TEXT: First Steps, Part III: 
  First Steps, Part III: 
  A PAthfinder Society ScenArio for tier 1
  A Vision  
  of BetrAyAl
  A Pathfinder Society Introductory Scenario
  A Vision
  of BetrAyAl
  By Larry Wilhelm
  
  ®
  ™
  First steps, part iii: 
  a Vision oF Betrayal
  A PAthfinder Society introductory ScenArio
  Author • Larry Wilhelm
  contributing Artists • Eric Belisle, McLean Kendree, 
  and Kieran Yanner
  cartographers • Rob Lazzaretti and Corey Macourek
  creative director • James Jacobs
  Senior Art director • Sarah Robinson
  Managing editor • F. Wesley Schneider
  development Lead • Mark Moreland
  editing • Judy Bauer
  editorial Assistance • Jason Bulmahn,  
  Christopher Carey, Rob McCreary,  
  Stephen Radney-MacFarland, 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
  finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  technical director • Vic Wertz
  Pathfinder Society campaign Manager • Hyrum Savage
  Special thanks • The Paizo Customer Service, 
  Warehouse, and Website Teams
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary, and 
  Pathfinder Roleplaying Game Advanced Player’s Guide. These rules can be found online as part of the Pathfinder 
  Roleplaying Game Reference Document at paizo.com/pathfinderrPG/prd.
  Pathfinder Society Introductory Scenario: First Steps, Part III: A Vision of Betrayal is a Pathfinder Society Scenario designed 
  for 1st-level characters (Tier 1). This scenario is designed for play in the Pathfinder Society Organized Play campaign, 
  but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is 
  suitable for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 18 of this product.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  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 Scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo 
  Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder 
  Campaign Setting, Pathfinder Player Companion, Pathfinder Module, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. © 2011 Paizo 
  Publishing, LLC.
     
  
  3
  Where On GOlariOn?
  First Steps, Part III: A Vision of Betrayal takes place on the 
  two islands that make up Absalom’s holdings, the Isle of 
  Kortos and the Isle of Erran. The adventure starts in the 
  metropolis of Absalom and soon expands with a trek 
  across the Isle of Kortos’s wild interior. The PCs’ journey 
  ends in the naval city of Escadar, where they interact with 
  the mysterious gillmen who maintain an embassy there. 
  You can learn more about Absalom, the Isle of Kortos, and 
  the gillmen of Escadar in the Pathfinder Campaign Setting 
  books The Inner Sea World Guide and Guide to Absalom, both 
  available at your local bookstore, hobby store, or online at 
  paizo.com.
  Isle 
  of
  Isle 
  of
  Kor
  tos
  err
  an
  I
  n
  n
  e
  r
   
  S
  e
  a
  • AbsAlom
  • EscAdAr
  Society’s relic away from the center of Pathfinder Society’s 
  resources in Absalom, and began spreading rumors of 
  the Aspis Consortium’s desire to obtain the same gillman 
  relic. She employed an unarmed vessel to masquerade as 
  a warship monitoring Absalom’s harbor, threatening to 
  intercept any Pathfinder vessel sent to Escadar, and made 
  sure the Society heard that the Aspis Consortium would 
  soon make a bid for the artifact themselves.
  The Pathfinder Society took the bait, and believing 
  the Aspis Consortium would concentrate on Pathfinders 
  sailing from Absalom to Escadar, they employed a group 
  of agents to accompany a relics broker into Absalom’s 
  hinterlands using a secret smuggling route across the 
  island; from the fishing town of Pier’s End, they are to hire 
  A
  ncient Azlant, the pinnacle of human civilization, 
  lies shattered and abandoned to history, but her 
  mysterious past and enigmatic artifacts cause 
  modern scholars to scour Golarion for remnants of her 
  forgotten magic. Devastated during Earthfall, the rare 
  Azlanti ruins that remain today are thoroughly looted, 
  carefully guarded, or lost to the ocean’s depths entirely. 
  One of Azlant’s few surviving ruins within the Inner 
  Sea region rests on the Isle of Erran within the city of 
  Escadar. What makes these ruins unique is the presence 
  of the Low Azlanti, a strange but handsome people with 
  striking Azlanti features who dwell amid Escadar’s 
  populace. However, these well-formed men and women 
  possess something the ancient Azlanti did not—gills. 
  Long rumored to be the descendants of ancient Azlant, 
  these gillmen ply the waters near the sites of their 
  supposed ancestors, venerating their glorious past.
  The gillmen of Escadar maintain a comfortable 
  existence retrieving sunken artifacts from the Inner Sea’s 
  depths, which they often trade or sell to land-dwellers, 
  including the Pathfinder Society. This practice wasn’t a 
  secret, however, and the sinister Aspis Consortium—an 
  organization similar to the Pathfinders, but motivated by 
  greed; wealth; and desire for power over the acquisition 
  of knowledge, secrets, and lore—hopes to trick the 
  Pathfinders into handing over a valuable Azlanti artifact 
  from their own collection using an offer of trade from the 
  gillmen as a cover.
  A month ago, a gillman emissary approached the 
  Decemvirate offering a trade. He explained that an 
  underwater search off the coast of the Isle of Erran had 
  unearthed a valuable relic the Society would likely want, 
  but that the Low Azlanti embassy wanted a piece from the 
  Grand Lodge’s vault in exchange. In truth, this emissary 
  was simply a gillman agent of the Aspis Consortium, 
  and there was no relic to be traded. The venture-
  captain negotiating on the Ten’s behalf quickly agreed, 
  for the Society’s goal of unearthing new discoveries far 
  outweighed the price of losing an item that they had 
  already studied.
  The Aspis agent who masterminded the plan, herself 
  a Low Azlanti named Ulionestia, hoped to draw the 
  first steps, pArt iii: 
  A Vision of BetrAyAl
  By LArry WiLheLm
  
  The FirsT sTeps series
  The three-part First Steps series is intended to introduce new 
  players and new characters from experienced players to the 
  Pathfinder Society, the city of Absalom, and the 10 factions 
  to which all members of the Pathfinder Society Organized 
  Play campaign can belong. While each adventure in the 
  series is a self-contained story, the series is intended to be 
  played in order by brand new PCs without any experience or 
  prestige. At the end of this scenario, after the PCs have met 
  and done a favor for all 10 faction heads, they can choose 
  their PCs’ faction; the prestige PCs have earned in all three 
  scenarios is then applied to their faction.
  This series may only be played at the normal 
  advancement rate of 3 XP per level, meaning PCs who 
  complete the series will advance to 2nd level, making 
  them better prepared for tiered adventuring in normal 
  Pathfinder Society play.
  Pathfinder Society Scenario
  4
  a boat to ferry them across to Escadar. The Decemvirate 
  are unaware, however, that the Aspis plot involves the very 
  gillman they have already made a bargain with, and when 
  the trap is sprung in Escadar, it will fall to the agents they 
  selected to keep the organization from falling prey to a 
  cleverly crafted swindle.
  Summary
  The adventure begins at the Grand Lodge in Absalom, 
  where Venture-Captain Drandle Dreng asks the PCs to 
  escort a relics broker named Nester Rees across the Isle 
  of Kortos to the Grindylow’s Goblet in Escadar. Once in 
  Escadar, the PCs must also ensure that Rees successfully 
  negotiates a deal between the gillmen and the Pathfinder 
  Society to exchange a Society relic for a more valuable 
  relic in the gillmen’s possession.
  To get to Escadar, the PCs face an approximately 
  7-day-long journey across the Isle of Kortos’s untamed 
  interior. Along their journey, the PCs venture through 
  dark forests, cold mountain passes, and fetid marshlands 
  before once more reaching civilization, where they can 
  hire a boat to carry them across the channel to Escadar.
  During the first leg of their journey, the PCs enter 
  a dark forest, and here a small band of centaurs warns 
  them about a recent predator that stalks these once quiet 
  woods. As the PCs pass through the woods, a 2-day-long 
  journey, a krenshar stalks and eventually attacks them.
  On the second leg of the PCs’ journey, their path 
  starts to climb steeply into the jagged tors of the Kortos 
  Mounts. Travel through the mountain pass takes another 
  2 days, and the PCs must survive the harsh cold of the 
  high altitude air.
  As the PCs advance through the mountains, they spy a 
  shrine resting on mountain ledge; those wishing to make 
  the pilgrimage can pay their respects to a long-fallen 
  hero with an important tie to the Isle of Kortos’s history.
  Even after they reach the end of the mountain pass and 
  descend once more into the lowlands, the adventurers’ 
  circumstances do not improve, for they find themselves 
  in a fetid bog. Bloodsucking leeches, disease-infested 
  miasma, and an encounter with a crazy kobold druid 
  mark the last leg of the heroes’ wilderness travels before 
  they reach the fishing village of Pier’s End.
  Arriving in Pier’s End, the PCs must deal with the 
  locals and hire a captain to take them across the strait 
  to Escadar.
  Once in Escadar, the PCs need only to arrange a 
  meeting at the Grindylow’s Goblet, a waterside tavern 
  where the gillmen agreed to meet. Once there, the Aspis 
  Consortium gillmen’s plot comes to fruition, and they 
  attempt first to swindle the Society with a fake relic in 
  trade, and then to simply steal the Society’s relic if their 
  ruse is uncovered.
  GettinG Started
  In the heart of the Pathfinder Society’s headquarters at 
  Skyreach, Venture-Captain Drandle Dreng, a wiry old 
  man with a wild gray beard and glinting eyes, sits on a large 
  plush bench next to a finely dressed, full-figured woman 
  who looks as though this entire meeting isn’t worth 
  her time. Dreng warmly greets the PCs and introduces 
  them to the woman,Lady Gloriana Morilla; the Taldan 
  woman tilts her head slightly in acknowledgement of 
  the introduction, but otherwise makes no move to greet 
  anyone. Oblivious to any social slight on the lady’s part, 
  Dreng goes on to explain the PCs’ mission. Read the 
  following to get the adventure underway.
  “Recently, a contact from the Low Azlanti embassy in Escadar 
  approached us with an offer. It seems they have discovered a 
  unique relic of Azlanti origin on the Inner Sea’s floor that we 
  have a unique opportunity to add to our collection for study. 
  In return, however, we must deliver one of our catalogued 
  items to Escadar in exchange. The Low Azlanti drive a hard 
  bargain, so we need you to escort a relics broker to Escadar so 
  he can authenticate the Azlanti item and mediate a fair deal 
  on the Ten’s behalf.
  Dreng warns the PCs that the Pathfinders are not the 
  only group that looks to acquire this relic. It seems the 
  Aspis Consortium has also tendered an offer, and the 
  gillmen have decided to accept the Consortium’s deal if 
  the Society cannot finalize its agreement within 30 days. 
  An Aspis-funded warship patrols the waters just beyond 
  
