TEXT: By Vanessa Hoskins
  SLAVER'S END
  PATHFINDER SOCIETY SCENARIO #10-21 
  TIER 5–9
  
  Pathfinder Society Scenario #10-21: Slaver’s 
  End is a Pathfinder Society Scenario designed 
  for 5th- through 9th-level characters (Tier 
  5–9; Subtiers 5–6 and 8–9). This scenario is 
  designed for play in the Pathfinder Society 
  Roleplaying Guild campaign, but it can 
  easily be adapted for use with any world. 
  For more information on the Roleplaying 
  Guild, how to read the attached Chronicle 
  sheets, and how to find games in your area, 
  check out the campaign’s home page at 
  pathfindersociety.club.
  HOW TO PLAY
  Author • Vanessa Hoskins
  Development Lead • Michael Sayre
  Contributing Artists • Jesper Ejsing and Teresa Guido
  Cartographer • Sean Macdonald
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  Chris S. Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Lyz Liddell
  Editors • Amirali Attar Olyaee, James Case, Leo Glass, 
  Avi Kool, Adrian Ng, Lacy Pellazar, and Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and 
  Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Manager • Dan Tharp
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Organized Play Manager • Tonya Woldridge
  Human Resources Generalist • Angi Hodgson
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Raimi Kong
  Web Production Manager • Chris Lambertz
  Senior Software Developer • Gary Teter
  Customer Service Team • Katina Davis, Virginia Jordan, 
  Sara Marie, Samantha Phelan, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, 
  Mika Hawkins, Heather Payne, Jeff Strand, and 
  Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, 
  Whitney Chatterjee, Erik Keith, Josh Thornton, and 
  Andrew White
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  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 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
  registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, 
  names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, 
  locations, plots, storylines, and trade dress. (Elements that have previously been designated as 
  Open Game Content, or are exclusively derived from previous open game content, or that are in 
  the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game 
  License version 1.0a, Section 1(d). No portion of this work other than the material designated as 
  Open Game Content may be reproduced in any form without written permission.
  Pathfinder Society Scenario #10-21: Slaver’s End © 2019, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder 
  Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder 
  Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat 
  Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Map Pack, Pathfinder 
  Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder 
  Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, 
  Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  Slaver’s End makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Class 
  Guide (ACG), Pathfinder RPG Advanced Players Guide (APG), Pathfinder RPG Bestiary, Pathfinder 
  RPG Bestiary 3, Pathfinder RPG Ultimate Combat (UC), Pathfinder RPG Ultimate Equipment (UE), 
  Pathfinder RPG Ultimate Magic (UM), and Pathfinder RPG Villain Codex. This adventure assumes 
  the GM has access to these sourcebooks. All rules referenced in this adventure are available in the 
  free online Pathfinder Reference Document at pfrd.info, and the relevant rules from the Bestiary 
  volumes and Codex volumes are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Slaver’s End                                          3
  Handout                                           22
  Appendix                                          23
  Map                                                27
  Chronicle Sheet                                   29
  
  Sedeq •
  Qadira
  33
  By Vanessa Hoskins
  SLAVER’S END
  SLAVER’S END
  This adventure starts in Sedeq and continues to Jirandiel’s 
  private estate on a small island off the southwestern coast 
  of Qadira. You can read more about Qadira in Pathfinder 
  Campaign Setting: Qadira, Jewel of the East.
  Where on Golarion?
  P
  hlegos Dulm is a traitor to the Pathfinders. Society 
  agents obtained evidence that the disgraced former 
  venture-captain was sabotaging the monetary and 
  political power of his rival Venture-Captain Wulessa Yuul 
  (Pathfinder Society Scenario #10-06: Treason’s Chains). He has 
  poisoned his enemies, including Pathfinders and their allies, 
  and profited heavily from his direct involvement in illegal 
  slave trade. After Phlegos attempted to poison a trio of agents 
  at Venture-Captain Roderus’s retirement party, Roderus 
  turned over all his influence and responsibilities to Wulessa, 
  but not before tasking her with tracking down the renegade 
  half-orc and returning him to the Society for judgment.
  After fleeing Katapesh, Phlegos turned to Jirandiel 
  Waverider, a former officer of the Chelish navy. Years ago, a 
  group of Pathfinders forever changed her life when they stole 
  her ship and a valuable prisoner from her (Pathfinder Society 
  Scenario #38: No Plunder, No Pay). After this embarrassment 
  ,Jirandiel lost her commission with the Chelish navy. Knowing 
  only the sea and the wind, she took up a life of piracy. Though 
  the years have dulled her self-hatred for becoming that which 
  she once hunted, her ire for the Pathfinder Society has only 
  sharpened. She has taken every opportunity to twist a dagger 
  in their plans, her revenge against them for destroying her life 
  never quite complete.
  When Phlegos approached Jirandiel with an opportunity 
  to strike a blow against the Society, she accepted, but made 
  secret plans of her own. Phlegos was a Pathfinder too, after all.
   Phlegos had sent a group of Pathfinders to investigate a 
  lead on a small island off the southwestern coast of Qadira. 
  Shortly before Phlegos was forced to flee Katapesh, these 
  Pathfinders had reported an astounding find: a sprawling 
  estate filled with ancient relics, as well as graven tablets 
  procured from Katheer’s Venicaan College. After intercepting 
  their ship bound for Absalom, Jirandiel captured the crew and 
  the six Pathfinder agents on board, keeping them as slaves. 
  She and Phlegos brought the slaves to this island estate, using 
  them to repair damage to the structure caused by weather and 
  neglect, as well as adding a new wing.
  Before the slaves could finish repairs to the estate, Jirandiel 
  and her crew turned on Phlegos, subduing him and taking 
  control of the island as their new base of operations. Her 
  new prize “Pathfinder” slave in chains, Jirandiel and her crew 
  looted the estate. She discovered an orb of aquatic mastery 
  hidden in a safe and used it to control the largest aquatic 
  beast she could find, an enormous cephalopod living in the 
  oceanic depths near the island. With her tentacled creature 
  under control, she’s confident that no one can approach her 
  new island estate.
  Meanwhile, Karisa Starsight, steward of the Liberty’s 
  Edge faction, has been investigating rumors that Phlegos 
  enslaved his own Pathfinder agents. She’s tracked numerous 
  transactions in his ledgers for nonexistent goods, shipments 
  to fictitious factors, and other discrepancies. This has all but 
  confirmed her suspicions that Phlegos was selling Pathfinder 
  agents into slavery to cover his numerous debts. She’s tracked 
  one group of sold Pathfinders to Sedeq, a depraved market 
  where all manner of sentient beings are bought and sold with 
  callous disregard for personal liberty. Now she’s reached out 
  to Society leadership for assistance in hunting for Phlegos 
  while she locates the missing Pathfinders.
  
  Karisa Starsight
  PATHFINDER SOCIETY SCENARIO
  44
  SUMMARY
  The adventure begins in Sedeq after the PCs receive a letter 
  from Venture-Captain Wulessa Yuul asking them to meet with 
  Karisa Starsight. Karisa meets the PCs in a shady tavern and 
  gives them instructions to track down and capture 
  Phlegos Dulm. She provides a strong lead to one 
  of Phlegos’s contacts in the slavery business, 
  a genie-binder named Corvius Vayn. Karisa 
  recommends that the PCs take one of two 
  tactics: make a deal with Vayn for information 
  on how to find Phlegos, or free one of Vayn’s 
  favored slaves who rarely leaves Vayn’s 
  side and certainly has the information. 
  She warns the PCs that the slave is an evil 
  efreeti called Khanuur and that releasing a 
  powerful force of evil into the world could 
  have long term consequences.
  She arranges an introduction with Vayn 
  and lets the PCs choose which strategy they’d 
  like to take. If the PCs choose to make a deal with 
  Vayn, he gives them directions for the island 
  that Phlegos has retreated to and tells them 
  about shipments of various excavation and 
  construction supplies. If the PCs choose to 
  free Khanuur, the efreeti is happy to trade 
  his freedom for the information 
  the PCs want. However, if 
  the PCs press him for more 
  assistance, particularly for a 
  wish, then they may get more 
  than they bargained for.
  Once they arrive on the island, 
  the PCs must find their own way into the estate to free the 
  slaves and deal with both Jirandiel and her “favorite” slave, 
  Phlegos. Depending on their method of arrival, they’ll likely 
  run into the island’s guardian, a monstrous cephalopod 
  under Jirandiel’s control, and the crew of Jirandiel’s latest 
  ship, a clipper named Waverider’s Revenge. Once the slaves are 
  free, the PCs just need to escape the island with Phlegos in 
  captivity.
  GETTING STARTED
  Give the players Handout #1 and give them time to prepare 
  and attempt Knowledge checks before proceeding. Read or 
  paraphrase the following to get the adventure underway.
  A mix of odors fills the tavern, chief among them stale arak with a 
  faint hint of cleaning products and vomit. The bright-eyed steward 
  of Liberty’s Edge operations, Karisa Starsight, sits in a dark corner 
  of the room. 
  Her hood casts shadows on her face, but her bright eyes shine 
  out as two points of light in the otherwise dimly lit tavern. She 
  makes a gesture as if to call a server while subtly waving you over.
  Once the PCs decide to approach the table, read or 
  paraphrase the following.
  She pulls back a fold of her cloak to reveal a pin depicting a 
  golden longsword on blue wings, the Liberty’s Edge 
  insignia. “Welcome to Sedeq. I hope you made it here 
  without too much harassment from the residents. 
  This city is as despicable and crime ridden as any 
  I’ve seen. Everyone seems to be under the thumb 
  of someone even more vile, so it’s difficult to find 
  anyone to trust. This establishment has just the 
  right amount of ill repute.” She stops speaking as a 
  server approaches the table. “A pitcher, please.” The 
  server eyes Karisa with disdain, then walks towards 
  the bar while scratching their rear.
  Karisa Starsight takes a moment to compose 
  herself. “Venture-Captain Yuul tells me that you 
  are fine agents and will be able to help me track 
  down the ex-Pathfinder, Phlegos Dulm. I’ve got 
  a lead on some missing Pathfinder agents we 
  believe he  poisoned and sold into slavery to 
  cover his substantial debts. I can’t track both at 
  once, so I’ll be relying on you to find Phlegos 
  and bring him in. Meanwhile I’ll be locating our 
  missing agents. The Decemvirate would like 
  to question Phlegos, so bring him 
  back alive, if possible.
  “I would start by talking to 
  Corvius Vayn, a slave merchant 
  and genie binder. He is about as 
  untrustworthy 
  and 
  despicable 
  as they come, but he was also 
  Phlegos’s primary contact here in Sedeq. If anyone knows where 
  he is, it will be Vayn. I’ve managed to obtain a letter of introduction 
  for you. He’ll know you’re Pathfinders and will likely suspect you 
  want information on Phlegos; his spy network is extensive.
  “You might also be able to obtain information on Phlegos from 
  Khanuur, Vayn’s efreeti slave who rarely leaves his side. Normally 
  I’d recommend freeing Khanuur in exchange for information, but 
  Khanuur is an evil genie, an efreeti. Freeing him would mean 
  letting a powerful evil force free into the world but keeping him 
  enslaved seems unfair to any creature. I trust your judgment to do 
  what you feel is right.
  “Before I depart, do you have any questions for me?”
  Before Karisa departs, the PCs can ask any follow-up 
  questions. If they don’t ask many questions, consider 
  mentioning that Karisa Starsight is eager to assist the PCs in 
  resolving the hunt for Phlegos with any further information 
  they may need.
  How did you get the information about Phlegos? “From a 
  series of ledgers we obtained; they were encoded, but we were 
  able to identify Corvius Vayn as his contact in Sedeq.”
  
