TEXT: By Thurston Hillman
  THE LION’S JUSTICE
  PATHFINDER SOCIETY SCENARIO #9-13 
  TIER 7–11
  
  Pathfinder Society Scenario #9–13: The Lion’s 
  Justice is a Pathfinder Society Scenario designed 
  for 7th- through 11th-level characters (Tier 7–11; 
  Subtiers 7–8 and 10–11). This scenario is designed 
  for play in the Pathfinder Society Roleplaying 
  Guild campaign, but can easily be adapted for 
  use with any world. For more information on 
  the Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in your 
  area, check out the campaign’s home page at 
  paizo.com/pathfinderSociety.
  HOW TO PLAY
  Author • Thurston Hillman
  Development Lead • John Compton
  Contributing Artists • Josef Kucera, Sebastian Rodriguez, and 
  Jakub Adam Witowski
  Cartographers • Jason Engle and Robert Lazzaretti
  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, 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, and 
  Lacy Pellazar
  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
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  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
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  Sales Associate • Cosmo Eisele
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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 
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  Pathfinder Society Scenario #9–13: The Lion’s Justice © 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, Pathfinder Adventure Card Game, Pathfinder 
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  GM ResouRces
  The Lion’s Justice makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced 
  Class Guide (ACG), Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder RPG Bestiary, 
  Pathfinder RPG Bestiary 3, Pathfinder RPG Bestiary 4, Pathfinder RPG NPC Codex, Pathfinder 
  RPG Ultimate Combat (UC), Pathfinder RPG Ultimate Intrigue (UI), and Pathfinder RPG 
  Ultimate Magic (UM). 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 relevant rules from the Bestiary volumes and NPC 
  Codex are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  The Lion’s Justice                       2
  Appendix                              22
  Chronicle Sheet                        25
  
  Oppara •
  Taldor
  3
  Grand Prince Stavian III is not blind to these maneuvers, 
  and he has begun consolidating his allies and resources to 
  eliminate this perceived threat to his rule. The Ulfen Guard, 
  his sworn bodyguards, are unwaveringly loyal in protecting 
  the ruler’s life, even if some of these warriors may grumble 
  under their breath at Stavian’s increasingly dishonorable 
  schemes. The Lion Blades, a secret spy organization 
  dedicated to the government, also support Stavian, but their 
  loyalty is to Taldor, not strictly to the crown. So long as the 
  Lion Blades believe that the grand prince won’t bring ruin to 
  the nation, these spies prefer to keep their attention focused 
  outward rather than interfere with internal power struggles.
  F
  or millennia since the Age of Destiny, Taldor’s 
  armies have incorporated countless minor states, 
  nomadic tribes, and untamed wilds into its empire, 
  uniting its far-flung provinces with a shared culture and 
  language. Taldor has not known this glory for nearly 600 
  years, beginning with the Even-Tongued Conquest that 
  saw Cheliax secede and continuing with Taldor’s steady 
  decline. Taldor’s common folk are largely left to govern 
  themselves while its nobles pursue lifestyles of high 
  society in defiance of their nation’s waning fortunes. 
  The current leader, Grand Prince Stavian III, makes for 
  a representative figurehead for this negligent aristocracy. 
  He is without a living male heir and grows increasingly 
  paranoid that his popular daughter, Princess Eutropia, 
  might overthrow both him and the country’s tradition of 
  primogeniture (the succession of rule to only male heirs) 
  in one fell swoop. As he shores up his place on the throne 
  against his own daughter, Taldor’s everyday governance 
  has fallen even further into the hands of town councils, 
  criminal syndicates, and secret societies.
  For all the prevailing inadequacies in the aristocracy, 
  Taldor’s upper class is not monolithically inattentive. 
  Numerous leaders have their hearts in the right place yet 
  lack the leadership, opportunity, permission, or resources 
  to take meaningful action. As it stands, the Taldan senate 
  is roughly divided between supporting Stavian (stubborn 
  and stay-the-course imperialists), supporting Eutropia 
  (generally well-meaning reformists), and supporting neither 
  side (whether intentionally neutral, distracted by other 
  concerns, or having not been swayed by one or the other). 
  Lady Gloriana Morilla, leader of the Sovereign Court faction, 
  has developed a strong and secret working relationship 
  with Princess Eutropia, and the Sovereign Court has 
  quietly supplied Eutropia with intelligence and supplies 
  to support her bid for the crown—a move Morilla believes 
  will ultimately bring prosperity to the region and reinforce 
  the status of upstanding nobles over their less responsible 
  peers. Momentum is gradually building in the senate to 
  overturn primogeniture and pave the way for Eutropia’s 
  eventual ascension.
  By Thurston Hillman
  The Lion’s Justice takes place in Oppara, the ornate capital 
  city of Taldor, a former empire that has maintained the 
  high culture of its imperial days despite its gradual decline 
  in regional influence. For more information about Taldor 
  and its people, see Pathfinder Campaign Setting: Taldor, 
  the First Empire. For more information on the events of 
  the Grand Day of Exaltation and the follow-up to this 
  historic event in Taldor, see Pathfinder Adventure Path 
  #127: Crownfall. Both products are available in bookstores 
  and game stores everywhere, and online at paizo.com.
