TEXT: By Kalervo Oikarinen
  Revolution on the Riverside
  Revolution on the Riverside
  PATHFINDER SOCIETY SCENARIO #1–08 
  TIER 1–4
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see the Pathfinder Society Guide to Play at http://www.
  organizedplayfoundation.org/guides. This scenario has no scenario tags.
  Pathfinder Society Scenario #1–08: Revolution on the Riverside is a Pathfinder Society 
  Scenario designed for 1st- through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). As a 
  scenario, this adventure is designed to take about 4 hours to play. It is designed for play in 
  the Pathfinder Society Organized Play campaign, but can easily be adapted for use with any 
  world. For more information on the Pathfinder Society campaign, how to read the attached 
  Chronicle sheets, and how to find games in your area, check out the campaign’s home page 
  at PathfinderSociety.club.
  How to Play
  GM Resources
  Revolution on the Riverside makes use of the Pathfinder Core Rulebook and Pathfinder 
  Bestiary, as well as the maps Pathfinder Map Pack: Palace and Pathfinder Map Pack: Ruined 
  Village. All rules referenced in this adventure are available in the free online Pathfinder 
  Reference Document at paizo.com/prd, and the creature stat blocks from the Bestiaries are 
  reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Revolution on the Riverside .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Appendix 1: Subtier 1–2 Encounters .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Appendix 2: Subtier 3–4 Encounters . . . . . . . . . . . . . 23
  Art.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  Handouts  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  GM Reference and Reporting Sheet . . . . . . . . . . . . . . 32
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
  AUTHOR
  Kalervo Oikarinen
  DEVELOPMENT LEAD
  Michael Sayre
  EDITING LEAD
  Adrian Ng
  EDITORS
  Lu Pellazar and Josh Vogt
  CONTRIBUTING ARTISTS
  Leonardo Santanna, Vicky Yarova
  CARTOGRAPHERS
  Jason Engle, Robert Lazzaretti
  COVER ARTIST
  Leonardo Santanna
  ART DIRECTION AND GRAPHIC DESIGN
  Tony Barnett and Sonja Morris
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  PROGRAM MANAGER
  Glenn Elliott
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Scenario
  Revolution on the Riverside
  •Artume
  •Artume
  RIVER KINGDOMS
  RIVER KINGDOMS
  GM Synopsis
  This adventure includes both combat and political 
  intrigue elements.
  Adventure Background
  The tales of some of the most accomplished early 
  Pathfinders, like Durvin Gest, are writ large across the 
  pages of the earliest volumes of the Pathfinder Chronicles. 
  But not every successful agent from those early years 
  wanted their ongoing discoveries and exploits to be 
  published for the world to read. Although she was well-
  known and respected by her contemporaries, the tales of 
  Kerinha Napsunar’s accomplishments have mostly faded 
  from memory over the last several centuries. A few months 
  ago, a group of Pathfinder agents recovered a record of 
  some of her accomplishments in her first years with the 
  Society. They painted a picture of a politically savvy agent 
  who wasn’t afraid to take great risks in order to save 
  priceless historical artifacts from volatile situations where 
  they were likely to be destroyed. Among other missions, she 
  created a smuggling ring that took religious relics marked 
  for destruction out of Rahadoum and into the Pathfinder 
  Society’s vaults. From the information that the Society has 
  recovered so far, it is clear that she eventually traveled to 
  the River Kingdoms to found her own Pathfinder lodge, 
  but there are no records of what happened to her or to her 
  lodge after that point. 
  The reasons for the downfall of the River Kingdoms 
  lodge were twofold—hostile surroundings and a lack of 
  promising sites in the nearby area. After about a decade, 
  Kerinha uprooted the lodge and moved it to Cheliax, in 
  a region that is now part of the nation of Andoran. To 
  uncover a full picture of what happened while Napsunar 
  was in the River Kingdoms and discover where she went 
  next, the Pathfinder Society needs to manage a politically 
  volatile situation of their own. 
  In the centuries since Kerinha left, her defunct lodge 
  has changed hands several times. For the last 50 years, the 
  ruins have been within the borders of the tiny kingdom 
  of Artume. Artume has seen its own share of upheaval 
  in the last decade. Two decades ago, its leader, Drellis 
  Artume, fell victim to an assassin’s blade. Artume’s 
  pregnant wife, Queen Sovella (LN human female noble), 
  went into hiding, appointing her most trusted advisor 
  as a regent. Though Queen Sovella planned to return to 
  the throne after her child’s birth, her advisor, Bransen 
  Waike, was unwilling to cede power. He hired assassins 
  to kill Sovella and her infant son, Prince Edryd. Sovella 
  survived this attack, and she and Edryd retreated to a 
  remote monastery. Here, Sovella trained Edryd in the 
  By Kalervo Oikarinen
  Revolution on the Riverside takes place in the small 
  kingdom of Artume that is situated in the River 
  Kingdoms, a cluster of small nations and cities that rise 
  and fall based on their tempestuous fortunes. For more 
  information about the River Kingdoms, see page 31 of 
  the Pathfinder Lost Omens World Guide and Pathfinder 
  Campaign Setting: Guide to the River Kingdoms available 
  at bookstores and hobby stores everywhere and online 
  at paizo.com.
  WHERE ON GOLARION?
  ways of rulership and covertly stoked the resentment that 
  Artume’s people felt for their greedy and tyrannical ruler. 
  Finally, revolution came when a group of disaffected 
  locals, with help from the monks of Milani, deposed 
  Waike from power. As fate would have it, Edryd had just 
  reached adulthood, and Sovella saw this as a sign that he 
  was destined to take the throne.
  The revolutionaries who overthrew Waike wanted 
  power to transfer to the people of Artume, rather than 
  a cloistered hereditary monarch who swooped in once 
  they had finished the dirty work. They also want to 
  draw the attention of the Firebrands, a loosely affiliated 
  group of freedom fighters. The would-be Firebrands, 
  led by Nalla (CG female human) are now planning to 
  overthrow Edryd as well, replacing him with an elected 
  government. The disguised Razmiran priest Harsus (LE 
  male human) has infiltrated the rebel group for his own 
  purposes. While this group resents Edryd and his mother 
  for taking too long to oust Waike, the less-vocal majority 
  of Artume’s people would rather have Edryd in charge. 
  The monks of Milani respect this zeal for revolution, but 
  they also support the child they helped raise and believe 
  that he is a just ruler. In this powder keg of a situation, 
  the PCs’ actions must inevitably tip the balance.
  
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  Pathfinder Society Scenario
  Revolution on the Riverside
  Holgarin Smine
  Adventure Summary
  The PCs arrive in the town of Artume by ship, 
  accompanied by Venture-Captain Holgarin 
  Smine (N male dwarf smith). They learn 
  more about Artume and an old Pathfinder 
  lodge before leaving the town. The 
  PCs journey to a swampland valley 
  containing the spider-infested lodge and 
  a ruined village. The lodge contains old 
  documents that detail first-generation 
  Pathfinder Kerinha Napsunar’s time in 
  this region dealing with a cult, including a 
  list of agents who worked with her. A 
  group of rebels hides in the ruined 
  village. If the PCs encounter 
  the rebels, they might learn 
  of a plan to overthrow King 
  Edryd 
  (LG 
  human 
  male 
  noble). After learning of this 
  plot, the PCs can join the rebels 
  or side with the king against them. 
  Afterwards, the PCs make their way 
  back to town.
  In Artume, the PCs can meet 
  up with Venture-Captain Smine and perform some 
  preparatory tasks before the rebellion begins. The PCs 
  might make their way straight to the waterworks within 
  Feldspar Cliffs, where the rebel leader awaits, or they 
  might go to Gildtmede Keep to seek an audience with 
  the king that can lead them to face the rebels through 
  another path.
  Depending on their choices, the PCs might have to 
  fight or negotiate with either the king or the rebels, or 
  both. Once the dust settles, Artume is either ruled by its 
  king, the people, or both. If Harsus remains in a position 
  to influence Artume’s regime, Razmiran may gain a 
  foothold to spread its influence in the region. Regardless, 
  the PCs can use the list of Pathfinder agents to procure a 
  journal that details where Kerinha Napsunar went next.
  Getting Started
  The town of Artume is situated on the western bank of 
  the River Sellen. At the center of the town are the feldspar 
  cliffs that overlook the river and surrounding planes, 
  and the Gildtmede Keep that stands on top the cliffs. 
  The upper slopes house the oldest and generally more 
  wealthy families which many of have a hand in ranching 
  or trade via the Sellen River. The rest of the town houses 
  the businesses like inns, smithies, and bakeries as well 
  as the people that work in these establishments, or who 
  work on the fishing boats that sail on the river or the 
  ranches and farms outside the town proper. Under the 
  keep are extensive waterworks where gnome engineers 
  maintain and operate waterwheels that power hoists 
  and other apparatuses which move merchandise 
  between the docks and vaults within the cliffs. 
  The population of Artume consists mostly of 
  humans, a significant community of gnomes, 
  and some half-elves and half-orcs.
  Read on paraphrase the following when 
  the ship arrives in Artume.
  The ship slides into dock as crews of gnome 
  engineers operate hoists protruding from the 
  cliffside overlooking the river. Large bundles 
  of goods glide through the air at the 
  end of sturdy ropes, down to ships 
  at the docks and up to vaulted 
  openings in the cliffside.. Above 
  the cliff, the white walls and towers 
  of a keep reflect the morning sun.
  The ship sways gently in its 
  berth as sailors ready a gangplank 
  and throw ropes to dockhands. 
  Not long after the plank slams 
  against the dock, a dwarven man strides up from below 
  deck, dressed in a white shirt and a black vest. This is none 
  other than Venture-Captain Holgarin Smine. As he crosses his 
  arms, toned by decades of hard work, he nods towards the 
  town that spreads on the slopes around the keep, “Bet you’re 
  eager to get on your way. The Society needs you to find an 
  old lodge. I hear it’s northeast of the town. Learn any details 
  you can about Kerinha Napsunar and report back to me. Also. 
  Lot’s changed with the new king and all. People don’t always 
  like change. I’d like to know if there’s trouble brewing. I’ll be 
  conducting some business in town. You can contact me at the 
  River Steed Inn.” Smine points to a fancy three-story building 
  that stands above the cliffside a bit south of the keep, “So 
  that’s two missions: find the lodge and keep your ears open. 
  Any questions?”
  The PCs can ask questions to learn more about the 
  mission and Artume. If the PCs do not ask about the 
  new king in Artume or Kerinha Napsunar, he comments 
  gruffly on their lack of curiosity and volunteers the 
  information from the first two questions unless the PCs 
  prove they already know it. A PC can attempt a Society 
  check or appropriate Lore check (DC 20) to Recall 
  Knowledge to remember the information about one of 
  these subjects.
  What’s the situation in Artume? “The old king, Drellis 
  Artume, was assassinated two decades ago. Sir Waike, 
  crusader I think, was made the regent. He tried to kill 
  Queen Sovella. She was pregnant at the time. She fled 
  