  SLAVER’S END
  55
  What do you mean ‘just the right amount of ill repute?’ 
  “Any place nicer would be likely have spies for the spymasters 
  lurking, willing to sell us out for a handful of gold. Any place 
  less… reputable… we’d likely get our throats cut for less 
  than a handful.”
  What is arak? “It’s a milky white liquor made from anise 
  seeds; good arak has a fairly pleasant taste.” 
  Is the arak good/is this safe to drink? “Yes, but… I wouldn’t 
  consume anything you order here; it’s just for a cover.” Karisa 
  eyes a particularly soggy looking plant nearby.
  What can you tell us about Corvius Vayn? “He’s extremely 
  rich, powerful, vile, and a target I’ve had my eye on for 
  a long time now. He’s a genie binder and a slaver with a 
  staggeringly large network of contacts and ludicrously deep 
  pockets. Those connections insulate him from reprisal and 
  make it very difficult to prove any criminal acts that might 
  give us an excuse to take action against him. He also has a 
  love of rare possessions and will collect anything he finds 
  unique: alcohol, jewelry, slaves. It might be efficient to bring 
  a rare alcohol or other unique gift for him if you have access 
  to such.” Note that characters who have the Chronicle sheet 
  for Pathfinder Society Scenario #9-21: In the Grandmaster’s Name 
  may check a box next to the Sommelier’s Private Selection 
  boon in place of any of Corvius’s other “favors” to obtain his 
  assistance (see Vayn Estate below).
  What can you tell us about Khanuur? “I feel… a certain 
  amount of sympathy for the creature. Corvius keeps the efreeti 
  bound to him with a magical collar. I have tools that can help 
  you break him free of it, if such appears to be necessary.”
  What do you recommend: free Khanuur or deal with 
  Vayn? “I leave the decision to you but I, personally, would 
  free Khanuur. Perhaps after his captivity he’ll have learned 
  some temperance, as well as some value of personal liberty. 
  Perhaps he’ll turn on his former slave-masters and help 
  us defeat him. Either way it’s a blow against slavery in the 
  region, which is something.”
  After answering the PCs questions, Karisa gives the PCs 
  a greater chime of opening (functions as a chime of opening with 
  a caster level of 20) and an adamantine metal file. “I’m sure 
  you’ll find these useful one way or another. If you don’t use 
  them to free Khanuur, then they’ll likely be useful in gaining 
  access to Phlegos.”
  KNOWLEDGE (LOCAL) OR DIPLOMACY (GATHER 
  INFORMATION)
  Based on the result of a Knowledge (local) or Diplomacy 
  check to gather information, the PCs might know more about 
  Sedeq. They learn all of the information whose DC is equal to 
  or less than the result of their check.
  10+: Nowhere in Qadira is the axiom “Anything can be 
  bought and sold” more grimly true than Sedeq. More than 
  half the population are slaves, and the markets provide any 
  product you can think of, no matter how dangerous.
  15+: Even in Sedeq, Qadirans are courteous, especially to 
  their enemies. They see providing for guests as an almost 
  religious obligation, and it is traditional for a guest to bring a 
  gift when visiting.
  20+: Though Qadiran law prevents nobles, citizens, and 
  registered foreigners from being involuntarily enslaved, this 
  protection is often overlooked in Sedeq.
  KNOWLEDGE (LOCAL) OR DIPLOMACY (GATHER 
  INFORMATION)
  Based on the result of a Knowledge (local) or Diplomacy 
  check to gather information, the PCs might know more about 
  Corvius Vayn. They learn all of the information whose DC is 
  equal to or less than the result of their check.
  10+: Vayn is an influential slave trader in Sedeq, making 
  most of his money on obtaining and selling rare slaves. With 
  his ample fortune, he has dabbled in a variety of other trades 
  more out of curiosity than necessity.
  15+: Vayn periodically uses his vast wealth to purchase a sun 
  orchid elixir from Thuvia, which restores his body to a healthy, 
  young adult state. He’s done this at least twice and is at least 
  a few centuries old.
  20+: He keeps Khanuur, an efreeti, at his side most of the 
  time. Vayn sends Khanuur to personally deliver messages or 
  attend to guests as a symbol of both his power and his interest 
  in a particular business deal.
  25+: Corvius’s desire to own rare goods has given him a 
  reputation as a ruthless collector, always getting what he wants.
  VAYN ESTATE
  Corvius Vayn’s estate is an opulent palace with gardens full 
  of exotic plants, an entry hall with rare works of art, and a 
  sitting room the size of a townhouse. Once the PCs arrive 
  and present their letter of introduction, they’re brought 
  to the sitting room by a suli (a planetouched descendant 
  of genies, much as an aasimar is descended from a 
  celestial ancestor)  in flowing silk robes, then offered any 
  manner of refreshment they desire. Shortly after receiving 
  refreshments, Corvius  Vayn himself joins the PCs. Read or 
  paraphrase the following.
  A sturdy blonde human man with long, free-flowing hair strides 
  confidently into the room, his fine black and white silk robes 
  fluttering behind him. An efreeti in midnight black robes with 
  gold trim and a black metal collar follows immediately behind. 
  The human addresses the room at large, “Ah, Pathfinders. I 
  was wondering how long it would take you seek me out. My 
  money was on a month earlier, but no matter. It only cost me 
  a few thousand platinum.” He slowly starts to sit as several 
  unseen servants assemble a throne of throw pillows below him. 
  “I am Corvius Vayn of course and need no further introduction. 
  You however, do. Please introduce yourselves so I can start to 
  think of you as more than a group of homicidal archeologists.”
  
  PATHFINDER SOCIETY SCENARIO
  66
  Corvius gives each PC an appraising look as they 
  introduce themselves, taking special note of any PC with 
  an unusual heritage or set of skills (such as races and 
  archetypes granted by a Chronicle sheet boon). If they 
  deviate from introductions for any reason other than 
  offering praise or gifts, he interrupts them, saying “Tsk tsk, 
  introductions first. Formality and etiquette are paramount.” 
  After the PCs introduce themselves, he continues. Read or 
  paraphrase the following.
  “Let us cut deep. You’re here because of former Venture-Captain 
  Phlegos Dulm. He betrayed you. You want him… dead? Captured? 
  Something unpleasant, I’m sure. He owes me a great deal as well 
  and I can’t be letting him get away with it—no; bad business. 
  Letting you handle him is cheaper than hiring the Red Mantis 
  to do it for me. However, I can’t be giving away something for 
  free, even information—etiquette you know. In exchange for 
  information on Phlegos Dulm, including where to find him, I offer 
  you this onetime deal:”
  If he made special note of any of the PCs, he offers the 
  following arrangement to those PCs. Read or paraphrase 
  the following.
  “(One of) you will become my indentured servant for one month—
  oh, you don’t have to do anything unseemly. I’m not a Calistrian. 
  I just want to take you to a few lavish parties, dress you in fine 
  clothes, show off your various talents; standard arrangement. 
  You don’t have to start now—I understand you’re in the middle of 
  something. Come back when you’re done and get pampered for 
  a while. Deal?”
  For ramifications, see the In Service to Corruption boon 
  on page 26. However, if a PC does not accept his deal, or if 
  Corvius did not make special note of any of the PCs, read or 
  paraphrase the following.
  “Each of you will owe me a favor to be determined later. I could 
  use a few ‘adventurers’ in my pocket—” a clear chime sounds 
  through the room. “Apologies, I have an engagement I must get 
  to. Let me leave you here to relax and deliberate. I’ll return in 
  one hour to hear your decision—though you really don’t have 
  a choice, do you?” Corvius chuckles to himself as he leaves the 
  room, leaving the efreeti to stand at attention beside the door.
  Khanuur, the efreeti, answers any questions the PCs 
  have, offers to get them more refreshments, entertainment, 
  or anything they ask for. If the party approaches him 
  about trading his freedom for information on Phlegos, he 
  immediately agrees.
  “I will aid you, if I can. However, you must remove this collar; it 
  binds me to Corvius’s will. As long as it is intact, I cannot assist 
  you and must perform everything Corvius asks. Set me free and 
  I offer you the information you seek in exchange. Nothing more 
  and nothing less.”
  If the PCs accept his offer, they can remove the collar 
  with a successful DC 50 Disable Device check, or a DC 40 
  Disable Device check if they can suppress the arcane lock on 
  the collar. Alternatively, they can use Karisa’s adamantine file 
  to cut through the collar after suppressing the arcane lock, 
  though this destroys the file.
  As a genie, Khanuur can grant wishes to mortals. Though 
  Corvius has already used 2 of the 3 wishes Khanuur may 
  grant per day, he is willing to use the last wish to transport 
  the PCs to Phlegos directly if asked. Depending on the 
  PC’s disposition, the way he grants that wish varies. With 
  a successful DC 27 Bluff or Diplomacy check (DC 32 in 
  Subtier 8–9, as he’s counting on the wish’s leverage to enable 
  him to escape), the PCs appeal to Khanuur enough that he 
  grants them favorable aid. Any attempt to Intimidate him 
  immediately fails. If the PCs request additional aid or a 
  wish from Khanuur and do not meet the requisite check, 
  he pretends to be pleased; a PC who succeeds at a DC 39 
  Sense Motive check senses some mischievousness behind 
  Khanuur’s well-practiced veil of sincerity.
  If the PCs have not freed Khanuur and are still present to 
  make a deal with Corvius when he returns, he eagerly accepts 
  their agreement to his deal, telling Khanuur to gather the 
  barrister to draw up the contracts.
  Development: Once the PCs have made a deal for the 
  information, their informant tells them that Phlegos has 
  been buying various excavation and construction supplies, 
  then shipping them to an island just southwest of Qadira. 
  He also informs the PCs that Phlegos has been partnering 
  with Jirandiel Waverider, a disgraced ex-Chelish naval officer 
  turned pirate, who has been a curse on the shipping routes 
  in that area with the aid of a monstrous sea creature. He also 
  confirms that some of the slaves Phlegos keeps on the island 
  include a team of Pathfinders.
  If the PCs requested aid from Khanuur and failed to 
  impress him, he grins at them saying, “Your wish is to go 
  to Phlegos, then your wish is my command.” With a snap 
  of his fingers, the PCs are instantly teleported to the island 
  estate in area B7. If they were successful in impressing 
  Khanuur when requesting aid, he offers to transport them 
  to the island where Phlegos is hiding and allows them time 
  to prepare before teleporting them to the docks (area A).
  If the PCs report what they’ve found back to Karisa 
  Starsight, she hires a ship to send the PCs to investigate 
  the island estate while she remains in Sedeq to further 
  investigate missing Pathfinders. If the PCs travel by ship, 
  they arrive at the eastern edge of the island in 2 days. Arriving 
  slightly later than by the efrreti’s magic has no noteworthy 
  impact on the rest of the scenario.
  
  SLAVER’S END
  77
  WAVERIDER’S ISLAND
  Jirandiel Waverider knows nothing about the island’s 
  history, neither who might have built the estate that sits on 
  a small bluff and overlooks the sea, nor its connection to 
  Katheer’s Venicaan College. She only knows that the island 
  is large enough to grow wild fruit and sustain animals for 
  hunting, is small enough to avoid notice, and comes with 
  a built-in barrier reef. The island maintains a temperate 
  to warm climate year-round, with high winds and sudden 
  rain storms being the only environmental deterrents to 
  living there.
  The island sits to the southwest of mainland Qadira, 
  almost due south from Okeno. It’s close to the Obari Trade 
  Circle, a popular merchant route, but far enough to not be 
  detected by patrols. The estate and nearby docks face the 
  south side of the island, away from Okeno. Most vessels 
  traveling near Okeno that spot the island are unable to see 
  any signs of inhabitants unless they go out of their way.
  A. ISLAND DOCKS (CR 8 OR CR 11)
  Jirandiel keeps several small sloops docked here for traveling 
  out to her clipper, Waverider’s Revenge, which is anchored just 
  south of the barrier reef, about 2,000 feet away and visible 
  from the coast.
  A small dock offers several cleats and mooring poles for docking 
  smaller boats, such as fishing vessels and very small single mast 
  ships. A large sloop, configured for hauling cargo, is anchored near 
  the dock. A large pile of lumber peaks out from a tarp, just past 
  the tree line. Several storage sheds dot the area, most of them 
  looking poorly built or neglected.
  The PCs are most likely to arrive here by rowboat from 
  their main ship, unless they convinced the genie to give 
  them magical assistance. Two sloops, shallow-bottomed 
  ships with a single mast, and two rowboats are tied to the 
  docks. The storage sheds attached to the dock are older, 
  permanent structures with moderate weather damage. 
  Four hastily erected temporary sheds have been set up to 
  store building supplies. The water drops 10 feet deep just 
  off the shore, then to 30 feet deep beyond the first 5 feet of 
  water away from shore. With a successful DC 19 Knowledge 
  (arcana) check, the PCs can identify signs of stone shape on 
  the shore, creating a deep and stable shoreline. A large reef 
  outside of this bay prevents any vessels besides sloops and 
  other shallow riding craft from crossing the reef.
  When Phlegos Dulm took control of the island, he 
  brought construction materials with him to repair the 
  weather-damaged dock and estate. Some of that material 
  still sits piled up under canvas tarps just past the tree line. 
  He had his slaves construct temporary structures to house 
  the more weather-sensitive building materials. When 
  Jirandiel took control of the island and enslaved Phlegos, 
  she chose to continue these building projects, but she is 
  currently focused on getting the estate fully repaired.
  Creature: Jirandiel’s cephalopod (see B7) occasionally 
  looks for food near these docks. The second time the PCs 
  come here (either when leaving the island or if they return 
  to the docks for any reason), the monster is patrolling 
  nearby and comes to investigate, attempting to ambush the 
  PCs. If the PCs don’t spot it and can’t immediately placate it, 
  it attacks them.
  Treasure: Phlegos stocked the equipment shacks with 
  two sets of masterwork ship building tools, two sets of 
  masterwork fishing tools, four 500-foot spools of silk rope, 
  and a bait-filled waterproof chest enchanted to always keep 
  the contents chilled.
  Development: At any time after the PCs arrive on the 
  island, they can attempt to secure a sloop and travel out to 
  the Waverider’s Revenge to take it from the pirates. The clipper 
  only has a handful of inexperienced crew members onboard 
  and doesn’t pose a challenge for the PCs; they can easily 
  intimidate the crew into sailing the ship back to Sedeq. If the 
  PCs are curious about the ship, it’s relative vulnerability is 
  readily apparent.
  Faction Notes: If the PCs can free the cephalopod by 
  using the orb of aquatic mastery or destroying the orb, the 
  creature does not arrive to patrol, but instead is out in the 
  water hunting and ignores the PCs if not antagonized.
  Additionally, if they can succeed at a DC 30 Perception 
  check, they find a small mound of earth in the woods. 
  Buried 2 feet deep is a sack with dozens of stone chips, each 
  engraved with the name of a dead slave. If the living slaves 
  in the estate have told the PCs about these buried chips, they 
  gain a +10 circumstance bonus to locate them.
  Rewards: If the PCs do not obtain the mundane and 
  magical equipment in the storage sheds, reduce each PC’s 
  gold earned by 218 gp.
  B. THE ESTATE
  When Phlegos first took over this estate, he spent a 
  considerable portion of his wealth fixing it up, as he planned 
  on retiring safely beyond the Society’s reach. When he 
  hired Jirandiel to aid in his schemes, she immediately saw 
  the benefits of a secluded island hideout and planned her 
  betrayal against the former Pathfinder. Since overpowering 
  the disgraced venture-captain and his servants, she’s become 
  quite comfortable here but hasn’t kept the estate in top 
  condition the way Phlegos intended. Her Pathfinder slaves 
  are a reticent and rebellious workforce, slow to carry out her 
  plans to create a proper bar and lounge for her crew.
  Unless otherwise noted, all rooms have stone floors, 
  insulated wooden walls (hardness 5, 90 hit points, break DC 
  23), 10-foot ceilings, and at least one continual flame cast on 
  a hanging lantern with an integrated hood for dimming or 
  dousing the light.
  
