TEXT: A PATHFINDER SOCIETY SCENARIO FOR TIER 3–7
  Pathfinder Society Scenario #3–16
  By Crystal Frasier
  The MidnighT 
  Mauler
  The MidnighT 
  Mauler
  
  The MidnighT Mauler
  Pathfinder Society Scenario #3–16
  Author • Crystal Frasier
  Contributing Artists • Alberto Dal Lago, Joe Wilson,  
  and Kieran Yanner
  Cartographers • Rob Lazzaretti and Corey Macourek
  Creative Director • James Jacobs
  Senior Art Director • Sarah Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • Mark Moreland
  Editing • Judy Bauer
  Editorial Assistance • Jason Bulmahn, Christopher Carey, 
  Rob McCreary, Stephen Radney-MacFarland, Patrick 
  Renie, Sean K Reynolds, and James L. Sutter
  Editorial Interns • Alexandra Schecterson  
  and Jerome Virnich
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Technical Director • Vic Wertz 
  Pathfinder Society Campaign Coordinator • Mike Brock
  Special Thanks • The Paizo Customer Service, Warehouse, and Website Teams
  Pathfinder Society Scenario #3–16: The Midnight Mauler is a Pathfinder Society Scenario designed for 3rd- to 7th-level 
  characters (Tier 3–7; Subtiers 3–4 and 6–7). This scenario is designed for play in the Pathfinder Society Organized Play 
  campaign, but can easily be adapted for use with any world.
  This product makes use of the Pathfinder RPG Core Rulebook and the Pathfinder RPG Bestiary. These rules can be found 
  online for free as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
  fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as 
  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
  Pathfinder Society Scenario #3–16: The Midnight Mauler © 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and 
  GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player 
  Companion, Pathfinder Roleplaying Game, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC.
     
  ®
  
  3
  WHERE ON GOLARION?
  The Midnight Mauler takes place in Ardis, the former 
  capital of Ustalav. Once a city of wealth and culture, Ardis 
  now stands as a pale reflection of its former glory, with 
  its nobles playing at courtly games and intrigue on a 
  decaying stage, ignored by the nation’s true movers and 
  shakers. Many of its buildings stand empty and its lots 
  are vacant, and wild animals prowl the cobbled streets 
  after sundown. For more information on Ardis and the 
  nation of Ustalav, see Pathfinder Campaign Setting: Rule of 
  Fear, available at your local bookstore or hobby store, or 
  online at paizo.com.
  • ardiS
  • caliPhaS
  usTa
  lav
  by the experience, Vilk decided to control his condition 
  through sheer willpower. He failed.
  For the last 4 months, Vilk has transformed each 
  night of the full moon, turning his feral rage against 
  those who wronged him in the past. To the citizens of 
  Ardis, unaware of the killer’s identity or his motives, it 
  appears that a serial killer strikes randomly at nobles 
  and commoners alike. They have named this murderer 
  the Midnight Mauler. The superstitious whisper that a 
  werewolf prowls the streets, and though they won’t admit 
  it, the town guard agrees. Every approaching full moon 
  sees the guard rounding up or evicting Scarnzi and 
  tipping their blades in silver.
  One of Ardis’s few native Pathfinders, Ryado Erudyta, 
  fears he’s uncovered the Mauler’s identity. After 
  T
  he city of Ardis was once the crown jewel of 
  Ustalav’s royal courts, but since the seat of 
  government moved to Caliphas, its glory has long 
  since waned. The former metropolis now plays host to 
  deluded nobles and peasants alike, all running through 
  hazy imitations of a life decades gone, insisting they 
  still matter and that their glory has yet to diminish. But 
  more than social decay stalks the leaning towers and 
  potholed streets of Ardis—a murderer lays claim to the 
  city beneath the full moon. And to clear its name, the 
  Pathfinder Society must stop it!
  Decades ago, Ardis also housed the renowned 
  swordsman 
  and 
  scholar 
  Vonran 
  Vilk. 
  Unusually 
  optimistic for one of his country, and gifted with 
  both practicality and curiosity, Vilk gravitated to 
  the Pathfinder Society despite Ustalav’s traditional 
  antagonism to the group. But none of his gifts aided him 
  after his fellows perished before the traps of a long-lost 
  Moulot family tomb. For his role in their deaths, as well 
  as for plundering noble graves, Vilk was banished, forced 
  to flee in the night without his fortune, his dignity, or 
  even his love.
  To most Pathfinders, Vilk’s tale only begins after 
  leaving Ustalav. Following his exile, the dashing 
  swordsman traveled constantly and scribed numerous 
  entries in the Pathfinder Chronicles. He became Venture-
  Captain Vilk and eventually reached the rank of Master 
  of Blades in Absalom’s Grand Lodge. Though he passed 
  on his title to the predecessor of the current Master of 
  Blades, Farabellus, nearly a generation ago, Vilk enjoyed a 
  place of comfort at the Grand Lodge. But still he yearned 
  for his lost homeland.
  Months ago, Vilk resolved to return to his beloved Ardis 
  to write his memoirs. But little went according to plan as 
  the aging soldier smuggled himself overland via the River 
  Kingdoms. When his party was set upon by unnaturally 
  aggressive wolves under the full moon, only Vilk himself 
  survived. Though he immediately understood the grave 
  nature of his wounds, by the time he finished his travels 
  to Ardis the lycanthropy running through his elderly 
  veins had revitalized Vilk’s aging body, leaving him more 
  active and energetic than he’d felt in years. Overwhelmed 
  The MidnighT Mauler
  By cryStal fraSier
  
  GM TIP: BE PREPARED!
  The Midnight Mauler culminates in a daring race through 
  winding, moonlit streets in a desperate bid to stop the 
  werewolf Mauler before he kills his former lover. While 
  the rules for running such a chase are summarized in 
  this adventure, GMs who want to fully utilize this rules 
  subsystem should familiarize themselves with the chase 
  rules on page 232 of the Pathfinder RPG GameMastery Guide.
  PATHFINDER SOCIETY SCENARIO
  4
  accidentally running into Vilk in the local library, 
  Erudyta recognized a pattern in the Mauler’s monthly 
  killings: from spoiled courtiers to conniving prostitutes, 
  all somehow played a hand in (or bore their parents’ 
  responsibility for) Vilk’s exile. With Ustalav barely 
  tolerating the Society’s graverobbers and looters as it 
  stands, the discovery of a Pathfinder serial killer would 
  provide all the excuse necessary for the government 
  to exile the organization from Ustalav’s borders once 
  and for all. Wary of the local authorities, Erudyta has 
  instead contacted the Grand Lodge to beg for assistance, 
  especially as the next full moon approaches.
  SUMMARY
  The PCs arrive via ship only hours before the full moon 
  rises. With precious little time to waste, Ryado Erudyta 
  fills them in on the details and then begs them to help 
  save Vonran Vilk from the curse that grips him.
  Should the PCs go looking for wolfsbane, they find 
  only disappointment. Local herbalists can’t keep the 
  herb in stock with most of the locals hoping to protect 
  themselves against a hungry werewolf. Instead, the 
  herbalists point persistent adventurers to an overgrown 
  wood outside the city’s walls, were wolfsbane grows wild. 
  Unfortunately, it grows side by side with dangerous 
  carnivorous plants that have a symbiotic relationship 
  with the valuable herb.
  Tracking down Vilk’s next victim in time requires 
  more footwork. The one person who knows the old man’s 
  habits well enough to predict his desires is his former 
  lover, Markov Rutowski. Erudyta points them to the half-
  elf, but getting the tight-lipped courtier to reveal what he 
  knows of Vilk’s past requires nothing less than a skilled 
  diplomat or magical coercion. Eventually, he offers up the 
  name of Judge Cevianna Pradowka, the magistrate who 
  banished Vilk 5 decades ago, and who remains uncannily 
  youthful for a woman of 82.
  Rushing to Pradowka’s courtroom, the PCs catch their 
  first glimpse of Vilk from across the courtyard as he 
  slays the guards, scales the building, and leaps through 
  an open skylight. Inside the building, they encounter 
  Vilk’s canine servants. After defeating the beasts, the 
  adventurers follow Vilk’s trail into a sewer grate.
  In the twisting, turning sewers, the PCs stumble into 
  a nest of deadly vermin amid the ooze the surrounds 
  them. Having finally defeated the creatures and found 
  their way free of the reeking tunnels, they discover 
  too late that Judge Pradowka was merely a distraction. 
  Inhuman footprints litter the ground by the outflow 
  where Vilk made his exit, as well as a broken, gold locket 
  containing youthful portraits of both Vilk and his 
  former lover, Rutowski.
  The PCs race after the werewolf through the darkened 
  streets of Ardis, desperate to catch him before he reaches 
  the courtier’s home to slay him.
  Once they confront the Pathfinder-turned-monster, 
  the adventurers have few options. Only truly gifted 
  tricksters, powerful enchanters, or skilled grapplers can 
  force Vilk to consume the cure for his condition, and only 
  masterful negotiators can appeal to his lingering shreds 
  of humanity and convince him to consume the wolfsbane 
  of his own, free will. Failing that, death alone will stop 
  the Midnight Mauler’s lunar killings.
  GETTING STARTED
  Read the following to get the adventure underway.
  The Pathfinder Society’s Master of Blades, Marcos Farabellus, 
  rarely assigns missions himself. Rarer still do those orders 
  come directly from the Decemvirate.
  “You bold few are in for a journey,” the towering wall 
  of a man states. He rubs his beard for a few moments, as 
  if physically searching it for the right words. “There’s a 
  problem in Ustalav. An embarrassing one. Most of you have 
  probably met Vonran Vilk, the old man who used to work in 
  the library. He was the Master of Blades well before my time; 
  the man lived more stories than you or I have even read. A 
  few months back he returned to his homeland of Ustalav 
  to write his memoirs for the Society. Something happened 
  along the way. Now, a serial killer stalks Vilk’s hometown of 
  Ardis, killing off all his old enemies. Under the full moon. I 
  think you get the drift.
  “Look. I’m not going to blow you a lot of smoke. Vilk defined 
  what it meant to be a good man in his day. More importantly, 
  he’s still got secrets buried up in that geriatric head of his that 
  the Decemvirate doesn’t want spilled on the cobblestones by 
  some superstitious Ardisian’s silver ax. Even worse, Ustalav 
  sees the Pathfinder Society as a band of mercenaries and grave 
  robbers. If anyone finds out that as prominent a Pathfinder as 
  Vilk stalks their streets and murders their nobles as the man 
  they’re calling the ‘Midnight Mauler,’ that might be enough 
  excuse to have the entire Society expelled from Ardis’s borders 
  without any debate.
  
