TEXT: By Saif Ansari, Louis Manko Levite, Kendra Leigh Speedling, Kevin Willis, and Scott D. Young
  FALLEN FAMILY, BROKEN NAME
  PATHFINDER SOCIETY SCENARIO #9-16 
  TIER 1–5
  
  Pathfinder Society Scenario #9–16: Fallen Family, 
  Broken Name is a series of short, 1-hour quests for 
  1st- through 5th-level characters that is replayable 
  for 1st-level characters. These adventures can be 
  played in any order. They are 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 paizo.com/pathfinderSociety.
  HOW TO PLAY
  Development Lead • Michael Sayre
  Authors • Saif Ansari, Louis Manko Levite,  
  Kendra Leigh Speedling, Kevin Willis, and Scott D. Young
  Contributing Artists • Jesper Ejsing, Tawny Fritz, and 
  Matteo Spirito
  Cartographer • Jason Engle, Corey Macourek
  Creative Directors • James Jacobs,  
  Robert G. McCreary, and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Crystal Frasier,  
  Jason Keeley, Luis Loza, Ron Lundeen, Joe Pasini, 
  Michael Sayre, Chris Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, 
  Lacy Pellazar, Jason Tondro, and Josh Vogt 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell  
  and Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Manager • Dan Tharp
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Organized Play Manager • Tonya Woldridge
  Accountant • Christopher Caldwell
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  Sara Marie, and Diego Valdez
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  Mika Hawkins, Heather Payne, Jeff Strand, and 
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  Andrew White
  Paizo Inc.
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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 trademarks, 
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  Pathfinder Society Scenario #9–16: Fallen Family, Broken Name © 2018, Paizo Inc. All Rights 
  Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, 
  Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, 
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  GM ResouRces
  Fallen Family, Broken Name makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, 
  Pathfinder RPG Bestiary 2, Pathfinder Bestiary 3, Pathfinder RPG Advanced Player’s Guide (APG), 
  Pathfinder RPG GameMastery Guide, Pathfinder RPG Monster Codex (MC), Pathfinder RPG NPC Codex, 
  Pathfinder RPG Occult Adventures (OA), Pathfinder RPG Ultimate Equipment (UE), and Pathfinder 
  Campaign Setting: The Inner Sea World Guide. This adventure assumes the GM has access to these 
  sourcebooks. All rules referenced in this adventure are available in the free online Pathfinder Reference 
  Document at paizo.com/prd, and the creature stat blocks from the Pathfinder RPG GameMastery 
  Guide, Bestiaries, and Codices are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  Fallen Family, Broken Name           3
  Estate                                   4
  Scorch                                  8
  Memoriam                             13
  Trove                                 16
  Epithet                                20
  Handouts                              25
  Appendix: Stat Blocks                 28
  Join our Community                    34
  Chronicle Sheet                        36
  
  • Valten
  • Irriea Estate
  • Umok
  • Citadel Dinyar
  Chitterwood
  Isger
  3
  ire by controlling her further, the family’s patriarch released 
  her from service with the unspoken threat of using her true 
  name against her if she ever sought retribution. Perhaps 
  because it had long since tired of the deceased agent’s antics, 
  House Thrune never officially reprimanded the Irricas for 
  this affront. Instead, the Isgeri family received a steady stream 
  of lucrative mercantile contracts.
  The goblin invasions brought these decades of wealth and 
  privilege to an end. A lethal raid on a major convoy followed 
  by the tragic attack on the Irricas’ countryside estate left 
  everyone dead but the family’s youngest child, Pava Irrica, who 
  was found and raised by the Sisters of the Golden Erinyes. 
  She has received the monastery’s training and now endeavors 
  to reclaim whatever she can of her family’s legacy to further 
  her own ambitions. Meanwhile, Venture-Captain Brackett 
  recently received permission to review the Eagle Knights’ 
  newly declassified reports from the Goblinblood Wars. 
  F
  or more than two millennia, Isger has served as a 
  vassal state, first to Taldor and later to Cheliax. Always 
  tugged back and forth as a strategically valuable prize, 
  it was rarely provided the military forces needed to properly 
  defend itself. Tragedy struck about 20 years ago at the outbreak 
  of the Goblinblood Wars. As goblins and hobgoblins attacked 
  settlements all across the region, the steward Hedvend VI 
  ordered his forces to protect the capital and primary trade 
  routes, leaving most outlying towns on their own. Little 
  assistance came directly from Cheliax, so an improbable 
  alliance of Hellknights, Eagle Knights, and Druman 
  Blackjackets joined forces to fend off the goblin menace–
  but not without cost. By the end of the war several years 
  later, many of the unlikely heroes of Isger had fallen before 
  the goblin hordes, and the fighting had left the countryside 
  devastated and under the control of roving bandits. 
  Isger’s depleted treasury has never been fully rebuilt, yet 
  several independent operations have stepped in to assist. Most 
  notable are the Sisters of the Golden Erinyes, an outwardly 
  humanitarian branch of the murderous Sisterhood of Eiseth. 
  The Golden Erinyes raises orphans of the Goblinblood 
  Wars to revere Asmodeus, accepting female wards into their 
  militant monastery upon adulthood and directing male 
  adults into the Hellknights or church of Asmodeus. Any Isgeri 
  citizens who might be inclined to protest over the orphans 
  being claimed and indoctrinated by the church of Asmodeus 
  have been ineffective due to Isger’s status as a thrall state of 
  Cheliax and their own precarious circumstances following 
  the Goblinblood Wars.
  Among the wars’ casualties was the Irricas, a prosperous 
  family that had wielded considerable regional influence 
  despite not being nobility. A century earlier, though, the 
  Irricas were far less well-to-do. Only the rise of House 
  Thrune changed their fortunes, when an overly ambitious 
  Thrune agent browbeat the family into fulfilling his demands 
  under threat of destruction by his erinyes thrall. After a year 
  of bowing to his demands, the Irricas gained the upper hand 
  when one of them discovered the devil’s true name. When the 
  agent came again to make demands, the family commanded 
  the erinyes to turn on her master. Rather than risk the devil’s 
  By Saif Ansari, Louis Manko Levite, Kendra Leigh Speedling, 
  Kevin Willis, and Scott D. Young
  This quest takes place in the nation of Isger, a puppet state 
  of Cheliax that lies astride a primary trade route. For more 
  information about Isger, see Pathfinder Campaign Setting: 
  The Inner Sea World Guide, available at bookstores and 
  game stores everywhere, and online at paizo.com.
  Where on Golarion?
  FALLEN FAMILY, 
  BROKEN NAME
  
  Venture-Captain 
  Brackett
  PATHFINDER SOCIETY SCENARIO
  4
  He found an offhand reference to the Irricas’ command of a 
  fiery devil using something passed down to each successive 
  head of the family. Worried that there might be some devil-
  controlling relic just waiting to be uncovered by irresponsible 
  hands, he assembles a team to investigate.
  RUNNING FALLEN FAMILY, BROKEN NAME
  Pathfinder Quests: Fallen Family, Broken Name is a series of five 
  quests, each a short adventures designed to take about 
  1 hour apiece. Collectively, the quests tell a cohesive 
  story beginning with the “Estate” quest and ending 
  with the “Epithet” quest, although the players can 
  experience the middle three quests (“Scorch,” 
  “Memoriam,” and “Trove”) in any order. Venture-
  Captain Brackett’s letters to the PCs appear 
  on pages 25–26; each one corresponds to 
  one of the five quests. It is recommended 
  that the GM provide the handouts for 
  “Scorch,” “Memoriam,” and “Trove” to the 
  players upon completing “Estate”, allowing 
  them to choose which adventures they 
  wish to play and in which order.
  RECEIVING CREDIT
  A player who completes one or 
  more of the quests receives a 
  Chronicle sheet for Fallen Family, 
  Broken Name, noting which quests 
  he finished. He can later play the rest of 
  the quests in the series, earning greater 
  rewards (see the Variable Rewards 
  boon on the Chronicle sheet at the end of this series). If 
  the character receiving the Chronicle sheet for Fallen Family, 
  Broken Name gains XP from another Chronicle sheet, he can 
  no longer earn additional rewards for playing the other 
  Fallen Family, Broken Name quests. Fallen Family, Broken Name 
  can be replayed for credit, but the credit must be applied to 
  a different character each time.
  When a GM runs a quest, she can also apply credit to one of 
  her characters. However, each time she runs a quest, she can 
  check off any one of the quest boxes on her Chronicle sheet. 
  This way a GM can continue to earn credit toward a single 
  character even if she runs the same quest several times for 
  different groups.
  ESTATE
  BY SCOTT D. YOUNG
  Destroyed in the opening weeks of the Goblinblood Wars, 
  the Irrica family’s summer estate stands on a bald hall 
  overlooking the Conerica River in central Isger. For the last 
  two decades the estate has remained abandoned, for eerie 
  noises drive most potential squatters away. This shunned 
  location, so close to the main trade route of the Conerica 
  Straits, has attracted the attention of Tavetti Alfino, a 
  cultured highwayman who relishes the house’s notoriety. 
  Tavetti leads a small group of brigands that fights to defend 
  its new base of operations.
  SUMMARY
  The PCs meet with Venture-Captain Brackett 
  at the Almas Lodge and learn of a trove of 
  recently declassified documents that 
  detail the influential Irrica family of 
  central Isger. Brackett sends the PCs in 
  search of the Irricas’ supernatural aid 
  alluded to in the documents. 
  Traveling to the Irricas’ summer 
  estate, the PCs find signs of goblin 
  vandalism and two decades of neglect. 
  As the PCs explore the house, they are 
  attacked by the bandits currently using the 
  estate as a base.
  A haunted portrait gallery in the main 
  hall provides names and faces of the Irrica 
  family, and insight into the death of a Thrune 
  official. In a side room, the PCs can discover 
  the Irrica patriarch’s hastily updated will, 
  which reveals that the family was aided 
  by a “savage angel,” and provides 
  locations for the four items that are 
  somehow the key to controlling 
  the “angel.” 
  GETTING STARTED
  Read the following to get the adventure underway. 
  Sun streams through the stained glass windows in the old 
  Cathedral of Aroden, now serving as the Almas Lodge of the 
  Pathfinder Society. Venture-Captain Brackett’s ornate desk is 
  covered in neatly stacked bundles of documents. 
  “I need you to investigate the Irrica family of central Isger,” 
  Brackett begins without looking up. “The Eagle Knights have 
  finally released their documents from the early days of the 
  Goblinblood Wars, when they fought alongside Hellknights and 
  Druman mercenaries to contain the goblin invasion up north.” 
  He nods curtly at a young man across the room, who wears the 
  golden epaulets of an Eagle Knight. “Captain Bascomb?”
  The officer steps forward smartly. “The Irricas were supporters of 
  House Thrune during the Chelish Civil War. After the Thrune family 
  came to power, the Irricas stood up to a Thrune official’s extortion 
  attempts. The Thrune agent apparently disappeared, and rumor 
  was that the Irricas killed him using some sort of supernatural 
  aid. The Irricas were not punished for their transgression; on the 
  contrary, the family received several lucrative contracts from 
  House Thrune and became quite influential regionally. ” 
  
  5
  FALLEN FAMILY, BROKEN NAME
  Brackett’s eyes narrow. “Anything that could scare House Thrune 
  into inaction is not something we want left lying around. Go to the 
  Irricas’ summer estate and find out what sort of supernatural aid 
  the Irricas had. Be here and ready to leave before dawn tomorrow.” 
  The venture-captain answers any questions the PCs have. 
  Below are some possible questions and their answers.
  What do we know about the Irrica family? “We know that 
  they became influential merchants about the time that House 
  Thrune came to power, but they were wiped out during the 
  first goblin attacks of the war. Their summer estate is on the 
  Conerica River, on the way to Elidir where I’m heading. We’ll 
  travel together until we reach the estate.”
  What about this Thrune official? “The Irricas’ liaison was 
  Vegoran Thrune, a distant cousin of the queen and a callous 
  brute who abused his authority for personal gain. As the story 
  goes, the family put up with it for a year or so… then, Vegoran 
  suddenly disappeared. That’s when rumors of the Irricas’ 
  ‘supernatural aid’ began.” 
  DIPLOMACY (GATHER INFORMATION) OR 
  KNOWLEDGE (LOCAL)
  Based on the result of a Knowledge (local) or Diplomacy 
  check to gather information, the PCs might know more 
  about the Irrica family. They learn all of the information 
  whose DC is equal to or less than the result of their check.
  10+: The Irricas were an influential Isgeri family allied 
  with House Thrune of Cheliax. They were based out of 
  Elidir but often traveled the countryside in their dealings 
  as merchants.
  15+: The Irrica family had a summer home on the south 
  shore of the Conerica River, where they conducted business 
  and entertained guests from across Isger and Cheliax. The 
  last of them died defending this estate, which was more 
  exposed to goblin attacks than their other holdings. 
  20+: Rutillo Irrica’s will was filed in Elidir in 4680 ar, but 
  few of the people named in it survived the Goblinblood Wars, 
  and no more recent will has been found. Other than a few 
  personal items, none of the Irrica estate has been distributed. 
  TRAVELING TO ISGER
  Travel to the Irrica estate from Almas takes 14 days by horse; 
  the venture-captain lends the PCs horses if they do not have 
  mounts. (These light horses come with a riding kit but are not 
  combat-trained).
  Two weeks into the journey, Venture-Captain Brackett points out a 
  dark silhouette on the horizon. “There’s the old Irrica estate. Check 
  it out, and then meet me in Elidir to report. I’ll be staying at the 
  Short Sorcerer Tavern, near the Druma Road gate.” 
  After answering any further questions, Brackett rides 
  north, leaving the PCs to their explorations.
  A. THE ESTATE
  The Irrica summer estate is a two-story gothic structure 
  that was assaulted in the opening weeks of the Goblinblood 
  Wars The few narrow windows have been boarded up from 
  inside, and the main doors are scorched and scarred but 
  appear intact. The upper floor appears to have collapsed 
  completely. Unless otherwise noted, all rooms are dark, with 
  15-foot ceilings and good wooden doors (hp 15, break DC 16). 
  The interior walls have been defaced by crude goblin and 
  hobgoblin graffiti to a height of about 9 feet.
  The estate areas are briefly described below.
  A1: Entrance. Broad stone steps lead to an open-air veranda 
  and small vestibule. The main doors are locked and barred 
  from the inside (hp 20, hardness 5, break DC 25). 
  A2: Grand Hall. This area is detailed below.
  A3: Shrine. This simple shrine to Asmodeus has been 
  thoroughly vandalized. 
  A4: Library. Fragments of books and broken furniture are 
  scattered throughout this room. 
  A5: Rutillo’s Office. This area is detailed below. 
  A6: Salon. A fire in the southeastern corner of this room 
  has destroyed most of this room’s contents; treat this area as 
  difficult terrain. 
  A7, A8: Side rooms. These rooms contain only fallen plaster, 
  dust, and old cobwebs.
  A9: Intact Salon. Lit by lantern, this former salon’s furniture 
  is mostly intact and shows signs of recent habitation.
  A10: Sitting Room. This area is detailed below.
  A11: Well. A stone statue of an angelic figure looms over this 
  old well. A PC who succeeds at a DC 18 Knowledge (planes) 
  check identifies the figure as an erinyes devil.
  Hazard: The floor in several areas (indicated on the map) 
  has rotted through and acts as difficult terrain.
  A2. GREAT HALL (CR 2 OR CR 3)
  This once-grand hall now lies in ruins. Marble pillars support a 
  painted ceiling above an ornately tiled but bloodstained floor. 
  Broken glass and debris cover the floor. Stern portraits of Irrica 
  family members look down from gilded frames hung above the 
  reach of goblin vandals. A wrought-iron spiral staircase, its railings 
  evoking the fires of Hell, leads to the collapsed upper floor, and a 
  pair of sweeping staircases are choked with debris. The exterior 
  doors are ornately carved and barred from within, save the one in 
  the northwestern corner, which lies in splinters. 
  A large portrait on the southern wall shows the Irrica’s 
  extended family shortly before the war. One of the visible 
  figures is a young Althea Irrica, (see “Memoriam”); another 
  figure is Dremlut Irrica, depicted in his Hellknight armor 
  (see “Trove”). The northern wall bears a portrait of the 
  family’s last patriarch, Rutillo, bearing the Irrica mace as a 
  symbol of his authority. 
  
