TEXT: By Jim Groves
  Siege of SerpentS
  PATHFINDER SOCIETY SPECIAL #6–97 
  TIER 1–11
  
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  Author • Jim Groves
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  Pathfinder Society Special #6–97: Siege of Serpents is a Pathfinder Society Scenario designed for 1st- to 11th-level characters 
  (Tier 1–11; Subtiers 1–2, 3–4, 5–6, 7–8, and 10–11). This scenario is designed for play in the Pathfinder Society Organized 
  Play campaign, but can easily be adapted for use with any world.
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  Siege of Serpents
  Pathfinder Society Special #6–97
  
  Absalom
  Isle of Kortos
  • Absalom
  3
  a joint, covert attack on the Pathfinder Society’s Grand 
  Lodge using both by conventional infiltration and by 
  tearing open a rift in the tapestry demiplane to unleash 
  its offended denizens into Skyreach. In doing so, the Aspis 
  Consortium intends to rescue its sequestered agents, 
  transport some of the tapestry’s treasures into its own 
  vault, and raid the Society’s home base to reclaim a few 
  choice relics better left in Aspis hands.
  ADVENTURE SUMMARY
  The assembled Pathfinders are invited to participate in 
  the annual Grand Convocation held at the Grand Lodge 
  in the Foreign Quarter of Absalom. The event is supposed 
  to commemorate new discoveries from recent years, 
  celebrate noteworthy achievements, and permit field agents 
  T
  hree years ago, the Pathfinder Society acquired the 
  Hao Jin Tapestry at the Ruby Phoenix Tournament in 
  Goka. The tapestry is a gateway into a magnificent and 
  eclectic demiplane that contains many of the sorceress 
  Hao Jin’s treasures collected during her extraordinary 
  lifetime—including entire communities and structures 
  that have survived inside since then. The Society thought 
  it controlled the sole means of access to this demiplane, 
  but agents quickly discovered that members of the Aspis 
  Consortium had created a magical back door to sneak 
  priceless relics out without their knowledge. Within 
  months, the Pathfinder Society captured their portal and 
  shut it down. The Society has since assumed that without 
  a means to enter the tapestry, the Consortium presented 
  no further threat.
  That assumption was only half-correct. When the portal 
  was captured, several dozen Aspis agents were marooned 
  inside of the tapestry, and they have not remained idle. 
  They built a remote base and used their knowledge of 
  the demiplane to form alliances with many of the other 
  “preserved” cultures and discover a way out. Worse, 
  without formal diplomatic relationships between the 
  tapestry’s inhabitants and the Pathfinder Society, the 
  resident Aspis agents have fabricated their own narrative 
  to deceive the tapestry’s communities without opposition. 
  This propaganda depicts the Society as predatory, 
  extraplanar marauders whose intent is to plunder the 
  cultural and material wealth of the tapestry’s peoples—
  while the Consortium adopts the facade of well-meaning 
  explorers with a side interest in fair trade. The Society 
  inadvertently cemented this perspective when it sent 
  Pathfinders into the demiplane to recover a piece of the 
  Sky Key (a Numerian device that the Society had sought for 
  many months) and killed numerous duergar inhabitants 
  to secure it.
  The marooned Aspis agents have since learned about 
  the Sky Key from the duergar survivors and used the 
  attack to rally their other allies. The Aspis Consortium on 
  Golarion also recently learned of their trapped operatives 
  and has used magic to coordinate a daring plan: launch 
  Siege of Serpents
  By Jim groveS
  WHERE ON GOLARION?
  Siege of Serpents takes place in the iconic Grand Lodge 
  of the Pathfinder Society, located in the Foreign Quarter 
  of Absalom, the city at the heart of the Inner Sea. For 
  more information about the Grand Lodge, see Pathfinder 
  Chronicles: Seekers of Secrets. Additional information 
  about Absalom can be found in Pathfinder Chronicles: 
  Guide to Absalom available at bookstores and game stores 
  everywhere, and online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  to share information and network with each other and the 
  venture-captains. The Society is unaware, however, that the 
  Aspis Consortium has already infiltrated the Grand Lodge’s 
  celebration and broken into Skyreach in order to assassinate 
  Master of Spells Aram Zey, tear open the Hao Jin Tapestry, and 
  steal the Sky Key.
  A member of the Aspis Consortium interrupts the keynote 
  address delivered by Master of Swords Marcos Farabellus so as 
  to humiliate and demoralize the Society during its crowning 
  moment, then as one, the enraged horde of demiplane 
  inhabitants launch their assault on the Grand Lodge as 
  Aspis agents seize the opportunity to loot the campus. As the 
  Pathfinders try to fight back and restore calm, an unforeseen 
  reaction between the Hao Jin Tapestry and the Sky Key causes 
  the northwest tower of Skyreach to tear itself away from the 
  castle to float suspended above Absalom with several of the 
  Aspis assault leaders trapped within.
  Pathfinder agents must restore some semblance of order to 
  the campus and locate the greatest authority on the tapestry, 
  Aram Zey. Finding the wizard dead, the PCs must locate an 
  alternate magical entrance into the northwest tower before 
  it falls on the city below—or before the Aspis Consortium 
  escapes with the two greatest discoveries the Society has 
  found in the last three years.
  RUNNING THE EVENT
  Siege of Serpents is intended to accommodate varying 
  numbers of tables (from 5 to more than 150 tables). In order 
  to facilitate a more cohesive process for seating players 
  at larger events, the introduction and player mustering 
  phases are built into the scenario as Act 1. There is no 
  requirement to have everyone seated before players begin 
  Act 1, and Table GMs should be ready to start as soon as 
  four or more players have been seated at their table.
  Because of the nature of mustering, there may be a 
  situation where players need to be moved from one table 
  to another in order to achieve minimum numbers or table 
  balance. If players whose tables are already underway are 
  asked to move, the Table GM should encourage them to 
  bring along any information they may have discovered at 
  their initial table and share it with their new table.
  Glossary of Terms
  Siege of Serpents uses several terms unique to the Pathfinder 
  Society Special format as listed below. Each participant’s 
  role in the event is outlined under the respective entry.
  House: All the PCs participating in the adventure across 
  all subtiers.
  HQ Staff: These are the support personnel who 
  tabulate results and handle player table assignments 
  at the beginning of the event. Members of the HQ Staff 
  are responsible for managing the results of table actions 
  during the event.
  Act: This event is broken into four separate acts. To a 
  degree, each individual table can move through encounters 
  at its own pace, but the entire House starts and ends each 
  act simultaneously to ensure the stage of play remains 
  synchronized across the entire House.
  Overseer GM: This Game Master manages the timing, 
  scoring, and flow of the event. In addition, she makes 
  announcements about the amount of time remaining and 
  events that impact the entire House, as well as presenting 
  the opening and closing scenes for the adventure. The 
  Overseer GM should have some means of signaling to the 
  entire room, especially Table GMs, who are her liaisons 
  to the players. This may be a bell or other auditory signal 
  that can cut through the din of a room full of excited 
  gamers, or it could be a visual signal like a flashing light 
  or waving flag. The Overseer GM should inform all Table 
  GMs what this signal is prior to the event’s start and 
  ensure that they are all positioned to be able to see or 
  hear it during the event.
  Table GM: This GM manages a single table of players. 
  Tables are run exactly like one would run a standard 
  Pathfinder Society table, with the following exceptions. 
  Table GMs must follow the timing of the event as set by the 
  Overseer GM. Whenever the Overseer GM announces the 
  end of an act, that act is finished, and the Table GMs must 
  follow the instructions for getting the PCs to the next 
  act in the scenario. Likewise, if a Table GM has a group 
  that finishes the act before the Overseer GM calls time, 
  she must notify the Overseer GM. Every Table GM should 
  GM RESOURCES
  Pathfinder Society Special #6–97: Siege of Serpents makes 
  use of the Pathfinder RPG Core Rulebook, Pathfinder RPG 
  Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 
  3, Pathfinder RPG Bestiary 4, Pathfinder RPG NPC Codex, 
  and Pathfinder Campaign Setting: Inner Sea Bestiary. This 
  adventure assumes the GM has access to these sourcebooks, 
  all other resources necessary are contained within the 
  adventure itself. In addition to being available for purchase 
  worldwide, all rules from the RPG hardcovers referenced in 
  this adventure may be found online at the free Pathfinder 
  Reference Document at paizo.com/prd. The relevant 
  entries from the Bestiaries and the NPC Codex are reprinted 
  in a supplemental document included with the adventure 
  download for the GM’s convenience.
  The Overseer GM should also have some means of 
  showing the status of different parts of the Grand Lodge. 
  This could be a projected map, a hanging map with 
  interchangeable patches, or a whiteboard with different-
  colored markers. The map should be large enough that all 
  participants can see it easily.
  
  5
  SIEGE OF SERPENTS
  make a special note of her table’s Average Party Level (APL) 
  as calculated in the Guide to Pathfinder Society Organized 
  Play. In addition to the Table GM determining the 
  appropriate subtier to use for each encounter, the table’s 
  APL will be used to determine several important skill and 
  saving throw DCs throughout the adventure.
  Runner: For smaller events (30 tables or fewer), each 
  table should nominate one player to be a Runner. This 
  player will be responsible for delivering notes from their 
  Table GM to the HQ Staff and vice versa.
  Courier: For larger events, the HQ Staff will need to 
  provide volunteers to wander among the tables and collect 
  notes reporting successes from the various tables.
  Aid Tokens
  During the event, it is possible for characters at one table 
  to assist those at another through the use of Aid Tokens. 
  Each Aid Token represents the assistance of one or more 
  allied Pathfinder agents who strive to restore order and 
  repel invaders across the Grand Lodge’s campus. The 
  House begins with a number of Aid Tokens equal to one-
  fifth the number of tables, and the Overseer GM should 
  distribute these at random to tables before or during 
  Act 1. During Act 2, PCs have the opportunity to recover 
  supplies recovered or granted by the staff of the Grand 
  Lodge or other sources. When the House accrues enough 
  Supply Points, the Overseer GM and Couriers distribute 
  additional Aid Tokens to represent the increased number 
  of resources at the Society’s disposal.
  Once per encounter, any character at a table can use an 
  Aid Token to assist the group in one of five ways described 
  below. Once a table uses an Aid Token, the token grants 
  no further benefit until the end of the encounter, at 
  which point one of the players can pass the Aid Token to 
  a neighboring table for them to use. It is very important 
  that the players remember that there are a limited 
  number of Aid Tokens, and hoarding one means that 
  somebody else doesn’t get to use it. 
  An Aid Token’s benefits vary based on the table’s 
  subtier, and these benefits can take one of the following 
  five forms.
  Aid Another: A Pathfinder agent helps the PCs solve a 
  puzzle, disable a trap, or accomplish some other task as if 
  performing the aid another action for a PC. In Subtiers 
  5–6 and 7–8, the bonus granted increases by 1. In Subtier 
  10–11, the bonus increases by 2.
  Allied Offensive: A Pathfinder agent strikes a creature at 
  the same time as the PC, increasing the damage dealt by 
  one attack by 1d8 points. In addition, after the attack, the 
  target is considered to be flanked until the beginning of 
  the attacker’s next turn. In Subtiers 5–6 and 7–8, increase 
  the damage dealt to 2d8 points. In Subtier 10–11, this 
  amount increases to 3d8 points.
  Burst of Healing: A Pathfinder agent heals all of the PCs 
  of 1d6 points of damage. In Subtiers 5–6 and 7–8, the 
  amount healed increases to 3d6 points. In Subtier 10–11, 
  the amount healed increases to 5d6 points. Alternatively, 
  in any subtier the agent can instead cast neutralize poison, 
  remove curse, or remove disease with a caster level equal to 
  the table’s APL (minimum 5).
  Spellcasting Synergy: A Pathfinder agent casts a spell at 
  the same time, increasing the save DC and caster level of 
  a PC’s spell by 1. In Subtiers 7–8 and 10–11, the PC’s caster 
  level instead increases by 2.
  Timely Inspiration: A Pathfinder agent provides the 
  effects of a bard’s inspire courage bardic performance for 
  3 rounds. In Subtiers 1–2 and 3–4, the competence bonus 
  is +1. In Subtiers 5–6 and 7–8, the competence bonus 
  increases to +2. In Subtier 10–11, the competence bonus 
  increases to +3.
  Timeline
  Siege of Serpents is designed to take 4.5 hours, not including 
  mustering. Most sections transition automatically after 
  a certain amount of time passes, and several others 
  are somewhat flexible based on how quickly mustering 
  occurs and how quickly the PCs accomplish key goals. 
  The following is an approximate timeline for the event, 
  based on the time elapsed once the first players begin 
  being seated.
  30 minutes: Wrap up Part 1, and begin Part 2. This may 
  occur later if mustering took a long time.
  135 minutes: Conclude Part 2. Begin Part 3.
  205 minutes: Conclude Part 3. Begin Part 4.
  265 minutes: Conclude the adventure.
  Perils of the Patchwork Plane
  Siege of Serpents presents a diverse range of opponents for 
  every subtier. Many of the Hao Jin Tapestry invaders are 
  miscellaneous creatures once trapped on the demiplane 
  and recruited by the Aspis Consortium. Three groups in 
  particular are especially numerous.
  The wyvaran are part of the Raegrigx clan. The Aspis 
  propaganda has them well and truly deceived. Fiercely 
  territorial and protective of their wealth, they’ve been 
  convinced that the Pathfinder Society abducted them 
  in centuries past to steal their treasures. They’ve come 
  seeking justice and to proactively protect themselves.
  The owl-headed syrinxes from the tapestry refer to 
  themselves as the Hhruul, and they are secretive about 
  themselves and their origins. The syrinxes are well 
  aware that the Aspis Consortium is twisting the facts; 
  it matters little to them, for they are more interested in 
  using this opportunity to escape the tapestry demiplane 
  and return to Arcadia, their ancestral homeland. Hao 
  Jin “collected” them long ago, and they are lost in respect 
  
  6
  PATHFINDER SOCIETY SCENARIO
  to geography and time. The syrinxes’ first objective is 
  the acquisition of maps and star charts to guide their 
  voyage. The Aspis Consortium’s agenda of chaos and 
  violence is strictly secondary.
  The faithful of Xiwu are a sect of soldiers that came 
  from what is known today as Lingshen, where they were 
  utterly dedicated to the Lung Wa Empire. So great was 
  their loyalty that they practiced an obscure rite of self-
  mummification to remain eternally vigilant. They were 
  not evil in life or intention, but their self-mutilation 
  and transformation has corrupted their spirits. A small 
  portion of their former nobility remains, but the shock 
  of the empire’s fall may enrage them and prompt them to 
  “kill the messengers.”
  Due to their having resided on the tapestry demiplane 
  for centuries or more, each of these creatures is also a 
  native of that place. As a consequence, while on the 
  Material Plane, each of these creatures gains the 
  extraplanar subtype, which enables PCs to affect them 
  with spells such as dismissal.
  PART 1: THE CONVOCATION 
  CONTESTS
  The adventure begins as soon as players begin arriving 
  at tables. This means that tables are somewhat staggered 
  in when they begin, and the opportunities to roleplay 
  and learn more about the adventure’s context in Part 1 
  are intended to provide everyone with ample ways to keep 
  busy before the danger begins in Part 2.
  Every year, the Grand Lodge hosts the Grand 
  Convocation at its campus in Absalom. While the 
  Grand Convocation is ostensibly not a party, it is an 
  opportunity for the Decemvirate and Absalom’s resident 
  venture-captains to express their gratitude to field 
  agents and those venture-captains stationed abroad. The 
  Grand Convocation also serves the practical purpose 
  of encouraging networking, relationships, and shared 
  intra-Society communication. The Twelve are well aware 
  that some interaction between field agents will only ever 
  occur informally, hence the festivities serve to provide an 
  excuse for agents across the Inner Sea to meet and mingle, 
  if only for a week. The capstone event is a banquet with 
  remarks from Marcos Farabellus, the Master of Swords, 
  who will touch on the Society’s many successes from the 
  last year and give a hitherto unrevealed announcement 
  concerning the Sky Key.
  Once a table’s players are seated, the Table GM should 
  read or paraphrase the following.
  Master of Swords Marcos Farabellus strides up to the large 
  crowd and claps his hands together for attention. “Welcome 
  Pathfinders, one and all! And welcome to our traveling venture-
  captains stationed abroad as well our honored guests! I am 
  Marcos Farabellus, and on behalf of the Decemvirate, I welcome 
  you to the Pathfinder Society’s annual Grand Convocation! I shall 
  address all of the attendees later this afternoon to announce 
  some of the Society’s greatest accomplishments over the past 
  year and our plans for the future. In the meantime, I invite you 
  to stroll about the campus, meet with your peers, and enjoy 
  all the sites of the Grand Lodge. We have set up numerous 
  challenges and contests so that you can show off your skills or 
  sharpen them if need be. I’ll send around ushers when it’s time 
  to assemble for the speeches on the north lawn. Enjoy!
  As the event begins, the Pathfinders have arrived at the 
  Grand Lodge, where they have an opportunity to meet 
  new Pathfinders or reunite with old friends; this is an 
  opportunity for the players to introduce their characters. 
  A New Arrival
  Once the PCs have introduced themselves, another 
  Pathfinder joins their group. This NPC serves as a 
  mouthpiece for the GM to provide information that 
  the PCs may not already know and to help steer the 
  PCs toward activities that might interest them. A list of 
  suitable NPCs with background information is presented 
  below. Table GMs are encouraged to pick an NPC that 
  suits their particular roleplaying style. A GM can also 
  provide her own NPC.
  Mander Wildthorn (N male halfling witch 8): This 
  witch is the former witch doctor of his Mwangi-based 
  tribe. He was granted a field commission after he and 
  his monkey familiar Mawk, came to the aid of a Society 
  expedition. Mander is highly intelligent and is familiar 
  with the Society’s goals and practices, but is extremely 
  nonchalant concerning its customs and protocols. He was 
  encouraged to attend the Grand Convocation by Venture-
  Captain Finze Bellaugh of Sargava in hopes to further 
  indoctrinate him into Society culture (the effectiveness 
  of this strategy is debatable). The halfling has an irascible 
  sense of humor when things are normal, but is a voice of 
  calm and reason in a crisis.
  Nasreen Tawfeek (CG female human cleric 5): This 
  cleric of Sarenrae is a Keleshite woman from Katapesh 
  who joined the Society to expand her personal horizons—
  that is, learn more about other lands of the Inner Sea. She 
  promotes her religion without hesitation but maintains 
  a professional boundary between Society business and 
  matters of faith. Nasreen is mercurial. She preaches 
  passionately about love, redemption, and mercy, but when 
  angered, she has the presence of a barroom bouncer and 
  the disposition to match.
  Nigella Illintain III (LN female human ranger 6): 
  Nigella represents the third generation of her family to 
  join the Pathfinder Society, and she constantly strives to 
  
