TEXT: A PATHFINDER SOCIETY SCENARIO FOR TIER 1-S 
  Pathfinder Society Scenario #4-01 
  By Matthew .Goodall 
  
  PATHFINDER SOCIETY SCENARIO #4-01 
  Author • Matt Goodall 
  Contributing Artists• Jason Rainville 
  Cartographer• Rob Lazzaretti and Sean Macdonald 
  Creative Director• James Jacobs 
  Editor-in-Chief• F. Wesley Schneider 
  Senior Editor• James L. Sutter 
  Development • Rob McCreary and Mark Moreland 
  Editing• Mark Moreland 
  Editorial Assistance• Logan Bonner, Jason Bulmahn, 
  Adam Daigle, Stephen Radney-MacFarland, 
  Patrick Renie, and Sean K Reynolds 
  Editorial Intern • Savannah Broadway 
  Senior Art Director• Sarah E. Robinson 
  Graphic Designer • Andrew Vallas 
  Production Specialist • Crystal Frasier 
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  and Chris Lambertz 
  Pat1'!finder Society Scenario #4-01: Rise of the Goblin Guild is a Pathfinder Society Scenario designed for ist- to 5th-level 
  characters (Tier 1-5; Subtiers 1-2 and 4-5). 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 makes use of the Pat1'!finder RPG Core Rulebook, the Pat1'!finder RPG Bestiary, the Pat1'!finder RPG Bestiary 2, 
  the Pat1'!finder RPG Advanced Player's Guide, the Path.finder RPG Advanced Race Guide, and the Path.finder RPG GameMastery 
  Guide. These rules can be found online for free as part of the Pathfinder Roleplaying Game Reference Document at 
  paizo.com/prd. 
  Paizo Publishing, LLC 
  7120 185th Ave NE, Ste 120 
  Redmond, WA 98052-0577 
  paizo.com/pathfindersociety 
  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. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version i.oa, Section i(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as 
  defined in the Open Gaming License version i.oa Section i(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission. 
  Pathfinder Society Scenario #4-01: Rise of the Goblin Guild© 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, Paizo, the Paizo golem logo, 
  Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, 
  Pathfinder Module, Pathfinder Player Companion, Pathfinder Role playing Game, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. 
  
  RISE OF THE GOBLIN GUILD 
  BY MATTHEW GOODALL 
  ----@----
  A
  new criminal element is on the rise in Magnimar. 
  Below the city's streets a new thieves' guild is 
  growing, comprised entirely of goblins under the 
  leadership of a menacing bugbear brute named Inoklar. 
  In the past, Inoklar served as a lieutenant and enforcer 
  for one of Riddleport's crime lords, and she observed 
  and learned much of how an organized crime syndicate 
  operates. After committing numerous random murders 
  purely for her own feral pleasure, Inoklar was forced to 
  leave Riddleport when one of her victims turned out be 
  extremely well connected to the city's overlord. Upon her 
  return to her birthplace in the Magnimar hinterlands, 
  Inoklar realized that she could take Magnimarian sewer 
  goblins, with their tenacious gift of getting into places 
  one might otherwise consider inaccessible, and form 
  them into an effective guild of thieves, similar to those 
  she had served in Riddleport. 
  Normally, the sewer-dwelling goblins of Magnimar 
  subsist merely as scavengers in small family groups, 
  but due in large part to the bugbear's domineering 
  personality, Inoklar was able to enlist a sizable number 
  of goblins into a burgeoning thieves' guild which she 
  calls the Nightsoil Marauders. Her initial efforts have 
  been surprisingly successful, and word of the Nightsoil 
  Marauders has spread from goblin to goblin through 
  the sewer tunnels ofMagnimar and even beyond, to the 
  goblin tribes of the Mushfens. 
  Inoklar's foremost plan is to expand her guild's 
  influence by starting an all-out war between Magnimar's 
  criminal elements. She intends to commit a series of grisly 
  murders of underworld figures and their families, and 
  subtly leave clues at these crime scenes implicating rival 
  factions. She expects to have groups like the hotheaded 
  Sczarni, the Shoanti gangs, and the Night Scales at each 
  other's throats before long. Inoklar's other schemes 
  include using the pyromaniacal nature of her goblin 
  minions to demand "fire insurance" protection money 
  from businesses and to stockpile enough incendiaries 
  to start a widespread fire in the city above, with the aim 
  of weakening or wiping out any organization opposing 
  hers. When the smoke clears, the Nightsoil Marauders 
  can move in to seize power. 
  Rise of the Goblin Guild takes place in Magni mar, the City 
  of Monuments, on the Lost Coast of Varisia. For more 
  information on Magnimar and Varisia, see the Pathfinder 
  Campaign Setting books Inner Sea World Guide; Magnimar, 
  City of Monuments; and the forthcoming Pathfinder Player 
  Companion: Varisia, Birthplace of Legends; all available in 
  bookstores and hobby stores everywhere, and online at 
  paizo.com. 
  • 
  The Asp is Consortium and the Pathfinder Society are also 
  a part oflnoklar's designs on the city-she sees them as rival 
  "smuggling operations" and means to drag them into the 
  impending conflict by setting them against Magnimarian 
  criminal gangs as well as each other. Currently, Inoklar has 
  given orders to her goblin agents to steal distinctive trinkets 
  (which she later plans to plant in incriminating locations) 
  from various groups in the city, including the Pathfinders 
  based at Heidmarch Manor. 
  SUMMARY 
  The adventure begins as the PCs arrive at the Varisia 
  Pathfinder Lodge at Heidmarch Manor in the city of 
  Magnimar. Venture-Captain Sheila Heidmarch wants 
  a team of Pathfinders on-call at the lodge at all times, 
  and the PCs have been assigned to Heidmarch Manor for 
  this purpose. While on call, the PCs will share lodgings 
  
  PATHFINDER SOCIETY SCENARIO 
  Rise of the Goblin Guild makes use of the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 
  2, Pathfinder RPG Advanced Player's Guide, Pathfinder RPG 
  Advanced Race Guide, and Pathfinder RPG GameMastery 
  Guide. The adventure assumes the GM has access to these 
  sourcebooks and only rules contained in the Pathfinder 
  RPG Advanced Race Guide are reprinted herein. In addition 
  to being available for purchase in bookstores and game 
  stores worldwide, all rules referenced in this adventure 
  can be found in the free online Pathfinder Reference 
  · Document at paizo.com/prd. 
  with each other in Bakrakhan House, one of four small 
  cottages called the Thassilonian Houses, each named 
  for an ancient Thassilonian kingdom, constructed for 
  visiting Pathfinders and guests of the lodge. 
  Entering their new home, the PCs find a goblin 
  rifling through a wardrobe in the upstairs sleeping 
  quarters. This goblin, a young female named Ekkie, 
  recently arrived in Magnimar and has been given the 
  challenge of stealing from the Society as an initiation 
  test to determine whether she's worthy of joining the 
  Nightsoil Marauders. Ekkie flees over the manor wall 
  and a wild chase ensues through the streets of the well­
  to-do Alabaster district. 
  Ekkie surrenders when the PCs catch her or prevent 
  her from escaping into the sewers, allowing them to 
  capture and interrogate her for information. When Sheila 
  Heidmarch hears of the attempted robbery, she orders the 
  PCs to get to the bottom of the matter. She wants the PCs 
  to find the lair of these Nightsoil Marauders, eliminate 
  any threat they pose to the Pathfinders, and discover why 
  the goblin guild is targeting the Society. 
  While Ekkie doesn't know much about the Nightsoil 
  Marauders, she can be convinced to lead the PCs to the 
  guild's headquarters in the sewers by following the route 
  she took during her initiation. Being completely illiterate 
  and more than a little unstable (even for a goblin), Ekkie 
  can't just tell the PCs how to get there, she needs to show 
  them, meaning the Ekkie has to come with the PCs on 
  their adventure. 
  Following Ekkie's information, the PCs make their way 
  to the Mariska Knackery in Lowcleft District, where they 
  have to convince the owner, Tersus Mariska, to reveal that 
  the goblin guild is threatening him, forcing him to pay 
  protection in the form of tasty meat and offal, and using 
  the knackery's sewer drain as a means of getting up into 
  the city's streets unseen. 
  The PCs must infiltrate the lair of the Nightsoil 
  Marauders, meeting resistance from higher ranking 
  guild members including Yarak, a goblin alchemist 
  tasked with creating alchemical substances to further the 
  guild's plans, and Versevosh, a goblin warchanter who's 
  an expert at performing rude insulting songs to distract 
  and fluster his adversaries. Finally, the PCs must battle 
  the leader of the Nightsoil Marauders, the daunting 
  bugbear Inoklar, who revels in the scent of her foes' fear. 
  Only by defeating her can the PCs truly foil the rise of the 
  goblin guild. 
  Goblin Weapons 
  Goblins are nothing if not inventive, and two of their most 
  notorious inventions, the dogslicer and the horsechopper, 
  are presented below. Many of the goblins encountered in 
  Rise ef the Goblin Guild are equipped with these weapons. 
  Stats for both dogslicers and horsechoppers appear in the 
  Goblin Weapons sidebar on page 5. 
  GETTING STARTED 
  Read or paraphrase the following passage to get the 
  adventure underway: 
  "Welcome to Varisia, welcome to the city of Magnimar, 
  welcome to the Pathfinder Lodge of Heidmarch Manor, but 
  most importantly, welcome to my home." Venture-Captain 
  Sheila Heidmarch greets you in her low, breathy voice, finishing 
  with a warm smile. 
  "Varisia is a land of ancient wonders and exciting 
  possibilities," she continues, "and I've found it most helpful 
  to keep a team of Pathfinders on call at the lodge at all 
  times, should anything of interest to the Society come up 
  unexpectedly. This assignment is only temporary. We'll rotate 
  in a new team to take your places in a few weeks, but rest 
  assured, there's plenty of potential for you to make a name for 
  yourselves as Pathfinders here. 
  "I've arranged for you to stay in Bakrakhan House, one of our 
  guest cottages, for the duration of your stay here. It's currently 
  unoccupied, so you'll have the place to yourselves. You're on 
  duty starting tomorrow morning, so take some time to settle in, 
  wrap up any unfinished business you have in the city today, and 
  should the Society have need of you, I'll contact you directly. 
  "Ebrylis, if you could show them the way, please," Sheila says 
  as she turns and departs. 
  A half-elf guardsman steps forward. "This way, please," 
  Ebrylis says. "Bakrakhan House is the last house on the end. 
  I'm sure you'll want to unpack, set up your bunks, and so on. 
  Dinner's at sunset in the manor's dining room. Look for me at 
  the gate if you need anything else. I'll leave you to it." With that, 
  Ebrylis strolls back down the path. 
  Ebrylis is the Heidmarchs' gate guard. He guides the 
  PCs around the manor to the back, where three stone 
  cottages stand beside a path. He leaves the PCs at the 
  
