TEXT: By Alexandria Bustion
  Shadows of the Black Sovereign
  Shadows of the Black Sovereign
  PATHFINDER SOCIETY QUEST #8 
  TIER 3–6
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For 
  more information on scenario tags, see the Pathfinder Society Guide to Play at 
  www.organizedplayfoundation.org/paizo/guides/. This scenario has no scenario tags.
  Pathfinder Society Quest #8: Shadows of the Black Sovereign is a Pathfinder Society Quest 
  designed for 3rd- through 6th-level characters (Tier 3–6; Subtiers 3–4 and 5–6). As a 
  quest, this adventure is designed to take about 1 hour to play. It is designed for play in the 
  Pathfinder Society Organized Play campaign but can easily be adapted for use with any 
  world. For more information on the Pathfinder Society campaign, 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
  GM Resources
  Shadows of the Black Sovereign makes use of the Pathfinder Core Rulebook, Pathfinder 
  Bestiary, and Pathfinder Flip-Mat Classics: Warehouse. All rules referenced in this adventure 
  are available in the free online Pathfinder Reference Document at paizo.com/prd.
  Table of Contents
  Shadows of the Black Sovereign . . . . . . . . . . . . . . . . .3
  Appendix 1: Subtier 3–4 Encounters.  .  .  .  .  .  .  .  .  .  .  .  .  .  .8
  Appendix 2: Subtiers 5–6 Encounters.  .  .  .  .  .  .  .  .  .  .  .  .  .9
  Appendix 3: Art.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  GM References . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  AUTHOR
  Alexandria Bustion
  DEVELOPMENT LEAD
  Michael Sayre
  ADDITIONAL DEVELOPMENT
  James Case
  DESIGN LEAD
  Mark Seifter
  EDITING LEAD
  Leo Glass
  EDITORS
  Judy Bauer and Adrian Ng
  CONTRIBUTING ARTISTS
  Blake Davis
  CARTOGRAPHER
  Jason Engle
  ART DIRECTION AND GRAPHIC DESIGN
  Sonja Morris and Tony Barnett
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  DIRECTOR OF PROJECT MANAGEMENT 
  Glenn Elliott
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Quest
  Shadows of the Black Sovereign
  •Hajoth Hakados
  •Hajoth Hakados
  Shadows of the Black Sovereign takes place in Numeria, 
  a harsh land littered with technology and hazards that 
  crashed to Golarion from beyond the stars. For more 
  information on Numeria and the Broken Lands, see the 
  Pathfinder Lost Omens World Guide, available in hobby 
  and game stores and online at paizo.com.
  WHERE ON GOLARION?
  NUMERIA
  NUMERIA
  By Alexandria Bustion
  GM Synopsis
  This quest involves a quick investigation to track down 
  the missing scribe, followed by a combat encounter with 
  his technological zombie bodyguards.
  Adventure Background
  Numeria’s Black Sovereign, a mighty warrior named 
  Kevoth-Kul, conquered the city of Starfall in his youth. 
  Later, he succumbed to the influence of the Technic 
  League, a cabal of secretive arcanists and researchers 
  obsessed with unlocking the secrets of Numerian 
  technology. The Technic League plied Kevoth-Kul with 
  mind-altering Numerian fluids, and soon the Black 
  Sovereign became addicted, withdrawing from society. 
  Recently, the captain of the Technic League died under 
  closely concealed circumstances, and the League fell 
  into squabbling, murderous disarray within weeks. The 
  survivors largely fled Starfall, and the Black Sovereign, 
  freed from their control, has begun to break free from 
  his addiction. Many fear that as he regains his senses, 
  Kevoth-Kul will resume his campaign of conquest 
  across Numeria.
  The Pathfinder Society finds itself in a politically 
  difficult position. The Technic League once roused 
  Kevoth-Kul against the Society, using the warrior-king’s 
  compromised state to convince him that the Pathfinders 
  were stealing treasures and secrets that belonged to 
  Numeria’s ruler to invoke his wrath.
  The Kellid warrior Dagur Hawksight has maintained 
  the secret Pathfinder Lodge in Hajoth Hakados, a small 
  border town in Numeria, for nearly 20 years. Dagur has 
  quietly worked to avoid drawing Kevoth-Kul’s ire while 
  waiting for an opportunity to bring Numeria’s Pathfinders 
  out of hiding and reestablish positive relations between 
  Numeria’s leader and the Society.