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  Pathfinder Society Scenario
  Revolution on the Riverside
  to a Milanite monastery called Everbloom. Waike was a 
  slag heap, so eventually the populace rebelled with the 
  support of the monks of Milani. Edryd, son of Drellis 
  and Sovella, was of age. He’s King Edryd now.”
  What can you tell us about Kerinha Napsunar? 
  “She was part of the Society some three-hundred, 
  four-hundred years ago. One of Durvin Gest’s peers. 
  Pathfinder agents found out about her early exploits 
  a few months back. She was politically savvy and 
  willing to risk a lot for historical artifacts. For one, 
  she established a smuggling ring in Rahadoum to save 
  religious relics. She came here and founded a Pathfinder 
  lodge. After that, it’s your job to find out.”
  What’s your business in town? “I’ll be taking a peek 
  at the machinery inside that cliff. Making some new 
  contacts for my shop. And keeping my ears open.” 
  Smine is referring to his blacksmith shop and secret 
  Pathfinder Lodge, Smine’s Weaponworks.
  What do you know about the old lodge? “Like I said, 
  northeast from town. Near an abandoned village.”
  Society (Recall Knowledge)
  A PC who succeeds at a DC 16 Society check to 
  Recall Knowledge knows more about Artume and the 
  River Kingdoms.
  Critical Failure: A PC knows that everyone in 
  the River Kingdoms hates nobles and rebellions are 
  basically a popular pastime.
  Success: A PC knows the Six River Freedoms. The PC 
  gains a +1 circumstance bonus to checks to Make An 
  Impression on people of the River Kingdoms any time 
  they incorporate one of the Freedoms into their argument.
  Critical Success: A PC has read an obscure Chronicle 
  that contained a story from Artume’s history containing 
  a mention of a hidden passage between the waterworks 
  and the keep which Drellis Artume used to outmaneuver 
  a bandit lord.
  Diplomacy (Gather Information)
  A PC who succeeds at a DC 16 Diplomacy check to 
  Gather Information learns directions to the abandoned 
  Pathfinder lodge. There’s no chance of the PCs finding 
  about the exact nature of the trouble brewing in Artume 
  with a quick Gather Information check, as the rebels are 
  in hiding until it’s time to act.
  Critical Failure: An old sailor with beady eyes spouts 
  off various landmarks to help in the navigation. The 
  PCs take a –2 circumstance penalty to the Survival 
  check to locate the ruined village, as the sailor has never 
  ventured far from the Sellen River.
  Success: A scruffy-looking, lanky hunter scratches her 
  head and gives pretty accurate directions to the ruined 
  Say What You Will, I Live Free
  This is the freedom of speech (and not to be confused 
  with freedom from the consequences of your words). 
  Criticism of government is common in the kingdoms, 
  and lords of the kingdoms who are lenient with loose 
  tongues are likely to live longer.
  Oathbreakers Die
  Making an oath is a huge deal for the people of the 
  River Kingdom (where trust is hard to come by and 
  earned in blood), and this freedom grants the people of 
  the kingdoms leave to persecute anyone that breaks an 
  oath. Riverfolk who take on oaths usually keep them 
  or die trying.
  Walk Any Road, Float Any River
  This freedom prevents lords of the River Kingdoms 
  from blocking travel over land and water, including 
  charging tolls for passage. In particular, this means that 
  no lord may own the mighty Sellen River, although it 
  also means that every river barge is its own kingdom 
  with its captain being the king.
  Courts Are for Kings
  One of the most basic freedoms of the River Kingdoms, 
  this one holds that all laws within a River Kingdom 
  are flexible, and that rulers of a kingdom may do as 
  they wish. Visitors to a river kingdom —be they king or 
  commoner—are bound by the (often arbitrary) laws of 
  that kingdom.
  Slavery Is an Abomination
  People who escape slavery are an important fact of life 
  in the River Kingdoms. A formerly enslaved person who 
  escapes to the River Kingdoms is considered truly free.
  You Have What You Hold
  This freedom draws the moral distinction between 
  burglary and robbery. Burglary, or the taking of 
  another’s property without their knowledge, is 
  considered offensive and is punishable under common 
  law, as it robs the victim of the ability to defend him 
  or herself. In the River Kingdoms, it is more preferable 
  to face your robber and be allowed the opportunity to 
  resist. It is acceptable to take what you want by force.
  THE SIX RIVER FREEDOMS
  village (page 6), granting the PCs a +2 circumstance 
  bonus to the Survival check to locate it.
  
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  Pathfinder Society Scenario
  Revolution on the Riverside
  Critical Success: In addition to the benefits for 
  succeeding on this check, the PC observes that the 
  atmosphere in Artume is lively and there doesn’t seem to 
  be widespread resentment toward the new king, and many 
  seem to be optimistic about Edryd’s rule. 
  Journey To the Village 
  (Trivial)
  Read or paraphrase the following once the PCs leave town.
  Rolling plains stretch to the horizon outside Artume’s walls. 
  The road leads north alongside the Sellen River. Smaller paths 
  and side roads branch off towards the eastern plains, where 
  mounted riders herd livestock across the grasslands. Beyond 
  the grassy hills opens up a gloomy valley, where a snaking river 
  flows sluggishly toward the Sellen. Over the centuries, the river 
  has turned the valley into marshland.
  Charting a path to the ruined village requires a DC 15 
  Survival check to Sense Direction (DC 18 in Subtier 3–4). 
  Only one PC can make the attempt, though one other PC 
  can Aid them if they are also at least trained in Survival. 
  Note that, as typical for Sense Direction, the PCs take a –2 
  item penalty on this check if they do not have a compass.
  Critical Failure: The PCs go the wrong way and need to 
  backtrack. . By the time they arrive, it’s dark outside and 
  the PCs are all fatigued from exertion. 
  Failure: The PCs find a way to the ruined village, but 
  their route isn’t optimal. By the time the PCs arrive, it’s 
  dark outside. 
  Success: A PC charts a good route to the village and 
  they waste no time. When the PCs arrive at the village, it’s 
  still bright outside.
  Critical Success: The PCs chart a safe and optimal 
  route. When the PCs arrive at the village, it’s still bright 
  outside. Furthermore, the PCs’ route avoids the quagmire 
  hazard entirely (see below). 
  When the PCs cross the swamp, they risk falling into 
  one of the quagmires dotting the swamp if they are not 
  Searching for hazards. If it is dark outside, and they cannot 
  notice the quagmire unless they uses a light source or they 
  have low-light vision or darkvision.
  GM Note: This encounter does not use a map. If the 
  PCs fail the check to detect the quagmire, arrange them in 
  marching order with the PC in the lead standing in an edge 
  square of a 25 foot by 25 foot quagmire.
  Subtier 1–2 
  QUAGMIRE 
  HAZARD 1
  Page 18
  Initiative Stealth +8
  Subtier 3–4 
  TREACHEROUS QUAGMIRE 
  HAZARD 3
  Page 23
  Initiative Stealth +12
  Development: After a long trek, the PCs arrive at the 
  ruined village. 
  Ruined Village
  Nestled next to a lone hill is a drab-looking village where many 
  of the houses have collapsed, sinking slowly into the morass. 
  On a hillside, overlooking the village, resides a weathered, 
  two-story house with a broken tower.
  The name of this village has been lost to time. After the 
  Pathfinder lodge was abandoned, the tributary of the Sellen 
  River gradually turned the fertile valley into swampland. 
  During the following centuries, the village has served as 
  hiding place for bandits, smugglers, and outcasts. Some of 
  the occupants have planted hidden duckboards to make 
  the passage through the swamp less treacherous.
  Read or paraphrase the following when the PCs arrive 
  at the valley. If the PCs arrive at night, the two-story 
  house is illuminated only by the light of the moon.
  A. Old Lodge 
  Moderate
  Throughout the centuries the old lodge has had several 
  occupants. Some of them even maintained the house, so 
  it hasn’t completely collapsed. There’s a mostly swamped 
  cellar under the lodge. Recently a colony of spiders and 
  some web lurkers have occupied the house, with some of 
  them ranging out to hunt while others protect the nest 
  beneath the lodge.
  Read or paraphrase the following when the PCs arrive.
  A dilapidated wooden house looms on the windy hillside..The 
  empty window frames and doorways reveal the building’s 
  dreary interior. An old tower juts upward from the building’s 
  southwestern corner.
  The floors of the lodge are rotten; if a PC Strides 
  two or more times during their turn, they must succeed 
  at a DC 12 Reflex save at the end of each Stride or 
  fall prone. Most of the lodge’s ceilings are 10 feet tall. 
  The upper levels in the octagonal tower in the southwest 
  have collapsed, leaving a space that is 30 feet tall. 
  Creatures: Spiders, as well as a web lurker in Subtier 3-4, 
  have infested the lodge. They are hiding in the shadowed 
  depths of the upper tower above the collapsed stairwell. 
  They skitter down the walls and attack if anyone enters 
  
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  Pathfinder Society Scenario
  Revolution on the Riverside
  the building or triggers a web trap, clambering quickly 
  from the heights. See the appendices of this scenario for 
  more details.
  Subtier 1–2 
  HUNTING SPIDER 
  CREATURE 1
  Pathfinder Bestiary 306; page 18
  Initiative Perception +7
  WEAK SPIDER SWARMS (2) 
  CREATURE –1
  Pathfinder Bestiary 6, 306; page 19
  Initiative Perception +4
  Subtier 3–4
  HUNTING SPIDERS (2) 
  CREATURE 1
  Pathfinder Bestiary 306; page 23
  Initiative Perception +7
  WEB LURKER 
  CREATURE 3
  Pathfinder Bestiary 325; page 24
  Initiative Perception +10
  Treasure: In the northwestern tower, a body wrapped 
  in spider webs has a minor healing potion on its person 
  (lesser healing potion in Subtier 3–4). The iron chest 
  in the cellar contains a +1 shortsword (+1 striking 
  shortword in Subtier 3–4) and a 6-inch-tall golden statue 
  of a woman with outstretched hands, flowing hair, and 
  a chilling expression on her face. This trove is worth 2 
  Treasure Bundles.
  After the PCs have dealt with the spider colony, they 
  can explore the lodge. One of the web lurkers dropped 
  through the floor into the hidden cellar and was crushed 
  by the rubble. The otherwise undisturbed cellar holds a 
  metal chest which contains treasure and documents that 
  Kerinha Napsunar left behind.
  The PCs find a journal in the chest that describes a 
  cult of the Golden Daughter that tried to gain control of 
  the region. Napsunar and her agents vehemently fought 
  against the cult but unfortunately most the villagers 
  were seduced to join the flock of the Golden Daughter, 
  who claimed to be a god made flesh. While the Golden 
  Daughter did manifest strange powers, Napsunar was 
  skeptical of her godly origin. The Golden Daughter 
  led her followers on a pilgrimage toward the west and 
  Napsunar apparently lost track of her; at least, no records 
  specifying the Golden Daughter’s fate are included in the 
  journal. Napsunar abandoned the lodge when the village 
  begun to die out due to hostile environment rife with 
  bandits and monsters. The villagers that were left behind 
  settled nearer to the Sellen River. One of the Pathfinder 
  agents, Pavo Crispin, found a wife among the villagers 
  and stayed behind with her when the other agents left 
  with Napsunar.
  Finally, the PCs find a list of Pathfinder agents that 
  operated in the lodge. They can ask about these people in 
  the town of Artume (see Meet the Pathfinder Descendant 
  on page 10). If the PCs leave the lodge before morning, 
  it’s dark outside. 
  The PCs can either explore the rest of the village or 
  rest at the lodge for the night. If the PCs would leave the 
  village without exploring any of the rest of it, the rebel 
  Chops notices them. He demands to know who they are, 
  and as long as the PCs do not respond with hostility, 
  he invites them to join him at his campfire (see area B 
  below).
  B. Rebel Camp 
  Moderate
  As the PCs move through the village, PCs who are 
  Searching can attempt a secret DC 16 Perception check 
  to see if they spot a forgotten smuggler’s stash. The stash 
  contains a pouch filled with coins and gems, and a scroll 
  case, altogether worth 1 Treasure Bundle.
  Read or paraphrase the following before proceeding. 
  Three ramshackle buildings still stand upright on a patch of 
  slightly drier ground. The largest one looks like a barn with a 
  silo tower. The doors have long since rotted away. A flickering 
  light of a campfire spills out of the openings of the barn.
  The area outside the houses is difficult terrain due to 
  the swampy ground. 
  Creatures: A burly, red-haired man named Chops 
  greets the PCs. Chops leads the rebels, and if the PCs 
  announce their presence or enter the camp, he demands 
  to know who they are before inviting them to join him 
  at the campfire. The location of the campfire is marked 
  on the map. 
  Chops is gregarious and expressive so long as the 
  PCs remain non-hostile. In casual conversation, he 
  reveals that he and his friends dislike the king, who he 
  feels should “go the way of Waike.” He also reveals that 
  his group is going to take part in a plot to overthrow 
  King Edryd, and that they are part of the Firebrands, a 
  loose-knit organization of freedom fighters and political 
  reformers. Chops invites the PCs to meet with his boss, 
  a woman named Nalla who leads the various groups 
  of like-minded rebels in the region. If the PCs decline, 
  Chops and the rebels immediately become suspicious, 
  and attack the PCs in short under unless they can 
  provide a suitable deflection. The group of rebels fight 
  with the PCs if the PCs can’t defuse the situation through 
  