  RISE OF THE GOBLIN GUILD 
  GOBLIN WEAPONS 
  ' 
  Martial Weapons 
  Cost 
  Dmg (S) Dmg {M) 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Light Melee Weapons 
  Dogslicer 
  8 gp 
  ld4 
  1d6 
  19-20/x2 
  -
  l lb. 
  s 
  Fragile* 
  Two-Handed Melee Weapons 
  Horsechopper 
  10 gp 
  ld8 
  1d10 
  x3 
  -
  12 lbs. 
  P or S 
  Reach, trip 
  *Fragile Weapons: A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. 
  If a fragile weapon is already broken, rolling a natural 1 destroys it instead. Unless otherwise noted, masterwork or magical fragile 
  � weapons lack these flaws . 
  . - \. 
  door to Bakrakhan House. The Magnimar Lodge has 
  arrangements with a nearby ostler if the PCs have large 
  mounts or animal companions that require stabling. Both 
  Sheila and Ebrylis are happy to answer any questions the 
  PCs might have and make them feel comfortable in their 
  new posting. 
  Faction Notes: Shadow Lodge faction PCs can pass the 
  codes to Ebrylis with a Sleight of Hand check opposed 
  by Perception checks of any PCs who happen to be 
  watching. They can also do this later while Ebrylis is on 
  guard duty at the gate with a DC 15 Stealth or Sleight of 
  Hand check. Successfully passing the codes to Ebrylis 
  without being detected earns Shadow Lodge faction PCs 
  1 Prestige Point. 
  Settling In 
  Bakrakhan House is a cozy stone cottage with a slate­
  shingled roof and stained glass windows depicting 
  colorful Varisian designs. The ground floor consists of a 
  den centered around a wide stone hearth, a small kitchen 
  with a side dining area, and an exterior sun porch. The 
  second-story loft contains private sleeping quarters for 
  up to eight people. 
  The PCs can leave their gear upstairs, then spend the 
  rest of the day exploring the city. The PCs can spend this 
  time completing their faction missions. Give each of the 
  players a minute or two to describe his or her PCs' actions 
  and resolve any skill checks necessary for the character to 
  complete his or her faction mission. Once each of the PCs 
  has had a chance to complete his or her faction mission, 
  the party should return to Bakrakhan House. 
  Faction Notes: Andoran faction PCs need to obtain 
  an audience with Valanni Krinst, requiring a successful 
  DC 15 Diplomacy or Knowledge (nobility) check (every 5 
  gp of bribes adds a cumulative +i bonus to this check). 
  Once an audience is secured, the PCs must make a 
  successful DC 12 Diplomacy or Intimidate check to 
  convince Krinst to expedite the Andoran Embassy's 
  paperwork. Successfully removing this bureaucratic red 
  tape earns Andoran faction PCs 1 Prestige Point. 
  Cheliax faction PCs who visit Versade Villa must 
  make successful DC 12 Disguise checks to masquerade 
  .r :1 
  as couriers, followed by a successful DC 15 Bluff check to 
  imply a romance between Zarta Dralneen and Savasha 
  Versade. Successfully spreading such scandalous rumors 
  earns Cheliax faction PCs 1 Prestige Point. 
  Grand Lodge faction PCs can draw a map of the 
  exterior of the Bronze House by succeeding at a DC 15 
  Knowledge (engineering) check or a DC 25 Perception 
  check. Successfully completing the map earns Grand 
  Lodge faction PCs 1 Prestige Point. 
  Lantern Lodge faction PCs who ask around about the 
  Kaijitsu family and make a successful DC 15 Diplomacy 
  check to gather information or Knowledge (nobility) 
  check find out that the family has permanently moved to 
  Sandpoint. Correctly assessing the abandoned Kaijitsu 
  Villa in Naas requires a successful DC 15 Appraise check. 
  Learning the family's present location and successfully 
  appraising the villa earns Lantern Lodge faction PCs 1 
  Prestige Point. 
  Osirion faction PCs searching the library at Heid march 
  Manor or inquiring about the book they seek discover 
  that the treatise has been lent out to Almya Gorganal, 
  a disagreeable Chelish Pathfinder staying at the lodge. 
  Convincing her to return the book requires a successful 
  DC 14 Diplomacy or Intimidate check. Acquiring the 
  treatise and delivering it to the Bazaar of Sails in Dockway 
  earns Osirion faction PCs 1 Prestige Point. 
  Qadira faction PCs inquiring about Midnight Milk 
  at the Dreaming Dryad must succeed at a DC 20 Sense 
  Motive check to correctly read Vert Klydus's expression. 
  Successfully observing his reactions earns Qadira faction 
  PCs 1 Prestige Point. 
  Sczarni faction PCs need to personally deliver Guaril's 
  gift and message to Jaster Frallino in Lowcleft. Getting past 
  Frallino's guards requires a successful DC 19 Bluff check, 
  DC 25 Diplomacy check, or DC 16 Intimidate check. PCs 
  who can speak Varisian gain a +2 bonus on this check if 
  they converse with the guards in the guards' native tongue, 
  and an additional +2 bonus if they dress like Varisians. 
  Jaster responds to the gift by saying, "I hope cousin Karela 
  can find time to journey to Magnimar. Send him my 
  respects." Delivering Guaril's gift and relaying Frallino's 
  response earns Sczarni faction PCs 1 Prestige Point. 
  
  Goblin in the House 
  Once the PCs have dealt with any business they have in 
  the city, they can return to Bakrakhan House, where a 
  new initiate of the Nightsoil Marauders-a goblin named 
  Ekkie-is currently rifling through their belongings. 
  When at least one of the PCs heads upstairs, have all of 
  the PCs make DC i6 Perception checks (DC 23 in Subtier 
  4-5). PCs downstairs take a -3 penalty for distance on this 
  check and those outside but still near the cottage take a 
  -6 penalty. PCs who succeed at this check can act in the 
  surprise round. PCs upstairs who succeed at the check see 
  a goblin rummaging through a wardrobe in the sleeping 
  quarters. Unless all of the PCs in the cottage have been 
  particularly stealthy, assume Ekkie hears them as they 
  reach the top of the stairs. Otherwise, she needs to make 
  a Perception check opposed by the PCs' Stealth checks to 
  act in the surprise round. When Ekkie sees the PCs, she 
  emits a surprised squeak and bolts for a nearby window. 
  CATCH THAT GOBLIN! 
  This encounter uses the chase rules from page 232 of the 
  PatYifinder RPG GameMastery Guide. Each square on page 9 
  represents approximately 30 feet of distance between Ekkie 
  and the PCs, and the PCs must close to within 30 feet of her 
  (i.e., in the same square) in order to catch her. You can use the 
  full-page chase diagram as a visual aid to help the PCs track 
  their progress and judge their distance from her. Depending 
  on their location at the beginning of the encounter, the 
  PCs begin on either the House Upstairs square, the House 
  Downstairs square, or the Outside the House square. Allow 
  them to place their minis on their respective squares, using 
  the diagram as a simple game board. 
  Creature: Ekkie is a young female goblin with bluish­
  gray skin and bits of bone jewelry. She is a member of 
  the Nightsoil Marauders sent to steal items from the 
  Pathfinder Society. Ekkie begins in the House Upstairs 
  square but unlike those PCs upstairs, she is already close 
  to an open window and doesn't need to spend a move 
  action to move through the square. She attempts the 
  square's Drop, Tumble, and Roll obstacle as a standard 
  action in the surprise round to exit the square and move 
  to the Manor Outer Wall square. 
  Thereafter, Ekkie takes a move action each round to move 
  through a square and a standard action to face that square's 
  first obstacle. She never tries to move three squares. When 
  Ekkie reaches the Busy Street square, if she can see PCs 
  climbing over the manor wall after her, she takes a standard 
  action to fling a sphere from her stolen necklace ef .fireballs at 
  them. In Subtier i-2, the resulting fiery explosion astonishes 
  Ekkie so much she wastes her next move action staring at 
  
  RISE OF THE GOBLIN GUILD 
  it, mouth agape. When Ekkie reaches the City Watch Patrol 
  square, she hurls another sphere from her necklace ef.fireballs 
  back at the busy street, panicking nearby people and animals, 
  which increases the DCs of obstacles in the Busy Street, 
  Rearing Horse, and City Watch Patrol squares by +2. 
  If the PCs cut off Ekkie's escape by reaching the 
  Nightsoil Alley square before her, she surrenders. If the 
  PCs catch up to Ekkie and engage her in melee combat, 
  she also surrenders if reduced to 12 hit points or fewer (20 
  hit points or fewer in Subtier 4-5). 
  Subtier 1-2 (CR 2) 
  EKKIE 
  CR 2 
  Female goblin expert 4 (Pathfinder RPG Bestiary 156) 
  NE Small humanoid (goblinoid) 
  lnit +3; Senses darkvision 60 ft.; Perception +6 
  DEFENSE 
  AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +I size) 
  hp 22 (4d8+4) 
  Fort +i, Ref +4, Will +3 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk dogslicer +4 (1d4+i/19-20) 
  TACTICS 
  During Combat Ekkie attempts to flee, continuing the chase, 
  using Acrobatics to avoid attacks of opportunity from 
  nearby PCs. 
  Morale Ekkie surrenders if someone successfully pins her, if 
  she is reduced to 12 hit points or fewer, or if a PC blocks her 
  escape by getting to the Nightsoil Alley square before her. 
  STATISTICS 
  Str 12, Dex 16, Con 10, Int 9, Wis 8, Cha 9 
  Base Atk +3; CMB +5; CMD 16 
  Feats Agile Maneuvers, Weapon Finesse 
  Skills Acrobatics +io, Disable Device +io, Escape Artist +io, 
  Linguistics +4, Perception +6, Ride +7, Sleight of Hand +8, 
  Stealth +i6 
  Languages Common, Goblin, Varisian 
  Combat Gear necklace of fireballs type II (with two 2d6 
  spheres remaining), potion of cure light wounds; Other 
  Gear masterwork studded leather, masterwork dogslicer, 
  way.finder, backpack, cage-brother's skull, horse meat 
  rations from the Mariska Knackery (3 days' worth), 
  masterwork thieves' tools 
  Subtier 4-5 (CR 5) 
  EKKIE 
  cRs 
  Female goblin expert 3/ranger 3 (Pathfinder RPG Bestiary 156) 
  NE Small humanoid (goblinoid) 
  lnit +4 (+6 in urban terrain); Senses darkvision 60 ft.; 
  Perception +8 (+10 in urban terrain) 
  DEFENSE 
  AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +I size) 
  hp 55 (6 HD; 3d10+3d8+21) 
  Fort +7, Ref +9, Will +4 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk dogslicer +10 (1d4+i/19-20), mwk dogslicer +10 
  (1d4/19-20) or 
  mwk dogslicer +12 (1d4+i/19-20) 
  Special Attacks favored enemy (animals +2) 
  TACTICS 
  During Combat Ekkie attempts to flee, continuing the chase, 
  using Acrobatics to avoid attacks of opportunity from 
  nearby PCs. 
  Morale Ekkie surrenders if someone successfully pins her, if 
  she is reduced to 20 hit points or fewer, or if a PC blocks her 
  escape by getting to the Nightsoil Alley square before her. 
  STATISTICS 
  Str 12, Dex 19, Con 14, Int io, Wis 8, Cha 10 
  Base Atk +5; CMB +5; CMD 19 
  Feats Endurance, Toughness, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (dogslicer) 
  Skills Acrobatics +13, Disable Device +15, Escape Artist +13, 
  Linguistics +5, Perception +8 (+10 in urban terrain), Ride +8, 
  Sleight of Hand +9, Stealth +21 (+23 in urban terrain), 
  Survival +4 (+6 in urban terrain) 
  
  PATHFINDER SOCIETY SCENARIO 
  Running a chase in a fast, cinematic manner is easy. 
  Just remember that all participants have the following 
  options each round. For more details on running a chase 
  using this system, see page 232 of the Pathfinder RPG 
  GameMastery Guide. 
  At the start of the chase, have all participants roll 
  initiative to determine the order in which they move. It 
  takes a move action to move through a single square. 
  When a character exits from a square, he must choose 
  one of that square's two obstacles to face as a standard 
  action before moving to the next square. Instead of exiting 
  a square, a character can choose to take another action not 
  directly related to navigating the chase's course, such as 
  casting a spell or drawing a weapon. 
  A character may attempt to move three squares during 
  his turn by taking a full-round action, effectively bypassing 
  the second square and moving straight into the third 
  from his starting position. That character must overcome 
  both obstacles on the square he is leaving. In this case, if 
  a character fails either obstacle check by 5 or less, he only 
  moves one square forward and his turn ends. If a character 
  fails either obstacle check by more than 5, he cannot move 
  at all that turn. A character unfortunate enough to fail two 
  obstacle checks in a turn becomes mired in his current 
  square. A mired character must spend another full-round 
  action becoming unmired, effectively losing his next turn. 
  A character can also choose to make a ranged attack 
  or cast a spell during his turn in a chase. If the action is 
  a full-round action, he can't move at all. Use the number 
  of squares and their established distances (in this case, 30 
  feet) to determine ranges as necessary. The terrain where 
  the chase takes place might provide the target partial 
  or even full cover or concealment. A character can only 
  choose to make melee attacks against targets that are in 
  the same square. 
  Any character involved in the chase gains a +2 cumulative 
  bonus on all chase checks for each 10 feet by which her 
  speed exceeds 30 feet, or takes a -2 cumulative penalty for 
  . each 10 feet by which it is slower than 30 feet. 
  Languages Common, Goblin, Varisian 
  SQ favored terrain (urban +2), track +I, wild empathy +3 
  Combat Gear necklace of fireballs type I, potion of blur, potion 
  of cure moderate wounds; Other Gear +I studded leather, 
  masterwork dogslicers (2), cloak of resistance +I, way.finder, 
  masterwork thieves' tools, backpack, cage-brother's skull, 
  horse meat rations from the Mariska Knackery (3 days' worth) 
  Development: If the PCs manage to capture Ekkie, 
  they can return with her to Heidmarch Manor and 
  question her (see Questioning the Thief below). IfEkkie 
  escapes into the sewers, she discards her backpack when 
  it becomes stuck as she squeezes down the drainpipe. If 
  the PCs search the pack, they find it contains a polished 
  goblin skull and rations of horse meat, wrapped in 
  cloth marked with the symbol of a horse's silhouette 
  with a variety of lines dissecting it. A successful DC 20 
  Knowledge (local) check or a successful DC 20 Diplomacy 
  check to gather information by asking around the city 
  identifies the symbol as that of the Mariska Knackery. 
  If the PCs kill Ekkie, they can find the same clues by 
  searching Eklde's corpse. 
  Treasure: Ekkie's necklace of .fireballs and way.finder were 
  stolen from Shalast House, one of Heidmarch Manor's 
  other Thassilonian Houses, and belong to Joadric 
  Heimurl (NG male Kellid barbarian 2/fighter 3), a loud 
  brash man staying at the lodge. The way.finder has his 
  name inscribed in it. If returned to their rightful owner, 
  J oadric heartily thanks the PCs for the return of his gear, 
  and offers them the necklace of .fireballs in gratitude for 
  their capture of the thief and the return of his way.finder. 
  In Subtier 1-2, Joadric also loans the PCs an everburning 
  torch if they look like they need a magical light source. 
  Rewards: If the PCs defeat Ekkie, either by capturing 
  her of killing her, reward each subtier thusly: 
  Subtier 1-2: 
  Give each PC 111 gp. 
  Subtier 4-5: 
  Give each PC 428 gp. 
  QUESTIONING THE THIEF 
  As soon as Sheila Heidmarch hears of the break-in, she 
  asks the PCs to give her a brief report. She directs the 
  PCs to investigate and get to the bottom of the matter. 
  If the PCs captured Ekkie, Sheila suggests they start by 
  interrogating the goblin to find out what the creature 
  knows, including who she works for, and why she was 
  robbing the lodge. If the PCs killed Ekkie or she escaped, 
  Sheila suggests that the PCs follow up on the only clue 
  found in the goblin's possession, the horse meat from the 
  Mariska Knackery. 
  Interrogation 
  When the PCs interrogate Ekkie, she initially tries to 
  pretend she only speaks Goblin. If none of the PCs speak 
  Goblin, they can easily catch her out by saying something 
  in Common to catch her off her guard and making a 
  successful Bluff check opposed by Ekkie's Sense Motive 
  check, or by watching her reactions to the conversation 
  with a successful Sense Motive check opposed by her 
  Bluff check. 
  Ekkie is an accomplished but adolescent goblin from 
  the Wind Whisper tribe in the Mushfens. The tribe 
  
