TEXT: By Lyz Liddell
  FURY OF THE FINAL BLADE
  PATHFINDER SOCIETY SCENARIO #9-20 
  TIER 7–11
  
  Pathfinder Society Scenario #9–20: Fury of the Final 
  Blade is a Pathfinder Society Scenario designed 
  for 7th- through 11th-level characters (Tier 7–11; 
  Subtiers 7–8 and 10–11). This scenario is designed 
  for play in the Pathfinder Society Roleplaying 
  Guild campaign, but 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 
  paizo.com/pathfinderSociety.
  HOW TO PLAY
  Author • Lyz Liddell
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Jesper Ejsing, Marko Horvatin, 
  Kyushik Shin, and Kieran Yanner
  Cartographers • Jason Engle and Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Crystal Frasier,  
  Jason Keeley, Luis Loza, Ron Lundeen, Joe Pasini, 
  Michael Sayre, Chris 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 • Christopher Carey
  Editors • James Case, Simone Dietzler, Leo Glass,  
  Avi Kool, Lyz Liddell, Adrian Ng, Lacy Pellazar, and 
  Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
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  Paizo Inc.
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  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 
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  Open Game Content: Except for material designated as Product Identity (see above), the game 
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  Content may be reproduced in any form without written permission.
  Pathfinder Society Scenario #9–20: Fury of the Final Blade © 2018, 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 Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder 
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  GM ResouRces
  Fury of the Final Blade makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Class 
  Guide (ACG), Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder RPG Bestiary, Pathfinder RPG 
  Bestiary 2, Pathfinder RPG Bestiary 5, Pathfinder RPG Bestiary 6, Pathfinder RPG Occult Adventures 
  (OA), Pathfinder RPG Ultimate Equipment (UE), and Pathfinder RPG Ultimate Intrigue (UI). This adventure 
  assumes the GM has access to these sourcebooks. It also includes a citation of Pathfinder RPG Adventurer’s 
  Guide (AG), but no rules from that book are necessary to run the adventure. All rules referenced in this 
  adventure are available in the free online Pathfinder Reference Document at paizo.com/prd, and the 
  statistics from the Bestiary volumes are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Fury of the Final Blade .   .   .   .   .   .   .   .  3
  Handouts  .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 27
  Appendix 1: Stat Blocks .   .   .   .   .   .   .   . 29
  Appendix 2: Troop Rules  .  .  .  .  .  .  . 31
  Map .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 32
  Chronicle Sheet  .   .   .   .   .   .   .   .   .   .   .   . 34
  
  • Isarn
  • Rosehaven
  Galt
  3
  After Colson reached Isarn, his plans began to fall apart. 
  The Gray Gardeners brought their prisoners to one of 
  their most secure facilities and held them there, outside of 
  Colson’s reach. When Colson asked when the trials would 
  begin and attempted to visit the prisoners, the Gardeners 
  brushed him off with a series of increasingly thin excuses. 
  Eventually, Colson made a horrifying discovery. The 
  Gardeners did not plan to try the Andoren elites at all—they 
  had already scheduled the entire group to be executed with 
  final blades in the near future.
  Furious, Colson confronted his contacts within the Gray 
  Gardeners, only to be told that the Andorens’ crimes were 
  clear enough that no trial would be necessary. Only at this 
  M
  ajor Colson Maldris, the confident leader of 
  the Pathfinder Society’s Liberty’s Edge faction, 
  has finally gone too far—and he has learned it 
  the hard way. 
  For the better part of a decade, Major Colson Maldris 
  has made it his personal goal to bring the crimes and 
  manipulations of Andoran’s corrupt elite to light. After 
  Andoran dissolved the aristocracy, not all the former 
  nobility were so willing to let go of their power, and they 
  continued to use their influence to manipulate the nation’s 
  politics. Colson’s initial attempts to oust these nobles-in-
  hiding were met with frustration, as his targets simply 
  disappeared under a new alias, sought shelter behind 
  Andoran’s laws, or pulled strings within the People’s 
  Council to avoid prosecution. Colson has finally come to 
  the conclusion that these manipulators will always be part 
  of Andoran’s system unless he can forcibly remove them 
  from power—much as going above the law of the people 
  clashes with his morals. 
  Hoping to keep his Pathfinder Society agents clean of any 
  culpability, he confided only in one of his closest friends 
  from his time in the Eagle Knights: Eylara Deleios, who 
  agreed to join him in his schemes. He also reached out to 
  a contentious group infamous for its ability to make nobles 
  disappear: the Gray Gardeners of Galt. According to the 
  agreement Colson reached with the Gardeners, each of 
  the nobles would receive a trial at the hands of the Galtan 
  people, who Colson believes are more capable of expressing 
  the people’s voice than Andorens under the aristocrats’ 
  sway. Regardless of the outcome of the trial, the Gardeners 
  promised Colson that they would not use their infamous 
  final blades, guillotines that trap the souls of the executed.
  As Colson plotted his route for the Gray Gardeners, Eylara 
  donned the guise of a Gray Gardener to help keep watch 
  over the prisoners. Word of the disappearances reached 
  Venture-Captain Eliza Petulengro, and she sent a group of 
  Pathfinder agents to investigate (detailed in Pathfinder Society 
  Scenario #9–02: A Case of Missing Persons). These Pathfinders 
  learned that Colson was responsible for the abductions, and 
  that he was taking his captives north to Isarn. 
  By Lyz Liddell
  Fury of the Final Blade begins in the peaceful Galtan village 
  of Rosehaven before progressing to the Galtan capital of 
  Isarn, where the Revolutionary Council meets. For over 50 
  years now, Galt has been a nation in a continual state of 
  bloody upheaval known as the Red Revolution. For more 
  information on the nation of Galt and the Red Revolution, 
  see Pathfinder Campaign Setting: The Inner Sea World Guide, 
  available in game stores and hobby stores everywhere and 
  online at paizo.com.
  Where on Golarion?
  FURY OF THE 
  FINAL BLADE
  
  PATHFINDER SOCIETY SCENARIO
  4
  meeting did Colson realize how grave his mistake had been, 
  and that he alone could not undo the mess he had created. 
  He sent a frantic message to Venture-Captain Petulengro, 
  explaining what he had done, apologizing for his mistake, 
  and begging her to send help. However, soon afterward, 
  the Gray Gardeners arrested Colson and, for irony’s sake, 
  condemned him to death by final blade on the very same day 
  as the “nobles” he had brought to their attention. Eylara went 
  to ground, waiting desperately for aid to arrive. Now only 
  Petulengro’s agents stand in the way of this mass execution.
  SUMMARY
  The PCs are gathered and dispatched to the Galtan village 
  of Rosehaven, where they meet with Venture-Captain Eliza 
  Petulengro. The venture-captain briefs them on Colson 
  Maldris’s plot to kidnap the corrupt Andorens and provides 
  the evidence she has gathered that the plot has backfired 
  with potentially far-reaching repercussions. To prevent 
  this fallout, the PCs must travel to Isarn, find out where the 
  kidnapped Andorens are being held, and rescue them before 
  they are executed. She sends them to Isarn by ship for an 
  overnight mission.
  Once in Isarn, the PCs gather what information as they 
  can to learn where the Andoren prisoners are being held 
  and how to free them. Their first lead is one of Colson’s 
  contacts, a former Eagle Knight named Eylara, but the PCs 
  can also learn about the facility on their own. They may also 
  undertake several activities to make their rescue attempt 
  easier, including scouting out the facility, stealing keys or a 
  uniform, investigating known Gray Gardeners, and meeting 
  with a cell of Pharasmin priests who suspect the prison may 
  have additional guards beyond mere mortals.
  At dawn, the PCs can perform their prison break, 
  sneaking into the Gray Gardeners’ prison facility. They must 
  either bypass or overpower a group of Gray Gardeners on 
  duty, including the lead guard Estienne Jacquert, who the 
  PCs might be able to convince to stand down. Major Colson 
  Maldris is missing, however, and the rest of the Andorens are 
  a difficult lot to manage. The PCs must mobilize the group 
  of ailing and uncooperative aristocrats. On their way out of 
  the prison, the PCs face the facility’s ethereal guardians: a 
  combination of undead and sahkils drawn to the negative 
  energy and corrupt magic surrounding a final blade. If the 
  PCs haven’t already overcome the prison’s Gray Gardeners, 
  they must do so now.
  Finally, the PCs must decide whether it’s worth their time 
  to also attempt a rescue effort for Colson himself. If they 
  do, they confront two of the Gray Gardeners’ leaders and 
  an angry mob of Galtan citizens at the scaffold where the 
  execution is about to take place! If they abandon Colson to 
  his fate, the Gray Gardeners bring the fight to them, blocking 
  their escape from the city with a gruesome demonstration of 
  what awaits them should they fail!
  GETTING STARTED
  A grim-faced Ambrus Valsin summarily recruits the PCs 
  to this mission, remarking only that “it’s a complicated 
  situation that will take too long to explain. Petulengro will 
  fill you in,” before presenting the gathered PCs to one of the 
  Pathfinder Society’s spellcasters. A few moments later, the 
  PCs watch the Grand Lodge slide away as they are teleported 
  nearly a thousand miles north.
  Read or paraphrase the following to get the adventure 
  underway.
  The village of Rosehaven is the very picture of an idyllic 
  countryside hamlet, its residents going about their business 
  of farming and crafting with peaceful purpose as the sun sinks 
  through the hazy sky. Snippets of conversation and song drift 
  on the breeze mixed among the lowing of cows and chatter of 
  chicken flocks. 
  “Peaceful, isn’t it? And to think that a few hours’ travel down 
  the river, one of our own is starting an international incident.”
  The speaker is a woman dressed for travel, her long red hair 
  bound back into a practical braid and a worn pack slung over 
  one shoulder. She draws a wayfinder from a pocket and smiles 
  wearily. “Pathfinders, welcome, and thank you for coming on 
  such short notice. I’m Venture-Captain Eliza Petulengro. I’m sorry 
  for the strange choice of meeting places. This village is as close 
  as I dare get to Isarn, and we haven’t the time to spare traveling 
  upriver from Woodsedge.” 
  She gestures to a circle of log benches along one edge of the 
  village square and seats herself, easing her pack to the ground 
  with a sigh. “I’m going to be blunt. A few weeks ago, Colson 
  Maldris kidnapped a troupe of corrupt, high-ranking Andoran 
  citizens and brought them here to Galt. Whatever plan he had 
  in mind backfired, and now they’re all scheduled to be executed 
  tomorrow morning with a final blade—Colson included. Needless 
  to say, Andoran’s government won’t take kindly to either the 
  Pathfinder Society or the Gray Gardeners taking the law into our 
  own hands and interfering with their internal affairs. Moreover, 
  this could set a precedent for the Red Revolution to spread 
  beyond Galt’s borders, which would be a disaster for several 
  nations. So I need you to mount a rescue mission.”
  The venture-captain rummages through her pack, pulling out 
  a wrapped parcel, a folded letter, and a handful of vials. “Have 
  some raisin cakes, they were made fresh this morning at the 
  lodge. This is the letter Colson sent me when he realized his plan 
  was falling apart. And Rosehaven’s priest brewed a potion for 
  each of you to shake off the fatigue; I’m afraid it’s going to be a 
  long night. You’re to travel from here to Isarn, find out where the 
  Andoren citizens are being held, and get them out of there. If you 
  can bring Colson with you and it won’t endanger your escape, 
  then do—but the Decemvirate has granted us the latitude to 
  abandon him if necessary to secure the civilians. They’re our top 
  priority. We’ll have a boat at the Isarn docks waiting to get you 
  all to safety. Do you have any questions?”
  
  Eliza 
  Petulengro
  5
  FURY OF THE FINAL BLADE
  Provide the PCs with Handout #1: Colson’s Letter. Eliza 
  explains that she hasn’t been able to scry upon any of the 
  Andorens, but she was able to reach Colson a few times 
  with a sending spell. It was through those messages that she 
  learned he thought they were being held in Isarn and that the 
  execution date was fast approaching. After a few exchanges, 
  though, the responses stopped coming: the spells were still 
  going through, but Colson has become unwilling or, 
  Eliza fears, unable to respond. 
  The PCs likely have questions for Eliza; 
  answers to common questions appear below.
  Who did Colson kidnap and why? Eliza 
  pulls out a small notebook from her 
  pack and consults it. “Colson’s targets 
  were all powerful Andoren citizens who 
  have been pushing for a new law called, 
  let’s see, the ‘Banking Reform and 
  Regulation Act.’ That law would give 
  banks tremendous power over 
  debtors, including the creation 
  of debtors’ prisons and work 
  camps. 
  Senators 
  Augustyn 
  Naran and Victoria Garvensi 
  were cosponsors of the bill, 
  while Morvius Korkovin stands to profit 
  as a banker, and Sabrine Tularis sees it 
  as a way to get inexpensive labor for her 
  Lumber Consortium. Halmont Warrith 
  often works for Senator Garvensi and the 
  Lumber Consortium, and Colson seems 
  to have a personal grudge against him.” 
  She pauses and takes a bite of a raisin cake. “As for why… 
  Colson saw their efforts as yet another step in a series of 
  corruptions within Andoran that could only be excised by 
  rooting them out at their source. Since some of them have 
  slipped through Andoren justice before, Colson evidently felt 
  that the Galtan people would give them a more fair trial.”
  But Colson’s right! If they’re corrupt, why do we have to 
  save them? “Moral proclivities of these individuals aside, if 
  the Gray Gardeners execute high-ranking Andoren citizens, 
  they’re going to start a war between Andoren and Galt. More, 
  it gives the Gray Gardeners an opening to continue taking 
  their own form of ‘justice’ into other countries, which could 
  destabilize Taldor and any number of other places. Worse, 
  since it’s one of our own who started this, it would tarnish the 
  Pathfinder Society’s reputation with nearly every organized 
  government in the Inner Sea region. We could lose access to 
  entire nations.”
  What’s a final blade? Eliza grimaces. “Galt’s finest invention. 
  A final blade is a magical guillotine that captures a person’s 
  soul at the moment of death. Ostensibly they’re meant to 
  prevent Hell and other evil planes from collecting evil souls, 
  but it’s no small coincidence that they also prevent the person 
  executed from being restored to life through divine magic. 
  It’s how the Gray Gardeners ensure that the nobles they target 
  can’t just use their fortunes to avoid justice.” 
  Who are the Gray Gardeners? “The Gray Gardeners are the 
  executioners of the Galtan government. They’re the ones who 
  operate the final blades. They go masked to stay anonymous, 
  so they don’t themselves become victims of Galtan ‘justice.’” 
  Who is Eylara? “She and Colson have been 
  associates for a long time. I understand they 
  were both members of the Eagle Knights 
  many years ago. I can’t say whether he 
  trusts her so thoroughly that she was 
  the only one he told about his plan, 
  or if she’s the only bridge he hadn’t 
  burned too badly to talk her into 
  helping him. Either way, she’s in Isarn 
  and is probably the best place to start 
  your investigations.”
  Why can’t you go to Isarn 
  yourself? “I wish I could. But 
  I’m too well known, and my 
  presence would attract too much 
  attention. There are already eyes 
  on the Woodsedge Lodge, and I 
  can’t risk bringing Galt’s wrath 
  down on it again by getting involved 
  in something this sensitive. I’ll 
  meet you on the river when you have 
  retrieved everyone.”
  Where 
  should 
  we 
  focus 
  our 
  investigation? “Start with Eylara, if you 
  can find her. If you can’t, you’ll have to hit the streets and 
  find out what you can about the Gray Gardeners and their 
  facilities in the city. You’re experienced agents, I’m sure you’ll 
  find avenues to explore once you get there.”
  You mentioned a ship? “I did,” Eliza says firmly. “A 
  Pathfinder by the name of Armeline lives here in Rosehaven. 
  She’s arranged a keelboat and crew to transport you down to 
  Isarn, and she’ll wait with the boat while you head into the city 
  so you can get out of there right away after you complete your 
  mission. Her crew is prepared to take the Andoren citizens to 
  Woodsedge and then all the way downriver to Cassomir, so 
  you’re only responsible for getting them to the boat in Isarn.”
  KNOWLEDGE (HISTORY OR LOCAL) 
  Based on the result of a Knowledge (history or local) check, 
  the PCs might know more about the Gray Gardeners and 
  Isarn. They learn all of the information with a DC equal to 
  or less than the result of their check. PCs with a Chronicle 
  sheet from Pathfinder Society Scenario #9–02: A Case of Missing 
  Persons receive the information listed under 30+ regardless 
  of their roll, as they heard about these individuals during 
  that scenario. 
  
