TEXT: A PAthfinder Society ScenArio for tier 5–9
  Pathfinder Society Scenario #3–14
  By Hal Maclean
  Wonders in the Weave, Part II: 
  Wonders in the Weave, Part II: 
  SnakeS in the Fold
  SnakeS in the Fold
  
  WonderS in the Weave, Part ii: 
  SnakeS in the Fold
  Pathfinder Society Scenario #3–14
     
  ®
  Author • Hal Maclean
  Contributing Artists • Yngvar Asplund and Ben Wootten
  Cartographers • Sean Macdonald
  Creative Director • James Jacobs
  Senior Art Director • Sarah Robinson
  Managing Editor • F. Wesley Schneider
  Development • Stephen Radney-MacFarland and  
  Mark Moreland
  Editing • Judy Bauer
  Editorial Assistance • Jason Bulmahn,  
  Christopher Carey, Rob McCreary, Patrick Renie,  
  Sean K Reynolds, and James L. Sutter
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Assistant • Dylan Green
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Technical Director • Vic Wertz
  Pathfinder Society Campaign Coordinator • Mike Brock
  Special Thanks • The Paizo Customer Service, 
  Warehouse, and Website Teams
  Pathfinder Society Scenario #3–14: Wonders in the Weave, Part II: Snakes in the Fold is a Pathfinder Society Scenario designed 
  for 5th- to 9th-level characters (Tier 5–9; Subtiers 5–6 and 8–9). This scenario is designed for play in the Pathfinder 
  Society Organized Play campaign, but can easily be adapted for use with any world.
  This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide,  
  Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2. These rules can be found online for free as part of the Pathfinder 
  Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
  fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as 
  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
  Pathfinder Society Scenario #3–14: Wonders in the Weave, Part II: Snakes in the Fold © 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, the Paizo 
  golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder 
  Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC.
  
  3
  WHERE ON GOLARION?
  Snakes in the Fold takes place entirely within the Hao Jin 
  Tapestry, the physical copy of which is sitting in a well-
  guarded vault beneath of the Grand Lodge in Absalom. The 
  tapestry contains a pocket demiplane, created by the Tian 
  sorceress Hao Jin to hold her largest and most dangerous 
  treasures. While there is at least one other connection to 
  Golarion in this scenario (as evidenced by the presence of 
  the Aspis Consortium expedition), none of the action of 
  the adventure takes place there.
  to teach the Aspis Consortium a powerful lesson about 
  the consequences of trespassing on Society territory and 
  perhaps to discover how the Consortium gained access to 
  the plane in the first place. Second, if properly handled, 
  it could win the Society some local allies with a great 
  deal of knowledge about the demiplane. The PCs have 
  been chosen as both the instrument of the lesson and 
  negotiators of an alliance with the Muckmouth tribe. 
  SUMMARY
  Following the trail left by the Aspis forces and their 
  Muckmouth lizardfolk allies, the PCs reach the 
  Muckmouth, a partially flooded network of caves and 
  the lizardfolk tribe’s namesake. A single entrance into 
  the Muckmouth houses a lizardfolk guard post hidden 
  behind a wooden wall and gate. After dealing with the 
  guards, with either diplomacy or strength of arms, the 
  PCs can move deeper into the muddy cavern complex. 
  Within they find a group of lizardfolk loading crates 
  under the supervision of some Aspis goons. While 
  dealing with the Aspis goons the PCs also have a chance 
  to influence their standing with the Muckmouth tribe 
  based on how they treat the lizardfolk workers.
  Deeper within the cavern complex, the PCs have a 
  chance to gain some hint about how the Aspis Consortium 
  entered Hao Jin’s demiplane, they can also improve their 
  standing with the Muckmouth tribe, and deal with more 
  F
  or much of the last year, the Pathfinder Society has 
  focused its efforts on gaining the Hao Jin Tapestry, 
  a legendary relic from one of Golarion’s most 
  powerful arcanists. The task required agents of all levels 
  of experience from all corners of the world to unite to 
  win the decennial Ruby Phoenix Tournament in Goka, 
  Tian Xia’s largest city . The Decemvirate’s vision fell into 
  place and the Pathfinder agents involved executed the 
  plan perfectly. The Hao Jin Tapestry has been recovered, 
  and with it, the demiplane it contains—including all the 
  treasures and wonders that Hao Jin, the greatest collector 
  Golarion has ever known, could not keep anywhere else. 
  But the Pathfinder Society does not have sole access to 
  what the Ten believed would be a virtual playground for 
  agents to explore and chronicle. During the very first foray 
  into the world of Hao Jin’s greatest wonders, the Pathfinder 
  Society came face to face with its greatest rival—the 
  greedy, unscrupulous Aspis Consortium. How did they 
  breach the demiplane within the Hao Jin Tapestry, which 
  all had assumed to be self-contained and secure? To what 
  extent do their operations within the treasure-rich realm 
  extend? These are the questions at the forefront of the 
  Decemvirate’s collective mind, and the next investigation 
  for their most skilled Pathfinders.
  Fortunately, through a combination of haste and 
  arrogance, the Aspis agent who ran afoul of Pathfinders 
  within the Hao Jin Tapestry made virtually no effort 
  to hide the trail leading back to his base camp on the 
  demiplane—the Muckmouth, cavernous home of the 
  Muckmouth tribe of lizardfolk. While the Muckmouth 
  tribe initially collaborated with the Consortium’s agents for 
  the rewards offered to them and their own sense of honor, 
  the Consortium’s grasp is tenuous, as they treat the proud 
  lizardfolk as common laborers and motivate them through 
  fear and ruthless coercion instead of true loyalty. To force 
  compliance among the Muckmouth’s members, the Aspis 
  Consortium agent in charge of this particular expedition 
  into the Hao Jin Tapestry, Durra Verthain, has kidnapped 
  the tribe’s eggs from their sacred breeding pools, holding 
  them hostage lest the lizardfolk rebel or fail her. 
  This gives the Society a chance to crush two snakes with 
  one stone. First, it affords the Pathfinders the opportunity 
  WonderS in the Weave, Part ii: 
  SnakeS in the Fold
  By hal Maclean
  
  MAKING AN IMPRESSION
  After countless centuries of isolation from their own kind, the 
  Muckmouth tribe have developed a culture that places great 
  emphasis upon respect, honor, and victory in battle. Though 
  Durra Verthain initially enticed them with tools, food, and 
  luxuries they have no hope of acquiring on their own, her 
  true means of controlling them is through fear and treachery. 
  This adventure includes a number of opportunities for 
  the PCs to win the favor of the clan based on how they act 
  when dealing with the members of the tribe. 
  Though the primary mission remains that of destroying 
  the Aspis forces and finding some clue as how the group 
  gained access to Hao Jin’s demiplane, a diplomatic party 
  could also make things a lot easier for the Society as a whole 
  if they manage to impress the clan and win them over to 
  the Pathfinder Society’s side. Encounters that have this 
  possibility come with notes on the actions the PCs can take 
  to help or hurt the reputation of the Society as a whole. The 
  conclusion of the adventure allows for a single Diplomacy 
  check to influence the clan’s overall opinion of Pathfinders, 
  modified by the various bonuses or penalties accumulated 
  by the PCs over various encounters. 
  PATHFINDER SOCIETY SCENARIO
  4
  Consortium agents within the caverns. All of this leads 
  to a showdown with Durra Verthain, the leader of this 
  Consortium expedition into the demiplane, and the person 
  from whom the Pathfinders have the strongest chance of 
  learning the true extent of the Aspis Consortium’s presence 
  in the Hao Jin Tapestry. If the PCs can reclaim all the eggs 
  she holds hostage, they can virtually guarantee their 
  chances of forging an alliance between the Pathfinder 
  Society and the Muckmouth tribe.
  Lastly, the PCs may be able to unlock a hidden vault 
  beyond the mosaic that holds a long entombed and spiteful 
  serpentfolk mummy, part of a much larger complex of 
  serpentfolk ruins that lie beyond the scope of the adventure. 
  GETTING STARTED
  Read the following to get the adventure underway.
  Winning the Hao Jin Tapestry at the Ruby Phoenix Tournament 
  was supposed to grant the Pathfinder Society exclusive access 
  to a museum demiplane where the Tian sorceress Hao Jin 
  stored her most valuable and dangerous acquisitions. At first, 
  the Pathfinder Society believed that the five-by-seven foot 
  tapestry was the only entrance into a demiplane filled with 
  countless ruins drawn from numerous cultures and regions of 
  the world that would be theirs alone to explore. But they soon 
  discovered evidence to the contrary.
  The Decemvirate knows now that Aspis Consortium 
  agents have found or forced their way into the allegedly 
  secure demiplane, and they know where the interlopers’ 
  base is. A tribe of lizardfolk native to the plane—called the 
  Muckmouth tribe—are being coerced into serving as guides, 
  porters, and laborers in the Aspis’s plundering, not for any 
  love of Consortium, but because the Consortium is holding a 
  generation of the tribe’s eggs hostage.
  The Decemvirate is not interested in sharing its new prize 
  with the Aspis Consortium, and wishes to drive it out and 
  discover how the organization gained access to Hao Jin’s 
  demiplane. The only lead so far is the Aspis base in the lizardfolk 
  tribe’s ancestral breeding grounds within a cave called the 
  Muckmouth, from which the tribe derives its name. Were 
  agents able to infiltrate the caves and dispatch the Aspis agents 
  there, perhaps the lizardfolk would even provide assistance to 
  the Society in its efforts to explore the new realm. Regardless of 
  this possibility, the primary goal is investigating how the Aspis 
  Consortium gained access to the demiplane and determining 
  the extent of their operations here. 
  Previously obtained details provide a trail through the wide, 
  unmapped marshland from the Society’s point of entry into 
  the demiplane to the Muckmouth, which now lies two hundred 
  yards to the north—a twenty-foot wide cave mired with mud 
  and swamp water. Inside are the Muckmouth tribe’s eggs and 
  the Aspis agents holding them hostage—the only lead to a 
  greater plot from the Society’s greatest rival.
  Any PCs who previously played Pathfinder Society Scenario 
  #3–12: Wonders in the Weave, Part I: The Dog Pharaoh’s 
  Tomb likely uncovered the Aspis Consortium’s presence 
  themselves and either returned to Absalom to report or 
  followed the trail directly back to the Muckmouth (the 
  same actions they would have been told to undertake 
  had they gone back to Absalom). In either case, the above 
  introduction should serve as a reminder of the events in 
  the first part of the series as well as provide the PCs with 
  motivation to investigate the Aspis Consortium camp and 
  perhaps rescue the Muckmouth tribe’s hostage young.
  If any PCs were not part of the initial mission into the Hao 
  Jin Tapestry undertaken in The Dog Pharaoh’s Tomb, quickly 
  explain the nature of the tapestry, the demiplane, and the 
  means by which the PCs can enter and exit the realm as 
  presented in the adventure background and Where On 
  Golarion sidebar, and consider the above the PCs’ mission 
  briefing before they set out to investigate the mystery of the 
  Aspis Consortium’s presence on the demiplane.
  ACT 1: THE MUCKMOUTH
  Hao Jin never intended to bring the Muckmouth and 
  the lizardfolk who lived within it to her extraplanar 
  museum vault. Her original target was a network of 
  underground serpentfolk ruins beneath the cave network. 
  Unfortunately, extracting entire subterranean cities 
  