  1 square = 5 feet
  Pathfinder Flip-Mat: Docks
  N
  A. Island Docks
  PATHFINDER SOCIETY SCENARIO
  88
  
  1 square = 5 feet
  B1
  B4
  B3
  B2
  B5
  B8
  B7
  B6
  B6
  B6
  B. The Estate
  SLAVER’S END
  99
  
  PATHFINDER SOCIETY SCENARIO
  10
  10
  If the PCs’ actions cause the estate to go on alert, it takes 
  the NPCs several rounds before they’re ready to engage the 
  PCs. Each NPC takes some amount of time gathering their 
  equipment and/or donning their armor before leaving their 
  area and engaging the PCs. This gives the PCs time to escape 
  if they’re attempting to infiltrate the estate, or they might 
  catch the NPCs in the middle of getting ready if they decide 
  to storm the estate directly. The dogs’ barking does not alert 
  the NPCs to the PCs’ presence, but the pirate crew (B2) goes 
  to investigate without preparing after 3 rounds. The Before 
  Combat entry in each NPC’s tactics section lists their actions 
  taken while getting prepared. Use the following list to 
  determine the total number of rounds before the creatures 
  in the area start to pursue the PCs.
  Section   NPCs 
    Subtier 5–6 
  Subtier 8–9
  B2 
    Crew 
    12  
  7
  B4 
    Dogs 
    0 
   0
  B5 
    Flak’ak 
    6 
  6
  B7 
    Jirandiel and Phlegos   18 
  18
  Estate on Alert
  B1. ENTRANCE HALL (CR 6 OR CR 7)
  A natural stone floor and twenty-foot-high domed glass ceiling 
  enhance the beauty of this entrance hall. A wide staircase leads 
  up to the second-floor balcony while double doors open to the 
  north and south, and another leads west into a garden.
  The estate’s original architect used a natural stone floor 
  and glass ceiling to ease a guest from outdoors to indoors. 
  Six hooded wall lanterns with continual flame adorn the 
  walls, flanking each set of doors. To allow the dogs to roam 
  the property, Jirandiel insists on keeping all three sets of 
  entrance hall doors open.
  GMs should note that it is assumed that this encounter 
  will typically be augmented by the dogs in the dining room 
  from encounter B4, which makes the combined encounter 
  a CR 7 (in Subtier 5–6) or CR 10 (in Subtier 8–9). 
  Creatures: Jirandiel’s pack of hounds usually spends the 
  day lounging under the table in the dining room (B4); if 
  they hear activity in the entrance, they come running and 
  barking immediately.
  The dogs’ barking annoys the pirates who are nearby 
  (B2), causing them to shout curses and threats such as 
  “Shut up, mutts!” and “Don’t make me come in there!” for 3 
  rounds before becoming agitated enough to investigate the 
  commotion personally. The hounds originally belonged 
  to Phlegos, and so they have not bonded with the pirates; 
  if any of the pirates approach because of the dogs, they 
  do not take the time to prepare themselves for battle, as 
  they are simply assuming that the dogs are just acting up 
  again, which is a common occurrence. If the pirates arrive 
  to shout at the dogs and do not detect the PCs, they close 
  the doors between B1 and B2 to muffle the sounds of the 
  dogs’ barking.
  Traps: Phlegos had a magical trap installed as soon 
  as he claimed the estate. The spell only targets the stone 
  foundation in this room, attempting to trap anyone who 
  arrives unexpectedly. It does not affect the overall structure 
  of the estate. Anyone speaking the passphrase near the room 
  (a profane insult against “The Ten”) disables the trap for 10 
  minutes. Jirandiel and the crew all know the phrase and use 
  it if lured into this room. The dogs have all learned that if 
  they want to cross the room, they must do it quickly before 
  becoming trapped in the floor.
  SUBTIER 5–6 (CR 6)
  TRAPPING STONE 
  CR 6
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger proximity (alarm, delayed 2 rounds); Reset 10 minutes; 
  Bypass passphrase (10 minutes)
  Effect spell effect (transmute stone to mud followed immediately 
  by transmute mud to stone, DC 19 Reflex to avoid; multiple 
  targets [all targets in the room]; affected creatures are 
  entangled and anchored until they destroy the stone around 
  them [hardness 8, 30 hp] or escape the stone [Strength or 
  Escape Artist DC 19]).
  SUBTIER 8–9 (CR 7)
  PERSISTENT TRAPPING STONE 
  CR 7
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger proximity (alarm, delayed 2 rounds); Reset 10 minutes; 
  Bypass passphrase (10 minutes)
  Effect spell effect (transmute stone to mud followed immediately 
  by persistentAPG transmute mud to stone, DC 20 Reflex to avoid; 
  multiple targets [all targets in the room]; affected creatures are 
  entangled and anchored until they destroy the stone around 
  them [hardness 8, 30 hp] or escape the stone [Strength or 
  Escape Artist DC 20]).
  Development: In Subtier 8–9, the shadow mastiff’s bay 
  alerts all creatures in the estate to an enemy presence; 
  all combatant NPCs come to investigate after preparing 
  for combat (see Estate on Alert sidebar), but are delayed 2 
  rounds from the effects of the baying. Otherwise, the crew 
  investigates without preparing for combat after 3 rounds 
  of barking. If they encounter the PCs, they call out to alert 
  other NPCs.
  
  SLAVER’S END
  11
  11
  B2. LOUNGE (CR 7 OR CR 10)
  What was once a classy and comfortable lounge has been 
  damaged by neglect, rowdy pirates, and lethal squabbles. Half of 
  the furniture in the room are mismatched sets or show signs of 
  being crudely repaired after drunken duels. A messy deck of cards 
  remains strewn across the round table. Glass bottles litter every 
  surface and lie scattered across the floor.
  The pirates have turned this opulent library and den into 
  a gambling lounge. Stains from countless drinking games or 
  duels give this room a violent, drunken lived-in quality.
  Creatures: The crew spends most of their free time in this 
  room gambling and drinking. When the PCs arrive, they are 
  either in the middle of a game of golem (a card game similar 
  to poker) or laying around nearly passed out, depending on 
  the time of day.
  If they hear the dogs barking, they spend 3 rounds shouting 
  at them before investigating (see B1). If they investigate the 
  barking dogs and do not detect the PCs, they shut the doors 
  between B1 and B2 to muffle the sound of the dogs and do not 
  investigate further, even with additional barking.
  Any of the crew that flees attempts to hide in the woods 
  until they’ve had a chance to rest, then returns the next day to 
  see what became of Jirandiel.
  SUBTIER 5–6 (CR 7)
  DECKHANDS (2) 
  CR 3
  Deserters (Pathfinder RPG Villain Codex 131; see page 23)
  hp 38 each
  TACTICS
  Before Combat The deckhands spend 10 rounds hastily donning 
  their armor and 1 additional round getting their weapons ready. 
  They drink their potions of barkskin before leaving to hunt 
  down the PCs.
  During Combat They attempt to flank and defeat the most heavily 
  armed PCs first.
  Morale Not wanting to risk their lives, they flee when reduced to 
  less than 9 hit points.
  STATISTICS
  Skills Climb +5, Diplomacy +0, Intimidate +3, Perception +5, 
  Profession (sailor) +6, Ride +5, Stealth +6, Swim +5
  MASTER GUNNER 
  CR 3
  Female pistoleer (Pathfinder RPG Villain Codex 59; see page 24)
  hp 34
  TACTICS
  Before Combat The master gunner spends 5 rounds hastily 
  donning her armor and 1 additional round getting her weapons 
  ready. She drinks her potion of shield of faith only when she’s 
  confident she’s about to engage the PCs.
  During Combat She opens the engagement with her double-
  The crew is especially drunk, and the pirate mage has 
  overindulged and is experiencing vertigo. Make the 
  following adjustments to accommodate a group of four PCs.
  Both Subtiers: All four crew members have the sickened 
  condition. Additionally, the pirate mage must attempt a 
  concentration check (DC = 10 + spell level) whenever they 
  try to cast a spell as though due to vigorous motion.
  Scaling Encounter B2
  barreled pistol, drawing her rapier if the PCs engage 
  her directly.
  Morale Hoping the PCs eliminate Jirandiel, she flees when reduced 
  to less than 11 hit points, or if half of the crew is defeated.
  STATISTICS
  Skills Acrobatics +10, Intimidate +9, Perception +7, Profession 
  (sailor) +7
  PIRATE MAGE 
  CR 3
  Nonbinary guard mage (Pathfinder RPG Villain Codex 47; see 
  page 24)
  hp 28
  TACTICS
  Before Combat The pirate mage spends a round securing their 
  spell pouch and magic items, then casts mage armor on 
  themselves. They cast enlarge person on one of the deckhands 
  and blur from their wand on themselves before they leave to 
  face the PCs.
  During Combat They cast glitterdust to give the deckhands time 
  to engage, then cast summon monster II to summon 1d3 
  fiendish eagles.
  Morale Not wanting to risk their life, they flee when reduced to 
  less than 9 hit points.
  SUBTIER 8–9 (CR 10)
  DECKHANDS (2) 
  CR 6
  Drunken brutes (Pathfinder RPG Villain Codex 190; see page 23)
  hp 93 each
  TACTICS
  Before Combat The deckhands spend 5 rounds hastily donning 
  their armor and 1 additional round getting their weapons ready.
  During Combat They enter a rage and attempt to defeat the most 
  heavily armed PCs first.
  Morale Not wanting to risk their lives, they flee when reduced to 
  less than 23 hit points.
  MASTER GUNNER 
  CR 5
  Female swaggering shot (Pathfinder RPG Villain Codex 192; see 
  page 25)
  hp 49
  