  DROP, TUMBLE, 
  AND ROLL 
  (Acrobatics DC 15) 
  SCRAMBLE DOWN 
  THE WALL 
  (Climb DC 20) 
  �@nm� 
  SQUEEZE 
  THROUGH A BREAK 
  (Escape Artist DC 15) 
  UP AND OVER 
  (Climb DC 15) 
  FINISH LINE! 
  (No Obstacles) 
  NO OBSTACLES 
  �� 
  SHOVE PEOPLE 
  ASIDE 
  (CMB DC 13) 
  OUT OF MY WAY! 
  (Intimidate DC 12) 
  SQUEEZE DOWN 
  THE DRAINPIPE 
  (Escape Artist DC 20) 
  FORCE OPEN 
  CORRODED GRATE 
  (Strength DC 15) 
  NO OBSTACLES 
  �� 
  DART BETWEEN 
  ITS LEGS 
  (Acrobatics DC 15) 
  GRAB THE REINS 
  (Ride DC 20) 
  @t}y�� 
  BLEND IN WITH 
  PASSERSBY 
  (Stealth DC 15) 
  FAST-TALK THE 
  SERGEANT 
  (Bluff DC 12) 
  considers her somewhat peculiar, even by their strange 
  standards. Ekkie isn't as cruel as other goblins, mostly 
  because she was almost always on the receiving end of her 
  tribe mates' malicious games, but she's still conniving, 
  greedy, superstitious, vicious, and enjoys cutting up 
  and killing defenseless animals. She carries the skull of 
  her dead cage-brother Plarg (they grew up in the same 
  cage) everywhere. She nervously pats the skull and holds 
  extended conversations in Goblin with it, as in the 
  following example. 
  "Plarg, the nasty longshanks are going to eat us." "Yes, they 
  are! See how they're looking at us with their beady little eyes." 
  "I know you'll protect me Plarg." "Plarg says I'm poisonous 
  and full of disease, and if you eat me, you'll die!" 
  The PCs can persuade Ekkie to talk with successful 
  Diplomacy or Intimidate checks. Her initial attitude is 
  hostile toward any PC who dealt lethal damage to her, 
  visibly owns a horse or dog, or has demonstrated the ability 
  to read or write. Toward all other PCs, her initial attitude 
  
  PATHFINDER SOCIETY SCENARIO 
  is unfriendly. As the PCs question Ekkie, keep track of 
  her attitude toward each individual PC. The PCs can also 
  improve her attitude with basic considerate actions. 
  Ekkie's attitude improves by one step toward a PC for 
  the following: 
  • Healing her wounds. 
  • Returning a portion of her gear. She doesn't expect to 
  get her weapons back, but she appreciates the return of 
  her armor or thieves' tools. 
  • Untying her or making her more comfortable. 
  • Returning her cage-brother's skull. 
  • Giving her good food (either spicy or salty). 
  • Other things a goblin would typically appreciate (like a 
  big fire), at the GM's discretion. 
  Malicious actions against Ekkie or dealing damage to 
  her worsen her attitude by at least one step, but verbal 
  intimidation doesn't (Ekkie is expecting this). If any PC 
  tries to write notes during the interview, Ekkie looks 
  aghast and repeatedly screams, " Stop stealing my words!" 
  Her attitude toward that PC automatically worsens by one 
  step. If a PC breaks her cage-brother's skull, she becomes 
  incredibly hostile toward that PC. From that point on, 
  nothing that PC does can ever improve Ekkie's attitude 
  toward him or her. 
  Once she starts, Ekkie is an extremely talkative goblin, 
  but the problem is keeping her erratic, simplistic mind 
  on topics useful to the investigation. Ekkie begs, pleads, 
  and whines for better treatment, hinting she'll tell the 
  PCs what they want to know in return. Once at least one 
  PC has improved Ekkie's attitude to friendly or better, 
  she gradually reveals the following: 
  "Even out in the swamp, we heard stories about the Nightsoil 
  Marauders-a gang of goblins in the longshanks city. When 
  Murg tried to bite off my ear-again!-1 left the swamp and 
  came to the city to join up. I met some other goblins outside 
  the city and they sneaked me inside. They took me through 
  the smelly tunnels and made me wait outside their lair. An 
  important-looking goblin with a big, dangly hat came out 
  and stared at me. He said his name was Versevosh. I thought 
  he was the boss, but he said that the big boss is much scarier 
  than him. Versevosh said rude things about me and my 
  tribe and said I'd have to prove myself if I wanted to join the 
  gang. He said I'd have to steal shiny things from a tribe of 
  longshanks in the city. He showed me drawings of what to 
  look for." 
  If asked, Ekkie draws the pictures she was shown-the 
  Glyph of the Open Road and a way.finder. 
  "The other goblins showed me the way through the smelly 
  tunnels to the horse-killing place. I like that place, 'cause they 
  cut up horses there and you can see their insides and I got 
  lots of dead horse to eat. The goblins said to steal from the 
  big house then go back to the horse-killing place, then they 
  ran off. It was almost sunrise and I could hear longshanks 
  so I hid. Later I sneaked up to the big house and took some 
  shiny things from the small houses, but then you caught me. 
  Ekkie isn't in a great position to bargain, but she 
  offers to lead the PCs to the horse-killing place and from 
  there guide them through the sewers to the lair of the 
  Nightsoil Marauders if they let her go free outside of the 
  city. Ekkie is incapable of describing the route accurately, 
  so she must accompany the PCs to show them the way. 
  Taking a stroll through the streets of Magnimar with 
  a goblin is sure to attract the wrong kind of attention, 
  so the PCs will likely need to disguise Ekkie or conceal 
  her in some way. If the PCs don't think of it themselves, 
  Sheila suggests hiding Ekkie in a container of some 
  kind-a backpack, sack, or barrel-provided that she 
  can still see enough to give them directions. 
  Diplomacy or Knowledge (local) 
  The PCs might know or be able to find out information 
  about the goblins in and around Magnimar. 
  5+ Goblins are insane and sadistic. They both hate and 
  fear dogs and horses, and adore fire and destruction. 
  10+ The Breakbag goblin tribe live somewhere in the 
  Mushfens near Magnimar. These goblins love the sound 
  of smashing glass and collect bags of broken glass. The 
  rarely seen Wind Whisper tribe lives many miles to the 
  east, deep in the Mushfens. 
  15+ The sewer goblins living beneath Magnimar 
  don't normally form large tribes or organizations. They 
  typically survive as scroungers in small family groups. 
  20+ Magnimarian sewer goblins are renowned 
  for getting into places one might otherwise consider 
  completely inaccessible. 
  25+ Sewer goblins are often known to lair in 
  abandoned secret workshops or old thieves' hideouts in 
  the sewers. This can make them dangerous to tangle with 
  as they often utilize defenses left behind by their lairs' 
  previous inhabitants. 
  Once the PCs have concluded their questioning, Sheila 
  directs the PCs to find the headquarters of these goblins, 
  stamp out any threat the goblins pose to Pathfinder 
  operations in Magnimar, recover any stolen artifacts 
  they find, and discover why the goblins are targeting the 
  Pathfinder Society. 
  Faction Notes: Silver Crusade faction PCs can set 
  Ekkie on the path to possible redemption by changing 
  her attitude toward them to friendly or helpful. 
  Successfully befriending Ekkie earns Silver Crusade 
  faction PCs i Prestige Point. 
  
  RISE OF THE GOBLIN GUILD 
  THE MARISKA KNACKERY 
  Following Ekkie's directions, or following up on the 
  clue found in her backpack, the PCs head to the Mariska 
  Knackery in Magnimar's Lowcleft district. The knackery 
  stands on the northern edge of the district, two blocks 
  west of the Matador's Lodge. Lame or old horses, as well 
  as animals and beasts maimed or used up in events at the 
  Serpent's Run arena or the Matador's Lodge, are brought 
  to the knackery to be slaughtered and dismembered, and 
  their meat and other remains are sold off. 
  On their way into the knackery, the PCs can make DC 15 
  Perception checks to notice the burned remains of a large 
  shed off to one side ofthe main building. This was an object 
  lesson from the Nightsoil Marauders, who threatened to 
  burn down the knackery unless the owner agreed to help 
  them by providing them with supplies of offal and other 
  meat and allowing them to use the knackery's sewer drain 
  as a hidden means of getting up onto the city's streets. 
  Tersus Mariska, a middle-aged man of mixed Varisian/ 
  Chelish ancestry who stands just over 5-1/2 feet tall, runs 
  the knackery. He sports a graying walrus-like mustache 
  and speaks with a heavy Varisian accent. 
  TERSUS MARISKA 
  N male human commoner 2/expert 2 
  Skill DCs Bluff DC 16; Diplomacy DC 15 (indifferent); 
  Intimidate DC 16; Stealth DC 16 
  Will Save +s 
  If Ekkie is with the PCs, she identifies Tersus as the 
  "longshanks horse-killer," having caught a glimpse of 
  him when she came up from the sewers. Drool drips down 
  her chin in the presence of all the meat in the knackery, 
  and she steals some if she can get away with it. Ekkie's 
  attitude improves by one step toward any PC who gives 
  her a large chunk of fresh horse meat. 
  If questioned, Tersus initially denies any knowledge of 
  goblins and refuses access to his slaughterhouse, but the 
  PCs can see through his bluff with a DC 15 Sense Motive 
  check, noticing that he seems very anxious. The PCs can 
  make Diplomacy or Intimidate checks to get Tersus to 
  talk. His initial attitude is indifferent. IfEkkie's presence 
  is revealed, Tersus becomes noticeably flustered, granting 
  the PCs a +2 circumstance bonus on all skill checks against 
  him. Speaking his father's native tongue (Varisian) puts 
  Tersus more at ease, granting the speaker a +2 bonus on 
  Diplomacy checks with him. 
  If the PCs improve Tersus' attitude to friendly or better 
  he reveals the following. 
  "What could I do? Those little vermin have got me right where 
  they want me! At first, I tried locks and bars to stop them, but 
  the thefts got worse. If there's any way in, they'll find it!. Then 
  There are more goblins in the guild's lair than the PCs face 
  in the following encounters, but these other goblins run 
  at the first sign of danger. They figure that if the guild's 
  chosen protectors can't stop the longshank invaders, then 
  they certainly won't. The PCs might catch glimpses of 
  goblins scampering away or hear them scuttling around in 
  the distance. Any goblins able to flee a fight with the PCs 
  . also join this retreat and don't bother the PCs again. 
  the big, creepy one, at least a foot taller than me, came one 
  night. It put the fear right into me, I'll tell you, lurking there in 
  the shadows with its snuffling breath and twitching ears. It said 
  it knew exactly where my family lives and said it'd know if I tried 
  to go to the watch. Then they burned down my shed outside to 
  make their point. So I've had to go along with them, leaving the 
  best slabs of meat for them and ignoring the scurrying I hear 
  down in the cellars at night. If I don't, they'll burn down my 
  home and murder my family!" 
  If the PCs have made Tersus friendly, he shows the 
  PCs the sewer drain used by the goblins, but he doesn't 
  provide any other aid for fear of reprisal. If Ekkie isn't 
  with the PCs and the PCs made Tersus helpful, he also 
  offers the use of a bloodhound borrowed from a neighbor 
  to help them track the goblins through the sewers (use 
  stats for dog, Bestiary 87). 
  HEADQUARTERS OF THE 
  NIGHTSOIL MARAUDERS 
  If the PCs don't have Ekkie to guide them through the 
  sewers, it takes three successful DC 20 Survival checks 
  to follow goblin tracks back to the guild's lair. Each 
  successful check takes half an hour; each failed check 
  takes an hour as the PCs lose the trail and need to search 
  for more signs of goblin passage. For each hour the PCs 
  spend in the clammy, fetid tunnels, they must make 
  successful DC 8 Fortitude saves or gain the sickened 
  condition (additional failed saving throws don't worsen 
  this effect). Spending half an hour in an area of clean 
  air removes this condition. With Ekkie guiding the 
  PCs, it only takes three-quarters of an hour to reach the 
  Nightsoil Marauders' sewer headquarters. 
  The complex was originally a secret alchemical and 
  construct workshop. After it was abandoned, a long­
  dead thieves' guild used its as a base. Now, Inoklar's new 
  guild of goblin thieves inhabits the complex. The stone 
  of the passages and chambers has crumbled in places 
  but is in no danger of collapse. The place reeks with 
  the rancid smells of goblin habitation but there is some 
  