  First steps, part iii: a Vision oF Betrayal
  5
  What are the two relics involved? “The relic we are 
  giving up seems to be part of a collective, or perhaps 
  a fragment of a larger object. Without its 
  companion pieces it is worthless. As for the 
  Low Azlantis’ relic, I am not entirely sure, 
  but our diviners believe obtaining it is in 
  our best interest.”
  What do we do if we encounter the 
  Aspis consortium? “Use as much force 
  as needed to keep the mission safe. 
  If they want to talk, then talk, but if 
  they interfere with our deal in any way, I 
  authorize—and encourage—the use of 
  deadly force.”
  What do we do once we have 
  the gillmen’s artifact? “Take the 
  same route back and bring it here 
  as fast as possible.”
  What if the Apsis complete the deal 
  first? “Then we fail. It should take you no 
  more than 7 or 8 days to reach Escadar, giving 
  us at least another 20 days to complete the deal. If 
  we cannot agree on a deal by then, we never will and the 
  Consortium has already won.”
  What if we cannot agree on a deal or negotiations break 
  down? “We have ample time and many resources. I am 
  confident in your abilities to get the job done.”
  Who is responsible for the relic we carry? “You all are, 
  but as long as the deal gets done, and the gillmen’s relic 
  makes it back to us safe and sound, I couldn’t care less 
  who carries it.”
  As the PCs are preparing to leave, Lady Gloriana starts 
  to stand up, and reaches her arm out for assistance from 
  one of the Pathfinders. As whichever PC volunteers to 
  assist the noblewoman pulls his hand away, he finds that 
  the lady slipped a small piece of paper into his palm while 
  he assisted her. Give the PC in question Player handout 
  #1 (see page 22).
  the Siphons
  Before the PCs can leave on their journey to Escadar, 
  they must meet with Grandmaster Torch, the mysterious 
  information broker, ex-Pathfinder, and leader of the 
  Shadow Lodge faction of the Society, who operates 
  out of a network of subterranean tunnels beneath the 
  water-logged Absalom district of the Puddles. Finding 
  the Siphons requires no special skill but does take the 
  Pathfinders though the Puddles’ rough-and-tumble, 
  flooded streets and into the sewers below.
  A gruff half-orc guard grants the PCs entry into Torch’s 
  audience chamber in the Siphons, a large stone room 
  that has been magically rid of all standing water or even 
  airborne moisture. Torch, a dark-haired, burn-covered 
  Absalom’s harbor, preventing Pathfinder agents from 
  sailing to Escadar unmolested. Luckily, he and Lady 
  Gloriana have come up with a solution.
  Lady Morilla stirs from her silence and speaks in 
  a strong, demanding voice. “I have used some of 
  the Empire of Taldor’s most skilled operatives 
  to plant a false crew manifest and course plans 
  with the harbormaster, ensuring that the Aspis 
  Consortium spies who certainly keep an eye on 
  such matters believe we are moving our relic to 
  Escadar on a ship tomorrow morning. This decoy 
  should occupy the Consortium sufficiently for 
  you to travel overland to Escadar with plenty 
  of time to make the final agreement with 
  the gillmen before the Society’s window of 
  opportunity runs out.”
  Dreng laughs to himself absently, then 
  instructs the PCs to go to the Siphons in 
  the Puddles and meet with the Pathfinder 
  Society’s ally, information broker Grandmaster 
  Torch. He’ll give them a map for a smugglers’ trail 
  through the isle’s center that should allow for relatively 
  easy and secret travel overland to Escadar. The Society 
  has hired an appraiser and relics broker named Nester 
  Rees to verify the authenticity of the gillmen’s relic; 
  Rees will meet up with the PCs after their meeting with 
  Grandmaster Torch.
  Dreng has arranged lodgings for the PCs at an Escadar 
  tavern called the Grindylow’s Goblet, where the gillmen 
  have agreed to meet with them. Once the PCs arrive, they 
  only need to send word to the Low Azlanti embassy, then 
  have Master Rees conduct the negotiations at the tavern 
  on the Society’s behalf. Dreng emphasizes that the PCs 
  are responsible for Rees’ safety and for the success of  
  his negotiations. 
  Before leaving Skyreach or Dreng’s presence, the PCs 
  may wish to ask questions to clarify the mission. The 
  answers to some likely questions are given below.
  Who is nester rees? / What does he look like? “Master 
  Rees is an appraiser and relic broker and friend of the 
  Pathfinder Society; he is a middle-aged man of Garundi 
  descent who has worked with us for some time now. 
  While he tried going on field missions as a Pathfinder 
  in his youth, his weak constitution limits his ability to 
  travel. He has a very sharp mind, however, and the ability 
  to identify genuine Azlanti relics.”
  can we trust rees? “We have used Rees’s expertise on 
  many occasions, and he has always come through.”
  does anyone else know about the plan? “Only myself, 
  Lady Morilla, Grandmaster Torch, and Rees. Well, and of 
  course, the Decemvirate.”
  Drandle Dreng
  