  Eylara 
  Deleios
  PATHFINDER SOCIETY SCENARIO
  6
  10+: Galt has been in a state of constant violent social and 
  political turmoil for over half a century, changing leaders 
  and regimes in an ongoing chaos called the Red Revolution.
  15+: The Gray Gardeners are the justices and executioners 
  for the Galtan People’s Council, responsible for uncovering 
  traitors, noble sympathizers, political enemies, and anyone 
  insufficiently supportive of the latest revolutionary regime.
  20+: Though Isarn is the seat of Galt’s governing 
  body and therefore the nation’s capital, the 
  Gray Gardeners as an organization are based 
  out of the city of Litran some 100 miles 
  upriver (or about 60 miles by land). 
  25+: The most famous Gray Gardener 
  in Isarn is a woman known as Citizen 
  Dread, who has an uncanny ability to 
  work a crowd into a bloodthirsty fervor. 
  30+: Though most Gray Gardeners 
  remain masked in public and use 
  pseudonyms to hide their identity, a few 
  recent rumors have mentioned a Gray 
  Gardener without a mask: a blond man 
  with a diamond earring and a deep scar 
  on his chin. 
  KNOWLEDGE (NOBILITY) OR 
  PROFESSION (MERCHANT)
  Based on the result of a 
  Knowledge 
  (nobility) 
  or 
  Profession (merchant) check, 
  the PCs might know more 
  about the kidnapped Andorens. 
  They learn all of the information with a 
  DC equal to or less than the result of their check.
  10+: Augustyn Naran and Victoria Garvensi are Andoren 
  senators who have held office for far longer than term limits 
  would normally allow.
  15+: Senator Naran is an older Andoran politician who 
  helped throw his nation’s support behind Lady Gloriana 
  Morilla’s Army of Exploration during the Society’s fight 
  against the demons of the Worldwound.
  20+: Several years ago, Pathfinder agents acting at the 
  direction of Major Colson Maldris arrested Halmont 
  Warrith, but Warrith was released from prison shortly 
  thereafter when a key witness in his trial suspiciously 
  retracted his testimony. 
  25+: Though many nobles lost much wealth in Andoran’s 
  bid for independence, several elite nonetheless maintained 
  the acumen, connections, and capital to remain an influential 
  force in politics and the economy. An especially stubborn, 
  secret group known as The Seven Houses consists entirely 
  of former nobles and their bitter descendants, using their 
  resources to direct Andoren commerce and politics while 
  maintaining the guises of honest folk.
  The venture-captain reminds the PCs that time is of 
  the essence and their ship is waiting. As a final warning, 
  she reminds the PCs that the Pathfinder Society is not 
  particularly welcome in Galt, and that they should be 
  cautious about flashing identifying insignia, such as 
  wayfinders, while in Isarn, both for their own benefit and 
  to prevent connections between their operation and the 
  Society at large. Before the PCs leave, she gives each PC and 
  character companion a potion of lesser restoration.
  The village’s dock lies about half a mile to the 
  west of the village square; after a pleasant 
  evening walk through the gently rolling 
  countryside, the PCs reach the dock. A 
  trading vessel making the long journey 
  from New Stetven to Cassomir is docked 
  here, providing the PCs a convenient 
  opportunity to make any last-minute 
  purchases before their trip. 
  Armeline 
  (CG 
  female 
  half-elf 
  investigatorACG 3) waves to the PCs from the 
  other vessel at the dock: a sleek keelboat with 
  sails as well as oar ports. A half-dozen sailors 
  have prepared the vessel to push off, and 
  they do so as soon as the PCs are 
  on board. Armeline introduces 
  herself to the PCs as they get 
  underway. She’s spent the 
  last few weeks helping Eliza 
  in her investigations following 
  the events of Pathfinder Society Scenario 
  #9–02: A Case of Missing Persons, and she 
  can provide the same information that 
  Petulengro can share with the PCs, as listed on page 5. If any 
  of the PCs played this scenario, she asks them to share their 
  firsthand experiences. 
  The details of Armeline’s long and complex relationship 
  with the Pathfinder Society are detailed in Pathfinder Society 
  Scenario #8–06: Reaping What We Sow. If any PC has a Chronicle 
  sheet from that scenario, she recognizes the character and 
  reiterates her appreciation for the Pathfinders’ assistance 
  against Gyronna’s agents. If any PC earned both Prestige 
  Points in that scenario, she also thanks the PCs for changing 
  her perspective on the Pathfinder Society, and informs them 
  that she is happy to be working under someone as skilled in 
  managing information as Venture-Captain Petulengro.
  PART 1: INVESTIGATION IN ISARN
  The journey from Rosehaven to Isarn is about 10 miles long 
  and takes several hours. The keelboat maneuvers itself into 
  an empty slip in Isarn’s docks around midnight, whereupon 
  the PCs can disembark and begin their investigation. 
  Armeline assures them she will have the ship ready to sail at 
  a moment’s notice when they return.
  
  7
  FURY OF THE FINAL BLADE
  There are several routes the PCs might take during their 
  investigation, though the party may not think to attempt 
  certain operations unless they have already succeeded at 
  prior investigations (for example, they couldn’t steal the 
  keys before finding out what facility the prisoners were kept 
  in). Each PC has time to pursue two avenues of exploration 
  before the scheduled executions. The party can split up and 
  pursue separate investigations, but characters undertaking an 
  avenue of investigation together often have a greater chance 
  of success in their efforts than a character alone. 
  Since the party will be operating overnight, they will not 
  have an opportunity to rest during this scenario. The PCs 
  can use the potions of lesser restoration from Venture-Captain 
  Petulengro to stave off fatigue.
  FINDING EYLARA
  Former Eagle Knight Eylara Deleios (NG female half-elf 
  fighter 5/Steel FalconAG 1) has lost none of the idealism of 
  her youth. When Major Colson Maldris approached her 
  about intervening in the machinations of Andoran’s corrupt 
  pseudo-nobility, she was eager to help, going so far as 
  disguising herself as a Gray Gardener to escort the captive 
  Andorens to Galt. But up until now, she’s acted only at 
  Colson’s direction; with him having gone silent, she hasn’t 
  dared to act for fear of undermining his plans or placing him 
  in danger. She holed up in a run-down dockside tavern called 
  the Duck Dock (specifically picking a cheap inn with a bird 
  in its name so Colson would know where to find her) to wait 
  for further instructions. As the days have passed with no word 
  from Colson, she’s gotten nervous and has begun doing some 
  of her own investigation. 
  The PCs have a clue in Colson’s note that Eylara might 
  have chosen a low-profile establishment with a bird in its 
  name; with a successful Easy Diplomacy or Knowledge 
  (local) check, they can learn of and get directions to the 
  Duck Dock. The establishment is not only open but also 
  moderately populated despite the late hour, though it’s clear 
  that most patrons are here in small groups. Eylara is sitting 
  alone at one end of the bar, and savvy PCs might identify her 
  in several ways. With a successful Easy Sense Motive check, 
  a PC can tell that she seems anxious and is watching the 
  crowd—and the newly arrived PCs in particular. A PC who 
  succeeds at a Hard Perception check notices a small pin on 
  her collar shaped like a feather enameled with blue, white, 
  and gold; with a subsequent successful Average Knowledge 
  (local) or Profession (soldier) check, a PC can identify this 
  as a subtle insignia of Andoran and the Eagle Knights in 
  particular. The tavern’s proprietor and regulars know her 
  only as “Delly,” but if a PC asks for her by name, she takes 
  note and approaches the PCs if they take a table, or follows 
  them outside if they leave. 
  Eylara doesn’t immediately trust the PCs with everything 
  she knows. After all, the Gray Gardeners were all too willing to 
  Instead of listing all skill check DCs during the investigation, 
  skills checks are assigned a difficulty: Easy, Average, or Hard. 
  Feel free to reward creative solutions and uses of skills 
  that are not directly mentioned in the investigation, using 
  the provided skill DCs as a guide. Scaling DCs for level and 
  subtier represent a variety of factors, most commonly the 
  increased vigilance of the Gray Gardeners and the greater 
  efforts they have taken to secure their operations.
  Skill Check DCs
  Subtier 
  Easy 
  Average 
  Hard
  7–8 (4 players) 
  17 
  21 
  25
  7–8 (5+ players) 
  18 
  23 
  28
  10–11 (4 players) 
  20 
  25 
  30
  10–11 (5+ players) 
  21 
  27 
  33
  arrest Colson, and she isn’t sure they wouldn’t seek her out 
  as well. The party can convince her to trust them in several 
  ways. Any PC who shows Eylara the letter from Colson 
  gains her trust immediately, as does someone who shows 
  her a wayfinder or another item that indicates membership 
  in the Pathfinder Society, as she knows that Pathfinders 
  aren’t particularly welcome in Galt. Alternatively, any PC 
  with a Chronicle sheet that lists a Liberty’s Edge boon or a 
  Chronicle sheet from a scenario that features the ongoing 
  story of Colson Maldris can relate personal details about 
  Colson that demonstrates their trustworthiness. The 
  following scenarios feature Maldris’s story, including some 
  of his less honorable actions: Pathfinder Society Scenarios #6: 
  Black Waters, #3–16: The Midnight Mauler, #4–16: The Fabric 
  of Reality, #5–99: The Paths We Choose, #7–05: School of Spirits, 
  and #9–02: A Case of Missing Persons. Alternatively, a PC who 
  learned about the existence of the Seven Houses through 
  a successful Knowledge (nobility) or Profession (merchant) 
  check at the start of the scenario can gain her trust if they 
  mention that knowledge. The PCs can also convince Eylara 
  to trust them with a successful Hard Bluff or Diplomacy 
  check or Average Profession (soldier) check.
  If she has reason to trust the PCs, Eylara can relate the 
  findings of her own investigation. She knows there are 
  executions scheduled for the coming morning and that the 
  convicted are not Galtan. She can identify the facility the 
  Andorens have been taken to and provides the PCs with 
  directions to it; this opens up the Scope Out the Prison, Lift 
  the Keys, and Steal a Disguise investigation options. She has 
  also noticed that the Gray Gardeners and others operating this 
  particular facility seem to be particularly fanatical about their 
  work—“even for Galtans”—and can relate that there seems 
  to be a surprising number of arguments taking place on the 
  streets around the prison. These arguments are an effect of 
  the pakalchi sahkils guarding the prison and influencing 
  
  PATHFINDER SOCIETY SCENARIO
  8
  nearby people, though it is unlikely that the PCs would reach 
  such a conclusion on their own without further information.
  Eylara also tells the PCs of the prison’s history—under 
  Chelish colonization, it used to be a debtor’s prison, much 
  like the ones some of the people Colson abducted were 
  trying to bring to Andoran. She explains that she shares 
  Maldris’s view that such prisons are tantamount to slavery, 
  and pleads with the PCs to do their best to save Maldris 
  from death by a final blade, even if they don’t agree with 
  the decisions that brought him to this desperate situation.
  If the PCs succeed at three of the different methods of 
  earning Eylara’s trust listed above, Eylara offers to help 
  them untangle the mess she’s helped cause. She is not 
  willing to enter the prison, since she knows she has no 
  skills to help in such a situation, but she offers to meet 
  the PCs outside the prison to help get the Andorens from 
  the facility to the docks and onto the waiting ship. Her 
  assistance can make the final encounter of the scenario 
  less challenging (see pages 19 and 24). If the PCs ask her 
  for direct assistance before succeeding at three methods of 
  earning her trust, she reluctantly refuses, expressing that 
  she worries that she may need to stay behind in case the 
  PCs’ efforts do not succeed and plan a last-ditch effort of 
  her own.
  CANVASSING THE TOWN
  If the PCs can’t find Eylara or choose not to seek her aid, 
  they likely need to begin their investigation on the streets. 
  It is also possible that the PCs may chose to canvas for more 
  information after speaking to Eylara. Regardless of the result 
  of any checks, characters hear scuttlebutt about a series of 
  executions to take place at mid-morning the coming day. 
  A PC who succeeds at an Easy Diplomacy check to gather 
  information eventually learns that the Gray Gardeners 
  make use of an old debtors’ prison in Isarn’s Dustworks 
  neighborhood. This grants the PCs access to the Scope Out 
  the Prison, Lift the Keys, and Steal a Disguise investigation 
  options (see below). If a PC’s result meets or exceeds the 
  Average DC, she also hears rumors that the prison is haunted 
  and that a small cell of Pharasmin priests has recently taken 
  an interest in it. This opens up the Contact the Pharasmins 
  investigation option (see page 10). 
  This process is time-consuming, given that far fewer 
  residents are up and about at this hour: a single attempt 
  takes 1d4+2 hours (instead of the normal 1d4 hours) as the 
  PCs interact with patrolling guards, patrons and staff at a 
  handful of late-night establishments, the alarming number 
  of beggars holed up in alleyways, and so forth. For every PC 
  beyond the first who takes part in this investigation option 
  and succeeds at her Diplomacy check, reduce the time 
  spent by 1 hour (to a minimum of 1 hour). For four-player 
  groups, each successful check reduces the time spent by 2 
  hours (to a minimum of one hour).
  SCOPE OUT THE PRISON
  Once the PCs know the location of the prison facility, they 
  can perform reconnaissance on their target. The facility is 
  a sturdy, single-story stone building in the Dustworks, a 
  part of the town given over primarily to warehouses and 
  industries that require more space than storefront locations, 
  such as coopers, a tannery, a gravel pit, and a small foundry. 
  More details about this building appear in the Prison 
  Break section on page 10. With few of these businesses 
  in operation during the night, the low activity makes it a 
  prime place for Isarn’s many residents with no permanent 
  home to set up camp. This means the PCs likely have eyes 
  on their efforts unless they take pains to sneak through the 
  shadows, requiring a successful Easy Stealth check from 
  each character undertaking this operation. On a failed 
  check, one or more beggars notice the PCs and, after the 
  party has departed, report the unusual activity to the prison’s 
  guards in exchange for a few copper pieces. This grants the 
  Gray Gardeners a +2 bonus on their Perception checks to 
  notice the PCs in the Prison Break encounter, as the prison’s 
  guards are on alert.
  Scoping out the prison with a successful Hard Perception 
  check over the course of an hour reveals the patterns of 
  the guards within, as the PCs catch glimpses of light from 
  their lanterns through narrow, iron-barred openings in 
  the facility. It seems that the guards make a circuit of the 
  building every 30 minutes; otherwise they remain in one 
  area in the center of the prison’s southern side. If the PCs 
  use this information to plan their infiltration, they can 
  avoid the regular patrols, making their Stealth checks easier 
  when entering the facility. A single door leads into the 
  southern wall of the facility, while a heavy double door on 
  the northwestern corner is clearly heavily secured. 
  PCs studying the prison facility via magical means may 
  learn several clues to the dangers they face. A PC who casts 
  detect magic can identify two discrete auras of abjuration 
  (dimensional anchor and magic circle against good—effects of 
  the unhallow spell), while a PC using detect evil notices the 
  overwhelming aura of evil emanating from the prison’s 
  extraplanar guardians (see Freeing the Andorens on page 
  15) as well as the aura of the magic circle against good effect 
  mentioned above. PCs can use detect undead to identify the 
  auras of the specific undead haunting the facility. A PC 
  using true seeing to focus her vision on the Ethereal Plane can 
  directly see the sahkil and incorporeal undead guardians, 
  and she can attempt to identify them with Knowledge 
  (planes) or Knowledge (religion), respectively. Gaining any 
  of these details grants the PCs access to the Contact the 
  Pharasmins operation on page 10.
  Finally, after the PCs have watched the prison for about 
  an hour, the prison’s southern entrance opens and two Gray 
  Gardeners exit, using a key to lock the door behind them. 
  With a successful Easy Sense Motive or Profession (guard 
  