  7
  SIEGE OF SERPENTS
  make her mark. She is a veritable encyclopedia of public 
  information about the Society and would be loath to 
  miss the Grand Convocation unless she were embroiled 
  in a critical mission or investigation. Despite her love of 
  formality, Nigella is easy to get along with.
  Contests
  The PCs can participate in a wide variety of contests 
  organized by Society staff and set up as stations 
  throughout the more public areas of the Grand Lodge. 
  The Table GM should encourage players to participate, 
  not only for bragging rights but because these events 
  serve as icebreakers for conversation between field 
  agents. Each is an occasion to exchange ideas and learn 
  new techniques while having fun.
  This is a departure from previous other adventures, 
  which might open with numerous opportunities to 
  attempt Knowledge checks; after all, nobody knows of 
  the Aspis threat, and the Grand Lodge was where nearly 
  every PC trained for several years. Instead, succeeding at 
  these contests earns a PC two rewards tied to his surge 
  in popularity. First, the PC gains a boost in confidence 
  in the form of a one-time-use boon that he can use 
  any time during this adventure. Second, his success 
  earns him the attention of his peers, and anywhere 
  Pathfinders gather in force, they tend to talk; this allows 
  the PC to learn one rumor from Rumors and Current 
  Events section on page 8. 
  The Table GM should initially limit each player to two 
  different contests until all the PCs have had a chance to 
  participate. Once all the PCs have had a chance, PCs may 
  attempt other challenges to hear any remaining rumors 
  with what time remains before the start of Part 2. A 
  contest can only grant its boon to two PCs.
  The skill check or wild empathy DC for any of the 
  contests is 15 in Subtier 1–2, 17 in Subtier 3–4, 19 in Subtier 
  5–6, 22 in Subtier 7–8, and 26 in Subtier 10–11. The ability 
  check DC for any contest is 12 in Subtiers 1–2 and 3–4, 
  14 in Subtiers 5–6 and 7–8, and 16 in Subtier 10–11. The 
  PCs can also learn rumors through the NPC Pathfinder 
  accompanying them by prompting her to speak of recent 
  events at the Grand Lodge. The NPC can share up to 
  three rumors in this way if the PCs succeed at a Bluff, 
  Diplomacy, or Intimidate check with a DC 5 higher than 
  that listed above.
  ANIMAL TAMING
  Relevant Skills: Handle Animal, Intimidate, or wild empathy
  CHALLENGE DETAILS
  Staged at the menagerie and training area on the grounds, a 
  PC demonstrates her skill at handling and taming unusual 
  creatures from all over the Inner Sea. The more experienced 
  the field agent, the more exotic the beasts.
  REWARD
  The PC gains a +2 competence bonus on one Handle Animal, 
  Intimidate, or wild empathy check attempted during the 
  adventure. Alternatively, the PC gains a +2 bonus on one 
  attack roll against an animal or magical beast.
  BOASTING/STORYTELLING
  Relevant Skills: Bluff or any Perform
  CHALLENGE DETAILS
  Near the temporary structures west of the front gates, a large 
  “talking circle” has been marked out on the grounds. There is 
  limited seating but plenty of comfortable spots on the lawn. 
  Pathfinders compete to tell the best story. Complete accuracy is 
  optional if the tale is funny or entertaining enough. Experienced 
  Pathfinders are expected to have grander tales. Music or dance 
  is just as welcome if incorporated in the narrative.
  REWARD
  The PC gains a +2 competence bonus on one Bluff, Diplomacy, or 
  Intimidate check attempted during the adventure.
  LORE SYMPOSIUM
  Relevant Skills: Linguistics or any Knowledge
  CHALLENGE DETAILS
  This forum is conducted in an outdoor lecture area in the 
  Quadrangle. Agents do not literally compete in this event, 
  but a meaningful contribution to the panel discussion 
  garners attention and accolades from fellow scholars.
  REWARD 
  The PC gains a +2 competence bonus on one Linguistics or 
  Knowledge check attempted during the adventure.
  OBSTACLE COURSE
  Relevant Skills: Acrobatics or Dexterity
  CHALLENGE DETAILS
  An obstacle course designed to test agility is set up near the 
  training grounds, where Pathfinders compete in a timed 
  trial to be the quickest one through the course. A large 
  chalkboard lists the best times and participants.
  REWARD
  The PC gains a +2 competence bonus on one Dexterity-based 
  skill check attempted during the adventure.
  SLEUTHING
  Relevant Skills: Heal, Perception, or Survival
  CHALLENGE DETAILS
  This event is hosted in a lecture hall in one of the eastern 
  outbuildings, where several agents have set up a fake crime 
  scene. An audience watches as a blindfolded Pathfinder is 
  led into the middle of the scene. He then can remove his 
  blindfold and has two minutes in which to examine the 
  scene before replacing the blindfold. He then must describe 
  from memory all of the clues and forensic evidence that he 
  noticed to an audience and event organizer.
  
  8
  PATHFINDER SOCIETY SCENARIO
  REWARD 
  The PC gains a +2 competence bonus on one Heal, Perception, 
  or Survival check attempted during the adventure.
  TRAP MASTERY
  Relevant Skills: Craft (traps) or Disable Device
  CHALLENGE DETAILS
  This competition is staged within a spare room of the 
  Mausoleum. Tables are laden with boxes, chests, cutaway 
  sections of door handles, empty sarcophagi, and other 
  common places where traps are concealed. Pathfinders 
  know a trap is present and must disarm it with a time limit 
  (taking 10 and 20 is disallowed). Alternatively, agents can 
  also create or modify a trap to confound their comrades for 
  credit. All of the traps are nonlethal.
  REWARD 
  The PC gains a +2 competence bonus on one Disable Device 
  check or Reflex saving throw attempted during the adventure.
  WEIGHT LIFTING
  Relevant Skill: Strength
  CHALLENGE DETAILS
  Pathfinders compete by seeing who can lift the heaviest 
  weights. Gnomes, halflings, and other Small participants 
  may opt for a handicap, and experienced agents are 
  expected to be mightier than the newer recruits.
  REWARD 
  The PC gains a +2 competence bonus on one Strength-based 
  skill check, attack roll, or combat maneuver check attempted 
  during the adventure.
  Rumors and Current Events
  Although nobody knows about the upcoming attack on 
  the Grand Lodge, there are still many rumors that help 
  to provide context for the coming events. Each time a PC 
  succeeds at one of the contests above, they learn a new 
  rumor. The GM may either pick a specific rumor to share 
  or roll 1d8 to choose one at random. Reroll any result the 
  PCs have already heard.
  1. New Policy: The Decemvirate has spared no expense 
  on this year’s Grand Convocation and has reached out to 
  as many Pathfinders as possible and underwritten some 
  costs when necessary. This is an effort to demonstrate 
  their appreciation to field agents, repair any frayed 
  relationships, and celebrate a successful year.
  2. Next Generation: The Society’s success at Nerosyan 
  and more recently at the sky citadel Jormurdun has 
  captured the imaginations of a new crop of Pathfinders, 
  who see the Society as a potential force for good as well as 
  scholarship. The halls of the Quadrangle have not been 
  so full in many years.
  3. Strange Artifact: The principal discovery of the 
  sky citadel of Jormurdun has been moved to a strange 
  chamber with no corners along the exterior walls, 
  floor, and ceiling. This is to help shield it from strange 
  otherworldly entities. This year’s keynote address is 
  allegedly about the artifact discovered in Jormurdun, the 
  Sky Key.
  4. Future Agendas: A large number of venture-captains 
  posted abroad have made a concerted effort to attend the 
  Grand Convocation this year. There is speculation that 
  there are interesting plans for the year ahead and that 
  they’re jockeying for consideration from the Decemvirate.
  5. Menagerie Multiplication: The budget to maintain 
  the menagerie has been temporarily expanded for the 
  Grand Convocation. The Grand Lodge is capitalizing on 
  the large number of visitors to present as many unusual 
  specimens as possible.
  6. City Politics: A Foreign Quarter councilman, Lord 
  Omrys of House Ahnkamen, has registered some concern 
  about the Grand Convocation with Absalom’s Grand 
  Council. Lord Omrys feels that the Pathfinder Society 
  is a “weirdness magnet” that brings more trouble to the 
  city than good. He fears that a “Pathfinder Convention” 
  is only going to exacerbate and concentrate the mischief 
  that surrounds the Society, so he has requested that the 
  district guard keep close tabs on the Grand Lodge for 
  the next week. The Decemvirate has been in contact with 
  Lord Omrys and assured him that all will be well.
  7. Mysterious House: Arliss Hall is full to the brim with 
  visiting venture-captains from abroad. The building is 
  rumored to mysteriously change its internal layout. The 
  increased comings and goings have prompted it to do so 
  with even greater regularity and many venture-captains 
  have become lost themselves, wandering the hallways.
  8. The Master of Scowls: Master of Spells, Aram Zey 
  was slated to deliver the keynote address but begged out 
  of the privilege, citing his general dislike and disdain 
  for the Grand Convocation as a colossal waste of time 
  and expense. Marcos Farabellus, Master of Swords, 
  volunteered to take his place.
  The Keynote Address
  The transition from Part 1 to Part 2 is the keynote address 
  delivered by Marcos Farabellus. During the speech, a 
  member of the Aspis Consortium interrupts with a major 
  image cast from the back of the crowd. This signals the 
  Aspis agents and tapestry demiplane inhabitants scattered 
  throughout the lodge to attack. The Overseer GM might 
  have an assistant play the part of the major image, voicing 
  the insulting message that interrupts the Master of Swords. 
  If the second speaker is hidden, it only reinforces the 
  anonymity of the Aspis announcement.
  As Part 1 draws to a close—approximately 25 minutes 
  after players begin being seated—the Overseer GM 
  should make the following announcement.
  
  9
  SIEGE OF SERPENTS
  “Pathfinders, please get settled. All campus-wide events are 
  closing. All venture-captains and field agents are invited to 
  gather on the north lawn for refreshments and the keynote 
  address in several minutes.”
  This announcement is a warning to Table GMs and 
  players to conclude whatever contest or roleplaying they 
  are doing and get settled for Marcos Farabellus’s speech. 
  After a few minutes, the Overseer GM should conclude 
  the act by reading the following address delivered by the 
  Master of Swords.
  “Greetings! Once again, I am Marcos Farabellus, Master of 
  Swords, and it is my distinct privilege to welcome you all to 
  the annual Grand Convocation of the Pathfinder Society! We 
  have sent expeditions throughout the Inner Sea and beyond—
  from Tian Xia to Jalmeray to Irrisen, we have explored, worked 
  together, and uncovered more mysteries about our world than 
  ever before. It has been an incredibly successful year for the 
  Society, and the ones responsible stand before me today: each 
  and every one of you who continues to make the Society great. 
  On behalf of the Decemvirate and your venture-captains, you 
  have our sincerest thanks.
  “As most of you know, one our greatest triumphs of the 
  decade has been the location and exploration of the lost sky 
  citadel, Jormurdun. Those of you who joined the Jormurdun 
  expedition may recall the unusual artifact that we discovered 
  on that mission: the Sky Key. The key gave us a momentary 
  glimpse of the past—an unparalleled opportunity to meet and 
  interact with a lost civilization. Unfortunately, the key was not 
  whole. So, for the past year, teams have scoured Golarion in 
  search of its missing components. I’m pleased to announce 
  today, the Sky Key is whole! Soon we will again bridge the 
  divide to ages past and…”
  The Master of Swords pauses for a brief, questioning second 
  as he peers into the air above the gathered crowd. There, an 
  immense Glyph of the Open Road hangs in midair before 
  booming an angry retort. “You’ll do what? Steal the past? Like 
  you steal everything else?!”
  Farabellus’s eyes narrow as he stares at the symbol. “Who are 
  you and who put you up to this?”
  “The better question is, ‘What am I?’” the voice retorts. 
  “I’m not a liar, and I’m not a hypocrite. Nor do I rob captives of 
  their livelihood, claiming the moral high ground of historical 
  preservation!” With each accusation, cracks appear in the Glyph of 
  the Open Road before the whole symbol ignites and drips flaming 
  tears upon the crowd below. “But the Pathfinder Society is that 
  and more, and today it shall answer for its countless crimes!”
  Screeches from above announce scores of winged humanoids 
  launching themselves from Skyreach’s many roofs, just as 
  howls from the menagerie accompanied by explosions from the 
  outbuildings that send painful reverberations through the Grand 
  Lodge. The Pathfinder Society is under attack!
  Once the transition text ends, Table GMs should begin 
  Part 2.
  PART 2: THE SERPENTS STRIKE
  By this time, the Aspis Consortium has already infiltrated 
  the Grand Lodge and prepared its assault in advance. As 
  Part 2 begins, the Society’s leaders are not certain where 
  the assailants came from or who is responsible. Many 
  Pathfinders scatter as snipers from the nearby gardens 
  begin firing on the crowd. Several of the venture-captains 
  from distant lodges begin organizing a defense while 
  local leaders rush to Skyreach to assess any damage to 
  restricted areas. The Table GM should read the following.
  Sir Laribold Croome, an immaculately dressed Taldan nobleman 
  scrambles for cover behind a table, which his halfling 
  manservant helpfully flips onto its side. Catching his breath, the 
  Taldan fumbles for his monocle before addressing the nearby 
  Pathfinders. “Monsters and villains are attacking all over the 
  grounds,” he states with perfect articulation, punctuated by 
  a crossbow bolt that embeds itself in his makeshift barricade. 
  “Spread out, patrol the grounds, and snuff out trouble as you find 
  it. If you should discover any clues about what the devil is going 
  on, report back here at the base of Skyreach.”
  He pulls his sword cane free from its sheath and raises it 
  overhead. “Look alive, and show initiative,” he shouts before 
  performing an elaborate dueling salute in the direction of an 
  elephant and setting off after it.
  Table GM Instructions
  From this point, the PCs can choose which area they 
  wish to explore, beginning with either the south campus, 
  northeast campus, or northwest campus. Upon the act’s 
  completion and at the start of Act 3, the House is released 
  to explore restricted areas of Skyreach and the Vaults.
  Navigating the Grounds: At the beginning of Part 2, 
  the extent of the Aspis attack is not yet clear. Unlike in 
  past convention specials, the PCs are defending a well-
  known location; there are no secret “undiscovered” areas, 
  but there are areas that are restricted to venture-captains 
  and the Decemvirate only. As the PCs successfully deal 
  with threats and report their successes, those reports 
  add to and modify the Decemvirate’s assessment of the 
  situation—eventually leading to Part 3.
  For the purposes of this adventure, the Grand Lodge 
  is divided into four major districts: the south campus, 
  northwestern 
  campus, 
  northeastern 
  campus, 
  and 
  Skyreach. Entering Skyreach is only an option beginning 
  in Part 3, but the PCs can freely travel between any 
  of the other three areas during Part 2. Each time the 
  PCs explore an area, the GM should choose one of the 
  encounters unique to that area (see areas B, C, and D) or 
  
  10
  PATHFINDER SOCIETY SCENARIO
  
  11
  SIEGE OF SERPENTS
  one of the encounters suited for any of the outdoor areas 
  (see area A). The GM should try to include at least a few 
  encounters that address the PCs’ strengths and interests.
  When the PCs successfully complete any encounter, 
  the table must send a Runner back to the HQ Staff to 
  inform them of the success and its location, or the Table 
  GM should flag down a Courier to relay that information. 
  The table can then opt to continue exploring the same 
  campus or move to another campus. This process 
  continues until the Overseer GM calls an end an end to 
  Part 2 and begins Part 3.
  The Grand Lodge is a large urban area the size of a 
  real-world university with buildings of all types and 
  sizes. Traveling from one campus to another takes 10 
  minutes. This also accounts for minor distractions which 
  may slow the PCs down, like visitors, injured or confused 
  colleagues in need of assistance or an information 
  update, and minor threats related to the invasion. This 
  has no effect on the rate at which the table participates in 
  the event, but it is important for keeping track of active 
  spell effects and other abilities. Many locations on the 
  campus grounds are illuminated, but a few locations are 
  specifically noted otherwise. The PCs are responsible for 
  their own light sources, but torches are supplied free of 
  charge by the Society’s quartermasters.
  Early in this part of the adventure, part of Skyreach 
  breaks off and begins slowly orbiting the Grand Lodge. 
  This is not a valid region at this time; the energies 
  keeping the tower afloat disrupt magical flight, and the 
  swirling debris can knock even conventional fliers out of 
  the air. If the PCs are excited to enter the tower, the GM 
  should let them know that it will be an option later.
  Threat Level: The Threat Level of each district has a 
  direct impact on how Aid Tokens function while the PCs 
  are there, reflecting the number of available Pathfinders 
  who can rush to the PCs’ aid rather than desperately 
  fighting their own battles.
   Red  
  When the PCs attempt to use an Aid Token,  
   
   
   
  there is a 50% chance that no Pathfinders  
   
   
   
  are available to provide assistance. The Aid  
   
   
   
  Token is not expended, but the PCs cannot try to  
   
   
   use it again until the start of the next round.
   Yellow  Aid Tokens function normally.  
   Green  Any variable effect granted by an Aid Token is   
   
   
  increased by 50% (such as bonus damage dealt   
   
   
  or healing received).
  The Threat Level also reflects how many encounters 
  the House has successfully completed in each region, 
  which helps determine the final outcome of the 
  adventure. If a district ever has no Threat Level (such as 
  from reporting numerous successes in a green district), 
  it is now completely reclaimed; the PCs can no longer 
  encounter enemies there.
  Supplies: As the PCs save NPCs, secure buildings, 
  and perform other acts in the defense of the Grand 
  Lodge, they have opportunities to uncover emergency 
  caches of supplies to aid in the Society’s defense. When 
  reporting a successful encounter to HQ Staff, it is also 
  important to note if the group found any such supplies; 
  the development section for an encounter advises 
  whether and how the PCs can recover supplies there. 
  Accumulating enough of these supplies can increase the 
  number of Aid Tokens in play.
  Claiming the Campus: To keep the PCs moving 
  forward, when the House claims all three campus 
  sections in Act 2 while the PCs are engaged in an 
  encounter, Society reinforcements move in to finish 
  up. To represent this, reduce the hit points of enemy 
  creatures by half their maximum hit point totals. If 
  this would reduce any creature to 0 or fewer hit points, 
  instead reduce it to 1 hit point.
  Overseer GM Instructions
  The responsibilities of the Overseer GM are tallying 
  the number of successes reported for each district and 
  relaying information to the House regarding the state of 
  the Grand Lodge. During Part 2, the goal of the House is 
  to clear the campus grounds of invaders. 
  Threat Level: This is a measure of how the defenders 
  are faring against the Aspis agents and the creatures 
  of the Hao Jin Tapestry. The Threat Level is measured 
  by a simple color-coding system that signal how many 
  invaders remain.
   Red  
  Pathfinder defenses are in disarray, and the  
   
   
   
  invaders are at large.
   Yellow  Aspis forces and Pathfinder defenders are evenly   
   
   
  matched.
   Green  Attacks occur sporadically, but some foes remain.
   No Color  Virtually all invaders have been eliminated.
  Each zone begins with a number of hit points equal to 4 
  times the number of tables. Whenever PCs active in a zone 
  report a success to the HQ Staff, that zone loses 1 hit point. 
  So long as a zone has at least three-quarters of its hit points 
  remaining, its Threat Level is Red. A zone’s Threat Level 
  changes to yellow when it has more than one-quarter of its 
  starting hit points but fewer than three-quarters. If a zone 
  has one-quarter of its remaining hit points or fewer, it Threat 
  Level decreases to green. If a zone ever has no hit points, it 
  has no Threat Level and is now completely reclaimed. The 
  Overseer GM should have a visual reference on display to 
  show the Threat Level of each district, updating it as the 
  PCs report successful encounters.
  
