TEXT: By Mike Kimmel
  The Consortium 
  Compact
  PATHFINDER SOCIETY SCENARIO #7-10 
  TIER 1–2
  
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  Pathfinder Society Scenario #7–10: The Consortium Compact is a Pathfinder Society Scenario designed for 1st- and 2nd-level 
  characters (Tier 1–2). 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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  The Consortium Compact
  Pathfinder Society Scenario #7–10
  
  Absalom
  Isle of Kortos
  • Absalom
  Diobel •
  3
  to the more lucrative drug trade. Horrified when she 
  learned about Aspis’s drug experiments, the agent is no 
  longer willing to work with the Aspis Consortium. She 
  is determined to shut down the operation that she once 
  assisted, but she fears that the Aspis Consortium will seek 
  retribution—and she cannot stop the operation alone. 
  Now she seeks allies in one of the Aspis Consortium’s most 
  frequent enemies—the Pathfinder Society. 
  SUMMARY
  While in Absalom, the PCs receive an urgent summons 
  from Venture-Captain Ambrus Valsin, who requests that 
  they meet him immediately at the harbor in Absalom. 
  Valsin explains to the PCs that an agent of the Aspis 
  Consortium, Magali Delroya, is no longer willing 
  to tolerate the actions of the merchant organization. 
  She wishes to defect from the Aspis Consortium and 
  T
  he port town of Diobel thrives in the shadow of 
  Absalom, its more famous neighbor. Officially, 
  the traditional industries of fishing and pearl 
  gathering drive the economy. However, merchants who 
  wish to avoid Absalom’s laws and tariffs often bring their 
  goods through Diobel, creating a lively trade in smuggled 
  goods. For this reason, Diobel is sometimes known as the 
  “Back Door of Absalom.”
  The secretive merchant organization known as the 
  Kortos Consortium wields substantial influence in 
  the town. While the Kortos Consortium claims to be 
  dedicated to rooting out smuggling and corruption in 
  Diobel, its clandestine dealings and Diobel’s reputation 
  as a haven for shadowy trades tell a different story. 
  The Aspis Consortium also pursues its mercantile 
  interests in Diobel, away from the prying eyes of the 
  Absalom-based Pathfinder Society. While the two 
  merchant consortia do not have a formal alliance, the 
  Aspis Consortium is more interested in tending to its 
  wide-ranging mercantile empire than challenging the 
  Kortos Consortium within its base of power, and the 
  two are known to cooperate when doing so serves both 
  of their interests. Most recently, a member of House 
  Locosta, one of the major families affiliated with the 
  Kortos Consortium, granted the Aspis free use of several 
  warehouses in exchange for rare alchemical ointments. 
  The Aspis Consortium has since been using those 
  warehouses to transport and store smuggled materials, 
  drugs, and slaves. An Aspis alchemist in Diobel has 
  uncovered many potential uses for an experimental 
  drug called “whip,” and the Aspis Consortium wants to 
  accelerate the pace of its immoral testing. Soon, it plans 
  to ship a large amount of the drug to Aspis agents based 
  throughout the Inner Sea region.
  However, one of the Aspis Consortium’s own agents 
  threatens to undermine the deal. This agent acts as a go-
  between for the Aspis Consortium, efficiently arranging 
  buyers and settling negotiations in remote locations. 
  Until recently, she participated in more mundane trade 
  deals, but her success led her superiors to promote her 
  The Consortium 
  Compact
  By Mike Kimmel
  WHERE ON GOLARION?
  The Consortium Compact takes place on the Isle of Kortos, 
  in the seaside town of Diobel, the “Doorway to Absalom.” 
  To learn more about the Isle of Kortos and Diobel, see 
  Pathfinder Campaign Setting: The Inner Sea World Guide 
  and Pathfinder Campaign Setting: Towns of the Inner Sea. 
  These books are available in bookstores and game stores 
  everywhere and online at paizo.com.
  
  Ambrus Valsin
  4
  PATHFINDER SOCIETY SCENARIO
  damage the drug smuggling operation that 
  she once helped to run, but the temporary 
  cooperation between the Aspis Consortium 
  and the Kortos Consortium complicates her 
  attempts at sabotage. Unable to turn to the 
  authorities in Diobel, Delroya has asked the 
  Pathfinder Society for help. Valsin shares 
  Delroya’s letters with the PCs, in which she 
  outlines several tasks they can perform to 
  earn her trust and help sabotage the 
  operation. After speaking with Valsin 
  and making any final preparations, 
  the PCs set sail for Diobel.
  Once in Diobel, the PCs 
  pursue 
  their 
  assigned 
  tasks. They must complete 
  two of Delroya’s three tasks 
  to secure a meeting with her. 
  Delroya strongly recommends 
  against completing all three tasks, 
  as doing so risks making the sabotage 
  too obvious. The first task requires 
  the PCs to disrupt a public meeting between agents of the 
  Aspis and Kortos consortia without drawing too much 
  attention to themselves. The second task requires the 
  PCs to obtain shipping papers from an Aspis Consortium 
  smuggling ship. Finally, the third task requires the PCs to 
  collect evidence of the Aspis Consortium’s horrific drug 
  experiments in the underbelly of Diobel.
  Once the PCs accomplish two of these tasks, Delroya 
  summons them to meet at a Kortos Consortium warehouse 
  that is packed with illegal Aspis Consortium cargo. The PCs 
  have successfully delayed the operation, but Delroya needs 
  more time to move the goods. To successfully complete their 
  mission, the PCs must defend the warehouse from curious 
  Kortos Consortium agents, as well as Aspis Consortium 
  agents bent on eliminating the meddling Pathfinders.
  GETTING STARTED
  It is likely that many Pathfinders undertaking this 
  mission will be at the beginning of their careers, and 
  many players will be new to the Pathfinder Roleplaying 
  Game as well. Other players may be experienced, or may 
  consider their characters to be veteran Pathfinders. At 
  the beginning of the scenario, GMs should inquire about 
  each Pathfinder’s background. Whatever the group’s 
  composition, Venture-Captain Ambrus Valsin declares 
  that they were placed together intentionally. Rookie 
  Pathfinders can demonstrate to Delroya that just about 
  everyone can find a place in the Pathfinder Society, while 
  veterans are expected to serve as examples—both for 
  Delroya and the rookies—of how a Pathfinder should act.
  Read or paraphrase the following to get the 
  adventure underway.
  Water laps steadily at the pier as sailors, laborers, and 
  merchants rush busily around Absalom’s port. The 
  venture-captain’s summons called for a meeting 
  aboard the Sixwing Drake, a sleek sailing ship. 
  The Drake’s captain, a Varisian woman and fellow 
  Pathfinder named Zarah Zendrani, stands at the 
  helm of her vessel. “It’s not like Valsin to be 
  late,” she mutters, furrowing her brow. 
  As if on cue, a tall and meticulously 
  groomed 
  man 
  pushes 
  his 
  way through the crowd 
  and up the gangplank, 
  cursing audibly. “Whoever 
  supervises this mess of a 
  port needs to be dumped in 
  the sea!” he grumbles.
  The tall man looks around at 
  those gathered before him. “Just the 
  group I requested. Perfect. I’m Venture-
  Captain Ambrus Valsin, and I took great 
  care in selecting just the right Pathfinders for this assignment.” 
  Valsin reaches into his belt pouch and withdraws a small, folded 
  paper before continuing. “A few days ago, I received a curious 
  note from a rather unexpected source. It’s not every day that I 
  get a request from an agent of the Aspis Consortium.” Captain 
  Zendrani’s eyes widen, and Valsin smiles knowingly. “But Magali 
  Delroya does not appear to be your typical Aspis agent. As you 
  surely know, the Aspis Consortium pursues a variety of activities 
  across the Inner Sea that the Pathfinder Society finds abhorrent. 
  It seems that Delroya has been working with them for some 
  time, but can no longer stomach the snakes herself. She wants 
  to stop a shipment of an experimental drug from leaving Diobel 
  later this week. It’s bound for a number of locations across the 
  Inner Sea region. According to Delroya, she can’t ask the local 
  authorities for help, because the Aspis Consortium has already 
  struck a deal with a faction of the Kortos Consortium, a powerful 
  merchant collective. Her hands are tied, so she’s come to us 
  for help. In this note, she outlines three different tasks that 
  would help to disrupt the Aspis long enough for her to move 
  GM RESOURCES
  The Consortium Compact makes use of the Pathfinder 
  RPG Core Rulebook, Pathfinder RPG Advanced Player’s 
  Guide (APG), Pathfinder RPG Bestiary, Pathfinder RPG 
  GameMastery Guide, and Pathfinder RPG NPC Codex. You 
  can find these rules in the Pathfinder Reference Document 
  online at paizo.com/prd, and the relevant rules from the 
  Bestiary, GameMastery Guide, and NPC Codex are reprinted 
  at the back of the adventure for the GM’s convenience.
  
  5
  THE CONSORTIUM COMPACT
  the shipment to a secure location, out of the clutches of the 
  consortium. Once you accomplish two of these tasks, she’s 
  willing to meet with you, but not before.
  “Normally, I wouldn’t trust an Aspis agent at any hour of 
  the day. But our sources in Diobel have confirmed the Aspis 
  and Kortos consortia’s activities. Everything checks out, so we 
  are presented with a unique opportunity. If we help Delroya, 
  we might not only strike a financial blow against the Aspis 
  Consortium, but we could also reveal their dealings with the 
  Kortos Consortium—and possibly prevent their arrangement 
  from turning into a more formal alliance. Furthermore, we hope 
  to stop this drug from spreading across the Inner Sea region, 
  and if we—if all of you—do a good enough job, we might even 
  convince Delroya to join the Society. A turncoat agent would be a 
  valuable asset in our ongoing run-ins with the Aspis Consortium.
  “Take some time to look over Delroya’s note and the tasks she 
  has set for you. If you have any questions, now is the time to ask. 
  Remember, the Aspis Consortium is a long-time enemy of the 
  society, but the Kortos Consortium, while certainly suspicious, is 
  not our enemy. It is a complex organization with many factions, 
  and we should avoid antagonizing any of them, except when 
  necessary to oppose the Aspis Consortium.”
  Provide the players with a copy of Player Handout #1: 
  Delroya’s Note and Player Handout #2: Delroya’s Tasks. 
  Allow them some time to read it over. It is likely that the 
  PCs will have some questions for the venture-captain. 
  Valsin answers their questions as best he can.
  What is the Aspis Consortium? The venture-captain 
  sighs. “The Aspis Consortium is a ruthless mercantile 
  organization. While some of its operations are above-
  board, at the end of the day, profit is its only concern. 
  It considers no business venture off limits, from the 
  trafficking of slaves to war profiteering. The consortium 
  storms through priceless historical sites, caring only for 
  how it can translate their history into wealth.”
  What can you tell us about the Kortos Consortium? 
  “It pretends to be a legitimate merchant guild dedicated 
  to stamping out smugglers, but it participates in its fair 
  share of illegal activities. It is powerful enough to rival 
  Diobel’s teriarch, or governor, Lord Avid. A fair number of 
  prominent people in Diobel are in the Kortos Consortium’s 
  pockets, or are prominent members of the guild themselves. 
  If possible, try not to get on the group’s bad side.
  What can you tell us about Diobel? “So you’ve never been 
  down the coast, hmm? Diobel is often called the ‘Doorway 
  to Absalom.’ Shipments to and from Absalom often go 
  through Diobel, which has lower taxes than Absalom. 
  Trade with Diobel is an important part of Absalom’s 
  economy—which is why we must tread lightly around the 
  Kortos Consortium, given their influence in Diobel.”
  Do you know anything else about Magali Delroya? 
  How can we trust her? “I met Magali several years ago, 
  when she was barely a grown woman. It must have been 
  just before she joined the Aspis Consortium. She’s a 
  wanderer, never comfortable in one place for long. I saw 
  great potential in her as a Pathfinder, but she always 
  preferred to work alone and felt that the society was a 
  poor fit. Had I known that she would wind up with the 
  Aspis Consortium, I would have put more effort into 
  recruiting her.” 
  Should we try to do all three of Magali’s tasks? The 
  venture-captain shakes his head. “I agree with Magali’s 
  judgment on this matter. It doesn’t mean much if you 
  succeed at all three tasks and fail your overall mission.” 
  Knowledge (local)
  Based on the result of a Knowledge (local) check, the PCs 
  might know more about the Kortos Consortium. They 
  learn all of the information whose DC is equal to or less 
  than the result of their check. Allow Pathfinders who are 
  from the Isle of Kortos to attempt a Knowledge (local) 
  check untrained.
  10+: There is no formal alliance between the Kortos 
  Consortium and Aspis Consortium, and the two groups 
  are likely working together in a limited capacity—at least 
  for the time being.
  15+: Although the Aspis Consortium seems to have an 
  agreement with part of the Kortos Consortium, neither 
  group is centralized enough for such an arrangement to be 
  very stable. Causing a major disruption in their operation 
  would very likely sever ties between the two groups.
  20+: House Locosta, the faction allied with the Aspis 
  Consortium, claims that its major interest is in Qadiran 
  spices, but the family derives most of its profit from 
  buying and selling Qadiran slaves.
  Once the PCs have finished asking questions, Venture-
  Captain Valsin addresses them one final time. He 
  cautions that by the time they arrive in Diobel, they will 
  have only a day, or two at most, to complete their tasks. He 
  suggests that they take an hour or two to gather supplies 
  and make any last-minute purchases before setting sail 
  aboard the Sixwing Drake.
  THE TURNCOAT AGENT
  Magali Delroya learned how to talk her way out of trouble 
  at an early age. Her Taldan father abandoned Magali and 
  her Mwangi mother when Magali was still an infant, and 
  the girl’s mother died a few years later. Left to fend for 
  herself, Magali stowed away on ships and traveled from 
  one bustling city to another around the Inner Sea region. 
  Her quick wit and clever tongue kept her out of harm’s 
  way and made her adept at winning trust. However, she 
  had little concept of who she was as a person and felt 
  that she had nowhere she could call home. Early on, she 
  even flirted with the idea of joining the Pathfinder Society 
  
