TEXT: By Jenny Jarzabski
  IN THE GRANDMASTER’S NAME
  PATHFINDER SOCIETY SCENARIO #9-21 
  TIER 3–7
  
  Pathfinder 
  Society 
  Scenario 
  #9–21: 
  In 
  The 
  Grandmaster’s Name is a Pathfinder Society 
  Scenario designed for 3rd- through 7th-level 
  characters (Tier 3–7; Subtiers 3–4 and 6–7). This 
  scenario is designed for play in the Pathfinder 
  Society Roleplaying Guild campaign but can easily 
  be adapted for use with any world. For more 
  information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to 
  find games in your area, check out the campaign’s 
  home page at PathfinderSociety.club.
  HOW TO PLAY
  Author • Jenny Jarzabski
  Development Lead • Michael Sayre
  Contributing Artists • Jesper Ejsing and  
  Sebastian Gomez
  Cartographer • Sean Macdonald
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Crystal Frasier, 
  Jason Keeley, Luis Loza, Ron Lundeen, Joe Pasini, 
  Michael Sayre, Chris Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Simone Dietzler, Leo Glass, 
  Avi Kool, Lyz Liddell, Adrian Ng, Lacy Pellazar, and 
  Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and 
  Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Manager • Dan Tharp
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Organized Play Manager • Tonya Woldridge
  Accountant • Christopher Caldwell
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Dean Ludwig
  Web Production Manager • Chris Lambertz
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Rick Kunz 
  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie, Samantha Phelan, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, 
  Mika Hawkins, Heather Payne, Jeff Strand, and 
  Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, 
  Whitney Chatterjee, Lissa Guillet, Erik Keith, and 
  Andrew White
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder 
  Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, 
  proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive 
  terms derived from proper nouns), artworks, characters, dialogue, locations, plots, storylines, and trade 
  dress. (Elements that have previously been designated as Open Game Content, or are exclusively derived 
  from previous open game content, or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics 
  of this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, 
  Section 1(d). No portion of this work other than the material designated as Open Game Content may be 
  reproduced in any form without written permission.
  Pathfinder Society Scenario #9–21: In the Grandmaster’s Name © 2018, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and 
  the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card 
  Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, 
  Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder Map Pack, 
  Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder 
  Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder 
  Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  In the Grandmaster’s Name makes use of Pathfinder RPG Advanced Class Guide (ACG), Pathfinder 
  RPG Advanced Players Guide (APG), Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 4, Pathfinder 
  Campaign Setting: Inner Sea Combat (ISC), Pathfinder RPG NPC Codex, Pathfinder RPG Ultimate 
  Combat (UC), and Pathfinder RPG Ultimate Equipment (UE). This adventure assumes the GM has 
  access to these sourcebooks. All rules referenced in this adventure are available in the free online 
  Pathfinder Reference Document at paizo.com/prd, and the relevant rules from the Bestiary volumes 
  and the Codex volumes are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  In the Grandmaster’s Name           3
  Handout                              17
  Appendix                              18
  Maps                                  20
  Chronicle Sheet                        22
  
  • Kerse
  Druma
  3
  It would have been simple, at least, if it were not for Emilio 
  Bucsa’s past actions in Druma. Eight years ago, the Kalistocrat 
  Amynta Irel hired Emilio to investigate a rival Kalistocrat 
  rumored to be involved in illegal business practices. Emilio 
  instead took Amynta’s payment, sold the intelligence to 
  another party, and fled the country. He’s avoided Druma ever 
  since, yet he’s returned now to serve al-Jakri’s intelligence 
  needs. That was the opportunity Irel needed. As Emilio waited 
  for Grandmaster Torch’s delivery at the Silver Spoon Inn and 
  Tavern, Amynta Irel’s enforcers cornered him and dragged 
  him away to fulfill his debts. 
  In recent months, Amynta Irel’s hobby as an amateur 
  historian led her to investigate an unexplored set of ruins 
  in Varisia rumored to contain vast quantities of treasure and 
  magical knowledge. She believes that the key to accessing the 
  site lies in the bloodline of an ancient Varisian family. As a 
  happy coincidence, Emilio Bucsa’s own heritage traces back 
  Several months ago, Grandmaster Torch, the former 
  Pathfinder who has been at constant odds with the 
  Decemvirate since they left him to die, provided information 
  to a cabal of the Society’s most persistent enemies. Using 
  information provided by Grandmaster Torch, the assassin 
  Pasha Mulhia al-Jakri, the former Venture-Captain Thurl, 
  the glabrezu Koth’Vaul, and the night hag Aslynn enacted 
  a plan to besiege Absalom. The invasion ultimately failed, 
  thanks in part to the Society’s aid, and al-Jakri and Thurl 
  became wanted criminals in numerous countries.
  After the incident, the Society set its sights on al-Jakri. 
  Working in concert with Absalom authorities, they were able 
  to track her down, gather evidence of her various crimes, 
  and alienate her dwindling allies. Everything was ready for 
  her to be extradited to Absalom for trial. However, both the 
  Society and Absalom’s leaders recognized that capturing al-
  Jakri left her coconspirators free. 
  The Society concocted a plan to leave al-Jakri an opening 
  to escape, knowing she would lead them to the other 
  criminals. Using the same crystal ball al-Jakri once used to 
  spy on her targets, the Society’s spellcasters tracked her to 
  the peaks of southern Druma, where she and Thurl have 
  sealed themselves within a dangerous redoubt equipped 
  with deadly traps, new allies, and lethal defenses against 
  magical assault. 
  The Society hopes that by feeding these fugitives 
  misinformation, al-Jakri and Thurl can be tricked into 
  abandoning their current base and making a break for a 
  less defensible location. To this end, the Society recently 
  intercepted a team of Torch’s couriers who were bound for 
  Druma. The couriers planned to rendezvous with one of 
  al-Jakri’s few remaining informants, the Varisian con artist 
  Emilio Bucsa, and hand off key intelligence. After reviewing 
  the captured documents, the Society’s scribes created 
  convincing fakes that indicate both that al-Jakri’s current 
  location is unsafe, and that there are a few more promising 
  locations to which she should relocate with Thurl. After 
  assembling a team of Pathfinders to play the part of Torch’s 
  agents, it should have been a simple matter to find Emilio 
  and hand off the files.
  By Jenny Jarzabski
  In the Grandmaster’s Name takes place in rural Druma, 
  just outside the city of Kerse. To learn more about Druma 
  and its major cities, see Pathfinder Campaign Setting: The 
  Inner Sea World Guide, available in bookstores and game 
  stores everywhere and online at paizo.com.
  Where on Golarion?
  IN THE 
  GRANDMASTER’S NAME
  
  Kristoff
  PATHFINDER SOCIETY SCENARIO
  4
  to that bloodline. She intends to hold Emilio hostage at her 
  estate until she can travel to Varisia and use him to unlock 
  the site, giving her exclusive ownership of the priceless 
  treasures within.
  SUMMARY
  The PCs receive a letter from Venture-Captain Ambrus 
  Valsin urging them to travel to Druma in the guise of 
  Grandmaster Torch’s couriers and trick the informant 
  Emilio Bucsa into delivering false intelligence to 
  Thurl and Pasha Muhlia al-Jakri. They arrive at the 
  rendezvous point only to discover that Emilio was 
  recently kidnapped by the Kalistocrat Amynta Irel, 
  who plans to hold him at her nearby estate until he 
  repays his debt to her. 
  To complete their mission, the PCs need to 
  infiltrate Irel’s estate using force, stealth, or trickery. 
  If the PCs choose to enter the estate through the front 
  gates, they face a squad of Irel’s Blackjacket guards. 
  Sneaking in through the back door 
  requires PCs to navigate a hedge 
  maze populated by aggressive 
  living topiaries. 
  As the PCs search Irel’s 
  manor for the hostage, they 
  encounter Nayeli Rullus, Amynta 
  Irel’s loyal majordomo. The PCs 
  must either trick, intimidate, or 
  subdue her to gain access to the rest 
  of the estate. The PCs eventually find 
  Emilio locked in the wine cellar, which 
  is protected by a deadly trap that triggers 
  the release of carbon dioxide from wine 
  fermentation vats. If the PCs successfully free Emilio, he 
  asks that the group help him recover Irel’s notes about 
  a historical site in Varisia that she plans to unlock using 
  his blood. 
  The documents in question are hidden in the library and 
  guarded by a pair of powerful necrophidiuses. After the PCs 
  defeat these constructs, they realize that Amynta Irel and her 
  entourage have returned home early and are forced to flee 
  the estate. 
  GETTING STARTED
  The PCs begin at the Silver Spoon Inn and Tavern, a 
  roadside inn 10 miles west of Kerse that caters to business 
  travelers and tourists. Allow the PCs to read Ambrus Valsin’s 
  letter (see page 17). Prompt the PCs to make a Perception 
  check to spot Emilio Bucsa in the crowd. No matter how 
  long the PCs wait, Emilio does not appear, as he is already 
  in Amynta Irel’s custody. At this point, encourage the PCs to 
  ask patrons and staff about Emilio’s whereabouts. 
  Read or paraphrase the following to begin the adventure. 
  The Silver Spoon Inn and Tavern fits the description given in 
  Venture-Captain Ambrus Valsin’s letter. Its black marble bar top 
  and gilded chairs are clearly intended to suggest an atmosphere 
  of wealth and luxury, but the tattered seat cushions and faded 
  wall tapestries betray a general slide into disrepair. 
  Patrons clad in jewels and fine clothing mill about the room, 
  drinking and gossiping excitedly. A few white-clad individuals 
  stand aloof from the crowds, nibbling at crusts of bread 
  rather than partaking in the exquisite charcuterie 
  boards laid out on polished ebony tables. 
  A tall, sandy-haired half-orc man with rough but 
  pleasant features stands behind the bar, polishing 
  the marble surface with a white cloth. He wears a 
  simple leather jerkin over a loose canvas shirt and 
  trousers. A brass tankard dangles from a leather strap 
  at his belt. He grins and calls out in greeting: “Well met, 
  travelers! What’ll you be having, then?”
  Bartender Kristoff Valicho (NG half-
  orc male cleric of Cayden Cailean 
  4) remembers Emilio as a regular 
  customer. He also has a bit of 
  information about local politics 
  gained through his profession. If at 
  least one of the PCs orders a drink (5 cp), 
  he shares some of this knowledge with 
  the group. Some possible questions the 
  PCs may ask Kristoff are given below.
  What do you know about Emilio Bucsa? 
  Kristoff stops polishing the bar and chuckles. 
  “That scoundrel? I don’t know where he got 
  the coin to drink like he did, but Cayden 
  bless him for it. He was tight-lipped about 
  his work, but I got the impression he was mixed up in some 
  nasty business. I guess for someone like him that’s just 
  another day, another gold piece. He rented a room for a week, 
  but toward the end of his stay he seemed nervous. Always 
  watching over his shoulder, you might say. Didn’t keep him 
  from coming in for our daily sessions. Then three days ago 
  he stopped showing up at the bar. Haven’t seen him since.”
  Do you know where he went? “Rumor is some Kalistocrat 
  had it out for him. Business deal gone bad most likely, or 
  maybe he stole something from her. A troupe of Blackjackets 
  busted in here on my night off and dragged him away. 
  Criminal or not, nobody gets forced out of my bar unless I 
  know about it. If I’d been here, he’d be sitting on this stool 
  right next to you.”
  Do you know the name of the Kalistocrat? Kristoff furrows 
  his brow in thought. “Now, I don’t have confirmation, but 
  some of my regulars say they saw Amynta Irel’s insignia on 
  the abductors’ uniforms.”
  What can you tell us about Amynta Irel? “Her type doesn’t 
  come around my place much, but I know she’s pretty high 
  