  Master of Blades 
  Marcos Farabellus
  THE MIDNIGHT MAULER
  5
  take time away from their grave-robbing to investigate a 
  murderer. It means something, but what?
  Knowledge (local or nature)
  Some PCs may wish to research the rumored curse of 
  lycanthropy that supposedly afflicts former Master of 
  Blades Vilk. Allow such characters a Knowledge (local) or 
  Knowledge (nature) check, providing them the following 
  information based on their level of success.
  15+ Reports of lunar transformations 
  and brutal maulings in Ardis point to 
  lycanthropy. A werewolf likely bit Vilk 
  on his journey to Ardis, and he now 
  transforms under the full moon—
  typically 3 days every month.
  18+ Lycanthropes of all types shun 
  silver, and silver weapons penetrate 
  their unnaturally thick hides. The 
  herb wolfsbane—also called aconite or 
  monkshood—may cure a victim but is also 
  poisonous and can kill a werewolf just as easily. 
  20+ Having been bitten, Vilk is only a 
  bearer of the curse of lycanthropy, 
  and cannot infect others. Only those 
  born with lycanthropy spread the 
  disease to their victims.
  Once the PCs understand the situation, 
  read the following.
  An excited young man strains for a view from behind a row 
  of dull, bored, gray-clad observers on the docks of Ardis’s 
  modest harbor. His face beams with equal parts excitement 
  and relief as the gangplank drops.
  “Well met, my brothers and sisters,” the young man says. 
  “Thank you for coming so quickly! I am Ryado Erudyta.” 
  Despite his youth, Ryado approaches with a limp in his left leg. 
  “I have a coach waiting to take us back to the safe house. We 
  can speak more freely away from these crowds.”
  The rented cab is small but well appointed, and after a 
  moment of securing the luggage, Erudyta continues. “By now 
  you must have heard of the unfortunate circumstances of 
  Master Vilk’s… condition. I ran into him by chance six weeks 
  ago at the library of a mutual friend. I was researching the 
  Dracora family’s lineage, but that’s neither here nor there.” 
  He glances out the window, peering at the long, orange 
  shadows cast by the late afternoon sun. “To my shame, I 
  didn’t put all the clues together until the most recent round 
  of murders, but now I see it all… Vilk’s overland journey into 
  Ustalav under cover of darkness, the low profile he maintains, 
  and the identities of the seemingly random victims.” He 
  shakes his head, showing more years than his rosy cheeks 
  would suggest. “I wish I could stop him myself, but fighting a 
  werewolf would’ve been well beyond my skills even before the 
  “Ideally, you are to stop the murders without killing Vilk. 
  But if push comes to shove, access to all the history of Ustalav 
  outweighs any one man. Stop Vilk, whatever it takes. Our man 
  in Ardis will meet you at the docks.”
  Make certain the PCs understand their situation and 
  have read their faction missions. Also allow them the 
  chance to research Ardis, Ustalav, and Vilk’s condition.
  Knowledge (geography)
  Player characters may have pervious knowledge of 
  Ustalav and the city of Ardis before beginning the 
  adventure, or may research the region during their 
  voyage to the Ustalavic port. Allow any PC the 
  opportunity to make a Knowledge (geography) 
  check, with the following results.
  15+ Ardis used to be the capital of Ustalav, 
  a varied nation of dark forests, high 
  mountains, and superstitious locals.
  20+ When the seat of government 
  moved to Caliphas, Ardis’s glory and 
  wealth steadily faded. Today, nobles with 
  long lineages but little money or influence 
  squabble endlessly fighting to rise to 
  positions in the courts that only they 
  care about. Many estates and city blocks 
  lie empty and crumbling.
  25+ Wild animals have moved into the abandoned 
  parts of the city, and the common folk bar their doors at 
  sunset to keep out the wild things.
  Diplomacy or Knowledge (local)
  Other Pathfinders may find their ability to gather rumors 
  quickly once in Ardis a better means of learning about 
  recent events in the city. A PC attempting a Diplomacy 
  check to gather information or a Knowledge (local) check 
  may discover the following information.
  15+ Violence among Ardis’s peasants is nothing new—
  criminals, Sczarni, and wild animals claim common folk 
  regularly. But this new killer, the Midnight Mauler, kills 
  merchants and even nobles. No one is safe.
  20+ Swift, brutal attacks under the full moon? 
  Everyone knows the Midnight Mauler is a werewolf, and 
  anyone with sense has a silver knife or wolfsbane by now. 
  Though the city guard won’t admit it, they spend the 
  days before each full moon rounding up outsiders and 
  expelling them from the city.
  25+ Over the past 4 months, the initial fear of the 
  Midnight Mauler evolved into outrage. The last full 
  moon saw a young Sczarni boy lynched, and the coming 
  full moon will likely bring more mob violence.
  30+ They say a Pathfinder named Erudyta has been 
  sniffing around the murder scenes. Pathfinders never 
  
  ARDIS
  •	Rutowski	
  Townhouse
  •	Wolfsbane
  •	Courthouse
  900 FEET
  PATHFINDER SOCIETY SCENARIO
  6
  ghouls got to me.” He knocks gently on his left leg.
  “The full moon starts tonight, along with Vilk’s next 
  round of murders. I beg you to cure our wayward master 
  if at all possible. You’ll find curative magics scarce in Ardis, 
  but I believe a powerful dose of wolfsbane may reverse his 
  condition, should he survive it. There might even be enough 
  humanity left in his bestial soul to reason with. The guards 
  grow wise to the beast, and the locals are on edge as well—if 
  the guards or an angry mob beat us to Vilk, the Society’s 
  relationship to the Midnight Mauler will be exposed. We 
  can’t let that happen. One way or another, Vilk’s rampage 
  must end tonight.”
  PCs have the chance to question Erudyta on their ride 
  back to the Pathfinder Society’s nearly abandoned Ardis 
  safe house. The young man eagerly shares what little 
  knowledge he collected before their arrival.
  How do we find Vonran Vilk? “That’s been a bit of 
  a problem. I spent six weeks trying to track him down 
  without any luck; too many of his records were simply 
  wiped clean after his exile. If anyone in Ardis knows Vilk 
  well enough to predict his actions, it would be his ex-lover: 
  a half-elf courtesan named Markov Rutowski. Despite the 
  urban decay, Ardis’s courtesans remain well insulated, 
  and I lack the influence to even gain an audience with 
  him. I understand Vilk’s exile was something of a black 
  mark on Rutowski’s own career, and it likely remains a 
  sensitive topic.”
  Can you supply us with wolfsbane? “Alas, wolfsbane has 
  become difficult to come by. The locals know lycanthrope 
  attacks when they see them, and the local shops sell out 
  as soon as it arrives. You may have better luck tracking it 
  than I, though. “ 
  What’s your place in all this? “I’m concerned, I suppose, 
  for Master Vilk and the Society. When Vilk was Master of 
  Blades, he trained my aunt when she was being inducted 
  into the Pathfinder Society, and he encouraged my own 
  studies in my younger years. He’s almost like family, in 
  a way, though I never knew about his past or banishment 
  until I began investigating these murders.”
  Why was Vilk banished from Ustalav? “I don’t know 
  many of the details; most of the records have been 
  
  AN OPTIONAL ENCOUNTER?
  Strictly speaking, PCs do not need to obtain the wolfsbane 
  in Act 1 to successfully complete The Midnight Mauler. If 
  your group elects to simply hunt down Vilk and dispenses 
  with the notion of curing him, or if they have somehow 
  procured wolfsbane in another manner either before or 
  during this scenario, skip the Wolfsbane encounter, but 
  treat the otherwise optional Wolfless encounter in Act 2 as 
  mandatory to bring the total number of encounters in the 
  scenario to five. In that case, move the treasure the PCs 
  would find in the park to the Ardis sewers so they don’t 
  miss out on any rewards.
  THE MIDNIGHT MAULER
  7
  destroyed or moved to Caliphas over the past fifty years. 
  Rumor has it he lost four fellow adventurers looting a 
  noble family’s tomb. The family has since relocated, or 
  else I’d say they’re our prime target. I know nothing else 
  about the trial or the parties involved. Not many remain 
  in Ardis with memories that long.”
  Who were the previous victims? “There have been 
  fourteen murders over the past four months. He began 
  with Wanda Oteski, the granddaughter of one of Vilk’s 
  old adventuring rivals. Afterward he slew an elderly 
  merchant and his son who bore witness at Vilk’s trial. 
  The next month saw the death of an elven information 
  broker; apparently she directed Vilk and his band to that 
  ill-fated tomb. The list goes on, but all of them bear some 
  connection to Vilk.”
  The carriage arrives outside the Ardis safe house 
  as the PCs finish asking their questions, and Erudyta 
  invites them all in to rest for a few hours, but urges them 
  to start before the moon rises. The safe house itself 
  offers few amenities, being more a museum and office 
  than a home.
  Mission Notes: Osirion faction PCs can take 
  this opportunity to examine the Ardis safe house’s 
  Osirionology library, a task made quick and simple thanks 
  to Erudyta’s meticulous organization. The Pathfinder is 
  eager to share his humble safe house’s knowledge, and 
  any Osirion faction PC who copies down the modest notes 
  pertaining to ancient Osirion with a DC 15 Linguistics or 
  Intelligence check earns 1 Prestige Point. 
  Andoran, Sczarni, Silver Crusade, and Taldor faction 
  PCs may use this time to complete their respective 
  faction missions, though these tasks are likely better 
  accomplished during Act 1 or after Vilk’s defeat. See 
  Mission Notes in Act 1 for details.
  ACT 1: PREPARATION
  The PCs’ arrival in Ardis just before the full moon grants 
  them an opportunity to prepare for their confrontation, 
  including gathering resources to battle or cure Vilk, 
  running faction missions, and learning where the 
  Midnight Mauler will strike next.
  Allow the PCs time to pick up whatever mundane 
  equipment they like; silver weapons in particular are 
  much easier to come by in Ustalav than in most of the 
  Inner Sea region. 
  Mission Notes: Andoran faction PCs can use this time 
  to start a whispering campaign against the Chelish 
  ambassador Melagar Atharian. Gossip travels quickly 
  in Ardis, and succeeding at this mission is as easy as 
  stopping at a few local watering holes and spreading a 
  salacious story or two with a DC 20 Bluff check; doing so 
  earns members of the faction 1 Prestige Point. 
  Sczarni faction PCs can use this time to track down 
  the assassin known as Imrean Deso at the Petty Desires 
  tavern, though the fact that he is an assassin isn’t public 
  knowledge, and Deso doesn’t admit to being one, calling 
  himself a “problem solver” instead. He also refers to the 
  merchant Ilsof Regaran only as “the contract,” never 
  alluding to any plan to kill anyone. Convincing him to 
  accept the contract on the duplicitous merchant requires 
  more than just money; PCs must succeed at a DC 20 
  Diplomacy or Intimidate check to convince the killer 
  to take the job. This check may only be attempted once 
  per PC, failure indicating that Deso isn’t open to further 
  requests from that character. If any Sczarni faction PC 
  successfully hires Deso for the job, award all members of 
  the faction 1 Prestige Point.
  Silver Crusade faction PCs should wish to find a supplier 
  of the rare herb witch’s breath, a task that requires they 
  know the right people. Silver Crusade faction PCs may 
  attempt a DC 15 Diplomacy check to gather information 
  or a DC 15 Knowledge (local) check to put out the word that 
  they’re in the market without frightening the local dealers 
  away. This check may not be retried, as a failed check puts 
  the local black market on alert. Success earns each member 
  of the Silver Crusade faction 1 Prestige Point.
  Taldor faction PCs may likewise use this time to tackle 
  their faction mission. Purchasing a quality assortment of 
  Ustalavic costumes is as simple as finding a local tailor 
  or even estate salesman; Ardis overflows with the castoffs 
  from its floundering noble class. A new costume costs 
  50 gp, while a secondhand outfit costs a mere 10 gp, but 
  locating one requires a DC 15 Knowledge (local) check. 
  Purchasing either kind earns members of the faction 1 
  Prestige Point. 
  Wolfsbane (CR 4 or CR 7)
  Should the Pathfinders follow Erudyta’s advice and seek out 
  wolfsbane to cure Vilk’s condition, they meet with nothing 
  but disappointment. Ustalavic natives survive by their 
  