  6
  PATHFINDER SOCIETY SCENARIO
  to see more of the world, but found that her reluctance to 
  trust others prevented her from working well with them. She 
  resigned herself to a lonely life as a wanderer.
  Eventually, Delroya crossed paths with the Aspis 
  Consortium while on a ship bound for the Isle of Kortos, 
  and decided that the organization was a good fit for her 
  particular talents and circumstances. She joined the 
  organization and served for several years as a negotiator, 
  deal-closer, and diplomat, based in the city of Diobel. 
  Her travels with the consortium took her farther across 
  the Inner Sea region than she had ever dared to go on her 
  own, and she gained an appreciation of all manners of 
  styles, tastes, and cultures. She witnessed a great deal of 
  dishonesty in her travels, but until recently she was not 
  exposed to true evil. 
  In the last month, Delroya has worked for the Aspis 
  Consortium to find buyers and alchemists to use and 
  test an experimental drug. She recently discovered that 
  the drug is being tested on impoverished citizens of 
  Diobel, and that the consortium intends to expand those 
  experiments to other cities to accelerate the process of 
  perfecting the drug. Delroya expressed her concerns to 
  her superiors, but they merely laughed at her naivete. The 
  bottom line is that the drug promises to draw far wealthier 
  clients if it can be perfected, and the consortium is willing 
  to do anything to increase its profits.
  In that moment, Delroya decided that she no longer 
  belonged in the Aspis Consortium and began plotting a 
  way to undermine its next major drug shipment, which 
  will spread the experimental drug throughout the Inner 
  Sea region. However, she cannot turn to the authorities, 
  because the Aspis Consortium has already allied with 
  Diobel’s influential Kortos Consortium. Instead, she has 
  sent word to someone she met years ago in her travels. He 
  is the only person she knows she can count on to thwart the 
  Aspis Consortium before it is too late—Venture-Captain 
  Ambrus Valsin of the Pathfinder Society.
  At the beginning of the scenario, Delroya has decided 
  to betray the Aspis Consortium, but she has not yet 
  determined what she will do next. The PCs have the 
  opportunity to convince her to permanently join the 
  Pathfinder Society by setting a good example of what it 
  means to be a Pathfinder.
  THE PORT OF DIOBEL
  Captain Zendrani and the crew of the sleek Sixwing Drake 
  steer the ship up to the massive barrier of broken war-barges, 
  crumbling walls, and jetties of iron and wood that protect the 
  port of Diobel. “Well, here we are,” says the captain. “I’ll make 
  sure everything is in order with Diobel’s inspectors and charter 
  you a barge to the port. You aren’t carrying anything particularly 
  valuable, so you shouldn’t draw much attention from the 
  inspectors or pilots, so long as you don’t run your mouth. My 
  crew and I will wait here with the ship. You can return here to 
  rest, if you need to, but remember—there isn’t much time!”
  Captain Zendrani is right that the PCs do not have 
  much time to accomplish their tasks. They arrive in 
  Diobel during sunrise on Oathday. Zendrani slips a barge 
  captain several gold pieces as a sign of good faith. She 
  asks him if he could do her the favor of sticking around 
  on shore for the day in case the PCs need to return to 
  the ship. The captain is a stocky middle-aged man with 
  weather-beaten skin and calloused hands. His name is 
  Markus Karbie, and he accepts Zendrani’s deal. The 
  barge journey from the barrier to the coast is uneventful; 
  the barge captain respects Zendrani’s gold and doesn’t 
  ask the PCs questions. If the PCs try to talk to him, he 
  politely but firmly insists that he “isn’t being paid to 
  make conversation.”
  Scenario Timeline
  The following is a timeline of the various events that take 
  place during the scenario. Oathday is the day before Fireday.
  Oathday, dawn: The PCs arrive in Diobel aboard the 
  Sixwing Drake.
  Oathday, dawn to dusk: The Blue Dragon’s Bite unloads a 
  shipment of legitimate cargo in the Trawl (see area B), an 
  artificial reef at which many boats are moored.
  Oathday, noon: Sareth Markell and Rukaina Hasheen—
  agents of the Aspis and Kortos consortia—meet at the 
  Overflowing Oyster (see area A).
  Oathday, dusk: Laszo the Leper visits his makeshift lab in 
  the sewers to conduct his experiments (see area C).
  Fireday, before dawn: The Aspis Consortium is 
  scheduled to load the drug shipment onto barges and take 
  it through the Trawl to load it onto the Blue Dragon’s Bite. 
  If the PCs accomplish two of the tasks in areas A, B, and 
  C, the shipment is delayed. If they fail to accomplish these 
  LEVEL, SUBTIER, AND REPLAY
  As a Tier 1–2 scenario, The Consortium Compact can be 
  replayed for credit with 1st-level characters an unlimited 
  number of times. A player can also receive credit for a 2nd-
  level character for playing and GMing the scenario once each. 
  Unlike with other scenarios, the subtiers for The Consortium 
  Compact are only 1 level apart. As a result, encounters 
  typically present only the Subtier 1 creature numbers and 
  statistics; sidebars on how to scale encounters describe how 
  to make the encounter more challenging for a group playing 
  in Subtier 2. When calculating the Average Party Level (APL) 
  for a group, round to the nearest value; allow a group with an 
  APL of 1.5 to choose which subtier to play.
  
  7
  THE CONSORTIUM COMPACT
  SCALING ENCOUNTER A
  To accommodate a group of four PCs in either subtier, the 
  PCs need to succeed at only two skill checks to perform a 
  phase of the plan, and they can try again as long as one PC 
  succeeds and another PC fails the skill check by fewer than 5. 
  In Subtier 2, increase the DCs of all skill checks by 1.
  tasks, Delroya is forced to rely on her own resources to 
  delay the shipment. Either way, the shipment is delayed.
  Fireday, noon: Delroya sends a note to the PCs and 
  directs them to the shipping warehouse where she is 
  waiting for them.
  Fireday, dusk: Agents of the Kortos Consortium go to 
  the warehouse at this time. Half an hour later, agents of 
  the Aspis Consortium arrive.
  Tracking Success
  The PCs have the potential to impress Delroya with the way 
  they approach the tasks in areas A, B, and C. Their degree 
  of success contributes directly to the amount of aid that 
  Delroya is able to provide in area D, and to the scenario’s 
  secondary success condition. For each task, keep track of 
  whether the PCs fail or achieve partial success, standard 
  success, or impressive success. The requirements of each 
  task are detailed in the areas’ Development sections. 
  Delroya’s caution against performing all three tasks 
  is well founded—the PCs would gain no benefits from 
  performing a third task, as their increased visibility 
  counters any benefit they could have garnered from their 
  actions. If the PCs seem bent on attempting a third task, 
  nudge them with clues that steer them away from that 
  course of action, such as a DC 15 Perception or Sense 
  Motive check to notice the locals paying more attention 
  to them. Encounter D1 describes the additional help that 
  Delroya can give to the PCs based on their actions, and 
  the Secondary Success Condition section describes how 
  these encounters influence Delroya’s ultimate decision of 
  whether to join the Pathfinder Society.
  A. MEETING AT THE OYSTER
  The first of three possible tasks in Diobel’s Bristles 
  District involves disrupting a meeting between agents of 
  the Aspis and Kortos consortia at the Overflowing Oyster, 
  a seedy tavern. Read or paraphrase the following as the 
  PCs approach the Overflowing Oyster.
  The Overflowing Oyster is a dirty, broken-looking building that 
  barely fits between the fishing tackle shop to its north and the 
  junk shop to its south. Hanging over the door is a creaky sign that 
  shows a painted oyster with pearls spilling from its gaping shell.
  The interior of the Overflowing Oyster displays a mix of rickety 
  furniture and gaudy decorations, from strands of obviously fake 
  pearls hanging over the kitchen’s entrance to wooden carvings 
  of sultry mermaids and cheap paintings of ships at sea.
  Contrary to its name, the dirty tavern is hardly 
  crowded, even during its “busy” hours: at meal times, 
  several local laborers hunch over cheap food and casual 
  games of chance, cursing and muttering to the same old 
  friends about the same old troubles. The proprietor and 
  barkeep, Paltus Flynter, asks the regulars to call him 
  “Pal” and is always willing to lend an ear. Aside from Pal’s 
  mute younger brother, Gregon, who tends the kitchens, 
  the Oyster has no additional staff.
  While the fake pearls decorating the Oyster are clearly 
  cheap fabrications, Flynter recently discovered that a 
  little extra labor could yield more realistic fakes, and 
  that these “pearls” could provide a tidy supplement to 
  his struggling tavern’s income. A month ago, he met a 
  low-ranking member of the Kortos Consortium, who was 
  willing to buy the fakes from him directly in exchange 
  for holding clandestine meetings at the Oyster. Flynter 
  was happy to look the other way for a bit of extra coin, and 
  the Kortos agent was happy to have a low-profile location 
  for his more illicit dealings.
  Magali Delroya knows that a Kortos agent intends to 
  reveal Delroya’s plot to an Aspis agent around noon on 
  Oathday, the day that the PCs arrive in Diobel. Allowing 
  the meeting to happen would put her mission in jeopardy. 
  If the PCs choose this task, they must find a way to disrupt 
  or delay the meeting without revealing their motives to 
  either consortium—if the Kortos and Aspis agents know 
  that the Pathfinder Society has gotten involved, they 
  might take a closer look at Delroya’s operation.
  There are a number of approaches the PCs might take to 
  accomplish this task. Because they know about Flynter’s 
  pearl business from Delroya’s note, they might use his 
  activities to their advantage. Approaching the town 
  guards to convince them to raid the tavern is possible 
  (especially with evidence acquired from the tavern), or 
  the PCs could confront Flynter directly. The PCs might 
  cause a commotion at the tavern, which would draw the 
  attention of the authorities, or choose to simply wait in 
  the tavern for the meeting to take place.
  Whatever method the PCs choose, executing their plan 
  requires them to successfully navigate three phases: the 
  first to prepare their disruption (requiring a successful 
  DC 13 check), the second to enact their plan (requiring a 
  successful DC 15 check), and the third to handle a setback 
  or unexpected twist (requiring a successful DC 17 check). 
  The types of checks required are skill checks or a combat 
  maneuver check, depending upon the plan that the PCs 
  pursue. During each phase, each PC attempts a relevant 
  check of her choice. As long as at least 3 PCs succeed at 
  
  N
  A. The Oyster
  M : Markell
  M
  G : Gregon
  G
  H : Hasheen
  H
  P : Paltus
  P
  Pathfinder Flip-Mat: Seedy Tavern
  1 square = 5 feet
  8
  PATHFINDER SOCIETY SCENARIO
  their checks in a phase, the PCs succeed at their goal and 
  move to the next phase. If 2 PCs succeed at their checks, 
  the PCs nearly succeed at their plan, and the PCs may 
  make an additional attempt—if they chose to do so, they 
  must all reroll their checks. The PCs may continue to 
  retry their checks until 3 PCs succeed or fewer than 2 PCs 
  succeed. If fewer than 2 PCs succeed at their checks, the 
  PCs’ plan falls apart. They cannot use the same approach, 
  but they may attempt another plan, starting at the phase 
  they failed. If fewer than 2 PCs succeed on any subsequent 
  check during the encounter, the PCs’ attempt at subtlety 
  fails, and they must either resort to combat or allow the 
  meeting to take place.
  Examples of possible plans and the associated required 
  checks are provided on the next page. The GM should 
  allow for creative solutions. Even if the PCs follow one 
  of the listed plans, the GM is free to allow the PCs to use 
  other types of checks as appropriate. The GM may also mix 
  and match entries on the table to better model the PCs’ 
  actions, or select 3 or 4 skills to model a part of the PCs’ 
  plan that goes in an entirely different direction.
  Creatures: Paltus and Gregon Flynter are present at the 
  Overflowing Oyster at all times—they work and reside 
  at the establishment. The PCs might choose to be at the 
  Oyster around the time of the meeting, in which case they 
  also likely encounter one or both of the consortia agents. 
  The Kortos Consortium agent is Sareth Markell, a low-level 
  negotiator in House Locosta’s spice and drug ventures. 
  Markell knows that he could earn far more money and enjoy 
  a better status if he worked in House Locosta’s slave trade, 
  but his efforts to earn a promotion have proven fruitless. 
  Frustrated with his lack of progress, he has resorted to 
  fencing Flynter’s fake pearls. 
  When he accidentally caught on to Delroya’s plan to 
  betray the Aspis Consortium, Markell called a meeting 
  with one of the Aspis’s Bronze agents, Rukaina Hasheen. 
  