  WONDERS IN THE WEAVE, PART II: SNAKES IN THE FOLD
  5
  comes down violently, the turtle shell noisily falls to the 
  ground. A Disable Device DC 15 can bypass the turtle 
  shell noisemaker; the knot securing the gate can then be 
  cut or unwound without alerting the lizardfolk. 
  If the PCs can bypass the gate in relative silence, they 
  may be able to sneak up on the sentries in area A2. If they 
  break down the gate, chop it down with attacks, or cause 
  the turtle shell noisemaker to fall, such stealth is not 
  possible without magical aid. 
  A2. Sentries (CR 6 or CR 9)
  Read the following aloud once the PCs enter the gate.
  This small cave is relatively dry. Only a small rivulet with a 
  source deeper within the cavern complex winds its way toward 
  the cavern’s gate. A small turtle shell serving as a stew pot sits 
  beside an unused fire pit, next to a small pile of fish. On the 
  wall hangs a garland of glittering flower blossoms.
  This small cave serves as a guard post for Muckmouth 
  sentries. The two lizardfolk stationed here stay put unless 
  they hear a commotion at the gate. Muckmouths and Aspis 
  Consortium agents know to shake the gate in a particular 
  pattern, thus alerting the sentries without alarming 
  them. There is little of value here except for the sentries’ 
  gear. The fish are of a rather foul-smelling variety that 
  inhabits the river systems of Hao Jin’s demiplane, but are 
  tasty when properly boiled. The garland is composed of 
  glitter blossoms that were gathered from a nearby bed of 
  such flowers by one of the sentries (see Faction Missions 
  on page 6). 
  Creatures: Most of the Muckmouth warriors are away 
  assisting the Aspis Consortium with plundering the 
  demiplane, but two remain to guard the rest of their 
  tribe. These sentries take their charge very seriously. 
  They are far from mindless brutes, and are not adverse to 
  diplomacy if it’s in the tribe’s best interest.
  Diplomacy: If the PCs were able to get though the 
  Muckmouth Gate with relative quiet, they can attempt 
  to sneak up on the pair of sentries stationed here. Have 
  the PCs attempt a Stealth check against the Muckmouth 
  sentries, who take 10 on their Perception check (DC 
  18 in Subtier 5–6 and DC 21 in Subtier 7–8). If the PCs 
  are successful, grant them a surprise round. Unlike in 
  a normal surprise round, the PCs can use the standard 
  action to initiate a parley with the sentries. To do so, the 
  PC must speak to the sentries in Draconic and succeed at 
  a DC 18 Diplomacy check. On a success, the sentries are 
  surprised, but start with an attitude of indifferent rather 
  than unfriendly. If the PCs fail the check by 5 or more, the 
  speaker accidently insults the lizardfolk in some way, and 
  the sentries’ attitude becomes hostile. Any other failure 
  causes their attitude to remain indifferent. 
  from the Material Plane is not an exact science, even for 
  one with as much power as the Ruby Phoenix, and the 
  Muckmouth and its inhabitants where inadvertently 
  pulled along during the relocation. Only a single chamber 
  of this vast serpentfolk dungeon is accessible from the 
  Muckmouth itself (area A8); the PCs may explore it at the 
  end of the scenario if time permits.
  As its name suggests, the Muckmouth features a 
  thick coating of mud along all its walls, and its floors 
  are particularly muddy. The sticky and slippery ground 
  is not difficult terrain, but the DC of Acrobatics checks 
  increases by 5. Additionally, walking through the mud 
  produces a noticeable squelching sound and leaves visible 
  footprints, so anyone walking through the mud takes a 
  –2 penalty on Stealth checks. Creatures relying solely 
  on invisibility or similar sorts of magical concealment 
  to make the Stealth check instead suffer a –10 penalty, 
  since observers can easily locate them by way of the 
  visible footprints that are left behind. The cavern’s slick, 
  mud-coated walls have a Climb DC of 30. Creatures that 
  manage to clear a wall of its mud (using the geyser from a 
  decanter of endless water, for instance) reduce this DC to 20.
  The waterfall in area A6 feeds the streams and pools 
  of the Muckmouth. The water is safe to drink, slightly 
  cool, and because of its current counts as rough water 
  (DC 15) for the purposes of swimming. Nowhere in the 
  complex is the water more than 10 feet deep; it is usually 
  only around 5 feet deep. 
  The Muckmouth is lit (normal light) by a number of 
  different objects with continual flame cast on them. These 
  objects rest in irregularly scattered niches scattered 
  throughout the cavern. If the objects are covered, destroyed, 
  or removed, the light condition drops to dim lighting. 
  A1. Muckmouth Gate
  Read the following aloud as the PCs approach the gate.
  A wall constructed of logs lashed together with rope and 
  vines and further strengthened with mud blocks off the 
  cavern entrance. A number of the logs at its center serve as a 
  rudimentary gate, and are attached to a post by several layers 
  of rope that act as hinges.
  The wall and gate are sturdier than their crude 
  construction suggests (Strength DC 25 to break down; 
  each 5-foot section has hardness 5 and hp 20), and the 
  gate is held fast by cunningly tied knots. In addition, 
  a rope device inside the caverns is tied to the gate. The 
  rope connects to an iron hook pounded into the ceiling 
  roughly 5 feet back from the gate, and supports a turtle 
  shell filled with rocks and a number of bronze tiger 
  bells pilfered form other parts of the demiplane 5 feet 
  off the ground. If the rope is cut or unwound, or the gate 
  
  The Muckmouth
  1
  2
  3
  4
  5
  6
  7
  8
  1 square = 10 feet
  N
  PATHFINDER SOCIETY SCENARIO
  6
  
  WONDERS IN THE WEAVE, PART II: SNAKES IN THE FOLD
  7
  If the PCs fail their initial attempt at diplomacy, resort 
  to breaking down the gate, or are otherwise unable to 
  sneak up on the sentries, these two lizardfolk position 
  themselves at the end of the bottleneck leading to this 
  area. They rage, throw javelins at the PCs from the cover 
  the bottleneck provides, and then attack creatures coming 
  up the bottleneck one at a time. They attack primarily in 
  self-defense, and at this point have a starting attitude of 
  unfriendly. If the PCs attack the sentries, they become 
  hostile, if they are not already. 
  Once the sentries reach an attitude of indifferent, they hold 
  off on attacking, and it is possible to negotiate and change 
  their attitude with the Diplomacy skill normally. Once the 
  PCs attack, the sentries’ attitude changes to hostile.
  Subtier 5–6 (CR 6)
  Muckmouth Sentries (2) 
  CR 4
  Male lizardfolk barbarian 3 (Pathfinder RPG Bestiary 195)
  N Medium humanoid (reptilian)
  Init +1; Senses Perception +8
  DEFENSE
  AC 19, touch 9, flat-footed 18 (+5 armor, +1 Dex, +5 natural, 
  –2 rage)
  hp 56 each (2d8+3d12+28)
  Fort +11, Ref +2, Will +4
  Defensive Abilities trap sense +1, uncanny dodge
  OFFENSE
  Speed 40 ft., swim 15 ft.
  Melee greatclub +9 (1d10+7), bite +7 (1d6+2) or 
  bite +7 (1d6+2 ), claw +9 (1d4+5)
  Ranged javelin +5 (1d6+5)
  Special Attacks rage (11 rounds/day), rage powers 
  (superstition +2)
  TACTICS
  During Combat If alerted to the PCs’ presence, the lizardfolk 
  guards throw their javelins and jeer at the party from 
  behind cover. Once the PCs get close enough to engage 
  them in melee, the sentries take the PCs on one at a time in 
  an attempts to lower the intruders’ numbers quickly. 
  Morale Once battle is engaged, the lizardfolk guards fight 
  until killed or incapacitated. 
  Base Statistics When not raging, the barbarian’s statistics are 
  AC 21, touch 11, flat-footed 20; hp 46; Melee greatclub +9 
  (1d10+4), bite +7 (1d6+3), or bite +7 (1d6+3), claw +9 (1d4+1); 
  Ranged javelin +5 (1d6+2); Str 17, Con 16; CMB +7, CMD 18; 
  Swim +17
  STATISTICS
  Str 21, Dex 12, Con 20, Int 8, Wis 13, Cha 8
  Base Atk +4; CMB +9; CMD 20
  Feats Cleave, Multiattack, Power Attack
  Skills Acrobatics +3 (+7 when jumping), Perception +8, Survival +7, 
  Swim +19; Racial Modifiers Acrobatics +4 (+8 when jumping) 
  Languages Draconic 
  SQ Fast movement, hold breath
  Combat Gear potions of cure light wounds (2); Other Gear +1 
  chain shirt, greatclub, javelins (2), silver armbands (2; worth 
  125 gp each), 43 gp
  SPECIAL ABILITIES
  Hold Breath (Ex) A lizardfolk can hold its breath for a number 
  of rounds equal to 4 times its Constitution score before it 
  risks drowning.
  Subtier 8–9 (CR 9)
  Muckmouth Sentries (2) 
  CR 7
  Male lizardfolk barbarian 6 (Pathfinder RPG Bestiary 195)
  N Medium humanoid (reptilian)
  Init +1; Senses Perception +11
  DEFENSE
  AC 19, touch 9, flat-footed 18 (+5 armor, +1 Dex, +5 natural, 
  –2 rage)
  hp 94 each (2d8+6d12+46)
  Fort +13, Ref +3, Will +5
  Defensive Abilities improved uncanny dodge, trap sense +2
  OFFENSE
  Speed 40 ft.+10, swim 15 ft.
  Melee +1 greatclub +14/+9 (1d10+8), bite +10 (1d6+2) or 
  bite +10 (1d6+2), claw +12 (1d4+5)
  Ranged javelin +8/+3 (1d6+5)
  Special Attacks rage (17 rounds/day), rage powers (guarded 
  stance [+2 dodge vs. melee], renewed vigor [1d8+7 hp], 
  superstition +3)
  TACTICS
  During Combat If alerted to the PCs’ presence, the lizardfolk 
  guards throw their javelins and jeer at the party from 
  behind cover. Once the PCs get close enough to engage 
  them in melee, the sentries take the PCs on one at a time in 
  an attempts to lower the intruders’ numbers quickly. 
  Morale Once battle is engaged, the lizardfolk guards fight 
  until killed or incapacitated. 
  Base Statistics When not raging, the barbarian’s statistics are 
  AC 21, touch 11, flat-footed 20; hp 78; Melee +1 greatclub 
  +12/+7 (1d10+5), bite +10 (1d6+1), or bite +10 (1d6+1), claw 
  +10 (1d4+3); Ranged javelin +8/+3 (1d6 +3); Str 17, Con 17; 
  CMB +10, CMD 21; Swim +20
  STATISTICS
  Str 21, Dex 12, Con 21, Int 8, Wis 13, Cha 8
  Base Atk +7; CMB +12; CMD 23
  Feats Cleave, Multiattack, Power Attack, Weapon Focus 
  (greatclub)
  Skills Acrobatics +3 (+7 when jumping), Perception +11, 
  Survival +10, Swim +22; Racial Modifiers Acrobatics+4  
  (+8 when jumping) 
  Languages Draconic 
  SQ Fast movement, hold breath
  