  Wolfsbane
  1 square = 5 feet
   
  = Wolfsbane patch 
  X = Xtabay
  X1 = Additional xtabay
  A = Assassin vine
  GameMastery Flip-Mat: Forest
  N
  A
  X
  X
  X1
  PATHFINDER SOCIETY SCENARIO
  8
  superstitions, and when rumors of werewolf attacks began 
  circulating, apothecaries and herbalists throughout the city 
  raised their prices on the already expensive herb. With the 
  full moon only hours away, no shop in the city will supply 
  the PCs with the herb for less than 800 gp per dose. Erudyta 
  suggests that they may find some naturally growing plants in 
  the overgrown forests just outside the city’s walls, but warns 
  of deadly, man-eating plants inhabiting the same woods.
  PCs may easily locate a sufficiently abandoned wood 
  with a DC 12 Knowledge (local or geography) check, as 
  indicated on the Ardis map on page 6. As the PCs venture 
  into the forest, read the following.
  Tangled masses of roots and undergrowth hamper movement 
  in this wood, and straining branches overhead blot out nearly 
  all natural light. Less than a hundred feet into the overgrown 
  forest, all signs of the nearby city vanish, leaving nothing but 
  shockingly untamed wilderness.
  Finding wolfsbane in the tangled forest requires a 
  successful DC 15 Knowledge (nature) or Survival check, 
  with each check representing a half-hour of searching.
  Creatures: Wolfsbane is not the only dangerous plant 
  found in this overgrown woodland. Deadly assassin 
  vines lurk amid the mess of tangled foliage, and colorful, 
  aromatic xtabay flowers intersperse with more benign 
  flora. Over time, both species of plant have adapted to 
  grow near to other sought-after flora that draws prey 
  to within their reach. The patch of wolfsbane the PCs 
  locate is, unfortunately, just such a case.
  Subtier 3–4 (CR 4)
  Xtabays (2) 
  CR 1/2
  Pathfinder RPG Bestiary 2 289
  N Small plant
  Init +1; Senses low-light vision, tremorsense 30 ft.; Perception +1
  
  THE MIDNIGHT MAULER
  9
  Morale The mindless assassin vine fights to the death or until 
  prey flees beyond its blindsight radius.
  STATISTICS
  Str 16, Dex 14, Con 12, Int —, Wis 13, Cha 9
  Base Atk +3; CMB +6 (+10 grapple); CMD 18
  SQ camouflage
  Subtier 6–7 (CR 7)
  Xtabays (3) 
  CR 1/2
  hp 8 each (use the stats for Subtier 3–4)
  Elder Assassin Vine 
  CR 6
  Advanced assassin vine (Pathfinder RPG Bestiary 22)
  N Large plant 
  Init +0; Senses blindsight 30 ft., low-light vision; Perception +1
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 76 (9d8+36)
  Fort +10, Ref +3, Will +4
  Immune electricity, plant traits; Resist electricity 10, fire 10
  OFFENSE
  Speed 5 ft.
  Melee slam +13 (1d8+12 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks entangle, constrict (1d8+12)
  TACTICS
  Before Combat The assassin vine lies motionless until a 
  target approaches to within its reach, requiring a DC 20 
  Knowledge (local), Perception, or Survival 
  check to notice.
  During Combat The assassin 
  vine initiates combat with 
  its entangle ability, then 
  DEFENSE 
  AC 12, touch 12, flat-footed 10 (+1 Dex, +1 size)
  hp 8 each (1d8+4)
  Fort +6, Ref +1, Will +1
  Immune acid, plant traits
  OFFENSE 
  Speed 5 ft. 
  Melee 2 stings +0 (1d3–1 plus 1d2 acid)
  Special Attacks devour, soporific pollen
  STATISTICS
  Str 8, Dex 13, Con 19, Int —, Wis 12, Cha 11
  Base Atk +0; CMB –2; CMD 9 (can’t be tripped)
  SPECIAL ABILITIES 
  Devour (Ex) While a creature is under the effects of a 
  xtabay’s soporific pollen, the plant may, as a full-round 
  action, occupy the same square as the sleeping creature 
  and slowly sap the life from it. Each round the xtabay 
  uses this ability, the affected creature must succeed at a 
  DC 14 Fortitude save or take 1d2 points of Str damage. 
  This feeding is curiously painless, and normally isn’t 
  enough to waken a foe put to sleep by the plant. Each 
  round this feeding continues, the sleeping victim can 
  attempt a new DC 14 Will save to awaken. This save DC is 
  Constitution-based.
  Soporific Pollen (Ex) As a standard action, a xtabay can release 
  sleep-inducing pollen into the air around it. Each creature 
  within a 10-foot-radius burst centered on the xtabay must 
  succeed at a DC 14 Will save or fall asleep for 1d3 minutes. 
  A creature that succeeds on the Fortitude save cannot be 
  affected by the same xtabay’s soporific pollen for 24 hours. 
  A creature put to sleep by this pollen can be awakened by 
  vigorously shaking the sleeper (a standard action) or by 
  damaging it. This is a mind-affecting sleep effect. The save 
  DC is Constitution-based.
  Young Assassin Vine 
  CR 2
  N Medium plant (Pathfinder RPG Bestiary 22, 295)
  Init +2; Senses blindsight 30 ft., low-light vision; Perception +1
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 22 (4d8+4)
  Fort +5, Ref +3, Will +2
  Immune electricity, plant traits; Resist cold 5, fire 5
  OFFENSE
  Speed 5 ft.
  Melee slam +6 (1d4+4 plus grab)
  Special Attacks entangle, constrict (1d4+4)
  TACTICS
  Before Combat The assassin vine lies motionless until a 
  target approaches to within its reach, requiring a DC 20 
  Knowledge (nature), Perception, or Survival check to notice.
  During Combat The assassin vine simply attempts to hold 
  onto one target and constrict until its target stops fighting. 
  
  PATHFINDER SOCIETY SCENARIO
  10
  simply attempts to hold onto one target and constrict until 
  its target stops fighting.
  Morale The mindless assassin vine fights to the death or until 
  prey flees beyond its blindsight radius.
  STATISTICS
  Str 26, Dex 10, Con 18, Int —, Wis 13, Cha 9
  Base Atk +6; CMB +15 (+19 grapple); CMD 25
  SQ camouflage
  Development: Destroying the xtabays and the assassin 
  vine aren’t strictly necessary; all the PCs need to do is 
  harvest a dose of wolfsbane as a full-round action. The 
  patch can be harvested for up to 5 doses (requiring five 
  separate actions). If the PCs fail or retreat, they have no 
  means of curing Vilk’s lycanthropy and their only option 
  will be to kill or capture the old man.
  Treasure: Though the PCs may survive the encounter, 
  others haven’t been so lucky. All that remains of an ill-
  fated romantic tryst at the vine’s base are a bag of assorted 
  gems and coins (both subtiers), as well as a potion of cure 
  moderate wounds, a potion of eagle’s splendor, and an elixir of 
  tumbling (Subtier 3–4), or a headband of alluring charisma +2 
  (Subtier 6–7).
  Mission Notes: Qadira faction PCs need to bring back 
  a preserved sample of an xtabay for study. This requires 
  a successful DC 15 Craft (alchemy) or Knowledge (nature) 
  check to preserve one of the dead blossoms without 
  damaging its alchemical properties. Doing so earns a 
  Qadira faction PC 1 Prestige Point.
  Rewards: If the PCs survive the encounter and retrieve 
  the wolfsbane, reward each subtier thusly:
  Subtier 3–4:
  Give each PC 287 gp.
  Subtier 6–7:
  Give each PC 724 gp.
  Wolf’s Delight (CR 5 or CR 8)
  In addition to gathering their arsenal to turn against 
  Vilk, the PCs also need to know how to find the wolf once 
  the moon rises. With thousands of potential victims 
  to protect within the city, the PCs’ only hope lies with 
  Vilk’s former lover, Markov Rutowski. No one left alive in 
  Ardis knew Vilk so intimately or has the slightest chance 
  of predicting his motives; even the public records of his 
  activities and exile were moved to Caliphas decades ago 
  and now rest, forgotten, in an arbiter’s musty basement. 
  Any attempt to learn more about Vilk via Diplomacy 
  checks to gather information or Knowledge (local) check 
  reveals only this much.
  Both Erudyta and a DC 15 Knowledge (nobility) check 
  point the heroes to the half-elf courtesan and provide 
  his home address. However, a wide gulf lies between 
  learning Rutowski’s name and gaining an audience 
  with the elitist noble. Firmly entrenched in Ardis’s web 
  of courtly intrigue, the silver-tongued half-elf rarely 
  sees anyone without a name backed by 12 generations 
  of history.
  As the PCs approach Rutowski’s townhouse, read the 
  following aloud.
  A scraggly hedgerow and a thousand storms’ worth of water 
  stains mar Rutowski’s otherwise beautiful townhouse. Well-
  worn marble steps lead to oaken double doors and an ornate, 
  yellow bell pull.
  Ringing the bell summons Almoch, Rutowski’s 
  manservant and guard. Well dressed in coattails and 
  powdered wig, Almoch habitually turns away any visitors 
  he does not recognize on sight, especially those dressed 
  like murderous vagabonds. He politely but firmly 
  informs any unscheduled visitors that Rutowski is not 
  currently seeing visitors.
  Even getting inside to speak with Rutowski requires 
  getting past Almoch first, whether through charm, 
  magic, or wit. The DCs for various skill checks to confront 
  (or sneak past) Almoch are listed below, along with his 
  saving throws. If he can be made friendly, he allows the 
  PCs an audience in exchange for a 50 gp bribe. If helpful, 
  he allows them an audience with Rutowski free of charge. 
  Though skill use or spells are the expected means of 
  bypassing Almoch, they are not necessarily the only ways, 
  and GMs should reward creative thinking, though open 
  combat with the servant of an established member of the 
  Ardis nobility is not recommended.
  Subtier 3–4
  Almoch
  LN male human aristocrat 2/warrior 3
  Skill DCs Bluff DC 16; Diplomacy DC 16 (unfriendly); 
  Intimidate DC 17; Stealth DC 21
  Will Save +6
  Special Though thorough, Almoch remains a product of 
  Ardis’s superficial upper classes. PCs wearing noble outfits 
  gain a +2 circumstance bonus on Diplomacy and Intimidate 
  checks. A successful DC 15 Knowledge (nobility) check 
  grants a PC enough insight into the local political climate to 
  provide a +2 bonus on Diplomacy checks.
  Subtier 6–7
  Almoch
  LN male human aristocrat 4/warrior 4
  Skill DCs Bluff DC 17; Diplomacy DC 17 (unfriendly); 
  Intimidate DC 20; Stealth DC 24
  