  PATHFINDER SOCIETY SCENARIO
  12
  12
  TACTICS
  Before Combat The master gunner spends 5 rounds hastily 
  donning her armor and 1 additional round getting her weapons 
  ready. She drinks her potion of cat’s grace before leaving to face 
  the PCs.
  During Combat She opens the engagement with both pistols, 
  then stows one while continuing to shoot with a single pistol. 
  If that pistol misfires and she cannot clear it as a move-action 
  with quick clear, she switches to her backup pistol.
  Morale Hoping the PCs eliminate Jirandiel, she flees when reduced 
  to less than 16 hit points, or if half of the crew is defeated.
  PIRATE MAGE 
  CR 7
  Nonbinary sea witch (Pathfinder RPG Villain Codex 193; see page 25)
  hp 62
  TACTICS
  Before Combat The pirate mage spends 1 round securing their 
  spell pouch and magic items, then casts mage armor on 
  themselves. They cast fly on the master gunner before leaving 
  to face the PCs.
  During Combat They cast glitterdust to give the deckhands time 
  to engage, then cast summon monster II to summon 1d3 
  fiendish eagles.
  Morale Not wanting to risk their life, they flee when reduced to 
  less than 20 hit points.
  Rewards: If the PCs do not defeat or subdue the pirate crew, 
  reduce each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 800 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,419 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 2,037 gp.
  B3. KITCHEN
  Designed for culinary efficiency, this kitchen meets the 
  standards of a master chef. However, Jirandiel’s crew has kept 
  the kitchen in poor condition.
  Hazard: While trying to deep fry fritters, one of the crew 
  spilled the cooking oil all over the place. Treat the floor in this 
  room as if covered in grease.
  B4. DINING ROOM (CR 3 OR CR 9)
  The age-worn, but still quite impressive, solid oak dining table 
  occupying this room sets a tone of comfort for the whole dining 
  area. Well-made chairs stand haphazardly around the room and 
  a mat of dog fur obscures the rug and stone floor. Nautical maps 
  and charts lay on the table, daggers pinning the largest map open, 
  unfurled across the tabletop.
  Because Jirandiel rarely uses this room for anything other 
  than planning and meetings, she lets her dogs sleep in the 
  table’s shade. Several large, flat pillows lie on the rug under 
  the table, covered in dog fur.
  GMs should note that it is assumed that this encounter 
  typically augments the trap in the entry hall from encounter 
  B1, which makes the combined encounter a CR 7 (in Subtier 
  5–6) or CR 10 (in Subtier 8–9). 
  Creatures: Jirandiel loves dogs, particularly two prize 
  winning shadow mastiff puppies she obtained from a 
  Nidalese frigate a couple of years ago. In Subtier 5–6, the 
  shadow mastiffs are out hunting in the woods. Otherwise, 
  the dogs sleep under the table most of the time, unless 
  they’ve ventured outside to roam free. They’re not used to 
  any other creatures besides their master, her crew, and the 
  slaves to the east. If they detect any other creature, they rush 
  to investigate, barking incessantly for several minutes.
  SUBTIER 5–6 (CR 3)
  RIDING DOGS (2) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 87; see page 23)
  SUBTIER 8–9 (CR 9)
  RIDING DOGS (4) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 87; see page 23)
  ADVANCED SHADOW MASTIFFS (2) 
  CR 6
  Advanced shadow mastiff (Pathfinder RPG Bestiary 288, 
  Pathfinder RPG Bestiary 3 241)
  NE Medium outsider (evil, extraplanar)
  Init +8; Senses darkvision 60 ft., scent; Perception +12
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
  hp 63 each (6d10+30)
  Fort +10, Ref +9, Will +7
  Defensive Abilities shadow blend
  OFFENSE
  Speed 50 ft.
  Melee bite +12 (1d8+6 plus trip), tail slap +7 (1d6+3)
  Special Attacks bay
  TACTICS
  During Combat Jirandiel has trained the shadow mastiffs to 
  not bay unless specifically commanded to do so. However, if 
  harmed they bay at their first opportunity.
  STATISTICS
  Str 23, Dex 19, Con 21, Int 8, Wis 16, Cha 17
  Base Atk +6; CMB +12; CMD 26 (30 vs. trip)
  Feats Improved Initiative, Iron Will, Power Attack
  Skills Acrobatics +10 (+18 to jump), Perception +12, Sense Motive 
  +12, Stealth +13, Survival +12
  Languages Common (can’t speak)
  SPECIAL ABILITIES
  Bay (Su) When a shadow mastiff howls or barks, all creatures 
  within a 300-foot spread except evil outsiders become panicked 
  for 1d4 rounds (Will DC 16 negates). A creature that successfully 
  
  SLAVER’S END
  13
  13
  Some of the dogs are out hunting. Make the following 
  adjustments to accommodate a group of four PCs.
  Subtier 5–6: Remove one riding dog from the encounter; 
  the remaining dog only barks and does not engage the PCs. 
  If attacked, it immediately flees.
  Subtier 8–9: Remove a shadow mastiff and 2 riding dogs 
  from the encounter.
  Scaling Encounter B4
  saves cannot be affected by the same mastiff’s bay for 24 
  hours. This is a sonic, mind-affecting fear effect.
  Shadow Blend (Su) In any condition of illumination other than full 
  daylight, a shadow mastiff disappears into the shadows, giving 
  it concealment (50% miss chance). Artificial illumination, even 
  a light or continual flame spell, does not negate this ability; a 
  daylight spell, however, does. 
  B5. NEW CONSTRUCTION (CR 7 OR CR 10)
  The chaos of construction reigns in this room. Remains of a 
  bedroom and smoking parlor linger amidst piles of debris, 
  construction materials, and misplaced tools.
  Jirandiel wants more space for her crew, including a 
  proper barracks for the non-officer crew and a proper tavern 
  for them to spend their time drinking and gambling so that 
  she can reclaim the lounge for her own private study. Now 
  that her Pathfinder slaves have finished repairs to the rest 
  of the estate, she’s moved on to expanding the building to 
  accommodate her needs.
  Creatures: Flak’ak doubles as Jirandiel’s first mate and ship 
  surgeon. He enjoys spending his shore-leave tormenting his 
  slaves, who are building a new wing of the estate. He keeps 
  his equipment battle ready, to deal with any rebellious slaves.
  There are four slaves, each with 9 hit points remaining 
  (treat their save bonuses as +4).
  SUBTIER 5–6 (CR 7)
  FLAK’AK 
  CR 7
  Tengu warpriest of Besmara 8 (Pathfinder RPG Advanced Class 
  Guide 60, Pathfinder RPG Bestiary 263)
  CE Medium humanoid (tengu)
  Init +4; Senses low-light vision; Perception +5
  DEFENSE
  AC 23, touch 17, flat-footed 19 (+6 armor, +3 deflection, +4 Dex)
  hp 65 (8d8+26)
  Fort +10, Ref +7, Will +10; +1 morale bonus vs. fear
  Defensive Abilities sacred armor (+1, 8 minutes/day)
  OFFENSE
  Speed 30 ft.
  Melee +1 whip +13/+8 (1d8+7) or
  mwk rapier +12/+7 (1d8+1/18–20) and bite +6 (1d3)
  Space 5 ft.; Reach 5 ft. (10 ft. with +1 whip)
  Special Attacks blessings 7/day (Trickery: double, Water: ice 
  strike), channel negative energy 3/day (DC 17, 3d6), fervor 7/
  day (3d6), sacred weapon (1d8, +2, 8 rounds/day)
  Warpriest Spells Prepared (CL 8th; concentration +11)
  3rd—blindness/deafness (DC 16), invisibility purge,  
  magic vestment
  2nd—aid, bear’s endurance, cure moderate wounds, hold 
  person (DC 15), weapon of aweAPG (DC 15)
  1st—cure light wounds (2), bane (DC 14), divine favor, shield 
  of faith
  0 (at will)—bleed (DC 13), create water, guidance, mending, 
  purify food and drink (DC 13)
  TACTICS
  Before Combat Flak’ak casts magic vestment at the beginning of 
  the day. If aware of the PC’s, he spends 2 rounds securing the 
  slaves he oversees to a metal loop on the floor in the southeast 
  corner of the room. He then casts aid, shield of faith, bear’s 
  endurance, and weapon of awe (included in his stat block).
  During Combat Flak’ak keeps his distance from the PCs while 
  using sacred armor, sacred weapon, and divine favor, all while 
  attacking with his whip and maintaining an illusory double. 
  Flak’ak casts blindness/deafness on anyone he sees casting 
  spells and hold person on whomever seems to be the most 
  dangerous melee combatant. He avoids channeling negative 
  energy unless he has fewer than 30 hit points, as he knows 
  Jirandiel would be furious at the loss of her slaves.
  Morale If reduced to 20 or fewer hit points, he flees, hoping to 
  regroup with the crew in the woods to re-take the estate.
  Base Statistics Without his spells, Flak’ak’s statistics are AC 17 
  (+4 armor, +3 Dex); hp 47 (8d8+8); Fort +8; Melee +1 whip 
  +12/+7 (1d8+5) or mwk rapier +11/+6 (1d8+1/18-20) and bite 
  +5 (1d3); Con 12; CMB +7; CMD 21
  STATISTICS
  Str 12, Dex 18, Con 16, Int 10, Wis 16, Cha 8
  Base Atk +6; CMB +8; CMD 24
  Feats Combat Reflexes, Exotic Weapon Proficiency (whip), 
  Improved Whip MasteryUC, Slashing GraceACG, Weapon Finesse, 
  Weapon Focus (whip), Whip MasteryUC
  Skills Climb +4, Craft (ships) +9, Heal +7, Intimidate +4, 
  Knowledge (religion) +7, Perception +5, Profession (sailor) +8, 
  Sense Motive +7, Stealth +5, Swim +4; Racial Modifiers +2 
  Perception, +2 Stealth
  Languages Common, Tengu
  SQ gifted linguist, swordtrained
  Combat Gear feather token (anchor), feather token (bird), feather 
  token (fan), feather token (swan boat), feather token (whip), 
  potion of fly, scroll of alter winds, acid (2), antitoxin (2); Other 
  Gear mwk chain shirt, mwk whip, cloak of resistance +1, 
  masterwork shipwright tools, pirate clothes, fancy, 299 gp
  
  PATHFINDER SOCIETY SCENARIO
  14
  14
  Flak’ak had to deal with a violently rebellious slave earlier. 
  Make the following adjustment to accommodate a group of 
  four PCs.
  Both Subtiers: Flak’ak has already cast blindness/
  deafness and hold person today, making him unable to use 
  them in this fight.
  Scaling Encounter B4
  SUBTIER 8–9 (CR 10)
  FLAK’AK 
  CR 10
  Tengu warpriest of Besmara 11 (Pathfinder RPG Advanced Class 
  Guide 60, Pathfinder RPG Bestiary 263)
  CE Medium humanoid (tengu)
  Init +5; Senses low-light vision; Perception +5
  DEFENSE
  AC 23, touch 17, flat-footed 19 (+6 armor, +3 deflection, +4 Dex)
  hp 88 (11d8+35)
  Fort +12, Ref +10, Will +12; +1 morale bonus vs. fear
  Defensive Abilities sacred armor (+2, 11 minutes/day)
  OFFENSE
  Speed 30 ft.
  Melee +1 whip +16/+11 (1d10+8 plus 1d6 cold) or
  mwk rapier +15/+10 (1d10+1/18–20) and bite +9 (1d3)
  Space 5 ft.; Reach 5 ft. (10 ft. with +1 whip)
  Special Attacks blessings 8/day (Trickery: double, greater 
  invisibility, Water: armor of ice, ice strike), channel negative 
  energy 4/day (DC 18, 4d6), fervor 8/day (4d6), sacred weapon 
  (1d10, +2, 11 rounds/day)
  Warpriest Spells Prepared (CL 11th; concentration +14)
  4th—blessing of fervorAPG (DC 17), cure critical wounds
  3rd—blindness/deafness (2, DC 16), dispel magic, invisibility 
  purge, magic vestment
  2nd—aid, bear’s endurance, delay poison, hold person (DC 15), 
  weapon of aweAPG (DC 15)
  1st—ant haulAPG (DC 14), bane (DC 14), command (DC 14), 
  divine favor (2), shield of faith
  0 (at will)—bleed (DC 13), create water, guidance, mending, 
  purify food and drink (DC 13)
  TACTICS
  Before Combat Flak’ak casts ant haul, delay poison, and magic 
  vestment at the beginning of the day after donning his armor. 
  If alerted to the PC’s presence, he spends 2 rounds securing the 
  four slaves working for him to a metal loop on the floor in the 
  southeast corner of the room. He then casts aid, shield of faith, 
  bear’s endurance, and weapon of awe in that order (already 
  included in his stat block).
  During Combat Flak’ak attempts to keep his distance from the 
  PCs while using sacred armor, sacred weapon, divine favor, 
  and blessing of fervor, all while attacking with his whip and 
  maintaining an illusory double. He casts blindness/deafness 
  on any spell casters and hold person on the most dangerous 
  melee combatant. He avoids channeling negative energy unless 
  he has fewer than 40 hit points, as he knows Jirandiel would be 
  furious at the loss of her slaves.
  Morale If reduced to 25 or fewer hit points, he flees, hoping to 
  regroup with the crew in the woods to re-take the estate.
  Base Statistics Without his spells, Flak’ak’s statistics are AC 17 (+4 
  armor, +3 Dex); hp 64 (11d8+11); Fort +10; Melee +1 whip 
  +15/+10 (1d10+6) or mwk rapier +14/+9 (1d10+1/18-20) or 
  bite +8 (1d3); Con 12; CMB +9 (+11 trip); CMD 24 (26 vs. trip)
  STATISTICS
  Str 12, Dex 20, Con 16, Int 10, Wis 16, Cha 8
  Base Atk +8; CMB +10 (+12 trip); CMD 27 (29 vs. trip)
  Feats Combat Reflexes, Dodge, Exotic Weapon Proficiency (whip), 
  Improved Whip MasteryUC, Mobility, Slashing GraceACG, Spring 
  Attack, Weapon Finesse, Weapon Focus (whip), Whip MasteryUC
  Skills Climb +4, Craft (ships) +10, Heal +7, Intimidate +6, 
  Knowledge (religion) +8, Perception +5, Profession (sailor) +10, 
  Sense Motive +7, Stealth +6, Swim +4; Racial Modifiers +2 
  Perception, +2 Stealth
  Languages Common, Tengu
  SQ gifted linguist, swordtrained
  Combat Gear feather token (anchor), feather token (bird), feather 
  token (fan), feather token (swan boat), feather token (whip), 
  potion of fly, scroll of alter winds, wand of hold person (13 
  charges), acid (2), antitoxin (2); Other Gear mwk chain shirt, 
  +1 whip, mwk rapier, belt of incredible dexterity +2, boots of 
  the catUE, cloak of resistance +2, masterwork shipwright tools, 
  pirate clothes, fancy, 829 gp
  Development: With Flak’ak dealt with, the slaves beg the 
  PCs to set them free. They are all exhausted from overwork 
  and suffering from hunger and dehydration. One of the 
  slaves identifies himself as Kaborghia, the leader of the 
  expedition that originally came to investigate the island. 
  He tells the PCs about the tablets he discovered tied to the 
  Katheer’s Venicaan College. He refuses to say more, saying 
  he’ll only speak to Ambrose Valsin on the matter, though he 
  accepts any help the PCs are able to give and follows their 
  instructions.
  The slaves are all secured in linked fetters, chained 
  together and secured with good quality locks (DC 30 Disable 
  Device). Flak’ak isn’t allowed to carry the keys, seeing as he’s 
  lost them before. Jirandiel personally keeps the keys in her 
  bedroom (B8) or on her person.
  Faction Notes: Liberty’s Edge faction PCs likely want to 
  find out about any other slaves these captives have seen. 
  With a successful DC 20 Diplomacy or Intimidate check, 
  they’re able to help Kaborghia remember the location of the 
  pile of death tokens, chips of stone engraved with the names 
  of the dead, buried by the docks. They contain the names of 
  all the slaves who had died while under Jirandiel’s control.
  