  Where on Golarion?
  THE LION’S 
  JUSTICE
  
  PATHFINDER SOCIETY SCENARIO
  4
  The trouble is that Stavian is poised to upset the Lion 
  Blades along with a great many others. Several other nations’ 
  rulers—particularly those who don’t meet the ideals of 
  productive and upstanding nobility—are increasingly aware 
  of the Sovereign Court and its meddling, and Stavian has 
  reached out to several of his international peers for help 
  in destroying these perceived threats to his rule. Not only 
  is Stavian preparing to accuse a large number of Taldan 
  leaders of treason, but he’s also bringing in a host of foreign 
  agents to help dispense justice. Should the Lion Blades learn 
  of and confirm this, it might cause them to identify Stavian 
  as a threat to Taldor and actively contribute to his removal.
  Few know of Grand Prince Stavian III’s intention to 
  bring in foreign agents and other dubious allies to ensure 
  he retains power. Of these witnesses, one member of the 
  Ulfen Guard, Bjarte Trolltooth (CN male human barbarian 
  8), determined that it’s his moral imperative—even the best 
  route to preserve Stavian’s life—to alert others of what he 
  knows of the grand prince’s plans. He secretly contacted 
  Lady Gloriana Morilla, offering to share what he knows in 
  exchange for the Pathfinder Society salvaging his family’s 
  name by exonerating his centuries-dead ancestor. The 
  Society accepted, with the ensuing events fully described 
  in Pathfinder Society Scenario #9–11: The Jarlsblood Witch Saga. 
  Word has just arrived in Taldor of those agents’ success.
  This timing is ideal for Gloriana, for an upcoming event 
  known as the Grand Day of Exaltation promises to provide 
  plenty of social cover for a team of Pathfinders to secure 
  Bjarte’s intelligence, confirm it, and act as necessary. What 
  Morilla does not know is that Stavian isn’t just planning 
  future mischief; he’s poised to order a massacre during this 
  public event. 
  In addition to recently and quietly adopting the war 
  hero Maxillar Pythareus as his heir, Stavian III has 
  made ample promises and payments to a handful of 
  fervent coconspirators. Most relevant for this adventure 
  is Earl Calhadion Vernisant, a regional administrator 
  in Ridonport and direct heir of the celebrated General 
  Arnisant. Calhadion is unabashed in wielding his lineage 
  as a political bludgeon, though thanks to Gloriana’s 
  machinations, he recently suffered an embarrassing and 
  public debacle, which is fully described in Pathfinder Society 
  Scenario #9–08: Birthright Betrayed. Enraged, Calhadion 
  appealed to Stavian III for justice, and the grand prince 
  has invited the politically fragile earl into his inner circle. 
  Calhadion recognized that his tarnished reputation 
  places him with little to lose when dealing with Oppara’s 
  infamous Brotherhood of Silence and several foreign 
  powers, for whom he’s served as the grand prince’s liaison. 
  In the span of just a few months, the earl has become 
  one of Stavian’s most embittered cohorts, and he is now 
  overseeing the planned massacre in the event the grand 
  prince is incapacitated or forced to flee. 
  The Lion Blades remain aware of the internal political 
  tension and growing schemes, though the full scope and timing 
  isn’t entirely clear to them at the beginning of this adventure. 
  Operatives have been shadowing Calhadion for several weeks 
  now and know of his dalliances with the Brotherhood of 
  Silence and outside powers. However, the spies have kept their 
  distance, concerned that without further evidence of misdeeds, 
  any intervention would be spun as their meddling in senate 
  affairs. Furthermore, the Lion Blades view the Pathfinder 
  Society with some suspicion, particularly after linking a break-
  in several years ago to a team of Pathfinders (an event detailed 
  in Pathfinder Society Scenario #5–11: Library of the Lion). 
  SUMMARY
  The adventure begins with Venture-Captain Muesello 
  briefing the PCs in Oppara, only to be interrupted by the 
  arrival of Bjarte Trolltooth, Lady Morilla’s Ulfen Guard 
  contact. Bjarte relays that Stavian rashly intends to execute 
  the attendees of the Exaltation Gala event using the Ulfen 
  Guard and other foreign agencies. Muesello recognizes the 
  delicacy of the situation and sends the PCs to meet with a 
  high-ranking Lion Blade to convince the spy agency to help 
  coordinate a defense against Stavian’s planned assault.
  The PCs meet with the Lion Blade agent and learn that 
  the spies remain unconvinced of the imminent disaster. 
  The Lion Blades have maintained surveillance of Calhadion 
  Vernisant during his association with the Brotherhood of 
  Silence but need concrete evidence to take further action. 
  The Lion Blade representative promises to take the threat 
  seriously and assist the PCs if the Pathfinders can retrieve 
  incriminating information from the earl’s Opparan villa.
  The PCs travel to Calhadion’s villa, managed by the earl’s 
  chamberlain. She is completely unaware of her master’s 
  conspiratorial plans and remains utterly loyal to Calhadion. 
