TEXT: By Nicholas Wasko 
  OATHBREAKERS DIE
  PATHFINDER SOCIETY SCENARIO #10–01 
  TIER 1–5
  
  Pathfinder Society Scenario #10–01: Oathbreakers 
  Die is a Pathfinder Society Scenario designed for 
  1st- through 5th-level characters (Tier 1–5; Subtiers 
  1–2 and 4–5). 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 • Nicholas Wasko
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Jesper Ejsing, Tom Ventre, and 
  Ben Wootten
  Cartographer • Jason Engle
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and  
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Michael Sayre, Chris Sims, 
  and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell, 
  Adrian Ng, Lacy Pellazar, and Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
  Franchise Manager • Mark Moreland
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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.
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All 
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  Open Game Content: Except for material designated as Product Identity (see above), the 
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  Game License version 1.0a, Section 1(d). No portion of this work other than the material 
  designated as Open Game Content may be reproduced in any form without written permission.
  Pathfinder Society Scenario #10–01: Oathbreakers Die © 2018, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, 
  Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, 
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  GM ResouRces
  Oathbreakers Die uses the Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Bestiary (B1), Pathfinder RPG NPC Codex, and Pathfinder RPG Ultimate 
  Equipment (UE). This adventure assumes the GM has access to these sourcebooks. All rules referenced 
  in this adventure are available in the free online Pathfinder Reference Document at pfrd.info, and 
  the necessary statistics from the Bestiary and NPC Codex are reprinted at the back of the adventure 
  for the GM’s convenience.
  Table of Contents
  Oathbreakers Die .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 3
  Player Handout .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  23
  GM References  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  22
  Appendix   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Chronicle Sheet  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 27
  
  • Daggermark
  River Kingdoms
  33
  OATHBREAKERS
  DIE
  OATHBREAKERS 
  DIE
  efforts, the Ghostknives noticed that Timinic disappeared 
  before help from the Grand Lodge arrived. While the 
  assassins have not yet found their target, they have deduced 
  that Bosk must have broken his oath and have set in motion 
  plans to kill the venture-captain and cover their tracks.
  SUMMARY
  The PCs meet Venture-Captain Istivil Bosk in Dryblade 
  House, Daggermark’s Pathfinder Lodge. Venture-Captain 
  Bosk emerges from his office alongside his friend Sergeant 
  Brandur Clovesh. Bosk thanks Brandur for his help and 
  the two share a toast before the sergeant departs. As Bosk 
  begins to brief the PCs on his situation, however, the 
  T
  he 
  chaotic 
  River 
  Kingdom 
  of 
  Daggermark 
  maintains a semblance of stability via a common 
  understanding among its residents: those who 
  draw their neighbor’s ire often end up dead. Daggermark’s 
  Assassins’ Guild and Poisoners’ Guild hold considerable 
  sway in the unruly city-state, sharing power with the local 
  military. New members of the Assassin’s Guild receive local 
  contracts as part of their training, and any citizen can hire 
  a student assassin once per year at a reasonable price. Only 
  members of the military are exempt from these trainee 
  contracts, meaning those who seek security and social 
  advancement often enlist in the army. This system has kept 
  the peace for years, but a cabal of Assassin’s Guild defectors 
  called the Ghostknives sees the military exemption as 
  a loophole it can use to overthrow the Guild and seize 
  control of the city. By quietly eliminating army officers and 
  replacing them with coconspirators, the Ghostknives could 
  set the stage for a bloody coup.
  The 
  venture-captain 
  stationed 
  in 
  Daggermark, 
  Istivil Bosk, accidentally stumbled upon a Ghostknife 
  assassination occurring outside of the bounds of the 
  Assassin’s Guild’s rules. To save himself from the assassin’s 
  blades, Bosk invoked one of the River Freedoms, the 
  cherished values that form the backbone of River Kingdom 
  society. The second River Freedom, “Oathbreakers Die,” 
  encapsulates the significance River Folk place on personal 
  vows—every vow comes with an implicit promise to keep it 
  or die trying. Bosk swore an oath that he would not reveal 
  the Ghostknives’ existence to anyone or interfere with their 
  plots, which convinced the assassins to spare his life. Bosk 
  was true to his word, though he continued to monitor the 
  group’s activities, watching silently as Ghostknife assassins 
  began targeting military officers.
  Yet when Bosk learned that Timinic, a Pathfinder 
  agent who had been exploring the sewer complex below 
  Daggermark, was marked for death, his loyalty to the Society 
  overruled his oath to the assassins. He revealed the situation 
  to his most trusted friend, Sergeant Brandur Clovesh, who 
  promised to help hide Timinic until Bosk could request 
  an evacuation from the Grand Lodge. Despite Bosk’s best 
  By Nicholas Wasko
  This adventure takes place in Daggermark, the City of 
  Assassins, near the heart of the River Kingdoms. Though 
  lawless and chaotic, Daggermark society remains relatively 
  stable because the city’s omnipresent Assassin’s and 
  Poisoner’s Guilds make causing trouble a dangerous 
  proposition. For more information about Daggermark, see 
  Pathfinder Campaign Setting: Guide to the River Kingdoms 
  and Pathfinder Campaign Setting: The Inner Sea World 
  Guide, available at bookstores and game stores and online 
  at paizo.com.
  Where on Golarion?
  
  Istivil Bosk
  PATHFINDER SOCIETY SCENARIO
  44
  venture-captain starts struggling to breathe and collapses. 
  Ultimately the PCs cannot save Bosk, and must find clues to 
  uncover why he was poisoned. 
  Evidence leads the PCs to several locations around 
  Daggermark, where the PCs discover assassination plots 
  against Venture-Captain Bosk, another Pathfinder named 
  Timinic, and several of their contacts throughout the city. 
  Additional clues identify the remaining targets, allowing the 
  PCs to intervene and possibly rescue Timinic before the 
  assassin kills him. Eventually the PCs unmask the killer 
  as a doppelganger working with a cabal of defectors 
  from the Daggermark Assassin’s Guild, using materials 
  stolen from the Daggermark Poisoner’s Guild to set the 
  stage for a violent coup.
  With the blessing of Pemak, who operates 
  as a front for the Poisoner’s Guild, the PCs 
  delve into Daggermark’s sewers to root 
  out the rogue assassins. The PCs 
  must battle through violet fungi 
  and assassins to reach Cladara, 
  the cabal’s leader. Depending 
  on how efficiently the PCs 
  investigated 
  the 
  initial 
  killings and put an end to 
  Cladara’s machinations, they 
  may salvage the Society’s 
  standing 
  in 
  Daggermark 
  by 
  impressing Pemak, thus securing a 
  contact from the government-
  backed Poisoner’s Guild.
  GETTING STARTED
  Read or paraphrase the following 
  to get the adventure underway. 
  GMs should have the PCs introduce themselves before the 
  following scene, since Bosk’s poisoning will likely preclude 
  formal introductions.
  Steady sleet patters against the window of Dryblade House, 
  breaking up the Lodge’s eerie silence. Venture-Captain Istivil 
  Bosk emerges from his office accompanied by dwarf in a military 
  uniform, who pulls a flask from his coat pocket and fills two small 
  glasses with vodka.
  “I’ve already made excuses to my superiors, and I’ll check 
  in myself every few hours to make sure the safe house is still 
  secure,” the dwarf rumbles, handing one glass to the venture-
  captain. “You focus on hammering out your agent’s escape route.”
  “Already working on it,” Bosk replies. The two raise their 
  glasses in a toast.
  “Then may we take this story to our graves, and drag our heels 
  the whole way there,” the dwarf proclaims as they each down 
  their vodka. The dwarf sets his glass on the table, dons a thick 
  wool cloak, and trudges out into the sleet.
  “That was Brandur Clovesh, a sergeant in Daggermark’s 
  infantry,” Bosk explains, closing the door after his departed 
  guest. “Please excuse his brevity. He’s taking a big risk to 
  help me out of a dire situation, the same situation that led 
  me to request your aid. One of our local agents, a gnome 
  named Timinic, has been exploring and surveying the sewer 
  complexes beneath Daggermark. I made sure to 
  clear his activities with every official possible 
  so we wouldn’t draw unwanted attention 
  from the Assassin’s Guild or the Poisoner’s 
  Guild, which run the city behind the 
  scenes. To my knowledge we’ve stayed 
  in the Guilds’ good graces, but somehow 
  Timinic’s mission ran afoul of...” A fit of 
  coughing interrupts Bosk mid-sentence, 
  and he begins gasping and clutching 
  his chest. His vodka glass shatters as it 
  tumbles from his hand. Moments later, the 
  venture-captain collapses.
  Bosk quickly realizes he’s been poisoned 
  and tries to convey key information to the 
  PCs before he dies. He succumbs to the 
  poison 3 rounds after he collapses. On 
  the first round, he asks the PCs to fetch 
  the potion of delay poison from his desk (see 
  page 5). On the second round, he tells the 
  PCs to find Brandur Clovesh for more 
  answers, and on the third 
  round he begs the PCs to find 
  Timinic as quickly as possible, 
  before it’s too late. 
  The 
  PCs 
  can 
  get 
  more 
  information by providing an 
  antitoxin or succeeding at a DC 15 Heal check (DC 19 in Subtier 
  4–5), each of which prolongs Bosk’s life for an additional 
  round. If they do, Bosk gives the PCs the combination for his 
  safe on the fourth round, allowing the PCs to automatically 
  search the personnel files (see page 5). Finally, on the fifth 
  round, Bosk implores the PCs to investigate Timinic’s maps 
  of the sewers, providing a +8 circumstance bonus on checks 
  to search Bosk’s desk (see page 5). 
  Any magical attempt to halt the poison, such as casting 
  delay poison or giving Bosk the potion from his desk, causes a 
  spongy, foamy mass to fill his lungs and pour out his mouth 
  and nose. Bosk immediately falls unconscious and begins 
  to suffocate (Pathfinder RPG Core Rulebook 445), and the PCs 
  are extremely unlikely to have the resources to dissolve the 
  foam in time (it is produced by the arcane amplex laced in 
  his drink; see the sidebar on page 6). Even if a PC happens 
  to have violet venom on hand, the PCs do not have sufficient 
  time to determine that this poison serves as an unorthodox 
  antidote before the venture-captain passes away.
  