  Muckmouth Sentry
  PATHFINDER SOCIETY SCENARIO
  8
  Combat Gear potion of cure serious wounds; Other Gear +1 
  chain shirt, +1 greatclub, javelins (2), gold armbands (2; 
  worth 150 gp each), 43 gp
  SPECIAL ABILITIES
  Hold Breath (Ex) A lizardfolk can hold its breath for a number 
  of rounds equal to 4 times its Constitution score before it 
  risks drowning.
  Development: If the PCs are able to parley with the 
  Muckmouth sentries, they can gain some information 
  about the current state of the Muckmouth and crucial 
  information about the Aspis Consortium agents within. 
  If the PCs are able to change the sentries’ attitude 
  to Friendly, the lizardfolk scrawl a basic map of the 
  complex, and tell the PCs the numbers and locations of 
  the Aspis Consortium agents in the Muckmouth, with 
  the exception of Durra Verthain and the fact that the 
  tribe’s eggs are being held hostage by the Aspis leader. 
  They are too worried about Durra’s threats to the eggs to 
  trust the PCs with that information. 
  If the PCs are able to change the sentries’ attitude to 
  Helpful, they include the information about Durra and 
  the eggs, and ask the PCs to take care of the Aspis threat 
  to their eggs.
  Though the sentries are friendly or even helpful, 
  they do not offer nor will they agree to fight on the 
  PCs’ side in any combat against the Aspis Consortium. 
  While the Muckmouth lizardfolk do not like or trust the 
  Consortium, their irreplaceable, slow-gestating eggs are 
  held hostage, and they fear Durra and her agents. 
  If the PCs improve the sentries’ final attitude to 
  Friendly, they gain a +1 bonus on the Diplomacy check at 
  the end of the adventure. If they improve the sentries’ final 
  attitude to Helpful, they gain a +2 bonus on that check. 
  Mission Notes: Silver Crusade faction PCs likely notice 
  the garland of glitter blossoms hanging on the wall. If 
  a member of this faction is able to chat with one of the 
  Muckmouth sentries about the flowers, he or she can 
  persuade the lizardfolk (automatic if the sentries’ attitude 
  is friendly or better, or DC 18 Diplomacy or Intimidate 
  otherwise) to reveal the source of such flowers and gather 
  enough seeds for the faction’s purpose. If Intimidate is 
  used to gain the information, the PCs take a –1 penalty on 
  the Diplomacy check at the end of the scenario. Gaining 
  this information earns faction members 1 Prestige Point. 
  Qadira faction PCs may discover (Perception DC 15) 
  that one of objects in this area radiating continual flame is 
  a candy dish with a dueling honeybee symbol carved on 
  it. The Muckmouth lizardfolk consider all the objects 
  illuminating the Muckmouth clan property and react 
  very negatively to anyone stealing one. PCs must make a 
  DC 20 Bluff or Diplomacy check to win the tribe over 
  if they attempt to take this item. If they fail in doing 
  so and keep the item, the PCs take a –1 penalty on the 
  Diplomacy check at the end of the scenario. Recovering 
  the candy dish earns faction members 1 Prestige Point. 
  Rewards: If the PCs defeat or befriend the Muckmouth 
  sentries, award each subtier thusly: 
  Subtier 5–6:
  Give each PC 275 gp.
  Subtier 8–9:
  Give each PC 775 gp.
  A3. Sorting Bay (CR 7 or CR 10)
  Read the following when the PCs enter this area.
  This relatively dry cavern is abuzz with activity. A group 
  of lizardfolk is busy packing artifacts into crates and 
  barrels, toiling under the watchful eyes and amid the 
  stern orders of a trio of humans, who bark out their 
  demands and rebukes in Draconic. 
  
  WONDERS IN THE WEAVE, PART II: SNAKES IN THE FOLD
  9
  STATISTICS
  Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 8
  Base Atk +4; CMB +6; CMD 21
  Feats Dodge, Mobility, Spring Attack, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (rapier)
  Skills Acrobatics +12, Appraise +7, Climb +8, Disable Device +10, 
  Escape Artist +10, Linguistics +5, Perception +7, Sense Motive 
  +6, Sleight of Hand +10, Stealth +11, Survival +7, Swim +7
  Languages Common, Draconic, Orc
  SQ rogue talents (bleeding attack +2), trapfinding +1
  Gear mithral chain shirt, dagger, longbow with 20 arrows, rapier
  Subtier 8–9 (CR 10)
  Aspis Goons (3) 
  CR 7
  Male human fighter 3/rogue 5
  NE Medium humanoid (human)
  Init +4; Senses Perception +11
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 dodge, 
  +1 shield)
  hp 64 each (3d10+5d8+21)
  Fort +6, Ref +9, Will +2; +1 vs. fear
  Defensive Abilities bravery +1, evasion, trap sense +1, 
  uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +10/+5 (1d6+3/18–20), +1 dagger +9/+4 
  (1d4+3/19–20)
  Ranged longbow +10/+5 (1d8/×3)
  Special Attacks sneak attack +3d6
  TACTICS
  Before Combat The Aspis goons use Stealth checks and 
  Spring Attack to get into position for a sneak attack. 
  During Combat The Aspis goons fight as a unit, trying to give 
  each other flanking support to strengthen their attacks. 
  Morale If two of the goons are killed, the surviving goon 
  attempts to flee and regroup with Durra when reduced to 
  fewer than a third of his hit points. 
  STATISTICS
  Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +6; CMB +8; CMD 23
  Feats Dodge, Double Slice, Mobility, Spring Attack, Two-
  Weapon Defense, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (rapier)
  Skills Acrobatics +15, Appraise +8, Climb +9, Disable Device +15, 
  Escape Artist +13, Linguistics +5, Perception +11, Sense Motive 
  +8, Sleight of Hand +12, Stealth +12, Survival +7, Swim +9
  Languages Common, Draconic, Orc
  SQ armor training 1, rogue talents (bleeding attack +3, combat 
  trick), trapfinding +2
  Combat Gear potion of cure moderate wounds; Other Gear +1 
  mithral chain shirt, +1 dagger, +1 rapier, longbow with 20 arrows
  Teams of Aspis explorers deliver anything they discover 
  within Hao Jin’s demiplane to Durra Verthain for initial 
  study. If an artifact does not detect as magic, the Aspis 
  leader orders it sent to this sorting bay for packing. The 
  Consortium use members of the Muckmouth tribe as 
  common laborers and require them to wrap each object 
  in straw before carefully placing it inside one of the crates 
  or barrels. Once the Aspis supervisors judge a container 
  full, they order the lizardfolk to seal and waterproof the 
  container, then push it against the wall. About once a week 
  Aspis agents come and collect the nonmagical artifacts. 
  Magical artifacts are considered a higher priority and are 
  usually quickly transported to another secure location by 
  Aspis agents and Muckmouth warriors.
  Creatures: A trio of Aspis goons (Quince, Relto, and Taris) 
  supervise six lizardfolk laborers. The dispirited members 
  of the Muckmouth tribe have no interest in fighting 
  outsiders who interrupt their efforts. They scatter and 
  only fight if cornered. One of the lizardfolk—an urbane 
  traveler named Essviss—speaks Common. He expected 
  to serve as a liaison with the Aspis goons, but they speak 
  Draconic and use him as just another laborer. If the PCs 
  make a point of capturing or making friendly overtures to 
  the lizardfolk assume that they deal with Essviss. Because 
  of the way they have treated him, Essviss despises the Aspis 
  Consortium and readily provides information about them, 
  the Muckmouth tribe, and their village to anyone who 
  promises not to harm his fellow clan members. 
  Subtier 5–6 (CR 7)
  Aspis Goons (3) 
  CR 4
  Male human fighter 2/rogue 3
  NE Medium humanoid (human)
  Init +4; Senses Perception +7
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
  hp 36 each (2d10+3d8+8)
  Fort +5, Ref +7, Will +1; +1 vs. fear
  Defensive Abilities bravery +1, evasion, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee rapier +7 (1d6+2/18–20), dagger +6 (1d4+1/19–20)
  Ranged longbow +8 (1d8/×3)
  Special Attacks sneak attack +2d6
  TACTICS
  Before Combat The Aspis goons use Stealth checks and 
  Spring Attack to get into position for a sneak attack. 
  During Combat The Aspis goons fight as a unit, trying to give 
  each other flanking support to strengthen their attacks. 
  Morale If two of the goons are killed, the surviving goon 
  attempts to flee and regroup with Durra when reduced to 
  fewer than a third of his hit points. 
  