  THE MIDNIGHT MAULER
  11
  Special Reading Rutowski’s reactions provides a subtle bonus: 
  A DC 21 Sense Motive check grants a +2 bonus on a PC’s 
  next Bluff, Diplomacy, or Intimidate check. If a PC examines 
  the book Rutowski was reading, he discovers it to be a 
  collection of Taldan poetry; a DC 15 Knowledge (history) 
  or Profession (scribe) check recalls enough similar poetry 
  to impress Rutowski, granting a +2 bonus on all future 
  Diplomacy checks with him.
  If the PCs can improve Rutowski’s attitude to indifferent 
  or better, the courtesan shares what knowledge he 
  possesses with the PCs, answering questions to the best 
  of his ability.
  Rutowski sighs and retakes his seat, gesturing to the other 
  overstuffed chairs and divans that fill the room. “Forgive me. 
  I sometimes forget that it was Ardis’s machinations that took 
  my beloved away from me, and not the Pathfinder Society 
  itself. I shall try to help you however I can.”
  Why was Vilk banished from Ustalav? “Politics. He 
  turned a daughter of the Moulot family into a Pathfinder, 
  and then she died on one of those damnable adventures of 
  hers. Graverobbing is a crime in Ustalav, but banishment 
  is a sentence reserved for those with enemies.”
  Who is Vilk’s next target? “There are a few poor souls 
  left in Ardis I’m sure Vonran bears a grudge toward, 
  though the worst offenders moved on decades ago to 
  Caliphas. Of all his remaining accusers, Judge Cevianna 
  Pradowca is the worst. She bore a grudge against Vonran 
  for refusing to wed her and so turned her courtroom into 
  a weapon against him. She’s the one who handed down 
  his banishment. I wager he’ll hunt her next.”
  Judge Pradowca is still alive after 50 years? “Indeed. 
  She’s long-lived for a human. The story I prefer to 
  spread is demon-blood, but more likely she simply buys 
  ointments from the Varisian vagrants. They have a gift 
  for preserving crones.”
  Why didn’t you leave with Vilk? “My entire life is 
  in Ardis—my experience, my clients, all my family’s 
  property. It killed me inside to lose him; I’ve never known 
  a man like Vonran Vilk before or since, but my work and 
  my life were more important then.”
  You? And Vilk? Lovers? “I hope you don’t think that 
  greatness hinges solely on a willingness to bed women.”
  If the PCs improve Rutowski’s attitude to helpful, he 
  also shares the following.
  “He was here, you know. Not five days ago he stood where 
  you are now, ranting and raving about Judge Pradowca and 
  her lofty position. He was… so different from the Vonran I 
  loved. So cold—hate just roiling off of him. Help him. Please.”
  Will Save +7
  Special Though thorough, Almoch remains a product of 
  Ardis’s superficial upper classes. PCs wearing noble outfits 
  gain a +2 circumstance bonus on Diplomacy and Intimidate 
  checks. A successful DC 19 Knowledge (nobility) check 
  grants a PC enough insight into the local political climate to 
  provide a +2 bonus on Diplomacy checks.
  Once inside, the PCs find Rutowski in his study 
  reviewing Taldan poetry. Read the following.
  A fine-featured gentleman of mixed Taldan and Ustalavic 
  descent reclines on a fainting couch, though his pointed ears 
  and upturned eyes betray an even more exotic ancestry. He 
  gently lays aside the book in his hand.
  “You’re clearly not locals, nor are you expected. I know only 
  Pathfinders to be so bold. Your fearless little Society has already 
  taken enough from me. Leave or I will call the guards.”
  Markov Rutowski lost much to Vilk’s exile: social standing 
  and the wealth that accompanied it, a valuable inroad into 
  the Pathfinder Society, and most importantly, his soulmate. 
  While he regained his lost position and clientele after 
  decades of politicking, Rutowski remains intensely bitter and 
  an outspoken critic of the Pathfinder Society. Convincing 
  or compelling Rutowski to give up what he knows is no 
  simple feat, demanding a command of language, a gift for 
  diplomacy, or magical compulsion, though he is far more 
  experienced at wordplay than his manservant.
  Subtier 3–4
  Markov Rutowski
  N male middle-aged half-elf aristocrat 6
  Skill DCs Bluff DC 21; Diplomacy DC 22 (unfriendly); 
  Intimidate DC 20
  Will Save +6 (+8 vs. enchantments)
  Special Reading Rutowski’s reactions provides a subtle bonus: 
  A DC 18 Sense Motive check grants a +2 bonus on a PC’s 
  next Bluff, Diplomacy, or Intimidate check. If a character 
  examines the book Rutowski was reading, he discovers 
  it to be a collection of Taldan poetry; a DC 15 Knowledge 
  (history) or Profession (scribe) check recalls enough similar 
  poetry to impress Rutowski, granting a +2 bonus on all 
  future Diplomacy checks with him.
  Subtier 6–7
  Markov Rutowski
  N male middle-aged half-elf aristocrat 6
  Skill DCs Bluff DC 24; Diplomacy DC 23 (unfriendly); 
  Intimidate DC 23
  Will Save +7 (+9 vs. enchantments)
  
  PATHFINDER SOCIETY SCENARIO
  12
  Development: The PCs conclude their business with 
  Rutowski just as the sun sets and the full moon begins to 
  peek from behind the hills. Somewhere in the distance, an 
  eerie howl echoes through the streets. Should the PCs fail to 
  earn the courtesan’s respect or to otherwise persuade him 
  to share what he knows, Erudyta instead provides them with 
  Judge Pradowca’s name after his own independent research, 
  though they don’t gain the listed rewards for this encounter.
  Treasure: If PCs manage to earn Rutowski’s trust, he offers 
  the group gifts and political favors that translate to quick 
  money at the end of the scenario, reflected in the rewards below.
  Mission Notes: Lantern Lodge faction PCs need to 
  retrieve the crest of Xi Wikong that long ago found its way 
  into Rutowski’s collection. The courtesan doesn’t part 
  with the artifact willingly, as it was a gift from a long-
  dead friend, so obtaining it requires magical influence, 
  a DC 20 Diplomacy check, or a DC 15 Sleight of Hand 
  check. This check may only be attempted once. Success 
  earns Lantern Lodge faction PCs 1 Prestige Point.
  Rewards: If the PCs earn Rutowski’s favor, reward each 
  subtier thusly:
  Subtier 3–4: 
  Give each PC 239 gp.
  Subtier 6–7: 
  Give each PC 370 gp.
  Wolf Pack
  1 square = 5 feet
  P 
  = Judge Pradowca
  W = Wolfhound
  GameMastery Map Pack: Town
  N
  P
  W
  W
  W
  W
  
