TEXT: A PATHFINDER SOCIETY SCENARIO FOR TIER 7–11
  Pathfinder Society Scenario #3–17
  By Alex Greenshields
  Red HaRvest
  Red HaRvest
  
  Red HaRvest
  Pathfinder Society Scenario #3–17
  Author • Alex Greenshields
  Contributing Artists • Ryan Portillo and Florian Stitz
  Cartographer • Corey Macourek
  Creative Director • James Jacobs
  Senior Art Director • Sarah Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • Mark Moreland
  Editing • Patrick Renie
  Editorial Assistance • Judy Bauer, Jason Bulmahn, 
  Christopher Carey, Adam Daigle, Rob McCreary, 
  Stephen Radney-MacFarland, Sean K Reynolds,
  and James L. Sutter
  Editorial Intern • Jerome Virnich
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
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  Staff Accountant • Kunji Sedo
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  Pathfinder Society Campaign Coordinator • Mike Brock
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  Lissa Guillet, and Chris Lambertz
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  Strand, and Kevin Underwood
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  and Sara Marie Teter
  Pathfinder Society Scenario #3–17: Red Harvest is a Pathfinder Society Scenario designed for 7th- to 11th-level characters 
  (Tier 7–11; Subtiers 7–8 and 10–11). This scenario is designed for play in the Pathfinder Society Organized Play 
  campaign, but can easily be adapted for use with any world.
  This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, 
  Pathfinder RPG Bestiary 3, Pathfinder RPG GameMastery Guide, and Pathfinder RPG Ultimate Combat. These rules can be 
  found online for free as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
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  paizo.com/pathfindersociety
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
  fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
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  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
  Pathfinder Society Scenario #3–17: Red Harvest © 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and 
  GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player 
  Companion, Pathfinder Roleplaying Game, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC.
     
  ®
  
  3
  WHERE ON GOLARION?
  Red Harvest takes place in the nation of Nagajor on the 
  continent of Tian Xia, far to the east of the Inner Sea 
  region. This mountainous, jungle-filled land is ruled by 
  a matriarchal hierarchy of nagas, who govern from the 
  capital city of Zom Kullan. Most of the people living in 
  Nagajor are serpentine humanoids called nagaji, who have 
  deeply rooted reverence for the nagas who rule them. For 
  more information on nagaji and the nation of Nagajor, 
  see Pathfinder Campaign Setting: Dragon Empires Gazetteer, 
  available at your local game store or bookstore, or online 
  at paizo.com.
  Naga
  joR
  • MagniMar
  • ZoM Kullan
  an expedition to this dangerous and far-away land in order 
  to discover whether they were dealing with a genuine copy 
  of the Lotus Annals or simply chasing a rumor.
  SUMMARY
  Venture-Captain 
  Amara 
  Li 
  tasks 
  the 
  PCs 
  with 
  investigating a rumor of an ancient historical artifact 
  known as the Lotus Annals, said to be located in a remote 
  nagaji mountain village called Nibung in the Tian realm 
  of Nagajor. She informs them that they need to either 
  make detailed copies of the document or somehow 
  acquire it from the village leaders.
  After an uneventful sea voyage from the metropolitan 
  city of Goka to a small trading port on the east coast of 
  T
  housands of years ago, the goddess Nalinivati 
  was simply a powerful mortal naga sorceress, the 
  first queen of the Tian Xia realm of Nagajor. She 
  ruled her queendom not only through the careful use 
  of her prodigious magical talents, but also through her 
  many naga daughters, who formed a matriarchal caste 
  to oversee the mountains and forests of their homeland. 
  Nalinivati eventually achieved apotheosis in her old age, 
  leaving Nagajor to be ruled by her many offspring.
  One of these descendants was a royal naga named 
  Holadi, the goddess’s great-granddaughter. A quiet 
  and thoughtful creature, she rejected her right to rule, 
  preferring to compose poetry and study the mysteries 
  of the natural world. As a young naga, she would follow 
  her then-still mortal great-grandmother about, asking 
  her countless questions about her life and experiences. 
  Nalinivati saw in the young naga’s youth and enthusiasm 
  something she had lost a long time ago, and the two 
  eventually became quite close.
  After Nalinivati’s ascension, Holadi withdrew from 
  naga society, uninterested in her extended family’s power 
  struggles. She settled in the remote Kullan Dei mountains 
  of western Nagajor, spending her remaining days writing 
  down her thoughts and recollections, including many 
  lessons and parables her great-grandmother had taught her. 
  These writings became known as the Lotus Annals, named 
  after the goddess’s favorite flower, and were collected into 
  enormous vellum scrolls after Holadi passed.
  Although not considered one of Nalinivati’s holy texts, 
  the annals are still prized by the goddess’s worshipers 
  for their insight into her mortal life before achieving 
  godhood. The original Lotus Annals were destroyed 
  millennia ago thanks to the ravages of time, but a limited 
  number of copies were made over the years, all of which 
  were said to be kept in the forbidden libraries of the 
  capital city of Zom Kullan.
  Recently, the Lantern Lodge in the city of Goka learned 
  that a remarkably well-preserved copy of the Lotus Annals 
  had been found in the village of Nibung, a tiny coffee-
  growing settlement in the western foothills of Nagajor’s 
  Kullan Dei mountains. Venture-Captain Amara Li 
  immediately contacted the Decemvirate, wishing to launch 
  Red HaRvest
  By alex greenShieldS
  
  PATHFINDER SOCIETY SCENARIO
  4
  Nagajor, the PCs make their way inland into the hilly 
  upcountry. On the outskirts of the village of Nibung, they 
  encounter a nagaji coffee farmer who has been chased up 
  a tree by two enormous beetles.
  After dealing with the vermin, the grateful farmer 
  states that the village of Nibung has nearly been 
  destroyed by the fighting between two rival gangs. One 
  faction, calling itself the Daughters of the Lotus, is led by 
  a traditionalist guardian naga, while the second faction, 
  known as the Ruby Circle, is under the control of a wealthy 
  and well-respected spirit naga who wishes to loosen the 
  strict cultural norms of nagaji society and expand trade. 
  Both sides have been fighting for control of the village for 
  months, but seem to have arrived at a stalemate; neither 
  group has enough confidence to overpower the other.
  Upon their arrival in Nibung’s central square, the PCs 
  stumble upon a tense stand-off between the two gangs and 
  their lieutenants, who seem to be in the middle of a prisoner 
  exchange, and judging from their tense demeanor are on 
  the verge of violence. The Daughters of the Lotus are led by 
  a samsaran bowman named Bakji, while the spirit naga’s 
  gang is commanded by Taicho, a tengu swordsman.
  Not knowing who the PCs are, both parties assume that 
  they are foreign mercenaries who have come to help the 
  other side, and quickly withdraw. Only the two leaders 
  remain to ascertain the PCs’ true motives, and both try 
  to convince them to join their respective sides. If they are 
  unable to do so, they suggest the PCs take a look around 
  Nibung, and perhaps check into the only remaining inn 
  for the night.
  At this point the scenario becomes less linear, although 
  it is assumed that the PCs explore the village in order 
  to get a better understanding of its politics, and perhaps 
  make inquiries about the Lotus Annals. They can speak 
  with any of the few remaining nagaji villagers or talk to 
  one or both of the naga leaders. Each naga tries to sway 
  the PCs to join her side, offering access to the Lotus Annals 
  in exchange for the Pathfinders’ support, but demanding 
  that the PCs undertake a minor mission in order to prove 
  their allegiance.
  Once the PCs have completed their mission, whichever 
  naga they support calls the other out, and a grand melee 
  ensues in the village’s central square. Once the other 
  side has been defeated, the victorious naga grants the 
  Pathfinders access to the Lotus Annals as promised.
  GETTING STARTED
  Read or paraphrase the following to get the adventure 
  underway.
  The Lantern Lodge of the city of Goka has asked for assistance 
  on a rather dangerous mission. Venture-Captain Amara Li 
  wishes to send a small contingent of Pathfinders to the jungles 
  of Nagajor, the realm of the serpent-people known as the 
  nagaji. Loosely governed by a naga matriarchy, the nagaji are 
  fiercely loyal to their rulers, and although trade has existed 
  between Nagajor and the outside world for thousands of years, 
  very little is known about the nagaji themselves. Li believes that 
  this needs to change, and that both the Lantern Lodge and the 
  Pathfinder Society would benefit from a greater understanding 
  of the serpentine realm. Luckily, a key to such understanding 
  has recently come to light.
  Coffee traders have brought rumors of an ancient document 
  known as the Lotus Annals to Goka. It is said to have been 
  written long ago by a naga mystic named Holadi, the great-
  granddaughter of Nalinivati, the founder of Nagajor who would 
  eventually achieve divinity to become the patron goddess 
  of Nagajor. These documents are among the earliest known 
  descriptions of the nagaji people and their culture. What 
  makes the Lotus Annals an even more important historical and 
  religious artifact is that, during her youth, Holadi was a close 
  friend of her great-grandmother, and recorded many of her 
  stories and sayings. The Lotus Annals are therefore not only an 
  important tool for understanding the nagaji people, but could 
  also reveal a heretofore unknown path to godhood. The chance 
  to study, or possibly even acquire, such a document is worth 
  the risk of traveling to Nagajor.
  Before the team leaves for Nagajor, Amara Li conducts 
  a short briefing. Read or paraphrase the following to 
  inform the PCs of their mission.
  “We believe that the Lotus Annals can be found in a small 
  farming community called Nibung in western Nagajor. Other 
  copies of the Annals are known to exist, but due to their cultural 
  significance, they are kept under strict lock and key in Zom 
  Kullan, the country’s capital. If the copy in Nibung is authentic, 
  it is most likely the only one we’ll ever be granted access to.
  “Your mission is to travel to Nibung and gain access to the 
  scrolls. You can simply make a detailed copy of them for later 
  study, although if you could actually acquire them, so much 
  the better. I am sending with you a small cache of gems, as 
  the village’s naga ruler will doubtlessly want some form of 
  compensation, if she can be convinced to grant access to the 
  annals at all.”
  Venture-Captain Li emphasizes that it is unlikely that 
  anyone in Nibung will speak Tien, and can guarantee 
  that no one will speak Common. If no one speaks Tien or 
  Nagaji, she strongly suggests that they hire someone in 
  Goka to act as a translator, or bring along magical means 
  of communication. 
  Li also gives them a small bag of very expensive gems 
  to use in the bargaining process, worth approximately 
  5,000 gp.
  