  12
  PATHFINDER SOCIETY SCENARIO
  After at least two zones’ threat levels change to yellow, 
  the Overseer GM should announce the following.
  A dull hum emanates from Skyreach as the ground trembles, 
  trees sway, and glass shatters. A moment later, most of 
  Skyreach’s northwest tower tears free from the keep; however, 
  rather than crash to the ground, a visible aura holds the structure 
  aloft and causes it to float above the Grand Lodge. Even the 
  shower of stone blocks floats, swirling around the airborne 
  tower in a nimbus of speeding debris.
  Aid Tokens: The House begins with a limited number 
  of Aid Tokens, but they can acquire more when tables note 
  that they have found supplies when reporting a successful 
  encounter. When the House has recovered a number of 
  Supply Points equal to the number of participating tables, 
  distribute a number of Aid Tokens equal to one-fifth the 
  total number of tables. These tokens should be distributed 
  at random to tables that do not already have an Aid Token. 
  Repeat this process when the total number of Supply Points 
  recovered equals 2-1/2 times the number of participating 
  tables. The Overseer GM should also announce these 
  developments to build the House’s excitement.
  Ending Part 2: Once the House has reduced each zone’s 
  hit point total to 0 or after 105 minutes, the Pathfinders 
  have secured enough of the Grand Lodge’s grounds that 
  they are now considered safe; begin Part 3 (see page 25).
  A. ANYWHERE ON THE GROUNDS
  The following two encounters can occur anywhere in the 
  Grand Lodge (but not in Skyreach). They are designed so 
  the Table GMs may interject a roleplaying encounter or a 
  straightforward combat encounter when they see fit while 
  the PCs are outside.
  The lighting is normal, the time is mid to late afternoon, 
  and the weather is fair. The grounds are well maintained 
  and do not pose an obstacle except where noted specifically.
  A1. Delegating Authority
  The Grand Lodge’s campus is overrun with marauders and 
  monsters, while support staff, initiates, and visitors run in peril 
  for their lives. Yet, nearby groups of Pathfinders cluster together 
  and argue about what to do about it, which team should stand 
  back and support the other, and who has the best idea of what 
  is happening. A venture-captain approaches from the direction 
  of Skyreach.
  The PCs are greeted by venture-captain Janiff Ivulxtin, 
  the former head administrator for the Grand Lodge. Janiff 
  nods curtly and explains that many of the venture-captains 
  are busy investigating the potential source and goals of 
  the attack, and that the venture-captains alone cannot 
  coordinate the masses of Pathfinder agents in the Grand 
  Lodge. As a result, there is a vacuum of leadership, and he 
  needs dependable agents to remind their colleagues that 
  the Society’s motto includes the word “cooperate.”
  Janiff cites four critical areas. The Repository and the 
  Center House both have wards and defenses, but should still 
  be cordoned off and protected from the outside. The Society 
  also has a number of visitors and guests who should be 
  escorted safely off grounds and reassured that everything is 
  under control. Finally, Absalom’s district guards needs to be 
  stalled at the front gates before they overrun the campus and 
  make a mess of everything. These are important tasks but 
  are not necessarily heroic. The PCs are granted a modicum 
  of temporary authority to see that jobs are handled.
  Four teams can be found within a short distance of 
  the PCs present location, but they still need to succeed at 
  appropriate skill checks in order to convince them to accept 
  an order. Each skill check has a difficulty of Easy, Standard, 
  or Hard; the DCs of these checks depends upon the subtier, 
  as described below. If the PCs use any spells or effects on the 
  leader of each group that require a Will saving throw, use 
  the Will save bonus listed below. 
  Subtier 1–2: Easy DC 12; Standard DC 16; Hard DC 20; 
  Will +2
  Subtier 3–4: Easy DC 14; Standard DC 18; Hard DC 22; 
  Will +5
  Subtier 5–6: Easy DC 16; Standard DC 20; Hard DC 24; 
  Will +8
  Subtier 7–8: Easy DC 19; Standard DC 23; Hard DC 27; 
  Will +10
  Subtier 10–11: Easy DC 22; Standard DC 26; Hard DC 30; 
  Will +13
  PCs may retry skill checks to convince their fellow 
  Pathfinders, but the DC of each additional attempt 
  increases by 2 (cumulative), and they must come up with a 
  new argument in order to roll a new skill check. 
  THE CENTER HOUSE
  These Pathfinders have lost their nerve.
  INTERACTION
  Skill Check Diplomacy (Standard)
  GROUP
  Leader Jayson Rhees (CG male half-elf rogue) 
  Personalities This team recently had a bad experience in 
  Ustalav. Jayson himself caught ghoul fever and almost 
  died. A few of his teammates have wondered if the life of a 
  Pathfinder is still for them. They’re not unwilling to help, but 
  they’ve lost their edge. In Subtiers 7–8 and higher, Jayson 
  explains that he’s recently started sleepwalking, which has 
  never done before, and that he has woken up several times 
  in the process of trying to enter the Center House. Venture-
  Captain Basia Kalistoff of Ustalav now has him logging 
  him dreams every night at the “special request of the 
  
  13
  SIEGE OF SERPENTS
  Decemvirate.” He and his team are consequently petrified to 
  go near the building.
  Quote “Maybe you should ask someone with more 
  experience? Or maybe it doesn’t need to be guarded? It is 
  haunted, isn’t it?”
  Special PCs with class features that grant bonuses against 
  fear effects can apply their bonus to their Diplomacy checks 
  made to influence this team. If a PC uses a spell that negates 
  or inhibits fear effects (such as remove fear), influencing this 
  team becomes easier. Such spells grant a +5 circumstance 
  bonus on checks made to influence the team.
  ESCORT DETAIL
  These Pathfinders question the PCs’ authority.
  INTERACTION
  Skill Checks Bluff (Standard) or Knowledge (history) (Easy)
  GROUP
  Leader Shorvan Anvilhammer (CN male dwarven ranger) 
  Personalities Shorvan is the dominant personality in his group. 
  He’s a decent man, but very independent. He’s stubborn 
  and works best with a well-established chain of command. 
  Worse, the Pathfinder charter doesn’t technically allow for 
  field agents to give orders to other field agents. The PCs can 
  overcome this issue with a successful Bluff check, or point 
  out other instances in the Society’s history when temporary 
  measures were taken in an emergency. In Subtiers 7–8 and 
  higher, Shorvan’s experiences on his latest mission make 
  him particularly unlikely to listen to orders from fellow 
  Pathfinders. One of his adventuring companions on his last 
  mission ordered the entire team to follow a plan that almost 
  led the mission to disastrous failure.
  Quote “I’m quite confident that Professor Nigel Aldain can find 
  his own way to the front gate. What gives you the right to 
  order us about? You’re no venture-captains!”
  THE FRONT GATE
  These Pathfinders need a confidence boost.
  INTERACTION
  Skill Checks Diplomacy (Hard) or Knowledge (local) (Easy)
  GROUP
  Leader Meesha Tenpenny (NG female halfling fighter) 
  Personalities Meesha and her teammates want to help but are 
  dubious when asked to stall the district guards at the front 
  gates. There are only six of them and they don’t like their odds 
  against Absalom’s city watch. They need to be reminded this is 
  a contest of wills not a brawl with the authorities. A good pep 
  talk achieves this, as does a reminder that the Grand Lodge 
  was built in the Foreign Quarter for a reason; it has some of the 
  privileges of an embassy. Meesha needs to be coached to tell 
  the guards that if they want to tread across the campus, they’ll 
  need a signed warrant from Lord Gyr first. In Subtiers 7–8 and 
  higher, a member of the guard has already entered the grounds 
  without leave to demand an explanation for the chaos. “You 
  tell Ambrus Valsin that this time it’s gone too far! When I come 
  back, I’m bringing a small army and we’re going to find out 
  what you people are hiding in all these creepy buildings. Once 
  and for all!” This event clearly rattles Meesha.
  Quote “What if the guard won’t take no for an answer? Can I 
  be arrested? Will someone post my bail? Maybe a venture-
  captain should be doing this?”
  THE REPOSITORY
  These vain Pathfinders test the PCs’ patience.
  INTERACTION
  Skill Checks Diplomacy (Hard) or Intimidate (Easy)
  GROUP
  Leader Dara Immlin (CG female aasimar sorcerer) 
  Personalities Dara Immlin and her regular team consider 
  themselves to be up-and-coming Pathfinders. When asked 
  to simply stand around the Repository and make sure no one 
  approaches, they scowl. They argue taht there are far better 
  uses for a team of their considerable talents. In Subtiers 
  7–8 and above, Dara has a signed commendation from a 
  venture-captain for her team’s exemplary work on a difficult 
  mission. This little bit of personal recognition has gone right 
  to their heads.
  Quote “Why don’t you guard the stone building with no doors 
  and windows? We’ll capture that giant two-headed vulture!”
  Special Immlin’s teammates typically follow her lead. Spells 
  like charm person and suggestion or certain bardic abilities 
  can sway Dara’s opinion if used discreetly. This requires 
  either using the Silent Spell metamagic feat, or enlisting the 
  assistance of another PC to create a distraction, which requires 
  a successful Bluff check at the Standard DC. If Dara fails her 
  Will save against a spell like charm person or suggestion and 
  the PCs cast the spell discreetly, she convinces her team to 
  guard the repository. If Dara’s team notices the PCs casting a 
  spell on her but she fails the saving throw, the PCs can smooth 
  the matter over with a Diplomacy check at the Standard DC. If 
  Dara’s team notices the PCs casting and Dara succeeds on the 
  saving throw, they become extremely suspicious. The PCs may 
  still try again, but the DC of all checks increases by 4 instead 
  of the standard increase of 2.
  Development: The PCs must persuade at least three 
  Pathfinder teams to cooperate in order to achieve a victory 
  in this mission.
  A2. Menagerie Run Amok!
  The beauty of the Grand Lodge’s well-manicured grounds is 
  shattered by the sounds of shouts and screams from panicked 
  initiates, support staff, and visitors. Frightened innocents trip over 
  hedges and stumble through fountains and pools in an effort to 
  get to safety by the most direct means possible, especially when 
  the landscaping otherwise leads them to certain peril.
  
  N
  A2. Menagerie Run Amok
  Pathfinder Map Pack: Elven City
  1 square = 5 feet
  14
  PATHFINDER SOCIETY SCENARIO
  Most members of the Society are expected to attend the 
  banquet and keynote address, so exhibits like the menagerie 
  have minimal staffing during the festivities. The attackers 
  turned dangerous creatures loose on the campus to serve as 
  the perfect distraction for dozens of subtler plots.
  Visually, this encounter works especially well when 
  the PCs are in the northeastern or northwestern sections 
  of the campus lawns where many ornate gardens and 
  walkways are shown on the Grand Lodge map. It can be 
  implemented, however, anywhere on the grounds.
  Creatures: Escaped menagerie exhibits prowl the grounds 
  here and attack any humanoids in sight. They are panicked 
  and, unless somehow calmed by PCs, fight to the death.
  The fleeing innocents described as running from the 
  scene are intended to be background description only. 
  They do not participate in the combat, and as long as the 
  PCs move to engage the creatures from the menagerie, the 
  panicked crowds all escape to safety. PCs who have played 
  Pathfinder Society Scenario #1: Silent Tide, Pathfinder Society 
  Scenario #3-08: Song of the Sea Witch, or Pathfinder Society 
  Scenario #6-10: The Wounded Wisp recognize military 
  historian Yargos Gill among those fleeing for their lives.
  Subtier 1–2 (CR 3)
  FIRE BEETLE (6) 
  CR 1/3
  hp 37 each (Pathfinder RPG Bestiary 33; Siege of Serpents 
  Supplement 5)
  Subtier 3–4 (CR 5)
  PARDS (2) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 4 211; Siege of Serpents 
  Supplement 35)
  Subtier 5–6 (CR 8)
  WOOLLY RHINOCEROSES (2) 
  CR 6
  hp 76 each (Pathfinder RPG Bestiary 235; Siege of Serpents 
  Supplement 39) 
  
  N
  B1. Monument Mayhem
  Pathfinder Map Pack: Village
  1 square = 5 feet
  15
  SIEGE OF SERPENTS
  Subtier 7–8 (CR 10)
  RUKH 
  CR 10
  hp 147 (Pathfinder RPG Bestiary 4 228; Siege of Serpents 
  Supplement 40)
  Subtier 10–11 (CR 13)
  SEPS (2) 
  CR 11
  hp 147 each (Pathfinder RPG Bestiary 4 237; Siege of Serpents 
  Supplement 42)
  Development: After the creatures are dealt with, one 
  of the support staff approaches and thanks the team 
  for their valor. The staff member also informs the PCs 
  that invaders are at the Menagerie (area B2), where they 
  continue to release more exhibits. The Table GM should 
  leave out this development if the PCs have already been 
  to the Menagerie.
  B. SOUTH CAMPUS
  The south campus receives the least serious and intense 
  attacks, possibly because the structures there are lower 
  priority targets. It is nevertheless the location where 
  innocent support staff and visitors are most likely to get 
  hurt, which makes it just as important to defend. This area 
  extends from the front gates and includes the monument 
  to Durvin Gest.
  B1. Monument Mayhem
  This tall statue is cast in the likeness of Durvin Gest, the most 
  famous Pathfinder of all time. Carved in a likeness of the 
  adventurer in his later years—still dashing and bearing an 
  assortment of scrolls and adventuring gear—the statue stares 
  intently off into the distance. Beneath the statue, pedestals stand 
  adorned with angelic figures and elaborate friezes showing 
  some of the more memorable scenes from the Pathfinder’s 
  long and celebrated career.
  
  16
  PATHFINDER SOCIETY SCENARIO
  The main dais is 5 feet above the ground, and each of 
  the stone pedestals is 5 feet tall.
  Creatures: The advent of the Grand Convocation has 
  coincided with advancement in magical research and 
  application within one of the Aspis Consortium’s secret 
  divisions. An Aspis agent secretly planted a strange 
  device on Durvin Gest. The device allows an unknown 
  terror from beyond the stars to animate the statue (or the 
  adorning angels, in Subtiers 1–2 and 3–4), and as a result, 
  the constructs are warped in unsettling ways. 
  This mysterious puppet master can see and hear as 
  if it were present in the statue’s square, and use its own 
  skills and tactics to direct its minions. The skills and 
  Intelligence score listed under each golem reflect the 
  puppet master’s abilities. Unlike most other constructs, 
  these animated statues attack tactically, flanking when 
  possible. They also fight until they are destroyed.
  Subtier 1–2 (CR 3)
  ASPIS ANGELS (2) 
  CR 1
  hp 11 each (See Appendix: Bestiary, page 39)
  Subtier 3–4 (CR 5)
  ASPIS FALLEN ANGELS (2) 
  CR 3
  hp 36 each (See Appendix: Bestiary, page 39)
  Subtier 5–6 (CR 8)
  ASPIS FALLEN ANGELS (3) 
  CR 3
  hp 36 each (See Appendix: Bestiary, page 39)
  DURVIN GEST STATUE 
  CR 6
  hp 52 (See Appendix: Bestiary, page 40)
  Subtier 7–8 (CR 10)
  DURVIN GEST FURNACE 
  CR 10
  Variant tophet (Pathfinder RPG 
  Bestiary 3 271; Siege of 
  Serpents Supplement 54)
  hp 107
  STATISTICS
  Str 26, Dex 8, Con —, Int 18, 
  Wis 12, Cha 1
  Skills Perception +12, Sense 
  Motive +12, Spellcraft +16
  Subtier 10–11 
  (CR 13)
  IRON DURVIN GEST 
  CR 13
  Variant iron golem (Pathfinder RPG Bestiary 162; Siege of 
  Serpents Supplement 27)
  hp 129
  STATISTICS
  Str 32, Dex 9, Con —, Int 18, Wis 11, Cha 1
  Skills Perception +15, Sense Motive +15, Spellcraft +20
  B2. Mayhem at the Menagerie
  A shifting mass of tents and canvas tarpaulins covering dozens 
  of pens and enclosures of varying sizes is pressed up against 
  the lodge’s western wall. Wagons bearing food and supplies 
  brought in from the city are parked nearby. Other wagons 
  contain caged enclosures like those that used in a traveling 
  circus. Larger tents cover metal cages of enormous size. To the 
  east, the grass is compacted from regular foot traffic to the 
  training grounds.
  The Menagerie houses rare and exotic live specimens 
  from across the Inner Sea. It is often the first glimpse 
  of strange and unusual creatures that initiates 
  experience before their first expedition. The 
  Society’s finest naturalists have captured most 
  of the creatures here for study—and in rare 
  instances domestication.
  Some wagons contain hay, live or freshly 
  slaughtered livestock, or supplies for the 
  zoo’s operation. All actual exhibit cages 
  are locked and require a DC 20 Disable 
  Device check to open without a key. Treat 
  the cage walls as if they were a section of an 
  iron portcullis. Wagons and tents provide 
  cover. The large tent is assumed to cover a cage 
  large enough to house some of the Menagerie’s 
  largest creatures.
  Creatures: When the PCs arrive, Aspis 
  agents have already released a 
  handful of creatures 
  that now prowl the 
  grounds 
  (see 
  area 
  A2). Now, invaders from 
  the Hao Jin Tapestry have 
  frightened off or 
  killed all of the 
  zookeepers, and 
  are continuing to 
  release more creatures. 
  In every subtier, the 
  invaders have acquired 
  a ring of keys to all of 
  the 
  cages. 
  However, 
  they have not yet figured 
  out which key goes to which 
  
  N
  B2. Mayhem at the Menagerie
  1 square = 5 feet
  17
  SIEGE OF SERPENTS
  lock. The ring holds dozens of keys, many of which look 
  like they could be an appropriate match for each lock. 
  On the round that the PCs arrive, one of the invaders is 
  trying to unlock one of the cages, and has narrowed the 
  ring down to 3 keys. On the first round, the invader has 
  a 1/3 chance of finding the correct key, followed by a 1/2 
  chance on the second round. The invader automatically 
  finds the correct key on the third round. 
  In Subtier 5–6, the lamias are natural shapeshifters and 
  assume the forms of zookeepers. One of the pair engages the 
  PCs and helpfully offers false information to distract them. 
  For example, they might claim the enemies who released 
  the zoo creatures headed off in the direction of the Wall 
  of Names to the north. Meanwhile, the other one pretends 
  to attend to the remaining exhibits while surreptitiously 
  setting them free to attack. Any PC who succeeds at DC 20 
  Sense Motive check or a DC 25 Perception check discerns 
  that the “zookeepers” are behaving suspiciously. If they 
  lamias realize that the PCs have seen through their ruse, 
  they attempt to disengage to gain a round to assume their 
  true forms before combat begins.
  In other subtiers, the invaders have little opportunity 
  for deception. They divide their numbers to stall the PCs, 
  while one of their group attempts to open a cage. If the 
  invaders successfully open an exhibit cage, the combat 
  becomes more difficult. The escaped zoo creatures 
  wander out of their cages and attack the PCs, but they 
  may also attack the invaders at the Table GM’s discretion, 
  depending upon how well the PCs are faring against the 
  invaders. These additional combatants increase the CR of 
  the encounter by 1. 
  Subtier 1–2 (CR 3 or 4)
  WYVARAN INQUISITORS (4) 
  CR 1/2
  hp 10 each (Pathfinder RPG Bestiary 4 281; Siege of Serpents 
  Supplement 57)
  If a wyvaran successfully unlocks and opens a cage, he 
  releases a giant frog.
  GIANT FROG 
  CR 1
  hp 15 (Pathfinder RPG Bestiary 135; Siege of Serpents 
  Supplement 26)
  Subtier 3–4 (CR 5 or 6)
  WYVARAN INQUISITORS (2) 
  CR 1/2
  hp 10 each (Pathfinder RPG Bestiary 4 281; Siege of Serpents 
  Supplement 57)
  YETI 
  CR 4
  hp 45 (Pathfinder RPG Bestiary 287; Siege of Serpents 
  Supplement 59)
  If a wyvaran successfully unlocks and opens a cage, he 
  releases a cockatrice.
  COCKATRICE 
  CR 3
  hp 27 (Pathfinder RPG Bestiary 48; Siege of Serpents 
  Supplement 10)
  
