TEXT: By Kyle Baird
  The Technic Siege
  PATHFINDER SOCIETY SCENARIO #6–03 
  TIER 5–9
  
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  Author • Kyle Baird
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  Sean Macdonald
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  and Mark Seifter
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  Pathfinder Society Scenario #6–03: The Technic Siege is a Pathfinder Society Scenario designed for 5th- to 9th-level 
  characters (Tier 5–9; Subtiers 5–6 and 8–9). This scenario is designed for play in the Pathfinder Society Organized Play 
  campaign, but can easily be adapted for use with any world.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or 
  the 3.5 edition of the world’s oldest fantasy roleplaying game.
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  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
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  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product 
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  Pathfinder Society Scenario #6–03: The Technic Siege © 2014, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem 
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  The Technic Siege
  Pathfinder Society Scenario #6–03
  
  Bloodcove
  Bandu Hills
  Nantambu
  3
  It’s the latter fact that Rand didn’t know, and thus he had 
  no idea of the repercussions of taking the valued book to 
  the Pathfinder Lodge in Nantambu, where he hoped the 
  legendary Magaambya arcane academy could aid him in 
  deciphering the book’s contents. 
  Rand sent word ahead that he was headed to 
  Sharrowsmith’s Exports with the book, and Aya forwarded 
  the information on the Grand Lodge in Nieford’s stead. 
  The Decemvirate, knowing the danger inherent in 
  possessing a copy of A Thread of Silver, fears that Rand and 
  the Pathfinder operation in Nantambu may both be at 
  terrible risk. To bolster the lodge’s defenses and ensure the 
  L
  ocated 250 miles up the Vanji River from the Fever Sea, 
  the city of Nantambu remains a beacon of normalcy 
  and safety in a Mwangi Expanse often overshadowed 
  by the influence of the evil Gorilla King. The Expanse’s 
  second largest city, Nantambu contains immense open-air 
  markets that rival any in the world, sprawling throughout 
  a paved ring surrounding the elaborate towers of the 
  city’s core. Nantambu’s most well known bazaar lies on 
  the eastern outskirts of town, behind the stone walls 
  of Sharrowsmith’s Exports. What most inhabitants 
  of Nantambu don’t know, however, is that within 
  Sharrowsmith’s Exports’ inner sanctum is the Pathfinder 
  Society’s only permanent lodge in the entire Expanse.
  Founded by Venture-Captain Nieford Sharrowsmith 
  as a financial partnership with the influential merchant 
  Aya Allahe, Sharrowsmith’s Exports serves as the hub for 
  some of the Society’s most dangerous missions and is 
  responsible for the acquisition of some of the Pathfinders’ 
  most valued treasures.
  Nieford and Aya acquire most of these exquisite items 
  personally, but with the venture-captain on an expedition 
  and Aya’s overwhelmed with her responsibilities elsewhere 
  in Nantambu, an increasing number of treasures have 
  come to the lodge from other sources. A few months 
  ago, a lone field agent named Arvellos Rand purchased 
  an item of extreme rarity in a market in Eleder—a book 
  entitled A Thread of Silver—from a bookseller who didn’t 
  know its true value. Rand, however, instantly recognized 
  the significance of the find. The book, said to describe 
  one of the earliest surveys of Silver Mount in Numeria, 
  provides a wealth of knowledge on the rarely explored 
  location and the strange technology within. Supposedly 
  no copies of the book existed beyond those held by the 
  Technic League. The original authors of A Thread of Silver, 
  the Technic League holds a single goal: the acquisition of 
  personal and worldly power through magic and ancient 
  alien technology. The group, said to be the true power 
  behind the Black Sovereign, is known to ruthlessly hunt 
  down and retrieve or destroy any copies of A Thread of 
  Silver since the original volume’s theft generations ago. 
  The Technic Siege
  By Kyle Baird
  WHERE ON GOLARION?
  The Technic Siege takes place in the Mwangi Expanse’s 
  second largest city, Nantambu, also called the “Song-
  Wind-City”. To learn more about Nantambu and the 
  Mwangi Expanse see the Pathfinder Campaign Setting 
  sourcebooks, Heart of the Jungle and The Inner Sea 
  World Guide. The PCs’ primary enemies in the scenario 
  hail from distant Numeria. You can learn more about 
  that, the Technic League, and the technology they wield 
  in Pathfinder Campaign Setting: Numeria, Land of Fallen 
  Stars and Pathfinder Campaign Setting: Technology Guide. 
  These books are available at bookstores and game stores 
  everywhere and online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  book makes its way safely to the vaults of the Grand Lodge, 
  a team of agents has been dispatched to aid Aya in any way 
  possible. But just as the Pathfinders make their way up the 
  Vanji River to Nantambu, so too does a small contingent of 
  Technic League agents, intent on recovering the book and 
  eliminating any who may have read from its pages. When 
  the two parties meet, a dire conflict is sure to ensue.
  SUMMARY
  The adventure begins as the PCs arrive in Nantambu 
  after a lengthy boat ride from Absalom, traveling across 
  the Inner Sea, down the western Garundi coastline, 
  avoiding the Eye of Abendego, and briefly stopping in the 
  Aspis Consortium-run port city of Bloodcove. Having 
  avoided any conflict with the Consortium while there, the 
  Pathfinders rented a boat to carry them up the Vanji River 
  to their final destination. Following Master of Scrolls 
  Kreighton Shaine’s instructions, the PCs make their way to 
  Sharrowsmith’s Exports to meet their contact, Aya Allahe.
  Aya informs the PCs that Pathfinder agent Arvellos 
  Rand purchased a supposed copy of the incredibly rare 
  Numerian text, A Thread of Silver. The book, she says, is 
  currently in the lodge’s vault and ready for transport 
  back to Absalom. Despite this, Aya fears the PCs may have 
  come too late, for rumors have begun to swirl that the 
  Technic League is in Nantambu searching for whomever 
  possesses the coveted book. To make matters worse, 
  Arvellos Rand has not been seen for 2 days. Aya worries 
  that if the rumors of the League’s presence are true, the 
  Numerians may have discovered Rand’s connection to the 
  book and captured him—likely interrogating him about 
  where the book is currently being held.
  Aya instructs the PCs to search for the lost agent and 
  find out if the Technic League is indeed in Nantambu. 
  They must prevent anyone, especially anyone connected 
  with the Technic League, from learning that the Society 
  possesses the book. Failing that, the PCs must find ways 
  to reinforce the lodge’s defenses and gather aid should 
  Sharrowsmith’s Exports come under siege.
  GETTING STARTED
  Once the players are ready to begin, read or paraphrase 
  the following to get the adventure underway:
  The intermittent breeze off the Vanji River provides 
  welcome respite from the jungle’s torrid oppression. The 
  docks in Nantambu seem as busy as any in Absalom, 
  Katapesh, or Sothis. Hundreds of dockhands move quickly 
  to offload exotic cargo from vessels ranging from single-
  person canoes to fifty-foot-long river barges. All manner of 
  items can be seen entering the city including rare animal 
  pelts, fine linens, and fruits and vegetables from the far 
  corners of Golarion.
  Just past the docks, vast open-air markets completely 
  encompass the mosaic-decorated towers making up 
  Nantambu’s inner city. Hundreds of glass chimes and 
  beaded charms hang from the towers’ balconies and 
  windows, casting a kaleidoscopic radiance across the 
  city’s skyline.
  Another time, exploration of the jewel of the Mwangi 
  Expanse would be a welcome excursion, however, Master 
  of Scrolls Kreighton Shaine’s words to you from before the 
  journey’s start still ring clear.
  “As I’m sure you’ve heard by now, the Society recently 
  acquired what we believe to be the very core of the fabled 
  Sky Key. The entirety of the organization is now focused on 
  finding the four remaining pieces of the mysterious, fractured 
  item, as well as finding any information we can regarding 
  Numerian technology.
  “We received word than an agent in Nantambu has 
  obtained a copy of A Thread of Silver. The original copy of 
  this book was stolen from the Technic League in Numeria 
  generations ago. Since that time, several copies have 
  surfaced. In each case, however, the books’ owners were 
  savagely murdered and the copies were destroyed by Technic 
  League agents.
  “We don’t know if the book that was purchased is 
  legitimate, but the very mention of its name is treacherous. 
  Venture-Captain Nieford Sharrowsmith is off on an important 
  expedition, so the Nantambu lodge is in the hands of our 
  trusted associate, Aya Allahe. I need you to travel to the 
  covert lodge—in the back of Sharrowsmith’s Exports on the 
  outskirts of Nantambu. Take this coin and show it to the 
  guards standing outside the inner sanctum. Tell them that 
  you require an appraisal. They will recognize the coin and 
  let Aya know you’ve arrived. Work with her to make sure 
  the existence of the book remains a secret and see it safely 
  to Absalom. No one must learn we purchased the book or 
  of our operations in Nantambu.”
  The Master of Scrolls’s words fade from memory as 
  the early morning sun continues its ascent into the clear 
  Mwangi sky.
  GM RESOURCES
  This adventure makes use of the following Pathfinder 
  Roleplaying Game products: the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Advanced Class Guide (ACG), 
  Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder 
  RPG Advanced Race Guide (ARG), Pathfinder RPG Bestiary 
  (B1), Pathfinder RPG Bestiary 2 (B2), Pathfinder RPG 
  Ultimate Combat (UC), Pathfinder RPG Ultimate Equipment 
  (UE), and Pathfinder RPG Ultimate Magic (UM). These 
  rules can be found online for free as part of the Pathfinder 
  Roleplaying Game Reference Document at paizo.com/prd.
  
  Nantambu
  Sharrowsmith’s 
  Exports
  The Warehouse
  Magaambya
  The Copper
  Buffalo
  5
  THE TECHNIC SIEGE
  If the PCs question why they were required to travel 
  by boat instead of using teleportation or other magical 
  means of transportation, provide them for following 
  answer, as though the question were asked in Absalom 
  and answered by Kreighton Shaine.
  “The city of Nantambu and the surrounding territory are under 
  constant watch by the Tempest-Sun mages. While the Society’s 
  presence in Nantambu is known, the existence of a lodge 
  there must remain a secret. I fear that any fantastical means 
  of travel may attract unwanted attention. Surely seasoned 
  adventurers such as yourself can handle such a lengthy trip.”
  The PCs may have their own information into various 
  topics relevant to their mission. Allow them to make 
  Knowledge checks regarding the topics below. If the 
  party cannot make any of the listed Knowledge checks, 
  you may provide the information up to DC 20 on each 
  topic as insights given by Kreighton Shaine before the 
  party departed.
  Technic League
  The PCs may attempt a Knowledge (local) skill check to 
  test their knowledge of this organization.
  DC 15+ The Technique League is a formerly secret 
  society whose chief goal is the acquisition of personal and 
  worldly power through magic and ancient technology.
  DC 20+ The League is incredibly protective of their secrets 
  and power, and they ruthlessly hunt down those who leave 
  Numeria with technology or knowledge thereof, including 
  such books as A Thread of Silver. Those said to possess such 
  jealously guarded secrets are often brutally murdered to 
  maintain the League’s sole control of such technology.
  DC 30+ Many believe the Technic League is the true 
  power behind Numeria’s ruler, Kevoth-Kul, who holds 
  the title “Black Sovereign.” Members are said to meld 
  technology into their very bodies, and use it to fuel their 
  magic and vice-versa.
  A Thread of Silver
  The PCs may attempt a Knowledge (arcana) skill check to 
  test their knowledge of this esoteric book.
  DC 15+ This incredibly rare book is said to contain an 
  account of the first ventures into the largely unexplored 
  Numerian dungeon known as Silver Mount.
  DC 20+ The original copy of this book was stolen from 
  the Technic League, and since then the cabal has hunted 
  down any who are said to own a copy, or know the secrets 
  possessed within.
  DC 30+ Should the Pathfinder Society gain access 
  to a legitimate copy of this rare book, it could provide 
  incredible insight into the Sky Key and other Numerian 
  technology that has heretofore been beyond the 
  organization’s reach and understanding.
  