  Venture-Captain 
  Amara Li
  RED HARVEST
  5
  Whether this happened before or after she became a 
  goddess is unknown.
  20+ The nagaji were given free thought many years 
  ago, and are not a pure slave race. They are, however, 
  extremely loyal to the naga.
  25+ Also known as the Serpent’s Kiss, Nalinivati is a 
  deity of fertility and sorcery. As such, she is worshiped 
  by non-nagaji sorcerers, as well as those who 
  wish to have large families or who are 
  having trouble conceiving. She has 
  been romantically linked with the 
  kitsune goddess Daikitsu, although both 
  goddesses deny this relationship.
  ACT 1: THE TREED 
  NAGAJI  
  (CR 10 OR CR 12)
  The PCs travel on a ship to a small 
  trading port on Nagajor’s western 
  coast. From there they travel 
  overland into the foothills of the 
  western 
  Kullan 
  Dei 
  mountains. 
  The oppressive humidity of the jungle 
  lowlands is soon replaced by cooler 
  temperatures as the path climbs in 
  elevation. As the party gets closer to 
  Nibung, the dense forest gives way to 
  groves of carefully arranged coffee trees. Rows upon rows 
  cover the hillsides, the red coffee cherries weighing down 
  the branches. Closer inspection and a DC 15 Knowledge 
  (nature) check reveals that although they look ready to 
  be harvested, they have clearly been neglected by their 
  growers for a period of weeks, if not months.
  Creatures: Around the next hill, the PCs encounter 
  a nagaji coffee farmer who has been chased up a large 
  coffee tree by two enormous beetles. Standing on two 
  pairs of their hind legs, their clacking mandibles are 
  only moments away from tearing the nagaji apart.
  PCs who make a DC 20 Knowledge (nature) check know 
  that the beetles can be driven off by a large fire. Anyone who 
  makes a lasting fire larger than a torch (not an instantaneous 
  flame, such as that created by a fireball spell) will cause the 
  vermin to flee as if under the effects of a cause fear spell (even 
  though they are normally immune to this effect). Note that 
  any non-instantaneous fire created by a 0 or 1st-level spell is 
  not considered large enough for the purpose of this effect. 
  There is also plenty of dry kindling and branches lying 
  about. Collecting enough to create a large-enough fire 
  requires two full-round actions. This fuel can then be lit by 
  any logical means at the character’s disposal.
  The beetles continue trying to reach the nagaji farmer 
  unless the PCs intervene. Once the vermin are hurt by 
  Give the PCs a chance to ask Venture-Captain Li any 
  further questions; what she knows is listed below. The 
  PCs may also have some preexisting understanding 
  of the places and people of Nagajor, as listed after the 
  venture-captain’s answers.
  Are the Lotus Annals magical? ”They are not a magical 
  item, per se, although I would not be surprised if they are 
  protected by some form of magic from tearing and aging. 
  A vellum scroll would most likely have disintegrated 
  in the heat and humidity of Nagajor if this were 
  not the case.”
  Do you know anything further about the 
  village of Nibung? “What little I know about 
  Nibung comes from a nagaji coffee trader. It is 
  ruled by a very old and benevolent guardian 
  naga. There is very little international trade 
  with the rural interior of Nagajor. Be prepared 
  to be the first western—if not the first non-
  nagaji—people they have ever seen.”
  Knowledge 
  (dungeoneering)
  Characters with knowledge of nagas and 
  their kind may have insights into the 
  ruling caste of Nagajor and the culture 
  the PCs may expect to encounter there.
  15+ Nagas have the bodies of snakes 
  and human-like faces. Most are poisonous and all possess 
  spellcasting powers. Found throughout Golarion, they 
  seem to be particularly concentrated in Nagajor. The 
  term “wormfolk” is sometimes used synonymously with 
  nagas, although they find the term highly offensive.
  20+ There are six known races of nagas. In order of 
  ascending power, they are the reflective lunar naga, the 
  bestial water naga, the Darklands-dwelling dark naga, 
  the corruptive spirit naga, the benevolent guardian naga, 
  and the five-headed royal naga.
  25+ Most scholars believe that nagas originated in 
  Vudra and came to Nagajor thousands of years ago. This 
  is contradicted by the nagas themselves, who say that 
  Nagajor is their true home. Most nagas are aloof and 
  believe themselves to be superior to all other creatures, 
  and can sometimes be manipulated by appealing to 
  their vanity.
  Knowledge (religion)
  Allow PCs with knowledge of religions to make a check 
  to remember information about the goddess Nalinivati 
  and her faith.
  15+ Nalinivati was once a mortal naga sorceress who 
  was able to achieve divinity thousands of years ago. She 
  is said to have helped create the nagaji as a servitor race. 
  
  The Treed Nagaji
  1 square = 5 feet
  N
  Y
  B
  B
  GameMastery Flip-Mat: Keep
  Y = Yesmoro
  B = Beetles
  PATHFINDER SOCIETY SCENARIO
  6
  a PC, they attack that PC instead. If the characters do 
  nothing, one of the beetles grabs hold of the farmer on 
  the second round of combat and kills him on the third. 
  Both beetles are quite hungry and fight to the death.
  Subtier 7–8 (CR 10)
  Goliath Stag Beetle 
  CR 8
  (Pathfinder RPG Bestiary 2 44)
  N Huge vermin
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 21, touch 8, flat-footed 21 (+13 natural, –2 size)
  hp 104 each (11d8+55)
  Fort +12, Ref +3, Will +3
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., fly 30 ft. (poor)
  Melee bite +17 (3d8+16)
  Space 15 ft.; Reach 10 ft.
  Special Attacks trample (2d8+16, DC 26)
  STATISTICS
  Str 32, Dex 10, Con 21, Int —, Wis 10, Cha 4
  Base Atk +8; CMB +21; CMD 31 (39 vs. trip)
  Skills Fly –8
  Subtier 10–11 (CR 12)
  Great Horned Beetles (2) 
  CR 10
  N Huge vermin 
  Init –2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 24, touch 6, flat-footed 24 (–2 Dex, +18 natural, –2 size)
  hp 142 each (15d8+75)
  Fort +14, Ref +3, Will +5
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., fly 30 ft. (poor)
  
  NAGAJI TERMINOLOGY
  The Nagaji language and culture within Nagajor has 
  been influenced by nagas since both were first formed. 
  Even when translated to Common, some terms for nagas 
  remains somewhat cryptic to those not familiar with the 
  Nagaji language.
  Hooded Protector Mother: Guardian naga.
  Mother: A female naga.
  Mother of Change: Spirit naga.
  Mother of Five Faces: Royal naga.
  Yesmoro
  RED HARVEST
  7
  Melee bite +20 (3d8+11), gore +20 (2d6+11)
  Space 15 ft.; Reach 10 ft.
  Special Attacks trample (1d8+16, DC 28)
  STATISTICS
  Str 32, Dex 6, Con 20, Int —, Wis 10, Cha 9
  Base Atk +11; CMB +24; CMD 32 (40 vs. trip)
  Skills Fly –6
  Development: Once the beetles have been dealt with, 
  and assuming the nagaji farmer has survived, he climbs 
  down from the tree, holds both arms over 
  his head in a sign of respect and 
  makes a low bow. He is tall 
  for his kind, standing nearly 
  7 feet in height, but he has 
  a slender frame. He dresses in a 
  common homespun brown cotton tunic 
  with matching pants and no shoes. A broad-
  brimmed hat made of reeds keeps the sun out 
  of the farmer’s sensitive eyes.
  He introduces himself in his native tongue, 
  Nagaji, stating that his name is Yesmoro (LN 
  male middle-aged nagaji commoner 4) and 
  that he is a coffee farmer. If no one in the 
  group speaks Nagaji, he switches to broken 
  Tien, of which he has a somewhat limited 
  vocabulary. When speaking, his voice is filled 
  with long, drawn out sibilants, and he 
  is obviously impressed with the way the 
  PCs handled the giant vermin.
  As Yesmoro is the first citizen of Nibung they 
  h ave 
  met, the PCs probably have numerous questions for him. 
  He is quite upset by the death and disruption of everyday 
  life caused by the fighting in Nibung, and wishes it would 
  just end so that he could get back to his farming. He 
  assumes that the characters are mercenaries who have 
  come to his village to work for one of the naga gangs. 
  He is nevertheless polite, and answers any question they 
  might have before excusing himself to get back to work.
  Where is the village of Nibung? “The village you 
  seek is just around the next hill, but there is little left 
  of Nibung. It has become a battleground between two 
  gangs, the Daughters of the Lotus and the Ruby Circle. 
  They have been fighting for control of the village ever 
  since the death of our last magistrate, Wise Owani. 
  Almost everyone in the village has died or been driven 
  off in the pointless fighting.”
  Tell us more about these gangs. “The Daughters of the 
  Lotus are led by Wise Owani’s granddaughter, a young 
  Hooded Protector Mother named Aishwarya. She’s a bit 
  naive and inexperienced, and wants to keep things as 
  they’ve always been. It is also said that she has no friends 
  in our capital city of Zom Kullan. The other gang is led 
  by a Mother of Change named Dhanishta. 
  She’s much shrewder and more connected 
  than Aishwarya, and wants to open 
  Nibung up to foreign trade. Both 
  sides have reached a stalemate 
  as of late. Neither feels powerful 
  enough to take on the other in 
  open combat, so they sit around plotting 
  each other’s destruction. It is a deplorable 
  state of affairs that has been going on 
  for months, and in the meantime, 
  nothing gets done.”
  Have you heard of the Lotus 
  Annals? “Of course. I have never seen 
  them myself, but they are said to be under the 
  care of our spiritual leader, Avinash, 
  who dwells at the temple of Nalinivati.”
  Mission 
  Notes: 
  Lantern 
  Lodge 
  faction PCs will want to help other faction members 
  complete their missions during this scenario. As long 
  as Lantern Lodge faction PCs make an effort to help at 
  least two of their teammates, whether their efforts are 
  effective or not, members of the Lantern Lodge faction 
  earn 1 Prestige Point.
  Qadira faction PCs who make a successful DC 25 
  Knowledge (nature) check find the most healthy-looking 
  coffee tree in the orchard, from which they can take a 
  cutting. If they ask Yesmoro for advice on finding an 
  acceptable specimen, he gives them his expert opinion, 
  granting a +2 circumstance bonus on the check. A Qadira 
  faction PC who takes a cutting from such a tree earns 1 
  Prestige Point.
  Shadow Lodge faction PCs can attempt to find a native 
  Nagajori tree at any time during this scenario. Doing so 
  requires a successful DC 25 Knowledge (nature) check, 
  and earns members of the Shadow Lodge faction 1 
  Prestige Point.
  Silver Crusade faction PCs can extend an offer to help 
  Yesmoro with his harvest, which he happily accepts. 
  Doing so requires no skill check, but is a full day’s work, 
  which the PCs can do at any time. Helping Yesmoro 
  
  PATHFINDER SOCIETY SCENARIO
  8
  or Sellaweti in Act 3 earns Silver Crusade faction PCs 1 
  Prestige Point.
  Taldor faction PCs must strike a defeating blow against 
  a foe in combat (either killing the opponent or rendering 
  it unconscious) during this scenario in order to complete 
  their faction mission and earn 1 Prestige Point.
  ACT 2: AN EXCHANGE OF 
  PLEASANTRIES
  Once the PCs have finished talking with Yesmoro and make 
  their way into the village, read or paraphrase the following.
  After a short walk through the coffee groves in the deepening 
  shadows of evening, the path leads to what remains of the village 
  of Nibung. It is built on two small hillsides that face each other, 
  while a fountain marks the central market square constructed 
  on the bit of level ground between them. Most buildings have 
  suffered heavy fire damage, and almost all of them have been 
  boarded up or stand in ruin. A few larger buildings look barely 
  damaged and clearly stand out from the rest.
  The first is a stone, monolithic structure that can just be seen 
  peeking through the trees near the crown of the hill to the west. 
  Even from this distance and silhouetted as it is by the westering 
  sun, it is obvious that the structure is covered in carvings or 
  murals. The largest intact building near the top of the hill to the 
  east is a large red warehouse of sorts.
  Only the sound of wind moving among the trees and 
  whistling through the jagged corners of ruined buildings can 
  be heard echoing through the empty streets. No other sound 
  breaks the silence, and nobody can be seen walking among 
  what must have once been a bustling farming community.
  As the characters approach the central square, three 
  loud gongs echo from the red warehouse on the eastern 
  hill. Seconds later, heavily armed nagaji come pouring out 
  of two buildings on opposite sides of the square, lining 
  up in long lines facing each other. One member of each 
  of the groups drags a bound and gagged nagaji prisoner. 
  Once they are in place, a blue-skinned humanoid male 
  carrying a longbow and dressed in black leather lamellar 
  armor steps through the eastern line, while opposite him, 
  a heavily armored tengu wielding a nine-ringed sword 
  steps through the line on the western edge of the square. 
  Both are the obvious leaders of their respective groups. 
  The two gangs stare daggers at one another across the 
  fountain, their hands close to their weapons.
  The scene changes immediately if the characters say 
  or do anything. If they remain quiet, the two groups 
  notice them within a few seconds. Upon seeing the PCs, 
  the members of the two groups take a few steps back 
  in surprise, looking at each other and their leaders for 
  assurance and guidance. Both leaders quickly signal 
  retreat, and the nagaji cautiously withdraw back to their 
  buildings, dragging the bound captives behind them. 
  Only the samsaran and the tengu remain, eyeing the PCs 
  carefully. Both make their way over to the characters as 
  casually as they can manage, but always keep the other in 
  their peripheral vision.
  The personality and goals of the two gang lieutenants 
  is summarized below and should serve to guide the 
  conversation.
  A somewhat dour fellow, the samsaran Bakji (LN male 
  samsaran ranger; see pages 18–21) is clearly convinced 
  that his boss Aishwarya should be the town’s leader, and 
  that the spirit naga Dhanishta is an underhanded liar. 
  He states that his mistress wishes to continue traditional 
  nagaji society as it has existed for thousands of years, and 
  that any other choice would lead to anarchy. Bakji is a 
  renowned mercenary captain and has only recently joined 
  the Daughters at Aishwarya’s request, and therefore 
  knows very little about the town. He has not heard of the 
  Lotus Annals, but is willing to deliver any questions to his 
  mistress, whom he is confident will be able to help.
  The tengu Taicho (CN male tengu fighter/rogue; see 
  pages 20–23) is a creature of great practicality and ambition, 
  a mercenary whom Dhanishta spared no expense to rally 
  to her cause. He states that his mistress is clearly the better 
  choice for Nibung, as the spirit naga wishes to break down 
  the old, outdated caste system and allow more foreign 
  trade. He has heard of the Lotus Annals and believes that 
  they are kept somewhere in town but knows little more 
  than that. He boasts that Dhanishta has been hosting a 
  royal tax collector for quite some time, and that it is only 
  a matter of time before the bureaucracy in Zom Kullan 
  appoints his mistress the legal ruler of Nibung.
  The samsaran and tengu introduce themselves, 
  believing that the PCs are foreign mercenaries who have 
  come to join their mistress’s cause. If the PCs agree to 
  join one of the two feuding factions, the respective leader 
  welcomes them, and points them towards the town’s 
  inn (see Act 3) to find a room for the night. The gang 
  lieutenant states that his naga mistress will speak to the 
  Pathfinders once they are settled.
  If the characters need some convincing or have other 
  questions, Taicho and Bakji do their best to promote 
  their gang’s particular cause, going to great lengths to 
  denigrate the other. They both state that warriors of the 
  Pathfinders’ obvious caliber will be well compensated 
  for their troubles, although they bicker with each other 
  about whose boss will be the most generous to the PCs. 
  If the characters wish to speak to the nagas first, both 
  say that they will take those concerns to their mistresses 
  on the PCs’ behalf, and again direct the party to the inn.
  The starting attitude for both Bakji and Taicho is 
  indifferent. If this can be changed to helpful, they will 
  