  OATHBREAKERS DIE
  55
  In lieu of a typical briefing where the PCs ask questions 
  about their assignment, the PCs can search Dryblade House 
  for clues about who wanted the venture-captain dead. The PCs 
  can uncover information by succeeding at the appropriate 
  skill checks listed for each lead (DC 15 in Subtier 1–2, DC 18 
  in Subtier 4–5). It takes 10 minutes each to investigate Bosk’s 
  body, his personnel files, and his desk, meaning the PCs can 
  save considerable time by splitting up to investigate the lodge 
  rather than all working together. PCs can retry any failed skill 
  check, but doing so requires 10 minutes of additional time to 
  find the necessary resources. PCs can also purchase gear at 
  any time before traveling to area D, but doing so requires 10 
  minutes to find appropriate vendors.
  Bosk’s Body: If the PCs succeed at a Craft (alchemy) or 
  Heal check, they discover that Bosk died of heart failure after 
  being exposed to a fast-acting poison. PCs who exceed this 
  DC by 10 or more—or cast detect poison and succeed at the 
  checks listed in the spell—determine that the poison is dark 
  reaver powder laced with aconite root and other substances 
  to enhance its potency, an intricate and customized recipe 
  that is not available on the market. Aconite root in particular 
  is known for its association with Daggermark’s Poisoner’s 
  Guild. With a separate successful Craft (alchemy) or 
  Perception check, the PCs can detect a residue separate from 
  the poison on the shards of the vodka glass Bosk used for 
  his toast. The residue has a waxy aroma similar to burning 
  vinegar. If the PCs triggered the appearance of the foam in 
  Bosk’s lungs by trying to cure him magically, the foam emits 
  a far more intense version of the same odor—in this case, 
  the PCs do not need to attempt a skill check to notice the 
  smell. A PC who succeeds at a Craft (alchemy) or Knowledge 
  (local) check knows that the smell is a common feature 
  of wares from Pemak’s Tinctures, an apothecary that was 
  recently burglarized.
  Personnel Files: A safe in Bosk’s office contains reports 
  on Pathfinders who work out of Dryblade House as well 
  as people of interest throughout Daggermark. If the PCs 
  learned the safe’s combination from Bosk, they can easily 
  access the files within. Otherwise, the PCs can access the 
  files with a successful Disable Device check to crack the safe. 
  The safe is easier to open than normal (DC 15 for Subtier 1–2; 
  DC 20 for Subtier 4–5)—Bosk had left some of the locking 
  mechanisms unsecured, as he expected to need to consult 
  these documents during the mission briefing. Alternatively 
  the PCs can open the safe by force (hardness 10, 10 hp, break 
  DC 26). The contents reveal that Brandur Clovesh brought 
  the imperiled Pathfinder Timinic to a safe house on the 
  city’s border, though it does not specify where. Timinic’s 
  file also notes that while in hiding, Timinic will recognize 
  those who call themselves “Guardians of the Open Roads” 
  as fellow Pathfinders. Another earmarked dossier tracks the 
  movements of a wanted killer named Cladara, and notes that 
  Cladara’s murders have prompted city-wide investigations, 
  an unusual response to deaths caused by any Assassin’s 
  Guild member in good standing. A third file suggests an 
  apothecary named Pemak may have connections to the 
  Daggermark Poisoner’s Guild.
  In addition to the files, the safe contains a bird feather token 
  and a scroll of share language (Pathfinder RPG Advanced Player’s 
  Guide 243). In Subtier 4–5 the safe contains a wand of share 
  language (6 charges) instead of a scroll, as well as a ring of 
  arcane signets (Pathfinder RPG Ultimate Equipment 167).
  Bosk’s Desk: Maps and surveys from Timinic’s exploration 
  of the Daggermark sewer complexes cover Bosk’s desk, and a 
  PC who succeeds at a Knowledge (geography) or Perception 
  check reveals that most of the Pathfinder’s excursions began 
  at the Dripping Wall Distillery. Timinic’s field notes also 
  mention several encounters with suspicious folk lurking 
  in the sewers near the distillery, and include requests to 
  provide extra security for the distillery’s proprietor, Ramyla. 
  This is also where Bosk hid a potion of delay poison in case of 
  emergency. PCs who succeed at a DC 25 Perception check 
  can find the hidden potion and bring it to Bosk on round 
  3 after his collapse; PCs who fail this check still eventually 
  find the potion, but cannot bring it to the venture-captain 
  before he expires.
  KNOWLEDGE (LOCAL)
  Based on the result of their Knowledge (local) checks, the 
  PCs might know more about the city of Daggermark and 
  the murderous Guilds that control it. They learn all of the 
  information whose DC is equal to or less than the result of 
  their check. While the PCs could find this same information 
  by using Diplomacy to Gather Information, this scenario is 
  a race against time. As such, the GM should caution the PCs 
  against using Gather Information unless they have abilities 
  that allow them to do so much more quickly than normal.
  10+: Although Daggermark seems anarchic, the infamous 
  Assassin’s Guild and Poisoner’s Guild wield considerable 
  influence over the city from the shadows. The Guilds’ 
  reputations prevent too much disorder, as locals who threaten 
  the status quo tend to wind up dead.
  15+: Any Daggermark citizen can hire an Assassin’s Guild 
  apprentice once per year for a nominal fee, but members of 
  the city’s military cannot be targeted by these trainee contracts. 
  This rule has led to a high rate of military enlistment.
  To accommodate a group of four PCs in either subtier, retrying 
  a failed skill check in Dryblade House requires 5 minutes of 
  time instead of 10 minutes. Additionally, reduce the DC of 
  skill checks in Brandur’s cottage and areas A, B and C by 3.
  Scaling Investigation 
  Skill Checks
  
  ARCANE AMPLEX
  PRICE
  1,250 GP
  WEIGHT —
  PATHFINDER SOCIETY SCENARIO
  66
  20+: The Poisoner’s Guild is closely allied with the 
  Assassin’s Guild, though the poisoners’ interests are more 
  academic in nature. Poisoner’s Guild members often serve 
  as contractors, brokering assassinations as a means of 
  testing their newest concoctions. In Subtier 1–2, PCs who 
  roll 20 or above also receive information as if they had rolled 
  at least a 25 (see below).
  25+: Openly discussing assassinations makes locals jumpy, 
  so Guild contractors use coded language to discuss targets. 
  Guild contacts typically refer to assassins as “specialists” 
  related to whatever job they use as a public front.
  Rewards: If the PCs do not open Bosk’s safe or search the 
  venture-captain’s desk, reduce each PC’s gold earned by the 
  following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 62 gp.
  Out of Subtier: Reduce each PC’s gold earned by 120 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 178 gp.
  TRACKING BRANDUR CLOVESH
  Istivil Bosk was no fool, and he took several precautions to 
  test suspicious food, drink, packages, and other items for 
  poison. Sergeant Clovesh was the last person besides the PCs 
  to see Bosk alive, and his friendship would have allowed him 
  to slip a poison past the venture-captain’s guard. PCs can 
  locate Brandur’s home with a successful Knowledge (nobility), 
  Knowledge (local), or Profession (soldier) check.
  In Subtier 1–2, PCs can track “Brandur” (actually a 
  doppelganger named Ilchok) with a successful Survival check 
  (DC = 10 + 1 per hour to follow footprints in the sleet); in 
  Subtier 4–5, Ilchok’s favored community ability prevents him 
  from leaving a trail. Tracking Brandur reveals some peculiar 
  clues: locals did not see the dwarf but did see a human wearing 
  ill-fitting military garb that looked tailored for a dwarf, and 
  following tracks reveals the dwarf’s footsteps spontaneously 
  increased in size and spacing, as if he suddenly grew and took 
  on a much longer stride. Though the PCs cannot catch Ilchok 
  before he leaves for area A, tracking him leads the PCs directly 
  to Brandur’s cottage (see page 7).
  THE PLOT UNDERWAY
  Bosk’s previous guest was not actually Sergeant Brandur 
  Clovesh, but rather a doppelganger named Ilchok who 
  assumed the dwarf’s likeness. Ilchok was ejected from the 
  Daggermark Assassin’s Guild for his laziness and joined the 
  Ghostknives out of spite. He helped to steal the prototype 
  recipes of Pemak’s arcane amplex, and he now serves as a 
  primary operative for the Ghostknives’ leaders.
  Ilchok aims to eliminate anyone who could reveal the 
  Ghostknives’ schemes after Bosk broke his oath of secrecy. 
  Clovesh was both a known confidant of the venture-captain 
  and a military officer, making him a prime target for the 
  Ghostknives’ plots, so using a scroll of undetectable alignment to 
  hide his true nature from magical detection, Ilchok poisoned 
  him. After killing Clovesh, Ilchok used the dwarf’s identity to 
  slip past Bosk’s guard and poison the oathbreaker, and then 
  returned to Brandur’s home to assume a new disguise. His 
  next target is Ramyla, proprietor of a distillery with a sewer 
  access point dangerously close to the Ghostknives’ hideout. In 
  the guise of a bar patron, he plans to extract the information 
  he needs from Ramyla with a combination of subterfuge and 
  magic before killing her and taking on her form. The next step 
  in his plot is to track down and kill her friend, the Pathfinder 
  Timinic, lest his survey of the Daggermark sewer complex 
  uncovers the Ghostknives’ base of operations. Ilchok’s last 
  target is the apothecary Pemak, who first concocted the arcane 
  amplex used in the doppelganger’s assassinations and could 
  trace its use back to Ghostknife operatives. Once he kills 
  Pemak, he plans to return to the Ghostknife hideout.
  Ilchok advances his plans as the PCs conduct their 
  investigation, so quick-thinking PCs may interrupt one or 
  more of the murders before they occur. He changes back to 
  Pemak invented this unstable polymer to serve as a fail-
  safe against targets who try to halt her poisons with magic. 
  Though it works as intended, Pemak considers its waxy, 
  burnt-vinegar aroma too identifiable for a clean kill and 
  wants to make the recipe less distinctive before sharing it 
  with the Poisoner’s Guild. Ilchok stole the prototype recipe 
  before Pemak could make the desired fixes.
  Arcane Amplex
  This gritty white powder rapidly polymerizes into a spongy 
  foam when exposed to magic. Any spell, spell-like ability, 
  supernatural ability, or magic item that targets a dose of 
  arcane amplex or a square containing a dose of arcane 
  amplex causes it to expand, functioning as a tanglefoot 
  bag. Alternatively, a dose of arcane amplex can be 
  mixed with a dose of ingested poison. In this case, any 
  magical attempt to cure the poison causes polymerized 
  foam to fill the victim’s lungs. The victim must succeed 
  at a DC 10 Constitution check as if it were holding its 
  breath. The check must be repeated each round, with 
  the DC increasing by 1 for each previous success. If the 
  victim fails one of these Constitution checks, it begins to 
  suffocate (Pathfinder RPG Core Rulebook 445). The foam 
  decomposes after 1d4 hours, or within 1 round if exposed 
  to violet fungus venom (Pathfinder RPG Bestiary 274). 
  Using violet venom to dissolve arcane amplex that’s used 
  in this way requires a successful DC 20 Craft (alchemy) or 
  Heal check, with failure exposing the victim to the poison.
  