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  Pathfinder Society Scenario
  Revolution on the Riverside
  persuasion or deceit. See the appendices of this scenario 
  for more details.
  One PC can attempt a DC 16 Deception or Diplomacy 
  check to assure or deceive Chops that the PCs are not a 
  threat to the rebel cause (DC 20 in Subtier 3–4).
  Failure: The rebels decide the PCs are spies and 
  immediately attack.
  Success: The rebels are wary and insist the PCs 
  accompany them to meet Nalla at the Waterworks; if 
  the PCs agree, proceed to area C; the PCs automatically 
  succeed at the Navigating the Waterworks task (page 10) 
  thanks to their escort. If the PCs refuse, the rebels attack.
  Critical Success: The rebels agree to let the PCs go 
  on their way unescorted, but provide an invitation to 
  meet their leader at Artume’s waterworks written on a 
  map of the facility. The PCs automatically succeed at the 
  Navigating the Waterworks task.
  Subtier 1–2 
  CHOPS 
  CREATURE 0
  Page 20
  Initiative Perception +5
  REBELS (3) 
  CREATURE –1
  Page 20
  Initiative Perception +4
  Subtier 3–4
  CHOPS 
  CREATURE 2
  Page 25
  Initiative Perception +6
  ELITE REBELS (3) 
  CREATURE 1
  Page 25
  Initiative Perception +5
  Treasure: The coins and gems in the pouch are worth 
  2 Treasure Bundles. The scroll case contains a scroll of 
  darkness (a scroll of haste in Subtier 3–4).
  Development: If the PCs don’t speak with the rebels, 
  they can still learn about their plot. Chops carries a note 
  from Nalla about the upcoming meeting. Provide the 
  players with Handout #1: Rebel Note. After dealing with 
  both the rebels and the spiders, the PCs can safely rest for 
  the night in the village or return to Artume.
  A. Old Lodge
  A. Old Lodge
  1 square = 5 feet
  1 square = 5 feet
  T = Web Trap
  T = Web Trap
  T
  T
  T
  Spiders
  Spiders
  Pathfinder Map Pack: Ruined Village
  Pathfinder Map Pack: Ruined Village
  
  9
  Pathfinder Society Scenario
  Revolution on the Riverside
  Artume
  When the PCs return to Artume, they have a chance to 
  rest for the night if they haven’t already. If the PCs return 
  with a rebel escort, the rebels insist they meet with Nalla 
  first (see Navigate the Waterworks on page 10).
  Timeline
  Without the PCs’ influence, the following events 
  unfold (though the PCs are very likely in interrupt this 
  sequence of events, either of their own initiative or at 
  Holgarin Smine’s request).At sundown, Nalla holds a 
  meeting with rebels. Soon after, the rebels set fire to 
  several buildings in an attempt to distract the guards. 
  Bells sound out in the night. As town guards rush 
  towards the fires to investigate, figures wearing various 
  red garments rush into alleys avoiding the guards and 
  continue on their way to other parts of the town. The 
  figures run back into the waterworks through the secret 
  passage. After a short wait to allow more guards to 
  rush into the streets, the rebel pass through a secret 
  door leading from the waterworks to the palace. From 
  there, they launch an ultimately unsuccessful attack on 
  the king.
  Activities
  The following are likely activities the PCs may attempt. 
  As long as the PCs act quickly upon returning to 
  Artume, they have time to do all of these. After the fire 
  starts, they cannot Shop and Resupply.
  Approach the Keep: The PCs can go directly to 
  Giltmede Keep to request an audience with King Edryd, 
  or to meet with him if they have already secured an 
  invitation to do so. 
  Meet the Pathfinder Descendant: The PCs can follow 
  up on the information they found in the ruined lodge, 
  seeking out any descendants of Pavo Crispin, the 
  Pathfinder who remained in this region after Napsunar 
  departed.
  Navigate the Waterworks: The PCs travel through the 
  waterworks to meet with Nalla, either to fight her or to 
  speak with her.
  Report to Venture-Captain: The PCs meet up with 
  Venture-Captain Smine and report their findings.
  Shop and Resupply: The PCs stop by Artume’s busy 
  marketplace to purchase items.
  Turn in the Rebels: The PCs report the rebel’s plans to 
  the guards of Artume.
  B. Rebel Camp
  B. Rebel Camp
  1 square = 5 feet
  1 square = 5 feet
  Pathfinder Map Pack: Ruined Village
  Pathfinder Map Pack: Ruined Village
  
  10
  Pathfinder Society Scenario
  Revolution on the Riverside
  Approach the Keep
  A path winds up to the steepest part of the rocky hill 
  where the Gildtmede Keep stands. This stretch of steep 
  rock separates the keep from the town that stretches 
  on the gentler slopes below. The path ends at a sturdy 
  wooden gate covered by several arrow slits. A guard 
  clad in a blue surcoat raises one hand while a crossbow 
  rests in his lap, “On what business do you approach 
  the keep!”
  The PCs gain an audience if they succeed at a DC 
  15 Diplomacy check (DC 19 Diplomacy in Subtier 
  3–4), if they have an invitation from the town guard, 
  or they have a document from Venture-Captain Smine. 
  If they are granted an audience, the PCs can head to 
  his throne room (area D)
  Meet the Pathfinder Descendant
  The PCs can use the list of Pathfinder agent names from 
  Napsunar’s abandoned lodge to find a descendant of one 
  the Pathfinders that stayed in the area to start a family. 
  He was named Pavo Crispin. The Crispin family has 
  quite a long history in the area and they have grown to 
  be a prominent member of Artume, so questioning a few 
  residents is enough to locate the family house. The house 
  is a quite narrow three-story house in the better part of 
  Artume, though it looks a bit timeworn. The descendant 
  is named Aula Crispin, a gray-haired half-elf woman 
  dressed in a green gown. She’s widowed and lives with 
  a local housemaid. Her children have already moved to 
  houses of their own. One of the family heirlooms is a 
  journal that details where Napsunar and the rest of the 
  Pathfinders went. The PCs can request for the keepsakes 
  inherited from the Pavo with a DC 15 Diplomacy check 
  (DC 19 Diplomacy in Subtier 3–4).
  On a successful check the PCs gain various historical 
  items from Pavo’s travels and his journal, on a failure 
  they still get a copy the journal.
  Rewards: If the PCs recover Pavo’s historical items, 
  the Society rewards them with 1 Treasure Bundle worth 
  of gold.
  Navigate the Waterworks
  The PCs locate the right waterworks entrance and the 
  guiding crossed-swords marks by succeeding at a DC 15 
  Perception check (DC 19 in Subtier 3–4). On a failure, 
  the PCs eventually find their way, but they cross enough 
  ground and take enough time that a rebel eventually 
  notices signs of the PCs’ presence. This has effects in 
  the encounter in area C. The PCs succeed at this check 
  automatically if Chops guides them or if they have the 
  map to the meeting spot (page 8). The PCs arrive at 
  area C.
  Report to the Venture-Captain
  The PCs meet up with Venture-Captain Smine and report 
  their findings. Alternatively, this encounter can take place 
  after the situation with the rebels and the king has been 
  solved. In that case, the PCs won’t see a paper bird and 
  Smine has already read the letter.
  Read or paraphrase the following when the PCs arrive 
  at the River Steed inn.
  The River Steed Inn resides quite close to the Gildtmede Keep 
  and near the cliffside. The sign of the inn has horse rising out 
  of a flowing river. Several rooms have balconies overlooking 
  the Sellen river.
  Venture-Captain Smine sits at a desk writing a letter, the 
  open balcony door behind him giving a view over the docks 
  and the Sellen River. A paper bird flies through the open doors 
  and unfolds into a letter on the table. Smine hold up his hand 
  for silence as he eyes the letter before handing it over. “So, 
  what did you find out?”
  Provide the players with Player Handout #2: Firebrand 
  Letter. The PCs can ask Smine questions, and he provides 
  them with advice if requested. If the trouble hasn’t started 
  yet, he doesn’t know when the plot is supposed to take 
  place. He can provide the PCs with an official document 
  that grants them entrance to the keep.
  How do you know this Firebrand? “Our interests have 
  aligned in the past. Maybe I’ll tell you about it someday.”
  How did your investigation go? “The waterworks had 
  interesting machinery. Could be good customers. I also 
  found out about those self-proclaimed Firebrands.”
  What do you think we should do? “You could speak 
  with the king. Or you could look for the ‘Firebrands.’ 
  They were talking about some suspicious types loitering 
  near the waterworks.”
  Smine has little else to tell the PCs at this point, though 
  if they ask for guidance he says, “A Pathfinder is one 
  who is driven to explore the world, report on what they 
  find, and always to strive for cooperation. Perhaps those 
  rebels or the king could benefit from people so inclined. 
  Particularly at a time like this.” 
  Shop and Resupply
  Artume is a bustling trade port enjoying the early fruits 
  of revitalization after the removal of Waike, and the 
  PCs have no difficulty finding common items of their 
  level or lower for purchase.
  Turn in the Rebels
  If the PCs defeated the rebels in combat or managed 
  to leave area B without being accompanied by the 
  
