Pathfinder Society #

Character Name

Player Name

5,334

Faction

Has Completed Th i s Scena rio.

Items Found During This Scenario


S elect one boon-line through the others.
Combat Boon: As an immediate action, you may reroll an attack roll before succe s s is
D

determined. You must accept the second roll, even ifit's wors e than the first roll. You may only

use this ability once. On using this ability, check the box and line through this boon.

Magic Boon: As a standard action, you may recall one s p ell that you have already prepared and
then cast that day. The s p ell is then prepared again, just as ifit had not been cast. You may only
us e this ability once. On using this ability, check the box and line through this boon.

Starting XP

' " ' "'


G M 's

XP Gai ned (GM O N LY)

Skill Boon: As an immediate action, you may reroll a skill check before succe s s is determined.
You must accept the second roll, even if it's worse than the first roll. You may only use this
ability once. On using this ability, check the box and line through this boon.

S elect one boon-line through the others.


Combat Boon: As an immediate action, you may reroll an attack roll before succe s s is
DD

DD
I 1 I
I+
II
DD

determined. You must accept the second roll, even ifit's wors e than the first roll. You may only
use this ability twice. On using this ability, check one of the boxe s . O n using this ability the
second time, check the final box and line through this boon.

DD

DD

Initial Fame Initial Prestige

Magic Boon: A s a standard action , you may recall a spell that you have already prepared and
then cast that day. The spell i s then prepared again, just as if it had not been cast. You may
only use this ability twice. On using this ability, check one ofthe boxe s . O n using this ability
the s econd time, check the final box and line through this boon.

Prestige Gained (GM O N LY)

Skill Boon: As an immediate action, you may reroll a skill check before success i s determined.
You must accept the second roll, even if it's worse than the first roll. You may only use this
ability twice. On using this ability, check one of the boxe s . O n using this ability the second
time, check the final box and line through this boon.

Prestige Spent

S elect one boon-line through the others.


D D D Combat Boon: As an immediate action, you may reroll an attack roll before succe s s is

Final Fame Current Prestige

determined. You must accept the second roll, even ifit's wors e than the first roll. You may only

use this ability three times . On using this ability, check one of the boxe s . O n using this ability
the third time, check the final box and line through this boon.

D D D Magic Boon: As a standard action , you may recall a spell that you have already prepared and

then cast that day. The spell i s then prepared again, just as if it had not been cast. You may
only use this ability three time s . On using this ability, check one of the boxe s . On using this
ability the third time, check the final box and line through this boon.
D D D Skill Boon: As an immediate action, you may reroll a skill check before success i s determined.
You must accept the second roll, even if it's worse than the first roll. You may only use this

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Items Bought / Conditions Cleared

TOTAL COST O F I T E M S B O U G H T

I+
+

I=

r--+=
,

TOTAL VALU E OF I T E M S SOLD


A d d i/2 t h i s va l u e t o the " Items S o l d " Box

Start G P

G P Gained (G M O N LY)

ability three times . On using this ability, check one ofthe boxe s . On using this ability the third
time, check the final box and line through this boon.

Items Sold / Conditions Gained

I I
I

Day Job (G M O N LY)

Items Sold

Su btotal

Ite m s Bought

Total

For GM Only
EVENT

EVENT CO D E

DATE

G a m e Master's Signatu re

GM Pathfi nder Society #

I
I

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