  OATHBREAKERS DIE
  77
  a human form shortly after leaving Dryblade House, using 
  the longer stride to quickly return to Brandur’s cottage, 
  change his identity, and then depart for area A. He chats with 
  Ramyla for about an hour before poisoning her. He spends 40 
  minutes locating Timinic at area B and another 20 minutes 
  speaking with him, long enough to set the Pathfinder at ease 
  and slip him a poisoned drink. From there he travels to area 
  C, but Pemak sees through the doppelganger’s ruse and stalls 
  long enough for the PCs to catch up. See areas B and C for 
  details about Ilchok’s presence in each location if the PCs 
  should arrive before he attempts to kill the targets there. The 
  adventure’s timeline appears in GM Reference #1 on page 22.
  ON ILCHOK’S TRAIL
  With Venture-Captain Bosk’s death, the PCs must follow 
  up on the various leads they uncovered while investigating 
  Dryblade House. The PCs may pursue the leads in any order, 
  though Ilchok’s plan progresses along a set timeline unless 
  the PCs intervene (see The Plot Underway on page 7). The 
  travel times below assume that the PCs’ movement speeds 
  are 20 or 30 feet, and that PCs with a 20-foot speed hustle 
  along the way to keep up with faster PCs. It takes 10 minutes 
  to travel from Dryblade House to Brandur’s cottage, and 10 
  minutes to travel from either Dryblade House or Brandur’s 
  cottage to the Dripping Wall Distillery (area A). Pemak’s 
  Tinctures (area C) is closest to the Daggermark Lodge, 
  requiring only 5 minutes to reach it from Dryblade House 
  and 15 minutes to reach it from Brandur’s cottage or area A. 
  Timinic’s safe house (area B) is somewhat remote, requiring 
  30 minutes to reach from Dryblade House, Brandur’s cottage, 
  or area C and 40 minutes to reach from area A. Travel times 
  are doubled if the PCs are following tracks, unless the PCs 
  take the appropriate penalties to travel faster (Pathfinder Core 
  Rulebook 107). A diagram displaying the travel times between 
  locations appears in GM Reference #2 on page 22. 
  For the purposes of tracking how long the PCs spend at 
  each location, rather than counting the exact number of 
  minutes that the PCs spend roleplaying, assume that a typical 
  conversation with an NPC takes 10 minutes.
  BRANDUR’S COTTAGE
  Coals smolder in the fireplace of this cozy wooden cottage. The 
  main room is set for company, with two half-empty mugs of ale 
  on the table. A waxy aroma reminiscent of burning vinegar fills 
  the cottage, emanating from the corpse of a dwarf sprawled near 
  the hearth. A crumpled military uniform lies on the floor near a 
  cabinet in the corner.
  When the PCs arrive, they find the real Brandur’s body on 
  the ground, with spongy foam that reeks of burning vinegar 
  spilling out from his nose and mouth. His hand grips a small 
  bottle labeled “In Case of Poison” that previously contained 
  Daggermark is crawling with assassins, and the murder of a 
  venture-captain should put the PCs on their guard. Maps are 
  provided only for areas where the PCs are likely to engage in 
  combat, but GMs may wish to provide maps for non-combat 
  locations as well to avoid revealing when a fight will occur. 
  Pathfinder Flip Mat Classics: Pub Crawl, Pathfinder Map 
  Pack: Slum Quarter Alleys, and Pathfinder Map Pack: Village 
  Sites provide useful representations for Dryblade House, 
  Brandur’s Cottage, and the roads and alleys the PCs must 
  traverse to reach their destinations.
  Assassins in the Shadows
  a potion of delay poison. Brandur drank the potion when he 
  realized he was poisoned, but the magical brew triggered 
  the arcane amplex Ilchok slipped into the sergeant’s ale. PCs 
  who tried to save Venture-Captain Bosk with a potion or spell 
  recognize the same mysterious foam caused both deaths. PCs 
  who did not trigger the arcane amplex in Bosk’s poison have a 
  chance to find the clues related to this substance on Brandur’s 
  body (see Bosk’s Body on page 5). PCs who succeed at a DC 12 
  Heal check also realize that Brandur has been dead for about 
  a day (suggesting that the “Brandur” who met with Venture-
  Captain Bosk was an imposter).
  Treasure: The uniform is still warm from recent use, 
  abandoned by Ilchok when he shed Brandur’s form and took 
  on a new guise. The doppelganger failed to realize Brandur’s 
  uniform had magical components. In Subtier 1–2, the uniform 
  includes a pair of armbands of the brawler (Pathfinder RPG 
  Ultimate Equipment 270). In Subtier 4–5, the uniform includes 
  a set of pauldrons of the serpent instead (Ultimate Equipment 267). 
  The uniform also contains a list of Ilchok’s targets, carelessly 
  discarded along with his previous identity (see Handout on 
  page 23). Additionally, Ilchok’s new disguise includes a pair of 
  pearl earrings (each worth 40 gp), but he accidentally left one 
  earring behind. The PCs can find the earring with a successful 
  DC 18 Perception check (DC 22 in Subtier 4–5). Brandur’s 
  bedroom desk contains directions to the safe house where 
  Timinic is hiding, allowing the PCs to find area B.
  Rewards: If the PCs do not locate Brandur’s cottage, 
  reduce each PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 48 gp.
  Out of Subtier: Reduce each PC’s gold earned by 152 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 256 gp.
  A. DRIPPING WALL DISTILLERY
  Pipes line the rafters of this squat building, channeling runoff from 
  Daggermark’s curtain wall into large collection barrels. Simple 
  wooden chairs and tables fills the main room, separated from the 
  barrels by a bar stocked with whiskey. A staircase leads down to a 
  lower chamber with a floor of packed earth.
  
  A. Dripping Wall Distillery
  V
  : Varney
  R
  : Ramyla
  U
  : Urfus
  I
  : Ilchok
  I
  R
  V
  U
  1 square = 5 feet
  Pathfinder Flip-Mat: Seedy Tavern
  N
  PATHFINDER SOCIETY SCENARIO
  88
  Daggermark’s countless alchemists and poison-crafters 
  release gaseous waste into the air, and the by-products 
  condense on the cold stone of the city’s curtain wall. 
  Dripping Wall Distillery mixes runoff from the wall into 
  its whiskey preparations, creating unique flavors popular 
  throughout the River Kingdoms. The distillery dumps 
  its own waste directly into the sewers beneath the curtain 
  wall. A stairway within the distillery leads down to a lower 
  chamber with a floor of packed earth and a heavy door, 
  behind which is a tunnel that leads to the sewers.
  Creatures: Ramyla, the distillery’s proprietor, knows 
  the intricate techniques required to detoxify the runoff 
  without losing flavor, earning her an esteemed place among 
  Daggermark’s locals. Ramyla befriended the Pathfinder 
  Timinic and allowed him to use her business’s sewer access 
  to begin mapping the Daggermark sewers. Unfortunately, 
  the distillery’s access point is dangerously close to the 
  Ghostknives’ hideout beneath the city. The Ghostknives 
  decided to kill the Pathfinder before he discovered their 
  operation; when Venture-Captain Bosk discovered this plot, 
  he broke his oath and sent Timinic into hiding. Now the 
  Ghostknives want to cover their tracks by killing everyone 
  close to the local Pathfinders, including Ramyla.
  PCs who arrive at Dripping Wall Distillery before Ilchok’s 
  attack find Ramyla worried sick about her friend Timinic. 
  She answers the PCs’ questions to the best of her ability, 
  describing Timinic’s excursions into the Daggermark 
  sewers via her basement’s access point, his reports about 
  suspicious humanoids traveling in the sewers near her 
  business, and everything she knows about the gnome’s 
  whereabouts. She received only a vague description of the 
  safe house from Timinic, but a PC who succeeds at a DC 
  15 Diplomacy, Knowledge (geography), or Knowledge (local) 
  check (DC 20 in Subtier 4–5) can identify his location based 
  on the details Ramyla provides. She can also point the PCs 
  towards Pemak if they ask about assassination contracts 
  or bring her a sample of the spongy foam from Bosk or 
  Brandur’s body; she suspects Pemak is part of the Poisoner’s 
  Guild and recognizes the foam’s odor as a persistent feature 
  of the apothecary’s shop.
  Arriving 
  before 
  Ilchok’s 
  attack 
  also 
  means 
  the 
  doppelganger is among the distillery’s customers, disguised 
  as a curly-haired woman named Immy who frequently 
  visits the bar. He keeps a low profile when the PCs arrive, 
  using detect thoughts to probe what the PCs know about 
  the Ghostknives and his current targets. The PCs can get a 
  hunch about “Immy” with a successful DC 20 Sense Motive 
  check. If they found the earring in Brandur’s cottage the PCs 
  can spot Ilchok wearing its match with a successful DC 18 
  Perception check (DC 22 in Subtier 4–5). If the PCs watch 
  “Immy” from afar, they can spot her spiking a drink with 
  dark reaver powder with a successful DC 20 Perception 
  check (DC 25 in Subtier 4–5). If confronted, Ilchok tries to 
  lie his way out of trouble and send the PCs on a wild goose 
  chase to get them out of his way. With a successful DC 22 
  Sense Motive check (DC 26 in Subtier 4–5), the PCs notice 
  Ilchok is lying. Ilchok is a clever liar, but if the PCs exhaust 
  his patience with persistent inquiries or catch him trying to 
  poison Ramyla, he drops his disguise and attacks.
  The only other people at the Distillery are a dwarf man 
  named Urfus getting drunk at the bar and a half-elven woman 
  named Varney reading a book by the window. These two are 
  ordinary customers going about their business, but may serve 
  as red herrings during the PCs’ investigation. Urfus and 
  Varney are unarmed commoners, and they quickly flee if a 
  fight breaks out. 
  If the PCs arrive after Ilchok’s attack, a few impatient patrons 
  mull about in the distillery, but the proprietor is nowhere to 
  be seen. PCs who search the building find Ramyla’s lifeless 
  body stashed among the barrels in the basement beneath the 
  curtain wall; they can search her body for additional clues (see 
  Development on page 10).
  
  OATHBREAKERS DIE
  99
  BOTH SUBTIERS
  RAMYLA 
  CR 3
  CN barmaid (Pathfinder RPG NPC Codex 257; see page 24)
  hp 17
  TACTICS
  During Combat Ramyla avoids combat as best she can. If 
  cornered, she defends herself with her dagger.
  Morale If she is injured, Ramyla attempts to flee the distillery and 
  seek shelter nearby.
  SUBTIER 1–2 (CR 4)
  ILCHOK 
  CR 4
  Male doppelganger ranger (urban ranger) 1 (Pathfinder RPG 
  Bestiary 89, Pathfinder RPG Advanced Player’s Guide 129)
  NE Medium monstrous humanoid (shapechanger)
  Init +2; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
  hp 39 (5d10+11)
  Fort +7, Ref +8, Will +5 
  Immune charm, sleep
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +9 (1d8+4)
  Special Attacks favored enemy (humans +2)
  Spell-Like Abilities (CL 18th; concentration +21)
  At will—detect thoughts (DC 15)
  TACTICS
  During Combat Ilchok attacks humans first, using Power Attack 
  to increase his damage. If his attacks consistently fail, he stops 
  using Power Attack.
  Morale Ilchok drinks his potion of invisibility and attempts to flee 
  if brought below 15 hit points, cursing the PCs and warning 
  them that the Ghostknives will destroy them and their allies. 
  If he escapes, he returns to the Ghostknives’ hideout and 
  warns Cladara about the PCs—a warning that costs him his life 
  (see page 18).
  STATISTICS
  Str 18, Dex 15, Con 14, Int 17, Wis 12, Cha 17
  Base Atk +5; CMB +9; CMD 22
  Feats Dodge, Great Fortitude, Power Attack
  Skills Bluff +12 (+16 while using change shape), Climb +9, 
  Diplomacy +8, Disguise +12 (+32 while using change shape), 
  Intimidate +11, Perception +9, Sense Motive +6, Stealth +10; 
  Racial Modifiers +4 Bluff, +4 Bluff while using change shape, 
  +4 Disguise, +20 Disguise while using change shape
  Languages Common, Dwarven, Elven, Halfling
  SQ change shape (alter self), mimicry, perfect copy, rapid 
  reversion, track +1, wild empathy +4
  Combat Gear potion of invisibility, dark reaver powder; Other 
  Gear pearl earring (worth 40 gp), 10 gp
  SPECIAL ABILITIES
  Rapid Reversion (Su) Ilchok can revert to his true form as a swift 
  action. However, doing so temporarily suppresses his ability to 
  take alternate forms, preventing him from using his change 
  shape ability for 10 minutes.
  SUBTIER 4–5 (CR 7)
  ILCHOK 
  CR 7
  Male doppelganger ranger (urban ranger) 4 (Pathfinder RPG 
  Advanced Player’s Guide 129, Pathfinder RPG Bestiary 89)
  NE Medium monstrous humanoid (shapechanger)
  Init +4; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+4 armor, +2 Dex, +1 dodge,  
  +4 natural)
  hp 74 (8d10+28)
  Fort +10, Ref +10, Will +6
  Immune charm, sleep
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +12 (1d8+4)
  Special Attacks combat style (natural weaponAPG), favored enemy 
  (humans +2)
  Spell-Like Abilities (CL 18th; concentration +22)
  At will—detect thoughts (DC 16)
  Ranger Spells Prepared (CL 1st; concentration +2)
  1st—magic fang
  TACTICS
  Before Combat When Ilchok notices that PCs are investigating his 
  murders, either through overhearing their questions or through 
  what he uncovers with detect thoughts, he drinks his potion of 
  mage armor. If the PCs find him in area D4 and he is no longer 
  in disguise, he casts magic fang on one of his claws (this bonus 
  is not included in his statistics). 
  During Combat Ilchok attacks humans first, using Power Attack 
  and Rending Claws to increase his damage. If his attacks 
  consistently fail, he stops using Power Attack. If attacking lightly 
  armored foes, Ilchok uses Bloody Assault.
  Morale Ilchok drinks his potion of invisibility and attempts to flee 
  if brought below 25 hit points, cursing the PCs and warning 
  them that the Ghostknives will destroy them and their allies. If 
  he escapes, he returns to the Ghostknives’ hideout and warns 
  Cladara about the PCs—a warning that costs him his life.
  To accommodate a group of four PCs in either subtier, 
  Ilchok has been drinking at the bar while preparing to kill 
  Ramyla, rendering him intoxicated. Apply the sickened 
  condition to Ilchok.
  Scaling Area A
  