  9
  THE CONSORTIUM COMPACT
  Example Plan
  Convince the authorities to 
  shut down the tavern.
  Gather information about 
  the tavern with Diplomacy, 
  Intimidate, or Knowledge 
  (local).
  Collect evidence of criminal 
  activity with Disable Device, 
  Intimidate, or Stealth.
  The authorities are already 
  taking bribes. Convince them 
  to take this crime seriously 
  with Bluff, Diplomacy, or a 
  relevant Profession check. 
  Cause a disturbance
  Wait for the agents and 
  confront them directly
  Hide among the regulars 
  with Bluff, Disguise, or 
  Stealth.
  Spot the agents with 
  Knowledge (local), 
  Perception, or Sense Motive.
  The agents are not easy to 
  dissuade. Stop the meeting 
  with Bluff, Diplomacy, 
  Intimidate, or CMB.
  Scout the tavern with 
  Acrobatics, Climb, Stealth, or 
  Swim.
  Cause the disturbance with 
  Bluff, Disguise, Handle 
  Animal, Intimidate, Perform, 
  or CMB.
  Escape before drawing 
  too much attention with 
  Acrobatics, Knowledge 
  (geography), Ride, Stealth, 
  or Swim.
  Step 2: Enact a Plan
  (DC 15)
  Step 1: Preparation
  (DC 13)
  Step 3: Unexpected Twist
  (DC 17)
  He hopes to prove himself useful and possibly open the 
  door to joining the ranks of the Aspis Consortium and 
  leaving Diobel behind.
  Markell arrives at the Oyster about 15 minutes before 
  noon, and Hasheen arrives just before the hour. Other 
  customers also come and go around this time, so it is not 
  immediately obvious that these are the agents the PCs 
  must interrupt. If the PCs notice one or both of the agents, 
  they can take actions to disrupt them without necessarily 
  bothering the rest of the tavern or the authorities.
  Both Subtiers
  PALTUS “PAL” FLYNTER 
  CR 3
  Barkeep (Pathfinder RPG GameMastery Guide 303; see page 25)
  hp 23
  Gear +1 leather armor, sap
  TACTICS
  During Combat Pal is not eager to fight. He pretends not to notice 
  combat unless it starts to damage his tavern. If the PCs cause 
  property damage to the tavern, Pal shouts a warning to them, 
  demanding that they either watch where they are slinging 
  their attacks or take the fight outside. If the PCs damage his 
  property a second time, he makes a sap attack against the 
  offending PC while yelling at all the PCs to get off his property.
  Morale Pal does not pursue the PCs outside of his tavern. If he 
  is reduced to fewer than 10 hit points, he grabs Gregon from 
  the kitchen and flees.
  RUKAINA HASHEEN 
  CR 1
  NE storyteller (Pathfinder RPG GameMastery Guide 272; see 
  page 27)
  hp 11
  TACTICS
  During Combat Rukaina casts hideous laughter on the most 
  heavily armored PC, then begins her inspire courage bardic 
  performance and moves into melee to support Sareth.
  Morale Rukaina surrenders if reduced to 3 hit points or fewer.
  Subtier 1 (CR 3)
  SARETH MARKELL 
  CR 1
  NE street thug (Pathfinder RPG GameMastery Guide 265; see 
  page 27)
  hp 16
  TACTICS
  During Combat Sareth attacks the PCs with his quarterstaff.
  Morale Sareth does not surrender while Rukaina is still fighting. 
  If Rukaina surrenders or falls unconscious, Sareth surrenders 
  if reduced to 5 hit points or fewer.
  Subtier 2 (CR 4)
  SARETH MARKELL 
  CR 3
  NE dealer (Pathfinder RPG GameMastery Guide 301; see page 25)
  hp 22
  Combat Gear black adder venom (2); Sareth does not possess 
  any other poisons
  TACTICS
  During Combat Sareth attacks the PCs with his dagger, which 
  he has coated in black adder venom poison, before switching 
  to his sap. If Rukaina falls, he alternates between attacking 
  and feinting so that he can make sneak attacks.
  Morale Sareth does not surrender while Rukaina is still fighting. 
  If Rukaina surrenders or falls unconscious, Sareth surrenders 
  if reduced to 7 hit points or fewer.
  
  10
  PATHFINDER SOCIETY SCENARIO
  SPECIAL ABILITIES
  Poison Black adder venom—injury; save Fort DC 11; frequency 
  1/round for 6 rounds; effect 1d2 Str; cure 1 save
  Development: The PCs fail at their task if they are 
  unable to prevent the meeting. They achieve a partial 
  success if they disrupt the meeting but must resort to 
  violence or reveal themselves to the agents as Pathfinders; 
  a standard success if they are able to disrupt the meeting 
  and avoid those conditions; and an impressive success 
  if they are able to disrupt the meeting and identify the 
  agents involved. See the Extra Help section of encounter 
  D1 on page 18 and the Secondary Success Conditions 
  section on page 20 for details about how the PCs’ success 
  here impacts the scenario.
  Rewards: If the PCs do not prevent the meeting, reduce 
  each PC’s gold earned as follows.
  Subtier 1: Reduce each PC’s gold earned by 100 gp.
  Out of Subtier: Reduce each PC’s gold earned by 110 gp.
  Subtier 2: Reduce each PC’s gold earned by 120 gp.
  B. BLUE DRAGON’S BITE
  Delroya’s second task asks the PCs to acquire shipping 
  documents from aboard an Aspis Consortium vessel. 
  The acquisition of these documents could hinder the 
  consortium and aid Delroya in her own agenda. If the PCs 
  arrive at the docks anytime before sunset on Oathday, 
  dockworkers are unloading cargo off of the Aspis ship, 
  which is called the Blue Dragon’s Bite. The gangplank 
  labeled on the map connects the shore along the south 
  edge of the map to the ship.
  A maze of broken ships forms an artificial reef blocking Diobel’s 
  harbor. This treacherous and erratic terrain teems with laborers, 
  barge masters, pilots, and port inspectors, who busily conduct 
  their business ferrying goods to and from the Bristles. Beyond 
  the Trawl, seagoing ships wait their turn to offload cargo or 
  pick up new goods. One ship stands out among the others—the 
  freshly touched-up paint on its hull, blue with streaks of white 
  lightning along the hull, marks it as the Blue Dragon’s Bite. 
  It sits moored to a dock jutting from the Trawl, with several 
  crates already offloaded nearby, and many more waiting piled 
  on its deck.
  The PCs can easily locate the Blue Dragon’s Bite by 
  following Delroya’s directions. Retrieving the shipping 
  documents is another matter. Most of the ship’s regular 
  crew has gone ashore for relaxation, but the ship’s first 
  mate, Galdeph Bellarion, stayed behind to oversee 
  the unloading process. The area is also teeming with 
  dockworkers who, though unaffiliated with the Aspis 
  Consortium, are unlikely to let just anyone aboard the 
  ship. Port inspector Indara Allencroft is also standing 
  next to Bellarion on the Aspis ship.
  In order to successfully complete this task, the PCs must 
  avoid or confront the first mate and inspector. Afterward, 
  they must enter the locked captain’s cabin and acquire 
  the documents. This adventure assumes that the PCs will 
  either try to talk their way past the NPCs or sneak past 
  them. Once they reach the captain’s cabin, it assumes that 
  they will bypass the locked door by either picking the 
  lock, pickpocketing the door’s keys off of the first mate, 
  or breaking down the door. If the PCs try a plan that is 
  not detailed below, allow creative solutions. Whatever plan 
  the PCs use should require them to succeed at 2 separate 
  skill checks.
  Creatures: When the PCs arrive, Bellarion is arguing 
  with Indara Allencroft, an official port inspector, over 
  customs fees. 
  The first challenge the PCs face is boarding the ship. 
  The PCs might attempt to convince the first mate and the 
  port inspector to let them board the ship. The PCs may 
  attempt to use deception. If the PCs invent a plausible 
  reason that they should be allowed to board and succeed 
  at a DC 16 Bluff check, the first mate and inspector allow 
  them aboard. The PCs might instead choose an approach that 
  requires a Diplomacy check. The first mate’s starting attitude 
  toward the PCs is unfriendly, but the inspector’s attitude is 
  indifferent, and she has more authority than the first mate—
  as a result, the PCs only need to convince the inspector to 
  allow them to board the ship. A PC who succeeds at a DC 
  15 Knowledge (local), Sense Motive, or relevant Profession 
  check (such as sailor or merchant) recognizes this dynamic. 
  Improving the inspector’s attitude toward the PCs requires 
  a successful DC 16 Diplomacy check, and improving the 
  first mate’s attitude requires a successful DC 19 Diplomacy 
  check. For the purposes of determining the DC of the check 
  to convince these NPCs to allow the PCs to board, granting 
  permission counts as revealing an unimportant secret (add 
  5 to the DC tied to the NPC’s attitude; see the details of the 
  Diplomacy skill on page 93 of the Pathfinder RPG Core Rulebook 
  for more information). If PCs call out the Blue Dragon’s Bite as 
  a smuggling ship or leverage their status as Pathfinders, they 
  gain a +4 circumstance bonus on all Diplomacy checks made 
  while interacting with Allencroft for the rest of the encounter.
  Alternatively, the PCs may choose to sneak around 
  the first mate, inspector, and dockworkers. The PCs 
  SCALING ENCOUNTER B
  To accommodate a group of four PCs in Subtier 1, decrease 
  all DCs in the encounter by 2. In Subtier 2, increase the DCs 
  by 2. Additionally, Indara joins the combat with Galdeph, 
  rather than leaving with the dockworkers to fetch the 
  guards. To accommodate a group of four PCs in Subtier 2, 
  use the Subtier 1 DCs without adjustment, and Indara does 
  not join the fight.
  
  N
  B. Blue Dragon’s Bite
  G : Gangplank
  G
  D : Document Location
  D
  B : Bellarion
  A : Allencroft
  B
  A
  Pathfinder Map Pack Classics: Ships
  1 square = 5 feet
  Deck 1 and Upper Rigging
  Deck 2
  Deck 3
  Deck 4
  11
  THE CONSORTIUM COMPACT
  
  12
  PATHFINDER SOCIETY SCENARIO
  can use Stealth to sneak past them, Disguise to pose as 
  dockworkers, or Acrobatics, Profession (sailor), or Swim 
  to board the ship using an alternate route. A PC who 
  succeeds at a DC 15 skill check successfully sneaks onto 
  the ship without being noticed; Bellarion and Allencroft 
  are absorbed in their argument, and the workers on the 
  docks are paying more attention to the outcome of the 
  argument than they are to any other movement on the 
  ship or near the docks. Each PC who chooses to board the 
  ship must attempt one check of her choice, though PCs 
  who do not trust their ability to sneak may wait on the 
  docks nearby. Any PC who fails the DC 15 skill check is 
  caught and kicked off the ship, but as long as two or more 
  PCs are not caught, the rest of the PCs may board the ship 
  without being noticed. If the people on the docks notice 
  two or more PCs, they conduct a thorough search, and 
  find all PCs who did not succeed at the skill check by 10 or 
  more. Thereafter, the DC of skill checks to sneak aboard 
  the ship increases to 25.
  The second challenge that the PCs face is entering 
  the captain’s cabin, which is locked. Bellarion carries 
  the keys to the cabin. The PCs might try to convince 
  Bellarion or Indara to hand them over, but doing so is 
  more difficult than securing permission to board. They 
  may use deception to secure permission if they succeed 
  at a DC 18 Bluff check. Alternatively, the PCs can use 
  Diplomacy to request the keys. For Bellarion, handing the 
  keys to the PCs without waiting for the captain to return 
  counts as granting dangerous aid (add 10 to the Diplomacy 
  DC tied to Bellarion’s attitude toward the PCs; see the details 
  of the Diplomacy skill on page 93 of the Pathfinder RPG Core 
  Rulebook for more information). For Allencroft, the request 
  counts as revealing an unimportant secret if the PCs 
  allow her to accompany them (add 5 to the Diplomacy DC 
  tied to her attitude), or granting dangerous aid if they ask 
  her to hand over the keys without her oversight (add 10 to 
  the Diplomacy DC tied to her attitude). 
  If the PCs would rather use subtlety rather than ask 
  for permission, they may attempt to steal the keys off of 
  Bellarion. If they succeed at a DC 16 Sleight of Hand check, 
  they take the keys without being noticed. Alternatively, the 
  PCs can pick the lock if they succeed at a DC 20 Disable 
  Device check. If a PC spends more than a minute fiddling 
  with the lock, she must succeed at a DC 15 Stealth check 
  to avoid being caught. If all else fails, the PCs can break 
  down the door, though doing so is loud and automatically 
  catches the attention of everyone nearby (hardness 5, hp 
  15, break DC 18). A quick search of the cabin yields the 
  documents that Delroya described in her note. If the PCs 
  are caught attempting to break into the office, whether 
  they are caught attempting to steal the keys, pick the lock, 
  or break down the door, they must resort to combat to gain 
  the documents. In Subtier 1, Indara Allencroft leaves with 
  the dockworkers to fetch the town’s guards. In Subtier 2, 
  she stays on the ship’s deck, but seeks cover behind a mast 
  and throws tanglefoot bags at the PCs.
  All Subtiers
  GALDEPH BELLARION 
  CR 3
  Slaver (Pathfinder RPG GameMastery Guide 266; see page 26)
  hp 30
  Melee mwk heavy flail +9 (1d10+4) or 
  mwk sap +8 (1d6+3 nonlethal) or 
  spiked gauntlet +7 (1d4+3)
  Feats Replace Weapon Focus (guisarme) with Weapon Focus 
  (heavy flail)
  Gear Replace mwk guisarme with a mwk heavy flail, and a key 
  to the captain’s cabin
  TACTICS
  During Combat Galdeph would rather not be the first one to turn 
  a confrontation lethal, so he attacks foes with his sap. If the 
  PCs start using lethal damage, he switches to his heavy flail.
  Morale Galdeph takes great pride in his ship, but not enough to 
  die for it. He surrenders if reduced to 6 or fewer hit points.
  Subtier 2
  INDARA ALLENCROFT 
  CR 1
  Shopkeep (GameMastery Guide 284; see page 26)
  AC 14, touch 10, flat-footed 14
  hp 13
  Combat Gear smokestick, tanglefoot bags (6); Other Gear 
  chain shirt, dagger, disguise kit
  TACTICS
  During Combat Indara seeks cover behind a mast and then 
  throws tanglefoot bags to slow down the PCs.
  Morale Indara flees if reduced to 5 or fewer hit points. If she 
  cannot flee, she surrenders.
  Development: The PCs fail at their task if they are unable 
  to retrieve the documents. They achieve a partial success if 
  they retrieve the documents but must resort to violence, a 
  standard success if they are able to retrieve the documents 
  without resorting to violence, or an impressive success if 
  they are able to convince the port inspector to look more 
  closely at the Aspis Consortium ship Blue Dragon’s Bite 
  without revealing that they are Pathfinders. See the Extra 
  Help section of encounter D1 on page 18 and the Secondary 
  Success Conditions section on page 20 for details about how 
  the PCs’ success here impacts the scenario.
  Rewards: If the PCs do not retrieve the documents, 
  reduce each PC’s gold earned as follows.
  Subtier 1: Reduce each PC’s gold earned by 100 gp.
  Out of Subtier: Reduce each PC’s gold earned by 110 gp.
  Subtier 2: Reduce each PC’s gold earned by 120 gp.
  
