TEXT: By Thurston Hillman
  THE DAUGHTERS' DUE
  PATHFINDER SOCIETY SCENARIO #10-18 
  TIER 5–9
  
  Pathfinder Society Scenario #10-18: The 
  Daughters’ Due is an adventure designed for 
  5th- through 9th-level characters (Tier 5–9; 
  Subtiers 5–6 and 8–9). This scenario is designed 
  for play in the Pathfinder Society Roleplaying 
  Guild campaign, but can easily be adapted for 
  use with any world. For more information on 
  the Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in your 
  area, check out the campaign’s home page at 
  PathfinderSociety.club.
  HOW TO PLAY
  Author • Thurston Hillman
  Development Lead • Linda Zayas–Palmer
  Contributing Artists • Alexander Forssberg, 
  Leonardo Santanna, and Jesper Ejsing
  Cartographer • Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  Chris S. Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Amirali Attar Olyaee, James Case, Leo Glass, 
  Avi Kool, Lyz Liddell, Adrian Ng, Lacy Pellazar, and 
  Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
  Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
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  Pathfinder Society Scenario #10–18: The Daughters’ Due © 2019, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
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  GM ResouRces
  The Daughters’ Due makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG 
  Advanced Player’s Guide (APG), Pathfinder RPG Ultimate Equipment (UE), Pathfinder RPG 
  Ultimate Wilderness (UW), Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, and Pathfinder 
  RPG Bestiary 5. This adventure assumes the GM has access to these sourcebooks. All rules 
  referenced in this adventure are available in the free online Pathfinder Reference Document at 
  pfrd.info, and the statistics from the Bestiary volumes are reprinted in the Appendix for the 
  GM’s convenience.
  Table of Contents
  The Daughters’ Due                                 3
  Handouts                                          25
  Appendix                                          27
  Maps                                               29
  Chronicle Sheet                                   31
  
  33
  The Blakros family is among Absalom’s most influential 
  families, having secured considerable riches by smuggling 
  goods between Qadira and Taldor during the centuries-long 
  war between these nations—a war that ended only a few 
  generations ago. The secrets of their success were twofold. 
  First, the Blakroses married off their daughters in exchange 
  for exorbitant bride price payments, growing the family’s 
  wealth and establishing these daughters in positions 
  of influence. Anyone marrying a Blakros daughter was 
  expected to take the Blakros name, further securing the 
  family’s prominence. Second, the Blakros family established 
  a millennium-long contract known as the Penumbral 
  Accords, which granted the family untouchable trade 
  routes through the Shadow Plane. In exchange, the family 
  provided their fetchling partners in the Onyx Alliance, a 
  sinister organization based in Shadow Absalom, with yearly 
  shipments of slaves. Once each decade, the family was also 
  required to surrender the eldest Blakros daughter to the 
  Alliance. Were the family ever to break the deal, the fetchlings 
  promised that every other Blakros daughter would die.
  For more than 500 years, the extensive family has paid this 
  price. But in 4710 ar, the family matriarch, Hamaria Blakros, 
  decided that the cost was too great. Rather than lose her 
  twin daughters, she hired the Pathfinder Society to intercept 
  the Onyx Alliance and disable the device they used to travel 
  between the planes. 
  Although the Pathfinders successfully disrupted the 
  Penumbral Accords, the Onyx Alliance did not forget the 
  slight (see Pathfinder Society Scenario #2-11: The Penumbral 
  Accords for more information on these events). These Shadow 
  Plane denizens have skirmished with the Society and the 
  Blakros family several other times in the past—enough to 
  warrant senior Venture-Captain Drandle Dreng’s periodic 
  surveillance. However, Hamaria sees the lack of further 
  retaliation as evidence that the Blakroses have successfully 
  weathered that storm.
  In fact, the Onyx Alliance isn’t complacent so much as it 
  is under new management. Most of the sacrificed Blakros 
  daughters met unfortunate fates, yet Sarnia Blakros, the 
  daughter surrendered in 4700 ar, was eventually able to 
  By Thurston Hillman
  THE DAUGHTERS’ DUE
  THE DAUGHTERS’ DUE
  The scenario begins in Absalom before quickly moving to 
  Shadow Absalom, a twisted mirrored version of Absalom 
  that exists in the Shadow Plane. For more information on the 
  Shadow Plane, see Pathfinder Campaign Setting: The Inner 
  Sea World Guide and Pathfinder Roleplaying Game: Planar 
  Adventures. For more information on Shadow Absalom, see 
  Pathfinder Campaign Setting: Distant Realms. These books 
  are available in bookstores and hobby stores everywhere 
  and online at paizo.com.
  Where in the Multiverse?
  shift the Alliance in her favor. She spent almost 15 years 
  cultivating contacts and building her influence in secret 
  before overthrowing the Alliance’s leaders in a sudden coup, 
  quietly establishing herself as the leader of a reinvented 
  Onyx Alliance. After releasing the Alliance’s slaves, Sarnia 
  set to strengthening the organization to pursue justice—
  specifically recompense for the Blakros family’s callous 
  sacrifice of more than 50 of its own children. To this 
  end, she’s helped equip her fetchling subordinates with 
  smuggled and stolen gear, always prioritizing treasures’ 
  usefulness and power over their historical value. Indeed, 
  the Onyx Alliance has secretly stolen from the Blakros 
  Museum on numerous occasions, most often in the chaos 
  surrounding the many incidents in which the museum 
  came under attack by other forces. 
  Only recently has the Blakros family learned of these 
  disappearances upon finding artifacts presumed lost 
  in the hands of fetchling operatives. Nigel Aldain had 
  reported the treasures as destroyed in some of the 
  museum’s many catastrophic incidents over the years. Now 
  that the supposedly destroyed treasures are appearing in 
  enemy hands, Nigel’s loyalties seem suspect—though his 
  incorrect reports could have just been an honest mistake. 
  The Blakroses remain unaware that their relative Sarnia 
  still lives, much less the role she’s played in siphoning the 
  Blakros Museum’s stored antiquities.
  
  PATHFINDER SOCIETY SCENARIO
  44
   SUMMARY
  The adventure begins with the PCs receiving a personalized 
  letter from a member of the Decemvirate. The letter informs 
  the PCs about a recent report from Venture-Captain Drandle 
  Dreng. Dreng has been staking out Shadow Absalom, a version 
  of Absalom that exists within the Shadow Plane. Dreng’s 
  report points to an increase in recruitment and smuggling 
  by the Onyx Alliance, an organization that has opposed both 
  the Blakros family and Pathfinder Society in recent years. 
  The Decemvirate letter also informs the PCs that the Blakros 
  family is looking for a group of Pathfinders to assist with 
  cataloguing some missing items.
  Travelling to the Blakros Museum, the PCs receive a 
  briefing from Hamaria Blakros and the museum’s curator, 
  Nigel Aldain, regarding the family’s concerns over missing 
  items. Hamaria insists that Nigel is overworked, and she asks 
  the PCs to investigate the status of several missing items 
  within the museum’s catalog. Nigel reports that these items 
  were destroyed in previous incidents within the museum, 
  while Hamaria secretly believes that Aldain may not be 
  telling the full truth. The PCs investigate the items, eventually 
  coming to the conclusion that the listed goods have been 
  stolen and taken to the Shadow Plane.
  Hamaria demands that the items be returned, leveraging 
  the Blakros family’s association with the Pathfinder Society 
  to send the PCs as investigators into Shadow Absalom. The 
  Blakros matriarch makes use of a prized relic to send the PCs 
  to the Shadow Plane in search of the goods. Luckily for the 
  PCs, their letter from the Decemvirate gives them a vital clue 
  on who to meet in Shadow Absalom, and the PCs can get a 
  head start by finding Venture-Captain Drandle Dreng.
  The PCs meet up with Drandle Dreng just as the 
  venture-captain is taking part in a covert mission. The PCs’ 
  presence can potentially disrupt the encounter, leading to 
  a combat against a group of Onyx Alliance intermediaries. 
  Luckily for the PCs, these Onyx Alliance intermediaries were 
  in the process of handing over one of Hamaria’s marked 
  items. Following this potentially deadly encounter, Dreng 
  provides the PCs with information on the assumed locations 
  of the three remaining items.
  The second item, a now-sentient wax golem, is on sale in 
  the Soul Stalls district beyond Shadow Absalom’s walls. The 
  PCs must contend with an enterprising night hag who intends 
  to sell the golem to an interested buyer. Only by stepping in 
  and forcibly taking the golem back from its current owner 
  or coming up with some suitable counteroffer can the PCs 
  recover this unique construct.
  The remaining two items reside within an Onyx Alliance 
  storage site: the recently repurposed Wightir House. Within 
  the structure, the PCs encounter a shadowy representation 
  of Sarnia Blakros who chides the PCs for siding with the 
  Blakros family before ordering a dilapidated construct to 
  attack. Deeper within the structure, the PCs come across a 
  roaming otyugh in possession of one of the missing items. 
  This eccentric otyugh may be an ally or a hindrance to the 
  PCs. Finally, the PCs come face to face with a Pathfinder 
  defector who, along with some construct guardians, defends 
  the remaining object from the PCs in a final showdown!
  GETTING STARTED
  The adventure begins with Venture-Captain Ambrus Valsin 
  personally delivering a letter to each of the PCs (Handout #1: 
  Letter from One of the Ten, see page 25). Valsin doesn’t know 
  the contents of the letter, only that it comes from one of the 
  Decemvirate. While Valsin would like to help the PCs further 
  with their mission, he has little to offer beyond pointing the 
  PCs to the Blakros Museum, where the PCs can meet with 
  Hamaria Blakros and the museum’s curator, Nigel Aldain. 
  He can, however, tell the PCs a bit about the history of the 
  Pathfinder Society’s dealings with the Blakros Museum. He 
  explains that the Pathfinder Society’s alliance with the Blakros 
  family has been beneficial, if challenging. Society agents have 
  frequently been called out to the Blakros Museum to solve a 
  string of crises. A PC who succeeds at a DC 20 Sense Motive 
  check notices that Valsin is somewhat annoyed about how 
  frequently he has had to send agents to fix another problem 
  at the Blakros Museum. These problems have stemmed from 
  the museum’s ties to both the Shadow Plane and the terrible 
  void between the stars known as the Dark Tapestry. As if that 
  weren’t enough, before the museum recently decided to allow 
  Dark Archive faction leader Zarta Dralneen to assist with 
  their cataloguing and containment procedures, they were 
  notorious for mishaps involving unforeseen magical powers 
  in the artifacts on display. If any PCs have Chronicle sheets 
  from any of the following Pathfinder Society Scenarios, he 
  thanks them for their part in keeping the Blakros museum 
  stable and the alliance thriving, and he asks them if they 
  have any more details they wish to share with their fellow 
  Pathfinders.
  • #3: Mists of Mwangi
  • #35: Voice in the Void
  • #2–11: The Penumbral Accords
  • #3–07: Echoes of the Overwatched
  • Grand Convocation 4712 AR (PaizoCon 2012 special event)
  • #4–09: Blakros Matrimony
  • #5–03: The Hellknight’s Feast
  • #5–14: Day of the Demon (previously numbered #4–EX)
  • #5–23: Cairn of Shadows
  • #6–02: The Silver Mount Collection
  • #7–09: The Blakros Connection
  • #8–99: The Solstice Scar (any version)
  • #9–05: Call of the Copper Gate
  • #9–17: Oath of the Overwatched
  Once the PCs have finished speaking with the 
  venture-captain, they can follow his directions to the 
  Blakros Museum. When they arrive, a clerk attends to them 
  