  POLITICS IN THE SANDBOX
  Acts 3 and 4 of Red Harvest allow the party to take a number 
  of possible actions that ultimately determine Nibung’s 
  future. The adventure assumes that the party allies with 
  one or the other naga to tip the balance of power, but it is 
  possible they ally with neither, try to play both sides against 
  one another, or even attack one or the other force without 
  provocation. As GM, it is your task to keep the adventure 
  on track and roll with any decisions the PCs may make that 
  aren’t accounted for in the adventure itself.
  If the PCs attack a naga in her gang’s base, run the final 
  act’s encounter there instead, and have the opposing naga 
  and her lieutenant approach the PCs shortly thereafter 
  to thank them for eliminating their competition. In this 
  situation, the surviving naga should still request the PCs 
  take care of the NPC standing in their way of ultimately 
  taking control of the town, whether that is the tax collector 
  Iltame or the town priest Avinash.
  Particularly violent parties may find themselves without 
  anyone to reveal the location of the Lotus Annals to them 
  should they kill all three nagas in the village. In this case, 
  the Pathfinders simply fail their primary mission, and 
  representatives from Zom Kullan arrive a few days later to 
  place a new magistrate in charge of the town.
  RED HARVEST
  9
  that all they care about is filling their own pockets, 
  gambling, and drinking the night away. Nobody cares 
  about the people, about Nibung.”
  Why have you not left town with all the others? “I am 
  an old woman. My mates and children are dead, and all I 
  have is this inn. Where would I go?”
  Do you know anything about the Lotus Annals or the 
  Temple of Nalinivati? “Yes, I saw them once when I was 
  a neonate, up near the Temple on the western hill. Our 
  spiritual guide, Avinash, cares for them. But I wouldn’t 
  bother him. He’s withdrawn since the fighting began and 
  hardly speaks to anyone.”
  What do you think of the two nagas? “The Mothers? 
  They both disgust me. All that Aishwarya cares about 
  is her precious family honor. She claims to be related 
  to the Mother who wrote the Lotus Annals. When our 
  last Mother died, Aishwarya was too young to take on 
  such an important leadership role. She alienated all the 
  important nagaji in the village with her demands, until 
  only a few of the oldest families would support her. Of 
  course, Dhanishta is not much better. She may be clever 
  and have powerful friends in Zom Kullan, but all she 
  cares about is profit and power.”
  Mission Notes: Silver Crusade faction PCs may wish to 
  help Sellaweti. She tells them that her inn is in dire need 
  of repair. A successful DC 25 Knowledge (engineering) 
  take the characters to see their naga mistress at her 
  headquarters immediately (see Act 4 for full stats for both 
  lieutenants in the party’s given subtier). Aishwarya can 
  be found at the Copper Mine Office, while Dhanishta 
  spends most of her time at the red coffee warehouse; both 
  locations are detailed in Act 3.
  Mission Notes: Grand Lodge faction PCs can attempt 
  to make an accurate sketch of Nibung at any point during 
  this adventure. Each attempt takes about half an hour and 
  either a successful DC 15 Intelligence and DC 15 Dexterity 
  check, or one successful DC 15 Profession (artist) check.
  ACT 3: PLOTS WITHIN PLOTS
  After finishing their conversations with the two gang 
  lieutenants, the characters can visit any of the remaining 
  intact buildings in order to learn more about the gangs 
  or the Lotus Annals. As it is getting late in the day by 
  this time, the characters may wish to find a place to 
  sleep for the night. The obvious place to do so is in the 
  inn just off the central square. Other places to visit in 
  town are the Temple of Nalinivati, the Copper Mine 
  Office (headquarters of the Daughters of the Lotus), and 
  the red coffee warehouse known as the Exchange (the 
  headquarters for the Ruby Circle gang).
  The Inn
  The only inn in Nibung is a dilapidated single-story 
  building with a slate roof located just off the central 
  square. It looks to have been haphazardly repaired several 
  times in the recent past, with ill-fitting boards nailed 
  over broken doors and windows and stout wooden braces 
  holding up the walls.
  The inn is run by an old nagaji woman named Sellaweti 
  (N female old nagaji commoner 2/expert 1; speaks Nagaji 
  and Tien) who has not taken sides in the fighting. 
  Because of this, the inn has become neutral territory, 
  and is occasionally visited by members of both gangs. 
  The bar fights that have erupted between her patrons as 
  well as the street fighting outside have been the largest 
  contributors to her inn’s current state.
  Since most villagers fled months ago and traders no 
  longer visit Nibung, Sellaweti is desperate for any kind of 
  business, and happily lets the characters stay in her rooms 
  for a few silver pieces. She includes a hearty mushroom 
  stew and fresh-baked rolls with the price of lodging, and 
  is very interested in any news from the outside world.
  Below are some answers Sellaweti might give to the 
  characters’ questions.
  What do you think of the fighting? “The fighting 
  between the two Mothers has destroyed Nibung, as surely 
  as if Lady Nanbyo herself had set off all of Nagajor’s 
  volcanoes. I don’t care about either side. Both have shown 
  
  NIBUNG
  N hamlet
  Corruption +1; Crime +4; Economy –6; Law –9; Lore +0; 
  Society –6
  Qualities holy site (Nalinivati), notorious
  Danger +25; Disadvantages anarchy, impoverished
  DEMOGRAPHICS
  Government anarchy
  Population 58 (53 nagaji, 3 nagas, 1 samsaran, 1 tengu)
  Notable NPCs
  Aishwarya (LN female guardian naga)
  Avinash (LE male royal naga)
  Dhanishta (CN female spirit naga)
  MARKETPLACE
  Base Value 130 gp; Purchase Limit 750 gp; Spellcasting 4th
  Minor Items 1d3; Medium Items —; Major Items —
  PATHFINDER SOCIETY SCENARIO
  10
  check allows them to draft plans that will greatly increase 
  the building’s structural integrity. Helping Sellaweti or 
  Yesmoro in Act 1 earns Silver Crusade faction members 1 
  Prestige Point.
  Development: If the characters spend the night at the 
  inn, either Bakji or Taicho (or both if the PCs haven’t 
  declared their affiliation) visit the next morning and 
  offer to take them to their naga leaders.
  The Copper Mine Office
  The Copper Mine Office is located on Nibung’s western 
  hillside, about halfway up to the Temple of Nalinivati. Once 
  the home of the owner of the local copper mine, a nagaji 
  named Hskoro, it is now the headquarters of the Daughters 
  of the Lotus gang and their leader, the young guardian naga 
  Aishwarya. It is a large two-story dwelling made of wood.
  Creatures: Two nagaji mercenary strikers always guard 
  the Copper Mine Office’s door, though they have been 
  told to expect the PCs’ visit (even if the Pathfinders sided 
  with the other faction) and allow them through while 
  keeping a close eye on them as a possible threat.
  Inside, the PCs find Aishwarya, a young female 
  guardian naga about 10 feet in length, with dark, golden 
  skin and a small spiked hood, as well as her lieutenant, 
  the samsaran ranger Bakji, and a nagaji mercenary 
  striker and a nagaji mercenary tripper. The only jewelry 
  Aishwarya wears is a thin, silver circlet studded with 
  small emeralds. She generally sprawls across the large 
  couch in front of the fire. Her human face looks slightly 
  Vudran, and she actually speaks Common (albeit with a 
  heavy Nagaji accent).
  She is quite happy to talk to the characters, and is 
  eager to learn what they wish in return for their support. 
  If the Pathfinders mention the Lotus Annals, Aishwarya 
  smiles briefly, and lets them know that although the 
  scrolls are not in her possession, she can get access to 
  them once she is the undisputed leader of Nibung. She is 
  completely unwilling to sell or otherwise trade the Lotus 
  Annals, stating that she is a distant descendant of the 
  naga who penned them thousands of years ago, and that 
  the scrolls are therefore a family heirloom. Aishwarya is 
  nevertheless willing to let the PCs have as much time as 
  they desire to study the scrolls.
  Once an agreement has been reached, Aishwarya tells 
  the PCs that she is very close to becoming the ruler of 
  Nibung. The only thing that stands in her way is a female 
  nagaji tax collector named Iltame from the capital city of 
  Zom Kullan who has taken up temporary residence at the 
  Exchange, the headquarters of Dhanishta and her Ruby 
  Circle gang. The young naga believes Dhanishta has 
  seduced the tax collector, and that her rival will use this 
  relationship to turn the naga matriarchy in the capital 
  against her. If Iltame were to leave Nibung or otherwise 
  disappear, Aishwarya could move against the spirit naga 
  without fear of outside repercussions. Once that has been 
  accomplished, Aishwarya demands that the PCs join her 
  in driving Dhanishta out of the village. Once she is the 
  clear victor, Aishwarya promises to command Avinash to 
  let the PCs study the Lotus Annals.
  Should the PCs engage in combat with Aishwarya and 
  her gang here, use the subtier-appropriate stats from the 
  encounter in Act 4 for all enemies (Aishwarya, Bakji, 1 
  nagaji mercenary tripper, and 3 nagaji mercenary strikers).
  Mission Notes: Sczarni faction PCs can find a few 
  sloughed-off naga scales here with a DC 25 Perception 
  check. Sadly, there are only enough to equal half of 
  the requested amount; collecting this sample and one 
  other similar sample at the Exchange or the Temple of 
  Nalinivati earns Sczarni faction PCs 1 Prestige Point
  The Exchange (CR 10 or CR 13)
  The red coffee warehouse known as the Exchange used to 
  be the center of trade in the village of Nibung. Located on 
  its eastern hill, all serious business transactions passed 
  through the Exchange, with the naga Dhanishta taking 
  a small cut of each. Nowadays the building is quiet, with 
  empty boxes stacked high waiting for trade goods that 
  will never arrive, although the place still smells of the 
  coffee beans that were once stored here. 
  Creatures: Dhanishta the spirit naga, her tengu 
  lieutenant Taicho, and a few of her select nagaji 
  mercenaries make their home here, along with a guest 
  from the faraway capital of Zom Kullan: the tax collector 
  Iltame, who appears as a thin nagaji but is in fact a 
  disguised ogre mage oni. Iltame arrived less than a month 
  ago, and she has allied with Dhanishta in the hopes of 
  gaining extreme riches. In her ongoing deception of the 
  