  13
  THE CONSORTIUM COMPACT
  C. EXTRACTING PROOF
  The last of the three possible tasks requires the PCs to 
  secure proof of the Aspis Consortium’s alchemical tests 
  in Diobel by venturing beneath the streets of the Bristles 
  District and into the city’s underbelly.
  Delroya’s directions lead to an isolated alley in the Bristles, 
  and then down into the sewers beneath Diobel. The stench of 
  sewage mixes with the sharper odors of chemical fumes and 
  decay and permeates the damp tunnels. From this intersection, 
  tunnels lead west and south into the darkness. A third tunnel 
  heading east is filled with detritus, filthy beddings, food scraps, 
  broken glass, and rotting furniture. An alcove lies beyond a 
  collapsed portion of the tunnel’s southern wall, and further east, 
  a statue of a giant rat rests in the dead-end passage. Countless 
  empty flasks and discarded alchemical ingredients lie on the 
  floor around the statue. On a nearby workbench sit several 
  organized but empty flasks and jars.
  The PCs enter from the ladder in the northeast corner 
  of the map on page 14. The slowly flowing sewage is 2 
  feet deep. Chemical runoff has killed the bacteria in 
  the sewage, so there is no risk of contracting a disease 
  from it, but creatures that enter the sewage are sickened 
  until they wash it off (DC 12 Fortitude negates). A PC who 
  succeeds at a DC 18 Knowledge (religion) check recognizes 
  that the statue of a rat depicts Hanspur, a lesser-known 
  deity of waterways and smugglers. 
  This dingy sewer serves as the laboratory of Laszo, 
  an alchemist and Aspis Consortium Agent. For several 
  months, he has experimented with a variety of drugs 
  and poisons on the poor and destitute of Diobel. 
  Laszo’s latest drug, which he calls “whip,” makes its 
  users compliant, pliable, and forgetful. It is also highly 
  addictive. The Aspis Consortium sees a variety of uses 
  for the drug, from aiding interrogations to quieting 
  disorderly slaves. The drug, however, is still in the 
  experimental phase, and has unpredictable effects. 
  Delroya knows that her operation will prevent a large 
  shipment of whip from leaving Diobel and ending up in 
  the hands of other alchemists and dealers, but she wants 
  the PCs to investigate Laszo’s recent activities to retrieve 
  evidence that they can present to the authorities about 
  the Aspis Consortium’s drug experiments.
  To succeed at this assignment, the PCs must obtain 
  a sample of unrefined whip from Laszo’s lab, as well as 
  his notes from his recent experiments. One of the test 
  subjects who lives near Laszo’s lab stole an unrefined 
  dose of whip from the alchemist several weeks ago, but 
  forgot that she had it after she fell further into the drug’s 
  embrace. A PC who searches near the area marked T4 on 
  the map on page 14 and succeeds at a DC 15 Perception 
  check discovers the small vial of whip concealed in the 
  test subject’s sleeping pallet. The PCs can determine 
  that the drug is unrefined if they succeed at a DC 14 
  Craft (alchemy) check or a DC 18 Perception check. If 
  the PCs attempt any skill checks to further analyze the 
  drug or its effects, use the information provided in the 
  sidebar on page 15. If the PCs don’t find this unrefined 
  dose, they may need to wait for Laszo to begin his daily 
  concoctions to procure an unrefined sample. Laszo and 
  his underlings are highly likely to confront the PCs 
  when they find the Pathfinders snooping around. The 
  alchemist carries his notes on his person.
  Creatures: Four people live in the tunnels and alcove 
  near Laszo’s lab. These people have been using whip since 
  Laszo concocted it several months ago, and they are in a 
  sorry state. They suffer from malnourishment and can 
  barely speak. In their delirium, they take little notice of 
  the PCs, unless any of the PCs visibly carry flasks or bottles 
  of liquid. They reach out for such items if they come near, 
  but they have trouble standing or moving on their own 
  and pose little threat. A flash beetle—a glowing beetle the 
  size of a housecat—has also made these tunnels its home, 
  and hides inside the pipe near the rat statue.
  Laszo visits this location around dusk each day. He 
  goes directly to his makeshift lab, experiments with 
  whip, doses each of his “subjects,” and takes notes on the 
  drug’s effects. Laszo is cruel, meticulous, and obsessed 
  with his experiments. Much to his chagrin, Laszo has 
  picked up the nickname “the Leper,” a reference to the 
  open lesions and horribly itchy scaly patches of skin that 
  cover his body. These injuries stem from previous drug 
  experiments in which he used himself as a test subject. 
  He seeks the perfection of his creations at any cost—
  whether that cost is innocent lives or pieces of his flesh 
  that have fallen away due to chemical exposure. 
  Laszo constantly picks and scratches at his skin. He is 
  not forthcoming about his activities and insists that the 
  PCs leave if he finds them snooping around. If he realizes 
  that they are Pathfinders, or if they ask too many questions 
  about his experiments or his victims, he attacks.
  SCALING ENCOUNTER C
  To accommodate a group of four PCs in Subtier 1, Laszo’s 
  itchy skin distracts him and reduces his defenses—he takes 
  a –2 penalty on attack rolls, saving throws, skill checks, 
  and ability checks, and a –2 penalty to AC. Decrease the 
  DC of the skill check to interpret Laszo’s notes by 2 (see 
  Development on page 14). In Subtier 2, add two flash 
  beetles to the encounter, and increase the DCs of all skill 
  checks in the encounter by 2. To accommodate a group of 
  four PCs in Subtier 2, use the Subtier 1 encounter without 
  any adjustments. 
  
  N
  C. Diobel Sewers
  T : Test Subject
  T1
  T2
  T3
  T4
  B : Flash Beetle
  B1 B3
  L
  B2
  L : Laszo
  Pathfinder Map Pack: Sewer System
  1 square = 5 feet
  14
  PATHFINDER SOCIETY SCENARIO
  Subtier 1 (CR 3)
  FLASH BEETLE  
  CR 1/2
  Variant fire beetle (Pathfinder Bestiary 33, see page 26)
  hp 6
  TACTICS
  During Combat The flash beetle uses its flash of light ability on 
  the first round of combat. On subsequent rounds, it attacks the 
  PCs, starting with the first PC to attack Laszo.
  Morale The flash beetle flees if reduced to 2 hit points or less.
  LASZO “THE LEPER” 
  CR 2
  Male human alchemist 2/expert 1 (Advanced Player’s Guide 26)
  LE Medium humanoid (human)
  Init +6; Senses Perception +9
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 22 (3d8+5)
  Fort +5, Ref +6, Will +4; +2 bonus vs. poison
  OFFENSE
  Speed 30 ft.
  Melee dagger +1 (1d4/19–20)
  Ranged bomb +4 (1d6+3 fire)
  Special Attacks bomb 5/day (1d6+3 fire, DC 14)
  Alchemist Extracts Prepared (CL 2nd; concentration +5)
  1st—cure light wounds, disguise self, stone fistAPG
  TACTICS
  Before Combat If the PCs rouse his suspicions, Laszo drinks 
  his Dexterity mutagen before combat, which increases his 
  AC to 19 (touch 14, flat footed 15), and grants him a +2 
  bonus to CMD and on Reflex saves, ranged attack rolls, and 
  Acrobatics checks, as well as a –1 penalty on Will saves and 
  Perception checks.
  During Combat If Laszo did not drink his mutagen before 
  combat, he drinks it on the first round of combat. He tries 
  to stay out of melee range if possible, and attacks the PCs 
  with his bombs, using his precise bombs discovery to avoid 
  hitting the beetle or his experimental subjects. He saves his 
  extract of stone fist if melee combat seems inevitable. If he 
  judges that he is winning the fight, he may spend a standard 
  action scratching his itchy skin. If he is reduced below 10 hit 
  points, he drinks his cure light wounds extract or his cure 
  moderate wounds potion.
  Morale Laszo fights to the death to protect his lab.
  STATISTICS
  Str 10, Dex 14, Con 12, Int 17, Wis 13, Cha 8
  Base Atk +1; CMB +1; CMD 13
  
  Magali 
  Delroya
  15
  THE CONSORTIUM COMPACT
  Feats Alertness, Brew Potion, Improved Initiative, Skill Focus 
  (Craft [alchemy]), Throw Anything
  Skills Acrobatics +8, Appraise +9, Bluff +5, Craft (alchemy) +12 
  (+14 to create alchemical items), Intimidate +5, Perception +9, 
  Profession (herbalist) +7, Sense Motive +8, Spellcraft +9
  Languages Common, Dwarven, Elven, Gnome
  SQ alchemy (alchemy crafting +2), discovery (precise bombs 
  [3 squares]), mutagen (+4/–2, +2 natural armor, 
  20 minutes), poison use
  Combat Gear potion of cure moderate 
  wounds, acid (2); Other Gear mwk 
  studded leather, daggers (2), cloak 
  of resistance +1, alchemy crafting 
  kitAPG, formula bookAPG, portable 
  alchemist’s labAPG, vials of whip (2), 
  10 gp
  Development: The PCs fail the 
  mission if they do not acquire 
  either the dose of unrefined whip 
  or Laszo’s notes. They achieve 
  a partial success if they acquire 
  one piece of evidence, or if they 
  acquire both pieces of evidence 
  but leave Laszo to continue his 
  experiments; standard success 
  if they acquire the evidence and 
  apprehend or eliminate Laszo; 
  and impressive success if they also 
  provide aid to the test subjects, such 
  as by taking them aboard the Sixwing 
  Drake or bringing them to a temple 
  for care. See the Extra Help section of encounter 
  D1 on page 18 and the Secondary Success Conditions 
  section on page 20 for details about how the PCs’ success 
  here impacts the scenario.
  Laszo’s lab notes are difficult to decipher, but they 
  are extensive—his handwriting is tiny, cramped, and 
  organized. If the PCs decipher the journal (Linguistics 
  DC 16; characters with a rank in Craft [alchemy] receive 
  a +4 circumstance bonus), they learn that whip is a drug 
  of Laszo’s own design, and that he resents that the Aspis 
  Consortium has already begun to mass produce the 
  drug from his imperfect formula. He names several 
  specific individuals within Diobel who he blames for 
  allowing whip to spread before he could perfect it. If 
  the PCs decipher the journal or share it with Delroya, 
  she is pleased with the information. This additional 
  information increases the PCs’ level of success for 
  this task by one step, such as from standard success 
  to impressive success. If the PCs already achieved an 
  impressive success for this task, increase their level of 
  success for the other task they complete by one step.
  Rewards: If the PCs do not 
  retrieve at least one piece of 
  evidence, reduce each PC’s gold 
  earned as follows.
  Subtier 1: Reduce each PC’s gold 
  earned by 100 gp.
  Out of Subtier: Reduce each PC’s 
  gold earned by 110 gp.
  Subtier 2: Reduce each PC’s gold 
  earned by 120 gp.
  D. THE WAREHOUSE
  If the PCs successfully accomplish 
  two of Delroya’s tasks, they delay the 
  shipment. If they do not accomplish 
  two tasks, they force Delroya to take 
  matters into her own hands. She is 
  able to delay the shipment and still calls on the PCs to help 
  at the warehouse, but she is less than pleased with them.
  Magali Delroya (N female human bard 1/rogue 2) is 
  not intended to participate in any encounters with the 
  PCs, but GMs who need statistics for her should use 
  those of the wanderer on page 290 of the Pathfinder RPG 
  GameMastery Guide, except Delroya does not have the 
  combat gear listed in that block.
  Read or paraphrase the following to begin this part of 
  the scenario.
  Around noon on Fireday, Captain Zendrani calls a meeting on 
  the deck of the Sixwing Drake. “An urchin boy delivered this 
  note just a few minutes ago. I tried to keep him here so we 
  could talk to him, but he slipped away without a word and ran 
  off into the city. I haven’t looked at the note—but it seems to 
  be from Delroya.” The captain hands over the note.
  Provide the players with a copy of Player Handout #3: 
  Meeting with Delroya. When the PCs go to meet Delroya, 
  read or paraphrase the following text.
  WHIP
  Type inhaled, ingested, or injury; Addiction major, 
  Fortitude DC 20
  Price 50 gp
  Effects 1 hour; variable effect; causes as equal chance 
  to suffer a –4 penalty on Bluff checks or a –4 
  penalty on Will saving throws; 25% chance to 
  forget everything that takes place during 
  the next hour
  Damage 1d3 Int, Wis, or Cha damage
  LASZO’S DRUG
  The statistics for Laszo’s new drug, whip, are presented below.
  