  A. The Estate
  T
  : Tavetti
  Q
  : Quinn
  J
  : Jaym
  B
  : Bella
  A
  : Ayle
  A
  J
  B
  T
  Q
  1 square = 5 feet
  A5
  A7
  A8
  A9
  A10
  A2
  A1
  A6
  A4
  A3
  Pathfinder Flip-Mat: Haunted House
  N
  PATHFINDER SOCIETY SCENARIO
  6
  
  7
  FALLEN FAMILY, BROKEN NAME
  Creatures: If the bandits have been alerted to the PCs’ 
  presence (such as by the haunt triggering), they move here to 
  investigate. See area A10 for statistics.
  Haunt: It was in this hall that Rutillo Irrica seized control 
  of Vegoran Thrune’s erinyes thrall, invoking the devil’s true 
  name and turning her against her master. Decades later, the 
  Irricas died in front of the same portraits, charging the painted 
  images with terror and despair (see the haunt, below). Tavetti 
  and his gang know of the haunt (having experienced it the first 
  time they explored the house), and they use it to their advantage 
  against intruders. 
  SUBTIER 1–2 (CR 2)
  SERVANT’S BETRAYAL  
  CR 2
  CE haunt (10-ft. radius)
  Aura faint illusion 
  Caster Level 3rd
  Notice Perception DC 13 (to see the portraits turn to watch) 
  hp 4; Trigger proximity; Reset 1 hour 
  Effect When the haunt is triggered, the portrait of Rutillo Irrica 
  animates and scowls at intruders, shouting, “Vegoran Thrune, 
  your time has come!” A dark-winged figure appears in front 
  of the portrait. Rutillo mouths a four-syllable word or phrase 
  that is both too soft and too loud to be understood, and 
  the winged creature raises its sword to attack. The creature 
  that triggered the haunt is affected by oneiric horrorOA (Will 
  DC 12 negates). If the haunt is neutralized (such as by a PC 
  channeling positive energy) the winged being disappears (or 
  fails to appear) and the image of Rutillo briefly appears to 
  speak an indecipherable phrase and look about in confusion 
  before falling quiescent.
  Destruction The haunt is destroyed when an Irrica family 
  member publicly accepts responsibility for the murder of 
  Vegoran Thrune.
  SUBTIER 4–5 (CR 3)
  SERVANT’S BETRAYAL  
  CR 3
  CE haunt (10-ft. radius)
  Aura faint illusion 
  Caster Level 5th
  Notice Perception DC 15 (to see the portraits turn to watch) 
  hp 6; Trigger proximity; Reset 1 hour 
  Effect When the haunt is triggered, the portrait of Rutillo Irrica 
  animates and scowls at intruders, shouting, “Vegoran Thrune, 
  your time has come!” A dark-winged figure appears in front 
  of the portrait. Rutillo mouths a four-syllable word or phrase 
  that is both too soft and too loud to be understood, and the 
  winged creature raises its sword to attack. All creatures in 
  the area are affected by oneiric horrorOA (Will DC 14 negates). 
  If the haunt is neutralized (such as by a PC channeling 
  positive energy) the winged being disappears (or fails to 
  appear) and the image of Rutillo briefly appears to speak an 
  indecipherable phrase and look about in confusion before 
  falling quiescent.
  Destruction The haunt is destroyed when an Irrica family member 
  publicly accepts responsibility for the murder of Vegoran Thrune.
  Development: Characters affected by the haunt who 
  succeed at a DC 18 Knowledge (planes) check identify the 
  angelic figure as an erinyes devil. 
  A5. RUTILLO’S OFFICE
  This once-luxurious office has been thoroughly ransacked, and goblin 
  vandals have defaced the walls and furniture. A dead crow, relatively 
  fresh but burned and blackened, has been nailed to a plaque on the 
  western wall. A gilded portrait frame over the desk has been covered 
  with paint and blood, obscuring the image beneath. 
  A PC who succeeds at a DC 10 Knowledge (local) check 
  (DC 12 in Subtier 4–5) identifies the burnt bird as the 
  territorial mark of the Scorchfeathers goblin tribe. Several 
  Scorchfeather goblins passed through a little over a year ago 
  and stole the only item of value left that they could reach: 
  the hellfire rod, which once hung on the plaque.
  Treasure: The portrait above the desk is an animated 
  portraitUE of Asmodea Irrica. Unfortunately, hobgoblin vandals 
  were able to reach it by standing on the desk, and covered 
  most of the image with paint and blood. This prevents the 
  portrait from properly hearing any questions; it responds to 
  any inquiry with, “I am Asmodea Irrica, daughter of Rutillo 
  and heir of the House of Irrica.” A successful DC 12 Craft 
  (painting), DC 15 Appraise, or DC 20 Knowledge (arcana) check 
  reveals that if the painting is properly cleaned and restored, 
  it may be able to answer other questions as well, though such 
  a restoration is impossible without specialized equipment. 
  PCs who succeed at a DC 12 Perception check notice that the 
  picture sits slightly askew from the wall as though there is 
  something behind it (see the development below).
  Development: A piece of parchment is affixed to the 
  back of the portrait with alchemical glue (noticeable if the 
  portrait is removed from the wall). On it is a hastily updated 
  handwritten copy of Rutillo Irrica’s last will and testament, 
  dated the day he and his family were killed. Give the players 
  Handout #1. 
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: Tavetti and the bandits have been up all 
  night and all have the sickened condition.
  Subtier 4–5: Remove Jaym and Quinn from the encounter.
  Scaling Encounter A10
  
  PATHFINDER SOCIETY SCENARIO
  8
  A10. TAVETTI’S ROOM (CR 3 OR CR 6)
  This is where the bandits camp between raids. The room is 
  well-lit by lanterns, and bedrolls and other personal gear are 
  stacked along the walls. The broken boards in the northern 
  part of this room act as difficult terrain.
  Creatures: Two bandits (four in Subtier 4–5) relax here, 
  listening to Tavetti’s oratory with rapt attention.
  SUBTIER 1–2 (CR 3)
  TAVETTI ALFINO 
  CR 1
  Storyteller (Pathfinder RPG GameMastery Guide 272; see page 32)
  hp 11
  TACTICS
  Before Combat If alerted, Tavetti casts message on his 
  companions and moves into the southern wing of A2. He stays 
  out of sight and uses ventriloquism to lure intruders towards 
  the haunt if it has not been triggered.
  During Combat Tavetti uses inspire courage and attempts to stay 
  out of melee, using his whip to trip anyone who approaches 
  and casting hideous laughter to disable opponents. 
  Morale Tavetti is overconfident and fights until brought below 3 
  hit points, then flees.
  BELLA AND JAYM 
  CR 1/2
  Bandits (Pathfinder RPG GameMastery Guide 258; see page 28)
  hp 11 each
  TACTICS
  Before Combat If they are alerted, both bandits hide in the 
  southern wing of area A2 to ambush intruders.
  During Combat Both bandits use their bows as long as possible, 
  engaging in melee to defend Tavetti. They know of the haunt 
  and avoid its area of effect.
  Morale As long as Tavetti lives, the bandits fight to defend him. If 
  Tavetti is defeated the others flee.
  SUBTIER 4–5 (CR 6)
  TAVETTI ALFINO 
  CR 2
  Local Celebrity (Pathfinder RPG NPC Codex 27; see page 31)
  hp 20
  TACTICS
  Before Combat If alerted, Tavetti casts resistance on himself, Ayle, 
  and Quinn and the three move northwest through A9 and A8 to 
  the main hall to surround intruders.
  During Combat Tavetti uses inspire courage and attempts to stay 
  out of melee, using ranged spells. He lures intruders towards 
  the haunt if they have not already triggered it.
  Morale Tavetti fights until brought below 5 hit points, then flees.
  AYLE, BELLA, JAYM, AND QUINN 
  CR 2
  Poachers (Pathfinder RPG NPC Codex 129; see page 31)
  hp 30 each
  TACTICS
  Before Combat If alerted to the presence of intruders, Bella and 
  Jaym hide in the southern wing of A2, while Ayle and Quinn 
  go with Tavetti through A9 and A8 to surround intruders.
  During Combat Bella and Jaym use their crossbows as long as 
  possible. Ayle and Quinn draw their handaxes and attack with 
  Tavetti. They know of the haunt and avoid its area of effect.
  Morale As long as Tavetti lives, the bandits fight to defend their 
  home. If Tavetti and two bandits are defeated the others flee, 
  or surrender if brought below 4 hp.
  CONCLUSION
  After the party investigates the estate and drives off or 
  defeats the bandits, they can collect whatever information 
  they wish and then continue on to meet Venture-Captain 
  Brackett in Elidir. After hearing their report and examining 
  the will, Brackett shares his concerns with the PCs.
   “A savage angel,” Venture-Captain Brackett muses. “And the focus 
  on names… it’s just possible that the Irricas managed to discover 
  the true name of a devil, and used that to destroy Vegoran Thrune. 
  If so, we’d best secure these four items before they fall into the 
  wrong hands and someone uses the name for nefarious purposes. 
  Give me a few days, and I’ll have the locations of the items for 
  you to retrieve.” He looks up from the will and flashes a rare smile. 
  “Well done, Pathfinders!”
  SCORCH
  BY KEVIN WILLIS
  The Goblinblood Wars scarred both the Isgeri citizens and the 
  very country’s landscape. Towns were destroyed and families 
  split. In the end, the defenders managed to turn the tide 
  against the ravaging goblinoids only by burning vast swaths 
  of the Chitterwood forest, which the raiders called home.
  Once the hobgoblin commanders perished, the better-
  organized forces of Isger slaughtered most of the goblin 
  thralls. Only a few tribes active in the wars 20 years ago 
  still roam outside the caverns and deep places of the 
  Chitterwood. One such tribe is the Scorchfeathers, a highly 
  mobile tribe of mounted goblins that pillages towns, villages, 
  and merchant caravans throughout the eastern Chitterwood 
  and the nearby plains.
  The Scorchfeathers’ greatest prize is a hellfire rod taken from 
  the abandoned Irrica estate. The Scorchfeather goblin chief 
  wields the rod as a symbol of authority, and over the last year 
  the goblins of the tribe have begun to associate possession 
  and mastery of the rod with the right to become chieftain. 
  SUMMARY
  Venture-Captain Brackett directs the PCs to locate the 
  Scorchfeathers tribe, known to be roaming through 
  
  9
  FALLEN FAMILY, BROKEN NAME
  the Chitterwood. Locating the trail of this destructive goblin 
  tribe is easy in the young growth of the forest, and the PCs 
  trace the tribe’s path to a clearing where the Scorchfeathers 
  have cornered an axe beak. The goblins are so intent on 
  taunting and harassing the beast that the PCs are highly likely 
  to catch the goblins unaware. After defeating the goblins, the 
  PCs find a rod matching the description of the item stolen 
  from the Irrica estate. An inscription in Infernal suggests the 
  command word for the rod is part of the name the PCs seek.
  GETTING STARTED
  The PCs receive their instructions from Venture-Captain 
  Brackett in the form of a brief letter, represented in Player 
  Handout #2: Scorch on page 25. Present this to the players and 
  give them time to familiarize themselves with their mission.
  The PCs travel from Elidir as part of a caravan headed 
  toward Citadel Dinyar in southern Isger. The journey is 
  without incident. Once south of the gnome town of Umok, 
  the PCs separate from the caravan to begin tracking the 
  Scorchfeathers goblin tribe. Read or paraphrase the following 
  to get the adventure underway. 
  The morning cookfire crackles softly as the caravan breaks camp 
  and prepares to depart for Citadel Dinyar. The Chitterwood 
  surrounds the road in all directions but the forest is far from 
  consistent. East of the road, burnt and dead trees still stand 
  upright. The land to the west is snarled with low scrub in a dense 
  weave. Irregular slashes of bare dirt and two-foot high grasses 
  give the illusion of other roads leading off from the main track. 
  Caravan Master Jarkan (LN male human expert 2) is 
  an indentured servant intent on working his way up the 
  Kalistocratic wealth ladder. He wears the prescribed white 
  clothing and is friendly and polite with the PCs. Accompanying 
  the caravan is a pair of Druman Blackjacket guards and 
  Gallion Land (LN male human fighter 5/Hellknight 2) of the 
  order of the Godclaw, currently tasked with relaying reports 
  on the state of affairs in Elidir to Citadel Dinyar.
  Both Jarkan and Land know all the information up to DC 
  15 listed below. Land willingly provides all information he 
  knows if asked, but Jarkan considers his knowledge of trade 
  in Isger as a potential mercantile advantage and only parts 
  with what he knows about the geography of the Chitterwood.
  When the PCs are ready to begin their search for the 
  Scorchfeathers, Jarkan provides them each with 2 weeks of 
  trail rations and a reminder that the caravan will be passing 
  back through in 10 days to pick them up. 
  KNOWLEDGE (GEOGRAPHY) 
  Based on the result of a Knowledge (geography) check, the 
  PCs might know more about conditions in the Chitterwood. 
  They learn all of the information whose DC is equal to or less 
  than the result of their check.
  “Scorch” takes place on the outskirts of the Chitterwood, a 
  vast forest in Isger deliberately burnt during the Goblinblood 
  Wars. For more information about Isger, see Pathfinder 
  Campaign Setting: The Inner Sea World Guide, available 
  at bookstores and game stores everywhere, and online at 
  paizo.com.
  Where on Golarion?
  10+: The Chitterwood stretches more than 100 miles from 
  east to west and nearly as far north to south. However much 
  of the forest was deliberately burned by Isger troops in the 
  Goblinblood Wars to deny their enemies a refuge.
  15+: Since the burning, the Chitterwood has begun to 
  regrow in places. Thick underbrush, bare ground, and open 
  trails under quick-growing evergreens can all be found 
  during a few minutes’ walk.
  20+: The deepest reaches of Chitterwood were never 
  burned, nor were the numerous underground warrens. 
  Goblinoids have been rapidly reproducing since the end 
  of the Goblinblood Wars and have recently begun roaming 
  farther afield.
  KNOWLEDGE (LOCAL) OR PROFESSION (MERCHANT)
  Based on the result of a Knowledge (local) or Profession 
  (merchant) check, the PCs might know more about conditions 
  in the Chitterwood. They learn all of the information whose 
  DC is equal to or less than the result of their check.
  10+: Most trade in Isger is via the Conerica River and its 
  tributaries. Isger’s undersized army focuses on securing the 
  river trade, and consequently much of the hinterlands is easy 
  prey for bandits.
  15+: The few overland trade routes in use are normally 
  traveled by heavily guarded caravans. One such route 
  passes through the eastern Chitterwood from Umok to the 
  Hellknight fortress of Citadel Dinyar. Hellknights often 
  accompany such caravans as it is also the quickest route for 
  them to central Isger and the capital of Elidir.
  20+: Among the known threats in the Chitterwood is a 
  tribe of goblins known as the Scorchfeathers. While the 
  Scorchfeathers were a feared band of ravagers during the 
  Goblinblood Wars, their hobgoblin commanders were all 
  killed in the final months of the war and the Scorchfeathers 
  are now a force of undirected and unpredictable mayhem.
  TRACKING THE VANDALS
  Locating the Scorchfeathers requires a series of Survival 
  checks to track the goblins’ progress through the Chitterwood. 
  The trail of destruction the goblins leave is easy to follow, and 
  the PCs catch up with the tribe on the fourth day even if they 
  fail the skill checks. However, if they succeed they can find 
  