  PATHFINDER SOCIETY SCENARIO 
  Make the following changes to 
  accommodate parties of only four PCs. 
  Subtier i-2: Remove one goblin tough. 
  Subtier 4-5: Remove two goblin sharpers. 
  ventilation, making the air less stale than the sewers. 
  Unless otherwise noted, the entire place is completely 
  dark, as the inhabitants use darkvision to see. Ekkie 
  was never allowed inside and has no knowledge of the 
  headquarters' layout. If the PCs leave Ekkie tied up 
  outside, she tries to wriggle free and follow stealthily 
  along behind them, rejoining them when they face 
  Inoklar in area A9. 
  Al. Sentry Point (CR 4 or CR 6) 
  The Nightsoil Marauders maintain a lookout in this 
  trapped corridor leading into their headquarters. 
  Creatures: A group of goblins is posted here as lookouts 
  (three goblins in Subtier 1-2, four in Subtier 4-5). One 
  goblin watches at the entrance to the sewers south of 
  the pit while the others stand guard on the north side 
  of the pit. These goblins aren't very attentive (-5 on their 
  Perception checks) and often distract themselves by 
  playing games of "rat-a-tat," which involves a preferably 
  live (but usually dead) rat, several pieces of wire, and a lit 
  torch with a nail in it. After combat, if Ekkie is with the 
  PCs, she happily explains in gory detail how the game 
  works and offers to play with the PCs. 
  When the goblins spot intruders, the goblin at the 
  entrance dashes back to the other goblins to defend the 
  tunnel. In addition, a slime mold covered in numerous 
  tiny yellow mushrooms lurks at the bottom of the pit trap 
  in the corridor (see Trap below). It engulfs anyone at the 
  bottom of the pit, including any goblins that happen to 
  fall in. 
  Trap: The conidor contains a concealed pit trap 15 
  feet north of the entrance. The goblins dispose of much 
  of their rubbish in the pit, and the slime mold at the 
  bottom of the pit thrives on the goblins' waste. The pit 
  trap's mechanism requires at least 50 pounds of weight 
  to open, so a single goblin can move across the area 
  without activating the trap. (The goblins have discovered 
  this fact by trial and error.) Six-inch-wide ledges on 
  either side of the conidor allow heavier creatures to 
  move through the corridor without triggering the pit, 
  or to cross the pit while it is open, with a successful DC 
  15 Acrobatics check. A large crank handle 15 feet north 
  of the pit resets the trap, which takes 2 minutes of hard 
  work. Slimy refuse covers the bottom of the pit making 
  it severely slippery and increasing the DC of Acrobatics 
  checks by 5. 
  Subtier 1-2 (CR 4) 
  CONCEALED PIT 
  CR 1 
  Type mechanical; Perception DC 20; Disable Device DC 20 
  EFFECTS 
  Trigger location; Reset manual 
  Effect lo-ft.-deep pit (1d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft. by 15-ft. area) 
  GOBLIN TOUGHS 3 
  CR 1 3 
  Use goblin warrior stats (Pathfinder RPG Bestiary 156) with 
  these changes: 
  hp 6 each 
  OFFENSE 
  Melee dogslicer +2 (1d4/19-20) 
  Ranged alchemist's fire +4 (1d6 fire) or 
  net +o (entangle) 
  TACTICS 
  During Combat Although the goblins carry bows, they quickly 
  switch to lobbing alchemist's fire at PCs who fall in the pit. 
  The goblins throw their nets at PCs at the edge of the pit 
  or balancing on a ledge to entangle them, then try to knock 
  them into the pit. 
  Morale The goblins flee if more than one PC makes it 
  successfully across the pit or if more than half their number 
  are slain. 
  STATISTICS 
  Combat Gear alchemist's fire (2), caltrops (2); Other Gear 
  dogslicer, net 
  YOUNG SLIME MOLD 
  CR 1 
  hp 22 (Pathfinder RPG Bestiary 2 249, 293) 
  Subtier 4-5 (CR 6) 
  HIDDEN PIT 
  CR 2 
  Type mechanical; Perception DC 25; Disable Device DC 20 
  EFFECTS 
  Trigger location; Reset manual 
  Effect 20-fl:.-deep pit (2d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-fl:. by 15-fl:. area) 
  GOBLIN SHARPERS 4 
  CR 1 2 
  Goblin rogue 1 (Pathfinder RPG Bestiary 156) 
  NE Small humanoid (goblinoid) 
  I nit +4; Senses darkvision 60 fl:.; Perception +3 
  DEFENSE 
  AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +i size) 
  hp 10 each (ld8+2) 
  Fort +1, Ref +6, Will -1 
  OFFENSE 
  Speed 30 fl:. 
  Melee dogslicer +5 (1d4+i/19-20) 
  
  Ranged alchemist's fire +5 (1d6 fire) or 
  net +i (entangle) or 
  shortbow +5 (1d4/x3) 
  Special Attacks sneak attack +id6 
  TACTICS 
  During Combat Although the goblins carry bows, they quickly 
  switch to lobbing alchemist's fire at PCs who fall in the pit. 
  The goblins throw their nets at PCs at the edge of the pit 
  or balancing on a ledge to entangle them, then try to knock 
  them into the pit. 
  Morale The goblins flee if more than one PC makes it across 
  the pit or if more than half their number are slain. 
  STATISTICS 
  Str 12, Dex 19, Con 13, Int 10, Wis 8, Cha 10 
  Base Atk +o; CMB +o; CMD 14 
  Feats Weapon Finesse 
  Skills Acrobatics +8, Bluff +4, Climb +5, Disable Device +8, 
  Escape Artist +8, Perception +3, Ride +8, Sleight of Hand +8, 
  Stealth +i6 
  Languages Goblin 
  SQ trapfinding +1 
  Combat Gear alchemist's fire (2), caltrops (2), potion of cure 
  light wounds (CL 3rd); Other Gear leather armor, dogslicer, 
  net, shortbow with 20 arrows, thieves' tools 
  SLIME MOLD 
  CR 2 
  hp 28 (Pathfinder RPG Bestiary 2 249) 
  Faction Notes: Taldor faction PCs can harvest healthy 
  yellowcap mushrooms from the slime mold in the pit 
  by making a successful DC 15 Knowledge (nature) check 
  or a DC 20 Survival check. Successfully harvesting the 
  mushrooms earns Taldor faction PCs l Prestige Point. 
  Rewards: If the PCs defeat the goblins and the slime 
  mold, reward each subtier thusly: 
  Subtier 1-2: 
  Give each PC 28 gp. 
  Subtier 4-5: 
  Give each PC 135 gp. 
  A2. Training Room 
  This room contains equipment for the guild's goblins to 
  practice their thieving skills including several human-sized 
  training dummies covered with bells for pickpocketing and 
  an obstacle course studded with sharp nails and jagged junk. 
  AJ. Sleeping Quarters 
  The guild's goblin thieves sleep here when not out 
  scavenging and stealing. Smelly bedding, moldy food, 
  
  PATHFINDER SOCIETY SCENARIO 
  Make the following changes to the encounter 
  accommodate parties of only four PCs. 
  Subtier i-2: Remove two goblin lab helpers. 
  Subtier 4-5: Remove two goblin lab assistants. 
  and rubbish lie scattered about. Any goblins here flee into 
  the sewers when they hear combat in area Ai. 
  A4. Laboratory (CR 3 or CR 6) 
  The ceiling of this room has partially collapsed, creating a two­
  story space to the west while exposing the chamber above to 
  the east. Rubble lies haphazardly about the place, with some 
  other larger pieces serving as tabletops for crude alchemical 
  apparatuses. Soot, scorch marks, and other chemical residues 
  cover many of the chamber's walls and other surfaces. A sizable 
  slab of jagged debris leans against the broken edge of the 
  upper level's floor in the room's center. The upper level seems 
  clear of wreckage and contains several wooden worktables. 
  Opposite the entrance, a set of stone steps that once rose to 
  the upper level are broken away halfway up their length. The 
  whole chamber smells of burnt oil and acrid chemicals. 
  This old storage area was once used to house 
  hazardous alchemical supplies, and now serves the 
  Nightsoil Marauders as an alchemical laboratory. The 
  ceiling in the upper level to the east is 10 feet high, 
  while the open area to the west is roughly 22 feet high. 
  The rubble workbenches stand around 2 feet high and 
  provide cover for Small creatures, or partial cover for 
  Medium creatures. Creatures can reach the upper level 
  by climbing up the stone slab with a successful DC 20 
  Climb check or by jumping for the top of the broken 
  stairs with a successful DC 12 Acrobatics check followed 
  by a successful DC 15 Climb check to pull oneself up. 
  Creatures who beat the Acrobatics DC by 2 0  or more land 
  on the upper level and don't need to make the Climb 
  check to pull themselves up. The goblins in the room 
  use a knotted rope that hangs down near the broken 
  stairs to get to the upper level (requiring a successful 
  DC 5 Climb check), but if aware of intruders, they pull 
  the rope up out of reach. 
  Creatures: This chamber is now the workroom of 
  Yarak, a goblin prodigy in the science of fiery explosions, 
  and several of his assistants. Impatient with his helpers, 
  Yarak works by himself on the upper level where he keeps 
  most of his costlier and scarcer alchemical components. 
  Yarak and his assistants are working here to create large 
  batches of alchemist's fire as part of the guild's plans 
  to take over the city's criminal underworld. So far, 
  Yarak has managed to train the other goblins enough 
  to prevent them from immolating themselves and to 
  produce sufficient flasks of alchemist's fire to supply 
  the current guild members. Yarak dislikes most of his 
  helpers and apart from occasionally shouting orders, 
  or yelling curses and insults if something goes wrong 
  below, he leaves them to their own devices. Conversely, 
  the other goblins are proud to be "firemakers" and ignore 
  Yarak's cantankerous outbursts, enthusiastically striving 
  to produce as much "burny stuff" as possible. The goblin 
  helpers gleefully attack when the PCs intrude, delighted 
  to test their creations. 
  IfEkkie is with the PCs, she stays out of the way, staring 
  in amazement at the beautiful pyrotechnics taking place. 
  If she can, Ekkie tries to furtively obtain at least one flask 
  of alchemist's fire after the battle. 
  Subtier 1-2 (CR 3) 
  GOBLIN LAB HELPERS 
  CR 1 3 
  Goblin warrior 1 (Pathfinder RPG Bestiary 156) 
  NE Small humanoid (goblinoid) 
  lnit +2; Senses darkvision 60 fl:.; Perception -1 
  DEFENSE 
  AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +i size) 
  hp 7 each (1d10+2) 
  Fort +3, Ref +2, Will -1; +4 Reflex to avoid catching on fire or 
  to put self out when on fire 
  OFFENSE 
  Speed 30 fl:. 
  Melee dogslicer +2 (1d4/19-20) 
  Ranged alchemist's fire +4 (1d6+id4 fire) 
  TACTICS 
  Before Combat If aware of intruders, the lab helpers hide 
  among the chamber's rubble. 
  During Combat The lab helpers hurl alchemist's fire and try to 
  stay out of melee combat. 
  Morale The lab helpers flee if Yarak is defeated. 
  STATISTICS 
  Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6 
  Base Atk +i; CMB +o; CMD 12 
  Feats Burn! Burn! Burn!ARG 
  Skills Craft (alchemy) +4, Disable Device +3, Ride +6, Stealth +io 
  Languages Goblin 
  Combat Gear alchemist's fire (4); Other Gear leather armor, 
  dogslicer, burnt and filthy lab apron 
  ARG See the Advanced Race Guide or the sidebar on page 16. 
  YARAK 
  CR 1 
  Male goblin alchemist 2 (Pathfinder RPG Bestiary 156) 
  NE Small humanoid (goblinoid) 
  I nit +4; Senses darkvision 60 fl:.; Perception +6 
  DEFENSE 
  AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +i size) 
  