  11
  Pathfinder Society Scenario
  Revolution on the Riverside
  rebels, they have an opportunity to reveal the rebel’s 
  numbers and location to the town guard. While this 
  does not stop the rebel plot (since there are still several 
  more rebel cells in the area, including Nalla’s group), it 
  does slow them down. If the PCs report the rebels, the 
  guards inform them that they are invited to meet with 
  King Edryd in his throne room (area D).
  C. Waterworks Chamber Moderate or Severe
  Several canals meet up in this large underground chamber 
  partly lit with lamps on the walls. Two great waterwheels turn 
  under waterfalls that flow on the eastern side of the chamber. 
  Clusters of barrels and crates are set around the chamber.
  The waterworks consists of canals and vaults carved 
  into the feldspar cliffs under the Gildtmede Keep. 
  Some of the water is redirected from the Sellen River 
  itself while the rest comes from an underground 
  tributary that flows through the cliffs. With the help of 
  underground dams, the gnome engineers can adjust the 
  output of the waterwheels according to the needs of the 
  docks. Some of the vaults are accessible only with the 
  help of hoists, making them secure storing locations for 
  valuable goods.
  The waterworks chamber roof is 60 feet high from 
  the floor of the lower area, and the higher area is 10 
  feet higher than the lower area. Stairs go up 5 feet for 
  every 5 feet traversed horizontally. The canals are 5 feet 
  deep and the water flows 10 feet per round towards 
  the western canal entrance. Anyone who enters into 
  the same space as a waterwheel takes 2d6 bludgeoning 
  damage (DC 16 Acrobatics to avoid or to traverse 
  up with the waterwheel). Floors within 5 feet of a 
  waterwheel are slippery and slanted toward a canal. 
  A creature that enters a slippery square falls prone 
  and slides straight into a canal (DC 15 Acrobatics to 
  avoid). There’s no natural light as the chamber is deep 
  underground, but there are oil lamps placed around the 
  chamber that provide light like a hooded lantern. The 
  lamps are placed 5 feet above the floor and they can 
  be darkened with an Interact action. There are clusters 
  of oil barrels around the chamber that burst at the 
  beginning of the next round if they are caught on fire. 
  A bursting cluster or barrels spreads burning oil 5 feet 
  around them that burns for 2 rounds for each barrel 
  in the cluster. A creature entering or starting its turn in 
  the burning area takes 1d6 points of fire damage (2d6 
  in Subtier 3–4). A creature that is in the area during the 
  initial burst is set on fire and takes 1d6 persistent fire 
  damage unless it succeeds at a DC 12 Reflex save (2d6 
  damage and DC 16 Reflex in Subtier 3–4).
  A secret door on the east side that connects to passage 
  that leads to area D. A PC can spot the secret door on the 
  eastern wall of the upper area with a successful DC 15 
  Perception check (DC 19 in Subtier 3–4). The entrance is 
  10 feet high, as is the tunnel behind the secret door. A PC 
  can use the dust and cobwebs found in the passage to help 
  them track or notice any invisible or hidden creatures. 
  The passage is meant to serve as an escape route for 
  the royal family in case the keep falls. If a PC looks into 
  the southern alcove next to the secret door, they find a 
  skeleton with some items on it. The bearded skeleton has 
  pouch, something on its head, and a bottle on its belt.
  Creatures: In the hours leading up to the attack on the 
  king, the rebels spend much of their time here. 
  When the PCs make contact with rebels, they can try 
  to talk with them. If the PCs arrive with the rebels from 
  the ruined village, Chops makes the introduction between 
  Nalla and the PCs while the rest of Chops’ group head 
  off elsewhere to distract town guards. If the PCs attack 
  without warning, the rebels are no longer willing to talk. 
  Refer to the scenario’s appendix for more information if 
  combat breaks out. 
  The most important NPCs the PCs can speak with in 
  the Waterworks are the rebel leader Nalla and Harsus, a 
  rebel who is secretly priest of Razmir. Nalla tells the PCs 
  why she seeks to overthrow the king. The PCs can either 
  agree with Nalla and convince her that she should let the 
  PCs join the rebels, or they can attempt to influence her 
  plan in some other way. The Razmiran priest observes 
  the situation closely but doesn’t act unless his plans are in 
  danger (for example the PCs try to talk Nalla down from 
  rebelling). He argues against any ideas the PCs present to 
  Nalla that go against his plans but if his and the PCs’ goals 
  align, he remains silent. For more information on their 
  motives, as well as means of uncovering Harsus’s ulterior 
  motives, see the sections below.
  Nalla: Nalla was one of the leaders of the original 
  rebellion that dethroned Waike, but her goal was for the 
  people of Artume to take control of their own future. 
  Most of the other leaders of the rebellion seemed to be 
  fine with Edryd claiming the throne, being older and 
  having fond memories of time when Edryd’s father ruled. 
  Nalla on the other hand remembers only the tyrannical 
  rule of Waike who had her parents killed. Nalla managed 
  to escape with her life and joined up with others who 
  had garnered Waike’s displeasure. Slowly they started to 
  incite a rebellion against the tyrant with the support of 
  the monks of Milani who opposed Waike’s rule. Nalla is 
  not content with having another noble rule over Artume 
  with no guarantee that he wouldn’t become a monster. 
  She gathered her closest allies from the previous rebellion 
  and, having heard stories of Firebrands spreading freedom 
  
  12
  Pathfinder Society Scenario
  Revolution on the Riverside
  from tyranny throughout Golarion, they decided to take 
  up that banner onto themselves. Nalla has recruited more 
  young people into her band of self-proclaimed Firebrands, 
  who have no nostalgia for the Artume family. Nalla sees 
  herself as serving the people of Artume and she distrusts 
  Edryd who she sees as a potential threat.
  Harsus: Harsus grew up in Razmiran where he 
  recruited into the Church of Razmir, the Living God. 
  After indoctrination and reaching the position of a 
  priest of the Third Step, he was more resolute than ever 
  in his devotion to his god, so he was sent to the River 
  Kingdoms to search for new converts and to hopefully 
  establish a foothold in the region. Harsus learned of 
  the troubles in Artume and the recent rebellion where 
  Sir Waike was overthrown, and Edryd took his place. 
  Harsus sensed an opportunity to destabilize Artume as 
  the new king’s hold on his lands might not yet be stable. 
  Shortly after arriving in Artume, he made contact with 
  the discontent rebels lead by Nalla. Harsus has stoked 
  some of the rebels’ resentment towards the new king to 
  outright hatred while working to convert them into the 
  Razmiran faith. The small new cell of faithful keeps their 
  beliefs hidden, and he has specifically taken care to avoid 
  drawing Nalla’s attention to his agenda. Harsus intends 
  to gain influence over the potential new regime after 
  Edryd has been overthrown, and if that isn’t possible, 
  the death of Edryd would leave Artume destabilized and 
  vulnerable. Harsus is clad in a gray robe that shadows 
  most of his face. The iron mask that serves as a symbol 
  of his faith has been glamered to disappear on command 
  even when worn, so he can keep his affiliations hidden 
  from those who might take issue with a Razmiran priest 
  operating in the region. When the PCs interact with 
  Harsus, they have the chance to pick up a few clues that 
  all is not as it seems. In Subtier 3-4, Harsus does a better 
  job at concealing these clues. A PC who succeeds at a DC 
  18 Perception check (DC 21 in Subtier 3-4) notices subtle 
  distortions in the way his face and hair move, suggesting 
  some form of disguise or illusion on his face. A PC who 
  is Trained in Religion can discern Harsus’ robes to be 
  those a Razmiran priest with a successful DC 15 Religion 
  check (DC 18 in Subtier 3-4). Alternatively, the PCs 
  C. Waterworks Chamber
  C. Waterworks Chamber
  +20
  +20
  +10
  +10
  -5-5
  +35
  +35
  +30
  +30
  +25
  +25
  +15
  +15
  +0
  +0
  S
  N
  N
  H
  H
  0 ft.
  0 ft.
  Water Wheel
  Water Wheel
  = Flow Direction
  = Flow Direction
  = Height Difference
  = Height Difference
  = Nalla
  = Nalla
  = Harsus
  = Harsus
  1 square = 5 feet
  1 square = 5 feet
  
  13
  Pathfinder Society Scenario
  Revolution on the Riverside
  can who is Trained in Society can identify his accent as 
  Razmiran with successful DC 15 Society check (DC 18 
  in Subtier 3–4). Nalla has noticed signs that he may be 
  using a disguise, but, in the absence of other clues, she 
  does not mind someone hiding their identity.
  Influence: If the PCs want to convince Nalla to give 
  up the rebellion or change her plans, they must make 
  a case. The PCs can attempt up to three DC 15 Skill 
  checks to present their arguments (DC 19 in Subtier 
  3–4). If they earn at least two successes on these three 
  checks, they convince her. A critical successes counts as 
  two successes, and a critical failures negates the effects 
  of a success. 
  If the PCs reveal that Harsus is a Razmiran priest, 
  they gain a +1 circumstance bonus on these checks. The 
  First River Freedom guarantees freedom of worship, so 
  Nalla doesn’t immediately turn against Harsus but she 
  is more suspicious of him and his motives. The skills 
  the PCs can use are for example Deception, Diplomacy, 
  Intimidation, Society, or an applicable Lore. Other skills 
  are allowed as well if they pertain to the argument. 
  Only one person can make a skill check to present an 
  argument. If Chops from the ruined village guides the 
  PCs, they gain a +1 circumstance bonus to their skill 
  checks to influence Nalla. Alternatively, the PCs gain a 
  +1 circumstance bonus to their skill checks to influence 
  Nalla if they used previously learned insights in their 
  arguments, such as the general mood of the people 
  that is for King Edryd or that actual Firebrands don’t 
  consider the rebels as part of their movement. If the PCs 
  meet both of these conditions,they instead gain a +2 
  circumstance bonus.
  Subtier 1–2 
  HARSUS 
  CREATURE 1
  Page 21
  Initiative Perception +4
  NALLA, REBEL LEADER 
  CREATURE 1
  Page 22; art on page 30
  Initiative Perception +6
  WATERWORKS REBELS (2) 
  CREATURE -1
  Page 21
  Initiative Perception +4
  Subtier 3–4
  ELITE WATERWORKS REBEL 
  CREATURE 1
  Page 26
  Initiative Perception +5
  HARSUS 
  CREATURE 3
  Page 26
  Initiative Perception +6
  NALLA, REBEL LEADER 
  CREATURE 3
  Page 28; art on page 32
  Initiative Perception +8
  REBEL BRUTES (2) 
  CREATURE 2
  Page 27
  Initiative Perception +6
  Nalla, Rebel Leader
  
