TEXT: ™
  
  ®
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  The CiTy of STrangerS, parT ii: 
  The Twofold demiSe
  Pathfinder Society Scenario 52
  Design: Joshua J. Frost
  Development: Joshua J. Frost
  Editing: Christopher Carey
  Senior Art Director: Sarah Robinson
  Layout: Crystal Frasier
  Interior Artist: Kevin Yan
  Cartographer: Jared Blando and Corey Macourek
  Vice President of Operations: Jeffrey Alvarez
  Events Manager: Joshua J. Frost
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Financial Analyst: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  Pathfinder Society Scenario 52: The City of Strangers, Part II: The Twofold Demise is a Pathfinder Society Scenario designed 
  for 1st- to 7th-level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society 
  Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game 
  License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 27 of this product.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
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  Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). 
  No portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
  Pathfinder Society scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 
  Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks 
  of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Player Companion, 
  Pathfinder Module, and Pathfinder Society are trademarks of Paizo Publishing, LLC. © 2010 Paizo Publishing, LLC.
  
  3
  Playing the City of StrangerS
  While the two-part City of Strangers arc does not have to be 
  played in order, it will make a lot more sense if it is. Specifically, 
  Dakar informs the PCs in Part I, The Shadow Gambit, that they 
  owe him a favor—one he plans to cash in before they leave the 
  city. This scenario begins with the PCs already in Kaer Maga 
  immediately after Dakar calls a meeting with the PCs to cash 
  in the favor. If any of your players have not played Part I, you’ll 
  need to inform them before the scenario starts that they’re 
  playing out of order (which is fine!), and that their PC is now 
  in Kaer Maga and owes a mysterious man named Dakar a 
  favor. While this will likely violate the verisimilitude of some 
  players, anyone playing this out of order by either choice or  by 
  circumstance will need to be flexible.
  SUMMARY
  The scenario begins with the PCs summoned once more 
  to Dakar’s secret club. Black bags are slipped over their 
  heads and they are stuffed into a dusty wagon that drive 
  around in circles for an hour before the PCs are unloaded, 
  marched through side streets and small passages, and then 
  presented to Dakar. The mysterious benefactor of the PCs 
  is never seen—instead, he stands behind a backlit screen 
  and speaks to the PCs from there. He tells them that it’s 
  time they repaid the favor they owe him and to that end he 
  wishes for the PCs to track down and kill the remainder 
  of the Shadow Lodge in Kaer Maga. He will not accept no 
  for an answer and makes it quite clear that should the PCs 
  refuse, the Ardocs and the Commerce League will murder 
  everyone tangentially related to the Society—both Shadow 
  Lodge Pathfinders and loyal Pathfinders alike—and cut 
  the city off from the Grand Lodge forever.
  Dakar can offer no clues this time and it’s up to the PCs 
  to search the streets of the City of Strangers once more, 
  putting feelers out among their contacts and asking 
  locals what they know. At some point, the PCs wander 
  into the farmer’s market known as Meatgate, and while 
  they are asking around, they are ambushed by Shadow 
  Lodge Pathfinders who hope to kill the PCs before they 
  can learn anything else.
  T
  he Shadow Lodge plan for Kaer Maga was simple. 
  Given that the city attracts outcasts and independents 
  from across Golarion and that it is not beholden to 
  a single nation or city-state, the Shadow Lodge felt that 
  Kaer Maga would be the perfect location for its own 
  organization’s version of the Grand Lodge in Absalom. 
  To this end, the higher-ranking Shadow Lodge members 
  sent several well-respected Pathfinders to Kaer Maga. 
  Led by Kormiggon Sussworth, a famous Pathfinder 
  swordsman and diplomat, a small group of Pathfinders 
  began to form their lodge in Kaer Maga. They allied with 
  goblin tribes from outside the city, converted or killed 
  the Pathfinders who came to Kaer Maga, and tried to keep 
  themselves out of the city’s politics.
  On that latter point, they failed miserably. When 
  Sussworth learned that a friend of the Society named Horis 
  Collgardie was writing letters to Venture-Captain Drandle 
  Dreng in Absalom asking about Pathfinders in the City of 
  Strangers, Sussworth knew he had to act. He sent his trusted 
  lieutenant, a bard named Wymund Pratt (a character the 
  PCs likely fought in Part I, The Shadow Gambit), to deal with 
  Collgardie and stop the Society from sending Pathfinders 
  to Kaer Maga to investigate. Pratt arrived too late, and 
  thinking he got to Collgardie before the cloth merchant 
  sent his letters to Absalom, he murdered the old man and 
  left his body to rot in the living room of his own house. That 
  was the Shadow Lodge’s first mistake.
  Collgardie was a well-regarded merchant by both the 
  powerful golem-creating Ardoc family and the mysterious 
  Commerce League, two of the larger political entities 
  in the city. Together, they decided to get to the bottom of 
  Collgardie’s murder and, for a time, thought the PCs (who 
  had only just arrived) might actually be the cloth merchant’s 
  killers. When that was discovered to be an error, Dakar—
  the secretive leader of the Commerce League—decided to 
  help the Pathfinder Society along, for a price. And now that 
  Dakar has helped the Pathfinders, he’s calling that favor in. 
  It’s time for the Shadow Lodge to be gone from Kaer Maga 
  for good, and either the Pathfinders will succeed in making 
  that happen or together the Ardocs and the Commerce 
  League will expunge the city of all Pathfinders regardless of 
  affiliation—starting with the PCs.
  The CiTy of STrangerS, parT ii: 
   The Twofold demiSe
  By JoShua J. froSt
  
  1
  2
  3
  4
  Twofold demise 
  locaTions
  1. Meatgate
  2. The Temple
  3. Collgardie’s 
  House
  4. Augur Temple
  Pathfinder Society Scenario
  4
  Once the PCs defeat the Shadow Lodge thugs, they 
  find several clues on them that lead the PCs to suspect 
  the Shadow Lodge has set up their headquarters in an 
  abandoned prison known only as the Temple. The PCs 
  head there and not only find the Shadow Lodge, but 
  discover a great deal about their plans, intentions, and 
  goals for the entire Inner Sea region.
  GETTING STARTED
  Read the following to get the adventure underway:
  You wander a Downmarket street a few days after the events 
  at the theater, when suddenly the street is empty of residents, 
  the choking mass of humanity and monsters suddenly 
  remembering they had something better to do. Standing about 
  you in a loose circle are six burly men carrying cudgels and 
  a seventh man, skinny and bedecked in robes and jewels, his 
  right hand in a pouch on his belt. All of the men stare intently 
  at you.
  “Dakar says you owe him a favor,” says the skinny man in 
  robes. “You’ll need to come with us.”
  The man who spoke refuses to give his name and the 
  other six are either incapable of speech or are unwilling to 
  speak. The speaker tells the PCs they will need to have their 
  heads covered with bags and be driven around in circles 
  before they can meet with Dakar. If the PCs have played 
  through Part I, The Shadow Gambit, this is all very familiar 
  to them—it’s the way everyone meets Dakar. Should the 
  PCs attack the men, they all vanish after a quickly spoken 
  word by the skinny man in robes. The next time the PCs 
  are in a crowded area, the men will appear again and once 
  more ask the PCs to meet with Dakar.
  If the PCs agree, their heads are bagged as promised 
  (each bag has a permanent silence spell cast on it), and 
  they are stuffed inside a small, dusty wagon and driven in 
  bumpy, painful circles around the city for at least an hour 
  before being dragged from the wagon, marched through 
  small streets or large hallways, and then stopped. At this 
  point, the bags are removed and the PCs find themselves 
  in a nice club or private residence with carpeted floors, 
  potted plants, slaves waving fans, and a giant backlit 
  screen along one wall. A shape, decidedly vague in outline, 
  can be seen behind the screen and a voice speaks.
  
  the city of StrangerS, Part ii: the twofold demiSe
  5
  though you should feel free to make up your own using 
  the same flavor as the NPCs below. At each encounter, 
  the PCs might offer bribes or offer loose descriptions of 
  the Shadow Lodge and the members the PCs defeated 
  in The Shadow Gambit. While it’s possible the PCs will 
  find citizens who know about the Shadow Lodge (after a 
  successful DC 20 Knowledge [local] or Diplomacy [gather 
  information] check), none of the people the PCs talk to 
  will know where the Shadow Lodge hideout might be 
  found. Each check takes 1d6 hours of walking the city and 
  talking to its residents. By the time the PCs are ambushed 
  in Meatgate, several days may have passed.
  Once it seems as though the players are growing weary 
  of wandering the city searching for the Shadow Lodge, 
  or—conveniently—if they happen to enter the Meatgate 
  farmer’s market on the outskirts of the Warren, proceed 
  to Act 2, in which the PCs are attacked by a full party of 
  impatient Shadow Lodge Pathfinders who grow tired of 
  the PCs and their meddlesome ways.
  Key Kaer Maga Citizens
  Below are five sample citizens the PCs might talk to while 
  searching the city. All of these NPCs were presented in 
  The Shadow Gambit, so if any of the PCs had a particularly 
  strong affinity for one of them, feel free to encounter that 
  NPC once more.
  Sard Coalbreath, male dwarf scallywag. Sard is gruff 
  and drunk and seems down on his luck. PCs getting 
  a successful Knowledge (local) or Diplomacy (gather 
  information) check out of Sard will need to back it up 
  with a gold piece to get the information, though Sard 
  doesn’t know much more than the name “Shadow 
  Lodge” and he knows the PCs killed some of them at 
  Naderi Theater.
  Miss Feathers, male human prostitute. Miss Feathers, 
  despite the name, is a hulking, muscular man with a 
  deep, booming voice and a quick laugh. Information can 
  be had from Miss Feathers, but it usually comes with a 
  lot of conversation—particularly sordid stories about bad 
  run-ins with the locals during his day-to-day work.
  Fasch, female human cutpurse. Fasch is a little mouse of 
  a girl, and the PCs likely encounter her trying to steal one 
  of their coin purses. For a warm meal, she’ll tell the PCs 
  everything they need to know about Kaer Maga, though 
  she knows nothing at all about the Shadow Lodge.
  Jorda Dollobart, male human fruit merchant. Jorda is 
  tall and skeletally thin as a result of a wasting disease 
  in his childhood. His face is pockmarked with scars and 
  he speaks stiffly, as though his lips don’t fully work. He’s 
  serious, business-like, and willing to share information 
  once the PCs buy some of his “fresh” fruit. He thinks the 
  Shadow Lodge has been mucking about in the Bottoms, 
  but he can’t be sure that’s true.
  “You owe me a favor, little Pathfinders, and it’s time to 
  pay up.”
  Dakar then goes on to inform the PCs that the two 
  largest political entities in the city, Dakar’s Commerce 
  League and the golem-making Ardoc family, have 
  decided the reign of the Shadow Lodge within their walls 
  is at an end. Both the Ardocs and Dakar see this problem 
  easily solved by the Pathfinder Society: the PCs must 
  track down the Shadow Lodge, find its headquarters, 
  exterminate its members, and rid the city forever of the 
  meddlesome organization. Should the PCs refuse, Dakar 
  sighs and says, “I’d hoped you would not refuse. It’s with 
  great sadness that I must inform you your lives are now 
  forfeit. It’s clear that your Society and the Shadow Lodge 
  are one and the same, and the Ardocs and I will cleanse 
  the city of both of you. That is, of course, unless you’d 
  like to change your mind?” This scenario assumes the 
  PCs do what Dakar asks.
  If the PCs ask where to find the Shadow Lodge—perhaps 
  assuming Dakar has additional information on top of 
  the clues he gave the PCs in The Shadow Gambit—he tells 
  them he has no knowledge of the Lodge’s whereabouts and 
  that “enterprising little Pathfinders such as yourselves 
  should have no problem tracking them down. You might 
  try Downmarket or the Meatgate—lots of eyes there may 
  have seen something.”
  After that, Dakar makes small talk and chats with the 
  PCs, but eventually they must be bagged, stuffed back 
  into the wagon, and driven about the city again. After an 
  hour, they’re dropped back at the same place from where 
  they were taken—except now they have a favor to fulfill.
  Mission Notes: Taldor faction PCs have to exchange a 
  short series of coded messages with Dakar in front of the 
  other PCs and Dakar’s bodyguards. The Taldor faction 
  PCs must start and say, “I’ve been told that Qadira is a 
  den of serpents.” Dakar will reply, “You are incorrect. The 
  serpents live in Absalom.”
  AcT 1: SEARchING foR ThE 
  ShADow LoDGE
  During this act, the PCs wander Kaer Maga asking 
  about the Shadow Lodge. Not many people in the City of 
  Strangers even know what the Shadow Lodge is, so the PCs 
  have a rough task ahead of them. There are no additional 
  clues to be gained from searching Collgardie’s house or 
  the Naderi Theater (see Part I, The Shadow Gambit), so the 
  PCs will have to find the Shadow Lodge the old fashioned 
  way—walking and bribing.
  Throughout this section, it’s possible the PCs may talk 
  to several different people. A few key citizens are detailed 
  below for you to use in facilitating these encounters, 
  