  18
  PATHFINDER SOCIETY SCENARIO
  Subtier 5–6 (CR 8 or 9)
  LAMIAS (2) 
  CR 6
  hp 67 each (Pathfinder RPG Bestiary 186; Siege of Serpents 
  Supplement 30)
  If a lamia successfully unlocks and opens a cage, she 
  releases a dire lion.
  DIRE LION 
  CR 5
  hp 60 (Pathfinder RPG Bestiary 193; Siege of Serpents 
  Supplement 33)
  Subtier 7–8 (CR 10 or 11)
  TERRA-COTTA SOLDIERS (2) 
  CR 6 
  hp 64 each (Pathfinder RPG Bestiary 3 262; Siege of Serpents 
  Supplement 53)
  MUMMIFIED MONKS (2) 
  CR 6
  hp 54 each (See Appendix: Bestiary, page 40) 
  If a monk successfully unlocks and opens a cage, she 
  releases an elephant.
  ELEPHANT 
  CR 7
  hp 60 (Pathfinder RPG Bestiary 128; Siege of Serpents 
  Supplement 22)
  Subtier 10–11 (CR 13 or 14)
  WYVARAN CHAMPION 
  CR 11
  hp 118 (See Appendix: Bestiary, page 42)
  WYVARAN SORCERERS (2) 
  CR 9
  hp 77 each (See Appendix: Bestiary, page 42)
  If a wyvaran successfully unlocks and opens a cage, he 
  releases a spinosaurus.
  SPINOSAURUS 
  CR 11
  hp 170 (Pathfinder RPG Bestiary 3 79; Siege of Serpents 
  Supplement 46)
  Development: The Table GM may choose to have 
  the invaders attempt to flee if reduced to 20% of their 
  starting hit points. If the invaders release any creatures, 
  the PCs must recapture or kill these creatures in 
  addition to dealing with the invaders to successfully 
  resolve this encounter.
  Once the PCs successfully manage to defeat the 
  invaders, some of the surviving zookeepers, who 
  are currently hiding behind bushes about 100 feet 
  away, return to the Menagerie. If none of the animals 
  listed in the Development section were killed (which 
  is an automatic success if none were released), then 
  zookeepers reveal they have some emergency supplies 
  that they can divert to the PCs. The Table GM should 
  report the acquisition of 1 Supply Point along with the 
  encounter’s success.
  C. NORTHWEST CAMPUS
  The northwest campus contains many vital areas, but a 
  few of them, like the Center House, are so sensitive to 
  the organization that they’re protected continuously. It is 
  also more heavily wooded than any other section, which 
  slows the systematic search of the grounds. Moving to 
  a location in area C takes 20 minutes of in-game time, 
  rather than the usual 10 minutes.
  C1. The Mausoleum
  This enormous, columned stone structure is both temple and 
  fortress. Two wings flank an open courtyard. The imposing 
  structure is adjacent to a thick copse of trees. 
  The Mausoleum serves many functions from temple 
  to museum to research laboratory, all dedicated to the 
  greatest mystery of all: death. The left side of the building 
  houses the more academic areas, while the western side 
  is used for more spiritual purposes. The areas of the 
  mausoleum that are relevant to the PCs are described 
  below in brief.
  C1a. Courtyard This is Mausoleum’s main entrance. 
  It was a scene of destruction a few years ago, and Aspis 
  agents have smashed what the Society rebuilt. Shattered 
  statues and religious sculptures pertaining to death and 
  the afterlife are strewn about the courtyard. The eastern 
  stone doors are barred shut from the other side.
  The bodies of two caretakers are slumped to the 
  sides of the western doors. They appear to be dead at 
  glance, but a PC who succeeds on an active DC 12 Heal 
  or Perception check discovers both are alive but close to 
  death (they are at –7 hp and have a Constitution score of 
  10). The Table GM should not telegraph to the players 
  that they should check to make sure they’re dead, as a 
  reward is possible based on their conscientious actions 
  (see Development).
  C1b. Dissection Room Local Pathfinders conduct 
  autopsies in this room. It is equipped with steel tables, 
  lab equipment (medical and alchemical), and barrels 
  of wash water. The light here is dim from the windows 
  along the east wall.
  C1c. Ossuarium Skeletons are cleaned in this workshop 
  with the use of live beetles held in glass enclosures and 
  kilns. This workroom also has the tools required to 
  
  N
  C1. The Mausoleum
  1 square = 5 feet
  C1g
  C1f
  C1d
  C1e
  C1c
  C1b
  C1a
  C1h
  19
  SIEGE OF SERPENTS
  reassemble and study skeletal remains for study. The 
  natural light here is dim.
  C1d. The Slabs This dreary chamber is kept magically 
  cold to safely preserve bodies from decay. The floors are 
  covered with gray flagstones. The walls are lined with 
  stone cubicles with iron doors and bronze nameplates. 
  The room is dark, as only a minute amount of light enters 
  from three tiny windows near the ceiling.
  C1e. Incinerators This room is used as a crematorium 
  and for Pathfinder researchers to safely rid themselves 
  of necromantic specimens upon completion of their 
  experiments. A single hooded lantern has been left on 
  the floor and is still lit. The incinerators have not been lit 
  today, due to the festivities.
  C1f. Library Large stacks of esoteric volumes dedicated 
  to the topic of necromancy are stored here. A single hooded 
  lantern has been left on the floor and is still lit.
  C1g. Cage of Soul Echoes This room houses a strange 
  metal cage filled with dancing ethereal mists. This 
  dangerous artifact is infamously known as the Cage of 
  Soul Echoes. Aspis agents have had neither the time nor 
  the resources to investigate it. Since it was last activated 
  it has been cordoned off by a set of six permanent wall of 
  force spells (CL 15th), surrounding the cage in a cube of 
  force. Each wall of force has hardness 30 and 300 hp, and 
  is immune to dispel magic. If the PCs destroy or bypass 
  a wall, they can attempt to experiment with the cage. A 
  successful DC 20 Use Magic Device or Disable Device 
  check (DC 25 in Subtier 10–11) allows a PC to reactivate the 
  artifact. If a PC reactivates the artifact, the mists inside 
  the cage take shape, appearing as hundreds of swirling 
  ghostly faces. The PC may ask the spirits three questions, 
  as if she had cast the spell commune. Once she has finished 
  asking these questions, the artifact switches to another 
  setting, and a beam of ethereal energy zaps her. This beam 
  of energy deals 4d6 damage (Fort DC 15 half). In Subtier 
  7–8, it instead deals 7d6 damage (Fort DC 18 half), and 
  in Subtier 10–11, it instead deals 9d6 damage (Fort DC 22 
  half). Producing further effects from the artifact requires 
  hours of dedicated research.
  C1h. Chamber of Truths The walls of this enormous 
  chamber rise and arch to form a half-dome, 30 feet high 
  
  20
  PATHFINDER SOCIETY SCENARIO
  and supported by columns carved into the walls. Shelves 
  covered with innumerable books, scrolls, and tablets fill 
  this sacred space.
  Creatures: The Mausoleum was a high priority target 
  for the Aspis Consortium. Two teams of Aspis agents 
  have entered the fortress and one still remains. The 
  former made a quick search for items or artifacts that 
  might help them trap and contain a recently deceased 
  soul—their intended target of assassination, Master 
  of Spells Aram Zey. The secondary team searches for 
  tomes or other items that may assist the Consortium in 
  controlling Zey’s spirit.
  The Table GM may place the Aspis agents inside 
  the building where they see fit, with a few caveats. The 
  villains establish a lookout and are likely to set one of 
  their number in a spot where they can ambush the PCs. 
  They also have the keys to the Mausoleum. The doors 
  have been left unlocked so they can make a fast escape, 
  but they could lock some or all of the PCs into a room if 
  given the opportunity. The Disable Device DC to open the 
  locks is DC 20 in Subtiers 1–2 and 3–4, DC 25 in Subtiers 
  5–6 and 7–8, and DC 30 in Subtier 10–11.
  Subtier 1–2 (CR 3)
  ASPIS SCOUNDRELS (4) 
  CR 1/2
  Cutpurse (Pathfinder RPG NPC Codex 144; Siege of Serpents 
  Supplement 14)
  hp 10 each
  Subtier 3–4 (CR 6)
  ASPIS SNIPERS (2) 
  CR 2
  Skilled snipers (Pathfinder RPG NPC Codex 145; Siege of Serpents 
  Supplement 43)
  hp 23 each
  SERPENT SORCERER 
  CR 4
  Bramble sorcerer (Pathfinder RPG NPC Codex 162; Siege of 
  Serpents Supplement 7)
  hp 30
  Subtier 5–6 (CR 8)
  ACQUISITION AGENTS (3) 
  CR 4
  Cruel devotees (Pathfinder RPG NPC Codex 98; Siege of Serpents 
  Supplement 13)
  hp 31 each
  SERPENT SORCERER 
  CR 4
  Bramble sorcerer (Pathfinder RPG NPC Codex 162; Siege of 
  Serpents Supplement 7)
  hp 30
  Subtier 7–8 (CR 10)
  CONSORTIUM FIXERS (2) 
  CR 6
  Spell hunters (Pathfinder RPG NPC Codex 83; Siege of Serpents 
  Supplement 45)
  hp 64 each
  ASPIS NECROMANCER 
  CR 8
  Death priest (Pathfinder RPG NPC Codex 50; Siege of Serpents 
  Supplement 16)
  hp 89
  Subtier 10–11 (CR 13)
  CONSORTIUM CLEANER 
  CR 11
  Contract killer (Pathfinder RPG NPC Codex 150; Siege of Serpents 
  Supplement 12)
  hp 86
  HUECUVAS (3)  
  CR 2
  hp 16 each (Pathfinder RPG Bestiary 3 150; Siege of Serpents 
  Supplement 29)
  RETIREMENT SPECIALIST 
  CR 11
  Undead creator (Pathfinder RPG NPC Codex 186; Siege of Serpents 
  Supplement 55)
  hp 100
  Development: The Aspis may surrender at the Table 
  GM’s discretion when reduced to 20% of their hit points. 
  Their defeat secures victory at this location, but the PCs 
  may be curious in regards to their intent. 
  The PCs can study the books the villains collected from 
  the mausoleum library. With a successful Knowledge (arcana) 
  or Knowledge (religion) check, the PCs can determine their 
  interest was related to the capture of a soul after death, and 
  its subsequent control. The difficulty of the Knowledge 
  checks varies by subtier; DC 15 in Subtier 1–2, DC 18 in 
  Subtier 3–4, DC 20 in Subtier 5–6, DC 23 in Subtier 7–8, and 
  DC 27 in Subtier 10–11. The increased DC in higher subtiers 
  represents the difficulty of finding the relevant books; the 
  library’s numerous volumes have been strewn about the 
  room in chaotic piles, and some books have been torn apart.
  If the PCs revived the custodial caretakers, both are 
  grateful. They direct the PCs to places in the Mausoleum 
  where supplies have been cached for emergencies. The 
  Table GM should ensure this acquisition of 1 Supply Point 
  is reported along with the mission’s success. The caretakers 
  also give PCs of all subtiers two potions of lesser restoration. 
  PCs of Subtier 5–6 and higher also receive two doses of a 
  variant form of silversheen, which works identically to 
  silversheen except it allows the weapon to overcome damage 
  reduction as if it were adamantine. It does not allow the 
  weapon to overcome hardness.
  
  N
  C2. Starhall
  Pathfinder Map Pack: Magic Academy
  1 square = 5 feet
  21
  SIEGE OF SERPENTS
  C2. Starhall
  The outside of this large keep was designed with Azlanti 
  architecture in mind. Two wings extend from the center 
  structure, with a domed tower at the end of the east wing a 
  smaller patinated bronze dome over the center hall. Starhall 
  serves as an observatory, library, and museum for otherworldly 
  and extraplanar objects and lore.
  Inside the main entrance is a library with several display cases 
  of objects recovered from Numeria, as well as a curator’s desk 
  and a staircase to the eastern tower.
  The PCs enter from the south. The locked western door 
  leads to the rest of Starhall, which is beyond the scope 
  of this scenario. The ceiling is 20 feet high and rises to 
  match the elevated floor level. The chamber is well lit with 
  everburning torches. 
  The attackers from the Hao Jin Tapestry found things 
  of immediate interest in this room and proceeded no 
  further into the keep. No Grand Lodge staff was present 
  when they entered. 
  Creatures: Invaders have seized control of Starhall, 
  but all the creatures present represent three factions 
  deceived by the Aspis Consortium operatives stranded 
  inside the Hao Jin Tapestry. Their presence here is 
  driven more by the search for answers than the causes of 
  mayhem and revenge. 
  Their cultures are displaced in time and location, 
  compounded by years of confusion and jumbled histories. 
  The Hhruul syrinx are searching for astronomical star 
  charts to extrapolate the passage of time and their relative 
  location on Golarion. The Wyvaran are simply looking 
  for treasure maps. The Xiwunese faithful are searching 
  for information on Lung Wa, but their transformation 
  has so clouded their minds they do not realize this not 
  the best place for such research.
  The invaders assume the PCs are hostile and adopt 
  combat stances, but if the PCs ask about the motives 
  behind the attack on the Grand Lodge and what their 
  intentions are regarding Starhall, the invaders explain 
  if possible. In Subtier 5–6, the Xiwunese mummified 
  monks can only speak Tien. If the PCs then volunteer to 
  help them obtain the information they seek, the combat 
  is automatically suspended. The PCs can use the library 
  to find what the invaders want, while the invaders 
  pledge to take no aggressive actions while they do so (see 
  Development below). If the PCs refuse or fail to provide 
  the required assistance, the combat resumes.
  
  22
  PATHFINDER SOCIETY SCENARIO
  In Subtier 7–8, the syrinx wizards can speak to the 
  stymphalidies. They brought it with them when they 
  left the demiplane, and it serves as their bodyguard. 
  Furthermore, before the PCs arrive, one of the wizards 
  cast alarm on the walkway that leads to Starhall. Unless 
  the PCs avoid or disable the alarm, the wizards have one 
  round to prepare in addition to the long lasting spells 
  they have already cast.
  Subtier 1–2 (CR 3)
  SYRINX CLERICS (4) 
  CR 1/2
  hp 8 each (See Appendix: Bestiary, page 41)
  Subtier 3–4 (CR 5)
  WYVARAN WORTHIES (2) 
  CR 3
  hp 34 each (See Appendix: Bestiary, page 43)
  Subtier 5–6 (CR 8)
  TERRA-COTTA SOLDIER 
  CR 6 
  hp 64 (Pathfinder RPG Bestiary 3 262; Siege of Serpents 
  Supplement 53)
  MUMMIFIED MONK 
  CR 6
  hp 54 (See Appendix: Bestiary, page 40)
  Subtier 7–8 (CR 10)
  ALARM 
  CR —
  Type magic; Perception DC 26; Disable Device DC 26
  EFFECTS
  Trigger proximity (alarm) 
  Reset none
  Effect mental alarm alerts one of the syrinx wizards of the 
  presence of intruders
  STYMPHALIDIES 
  CR 8
  hp 94 (Pathfinder RPG Bestiary 3 257; Siege of Serpents 
  Supplement 50)
  SYRINX WIZARDS (2) 
  CR 6 
  hp 55 each (See Appendix: Bestiary, page 41)
  Subtier 10–11 (CR 13)
  OWL PRIESTS (4) 
  CR 9
  hp 86 each (See Appendix: Bestiary, page 40)
  Development: PCs who agree to help the invaders must 
  perform research in the library. The PCs can use their 
  choice of Knowledge (geography), Knowledge (history), 
  and Knowledge (nature) to represent their investigations. 
  Regardless of which knowledge skill the PCs chose, the 
  DC is 17 in Subtier 1–2, 19 in Subtier 3–4, 22 in Subtier 5–6, 
  25 in Subtier 8–9, and 28 in Subtier 10–11. The PCs may 
  take 10 on this check, or use any spells or abilities that 
  grant bonuses to Knowledge checks, provided that those 
  abilities last for at least 10 minutes. The research requires 
  a 10 minutes to complete. If the PCs fail the check, they 
  may try again once more by spending an additional 
  10 minutes. If the PCs fail a second time, the invaders 
  suspect the PCs are stalling them until reinforcements 
  can arrive and they attack.
  If the PCs succeed at their research, the invaders 
  abruptly demand to keep all the relevant books, star 
  charts, and scrolls the PCs find. There is nothing 
  strictly wrong with the PCs granting this concession. 
  A venture-captain would explain that the loss of those 
  books is less devastating than the potential loss of 
  life or the potential greater damage a magical battle 
  might cause. Yet, there is no one here to give the PCs 
  permission, so this is a roleplaying conundrum. The 
  PCs can determine that the books and charts are not 
  irreplaceable with a successful Appraise check or 
  relevant Profession check, such as Profession (merchant) 
  or Profession (scribe), at the same DC as the Knowledge 
  check. The Table GM should allow the players to make 
  the final choice without guidance.
  If the research is successful and the materials are 
  handed over, the invaders either stand down or fly away 
  from the Grand Lodge. This is treated as a success, much 
  as if the creatures were defeated in combat. Finally, after 
  the deal is struck, the invaders have a last minute change 
  of heart. They state that the Pathfinders acted with far 
  greater honor than they were led to expect. In exchange 
  for the materials they offer some of their extra supplies. 
  This counts as 1 Supply Point and should be reported 
  with the mission’s success. If the PCs refuse to hand over 
  the materials, the invaders decide they can’t leave without 
  them and combat resumes.
  D. NORTHEAST CAMPUS
  The northeast campus is the smallest section with a single 
  building to check. If the PCs know other Pathfinders are 
  protecting the Repository (see encounter A1), they need 
  not bother to check it. Otherwise, if the PCs go to check 
  the Repository, begin encounter A1. Baphory’s Walk 
  (between Arliss Hall and the Quadrangle) is not a tactical 
  location and requires no extra time to clear, but the PCs 
  notice automatically that the crude stone heads have all 
  uniformly turned to face southwest at some time during 
  today. Each bears an expression or combination of anger, 
  grief, shock, and/or outrage. The PCs cannot enter Arliss 
  Hall at this time. The Overseer GM will announce the 
  opening of Arliss Hall in Part 4.
  