  SLAVER’S END
  15
  15
  Rewards: If the PCs do not defeat Flak’ak and free the 
  slaves, reduce each PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 650 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,006 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,363 gp.
  B6. BEDROOMS
  The officer’s bedrooms are in disarray and smell of sweat and 
  stale booze. The northernmost bedroom acts as a personal 
  prison cell for Phlegos. Each of the rooms are locked with 
  a good quality lock. The crew carries the keys for their 
  bedrooms while Jirandiel carries the lock for Phlegos’s room.
  Treasure: The PCs can spot Phlegos’s hidden formula book 
  in his bedroom under a loose flagstone in the floor (Perception 
  DC 20). It contains all of the extracts he has prepared plus 
  heroism, water breathing, neutralize poison, and stoneskin.
  B7. SMUGGLER’S CAVE (CR 8 OR CR 11)
  An intermittent sucking sound echoes through the cave as sea 
  water is drawn out before gushing back into this enormous 
  underground cave. A deep pool of water conceals to an underwater 
  passageway to the south. Eerie blue flames burn under the water, 
  illuminating the entire cave in a rippling radiance. Fish bones and 
  crustacean shells litter the bottom of the channel.
  Decades ago, smugglers would use this cave to hide illicit 
  goods, entering the cave from the sea during low tide using 
  only a row boat. Phlegos had plans to add an underground 
  poison laboratory, but when Jirandiel betrayed him and took 
  the island for herself, she decided to use the cave as a lair for 
  her monstrous cephalopod. She had Flak’ak cast continual 
  flame spells under water so that she could see if the creature 
  was lurking nearby or out hunting.
  After finding the orb of aquatic mastery in a hidden safe 
  within the estate, she brought it here to call the largest aquatic 
  creature nearby and bind it to her will. The monstrous 
  cephalopod that was hunting in the area couldn’t resist the orb 
  and was immediately bound to Jirandiel, forced to follow her 
  every command. She brings the creature with her on the open 
  sea to terrorize her prey before sending it back to this cave, 
  forcing it to patrol around the island. The cephalopod lacks 
  a steady source of food near the island, leaving it constantly 
  hungry. Careful not to lose control of such a powerful beast, 
  Jirandiel keeps the orb on her person or in her bedroom (B8).
  If the PCs request magical aid from Khanuur but do 
  not make a good impression on him, he teleports them 
  to the middle of the cave at the north end of the 30-foot-
  deep channel.
  Creatures: Jirandiel commanded the massive cephalopod 
  to use this cave as a lair by using the orb of aquatic mastery. 
  It returns here frequently with its kills to feed. When the 
  PCs arrive, the cephalopod is nearby, 1,000 feet down the 
  underwater channel that leads to the ocean. If they enter the 
  water, it is immediately aware of their presence.
  Hazard: Every four rounds, water is sucked out of the cave 
  and the water level lowers by 5 feet. Any creature in the water 
  must succeed at a DC 20 Swim check or be pulled 10 feet 
  south, toward the mouth of the cave.
  Four rounds later, water rushes back in and the water level 
  rises by 5 feet to what is indicated on the map. Any creature in 
  the water must succeed at a DC 20 Swim check or be pushed 
  10 feet north, toward the stairway. If a creature is pushed into 
  a wall, it takes 1d6 points of nonlethal damage from slamming 
  against the cave walls.
  Water that is 2 feet deep is treated as shallow bog. Water 
  that is 5 feet deep is treated as deep bog.
  SUBTIER 5–6 (CR 8)
  OCTOPUS, GIANT 
  CR 8
  hp 90 (Pathfinder RPG Bestiary 219; see page 24)
  TACTICS
  During Combat The giant octopus attacks with its tentacles, only 
  attempting to grab with its last tentacle attack. If it successfully 
  grabs a creature, it pulls the creature into an adjacent square 
  and attacks with its bite before releasing the creature.
  Morale Unless it has been released from the power of the orb 
  of aqueous command, the giant octopus fights to the death. 
  Otherwise it uses ink cloud, and then uses its jet ability the next 
  round to escape when reduced to 20 or fewer hit points.
  SUBTIER 8–9 (CR 11)
  PRIMAL CEPHALOPOD 
  CR 11
  Primordial giant giant squid (Pathfinder Player Companion: 
  Monster Summoner’s Handbook 19, Pathfinder RPG Bestiary 
  259, 295)
  N Gargantuan animal (aquatic)
  Init +6; Senses low-light vision; Perception +22
  DEFENSE
  AC 20, touch 8, flat-footed 18 (+2 Dex, +12 natural, –4 size)
  hp 126 (12d8+72)
  Fort +16, Ref +12, Will +5
  Defensive Abilities ink cloud; DR 10/cold iron; SR 17
  OFFENSE
  Speed swim 70 ft.; jet 260 ft.
  Melee 2 arms +14 (1d8+9), bite +14 (4d6+9), tentacles +12 
  (6d6+4/19–20 plus grab)
  Space 20 ft.; Reach 20 ft. (30 ft. with arms and tentacles)
  Special Attacks constrict (6d6+9)
  Spell-Like Abilities (CL 12th; concentration +8)
  1/day—dancing lights, faerie fire, lesser confusion (DC 8)
  TACTICS
  During Combat The primal cephalopod uses faerie fire on the 
  nearest creature before moving within range to attack with its 
  
  PATHFINDER SOCIETY SCENARIO
  16
  16
  arms and tentacles, using its constrict ability once per round 
  the first time it succeeds at a grab attempt. After constricting 
  a creature, the primal cephalopod releases it, though if it 
  successfully grabs the same creature again in a subsequent 
  round it uses constrict again before releasing. The primal 
  cephalopod never uses its constrict ability more than once 
  per round.
  Morale Unless it has been released from the power of the orb of 
  aqueous command, the primal cephalopod fights to the death. 
  Otherwise it uses ink cloud, and then uses its jet ability the next 
  round to escape when reduced to 30 or fewer hit points.
  STATISTICS
  Str 29, Dex 15, Con 23, Int 2, Wis 12, Cha 2
  Base Atk +9; CMB +22 (+26 grapple); CMD 34
  Feats Combat Reflexes, Great Fortitude, Improved Critical 
  (tentacle), Improved Initiative, Lightning Reflexes, Multiattack, 
  Skill Focus (Perception)
  Skills Perception +22, Swim +17
  SPECIAL ABILITIES
  Ink Cloud (20 ft. radius) (Ex) The primal cephalopod can emit 
  a sphere of ink of the listed radius, once per minute as a free 
  action. The ink provides total concealment in water and persists 
  for 1 minute.
  Jet (Ex) The cephalopod can swim backward as a full-round action 
  at the listed speed. It must move in a straight line while jetting 
  and does not provoke attacks of opportunity when it does so.
  Development: If the PC defeat the cephalopod here, it 
  cannot attack the PCs at the docks (A).
  Faction Notes: If the PCs can free the cephalopod by 
  using or destroying the orb of aquatic mastery, the creature 
  does not arrive to patrol, but instead is out in the water 
  hunting and ignores the PCs so long as they do not 
  interfere with it.
  B8. JIRANDIEL’S BEDROOM (CR 8 OR CR 11)
  Bright colors and gold-plated embellishments define the central 
  theme of this bedroom’s décor. The northern double doors open 
  into a sitting area filled with enormous pillows and a small writing 
  desk overlooking the sea. The four-poster bed covered in silks and 
  matching vanity establish this feminine boudoir. Each exterior 
  wall features giant windows with gossamer curtains pulled shut 
  Make the following adjustment to accommodate a group of 
  four PCs.
  Both Subtiers: Jirandiel has not been allowing the creature 
  to hunt as often as it needs to and it is malnourished, giving 
  it the sickened condition.
  Scaling Encounter B7
  to maintain privacy while letting in light.
  Jirandiel has been converting the master bedroom 
  into everything she thinks she deserves. From elaborate 
  furnishings to the finest silks, this chamber has become a 
  reflection of her own ambition and vanity. When on shore, 
  she often hides in her chambers and has her crew take care 
  of everything else. Her bedroom is a place of retreat from her 
  failure as a Chelish naval captain, her life of crime as a pirate, 
  and her own ambition. She always keeps her bedroom doors 
  locked with superior quality locks and carries the only key.
  Treasure: Jirandiel keeps the keys to the slave’s 
  chains and an orb of aquatic mastery on her writing desk 
  in the southwestern corner along with gold embossed 
  vellum stationary.
  Creatures: Jirandiel spends most of her time on the 
  island in her bedroom, playing with her dogs, or tormenting 
  her favorite slave, Phlegos. Her favorite torments involve 
  demeaning him by forcing him to perform menial chores 
  and tasks. If caught unaware, Jirandiel is forcing Phlegos to 
  give her a pedicure, including painted nails and filing down 
  calluses. Jirandiel keeps a dagger strapped to her thigh and 
  her rapier at arm’s reach, even while being “pampered”.
  In his captivity, Phlegos has lost a great deal of weight, 
  leaving him with sagging skin. Though deprived of his 
  equipment (reducing his CR by 1), Phlegos hopes to get the 
  upper hand on Jirandiel by concealing shivs and creating 
  his own poisons with Jirandiel’s cosmetics or whatever he 
  can get his hands on. Jirandiel is quite aware of his schemes, 
  but toys with him and stays wary. She treats it like a game, 
  though she always carries antitoxin just in case. 
  SUBTIER 5–6 (CR 9)
  JIRANDIEL 
  CR 8
  Female elf swashbuckler (inspired blade) 9 (Pathfinder RPG 
  Advanced Class Guide 56, 125)
  LE Medium humanoid (elf)
  Init +9; Senses low-light vision; Perception +14
  DEFENSE
  AC 21, touch 16, flat-footed 15 (+5 armor, +3 Dex, +3 dodge)
  hp 72 (9d10+18)
  Fort +5, Ref +10, Will +6; +2 vs. enchantments
  Defensive Abilities nimble +2; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +16/+11 (1d6+5/15–20+9 precision) 
  or dagger +10/+5 (1d4+1/19–20+9 precision)
  Ranged dagger +12/+7 (1d4+1/19–20+9 precision)
  Special Attacks deeds (derring-do, dodging panache, kip-up, 
  menacing swordplay, opportune parry and riposte, precise 
  strike, superior feint, swashbuckler initiative, swashbuckler’s 
  grace, targeted strike), panache (6)
  