  Meatgate
  N
  One square = 5 feet
  PCs Begin
  Here
  MT
  TM
  BE
  M
  Key
  M = Muminah
  BE = Bega Ethaldreda
  MT = Micky Ticklefeet
  TM = Todor Mozes
  GameMastery Flip Mat: Market
  Pathfinder Society Scenario
  6
  Roold, female human caravan soldier. Roold is short, 
  muscular, and stout, with close-cut hair and polished 
  leather armor. She’s likely to be found in a pub and will 
  share information with the PCs once she’s had a few 
  drinks. She swears she saw a Shadow Lodge Pathfinder 
  wandering around Meatgate the day before.
  Mission Notes: At this point, two factions can take 
  this opportunity to complete some or all of their 
  faction missions. Both Andoran and Osirion faction 
  PCs need to track down the spy named Krazel. It takes 
  a DC 20 Knowledge (local) or DC 20 Diplomacy (gather 
  information) check to find him and deliver the message. 
  Additionally, Osirion faction PCs need to visit the Augur 
  Temple in Downmarket, pay 10 gp for a reading, and then 
  convince the troll augur to accept bribes and letters from 
  Amenopheus. This last part takes a DC 15 Diplomacy 
  check, though every gold piece above 10 gp that’s paid to 
  the troll as a bribe gives the PC a +1 bonus to the check.
  AcT 2: BUShwhAckED 
  AT MEATGATE  
  (cR 3 oR cR 5 oR cR 8)
  This encounter can take place either in Meatgate or 
  at any of the markets in Downmarket. After the PCs 
  have spent some time asking around about the Shadow 
  Lodge, Muminah, a half-elf cleric of Nethys, and her 
  band of former Pathfinders, confront the PCs and 
  try to remove them from Kaer Maga—most likely by 
  killing them.
  The PCs have some warning that something is up. Give 
  each of them a DC 20 Perception check—anyone who 
  succeeds can act on the surprise round as Muminah’s 
  party emerges from the crowd and attacks. For the first 
  3 rounds of combat, all movement is considered to be 
  rough terrain as the market empties of citizens.
  Creatures: Muminah, a cleric of Nethys, and her band 
  of former Pathfinders attack the PCs in the wide-open 
  
  the city of StrangerS, Part ii: the twofold demiSe
  7
  Bega Ethaldreda 
  CR 1/2
  Female half-orc fighter 1 
  CN Medium humanoid (orc)
  Init +0; Senses darkvision 60 ft.; Perception +2
  DEfEnSE
  AC 21, touch 10, flat-footed 21 (+7 armor, +4 shield)
  hp 11 (1d10+6)
  fort +4, Ref +0, Will +1; +1 vs. fear
  Defensive Abilities Orc ferocity
  OffEnSE
  Speed 20 ft.
  Melee scimitar +4 (1d6+3/18–20)
  TACTICS
  Before Combat Muminah casts bless on Bega.
  During Combat Bega attacks whoever she thinks is the strongest 
  melee fighter among the PCs. With her high AC, she hopes 
  to distract the PCs long enough for Micky and Todor to start 
  pelting the PCs with ranged damage.
  Morale Bega fights to the death.
  Base Statistics remove +1 vs. fear; Melee scimitar +3
  STATISTICS
  Str 17, Dex 10, Con 14, Int 12, Wis 13, Cha 8
  Base Atk +1; CMB +4; CMD 14
  feats Toughness, Weapon Focus (scimitar)
  Skills Intimidate +5, Perception +2, Survival +5; Racial Modifiers 
  +2 Intimidate
  Languages Common, Goblin, Orc
  SQ Orc blood
  Combat Gear potion of cure light wounds; Other Gear splint mail, 
  tower shield, scimitar
  Micky Ticklefeet 
  CR 1/2
  Male gnome ranger 1 
  NE Small humanoid (gnome)
  Init +2; Senses low-light vision; Perception +3
  DEfEnSE
  AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size) (+4 dodge 
  vs. giants)
  hp 9 (1d10+4)
  fort +5, Ref +4, Will +1; +2 vs. illusions, +1 vs. fear effects
  OffEnSE
  Speed 20 ft.
  Melee short sword +3 (1d4/19–20)
  Ranged composite longbow +6 (1d6/×3)
  Special Attacks favored enemy (humanoid [human] +2), +1 on 
  attack rolls against goblinoid and reptilian humanoids
  TACTICS
  Before Combat Muminah casts bless on Micky.
  During Combat Micky finds cover and fires over it, targeting any 
  PCs not engaged in melee combat first and targeting anyone 
  Bega is fighting second.
  Morale Micky fights to the death as long as Muminah and Bega 
  are alive. Should they fall, he flees.
  market. Muminah’s crew includes a half-orc fighter 
  named Bega Ethaldreda, a gnome ranger named Micky 
  Ticklefeet, and a crazed human invoker named Todor 
  Mozes. The four of them have worked and adventured 
  together for years and are well versed in each other’s tactics 
  and abilities—they are intended to be a challenging fight 
  for the PCs.
  Tier 1–2 (CR 3)
  Muminah 
  CR 1/2
  Female half-elf cleric of Nethys 1 
  N Medium humanoid (elf)
  Init +0; Senses low-light vision; Perception +7
  DEfEnSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 5 (1d8+1)
  fort +4, Ref +1, Will +5; +2 vs. enchantment
  Immune magical sleep effects
  OffEnSE
  Speed 30 ft.
  Melee quarterstaff –1 (1d6–1)
  Special Attacks channel positive energy 5/day (DC 12, 1d6), 
  destructive smite (+0, 5/day) 
  Domain Spell-Like Abilities (CL 1st; concentration +3)
  5/day—resistant touch
  Cleric Spells Prepared (CL 1st; concentration +3)
  1st—bless (already cast), cause fear (DC 13), sanctuaryD
  0 (at will)—detect magic, detect poison, read magic
  D Domain spell; Domains Destruction, Protection
  TACTICS
  Before Combat Muminah casts bless on the party.
  During Combat Muminah stays in the back and uses channel 
  positive energy to heal her crew. She uses her Selective 
  Channeling feat to keep the two most hurt PCs out of the 
  blast of positive energy. Should a PC get close to her, she uses 
  her next action to cast cause fear on that PC, and if that fails, 
  she casts sanctuary.
  Morale A brave adventurer and Pathfinder, Muminah fights to 
  the death.
  STATISTICS
  Str 8, Dex 10, Con 12, Int 15, Wis 15, Cha 14
  Base Atk +0; CMB –1; CMD 9
  feats Selective Channeling, Skill Focus (perception)
  Skills Heal +6, Knowledge (arcana) +6, Knowledge (history) +6, 
  Knowledge (planes) +6, Knowledge (religion) +6, Perception +7; 
  Racial Modifiers +2 Perception
  Languages Abyssal, Common, Draconic, Elven
  SQ aura, elven magic
  Combat Gear potions of cure light wounds (2), scroll of doom, 
  scroll of obscuring mist; Other Gear chain shirt, elixir of  
  love, quarterstaff, silver holy symbol of Nethys, key to  
  the Temple
  
  Pathfinder Society Scenario
  8
  Base Statistics remove +1 vs. fear; Melee short sword +2 (1d4/19–
  20); Ranged composite longbow +5 (1d6/×3)
  STATISTICS
  Str 10, Dex 15, Con 16, Int 10, Wis 13, Cha 10
  Base Atk +1; CMB +0; CMD 12
  feats Weapon Focus (composite longbow)
  Skills Climb +2, Fly +2, Handle Animal +4, Heal +5, Intimidate +4, 
  Knowledge (nature) +4, Perception +3, Stealth +4, Survival +5; 
  Racial Modifiers +2 Perception
  Languages Common, Gnome, Sylvan
  SQ track, wild empathy +1
  Combat Gear potion of cure light wounds; Other Gear chain shirt, 
  short sword, composite longbow with 20 arrows
  Todor Mozes 
  CR 1/2
  Male human evoker 1 
  NE Medium humanoid (human)
  Init +5; Senses Perception +1
  DEfEnSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 10 (1d6+7)
  fort +3, Ref +1, Will +3; +1 vs. fear
  OffEnSE
  Speed 30 ft.
  Melee dagger +1 (1d4/19–20)
  Ranged dagger +2 (1d4/19–20)
  Special Attacks intense spells +1 damage
  Arcane School Spell-Like Abilities (CL 1st; concentration +3)
  5/day—force missile (1d4+1)
  Evoker Spells Prepared (CL 1st; concentration +3)
  1st—magic missile (2, +1 damage), shocking grasp (+1 damage)
  0 (at will)—flare (DC 13), light, ray of frost (+1 damage)
  Opposition Schools Divination, Enchantment
  TACTICS
  Before Combat Muminah casts bless on Todor and the evoker 
  casts mage armor on himself from a scroll.
  During Combat Todor flings magic missiles and force missiles 
  at anyone Bega targets. Should any PCs get close, he uses 
  shocking grasp on them and then flare.
  Morale Todor fights to the death.
  Base Statistics AC 11, touch 11, flat-footed 10 (+1 Dex); remove 
  +1 vs. fear; Melee dagger +0 (1d4/19–20); Ranged dagger +1 
  (1d4/19–20)
  STATISTICS
  Str 10, Dex 12, Con 16, Int 15, Wis 13, Cha 8
  Base Atk +0; CMB +0; CMD 11
  feats Improved Initiative, Spell Focus (evocation), Toughness
  Skills Fly +5, Knowledge (arcana) +6, Knowledge (local) +6, 
  Linguistics +6, Spellcraft +6
  Languages Abyssal, Common, Draconic, Goblin
  SQ arcane bond (wand) 
  Combat Gear potion of invisibility, scrolls of magic missile (2); Other 
  Gear dagger
  Tier 3–4 (CR 5)
  Muminah 
  CR 1
  Female half-elf cleric of Nethys 2 
  N Medium humanoid (elf)
  Init +0; Senses low-light vision; Perception +7
  DEfEnSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 11 (2d8+2)
  fort +5, Ref +1, Will +6; +2 vs. enchantment
  Immune magical sleep effects
  OffEnSE
  Speed 30 ft.
  Melee mwk quarterstaff +1 (1d6–1)
  Special Attacks channel positive energy 5/day (DC 13, 1d6), 
  destructive smite (+1, 5/day)
  Domain Spell-Like Abilities (CL 2nd; concentration +4)
  5/day—resistant touch
  Cleric Spells Prepared (CL 2nd; concentration +4)
  1st—bless (already cast), cause fear (DC 13), sanctuaryD, shield 
  of faith
  0 (at will)—detect magic, detect poison, light, read magic
  D Domain spell; Domains Destruction, Protection
  TACTICS
  Before Combat Muminah casts bless on the party.
  During Combat Muminah stays in the back and uses channel 
  positive energy to heal her crew. She uses her Selective 
  Channeling feat to keep the two most hurt PCs out of the blast 
  of positive energy. Should a PC get close to her, she uses her 
  next action to cast cause fear on that PC, and if that fails, she 
  casts sanctuary.
  Morale A brave adventurer and Pathfinder, Muminah fights to 
  the death.
  STATISTICS
  Str 8, Dex 10, Con 12, Int 15, Wis 15, Cha 14
  Base Atk +1; CMB +0; CMD 10
  feats Selective Channeling, Skill Focus (Perception)
  Skills Heal +7, Knowledge (arcana) +7, Knowledge (history) +7, 
  Knowledge (planes) +7, Knowledge (religion) +7, Perception +7; 
  Racial Modifiers +2 Perception
  Languages Abyssal, Common, Draconic, Elven
  SQ aura, elven magic
  Combat Gear potions of cure light wounds (3), scrolls of doom (2), 
  scrolls of obscuring mist (2); Other Gear chain shirt, elixir of love, 
  masterwork quarterstaff, silver holy symbol of Nethys, key to 
  the Temple
  Bega Ethaldreda 
  CR 1
  Female half-orc fighter 2 
  CN Medium humanoid (orc)
  Init +4; Senses darkvision 60 ft.; Perception +3
  DEfEnSE
  AC 21, touch 10, flat-footed 21 (+7 armor, +4 shield)
  