  RISE OF THE GOBLIN GUILD 
  hp 20 (2d8+8) 
  Fort +6, Ref +7, Will +i; +2 vs. poison 
  OFFENSE 
  Speed 30 ft. 
  Melee dagger +i (id3-i/i9-20) 
  Ranged bomb +7 (id6+2 fire) 
  Special Attacks bomb 4/day (id6+2 fire and catch fire, DC i3, 
  10 ft. radius) 
  Alchemist Extracts Prepared (CL 2nd) 
  ist-crafter's fortuneAPG, cure light wounds, expeditious retreat 
  TACTICS 
  Before Combat When Yarak becomes aware of intruders, he 
  drinks his mutagen (included in his stats) and pulls up the 
  rope to prevent easy access to the upper level. 
  During Combat Yarak uses bombs and his other alchemical 
  items on intruders below, even if his helpers are also caught 
  in their effects. 
  Morale If reduced to 5 hit points or fewer, Yarak drinks his 
  extract of expeditious retreat and flees into the sewers, using 
  smokesticks for concealment. 
  Base Statistics Without his mutagen, Yara k's statistics are AC 
  is, touch is, flat-footed 11; hp i6; Fort +4; Con i3, Cha 6. 
  STATISTICS 
  Str 8, Dex i8, Con i1, Int is, Wis i2, Cha 4 
  Base Atk +i; CMB -i; CMD i3 
  Feats Brew Potion, Point-Blank Shot, Throw Anything 
  Skills Acrobatics +6, Appraise +7, Climb +i, Craft (alchemy) +7, 
  Perception +6, Ride +8, Stealth +14 
  Languages Common, Goblin, Varisian 
  SQ alchemy (alchemy crafting +2, identify potions), mutagen 
  (+4/-2, +2 natural, 20 minutes), discoveries (explosive 
  bomb), poison use 
  Combat Gear acid (2), flash powdef'PG (2), smokesticks (2), 
  sneezing powdef'PG (2); Other Gear dagger, alchemist's kit, 
  formula book (contains formulae for all prepared extracts 
  plus bomber's eyeAPG and reduce person) 
  APG See the Advanced Player's Guide. 
  Subtier 4-5 (CR 6) 
  GOBLIN LAB ASSISTANTS 3 
  CR l 
  Goblin expert 3 (Pathfinder RPG Bestiary is6) 
  NE Small humanoid (goblinoid) 
  I nit +3; Senses darkvision 60 ft.; Perception +s 
  DEFENSE 
  AC i6, touch i4, flat-footed i3 (+2 armor, +3 Dex, +i size) 
  hp i3 each (3d8) 
  Fort +i, Ref +4, Will +2; +4 Reflex to avoid catching on fire or 
  to put self out when on fire 
  OFFENSE 
  Speed 30 ft. 
  Melee torch +4 (id2 plus id4+i fire) or 
  mwk dogslicer +4 (id4/i9-20) 
  Ranged alchemist's fire +6 (id6+id4 fire) 
  TACTICS 
  Before Combat If aware of intruders, the lab assistants light 
  torches for weapons and hide among the chamber's rubble. 
  During Combat The goblins hurl alchemist's fire and burn 
  intruders with lit torches. 
  Morale These lab assistants flee if Yarak is defeated. 
  STATISTICS 
  Str 11, Dex i6, Con 10, Int 9, Wis 8, Cha 9 
  Base Atk +2; CMB +i; CMD i4 
  Feats Burn! Burn! Burn! ARG, Fire Hand ARG 
  Skills Acrobatics +9, Craft (alchemy) +s, Disable Device +9, 
  Perception +s, Ride +7, Stealth +i7, Survival +s 
  Languages Goblin 
  Combat Gear alchemist's fire (5), tindertwigs (10); Other Gear 
  leather armor, masterwork dogslicer, burnt and filthy lab 
  apron, torches (3) 
  ARG See the Advanced Race Guide or the sidebar on page i6. 
  YARAK 
  CR 4 
  Male goblin alchemist 5 (Pathfinder RPG Bestiary is6) 
  NE Small humanoid (goblinoid) 
  I nit +4; Senses darkvision 60 ft.; Perception +9 
  DEFENSE 
  AC 2i, touch is, flat-footed i1 (+4 armor, +4 Dex, +2 natural, 
  +i size) 
  hp 46 (5d8+20) 
  Fort +8, Ref +9, Will +3; +4 vs. poison 
  OFFENSE 
  Speed 30 ft. 
  Melee dagger +8 (id3-i/i9-20) 
  Ranged bomb +io (3d6+3 fire) 
  Special Attacks bomb 8/day (explosive bomb 3d6+3 fire and 
  catch fire, DC is, 10 ft. radius or scrap bomb 3d6+3 piercing 
  and 3 bleed, DC is) 
  Alchemist Extracts Prepared (CL 5th) 
  2nd-invisibility, vomit swarmAPG (2) 
  ist-cra.fter's fortuneAPG, cure light wounds (2), expeditious 
  retreat, true strike 
  TACTICS 
  Before Combat When Yarak becomes aware of intruders, he 
  drinks his mutagen (included in his stats) and pulls up the 
  rope to prevent easy access to the upper level. 
  During Combat Yarak uses his bombs and vomit swarm 
  extracts on intruders below, even if his helpers are also 
  caught in their effects. He does, however, change to scrap 
  bombs to avoid damaging his swarms. 
  Morale If reduced to is hit points or fewer, or if cornered in 
  melee combat, Yarak drinks his invisibility and expeditious 
  retreat extracts and flees into the sewers. 
  Base Statistics Without his mutagen, Yara k's statistics are 
  AC i9, touch is, flat-footed is; hp 36; Fort +6; Con i3, 
  Cha 6. 
  
  PATHFINDER SOCIETY SCENARIO 
  The following feats appear on page 118 of the Pathfinder 
  RPG Advanced Race Guide. 
  BURN! BURN! BURN! 
  You take the goblin love of arson and fire play to a whole 
  new level. 
  Prerequisites: Disable Device 1 rank, goblin. 
  Benefit: You deal an extra ld4 points of fire damage 
  when you attack with fire from an alchemical or 
  nonmagical source (such as with alchemical fire or 
  torches) and gain a +4 competence bonus on Reflex 
  saving throws made to avoid catching on fire or to put 
  yourself out when on fire. Additional damage caused 
  by this feat doesn't apply to magical attacks (such as an 
  alchemist's bomb) or to splash damage. 
  FIRE HAND (COMBAT) 
  Born with a torch in your hand, you have a gift: with 
  anything that burns. 
  Prerequisite: Goblin. 
  Benefit: You can wield a torch as a weapon without 
  taking the nonproficient penalty and gain a +i bonus on 
  . attack rolls with melee weapons that deal fire damage. 
  STATISTICS 
  Str 8, Dex 18, Con 17, Int 16, Wis 12, Cha 4 
  Base Atk +3; CMB +1; CMD 15 
  Feats Brew Potion, Point-Blank Shot, Throw Anything, 
  Weapon Finesse, Weapon Focus (bomb) 
  Skills Acrobatics +9, Appraise +n, Climb +4, Craft: (alchemy) +11, 
  Heal +9, Perception +9, Ride +8, Stealth +i7 
  Languages Common, Dwarven, Goblin, Varisian 
  SQ alchemy (alchemy crafl:i ng +5, identify potions), mutagen 
  (+4/-2, +2 natural, 50 minutes), discoveries (explosive bomb, 
  scrap bomb), poison use, swift: alchemy 
  Combat Gear acid (2), flash powder'PG (2), sneezing 
  powder'PG (2); Other Gear +1 studded leather, dagger, cloak 
  of resistance +1, alchemist's kit, formula book (contains 
  formulae for all prepared extracts, plus bomber's eye•PG 
  and reduce person) 
  SPECIAL ABILITIES 
  Scrap Bomb (Su) When Yarak creates a bomb, he can 
  choose to have it explode into shards of shrapnel that 
  deal piercing damage. Any creature that takes a direct 
  hit from a scrap bomb takes i point of bleed damage per 
  die of bomb damage unless it succeeds at a Reflex save. 
  This discovery appears on page 116 of the Pathfinder RPG 
  Advanced Race Guide. 
  APG See the Advanced Player's Guide. 
  Development: Yarak has drawn his "strategic blueprint" 
  in charcoal upon the east wall of the upper level. It's an 
  extremely rudimentary pictorial map ofMagnimar with 
  fire and smoke pouring from the buildings, as well as 
  numerous dead dogs, horses, and humanoids. 
  Rewards: If the PCs defeat Yarak and his assistants, 
  reward each subtier thusly: 
  Subtier 1-2: 
  Give each PC 50 gp. 
  Subtier 4-5: 
  Give each PC 310 gp. 
  AS. Flushing Compartment (CR 3 
  or CR 6) 
  A large stone channel bisects this dank chamber. Thick 
  masonry pipes clutter the room, feeding into the channel or 
  flowing across the ceiling. A stone walkway without a railing 
  crosses the channel, but crude barbed caltrops litter the 
  length of this bridge. The entire chamber is damp and moldy, 
  and the faint sound of dripping water resonates softly through 
  the area. 
  From the main floor, it's a 10-foot drop into the dirty 
  brown water that flows sluggishly through the channel. 
  The water is 10 feet deep and anyone who swims in it risks 
  contracting filth fever (Pathfinder RPG Core Rulebook 557). 
  There are handholds cut into both sides of the channel 
  at the south end of the room, allowing swimmers a way 
  to climb up out of the water. The whole area is slippery, 
  increasing the DC of Acrobatics and Climb checks by 2. 
  Creatures: The warchanter Versevosh was once an 
  advisor and court jester to Chief Chuffskin of the 
  Breakbag tribe, until he invented a vivid little ditty about 
  the chief's romantic tryst with a flea-ridden mongrel dog, 
  and Chief Chuffskin found out about it. Exiled, Versevosh 
  fled to Magnimar quickly joined the Nightsoil Marauders, 
  where he serves as Inoklar's lieutenant. Versevosh usually 
  operates as a scout and spy in the city above. Vain and 
  arrogant, he considers himself a disguise expert, smugly 
  tricking the humans in the city above into thinking 
  he's a gnome or halfling. He enjoys the extra comforts 
  of urban living and the power he holds over the other 
  goblins. Versevosh stands on the west side of the channel, 
  accompanied by a few of the guild's goblin members (in 
  Subtier 4-5, he is also joined by his duskhound mount, 
  a variant goblin dog with the advanced simple template 
  and darkvision 60 ft.). 
  If Ekkie is with the PCs and her attitude is friendly or 
  helpful to at least half the PCs, she joins the combat by 
  throwing things at Versevosh to disrupt his spellcasting, 
  yelling, "Shut up, shut up, shut up!" 
  