  Pathfinder Society Scenario
  6
  Nester Rees
  man in his late-middle years sits in a large bathtub, 
  and two attendants continually pour cool water over his 
  cursed, festering wounds. His half-orc bodyguards eye 
  the PCs warily as the Grandmaster rises to greet them 
  and speaks.
  “Well met, Pathfinders. I see you have survived as the 
  Decemvirate’s pawns thus far, and for that I commend 
  you. This next task they have for you is more 
  dangerous than the venture-captain may have told 
  you, so let me give you a word of warning. I have 
  made it my life’s work to ensure Pathfinder agents 
  are given all the tools they need to return home 
  from their myriad adventures, and this map is the 
  tool I give you. Follow the directions on my map as 
  strictly as you can. Deviate from this path and 
  you may encounter challenges far beyond 
  your abilities. Many would paint me and 
  those who believe like I do as betrayers 
  of the Society, but it is the corps of the 
  organization that I am completely loyal 
  to. Each and every one of you. 
  “If you believe you have been mistreated 
  by the Ten or their representatives, don’t hesitate 
  to let me know upon your return from Escadar. My network of 
  agents and spies if vast, and I am a powerful ally to have on 
  your side.
  ”Now be off. You have a long journey ahead of you. And 
  remember, don’t deviate from this map—it’s designed to get 
  you there and back safely!”
  Give the PCs Player handout #2 (see page 23). The 
  Grandmaster answers any questions the PCs may have, 
  but knows little beyond what he and Drandle Dreng have 
  already told them. He carefully explains any symbols or 
  references on the map the PCs may have questions about, 
  but has never taken the smuggler’s trail it depicts himself. 
  nester rees
  Once the PCs have their overland map from Grandmaster 
  Torch, allow them ample time to prepare for their 
  upcoming journey and purchase any supplies. During 
  this time, nester rees (LE human expert 5) approaches 
  the PCs and introduces himself. Rees agrees to depart 
  whenever the PCs are ready to do so, and suggests that 
  they travel light to speed their journey across the island 
  to the village of Pier’s End.
  Rees is a man of Garundi descent who walks with a 
  cane, claiming he suffers from a malady of the heart that 
  has left his right side weakened. Rees struggles to keep 
  up with the PCs on their journey but never complains, 
  and always gives a warm smile and thanks if any PC 
  assists him. 
  In reality, Rees has no physical limitations, but puts 
  on the act as he feels people are more willing to acquiesce 
  to the bargaining demands of a cripple. If asked about 
  his background, Rees shares that he tried his hand in 
  adventuring, but never had the knack for it. 
  Rather than waste his talents, he put his 
  extensive knowledge and ability to value 
  items to good use working as an appraiser. 
  He has had no problem earning a living 
  working with the Pathfinder Society 
  since hanging up his adventurer’s cloak.
  If the PCs are suspicious of Rees, allow 
  them DC 15 Sense Motive checks to 
  recognize that he’s a shady character 
  and perhaps hiding something. 
  Rees never outright lies to the 
  PCs during their journey, as 
  he avoids any questions that 
  might require him to do so. 
  His 
  backstory 
  and 
  history 
  with the Pathfinder Society are 
  all completely true. A Sense Motive 
  check of 17 or higher allows a PC to 
  recognize that Nester doesn’t actually have a 
  limp, and a DC 20 Perception check identifies his cane as 
  a sword cane (see page 179 of the Pathfinder RPG Advanced 
  Player’s Guide). If they call him out on either of these 
  deceptions, Nester pretends his ruse was merely a test, 
  and commends the PCs for their keen eyes. Any time 
  he’s caught in a lie, he lets that lie drop, but continues to 
  maintain any other deceptions until the situation calls 
  for him to do otherwise.
  Nester tries to stay out of danger along the trip, but 
  he can be a valuable tool for GMs. If the PCs get in 
  over their heads, he can come to their aid if they need 
  another combatant, or he can serve as an additional 
  target to dilute the amount of damage dealt to the PCs. 
  While the adventure assumes he survives to assist in the 
  negotiations in Escadar, if he dies along the way, it simply 
  makes it harder for the PCs to recognize that the Aspis 
  Consortium’s artifact is a fake.
  nester rees 
  Cr 1
  Male middle aged human expert 3
  LE Medium humanoid (human)
  init +1; Senses Perception +6
  defenSe
  aC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 17 (3d8)
  fort +1, ref +2, Will +3
  OffenSe
  Speed 30 ft.
  melee sword cane +1 (1d6–1)
  
  X.
  X.
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  H. Pier’s End
  Escadar
  Kortos Mounts
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  First steps, part iii: a Vision oF Betrayal
  7
  StatiStiCS
  Str 9, dex 13, Con 10, int 14, Wis 10, Cha 9
  Base atk +2; CmB +1; Cmd 12
  feats Deceitful, Martial Weapon Proficiency, Skill Focus 
  (Appraise)
  Skills Appraise +11, Bluff +7, Disable Device +7, Disguise +7, 
  Knowledge (history) +8, Knowledge (local) +8, Linguistics 
  +8, Perception +6, Sense Motive +6, Use Magic Device +5
  Languages Azlanti, Common, Dwarven, Elven, Osiriani, 
  Polyglot, Sylvan
  Gear leather armor, sword cane 
  aCt 1: JOurney OverLand
  Before the PCs reach the village of Pier’s End, where 
  they can hire a boat to ferry them to Escadar, they must 
  travel 84 miles across the untamed interior of the Isle 
  of Kortos. The PCs must trek through dense forests, 
  frigid mountain passes, and fetid swamps before 
  arriving in the modest village. The average overland 
  speed of a walking party with 30-foot movement 
  speeds is 24 miles per day. 
  Three of the areas marked on the map alter this base 
  travel speed as follows. The dense forest in the foothills 
  of the Kortos Mounts is considered trackless wilderness 
  filled with difficult terrain; reduce movement through 
  this forest to 6 miles per day. Treat the mountain pass 
  that winds through Kortos Mounts as a trail; the PCs 
  may move through this region at a speed of 18 miles 
  per day. Finally, treat the fetid bog as trackless, and 
  furthermore a thick mist pollutes the bog at a height 
  of 1 foot in a foul miasma. This miasma makes footing 
  treacherous, and thus slows travel through the bog to  
  6 miles per day.
  The following table outlines the distances and 
  travel times between each of the encounter areas in 
  the scenario, assuming a speed of 30 feet (save for the 
  distance between encounter areas H and I, which 
  are aboard a ship traveling 2 miles per hour). If any 
  members of the party have speeds slower than 30 
  feet, Nester Rees offers to rent them a pony mount 
  Travel Times
  Start 
  destination 
  distance 
  travel time
  Absalom 
  A. Centaur Hunting Party 
  9 miles 
  3 hours
  A. Centaur Hunting Party 
  B. River Crossing 
  6 miles 
  1 day
  B. River Crossing 
  C. Krenshar Attack! 
  6 miles 
  1 day
  C. Krenshar Attack 
  D. Frozen Wagon 
  18 miles 
  1 day
  D. Frozen Wagon 
  E. Hero’s Shrine 
  18 miles 
  1 day
  E. Hero’s Shrine 
  F. Fogshroud Leeches 
  6 miles 
  1 day
  F. Fogshroud Leeches 
  G. Bog Mother’s Log 
  6 miles 
  1 day
  G. Bog Mother’s Log 
  H. Pier’s End 
  15 miles 
  5 hours
  H. Pier’s End 
  I. Escadar 
  24 miles 
  12 hours 
  
  a Cr 6 enCOunTer?
  The PCs’ first encounter is intended as an opportunity 
  for them to converse with one of the Isle of Kortos’s most 
  civilized non-humanoid inhabitants—the centaurs. GMs 
  should present the centaurs as non-combative, creating 
  a chance for the PCs to both roleplay and learn about 
  what to expect during their travels. Even bloodthirsty PCs 
  should have ample opportunity to avoid conflict with the 
  centaurs (as outlined in their tactics), but PCs intent on a 
  conflict should soon find that they are in over their heads. 
  Regardless, as the centaurs’ stat block states, they are not 
  interested in a fight and always attempt to withdraw from 
  combat, even against a relatively low-threat foe like the PCs.
  Pathfinder Society Scenario
  8
  to prevent them from slowing the party down. For more 
  information on overland movement and the various 
  conditions that affect a party’s speed, see pages 171–172 of 
  the Pathfinder Roleplaying Game Core Rulebook.
  In all, the route from Absalom to Escadar runs just over 
  108 miles, with an estimated travel time of just under 7 
  days (accounting for rest each night). The PCs may take 
  longer if they decide to rest longer than overnight along 
  the way to nurse their wounds from any of the encounters 
  during the journey. 
  A. centaur hunting Party (cr 6)
  The Cairnlands, a broken landscape of blood-salted earth 
  and the ruins of countless failed assaults on Absalom’s walls, 
  soon yields to open fields and fertile ground. Ahead, a vast 
  forest covers the foothills of large range of snow-capped 
  mountains. The well-trodden road soon ends at a tall wall of 
  trees, signaling the end of civilization.
  Recently, a mysterious predator has entered the woods 
  here, threatening a centaur tribe‘s food supply, so the 
  tribe has sent three of its most skilled hunters to defeat 
  this beast. The centaurs believe they hunt a large cat, 
  more specifically a panther, but unknown to them, the 
  predator is a magical beast known as a krenshar.
  creatures: Three centaurs patrol the edges of the wood 
  seeking to end the krenshar’s spree of killings. The 
  hunters are surprised that the PCs journey so far from 
  Absalom, and become curious as to their intentions. As 
  the PCs approach the woods, the centaurs’ leader, Urdel 
  Thunderhoof, calls out to the travelers to warn them of 
  the predatory threat once they enter the woods. Treat the 
  centaurs’ initial attitude as indifferent.
  Centaurs (3) 
  Cr 3
  hp 30 each (Pathfinder RPG Bestiary 42) 
  taCtiCS
  during Combat The centaurs look to avoid combat with 
  the PCs if it breaks out, and only attack if faced with no 
  alternative. The centaurs fight defensively while yelling 
  about the foolishness of the PCs’ actions.
  morale Looking to save their resources for the inevitable 
  battle against the “panther”, the centaurs withdraw from 
  combat using their superior speed.
  development: If made friendly, in addition to warning 
  the PCs about a dark cat stalking the forest, the centaurs 
  provide the PCs with 8 berries enchanted with a goodberry 
  spell as well as a masterwork long spear to help them 
  on their journey to Escadar. These berries hold their 
  enchantment for 4 days, as the centaurs make known. 
  Furthermore, Urdel Thunderhoof suggests this cat is no 
  simple animal, for just two days ago they felt the cat’s 
  presence as if it were herding them into an ambush. 
  Thunderhoof asks that the PCs kill the predator if they 
  encounter it, but under no circumstance do the centaurs 
  offer to accompany them into the forest, stating that the 
  PCs’ business is their own.
  rewards: If the PCs make the centaurs friendly, give 
  each PC 28 gp.
  B. river crossing
  The sound of running water echoes ahead, and several muted 
  beams of light pierce the thick forest canopy. Soon the dense 
  forest opens, revealing a river that blocks the way forward. A 
  large felled tree trunk offers a way over the swift moving river. 
  With the exception of the rushing sound of the water, an eerie 
  silence pervades the area, as does the fresh smell of death.
  The half-eaten carcass of a large deer stains the forest’s 
  foliage near a fast moving river. A DC 12 Perception check 
  identifies several rake marks scar the carcass, suggesting 
  a powerful feline felled this animal. Further, a DC 10 
  Survival check reveals fresh paw indentations in the 
  forest’s dirt floor leading to a large oak tree trunk that 
  bridges the gap over the river.
  To cross the river, one only needs to walk over the tree 
  trunk bridge and succeed on a DC 10 Acrobatics check. 
  Since the PCs aren’t threatened in any way, they can take 
  10 on this check. 
  If any PCs wish to enter the river instead of using the 
  natural bridge, they must make a DC 13 Strength check 
  to avoid being swept away by the water’s current. Any 
  PC who fails this save moves along the river at a speed 
  of 20 feet per round. Fortunately the river is only 5 feet 
  deep, but for every round a PC is caught in the current, 
  she must either make a DC 15 Strength check or a DC 10 
  