  6
  PATHFINDER SOCIETY SCENARIO
  Nantambu and its Inhabitants
  Whether hailing form the Mwangi Expanse or 
  learning of it through their travels with the Society, 
  the PCs may have some insight into the culture and 
  customs of Nantambu. Player characters may attempt 
  Knowledge (local) skill checks to test their knowledge 
  of the city and its people prior to arriving in Nantambu. 
  Pathfinders who are native to the Mwangi Expanse gain 
  a +5 circumstance bonus on the check and may make it 
  untrained. A character who succeeds at a DC 20 check 
  understands the nuances of Nantambu society to such 
  a degree that she automatically succeeds at any checks 
  to aid another PC with Diplomacy skill checks made to 
  gather information within the city. 
  DC 10+ Nantambu is the Mwangi Expanse’s second 
  largest city, with a population of over 14,000 people of 
  mostly Zenj and Bonuwat tribal heritage. It is the home of 
  the Magaambya, one Golarion’s oldest and most storied 
  academies of arcane knowledge.
  DC 15+ Members of Zenj tribes are believed to be the 
  most populous of the Mwangi peoples, living in hundreds 
  of small tribes in the jungles and savannas of the Mwangi 
  Expanse. Some of the tribes live in villages alongside the 
  region’s many rivers while others are nomadic herders who 
  graze their cattle or goats in the Expanse’s grasslands and 
  hills. The Bonuwat are seafarers, and as such are often the 
  group most encountered by the outside world. The Mwangi 
  found in ports such as Bloodcove or the Shackles tend to be 
  Bonuwat. They are excellent fishermen and sailors.
  DC 20+ Nantambu maintains a remarkable aura of 
  security and normalcy despite the lack of defensive 
  fortifications or a standing army, primarily due to its 
  strong magical history.
  DC 25+ The tallest tower in Nantambu is known as the 
  Natambiyan. The gold-flecked tower is said to contain the 
  Watcher’s Stone of Jatembe, a magical scrying globe used by 
  Old-Mage Jatembe himself.
  Nantambu’s Magical History
  Pathfinder agents who have studied arcane history likely 
  recall stories of the Old-Mage Jatembe and his Ten Magic 
  Warriors. Player characters may attempt a Knowledge 
  (arcana or history) skill check to test their insight into 
  such topics.
  DC 15+ After Earthfall ushered in the Age of Darkness, 
  it is said that Old-Mage Jatembe and his Ten Magic 
  Warriors fought to reclaim fragments of civilization and 
  enlightenment in the aftermath of the comprehensive 
  cultural collapse. Their followers were said to have settled 
  Nantambu near the end of the Age of Anguish and built 
  the Magaambya to stand as Garund’s center of learning.
  DC 20+ The magic perfected by Old-Mage Jatembe and 
  taught in the Magaambya today blends arcane study with 
  natural magic, creating a unique hybrid of scholarship 
  and druidism.
  DC 25+ Old-Mage Jatembe is said to have learned 
  secrets whispered by the severed head of the ancient god 
  of serpentfolk, Ydersius, before sewing shut its lips once 
  more. He also slew the King of Biting Ants and sealed 
  away the ruins of the Doorway to the Red Star. He was 
  even known to have communed with angels and devils as 
  an equal, using any means available to ensure the safety 
  and survival of his people.
  DC 30+ Legends provide few details of the fate of Old-
  Mage Jatembe, however, there are those who believed he 
  was actually an incarnation of Nethys, the All-Seeing 
  God of Magic.
  A. SHARROWSMITH’S EXPORTS
  Sharrowsmith’s Exports, which serves as both a thriving 
  marketplace and the front for the Pathfinder Society’s 
  secret lodge in Nantambu stands on the northwestern 
  corner of the city. As the PCs approach the building for 
  the first time, read or paraphrase the following:
  EXPLORING THE CITY
  The Technic Siege is intended to provide an open investigation 
  format and includes more information and situations than 
  the PCs are likely to be able to complete within the normal 
  time allotted to a Pathfinder Society Organized Play session. 
  The PCs first arrive in Nantambu in the early morning with 
  a full day of sunshine ahead of them. Each task the PCs 
  undertake takes a certain amount of time based on the PCs’ 
  choices and abilities. Each section provides guidance for the 
  amount of time the act takes. The final encounter of the 
  scenario takes place approximately 10 hours after the PCs’ 
  arrival in the city (this will vary based on PC choices). If the 
  scenario is running in a limited time slot, the final encounter 
  should begin when less than 1-1/2 hours remain.
  The following abbreviated city stat block is provided to 
  accommodate parties who wish to spend Prestige Points 
  in the city, make purchases in its many markets, or receive 
  spellcasting services.
  NANTAMBU
  NG large city
  DEMOGRAPHICS
  Government council
  Population 14,500 (13,000 humans [8,000 Zenj, 4,000 
  Bonuwat, 300 Mauxi, 100 Bekyar, 600 other] 600 
  halflings, 400 elves, 500 other)
  MARKETPLACE
  Base Value 11,200 gp; Purchase Limit 60,000 gp; 
  Spellcasting 9th
  
  The Magaambya
  7
  THE TECHNIC SIEGE
  Towering wooden gates stand open, leading to a vast 
  courtyard surrounded by thick, stone walls. Dozens of 
  colorful awnings cover rows of tables and carts, as hundreds 
  of customers peruse all manner of exotic goods.
  Two large, vaguely human statues rise from a central 
  fountain. Their faces look up to the sky and their gaping 
  mouths overflow with water feeding into the basin below. 
  Beyond the fountain stands an immense stone building lined 
  with monolithic pillars, behind which is a facade carved with 
  great beasts native to the Mwangi jungles.
  Two guards stand watch over the bazaar just inside the 
  gates, and two more stand outside the sealed doors to the 
  inner building. These guards are under the employment 
  of Aya Allahe and keep a lookout for any trouble. Should 
  the PCs ask to have an item appraised, they are directed 
  to the inner building. If the PCs present the coin given to 
  them by Kreighton Shaine, the guards lead the PCs inside 
  the building and ask them to wait in the foyer (area A2).
  Aya Allahe returns with the guard from Venture-
  Captain Nieford Sharrowsmith’s office and introduces 
  herself to the PCs. Aya is a Mwangi aasimar woman with 
  golden eyes and lips, smooth dark skin that shines with 
  a celestial radiance, and modest, traditional Mwangi 
  attire. She asks to see the coin and upon its presentation 
  she leads the PCs to the westernmost appraisal room of 
  Sharrowsmith’s Exports (area A4).
  Once securely in the appraisal room, she formally 
  addresses the PCs.
  “Welcome Pathfinders. It’s good to see that your leaders 
  take your recent acquisition seriously. If you will follow me, I 
  will lead you to your lodge.”
  Aya runs her hand along the wall and presses a hidden 
  catch. The wall slowly recedes, revealing a small room lit 
  by a single torch.
  “Please, follow me.”
  Aya leads the PCs through the door, past 
  a vaguely human wooden statue, and into 
  a warmly lit lounge.
  “Please think of this as your home away 
  from home. You will find it currently 
  empty, as Nieford departed several 
  weeks ago and took most of his agents 
  with him. The venture-captain left only 
  Arvellos Rand behind to watch over the 
  grounds until he returned.
  “Rand had only just arrived in Nantambu 
  with the item whose discovery prompted 
  your visit here. Now, he has now been missing 
  for two days.
  “Your precious book is locked in the lodge’s hidden vault, 
  but I fear it may not be safe even there. Rumors ride the 
  winds that strange mechanical creatures have been seen in 
  the corners of the city and dark shadows stalk the night. I 
  fear that the book’s rightful owners are here in my city and 
  it’s only a matter of time before they find this location—
  putting my investment and my safety at risk.
  “From what I have heard of the Technic League, they will 
  stop at nothing to destroy the book and lay waste to any 
  who would stand in their way. It is important that you find 
  Arvellos Rand and make sure no one can connect a copy of A 
  Thread of Silver to our facility. Should the League learn of its 
  location, I fear the defenses of this lodge would not survive 
  their magical and technological onslaught.”
  
  8
  PATHFINDER SOCIETY SCENARIO
  It’s likely the PCs will have several questions for Aya. 
  Potential queries and her responses are listed below.
  Who sold Arvellos the book? “I don’t know his name, but 
  Arvellos claimed he was a Varisian book peddler in Eleder. 
  We have no reason to suspect the bookseller was aware of the 
  tome’s value given the pittance he sold it to Rand, though he 
  may have been more cunning than we assume. After all, a 
  low price tag is an easy means of getting rid of a dangerous 
  relic like A Thread of Silver.”
  What’s your stake in this? “Your venture-captain and 
  I are business partners in Sharrowsmith’s Exports. It 
  provides a base of operations in the Mwangi Expanse 
  for your Society and provides my people access to your 
  vast trade network. I see it as a mutually beneficial 
  relationship, one which will help my city continue to 
  prosper in these dark times.”
  Where is Nieford Sharrowsmith’s expedition and why 
  can’t he return for something so important? “I know only 
  that he left urgently on an expedition south of the city, 
  toward the Bandu Hills. Though we are business partners, 
  Nieford and I try to stay out of one another’s personal 
  business as much as possible to maintain a professional 
  relationship. He said that the “eyes of the Ten” were on 
  him, which I interpret to mean his mission is one of 
  extreme importance.”
  What should we do now? “Find Arvellos. Make sure 
  he is safe and ensure he has not exposed the Society’s 
  purchase to the Technic League. Beyond that, you should 
  investigate the rumors of the League’s presence here 
  in Nantambu. There are some in the city who report 
  seeing strange happenings, unusual even by Nantambu’s 
  standards. If the Technic League is indeed in Nantambu, 
  we need to make sure they don’t learn of the Pathfinder 
  Society’s presence or involvement in the book’s 
  acquisition. Maybe you could plant rumors across the 
  city of someone else’s involvement. Perhaps your Aspis 
  Consortium friends in Bloodcove? Whatever it takes to 
  lead the Technic League away from the city.
  And if our efforts to fool the League fail? “Then I suggest 
  fortifying the lodge’s defenses. I know several powerful 
  merchants in Nantambu who would support our cause. 
  The lodge contains two guardians that currently lack key 
  components to properly function. That wooden statue we 
  passed on the way in is actually a wood golem. All it takes 
  is the essence of a baobab sapling’s root and a small ritual 
  to reactivate it. In Nieford’s office hangs a suit of Zenj 
  ceremonial armor that, when fitted with a special black 
  diamond from the Brazen Peaks, animates and will defend 
  this lodge to the best of its abilities. I know of at least three 
  merchants in town who are likely to have such a gem.”
  At this point it’s up to the PCs to figure out what to do, 
  but their time is limited. Should they wait too long, the 
  Technic League discovers the location of A Thread of Silver.
  Because part of the PCs’ task is to fortify Sharrowsmith’s 
  Exports against a possible Technic League attack, the 
  lodge is presented in further detail below, including 
  information on what NPCs or creatures may come to the 
  Pathfinders’ aid in a time of crisis. No Challenge Ratings 
  are assigned to these areas, as the PCs’ enemies are 
  presented in the final encounter (see page 23).
  Faction Notes: Members of the Exchange faction 
  should be interested in impressing Aya, who is a fellow 
  merchant. During the adventure, keep track of whether 
  Exchange faction PCs treat Aya in a disrespectful manner 
  or make snide comments about fellow members of the 
  Pathfinder Society. Aya has no interest in working with 
  people who mock their superiors and gossip about their 
  peers, and associating this behavior with one or more 
  Exchange faction PCs impacts their faction goal. This is 
  a qualitative goal and requires no skill check.
  Grand Lodge faction PCs should be interested in 
  surveying the state and defenses of Sharrowsmith’s 
  Exports to ensure that it is in good working order 
  and capable of weathering an attack. Giving the site 
  a thorough inspection takes one hour and requires a 
  successful DC 18 Knowledge (engineering) check or DC 23 
  Perception check. Such a PC determines that reactivating 
  at least one of the lodge’s construct guardians (see areas 
  A5 and A6) is essential for bringing the complex up to the 
  expected standard.
  A1. The Grand Bazaar
  Sharrowsmith’s Exports houses one of the most active 
  markets in Nantambu. The open-air bazaar is home to 
  dozens of merchants, many of whom sell their varied 
  wares from beneath colorful awnings. The exterior walls 
  of the compound are made of lightly colored granite and 
  stand 12 feet high. A massive wooden gate in the eastern 
  wall remains open from dawn, when the market opens, 
  until about an hour after dusk, when the merchants 
  begin to close shop.
  Two large stone statues occupy the interior of a 
  centrally located fountain. A successful DC 18 Knowledge 
  (geography or history) check reveals these statues to be 
  miniature replicas of the fabled Drowning Stones, an 
  ancient site 400 miles up the Vanji River.
  Traders looking to receive a formal appraisal of any 
  rare good can request a meeting with Sharrowsmith’s 
  analysts inside the inner building.
  Creatures: During the hours the market is open, four 
  guards stand watch over the grounds. Two stand just 
  inside the gate and two stand outside the inner building.
  MARKET GUARDS (4) 
  CR 1
  LN human warrior 3
  hp 22 each (Pathfinder RPG NPC Codex 267)
  
  A. Sharrowsmith’s Exports
  1 square = 5 feet
  A1
  A2
  A3
  A4
  A5
  A6
  A7
  A8
  A9
  A10
  A11
  A12
  A13
  A14
  A15
  S
  S
  S
  9
  THE TECHNIC SIEGE
  