  The Copper Mine Office
  1 square = 5 feet
  N
  GameMastery Map Pack: Town
  RED HARVEST
  11
  become Nibung’s ruler, she will begin to change things 
  and bring prosperity to all. Aishwarya, in her opinion, 
  is simply too young for the job and is all too content to 
  maintain the unacceptable status quo.
  The spirit naga then asks the characters what form of 
  compensation their loyalty will require. If they mention 
  the Lotus Annals, she gives a knowing nod, and suggests 
  that she would like to send them on a small mission 
  which should secure her claim and earn her trust.
  The Lotus Annals were supposedly written by an ancestor 
  of Aishwarya. If they were to disappear from the village 
  along with the village’s spiritual leader, Avinash, the 
  naga, who she hopes to foster into a powerful ally, Iltame 
  has promised to soon return to the capital, where she will 
  “make things happen” for the naga.
  Dhanishta is large for her species, measuring nearly 
  15 feet in length and weighing over 300 pounds. Her 
  scales are midnight blue with silver highlights, and her 
  human face looks like a middle-aged Tian-Dan woman 
  with silver hair. She is quite soft spoken, never raising 
  her voice in anger. She is happy to converse with the PCs, 
  telling them tales of the plight of the poor nagaji peasant 
  who is trapped in the ancient, inflexible caste system, 
  unable to better himself. She proclaims that if she can 
  
  Iltame
  PATHFINDER SOCIETY SCENARIO
  12
  guardian naga would lose one of her strongest claims 
  to power. Unfortunately, Avinash—who is actually an 
  aged male royal naga—protects the Lotus Annals. If he 
  were to disappear, the PCs could take the Lotus Annals, 
  and Dhanishta would be free to challenge Aishwarya in 
  open combat. Although Dhanishta doesn’t care if the PCs 
  challenge Avinash, she warns that he is a being of 
  some power. Luckily, however, he has acquired 
  more than his share of vices over the years. One 
  of these is an addiction to a fermented fruit 
  beverage known as lenoo. Dhanishta proposes that 
  the PCs replace one of his bottles of lenoo with a 
  sample tainted with a strong sedative. Thus when 
  he drinks his nightly lenoo, the royal naga will 
  unwittingly drink himself into unconsciousness, 
  providing the PCs an opportunity to take him out 
  with little to no resistance.
  If any good PCs protest this action, 
  Dhanishta assures them Avinash is 
  an evil old snake who has inflicted 
  his share of misery in his long life, and that 
  the village will surely be better off without him. 
  While her claim may seem manipulative 
  and conniving, it’s actually the truth, 
  and a Sense Motive check or use of a 
  discern lies or zone of truth spell can confirm her claims as 
  fact. If the PCs agree to drug Avinash, Dhanishta provides 
  them with the poisoned lenoo.
  Iltame appears as a short nagaji female with dark gray 
  scales, dressed in expensive-looking orange and green robes. 
  She rarely leaves Dhanishta’s side, and will not speak unless 
  addressed directly. Despite her apparent loyalty to the naga, 
  she flees combat immediately if the PCs attack Dhanishta, 
  and the naga simply watches in amusement if the PCs attack 
  the tax collector. After all, both Dhanishta and Iltame think 
  themselves the puppeteer manipulating the other, but 
  neither is willing to risk personal harm to protect someone 
  she sees as little more than a convenient tool.
  Should the PCs engage in combat with Dhanishta and 
  her gang here, use the subtier-appropriate stats from the 
  encounter in Act 4 for all enemies (Dhanishta, Taicho, 
  1 nagaji mercenary tripper, and 3 nagaji mercenary 
  strikers). As mentioned above, Dhanishta restrains her 
  minions from interfering should the PCs attack Iltame 
  in her presence.
  Subtier 7–8 (CR 10)
  Iltame 
  CR 10
  Female ogre mage monk 4 (Pathfinder RPG Bestiary 221)
  LE Large outsider (oni, giant, native, shapechanger)
  Init +8; Senses darkvision 60 ft., low-light vision; 
  Perception +15
  DEFENSE
  AC 24, touch 19, flat-footed 19 (+4 Dex, +1 dodge, +1 monk, +4 
  Wis, +5 natural, –1 size)
  hp 138 (12 HD; 8d10+4d8+76); regeneration 5 (acid or fire)
  Fort +16, Ref +10, Will +14; +2 vs. enchantment
  Defensive Abilities evasion; SR 21
  OFFENSE
  Speed 50 ft., fly 60 ft. (average)
  Melee unarmed strike +20/+15/+10 (2d6+9/19–20) or
  flurry of blows +18/+18/+13/+8 (2d6+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks flurry of blows, stunning fist 
  (6/day, DC 16)
  Spell-Like Abilities (CL 9th; concentration 
  +12)
  Constant—fly
  At will—darkness, invisibility
  1/day—charm monster (DC 19), cone of cold 
  (DC 20), gaseous form, deep slumber (DC 18)
  STATISTICS
  Str 28, Dex 19, Con 23, Int 12, Wis 18, Cha 20
  Base Atk +11; CMB +22; CMD 41
  Feats Combat Reflexes, Deflect Arrows, 
  Dodge, Extra Ki, Improved Critical 
  (unarmed strike), Improved Initiative, 
  Improved Unarmed Strike, Power Attack, Stunning 
  Fist, Weapon Focus (unarmed strike)
  Skills Acrobatics +16 (+20 when jumping), Bluff +16, Disguise 
  +13, Fly +13, Intimidate +18, Knowledge (arcana) +11, 
  Perception +15, Sense Motive +12, Spellcraft +6, Use Magic 
  Device +10
  Languages Common, Giant, Nagaji, Tien
  SQ change shape (Small, Medium, or Large humanoid; alter 
  self or giant form I), fast movement, flight, ki pool (8 points, 
  magic), maneuver training, slow fall 20 ft., still mind
  Subtier 10–11 (CR 13)
  Iltame 
  CR 13
  Female ogre mage monk 8 (Pathfinder RPG Bestiary 221)
  LE Large outsider (oni, giant, native, shapechanger)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception 
  +19
  DEFENSE
  AC 26, touch 21, flat-footed 20 (+5 Dex, +1 dodge, +2 monk, +4 
  Wis, +5 natural, –1 size)
  hp 176 (16 HD; 8d10+8d8+96); regeneration 5 (acid or fire)
  Fort +18, Ref +13, Will +16; +2 vs. enchantment
  Defensive Abilities evasion; Immune disease; SR 24
  OFFENSE
  Speed 60 ft., fly 60 ft. (average)
  Melee unarmed strike +22/+17/+12 (2d8+9/19–20/×) or 
  flurry of blows +22/+22/+17/+17/+12/+7 (2d8+9)
  
  The Exchange
  1 square = 5 feet
  N
  GameMastery Flip-Mat: Warehouse
  RED HARVEST
  13
  SQ change shape (Small, Medium, or Large humanoid; alter 
  self or giant form I), fast movement, flight, high jump, ki 
  pool (10 points, magic), maneuver training, purity of body, 
  slow fall 40 ft., still mind, wholeness of body
  Development: The PCs may wish to speak to Iltame 
  if they are on a mission from Aishwarya. She is happy 
  to talk with them, although she will not speak openly in 
  Dhanishta’s presence. Convincing Dhanishta to let the 
  tax collector out of her sight requires a successful Bluff or 
  Diplomacy check (if the PCs have agreed to help the spirit 
  naga, her attitude is friendly, otherwise it is indifferent). 
  Once they are talking to the tax collector in private, 
  convincing Iltame to leave Nibung requires a successful 
  Intimidate check to impart on her the belief that sticking 
  around isn’t worth her trouble. Because she knows her 
  true form to be larger than Medium- or Small-sized 
  PCs, the DC to successfully intimidate Iltame includes 
  a +4 size bonus (this bonus is already included in the 
  Space 10 ft.; Reach 10 ft.
  Special Attacks flurry of blows, stunning fist (10/day, DC 18)
  Spell-Like Abilities (CL 9th; concentration +12)
  Constant—fly
  At will—darkness, invisibility
  1/day—charm monster (DC 19), cone of cold (DC 20), deep 
  slumber (DC 18), gaseous form
  STATISTICS
  Str 28, Dex 20, Con 23, Int 12, Wis 18, Cha 20
  Base Atk +14; CMB +26 (+28 grapple); CMD 46 (48 vs. grapple)
  Feats Combat Reflexes, Deceitful, Deflect Arrows, Dodge, 
  Extra Ki, Improved Critical (unarmed strike), Improved 
  Grapple, Improved Initiative, Improved Unarmed Strike, 
  Mobility, Power Attack, Stunning Fist, Vital Strike
  Skills Acrobatics +18 (+38 when jumping), Bluff +24, Disguise 
  +21, Fly +16, Intimidate +18, Knowledge (arcana) +11, 
  Perception +19, Sense Motive +17, Spellcraft +11, Use Magic 
  Device +13
  Languages Common, Giant, Nagaji, Tien
  
  PATHFINDER SOCIETY SCENARIO
  14
  Intimidate DCs below). In Subtier 7–8, frightening Iltame 
  into leaving town willingly takes a DC 20 Intimidate 
  check; in Subtier 10–11, it takes a DC 24 Intimidate check. 
  Ultimately motivated by money, Iltame is quite willing to 
  be bribed. The PCs receive a cumulative +5 bonus on their 
  checks for every 1,000 gp they give her.
  Mission Notes: Sczarni faction PCs can find discarded 
  naga scales here with a successful DC 25 Perception 
  check. Sadly, there are only enough to equal half of the 
  requested amount; collecting this sample and one other 
  similar sample at the Copper Mine Office or the Temple 
  of Nalinivati earns Sczarni faction PCs 1 Prestige Point.
  Cheliax faction PCs will want to ask Iltame about 
  infernal goings-on in Zom Kullan, as she is one of only 
  two people in the village who has visited the capital (the 
  other is Avinash). A successful DC 25 Diplomacy check 
  is enough to get her to tell them about a temple to the 
  archdevil Geryon there.
  The Temple of Nalinivati  
  (CR 10 or CR 13)
  The Temple of Nalinivati is a small, frescoed ziggurat 
  built on a larger earthwork structure located on the 
  steep, western hill of the town. The hill’s four sides 
  are nearly symmetrical and are covered in short grass. 
  The top can be reached by a short walk from the middle 
  of town, although it’s quite a climb up the zigzagging 
  switchback path.
  The ziggurat itself is actually solid stone, and has no 
  interior rooms. It is simply a highly decorated monument 
  to the goddess and where the local nagaji occasionally 
  perform their religious observances.
  Once they reach the top of the hill, read or paraphrase 
  the following.
  At the top of the steep, western hill sits a squat, stone ziggurat 
  about thirty-five feet in height. All four sides are entirely 
  covered by intricate, ancient frescoes depicting nagaji going 
  about their daily business, while nagas in repose look on. 
  The ziggurat itself sits on the peak of a series of four tiered 
  earthwork levels, each about five feet in height, whose top 
  can be reached by a wide stone staircase. At the top of this 
  staircase, in front of the ziggurat, stands what appears to be a 
  great stone altar of some kind, flanked by four large, roaring 
  braziers. Unlike the rest of the village, this structure seems to 
  be fairly well-maintained, despite its obvious age.
  Creature: The caretaker of this temple is what seems 
  to be an elderly nagaji male with piercing blue eyes and 
  long, black robes. He spends most of his time cleaning 
  moss and lichen off one of the frescoes on the front and 
  sides of the temple or making other repairs.
  This creature is actually a disguised royal naga named 
  Avinash. Royal nagas are proud and aloof, even compared 
  to other nagas, and Avinash is no exception. He believes 
  himself to be far superior to anyone else in town, 
  including the other nagafolk. Despite his arrogance, he 
  knows that the matriarchal society of Nagajor restricts 
  him from ever achieving any position of great authority, 
  so he contents himself with maintaining this shrine 
  to Nalinivati and protecting the Lotus Annals. He sees 
  the annals as a great historical treasure whose worth 
  cannot be measured, and absolutely refuses to show 
  them to anyone unless Aishwarya directly orders him 
  to. Avinash sees himself as being above the petty power 
  struggles of the village, and refuses to become involved 
  in any kind of plotting against either naga, though he 
  personally recognizes Aishwarya as the true successor 
  to the town’s magistrate.
  He ignores the PCs unless they address him directly. 
  He cannot be drawn into conversation about the village’s 
  political turmoil, although if the PCs ask him about the 
  goddess Nalinivati, Nagajori history, or the Lotus Annals, he 
  reluctantly discusses them for a few minutes. Even on this 
  topic, however, he quickly grows bored and simply returns 
  to his earlier chores, sometimes in mid-conversation.
  Avinash spends most of his time disguised as an 
  innocuous-looking elderly nagaji, although he reverts to 
  his true form if attacked. In this form he appears as a 
  14 foot-long snake with red-gold scales and five almost 
  human-looking heads. A golden hood, like that of a cobra, 
  encircles each of these unique faces, and all five visages 
  feature the same, brilliant blue eyes he displays in his 
  nagaji form.
  Subtier 7–8 (CR 10)
  Avinash 
  CR 10
  Male old royal naga (Pathfinder RPG Bestiary 3 198)
  LE Huge aberration (shapechanger)
  Init +6; Senses darkvision 60 ft., see invisibility; Perception +28
  DEFENSE
  AC 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, –2 size)
  hp 119 (14d8+56)
  Fort +8, Ref +8, Will +16
  OFFENSE
  Speed 40 ft.
  Melee 5 bites +13 (2d6+5 plus bleed)
  Space 15 ft.; Reach 15 ft.
  Special Attacks bleed (1d6), dual gaze, rend (3 bites, 2d6+7)
  Spell-Like Abilities (CL 9th; concentration +14)
  Constant—see invisibility
  Spells Known (CL 9th; concentration +14)
  4th (5/day)—arcane eye, charm monster (DC 19)
  3rd (7/day)—blink, dispel magic, suggestion (DC 18)
  