  NEW MAGIC ITEM: SWORD OF STATION
  Once a common sight in Ardis’s courts and courtrooms, 
  swords of station began falling out of favor over a century 
  ago, and most now collect dust in storerooms or mounted, 
  forgotten, on mantles.
  Sword of Station
  Aura faint abjuration and enchantment; CL 1st 
  Slot belt; Price 360 gp (lesser), 1,680 gp (normal), 4,120 gp 
  (greater); Weight 5 lbs
  DESCRIPTION
  This ornate sword and belt impart uncanny confidence 
  and insight while worn, granting a +2 competence bonus 
  on Sense Motive checks. Three times per day, the wearer 
  may draw the sword and deliver a single-word command, 
  as per the spell. Lesser versions of swords of station exist 
  that allow the wearer to cast command only once per day, 
  and that lack the confidence-boosting enhancements. For 
  greater swords of station, the competence bonus on Sense 
  Motive checks increases to +5. A sword of station is blunted 
  and poorly balanced, intended as a showpiece rather than a 
  weapon. If used in combat, treat it as an improvised club.
  CONSTRUCTION
  Requirements Craft Wondrous Item, command, remove fear, 
  creator must have 2 ranks in the Sense Motive skill; Cost 
  180 gp (lesser), 840 gp (normal), 2,060 gp (greater)
  THE MIDNIGHT MAULER
  13
  The courtroom benches and chairs count as rough 
  terrain, but do not directly block movement. The bar 
  and tables are low barriers, requiring a DC 5 Acrobatics 
  check to leap over. Standing atop the judge’s bench 
  provides partial cover from low attackers (such as the 
  mongrels) and provides a +1 circumstance bonus on 
  attacks against opponents on the ground, but is tall 
  enough to require a DC 10 Acrobatics or Climb check 
  to mount.
  Creatures: Rather than confront his banisher directly, 
  the Midnight Mauler instead sent several of Ardis’s wolf-
  blooded feral dogs to kill her.
  Under 
  the 
  best 
  of 
  circumstances, 
  Ustalavic 
  wolf hounds boast almost as much wolf blood as canine. 
  But in Ardis, rotting estates and fleeing lords release 
  their hounds into the streets to roam, hunt, and mate 
  with the wild wolves slowly but surely retaking the 
  abandoned portions of the city. Several such feral 
  wolf hounds now serve the Midnight Mauler as part 
  of his “pack,” and have been sicced on Judge Pradowca 
  before their master fled. The creatures initially ignore 
  any PCs entering the courtroom, instead focusing on 
  the judge (AC 10, 14 hp) until she falls unconscious or 
  the PCs attack them.
  ACT 2: THE HUNT
  With the sun finally setting, two hunts begin: Vonran 
  Vilk—now transformed into the bloodthirsty beast known 
  as the Midnight Mauler—stalks Judge Pradowca, while the 
  PCs stalk the Midnight Mauler to prevent his next murder. 
  Even worse, the town guard and Ardis’s beleaguered 
  citizens stand ready to kill anyone and anything they 
  suspect to be responsible for the murders, be it monster 
  or Pathfinder.
  Of course, the Mauler is no more a fool than Vilk. The 
  experienced Pathfinder learned of Erudyta’s call to the 
  Society days ago and fed Rutowski a false lead to distract 
  his pursuers and leave his true target exposed. While 
  Vilk reviles Judge Pradowca, he reserves his utter hatred 
  for his ex-lover. His broken heart never truly mended 50 
  years ago, when he was cast into the world with no one, 
  and his infection caused the black spot in Vilk’s heart 
  to fester and grow into overwhelming hate. While the 
  PCs rush to save Pradowca from the Midnight Mauler’s 
  canine servants, he instead circles back to his former 
  lover’s abode. 
  Wolf Pack (CR 5 or CR 8)
  In Ardis, as in many cities, judges lodge in their 
  respective courthouses. Judge Pradowca’s courtroom lies 
  in the city center, halfway across the city from Rutowski’s 
  townhouse. As the PCs arrive at the courthouse, read the 
  following to set the scene:
  The black granite edifice of the courthouse looms high above 
  its enclosing wall, though a gate ahead stands ajar. A scream 
  breaks the evening’s silence, and upon the wide, stone steps 
  two figures fall prone. A third, hulking form unleashes a 
  furious howl before bounding to the roof and through an 
  open skylight. The courthouse door stands ajar, and a low 
  growling echoes from somewhere within.
  The two men laid low are Judge Pradowca’s guards. 
  The Midnight Mauler mutilated both and left them for 
  dead (currently at –2 hit points each, and they die in 10 
  rounds without aid). Allow the PCs the chance to heal the 
  guards if they want, but if they dally outside any longer, 
  a woman’s scream rolls out from the darkness and the 
  growling raises to yelping and hostile barking. 
  Once the PCs enter the courthouse, read the following.
  The dark courtroom looks like a scene out of a nightmare. 
  A young woman, perhaps twenty, lies on the floor with her 
  throat torn out. Across the room, a well-preserved older 
  woman stands atop her bench, supporting a bleeding 
  arm and swinging a ceremonial blade erratically. Four 
  slobbering mongrels, each as much dog as wild wolf, circle 
  her makeshift tower.
  
  OPTIONAL ENCOUNTER
  This sewer encounter is optional and should only be 
  included if at least 90 minutes remain or the PCs skipped 
  the Wolfsbane encounter in Act 1. If the PCs skipped the 
  Wolfsbane encounter in Act 1, move the treasure for that 
  encounter to the sewers; otherwise this encounter provides 
  no rewards. If little time remains, skip directly to Act 3.
  PATHFINDER SOCIETY SCENARIO
  14
  Subtier 3–4 (CR 5)
  Feral Wolfhounds (4) 
  CR 1
  Wolf (Pathfinder RPG Bestiary 278)
  hp 13 each
  TACTICS
  During Combat The wolfhounds attack Judge Pradowca 
  unless attacked directly. If one member of the pack is 
  attacked, all wolfhounds focus on the most recent attacker 
  before moving on.
  Morale The wolfhounds flee if half their number are killed.
  Subtier 6–7 (CR 8)
  Shadowblood Wolfhounds (4) 
  CR 4
  N Medium animal 
  Init +3; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 42 each (5d8+20)
  Fort +7, Ref +7, Will +4
  OFFENSE
  Speed 50 ft.
  Melee bite +7 (1d6+4 plus trip), 2 claws +7 (1d4+4)
  TACTICS
  During Combat The wolfhounds attack Judge Pradowca 
  unless attacked directly. If one member of the pack is 
  attacked, all wolfhounds focus on the most recent attacker 
  before moving on. 
  Morale The wolfhounds flee if half their number are killed.
  STATISTICS
  Str 19, Dex 16, Con 17, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +7; CMD 20 (24 vs. trip)
  Feats Iron Will, Skill Focus (Perception), Toughness
  Skills Perception +9, Stealth +8, Survival +5
  Development: Whether the PCs save Judge Pradowca 
  or not, the Midnight Mauler’s trail isn’t hard to follow. 
  The door behind the bench has been smashed open, 
  and the drainage grating in one of the cells has been 
  completely ripped from its mounting bolts. The 
  Mauler f led into Ardis’s sewers while the PCs battled 
  his servants.
  Treasure: While the sword Judge Pradowca wielded 
  against the wolfhounds is ceremonial and largely useless 
  as a weapon, it serves as a valuable symbol of her office; 
  those who sat on the bench before her enchanted it to aid 
  in dispensing law. In Subtier 3–4, it is a sword of station (see 
  sidebar), and in Subtier 6–7, it is a greater sword of station. 
  She gladly parts with the sword in thanks for the PCs 
  rescuing her. Additionally, the judge gives the PCs a small 
  musical jewelry box filled with gold and silver baubles.
  Mission Notes: If Judge Pradowca survives her ordeal, 
  Cheliax faction PCs can hand-deliver her invitation to 
  the Loyalty Day Ball in Isger but must succeed at a DC 15 
  Diplomacy check to convince her to attend, earning them 
  1 Prestige Point. 
  Shadow Lodge faction PCs should be interested in 
  Pradowca’s personal effects. The judge’s office, where 
  she had been working until she heard the commotion 
  out front, stands open. Her personal journal sits atop 
  her desk, but retrieving it without the judge or fellow 
  Pathfinders noticing the theft requires a DC 20 Sleight 
  of Hand check. Successfully obtaining the journal earns 
  Shadow Lodge faction PCs 1 Prestige Point.
  Rewards: If the PCs defeat the Midnight Mauler’s hounds 
  and obtain the judge’s gifts, reward each subtier thusly:
  Subtier 3–4: 
  Give each PC 440 gp.
  Subtier 6–7: 
  Give each PC 604 gp.
  Wolfless (CR 4 or CR 7)
  The Mauler’s trail through the courthouse leads clearly 
  to an open holding cell and a torn-open sewer grate. As 
  the PCs follow the Mauler into Ardis’s drainage tunnels, 
  read the following.
  The tight confines of the courthouse sewers eventually open into 
  wider tunnels collecting effluence from the neighboring buildings. 
  The putrid stink of human refuse mingles with a more natural 
  stink of decomposition. Bubbles and ripples occasionally break the 
  water’s surface, filling the chamber with a constant gurgle.
  The water in the collecting chamber is 2 feet deep and 
  counts as difficult terrain. Anyone who takes slashing or 
  piercing damage in the sewers must make an immediate 
  DC 12 Fortitude save or contract filth fever (Core Rulebook 
  557). Remember that creatures in dim light have partial 
  concealment and creatures in darkness have concealment.
  Creatures: In addition to the filth and stench, several 
  horrible creatures infest the sewers. The Midnight 
  Mauler intentionally left his trail through a nest of the 
  vermin, hoping they’ll further slow or even kill anyone 
  foolish enough to follow.
  
  THE MIDNIGHT MAULER
  15
  Many dangerous creatures reside in Ardis’s sewers. This 
  nest includes an ooze, the strongest predator in the area, as 
  well as the biting, stinging vermin that pick at the ooze’s 
  scraps and feed on the insects it attracts. In Subtier 3–4, a 
  gelatinous cube and a spider swarm occupy the room. In 
  Subtier 6–7, an ochre jelly and a centipede swarm call this 
  chamber home.
  Subtier 3–4 (CR 4)
  Gelatinous Cube 
  CR 3
  hp 50 (Pathfinder Bestiary 138) 
  TACTICS
  Before Combat The ooze approaches from beneath the 
  water’s surface, gaining a +4 bonus on its Stealth check 
  because of the cover. It attempts to surprise any prey 
  stumbling into its territory.
  During Combat The ooze fights mindlessly, focusing on a 
  single opponent until its target dies. 
  Morale The ooze fights to the death.
  Spider Swarm 
  CR 1
  hp 9 (Pathfinder RPG Bestiary 258)
  TACTICS
  Before Combat The swarm remains in its corner until it 
  notices the ooze attack, at which point it swarms out and 
  over the nearest warm-blooded meal. 
  During Combat The swarm instinctively avoids whichever PC 
  the ooze focuses on for its own safety, but otherwise attacks 
  whoever comes closest. 
  Morale The swarm fights until destroyed.
  Subtier 6–7 (CR 7)
  Ochre Jelly 
  CR 5
  hp 63 (Pathfinder RPG Bestiary 218) 
  TACTICS
  Before Combat The ooze approaches from beneath the 
  Wolfless
  1 square = 5 feet
  O = Ooze
  S 
  = Swarm
  GameMastery Map Pack: Sewers
  N
  O
  S
  PCs	Begin	
  Here
  Vilk’s	
  Trail
  