  10
  PATHFINDER SOCIETY SCENARIO
  A2. Foyer
  Beyond the primary structure’s stone doors, the grand 
  foyer of the inner building welcomes merchants from 
  all over Golarion. The room is decorated with Mwangi 
  cultural items and dominated by two large preserved 
  reptiles. A successful DC 15 Knowledge (nature) check 
  identifies both creatures. The large lizard in the 
  southwest corner is a giant frilled lizard (Pathfinder RPG 
  Bestiary 194) and the creature in the northwest corner 
  is a pachycephalosaurus (Pathfinder RPG Bestiary 3 79). 
  A massive compass rose with ivory inlay dominates the 
  center of the floor.
  Creatures: The taxidermied lizard could be made 
  into an animated object (Pathfinder RPG Bestiary 14), as 
  it no longer contains enough biological elements to be 
  animated as undead. The pachycephalosaurus is unique 
  in that underneath its preserved hide is its entire skeletal 
  structure, which could be animated to serve as a guardian 
  by innovative necromancers. Neither of these objects is 
  assumed to be animated in the course of the adventure, 
  and any PC who chooses to use them as defensive allies 
  should create their statistics as part of creating the 
  animated object or skeleton, using the respective rules in 
  the Pathfinder RPG Bestiary.
  A3. Personal Appraisal Rooms
  These small rooms serve as private meeting rooms for 
  anyone requesting an appraisal of their trade goods. 
  Each room contains a large wood table and simple yet 
  comfortable wooden chairs.
  A4. Luxury Appraisal Rooms
  Reserved for clientele possessing especially rare wares, these 
  rooms are well appointed and spacious enough to appraise 
  large treasures. The northern luxury room contains a secret 
  door in its west wall leading into the Pathfinder Society 
  lodge. A successful DC 35 Perception check is required to 
  notice the catch to release the wall panel.
  A5. Sharrowsmith’s Office
  Venture-Captain Nieford Sharrowsmith’s personal office 
  is used to entertain some of Nantambu’s most influential 
  residents. It doubles as a planning room for launching 
  Pathfinder Society activities in the region. A massive oak 
  table occupies much of the room. Several maps lay spread 
  out on its surface, revealing areas of the Mwangi Expanse 
  south of Nantambu. A successful DC 21 Knowledge 
  (geography) check identifies one of the maps as an early 
  exploration of northern Sargava.
  Sharrowsmith’s desk sits nestled in the corner of the 
  room. All that remains on his desk is a ledger detailing 
  recent transactions consistent with preparing to supply 
  an extended expedition for a large group of agents.
  Hanging on the west wall is a 20-foot-wide silken 
  tapestry of a large city on the banks of a vast river. 
  Shimmering silver thread depicts a ruined visage of 
  the city superimposed on the image below, creating the 
  appearance of a city at once both whole and desolated. 
  A successful DC 30 Knowledge (history or geography) 
  check identifies the city as Dokaren, a city on the Defaka 
  River destroyed centuries ago by a deadly artifact called 
  the Song of Extinction. Behind the tapestry, a secret door 
  grants access to the Pathfinder Society lodge’s library 
  (area A8). A successful DC 28 Perception check is required 
  to find the hidden latch beneath Sharrowsmith’s desk 
  that releases the door.
  Creature: The suit of Zenj ceremonial armor on display 
  in the northeast corner of the office is an animated object 
  missing a particular type of black diamond control gem. 
  The PCs can reactive and control the suit of armor by 
  finding and replacing the gem in encounter E1.
  ZENJ CEREMONIAL ARMOR 
  CR 5
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +1, Will –4
  Defensive Abilities hardness 10; Immune construct traits
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee 2 slams +5 (1d8+3/19–20)
  STATISTICS
  Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +5; CMD 15
  SQ construction points (additional attack, additional movement, 
  metal)
  A6. Secret Foyer
  This passage serves as the main entrance for Society 
  members and their allies heading to and from the bazaar. 
  The room is lit by a single continual flame torch and has 
  two exits, an obvious door to the west (area A7) and a 
  hidden door (Perception DC 10 to locate) in the eastern 
  wall, leading to area A4.
  Creature: An inert wood golem stands motionless in the 
  passage. The construction is missing a vital component 
  found only in select regions of the Mwangi jungles. The 
  PCs can reactive the golem and use it to protect the lodge 
  by finding a baobab root and returning it to the lodge. Aya 
  knows of a book in the library detailing the short ritual 
  necessary to reanimate the golem.
  WOOD GOLEM 
  CR 6
  hp 64 (Pathfinder RPG Bestiary 164)
  
  11
  THE TECHNIC SIEGE
  A7. Lodge Lounge
  This comfortable refuge contains a pair of couches and 
  a lounge chair for traveling agents to rest and recuperate 
  after exploring the harsh jungles that surround Nantambu.
  A8. Library
  The Nantambu lodge is famous for its expansive collection 
  containing thousands of volumes on the Mwangi Expanse, 
  rivaled in the region only by the libraries of the nearby 
  Magaambya. A large wooden decagon table with the 
  Glyph of the Open road engraved into its surface occupies 
  the center of the room. A secret door in the eastern wall 
  (Perception DC 10 to locate) leads to area A5.
  A better hidden secret door in the room’s southeastern 
  corner (Perception DC 30 to locate) leads to the lodge’s 
  secure vault (area A15).
  Characters who spend an hour studying in the library 
  gain a +10 circumstance bonus on a single Knowledge 
  or Survival check relating to the Mwangi Expanse made 
  within 24 hours of such study. A character may benefit 
  from this bonus only once per day, regardless of how 
  many hours she spends studying.
  A9. Kitchen
  A large double-sided fireplace is the central feature of 
  the lodge’s kitchen, which is large enough to comfortably 
  hold over a dozen agents.
  A10. Pantry
  The pantry, normally stocked to the brink with crates 
  and barrels of foodstuffs, now lies nearly empty with 
  only minimal essentials left behind by Sharrowsmith.
  A11. Armory
  The Nantambu lodge’s armory still houses weapons, 
  shields, and a few suits of armor. The PCs can find 
  any simple or martial weapon, any light shield or light 
  suit of armor in the room (none of this equipment is 
  masterwork, magical, or made from special materials). 
  Additionally, the PCs find a cache of adventuring gear 
  left behind by Sharrowsmith. The PCs can rummage 
  through the goods and each find any one piece of 
  equipment listed on Table 6-9 on page 158 of the 
  Pathfinder RPG Core Rulebook, so long as it is valued at less 
  than 150 gp. They are free to use these items throughout 
  the adventure, but any item not expended is returned to 
  the lodge at the adventure’s conclusion.
  A12. Sleeping Quarters
  The Nantambu lodge can comfortably host 12 agents 
  at a time using these simple dormitories. Each room 
  contains a bunk bed and private chest for storing 
  personal items.
  A13. Privy
  The privy of the Nantambu lodge earns much talk from agents 
  travelling through the area for its solid ivory construction.
  A14. Stables
  The lodge’s stables, though currently empty, show signs 
  of recent occupation, with the courtyard beyond its 
  gates covered with month-old hoof prints and wagon 
  ruts. Pathfinders are expected to leave Large or larger 
  companion creatures here during their stay.
  A15. Vault
  The lodge’s vault is accessible only through a secret 
  door hidden behind one of the many bookshelves in the 
  LOCAL CONTACTS
  As the PCs explore Nantambu, they are likely to speak with a 
  number of the local inhabitants as well as those visiting the 
  city from elsewhere to trade their wares. Below are several 
  sample NPCs that can be used to provide information to the 
  PCs and add depth to the setting.
  Baolo Aberash (NG male Bonuwat male expert 3): 
  Wearing a bright green and yellow vest and baggy tan 
  pantaloons, Baolo hails from a small village a day’s travel 
  south along the Vanji River. Baolo is an expert fisherman 
  and is in town to sell his recent catch of butterflyfish and 
  purchase fruit and several new garments for his family.
  Hadzi Kahina (CG male Zenj shamanACG 4): Hadzi operates 
  a small booth in the city’s western markets. A native of 
  Nantambu, he earns his living reading the palms of travelers 
  passing through the city. Hadzi keeps his information as 
  general as possible, but often strikes a specific chord with 
  those whose fortunes he tells.
  Ntisi Nomusa (NG female Zenj warrior 5): Ntisi is a proud 
  warrior for a village found deep in the jungles to the north. 
  She came to Nantambu 3 days ago to sell the hide of a rare 
  white lion she slew. She is an excellent resource for learning 
  of the jungle’s dangers should any traveler be so bold to 
  venture beyond the safety of the city.
  Marra Gavix (CN female Taldan bard 2): A former 
  Chelish slave, Marra escaped her captors and fled south. 
  She eventually ended up in Nantambu after several years 
  of travel and now makes a respectable living as a street 
  performer, providing entertainment to those shopping in 
  the markets.
  Marthalius Crispin (N male Chelaxian expert 4): Crispin, 
  who goes by the nickname Marti, owns and operates a local 
  bar, the Sodden Fish. Hailing from the Sodden Lands, Marti 
  keeps his ear to the ground and the Chelish wine flowing. 
  Nearly any piece of information can be acquired at the 
  Sodden Fish—for a price of course. 
  
  12
  PATHFINDER SOCIETY SCENARIO
  library (area A5). Lined with stone shelves and a small 
  stone table, the vault is home to the lodge’s most precious 
  treasures. The copy of A Thread of Silver lies open on the 
  table. Several other relics line the shelves, including old 
  tablets, pottery and woodcarvings. None of these items 
  are magical, though they’re worth anywhere from several 
  hundred to several thousand gold pieces each.
  Treasure: The most valuable and useful piece of 
  treasure in the room is the copy of A Thread of Silver 
  which lies at the center of the PCs’ mission. Rules for 
  reading the guide and gaining mechanical benefits 
  as a result of the knowledge contained within can be 
  found on pages 14–15 of Pathfinder Player Companion: 
  Dungeoneer’s Handbook. 
  Those without access to these rules may spend 1 
  hour reading the book in the lodge and attempt a DC 
  25 Knowledge (engineering) check at the completion 
  of the reading. If successful, the PC gains one of the 
  three listed skill bonuses in the book’s stat block for 
  the remainder of the scenario. A character may benefit 
  from only one such bonus at a time. Those PCs who 
  make a copy of the book (thereby purchasing it from 
  the scenario’s Chronicle sheet), must use the standard 
  dungeon guide rules found in Dungeoneer’s Handbook 
  when using the book in the future.
  A THREAD OF SILVER
  PRICE 6,700 GP
  ACCURACY  +7
  ASSOCIATED SKILL Knowledge (engineering) (DC 25)
  This thick leather-bound book was stolen from the 
  Technic League by unknown hands, and it describes one 
  of the earliest surveys of the Silver Mount of Numeria and 
  nearby ruins. The League’s assassins brutally hunt down 
  anyone with a copy.
  SKILL BONUSES
  • Disable clockwork trap (Disable Device +2)
  • Evaluate Numerian relic (Appraise +4)
  • Identify construct creature (Knowledge [arcana] +4)
  B. GAINING LEVERAGE
  The PCs may choose socially focused options to avert the 
  threat posed by the Technic League’s presence in Nantambu. 
  Below are a few opportunities the PCs might pursue.
  B1. Whispers in the Wind
  The PCs could decide to start a whispering campaign and 
  redirect any investigation of the sale or acquisition of A 
  Thread of Silver away from the Society. The PCs can spend 
  1 hour attempting to plant the seeds of a vicious (and 
  certainly deadly) rumor designed to obscure the truth 
  behind the book’s location. The base DC for this Bluff check 
  starts at DC 25. Allow each PC participating a chance to aid 
  this check. An especially creative or detailed lie can reduce 
  this DC by as much as 5. Success means the Technic League 
  must devote additional resources and time to investigate 
  the rumor. If the Bluff check is successful, increase the time 
  it takes for encounter F to occur by 2 hours and reduce the 
  number of Technic League Mercenaries by one.
  The PCs can spend additional time further establishing 
  their misinformation or concocting new seeds of untruth. 
  They can spend up to 2 additional hours spreading their 
  lies, each successful hour granting an additional 2 hour 
  delay for encounter F. Each additional attempt increases 
  the DC required for success by 10. Additional successes 
  do not further reduce the number of Technic League 
  Mercenaries in encounter F.
  B2. Acquiring Aid
  Aya has several contacts in the city that may aid the PCs’ 
  efforts. Travelling to and meeting with these contacts 
  takes an hour each, but if the party splits up, they can 
  talk to several of them simultaneously.
  Bunda Malinzi (NG female Zenj alchemist 4, specializes 
  in herbal remedies): If the PCs succeed at a DC 15 Diplomacy 
  skill check, Bunda offers to sell any single alchemical item 
  in her possession for half price. PCs can choose any single 
  item from the Alchemical Remedies, Alchemical Tools and 
  Alchemical Weapons sections of Pathfinder RPG Ultimate 
  Equipment and purchase it for half price.
  Takna Hunzu (N male Zenj expert 2, florist): If the PCs 
  succeed on a DC 22 Diplomacy skill check when speaking 
  with Takna, the DC to spread rumors throughout the city 
  (see encounter B1) is reduced by 5. Each PC who buys a 
  bouquet of flowers for 3 gp (maximum 1 per PC) reduces 
  the Diplomacy check DC to convince Takna to help by 2.
  Utuma Zbembe (LN female Bonuwat expert 5, purveyor 
  of the fantastic): If the PCs succeed at a DC 22 Diplomacy 
  check when consulting Utuma, they learn of an additional 
  rumor regarding the location of either Arvellos Rand 
  or Sal Durivan (see Section D). This reduces the time 
  required to find one of these men by 1 hour (though each 
  still requires a minimum of 1 hour to find). This check 
  CREATIVE PLAYERS
  Players should be encouraged to come up with their own 
  creative methods for achieving the Society’s goals in 
  Nantambu. It’s important to foster these ideas, but not let the 
  players completely nullify the design intent of the scenario. 
  Use the example encounters and situations provided in the 
  scenario to adjudicate how a player’s idea would unfold and 
  adjust the remainder of the scenario accordingly, keeping 
  in mind the enjoyment of everyone at the table. Do not 
  let a small group of players hijack the investigation at the 
  expense of others’ involvement.
  