  Temple of Nalinivati
  1 square = 5 feet
  N
  GameMastery Map Pack: Jungle
  RED HARVEST
  15
  2nd (7/day)—enthrall (DC 17), hold person (DC 17), invisibility, 
  scorching ray
  1st (8/day)—charm person (DC 16), mage armor, magic 
  missile, ray of enfeeblement (DC 16), shield
  0 (at will)—daze (DC 15), detect magic, flare, mage hand, 
  message, open/close, read magic, touch of fatigue
  TACTICS
  During Combat If attacked, Avinash begins by casting 
  invisibility. He then moves away from his attackers and casts 
  mage armor and shield, after which he casts charm monster 
  or suggestion on a fighter-type to divide the group, using his 
  dual gaze ability on any obvious spellcasters.
  Morale Due to his healthy instinct for self-preservation, 
  Avinash flees if reduced to fewer than 30 hit points.
  STATISTICS
  Str 20, Dex 14, Con 18, Int 20, Wis 24, Cha 21
  Base Atk +10; CMB +17; CMD 29 (can’t be tripped)
  Feats Alertness, Blind-Fight, Combat Casting, Combat 
  Reflexes, Eschew MaterialsB, Improved Initiative, Lightning 
  Reflexes, Stand Still
  Skills Acrobatics +19 (+23 when jumping), Bluff +19, Diplomacy 
  +19, Knowledge (arcana) +21, Knowledge (nobility) +19, 
  Knowledge (religion) +19, Perception +28, Sense Motive +25, 
  Stealth +11
  Languages Celestial, Common, Infernal, Nagaji, Tien
  SQ change shape (male nagaji, female Tian-Shu human, male 
  Tian-Dan human, male Tian-Dtang human, female kitsune; 
  alter self )
  SPECIAL ABILITIES
  Change Shape (Su) A royal naga can use this ability to take one 
  of five specific humanoid forms. Each of these forms has a 
  unique appearance and the naga can only use this ability to 
  assume these five forms. The naga can still use its dual gaze 
  in humanoid form.
  Dual Gaze (Su) A royal naga has a piercing stare capable of 
  crippling those that meet its gazes. The creature has two 
  gaze attacks and can switch between them as a move 
  action. One gaze causes those that succumb to it to become 
  
  PATHFINDER SOCIETY SCENARIO
  16
  permanently blinded, while the other causes those that 
  succumb to be permanently deafened. A DC 22 Fortitude 
  save negates the effects of either gaze; otherwise, the 
  effects are permanent until cured. Royal nagas generally 
  prefer to keep their deafening gaze active, switching to the 
  blinding gaze once combat begins and some of their foes 
  have already been deafened, since those who are blinded 
  can no longer be harmed by gaze attacks. The save DC is 
  Charisma-based.
  Subtier 10–11 (CR 13)
  Avinash 
  CR 13
  Male advanced royal naga (Pathfinder RPG Bestiary 3 198)
  LE Huge aberration (shapechanger)
  Init +8; Senses darkvision 60 ft., see invisibility; Perception +30
  DEFENSE
  AC 28, touch 12, flat-footed 24 (+4 Dex, +16 natural, –2 size)
  hp 171 (18d8+90)
  Fort +11, Ref +12, Will +17
  OFFENSE
  Speed 40 ft.
  Melee 5 bites +17 (2d6+6 plus bleed)
  Space 15 ft.; Reach 15 ft.
  Special Attacks dual gaze, bleed (1d6), rend (3 bites, 2d6+9)
  Spell-Like Abilities (CL 9th; concentration +14)
  Constant—see invisibility
  Spells Known (CL 11th; concentration +16)
  5th (5/day)—feeblemind (DC 20), telekinesis (DC 20)
  4th (7/day)—arcane eye, charm monster (DC 19), dimension door
  3rd (7/day)—blink, dispel magic, slow (DC 18), suggestion 
  (DC 18)
  2nd (7/day)—enthrall (DC 17), hold person (DC 17), invisibility, 
  scorching ray
  1st (8/day)—charm person (DC 16), mage armor, magic 
  missile, ray of enfeeblement (DC 16), shield
  0 (at will)—daze (DC 15), detect magic, flare, mage hand, 
  message, open/close, read magic, touch of fatigue
  STATISTICS
  Str 23, Dex 18, Con 21, Int 18, Wis 22, Cha 21
  Base Atk +13; CMB +21; CMD 35 (can’t be tripped)
  Feats Alertness, Blind-Fight, Combat Casting, Combat 
  Reflexes, Empower Spell, Eschew MaterialsB, Improved 
  Initiative, Improved Natural Attack (bite), Lightning 
  Reflexes, Stand Still
  Skills Acrobatics +24 (+28 when jumping), Bluff +22, Diplomacy 
  +22, Knowledge (arcana) +21, Knowledge (history) +18, 
  Knowledge (religion) +18, Perception +30, Sense Motive +27, 
  Stealth +16
  Languages Celestial, Common, Infernal, Nagaji, Tien
  SQ change shape (male nagaji, female Tian-Shu human, male 
  Tian-Dan human, male Tian-Dtang human, female kitsune; 
  alter self )
  TACTICS
  During Combat If attacked, Avinash begins by casting 
  invisibility. He then moves away from his attackers and casts 
  mage armor and shield, after which he casts charm monster 
  or suggestion on a fighter-type to divide the group, using his 
  dual gaze ability on any obvious spellcasters.
  Morale Due to his healthy instinct for self-preservation, 
  Avinash flees if reduced to fewer than 40 hit points.
  SPECIAL ABILITIES
  Change Shape (Su) A royal naga can use this ability to take one 
  of five specific humanoid forms. Each of these forms has a 
  unique appearance and the naga can only use this ability to 
  assume these five forms. The naga can still use its dual gaze 
  in humanoid form.
  Dual Gaze (Su) A royal naga has a piercing stare capable of 
  crippling those that meet its gazes. The creature has two 
  gaze attacks and can switch between them as a move 
  action. One gaze causes those that succumb to it to become 
  permanently blinded, while the other causes those that 
  succumb to be permanently deafened. A DC 24 Fortitude 
  save negates the effects of either gaze; otherwise, the 
  effects are permanent until cured. Royal nagas generally 
  prefer to keep their deafening gaze active, switching to the 
  blinding gaze once combat begins and some of their foes 
  have already been deafened, since those who are blinded 
  can no longer be harmed by gaze attacks. The save DC is 
  Charisma-based.
  Development: If the PCs have allied with Dhanishta, 
  and wish to leave the lenoo with Avinash, they must use 
  subterfuge to slip it inside his pack leaning against the 
  altar and ensure he doesn’t suspect his nightly bottle 
  of lenoo is anything but pure. A PC attempting to make 
  the switch must use Stealth to sneak past the deceptively 
  perceptive old naga and Sleight of Hand to actually swap 
  the two bottles without Avinash catching them. These 
  are opposed checks based on the subtier-appropriate 
  Perception check listed above. Avinash drinks the drugged 
  lenoo that evening when he thinks he is alone. If the PCs 
  return late that night, they find Avinash asleep and drunk 
  on the steps. He is considered to be unconscious and will 
  not waken unless he is shaken or attacked, and even then 
  he is sickened for the remainder of the combat.
  Treasure: The Lotus Annals are kept in a hidden cache 
  under the ziggurat’s solid-stone altar, and are guarded by 
  a powerful nondetection effect (CL 20th). Unless told of the 
  scrolls’ location, a PC using a divination spell to locate 
  the annals must make a DC 31 caster level check to know 
  where they are stashed. Should the PCs attempt to remove 
  the scrolls without the permission of one of the three 
  nagas in town, Avinash, Aishwarya, Bakji, three nagaji 
  mercenary strikers, and one nagaji mercenary tripper all 
  defend the temple from their plundering. This is a CR 12 
  