  As the PCs attempt to negotiate entry or infiltrate the estate, 
  Brotherhood of Silence agents operating under the guise of 
  the estate’s wait staff prepare a deadly ambush. Once the PCs 
  successfully dispatch the Brotherhood of Silence agents, 
  they can uncover further evidence linking the thieves’ guild 
  (as well as other groups) to Calhadion and the grand prince.
  The PCs take this evidence back to the Lion Blade agent, 
  who reviews what they found, quickly sends out the call for 
  reinforcements, and urges the PCs to accompany them to the 
  senate chambers where the exaltation ceremony should be 
  taking place any minute. They arrive to find the chamber’s 
  doors closed and barred. Breaking through the barrier, the 
  PCs enter just in time to stop the nascent slaughter in the 
  senate from becoming an outright massacre. In this scene, the 
  PCs battle a foreign noble with a particular grudge against the 
  Society while shepherding the nobles away from the massacre.
  Finally, in order to quell the ongoing conflict in the senate 
  building, the PCs must stop Calhadion, who rides atop an 
  exceptional lion mount, trampling through the immense 
  
  Venture-Captain 
  Muesello
  5
  THE LION’S JUSTICE
  building and striking down dissidents. In defeating 
  Calhadion, the PCs scatter Stavian’s immediate allies. The 
  fighting quickly dies down, and the stage is set for a new 
  conflict: the War for the Crown, detailed in the upcoming 
  Adventure Path of the same name!
  GETTING STARTED
  The adventure begins in the Taldan capital city of 
  Oppara, where the PCs have recently arrived at 
  Venture-Captain Muesello’s lodge. The lodge 
  has the appearance of a simple bait and 
  tackle shop, and Muesello has one of his 
  assistants handling the front counter—the 
  store remains open due to the increased 
  profits from the festivities surrounding the 
  Grand Day of Exaltation. Muesello and the 
  PCs convene in a room that’s half meeting 
  room and half tackle storage in the rear of the 
  building. Read or paraphrase the following to 
  get the adventure underway. 
  Venture-Captain Muesello straddles 
  a turned-around wooden chair, 
  resting his arms atop the back. 
  He looks around with a wide 
  smile on his face, nodding 
  with satisfaction at the group 
  assembled before him.
  “Good, good. You all made 
  it through the crowds gathered for the 
  Grand Day of Exaltation. Be sure to keep 
  a hand on your coin purses during these festivities; there’s an 
  abundance of pickpockets out there. All the big nobility is at the 
  senate building, including our own Lady Morilla. That’s where the 
  exaltation ceremony is set to take place: the grand prince is going 
  to elevate a commoner into the ranks of the nobility. It’s all real 
  charming, not to mention a great boon for business. Heck, that’s 
  why I’m keeping the shop open even while we meet!”
  Muesello lets out a raucous laugh before continuing. “All right, 
  while all the nobles are enjoying their fancy party, it’s up to you 
  to do some important work for Lady Morilla. The Society’s recent 
  accomplishments in the Lands of the Linnorm Kings have gained 
  us support from a member of the Ulfen Guard: a man by the name 
  of Bjarte Trolltooth. Now, it seems that Bjarte wanted to talk to 
  the Society abo—”
  Muesello’s overview is suddenly interrupted by the forceful 
  slamming of the tackle shop’s front door. A bellowing string 
  of foreign words resonates through the shop, followed by 
  tramping footsteps. Any PC who speaks Skald recognizes 
  the shout as a curse invoking the wrath of Gorum. Muesello 
  begins to stand when he hears the shopkeeper utter warnings 
  to the unseen visitor about the back room being off-limits.
  Give the PCs a moment to prepare, letting them each take 
  one action before reading or paraphrasing the following.
  The door to the back room swings open, knocked partially off 
  its hinges by the force of the slam. A bear of an Ulfen man 
  stands in the open doorway, silhouetted by the sunshine from 
  the storefront. A greataxe is strapped along his back, and animal 
  furs cover a set of tanned hide armor. He looks around 
  the back room, a sense of barely restrained fury in 
  his eyes.
  “Where is the fancy woman who calls herself 
  Morilla? I, Bjarte Trolltooth of the Ulfen Guard, 
  made an oath to her, and now I uphold that 
  vow. By the gods, this is a dark time. The Grand 
  Prince will soon mete out a bloody culling of the 
  senate. I am honor-bound not to interfere, but I 
  can warn those who might be able to stop it.”
  The Ulfen Guard’s brusque arrival comes 
  as a shock to Muesello—after all, he was 
  just instructing the PCs to go find 
  the person who just burst into 
  his lodge! The venture-captain 
  is silent, giving the PCs a 
  chance to speak with the 
  recent arrival. Bjarte is eager 
  to relay the information 
  he knows: Grand Prince 
  Stavian intends to attack the 
  senate during the exaltation ceremony, 
  and he has seeded numerous allies 
  within the gathering to help enact his purge!