  PATHFINDER SOCIETY SCENARIO
  10
  the locations where the tribe camped each evening along 
  with some detritus that may prove useful. Locating a day’s 
  campsite requires a successful DC 13 Survival check (DC 16 in 
  Subtier 4–5). Each PC may attempt an individual check each 
  day or may attempt to aid another PC. Only one success is 
  required per day. On the morning after the third check, the 
  PCs encounter the goblins in area B.
  DAY 1 CAMPSITE
  This clearing likely burnt during the Goblinblood Wars, but 
  the ground cover has clearly been burnt away again within 
  the past few days. A few minutes of sifting through the ashes 
  uncovers a broken Small dogslicer (broken masterwork 
  Small dogslicer in Subtier 4–5), two empty ceramic jugs, and 
  the jumbled bones of a small-sized creature. Succeeding at 
  a DC 15 Knowledge (nature) check allows the PCs to identify 
  the bones as likely belonging to a forest bird of some type, 
  perhaps a wild turkey. 
  DAY 2 CAMPSITE
  A shallow cleft in a rocky hill appears to have provided the 
  goblins with a resting place for the night but little to burn. 
  The dung of several creatures is scattered about with no 
  regard for sanitation. Near one pile of dung is a discarded 
  string of large feathers tied together as a crude headdress. 
  DAY 3 CAMPSITE
  The goblins made camp beneath a spreading oak. The first 
  thing to strike the senses is the scent of charred flesh and 
  fuzz. The unplucked carcass of a small bird has been nailed 
  to the oak tree and set on fire. Discarded scraps of food are 
  scattered around a crude semi-circle of stones facing the tree. 
  Among the scraps lies a small blood-smeared vial containing 
  a potion of cure light wounds (a potion of cure moderate wounds in 
  Subtier 4–5).
  B. FEATHERS AND FIRE
  The trees thicken, and the previously wide glades narrow 
  and disappear in this unburnt part of the Chitterwood. A 
  loud animal screech echoes between the trunks, followed by 
  excited laughter and cheers of triumph. 
  The Scorchfeathers tribe has been chasing and harassing 
  an axe beak in the forest for several hours and have finally 
  cornered it. The goblins’ joy and excitement leave them 
  distracted from their surroundings, and the PCs can easily 
  sneak up on them. Allow each PC to attempt a DC 9 Stealth 
  check (DC 11 in Subtier 4–5) as they follow the eastern path 
  (see map on page 11) toward the goblins in the southwest 
  clearing. Each PC who succeeds at the Stealth check may act 
  in the surprise round, starting within 30 feet of the goblins.
  If the PCs manage to approach undetected, they see a 
  large avian creature with stunted wings struggling to break 
  free from a dirty mass surrounding its legs. Small, green-
  skinned humanoids cackle and cheer as they fire arrows 
  near the trapped bird. One of the humanoids raises an 
  oversized blackened rod tied about with a variety of feathers. 
  The others quiet and look between her and the ensnared 
  beast. She shouts out a single word and an arrow of fire 
  shoots from the rod towards the avian, missing by 5 feet. 
  The silence persists for a moment before the others begin 
  laughing again, this time splitting their mocking between 
  the trapped creature and their comrade. 
  Creatures: The Scorchfeathers goblins have ensnared an 
  axe beak in a tanglefoot bag and engage in a contest, attempting 
  to shoot feathers off the trapped axe beak. In Subtier 1–2 there 
  are four goblins accompanied by an outrider mounted on a 
  giant gecko. In Subtier 4–5 three goblin commandos harass 
  the axe beak while the chief circles slowly 15 feet overhead 
  on her giant vulture animal companion. In both subtiers 
  the mounted goblin is carrying the hellfire rod. If none of the 
  PCs succeed on the Stealth check to approach unnoticed, the 
  goblins temporarily ignore the axe beak in favor of attacking 
  the PCs on the first full round of combat. If none of the 
  PCs are spotted but the PCs elect not to immediately attack, 
  the goblins quickly tire of their taunting and proceed to 
  slaughter the trapped axe beak 1 minute later.
  SUBTIER 1–2 (CR 3)
  AXE BEAK 
  CR 2
  hp 22 (Pathfinder RPG Bestiary 3 29; see page 28)
  TACTICS
  Before Combat The axe beak is stuck to the ground by a 
  tanglefoot bag.
  During Combat The axe beak breaks free from the tanglefoot 
  bag on the first round of combat. On the second round it 
  attacks the closest goblin it can reach.
  Morale Once the first goblin it attacks is reduced to 0 or fewer 
  hit points, the axe beak attempts to flee the area.
  GOBLINS (4) 
  CR 1/3
  hp 6 each (Pathfinder RPG Bestiary 156; see page 29)
  TACTICS
  During Combat One goblin continues firing at the axe beak 
  while the others attack the PCs with their shortbows.
  Morale The goblins lose heart and attempt to flee if the goblin 
  outrider is defeated.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Remove 1 goblin from the encounter.
  Subtier 3–4: Remove 1 commando from the encounter.
  Scaling Encounter B
  
  B. Feathers and Fire
  V
  : Vulture Pilot
  G
  : Goblin/Goblin Commando
  R
  : Goblin Outrider
  A
  : Axe Beak
  G2
  G1
  G3
  G4
  R
  A
  V
  1 square = 5 feet
  Pathfinder Flip-Mat Classics: Woodland
  N
  11
  FALLEN FAMILY, BROKEN NAME
  
  PATHFINDER SOCIETY SCENARIO
  12
  GOBLIN OUTRIDER 
  CR 1
  hp 19 (Pathfinder RPG Monster Codex 
  106; see page 30)
  TACTICS
  Before Combat The goblin outrider is 
  focused on taunting the axe beak 
  and is not paying attention to her 
  surroundings.
  During Combat The goblin outrider uses her bow or alchemist’s 
  fire, then switches to her dogslicer and uses Power Attack to 
  increase her damage while darting in and out of melee range 
  with Ride-By Attack. The outrider prefers to attack an avian 
  animal companion or familiar if one is present.
  Morale The goblin outrider fights to the death. The gecko mount is 
  barely trained and flees if the outrider is killed or incapacitated.
  SUBTIER 4–5 (CR 6)
  AXE BEAK 
  CR 2
  hp 22 (Pathfinder RPG Bestiary 3 29; see page 28)
  TACTICS
  Before Combat The axe beak is stuck to the ground by a 
  tanglefoot bag.
  During Combat The axe beak breaks free from the tanglefoot bag 
  on the first round of combat. On the second round it attacks the 
  closest goblin it can reach.
  Morale Once the first goblin it attacks is defeated, the axe beak 
  attempts to flee the area.
  GOBLIN COMMANDOS (3) 
  CR 2
  hp 24 each (Pathfinder RPG Monster Codex 108; see page 29)
  TACTICS
  During Combat The goblin commandos fire an initial volley 
  of flaming arrows, then drop their bows and use their 
  horsechoppers against the PCs.
  Morale The goblin commandos attempt to flee if the vulture pilot 
  is killed or incapacitated.
  GOBLIN VULTURE PILOT 
  CR 3
  hp 38 (Pathfinder RPG Monster Codex 109; see page 30)
  OFFENSE
  Alchemist Extracts Prepared
  2nd—false life, touch injection
  1st—bomber’s eye, expeditious retreat, shield, true 
  strike
  TACTICS
  Before Combat The vulture pilot has drunk a false 
  life extract and a potion of barkskin, and has fed 
  a potion of barkskin to her vulture companion. She 
  has 10 minutes of duration left with barkskin when the PCs 
  first encounter her, and 3 ½ hours left on her false life extract. 
  The goblin vulture pilot slowly circles the trapped axe beak 
  and is not paying attention to her surroundings.
  During Combat The pilot uses her bombs to scatter opponents 
  on the ground, tanglefoot bags to hold tasty prizes in place, 
  and alchemical splash weapons as the situation warrants. The 
  goblin prefers to attack an avian animal companion or familiar 
  if one is present.
  Morale The goblin vulture pilot fights to the death.
  GIANT VULTURE 
  CR –
  hp 26 (Pathfinder RPG Monster Codex 109)
  TACTICS
  Morale The giant vulture flees if her pilot is killed or incapacitated.
  Treasure: In addition to the gear listed in the goblins’ stat 
  blocks, one of the goblins (either the outrider in Subtier 1–2 
  or the vulture pilot in Subtier 4–5) is carrying the hellfire rod 
  that the Scorchfeathers looted from the Irrica manor. Burnt 
  feathers have been crudely tied to the rod and the black 
  sheen of ash covering the rod rubs off on the hand of the 
  first PC to touch it, revealing a dark wood haft inlaid with 
  silver script.
  Development: If the PCs take any of the goblins prisoner, 
  the captured goblins promise anything and everything 
  to the PCs—no matter how outrageous—in return for 
  being set free. If the PCs choose to free the goblins, they 
  immediately flee the area as quickly as possible. 
  CONCLUSION
  If any of the PCs are capable of reading or speaking Infernal, 
  the inscription on the rod is easily legible. If the PCs cannot 
  decipher the text themselves, the Hellknight Gallion Land is 
  more than willing to translate it for them when the caravan 
  returns. The inscription on the rod reads “Only those who 
  can command the lesser power of this rod can be trusted 
  with True power.”
  This serves as a clue indicating the actual purpose of the 
  rod. The command word of the rod is also a piece of the 
  true name of the erinyes devil that was once controlled by 
  the Irrica family.
  Hellfire rod
  Aura faint conjuration; CL 9th
  Slot none; Price 6,480 gp; Weight 5 lbs.
  This black rod inlaid with silver Abyssal script curves 
  slightly, resembling an unstrung bow. Once per day, 
  the wielder of a hellfire rod can speak the command 
  word to create an arrow of burning fire. Treat this as a 
  ranged touch attack identical to the acid arrow spell, 
  except the damage is fire instead of acid.
  CONSTRUCTION 
  Requirements Craft Rod, acid arrow, creator must 
  be able to cast at least one spell with the [fire] 
  descriptor; Cost 3,240 gp
  
  Delara
  13
  FALLEN FAMILY, BROKEN NAME
  MEMORIAM
  BY KENDRA LEIGH SPEEDLING
  During the Goblinblood Wars, the Blackjackets of Druma’s 
  Mercenary League played an important part in quelling 
  the goblinoid threat. One of those Blackjackets was Delara 
  Adnen, a distant cousin of the Irrica family in Isger. Now 
  retired, Delara has settled in Valten, an Isgeri 
  town near the Druman border, and built a 
  lavish estate funded by her ownership 
  of several trading caravans. Delara has 
  done well for herself, but one piece 
  of fortune she has not given much 
  attention was an inheritance from her 
  deceased Irrica relatives: a gold locket.
  The locket, unbeknownst to Delara, 
  holds a secret. Venture-Captain Brackett 
  believes a portion of the erinyes’ true name is 
  sealed inside. Having identified Delara as the 
  recipient from the Irricas’ will, he tasks 
  the PCs with convincing Delara to 
  give them or show them the locket.
  SUMMARY
  Upon arrival in Valten, the PCs 
  meet with Delara, who agrees 
  to show them the locket. When 
  the PCs attempt to open it, a 
  spirit 
  manifests: 
  Althea 
  Irrica, 
  the previous owner, who died 
  mysteriously shortly before the attack 
  on the Irrica estate. While Althea is not 
  hostile to the PCs, she refuses to let anyone 
  open the locket, as it contains a portrait of her deceased 
  fiancé. She asks the PCs to find her engagement ring so 
  she can touch it one last time before departing the mortal 
  realm. Unbeknownst to anyone, Althea’s engagement ring 
  is actually a raktavarna rakshasa called Zeverit. Zeverit was 
  actually the one responsible for her death, though Althea 
  does not remember this due to its poison’s modify memory 
  effect. It had hoped to torment the Irrica family longer, but 
  the deaths of almost everyone on the estate ended that plan. 
  Since Althea’s death, it has subtly been causing misfortune 
  for its subsequent owners before eventually killing them; 
  Delara was spared such a fate by selling the ring shortly after 
  receiving it.
  GETTING STARTED
  The PCs receive their instructions from Venture-Captain 
  Brackett in the form of a brief letter, represented in Handout 
  #3: Memoriam on page 25. Present this to the players and give 
  them time to familiarize themselves with their mission. The 
  PCs arrive in Valten without incident. Valten is a small but 
  “Memoriam” takes place in Valten, a countryside town in 
  Isger near the Druman border. For more information on Isger 
  and Druma, see the Pathfinder Campaign Setting: The Inner 
  Sea World Guide, available at bookstores and game stores 
  everywhere, and online at paizo.com.
  Where on Golarion?
  bustling town, and the PCs are easily able to locate 
  Delara’s estate.
  Past the houses and shops clustered at the 
  town’s center, a large mansion stands on a hill 
  overlooking the river. A wrought-iron fence 
  encircles the beautifully maintained grounds of 
  the estate, its gate standing open and adorned 
  by a family crest.
  Once the PCs arrive at the estate, the butler 
  asks their business before ushering 
  them in to see Delara. After waiting 
  for a few minutes in the elegantly 
  decorated parlor, a muscular, 
  middle-aged woman with graying 
  hair strides into the room. She 
  regards the PCs thoughtfully 
  before speaking.
  “Good day. I am Delara Adnen. My butler 
  informs me you all wish to see me, 
  though he neglected to give your names. 
  Have a seat, and we can discuss your business.”
  Although she is a busy woman, Delara has a soft spot for 
  adventurers and is courteous to the PCs. She rings a bell 
  for refreshments and makes small talk until they arrive. If 
  the PCs attempt to get straight to the point, she chuckles, 
  stating, “Business is best conducted on a full stomach, don’t 
  you think?”
  A servant sets a cup of tea and a plate of confections in 
  front of each PC before departing, after which Delara invites 
  the PCs to state their business. After hearing their request, 
  she agrees to show them the locket; she is also willing to sell 
  it to them if they ask. Their interest piques her curiosity, 
  however, and if the PCs seem evasive about the reason they 
  want to see it, she tells them she is happy to cooperate if they 
  will return the favor. She is intrigued by the notion of the 
  true name but has little practical interest in it, and brings 
  the locket out once the PCs explain. A PC who succeeds at a 
  DC 15 Diplomacy check (DC 18 in Subtier 4–5) can convince 
  Delara to show them the locket without explanation, though 
  she does not appreciate the lack of trust and is more brusque 
  about complying in this case.
  