  N
  D1. The Quadrangle
  Pathfinder Flip-Mat: Watch Station
  1 square = 5 feet
  23
  SIEGE OF SERPENTS
  D1. The Quadrangle
  The ivy-covered buildings of the Quadrangle predate the 
  establishment of the Pathfinder Society. They once housed 
  an academy and boarding school for the children of 
  Absalom’s nobility. The buildings contain sleeping areas 
  for Pathfinder initiates, a small stable, training yard, study 
  chambers and lecture halls. 
  When the PCs approach this area, the Table GM reads 
  the following text.
  The solitary figure of Ambrus Valsin himself jogs out of the 
  Quadrangle’s courtyard. “You lot, we have a crisis here that can’t 
  wait.” He turns and gestures to the Quadrangle. “When the banquet 
  started, I dismissed the first-year initiates back here to continue 
  their studies for a few more hours. The damned Aspis were waiting 
  inside two of the dormitories,” the venture-captain says, pointing 
  to two ivy-covered stone buildings. “I think their plan is to leverage 
  the initiates as hostages if they have no other escape route.” 
  Venture-Captain Valsin regards you with an inscrutable look. 
  “This situation can only become more desperate. The safety 
  of our initiates can’t wait another minute. Consider yourself 
  drafted, because you’re all I’ve got. I’m heading to the southern 
  dormitory. You head to the northern dormitory. Talk them down, 
  or hit them hard and fast.” 
  Valsin can tell the PC certain facts of the situation in 
  the northern dormitory, as he understands them. The 
  hostage taker is alone and has declared that he can kill 
  all the hostages almost instantly. The venture-captain 
  does not think the threat stems from a magical spell, 
  but otherwise believes it to be credible. Thus far, the 
  hostage taker has remained close to the main door, so 
  reconnaissance is possible—although the doors are 
  locked and the keys are missing.
  This 
  encounter 
  assumes 
  the 
  PCs 
  have 
  spent 
  considerable time in this building when they were 
  
  24
  PATHFINDER SOCIETY SCENARIO
  initiates. The Table GM may show the players the map 
  of the dormitory. The PCs do not know the locations of 
  anyone inside. If a PC casts a teleport spell, the location 
  is treated as “studied carefully,” as it has been some 
  years since they last visited. The hostages are tied up on 
  the western edge of the main hall (area D1a) on a raised 
  stage (area D1b). A special hazard has been hung above 
  the hostages (see Hazard below). The eastern main doors 
  and the southern side door (area D1c) are strong wooden 
  doors (hardness 5, hp 20, break DC 25). These doors are 
  both locked. The DC of the Disable Device check to pick 
  these locks is 20 in Subtiers 1–2 and 3–4, 25 in Subtiers 
  5–6 and 7–8, and 30 in Subtier 10–11. 
  All of the rooms except the main hall have small windows 
  whose curtains are drawn, leaving the rooms in darkness. 
  If the PCs break the glass window panes (hardness 1, hp 
  1), they create an opening large enough for a Medium 
  creature to pass through with a DC 15 Escape Artist check, 
  and Small or smaller creatures to pass through without a 
  check. However, breaking the glass creates enough noise 
  to automatically alert the hostage taker, unless the PCs 
  take special precautions. 
  The main hall has 20-foot-tall ceilings. A large window 10 
  feet off the ground on the western wall allows the afternoon 
  sun to illuminate the hall. In Subtiers 1–2 and 3–4, the ivy on 
  the western wall is particularly thick, and PCs can scale the 
  wall to the large window with a successful DC 15 Climb check. 
  In Subtier 5–6, the DC of the Climb check to scale the wall is 
  20. In Subtiers 7–8 and 10-11, there is no ivy on this portion 
  of the wall, and the DC to scale the wall is 25. If the PCs climb 
  up to this window, they can see the hostages and the hostage 
  taker in the main hall. Breaking the glass on the large 
  window (hardness 1, hp 1) creates an opening large enough 
  for Large creatures to pass through with a DC 15 Escape Artist 
  check, and Medium or smaller creatures can pass through 
  without a check. The stage sits high enough above the ground 
  that PCs climbing in through the upper window can jump 
  into the room without having to roll an Acrobatics check to 
  avoid falling damage.
  Creatures: Inside the building is one hostage taker and 
  ten initiates who are bound and gagged around the center 
  table. In the initial invasion, a dozen Aspis agents stormed 
  the hall and quickly overwhelmed the novices, who are all 
  suffering wounds from the battle, and are each at 1 hit point. 
  The hostage taker has suspended a deadly hazard above his 
  prisoners, which he can remotely cause to fall to the stage 
  and kill the hostages at once (see Hazard below).  If he catches 
  the PCs inside the building, he demands that they leave 
  immediately and threatens to kill the hostages if they do 
  not. In all subtiers, the hostage taker has a hand of the mage in 
  addition to the standard gear from his stat block. If the PCs 
  linger for more than 1 round, or if the PCs attack him, he uses 
  his hand of the mage to trigger the hazard.
  Hazard: The threat to the hostages crosses the line 
  between a trap and a hazard. It is a single bead from a 
  necklace of fireballs, placed in a nonmagical wine goblet. A 
  wire attached to ceiling suspends the goblet 10 feet off the 
  ground. The hostage taker need only use the hand of the 
  mage as a standard action to flip the goblet over and drop 
  the bead to the ground. If the bead falls more 5 feet or more, 
  it explodes and deals 2d6 points of fire damage in a 40-foot 
  radius (Reflex DC 14 half). In Subtiers 5–6 and above, the 
  bead deals 4d6 points of damage on a failed saving throw. 
  The hostages are all in poor condition from the raid, and 
  are at 1 hit point. If a PC takes the bead, discharges it away 
  from the hostages, or prevents the hand of the mage from 
  being used, the threat is neutralized. 
  This is not intended to be a combat encounter, though it 
  can be handled as such. The overall objective is to render 
  the hostage taker unable to trigger their makeshift trap or 
  to render it useless. The device is not a true trap, so Disable 
  Device cannot be used to resolve the situation.
  A few basic assumptions are made by this encounter. If the 
  hostage taker is ever successfully grappled, immobilized, 
  or otherwise made helpless before they can act, the threat 
  to the hostages is averted and the mission is considered 
  a success. If the PCs render the makeshift device useless, 
  the initiates are likewise saved. If PCs are injured but the 
  hostages are still protected, the encounter is still successful.
  There are many ways to resolve this situation. The 
  following are several examples.
  Rush Attack: If the PCs open a way in to the building, 
  they can work in concert to rush the hostage taker. If the 
  PCs knock the hostage taker unconscious, grapple him, 
  or otherwise prevent him from triggering the bead, they 
  succeed at the encounter. 
  Stealth: The hostage taker is listening intently for the 
  sounds of approaching Pathfinder agents. If the PCs 
  attempt to sneak up to the building, have them each roll 
  Stealth checks opposed by the hostage taker’s Perception 
  check. The hostage taker paces between the stage (area 
  D1b) and the main door and then stares at the door with 
  his back to the hall for 1 round before he walks another 
  circuit. If the PCs pick the lock to the southern door or 
  otherwise quietly enter the building, they can enter the 
  room, crouch, and close the door while not in the hostage 
  taker’s line of sight. PCs that succeed on Stealth checks 
  can thus navigate the room, locate and remove the fireball 
  bead, or move into position to attack the hostage taker. 
  Other PCs can create a diversion outside to distract the 
  villain with a Bluff check. The initiates nod their heads 
  (as they are gagged) in the direction of the suspended cup 
  to bring it to the attention of a PC.
  Trickery: The PCs can attempt a Bluff check to lure the 
  hostage taker out of the building and then mob him by 
  surprise. For example, the PCs can call through the door 
  
  25
  SIEGE OF SERPENTS
  and declare, “The bosses got what they came for, and it’s 
  time to evacuate!” If this check fails by 5 or less, the hostage 
  taker asks, “Why didn’t you just contact me with magic?” 
  The PCs may then attempt a second Bluff check. If a player 
  gives a particularly good reason, the GM may award up to 
  a +5 circumstance bonus on the second try. If successful, 
  the hostage taker unbars the door and steps outside. 
  The PCs receive a surprise round. If the check fails, the 
  hostage taker demands that the PCs leave at once, or he 
  will kill the hostages. If the PCs return to the building 
  later, they receive a –10 penalty on attempts to trick the 
  hostage taker. Note that at all Subtiers, the hostage taker’s 
  versatile performance (oratory) ability allows him to use a 
  Perform (oratory) bonus in place of his Sense Motive bonus 
  to oppose these Bluff checks.
  Other Solutions: These suggestions are not intended 
  to be exclusive; they are merely suggestions on how 
  groups with limited resources can work as a team and 
  still accomplish the goal. The Table GM is encouraged to 
  allow for the players’ creativity.
  Subtier 1–2 (CR 1)
  ANXIOUS KIDNAPPER 
  CR 1
  CE Street performer (Pathfinder RPG NPC Codex 26; Siege of 
  Serpents Supplement 49)
  DEFENSE
  hp 14
  STATISTICS
  Skills Acrobatics +5, Bluff +7, Handle Animal +4, Knowledge 
  (local) +4, Perception +5, Perform (oratory) +8, Sleight of 
  Hand +6, Stealth +5
  SQ versatile performance (oratory)
  Subtier 3–4 (CR 3)
  TAUNTING KIDNAPPER 
  CR 3
  Taunting comedian (Pathfinder RPG NPC Codex 27; Siege of 
  Serpents Supplement 52)
  DEFENSE
  hp 25
  STATISTICS
  Skills Acrobatics +11, Bluff +11, Climb +1, Intimidate +9, 
  Knowledge (local) +10, Perception +6, Perform (oratory) +11, 
  Spellcraft +6, Stealth +10, Use Magic Device +10
  SQ versatile performance (oratory)
  Subtier 5–6 (CR 5)
  HOSTAGE HANDLER 
  CR 5
  Con artist (Pathfinder RPG NPC Codex 29; Siege of Serpents 
  Supplement 11)
  hp 30
  Subtier 7–8 (CR 7)
  ASPIS NEGOTIATOR 
  CR 7
  CE Street artist (Pathfinder RPG NPC Codex 31; Siege of Serpents 
  Supplement 48)
  DEFENSE
  hp 43
  STATISTICS
  Skills Bluff +12, Climb +10, Escape Artist +8, Knowledge 
  (arcana, local, nature, planes) +8, Perception +13, Perform 
  (dance, oratory) +11, Sleight of Hand +7, Spellcraft +4, Stealth 
  +7, Use Magic Device +9
  SQ versatile performance (dance, oratory)
  Subtier 10–11 (CR 10)
  ASPIS SPY 
  CR 10
  NE Chameleon (Pathfinder RPG NPC Codex 34; Siege of Serpents 
  Supplement 9)
  DEFENSE
  hp 75
  Development: If the PCs are successful, Venture-
  Captain Valsin thanks them profusely for their efforts. 
  The initiates hail the PCs as heroes and the PCs’ personal 
  legend grows, at least among the ranks of new Pathfinders. 
  The hostage taker surrenders once it is clear his victims 
  are out of danger.
  If the PCs complete the mission without taking a single 
  hit point of damage, the initiates are impressed beyond 
  their words to convey, and give the PCs some of their own 
  possessions. They rush around the dormitory and hastily 
  gather everything they can find which may be of help. This 
  counts as 1 Supply Point and should be reported along with 
  the mission success.
  If the PCs fail to stop the hostage taker from dropping 
  the bead on the hostages, they fail the mission. Most of the 
  initiates are killed and those few who survive are critically 
  injured. The hostage taker attempts to flee the scene, 
  hoping that the PCs will be distracted trying to save lives 
  and will not pursue him. Afterwards, Ambrus Valsin grimly 
  approaches the PCs. He blames himself for the mission’s 
  failure, grimly stating he was in too much of a hurry to 
  resolve the situation, pulled between the desire to return to 
  Skyreach and his unwillingness to leave initiates in peril.
  PART 3: INTO SKYREACH
  When Part 2 draws to a close, the Overseer GM should read 
  the following aloud.
  Marcos Farabellus makes rounds on the grounds and gathers 
  all Pathfinder teams to him, calling for silence while he relays 
  new information.
  
  N
  E. Skyreach
  E3
  E2
  E1
  26
  PATHFINDER SOCIETY SCENARIO
  “Pathfinders, we have determined the nature of the threat 
  which confronts us! As many of you have already ascertained, 
  a number of Aspis Consortium agents remained trapped in 
  the Hao Jin Tapestry after we captured their back door into 
  it. To our surprise and regret, there remained a means to 
  communicate with the outside world and the serpents have 
  been conspiring. This raid is comprised of two different 
  Consortium groups coordinating in a two-pronged attack. 
  They are aided by creatures from within the tapestry, whom 
  they have deceived about our goals and intentions.”
  “At this time, we’re still unsure about what is making 
  Skyreach’s tower hover, but we know for certain that someone 
  has activated the Hao Jin Tapestry. Normally the Master of 
  Spells Aram Zey would be the one to troubleshoot this kind of 
  problem, but he is nowhere to be found. We don’t have time 
  to wait for him, and he may be in danger. I’m sending you in 
  as search parties and giving you temporary clearance to travel 
  into the restricted sections of lower and middle Skyreach. 
  Check on the Sky Key and the archives while you’re there. Zey 
  may have left notes around that could tell us how to shut down 
  the tapestry.
  “We must act with the utmost haste. I believe the 
  Consortium’s plan has backfired on them, but there’s no 
  telling how long before they regroup or, worse still, somehow 
  make the situation worse.”
  Table GM Instructions
  During this part, the PCs discover that Aram Zey is dead, 
  acquire his notes on shutting down the Hao Jin Tapestry, 
  shut down the tapestry, and learn that the Sky Key has 
  been stolen. As in Part 2, Skyreach is divided into three 
  districts, which use the same color-coded threat system 
  and effects on Aid Tokens as in Part 2 (see page 11). As 
  before, it is also important to report the location of 
  successfully completed encounters to HQ Staff. Unlike in 
  Part 2, each area only has one encounter.
  Navigating Skyreach: It takes time to search a 
  structure as large as Skyreach or traverse the many 
  underground passages of the Vaults. Traveling from 
  one area to another takes 10 minutes, accounting for 
  the PCs’ searching numerous rooms and halls along the 
  way or taking many sets of stairs and secret passages to 
  reach restricted areas.
  Overseer GM Instructions
  The responsibilities of the Overseer GM are tallying 
  the number of successes reported for each district and 
  relaying information to the House regarding the state of 
  the Grand Lodge. During Part 3, the goal of the House is 
  to secure several objectives within Skyreach, including 
  Aram Zey’s notes, the Hao Jin Tapestry, and the chamber 
  
  N
  E1. Restricted Library
  A4
  A3
  A1
  A2
  N : Aram Zey’s Notes
  A : Aspis Agent
  X : Alchemist’s Fire Target
  Pathfinder Map Pack: Palace
  1 square = 5 feet
  X
  N
  27
  SIEGE OF SERPENTS
  that until recently held the Sky Key. The GM should also 
  update any large map reference to display the tower of 
  Skyreach in profile.
  Threat Level: This functions much like the Threat 
  Level in Part 2, but each district only has hit points equal 
  to twice the number of tables. During Part 3, the floating 
  tower is not accessible and should not have a threat level 
  marked. Whenever PCs active in a zone report a success to 
  the HQ Staff, that zone loses 1 hit point.
  Aid Tokens: Aid Tokens function in the same way as in 
  Part 2 (see page 12).
  Ending Part 3: Once the House has reduced each 
  district’s hit point total to 0 or after 70 minutes, the search 
  teams have completed their objectives in Skyreach; begin 
  Part 4 (see page 31).
  E. SKYREACH AND THE VAULTS
  The enormous fortress of Skyreach is visible from miles 
  away. The structure is a warren of hallways, lounges, 
  ballrooms, and museums. Despite the many sections 
  that are available to Pathfinders, vast portions normally 
  remain off-limits. Many of those restrictions have been 
  removed today.
  The PCs can travel to any of the encounter areas in 
  any order, but the GM should consider nudging the 
  PCs toward area E3 as one of their first two encounters; 
  learning of Aram Zey’s demise is an important 
  revelation, after all.
  E1. Restricted Library
  Here the PCs can seek Aram Zey’s notes for how to close 
  the Hao Jin Tapestry’s gateway to its demiplane.
  Twelve bookcases line the walls of this cozy lounge room. Their 
  shelves are crammed with books, scroll tubes, and tablets. 
  Comfortable furnishings are arrayed so that scholars may 
  examine the works without needing to remove them from the 
  room. It may be here that Aram Zey hid his notes about the 
  Hao Jin Tapestry.
  Master of Spells Aram Zey, is the foremost expert on 
  the Hao Jin Tapestry, and he kept most of the reliable 
  information on its operation in the one place he thought 
  he could control: his mind. At the Decemvirate’s 
  request, however, he created several sets of notes that 
  provide details on how to shut down the tapestry and 
  concealed them in this restricted part of the archives. 
  He has hidden them in a hollowed out book set high 
  in one of the southern bookshelves. Finding the hidden 
  notes requires a successful DC 18 Perception check (DC 
  20 in Subtier 3–4, DC 22 in Subtier 5–6, DC 25 in Subtier 
  7–8, or DC 28 in Subtier 10–11).
  
  28
  PATHFINDER SOCIETY SCENARIO
  The PCs enter this room from the north. The door to 
  the south is locked and requires a DC 25 Disable Device 
  to open. The Aspis agents (see below) have Aram Zey’s 
  personal keys, but they do not know what key goes to which 
  lock. As a standard action, a creature can attempt to unlock 
  the door with a 50% chance to guessing the right key.
  Creatures: A team of Aspis agents is already in this 
  library searching for Aram Zey’s notes and other treasures. 
  The notes are valuable, but they’re not essential to the 
  Consortium’s plans at this point in the operation, so 
  retreating is the team’s main priority when confronted. To 
  help cover their escape, one or more agents throw vials of 
  alchemists fire (starting with the marked square) to set the 
  room on fire and split the PCs’ attention.
  At the start of every round, the fire expands to a random 
  adjacent square that is not already on fire. In Subtier 3–4 and 
  5–6, the fire expands to two adjacent squares every round. In 
  Subtiers 7–8 and 10–11, it spreads to three adjacent squares. 
  A creature that enters or begins its turn in a burning square 
  takes 1d6 fire damage and catches fire (DC 15 Reflex to avoid 
  catching on fire). A PC can extinguish flames in an adjacent 
  square as a standard action with a successful DC 12 combat 
  maneuver check (increases to DC 15 in Subtier 3–4, DC 18 in 
  Subtier 5–6, DC 21 in Subtier 7–8, and DC 25 in Subtier 10–
  11) or by dousing the square with 5 or more gallons of water. 
  If the flames reach the square with the secret compartment, 
  the notes are destroyed 1 round later.
  Subtier 1–2 (CR 3)
  ASPIS MERCENARIES (4) 
  CR 1/2
  Superstitious mercenary (Pathfinder RPG NPC Codex 80; Siege 
  of Serpents Supplement 51)
  hp 14 each
  Subtier 3–4 (CR 5)
  ASPIS MERCENARIES (2) 
  CR 1/2
  Savage mercenary (Pathfinder RPG NPC Codex 10; Siege of 
  Serpents Supplement 41) 
  hp 17 each
  SERPENT SORCERER 
  CR 4
  Bramble sorcerer (Pathfinder RPG NPC Codex 162; Siege of 
  Serpents Supplement 7)
  hp 30
  Subtier 5–6 (CR 8)
  ASPIS ROGUES (3) 
  CR 4
  Guild initiate (Pathfinder RPG NPC Codex 146; Siege of Serpents 
  Supplement 28)
  hp 41 each
  SERPENT SORCERER 
  CR 4
  Bramble sorcerer (Pathfinder RPG NPC Codex 162; Siege of 
  Serpents Supplement 7)
  hp 30
  Subtier 7–8 (CR 10)
  CONSORTIUM FIXERS (2) 
  CR 6
  Spell hunters (Pathfinder RPG NPC Codex 83; Siege of Serpents 
  Supplement 45)
  hp 64 each
  ASPIS WIZARD 
  CR 8
  Cave wizard (Pathfinder RPG NPC Codex 184; Siege of Serpents 
  Supplement 28)
  hp 92
  Subtier 10–11 (CR 13)
  CONSORTIUM CLEANER 
  CR 11
  Contract killer (Pathfinder RPG NPC Codex 150; Siege of 
  Serpents Supplement 12)
  hp 86
  CONSORTIUM ENCHANTER 
  CR 11
  Fey enchantress (Pathfinder RPG NPC Codex 169; Siege of 
  Serpents Supplement 25)
  hp 56
  Development: Success hinges on recovering Zey’s 
  notes. Even if the Aspis agents escape, the PCs complete 
  the encounter successfully so long as they acquire the 
  notes. After all, another group of Pathfinders can always 
  capture the fleeing agents before they cause more trouble. 
  The encounter is only a failure if the notes are destroyed. 
  In this case, other Pathfinders are able to piece together 
  the secret of how to shut down the tapestry, though it is 
  even more dangerous.
  E2. Chamber of the Sky Key
  Here the PCs can check on the Sky Key.
  This tall library is ringed by a walkway around its perimeter, 
  which provides access to a second level of towering 
  bookshelves. A broad Qadiran rug leads to a short pedestal 
  within a tall glass case that itself sits within an inscribed 
  circle—all cordoned off by a velvet rope suspended by brass 
  poles. Several plush chairs and a few low tables bearing 
  curios line the lower floor, and two decorative suits of armor 
  stand at attention, each with a crossbow resting against its 
  shoulder. Heatless torches blaze with remarkably even light 
  in sconces throughout the room, and a tall pendulum clock 
  