  River Crossing 
  1 square = 5 feet
  N
  K
  C
  GameMastery Flip-Mat: River Crossing
  PCs Begin 
  Here
  K = Hidden Krenshar
  C = Fresh Carcass
  First steps, part iii: a Vision oF Betrayal
  9
  krenshar (whether by Perception or Sense Motive), the 
  magical beast runs off into the dense woods to prepare 
  its attack on the PCs (see area c).
  c. Krenshar Attack! (cr 1)
  After the PCs cross the river, the krenshar prepares to 
  attack the PCs the next time they set camp (most likely 
  on the PC’s second night in the woods). If the PCs camp 
  at the river, use the map from area B; if, however, the PCs 
  camp anywhere else, use the map for area c to represent 
  the wooded scene around their camp. Treat the portions 
  of area c covered with trees as heavy undergrowth (see 
  page 426 of the Pathfinder Roleplaying Game Core Rulebook).
  creatures: The krenshar waits until nightfall to 
  attack, using its superior Stealth skill to approach the 
  PCs’ campsite from the heavy undergrowth. Once the 
  krenshar believes some of the PCs have bedded down for 
  the night, it attacks, hoping its darkvision grants it the 
  upper hand during the nighttime battle. 
  Swim check to avoid crashing into sharp rocks. A PC who 
  fails this check takes 1 point of nonlethal damage and 
  continues traveling down the river. Once the PC exits the 
  map’s boundary, assume the current slows enough for her 
  to freely exit the water. The river flows east before turning 
  south. PCs who make either skill check can immediately 
  pull themselves safely to shore. Additionally, PCs on the 
  riverbank may assist any swimming PCs to shore using 
  loose branches, ropes, or other items; doing so grants the 
  affected PCs a +2 bonus on their Strength or Swim checks 
  to exit the river.
  creatures: The krenshar about which the PCs were 
  warned watches from the thick undergrowth as the PCs 
  cross the river. A DC 25 Perception check allows any PC 
  to notice a black cat with violet eyes watching them. 
  Otherwise, allow the PCs a DC 15 Sense Motive check 
  each round after they interact with the deer carcass. 
  If successful, that PC feels a piercing presence, as if 
  something is watching them. After the PCs detect the 
  
  Krenshar Attack! 
  1 square = 5 feet
  N
  GameMastery Flip-Mat: Forest
  Pathfinder Society Scenario
  10
  Krenshar 
  Cr 1
  Pathfinder RPG Bestiary 2 174
  N Medium magical beast
  init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +5
  defenSe
  aC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 13 (2d10+2)
  fort +4, ref +5, Will +1
  OffenSe
  Speed 40 ft.
  melee bite +2 (1d6), 2 claws +2 (1d4)
  Special attacks skullface
  taCtiCS
  Before Combat The krenshar uses the heavy undergrowth to 
  best position itself for its nighttime assault.
  during Combat The krenshar silently approaches the nearest 
  sleeping PC hoping to get an unsuspecting victim. After 
  its initial assault the krenshar uses its skullface ability to 
  demoralize any awake PCs. If faced with PCs using ranged 
  attacks, the krenshar reenters the heavy undergrowth and 
  tries to reposition itself for another attack.
  morale Desperate for a meal, the krenshar fights to the death.
  StatiStiCS
  Str 11, dex 14, Con 13, int 6, Wis 12, Cha 13
  Base atk +2; CmB +2; Cmd 14 (18 vs. trip)
  feats Improved Initiative
  Skills Intimidate +1 (+5 to demoralize), Perception +5, Stealth 
  +10; racial modifiers +4 Intimidate to demoralize, +4 Stealth
  Languages Sylvan (can’t speak)
  SpeCiaL aBiLitieS
  Skullface (Su) As a standard action, a krenshar can pull the 
  skin back from its face, revealing the musculature and bony 
  structures of its skull. This counts as using Intimidate to 
  demoralize an opponent, and is an extraordinary ability. The 
  krenshar can emit a loud screech while peeling back its skin, 
  causing potent fear in a single creature within 100 feet that 
  can see the krenshar. The targeted creature must succeed 
  
  OpTiOnal enCOunTer
  The leeches and disease in area f are optional. If more 
  than 2 1/2 hours remain to complete the scenario, run area 
  f as normal. If less than 2 1/2 hours remain, skip area f and 
  move straight to area G.
  First steps, part iii: a Vision oF Betrayal
  11
  this bonus to one additional PC for each point above 15 by 
  which their checks succeed.
  treasure: The three corpses each wear a cold weather 
  outfit that grant those who wear the garments a +5 
  circumstance bonus on Fortitude saving throws against 
  exposure to cold weather. 
  rewards: If the PCs discover the cold weather outfits, 
  give each PC 2 gp.
  e. hero’s Shrine
  As the pass winds around a large mountain, the PCs spot 
  a light glinting from a ledge some 50 feet above their 
  current location. Any PC who wishes to climb the icy rock 
  face must succeed at a DC 10 Climb check or harmlessly 
  slide back down to the path.
  A small statue of a woman complete with a nearby shrine 
  rests on the ledge. PCs who succeed at a DC 15 Knowledge 
  (history or nobility) check identify the figure in the statue 
  as Lady Kayle, a Taldan adventurer who sacrificed herself 
  so her comrades could defeat the great dragon Maejerex, 
  who terrorized the Isle of Kortos until 4592 ar. The 
  glinting light seen from the path is the sun’s reflection off 
  a number of coins and gems in the shrine’s offering bowl.
  treasure: The coins and gems in offering bowl are 
  worth a total of 585 gp. A PC who takes any of this wealth 
  from the shrine must make a DC 14 Will save or suffer a 
  –1 luck penalty on all saving throws until the end of the 
  adventure. Any PC who pays respect to the shrine, either 
  through prayer or an offering of at least 1 gp worth of 
  items or coins, feels a surge of warmth rushing through 
  her body and receives Kayle’s blessing, granting a +1 luck 
  bonus on saving throws to resist the effects of a dragon’s 
  breath weapon up to three times in the future.
  rewards: If the PCs receive Kayle’s blessing or take the 
  existing offerings from her shrine, give each player 98 gp.
  f. fogshroud Leeches (cr 1)
  Thick blobs of fog dance in between large tickets as the foul 
  stench of swamp gas pollutes the air. Several exotic species 
  of vines twist along the vapor-shrouded path, creating an 
  ethereal seeming tangle. At random intervals, a splash of fetid 
  water sounds in the distance, signaling the presence of frogs 
  or other bog creatures.
  at a DC 12 Will save or become frightened (if the target has 
  6 or fewer Hit Dice) or shaken (if the target has more than 
  6 Hit Dice) for 1d4 rounds. A creature that successfully saves 
  cannot be affected again by the same krenshar’s skullface 
  ability for 24 hours. This is a sonic, mind-affecting fear 
  effect. The save DC is Charisma-based.
  development: After the PCs defeat the krenshar, Urdel 
  Thunderhoof bursts into the forest clearing. Seeing 
  that the PCs have defeated the threat to his forest home, 
  he offers to provide the PCs with valuable fur pelts 
  in exchange for the krenshar’s corpse. As the centaur 
  gives the PCs the furs, he warns them about the deadly 
  cold found in the high areas of the Kortos Mounts, and 
  suggests the PCs use the furs to help protect themselves 
  the elements. These pelts can be used to fashion one 
  makeshift cold weather outfit with a DC 15 Craft (clothing) 
  or Survival check. Urdel Thunderhoof thanks the PCs 
  once more before moving off into the woods toward his 
  tribe’s camp.
  rewards: If the PCs defeat the krenshar and accept 
  Urdel Thunderhoof’s gift, give each PC 25 gp.
  d. frozen Wagon
  Whenever the PCs set up camp after their first day of 
  traveling through the mountain pass, they spy a covered 
  wagon half buried in the snow. Investigation of the 
  wagon uncovers three frozen humans who have obviously 
  succumbed to cold exposure. These explorers foolishly 
  attempted to cross the mountain pass during the cold 
  season and paid with their lives. Fortunately the weather 
  is not as cold now, but during the night the temperature 
  still drops below 40 degrees Fahrenheit for 4 hours (1 a.m. 
  to 5 a.m.). During this time all PCs must make a Fortitude 
  save each hour (DC 15 +1 per previous check) or take 1d6 
  points of nonlethal damage for each failed save. Luckily, 
  several items in the covered wagon can help the PCs 
  survive the freezing night.
  If the PCs choose to make camp in the wagon, doing 
  so grants them a circumstance bonus against the cold, 
  high-altitude winds that blow throughout the night. 
  The wagon can hold 5 Medium creatures, and everyone 
  in the wagon gains an additional +2 bonus on Fortitude 
  saving throws against exposure. Additionally, the wagon 
  has a wood-burning stove that the PCs can discover with 
  a DC 10 Perception check, and enough wood to burn 
  throughout the night, granting a further +2 bonus on 
  Fortitude saving throws versus cold exposure. Finally, 
  PCs with the Survival skill can enhance their own chances 
  to last until the temperatures rise above 40 degrees (at 5 
  a.m.). If such PCs succeed at a DC 15 Survival check, they 
  gain a +4 bonus on the Fortitude check; they may provide 
  