  the city of StrangerS, Part ii: the twofold demiSe
  9
  Skills Climb +4, Fly +3, Handle Animal +5, Heal +6, Intimidate +5, 
  Knowledge (nature) +5, Perception +3, Stealth +5, Survival +6; 
  Racial Modifiers +2 Perception
  Languages Common, Gnome, Sylvan
  SQ track, wild empathy +2 
  Combat Gear potion of cure light wounds; Other Gear masterwork 
  chain shirt, short sword, masterwork composite longbow with 
  20 arrows
  Todor Mozes 
  CR 1
  Male human evoker 2 
  NE Medium humanoid (human)
  Init +5; Senses Perception +1
  DEfEnSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 18 (2d6+11)
  fort +3, Ref +1, Will +4; +1 vs. fear
  OffEnSE
  Speed 30 ft.
  Melee dagger +2 (1d4/19–20) 
  Ranged dagger +3 (1d4/19–20)
  Special Attacks intense spells +1 damage
  Arcane School Spell-Like Abilities (CL 2nd; concentration +4)
  5/day—force missile (1d4+1)
  Evoker Spells Prepared (CL 2nd; concentration +4)
  1st—magic missile (3, +1 damage), shocking grasp (+1 damage)
  0 (at will)—flare (2, DC 13), light, ray of frost (2, +1 damage)
  Opposition Schools Divination, Enchantment
  TACTICS
  Before Combat Muminah casts bless on Todor and the evoker 
  casts mage armor on himself from a scroll.
  During Combat Todor flings magic missiles and force missiles 
  at anyone Bega targets. Should any PCs get close, he uses 
  shocking grasp on them and then flare.
  Morale Todor fights to the death.
  Base Statistics AC 11, touch 11, flat-footed 10 (+1 Dex); remove 
  +1 vs. fear; Melee dagger +1 (1d4/19–20); Ranged dagger +2 
  (1d4/19–20)
  STATISTICS
  Str 10, Dex 12, Con 16, Int 15, Wis 13, Cha 8
  Base Atk +1; CMB +1; CMD 12
  feats Improved Initiative, Spell Focus (evocation), Toughness
  Skills Fly +6, Knowledge (arcana) +7, Knowledge (local) +7, 
  Linguistics +7, Spellcraft +7
  Languages Abyssal, Celestial, Common, Draconic, Goblin
  SQ arcane bond (wand)
  Combat Gear potion of cure moderate wounds, potion of invisibility, 
  scrolls of magic missile (5); Other Gear dagger
  Tier 6–7 (CR 8)
  Muminah 
  CR 4
  Female half-elf cleric of Nethys 5 
  hp 20 (2d10+9)
  fort +5, Ref +0, Will +1; +2 vs. fear
  Defensive Abilities bravery +1, Orc ferocity
  OffEnSE
  Speed 20 ft.
  Melee mwk scimitar +6 (1d6+3/18–20)
  TACTICS
  Before Combat Muminah casts bless on Bega.
  During Combat Bega attacks whoever she thinks is the strongest 
  melee fighter among the PCs. With her high AC, she hopes 
  to distract the PCs long enough for Micky and Todor to start 
  pelting the PCs with ranged damage.
  Morale Bega fights to the death.
  Base Statistics +1 vs. fear; Melee mwk scimitar +5 (1d6+3/18–20)
  STATISTICS
  Str 17, Dex 10, Con 14, Int 12, Wis 13, Cha 8
  Base Atk +2; CMB +5; CMD 15
  feats Improved Initiative, Toughness, Weapon Focus (scimitar)
  Skills Intimidate +6, Perception +3, Survival +6; Racial Modifiers 
  +2 Intimidate
  Languages Common, Goblin, Orc
  SQ Orc blood
  Combat Gear potions of cure light wounds (2); Other Gear splint 
  mail, tower shield, masterwork scimitar
  Micky Ticklefeet 
  CR 1
  Male gnome ranger 2 
  NE Small humanoid (gnome)
  Init +2; Senses low-light vision; Perception +3
  DEfEnSE
  AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size) (+4 dodge 
  vs. giants)
  hp 19 (2d10+8)
  fort +6, Ref +5, Will +1; +2 vs. illusions, +1 vs. fear
  OffEnSE
  Speed 20 ft.
  Melee short sword +4 (1d4/19–20)
  Ranged mwk composite longbow +8 (1d6/×3)
  Special Attacks favored enemy (humanoid [human] +2), +1 on 
  attack rolls against goblinoid and reptilian humanoids 
  TACTICS
  Before Combat Muminah casts bless on Micky.
  During Combat Micky finds cover and fires over it, targeting any 
  PCs not engaged in melee combat first and targeting anyone 
  Bega is fighting second.
  Morale Micky fights to the death as long as Muminah and Bega 
  are alive. Should they fall, he flees.
  Base Statistics remove +1 vs. fear; Melee short sword +3 (1d4/19–
  20); Ranged mwk composite longbow +7 (1d6/×3)
  STATISTICS
  Str 10, Dex 15, Con 16, Int 10, Wis 13, Cha 10
  Base Atk +2; CMB +1; CMD 13
  feats Point-Blank Shot, Weapon Focus (composite longbow)
  
  Pathfinder Society Scenario
  10
  N Medium humanoid (elf)
  Init +0; Senses low-light vision; Perception +8
  DEfEnSE
  AC 15, touch 10, flat-footed 15 (+5 armor)
  hp 32 (5d8+10)
  fort +7, Ref +3, Will +9; +2 vs. enchantment
  Immune magical sleep effects
  OffEnSE
  Speed 30 ft.
  Melee mwk quarterstaff +3 (1d6–1)
  Special Attacks channel positive energy 7/day (DC 14, 3d6), 
  destructive smite (+2, 6/day)
  Domain Spell-Like Abilities (CL 5th; concentration +8)
  6/day—resistant touch
  Cleric Spells Prepared (CL 5th; concentration +8)
  3rd—invisibility purge, rageD, searing light (DC 16)
  2nd—bull’s strength (already cast), hold person (DC 15), shield 
  otherD, silence
  1st—bless (already cast), cause fear (DC 14), remove fear, 
  sanctuaryD, shield of faith
  0 (at will)—detect magic, detect poison, light, read magic
  D Domain spell; Domains Destruction, Protection
  TACTICS
  Before Combat Muminah casts bless on the party and bull’s 
  strength on Bega.
  During Combat Muminah stays in the back and uses channel 
  positive energy to heal her crew. She uses her Selective 
  Channeling feat to keep the two most hurt PCs out of the 
  blast of positive energy. Should a PC get close to her, she uses 
  her next action to cast cause fear on that PC and if that fails, 
  casts sanctuary. When not healing, she hits Bega’s target with 
  searing light.
  Morale Muminah is a brave adventurer and Pathfinder—she 
  fights to the death.
  STATISTICS
  Str 8, Dex 10, Con 12, Int 15, Wis 16, Cha 14
  Base Atk +3; CMB +2; CMD 12
  feats Extra Channel, Selective Channeling, Skill Focus 
  (Perception), Toughness
  Skills Heal +11, Knowledge (arcana) +10, Knowledge (history) +10, 
  Knowledge (planes) +10, Knowledge (religion) +10, Perception 
  +8; Racial Modifiers +2 Perception
  Languages Abyssal, Common, Draconic, Elven
  SQ aura, elven magic
  Combat Gear potions of cure light wounds (3), potion of cure serious 
  wounds, scrolls of doom (2), scrolls of obscuring mist (2), wand of 
  cure light wounds (50 charges); Other Gear +1 chain shirt, elixir 
  of love, masterwork quarterstaff, silver holy symbol of Nethys, 
  key to The Temple
  Bega Ethaldreda 
  CR 4
  Female half-orc fighter 5 
  CN Medium humanoid (orc)
  Init +4; Senses darkvision 60 ft.; Perception +6
  DEfEnSE
  AC 21, touch 10, flat-footed 21 (+7 armor, +4 shield)
  hp 47 (5d10+20)
  fort +6, Ref +1, Will +2; +2 vs. fear
  Defensive Abilities bravery +1, Orc ferocity
  OffEnSE
  Speed 30 ft.; can move at normal speed in medium armor
  Melee +1 scimitar +13 (1d6+10/18–20) 
  TACTICS
  Before Combat Muminah casts bless and bull’s strength on Bega.
  During Combat Bega attacks whoever she thinks is the strongest 
  melee fighter among the PCs. With her high AC, she hopes 
  to distract the PCs long enough for Micky and Todor to start 
  pelting the PCs with ranged damage.
  Morale Bega fights to the death.
  Base Statistics +1 vs. fear; Melee +1 scimitar +10 (1d6+8/18–20); 
  Str 18; CMB +9; CMD 19
  STATISTICS
  Str 22, Dex 10, Con 14, Int 12, Wis 13, Cha 8
  Base Atk +5; CMB +11; CMD 21
  feats Improved Initiative, Intimidating Prowess, Step Up, Toughness, 
  Weapon Focus (scimitar), Weapon Specialization (scimitar)
  Skills Intimidate +14, Perception +6, Survival +9; Racial Modifiers 
  +2 Intimidate
  Languages Common, Goblin, Orc
  SQ armor training 1, Orc blood, weapon training 1 (heavy blades)
  Combat Gear potion of cure serious wounds; Other Gear splint 
  mail, tower shield, +1 scimitar
  Micky Ticklefeet 
  CR 4
  Male gnome ranger 5 
  NE Small humanoid (gnome)
  Init +3 (+5 urban); Senses low-light vision; Perception +3 (+5 urban)
  DEfEnSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) (+4 dodge 
  vs. giants)
  hp 47 (5d10+20)
  fort +7, Ref +7, Will +2; +2 vs. illusions, +1 vs. fear
  OffEnSE
  Speed 30 ft.
  Melee short sword +7 (1d4/19–20)
  Ranged +1 composite longbow +12 (1d6+1/×3) or +1 composite 
  longbow +10/+10 (1d6+1/×3)
  Special Attacks favored enemy (humanoid [human] +4, humanoid 
  [dwarf] +2), +1 on attack rolls against goblinoid and reptilian 
  humanoids
  Ranger Spells Prepared (CL 2nd; concentration +3)
  1st—longstrider (already cast), speak with animals
  TACTICS
  Before Combat Muminah casts bless on Micky and the ranger 
  casts longstrider on himself.
  During Combat Micky finds cover and fires over it, targeting any 
  