  PATHFINDER SOCIETY SCENARIO
  10
  Development: The lizardfolk fight only in self-defense. 
  Deliberately targeting them or using area of effect attacks 
  like fireball before they have a chance to flee imposes a –2 
  penalty on the Diplomacy check at the end of the adventure. 
  If the PCs cultivate Essviss as an ally (Diplomacy DC 14), he 
  speaks on their behalf at the end of the adventure and they 
  gain a +1 bonus on the Diplomacy check. Though willing 
  to give information about the encounters deeper in the 
  caverns, including the fact that Durra is holding the tribe’s 
  eggs hostage, Essviss does not accompany the PCs unless 
  forced to do so. 
  Treasure: The crates contain several hundred ancient 
  objects waiting for the Aspis Consortium to pick them up. 
  Unfortunately, it would take a team of experts months to 
  determine their exact value (assuming the PCs found some 
  way to lug them out of the swamp and the demiplane). 
  Instead, assuming the PCs manage to not destroy the 
  crates in the battle and alert the Society about them, they 
  receive a flat reward for the find. 
  Mission Notes: Andoran faction PCs who make friends 
  with Essviss can easily convince him of the merits of the 
  Andoren struggle for freedom. He promises to discuss 
  the ideas with other members of the Muckmouth tribe. 
  This earns faction members 1 Prestige Point. 
  Lantern Lodge PCs who check the crates can find the 
  astrological relic they seek (Perception DC 20). Retrieving 
  the Tian star map earns faction members 1 Prestige Point. 
  Rewards: If the PCs defeat the Aspis agents, keep the 
  crates intact, and alert the Society about them, reward 
  each subtier thusly:
  Subtier 5–6:
  Give each player 212 gp.
  Subtier 8–9:
  Give each player 1,308 gp.
  A4. Aspis Camp
  Read the following when the PCs enter the Aspis camp.
  This roughly semi-circular chamber contains a number of 
  bedrolls clinging to the shore, as far away from the water as 
  possible, though a number of them are still muddy and moist. 
  These bedrolls are obviously of human make, rather than the 
  typical mud and reed nests of lizardfolk. 
  This area, which once used as a camp for the warriors 
  of the tribe, now serves as sleeping quarters for a group 
  of Consortium agents. These agents are away on a 
  plundering mission, but hidden in one of the bedrolls 
  (Perception DC 15) is a note discarded by Durra, but kept 
  by another agent for unknown purposes. The note gives 
  some hints to how the Consortium gained access to the 
  demiplane and mentions a mysterious ally aiding the 
  Aspis Consortium in the endeavor.
  A5. Family Cave
  Read the following when the PCs enter the family cave.
  The relatively dry land of this cavern is cluttered with the artifacts 
  of lizardfolk daily life. Small cooking fires, mats, turtle shell bowls, 
  wood utensils, stone knives, and game pieces crafted from rock 
  and shell litter this area. A large group of lizardfolk go about their 
  daily routine, though in a skittish and tense manner.
  Creatures: A dozen lizardfolk have relocated from the 
  tribe’s village several miles away, hoping that by showing 
  Durra and the other Aspis agents here that they are real 
  people with families and lives, the smooth-skins will not do 
  any harm to their eggs. As such, the group consists entirely 
  of new parents, the young, and the elderly—the most 
  pitiable members of the Muckmouth tribe and the clan’s 
  greatest hope of inspiring sympathy in their oppressors. 
  Upon noticing the PCs, the lizardfolk buzz with hushed 
  activity. Hissing whispers question in Draconic whether 
  the newcomers are members of the Aspis Consortium 
  or some new form of “smooth-skin” enemy. While their 
  response to the PCs is tense, it is not violent. The majority 
  of the Muckmouth warrior caste are out plundering the 
  demiplane with their Aspis “allies.”
  If the PCs have convinced (or forced) either Essviss 
  or one of the sentries to guide them deeper into the 
  DURRA’S LETTER
  Durra,
  Creating this back door into Hao Jin’s 
  demiplane has cost us a considerable 
  amount of money—far more than our ally 
  initially requested. It’s up to you make 
  sure that this investment is worth it. You 
  must recover at least enough for us to 
  recoup our loses if we have any chance of 
  convincing the three, or even their Mentor, 
  to continue to project. I know you have 
  a passion for side projects but for once, 
  focus on the task at hand!
  A serpent can swallow anything, 
  Aglorn Desimire 
  
  WONDERS IN THE WEAVE, PART II: SNAKES IN THE FOLD
  11
  first and then call to Durra (who waits in the glowing 
  chamber), to warn her of approaching danger. The twins 
  don’t recognize the PCs, and guess that the intruders 
  must be members of the Pathfinder groups rumored to 
  be causing trouble for the Consortium. They fire arrows 
  first and then warn Durra of the PCs’ approach. 
  Subtier 5–6 (CR 7)
  Aspis Archers (2)  
  CR 5
  Male bard 1/ranger 5
  NE Medium humanoid (human)
  Init +8; Senses Perception +10
  DEFENSE
  AC 21, touch 15, flat-footed 15 (+4 armor, +1 deflection, +4 Dex, 
  +1 dodge, +1 shield)
  hp 41 each (1d8+5d10+5)
  Fort +5, Ref +11, Will +5
  OFFENSE
  Speed 30 ft.
  Melee rapier +7 (1d6+1/18–20), dagger +7 (1d4/19–20)
  Ranged longbow +9 (1d8/×3)
  Special Attacks bardic performance 6 rounds/day 
  (countersong, distraction, fascinate, inspire courage +1), 
  favored enemy (elves +2)
  Bard Spells Known (CL 1st; concentration +3)
  1st (2/day)—charm person (DC 13), cure light wounds 
  0 (at will)—dancing light, detect magic, mage hand, 
  prestidigitation
  Ranger Spells Prepared (CL 2nd; concentration +3)
  1st—aspect of the falcon*, gravity bow*
  * See the Advanced Player’s Guide.
  TACTICS
  Before Combat The archers have become rather complacent, 
  as the Muckmouth tribe has not attempted any kind of 
  rebellion against the Aspis Consortium. They do not notice 
  the PCs’ approach.
  During Combat The archers grant each other bonuses 
  from hunter’s bond and alternate their uses of bardic 
  performance to inspire courage within each other. If given 
  the opportunity, both cast aspect of the falcon and gravity 
  bow. They call out to Durra throughout the battle, providing 
  details about the interlopers in Draconic, hoping the PCs 
  cannot understand that language.
  Morale If one twin is killed, the survivor fights to the death. 
  STATISTICS
  Str 13, Dex 18, Con 10, Int 8, Wis 12, Cha 14
  Base Atk +5; CMB +6; CMD 21
  Feats Dodge, Endurance, Improved Initiative, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon Finesse
  Skills Bluff +9, Handle Animal +10, Linguistics +3, Perception 
  +10, Perform (sing) +11, Stealth +13, Survival +10, Swim +6
  Languages Common, Draconic 
  Muckmouth, the chief of the tribe, an ancient lizardfolk 
  named Oosthic, questions her fellow tribesfolk about 
  the PCs. If the PCs enter this area alone, Oosthic moves 
  forward and questions the PCs regarding their reasons 
  for entering the Muckmouth. 
  Oosthic and the lizardfolk start the encounter with an 
  indifferent attitude, but are willing to listen to the PCs 
  motives for being in the Muckmouth. If the PCs can increase 
  the lizardfolk’s attitude to friendly or better, the lizardfolk 
  agree not to give away the PCs’ presence. If the lizardfolk’s 
  attitude is reduced to unfriendly or lower, they call out to 
  the archers in area A6 that there are intruders in the cavern. 
  If the PCs are able to increase the lizardfolk’s attitude to 
  friendly, they gain a +1 bonus on the Diplomacy check at the 
  end of the scenario. If they increase the lizardfolk’s attitude 
  to helpful, they instead gain a +2 bonus on that check. 
  Decreasing the lizardfolk’s attitude to unfriendly or lower 
  gives the PCs a –2 penalty on that check. 
  Mission Notes: Oosthic is the only Muckmouth elder 
  who knows the secret for manufacturing bliss gum. If the 
  PCs are able to increase the attitude of the Muckmouth 
  lizardfolk here to friendly, she promises to share the secret 
  with members of the Sczarni faction—provided they are 
  able to rescue all the eggs from the mosaic chamber. If they 
  are able to increase the lizardfolk’s attitude to helpful, she 
  promises to share the secret with any Sczarni who are able 
  to rescue any of the eggs from Durra. Gaining the secret 
  from Oosthic earns faction members 1 Prestige Point.
  A6. Abandoned Hatchery (CR 7 or 
  CR 10)
  Read the following when the PCs enter the hatchery.
  A small waterfall drums over several protruding stones before 
  crashing into a large pool. A strange, pulsating light emanating 
  from a nearby cave mouth fill this pool with a vivid and intense 
  rainbow of colors. Torn nets litter the water. Parts of the netting 
  are still attached to the shore, but most have been torn off, and 
  now circle the pool in the current created by the waterfall. 
  By tradition, the females of the Muckmouth tribe lay 
  their eggs in this pool, holding them in place with the 
  nets that are now float adrift in the pool. Though it is 
  nearly impossible for the Muckmouths to enter the 
  glowing cavern, a tribal superstition contends that those 
  eggs hatched in close proximity to this pulsating light 
  enjoy good fortune throughout their lives. 
  Creatures: A pair of identical twin Aspis archers (Darrit 
  and Finn) stand on opposite sides of the waterfall. They 
  are here to keep a lookout for lizardfolk daring to brave 
  the lighted chamber to recapture their eggs. They are 
  ordered to cast their charm person spells against lizardfolk 
  