  SLAVER’S END
  17
  17
  When the Vudrani returned to Jalmeray in 2822 ar, they 
  brought these powerful orbs with them to control the beasts 
  of the sea and use them as personal guardians. Though most 
  of the orbs were lost or stolen during the ensuing violence 
  with the Arclords of Nex, the few that remained turned into 
  collector’s items, strongly desired by the merchant princes 
  of Qadira.
  Orb Of AquAtic MAstery (MinOr ArtifAct)
  Aura strong enchantment; CL 19th; Slot none; Weight 3 lbs.
  DESCRIPTION
  This glass orb swirls with blue and green light, like light 
  reflected under the ocean. The bearer of an orb of aquatic 
  mastery can place the orb in a body of water and call to 
  aquatic creatures as a standard action. The most powerful 
  creature (measured in Hit Dice) with the aquatic subtype 
  and submerged in that body of water within 1 mile is 
  compelled to travel to the orb (as suggestion) and then is 
  automatically fascinated once they reach the orb (DC 22 Will 
  negates). Once fascinated, the orb’s bearer can attempt to 
  dominate the creature (as dominate monster—DC 22 Will 
  negates). Though the domination attempt does not break 
  the fascinated condition, if the target creature succeeds at a 
  Will save against the orb, it is immune to the orb’s powers 
  for 24 hours.
  The orb’s bearer may relinquish control of a dominated 
  creature as a full-round action, so long as the orb is submerged 
  in the same body of water as the creature.
  DESTRUCTION
  If a creature dominated by the orb swallows it, the orb 
  explodes, killing the creature and destroying the orb.
  Orb of Aquatic Mastery
  TACTICS
  Before Combat If the estate goes on alert, Jirandiel straps on 
  her rapier before spending 10 rounds properly donning her 
  armor. She listens for 5 rounds to detect if the disturbance 
  is her crew brawling or something else. She then spends 2 
  rounds strapping on her bandolier’s full of daggers before 
  sneaking downstairs, forcing Phlegos to go first.
  During Combat She engages in melee with her rapier, using 
  opportune parry and riposte at every opportunity, and throws 
  daggers at ranged opponents.
  Morale Jirandiel is infuriated to be attacked at her island estate 
  and fights to the death.
  STATISTICS
  Str 12, Dex 17, Con 12, Int 17, Wis 10, Cha 8
  Base Atk +9; CMB +10; CMD 26
  Feats Combat Reflexes, Dodge, Extra PanacheACG, Improved 
  Initiative, Iron Will, Mobility, Quick Draw, Weapon Focus (rapier)
  Skills Acrobatics +9, Bluff +6, Diplomacy +5, Handle Animal 
  +3, Intimidate +11, Knowledge (geography) +7, Knowledge 
  (local) +7, Knowledge (nature) +7, Perception +14, Perform 
  (oratory) +3, Profession (sailor) +12 (+16 to navigate in 
  the area detailed by the chart, +16 to navigate in the 
  area detailed by the chart), Sense Motive +8, Survival +5, 
  Swim +10; Racial Modifiers +2 Perception, +4 Swim, spirit 
  of the watersAPG
  Languages Aquan, Common, Elven, Infernal, Sylvan
  SQ inspired panache
  Combat Gear potion of cure serious wounds, antitoxins (4); Other 
  Gear +1 mithral chain shirt, +1 rapier, dagger (16), cloak 
  of resistance +1, Phlegos’s wayfinder, bandolierUE (2), jar of 
  pickles, nautical charts, sextantAPG, 2,597 gp
  PHLEGOS 
  CR 5
  Half-orc investigator (toxin codexer) 7 (Pathfinder Player 
  Companion: Potions & Poisons 14, Pathfinder RPG Advanced 
  Class Guide 30)
  LE Medium humanoid (human, orc)
  Init +4; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex +4 shield)
  hp 54 (7d8+19)
  Fort +5, Ref +11, Will +7; +4 bonus vs. poison
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee improvised dagger +11 (1d4+1)
  Special Attacks studied combat (+3, 3 rounds), studied strike 
  +2d6
  Investigator (Toxin Codexer) Extracts Prepared (CL 7th)
  3rd—displacement, heroism
  2nd—black adder venom (DC 15, 2), cat’s grace, false life
  1st—giant wasp poison (DC 14, 4), shield
  TACTICS
  Before Combat Phlegos wakes up before the rest of the crew and 
  prepares his extracts in secret, consumes his extract of false life, 
  then hides the rest in his clothing. He creates poisons with his 
  synthetic venom talent and combines them with his concentrate 
  poison talent minutes before the PCs arrive, while Jirandiel is 
  distracted. He poisons both of his shivs (improvised daggers) 
  with giant wasp poison. If the estate goes on alert, he consumes 
  his extract of heroism. 
  During Combat He attempts to hide, hoping that Jirandiel and the 
  PCs will kill each other, allowing him to ambush all of them. He 
  attempts to drink his extracts of displacement, shield, and cat’s 
  grace before entering battle, assisting the side that’s winning.
  Morale If Phlegos has fewer than 18 hit points, he drops to his 
  knees and begs for his life.
  Base Statistics Without his extracts of false life, heroism, shield, 
  and cat’s grace, Phlegos’s statistics are Init +2; AC 12, touch 
  12, flat-footed 10; hp 42 (7d8+7); Fort +3, Ref +7, Will +4; 
  
  Jirandiel 
  Waverider
  PATHFINDER SOCIETY SCENARIO
  18
  18
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 5–6: Phlegos has failed in an assassination attempt 
  against Jirandiel and has used up his black adder venom. 
  Jirandiel is sickened from the aftereffects of the encounter.
  Subtier 8–9: As above, except the expended poison is 
  Phlegos’s purple worm poison.
  Scaling Encounter B8
  Melee improvised dagger +7 (1d4+1); Dex 15; CMB +6; CMD 
  18; Skills Acrobatics +6, Appraise +10, Bluff +9, Climb +5, Craft 
  (alchemy) +13 (+20 to create alchemical items), Diplomacy +9, 
  Disable Device +10, Escape Artist +6, Heal +6, Intimidate +1, 
  Knowledge (local and nature) +7, Perception +10, Sense Motive 
  +10, Sleight of Hand +12, Spellcraft +7, Stealth +6
  STATISTICS
  Str 13, Dex 19, Con 12, Int 17, Wis 10, Cha 8
  Base Atk +5; CMB +8; CMD 20
  Feats Catch Off-guard, Power Attack, Powerful Poisoning,  
  Weapon Finesse
  Skills Acrobatics +10, Appraise +12, Bluff +11, Climb +7, 
  Craft (alchemy) +15 (+22 to create alchemical items), Diplomacy 
  +11, Disable Device +14, Escape Artist +10, Heal +8, Intimidate 
  +3, Knowledge (local) +9, Knowledge (nature) +9, 
  Perception +12, Sense Motive +12, Sleight of Hand +16, Spellcraft 
  +9, Stealth +10; Racial Modifiers +2 Intimidate
  Languages Common, Kelish, Orc, Varisian, Vudrani
  SQ alchemy (alchemy crafting +7), inspiration (6/day), 
  investigator talents (concentrate poison, deft palmUC), modify 
  toxin, orc blood, poison lore, swift alchemy, synthetic venom
  Combat Gear mutagenAPG, black adder venom (DC 17), giant wasp 
  poison (DC 16, 2); Other Gear improvised dagger (2)
  SPECIAL ABILITIES
  Concentrate Poison Phlegos can combine two doses of the same 
  poison to increase their effects. This requires two doses of 
  the poison and 1 minute of concentration. When completed, 
  Phlegos has one dose of poison. The poison’s frequency is 
  extended by 50% and the save DC increases by +2. This poison 
  must be used within 1 hour of its creation or it is ruined.
  Synthetic Venom (Ex) When Phlegos prepares his extracts, he can 
  use his slots to prepare short-lived poisons instead of extracts. 
  The following poisons can be prepared into extract slots: 1st—
  arsenic, giant wasp poison, medium spider venom; 2nd—black 
  adder venom, id moss, striped toadstool; 3rd—blue whinnis, lich 
  dust, sassone leaf residue.
  SUBTIER 8–9 (CR 12)
  JIRANDIEL 
  CR 11
  Elf swashbuckler (inspired blade) 12 (Pathfinder RPG Advanced 
  Class Guide 56, 125)
  LE Medium humanoid (elf)
  Init +10; Senses low-light vision; Perception +17
  DEFENSE
  AC 23, touch 18, flat-footed 15 (+5 armor, +4 Dex, +4 dodge)
  hp 106 (12d10+36)
  Fort +6, Ref +13, Will +7; +2 vs. enchantments
  Defensive Abilities evasion, improved uncanny dodge, nimble +3; 
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +2 rapier +22/+17/+12 (1d6+6/15–20+12 precision) or
  dagger +13/+8/+3 (1d4+1/19–20+12 precision)
  Ranged dagger +16/+11/+6 (1d4+1/19–20+12 precision)
  Special Attacks deeds (derring-do, dodging panache, evasive, 
  
  SLAVER’S END
  19
  19
  If any of the PCs have credit for Pathfinder Society Scenario 
  #38 on any of their characters and have earned the 
  Waverider’s True Revenge boon, then Jirandiel is equipped 
  with a blood lily barb. If any of the PCs with the Waverider’s 
  True Revenge boons are present, Jirandiel pursues those PCs 
  above all others, fighting aggressively to get her revenge.
  blOOd lily bArb
  Aura faint conjuration and moderate abjuration (greater 
  blood lily barb); CL 9th
  Slot none; Price 25,620 gp; Weight 2 lbs.
  DESCRIPTION
  This +1 wounding rapier is constructed from the pristine petal 
  of a blood lily, a carnivorous aquatic plant. The spiky, bright 
  red petal ends in an impossibly sharp tip and is mounted in a 
  fine mithral hilt. Whenever a creature holding this rapier in its 
  hand is standing on the deck of a ship, or in water at least 2 
  feet deep, a low-cresting wave of water carries the wielder as 
  though they were affected by a slipstreamAPG spell.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, slipstream; 
  Cost 12,970 gp
  Waverider’s True Revenge
  kip-up, menacing swordplay, opportune parry and riposte, 
  precise strike, subtle blade, superior feint, swashbuckler 
  initiative, swashbuckler’s grace, targeted strike), panache (6)
  TACTICS
  Use the tactics from Subtier 5–6.
  STATISTICS
  Str 12, Dex 18, Con 12, Int 17, Wis 10, Cha 8
  Base Atk +12; CMB +13; CMD 31
  Feats Combat Reflexes, Dodge, Extra PanacheACG, Greater Weapon 
  Focus (rapier), Improved Initiative, Iron Will, Mobility, 
  Quick Draw, Toughness, Weapon Focus (rapier)
  Skills Acrobatics +10, Bluff +10, Diplomacy +5, Handle Animal +3, 
  Intimidate +11, Knowledge (geography) +9, Knowledge (local) 
  +9, Knowledge (nature) +9, Perception +17, Perform (oratory) 
  +3, Profession (sailor) +15 (+19 to navigate in the area detailed 
  by the chart, +19 to navigate in the area detailed by the chart), 
  Sense Motive +10, Survival +5, Swim +13; Racial Modifiers +2 
  Perception, +4 Swim, spirit of the watersAPG
  Languages Aquan, Common, Elven, Infernal, Sylvan
  SQ inspired panache
  Combat Gear potion of cure serious wounds, antitoxin (4); Other 
  Gear +1 spitefulACG mithral chain shirt, +2 rapier, dagger (16), 
  cloak of resistance +1, Phlegos’s wayfinder, bandolierUE (2), jar 
  of pickles, nautical charts, sextantAPG, 547 gp
  PHLEGOS 
  CR 9
  Half-orc investigator (toxin codexer) 11 (Pathfinder Player 
  Companion: Potions & Poisons 14, Pathfinder RPG Advanced 
  Class Guide 30)
  LE Medium humanoid (human, orc)
  Init +6; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 26, touch 16, flat-footed 20 (+6 Dex, +6 natural, +4 shield)
  hp 91 (11d8+38)
  Fort +4, Ref +13, Will +6
  Defensive Abilities freedom of movement, orc ferocity; 
  Immune poison
  OFFENSE
  Speed 30 ft.
  Melee improvised dagger +14/+9 (1d6+1/19–20)
  Special Attacks studied combat (+5, 4 rounds), studied strike +4d6
  Investigator (Toxin Codexer) Extracts Prepared (CL 11th)
  4th—freedom of movement, purple worm poison (DC 18, 2)
  3rd— blue whinnis (DC 17, 4), displacement
  2nd—barkskin, black adder venom (DC 16, 2), cat’s grace, false life
  1st—giant wasp poison (DC 15, 4), heightened 
  awarenessACG, shield
  TACTICS
  Before Combat Phlegos consumes his extract of false life in the 
  morning. He poisons both of his shivs (improvised daggers) 
  with blue whinnis. If the estate goes on alert, he consumes his 
  mutagen and extracts of barkskin, freedom of movement, and 
  heightened awareness in that order (included in his stat block)
  During Combat He attempts to hide, hoping that Jirandiel and the 
  PCs will kill each other, allowing him to ambush all of them. 
  He attempts to drink his extracts of displacement, shield, and 
  cat’s grace before entering the battle, assisting the side that’s 
  winning the combat.
  Morale If Phlegos is reduced to fewer than 20 hit points, he drops 
  to his knees and begs for his life.
  Base Statistics Without his extracts of false life, barkskin, freedom 
  of movement, heightened awareness, shield, cat’s grace, and 
  his mutagen, Plegos’s statistics are Init +2; Perception +14; 
  AC 12, touch 12, flat-footed 10; hp 75 (11d8+22); Ref +9, 
  Will +7; Defensive Abilities orc ferocity; Melee improvised 
  dagger +10/+5 (1d6+1/19–20); Dex 15, Wis 10; CMD 21; 
  Skills Acrobatics +6, Disable Device +14, Escape Artist +13, Heal 
  +10, Perception +14, Sense Motive +14, Sleight of Hand +16, 
  Stealth +10
  STATISTICS
  Str 13, Dex 23, Con 12, Int 18, Wis 8, Cha 8
  Base Atk +8; CMB +9; CMD 25
  Feats Catch Off-guard, Improvised Weapon Mastery, Insightful 
  DeliveryACG, Power Attack, Powerful Poisoning, Weapon Finesse
  Skills Acrobatics +10, Appraise +10, Bluff +13, Climb +5, 
  Craft (alchemy) +18 (+29 to create alchemical items), 
  Diplomacy +13, Disable Device +18, Escape Artist +17, Heal 
  +9, Intimidate +1, Knowledge (local) +12, Knowledge (nature) 
  +12, Perception +15, Sense Motive +13, Sleight of Hand 
  