  With the Technic League’s power over the Black 
  Sovereign broken, Dagur has decided upon a dangerous 
  but potentially rewarding course of action: she has sent 
  an invitation to Kevoth-Kul himself, asking the Black 
  Sovereign to treat with her as a representative of the 
  Pathfinder Society to start a new relationship between 
  Numeria’s preeminent warlord and the Pathfinders.
  The powers behind the Technic League have not fallen 
  entirely, however. The gnome Khismar Crookchar co-
  leads a secret organization known as the Blue Streaks 
  alongside his medusa compatriot, Gawta. Hearing of 
  Venture-Captain Dagur’s invitation to Kevoth-Kul, 
  Khismar has called upon a low-ranking double-agent 
  inserted into the Hajoth Hakados Lodge to help him 
  sabotage the meeting.
  Adventure Summary
  The PCs have been in the city of Hajoth Hakados 
  for over a week, assisting Venture-Captain Dagur 
  Hawksight with preparing the Pathfinder lodge to 
  receive an important guest: Kevoth-Kul, Numeria’s 
  Black Sovereign. But disaster has struck. The day before 
  the Black Sovereign was due to arrive, documents 
  that Dagur had prepared for her negotiations have 
  disappeared, along with the lodge’s scribe, a gnome bard 
  named Zatqualmish. Venture-Captain Dagur fears the 
  worst: Zatqualmish must have slipped out of the lodge 
  with the documents, most likely as part of some plan 
  to sabotage the proceedings, though she is uncertain as 
  to whether Zatqualmish was a willing participant or an 
  unfortunate witness. Either way, Dagur needs someone 
  to find Zatqualmish and the documents fast. 
  With Kevoth-Kul and his warband so close, Dagur and 
  the upper-ranking Pathfinders can’t afford to leave the 
  lodge and must prepare to receive the Black Sovereign, 
  with or without the documents. Dagur entrusts the 
  PCs with finding Zatqualmish and the documents and 
  returning them to the lodge as quickly as possible. 
  Dagur’s assistant Vanis Mercuria takes the PCs to the 
  scribe Zatqualmish’s quarters. The PCs can investigate 
  the room to uncover information on Zatqualmish’s 
  motives and to uncover his trail. The PCs then follow 
  the trail into Hajoth Hakados’s Homeshore District, 
  
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  Shadows of the Black Sovereign
  where they can gather information from the locals to 
  pinpoint where Zatqualmish ran off to: a derelict store 
  named Morgan’s Potions & Tinctures Emporium. There, 
  they must confront Zatqualmish and his Technic zombie 
  bodyguards. After defeating them, the PCs can then 
  recover the documents just in time for the meeting with 
  the Black Sovereign.
  Getting Started
  Inform the PCs that they have been in the city of 
  Hajoth Hakados in Numeria for over a week, assisting 
  Venture-Captain Dagur Hawksight (CN female human 
  wizard) with preparing the Pathfinder lodge to receive an 
  important guest: Kevoth-Kul (CN male human sovereign), 
  Numeria’s ruler. Dagur has arranged for Hajoth Hakados’s 
  leader, Lady Altouna (NG female lashunta aristocrat) to 
  participate in the event. Preparations have been going 
  well up until this point, and Kevoth-Kul is expected to 
  arrive the following morning. 
  Vanis Mercuria (LN nonbinary human secretary), 
  Hawksight’s assistant, comes to find the PCs. Vanis gives 
  them brief nod before speaking.
  “We of the Hajoth Hakados Lodge thank you for your 
  willingness to contribute in this politically sensitive 
  endeavor. Our attentions cannot be diverted from other 
  matters presently. I shall be brief. Our scribe, a gnome named 
  Zatqualmish, has gone missing as of this morning, along 
  with several necessary documents. We suspect foul play, 
  potentially from an internal element, as the documents were 
  magically hidden. A preliminary search has given us nothing 
  conclusive, but you are welcome to investigate any areas or 
  staff of the lodge you feel may help.”
  They gather their sheaf of notes and hold out a silver 
  compass. “Take this, should you need something to give you a 
  bit of authority with the locals.”
  Vanis holds out a wayfinder for the PCs, then suggests 
  that the PCs speak with the support staff of the lodge. 