  PATHFINDER SOCIETY SCENARIO
  12
  SQ bardic knowledge +1, favored terrain (swamp +2), hunter’s 
  bond (companion), track +2, wild empathy +7
  Combat Gear +1 ghost touch undead bane arrow of ancient 
  Taldor design (only one, carried by Finn); Other Gear +1 
  studded leather, longbow with 20 arrows, rapier, cloak of 
  resistance +1, ring of protection +1, 100 gp.
  Subtier 8–9 (CR 10)
  Aspis Archers (2) 
  CR 8
  Male bard 2/ranger 7
  NE Medium humanoid (human)
  Init +8; Senses Perception +13
  DEFENSE
  AC 22, touch 16, flat-footed 17 (+4 armor, +1 deflection, +4 Dex, 
  +1 dodge, +1 natural, +1 shield)
  hp 59 each (2d8+7d10+7)
  Fort +6, Ref +13, Will +7
  OFFENSE
  Speed 30 ft.
  Melee rapier +11/+6 (1d6+2/15–20), dagger +10/+5 (1d4+1/19–20)
  Ranged longbow +12/+7 (1d8/×3)
  Special Attacks bardic performance 8 rounds/day 
  (countersong, distraction, fascinate, inspire courage +1), 
  favored enemy (elves +2)
  Bard Spells Known (CL 2nd; concentration +4)
  1st (3/day)—charm person (DC 13), cure light wounds, saving 
  finale (Advanced Player’s Guide)
  0 (at will)—dancing light, detect magic, light, mage hand, 
  prestidigitation
  Ranger Spells Prepared (CL 4th; concentration +5)
  1st—1st—aspect of the falcon*, gravity bow*
  * See the Advanced Player’s Guide.
  TACTICS
  Before Combat The archers have become rather complacent, 
  as the Muckmouth tribe has not attempted any kind of 
  rebellion against the Aspis Consortium. They do not notice 
  the PCs’ approach.
  During Combat The archers grant each other bonuses 
  from hunter’s bond and alternate their uses of bardic 
  performance to inspire courage within each other. If given 
  the opportunity, both cast aspect of the falcon and gravity 
  bow. They call out to Durra throughout the battle, providing 
  details about the interlopers in Draconic, hoping the PCs 
  cannot understand that language.
  Morale If one twin is killed, the survivor fights to the death. 
  STATISTICS
  Str 14, Dex 18, Con 10, Int 8, Wis 12, Cha 14
  Base Atk +8; CMB +10; CMD 26
  Feats Dodge, Endurance, Improved Critical (rapier), Improved 
  Initiative, Improved Two-Weapon Fighting, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon Finesse, Weapon 
  Focus (rapier)
  Skills Bluff +11, Handle Animal +12, Knowledge (nature) +5, 
  Linguistics +3, Perception +13, Perform (sing) +14, Stealth 
  +16, Survival +13, Swim +7
  Languages Common, Draconic
  SQ bardic knowledge +1, versatile performance (sing), favored 
  terrain (swamp +2), hunter’s bond (companion), track +3, 
  wild empathy +9, woodland stride
  Combat Gear +1 ghost touch undead bane arrow of ancient 
  Taldor design (only one, carried by Finn), potion of cure 
  serious wounds; Other Gear +1 studded leather, dagger, 
  longbow with 20 arrows, rapier, amulet of natural armor +1, 
  cloak of resistance +1, ring of protection +1, 200 gp. 
  Development: Once the PCs incapacitate or defeat the 
  archers, they can continue on to the glowing cavern. 
  Mission Notes: Shadow Lodge PCs who realize that the 
  twins as the Aspis agents who crossed Grandmaster Torch 
  years ago and let them know that their death is Torch’s 
  final revenge earn 1 Prestige Point. 
  Taldan faction PCs who retrieve the +1 ghost touch 
  undead bane arrow from Finn and bring it back to their 
  superiors earn 1 Prestige Point.
  Rewards: If the PCs defeat the archers, reward each 
  subtier thusly:
  Subtier 5–6:
  Give each PC 729 gp.
  Subtier 8–9:
  Give each PC 909 gp.
  ACT 2: THE MOSAIC AND 
  BEYOND
  Beyond the Muckmouth tribe’s incubation pool lie two 
  chambers from the greater serpentfolk network below—
  the only two chambers accessible from this point. The 
  lizardfolk fear this strange place and do not go near it 
  under any circumstance. 
  When Durra first breached the Muckmouth and 
  explored its sacred depths, she was immediately captivated 
  by the mystery of the mosaic and the door beyond. She 
  has devoted considerable time to learning its secrets, and 
  is on the brink of discovering the key to the puzzle door 
  that guards that chamber. Because the mind-affecting 
  patterns of the serpentfolk mosaic do not influence her 
  and the lizardfolk never approach the chamber, Durra 
  has made this area her personal headquarters, and is 
  holding the tribes’ eggs hostage here while attempting to 
  decipher the puzzle and gain entry into whatever room—
  surely filled with riches—lies beyond. 
  A7. Mosaic Chamber (CR 8 or CR 11)
  Read the following when the PCs enter the mosaic chamber.
  
  WONDERS IN THE WEAVE, PART II: SNAKES IN THE FOLD
  13
  Fort +0, Ref +2, Will +0
  DR 10/—; Immune construct traits; SR 13
  OFFENSE
  Speed 40 ft.
  Melee bite +3 (1d6+1 plus poison)
  Special Attacks poison
  TACTICS
  During Combat The adamantine cobras attack either the 
  closest opponent or whomever Durra designates. 
  Morale The adamantine cobras fight until destroyed. 
  STATISTICS
  Str 12, Dex 15, Con —, Int —, Wis 11, Cha 1
  Base Atk +1; CMB +1; CMD 13 (can’t be tripped)
  Skills Stealth +12; Racial Modifiers +6 Stealth
  SQ Find Target
  SPECIAL ABILITIES
  Poison (Ex): Bite—injury; save Fort DC 11; frequency 1/round 
  for 6 rounds; effect 1d2 Con damage; cure 1 save.
  Durra Verthain 
  CR 7
  Female human fighter 7/diviner 1
  NE Medium humanoid 
  Init +3; Senses Perception –1
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 dodge, 
  +1 natural)
  hp 59 (7d10+1d6+15)
  Fort +6, Ref +4, Will +3; +2 vs. fear, 
  Defensive Abilities bravery +2
  OFFENSE
  Speed 30 ft.
  Melee +1 guisarme +12/+7 (2d4+7/×3)
  Special Attacks weapon training (polearms +1)
  Arcane School Spell-Like Abilities (CL 1st; concentration +3)
  5/day—diviner’s fortune (+1)
  Diviner Spells Prepared (CL 1st; concentration +3)
  1st—identify, shield, true strike
  0 (at will)—detect magic, message, read magic
  Opposition Schools Illusion, Necromancy
  TACTICS
  During Combat While invisible, Durra attempts to cast shield 
  and true strike before making her first attack (she has a 15% 
  spell failure chance to cast these spells because of her armor). 
  Morale When reduced to half or fewer hit points, Durra starts 
  to attack the eggs in spiteful defiance. The eggs have an AC 
  5 and 5 hp. She continues attacking the eggs until she has 
  destroyed at least five and then focuses her attacks on the 
  PCs again. She then fights until she is dead or otherwise 
  unable to continue.
  STATISTICS
  Str 15, Dex 15, Con 12, Int 14, Wis 8, Cha 10
  Base Atk +7; CMB +9(+13 trip); CMD 22 (26 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Dodge, Greater Trip, 
  A glittering mosaic sprawls across the cave floor in a moat 
  of incandescent light. These mottled patterns of radiance 
  undulate in an endless cascade of glorious color. Some sort of 
  door, almost completely lost in the blaze of light, sits recessed 
  in the far wall. 
  The floor’s undulating cascade of color creates an effect 
  similar to a hypnotic pattern spell. The main difference is 
  that the mosaic’s magic affects all creatures of 4 HD or 
  less that are standing upon it, that are not sightless, or 
  that are immune to illusions or mind-affecting effects. 
  If a creature starts its turn standing on a section of 
  the mosaic floor, it must succeed at a DC 14 Will save 
  or become fascinated for a nearly indefinite duration, 
  though the normal actions that can break the fascinated 
  condition can also break this effect.
  The Muckmouths have always been in awe of this 
  place, but after losing or nearly losing a number of tribes 
  members when they first settled the caverns, the place 
  became taboo—a sacred site granting a mystical boon to 
  eggs grown in the pool in area A6, but not to be entered.
  When the Aspis Consortium allied with the Muckmouth 
  tribe and the tribe brought Durra Verthain to this 
  place, the first thing that arrogant woman did was enter 
  this taboo chamber. At first the tribe treated her like 
  something near a god—assuming her ability to enter the 
  taboo chamber meant she was a divine creature—but her 
  next actions brought different reactions. Never one to leave 
  an upper hand to chance, Durra decided that in order to 
  ensure Muckmouth cooperation, she would hold hostage 
  the tribe’s most revered commodity: its eggs. Now she 
  holds them here, the only place within the caverns where 
  the Muckmouths cannot go. This chamber’s use in the 
  subjugation of the Muckmouth is not the only reason why 
  Durra spends most of her time here. For weeks now, she 
  has been obsessed with the puzzle lock on the far door of 
  the chamber, and has nearly figured it out. That door is 
  detailed in the area A8 optional encounter. 
  Creatures: Durra is not alone. A pair of adamantine 
  cobras serve her. If Darrit or Finn warned Durra of the 
  PCs’ approach, she quaffs her potion of invisibility and 
  waits for their arrival. She commands her cobras to move 
  forward to attack and positions herself advantageously 
  before becoming visible.
  Subtier 5–6 (CR 8)
  Adamatine Cobras (2) 
  CR 3
  N Small construct 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 25, touch 13, flat-footed 23 (+2 Dex, +12 natural, +1 size)
  hp 20 each (1d10+15)
  