  5
  IN THE GRANDMASTER’S NAME
  up in the social order. She has an estate not far from here, 
  out in the country. She likes her privacy.”
  If the PCs further question Kristoff, he suggests the PCs 
  talk to the regular customers who may have witnessed the 
  abduction, then deflects the conversation to friendly small talk.
  GATHER INFORMATION (DIPLOMACY) OR 
  KNOWLEDGE (NOBILITY)
  Based on the result of a Diplomacy or Knowledge (Nobility) 
  check, the PCs might learn more about Amynta Irel. They 
  learn all of the information corresponding to the DC equal 
  to or less than the result of their check.
  10+: Amynta Irel is a Kalistocrat who owns a vineyard estate 
  15 miles west of Kerse. Though she presides over several 
  lucrative trade operations, she earns a significant portion of 
  her income through the production and distribution of fine 
  wine. Irel owns vineyards in several countries, including her 
  native Druma.
  15+: Amynta Irel was seen recently outside the Silver 
  Spoon Inn and Tavern, where she unlawfully and forcefully 
  took the Varisian traveler Emilio Bucsa into her own custody. 
  Though popular opinion stands against Irel’s vigilantism, 
  other Kalistocrats understand the reasoning behind her 
  actions and intend to ignore the situation. 
  20+: Irel’s estate is heavily protected by patrols of Blackjacket 
  guards, magical creatures, and deadly traps. However, Amynta 
  Irel is currently attending to business in Kerse. She brought 
  her fearsome personal bodyguard and a cadre of guards with 
  her, leaving the estate less protected than usual.
  25+: Emilio Bucsa betrayed Irel in a business deal eight 
  years ago. Irel hired him to investigate a fellow Kalistocrat 
  whom she suspected of illegal business practices. Emilio 
  obtained evidence of the Kalistocrat’s guilt but defaulted on 
  his contract with Irel by selling the information to another 
  party before disappearing with Irel’s down payment. Amynta 
  Irel became obsessed with collecting Emilio’s debt. When 
  he reappeared in Druma a week ago, she set her plans 
  into motion and is currently holding him prisoner at her 
  vineyard estate.
  30+: Amynta Irel recently discovered that Emilio Bucsa’s 
  bloodline is directly tied to a historical site in Varisia. She 
  plans to use him to access the site. Rumor has it that she 
  commissioned an Osiriani wizard to create deadly constructs 
  to guard her research about the location and methods to 
  bypass the site’s wards. 
  PLANNING THE HEIST
  Allow the PCs time to plan their infiltration of Amynta Irel’s 
  estate. If the PCs choose to observe the estate to learn about 
  its defenses, they notice that two guards dressed in traditional 
  Blackjacket uniforms are always stationed at the front gate 
  (area A1). Additional groups of two or three guards patrol the 
  grounds at half hour intervals. The guards avoid the hedge 
  maze in the garden (area B), which leads directly to the rear 
  of the manor. 
  The outside doors and windows are locked (Disable Device 
  DC 28 in Subtier 3–4 and DC 32 in Subtier 6–7) and imbued 
  with an audible alarm spell. Servants frequently come and go, 
  typically through the front door. Though the same servant 
  or guard is rarely seen twice, a middle-aged tiefling woman 
  appears frequently, typically giving instructions to other 
  servants or signing for deliveries.
  The PCs have several different approaches to choose from 
  when it comes to breaking into the estate. The back door is 
  currently unlocked and unguarded, but it can only be accessed 
  by traversing the hedge maze behind the estate. The front 
  gate is well guarded, and PCs who take this route may choose 
  to fight or trick the guards to gain entry. Some possibilities 
  include posing as Irel’s guests, prospective employees, or 
  visitors interested in a tour of the grounds. 
  Encourage the PCs to consider their options, but remind 
  them that Amynta Irel could return home at any time, so 
  getting bogged down in the details of planning may detract 
  from completing the actual mission.
  A. THE IREL ESTATE
  Amynta Irel’s rural estate nestles within a hillside vineyard. 
  10-foot-high stone walls (3 feet thick, Break DC 50, hardness 
  8, 540 hp, Climb DC 20) surround the manor and gardens, 
  culminating in a wrought iron gate to the south (area A1). 
  A stone walkway leads from A1 to the double doors at the 
  front of the manor, which open to area A2, the great room. 
  The doors throughout the manor are constructed of sturdy 
  rosewood (hardness 5, 20 hp, Break DC 23).
  The manor itself, area A, is constructed of gold-veined white 
  marble. Four pillars of the same marble support lofty arches 
  above the intricately carved rosewood double doors leading 
  into the house. All exterior doors and windows are locked 
  (Disable Device DC 28 in Subtier 3–4 and DC 32 in Subtier 
  6–7), except for the back door in area A3. Ceilings throughout 
  area A are 20 feet high and decorated with elaborate frescoes 
  depicting the Prophecies of Kalistrade and the foretold Hour 
  of Victory. 
  Area A3 serves as the dining room. Doors lead from this 
  room to the hedge maze in area B, while picture windows 
  provide a view of the gardens. The west wing of the manor, 
  areas A4 through A6, are restricted to most guests and 
  reserved for Amynta’s personal use. Area A4 is a library 
  containing a vast array of rare scrolls, books, and other texts. 
  Area A5 serves as the majordomo’s personal quarters and is 
  adjacent to Amynta’s own chambers in area A6.
  In the east wing, areas A7 through A11 act as servants’ 
  quarters for Amynta Irel’s live-in staff, while area A12 is a 
  workspace for Irel’s personal chef to construct meals catered 
  to her dietary restrictions. A13 is a pantry that houses stairs to 
  the wine cellar, area A14.
  
  A. The Irel Estate
  1 square = 5 feet
  B
  A4
  A5
  A6
  A1
  A3
  A2
  A7
  A9
  A11
  A12
  A13
  A14
  A8
  A10
  N
  PATHFINDER SOCIETY SCENARIO
  6
  