  Bog Mother’s Log 
  1 square = 5 feet
  N
  B
  S
  PCs Begin 
  Here
  B = Bog Mother
  S = Snapjaw
   
  = Thistle Patch
  GameMastery Flip-Mat: Swamp
  Pathfinder Society Scenario
  12
  Travel through this 6-mile portion of the bog takes 1 
  day. Here a thick fog coats the ground and marsh waters 
  to a height of 1 foot The fog does not affect visibility, 
  but because of the thick muck and the many snags and 
  shallow pools hidden by the fog, the PCs face a hazardous 
  journey. During their travels through the bog, each PC 
  must make a DC 12 Acrobatics check for each hour of 
  travel (8 hours total) or lose his footing and trip on one 
  of the many snags and twisted roots that jut up under 
  the fog. Each time the PCs fall, they inhale the fog that 
  blankets the ground, and risk contracting a disease, for 
  this thick miasma is full of all manner of filth. Treat each 
  PC who falls into the fog as being exposed to fogshroud 
  miasma. Once any PC contracts fogshroud miasma, he 
  cannot contract it a second time. Furthermore, for those 
  PCs who fall, there is a 25% chance they fall into a shallow 
  bog filled with leeches. 
  creatures: Thousands of leeches infest the swamp’s 
  pools, and anytime a PC falls into a shallow bog, 1d2 
  leeches attach themselves to the PC. Because of the 
  anesthetic secreted along with a leech’s bite, a PC must 
  succeed at a DC 10 Perception check to notice a leech 
  attached to him. Each leech deals 1 point of Constitution 
  damage that is recovered as soon as the PC is healed in 
  any way (a DC 12 Fortitude save negates this damage). 
  Once a leech deals damage, it becomes bloated and falls 
  off. Leeches can be pulled or burnt off (which deals 1 hp 
  of damage to the host), or can be rubbed with salt until 
  they drop off (which deals no damage to the host). Any 
  creature with at least 1 point of natural armor can ignore 
  the effects of the leeches.
  hazard: Anyone falling into the fog blanketing the 
  swamp floor risks contracting fogshroud miasma.
  fogshroud miasma
  type disease, inhaled; Save Fortitude DC 13
  Onset 1d3 days; frequency 1/day
  effect 1 point of Wis damage; Cure 2 consecutive saves
  
  First steps, part iii: a Vision oF Betrayal
  13
  front of her log free so Snap Jaw can attack unimpeded. On 
  the second round of combat, Bog Mother casts shillelagh 
  and enters melee combat. If she has taken no damage 
  herself but Snap Jaw is defeated, she spontaneously casts 
  summon nature’s ally I to summon a poison frog; otherwise, 
  she heals herself as necessary.
  morale Bog Mother fights to the death, believing the PCs 
  want to harm her “children.”
  StatiStiCS
  Str 9, dex 16, Con 8, int 8, Wis 15, Cha 12
  Base atk +1; CmB –1; Cmd 12
  feats Toughness
  Skills Craft (trapmaking) +1, Handle 
  Animal +5, Knowledge (geography) +3,  
  Knowledge (nature) +5, Perception +8,  
  Profession (miner) +4, Stealth +8, 
  Survival +8; racial modifiers +2 Craft 
  (trapmaking)+2, Perception+2, 
  Profession (miner)
  Languages Draconic, Druidic
  SQ nature bond (animal 
  companion), nature sense, 
  wild empathy +3, woodland 
  stride
  Combat Gear wand of cure 
  light wounds; Other Gear club, 8 
  amethysts worth 150 gp in total
  Snap Jaw 
  Cr —
  Crocodile (alligator) animal companion
  N Small animal 
  init +6; Senses low-light vision; Perception +5
  defenSe
  aC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
  hp 19 (3d8+6)
  fort +5, ref +5, Will +4
  OffenSe
  Speed 20 ft., swim 30 ft.
  melee bite +5 (1d6+3)
  taCtiCS
  during Combat Snap Jaw violently bites the opponent closest 
  to Bog Mother; if more than one creature threatens the 
  kobold, it attacks the smallest foe.
  morale While Bog Mother lives, Snap Jaw fights to the death. 
  Once Bog Mother is defeated, Snap Jaw fights until its hit 
  points are reduced to 5 or fewer, at which point it flees into 
  the swamp.
  StatiStiCS
  Str 15, dex 14, Con 15, int 1, Wis 12, Cha 2
  Base atk +2; CmB +3; Cmd 15 (19 vs. trip)
  feats Improved Initiative, Iron Will
  Skills Perception +5, Stealth +10, Swim +14
  SQ hold breath
  G. Bog Mother’s Log (cr 1)
  As the PCs progress through the bog, the thick rolling 
  fog begins to disperse, allowing the PCs to see where 
  they step. Despite the increased visibility, this area of the 
  swamp is difficult terrain, as the muck and vegetation 
  thicken further.
  A large log rests across a dirt path, standing 
  five feet tall. A moldering wood door 
  covers one of the hollow ends of 
  the log, and a makeshift mud 
  chimney emits a thin wisp of 
  blue smoke. From behind the 
  crude house come the sound of 
  someone humming an off-key tune.
  Inside the hollow log, a pile of leaves 
  acts as a bed, and a long wooden shelf lines 
  the eastern wall filled with all sorts of 
  potted mushrooms—the only decorations 
  in this otherwise barren abode. On the 
  north side of the log-house, a small patch 
  of thistles grow in haphazard rows as 
  if planted to resemble a garden.
  creatures: The kobold druid known 
  as Bog Mother tends to a patch of 
  green-flowered thistles near her fallen log 
  house, and busily hunches over each plant, 
  speaking in draconic to them as if she were praising a 
  small child for good behavior, occasionally humming 
  a little song to herself as she tends to her garden. Her 
  crocodile animal companion, Snapjaw, lies submerged in 
  the bog at the edge of the garden, watching the mire for 
  potential prey.
  Bog mother 
  Cr 1
  Female kobold druid 2 (Pathfinder RPG Bestiary 183)
  NE Small humanoid (reptilian)
  init +3; Senses darkvision 60 ft.; Perception +8
  defenSe
  aC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 15 (2d8+3)
  fort +2, ref +3, Will +5
  Weaknesses light sensitivity
  OffenSe
  Speed 30 ft.
  melee club +1 (1d4–1)
  druid Spells prepared (CL 2nd; concentration +4)
  1st—cure light wounds, entangle (DC 13), shillelagh
  0 (at will)—create water, detect poison, flare (DC 12), guidance
  taCtiCS
  during Combat Bog Mother casts entangle, hoping to snare 
  as many of the PCs as she can, though she leaves a path in 
  Bog Mother
  