  Durra Verthain
  PATHFINDER SOCIETY SCENARIO
  14
  Improved Trip, Mobility, Scribe Scroll, Spring Attack, Weapon 
  Focus (guisarme), Weapon Specialization (guisarme) 
  Skills Appraise +6, Climb +11, Intimidate +10, Knowledge 
  (arcana) +6, Knowledge (geography) +12, Spellcraft +8, 
  Survival +9, Swim +11
  Languages Common, Draconic, Tian
  SQ arcane bond (glaive), armor training 2, forewarned
  Combat Gear potion of invisibility; Other Gear +1 mithral 
  breastplate, +1 guisarme, amulet of natural armor +1, 250 gp
  Subtier 8–9 (CR 11)
  Adamantine Cobras (2) 
   
  CR 5
  N Medium construct 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 25, touch 11, flat-footed 24 (+1 Dex, +14 natural)
  hp 51 each (3d10+35)
  Fort +1, Ref +2, Will +1
  DR 10/—; Immune construct traits; SR 16
  OFFENSE
  Speed 30 ft.
  Melee bite +6 (1d8+4 plus 
  poison)
  Special Attacks poison
  TACTICS
  Before Combat The adamantine 
  cobras attack either the closest 
  opponent or whomever Durra 
  designates.
  During Combat The adamantine cobras 
  fight until destroyed. 
  STATISTICS
  Str 16, Dex 13, Con —, Int —, Wis 11, Cha 1
  Base Atk +3; CMB +6; CMD 17 (can’t be 
  tripped)
  Skills Stealth +7, Racial Modifiers +6 Stealth 
  SQ Find Target
  SPECIAL ABILITIES
  Poison (Ex): Bite—injury; save Fort DC 11; 
  frequency 1/round for 6 rounds; effect 1d4 
  Con; cure 2 consecutive saves.
  Durra Verthain 
  CR 10
  Female human fighter 10/diviner 1
  NE Medium humanoid 
  Init +3; Senses Perception –1
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+7 armor, +1 
  deflection, +2 Dex, +1 dodge, +1 natural)
  hp 82 (10d10+1d6+21)
  Fort +8, Ref +5, Will +6; +3 vs. fear
  Defensive Abilities bravery +3
  OFFENSE
  Speed 30 ft. 
  Melee +2 guisarme +17/+12 (2d4+9/19–20/×3)
  Special Attacks weapon training (polearms +2, crossbows +1)
  Arcane School Spell-Like Abilities (CL 1st; concentration +3)
  5/day—diviner’s fortune (+1)
  Diviner Spells Prepared (CL 1st; concentration +3)
  1st—identify, shield, true strike
  0 (at will)—detect magic, message, read magic
  Opposition Schools Illusion, Necromancy
  TACTICS
  During Combat While invisible, Durra attempts to cast shield and 
  true strike before making her first attack (she has a 15% spell 
  failure chance to cast these spells because of her armor). 
  Morale When reduced to half or fewer hit points, Durra starts 
  to attack the eggs in spiteful defiance. The eggs have an AC 
  5 and 5 hp. She continues attacking the eggs until she 
  has destroyed at least five and then focuses her attacks 
  on the PCs again. She then fights until she is dead or 
  otherwise unable to continue. 
  STATISTICS
  Str 15, Dex 15, Con 12, Int 14, Wis 8, Cha 10
  Base Atk +10; CMB +12(+16 trip); CMD 26 (30 vs. trip)
  Feats Combat Expertise, Combat Reflexes, 
  Dodge, Greater Trip, Improved Critical 
  (guisarme), Improved Trip, Iron Will, Lunge, 
  Mobility, Scribe Scroll, Spring Attack, Vital 
  Strike, Weapon Focus (guisarme), Weapon 
  Specialization (guisarme) 
  Skills Appraise +6, Climb +14, Intimidate 
  +13, Knowledge (arcana) +6, Knowledge 
  (geography) +15, Spellcraft +8, Survival +12, 
  Swim +14
  Languages Common, Draconic, Tian
  SQ arcane bond (glaive), armor training 2, 
  forewarned
  Combat Gear potion of cure light wounds, 
  potion of cure moderate wounds, potion of 
  invisibility; Other Gear +1 mithral breastplate, 
  +1 guisarme, amulet of natural armor +1, ring of 
  protection +1, 400 gp
  Development: 
  There 
  are 
  initially 
  30 
  lizardfolk eggs in this chamber, gathered in 
  the corner near the door leading to area A8. 
  The Muckmouth know the exact number 
  of eggs in this chamber. For each egg 
  that Durra destroys in the battle or 
  that is missing when the PCs exit 
  the chamber, the PCs take a 
  –1 cumulative penalty on the 
  Diplomacy check they 
  must make to gain the 
  
  OPTIONAL ENCOUNTER
  The encounter in area A8 is optional. If less than 1 hour 
  remains in which to complete the scenario, Durra has 
  already unlocked the door, and Kariska is simply dead and 
  doesn’t attack anyone. There is no scrolls of remove curse, 
  but the serpentskin scrolls and the monetary treasure can 
  still be recovered, as they were left here by Durra until she 
  was ready to safely remove them without any of her fellow 
  agents seeing them. 
  WONDERS IN THE WEAVE, PART II: SNAKES IN THE FOLD
  15
  Muckmouth tribe’s trust and forge an alliance at the end 
  of the scenario. 
  Should the PCs search Durra’s body thoroughly, they 
  find a half-composed letter she was writing, apparently 
  in response to the discarded letter in area A4. Addressed 
  to Aglorn Desimire, it promises riches beyond imagining 
  to pay off the Consortium’s debt for the portal and 
  offers wry well-wishes for setting up “a lasting base of 
  operations in the middle of a glacier.”
  Treasure: Hidden among the eggs is an albino scarab, 
  the item desired by the Osirion faction (see the Mission 
  Notes below).
  Mission Notes: Cheliax faction PCs who wish to steal 
  one of the lizardfolk eggs and smuggle it out intact must 
  succeed at either a DC 15 Sleight of Hand check or a 
  DC 20 Stealth check to conceal it from the Muckmouth 
  lizardfolk. If discovered, the group takes a –4 penalty on 
  the Diplomacy check at the end of the scenario. Bringing 
  the egg out of the demiplane without destroying it 
  requires a DC 10 Knowledge (nature) check. Bringing 
  back an egg to their superiors earns faction members  
  1 Prestige Point. 
  Grand Lodge faction PCs who capture Durra or secure 
  her intact body must persuade the rest of the party to let 
  them take custody over the prisoner or her corpse. Doing 
  so earns faction members 1 Prestige Point. 
  Osirion faction PCs who make a DC 15 Perception check 
  realize that the albino scarab rests amid the lizardfolk eggs 
  (Perception 15 to find). A DC 15 Sleight of Hand is required 
  to pocket the scarab without anyone else noticing. Doing 
  so earns faction members 1 Prestige Point. 
  Rewards: If the PCs defeat Durra, reward each subtier 
  thusly:
  Subtier 5–6:
  Give each PC 830 gp.
  Subtier 8–9:
  Give each PC 1,380 gp.
  A8. Puzzle Door and the Serpent 
  Beyond (CR 7 or CR 10)
  Before the PCs can enter the chamber, they must finish 
  Durra’s work on opening the massive puzzle door that 
  guards it. When they approach the door, read the following.
  This massive iron door is pocked with evenly spaced holes in 
  a roughly square pattern. Mithral rods are placed in a strange 
  pattern in the door, with five other rods lying on the ground 
  in a small stack directly in front of the door. 
  During her time here, Durra has figured out that the 
  rods must be placed in a particular order within the grid 
  of holes on the door. And while Durra is an intelligent 
  person, she is also rather methodical, and has been 
  pursing a plan of trial and error in order to find the right 
  pattern. Each day, she tries placing a few of the rods into 
  the holes. When the wrong rods are placed, the mosaic 
  pattern flashes, dealing 2d4 points of electricity damage 
  (Reflex DC 15 for half) to all creatures within the room. 
  Luckily, the eggs’ leathery skin has made the young 
  within immune to such jolts. 
  Only today, has Durra discovered that what she thought 
  might be a random pattern, is actually the Aklo character 
  for the letter “K.” The PCs’ advance on the mosaic room 
  interrupted her work, but this makes it easier for the PCs 
  to figure out the pattern and open the door. A character 
  who can read Aklo recognizes the pattern immediately, as 
  do any who succeed at a DC 15 Linguistics check, which 
  can be made untrained. A failed check causes the mosaic 
  floor to flash. 
  Once the door is opened, the PCs must contend with 
  the serpentfolk mummy that dwells within. 
  Creatures: Long has the serpentfolk mummy named 
  Kariska the Spiteful lain waiting in this sealed chamber. 
  She attacks any who enter her sacred tomb, knowing they 
  have come to steal the treasures with which she was buried. 
  Subtier 5–6 (CR 7)
  Kariska the Spiteful 
  CR 7 
  Female serpentfolk mummy sorcerer 2 (Pathfinder RPG 
  Bestiary 210, Pathfinder RPG Bestiary 2 242)
  NE Medium undead 
  Init +7; Senses darkvision 60 ft., scent; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 18 negates)
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+2 armor, +3 Dex, +6 natural)
  hp 76 (6d8+2d6+42)
  Fort +7, Ref +6, Will +11
  DR 5/; Immune undead traits; SR 18
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  
  PATHFINDER SOCIETY SCENARIO
  16
  Melee slam +8 (1d8+2 plus mummy rot), bite +3 (1d6+2 plus 
  poison) 
  Special Attacks claws (2, 1d4+2, 7 rounds/day)
  Spell-Like Abilities (CL 5th; concentration +9)
  At will—disguise self (DC 15), ventriloquism
  1/day—blur, mirror image, suggestion (DC 17)
  Sorcerer Spells Known (CL 2nd; concentration +6)
  1st (5/day)—magic missile, ray of enfeeblement (DC 15)
  0 (at will)—acid splash, bleed (DC 14), detect magic, read 
  magic, touch of fatigue (DC 14)
  Bloodline Draconic (green)
  TACTICS
  During Combat Kariska begins combat by using her mirror 
  image spell-like ability. She then casts ray of enfeeblement on 
  the strongest looking combatants who are not paralyzed by 
  her despair aura before making other attacks. 
  Morale The mummy fights until destroyed.
  STATISTICS
  Str 15, Dex 17, Con —, Int 16, Wis 15, Cha 18
  Base Atk +5; CMB +7; CMD 20
  Feats Eschew Materials, Improved Initiative, Skill Focus 
  (Perception), Toughness, Weapon Focus (slam)
  Skills Appraise +7, Bluff +15, Escape Artist +11, Knowledge 
  (arcana) +14, Knowledge (religion) +9, Perception +16, Sense 
  Motive +13, Spellcraft +14
  Languages Aklo, Common, Draconic, Undercommon; 
  telepathy 100 ft.
  SQ bloodline arcana (energy spells that match bloodline 
  energy deal +1 point of damage per die)
  Gear bracers of armor +2, cloak of resistance +1, 1,000 gp
  SPECIAL ABILITIES
  Despair (Su) All creatures within a 30-foot radius that 
  see a mummy must succeed at a DC 18 Will save or be 
  paralyzed by fear for 1d4 rounds. Whether or not the save 
  is successful, that creature cannot be affected again by 
  the same mummy’s despair ability for 24 hours. This is a 
  paralysis and mind-affecting fear effect. The save DC is 
  Charisma-based. 
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 
  18; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 
  Cha; cure —. Mummy rot is both a curse and a disease 
  and can only be cured if the curse is first removed, at 
  which point the disease can be magically removed. 
  Even after the curse element of mummy rot is lifted, a 
  creature suffering from it cannot recover naturally over 
  time. Anyone casing a conjuration (healing) spell on the 
  afflicted creature must succeed at a DC 20 caster level 
  check or the spell is wasted and the healing has no effect. 
  Anyone who dies from mummy rot turns to dust and 
  cannot be raised without resurrection or greater magic. 
  The save DC is Charisma base. 
  Poison (Ex) Bite—Injury; save Fort DC 13; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves.
  Subtier 8–9 (CR 10)
  Kariska the Spiteful 
  CR 10 
  Female serpentfolk mummy sorcerer 5 (Pathfinder RPG 
  Bestiary 210, Pathfinder RPG Bestiary 2 242)
  NE Medium undead 
  Init +8; Senses darkvision 60 ft., scent; Perception +26
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 19 
  negates) 
  DEFENSE
  AC 23, touch 15, flat-footed 19 (+2 armor, +1 deflection, +4 Dex, 
  +6 natural)
  hp 104 (6d8+5d6+60)
  Fort +11, Ref +9, Will +13
  DR 5/; Immune undead traits; Resist acid 5; SR 21
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +9 (1d8+2 plus mummy rot), bite +4 (1d6+2 plus 
  poison)
  Special Attacks claws (2, 1d4+2, treated as magic weapons, 7 
  rounds/day)
  Spell-Like Abilities (CL 5th; concentration +9)
  At will—disguise self (DC 15), ventriloquism
  1/day—blur, dominate person, major image, mirror image, 
  suggestion (DC 17)
  Sorcerer Spells Known (CL 5th; concentration +9)
  2nd (5/day)—acid arrow, resist energy, see invisibility
  1st (7/day)—hypnotism (DC 15), mage armor, magic missile, 
  ray of enfeeblement (DC 15), shocking grasp 
  0 (at will)—acid splash, bleed (DC 14), detect magic, mage 
  hand, read magic, touch of fatigue (DC 14)
  Bloodline Draconic (green)
  TACTICS
  During Combat Kariska begins combat by using her mirror 
  image spell-like ability. She then casts dominate person on 
  an obvious spell caster, and uses ray of enfeeblement on the 
  strongest looking combatants who are not paralyzed by her 
  despair aura, before making other attacks. 
  Morale The mummy fights until destroyed.
  STATISTICS
  Str 15, Dex 18, Con —, Int 16, Wis 15, Cha 18
  Base Atk +6; CMB +8; CMD 23
  Feats Alertness, Eschew Materials, Great Fortitude, Improved 
  Initiative, Skill Focus (Perception), Toughness, Weapon 
  Focus (slam)
  Skills Appraise +7, Bluff +18, Escape Artist +15, Knowledge 
  (arcana) +17, Knowledge (religion) +9, Perception +26, Sense 
  Motive +15, Spellcraft +17
  Languages Aklo, Common, Draconic, Undercommon; 
  telepathy 100 ft.
  SQ bloodline arcana (energy spells that match bloodline 
  energy deal +1 damage per die)
  