  N
  E2. Chamber of the Sky Key
  1 square = 5 feet
  29
  SIEGE OF SERPENTS
  against the eastern wall ticks each passing second as its 
  hands move erratically.
  This room recently housed the Sky Key until the Aspis 
  Consortium stole it as a secondary prize in their raid. 
  When the wards protecting the Sky Key were breached, 
  the dimensional forces surrounding the artifact caused 
  space in this room to bend in an uncomfortable way. A 
  PC within 30 feet of the pedestal must succeed at a DC 16 
  Fortitude save or be sickened for 1d4 rounds. A PC who 
  succeeds at this save is immune to this effect for the rest 
  of the encounter.
  The Sky Key’s influence also causes brief scenes from 
  the recent past to flash into view. As the PCs enter the 
  room, read or paraphrase the following aloud.
  A ghostly image of a Pathfinder appears in the center of the 
  room, where his likeness eerily begins to slide through the 
  display case. His voice echoes as he speaks to an unseen 
  party. “Oh no, they’ve stolen the Sky Key. It also appears 
  they disrupted the auxiliary stabilizer, too.” He pauses before 
  continuing. “Do you feel that? I feel kind of sick all of a sudden. 
  I hope they didn’t try to disassemble it—or worse, bring it too 
  close to the tapestry. Wasn’t that why Zey kept them so far—” 
  The figure’s words go unfinished as he begins to scream and 
  dissolve, fading from view in a matter of seconds.
  Creatures: The warp in the fabric of reality here 
  destroyed the unfortunate investigators who were first to 
  discover the missing Sky Key. This dimensional tremor 
  has started to wane, but it periodically shunts otherworldly 
  creatures to this room. Several such creatures appear near 
  the display case as the image of the Pathfinder fades. 
  Confused and angry, they attack the PCs and fight until 
  they are destroyed. Any such creature gains a +5 bonus on 
  saving throws against the sickening effects of the uncanny 
  dimensional forces near the pedestal.
  Subtier 1–2 (CR 3)
  ECTOPLASMIC HUMANS (4) 
  CR 1/2
  hp 7 each (Pathfinder RPG Bestiary 4 82; Siege of Serpents 
  Supplement 20) 
  Subtier 3–4 (CR 5)
  SOULSLIVERS (3) 
  CR 2 
  hp 19 each (Pathfinder RPG Bestiary 4 250; Siege of Serpents 
  Supplement 44)
  
  N
  E3. The Tapestry Chamber
  Pathfinder Map Pack: Fortress
  1 square = 5 feet
  30
  PATHFINDER SOCIETY SCENARIO
  Subtier 5–6 (CR 8)
  XILLS (2) 
  CR 6
  hp 67 each (Pathfinder RPG Bestiary 283; Siege of Serpents 
  Supplement 58)
  Subtier 7–8 (CR 10)
  ENTROPIC RIFT DRAKE 
  CR 10
  hp 126 (Pathfinder RPG Bestiary 3 290, 106; Siege of Serpents 
  Supplement 23, 18)
  Subtier 10–11 (CR 13)
  DORVAES (2) 
  CR 11
  hp 123 each (Pathfinder RPG Bestiary 4 62, Siege of Serpents 
  Supplement 17)
  Development: Simple survival counts as a success. 
  Doing so assumes the PCs report what they learned from 
  the vision up the chain of command.
  E3. The Tapestry Chamber
  The Pathfinders have identified many of the invaders as 
  residents of the Hao Jin Tapestry demiplane, so to prevent 
  more attackers from entering the Grand Lodge, it is 
  important that the PCs shut down the tapestry gateway.
  The table at the center of this rectangular room is completely 
  contained within a rune-inscribed circle set into the floor. 
  Atop the table lies a Kelishite man’s body, spread-eagled and 
  bloodstained. At the far end of the chamber hangs a ragged 
  tapestry torn down its center. A peaceful wood with trampled 
  undergrowth is visible through the tear, though the tapestry 
  clearly hangs against a solid wall.
  This room is unlit with a 20-foot-high ceiling. The body 
  on the table is that of the Master of Spells Aram Zey, whom 
  several of the demiplane’s creatures dragged here after 
  Aspis agents killed him.
  Creatures: A group of invaders from the tapestry 
  remain in this chamber and celebrate (or in some cases,  
  commemorate) the wizard’s death, for they believe Aram 
  
  31
  SIEGE OF SERPENTS
  Zey to have been the architect of the Pathfinder Society’s 
  attacks on their home world. The yeti and syrinx are 
  unlikely to jeer, but the lamia, drider and blood hags 
  mock him openly, chanting, “Aram Zey is dead! At long 
  last, our jailer is dead!” They are all quick to attack the 
  PCs, though they may first deride PCs who are obviously 
  Pathfinders. On the other hand, they greet any PCs 
  disguised as Aspis agents.
  In combat, the syrinx and drider use the added ceiling 
  height to avoid attacks or have more room to fight. A 
  maenad serves a bodyguard for the blood hag coven. 
  Subtier 1–2 (CR 3)
  SYRINX CLERICS (4) 
  CR 1/2
  hp 8 each (See Appendix: Bestiary, page 41)
  Subtier 3–4 (CR 5)
  SYRINX CLERICS (2) 
  CR 1/2
  hp 8 each (See Appendix: Bestiary, page 41)
  YETI 
  CR 4
  hp 45 each (Pathfinder RPG Bestiary 287; Siege of Serpents 
  Supplement 59)
  Subtier 5–6 (CR 8)
  LAMIAS (2) 
  CR 6
  hp 67 each (Pathfinder RPG Bestiary 186; Siege of Serpents 
  Supplement 30)
  Subtier 7–8 (CR 10)
  DRIDERS (3) 
  CR 10
  hp 76 each (Pathfinder RPG Bestiary 113; Siege of Serpents 
  Supplement 19)
  Subtier 10–11 (CR 13)
  BLOOD HAGS (3) 
  CR 8
  hp 90 each (Pathfinder RPG Bestiary 4 19; Siege of Serpents 
  Supplement 6)
  MAENAD 
  CR 8
  hp 94 (Pathfinder RPG Bestiary 4 191; Siege of Serpents 
  Supplement 34)
  Development: Aram Zey’s body still has a lingering aura 
  of necromancy magic, which is a residual sign an Aspis agent 
  having trapped his soul. This act also makes it impossible 
  to use magic to revive the Master of Spells or communicate 
  with him through spells such as speak with dead. 
  Once the PCs have defeated the invaders, they can use 
  the procedures described in Zey’s notes from area E1 to 
  close the portal. This process takes about 10 minutes.
  PART 4: THE FLOATING TOWER
  Part 4 does not begin until the Overseer GM announces 
  that a majority of the House has successfully completed 
  Part 3. The Overseer GM should then read or paraphrase 
  the following.
  The voice of the Master of Scrolls Kreighton Shaine travels down 
  the halls, carried by a magical breeze. “Pathfinders, we have 
  determined that objectives in Skyreach are now secure and most 
  Aspis Consortium forces within have been neutralized. There 
  have been further developments of which you may or may not 
  already be aware. Aspis agents have made off with the Sky Key 
  and seem to be holding out in the tower floating above our 
  lodge. Our early experiments with teleporting in or flying to it 
  have met with no success, so I am gathering our forces to enter 
  through Arliss Hall, which has a permanent gateway to one of 
  the tower’s rooms.
  “The gateway is finicky, though. Our Master of Spells Aram Zey 
  would be better able to explain it than I, but he is currently—” 
  The elf trails off as though searching for the right word before 
  continuing, “—indisposed due to the Consortium’s attack. Finish 
  your business and gather outside Arliss Hall for the final assault. 
  I shall guide you from there.”
  When the Overseer GM reads this announcement, 
  Table GMs should wrap up their current encounters 
  quickly; reduce the hit points of any remaining enemy 
  creatures by half the maximum hit point totals. If this 
  would reduce any creature to 0 or fewer hit points, instead 
  reduce it to 1 hit point.
  During this part of the adventure, the PCs navigate the 
  mysterious Arliss Hall, an extradimensional structure 
  that changes its internal layout at a whim. Hidden inside 
  of one of the hall’s rooms is permanent portal to a room 
  inside the floating tower. Once there, the PCs engage in a 
  final battle with the Aspis Consortium—and perhaps the 
  creature bound to the tower that now feeds on the chaos 
  of the Aspis attack.
  Overseer GM Instructions
  During this part, the PCs discover travel to the tower 
  floating above the Grand Lodge in order to confront the 
  Aspis agents who have the Sky Key. The responsibilities 
  of the Overseer GM are tallying the number of successes 
  reported for the one remaining district and relaying 
  information to the House regarding the state of the 
  floating tower.
  Threat Level: This functions much like the Threat 
  Level in Part 2. Use the same profile map of Skyreach, but 
  
  N
  F. Arliss Hall
  Pathfinder Flip-Mat: Pathfinder Lodge
  1 square = 5 feet
  F5
  F1
  F6
  F2
  F7
  F3
  F8
  F4
  32
  PATHFINDER SOCIETY SCENARIO
  
  33
  SIEGE OF SERPENTS
  set the floating tower’s threat level to red; it has a number 
  of hit points equal to 1-1/4 times the number of tables, 
  and each success reported in area G6 for defeating waves 
  1, 2, and 3 reduces the tower loses 1 hit point.
  Tower Instability: 25 minutes after this part begins, the 
  Overseer GM should make the following announcement.
  The floating tower begins to shift, tilting slightly to one side. A 
  shower of debris rains down on the lawn and buildings below.
  Aid Tokens: Aid Tokens function in the same way as in 
  Part 2 (see page 12).
  Ending Part 4: Once the House has reduced the tower’s 
  hit point total to 0, the Pathfinder agents have secured 
  the zone and defeated all remaining threats; transition to 
  the Conclusion (see page 38).
  F. ARLISS HALL
  The Table GM should read the following text aloud as the 
  PCs arrive in front of Arliss Hall.
  Kreighton Shaine finishes giving instructions to one team before 
  sending them into Arliss Hall and turning to greet the new 
  arrivals. “Ah, you received my message?” he asks eagerly while 
  pulling out a small notepad and making a single tally mark. 
  “Excellent, I was uncertain whether recent events might block 
  communication as well. We have a theory that the northwest 
  tower’s new floating status may be the result of the Sky Key 
  and Hao Jin Tapestry coming too close to one another, much like 
  two extradimensional spaces placed inside one another. Thus 
  far, all of our more conventional attempts to reach the tower 
  have been repelled, and admittedly the whole thing could just 
  rocket into the Irorium any minute.” He squints to the north 
  before adding, “That would be unfortunate, as there’s a rather 
  big match over there today. Best we take control of the tower 
  before it misbehaves further.
  “The good news is that we have a permanent portal to that 
  section of the tower. Since the link is between two objects—a 
  pair of full-length mirrors—it should be stable and safe to use. 
  The only catch is that one of the mirrors is inside Arliss Hall. 
  The hall has several extradimensional properties, and with so 
  many visitors, it’s been changing its internal layout constantly. 
  Rather than waste time sending you to figure out a puzzle, I’ll 
  lead you to the portal myself. We venture-captains are fairly 
  used to it.”
  As Pathfinders, the PCs automatically know some 
  basic information about Arliss Hall. Its passageways are 
  known to shift in strange ways, and it often seems larger 
  inside that it should from the outside. The majority of 
  the rooms inside are modest but tasteful apartments that 
  venture-captains (and maybe even the Decemvirate) use 
  as personal apartments.
  Kreighton Shaine opens the door for the PCs and 
  follows them inside; however, when the PCs turn around, 
  the elf has disappeared. The Table GM should read the 
  following.
  “Of all the luck,” the Master of Scrolls voice echoes from thin air. 
  “We must have exceeded some capacity limit for this version of 
  the hall and it moved me over to another… iteration of itself. 
  I’ll try to find my way over to you, but look for the mirror! It 
  is in a private room that is reserved. We call it the Lost Room. 
  The chamber will be hidden in plain sight but there’s always 
  some sort of trick to find it. Hurry and I’ll try to join you soon! 
  One last thing—rarely can anyone find the Lost Room alone, so 
  work together!”
  Arliss Hall is a puzzle encounter. First, the PCs must 
  find the “Lost Room.” Kreighton Shaine shared several 
  clues that might help the PCs identify the right door, and 
  the PCs can find several other clues as they explore the 
  building.
  • 
  Kreighton Shane said it was a private room, which 
  suggests it is one of the rooms on the second floor. •All 
  of Arliss Hall radiates moderate magic when studied with 
  detect magic, but currently only the door to F8 radiates strong 
  conjuration magic.
  • 
  There is a guest registry near the entrance, identifying 
  which rooms are available. Currently the registry lists nine 
  rooms, including both room 8 and “room 8A”, even though no 
  such room appears to exist. Room 8 is currently registered to the 
  Pathfinder agent Osprey, while Room 8A is marked “Reserved—
  do not use.” At the top of the page are words written in delicate 
  penmanship and red ink. “Arliss Hall values your privacy. Simply 
  lock your door and we will see to it that you are not disturbed.”
  • 
  When a PC enters F8 and closes the door, they notice the 
  inside lock already has a key inserted in it.
  The PCs must locate the Lost Room, which is actually 
  in a pocket dimension that is coterminous with room 
  F8 but only appears under special circumstances—
  specifically when the occupant of area F8 desires privacy. 
  When a creature enters area F8, closes the door, and locks 
  it from the inside (using the key), any other creatures 
  opening the door instead finds the Lost Room so that 
  the original occupant of area F8 is not disturbed. It is 
  not simply enough to have someone enter area F8; the 
  door must be locked or held closed from the inside or 
  the switch does not occur. When the original occupant 
  opens the door to leave, area F8 again replaces the Lost 
  Room. In addition, area F8 returns if left locked for more 
  than 24 hours, preventing either room from becoming 
  displaced permanently. 
  The Lost Room contains exactly the same furnishings 
  as area F8, but its mirror acts as a portal to area G1. 
  Anyone touching the mirror finds that its reflective 
  
  N
  G. The Floating Tower
  1 square = 5 feet
  G6
  G1
  G2
  G5
  G4
  G3
  34
  PATHFINDER SOCIETY SCENARIO
  surface is insubstantial, and a Medium creature can step 
  through with ease. A Large creature can squeeze through, 
  and a Huge creature can only fit with a successful DC 30 
  Escape Artist check.
  The properties of the Lost Room and the conditions 
  under which it appears makes it easy for a PC to make 
  the room appear for everyone else, but that PC is then 
  left stranded for the rest of the adventure. Getting 
  the entire group into the Lost Room requires some 
  experimentation, planning, or keen observation. From 
  the inside, both rooms look out onto the Grand Lodge’s 
  lawns. In fact, one can climb out of the room’s window 
  without resetting which room is accessible from within 
  Arliss Hall. This allows the PC in area F8 to simply 
  escape out the window (a DC 15 Climb check), enter the 
  hall through the front door, and rejoin the rest of the 
  PCs, who always find the Lost Room when they open the 
  door. A secret door accessible inside the Lost Room leads 
  to area F7, which provides a similar solution. Finding the 
  door requires a successful DC 20 Perception check (DC 25 
  in Subtiers 5–6 and 7–8 or DC 30 in Subtier 10–11).
  Development: Once the PCs find the Lost Room, they 
  need only step through the mirror to the Floating Tower. 
  They arrive in area G1.
  G. THE FLOATING TOWER
  The tower bobs in the air above the Grand Lodge at a height 
  of approximately 300 feet, suspended in a translucent field 
  of iridescent energy. This field suppresses most magical 
  effects that come in contact with it as well as attempts to 
  use teleportation magic to enter the tower, affecting them 
  as dispel magic (CL 15th). Debris also orbits the tower at high 
  speeds, functioning as a blade barrier that has an effective 
  caster level equal to the table’s APL (DC 17 Reflex for half). 
  Within the field (i.e. inside the tower), magic functions 
  properly. Each tower floor has a 15-foot ceiling.
  If a PC attempts to fly to the tower, there are enough 
  Pathfinder agents on the grounds who watch and can cast 
  feather fall to arrest the descent of anyone who plummets 
  from the tower.
  Twenty minutes into this part of the adventure, the 
  Overseer GM announces that the floating tower has begun 
  to tilt. This has several consequences. First, the tower tilts 
  approximately 30 degrees to the east, which causes any 
  creature standing on the floor to fall prone unless it succeeds 
  at a DC 12 Reflex save. This also causes any movement to the 
  west difficult terrain unless the PC also succeeds at a DC 
  10 Acrobatics check. A creature that can fly or is under the 
  effects of spider climb ignores these effects. Finally, the fallen 
  
  35
  SIEGE OF SERPENTS
  column blocking the door to area G1 rolls out of the tower, 
  allowing the PCs to bypass this obstacle.
  G1. Arrival Point
  The southeast corner of this room has broken off along with part 
  of the floor. Rubble, loose bricks, and masonry litter the edges. 
  Beyond the opening, blue sky and the Absalom’s city skyline are 
  plainly visible. A solitary door is closed to the south and a full-
  length mirror is bolted to northwest wall. 
  Although the mirror portal is intact, the room it is in 
  suffered considerable damage when the northwest tower 
  tore free from Skyreach. The PCs must find a way to reach 
  the rest of the tower and the stairs that lead up to area 
  G6. A fallen column has blocked the strong wooden door 
  (hardness 5, hp 20) from the hallway outside. A PC can 
  push the door open with a successful DC 21 Strength 
  check (the DC increases to DC 23 in Subtier 5–6, to DC 24 
  in Subtier 7–8, and to DC 26 in Subtier 10–11).
  The PCs can also fly, levitate, swing, or climb around 
  the broken wall to reach the hallway beyond. This 
  requires a successful DC 15 Acrobatics or Climb check. 
  Failing the Acrobatics check or failing the Climb check 
  by 5 or more causes the PC to fall to what remains of the 
  floor below and take 1d6 damage. Because the stairs to 
  this lower level are broken, the PC must then find her 
  own way up to area G2, such as by a rope and grappling 
  hook or scaling the broken walls (DC 20 Climb).
  Development: Destroying the door or forcing it open 
  creates a large amount of noise that alerts the Aspis 
  agents above that enemies are approaching, and they 
  prepare for combat.
  G2. Siege Floor 
  This floor is clear except where the walls are crumbled 
  away. The north and west windows feature gargoyles just 
  below them. Both gargoyles have a reservoir built into 
  their backs so oil or other chemicals can be poured and 
  sprayed down on would-be attackers. Numerous arrow 
  slits are built into the walls.
  G3. Siege Supplies  
  This room contains ancient siege supplies stored here 
  when Skyreach was considered a fortress in the traditional 
  sense. Barrels of oil and a decrepit wheelbarrow are here, 
  as well as several crates of serviceable arrows. The PCs can 
  find mundane versions of any weapon or ammunition in 
  the Pathfinder RPG Core Rulebook here.
  G4. Guard Station
  Old cots and moth-eaten blankets smothered in a thick 
  layer of dust confirm that no one has been posted atop 
  this tower in years. The cots are nevertheless are sturdy 
  and the door is functional. 
  G5. Stairs
  The door to this staircase is unlocked. The stairs wind 
  upward past tight corners until they reach area G6.
  G6. Battle Tower
  The top floor of the tower is an open, undivided by interior walls 
  but for the small space partitioning the stairwell. Windows large 
  enough to step through line the exterior walls. Immense magical 
  circles are permanently etched into the floor, their lines and 
  curves inscribed and filled with several types of metallic powder. 
  Faint, multi-colored mist roils within the southern circle.
  Two strange contraptions stand near the northwest 
  and southwest windows. Each device is a large, red-tinted 
  crystalline lens mounted in a frame so that they may be 
  angled in all directions.
  This is where defenders of Skyreach could rain fire down 
  upon attackers with impunity in defense of 
  the Grand Lodge. 
  Hazard: The southern circle 
  still holds a powerful protean 
  bound here for years, but 
  the chaos of the tower’s 
  tearing free and orbiting 
  Skyreach has gradually 
  allowed the protean 
  to overpower the 
  circle’s 
  binding. 
  At the beginning of 
  the 
  encounter, 
  the 
  protean 
  has 
  taken 
  the form of colorful 
  mist so as to probe every 
  possible weakness in its 
  SKYLANCE
  The northwest tower also has two stationary defenses 
  known as skylances, installed here after being recovered 
  from a Shory ruin. When a creature casts scorching ray 
  while adjacent to a skylance, the spell’s range increases 
  to long (400 ft. plus 40 ft./level). A creature adjacent to 
  a skylance can also spontaneously convert any spell with 
  the fire descriptor and that is 2nd-level or higher into 
  scorching ray. Finally, once per day a creature can use the 
  skylance to fire a single scorching ray (CL 3rd) without any 
  spellcasting required, though in Subtier 1–2, this ray only 
  deals 2d6 fire damage.
  