  With this information, the scope of the PCs’ mission 
  changes, and Muesello and Bjarte discuss what must done 
  to prevent Stavian’s planned massacre. Eventually, the two 
  agree that the best strategy is to include the Lion Blades, 
  for they are the only organization capable of opposing this 
  sort of treachery without also instigating an international 
  uproar. While the PCs are skilled, attempting to barge into 
  the exaltation event without solid proof would only make 
  them targets, likely before they could deliver a proper 
  warning. Bjarte agrees to involve the Lion Blades, and given 
  his tenure with the Grand Prince, he believes he can provide 
  the PCs with an audience to a Lion Blades representative. 
  Muesello instructs the PCs to go with Bjarte and stop 
  Stavian’s plan by any means necessary.
  The PCs can ask Bjarte several questions before heading 
  out on their updated mission.
  Why are you helping us? “I’ve pledged myself to the grand 
  prince, but I’m also a man with principles. What Stavian 
  intends to do is vile. It must be stopped, even if the axe that 
  falls is not my own. Many of my fellow Ulfen Guards are 
  opposed to this, but the grand prince has been selective 
  
  PATHFINDER SOCIETY SCENARIO
  6
  in deciding which of us will join him at the ceremony and 
  which were left behind to defend the palace. Those with him 
  will not take a stand against this madness.”
  What exactly is Stavian planning? “He intends to stop his 
  daughter’s attempts to claim the throne. He sees the senate 
  as monstrous and bloated, and he intends to cull the herd. 
  Even if he were right, his methods are madness. He brings 
  in foreigners to kill his citizens and seeks to end his own 
  bloodline to hold onto power. It is… disgraceful.” 
  Why do we need the Lion Blades? “I am a killer of 
  warriors. I am not a diplomat or a spy. The Lion Blades know 
  how to walk these paths better than I. We would not make 
  it up the hundred steps to the senate before being stopped. 
  Even witch magic to bring us within the building would 
  only cast us as assassins or traitors. No, the Lion Blades must 
  be convinced of Stavian’s madness.” 
  Diplomacy (gather information), Knowledge 
  (local), or Knowledge (nobility)
  Based on the result of a Diplomacy check to gather 
  information or a Knowledge (local or nobility) check, the 
  PCs might know more about recent events in Oppara and 
  Taldor. They learn all of the information below with a DC 
  equal to or less than the result of their check.
  10+: The week before the Grand Day of Exaltation is an 
  immense celebration in Oppara. The city almost doubles in 
  size as visitors cram into the capital to be part of the historic 
  event. The exaltation ceremony involves the grand prince 
  elevating a commoner into the ranks of the nobility.
  15+: A historic vote of the senate is set to take place before 
  this year’s exaltation ceremony, determining whether to end 
  primogeniture, which mandates only a male heir can ascend 
  the Taldan throne. Stavian’s sole heir, Princess Eutropia, has 
  amassed strong support in the senate to overturn this law. 
  The nation anxiously awaits the result of the vote.
  20+: The recipient of this year’s exaltation is a simple 
  man from a hamlet called Breezy Creek. He is Kalbio, and 
  his story is one of family sacrifice: his parents accrued 
  considerable debts to educate their son and ensure he had 
  the requisite coin to make the journey to Oppara and secure 
  appropriate attire for the important event.
  25+: Stavian has put Earl Calhadion Vernisant in charge of 
  preparing the security for the exaltation events at the senate 
  building. Calhadion arrived 2 months ago and has been 
  working intently to ensure that the security for the event 
  meets Stavian’s rigorous demands.
  30+: More than any previous exaltation event, this year has 
  seen a massive surge in the number of foreign dignitaries. 
  Even envoys from former provinces, such as Cheliax, are in 
  attendance. One particular Chelish attendee is a noblewoman 
  from the Deckland family. She’s a renowned fencer and 
  spellcaster as well as a devout servant of Asmodeus. Why she 
  was admitted to the events remains a mystery.
  THE LION’S DEN
  Following the briefing, Bjarte escorts the PCs from 
  Muesello’s lodge to the Kitharodian Academy. The Ulfen has 
  enough clout to arrange an audience, though the PCs must 
  endure waiting for about 15 minutes in a reception area 
  as arrangements are made. Following this, several junior 
  students escort the PCs into an underground section of 
  the academy known as the Library of the Lion. Any PC who 
  has a Chronicle sheet from Pathfinder Society Scenario #5–11: 
  Library of the Lion immediately recognizes the area from that 
  adventure. The escorts take the party into the administrator’s 
  room, where the PCs must wait several minutes more before 
  someone comes to speak with them. Read or paraphrase the 
  following description of the room.
  Two rows of tall bookshelves flank the imposing yet beautiful 
  wooden desk that presides over this room. Over the door hangs 
  a portrait of Grand Prince Stavian III wearing an especially smug 
  grin. A brass plaque on the frame of the portrait reads, “A cunning 
  lie is never told twice.”
  After a few minutes of waiting, an older Taldan woman 
  enters the room. She seemingly ignores the PCs as she 
  moves to sit at the chair behind the desk, or stands 
  ominously over any PC who dared take the seat for herself. 