  DIPLOMACY MODIFIERS
  At various points in this scenario, the PCs are able to gain 
  bonuses and may take penalties on the final Diplomacy 
  check made in the attempt to get the Muckmouths on the 
  Pathfinder’s side. The following is a summary, listed by 
  encounter, on those various bonuses and penalties. 
   Encounter 
  Bonus tor Penalty
   
  A2 
  +1 bonus if the PCs improve the Muckmouth 
  sentries’ attitude to friendly or +2 if they 
  improve it to helpful.
   
   
  –1 penalty if members of the Silver Crusade 
  faction use Intimidate to obtain the 
  location of the glitter blossom bed.
   
   
  –1 penalty if members of the Qadira faction 
  are caught stealing the candy dish.
   
  A3 
  –2 penalty if the PC deliberately target the 
  lizardfolk or use area of effect attacks 
  like fireball on them.
   
   
  +1 bonus if the PCs ally with Essviss
   
  A5 
  +1 bonus if the PCs improve Oosthic and 
  the tribe’s attitude to friendly or +2 if 
  they improve it to helpful. 
   
   
  –1 bonus if Oosthic and the tribe’s attitude 
  becomes unfriendly or hostile.
   
  A7 
  –1 cumulative penalty for each egg that is 
  destroyed or missing after the battle 
  with Durra.
   
   
  –4 penalty if members of the Cheliax 
  faction are caught smuggling out a 
  lizardfolk egg. 
  WONDERS IN THE WEAVE, PART II: SNAKES IN THE FOLD
  17
  Gear bracers of armor +2, cloak of resistance +2, ring of 
  protection +1, 2,750 gp
  SPECIAL ABILITIES
  Despair (Su) All creatures within a 30-foot radius that 
  see a mummy must succeed at a DC 19 Will save or be 
  paralyzed by fear for 1d4 rounds. Whether or not the save 
  is successful, that creature cannot be affected again by 
  the same mummy’s despair ability for 24 hours. This is a 
  paralysis and mind-affecting fear effect. The save DC is 
  Charisma-based. 
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 
  19; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 
  Cha; cure —. Mummy rot is both a curse and a disease and 
  can only be cured if the curse is first removed, at which 
  point the disease can be magically removed. Even after the 
  curse element of mummy rot is lifted, a creature suffering 
  from it cannot recover naturally over time. Anyone casing 
  a conjuration (healing) spell on the afflicted creature must 
  succeed at a DC 20 caster level check, or the spell is wasted 
  and the healing has no effect. Anyone who dies from 
  mummy rot turns to dust and cannot be raised without 
  resurrection or greater magic. The save DC is Charisma-base. 
  Poison (Ex) Bite—Injury; save Fort DC 19; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves.
  Treasure: Much of the wealth Kariska was buried with 
  was perishable and did not survive the eons since her 
  interment. All that remains of value is a platinum coffer 
  worth 5,000 gp. Inside are four scrolls of remove curse and 
  a treatise on the worship of Ydersius written on a series 
  of serpentskin scrolls. In Subtier 8–9, the coffer also 
  contains 2,000 gp. 
  Rewards: If the PCs recover the treasure here, reward 
  each subtier thusly:
  Subtier 5–6:
  Give each PC 542 gp.
  Subtier 8–9:
  Give each PC 1,292 gp.
  CONCLUSION
  Once the PCs eliminate the Aspis Consortium forces, the 
  entire Muckmouth tribe gathers to determine what to do 
  next. This includes a group of five warriors just returned 
  from a patrol. Though they have no interest in fighting 
  the party, use the statistics of the guards from area A1 
  if, for some reason, the PCs choose to attack them. The 
  Muckmouth tribe invites the PCs to a feast to honor their 
  valor and accomplishments. 
  At this feast the clan reviews how the PCs conducted 
  themselves during the adventure. Lizardfolk NPCs come 
  forward and give their opinions about the party, whether 
  for good or ill, and discuss whether making an alliance 
  with any outside group, Aspis or Pathfinder, is worth the 
  bother. The PCs can also make their case for abandoning 
  the Consortium and teaming up with the Society. 
  Once all the Muckmouths have had their say, let one 
  PC make a single DC 25 Diplomacy check. Add in all the 
  bonuses and penalties earned throughout the adventure. 
  If the PC succeeds at this check, the Muckmouths decide to 
  ally with the Pathfinder’s despite the fact that they were so 
  recently taken advantage of by other smooth-skins. If the 
  PC fails this check by 5 or less, the Muckmouths promise 
  to fight vigilantly against any Aspis agents they encounter, 
  but are not willing to form an alliance with the Pathfinder 
  Society. Failing the check by more than 5 means the clan 
  decides to keep the status quo. 
  If the PCs fail this check, the clan asks them to leave 
  at the end of the feast. Assuming the PCs choose to go 
  peacefully, the Muckmouth tribe takes no hostile actions 
  against them as they depart. 
  