  Pathfinder Society Scenario
  14
  development: Although Bog Mother makes her home 
  in the hollow log, there is nothing of value here. If the 
  PCs spare her, she speaks only in Draconic (or Druidic 
  if that allows her to communicate with a PC) and talks 
  nonsensically about her “children,” which is what she 
  calls her semi-domesticated thistles. If the PCs linger 
  here too long, Rees urges them on to Pier’s End so they 
  can arrange passage to Escadar.
  rewards: If the PCs defeat Bog Mother, give each PC 
  88 gp.
  h. Pier’s end 
  The sleepy fishing village of Pier’s End offers a warm 
  inn, a hot meal, and a way for the PCs to travel to the 
  Isle of Erran. Here the PCs find three captains capable 
  of ferrying them to Escadar. With so little in the way of 
  economy to support residents in Pier’s End, the three 
  look to make as much money from the PCs as possible. 
  The three captains and their bartering techniques, are 
  detailed below. Besides obtaining sea transport, there is 
  not much here for the PCs, but those looking to resupply 
  can refer to the Piers End marketplace.
  darice Sumore (N female human expert 2) is a surly-
  looking young woman, but if her sea-weathered face were 
  softened, she could be considered pretty. Darice finds the 
  presence of Pathfinders in Pier’s End revolting, for her 
  estranged father held membership within the organization. 
  Never knowing her father, she grew up resenting the Society, 
  but the one gift her father left her mother after their brief 
  tryst was a wayfinder, which has served Darice well. 
  Because of her troubled upbringing, Darice’s initial 
  attitude is unfriendly, and she outright refuses to allow 
  any Pathfinders on her boat. But if the PCs can make 
  Darice friendly, she sails them to Escadar for 35 gold 
  pieces, and if the PCs can make her helpful, she sails them 
  there for free, as she already plans on making the trip 
  herself. If any PCs play up their fatherly nature, either 
  through their actual relative age or via a well-placed 
  disguise, the party receives a +2 circumstance bonus 
  on Diplomacy rolls to negotiate with Darice. If any PC 
  attempts to Intimidate Darice, she states coldly that she 
  expected no less from members of the Pathfinder Society, 
  and she refuses to deal with the PCs. 
  Small otti (LN male halfling rogue 1) is a fat halfling 
  who constantly states that his plump stature helps with 
  buoyancy at sea. Well-groomed and always eating, Small 
  Otti initially offers to ferry the PCs to Escadar for 55 gold 
  pieces. Luckily Otti has his vices, and if any PC offers to 
  have discussions over fine food or drink, the party gains 
  a +5 circumstance bonus on their Diplomacy check to 
  influence his attitude. Otti’s initial attitude is indifferent, 
  but if the PCs can make him friendly he agrees to charge 
  them only 25 gold pieces. If made helpful, he reluctantly 
  settles on the fee of 15 gold pieces. If any PC attempts to 
  intimidate Otti, he complains of losing his appetite and 
  does not budge from his highest fee.
  crazy old tanner (CN old male human ranger 2) is 
  a disheveled, fish-smelling, and wild-eyed man who 
  constantly talks out the side of his mouth while blowing 
  thick gouts of grey smoke from an aromatic pipe. He is 
  fit to yelling at the sea, accusing it of being an unfaithful 
  mistress and talking about how things were better when 
  he was much younger. While he appears mad, Tanner 
  enjoys the respect his feigned lunacy gives him. While 
  the townsfolk would argue that it is fear and not respect 
  that gets Tanner good deals on local commodities, they 
  do not deny his ability at sea. 
  He asks for 35 gold pieces to sail the PCs to Escadar, 
  and while it is the cheapest opening price offered, his 
  lowest price only falls to 25 gold pieces. Tanner’s initial 
  attitude with the PCs is indifferent when the negotiations 
  begin, but if he can be made friendly, he offers the PCs 
  his best price, 25 gold pieces. Changing Tanner’s attitude 
  to helpful does not reduce his price beyond 25 gp. If 
  any PC offers Tanner tobacco weed, the party gains a +2 
  circumstance bonus on their Diplomacy checks. Any PCs 
  who use the Intimidate skill to persuade Tanner for a 
  better deal finds themselves at the end of a spittle-filled 
  tirade about the honesty of folk back in the good old days.
  diplomacy (gather information) or 
  Knowledge (local)
  If the PCs take the time to ask about local captains 
  before beginning their negotiations, they can learn the 
  following information.
  pier’s end
  N village
  Corruption +1; Crime –5; economy –1; Law +3; Lore +1; 
  Society +2
  Qualities insular, superstitious
  danger +0
  demOGraphiCS
  Government autocracy
  population 78 (67 humans, 8 halflings, 2 dwarves, 1 gillman)
  notable npCs
  mayor regis Coombs (N male human expert 3)
  harbor mistress namia ruan (LN female human rogue 4) 
  marKetpLaCe
  Base value 500 gp; purchase Limit 2,500 gp; 
  Spellcasting 1st
  minor items 2d4; medium items 1d4; major items —
  
  The Grindylow’s Goblet 
  1 square = 5 feet
  N
  GameMastery Flip-Mat: Waterfront Tavern
  First steps, part iii: a Vision oF Betrayal
  15
  15+ Darice never knew her father, and many villagers 
  whisper that he was a member of the Pathfinder Society. 
  Small Otti values his coin, for he has many mouths to 
  feed—most importantly, his own. Tanner’s skill at sea is 
  unmatched, but so is his lunacy; take a boat ride with him 
  and you might ride straight into a squall. 
  20+ Darice resents never knowing her father and some 
  say she longingly caresses the trinket he left behind for 
  her. Small Otti has a weakness for fine food and drink, 
  and any deal with him is made sweeter if food is involved. 
  Some whisper that Tanner is not actually crazy, but no 
  one is brave enough to find out.
  25+ Darice often lends a hand to the town’s elderly male 
  residents, and some suggest that she longs for a father 
  figure. Otti often asks for the moon in payment, but if 
  he’s treated properly, he sometimes settles for much less. 
  Tanner enjoys his tobacco, and merchants often give him 
  tobacco before they negotiate with him as it seems to 
  relax him.
  development: Once the PCs have found a captain 
  willing to sail them to Escadar, the scenic and uneventful 
  journey takes 12 hours.
  aCt 2: eSCadar 
  Escadar is the war port of Absalom, located on the Isle 
  of Erran north of Kortos. It houses Absalom’s navy and 
  is strategically placed away from Absalom’s treacherous 
  Flotsam Graveyard. Furthermore, those nations intent 
  on blockading Absalom must also deal with Escadar, for 
  word spreads quickly, and Escadar’s armada can come to 
  Absalom’s aid on short order. Along with the primarily 
  military population, Escadar is also home to many gillmen 
  (or Low Azlanti, as they call themselves). These amphibious 
  humanoids have set up an embassy within the town, and 
  it is with this organization the Pathfinder Society plans to 
  trade Azlanti artifacts. The gillmen have agreed to meet 
  the PCs at a waterside tavern called the Grindylow’s Goblet. 
  
  Pathfinder Society Scenario
  16
  Once the PCs send word of their arrival to the embassy, the 
  gillmen prepare to meet them there.
  i. Betrayed at the Grindylow’s 
  Goblet! (cr 3)
  The sounds of a busy tavern echo off the wooden walls of this 
  unusual building. Resting precariously over Escadar’s harbor, 
  the Grindylow’s Goblet offers an unequaled view of the water. 
  In the bar’s center, a thick glass aquarium presents a striking 
  display. Within the tank, a coral statue of a goblin with the 
  lower body of an octopus hosts a school of colorful fish that 
  flit about the nooks and crannies of its tentacles.
  The Grindylow’s Goblet is a busy tavern that offers 
  entertainment and drink to those visiting Escadar. Thick 
  wooden planks support the tavern floor as it stretches out 
  into the harbor, offering a splendid vista of Escadar’s 
  harbor. Wooden walls and doors make up the tavern’s 
  construction, and several torches fill sconces that cast the 
  tavern in normal illumination. At the tavern’s heart rests 
  a 15-foot-by-15-foot aquarium crafted from alchemically 
  strengthened glass and full of clear water. The bottom 
  of the aquarium is also made of glass, and offers a view 
  of the harbor waters, which are 10 feet below the glass 
  bottom at the current tide. 
  creatures: Two human servers busily provide food and 
  drink to the tavern’s half-dozen patrons, and a striking 
  woman tends the bar. A DC 15 Perception check allows the 
  PCs to notice the bartender is a gillman, as her tied-back 
  hair exposes the thick gills on both sides of her neck. 
  This woman is Ulionestia, the Aspis Consortium agent 
  behind the gillmen’s betrayal. 
  After the PCs have had a chance to settle in and perhaps 
  have a drink or two, the gillman party arrives. Smaller 
  and more low-key than the party the Pathfinder Society 
  sent, the gillman contingent consists of only two Low 
  Azlanti, a man and a woman. The male bears a delicately 
  wrapped bundle of cloth, apparently around the Azlanti 
  relic, while the woman acts as bodyguard.
  The gillmen greet the PCs and the man carrying 
  the bundle introduces himself as Shoalo; the other, a 
  muscular female gillman named Ahrmisa, remains silent 
  and stoic. Shoalo sits at a table and places his package 
  before them, offering the seats opposite him to Nester 
  Rees and one PC. Ahrmisa stands behind him, eyeing the 
  rest of the party suspiciously.
  Shoalo invites the PCs to place their item on the table 
  for inspection and offers his as well. He takes only a 
  cursory glance at the Pathfinders’ offering, as he’s more 
  concerned they’ll recognize his fake than that they are 
  attempting to swindle the gillmen. Allow the PCs a DC 18 
  Appraise check to recognize that the gillman artifact is a 
  fake. If they don’t make the check, permit Nester Rees to 
  make his own attempt using his stats on page 6.
  If the PCs or Rees discover the fake and call the gillmen 
  on the deception, Ulionestia drops a glass as a signal to 
  the other two and initiates the surprise round. If the PCs 
  fall for the ruse and Nester fails to uncover the fake as 
  well, allow the trade to happen as planned. In that case, 
  as the gillmen are walking away with the Pathfinders’ 
  genuine artifact, Rees finally recognizes that they’ve been 
  duped and yells for the PCs to stop the gillman deceivers. 
  If Rees didn’t survive the journey and the PCs fail to 
  recognize the fake, they fall for the Aspis swindle.
  However combat starts, Ulionestia begins by breaking 
  a glass to signal her allies, alerting them to close their 
  eyes, then casts pyrotechnics as outlined in her tactics.
  ulionestia 
  Cr 2
  Female gillman transmuter 3 (Pathfinder Campaign Setting: The 
  Inner Sea World Guide 310)
  NE Medium humanoid (aquatic)
  init +6; Senses Perception +3
  defenSe
  aC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 22 (3d6+9)
  fort +5, ref +4, Will +4; +2 vs. enchantment
  Weaknesses water dependant
  OffenSe
  Speed 30 ft., swim 30 ft.
  melee dagger +1 (1d4/19–20)
  ranged dagger +3 (1d4/19–20)
  arcane School Spell-Like abilities (CL 3rd; concentration +5)
  5/day—telekinetic fist (1d4+1 bludgeoning)
  transmuter Spells prepared (CL 3rd; concentration +5)
  2nd—pyrotechnics (DC 15), shatter, web (DC 14)
  1st—animate rope, grease (DC 13), hold portal, mage armor
  0 (at will)—acid splash, daze (DC 12), detect magic, message, 
  ray of frost
  Opposition Schools Illusion, Necromancy
  taCtiCS
  Before Combat Knowing this operation was set to happen 
  today, Ulionestia put her physical enhancement in 
  Constitution (this has already been included in her stats). 
  She cast mage armor before the PCs arrived.
  during Combat Ulionestia initiates combat by dropping a 
  glass as a free action to signal her allies of her oncoming 
  assault and then casts pyrotechnics on the bar’s torches 
  to blind the PCs. She follows up with web and grease to 
  hamper their movement while they pursue Shoalo as he 
  attempts to escape with the Society’s artifact. If she needs 
  to make an escape, she casts shatter on the aquarium and 
  dives into the harbor through the hole in the floor of the 
  broken tank.
  