  The woman refuses to introduce herself as anything beyond 
  “a Lion Blade,” though in fact this is Laurisa Tromaine (N 
  female human bard 3/rogue 3/Lion Blade 3; Pathfinder Player 
  Companion: Taldor, Echoes of Glory 22), a senior Lion Blade 
  many consider to be next in line to succeed the current head 
  of the Lion Blades.
  Laurisa listens as the PCs tell their story alongside Bjarte’s 
  testimony. Once done, she nods and indicates that the Lion 
  Blades have heard these rumors of foreign interference, but 
  they find it hard to believe such a widespread conspiracy 
  could have gone undetected by their agency. Laurisa needs 
  tangible proof before she offers the support of the Lion 
  Blades in stopping Stavian. To this end, the Lion Blades have 
  an offer for the PCs, if they’re willing to get involved in the 
  brewing conflict.
  The Mission: The Lion Blades have identified that 
  one of Stavian’s closest allies, the nobleman Calhadion 
  Vernisant, has been receiving regular guests at his Opparan 
  villa. The guests are most often not members of the Taldan 
  nobility, and many are foreign dignitaries or local visitors 
  for the Grand Day of Exaltation. With Calhadion busy 
  with the exaltation events, Laurisa would like the PCs 
  to visit Calhadion’s villa and seek out any trace of illicit 
  or treacherous negotiations with foreign powers—such 
  evidence would be sufficient to bring the Lion Blades into 
  the fray. If the PCs can bring this information back to 
  Laurisa, then she can muster a contingent of Lion Blades 
  to help avert Stavian’s plans.
  
  7
  THE LION’S JUSTICE
  A. CALHADION VERNISANT’S VILLA
  Earl Calhadion Vernisant maintains a modest villa at the 
  edge of Oppara’s city limits. He frequents this estate when 
  the senate convenes or other matters of state require him to 
  depart Ridonport for the capital. At present, Calhadion is off 
  at the Grand Day of Exaltation festivities, but his personal 
  chamberlain maintains the estate, with the help of several 
  servants and aides.
  As the PCs arrive, one of the halfling servants (see area A3) 
  greets them at the entrance. The halfling escorts the PCs to 
  meet Chamberlain Ionnia Eckhart in area A2, and then he 
  quickly retreats to inform the other servants of the recent 
  arrivals. The servant is secretly a member of the Brotherhood 
  of Silence, a local thieves’ guild hired by Stavian to assist 
  with the upcoming massacre. The Brotherhood worked with 
  the crown using Calhadion Vernisant as an intermediary. 
  Recognizing the potential for spies coming to his estate, 
  Calhadion requested that his staff be replaced by members 
  of the Brotherhood, as the organization shares his desire to 
  keep their connections with Stavian a secret, but also has the 
  talents to keep interlopers away.
  Use the map on page 8 for areas A1–A4. Due to the nature 
  of the social and combat encounters within the villa, only 
  areas A1 through A4 are relevant to this portion of the 
  adventure. Feel free to have combat spill into unmarked 
  areas of the map, and use the Flip-Mat details to describe 
  the immediate surroundings. 
  Goal: The PCs’ goal is to find any sort of evidence linking 
  Calhadion Vernisant—and by extension, Grand Prince 
  Stavian—to a plot involving the use foreign agents on 
  Taldan soil. Such evidence exists in two forms: the first is 
  Calhadion’s cache of signed agreements, kept under strict 
  guard in area A4. The second piece of evidence lies in the 
  Brotherhood of Silence agents stationed to guard the villa. 
  Powerful locks protect the former, while only magical 
  compulsion can force information out of the latter.
  A1. Courtyard
  This open courtyard of the estate has several well-
  trimmed rose bushes and a sizable pool filled with 
  exotic fish. A horse stable along the northern section of 
  the estate is currently unoccupied. One of the halfling 
  servants (further detailed in area A3) waits near the 
  northeast gate to admit guests, taking them to area A2 to 
  meet with Chamberlain Eckhart. Otherwise, the courtyard 
  isn’t important to the scenario beyond the potential for 
  combat to spill into the area.
  A2. Meeting Room (CR 9 or CR 12)
  Lavish rugs and velvet couches fill this large, square entry chamber. 
  Sturdy oak doors open to the north, and curtains cover adjoining 
  hallways to the east and west that lead off into separate areas of 
  As players might have strong memories from Pathfinder 
  Society Scenario #5–11: Library of the Lion, you can add to 
  the impact of this encounter by utilizing GM elements from 
  that scenario. As the PCs traverse the library to meet with 
  Laurisa Tromaine (herself located in area B10 on the Library 
  of the Lion map), you can lay out that scenario’s map, likely 
  eliciting even more of a response from players familiar with 
  that scenario. Despite there being no combat encounters in 
  this area, simply putting down the map should be enough 
  to surprise the players and keep them on their toes at the 
  start of what is already a high-stakes scenario.