  14
  Pathfinder Society Scenario
  Revolution on the Riverside
  Treasure: The skeleton is wearing a hat of the magi 
  (goggles of night in Subtier 3–4), and the bottle is an oil of 
  potency (invisibility potion in Subtier 3–4). Together, these 
  are worth 2 Treasure Bundles.
  If the PCs join the rebel leader, whether in earnest or 
  with deceit, they enter the secret passage and make their 
  way up the secret passage to area D. If the PCs fight and 
  defeat the rebel leader and the rebels, they can make up 
  their way to area D to make sure the King is safe. If the 
  rebel leader is alive, the PCs can take her up to the throne 
  room with them. During the fight, the Razmiran priest 
  attempts to slip through the secret door unnoticed. The 
  priest intends to use magic to go invisible or to disguise as 
  a guard, so that he can act once the PCs have left.
  D. Throne Room 
  Moderate or Severe
  Gildtmede Keep is highly defensible due to its placement 
  on the cliffs. Additionally, the towers and walls are 
  designed to offer tiered defenses so that attackers must 
  pay dearly for each foot gained to reach the main keep. 
  The white stone interiors are clean and lean more towards 
  practical needs than ostentatiousness.
  Read or paraphrase the following when the PCs enter 
  the throne room.
  A wide red carpet runs across this hall of white stone, leading 
  from a pair of iron doors to a dais with two thrones. Several 
  statues and trophies line the walls of the hall as chandeliers 
  light up the room. Light from outside shines through skylights 
  set in the ceiling.
  King Edryd, Queen Mother Sovella, and Brother Karyn 
  (LN male half-elf) are locked up in the throne with some 
  guards as a precaution as other rebels are causing trouble 
  throughout the town.
  If the PCs arrive to the throne room before confronting 
  the rebels, they can offer to help the king with the 
  situation. The king knows that the rebels have attacked 
  the waterworks. He also knows where the secret passage 
  is, but he doesn’t know that the rebels know of its location. 
  He is not interested in holding a long conversation while 
  the rebels actively oppose him. He welcomes the PCs to 
  stay in the throne room to protect him or to travel to the 
  Waterworks to seek them out. 
  The PCs might try to convince the king to change 
  make a compromise with the rebel’s cause. For example, 
  the PCs could plead with the king to give more say to the 
  people, perhaps by adopting a council chosen from the 
  people that could advise the king. This might appease 
  the people that joined the rebels. Similarly, the PCs can 
  ask the king to show mercy to the rebels. If they try to 
  convince Edryd to make changes to his rulership, use the 
  Influence section below.
  Influence: The king offers the PCs a chance to make 
  their case. After the PCs state their requests, the king asks 
  his advisors for opinions. Queen Sovella speaks of the 
  people’s duty to obey their lawful king and that anything 
  endangering Edryd’s rulership cannot be allowed. 
  Brother Karyn sympathizes with the rebel’s ideals, but 
  a he believes that a rebellion isn’t justified against Edryd 
  and is determined to protect the king. If these opinions 
  don’t fit with the PCs’ requests, adjust them but try to 
  keep them true to the NPC’s values. After each opinion, 
  the king asks the PCs to respond. One PC can attempt 
  to rebut each of these opinions with a DC 15 skill check 
  (DC 18 in Subtier 3–4). If the PCs succeed at one of these 
  checks, they gain a +1 circumstance bonus to influence 
  the king; this bonus increases to +2 if they succeed at 
  both checks.
  Finally, the king asks why he should do what the PCs 
  request. The PCs present their arguments by making a 
  skill check against DC 16 (DC 20 in Subtier 3–4). The PCs 
  have five opportunities to make their case, during which 
  they must earn 3 Influence Points to convince the king 
  (or 4 Influence Points at a table of 6 players). They gain 
  1 Influence Point for a successful check and 2 Influence 
  Points for a critical success. On a critical failure, they lose 
  1 Influence Point. The PCs choose which request they are 
  arguing for before they attempt the check. Any skill that 
  reasonably pertains to a PC’s rebuttal or argument can 
  be used to make a skill check, for example Deception, 
  Diplomacy, Intimidation, Lore, or Society. Direct threats 
  against the king, advisors, or Artume result in the 
  guards stepping in and attempting to detain the PCs but 
  for example painting a dire situation that would result 
  from the king’s actions is allowed. Only one PC can 
  make a rebuttal or an argument at a time though one 
  other PC can Aid in the check
  King Edryd: King Edryd was trained in statecraft 
  and combat at the temple of Milani where he was raised 
  in hiding by his mother and the monks of Milani, but 
  he has no practical experience other than what he has 
  gathered in the short time he has ruled over Artume. His 
  primary tutor was a monk named Karyn. Edryd is still 
  unsure in his rulership and relies on his mother Sovella 
  and Karyn, who joined Edryd in Artume to be his 
  advisor. Edryd hasn’t slept well lately as the would-be 
  Firebrands have been causing minor trouble throughout 
  the kingdom to draw out some of the forces from the 
  town before the overthrow attempt. This combined 
  with regular stress of the burdens of rulership has him 
  on edge though his instinct is to act in the best interest 
  of the people.
  
  15
  Pathfinder Society Scenario
  Revolution on the Riverside
  Queen-Mother Sovella: Sovella has gone through 
  hardships as she escaped assassins and hid in the 
  monastery with her son so that Waike would not finish 
  the job. Now that she has finally returned her son to 
  the throne, she isn’t going to let anything jeopardize 
  that rule. She thinks that while a ruler is obliged to 
  protect their subjects, the subjects owe the ruler their 
  obedience. Sovella is primarily concerned with keeping 
  her son’s rule secure. She feels that rebellion warrants 
  no mercy.
  Brother Karyn: Karyn has been at Everbloom, the 
  monastery of Milani, for a long time and he was there 
  when Drellis Artume founded his kingdom. He’s fond 
  of Edryd, who he helped raise, and sees him as a rightful 
  ruler with a good heart but he is also sympathetic to 
  desire of the common people to have a say in their 
  governance. Actions however have consequences, 
  though punishments must be meted out judiciously.
  Creatures: A Guard captain and several guards 
  surround and protect King Edryd, Queen Mother 
  Sovella, and Brother Karyn, who begin on the raised 
  throne platform and do not fight. See the appendixes 
  of this scenario for more details. If the PCs decided to 
  wait for the rebels here, use the stat blocks for Nalla 
  and the typical number of rebels from area C, as well 
  as the tactics from area C as they apply Add additional 
  background rebels or guards that enter through the 
  doors and secret passage to maintain the appropriate 
  difficulty for the PCs’ encounter. Harsus hides in the 
  secret passage, watching the results of the fight. If he is 
  discovered, he attempts to flee. 
  When the dust settles, there’s the final chance to 
  appeal to either Nalla or the king, if the PCs haven’t 
  already done so when it comes to the fate of Artume.
  Subtier 1–2 
  GUARDS (2) 
  CREATURE –1
  Page 22
  Initiative Perception +5
  GUARD CAPTAIN 
  CREATURE 1
  Page 22
  Initiative Perception +6
  Subtier 3–4
  VIGILANT GUARDS (2) 
  CREATURE 2
  Page 28
  Initiative Perception +8
  VETERAN GUARD CAPTAIN 
  CREATURE 4
  Page 28
  Initiative Perception +9
  D. Throne Room
  D. Throne Room
  1 square = 5 feet
  1 square = 5 feet
  S
  Pathfinder Map Pack: Palace
  Pathfinder Map Pack: Palace
  
  16
  Pathfinder Society Scenario
  Revolution on the Riverside
  Treasure: If the PCs helped either the king or the rebels 
  to win, or reach a compromise, they are awarded a small 
  treasure chest filled with 2 Treasure Bundles worth of gold.
  Special: By the end of this encounter, the PCs should 
  have either won the fight, fled, surrendered, or lost the 
  fight. If the PCs take no part in the fighting, the king 
  eventually prevails.
  If the king remains in power, the rebels are taken 
  as prisoners, pending a judgment from the king. If the 
  rebels won, the king is taken hostage and the remaining 
  guards surrender.
  If the PCs were on the winning side, they are rewarded 
  and the Pathfinder Society earns allies in Artume. If the 
  PCs were on the losing side or angered the winning side, 
  Venture-Captain Smine negotiates their release if needed, 
  and the Pathfinder Society’s reputation in Artume 
  is damaged. 
  Artume is either in the hands of the rebels, the king, or 
  on its way to some sort of a compromise that gives some 
  power to the people. Harsus remains either a threat to 
  Artume or he has been removed as a threat.
  Finally, the PCs can track down the descendant of 
  the Pathfinders from Napsunar’s lodge, if they haven’t 
  already done so (see Meet the Pathfinder Descendant 
  on page 10). Even if the PCs are currently wanted by 
  the regime in power, the chaos of the situation allows 
  for them to seek out the descendant before they 
  leave Artume.
  Conclusion
  The PCs can then join up with Venture-Captain Smine 
  to conclude the adventure. If Smine didn’t already meet 
  with the PCs, do that encounter now. If the PCs caused 
  trouble for the Society, Smine remarks on the situation 
  but he doesn’t get personal. Otherwise he congratulates 
  the PCs on a job well done and they can all leave 
  Artume. Back on the boat, inspection of the recovered 
  documents reveals that Napsunar headed to an area 
  in western Cheliax that falls now inside the borders 
  of Andoran
  Reporting Notes
  Check box A if King Edryd still rules Artume, box B if 
  Edryd rules alongside a council, or box C if Edryd is 
  overthrown. Check box D if the Razmiran priest is still 
  in a position of influence with Artume.
  Primary Objectives
  If the PCs learn where Kerinha Napsunar went after she 
  left the River Kingdoms and successfully help to resolve 
  the rebellion one way or another. Each PC earns 2 Fame 
  and 2 Reputation for any faction associated with their 
  currently slotted faction boon.
  Secondary Objectives
  If the PCs accomplished two of the following tasks, 
  they each earn 2 Fame and 2 Reputation for any faction 
  associated with their currently slotted faction boon: 
  Return to Artume before the trouble starts, recover 
  the original Pathfinder journal from the descendant, or 
  successfully influence either the king or the rebel leader 
  (influencing both counts as two accomplished tasks).
  