  9
  FURY OF THE FINAL BLADE
  or soldier) check, a PC realizes these two have finished 
  their shifts. A character who succeeds at an Easy Perception 
  check overhears one guard say that she intends to hit up 
  her favorite watering hole, while the other is heading home 
  for the night. The guards split up and head in different 
  directions, granting access to the Lift the Keys and Steal a 
  Disguise operations.
  In the event the party decides to begin their infiltration 
  rather than pursue additional routes of investigation, 
  they immediately proceed to the Prison Break encounter 
  beginning on page 10, and they can take no further 
  investigation efforts.
  LIFT THE KEYS
  The guard carrying the key to the prison’s side entrance moves 
  quickly along main streets to a tavern about halfway between 
  the prison and the docks. She removes her distinctive cloak 
  and face-covering mask along the way, bundling them into a 
  satchel at her side. The key ring she used to lock the prison 
  door remains tied to her belt. The tavern has the air of a place 
  that stays open as long as there are customers to serve—a 
  policy that, given the clientele, implies it never actually closes. 
  There are around a dozen patrons in the tavern. 
  A PC will need some kind of cover to get close enough to 
  attempt a Sleight of Hand check to lift the keys off the guard, 
  though a wide variety of tactics could work: using Stealth to 
  slip up unnoticed, attempting Bluff or Diplomacy checks to 
  flirt with the Gardener, using Perform to distract the patrons, 
  or many other approaches. Let the players come up with ideas 
  and reward clever or creative tactics, using the DCs presented 
  in the table on page 7 as a guideline. Most skills should use 
  Average DCs, but niche skills may be better suited to the Easy 
  DCs, while skills that aren’t particularly appropriate for the 
  task at hand may use Hard DCs.
  Lifting the keys requires a DC 20 Sleight of Hand check, 
  and the Gray Gardener can attempt a Perception check to 
  notice the effort. The guard’s Perception bonus is +10 (+14 
  in Subtier 10–11). She has the same statistics as the guards 
  in the prison, except that she has Skill Focus (Perception) 
  instead of Two-Weapon Defense. In Subtier 10–11, she also 
  has Alertness instead of Improved Two-Weapon Fighting. 
  PCs might also want to grab the satchel that holds her Gray 
  Gardener uniform, which requires a second successful DC 
  20 Sleight of Hand check. 
  Should the PCs draw the Gray Gardener’s attention in their 
  attempts to steal her keys or satchel, she likely attacks them—
  after all, if it became known that she was Gray Gardener, she 
  might face angry mobs herself. In this event, the PCs are certain 
  to win the conflict, but the tavern’s other late-night patrons get 
  dragged into the brawl. Unless the PCs take pains to disguise 
  their identities, this brawl poisons some Gray Gardener 
  loyalists against the PCs, increasing the difficulty of the final 
  combat encounter (see pages 19 and 24).
  STEAL A DISGUISE
  PCs following the second Gray Gardener must succeed at 
  Easy Stealth checks to avoid being noticed. Left to his own 
  devices, the guard heads to his home: a modest apartment 
  in a relatively quiet residential neighborhood, where he 
  spends about a half an hour settling in before putting out 
  the lights and going to sleep. At this point, a character can 
  break into the apartment with a successful DC 25 Disable 
  check to spring the lock (DC 30 in Subtier 10–11), and can 
  make off with the guard’s uniform with a successful Easy 
  Stealth check once inside. The single guard doesn’t present 
  much of a challenge to a PC even in a one-on-one fight, so 
  it is safe to assume that the PCs defeat him, though if they 
  don’t take precautions to the contrary, the guard’s uniform 
  is torn and bloody after combat. The Gray Gardener is not 
  only overconfident in his abilities but also reluctant to reveal 
  his identity, and thus he does not shout for aid even if a fight 
  breaks out. 
  INVESTIGATE KNOWN GRAY GARDENERS
  At any point during the night, the PCs can spend time 
  specifically seeking out information about known Gray 
  Gardeners. They can ask around town generally using the 
  rules for Canvassing the Town, but because of the sensitive 
  nature of the information Diplomacy checks are Hard 
  instead of Easy. They might also think to bully one of the 
  off-duty guards into sharing what he knows, requiring a 
  successful Hard Intimidate check to gain the following 
  information. Finally, while Eylara doesn’t volunteer 
  information about Gray Gardeners, she recognizes the name 
  Estienne Jacquert from her investigations if a PC asks about 
  him (likely from having played Pathfinder Society Scenario 
  #9–20: A Case of Missing Persons), and she can also recognize 
  him from the physical description that the PCs received if 
  they rolled especially high on a Knowledge (history or local) 
  check at the start of the scenario. PCs who attempt other 
  creative routes of investigation may also learn about the 
  Gray Gardeners. 
  If the PCs succeed at any of these efforts, they learn 
  the name of Estienne Jacquert and his identity as a Gray 
  Gardener. Estienne is known as a Galtan traitor who was 
  exiled to Andoran, though those the PCs speak with report 
  he has recently returned to Galt working for the Gray 
  Gardeners. The PCs’ informant has heard that Estienne 
  left his family behind in Galt when he was exiled, and that 
  perhaps that’s part of the reason he returned—though if 
  that’s the case, the informant adds, one would think Estienne 
  would be more careful about covering his face like the rest 
  of the Gardeners, lest his family become targets of  a mob of 
  Galtan people.
  Learning this information about Estienne provides some 
  insight into the man’s motivations, which savvy PCs can use 
  when they encounter him later in this scenario.
  
  PATHFINDER SOCIETY SCENARIO
  10
  CONTACT THE PHARASMINS
  Characters who heard rumors of the prison being haunted 
  or detected the evil or undead presences within the prison 
  may want to seek out more information about the hauntings. 
  If asked, Eylara (or any other late-night barfly) suggests that 
  the PCs speak to someone at Isarn’s relatively small church 
  of Pharasma. Once at the church, the PCs will need to 
  persuade the clergy to lend them assistance—a potentially 
  dangerous endeavor, given that priests are not immune to 
  Galt’s turmoil and the Gray Gardeners do not take kindly to 
  meddling in their affairs. 
  A cleric, inquisitor, or warpriest of Pharasma automatically 
  gains the clergy’s trust, and a PC who can accurately describe 
  the effects upon the prison (having observed them directly) 
  also demonstrates her awareness of the situation. A PC who 
  merely heard rumors of hauntings must succeed at a Hard 
  Diplomacy or Knowledge (religion) check to convince the 
  Pharasmins to aid her efforts.
  If the party gains the Pharasmins’ trust, the priests 
  admit they have been observing the prison facility for some 
  time and have noticed signs of hauntings and incorporeal 
  undead—a side effect, they assume, of so many bloody 
  deaths over the past decades. While they dare not interfere 
  directly, for fear of violent repercussions, they are glad to see 
  someone taking action to free the undead souls.
  The PCs may wonder why the Pharasmins are willing to 
  tolerate the final blades, as these guillotines imprison souls. 
  If they ask, the Pharasmins explain that the blades are but 
  a temporary slight. In time, they shall break, releasing the 
  souls to their proper judgment. For now, they say, it is 
  worthwhile to remain in Galt and follow Pharasma’s will in 
  other endeavors.
  Treasure: Assuming the PCs agree to try to clear out the 
  undead, the priests provide them with a phylactery of positive 
  channeling and three applications of ghost salt (see sidebar). 
  In Subtier 10–11, they also give the PCs a wand of death ward 
  with 17 charges remaining.
  Rewards: If the PCs fail to get the assistance of the 
  Pharasmins and do not succeed at the relevant skill checks 
  for at least two avenues of investigation before storming the 
  prison, reduce each PC’s gold earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 966 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,263 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,561 gp.
  FIRST LIGHT
  Dawn breaks once each PC has participated in two 
  investigation options (or once they begin infiltrating the 
  prison itself). Ideally the PCs have discovered the location 
  of the Gray Gardeners’ prison facility and know that 
  the Andorens’ execution is scheduled for the morning, 
  pressuring them to enact whatever plan they come up with 
  to intervene. 
  In the event the PCs failed the entirety of their 
  investigations, their efforts do not go unnoticed. Eylara, now 
  desperate to save her colleague, catches a rumor of strangers 
  asking around and tracks them down, intercepting the PCs 
  shortly after dawn. She relates the location of the prison 
  facility and urges them to hurry before it’s too late, offering 
  to head to the scaffold herself in case the prisoners have 
  already been transported there. 
  A. PRISON BREAK
  The facility the Gray Gardeners use as their prison in 
  Isarn was originally built as a small prison where indebted 
  citizens were held and forced to labor until their debts 
  were considered paid. During the Red Revolution, the Gray 
  Gardeners commandeered the prison to serve as their base 
  of operations in Isarn. The facility now serves as home to 
  the most powerful Gray Gardener in the city, Violaine 
  Halphene—though most know her only as Citizen Dread. 
  It is also the place where the Gardeners store the final 
  blade used for executions in Isarn. Though its location 
  here is kept a close secret, the artifact’s presence has 
  nevertheless attracted notice. Cruel and evil outsiders 
  known as sahkils noticed the final blade and its disruption 
  of the natural progression of souls, and a particular type of 
  these creatures lingers nearby. This form of sahkil, known 
  as pakalchis, thrive on shattering social bonds and driving 
  people apart, and they have been subtly influencing the 
  Gray Gardeners here toward darker ends while causing 
  countless minor conflicts in the surrounding area. Violaine 
  Ghost salt is a staple in the toolkits of many Pathfinders 
  faced with incorporeal threats. It appears in the Pathfinder 
  Campaign Setting: Pathfinder Society Field Guide, and its 
  rules are reproduced below.
  Ghost Salt
  Ghost salt
  Price 200 gp; Weight 1/2 lb.
  DESCRIPTION
  This gritty alchemical powder is made from exotic miner-
  als mixed with an infusion crafted from the ectoplasmic 
  remains of destroyed incorporeal undead. When rubbed 
  onto a weapon that is then placed over a hot flame for a 
  full round, ghost salt melts and forms a temporary coat-
  ing on the weapon. The blanching gives the weapon the 
  ability to do full damage to incorporeal creatures, even if 
  the weapon itself is nonmagical. An application of ghost 
  salt remains effective until the weapon makes a success-
  ful attack. Each dose of ghost salt can coat one weapon 
  or up to 10 pieces of ammunition. Only one kind of 
  weapon blanch can be on a weapon at one time.
  
  A. Prison Break
  1 square = 5 feet
  A1
  A4
  A5
  A6
  A8
  A7
  A9
  A10
  a
  g
  a
  b
  h
  b
  c
  i
  c
  d
  j
  d
  e
  k
  e
  f
  l
  f
  A11
  A2
  A3
  N
  11
  FURY OF THE FINAL BLADE
  has communicated with the outsiders and persuaded them 
  to support the Gray Gardeners’ plans in Isarn, a plot that 
  the Gardeners’ leadership has reluctantly approved. The PCs 
  can learn more about this plot in area A3.
  When the Gray Gardeners took over the prison, they made 
  several changes to convert it from a work camp to a prison 
  for high-profile political prisoners. They upgraded many of 
  the locks and cleared out the workroom, which they have 
  little use for now. In addition, they keep the facility under a 
  constant unhallow effect, renewed annually, using the spell 
  to fix a dimensional anchor effect to the site so that prisoners 
  could not simply rely upon their connections to other 
  parties for a rescue once the Gray Gardeners passed their 
  judgments. Finally, to prevent scrying and similar effects that 
  might interfere with their plans, they have lined the cell 
  block with lead sheeting—a simple but effective counter to 
  common spells. 
  The prison has the following features.
  Ceiling: Ceilings in most of the prison are 10 feet in 
  height, while the cells are only 8 feet tall.
  Doors: The double doors found throughout the prison’s 
  interior are iron gates (hardness 10, hp 60, break DC 28) that 
  allow sound and air to pass through and provide line of 
  sight from one area to another. Each cell has a single-door 
  version of the same construction. Other interior doors are 
  strong wooden doors (hardness 5, hp 20, break DC 25).
  Locks: The interior double doors and the single door into 
  area A1 are all locked with superior locks (Disable Device 
  DC 40), though the key the PCs might have lifted from the 
  off-duty guard opens all these. The doors to Violaine’s office 
  and bedroom (areas A2 and A3) are fitted with good locks 
  (Disable Device DC 30), and only Violaine carries the key to 
  them. 
  Walls: The prison’s walls are made of reinforced masonry 
  (hardness 8, hp 180, break DC 45). The walls in the cell blocks 
  are covered with thin panels of hammered lead.
  The Gray Gardeners on duty patrol each hallway once 
  every half-hour, and once a day (around sunset, when the 
  surrounding buildings generate the most noise from off-
  duty employees) the prisoners are allowed out of their cells 
  one at a time while the guards perform a perfunctory search 
  of the cell and empty the chamber pots. The prisoners are 
  given poor meals (typically bread or gruel and water) twice 
  per day.
  