  Glorymane Resurgent: If one or more PCs present 
  possesses Glorymane, the intelligent shield perks up at 
  Laurisa’s presence. While the shield can only communicate 
  empathically, it displays an intense sense of duty toward 
  and protectiveness of the agent, and Glorymane delights 
  in any intention to work with the Lion Blades. In addition 
  to this, the shield brims with extra magical vigor; for the 
  duration of the scenario, the shield’s enhancement bonus 
  increases to +4, it gains a +4 bonus on attack rolls with its 
  bite attack, and the damage of its bite increases to 2d10. 
  Memories of the Past
  the villa. A central brazier burns with magical fire, filling the room 
  with cheerful light. 
  This is where Calhadion typically entertains large groups 
  of guests who visit his villa. With the earl absent for the 
  Grand Day of Exaltation, his chamberlain Ionnia Eckhart 
  greets any visitors. Two statues in the southern corners of 
  the room (marked on the map) are terra-cotta horsemen 
  in Subtier 7–8, or clay golems molded to resemble Taldan 
  knights in Subtier 10–11. The statues remain inert until 
  Ionnia actives them (see below).
  Creatures: Ionnia Eckhart, a tall Garundi woman, 
  opens her arms wide to greet the PCs, asking them their 
  business at the Vernisant estate. She goes on to discuss 
  her master’s absence, but insists she can certainly take the 
  PCs’ information and book an appointment for them in the 
  coming weeks. Ionnia remains entirely in the dark about 
  her master’s more insidious dealings and his conspiracy 
  with Grand Prince Stavian III. Despite (or perhaps because) 
  of Ionnia’s altruism, Calhadion Vernisant finds her suitable 
  to the position of estate chamberlain. If Ionnia is questioned 
  on Calhadion’s recent association with foreign powers, she 
  insists she has no knowledge of such things, stuttering her 
  words out of concern instead of any sort of complicity. 
  As Ionnia speaks with the PCs, the Brotherhood of Silence 
  operatives in area A3 convene and recognize the potential 
  threat of the PCs’ inopportune timing. They emerge during 
  the PCs’ conversation with Ionnia, bringing snack trays 
  
  A. Calhadion Vernisant’s Villa
  1 square = 5 feet
  Pathfinder Flip-Mat: Noble Estate
  N
  S
  : Statue
  S
  S
  A1
  A2
  A3
  A4
  PATHFINDER SOCIETY SCENARIO
  8
  
  Ionnia 
  Eckhart
  9
  THE LION’S JUSTICE
  laden with Taldan treats (such as the delicious local specialty 
  yonder tarts). These tray’s contents are each laced with 2 doses 
  of wolfsbane poison (Pathfinder RPG Ultimate Equipment 111), 
  which are further obfuscated by the concocter in area A3 
  casting obscure poison (Pathfinder RPG Ultimate Intrigue 220) 
  on the refreshments. The poison has an effective save DC 
  of 18 due to the concentrated doses. In Subtier 10–11, the 
  concocter adds another 2 doses, increasing the poison 
  DC to 22. The poison takes 10 minutes to take 
  effect, and unless the PCs detect it, it’s likely that 
  it strikes them as they’re conversing with Ionnia 
  Eckhart or in the aftermath of a combat. The 
  chamberlain remains blissfully unaware of 
  the poison and consumes one of the snacks 
  during the conversation.
  Ionnia knows of no incriminating 
  information, though a PC who succeeds 
  at a DC 22 Diplomacy or Intimidate 
  check (DC 26 in Subtier 10–11) over 
  the course of about 10 minutes 
  of conversation (just enough 
  for 
  the 
  delivered 
  poison 
  from the treats to take effect) 
  convinces 
  her 
  to 
  explain 
  that Calhadion keeps private 
  documents in his office (area 
  A4). Engaging in any sort of 
  violence against Ionnia or failing 
  an Intimidate check against her causes 
  the chamberlain to activate the two 
  construct guardians standing in the southern corners of the 
  room. Ionnia can activate the statues verbally, and both are 
  keyed to follow her instructions. In the event that the PCs and 
  Ionnia are poisoned, she attempts to order the constructs to 
  attack the Brotherhood agents, but they do not respond—
  Calhadion having provided superseding instructions that 
  the Brotherhood agents are not to be harmed.
  Subtier 7–8 (CR 9)
  IONNIA ECKHART 
  CR 2
  Heir apparent (Pathfinder NPC Codex 251; see page 23)
  hp 22 
  TERRA-COTTA HORSEMEN (2) 
  CR 7
  Terra-cotta horseman (Pathfinder RPG Bestiary 3 262)
  N Large construct
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
  hp 85 each (10d10+30)
  Fort +3, Ref +6, Will +3 
  DR 5/bludgeoning; Immune construct traits, fire; SR 17
  OFFENSE
  Speed 30 ft.
  Melee lance +13/+8 (1d8+4/×3) or
  2 slams +12 (1d6+3)
  Space 10 ft.; Reach 10 ft. (20 ft. with lance)
  Special Attacks keen weapons, rank fighting, 
  trample (1d6+4, DC 18)
  TACTICS 
  During Combat The terra-cotta horsemen 
  make charge attacks with their lances, after 
  which they mindlessly attack their targets 
  in melee. They follow Ionnia’s orders, 
  otherwise selecting the closest foe in order 
  to subdue the PCs.