  17
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  Handout #1: Rebel Note
  Handout #2: Firebrand Letter
  Go to the waterworks at sundown tomorrow. May the brand guide you. They won’t see us coming.
  -N
  Dear Holgarin,
  These so-called rebels you mentioned aren’t recognized by any group of Firebrands I’m acquainted with. I’m 
  sympathetic to their yearning for people to choose their own fate but from what I’ve gathered, the majority of the 
  people are happy with King Edryd. In my opinion, this means that even if their hearts are in the right place, their 
  rebellion could lead to more harm than good. I have no operatives in the vicinity, so if you wouldn’t mind keeping 
  an eye on things over there on my behalf, I would be thankful. If you are in need of my assistance in the future, I’ll 
  be more than happy to oblige.
  Regards, 
  Ionnia Valanti
  
  18
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  Appendix 1: Subtier 1–2 
  Encounters
  The statistics presented in this appendix include full stat 
  blocks for creatures and hazards appearing in this scenario, 
  including any variations described in the text.
  Journey to the Village (Subtier 1–2)
  If the PCs do not notice the quagmire, the PC in the lead of 
  the group steps onto one of its corners. The quagmire takes 
  up a 25-by-25 foot square and is 10 feet deep.
  QUAGMIRE 
  HAZARD 1
  COMPLEX
  ENVIRONMENTAL
  Stealth +8 (trained)
  Description A patch of treacherous bog attempts to submerge 
  creatures that step onto it.
  Disable Survival DC 15 (trained) to disturb the surface and make 
  the quagmire plainly visible.
  Submerge � Trigger A Small or larger creature walks into 
  a quagmire. Effect The triggering creature sinks into the 
  quagmire up to its waist. The quagmire rolls initiative if it 
  hasn’t already.
  Routine � On its initiative, the quagmire pulls each creature 
  within it 1 square toward the center of the quagmire and 1 
  step further submerged; a creature that is submerged up to 
  its waist becomes submerged up to its neck, and a creature 
  that is submerged up to its neck is pulled under and has to 
  hold its breath to avoid suffocation (Core Rulebook 478). 
  A creature in the quagmire can attempt a DC 17 
  Athletics check to Swim to either raise itself by 1 step if 
  its submerged to its neck or worse, or to swim out of the 
  quagmire if its submerged up to only its waist. On a critical 
  failure, the creature is pulled down 1 step. A creature that 
  Swims out of the quagmire escapes the hazard and is 
  prone adjacent to the quagmire. Other creatures can Aid 
  the creature, typically by using a rope or similar tool, or 
  attempt to pull a creature within their reach out with a DC 
  17 Athletics check, with the same results as if the creature 
  attempted the check.
  Reset The hazard still submerges anyone who walks in, but the 
  surface doesn’t become hidden again until it settles over the 
  course of 24 hours.
  Encounter A (Subtier 1–2)
  Web traps on the ground are identical to hunting spider’s 
  web trap. The spiders attack closest PCs, preferring to 
  attack those caught in a web trap. Alternative, the spiders 
  make ranged attacks first against targets that aren’t trapped 
  in spider webs. If the spiders are almost dead with no hope 
  of winning, they attempt retreat up into the broken tower.
  HUNTING SPIDER 
  CREATURE 1
  NE
  MEDIUM
  ANIMAL
  Pathfinder Bestiary 306
  Perception +7; darkvision, tremorsense (imprecise) 30 feet 
  (creatures touching its web)
  Skills Acrobatics +7, Athletics +5, Stealth +7
  Str +2, Dex +4, Con +1, Int –5, Wis +2, Cha –4
  AC 17; Fort +6, Ref +9, Will +5
  HP 16
  Spring upon Prey � Trigger A creature touches the hunting 
  spider’s web while the hunting spider is on it; Requirements 
  Initiative has not yet been rolled; Effect The hunting spider 
  automatically notices the creature and Strides, Climbs, or 
  Descends on a Web before rolling initiative.
  Speed 25 feet, climb 25 feet
  Melee � fangs +9 (finesse), Damage 1d6+2 piercing plus 
  hunting spider venom
  Ranged � web +7 (range increment 30 feet), Effect web trap
  Descend on a Web � (move) The hunting spider moves 
  straight down up to 40 feet, suspended by a web line. It can 
  hang from the web or drop off. The distance it Descends on 
  a Web doesn’t count for falling damage. A creature that 
  successfully Strikes the web (AC 20, Hardness 3, 5 HP) 
  severs it, causing the spider to fall.
  Hunting Spider Venom (poison) Saving Throw Fortitude DC 
  16; Maximum Duration 6 rounds; Stage 1 1d10 poison and 
  flat-footed (1 round); Stage 2 1d12 poison, clumsy 1, and flat-
  footed (1 round); Stage 3 2d6 poison, clumsy 2, and flat-
  footed (1 round).
  Web Trap A creature hit by the hunting spider’s web attack is 
  immobilized and stuck to the nearest surface until it Escapes 
  (DC 17).
  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Add one weak spider swarm to 
  the encounter.
  12-–3 Challenge Points: Add one hunting spider to 
  the encounter.
  14-15 Challenge Points: Add one weak spider swarm and 
  one hunting spider to the encounter.
  SCALING ENCOUNTER A
  
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  WEAK SPIDER SWARMS (2) CREATURE -1
  N
  LARGE
  ANIMAL
  SWARM
  Pathfinder Bestiary 6, 306
  Perception +4; darkvision, tremorsense (imprecise) 30 feet 
  (creatures touching its web)
  Skills Acrobatics +4, Athletics +1, Stealth +4
  Str –2, Dex +3, Con +0, Int –5, Wis +0, Cha –4
  AC 14; Fort +3, Ref +6, Will +1
  HP 8 Immunities precision, swarm mind; Weaknesses area 
  damage 5, splash damage 5; Resistances bludgeoning 2, 
  piercing 5, slashing 5
  Speed 20 feet, climb 20 feet
  Swarming Bites � Each enemy in the spider swarm’s space 
  takes 1d4–1 piercing damage with a DC 13 basic Reflex save. A 
  creature that fails its save is exposed to spider swarm venom.
  Spider Swarm Venom (poison) Saving Throw Fortitude DC 13; 
  Maximum Duration 4 rounds; Stage 1 1 poison and enfeebled 1 
  (1 round); Stage 2 1d4 poison and enfeebled 1 (1 round).
  
  20
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  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Add one rebel to the 
  encounter. 
  12–13 Challenge Points: Add two rebels to the 
  encounter.
  14–15 Challenge Points: Add three rebels to the 
  encounter.
  SCALING ENCOUNTER B
  Encounter B (Subtier 1–2)
  Three rebels and Chops assail the PCs. Chops prefers 
  to fight in melee when he can. The other rebels use 
  their shortswords in melee or their shortbows at range, 
  whichever makes the most sense for their current 
  situation. If only one rebel or rebel brute remains, they 
  attempt to flee.
  CHOPS 
  CREATURE 0
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +4
  Languages Common
  Skills Acrobatics +3, Athletics +5, Stealth +3
  Str +3, Dex +1, Con +2, Int +0, Wis +2, Cha +0
  Items hatchet, heavy crossbow (20 bolts), studded leather 
  armor, torch
  AC 15; Fort +6, Ref +3, Will +4
  HP 16
  Attack of Opportunity �
  Speed 25 feet
  Melee � hatchet +7 (agile, sweep), Damage 1d6+3 slashing
  Ranged � heavy crossbow +5 (range increment 120 feet, 
  reload 2), Damage 1d10 piercing
  REBELS (3) 
  CREATURE –1
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +4
  Languages Common
  Skills Acrobatics +5, Athletics +3, Stealth +5
  Str +1, Dex +3, Con +1, Int +0, Wis +2, Cha +0
  Items leather armor, shortbow (20 arrows), shortsword, 
  torch
  AC 16; Fort +3, Ref +7, Will +4
  HP 8
  Speed 25 feet
  Melee � shortsword +5 (agile, finesse, versatile S), Damage 
  1d6+1 piercing
  Ranged � shortbow +5 (deadly 1d10, range increment 60 
  feet, reload 0), Damage 1d6 piercing
  Sneak Attack The rebel deals 1d6 extra precision damage to 
  flat-footed creatures.
  Surprise Attack On the first round of combat, creatures that 
  haven’t acted yet are flat-footed to the rebel.
  
  21
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  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Add one waterworks rebel to 
  the encounter.
  12–13 Challenge Points: Add two waterworks rebels 
  to the encounter.
  14–15 Challenge Points: Add three waterworks 
  rebels to the encounter.
  SCALING ENCOUNTER C
  Encounter C (Subtier 1–2)
  If the PCs talk the rebel leader into giving up on the 
  rebellion, Harsus instigates a fight, accusing the rebel 
  leader of betraying the cause; other rebels converted to 
  the faith of Razmir join the priest. Nalla won’t take part 
  in the fight, since she doesn’t want to take arms against 
  fellow rebels. If the rebel leader fights against the PCs, 
  Harsus attempts to sneak through the secret door and 
  close it behind him (DC 16 Perception to spot). If a 
  PC attacks Harsus or tries to grapple him during this, 
  he fights back but prioritizes getting away. Nalla starts 
  the battle by inspiring her allies and using telekinetic 
  projectile with her sling bullets, targeting anyone that 
  looks like a spellcaster. She surrenders if she is alone and 
  heavily injured. Harsus doesn’t want to engage in melee, 
  so he uses spells from a distance. Harsus tries to escape 
  either through the secret passage or a canal tunnel, 
  if there are only one or less allies left fighting. Rebels 
  brutes prefer to fight in melee, and they attempt to block 
  enemies from reaching Nalla, for example by blocking 
  the stairs. The rebel prefers to use ranged attacks from a 
  higher ground.
  HARSUS 
  CREATURE 1
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +4
  Languages Common
  Skills Arcana +6, Acrobatics +5, Deception +5, Diplomacy +5, 
  Stealth +5
  Str +0, Dex +2, Con +1, Int +3, Wis +1, Cha +2
  Items gray robe, iron mask, scroll of illusionary disguise
  AC 15 (16 with mage armor); Fort +4, Ref +5, Will +6
  HP 21
  Speed 25 feet
  Melee � dagger +5 (agile, finesse, versatile S), Damage 1d4 
  piercing
  Ranged � dagger +5 (agile, thrown 10 feet, versatile S), 
  Damage 1d6 piercing
  Arcane Prepared Spells DC 16, attack +6; 1st mage armor, 
  magic missile; Cantrips (1st) light, ray of frost, shield
  Cleric Domain Spells 1 Focus Point, DC 16; 1st sudden 
  shift (Core Rulebook 397)
  NALLA, REBEL LEADER 
  CREATURE 1
  UNIQUE
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +6
  Languages Common
  Skills Acrobatics +5, Athletics +6, Diplomacy +5, Performance 
  +5, Stealth +5 
  Str +3, Dex +2, Con +1, Int +0, Wis +1, Cha +2
  Items leather armor, longsword, sling bullet (20)
  AC 16; Fort +10, Ref +7, Will +7
  HP 21
  Speed 25 feet
  Melee � longsword +8 (versatile P), Damage 1d8+3 slashing
  Melee � fist +8 (agile, finesse, nonlethal), Damage 1d4+3 
  bludgeoning
  Spontaneous Occult Spells DC 15, attack +5; 1st (2 slots) color 
  spray, magic missile; Cantrips (1st) light, shield, telekinetic 
  projectile
  Bard Composition Cantrips (1st) inspire courage
  WATERWORKS REBELS (2) 
  CREATURE –1
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +4
  Languages Common
  Skills Acrobatics +5, Athletics +3, Stealth +5
  Str +1, Dex +3, Con +1, Int +0, Wis +2, Cha +0
  Items leather armor, shortbow (20 arrows), shortsword, 
  torch
  AC 16; Fort +3, Ref +7, Will +4
  HP 8
  Speed 25 feet
  Melee � shortsword +5 (agile, finesse, versatile S), Damage 
  1d6+1 piercing
  Ranged � shortbow +5 (deadly 1d10, range increment 60 
  feet, reload 0), Damage 1d6 piercing
  Sneak Attack The rebel deals 1d6 extra precision damage to 
  flat-footed creatures.
  Surprise Attack On the first round of combat, creatures that 
  haven’t acted yet are flat-footed to the rebel.
  