  7
  IN THE GRANDMASTER’S NAME
  A1. THE FRONT GATES (CR 6 OR CR 9)
  The stone walls surrounding the estate grounds give way to a 
  wrought iron gate molded into delicate patterns of intertwining 
  grapevines. Beyond the gate, gold-veined white marble steps rise 
  from the lush lawns to meet a grand building constructed of the 
  same material. Atop the steps, four marble pillars support graceful 
  arches that soar above an intricately carved rosewood double door. 
  The stone walls around the estate culminate in a gate, 
  controlled by the guards currently on duty. The gate is 
  locked (Disable Device DC 28 in Subtier 3–4 and DC 32 in 
  Subtier 6–7). 
  Creatures: Two men dressed in the black uniforms of the 
  Druman military stand guard on either side of the gate. 
  The guards have explicit instructions to stop any 
  unauthorized intruders from accessing the estate, using 
  deadly force if necessary. The PCs can attempt a DC 15 Bluff 
  or Intimidate check (DC 20 in Subtier 6–7) to influence the 
  guards, or a DC 17 Stealth check (DC 22 in Subtier 6–7) to 
  avoid combat with the guards. If these checks fail, the guards 
  insist the PCs depart and then attack if further provoked.
  SUBTIER 3–4 (CR 6)
  BLACKJACKET GUARDS (2) 
  CR 4
  Male human fighter (Druman Blackjacket) 5 (Pathfinder Campaign 
  Setting: Inner Sea Combat 36)
  LN Medium humanoid (human)
  Init +2; Senses Perception +4
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
  hp 36 each (5d10+8) 
  Fort +4, Ref +3, Will +3; +1 vs. compulsions
  Defensive Abilities well-paid loyalty +1
  OFFENSE
  Speed 30 ft.
  Melee mwk halberd +12 (1d10+7/×3) or
  rapier +10 (1d6+5/18–20)
  Special Attacks weapon training (polearms +1)
  TACTICS
  Before Combat The Blackjacket guards spent time discussing 
  strategy at the beginning of their shift, activating their 
  Blackjacket tactics ability. The Blackjacket guards each drink 
  their potion of bull’s strength.
  During Combat The Blackjacket guards charge the PCs, 
  preferring to fight with their halberds. If necessary, the 
  Blackjackets drop their halberds and attack with their rapiers. 
  The two Blackjackets attempt to stay adjacent to one another 
  whenever possible to benefit from their Coordinated Defense 
  and Coordinated Maneuvers feats. If reduced to 15 hit points 
  or fewer, a Blackjacket guard steps back and drinks his potion 
  of cure moderate wounds.
  Morale The Blackjacket guards fight to the death.
  Base Statistics Without their potions of bull’s strength, the 
  guards’ statistics are Melee mwk halberd +8 (1d10+5/×3) or 
  rapier +8 (1d6+3/18–20); Str 16; CMB +8; CMD 20.
  STATISTICS
  Str 20, Dex 14, Con 10, Int 8, Wis 11, Cha 10
  Base Atk +5; CMB +10; CMD 22
  Feats Back to BackUC, Coordinated DefensesAPG, Coordinated 
  ManeuversAPG, Iron Will, Power Attack, Toughness
  Skills Escape Artist +3, Intimidate +5, Perception +4, Stealth +1
  Languages Common
  SQ armor training 1, Blackjacket tactics
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds; Other Gear agile breastplateUE, mwk halberd, rapier, 
  golden key
  SPECIAL ABILITIES
  Blackjacket Tactics (Ex) Two or more Druman Blackjackets can 
  spend 1 minute discussing strategy, then choose a single 
  teamwork feat (Pathfinder RPG Advanced Players Guide 150) 
  at least one of them has. For a number of hours equal to the 
  class level of the highest-level Blackjacket, the participants 
  each gain the benefits of the selected feat even if they do 
  not meet the feat’s prerequisites. If a creature benefiting 
  from this ability moves more than 30 feet away from any 
  other participant, it loses all benefits of this ability until it is 
  again within 30 feet. Creatures that do not have levels in this 
  archetype can’t benefit from this ability, and no creature can 
  benefit from this ability more than once at any given time. 
  SUBTIER 6–7 (CR 9)
  BLACKJACKET GUARDS (2) 
  CR 7
  Male human fighter (Druman Blackjacket) 8 (Pathfinder Campaign 
  Setting: Inner Sea Combat 36)
  LN Medium humanoid (human)
  Init +6; Senses Perception +6
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
  hp 69 each (8d10+28) 
  Fort +8, Ref +4, Will +4; +2 vs. compulsions
  Defensive Abilities well-paid loyalty +2
  OFFENSE
  Speed 30 ft.
  Melee +1 halberd +15/+10 (1d10+8/×3) or
  rapier +13/+8 (1d6+5/18–20)
  Special Attacks weapon training (polearms +1)
  To accommodate a group of four PCs, the guards have 
  partaken of an improperly sealed cask of wine and have 
  the sickened condition.
  Scaling Encounter A1
  
  Nayeli
  PATHFINDER SOCIETY SCENARIO
  8
  TACTICS
  Before Combat The Blackjacket guards spent time discussing 
  strategy at the beginning of their shift, activating 
  their Blackjacket tactics ability. The Blackjacket 
  guards each drink their potion of bull’s strength.
  During Combat The first Blackjacket guard charges 
  the PCs, taking advantage of the Distracting 
  Charge feat to grant his ally +2 on his next 
  attack. If possible, the second guard repeats this 
  maneuver. The two guards prefer to fight with their 
  halberds. If necessary, the Blackjackets drop their 
  halberds and attack with their rapiers. The 
  two Blackjackets attempt to stay adjacent to 
  one another whenever possible to benefit 
  from their Coordinated Defense and 
  Coordinated Maneuvers feats. If reduced 
  to 15 hit points or fewer, a Blackjacket 
  guard steps back and drinks his potion of 
  cure moderate wounds.
  Morale The Blackjacket guards fight to 
  the death.
  Base Statistics Without their potions of bull’s 
  strength, the guards’ statistics are Melee 
  +1 halberd +13/+8 (1d10+6/x3) or rapier 
  +11/+6 (1d6+3); Str 17; CMB +11; CMD 23.
  STATISTICS
  Str 21, Dex 14, Con 16, Int 8, Wis 11, Cha 10
  Base Atk +8; CMB +13; CMD 25
  Feats Back to BackUC, Coordinated DefensesAPG, Coordinated 
  ManeuversAPG, Distracting ChargeACG, Improved Initiative, Iron 
  Will, Power Attack, Toughness
  Skills Escape Artist +7, Intimidate +7, Perception +6, Stealth +5
  Languages Common
  SQ amateurs!, armor training 2, Blackjacket tactics
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds; Other Gear agile breastplateUE, +1 halberd, rapier, 
  golden key
  SPECIAL ABILITIES
  Amateurs! (Ex) When using the Blackjacket tactics ability, a 
  Druman Blackjacket can include one or more creatures without 
  levels in this archetype, but doing so reduces the duration of 
  the effect to a number of minutes equal to the class level of 
  the highest-level Blackjacket instead of a number of hours per 
  level. If only Blackjackets are included in the effect, all Druman 
  Blackjackets affected gain a +1 morale bonus on skill checks 
  and saving throws for the duration of the effect. 
  Blackjacket Tactics (Ex) Two or more Druman Blackjackets can 
  spend 1 minute discussing strategy, then choose a single 
  teamwork feat that at least one of them has. For a number of 
  hours equal to the class level of the highest-level Blackjacket, 
  the participants each gain the benefits of the selected feat 
  even if they do not meet the feat’s prerequisites. If a creature 
  benefiting from this ability moves more than 30 feet away 
  from any other participant, it loses all benefits 
  of this ability until it is again within 30 feet. 
  Creatures that do not have levels in this 
  archetype can’t benefit from this ability, and 
  no creature can benefit from this ability more 
  than once at any given time. 
  Treasure: The golden keys carried by the 
  guards unlock the gate and exterior doors to 
  the estate.
  Development: Once the PCs deal with 
  the guards, they are free to enter the estate 
  through the front doors. Breaking down 
  the door or picking the lock sets off the 
  alarm spell and rouses the majordomo’s 
  suspicions. If the PCs knock on the door 
  or use the key, a servant appears to greet 
  them and invites them into area A2.
  Rewards: If the PCs do not defeat 
  or bypass the guards, reduce each PC’s 
  gold earned by the following amount.
  Subtier 3–4: Reduce each PC’s gold 
  earned by 221 gp.
  Out of Subtier: Reduce each PC’s gold 
  earned by 388 gp.
  Subtier 6–7: Reduce each PC’s gold earned 
  by 555 gp.
  A2. THE GREAT ROOM (CR 6 OR CR 9)
  The white marble walls of this large room boast carved friezes 
  depicting scenes of a whimsical vineyard harvest: dryads and 
  nymphs tread the grapes while a satyr pours wine from a wooden 
  cask. The floor is composed of polished white and gray marble 
  tiles. Floor-to-ceiling picture windows on either side of the doors 
  look out over the front lawns. To the west of the doors, black 
  leather couches surround an ebony table. Rosewood doors to 
  the north and west lead further into the manor. On the ceiling, 
  a fresco of a man dressed in flowing white robes with a scroll 
  clutched in his white-gloved hand presides over the room.
  The great room lies beyond the front doors of the manor 
  and acts as a reception area for guests and employees 
  alike. This room is a decadent reminder of Amynta Irel’s 
  accumulated wealth, showcasing her main source of 
  income through the wine-themed friezes on the walls.  
  To accommodate a group of four PCs, the guards have 
  partaken of an improperly sealed cask of wine and have 
  the sickened condition.
  Scaling Encounter A2
  
  9
  IN THE GRANDMASTER’S NAME
  The ceiling fresco here depicts the prophet Kalistrade 
  offering his teachings to new followers and can be identified 
  as such by succeeding at a DC 15 Knowledge (religion) check.
  Creatures: Majordomo Nayeli Rullus (LN female tiefling 
  expert 5) currently oversees preparations for her employer’s 
  return this evening. Nayeli came to Druma 15 years ago to 
  escape the racial persecution she endured in Cheliax. She 
  first entered Amynta Irel’s employ as a maidservant and 
  quickly rose in the ranks to become her trusted personal 
  attendant. Now she manages the entire estate. Nayeli enjoys 
  her salary and luxurious quarters in the manor, but her 
  loyalty to Irel surpasses any monetary value. Nayeli sees 
  the younger woman as a daughter and attributes her own 
  success in Druma to her employer’s benevolence. 
  Nayeli follows the teachings of the prophet Kalistrade, 
  seeing the adherence to law and order she learned in her 
  native country ideally expressed in Druman society. She 
  wears white satin gloves, and her white uniform is made of 
  fine silks trimmed with fur and jewels. 
  Nayeli greets the PCs when they enter the great room, 
  knowing that Amynta is not expecting guests today. While 
  she is suspicious of the PCs, Nayeli politely inquires about 
  their business at the estate. PCs who succeed at a DC 23 Bluff 
  Check (DC 26 in Subtier 6–7) can convince Nayeli that they 
  have legitimate reasons to access the manor. Alternatively, 
  the PCs may threaten Nayeli with a DC 23 Intimidate check 
  (DC 26 in Subtier 6–7). The PCs may also wish to interrogate 
  Nayeli about Emilio’s location. They may do so by succeeding 
  at an additional DC 23 Intimidate check (DC 26 in Subtier 6–7).  
  If the PCs succeed at either the Bluff or Intimidate check, 
  Nayeli bows and offers her apologies for intruding in their 
  affairs and returns to her tasks. If the PCs fail, she blows 
  the silver whistle worn around her neck to summon two 
  Blackjacket guards from areas A9 and A11, who arrive in 
  three rounds unless the PCs have already slain or otherwise 
  subdued them. For PCs who approached the manor through 
  the hedge maze rather than the front gate, she will blow her 
  whistle if they enter the great room from the dining room 
  (area A5) or make significant noise in the other rooms.
  Even if the PCs successfully convince Nayeli of the 
  legitimacy of their visit, certain actions will cause Nayeli to 
  confront the PCs and ask them to explain themselves, after 
  which she will summon the guards if she is not satisfied 
  with their response. Nayeli responds to any attempt to enter 
  areas A5 or A6 from area A2 by informing the PCs that those 
  rooms are off-limits; any further attempts to pass through 
  either door prompt Nayeli to summon the guards. If the PCs 
  are in any area of the estate other than area A2 for more 
  than 10 minutes, Nayeli will move towards the last room she 
  saw them enter. If Nayeli discovers corpses, broken glass, 
  or similar signs of violence, she immediately summons the 
  remaining guards within the estate before retreating from 
  the property. The outer perimeter of the estate is broad and 
  open with five groups of three Blackjackets each patrolling 
  at regular intervals; if Nayeli retreats from the estate, these 
  guards begin entering the estate searching for the PCs, with 
  a new group of three Blackjackets entering the estate and 
  searching for the PCs once every five minutes. If Nayeli finds 
  the PCs in any other area of the house without discovering 
  obvious signs of violence, the PCs have the opportunity to 
  convince her that they are only performing tasks Amynta has 
  already approved by succeeding at a DC 23 Bluff, Diplomacy, 
  or Intimidate check (DC 26 in Subtier 6–7). The DC of this 
  check increases by +2 each time the PCs interact with Nayeli 
  after the first.
  SUBTIER 3–4 (CR 6)
  BLACKJACKET GUARDS (2) 
  CR 4
  hp 36 each (see page 7) 
  SUBTIER 6–7 (CR 9)
  BLACKJACKET GUARDS (2) 
  CR 7
  hp 69 each (see page 7) 
  Development: If the PCs use intimidation to deal with 
  Nayeli, she waits until they leave the area to send a message 
  to Amynta Irel, informing her that dangerous criminals 
  are at the estate. If the PCs defeat the summoned guards, 
  Nayeli attempts to flee to a safe location where she can 
  contact her mistress. In both cases, Amynta Irel and her 
  personal guards return immediately after encounter B.  
  PCs who take measures to subdue Nayeli by using restraints, 
  employing enchantment magic, or knocking her out can 
  avoid Irel’s early return. 
  Rewards: If the PCs do not resolve the situation with 
  Majordomo Nayeli or defeat the Blackjackets, reduce each 
  PC’s gold earned by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 221 gp.
  Out of Subtier: Reduce each PC’s gold earned by 388 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 555 gp.
  A3. DINING ROOM
  A grand dining table carved of rosewood and surrounded by high-
  backed chairs occupies the center of the dining room. Golden cutlery 
  and white silk napkins folded into elegant triangles grace the table. 
  Two picture windows flank the southern wall, providing a lovely 
  view of the gardens and hedge maze outside. Polished squares of 
  pink and white marble tile the floor, and the ceiling above displays 
  a triumphant fresco of white-clad humans bedecked in gold and 
  jewels seated on thrones towering above the globe.
  The dining room contains a large rosewood dining table 
  positioned in the center of the room, allowing space for 
  