  PATHFINDER SOCIETY SCENARIO
  10
  10
  Base Statistics Without mage armor, Ilchok’s statistics are AC 17, 
  touch 13, flat-footed 14.
  STATISTICS
  Str 18, Dex 15, Con 16, Int 17, Wis 12, Cha 18
  Base Atk +8; CMB +12; CMD 25
  Feats Bloody AssaultAPG, Dodge, Great Fortitude, Power Attack, 
  Rending ClawsAPG
  Skills Bluff +16 (+20 while using change shape), Climb +15, 
  Diplomacy +12, Disguise +16 (+36 while using change shape), 
  Intimidate +15, Perception +14, Sense Motive +9, Stealth +15, 
  Survival +3; Racial Modifiers +4 Bluff, +4 
  Bluff while using change shape, +4 Disguise, +20 Disguise while 
  using change shape
  Languages Common, Dwarven, Elven, Halfling
  SQ change shape (alter self), favored community (Daggermark 
  +2), hunter’s bond (companions), mimicry, perfect copy, rapid 
  reversion, track +2, trapfinding +2, wild empathy +8
  Combat Gear potion of invisibility, potion of mage armor, dark 
  reaver powder (2); Other Gear belt of mighty constitution +2, 
  pearl earring (worth 40 gp), 10 gp
  SPECIAL ABILITIES
  Rapid Reversion (Su) See Ilchok’s Subtier 1–2 statistics on page 9.
  Development: If the PCs arrive after Ilchok assassinates 
  Ramyla and find her body, the evidence suggests he used 
  the same poison that killed Sergeant Clovesh and Venture-
  Captain Bosk, but without the arcane amplex. The PCs 
  can find a letter from Timinic in her pocket, with a vague 
  description of his surroundings at the safe house. If the PCs 
  succeed at a DC 15 Diplomacy, Knowledge (geography), or 
  Knowledge (local) check (DC 20 in Subtier 4–5), they can locate 
  the safe house based on the letter’s details.
  Rewards: If the PCs do not defeat Ilchok at any point 
  during the scenario, reduce each PC’s gold earned by the 
  following amount. 
  Subtier 1–2: Reduce each PC’s gold earned by 100 gp.
  Out of Subtier: Reduce each PC’s gold earned by 302 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 504 gp.
  B. TIMINIC’S SAFE HOUSE
  This cabin features sturdy wooden walls, with thick glass in its two 
  small windows. A covered porch looks out over the banks of the 
  Dagger River to the west, though steady sleet obscures the view.
  When Venture-Captain Bosk revealed his situation to 
  Brandur Clovesh, the dwarf agreed to hide Timinic until 
  the Grand Lodge could send an evacuation team. Brandur 
  brought the gnome to a military safe house near the Dagger 
  River and ordered him not to contact anyone until plans for 
  his escape were finalized. The safe house’s wooden walls are 
  all over 3 feet thick to impede divinations, and the windows 
  are sealed shut and difficult to break (hardness 2, 10 hp). The 
  windows are on the west side of the house, looking out onto 
  the porch, and they are small enough that even after breaking 
  a window, a Medium PC must succeed at a DC 15 Escape Artist 
  check to wriggle through (DC 18 in Subtier 4–5). Small PCs 
  receive a +5 bonus on this check. Tiny or smaller creatures can 
  pass through the windows unhindered, and Large creatures 
  are too big to fit through.
  Creatures: Timinic stays in the safe house at all times, 
  living off of food and other supplies that Brandur Clovesh 
  provided on his last visit. Brandur and Timinic agreed that 
  allies would call themselves “Guardians of the Open Roads” to 
  ensure anyone asking after the Pathfinder did not mean him 
  harm. Brandur passed this information onto Bosk. Although 
  Bosk died before he could tell anyone else the passphrase, the 
  PC may have found it among the personnel files in Dryblade 
  House (see page 5). 
  Though Brandur warned Timinic to keep his location a 
  secret, Timinic became worried that his friend Ramyla would 
  worry about his absence and try to find him, putting herself 
  in danger. To prevent Ramyla from drawing attention to 
  herself, Timinic sent her a message with a brief description of 
  his predicament and whereabouts.
  If the PCs arrive before Ilchok, they find the gnome locked 
  inside, turning away visitors he doesn’t recognize. If the PCs 
  introduce themselves as “Guardians of the Open Roads,” 
  Timinic automatically lets them into the safe house. Otherwise, 
  the PCs can convince Timinic to open one of the safe house’s 
  two doors with a successful DC 20 Bluff, Diplomacy, or 
  Intimidate check (DC 25 in Subtier 4–5). The PCs gain a +5 
  circumstance bonus on this skill check if at least one of them 
  displays or openly carries a wayfinder—while Timinic fears 
  that the compass may be a forgery, it does help sell the PC’s 
  case. PCs can retry failed skill checks, but doing so requires 10 
  minutes of additional time per check retried to reason with 
  the paranoid gnome. If the PCs enter nonviolently or provide 
  the passphrase, Timinic answers the PCs’ questions as best he 
  can, describing his friendship with Ramyla, his efforts to map 
  Daggermark’s sewer complex starting from the Dripping 
  Wall Distillery, and the strange individuals he encountered 
  It’s entirely possible that the PCs will encounter and defeat 
  Ilchok at the Dripping Wall Distillery. With defeating Istivil Bosk’s 
  assassin, the PCs might believe there’s nothing else to worry 
  about since no one else is aware of Timinic’s locatio, and decide 
  that their job is done. In this case, the PCs might require a small 
  nudge to encourage them to visit Timinic and continue with the 
  scenario. Ramyla believes (correctly) that there could be other 
  assassins on Timinic’s trail and that he could still be in danger. 
  The important thing is to prevent the PCs from resting on their 
  laurels because they have defeated Ilchok.
  Defeating Ilchok Early
  
  B. Timinic’s Safe House
  T
  : Timinic
  I
  : Ilchok
  1 square = 5 feet
  Pathfinder Map Pack: Slum Quarter Alley
  N
  T
  I
  OATHBREAKERS DIE
  11
  11
  beneath the city. He says Venture-Captain Bosk tracked his 
  reports on mysterious sewer-dwellers very closely, and one 
  day Timinic returned to Dryblade House to find Bosk and 
  Brandur Clovesh arguing about “some broken oath.” They 
  spirited Timinic away to this safe house with orders to stay 
  out of sight until help arrived. Timinic provides the PCs with 
  sketches of the Daggermark sewer layout from his journal. 
  If asked about anyone suspicious, Timinic recommends the 
  PCs look into Pemak’s Tinctures (Pemak always seems to 
  know what’s happening around Daggermark, which makes 
  Timinic uneasy). If asked about allies or contacts, Timinic 
  gives the PCs directions to Brandur Clovesh’s cottage. He also 
  begs the PCs to check on Ramyla, confessing that he sent her 
  a letter outlining his situation but fears she will put herself in 
  danger looking for him.
   Informing Timinic that either Brandur or Ramyla was killed 
  causes the gnome to frantically swear he will resign from the 
  Pathfinder Society if he gets out of this alive, though persuasive 
  PCs may convince him to stay with the Society with a successful 
  DC 20 Bluff or Diplomacy check (DC 24 in Subtier 4–5).
  The PCs can also force their way in, either breaking 
  through the windows or forcing their way through the doors. 
  The doors are locked exceptionally well (Disable Device DC 
  25, or DC 30 in Subtier 4–5), but the PCs could bash or chop 
  them down (Subtier 1–2: break DC 18, hardness 5, 15 hp; Subtier 
  4–5: break DC 25, hardness 5, 20 hp). If the PCs enter violently 
  and do not provide the passphrase, Timinic assumes that the 
  To accommodate a group of four PCs in either subtier, Ilchok 
  had been drinking at area A while preparing to kill Ramyla 
  and Timinic, rendering him intoxicated. Apply the sickened 
  condition to Ilchok.
  Scaling Area B
  
  PATHFINDER SOCIETY SCENARIO
  12
  12
  PCs are assassins sent to kill him and hides, attacking once 
  they find him. The PCs can locate him with a successful DC 
  15 Perception check. In Subtier 4–5, he uses an iron spike of safe 
  passage (Pathfinder RPG Ultimate Equipment 306) to conceal his 
  hiding place, increasing the DC of the Perception check to 
  find him to 25 but allowing the PCs to attempt a Will save to 
  disbelieve the illusion if they interact with it as specified in 
  the item’s description.
  If the PCs arrive after Ilchok has killed Ramyla, they find 
  the doppelganger here posing as the distillery’s proprietor 
  while trying to poison Timinic. “Ramyla” uses Bluff to try 
  to convince the PCs to leave, though with a successful DC 
  22 Sense Motive check (DC 26 in Subtier 4–5), PCs notice 
  Ilchok is lying.  PCs who know the real Ramyla was killed 
  automatically realize that Ilchok is lying. Persistent inquiries 
  or catching him trying to poison Ramyla exhaust his 
  patience, causing him to drop his disguise and attack.
  If the PCs arrive after Ilchok has killed Timinic, they 
  find the gnome’s lifeless body sprawled on the floor near 
  the table. They can search his body for additional clues (see 
  Development below).
  BOTH SUBTIERS
  TIMINIC 
  CR 3
  CN tainted sorcerer (Pathfinder RPG NPC Codex 161; see page 24)
  hp 28
  Combat Gear scroll of mirror image, scroll of slow, tanglefoot 
  bags (3); Other Gear light crossbow with 10 bolts, mwk spear, 
  bracers of armor +1
  TACTICS
  During Combat Timinic attacks those he believes are assassins 
  with his spells—whether he suspects PCs who broke into the 
  safe house or the true assassin, Ilchok.
  Morale If reduced to 10 hit points or fewer, Timinic attempts to 
  flee into the streets. If he cannot flee, he fights to the death.
  SUBTIER 1–2 (CR 4)
  ILCHOK 
  CR 4
  Male doppelganger ranger (urban ranger) 1 (see page 9)
  hp 39 
  SUBTIER 4–5 (CR 7)
  ILCHOK 
  CR 7
  Male doppelganger ranger (urban ranger) 4 (see page 9)
  hp 74 
  Treasure: If the PCs save Timinic’s life, the grateful 
  Pathfinder gives them the combat gear listed in his statistics. 
  In Subtier 4–5, he also gives them his iron spike of safe passage 
  (Pathfinder RPG Ultimate Equipment 306).
  Development: If the PCs arrive after Ilchok assassinates 
  Timinic, the evidence suggests the gnome succumbed to 
  the same poison that killed Sergeant Clovesh and Venture-
  Captain Bosk, but without the arcane amplex. The PCs can 
  find Timinic’s journal on the bed, which contains sketches 
  of the Daggermark sewers, all the information he would 
  have told the PCs in person (see page 11), and speculation 
  about connections between the apothecary Pemak and the 
  mysterious people Timinic encountered in the sewers.
  Rewards: If the PCs don’t save Timinic’s life, reduce each 
  PC’s gold earned by the following amount. 
  Subtier 1–2: Reduce each PC’s gold earned by 56 gp.
  Out of Subtier: Reduce each PC’s gold earned by 139 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 222 gp.
  C. PEMAK’S TINCTURES
  A wooden sign depicting a flask of blue liquid hangs over the door 
  of this cramped building. A faint aroma of burning vinegar wafts 
  from the windows, which remain open despite the sleet.
  Hidden among some ramshackle tenements, Pemak’s 
  Tinctures provides alchemical remedies at prices the locals can 
  afford. The owner sometimes prepares custom medicines for 
  no charge, earning her a place of honor among Daggermark’s 
  destitute. Despite her apparent charity, Pemak is a member of 
  the Daggermark Poisoner’s Guild, and her motives are hardly 
  altruistic. She draws on her experiences with the infirm to 
  make her toxins more potent, and her network of contacts 
  among the city’s lower class helps her identify targets for her 
  allies in the Assassin’s Guild. Pemak designed the original 
  recipe for arcane amplex but considered its unique odor too 
  identifiable for a self-respecting poisoner to use. While she 
  tinkered with the concoction to make it less recognizable, 
  someone broke into her shop and stole the prototype recipe. 
  Despite the culprit’s efforts to disguise the theft as a common 
  burglary, Pemak found enough clues to suggest the thieves 
  wanted her newest product, even though the Poisoner’s Guild 
  ruthlessly defends its members’ original formulas. Pemak’s 
  inquiries have slowly uncovered a rogue group acting outside 
  the bounds of Guild-sanctioned killings within the city, and 
  the flurry of activity associated with Bosk’s death may help the 
  pieces fall into place.
  Creatures: Pemak, an urbane half-orc with a toothy smile, 
  takes a keen interest in any unfamiliar faces that enter her 
  shop. Though curious about what strangers may know about 
  the theft of her arcane amplex recipe, Pemak does not reveal 
  her intentions immediately. She guides the conversation 
  in a way that allows her to size up the PCs and determine 
  their competence and motivations. PCs can impress Pemak 
  throughout the conversation by demonstrating investigative 
  skill and knowledge of Daggermark’s inner workings, 
  improving her disposition toward the Pathfinder Society. 
  