  If the PCs ask for further direct assistance from them, 
  the secretary explains that the Lodge needs to focus its 
  efforts on reconstructing the documents as best they can 
  in case the PCs are unable to track them down. 
  Though Zatqualmish rarely strayed from his room, 
  which he also uses as his office, he spoke most with 
  the lodge’s cook, Miro Loamgarden (NG male halfling 
  chef). However, a quick word with any of the staff 
  confirms that currently Miro is browsing the markets in 
  town for ingredients. 
  Give the PCs an opportunity to slot their boons for the 
  adventure, if they haven’t already done so, and remind 
  them that they each have 1 Hero Point available. 
  Room Check
  Vanis is willing to unlock Zatqualmish’s room for a 
  deeper investigation beyond the basics provided in their 
  initial report to the PCs. No check is required to notice 
  the following.
  • A cold, half-finished breakfast for one is laid out 
  on a small table.
  • While messy, the room shows no obvious signs of 
  a struggle.
  • The desk and cabinets seem to have hastily 
  stripped of quills, inkpots, and other scribing 
  tools, though none of the drawers and wardrobes 
  seem touched.
  With 
  a 
  few 
  minutes 
  of 
  careful 
  investigation 
  and 
  a 
  successful 
  check, 
  PCs 
  can 
  also 
  learn 
  the following. Each PC can attempt each check once.
  • There are no footprints or any other sign of 
  passage below the window. A PC who is trained in 
  Survival and succeeds at a DC 18 Survival check 
  to Track finds a trail beyond the tree line that 
  leads into town.
  • A PC who asks around among the staff finds a 
  staff member who saw Zatqualmish packing a 
  bag. She reports that he seemed clearly agitated. A 
  PC who spends 10 minutes and succeeds at a DC 
  20 Diplomacy check to Gather Information (DC 
  22 in Subtier 5–6) draws the attention of another 
  staff member who saw Zatqualmish heading 
  toward the forest. This clue allows the PCs to 
  discover the trail.
  Picking Up the Trail
  If the PCs find the trail at the lodge, they find that it is 
  a shortcut to a marketplace in the Homeshore District. 
  If the PCs do not find the trail, Vanis tells them the next 
  best place to search is the markets in the Homeshore 
  District. These markets are closest place to gather 
  supplies for a trip out of Hajoth Hakados. If the PCs 
  did not find the trail, getting to the marketplace through 
  the crowds takes longer. The PCs take –1 circumstance 
  penalty to their skill checks in the market, as it is later 
  in the day and the various shopkeepers are busier with 
  their tasks.
  Gone to Market
  The Homeshore District’s markets are buzzing with activity. 
  Some peruse at their whims, pointing out odds and ends, 
  while others move with focused purpose to exact stalls and 
  prepare to haggle. While it seems impossible to find anyone 
  here, an obvious path of disgruntled citizens winds its way 
  around stalls and storefronts.
  
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  Once in the markets, the party can easily recognize lodge 
  chef Miro Loamgarden haggling with a merchant near 
  the entrance for a very large quantity of tubers. Though 
  he would rather not be distracted, he makes time to 
  answer any questions for the party about Zatqualmish. 
  He notes that while Zatqualmish always orders a meal 
  an hour after breakfast of fresh coffee and jam pastries, 
  today, he didn’t place that order (which usually happens 
  only when he plans to travel because “jam disagrees 
  with a nervous belly”). Zatqualmish is a coward who 
  does everything he can to avoid conflict. Miro believes 
  it’s unlikely that he would do anything that could cause 
  blowback to himself, so he was most likely coerced into 
  whatever mess he’s in. While Miro doesn’t know where 
  Zatqualmish has gone, his frequent trips to market means 
  he can point out a few individuals who might have the 
  information the PCs seek.
  Asking Around
  Miro points the PCs towards three likely sources of 
  information: ink vendor Orin Blackfingers, construction 
  worker Bia Blazebane, and local gang leader Neesquix. 
  Each knows roughly the same information and is willing 
  to share it with the PCs if a PC impresses them in some 
  way. Each time a PC succeeds at a check to impress one of 
  the marketgoers, they learn a piece of information. Each 
  PC can attempt to speak with up to two marketgoers 
  and cannot attempt checks against the same marketgoer 
  more than once.