  N
  D. Warehouse
  1 square = 5 feet
  1
  a
  b
  c
  d
  e S
  S
  f
  2
  3
  4
  5
  6
  1–6: Randomized Warehouse
   Elements
  a–f : Possible Entrances
  16
  PATHFINDER SOCIETY SCENARIO
  
  17
  THE CONSORTIUM COMPACT
  A large warehouse looms into view at the end of Gull Street. 
  Its main level sits at the edge of the street above a ten-foot 
  drop to the harbor’s waters below. A door in the western wall 
  of the warehouse opens, and a woman clad in simple leather 
  armor steps out. Her features display a blend of Taldan and 
  Mwangi heritages, and her crisp accent is difficult to place. “I 
  am Magali Delroya. You must come quickly, Pathfinders. We do 
  not wish to be seen.” Delroya moves briskly, waving off protests 
  or interruptions, and speaks with the rhythm of her steps. 
  “Questions later. Much is at stake. First you must listen.” Her 
  outward display of authority does not entirely mask her fear.
  The small room through the warehouse’s western door 
  features a round table and several chairs. “This room is for the 
  guards. They are all too busy dealing with our disruptions, so no 
  one is here for now. That door leads to the docks below,” she 
  says, indicating a door in the southern wall. “Come this way. I 
  will show you the warehouse.” She opens a door in the northern 
  wall, revealing a cavernous storage room. Haphazard stacks of 
  barrels and crates almost reach the ceiling twenty feet above. 
  Two large skylights in the ceiling provide ample light during the 
  day, and a dozen unlit lanterns are spaced around the room. To 
  the east, a wide opening in the southern wall looks out over the 
  loading bay ten feet below. A freight elevator platform rigged 
  to a complex set of pulleys and ropes and a staircase both lead 
  down to the loading bay.
  “As you can see, the Aspis Consortium maintains a sizable 
  operation out of this warehouse, which they rent from the Kortos 
  Consortium’s Locosta family in exchange for alchemical goods. 
  After tonight, I hope that the relationship between Aspis and 
  Kortos will be irreparably damaged.
  “We may have delayed the shipment, but my sources tell me 
  that both the Kortos and Aspis consortia are likely to investigate 
  the warehouse later tonight. I had hoped for more time, but 
  I will not able to move the goods until after midnight. I need 
  your help in holding off the agents until everything is in order. 
  They are not likely to work together, so you should prepare 
  for multiple groups of agents. While I have no qualms about 
  fighting the Aspis agents, if possible we should avoid further 
  antagonizing the Kortos Consortium. Their agents may be willing 
  to look the other way.”
  “Because the agents are on high alert, you should stay at the 
  warehouse until they arrive. We wouldn’t want anyone spotted or 
  attacked out in the city before we’re ready. That gives you several 
  hours to prepare. Most of the items in the warehouse are simple 
  trade goods designed to make this outfit look legitimate. You may 
  want to take some time to look around, though—you never know 
  what the Aspis Consortium might have stowed away here.”
  “I can stay here briefly, if you have questions or need assistance.”
  The PCs likely have questions for Delroya. 
  Is our defense of the warehouse legal? “By now you 
  should know that the Aspis Consortium is breaking 
  Diobel’s laws. What we’re doing here is not exactly legal, 
  either, in the views of the Kortos Consortium. I am hoping 
  that we can get through this without drawing their ire, 
  but as a last resort, you can use this document. It should 
  eliminate any questions as to the legality of your actions. 
  If you can avoid having to use it, I would be grateful, but do 
  not hesitate to present it if necessary.” Provide the players 
  with a copy of Player Handout #4: Lord Avid’s Writ. 
  Why can’t we destroy the warehouse and/or the drug 
  shipment? “The warehouse and many of the goods 
  inside it belong to the Kortos Consortium, not the Aspis 
  Consortium. We do not want to make them our enemies, 
  if possible. As for the drugs, they are mixed in with a large 
  number of goods that belong to the Kortos Consortium. 
  It would take days to sort through all these crates—
  something I intend to do later, once they’re moved to a 
  secure location. But there’s no time now. As for destroying 
  the shipment, that’s out of the question. The drug is far 
  too unpredictable. There’s no telling what effect it might 
  have if we burn it or dump it in the harbor. No, we must 
  deal with it later, in a way that puts no one in harm’s way.”
  What are your plans for the drugs/goods? “Once I’ve 
  moved the shipment to a safe location, I will have time to 
  sort everything out. The drugs will be disposed of safely, 
  and I will return the Kortos Consortium’s goods along 
  with evidence of the Aspis Consortium’s wrongdoings. 
  That should sufficiently damage their relationship and the 
  reputation of the Aspis Consortium in Diobel. Some of the 
  other goods belong to the Aspis Consortium, and I’ll make 
  sure the Pathfinder Society gets its fair share as payment 
  for your help.”
  What can you tell us about yourself? Unless the PCs 
  accomplished both of their earlier tasks with at least a 
  standard success, Delroya frowns and grows annoyed 
  at such questions. “There is no time to get to know each 
  other. We are both enemies of the Aspis Consortium. 
  There is nothing else to say.” If the PCs have impressed 
  Delroya with their actions so far, she opens up a bit more. 
  “I am a wanderer. I call no place my home, and no one my 
  family. I thought that meant that the Aspis Consortium 
  was a good fit, but I was wrong. They have no respect for 
  anyone but themselves.”
  Will you join the Pathfinder Society when this is 
  done? Delroya looks thoughtful. “You are presumptuous, 
  aren’t you? I will say only this: when our work is done, I 
  SCALING ENCOUNTER D1
  To accommodate a group of four PCs in Subtier 1, 
  decrease any DCs in the location tables on page 24 by 2. 
  In Subtier 2, increase the DCs in the location tables by 2. 
  To accommodate a group of four PCs in Subtier 2, use the 
  Subtier 1 DCs without adjustment.
  
  18
  PATHFINDER SOCIETY SCENARIO
  expect to meet with your venture-captain to settle up my 
  payment. After our meeting, I do not know where I will 
  go, but your actions in Diobel have certainly given me 
  much to think about.”
  Development: Once the PCs have finished asking 
  questions, Delroya leaves to make final preparations 
  to move the shipment. If the PCs did not inquire about 
  the legality of their actions, Delroya hands them Player 
  Handout #4 before she departs.
  D1. Warehouse Preparations
  The PCs have about 6 hours to prepare for the first wave 
  of agents to arrive. They can use that time to barricade 
  entrances, move crates, look through goods for useful 
  equipment, craft disguises, find hiding places, or make 
  any other preparations they see fit.
  To encourage replay of the scenario, many elements 
  of the warehouse are randomized. To prepare for this 
  encounter, GMs need to determine which elements are 
  present for this particular play-through of the scenario. 
  Six numbered locations are marked on the warehouse 
  map; each of those locations has randomized elements. 
  To prepare for this encounter, GMs should roll randomly 
  on the location tables in Appendix 1 on page 24. The GM 
  might also choose to purposefully select items rather 
  than rolling randomly. Suggestions for selecting items 
  appear with the tables in the appendix. The six areas 
  marked with lowercase letters are the possible entrances 
  to the warehouse that the consortium agents might use in 
  encounters D2 and D3 (see the chart in Appendix 1).
  The normal-size doors to the warehouse are all good 
  wooden doors (hardness 5, 15 hp, break DC 16), and the 
  large loading doors are strong wooden doors (hardness 5, 
  20 hp, Break DC 23). The PCs locate the secret doors at c 
  and e if they succeed at a DC 20 Perception check; Delroya 
  does not know about them. All of the doors can be locked, 
  but Delroya does not have the keys—she picked the locks, 
  so all of them are open. A PC who succeeds at a DC 20 
  Disable Device check can relock a door, but Delroya warns 
  the PCs that the enemy agents likely have keys.
  The PCs can move the crates in the warehouse, though 
  the crates are heavy, and the Aspis agents removed their 
  many helpful tools from the warehouse. One PC can move 
  a 5-foot square of stacked crates by hand a total of 5 feet 
  in 10 minutes—if the PC succeeds at a DC 20 Strength 
  check, or if a group of PCs works together, they can move 
  the same amount a total of 10 feet in 10 minutes. A PC can 
  knock over a stack of crates as a full-round action if she 
  succeeds at a DC 18 Strength check; falling crates deal 2d6 
  points of damage to creatures in a 10-foot line (Reflex DC 
  15 negates), and create an area of difficult terrain in those 
  squares. PCs may use the aid another action to assist each 
  other on this Strength check.
  Extra Help
  If the PCs achieved impressive success in one or both of 
  the tasks they accomplished in Areas A, B, and C, Delroya 
  offers additional help. If the PCs achieve impressive 
  success on one task, Delroya has more time to investigate 
  the warehouse and gather supplies. She finds the secret 
  doors at locations c and e and shows them to the PCs. 
  Additionally, she provides the PCs with extra supplies; roll 
  once on the table for Location 4 in Appendix 1 to generate 
  these supplies. If the PCs achieve impressive success 
  on both tasks, Delroya also discovers whom the Aspis 
  Consortium is sending to the warehouse. Describe the 
  combat abilities of each NPC in encounter D3 to the PCs.
  D2. Kortos Confrontation
  Agents of the Kortos Consortium arrive at the warehouse 
  to investigate around dusk on Fireday. To prepare for this 
  encounter, GMs should follow the steps below.
  Step 1: Determine the composition of the Kortos 
  Consortium group. Use the tables in Appendix 1 on page 25 
  to randomly generate two melee NPCs, one support NPC, 
  and one healing NPC. Alternatively, GMs can select the 
  group composition rather than rolling randomly, or they 
  can use the following pre-made group: careful initiate, 
  superstitious mercenary, novice scout, and acolyte.
  Step 2: The Kortos agents split evenly into two 
  groups, which each enter the warehouse from a different 
  direction. Determine the warehouse entrances that this 
  group uses by rolling on the Warehouse Entrances table 
  in Appendix 1 on page 25. An agent that enters through 
  the skylight rappels down into the warehouse as a move 
  action. One agent in each group has a key that opens any 
  of the warehouse doors. If the agents find that any of the 
  entrances are blocked or barricaded, they use an alternate 
  entrance, if possible, or attempt to eliminate the barricade 
  if no such entrance exists.
  Creatures: The first group to enter the warehouse is 
  made up of Kortos Consortium agents. These agents 
  caught word from the Aspis Consortium that something 
  went wrong with an important shipment, and have come 
  to inspect their warehouse. 
  SCALING ENCOUNTER D2
  To accommodate a group of four PCs in Subtier 1, remove 
  one melee NPC from the encounter, and have the remaining 
  melee NPC enter in one group while the other two NPCs 
  enter in the other group. In Subtier 2, add one support NPC 
  and one healing NPC to the encounter. To accommodate a 
  group of four PCs in Subtier 2, use the Subtier 1 encounter 
  without any adjustments.
  
  19
  THE CONSORTIUM COMPACT
  SCALING ENCOUNTER D3
  To accommodate a group of four PCs in Subtier 1, remove 
  one melee NPC from the encounter, and have the remaining 
  melee NPC enter in one group while the other two NPCs 
  enter in the other group. In Subtier 2, add one support NPC 
  and one healing NPC to the encounter. To accommodate a 
  group of four PCs in Subtier 2, use the Subtier 1 encounter 
  without any adjustments.
  It is possible for the PCs to talk down the Kortos agents 
  rather than fight them. The agents are loyal to House 
  Locosta and are aware that the Aspis Consortium has 
  been using the warehouse for illegal activities and drug 
  smuggling, but they do not know about the experiments on 
  Diobel’s citizens. They also have less of a stake in the drug 
  shipment than the Aspis agents. Their starting attitude is 
  unfriendly. If the PCs present a plausible excuse for their 
  presence and succeed at a DC 15 Bluff check, their starting 
  attitude improves to indifferent. If the PCs are able to 
  improve the Kortos agents’ attitude to indifferent or better, 
  by either succeeding at this Bluff check or succeeding at a 
  DC 19 Diplomacy check to improve their attitude, the PCs 
  can request that they leave the warehouse and keep the 
  Pathfinders’ presence a secret. However, this request counts 
  as dangerous aid, increasing the DC of the Diplomacy check 
  to ignore the Pathfinders by 10. If the PCs present Lord 
  Avid’s writ (Player Handout #4) to the Kortos agents, this 
  request no longer counts as dangerous aid. 
  Additional modifiers apply to the PCs’ Diplomacy 
  checks in this encounter based on their actions in previous 
  encounters. If the PCs broke up the meeting between Markell 
  and Hasheen violently, the Kortos agents have minor 
  concerns that the Aspis Consortium’s enemies may interfere 
  with their business, and the PCs gain a +2 circumstance 
  bonus on this Diplomacy check. On the other hand, if the 
  PCs disrupted the meeting nonviolently, the agents are 
  beginning to doubt the Consortium’s reliability, and the 
  PCs receive a +4 bonus on the Diplomacy check. In area B, 
  if the PCs took the shipment notes off of the Blue Dragon’s 
  Bite, the Kortos agents wonder if the Consortium’s inability 
  to keep its smuggling a secret may make it a less desirable 
  ally, and the PCs gain a +2 bonus on their Diplomacy check. 
  This bonus increases to +4 if the PCs convinced Allencroft 
  to investigate the ship more thoroughly. Finally, if the PCs 
  recount their discoveries about the Consortium’s activities 
  in area C, they gain a +2 bonus on their Diplomacy check. 
  This bonus increases to +4 if the PCs show the agents both 
  pieces of evidence from the alchemist’s lab.
  If the PCs are unable to convince the Kortos agents to 
  back down, or if they act threateningly toward the agents, 
  the agents simply attack. Each Kortos agent attempts to 
  flee if he or she is reduced to 3 hit points or fewer, or they 
  surrender if fleeing is impossible.
  Development: The PCs impress Delroya if they are able 
  to handle the Kortos Consortium agents without resorting 
  to violence. See the Secondary Success Conditions section 
  on page 20 for information about how this impacts her 
  decision about whether to join the Pathfinder Society.
  Rewards: If the PCs do not defeat the Kortos agents, 
  either by convincing them not to interfere or defeating 
  them in combat, reduce each PC’s gold earned as follows.
  Subtier 1: Reduce each PC’s gold earned by 110 gp.
  Out of Subtier: Reduce each PC’s gold earned by 120 gp.
  Subtier 2: Reduce each PC’s gold earned by 130 gp.
  D3. Aspis Assault 
  Half an hour after the Kortos agents arrive, Aspis 
  Consortium agents show up at the warehouse to deal with 
  the PCs. By now the Aspis agents know something is afoot, 
  and they expect a fight. To prepare for this encounter, GMs 
  should follow the steps below.
  Step 1: Determine the composition of the group, using 
  the tables in Appendix 1 on page 25 to randomly select 
  two melee NPCs, one support NPC, and one healing NPC. 
  Alternatively, GMs can select the group composition 
  rather than rolling randomly or use the following pre-
  made group: two cutpurses, one tavern singer, and one 
  mercenary healer.
  Step 2: The Aspis agents split evenly into two groups, 
  which each enter the warehouse from a different direction. 
  Determine the warehouse entrances that this group uses 
  by rolling on the Warehouse Entrances table in Appendix 
  1 on page 25. An agent that enters through the skylight 
  rappels down into the warehouse as a move action. One 
  agent in each group has a key that opens all warehouse 
  doors. If the agents find that any of the entrances are 
  blocked or barricaded, they use an alternate entrance, if 
  possible, or attempt to eliminate the barricade if no such 
  entrance exists.
  Creatures: This group consists entirely of Aspis agents. 
  Unlike the Kortos agents, these agents have no interest 
  in diplomacy. They are here to kill anyone who dares to 
  interfere with the Aspis Consortium’s agenda and dump 
  them unceremoniously into Diobel’s harbor. They have no 
  concern for anything except securing the shipment, and 
  fight to the death.
  Development: With the defeat of the Aspis agents, 
  the warehouse is safe, and Delroya is able to enact the 
  final stages of her plan. The PCs impress Delroya if they 
  handle the agents without causing excessive damage to 
  the warehouse. For the purposes of this scenario, actions 
  such as collapsing stacks of crates, turning the elevator 
  platform into a trap that triggers without repairing the 
  platform afterward, or setting the warehouse on fire count 
  