  PATHFINDER SOCIETY SCENARIO
  12
  The various areas of the prison are described below.
  A1. Entryway: The exterior door leading into the prison is 
  a sturdy wooden door reinforced with iron bands (hardness 
  5, hp 30, break DC 25) and locked (Disable Device DC 40). If 
  the PCs successfully lifted a key from the off-duty guard, that 
  key opens this door. 
  A2. Warden’s Office: Violaine uses this office to handle any 
  official business matters or one-on-one meetings with other 
  Gray Gardeners. The door to this room is locked (Disable 
  Device DC 30), and only Violaine carries the key. A PC who 
  searches the desk finds a letter addressed to Citizen Dread; 
  give the players Handout #2: Gardener’s Letter.
  A3. Warden’s Quarters: These comfortable quarters are the 
  residence of the prison’s warden, currently the Gray Gardener 
  Violaine Halphene. The door to this room is locked (Disable 
  Device DC 30), and only Violaine carries the key. 
  A4. Guard Lounge: The Gray Gardeners spend their time 
  in this room when not patrolling the facility or otherwise 
  occupied. An iron-barred window offers line of sight into 
  area A9. 
  A5. Kitchen: This simple kitchen is where the prison’s 
  staff prepare meals for themselves (of moderate quality) and 
  the prisoners (mostly bread or gruel). A narrow pass-through 
  into area A9 is outfitted with iron bars on each side and a 
  mechanism that allows only one set of bars to open at a time.
  A6. Guard Barracks: This orderly room holds six bunks 
  for guards who need to rest while on duty or those who 
  prefer to remain in residence rather than move between the 
  facility and an apartment in Isarn. 
  A7. Prisoner Processing: This large room is arranged to 
  allow the Gray Gardeners to bring prisoners into and out of 
  the facility. The heavy double door on the west wall is made 
  of iron (hardness 10, hp 60, break DC 38) with a superior lock 
  reinforced with an arcane lock (Disable Device DC 50). 
  A8. Gear Storage: Equipment, weapons, armor, and other 
  valuables taken from the Gray Gardeners’ prisoners is stored 
  in this room for eventual use or sale. 
  A9. Prisoner Work Room: When this facility was a debtors’ 
  prison, the prisoners were required to perform manual 
  labor as a way of paying off their debts. The neighboring 
  gravel pit was originally part of this facility but has since 
  been separated into an independent business. This room 
  was used for equally tedious but less physically demanding 
  tasks, such as manufacturing clothing and copying texts. 
  Its furniture has long been removed, and it sees little use 
  now aside from the occasional sparring match between Gray 
  Gardeners looking to keep their weapon skills honed.
  A10. Large Cell Block: This cell block consists of a 
  dozen small cells, though the Gray Gardeners rarely have 
  more than a few prisoners here at any given time. The cells 
  have no front wall, only sturdy iron bars and a single iron-
  grate door similar to the double doors found throughout 
  the prison. They offer little in the way of either privacy or 
  comfort; a straw pallet and wool blanket serve as a bed, and 
  a chamber pot represents the only consideration afforded 
  the prisoners held here. A collection of various signet rings 
  hang from a cord strung along the ceiling of the center of 
  the hall: trophies from past prisoners.
  A11. Small Cell Block: These six cells are typically reserved 
  for women prisoners, though there are rarely more than one 
  or two cells in use at any given time. Their construction and 
  amenities are identical to those of the large cell block (see 
  area A10). 
  GRAY GUARDS (CR 9 OR CR 12)
  The Gray Gardeners’ facility has a contingent of mortal 
  guards keeping watch. Normally, they patrol the facility in 
  pairs every half-hour. They typically spend the rest of their 
  time either relaxing in area A4, sparring in area A9, or 
  performing routine tasks to keep the facility running, such 
  as preparing meals in the kitchen and cataloguing prisoners’ 
  gear in area A8.
  Creatures: Estienne Jacquert is the leader of the guards 
  presently on duty in the facility, having been deemed 
  insufficiently trustworthy to attend the execution itself. This 
  assignment suits him well, as he has mixed feelings about 
  the Gray Gardeners’ reneging on the deal with Colson. A 
  team of lower-ranking Gray Gardener guards assists him.
  If the PCs plan their approach using information gained 
  from scoping out the prison overnight, they can avoid the 
  regular guards’ patrols. In this case, they can likely avoid 
  being noticed as they slip through the facility; the guards 
  are confident that the facility is secure and have grown 
  complacent, taking a –4 penalty on their Perception checks. 
  However, if one or more PCs failed their Stealth checks to 
  avoid the notice of the displaced Galtans on the streets, the 
  guards instead gain a +2 bonus on these checks. The only 
  place they can easily see from their position in the break 
  room is a narrow strip of the hallway (area A1). In any case, 
  if more than one PC fails his Stealth check, the guards take 
  notice and investigate the disturbance. Alternatively, the PCs 
  may ambush the guards on their way in.
  If the PCs do not deal with these guards before they fight 
  the prison’s ethereal guardians, the Gray Gardeners likely 
  hear the Andorens’ squabbling, and they certainly notice the 
  combat with the guardians. They hurry to area A7 to block 
  the PCs’ escape, though they don’t interfere in the fight, 
  hoping that the guardians are sufficient to remove the threat 
  and unwilling to place themselves in harm’s way. In Subtier 
  10–11, the guards are particularly frantic about getting out 
  of the way, with Estienne calling out to the others to run as 
  quickly as they can and stay away from the “horrid ghost.”
  Regardless of where the PCs encounter him, Estienne 
  is reluctant to give his life for the Gray Gardeners’ cause. 
  A PC who succeeds at a Hard Sense Motive check can pick 
  up on this hesitation, while PCs who successfully collected 
  
  13
  FURY OF THE FINAL BLADE
  information about Estienne during their investigations 
  notice it immediately. A PC aware of his trepidation can 
  convince him to stand down with an Average Diplomacy, 
  Bluff, or Intimidate check as a standard action, which causes 
  the other guards to break ranks as well. If the Pathfinders 
  allow Estienne to escape, he is grateful enough to point out 
  valuable gear in area A8.
  SUBTIER 7–8 (CR 9)
  ESTIENNE JACQUERT 
  CR 6
  Male human swashbuckler 7 (Pathfinder RPG Advanced Class 
  Guide 56)
  N Medium humanoid (human)
  Init +6; Senses Perception +11
  DEFENSE
  AC 21, touch 17, flat-footed 14 (+4 armor, +4 Dex, +3 dodge)
  hp 71 (7d10+28)
  Fort +5, Ref +10, Will +4
  Defensive Abilities charmed life 4/day, nimble +2
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +14/+9 (1d6+8/15–20+7 precision)
  Ranged light crossbow +11 (1d8/19–20)
  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 (3), swashbuckler weapon 
  training +1
  TACTICS
  During Combat Estienne maneuvers to stay between his 
  opponents and the exit, using Acrobatics to reposition himself 
  if necessary. In melee, he uses opportune parry and riposte to 
  defend himself.
  Morale Once the other guards are dead, Estienne flees (or 
  surrenders if the group has promised leniency).
  STATISTICS
  Str 10, Dex 18, Con 14, Int 8, Wis 12, Cha 13
  Base Atk +7; CMB +7; CMD 24
  Feats Dodge, Extra PanacheACG, Fencing GraceUI, Toughness, 
  Weapon Focus (rapier), Weapon Specialization (rapier)
  Skills Acrobatics +14, Escape Artist +14, Perception +11, Sleight 
  of Hand +14
  Languages Common
  SQ swashbuckler finesse
  Combat Gear potion of cure light wounds (2); Other Gear +1 
  studded leather, +1 rapier, light crossbow with 20 bolts, cloak 
  of resistance +1, 20 gp
  GRAY GARDENER GUARDS (4) 
  CR 4
  Human vigilante 5 (Pathfinder RPG Ultimate Intrigue 9)
  NE Medium humanoid (human)
  Init +4; Senses Perception +7
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
  hp 41 each (5d8+15)
  Fort +2, Ref +8, Will +3
  Defensive Abilities unshakable (+5)
  OFFENSE
  Speed 20 ft. 
  Melee mwk rapier +8 (1d6+4/18–20), mwk dagger +8 
  (1d4+4/19–20)
  Special Attacks startling appearance
  TACTICS
  Before Combat The guards attempt to sneak up on the PCs, 
  positioning themselves to attack less defended party 
  members with their startling appearance.
  During Combat The guards stand their ground, moving only 
  if their attacks proved completely ineffective against the 
  previous target. 
  Morale Unless Estienne calls for them to stand down, the guards 
  fight to the death.
  STATISTICS
  Str 14, Dex 18, Con 13, Int 10, Wis 8, Cha 12
  Base Atk +5; CMB +7; CMD 21
  Feats Double Slice, Toughness, Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Finesse
  Skills Acrobatics +12 (+8 when jumping), Bluff +8, Diplomacy 
  +8 (+12 when in their social identity), Disguise +9 (+29 to 
  appear as part of polite society while in their social identity), 
  Knowledge (engineering) +5, Perception +7, Sense Motive +7 
  (+11 when in their social identity), Stealth +12
  Languages Common
  SQ dual identity, seamless guise, social talents (case the joint, 
  many guises,, social grace), vigilante specialization (avenger), 
  vigilante talents (armor skin, lethal grace)
  Combat Gear potion of cure moderate wounds; Other Gear +1 
  chainmail, mwk dagger, mwk rapier, 178 gp
  SPECIAL ABILITIES
  Armor Skin (Ex)The guards don’t apply the armor check penalty 
  to Acrobatics, Escape Artist, or Stealth checks.
  Case the Joint (Ex) While in their social identities guards can 
  spend at least one hour and attempt a DC 20 Knowledge 
  (engineering) check to scope out a location without drawing 
  attention, in preparation for returning in their Gray Gardener 
  identities for later raids.
  Dual Identity (Ex) Each guard has two identities: a neutral-
  aligned social identity that they use when going about their 
  daily lives, and a neutral evil vigilante identity that they use 
  while performing their duties as Gray Gardeners. Knowledge 
  checks about one identity do not reveal information about the 
  other, and spells and effects that would locate one identity 
  don’t find the other unless the caster knows both identities. 
  Each guard picks an identity each morning and can change 
  to the other one with 1 minute of costuming and mental 
  preparation. They are currently in their vigilante identities.
  
  PATHFINDER SOCIETY SCENARIO
  14
  Seamless Guise (Ex) If a creature suspects a connection 
  between a Gray Gardener guard and that guard’s social 
  identity, the guard can attempt a Disguise check with a +20 
  circumstance bonus to reinforce the current identity.
  Lethal Grace (Ex) The guards gain Weapon Finesse as a bonus 
  feat. Additionally, because they use their Dexterity bonus on 
  attack rolls and their Strength bonus on damage rolls, they 
  add a bonus equal to half their vigilante level (+2) to their 
  damage rolls.
  Many Guises (Ex) In addition to their social and vigilante 
  identities, the guards can create neutral-aligned mundane 
  identities as nondescript humans of any gender, such 
  as common laborers or peasants. They receive a +20 
  circumstance bonus on Disguise checks to appear to be an 
  ordinary human. They cannot use social talents in this form.
  Social Grace (Ex) Whenever Gray Gardner guards are in 
  their social identity, they gain a +4 circumstance bonus on 
  Diplomacy and Knowledge (local) checks.
  Startling Appearance (Ex) When a guard attempts an attack 
  against a foe who is completely unaware of the guard’s 
  presence, the foe is treated as flat-footed for the rest of the 
  guard’s turn. The foe also takes a –4 penalty on attack rolls 
  against the guard until the start of the guard’s next turn. 
  Uncanny dodge and similar abilities negate the effects of 
  startling appearance.
  Unshakable (Ex) Add +5 to the DC of attempts to intimidate 
  each of the guards.
  Vigilante Specialization (Ex) The guards have the avenger 
  specialization, which grants them a base attack bonus equal 
  to their Hit Dice.
  SUBTIER 10–11 (CR 12)
  ESTIENNE JACQUERT 
  CR 9
  Male human swashbuckler 10 (Pathfinder RPG Advanced Class 
  Guide 56)
  N Medium humanoid (human)
  Init +6; Senses Perception +14
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+5 armor, +1 Dex, +3 dodge, +1 
  natural)
  hp 99 (10d10+40)
  Fort +6, Ref +12, Will +7
  Defensive Abilities charmed life 5/day, nimble +2
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +19/+14 (1d6+9/15–20+10 precision)
  Ranged mwk light crossbow +15 (1d8/19–20)
  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 (4), swashbuckler weapon 
  training +2
  TACTICS
  During Combat Estienne maneuvers to stay between his 
  opponents and the exit, using Acrobatics to reposition himself if 
  necessary. In melee, he uses opportune parry to defend himself.
  Morale Once the other guards are dead, Estienne flees (or 
  surrenders if the group has promised leniency).
  STATISTICS
  Str 10, Dex 18, Con 14, Int 8, Wis 12, Cha 14
  Base Atk +10; CMB +10; CMD 27
  Feats Dodge, Extra PanacheACG, Fencing GraceUI, Greater Weapon 
  Focus (rapier), Iron Will, Toughness, Weapon Focus (rapier), 
  Weapon Specialization (rapier)
  Skills Acrobatics +11, Escape Artist +11, Perception +14, Sleight of 
  Hand +11
  Languages Common
  SQ swashbuckler finesse
  Combat Gear potion of cure serious wounds; Other Gear +2 
  studded leather, +1 rapier, mwk light crossbow, amulet of 
  natural armor +1, cloak of resistance +1
  GRAY GARDENER GUARDS (4) 
  CR 7
  Human vigilante 8 (Pathfinder RPG Ultimate Intrigue 9)
  NE Medium humanoid (human)
  Init +4; Senses Perception +9
  DEFENSE
  AC 23, touch 12, flat-footed 22 (+10 armor, +1 deflection, +1 Dex, 
  +1 shield)
  hp 71 each (8d8+32)
  Fort +4, Ref +10, Will +5
  Defensive Abilities unshakable (+8)
  OFFENSE
  Speed 30 ft. 
  Melee mwk rapier +11/+6 (1d6+6/18–20), mwk dagger 
  +11/+6 (1d4+6/19–20)
  Special Attacks startling appearance
  TACTICS
  Before Combat The guards attempt to sneak up on the PCs, 
  positioning themselves to use their startling appearance.
  During Combat The guards stand their ground, moving only 
  if their attacks prove completely ineffective against the 
  previous target. They use cunning feint against lightly-armored 
  opponents to reduce their AC.
  Morale Unless Estienne calls for them to stand down, the guards 
  fight to the death.
  STATISTICS
  Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 12
  Base Atk +8; CMB +10; CMD 25
  Feats Double Slice, Heavy Armor Proficiency, Improved Two-
  Weapon Fighting, Toughness, Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Finesse
  Skills Acrobatics +14 (+10 when jumping), Bluff +11, Diplomacy 
  +10 (+15 when in their social identity), Disguise +11 (+31 to 
  appear as part of polite society when in their social identity), 
  
  15
  FURY OF THE FINAL BLADE
  Escape Artist +13, Knowledge (engineering) +5, Perception +9, 
  Sense Motive +9 (+13 when in their social identity), Stealth +14
  Languages Common
  SQ dual identity, seamless guise, social talents (case the 
  joint, gossip collector, many guises,,social grace), vigilante 
  specialization (avenger), vigilante talents (armor skin, cunning 
  feint, heavy training, lethal grace)
  Combat Gear potion of cure moderate wounds; Other Gear +1 
  full plate, mwk dagger, mwk rapier, cloak of resistance +1, 
  ring of protection +1
  SPECIAL ABILITIES
  Armor Skin (Ex) See Subtier 7–8. Additionally, because the 
  guards have the heavy training talent, they can move at full 
  speed in heavy armor.
  Case the Joint (Ex) See Subtier 7–8.
  Cunning Feint (Ex) A guard can feint as a move action in 
  place of the first attack during a full attack. When a guard 
  successfully feints, the opponent is denied its Dexterity bonus 
  to AC until the beginning of the guard’s next turn.
  Dual Identity (Ex) See Subtier 7–8.
  Gossip Collector (Ex) The guards can gather information in 1d2 
  hours instead of the typical 1d4 hours.
  Heavy Training (Ex) The guards gain Heavy Armor Proficiency as 
  a bonus feat.
  Seamless Guise (Ex) See Subtier 7–8.
  Lethal Grace (Ex) The guards gain Weapon Finesse as a bonus 
  feat. Additionally, because they use their Dexterity bonus on 
  attack rolls and their Strength bonus on damage rolls, they 
  add a bonus equal to half their vigilante level (+4) to their 
  damage rolls.
  Many Guises (Ex) See Subtier 7–8. 
  Social Grace (Ex) See Subtier 7–8.
  Startling Appearance (Ex) See Subtier 7–8.
  Unshakable (Ex) Add 8 to the DC of attempts to intimidate each 
  of the guards.
  Vigilante Specialization (Ex) See Subtier 7–8.
  Treasure: If Estienne points out gear in A8, it is of 
  equivalent value to the equipment that would have been 
  gained by looting him and the guards. 
  Rewards: If the PCs neither talk Estienne out of his plans 
  nor defeat him and the other Gray Gardeners, reduce each 
  PC’s gold earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 986 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,915 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,845 gp.
  FREEING THE ANDORENS (CR 11 OR CR 14)
  Only narrow beams of light illuminate the long hallway, lined with 
  dull metal and iron bars. Most of the cramped cells are empty, but 
  the stench of stale sweat, chamber pots, and spilled blood hangs 
  heavy on the air. 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Estienne’s heart clearly isn’t in the fight. 
  He fights with the staggered condition until he takes 30 
  points of damage. Remove two Gray Gardener guards.
  Scaling 
  Gray Guards
  Opening a cell door without the key requires a successful 
  DC 40 Disable Device check. If the PCs lifted a key from the 
  off-duty guard, that key opens the cell doors.
  Creatures: The Andoren citizens are being held in separate 
  cells. Augustyn Naran, Halmont Warrith, and Morvius 
  Korkovin are being held in area A10 (cells A10a, A10c, and 
  A10g, respectively). Victoria Garvensi and Sabrine Tularis 
  are in area A11 (cells A11b and A11e). There are no other 
  prisoners held here at this time—perhaps most notably, 
  Major Colson Maldris is nowhere to be found, having been 
  taken out at sunrise by a contingent of Gray Gardeners as 
  the first to be executed. 
  The Andorens are rather worse for the wear, between 
  mistreatment at the hands of their captors and removal 
  from their normally privileged lifestyles. Halmont has the 
  panicked condition on account of his impending execution; 
  if a PC removes the condition or calms him with a Hard 
  Diplomacy check, he tells the PCs about the primal elemental 
  gem he has hidden within his platinum signet ring and 
  explains the method for opening the ring to retrieve it (see 
  page 16). Morvius is suffering alcohol withdrawal, leaving 
  him exhausted until the PCs cure the disease with remove 
  disease or remove his exhaustion through other means. 
  The DC of his Fortitude save to avoid further harm from 
  his addiction is currently DC 17. Augustyn and Sabrine 
  are initially uncooperative, convinced that the PCs are 
  additional Gray Gardeners here to take them to execution or 
  otherwise intending to cause them harm.
  Only Victoria has her wits together enough to immediately 
  recognize the PCs as a rescue party. If asked about Colson, 
  she can explain that he was removed earlier in the morning 
  in a process that involved a number of uniformed Gray 
  Gardeners and quite a bit of noise as heavy objects were 
  moved in one of the rooms to the west. (This noise was 
  caused by a combination of unbarring the heavy double 
  doors in area A7 and moving the final blade onto a wagon for 
  transport to the square where the executions take place; the 
  prisoners can hear the goings-on in other rooms but their 
  cells don’t allow line of sight to the proceedings.) 
  Upon hearing this revelation, Augustyn suggests letting 
  Colson’s execution serve as a distraction to facilitate their 
  own escape. While some PCs may agree with this approach, 
  