  13
  THE TECHNIC SIEGE
  may be attempted twice, once for each missing person, 
  the second of which has a heightened DC of 27.
  Faction Notes: These contacts later discuss their 
  impressions of the PCs with Aya, who uses the information 
  to judge whether she would like to collaborate with the 
  Exchange faction. If the PCs succeed on at least half of the 
  Diplomacy checks above that they attempt (minimum 1), they 
  make a good impression and contribute to the faction’s goals.
  C. FINDING ARVELLOS (CR 8 OR CR 11)
  The PCs can attempt to find field agent Arvellos Rand 
  by canvasing the streets of Nantambu and following the 
  rumors that catch their ears. One such rumor, which they 
  can gather with a successful DC 15 Diplomacy check, refers 
  to a heavily tattooed Kellid man—a sort of person rarely 
  seen in these parts—dressed in clothes that seemed to be 
  made of solid oil and glass. A successful DC 16 Knowledge 
  (local or arcana) check hints that such a man could belong 
  to the Technic League, and be dressed in some of the alien 
  attire their assassins and spellcasters tend to wear.
  As the PCs might fear, Arvellos has been captured by 
  the Technic League. Locating the secret warehouse where 
  he’s being interrogated requires a DC 23 Diplomacy check 
  to gather information (or DC 26 in Subtier 8-9) and takes 
  1d4+1 hours. Pathfinders can reduce this DC by 1 for every 
  50 gp spent, up to 200 gp per PC. Exceeding the DC by 5 or 
  more reduces the time to find the warehouse by 1 hour. If 
  the PCs fail in their attempt to gather information, they 
  can attempt to do so again by spending an additional 1d2 
  hours each time using the same skill checks.
  The warehouse sits on the far southwestern outskirts 
  of town along a secluded canal. Its solid 20-foot-high 
  walls contain a few dirt-stained windows facing the 
  eastern waterfront. The exterior doors of the warehouse 
  are locked with average strength padlocks, and the door 
  nearest the docks is trapped.
  The warehouse interior contains dozens of boxes 
  and crates, some stacked as high as 15 feet off the floor. 
  A balcony along the south interior wall provides a space 
  for the Technic League members to work and plan their 
  activities in Nantambu.
  Creatures: A Numerian gearsman robot stands guard at 
  the western door. Succeeding at a DC 25 Perception check 
  allows a PC to hear  the whirring of gears through the solid 
  wood door. In Subtier 8-9, an additional gearsman stands 
  ready in the center of the warehouse. Both gearsmen are 
  advanced models, outfitted with force fields.
  A Technic League initiate pores over the scouting 
  reports gathered by her allies, high on the southern 
  balcony. Zentyr, a Technic League interrogator (and the 
  tattooed Kellid whose description led the PCs here) is 
  working on his latest assignment: the Pathfinder field 
  agent Arvellos Rand. Rand sits bound to a chair in the 
  middle of the warehouse, feebly attempting to resist the 
  interrogators’ questioning techniques.
  Trap: The northeastern door, nearest to the docks, is 
  trapped by an alarm spell set to release an audible alarm 
  should anyone attempt to break in.
  All Subtiers
  ARVELLOS RAND 
  CR 6
  N male freelance thief (Pathfinder RPG NPC Codex 147)
  hp 42 (currently 7) 
  ALARM TRAP 
  CR 2
  Type magic; Perception DC 26; Disable Device DC 26
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (audible alarm)
  Subtier 5-6 (CR 8)
  TECHNIC LEAGUE INITIATE 
  CR 5
  NE female storm sorcerer (Pathfinder RPG NPC Codex 163)
  hp 35
  TACTICS
  During Combat If given time, the initiate casts defensive spells 
  until such time she feels she must engage the PCs. During 
  the fight she uses her arcane abilities to both damage the 
  PCs and give the interrogator alchemist an advantage.
  Morale As long as Zentyr remains alive, the initiate continues 
  to fight. Once the Kellid falls in battle, the initiate attempts 
  to flee and warn the rest of the Technic League in Nantambu.
  GEARSMAN ROBOT 
  CR 4
  Pathfinder Campaign Setting: Inner Sea Bestiary 44
  N Medium construct (robot)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural)
  hp 42 (4d10+20)
  Fort +1, Ref +2, Will +2
  Defensive Abilities hardness 10; Immune construct traits
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 20 ft.
  Melee slam +9 (1d4+7) or mwk spear +10 (1d8+5/×3 plus 
  1d6 electricity)
  Ranged mwk spear +6 (1d8+6/×3)
  STATISTICS
  Str 20, Dex 13, Con —, Int 10, Wis 13, Cha 1
  Base Atk +4; CMB +9; CMD 20
  Feats Combat Reflexes, Power Attack
  Skills Craft (alchemy) +8, Disable Device +8, Perception +8, 
  Profession (guard) +7, Sense Motive +8
  
  14
  PATHFINDER SOCIETY SCENARIO
  Languages Common, Hallit
  SQ adaptive learning, charge weapon, self-repair
  SPECIAL ABILITIES
  Adaptive Learning (Ex) A gearsman has a number of skill 
  points equal to 4 + its Int modifier per Hit Die, and treats 
  Craft and Profession as class skills beyond those possessed 
  by all robots. In addition, a gearsman has a number of bonus 
  skill ranks equal to its Hit Dice that can be reprogrammed 
  to apply to any skill—these ranks cannot be split among 
  multiple skills and must all apply to one skill. A gearsman 
  may change what skill these bonus ranks apply to up to once 
  per day by concentrating for 1 minute, during which time it 
  can take no other actions. Rather than spend these bonus 
  ranks on a skill, a gearsman can choose to devote them 
  to weapon knowledge, gaining proficiency with a single 
  weapon instead of bonus ranks in a skill. All gearsmen are 
  automatically proficient with all simple weapons.
  Charge Weapon (Ex) Any metal melee weapon wielded by a 
  gearsman becomes charged with electricity and deals +1d6 
  points of electricity damage on a hit.
  Self-Repair (Ex) A gearsman’s nanites heal it of damage at 
  the rate of a number of hit points per hour equal to its 
  Hit Dice (4 hit points per hour for most gearsmen). Up to 
  once per day, as a full-round action, it can heal any robot 
  it touches of 4d6 points of damage—if a gearsman uses 
  this ability on itself, it automatically heals the maximum 
  amount: 24 points of damage.
  ZENTYR 
  CR 6
  Male human alchemist (vivisectionist) 7 (Pathfinder RPG 
  Advanced Player’s Guide 27, Pathfinder RPG Ultimate Magic 20)
  LE Medium humanoid (human)
  Init +6; Senses Perception +6
  DEFENSE
  AC 22, touch 16, flat-footed 16 (+4 armor, +5 Dex, +1 dodge, 
  +2 natural)
  hp 56 (7d8+21)
  Fort +8, Ref +12, Will +2; +4 vs. poison
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +11 (1d4+1/19–20), mwk dagger +11 
  (1d4/19–20)
  Ranged mwk dagger +13 (1d4+1/19–20)
  Special Attacks sneak attack +4d6
  Alchemist Extracts Prepared (CL 7th)
  3rd—bottled gelatinous cube
  2nd—bull’s strength, invisibility, touch injectionUC
  1st—cure light wounds, disguise self, illusion of calmUC (DC 12), 
  shield, true strike
  TACTICS
  Before Combat Zentyr is busy questioning Rand, trying his best 
  to extract every ounce of information. Unless the alarm is 
  sounded, he is unprepared for the combat.
  During Combat Zentyr moves into the shadows or uses his 
  invisibility extract before distracting the PCs with a bottled 
  gelatinous cube (Pathfinder RPG Bestiary 138). He then 
  drinks his mutagen (already applied to his statistics). He 
  emerges from hiding and applies his best poisons to his 
  blades before placing them in the back of a hapless PC.
  Morale Unafraid of failure, Zentyr fights to the death.
  Base Statistics Without his mutagen, Zentyr’s statistics are AC 
  18, touch 14, flat-footed 14; Ref +10, Will +3; Melee mwk 
  dagger +9 (1d4+1/19–20), mwk dagger +9 (1d4/19–20); 
  Ranged mwk dagger +11 (1d4+1/19–20); Dex 18, Wis 10; 
  CMD 21; Skills Perception +7, Profession (interrogator) +10, 
  Sleight of Hand +8, Stealth +12, Survival +4.
  STATISTICS
  Str 12, Dex 22, Con 14, Int 13, Wis 8, Cha 8
  Base Atk +5; CMB +6; CMD 23
  Feats Brew Potion, Dodge, Quick Draw, Throw Anything, Two-
  Weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
  Skills Craft (alchemy) +11, Intimidate +5, Knowledge 
  (arcana) +5, Knowledge (local) +2, Knowledge (nature) +7, 
  Perception +6, Profession (interrogator) +9, Sleight of  
  Hand +10, Spellcraft +8, Stealth +14, Survival +3
  Languages Common, Hallit, Polyglot
  SQ alchemy (alchemy crafting +7, identify potions), cruel 
  anatomist, mutagen (+4/–2, +2 natural, 70 minutes), 
  discoveries (bottled oozeUM, concentrate poison, preserve 
  organsUM), poison use, swift alchemy, swift poisoning, 
  torturer’s eye, torturous transformation
  Combat Gear oil of magic weapon, potion of cure moderate 
  wounds, potion of displacement, concentrated blue whinnis 
  (1 dose), concentrated purple worm poison (1 dose), malyass 
  root paste (2 doses), bloodroot (4 doses); Other Gear  
  +1 studded leather, mwk daggers (2), cloak of resistance +1, 
  ROBOT SUBTYPE
  “Robot” is a subtype that can be added to any construct to 
  reflect a technological rather than magical origin. Full rules 
  for the robot subtype are given on page 42 of Pathfinder 
  Campaign Setting: Inner Sea Bestiary, but the robots 
  encountered in this adventure make use of the following 
  pertinent rules.
  Intelligent: Robots are intelligent, and have skills and 
  feats as appropriate for their Hit Dice.
  Vulnerable to Critical Hits: Whenever a robot takes extra 
  damage from a critical hit, it must succeed at a DC 15 
  Fortitude save or be stunned for 1 round. If it succeeds at 
  this saving throw, it is staggered for 1 round. The robot is still 
  immune to other sources of the stunned condition.
  Vulnerable to Electricity: Robots take 150% as much 
  damage as normal from electricity attacks, unless they are 
  immune to electricity through other special defenses.
  
  15
  THE TECHNIC SIEGE
  alchemy kit, formulae book (contains all prepared extracts 
  as well as: 1st—ant haulAPG, comprehend languages, crafter’s 
  fortuneAPG, deathwatch, detect secret doors, expeditious 
  retreat, jump, negate aromaAPG; 2nd—alchemical 
  allocationAPG, anthropomorphic animalUM, barkskin, blood 
  transcriptionUM, false life, see invisibility; 3rd—fly, haste, 
  seek thoughtsAPG), 401 gp
  Subtier 8–9 (CR 11)
  TECHNIC LEAGUE INITIATE 
  CR 7
  NE female trickster gnome (Pathfinder RPG NPC Codex 165)
  hp 46
  TACTICS
  During Combat If given time, the initiate casts defensive spells 
  until such time she feels she must engage the PCs. During 
  the fight she uses her arcane abilities to both damage the 
  PCs and give the interrogator alchemist an advantage.
  Morale As long as Zentyr remains alive, the initiate 
  continues to fight. Once the Kellid falls in battle, the 
  initiate attempts to flee and warn the rest of the Technic 
  League in Nantambu.
  ADVANCED GEARSMEN ROBOTS (2) 
  CR 5
  Pathfinder Campaign Setting: Inner Sea Bestiary 44, Pathfinder 
  RPG Bestiary 294
  hp 67 each (includes 25 hp force field)
  SPECIAL ABILITIES
  Force Field (Ex) A force field sheathes the gearsmen in a 
  thin layer of shimmering energy that grants 25 bonus hit 
  points. All damage dealt to a robot with an active force 
  field is reduced from these hit points first. As long as the 
  force field is active, the robot is immune to critical hits. A 
  force field has fast healing equal to the robot’s CR, but once 
  the force field’s hit points are reduced to 0, the force field 
  shuts down and does not reactivate for 24 hours.
  ZENTYR 
  CR 9
  Male human alchemist (vivisectionist) 10 (Pathfinder RPG 
  Advanced Player’s Guide 27, Pathfinder RPG Ultimate Magic 20)
  LE Medium humanoid (human)
  Init +6; Senses Perception +12
  DEFENSE
  AC 22, touch 16, flat-footed 16 (+4 armor, +5 
  Dex, +1 dodge, +2 natural)
  hp 88 (10d8+40)
  Fort +11, Ref +14, Will +3
  Immune poison
  OFFENSE
  Speed 30 ft.
  Melee +1 dagger +13/+8 (1d4+2/19–20), mwk dagger +13/+8 
  (1d4/19–20) 
  Ranged +1 dagger +15 (1d4+2/19–20)
  Special Attacks sneak attack +5d6
  Alchemist Extracts Prepared (CL 10th)
  4th—greater invisibility
  3rd—bottled gelatinous cube, fly, seek thoughtsAPG (DC 15)
  2nd—barkskin, blood transcriptionUM, bull’s strength, 
  invisibility, touch injectionUC
  1st—comprehend languages, cure light wounds, disguise 
  self, illusion of calmUC (DC 13), shield, true strike
  SCALING ENCOUNTER C
  To accommodate parties of four PCs, make the following 
  changes to encounter C:
  Subtier 5–6: Remove the Technic League Initiate.
  Subtier 8–9: Remove the second advanced gearsman 
  robot guardian.
  