  PATHFINDER SOCIETY SCENARIO
  10
  guests and staff to circulate before and after dinner service. 
  Two picture windows along the north wall provide a pleasant 
  view of the gardens and hedge maze outside. Wooden doors 
  in the north wall lead to area B and were left unlocked this 
  morning by a careless maid. 
  A PC who succeeds at a DC 20 Knowledge (religion) 
  check can recognize the ceiling fresco as a depiction of 
  the Hour of Victory, the foretold time when followers of 
  the Prophecies of Kalistrade will use their amassed wealth 
  to “own” the world, granting a type of immortality to all 
  true believers. 
  Creatures: Two human staff members dressed in black 
  and white uniforms busily clean the room and set the table, 
  but they ignore the PCs unless spoken to. If questioned, they 
  know nothing about Emilio’s presence within the manor and 
  are eager to get back to work.
  A4. LIBRARY (CR 6 OR CR 9)
  The walls of this room are lined with ebony shelves housing 
  thousands of books. Rolling golden ladders ascend the towering 
  bookshelves. Overstuffed black leather chairs surround rosewood 
  reading tables strewn with texts and scrolls in the western half 
  of the room. The floor is covered in thick white carpet. Frescoes 
  on the ceiling portray images of a white-robed human woman 
  storing gold and jewels in a chest, walking past a group of beggars 
  in rags, and sitting at a table decked with rich meats and cheeses 
  but taking only a loaf of bread. 
  The library is accessible only through two entrances: the 
  dining room and a secret door (Perception DC 30) hidden 
  among the bookcases on the southern wall that connects to 
  Amynta’s personal chamber.
  As a loyal adherent to the Prophecies, Amynta Irel believes 
  that accumulating wealth is her highest calling and that 
  obtaining knowledge is essential to achieving that goal. Since 
  she is an amateur historian, many of the texts in Irel’s library 
  deal with Golarion’s history and geography. The Kalistocrat 
  uses the library for personal study and entertainment, but 
  she allows employees and some honored guests to make use 
  of her vast resources. Though Irel keeps a card catalog of 
  available texts, searching for a specific book in this library is 
  an arduous task. The location of Irel’s personal notes does 
  not appear in the catalog of texts.
  PCs who succeed at a DC 15 Knowledge (religion) check 
  can identify the images on the library ceiling as depictions of 
  the prophet Kalistrade’s teachings, including conservation 
  of resources, avoidance of charity and material comforts, 
  and adherence to dietary restrictions. 
  Creatures: A pair of advanced necrophidiuses purchased 
  by Amynta Irel lay dormant in the library, guarding her 
  collection of knowledge. Irel commanded the constructs 
  to remain hidden unless someone attempts to remove her 
  journal from the library, in which case they are to assassinate 
  the target. The necrophidiuses remain perfectly still, hidden 
  amongst the scrolls and bookcases near the entrance to area 
  A3, only reacting if attacked or if anyone other than Amynta 
  attempts to remove her journal from the southern bookshelf. 
  PCs who succeed at a DC 27 Perception check (DC  30 in 
  Subtier 6–7) notice the presence of the necrophidiuses, but 
  this does not reveal any information about their purpose 
  or directions.
  SUBTIER 3–4 (CR 6)
  ADVANCED NECROPHIDIUS  (2) 
  CR 4
  N Medium construct (Pathfinder RPG Bestiary 2 292, 196)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 36 (3d10+20) 
  Fort +1, Ref +6, Will +3
  DR 5/bludgeoning; Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d8+6 plus paralysis)
  Special Attacks dance of death, paralysis (1d4 rounds, DC 13)
  TACTICS
  Before Combat The necrophidiuses hide until the PCs attempt to 
  exit the library with Amynta Irel’s journal. 
  During Combat The first necrophidius to act attempts to surprise 
  its opponents with a sneak attack, focusing its paralyzing 
  bite on the PC carrying Irel’s journal. Both necrophidiuses 
  focus on whoever is in possession of the journal, using their 
  dance of death ability to keep other PCs from intervening. The 
  necrophidiuses defend themselves if attacked by a PC not in 
  possession of the journal. Once their target is immobilized or 
  drops the journal, they retaliate against whoever dealt the most 
  damage to them. If the PCs abandon the journal and flee the 
  library, the necrophidiuses do not pursue them.
  Morale These mindless constructs fight to the death to carry out 
  their master’s instructions.
  STATISTICS
  Str 20, Dex 21, Con —, Int —, Wis 15, Cha 5
  Base Atk +3; CMB +8; CMD 21 (can’t be tripped)
  Skills Stealth +17; Racial Modifiers +12 Stealth
  SPECIAL ABILITIES
  Dance of Death (Ex) A necrophidius can entrance opponents by 
  swaying back and forth as a full-round action. All creatures 
  within 30 feet who can see the necrophidius when it uses its 
  Remove the advanced simple template from each 
  necrophidius to accommodate a group of four PCs.
  Scaling Encounter A4
  