  PATHFINDER SOCIETY SCENARIO
  16
  Sabrine doesn’t want to see anyone get trapped in a final 
  blade, and the two Andorens begin a heated argument with 
  one another. Convincing them to go along with whatever 
  plan the PCs have concocted requires a successful Easy 
  Bluff, Diplomacy, or Intimidate check to encourage either 
  Augustyn or Sabrine (or both, depending on the plan the 
  PCs present) to cooperate. 
  Moving the Andorens out of the prison proves more 
  complicated than simply motivating the prisoners: the 
  prison’s ethereal and undead guardians don’t take kindly to 
  the PCs’ interfering in their own delights, and they move 
  to confront the party as soon as the PCs try to bring the 
  prisoners from the cell blocks into area A9. Violaine has 
  forbidden the creatures from harming the prisoners, an 
  edict which the sahkils follow and enforce upon the undead, 
  though left to their own devices, the undead attack without 
  regard for who gets harmed in the process.
  The prison’s guardians are well aware of the benefits they 
  gain from the unhallow effect guarding the facility, including 
  the bonuses against attacks and effects generated by good 
  creatures; the undead benefit from a reduced saving throw 
  DC to resist channeled positive energy. The Andorens have 
  AC 10 and 2 hit points each due to their mistreatment at 
  the hands of the Gardeners, and their save bonuses are +5. 
  Treat their Hit Dice as 5. If the PCs heal them, they become 
  somewhat more durable. In their current condition, their 
  maximum hit points are 20.
  SUBTIER 7–8 (CR 11)
  PAKALCHI 
  CR 9
  hp 115 (Pathfinder RPG Bestiary 5 216; see page 29)
  TACTICS
  During Combat The sahkil casts dominate person on the most 
  physically threatening character, then focuses its attacks on 
  anyone carrying a holy symbol. It is excluded from most effects 
  of the forbiddance, but the wards do prevent it from using its 
  summoning ability. It casts blink before entering melee combat. 
  Morale The pakalchi has no interest in prolonging its existence, 
  and it fights until destroyed.
  SPECTRES (2) 
  CR 7
  hp 52 each (Pathfinder RPG Bestiary 256; see page 30)
  TACTICS
  During Combat The pakalchi has not allowed the spectres to 
  consume the prisoners, which has left them furious and 
  hungry for life energy. The spectres relentlessly attack the 
  nearest PC, or the nearest creature after the pakalchi falls.
  Morale The spectres fight until destroyed.
  SUBTIER 10–11 (CR 14)
  BANSHEE  
  CR 13
  hp 161 each (Pathfinder RPG Bestiary 2 41; see page 29)
  TACTICS
  During Combat So long as a pakalchi remains to direct it, the 
  banshee refrains from unleashing its wail. If both pakalchis 
  are destroyed and the banshee remains, however, it begins 
  wailing at the start of its next turn, taking no effort to spare 
  the Andorens.
  Morale The banshee fights until destroyed.
  PAKALCHIS (2) 
  CR 9
  hp 115 each (Pathfinder RPG Bestiary 5 216; see page 29)
  TACTICS
  During Combat The pakalchis coordinate to cast dominate 
  person on two different targets, then apply their poison to as 
  many victims as possible. A pakalchi is excluded from most 
  of the effects of the forbiddance, but the wards do prevent it 
  from using its summoning ability. It casts blink before entering 
  melee combat.
  Though the banshee is more powerful than the pakalchis, the 
  sahkils nevertheless have sufficient force of will to cow the 
  undead. They would prefer to see the strife caused by the 
  Andorens’ execution and thus, when first engaging the PCs, 
  one commands the banshee in Common to “withhold that 
  dreadful noise. It wouldn’t do to kill the prisoners here, with 
  such a small audience.”
  Morale The pakalchis have no interest in prolonging their 
  existence, and they fight until destroyed.
  Treasure: Violaine has displayed a collection of signet 
  rings in the cell block, taken from nobles imprisoned here. 
  Though most of them are of little value, a few are noteworthy. 
  In Subtier 7–8, the rings include a ring of spell knowledge II 
  (Pathfinder RPG Ultimate Equipment 174) and a ring of archon 
  summoning affinity (Pathfinder RPG Advanced Class Guide 218). 
  In Subtier 10–11, the collection instead features a ring of spell 
  knowledge III (Ultimate Equipment 174) and a ring of the ram 
  with 10 charges remaining. One of the rings appears to be 
  a simple platinum signet ring, but, in truth, it contains a 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 7–8: Remove one spectre.
  Subtier 10–11: The banshee’s constant struggle with the 
  pakalchis has weakened her, lowering her Charisma score by 
  4. This reduces her AC to 24 (touch 24, flat-footed 12), her 
  maximum hit points to 123, her CMD to 38, and the DC to 
  resist her abilities by 2.  Additionally, her incorporeal touch 
  deals 12d6 points of negative energy damage, and her wail 
  deals 120 points of damage.
  Scaling Freeing 
  the Andorens
  
  17
  FURY OF THE FINAL BLADE
  masterfully hidden secret compartment lined with lead to 
  block magical detection. The DC of the Perception check 
  to find the compartment without Halmont’s assistance 
  is 5 higher than the Hard DC. Opening the compartment 
  requires a PC to succeed at a Hard Disable Device check 
  unless the PCs have Halmont’s assistance, as Halmont has 
  memorized the opening mechanism. Within is a primal air 
  elemental gem, which functions as an air elemental gem, except 
  that it summons a Huge air elemental at CL 13th.
  Development: The process of freeing the Andorens and 
  the combat with the prison’s ethereal guardians draws 
  the attention of the Gray Gardeners on duty at the prison 
  (assuming the PCs haven’t already removed those guards). 
  They can likely hear the Andorens’ bickering and, barring 
  particularly unusual tactics, can see the conflict with the 
  guardians through the observation window from their break 
  room. See Gray Guards on page 12.
  If the PCs used Bluff or Intimidate to persuade Augustyn or 
  Sabrine to set aside their conflicting opinions about Colson’s 
  impending execution, they resume their arguments as soon 
  as they are outside the prison facility. A PC can reinforce any 
  instructions by succeeding at a check using an Average DC; 
  the Andorens take poorly to being deceived or threatened and 
  they insist upon their own opinions. If the PCs are successful, 
  the Andorens cease their objections for good and follow the 
  PCs’ directions willingly; on a failure, the PCs may need to 
  resort to less-savory methods of transporting the prisoners, 
  or else abandon any dissenters entirely. 
  Rewards: If the PCs do not defeat the sahkil and undead, 
  reduce each PC’s gold earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 1,350 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,442 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,535 gp.
  THE BLADE RISES 
  The PCs learned from Eylara that Colson was taken to Isarn’s 
  town square, where he is going to be executed shortly. The 
  party will have to decide whether they feel an intervention 
  to rescue him is worth their efforts—a decision that could 
  prove difficult and perhaps contentious. 
  On one hand, the present situation is a direct result of 
  Colson’s own scheme, and many players (and characters) 
  may feel that he’s earned what’s come to him. On the other, 
  Colson is a Pathfinder agent with a long track record, and 
  regardless of what mistakes he might have made, execution 
  via final blade is a rather extreme sentence. PCs may want to 
  see Colson tried in a court of law rather than at the whim 
  of the Gray Gardeners (especially a Gray Gardener who has 
  been subtly influenced by extraplanar fiends), and Venture-
  Captain Eliza Petulengro did request that the PCs save him 
  if possible.
  As this decision involves a character that players 
  might have strong feelings about—whether positive or 
  negative—be prepared for the possibility that players 
  might get passionate about this portion of the scenario. 
  If tempers or voices rise, don’t hesitate to remind players 
  that whatever their characters might think, as players they 
  should endeavor to treat their fellow players with respect 
  and civility at the table.
  If the party decides to mount a rescue mission, run the 
  encounter Fighting For Freedom. If they instead elect to 
  abandon Colson to his fate, proceed to the encounter Bloody 
  Blades on page 24. 
  Eylara’s Assistance: The PCs may have secured Eylara’s 
  assistance in getting the Andorens to safety. In this case, she 
  intercepts them just outside the prison with the news that 
  the first execution is already taking place. PCs who elect to 
  mount a rescue mission for Colson can place the Andoren 
  citizens into Eylara’s care; the Andorens are relieved to have 
  the protection of an Eagle Knight, even if she’s a few years 
  retired, and they willingly follow her lead. If the PCs instead 
  decide to prioritize the civilians’ escape, Eylara accompanies 
  them, reluctantly agreeing that keeping the civilians safe is 
  more important than saving her longtime friend.
  B. FIGHTING FOR FREEDOM (CR 11 OR CR 14)
  PCs who elect to attempt to save Colson must get the 
  Andorens back to the ship first; they’re in no state to be 
  anything but a liability in a rescue mission. In this event, 
  the party faces no resistance on their route from the prison 
  facility back to the docks. If the party has Eylara’s aid, she 
  takes over shepherding the Andorens back to the ship; 
  this lets the PCs immediately go intervene in Colson’s 
  impending execution. Otherwise, once the PCs reach the 
  docks, Armeline quickly takes responsibility for getting the 
  Andoren citizens settled on the keelboat and ready for the 
  journey, freeing the PCs to undertake their rescue mission.
  The PCs should already know where the execution is 
  being held, and any citizen can direct them to the location if 
  they ask. When they arrive at the square, read or paraphrase 
  the following.
   A temperamental crowd fills the town square before a wide 
  scaffold, heaving and jostling as citizens strive for a clear view of 
  the gleaming guillotine and the masked Gray Gardener checking 
  over its mechanisms. Behind this executioner is a bound and 
  gagged bundle of a man in a sorry state. Dried blood crusts one 
  side of his face, not quite covering the bruise beneath; dark 
  circles line his half-closed eyes, and he slumps in a heap over the 
  manacles chaining him to the scaffold. 
  A woman’s voice carries over the murmur of the crowd. The 
  speaker stands at the other side of the scaffold, wearing the 
  distinctive cloak and mask of the Gray Gardeners, and it seems 
  she’s already been speaking some time. “And this, citizens of Galt, 
  is why we must remain vigilant! There is no end to those who feel 
  they are entitled to power, and they will inevitably find a way 
  
  B. Fighting for Freedom
  C
  : Citizens
  C
  C
  D
  : Citizen Dread
  D
  E
  M
  E
  : Executioner
  1 square = 5 feet
  Pathfinder Flip-Mat Classics: Town Square
  N
  M
  : Maldris
  PATHFINDER SOCIETY SCENARIO
  18
  
  Colson 
  Maldris
  19
  FURY OF THE FINAL BLADE
  to use what power they can grasp to abuse those they see as 
  lesser. Will we, the citizens of Galt, stand by idly while privileged 
  foreigners scheme to use us as tools for their own ends?” The 
  crowd erupts with a howl of indignation, and the speaker gestures 
  to the prisoner. “What sentence should he serve?” 
  The question seems expected, and the crowd responds with a 
  measured chant: “Death, death, death!”
  Colson, manacled on the platform, is currently 
  unconscious but stable. He has suffered severe 
  internal injuries at the hands of the Gray 
  Gardeners, however, and until he benefits from 
  a regenerate spell or more powerful magic, he 
  remains unable to fight or run. Any effort 
  that restores 10 or more hit points returns 
  him to consciousness, a state in which he 
  can explain any portions of the adventure’s 
  background the PCs may have missed, and 
  if freed from the manacles (hardness 10, 
  hp 10, break DC 28, Disable Device DC 
  30), he can follow the PCs at a walking 
  pace. He sincerely thanks the PCs for 
  intervening in the mess he created, 
  but he recognizes that his actions 
  have taken him far past the 
  point where apologies alone 
  can be seen as meaningful; he 
  otherwise follows directions 
  and remains silent unless 
  specifically addressed.
  The PCs don’t have much 
  time to waste. The crowd’s chanting 
  serves as a signal for the executioner to 
  haul Colson forward to the guillotine, 
  and unless the PCs intervene, the former faction leader meets 
  his grisly fate about a minute later (10 rounds) amidst the 
  cries of an increasingly bloodthirsty crowd. Getting Colson 
  off the scaffold without being noticed requires magic or 
  other extraordinary means. The simplest and most obvious 
  approach is likely to go in fighting, though the PCs could 
  contrive and enact a wide variety of plans to disrupt the 
  proceedings. Regardless of their approach, as soon as the PCs 
  interfere with the execution, the outraged mob turns against 
  them for obstructing the delivery of a fitting sentence.
  Creatures: The Gray Gardeners’ leader in Isarn is a 
  mesmerist named Violaine Halphene, known to most as 
  Citizen Dread. A second Gray Gardener accompanies her, 
  devoted to the cause and trusting in Violaine’s leadership. 
  In addition, Violaine has whipped up a mob of angry Galtan 
  citizens who fight alongside them.
  The size of the crowd depends upon the PC’s prior actions. 
  If they gained Eylara’s assistance in getting the Andorens back 
  to the ship, there is one fewer Galtan citizens troop, as Eylara’s 
  deeds have split the Gray Gardener’s 
  attention (see page 8). If the PCs 
  started a tavern brawl without 
  disguising themselves, add one 
  troop (see page 9).
  The Galtan citizens are not fierce 
  combatants, but Citizen Dread 
  has convinced them that Colson 
  is an enemy of the revolution and 
  a vile individual. While the PCs 
  can almost certainly overcome the 
  citizens through force of arms, in 
  either version of the confrontation the 
  PCs can instead use a variety of abilities 
  and skills to dissuade the civilians from 
  continuing the conflict.  Attempting 
  to influence a Galtan citizens troop is 
  a standard action (or the appropriate 
  action, if using a special ability). A PC 
  who succeeds at an Easy Sense Motive 
  or Spellcraft check notices that the 
  Gray Gardener has been magically 
  influencing the civilians. The PCs 
  can talk down a troop with a Hard 
  Bluff, Diplomacy, or Intimidate check. 
  Alternatively, if the PCs succeed at an Average Appraise, 
  Knowledge (geography), or Profession (merchant) check or 
  a similar skill check, they can appeal to the citizens’ self-
  interest with the knowledge that the executions would 
  estrange Galt’s strongest ally and trading partner. If the PCs 
  remove the magical augmentation from Violaine’s influence 
  (mass charm person), lower the difficulty of the check by one 
  category (from Hard to Average or Average to Easy). A troop 
  subjected to one successful attempt to discourage its attacks 
  deals half damage for the rest of the encounter. After a 
  second successful check, it breaks up and disperses, as if its 
  hit points had been reduced to 0. 
  SUBTIER 7–8 (CR 11)
  GALTAN CITIZENS (2) 
  CR 5
  Human troop (Pathfinder RPG Bestiary 6 265) 
  CN Medium humanoid (human, troop)
  Init +6; Senses Perception +8
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: The executioner flees the moment combat 
  breaks out.
  Scaling Fighting 
  for Freedom
  