  Phlegos Dulm
  PATHFINDER SOCIETY SCENARIO
  20
  20
  +20, Spellcraft +8, Stealth +14, Use Magic Device +3; Racial 
  Modifiers +2 Intimidate
  Languages Common, Kelish, Orc, Tien, Varisian, Vudrani
  SQ alchemy (alchemy crafting +11), inspiration (9/day), 
  investigator talents (combat inspirationACG, concentrate poison, 
  deft palmUC, mutagen), modify toxin, mutagen (+4/-2, +2 
  natural armor, 110 minutes), orc blood, poison lore, swift 
  alchemy, synthetic venom
  Combat Gear mutagenAPG, black adder venom (DC 18), blue 
  whinnis (DC 19, 2), giant wasp poison (DC 17, 2), purple worm 
  poison (DC 20); Other Gear improvised dagger (2)
  SPECIAL ABILITIES
  Concentrate Poison Phlegos can combine two doses of the same 
  poison to increase their effects. This requires two doses of 
  the poison and 1 minute of concentration. When completed, 
  Phlegos has one dose of poison. The poison’s frequency is 
  extended by 50% and the save DC increases by +2. This poison 
  must be used within 1 hour of its creation or it is ruined.
  Synthetic Venom (Ex) When Phlegos prepares his extracts, he can 
  use his slots to prepare short-lived poisons instead of extracts. 
  The following poisons can be prepared into extract slots: 1st—
  arsenic, giant wasp poison, medium spider venom; 2nd—black 
  adder venom, id moss, striped toadstool; 3rd—blue whinnis, 
  lich dust, sassone leaf residue; 4th—dark reaver powder, purple 
  worm poison.
  Development: Even with Jirandiel’s defeat, the orb of aquatic 
  mastery compels the cephalopod to continue patrolling the 
  island until the effect wears off in two weeks. If the PCs 
  attempt to leave the island through the docks, they must face 
  the creature if they haven’t freed or dispatched it already. 
  Phlegos resigns to his fate, the humiliation of re-capture 
  having quenched any rebellion left in his soul. The PCs need 
  only to escape from Waverider’s Island.
  Faction Notes: Liberty’s Edge PCs may wish to free the 
  cephalopod from the orb of aquatic mastery’s influence. If 
  they succeed, it stops patrolling and leaves the island to find 
  new territory.
  Rewards: If the PCs do not defeat Jirandiel, reduce each 
  PC’s gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 838 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,294 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,750 gp.
  CONCLUSION
  With Jirandiel Waverider and her vicious crew defeated, the 
  shipping lanes between Jalmeray and Absalom are once again 
  safe to sail. If any of the PCs pledged their services to Corvius 
  Vayn and contracted any permanent effects during the 
  adventure, including death, Vayn pays for their full recovery, 
  saying “It’s the least I can do for a worthy investment–though 
  I expect to get my gold’s worth.”
  If the PCs were able to rescue Kaborghia, he is much more 
  coherent after a few days of rest and nourishment. However, 
  he still refuses to talk about the Venicaan College tablets he 
  found, insisting he’ll only speak with Ambrus Valsin, though 
  a disturbing glimmer dances in his eyes.
  If the PCs captured Phlegos Dulm, Karisa showers accolades 
  on the PCs, “The Decemvirate will be quite impressed with 
  you, and pleased to deal with this traitor themselves. I have 
  a few questions for him regarding those missing Pathfinder 
  agents, too.”
  If the PCs did not capture Phlegos, Karisa voices her 
  disappointment and understanding, “It was a difficult task, 
  so don’t feel too badly about it. As long as we learn from our 
  mistakes, learn to be better people and make better choices, 
  
  SLAVER’S END
  21
  21
  then the journey is worth it. Perhaps we’ll still be able to track 
  down those missing Pathfinders, even without his help.”
  If the PCs decided to take Corvius’s deal for a future favor, 
  they gain the Debt to Corvius boon on their Chronicle sheet. 
  If a PC agreed to serve Corvius, they gain the In Service to 
  Corruption boon. If the PCs decided to free Khanuur, they 
  gain the Efreeti Unchained boon. 
  REPORTING NOTES
  If the PCs made a deal with Corvius, check box A. If they set 
  Khanuur free, check box B. If Kaborghia was rescued, check 
  box C. If the PCs stole Jirandiel’s clipper, the Waverider’s 
  Revenge, check box D.
  PRIMARY SUCCESS CONDITIONS
  If the PCs were able to bring Phlegos back to Sedeq alive, each 
  PC earns 1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  If the PCs succeed at three of the following six objectives, 
  they succeed at their secondary success condition and earn 
  1 additional Prestige Point: avoid setting off the trap in B1, 
  rescue the slaves, recover the dead slaves’ death tokens, free 
  the cephalopod from or destroy the orb of aquatic mastery, 
  capture Jirandiel Waverider, or steal Waverider’s Revenge.
  FACTION NOTES
  Liberty’s Edge Faction: If the party rescues the slaves and 
  recovers the death chips, all Liberty’s Edge members gain 
  the Returning Home boon on their Chronicle sheet. If 
  the party freed the cephalopod from or destroyed the orb 
  of aquatic mastery, grant each PC belonging to the Liberty’s 
  Edge faction the Freedom for All boon.
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  Handout #1: Letter from Venture-Captain Wulessa Yuul
  Oh Trustworthy Pathfinders,
  I require your aid in tracking down the disgraced former Venture-Captain Phlegos Dulm. Pathfinder 
  agents discovered that he had been using his power and influence as a Venture-Captain to further his own 
  ends. When I started to give him competition in Katapesh, he used bribery, sabotage, and poison to disrupt my 
  efforts for the Society. Thankfully, trustworthy Pathfinders like yourselves were able to uncover his plot and 
  dislodge him from Katapesh. Now he’s on the run. My divinations show him in a rundown manor house, the 
  sound of the ocean nearby, but I couldn’t get any more information from that with my magic.
  The Decemvirate would like you to track him down and bring him back alive. As much as I’d like to 
  wring his neck personally, he has much to answer for and should be brought to justice. I’ve arranged for you 
  to meet Karisa Starsight, a prominent leader of Liberty’s Edge, in Sedeq. She has a lead on Phlegos and 
  needs skilled agents to find and capture him; bring him back alive. She will meet you in the Drunken Gnoll 
  Tavern in Sedeq in two weeks.
  Safe travels Pathfinders,
  Venture-Captain Wulessa Yuul
  
  SLAVER’S END
  23
  23
  APPENDIX: STAT BLOCKS
  The following creatures appear in this scenario.
  DESERTER
  This human has a cruel sneer plastered across their face and walks 
  with a sailor’s rolling gait.
  DESERTER 
  CR 3
  Pathfinder RPG Villain Codex 131
  Human fighter 4
  N Medium humanoid (human)
  Init +2; Senses Perception +5
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
  hp 38 (4d10+12)
  Fort +6, Ref +3, Will +2 (+1 vs. fear) 
  OFFENSE
  Speed 30 ft.
  Melee mwk light shield bash +6 (1d3+3), mwk longsword +6 
  (1d8+3/19–20) 
  or mwk longsword +8 1d8+3/19–20) 
  Ranged mwk composite longbow +7 (1d8+3/×3)
  STATISTICS
  Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +7; CMD 19 
  Feats Combat Reflexes, Cunning* (1 additional skill point per HD), 
  Double Slice, Improved Shield Bash, Power Attack, Two-Weapon 
  Fighting
  Skills Climb +5, Diplomacy +0, Intimidate +3, Perception +5, 
  Profession (soldier) +6, Ride +5, Stealth +6, Swim +5
  Languages Common 
  SQ armor training 1
  Combat Gear oil of magic weapon, potion of barkskin, potion of 
  cure moderate wounds; Other Gear mwk breastplate, mwk light 
  steel shield, mwk composite longbow (+3 Str) with 20 arrows, 
  mwk longsword, grappling hook, silk rope (50 ft.), 582 gp
  DOG, RIDING DOG
  A low, menacing growl rumbles from the chest of this burly dog.
  RIDING DOG 
  CR 1
  Pathfinder RPG Bestiary 87
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 13 (2d8+4)
  Fort +5, Ref +5, Will +1
  OFFENSE
  Speed 40 ft.
  Melee bite +3 (1d6+3 plus trip)
  STATISTICS
  Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
  Feats Skill Focus (Perception)
  Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 
  scent tracking); Racial Modifiers +4 Acrobatics when jumping, 
  +4 Survival when tracking by scent
  DRUNKEN BRUTE
  This burly human’s bruised and sunken knuckles show that the 
  falchion swinging at their hip is hardly necessary for violent action.
  DRUNKEN BRUTE 
  CR 6
  Pathfinder RPG Villain Codex 190
  Human barbarian 2/brawler 5 (Pathfinder RPG Advanced Class 
  Guide 23)
  CE Medium humanoid (human)
  Init +1; Senses Perception +11
  DEFENSE
  AC 16, touch 10, flat-footed 14 (+5 armor, +1 Dex, +1 dodge, +1 
  natural, –2 rage)
  hp 93 (7 HD; 5d10+2d12+47)
  Fort +12, Ref +5, Will +6
  Defensive Abilities uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 falchion +13/+8 (2d4+8/18–20) 
  or unarmed strike +12/+7 (1d8+5) 
  or unarmed strike flurry of blows +10/+10/+5 (1d8+5)
  Special Attacks brawler’s flurry, brawler’s strike (magic), close 
  weapon mastery, knockout 1/day (DC 15), maneuver training 
  (grapple +1), martial flexibility 5/day, rage (9 rounds/day), 
  rage power (good for what ails youAPG)
  TACTICS
  During Combat The drunken brutes rages and takes out his anger 
  on the nearest opponent, or on an enemy archer or mage 
  foolish enough to attract his ire.
  Base Statistics When not raging, the drunken brute’s statistics are 
  AC 18, touch 12, flat-footed 16; hp 79; Fort +10, Will +4; Melee 
  +1 falchion +11/+6 (2d4+5/18–20) or unarmed strike +10/+5 
  (1d8+3) or unarmed strike flurry of blows +8/+8/+3 (1d8+3); 
  Str 16, Con 16; CMB +10 (+11 grapple); Skills Climb +11, 
  Intimidate +13, Swim +11.
  STATISTICS
  Str 20, Dex 13, Con 20, Int 8, Wis 12, Cha 10
  Base Atk +7; CMB +12 (+13 grapple); CMD 22 (23 vs. grapple)
  Feats Combat Reflexes, Dodge, Improved Unarmed Strike, 
  Intimidating Prowess, Iron Will, Power Attack, Toughness, Vital 
  Strike
  Skills Climb +13, Intimidate +15, Perception +11, Swim +13
  Languages Common
  SQ brawler’s cunning, fast movement, martial training
  Combat Gear potion of cure moderate wounds; Other Gear +1 
  hide armor, +1 falchion, amulet of natural armor +1,
  bottle of rum
  