  Orin Blackfingers (N male gnome shopkeeper) is busy 
  fussing over his stall of quills and inks, moving jars 
  back and forth and making minute adjustments to his 
  display to ensure all his products line up in neat right 
  angles. He can be convinced to talk with a successful DC 
  15 check to Make an Impression with Diplomacy or a 
  DC 13 Scribing or Mercantile Lore check to help him 
  arrange his stall. If any PC purchases a writing set from 
  him, which costs 1 gp, the DC for all subsequent checks 
  to impress Orin is reduced by 1.
  Bia Blazebane (N female dwarf shift supervisor) is 
  resting with her construction crew, who are enjoying 
  their lunch break. She tells the PCs about what she’s 
  seen in the market if they aid her with a DC 15 Athletics 
  check to move some timber while her crew rests or a 
  DC 13 Labor Lore skill to make some suggestions as to 
  how she might improve her crew’s allocation. If any PC 
  provides Bia or the crew with a cold drink or cools them 
  off such as with a frost vial or a cold or water spell of 
  some kind, the DC for all subsequent checks to impress 
  Bia is reduced by 1.
  Neesquix (CN male goblin gang leader), the leader 
  of the local Ash Callers gang, is adjusting his prosthetic 
  leg near an alleyway as a taller, more muscular goblin 
  holds an umbrella out to cover the boss’s head from the 
  sun. Neesquix deigns to supply the PCs with information 
  gleaned from his underlings if they impress him by stealing 
  a card he’s planted on himself (a DC 15 Thievery check 
  to Palm an Object), or if they prove their credentials to 
  him with a successful DC 13 Underworld Lore check. 
  Neesquix’s love of tricks is matched only by his love of fire, 
  and if any PC produces a flashy pyrotechnic effect, such as 
  with alchemist’s fire or a fire spell of some kind, the DC for 
  subsequent checks to impress Neesquix is reduced by 1.
  First Success: A gnome indeed ran through the markets 
  in an unheeding rush only a few hours ago, heading for 
  the district of condemned alchemical and blacksmithing 
  workshops known as the Crafters’ Quarters. 
  Second Success: Someone saw a harried and frantic 
  gnome enter an old building in the Crafters’ Quarters, 
  Morgan’s, a long-since abandoned potion shop.
  Third Success: Though the scribe came to the 
  market alone, when he got to Morgan’s, he was joined 
  by a number of slowly moving humanoid figures who 
  followed his every command and who occasionally 
  twitched as sparks flew from bits of metal in their flesh. A 
  PC who succeeds at a DC 15 check to Recall Knowledge 
  using Arcana or Crafting realizes these were likely 
  Technic zombies, living creatures reduced to zombie-like 
  complacency using implanted electronics.
  Finding the Way
  If the PCs discover that Zatqualmish is in Morgan’s, they 
  are able to get the jump on him, and they receive a +1 
  bonus to their initiative rolls in Encounter A.
  If the PCs discover that Zatqualmish is in the Crafters’ 
  Quarters but not that he is in Morgan’s, they must 
  search through the condemned buildings; though they 
  eventually find Zatqualmish’s hiding place, they receive 
  a –1 penalty to their initiative rolls, as Zatqualmish has 
  become more alert and skittish from the activity in the 
  usually quiet district.
  If they are unable to uncover any information about 
  Zatqualmish’s whereabouts at all, 1 hour later an 
  electrical explosion sounds from the center of the Crafters’ 
  Quarter as one of Zatqualmish’s Technic zombies suffers 
  a malfunction and performs an emergency vent of its 
  electricity. They take a –1 penalty to their initiative rolls, 
  and the documents they seek are damaged.
  A. Meeting at Morgan’s 
  Moderate
  The miraculously attached sign creaking above the barred 
  door reads “Morgan’s,” the only thing making this squat 
  
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  Shadows of the Black Sovereign
  A. Meeting at Morgan's
  A. Meeting at Morgan's
  Pathfinder Flip-Mat Classics: Warehouse
  Pathfinder Flip-Mat Classics: Warehouse
  Z = Zatqualmish
  Z = Zatqualmish
  T = Technic Zombie
  T = Technic Zombie
  1 square = 5 feet
  1 square = 5 feet
  Z Z 
  T
  T
  T
  
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  Pathfinder Society Quest
  Shadows of the Black Sovereign
  building distinguishable from the other warehouses crumbling 
  around it. A firmly nailed placard states that the proprietor 
  can now be found at the outskirts of town if needed. The few 
  sooty windows near the ceiling are more for ventilation than 
  passing perusal and are an unlikely point of entry.