  PATHFINDER SOCIETY SCENARIO
  20
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 dodge)
  hp 52 each (7d8+21)
  Fort +8, Ref +6, Will +3
  Defensive Abilities troop traits
  OFFENSE
  Speed 30 ft.
  Melee troop (2d6+3)
  Space 20 ft.; Reach 5 ft.
  Special Attacks flurry of garbage
  TACTICS
  During Combat The mob responds to Violaine’s directions as long 
  as she’s able to give them, targeting spellcasters and moving 
  to assist the Gray Gardeners. If she’s down, they act much more 
  chaotically, lashing out at the outsiders causing the mess.
  Morale Death and injury only seem to rile up the mob more. They 
  do not stop until dispersed through reason or force.
  STATISTICS
  Str 17, Dex 14, Con 16, Int 11, Wis 13, Cha 12
  Base Atk +5; CMB +8; CMD 21 (can’t be tripped)
  Feats Dodge, Improved Initiative, Light Armor Proficiency, 
  Lightning Reflexes
  Skills Appraise +1, Diplomacy +4, Intimidate +4, Perception +8
  SPECIAL ABILITIES
  Flurry of Garbage (Ex) The Galtan citizens carry rotten vegetables, 
  garbage, and other unsavory objects that they had planned 
  to throw at Colson Maldris to express their disapproval of his 
  treacherous ways. Some of this refuse is merely sickening, 
  but other portions of it are actively dangerous. A citizen 
  troop can throw a flurry of garbage with a 20 foot range as 
  a standard action, affecting all creatures in four 5-foot radius 
  areas. Creatures in that area take 2d6+3 points of bludgeoning 
  damage and must succeed at a DC 17 Fortitude save or be 
  sickened for 3 rounds. The save DC is Constitution-based.
  GRAY GARDENER EXECUTIONER 
  CR 7
  Male human slayer 8 (Pathfinder RPG Advanced Class Guide 53)
  LE Medium humanoid (human)
  Init +2; Senses deathwatch; Perception +12
  DEFENSE
  AC 21, touch 14, flat-footed 18 (+7 armor, +1 deflection, +2 Dex, 
  +1 dodge)
  hp 80 (8d10+32)
  Fort +8, Ref +8, Will +5
  OFFENSE
  Speed 20 ft. 
  Melee mwk handaxe +12/+7 (1d6+4/19–20/×3), mwk handaxe 
  +12/+7 (1d6+2/19–20/×3)
  Special Attacks sneak attack +2d6, studied target +2 (2nd,  
  swift action)
  TACTICS
  Before Combat The executioner received Violaine’s mesmeric 
  mirror mesmerist trick before making his public appearance.
  During Combat The executioner maneuvers carefully around 
  the battlefield, attempting to flank opponents that the Galtan 
  citizens troops threaten and making as many attacks as 
  possible with sneak attack.
  Morale The executioner does not flee while Violaine lives. If 
  he knows she is dead, he surrenders or attempt to flee once 
  reduced to less than 40 hit points.
  STATISTICS
  Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +8; CMB +12; CMD 26
  Feats Dodge, Improved Critical (handaxe), Improved Two-Weapon 
  Fighting, Iron Will, Mobility, Toughness, Two-Weapon Fighting, 
  Weapon Focus (handaxe)
  Skills Acrobatics –2 (–6 when jumping), Bluff +10, Disguise +10, 
  Heal +12, Intimidate +10, Perception +12, Sense Motive +12, 
  Stealth +9
  Languages Common
  SQ combat style (two-weapon combat), slayer talents (ranger 
  combat styleACG, ranger combat styleACG, slow reactions, 
  weapon training), stalker, track +4
  Gear +1 chainmail, mwk handaxes (2), deathwatch eyesUE, ring 
  of protection +1, 88 gp
  VIOLAINE HALPHENE, CITIZEN DREAD 
  CR 9
  Female human mesmerist 10 (Pathfinder RPG Occult Adventures 38)
  NE Medium humanoid (human)
  Init +2; Senses Perception –1
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, 
  +1 dodge, +1 natural)
  hp 102 (9d8+50)
  Fort +5, Ref +9, Will +10
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +10/+5 (1d4+1/19–20)
  Special Attacks bold stares (disorientation, sapped magic), 
  hypnotic stare (–3), manifold tricks (3 tricks), mental potency 
  (+2), mesmerist tricks 9/day (compel alacrity, false flanker, 
  mesmeric mirror, psychomatic surge [1d8+5], shadow 
  splinter [DC 19], spectral smoke [DC 19]), painful stare (+7 
  or +4d6+7)
  Mesmerist Spells Known (CL 10th; concentration +14)
  4th (2/day)—mass charm personUI (DC 19), freedom of 
  movement
  3rd (3/day)—bestow curse (DC 17), confusion (DC 18), 
  glibness, misdirection
  2nd (5/day)—blindness/deafness (DC 16), false life, 
  misdirection, oneiric horrorOA (DC 16), silence (DC 16)
  1st (5/day)—charm person (DC 16), color spray (DC 15), 
  command (DC 16), comprehend languages, demand 
  offeringOA (DC 16)
  0 (at will)—detect magic, detect poison, detect psychic 
  significanceOA, light, message, prestidigitation
  
  Citizen Dread
  21
  FURY OF THE FINAL BLADE
  TACTICS
  Before Combat Violaine has cast freedom of movement, false 
  life, glibness, and undetectable alignment in preparation for 
  her public appearance. She has also cast mass charm person 
  to help rile up the mob and applied the mesmeric mirror 
  mesmerist trick to the executioner and herself. The benefits of 
  false life and glibness are included in her statistics.
  During Combat Violaine uses her hypnotic stare 
  against the target of her actions each 
  round, depending on spells like 
  confusion and silence to deal 
  with spellcasters or those 
  who are turning the crowd 
  against her. When she or the 
  executioner is attacked, she 
  activates mesmeric mirror. She uses 
  her dagger only if she cannot cast spells, 
  and then feints to make openings for her 
  allies to strike.
  Morale Violaine is extremely 
  hesitant to flee and 
  abandon her cult of 
  personality, but if all of 
  her allies have dispersed 
  and she is reduced to 
  20 hit points or fewer, 
  Violaine surrenders, using 
  her high Bluff skill to attempt to 
  convince the PCs that she will come 
  quietly. On her turn, however, she casts 
  dimension door to flee with a flourish, 
  vowing revenge upon the PCs.
  Base Statistics Without false life, Violaine’s statistics are hp 88. 
  Skills Bluff +2.
  STATISTICS
  Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 18
  Base Atk +7; CMB +8; CMD 22
  Feats Dodge, Improved Feint, Intense PainOA, Spell Focus 
  (enchantment), Toughness, Weapon Finesse
  Skills Bluff +22 (+42 to convince another of the truth of her 
  words), Diplomacy +17, Disguise +17, Knowledge (local) +13, 
  Sense Motive +12, Spellcraft +13, Stealth +15
  Languages Common
  SQ consummate liar +5, touch treatment 7/day (greater)
  Combat Gear scroll of dimension door; Other Gear +1 studded 
  leather, mwk dagger, amulet of natural armor +1, ring of 
  protection +1, keys to areas A2 and A3, key to Maldris’s 
  manacles, 173 gp
  SPECIAL ABILITIES
  Mass charm person This spell functions like charm person, 
  except that mass charm person affects a number of humanoid 
  creatures whose combined Hit Dice don’t exceed twice the 
  caster’s level.
  SUBTIER 10–11 (CR 14)
  GALTAN CITIZENS (2) 
  CR 8
  Human troop (Pathfinder RPG Bestiary 6 265) 
  CN Medium humanoid (human, troop)
  Init +8; Senses Perception +12
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex,  
  +1 dodge)
  hp 93 each (11d8+33)
  Fort +10, Ref +9, Will +6
  Defensive Abilities troop traits
  OFFENSE
  Speed 30 ft.
  Melee troop (3d6+4)
  Space 20 ft.; Reach 5 ft.
  Special Attacks flurry of garbage
  TACTICS
  During Combat The mob responds 
  to Violaine’s directions as long as 
  she’s able to give them, targeting 
  spellcasters and moving to assist the Gray 
  Gardeners. If she’s down, they act much 
  more chaotically, lashing out at the 
  outsiders causing the mess.
  Morale Death and injury only 
  seem to rile up the mob more. 
  They do not stop until dispersed 
  through reason or force.
  STATISTICS
  Str 18, Dex 18, Con 16, Int 10, Wis 13, 
  Cha 12
  Base Atk +8; CMB +13; CMD 28
  Feats Dodge, Fleet, Improved Initiative, Iron Will, Light Armor 
  Proficiency, Lightning Reflexes
  Skills Appraise +1, Diplomacy +8, Intimidate +4, Perception +12
  SPECIAL ABILITIES
  Flurry of Garbage (Ex) The Galtan citizens carry rotten 
  vegetables, garbage, and other unsavory objects that they 
  had planned to throw at Colson Maldris to express their 
  disapproval of his treacherous ways. Some of this refuse 
  is merely sickening, but other portions of it are actively 
  dangerous. A citizen troop can throw a flurry of garbage with 
  a 20 foot range as a standard action, affecting all creatures 
  in four 5-foot radius areas. Creatures in that area take 3d6+4 
  points of bludgeoning damage and must succeed at a DC 18 
  Fortitude save or be sickened for 3 rounds. The save DC is 
  Constitution-based.
  GRAY GARDENER EXECUTIONER 
  CR 10
  Male human slayer 11 (Pathfinder RPG Advanced Class Guide 53)
  LE Medium humanoid (human)
  Init +2; Senses deathwatch; Perception +15
  
  PATHFINDER SOCIETY SCENARIO
  22
  DEFENSE
  AC 21, touch 14, flat-footed 18 (+7 armor, +1 deflection, +2 Dex, 
  +1 dodge)
  hp 109 (11d10+44)
  Fort +9, Ref +11, Will +6
  OFFENSE
  Speed 20 ft. 
  Melee mwk handaxe +15/+10/+5 (1d6+4/19–20/×3), mwk 
  handaxe +15/+10 (1d6+2/19–20/×3)
  Special Attacks sneak attack +3d6 plus 3 bleed, studied target +3 
  (3rd, swift action)
  TACTICS
  Before Combat The executioner received Violaine’s mesmeric 
  mirror mesmerist trick before making his public appearance.
  During Combat The executioner maneuvers carefully, attempting 
  to flank opponents that the Galtan citizens troops threaten and 
  making as many attacks as possible with sneak attack.
  Morale The executioner does not flee while Violaine lives. If 
  he knows she is dead, he surrenders or attempt to flee once 
  reduced to less than 54 hit points.
  STATISTICS
  Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +11; CMB +15; CMD 29
  Feats Combat Reflexes, Dodge, Improved Critical (handaxe), 
  Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, 
  Mobility, Toughness, Two-Weapon Fighting, Weapon Focus 
  (handaxe)
  Skills Acrobatics –2 (–6 when jumping), Bluff +13, Disguise +13, 
  Heal +15, Intimidate +13, Perception +15, Sense Motive +15, 
  Stealth +12
  Languages Common
  SQ combat style (two-weapon combat), slayer talents (bleeding 
  attack +3, ranger combat styleACG, ranger combat styleACG, slow 
  reactions, weapon training), stalker, track +5
  Other Gear +1 chainmail, mwk handaxes (2), deathwatch eyesUE, 
  ring of protection +1, 88 gp
  VIOLAINE HALPHENE, CITIZEN DREAD 
  CR 12
  Female human mesmerist 13 (Pathfinder RPG Occult Adventures 38)
  NE Medium humanoid (human)
  Init +2; Senses Perception –1
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, 
  +1 dodge, +1 natural)
  hp 127 (13d8+69)
  Fort +10, Ref +12, Will +14
  Defensive Abilities freedom of movement
  OFFENSE
  Speed 30 ft.
  Melee +1 dagger +12/+7 (1d4+2/19–20)
  Special Attacks bold stares (disorientation, sapped magic, 
  timidity), hypnotic stare (–3), manifold tricks (4 tricks), mental 
  potency (+2), mesmerist tricks 11/day (compel alacrity, false 
  flanker, mesmeric mirror, psychosomatic surge [1d8+6], shadow 
  splinter [DC 21], spatial switch, spectral smoke [DC 21]), painful 
  stare (+9 or +6d6+9)
  Mesmerist Spells Known (CL 13th; concentration +18)
  5th (2/day)—feeblemind (DC 21), mind fog (DC 21)
  4th (4/day)—dimension door, dominate person (DC 20), 
  freedom of movement, mass charm personUI (DC 20)
  3rd (5/day)—bestow curse (DC 18), confusion (DC 19), deep 
  slumber (DC 19), glibness, nondetection
  2nd (6/day)—blindness/deafness (DC 17), detect thoughts (DC 
  17), false life, misdirection, oneiric horrorOA (DC 17)
  1st (7/day)—charm person (DC 17), color spray (DC 16), 
  command (DC 17), comprehend languages, demand 
  offeringOA (DC 17), sleep (DC 17)
  0 (at will)—detect magic, detect poison, detect psychic 
  significanceOA, light, message, prestidigitation
  TACTICS
  Before Combat Violaine has cast freedom of movement, false 
  life, glibness, and nondetection in preparation for her public 
  appearance. She has also cast mass charm person to help rile 
  up the mob and applied the mesmeric mirror mesmerist trick 
  to the executioner and herself. The benefits of false life are 
  included in her statistics.
  During Combat Violaine uses her hypnotic stare against the 
  target of her actions each round, depending on spells like 
  feeblemind and confusion to deal with spellcasters or those 
  who are turning the crowd against her. Early in combat, she 
  casts dominate person on the most heavily armed opponent. 
  When she or the executioner is attacked, she activates 
  mesmeric mirror. She uses her dagger only if she cannot cast 
  spells, and then feints to make openings for her allies.
  Morale If all of her allies have dispersed and she is reduced 
  to 30 hit points or fewer, she surrenders, using her high 
  Bluff skill to attempt to convince the PCs that she will come 
  quietly. On her turn, however, she casts dimension door to 
  flee with a flourish, vowing revenge upon the PCs.
  Base Statistics Without false life, Violaine’s statistics are hp 112, 
  Skills Bluff +27.
  STATISTICS
  Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 21
  Base Atk +9; CMB +10; CMD 24
  Feats Dodge, Great Fortitude, Greater Feint, Improved Feint, 
  Intense PainOA, Spell Focus (enchantment), Toughness, 
  Weapon Finesse
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Remove the executioner. The second Gray 
  Gardener instead dissolves into the crowds, becoming a part 
  of one of the troops.
  Scaling Bloody Blades
  