  CHASE TO THE FINISH
  Running a chase in a fast, cinematic manner is easy. 
  Just remember that all participants have the following 
  options each round. For more details on running a chase 
  using this system, see page 232 of the Pathfinder RPG 
  GameMastery Guide.
  •	 It takes a move action to move through a single square. 
  When a character exits from a square, he must choose 
  one of that square’s two obstacles to face as a standard 
  action before moving to the next square. Instead of 
  exiting a square, a character can choose to take another 
  action not directly related to navigating the chase’s 
  course, such as casting a spell or drawing a weapon.
  •	 A character may attempt to move three squares during 
  his turn by taking a full-round action. That character 
  must overcome both obstacles on the square he is 
  leaving. In this case, if a character fails either obstacle 
  check by 5 or less, he only moves one square forward 
  and his turn ends. If a character fails either obstacle 
  check by more than 5, he cannot move at all that turn. 
  A character unfortunate enough to fail two obstacle 
  checks in a turn becomes mired in his current square. A 
  mired character must spend another full-round action 
  becoming unmired, effectively losing his next turn.
  •	 A character can also choose to make a ranged attack or 
  cast a spell during his turn in a chase. If the action is a 
  full-round action, he can’t move at all. Use the number 
  of squares and their established distances (in this case, 
  30 feet) to determine ranges as necessary. The terrain 
  where the chase takes place might provide the target 
  partial or even full cover or concealment. A character 
  can only choose to make melee attacks against targets 
  that are on the same card.
  PATHFINDER SOCIETY SCENARIO
  16
  water’s surface, gaining a +4 bonus on its Stealth check 
  because of the cover. It attempts to surprise any prey 
  stumbling into its territory.
  During Combat The ooze fights mindlessly, focusing on a 
  single opponent until its target dies. 
  Morale The ooze fights to the death.
  Centipede Swarm 
  CR 4
  hp 31 (Pathfinder RPG Bestiary 43)
  TACTICS
  Before Combat The swarm remains in its corner until it 
  notices the ooze attack, at which point it swarms out and 
  over the nearest warm-blooded meal. 
  During Combat The swarm instinctively avoids whichever PC 
  the ooze focuses on for its own safety, but otherwise attacks 
  whoever comes closest. 
  Morale The swarm fights until destroyed.
  Development: Defeating or fleeing from the sewer 
  predators allows the PCs to continue tracking the 
  Midnight Mauler through the sewers until they exit the 
  sewers by the riverside.
  ACT 3: TO CATCH A KILLER
  Surprised and frustrated by how quickly his fellow 
  Pathfinders defeated his minions and escaped the trap 
  he laid in the sewers, the Midnight Mauler has simply 
  taken off running in the direction of Markov Rutowski’s 
  townhouse, hoping to kill his former lover before 
  the persistent adventurers catch up with him. In his 
  frustration, though, the Midnight Mauler smashed his 
  most treasured keepsake, leaving a valuable clue behind 
  for the PCs.
  As the PCs exit Ardis’s sewers, read the following.
  The mouth-filling stench of the sewers finally breaks in the 
  relatively fresh air of Ardis’s docks. The moonlight shining 
  down upon the weathered stones beneath the sewer gate 
  catches a glint of gold: a small, worn locket smashed upon 
  the rocks holds a pair of tiny portraits. One shows a Vonran 
  Vilk who might have walked the streets fifty years ago. The 
  other, torn and gnawed, shows Markov Rutowski—Vilk’s 
  former lover.
  A howl pierces the night sky. Several blocks away, a 
  hunched figure pauses to watch its pursuers emerge 
  from the sewer, then takes off running in the direction of 
  Rutowski’s townhouse.
  Wolf Run
  The Midnight Mauler realizes that the Pathfinder 
  Society has marked him for death (death and a cure being 
  equitable in the murderer’s eyes) and means to kill his 
  most hated target before the adventurers catch up to him. 
  He and his two remaining feral wolfhounds now race the 
  PCs to Rutowski’s townhouse. The PCs need to catch up 
  with the Mauler before he reaches his goal.
  Wolf Run is a chase encounter (see page 232 of the 
  Pathfinder RPG GameMastery Guide), with Rutowski’s 
  townhouse as the final destination, though the PCs may not 
  know where exactly Vilk is headed. If the Midnight Mauler 
  reaches the house first, he murders the courtesan. But if the 
  PCs manage to catch up to the lycanthrope, they can battle 
  or attempt to cure him before any more blood is spilled.
  Each box on page 17 represents approximately 30 feet 
  of distance between the Midnight Mauler and the PCs, 
  and the PCs must close to within 30 feet (the same box) 
  to finally confront the werewolf and move on the next 
  encounter. You should use the full-page chase diagram 
  as a visual aid for PCs to track their progress and judge 
  
  FORCE THE  
  DOOR
  (CMB DC 12)
  UP AND 
  OVER
  (Climb DC 10)
  TALK THEM  
  DOWN
  (Diplomacy DC 15)
  CLAMBER  
  OVER
  (Climb DC 15)
  ALONG THE 
  TOP
  (Acrobatics DC 15)
  PASS 
  UNNOTICED
  (Stealth DC 13)
  HIDDEN  
  SHORTCUT
  (Perception DC 20)
  HEDGE  
  MAZE
  (Perception DC 15)
  WALK THE 
  PLANK
  (Acrobatics DC 20)
  THORNY  
  THICKET
  (Escape Artist DC 12)
  REFLECTING 
  POND
  (Swim DC 15)
  WHAT’S THAT 
  STENCH?
  (Fortitude Save DC 13)
  LEAP OF 
  FAITH
  (Acrobatics DC 15)
  PILED 
  CRATES
  (Reflex Save DC 15)
  FINISH
  LINE! 
  (No challenges)
  JUST DEEP 
  ENOUGH
  (Swim DC 15)
  HE WENT 
  THAT WAY! 
  (Sense Motive DC 20)
  NOTHING TO 
  SEE HERE
  (Bluff DC 15)
  SLIP AROUND 
  BACK
  (Stealth DC 15)
  Collapsed Structure
  Lingering Mob
  District Wall
  Overgrown Greenbelt
  Gaping Sinkhole
  Rose Garden
  Crumbling Bridge
  Guard Station
  Shopping Block
  Rutowski’s Townhouse
  Wolf Run
  1 square = 30 feet
  THE MIDNIGHT MAULER
  17
  
  PATHFINDER SOCIETY SCENARIO
  18
  their distance from the Midnight Mauler. Allow them to 
  place their minis on their respective squares, using the 
  diagram as a simple game board. Alternatively, you may 
  use the urban subset of cards in the GameMastery Chase 
  Cards deck, available at your local game store or online 
  at paizo.com, replacing the listed chase encounters with 
  those on the randomly drawn cards.
  The Midnight Mauler begins two squares ahead of the 
  PCs (on the Crumbling Bridge). He attempts a double 
  move every round, never attempting to move three 
  squares unless the PCs are immediately behind him. Use 
  his stat block for the relevant subtier (see page 20) for all 
  of the Midnight Mauler’s skill checks during the chase. 
  Note that the lycanthrope’s superior speed grants him a 
  +4 bonus on all chase checks. Similarly, any PC gains a +2 
  cumulative bonus on all chase checks for each 10 feet by 
  which her speed exceeds 30 feet, or takes a –2 cumulative 
  penalty for each 10 feet by which it is slower than 30 feet.
  Development: Should the PCs catch up to the Midnight 
  Mauler (or otherwise halt the lycanthrope’s movement) 
  before he reaches Rutowski’s townhouse, they save the 
  half-elf’s life and move directly into the next encounter. 
  Should the Mauler reach the townhouse before the PCs 
  catch him, allow them 1 round to catch up before Vilk, his 
  animal rage unchecked, slays his former lover in short 
  order. If the PCs can’t save Rutowski, they nevertheless 
  encounter Vilk as he flees the estate.
  Treasure: Should they prevent the Midnight Mauler 
  from killing Rutowski (or somehow restore the courtesan 
  to life if he is slain), they receive a special political favor 
  they can spend in the future (the Averted Mauling boon 
  on their Chronicle sheets).
  The Old Wolf (CR 6 or CR 9)
  The city streets remain empty, and the full moon above 
  provides dim illumination outdoors. The rooftops for 
  most of the shops are only 8 feet high, allowing PCs (or 
  the Mauler) to leap up onto them as part of a move with 
  a DC 32 Acrobatics check or to leap and pull themselves 
  up as a move action with only a DC 10 Acrobatics check.
  As the PCs finally confront Vonran Vilk’s alter ego, the 
  Midnight Mauler, read the following.
  The old wolfman hunches down on the cobblestones, panting 
  from the chase and glaring with fiery red eyes. “So, you’re the 
  lap dogs the Decemvirate sent to cull me? Pathetic. All of your 
  cut throats will barely slake my thirst from our little run.”
  Low, feral growling can be heard coming from the shadows 
  of a nearby alley.
  The Mauler grins, bearing ragged, yellow fangs. “How shall 
  we do this, little ones?”
  The Midnight Mauler stands cautiously, waiting for 
  his pursuers to make the first move. If the PCs choose 
  to fight immediately, roll initiative and face off. If they 
  instead choose to talk, they may reach some shred of 
  Vilk’s humanity left buried under the Mauler persona. In 
  the likely event that some characters are still engaged in 
  the chase, begin this encounter without them, allowing 
  them to continue the chase while their comrades face off 
  against the Midnight Mauler. The potential for a split 
  party and staggered arrivals to the scene of the action 
  more than makes up for Vilk’s age-inflicted weaknesses 
  in terms of encounter difficulty.
  The Mauler begins the conversation as hostile; a 
  successful DC 24 Diplomacy check is required to improve 
  his attitude at all. Though the Mauler aspect of his 
  personality revels in the power and vitality his lycanthropy 
  provides, some part of Vilk is horrified by the actions 
  he’s undertaken. PCs must change the Mauler’s attitude 
  to helpful to finally allow that buried shred of humanity 
  to break through, at which point the Mauler breaks down 
  into tears and begs the PCs to end his suffering. If the PCs 
  ever fail a Diplomacy check by 5 or more, the Midnight 
  Mauler snaps and attacks.
  So long as the Mauler remains indifferent or better, he 
  shares his opinions on various topics:
  Don’t you want to be cured? “The wolf is a cure! My 
  decades of skill and untold experience rot in my withered 
  husk. But now the moon brings me strength and vitality 
  that I haven’t felt in thirty years! I’m strong enough now 
  to do what I always should have done, rather than bowing 
  my head to the Decemvirate. Now, I’m the alpha.”
  Why Markov? “Why would I kill Markov? My one and 
  only? My shining light, who pulled away in the darkest of 
  days? The one shred of my old life I could have taken with 
  me to Absalom, who denied me to keep dallying with the 
  sons and daughters of my exilers? Markov dies because 
  his every breath offends me!”
  Why the other murders? “Because I’m stronger than 
  they are! My blood is stronger than their blood! They 
  banished me from my territory, I banish them in return. 
  Their hot, red, sticky silence speaks volumes about who 
  truly is master of Ardis.” 
  Creatures: Vonran Vilk, the Midnight Mauler, is a powerful 
  werewolf. His lycanthropy invigorates him, effectively 
  reducing his age penalties; but even more terrifying, he 
  retains much of his knowledge of fencing and swordplay. 
  Additionally, one of Ardis’s feral wolfhounds, the last of the 
  Mauler’s pack, supports its master in the fight.
  Subtier 3–4 (CR 6)
  The Midnight Mauler (Hybrid Form) 
  CR 5
  Male venerable human afflicted werewolf fighter 4/rogue 2 
  