  PATHFINDER SOCIETY SCENARIO
  14
  THE LOCKET’S GUARDIAN
  Upon casual inspection, the surface of the locket does not 
  reveal any inscriptions that could be the true name. A closer 
  examination, however, reveals the mechanism to open the 
  locket, which Delara has not yet spotted. Any attempt to open 
  the locket causes it to seal itself shut, and the reflected image 
  of a ghostly young woman appears on the locket’s surface. She 
  is dressed in a nightgown and has a melancholy demeanor.
  “Please, do not disturb my locket. It is precious to me, and I 
  would like to keep the memories within to myself. Who are you, 
  strangers? Have you come to bring me peace at last?”
  This is Althea Irrica, the locket’s previous owner. She was 
  found dead in her room just a few days before the attack on 
  the Irrica estate. Her cause of death was never discovered, but 
  her family suspected she had killed herself, as her fiance had 
  recently perished in the initial attack on the family convoy. 
  Delara is familiar with this rumor and readily shares it with 
  the PCs if they inquire into the locket’s history. 
  If the PCs attempt to speak to Althea, she tells them the 
  locket contains a portrait of her deceased fiance and the pain 
  of his death is still too fresh for her to allow them to open the 
  locket. Althea knows that time has passed but is not aware of 
  any events since her death, including the deaths of the rest 
  of the Irricas. She does not remember her last moments and 
  does not know what killed her.
  Althea asks the PCs to find her engagement ring and touch 
  it the locket so she can be close to it one last time, believing 
  this will allow her to find peace in the afterlife. Delara 
  recognizes Althea’s description of the ring from a recent 
  manifest of goods she received as part of an inheritance 
  from a recently deceased relative. Delara tells the PCs that 
  she just sold the ring along with several items to a merchant 
  caravan passing through Valten, but they may be able to 
  catch them if they hurry; the caravan is leaving town today 
  on the main road. She gives them a note that instructs the 
  merchants to give the bearers the ring and deduct the ring’s 
  value from her account.
  Before the PCs depart, Delara gives them an additional 
  warning. She was told upon receiving the ring and inheritance 
  that the past two family members who had owned it passed 
  away mysteriously after a downturn in fortune. Delara, despite 
  not being a particularly superstitious woman, had avoided 
  handling the ring or other items from the inheritance prior 
  to selling them, but hearing Althea’s story has raised concerns 
  that the ring’s “curse” may extend beyond the Irrica family.
  C. CARAVAN (CR 3 OR CR 6)
  The merchant caravan is on the main road and easy to 
  spot, so finding it should not be a problem for the PCs. 
  The caravan is stopped for a rest when the PCs reach it. The 
  marked areas represent parked wagons.
  Four wagons are clustered next to the road, pulled off to the side 
  so as not to impede traffic. Next to the wagons, several people 
  mill about chatting, while a few armed guards keep an eye on 
  passing travelers.
  The merchants initially assume the PCs are stopping to 
  trade, but if asked about the ring, they direct the PCs to the 
  caravan leader, a man named Arvok. Arvok listens to the 
  PCs and examines their letter carefully, asking them a few 
  questions about Delara to verify the PCs’ story. 
  As Arvok reviews the letter from Delara, the PCs may 
  notice something is amiss. PCs who succeed at a DC 15 
  Perception check (DC 17 in Subtier 4–5) notice that Arvok is 
  wearing a ring suspiciously similar to the descriptions they 
  have heard of Althea’s ruby engagement ring. If any of the 
  PCs ask Arvok about the ring, he is at first confused, and 
  then genuinely surprised to see the ring on his finger, as 
  though he had forgotten its presence.
  Creatures: If the PCs succeed on the Perception check to 
  notice that Arvok is wearing the ring and ask him about it, the 
  raktavarna Zeverit quickly realizes that it may be discovered 
  and reverts to its normal form and attacks. If all of the PCs 
  failed the Perception check to notice Arvok wearing the ruby 
  engagement ring, Zeverit gains a surprise round when it 
  first springs out at the unsuspecting PCs, hoping to quickly 
  subdue them and use Arvok to escape town with the caravan 
  before more pesky interlopers show up. 
  The merchants are all 1st level experts who do not take 
  part in combat, and the caravan guards (a dozen 2nd level 
  warriors) are unwilling to intervene in any fight between 
  their employer and the PCs, though they call out urging the 
  PCs not to kill him.
  Zeverit is an arrogant creature and is bored by its relative 
  inactivity lately. While fighting the PCs, it gleefully gloats 
  about its history and the fate of its previous owners, including 
  Althea, referring to her as “that sweet lovestruck thing.” If 
  the PCs accuse Zeverit of killing Althea, it happily takes the 
  credit. It is aware that a child of the Irrica family survived the 
  massacre on the estate and may mention this if the PCs raise 
  the subject (per Venture-Captain Brackett’s mention of an 
  unaccounted for heir in Handout #3: Memoriam).
  SUBTIER 1–2 (CR 3)
  ZEVERIT 
  CR 2
  Raktavarna rakshasa (Pathfinder RPG Bestiary 3 229) 
  hp 22
  To accommodate a group of four PCs, Arvok is sickened from 
  exposure to Zeverit’s poison.
  Scaling Encounter C
  
  C. Caravan
  A
  : Arvok
  A
  1 square = 5 feet
  Pathfinder Map Pack: Road System
  N
  15
  FALLEN FAMILY, BROKEN NAME
  TACTICS
  During Combat On the first round of combat, Zeverit uses 
  suggestion against the most physically imposing foe to suggest 
  thieves on the other side of the westernmost wagons are 
  stealing the ring and they should be stopped. It also instructs 
  Arvok, who has already succumbed to the raktavarna’s charm 
  person ability, to attack as well, accusing the PCs of being in 
  league with the fictitious thieves. It focuses on one target until 
  that target suffers its poison, then moves on to the next. 
  Morale Zeverit is spiteful but cowardly, and it flees combat if 
  reduced to 5 or fewer hp.
  ARVOK 
  CR 1/2
  Superstitious mercenary (Pathfinder RPG NPC Codex 80) 
  hp 14
  TACTICS
  During Combat Arvok targets foes that pose a serious threat to 
  Zeverit. He uses Power Attack unless he is having trouble hitting 
  a foe. When a foe seems severely injured, he attempts to deal 
  nonlethal damage, even if Zeverit urges otherwise.
  Morale If freed from the charm person effect, Arvok stops fighting 
  in befuddlement. Otherwise, he flees if reduced to 5 or fewer 
  hit points.
  SUBTIER 4–5 (CR 6)
  ZEVERIT 
  CR 3
  Advanced raktavarna (Pathfinder RPG Bestiary 3 290, 229)
  LE Tiny outsider (native, rakshasa, shapechanger)
  Init +3; Senses darkvision 60 ft., detect magic; Perception +9
  DEFENSE
  AC 21, touch 17, flat-footed 16 (+5 Dex, +4 natural, +2 size)
  hp 28 (3d10+12)
  Fort +5, Ref +8, Will +6
  DR 5/good or piercing; SR 17
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +10 (1d4 plus poison)
  Special Attacks detect thoughts (DC 15)
  Spell-Like Abilities (CL 6th; concentration +8)
  Constant—comprehend languages
  1/day—charm person (DC 15), suggestion (DC 17)
  1/week—commune (CL 12th, 6 questions)
  TACTICS
  During Combat On the first round of combat, Zeverit uses 
  suggestion against the most physically imposing foe and goads 
  Arvok into combat, as in Subtier 1–2. It focuses on one target 
  until that target suffers its poison, then moves on to the next. If 
  all enemies fall victim to its poison, it attempts to sneak into one 
  of their pockets or bags and revert to its normal shape.
  Morale Zeverit flees combat if reduced to 8 or fewer hit points.
  STATISTICS
  Str 11, Dex 20, Con 19, Int 16, Wis 17, Cha 18
  Base Atk +3; CMB +6; CMD 16 (can’t be tripped)
  Feats Alertness, Weapon Finesse
  Skills Appraise +6, Bluff +14, Climb +16, Disguise +18, Escape 
  Artist +8, Perception +11, Sense Motive +11, Spellcraft 
  +6, Stealth +19, Swim +13; Racial Modifiers +4 Bluff, +8 Disguise
  Languages Common, Infernal, Undercommon; comprehend 
  languages
  
  PATHFINDER SOCIETY SCENARIO
  16
  SQ change shape (Tiny living object), master’s eyes
  SPECIAL ABILITIES
  Change Shape (Su) As a full-round action, a raktavarna can take 
  the shape of a handheld object, most often an ornamental 
  light, a one-handed weapon, or a piece of treasure. If 
  the rakshasa remains stationary in such a form, it can 
  attempt Stealth checks even while being observed. It can 
  remain motionless in object form indefinitely, but reverts to its 
  true form as soon as it takes any action.
  Master’s Eyes (Su) A raktavarna can designate a single creature 
  as its master as a standard action. If the raktavarna is a 
  spellcaster’s familiar, its master is automatically that spellcaster, 
  and the raktavarna cannot change this. As a full-round action, a 
  raktavarna’s master can observe the world as if looking through 
  the raktavarna’s eyes. The master must concentrate to maintain 
  this link each round. The master’s visual senses are suppressed 
  for this time, and he uses the raktavarna’s darkvision, detect 
  magic, and regular eyesight to observe the world. This ability 
  has no limit on range, and functions even across planar 
  boundaries. If the raktavarna is slain while its master is using 
  this ability, the master is stunned for 1d4 rounds (no save).
  Poison (Su) Bite—injury; save Fort DC 15; frequency 1/round for 
  6 rounds; effect 1d2 Wis plus modify memory; cure 1 save. 
  Each time a victim takes Wisdom damage from this poison, 
  a modify memory effect causes the victim to forget the 
  previous minute’s interactions with the raktavarna, as long 
  as the raktavarna is no longer visible or is in object form. The 
  save DC is Constitution-based.
  ARVOK 
  CR 5
  Watch captain (Pathfinder RPG GameMastery Guide 261) 
  hp 61
  TACTICS
  During Combat Arvok begins combat by attempting to demoralize 
  the PCs with Dazzling Display. Arvok does not attempt to kill 
  the PCs, preferring to trip PCs that attempt to subdue Zeverit 
  or himself. If the PCs attack Arvok directly, he drops his halberd 
  and attempts to subdue them with his sap.
  Morale If freed from the charm person effect, Arvok stops 
  fighting in befuddlement. Otherwise, he flees if reduced to 15 
  or fewer hp.
  Treasure: If the PCs did not kill Arvok, the caravan leader 
  gives them a traveler’s any-tool (Pathfinder RPG Ultimate 
  Equipment 323) and 450 gp in thanks for sparing her life. In 
  Subtier 4–5, he also gives them a campfire bead (Ultimate 
  Equipment 286) and an iron rope (Ultimate Equipment 306).
  Development: Once the PCs defeat Zeverit, it reverts to 
  a mangled version of its ring form and can be returned to 
  Althea. If Arvok is killed, the caravan guards are not pleased, 
  but they do not prevent the PCs from leaving with the remains 
  of the “ring” once it has been revealed to be a disguised 
  creature. The guards protest if the PCs attempt to take Arvok’s 
  belongings and will attempt to prevent the PCs from doing 
  so. If Arvok survives, he thanks the PCs for handling the 
  matter mercifully and gives them the rewards listed above.
  CONCLUSION
  When the PCs return to Althea, they have some explaining 
  to do. If they tell her about the ring’s true nature, she looks 
  downcast for a moment before telling them she is glad they’ve 
  uncovered the truth. A PC who attempts to lie to Althea can 
  attempt a DC 15 Bluff check (DC 18 in Subtier 4-5). If she is 
  fooled, she touches the remains of the ring before thanking 
  them and fading away. If she is not, she asks that the PCs tell 
  her the truth, no matter what it is. Upon learning the true 
  cause of her death, she looks sad for a moment before saying 
  this cannot take away her happy memories of her fiancé. She 
  thanks them for telling her before fading away. 
  Once Althea is laid to rest, the PCs can open the locket to 
  discover the portion of the true name it contains (hidden 
  behind the portrait in the locket).
  TROVE
  BY LOUIS MANKO LEVITE
  For over a year, Vegoran Thrune coerced the Irrica family to 
  serve him with the aid of an erinyes under his control. When 
  the family discovered the erinyes’ true name, the Irricas 
  ordered her to torture and slay her former master Vegoran. 
  Vegoran carried a solid cold iron mace bearing the pentacle 
  of Asmodeus on its head, which the Irrica family claimed as 
  an heirloom to be held by the family’s patriarch. Part of the 
  erinyes’s true name was inscribed on its haft.
  Rutillo Irrica, a prosperous merchant, inherited the mace 
  in 4692 ar, but the Goblinblood Wars claimed the lives of 
  Rutillo and most of his family. While leading an expedition 
  to resupply the war efforts, his convoy was attacked by 
  hobgoblin raiders. Survivors of the brutal attack escaped to 
  the gnome city of Umok, north of the Chitterwood, but the 
  mace never resurfaced.
  The raiders were led by a cunning hobgoblin named 
  Malgrin. Unlike the majority of the goblinoid leaders from 
  tribes based in the Chitterwood, Malgrin had set up a small 
  base of operations in the Aspodell mountain range southeast 
  of Umok. The mace was hidden in Malgrin’s base, a symbol 
  of his victory. In order to protect his secret base and stolen 
  treasures, Malgrin employed two druids who used their magic 
  to reshape the terrain, hiding his base of operations and 
  covering the tracks of his raiders. When the Eagle Knights, 
  Hellknights, and Druman mercenaries drove the goblinoid 
  hordes back into the Chitterwood and set it aflame, Malgrin’s 
  band was caught returning to their base by an Eagle Knight 
  force that scattered the band and slew Malgrin. 
  The massive conflagration in the Chitterwood attracted 
  the attention of the draconic creatures from the volcanic 
  
  17
  FALLEN FAMILY, BROKEN NAME
  region near Droskar’s Crag to the southeast. One such 
  creature discovered the base hidden in the mountains and 
  took up residence. For the last two decades it has survived, 
  hunting game on the mountains and the forest’s outskirts. 
  SUMMARY
  Venture-Captain Brackett sends the PCs to the gnome 
  settlement of Umok near the Aspodell Mountains east of 
  Chitterwood. The PCs can talk to the town butcher, who 
  has vital information to direct their search, or examine the 
  Eagle Knight records kept at the Umok town archive that list 
  locations and times of raids linked to this particular band. 
  These information sources direct the PCs to a central point 
  to search for the trail and pursue the final resting place of 
  Rutillo Irrica’s mace. 
  The PCs leave Umok, heading to the foothills. They travel 
  to the point the records suggest and track down the old 
  trail leading to the former hobgoblin base, which shows 
  signs of recent use by a large reptilian creature. The ascent 
  up the trail proves difficult, for natural and constructed 
  obstacles slow down the climb. 
  Finally, the PCs enter the hobgoblin base, only to 
  discover a vicious draconic monster claims this territory. 
  After overcoming the creature, the PCs locate the mace 
  and a hidden journal detailing the campaign conducted 
  by Malgrin. 
  GETTING STARTED
  The PCs receive their instructions from Venture-Captain 
  Brackett’s letter, represented in Player Handout #4: Trove on 
  page 26, containing information about the hobgoblin raids 
  in the Chitterwood area during the war and potential leads 
  on Rutillo’s mace. Provide this handout to the players and 
  give them time to understand the aspects of their mission. 
  DIPLOMACY (GATHER INFORMATION) OR 
  KNOWLEDGE (LOCAL) 
  Before they leave for Umok, the PCs may wish to recall 
  or obtain information about the town of Umok with a 
  Knowledge (local) or Diplomacy (gather information) check. 
  Gnomes gain a +2 bonus on this check. The PCs learn all of 
  the information with a DC equal to or less than the result of 
  their checks.
  10+: Umok is a gnome town along the northeast of the edge 
  of the Chitterwood. The gnomes here often clash with local 
  goblin tribes.
  15+: In order to deter goblin attacks, the town has banned 
  fire within 500 yards of the city. Magic light and alchemical 
  stones replace the need for open flame. 
  20+: Local animals have been befriended or charmed to 
  help defend the settlement. Though friendly to the gnomes, 
  they fight fiercely to defend Umok and its inhabitants from 
  hostile outsiders. 
  “Trove” takes place near the gnome town of Umok in the 
  nation of Isger, a war-torn country in thrall to the devil-
  worshiping nation of Cheliax. For more information about 
  Isger, see Pathfinder Campaign Setting: The Inner Sea World 
  Guide, available at bookstores and game stores everywhere, 
  and online at paizo.com.
  Where on Golarion?
  The PCs arrive outside Umok without incident, despite the 
  occasional signs of goblinoid activity en route. Approaching 
  the city, Medium or larger PCs may notice that the town of 
  Umok looks oddly proportioned. The buildings are squat, 
  and the streets seem too narrow. The walls barely rise 6 feet 
  high and appear too low for an effective defense. Bright colors 
  abound throughout the town, adorning both the architecture 
  and Umok’s citizens, giving the impression that a fleet of 
  chromatic dragons must have battled in the skies above, 
  raining multicolored scales down upon the city. Wild and 
  domesticated animals wander the streets, seeming perfectly 
  at home amid the bustle of the town. 
  The party attracts attention as they enter the city of Umok, 
  with animals taking up defensive postures and gnomes 
  gawking at the travelers and whispering to their neighbors. 
  Before the PCs make it more than a few yards into the city, a 
  female gnome confidently approaches. 
  Armored and accompanied by an apparently tame badger, a 
  fierce looking female gnome eyes your group intently. Finally, a 
  smile cracks her face. “Welcome to Umok strangers. My name is 
  Trigi Neppo, peacekeeper and goblin-watcher. Might I ask your 
  business in town?”
  The gnomes of Umok welcome visitors but fear a goblinoid 
  threat. Trigi is willing to answer questions and suggests the 
  party would be comfortable at the Badger’s Den, which offers 
  furnishing appropriate for human, elves, and similarly sized 
  humanoids. When the subject of goblins, raids, or the war is 
  broached, she suggests they head to the town butcher shop, 
  the Beartrap, and talk to the proprietor. 
  A LONG LOST TRAIL
  The PCs need to uncover information regarding the location 
  of the hobgoblin base. This is represented by a series of 
  skill challenges in each of the following sections. For each 
  challenge, a PC can either attempt a skill check or use a class 
  ability (such as bardic performance or casting a spell). After 
  each PC has contributed, use the highest check result, and 
  treat any check with a result of 10 or higher as though the 
  PC had used the aid another action. If a PC casts a spell or 
  uses an ability that is appropriate to the task at hand grant a 
  