  C. Bloody Blades
  1 square = 5 feet
  Pathfinder Flip-Mat Classics: Town Square
  N
  C
  : Citizens
  C
  C
  D
  : Citizen Dread
  D
  E
  E
  : Executioner
  23
  FURY OF THE FINAL BLADE
  
  PATHFINDER SOCIETY SCENARIO
  24
  Skills Bluff +27 (+47 to convince another of the truth of her 
  words), Diplomacy +21, Disguise +21, Knowledge (local) +16, 
  Sense Motive +15, Spellcraft +16, Stealth +18
  Languages Common
  SQ consummate liar +6, glib lie (DC 28), touch treatment 8/day 
  (greater)
  Combat Gear scroll of dimension door; Other Gear +1 studded 
  leather, +1 dagger, amulet of natural armor +1, cloak of 
  resistance +2, headband of alluring charisma +2, ring of 
  protection +1, keys to areas A2 and A3, 173 gp
  SPECIAL ABILITIES
  Mass charm person This spell functions like charm person, 
  except that mass charm person affects a number of humanoid 
  creatures whose combined Hit Dice don’t exceed twice the 
  caster’s level.
  C. BLOODY BLADES (CR 11 OR CR 14)
  PCs who abandon Colson to his fate must still manage 
  to conduct the Andorens safely back to the ship. Their 
  absence from the prison is quickly noticed as the team of 
  Gray Gardeners that transported Colson to the execution 
  site returns to collect the rest of their victims—only to find 
  them missing! Furious about this interference in her plans, 
  the leader of the Gray Gardeners in Isarn mobilizes her 
  angry mob to confront the PCs in an effort to either reclaim 
  the Andorens for execution or deliver justice in a more mob-
  centric fashion. They intercept the PCs as they pass through 
  a gate between sections of the city.
  The sound of an angry mob arrives only shortly before the mob 
  itself, blocking the road at one of the stone gates that divide the 
  city. Two Gray Gardeners, with distinctive cloaks and masks over 
  their faces, lead the crowd. One carries a lumpy, dark-stained 
  sack, while the other points forward and shouts to the incensed 
  townsfolk, who seem to hang on her words. 
  “And this, citizens of Galt, this is why we must remain vigilant! 
  There is no end to those who feel they are entitled to power, and 
  they will inevitably find a way to use what power they can grasp 
  to abuse those they see as lesser. Will we, the citizens of Galt, 
  stand by idly and watch while such crimes are committed against 
  our people?”
  The crowd erupts with a howl of indignation, and the speaker 
  gestures forward. “Let them see the fate of the privileged 
  foreigner who would use us as tools for his own ends, so they 
  know what awaits them for their own crimes.”
  The mob howls in approval as the second Gray Gardener tosses 
  the sack forward, the burlap tumbling over and over before 
  spilling its grisly contents out onto the cobblestones: the severed 
  head of Major Colson Maldris.
  The Gray Gardeners and the mob have tasted blood, and 
  they do not discriminate in their attacks. The PCs will need 
  to keep the Andorens safe during the fight, as even if they 
  are entirely healed, the Andorens are not skilled combatants. 
  They nominally trust the PCs at this point and follow basic 
  instructions so long as those instructions will not cause 
  imminent harm or take them out of sight of their saviors (the 
  PCs can’t, for example, order the Andorens to run away from 
  the fight to the ship). Left to their own devices, the Andorens 
  take the total defense action each round.
  Eylara, if she accompanies the group, is distraught that 
  their efforts weren’t enough to save Colson. She stays 
  with the Andorens and defends them using aid another 
  to grant them a bonus to AC, but she doesn’t take the 
  offensive. The first time an Andoren citizen adjacent to 
  her would be killed by a targeted attack, Eylara throws 
  herself in front of the victim. She can do this only once, 
  and she takes damage from the attack normally. Eylara 
  has 48 hit points. 
  Creatures: The Gray Gardeners’ leader in Isarn is a 
  mesmerist named Violaine Halphene, known to most as 
  Citizen Dread. A second Gray Gardener accompanies her, 
  devoted to the cause and trusting in Violaine’s leadership. 
  In addition, Violaine has whipped up a mob of angry Galtan 
  citizens who fight alongside them. A portrait of Citizen Dread 
  appears on page 21.
  The Galtan citizens are not fierce combatants, but Citizen 
  Dread has convinced them that Colson is an enemy of the 
  revolution and a vile individual. One troop of citizens 
  blocks the gate out of the city, occupying the squares 
  marked on the map, while the others hang back to protect 
  Citizen Dread and the other Gray Gardener. While the PCs 
  can almost certainly overcome the citizens through force 
  of arms, in either confrontation the PCs can instead use a 
  variety of abilities and skills to dissuade the civilians from 
  continuing the conflict.  Attempting to influence a Galtan 
  citizens troop is a standard action (or the appropriate 
  action, if using a special ability). A PC who succeeds at an 
  Easy Sense Motive or Spellcraft check notices that the Gray 
  Gardener has been magically influencing the civilians. The 
  PCs can talk down a troop with a Hard Bluff, Diplomacy, 
  or Intimidate check.  Alternatively, if the PCs succeed at 
  an Average Appraise, Knowledge (geography), or Profession 
  (merchant) check or a similar skill check, they can appeal 
  to the citizens’ self-interest with the knowledge that the 
  executions would estrange Galt’s strongest ally and trading 
  partner. If the PCs remove the magical augmentation from 
  Violaine’s influence (mass charm person), lower the difficulty 
  of the check by one category (from Hard to Average or 
  Average to Easy). A troop subjected to one successful 
  attempt to discourage its attacks deals half damage for 
  the rest of the encounter. After a second successful check, 
  it breaks up and disperses, as if its hit points had been 
  reduced to 0. 
  If the PCs started a tavern brawl without disguising 
  themselves (see page 9), add one more troop to the encounter.
  
  25
  FURY OF THE FINAL BLADE
  SUBTIER 7–8 (CR 11)
  GALTAN CITIZENS (2) 
  CR 5
  hp 52 each (see page 19)
  GRAY GARDENER EXECUTIONER 
  CR 7
  hp 80 (see page 20)
  VIOLAINE HALPHENE, CITIZEN DREAD 
  CR 9
  hp 102 (see page 20)
  SUBTIER 10–11 (CR 14)
  GALTAN CITIZENS (2) 
  CR 8
  hp 93 each (see page 21)
  GRAY GARDENER EXECUTIONER 
  CR 10
  hp 109 (see page 21)
  VIOLAINE HALPHENE, CITIZEN DREAD 
  CR 12
  hp 127 (see page 22)
  RETURNING TO THE SHIP
  Once the PCs have defeated the Gray Gardeners and handled 
  the angry citizens one way or another, nothing further 
  prevents them from returning to Armeline’s keelboat (with 
  some or all of Colson Maldris in tow). Any citizens of Galt 
  who may have considered opposing the PCs instead give 
  them a wide berth, speaking only in hushed and fearful 
  whispers. A few people surreptitiously nod, smile, or tip 
  their hats to the PCs, giving subtle signs that they are happy 
  to see the fall of Citizen Dread.
  Rewards: If the PCs fail to overcome the Gray Gardeners 
  and the Galtan citizens troops, reduce each PC’s gold earned 
  by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 1,051 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,467 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,884 gp.
  CONCLUSION
  As soon as the PCs arrive at the ship with whatever 
  combination of the Andoren prisoners, Colson, and Eylara 
  they have rescued, Armeline directs the sailors to cast off. 
  The keelboat swiftly slips away on the river’s current. 
  If Colson survived the scenario, he spends the journey 
  in a morose, guilt-wracked silence. If a PC presses him, 
  he offers only a terse comment: “She was right.” Savvy PCs 
  might realize that Violaine’s words equating him with the 
  Andorens he strove to condemn have struck home with him. 
  If asked about the Liberty’s Edge faction, he begrudgingly 
  admits that he is unfit for leadership and offers an apology 
  that the PCs were dragged into the mess he created. He also 
  expresses regret that his actions may harm the faction.
  Eylara, if she accompanied the PCs into the final encounter, 
  continues to accompany the party on the river journey, 
  pledging her support to bring the Andorens home safely. 
  If Colson perished, she does so with a stoic detachment; 
  if the former faction leader survived, she quietly relays her 
  gratitude to the PCs for rescuing him from a terrible fate.
  After sundown on the first night on the river, a small 
  vessel pulls up alongside the keelboat and a passenger hops 
  onboard from the smaller boat: this is Venture-Captain Eliza 
  Petulengro, here to debrief the PCs and organize the long 
  journey down the Sellen River. 
  Eliza listens to the PCs’ reports without judgment, accepting 
  the reasoning behind their decisions regardless of outcome. 
  If Colson survives, she commends their efforts, noting that 
  it’s probably best that they haven’t taken justice into their 
  own hands. Alternatively, she accepts the news of Colson’s 
  execution with solemn silence, then affirms the necessity of 
  the decision involved in leaving him to pay the price for his 
  folly, though she notes her regret that Galt has claimed the 
  life of yet another long-standing Pathfinder agent.
  Once she has thoroughly debriefed the PCs and addressed 
  any concerns they have, Eliza produces a scroll of teleport to 
  return the party to the Grand Lodge, though she welcomes 
  the assistance of any PCs who prefer to accompany Armeline 
  and the Andorens on the long downriver journey.
  The Fate of the Andorens: While Maldris’s kidnapping plot 
  was certainly beyond the pale, some PCs may agree with his 
  argument that the corrupt Andorens he had targeted were a 
  threat to Andoran, and in some cases even outright criminals 
  known or strongly suspected to have evaded justice before. 
  They may not all agree that sending the Andorens directly 
  back to their home, where they likely have the resources to 
  continue their schemes, is the best choice. Eliza sympathizes 
  with these PCs, especially those who are uncomfortable with 
  the circumstances behind Halmont’s early release from 
  prison and implied witness intimidation. Despite those 
  concerns, she gently reminds the PCs that the political 
  implications of not returning them could be tremendous, not 
  only devastating Andoren and Galt but also affecting other 
  nations in the Inner Sea, while hindering the Pathfinder 
  Society’s ability to operate in several nations. For now, she 
  asserts, it’s best if the Andorens reach their home safely. 
  If the PCs handled the Galtan civilians in a nonviolent 
  manner and sent the Andorens home, they receive official 
  commendation from the People’s Council. Each PC earns the 
  People’s Council boon on her Chronicle sheet.
  REPORTING NOTES
  If the PCs rescued Colson Maldris, check box A. If they 
  encouraged Estienne Jacquert to defect from the Gray 
  Gardeners, check box B. If Eylara accompanied the PCs in 
  Fighting for Freedom and onto the ship at the end of the 
  scenario, check box C.
  
  PATHFINDER SOCIETY SCENARIO
  26
  PRIMARY SUCCESS CONDITIONS
  If the PCs successfully get the five kidnapped Andorens to 
  the safety of Armeline’s ship and out of Isarn, they fulfill 
  their primary objective and earn 1 Prestige Point. 
  SECONDARY SUCCESS CONDITIONS
  The PCs fulfill their secondary objective if they save Colson 
  Maldris from being executed. Alternatively, even if Colson 
  perishes, they fulfill their secondary objective if they 
  successfully encouraged Estienne Jacquert to defect and
  also dealt with the Galtan citizens troops in a nonviolent 
  manner. Doing so earns each PC 1 Prestige Point.
  FACTION NOTES
  If the party successfully prevented Colson from being 
  executed, grant each PC belonging to the Liberty’s Edge 
  faction the Maldris’s Savior boon on their Chronicle sheets. 
  If the PCs chose to abandon Colson Maldris but escaped Galt 
  with his head, grant each PC belonging to the Liberty’s Edge 
  faction the Harsh Justice boon on their Chronicle sheets.
  
  27
  FURY OF THE FINAL BLADE
  Handout #1: Colson’s Letter 
  Venture-Captain Petulengro,
  I write you out of desperation. 
  Some weeks ago, I arranged for several of Andoran’s most morally bankrupt elites to 
  be taken to Galt to be tried at the hands of the Gray Gardeners and the Galtan people. 
  I knew I was going above the law of the people, and it galled me to do so. Yet Andoren 
  law had failed the people again and again by allowing them to stay in power, where they 
  would remain unless forcibly removed. 
  Now, though, it seems I have been betrayed, and the situation has escalated beyond 
  what I am able to solve on my own. Despite our original agreement to provide a trial at 
  the hands of the people and protect the Andorens from Galt’s terrible final blades, the 
  Gray Gardeners have now decided to violate both terms: the captives are scheduled for 
  public and rather permanent execution. I have beseeched my contacts within the Gray 
  Gardeners to stay their plans, but I have so far been ignored, and I fear I am soon to 
  become a target of their justice. 
  I had hoped to avoid sullying our agents’ reputations with my rash actions, yet events 
  have gone far beyond my ability to predict or control. Corrupt or not, if these Andorens 
  are executed, Andoran may well declare war upon Galt, and I regret that my involvement 
  in the situation means the Pathfinder Society will face terrible reprisals throughout the 
  region. I beg you to send aid—not for my sake, but for the Society, and for all free people 
  whom open war would crush. 
  My confidante and assistant in this plan has been a colleague named Eylara Deleios. 
  She may be able to provide information and aid to any agents you send. In our days 
  among the Eagle Knights, we spent our off-duty hours in the sophomoric habit of 
  seeking out the cheapest tavern we could find with a bird in its name, and it has been 
  our strategy for finding one another ever since. If you seek her aid, that’s how you will 
  find her.
  Most Humbly,
  Colson Maldris
  
  PATHFINDER SOCIETY SCENARIO
  28
  Handout #2: Gardener’s Letter
  Esteemed Citizen Dread,
   I must confess these additional guardians you’ve secured for your facility are 
  not of a nature we would normally look to recruit. But these are troubling 
  times, and we would be foolish to turn away those who seek to aid our cause. 
  So long as you believe you can prevent these creatures from interfering in the 
  rightful course of justice, we have no objections to accepting their aid. Should 
  that change, you are to dismiss or destroy them immediately. Please keep us 
  appraised of the situation.
  For the people,
  Citizen Justice
  