  Zatqualmish is holed up inside the decrepit Morgan’s 
  Potions & Tinctures Emporium, a large shop and 
  workshop space in the heart of the Crafters’ Quarter. 
  None of the windows allow easy access or a view inside 
  and there are only two entrances: the front where the 
  store once stood and the back. Both have been barred on 
  the outside and secured with a lock.
  If the PCs decide to make a careful approach and listen 
  before entering, they can easily overhear an exasperated 
  feminine voice.
  “This affair has taken entirely too long and you have drawn 
  far too much attention to yourself,” a woman grumbles 
  imperiously, her rasping growl cutting through static pops 
  and crackles. “Maybe you’ve had second thoughts. I would 
  consider just where that would leave you.”
  A cowardly squeak and pleading murmurs are the only 
  response, the words too slurred to understand.
  “Get it done, Zatqualmish. I would suggest expediently.”
  A PC who succeeds at a DC 20 Society check to Recall 
  Knowledge check identifies the sibilant voice as belonging 
  to a medusa, though they aren’t sure who. In the silence 
  that follows, the only other sounds inside are shuffling 
  feet, the soft crackles of electricity, and the feverish 
  scratching of quills.
  “No, no, no!” cries a terrified voice from a back corner of the 
  workshop. A trembling diminutive figure frantically blows air 
  onto a page while simultaneously putting away numerous 
  inks, quills, and parchments. “I should’ve found somewhere 
  safer to work! I should’ve known... You’re supposed to protect 
  me, right? Well, protect me!”
  Creatures: Zatqualmish is guarded by one or more 
  technic zombies loaned to him by Gawta and Crookchar 
  to protect their investment. These living creatures are 
  controlled by ingrained technological implants, stripping 
  them of free will and ensure they fight to the death. 
  Zatqualmish, however, cherishes his life and surrenders if 
  he loses enough Hit Points (as detailed in the Appendixes).
  Subtier 3–4
  ZATQUALMISH 
  CREATURE 4
  Page 8
  TECHNIC ZOMBIES (2) 
  CREATURE 1
  Page 8
  Subtier 5–6
  ZATQUALMISH 
  CREATURE 6
  Page 9
  TECHNIC ZOMBIES (3) 
  CREATURE 3
  Page 9
  The original documents, as well as the forgeries, 
  were hastily shoved into a sturdy drawer at the desk 
  Zatqualmish was using, located in the southeast corner 
  of the warehouse. The documents include a ledger of 
  activities the Hajoth Hakados Lodge has undertaken 
  in or near Numeria over the last two decades, with 
  careful notes showing that the Pathfinders didn’t steal 
  or damage any of the technological equipment they 
  studied. As long as the PCs found this location before 
  an explosion occurred, the documents are in good 
  condition; otherwise, they're singed but still functional.
  Though not given explicit instructions to, the party 
  can bring a captured Zatqualmish back to Vanis for 
  judgement along with the recovered documents and the 
  half-finished forgeries.
  Conclusion
  With Zatqualmish either captured or eliminated and the 
  documents recovered, the PCs now simply need to make 
  it back to the lodge in time. When the PCs arrive, Vanis 
  is relieved to see them. Vanis asks for the PCs’ report 
  on what happened. After they provide the report, Vanis 
  gives them a reward for their work: several gold pieces 
  each and a polytool (Pathfinder Lost Omen Gods & 
  Magic 120).
  If the PCs recovered the documents undamaged, they 
  thank the PCs profusely and offer to provide additional 
  training in handling threats unique to Numeria; each PC 
  earns the Numerian Archaeologist boon. Regardless, the 
  documents are intact enough to avert disaster. 
  Reporting Notes
  If the PCs killed Zatqualmish, check box A. If the PCs 
  took Zatqualmish back to the lodge alive, check box B.
  Primary Objective
  PCs fulfill their primary objective if they recover the 
  original documents in any condition and return them to 
  the Pathfinder lodge. Doing so earns each PC 1 Fame 
  and 1 Reputation for any faction associated with their 
  currently slotted faction boon.
  
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  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment.
  10+ Challenge Points: Add one Technic zombie to the 
  encounter for every 2 Challenge Points beyond 8.