  “Bearjaw”
  PATHFINDER SOCIETY SCENARIO
  18
  bonus of +2 to the highest check result. For spells or other 
  class abilities that seem particularly appropriate to the task 
  (such as casting levitate during The Ascent), increase this 
  bonus to +4. To accommodate a group of four PCs, decrease 
  the DC of each check by 2. If the party fails to meet the DC to 
  navigate a given section, they take a –2 penalty on all checks 
  or saves made to navigate the next challenge; if the 
  party fails to meet the DC to navigate two or 
  more challenges, they are also fatigued 
  for the final encounter in the Dragon’s 
  Lair (area D). This represents 
  the additional wear, strain, and 
  increased effort required to 
  overcome the consequences of 
  the failed challenges.
  THE BEARTRAP
  Trigi’s directions lead to the Beartrap, 
  an unevenly split two story building whose 
  ground level is distinctly taller than the 
  floor above. Inside the butcher shop a 
  beefy gnome with a massive green 
  beard tucked into his apron wipes 
  down a long, bloodied table. He turns 
  around saying, ”Ahh, strangers, how 
  can old Bearjaw help ya?”
  Bastrojo “Bearjaw” Qualimger was 
  a scout during the Goblinblood Wars and 
  chose to bury his past. He is cordial, but PCs 
  who succeed at a DC 15 Bluff, Diplomacy, or 
  Sense Motive check (DC 18 in Subtier 4–5) can convince him 
  to recount his war stories. Failure puts Bearjaw on edge, and 
  only by making a purchase from him can they entice him to 
  speak. The PCs need to purchase 10 gp worth of his wares 
  in Subtier 1–2 or 50 gp in Subtier 4–5. If the PCs are unable 
  or unwilling to persuade Bearjaw to open up, he brusquely 
  informs them that they can find any information they want 
  to know about the war down the street at the town archives 
  (proceed to The Reports). If the PCs are able to get Bearjaw 
  to open up, he recounts his story. 
  Bearjaw waves his hand in a beckoning gesture and explains in 
  a low voice, “I was the one who found those survivors of that 
  raid and led them safely back here, but it wasn’t an easy journey. 
  Them hobgoblin raiders weren’t like the main bunch, and that’s 
  why the convoy didn’t make it. See, them hobgoblins didn’t attack 
  from the woods like all the rest. This group, they came out of the 
  hills and hit that convoy hard and fast. If you want to find where 
  they came from, and where they went after, you’ll need to look 
  in those mountains.”
  This proves a key piece of information. While most 
  historical documents indicate the hobgoblin raids 
  originated from the Chitterwood, these raiders attacked 
  from the foothills of the Aspodell Mountains. 
  THE REPORTS
  The Umok archive contains Eagle Knight maps and 
  documents recovered at the end of the Goblinblood Wars, 
  listing out a number of raids, their general locations, 
  and estimates of when the raids occurred. The 
  PCs can work together to determine a 
  probable location by succeeding at 
  a DC 18 Knowledge (geography), 
  Linguistics, 
  Perception, 
  or 
  Profession (cartographer) check 
  (DC 21 in Subtier 4–5). This 
  information, 
  combined 
  with 
  Bearjaw’s directions, suggests that 
  the base’s location must be east of 
  Umok in the foothills of the Aspodell 
  Mountains. 
  Failing 
  this 
  check 
  suggests a central point further 
  east, necessitating that the PCs 
  expand their search. 
  At this point the PCs may 
  choose to spend the night in 
  Umok or to start their journey 
  immediately. Either way, it takes the 
  PCs a day to travel to the likely location of 
  the base. 
  THE TRAIL
  The hobgoblins were very careful about covering their 
  tracks, and it has been 20 years since they used the 
  trail. Fortunately, the creature residing in the old base 
  occasionally uses the trail, leaving traces that help the 
  PCs find the path. The PCs need to succeed at a DC 18 
  Knowledge (geography), Knowledge (nature), Perception, 
  Profession (guide), or Survival check (DC 21 in Subtier 4–5) 
  to locate the trail. Instead of a skill check, PCs can attempt 
  a DC 15 Fortitude save (DC 18 in Subtier 4–5) to represent 
  checking every lead without exhausting themselves. 
  THE ASCENT
  The path to the base proves a difficult climb. Malgrin 
  chose the route to deter pursuit and employed his druids 
  to modify the terrain, creating drop-offs and eliminating 
  smooth trails. His raiders used ropes, tools, and druidic 
  aid to scale the path. Ascending the slope requires a 
  successful DC 21 check using Acrobatics (to jump from 
  rock to rock or balance on a precipice), Climb, Knowledge 
  (nature) to notice areas deliberately altered to hide the 
  path, or Perception to spot a safe route. If the PCs fail this 
  check, the extra effort, time, and noise during the climb 
  alerts the draconic creature in the cave (area D) to their 
  
  D. Dragon’s Lair
  F
  : Flame Drake
  T
  F
  T
  : Tatzlwyrm
  1 square = 5 feet
  Pathfinder Flip-Mat: Twisted Caverns
  N
  19
  FALLEN FAMILY, BROKEN NAME
  presence, granting the creature a +4 bonus on its initiative 
  check during the next encounter. 
  In addition, PCs can make an individual DC 15 Perception 
  or Survival check (DC 18 in Subtier 4–5) to notice that the trail 
  shows some signs of passage by a large reptilian creature 
  within the last hour. 
  D. DRAGON’S LAIR
  The trail ends at a large boulder in front of a tunnel leading 
  deeper inside. The cave is dark, the walls are stone, and the 
  ceilings are 10 feet high.  
  The passage turns south, serving as the only entrance and 
  exit for a wide chamber that spirals down to a stone table 10 
  feet below. Bones and refuse litter the floor, and debris is 
  gathered into a nest alongside the table. 
  Creatures: The cave is home to a draconic creature 
  attracted to the area when the Chitterwood burned. It has 
  since established its territory here and views the PCs as a 
  threat to its home.
  SUBTIER 1–2 (CR 2)
  TATZLWYRM 
  CR 2
  hp 22 (Pathfinder Bestiary 3 261; see page 33)
  TACTICS
  During Combat The tatzlwyrm pounces on the closest opponent, 
  attempting to grapple and deliver its poison gasp attack. 
  Morale The tatzlwyrm is extremely fierce, violently territorial, and 
  fights to the death.
  SUBTIER 4–5 (CR 5)
  FLAME DRAKE 
  CR 5
  hp 57 (Pathfinder Bestiary 2 106; see page 28)
  TACTICS
  During Combat In the first round of combat, the flame drake 
  moves into position to use its fireball breath, attempting to 
  hit as many enemies as possible. During subsequent rounds 
  the flame drake attempts to full attack with its bite and tail 
  slap, using speed surge to dart out of range of easy reprisal, 
  attempting to force opponents to chase it and using its 
  fireball breath again as soon as it is available.
  Morale The territorial flame drake fights to the death.
  Make the following adjustments to accommodate a group 
  of 4 PCs.
  Subtier 1–2: The tatzlwyrm recently consumed a rotting 
  deer carcass; treat the tatzlwyrm as sickened throughout the 
  encounter.
  Subtier 4–5: Reduce the damage of the flame drake’s 
  fireball breath to 3d6.
  Scaling Encounter D5
  
  PATHFINDER SOCIETY SCENARIO
  20
  Treasure: Searching the creature’s nest reveals a mace 
  made entirely of cold iron with a pentagram inscribed 
  on the head and tarnished silver wire loosely wrapped 
  around the hilt, revealing an inscription in Infernal 
  along the handle. Close inspection of the table uncovers 
  a hidden compartment containing a journal written in 
  Common, a wand of pass without trace (CL 3rd, 10 charges), 
  and a scroll of fog cloud. In Subtier 4–5 there is also a pair 
  of feather step slippersUE. 
  The journal details Malgrin’s strategies and victories. It 
  describes his use of the foothills to lose pursuit and how 
  he employed the druid medics under his service to conceal 
  their tracks and modify the terrain for better camouflage. 
  The table was used for maps and planning, allowing the unit 
  to observe from the spiral. 
  Development PCs who find Malgrin’s journal can attempt 
  a DC 15 Knowledge (history) or Knowledge (local) check (DC 
  18 in Subtier 4–5) to realize the unique historical significance 
  of Malgrin’s tactical knowledge. This realization should 
  serve as a strong indicator that the journal may be of value 
  to the Pathfinder Society. 
  CONCLUSION 
  With the defeat of the dragon, the PCs are able to claim the 
  mace. Additionally, the hobgoblin journal represents an 
  insight into the opposition during the Goblinblood Wars. 
  The journal details not only battles, but also Malgrin’s 
  thoughts on the war’s direction and his concerns about new 
  forces entering the field. He outlines new tactics to counter 
  the new arrivals. For retrieving the journal, Venture-Captain 
  Brackett awards the PCs with a scroll of heroism.
  The PC’s return to Venture-Captain Brackett through the 
  town of Umok is uneventful. Brackett is pleased by the PCs 
  finds and more importantly, their successful retrieval of part 
  of the erinyes’s true name. 
  EPITHET
  BY SAIF ANSARI
  The PCs have collected most of the fragments spelling out 
  the erinyes’s true name from various Irrica family heirlooms 
  but the final piece remains. Venture-Captain Brackett has 
  discovered an old letter from an Irrica patriarch to his 
  son enlisted with the Hellknights, describing an artifact 
  that might be key to solving the puzzle of the devil’s name. 
  Brackett has also become aware of Pava Irrica’s pursuit of 
  her family’s lost heirlooms and the erinyes.
  SUMMARY
  Venture-Captain Brackett learns about an Irrica signet ring 
  gifted to a Hellknight who was assigned to a now-fallen 
  outpost in the Chitterwood. The PCs travel to the outpost 
  only to find it reclaimed by nature, and now hosting an 
  ettercap and giant spiders. After overcoming the ettercap 
  and its pets, the PCs can locate the signet ring before Pava 
  catches up to them. The erinyes, sensing the pieces of her 
  true name gathered together, appears and attempts to 
  reclaim the pieces for herself, forcing the PCs to navigate a 
  three-way standoff.
  GETTING STARTED
  When the PCs return to Almas, read the following.
  A dusty courier bustles up just outside the city, fishing a wax-
  sealed package from his satchel. “Pathfinders, I’ve been holding 
  this message for you,” he says, handing over the envelope. “The 
  venture-captain advises urgency. Someone else hunts the prize 
  you’re after.”
  The package contains the Handout #5: Epithet, and 
  Handout #6: Family Letter to Dremlut Irrica on pages 
  26 and 27, along with a map of the Chitterwood. After the 
  PCs read through the notes, they can make preparations to 
  travel. If they try to meet with Venture-Captain Brackett, he 
  is otherwise occupied and urges the PCs to be on their way 
  into the Chitterwood.
  E. OUTPOST BUCKLER 
  Following the captain’s map allows the PCs to avoid any 
  significant hazards and arrive at Outpost Buckler after a 
  few days of traveling on unkempt but safe trails through 
  the scarred reaches of the Chitterwood. Outpost Buckler 
  fell into ruin during an attack by a hobgoblin company 
  that ended with the nearly absolute destruction of both the 
  defending Hellknights (who fought to the last person) and 
  the attacking goblinoids. All of the buildings save one have 
  mostly collapsed. Now, an ettercap calls the outpost home. 
  Read or paraphrase the following.
  After days of travel on overgrown trails and hard sleeping in 
  the wilds of the Chitterwood, a half-collapsed wall emerges 
  from the trees winding around a long forgotten encampment. 
  The Hellknight outpost was breached long ago, and decades 
  of growth have begun to reclaim the interior courtyard. A 
  few walls still stand, and undergrowth covers the ground in a 
  dense carpet. A single building in the southeastern end seems 
  to be whole, its entrance blocked with a crude piece of wood.
  If the PCs search the area around the courtyard, they 
  discover a number of scattered humanoid skeletal remains. 
  A PC who succeeds at a DC 14 Perception or Survival check 
  notices that in the shadow of a broken wall hang several 
  huge spider webs; scattered among them are a few sizeable 
  humanoid bones as well as broken gear and rotting packs. 
  A few strange tracks are also visible among the bushes near 
  the webs.
  