  Nigel Aldain
  THE DAUGHTERS’ DUE
  55
  and directs them to a private office space where Hamaria 
  Blakros and Nigel Aldain wait.
  Read or paraphrase the following to begin the adventure.
  Hamaria Blakros, matriarch and head of 
  the Blakros family, gently rests the tips of 
  her fingers on the wooden desk in front of 
  her, the sound like the firing of a crossbow 
  bolt in the silence. “Ah good, you’ve finally 
  arrived. I see the Pathfinder Society remains 
  eager to continue our ongoing association, 
  and while I dearly wish this were a matter 
  of import, I’m afraid this request borders on 
  the... pedantic.”
  Nigel Aldain, the elven curator standing 
  at Hamaria’s side, twinges at the matriarch’s 
  comment. He gives a weak smile and a brief 
  nod before seeing himself out of the office. 
  Hamaria motions for a clerk on the other 
  side of the entryway to close the 
  private office door.
  “Pedantic, but important. You 
  see, over the past few years, it has 
  come to my attention that several 
  important items have gone missing 
  from our exhibits. Nigel believes 
  that most of these disappearances 
  are the result of Pathfinders, 
  specifically the destructive means 
  agents like yourselves tend to 
  employ when working within the museum. While Nigel has cited 
  recent actions involving Ralzeros or, as he puts it, the ‘so-called 
  defense of our Shining Crusade exhibits from the northerners,’ 
  I find it hard to believe that a conjured fireball could destroy 
  magical relics that have withstood centuries or millennia of much 
  worse battering. I’ve also heard rumors that these objects may 
  have found their way into the hands of enemies.”
  Hamaria gingerly walks her fingers toward a slip of parchment 
  on the desk, pinning it in place with her two forefingers before 
  sliding it across the table. “This is a list of items that Nigel recently 
  catalogued as missing. I’d like for you to investigate these items 
  and see what you can find within our records here. Our clerks can 
  help you in whatever way you need, as should Nigel, though you 
  may find it difficult to convince him.”
  With her initial statements concluded, Hamaria gives the 
  PC some time to review the inventory of items (see Handout 
  #2: Blakros Inventory). Hamaria isn’t particularly interested 
  in answering questions. Instead, she wants the PCs to conduct 
  their own investigation on the missing items and not rely on 
  her input or opinions before they submit a final report on 
  their findings. If the PCs ask specifically about Ralzeros, or 
  the “so-called defense of the Shining Crusade exhibit,” she 
  recommends that they ask around the Grand Lodge about 
  previous Pathfinder missions on their own time, after they 
  have finished their investigation. 
  INVENTORY VERIFICATION
  Based on the handout that Hamaria 
  provided, the PCs can begin investigating 
  the four missing items.
  ITEM 1: CRUSADER’S BLADE
  Because this blade has been missing for 
  a little over a year, there is little that the 
  PCs can investigate within the museum. 
  A PC can inspect archival sketches of the 
  blade to get a sense of its appearance. A 
  PC who succeeds at a DC 20 Appraise 
  check (DC 23 in Subtier 8–9) identifies 
  that the blade had nothing to do with the 
  Mendevian crusaders and was likely just 
  an old family heirloom. Specifically, 
  its style is more consistent with 
  Taldan 
  smithing 
  conventions 
  than Mendevian.
  Canvasing 
  the 
  staff 
  for 
  assistance is easy enough, and 
  a PC who succeeds at a DC 20 
  Diplomacy check learns that the 
  last person to look at the blade 
  was an interested Pathfinder 
  agent, about a year ago. She took 
  the blade off its pedestal, looked at it for a while, and then 
  returned it. The blade disappeared a few weeks later. This 
  agent was a tall, golden-skinned woman with curly black hair, 
  brown eyes, and a habit of humming to herself. 
  PCs who devote a bit more time to investigating this 
  lead can bring the information back to the Grand Lodge 
  records and match the Pathfinder’s description with an 
  agent named Kaliba Damazi. Kaliba was last seen fighting 
  during the Onyx Alliance’s raid on the Grand Lodge in 4712 
  ar. No one saw or heard from her again after that, so she 
  was presumed to have been among the battle’s numerous 
  casualties, and after magical attempts to contact her failed, 
  she was officially declared dead 7 years ago. She had not 
  made provisions to be raised from the dead. If the PCs don’t 
  return to the Grand Lodge to check these records, a PC who 
  succeeds at a DC 22 Knowledge (local) check has heard of 
  Kaliba and her reported demise. 
  Dispute: If the PCs succeed at the Knowledge (local) check 
  to recognize the missing Pathfinder as being deceased or 
  spend 2 hours going to the Grand Lodge to investigate, they 
  can attempt to dispute Nigel’s findings that the Pathfinder 
  Society was responsible for the theft. The truth behind the 
  blade’s disappearance is complicated, but the fact that the 
  
  Hamaria Blakros
  PATHFINDER SOCIETY SCENARIO
  66
  For groups of four PCs, lower the DCs of all skill 
  checks by 3 in this scene.
  Scaling Inventory 
  Verification
  blade was last seen in the hands of a 
  dead Pathfinder is enough to make 
  the case that another group may be 
  attempting to frame the Pathfinder 
  Society, or to call into question the 
  thoroughness of Nigel’s investigation. 
  PCs who succeeded at the Appraise 
  check can also call the validity of this 
  display into question.
  The Truth: The Onyx Alliance 
  captured the Pathfinder who supplied 
  the blade to the Museum during 
  their attack on the Grand Lodge in 
  4712 ar. After extracting all of the 
  information they could from Kaliba, 
  they killed her. Sarnia Blakros 
  later took control of the Onyx 
  Alliance, and on one of her 
  missions, she dispatched an 
  agent who assumed the deceased 
  Pathfinder’s visage with illusion 
  magic to retrieve the blade. 
  The agent conjured an illusory copy of the blade to hide 
  the theft. This illusory blade lasted for several weeks before 
  disappearing, which obscured the time of the theft.
  ITEM 2: FAHRSTAD WAX GOLEM
  The missing wax golem seems more straightforward at first. 
  Museum staff can direct the PCs to a cordoned off area that 
  they simply refer to as “the waste pile,” which is the result of 
  an overeager Pathfinder hurling a fireball spell into a group 
  of advancing wax golems. The PCs can examine the resultant 
  melted wax pile without any further interference.
  A PC who succeeds at a DC 20 Craft (sculptures) check (DC 
  23 in Subtier 8–9) or a DC 30 Perception check can spend 
  about half an hour checking over the pile of destroyed golems 
  and discover that the pile only accounts for three destroyed 
  golems, instead of the four that Nigel’s notes indicate. 
  Canvasing the staff for their insights proves difficult. PCs 
  can attempt a DC 24 Diplomacy, Bluff, or Intimidate check 
  to learn that various staff members remember seeing the 
  Fahrstad golem in different poses after periods of supposed 
  inactivity. The staff are hesitant to speak of the golem because 
  they find it unnerving, and they sometimes tell each other 
  scary stories about it in hushed tones. Some of them express 
  relief that the golems have been destroyed. After hearing this 
  story, the PCs can attempt a DC 20 Knowledge (arcana) check. 
  On a successful check, they recall documented cases of wax 
  golems sometimes obtaining a modicum of sentience. The 
  staff also report finding flakes of wax around the museum 
  in odd places, particularly in the Linnorm Kings 
  exhibits. A PC who succeeds at a subsequent 
  DC 24 Perception check (DC 27 in Subtier 8–9) 
  can find flakes of wax scattered about the 
  museum, though a distinct trail leads to a 
  sealed vault. The vault has been magically 
  sealed to open only for designated museum 
  staff, museum guardians, and members of 
  the Blakros family. 
  If the PCs follow the trail to the vault, a 
  nearby museum curator asks them not to 
  enter the room without Hamaria Blakros’s 
  permission, explaining that a powerful 
  artifact with ties to the Shadow Plane 
  is stored within it, called the shadow 
  obelisk. She tells the PCs that the 
  artifact is particularly dangerous 
  because it can open a portal to the 
  Shadow Plane. If the PCs attempt 
  to open the vault themselves, 
  they must succeed at a DC 35 
  Disable Device check. Inside, 
  they find that the artifact is not 
  in its storage case. Unbeknownst 
  to the curator, Hamaria Blakros 
  is currently carrying the obelisk. For more information about 
  the shadow obelisk and the contents of the vault, see Welcome 
  to Shadow Absalom on page 8. If the PCs report the missing 
  artifact to Hamaria after breaking into the vault, she is slightly 
  annoyed with them for not consulting her before resorting to 
  such methods, but she quickly turns the conversation around 
  to ask the PCs about the flaws they located in the museum’s 
  security. She mentions that Zarta Dralneen has been helping 
  Nigel improve museum security recently, but that it seems 
  these measures have not yet gone far enough. 
  Dispute: If the PCs either notice that Nigel’s report doesn’t 
  account for all four golems or succeed at the Perception check 
  to find the scattered flakes of wax near the shadow obelisk 
  storage site, they can dispute Nigel’s findings on this item.
  The Truth: The Fahrstad wax golem did gain sentience, 
  eventually taking to wandering the museum in off hours 
  to review exhibits. While Nigel was planning shelving for a 
  series of Linnorm Kings related exhibits, the golem made its 
  way into the sealed shadow obelisk chamber. Since the golem 
  was one of the museum’s guardians, it was able to enter the 
  vault. Once it entered the area, it examined the medallion, 
  accidentally triggered the device, and was transported to 
  the Shadow Plane. Unlike the disappearances of the other 
  three items, the disappearance of the golem was a freak 
  happenstance, not an Onyx Alliance theft. 
  
  THE DAUGHTERS’ DUE
  77
  ITEM 3: NEMES OF THE CERULEAN PHARAOH
  The best course of action in investigating the missing 
  nemes—a form of Osiriani headdress—is to learn more 
  about the Pathfinder who died during its supposed 
  destruction. A PC who succeeds at a DC 22 Knowledge 
  (local) check remembers that the Pathfinder in question, 
  Chalos Visanda (NE female half-elf), was something of a 
  loud-mouthed agent who always chafed at being assigned 
  seemingly low-importance missions. A PC who succeeds at 
  this check also remembers that Chalos was quite well versed 
  in knowledge of magical items, so her sudden destruction of 
  the artifact seems something of a freak accident.
  PCs can speak with the museum staff about the 
  destruction of the nemes. If they succeed at a DC 20 Bluff, 
  Diplomacy, or Intimidate check (DC 24 in Subtier 8–9), they 
  find a museum clerk who remembers the incident and 
  convince him to speak of it. Though the description the staff 
  member gives matches Nigel’s report, a PC who succeeds at a 
  subsequent DC 22 Spellcraft check recognizes that Chalos’s 
  disappearance sounds more like teleportation magic than 
  a disintegrating effect. In a related vein, a PC who succeeds 
  at a DC 25 Knowledge (history) check remembers that the 
  Cerulean Pharaoh was said to have access to powerful 
  teleportation magic, which he made regular use of to travel 
  around his lands. 
  Dispute: If the PCs succeed on the Spellcraft check 
  regarding the type of magic used or make the Knowledge 
  (history) check to recognize the Cerulean Pharaoh’s 
  association with teleportation magic, then they can dispute 
  Nigel’s findings on this item.
  The Truth: Always frustrated with her position within 
  the Pathfinder Society, Chalos Visanda one day found 
  herself assigned to tracking the ferrying of weapons from 
  the surface to Absalom’s sewers and into the claws of the 
  Sewer Dragons kobold tribe. During the mission, a fetchling 
  scout from the Onyx Alliance trailed Chalos and eventually 
  approached her with an offer to join their organization. 
  Chalos’s initiation was to go to the Blakros Museum and 
  activate the nemes, which is in fact a helm of teleportation 
  (Pathfinder RPG Ultimate Equipment 244). Disappearing from 
  the museum, Chalos transported the device back to Shadow 
  Absalom, where she joined the recently reorganized Onyx 
  Alliance under Sarnia Blakros.
  ITEM 4: YAMADA OSA PAINTING
  The last listed item is perhaps one of the most mysterious. 
  The painting, which depicts a village in Tian Xia, has yet to be 
  replaced. The still unrepaired stall bears several acid marks. A 
  PC who succeeds at a DC 15 Craft (alchemy) or Spellcraft check 
  knows that the acid burns affecting the surrounding wall are 
  alchemical in nature. A PC who succeeds at a subsequent DC 
  20 Perception check notices that the acid was haphazardly 
  applied after the painting was already removed.
  PCs questioning the staff about the painting can first 
  attempt a DC 20 Sense Motive check, with a successful roll 
  revealing that the staff are hiding some sort of secret. A PC 
  who succeeds at a DC 20 Diplomacy check (DC 23 in Subtier 
  8–9) can converse enough with the staff to learn that the 
  painting unnerved many of the attendees and staff alike 
  and that no one liked it. A PC who exceeds this check DC by 
  10 or more, or who succeeds at a DC 24 Bluff or Intimidate 
  check (DC 27 in Subtier 8–9), learns that the staff conspired 
  behind Nigel’s back to make it look like a Pathfinder-related 
  accident when the painting disappeared during the recent 
  attack on the Shining Crusade exhibit.
  Dispute: If the PCs uncover the forged nature of the acid 
  marks or convince the staff to confess to the cover up, they can 
  dispute Nigel’s findings on this item.
  The Truth: The Onyx Alliance used an embedded agent 
  within the Pathfinder Society to secure the Osa Painting 
  during the events of Pathfinder Society #8-99: The Solstice Scar. 
  As one of the Alliance’s more brazen thefts against the Blakros 
  family, the Alliance expected that the Blakros Museum would 
  conduct a thorough investigation, ultimately tracing the theft 
  back to the Pathfinder Society and damaging the relationship 
  between the Society and the Blakros family. What the Onyx 
  Alliance hadn’t counted on was the reaction of the museum 
  staff. They were so terrified of the ominous painting that they 
  worked to ensure the entire affair looked like the painting was 
  destroyed in an accidental acid attack, for fear of the museum 
  looking for and recovering the painting. Even though the 
  painting’s loss was still blamed on the Pathfinder Society, it 
  appeared to be an accident rather than deliberate theft. 
  REPORTING IN
  Following their investigation of the listed items, the PCs can 
  return to Hamaria and provide a full report of their findings.
  For each of the four items, the PCs can choose to agree with 
  or dispute Nigel’s findings. Based on the previous sections, 
  if the PCs discover the requisite information, then they can 
  dispute Nigel’s findings. Hamaria patiently listens to the PCs 
  findings and makes her decisions based on the evidence and 
  arguments they present.
  Development: As long as the PCs uncover discrepancies in 
  at least three items, Hamaria believes something is amiss and 
  requests the PCs further investigate the disappearances. She 
  would like the PCs to travel to Shadow Absalom and do what 
  they can to track down the missing items, which she believes 
  may have fallen into the hands of the Onyx Alliance—she’s 
  harbored suspicions about Alliance intrusions for a while, 
  ever since the Blakros family ended the Penumbral Accords. 
  Should the PCs fail to dispute Nigel’s findings, then Hamaria 
  still requests their assistance in investigating other confirmed 
  items that have disappeared from the Museum that she 
  believes the Onyx Alliance has taken. In either case, proceed 
  to the Welcome to Shadow Absalom section on page 7.
  