  the city of StrangerS, Part ii: the twofold demiSe
  11
  charges on the PCs.
  Morale Todor fights to the death.
  Base Statistics AC 11, touch 11, flat-footed 10 (+1 Dex); remove 
  +1 vs. fear; Melee dagger +2 (1d4/19–20); Ranged dagger +3 
  (1d4/19–20)
  STATISTICS
  Str 10, Dex 12, Con 16, Int 16, Wis 13, Cha 8
  Base Atk +2; CMB +2; CMD 13
  feats Combat Casting, Greater Spell Focus (evocation), Improved 
  Initiative, Spell Focus (evocation), Toughness
  Skills Appraise +11, Fly +9, Knowledge (arcana) +11, Knowledge 
  (local) +11, Linguistics +11, Spellcraft +11
  Languages Abyssal, Celestial, Common, Draconic, Goblin, Ignan, 
  Infernal, Orc, Undercommon
  SQ arcane bond (wand of scorching ray)
  Combat Gear potions of cure light wounds (2), potion of cure 
  moderate wounds, potions of invisibility (2), scrolls of magic missile 
  (5), wand of scorching ray (50 charges); Other Gear dagger
  Development: Once the combat is over, people slowly 
  start coming back into the market, all of them staring 
  curiously at the PCs. If the PCs take too long after the 
  combat, street urchins start trying to drag the bodies of 
  the dead Pathfinders away. If the PCs managed to capture 
  anyone, they’ll eventually admit that they’re Shadow 
  Lodge members and former Pathfinders and tell the PCs 
  that the Shadow Lodge HQ is an abandoned prison in the 
  Bottoms known as the Temple.
  If the PCs killed all of the Pathfinders, they find a 
  key on Muminah with the symbol of a kneeling human 
  male, his arms raised to the sun. The merchants 
  in Meatgate (or any of the PCs contacts from Act 1) 
  recognize the symbol—they’ve seen it a bunch of times 
  on an abandoned prison in the Bottoms called the 
  Temple. No one goes to prison in Kaer Maga—those 
  caught committing crimes are either slain by vigilantes 
  or executed by the Ardocs, the Commerce League, or the 
  Duskwardens—and so the prison was just a trash heap 
  the last time anyone checked.
  Since the major local political entities are not thrilled 
  with the presence of the Shadow Lodge in Kaer Maga, 
  should the PCs turn their prisoners over to them, they 
  hear later that the prisoners were executed.
  Rewards: If the PCs defeat Muminah and her crew, 
  reward each tier thusly:
  Tier 1–2:
  Give each player 111 gp.
  Tier 3–4:
  Give each player 242 gp.
  Tier 6–7:
  Give each player 1,317 gp.
  PCs not engaged in melee combat first and targeting anyone 
  Bega is fighting second. Micky has the Rapid Shot feat and 
  uses it whenever he can take a full attack action.
  Morale Micky fights to the death as long as Muminah and Bega 
  are alive. Should they fall, he flees.
  Base Statistics remove +1 vs. fear; Speed 20 ft.; Melee short 
  sword +6 (1d4/19–20); Ranged +1 composite longbow +11 
  (1d6+1/×3) or +1 composite longbow +9/+9 (1d6+1/×3)
  STATISTICS
  Str 10, Dex 16, Con 16, Int 10, Wis 13, Cha 10
  Base Atk +5; CMB +4; CMD 17
  feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (composite longbow)
  Skills Climb +7, Fly +4, Handle Animal +8, Heal +9, Intimidate +8, 
  Knowledge (nature) +8, Perception +3, Stealth +6 (+8 urban), 
  Survival +9 (+11 urban); Racial Modifiers +2 Perception
  Languages Common, Gnome, Sylvan
  SQ hunter’s bond (companions), favored terrain (urban +2), track, 
  wild empathy +5
  Combat Gear potion of cure serious wounds; Other Gear 
  masterwork chain shirt, short sword, +1 composite longbow with 
  20 arrows
  Todor Mozes 
  CR 4
  Male human evoker 5 
  NE Medium humanoid (human)
  Init +5; Senses Perception +1
  DEfEnSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 42 (5d6+25)
  fort +4, Ref +2, Will +5; +1 vs. fear
  OffEnSE
  Speed 30 ft.
  Melee dagger +3 (1d4/19–20)
  Ranged dagger +4 (1d4/19–20)
  Special Attacks intense spells +2 damage 
  Arcane School Spell-Like Abilities (CL 5th; concentration +8)
  6/day—force missile (1d4+2)
  Evoker Spells Prepared (CL 5th; concentration +8)
  3rd—fireball (2, DC 18, +2 damage), lightning bolt (DC 18,  
  +2 damage)
  2nd—scorching ray (3, DC 17, +2 damage), flaming sphere (DC 17, 
  +2 damage)
  1st—magic missile (4, +2 damage), shocking grasp (+2 damage)
  0 (at will)—flare (2, DC 15), light, ray of frost (2, +2 damage)
  Opposition Schools Divination, Enchantment
  TACTICS
  Before Combat Muminah casts bless on Todor and the evoker 
  casts mage armor on himself from a scroll.
  During Combat Todor casts his evoker spells at anyone Bega 
  targets, careful not to hit his friends. Should any PCs get close, 
  he uses shocking grasp on them and then flare. Todor also 
  possesses a wand of scorching ray and isn’t afraid to expend its 
  
  Pathfinder Society Scenario
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  AcT 3: ThE TEMpLE
  The Temple is exactly as described—a trash heap. It may once 
  have been a model of beautiful prison architecture, but its facade 
  is faded and cracked, piles of windblown trash hug its walls in 
  drifts, and what may have once been manicured landscaping 
  has since devolved into a tangled, swampy mess. A single path 
  of cracked, wet bricks links the street to the entrance of the 
  Temple, which appears to be a brand new, iron-braced wooden 
  door. Above the door is a decayed carving of a human man on 
  his knees, his arms raised toward a rising sun.
  The Temple is the headquarters of the Kaer Magan 
  Shadow Lodge. Long ago a sturdy prison, the place 
  has now into ill repair and disuse, its walls and floors 
  cracked and broken throughout and the roof shot with 
  holes. Birds and vermin are plentiful within—much to 
  the delight of the goblins the Shadow Lodge keeps inside. 
  All of the ceilings are 10 feet high unless otherwise noted. 
  The only way into this former prison is through the front 
  door, though enterprising PCs can climb the walls and 
  enter through the yard (area 3), though they have a nasty 
  surprise waiting there if they do. Though the front door 
  to the prison is locked, if the PCs took Muminah’s key 
  from Act 2, they can use it to unlock the door. Otherwise 
  the door requires a DC 20 Disable Device check, and has a 
  break DC of 30, hardness 10, and 200 hit points.
  1: Entrance (CR 2 or CR 5 or CR 7)
  This small room looks as though it were recently cleaned. 
  Piles of broken furniture lay against the east wall and a single, 
  nondescript desk sits in the middle of the room facing the 
  door in the south wall. Another door, just as thick and sturdy, 
  is opposite the main door on the north wall.
  Depending on the tier, Kormiggon Sussworth leaves a 
  variety of allied creatures here to guard the front door.
  Creatures: In Tier 1–2, some of Sussworth’s goblins 
  guard the room. In Tier 3–4, a Shadow Lodge-friendly 
  troll guards the room. In Tier 6–7, Sussworth keeps a flesh 
  golem here. The flesh golem knows not to attack anyone in 
  the room with Sussworth, but otherwise attacks on sight.
  Tier 1–2 (CR 2)
  Goblin Warriors (4) 
  CR 1/3
  hp 6 each (Pathfinder RPG Bestiary 156)
  TACTICS
  Before Combat The goblin warriors recline lazily on the piles of 
  broken furniture along the east wall.
  During Combat The goblin warriors are not tactical geniuses—
  they swarm one PC at a time, if possible, and continue to attack 
  that PC until he’s out of the fight.
  Morale The goblin warriors fight to the death.
  Goblin Shaman 
  CR 1/3
  Female goblin adept of Zarongel 1 
  NE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +1
  DEfEnSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 7 (1d6+4)
  fort +0, Ref +3, Will +3
  OffEnSE
  Speed 30 ft.
  Melee dagger –1 (1d3–2/19–20) or 
  touch –1 (as spell)
  Ranged light crossbow +4 (1d6/19–20)
  Adept Spells Prepared (CL 1st; concentration +2)
  1st—burning hands (DC 12), sleep (DC 12)
  0—touch of fatigue (3, DC 11)
  TACTICS
  Before Combat The goblin shaman sits at the desk in the middle 
  of the room.
  During Combat The goblin shaman hits the first PC through 
  the door with sleep and then tries to catch as many PCs as 
  possible with burning hands. After that, she resorts to her light 
  crossbow.
  Morale The goblin shaman fights to the death.
  STATISTICS
  Str 6, Dex 16, Con 11, Int 10, Wis 13, Cha 7
  Base Atk +0; CMB –3; CMD 10
  feats Toughness
  Skills Fly +5, Heal +5, Ride +7, Stealth +12; Racial Modifiers  
  +4 Ride, +4 Stealth
  Languages Goblin
  Combat Gear potion of cure light wounds; Other Gear dagger, light 
  crossbow with 10 bolts, wooden holy symbol of Zarongel
  Tier 3–4 (CR 5)
  Troll 
  CR 5
  hp 63 (Pathfinder RPG Bestiary 268)
  TACTICS
  Before Combat The troll sits at the desk in the middle of the room.
  During Combat The troll has orders to attack anyone who enters 
  the Temple that isn’t a known Shadow Lodge agent. He attacks 
  the first PC through the door.
  Morale The troll fights to the death.
  Tier 6–7 (CR 7)
  flesh Golem 
  CR 7
  hp 79 (Pathfinder RPG Bestiary 160)
  
  The Temple
  N
  One square = 5 feet
  GameMastery Flip Mat: Prison
  3
  4
  5
  6
  7
  8
  9
  1
  2
  the city of StrangerS, Part ii: the twofold demiSe
  13
  Rewards: If the PCs defeat the guards here, reward each 
  tier thusly:
  Tier 1–2 only:
  Give each player 25 gp.
  2: Hallway
  This long hallway stretches 110 feet from east to west and is 
  periodically broken up by thick, iron portcullises. Several sets 
  of doors can be seen at even intervals along the north and 
  south walls, and at the far east end the hallway appears to 
  terminate in a room filled with large cages. The floor of the 
  hallway was recently swept, but spiderwebs the ceilings.
  There are two portcullises here. The first one outside 
  of area 5 is unlocked and can be easily lifted with a DC 18 
  Strength check as the first. The second one blocks access 
  to area 9 and is firmly locked. A switch beneath the desk 
  in Sussworth’s office (area 6) unlocks this portcullis and 
  TACTICS
  Before Combat The flesh golem stands mindlessly in the 
  western alcove.
  During Combat The flesh golem has one order: kill anything that 
  enters the room without Sussworth.
  Morale The flesh golem fights until destroyed.
  Development: Because the Temple is a former prison, 
  it has thick, sturdy walls and even sturdier doors. Any 
  combat here will not be heard by anyone else in the 
  prison unless the PCs manage to push the combat out 
  into area 2. If that happens, the goblins in area 9 start 
  making an awful racket as they scream in Goblin to be 
  let out of their pens and the agents in area 7 hear this 
  and prepare for battle. Because of the layout of area 6, 
  Sussworth does not hear any combat unless the PCs open 
  the door to his office. The door to area 2 is unlocked.
  Mission Notes: For Tier 1–2, this is the first opportunity 
  that Taldor faction PCs have to capture a live goblin.
  