  E. Outpost Buckler
  G
  : Giant Spider
  E
  : Ettercap
  E
  G3
  G2
  G1
  1 square = 5 feet
  E1
  E2
  Pathfinder Flip-Mat Classics: Swamp
  N
  21
  FALLEN FAMILY, BROKEN NAME
  The packs contain 125 gp worth of various mixed 
  currencies. PCs investigating the tracks can attempt a DC 
  12 Survival check (DC 15 in Subtier 4–5). Success indicates 
  the tracks were made by an ettercap. In Subtier 4–5 there is 
  also evidence that the webs were recently made by a nest of 
  giant spiders. 
  E. COMMAND CENTER (CR 3 OR CR 6)
  The ettercap is inside the command center (along with three 
  giant spiders in Subtier 4–5). A successful DC 14 Perception 
  check (DC 17 in Subtier 4–5) enables a PC to notice the faint 
  chittering from the ettercap as it nervously waits to ambush 
  the party. Read or paraphrase the following.
  The worm-eaten slab of wood falls aside easily to reveal a cluttered 
  and rank-smelling hall. Rotten parchment scraps, worm-eaten 
  carpets, and disintegrating furniture hint at a decaying Hellknight 
  command center, a fact confirmed by the rusted remains of armor 
  and ancient standards adorning the walls. A rusting iron statue of 
  Asmodeus lies toppled to one side against a wall. Amongst the 
  debris are the skeletal remains of five humanoid bodies. Two still 
  wear rust-fused Hellknight armor, while three others are covered 
  in molding, rotten leather. Surrounding these aged corpses are the 
  remains of their goblinoid killers; it’s clear that everyone was slain 
  in a vicious fight.
  SUBTIER 1–2 (CR 3)
  ETTERCAP 
  CR 3
  NE Medium aberration (Pathfinder RPG Bestiary 129)
  hp 30 
  TACTICS
  During Combat: During the first round of combat, the 
  ettercap spits out a web to entangle the nearest PC. On 
  subsequent rounds it uses its poisonous bite and tears at 
  the nearest opponent with its claws.
  “Epithet” takes place in the Chitterwood, a large hardwood 
  forest located in southern Isger between the Keld and Iseld 
  rivers. The woods are infamous for hosting hundreds of 
  goblin tribes, who spilled out of the forest 20 years ago in 
  a torrent of blood and fire known as the Goblinblood Wars. 
  Much of the forest was destroyed by fire during the routing 
  of the goblins at the end of the war. For more information 
  about Isger, the Chitterwood and its goblin inhabitants, see 
  Pathfinder Campaign Setting: The Inner Sea World Guide 
  available at local hobby stores or online at paizo.com.
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  22
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: The ettercap is recovering from a dominance 
  battle with another of its kind and is sickened.
  Subtier 4–5: Remove 1 giant spider.
  Scaling Encounter E
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Remove 1 bandit.
  Subtier 4–5: Remove 1 burglar.
  Scaling Standoff
  Morale: Ettercaps are exceptionally cowardly creatures, and 
  this one is no exception. It attempts to flee if reduced to 5 
  or fewer hit points.
  SUBTIER 4-5 (CR 6)
  ETTERCAP 
  CR 3
  NE Medium aberration (Pathfinder RPG Bestiary 129)
  hp 30 
  TACTICS
  During Combat: During the first round of combat, the ettercap 
  spits out a web to entangle the nearest PC not captured in the 
  pit trap. On subsequent rounds it uses its poisonous bite and 
  tears at the nearest opponent with its claws.
  Morale: Ettercaps are cowardly creatures, and this one is no 
  exception. It attempts to flee if reduced to 5 or fewer hit points.
  GIANT SPIDER (3) 
  CR 1
  N Medium vermin (Pathfinder RPG Bestiary 261)
  hp 16 each (3d8+3)
  TACTICS
  During Combat: During the first round of combat, the giant 
  spiders cast their webs at any PCs not already trapped or 
  entangled. On subsequent rounds the spiders work together 
  as the ettercap has trained them to, attempting to flank and 
  defeat opponents one at a time.
  Morale: The spiders flee if the ettercap is slain, but fight to the 
  death as long as the ettercap lives.
  Conducting a 1-minute search of the room is enough 
  to find the Irrica signet ring on Dremlut’s remains. It’s 
  encrusted with dirt but still retains its magic. There is little 
  else of value remaining in the hall, but PCs who succeed at a 
  DC 16 Perception check find a sunken stone near the statue 
  of Asmodeus which hides a stash of old Chelish coins worth 
  326 gp.
  The PCs can glean the ring’s purpose with a successful 
  DC 14 Appraise, Knowledge (arcana), Knowledge (religion), 
  or Linguistics check, though this is not necessary to gain 
  the ring’s protection from the erinyes. Once cleaned off, the 
  gold ring reveals delicate Infernal text carved into the band, 
  but the letters are hopelessly lost in the dense calligraphy. 
  Only through many hours of study might somebody fluent 
  in Infernal pick out and decipher the name. A brief moment 
  spent examining the ring is sufficient to attune with it and 
  activate its ability to protect the wearer and nearby creatures 
  from the erinyes.
  Development: If the PCs left someone to keep watch, they 
  notice Pava approaching the outpost a few moments after the 
  ring is in the PC’s possession.
  STANDOFF (CR 4 OR CR 7)
  When Pava arrives, she stops approximately 15 feet north of 
  the outpost’s foundation. Read or paraphrase the following.
  A woman’s voice calls from the outside, “Explorers! I am Pava Irrica 
  and I believe you have been traveling across Isger, collecting my 
  family heirlooms. However you’ve come by them, I am willing to 
  forgive and forget as long as you turn them over to me peacefully. 
  You can walk away, and I’ll not get the authorities involved. Now 
  come out and sheathe your weapons.”
  The PCs can emerge from the building without being 
  attacked as long as they remain at least 30 feet away from 
  Pava. If they attempt to move any closer, Pava warns them to 
  stay back once and attacks if the PCs continue moving closer. 
  Once most of the PCs are outside (or after Pava gives her first 
  warning for the PCs to keep their distance), the erinyes appears 
  perched on a corner of the outpost roughly equidistant from 
  the PCs and Pava. Read or paraphrase the following.
  A sharp bang nearby announces the arrival of a black-winged 
  figure in tight leather armor, wielding a longbow. She appears 
  on top of a broken wall nearby, dark eyes darting around the 
  courtyard at the assembled face-off. “Ah, I see the Irrica family 
  line isn’t entirely wiped out yet,” she observes, “And facing off 
  for a fight! You mortals make such tepid entertainment. But I am 
  merciful. Give me the fragments you’ve collected and I’ll let you 
  all live.” 
  Pava scowls at the winged creature, “You serve the Irricas, 
  devil; I know you cannot harm me. Now you lot, quickly, give me 
  the ring, and I’ll command it to spare you.”
  The carrier of the ring and all allies within 60 feet are 
  protected from the erinyes, and she cannot attack them directly.
  Dealing with the erinyes: The erinyes cannot attack any 
  non-hostile creature under Pava’s protection, or under the 
  ring’s protection, without provocation, though she meets any 
  attack against herself with violence. Pava and her mercenaries 
  
  23
  FALLEN FAMILY, BROKEN NAME
  do not attack the erinyes. If the PCs hand over the ring and 
  other items to the erinyes, the devil abides by the agreement 
  and does not harm the party, simply using plane shift to return 
  to Hell, now that she’s free of mortal entanglements.
  Refusing to hand the erinyes the ring earns the PCs her 
  enmity though she’s helpless to act against them for now. She 
  withdraws all the same, promising vengeance at a future date.
  Dealing with Pava: The PCs can attempt a DC 20 Bluff, 
  Diplomacy, or Intimidate check (DC 25 in Subtier 4–5) to 
  convince Pava that handing over the ring to the erinyes 
  is the best option for everyone. If they are successful, she 
  begrudgingly agrees and withdraws from the scene with her 
  mercenaries once the ring is surrendered to the erinyes. If 
  the PCs want to give Pava the ring, they can attempt a DC 12 
  Sense Motive check (DC 15 in Subtier 4–5) to ascertain that 
  Pava has no intention of keeping her promise to ensure their 
  safety. If they go through with it anyway, the erinyes leaves in 
  a fury vowing revenge, and Pava and her mercenaries attack 
  the party.
  If the PCs relinquish the ring to the devil without engaging 
  with Pava first, or if they fail in the above skill check, Pava leads 
  her mercenaries to attack the PCs immediately.
  SUBTIER 1–2 (CR 4)
  PAVA IRRICA 
  CR 3
  Human monk (hamatulatsu master) 4 (Pathfinder Campaign 
  Setting: Inner Sea Combat 38)
  LE Medium humanoid (human)
  Init +5; Senses Perception +7
  DEFENSE
  AC 16, touch 15, flat footed 14 (+1 armor, +1 Dex, +1 dodge,  
  +1 monk, +2 Wis)
  hp 26 (4d8+5)
  Fort +4, Ref +5, Will +6; +2 vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +7 (1d8+4) 
  or unarmed strike flurry of blows +6/+6 (1d8+4)
  Special Attacks flurry of blows, stunning fist (4/day, DC 16)
  TACTICS
  During Combat Pava attacks aggressively, attempting to use her 
  stunning fist ability against the most heavily armed opponent 
  she can see first and then using it against a target within reach 
  during each subsequent round. Pava expends ki recklessly, 
  attempting to make as many attacks as she can each round. 
  Morale Despite her reckless hostility, Pava is not without a sense 
  of self-preservation and attempts to flee if reduced to 8 or 
  fewer hit points.
  STATISTICS
  Str 18, Dex 12, Con 10, Int 10, Wis 14, Cha 10
  Base Atk +3; CMB +8; CMD 22
  Feats Ability Focus (stunning fist), Dodge, Extra Ki, HamatulatsuISWG, 
  Improved Initiative, Improved Unarmed Strike, Stunning Fist
  Skills Acrobatics +8 (+12 to jump), Climb +8, Escape Artist +7, 
  Intimidate +5, Perception +7, Sense Motive +7, Stealth +6, 
  Swim +7
  Languages Common
  SQ fast movement, high jump, infernal resilience, ki pool (4 points, 
  magic), maneuver training, slow fall 20 ft.
  Other Gear bracers of armor +1, elixir of tumbling, 400 gp
  SPECIAL ABILITIES
  Hamatulatsu (Ex) Pava’s unarmed strikes can deal piercing or 
  bludgeoning damage. If Pava critically hits a creature while 
  dealing piercing damage with her unarmed strike, the target 
  of her attack is sickened for 1 round (staggered for 1 round 
  if they are already sickened). Multiple critical hits against a 
  single foe do not increase the duration of the sickened or 
  staggered conditions.
  Ki Pool (Su) In addition to the effects normally available from 
  a monk’s ki pool, Pava may spend 1 ki point as a swift action 
  to gain an additional use of stunning fist for that round. She 
  may also spend 1 ki point as an immediate action to make a 
  single melee attack with a +2 bonus against a creature that has 
  damaged her with a melee natural attack, unarmed strike, or 
  weapon without the reach property.
  Stunning Fist (Ex) Instead of the effects normally available to 
  a monk using stunning fist, Pava can have her stunning fist 
  attempt make the target shaken for 1 minute. Targets can 
  attempt a Will save at her normal stunning fist DC to resist the 
  shaken condition instead of the normal Fortitude save.
  BANDITS (2) 
  CR 1/2
  hp 11 each (Pathfinder RPG GameMastery Guide 258; see page 28)
  TACTICS
  During Combat Pava’s hired thugs hang back and fire on the PCs 
  with their bows, avoiding melee combat.
  Morale If Pava is defeated, the bandits attempt to flee or 
  surrender.
  SUBTIER 4–5 (CR 7)
  PAVA IRRICA 
  CR 4
  Human monk (hamatulatsu master) 5 (Pathfinder Campaign 
  Setting: Inner Sea Combat 38)
  LE Medium humanoid (human)
  Init +5; Senses Perception +8
  DEFENSE
  AC 16, touch 16, flat footed 14 (+1 deflection, +1 Dex, +1 dodge, 
  +1 monk, +2 Wis)
  hp 31 (5d8+5)
  Fort +4, Ref +5, Will +6; +2 vs. enchantments, nauseate, sicken, 
  stagger, or stun 
  Defensive Abilities evasion
  Immune pain effects
  
  PATHFINDER SOCIETY SCENARIO
  24
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +8 (1d8+4) 
  or unarmed strike flurry of blows +8/+8 (1d8+4)
  Special Attacks flurry of blows, stunning fist (5/day, DC 16)
  TACTICS
  During Combat See tactics in Subtier 1–2. 
  Morale See tactics in Subtier 1–2.
  STATISTICS
  Str 18, Dex 12, Con 10, Int 10, Wis 14, Cha 10
  Base Atk +3; CMB +9; CMD 23
  Feats Ability Focus (stunning fist), Dodge, Extra Ki, HamatulatsuISWG, 
  Improved Initiative, Improved Unarmed Strike, Stunning Fist, 
  Weapon Focus (unarmed strike)
  Skills Acrobatics +9 (+18 to jump), Bluff +1, Climb +9, Escape Artist 
  +8, Intimidate +6, Perception +8, Sense Motive +8, Stealth +7, 
  Swim +8
  Languages Common
  SQ fast movement, high jump, infernal resilience, ki pool (6 points, 
  magic), maneuver training, slow fall 20 ft.
  Other Gear ring of protection +1, 400 gp 
  SPECIAL ABILITIES
  Hamatulatsu (Ex) Pava’s unarmed strikes can deal either 
  piercing or bludgeoning damage. If Pava critically hits a 
  creature while dealing piercing damage with her unarmed 
  strike, the target of her attack is sickened for 1 round (or 
  staggered for 1 round if they are already sickened). Multiple 
  critical hits against a single foe don’t increase the duration of 
  the sickened or staggered conditions.
  Ki Pool (Su) In addition to the effects normally available from a 
  monk’s ki pool, Pava may spend 1 ki point as a swift action to 
  gain an additional use of stunning fist. She may also spend 1 
  ki point as an immediate action to make a single melee attack 
  with a +2 bonus against a creature that has damaged her with 
  a melee natural attack, unarmed strike, or weapon without the 
  reach property.
  Stunning Fist (Ex) Instead of the effects normally available to a 
  monk using stunning fist, Pava can choose to have her stunning 
  fist attempt make the target shaken for 1 minute. Targets are 
  allowed to attempt a Will save at her normal stunning fist DC to 
  resist the shaken condition instead of the normal Fortitude save.
  BURGLARS (4)  
    CR 2
  hp 16 each (Pathfinder RPG GameMastery Guide 265)
  TACTICS
  During Combat Pava’s hired thugs hang back and fire on the PCs 
  with their shortbows, avoiding melee combat.
  Morale If Pava is defeated, the burglars try to flee or surrender.
  CONCLUSION
  Once the PCs resolve the standoff, they can follow the trail 
  back to better-traveled roads for transport to Almas, where 
  Venture-Captain Brackett awaits their report. Brackett’s 
  primary concern is keeping control of the erinyes devil out of 
  improper hands, so as long as the PCs managed to keep the 
  items that contain the name fragments from Pava—whether 
  by turning them over to Brackett or by giving them back to 
  the erinyes—Brackett considers the mission a success. He 
  thanks the PCs for their efforts and awards them 1,000 
  gp as promised.
  
  25
  FALLEN FAMILY, BROKEN NAME
  Player Handout #1: Excerpt from Rutillo Irrica’s last Will and Testament  
  Player Handout #2: Scorch
  Player Handout #3: Memoriam
  … with the goblin army surrounding us, the fate of my line is in question. The family 
  secret shall not die with us. I trust to more distant relations to take up the Irrica mantle 
  and reconstruct the riddle held jointly by my mace; my grandfather’s signet ring; my 
  niece Althea’s locket; and our family treasure, the Hellfire Rod. These four items I value 
  above all of my holdings, for at our time of greatest need they together commanded our 
  guardian angel— and a savage angel of vengeance she is. I named her once, long ago, 
  but here I shall name her not. I bequeath the four items mentioned above to one of the 
  Irrica line who can read the riddle. Avenge us.
  Pathfinders,
  The rather startling calling card you found in the Irrica estate belongs to a band of 
  goblins known as the Scorchfeathers. It is likely that the rod stolen from the estate is 
  still in their possession. I have bought passage for you with a caravan traveling through 
  the eastern Chitterwood toward Citadel Dinyar. The caravan is partly owned by Delara 
  Adnen, a potential ally, so behave yourself on the trip. The Scorchfeathers roam far, so 
  be prepared to spend some time tracking down their current location.
  Venture-Captain Brackett
  Pathfinders,
  According to the Irricas’ will, the locket containing a portion of the true name was 
  willed to a distant cousin, a woman named Delara Adnen. She is a retired Druman 
  Blackjacket mercenary who lives in the town of Valten. Travel there and meet with 
  her to either obtain or look at the locket. Please refrain from more questionable means 
  of doing so—the last thing the Pathfinders need is to annoy one so well-connected.
  Per the family lineage described in the will, there is one Irrica whose fate is 
  unaccounted for; I shall be looking into this.
  Venture-Captain Brackett
  
  PATHFINDER SOCIETY SCENARIO
  26
  Player Handout #4: Trove
  Player Handout #5: Epithet
  Agents of the Society,
  During the Goblinblood Wars, Rutillo Irrica, the last patriarch of the Irrica line, was 
  killed by hobgoblin raiders while leading a convoy. The family patriarchs always carried a 
  symbol of leadership, a cold iron mace. Isgeri historians interviewed survivors in the town 
  of Umok. I was able to uncover information from Eagle Knight records that indicates 
  the Eagle Knights scattered these hobgoblins but did not recover the family heirloom. 
  There may also be additional reports and information from Eagle Knights who fought 
  in the Goblinblood War stored in Umok’s archives. Travel to Umok, uncover anyone who 
  communicated with the survivors, and verify any reports or information from the war to 
  track down the hobgoblins’ base. 
  Venture-Captain Brackett
  Pathfinders,
  I have it on good authority that a surviving Irrica descendant is chasing the devil’s 
  true name for her own purposes. Needless to say, it cannot fall into her hands. In 
  better news, I have a solid lead on an item that should provide the missing parts 
  of the puzzle. A Hellknight named Dremlut Irrica was posted to an outpost in the 
  Chitterwood along with an enchanted signet ring—see attached letter for details. I have 
  also enclosed a map that should help you circumnavigate any known goblin ambushes. 
  Given the Irrica involvement, I suggest you make use of the ring’s protection once you 
  have it in your possession. It just might keep you alive. See you in Almas.
  Venture-Captain Brackett
  
  27
  FALLEN FAMILY, BROKEN NAME
  Player Handout #6: Family Letter to Dremlut Irrica
  Dremlut, 
  I pray this letter finds you safe. I know your duty to the Hellknights 
  will put you in the path of danger, but yours is an honorable path, 
  and I do not begrudge it. What concerns me is your faith in your own 
  family. We are a jealous lot, and I fear my sister’s ambition does not 
  rest easy alongside your rapid promotion. I worry that her peace will 
  be bought with nothing less than your life. You do not believe me, but I 
  know my sister better than you know your aunt. I pray you take care 
  and to keep close the signet ring—should my sister try to command the 
  Wrathful Angel against you, it will keep you and your companions safe. 
  Remember to always wear it on your left hand; it was dearly crafted to 
  shield you, my only child.
  