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  17
  or CR 15 encounter that should present a challenge to even 
  the most optimized parties. Luckily, there is a simpler 
  way to gain access to the scrolls, and a party that allies 
  with either Aishwarya or Dhanishta can attain them at 
  the scenario’s conclusion without triggering this battle.
  Mission Notes: Avinash is the only one in town with 
  enough historical expertise to help Andoran faction PCs 
  with their mission. His beginning attitude is unfriendly, 
  but if he can be made at least friendly, he tells them about 
  the Lost Country of Lussan, which existed 300 years ago 
  in the jungles of southern Nagajor. There, he tells them, 
  nagaji ruled themselves for a few generations without 
  naga supervision. The country eventually fell apart for 
  unknown reasons. Learning this information from 
  Avinash earns Andoran faction PCs 1 Prestige Point.
  Sczarni faction PCs can find discarded naga scales here 
  with a successful DC 25 Perception check. Sadly, there 
  are only enough to equal half of the requested amount; 
  collecting this sample and one other similar sample at 
  the Copper Mine Office or the Exchange earns Sczarni 
  faction PCs 1 Prestige Point.
  Osirion faction PCs will be interested in the rather 
  unique magic that protects the location of the cache 
  containing the Lotus Annals, as well as the magic that 
  keeps the Lotus Annals themselves from decaying. Three 
  hours of study and a successful DC 25 Knowledge (arcana) 
  or Spellcraft check provides enough insight to complete 
  the mission, but the PC must first have access to the 
  scrolls or know where they were hidden. Analyzing the 
  scrolls or their hiding place earns Osirion faction PCs 1 
  Prestige Point. 
  Cheliax faction PCs will want to ask Avinash about 
  Zom Kullan, as he is one of only two people in the 
  village who has visited the capital (the other is Iltame). 
  If he can be made at least friendly, he tells them about 
  the temple to Geryon there, earning Cheliax faction PCs 
  1 Prestige Point.
  ACT 4: HIGH NOON (CR 10 OR 
  CR 13 )
  Once the characters have successfully completed either of 
  the nagas’ missions, the gang they have allied themselves 
  with musters enough confidence to confront its rivals. 
  The allied naga calls all her troops to her, and insists that 
  the PCs accompany her to the central square. Dozens of 
  nagaji pour out of various buildings, strapping on armor 
  and drawing weapons and joining the crowd heading for 
  the center of Nibung.
  If the PCs refuse to take part in the final combat, the 
  naga they have allied themselves with calls them traitors 
  and attacks them immediately if they do not reconsider 
  their refusal (you can use the same map of the central 
  square and the same set of stats for the naga and her 
  minions).
  If all goes as planned, both groups congregate in 
  the center of Nibung, with the Daughters of the Lotus 
  setting up on the west side of the square and the Ruby 
  Circle arranging itself to the east. The PCs can arrange 
  themselves in any order they wish on the side of the 
  square occupied by their allied gang.
  Once everyone has set up for the big fight, the PCs’ 
  allied naga challenges her rival, stating, “It is finally 
  over, Mother. It is time for you to leave Nibung forever,” 
  whereupon the other naga lets out a curse in Nagaji and 
  orders her forces to attack. As her first action, the PCs’ 
  allied naga turns invisible and flees the combat, letting 
  her nagaji soldiers (and the PCs) finish off her rival for her 
  without risking personal harm (and the rule of Nibung 
  she hopes to attain in victory). The rival naga attacks 
  the PCs with her allies, knowing her cause is lost if she 
  doesn’t personally intervene.
  Creatures: Although there are dozens of nagaji 
  mercenaries on both sides taking part in this combat, 
  the only enemies the PCs will have to engage are the 
  ones listed below. The other nagaji are considered to 
  be fighting their rivals in other parts of the village. No 
  matter whom the PCs ally with, they will face three nagaji 
  mercenary strikers, one nagaji mercenary tripper, the 
  rival naga, and her gang’s lieutenant.
  The nagaji mercenaries work as a team. The strikers 
  delay (if necessary), letting the tripper go first. If the 
  tripper knocks an opponent prone, the strikers gang up 
  on the downed foe, flanking if possible. They continue 
  attacking this single target until he or she has been 
  killed or rendered unconscious, after which they move on 
  to another PC. Both types of mercenary fight with Tian 
  reach weapons, and the trippers’ hooked lances also have 
  the trip special quality. The nagaji are loyal to their naga 
  mistress, and fight to the death.
  Subtier 7–8 (Daughters of the Lotus)
  Aishwarya 
  CR 9
  Female adolescent guardian naga (Pathfinder RPG Bestiary 212)
  LN Large aberration 
  Init +7; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 23, touch 16, flat-footed 16 (+7 Dex, +7 natural, –1 size)
  hp 90 (12d8+36)
  Fort +7, Ref +13, Will +12
  OFFENSE
  Speed 40 ft.
  Melee bite +11 (2d6+4 plus poison)
  Ranged spit +15 touch (poison)
  Space 10 ft.; Reach 5 ft.
  
  Bakji
  PATHFINDER SOCIETY SCENARIO
  18
  Spells Known (CL 8th; concentration +12)
  4th (4/day)—greater invisibility
  3rd (6/day)—dispel magic, lightning bolt (DC 17)
  2nd (7/day)—detect thoughts (DC 16), see invisibility, 
  scorching ray
  1st (7/day)—cure light wounds, divine favor, expeditious 
  retreat, mage armor, magic missile
  0 (at will)—daze (DC 14), detect magic, light, mage hand, 
  open/close, ray of frost, read magic, stabilize
  TACTICS
  Before Combat A shrewd creature, Aishwarya casts mage 
  armor and expeditious retreat on herself on her way down 
  to the main square. As the PCs can theoretically fight her 
  outside of the final combat, these spells are not already 
  incorporated into her stat block.
  During Combat The naga casts greater invisibility on herself 
  in the first round of combat, following up with lightning 
  bolt and scorching ray in the subsequent rounds. Selfish and 
  focused on defeating her enemies to gain power, Aishwarya 
  does not heal her allies.
  Morale Aishwarya doesn’t let herself be defeated if at all 
  possible. She flees if reduced to fewer than 30 hit points, 
  or if she uses up all of her 3rd-level spells, hoping to 
  rebuild her gang and strike out at Dhanishta in the 
  coming days or weeks.
  STATISTICS
  Str 17, Dex 25, Con 16, Int 16, Wis 19, Cha 18
  Base Atk +9; CMB +13; CMD 30 (can’t be tripped)
  Feats Alertness, Blind-Fight, Combat Casting, Combat Expertise, 
  Eschew MaterialsB, Improved Trip, Lightning Reflexes
  Skills Bluff +16, Diplomacy +16, Knowledge (arcana) +18, 
  Perception +23, Sense Motive +20, Spellcraft +18, Stealth +18
  Languages Celestial, Common, Nagaji, Samsaran, Tien
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury or spit—contact; save Fort DC 19; 
  frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 
  2 consecutive saves.
  Spells Aishwarya casts spells as an 8th-level sorcerer, and 
  can cast spells from the cleric list as well as those normally 
  available to a sorcerer. Cleric spells are considered arcane 
  spells for a guardian naga.
  Spit (Ex) A guardian naga can spit its venom up to 30 feet as 
  a standard action. This is a ranged touch attack with no 
  range increment. Opponents hit by this attack must make 
  successful saves (see above) to avoid the effects.
  Bakji 
  CR 6
  Male samsaran ranger 7 (Dragon Empires Gazetteer 11)
  LN Medium humanoid (samsaran)
  Init +4; Senses low-light vision; Perception +12
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
  hp 50 (7d10+7)
  Fort +5, Ref +9, Will +4; +2 vs. death and negative energy 
  effects, 
  Defensive Abilities lifebound
  OFFENSE
  Speed 20 ft., fly 40 ft. (good)
  Melee mwk longsword +10/+5 (1d8+2/19–20)
  Ranged +1 composite longbow +13/+8 
  (1d8+3/×3)
  Special Attacks favored enemy (humans +4, 
  reptilian humanoids +2)
  Ranger Spells Prepared (CL 4th; concentration +6)
  2nd—barkskin
  1st—longstrider, resist energy
  TACTICS
  Before Combat Bakji drinks his potion of fly on the way down to 
  the central square, taking a position 100 feet above the square. 
  He then casts barkskin, longstrider, and resist energy (fire) on 
  himself. Only the potion has been figured into his stat block.
  
  RED HARVEST
  19
  During Combat The samsaran fires at the PCs from his 
  elevated position, using Rapid Shot and Manyshot. He uses 
  his Deadly Aim feat against lightly armored opponents.
  Morale Bakji is only a mercenary, and doesn’t have the cultural 
  reverence for nagas possessed by the nagaji he commands. 
  He flees if reduced to fewer than 20 hit points.
  STATISTICS
  Str 14, Dex 18, Con 11, Int 12, Wis 14, Cha 8
  Base Atk +7; CMB +9; CMD 23
  Feats Deadly Aim, Endurance, Manyshot, Point-Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (longbow)
  Skills Climb +6, Fly +5, Handle Animal +5, Heal +8, 
  Intimidate +9, Knowledge (geography) +10, Knowledge 
  (nature) +10, Perception +12, Ride +6, Stealth +11, 
  Survival +11, Swim +4; Racial Modifiers +2 Knowledge 
  (geography), +2 Knowledge (nature)
  Languages Nagaji, Samsaran, Tien
  SQ favored terrain (jungle +2), hunter’s bond (companions), 
  shards of the past, track +3, wild empathy +6, woodland stride
  Combat Gear potion of fly; Other Gear +1 do-maru*, +1 
  composite longbow (+2 Str) with 40 arrows, masterwork 
  longsword, belt of incredible dexterity +2
  SPECIAL ABILITIES
  Lifebound (Ex) Samsarans gain a +2 racial bonus on all saving 
  throws made to resist death effects, saving throws against 
  negative energy effects, Fortitude saves made to remove 
  negative levels, and Constitution checks made to stabilize if 
  reduced to negative hit points.
  * See Ultimate Combat.
  Nagaji Mercenary Tripper 
  CR 3
  Nagaji fighter 4 (Dragon Empires Gazetteer 10)
  N Medium humanoid (reptilian)
  Init +1; Senses low-light vision; Perception +2
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+8 armor, +1 Dex, +1 dodge, 
  +1 natural)
  hp 34 (4d10+8)
  Fort +6, Ref +3, Will +1; +2 vs. mind-affecting effects and 
  poison, +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee mwk hooked lance* +9 (1d8+6)
  Ranged shortbow +5 (1d6/×3)
  STATISTICS
  Str 17, Dex 13, Con 12, Int 13, Wis 8, Cha 12
  Base Atk +4; CMB +7 (+9 trip); CMD 19 (21 vs. trip)
  Feats Combat Expertise, Dodge, Improved Trip, Weapon Focus 
  (hooked lance*), Weapon Specialization (hooked lance*)
  Skills Climb +3, Handle Animal +6 (+8 against reptiles), 
  Intimidate +8, Perception +2, Ride +1, Survival +3; Racial 
  Modifiers +2 Handle Animal against reptiles, +2 Perception
  Languages Nagaji, Samsaran, Tien
  SQ armor training 1
  Combat Gear potion of cure moderate wounds; Other Gear +1 
  kusari gusoku*, masterwork hooked lance*, shortbow with 
  20 arrows, cloak of resistance +1
  * See Ultimate Combat.
  Nagaji Mercenary Strikers (3) 
  CR 3
  Nagaji fighter 4 (Dragon Empires Gazetteer 10)
  N Medium humanoid (reptilian)
  Init +1; Senses low-light vision; Perception +2
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+8 armor, +1 Dex, +1 dodge, 
  +1 natural)
  hp 38 each (4d10+12)
  Fort +7, Ref +3, Will +4; +2 vs. mind-affecting effects and 
  poison, +1 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee +1 naginata* +10 (1d8+7/×4)
  Ranged shortbow +5 (1d6/×3)
  STATISTICS
  Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 10
  Base Atk +4; CMB +8; CMD 20
  Feats Dodge, Iron Will, Power Attack, Weapon Focus 
  (naginata*), Weapon Specialization (naginata*)
  Skills Climb +3, Handle Animal +5 (+7 vs. reptiles), Intimidate +6, 
  Perception +2, Ride +0, Survival +4; Racial Modifiers +2 
  Handle Animal vs. reptiles, +2 Perception
  Languages Nagaji, Tien
  SQ armor training 1
  Combat Gear potion of cure moderate wounds; Other Gear +1 
  kusari gusoku*, +1 naginata*, shortbow with 20 arrows, cloak 
  of resistance +1
  * See Ultimate Combat.
  Subtier 7–8 (Ruby Circle)
  Dhanishta 
  CR 9
  Female CN spirit naga (Pathfinder RPG Bestiary 213)
  hp 95
  TACTICS
  Before Combat Dhanishta casts cat’s grace and shield of faith 
  on herself prior to the start of combat if she has time to 
  prepare.
  During Combat On the first few rounds of combat, Dhanishta 
  casts invisibility and displacement on herself, then summons 
  a swarm to harry the PCs before following up with fireball 
  and scorching ray spells.
  Morale Dhanishta flees Nibung if brought to fewer than 
  30 hit points, casting invisibility on herself to aid in her 
  escape.
  