  22
  Pathfinder Society Scenario
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  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are 
  not cumulative.
  10–11 Challenge Points: Add one guard to the 
  encounter.
  12–13 Challenge Points: Add two guards to the 
  encounter.
  14–15 Challenge Points: Add one guard and one 
  guard captain to the encounter.
  SCALING ENCOUNTER B2
  Encounter D (Subtier 1–2)
  The guards attempt to keep enemies away from the king 
  and they risk their own safety to do so. They seek to 
  trap the PCs into a single corner as far away from the 
  king and his advisors as possible. If the PCs take the king 
  hostage, the guards surrender. Otherwise they listen to 
  the king’s orders.
  GUARDS (2) 
  CREATURE –1
  UNIQUE
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +5
  Languages Common
  Skills Acrobatics +2, Athletics +3
  Str +2, Dex +2, Con +2, Int +0, Wis +2, Cha +0
  Items chain shirt, spear (2)
  AC 15; Fort +5, Ref +3, Will +3
  HP 9
  Attack of Opportunity �
  Speed 25 feet
  Melee � spear +6, Damage 1d6+2 piercing
  Ranged � spear +6 (range increment 20 feet), Damage 1d6+2 
  piercing
  GUARD CAPTAIN 
  CREATURE 1
  UNIQUE
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +6
  Languages Common
  Skills Acrobatics +4, Athletics +7
  Str +4, Dex +1, Con +2, Int +1, Wis +1, Cha +1
  Items breastplate, battle axe
  AC 18; Fort +7, Ref +4, Will +4
  HP 24
  Attack of Opportunity [fre-action�
  Speed 25 feet
  Melee � battle axe +9 (sweep), Damage 1d8+4 slashing
  Sudden Charge � The guard captain Strides twice. If the 
  guard captain ends their movement within a melee reach of 
  at least one enemy, they can make a melee Strike against 
  that enemy.
  
  23
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  Revolution on the Riverside
  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are 
  not cumulative.
  19–22 Challenge Points: Add one hunting spider to 
  the encounter.
  23–27 Challenge Points: Add one web lurker to the 
  encounter.
  28–32 Challenge Points: Add one hunting spider and 
  one web lurker to the encounter.
  33+ Challenge Points: Add two hunting spiders and 
  one web lurker to the encounter.
  SCALING ENCOUNTER A
  Appendix 2: Subtier 3–4 
  Encounters
  The statistics presented in this appendix include full 
  stat blocks for creatures and hazards appearing in this 
  scenario, including any variations described in the text.
  Journey to the Village (Subtier 3–4)
  If the PCs do not notice the quagmire, the PC in the lead of 
  the group steps onto one of its corners. The quagmire takes 
  up a 25-by-25 foot square and is 10 feet deep.
  TREACHEROUS QUAGMIRE 
  HAZARD 3
  COMPLEX
  ENVIRONMENTAL
  Stealth +12 (trained)
  Description A patch of treacherous bog attempts to submerge 
  creatures that step onto it.
  Disable Survival DC 18 (trained) to disturb the surface and 
  make the quagmire plainly visible.
  Submerge � Trigger A Small or larger creature walks into 
  a quagmire. Effect The triggering creature sinks into the 
  quagmire up to its waist in its current square. The quagmire 
  rolls initiative if it hasn’t already.
  Routine (1 action) On its initiative, the quagmire pulls each 
  creature within it 1 square toward the center of the 
  quagmire and 1 step further submerged; a creature that has 
  submerged up to its waist becomes submerged up to its 
  neck, and a creature that was submerged up to its neck is 
  pulled under and has to hold its breath to avoid suffocation 
  (Core Rulebook 478). 
  A creature in the quagmire can attempt a DC 20 Athletics 
  check to Swim to either raise itself by 1 step if it’s submerged 
  to its neck or worse, or to Swim out of the quagmire if it’s 
  submerged only up to its waist. On a critical failure, the 
  creature is pulled down 1 step. A creature that Swims out 
  of the quagmire escapes the hazard and is prone adjacent to 
  the quagmire. Other creatures can Aid the creature, typically 
  by using a rope or similar tool, or attempt to pull a creature 
  within their reach out with a DC 20 Athletics check, with the 
  same results as if the creature attempted the check.
  Reset The hazard submerges anyone who walks in, but the 
  surface doesn’t become hidden again until it settles over 
  the course of 24 hours.
  Encounter A (Subtier 3–4)
  Web traps on the ground are identical to hunting spider’s 
  web trap. The spiders and web stalkers attack the closest 
  PCs, preferring to attack those caught in a web trap. 
  Alternative, the spiders make ranged attack first against 
  targets that aren’t trapped in spider webs. If the spiders 
  are almost dead with no hope of winning, they attempt 
  retreat up into the broken tower.
  HUNTING SPIDERS (2) 
  CREATURE 1
  NE
  MEDIUM
  ANIMAL
  Pathfinder Bestiary 306
  Perception +7; darkvision, tremorsense (imprecise) 30 feet 
  (creatures touching its web)
  Skills Acrobatics +7, Athletics +5, Stealth +7
  Str +2, Dex +4, Con +1, Int –5, Wis +2, Cha –4
  AC 17; Fort +6, Ref +9, Will +5
  HP 16
  Spring upon Prey � Trigger A creature touches the 
  hunting spider’s web while the hunting spider is on it; 
  Requirements Initiative has not yet been rolled; Effect 
  The hunting spider automatically notices the creature 
  and Strides, Climbs, or Descends on a Web before rolling 
  initiative.
  Speed 25 feet, climb 25 feet
  Melee � fangs +9 (finesse), Damage 1d6+2 piercing plus 
  hunting spider venom
  Ranged � web +7 (range increment 30 feet), Effect web 
  trap
  Descend on a Web � (move) The hunting spider moves 
  straight down up to 40 feet, suspended by a web line. It can 
  hang from the web or drop off. The distance it Descends on 
  a Web doesn’t count for falling damage. A creature that 
  successfully Strikes the web (AC 20, Hardness 3, 5 HP) 
  severs it, causing the spider to fall.
  Hunting Spider Venom (poison) Saving Throw Fortitude DC 
  16; Maximum Duration 6 rounds; Stage 1 1d10 poison and 
  flat-footed (1 round); Stage 2 1d12 poison, clumsy 1, and flat-
  footed (1 round); Stage 3 2d6 poison, clumsy 2, and flat-
  footed (1 round).
  Web Trap A creature hit by the hunting spider’s web attack 
  is immobilized and stuck to the nearest surface until it 
  Escapes (DC 17).
  
  24
  Pathfinder Society Scenario
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  WEB LURKER 
  CREATURE 3
  NE
  MEDIUM
  ABBERATION
  Pathfinder Bestiary 325
  Perception +10; darkvision, tremorsense (imprecise) 30 feet 
  (creatures touching its web)
  Languages Aklo, spider speak
  Skills Acrobatics +9, Athletics +9, Crafting +8 (+12 to craft 
  traps and snares), Stealth +11
  Str +4, Dex +4, Con +3, Int +1, Wis +3, Cha –1
  Spider Speak The web lurker can speak with spiders, with the 
  same effects and limitations as speak with animals.
  AC 19; Fort +10, Ref +11, Will +8
  HP 45
  Spring upon Prey � Trigger A creature touches the web 
  lurker’s web while the web lurker is on it; Requirements 
  Initiative has not yet been rolled; Effect The web lurker 
  automatically notices the creature and Strides or Climbs 
  before rolling initiative.
  Speed 25 feet, climb 25 feet
  Melee � fangs +11 (poison), Damage 1d8+6 piercing plus web 
  lurker venom
  Melee � claw +11 (agile), Damage 1d8+6 slashing
  Melee � web +11, Effect web trap
  Web Lurker Venom (poison) Saving Throw Fortitude DC 19; 
  Maximum Duration 10 rounds; Stage 1 1d6 poison and 
  flat-footed (1 round); Stage 2 1d6 poison, flat-footed, and 
  slowed 1 (1 round).
  Web Trap A creature hit by the web lurker’s web attack is 
  immobilized and stuck to the nearest surface until it 
  succeeds at a DC 20 Acrobatics check to Escape.
  
  25
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  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are 
  not cumulative.
  19–22 Challenge Points: Add one elite rebel to the 
  encounter.
  23–27 Challenge Points: Add two elite rebels to the 
  encounter.
  28–32 Challenge Points: Add another rebel to the 
  encounter that uses the statistics of Chops.
  33+ Challenge Points: As the scaling for 28–32 
  Challenge Points plus one additional elite rebel.
  SCALING ENCOUNTER B
  Encounter B (Subtier 3–4)
  Chops prefers to fight in melee. The others switch 
  between melee and ranged attacks, whichever is more 
  optimal. If only rebel remains, they attempt to flee.
  CHOPS 
  CREATURE 2
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +6
  Languages Common
  Skills Acrobatics +5, Athletics +8
  Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha +0
  Items chain mail, falchion, heavy crossbow (20 bolts), torch
  AC 18; Fort +9, Ref +5, Will +6
  HP 32
  Attack of Opportunity rea�
  Speed 25 feet
  Melee � falchion +10 (forceful, sweep), Damage 1d10+4 
  slashing
  Ranged � heavy crossbow +7 (range increment 120 feet, 
  reload 2), Damage 1d10 piercing
  Brutish Shove � (press) Chops makes a single Strike with 
  a two-handed melee weapon. If he hits a target that is 
  their size or smaller, that creature is flat-footed until the 
  end of the brute’s turn, and he can automatically Shove it 
  with the same benefits as the Shove action (including the 
  critical success effect, if the Strike was a critical hit). If 
  Chops moves to follow the target, that movement doesn’t 
  trigger reactions. This Strike has the following failure 
  effect.
  Failure The target becomes flat-footed until the end of 
  Chops's current turn.
  ELITE REBELS (3) 
  CREATURE 1
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +5
  Languages Common
  Skills Acrobatics +6, Athletics +5, Stealth +6
  Str +2, Dex +3, Con +2, Int +0, Wis +2, Cha +0
  Items leather armor, shortbow (20 arrows), shortsword, torch
  AC 17; Fort +5, Ref +9, Will +5
  HP 21
  Nimble Dodge � Requirements The rebel can’t use 
  this reaction while encumbered; Trigger The rebel is hit or 
  critically hit by an attack made by a creature the rogue can 
  see; Effect The rebel gains a +2 circumstance bonus to their 
  Armor Class against the triggering attack.
  Speed 25 feet
  Melee � shortsword +6 (agile, finesse, versatile S), Damage 
  1d6+3 piercing
  Ranged � shortbow +6 (deadly d10, range increment 60 
  feet), Damage 1d6 piercing
  Sneak Attack The rebel deals 1d6 extra precision damage to 
  flat-footed creatures.
  Surprise Attack On the first round of combat, creatures 
  that haven’t acted yet are flat-footed to the rebel.
  