  Morale The constructs fight either until 
  destroyed or until Ionnia orders them 
  to stand down.
  STATISTICS
  Str 16, Dex 16, Con —, Int 1,  
  Wis 11, Cha 1
  Base Atk +10; CMB +14 (+16 bull 
  rush, overrun); CMD 27 (29 vs. bull rush 
  or overrun)
  Feats Improved Bull Rush, Improved 
  Initiative, Improved Overrun, Power Attack, Weapon Focus 
  (lance)
  Skills Perception +8
  SQ undersized weapons
  Gear lance
  SPECIAL ABILITIES
  Keen Weapons (Su) After it has engaged in at least 1 round of 
  combat, a terra-cotta horseman’s weapons automatically gain 
  the benefits of keen weapon (CL 6th). This effect persists until 
  the end of the battle.
  Rank Fighting (Ex) Whenever a terra-cotta horseman is 
  adjacent to another terra-cotta horseman, it gains a +2 dodge 
  bonus to its AC and a +2 bonus on saving throws, attack rolls, 
  and damage rolls.
  Subtier 10–11 (CR 12)
  CLAY GOLEMS (2) 
  CR 10
  hp 101 each (Pathfinder RPG Bestiary 159; see page 22)
  IONNIA ECKHART 
  CR 2
  Heir apparent (Pathfinder NPC Codex 251; see page 23)
  hp 22 
  To accommodate a group of four PCs, remove one of the 
  constructs from the encounter.
  Scaling Encounter A2
  
  PATHFINDER SOCIETY SCENARIO
  10
  Development: The two most likely outcomes for this 
  encounter are combat or the PCs successfully influencing 
  Ionnia. Successfully convincing Ionnia of Calhadion’s 
  complicity in aiding foreign agents gets her to reveal the 
  location of the safe in area A4. However, such a revelation 
  likely coincides with the onset of the delivered poison, 
  and Ionnia must also attempt a saving throw against the 
  poison, which likely leads into an immediate combat with 
  the Brotherhood of Silence agents detailed in area A3. If 
  combat with the constructs in this room breaks out, the 
  Brotherhood of Silence agents in area A3 wait for the battle 
  to end before rushing in to finish off the PCs.
  A3. Kitchen (CR 10 or CR 13)
  Calhadion Vernisant’s traditional serving staff work in this 
  room to prepare meals for the earl and his guests. 
  Creatures: Two Brotherhood of Silence watchers—
  specialized cleaners for messy situations—meander about this 
  room. A third watcher greets visitors in area A1 and quickly 
  retreats here after introducing the guests to the chamberlain. 
  The group confers as the PCs meet and greet with Ionnia, and 
  after several minutes, two of them depart to provide poisoned 
  refreshments to the PCs (as described in area A2.)
  The leader of the Brotherhood of Silence agents, a skilled 
  alchemist interrogator, also waits in this room. The alchemist 
  prepares and administers the poisons sent out to affect the 
  PCs and chamberlain—reasoning the chamberlain’s life 
  is forfeit anyway if the PCs are agents sent from nobles 
  opposing Stavian. As long as the PCs remain in conversation 
  with Ionnia, the Brotherhood of Silence operatives wait here 
  until just before the wolfsbane onset time (10 minutes) is 
  set to occur. At this point, the concocter orders the watchers 
  to bring a second set of normal refreshments and attack as 
  soon as the poison takes effect on the PCs.
  If combat occurs in any of the villa areas prior to their 
  poison’s expected onset, all the agents in this chamber wait 
  until the battle ends before moving out to engage the PCs, 
  preferring to cut their enemies off at key choke points where 
  they can maximize their flanking potential.
  Subtier 7–8 (CR 10)
  BROTHERHOOD OF SILENCE WATCHERS (3) 
  CR 6
  Halfling slayer (cleaner) 7 (Pathfinder RPG Advanced Class Guide 
  53, 118)
  NE Small humanoid (halfling)
  Init +8; Senses Perception +8
  DEFENSE
  AC 23, touch 18, flat-footed 19 (+4 armor, +3 deflection, +4 Dex, 
  +1 shield, +1 size)
  hp 64 each (7d10+21)
  Fort +8, Ref +10, Will +2; +2 vs. fear
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +10/+5 (1d6+4/19–20 plus shadow 
  essence poison)
  Special Attacks sneak attack +2d6, studied target +2 (swift 
  action; 2 targets)
  Slayer Spell-Like Abilities (CL 7th; concentration +9)
  At will—misdirection (self only)
  TACTICS
  Before Combat Each of the watchers uses misdirection on the 
  lawful good chamberlain prior to the PCs’ arrival. Each agent 
  quaffs a potion of shield of faith and administers a dose of 
  shadow essence onto his longsword prior to entering combat.
  During Combat The watchers work together to bring down 
  enemies, aware that their individual damage is minimal. 