  20
  PATHFINDER SOCIETY SCENARIO
  as causing excessive damage. Moving objects to different 
  places within the warehouse or using the listed gear 
  in locations 1–6 in Appendix 1 do not count as causing 
  excessive damage. See the Secondary Success Conditions 
  section on page 20 for information about how the PCs’ 
  treatment of the warehouse impacts Delroya’s decision 
  about whether to join the Pathfinder Society.
  Rewards: If the PCs do not defeat the Aspis agents, 
  reduce each PC’s gold earned as follows.
  Subtier 1: Reduce each PC’s gold earned by 120 gp.
  Subtier 2: Reduce each PC’s gold earned by 140 gp.
  CONCLUSION
  Delroya bribed the town guards to stay away from the 
  warehouse days ago, so the operation goes smoothly once the 
  PCs defeat the invading agents, even if their battle caused a 
  disturbance. Delroya and her contacts arrive to move the 
  goods from the warehouse, and she sends some items to the 
  Pathfinder Society in thanks for their assistance. Ambrus 
  Valsin personally thanks the PCs for their successful 
  mission, stating that they dealt a major blow to the Aspis 
  Consortium’s operations on the Isle of Kortos, and prevented 
  a great deal of suffering from spreading across the Inner 
  Sea region. If the PCs did not use Lord Avid’s writ, he speaks 
  highly of their discretion among the nobility of the Isle of 
  Kortos, and the PCs earn the Lord Avid’s Recommendation 
  boon listed on this scenario’s chronicle sheet.
  If the PCs managed to convince Delroya to join the 
  Society (see the Secondary Success Conditions below), 
  she attends their meeting with the venture-captain, and 
  Valsin commends them for representing the best qualities 
  of Pathfinders. Delroya herself remains quiet during 
  the meeting, but her demeanor has softened a great deal 
  since the ordeal in Diobel, and it is clear that she feels at 
  home among the Pathfinders. The PCs earn the Inside 
  Knowledge boon listed on this scenario’s chronicle sheet. 
  REPORTING NOTES
  If the PCs convince Delroya to join the Pathfinder Society 
  by achieving the Secondary Success Conditions below, 
  check box A. If the PCs avoid using Lord Avid’s writ, check 
  box B.
  PRIMARY SUCCESS 
  CONDITIONS
  The PCs complete their mission if they are able to thwart 
  the Aspis Consortium by protecting the warehouse from 
  invasion until Delroya can move the shipment to a secure 
  location. Doing so earns each PC 1 Prestige Point.
  SECONDARY SUCCESS 
  CONDITIONS
  Over the course of the adventure, the PCs have the 
  opportunity to perform their duties and tasks particularly 
  well and impress Delroya. If the PCs succeed at their 
  primary success condition, achieve at least a standard 
  success on one of the missions, and complete three of the 
  following five objectives, they succeed at their secondary 
  success condition and Delroya decides to join the 
  Pathfinder Society. 
  The possible objectives are as follows.
  • They must achieve impressive success in the first task 
  they choose to undertake for Delroya.
  • They must achieve impressive success in the second 
  task they choose to undertake for Delroya.
  • They must handle the Kortos Consortium agents in 
  encounter D2 without resorting to violence.
  • They must handle both waves of agents in area D 
  without causing extensive damage to any Kortos 
  Consortium property, including the warehouse and 
  goods within.
  • They must, over the course of the adventure, behave in 
  a cooperative manner. 
  This final objective requires the GM to consider 
  the behavior of the party overall over the course of the 
  adventure. If at least half of the PCs (and players) made 
  an admirable display of cooperation over the course of 
  the adventure, the GM should consider the group to have 
  succeeded at this objective. If there were multiple instances 
  that stand out to the GM that displayed selfishness or 
  an unwillingness to cooperate on the part of the PCs (or 
  players), the GM should consider the group to have failed 
  at this objective. If the PCs achieve the secondary success 
  condition, each PC earns 1 additional Prestige Point.
  
  21
  THE CONSORTIUM COMPACT
  PLAYER HANDOUT #1: DELROYA’S NOTE
  Venture-Captain Ambrus Valsin,
  I write to you out of desperation, and I can only hope that you hear me out, though 
  you may consider me an enemy. Our paths crossed years ago, and though we did not 
  see eye to eye, I trust that you will do what is necessary—what is right—regarding my 
  request to you today.
  I am an agent of the Aspis Consortium operating out of your neighbor city, Diobel. 
  The Aspis Consortium has long been active in Diobel, but now its foothold is stronger 
  than ever: House Locosta of the Kortos Consortium lends aid to the Aspis’s smuggling 
  operations in exchange for valuable alchemical ointments from across the Inner Sea 
  region. 
  For years I have worked as a broker and go-between for the Aspis Consortium, but my 
  employment with them will soon come to an end. I recently discovered that the consortium 
  is experimenting on the poor and destitute of Diobel with a vicious and unpredictable 
  drug called whip. Next Fireday, Aspis agents will send a large shipment of this drug to 
  many cities across the Inner Sea region, with the intention of expanding whip experiments 
  and perfecting the drug. I intend to stop them, but I need your help. I cannot go to the 
  authorities—the Aspis’s arrangement with the Kortos Consortium offers it too much 
  protection. 
  I have made arrangements to move the shipment to a more secure location, where it 
  can be disposed of properly. You will forgive me for not trusting you with the location 
  immediately—first, I need proof of your Pathfinders’ skills and their willingness to help 
  me. The three tasks I describe on the attached note will each thwart the Aspis agenda. 
  Perform any two of these tasks and the consortium should be sufficiently delayed as to 
  allow me to enact my plans—and I will know that you are serious about offering aid.
  When I joined the consortium, I did not know the extent of its evil—their members’ 
  willingness to do anything for gold, no matter the harm caused. I cannot stop the group, 
  but I can be a thorn in its side. Lend me aid, Valsin. Send me your Pathfinders. Prove that 
  you are better than the Aspis Consortium.
  Magali Delroya
  
  22
  PATHFINDER SOCIETY SCENARIO
  PLAYER HANDOUT #2: DELROYA’S TASKS
  Dear Pathfinders,
  Thank you for giving me the chance to explain myself, and agreeing to help me stop 
  the Aspis Consortium’s foul plot. As it stands, I do not have enough time to stop 
  the shipment, so I have compiled three tasks that would each delay the consortium’s 
  operations. Please select two of the three tasks to perform. Two disruptions could be 
  a coincidence, but with three disruptions, the consortium will almost certainly suspect 
  sabotage.
  The first task is to disrupt a meeting between two agents, one each from the Aspis 
  and Kortos consortia. Somehow, a snooping Kortos agent caught wind of my plans, 
  and has set a meeting with an Aspis agent to reveal me and ruin everything. The bad 
  news: I do not know the identity of either agent. The good news: I know that they 
  intend to meet at a tavern called the Overflowing Oyster at noon on Oathday—the 
  day before the shipment of drugs is to leave Diobel. If you can disrupt this meeting, 
  you can prevent the Aspis from taking a closer look at my plans. However, you must 
  be discrete. Killing either agent, or revealing yourselves as Pathfinders meddling in the 
  Aspis’s operations, would only cause them to grow more suspicious. It may help to 
  know that the owner of the Overflowing Oyster is involved in creating fake pearls and 
  selling them on the black market. 
  The second task is to steal the shipping documents from the smuggling ship that the 
  Aspis Consortium intends to use for this operation. The ship is called Blue Dragon’s Bite, 
  and it is scheduled to offload its current cargo in the Trawl district all day on Oathday. 
  The documents should be in the captain’s cabin. Find a way to get aboard and obtain 
  the documents without causing too much of a disruption, and you will cause a significant 
  delay in their plans. Remember, the Aspis Consortium is our enemy, but the dockworkers 
  are merely citizens of Diobel. If possible, they should not be harmed.
  The third task involves the alchemist responsible for engineering the drug called whip in 
  the first place. He has picked up the unfortunate nickname Laszo the Leper because of 
  the drug-induced lesions and rashes that cover his skin. Laszo operates out of Diobel’s 
  sewers beneath Rat Street. Find his lab and bring back samples of unrefined whip, along 
  with the alchemist’s notes. These we can use as undeniable proof to the authorities 
  that the Aspis Consortium is experimenting with the drug in Diobel. Laszo is a cruel and 
  despicable man. Do what you must to obtain the evidence.
  Complete any two of these tasks before the end of Oathday and I will give further 
  directions the following morning, assuming you were successful. Good luck, Pathfinders.
  Magali Delroya
  
  23
  THE CONSORTIUM COMPACT
  PLAYER HANDOUT #3: MEETING WITH DELROYA
  Pathfinders,
  Your tactics were certainly unusual, but everything turned out as expected. The 
  shipment is delayed, and the Aspis Consortium is occupied with getting everything 
  back in order. Soon, though, the consortium will get its act together and come to the 
  warehouse to proceed with the operation. There is no time to lose. The warehouse is 
  at the southern edge of the Bristles, where Gull Street meets the water. I will meet you 
  there.
  Magali Delroya
  It is decreed by the Scion Lord Avid of House Arnsen, 
  Teriarch of Diobel, that the actions of Magali Delroya 
  on this day, the 28th of the month of Neth, of the year 
  4715 Absalom Reckoning, are aligned with the goals and 
  mandates of House Arnsen, and that no lower power shall 
  have jurisdiction over Delroya or those in her company. 
  Scion Lord Avid
  PLAYER HANDOUT #4: LORD AVID’S WRIT
  
  24
  PATHFINDER SOCIETY SCENARIO
  APPENDIX 1: RANDOMIZED 
  ELEMENTS
  The Consortium Compact includes several sections that are 
  randomly generated to help make this scenario replayable. 
  The following appendix provides a breakdown of all 
  randomized elements that appear in the scenario.
  Items marked with an asterisk (*) are suggested for 
  newer groups or as simpler encounters for GMs with less 
  time to prepare. The statistics for the creatures referenced 
  in the tables below appear in Appendix 3 on page 27.
  Warehouse Locations 1, 2, and 3
  Roll on the table below to determine what the PCs find lying 
  around the warehouse. If one or more PCs has the Handle 
  Animal skill, GMs might choose the caged dog option over 
  other options to provide those PCs with opportunities to 
  use their skills. If the PCs lack sufficient healing, the GM 
  might choose to place the wand of cure moderate wounds in 
  favor of another element.
  1d6 
  Random Element
  1 
  Two disguise kits
  2* 
  A bear trap (see below)
  3 
  A 50-pound human-sized cage with lock and key 
  4* 
  Carpentry supplies and masterwork artisan’s tools
  5* 
  A wand of cure moderate wounds with 5 charges left
  6 
  A hungry fighting dog growls at the PCs from within  
  a locked cage (the key rests nearby in plain sight). A 
  PC who spends 3 hours interacting with the dog and 
  succeeds at a DC 20 Handle Animal check befriends 
  him. If the PCs feed him, they receive a +4 bonus on 
  this Handle Animal check. The dog knows the tricks 
  attack, down, and stay. Use the statistics for a wolf 
  (Pathfinder RPG Bestiary 275, see page 30).
  BEAR TRAP  
  CR 1
  Type mechanical; Perception DC 15; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +10 melee (2d6+3); sharp jaws spring shut around 
  the creature’s ankle and halve the creature’s base speed (or 
  hold the creature immobile if the trap is attached to a solid 
  object); the creature can escape with a DC 20 Disable Device 
  check, DC 22 Escape Artist check, or DC 26 Strength check
  POISONED DART TRAP  
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect Atk +10 ranged (1d3 plus greenblood oil; Poison—injury; 
  save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Con 
  damage; cure 1 save
  Warehouse Location 4: The Guards’ Gear
  Roll on the table below to determine with the PCs find in 
  the stash of gear in the guardroom.
  1d6 
  Random Element
  1* 
  Six potions of cure light wounds
  2 
  A potion of invisibility
  3 
  Six tanglefoot bags
  4 
  Six smokesticks
  5 
  Six thunderstones
  6 
  An oil of arcane lock
  Warehouse Location 5: Loading Platform
  Roll on the table below to determine what the PCs find at 
  the loading platform.
  1d6 
  Random Element
  1* 
  The lever mechanism is locked, and the platform 
  cannot be raised or lowered. A PC can unlock it with a 
  successful DC 20 Disable Device check.
  2 
  The pulley system is broken, and the platform 
  cannot be raised or lowered. A PC can repair it with a 
  successful DC 15 Knowledge (engineering) check or 
  relevant Craft check and 1 hour’s work.
  3 
  There is a crawl space big enough for one Medium 
  creature under the platform. A PC who succeeds at a 
  DC 18 Perception check notices it. If the platform is 
  lowered, a creature must succeed at a DC 20 Escape 
  Artist check to leave the crawl space.
  5 
  The platform is unstable. A PC who succeeds at a DC 
  15 Craft (traps) check and spends 2 hours can rig the 
  platform to collapse from the upper level if more than 
  one creature stands on it. If the platform collapses, all 
  creatures on the platform take 1d6 points of damage.
  6 
  There is a bucket of grease nearby. If a PC spends 2 
  hours applying it to the gears, one PC can raise or lower 
  the platform as a standard action. Any number of PCs 
  may work together to reduce the time.
  Warehouse Location 6: Hazardous Goods
  Roll on the table below to determine with the PCs find on 
  top of the crates in the south warehouse.
  1d6 
  Random Element
  1* 
  Ten flasks of alchemist’s fire
  2 
  A portable poisoned dart trap that can be set to trigger 
  when someone touches a particular object (DC 15 Craft 
  [traps] to set, see left)
  3 
  Three doses of black adder venom (see page 25)
  4 
  Six doses of drow poison (see page 25)
  5 
  A shrieker mushroom in a large, soundproof glass cage 
  (DC 15 Knowledge [dungeoneering] or Knowledge 
  [nature] check to identify, Core Rulebook 416)
  