  Pathfinder Flip-Mat: Warehouse
  C. Finding Arvellos
  G
  A : Arvellos Rand
  Z : Zentyr
  I : Technic League Initiate
  G
  I
  Z
  A
  T
  G : Gearsman
  16
  PATHFINDER SOCIETY SCENARIO
  TACTICS
  Before Combat Zentyr is busy questioning Rand, trying his best 
  to extract every ounce of information. Unless the alarm is 
  sounded, he is unprepared for the combat.
  During Combat Zentyr moves into the shadows or uses his 
  greater invisibility extract before distracting the PCs with a 
  bottled gelatinous cube (Pathfinder RPG Bestiary 138). He 
  then drinks his mutagen (already applied to his statistics). 
  He emerges from hiding and applies his best poisons to his 
  blades before placing them in the back of a hapless PC.
  Morale Unafraid of failure, Zentyr fights to the death.
  Base Statistics Without his mutagen, Zentyr’s statistics are 
  AC 18, touch 14, flat-footed 14; Ref +12, Will +4; Melee 
  +1 dagger +11/+6 (1d4+1/19–20), mwk dagger +11/+6 
  (1d4/19–20); Ranged +1 dagger +13 (1d4+1/19–20);  
  Dex 18, Wis 10; CMD 23; Skills Fly +8, Perception +13, 
  Profession (interrogator) +11, Sleight of Hand +8, Stealth +15, 
  Survival +4.
  STATISTICS
  Str 12, Dex 22, Con 16, Int 14, Wis 8, Cha 8
  Base Atk +7; CMB +8; CMD 25
  Feats Brew Potion, Dodge, Improved Two-Weapon Fighting, 
  Quick Draw, Throw Anything, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (dagger)
  Skills Craft (alchemy) +15, Fly +10, Intimidate +9, Knowledge 
  (arcana) +9, Knowledge (local) +3, Knowledge (nature) +11, 
  Perception +12, Profession (interrogator) +12, Sleight of Hand 
  +10, Spellcraft +11, Stealth +17, Survival +3
  Languages Common, Polyglot, Hallit
  SQ alchemy (alchemy crafting +10, identify potions), cruel 
  anatomist, discoveries (combine extracts, concentrate 
  poison, sticky poison [2 strikes], bottled oozeUM, preserve 
  organsUM), mutagen (+4/–2, +2 natural, 100 minutes), 
  poison use, swift alchemy, swift poisoning, torturer’s eye, 
  tortuous transformation
  Combat Gear potion of cure moderate wounds, concentrated 
  blue whinnis (1 dose), concentrated purple worm poison 
  (1 dose), malyass root paste (2 doses), bloodroot (4 doses); 
  Other Gear +1 studded leather, +1 dagger, mwk dagger, 
  aegis of recovery, belt of mighty constitution +2, cloak 
  of resistance +1, alchemy kit, formulae book (contains all 
  prepared extracts as well as: 1st—ant haulAPG, crafter’s 
  fortuneAPG, deathwatch, detect secret doors, expeditious 
  retreat, jump, negate aromaAPG; 2nd—alchemical 
  
  17
  THE TECHNIC SIEGE
  allocationAPG, anthropomorphic animalUM, false life, see 
  invisibility; 3rd—awaken, baleful polymorph, haste; 4th—
  discern lies), 451 gp
  Treasure: The upper balcony contains several 
  maps, lists of names, and reports from an ongoing 
  investigation. One of the lists is likely to attract the 
  PCs’ attention (see Player Handout 1). On a shelf on 
  the second story balcony, the PCs also find a pair of 
  technological marvels: pharmaceuticals called hype 
  and cureall. Each contains a single dose and requires 
  a standard action to consume. Statistics for these items 
  appear in the appendix on page 27.
  Development: If the Technic League Initiate is allowed 
  to escape, she immediately locates the Technic League 
  lieutenant and informs him of the situation. The PCs 
  then have only 2 hours before the League makes the 
  connections and the final encounter begins.
  If Arvellos Rand survives the ordeal, he thanks the PCs 
  profusely and offers any assistance he can provide. He 
  tells the PCs the following.
  “I bought the book from a travelling Varisian bookseller 
  in Eleder by the name of Sal Durivan—a guy who had no 
  clue how much it was really worth. He said he was also on 
  his way north to Nantambu, and I figured it’d be better for 
  me to deliver the book here rather than risk someone here 
  recognizing its worth before I could secure its safekeeping. 
  Come to think of it, I haven’t seen Sal around town. I 
  wonder if he ever made it, or if the Technic League got to 
  him before they caught me.”
  Beyond this information Rand has little else to offer.
  Faction Notes: Grand Lodge faction PCs should 
  be interested in ensuring Arvellos Rand survives the 
  encounter. Doing so contributes to the faction’s ongoing 
  goals in the region.
  Rewards: If the PCs fail to defeat the Technic League 
  agents and discover the pharmaceuticals in the second 
  story balcony, reduce each PC’s gold earned as follows.
  Subtier 5–6: 850 gp.
  Out of Subtier: 1,325 gp.
  Subtier 8-9: 1,800 gp.
  D. THE COPPER BUFFALO (CR 7 OR CR 10)
  If the PCs choose to search for the man who sold Arvellos 
  Rand the copy of A Thread of Silver, they may acquire his 
  name a couple of ways. The easiest way is to ask Arvellos 
  himself, however, the PCs can also spend 1d3+1 hours 
  using Diplomacy to gather information. A successful DC 
  20 Diplomacy check is sufficient to learn about a Sczarni 
  man by the name of Sal Durivan who was seen peddling 
  books from a rickety cart about a week ago. A PC who 
  beats the Diplomacy DC by 10 or more reduces the time 
  necessary to find this information by 1 hour (minimum 
  1 hour). Additionally, the PCs learn that the man was 
  spotted this morning entering the Copper Buffalo, a bar 
  located on the city’s south side.
  The Copper Buffalo would normally be open for business, 
  however, when the PCs arrive the building’s windows are 
  shuttered and the sign on the door reads “closed for business.” 
  If the PCs ask around the streets for any information, 
  passersby shrug and suggest perhaps the barkeep is ill.
  Creatures: Three Technic League mercenaries are 
  keeping the Buffalo shut down while they interrogate their 
  target. One of the guards has Sal Durivan in the corner 
  of the establishment, pressing him to answer dangerous 
  questions. A quiet oread with veins of the skymetal 
  adamantine marbled through his rocky flesh sits in the 
  corner of the bar, watching the scene unfold. This is 
  Thurlok, an inquisitor of Nethys and ally of the Technic 
  League. He works with the Technic League to recover 
  stolen technology in exchange for access to their arcane 
  knowledge—especially that regarding the rare skymetals 
  to which he believes he has a personal connection.
  Subtier 5–6 (CR 7)
  TECHNIC LEAGUE MERCENARIES (3) 
  CR 3
  Human fighter 4
  NE Medium humanoid (human)
  Init +2; Senses Perception –1
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
  hp 38 each (4d10+12)
  Fort +7, Ref +4, Will +1 (+1 vs. fear)
  Defensive Abilities bravery +1
  OFFENSE
  Speed 30 ft.
  Melee mwk flail +8 (1d8+3) or
  mwk guisarme +8 (2d4+4/×3)
  Ranged composite longbow +6 (1d8+3/×3)
  TACTICS
  Before Combat The Technic League mercenaries have their 
  weapons drawn and threaten anyone who interferes with 
  their business.
  During Combat The guards swarm their targets and attempt to 
  make use of their teamwork feats.
  Morale Unless directed differently by their oread leader, the 
  guards continue to fight until incapacitated.
  STATISTICS
  Str 16, Dex 14, Con 14, Int 13, Wis 8, Cha 10
  Base Atk +4; CMB +9 (+11 trip); CMD 21 (23 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Coordinated 
  ManeuversAPG, Improved Trip, Paired OpportunistsAPG, 
  Tandem TripUC
  
  18
  PATHFINDER SOCIETY SCENARIO
  SCALING ENCOUNTER D
  To accommodate parties of four PCs, remove one Technic 
  League Mercenary in both subtiers.
  Skills Bluff +1, Intimidate +7, Knowledge (arcana) +5, 
  Knowledge (engineering) +8, Sense Motive +2
  Languages Common, Polyglot
  SQ armor training 1
  Combat Gear potion of cure light wounds, potion of feather 
  stepAPG, alchemist’s fire (2); Other Gear breastplate, mwk 
  flail, mwk guisarme, composite longbow (+3 Strength) with 
  20 arrows, cloak of resistance +1, antitoxin, 17 gp
  THURLOK 
  CR 4
  Male oread inquisitor of Nethys 5 (Pathfinder RPG Advanced 
  Player’s Guide 38, Pathfinder RPG Advanced Race Guide 144)
  NE Medium outsider (native)
  Init +6; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
  hp 36 (5d8+10)
  Fort +5, Ref +3, Will +8
  OFFENSE
  Speed 20 ft.
  Melee mwk quarterstaff +6 (1d6+3) or
  dagger +5 (1d4+2/19–20)
  Ranged shortbow +5 (1d6/×3)
  Special Attacks bane (5 rounds/day), treacherous earthARG
  Inquisitor Spell-Like Abilities (CL 5th; concentration +9)
  At will—detect alignment
  5 rounds/day—discern lies
  Inquisitor Spells Known (CL 5th; concentration +3)
  2nd (3/day)—blistering invectiveUC (DC 16), confessAPG (DC 16), 
  see invisibility
  1st (5/day)—divine favor, interrogationUM (DC 15), shield of 
  faith, tireless pursuitAPG
  0 (at will)—bleed (DC 14), brandAPG (DC 14), detect magic, 
  detect poison, guidance, read magic
  Domain Conversion inquisitionUM
  TACTICS
  Before Combat Thurlok rests comfortably in his chair with his 
  feet up on the table. He waits to enter combat until it seems 
  most advantageous. He casts shield of faith before entering 
  combat, then drinks his potion of blur.
  During Combat Once in combat, Thurlok makes liberal use of 
  his bane special ability to smite his foes.
  Morale The oread recognizes a lost cause and attempts to flee 
  if he is reduced to fewer than 10 hit points.
  STATISTICS
  Str 15, Dex 14, Con 12, Int 10, Wis 18, Cha 6
  Base Atk +3; CMB +5; CMD 17
  Feats Escape RouteUC, Power Attack, Skill Focus (Intimidate), 
  Skill Focus (Perception)
  Skills Bluff +8, Diplomacy +12, Intimidate +17, Knowledge 
  (arcana) +8, Knowledge (engineering) +2, Knowledge 
  (local) +1, Perception +15, Sense Motive +6, Spellcraft +5, 
  Stealth +7, Survival +8
  Languages Common, Terran
  SQ charm of wisdom, cunning initiative, granite skinARG, 
  judgment 2/day, monster lore +4, solo tactics, stern gaze, 
  track +2
  Combat Gear potion of blur, potion of cure moderate 
  wounds, potion of invisibility, scroll of delay poison, scroll 
  of disguise self, scroll of heroism, wand of remove fear 
  (7 charges); Other Gear +1 chain shirt, mwk quarterstaff, 
  dagger, shortbow with 20 arrows, 4 gp
  Subtier 8–9 (CR 10)
  TECHNIC LEAGUE MERCENARIES (3) 
  CR 6
  Human fighter 7
  NE Medium humanoid (human)
  Init +2; Senses Perception –1
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
  hp 71 each (7d10+28)
  Fort +8, Ref +5, Will +2 (+2 vs. fear)
  Defensive Abilities bravery +2
  OFFENSE
  Speed 30 ft.
  Melee +1 flail +12/+7 (1d8+5) or
  mwk guisarme +11/+6 (2d4+4/×3) 
  Ranged composite longbow +9/+4 (1d8+3/×3)
  Special Attacks weapon training (flails +1)
  TACTICS
  Before Combat The Technic League mercenaries have their 
  weapons drawn and threaten anyon who interferes with 
  their business.
  During Combat The guards swarm their targets and attempt to 
  make use of their teamwork feats.
  Morale Unless directed differently by their oread leader, the 
  guards continue to fight until incapacitated.
  STATISTICS
  Str 16, Dex 14, Con 14, Int 13, Wis 8, Cha 10
  Base Atk +7; CMB +14 (+18 trip); CMD 26 (28 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Coordinated 
  ManeuversAPG, Greater Trip, Improved Trip, OutflankAPG, Paired 
  OpportunistsAPG, Tandem TripUC, Toughness
  Skills Bluff +1, Intimidate +10, Knowledge (arcana) +8, 
  Knowledge (engineering) +11, Knowledge (local) +2, Sense 
  Motive +4
  Languages Common, Polyglot
  SQ armor training 2
  Combat Gear potion of cure moderate wounds, potion of 
  