  PATHFINDER SOCIETY SCENARIO
  88
  Before Hamaria escorts the PCs to Shadow Absalom, she 
  makes one final request: she wants to know if the PCs think 
  Nigel Aldain has been negligent in his duties. This is a purely 
  personal question for the PCs that impacts the Reporting 
  Notes for the scenario. Hamaria stresses that she knows 
  Nigel’s duties are more about curation and upkeep of objects 
  than about launching massive investigations into missing 
  objects, so she leaves it to the PCs judgement to decide if they 
  believe Nigel’s oversights and errors were honest mistakes, 
  signs of incompetence, or even due to an ulterior motive.
  Treasure: If the PCs find enough evidence to dispute at 
  least three of Nigel’s findings, then Hamaria rewards the 
  PCs for the quality of their investigation with food for their 
  journey. Not content to simply give the PCs common trail 
  rations, Hamaria chooses a flashier solution. In Subtier 5–6, 
  she gives them a sustaining spoon that is unusual in that the 
  food it produces is far more palatable than normal, with a 
  taste and texture akin to warm cinnamon oatmeal rather than 
  soggy cardboard. She also gives them a scroll of heroes’ feast. 
  In Subtier 8–9, she instead gives the PCs a cauldron of plenty 
  (Ultimate Equipment 287).
  Rewards: If the PCs fail to find enough evidence to dispute 
  at least three of Nigel’s findings, reduce the gold earned by the 
  following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 637 gp.
  Out of Subtier: Reduce each PC’s gold earned by 943 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,250 gp.
  WELCOME TO SHADOW ABSALOM
  Hamaria takes the PCs to a secure vault within the museum. 
  The door swings open freely when she pushes it, in contrast 
  to what may have happened if the PCs tried to break into this 
  vault earlier (see Item 2 on page 6). Once inside, Hamaria 
  produces a medallion shaped like a tiny obelisk, an artifact 
  known as a shadow obelisk. She explains that she can use the 
  medallion to transport the PCs into the streets of Shadow 
  Absalom on the Shadow Plane. If the PCs worry about getting 
  back, Hamaria informs them that returning is a relatively easy 
  process: the PCs must simply enter the light at the heart of 
  the city, known as the Glare, and they’ll instantly return to the 
  location they left from. In this case, PCs entering the Glare 
  return to the Blakros Museum. From there, they can freely 
  leave the vault, which is secured only from the outside.
  If the PCs choose to confide in Hamaria about the contents 
  of their briefing letter from the member of the Decemvirate, 
  then the Blakros matriarch sighs while stating, “Of course, 
  there’s always an angle in our dealings, isn’t there?” Regardless, 
  the revelation only steels her conviction that the Onyx 
  Alliance is responsible for the thefts, and she suggests that 
  the PCs travel to the Glaresight Inn mentioned in the letter 
  to get a lay of the land from Venture-Captain Drandle Dreng.
  Once the PCs decide they’re ready to depart, Hamaria 
  activates the shadow obelisk. Read or paraphrase the following.
  Without a word, Hamaria Blakros and the Blakros Museum 
  disappear in a gale of muted black wind. Like a hurricane’s eye, 
  black, blue, and violet motes turn at impossible speeds before 
  suddenly slowing. As the storm gale fades, the area beyond the 
  pastel winds comes into focus. Buildings made of light gray stone 
  and streets of pure obsidian materialize around you. The sky 
  above is a gloomy collage of grays and blacks, and a pervasive 
  dim light blankets the area. This light has no discernible source, 
  though stronger light sources dangle from braziers attached to the 
  sides of simple stone structures and soaring jagged towers alike.
  The PCs have arrived in Shadow Absalom, in the middle 
  of a desolate street in the Near Glare district. This district’s 
  name refers to its proximity to the Glare, which makes it 
  brighter than the rest of the city. 
  DIPLOMACY (GATHER INFORMATION) OR 
  KNOWLEDGE (PLANES)
  Based on the result of a Diplomacy check to gather 
  information or a Knowledge (planes) check, the PCs might 
  learn some information about the Onyx Alliance. They learn 
  all the information with a DC equal to or less than the result 
  of their check.
  17+: Over the past four years, the Onyx Alliance has 
  undergone a drastic shift in its policies and leadership. No one 
  knows the full scope of the coup that took place. However, it’s 
  clear that things have changed. The Alliance is even thought 
  to be sending envoys of peace to their longtime enemies, the 
  Light Weavers’ Guild.
  22+: Since its recent changes, the Onyx Alliance has stepped 
  up recruitment, offering new and veteran agents alike access 
  to an impressive array of equipment. While most of these 
  items rest within the Onyx Repository, a nearly unassailable 
  fortress and heart of Alliance activities, a second storehouse 
  exists within the city. The Wightir House was once used as 
  an experimentation lab, but the Alliance’s new leadership 
  has since repurposed it. Rumors suggest that the Wightir 
  House is now a storage site containing various relics for Onyx 
  Alliance use.
  WHERE TO GO?
  When the PCs arrive in Shadow Absalom, they have some 
  options on how to proceed. Their most likely route is 
  contained in the letter they received at the beginning of 
  the adventure, pointing to the Glaresight Inn as a place to 
  find Venture-Captain Drandle Dreng (see Dreng’s Sting on 
  page 10).
  Alternatively, enterprising PCs may opt to case the city’s 
  inhabitants to inquire specifically about the missing Blakros 
  items. If the PCs ask around about the items and succeed at a 
  DC 15 Diplomacy check to gather information, they learn that 
  the locals have heard of someone matching the description of 
  the Fahrstad golem. 
  
  The Glare
  Soul Stalls
  Near Glare
  The Quiets
  Glaresight Inn
  Shadow Absalom
  THE DAUGHTERS’ DUE
  99
  
  PATHFINDER SOCIETY SCENARIO
  10
  10
  A waxy-faced man claiming to be a king from Golarion has 
  been wandering Shadow Absalom and has become a bit of a 
  local curiosity. The gullible golem has worked for a variety 
  of people for short periods of time. PCs who succeed at this 
  check by 10 or more learn that the golem is currently working 
  as a guardian for a night hag in the Soul Stalls. They also learn 
  that the Soul Stalls rarely accept payment in currency, as most 
  vendors are night hags who deal only in souls (see area B).
  Finally, the PCs may choose to follow up on the lead about 
  Wightir House from their investigations into the Onyx 
  Alliance. If they do, proceed directly to area C. 
  Once the PCs decide which of the three locations they want 
  to visit, they have no trouble finding a citizen to point them 
  in the right direction. Despite their somber appearance, most 
  Shadow Absalom natives are forthcoming with information.
  If the PCs travel to the Glaresight Inn, they can meet with 
  the inn’s proprietor, the talkative Antos Raul (N male half-elf 
  rogue 5). Raul’s clothing is mostly simple and practical, but he 
  wears a fancy ruby earring in his left ear. 
  Drandle Dreng paid Raul in advance to direct Pathfinders 
  to him, telling Raul that he can identify Pathfinder agents 
  by the wayfinders they carry. Raul tells any PCs who present 
  a wayfinder of Dreng’s last known stakeout location: a small 
  open area amid the otherwise crowded district known as the 
  Quiets. He also informs the PCs that while Dreng will be in 
  A somber reflection of its Material Plane counterpart, Shadow 
  Absalom is a bustling hub of activity on the otherwise 
  sparsely populated Shadow Plane. Although the city mirrors 
  Absalom in many places, its dimensions bear odd quirks 
  that challenge anyone using Absalom’s layout as a guide. 
  A light akin to a blazing white sun shines from the center 
  of the city, a brilliant reflection of the Starstone Cathedral. 
  Thousands of magically imbued lamps and conjured fires let 
  off a sickly palette of light, dousing the walls and buildings 
  in muted purple pastels and navy hues. Throughout the area, 
  entire city blocks are demolished, replaced by vast termite-
  like mounds encrusted with glowing runes—the hives of the 
  insectile d’ziriak. These hives extend far below the surface, 
  expanding into a vast network of interconnected tunnels 
  underneath the city.
  The proverbial shadow of the great wyrm umbral dragon 
  Argrinyxia silently looms over the city, and while she permits 
  some acts of minor vandalism or violence, the draconic 
  overlord has little tolerance for disruptions to her city. The 
  PCs’ visit should be short enough that it does not merit her 
  attention, though they may hear her name through rumors 
  or the awe-filled words of flagellant fetchlings parading 
  their devotion to the wyrm throughout the streets.
  Shadow Absalom at a Glance
  disguise, he’s picked a way to help agents identify him; the 
  fingers of his right glove are coated in alchemical silver. 
  If the PCs don’t have a wayfinder among them, Raul scoffs 
  at the idea that they are Pathfinders. They can instead bribe 
  Antos Raul with 1,200 gold pieces (2,400 gp in Subtier 8–9). 
  If the PCs pay the bribe in rubies, loosening his tongue 
  requires only 600 gp worth of his favorite gemstone (1,200 
  gp in Subtier 8–9). With the bribe in hand, Raul calls the PCs 
  “Pathfinders” with a conspiratorial wink before sharing the 
  information he knows.
  Drandle Dreng is exceptionally skilled at passing without 
  notice, and he has kept his real name secret from most people 
  in Shadow Absalom. Finding another person who has seen or 
  heard of Dreng’s passage is exceptionally difficult, requiring 
  the PCs to succeed at a DC 32 Diplomacy check to gather 
  information (DC 36 in Subtier 8–9). If the PCs succeed at 
  this check, however, they can track down the venture-captain 
  without Raul’s aid, and they learn about the distinctive glove.
  A. DRENG’S STING (CR 8 OR CR 11)
  The buildings in the section of Shadow Absalom where Dreng 
  is working are densely packed. Large animals and groups can 
  face difficulties winding their way through the narrow streets. 
  By the time the PCs arrive, most of the buildings in this area 
  are all unoccupied, with their residents out performing their 
  daily routines. Each of the doors here is made of strong wood 
  (AC 3; hardness 5; hit points 22; DC 18 Break) and locked with 
  a simple lock (Disable Device DC 20). Due to the nature of the 
  Shadow Plane, the light here is dim. The PCs enter the area 
  through the gate on the south side of the map.
  Creatures: Venture-Captain Drandle Dreng waits at 
  the marked area on the map, though the PCs arrive at an 
  inauspicious time. Dreng is just about to meet with a group of 
  Onyx Alliance intermediaries who plan to present him with 
  the Crusader’s Blade. The PCs arrival threatens to reveal Dreng 
  and ruin the entire operation, but there are several different 
  ways the PCs can handle this situation.
  If the PCs take the time to search the area for threats before 
  approaching Dreng, they eventually hear the sounds of a 
  soft conversation, which reveals the intermediaries’ starting 
  location. This location is marked on the map with dotted 
  lines. Because of the numerous buildings and walls in the 
  way, it is challenging for the PCs to hear the intermediaries 
  without such a search—if the PCs decide to go straight over to 
  talk to Dreng, they can attempt a DC 28 Perception check (DC 
  32 in Subtier 8–9) to notice the intermediaries before getting 
  close enough to Dreng to threaten his cover. Regardless of 
  whether the PCs succeed or fail at this check, they notice 
  Venture-Captain Dreng and his silver-stained gloves.
  After 
  noticing 
  the 
  intermediaries, 
  the 
  PCs 
  can 
  investigate further. A PC can sneak up on the intermediaries 
  with a DC 20 Stealth check (DC 24 in Subtier 8–9). Having 
  sneaked closer to the group, the PC can hear their hushed 
  