  25
  THE CONSORTIUM COMPACT
  6 
  A stoppered glass jar filled with spiders. If the PCs 
  remove the stopper or break the jar (hardness 1, hp 1) 
  the spiders emerge as a spider swarm and attack any 
  nearby creatures (Pathfinder RPG Bestiary 258, see 
  page 29).
  BLACK ADDER VENOM
  Type poison, injury; Save Fort DC 11
  Frequency 1/round for 6 rounds
  Effect 1d2 Str damage; Cure 1 save
  DROW POISON
  Type poison, injury; Save Fort DC 13
  Frequency 1/minute for 2 minutes
  Initial Effect unconsciousness for 1 minute; Secondary Effect 
  unconsciousness for 2d4 hours; Cure 1 save
  Melee NPCs
  Use the table below to select melee opponents for 
  encounters D2 and D3. Their statistics appear in Appendix 
  3, which begins on page 27.
  1d3 
  NPC
  1 
  Careful initiate (Pathfinder RPG NPC Codex 96, page 27)
  2 
  Cutpurse (NPC Codex 144, page 28)
  3 
  Superstitious mercenary (NPC Codex 80, page 29)
  Support NPCs
  Use the table below to select support opponents for 
  encounters D2 and D3. Their statistics appear in Appendix 
  3, which begins on page 27.
  1d3 
  NPC
  1 
  Consortium sorcerer (page 28)
  2 
  Novice scout (NPC Codex 128, page 29)
  3 
  Tavern singer (NPC Codex 26, page 30)
  Healing NPCs
  Use the table below to select healing opponents for 
  encounters D2 and D3. Their statistics appear in Appendix 
  3, which begins on page 27.
  1d2 
  NPC
  1 
  Acolyte (Pathfinder RPG GameMastery Guide 304, 
  page 27)
  2 
  Consortium druid (page 28)
  3 
  Mercenary healer (NPC Codex 44)
  Warehouse Entrances
  Use the table below to determine the entrances that 
  the Kortos Consortium and Aspis Consortium use in 
  encounters D2 and D3. An agent that enters through the 
  skylight rappels down from the roof as a move action.
  1d6 
  Map Reference 
  Description
  1 
   
  a 
  Main loading door
  2 
   
  b 
  Skylight
  3 
   
  c 
  Secret door in north wall   
   
   
   
  (Perception DC 20 to notice)
  4 
   
  d 
  Break room door
  5 
   
  e 
  Trapdoor in loading bay floor  
   
   
   
  (Perception DC 20 to notice)
  6 
   
  f 
  Dock-level loading door
  APPENDIX 2: STAT BLOCKS 
  (AREAS A, B, AND C)
  BARKEEP 
  CR 3
  Pathfinder RPG GameMastery Guide 303
   Human expert 4/warrior 1
  N Medium humanoid
  Init +0; Senses Perception +10
  DEFENSE
  AC 13, touch 10, flat-footed 13 (+3 armor)
  hp 23 (5 HD; 4d8+1d10)
  Fort +5, Ref +1, Will +6
  OFFENSE
  Speed 30 ft.
  Melee sap +3 (1d6–1 nonlethal) or 
  dagger +3 (1d4–1/19–20)
  Ranged mwk heavy crossbow +5 (1d10/19–20)
  STATISTICS
  Str 9, Dex 11, Con 10, Int 12, Wis 14, Cha 10
  Base Atk +4; CMB +3; CMD 13
  Feats Great Fortitude, Quick Draw, Rapid Reload, Skill Focus 
  (Profession [barkeep])
  Skills Bluff +8, Handle Animal +5, Intimidate +5, Knowledge 
  (local) +9, Linguistics +6, Perception +10, Perform 
  (comedy) +6, Perform (oratory) +6, Profession (barkeep) +13, 
  Ride +5, Sense Motive +10, Sleight of Hand +5
  Languages Common, Dwarf, Halfling
  Gear +1 leather armor, dagger, mwk heavy crossbow with 10 
  bolts and one +1 human bane bolt, sap
  DEALER 
  CR 3
  Pathfinder RPG GameMastery Guide 301 
  Human expert 1/rogue 3
  N Medium humanoid
  Init +2; Senses Perception +6
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 22 (4d8+4)
  Fort +2, Ref +5, Will +2
  Defensive Abilities evasion, trap sense +1
  OFFENSE
  Speed 30 ft.
  
  26
  PATHFINDER SOCIETY SCENARIO
  Melee mwk dagger +5 (1d4+1/19–20) or 
  mwk sap +5 (1d6+1 nonlethal)
  Ranged mwk hand crossbow +5 (1d4/19–20)
  Special Attacks sneak attack +2d6
  STATISTICS
  Str 12, Dex 15, Con 12, Int 14, Wis 8, Cha 14
  Base Atk +2; CMB +3; CMD 15
  Feats Deceitful, Quick Draw, Skill Focus (Craft [alchemy]), 
  Weapon Finesse
  Skills Appraise +6, Bluff +11, Craft (alchemy) +12, Disable 
  Device +6, Disguise +12, Escape Artist +9, Intimidate +9, 
  Knowledge (local) +9, Perception +6, Profession (herbalist) 
  +6, Sense Motive +6, Sleight of Hand +9, Stealth +9
  Languages Common, Halfling, Orc
  SQ rogue talent (finesse rogue), trapfinding +1
  Combat Gear bloodroot poison (2 doses), oil of taggit (2 
  doses), striped toadstool poison (2 doses); Other Gear 
  leather armor, mwk hand crossbow with 10 bolts, mwk 
  dagger, sap, alchemy kit, disguise kit, thieves’ tools
  FLASH BEETLE 
  CR 1/2
  Pathfinder RPG Bestiary 33
   N Small vermin
  Init +2; Senses low-light vision; Perception +2
  DEFENSE
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 6 (1d8+2)
  Fort +4, Ref +2, Will +2
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., fly 30 ft. (poor)
  Melee bite +3 (1d4+2)
  Special Attacks flash of light
  STATISTICS
  Str 14, Dex 15, Con 15, Int —, Wis 14, Cha 11
  Base Atk +0; CMB +1; CMD 11 (21 vs. trip)
  Skills Fly +0
  SQ luminescence
  SPECIAL ABILITIES
  Flash of Light (Ex) Once per hour, a flash beetle can create a 
  bright flash of light as a standard action. When a flash beetle 
  does so, all creatures in a 10-foot burst must succeed at a DC 
  12 Fortitude save or be dazzled for 1d3 rounds. The save DC 
  is Constitution-based.
  Luminescence (Ex) A flash beetle’s glowing glands provide 
  light in a 10-foot radius. A dead fire beetle’s luminescent 
  glands continue to glow for 1d6 days after its death.
  DESCRIPTION
  This housecat-sized beetle is a dull brown color that’s brightened 
  with two glowing green-yellow spots on its carapace.
  SHOPKEEP 
  CR 1
  Pathfinder RPG GameMastery Guide 284
  Human expert 3
  N Medium humanoid
  Init +0; Senses Perception +8
  DEFENSE
  AC 10, touch 10, flat-footed 10
  hp 13 (3d8)
  Fort +1, Ref +1, Will +4
  OFFENSE
  Speed 30 ft.
  Melee dagger +1 (1d4–1/19–20)
  Ranged dagger +2 (1d4–1/19–20)
  STATISTICS
  Str 9, Dex 10, Con 10, Int 11, Wis 13, Cha 12
  Base Atk +2; CMB +1; CMD 11
  Feats Alertness, Deceitful, Skill Focus (Profession [merchant])
  Skills Appraise +6, Bluff +9, Diplomacy +7, Disguise +6, 
  Knowledge (local) +6, Linguistics +6, Perception +8, 
  Profession (merchant) +10, Sense Motive +9
  Languages Common, Dwarven, Gnome, Halfling
  Combat Gear smokestick, tanglefoot bag; Other Gear dagger, 
  disguise kit, heavy horse and wagon, 433 gp worth of 
  trade goods
  SLAVER 
  CR 3
  Pathfinder RPG GameMastery Guide 266
  Human fighter 2/ranger 2
  NE Medium humanoid
  Init +2; Senses Perception +8
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 30 (4d10+8)
  Fort +8, Ref +5, Will +1 (+1 vs. fear)
  Defensive Abilities bravery +1
  OFFENSE
  Speed 30 ft.
  Melee mwk guisarme +9 (2d4+4/×3) or 
  mwk sap +8 (1d6+3 nonlethal) or 
  spiked gauntlet +7 (1d4+3)
  Ranged bolas +7 (1d4+3)
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  Special Attacks favored enemy (humans +2)
  STATISTICS
  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +7; CMD 19
  Feats Combat Reflexes, Exotic Weapon Proficiency (bolas), Precise 
  Shot, Step Up, Weapon Focus (bolas), Weapon Focus (guisarme)
  Skills Climb +12, Handle Animal +3, Knowledge (geography) +4, 
  Perception +8, Ride +7, Stealth +9, Survival +8 (+9 to follow 
  tracks), Swim +8
  Languages Common
  SQ track +1, wild empathy +1
  Combat Gear feather token (whip), tanglefoot bags (2); 
  Other Gear mwk studded leather, bolas (3), mwk guisarme, 
  
  27
  THE CONSORTIUM COMPACT
  mwk sap, spiked gauntlet, climber’s kit, drow poison (2 
  doses), manacles
  STORYTELLER 
  CR 1
  Pathfinder RPG GameMastery Guide 272
  Human bard 2
  N Medium humanoid
  Init +2; Senses Perception +4
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, 
  +1 shield)
  hp 11 (2d8+2)
  Fort +1, Ref +5, Will +2; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee rapier +1 (1d6/18–20) or 
  whip +1 (1d3)
  Ranged shortbow +3 (1d6/×3)
  Space 5 ft.; Reach 5 ft. (15 ft. with whip)
  Special Attacks bardic performance 9 rounds/day 
  (countersong, distraction, fascinate [DC 14], inspire 
  courage +1)
  Bard Spells Known (CL 2nd; concentration +5)
  1st (3/day)—comprehend languages, hideous laughter (DC 14), 
  ventriloquism
  0 (at will)—dancing lights, daze (DC 13), ghost sound (DC 13), 
  message, prestidigitation
  STATISTICS
  Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17
  Base Atk +1; CMB +1; CMD 14
  Feats Dodge, Skill Focus (Perform [oratory])
  Skills Bluff +8, Diplomacy +11, Disguise +10, Intimidate +8, 
  Knowledge (local) +7, Perception +4, Perform (act) +8, 
  Perform (oratory) +11, Sense Motive +11, Sleight of Hand +7, 
  Stealth +6
  Languages Common, Elven
  SQ bardic knowledge +1, versatile performance (oratory)
  Gear mwk studded leather, buckler, rapier, shortbow with 20 
  arrows, whip, disguise kit, light horse (combat trained) with 
  riding saddle
  STREET THUG 
  CR 1
  Pathfinder RPG GameMastery Guide 265
  Human fighter 1/rogue 1
  NE Medium humanoid
  Init +2; Senses Perception +5
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 16 (2 HD; 1d10+1d8+6)
  Fort +3, Ref +4, Will +0
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +4 (1d6+3) or  
  quarterstaff +2/+2 (1d6+3/1d6+1) or  
  dagger +4 (1d4+3/19–20) or  
  sap +4 (1d6+3 nonlethal)
  Ranged dagger +3 (1d4+3/19–20)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 16, Dex 15, Con 13, Int 8, Wis 10, Cha 12
  Base Atk +1; CMB +4; CMD 16
  Feats Skill Focus (Intimidate), Toughness, Two-Weapon Fighting
  Skills Climb +8, Intimidate +9, Knowledge (local) +4, Perception 
  +5 (+6 to find traps), Stealth +7
  Languages Common
  SQ trapfinding +1
  Gear mwk studded leather, daggers (2), quarterstaff, sap, 
  manacles (2)
  APPENDIX 3: STAT BLOCKS 
  (AREA D)
  ACOLYTE 
  CR 1/2
  Pathfinder RPG GameMastery Guide 304
  Human cleric 1
  LN Medium humanoid
  Init +0; Senses Perception +2
  DEFENSE
  AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
  hp 5 (1d8+1)
  Fort +3, Ref +0, Will +4
  OFFENSE
  Speed 20 ft.
  Melee shortspear +1 (1d6+1)
  Ranged shortspear +0 (1d6+1)
  Special Attacks channel positive energy 7/day (DC 12, 1d6)
  Domain Spell-Like Abilities (CL 1st; concentration +3) 
  5/day—rebuke death, touch of law
  Cleric Spells Prepared (CL 1st; concentration +3)
  1st—bless, command (DC 13), cure light woundsD
  0 (at will)—guidance, resistance, virtue
  D domain spell; Domains Healing, Law
  STATISTICS
  Str 12, Dex 10, Con 13, Int 10, Wis 15, Cha 14
  Base Atk +0; CMB +1; CMD 11
  Feats Extra Channel, Selective Channeling
  Skills Diplomacy +6, Heal +8, Knowledge (religion) +4, Sense 
  Motive +6
  Languages Common
  Combat Gear scroll of protection from chaos, scroll of 
  sanctuary; Other Gear scale mail, heavy wooden shield, 
  shortspears (2), healer’s kit, silver holy symbol
  CAREFUL INITIATE 
  CR 1/2
  Pathfinder RPG NPC Codex 96
  