  C. Pemak’s Tinctures
  1 square = 5 feet
  Pathfinder Map Pack: Slum Quarter Alley
  N
  P
  : Pemak
  I
  : Ilchok
  I
  P
  OATHBREAKERS DIE
  13
  13
  The PCs must attempt various skill checks over the course 
  of their conversation with Pemak. The DC for checks to use 
  coded communication with Pemak (see below) is 15 (20 in 
  Subtier 4–5), and GMs can award PCs a +4 circumstance bonus 
  for effective roleplaying. Successes earn the PCs Approval 
  Points, representing Pemak’s opinion of the PCs’ skill and her 
  willingness to work with the Pathfinders.
  Pemak begins the conversation with pleasantries, treating 
  the PCs as she would any new customers. Her initial attitude 
  towards the PCs is indifferent, and the PCs can use this 
  interaction to improve her disposition with a Diplomacy 
  check. Succeeding makes Pemak friendly towards the PCs, 
  succeeding by 5 or more makes her helpful, and failing by 5 or 
  more makes her unfriendly. The PCs earn 1 Approval Point for 
  each step they improve Pemak’s attitude, and lose 1 Approval 
  Point if they make her unfriendly. Her Charisma bonus is 
  +0—the higher DC in Subtier 4–5 represents her increased 
  wariness of strangers during her ongoing investigation.
  Once she starts to discuss business, Pemak uses 
  coded language to probe the PCs’ knowledge of her own 
  connections and interests. For example, she asks the PCs if 
  they are seeking “specialized medical care” for a loved one, 
  an innuendo she uses to discuss assassination targets in 
  public. She also brings up her own interest in hiring “private 
  security specialists” after her recent burglary, suggesting that 
  she wants to find and kill those who stole from her. PCs can 
  identify her hidden messages with a successful Sense Motive 
  To accommodate a group of four PCs in either subtier, Ilchok 
  had been drinking at area A while preparing to kill Ramyla 
  and Timinic, rendering him intoxicated. Apply the sickened 
  condition to Ilchok.
  Scaling Area C
  
  PATHFINDER SOCIETY SCENARIO
  14
  14
  check, and can effectively use similar coded language in their 
  response with a successful Bluff check. PCs who successfully 
  identified this method of secret communication from the 
  Knowledge (local) check at the beginning of the scenario 
  (see page 6) receive a +4 circumstance bonus on these checks. 
  Correctly interpreting Pemak’s secret messages earns the 
  PCs 1 Approval Point, and responding in a similar fashion 
  earns them another Approval Point. PCs who blunder into 
  questioning Pemak without attempting to read into her 
  language lose 1 Approval Point.
  With a better grasp of the PCs’ acumen, Pemak moves to 
  discuss their specific case, posing as simply a well-informed 
  local business owner if the PCs don’t recognize her 
  Poisoner’s Guild connections or speaking in plain terms if 
  the PCs see through her public persona. Pemak’s responses 
  depend what questions the PCs ask and what information 
  they have already gathered.
  Venture-Captain Bosk: Pemak explains that Bosk was well-
  liked in the community and never drew unwanted attention, 
  meaning a formal assassination contract targeting him 
  was unlikely. PCs who succeed at a Craft (alchemy) or Heal 
  check speak fluently about the toxicology involved in Bosk’s 
  poisoning, impressing Pemak and earning 1 Approval Point. 
  If the PCs bring up the arcane amplex’s unique odor and 
  the similar aroma in Pemak’s shop, she acknowledges that 
  a “project” she’s been working on does produce the smell, 
  but her original recipe was recently stolen. Pemak has 
  been asking after the thieves and tracked them back to 
  some suspicious activity originating from Dripping Wall 
  Distillery, though she hasn’t yet investigated herself.
  Brandur Clovesh: Pemak speaks well of Brandur 
  and considers him an approachable representative of 
  Daggermark’s military, pointing the PCs toward his cottage 
  if they express an interest in speaking with him. If the PCs 
  tell Pemak that Brandur was killed, she appears legitimately 
  troubled, explaining that Brandur was a cousin of Jallor 
  Clovesh, Daggermark’s top infantry commander, and his 
  death will likely raise concern throughout the city. PCs 
  who acknowledge that Daggermark’s military is off-limits 
  to trainee assassinations impress Pemak with their local 
  knowledge, earning 1 Approval Point. She explains that 
  Brandur’s military position and local popularity likely 
  means his death was not sanctioned by the Assassin’s Guild, 
  and that some folks whisper of a cabal of Guild defectors 
  operating in the sewers. Pemak can also address questions 
  about the arcane amplex and the poison used to kill Brandur, 
  responding to questions the same way she should would 
  have if the PCs asked about Venture-Captain Bosk (see 
  above). She also suggests the PCs could learn more about 
  the sewers from the Pathfinder Timinic, who has recently 
  begun mapping the sewer’s layout.
  Ramyla: Although Pemak has never gone to Dripping 
  Wall Distillery herself, she’s heard glowing reviews from her 
  customers who have. Pemak can provide directions to the 
  distillery, and she comments on rumors about suspicious 
  activity going on in the sewers near Ramyla’s business.
  Timinic: Pemak knows many of Daggermark’s secrets, 
  including the location of the safe house where Timinic is 
  hiding. She suggests speaking to Brandur Clovesh before 
  barging in, since the Daggermark infantry runs the safe 
  house. If Pemak learns that Timinic is dead, the PCs lose 1 
  Approval Point, as Pemak judges them for failing to protect a 
  fellow Pathfinder; if Timinic’s death is discovered after this 
  conversation with Pemak, this affects their Approval Points 
  for the purposes of the conclusion and boons that the PCs 
  earn, but not for this encounter.
  Ilchok: PCs who confronted Ilchok in area A or B earn 1 
  Approval Point as Pemak applauds their investigative skill, 
  and an additional Approval Point if they prevented the 
  doppelganger from escaping the encounter. Pemak explains 
  that Ilchok enrolled in the Daggermark Assassin’s Guild a 
  year ago, but the lazy doppelganger never covered his tracks 
  properly after a kill, instead relying on his shapechanging 
  ability to escape consequences after completing a contract. 
  Ultimately his sloppy technique overshadowed his talent 
  for subterfuge, so the Guild expelled him. Pemak had heard 
  rumors that the doppelganger joined a cabal of Assassin’s 
  Guild defectors, though she wasn’t sure what they were up 
  to until now.
  If the PCs did not find Ilchok before he killed Ramyla 
  and Timinic, but they visit the shop within 6 hours of the 
  beginning of the scenario, the doppelganger lurks around 
  the shop posing as a customer while plotting to kill Pemak. 
  However, Ilchok didn’t bother to change his behavior 
  patterns to match his new disguise, so Pemak has already 
  seen through his ruse. Pemak steps outside into the market 
  square shortly after the PCs arrive, using her coded language 
  to warn the PCs that Ilchok is dangerous. Meanwhile, Ilchok 
  scans the PCs with detect thoughts. If he realizes that PCs 
  are hunting him, he attempts to kill the PCs before their 
  investigation further exposes the Ghostknives’ activity. PCs 
  who recognize Pemak’s warning with a successful Sense 
  Motive check can act in the surprise round.
  Finally, if the PCs take more than 6 hours to visit Pemak 
  and have not yet stopped Ilchok, Ilchok makes his move, 
  attempting to assassinate Pemak. His plan fails, however, 
  as the canny half-orc manages to stab him with a blade 
  coated with her most vicious poison. Severely weakened, 
  the doppelganger flees to the Ghostknives’ hideout, where 
  he faces the same consequences for retreat that he would 
  have if he had fled from combat with the PCs (see page 
  18). The PCs can still speak with Pemak, influence her, and 
  gather information from her. The apothecary is unfazed 
  by violence, and when the PCs arrive, only a few traces of 
  blood on the floor and her clothing remain as evidence of 
  the earlier skirmish.
  