  THE DAUGHTERS’ DUE
  11
  11
  Make the following adjustments for a group of four PCs.
  Subtier 5–6: Reduce the bribe needed to pay off Anton 
  Raul to 800 gp, or 400 gp worth of rubies. 
  Subtier 8–9: Reduce the bribe needed to pay off Anton 
  Raul to 1,600 gp, or 800 gp worth of rubies.
  Scaling Dreng’s Sting
  whispers as they discuss, and then reject, the possibility that 
  the meeting with “Kalaster” (the fake name Dreng gave for 
  himself) may be a trap set by their enemies. The intermediaries 
  are armed, though their weapons are not drawn, and they are 
  wary if the PCs approach them openly. The intermediaries 
  have a starting attitude of unfriendly towards the PCs. If the 
  PCs succeed at a DC 25 Diplomacy check (DC 29 in Subtier 
  8–9), then their attitude improves to friendly. The DC in 
  Subtier 8–9 includes a circumstance modifier for the group’s 
  increased wariness.
  However, the presence of multiple PCs approaching the 
  group puts them visibly on edge. A PC who succeeds at a DC 
  15 Sense Motive check notices that the intermediaries get 
  more anxious with each PC who approaches them. If more 
  than two PCs participate in the Diplomacy check to influence 
  the intermediaries, the PCs take a –2 penalty on the check for 
  each PC (effectively negating most aid another actions). If the 
  PCs do improve the intermediaries’ attitude to friendly, then 
  the intermediaries go to meet with Dreng and quietly leave 
  after exchanging the blade, removing the need for combat in 
  this area.
  A PC interacting with Dreng can see that under his heavy 
  robes, the venture-captain has applied expert makeup to 
  disguise himself as a fetchling. Dreng reacts to the PCs as 
  strangers to maintain his cover as the fetchling merchant 
  Kalaster, feigning wariness of their intentions. Meanwhile, 
  he repeatedly uses the Pathfinder hand sign for “retreat” to 
  silently tell the PCs to leave. By that point, though, it’s already 
  too late. The intermediary group approaches, doing their best 
  to encircle Dreng’s waiting area, though their exact paths may 
  change depending on if the PCs approached Dreng as a group 
  or left sentries in the alleys.
  Once the intermediaries spot the PCs conversing with 
  Dreng, they know something is up, and they switch to a hostile 
  posture. Unless the PCs have taken active means of hiding 
  their equipment or made Disguise checks to clean up their 
  appearance and make themselves looks less foreign to the 
  city, then the intermediaries assume that the Onyx Alliance’s 
  enemies sent the PCs. In order to keep their relationship with 
  the Alliance intact, these intermediaries immediately attack.
  Dreng removes himself from the battle, trying to move into 
  one of the buildings in order to preserve his cover if other 
  city agents arrive. Luckily, for Dreng and the PCs, the area 
  isn’t particularly well trodden, and the sounds of battle don’t 
  attract any other attention from Shadow Absalom’s citizens.
  SUBTIER 5–6 (CR 8)
  ONYX ALLIANCE INTERMEDIARIES (4) 
  CR 4
  Fetchling fighter (mobile fighter) 5 (Pathfinder RPG Advanced 
  Player’s Guide 105, Pathfinder RPG Bestiary 2 123)
  NE Medium outsider (native)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 dodge, 
  +2 shield)
  hp 47 each (5d10+15)
  Fort +6, Ref +3, Will +0; +1 vs. entangled, paralysis, or slowed
  Defensive Abilities agility, shadow blending; Resist cold 5, 
  electricity 5
  OFFENSE
  Speed 30 ft.
  Melee mwk light flail +11 (1d8+6) or
  heavy shield bash +9 (1d4+4)
  Special Attacks leaping attack
  Spell-Like Abilities (CL 5th; concentration +5)
  1/day—disguise self
  TACTICS
  Before Combat The intermediaries quaff their potions of bull’s 
  strength just as they enter the alley and prepare to contact 
  Drandle Dreng. The bonuses from this potion are included in 
  their statistics. One of the intermediaries puts on a pair of 
  gauntlets of the skilled maneuver, giving her a +2 bonus on her 
  combat maneuver checks to disarm.
  During Combat Knowing they don’t have raw hitting power, 
  the intermediaries do their best to disarm opponents, using 
  their flails as disarming weapons to remove enemy weapons. 
  They then employ hit and run tactics, using the alleys to their 
  advantage and confounding foes by using Combat Expertise to 
  keep their AC high.
  Morale The intermediaries flee if reduced to 7 hit points or less. 
  Hoping to deter the PCs from pursuing them, the intermediary 
  with the Crusader’s Blade drops the weapon on the ground as 
  she runs. She believes that the most likely reason the PCs came 
  to this meeting was to interrupt negotiations and steal the 
  Crusader’s Blade.
  Base Statistics Without the potions of bull’s strength, the 
  intermediaries’ statistics are Melee mwk light flail +9 (1d8+4) 
  or heavy shield bash +7 (1d4+4); Str 15; CMB +7 (+9 disarm); 
  CMD 20 (22 vs. disarm).
  STATISTICS
  Str 19, Dex 15, Con 14, Int 13, Wis 8, Cha 10
  Base Atk +5; CMB +9 (+11 disarm); CMD 22 (24 vs. disarm)
  Feats Combat Expertise, Dodge, Improved Disarm, Mobility, 
  Weapon Focus (light flail), Weapon Specialization (light flail)
  Skills Intimidate +8, Perception +4, Stealth +5; Racial Modifiers 
  +2 Stealth 
  
  Drandle Dreng
  PATHFINDER SOCIETY SCENARIO
  12
  12
  For a group of four PCs, remove one Onyx 
  Alliance intermediary from the encounter, and 
  lower the DCs of skill checks to sneak up on or 
  interact with the intermediaries by 2.
  Scaling Encounter A
  Languages Common, D’ziriak
  SQ armor training 1
  Combat Gear potion of bull’s strength, potion 
  of cure moderate wounds; Other Gear mwk 
  chainmail, mwk heavy steel shield, mwk light 
  flail, gauntlets of the skilled maneuverUE 
  (disarm, one intermediary only)
  SUBTIER 8–9 (CR 11)
  ONYX ALLIANCE VETERANS (4) 
  CR 7
  Fetchling fighter (mobile fighter) 8 
  (Pathfinder RPG Advanced Player’s Guide 
  105, Pathfinder RPG Bestiary 2 123)
  NE Medium outsider (native)
  Init +2; Senses darkvision 60 ft., 
  low-light vision; Perception +7
  DEFENSE
  AC 22, touch 13, flat-footed 19 
  (+6 armor, +2 Dex, +1 dodge, 
  +3 shield)
  hp 73 each (8d10+24)
  Fort +8, Ref +4, Will +1; +2 vs. entangled, paralysis, or slowed
  Defensive Abilities agility, shadow blending; Resist cold 5, 
  electricity 5
  OFFENSE
  Speed 30 ft.
  Melee mwk light flail +15/+10 (1d8+7/19–20) or
  heavy shield bash +13/+8 (1d4+5)
  Special Attacks leaping attack
  Spell-Like Abilities (CL 8th; concentration +8)
  1/day—disguise self
  TACTICS
  Before Combat The intermediaries quaff their potions of bull’s 
  strength just as they enter the alley.
  During Combat As Subtier 5–6.
  Morale As Subtier 5–6, but they flee at 12 hit points instead of 7.
  Base Statistics Without the potion of bull’s strength, the 
  intermediaries’ statistics are Melee mwk light flail +13/+8 
  (1d8+5) or heavy shield bash +11/+6 (1d4+3); Str 16; CMB +11 
  (+17 disarm); CMD 24 (26 vs. disarm).
  STATISTICS
  Str 20, Dex 15, Con 14, Int 13, Wis 8, Cha 10
  Base Atk +8; CMB +13 (+19 disarm); CMD 26 (28 vs. disarm)
  Feats Combat Expertise, Dodge, Greater Disarm, Improved Critical 
  (light flail), Improved Disarm, Mobility, Power Attack, Weapon 
  Focus (light flail), Weapon Specialization (light flail)
  Skills Intimidate +11, Perception +7, Stealth 
  +9; Racial Modifiers +2 Stealth 
  Languages Common, D’ziriak
  SQ armor training 2
  Combat Gear potion of bull’s 
  strength, potion of cure moderate 
  wounds; Other Gear mwk 
  chainmail, +1 heavy steel shield, 
  mwk light flail, gauntlets of the 
  skilled maneuver (disarm)UE
  Development: Once the PCs defeat 
  or drive off the intermediaries, 
  Venture-Captain 
  Dreng 
  emerges from his hiding 
  place. Dreng explains 
  that his position within 
  the city is discreet and 
  that he can’t actively 
  contribute 
  to 
  battles 
  for risk of revealing his true 
  purpose here. If the PCs managed 
  to 
  successfully 
  negotiate 
  with the intermediaries and 
  avoid 
  combat, 
  then 
  Dreng 
  congratulates the PCs on their 
  diplomatic skills and on helping 
  to maintain his cover.
  Venture-Captain Drandle Dreng listens to the PCs update 
  on the missing museum items with vigorous nods and 
  sometime vacuous stares. Once the PCs finish, he confirms 
  that he knows each of the four items that the Blakros family 
  have been missing. He starts with the Crusader’s Blade, which 
  he was in the process of acquiring from the intermediaries, 
  and which the PCs have probably already looted from their 
  recent victory, if Dreng himself didn’t acquire the blade from 
  a successful trade. He’s tracked the other three items down to 
  two remaining locations. He produces some hastily scrawled 
  notes, reviewing them before explaining their contents to the 
  PCs. As he reads, Drandle shakes his head and looks through 
  his robes a second and third time before explaining that he 
  seems to be missing one of his notes, specifically the note on 
  the Cerulean Pharaoh’s nemes. Luckily, Dreng memorized all 
  his scrawled notes, so he can relay the information to the PCs.
  The wax golem, notable for being a golem dressed as a 
  Linnorm King, has made an appearance in the Soul Stalls just 
  past the city’s western wall. It seems that a night hag is in the 
  process of selling it to interested parties in the market. Dreng 
  suggests the PCs make their way there and stop the exchange.
  
  A. Dreng’s Sting
  1 square = 5 feet
  Pathfinder Flip-Mat: Slum Quarter
  PCs Start
  Here
  Onyx 
  Alliance 
  Start Here
  D
  D = Drandle Dreng
  N
  THE DAUGHTERS’ DUE
  13
  13
  
  PATHFINDER SOCIETY SCENARIO
  14
  14
  Dreng has also tracked the other remaining two items, the 
  nemes and Osa painting, to a specific Onyx Alliance storehouse 
  within the city: the recently repurposed Wightir House. He 
  relays that the house was once the coterminous connection 
  point between the Material Plane’s Blakros Museum and 
  the Shadow Plane. Ever since Nigel Aldain used the shadow 
  obelisk to restructure the museum’s layout a few years ago, the 
  Wightir House has shared no link with the museum beyond 
  still holding onto its former structural layout.
  Rewards: If the PCs fail to either defeat the Onyx Alliance 
  intermediaries in combat or earn their trust through 
  Diplomacy, reduce the gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 626 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,042 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,459 gp.
  B. SOUL STALLS (CR 8 OR CR 11)
  Regardless of whether the PCs learn about the wax golem’s 
  location from Drandle Dreng or their own investigations, 
  it shouldn’t take the PCs long to find the golem once they 
  reach the Soul Stalls. The Soul Stalls are an outlandish 
  marketplace outside Shadow Absalom’s city walls. A sizable 
  population of night hags dwell within the area, peddling 
  wares obtained from across the planes in exchange for 
  interesting or powerful souls.
  The stall where the wax golem resides belongs to Valryss 
  (NE female night hag), a proprietor of odds and ends that she 
  mostly acquires through her open association with the Onyx 
  Alliance. The PCs can find a wide variety of esoteric items on 
  display, making the Soul Stalls an excellent destination for 
  the PCs to restock on key equipment or purchase magic items 
  throughout the scenario. Unfortunately for the PCs, Valryss 
  offers her goods in exchange for souls—a currency the PCs 
  aren’t likely to have on hand. However, Valryss’s dealings with 
  the newly reformed Onyx Alliance has led her to be willing 
  to consider deals for more traditional currency. When Sarnia 
  Blakros took over leadership of the Onyx Alliance, she ended 
  the soul trade between the Alliance and the Soul Stalls, so 
  Valryss knows she cannot rely on souls alone for her trading.
  Along with all the objects inside Valryss’s stall, a hulking 
  Ulfen man with waxy skin, bedecked in fur pelts and 
  brandishing a vicious greataxe, patrols the area. This is the 
  sentient wax golem reproduction of the long-dead King 
  Fahrstad. The golem is rather gullible. Valryss tricked the 
  golem by claiming that if it served her as a protector, she could 
  provide it with the location of a nearby linnorm to slay. This 
  story is entirely fabricated, and Valryss herself is far more of 
  a threat than the wax golem. In fact, Valryss would very much 
  like to sell King Fahrstad, believing that the sentient golem’s 
  gruff attitude repels many potential customers.
  When Valryss negotiates with the PCs, ask each player if 
  their character has the “Acquainted with Aslynn” boon on any 
  of their character’s Chronicle sheets (this boon first appeared 
  in Pathfinder Society #5-09: The Traitor’s Lodge). If any of the PCs 
  possess this boon, then Valryss immediately remembers those 
  PCs’ description from her conversations with Aslynn, another 
  night hag who sometimes visits the Soul Stalls. Valryss never 
  particularly liked Aslynn, so the PCs gain some advantages in 
  this encounter.
  Valryss is willing to sell Fahrstad back to the PCs, though 
  her starting price is steep: a single humanoid soul. The 
  night hag goes on to indicate that she’ll take a promissory 
  agreement if one of the PCs wants to offer up their own soul 
  to be claimed after they die. Should a PC choose to take this 
  drastic step, then Valryss brings in a contract devil known to 
  operate in the Soul Stalls to write up the agreement. That PC 
  earns the “Soul Promise” boon on their Chronicle sheet.
  In the likely event that the PCs aren’t interested in offering 
  up their immortal souls for a sentient wax golem who thinks 
  himself a Linnorm King, then they have a few other options. 
  First, the PCs can attempt to convince Valryss that she 
  should let them take the golem with them free of charge, 
  perhaps arguing that he is too much of a burden, that buyers 
  will be too hard to find, or that people who want the golem 
  may hunt her down to steal it from her. This requires a 
  series of four successful DC 24 Bluff, Diplomacy, Intimidate, 
  Knowledge (arcana), or Profession (merchant) checks (DC 
  28 in Subtier 8–9), and each failure applies a –1 penalty on 
  future skill checks to convince Valryss. If at least one PC has 
  the Acquainted with Aslynn boon, the PCs need only three 
  successes. If the PCs fail three or more of these checks before 
  getting the necessary successes, then Valryss refuses to part 
  with the golem without payment. This leaves the PCs with 
  two remaining options: kill Valryss or offer her physical 
  wealth as recompense. If the PCs choose to try buy the golem 
  with money, Valryss refuses to accept anything less than 3,000 
  gp (5,000 gp in Subtier 8–9). Valryss is somewhat willing to 
  haggle, offering to take any magic items the PCs possess off 
  their hands for full value as part of the exchange. If at least 
  one PC has the Acquainted with Aslynn boon, she charges 
  only 1,500 gp for the golem (2,500 gp in Subtier 8–9).
  Creatures: Valryss operates her stall alone, alongside her 
  wax golem guardian. If combat occurs, Valryss orders the 
  golem to stay out of the fighting (for fear of it becoming 
  damaged). In Subtier 5–6 only, Valryss bears invisible scars 
  from an old conflict with other denizens of the Soul Stalls, 
  which somewhat weaken her abilities. In Subtier 8–9, another 
  night hag who operates a nearby stall joins in defense of her 
  sister from the attacking PCs.
  SUBTIER 5–6 (CR 8)
  VALRYSS 
  CR 8
  Variant night hag (Pathfinder RPG Bestiary 215)
  NE Medium outsider (evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +15
  