  A BITTER CURE
  If the PCs cannot convince Vilk to consume wolfsbane of 
  his own free will and don’t wish to kill him, they’ll need 
  to force the bitter cure down his throat. The safest way is 
  to pin the werewolf, after which a dose of wolfsbane may 
  be force-fed to the lycanthrope as a full-round action 
  that requires two hands and draws attacks of opportunity 
  (including a bite from Vilk himself). Alternatively, PCs 
  can force-feed the Mauler a dose of wolfsbane without 
  pinning him by making a CMB check as a standard action. 
  Success forces a dose of the poison down his throat, but 
  the character automatically takes bite damage.
  A single dose of wolfsbane allows Vilk a new DC 15 
  Fortitude save against his lycanthropy, with success curing 
  him and reverting his form to an ordinary, elderly human. 
  Wolfsbane is also a deadly poison, though, requiring a DC 
  16 Fortitude save once per minute to prevent 1d3 points 
  of Con damage. Multiple doses of the herb allow Vilk 
  additional saves against his lycanthropy, but also increase 
  the potency and duration of the toxin (see page 558 of the 
  Core Rulebook). Unwary PCs may well save Vilk from his 
  affliction, only to kill him with the cure. Once Vilk has been 
  cured of lycanthropy, his Constitution score drops to 9, 
  reducing his Fortitude save by –3.
  THE MIDNIGHT MAULER
  19
  (Pathfinder RPG Bestiary 198)
  NE Medium humanoid (human, shapechanger)
  Init –1; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 18, touch 9, flat-footed 18 (+5 armor, –1 Dex, +4 natural)
  hp 45 (4d10+2d8+10)
  Fort +5, Ref +4, Will +5; +1 vs. fear
  Defensive Abilities bravery +1, evasion; DR 5/silver
  OFFENSE
  Speed 50 ft.
  Melee mwk short sword +7 (1d6+2/19–20), bite +0 (1d6)
  Ranged dagger +4 (1d4/19–20)
  Special Attacks sneak attack +1d6
  TACTICS
  Before Combat The Midnight Mauler keeps his back to a wall 
  while conversing with the PCs.
  During Combat The Mauler prefers to tackle opponents one-
  on-one, and backs himself into corners or leaps onto rooftops 
  to keep from being surrounded and overwhelmed. He prefers 
  to use a full attack, but if forced to move to prevent flanking 
  or to isolate a foe, he falls back on his Vital Strike feat. 
  Morale The Midnight Mauler fights until slain or cured.
  STATISTICS
  Str 11, Dex 9, Con 11, Int 14, Wis 17, Cha 9
  Base Atk +5; CMB +5; CMD 14
  Feats Combat Reflexes, Toughness, Vital Strike, Weapon Focus 
  (short sword), Weapon Specialization (short sword), Two-
  Weapon Defense*, Two-Weapon Fighting*, Power Attack*
  Skills Acrobatics +8 (+16 jump), Bluff +4, Climb +9, Diplomacy 
  +4, Disable Device +4, Disguise +4, Escape Artist +4, 
  Intimidate +8, Knowledge (local) +7, Perception +8, 
  Profession (scribe) +8, Sense Motive +8, Stealth +8
  Languages Common, Elven, Varisian
  SQ armor training 1, change shape (human, hybrid, and wolf; 
  polymorph), lycanthropic empathy (wolves and dire wolves), 
  rogue talents (combat trick), trapfinding +1
  Gear +1 chain shirt, daggers (5), masterwork short swords (2), 
  cloak of resistance +1, 33 pp, 6 gp
  SPECIAL ABILITIES
  Venerable (Ex) Because of his advanced age, the Midnight 
  Mauler no longer gains any benefit from several of his feats 
  (denoted with an asterisk), reducing his challenge rating by 1.
  Feral Wolfhound 
  CR 1
  Wolf (Pathfinder RPG Bestiary 278)
  hp 13
  TACTICS
  Before Combat The wolfhound lurks in the shadows until 
  called by the Midnight Mauler.
  During Combat The wolfhound uses pack tactics to protect 
  the Midnight Mauler, flanking when possible and focusing 
  on any who directly threaten his master. 
  Morale The wolfhound fights to the death.
  Subtier 6–7 (CR 9)
  The Midnight Mauler (Hybrid Form) 
  CR 8
  Male venerable human afflicted werewolf fighter 6/rogue 3 
  (Pathfinder RPG Bestiary 198)
  NE Medium humanoid (human, shapechanger)
  Init –1; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+6 armor, –1 Dex, +4 natural)
  hp 74 (6d10+3d8+24)
  Fort +8, Ref +5, Will +7; +2 vs. fear, 
  Defensive Abilities bravery +2, evasion, trap sense +1; DR 5/silver
  OFFENSE
  Speed 50 ft.
  Melee +1 short sword +12/+7 (1d6+4/17–20), bite +4 (1d6+1)
  Ranged dagger +8/+3 (1d4+2/19–20)
  Special Attacks weapon training (light blades +1), sneak 
  attack +2d6
  STATISTICS
  Str 13, Dex 9, Con 12, Int 14, Wis 17, Cha 9
  Base Atk +8; CMB +9; CMD 18
  Feats Cleave, Combat Reflexes, Great Cleave, Improved Critical 
  (short sword), Power Attack, Toughness, Two-Weapon 
  Defense*, Two-Weapon Fighting*, Vital Strike, Weapon 
  Focus (short sword), Weapon Specialization (short sword)
  Skills Acrobatics +11 (+19 jump), Bluff +5, Climb +13, 
  
  The Old Wolf
  1 square = 5 feet
  M = The Midnight Mauler 
  W= Wolfhound
  GameMastery Flip-Mat: City Streets
  N
  M
  W
  PCs	Begin	
  Here
  PATHFINDER SOCIETY SCENARIO
  20
  Diplomacy +5, Disable Device +5, Disguise +5, Escape 
  Artist +5, Intimidate +11, Knowledge (local) +8, Perception +9, 
  Profession (scribe) +9, Sense Motive +9, Stealth +11
  Languages Common, Elven, Varisian
  SQ armor training 1, change shape (human, hybrid, and wolf; 
  polymorph),rogue talents (combat trick), trapfinding +1, 
  lycanthropic empathy (wolves and dire wolves)
  Gear +2 chain shirt, daggers (5), +1 short swords (2), belt of giant 
  strength +2, cloak of resistance +1, 5 opals worth 200 gp each, 
  80 pp, 34 gp
  SPECIAL ABILITIES
  Venerable (Ex) Because of his advanced age, the Midnight 
  Mauler no longer gains any benefit from several of his feats 
  (denoted with an asterisk), reducing his challenge rating by 1.
  Shadowblood Wolfhound 
  CR 4
  hp 42 (Use the stats from Subtier 3–4 on page 19.)
  Development: Whether the PCs cure or slay the 
  Midnight Mauler, he falls to the ground in convulsions, 
  coarse fur falling out in clumps as his body writhes and 
  warps to eventually reveal a withered old man. If the 
  PCs want to keep Vilk alive after administering a dose of 
  wolfsbane, remind them of the poison coursing through 
  his body and that his system may eventually shut down 
  without assistance. Healing checks, antitoxins, and 
  spells such as resistance improve the old man’s flagging 
  Fortitude save, though the neutralize poison spell likely 
  remains out of reach for all but the highest-level parties. 
  As at least one of the scenario’s rewards hinges on Vilk’s 
  survival, tracking the wolfsbane’s effects as it ravages his 
  system is important.
  Mission Notes: As long as the Midnight Mauler does not 
  escape, and is either cured or killed, Grand Lodge faction 
  PCs can easily collect fur that the werewolf sheds in his 
  transformation. Returning a sample to the Grand Lodge 
  earns each member of the faction 1 Prestige Point.
  Rewards: If the PCs survive the Midnight Mauler’s 
  wrath, reward each subtier thusly:
  Subtier 3–4: 
  Give each PC 256 gp.
  Subtier 6–7: 
  Give each PC 1,462 gp.
  
  Vonran Vilk, 
  The Midnight Mauler
  THE MIDNIGHT MAULER
  21
  CONCLUSION
  By ending the Midnight Mauler’s reign of terror before 
  the city guard tracks Vilk down, the PCs spare the 
  Pathfinder Society from an awkward situation that may 
  have eventually led to the entire Society’s expulsion from 
  Ustalav, barring heroic deeds or extraordinary blackmail. 
  If the PCs manage to save his life, Vilk recovers 
  consciousness around sunrise. He thanks them, but 
  otherwise remains silent and withdrawn, ashamed of his 
  actions. Within a week, he leaves Ustalav for Varisia, where 
  he eventually settles into the hustle and bustle of Korvosa to 
  live out his final years. Parties that save Vilk earn the Master 
  of Blades Saved boon on their Chronicle sheets.
  If the PCs slay Vilk, they should dispose of his body as 
  well. Doing so prevents the Pathfinder Society from being 
  connected to the sudden appearance and disappearance 
  of Ardis’s serial killer. Erudyta’s own motivations shatter 
  if Vilk dies, and he withdraws from the Society, sending 
  his resignation back to Absalom with the PCs.
  If the PCs fail to slay or cure the Midnight Mauler in 
  their first meeting, the town guard catches the werewolf 
  the next night, torturing and eventually killing the 
  beast. Vilk’s identity surfaces before long, creating 
  difficulty for other Pathfinders operating in Ustalav. 
  Parties who fail to keep Vilk’s identity a secret earn the 
  Ustalavic Stigma boon on their Chronicle sheets, and as 
  noted below, are considered to have failed their primary 
  mission for the Decemvirate.
  Success Conditions
  While saving Vilk and his victims from the Mauler’s 
  rampage is certainly important, the Pathfinder Society’s 
  primary mission is to prevent the former Master of 
  Blades’ identity from being discovered. Whether the PCs 
  cure or kill Vonran Vilk, and regardless of whether they 
  can save Rutowski, as long as the Pathfinders succeed 
  in covering up the Pathfinder Society’s unfortunate 
  connection to the Midnight Mauler’s serial killings, each 
  PC earns 1 Prestige Point.
  Faction Missions
  The PCs may earn prestige from their respective factions 
  for completing the tasks listed below during the course 
  of the adventure.
  Andoran Faction: Andoran faction PCs who spend any 
  time during Act 1 in Ardis’s taverns spreading rumors 
  about Ambassador Melagar Atharian earn 1 Prestige Point.
  Cheliax Faction: Cheliax faction PCs who deliver the 
  Paracountess’s invitation to Judge Pradowka in Act 2 earn 
  1 Prestige Point.
  Grand Lodge Faction: Grand Lodge faction PCs who 
  recover the Midnight Mauler’s shed fur in Act 3 earn 1 
  Prestige Point.
  Lantern Lodge Faction: Lantern Lodge faction PCs 
  who obtain the ancient crest owned by Markov Rutowski 
  in Act 1 earn 1 Prestige Point.
  Osirion Faction: Osirion faction PCs who copy down 
  the Ardis safe house’s records pertaining to ancient 
  Osirion in Act 1 earn 1 Prestige Point. 
  Qadira Faction: Qadira faction PCs who recover a 
  preserved sample of an xtabay in Act 1 earn 1 Prestige Point.
  Sczarni Faction: Sczarni faction PCs who negotiate 
  a contract with the assassin Imrean Deso to kill the 
  merchant Ilsof Regaran earn 1 bonus Prestige Point.
  Shadow Lodge Faction: Shadow Lodge faction PCs 
  who obtain blackmail material from Judge Pradowka’s 
  personal notes earn 1 Prestige Point.
  Silver Crusade Faction: Silver Crusade faction PCs who 
  find a witch’s breath dealer in Ardis’s black market earn 
  1 Prestige Point.
  Taldor Faction: Taldor faction PCs who arrange for 
  the purchase of native Ustalavic costumes in Act 1 earn 1 
  Prestige Point. 
  