  First steps, part iii: a Vision oF Betrayal
  17
  morale Ulionestia fights until Shoalo makes his escape or 
  until she is reduced to fewer than 8 hit points. She flees 
  through the shattered aquarium into the harbor if possible; 
  otherwise, she leaves by whatever means she can.
  Base Statistics When not under the effects of mage armor, 
  Ulionestia has aC 12, touch 12, flat-footed 10.
  StatiStiCS
  Str 10, dex 14, Con 16, int 15, Wis 10, Cha 10
  Base atk +1; CmB +1; Cmd 13
  feats Improved Initiative, Scribe Scroll, Spell Focus 
  (transmutation)
  Skills Appraise +8, Disguise +3, Knowledge (arcana) +8, 
  Perception +3, Spellcraft +8, Swim +8
  Languages Aboleth, Azlanti, Common, Elven
  SQ amphibious, arcane bond (amulet), physical enhancement +1
  Combat Gear potion of cure light wounds, scroll of spider climb, 
  wand of magic missile (25 charges); Other Gear dagger, 
  cloak of resistance +1, aquamarine amulet worth 50 gp, spell 
  component pouch, 22 gp
  SpeCiaL aBiLitieS
  enchantment resistance (ex) Gillmen gain a +2 racial saving 
  throw bonus against non-aboleth enchantment spells and 
  effects, but take a –2 penalty on saving throws against 
  aboleth enchantment spells and effects.
  Water dependant (ex) A gillman’s body requires constant 
  submersion in fresh or salt water. Gillmen who spend more 
  than 1 day without fully submerging themselves in water 
  risk internal organ failure, painful crackling of the skin, and 
  death within 4d6 hours.
  Shoalo and ahrmisa 
  Cr 1/3
  Male and female gillman warrior 1 (Pathfinder Campaign 
  Setting: The Inner Sea World Guide 310)
  N Medium humanoid (aquatic)
  init +1; Senses Perception +2
  defenSe 
  aC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 6 (1d10+1)
  fort +3, ref +1, Will –1; +2 vs. enchantment
  Weaknesses water dependent
  OffenSe 
  Speed 30 ft., swim 30 ft.
  melee spear +2 (1d8+1)
  ranged light crossbow +2 (1d8+1/×3)
  taCtiCS
  during Combat The gillmen’s first goal is to escape 
  with the Pathfinders’ artifact, and once they 
  have it in hand, they withdraw until they get 
  out the door, jumping into the water and 
  swimming away. If the PCs block their exit 
  or hold onto the artifact, the two focus 
  their attacks on whoever stands in their 
  way or possesses the relic.
  morale If the gillmen haven’t managed to grab the relic or 
  can’t escape, they fight to the death. As soon as they have 
  the Azlanti artifact in hand, they attempt to flee.
  StatiStiCS 
  Str 12, dex 13, Con 13, int 9, Wis 8, Cha 10
  Base atk +1; CmB +2; Cmd 13
  feats Skill Focus (Perception)
  Skills Perception +2, Swim +13
  Shoalo
  
  Pathfinder Society Scenario
  18
  Languages Aboleth, Common
  SQ amphibious
  Gear light crossbow with 10 bolts, spear, small sharkskin 
  pouch with Aspis Consortium emblem containing 30 pp
  SpeCiaL aBiLitieS 
  enchantment resistance (ex) Gillmen gain a +2 racial saving 
  throw bonus against non-aboleth enchantment spells and 
  effects, but take a –2 penalty on saving throws against 
  aboleth enchantment spells and effects.
  Water dependent (ex) A gillman’s body requires constant 
  submersion in fresh or salt water. Gillmen who spend more 
  than 1 day without fully submerging themselves in water 
  risk internal organ failure, painful cracking of the skin, and 
  death within 4d6 hours.
  development: On Ulionestia’s body, the PCs can find 
  a letter she had written to her superior in the Aspis 
  Consortium outlining the gillmen’s plans, written in the 
  past tense, as if she planned to send it immediately after 
  the con was completed.
  rewards: If the PCs defeat the gillmen, give each PC 
  160 gp.
  COnCLuSiOn
  If the PCs stop the gillmen from escaping with the 
  genuine Pathfinder artifact, they can return it safely to 
  Absalom and the vaults of the Grand Lodge, and may even 
  travel by sea, knowing from Ulionestia’s letter that the 
  Aspis Consortium’s plan never involved stopping naval 
  transport of the relic. Venture-Captain Dreng thanks 
  them for their efforts and apologizes for sending them on 
  a fool’s errand, but commends them for uncovering the 
  ruse and preventing the Society’s enemies from gaining 
  control of a true Azlanti artifact.
  Before the PCs leave Escadar, they may wish to speak 
  with the gillman embassy. They find the Low Azlanti 
  there completely unaware of the activities of Ulionestia 
  and her allies, and somewhat put off by any accusations 
  the PCs may make against them. If the PCs are diplomatic 
  and don’t offend the gillman ambassador they speak with, 
  the Low Azlanti ambassador accepts Gloriana Morilla’s 
  letter, though when he opens it, he simply smirks to 
  himself and shakes his head at a silent joke he doesn’t 
  share with the PCs.
  If the PCs fail to stop the Aspis con, they are met with 
  disappointment upon their return to the Grand Lodge, 
  but Drandle Dreng admits that it wasn’t just the PCs who 
  were duped. He says that the Decemvirate is not pleased, 
  but places the blame more on himself than on the PCs. 
  Dreng warns the PCs that the Aspis Consortium is the 
  greatest threat to the Pathfinder Society and that they 
  should be ever vigilant against the organization in their 
  ongoing careers.
  Additionally, at the scenario’s conclusion, each player 
  should choose a faction for her PC to work with in future 
  scenarios. A PC who has played through all three parts of 
  the First Steps series should have met all 10 faction heads 
  and likely has an idea of which faction is most in line 
  with her motivations and methods. Once a player chooses 
  a faction, give her the invitation handout from the faction 
  leader of the chosen affiliation—all of the handouts can 
  be found on pages 20–22.
  Success conditions
  In order for the PCs to earn a Prestige Point for completing 
  the adventure, they must have reached Escadar and met 
  with the gillmen.
  faction Missions
  There are no faction-specific missions in this scenario, 
  as PCs playing through the First Steps series have not 
  yet chosen their factions. A PC earns 1 Prestige Point for 
  this scenario upon choosing a faction at the conclusion to  
  the adventure.
  