  Pathfinder Society Scenario
  14
  it can be raised with the same Strength check. Should 
  the PCs wish to breach the second portcullis, the bars 
  are 2 inches thick and have the following stats: hardness 
  10, 60 hit points, Break DC 25.
  If the PCs make a lot of noise in area 2, they run 
  the risk of being heard both by the goblins in area 9 
  and the Shadow Lodge agents in area 7 (see those areas  
  for details).
  3: The Yard (CR 2 or CR 4 or CR 8)
  What was once an exercise yard for inmates is now a choked 
  yard filled with dead grass, animal nests, and trash. The yard 
  is open to the sky and at the north end the ruins of a gallows 
  can be seen. In the northwest corner of the yard a small, 
  rickety wooden platform leads up to a single, heavy door. 
  A set of thick double doors can been seen in the south and 
  east walls.
  Creatures: As a sign of respect for Sussworth, the 
  goblins captured a giant scorpion and brought it to 
  the Temple in the middle of the night. Capturing the 
  scorpion cost the goblins dozens of their tribe, but they 
  were convinced the Shadow Lodge could use it to protect 
  their holdings in Kaer Maga. Not wanting to draw 
  too much attention to the Temple, Sussworth had the 
  goblins put the scorpion in this area (which took a great 
  deal of effort and cost the goblins a few more of their 
  tribe) where it’s been feeding on trash and rodents. With 
  a successful DC 15 Perception check, the PCs can also see 
  that the scorpion fed on a few goblins recently as well—
  this was because the goblins couldn’t help coming here 
  to check on their new “pet” and it took a few of them 
  being eaten to cure them of that desire.
  Tier 1–2 (CR 2)
  Injured Giant Scorpion 
  CR 2
  N Large vermin (Pathfinder RPG Bestiary 242)
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEfEnSE
  AC 16, touch 9, flat-footed 16 (+7 armor, –1 size)
  hp 20 (5d8+15)
  fort +7, Ref +1, Will +1
  Immune mind-affecting effects
  OffEnSE
  Speed 50 ft.
  Melee 2 claws +4 (1d6+2 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+2)
  TACTICS
  Before Combat When the goblins captured this giant 
  scorpion, he was injured severely and has not since fully 
  recovered. His stinger was cut off (thus removing his sting 
  attack and poison), he took a lot of Strength damage from 
  goblin poisons (of which 4 points have yet to heal), and he 
  still has 17 points of damage that haven’t healed from the 
  day he was brought here.
  During Combat The scorpion is mindless and injured—he attacks 
  the first PC he sees.
  Morale The scorpion fights to the death.
  Base Statistics When not injured, the giant scorpion has the 
  following stats: hp 37; Melee 2 claws +6 (1d6+4 plus grab), sting 
  +6 (1d6+4 plus poison); Str 19; CMB +8 (+12 grapple); CMD 18 
  (30 vs. trip); Climb +8
  STATISTICS
  Str 15, Dex 10, Con 16, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +6 (+10 grapple); CMD 16 (28 vs. trip)
  Skills Climb +6, Perception +4, Stealth +0; Racial Modifiers  
  +4 Climb, +4 Perception, +4 Stealth
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 6 
  rounds; effect 1d2 Strength damage; cure 1 save. The save DC is 
  Constitution-based and includes a +2 racial bonus.
  Tier 3–4 (CR 4)
  Advanced Giant Scorpion 
  CR 4
  N Large vermin (Pathfinder RPG Bestiary 242)
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +2
  DEfEnSE
  AC 20, touch 11, flat-footed 18 (+7 armor, +2 Dex, +2 natural armor, 
  –1 size)
  hp 47 (5d8+25)
  fort +9, Ref +3, Will +3
  Immune mind-affecting effects
  OffEnSE
  Speed 50 ft.
  Melee 2 claws +8 (1d6+6 plus grab), sting +8 (1d6+6 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+6)
  TACTICS
  Before Combat The scorpion wanders the yard in search of food.
  During Combat The scorpion is a mindless combatant—he 
  attacks the first PC he sees.
  Morale The scorpion fights to the death.
  STATISTICS
  Str 23, Dex 14, Con 20, Int —, Wis 14, Cha 6
  Base Atk +3; CMB +12 (+14 grapple); CMD 22 (34 vs. trip)
  Skills Climb +10, Perception +6, Stealth +2; Racial Modifiers +4 
  Climb, +4 Perception, +4 Stealth
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 19; frequency 1/round for 
  6 rounds; effect 1d2 Strength damage; cure 1 save. The save 
  DC is Constitution-based and includes a +2 racial bonus.
  
  Dear Caggrigar,
   The mission in Kaer Maga is proceeding as ordered, though 
  Absalom has seen fit to send Pathfinders here to look into our 
  presence. One of my lieutenants, that fool bard if you must 
  know, murdered Collgardie too late—the old man sent a letter to 
  Dreng and now we’re hip-deep in Pathfinder entanglements. As 
  you well know, this is a difficult city for murder and mayhem—
  killing the wrong person at the wrong time with the wrong tool 
  can result in a blood feud or, worse, your expulsion from the city. 
  We are not popular here anymore.
   I humbly ask that we scrap this part of the plan and try to 
  establish our headquarters in Whitethrone instead. It’s farther 
  from Absalom than Kaer Maga and I know of no one there that 
  the Society counts as a loyal agent.
  Humbly Yours,
  Kormiggon Sussworth
  Kaer Maga Lodge
  Player handout #1
  the city of StrangerS, Part ii: the twofold demiSe
  15
  Tier 6–7 (CR 8)
  Deadfall Scorpion 
  CR 8
  N Huge vermin (Pathfinder RPG Bestiary 242)
  Init  –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEfEnSE
  AC 21, touch 7, flat-footed 21 (+11 armor, –1 Dex, +3 natural, 
  –2 size)
  hp 105 (10d8+50)
  fort +12, Ref +2, Will +3
  Immune mind-affecting effects
  OffEnSE
  Speed 50 ft.
  Melee 2 claws +14 (1d8+9 plus grab), sting +14 (1d8+9 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d8+9)
  TACTICS
  Before Combat The scorpion wanders the yard in search of food.
  During Combat The scorpion is a mindless combatant—he 
  attacks the first PC he sees.
  Morale The scorpion fights to the death.
  STATISTICS
  Str 28, Dex 8, Con 20, Int —, Wis 10, Cha 2
  Base Atk +7; CMB +18 (+22 grapple); CMD 27 (+39 vs. trip)
  Skills Climb +17, Perception +4, Stealth +0; Racial Modifiers  
  +4 Climb, +4 Perception, +4 Stealth
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 19; frequency 1/round for 6 
  rounds; effect 1d2 Strength damage; cure 1 save. The save DC is 
  Constitution-based and includes a +2 racial bonus.
  Development: The two Shadow Lodge agents in 
  area 7 can hear combat in the yard. Though they know 
  the goblins kept poking around here, they know that 
  Sussworth locked the entire tribe in area 9 for their own 
  safety and that it’s unlikely anyone fighting the scorpion 
  is someone the Shadow Lodge agents want inside the 
  Temple. If the agents hear combat (and haven’t already), 
  they begin readying themselves to fight the PCs.
  Treasure: On the two goblin corpses, the PCs may find a 
  handful of potions. For Tier 1–2, they find five potions of cure 
  light wounds. For Tier 3–4, they find five potions of cure moderate 
  wounds. For Tier 6–7, the bodies hold nothing of value.
  Rewards: If the PCs find the two goblin corpses and 
  retrieve the potions, reward each tier thusly:
  Tier 1–2:
  Give each player 21 gp.
  Tier 3–4:
  Give each player 125 gp.
  Tier 6–7:
  Give each player 0 gp.
  
  Dear Hondo Heru,
   I never believed that your ancient Osirian technique for 
  acquiring a tribe of pet goblins would work—but I must now eat 
  my words, dearest Hondo, and tell you that it did. No matter 
  what you hear about my mission here, know that the goblin 
  trick worked.
  Sincerely,
  Kormiggon Sussworth
  Kaer Maga Lodge
  Pathfinder Society Scenario
  16
  4: Trash Room
  This room contains piles and piles of paper trash and 
  wood scraps—it’s also full of rats and vermin and smells 
  strongly of both. A full search of the room with a DC 20 
  Perception check finds several sheets of paper written 
  in code with four recognizable words on it: Almas, Kaer 
  Maga, Absalom, and Whitethrone. Because the goblins 
  brought Sussworth a scorpion that now occupies the yard 
  (area 3), this room hasn’t been used for trash in weeks.
  5: Armory
  The Shadow Lodge agents cleaned this room entirely and 
  recently used it to store weapons. All of the weapons were 
  handed out to newly arriving agents or given to the goblins.
  Mission Notes: Qadira faction PCs can find a hidden 
  ledger here that shows all of these weapons were purchased 
  from a Taldan weapons dealer in Zimar. The ledger is 
  well hidden, however, and requires a DC 25 Perception 
  check to find it under a loose tile in the southeast corner 
  of the room.
  6: Kormiggon Sussworth’s Office 
  (CR 2 or CR 4 or CR 7)
  Sussworth’s office is actually four separate rooms. The first 
  is the entryway—a set of double doors from area 2 enter here, 
  revealing another set of double doors on the opposite wall 
  and two single doors in the east and west walls. Behind 
  the single doors are small 10-foot-by-10-foot rooms piled 
  high with garbage, wood scraps, and chunks of broken 
  masonry from around the prison. Behind the double-doors 
  is Sussworth’s actual office. The office proper has a rug laid 
  out on the floor over rotted carpet, two salvaged bookshelves, 
  and a small desk with a simple wooden chair behind it.
  Creatures: When the PCs enter the entryway, Sussworth 
  calls out, “Who is it?” Because of the layout of his office, 
  it’s impossible for him to hear commotion in the rest of 
  the prison. Sussworth sits behind the desk drafting coded 
  letters to other Shadow Lodge locations throughout the 
  rest of the Inner Sea. Should the PCs delay in responding 
  to him, he gets suspicious and draws his rapier. If the 
  PCs do reply, he immediately draws his rapier as he 
  doesn’t recognize the voice. On his very next action he 
  reaches under the desk and pulls the switch that raises 
  the portcullis to area 9 and opens all of the cages there, 
  freeing the goblins (see area 9).
  Tier 1–2 (CR 2)
  Kormiggon Sussworth 
  CR 2
  Male human fighter 3 
  LE Medium humanoid (human)
  Init +7; Senses Perception +3
  DEfEnSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
  hp 22 (3d10+6)
  fort +4, Ref +4, Will +1; +1 vs. fear
  Defensive Abilities bravery +1
  OffEnSE
  Speed 30 ft.; can move at normal speed in medium armor
  Melee mwk rapier +8 (1d6+2/18–20)
  TACTICS
  Before Combat Sussworth sits at his desk, writing letters.  
  If he’s aware of the PCs, he stands behind his desk, his 
  rapier drawn.
  During Combat Sussworth is an experienced swordsman and 
  uses the room’s tight spaces to attempt to keep his opponents 
  down to one melee combatant at a time.
  Morale Sussworth fights to the death.
  STATISTICS
  Str 14, Dex 17, Con 13, Int 12, Wis 10, Cha 8
  Base Atk +3; CMB +5; CMD 19
  feats Dodge, Improved Initiative, Mobility, Weapon Finesse, 
  Player handout #2
  
  Dear Dorianna Ouidda,
   What news from Almas? It’s been many months since your 
  last letter and I admit that I’m growing worried that you were 
  found out. Is your disguise still intact? Do you need assistance? 
  Any word from you would be gratefully appreciated.
  Sincerely Yours,
  Kormiggon Sussworth
  Kaer Maga Lodge
  Player handout #3
  the city of StrangerS, Part ii: the twofold demiSe
  17
  Weapon Focus (rapier)
  Skills Acrobatics +6, Bluff +2, Diplomacy +2, Perception +3
  Languages Common, Goblin
  SQ armor training 1
  Combat Gear potion of cure moderate wounds; Other Gear 
  masterwork chain shirt, masterwork rapier
  Tier 3–4 (CR 4)
  Kormiggon Sussworth 
  CR 4
  Male human fighter 5 
  LE Medium humanoid (human)
  Init +8; Senses Perception +5
  DEfEnSE
  AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
  hp 37 (5d10+10)
  fort +5, Ref +5, Will +1; +1 vs. fear
  Defensive Abilities bravery +1
  OffEnSE
  Speed 30 ft.; can move at normal speed in medium armor
  Melee +1 rapier +12 (1d6+6/18–20) 
  TACTICS
  Before Combat Sussworth sits at his desk, writing letters.  
  If he’s aware of the PCs, he stands behind his desk, his 
  rapier drawn.
  During Combat Sussworth is an experienced swordsman 
  and uses the room’s tight spaces to attempt to keep his 
  opponents down to one melee combatant at a time.
  Morale Sussworth fights to the death.
  STATISTICS
  Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 8
  Base Atk +5; CMB +7; CMD 22
  feats Dodge, Improved Initiative, Mobility, Spring Attack, Weapon 
  Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
  Skills Acrobatics +9, Bluff +4, Diplomacy +4, Perception +5
  Languages Common, Goblin
  SQ armor training 1, weapon training 1 (light blades)
  Combat Gear potion of cure moderate wounds; Other Gear 
  masterwork chain shirt, +1 rapier
  Tier 6–7 (CR 7)
  Kormiggon Sussworth 
  CR 7
  Male human fighter 6/duelist 2 
  LE Medium humanoid (human)
  Init +11; Senses Perception +8
  DEfEnSE
  AC 23, touch 18, flat-footed 15 (+5 armor, +7 Dex, +1 dodge)
  hp 58 (8 HD; 6d10+2d10+14)
  fort +8, Ref +9, Will +4; +2 vs. fear
  Defensive Abilities bravery +2, canny defense, parry
  OffEnSE
  Speed 30 ft.; can move at normal speed in medium armor
  Melee +1 rapier +16/+11 (1d6+6/18–20)
  Special Attacks precise strike +2
  TACTICS
  Before Combat Sussworth sits at his desk, writing letters. 
  If he’s aware of the PCs, he stands behind his desk, his 
  rapier drawn.
  During Combat Sussworth is an experienced swordsman 
  and uses the room’s tight spaces to attempt to keep his 
  opponents down to one melee combatant at a time.
  Morale Sussworth fights to the death.
  STATISTICS
  Str 14, Dex 20, Con 13, Int 12, Wis 10, Cha 8
  Base Atk +8; CMB +10; CMD 26
  feats Dodge, Improved Initiative, Mobility, Spring Attack, 
  Step Up, Weapon Finesse, Weapon Focus (rapier), Weapon 
  Specialization (rapier), Wind Stance
  Skills Acrobatics +13, Bluff +7, Diplomacy +7, Escape Artist +9, 
  Perception +8
  Languages Common, Goblin
  SQ armor training 1, improved reaction, weapon training 1 
  (light blades)
  