  11
  IN THE GRANDMASTER’S NAME
  dance of death must succeed on a DC 15 Will save or be dazed 
  for 2d4 rounds.
  Paralysis (Su) Any living creature that is bitten by a necrophidius 
  must succeed at a DC 13 Fortitude save or be paralyzed for 
  1d4 rounds. 
  SUBTIER 6–7 (CR 9)
  GREATER ADVANCED NECROPHIDIUS (2) 
  CR 7
  Variant advanced necrophidius (Pathfinder RPG Bestiary 2  
  292, 196)
  N Medium construct 
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
  hp 52 (6d10+20) 
  Fort +2, Ref +7, Will +4
  DR 5/bludgeoning; Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee bite +11 (1d8+7 plus paralysis)
  Special Attacks dance of death, paralysis (1d4 rounds, DC 15)
  TACTICS
  Before Combat The necrophidiuses hide until the PCs attempt to 
  exit the library with Amynta Irel’s journal. 
  During Combat The first necrophidius to act attempts to surprise 
  its opponents, focusing its paralyzing bite on the PC carrying 
  Irel’s journal. Both necrophidiuses focus on whoever is in 
  possession of the journal, using their dance of death ability to 
  keep other PCs from intervening. The necrophidiuses defend 
  themselves if attacked by a PC not in possession of the 
  journal. Once their target is immobilized or drops the journal, 
  they retaliate against whoever dealt the most damage to 
  them. If the PCs abandon the journal and flee the library, the 
  necrophidiuses do not pursue them.
  Morale These mindless constructs fight to the death to carry out 
  their master’s instructions.
  STATISTICS
  Str 20, Dex 21, Con —, Int —, Wis 15, Cha 5
  Base Atk +6; CMB +11; CMD 26 (can’t be tripped)
  Skills Stealth +17; Racial Modifiers +12 Stealth
  SPECIAL ABILITIES
  Dance of Death (Ex) A necrophidius can entrance opponents by 
  swaying back and forth as a full-round action. All creatures 
  within 30 feet who can see the necrophidius when it uses its 
  dance of death must succeed on a DC 17 Will save or be dazed 
  for 2d4 rounds.
  Paralysis (Su) Any living creature that is bitten by a necrophidius 
  must succeed on a DC 15 Fortitude save or be paralyzed for 
  1d4 rounds. 
  Treasure: One of the reading tables contains a lesser book 
  of extended summoningUE and the following scrolls: grease (2), 
  locate object, and remove paralysis. In Subtier 6–7, the reading 
  table also contains the following scrolls: black tentacles and 
  scrying. An ornate armor stand on the northern wall of the 
  library displays a suit of full plate (+1 full plate in Subtier 6–7).
  Amynta’s journal, a loose-leaf parchment notebook 
  bound in white leather, is hidden among the books along 
  the southern wall of the library and can be located by PCs 
  who spend at least 1 minute searching and succeed at a DC 
  21 Perception check (DC 25 in Subtier 6–7). If the PCs have 
  not yet spoken to Emilio, they do not know the journal’s true 
  significance. However, even a cursory perusal reveals that the 
  journal contains both sensitive information about Amynta’s 
  dealings and references to Emilio that indicate Amynta may 
  have plans for the spy that go beyond simple revenge. 
  Development: If the PCs have not yet triggered encounter 
  A2, the noise from their fight with the necrophidiuses will 
  alarm Nayeli, and she will blow her whistle to summon 
  the guards. 
  Once the PCs recover Irel’s journal and rescue (or fail 
  to rescue) Emilio, several developments occur that signal 
  Amynta Irel’s return to the estate. PCs who succeed at a DC 
  16 Perception check can hear the sound of multiple sets of 
  footsteps and a woman’s voice barking orders from another 
  room. Assuming Emilio is still alive, he stops to listen and 
  announces, “We have to leave, now. Irel is back, and she’s 
  brought reinforcements.” 
  At this point, the PCs are no longer able to explore area 
  A at their leisure. Facing Irel is beyond the intended scope 
  of the scenario for the PCs, so the GM should make it clear 
  in-game that Irel’s entourage is beyond the PCs’ capabilities 
  to handle. The PCs may escape the estate through either the 
  library window or the back door in area A3. If the PCs insist 
  on remaining inside the manor to face Irel’s entourage, Irel’s 
  personal bodyguard begins exploring the manor to seek out 
  intruders (use the death initiate on page 18 or on page 209 of 
  Pathfinder RPG NPC Codex). The bodyguard is accompanied by 
  two Blackjacket guards (four Blackjacket guards in Subtier 6–7; 
  see page 7). Amynta’s entourage uses their physical power to 
  subdue and capture the PCs before imprisoning them.
  PCs can attempt to negotiate with Amynta for their 
  release, though this negotiation is extremely difficult, 
  requiring the PCs to succeed at a DC 40 Bluff, Diplomacy, 
  or Intimidate check. PCs may gain bonuses on this check 
  by threatening to reveal details from Amynta’s journal to 
  the authorities, magically disguising Emilio with a spell 
  or ability like disguise other, successfully avoiding harming 
  Amynta’s majordomo or guards up to this point, or telling 
  Amynta that Kristoff Valicho at the Silver Spoon Inn and 
  Tavern knows they were coming to see her and is already 
  upset about her kidnapping one of his patrons. For each of 
  these conditions (or equally compelling arguments) that the 
  PCs meet, grant them a cumulative +2 circumstance bonus 
  on their checks to negotiate with Amynta to let them go.
  
  PATHFINDER SOCIETY SCENARIO
  12
  If the PCs fail to bargain with Amynta for their release 
  and are unable to escape or defeat Amynta’s guards, they 
  are arrested and imprisoned by the Kerse authorities (see 
  Conclusion on page 16).  
  Faction Notes: Grand Lodge PCs should recognize that the 
  archaeological site detailed in Irel’s notes is likely of interest 
  to the Pathfinder Society. PCs who wish to make a copy of the 
  notes have the opportunity to do so after leaving the estate.
  Rewards: If the PCs do not search the library, reduce each 
  PC’s gold earned by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 260 gp.
  Out of Subtier: Reduce each PC’s gold earned by 366 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 472 gp.
  A5. MAJORDOMO’S CHAMBERS
  Majordomo Nayeli’s personal chambers are a mirror image 
  in miniature of Amynta’s chambers in Area A6, reflecting the 
  same elegant austerity favored by her employer.
  Treasure: A wand of air bubbleUC with 5 charges remaining 
  is kept in a bronze case on the dresser next to Nayeli’s bed. 
  A wardrobe in Nayeli’s room contains what remains of 
  Emilio’s confiscated gear: a potion of cure moderate wounds, a 
  scroll of bless, a scroll of burning hands, a scroll of cure light wounds, 
  a scroll of magic missile, two vials of alchemist’s fire, a vial of 
  holy water, a disguise kit, an everburning torch, a healer’s 
  kit, a light crossbow with 10 bolts, a set of thieves’ tools 
  (masterwork thieves’ tools in Subtier 6–7), a thunderstone, 
  and a blank wizard’s spellbook, the first dozen pages of which 
  are filled with nonsense scribblings, as though the owner 
  were using it as a prop while pretending to be a wizard.  
  PCs who succeed at a DC 24 Perception check discover a 
  hidden compartment within the wardrobe containing a silver 
  key set with a finely cut piece of jade. This key unlocks the 
  manacles restraining Emilio in area B. The piece of jade is 
  worth 100 gp (200 gp in Subtier 6–7).
  Rewards: If the PCs do not search the majordomo’s room, 
  reduce each PC’s gold earned by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 219 gp.
  Out of Subtier: Reduce each PC’s gold earned by 380 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 408 gp.
  A6. MASTER SUITE
  The furnishings of this room are a dramatic departure from the 
  opulence seen elsewhere in the manor. A four-poster bed carved 
  of ebony stands before a curtained window to the south, while a 
  desk and wardrobe of the same wood stand to the west and east 
  of the room. The elegant decorations are limited to a black and 
  white damask rug and a painting of the night sky on the ceiling. 
  The items in Amynta Irel’s master suite are constructed 
  of costly materials but reflect her subtle taste and 
  abstinence from hedonism. 
  Treasure: A mahogany wardrobe on the eastern wall of 
  the room contains a set of white ermine furs, two white 
  satin royal outfits, and an assortment of jewelry worth 250 
  gp (2,000 gp in Subtier 6–7). In Subtier 6–7, a sapphire-
  studded tiara hidden in a drawer (Perception DC 25) is 
  actually a headband of alluring charisma +2. 
  Rewards: If the PCs do not search Amynta Irel’s room, 
  reduce each PC’s gold earned by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 117 gp.
  Out of Subtier: Reduce each PC’s gold earned by 325 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 534 gp.
  A7–A11. STAFF QUARTERS
  These nondescript rooms each contain a pair of single beds, 
  a washbasin, and chests of drawers Searching the rooms 
  yields a few personal belongings of little worth, including 
  uniforms and personal toiletry items.  Areas A9 and A11 
  are occupied by a single Blackjacket guard (see page 7) each, 
  unless the majordomo summoned them to area A2.
  A12. KITCHEN (CR 5 OR CR 8) 
  Marble countertops and cooking ranges constructed of living steel 
  occupy this spacious kitchen. An island of the same glossy green 
  metal provides a workstation complete with ebony and mahogany 
  cutting boards and an impressive set of cutlery. Atop the workstation, 
  finely chopped ingredients in glass measuring cups await attention 
  from the chef. Pots and pans hang from hooks on the walls and 
  ceiling. An alcove in the southeastern wall leads to the pantry.
  This large kitchen is kept impeccably clean under the 
  watchful eye of Amynta Irel’s personal chef, a gnome named 
  Zarzubroshtor Loquamethic, whom the kitchen staff refers to 
  simply as “Chef.” Chef prefers to personally see to important 
  errands, such as procuring the freshest ingredients for his 
  kitchen, and is out preparing for Irel’s homecoming dinner.
  Traps: Chef knows that the staff sometimes samples his 
  dishes while he’s away from his kitchen, and he is paranoid 
  that someone might discover the precious original recipes he 
  keeps locked in a drawer near one of the stoves. He frequently 
  sets traps in various places around the kitchen to prevent 
  intrusions. While staff members know to avoid the kitchen 
  when Chef is absent, the PCs may trigger his latest trap, a 
  devilishly rigged bellows loaded with concentrated nutmeg 
  powder. While this trap is unlikely to permanently harm 
  anyone who triggers it, the massive dose of nutmeg can cause 
  intense stomach distress and hallucinations, serving as an 
  effective deterrent for overly curious kitchen workers.
  SUBTIER 3–4 (CR 5)
  CHEF’S REVENGE  
  CR 5
  Type mechanical; Perception DC 20; Disable Device DC 20
  