  B. Soul Stalls
  1 square = 5 feet
  Pathfinder Flip-Mat: Carnival
  N = Nalzini
  V = Valryss
  N
  N
  V
  THE DAUGHTERS’ DUE
  15
  15
  DEFENSE
  AC 23, touch 14, flat-footed 19 (+4 Dex, +9 natural)
  hp 80 (7d10+42)
  Fort +14, Ref +8, Will +11
  DR 10/cold iron and magic; Immune charm, cold, fear, fire, sleep; 
  SR 22
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +12 (1d4+5), bite +12 (2d6+5 plus disease)
  Special Attacks dream haunting
  Spell-like Abilities (CL 7th)
  Constant—detect chaos, detect evil, detect good, detect law, 
  detect magic
  At will—deep slumber (DC 16), invisibility, magic missile, ray of 
  enfeeblement (DC 14)
  At will (with heartstone)—etherealness, soul bind
  TACTICS
  During Combat Valryss attacks in melee, relying on spell-like 
  abilities only if denied promising melee targets.
  Morale Knowing that the other night hags in the Soul Stalls would 
  punish her horribly for showing weakness to the PCs, she fights 
  to the death. 
  STATISTICS
  Str 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17
  Base Atk +7; CMB +12; CMD 26
  Feats Alertness, Combat Casting, Deceitful, Mounted Combat
  Skills Bluff +15, Diplomacy +10, Disguise +15, Intimidate +13, 
  Knowledge (arcana) +10, Knowledge (planes) +14, Perception 
  +15, Ride +14, Sense Motive +15, Spellcraft +14
  Languages Abyssal, Celestial, Common, Infernal
  SQ change shape (any humanoid; alter self), heartstone
  SPECIAL ABILITIES
  Disease (Su) Demon Fever: Bite—injury; save Fort DC 19; onset 
  immediate; frequency 1/day; effect 1d6 Con damage (target 
  must save a 2nd time or 1 point of the damage is drain 
  instead); cure 2 consecutive saves.
  Dream Haunting (Su) A night hag can visit the dreams of chaotic 
  or evil targets by using a special periapt known as a heartstone 
  to become ethereal, then hovering over the creature. Once it 
  does so, it rides on the victim’s back until dawn. The sleeper 
  suffers tormenting dreams and takes 1 point of Constitution 
  drain upon awakening. Only another ethereal being can stop 
  these nocturnal intrusions by confronting and defeating the 
  night hag.
  
  PATHFINDER SOCIETY SCENARIO
  16
  16
  To accommodate a group of four PCs, Valryss (and her 
  accompanying hag sister in Subtier 8–9) have been over-working 
  in order to make sales and suffer from the sickened condition. 
  In addition, they don’t see the value in the combat and attempt 
  to flee after being reduced below 40 hit points.
  Scaling Encounter B
  Heartstone (Su) All night hags carry a heartstone—a special 
  gemstone worth at least 1,800 gp that is worn as a periapt. A 
  heartstone’s magic is fueled by the hag’s spirit and proximity; 
  once separated from its owner (or upon the hag’s death), a 
  heartstone retains its magic for only 24 hours before becoming 
  a nonmagical gem again. The heartstone instantly cures any 
  disease contracted by the holder. In addition, a heartstone 
  provides a +2 resistance bonus on all saving throws (this bonus 
  is included in the statistics above). A night hag that loses this 
  charm can no longer use etherealness or soul bind until it finds 
  a replacement gemstone.
  SUBTIER 8–9 (CR 11)
  VALRYSS AND NALZINI (2) 
  CR 9
  Night hags (Pathfinder RPG Bestiary 215, see page 27)
  hp 92 each 
  TACTICS
  During Combat Valryss and Nalzini attack the PCs in melee, 
  flanking with each other.
  Morale Knowing that the other night hags in the Soul Stalls would 
  punish them horribly for showing weakness to the PCs, they 
  fight to the death. 
  Development: Once the PCs negotiate for, purchase, or take 
  the wax golem by force, they must decide on how to handle the 
  construct. Honestly believing himself to be a long-departed 
  Linnorm King, the Fahrstad golem is somewhat difficult to 
  interact with. He constantly seeks to impress others and tries 
  to find information about a linnorm to defeat. The PCs can 
  successfully convince the golem to return to the Glare, which 
  leads him back to the Blakros Museum, with a successful DC 
  20 Diplomacy check or DC 15 Bluff check. If the PCs fail, then 
  the golem demands it accompany the PCs on any remaining 
  missions they have in Shadow Absalom.
  Treasure: If the PCs slay Valryss, opportunistic night hags 
  descend upon her stall to grab her possessions for their own 
  shops. The PCs can easily grab a small gem that Valryss kept 
  on display before the other night hags arrive. In Subtier 
  5–6, this gem is a martyr’s tear (Ultimate Equipment 310). In 
  Subtier 8–9, it is instead a black soul shard (Ultimate Equipment 
  283). The night hags won’t fight each other, but if the PCs 
  continue looting the stall, the night hags make it clear that 
  the PCs need to leave if they wish to keep their lives and 
  souls intact. 
  Rewards: If the PCs fail to convince Valryss to part with the 
  wax golem and fail to defeat her in combat, reduce the gold 
  earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 500 gp.
  Out of Subtier: Reduce each PC’s gold earned by 750 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,000 gp.
  C. WIGHTIR HOUSE
  Wightir House is an imposing, gothic-style building. While it 
  has served numerous purposes over the years, it is now one of 
  the Onyx Alliance’s storage facilities. It was once intrinsically 
  connected with the Blakros Museum and shares the 
  museum’s old architecture. At certain times of the year, the 
  two buildings drew closer, allowing people who understood 
  their connection to pass freely from one to the other across 
  planes. In 4710 ar, Pathfinder agents broke this gateway to 
  hamper the Onyx Alliance’s ability to threaten the Blakros 
  family. The two locations diverged further a few years later 
  when Nigel Aldain used the shadow obelisk to rearrange the 
  museum’s interior, modernizing it and creating substantially 
  more room for exhibits. 
  The interior of Wightir house is dimly lit with 20-foot-tall 
  ceilings. When the PCs arrive, its double doors are wide open.
  C1. ATRIUM (CR 7 OR CR 10)
  Great pillars of hewn black stone support the vaulted ceiling of 
  this building’s grand entryway, visible through its wide, double 
  doors. Braziers mounted on the pillars cast dull blue light from 
  their flickering flames. Two decrepit taxidermy dinosaurs stand 
  vigil in the northern corners of the chamber, their forms tattered 
  and broken in several places. A ten-foot-wide hall extends past 
  the two sentinels, with two doors near this chamber and one far 
  at the opposite end.
  This entry atrium has little purpose other than to admit 
  visitors. The open door is something of an invitation to those 
  who would dare trifle with the Onyx Alliance’s property.
  Unknown to the PCs, their presence within Shadow 
  Absalom hasn’t gone unnoticed. Sarnia Blakros, the head of 
  the Onyx Alliance, has learned of the PCs’ arrival through 
  her network of spies, both in the city and on the Material 
  Plane. She suspects that the PCs are capable enough to find 
  the missing objects in the old Wightir House. She has set up 
  a means of remote magical communication, which triggers 
  as soon as the first of the PCs passes the chamber’s initial 
  ten-foot threshold. Once the PCs trigger this effect, read or 
  paraphrase the following.
  A sheet of waist-high blue flame cuts across the chamber from 
  east to west, sectioning the area in two. A circle of similar flame 
  
  C. Wightir House
  T
  T
  H
  V
  G
  G
  C1
  C2
  C4
  C3
  C5
  C6
  C7
  1 square = 5 feet
  N
  G = Golems
  H = Hats
  T = Triceritops
  V = Visanda
  THE DAUGHTERS’ DUE
  17
  17
  a foot high rises between the two immense statues at the 
  chamber’s northern edge. Then, as though emerging from water, 
  a raven-haired woman with skin of near-alabaster white appears. 
  Dressed in a stylish, dark violet dress armor that shifts as though it 
  were oily liquid, the woman looks out with glowing yellow eyes.
  The woman doesn’t immediately act, instead standing 
  there judging what the PCs do next. The fire effect is entirely 
  illusory, and if the PCs opt to take combat actions against the 
  flames or the woman, they quickly find their efforts have no 
  effect. If the PCs speak to the woman, she reveals herself to be 
  Sarnia, recently appointed leader of the Onyx Alliance. Given 
  a chance to elaborate, she provides the PCs with some context 
  to her presence.
  “I suppose this is the moment where most of your ‘villains’ would 
  gloat about their plans and how you’ve fallen into their trap. 
  Well, I like to think I’m not a villain, and I would ask that you 
  review your own organization’s history, not to mention that of the 
  Blakros family. I’ve appeared here to let you know that, under 
  my leadership, the Onyx Alliance has little interest in pursuing a 
  vendetta against the Pathfinder Society. Assuming, of course, that 
  you break off your ties with the Blakros family.
  “This of course leads into the ‘why’ question. So, I’ll spare us 
  all the pedantic headache and summarize: For over six hundred 
  years, the Blakros family had an agreement with the Onyx 
  Alliance. The Alliance provided their considerable resources 
  to assist with the Blakros’s early smuggling operations. In 
  exchange, the Blakros family offered up a hefty number 
  of slaves and their eldest daughters from each generation. 
  Without recounting a whole history lesson, my name is Sarnia 
  Blakros, and I am one of those daughters sacrificed on the altar 
  of history and contractual obligations.
  “Why would I reveal all of this? Well, because unlike the Onyx 
  Alliance leadership who preceded me, I like to think that my 
  opposition isn’t completely inept. In fact, I fully expect you to 
  overcome the challenges set forth in this building and return to 
  the Material Plane with all the objects you’ve recently come to 
  realize I acquired from the Blakros... from my family’s museum. I 
  even promise that beyond the walls of this building, you’re safe to 
  continue your investigations and find any items you may not have 
  already recovered without fear of Alliance interference.”
  
  Sarnia Blakros
  PATHFINDER SOCIETY SCENARIO
  18
  18
  With her introduction complete, Sarnia entertains some of 
  the PCs’ questions offering, herself as a somewhat nonchalant 
  but engaging conversationalist.
  You’re a Blakros? “Yes. In fact, I was one of the last Blakros 
  daughters to be offered up to the Onyx Alliance before your 
  Society ended their arrangement. I suppose my life is one of 
  extreme degrees of luck and misfortune.”
  How did you take over the Onyx Alliance? “They say that 
  immense pressure is what creates diamonds. In my case, 
  immense pressure unlocked a reservoir of psychic potential 
  that I used to my advantage in a rather well-executed coup. 
  When it came time to make my move, it was honestly very 
  simple. Turns out, if you offer a whole caste of enslaved and 
  mistreated servants a more noble cause to fight for... well, 
  they tend to fight for you instead.”
  Can’t we be friends? “I doubt that dear Hamaria would 
  ever consider recognizing my, and my many sisters’, claim to 
  the Blakros family’s fortunes. I also doubt your Decemvirate 
  would ever risk the Pathfinder Society’s association with my 
  distant relatives. Who knows, maybe you’ll surprise me when 
  you make it back to Absalom and report in. If the Decemvirate 
  does decide to recognize my claim, then yes, we can be friends. 
  I’ll even invite you to my stronghold for a delectable dinner!”
  Where are the items in here? “That... thing took one of 
  them to the western rooms. Don’t ask me about it. It’s really 
  something you need to see and experience for yourself. The 
  painting is in the northmost room, though I suggest you 
  investigate the eastern and western wings before going there. 
  You’ll be better prepared if you do so.”
  Why don’t you give us the items? “Come now, while I 
  recognize that you’ll likely triumph here, I still need to provide 
  some challenge. Besides, if I just gave you all the items back, 
  your superiors would assume that was my intent all along. Of 
  course, you’re going to report back that I expected you to take 
  back the items, so they may think that anyways. What can I 
  say; I like to keep my opposition on their toes!” Sarnia smirks.
  Once the PCs finish asking questions or otherwise overly 
  bore or antagonize Sarnia, the Onyx Alliance leader lets out a 
  long sigh and says, “Well then, I suppose we should get this 
  over with. Best of luck.” Sarnia’s image and the associated 
  flames immediately disappear in blast of smoke. A moment 
  later, one or more of the dinosaurs (based on Subtier) activates 
  and begins advancing towards the PCs.
  Creatures: One of the triceratops statues (or both in Subtier 
  8–9) in the back of the room is in fact a taxidermic creature set 
  to animate on a remote psychic command from Sarnia. Once 
  the taxidermic creature receives a signal, it moves to defend 
  the chamber, pursuing targets into other areas if they try to 
  leave the atrium. The massive dinosaur isn’t well suited to 
  navigating the narrower passages of the rest of the building, 
  a fact that the PCs can exploit to gain an advantage in the 
  fight. The pillars in this room are sturdy, but not sturdy 
  enough to withstand the force of a charging triceratops. 
  If the triceratops charges (or tramples, in Subtier 8–9), it 
  knocks down any pillars in its way. The pillar’s square and all 
  squares adjacent to it become difficult terrain for creatures of 
  Medium size or smaller.
  SUBTIER 5–6 (CR 7)
  TAXIDERMIC TRICERATOPS 
  CR 7
  Taxidermic triceratops (Pathfinder RPG Bestiary 86, Pathfinder RPG 
  Bestiary 5 240)
  N Huge construct
  