  RISE OF THE GOBLIN GUILD 
  Subtier 1-2 (CR 3) 
  GOBLIN TOUGHS 2 
  CR l 3 
  Use goblin warrior stats (Pathfinder RPG Bestiary 156) with the 
  following changes. 
  hp 6 each 
  OFFENSE 
  Melee dogslicer +2 (1d4/19-20) or 
  horsechopper +2 (1d8/x3) 
  Ranged alchemist's fire +4 (1d6 fire) or 
  net +o (entangle) 
  TACTICS 
  During Combat The goblins stay by the bridge using the 
  reach of their horsechoppers to strike PCs who try to 
  cross. If they get the chance, the goblins attempt to bull 
  rush PCs off the edge or pick up a disarmed PC's weapon 
  and drop it into the water below. Should a PC get over 
  halfway across the bridge, the goblin toughs step back, 
  pour more caltrops around their end of the bridge, and 
  ready themselves to the flank the PC when he crosses. The 
  goblins may also use their nets to entangle and drag PCs 
  over the edge of the bridge. 
  Morale Inspired by Versevosh and his singing, the goblin 
  toughs only flee if he does. 
  STATISTICS 
  Combat Gear alchemist's fire (2), caltrops (2); Other Gear 
  dogslicer, horsechopper, net 
  VERSEVOSH 
  CR 2 
  Male goblin bard (court bard) 3 (Pathfinder RPG Bestiary 156, 
  Advanced Player's Guide 81) 
  NE Small humanoid (goblinoid) 
  I nit +3; Senses darkvision 60 ft.; Perception +s 
  DEFENSE 
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +i size) 
  hp 20 (3d8+3) 
  Fort +i, Ref +6, Will +2; +4 vs. bardic performance, language­
  dependent, and sonic 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk whip +7 (1d2+1 nonlethal) or 
  short sword +6 (1d4+i/19-20) 
  Ranged shortbow +6 (1d4/x3) 
  Special Attacks bardic performance 9 rounds/day 
  (countersong, distraction, fascinate, mockery, satire -1) 
  Bard Spells Known (CL 3rd; concentration +4) 
  lSt (4/day)-cause fear (DC n), disguise seif, grease (DC n), 
  hideous laughter (DC n) 
  o (at will)-daze (DC 11), detect magic, flare (DC 11), mage 
  hand, mending, prestidigitation 
  TACTICS 
  During Combat Versevosh uses his satire bardic performance 
  on the PCs as soon as they enter the room. He casts cause 
  Make the following changes to the encounter to 
  accommodate parties of only four PCs. 
  Subtier i-2: Remove one goblin tough. 
  Subtier 4-5: Remove two goblin sharpers and replace 
  . the duskhound with a normal goblin dog. 
  fear or hideous laughter on any PCs attempting to cross the 
  bridge to make that PC an easy target. He casts grease on 
  the bridge underneath the PCs' feet to knock them down, 
  and dexterously trips or disarms foes near the bridge using 
  Weapon Finesse and his whip. Versevosh heals himself if 
  reduced below 12 hit points; he also heals other goblins if 
  he gets the chance. 
  Morale Versevosh flees if more than half of the PCs make it 
  across the bridge or if his goblin minions are slain. 
  STATISTICS 
  Str 12, Dex 16, Con 10, Int 13, Wis 8, Cha 13 
  Base Atk +2; CMB +2; CMD 15 
  Feats Combat Reflexes, Weapon Finesse 
  Skills Bluff +7, Diplomacy +8, Disguise +9, Intimidate +7, 
  Knowledge (local) +8, Perception +5, Perform (sing) +7, 
  Ride +7, Sense Motive +s, Sleight of Hand +7, Stealth +16 
  Languages Common, Goblin 
  SQ heraldic expertise +i, versatile performance (sing) 
  Combat Gear potion of resist energy (fire), wand of cure light 
  wounds (24 charges); Other Gear leather armor, masterwork 
  whip, short sword, shortbow with 20 arrows, brooch of shielding 
  (with 40 points remaining), disguise kit, jester's motley, pouch 
  of broken glass shards, spell component pouch 
  Subtier 4-5 (CR 6) 
  D u s KHOUND 
  CR 2 
  Advanced variant goblin dog (Pathfinder RPG Bestiary 157, 194; 
  Pathfinder Player Companion: Goblins of Go/orion 7) 
  Senses darkvision 60 ft., low-light vision, scent 
  hp 11 
  GOBLIN SHARPERS 4 
  CR l 2 
  hp 10 each (see page 12 with the following changes) 
  Melee dogslicer +5 (1d4+i/19-20) or 
  mwk horsechopper -1 (1d8+i/x3) 
  TACTICS 
  During Combat The goblins stay by the bridge using the reach 
  of their horsechoppers to strike PCs who try to cross. If they 
  get the chance, the goblins attempt to bull rush PCs off the 
  edge or pick up a disarmed PC's weapon and drop it into 
  the water below. Should a PC get over halfway across the 
  bridge, the goblin sharpers step back, pour more caltrops 
  around their end of the bridge, and draw their dogslicers, 
  readying themselves to the flank the PC when he crosses. 
  
  PATHFINDER SOCIETY SCENARIO 
  The goblin dog kennels are an optional encounter. If the 
  players have less than 90 minutes left to finish the scenario, 
  assume the fleeing goblins forget to let their pets out in all 
  the excitement and the goblin dogs are still confined in 
  the kennel. 
  The goblins may also use their nets to entangle and drag 
  PCs over the edge of the bridge. 
  Morale Inspired by Versevosh and his singing, the goblin 
  sharpers only flee if he does. 
  STATISTICS 
  Gear masterwork horsechopper 
  VERSEVOSH 
  CR 4 
  Male goblin bard (court bard) 4/fighter l (Pathfinder RPG 
  Bestiary 156, Advanced Player's Guide 81) 
  NE Small humanoid (goblinoid) 
  lnit +3; Senses darkvision 60 ft.; Perception +6 
  DEFENSE 
  AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +i size) 
  hp 37 (5 HD; 4d8+id10+9) 
  Fort +3, Ref +7, Will +3; +4 vs. bardic performance, language­
  dependent, and sonic 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk whip +10 (1d2+i nonlethal) or 
  mwk short sword +9 (1d4+i/19-20) 
  Ranged shortbow +8 (1d4/x3) 
  Special Attacks bardic performance 12 rounds/day 
  (countersong, distraction, fascinate, mockery, satire -1) 
  Bard Spells Known (CL 4th; concentration +6) 
  2nd (2/day)-heroism, scare (DC 14) 
  lSt (4/day)-cause fear (DC 13), disguise seif, grease (DC 13), 
  hideous laughter (DC 13) 
  o (at will)-daze (DC 12), detect magic,jlare (DC 12), mage 
  hand, mending, prestidigitation 
  TACTICS 
  Before Combat If aware of intruders, Versevosh casts heroism 
  on himself (not included in his stats) and mounts his 
  duskhound steed. 
  During Combat Versevosh uses his satire bardic performance 
  on the PCs as soon as they enter the room. He casts scare 
  or hideous laughter on any PCs attempting to cross the 
  bridge to make that PC an easy target. He casts grease on 
  the bridge underneath the PCs' feet to knock them down, 
  and dexterously trips or disarms foes near the bridge using 
  Weapon Finesse and his whip. Versevosh heals himself if 
  reduced below 18 hit points; he also heals other goblins or 
  his duskhound mount if he gets the chance. 
  Morale Versevosh flees if more than half of the PCs make it 
  across the bridge or if his goblin minions are slain. 
  STATISTICS 
  Str 12, Dex 16, Con 10, Int 13, Wis 8, Cha 14 
  Base Atk +4; CMB +4; CMD 17 
  Feats Combat Reflexes, Toughness, Weapon Finesse, Weapon 
  Focus (whip) 
  Skills Bluff +10, Diplomacy +11, Disguise +11, Intimidate +9, 
  l<nowledge (local) +10, Perception +6, Perform (sing) +io, 
  Ride +i2, Sense Motive +7, Sleight of Hand +8, Stealth +i6 
  Languages Common, Goblin 
  SQ heraldic expertise +2, versatile performance (sing) 
  Combat Gear potion of resist energy (fire), wand of cure 
  moderate wounds (6 charges); Other Gear +1 studded leather, 
  masterwork short sword, masterwork whip, shortbow with 
  20 arrows, brooch of shielding (with 15 points remaining), 
  disguise kit, jester's motley, pouch of broken glass shards, 
  spell component pouch 
  Rewards: If the PCs defeat Versevosh and his allies, 
  reward each subtier thusly: 
  Subtier 1-z: 
  Give each PC i59 gp. 
  Subtier 4-5: 
  Give each PC 528 gp. 
  A6. Goblin Dog Kennels (CR 3 or 
  CR 6) 
  This square stone chamber stinks of feces, urine, and 
  unwashed animal fur. Gnawed bones, rotting chunks of meat, 
  and filthy piles of rags litter the room. 
  The door to this room has a barred opening at a height 
  of 5 feet, allowing those outside to look into the room 
  without opening the door. The guild's goblins use this 
  area as a kennel for their goblin dogs. Of the goblin dogs 
  brought in by recent recruits, only one animal-the 
  duskhound-has darkvision, meaning the others are of 
  very limited use in the pitch-black sewers. Inoklar has 
  ordered them confined here, hoping to breed young 
  capable of seeing in the dark. The kennel to the north is 
  unused and empty. 
  Creatures: A fleeing goblin has opened the kennel door, 
  releasing the goblin dogs out into the corridor. The goblin 
  dogs are hungry and aggressively move toward any light 
  source, attacking any non-goblinoid they come across. 
  IfEkkie is with the PCs, she pleads with the PCs not to 
  kill the goblin dogs. In Subtier 4-5, Ekkie makes a wild 
  empathy check (DC 14) each round to tell a goblin dog to 
  run away. In combat, Ekkie tries to stabilize any fallen 
  goblin dogs. As a last resort, she uses her fists or grabs an 
  improvised weapon to deal nonlethal damage to knock 
  out goblin dogs rather than have the PCs kill them. Her 
  
  RISE OF THE GOBLIN GUILD 
  attitude toward an individual PC worsens by one step for 
  each goblin dog that PC kills. 
  IfEkkie escaped from the PCs during the chase at the 
  beginning of the scenario, she hides around the corner 
  next to the kennel door and demands the return of her 
  cage-brother's skull (the polished goblin skull found in 
  her discarded backpack). If the PCs give it to her, she 
  warns them of the guild master's trap in the audience 
  chamber (area AS) and runs off. If they don't return the 
  skull, Ekkie flings open the door to the kennels as she 
  retreats, unleashing the goblin dogs. 
  Subtier 1-2 (CR 3) 
  DUSKHOUND 
  CR 2 
  Advanced variant goblin dog (Pathfinder RPG Bestiary 157, 194; 
  Pathfinder Player Companion: Goblins of Go/orion 7) 
  Senses darkvision 60 ft., low-light vision, scent 
  hp 11 
  YOUNG GOBLIN DOG 
  CR 1 2 
  hp 7 (Pathfinder RPG Bestiary 157, 295) 
  Subtier 4-5 (CR 6) 
  DUSKHOUND 
  CR 2 
  Advanced variant goblin dog (Pathfinder RPG Bestiary 157, 194; 
  Pathfinder Player Companion: Goblins of Go/orion 7) 
  Senses darkvision 60 ft., low-light vision, scent 
  hp 11 
  PEDIGREED GOBLIN DOGS 3 
  CR 2 
  Advanced goblin dog (Pathfinder RPG Bestiary 157, 194) 
  hp 11 each 
  Faction Notes: If Ekkie got away from the PCs at the 
  beginning of the scenario, Silver Crusade faction PCs can 
  set Ekkie on the path to redemption by giving her back 
  her cage-brother's skull and letting her go. Showing such 
  kindness to the goblin earns Silver Crusade faction PCs 
  1 Prestige Point. 
  A7. Abandoned Guard post 
  The goblins normally stationed in this guardroom have 
  abandoned their posts and fled into the sewers well 
  before the PCs arrive. 
  AS. Audience Chamber (CR 4 or CR 7) 
  Two rows of pillars support the arched roof of this long hall. 
  At one end stands a makeshift throne constructed from the 
  broken remains of a smashed statue and other cracked blocks 
  of masonry. 
  the following changes to the encounter 
  accommodate parties of only four PCs. 
  Subtier i-2: Remove the young goblin dog. 
  Subtier 4-5: Remove one pedigreed goblin dog. 
  The guildmaster of the Nightsoil Marauders spends 
  most of her time here, directing the activities of the guild 
  and giving orders to her minions. 
  Creatures: The bugbear guildmaster Inoklar awaits 
  the PCs at the end of the hall. She stands in front of 
  her throne while her goblin bodyguards lurk behind 
  the pillars surrounding the throne. If the PCs want to 
  negotiate, Inoklar tells the PCs what she thinks they 
  want to hear, but she doesn't intend to honor any deal or 
  promises she makes. Inoklar invites a single Pathfinder 
  to come and parley with her while the others stay back 
  behind the first set of pillars. If the PCs agree to these 
  terms, Inoklar attacks as soon as the diplomat comes 
  within reach and triggers the concealed trap in front of 
  her throne, hoping to brutally slaughter this PC and so 
  dishearten the others. 
  If Ekkie is with the PCs, Inoklar orders her to help 
  fight the intruders, commanding the goblin to pick up a 
  fallen weapon and move behind a PC in the front line to 
  flank with Inoklar. PCs who entreat Ekkie to disobey the 
  bugbear guildmaster can make opposed Diplomacy or 
  Intimidate checks against Inoklar's Intimidate check to 
  dissuade her. A PC gains a bonus or penalty on this check 
  depending on Ekkie's current attitude toward them 
  (Hostile -10, Unfriendly -5, Indifferent +o, Friendly +5, 
  Helpful +io). 
  Trap: Inoklar has removed several flagstones in front 
  of her throne and placed traps in these cavities. A thin 
  layer of material, disguised to look like the surrounding 
  floor, conceals each trap. In Subtier 1-2, the trap launches 
  a glob of alchemical glue at anyone triggering it. In 
  Subtier 4-5, the trap takes the form of a trespasser's boot 
  (Patlifinder Player Companion: Adventurer's Armory 13), a 
  shallow pit lined with inward-pointing barbed spikes, 
  just deep enough for a Medium creature's lower leg to get 
  caught and held in the spikes. Inoklar uses these traps as 
  a last line of defense against intruders. 
  Subtier 1-2 (CR 4) 
  TANGLEFOOT MORASS 
  CR 1 3 
  Type mechanical; Perception DC 20; Disable Device DC 15 
  EFFECTS 
  Trigger location; Reset manual 
  Effect target is entangled as if hit by a tanglefoot bag (Core 
  Rulebook 160); DC 15 Reflex avoids 
  