  Emilio
  13
  IN THE GRANDMASTER’S NAME
  EFFECTS
  Trigger proximity; Reset manual
  Effect poison cloud (nutmeg) (ingested, inhaled; save Fort DC 16; 
  frequency 1/round for 5 rounds; initial effect nauseated for 3 
  rounds; secondary effect confused for 1 round, treating any 
  result of 76 or higher as though it were a 51-75; cure 1 
  save); multiple targets (10-foot radius in front of stove)
  SUBTIER 6–7 (CR 8)
  CHEF’S REVENGE  
  CR 8
  Type mechanical; Perception DC 25; Disable 
  Device DC 20
  EFFECTS
  Trigger proximity; Reset manual
  Effect poison cloud (concentrated nutmeg) 
  (ingested, inhaled; save Fort DC 18; frequency 
  1/round for 7 rounds; initial effect nauseated for 
  3 rounds; secondary effect confused for 1 
  round, treating any result of 76 
  or higher as though it were a 
  51-75; cure 1 save); multiple 
  targets (10-foot radius in 
  front of stove)
  Treasure:  If the PCs 
  search the kitchen, they 
  find a set of cold iron 
  culinary knives worth 100 gp in 
  the drawer that function as a masterwork 
  tool for the Profession (chef) skill. A 
  locked drawer (Disable Device DC 25) near the stove in the 
  southwestern part of the kitchen contains Chef’s secret 
  recipe book. PCs who take the recipe book gain the Chef’s 
  Secret Recipes boon upon successfully escaping the estate 
  without being captured.
  Rewards: If the PCs do not search the kitchen, reduce each 
  PC’s gold earned by 8 gp.
  A13. PANTRY 
  Chef stores dry goods in the pantry. Sacks of flour and 
  grains, barrels of cooking wine, and shelves containing root 
  vegetables and dried herbs occupy this room. Stairs in the 
  center of the room lead down towards the wine cellar in A14. 
  A14. WINE CELLAR (CR 6 OR CR 9)
  Stone steps lead deep beneath the earth to a cool, dry room 
  carved into the bedrock beneath the manor. Rows of wooden 
  wine casks line the polished stone walls to the north and west 
  of the stairwell. To the east, an impressive wine rack carved of 
  rare polished woods displays tiers of wine bottles, their labels 
  obscured by a thin layer of dust. To the north, directly facing 
  the entrance, three 10-foot-tall steel vats tower 
  above the stone floor. A sweet, fruity smell hangs 
  heavy in the air.
  This basement room is used to store aging wine 
  casks as well as select bottles for private use by 
  the estate. Though the bulk of wine production 
  is located elsewhere on the estate grounds, small 
  batches of Amynta Irel’s personal reserve wines 
  are sometimes fermented here. The cellar contains 
  three 10-foot-tall fermentation vats. The wine cellar 
  is dimly lit and has a 15-foot-high ceiling. The 
  cellar was carved out of the natural 
  granite deposit beneath the 
  manor, and the walls and 
  floor are polished stone. This 
  is the most utilitarian room 
  in the manor and is devoid  
  of decoration.
  Creatures: Emilio Bucsa 
  is handcuffed to the wall near 
  one of the wine vats in the cellar. 
  After three days of being held hostage, 
  the Varisian con artist has all but given up 
  on his freedom. The PCs’ arrival renews 
  his hope for escape, tempered by the fear that they have 
  triggered the deadly trap rigged to the cellar door. 
  Before he met Pasha Mulhia al-Jakri, Emilio was a 
  common criminal who began as a simple pickpocket before 
  rising to prominence in a Sczarni crime family. Always 
  chasing a bigger payout, he gradually made connections 
  with more nefarious and powerful individuals. When the 
  head of Emilio’s family introduced him to Pasha Muhlia al-
  Jakri, the two became staunch associates, if not friends. Over 
  the years Emilio carried out countless missions for al-Jakri, 
  distinguishing himself by always worming his way out of 
  incarceration and never betraying her trust. 
  On one such mission in Druma, he took a side job 
  gathering intelligence about one of Amynta Irel’s rival 
  Kalistocrats, who she suspected to be guilty of unlawful 
  business dealings. Emilio took her down payment and sold 
  the intelligence to a third party before fleeing the country. 
  Upon his recent return, Irel captured him. Yesterday, Irel 
  explained to him that her years-long obsession with revenge 
  led her to research an archaeological site in Varisia tied to 
  Emilio’s bloodline. She plans to bypass the site’s magical 
  wards using some of his blood. 
  To accommodate a group of four PCs, it takes 2 additional 
  rounds for the gases from the vats to fill the room.
  Scaling Encounter A14
  
  PATHFINDER SOCIETY SCENARIO
  14
  When the door opens, Emilio screams, “The air is poison! 
  Hurry!” He then sucks in a deep breath and strains against 
  his bonds. The manacles (hardness 10, 10 hp, Break DC 26) 
  restraining Emilio can be broken or unlocked with the key 
  from area A6 or by succeeding at a DC 25 Disable Device 
  check (DC 30 in Subtier 6–7). 
  Traps: To prevent her prisoner from escaping or being 
  rescued, Amynta Irel took advantage of the natural by-
  products of grape must fermenting in the vats here. A 
  mechanical trap on the door triggers valves in the vats to 
  open, releasing an excess of carbon dioxide into the room. 
  Since Amynta doesn’t want Emilio to die before she can use 
  him to access the Varisian site, she warned him about the 
  trap’s existence. The trap can only be accessed and disabled 
  from inside the basement.
  SUBTIER 3–4 (CR 6)
  VINTNER’S SORROW 
  CR 6
  Type mechanical; Perception DC 23; Disable Device DC 23
  EFFECTS
  Trigger proximity; Reset none
  Effect The fermentation vats open, releasing a surplus of carbon 
  dioxide into the room. The carbon dioxide fills the room in 5 
  rounds, making the air unbreathable. Creatures without an 
  alternate oxygen source begin to suffocate (Pathfinder RPG 
  Core Rulebook 445). 
  SUBTIER 6–7 (CR 8)
  VINTNER’S SORROW 
  CR 8
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger proximity; Reset none
  Effect The fermentation vats open, releasing a surplus of carbon 
  dioxide into the room. The carbon dioxide fills the room in 5 
  rounds, making the air unbreathable. Creatures without an 
  alternate oxygen source begin to suffocate (Pathfinder RPG 
  Core Rulebook 445). 
  Treasure: The wine rack to the east of the cellar’s 
  entrance contains several bottles of a particularly rare, 
  exquisitely delicious, and dauntingly expensive vintage 
  known as Encarthan Gold. PCs who succeed at a DC 
  20 Appraise check, or a DC 15 Profession (sommelier) 
  check, can identify four bottles of Encarthan Gold 
  that are each worth 75 gp (or four bottles of Encarthan 
  Fishgold Rose worth 225 gp each in Subtier 6–7).  
  PCs who succeed on this check also notice a pair of worn 
  gloves resting on top of a rucksack near one of the vats; 
  these are actually a set of engineer’s workglovesUE and a handy 
  haversack. In Subtier 6–7 there is also a set of marvelous 
  pigmentsUE inside of the handy haversack.
  Development: If the PCs trigger the trap, allow them to 
  attempt a DC 15 Knowledge (nature) or Survival check, or 
  a DC 10 Profession (sommelier) check, to recognize the 
  impending threat. The PCs have 5 rounds before they need 
  to hold their breath or begin succumbing to the negative 
  effects of the carbon dioxide filling the room. Emilio has 
  a Constitution score of 10, and can hold his breath for 20 
  rounds before passing out. PCs who remain on the stairs are 
  not affected. 
  If the PCs already have Amynta’s journal, if they failed to 
  successfully navigate the maze in area B, or if they allowed 
  Majordomo Nayeli to escape and contact her mistress, 
  Amynta Irel arrives home after they disarm or trigger the 
  trap in the wine cellar. See the development section of 
  encounter A4.
  Once the PCs rescue Emilio from the wine cellar, he 
  addresses them warily: “Well met. And to whom do I owe 
  this rescue?” If the PCs claim to be agents of Grandmaster 
  Torch, Emilio responds, “That would be a wonderful 
  coincidence. What proof do you have of this claim?” See the 
  Duping Emilio sidebar. Read the following text after the PCs 
  make their introductions:
  Emilio sighs. “That damned Kalistocrat really had it out for me. 
  She came down here every day to rub it in my face that she finally 
  caught me. As if I could forget! She let me in on a little secret, 
  too.” Emilio licks his lips and smirks. ”She researched some ruins 
  in Varisia chock full of treasure and magic. All she needs to trip the 
  For Emilio’s statistics, use the charlatan (NPC Codex 145). 
  To convince Emilio that they are agents of Grandmaster 
  Torch, the PCs must succeed at at least two of the following 
  checks: a DC 19 Disguise check, a DC 19 Bluff check, or 
  a DC 11 Linguistics check to present forged identification 
  documents (increase the DC of all of these checks by +2 
  for Subtier 6–7). If the PCs fail these checks, Emilio remains 
  skeptical about the PCs’ true identities and questions their 
  motivation in getting a message to al-Jakri. At this point, 
  PCs who succeed at a DC 14 Diplomacy or Intimidate check 
  can persuade or scare Emilio into delivering the message 
  anyway. Grant PCs who agree to help Emilio recover 
  Amynta Irel’s journal, or present it to him if they already 
  have it, a +4 circumstance bonus on all of these checks.
   If the PCs do not manage to convince Emilio of their 
  identities, he agrees to take the documents to al-Jakri if 
  the PCs help him steal Irel’s journal from the library. 
  Once the PCs recover the journal, Emilio allows them to 
  make a copy of the notes if he believes they are working 
  for Grandmaster Torch. The PCs may trick Emilio into 
  letting them keep the original notes if they succeed at an 
  additional DC 19 Bluff check. 
  Duping Emilio
  