  Pathfinder Society Scenario
  18
  Combat Gear potion of cure moderate wounds; Other Gear belt of 
  incredible Dexterity +2, +1 chain shirt, +1 rapier
  Development: Should the PCs capture Sussworth, he 
  refuses to reveal anything about his operation, knowing 
  that his masters who sent him here to establish the Lodge 
  would kill him if he revealed anything. At this point, the 
  city of Kaer Maga is tired of the Shadow Lodge—if the 
  PCs turn Sussworth over to Dakar, the Ardoc family, or 
  the Duskwardens, he’ll end up dead. A successful DC 
  15 Perception check finds three letters in this office not 
  yet coded (see handouts #1, #2, and #3). The PCs find 
  no trace of the code itself and Sussworth refuses to say 
  anything about it, though, in reality, Sussworth has the 
  code memorized (and is the only Shadow Lodge agent in 
  Kaer Maga that does).
  Treasure: For Tier 1–2, the PCs find an unlocked chest 
  with 900 gp inside. For Tier 3–4, the chest contains 1,500 
  gp. There is no chest for Tier 6–7.
  Mission Notes: Andoran faction PCs must ensure that 
  Sussworth dies—though he can either die in combat 
  here or he can die after being executed by the authorities. 
  Cheliax faction PCs need to recover Sussworth’s collection 
  of perfect condition Pathfinder Chronicles, all of which are 
  stored on the bookshelf along the east wall. The collection 
  weighs 100 pounds.
  Rewards: If the PCs defeat Sussworth, reward each tier 
  thusly:
  Tier 1–2:
  Give each player 223 gp.
  Tier 3–4:
  Give each player 489 gp.
  Tier 6–7:
  Give each player 656 gp.
  7: Meeting Room 
  (CR 3 or CR 5 or CR 8)
  This large room was recently cleaned—piles of trash are 
  swept into the corners, the six tables and dozen benches 
  here are spotless, and the majority of the spider webs and 
  vermin nests were cleaned from the corners. A set of sturdy 
  double doors sit in the south wall, another is set in the west 
  wall, and a single door in the northwest corner leads north 
  into a small kitchen.
  The Shadow Lodge takes its meals here and holds its 
  meetings here as well. New arrivals also use this area for 
  sleeping (and once established take a home in Kaer Maga), 
  though there haven’t been any in a while.
  Creatures: Guarin, a scarred human rogue, and his 
  companion, Kanna Rhamla, a human white dragon 
  sorcerer with pale skin and shockingly white eyes, are 
  here discussing what to do with the PCs and waiting for 
  word back from Muminah’s party, who left this morning 
  to find and kill the meddling Pathfinders. If they 
  heard combat in areas 2 or 3, they are ready for the PCs. 
  Otherwise, they’re seated at the northeast table sipping 
  tea when the PCs enter.
  Tier 1–2 (CR 3)
  Guarin 
  CR 1
  Male human rogue 2 
  NE Medium humanoid (human)
  Init +3; Senses Perception +5
  DEfEnSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 16 (2d8+7)
  fort +1, Ref +6, Will +0
  Defensive Abilities evasion
  OffEnSE
  Speed 30 ft.
  Melee mwk rapier +3 (1d6+2/18–20) and mwk dagger +3 
  (1d4+1/19–20)
  Ranged mwk dagger +5 (1d4+2/19–20)
  Special Attacks sneak attack +1d6
  TACTICS
  During Combat Guarin flanks with Kanna and they take down one 
  target a time, starting with the closest PC.
  Morale Guarin fights to the death.
  STATISTICS
  Str 14, Dex 17, Con 13, Int 12, Wis 10, Cha 8
  Base Atk +1; CMB +3; CMD 16
  feats Toughness, Two-Weapon Fighting, Weapon Finesse
  Skills Acrobatics +6, Bluff +4, Climb +5, Disable Device +6, 
  Escape Artist +6, Knowledge (dungeoneering) +6, Knowledge 
  (local) +6, Linguistics +5, Perception +5, Sleight of Hand +7, 
  Stealth +6
  Languages Common, Elven, Goblin
  SQ rogue talents (finesse rogue), trapfinding +1
  Combat Gear potion of cure light wounds; Other Gear chain shirt, 
  masterwork rapier, masterwork dagger, Varisia treasure map
  Kanna Rhamla 
  CR 1
  Female human sorcerer 2 
  CE Medium humanoid (human)
  Init +2; Senses Perception +0
  DEfEnSE
  AC 19, touch 12, flat-footed 17 (+3 armor, +2 Dex, +4 shield)
  hp 14 (2d6+7)
  fort +1, Ref +2, Will +3
  Immune magic missile
  
  the city of StrangerS, Part ii: the twofold demiSe
  19
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +6 (1d4+4) or 
  touch +5 (as spell)
  Special Attacks claws (2, 1d4+4, 5 rounds/day)
  Sorcerer Spells Known (CL 2nd; concentration +4; 15% arcane 
  spell failure)
  1st (5/day)—color spray (DC 13), mage armor
  0 (at will)—acid splash, daze (DC 12), mage hand, open/close, ray 
  of frost (+1 damage per die rolled)
  Bloodline Draconic (white)
  TACTICS
  Before Combat If Kanna knows the PCs are coming, she drinks a 
  potion of bull’s strength and casts shield on herself from a scroll 
  (these spells are figured into her stats). Bull’s strength is active 
  for 10 rounds and shield is active for 9 rounds.
  During Combat Kanna is a unique sorcerer—she prefers melee 
  combat. She flanks with Guarin and uses her claw attacks on 
  the PCs. If she starts to feel overwhelmed, she hits as many of 
  the PCs as possible with color spray.
  Morale Kanna fights to the death.
  Base Statistics AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex); 
  remove immunity; Melee 2 claws +4 (1d4+2) or touch +3 (as 
  spell); Special Attacks claws (2, 1d4+2, 5 rounds/day); Str 15; 
  CMB +3; CMD 15
  STATISTICS
  Str 19, Dex 14, Con 12, Int 8, Wis 10, Cha 15
  Base Atk +1; CMB +4; CMD 16
  feats Eschew Materials, Toughness, Weapon Focus (claws)
  Skills Bluff +6, Intimidate +6, Knowledge (arcana) +3, Linguistics +0
  Languages Common, Draconic
  SQ bloodline arcana
  Combat Gear potions of cure light wounds (2), potion of cure moderate 
  wounds, scroll of obscuring mist; Other Gear studded leather
  Tier 3–4 (CR 5)
  Guarin 
  CR 3
  Male human rogue 4 
  NE Medium humanoid (human)
  Init +8; Senses Perception +7
  DEfEnSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 30 (4d8+12)
  fort +2, Ref +8, Will +1
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OffEnSE
  Speed 30 ft.
  Melee +1 rapier +7 (1d6+3/18–20), mwk dagger +6 (1d4+1/19–20)
  Ranged mwk dagger +8 (1d4+2/19–20)
  Special Attacks sneak attack +2d6
  TACTICS
  During Combat Guarin flanks with Kanna and they take down one 
  target a time, starting with the closest PC.
  Morale Guarin fights to the death.
  STATISTICS
  Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 8
  Base Atk +3; CMB +5; CMD 19
  feats Improved Initiative, Toughness, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (rapier)
  Skills Acrobatics +9, Bluff +6, Climb +7, Disable Device +9, Escape 
  Artist +9, Knowledge (dungeoneering) +8, Knowledge (local) +8, 
  Linguistics +5, Perception +7, Sleight of Hand +10, Stealth +9
  Languages Common, Elven, Goblin
  SQ rogue talents (finesse rogue, weapon training), trapfinding +2
  Combat Gear potion of cure light wounds; Other Gear chain shirt, 
  +1 rapier, masterwork dagger, Varisia treasure map
  Kanna Rhamla 
  CR 3
  Female human sorcerer 4 
  CE Medium humanoid (human)
  Init +6; Senses Perception +5
  DEfEnSE
  AC 21, touch 12, flat-footed 19 (+4 armor, +2 Dex, +1 natural, +4 shield)
  hp 26 (4d6+12)
  fort +2, Ref +3, Will +4
  Resist cold 5
  Immune magic missile
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +8 (1d4+5) or 
  touch +7 (as spell)
  Special Attacks claws (2, 1d4+5, 5 rounds/day)
  Sorcerer Spells Known (CL 4th; concentration +6; 15% arcane 
  spell failure)
  2nd (4/day)—ghoul touch (DC 13)
  1st (7/day)—chill touch (DC 13), color spray (DC 13), mage armor, 
  shocking grasp
  0 (at will)—acid splash, daze (DC 12), mage hand, open/close, ray 
  of frost (+1 damage per die rolled)
  Bloodline Draconic (white)
  TACTICS
  Before Combat If Kanna knows the PCs are coming, she drinks a 
  potion of bull’s strength and casts shield on herself from a scroll 
  (these spells are figured into her stats). Bull’s strength is active 
  for 10 rounds and shield is active for 9 rounds.
  During Combat Kanna is a unique sorcerer—she prefers melee 
  combat. She flanks with Guarin and alternates between ghoul 
  touch, chill touch, shocking grasp, and claw attacks on the PCs. If 
  she starts to feel overwhelmed, she hits as many of the PCs as 
  possible with color spray.
  Morale Kanna fights to the death.
  Base Statistics AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, 
  +1 natural); remove immunity; Melee 2 claws +6 (1d4+3) or 
  touch +5 (as spell); Special Attacks claws (2, 1d4+3, 5 rounds/
  day); Str 16; CMB +5; CMD 17; 
  