  PATHFINDER SOCIETY SCENARIO 
  Make the following changes to the encounter to 
  accommodate parties of only four PCs. 
  Subtier i-2: Remove the tanglefoot morass trap and 
  one goblin tough. 
  Subtier 4-5: Remove the trespasser's boot trap and two 
  . goblin sharpers. 
  GOBLIN TOUGHS 2 
  CR l 3 
  hp 6 each (see page 17) 
  INOKLAR 
  CR 3 
  Female bugbear fighter 1 (Pathfinder RPG Bestiary 38) 
  CE Medium humanoid (goblinoid) 
  lnit +1; Senses darkvision 60 ft., scent; Perception +6 
  DEFENSE 
  AC 17, touch 11, flat-footed 16 (+3 armor, +i Dex, +3 natural) 
  hp 31 (4 HD; 3d8+id10+i3) 
  Fort +6, Ref +4, Will +o 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk horsechopper +9 (1d10+6/x3) or 
  morningstar +7 (1d8+6) 
  Ranged javelin +4 (1d6+4) 
  TACTICS 
  During Combat lnoklar stays back, hoping to lure PCs into 
  the trap on the floor in front of her throne. Once the PCs 
  approach within 30 feet, she uses Dazzling Display to 
  demoralize them and take advantage of her Scent of Fear 
  feat. She concentrates her attacks on any shaken foes or a 
  PC caught in the trap. 
  Morale Intoxicated by the smell of humanoid fear, lnoklar 
  fights to the death. 
  STATISTICS 
  Str 18, Dex 12, Con 16, Int 13, Wis 8, Cha 13 
  Base Atk +3; CMB +7; CMD 18 
  Feats Dazzling Display, Weapon Focus (horsechopper), Scent 
  of Fear 
  Skills Intimidate +12, Perception +6, Stealth +io, Survival +4 
  Languages Common, Goblin, Varisian 
  SQ stalker 
  Combat Gear elixir of hiding, potion of cure moderate wounds, 
  potion of gaseous form, tanglefoot bag; Other Gear 
  masterwork studded leather, masterwork horsechopper, 
  javelins (5), morningstar 
  SPECIAL ABILITIES 
  Scent of Fear lnoklar can track by smell and automatically 
  pinpoint the location of opponents within 30 feet by 
  scent alone. In addition, she gains a +2 morale bonus on 
  attack rolls against shaken or frightened opponents, and 
  she can detect them at twice the normal scent range 
  (60 feet). lnoklar gains a +2 bonus on all Will saves 
  as long as a shaken or frightened target is in range. 
  lnoklar cannot be surprised by anyone who is shaken 
  or frightened within range of her enhanced sense of 
  smell. This feat appears on page 7 of Pathfinder Campaign 
  Setting: Classic Monsters Revisited. 
  Subtier 4-5 (CR 7) 
  TRESPASSER'S BOOT 
  CR l 2 
  Type mechanical; Perception DC 20; Disable Device DC 20 
  EFFECTS 
  Trigger location; Reset manual 
  Effect pit spikes (Atk +10 melee, 2d4); spikes hold the target in 
  place; the trap can be escaped with a DC 20 Disable Device 
  check, DC 20 Escape Artist check, or DC 24 Strength check. 
  The target takes damage if she tries to move or if a Disable 
  Device attempt to free her fails by 5 or more. 
  GOBLIN SHARPERS 3 
  CR l 2 
  hp 10 each (see page 12) 
  I NO KLAR 
  CR 6 
  Female bugbear fighter l/rogue (thug) 4 (Pathfinder RPG 
  Bestiary 38, Pathfinder RPG Advanced Player's Guide 135) 
  CE Medium humanoid (goblinoid) 
  I nit +2; Senses darkvision 60 ft., scent; Perception +io 
  DEFENSE 
  AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural) 
  hp 72 (8 HD; 7d8+id10+36) 
  Fort +7, Ref +9, Will +i 
  Defensive Abilities evasion, uncanny dodge 
  OFFENSE 
  Speed 30 ft. 
  Melee +i horsechopper +12/+7 (1d10+7/x3) or 
  mwk morningstar +11/+6 (1d8+6) 
  Ranged javelin +8 (1d6+4) 
  Special Attacks brutal beating, sneak attack +2d6 
  TACTICS 
  During Combat lnoklar stays back, hoping to lure PCs into 
  the trap on the floor in front of her throne. Once the PCs 
  approach within 30 feet, she uses Dazzling Display to 
  demoralize them (increasing the duration of the shaken 
  condition with her frightening ability) and take advantage 
  of her Scent of Fear feat. She orders her goblin sharpers to 
  flank with her for sneak attacks utilizing her brutal beating 
  ability, concentrating her attacks on any shaken foes or a PC 
  caught in the trap. 
  Morale Intoxicated by the smell of humanoid fear, I noklar 
  fights to the death. 
  STATISTICS 
  Str 18, Dex 15, Con 16, Int 10, Wis 8, Cha 14 
  Base Atk +6; CMB +10; CMD 22 
  
  RISE OF THE GOBLIN GUILD 
  Feats Dazzling Display, Intimidating Prowess, Toughness, 
  Weapon Focus (horsechopper), Scent of Fear 
  Skills Bluff +io, Intimidate +21, Knowledge (local) +io, 
  Linguistics +4, Perception +10, Stealth +12, Survival +10 
  Languages Common, Goblin, Varisian 
  SQ frightening, rogue talents (bleeding attack +2), stalker 
  Combat Gear elixir of hiding, potion of cure moderate 
  wounds, potion of gaseous form, tanglefoot bag; Other 
  Gear +i studded leather, +I horsechopper, javelins (5), 
  masterwork morningstar 
  SPECIAL ABILITIES 
  Scent of Fear See Subtier 1-2. 
  Rewards: If the PCs defeat Inoklar and her minions, 
  reward each subtier thusly: 
  Subtier 1-2: 
  Give each PC 172 gp. 
  Subtier 4-5: 
  Give each PC 501 gp. 
  A9. Bedchamber 
  This chamber contains Inoklar's bed and other 
  furnishings. A search of the room finds a large chest 
  containing Inoklar's takings from the 
  Nightsoil 
  Marauders' operations, including emblems and tokens of 
  rival crime organizations in Magnimar: a set of miniature 
  scales carved from black onyx stolen from an inattentive 
  Night Scale thief, several Varisian scarves and knives taken 
  from Sczarni thugs, an ornamental star of Desna filched 
  from one of the Gallowed, a broken klar that belonged to a 
  Shoanti gang leader, and most importantly, a golden As pis 
  Consortium badge. At the bottom of the chest, well hidden 
  from her superstitious goblin minions, are Inoklar's 
  scrawled notes detailing her plans to take over Magnimar, 
  as described in the adventure's background. 
  Treasure: In Subtier 4-5, the PCs also find an ancientjavelin 
  ef li,ghtning carved with Thassilonian runes that glow faintly 
  when its wielder is angry or raging. A DC 20 Knowledge 
  (history) check reveals that this was likely an implement of 
  war from the Thassilonian realm of wrath millennia ago. 
  Rewards: If the PCs search Inoklar's room and find the 
  javelin oflightning, reward each subtier thusly: 
  Subtier 1-2: 
  There is no reward for this subtier. 
  Subtier 4-5: 
  Give each PC 125 gp. 
  CONCLUSION 
  With Inoklar's defeat, the leadership of the Nightsoil 
  Marauders is disrupted, and any remaining goblins 
  quickly disband into small, disorganized groups posing 
  little threat. The trinkets retrieved by the PCs from the 
  guild's headquarters are put to good use by the Society, 
  as returning some of these help improve relations with 
  factions of Magnimar's underworld. The Society has 
  plans to use the gold Aspis badge as vital part of an 
  important covert operation against the Consortium. 
  If Ekkie manages to survive the adventure, her 
  final fate is ultimately up the PCs. 
  Inoklar 
  
  PATHFINDER SOCIETY SCENARIO 
  Success Conditions 
  If the PCs eliminate or capture lnoklar, they stop the 
  Nightsoil Marauders from becoming a threat to the 
  Pathfinder Society in Magnimar and each earn i Prestige 
  Point. If lnoklar escapes, she finds another hidden, less 
  accessible base in the sewers and starts to rebuild her 
  goblin crime guild. 
  Faction Missions 
  Player characters of each faction who complete their 
  listed mission earn i Prestige Point for their efforts. 
  Andoran Faction: Andoran faction PCs who obtain an 
  audience with Valanni Krinst of the lord-mayor's office 
  and convince him to expedite the Andoran Embassy's 
  paperwork earn I Prestige Point. 
  Cheliax Faction: Cheliax faction PCs who successfully 
  spread the paragountess's scandalous rumors at Versade 
  Villa earn i Prestige Point. 
  Grand Lodge Faction: Grand Lodge faction PCs who 
  create an accurate map of the Bronze House earn I 
  Prestige Point. 
  Lantern Lodge Faction: Lantern Lodge faction PCs 
  who gather information about the Kaijitsus and correctly 
  appraise their villa earn i Prestige Point. 
  Osirion Faction: Osirion faction PCs who obtain the 
  treatise from Heidmarch Manor and deliver it to the 
  Bazaar of Sails earn I Prestige Point. 
  Qadira Faction: Qadira faction PCs who correctly 
  interpret Vert Klydus's reaction at the Dreaming Dryad 
  earn I Prestige Point. 
  Sczarni Faction: Sczarni faction PCs who personally 
  deliver Guaril's gift and message to Jaster Frallino at the 
  Fish Tank earn I Prestige Point. 
  Shadow Lodge Faction: Shadow Lodge faction PCs who 
  pass the codes to Ebrylis at Heidmarch Manor without 
  being detected earn i Prestige Point. 
  Silver Crusade Faction: Silver Crusade faction PCs who 
  befriend Ekkie and change her attitude toward them to 
  friendly or helpful by the end of the adventure earn I 
  Prestige Point. (If there is more than one Silver Crusade 
  faction PC at the table, only those whom Ekkie is friendly 
  or helpful toward earn this Prestige Point). 
  Alternatively, if Ekkie escaped during the chase, 
  Silver Crusade faction PCs who return Ekkie's cage­
  brother's skull to her and let her go in area A6 earn i 
  Prestige Point. 
  Taldor Faction: Taldor faction PCs who obtain healthy 
  yellowcap mushrooms in area A1 earn i Prestige Point. 
  