  Pathfinder Flip-Mat: Seedy Tavern
  D. The Copper Buffalo
  19
  THE TECHNIC SIEGE
  enlarge person, potion of vanish, potion of feather stepAPG, 
  alchemist’s fire; Other Gear +1 breastplate, +1 flail, mwk 
  guisarme, composite longbow (+3 Strength) with 20 arrows, 
  cloak of resistance +1, antitoxin, 12 gp
  THURLOK 
  CR 7
  Oread inquisitor of Nethys 8 (Pathfinder RPG Advanced 
  Player’s Guide 38, Pathfinder RPG Advanced Race 
  Guide 144)
  NE Medium outsider (native)
  Init +6; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
  hp 55 (8d8+16) Fort +7, Ref +4, Will +10
  OFFENSE
  Speed 20 ft.
  Melee mwk quarterstaff +11/+6 (1d6+6) or 
  dagger +10/+5 (1d4+6/19–20) 
  Ranged shortbow +8/+3 (1d6/×3)
  Special Attacks bane (8 rounds/day), swaying wordUM (1/day, 
  DC 18), treacherous earthARG
  Inquisitor Spell-Like Abilities (CL 8th; concentration +12)
  At will—detect alignment
  8 rounds/day—discern lies
  Inquisitor Spells Known (CL 8th; concentration +6)
  3rd (3/day)—hunter’s eyeAPG, invisibility purge, locate object
  2nd (5/day)—blistering invectiveUC (DC 16), castigateAPG (DC 16), 
  confessAPG (DC 16), silence (DC 16)
  1st (5/day)—divine favor, interrogationUM (DC 15), shield of 
  faith, tireless pursuitAPG, true strike
  0 (at will)—bleed (DC 14), brandAPG (DC 14), detect magic, 
  detect poison, guidance, read magic
  Domain Conversion inquisitionUM
  TACTICS
  Before Combat Thurlok rests comfortably in his chair with 
  his feet up on the table. He waits to enter combat until it 
  seems most advantageous. He casts shield of faith and 
  bear’s endurance before entering combat, then drinks his 
  potion of invisibility.
  During Combat Once in combat, Thurlok makes liberal use of 
  his bane special ability to smite his foes.
  Morale The oread recognizes a lost cause and attempts to flee 
  if he is reduced to fewer than 20 hit points.
  STATISTICS
  
  Pathfinder Map Pack: Shops
  E1. The Zenj Jewel
  20
  PATHFINDER SOCIETY SCENARIO
  Str 18, Dex 14, Con 12, Int 10, Wis 18, Cha 6
  Base Atk +6; CMB +10; CMD 22
  Feats Nimble Moves, Power Attack, Skill Focus (Intimidate), 
  Skill Focus (Perception), Escape RouteUC, Precise StrikeAPG
  Skills Bluff +12, Diplomacy +12, Intimidate +22, Knowledge 
  (arcana) +8, Knowledge (engineering) +2, Knowledge 
  (local) +3, Perception +15, Sense Motive +8, Spellcraft +5, 
  Stealth +9, Survival +15
  Languages Common, Terran
  SQ granite skinARG, cunning initiative, judgment 3/day, monster 
  lore +4, solo tactics, stern gaze, track +4
  Combat Gear potion of cure moderate wounds, potion 
  of displacement, potion of invisibility, scroll of bear’s 
  endurance, scroll of delay poison, scroll of disguise self, 
  wand of remove fear (7 charges); Other Gear +1 chain 
  shirt, mwk quarterstaff, dagger, shortbow with 20 arrows, 
  belt of giant strength +2, 129 gp
  Development: Sal thanks the PCs and, should they ask, 
  he confirms that he is the one who sold the book to Arvellos. 
  He prefers not to say where he originally acquired the book, 
  as he fears the PCs might frown on his taking the book 
  from what he believed to be a dead pilgrim. He regrettably 
  informs the PCs that he already told these men to whom 
  he sold the book, that the buyer was a Pathfinder Society 
  agent, and that Arvellos is staying at Sharrowsmith’s 
  Exports. If any of the guards or their oread leader is able 
  to flee (or if the PCs do not attempt to locate Sal and avoid 
  this encounter altogether), they immediately report this 
  information to the Technic League operatives and the 
  final encounter begins 1 hour sooner.
  Faction Notes: Although Sal is unwilling to disclose 
  the book’s origin, he is willing to divulge the names 
  of a few of his other connections in the area. This 
  information is of particular interest to members 
  of the Exchange faction, which aims to develop its 
  presence in the Mwangi Expanse. Sal doesn’t give up 
  this information easily—at least not to strangers. An 
  Exchange faction PC who succeeds at a DC 20 Bluff, 
  Diplomacy, or Intimidate check can convince him to 
  share, and a PC who frames this request using Sczarni 
  reasoning or terminology (e.g. “family” values and 
  “cousins” watching out for one another) gains a +2 
  bonus on the check; the bonus increases to +5 if the PC 
  has earned Chronicle sheets as a member of the former 
  Sczarni faction. If convinced, Sal shrugs nonchalantly 
  and makes a noncommittal observation about the 
  weather or an equally innocuous topic. In doing so 
  he is passing a hidden message directed at nobody in 
  particular that invites the faction PC to meet Sal later; 
  interpreting it correctly requires a successful DC 20 
  Sense Motive check with a similar bonus for former 
  Sczarni membership. Sal has no interest in repeating 
  himself or catering to thickheaded operatives, and he 
  
  21
  THE TECHNIC SIEGE
  gives up on the offer if the PC can’t understand the 
  message or fail to show up for the meeting later.
  Rewards: If the PCs fail to defeat the mercenaries at the 
  Copper Buffalo, reduce each PC’s gold earned as follows.
  Subtier 5–6: 850 gp.
  Out of Subtier: 1,325 gp.
  Subtier 8–9: 1,800 gp.
  E. REACTIVATING THE DEFENSES
  Through Aya’s encouragement, the PCs might attempt 
  to reactivate both of the Nantambu lodge’s guardians 
  (and possibly create their own in area A2). Each involves 
  a minor encounter that requires the PCs to spend 
  precious time tracking a specific item down and dealing 
  with an obstructing situation in order to recover the 
  necessary components.
  E1. The Zenj Jewel (CR 7 or CR 10)
  Aya informs the PCs that in order to reanimate the 
  Zenj suit of armor in area A5, they must retrieve a black 
  diamond harvested from mines beneath the Brazen 
  Peaks. While exceedingly rare, Aya provides a small list 
  of jewelers in the city for the PCs to check out. Tracking 
  down and locating the only jeweler in the city who has 
  such a gem takes 1d3 hours, but can be reduced by 1 hour 
  with a successful DC 25 Diplomacy check made to gather 
  information (DC 30 in Subtier 8–9), to further shorten 
  the list of likely merchants.
  The shop is a small clay brick building, one of the few in town 
  with a permanent structure. From within come the sounds of 
  a loud, one-sided discussion.
  “You still owe 1,000 gold, Uzoma, you’ve had an extra 
  week to pay up. Now where’s the money?”
  Creatures: Uzoma, a Nantambu native, turned to the 
  local loan shark Tuma to purchase a cache of gems she 
  couldn’t have otherwise afforded. Unfortunately for 
  Uzoma, she was unable to sell the merchandise before 
  the terms of her loan came due. Now, several ruffians 
  have come to collect on Uzoma’s loan. Prior to the PCs’ 
  arrival, one of the ruffians questions Uzoma about 
  her unpaid debt with his club draw, slowly tapping it 
  against his open hand. Unless the PCs interfere, the 
  ruffians smash several of the jewel cases and proclaim 
  that they’ll take the gems within as payment and 
  interest. If the PCs attempt to intervene, the ruffians 
  attempt to convince them that the situation is none of 
  their business. If the PCs refuse to offer an acceptable 
  solution and continue to press the ruffians, the thugs 
  grab Uzoma and attempt to use her as a hostage while 
  they leave the building. In Subtier 8–9, Tuma himself 
  has come to the shop to collect the debt, and stands with 
  his face close to Uzoma’s grinning wide enough to show 
  all seven of his teeth and demanding that Uzoma pay her 
  debt by sundown. If the PCs intervene, he is taken aback 
  that foreigners would dare interfere with his legitimate 
  business, and he threatens to report them.
  All Subtiers
  UZOMA 
  CR 1/3
  Female apprentice jeweler (Pathfinder RPG NPC Codex 260)
  hp 4
  Subtier 5–6 (CR 7)
  RUFFIANS (2) 
  CR 5
  hp 45 each (Pathfinder RPG NPC Codex 258)
  TACTICS
  Morale Paid thugs, the ruffians are quick to surrender and 
  do so if brought to fewer than 20 hit points. Unless other 
  arrangements are made, however, the ruffians vow to return 
  and collect their debt.
  Subtier 8–9 (CR 10)
  TUMA 
  CR 8
  Male traitor (Pathfinder RPG NPC Codex 259)
  hp 55
  TACTICS
  Morale Tuma has a long list of clients who owe him money 
  and would prefer to live to see them pay. If reduced to fewer 
  than 30 hit points, Tuma pleads for his life and agrees to 
  whatever the PCs demand, knowing only that he needs to 
  escape his current situation.
  RUFFIANS (3) 
  CR 5
  hp 45 each (Pathfinder RPG NPC Codex 258)
  TACTICS
  Morale The ruffians continue to fight as long as Tuma directs 
  them to do so.
  Development: If the PCs manage to secure Uzoma’s 
  debt by either paying it or convincing Tuma to forgive 
  the loan, Uzoma shows her gratitude by providing the 
  PCs with the black diamond they seek. A successful DC 
  15 Appraise check reveals the gem to be worth 500 gp. If 
  the PCs choose not to interfere and let the events unfold, 
  Uzoma apologizes for the scene and regrets to inform 
  the PCs that the gem they are seeking was just taken as 
  payment for her debts.
  Faction Notes: Uzoma is a friend of Aya Allahe, and so 
  long as the PCs assist her in erasing her debt, she voices 
  her approval to Aya. This contributes to the Exchange 
  faction’s goals.
  
  Pathfinder Flip-Mat: Falls and Rapids
  E2. Root Cause
  H
  H : Hippo
  BH : Behemoth Hippo
  H
  BH
  Baobab
  22
  PATHFINDER SOCIETY SCENARIO
  E2. Root Cause (CR 7 or CR 10)
  Aya’s mention of the baobab root needed to reactive the 
  wood golem in the secret foyer (area A6) might lead the 
  PCs to head out into the jungle to find the rare plant. 
  A successful DC 15 Knowledge (nature) check suggests 
  the general direction the party should head to find the 
  plant. The excursion out and back takes at least 2d4 hours. 
  A successful DC 20 Survival check reduces this time by 1 
  hour, while a successful DC 25 check or greater reduces 
  the trip by 2 hours. Succeeding at a DC 20 Knowledge 
  (nature) skill check can further reduce this time by an 
  additional hour. The entire time required to retrieve the 
  baobab root takes a minimum of 2 hours by foot through 
  the thick jungle, regardless of skill checks.
  Creatures: The clean waters of the Vanji tributary 
  have attracted a mated pair of hippopotami who are busy 
  enjoying a meal and cooling off from the harsh sun. In 
  Subtier 8–9, the hippopotami are replaced by a single 
  behemoth hippopotamus. In either subtier, however, 
  the territorial animals attack the PCs as the Pathfinders 
  approach the shore near the root they seek.
  Subtier 5–6 (CR 7)
  HIPPOPOTAMI (2) 
  CR 5
  hp 59 each (Pathfinder RPG Bestiary 2 157)
  TACTICS
  During Combat The hippopotami viciously defend their feeding 
  ground and charge and trample any trespassers.
  Morale If reduced to fewer than 25 hit points, the hippopotami 
  attempt to flee.
  Subtier 8–9 (CR 10)
  BEHEMOTH HIPPOPOTAMUS 
  CR 10
  hp 133 (Pathfinder RPG Bestiary 2 157)
  TACTICS
  During Combat If threatened, the hippopotamus attempts to 
  grab its victim and drag it beneath the water.
  Morale If reduced to fewer than 65 hit points, the behemoth 
  hippopotamus attempts to flee.
  