  THE DAUGHTERS’ DUE
  19
  19
  Init –2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +0
  DEFENSE
  AC 10, touch 6, flat-footed 10 (–2 Dex, +4 natural, –2 size)
  hp 114 (16d10+40)
  Fort +5, Ref +3, Will +5
  Immune construct traits
  Weaknesses defect (crude stitching), vulnerable to slashing 
  damage
  OFFENSE
  Speed 30 ft.
  Melee gore +17 (2d10+10)
  Space 15 ft; Reach 15 ft.
  TACTICS
  Before Combat The taxidermic triceratops waits until Sarnia’s 
  image fades before attacking.
  During Combat The triceratops uses its gore attack against the 
  nearest PC first, then attacks whomever last dealt it damage.
  Morale The taxidermic triceratops fights until destroyed.
  STATISTICS
  Str 24, Dex 7, Con —, Int —, Wis 10, Cha 3
  Base Atk +12; CMB +21; CMD 29 (33 vs. trip)
  SPECIAL ABILITIES
  Crude Stitching This defect is the source of the triceratops’s 
  vulnerability to slashing damage, which causes it to take 50% 
  more damage from slashing attacks.
  SUBTIER 8–9 (CR 10)
  RAMPAGING TAXIDERMIC TRICERATOPS (2) 
  CR 8
  hp 114 each (see Subtier 5–6) 
  Special Attacks trample (1d8+10, DC 25)
  TACTICS
  Before Combat The taxidermic triceratops waits until Sarnia’s 
  image fades before attacking.
  During Combat The triceratops tramples as many PCs as it can, 
  using its gore if it cannot trample.
  Morale The taxidermic triceratops fights until destroyed.
  SPECIAL ABILITIES
  Trample As a full-round action, the triceratops can attempt to 
  overrun any creature that is at least one size category smaller 
  than itself. This works as the overrun combat maneuver, but 
  the trampling creature does not need to attempt a check; it 
  merely has to move over opponents in its path. Each target of 
  its trample take 1d8+10 damage and can make an attack of 
  opportunity, but at a –4 penalty. If a target forgoes an attack 
  of opportunity, it can attempt a DC 25 Reflex save to avoid the 
  triceratops and take half damage. The triceratops can only deal 
  its trampling damage to each target once per round, no matter 
  how many times its movement takes it over a target creature.
  Development: With Sarnia’s illusory image gone and 
  the taxidermic statues destroyed, the PCs can explore 
  To accommodate a group of four PCs, make the following 
  changes.
  Subtier 5–6: The taxidermic triceratops has defective 
  eyes that grants it a 20% miss chance on all attacks. The 
  dinosaur also has wooden struts that make it vulnerable 
  to fire. Because of these struts, it counts as wood for the 
  purposes of abilities and spells that affect wood (such as 
  warp wood).
  Subtier 8–9: As Subtier 5–6. Additionally, each time a 
  triceratops tramples a PC, there’s a 20% chance that it deals 
  no damage. The PC does not need to roll a Reflex save, but 
  she can still take an attack of opportunity.
  Scaling Encounter C1
  the remainder of Wightir House without worrying about 
  anything looming in the entrance chamber.
  C2. COLD STORAGE
  A few benches and empty armored training dummies are the only 
  things of note in this spacious chamber. The chilled air here speaks 
  to some kind of magical refrigeration, though it has little effect 
  beyond misting breath. A door leads out to the building’s arterial 
  hallway to the east, while a partly opened wooden door leads to 
  the north.
  Once a cold storage chamber used by the Onyx Alliance, 
  the area has been repurposed into something of a training 
  and break area. A PC who examines the dummies can discern 
  that they were used recently and bear marks from a variety of 
  different slashing and piercing weapons. A PC who succeeds 
  at a DC 18 Perception check also notes the subtle smell of raw 
  sewage wafting in from the open door to the north.
  C3. COLORING STATION (CR 5)
  The pungent stench of sewage fills this dark room. Tipped over 
  crates fill the southern end of the chamber, some leaking a 
  rainbow of muted colors onto the floor.
  Once a storage site for alchemical items, this chamber has 
  found a new purpose thanks to its sole occupant.
  Creatures: Hats, a peculiar otyugh with a rare additional 
  tentacle resides in this chamber. He made his way to the 
  Shadow Plane after following Venture-Captain Drandle 
  Dreng through a portal in Absalom’s sewers (see more of this 
  story in Pathfinder #6-99: True Dragons of Absalom). Travelling 
  for a while with Dreng, Hats eventually pilfered a piece of 
  parchment from the venture-captain that documented the 
  location of the Nemes of the Cerulean Pharaoh. Being somewhat 
  obsessed with the acquisition of new headwear, Hats made 
  
  PATHFINDER SOCIETY SCENARIO
  20
  20
  his way to the Wightir House, where he triggered Sarnia’s 
  illusory projection. Following a brief conversation, Sarnia 
  watched incredulously as Hats wandered off in search of the 
  nemes in area C2.
  Since acquiring the nemes, Hats has meandered his way 
  into this room. Here, he’s cracked open several crates of 
  alchemical supplies. He considered the various chemicals 
  to be little more than coloring dyes for his current array of 
  headwear. When the PCs arrive in the room, Hats is in the 
  process of lamenting the loss of his favorite hat, a tricorn he 
  dubbed “Willuh,” after he accidentally applied a particularly 
  vibrant acid that he assumed was green dye.
  Hats is quite distraught over the accident, but he 
  immediately perks up when people enter the room. In a low 
  rumbling drawl, he addresses the PCs, asking if they’ve come 
  to try to take his remaining headgear. As long as the PCs 
  don’t threaten to take Hats’s hats and can stand the otyugh’s 
  stench, they find that Hats is something of a well-versed 
  conversationalist. Hats speaks about his role as guardian for 
  the Sewer Dragons kobold tribe, which the PCs can identify 
  as allies with the Pathfinder Society by succeeding at a DC 
  12 Knowledge (local) check. If the PCs decide to attack Hats, 
  the otyugh refrains from attacking until he’s taken 15 or more 
  points of damage. If the PCs don’t engage in combat but 
  still remain hostile, Hats cowers in the corner attempting to 
  dissuade attackers by wiggling its hat-laden tentacles at them.
  BOTH SUBTIERS (CR 5)
  HATS 
  CR 5
  Male advanced variant otyugh (Pathfinder RPG Bestiary 223, 294)
  N Large aberration
  Init +2; Senses darkvision 60 ft., scent; Perception +10
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
  hp 51 (6d8+24)
  Fort +5, Ref +4, Will +8
  Immune disease
  OFFENSE
  Speed 20 ft.
  Melee bite +9 (1d8+6 plus disease), 3 tentacles +5 (1d6+3 plus 
  grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
  Special Attacks constrict (tentacle, 1d6+3)
  Spell-like Abilities (CL 5th)
  Constant—detect magic (headgear only)
  1/day—identify (headgear only)
  TACTICS
  During Combat If Hats takes at least 15 points of damage from 
  the PCs, he starts combat, entering a berserk rage as per his 
  headwear connoisseur ability.
  Morale Hats’s headwear collection is his pride and joy, but he 
  knows that he can’t appreciate them if he dies here. If reduced 
  to 15 hit points or fewer, he surrenders his precious collection, 
  crying as he retreats into a corner, and apologizing to his hats 
  for not being strong enough to protect them.
  STATISTICS
  Str 22, Dex 14, Con 17, Int 9, Wis 17, Cha 10
  Base Atk +4; CMB +11 (+15 grapple); CMD 23 (25 vs. trip)
  Feats Alertness, Toughness, Weapon Focus (tentacle)
  Skills Perception +10, Spellcraft +3, Stealth +4 (+12 in lair); Racial 
  Modifiers +8 Stealth in lair
  Languages Common
  Gear Nemes of the Cerulean Pharaoh (helm of teleportationUE)
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: bite—injury; save Fort DC 16; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Headwear Connoisseur (Su) Hats always clutches some form of 
  headwear in two of his tentacles. This habit prevents Hats from 
  making an attack with two of his three tentacles. Every time 
  Hats takes damage from an enemy, there is a 10% chance the 
  attack causes him to drop one of his hats. If he drops a hat, 
  he enters a rage (as per the barbarian class ability) for the 
  following 5 rounds and attacks the closest creature. While in 
  a rage, Hats’s statistics are AC 19, touch 9, flat-footed 17; hp 
  63; Fort +7, Will +10; Melee bite +11 (1d8+8 plus disease), 3 
  tentacles +7 (1d6+4 plus grab); Str 26, Con 21; CMB +13 (+17 
  grapple); CMD 25 (27 vs. trip).
  Mutant (Ex) Hats has a third barbed tentacle, which grants him a 
  third tentacle attack.
  Development: Convincing Hats to give up the Nemes of the 
  Cerulean Pharaoh is somewhat tricky; the otyugh isn’t willing 
  to simply pass it over. A PC can attempt a DC 20 Diplomacy 
  check, with a success allowing them to convince Hats to part 
  with the nemes after they finish exploring this area. In the 
  meantime, Hats insists on remaining here to protect it. If 
  the PCs succeed at this check by 4 or more, they can instead 
  convince Hats to accompany them on the remainder of their 
  time in Wightir House. 
  Should the PCs fail the check, Hats refuses to part with the 
  nemes unless offered another hat with magical enchantment. 
  To accomplish this, the PCs may need to visit the nearby 
  markets and purchase a minor magical piece of headwear to 
  offer in trade. 
  If the PCs do not convince Hats to come along with them, 
  he makes a semi-scripted appearance in area C7.
  Treasure: While Hats has used some of the alchemical 
  gear in this room, there are still hundreds of vials of 
  various chemicals. Some of these chemicals have industrial 
  applications, and others are useful tools for combat and 
  adventuring. The PCs can gather up to 10 of each alchemical 
  item from the Core Rulebook. In total, this cache is worth 2,400 
  gp (4,800 gp in Subtier 8–9).
  