  PATHFINDER SOCIETY SCENARIO
  22
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #3–16: The Midnight Mauler © 2012, Paizo 
  Publishing, LLC; Author: Crystal Frasier.
  Pathfinder Society Scenario #3–16:  
  The Midnight Mauler
  Osirion
  Taldor
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  Grand Lodge
  Cheliax
  Lantern Lodge
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  Character #
  Prestige Points
  Character Name
  Grand Lodge
  Cheliax
  Lantern Lodge
  Osirion
  Andoran
  Shadow Lodge
  Sczarni
  Silver Crusade
  Taldor
  Qadira
  
  THE MIDNIGHT MAULER
  23
  Hero of Liberty,
  Cheliax’s slaving ways have grown truly reprehensible. Not content to merely enslave those already under 
  their sway, the Chelaxians work tirelessly to rip freedom from those who’ve escaped the infernal lash. A 
  Chelish ambassador to Ustalav, a man named Melagar Atharian, is negotiating with the Ustalavic nobility 
  to dismantle the local Bellflower Network and sell its members back into Chelish slavery. Start a whispering 
  campaign in Ardis’s taverns to ruin Atharian’s reputation. The more lurid the gossip, the faster it will spread.
  In solemn service,
  Major Colson Maldris
  Executor of my whims,
  Such a simple little place, Ustalav. It parrots our lovely Chelish customs so desperately it’s sometimes 
  embarrassing. But occasionally this backwater provides something of interest. The woman Cevianna 
  Pradowka intrigues me. She is a judge, and began dispensing law over fifty years ago, yet she appears to be a 
  woman of only forty years. I would greatly like to speak with her in person about her preservation methods. 
  My cousin is organizing a grand ball in Isger to celebrate next year’s Loyalty Day. Deliver this invitation to the 
  good judge so I might meet her.
  Intolerably lonesome,
  Paracountess Zarta Dralneen
  GRAND LODGE
  GRAND LODGE
  Capable Pathfinder,
  In addition to the Decemvirate’s primary goal of keeping the Midnight Mauler’s true identity from the 
  authorities in Ustalav, they also have a particular interest in former Master of Blades Vilk’s unique affliction. 
  While lycanthropy is anything but a rare curse, the fact that it has made him so virile at his advanced age 
  certainly has raised eyebrows. Regardless of Vilk’s ultimate fate, retrieve for me a sample of his fur from his 
  bestial form, so that our masked benefactors can learn all they can about the situation in Ardis.
  For the Ten,
  Venture-Captain Ambrus Valsin
  Friend of the Dragon Empires,
  As you likely know, one of my primary goals for the Lantern Lodge is to protect the history and honor of our 
  homeland far to the east, even here amid the nations of the Inner Sea region. It has come to my attention that 
  a former acquaintance of Vonran Vilk—the man the Society believes to be the Midnight Mauler—has in her 
  collection a missing Tian treasure that I’d very much like returned to its homeland. While in Ardis, do what 
  you can to gain access to the home of Vilk’s friend, the local courtesan Markov Rutowski, and do what you 
  must to retrieve the Crest of Xi Wikong. I trust you won’t jeopardize the Pathfinder Society’s mission there, 
  but consider the crest’s retrieval your most important secondary priority.
  Honor and Peace to you,
  Venture-Captain Amara Li
  
  PATHFINDER SOCIETY SCENARIO
  24
  Hand of the Forthbringer,
  Our holy ruler, Ruby Prince Khemet III, seeks constantly for plundered artifacts of our nation’s glorious past. 
  Naturally, information is our greatest resource in this search. Two centuries ago, a Pathfinder based out of 
  a safe house in Ardis was world-renowned for her studies of Osirionology, and her records would provide 
  us great assistance in tracking our glorious nation’s stolen history. Kindly copy the safe house’s records and 
  return them to me.
  Always in service,
  Amenopheus, the Sapphire Sage
  Intrepid entrepreneur,
  My most recent business venture here in fine Absalom hinges on creating a demand for fine Qadiran 
  alchemical reagents. But—greatest of injustices—there are simply some ingredients Qadira herself cannot 
  provide. Ustalav boasts one potent alchemical component I’m particularly interested in, however: an 
  aromatic flower known as xtabay. This curious plant grows wild in Ustalav and makes an exceptional additive 
  to sleeping elixirs and bladeguard. Retrieve me a preserved specimen of the flower and we will work to 
  cultivate it here along with the profits it will reap.
  Mind your fingers and toes,
  Trade Prince Aaqir al’Hakam
  Trustworthy Associate,
  It always pains me when allies force me to punish them harshly. One such friend of our organization resides 
  in Ustalav, and I need you to take care of the situation. Seek a man in Ardis named Imrean Deso to bring a 
  final resolution to our problems. He’s worked for me before, and can likely be pressured to repeat his last 
  contract, but this time regarding the merchant Ilsof Regaran in Kavapesta. Deso is reclusive, but frequents a 
  tavern called Petty Desires. Don’t fail me, friend, lest you raise my ire as Ilsof did.
  For repaid justice,
  Guaril Karela
  Friend in Shadow,
  While the Decemvirate are interested in covering their asses, sending you to Ardis to stop our former Master 
  of Blades from tarnishing the Society’s name, I feel they are missing a vital opportunity to influence one 
  of the organization’s existing enemies. When Vonran Vilk was exiled from Ustalav decades ago, the decree 
  came down from a judge in Ardis named Cevianna Pradowka. She’s still a sitting judge there, and has made 
  no secret of her ill feelings toward the Pathfinder Society her entire tenure. We must make her see the error 
  of her ways. While in Ardis, find me something on her that would suffice for acceptably juicy blackmail 
  materials. I think that would encourage her to change her opinion of the Society, and perhaps even aid us in 
  our growing efforts to explore Ustalav.
  Stay true to your ideals,
  Grandmaster Torch
  
  THE MIDNIGHT MAULER
  25
  Beacon of Light,
  Many problems plague the people of Ustalav, and they are among those most in need of our help. I have 
  come by a report of a growing market for the illicit drug known as witch’s breath in Ardis, and fear the 
  addictive substance only serves to further enslave the already downtrodden masses there. Be subtle, but find 
  among the black markets a supplier of such drugs and make contact. I’d like to infiltrate the organization to 
  see exactly how deep this blight upon the land runs. Whatever you do, however, don’t tip your hand to our 
  true intentions.
  For the betterment of all,
  Ollysta Zadrian
  My fellow Taldan enthusiast,
  The cotillion season rapidly approaches, and I entertain notions of impressing Absalom’s elite in a series 
  of elaborately themed galas to show them that opulence of Old Taldor still lives. My first ball shall drape 
  itself in the affectations and gothic romance of Ustalav. As you already travel to this region, kindly assist my 
  preparations. Needy as always, my servants demand I supply them with Ustalavic fashions for the event, as 
  no examples are to be found in Oppara. Find me a sample costume so that I may review it and place a larger 
  order from the supplier should it meet my needs.
  Eyes ever forward,
  Lady Gloriana Morilla
  
     
  ®
  Pathfinder Society Scenario #3–16 
  The Midnight Mauler
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Total
  GOLD
  Items Bought
  Items Sold
  Prestige Spent
  Final Fame
  Initial Fame
  Current Prestige
  Initial Prestige
  Final XP Total
  FAme
  eXPeRIeNCe
  GP Gained (Gm ONLY)
  Day Job (Gm ONLY)
  Prestige Gained (Gm ONLY)
  XP Gained (Gm ONLY)
  Start GP
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items Found During This Scenario
  For Gm Only
  +
  +
  +
  +
  +
  =
  –
  –
  =
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  –
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Scenario Chronicle #
  MAX GOLD
  SUBTIeR
  SUBTIeR
  3–4
  639
  1,580
  6–7
  1,278
  3,160
  Normal
  Slow
  ☐ Averted Mauling: By saving the half-elf courtesan Markov Rutowski in Ardis, you gain a 
  political favor you can trade in while in Ustalav. Within the Immortal Principality, you 
  may trade this political favor for any non-magical item worth up to 400 gp, including but 
  not limited to masterwork weapons and armor and courtier clothing and jewelry.
  ☐ Master of Blades Saved: By saving the life of famed adventurer and former Master of 
  Blades Vonran Vilk, you have earned a permanent place in the Pathfinder Chronicles. You 
  gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with 
  members of the Pathfinder Society of your level or lower when you mention this boon.
  ☐ 
  Ustalavic Stigma: Your failure to cover up the Society’s involvement in the Midnight Mauler’s 
  murders have resulted in a black mark upon your name within Ustalav’s borders. You take a 
  permanent –2 penalty on all Diplomacy checks to influence Ustalavic NPCs unless you first 
  succeed at a DC 20 Bluff or Disguise check to hide your involvement in the serial killings.
  Elixir of tumbling (250 gp)
  Potion of cure serious wounds (750 gp)
  Potion of eagle’s splendor (300 gp)
  Sword of station (1,680 gp; this decorative sword and scabbard occupies the belt slot 
  and grants a +2 competence bonus on Sense Motive checks. Three times per day, 
  the wearer may draw the sword and deliver a single-word command, as per the spell 
  [CL 1st]. The blunt and poorly balanced sword is treated as an improvised club when 
  used as a weapon in combat.)
  Wolfsbane (500 gp; limit 1 dose)
  +2 chain shirt (4,250 gp)
  Belt of giant strength +2 (4,000 gp)
  Cloak of resistance +1 (1,000 gp)
  Headband of alluring charisma +2 (4,000 gp)
  Potion of cure serious wounds (750 gp)
  Sword of station, greater (4,120 gp; as a sword of station but providing a +5 competence 
  bonus on Sense Motive checks.)
  ALL
  3–4
  6–7
  SUBTIeR
  SUBTIeR
  SUBTIeR
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 3/S03-16 The Midnight Mauler.pdf