  26
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  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are 
  not cumulative.
  19–22 Challenge Points: Add one rebel brute to the 
  encounter.
  23–27 Challenge Points: Add one elite waterworks 
  rebel and one rebel brute to the encounter.
  28–32 Challenge Points: Add two elite waterworks 
  rebels and one rebel brute to the encounter.
  33+ Challenge Points: Add two elite waterworks 
  rebels and two rebel brutes to the encounter.
  SCALING ENCOUNTER C
  Encounter C (Subtier 3–4)
  If the PCs talk the rebel leader into giving up on the 
  rebellion, Harsus instigates a fight, accusing the rebel 
  leader of betraying the cause; other rebels converted to 
  the faith of Razmir join the priest. Nalla won’t take part 
  in the fight, since she doesn’t want to take arms against 
  fellow rebels. If the rebel leader fights against the PCs, 
  Harsus attempts to sneak through the secret door and 
  close it behind him (DC 16 Perception to spot). If a PC 
  attacks Harsus or tries to grapple him during this, he 
  fights back but prioritizes getting away. 
  Nalla starts the battle by inspiring her allies and using 
  telekinetic projectile with her sling bullets, targeting anyone 
  that looks like a spell caster. She surrenders if she is alone 
  and heavily injured. Harsus doesn’t want to engage in 
  melee, so he uses spells from a distance. Harsus tries to 
  escape either through the secret passage or a canal tunnel, 
  if there are only one or less allies left fighting. Rebels brutes 
  prefer to fight in melee and they attempt to block enemies 
  from reaching Nalla, for example by blocking the stairs. The 
  rebel prefers to use ranged attacks from a higher ground.
  ELITE WATERWORKS REBEL 
  CREATURE 1
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +5
  Languages Common
  Skills Acrobatics +6, Athletics +5, Stealth +6
  Str +2, Dex +3, Con +2, Int +0, Wis +2, Cha +0
  Items leather armor, shortbow (20 arrows), shortsword, torch
  AC 17; Fort +5, Ref +9, Will +5
  HP 21
  Nimble Dodge � Requirements The rebel can’t use this reaction 
  while encumbered; Trigger The rebel is hit or critically hit by 
  an attack made by a creature the rogue can see; Effect The 
  rebel gains a +2 circumstance bonus to their Armor Class 
  against the triggering attack.
  Speed 25 feet
  Melee � shortsword +6 (agile, finesse, versatile S), Damage 
  1d6+3 piercing
  Ranged � shortbow +6 (deadly d10, range increment 60 feet), 
  Damage 1d6 piercing
  Sneak Attack The rebel deals 1d6 extra precision damage to flat-
  footed creatures.
  Surprise Attacker On the first round of combat, creatures 
  that haven’t acted yet are flat-footed to the rebel.
  HARSUS 
  CREATURE 3
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +6
  Languages Common
  Skills Acrobatics +7, Deception +9, Diplomacy +9, Stealth +7
  Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +2
  Items dagger, gray robes, iron mark
  AC 17 (18 with mage armor); Fort +6, Ref +7, Will +8
  HP 48
  Speed 25 feet
  Melee � dagger +7 (agile, finesse, versatile S), Damage 1d4 
  piercing
  Ranged � dagger +7 (agile, range increment 10 feet, versatile S), 
  Damage 1d4 piercing
  Prepared Arcane Spells DC 19, attack +9; 2nd illusory disguise, 
  invisibility; 1st fear, grim tendrils, mage armor, magic missile; 
  Cantrips (1st) light, ray of frost, shield
  
  27
  Pathfinder Society Scenario
  Revolution on the Riverside
  NALLA, REBEL LEADER 
  CREATURE 3
  UNIQUE
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +8
  Languages Common
  Skills Acrobatics +7, Athletics +9, Diplomacy +7, Stealth +7
  Str +4, Dex +2, Con +1, Int +0, Wis +1, Cha +2
  Items bastard sword, chain mail, 20 sling bullets
  AC 19; Fort +6, Ref +7, Will +8
  HP 48
  Speed 25 feet
  Melee � bastard sword +11 (two-hand d12), Damage 1d8+4 
  slashing
  Melee � fist +11 (agile, finesse, nonlethal), Damage 1d4+4 
  bludgeoning
  Occult Spontaneous Spells DC 17, attack +7; 2nd (2 slots) faerie 
  fire, mirror image; 1st (3 slots) color spray, magic missile, magic 
  weapon; Cantrips (2nd) light, shield, telekinetic projectile
  Bard Composition Spells 1 Focus Point, DC 17; 1st lingering 
  composition; Cantrips (1st) inspire courage, triple time
  REBEL BRUTES (2) 
  CREATURE 2
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +6
  Languages Common
  Skills Acrobatics +5, Athletics +8
  Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha +0
  Items chain mail, falchion, heavy crossbow (20 bolts), torch
  AC 18; Fort +9, Ref +5, Will +6
  HP 32
  Attack of Opportunity �
  Speed 25 feet
  Melee � falchion +10 (forceful, sweep), Damage 1d10+4 
  slashing
  Ranged � heavy crossbow +7 (range increment 120 feet, 
  reload 2), Damage 1d10 piercing
  Brutish Shove � (press) The rebel brute makes a single Strike 
  with a two-handed melee weapon. If the rebel brute hits 
  a target that is their size or smaller, that creature is flat-
  footed until the end of the brute’s turn, and the brute can 
  automatically Shove it with the same benefits as the Shove 
  action (including the critical success effect, if the Strike 
  was a critical hit). If the brute moves to follow the target, 
  that movement doesn’t trigger reactions. This Strike has 
  the following failure effect.
  Failure The target becomes flat-footed until the end of 
  the elite rebel brute’s current turn.
  
  28
  Pathfinder Society Scenario
  Revolution on the Riverside
  Encounter D (Subtier 3–4)
  The guards attempt to keep enemies away from the king 
  and they risk their own safety to do so. They seek to 
  trap the PCs into a single corner as far away from the 
  king and his advisors as possible. If the PCs take the king 
  hostage, the guards surrender. Otherwise they listen to 
  the king’s orders.
  VIGILANT GUARDS (2) 
  CREATURE 2
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +6
  Languages Common
  Skills Acrobatics +5, Athletics +8
  Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha +0
  Items longspear, longsword, scale mail
  AC 18; Fort +9, Ref +4, Will +5
  HP 32
  Attack of Opportunity �
  Speed 25 feet
  Melee � longspear +10 (reach), Damage 1d8+5 piercing
  Ranged � longsword +10 (versatile P), Damage 1d8+5 
  slashing
  Lunge � The guard makes a Strike with a melee weapon, 
  extending their reach by 5 feet for that Strike. If the 
  weapon has the disarm, shove, or trip trait, the guard can 
  use the corresponding action instead of a Strike.
  To adjust for the PCs’ overall strength, use the following 
  challenge point adjustments. These adjustments are 
  not cumulative.
  19–22 Challenge Points: Add one vigilant guard to 
  the encounter.
  23–27 Challenge Points: Add two vigilant guards to 
  the encounter.
  28–32 Challenge Points: Add one vigilant guard and 
  one veteran guard captain to the encounter.
  33+ Challenge Points: Add two vigilant guards and 
  one veteran guard captain to the encounter.
  SCALING ENCOUNTER D
  VETERAN GUARD CAPTAIN 
  CREATURE 4
  N
  MEDIUM
  HUMAN
  HUMANOID
  Perception +9
  Languages Common
  Skills Acrobatics +7, Athletics +11
  Str +5, Dex +1, Con +2, Int +1, Wis +1, Cha +1
  Items greataxe, half plate
  AC 19; Fort +10, Ref +7, Will +7
  HP 63
  Attack of Opportunity � 
  Speed 25 feet
  Melee � greataxe +13 (sweep), Damage 1d12+5 slashing
  Power Attack � The guard captain makes a melee Strike. 
  This counts as two attacks when calculating the multiple 
  attack penalty. If this Strike hits, it deals an extra a die of 
  weapon damage.
  Swipe � The guard captain makes a single melee Strike and 
  compares the attack roll result to the ACs of up to two foes, 
  each of whom must be within the guard captain’s melee 
  reach and adjacent to the other. Roll damage only once and 
  apply it to each creature the guard captain hits. A swipe 
  counts as two attacks for the multiple attack penalty. The 
  modifier of a weapon with a sweep trait applies to all Swipe 
  attacks.
  Sudden Charge � The guard captain Strides twice. If the 
  guard captain ends their movement within a melee reach of 
  at least one enemy, they can make a melee Strike against 
  that enemy.
  
  29
  Pathfinder Society Scenario
  Revolution on the Riverside
  Appendix 3: Art
  King Edryd
  
  30
  Pathfinder Society Scenario
  Revolution on the Riverside
  Nalla
  
  31
  Pathfinder Society Scenario
  Revolution on the Riverside
  
  Revolution on the Riverside
  GM References
  Treasure Table
  Level
  Treasure Bundle
  1
  1.4 gp
  2
  2.2 gp
  3
  3.8 gp
  4
  6.4 gp
  Chronicle Sheet
  PCs who successfully complete this adventure gain the River Kingdoms Politician boon on their Chronicle sheet.
  Treasure Bundles: 
   
  ▫▫ Area A1, Page 7: 2 Treasure Bundles
   
  ▫ Area A2, Page 7: 1 Treasure Bundle
   
  ▫▫ Area A2, Page 9: 2 Treasure Bundles
   
  ▫▫ Area B1, Page 12: 2 Treasure Bundles
   
  ▫▫ Area B2, Page 16: 2 Treasure Bundles
   
  ▫ Area C, Page 16: 1 Treasure Bundle
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  
  33
  Pathfinder Society Scenario
  Revolution on the Riverside
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, 
  Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  Pathfinder Society Scenario #1–08: Revolution on the Riverside © 2019, Paizo Inc.; 
  Author: Kalervo Oikarinen.
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  Pathfinder Society Scenario #1–08: Revolution on the Riverside © 2019, Paizo Inc. All Rights 
  Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, 
  Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P 
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  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 1–2
  2
  SUBTIER 3–4
  A2G7
  Herolab Code
  Character Chronicle #
  Pathfinder Society Scenario #1–08: 
  Revolution on the Riverside
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  +1 shortsword (level 2; 35 gp)
  hat of the magi (level 3; 50 gp)
  scroll of darkness (level 3; discounted 
  price 6 gp; limit 1)
  +1 striking shortsword (level 4; 100 gp)
  goggles of night (level 5; 150 gp)
  scroll of haste (level 5; discounted price 
  15 gp; limit 1)
  It seems the River Kingdoms have always been a land where kings can rise and fall in the span of a day, and the events you experienced 
  in Artume proved how fragile peace really is in this region. For good or ill, your actions have shaped Artume in a way that will impact 
  the region for years to come. Or at least until the next time the throne changes hands.
  ▫▫▫River Kingdoms Politician (General): You have made yourself, one way or another, a known quantity 
  in the realm of River Kingdoms politics. Upon completing an adventure set in the River Kingdoms or 
  Razmiran, you may check a box next to this boon when using your downtime to Earn Income to participate 
  in the political intrigues of the region, allowing you find an Earn Income task of up to your level +1. 
  Once all three boxes next to this boon are checked, this boon has a special effect in a future adventure. 
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/PF2 S01-08 - Revolution on the Riverside.pdf