  28
  PATHFINDER SOCIETY SCENARIO
  Human monk 1
  LN Medium humanoid (human)
  Init +3; Senses Perception +6
  DEFENSE
  AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 Wis)
  hp 9 (1d8+1)
  Fort +2, Ref +5, Will +4
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +3 (1d6+1) or  
  kama +3 (1d6+1) or  
  unarmed strike flurry of blows +2/+2 (1d6+1)
  Ranged light crossbow +3 (1d8/19–20) or  
  shuriken +3 (1d2+1) or  
  shuriken flurry of blows +2/2 (1d2+1)
  Special Attacks flurry of blows, stunning fist (1/day, DC 12)
  STATISTICS
  Str 12, Dex 16, Con 10, Int 13, Wis 15, Cha 8
  Base Atk +0; CMB +1; CMD 17
  Feats Combat Reflexes, Dodge, Improved Unarmed Strike, 
  Stunning Fist, Weapon Finesse
  Skills Acrobatics +7, Knowledge (history, religion) +5, 
  Perception +6, Sense Motive +6, Stealth +7
  Languages Common, Dwarven
  Combat Gear potions of cure light wounds (2), potions of mage 
  armor (2), potions of magic weapon (2); Other Gear kama, 
  light crossbow with 10 bolts, shuriken (20), 50 gp
  CONSORTIUM DRUID 
  CR 1/2
  Human druid 1
  NE Medium humanoid (human)
  Init +5; Senses Perception +7
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 10 (1d8+2)
  Fort +3, Ref +1, Will +5
  OFFENSE
  Speed 20 ft.
  Melee quarterstaff +2 (1d6+3)
  Domain Spell-Like Abilities (CL 1st; concentration +4)
  6/day—storm burst (1d6 nonlethal)
  Druid Spells Prepared (CL 1st; concentration +4)
  1st—cure light wounds, obscuring mistD, shillelagh (DC 14)
  0 (at will)—create water, light, stabilize
  D Domain spell; Domain Weather
  STATISTICS
  Str 14, Dex 12, Con 13, Int 10, Wis 17, Cha 8
  Base Atk +0; CMB +2; CMD 13
  Feats Combat Casting, Improved Initiative
  Skills Acrobatics –1, Handle Animal +3, Heal +9, Perception +7, 
  Spellcraft +4, Survival +9
  Languages Common, Druidic
  SQ nature bond (Weather domain), nature sense, wild empathy +0
  Combat Gear potions of cure light wounds (2), healer’s kit, 
  smokestick (2); Other Gear mwk hide armor, quarterstaff, 
  holly and mistletoe, spell component pouch, 30 gp
  CONSORTIUM SORCERER 
  CR 1/2
  Human sorcerer 1
  LE Medium humanoid (human)
  Init +1; Senses Perception +4
  DEFENSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 12 (1d6+6)
  Fort +2, Ref +1, Will +2
  OFFENSE
  Speed 30 ft.
  Melee dagger –1 (1d4–1/19–20)
  Ranged light crossbow +1 (1d8/19–20)
  Special Attacks claws (2, 1d4, 6 rounds/day)
  Sorcerer Spells Known (CL 1st; concentration +4)
  1st (4/day)—cause fear (DC 14), shocking grasp
  0 (at will)—daze (DC 13), message, open/close (DC 13), ray 
  of frost
  Bloodline draconic (blue)
  STATISTICS
  Str 8, Dex 13, Con 14, Int 12, Wis 10, Cha 17
  Base Atk +0; CMB –1; CMD 10
  Feats Combat Casting, Eschew Materials, Toughness
  Skills Appraise +5, Intimidate +7, Perception +4, Spellcraft +5
  Languages Common, Draconic
  SQ bloodline arcana (electricity spells deal +1 damage per die)
  Combat Gear potion of cure light wounds, potion of remove 
  fear, scrolls of mage armor (2), scroll of shield, wand of 
  grease (11 charges); Other Gear dagger, light crossbow with 
  10 bolts, 12 gp
  CUTPURSE 
  CR 1/2
  Pathfinder RPG NPC Codex 144
  Human rogue 1
  NE Medium humanoid (human)
  Init +7; Senses Perception +3
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 10 (1d8+2)
  Fort +1, Ref +5, Will –1
  OFFENSE
  Speed 30 ft.
  Melee short sword +3 (1d6+2/19–20)
  Ranged dagger +3 (1d4+2/19–20)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 14, Dex 17, Con 13, Int 10, Wis 8, Cha 12
  Base Atk +0; CMB +2; CMD 15
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +7, Climb +6, Disable Device +7, Escape Artist +7, 
  
  29
  THE CONSORTIUM COMPACT
  Knowledge (local) +4, Perception +3, Sleight of Hand +7, 
  Stealth +7, Swim +6
  Languages Common
  SQ trapfinding +1
  Combat Gear potion of cure light wounds, acid (2), smokestick, 
  tanglefoot bag; Other Gear mwk studded leather, daggers (5), 
  short sword, thieves’ tools, 25 gp
  MERCENARY HEALER 
  CR 1/2
  Pathfinder RPG NPC Codex 44
  Human cleric 1
  LE Medium humanoid (human)
  Init +1; Senses Perception +2
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 9 (1d8+1)
  Fort +3, Ref +1, Will +4
  OFFENSE
  Speed 30 ft.
  Melee morningstar –1 (1d8–1)
  Ranged light crossbow +2 (1d8/19–20)
  Special Attacks channel negative energy 6/day (DC 13, 1d6)
  Domain Spell-Like Abilities (CL 1st; concentration +3)
  5/day—inspiring word (1 round)
  Cleric Spells Prepared (CL 1st; concentration +3)
  1st—cure light wounds, longstriderD, protection from good
  0 (at will)—detect magic, mending, read magic
  D Domain spell; Domains Nobility, Travel
  STATISTICS
  Str 8, Dex 12, Con 13, Int 10, Wis 14, Cha 17
  Base Atk +0; CMB –1; CMD 10
  Feats Selective Channeling, Weapon Focus (light crossbow)
  Skills Appraise +4, Diplomacy +7, Knowledge (religion) +4, 
  Spellcraft +4
  Languages Common
  SQ +10 base speed from Travel domain, agile feet (5/day), 
  aura
  Combat Gear potion of cure light wounds, tanglefoot bags (2); 
  Other Gear chainmail, light crossbow with 20 bolts, 
  morningstar, silver unholy symbol, 22 gp
  NOVICE SCOUT 
  CR 1/2
  Pathfinder RPG NPC Codex 128
  Half-elf ranger 1
  LN Medium humanoid (elf, human)
  Init +3; Senses low-light vision; Perception +10
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 12 (1d10+2)
  Fort +3, Ref +5, Will +1; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee longsword +3 (1d8+3/19–20) or  
  shortspear +3 (1d6+2)
  Ranged longbow +4 (1d8/×3)
  Special Attacks favored enemy (orcs +2)
  STATISTICS
  Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +1; CMB +3; CMD 16
  Feats Point-Blank Shot, Skill Focus (Perception)
  Skills Climb +6, Knowledge (local) +1, Knowledge (nature) +4, 
  Perception +10, Stealth +7, Survival +5
  Languages Common, Elven
  SQ elf blood, track +1, wild empathy +0
  Combat Gear potion of cure light wounds, alchemist’s fire, mwk 
  arrows (3), smokestick; Other Gear mwk studded leather, 
  longbow with 20 arrows, longsword, shortspear, 15 gp
  SPIDER SWARM 
  CR 1
  Pathfinder RPG Bestiary 258
  N Diminutive vermin (swarm)
  Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +4
  DEFENSE
  AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
  hp 9 (2d8)
  Fort +3, Ref +3, Will +0
  Defensive Abilities swarm traits; Immune mind-affecting 
  effects, weapon damage
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee swarm (1d6 plus poison and distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 11)
  STATISTICS
  Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2
  Base Atk +1; CMB —; CMD —
  Skills Climb +11, Perception +4; Racial Modifiers +4 Perception; 
  uses Dexterity for Climb checks
  SPECIAL ABILITIES
  Poison (Ex) Swarm—injury; save Fort DC 11; frequency 1/
  round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is 
  Constitution-based.
  DESCRIPTION
  This swarm is an awful, scuttling mass of legs and mandibles 
  that scrambles forward out of the darkness.
  SUPERSTITIOUS MERCENARY 
  CR 1/2
  Pathfinder RPG NPC Codex 80
  Human fighter 1
  N Medium humanoid (human)
  Init +2; Senses Perception +2
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
  hp 14 (1d10+4)
  
  30
  PATHFINDER SOCIETY SCENARIO
  Fort +3, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee longsword +4 (1d8+3/19–20) or  
  cold iron dagger +4 (1d4+3/19–20)
  Ranged heavy crossbow +3 (1d10/19–20)
  STATISTICS
  Str 17, Dex 14, Con 12, Int 8, Wis 13, Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats Iron Will, Power Attack, Toughness
  Skills Heal +2, Perception +2, Survival +5
  Languages Common
  Combat Gear potion of cure light wounds, alchemist’s fire, holy 
  water, oil (2), healer’s kit (2 uses remaining); Other Gear 
  breastplate, heavy wooden shield, cold iron dagger, heavy 
  crossbow with 20 bolts, longsword, bedroll, tindertwigs (2), 
  whetstone, wooden holy symbol, 3 gp
  TAVERN SINGER 
  CR 1/2 
  Pathfinder RPG NPC Codex 26
  Half-elf bard 1
  CN Medium humanoid (elf, human)
  Init +2; Senses low-light vision; Perception +5
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 9 (1d8+1)
  Fort +1, Ref +4, Will +1; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee rapier +2 (1d6/18–20)
  Ranged shortbow +2 (1d6/×3)
  Special Attacks bardic performance 7 rounds/day 
  (countersong, distraction, fascinate, inspire courage +1)
  Bard Spells Known (CL 1st; concentration +4)
  1st (2/day)—grease, hideous laughter (DC 14)
  0 (at will)—dancing lights, ghost sound (DC 13), message, 
  prestidigitation
  STATISTICS
  Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17
  Base Atk +0; CMB +0; CMD 12
  Feats Skill Focus (Perform [wind]), Weapon Finesse
  Skills Bluff +7, Diplomacy +7, Perception +5, Perform (wind) 
  +12, Sense Motive +3, Sleight of Hand +6, Stealth +5, Use 
  Magic Device +7
  Languages Common, Elven
  SQ bardic knowledge +1, elf blood
  Combat Gear potions of cure light wounds (2), alchemist’s 
  fire, sunrod, tanglefoot bag, thunderstone; Other Gear 
  studded leather, rapier, shortbow with 20 arrows, mwk 
  flute, 13 gp
  WOLF 
   
  CR 1
  Pathfinder RPG Bestiary 278
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  Fort +5, Ref +5, Will +1
  OFFENSE
  Speed 50 ft.
  Melee bite +2 (1d6+1 plus trip)
  STATISTICS
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
  Feats Skill Focus (Perception)
  Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Survival when tracking by scent
  DESCRIPTION
  This powerful canine watches its prey with piercing yellow 
  eyes, darting its tongue across sharp white teeth.
  
  31
  THE CONSORTIUM COMPACT
  
  PATHFINDER SOCIETY SCENARIO
  32
  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 Scenario #7-10: 
  The Consortium Compact
  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.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative 
  Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhancement 
  over the 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 copyright law, 
  but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including 
  trade dress; artifacts, creatures, characters, stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any 
  Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms 
  or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any 
  of the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  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.
  Pathfinder Society Scenario #7–10: The Consortium Compact © 2015, 
  Paizo Inc.; Author: Mike Kimmel.
  
  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
  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
  33
  Character Chronicle #
  1
  2
  —
  215
  255
  —
  235
  430
  510
  —
  470
  Out of
  Subtier
  Pathfinder Society Scenario #7-10: 
  The Consortium Compact
  Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed 
  about the organization’s activities, and she shares some of her information with you. You gain a +2 
  bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. 
  You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about 
  the Aspis Consortium.
  Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission 
  without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all 
  Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your 
  Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus 
  on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone 
  on the Isle of Kortos. 
  All Subtiers
  cloak of resistance +1 (1,000 gp)
  drow poison (75 gp, limit 6)
  feather token (whip) (500 gp)
  oil of arcane lock (325 gp)
  potion of cure moderate wounds (300 gp)
  potion of invisibility (300 gp)
  wand of cure moderate wounds (5 charges; 450 gp, limit 1)
  wand of grease (11 charges; 165 gp, limit 1)
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 7/S07-10 - The Consortium Compact.pdf