  First steps, part iii: a Vision oF Betrayal
  19
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  System reference document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Introductory Scenario: First Steps Part III: A Vision of 
  Betrayal © 2011, Paizo Publishing, LLC; Author: Larry Wilhelm.
  Pathfinder Society Introductory Scenario:  
  First Steps, Part III: A Vision Of Betrayal
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  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
  In the name of freedom and democracy,
  Major Colson Maldris
  Until we meet again,
  Paracountess Zarta Dralneen
  GRAND LODGE
  GRAND LODGE
  By the will of the Ten,
  Venture-Captain Ambrus Valsin
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  Lantern Lodge
  For the east and all it holds,
  Venture-Captain Amara Li
  Worthy Pathfinder,
  Your recent exploits as an adventuring Pathfinder have greatly impressed me, and I wish to make you 
  an offer. Clearly you value the freedom of every sentient creature and will be a great asset to the Eagle 
  Knights and Andoran as we work to spread democracy throughout the Inner Sea. By defying tyranny and 
  promoting freedom and self-government, we can rise to be the most powerful and influential nation in 
  the world. Look for word from me before your next mission; I will inform you of opportunities to be 
  of further assistance to Andoran while conducting Pathfinder business.
  Delectable Plaything,
  While I have ambitious agents lined up outside my boudoir hoping to be of service to Cheliax and earn 
  my good favor, your recent actions warrant special attention. The agents of the House of Thrune are 
  ever looking for those willing to promote Chelish dominance and ensure that law is maintained—even 
  on the backs of the weak. Only through strict adherence to the codices of Hell can we exert our power 
  throughout the Inner Sea. Your position as a Pathfinder will serve Her Infernal Majestrix well. If you 
  do as I ask in future letters, you will know great rewards, both from our great empire and of a more 
  personal nature.
  Loyal Pathfinder,
  I see hundreds of new agents rise from mediocrity to find their names scribed upon the very pages 
  of the Pathfinder Chronicles, and I expect you to be among them. Your dedication to the ideals of 
  our esteemed organization and your obedience of the word of the Decemvirate are laudable. In the 
  course of your long and illustrious career, I may ask certain favors of you above and beyond those of 
  your fellow agents. Do these tasks and you will earn not only my favor and that of my fellow venture-
  captains, but even the notice of the Ten themselves. You will be well rewarded for your allegiance to the 
  Pathfinder Society above all else.
  Most Esteemed Pathfinder,
  Though I know that not all Pathfinders may share my homeland or even plan to travel beyond the Wall 
  of Heaven Mountains to the continent beyond, I recognize a kindred spirit when I see one. While you 
  work within our organization as explorer and chronicler, please consider the concerns of those of us 
  who belong to the Lantern Lodge. Ensure our interests are represented in the Inner Sea, and strengthen 
  the tie between Pathfinders on both sides of the world. For these efforts you will be rewarded as much 
  as I and others within the Lodge can afford. Most of all, you will earn our respect and increase your 
  honor—such rewards can not be measured in any amount of wealth.
  
  First steps, part iii: a Vision oF Betrayal
  21
  In Service to Lore,
  Amenopheus, the Sapphire Sage
  Qadira
  Qadira
  For profit,
  Trade Prince Aaqir al’Hakam
  Sczarni
  Sczarni
  To reciprocated favors,
  Guaril Karela
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  Shadow Lodge
  In the shadow of the masked ones,
  Grandmaster Torch
  Seeker of Knowledge and Truth,
  As representative to the Pathfinder Society of the Ruby Prince of Osirion, it is my distinct honor of 
  asking you to join our time-honored cause. The work of a Pathfinder is intertwined with the exploration 
  of lost ruins and the uncovering of ancient secrets. While most of these will likely not be Osirian in 
  nature, they nevertheless increase our power. The more we learn from those who came before, and the 
  more of our strength we keep hidden from those who oppose us, the more strongly and swiftly we can 
  strike while their guard is down. Along your travels, I may ask you to procure information or relics for 
  the Ruby Prince. In return, the nation of Osirion will ensure that you never go wanting. I hope you see 
  the benefit of this arrangement to both of us.
  Most Honored Pathfinder,
  As an agent of the Decemvirate, your travels will take you throughout the world, and you will have 
  access to wonders and treasures beyond your imagination. The potential for profit along the way is even 
  more unbelievable. As you go about your duties, I—on behalf of the satrap of Qadira and the Padishah 
  Empire of Kelesh—may ask some favors of you to increase our and your mercantile dominance within 
  the Inner Sea. Do these tasks, and I will see that you earn a sizable bounty for your efforts. Together we 
  can fill our coffers with enough wealth to ensure our dominance in all things.
  Trusted Friend,
  While I may not have official ties to the Pathfinder Society, I have many friends in the organization, and 
  I hope you will be among them. The oft-maligned affiliation of Varisian entrepreneurs to which I belong 
  can be of great assistance to an agent like yourself, who is working to earn a living while traveling the 
  world. If, from time to time, I ask you to do some favors for me, I will ensure that the resources of our 
  world-spanning brotherhood are at your disposal. As long as you’re fine with bending the rules here and 
  there to ensure our mutual benefit, I believe we have a bright future together. Our lines of work overlap 
  more than you may anticipate—expect word from me soon, and let me know how we Sczarni can assist 
  you and the Society.
  Servant of the Society,
  You doubtless know by now what being a Pathfinder entails, and have seen the danger into which the 
  Decemvirate and their venture-captain lackeys are so willing to send you. I was once a Pathfinder like 
  you, and ever since I was left for dead by my so-called allies after being cursed, I’ve worked to ensure 
  that ordinary Pathfinders are given the rights and respect they deserve. Help us to rub out rogue Shadow 
  Lodge agents who seek only their own gain and power. Make the Shadow Lodge a safe haven for all who 
  have suffered because of the masked few who steer the Society. Work with me and the Shadow Lodge for 
  Pathfinders the world over, and we will ensure that you reap the benefits of your deeds. You will hear 
  from me soon.
  
  Pathfinder Society Scenario
  22
  Silver Crusade
  Silver Crusade
  Silver Crusade
  Silver Crusade
  For love, peace, and goodness,
  Ollysta Zadrian
  To reclaimed destiny,
  Lady Gloriana Morilla
  player handOuT #1
  Dearest Pathfinders,
  As you know, the people of Taldor share a proud history that traces 
  their blood to the ancient Azlanti who founded our great nation. 
  I have a letter that I ask you to deliver to the gillman embassy in 
  Escadar, so my request requires no additional effort on your part 
  other than carrying a simple envelope and delivering it when you 
  reach your final destination. I have no hesitation in telling you 
  the letter asks the gillmen to consider an alliance with the nation 
  of Taldor—if the letter finds its way into an influential gillman’s 
  hands, it would please me greatly. 
  A new dawn will rise over Taldor,
  Lady Gloriana Morilla
  Bastion of Good,
  With so many sects of Pathfinders working around the world, it is hard to understand how so few use 
  the resources at their disposal to uplift the downtrodden, heal the sick, and spread the teachings of all 
  who preach goodness and light to the darkest and most depraved corners of Golarion. We at the Silver 
  Crusade work to do just that, however, and your help will be vital in seeing our mission through. For 
  your vigilance, selflessness, and commitment, we promise to reward you as best we can before your 
  ultimate reward in the next life. Until then, use your travels, contacts, and resources to do good always, 
  and our silent war against evil will know true victory.
  Noble Pathfinder,
  You know of Taldor’s glory and the influence we have had on the history of the world. You are also likely 
  aware of the losses we’ve suffered in the scope of our Empire. No longer can we be satisfied with past—
  and long abandoned—laurels while we allow even more of our destined greatness to slip away. Through 
  your efforts, Taldor can once again reach its former glory and reclaim the Empire that civilized the Inner 
  Sea after the Age of Darkness! Your assistance will be greatly rewarded, both monetarily and socially. I can 
  get you into the greatest soirees from Absalom to Yanmass and even have the ear of the Grand Prince on 
  important matters of state. Together we can ensure Taldor is not merely a name read in history books but 
  a force to be reckoned with in the ages to come.
  
  I
  n
  n
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  Absalom
  X
  Pier’s End
  Kortos Mounts
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  First steps, part iii: a Vision oF Betrayal
  23
  player handOuT #2
  
  paizo.com
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  ☐ ☐ ☐ Kayle’s Blessing You gain a +1 luck bonus on any saving throw against a dragon’s 
  breath weapon. This bonus can be applied after a roll is made but before the results 
  are determined. You may only use this ability once per saving throw. This ability may 
  be used three times.
  Cloak of resistance +1 (1,000 gp)
  Scroll of spider climb (150 gp)
  Wand of cure light wounds (750 gp)
  Wand of magic missile (25 charges; 375 gp)
  1
  Pathfinder Society Introductory Scenario 
  First Steps, Part III: 
  A Vision of Betrayal
   
  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.
  –
  SuBtier
  items Sold / Conditions Gained
  items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SuBtier
  SuBtier
  1
  —
  —
  401
  normal
  Slow
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/First Steps, Part III - A Vision of Betrayal.pdf