  SCALING ENCOUNTER A
  Appendix 1: Subtier 3–4 
  Encounters
  Encounter A (Subtier 3–4)
  Zatqualmish may be skilled in many areas and incredibly 
  capable but he’s still a coward to his core. He always tries 
  to take some for of cover, keeps himself as far away from 
  battle as possible, and uses the advantages of range to 
  protect himself first and foremost. If reduced to 8 or fewer 
  Hit Points, he drops to his knees and begs for mercy.
  ZATQUALMISH 
  CREATURE 4
  UNIQUE
  NE
  SMALL
  GNOME
  HUMANOID
  Perception +9; low-light vision
  Languages Common, Dwarven, Elven, Gnomish, Sylvan
  Skills Crafting +7, Deception +10, Diplomacy +10, Legal Lore 
  +7, Occultism +9, Performance +12, Society +9 (+10 to 
  Create Forgeries), Thievery +9, Underworld Lore +7
  Str +0, Dex +3, Con +2, Int +1, Wis +1, Cha +4
  Items fine clothing, dagger, minor healing potion, paper and 
  ink, piccolo, shortbow (10 arrows), thieves’ tools, wax and 
  official seals (Pathfinder Society), writing set
  AC 21; Fort +8, Ref +11, Will +9 (+1 status against illusions)
  HP 55
  Run Away! � Trigger A creature ends its movement adjacent 
  to Zatqualmish; Effect Zatqualmish Strides up to 10 feet (or 
  his Speed, if that Speed is less than 10 feet). He must end 
  his movement in a location that isn’t within 5 feet of a foe. 
  This movement doesn’t trigger reactions.
  Speed 25 feet
  Melee � dagger +9 (agile, finesse, thrown 10 ft., versatile S), 
  Damage 1d4 piercing
  Ranged � shortbow +9 (deadly d10, range increment 60 feet, 
  reload 0), Damage 1d6 piercing
  Occult Spontaneous Spells DC 23, attack +14; 2nd (3 slots) 
  blur, hideous laughter, invisibility; 1st (3 slots) charm, color 
  spray, magic missile, unseen servant; Cantrips (2nd) chill 
  touch, detect magic, guidance, read aura, shield
  Bard Composition Spells 2 Focus Points, DC 23; counter 
  performance (Core Rulebook 386), inspire courage (Core 
  Rulebook 386)
  TECHNIC ZOMBIE 
  CREATURE 1
  N
  MEDIUM
  HUMANOID
  Perception +4; darkvision
  Skills Athletics +9
  Str +4, Dex –3, Con +4, Int –4, Wis +1, Cha –2
  AC 12; Fort +9, Ref +2, Will +5
  HP 45; Weaknesses slashing 10; Resistances electricity 3
  Speed 25 feet
  Melee � fist +8 (reach 10 feet), Damage 1d10+4 bludgeoning 
  plus Improved Push 5 feet
  Voltaic Surge � (electricity) Trigger The technic zombie 
  critically hits a creature with a fist Strike; Effect The 
  Technic zombie releases a jolt of electricity through its fist, 
  dealing 1d8 electricity damage to the target. Additionally, 
  the target becomes clumsy 2 for 1 round (DC 15 Reflex 
  negates); Frequency once per minute
  
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  Shadows of the Black Sovereign
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment.
  20+ Challenge Points: Add one Technic zombie to the 
  encounter for every 4 Challenge Points beyond 20.
  SCALING ENCOUNTER A
  Appendix 2: Subtier 5–6 
  Encounters
  Encounter A (Subtier 5–6)
  Zatqualish may be skilled in many areas and incredibly 
  capable, but he’s still a coward to his core. He always 
  tries to take some form of cover, keeps himself as far 
  away from battle as possible, and uses the advantages 
  of range to protect himself first and foremost. If reduced 
  to 12 or fewer Hit Points, he drops to his knees and begs 
  for mercy.