  OATHBREAKERS DIE
  15
  15
  SUBTIER 1–2 (CR 4)
  ILCHOK 
  CR 4
  Male doppelganger ranger (urban ranger) 1 (see page 9)
  hp 39 
  SUBTIER 4–5 (CR 7)
  ILCHOK 
  CR 7
  Male doppelganger ranger (urban ranger) 4 (see page 9)
  hp 74 
  Development: Once the PCs confront Ilchok, Pemak 
  considers them skilled enough to defeat the Ghostknife 
  insurgents and attempts to enlist their aid in destroying the 
  cabal before it can go into hiding. If the PCs visited Pemak 
  after fighting Ilchok, she makes her offer immediately after 
  their conversation. If the PCs visited Pemak before defeating 
  Ilchok, or if the PCs defeat Ilchok and fail to seek out Pemak 
  afterwards, she sends a courier to request a visit concerning 
  the recent events at Dryblade House. The nature of Pemak’s 
  offer depends on how many Approval Points the PCs earned 
  in their conversation with her. If the PCs earned 2 or fewer 
  Approval Points, Pemak considers them disposable thugs who 
  she can point towards the Ghostknives without consequence. 
  If the PCs earned 3–4 Approval Points, Pemak makes a 
  transactional offer, saying that the Poisoner’s Guild will 
  ensure the Pathfinder Society can rebuild their operations out 
  of Dryblade House without interference if the PCs eliminate 
  the Ghostknives. If the PCs earned 5 or more Approval Points, 
  Pemak actively recruits the PCs to join the Poisoner’s Guild 
  and offers special protections to Pathfinders operating out of 
  Daggermark. Regardless of her approach, Pemak provides the 
  information required to locate the Ghostknives’ hideout in 
  the city sewers. If the PCs never confront Ilchok, Pemak still 
  ultimately provides the information.
  Timinic’s maps of the Daggermark sewers, combined with 
  Pemak’s reconnaissance, reveal a route to the underground 
  complex currently serving as the Ghostknives’ headquarters. 
  Pemak asks the PCs to find the hideout and eliminate the 
  cabal’s leaders before they can disappear. If the PCs earned 
  2 or fewer Approval Points, she appeals to the PCs’ loyalty 
  to their fallen venture-captain and desire for revenge but 
  does not offer to assist them. If the PCs earned 3–4 Approval 
  Points, she assures them that she will speak favorably of the 
  Pathfinders to her Assassin’s Guild contacts, putting the 
  organizations on good terms should the Society wish to 
  resume operations out of Dryblade House. If the PCs earned 
  5 or more Approval Points, she suggests that eliminating 
  the Ghostknives would qualify them for membership 
  in Daggermark Poisoner’s Guild. Pemak helps the PCs 
  purchase any equipment they desire before descending into 
  the sewers.
  D. THE GHOSTKNIVES’ HIDEOUT
  The sewers feature masonry walls and slippery flagstone 
  floors (increase the DCs of Acrobatics checks by 5). The arched 
  ceiling is 5 feet high in passageways less than 15 feet wide, and 
  10 feet high in larger chambers. Waterways are roughly 4 feet 
  deep and function as deep bogs (Pathfinder RPG Core Rulebook 
  427). Good wooden doors separate the rooms. Each of the 
  doors has a rusty old lock built into it, though all the doors 
  remain unlocked unless Ilchok fled here earlier. The DC to 
  unlock a locked door is 18 in Subtier 1–2 and 22 in Subtier 4–5. 
  All of the Ghostknife members in the hideout have a skeleton 
  key that unlocks the hideout doors. A lantern hanging from 
  the center of the ceiling lights every room except area D1.
  D1. FUNGAL CISTERN (CR 4 OR CR 7)
  This room is dark when the PCs arrive. When the PCs 
  provide a light source or can otherwise see the room’s 
  contents, read or paraphrase the following.
  The sound of rushing water echoes throughout this dank cistern as 
  sleet-filled runoff pours in from northern, eastern, and southern 
  channels before emptying through an outlet in the northeast 
  corner. Stone walkways line the walls, with a large platform jutting 
  out into the center of the room. Seven coffin-sized crates float on 
  the water, tethered to the platform’s railings by short chains.
  The Ghostknives keep a small grove of violet fungi in 
  their hideout’s main cistern, both to discourage intruders 
  and provide venom for use in their assassinations. Handlers 
  provide the fungi with carrion in cleverly designed, 
  alchemically treated crates that collect raw venom as the 
  fungi feed on their contents. The Ghostknives conditioned 
  the fungi to respond to light, so handlers never enter this 
  room with anything brighter than a candle. The double door 
  in the western wall is locked, requiring a successful DC 20 
  Disable Device check (DC 25 in Subtier 4–5) to open.
  Creatures: The violet fungi lurk in central cistern, with 
  only the tips of their caps above the water’s surface. Spotting 
  the fungi beneath the water requires a successful DC 12 
  Perception check (DC 16 in Subtier 4–5). The fungi hunt 
  down any intruders, attacking those carrying light sources 
  first. The sound of fighting also alerts the Ghostknife 
  assassins in area D2. The assassins call out to the PCs after 
  combat begins, demanding that the PCs leave immediately, 
  but they do not join this encounter.
  SUBTIER 1–2 (CR 4)
  VIOLET FUNGUS 
  CR 3
  hp 30 (Pathfinder RPG Bestiary 274; see page 25) 
  TACTICS
  During Combat The violent fungus attacks the nearest PC.
  Morale The fungus fights to the death.
  
  D. The Ghostknives’ Hideout
  1 square = 5 feet
  D3
  D2
  D4
  D5
  D1
  Pathfinder Flip-Mat: Thieves Guild
  N
  T
  PATHFINDER SOCIETY SCENARIO
  16
  16
  
  Violet Fungus
  OATHBREAKERS DIE
  17
  17
  SUBTIER 4–5 (CR 7)
  VIOLET FUNGI (3) 
  CR 3
  hp 30 each (Pathfinder RPG Bestiary 274; see page 25)
  TACTICS
  During Combat The violent fungus attacks the nearest PC.
  Morale The fungus fights to the death.
  Hazard: The cistern’s northeast corner is lower than the 
  main room, drawing excess water into an overflow chamber 
  that empties through a circular grate on the floor. The sleet 
  storm outside has caused the water level to surge, flowing at a 
  rapid pace. Any creature who enters an obscured square or the 
  water adjacent to an obscured square must succeed at a DC 10 
  Reflex save (DC 14 in Subtier 4–5) or be swept away, falling 
  prone and moving 20 feet toward the collection chamber. 
  Traps: The Ghostknives set up a pit trap to ward their 
  base. The pit prevents easy access to area D5.
  SUBTIER 1–2 (CR 4)
  PIT TRAP 
   
       CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20 
  EFFECTS
  Trigger location; Reset manual
  Effect 20-ft.-deep pit (2d6 falling damage); Reflex DC 20 avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  SUBTIER 4–5 (CR 7)
  CAMOUFLAGED PIT TRAP                         CR 3
  Type mechanical; Perception DC 25; Disable 
  Device DC 20 
  EFFECTS
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling 
  damage); Reflex DC 20 avoids; multiple 
  targets (all targets in a 10-ft.-square area)
  Treasure: A bottle of processed violet venom 
  (Pathfinder RPG Bestiary 274) rests atop one of the piles 
  of refuse next to a pair of blue boots embroidered with 
  flowers that would be worth 100 gp if they were properly 
  cleaned. In Subtier 4–5, the shoes are boots of the cat (Ultimate 
  Equipment 229).  
  Rewards: If the PCs do not defeat or evade the violet fungi, 
  reduce each PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 83 gp.
  Out of Subtier: Reduce each PC’s gold earned by 116 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 150 gp.
  D2. MEETING HALL (CR 3 OR CR 6)
  A lantern hanging from a hook in the ceiling provides warm light 
  to this musty chamber. A long table bearing a map of Daggermark 
  stands at the room’s center, surrounded by mucky footprints. 
  The Ghostknives plan assassinations in this room, 
  coordinating their targets on a common map to minimize 
  the chance of drawing unwanted attention to their activities.
  Creatures: Four Ghostknife assassins stand by the table. 
  When they hear the sounds of combat in area D1, they call out 
  To accommodate a group of four PCs in either subtier, the 
  chilled water has made the violet fungi sluggish. The PCs 
  spot the fungi automatically, and the fungi are staggered for 
  1d4+1 rounds when combat begins. Decrease the depth of 
  the pit by 10 feet, reducing the damage those who fall into 
  it take by 1d6.
  Scaling Area D1
  
  PATHFINDER SOCIETY SCENARIO
  18
  18
  to the PCs (see page 15). They hope that by drawing attention 
  to the PCs, they will encourage their boss Cladara to join them 
  in combat. However, Cladara ignores their calls, electing to 
  spend this time poisoning her weapons and drinking extracts.
  SUBTIER 1–2 (CR 3)
  GHOSTKNIFE CATSPAWS (4) 
  CR 1/2
  NE cutpurse (Pathfinder RPG NPC Codex 144; see page 24)
  hp 10 each
  TACTICS
  During Combat The catspaws use sneak attack whenever 
  possible. They use acid against groups of opponents.
  Morale The catspaws attempt to flee if reduced to 3 hit points or 
  fewer. When the PCs have defeated all but one catspaw, the 
  remaining assassin attempts to flee.
  SUBTIER 4–5 (CR 6)
  GHOSTKNIFE SNIPERS (4) 
  CR 2
  NE skilled sniper (Pathfinder RPG NPC Codex 145; see page 24)
  hp 23 each
  TACTICS
  Before Combat When they hear combat in area D1, the 
  Ghostknives drink their potions of invisibility and uses their oils 
  of magic weapon on their composite longbows.
  During Combat The Ghostknives use sneak attack whenever 
  possible. They use sleep arrows against lightly armored 
  opponents to attempt to thin the PCs’ ranks.
  Morale The snipers flee if reduced to 10 hit points or less. When 
  the PCs have defeated all but one, the remaining sniper flees.
  D3. LOCK ROOM
  Four trunks are scattered around this room, each built in a different 
  style. Broken lockpicks litter the floor in front of each trunk.
  The Ghostknives practice picking locks in this room, using 
  several large trunks with different locking mechanisms as 
  models for the locks they may encounter in the field.
  D4. TRAINING RING
  Fine sand fills a shallow pit at the center of this room. Four straw 
  dummies wearing padded armor stand at each corner of the pit. 
  Solid wooden doors lead out to the north and east, while an 
  arched hallway continues to the south. 
  When not on missions, Ghostknife operatives spar and 
  practice their crippling strikes in this training ring.  If Ilchok 
  escaped from the PCs earlier or attempted to kill Pemak, the 
  PCs find the doppelganger’s body here, covered in burns and 
  stab wounds that mark him as the victim of someone’s ire. 
  Cladara left his body here as a warning for her other followers.
  D5. BARRACKS (CR 4 OR CR 7)
  Two long tables take up the center of this room. One is covered 
  with scattered cutlery and scraps of leftover food while the other 
  sports flasks, tubes, and other alchemical equipment. Two doors to 
  the south lead to matching hallways lined with simple bunk beds. 
  Operatives rest and socialize here when not on missions. 
  They create poisons with the alchemical equipment on the 
  western table, which functions as an alchemist’s lab.
  Creatures: Cladara, the leader of the Ghostknife cabal, 
  is here preparing violet venom when the PCs invade her 
  hideout. She begins preparing an ambush as soon as she 
  hears the sounds of combat elsewhere in the complex.
  The Ghostknives in area D2 do not join this combat, 
  hoping that any intruders kill Cladara so that one of them 
  can lead the rogue assassins.
  Hazard: The violet fungi toxins Cladara was processing 
  are dangerous to anyone they contact. Any creature that 
  moves across the western table must succeed at a DC 12 
  Reflex save (DC 16 in Subtier 4–5) or be exposed to a dose of 
  violet venom (Pathfinder RPG Bestiary 274).
  SUBTIER 1–2 (CR 4)
  CLADARA 
  CR 3
  Female half-elf alchemist 2/rogue 2 (Pathfinder RPG Advanced 
  Player’s Guide 26)
  NE Medium humanoid (elf, human)
  Init +2; Senses low-light vision; Perception +10
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural)
  hp 35 (4d8+12)
  Fort +5, Ref +8, Will +1; +2 vs. enchantments, +2 vs. poison 
  Defensive Abilities evasion; Immune sleep
  The encounter in area D2 is an optional encounter. If fewer 
  than 60 minutes remain to complete the adventure, there 
  are only two assassins in this room, and they are too afraid 
  to fight without Cladara’s aid. They surrender immediately 
  to the PCs.
  Optional Encounter
  To accommodate a group of four PCs in either subtier, 
  remove one Ghostknife.
  Scaling Area D2
  