  PATHFINDER SOCIETY SCENARIO
  28
  APPENDIX: STAT BLOCKS
  The following creatures appear in this scenario.
  AXE BEAK
  This stout flightless bird stands upon two long, taloned legs, but it is 
  its axe-shaped beak that looks the most ferocious.
  AXE BEAK 
  CR 2
  Pathfinder RPG Bestiary 3 29
  N Large animal
  Init +3; Senses low-light vision; Perception +9
  DEFENSE
  AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size)
  hp 22 (3d8+9)
  Fort +6, Ref +6, Will +1
  OFFENSE
  Speed 50 ft.
  Melee bite +5 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks sudden charge
  STATISTICS
  Str 18, Dex 17, Con 16, Int 2, Wis 11, Cha 10
  Base Atk +2; CMB +7; CMD 20
  Feats Run, Skill Focus (Perception)
  Skills Perception +9
  SPECIAL ABILITIES
  Sudden Charge (Ex) When making a charge attack, an axe beak 
  makes a single bite attack. If successful, it may also attempt to 
  trip its opponent as a free action without provoking an attack of 
  opportunity. If the attempt fails, the axe beak cannot be tripped 
  in return.
  BANDIT
  Despite their worn appearance, the weapons carried by this rough-
  looking human look ready for violent action.
  BANDIT 
  CR 1/2
  Pathfinder RPG GameMastery Guide 258
  Human warrior 2
  CN Medium humanoid
  Init +2; Senses Perception –1
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge,  
  +1 shield)
  hp 11 (2d10)
  Fort +3, Ref +2, Will –1
  OFFENSE
  Speed 30 ft.
  Melee rapier +3 (1d6+1/18–20) or sap +3 (1d6+1 nonlethal)
  Ranged composite longbow +4 (1d8+1/×3)
  STATISTICS
  Str 13, Dex 14, Con 11, Int 10, Wis 8, Cha 9
  Base Atk +2; CMB +3; CMD 16
  Feats Dodge, Point Blank Shot
  Skills Climb +4, Handle Animal +3, Intimidate +3, Ride +5,  
  Stealth +2
  Languages Common
  Gear studded leather, buckler, composite longbow (+1 Str) with 20 
  arrows, rapier, sap
  BURGLAR
  Lean and disheveled, this sly-looking human exudes an aura of 
  deadly competence.
  BURGLAR 
  CR 2
  Pathfinder RPG GameMastery Guide 265
  Human rogue 3
  N Medium humanoid
  Init +3; Senses Perception +9
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 16 (3d8+3)
  Fort +2, Ref +6, Will +1
  Defensive Abilities evasion, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee sap +3 (1d6+1 nonlethal) or 
  dagger +3 (1d4+1/19–20)
  Ranged mwk composite shortbow +6 (1d6+1/×3) or 
  dagger +5 (1d4+1/19–20)
  Special Attacks sneak attack +2d6
  STATISTICS
  Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8
  Base Atk +2; CMB +3; CMD 16
  Feats Deft Hands, Skill Focus (Perception), Stealthy
  Skills Acrobatics +9, Appraise +8, Bluff +5, Climb +9, Disable 
  Device +13, Disguise +5, Escape Artist +11, Knowledge (local) 
  +8, Perception +9 (+10 to find traps), Sleight of Hand +11, 
  Stealth +11, Swim +7
  Languages Common, Elven, Halfling
  SQ rogue talent (quick disable), trapfinding +1
  Combat Gear potion of feather fall, potion of jump, tanglefoot 
  bag; Other Gear leather armor, dagger, sap, masterwork 
  composite shortbow (+1 Str) with 20 arrows, universal solvent, 
  climber’s kit, 50-ft. silk rope with grappling hook, masterwork 
  thieves’ tools
  DRAKE, FLAME
  This ferocious creature looks like a red-and-yellow scaled dragon, but 
  with only two legs.
  FLAME DRAKE 
  CR 5
  Pathfinder Bestiary 2 106
  CE Large dragon (fire)
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  
  29
  FALLEN FAMILY, BROKEN NAME
  DEFENSE
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 57 (6d12+18)
  Fort +8, Ref +6, Will +6
  Immune fire, paralysis, sleep
  Weakness vulnerability to cold
  OFFENSE
  Speed 20 ft., fly 60 ft. (average)
  Melee bite +10 (2d6+5 plus 1d6 fire), tail slap +5 (1d6+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks fireball breath
  STATISTICS
  Str 21, Dex 13, Con 16, Int 9, Wis 12, Cha 10
  Base Atk +6; CMB +12; CMD 23
  Feats Flyby Attack, Improved Initiative, Power Attack
  Skills Fly +8, Intimidate +9, Perception +10, Stealth +6, Survival +10
  Languages Draconic
  SQ speed surge
  SPECIAL ABILITIES
  Fireball Breath (Su) A flame drake can, as a standard action, 
  breathe a ball of flame that explodes like a fireball. This 
  attack has a range of 180 feet and deals 5d6 points of fire 
  damage (DC 16 Reflex half) to all creatures within a 20-foot-
  radius spread. Once a flame drake has used its fireball 
  breath, it cannot do so again for 1d6 rounds. The save DC is 
  Constitution-based.
  Speed Surge (Ex) Three times per day as a swift action, a flame 
  drake may draw on its draconic heritage for a boost of strength 
  and speed to take an additional move action in that round.
  ETTERCAP
  This hideous purple creature walks upright like a man, but its face is 
  that of a spider, and its hands are sickle-shaped claws.
  ETTERCAP 
  CR 3
  Pathfinder RPG Bestiary 129
  NE Medium aberration
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 30 (4d8+12)
  Fort +6, Ref +4, Will +6
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +5 (1d6+2 plus poison) and 2 claws +5 (1d4+2)
  Special Attacks traps, web (+6 ranged, DC 15, hp 4)
  STATISTICS
  Str 14, Dex 17, Con 17, Int 6, Wis 15, Cha 8
  Base Atk +3; CMB +5; CMD 18
  Feats Great Fortitude, Improved Initiative
  Skills Climb +14, Craft (trapmaking) +8, Perception +9, Stealth +7; 
  Racial Modifiers +8 Craft (trapmaking)
  Languages Common
  SQ spider empathy +7
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 
  10 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save 
  DC is Constitution based.
  Spider Empathy (Ex) This ability functions as the druid’s wild 
  empathy, save that an ettercap can only use this ability on 
  spiders. An ettercap gains a +4 racial bonus on this check. 
  Spiders are mindless, but this empathic communication imparts 
  on them a modicum of implanted intelligence, allowing 
  ettercaps to train giant spiders and use them as guardians.
  GOBLIN
  This creature stands barely three feet tall, its scrawny, humanoid 
  body dwarfed by its wide, ungainly head.
  GOBLIN 
  CR 1/3
  Pathfinder RPG Bestiary 156
  Goblin warrior 1
  NE Small humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception –1
  DEFENSE
  AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, 
  +1 size)
  hp 6 (1d10+1)
  Fort +3, Ref +2, Will –1
  OFFENSE
  Speed 30 ft.
  Melee short sword +2 (1d4/19–20)
  Ranged short bow +4 (1d4/×3)
  STATISTICS
  Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
  Base Atk +1; CMB +0; CMD 12
  Feats Improved Initiative
  Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, 
  +4 Stealth
  Languages Goblin
  Treasure NPC gear (leather armor, light wooden shield, short 
  sword, short bow with 20 arrows, other treasure)
  GOBLIN COMMANDO
  This fierce green-skinned humanoid appears to be a particularly 
  fierce and skilled example of its kind.
  GOBLIN COMMANDO 
  CR 2
  Pathfinder RPG Monster Codex 108
  Goblin fighter 3
  NE Small humanoid (goblinoid)
  Init +8; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 20, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 size)
  hp 24 (3d10+3)
  Fort +4, Ref +5, Will +0 (+1 vs. fear)
  
  PATHFINDER SOCIETY SCENARIO
  30
  Defensive Abilities bravery +1
  OFFENSE
  Speed 30 ft.
  Melee mwk horsechopper +7 (1d8+1/×3)
  Ranged mwk composite shortbow +9 (1d4+1/×3)
  STATISTICS
  Str 13, Dex 18, Con 13, Int 10, Wis 8, Cha 10
  Base Atk +3; CMB +3; CMD 17
  Feats Combat Reflexes, Improved Initiative, Power Attack, Weapon 
  Focus (horsechopper)
  Skills Intimidate +6, Perception +2, Ride +4, Stealth +11; Racial 
  Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ armor training 1
  Combat Gear +1 flaming arrows (2), potion of cure moderate 
  wounds ; Other Gear chainmail, mwk composite shortbow with 
  20 arrows, mwk horsechopper, 80 gp
  GOBLIN OUTRIDER
  This bulbous-headed humanoid is mounted on a strange giant lizard.
  GOBLIN OUTRIDER 
  CR 1
  Pathfinder RPG Monster Codex 106
  Goblin ranger 2
  NE Small humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+3 armor, +4 Dex, +2 shield, +1 size)
  hp 19 (2d10+4)
  Fort +4, Ref +7, Will +1
  OFFENSE
  Speed 30 ft.
  Melee mwk dogslicer +5 (1d4+1/19–20)
  Ranged shortbow +7 (1d4/×3)
  Special Attacks combat style (mounted combat), favored enemy 
  (humans +2)
  STATISTICS
  Str 13, Dex 18, Con 13, Int 10, Wis 12, Cha 6
  Base Atk +2; CMB +2; CMD 16
  Feats Power Attack, Ride-By Attack
  Skills Acrobatics +3, Handle Animal +3, Perception +6, Ride +10, 
  Stealth +14, Swim +3; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ track +1, wild empathy +0
  Combat Gear potion of bull’s strength, potions of cure light wounds 
  (2), alchemist’s fire (4), tanglefoot bags (2); Other Gear studded 
  leather, heavy wooden shield, mwk dogslicer, shortbow with 20 
  mwk arrows, tindertwigs (7), giant gecko mount, 2 gp
  GOBLIN VULTURE PILOT
  This green-skinned humanoid commands the respect of her tribe 
  due to her ability to drop beehives, bombs, and other unpleasant 
  items onto enemies.
  GOBLIN VULTURE PILOT 
  CR 3
  Pathfinder RPG Monster Codex 109
  Goblin alchemist (winged marauder) 4 (Pathfinder RPG Advanced 
  Player’s Guide 26, Pathfinder RPG Monster Codex 104)
  NE Small humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 21, touch 15, flat-footed 17 (+4 armor, +4 Dex, +2 natural,  
  +1 size)
  hp 38 (4d8+17)
  Fort +5, Ref +8, Will +2; +2 against poison
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d3–1/19–20)
  Ranged bomb +9 (2d6+3 fire plus catch fire)
  Special Attacks bomb 7/day (2d6+3 fire and catch fire, DC 15, 
  10-ft. radius)
  Alchemist Extracts Prepared (CL 4th)
  2nd—false life, touch injection
  1st—bomber’s eye, bouncy bodyMC, shield, true strike
  Base Statistics Without barkskin and false life, the vulture pilot’s 
  statistics are AC 19, touch 15, flat-footed 15; hp 29.
  STATISTICS
  Str 8, Dex 18, Con 13, Int 16, Wis 12, Cha 6
  Base Atk +3; CMB +1; CMD 15
  Feats Brew Potion, Mounted Archery, Mounted Combat, Throw 
  Anything
  Skills Acrobatics +8, Climb +3, Craft (alchemy) +10, Handle Animal 
  +2, Perception +8, Ride +12, Stealth +16; Racial Modifiers +4 
  Ride, +4 Stealth
  Languages Common, Giant, Gnoll, Goblin
  SQ alchemy (alchemy crafting +4, identify potions), discoveries 
  (explosive bomb, sipping pet*), poison use, swift alchemy
  Combat Gear potions of barkskin (2), potions of cure light 
  wounds (2), acid (2), alchemist’s fire (2), tanglefoot bags 
  (2); Other Gear mwk mithral chain shirt, dagger, sunrods 
  (2), 293 gp
  LIZARD, GIANT GECKO
  With large bulging eyes to spot prey from afar, this oversized, smooth-
  scaled lizard has splayed, padded feet and a toothy maw.
  GIANT GECKO 
  CR 1
  Pathfinder RPG Bestiary 3 186
  N Medium animal
  Init +6; Senses low-light vision; Perception +6
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 11 (2d8+2)
  Fort +4, Ref +5, Will +2
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +2 (2d4+1)
  
  31
  FALLEN FAMILY, BROKEN NAME
  STATISTICS
  Str 13, Dex 15, Con 12, Int 2, Wis 14, Cha 7
  Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
  Feats Improved Initiative
  Skills Climb +21, Perception +6; Racial Modifiers +8 Climb
  SQ expert climber
  SPECIAL ABILITIES
  Expert Climber (Ex) A gecko’s feet allow it to climb virtually any 
  surface, no matter how slick or sheer. In effect, geckos are 
  treated as constantly being under a natural version of the spell 
  spider climb.
  LOCAL CELEBRITY
  The brilliant smile of this dashing human belies the cold danger 
  lurking in his eyes.
  LOCAL CELEBRITY 
  CR 2
  Pathfinder RPG NPC Codex 27
  Human bard 3
  LE Medium humanoid (human)
  Init +1; Senses Perception +4
  DEFENSE
  AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
  hp 20 (3d8+3)
  Fort +2, Ref +4, Will +3; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +4 (1d4–1/19–20)
  Ranged dagger +3 (1d4–1/19–20)
  Special Attacks bardic performance 10 rounds/day (countersong, 
  distraction, fascinate, inspire competence +2, inspire courage +1)
  Bard Spells Known (CL 3rd; concentration +5)
  1st (4/day)—charm person (DC 14), cure light wounds (DC 13), 
  hypnotism (DC 14), sleep (DC 14)
  0 (at will)—daze (DC 13), detect magic, light, lullaby (DC 13), 
  mage hand, resistance
  STATISTICS
  Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 15
  Base Atk +2; CMB +1; CMD 12
  Feats Skill Focus (Bluff), Spell Focus (enchantment), Weapon Finesse
  Skills Appraise +6, Bluff +11, Diplomacy +8, Disguise +8, 
  Intimidate +6, Knowledge (arcana, nobility) +7, Knowledge 
  (local) +9, Perception +4, Perform (act, dance) +8, Perform 
  (sing) +7, Sense Motive +5, Spellcraft +8
  Languages Common, Elven, Infernal
  SQ bardic knowledge +1, versatile performance (act)
  Combat Gear potion of invisibility; Other Gear masterwork 
  dagger, bracers of armor +1, 48 gp
  POACHER
  Stained with dirt and speckled with leaves, this gruff human carries a 
  massive crossbow and a pair of gleaming axes.
  POACHER 
  CR 2
  Pathfinder RPG NPC Codex 129
  Human ranger 3
  CE Medium humanoid (human)
  Init +1; Senses Perception +7
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 30 (3d10+9)
  Fort +5, Ref +4, Will +2
  OFFENSE
  Speed 30 ft.
  Melee 2 mwk handaxes +6 (1d6+3/×3)
  Ranged mwk heavy crossbow +5 (1d10/19–20)
  Special Attacks favored enemy (animals +2)
  STATISTICS
  Str 17, Dex 12, Con 14, Int 10, Wis 13, Cha 8
  Base Atk +3; CMB +6; CMD 17
  Feats Double Slice, Endurance, Quick Draw, Two-Weapon Fighting, 
  Weapon Focus (handaxe)
  Skills Climb +9, Intimidate +4, Knowledge (geography) +5, 
  Knowledge (local) +2, Knowledge (nature) +6, Perception +7, 
  Stealth +7, Survival +7
  Languages Common
  SQ favored terrain (forest +2), track +1, wild empathy +2
  Combat Gear potion of bull’s strength, potions of cure light 
  wounds (2), potion of hide from animals; Other Gear 
  masterwork studded leather, masterwork handaxes (2), 
  masterwork heavy crossbow with 20 bolts, 63 gp
  RAKSHASA, RAKTAVARNA
  What at first appears to be a bejeweled blade shimmers and writhes, 
  transforming into a hideous, red-eyed serpent.
  RAKTAVARNA 
  CR 2
  Pathfinder RPG Bestiary 3 229
  LE Tiny outsider (native, rakshasa, shapechanger)
  Init +3; Senses darkvision 60 ft., detect magic; Perception +9
  DEFENSE
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
  hp 22 (3d10+6)
  Fort +3, Ref +6, Will +4
  DR 5/good or piercing; SR 17
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +8 (1d4–2 plus poison)
  Special Attacks detect thoughts (DC 13)
  Spell-Like Abilities (CL 6th; concentration +8)
  Constant—comprehend languages
  1/day—charm person (DC 13), suggestion (DC 15)
  1/week—commune (CL 12th, 6 questions)
  STATISTICS
  Str 7, Dex 16, Con 15, Int 12, Wis 13, Cha 14
  Base Atk +3; CMB +4; CMD 12 (can’t be tripped)
  