  23
  THE TECHNIC SIEGE
  Development: Should the PCs make it past the 
  hippopotamus threat, a successful DC 15 Knowledge (nature) 
  or DC 20 Survival check is required to correctly harvest 
  the plant’s root. If the PCs fail, they can attempt to locate 
  another plant by spending and additional 1d4 hours and 
  making further Knowledge (nature) and Survival checks to 
  reduce the time accordingly (to a minimum of 1 hour).
  F. THE SIEGE (CR VARIES)
  Regardless of the PCs’ actions up to this point, the Technic 
  League continues their investigation into who sold and 
  purchased the copy of A Thread of Silver. Based on the PCs’ 
  actions or inactions, the amount of evidence supporting 
  the theory that the book is at Sharrowsmith’s Exports 
  will vary. It is even possible that the Technic League 
  has been stretched so thin and fooled so completely that 
  they entirely eliminate Sharrowsmith’s Exports and the 
  Pathfinder Society from their list of suspects.
  If the PCs successfully meet all of the following 
  conditions, the evening passes without incident and the 
  following day Aya picks up rumors that the Technic League 
  has moved on, continuing their hunt for A Thread of Silver 
  elsewhere. In order for this to occur, the PCs must have:
  • 
  Successfully planted three plausible rumors about who 
  purchased the book, directing suspicion away from 
  Sharrowsmith’s Exports or the Pathfinder Society.
  • 
  Reached Arvellos Rand within 3 hours of arriving in 
  Nantambu and prevented any Technic League agents 
  from escaping the warehouse.
  • 
  Found Sal Durivan within 5 hours of arriving in 
  Nantambu, and prevented any of the hired mercenaries 
  from reporting back to the Technic League.
  • 
  Done nothing else to draw the Technic League’s 
  attention to the true location or owners of the book.
  If all of these conditions are met, the PCs avoid the 
  siege upon Sharrowsmith’s Exports and are free to return 
  the book safely to Absalom without incident.
  Assuming the PCs have not avoided the suspicion 
  of the Technic League, Thilza Ferall, the lieutenant in 
  charge of the investigation launches a covert assault 
  on Sharrowsmith’s Exports. She pays a young street 
  performer to attract the attention of everyone in the 
  Grand Bazaar, tailoring her performance to draw out any 
  possible resistance. She then leads a team through the 
  southern exterior wall using stone shape to avoid any gates 
  or doors that might be trapped.
  The encounter assumes the PCs are either in the 
  lodge or elsewhere in the city. If the PCs are not in the 
  lodge or even in Nantambu when the attack takes place, 
  they receive an urgent sending from Arvellos Rand or a 
  Sharrowsmith’s appraiser, warning that something 
  suspicious is happening at Sharrowsmith’s Exports and 
  they should return immediately.
  The PCs arrive to see Marra Gavix, a young Taldan 
  woman (whom they might have met earlier—see the 
  Local Contacts sidebar on page 11), dancing atop the 
  fountain in the middle of area A1, singing a song that has 
  drawn nearly everyone’s attention.
  At the end of a verse about the perils of stealing from 
  those more powerful than oneself, either Arvellos Rand 
  (if the PCs rescued him) or a Sharrowsmith’s appraiser 
  comes running out of the inner building to warn the PCs, 
  “They’re here! They’ve broken through the rear gate!”
  Creatures: Several Technic League agents are leading 
  an assault on Sharrowsmith’s Exports. They start by 
  breaching the southern exterior wall and entering the 
  lodge through the kitchen. They split off into smaller 
  groups to cover more ground quickly, tossing every room 
  as they search for their stolen tome.
  If the PCs allowed a Technic League agent to escape 
  from encounter C, add one additional subtier-appropriate 
  gearsman robot to the encounter. If the PCs let any of 
  the hired mercenaries escape from encounter D, add one 
  additional subtier-appropriate mercenary to the encounter.
  Aya Allahe, unfortunately, is likely unaware of what is 
  taking place at the lodge as she did not receive the sending 
  while studying the Technic League in the Magaambya. As 
  such, she is not present during the battle and does not 
  arrive until after its conclusion.
  All Subtiers
  MARRA GAVIX 
  CR 1
  Female street performer (Pathfinder RPG NPC Codex 26)
  hp 14
  Subtier 5–6 (CR Varies)
  TECHNIC LEAGUE MERCENARIES (2) 
  CR 3
  hp 38 each (use the statistics on page 17)
  GEARSMAN ROBOT  
  CR 4
  hp 42 (use the statistics on page 13)
  MITHRINAR DREGGS 
  CR 5
  Male human oracle 6 (Pathfinder RPG Advanced Player’s 
  Guide 42)
  NE Medium humanoid (human)
  Init +1; Senses Perception +0
  DEFENSE
  AC 23, touch 17, flat-footed 19 (+4 armor, +3 deflection, +4 Dex, 
  +1 natural, +1 shield)
  hp 48 (6d8+18)
  Fort +3, Ref +6, Will +7
  OFFENSE
  Speed 30 ft.
  
  24
  PATHFINDER SOCIETY SCENARIO
  Melee mwk heavy mace +4 (1d8–1)
  Ranged dagger +5 (1d4–1/19–20)
  Oracle Spells Known (CL 6th; concentration +10)
  3rd (4/day)—cure serious wounds, locate object, speak with 
  dead (DC 17)
  2nd (6/day)—augury, cure moderate wounds, sound burst 
  (DC 16), tongues
  1st (7/day)—bless, comprehend languages, cure light 
  wounds, identify, obscuring mist, shield of faith
  0 (at will)—create water, detect magic, guidance, light, 
  mending, read magic, stabilize
  Mystery lore
  TACTICS
  Before Combat Before starting the siege, the oracle casts 
  shield of faith on himself, which has already been calculated 
  into his statistics. He utilizes locate object to guide the 
  Technic League agents through the lodge.
  During Combat Mithrinar serves as support for the rest 
  of the Technic League squad, using his wands of stone 
  shape and wand of detect secret doors to help them 
  search the Pathfinder lodge, providing healing as needed, 
  and casting bless if he is in accompanied by at least two 
  other agents. He is singularly focused on reaching and 
  destroying the copy of A Thread of Silver, and he presses 
  ever forward, despite resistance, even abandoning his 
  allies or using them as a diversion as he continues to seek 
  out his target.
  Morale Mithrinar knows the penalty for failing his Technic 
  League masters is worse than death, and thus fights until 
  utterly defeated.
  Base Statistics Without the benefit of shield of faith, the oracle 
  has the following statistics: AC 20, touch 14, flat-footed 16; 
  CMD 14.
  STATISTICS
  Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 18
  Base Atk +4; CMB +3; CMD 17 Feats Extra RevelationAPG, 
  Improved Iron Will, Iron Will, Toughness
  Skills Appraise +10, Knowledge (arcana) +13, Knowledge 
  (dungeoneering) +8, Knowledge (engineering) +13, 
  Knowledge (geography) +8, Knowledge (history) +13, 
  Knowledge (local) +10, Knowledge (nature) +8, 
  Knowledge (nobility) +8, Knowledge (planes) +8, 
  Knowledge (religion) +8, Linguistics +8, Sense Motive +4, 
  Spellcraft +8
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, 
  Draconic, Hallit, Ignan, Infernal, Terran
  SQ oracle’s curse (tongues [Terran]), revelations (brain drain, 
  lore keeper, sidestep secret)
  Combat Gear potions of cure light wounds (3), potion of 
  gaseous form, wand of detect secret doors (14 charges), 
  wand of stone shape (5 charges); Other Gear chain shirt, 
  light wooden shield, mwk heavy mace, dagger, amulet of 
  natural armor +1
  THILZA FERALL 
  CR 8
  Female human sorcerer 9
  NE Medium humanoid (human)
  Init +1; Senses Perception +4
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+4 armor, +1 Dex, +1 dodge, 
  +1 natural, +4 shield)
  hp 70 (9d6+36)
  Fort +7, Ref +6, Will +11
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d4–1/19–20)
  Ranged dagger +5 (1d4–1/19–20)
  Special Attacks mind reader (2/day, DC 18)
  Bloodline Spell-Like Abilities (CL 9th; concentration +13)
  Constant—hide aura
  2/day—mind reader
  Sorcerer Spells Known (CL 9th; concentration +13)
  4th (5/day)—detect scrying, lesser globe of invulnerability, 
  mass reduce person (DC 20)
  3rd (7/day)—blink, lightning bolt (DC 17), slow, suggestion 
  (DC 19)
  2nd (7/day)—alter self, blur, cat’s grace, invisibility, knock
  1st (7/day)—ant haulAPG, charm person, feather fall, mage 
  armor, magic missile, shield (DC 15)
  0 (at will)—arcane mark, bleed (DC 14), detect magic, detect 
  poison, mage hand, mending, message, open/close, 
  touch of fatigue (DC 14)
  Bloodline rakshasaUM
  TACTICS
  Before Combat Prior to combat, Thilza casts mage armor and 
  shield upon herself, and ensures her hide aura ability is active. 
  These bonuses are already incorporated into her statistics.
  During Combat Thilza attempts to disable any opposition using 
  spells such as slow and command, and resorts to using mass 
  reduce person against particularly resistant opposition.
  Morale Failure to destroy the book is not an option. Thilza 
  fights until the mission is complete and expects the same of 
  all under her command.
  Base Statistics When not benefiting from her mage armor and 
  shield spells, Thilza has the following statistics: AC 13, touch 
  12, flat-footed 11.
  STATISTICS
  Str 8, Dex 13, Con 14, Int 10, Wis 13, Cha 18
  Base Atk +4; CMB +3; CMD 15
  Feats Combat Casting, Dodge, Eschew Materials, Greater 
  Spell Focus (transmutation), Iron Will, Spell Focus 
  (transmutation), Toughness
  Skills Bluff +13, Disguise +12, Fly +5, Knowledge (arcana) 
  +8, Knowledge (engineering) +2, Knowledge (history) 
  +1, Knowledge (planes) +1, Linguistics +2, Perception +4, 
  Sense Motive +3, Spellcraft +5, Use Magic Device +8; Racial 
  Modifiers +2 Disguise, +2 Sense Motive
  
  25
  THE TECHNIC SIEGE
  Languages Androffan, Common, Terran, Hallit
  SQ bloodline arcana (add half sorcerer level to the Spellcraft 
  DC to identify spells you cast; if the check fails by 5 or more, 
  you can choose what spell they think you’re casting instead), 
  silver tongue (7/day)
  Combat Gear potion of shield of faith (CL 12th), wand of stone 
  shape (5 charges); Other Gear dagger, cloak of resistance 
  +2, mark I dermal plating, 323 gp
  SPECIAL ABILITIES
  Mark I Dermal Plating (Ex) Thilza has a cybernetic implant 
  in her skin, which grants her a +1 enhancement bonus to 
  natural armor. This is a non-magical effect that cannot be 
  dispelled, though anything that prevents technology from 
  working negates this cybertech’s bonus as well. For more 
  information on cybertech and dermal plating, see Pathfinder 
  Campaign Setting: Technology Guide.
  Subtier 8–9 (CR Varies)
  TECHNIC LEAGUE MERCENARIES (3) CR 6
  hp 71 each (use the statistics on page 18)
  ADVANCED GEARSMAN ROBOT 
  CR 5
  hp 67 (use the statistics on page 14)
  MITHRINAR DREGGS 
  CR 5
  hp 48 (use the statistics from Subtier 5–6)
  THILZA FERALL 
  CR 10
  Female human sorcerer 11
  NE Medium humanoid (human)
  Init +1; Senses Perception +5
  DEFENSE
  AC 25, touch 16, flat-footed 23 (+4 armor, +4 deflection, +1 Dex, 
  +1 dodge, +1 natural, +4 shield)
  hp 96 (11d6+55)
  Fort +10, Ref +6, Will +12
  OFFENSE
  Speed 30 ft.
  Melee dagger +4 (1d4–1/19–20)
  Ranged dagger +6 (1d4–1/19–20)
  Bloodline Spell-Like Abilities (CL 11th; concentration +15)
  Constant—hide aura
  3/day—mind reader
  Sorcerer Spells Known (CL 11th; concentration +15)
  5th (4/day)—baleful polymorph (DC 21), feeblemind (DC 19), 
  prying eyes
  4th (7/day)—black tentacles, detect scrying, lesser globe of 
  invulnerability, mass reduce person (DC 20)
  3rd (7/day)—blink, lightning bolt (DC 17), ray of exhaustion 
  (DC 17), slow (DC 19), suggestion (DC 17)
  2nd (7/day)—alter self, blur, cat’s grace, invisibility, knock, 
  resist energy
  1st (7/day)—ant haulAPG, charm person (DC 15), feather fall, 
  mage armor, magic missile, shield
  0 (at will)—acid splash, bleed (DC 14), detect magic, detect 
  poison, mage hand, mending, message, open/close, 
  touch of fatigue (DC 14)
  Bloodline rakshasaUM
  TACTICS
  Before Combat Prior to combat, Thilza casts mage armor and 
  shield upon herself, drinks her potion of shield of faith, and 
  ensures her hide aura ability is active. These bonuses have 
  already been incorporated into her statistics.
  During Combat Thilza attempts to disable any opposition using 
  spells such as slow and black tentacles, and resorts to using 
  baleful polymorph against particularly resistant opposition.
  Morale Failure to destroy the book is not an option. Thilza 
  fights until the mission is complete and expects the same of 
  all under her command.
  Base Statistics When not benefiting from her mage armor and 
  shield spells or her potion of shield of faith, Thilza has the 
  following statistics: AC 13, touch 12, flat-footed 11; CMD 16.
  STATISTICS
  Str 8, Dex 13, Con 16, Int 10, Wis 13, Cha 18
  Base Atk +5; CMB +4; CMD 20
  Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, 
  Great Fortitude, Greater Spell Focus (transmutation), Iron Will, 
  Spell Focus (transmutation), Toughness
  Skills Bluff +18, Disguise +12, Fly +5, Knowledge (arcana) 
  +8, Knowledge (engineering) +2, Knowledge (history) 
  +1, Knowledge (planes) +1, Linguistics +2, Perception +5, 
  Sense Motive +3, Spellcraft +5, Use Magic Device +8; Racial 
  Modifiers +2 Disguise, +2 Sense Motive
  Languages Androffan, Common, Hallit, Terran
  SQ silver tongue (7/day)
  Combat Gear potion of shield of faith (CL 12th), scroll of 
  fickle windsUM, scroll of stoneskin, wand of stone shape (5 
  charges); Other Gear dagger, belt of mighty constitution +2, 
  cloak of resistance +2, mark I dermal plating, 248 gp
  SPECIAL ABILITIES
  Mark I Dermal Plating (Ex) Thilza has a cybernetic implant 
  in her skin, which grants her a +1 enhancement bonus to 
  natural armor. This is a non-magical effect that cannot be 
  dispelled, though anything that prevents technology from 
  working negates this cybertech’s bonus as well. For more 
  information on cybertech and dermal plating, see Pathfinder 
  Campaign Setting: Technology Guide.
  Development: Should the Pathfinders capture any of 
  the Technic League agents, they can discover that the 
  League knows not just about the Pathfinder Society’s 
  purchase of A Thread in Silver, but is seeking other items 
  of interest in the Mwangi Expanse. The agents present 
  have not yet been briefed on the specifics of these other 
  items, and cannot be interrogated for such information. 
  