  PATHFINDER SOCIETY SCENARIO
  18
  Success Conditions
  If the PCs recover the note in area A4 and Durra’s 
  response in area A7, they accomplish the primary goal 
  of the mission of uncovering more information about 
  the Consortium’s resources in the demiplane and how 
  they got there. If the PCs also forge a new alliance with 
  the Muckmouth tribe, they accomplish their secondary 
  goal, earning 1 Prestige Point for helping the Pathfinder 
  Society establish a foothold in Hao Jin’s realm.
  Any PC who completes the scenario and who has 
  the Treachery in the Weave boon on her most recent 
  Chronicle also receives the Relentless Aspis Hunter 
  boon on the Chronicle sheet for this adventure. If the PC 
  lacks this boon or the most recent Chronicle sheet in the 
  PC’s character history is from any scenario other than 
  Pathfinder Society Scenario #3–12: Wonders in the Weave, Part 
  I: The Dog Pharaoh’s Tomb, the Relentless Aspis Hunter 
  boon is impossible to earn and should be crossed off the 
  Chronicle sheet.
  FACTION MISSIONS
  Members of each faction have the ability to earn an 
  additional Prestige Point for completing their respective 
  faction missions, as detailed below.
  Andoran Faction: Andoran faction PCs who befriends 
  Essviss in area A3 earn 1 Prestige Point. 
  Cheliax Faction: Cheliax faction PCs who manage to 
  steal an egg from area A7 earn 1 Prestige Point. 
  Grand Lodge Faction: Grand Lodge faction PCs who 
  take Durra prisoner in area A7 or claim her intact body 
  earn 1 Prestige Point. 
  Lantern Lodge Faction: Lantern Lodge faction PCs 
  who recover the star map in area A3 earn 1 Prestige Point. 
  Osirion Faction: Osirion faction PCs who recover the 
  albino scarab in area A7 earn 1 Prestige Point.
  Qadira Faction: Qadira faction PCs who recover the 
  candy bowl in area A2 earn 1 Prestige Point.
  Sczarni Faction: Sczarni faction PCs who convince 
  Oosthic to teach them to make bliss gum in area A5 earn 
  1 Prestige Point. 
  Shadow Lodge Faction: Shadow Lodge faction PCs kill 
  the twin Aspis Consortium archers in area A6 and tell 
  them it was retribution wrought by Grandmaster Torch 
  earn 1 Prestige Point. 
  Silver Crusade Faction: Silver Crusade faction PCs 
  who discover the glitter blossoms in area A2, learn the 
  location of the nearby patch, and gather some seeds earn 
  1 Prestige Point. 
  Taldor Faction: Taldor faction PCs who retrieve and 
  safeguard the arrow in area A6 earn 1 Prestige Point.
  
  WONDERS IN THE WEAVE, PART II: SNAKES IN THE FOLD
  19
  OPEN GAME LICENSE Version 1.0a
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  11. Use of Contributor Credits: You may not market or advertise the Open 
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  13. Termination: This License will terminate automatically if You fail to 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #3–14: Wonders in the Weave, Part II: Snakes in the 
  Fold © 2012, Paizo Publishing, LLC; Author: Hal Maclean.
  Pathfinder Society Scenario #3–14:  
  Wonders in the Weave, Part II: Snakes in the Fold
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
  PATHFINDER SOCIETY SCENARIO
  20
  Greetings freedom fighter,
  As soon as an explorer opens a new door, expect slavers and exploiters to wiggle through soon after. This 
  new realm has sentient beings within it. Like all beings with souls, they deserve the same freedoms and 
  opportunities as the rest of us. As we learned from our own struggle for liberty, people must know what 
  freedom is before they reach for it—or fight for it. I charge you to bring the light of freedom to Hao Jin’s 
  tapestry. 
  Find new recruits for our struggle. Natives who share our ideals can make excellent allies for the cause. 
  In particular, look for lizardfolk who also speak Common, as sometimes our ideals are hard to explain in 
  Draconic. Set an example first and only then look for new prospects to join our great cause. 
  Solidarity with chain breakers everywhere,,
  Major Colson Maldris
  Darling Thrall,
  Savage creatures rarely make good slaves. However, long isolation can sometimes make even the wildest 
  beasts more tractable. I want you to learn more about the lizardfolk and other primitive brutes within this 
  strange new realm. Focus especially on their young. 
  Find a way to bring out some eggs or hatchlings. If they prove more docile than regular members of their 
  breed, perhaps we can open up some new markets and make these brutes beneficial to civilized society. Just 
  imagine them learning useful skills in the mines, forests, or fields... perhaps even as house slaves. 
   Really, we are doing these creatures a favor, but you can’t expect the half-tamed to understand such 
  things, so proceed with the utmost caution.
  I have my eyes on you,
  Paracountess Zarta Dralneen
  GRAND LODGE
  GRAND LODGE
  Greetings Pathfinder,
  Moments like this come but once a generation, and even then, only if we are lucky. But this moment is 
  starting to unravel. We know that our rivals have found ways to slip inside Hao Jin’s realm. Too many of our 
  own paid the ultimate price for us to simply sit back and let others profit from the tapestry. Our honor and 
  prestige are at stake. The fallen demand that we make sure their sacrifice was not in vain. 
  Aspis has a “back door” into Hao Jin’s realm. Find it, or at least gather some clues that help us figure it out. 
  We are operating blind here, so anything you uncover moves us one step closer to slamming this back door 
  in their faces. Prisoners are especially useful—deliver them alive if possible, or dead but with their bodies 
  intact if the situation leaves you no other choice. 
  Safe journeys and successful projects,
  Venture-Captain Ambrus Valsin
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Most honorable and felicitous greetings,
  The treasures hidden with in the Hao Jin Tapestry include many great wonders of Tian Xia—both magical 
  artifacts and relics that represent our great accomplishments in art and science. 
  It is rumored that among these artifacts is a vast library of astrological research. See if any of these items 
  have survived within the demiplane; recover any items you find unharmed and you shall earn great honor. 
  May the blessings of a thousand stars shower upon you,
  Venture-Captain Amara Li
  
  WONDERS IN THE WEAVE, PART II: SNAKES IN THE FOLD
  21
  Blessings of the Ruby Prince fall upon you,
  While others wave their arms and shout, we quietly prepare for the return of the glory days. This new realm 
  gives us a chance to reclaim much that has been lost. Look in particular for the ancient security charms 
  built and lost so long ago. Each one of the charms is keyed to a particular tomb or vault, and automatically 
  counters the traps and other sorts of safeguards built into that location. 
  I have information that at least one such charm, the albino scarab, is hidden somewhere within Hao Jin’s 
  demiplane. Find it and bring it to me. We can use it to uncover all sorts of magic and other valuables recently 
  discovered in Osirion. 
  Until the ultimate triumph,
  Amenopheus, the Sapphire Sage
  Qadira
  Qadira
  May the Satrap’s shadow fall upon you,
  Affairs of state take on many different forms. Often we must give what we prize the highest for the good of 
  the land. I myself, have several daughters for whom necessity demands that I find strategic marriages—we 
  must form stronger ties in these foreign climes.
  I plan to throw a party and invite some of the most eligible bachelors in the land, but I need a centerpiece. 
  These days the rage is for art from ancient empires—especially anything with the dueling honeybee design 
  of the lost house of Tarakin. Surely Hao Jin collected at least a few such pieces. Find one for me to put on 
  display, and I might just manage to lure a suitor for one of my daughters to this party.
  My gratitude is endless and my wrath eternal,
  Trade Prince Aaqir al’Hakam
  Sczarni
  Sczarni
  My Kin,
  There’s nothing better than people begging to give us money, and this new realm offers us an opportunity 
  we would be fools to bungle. Lizardfolk shamans are known to create many kinds of pleasurable drugs that 
  help people forget their troubles—and leave them wanting more. 
  My hope is that the isolated Muckmouth elders possess recipes for creating substances unknown to the 
  outer world. Find a way to convince one of these elders to share their secrets, and profit will be ours. 
  Trust no one outside our family of thieves,
  Guaril Karela
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Fellow Pathfinder,
  Our struggle for recognition has barely begun. We need to show the Decemvirate that we deserve greater say 
  in how the Society is run, but we also need to make sure that outsiders take us seriously too. 
  Years ago I ran afoul of two Aspis Consortium agents, identical twin archers named Darrit and Finn. I hate 
  to admit it, but they got the best of me all those years ago. I have reason to believe they are part of the group 
  plundering Hao Jin’s demiplane. If you encounter them, slay them, and let them know I was the architect of 
  their doom.
  In solidarity,
  Grandmaster Torch
  
  PATHFINDER SOCIETY SCENARIO
  22
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Fellow Champions of the Light,
  As always, we pledge our blood and sacred honor in defense to the helpless. An old disease, the red rasps, has 
  appeared again in some of the poorer districts of Absalom. We have healers working day and night to slow 
  its spread, but it’s only a matter of time before it manages to get on board a ship and slip beyond our grasp. 
  However, one of our more scholarly members has uncovered a cure as ancient as this almost forgotten 
  disease—the glitter blossom. This flower appears to have gone extinct, but many old things still flourish 
  within Hao Jin’s realm. If you can find some glitter blossom seeds, we can bring the plant back and spread it 
  to gardens throughout the world. Together, we can send the red rasps back into oblivion. 
  Your fellow servant,
  Ollysta Zadrian
  Redeemers of the Empire,
  In ages past, numerous emblems and symbols of our cherished homeland’s glory disappeared into Hao Jin’s 
  realm. Yes, they were mere trifles, but today any reminder of those glorious days are precious. I charge you 
  to find these items wherever they are and return them for safekeeping.
  Whatever you do, make sure none are destroyed in your presence. The shame of letting something so 
  ancient crumble before your eyes is too great to imagine. 
  Eternal Regards,
  Lady Gloriana Morilla
  
     
  ®
  Pathfinder Society Scenario #3–14: 
  Wonders in the Weave, Part II:
  Snakes in the Fold
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAME
  EXPERIENCE
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Prestige Gained (GM ONLY)
  XP Gained (GM ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIER
  SUBTIER
  5–6
  1,294
  2,832
  8–9
  2,588
  5,664
  Normal
  Slow
  ☐ 
  Relentless Aspis Hunter: You discovered Aspis agents infiltrating the Hao Jin Tapestry, 
  trivializing the Pathfinder Society’s many sacrifices to gain exclusive access to the demiplane. 
  You vigilantly sought out the Consortium’s base and have aided the Society in getting to the 
  root of the rival group’s incursions into the tapestry. Your dedication to stopping the Consortium 
  from exploiting this demiplane for its own profit manifests as a +2 morale bonus on attack and 
  damage rolls against Aspis agents inside the Hao Jin Tapestry. If you do not have the Treachery 
  in the Weave boon on the Chronicle sheet immediately preceding this Chronicle sheet in your 
  character history, you do not receive this boon; cross it off your Chronicle sheet.
  Amulet of natural armor +1 (2,000 gp)
  Cloak of resistance +1 (1,000 gp)
  Potion of invisibility (300 gp)
  Ring of protection +1 (2,000 gp)
  Scroll of remove curse (375 gp)
  +2 guisarme (8,309 gp)
  Potion of cure moderate wounds (300 gp)
  Potion of cure serious wounds (750 gp)
  ALL
  5–6
  8–9
  SUBTIER
  SUBTIER
  SUBTIER
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 3/S03-14 Wonders in the Weave%3FPart II Snakes in the Fold.pdf