  PATHFINDER SOCIETY SCENARIO
  20
  Taicho 
  CR 6
  Male tengu fighter 4/rogue 3 (Pathfinder RPG Bestiary 263)
  CN Medium humanoid (tengu)
  Init +2; Senses low-light vision; Perception +9
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
  hp 50 (7 HD; 4d10+3d8+11)
  Fort +6, Ref +6, Will +4; +1 vs. fear 
  Defensive Abilities bravery +1, evasion, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee +1 nine ring broadsword* +10/+5 (1d8+7/×3), light spiked 
  shield +8 (1d4+4), bite +5 (1d3+2)
  Ranged shortbow +8/+3 (1d6/×3)
  Special Attacks sneak attack +2d6
  TACTICS
  During Combat Taicho always tries to flank an opponent with 
  one of the nagaji mercenaries, using Power Attack until he 
  misses with more than one of his attacks in a single round.
  Morale Taicho is a survivor and he flees if brought below 20 
  hit points.
  STATISTICS
  Str 18, Dex 15, Con 12, Int 12, Wis 10, Cha 10
  Base Atk +6; CMB +10; CMD 22
  Feats Double Slice, Improved Shield Bash, Iron Will, Power 
  Attack, Shield Focus, Two-Weapon Fighting, Weapon Focus 
  (nine ring broadsword*), Weapon Specialization (nine ring 
  broadsword*)
  Skills Acrobatics +11, Climb +9, Handle Animal +6, Knowledge 
  (local) +8, Linguistics +9, Perception +9, Ride +6, Sense 
  Motive +5, Stealth +13, Survival +7, Swim +8
  Languages Dtang, Nagaji, Samsaran, Tengu, Tien
  SQ armor training 1, gifted linguist, rogue talents (combat 
  trick), swordtrained, trapfinding +1
  Combat Gear potion of cure moderate wounds; Other Gear 
  +1 leather lamellar*, light spiked wooden shield, +1 nine 
  ring broadsword*, shortbow with 20 arrows, belt of giant 
  strength +2
  * See Ultimate Combat.
  Nagaji Mercenary Strikers (3) 
  CR 3
  hp 38 each (use the stats on page 19)
  Nagaji Mercenary Tripper 
  CR 3
  hp 34 (use the stats on page 19)
  Subtier 10–11 (Daughters of the Lotus)
  Aishwarya  
  CR 10
  Female LN guardian naga (Pathfinder RPG Bestiary 212)
  hp 114
  TACTICS
  See Subtier 7–8.
  Bakji 
  CR 10
  Male samsaran ranger 11 (Dragon Empires Gazetteer 11)
  LN Medium humanoid (samsaran)
  Init +5; Senses low-light vision; Perception +16
  DEFENSE
  AC 23, touch 17, flat-footed 17 (+6 armor, +1 deflection, +5 Dex, 
  +1 dodge)
  hp 76 (11d10+11)
  Fort +7, Ref +12, Will +5; +2 vs. death and negative energy effects
  Defensive Abilities evasion, lifebound
  OFFENSE
  Speed 20 ft., fly 40 ft. (good)
  Melee mwk longsword +14/+9/+4 (1d8+2/19–20)
  Ranged +1 composite longbow +18/+13/+8 (1d8+3/×3)
  Special Attacks favored enemy (animals +2, humans +4, 
  reptilian humanoids +4)
  Ranger Spells Prepared (CL 8th; concentration +10)
  3rd—cure moderate wounds
  2nd—barkskin, bear’s endurance
  1st—jump, longstrider, resist energy
  TACTICS
  Before Combat Bakji drinks his potion of fly on the way down 
  to the central square, taking a position 100 feet above the 
  square. He then casts barkskin, bear’s endurance, longstrider, 
  and resist energy (fire) in that order. Only the potion of fly has 
  been figured into his stat block.
  During Combat The samsaran ranger fires at the PCs from his 
  elevated position, using Rapid Shot and Manyshot. He uses 
  his Deadly Aim feat against lightly armored opponents, 
  and Pinpoint Targeting with Deadly Aim against heavily 
  armored PCs.
  Morale Bakji is only a mercenary, and has no real skin in this 
  fight other than the fee he’s been promised. He flees if 
  reduced to fewer than 20 hit points.
  STATISTICS
  Str 14, Dex 21, Con 11, Int 12, Wis 14, Cha 8
  Base Atk +11; CMB +13; CMD 30
  Feats Deadly Aim, Dodge, Endurance, Improved Precise Shot, 
  Manyshot, Pinpoint Targeting, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Weapon Focus (longbow)
  Skills Climb +7, Fly +6, Handle Animal +6, Heal +9, 
  Intimidate +13, Knowledge (geography) +10, Knowledge 
  (nature) +12, Perception +16, Ride +9, Stealth +16, Survival +16, 
  Swim +8; Racial Modifiers +2 Knowledge (geography), +2 
  Knowledge (nature)
  Languages Nagaji, Samsaran, Tien
  SQ favored terrain (jungle +4, mountain +2), evasion, hunter’s 
  bond (companions), quarry, shards of the past, swift tracker, 
  track +5, wild empathy +10, woodland stride
  Combat Gear potion of cure serious wounds, potion of fly; Other 
  Gear +1 do-maru, +1 composite longbow (+2 Str) with 40 
  arrows, masterwork longsword, belt of incredible dexterity 
  +4, ring of protection +1
  
  Taicho
  RED HARVEST
  21
  SPECIAL ABILITIES
  Lifebound (Ex) Samsarans gain a +2 racial bonus on all saving 
  throws made to resist death effects , saving throws against 
  negative energy effects, Fortitude saves made to remove 
  negative levels, and Constitution checks made to stabilize if 
  reduced to negative hit points.
  * See Ultimate Combat.
  Nagaji Mercenary Strikers (3) 
  CR 7
  Nagaji fighter 8 (Dragon Empires Gazetteer 10)
  N Medium humanoid (reptilian)
  Init +5; Senses low-light vision; Perception +2
  DEFENSE
  AC 22, touch 12, flat-footed 20 (+9 armor, +1 Dex, +1 dodge, 
  +1 natural)
  hp 72 each (8d10+24)
  Fort +9, Ref +6, Will +5; +2 vs. mind-affecting effects and 
  poison, +2 vs. fear
  Defensive Abilities bravery +2
  OFFENSE
  Speed 30 ft.
  Melee +1 naginata* +16/+11 (1d8+10/×4)
  Ranged shortbow +9/+4 (1d6/×3)
  Special Attacks weapon training (polearms +1)
  STATISTICS
  Str 18, Dex 13, Con 15, Int 10, Wis 10, Cha 10
  Base Atk +8; CMB +12; CMD 24
  Feats Dodge, Greater Weapon Focus (naginata*), Improved 
  Initiative, Iron Will, Lightning Reflexes, Mobility, Power 
  Attack, Weapon Focus (naginata*), Weapon Specialization 
  (naginata*)
  Skills Climb +7, Handle Animal +5 (+7 vs. reptiles), Intimidate +9, 
  Perception +2, Ride +2, Survival +5; Racial Modifiers +2 
  Handle Animal vs. reptiles, +2 Perception
  Languages Nagaji, Tien
  SQ armor training 2
  Combat Gear potion of cure serious wounds; Other Gear +2 
  kusari gusoku*, +1 naginata*, shortbow with 20 arrows, cloak 
  of resistance +1
  * See Ultimate Combat.
  Nagaji Mercenary Tripper 
  CR 7
  Nagaji fighter 8 (Dragon Empires Gazetteer 10)
  N Medium humanoid (reptilian)
  Init +5; Senses low-light vision; Perception +5
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 natural)
  hp 72 (8d10+24)
  Fort +8, Ref +4, Will +4; +2 vs. mind-affecting effects and 
  poison, +2 vs. fear
  Defensive Abilities bravery +2
  OFFENSE
  Speed 30 ft.
  Melee +1 hooked lance* +15/+10 (1d8+9)
  Ranged shortbow +9/+4 (1d6/×3)
  Special Attacks weapon training (polearms +1)
  STATISTICS
  Str 18, Dex 13, Con 12, Int 13, Wis 8, Cha 12
  Base Atk +8; CMB +12; CMD 23
  Feats Combat Expertise, Greater Trip, Greater Weapon Focus 
  (hooked lance*), Improved Initiative, Improved Trip, Iron 
  Will, Toughness, Weapon Focus (hooked lance*), Weapon 
  Specialization (hooked lance*)
  Skills Climb +7, Handle Animal +8 (+10 vs. reptiles), Intimidate 
  +12, Perception +5, Ride +2, Survival +4; Racial Modifiers +2 
  Handle Animal vs. reptiles, +2 Perception
  Languages Nagaji, Samsaran, Tien
  SQ armor training 2
  Other Gear +2 kusari gusoku*, +1 hooked lance*, shortbow with 
  20 arrows, cloak of resistance +1
  * See Ultimate Combat.
  
  Nibung Town Square
  1 square = 5 feet
  N
  GameMastery Flip-Mat: Village Square
  PATHFINDER SOCIETY SCENARIO
  22
  Subtier 10–11 (Ruby Circle)
  Dhanishta 
  CR 10
  Female advanced spirit naga (Pathfinder RPG Bestiary 213)
  CN Large aberration 
  Init +5; Senses darkvision 60 ft.; Perception +24
  DEFENSE
  AC 24, touch 14, flat-footed 19 (+5 Dex, +10 natural, –1 size)
  hp 114 (12d8+60)
  Fort +9, Ref +11, Will +11
  OFFENSE
  Speed 40 ft., swim 20 ft.
  Melee bite +12 (2d6+6 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks charming gaze, poison
  Spells Known (CL 9th; concentration +12)
  4th (4/day)—freedom of movement, wall of fire
  3rd (7/day)—displacement, fireball (DC 17), haste
  2nd (7/day)—cat’s grace, invisibility, scorching ray, 
  summon swarm
  1st (7/day)—charm person (DC 14), cure light wounds, divine 
  favor, magic missile, shield of faith
  0 (at will)—bleed, daze (DC 13), detect magic, flare (DC 13), 
  mage hand, open/close, ray of frost, read magic
  TACTICS
  Before Combat On her way to the town square, Dhanishta 
  casts freedom of movement, cat’s grace, and shield of faith 
  in preparation for combat. Since the PCs can theoretically 
  attack her elsewhere in the scenario, these spells are not 
  reflected in her statistics.
  During Combat On the first few rounds of combat, 
  Dhanishta casts invisibility, displacement, and haste in 
  that order. She becomes visible as she casts a wall of fire 
  to split the PCs, following up with fireball and scorching 
  ray spells.
  Morale Dhanishta flees Nibung if brought to fewer than 30 hit 
  points, casting invisibility on herself to aid in her escape.
  