  26
  PATHFINDER SOCIETY SCENARIO
  They do, however, know that the Pathfinder Society has 
  recovered an item from the Worldwound that rightfully 
  belongs to the Technic League. All members of the 
  Technic League vow to recover not only the Pathfinders’ 
  stolen copy of A Thread of Silver, but any technology they 
  may deem rightfully theirs. 
  If any member of the Technic League reaches the vault 
  and obtains the copy of A Thread of Silver, she spends a full 
  round destroying the book, tearing its pages and lighting 
  them aflame. Once their mission has been accomplished, 
  the Technic League mercenaries and their commanders 
  attempt a withdrawal from the lodge to reassess who 
  knows of the book’s presence for future reprisals.
  Rewards: If the PCs fail to defeat the Technic League 
  agents, decrease each PC’s gold earned as follows.
  Subtier 5–6: 850 gp.
  Out of Subtier: 1,325 gp.
  Subtier 8–9: 1,800 gp.
  CONCLUSION
  By preventing the Technic League from destroying 
  the invaluable copy of A Thread of Silver, the PCs have 
  ensured that the Pathfinder Society can study its contents 
  and gain valuable insight into Numerian technology. 
  Furthermore, if they interrogated any of the Technic 
  League agents assaulting Sharrowsmith’s Exports, they 
  may learn of the extent to which the League has targeted 
  the Pathfinder Society, as well as of the existence of other 
  technological relics somewhere in the Mwangi Expanse.
  The PCs may stay in the Nantambu lodge and recover, 
  possibly even assisting in repairing any damage done 
  during the siege. During this time, they may not only 
  study A Thread in Silver but make a copy of it. Any PC who 
  uses ranks in Profession (scribe) when making Day Job 
  checks receives a +4 bonus on the check for this scenario, 
  as a result of the value of such a replica on the open 
  market and to the Society itself. All copies of the book 
  should be closely guarded or disguised as other books, 
  however, as owning a copy (much less several) brings with 
  it severe risk of reprisal from the Technic League (as this 
  scenario demonstrates).
  Aya arranges passage back to Absalom aboard a trading 
  partner’s cargo vessel headed there anyway. She sends 
  word with the PCs of all she knows of the lodge’s true 
  venture-captain’s whereabouts, and swears to act as his 
  proxy until he returns. She thanks the Pathfinders for all 
  they did to protect her place of business, but also urges 
  them to take all copies of A Thread of Silver with them and 
  depart as quickly as possible, lest the Technic League 
  attack again. Each PC earns the Reading the Threads 
  boon on her Chronicle sheet.
  If the PCs fail to repel the invasion, and the Technic 
  League agents succeed in destroying the book, Aya 
  consoles the Pathfinders with the fact that few could have 
  withstood such a coordinated assault. She promises that 
  the PCs’ superiors will hear of the Pathfinders’ valiant 
  attempt when she passes on word to the Grand Lodge on 
  her partner’s behalf.
  Reporting Notes
  If members of the Exchange faction succeeded in 
  arranging a meeting with Sal Durivan after rescuing 
  him, check box A on the reporting sheet. If members 
  of the Exchange faction succeeded in impressing Aya 
  Allahe, check box B on the reporting sheet. If Grand 
  Lodge faction PCs successfully fulfilled their faction 
  goals (earning them the A Friend in Need boon), check 
  box C on the reporting sheet. If one or more Technic 
  League members escaped Nantambu and reported back 
  to their superiors, check box D.
  Primary Success Condition
  The PCs successfully complete their mission by 
  preventing the Technic League from destroying the copy 
  of A Thread of Silver held in the vault of the Nantambu 
  lodge. Doing so earns each PC 1 Prestige Point.
  Secondary Success Condition
  The PCs successfully complete their secondary mission 
  condition if they fulfill the primary success conditions 
  and prevent any of the Technic League members 
  from escaping Nantambu and reporting back to their 
  superiors, thus ensuring that the League receives no 
  confirmation that the Pathfinder Society has a copy of 
  A Thread in Silver.
  Faction Notes
  Members of the Exchange faction should build the 
  faction’s trade connections in the region, which they can 
  accomplish in one of two ways. First, they can impress 
  Aya Allahe by accomplishing two of the following three 
  goals: avoid speaking negatively about the PCs’ associates; 
  impress Bunda, Takna, and/or Utuma in area B2; and 
  eliminate Uzoma’s debt in area E1. Alternatively, the PCs 
  can surreptitiously arrange a meeting with Sal Durivan 
  as described in area D. Fulfilling either of these goals 
  earns each Exchange faction PC the Local Connection 
  boon on his Chronicle sheet.
  Grand Lodge faction PCs should ensure the security 
  and health of the Nantambu lodge by accomplishing four 
  of the following tasks: successfully survey the lodge with 
  a successful skill check (area A), reactivate the animated 
  Zenj armor in area A5, reactivate the wood golem in area 
  A6, or rescue Arvellos Rand (this counts as two tasks). 
  Succeeding at this goal earns each Grand Lodge faction 
  PC the A Friend Indeed boon on his Chronicle sheet.
  
  27
  THE TECHNIC SIEGE
  APPENDIX: NEW TECHNOLOGY
  The following pieces of pharmaceutical technology are 
  among the many strange relics used by the Technic 
  League to maintain the secrets of their cabal and their 
  grip over the land of Numeria. Each is a single-use 
  item. More information on these items can be found in 
  Pathfinder Campaign Setting: Technology Guide.
  CUREALL
  PRICE 
  1,400 GP
  A dose of cureall allows the target to attempt an additional saving 
  throw against a single disease or poison effect currently afflicting 
  him. This additional saving throw counts for the total number of 
  successful saves needed to recover from the disease or poison. If 
  the target is suffering from multiple afflictions, a single dose of 
  cureall works against only the effect with the highest save DC. 
  Cureall also restores 1d4 points of ability damage or 1 point of 
  ability drain that has been inflicted by a disease or poison, even 
  if the user doesn’t succeed at the save. A dose cures any ability 
  drain before curing ability damage. If the target is suffering from 
  drain or damage to multiple ability scores, the cureall cures the 
  score with the most damage or drain (or randomly selects one if 
  multiple scores have equal  drain or damage).
  CONSTRUCTION REQUIREMENTS
  CRAFT DC 25
  COST 700 GP
  Craft PharmaceuticalTG, medical lab
  HYPE
  PRICE 
  250 GP
  A synthetic adrenaline derivative once used by soldiers, 
  hype boosts perception and reaction  time but comes with 
  some nasty side effects. This pharmaceutical has an onset 
  time of 1 round and its effects last for 1 hour. It provides 
  a +5 competence bonus on Perception checks and increases 
  the user’s base land speed by 10 feet, but the user takes a 
  –4 penalty on concentration checks and on all Intelligence-, 
  Wisdom-, and  Charisma-based skill checks (with the 
  exception of Perception).
  CONSTRUCTION REQUIREMENTS
  CRAFT DC 24
  COST 125 GP
  Craft PharmaceuticalTG, medical lab
  PLAYER HANDOUT #1
  Arvellos Rand—Purchased book in Eleder for 50 gp. Thief from 
  western Avistan. Rumored member of the Pathfinder Society.
  Aya Allahe—Celestial half-blood. Access to limitless financial 
  resources. Investigate relationship with Sharrowsmith’s Exports. 
  Possible connection to Pathfinder Society.
  Micky Threetoes—Suspected Aspis Consortium member. 
  Group of thugs willing to smuggle nearly anything. 
  Rumored in area. Investigate.
  Sal Durivan—Possible alias of Scznari scum Malcolm Vandium, last 
  known name associated with our property. Investigate.
  Currently 
  in Bloodcove?
  
  28
  PATHFINDER SOCIETY SCENARIO
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #6–03: 
  The Technic Siege
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  every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
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  13. Termination: This License will terminate automatically if You fail to 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario #6–03: The Technic Siege © 2014, Paizo Inc.; 
  Author: Kyle Baird
  
  Pathfinder Roleplaying Game: Advanced Class Guide is an invaluable addition to the Pathfinder Roleplaying 
  Game Core Rulebook, introducing 10 brand new classes, including the arcanist, bloodrager, brawler, hunter, 
  investigator, shaman, skald, slayer, swashbuckler, and warpriest.
  Pathfinder Roleplaying Game: Advanced Class Guide also includes:
    • Archetypes, feats, and spells for all of the new classes, as well as a wealth of options for every existing 
  character class in the Pathfinder RPG
    • Gear to kit out your character and plenty of new magic items to fill up the GM’s treasure chest
    • Plenty of advice on how to construct a new character class, archetype, or prestige class, giving the GM powerful 
  tools to make the rules they need for their game
  advaNced 
  Class GUide
  advaNced 
  Class GUide
  advaNced 
  Class GUide
  Paizo, Paizo Inc., the Paizo golem logo, 
  Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc., and the 
  Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  paizo.com
  Paizo, Paizo Inc., the Paizo golem logo, 
  Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc., and the 
  Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  paizo.com
  Stay Classy,
       Pathfinders!
  Stay Classy,
       Pathfinders!
  
  Available
  Now!
  Available
  Now!
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc., and Pathfinder Adventure 
  Card Game and Pathfinder Roleplaying Game are trademarks of Paizo Inc. © 2014 Paizo Inc.
  paizo.com
  h
  h
  h
  h
  h
  All Hands on Deck!
  Launch a campaign to control the Shackles, an infamous island chain dominated by 
  pirate warlords, with the Pathfinder Adventure Card Game: Skull & Shackles Base Set. 
  This complete cooperative strategy game for 1 to 4 players is based on the Pathfinder 
  Roleplaying Game’s award-winning Skull & Shackles Adventure Path. 
  MSRP
  $59.99
  There’s adventure to be had on the high seas with the follow-up to 
  last year’s wildly popular Pathfinder Adventure Card Game debut!
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  5–6
  8–9
  —
  —
  1,275
  2,700
  —
  —
  1,988
  2,550
  5,400
  —
  —
  3,975
  Out of 
  Subtier
  Pathfinder Society Scenario #6–03: 
   The Technic Siege
  A Friend Indeed (Grand Lodge): You have rescued Arvellos Rand, a Pathfinder who has operated in the 
  Mwangi Expanse for several years. In gratitude for your timely assistance, he offers to accompany you 
  on future ventures and lend what help he can. You can use this boon when purchasing a follower vanity 
  (Pathfinder Campaign Setting: Pathfinder Society Field Guide 60) to reduce the cost of that vanity by 2 Prestige 
  Points (minimum 0). The follower must be Arvellos to gain this benefit. When you use this boon, cross 
  it off your Chronicle sheet.
  Local Connection (The Exchange): You know several friendly suppliers in western Garund. When 
  purchasing any single-use item worth 100 gp or less while in the Mwangi Expanse, Rahadoum, Sargava, 
  the Shackles, or the Sodden Lands, you reduce those items’ cost by 10%. You must spend at least part of 
  the adventure in one of these countries to use this boon; it does not apply between adventures, and the 
  discount does not stack with other effects that reduce an item’s price.
  Reading the Threads: You have had additional time in which to study A Thread of Silver, an incomplete 
  guide to crash sites near Starfall in Numeria. When using the book as a dungeon guide, you increase 
  its accuracy bonus by 1 and gain a +2 competence bonus on optional skill checks made to increase its 
  accuracy further.
  All Subtiers
  Subtier 8-9
  amulet of natural armor +1 (2,000 gp)
  malyass root paste (250 gp, limit 2)
  mark I dermal plating (acts as an amulet of natural 
  armor +1 but instead occupies the cybertech body 
  slot; 4,000 gp)
  potion of shield of faith (CL 12th; 600 gp, limit 1)
  purple worm poison (700 gp, limit 1)
  wand of detect secret doors (14 charges, 210 gp, limit 1)
  wand of stone shape (5 charges, 1,125 gp, limit 1)
  belt of giant strength +2 (4,000 gp)
  belt of mighty constitution +2 (4,000 gp)
  wand of remove fear (7 charges; 105 gp, limit 1)
  CUREALL
  PRICE 
  1,400 GP
  A dose of cureall allows the target to attempt an 
  additional saving throw against a single disease or poison 
  effect currently afflicting him. This additional saving throw 
  counts for the total number of successful saves needed 
  to recover from the disease or poison. If the target is 
  suffering from multiple afflictions, a single dose of cureall 
  works against only the effect with the highest save DC 
  currently afflicting him. Cureall also restores 1d4 points 
  of ability damage or 1 point of ability drain that has been 
  inflicted by a disease or poison, even if the user doesn’t 
  succeed at the save. A dose cures any ability drain before 
  curing ability damage. If the target is suffering from drain 
  or damage to multiple ability scores, the cureall cures the 
  score with the most damage or drain (or randomly selects 
  one if multiple scores have equal  drain or damage).
  HYPE
  PRICE 
  250 GP
  A synthetic adrenaline derivative once used by 
  soldiers, hype boosts perception and reaction  time 
  but comes with some nasty side effects. This 
  pharmaceutical has an onset time of 1 round and its 
  effects last for 1 hour. It provides a +5 competence 
  bonus on Perception checks and increases the user’s 
  base land speed by 10 feet, but the user takes 
  a –4 penalty on concentration checks and on all 
  Intelligence-, Wisdom-, and  Charisma-based skill 
  checks (with the exception of Perception).
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 6/S06-03 - The Technic Siege.pdf