  PATHFINDER SOCIETY SCENARIO
  24
  24
  GIANT OCTOPUS
  A storm of tentacles, each twenty feet in length, flails with deadly 
  precision from the leathery body of this gigantic octopus.
  GIANT OCTOPUS 
  CR 8
  Pathfinder RPG Bestiary 219
  N Large animal (aquatic)
  Init +6; Senses low-light vision; Perception +8
  DEFENSE
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
  hp 90 (12d8+36)
  Fort +11, Ref +12, Will +7
  Defensive Abilities ink cloud (30-foot-radius sphere)
  OFFENSE
  Speed 20 ft., swim 30 ft., jet 200 ft.
  Melee bite +13 (1d8+5 plus poison), 8 tentacles +11 (1d4+2 plus 
  grab)
  Space 10 ft., Reach 10 ft. (20 ft. with tentacle)
  STATISTICS
  Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 3
  Base Atk +9; CMB +15 (+19 grapple); CMD 27 (can’t be tripped)
  Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning 
  Reflexes, MultiattackB, Skill Focus (Stealth), Stealthy
  Skills Escape Artist +18, Perception +8, Stealth +18, Swim +13; 
  Racial Modifiers +10 Escape Artist, +8 Stealth
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 
  rounds; effect 1d3 Str; cure 2 saves.
  GUARD MAGE
  This human wears a buccaneer’s silk shirt and keeps a wand close 
  to hand.
  GUARD MAGE 
  CR 3
  Pathfinder RPG Villain Codex 47
  Human conjurer 4
  LN Medium humanoid (human)
  Init +1; Senses Perception +0
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 28 (4d6+12)
  Fort +4, Ref +3, Will +5
  OFFENSE
  Speed 30 ft.
  Melee dagger +1 (1d4–1/19–20)
  Ranged light crossbow +3 (1d8/19–20)
  Arcane School Spell-Like Abilities (CL 4th; concentration +8)
  7/day—acid dart (1d6+2 acid)
  Conjurer Spells Prepared (CL 4th; concentration +8)
  2nd—fog cloud, detect thoughts (DC 16), glitterdust (DC 17), 
  summon monster II
  1st—enlarge person (DC 15), grease, mage armor, summon 
  monster I, unseen servant
  0 (at will)—arcane mark, light, open/close (DC 14), ray of frost
  Opposition Schools illusion, necromancy 
  STATISTICS
  Str 8, Dex 12, Con 14, Int 18, Wis 10, Cha 13
  Base Atk +2; CMB +1; CMD 12
  Feats Augment Summoning, Combat Casting, Scribe Scroll, Spell 
  Focus (conjuration)
  Skills Knowledge (all) +9, Linguistics +11, Spellcraft +11 
  Languages Celestial, Common, Draconic, Dwarven, Elven, Halfling, 
  Infernal, Sylvan, Undercommon
  SQ arcane bond (wand of blur), summoner’s charm (2 rounds) 
  Combat Gear potion of cure light wounds, scroll of comprehend 
  languages, wand of blur (6 charges); Other Gear dagger, light 
  crossbow with 20 bolts, cloak of resistance +1, pearl of power 
  (1st level), guard’s kit*, spell component pouch, spellbook, 1 gp
  PISTOLEER
  This swaggering human carries a rapier and double-barreled pistol 
  with the confidence of someone familiar with their use.
  PISTOLEER 
  CR 3
  Pathfinder RPG Villain Codex 59
  Human swashbuckler (picaroon) 4 (Pathfinder RPG Advanced Class 
  Guide 56, 127)
  N Medium humanoid (human)
  Init +6; Senses Perception +7
  DEFENSE
  AC 22, touch 18, flat-footed 16 (+4 armor, +2 deflection, +4 Dex, 
  +2 dodge)
  hp 34 (4d10+8)
  Fort +2, Ref +8, Will +1
  Defensive Abilities charmed life 3/day, nimble +1 
  OFFENSE
  Speed 30 ft.
  Melee rapier +5 (1d6+1/18–20 plus 4 precision)
  Ranged mwk double-barreled pistol +5 (1d8/×4)
  Special Attacks deeds (derring-do, dodging panache, menacing 
  swordplay, precise strike, swashbuckler initiative), panache (4)
  TACTICS
  Before Combat The pistoleer drinks her potion of shield of faith to 
  bolster her already impressive defenses. 
  During Combat She strides confidently into the thick of the fight, 
  dealing death with both of her weapons. 
  Base Statistics When not under the effect of shield of faith, the 
  pistoleer’s base statistics are AC 20, touch 16, flat-footed 14; 
  CMD 21.
  STATISTICS
  Str 13, Dex 18, Con 12, Int 8, Wis 10, Cha 14
  Base Atk +4; CMB +5; CMD 23
  Feats Dodge, Extra PanacheACG, Rapid Reload (double-barreled 
  pistol), Weapon Focus (rapier)
  Skills Acrobatics +10, Escape Artist +10, Intimidate +9, Perception 
  +7
  
  SLAVER’S END
  25
  25
  Languages Common
  SQ deeds (melee shooter, quick clear, two-weapon finesse)
  Combat Gear potion of shield of faith; Other Gear mwk chain 
  shirt, mwk double-barreled pistolUC with 15 alchemical 
  cartridges (paper)UC, rapier
  SEA WITCH
  Face twisted in a cruel rictus, this robed figure seems to be conversing 
  with the parrot on their shoulder.
  SEA WITCH 
  CR 7
  Pathfinder RPG Villain Codex 193
  Human witch (sea witch) 8 (Pathfinder RPG Advanced Player’s 
  Guide 65, Pathfinder RPG Ultimate Magic 85)
  CE Medium humanoid (human)
  Init +6; Senses Perception +9
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, 
  +1 natural)
  hp 62 (8d6+32)
  Fort +5, Ref +5, Will +8
  OFFENSE
  Speed 30 ft.
  Melee +1 dagger +5 (1d4+1/19–20) 
  Special Attacks hexes (cackleAPG, evil eyeAPG, flightAPG, water 
  lungUM)
  Witch Spell-Like Abilities (CL 8th; concentration +12)
  At will—feather fall (self only), fly (self only) 1/day—levitate 
  (self only)
  Witch Spells Prepared (CL 8th; concentration+12)
  4th—black tentacles, cure serious wounds, solid fog
  3rd—bestow curse, fly, ray of exhaustion (DC 15), water 
  breathing
  2nd—augury, blindness/deafness (DC 14), cure moderate 
  wounds, gust of wind (DC 13) 
  1st—comprehend languages, cure light wounds, mage armor, 
  ray of enfeeblement (DC 12), touch of the seaAPG (DC 11)
  0 (at will)—detect magic, light, message Patron water
  STATISTICS
  Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8 
  Base Atk +4; CMB +4; CMD 17
  Feats Combat Casting, Deceitful, Improved Initiative, Spell Focus 
  (necromancy), Toughness 
  Skills Bluff +9, Disguise +1, Fly +11, Intimidate +10, Perception +9, 
  Profession (sailor) +12, Sense Motive +9, Stealth +10, Swim +6
  Languages Abyssal, Aquan, Auran, Common, Infernal
  SQ know direction, sea creature empathy, witch’s familiar (parrot) 
  Gear +1 dagger, amulet of natural armor +1, cloak of resistance 
  +1, ring of protection +1
  SHADOW MASTIFF
  This muscular canine has a maw full of sharp teeth and an inky 
  black coat that almost seems to drink in the light around it.
  SHADOW MASTIFF 
  CR 5
  Pathfinder RPG Bestiary 3 241
  NE Medium outsider (evil, extraplanar)
  Init +6; Senses darkvision 60 ft., scent; Perception +10
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 51 (6d10+18)
  Fort +8, Ref +7, Will +5
  Defensive Abilities shadow blend
  OFFENSE
  Speed 50 ft.
  Melee bite +10 (1d8+4 plus trip), tail slap +5 (1d6+2)
  Special Attacks bay
  STATISTICS
  Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
  Base Atk +6; CMB +10; CMD 22 (26 vs. trip)
  Feats Improved Initiative, Iron Will, Power Attack
  Skills Perception +10, Stealth +11, Survival +10
  Languages Common (cannot speak)
  SPECIAL ABILITIES
  Bay (Su) When a shadow mastiff howls or barks, all creatures 
  within a 300-foot spread except evil outsiders must succeed at 
  a DC 16 Will save or become panicked for 1d4 rounds. This is 
  a sonic, mind-affecting fear effect. A creature that successfully 
  saves cannot be affected by the same mastiff’s bay for 24 
  hours. This is a mind-affecting fear effect. The save DC is 
  Charisma-based and includes a +2 racial bonus.
  Shadow Blend (Su) In any condition of illumination other than full 
  daylight, a shadow mastiff disappears into the shadows, giving 
  it concealment (50% miss chance). Artificial illumination, even 
  a light or continual flame spell, does not negate this ability; a 
  daylight spell, however, does. A shadow mastiff can suspend or 
  resume this ability as a free action.
  SWAGGERING SHOT
  This scandalous pirate wields two pistols, commanding respect and 
  fear from their peers.
  SWAGGERING SHOT 
  CR 5
  Pathfinder RPG Villain Codex 192
  Human gunslinger (pistolero) 6 (Pathfinder RPG Ultimate Combat 
  9, 51)
  CE Medium humanoid (human)
  Init +6; Senses Perception +11
  DEFENSE
  AC 20, touch 16, flat-footed 14 (+4 armor, +4 Dex, +2 dodge) hp 
  49 (6d10+12)
  Fort +6, Ref +9, Will +4
  Defensive Abilities nimble +2
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +7/+2 (1d6/18–20) 
  Ranged mwk pistol +11 (1d8+4/×4) 
  
  PATHFINDER SOCIETY SCENARIO
  26
  26
  or mwk pistol +7 (1d8+4/×4), mwk pistol +7 (1d8+4/×4) 
  Special Attacks deeds (gunslinger initiative, gunslinger’s dodge, 
  pistol-whip, quick clear, up close and deadly +1d6, up close and 
  deadly +2d6, utility shot), grit (2)
  STATISTICS
  Str 10, Dex 18, Con 12, Int 13, Wis 14, Cha 8
  Base Atk +6; CMB +6; CMD 22 
  Feats Deadly Aim, GunsmithingUC, Point-Blank Shot, Precise Shot, 
  Rapid Reload, Two-Weapon Fighting
  Skills Acrobatics +13, Bluff +8, Climb +9, Perception +11, 
  Profession (sailor) +11, Swim +9
  Languages Common, Dwarven
  SQ gunsmith, pistol training
  Combat Gear potion of cat’s grace; Other Gear +1 studded 
  leather, mwk pistolsUC (2) with 32 alchemical cartridgesUC 
  (paper), mwk scimitar 
  
  SLAVER’S END
  27
  27
  
  PATHFINDER SOCIETY SCENARIO
  28
  28
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d) “Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including 
  trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product identity by the owner of 
  the Product Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are used by 
  a Contributor to identify itself or its products or the associated products contributed 
  to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to 
  use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the licensee in terms 
  of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you 
  Use. No terms may be added to or subtracted from this License except as described 
  by the License itself. No other terms or conditions may be applied to any Open 
  Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content shall retain 
  all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy 
  of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #10–21: Slaver’s End © 2019, Paizo Inc.; Author: 
  Vanessa Hoskins.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #10-21: 
  Slaver’s End
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  Out of 
  Subtier
  5–6
  1,968
  1,253
  2,684
  3,936
  2,505
  5,367
  8–9
  Pathfinder Society Scenario #10-21: 
  Slaver’s End
  Debt to Corvius (Legacy): You have promised a favor to the despicable genie binder Corvius Vayn. What this favor 
  might entail you can’t guess, but anyone who can command an efreeti is likely to have ways to ensure their debts 
  do not remain outstanding. Keep this Chronicle sheet as it may affect the ongoing story in the new edition of the 
  Pathfinder Society organized play campaign.
  Efreeti Unchained (Legacy): You unleashed an enslaved efreeti from his captor. What might this portend for the 
  Pathfinder Society and its members? Keep this Chronicle sheet as it may affect the ongoing story in the new edition 
  of the Pathfinder Society organized play campaign. 
  ▫ ▫ ▫ Freedom for All! (Liberty’s Edge) : You hold the ideals of freedom above all, lending your aid to creatures 
  and people alike. You may check a box next to this boon to cast summon monster II as a spell-like ability with a caster 
  level equal to your character level, calling forth the creatures whose respect you have earned to aid you in battle.
  ▫ ▫ ▫ ▫ In Service to Corruption: You chose to sacrifice your dignity to help further the Society’s goals. While 
  your brief period of servitude to Corvius Vayn was distasteful, you were able to secure valuable information to 
  further the Society’s goals, and contacts in Qadira’s dark markets. You may check a box next to this boon to gain a 
  +2 competence bonus on Diplomacy checks made to gather information or Sense Motive checks. Alternatively, you 
  may check a box to gain a 10% discount on one item whose total value is not greater than your class level × 1,000; 
  this discount does not stack with discounts from any other source, and items gained in this way cannot be sold for 
  more than the cost of their original purchase.
  ▫ ▫ ▫ ▫ Returning Home (Liberty’s Edge): You found the slaves Phlegos stole, both those still alive and those 
  who passed away. For some there were joyful reunions and for others there were final good-byes. The spirits of 
  those you laid to rest now watch over you, as the prayers of those you saved call forth power to protect you. You may 
  check a box next to this boon as an immediate action to reroll a failed Reflex or Will saving throw. Alternatively, you 
  may check a box as a swift action to gain a +2 sacred bonus to AC for 1 minute.
  Blood lily BarB
  Aura faint conjuration and moderate abjuration (greater blood lily barb); CL 9th
  Slot none; Price 25,620 gp; Weight 2 lbs.
  DESCRIPTION
  This +1 wounding rapier is constructed from the pristine petal of a blood lily, a carnivorous aquatic plant. The spiky, bright red 
  petal ends in an impossibly sharp tip and is mounted in a fine mithral hilt. Whenever a creature holding this rapier in its 
  hand is standing on the deck of a ship, or in water at least 2 feet deep, a low-cresting wave of water carries the wielder 
  as though they were affected by a slipstreamAPG spell.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, slipstream; Cost 12,970 gp
  Core Campaign
  Subtier 5-6
  Subtier 8-9
  black adder venom (120 gp; Pathfinder RPG Ultimate 
  Equipment 111)
  Blood Lily Barb (25,620 gp; see above)
  giant wasp poison (210 gp; Ultimate Equipment 111)
  Phlegos’s +1 wayfinder (3,750 gp; acts as both a 
  standard wayfinder and a ring of protection +1)
  wand of blur (6 charges; 90 gp, limit 1)
  +1 spiteful mithral chain shirt (10,100 gp; Pathfinder 
  RPG Advanced Class Guide 210)
  Blood Lily Barb (25,620 gp; see above)
  boots of the cat (1,000 gp; Pathfinder RPG Ultimate 
  Equipment 229)
  Phlegos’s +3 wayfinder (30,000 gp; acts as both a 
  smuggler’s wayfinder and a ring of protection +3)
  purple worm poison (700 gp; Ultimate Equipment 111)
  wand of hold person (18 charges; 1,620 gp, limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-21 - Slavers End.pdf