  PATHFINDER SOCIETY SCENARIO
  32
  Feats Alertness, Weapon Finesse
  Skills Bluff +12, Climb +14, Disguise +16, Escape Artist +6, 
  Perception +9, Sense Motive +9, Stealth +17, Swim +11; Racial 
  Modifiers +4 Bluff, +8 Disguise
  Languages Common, Infernal, Undercommon; comprehend 
  languages
  SQ change shape (Tiny living object), master’s eyes
  SPECIAL ABILITIES
  Change Shape (Su) As a full-round action, a raktavarna can take 
  the shape of a handheld object, most often an ornamental 
  light, a one-handed weapon, or a piece of treasure. If the 
  rakshasa remains stationary in such a form, it can attempt 
  Stealth checks even while being observed. It can remain 
  motionless in object form indefinitely, but reverts to its true 
  form as soon as it takes any action.
  Master’s Eyes (Su) A raktavarna can designate a single 
  creature as its master as a standard action. If the raktavarna 
  is a spellcaster’s familiar, its master is automatically that 
  spellcaster, and the raktavarna cannot change this. As a full-
  round action, a raktavarna’s master can observe the world 
  as if looking through the raktavarna’s eyes. The master must 
  concentrate to maintain this link each round. The master’s 
  visual senses are suppressed for this time, and he uses the 
  raktavarna’s darkvision, detect magic, and regular eyesight 
  to observe the world. This ability has no limit on range, and 
  functions even across planar boundaries. If the raktavarna 
  is slain while its master is using this ability, the master is 
  stunned for 1d4 rounds (no save).
  Poison (Su) Bite—injury; save Fort DC 13; frequency 1/round for 
  6 rounds; effect 1d2 Wis plus modify memory; cure 1 save. 
  Each time a victim takes Wisdom damage from this poison, a 
  modify memory effect causes the victim to forget the previous 
  minute’s interactions with the raktavarna, as long as the 
  raktavarna is no longer visible or is in object form. The save 
  DC is Constitution-based.
  SPIDER, GIANT
  A spider the size of a grown human crawls silently from the depths of 
  its funnel-shaped web.
  GIANT SPIDER 
  CR 1
  Pathfinder RPG Bestiary 261
  N Medium vermin
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
  hp 16 (3d8+3)
  Fort +4, Ref +4, Will +1
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +2 (1d6 plus poison)
  Special Attack web (+5 ranged, DC 12, hp 2)
  STATISTICS
  Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2
  Base Atk +2; CMB +2; CMD 15 (27 vs. trip)
  Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in 
  webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), 
  +16 Climb
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 4 
  rounds; effect 1d2 Strength damage; cure 1 save.
  STORYTELLER
  Despite the laugh-lines crinkling the corners of his eyes, this human seems 
  better armed than the average minstrel.
  STORYTELLER 
  CR 1
  Pathfinder RPG GameMastery Guide 272
  Human bard 2
  N Medium humanoid
  Init +2; Senses Perception +4
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 
  shield)
  hp 11 (2d8+2)
  Fort +1, Ref +5, Will +2; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee rapier +1 (1d6/18–20) or whip +1 (1d3)
  Ranged shortbow +3 (1d6/×3)
  Space 5 ft.; Reach 5 ft. (15 ft. with whip)
  Special Attacks bardic performance 9 rounds/day (countersong, 
  distraction, fascinate [DC 14], inspire courage +1)
  Bard Spells Known (CL 2nd; concentration +5)
  1st (3/day)—comprehend languages, hideous laughter (DC 14), 
  ventriloquism
  0 (at will)—dancing lights, daze (DC 13), ghost sound (DC 13), 
  message, prestidigitation
  STATISTICS
  Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17
  Base Atk +1; CMB +1; CMD 14
  Feats Dodge, Skill Focus (Perform [Oratory])
  Skills Bluff +8, Diplomacy +11, Disguise +10, Intimidate +8, 
  Knowledge (local) +7, Perception +4, Perform (act) +8, 
  Perform (oratory) +11, Sense Motive +11, Sleight of Hand +7, 
  Stealth +6
  Languages Common, Elven
  SQ bardic knowledge +1, versatile performance (oratory)
  Gear masterwork studded leather, buckler, rapier, shortbow with 
  20 arrows, whip, disguise kit
  SUPERSTITIOUS MERCENARY
  This gruff human clutches a sword in one hand and a weathered holy 
  symbol in the other.
  
  33
  FALLEN FAMILY, BROKEN NAME
  SUPERSTITIOUS MERCENARY 
  CR 1/2
  Pathfinder RPG NPC Codex 80
  Human fighter 1
  N Medium humanoid (human)
  Init +2; Senses Perception +2
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
  hp 14 (1d10+4)
  Fort +3, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee longsword +4 (1d8+3/19–20) or 
  cold iron dagger +4 (1d4+3/19–20)
  Ranged heavy crossbow +3 (1d10/19–20)
  STATISTICS
  Str 17, Dex 14, Con 12, Int 8, Wis 13, Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats Iron Will, Power Attack, Toughness
  Skills Heal +2, Perception +2, Survival +5
  Languages Common
  Combat Gear potion of cure light wounds, alchemist’s fire, holy 
  water, oil (2), healer’s kit (2 uses remaining); Other Gear 
  breastplate, heavy wooden shield, cold iron dagger, heavy 
  crossbow with 20 bolts, longsword, bedroll, tindertwigs (2), 
  whetstone, wooden holy symbol, 3 gp
  TATZLWYRM
  This serpentine creature has the head of a ferocious dragon and two 
  relatively small forearms that end in tiny claws.
  TATZLWYRM 
  CR 2
  Pathfinder Bestiary 3 261
  N Medium dragon
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 22 (3d12+3)
  Fort +4, Ref +5, Will +5
  Immune paralysis, sleep
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +5 (1d8+3 plus grab)
  Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2)
  STATISTICS
  Str 14, Dex 15, Con 12, Int 5, Wis 14, Cha 11
  Base Atk +3; CMB +5 (+9 grapple); CMD 17 (can’t be tripped)
  Feats Nimble Moves, Stealthy
  Skills Climb +14, Escape Artist +5, Intimidate +4, Perception +8, 
  Stealth +10 (+16 in dense vegetation); Racial Modifiers +6 
  Stealth in dense vegetation
  Languages Draconic
  SPECIAL ABILITIES
  Poison Gasp (Ex) A tatzlwyrm’s breath contains a poisonous vapor. 
  While grappling, instead of making a bite or rake attack, a 
  tatzlwyrm can breathe poison into its victim’s face. A tatzlwyrm 
  must begin its turn grappling to use this ability—it can’t begin a 
  grapple and use its poison gasp in the same turn.
  Tatzlwyrm poison: Breath—inhaled; save Fort DC 12; frequency 
  1/round for 2 rounds; effect 1d2 Str damage; cure 1 save. The 
  save DC is Constitution-based.
  WATCH CAPTAIN
  This keen-eyed human is clad in shining full plate and wields a 
  wicked-looking halberd.
  WATCH CAPTAIN 
  CR 6
  Pathfinder RPG GameMastery Guide 261
  Human fighter 7
  LN Medium humanoid
  Init +1; Senses Perception +6
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
  hp 57 (7d10+19)
  Fort +8, Ref +4, Will +4; +2 vs. fear
  Defensive Abilities bravery +2
  OFFENSE
  Speed 30 ft.
  Melee +1 halberd +14/+9 (1d10+10/×3) or 
  sap +11/+6 (1d6+4 nonlethal)
  Ranged composite longbow +8/+3 (1d8+4/×3)
  Special Attacks weapon training (pole arms +1)
  STATISTICS
  Str 18, Dex 12, Con 14, Int 13, Wis 8, Cha 10
  Base Atk +7; CMB +11 (+15 trip); CMD 22 (24 vs. trip)
  Feats Alertness, Combat Expertise, Dazzling Display, Greater Trip, 
  Improved Trip, Iron Will, Persuasive, Weapon Focus (halberd), 
  Weapon Specialization (halberd)
  Skills Diplomacy +5, Handle Animal +4, Intimidate +12, 
  Knowledge (engineering) +5, Perception +6, Profession (soldier) 
  +5, Ride +2, Sense Motive +8
  Languages Common, Halfling
  SQ armor training 2
  Combat Gear potions of cure moderate wounds (2), tanglefoot 
  bags (2); Other Gear masterwork full plate, +1 halberd, 
  composite longbow (+4 Str) with 20 arrows, sap, cloak of 
  resistance +1, 35 gp
  
  PATHFINDER SOCIETY SCENARIO
  34
  JOIN OUR COMMUNITY
  Are you looking for more adventures? Check out 
  Pathfinder Society Organized Play! In the organized play 
  campaign, your character exists in a common setting 
  shared by thousands of other gamers. You can take 
  your character to any public Pathfinder Society event 
  anywhere in the world. Pathfinder Society Organized 
  Play includes adventures for the Pathfinder Roleplaying 
  Game and the Pathfinder Adventure Card Game. Over 
  time, campaigning in an organized play environment 
  offers a uniquely immersive experience, as your diverse 
  companions add depth to the campaign world. It’s also 
  a great way to get in touch with other local gamers, meet 
  new people, and play regularly without all the prep work 
  and scheduling of a traditional campaign.
  ROLEPLAYING GAME
  The Pathfinder Society Roleplaying Guild is a worldwide 
  fantasy roleplaying campaign that puts you in the role 
  of an agent of the Pathfinder Society, a legendary league 
  of explorers, archaeologists, and adventurers dedicated 
  to discovering and chronicling the greatest wonders of 
  an ancient world beset by magic and evil. A Pathfinder’s 
  adventures explore the dark alleys and political intrigues 
  of the city of Absalom between far-flung travels to the most 
  interesting and exotic locales in the world of the Pathfinder 
  Roleplaying Game.
  While the Game Master and your companions might 
  change every time you play, your character advances and gains 
  rewards as normal.
  For more on the Pathfinder Society Organized Play 
  campaign, how to read the attached Chronicle sheets, and 
  how to find games in your area, check out the campaign’s 
  home page at paizo.com/pathfinderSociety.
  ADVENTURE CARD GAME
  The Pathfinder Adventure Card Game is a cooperative card 
  game. Join a team of adventurers who band together to face 
  increasingly challenging foes. Explore locations riddled with 
  monsters, traps, and treasure, and customize your deck and 
  your character to fit your play style. 
  In Adventure Card Guild Organized Play, you have your 
  own Class Deck to represent your character, who can play in 
  dozens of published adventures. Though your companions 
  might change each time you play, the story is constant, 
  allowing your character to evolve as a result of your own 
  choices. Alternatively, some players prefer to keep their 
  Adventure Card Guild experience limited to a group of 
  friends, using the scenarios and reward structure as the 
  framework for a private home game. Either approach is a 
  valid and acceptable way to experience the Adventure Card 
  Guild story, and many players enjoy a combination of public 
  and private adventuring.
  For more on the Pathfinder Society Organized Play 
  campaign and how to find games in your area, check out the 
  card campaign’s home page at paizo.com/pfsacg.
  
  35
  FALLEN FAMILY, BROKEN NAME
  OPEN GAME LICENSE Version 1.0a
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  Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
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  and routines to the extent such content does not embody the Product Identity and is 
  an enhancement over the prior art and any additional content clearly identified as 
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  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Axe Beak from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Pathfinder Society Scenario #9-16: Fallen Family, Broken Name © 2018, Paizo 
  Inc.; Authors: Saif Ansari, Louis Manko Levite, Kendra Leigh Speedling, Kevin Willis, and 
  Scott D. Young.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  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
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #9-16: 
  Fallen Family, Broken Name
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  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 #
  2
  1
  4
  5
  Special
  Special
  Special
  Special
  Special
  Special
  Special
  Special
  Special
  Special
  3
  Pathfinder Society Scenario #9-16: 
  Fallen Family, Broken Name
  Variable Rewards: The gp, XP, and Prestige Points you earn on this Chronicle sheet are based on your level and how many 
  of the quests you complete. Until you play an adventure other than Fallen Family, Broken Name, you can continue to play 
  the other quests and earn greater rewards—even over multiple sessions. Circle the name of the quests you have completed 
  and check off the appropriate influence boxes below. Before beginning a different adventure, calculate your rewards for 
  this Chronicle sheet based on the table below. PCs that have selected the slow advancement track receive half of the gp, XP, 
  and Prestige Points listed below.
  # of Quests 
   Gold Pieces Earned by Level 
  XP    Prestige Points        Other
      1              L1: 100, L2: 150, L3: 250, L4: 350, L5: 450 
  1 
  1
      2              L1: 200, L2: 300, L3: 500, L4: 700, L5: 900 
  1 
  1
      3              L1: 300, L2: 450, L3: 750, L4: 1,050, L5: 1,350 
  1 
  1 
  Impressive Find
      4              L1: 400, L2: 600, L3: 1,000, L4: 1,400, L5: 1,800 1 
  2
      5              L1: 500, L2: 750, L3: 1,250, L4: 1,750, L5: 2,250 1 
  2     Impressive Find and Infernal True Name
  Quests Played
  ▫ 
  Estate 
  ▫ 
  Scorch
  ▫ 
  Memoriam 
  ▫ 
  Trove
  ▫ 
  Epithet
  Impressive Find: The Pathfinder Society is impressed with your discoveries in Isger. Once you earn 12 or more Fame, 
  your superiors award you 1 additional Prestige Point (but not Fame) in recognition of your excellence. You cannot 
  have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent 
  immediately or be lost. When you use this boon, cross it off your Chronicle sheet.
  ▫ Infernal True Name: You have learned the true name of the Irrica family’s devil. Check the box that precedes this boon as a 
  swift action to give one devil you can see within 60 feet the sickened condition for 1 hour. Alternatively, you may check the box that 
  precedes this boon to give one creature of the devil subtype you have summoned the effects of a heroism spell for 1 minute. Once 
  this box is checked, you have earned the enmity of devils everywhere. This may have a specific effect in later scenarios.
  Core Campaign
  Subtiers 1-2
  Subtier 4–5
  bracers of armor +1 (1000 gp)
  elixir of tumbling (250 gp)
  hellfire rod (6480 gp; 1/day on command the wielder can 
  fire an acid arrow [CL 9th] from this 5-pound rod, dealing 
  fire damage instead of acid damage)
  potion of bull’s strength (300 gp)
  scroll of fog cloud (150 gp)
  traveler’s any-tool (250 gp; Pathfinder RPG Ultimate 
  Equipment 323)
  wand of pass without trace (10 charges remaining; 150 
  gp; limit 1)
  +1 flaming ammunition (167 gp, limit 5)
  bracers of armor +1 (1000 gp)
  campfire bead (720 gp; Ultimate Equipment 306)
  elixir of tumbling (250 gp)
  featherstep slippers (2000 gp; Ultimate Equipment 231)
  hellfire rod (6480 gp; 1/day on command the wielder can 
  fire an acid arrow [CL 9th] from this 5-pound rod, dealing 
  fire damage instead of acid damage) 
  iron rope (750 gp; Ultimate Equipment 306)
  potion of barkskin (300 gp)
  potion of bull’s strength (300 gp)
  potion of invisibility (300 gp)
  ring of protection +1 (2,000 gp)
  scroll of fog cloud (150 gp)
  wand of pass without trace (10 charges remaining; 150 
  gp; limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 9/S09-16 - Fallen Family Broken Name.pdf