  36
  PATHFINDER SOCIETY SCENARIO
  cage; however, despite being unable to escape during the 
  PCs’ clashes with the Aspis, it is able to manifest a few limbs 
  to tear at anyone the PCs push into the circle. The protean 
  grabs a Medium or smaller creature in the circle and deals 
  2d8+6 damage each round. The protean’s CMD for the 
  purpose of breaking out of this grapple is 15 in Subtier 1–2, 
  19 in Subtier 3–4, 23 in Subtier 5–6, 27 in Subtier 7–8, and 34 
  in Subtier 10–11. 
  None of the NPCs have any special ability to push a PC into 
  the circle, so during this encounter the hazard is more an 
  opportunity for the PCs to incapacitate one of the Aspis foes.
  Wave 1
  Several Aspis Consortium agents carried the Sky Key here 
  in preparation for another part of the assault on the Grand 
  Lodge, but they became trapped here when the tower broke 
  free from Skyreach. Unless the PCs have made a large 
  amount of noise elsewhere in the tower, the Aspis agents 
  are unaware that anyone else is here. Given proper warning, 
  they cast any defensive and mobility-enhancing spells such 
  as spider climb. The agents have identified how to operate the 
  skylances and use them during the encounter.
  The Aspis agent with the highest CR is the team’s leader 
  and has two additional items: the Sky Key and a potion of spider 
  climb. He drinks the potion to prepare for combat, which 
  helps negate penalties from the tower’s movement. The Sky 
  Key is reacts unpredictably when the person carrying it fails a 
  saving throw against a spell or spell-like ability, causing him 
  to shift 1d3×5 feet in a random direction along the floor.
  Subtier 1–2 (CR 3)
  ASPIS AGENTS (2) 
  CR 1/2
  Cutpurses (Pathfinder RPG NPC Codex 144; Siege of Serpents 
  Supplement 14)
  hp 12 each
  ASPIS BRUTE 
  CR 1
  Skulking brute (Pathfinder RPG NPC Codex 144; Siege of Serpents 
  Supplement 14)
  hp 19
  Subtier 3–4 (CR 5)
  ASPIS BRUTES (2) 
  CR 1
  Skulking brutes (Pathfinder RPG NPC Codex 144; Siege of 
  Serpents Supplement 14)
  hp 19 each
  SERPENT SORCERER 
  CR 4
  Bramble sorcerer (Pathfinder RPG NPC Codex 162; Siege of 
  Serpents Supplement 7)
  hp 30
  Subtier 5–6 (CR 8)
  DISCIPLES OF PROFIT (2) 
  CR 5
  Nimble shuriken throwers (Pathfinder RPG NPC Codex 98; Siege 
  of Serpents Supplement 13)
  hp 40 each
  CONSORTIUM STORMCALLER 
  CR 5
  Storm sorcerer (Pathfinder RPG NPC Codex 163; Siege of 
  Serpents Supplement 47)
  hp 35
  Subtier 7–8 (CR 10)
  MARKET ENFORCERS (2) 
  CR 7
  Axe dancers (Pathfinder RPG NPC Codex 99; Siege of Serpents 
  Supplement 3)
  hp 60 each
  CONTRACTED KILLER 
  CR 7
  Wrath priest (Pathfinder RPG NPC Codex 49; Siege of Serpents 
  Supplement 56)
  hp 71
  Subtier 10–11 (CR 13)
  ASPIS INFILTRATORS (2) 
   
   
  CR 8
  Deadly spies (Pathfinder RPG NPC Codex 148; Siege of Serpents 
  Supplement 15)
  hp 53 each
  RAID LEADER MARTOLL 
  CR 12
  Azure bolt sorcerer (Pathfinder RPG NPC Codex 170; Siege of 
  Serpents Supplement 4) 
  hp 141
  Development: First, report the successful completion of 
  the encounter to HQ Staff. Once the PCs defeat the Aspis 
  agents, the circle containing the protean begins crackling 
  with energy, and the Sky Key begins to pulse as it begins 
  gravitating toward the circle. The PCs have 3 rounds before 
  the next encounter begins, during which time they can 
  recover, move about the room, or flee; however, it is nearly 
  impossible to move the Sky Key further from the circle, as 
  though it were an immovable rod. In Subtiers 3–4 and 5–6, 
  the PCs instead have 2 rounds to prepare, and in Subtiers 
  7–8 and 10–11, they have only 1 round.
  Wave 2
  As the protean trapped within the circle strains against its 
  prison, its primal energies form into powerful elementals 
  that attack the PCs. These elementals begin the encounter 
  adjacent to the circle. During this encounter, the protean 
  
  37
  SIEGE OF SERPENTS
  in the circle is no longer able to attack foes—even those 
  that enter its prison.
  Subtier 1–2 (CR 3)
  SMALL LIGHTNING ELEMENTALS (2) 
  CR 1
  hp 11 each (Pathfinder RPG Bestiary 2 116; Siege of Serpents 
  Supplement 31)
  Subtier 3–4 (CR 5)
  MEDIUM LIGHTNING ELEMENTALS (2) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 2 116; Siege of Serpents 
  Supplement 31)
  Subtier 5–6 (CR 8)
  MEDIUM LIGHTNING ELEMENTALS (2) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 2 116; Siege of Serpents 
  Supplement 31)
  LARGE LIGHTNING ELEMENTAL 
  CR 5
  hp 60 (Pathfinder RPG Bestiary 2 116; Siege of Serpents 
  Supplement 31)
  Subtier 7–8 (CR 10)
  ENTROPIC LARGE LIGHTNING ELEMENTALS (2) 
  CR 6
  hp 60 each (Pathfinder RPG Bestiary 2 292, 116; Siege of 
  Serpents Supplement 23, 31)
  ENTROPIC HUGE LIGHTNING ELEMENTAL 
  CR 8
  hp 85 (Pathfinder RPG Bestiary 2 292, 116; Siege of Serpents 
  Supplement 23, 31)
  Subtier 10–11 (CR 13)
  ENTROPIC LARGE LIGHTNING ELEMENTALS (4) 
  CR 6
  hp 60 each (Pathfinder RPG Bestiary 2 292, 116; Siege of 
  Serpents Supplement XX)
  ENTROPIC ELDER LIGHTNING ELEMENTAL 
  CR 12
  hp 136 (Pathfinder RPG Bestiary 2 292, 117; Siege of Serpents 
  Supplement 23, 32)
  Development: First, report the successful completion 
  of the encounter to HQ Staff. When the PCs defeat the 
  elementals, the energies around the protean’s circle flare 
  wildly, and the powdered metal begins to shake and fly out 
  of the inscribed ring. As at the end of Wave 2, the PCs have 
  3 rounds to prepare before the protean within attacks. In 
  Subtiers 3–4 and 5–6, the PCs instead have 2 rounds , and 
  in Subtiers 7–8 and 10–11, they have only 1 round.
  Wave 3
  As the binding circle breaks apart, the protean within 
  escapes. Although it is incensed at having been restrained, 
  it is even more excited to taste freedom once more. As a 
  result, it is possible for the PCs to resolve this encounter 
  peacefully—or at least delay the protean’s wrath—by 
  conversing with it. Keep in mind that this is the final 
  possible encounter, so if the PCs resolve this quickly 
  while the tower’s threat level is still red, they’ll have no 
  further content to experience during the adventure; if 
  they’re pushing toward a roleplaying solution, aim to 
  stretch out the encounter using the protean’s chaotic 
  nature and tendency to change subjects and apparent 
  motivations without warning. When in doubt, just move 
  directly to combat.
  In some subtiers, the rupturing of the circle’s energies 
  causes the protean to split in two, while in other subtiers, 
  it creates additional lightning elementals. 
  Subtier 1–2 (CR 3)
  SMALL LIGHTNING ELEMENTAL 
  CR 1
  hp 11 (Pathfinder RPG Bestiary 2 116; Siege of Serpents 
  Supplement 31)
  VOIDWORM PROTEAN 
  CR 2
  hp 16 (Pathfinder RPG Bestiary 2 217; Siege of Serpents 
  Supplement 38)
  Subtier 3–4 (CR 5)
  MEDIUM LIGHTNING ELEMENTAL 
  CR 3
  hp 26 (Pathfinder RPG Bestiary 2 116; Siege of Serpents 
  Supplement 31)
  VOIDWORM PROTEANS (2) 
  CR 2
  hp 16 each (Pathfinder RPG Bestiary 2 217; Siege of Serpents 
  Supplement 38)
  Subtier 5–6 (CR 7)
  NAUNET 
  CR 7
  hp 94 (Pathfinder RPG Bestiary 2 216; Siege of Serpents 
  Supplement 37)
  Subtier 7–8 (CR 10)
  IMENTESH 
  CR 6
  hp 123 (Pathfinder RPG Bestiary 2 214; Siege of Serpents 
  Supplement 36)
  
  38
  PATHFINDER SOCIETY SCENARIO
  Subtier 10–11 (CR 13)
  IMENTESHES (2) 
  CR 10
  hp 123 each (Pathfinder RPG Bestiary 2 214; Siege of Serpents 
  Supplement 36)
  ENTROPIC GREATER LIGHTNING ELEMENTAL 
  CR 10
  hp 110 (Pathfinder RPG Bestiary 2 292, 117; Siege of Serpents 
  Supplement 23, 32)
  Development: With the protean defeated or convinced 
  to depart peaceably, the energies immobilizing the Sky 
  Key dissipate, and the PCs are able to depart the tower 
  without further incident. Endeavor to keep your players 
  at the table so that they can hear the conclusion.
  CALCULATING THE OUTCOME
  Based on its performance in Acts 2 through 4, the House 
  can achieve varying degrees of success in the defense 
  of the Grand Lodge. Determining the overall House 
  ranking in the Grand Lodge’s defense is broken down 
  into two steps.
  Step 1—Victory Point Total: Add up the total number of 
  successes reported during Parts 2 and 3 of the adventure. 
  Do not add the successes during Part 4 to this, as those 
  successes determine when the adventure ends, not how 
  well the PCs did.
  Step 2—Determine Initial Degree of Success: 
  Compare this sum to the number of tables in the House 
  using the table below to determine the result of the 
  Grand Lodge’s defense.
   
  Victory Points 
  Battle Results
  Fewer than (3 × [number of tables])  Near Defeat
  At least 3 × [number of tables]  
  Admirable Resistance
  At least 4 × [number of tables]  
  Impressive Defense
  At least 5 × [number of tables]  
  Overwhelming Victory
  CONCLUSION
  Once House has reduced the floating tower district’s hit 
  points to 0, all combat should cease. The Overseer GM 
  should calculate the House’s battle result (see above), then 
  read the following aloud.
  The floating tower grows quiet as Pathfinders incapacitate 
  the last of the Aspis Consortium operatives. Down hundreds 
  of feet below, for the first time in living memory, the Grand 
  Lodge’s gates are closed beneath the arch that bears the 
  Glyph of the Open Road. Just outside the gates stands a crowd 
  of hundreds pressed up together to look up and watch the 
  spectacle. Behind them, a force of district guards pushes 
  toward the front, calling for someone to open the gates. From 
  the wall, Venture-Captain Ambrus Valsin stares down and 
  barks a firm “No.”
  “Not your problem,” notes a deep voice. Marcos Farabellus 
  and a half dozen other Pathfinders approach while sheathing 
  their weapons. The Master of Swords gives a reassuring smile 
  and remarks, “Just be thankful for once you’re not in charge 
  down there.” His smile fades as he surveys the damaged tower 
  and picks up the Sky Key in both hands. “It’s clear that the 
  tower isn’t stable, and I don’t think tinkering with the Sky Key 
  up here is going to make it conveniently set back down where 
  it was. It’s past time we get out of here—before whatever 
  magic is keeping us afloat decides to stop working.”
  One-by-one, Pathfinders emerge from Arliss Hall, with 
  Marcos Farabellus emerging last. A trio of Pathfinders is 
  waiting for him with a thick chest, and he lightly places the 
  Sky Key within, closes the lid, and motions for the agents to 
  carry the strange Numerian device back to Skyreach, where 
  several dozen armed operatives quickly surround them to 
  ensure no more ill befalls the Society’s prize. The Master of 
  Swords strides toward the pedestal where the towering statue 
  of Durvin Gest once stood but now lies shattered. Within 
  minutes, hundreds of Pathfinders and their venture-captains 
  solemnly gather in a wide circle around the monument, and 
  the blood-spattered Master of Swords addresses alumni of 
  this year’s Grand Convocation.
  “We were tested today, my friends,” he confidently states 
  as he hefts a sheathed sword in one hand, “But we were not 
  found wanting!” Following a ragged cheer, his expression 
  sobers. “We also lost people today: good agents and one of 
  the great men who taught them—the Master of Spells Aram 
  Zey. But I tell you we saved something far greater. Not some 
  ancient relics from a bygone era! No! We kept our wits! We kept 
  our courage! We kept our faith in one another, and we stood, 
  shoulder-to-shoulder, UNITED!”
  Another cheer rises up and after it subsides, the Master of 
  Swords quietly observes, “And the damned snakes in the Aspis 
  Consortium still don’t have an answer for that.” He clambers 
  down the fallen stones and waves, “Tend to your wounds. Get 
  yourself a good meal and some rest. We have a lot of work to 
  do this year. Dismissed!” With that, he walks side-by-side with 
  other venture-captains towards Skyreach.
   At this point, the Overseer GM should now read the 
  descriptive text that matches the Battle Result. 
  Near Defeat:
  The Aspis Consortium’s assault has cost the Pathfinder Society 
  dearly on multiple fronts. An enthusiastic crop of initiates are 
  now demoralized and discouraged by recent events. Many 
  Pathfinders died and countless more are seriously injured. 
  The public’s confidence in the Society is badly shaken by the 
  near defeat.
  
  39
  SIEGE OF SERPENTS
  Admirable Resistance:
  The Grand Lodge has suffered damage and losses, but the resolve 
  of the Society is unwavering. The invaders were repelled, and 
  the Consortium spent incredible resources with little to show for 
  it thanks to the Pathfinders’ admirable resistance.
  Impressive Defense:
  Although it incurred losses, the Society has protected its greatest 
  treasures and assets. The Aspis Consortium has revealed a 
  weakness in the Grand Lodge’s security and lost the chance to 
  exploit it—all thanks to the Pathfinders’ impressive defense.
  Overwhelming Victory:
  Unable to achieve more than a handful of minor objectives, 
  the Aspis Consortium and their dupes have turned tail and fled. 
  Renovation of Skyreach’s towers has already begun, and the 
  venture-captains already have sound theories on how to rescue 
  Aram Zey. All signs point to this escapade having completely 
  backfired for the Aspis Consortium thanks to the Pathfinders’ 
  overwhelming victory!
  FINAL CLOSING
  The Overseer GM should close the event, thank the 
  Table GMs for their hard work, thank the players for 
  their support of Pathfinder Society Organized Play, 
  and provide the GMs and players with instructions for 
  submitting reporting sheets and exiting the event.
  The PCs can earn up to two boons based on their 
  performance. If the final outcome was an Admirable 
  Resistance or Impressive Defense, each PC can choose 
  one of the Pathfinder’s Excellence boons. If the House 
  earned an Overwhelming Victory, each PC can instead 
  choose two Pathfinder’s Excellence boons.
  Success Conditions
  A PC fulfills the primary success condition simply by 
  participating in the Grand Convocation and the defense of 
  the Grand Lodge, earning each 1 Prestige Point. The PCs 
  fulfill the secondary success condition so long as the House 
  achieved an Impressive Defense or Overwhelming Victory 
  outcome, earning each PC an additional 1 Prestige Point.
  APPENDIX: BESTIARY
  ASPIS ANGEL 
  CR 1
  Animated object (Pathfinder RPG Bestiary 14)
  N Small construct 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 11 (2d10)
  Fort +0, Ref +1, Will –5
  Defensive Abilities hardness 5; Immune construct traits
  Weakness susceptible to mind-affecting effects
  OFFENSE
  Speed 30 ft.
  Melee 2 tentacles +3 (1d3)
  STATISTICS
  Str 10, Dex 12, Con —, Int 17, Wis 1, Cha 1
  Base Atk +2; CMB +1; CMD 12
  Skills Perception +5, Sense Motive +5, Spellcraft +8
  SQ construction points (stone, tentacles), fragile, puppet of 
  the stars
  SPECIAL ABILITIES
  Fragile (Ex) An Aspis angel is fragile. It takes a –3 penalty 
  to hardness and natural armor, and it does not receive 
  additional hit points based on its size as typical for a 
  construct. This quality reduces its CR by 1.
  Puppet of the Stars (Su) An Aspis angel is under the control 
  of an evil otherworldly being millions of miles away. While 
  the construct does not possess a natural Intelligence score, 
  its controller can use its senses and direct the construct 
  to act as if it were an intelligent creature. The construct’s 
  listed skills are the controller’s relevant skills. Because of 
  this unusual arrangement, the Aspis angel is not immune 
  to mind affecting-effects, and it is vulnerable to protection 
  from evil. If a spellcaster targets the construct with 
  protection from evil, the spell disrupts the controller’s link 
  (no save), and the Aspis angel cannot move or attack for 
  the duration of the spell.
  ASPIS FALLEN ANGEL 
  CR 3
  Animated object (Pathfinder RPG Bestiary 14)
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +1, Will –4
  Defensive Abilities hardness 5; Immune construct traits
  Weakness susceptible to mind-affecting effects
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee 2 tentacles +5 (1d4+2)
  STATISTICS
  Str 14, Dex 10, Con —, Int 16, Wis 1, Cha 1
  Base Atk +3; CMB +5; CMD 15
  Skills Perception +7, Sense Motive +7, Spellcraft +10
  SQ construction points (additional movement [fly], tentacles), 
  puppet of the stars
  