  Hats
  THE DAUGHTERS’ DUE
  21
  21
  Rewards: If the PCs fail to convince Hats to accompany 
  them or and do not defeat the cheerful otyugh in combat, 
  reduce the gold earned by the following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 200 gp.
  Out of Subtier: Reduce each PC’s gold earned by 
  300 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 400 gp.
  C4. ADDITIONAL 
  STORAGE
  This larger chamber once 
  contained a variety of 
  goods that the Onyx 
  Alliance 
  had 
  kept 
  here 
  since 
  converting the house into a storage 
  site. Sarnia had her agents clear out 
  the room in anticipation of the 
  PCs’ arrival.
  C5 AND C6. RESIDENCE 
  QUARTERS
  The Onyx Alliance converted 
  both of these rooms into makeshift 
  storage and quarters for visiting 
  agents. Area C5 is little more 
  than a meeting room with 
  empty boxes and barrels used as 
  makeshift tables and chairs. Area 
  C6 contains several stalls with 
  upright beds for agents staying here. Neither of these areas 
  contains anything of note.
  C7. PRIMARY STORAGE (CR 9 AND CR 12)
  Harsh, cold blue illumination fills this space, coming from braziers 
  hoisted up on the ceiling some thirty feet above. A cracked-wide 
  ebony pyramid rises ten feet off the ground in the chamber’s 
  center, covered by a thick layer of dust. Small cases line the joins 
  between wall and floor along the northern edge of the room. A 
  series of paintings hang from the northern wall, each depicting a 
  somber scene in muted colors.
  This room houses all of the major items belonging to 
  the Onyx Alliance in the Wightir House. Once the site of a 
  ritual chamber, the broken pyramid in the room’s center is 
  something of a relic that Sarnia ordered left undisturbed 
  due to the historical significance it had to the Alliance’s 
  association with the Blakros family.
  Of the three pictures mounted on the wall, the Yamada 
  Osa painting rests at the center. As Nigel Aldain’s inventory 
  list indicated, the image portrays the somber view of a 
  Tian Xia village situated between a mountain and a forest. 
  A PC who sees the portrait and who succeeds at a DC 25 
  Knowledge  (Geography) check can pinpoint the village as 
  being Baakai, the largest settlement in the dreary Tian Xia 
  nation of Shenmen.
  Creatures: A duo of golems guards the portraits and 
  treasure stored in this chamber. In Subtier 5–6, a pair of ice 
  golems wait to the north and south of the pyramid. In Subtier 
  8–9, the two paintings to either side of the Osa painting 
  are glass recreations that are in fact glass golems, 
  which emerge from the walls as soon as the 
  PCs enter the area. Both sets 
  of golems have instructions 
  to 
  attack 
  intruders 
  and 
  move to engage as quickly 
  as possible.
  Along with the golems, 
  the ex-Pathfinder Chalos 
  Visanda 
  waits 
  invisibly 
  behind the pyramid. Given 
  warning of the PCs’ arrival 
  in the storehouse following 
  Sarnia’s appearance in the 
  atrium, Chalos activates her 
  wand of greater invisibility just 
  before the PCs enter the area. 
  Having long abandoned her old 
  ways, Chalos is quite content 
  with her role in the Onyx 
  Alliance and dutifully guards 
  this room at Sarnia’s request. She 
  tries to observe the PCs to learn their tactics before joining 
  the golems in combat.
  SUBTIER 5–6 (CR 9)
  ICE GOLEMS (2) 
  CR 5
  hp 53 each (Pathfinder RPG Bestiary 161; see page 27)
  TACTICS
  During Combat The golems use their breath weapons as often as 
  they can. On all other rounds, they attack PCs with their slams, 
  prioritizing PCs that threaten Chalos.
  Morale The golems fight until destroyed.
  CHALOS VISANDA 
  CR 7
  Female half-elf rogue 5/wizard 3
  NE Medium humanoid (elf, human)
  Init +3; Senses low-light vision; Perception +10
  DEFENSE
  AC 25, touch 14, flat-footed 21 (+4 armor, +3 Dex, +1 dodge,  
  +3 natural, +4 shield)
  hp 77 (8 HD; 3d6+5d8+40)
  Fort +6, Ref +8, Will +3; +2 vs. enchantments
  Defensive Abilities evasion, trap sense +1, uncanny dodge; 
  Immune sleep
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  During the combat in this chamber, Hats makes an 
  appearance if not already alongside the PCs. The otyugh 
  emerges from his place in area C3, attracted by the sounds 
  of battle or just otherwise bored. He haphazardly attempts to 
  assist the PCs for 2 rounds, making tentacle attacks against 
  the golems and Chalos if she’s revealed. At the end of Hats’s 
  second round in combat, something goes catastrophically 
  wrong, and he accidentally triggers the magic within the 
  Nemes of the Cerulean Pharaoh. The magic buildup seems 
  to react oddly with the nearby painting, causing both objects 
  to temporarily glow with magical energy. A second later, 
  Hats disappears in a flash of energy, leaving the nemes 
  sitting in the space the otyugh once occupied.
  Exactly where the freak magical accident takes Hats and 
  the otyugh’s ultimate fate are subjects beyond the scope of 
  this adventure.
  To accommodate a group of four PCs, remove one of the two 
  golems from the encounter in either subtier.
  Lost My Hat
  Scaling Encounter C7
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +8 (1d6+1/19–20)
  Special Attacks intense spells (+1 damage), sneak attack +3d6
  Arcane School Spell-Like Abilities (CL 3rd; concentration +6)
  6/day—force missile (1d4+1)
  Evoker Spells Prepared (CL 3rd; concentration +6)
  2nd—scorching ray (2), web (DC 15)
  1st—magic missile, shield, snowballUW (2)
  0 (at will)—acid splash, detect magic, light, ray of frost
  Opposition Schools Illusion, Necromancy
  TACTICS
  Before Combat Chalos casts shield when she hears the sounds 
  of combat with the triceratops. She then waits behind the 
  pyramid, drinking her potion of barkskin as the PCs make their 
  way through the complex and activating her wand of invisibility 
  as they approach the room she is in. On the first round, she 
  watches the PCs fight the golems while drinking her potion of 
  bear’s endurance. Her statistics include the benefits of shield 
  and both potions.
  During Combat After drinking her potions, Chalos enters combat 
  by targeting any divine casters with a full volley from her 
  scorching ray. She then decides her moves based upon the 
  situation of the combat. While her favorite strategy is to attack 
  from range, applying sneak attack damage to her rays, she 
  knows well that this doesn’t work if she’s been made visible. 
  She also wants to protect the golems if they are still intact, 
  as she is afraid of fighting the PCs alone. If the golems 
  are injured, she might cast snowball to heal them. While 
  she is quite fond of her armor, it sometimes hampers her 
  spellcasting. She incurs a 15% arcane spell failure chance on 
  all of her spells except light.
  Morale Something of a coward, Chalos surrenders once reduced to 
  10 or fewer hit points.
  Base Statistics Without barkskin, bear’s endurance, and shield, 
  Chalos’s statistics are AC 18, touch 14, flat-footed 14; hp 51; 
  Fort +4, Con 14.
  STATISTICS
  Str 10, Dex 16, Con 18, Int 16, Wis 8, Cha 12
  Base Atk +4; CMB +4; CMD 18
  Feats Dodge, Mobility, Point-Blank Shot, Precise Shot, Scribe Scroll, 
  Skill Focus (Stealth), Weapon Finesse
  Skills Acrobatics +14, Disable Device +16, Escape Artist +14, 
  Knowledge (arcana) +14, Knowledge (planes) +14, Perception 
  +10, Spellcraft +14, Stealth +17, Use Magic Device +12; Racial 
  Modifiers +2 Perception
  Languages Aklo, Celestial, Common, D’ziriak, Elven
  SQ arcane bond (+1 short sword), elf blood, rogue talents (combat 
  trick, sniper’s eyeAPG), trapfinding +2
  Combat Gear potion of barkskin (CL 6th), potion of bear’s 
  endurance, wand of greater invisibility (2 charges); Other 
  Gear +1 glamered studded leather, +1 short sword, spellbook 
  (contains all prepared spells)
  SUBTIER 8–9 (CR 12)
  CHALOS VISANDA 
  CR 10
  Female half-elf arcane trickster 3/rogue 5/wizard 3
  NE Medium humanoid (elf, human)
  Init +3; Senses low-light vision; Perception +10
  DEFENSE
  AC 25, touch 14, flat-footed 21 (+4 armor, +3 Dex, +1 dodge,  
  +3 natural, +4 shield)
  hp 99 (11 HD; 6d6+5d8+52)
  Fort +7, Ref +10, Will +5; +2 vs. enchantments
  Defensive Abilities evasion, trap sense +1, uncanny dodge; 
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +9 (1d6+1/19–20)
  Special Attacks intense spells (+1 damage), sneak attack +4d6
  Arcane School Spell-Like Abilities (CL 6th; concentration +9)
  6/day—force missile (1d4+1)
  Evoker Spells Prepared (CL 6th; concentration +9)
  3rd—acid arrow (electricity damage), displacement, fireball 
  (DC 16)
  2nd—acid arrow, scorching ray (2), web (DC 15)
  1st—magic missile (2), shield, snowballUW (2)
  0 (at will)—acid splash, detect magic, light, ray of frost
  Opposition Schools Illusion, Necromancy
  
  Chalos Visanda
  THE DAUGHTERS’ DUE
  23
  23
  TACTICS
  Before Combat Chalos casts shield when she hears the sounds 
  of combat with the triceratopses. She then waits behind the 
  pyramid, drinking her potion of barkskin as the PCs make their 
  way through the complex and activating her wand of invisibility 
  as they approach the room she is in. On the first round, she 
  watches the PCs fight the golems while drinking her potion of 
  bear’s endurance. Her statistics include the benefits of shield 
  and both potions.
  During Combat After drinking her potions, Chalos enters combat 
  by targeting any divine casters with a full volley from her 
  scorching ray. She then decides her moves based upon the 
  current situation. While her favorite strategy is to attack from 
  range, applying sneak attack damage to her rays, she knows 
  well that this doesn’t work if she’s been made visible. She also 
  wants to protect the golems if they are still intact, as she is 
  afraid of fighting the PCs alone. If the golems are injured, she 
  might cast fireball to harm the PCs while healing the golems. 
  She doesn’t like feeling exposed, so if the golems fall, she 
  is likely to cast displacement. While she is quite fond of her 
  armor, it sometimes hampers her spellcasting. She incurs a 
  15% arcane spell failure chance on all of her spells except 
  displacement and light.
  Morale Something of a coward, Chalos surrenders once reduced to 
  15 or fewer hit points.
  Base Statistics Without barkskin, bear’s endurance, and shield, 
  Chalos’s statistics are AC 18, touch 14, flat-footed 14; hp 77; 
  Fort +5, Con 14.
  STATISTICS
  Str 10, Dex 16, Con 18, Int 16, Wis 8, Cha 12
  Base Atk +5; CMB +5; CMD 19
  Feats Combat Casting, Dodge, Elemental SpellAPG, Mobility, 
  Point-Blank Shot, Precise Shot, Scribe Scroll, Skill Focus (Stealth), 
  Weapon Finesse
  Skills Acrobatics +17, Disable Device +19, Escape Artist +17, 
  Knowledge (arcana) +17, Knowledge (planes) +14, Perception 
  +10, Spellcraft +17, Stealth +23, Use Magic Device +15; Racial 
  Modifiers +2 Perception
  Languages Aklo, Celestial, Common, D’ziriak, Elven
  SQ arcane bond (+1 short sword), elf blood, impromptu sneak 
  attack, ranged legerdemain, rogue talents (combat trick, 
  sniper’s eyeAPG), trapfinding +2
  Combat Gear potion of barkskin (CL 6th), potion of bear’s 
  endurance, scroll of greater invisibility; Other Gear +1 
  glamered studded leather, +1 short sword, spellbook (contains 
  all prepared spells)
  GLASS GOLEMS (2) 
  CR 5
  hp 95 each (Pathfinder RPG Bestiary 2 138; see page 27)
  TACTICS
  During Combat The golems attack PCs with their slams, 
  prioritizing PCs that threaten Chalos.
  Morale The golems fight until destroyed.
  Development: Once the PCs defeat Chalos and the 
  golems, they’re free to claim the Osa painting from its 
  position on the wall. While it’s a bit awkward to carry, 
  the painting only weighs 10 pounds. A PC who uses detect 
  magic or similar spells on the painting notices a faint 
  magical aura, though the deeply unsettling depiction of 
  the distant Tian Xia landscape defies all further attempts 
  at study.
  If Chalos survives the encounter, she offers to return 
  with the PCs to the Grand Lodge for judgment. She 
  realizes that her failure here means she has no place within 
  the Onyx Alliance, and she has no intention of remaining 
  in Shadow Absalom. Chalos 
  doesn’t regret her actions, 
  and instead takes a bit of 
  pride in her ability to steal 
  the Nemes of the Cerulean 
  Pharaoh in the first place. 
  She does, however, make a 
  
  PATHFINDER SOCIETY SCENARIO
  24
  24
  point of expressing confusion as to Hats’s presence (and 
  likely subsequent teleportation-related disappearance).
  If the PCs have not yet found the crusader’s blade with the 
  Onyx Alliance intermediaries (area A) and the wax golem in 
  the Soul Stalls (area B), they can go retrieve these items now. 
  If they have not yet picked up these leads, see Where to Go 
  on page 8.
  Rewards: If the PCs fail to retrieve the Osa painting by 
  defeating its guardians, reduce their gold earned by the 
  following amount.
  Subtier 5–6: Reduce each PC’s gold earned by 627 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,044 gp.
  Subtier 8–9: Reduce each PC’s gold earned by 1,461 gp.
  CONCLUSION
  With each of the objects retrieved, the PCs can easily return 
  to Absalom and the Blakros Museum by travelling to the 
  Glare—the light at the center of Shadow Absalom that returns 
  extraplanar visitors to their location immediately prior 
  to entering the Shadow Plane. Once the PCs return to the 
  museum, they find Hamaria Blakros eager to take the items 
  back and hear their story.
  Hamaria shows obvious concern when she hears news 
  of Sarnia Blakros and the Onyx Alliance’s recent change 
  in leadership. The Blakros matriarch is clearly stunned 
  by the news that some of the sacrificed daughters may 
  still be alive, let alone the implications of Sarnia’s newly 
  fetchling-like appearance. For now, Hamaria asks that the 
  PCs keep this information to themselves and their leaders 
  in the Society. If the PCs press her on recognizing Sarnia’s 
  claim to a share of the Blakros family wealth or other 
  matters of money and politics, Hamaria frowns, calling 
  the PCs uncouth for jumping so quickly to such matters, 
  when she has just received such momentous news. She 
  has no interest in discussing the subject further with 
  the PCs.
  Meanwhile, Nigel Aldain takes custody of the objects. 
  The elven curator’s mood depends entirely on how the PCs 
  reported his findings to Hamaria earlier in the scenario; 
  if the PCs declared Nigel incompetent, then he takes the 
  objects without a word. If the PCs said that Nigel’s mistakes 
  were honest, then the curator thanks the PCs for their recent 
  actions and indicates that Pathfinders of their skill are always 
  welcome within the museum.
  Following the return of the goods to the museum, 
  the PCs can head back to the Grand Lodge and report to 
  Venture-Captain Ambrus Valsin. Without interrupting, Valsin 
  takes in the PCs’ report and promises to deliver it back to 
  the Decemvirate member who first tasked the PCs with this 
  mission. Ambrus does take a moment to ponder the gravity 
  of Sarnia Blakros’s recent coup within the Onyx Alliance and 
  whether or not her claim to the Blakros family fortune has any 
  true validity. Though unwilling to pass judgment one way or 
  another, Valsin inquires on the PCs’ opinions about whether 
  or not the Society should involve itself in the growing conflict 
  between the Blakros family and the Onyx Alliance.
  REPORTING CONDITIONS
  If the PCs condemned Nigel Aldain as incompetent when 
  reporting to Hamaria Blakros, check box A on the reporting 
  sheet. If the PCs reported Aldain as making honest mistakes, 
  check box B. If the majority of the PCs said that the Society 
  should remain involved in the ongoing feud between the 
  Blakros family and the Onyx Alliance, check box C. If the 
  majority of the PCs suggested staying out of the ongoing 
  feud, check box D.
  PRIMARY SUCCESS CONDITIONS
  The PCs fulfill their primary goal if they recover all four of 
  the missing items and return them to the Blakros museum. 
  Doing so earns each PC 1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  A PC fulfills their secondary objective if they accomplished at 
  least two of the following: found enough evidence on all four 
  of the inventory items to dispute Nigel’s assessment, avoided 
  combat while contacting Drandle Dreng, avoided combat in 
  the Soul Stalls, or successfully convinced Hats to accompany 
  the PCs with the Nemes of the Cerulean Pharaoh. Doing so earns 
  each PC 1 additional Prestige Point.
  APPENDIX: STAT BLOCKS
  The following stat blocks appear in this adventure. They are 
  provided below for the GM’s convenience.
  