  15
  IN THE GRANDMASTER’S NAME
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Apply the young creature simple template 
  to the living topiaries.
  Subtier 6–7: Remove the poison from the topiaries’ 
  attacks.
  Scaling Encounter B
  wards is the blood of one of the ancient families—that’s where I 
  come in. She’s planning to drag me out to Varisia and bleed me 
  in some cave, then take everything for herself. That’s how I’m 
  supposed to pay my debt. But here you are, busting me out. I 
  know where she keeps her notes, so let’s nick ‘em and take ‘em 
  back to the boss.”
  As long as Amynta and her entourage have not yet returned, 
  Emilio insists on visiting the library to search for Amynta’s 
  journal. If Amynta Irel returns early, he curses his rotten luck 
  and begs the PCs to leave without the journal, assuring them 
  it’s not worth throwing their lives away.
  Faction Notes: Grand Lodge PCs may be especially 
  interested in gaining Emilio’s trust by maintaining their 
  disguises as agents of Grandmaster Torch. 
  Rewards: If the PCs do not locate the expensive wine 
  bottles along with the gloves and haversack, reduce each PC’s 
  gold earned by the following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 458 gp (or by  
  33 gp if they found only the gloves and haversack).
  Out of Subtier: Reduce each PC’s gold earned by 642 gp (or by 
  50 gp if they found only the gloves and haversack).
  Subtier 6–7: Reduce each PC’s gold earned by 825 gp (or by  
  67 gp if they found only the gloves and haversack).
  B. THE HEDGE MAZE (CR 6 OR CR 9)
  Inside the stone perimeter wall are emerald-green hedges 
  pruned to a uniform height and width. The foliage is planted 
  in gently curving patterns that radiate from an unseen central 
  point. To the south, a white and gold marble mansion towers 
  over the maze. 
  To the north of Amynta Irel’s estate is the hedge maze. 
  Though it appears to be a cosmetic addition to the gardens 
  and vineyards around the manor, the maze functions as an 
  important part of Irel’s defenses. The uniformly pruned 
  hedges of the maze stand 10 feet tall and form a circular 
  pattern around a central open area. The entrance to the maze 
  is located to the north (as depicted in the Irel Estate map on 
  page 6), but it extends for several acres behind the estate. The 
  5-foot-thick thorny hedges can be breached by slow work 
  with edged weapons. Chopping away at the walls of the maze 
  creates a passage 1 foot deep for every 10 minutes of work. 
  Creatures: Two living topiaries (three assassin topiaries 
  in Subtier 6–7) stalk the hedge maze. They serve as part of 
  Amynta Irel’s personal security, freeing up the guards to 
  focus their patrols around the front and sides of the house.  
  The topiaries are loyal to the estate gardener, a druid who 
  created them and frequently provides them with a diverse 
  variety of plants to assimilate. The topiaries have explicit 
  instructions to attack anyone who ventures into the maze 
  without asking for safe passage in Sylvan. 
  Hazard: Navigating the hedge maze is difficult. The 
  PCs must succeed at three DC 16 Survival checks (DC 21 in 
  Subtier  6–7) to find their way through the maze. Having a 
  compass or wayfinder provides a +2 bonus on these checks. 
  PCs who mark their surroundings in some fashion (such as 
  using cloth markers or some other means of indicating the 
  turns they have taken) receive an additional +2 bonus on these 
  checks. PCs who succeed on at least 2 of these checks traverse 
  the maze in an hour and have ample time to search the estate 
  before Amynta Irel returns. If the PCs do not succeed on at 
  least 2 of these checks, they spend 1d4 additional hours lost in 
  the maze, and Amynta Irel arrives with her entourage after the 
  PCs face the encounter in area B.
  SUBTIER 3–4 (CR 6)
  LIVING TOPIARIES (2) 
  CR 4
  hp 42 each (Pathfinder RPG Bestiary 4 181) 
  TACTICS
  Before Combat The topiaries observe the PCs’ behavior in the 
  maze, using their innate abilities to follow them at a distance. If 
  the PCs suspect they are being followed, the topiaries use their 
  sculpt shape ability to blend in with the hedges until the PCs 
  leave the area, then teleport to the new location, attempting 
  to hamper the PCs’ progress through the maze. The topiaries 
  attack after the PCs attempt their second Survival check.
  During Combat The topiaries attempt to surprise PCs by leaping 
  out of the surrounding hedges. When reduced to 30 hit points 
  or fewer, the topiaries use their assimilate ability to heal 
  themselves.
  Morale If reduced to 10 hit points or less, a topiary attempts to 
  flee using its hedge stride ability.
  SUBTIER 6–7 (CR 9)
  ASSASSIN TOPIARIES (3) 
  CR 6
  Variant living topiaries (Pathfinder RPG Bestiary 4 181)
  N Medium plant
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 59 each (7d8+28)  
  Fort +11, Ref +4, Will +2 
  
  PATHFINDER SOCIETY SCENARIO
  16
  DR 5/slashing; Immune plant traits
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +8 (1d8+4 plus poison) 
  Spell-Like Abilities (CL 5th; concentration +4) 
  Constant—pass without trace 
  3/day—hedge stride 
  TACTICS
  Before Combat The topiaries observe the PCs’ behavior in 
  the maze, using their innate abilities to follow them at a 
  distance. If the PCs suspect they are being followed, the 
  topiaries use their sculpt shape ability to blend in to the 
  hedges until the PCs leave the area, then teleport to their new 
  location, attempting to hamper the PCs’ progress through the 
  maze. The topiaries attack after the PCs make their second 
  Survival check.
  During Combat The topiaries attempt to surprise the PCs by 
  leaping out of the surrounding hedges. When reduced to 30 
  hit points or lower, the topiaries use their assimilate ability to 
  heal themselves.
  Morale If reduced to 10 hit points or fewer, a living topiary 
  attempts to flee using its hedge stride ability. Living topiaries 
  that successfully escape use their assimilate ability to heal 
  back to full.
  STATISTICS
  Str 17, Dex 14, Con 19, Int 6, Wis 10, Cha 9
  Base Atk +5; CMB +8; CMD 20 (24 vs. trip)
  Feats Great Fortitude, Improved Initiative, Improved Natural 
  Armor, Power Attack
  Skills Escape Artist +10, Perception +6, Stealth +9 (+15 in 
  undergrowth); Racial Modifiers +8 Escape Artist, +2 Stealth, 
  +6 Stealth in undergrowth
  Languages Common, Sylvan (can’t speak)
  SQ assimilate, hedge stride, poisonous
  SPECIAL ABILITIES
  Assimilate (Ex) As a full-round action, a living topiary can 
  consume undergrowth or bushy plant matter it’s currently 
  touching and incorporate that material into its form. It can do 
  this at a rate of 5 cubic feet per round, healing 1d8 points of 
  damage each time.
  Hedge Stride (Sp) This ability functions as tree stride, permitting 
  the living topiary to teleport from one area of brush or hedges 
  to another area of similar vegetation within 1,500 feet.
  Poison (Ex) This living topiary was constructed using poisonous 
  plants. A successful attack exposes its victims to terinav root: 
  save Fort DC 16; frequency 1/minute for 6 minutes; effect 1d3 
  Dex damage; cure 1 save.
  CONCLUSION
  If the PCs successfully escort Emilio Bucsa out of Amynta 
  Irel’s estate, he expresses his gratitude for their help. Once 
  outside the estate, the PCs have an opportunity to convince 
  Emilio to take the documents to al-Jakri if they have not 
  done so already. As long as Emilio believes the PCs are acting 
  on Grandmaster Torch’s behalf, he also provides them with a 
  safe passage token that will allow them to bypass the mystical 
  wards around al-Jakri and Thurl’s stronghold. If Emilio 
  believes the PCs are not actually following Grandmaster 
  Torch’s orders, he assures his rescuers that al-Jakri will get 
  the message, but keeps his suspicions to himself and does 
  not provide them with the safe passage token. In this case, he 
  returns to al-Jakri and Thurl with a warning to question the 
  source of the intelligence. PCs may attempt a DC 24 Sense 
  Motive check to sense that Emilio does not completely trust 
  them; PCs who confront Emilio over this realization find 
  that Emilio is willing to strike a deal, offering to pass their 
  message along in good faith in exchange for 1,000 gp (3,000 
  gp in Subtier 6–7). If the PCs have Amynta’s journal, Emilio 
  is willing to reduce the price of his bribe by half if the PCs 
  also relinquish the journal to him. If the PCs successfully 
  bribe Emilio, he gives them the safe passage token as a sign 
  of good faith.
  The PCs may send a message to Venture-Captain 
  Ambrus Valsin reporting the success of their mission. They 
  have the option to return to Kristoff’s inn or seek other 
  accommodations; if they relay the story of their daring 
  rescue to the barkeep, room and board is on the house. A 
  day later the PCs receive a reply from Valsin congratulating 
  them on a job well done, with orders to enjoy a well-deserved 
  vacation—though preferably not in Druma.
  Upon returning to her estate, Amynta Irel is displeased to 
  discover her prisoner, and possibly her personal research, 
  are missing. She files a formal complaint with Kerse 
  officials and mobilizes a force of Blackjackets to find those 
  responsible for the theft. So long as the PCs escaped cleanly, 
  the Pathfinder Society can shield them from Irel’s vengeance.
  If a PC is arrested, the Pathfinder Society sends a 
  representative to Kerse to secure their freedom. Any items or 
  gold the PC obtained during the course of this scenario are 
  confiscated, including Chef’s secret recipe book. The fines 
  and Pathfinder Society intervention cost the PC 5 Prestige 
  Points, 2,000 gp, or a combination of the two by substituting 
  400 gp for every Prestige Point not spent. If the PC is unable 
  to pay the cost of release, mark that character as dead; the PC 
  spends too long in Kerse’s prisons to continue contributing 
  to the campaign in a meaningful way. 
  REPORTING NOTES
  If the PCs successfully tricked or bribed Emilio Bucsa, check 
  box A on the reporting sheet. If their disguises failed and they 
  did not bribe Emilio, check box B.
  PRIMARY SUCCESS CONDITIONS
  The PCs succeed at their primary goal by escorting Emilio 
  safely from Amynta Irel’s estate and convincing him to deliver 
  
  17
  IN THE GRANDMASTER’S NAME
  the documents to Thurl and al-Jakri. PCs who do so gain 1 
  Prestige Point and the Sommelier’s Private Selection boon.
  SECONDARY SUCCESS CONDITIONS
  If the PCs fulfill at least two of the following conditions, 
  they succeed at their secondary success condition: tricking 
  or subduing the majordomo, recovering Irel’s notes about 
  the Varisian site from the library, and maintaining their 
  disguises as agents of Grandmaster Torch while dealing with 
  Emilio. PCs  who successfully complete both the primary 
  and secondary success conditions for this scenario earn 1 
  additional Prestige Point and gain the Society Infiltrator boon.
  FACTION NOTES
  If the PCs successfully recovered Amynta’s journal and 
  maintained their disguises as agents of Grandmaster Torch, 
  each Grand Lodge faction PC earns the Emilio’s Family 
  Treasure boon.
  