  Cladara
  OATHBREAKERS DIE
  19
  19
  Make the following adjustments to accommodate a group 
  of four PCs. In this case, Cladara already used some of her 
  resources while completing another assassination earlier 
  today (either of Ilchok or another hapless victim). 
  Subtier 1–2: Cladara has not brewed another mutagen 
  and has already used her elixir of hiding—use her base 
  statistics. Additionally, she has used up two of her bombs.
  Subtier 4–5: Cladara has not brewed another mutagen 
  and has already used her elixir of hiding—her statistics are 
  AC 21, touch 12, flat-footed 19; hp 54; Fort +5; Con 10, Cha 
  8; Skills Bluff +5, Stealth +14. Additionally, she has used up 
  four of her bombs.
  Scaling Area D5
  OFFENSE
  Speed 30 ft.
  Melee dagger +4 (1d4+2/19–20) or
  rapier +4 (1d6+2/18–20)
  Ranged bomb +5 (1d6+3 fire) or
  smoke bomb +5 (1d6+3 fire and smoke) or
  stink bomb +5 (1d6+3 fire and stench)
  Special Attacks bomb 6/day (1d6+3 fire, DC 14), sneak attack +1d6
  Alchemist Extracts Prepared (CL 3rd; concentration +6)
  1st—bomber’s eyeAPG, cure light wounds, true strike
  TACTICS
  Before Combat Cladara drinks her mutagen, improving her 
  Constitution at the expense of her Charisma. She applies her 
  violet venom to her rapier, using her lasting poison trick to 
  get two uses out of the dose. She drinks her elixir of hiding 
  and hides behind the western table.
  During Combat Cladara uses a surprise round to throw a bomb at 
  a group of PCs within 30 feet. She then throws a stink bomb 
  before using a smoke bomb to provide concealment for herself, 
  hiding in the smoke to snipe with her bombs or strike adjacent 
  enemies with her poisoned rapier. If she misses often, she 
  hides in the smoke and drinks her bomber’s eye or true strike 
  extracts to hit ranged or melee combatants, respectively.
  Morale Cladara fights to the death.
  Base Statistics without her elixir of hiding and her mutagen, 
  Cladara’s statistics are AC 16, touch 12, flat-footed 14; hp 23; 
  Fort +3; Con 10, Cha 8; Skills Bluff +4, Stealth +11
  STATISTICS
  Str 15, Dex 14, Con 14, Int 16, Wis 12, Cha 6
  Base Atk +3; CMB +5; CMD 17
  Feats Blind-Fight, Brew Potion, Extra DiscoveryAPG, Skill Focus 
  (Stealth), Throw Anything
  Skills Acrobatics +8, Bluff +3, Craft (alchemy) +10 (+12 to 
  create alchemical items), Disable Device +11, Escape Artist 
  +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, 
  Knowledge (local) +8, Perception +10, Sleight of Hand +8, 
  Stealth +21; Racial Modifiers +2 Perception
  Languages Common, Dwarven, Elven, Gnome, Halfling
  SQ alchemy (alchemy crafting +2), discoveries (smoke bomb, 
  stink bomb), elf blood, mutagen (+4/–2, +2 natural armor, 
  20 minutes), poison use, rogue talent (lasting poisonAPG), 
  trapfinding +1
  Combat Gear elixir of hiding, violet venomB1; Other Gear mwk 
  chain shirt, dagger, rapier, formula book, mwk thieves’ tools
  GHOSTKNIFE CATSPAWS (2) 
  CR 1/2
  NE cutpurse (Pathfinder RPG NPC Codex 144; see page 24)
  hp 10 each
  TACTICS
  Before Combat The catspaws hide, hoping to take the 
  PCs by surprise.
  During Combat The catspaws use sneak attack 
  whenever possible.
  Morale The catspaws fight to the death as long as Cladara is 
  conscious. If the PCs defeat Cladara, they surrender.
  
  PATHFINDER SOCIETY SCENARIO
  20
  20
  SUBTIER 4–5 (CR 7)
  CLADARA 
  CR 6
  Female half-elf alchemist 4/rogue 3 (Pathfinder RPG Advanced 
  Player’s Guide 26)
  NE Medium humanoid (elf, human)
  Init +2; Senses low-light vision; Perception +13
  DEFENSE
  AC 23, touch 12, flat-footed 21 (+5 armor, +2 Dex, +2 natural, 
  +4 shield)
  hp 68 (7d8+30)
  Fort +7, Ref +9, Will +5; +2 vs. enchantments, +2 vs. poison 
  Defensive Abilities evasion, trap sense +1; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +8 (1d6+3/18–20) or
  dagger +7 (1d4+2/19–20)
  Ranged bomb +8 (2d6+3 fire) or
  smoke bomb +8 (2d6+3 fire and smoke) or
  stink bomb +8 (2d6+3 fire and stench)
  Special Attacks bomb 8/day (2d6+3 fire, DC 15), sneak attack +2d6
  Alchemist Extracts Prepared (CL 4th; concentration +7)
  2nd—eagle’s splendor, false life
  1st—bomber’s eyeAPG, cure light wounds, shield, true strike
  TACTICS
  Before Combat Cladara drinks her mutagen, improving her 
  Constitution at the expense of her Charisma. She uses her 
  concentrate poison discovery to apply 2 doses of Large scorpion 
  venom to her dagger, then applies her violet venom to her +1 
  rapier, using her lasting poison trick to get two uses out of the 
  dose. She drinks her false life and shield extracts, then drinks 
  her elixir of hiding and hides behind the western table, hoping 
  to get a surprise round when the PCs enter. While hiding, she 
  drinks a true strike extract just before the surprise round.
  During Combat Cladara uses a surprise round to throw her 
  poisoned dagger with Point-Blank Shot at a heavily-armored 
  target within sneak attack range. She then throws a stink 
  bomb before using a smoke bomb to provide concealment 
  for herself, hiding in the smoke to snipe with her bombs 
  or strike adjacent enemies with her poisoned rapier. If 
  she misses often, she hides in the smoke and drinks her 
  bomber’s eye or true strike extracts to hit ranged or melee 
  combatants, respectively.
  Morale Cladara drinks her cure light wounds extract if brought 
  below 30 hit points, then fights to the death.
  Base Statistics Without false life, shield, her elixir of hiding, and 
  her mutagen, Cladara’s statistics are AC 17, touch 12, flat-footed 
  15; hp 43; Fort +5; Con 10, Cha 8; Skills Bluff +5, Stealth +14.
  STATISTICS
  Str 15, Dex 14, Con 14, Int 16, Wis 12, Cha 6
  Base Atk +5; CMB +8; CMD 20
  Feats Blind-Fight, Brew Potion, Extra DiscoveryAPG, Iron Will, Point-
  Blank Shot, Skill Focus (Stealth), Throw Anything
  Skills Acrobatics +11, Bluff +4, Craft (alchemy) +13 (+17 to 
  create alchemical items), Disable Device +14, Escape Artist 
  +11, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, 
  Knowledge (local) +9, Perception +14, Sleight of Hand +11, 
  Stealth +24; Racial Modifiers +2 Perception
  Languages Common, Dwarven, Elven, Gnome, Halfling
  SQ alchemy (alchemy crafting +4), discoveries (concentrate 
  poison, smoke bomb, stink bomb), elf blood, mutagen (+4/–2, 
  +2 natural armor, 50 minutes), poison use, rogue talent (lasting 
  poisonAPG), swift alchemy, trapfinding +1
  Combat Gear elixir of hiding, Large scorpion venom (2), violet 
  venomB1; Other Gear +1 chain shirt, +1 rapier, dagger, formula 
  book, mwk thieves’ tools, 18 gp
  GHOSTKNIFE CATSPAWS (2) 
  CR 1/2
  NE cutpurse (Pathfinder RPG NPC Codex 144; see page 24)
  hp 10 each
  TACTICS
  Before Combat The catspaws hide, hoping to ambush the PCs.
  During Combat The catspaws use sneak attack whenever 
  possible. They use acid against groups of opponents.
  Morale The catspaws fight to the death as long as Cladara is 
  conscious. If the PCs defeat Cladara, they surrender.
  GHOSTKNIFE SNIPER 
  CR 2
  NE skilled sniper (Pathfinder RPG NPC Codex 145; see page 24)
  hp 23 each
  TACTICS
  Before Combat The sniper drinks his potions of invisibility and 
  uses his oil of magic weapon on his composite longbow. 
  During Combat The sniper strikes from range first, but if the PCs 
  trap Cladara in melee, he closes to melee to flank with her.
  Morale The sniper fight to the death as long as Cladara is 
  conscious. If the PCs defeat Cladara, he surrenders if reduced to 
  10 hit points or fewer or if he is clearly outmatched.
  Treasure: The PCs find Cladara’s journal in the barracks, 
  which details the Ghostknives’ plan to take control of 
  Daggermark’s military and overthrow the Assassin’s Guild. 
  The journal provides most of the information described in 
  the adventure’s background.
  Rewards: If the PCs do not defeat Cladara, reduce each 
  PC’s gold earned by the following amount.
  Subtier 1–2: Reduce each PC’s gold earned by 153 gp.
  Out of Subtier: Reduce each PC’s gold earned by 371 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 590 gp.
  CONCLUSION
  The PCs’ actions expose the Ghostknives and compromise 
  their leadership, causing the cabal to collapse. Any 
  Ghostknives who survived the initial raid are quickly 
  eliminated as the Assassin’s Guild roots out the remaining 
  defectors. Ghostknife sympathizers within the military 
  
  OATHBREAKERS DIE
  21
  21
  abandon their posts and flee the city, fearing that they will 
  ousted from the military by Jallor Clovesh and handed over 
  to the Assassin’s Guild once the guild identifies any officers 
  who were promoted because of the cabal’s intervention. The 
  flurry of desertions roils the military for a couple days, but 
  before long Daggermark returns to its anarchic equilibrium.
  The Pathfinder Society is left with the question of what 
  to do with Dryblade House, now that its venture-captain 
  is dead and its surviving agents are demoralized. If the 
  PCs did not successfully convince Timinic to stay with the 
  Pathfinder Society, they can try again once after defeating 
  Cladara, persuading him if they succeed at a DC 18 Bluff 
  or Diplomacy check. The PCs receive a +4 bonus on this 
  check if Ramyla survives to the end of the scenario. If the 
  PCs persuade Timinic to remain with the Society, he returns 
  to Absalom with recommendations for missions that could 
  reinvigorate Pathfinder activity in the Daggermark Lodge, 
  and each PC earns the Timinic’s Trinkets boon on her 
  Chronicle sheet.
  If the PCs impressed Pemak, her assurances go a long 
  way towards convincing Society leadership that Dryblade 
  House is worth the effort to rebuild. If the PCs earned 5 or 
  more Approval Points in their conversation with Pemak,  
  each PCs receives the Prospective Poisoner boon on her 
  Chronicle sheet.
  REPORTING NOTES
  The PCs’ success determines the future of Pathfinder Society 
  operations out of Daggermark. If Timinic was killed, check 
  box A. If the PCs successfully convince Timinic not to resign 
  from the Society, check box B. If the PCs earn 3 or more 
  Approval Points when speaking with Pemak, check box C.
  PRIMARY SUCCESS CONDITIONS
  If the PCs prevent Timinic from being assassinated, the 
  Grand Lodge sends additional reinforcements to evacuate 
  the Pathfinder from Daggermark. This fulfills Venture-
  Captain Bosk’s dying wish, earning each PC 1 Prestige Point.
  SECONDARY SUCCESS CONDITIONS
  The PCs successfully complete their secondary mission if 
  they manage to accomplish at least two of the following three 
  goals: prevent Ramyla from being assassinated, defeat Ilchok 
  without allowing him to escape, or earn 3 or more Approval 
  Points in their conversation with Pemak. Succeeding at this 
  goal earns each PC 1 additional Prestige Point.
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  GM Reference #1: Timeline 
  GM Reference #2: Daggermark Travel Times
  If the PCs do not stop Ilchok, the doppelganger’s plans progress according to the following timeline.
  Previous Day: Ilchok kills Brandur Clovesh in his own home.
  10:00 a.m.: In disguise as Brandur Clovesh, Ilchok arrives at Dryblade House.
  10:30 a.m.: The PCs arrive at Dryblade House. Bosk drinks poisoned vodka, and Ilchok departs.
  10:40 a.m.: The poison kicks in, killing Bosk. Ilchok arrives at Brandur’s house and takes the form of the barfly Immy.
  10:50 a.m.: Ilchok departs Brandur’s house.
  11:00 a.m.: Ilchok arrives at the Dripping Wall Distillery (area A) and enjoys lunch while plotting to kill Ramyla.
  12:00 p.m.: Ilchok poisons Ramyla and leaves the distillery.
  12:10 p.m.: Ramyla dies of poison in the back room of her distillery.
  12:40 p.m.: In disguise as Ramyla, Ilchok arrives at Timinic’s safehouse (area B).
  1:40 p.m.: Ilchok slips poison to Timinic. Unlike in the other poisonings, he stays around to make sure that Timinic 
  doesn’t survive.
  1:50 p.m.: Timinic dies. 
  2:00 p.m.: Ilchok departs for Pemak’s Tinctures (area C).
  2:30 p.m.: Ilchok arrives at Pemak’s Tinctures. Pemak sees through his ruse and stalls for time, drawing Ilchok into 
  a conversation about innovations in poisonmaking.
  3:30 p.m.: Ilchok bores of Pemak’s stalling, reverts to his natural form, and attempts to rip her apart with his claws. 
  Pemak, who had expected danger, stabs Ilchok with her most vicious and painful poison, driving the doppelganger to 
  flee to the Ghostknives hideout.
  4 p.m.: Ilchok reaches the Ghostknives hideout and reports to Cladara, requesting aid for his poisoning. Furious at 
  the doppelganger’s failure, Cladara kills him.
  Dryblade House
  5 min.
  15 min.
  30 min.
  30 min.
  10 min.
  10 min.
  10 min.
  30 min.
  40 min.
  A. Dripping Wall Distillery
  B. Timinic’s Safe House
  Brandur’s Cottage
  C. Pemak’s Tinctures
  