  THE DAUGHTERS’ DUE
  25
  25
  Handout #1: Letter from One of the Ten
  Valued Agents,
  Know that your actions have not gone unnoticed, and because of this I task you with this most important 
  mission.
  Venture-Captain Drandle Dreng has undertaken a long-term extraplanar visit to Shadow Absalom. 
  If you’re not aware, Shadow Absalom is the version of Absalom that exists within the Shadow Plane 
  and is a sort of dark mirrored version of our own city. Drandle’s spent his time within the city investigating 
  an organization known as the Onyx Alliance. He’s been operating undercover, keeping his affiliation with 
  the Pathfinder Society hidden from all but a trusted few.
  Over the past several years, the Onyx Alliance has taken bold moves against our organization, 
  particularly striking our longstanding allies, the Blakros Family. Venture-Captain Dreng’s report indicates 
  an upturn in recruitment and smuggling following what we thought was a long period of inactivity from 
  the Alliance. Dreng’s since indicated he’ll be staying near the Glaresight Inn within Shadow Absalom 
  and continuing his surveillance.
  Meanwhile, the Blakros family matriarch, Hamaria Blakros, has requested the aid of skilled Pathfinder 
  Society agents. Together, the timing on Dreng’s report and this request from the Blakros family suggest that 
  the Onyx Alliance may be stepping up their activities against us.
  For now, go to the Blakros Museum and meet with Hamaria. Assist the Blakros matriarch in whatever 
  way you and your fellow Pathfinders can. If it’s clear that the Onyx Alliance is involved and you must 
  travel to Shadow Absalom, then seek out Drandle Dreng at the Glaresight Inn for further guidance.
  My trust is with you,
  One of the Ten
  
  PATHFINDER SOCIETY SCENARIO
  26
  26
  Handout #2: Blakros Inventory
  Item #1: Crusader’s Blade
  A weapon used in the defense of Nerosyan during the commencement 
  of the Fifth Mendevian Crusade. The crusading blade saw use during 
  the siege when a family member attempted to retrieve the blade and 
  perished from asphyxiation. A Pathfinder secured it shortly after and 
  used the weapon in the battle against the demonic attackers.
  Missing. I can’t prove the Pathfinders burned this one, so it’s not 
  listed as destroyed. Instead, I have strong suspicions that this weapon 
  “disappeared” during the recent Ralzeros incident.
  Item #2: Fahrstad Wax Golem
  A wax recreation of Linnorm King Elgar Fahrstad produced by the 
  Golemworks in Magnimar. Left inanimate as part of a display piece 
  showcasing Fahrstad’s saga of slaying the only known sea linnorm prior 
  to reaching Valenhall. Activated only as a security measure in defense 
  of the museum.
  Destroyed. Fire this time. You may think I’m repeating myself, but the 
  Pathfinders really do enjoy employing fireballs in confined spaces. This 
  time they melted four of our golems, and I need not remind you that 
  our gold reserves aren’t limitless.
  Item #3: Nemes of the Cerulean Pharaoh
  Headdress retrieved from an ancient Osiriani tomb complex. Believed 
  to have once been in the possession of the Cerulean Pharaoh, though 
  it was entombed with one of the Pharaoh’s trusted servants upon that 
  servant’s death. The Pharaoh remarked in hieroglyphic writing that 
  “Even death should not allow this valued servant from travelling the 
  world as this headpiece has let me.”
  Destroyed. This is a shame. A junior Pathfinder agent attempted to 
  don and use the headdress during a simple cataloguing mission. They 
  didn’t realize it was magical, and it created a backlash that turned 
  both her and the headdress to dust. We really need to stop letting the 
  untrained examine our relics!
  Item #4: Yamada Osa Painting
  A painting made by the renowned spiritual historian, Yamada Osa. This 
  painting depicts an aerial view of a Tian Xia village positioned between 
  a sprawling forest and a rising fog-shrouded mountain. Rain permeates 
  the image and it has been reported that those who stare too long at 
  the image note the smearing style of art may in fact be visible rain.
  Destroyed by inattentive Pathfinders during the Shining Crusade 
  defense. Melt marks from an acidic ray around portrait stall 12 are still 
  visible and have yet to be properly cleaned.
  
  THE DAUGHTERS’ DUE
  27
  27
   
  GOLEM, GLASS
  This jagged construct of glass has a human’s shape, save that one 
  arm ends in a jagged hammer and another in a spike of glass.
  GLASS GOLEM 
  CR 8
  Pathfinder RPG Bestiary 2 138
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 21, touch 8, flat-footed 21 (–1 Dex, +13 natural, –1 size)
  hp 96 (12d10+30)
  Fort +4, Ref +3, Will +4
  Defensive Abilities reflect spells; DR 5/adamantine; Immune 
  magic, construct traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +16 (2d8+5 plus bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d8), dazzling brightness
  STATISTICS
  Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +12; CMB +18; CMD 27
  SPECIAL ABILITIES
  Dazzling Brightness (Ex) A glass golem in an area of bright light 
  dazzles any creature within 30 feet that sees it for 1 round 
  (Fortitude DC 16 negates). Once a creature makes its save 
  against this ability, it is immune to that golem’s brightness for 
  24 hours. The DC is Constitution-based.
  Immunity to Magic (Ex) A glass golem is immune to any spell or 
  spell-like ability that allows spell resistance. In addition, certain 
  spells and effects function differently against a glass golem, as 
  noted below. 
  • A shatter spell damages a glass golem as if it were a crystalline 
  creature. 
  • A keen edge spell affects all of a glass golem’s slam attacks as if 
  they were slashing weapons. A magical attack that deals cold 
  damage slows a glass golem (as the slow spell) for 3 rounds 
  (no saving throw).
  • A magical attack that deals fire damage ends any slow effect 
  on the golem and heals 1 point of damage for each 3 points 
  of damage the attack would otherwise deal. If the amount 
  of healing would cause the golem to exceed its full normal 
  hit points, it gains any excess as temporary hit points. A glass 
  golem gets no saving throw against fire effects.
  Reflect Spells (Ex) As a free action once every 1d4 rounds, a glass 
  golem can align its internal structure to enhance its resistance 
  to magic for 1 round. During this time, the golem reflects spells 
  (even spells that function differently against the golem as 
  described in its immune to magic ability) as if under the effect 
  of a spell turning spell.
  GOLEM, ICE
  This icy statue stands a head taller than a normal human. A rime of 
  frost coats it, and razor-sharp shards of ice adorn its limbs.
  ICE GOLEM 
  CR 5
  Pathfinder RPG Bestiary 161
  N Medium construct (cold)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
  hp 53 (6d10+20)
  Fort +2, Ref +1, Will +2
  DR 5/adamantine; Immune construct traits, cold, magic
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +9 (1d6+3 plus 1d6 cold)
  Special Attacks breath weapon (20-ft. cone, 3d6 cold damage, 
  Reflex DC 13 half, usable once every 1d4 rounds), cold (1d6), 
  icy destruction
  STATISTICS
  Str 16, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +6; CMB +9; CMD 18
  SPECIAL ABILITIES
  Cold (Ex) An ice golem’s body generates intense cold, dealing 
  1d6 points of damage with its touch. Creatures attacking an ice 
  golem with unarmed strikes or natural weapons take this same 
  cold damage each time one of their attacks hits.
  Icy Destruction (Ex) When reduced to 0 hit points, an ice golem 
  shatters in an explosion of jagged shards of ice. All creatures 
  within a 10-foot burst take 3d6 points of slashing damage and 
  2d6 points of cold damage; a DC 13 Reflex save halves the 
  damage. The save DC is Constitution-based.
  Immunity to Magic (Ex) An ice golem is immune to any spell or 
  spell-like ability that allows spell resistance, with the exception 
  of spells and spell-like abilities that have the Fire descriptor, 
  which affect it normally. In addition, certain spells and effects 
  function differently against the creature, as noted below.
  • A magical attack that deals electricity damage slows an ice 
  golem (as the slow spell) for 2d6 rounds, with no saving throw.
  • A magical attack that deals cold damage breaks any slow effect 
  on the golem and heals 1 point of damage for every 3 points 
  of damage the attack would otherwise deal. If the amount of 
  healing would cause the golem to exceed its full normal hit 
  points, it gains any excess as temporary hit points. An ice golem 
  gets no saving throw against cold effects. 
   
  NIGHT HAG
  Grisly fetishes and the rags of once fine clothes hang off the corpse-thin 
  frame of this horrifying sharp-fanged crone.
  
  PATHFINDER SOCIETY SCENARIO
  28
  28
  NIGHT HAG 
  CR 9
  Pathfinder RPG Bestiary 215
  NE Medium outsider (evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
  hp 92 (8d10+48)
  Fort +14, Ref +8, Will +11
  DR 10/cold iron and magic; Immune charm, cold, fear, fire, sleep; 
  SR 24
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease)
  Special Attacks dream haunting
  Spell-like Abilities (CL 8th)
  Constant—detect chaos, detect evil, detect good, detect law, 
  detect magic
  At will—deep slumber (DC 16), invisibility, magic missile, ray of 
  enfeeblement (DC 14)
  At will (with heartstone)—etherealness, soul bind
  STATISTICS
  Str 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17
  Base Atk +8; CMB +13; CMD 27
  Feats Alertness, Combat Casting, Deceitful, Mounted Combat
  Skills Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, 
  Knowledge (arcana) +12, Knowledge (planes) +15, Perception 
  +16, Ride +15, Sense Motive +16, Spellcraft +15
  Languages Abyssal, Celestial, Common, Infernal
  SQ change shape (any humanoid, alter self), heartstone
  SPECIAL ABILITIES
  Disease (Su) Demon Fever: Bite—injury; save Fort DC 20; 
  onset immediate; frequency 1/day; effect 1d6 Con damage 
  (target must save a 2nd time or 1 point of the damage is 
  drain instead); cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Dream Haunting (Su) A night hag can visit the dreams of chaotic 
  or evil targets by using a special periapt known as a heartstone 
  to become ethereal, then hovering over the creature. Once it 
  does so, it rides on the victim’s back until dawn. The sleeper 
  suffers tormenting dreams and takes 1 point of Constitution 
  drain upon awakening. Only another ethereal being can stop 
  these nocturnal intrusions by confronting and defeating the 
  night hag.
  Heartstone (Su) All night hags carry a heartstone—a special 
  gemstone worth at least 1,800 gp that is worn as a periapt. A 
  heartstone’s magic is fueled by the hag’s spirit and proximity—
  once separated from its owner (or upon the hag’s death), a 
  heartstone retains its magic for only 24 hours before becoming 
  a nonmagical gem again. The heartstone instantly cures any 
  disease contracted by the holder. In addition, a heartstone 
  provides a +2 resistance bonus on all saving throws (this bonus 
  is included in the statistics above). A night hag that loses this 
  charm can no longer use etherealness or soul bind until it finds 
  a replacement gemstone.
  
  THE DAUGHTERS’ DUE
  29
  29
  N
  
  PATHFINDER SOCIETY SCENARIO
  30
  30
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
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  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d) “Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright 
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  2. The License: This License applies to any Open Game Content that contains a 
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  of the Open Game Content You distribute.
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  Content using the name of any Contributor unless You have written permission from 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Ice Golem from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene. 
  Pathfinder Society Scenario #10–18: The Daughters’ Due © 2019, Paizo Inc.; 
  Author: Thurston Hillman.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #10–18:
   The Daughters’ Due
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  5–6
  8–9
  —
  1,277
  2,760
  —
  2,019
  2,553
  5,520
  —
  4,037
  Out of
  Subtier
  Pathfinder Society Scenario #10-18: 
  The Daughter’s Due
  ▫Family Feud [Legacy]: You met with the new leader of the Onyx Alliance and learned about her tragic history 
  and her connection to the Blakros Family. It’s clear that the conflict between the Blakros Family and Onyx 
  Alliance is far from over, but you witnessed a pivotal moment in this conflict when the forgotten Blakros 
  daughter, Sarnia, chose to reveal herself as the Alliance’s new guiding force. This boon may have benefits and 
  effects for the Pathfinder Second Edition organized play campaign.
  Additionally, you can check the box that precedes this boon to gain the shadow blend ability as if you were 
  a fetchling for one scenario (Pathfinder RPG Bestiary 2 123). If you are already a fetchling, you can instead cast 
  darkness as a spell-like ability three times during that scenario, with a caster level equal to your character level.
  Soul Promise: You promised your soul to the night hag Valryss in exchange for a sentient wax golem she’d 
  come to possess. This was likely not the wisest choice, but it certainly saved you a difficult time negotiating 
  with the night hag. After earning this boon, if you ever die, you cannot be restored to life, and your eternal soul 
  becomes the property of Valryss.
  Core Campaign
  Subtier 5-6
  Subtier 8-9
  +1 glamered studded leather (3,875 gp)
  flame tongue (20,715 gp; Pathfinder RPG Ultimate 
  Equipment 155)
  gauntlets of the skilled maneuver (disarm) (4,000 gp; 
  Ultimate Equipment 235)
  helm of teleportation (73,500 gp; Ultimate  
  Equipment 244)
  martyr’s tear (Ultimate Equipment 310) 
  potion of barkskin (CL 6th; 600 gp; limit 1)
  scroll of heroes’ feast (1,650 gp)
  sustaining spoon (5,400 gp; tastes like cinnamon 
  oatmeal rather than soggy cardboard)
  wand of greater invisibility (2 charges; 450 gp; limit 1)
  +1 glamered studded leather (3,875 gp)
  black soul shard (12,000 gp; Pathfinder RPG Ultimate 
  Equipment 283)
  cauldron of plenty (15,000 gp, Ultimate Equipment 287)
  gauntlets of the skilled maneuver (disarm) (4,000 gp; 
  Ultimate Equipment 235)
  helm of teleportation (73,500 gp; Ultimate Equipment 
  244)
  potion of barkskin (CL 6th; 600 gp; limit 1)
  sniper goggles (20,000 gp; Ultimate Equipment 227)
  wand of greater invisibility (2 charges; 450 gp; limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-18 - The Daughter's Due.pdf