  • 
  RISE OF THE GOBLIN GUILD 
  By now, you are in Magni mar, a city founded a little over one hundred years ago by those who wished to 
  shrug off the yoke of imperialistic oppression. I'm sure you can see the many similarities between Magnimar 
  and Andoran itself. Our government seeks to expand the size of our newly established embassy's grounds in 
  Magni mar, but certain bureaucratic and legal technicalities are delaying these requests. Please present yourself 
  as my representative at the Pediment Building in the Capital District as soon as your other duties allow. Obtain an 
  appointment with the lord-mayor's secretary, Valanni Krinst, and try to convince him to expedite the paperwork. 
  It may be difficult to see such a busy man at such short notice, but my sources say he's the only one who can 
  make this happen. 
  For liberty, 
  c&/?� �  
  Major Colson Maldris 
  While you travel to Varisia, I am stuck here in Absalom trying to shore up political alliances. But allies and assets 
  are not limited geographically, and your new assignment in Magnimar presents a unique opportunity in the subtle 
  struggle for popular opinion. Dress yourself as a courier and deliver this letter to the Versade Villa in the Alabaster 
  District. The letter is my cordial acceptance of Savasha Versade's invitation to attend her next spectacular party (to 
  which I wasn't invited and which I don't plan to actually attend). You are unlikely to meet the lady of the house, but 
  make sure you act the part in front of her servants. While you are there, I trust you to subtly imply that Savasha and I 
  are close friends and that I anticipate continuing our intimate acquaintance. Done properly, this should start rumors 
  in Magnimar that dear Savasha and I are closer than we truly are. 
  � 9� 
  Devilishly yours, 
  Paracountess Zarta Dralneen 
  Salutations Pathfinder, 
  Your assignment to the Society's newly established lodge in Magnimar is indeed a choice posting. Unfortunately, 
  our long-time rivals, the Aspis Consortium, are already well established in Varisia. Eventually we intend to 
  publicly drive this scum out of the country. Until that time, however, I ask that you attempt a preliminary and 
  discreet reconnaissance of their main base of operations, the Bronze House in the district of Dockway. Under no 
  circumstances attempt entry into the building, but I require an accurate diagram of the exterior of the building 
  with all visible points of entry marked, as well as notes on where concealed entrances might exist. 
  I bring greetings to you, 
  h.l-J.,t.___ For the Society, 
  · 7�nture-Captain Ambrus Valsin 
  While our lodge has only recently expanded our role into the lands of the Inner Sea, over the years many Ti ans 
  have made the arduous trek across the arctic wilderness of the Crown of the World. We can learn much from 
  these folk. One such family settled in Magnimar and is of particular interest to us. The Kaijitsu family was once 
  part of Magnimar's aristocracy but appear to have abandoned their holdings there. Please ask around and find 
  out what became of them, and make an assessment of the Kaijitsu Villa in Naas to determine the cost of repairs 
  were we to purchase the property . 
  May �o�;cestors' spirits watch over you, 
  � 
  Venture-Captain Amara Li 
  
  PATHFINDER SOCIETY SCENARIO 
  Grave tidings, loyal guardian of Osirion, 
  I deliver most urgent and unhappy news. Our most divine ruler, the Ruby Prince l<hemet, the third of his 
  name, has fallen under a mysterious and terrible curse, struck down while admiring an ancient Varisian relic 
  brought back to Sothis. Be assured, the Forth bringer still lives, his will is strong, and all steps are being taken to 
  ensure his recovery. As the source of this curse came from far-off Varisia, you are most fortuitously situated to 
  aid in ascertaining a cure. The library at Heid march Manor contains one of the few known copies of a work that 
  could be of much use to our court physicians. The treatise is called "Thassilonian Runic Auras, Both Malevolent 
  and Benign." Obtain this volume immediately and convey it to our agent in the Bazaar of Sails in Dockway for 
  its immediate delivery to Sothis. 
  - .IW/,£1/� 
  1 
  Be as swift as the desert wind, 
  -------------------------'---
  Amenopheus, the Sapphire Sage 
  Subject of our suzerain empire, 
  The new avenues of trade opening up in Varisia represent a fantastic opportunity for us. I have heard of a 
  new drug known as "Midnight Milk" said to be manufactured in Magni mar. To have sole access to the supply 
  of th is pharmaceutical throughout the Inner Sea would mean massive profits. However, my last agent sent to 
  acquire samples never returned. Go to the Dreaming Dryad, a drug parlor in the Lowcleft district, and inquire 
  of the owner, Vert l<lydus, if he has such a narcotic. Observe the man's reaction carefully. If he indicates that 
  he does possess the drug, do not sample or purchase any! Escape immediately and report your findings as 
  soon as possible. 
  SCZARNI 
  My Upright Comrade, 
  7f ! May your fortunes be shaded from harm, 
  'J ' !-
  � 
  - -
  Trade Prince Aaqir al'Hakam 
  Magnimar is such a beautiful city, is it not? So many prospects for easy coin, which of course is why so 
  many of our brethren flourish within the city walls. I ask that you personally deliver this gift of an exquisitely 
  carved antique viola to my esteemed colleague Jaster Frallino. He can usually be found in his caravan wagon, 
  called the Fish Tank by locals, in the Varisian encampment in Magni ma r's Lowcleft District. Frallino is a very 
  influential man, so you may find it tricky to convince his guards to permit you an audience. This I leave to you, 
  keeping in mind this man is both family and a friend. Once you have delivered my gift, tell him these words 
  exactly: "Cousin Karela and his caravan have arrived in Riddleport. He sends his regards." Convey his response 
  to me via the usual sources. 
  Shoa,,� got what it takes, 
  � 
  Guaril Karela 
  Valued Agent, 
  It has come to my attention that several of the codes we use to communicate with our operatives in Varisia 
  are almost certainly compromised. Give this missive to a man named Ebrylis at the Magnimar Lodge as soon as 
  you can after you arrive. It contains a new cipher cunningly designed to give false messages to those still using 
  the old decryption method. Make certain no one notices this exchange; it's vital that Ebrylis's role as a Shadow 
  Lodge operative remain a secret. 
  l<eep your team safe, 
  '(,+ Grand master Torch 
  
  RISE OF THE GOBLIN GUILD 
  Sacred Crusader, 
  Be vigilant during your time in Varisia-it is a land with a long history and many ancient evils still 
  slumber there. That said, many of the folk in Magnimar are decent people devoted to Desna or who follow 
  the ways of the angelic spirits. There are other beings, however, who have lost, or never found, the right 
  spiritual path. Be an example of wholehearted goodness to all those you come across. Strive to show charity, 
  kindness, and mercy. Sometimes all it takes is a feather's touch of compassion to set a living being on the 
  path to redemption and virtue. 
  TALDOR 
  Worthy Servitor of the Em pi re, 
  Blessings of the light upon you, 
  l"GlA�� 
  Ollysta Zadrian 
  A small task is required of you. We are currently introducing minute amounts of a hallucinogenic 
  mushroom, known as the yellowcap, into the diet of one of our targets. However, the batches our agents 
  were harvesting have become infected with fungal blight and are now useless. Sooner or later, you are sure 
  to be traipsing through some nasty muddy environment such as the Mushfens. If you come across such a 
  mushroom, please obtain a healthy sample of it and package it carefully for delivery to me. 
  Do this for Taldor, 
  � Lady Gloriana Morilla 
  
  PATHFINDER SOCIETY SCENARIO 
  Pathfinder Society Scenario #4-0 1 : 
  Rise of the Goblin Guild 
  Event 
  Date 
  G M # 
  GM Character # 
  GM Name 
  G M  Prestige Earned 
  0Andoran 
  0 Cheliax 
  0 Grand Lodge 
  0 Lantern Lodge 
  0 0sirion 
  OQadira 
  0 Sczarni 
  0 Shadow Lodge 0 Silver Crusade 
  0Taldor 
  D 
  Character # 
  Prestige Points 
  Character Name 
  0Andoran 
  0 Cheliax 
  0 Grand Lodge 
  0 Lantern Lodge OOsirion 
  OQadira 
  0 Sczarni 
  0 Shadow Lodge 0 Silver Crusade 
  0Taldor 
  D 
  Character # 
  Prestige Points 
  Character Name 
  0Andoran 
  0 Cheliax 
  0 Grand Lodge 
  0 Lantern Lodge OOsirion 
  OQadira 
  0 Sczarni 
  0 Shadow Lodge 0 Silver Crusade 
  0Taldor 
  D 
  Character # 
  Prestige Points 
  Character Name 
  0Andoran 
  0 Cheliax 
  0 Grand Lodge 
  D Lantern Lodge OOsirion 
  DQadira 
  0 Sczarni 
  D Shadow Lodge D Silver Crusade 
  0Taldor 
  D 
  Character # 
  Prestige Points 
  Character Name 
  DAndoran 
  0 Cheliax 
  D Grand Lodge 
  D Lantern Lodge OOsirion 
  OQadira 
  0 Sczarni 
  D Shadow Lodge D Silver Crusade 
  0Taldor 
  D 
  Character # 
  Prestige Points 
  Character Name 
  0Andoran 
  0Cheliax 
  D Grand Lodge 
  D Lantern Lodge OOsirion 
  DQadira 
  0 Sczarni 
  D Shadow Lodge D Silver Crusade 
  OTaldor 
  D 
  Character # 
  Prestige Points 
  Character Name 
  DAndoran 
  0Cheliax 
  D Grand Lodge 
  D Lantern Lodge OOsirion 
  DQadira 
  O sczarni 
  D Shadow Lodge D Silver Crusade 
  0Taldor 
  OPEN GAM E LICENSE Version i.oa 
  The fol lowing text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, l n c ("Wizards"). All Rights Reserved. 
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  15. COPYRIGHT NOTICE 
  Open Game License v i.oa © 2000, Wizards of the Coast, I nc. 
  System Reference Document © 2000, Wizards of the Coast, I n c; Authors: 
  J onathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson. 
  Slime Mold from the Tome of Horrors Complete © 2012, Necromancer 
  Games, I nc., published and distributed by Frog God Games; Author: Scott 
  G reene. 
  Pathfinder Society Scenario #4-0I: Rise of the Goblin Guild © 2012, Paizo 
  Publishing, LLC; Author: Matt Goodall. 
  
  Pathfinder Society Scenario #4-0 1 
  Rise of the Goblin Guild 
  This Chronicle Certifies That 
  A.K.A. 
  Player Name 
  Character Name 
  Pathfinder Society # 
  Faction 
  �--------
  Has Completed This Scenario. --------�
   
  • Items Found During This Scenario 
  brooch of shieldin,g (40 points remaining; 600 gp, limit 1) 
  elixir ofhidin,g (250 gp) 
  necklace of fireballs (type II) (two 2d6 spheres; 600 gp, limit 1) 
  potion of cure moderate wounds (300 gp) 
  potion of ,gaseous form (750 gp) 
  potion of resist ener,gy,jire (300 gp) 
  wand of cure li,ght wounds (24 charges; 360 gp, limit 1) 
  brooch of shieldin,g (15 points remaining; 225 gp, limit 1) 
  cloak of resistance +I (1,000 gp) 
  necklace of fireballs (type I) (1,650 gp) 
  potion ofblur (300 gp) 
  potion of cure li,ght wounds (CL 3rd; i50 gp, limit 4) 
  wand of cure moderate wounds (6 charges; 540 gp, limit i) 
  Scenario Chronicle # 
  + 
  0Normal 
  260 
  520 � 
  x 
  1111--t--t Cl 
  952 
  0 
  i,904 5 
  Starting XP 
  '"""' 
  I 
  GM's 
  XP Gained (GM ONLY) 
  D D  
  Initial Fame Initial Prestige 
  I + 
  I ��j. I 
  Prestige Gained (GM ONLY} 
  I -
  I 
  Prestige Spent 
  D D  
  GP Gained (GM ONLY) 
  Day Job (GM ONLY) 
  --- - - -- - - - ---- - - --- - - --- --- - --- - - --- --- - - --- - - -- --- - - I - -
  -f 
  + 
  I 
  Items Sold / Conditions Gained 
  TOTAL VALU E OF ITEMS SOLD 
  Add i/2 this value to the "Items Sold" Box 
  For GM Only 
  EVENT 
  EVENT CODE 
  Items Bought / Conditions Cleared 
  TOTAL COST OF ITEMS BOUGHT 
  Items Sold 
  I = 
  I 
  Subtotal 
  Items Bought 
  �l_
  : �
  I =
  _� 
  -
  r 
  Total 
  DATE 
  Game Master's Signature 
  GM Pathfinder Society # 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 4/S04-01 Rise of the Goblin Guild.pdf