  RED HARVEST
  23
  STATISTICS
  Str 18, Dex 20, Con 21, Int 12, Wis 17, Cha 17
  Base Atk +9; CMB +14; CMD 29 (can’t be tripped)
  Feats Ability Focus (charming gaze), Combat Casting, Eschew 
  MaterialsB, Lightning Reflexes, Skill Focus (Perception), 
  Spell Focus (evocation), Stealthy
  Skills Bluff +15, Escape Artist +14, Intimidate +11, Knowledge 
  (arcana) +15, Perception +24, Spellcraft +11, Stealth +15, 
  Swim +12
  Languages Abyssal, Common, Nagaji, Tien
  SPECIAL ABILITIES
  Charming Gaze (Su) As charm person, 30 feet, Will DC 20 
  negates. The save DC is Charisma-based.
  Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round 
  for 6 rounds; effect 1d4 Con; cure 2 consecutive saves.
  Spells Dhanishta casts spells as a 9th-level sorcerer, and can cast 
  spells from the cleric list as well as those normally available to 
  a sorcerer. Cleric spells are considered arcane spells for her.
  Taicho 
  CR 10
  Male tengu fighter 8/rogue 3 (Pathfinder RPG Bestiary 263)
  CN Medium humanoid (tengu)
  Init +3; Senses low-light vision; Perception +10
  DEFENSE
  AC 29, touch 15, flat-footed 25 (+9 armor, +1 deflection, +3 Dex, 
  +1 dodge, +1 natural, +4 shield)
  hp 91 (11 HD; 8d10+3d8+30)
  Fort +9, Ref +9, Will +6; +2 vs. fear
  Defensive Abilities bravery +2, evasion, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee +1 nine ring broadsword* +15/+10 (1d8+8/×3), light 
  spiked shield +12 (1d4+4), bite +9 (1d3+2)
  Ranged shortbow +13/+8 (1d6/×3)
  Special Attacks weapon training (heavy blades +1), sneak 
  attack +2d6
  TACTICS
  During Combat Taicho always tries to flank an opponent with 
  one of the nagaji mercenaries, utilizing Acrobatics and his 
  Mobility feat to navigate the battlefield.
  Morale Taicho is a survivor and he flees if brought below 20 
  hit points.
  STATISTICS
  Str 18, Dex 16, Con 12, Int 12, Wis 10, Cha 10
  Base Atk +10; CMB +14; CMD 29
  Feats Dodge, Double Slice, Greater Shield Focus, Improved 
  Shield Bash, Iron Will, Mobility, Shield Focus, Step Up, 
  Toughness, Two-Weapon Fighting, Weapon Focus (nine ring 
  broadsword*), Weapon Specialization (nine ring broadsword*)
  Skills Acrobatics +14, Climb +6, Handle Animal +7, Knowledge 
  (local) +9, Linguistics +9, Perception +10, Ride +5, Sense 
  Motive +5, Stealth +16, Survival +7, Swim +8
  Languages Common, Nagaji, Samsaran, Tengu, Tien
  SQ armor training 2, gifted linguist, rogue talents (combat 
  trick), swordtrained, trapfinding +1
  Combat Gear potion of cure serious wounds; Other Gear 
  +2 tatami-do*, +1 light wooden spiked shield, +1 nine ring 
  broadsword*, shortbow with 20 arrows, amulet of natural 
  armor +1, belt of giant strength +2, cloak of resistance +1, ring 
  of protection +1
  * See Ultimate Combat.
  Nagaji Mercenary Strikers (3)  
  CR 7
  hp 72 each (use the stats on page 21)
  Nagaji Mercenary Tripper 
  CR 7
  hp 72 (use the stats on page 21)
  Rewards: If the PCs defeat either of the feuding gangs 
  here or elsewhere in the scenario, reward each subtier 
  thusly:
  Subtier 7–8: Give each PC 4,512 gp.
  Subtier 10–11: Give each PC 7,660 gp.
  CONCLUSION
  The outcome of the scenario depends on which naga 
  the characters supported. If Aishwarya is victorious, she 
  happily orders Avinash (if he is still alive) to grant them 
  access to the Lotus Annals. If the royal naga was killed during 
  the scenario, Aishwarya is chagrined at losing an influential 
  member of the town who supported her, but thanks the PCs 
  for assisting in her rise to power by following through on 
  her deal and shows them the hidden chamber beneath the 
  altar herself. If the PCs supported Dhanishta, she simply 
  gives them the artifact after the Daughters of the Lotus have 
  been killed or driven out of town.
  The artifact is a large set of vellum scrolls protected 
  by powerful preservation magic. Carefully copying them 
  requires at least a week of work, during which time 
  villagers who had fled the town begin to return, and any 
  surviving mercenaries on either side of the conflict make 
  their way out of town and onto other contracts elsewhere 
  in Nagajor and beyond.
  If the PCs ruthlessly killed both naga Mothers and 
  Avinash, they may use whatever methods they can 
  devise to retrieve the well-hidden scrolls themselves, 
  but regardless of their success or failure in their task of 
  retrieving the Lotus Annals, Amara Li and the Decemvirate 
  express extreme displeasure at the amount of cleanup the 
  Society was forced to do in the PCs’ wake with Nagajor’s 
  government in Zom Kullan.
  Success Conditions
  The Society doesn’t care which of the naga Mothers wins 
  the feud over control of Nibung, as long as the Pathfinders 
  
  PATHFINDER SOCIETY SCENARIO
  24
  retrieve the Lotus Annals for study and do not tarnish the 
  Pathfinder Society’s name in Nagajor by spilling needless 
  blood. If the PCs retrieve or otherwise copy the Lotus 
  Annals and return them to Amara Li in either Absalom or 
  Goka without tarnishing the Society’s name in Nagajor, 
  award them 1 Prestige Point for completing their mission.
  If the PCs killed all three nagas in Nibung, word of 
  their indiscriminate slaughter spreads throughout the 
  region, tainting nagaji perceptions of the Pathfinder 
  Society for years to come. In this case, the PCs fail their 
  primary mission and do not earn a Prestige Point.
  Faction Missions
  While adventuring in Nibung, the PCs may earn 
  additional Prestige Points for completing missions given 
  to them by their respective factions.
  Andoran Faction: Andoran faction PCs who convince 
  Avinash to tell them about the Lost Country of Lussan 
  earn 1 Prestige Point.
  Cheliax Faction: Cheliax faction PCs who get Iltame or 
  Avinash to tell them about the temple to Geryon in Zom 
  Kullan earn 1 Prestige Point.
  Grand Lodge Faction: Grand Lodge faction PCs who 
  make an accurate sketch of the village of Nibung earn 1 
  Prestige Point.
  Lantern Lodge Faction: Lantern Lodge faction PCs 
  who openly attempt to help two other party members 
  complete their faction missions receive 1 Prestige Point.
  Osirion Faction: Osirion faction PCs who successfully 
  study the magic preserving the Lotus Annals or the cache 
  that holds them earn 1 Prestige Point.
  Qadira Faction: Qadira faction PCs who successfully 
  take a cutting from a coffee tree earn 1 Prestige Point. 
  Sczarni Faction: Sczarni faction PCs who collect 
  enough shed naga scales from the three nagas in Nibung 
  earn 1 Prestige Point.
  Shadow Lodge Faction: Shadow Lodge faction PCs who 
  bring back the seed of a Nagajori tree earn 1 Prestige Point.
  Silver Crusade Faction: Silver Crusade faction PCs who 
  help either Yesmoro or Sellaweti earn 1 Prestige Point.
  Taldor Faction: Taldor faction PCs who strike a 
  defeating blow (either killing or rendering unconscious) 
  on at least one opponent during the scenario earn 1 
  Prestige Point.
  
  RED HARVEST
  25
  OPEN GAME LICENSE Version 1.0a
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
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  13. Termination: This License will terminate automatically if You fail to 
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  becoming aware of the breach. All sublicenses shall survive the termination of 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #3–17: Red Harvest © 2012, Paizo Publishing, 
  LLC; Author: Alex Greenshields.
  Pathfinder Society Scenario #3–17:  
  Red Harvest
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
  PATHFINDER SOCIETY SCENARIO
  26
  Defender of Democracy,
  You are about to descend into what is almost literally a den of vipers: the naga dictatorship of Nagajor. The 
  creatures that call that land home, the serpentlike nagaji, are said to have literally been bred to serve the 
  nagas’ every whim. This state of affairs naturally offends all true Andorens to the very core, but we know so 
  little of this distant land that we must ask you to discover the following: have the nagaji always lived beneath 
  the wormfolks’ yoke, or did they ever rule a land of their own? If they were able to free themselves, it would 
  prove that they are not natural slaves, and that we might, in some distant point in the future, be able to coax 
  them in this direction again.
  Return to us with all speed,
  Major Colson Maldris
  Devotee of the Perfect Law,
  A realm ruled wholly by snake women? This sounds almost too good to be true! If only all lands had such 
  enlightened governance. We know that most of these nagaji reptile folk worship their patron goddess 
  Nalinivati, but we can’t imagine that the Prince of Law has not made some inroads in that far-away land. See 
  if you can find out if there are any temples dedicated to Asmodeus or one of the archdevils in their capital, 
  Zom Kullan. After all, we only need a foot in the door, don’t we?
  Don’t let those snakes bite you too hard,
  Paracountess Zarta Dralneen
  GRAND LODGE
  GRAND LODGE
  Agent of the Decemvirate,
  We know next to nothing of the land of Nagajor, save that it is ruled by nagas. More importantly, we have no 
  way of easily accessing such a far-away land. Make a detailed sketch of the village you are being sent to. It will 
  greatly help Aram Zey should he ever need to teleport there.
  May your wayfinder guide you safely home,
  Venture-Captain Ambrus Valsin
  I, Your Honored Leader, Greet You,
  While you travel in Tian Xia, you are a representative of the Lodge. Your honorable actions bring prestige 
  and honor not only to our faction, but they are also a reflection on the people of our continent in general. 
  While in Tian Xia, make sure that your fellow Pathfinders (even those with other affiliations) know that they 
  have an ally in the Lantern Lodge. I am sure their leaders will ask them to perform numerous bizarre tasks. 
  Be sure to help at least two of them in these endeavors and you will bring great honor upon yourself and 
  the rest of the Lodge.
  May the ancestors guide you,
  Venture-Captain Amara Li
  
  RED HARVEST
  27
  Child of the Sands,
  The jungles of Nagajor are far from the deserts of our homeland. You are sure to find unusual magic there 
  that the people of the Inner Sea have never seen or even heard of. If you encounter such a wonder, study it 
  and report back to us. It may prove useful in promoting the power and prestige of the Ruby Prince.
  Nethys guide you,
  Amenopheus, the Sapphire Sage
  The Satrap’s Faithful Servant,
  We hear that you are about to embark on a trip to faraway Nagajor. We have little contact with this nest of 
  vipers, but hear that they are producers of a particular strain of coffee that is second to none. If you could 
  acquire a cutting of the best coffee tree you can find and bring it back to me, we could plant it here and surely 
  make a significant profit. After all, who doesn’t like coffee? The people of Absalom will pay through the nose 
  for a brew from mysterious Tian Xia!
  Sincerely,
  Trade Prince Aaqir al’Hakam
  Child of the Cunning Wolf,
  I was recently contacted by an old acquaintance of mine: a creature named Dakar who heads the Commerce 
  League in the Varisian city of Kaer Maga. He said that if anybody under my purview were to be sent to 
  Nagajor, he would pay handsomely for any freshly shed naga scales that could be acquired. Who knows why 
  this interests him, but I cannot look a gift-snake in the mouth, so to speak. Do this for me, and you shall be 
  properly rewarded as well.
  Desna guide your journeys,
  Guaril Karela
  Trusted Confederate,
  I pride myself in knowing a little bit about everything, and a lot about most things. The land of Nagajor, 
  however, is almost unknown to me, and that bothers me. A good friend of mine, a powerful druid from the 
  Verduran Forest, is willing to help me travel there, but in order to take him up on his offer, I need a handful 
  of living seeds from a tree or other large plant that is native to Nagajor. Fine one for me, won’t you?
  My thanks,
  Grandmaster Torch
  
  PATHFINDER SOCIETY SCENARIO
  28
  Champion of the Downtrodden,
  I shudder to think what abominations you will find in the naga-ruled land you are about to visit. We have 
  heard that a race of serpent-people lives there called the nagaji, who serve their naga masters. They are surely 
  not wholly evil, and like peasants everywhere, are bound to labor under a heavy yoke. If you find such nagaji 
  peasants in your travels, do a good deed for one of them and be sure to let them know in whose name you 
  perform it. They deserve hope, and must know that they are not alone.
  Sarenrae’s blessing upon you,
  Ollysta Zadrian
  Servant of the Empire,
  Taldor’s reputation has been waning of late, especially in military matters. The other nations think of us 
  as nothing but effete dandies who can hardly hold a sword. Prove to them that this is not so, and that 
  Taldor’s martial might is second to none! You will surely face terrible beasts in Nagajor. Strike the killing blow 
  (whether with a weapon or spell) against at least one of your opponents, and be sure that your non-Taldan 
  Pathfinder brethren see you doing it.
  Taldor will rise again,
  Lady Gloriana Morilla
  
     
  ®
  Pathfinder Society Scenario #3–17
  Red Harvest
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAME
  EXPERIENCE
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Prestige Gained (GM ONLY)
  XP Gained (GM ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For GM Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIER
  SUBTIER
  7–8
  2,256
  3,830
  10–11
  4,512
  7,660
  Normal
  Slow
  ☐ 
  Lore of the Lotus Annals: Your time transcribing or transporting the rare ancient Nagaji 
  text known as the Lotus Annals has imparted upon you unique insight about nagas, the 
  nagaji people, the nation of Nagajor, and the goddess Nalinivati. You gain a +2 circumstance 
  bonus on any Knowledge skill check relating to these subjects, and a +1 circumstance bonus 
  on attack rolls and Charisma-based skill checks against nagaji or nagas.
  belt of giant strength +2 (4,000 gp)
  belt of incredible dexterity +2 (4,000 gp)
  cloak of resistance +1 (1,000 gp)
  potion of fly (750 gp)
  +2 kusari gusoku (4,500 gp; Ultimate Combat 128)
  belt of incredible dexterity +4 (16,000 gp)
  potion of cure serious wounds (750 gp)
  ring of protection +1 (2,000 gp)
  ALL
  7–8
  10–11
  SUBTIER
  SUBTIER
  SUBTIER
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 3/S03-17 Red Harvest.pdf