  ZATQUALMISH 
  CREATURE 6
  UNIQUE
  NE
  SMALL
  GNOME
  HUMANOID
  Perception +12 (+1 against illusions); low-light vision
  Languages Common, Dwarven, Elven, Gnomish, Sylvan
  Skills Crafting +9, Deception +14, Diplomacy +12, Legal Lore 
  +9, Occultism +11, Performance +14, Society +11 (+12 to 
  Create Forgeries), Thievery +11, Underworld Lore +9
  Str +1, Dex +3, Con +2, Int +1, Wis +1, Cha +4
  Items fine clothing, minor healing potion, paper and ink, 
  piccolo, +1 rapier, shortbow (10 arrows), thieves’ tools, wax 
  and official seals (Pathfinder Society), writing set
  AC 24; Fort +10, Ref +15, Will +13 (+1 status against illusions)
  HP 76
  Run Away! � Trigger A creature ends its movement adjacent 
  to Zatqualmish; Effect Zatqualmish Strides up to 10 feet (or 
  his Speed, if that Speed is less than 10 feet). He must end 
  his movement in a location that isn’t within 5 feet of a foe. 
  This movement doesn’t trigger reactions.
  Speed 25 feet
  Melee � rapier +12 (deadly d8, disarm, finesse), Damage 
  1d6+1 piercing
  Ranged � shortbow +12 (deadly d10), Damage 1d6+1 piercing
  Occult Spontaneous Spells DC 25, attack +16; 3rd (3 slots) 
  haste, slow, vampiric touch; 2nd (3 slots) blur, hideous 
  laughter, invisibility; 1st (3 slots) charm, color spray, magic 
  missile, unseen servant; Cantrips (3rd) chill touch, detect 
  magic, guidance, inspire courage, read aura, shield
  Bard Composition Spells 2 Focus Points, DC 25; counter 
  performance (Core Rulebook 386), inspire courage (Core 
  Rulebook 386), triple time (Core Rulebook 387)
  TECHNIC ZOMBIE 
  CREATURE 3
  N
  MEDIUM
  HUMANOID
  Perception +4; darkvision
  Skills Athletics +11
  Str +5, Dex –3, Con +4, Int –4, Wis +0, Cha –2
  AC 16; Fort +11, Ref +4, Will +7
  HP 70; Weaknesses slashing 10; Resistances electricity 5
  Speed 25 feet
  Melee � fist +12 (reach 10 feet), Damage 1d10+4 bludgeoning 
  plus 1d6 electricity plus Improved Push 5 feet
  Voltaic Surge � (electricity) Trigger The technic zombie 
  critically hits a creature with a fist Strike; Effect The 
  Technic zombie releases a jolt of electricity through its fist, 
  dealing 2d6 electricity damage to the target. Additionally, 
  the target becomes clumsy 2 for 1 round (DC 18 Reflex 
  negates); Frequency once per minute
  
  10
  Pathfinder Society Quest
  Shadows of the Black Sovereign
  Appendix 3: Art
  Dagur Hawksight
  
  Shadows of the Black Sovereign
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  GM Reference
  Treasure Table
  Level
  Gold Earned
  3
  9.5 gp
  4
  16 gp
  5
  25 gp
  6
  37.5 gp
  Chronicle Sheet
  Successfully completing this quest earns PCs the polytool on their Chronicle sheets. PCs who recover the documents 
  prior to an explosion also earn the Numerian Archeologist boon.
  
  12
  Pathfinder Society Quest
  Shadows of the Black Sovereign
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  15. COPYRIGHT NOTICE
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  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Jason 
  Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  Pathfinder Society Quest #8: Shadows of the Black Sovereign © 2020, Paizo Inc.; Author: 
  Alexandria Bustion.
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  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 3–4
  2
  SUBTIER 5–6
  R3A5
  Herolab Code
  Character Chronicle #
  Pathfinder Society Quest #8: 
  Shadows of the Black Sovereign
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  polytool (level 1; 10 gp; Lost Omens: Gods 
  and Magic 120)
  polytool (level 1; 10 gp; Lost Omens: Gods 
  and Magic 120)
  Numeria has long been a land hostile to the Pathfinder Society. Hopefully, with the aid you rendered to Venture-Captain Dagur 
  Hawksight, it won’t remain so for much longer. With the saboteur Zatqualmish ▫ captured / ▫ killed, you might be able to find out 
  who the true masterminds behind the plot to undermine the Hajoth Hakados Lodge truly are.
  ▫▫▫Numerian Archaeologist (General) You have garnered some unique experience with the unusual 
  technology of Numeria. You can use the following free action by checking off a box next to this boon. 
  Technological Defense � [free-actioTrigger You attempt a saving throw against a technological weapon or effect, but you 
  haven’t rolled it yet; Effect You gain a +1 circumstance bonus to the saving throw.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/Quest #08 - Shadows of the Black Sovereign.pdf