  Pathfinder Society Scenario
  20
  STATISTICS
  Str 20, Dex 14, Con 12, Int 8, Wis 10, Cha 15
  Base Atk +2; CMB +7; CMD 19
  feats Eschew Materials, Improved Initiative, Toughness, Weapon 
  Focus (claws)
  Skills Bluff +7, Intimidate +7, Knowledge (arcana) +3, Linguistics 
  +0, Perception +5
  Languages Common, Draconic
  SQ bloodline arcana
  Combat Gear potions of cure light wounds (2), potions of cure 
  moderate wounds (2), scroll of obscuring mist; Other Gear  
  +1 studded leather
  Tier 6–7 (CR 8)
  Guarin 
  CR 6
  Male human rogue 7 
  NE Medium humanoid (human)
  Init +8; Senses Perception +10
  DEfEnSE
  AC 21, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 dodge, +1 shield)
  hp 52 (7d8+21)
  fort +3, Ref +9, Will +2
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OffEnSE
  Speed 30 ft.
  Melee +1 rapier +9 (1d6+3/18–20), +1 dagger +8 (1d4+3/19–20)
  Ranged +1 dagger +10 (1d4+3/19–20)
  Special Attacks sneak attack +4d6
  TACTICS
  During Combat Guarin flanks with Kanna and they take down one 
  target a time, starting with the closest PC.
  Morale Guarin fights to the death.
  STATISTICS
  Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 8
  Base Atk +5; CMB +7; CMD 22
  feats Dodge, Double Slice, Improved Initiative, Toughness, Two-
  Weapon Defense, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (rapier)
  Skills Acrobatics +13, Bluff +9, Climb +11, Disable Device +13, 
  Escape Artist +13, Knowledge (dungeoneering) +11, Knowledge 
  (local) +11, Linguistics +5, Perception +10, Sleight of Hand +13, 
  Stealth +13
  Languages Common, Elven, Goblin
  SQ rogue talents (combat trick, finesse rogue, weapon training), 
  trapfinding +3
  Combat Gear potion of cure moderate wounds; Other Gear +1 chain 
  shirt, +1 rapier, +1 dagger, Varisia treasure map
  Kanna Rhamla 
  CR 6
  Female human sorcerer 7 
  CE Medium humanoid (human)
  Init +6; Senses Perception +7
  DEfEnSE
  AC 21, touch 12, flat-footed 19 (+4 armor, +2 Dex, +1 natural, +4 shield)
  hp 45 (7d6+21)
  fort +3, Ref +4, Will +5
  Resist cold 5
  Immune magic missile
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +9 (1d6+5)
  Special Attacks claws (2, 1d6+5, treated as magic weapons,  
  5 rounds/day)
  Sorcerer Spells Known (CL 7th; concentration +9; 15% arcane 
  spell failure)
  3rd (4/day)—fly, hold person (DC 15), vampiric touch
  2nd (7/day)—ghoul touch (DC 14), glitterdust (DC 14), hideous 
  laughter (DC 14), resist energy
  1st (7/day)—chill touch (DC 13), color spray (DC 13), mage armor, 
  shocking grasp, true strike
  0 (at will)—acid splash, daze (DC 12), detect magic, light, mage 
  hand, open/close, ray of frost (+1 damage per die rolled)
  Bloodline Draconic (white)
  TACTICS
  Before Combat If Kanna knows the PCs are coming, she drinks a 
  potion of bull’s strength and casts shield on herself from a scroll 
  (these spells are figured into her stats). Bull’s strength is active 
  for 10 rounds and shield is active for 9 rounds.
  During Combat Kanna is a unique sorcerer—she prefers melee 
  combat. She starts combat trying to catch as many PCs as 
  possible with glitterdust and then flanks with Guarin and 
  alternates between ghoul touch, vampiric touch, shocking grasp, 
  and claw attacks on the PCs. If she starts to feel overwhelmed, 
  she starts hitting PCs with hold person and hideous laughter.
  Morale Kanna fights to the death.
  Base Statistics AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 
  natural); remove immunity; Melee 2 claws +8 (1d6+4); Special 
  Attacks claws (2, 1d6+4, treated as magic weapons, 5 rounds/
  day); Str 16; CMB +6; CMD 18
  STATISTICS
  Str 20, Dex 14, Con 12, Int 8, Wis 10, Cha 15
  Base Atk +3; CMB +8; CMD 20
  feats Cleave, Combat Reflexes, Eschew Materials, Improved 
  Initiative, Power Attack, Toughness, Weapon Focus (claws)
  Skills Bluff +9, Intimidate +9, Knowledge (arcana) +3, Linguistics +0, 
  Perception +7
  Languages Common, Draconic 
  SQ bloodline arcana
  Combat Gear potion of cure light wounds, potion of cure moderate 
  wounds, scroll of obscuring mist; Other Gear +1 studded leather
  Development: Guarin and Kanna are not as tight-
  lipped as Sussworth, but they also don’t know much. 
  They know the Shadow Lodge likely has lodges in 
  Almas, Whitethrone, and Sothis by now and that they’re 
  
  the city of StrangerS, Part ii: the twofold demiSe
  21
  targeting dozens of other cities hoping to establish more. 
  They know that the Shadow Lodge comprises hundreds 
  of former and current Pathfinders, though they only 
  know the Pathfinders from the Kaer Maga lodge—a 
  lodge, they add, that the Shadow Lodge was intending to 
  be their Grand Lodge. They also know that Collgardie 
  was killed because Sussworth and Wymund Pratt (see 
  The Shadow Gambit) thought he would either get in their 
  way or write to Venture-Captain Drandle Dreng and 
  get Pathfinders involved—they admit that happened 
  anyway and that Pratt was too late, and had the PCs not 
  killed/capture Pratt, Sussworth would have likely killed 
  him. Neither Guarin nor Kanna are remorseful about 
  joining the Shadow Lodge—they believe the Society has 
  immense power it neither wants to use or knows how 
  to use and that the Shadow Lodge is what the Society 
  should have been. As with the other Shadow Lodge 
  agents in this scenario, if the PCs turn them over to the 
  local authorities, they will be executed.
  Mission Notes: Cheliax faction PCs need to either 
  ensure that Kanna Rhamla dies or make sure that she 
  never leaves the city of Kaer Maga again. Qadira faction 
  PCs need to collect Guarin’s map.
  Rewards: If the PCs defeat Guarin and Kanna Rhamla, 
  reward each tier thusly:
  Tier 1–2:
  Give each player 102 gp.
  Tier 3–4:
  Give each player 389 gp.
  Tier 6–7:
  Give each player 643 gp.
  8: Kitchen & Pantry
  The Shadow Lodge agents store, cook, and serve their food 
  here. Both rooms are impeccably clean and orderly and 
  the PCs can find fresh water and food here.
  9: Goblin Pens 
  (CR 2 or CR 4 or CR 7)
  This room is full of dirty cells stuffed with straw, tattered 
  clothing, and garbage, and the entire area stinks like a wet 
  dog and garbage. 
  Sussworth had no plans for the former jail cells until his 
  goblins showed up with a giant scorpion and got themselves 
  killed. As a result, he keeps the goblins here until he needs 
  them—they’re well fed and have made this area their own, 
  but rather than have them running about the city, bringing 
  him dangerous presents, or getting themselves killed, he 
  keeps them here for their own safety.
  The goblins can’t get out of area 9 unless someone 
  pulls the switch in Sussworth’s office (area 6) and opens 
  the portcullis and cell doors. Once these are opened, 
  however, the goblins flood into the prison. This encounter 
  is optional and should only happen if the players have 
  more than 90 minutes remaining in their playtime.
  Creatures: If Sussworth opens this area, the goblins 
  flood out and attack the PCs. The goblins are happy to 
  be free of the pens for a while and the PCs are the perfect 
  target for mayhem and murder.
  Tier 1–2 (CR 2)
  Goblin Warriors (4) 
  CR 1/3
  hp 6 each (Pathfinder RPG Bestiary 156)
  TACTICS
  During Combat The goblin warriors are not tactical geniuses—
  they swarm one PC at a time, if possible, and continue to attack 
  that PC until he’s out of the fight.
  Morale The goblin warriors fight to the death.
  
  Pathfinder Society Scenario
  22
  Goblin Shaman 
  CR 1/3
  Female goblin adept of Zarongel 1 
  NE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +1
  DEfEnSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 7 (1d6+4)
  fort +0, Ref +3, Will +3
  OffEnSE
  Speed 30 ft.
  Melee dagger –1 (1d3–2/19–20) 
  or touch –1 (as spell)
  Ranged light crossbow +4 (1d6/19–20)
  Adept Spells Prepared (CL 1st; concentration +2)
  1st—burning hands (DC 12), sleep (DC 12)
  0—touch of fatigue (3, DC 11)
  TACTICS
  During Combat The goblin shaman hits the first PC she sees 
  with sleep and then tries to catch as many PCs as possible with 
  burning hands. After that, she resorts to her light crossbow.
  Morale The goblin shaman fights to the death.
  STATISTICS
  Str 6, Dex 16, Con 11, Int 10, Wis 13, Cha 7
  Base Atk +0; CMB –3; CMD 10
  feats Toughness
  Skills Fly +5, Heal +5, Ride +7, Stealth +12; Racial Modifiers  
  +4 Ride, +4 Stealth
  Languages Goblin
  Combat Gear potion of cure light wounds; Other Gear dagger, light 
  crossbow with 10 bolts, wooden holy symbol of Zarongel
  Tier 3–4 (CR 4)
  Goblin Warriors (4) 
  CR 1/2
  Male goblin warrior 2 
  NE Small humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception –1
  DEfEnSE
  AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 shield, +1 size)
  hp 15 (2d10+4)
  fort +4, Ref +2, Will –1
  OffEnSE
  Speed 30 ft.
  Melee short sword +3 (1d4/19–20)
  Ranged shortbow +5 (1d4/×3)
  TACTICS
  During Combat The goblin warriors are not tactical geniuses—
  they swarm one PC at a time, if possible, and continue to attack 
  that PC until he’s out of the fight.
  Morale The goblin warriors fight to the death.
  STATISTICS
  Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
  Base Atk +2; CMB +1; CMD 13
  feats Improved Initiative
  Skills Fly +1, Ride +7, Stealth +9, Swim +1; Racial Modifiers  
  +4 Ride, +4 Stealth
  Languages Goblin
  Combat Gear potion of cure light wounds; Other Gear chain shirt, 
  light wooden shield, shortbow with 20 arrows, short sword
  Goblin Shaman 
  CR 1/2
  Female goblin adept 2 
  NE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +3
  DEfEnSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 12 (2d6+5)
  fort +0, Ref +5, Will +4
  OffEnSE
  Speed 30 ft.
  Melee dagger +0 (1d3–2/19–20) or 
  touch +0 (as spell)
  Ranged mwk light crossbow +6 (1d6/19–20)
  Adept Spells Prepared (CL 2nd; concentration +3)
  1st—burning hands (DC 12), sleep (DC 12)
  0—touch of fatigue (3, DC 11)
  TACTICS
  During Combat The goblin shaman hits the first PC she sees 
  with sleep and then tries to catch as many PCs as possible with 
  burning hands. She then orders her weasel familiar to attack and 
  resorts to her light crossbow.
  Morale The goblin shaman fights to the death.
  STATISTICS
  Str 6, Dex 16, Con 11, Int 10, Wis 13, Cha 7
  Base Atk +1; CMB –2; CMD 11
  feats Alertness, Toughness
  Skills Fly +5, Heal +6, Perception +3, Ride +7, Sense Motive +3, 
  Stealth +13; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ familiar
  Combat Gear potions of cure light wounds (3); Other Gear dagger, master-
  work light crossbow with 10 bolts, wooden holy symbol of Zarongel
  Goblin Shaman’s familiar 
  CR —
  Weasel (Pathfinder RPG Bestiary 133)
  N Tiny animal
  Init +2; Senses low-light vision, scent; Perception +1
  DEfEnSE
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
  hp 6 (2d8)
  fort +2, Ref +4, Will +4
  Defensive Abilities improved evasion
  OffEnSE
  Speed 20 ft., climb 20 ft.
  Melee bite +5 (1d3–4 plus attach)
  Space 2-1/2 ft.; Reach 0 ft.
  