  OATHBREAKERS DIE
  23
  23
  Player Handout: Target List
  - Sergeant Brandur Clovesh
  - Oathbreaker Istivil Bosk
  - Ramyla
  - Timinic
  - Pemak
  
  PATHFINDER SOCIETY SCENARIO
  24
  24
  APPENDIX: STAT BLOCKS
  The following statistics appear in this scenario.
  GHOSTKNIVES
  These crouching figures in gray leather armor hide their mouths 
  behind black scarves. 
  GHOSTKNIFE CATSPAW 
  CR 1/2
  Cutpurse (Pathfinder RPG NPC Codex 144)
  Human rogue 1
  NE Medium humanoid (human)
  Init +7; Senses Perception +3
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 10 (1d8+2)
  Fort +1, Ref +5, Will –1
  OFFENSE
  Speed 30 ft.
  Melee short sword +3 (1d6+2/19–20)
  Ranged dagger +3 (1d4+2/19–20)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 14, Dex 17, Con 13, Int 10, Wis 8, Cha 12
  Base Atk +0; CMB +2; CMD 15
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +7, Climb +6, Disable Device +7, Escape Artist +7, 
  Knowledge (local) +4, Perception +3, Sleight of Hand +7, 
  Stealth +7, Swim +6
  Languages Common
  SQ trapfinding +1
  Combat Gear potion of cure light wounds, acid (2), smokestick, 
  tanglefoot bag; Other Gear mwk studded leather, daggers (5), 
  short sword, thieves’ tools, 25 gp
  GHOSTKNIFE SNIPER 
  CR 2
  Skilled sniper (Pathfinder RPG NPC Codex 145)
  Half-elf rogue 3
  CN Medium humanoid (elf, human)
  Init +3; Senses low-light vision; Perception +11
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 23 (3d8+6)
  Fort +3, Ref +6, Will +1; +2 vs. enchantments
  Defensive Abilities evasion, trap sense +1; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee rapier +3 (1d6+1/18–20)
  Ranged mwk composite longbow +6 (1d8+1/×3)
  Special Attacks sneak attack +2d6
  STATISTICS
  Str 12, Dex 17, Con 14, Int 13, Wis 10, Cha 8
  Base Atk +2; CMB +3; CMD 16
  Feats Point-Blank Shot, Precise Shot, Skill Focus (Perception)
  Skills Acrobatics +9, Climb +7, Disguise +5, Escape Artist +9, 
  Perception +11, Perform (wind) +5, Ride +6, Stealth +9, 
  Survival +3, Swim +7
  Languages Common, Dwarven, Elven
  SQ elf blood, rogue talents (surprise attack), trapfinding +1
  Combat Gear oil of magic weapon (2), potion of cure moderate 
  wounds, potion of invisibility, sleep arrow; Other Gear mwk 
  studded leather, mwk composite longbow with 20 arrows, 
  rapier, 73 gp
  RAMYLA
  The smell of whiskey clings to this freckle-faced woman’s long blue 
  dress and water-splashed apron.
  RAMYLA 
  CR 3
  Barmaid (Pathfinder RPG NPC Codex 257)
  Human commoner 5
  CN Medium humanoid (human)
  Init +1; Senses Perception +6
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
  hp 17 (5d6)
  Fort +1, Ref +2, Will +1
  OFFENSE
  Speed 35 ft.
  Melee dagger +1 (1d4–1/19–20)
  Ranged dagger +3 (1d4–1/19–20)
  STATISTICS
  Str 8, Dex 13, Con 11, Int 9, Wis 10, Cha 13
  Base Atk +2; CMB +1; CMD 13
  Feats Alertness, Dodge, Fleet, Nimble Moves
  Skills Diplomacy +6, Knowledge (local) +4, Perception +6, Sense 
  Motive +6
  Languages Common
  Gear dagger, antitoxin, 2,298 gp
  TIMINIC
  This fearful, wide-eyed gnome hides his face behind a curtain of long, 
  green hair.
  TIMINIC 
  CR 3
  Tainted sorcerer (Pathfinder RPG NPC Codex 161)
  Gnome sorcerer 4
  CE Small humanoid (gnome)
  Init +1; Senses low-light vision; Perception +2
  DEFENSE
  AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 size)
  hp 28 (4d6+12)
  Fort +3, Ref +2, Will +6; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants)
  OFFENSE
  Speed 20 ft.
  
  OATHBREAKERS DIE
  25
  25
  Melee mwk spear +5 (1d6+1/×3)
  Ranged light crossbow +4 (1d6/19–20)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, long limbs (+5 ft.)
  Bloodline Spell-Like Abilities (CL 4th; concentration +8)
  7/day—acidic ray (1d6+2 acid)
  Gnome Spell-Like Abilities (CL 4th; concentration +8)
  1/day—dancing lights, ghost sound (DC 15), prestidigitation, 
  speak with animals
  Sorcerer Spells Known (CL 4th; concentration +8)
  2nd (4/day)—alter self
  1st (7/day)—enlarge person (DC 16), reduce person (DC 16), 
  shield, shocking grasp
  0 (at will)—acid splash, bleed (DC 14), detect magic, mage hand, 
  read magic, touch of fatigue (DC 14)
  Bloodline aberrant
  STATISTICS
  Str 12, Dex 13, Con 14, Int 8, Wis 10, Cha 18
  Base Atk +2; CMB +2; CMD 13
  Feats Eschew Materials, Iron Will, Spell Focus (transmutation)
  Skills Bluff +8, Craft (alchemy) +5, Disguise +5, Perception +2,  
  Use Magic Device +8
  Languages Common, Gnome, Sylvan
  SQ bloodline arcana (+50% duration on polymorph spells), 
  gnome magic
  Combat Gear potion of spider climb, scrolls of cat’s grace (2), scroll 
  of slow, acid, tanglefoot bag; Other Gear light crossbow with 10 
  bolts, mwk spear, bracers of armor +1, collection of dolls’ heads, 
  28 gp
  VIOLET FUNGUS
  This mushroom grows from a bed of tentacular roots. Deep violet 
  tendrils slither out of the dozens of fissures in its pointed cap.
  VIOLET FUNGUS 
  CR 3
  Pathfinder RPG Bestiary 274
  N Medium plant
  Init –1; Senses low-light vision; Perception +0
  DEFENSE
  AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
  hp 30 (4d8+12)
  Fort +7, Ref +0, Will +1
  Immune plant traits
  OFFENSE
  Speed 10 ft.
  Melee 4 tentacles +4 (1d4+1 plus rot)
  Space 5 ft.; Reach 10 ft.
  STATISTICS
  Str 12, Dex 8, Con 16, Int —, Wis 11, Cha 9
  Base Atk +3; CMB +4; CMD 13
  SPECIAL ABILITIES
  Rot (Ex) A creature struck by a violet fungus’s tentacle must 
  succeed at a DC 15 Fortitude save or the flesh around 
  the point of contact swiftly begins to rot away, exposing 
  raw bone with shocking swiftness. This hideous affliction 
  causes 1d4 points of Strength damage and 1d4 points of 
  Constitution damage. This is a poison effect. The save DC is 
  Constitution-based.
  
  PATHFINDER SOCIETY SCENARIO
  26
  26
  OPEN GAME LICENSE Version 1.0a
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  as described by the License itself. No other terms or conditions may be applied to 
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  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
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  any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder Society Scenario #10–01: Oathbreakers Die © 2018, Paizo Inc.; 
  Author: Nicholas Wasko.
  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 #10-01: 
  Oathbreakers Die
  
  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 #
  1–2
  4–5
  —
  260
  958
  —
  609
  520
  1,915
  —
  1,218
  Out of
  Subtier
  Pathfinder Society Scenario #10-01: 
  Oathbreakers Die
  Prospective Poisoner: You earned the respect of Pemak, a member of Daggermark’s Poisoner’s Guild. She 
  welcomes you to join the Poisoner’s Guild, or to suggest candidates to join the organization. All of your 
  characters gain access to the Daggermark Poisoner Prestige Class (Pathfinder Campaign Setting: Paths of Prestige 
  18) as if it appeared on the Additional Resources list. Characters with this prestige class qualify for the Master 
  AlchemistAPG feat and can purchase and use poisons as if they had the Poison Use ability. Include a copy of this 
  Chronicle sheet with the records of any PC who selects this option. 
  Timinic’s Trinkets: It took some convincing, but you persuaded Timinic not to leave the Pathfinder Society, 
  and he’s determined to help reestablish the Dryblade Lodge in Daggermark. He has procured some useful tools 
  for prospective recruits, and has offered these items to you as well. You can purchase any wondrous item from 
  the Core Rulebook worth 250 gp or less, a pair of sleeves of many garments (Pathfinder RPG Ultimate Equipment 275), 
  or a traveler’s any tool (Ultimate Equipment 323), for 1 Prestige Point. You can use this boon any number of times.
  Core Campaign
  Subtier 1–2
  Subtier 4–5
  armbands of the brawler (500 gp, Pathfinder RPG 
  Ultimate Equipment 270)
  dark reaver powder (800 gp, limit 1)
  scroll of share language (Advanced Player’s Guide 243)
  violet venom (800 gp, limit 2; Pathfinder RPG Bestiary 
  274 or Pathfinder RPG Ultimate Wilderness 145)
  belt of mighty constitution +2 (4,000 gp)
  boots of the cat (1,000 gp; Pathfinder RPG Ultimate 
  Equipment 229).  
  dark reaver powder (800 gp, limit 2)
  iron spike of safe passage (2,000 gp; Ultimate 
  Equipment 306)
  pauldrons of the serpent (3,000 gp; Ultimate 
  Equipment 267)
  ring of arcane signets (1,000 gp; Ultimate 
  Equipment 167)
  violet venom (800 gp, limit 2; Pathfinder RPG Bestiary 
  274 or Pathfinder RPG Ultimate Wilderness 145)
  wand of share language (6 charges; 540 gp, limit 1; 
  Advanced Player’s Guide 243)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-01 - Oathbreakers Die.pdf