  29
  FURY OF THE FINAL BLADE
  APPENDIX 1: STAT BLOCKS
  The following creatures appear in this scenario. Their 
  statistics are reproduced below for the GM’s convenience.
  BANSHEE
  This beautiful, ghostly elven woman glides through the air, her long 
  hair flowing around a face knotted into a mask of rage.
  BANSHEE  
  CR 13
  Pathfinder RPG Bestiary 2 41
  CE Medium undead (incorporeal)
  Init +15; Senses darkvision 60 ft., hear heartbeat; Perception +31
  DEFENSE
  AC 26, touch 26, flat-footed 14 (+4 deflection, +11 Dex, +1 dodge)
  hp 161 (19d8+76)
  Fort +10, Ref +19, Will +18
  Defensive Abilities incorporeal; Immune undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (perfect)
  Melee incorporeal touch +26 (14d6 negative energy plus terror)
  Special Attacks wail
  STATISTICS
  Str —, Dex 32, Con —, Int 5, Wis 20, Cha 19
  Base Atk +14; CMB +25; CMD 40
  Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, 
  Iron Will, Lightning Reflexes, Mobility, Step Up, Weapon Focus 
  (touch), Wind Stance
  Skills Fly +19, Perception +31, Sense Motive +7
  SPECIAL ABILITIES
  Hear Heartbeat (Ex) A banshee can sense the beating hearts of 
  living creatures within 60 feet, as if it had the blindsight ability.
  Terror (Su) A creature damaged by the banshee’s touch attack 
  must make a DC 23 Will save. Failure means that the victim 
  cowers in fear for 1d3 rounds. If a target is protected against 
  fear by a dispellable effect (such as heroes’ feast or mind 
  blank), the banshee’s touch attempts to dispel one such effect 
  with greater dispel magic (CL 14th). Negative energy damage 
  caused by a banshee’s touch can only harm the living; it 
  cannot heal undead. This is a mind-affecting fear effect. The 
  save DC is Charisma-based.
  Wail (Su) Once per minute, a banshee may wail as a full-round 
  action. The wail lasts until the beginning of her next turn. All 
  creatures within 40 feet of the banshee when she begins her 
  wail, as well as all creatures that end their turn within that 
  radius, must make a DC 23 Fortitude save. (This save is only 
  required once per wail.) Creatures under the effects of a fear 
  effect take a –4 penalty on this save. Creatures that make 
  their save are sickened for 1d6 rounds. Those that fail take 
  140 points of damage (as if affected by a CL 14 wail of the 
  banshee). If a wailing banshee is damaged during a wail, she 
  must make a Will save (DC 15 + damage taken) to maintain 
  the wail; otherwise it ends. This is a sonic death effect. 
  Banshee wails are supernaturally powerful and penetrate the 
  effect of any spell of 3rd level or lower that creates silence. The 
  save DC is Charisma-based.
  SAHKIL, PAKALCHI
  Thorny vines with tiny red flowers grow from this emaciated woman 
  and flow like a train behind her.
  PAKALCHI 
  CR 9
  Pathfinder RPG Bestiary 5 216
  NE Medium outsider (evil, extraplanar, sahkil)
  Init +10; Senses darkvision 60 ft., low-light vision, true seeing; 
  Perception +13
  DEFENSE
  AC 22, touch 16, flat-footed 16 (+6 Dex, +6 natural)
  hp 115 (11d10+55)
  Fort +10, Ref +13, Will +10
  DR 10/good; Immune death effects, disease, fear effects, poison; 
  Resist cold 10, electricity 10, sonic 10; SR 20
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +17 (1d6+6/19-20), 4 vines +15 (1d4+3 plus 1d4 
  bleed and poison)
  Ranged 4 thorns +17 (1d4 plus bleed and poison)
  Special Attacks bleed (1d4), entangling train, look of fear (30 ft., 
  DC 22), spirit touch, sudden strike, thorns
  Spell-Like Abilities (CL 12th; concentration +17)
  Constant—true seeing
  At will—charm person (DC 16), detect magic, detect good, 
  greater teleport (self plus 50 lbs. of objects only), 
  protection from good
  3/day—blink, calm emotions (DC 19), fly
  1/day—dominate person (DC 20), summon (level 6,  
  1 wihsaak 40%)
  STATISTICS
  Str 22, Dex 23, Con 20, Int 15, Wis 16, Cha 21
  Base Atk +11; CMB +17; CMD 33
  Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved 
  Critical (claws), Improved Initiative, Multiattack
  Skills Acrobatics +15, Bluff +15, Climb +16, Diplomacy 
  +15, Intimidate +15, Knowledge (planes, religion) +13, 
  Perception +13, Sense Motive +15, Spellcraft +10, Stealth +20
  Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.
  SQ easy to call, emotional focus, skip between
  SPECIAL ABILITIES
  Easy to Call (Ex) Pakalchi sahkils count as having 7 Hit Dice for 
  purposes of spells or effects that call outsiders, such as planar 
  binding. However, they receive a +5 racial bonus on Charisma 
  checks to break free of planar binding spells and similar effects, 
  and their spell resistance counts as 25 the purpose of breaking 
  free of planar binding spells and similar effects.
  Emotional Focus (Ex) Whenever a sahkil casts a spell or uses a 
  spell-like ability or effect with the emotion or fear descriptors 
  
  PATHFINDER SOCIETY SCENARIO
  30
  that allows a saving throw, the DC is increased by 2. This bonus 
  is included in the creature’s statistics.
  Entangling Train (Su) Creatures adjacent to a pakalchi must 
  succeed at a DC 20 Reflex save or become entangled in its 
  vines for 1 round, and count as tethered. Entangled creatures 
  take vine damage automatically each round they’re entangled. 
  Creatures are no longer entangled if the pakalchi moves away. 
  The save DC is Constitution-based.
  Look of Fear (Su) A creature affected by a pakalchi’s gaze is 
  panicked for 1 round and shaken for 1d4 rounds thereafter. 
  A creature that successfully saves against this effect is only 
  shaken for 1 round. The save DC is Charisma-based.
  Poison (Ex) Thorns—injury; save Fort DC 22; frequency 1/round 
  for 6 rounds; effect 1d3 Wis; cure 2 consecutive saves. A 
  creature with Wisdom damage from a pakalchi’s poison hears 
  paranoid whispers warning of betrayal. It can’t treat any other 
  creature as an ally or be a willing target for a spell or effect. 
  This is an emotion effect.
  Skip Between (Su) Pakalchi sahkils can shift between the 
  Ethereal Plane and the Material Plane as a move action. This 
  ability is otherwise identical to ethereal jaunt (CL 15th).
  Spirit Touch (Ex) A sahkil’s natural weapons, as well as any 
  weapon it wields, are treated as though they had the ghost 
  touch weapon special ability.
  Sudden Strike (Ex) Once per round, a pakalchi can extend the 
  reach of one claw or thorned vine by 5 feet as part of a single 
  attack. It can use this ability to threaten additional squares to 
  cause an enemy to provoke an attack of opportunity.
  Thorns (Ex) A pakalchi can fling a volley of poisonous thorns as a 
  standard action (make an attack roll for each thorn). This attack 
  has a range of 100 feet with no range increment.
  SPECTRE
  This translucent, ghostly figure fades into view from the damp mist, 
  its face distorted by wrath into a hideous mask.
  SPECTRE 
  CR 7
  Pathfinder RPG Bestiary 256
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +17
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
  hp 52 (8d8+16)
  Fort +4, Ref +5, Will +9
  Defensive Abilities incorporeal, channel resistance +2
  Weaknesses resurrection vulnerability, sunlight powerlessness
  OFFENSE
  Speed fly 80 ft. (perfect)
  Melee incorporeal touch +10 (1d8 plus energy drain)
  Special Attacks create spawn, energy drain (2 levels, DC 16)
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 16, Cha 15
  Base Atk +6; CMB +6; CMD 21
  Feats Blind-Fight, Improved Initiative, Skill Focus (Perception), 
  Weapon Focus (touch)
  Skills Fly +11, Intimidate +13, Knowledge (history) +10, 
  Knowledge (religion) +13, Perception +17, Stealth +14, 
  Survival +11
  Languages Common
  SPECIAL ABILITIES
  Create Spawn (Su) Any humanoids slain by a spectre become 
  spectres themselves in 1d4 rounds. Spawn so created are less 
  powerful than typical spectres, and suffer a –2 penalty on all 
  d20 rolls and checks, receive –2 hp per HD, and only drain 
  one level on a touch. Spawn are under the command of the 
  spectre that created them and remain enslaved until its death, 
  at which point they lose their spawn penalties and become 
  full-fledged and free-willed spectres. They do not possess any 
  of the abilities they had in life.
  Resurrection Vulnerability (Su) A raise dead or similar spell 
  cast on a spectre destroys it (Will negates). Using the spell in 
  this way does not require a material component.
  Sunlight Powerlessness (Ex) Spectres are powerless in natural 
  sunlight (not merely a daylight spell) and flee from it. A 
  spectre caught in sunlight cannot attack and is staggered.
  Unnatural Aura (Su) Animals, whether wild or domesticated, can 
  sense the unnatural presence of a spectre at a distance of 30 
  feet. They do not willingly approach nearer than that and panic 
  if forced to do so unless a master succeeds at a DC 25 Handle 
  Animal, Ride, or wild empathy check. A panicked animal 
  remains so as long as it is within 30 feet of the spectre.
  
  31
  FURY OF THE FINAL BLADE
  APPENDIX 2: TROOP RULES
  The rules for the troop subtype appear in Pathfinder RPG 
  Bestiary 6. The relevant portions are reprinted below.
  A troop is a collection of creatures that acts as a single 
  creature, similar to a swarm. A troop has the characteristics 
  of its type, except as noted here. A troop has a single pool of 
  Hit Dice and hit points, a single initiative modifier, a single 
  speed, and a single Armor Class. A troop attempts saving 
  throws as a single creature.
  A single troop occupies a 20-foot-by-20-foot square,, 
  though the actual size category of the troop is the same as 
  that of the component creatures. The area occupied by a 
  troop is completely shapable (as a similar spell effect), though 
  the troop must remain in contiguous squares to accurately 
  reflect the teamwork of trained military units. A troop has a 
  reach equal to that of the component creatures. A troop can 
  move through squares occupied by enemies and vice versa 
  without impediment, although the troop provokes an attack 
  of opportunity if it does so. A troop can move through any 
  area large enough for its component creatures.
  Troop Traits: A troop is not subject to flanking, but it is 
  subject to critical hits and sneak attacks if its component 
  creatures are subject to such attacks. Reducing a troop 
  to 0 hit points or fewer causes it to break up, effectively 
  destroying the troop, though the damage taken until that 
  point does not degrade its ability to attack or resist attack. 
  A troop is never staggered or reduced to a dying state by 
  damage. Also, a troop cannot be subjected to the bull rush, 
  dirty trickAPG, disarm, dragAPG, grapple, repositionAPG, or trip 
  combat maneuvers, except by area effects that include such 
  effects. A troop can grapple an opponent.
  A troop is immune to any spell or effect that targets a 
  specific number of creatures (including single-target spells 
  such as disintegrate and multiple target spells such as haste), 
  though it is affected by spells or effects that target an area 
  or a nonspecific number of creatures (such as fireball or 
  mass hold monster). A troop takes half again as much damage 
  (+50%) from spells or effects that affect an area. If a troop 
  is rendered unconscious by means of nonlethal damage, it 
  disperses and does not reform until its hit points exceed its 
  nonlethal damage.
  Troop Attack: Creatures with the troop subtype don’t 
  make standard melee attacks. Instead, they deal automatic 
  damage to any creature within reach or whose space they 
  occupy at the end of their move, with no attack roll needed. A 
  troop’s stat block has “troop” in its Melee entry to represent 
  this attack.
  Unless stated otherwise, a troop’s attacks are nonmagical. 
  Damage reduction sufficient to reduce a troop attack’s 
  damage to 0 or other special abilities can give a creature 
  immunity (or at least resistance) to the troop’s attacks. 
  Troops threaten all creatures within their reach or within 
  their area, and resolve attacks of opportunity by inflicting 
  automatic troop damage on any foe in reach who provokes 
  such an attack of opportunity. Troops are still limited to 
  making one such attack per round unless they have a feat or 
  special ability that states otherwise.
  Because of the chaos of combat, spellcasting or 
  concentrating on spells within the area of a troop or within 
  its reach requires a successful caster level check (DC = 
  20 + spell level). Using skills that involve patience and 
  concentration requires a successful DC 20 Will save.
  
  PATHFINDER SOCIETY SCENARIO
  32
  
  33
  FURY OF THE FINAL BLADE
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder Society Scenario #9–20: Fury of the Final Blade © 2018, Paizo Inc.; 
  Author: Lyz Liddell.
  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 #9–20: 
  Fury of the Final Blade
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
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  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
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  This Chronicle sheet grants access to the following:
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  GM’s
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  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
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  Final 
  Fame
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  Day Job (GM ONLY)
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  GOLD
  MAX GOLD
  Character Chronicle #
  7–8
  10–11
  —
  2,200
  3,941
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  3,071
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  7,881  
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  Out of
  Subtier
  Pathfinder Society Scenario #9-20: 
  Fury of the Final Blade
  ▫▫▫ Harsh Justice (Liberty’s Edge): Colson Maldris’s sins were unforgivable. Whether you chose to let him die 
  to focus your efforts on protecting his victims from the same fate or because of spite for Maldris himself, you 
  allowed him to be executed by final blade. A group within the Liberty’s Edge faction who has long hoped to be 
  rid of Maldris’s shadow is now working to supply your missions. After the mission briefing but before the first 
  encounter, you can check a box that precedes this boon to borrow a +1 bane weapon, choosing the target of the 
  bane property and the weapon type. Alternatively, you may borrow 20 pieces of +1 bane ammunition, all of which 
  target the same creature type. Return the weapon, including any unused ammunition, at the end of the scenario.
   ▫▫▫ Maldris’s Savior (Liberty’s Edge): Colson Maldris lives, thanks your efforts. Whether you acted out of 
  concern or care for the man himself, out of determination to avoid an international incident, or out of principle, 
  Maldris is immensely grateful to you. Though he is stepping down from leadership, he retains some friends and 
  contacts within the faction, which he leverages for your benefit. When playing an adventure, you can fulfill and 
  check up to two boxes on your Liberty’s Edge Faction Journal Card. Additionally, you can check one or more of 
  the boxes that precede this boon when expending Prestige Points to reduce the cost of any purchase by 4 Prestige 
  Points for each box checked (minimum 0). 
  People’s Council: You responded to the mobs of Galtan citizens with nonviolence, and in so doing helped 
  forge a path for a peaceful resolution to what could have become an international incident. For your actions, 
  you receive official commendation from the government of Andoran. All of your characters gain access to the 
  Oath of the People’s Council (Pathfinder Player Companion: Divine Anthology 20) as if it appeared on the Additional 
  Resources list. Include a copy of this Chronicle sheet with the records of any PC who selects this option.
  Weapon Blanch (Ghost salt)
  PRICE 200 GP 
  WEIGHT 1/2 LB.
  This gritty alchemical powder is made from exotic minerals mixed with an infusion crafted from the ectoplasmic remains 
  of destroyed incorporeal undead. When rubbed onto a weapon that is then placed over a hot flame for a full round, 
  ghost salt melts and forms a temporary coating on the weapon. The blanching gives the weapon the ability to do full 
  damage to incorporeal creatures, even if the weapon itself is nonmagical. An application of ghost salt remains effective 
  until the weapon makes a successful attack. Each dose of weapon blanch can coat one weapon or up to 10 pieces of 
  ammunition. Only one kind of weapon blanch can be on a weapon at one time. This item first appeared in Pathfinder 
  Campaign Setting: Pathfinder Society Field Guide.
  Core Campaign
  Subtier 7–8
  Subtier 10–11
  deathwatch eyes (2,000 gp; Pathfinder RPG Ultimate 
  Equipment 224)
  phylactery of positive channeling (11,000 gp)
  primal air elemental gem (functions as an air elemental 
  gem, except it summons a Huge air elemental; CL 13; 
  3,300 gp, limit 1)
  ring of archon summoning affinity (7,000 gp; Pathfinder 
  RPG Advanced Class Guide 218)
  ring of spell knowledge II (6,000 gp; Pathfinder RPG 
  Ultimate Equipment 174)
  weapon blanch (ghost salt; 200 gp)
  deathwatch eyes (2,000 gp; Pathfinder RPG Ultimate 
  Equipment 224)
  phylactery of positive channeling (11,000 gp)
  primal air elemental gem (functions as an air elemental 
  gem, except it summons a Huge air elemental; CL 13; 
  3,300 gp, limit 1)
  ring of spell knowledge III (13,500 gp; Pathfinder RPG 
  Ultimate Equipment 174)
  ring of the ram (10 charges; 1,720 gp, limit 1)
  wand of death ward (17 charges; 7,140 gp, limit 1)
  weapon blanch (ghost salt; 200 gp)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 9/S09-20 - Fury of the Final Blade.pdf