  PATHFINDER SOCIETY SCENARIO
  18
  Handout: Venture-Captain Ambrus Valsin’s Orders 
  Pathfinders,
  As you may know, we recently discovered the location of two of the Society’s old 
  enemies: ex-venture-captain Thurl and the assassin Mulhia al-Jakri. Attacking 
  them directly is out of the question, at least for now. First, we need to flush them 
  out of the dangerous redoubt Thurl created in Druma. Luckily, we captured a 
  group of agents working for none other than Grandmaster Torch. These agents 
  revealed that they were on their way to pass off intelligence to one of al-Jakri’s 
  trusted informants, a Varisian man named Emilio Bucsa. That’s where you come 
  in. Play the part of Torch’s messengers and meet with Emilio at the Silver Spoon 
  Inn in Druma. I am providing you with false documents that indicate al-Jakri’s 
  base is unsafe and suggest a better location. If we can force al-Jakri and Thurl to 
  relocate, we should be able to apprehend them before they embed themselves too 
  deeply in a new hideout. 
  Disguise yourselves and travel to the inn, then convince Emilio to deliver the 
  forged intelligence. Do whatever you need to do to earn his trust—just get the 
  documents into al-Jakri’s hands. Send word as soon as you complete this task so 
  that we may begin preparations for the attack.
  I await your successful report,
  Venture-Captain Ambrus Valsin
  
  19
  IN THE GRANDMASTER’S NAME
  APPENDIX: STAT BLOCKS
  The following creatures appear in this scenario.
  DEATH INITIATE
  These monks deal swift and dispassionate death to those who 
  threaten or cross their monastery.
  DEATH INITIATE 
  CR 12
  Pathfinder RPG NPC Codex 209
  Human monk 9/assassin 4
  LE Medium humanoid (human)
  Init +5; Senses Perception +18
  DEFENSE
  AC 25, touch 21, flat-footed 19 (+2 armor, +1 deflection, +5 
  Dex, +1 dodge, +2 monk, +2 natural, +2 Wis)
  hp 88 (9d8+4d8+22)
  Fort +9, Ref +14, Will +10; +2 vs. enchantments or poison
  Defensive Abilities improved evasion, uncanny dodge; 
  Immune disease
  OFFENSE
  Speed 60 ft.
  Melee unarmed strike +15/+10 (1d10+1 plus 1d6 electricity) or
  mwk quarterstaff +11/+6 (1d6+1) or 
  flurry of blows (unarmed strike) +16/+16/+11/+11/+6 
  (1d10+1 plus 1d6 electricity)
  Ranged +1 shuriken +16/+11 (1d2+2) or 
  flurry of blows (+1 shuriken) +17/+17/+12/+12/+7 (1d2+1)
  Special Attacks death attack (DC 16), flurry of blows, sneak 
  attack +2d6, stunning fist (10/day, DC 18), true death (DC 19)
  TACTICS
  Before Combat The assassin drinks her potion of barkskin, 
  attempts to study her victim for 3 rounds, and drinks her 
  potion of haste.
  During Combat The assassin sidles up to her mark and makes 
  her death attack with a Stunning Fist attack. She then 
  retreats to throw flurries of shuriken.
  Base Statistics Without barkskin, the assassin’s statistics are AC 
  23, touch 21, flat-footed 17.
  STATISTICS
  Str 12, Dex 21, Con 12, Int 14, Wis 14, Cha 8
  Base Atk +9; CMB +13; CMD 31
  Feats Deadly Aim, Deflect Arrows, Dodge, Extra Ki, Improved 
  Unarmed Strike, Nimble Moves, Point-Blank Shot, Step Up, 
  Stunning Fist, Weapon Finesse, Weapon Focus (shuriken, 
  unarmed strike)
  Skills Acrobatics +21 (+42 when jumping), Bluff +6, Climb 
  +11, Diplomacy +2, Disguise +6, Intimidate +7, Knowledge 
  (geography, local, nature) +5, Knowledge (history) +8, 
  Knowledge (religion) +6, Perception +18, Sense Motive +12, 
  Stealth +21, Swim +7
  Languages Auran, Common, Infernal
  SQ fast movement, hidden weapons, high jump, ki pool  
  (8 points, magic), maneuver training, poison use, slow fall 
  40 ft., wholeness of body
  Combat Gear potion of barkskin, potion of cure serious 
  wounds, potion of haste; Other Gear +1 human-bane 
  shuriken (5), +1 shuriken (20), adamantine shuriken (10), 
  cold iron shuriken (10), masterwork quarterstaff, belt of 
  physical might +2 (Str, Dex), bracers of armor +2, cloak 
  of resistance +1, ring of protection +1, shock amulet of 
  mighty fists, 235 gp
  LIVING TOPIARY
  This lumbering topiary has the rough shape of an elephant, complete 
  with brambly limbs and tusks.
  LIVING TOPIARY 
  CR 4
  Pathfinder RPG Bestiary 4 181
  N Medium plant
  Init +6; Senses darkvision 60 ft., low-light 
  vision; Perception +6
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 42 (5d8+20)
  Fort +10, Ref +3, Will +1
  DR 5/slashing; Immune plant traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +6 (1d6+4)
  Spell-Like Abilities (CL 5th; concentration +4)
  Constant—pass without trace
  3/day—hedge stride
  STATISTICS
  Str 17, Dex 14, Con 19, Int 6, Wis 10, Cha 9
  Base Atk +3; CMB +6; CMD 18 (22 vs. trip)
  Feats Great Fortitude, Improved Initiative, Power Attack
  Skills Escape Artist +10, Perception +6, Stealth +9 (+15 
  in undergrowth); Racial Modifiers +8 Escape Artist, 
  +2 Stealth (+8 in undergrowth)
  Languages Common, Sylvan (can’t speak any language)
  SQ assimilate, move through hedges, sculpt shape
  SPECIAL ABILITIES
  Assimilate (Ex) As a full-round action, a living topiary can 
  consume undergrowth or bushy plant matter it is currently 
  touching or otherwise in contact with and incorporate that 
  material into its form. It can do this at a rate of 5 cubic feet 
  per round, healing 1d8 points of damage each time it uses 
  this ability. If the topiary is at maximum hit points, this 
  ability has no effect.
  Hedge Stride (Sp) This ability functions as tree stride, but 
  rather than allowing for teleportation from tree to tree, 
  it permits the living topiary to teleport from one area of 
  brush or hedges to another area of similar vegetation 
  within 1,500 feet.
  Move through Hedges (Ex) A living topiary may move 
  
  PATHFINDER SOCIETY SCENARIO
  20
  through any mass of brambles or other dense plant growth 
  without penalty. It must begin and end its turn outside of 
  the mass.
  Sculpt Shape (Ex) As a standard action, a living topiary 
  can alter itself to take on the basic form of any creature, 
  including humanoids, animals, and even more exotic 
  creatures such as aberrations.  
  The change is purely cosmetic, and does not change its 
  size, grant it any special powers, or alter its abilities.
  
  21
  IN THE GRANDMASTER’S NAME
  
  22
  PATHFINDER SOCIETY SCENARIO
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d) “Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; artifacts, 
  creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by 
  a Contributor to identify itself or its products or the associated products contributed 
  to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to 
  use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of 
  this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of 
  this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Necrophidius from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Simon Tillbrook.
  Pathfinder Society Scenario #9–21: In The Grandmaster’s Name © 2018, Paizo 
  Inc.; Author: Jenny Jarzabski.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #9–21: 
  In the Grandmaster’s Name
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  3–4
  6–7
  —
  640
  1,587
  —
  1,114
  1,280
  3,173
  —
  2,227
  Out of
  Subtier
  Pathfinder Society Scenario #9-21: 
  In the Grandmaster’s Name
  ▫▫▫▫ Chef’s Secret Recipes: You have found Chef’s fiercely protected secret book of recipes, which includes 
  techniques for using spices to draw out the maximum flavor and benefits of almost any drink or dish. Whenever 
  you drink a potion or extract of 3rd level or lower with a variable numeric effect, you can check a box next to this 
  boon as a swift action to maximize the benefit received (for example, when drinking a potion of cure light wounds 
  that would normally restore 1d8+1 hit points, you could check a box next to this boon to heal the maximum 
  possible amount of 9). Alternatively, you can check a box next to this boon when stopping to eat to grant you and 
  up to five allies a +1 alchemical bonus on Fortitude saves for the next 24 hours.
  ▫▫▫Emilio’s Family Treasure (Grand Lodge Faction): As thanks for rescuing him, Emilio Bucsa has gifted 
  you with a vial containing a drop of his blood and copies of Amynta’s notes on the location of his ancestral 
  treasure. Since Emilio has well-founded concerns that Amynta could have spies watching for him at the site, 
  he has left the recovery of this treasure to you. You may spend your downtime to check one of the boxes that 
  precedes this boon. Upon checking the third box, you uncover the ancient Varisian cache, earning you a number 
  of gold pieces equal to 100 × your current character level and restoring up to 2 expended Prestige Points as your 
  archaeological findings are reported to the Society. 
  Society Infiltrator: Your expert infiltration of Amynta’s estate has impressed the Society, which provides you 
  with a special dispensation to aid you in similar endeavors in the future. Characters with this boon can purchase 
  disguise kits at half price. This reduction in cost does not stack with any other boons or abilities that reduce the 
  cost to purchase disguise kits, and disguise kits obtained in this manner cannot be sold for more than was spent 
  to acquire them under any circumstances.
  ▫▫▫ Sommelier’s Private Selection: Despite your discretion, at least one of Amynta’s business rivals 
  appears to have learned of your raid on her estate. You have received three bottles of a rare and potent vintage as 
  congratulations. As a standard action, you may check one of the boxes next to this boon to draw and drink a bottle 
  of this refined beverage, healing yourself for 1d8 hit points per 2 levels you have (maximum 5d8). The effects of 
  this beverage may be maximized using the Chef’s Secret Recipes boon.
  Core Campaign
  Subtier 3–4
  Subtier 6–7
  engineer’s workgloves (3,000 gp; Pathfinder RPG 
  Ultimate Equipment 234)
  lesser book of extended summoning (750 gp; Ultimate 
  Equipment 283)
  wand of air bubble (5 charges, 400 gp; Pathfinder RPG 
  Ultimate Combat 222)
  engineer’s workgloves (3,000 gp; Pathfinder RPG 
  Ultimate Equipment 234)
  headband of alluring charisma +2 (4,000 gp; Ultimate 
  Equipment 248)
  lesser book of extended summoning (750 gp; Ultimate 
  Equipment 283)
  marvelous pigments (4,000 gp; Ultimate Equipment 310)
  wand of air bubble (5 charges, 400 gp; Pathfinder RPG 
  Ultimate Combat 222)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 9/S09-21 - In the Grandmaster's Name.pdf