  the city of StrangerS, Part ii: the twofold demiSe
  23
  STATISTICS
  Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
  Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
  feats Alertness, Weapon Finesse
  Skills Acrobatics +10, Climb +10, Escape Artist +6, Stealth +14; 
  Racial Modifiers +4 Stealth, +8 Acrobatics
  SQ empathic link, share spells
  SPECIAL ABILITIES
  Attach (Ex) When a weasel hits with a bite attack, it automatically 
  grapples its foe, inflicting automatic bite damage each round.
  Tier 6–7 (CR 7)
  Goblin Warriors (4) 
  CR 2
  Male goblin warrior 4 
  NE Small humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft.; Perception –1
  DEfEnSE
  AC 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +2 shield, +1 size)
  hp 30 (4d10+8)
  fort +6, Ref +5, Will +1
  OffEnSE
  Speed 30 ft.
  Melee mwk short sword +9 (1d4/19–20)
  Ranged mwk shortbow +9 (1d4/×3)
  TACTICS
  During Combat The goblin warriors are not tactical geniuses—
  they swarm one PC at a time, if possible, and continue to attack 
  that PC until he’s out of the fight.
  Morale The goblin warriors fight to the death.
  STATISTICS
  Str 11, Dex 16, Con 12, Int 10, Wis 9, Cha 6
  Base Atk +4; CMB +3; CMD 16
  feats Improved Initiative, Weapon Finesse
  Skills Fly +2, Ride +9, Stealth +12, Swim +2; Racial Modifiers  
  +4 Ride, +4 Stealth
  Languages Goblin
  Combat Gear potions of cure light wounds (3); Other Gear cloak 
  of resistance +1, heavy wooden shield, masterwork chain shirt, 
  masterwork short sword, masterwork shortbow with 20 arrows
  Goblin Shaman 
  CR 1
  Female goblin adept of Zarongel 3 
  NE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +3
  DEfEnSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 16 (3d6+6)
  fort +1, Ref +6, Will +4
  OffEnSE
  Speed 30 ft.
  Melee mwk dagger +1 (1d3–2/19–20) or touch +0 (as spell)
  Ranged mwk light crossbow +6 (1d6/19–20)
  Adept Spells Prepared (CL 3rd; concentration +4)
  1st—burning hands (2, DC 13), sleep (DC 12)
  0—touch of fatigue (3, DC 11)
  TACTICS
  During Combat The goblin shaman hits the first PC she sees 
  with sleep and then tries to catch as many PCs as possible with 
  burning hands. She then orders her weasel familiar to attack and 
  resorts to her light crossbow.
  Morale The goblin shaman fights to the death.
  STATISTICS
  Str 6, Dex 16, Con 11, Int 10, Wis 13, Cha 7
  Base Atk +1; CMB –2; CMD 11
  feats Alertness, Spell Focus (evocation), Toughness
  Skills Fly +5, Heal +7, Perception +3, Ride +7, Sense Motive +3, 
  Stealth +14; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ familiar
  Combat Gear potion of cure light wounds, potion of cure 
  moderate wounds; Other Gear masterwork dagger, 
  masterwork light crossbow with 10 bolts, wooden holy 
  symbol of Zarongel
  Goblin Shaman’s familiar 
  CR —
  Weasel (Pathfinder RPG Bestiary 133)
  N Tiny animal
  Init +2; Senses low-light vision, scent; Perception +1
  DEfEnSE
  AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
  hp 8 (3d8)
  fort +2, Ref +4, Will +4
  Defensive Abilities improved evasion
  OffEnSE
  Speed 20 ft., climb 20 ft.
  Melee bite +5 (1d3–4 plus attach)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
  Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
  feats Alertness, Weapon Finesse
  Skills Acrobatics +10, Climb +10, Escape Artist +6, Stealth +14; 
  Racial Modifiers +4 Stealth, +8 Acrobatics
  SQ deliver touch spells, empathic link, share spells
  SPECIAL ABILITIES
  Attach (Ex) When a weasel hits with a bite attack, it automatically 
  grapples its foe, inflicting automatic bite damage each round.
  Development: The pens are dirty and smelly and hold 
  nothing of value. The goblins seem to be collecting shiny 
  objects, though, as they’ve dangled hundreds of them 
  from the many bars throughout area 9.
  Mission Notes: Taldor faction PCs can complete 
  one of their missions by capturing a live goblin. 
  
  Pathfinder Society Scenario
  24
  Rewards: If the PCs defeat the goblins, reward each tier thusly:
  Tier 1–2:
  Give each player 25 gp.
  Tier 3–4:
  Give each player 105 gp.
  Tier 6–7:
  Give each player 765 gp.
  coNcLUSIoN
  If the PCs have played through both The Shadow Gambit and 
  The Twofold Demise and defeated the Shadow Lodge in both, 
  they’ve disrupted the Lodge’s plans—for now. The Ardoc 
  family and the Commerce League are both appreciative 
  of the PCs’ success and both take time to inform the PCs 
  that the Pathfinders are still welcome with the walls of Kaer 
  Maga. The Duskwardens also thank the PCs for uncovering 
  the source of the goblins that were causing a ruckus in the 
  Halflight Path (see The Shadow Gambit).
  A difficult question for the PCs is what to do with any 
  captured Shadow Lodge agents. If they’re turned over to 
  the Ardocs, Dakar, or the Duskwardens, they’re executed. 
  The PCs can also shackle the agents and take them back 
  to Absalom, though that’s a long, arduous journey with 
  prisoners and may not be something the PCs choose 
  to do. Regardless, on their return to Absalom, they’re 
  summoned to a meeting with Venture-Captain Drandle 
  Dreng, who listens to their story intently and expresses 
  consternation that, day by day, the Shadow Lodge is 
  becoming more than a rumor—it’s a reality and one the 
  Pathfinder Society is going to have to deal with. Dreng 
  then tells the PCs that they’ve done a great service for the 
  Lodge and that they should stay in Absalom for a while. 
  He imagines that missions against the Shadow Lodge 
  should become plentiful very soon.
  fAcTIoN MISSIoNS
  Andoran Faction: PCs from the Andoran faction who 
  ensure that Sussworth dies earn 1 Prestige Award. PCs 
  from the Andoran faction who also deliver the letter to 
  the Andoren spy earn 1 bonus Prestige Award.
  Cheliax Faction: PCs from the Cheliax faction who 
  either ensure that Kanna Rhamla dies or find a way to keep 
  her in Kaer Maga forever earn 1 Prestige Award. PCs from 
  the Cheliax faction who also return Sussworth’s perfect 
  collection of Pathfinder Chronicles to Zarta Dralneen earn 
  1 bonus Prestige Award.
  Osirion Faction: PCs from the Osirion faction who 
  deliver the letter to the Osirian spy earn 1 Prestige Award. 
  PCs from the Osirion faction who successfully contact a 
  troll augur and deliver Amenopheus’s proposal earn 1 
  bonus Prestige Award.
  Qadira Faction: PCs from the Qadira faction who return 
  any evidence that the Shadow Lodge buys its weapons 
  from a Taldan weapons dealer earn 1 Prestige Award. PCs 
  from the Qadira faction who also find Guarin’s map of the 
  hidden treasures of Varisia earn 1 bonus Prestige Award.
  Honored Servant of the Ruby Prince,
  I hope this message reaches you in Kaer Maga—I missed you at the dock and have had 
  to send this missive chasing after you. If it does, there’s a coded message included with 
  this one. Find a man in Kaer Maga named Krazel—he’ll know what to do with it.
   
  I am most interested in these troll augurs in Kaer Maga. I’ve never seen them, 
  but I hear they cut themselves open, tear out their own entrails, and read the future 
  from them. Fascinating. Go to the Augur Temple and pay for an audience with one of 
  their sages. Once you’re alone and he’s about to read your future, instead explain to 
  him that you work for a powerful arcanist in Sothis who is most interested in augury 
  and would like to trade letters with an augur. Naturally, I will pay the augur with 
  each letter sent.
  Osirion Faction Handout
  For Our Ancestors,
  Amenopheus, The Sapphire Sage
  
  the city of StrangerS, Part ii: the twofold demiSe
  25
  Delectable Dollop,
  Such parties you have missed! The evening after you left, there were dozens of loyal 
  Chelaxians throughout my manor house. Wine, food, decadence—they were all had for any 
  who wanted it. We missed you a great deal—my whip, I think, missed you more.
   
  I mentioned in my last letter that I would send along another set of instructions. It 
  seems a woman I’ve been in search of for several years may actually be among the mysterious 
  Pathfinders gallivanting about the City of Strangers. Her name is Kanna Rhamla, she’s a 
  crazy dragon sorceress, and she betrayed me one too many times. For me, for Cheliax—she 
  must never leave Kaer Maga. See to it.
   
  Lastly, my favorite scoundrel, Kormiggon Sussworth, murdered the wife of an Andoren 
  merchant in Almas a year ago. He’s likely now hiding out in Kaer Maga. I care not a 
  whit for the man, but his collection of Pathfinder Chronicles, all in perfect condition, does 
  interest me. Find him and take them for me.
  Freedom’s Herald,
  I hope this letter reaches you in distant Kaer Maga. The messenger I sent on the next ship to 
  Korvosa is a trusted Andoren hero, so I’ve no doubt you received this in good order.
   
  As I said in my last letter, I needed to look into other affairs we have in Kaer Maga. After doing so, 
  there are a few things you need to do for Andoran while you’re in the City of Strangers. First, we need to 
  ask you to ensure that another enemy of the state is dead before you leave the city. His name is Kormiggon 
  Sussworth and he was once a very popular Pathfinder in Almas. He disappeared a year ago after his 
  mistress, the wife of a prominent Almas merchant, was found dead. All evidence points toward him being 
  the culprit—we also have reason to suspect he’s joined a secret organization within the Society that seeks 
  to cause trouble for the Grand Lodge and the Decemvirate. Let’s avoid this trouble—ensure he dies. It’s a 
  brutal tactic, I know, but enemies of freedom do not always deserve justice.
   
  In addition, my messenger should have handed you two letters. The other is intended for a loyal double 
  agent in Kaer Maga named Krazel. He receives assignments from the Paracountess and that fool Taldan 
  Baron, but in reality he passes them to me. Deliver the message discretely.
     
  For Andoran,
     
  Captain Colson Maldris
  Andoran Faction Handout
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  I Suffer in Your Absence,
  
  Pathfinder Society Scenario
  26
  Servant of the Satrap,
  It is my sincerest hope that this letter reaches you in Kaer Maga—otherwise 
  I shall be disappointed with the expensive messenger I sent to deliver it. I’ve 
  learned a great deal about Kaer Maga in just the last few days. It seems that 
  these rumors your Decemvirate keeps quashing are actually true—there’s a 
  rogue wing of the Society, tired of the Pathfinders controlling such power 
  and doing nothing with it, and they call themselves the Shadow Lodge. I only 
  know they exist because my contact in Oppara assures me that Taldor is 
  selling weapons to them in order to arm their new lodges. Find me proof of 
  this—it could prove very embarrassing for the elderly empire.
   
  Additionally, you may encounter a Pathfinder named Guarin while 
  you’re in Kaer Maga. While I would never suggest assassination as a method 
  of acquiring something, I need you to get a map he’s purported to possess. 
  It’s supposed to contain the locations of dozens of hidden treasure vaults 
  throughout Varisia, all placed there by Cheliax. The problem is, these 
  vaults contain valuables that belong to the Satrap. Find Guarin’s map and 
  either copy it or take it outright—I care not. Just bring it to me.
  Sincerely,
  Pasha Muhlia Al-Jakri
  Humbled Servant of Stavian III,
  I do hope you enjoyed my last set of missions for you. I know I did.
  Speaking of Dakar, I want you to pass him another coded message while 
  you’re there. If you meet with him again—and I have no doubt you’re eager 
  to do so—say the following in front of your companions and Dakar’s bodyguards: “I’ve 
  been told that Qadira is a den of serpents.” Dakar should reply, “You are incorrect. The 
  serpents live in Absalom.” If he says anything else to you, my advice is to run.
  I have one final request and I admit that it’s likely going to be a difficult one: I want a 
  live goblin. I know they infest the hills, cliffs, and dungeons around Kaer Maga and I 
  want one for my collection. Whatever it takes, capture one and bring him back to me in 
  Absalom in good condition.
  Qadira Faction Handout
  Taldor Faction Handout
  x
  For Taldor!
   Baron Jacquo Dalsine
  
  The new Pathfinder Roleplaying Game Advanced Player’s Guide offers six new character classes, tons 
  of options for Core Rulebook characters, new feats, prestige classes, magic items, and more than 300 
  pages of new material designed to advance your Pathfinder characters to the next level!
  Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2010, Paizo Publishing, LLC.
  Meet the Class of 2010
  Advanced Player’s Guide • August 2010
  ™
  OPEn GAME LICEnSE Version 1.0a
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  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario 52: The City of Strangers, Part II: The Twofold Demise. © 2010, Paizo Publishing, 
  LLC; Author: Joshua J. Frost.
  
     
  Elixir of love (150 gp)
  Potion of cure moderate wounds (300 gp)
  Potion of invisibility (300 gp)
  Belt of incredible Dexterity +2 (4,000 gp)
  Cloak of resistance +1 (1,000 gp)
  Potion of cure serious wounds (750 gp)
  Wand of cure light wounds (50 charges) (750 gp)
  Wand of scorching ray (50 charges) (4,500 gp)
  No additional items.
  1–2
   
  Player name  
  A.K.A.
   
  Character name 
  Pathfinder Society # 
  faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  GOLD
  Gold Spent
  Subtotal
  Items Bought
  Items Sold
  final PA Total
  final XP Total
  Prestige Award
  EXPERIEnCE
  GP Gained (GM OnLY)
  PA Gained (GM OnLY)
  Start GP
  Starting PA
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items found During This Scenario
  for GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 XP
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIER
  TIER
  TIER
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  6–7
  3–4
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIER
  TIER
  TIER
  1–2
  3–4
  6–7
  507
  1,350
  3,381
  Scenario 52:  
  The City of Strangers, Part II: The Twofold Demise
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 1/Scenario 1-52 The City of Strangers, Part II - The Twofold Demise.pdf