  40
  PATHFINDER SOCIETY SCENARIO
  SPECIAL ABILITIES
  Puppet of the Stars (Su) An Aspis fallen angel is under the 
  control of an evil otherworldly being millions of miles 
  away. While the construct does not possess a natural 
  Intelligence score, its controller can use its senses and 
  direct the construct to act as if it were an intelligent 
  creature. The construct’s listed skills are the controller’s 
  relevant skills. Because of this unusual arrangement, 
  the Aspis fallen angel is not immune to mind affecting-
  effects, and it is vulnerable to protection from evil. If a 
  spellcaster targets the construct with protection from evil, 
  the spell disrupts the controller’s link (no save), and the 
  Aspis fallen angel cannot move or attack for the duration 
  of the spell.
  DURVIN GEST STATUE 
  CR 6
  Animated object (Pathfinder RPG Bestiary 14)
  NE Large construct 
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 15, touch 8, flat-footed 15 (–1 Dex, +7 natural, –1 size) 
  hp 52 (4d10+30) 
  Fort +1, Ref +0, Will –4 
  Defensive Abilities hardness 8; Immune construct traits
  Weakness susceptible to mind-affecting effects
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +9 (1d6+6 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+6)
  STATISTICS
  Str 22, Dex 8, Con —, Int 17, Wis 1, Cha 1
  Base Atk +4; CMB +11 (+15 grapple); CMD 20
  Skills Perception +9, Sense Motive +9, Spellcraft +12
  SQ construction points (additional attack, constrict, faster, 
  grab, stone)
  MUMMIFIED MONK 
  CR 6
  Variant mummified human monk 6 (Pathfinder RPG 
  Bestiary 4 196)
  LE Medium undead (augmented humanoid)
  Init +6; Senses darkvision 60 ft.; Perception +10
  Aura frightful presence (60 ft., DC 15, 1d6 rounds)
  DEFENSE
  AC 19, touch 15, flat-footed 16 (+3 Dex, +1 dodge, +1 monk, +4 
  natural, +1 Wis)
  hp 54 (6d8+24)
  Fort +7, Ref +7, Will +6; +2 vs. enchantments
  Defensive Abilities evasion; DR 5/—; Immune undead traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 40 ft.
  Melee flurry of blows +9/+9/+4 (1d8+4) 
  or unarmed strike +9 (1d8+4)
  Special Attacks burst of vengeance, dust stroke, flurry of 
  blows, stunning fist (6/day, DC 14)
  STATISTICS
  Str 18, Dex 16, Con —, Int 8, Wis 12, Cha 15
  Base Atk +4; CMB +10 (+12 disarm); CMD 24 (26 vs. disarm)
  Feats Combat Reflexes, Deflect Arrows, Dodge, Improved 
  Disarm, Improved Initiative, Improved Unarmed Strike, 
  Stunning Fist, ToughnessB, Weapon Focus (unarmed strike)
  Skills Acrobatics +11 (+21 when jumping), Climb +13, Intimidate 
  +8, Perception +10, Sense Motive +6, Stealth +10; Racial 
  Modifiers +10 Acrobatics when jumping, +4 Stealth
  Languages Tien
  SQ fast movement, ki pool (4 points, magic), high jump, 
  maneuver training, slow fall 30 ft.
  SPECIAL ABILITIES
  Burst of Vengeance (Su) Twice per day as a swift action, a 
  mummified monk may act as if affected by the haste spell 
  for one round.
  Dust Stroke (Su) A creature killed by a mummified monk’s 
  unarmed strike is disintegrated into a cloud of dust, 
  completely destroying the victim’s body (as disintegrate).
  
  41
  SIEGE OF SERPENTS
  OWL PRIEST 
  CR 9
  Syrinx cleric of Gozreh 10 (Pathfinder Campaign Setting: Inner 
  Sea Bestiary 51)
  NE Medium humanoid (syrinx)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 
  DEFENSE
  AC 19, touch 11, flat-footed 19 (+8 armor, +1 deflection) 
  hp 88 (10d8+38)
  Fort +9, Ref +3, Will +11; +2 vs. mind–affecting effects
  Resist electricity 10
  OFFENSE
  Speed 20 ft., fly 60 ft. (average)
  Melee +1 trident +7/+2 (1d8) 
  Special Attacks channel negative energy 5/day (DC 19, 5d6)
  Domain Spell-Like Abilities (CL 10th; concentration +14)
  7/day—lightning arc (1d6+5 electricity), storm burst 
  (1d6+5 nonlethal)
  At will—lightning lord (10 bolts/day)
  Cleric Spells Prepared (CL 10th; concentration +14)
  5th—flame strike (DC 19), ice stormD, slay living (DC 19)
  4th—cure critical wounds, divine power, freedom of 
  movement, sleet stormD, unholy blight (DC 18)
  3rd—bestow curse (DC 17), blindness/deafness (DC 17), call 
  lightningD (DC 17), dispel magic, searing light
  2nd—bull’s strength, darkness, owl’s wisdom, sound burst 
  (DC 16), spiritual weapon, wind wallD
  1st—bless, command (DC 15), divine favor, obscuring mistD, 
  protection from good, shield of faith
  0 (at will)—create water, detect magic, guidance, resistance
  D domain spell; Domains Air, Weather
  STATISTICS
  Str 8, Dex 10, Con 14, Int 10, Wis 18, Cha 14
  Base Atk +7; CMB +6; CMD 17
  Feats Combat Casting, Improved Channel, Improved Initiative, 
  Selective Channeling, Toughness
  Skills Fly +8, Knowledge (planes) +5, Knowledge (religion) +7, 
  Linguistics +5, Perception +4 (+6 at night), Sense Motive +11, 
  Spellcraft +5, Stealth –1 (+1 at night); Racial Modifiers +2 
  Perception at night, +2 Stealth at night
  Languages Auran, Azlanti, Common, Syrinx; speak with avians
  Combat Gear potion of cure light wounds (2) Other Gear +2 
  mithral breastplate, +1 trident, ring of protection +1, gold 
  holy symbol of Gozreh, 35 gp
  SPECIAL ABILITIES
  Speak with Avians (Ex) Syrinx can speak with all birds of 
  the animal creature type and birdlike magical beasts (like 
  phoenixes and thunderbirds).
  SYRINX CLERIC 
  CR 1
  Syrinx cleric of Asmodeus 1 (Pathfinder Campaign Setting: 
  Inner Sea Bestiary 51)
  LE Medium humanoid (syrinx)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +3 
  DEFENSE
  AC 13, touch 10, flat-footed 13 (+3 armor)
  hp 8 (1d8)
  Fort +1, Ref +0, Will +5; +2 vs. mind–affecting effects
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee mwk quarterstaff +2 (1d6+1)
  Special Attacks channel negative energy 5/day (DC 12, 1d6), 
  Domain Spell-Like Abilities (CL 1st; concentration +4)
  6/day—touch of evil (1 rounds)
  6/day—copycat (1 rounds)
  Cleric Spells Prepared (CL 1st; concentration +4)
  1st—command (DC 14), divine favor, protection from goodD
  0 (at will)—bleed (DC 13), detect magic, resistance 
  D domain spell; Domains Evil, Trickery
  STATISTICS
  Str 13, Dex 10, Con 8, Int 10, Wis 16, Cha 15
  Base Atk +0; CMB +1; CMD 11
  Feats Selective Channeling
  Skills Fly +3, Knowledge (religion) +4, Perception +3 (+5 
  at night), Stealth +0 (+2 at night); Racial Modifiers +2 
  Perception at night, +2 Stealth at night
  Languages Common, Syrinx; speak with avians
  Combat Gear potion of cure light wounds; Other Gear studded 
  leather, mwk quarterstaff, spell component pouch, wooden 
  holy symbol
  SPECIAL ABILITIES
  Speak with Avians (Ex) Syrinx can speak with all birds of the 
  animal creature type and birdlike magical beasts.
  SYRINX WIZARD 
  CR 6
  Syrinx conjurer 7 (Pathfinder Campaign Setting: Inner Sea 
  Bestiary 51)
  LE Medium humanoid (syrinx)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +9 
  DEFENSE
  AC 11, touch 11, flat-footed 11 (+1 deflection) 
  hp 55 (7d6+28)
  Fort +4, Ref +2, Will +7; +2 vs. mind–affecting effects
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee mwk quarterstaff +3 (1d6–1) 
  Arcane School Spell-Like Abilities (CL 7th; concentration +11)
  7/day—acid dart (1d6+3 acid)
  Conjurer Spells Prepared (CL 7th; concentration +11)
  4th—bestow curse (DC 19), black tentacles, dimension door
  3rd—empowered ray of enfeeblement (DC 16), lightning bolt 
  (DC 17), ray of exhaustion (DC 18), stinking cloud (DC 18)
  2nd—glitterdust (DC 17), invisibility, mirror image, scorching 
  ray, web (DC 17)
  1st—alarm, grease (DC 16), mage armor, magic missile, 
  shield, ventriloquism (DC 15)
  0 (at will)—acid splash, mage hand, ray of frost, resistance
  
  42
  PATHFINDER SOCIETY SCENARIO
  Opposition Schools divination, enchantment
  STATISTICS
  Str 8, Dex 10, Con 14, Int 18, Wis 15, Cha 10
  Base Atk +3; CMB +2; CMD 13
  Feats Empower Spell, Improved Initiative, Scribe Scroll, Spell 
  Focus (conjuration), Spell Focus (necromancy), Toughness
  Skills Fly +10, Knowledge (arcana) +14, Knowledge 
  (geography) +14, Knowledge (nature) +14, Perception +9 
  (+11 at night), Spellcraft +14, Stealth +0 (+2 at night); Racial 
  Modifiers +2 Perception at night, +2 Stealth at night
  Languages Azlanti, Common, Infernal, Syrinx; speak 
  with avians
  SQ arcane bond (ring of protection +1), summoner’s charm 
  (3 rounds)
  Gear mwk quarterstaff, headband of vast intelligence +2, ring 
  of protection +1, spell component pouch, traveling spellbook 
  (contains all prepared spells plus summon monster IV)
  SPECIAL ABILITIES
  Speak with Avians (Ex) Syrinx can speak with all birds of the 
  animal creature type and birdlike magical beasts.
  WYVARAN CHAMPION 
  CR 11
  Male wyvaran fighter 12 (Pathfinder RPG Bestiary 4 281)
  LN Medium dragon 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 25, touch 15, flat-footed 21 (+7 armor, +1 deflection, +3 Dex, 
  +1 dodge, +3 shield)
  hp 118 (12d10+48)
  Fort +10, Ref +7, Will +7 (+3 vs. fear) 
  Defensive Abilities bravery +3; Immune paralysis and sleep
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee +2 longsword +17/+12/+7 (1d8+10/17–20), shield bash 
  +18/+13 (1d4+4) or 
  +2 longsword +21/+16/+11 (1d8+10/17-20) or
  slapping tail +16 (1d8+4; attacks of opportunity only)
  Special Attacks weapon training (heavy blades +2, close +1)
  STATISTICS
  Str 18, Dex 17, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +12; CMB +16; CMD 31
  Feats Combat Reflexes, Dodge, Hover, Improved Critical 
  (longsword), Improved Shield Bash, Improved Two-
  Weapon Fighting, Power Attack, Shield 
  Master, Toughness, Two-Weapon Fighting, 
  Weapon Focus (longsword), Weapon 
  Specialization (longsword)
  Skills Fly +0, Intimidate +12, 
  Survival +7
  Languages Common, Draconic
  SQ armor training 3
  Combat Gear potions of cure 
  moderate wounds (2); Other 
  Gear +1 breastplate, +1 heavy 
  steel shield, +2 longsword, belt 
  of giant strength +2, cloak of 
  resistance +2, ring of  
  protection +1, locked gauntlet
  WYVARAN SORCERER 
  CR 9
  Wyvaran sorcerer 10 (Pathfinder 
  RPG  
  Bestiary 4 281)
  LN Medium dragon 
  Init +7; Senses darkvision 
  60 ft., low-light vision; 
  Perception +8
  DEFENSE
  AC 18, touch 15, flat-footed 
  14 (+1 deflection, +3 Dex, +1 
  dodge, +3 natural) 
  hp 77 (10d6+40)
  Fort +9, Ref +8, Will +11
  Immune paralysis, sleep; Resist cold 10
  
  43
  SIEGE OF SERPENTS
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee morningstar +4 (1d8-1) or
  2 claws +4 (1d6–1) or
  slapping tail +4 (1d8–1; attacks of opportunity only) 
  Special Attacks breath weapon (30-foot cone, 10d6 cold, 
  DC 19, 1/day), claws (1d6–1, treated as magic weapons, 7 
  rounds/day), 
  Sorcerer Spells Known (CL 10th; concentration +14)
  5th (3/day)—cone of cold (DC 19)
  4th (5/day)— fear (DC 18), greater invisibility, ice storm
  3rd (7/day)—dispel magic, fireball (DC 17), fly, slow (DC 17)
  2nd (7/day)—mirror image, resist energy, scorching ray, see 
  invisibility, web (DC 16)
  1st (7/day)—grease (DC 15), mage armor, magic missile, 
  obscuring mist, shield, shocking grasp
  0 (at will)—bleed (DC 14), daze (DC 14), detect magic, mage 
  hand, message, open/close (DC 14), prestidigitation, read 
  magic, resistance
  Bloodline draconic (silver)
  STATISTICS
  Str 8, Dex 16, Con 14, Int 8, Wis 14, Cha 18
  Base Atk +5; CMB +4; CMD 19
  Feats Combat Casting, Dodge, Eschew Materials, Great 
  Fortitude, Hover, Improved Initiative, Toughness
  Skills Fly +2, Perception +8, Spellcraft +5
  Languages Common, Draconic
  SQ bloodline arcana (energy spells that match bloodline energy 
  deal +1 damage per die)
  Combat Gear scroll of haste, scroll of false life, wand of 
  protection from arrows (5 charges); Other Gear morningstar, 
  amulet of natural armor +1, cloak of resistance +2, headband 
  of alluring charisma +2, ring of protection +1
  WYVARAN WORTHY 
  CR 3
  Wyvaran fighter 4 (Pathfinder RPG Bestiary 4 281)
  LN Medium dragon 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
  hp 34 (4d10+8)
  Fort +5, Ref +4, Will +3 (+1 vs. fear)
  Defensive Abilities bravery +1; Immune paralysis and sleep
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee mwk falchion +8 (2d4+4/18–20)
  tail slapping +2 (1d8+3; attacks of opportunity only)
  Ranged javelin +7 (1d6+3)
  STATISTICS
  Str 16, Dex 16, Con 13, Int 8, Wis 10, Cha 12
  Base Atk +4; CMB +7; CMD 21
  Feats Dodge, Hover, Iron Will, Mobility, Power Attack
  Skills Fly –1, Intimidate +6
  Languages Common, Draconic
  SQ armor training 1
  Combat Gear potion of cure moderate wounds, potion of bull’s 
  strength; Other Gear chain shirt, mwk falchion, javelin (3)
  
  44
  PATHFINDER SOCIETY SCENARIO
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Special #6–97: 
  Siege of Serpents
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
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  and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under 
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  “You” or “Your” means the licensee in terms of this agreement.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Huecuva from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Underworld Oracle.
  Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Pathfinder Society Special #6–97: Siege of Serpents Supplement © 2015, Paizo 
  Inc.; Author: Jim Groves.
  
  Normal
  Slow
  SUBTIER
  	
  Player	Name		
  A.K.A.
  	
  Character	Name	
  Pathfinder	Society	#	
  Faction
  –
  	
  EVENT		
  EVENT	CODE		
  DATE	
  Game	Master’s	Signature	
  GM	Pathfinder	Society	#
  For	GM	Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This	Chronicle	sheet	grants	access	to	the	following:
  Starting	XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP	Gained	(GM	ONLY)
  Final	XP	Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial	Prestige
  Initial	Fame
  Prestige	Gained	(GM	ONLY)
  –
  –
  Prestige	Spent
  Current		
  Prestige
  Final	
  Fame
  Starting	GP
  GP	Gained	(GM	ONLY)
  Day	Job	(GM	ONLY)
  Gold	Spent
  Total
  GOLD
  MAX	GOLD
  Character	Chronicle	#
  1–2
  5–6
  7–8
  10–11
  250
  1,250
  2,667
  3,833
  625
  500
  2,500
  5,334
  7,667
  1,250
  3–4
  Pathfinder Society Special #6 – 97: 
   Siege of Serpents
  Depending on the final outcome of the adventure, you gain up to two of the following boons. Cross off 
  any other boons on your Chronicle sheet.
   
   Pathfinder’s Excellence (Combat): Before making an attack, you may check one of the boxes 
  preceding this boon in order to roll the attack twice and take the better result. If the attack is against 
  a member of the Aspis Consortium or someone directly in the Consortium’s employ, the critical threat 
  range of the attack doubles; this benefit doesn’t stack with any other effect that expands the threat range 
  of a weapon (such as the Improved Critical feat). Once you check the last box, cross this entire boon off 
  your Chronicle sheet.
   
   Pathfinder’s Excellence (Magic): Before casting a spell or using a spell-like ability, you can check 
  one of the boxes preceding this boon in order to roll twice for any caster level check to overcome spell 
  resistance and on caster level or concentration checks made to cast a spell in an impeded area (such as a 
  fire spell underwater or a plane with the impeded magic trait). Any members of the Aspis Consortium 
  or foes directly in the Consortium’s employ suffer a –2 penalty on any saving throw against the spell.
  As a standard action, you can instead check two boxes in order to recall a spell that you have already 
  cast that day. The spell is then prepared again, just as if it had not been cast. Once you check the last box, 
  cross this entire boon off your Chronicle sheet.
   
   Pathfinder’s Excellence (Resilience): As a swift action, you can check one of the boxes preceding 
  this boon to gain a number of temporary hit points equal to 1d8 plus twice your character level. These 
  temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as 
  you have at least 1 of these temporary hit points remaining, you also have DR 2/— against attacks made by 
  members of the Aspis Consortium and anyone in their direct employ. Alternatively, as a standard action 
  you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the 
  last box, cross this entire boon off your Chronicle sheet.
   
   Pathfinder’s Excellence (Skill): Before attempting a skill check, you can check one of the boxes 
  preceding this boon in order to roll the check twice and take the better result. If the skill check is one 
  attempted during an encounter in which you are directly opposing a member of the Aspis Consortium 
  or someone in their employ, you gain a bonus to the check equal to half your character level (minimum 
  +1). Once you check the last box, cross this entire boon off your Chronicle sheet.
  Core	Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 6/S06-97 Siege of Serpents.pdf