  They prefer to attack the same target, using their poisoned 
  longswords to administer multiple doses of shadow essence.
  Morale The agents know that failure will get them killed, so they 
  fight to the death.
  Base Statistics Without their potions, the watcher’s statistics are 
  AC 20, touch 15, flat-footed 16.
  STATISTICS
  Str 10, Dex 18, Con 14, Int 10, Wis 8, Cha 15
  Base Atk +7; CMB +6; CMD 23
  Feats Deceitful, Improved Initiative, Slashing GraceACG, Weapon 
  Finesse, Weapon Focus (longsword)
  Skills Acrobatics +13, Bluff +14, Climb +2, Disguise +14 (+18 when 
  cleaning an area of evidence), Intimidate +12, Knowledge 
  (local) +5, Perception +8, Sense Motive +6, Stealth +18 (+22 
  when cleaning an area of evidence or hiding in or escaping 
  from cleaned area); Racial Modifiers +2 Acrobatics, +2 Climb, 
  +2 Perception
  Languages Common, Halfling
  SQ slayer talents (poison useACG, swift poisonAPG), without a trace
  Combat Gear potion of shield of faith (CL 6th), shadow essence 
  poison (2); Other Gear +1 studded leather, mwk buckler, 
  mwk longsword
  BROTHERHOOD OF SILENCE CONCOCTER 
  CR 6
  Male human alchemist (interrogator) 7 (Pathfinder RPG Advanced 
  Player’s Guide 26, Pathfinder RPG Ultimate Intrigue 18)
  LE Medium humanoid (human)
  Init +2; Senses Perception +10
  DEFENSE
  AC 24, touch 13, flat-footed 21 (+4 armor, +2 Dex, +1 dodge,  
  +3 natural, +4 shield)
  To accommodate a group of four PCs, remove one 
  Brotherhood of Silence watcher from the encounter. In 
  addition, remove the potions of shield of faith from the 
  remaining watchers.
  Scaling Encounter A3
  
  11
  THE LION’S JUSTICE
  hp 49 (7d8+14)
  Fort +6, Ref +7, Will +2; +4 vs. poison
  OFFENSE
  Speed 30 ft.
  Melee injection +7 touch (special)
  Ranged +2 dart +9 (1d4+1 plus concentrated giant wasp poison)
  Special Attacks injections (3 minutes, 11/day), serums
  Alchemist Extracts Prepared (CL 7th; concentration +11)
  3rd—displacement, fly
  2nd—barkskin, invisibility, kinetic reverberationUC (DC 16), 
  protection from arrows
  1st—comprehend languages, disguise self, obscure poisonUI (2), 
  shield
  TACTICS
  Before Combat Prior to combat, the concocter quaffs his 
  extracts of barkskin and shield. If given additional time, 
  he also quaffs additional extracts of displacement, fly, 
  invisibility, and kinetic reverberation, in that order. Prior to 
  combat, the concocter has also used his concentrate poison 
  ability to mix two doses of giant wasp poison together and 
  applied the poison to his darts.
  During Combat The concocter assists in combat up close 
  by administering his injections, preferring to do so while 
  invisible. If allies surround a foe, he tries to throw his darts 
  against opportune targets, hoping to take down foes with 
  multiple applications of poison.
  Morale The concocter, like his allies, fights until death.
  Base Statistics Without his extracts, the concocter’s statistics are 
  AC 17, touch 13, flat-footed 14.
  STATISTICS
  Str 8, Dex 14, Con 13, Int 18, Wis 10, Cha 12
  Base Atk +5; CMB +4; CMD 17
  Feats Brew Potion, Combat Expertise, Dodge, Mobility, Spring 
  Attack, Throw Anything, Weapon Finesse
  Skills Appraise +14, Craft (alchemy) +14 (+21 when creating 
  alchemical items), Intimidate +11, Knowledge (local) +11, 
  Knowledge (nature) +14, Perception +10, Sense Motive +10, 
  Sleight of Hand +12, Spellcraft +14
  Languages Common, Dwarven, Elven, Halfling, Sylvan
  SQ alchemy (alchemy crafting +7), discoveries (concentrate 
  poison, poison conversionUC), poison use, serums (confusion, 
  truth [3 questions]), swift alchemy
  Combat Gear giant wasp poison (2), medium spider venom (3), 
  nitharit, wolfsbane (4); Other Gear +1 studded leather, +2 
  dart, darts (5), formula book
  Subtier 10–11 (CR 13)
  BROTHERHOOD OF SILENCE WATCHERS (3) 
  CR 9
  Halfling slayer (cleaner) 10 (Pathfinder RPG Advanced Class 
  Guide 53, 118)
  NE Small humanoid (halfling)
  Init +8; Senses Perception +11
  DEFENSE
  AC 25, touch 18, flat-footed 21 (+5 armor, +3 deflection, +4 Dex, 
  +2 shield, +1 size)
  hp 89 each (10d10+30)
  Fort +10, Ref +12, Will +3; +2 vs. fear
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +13/+8 (1d6+4/19–20 plus shadow 
  essence poison)
  Special Attacks sneak attack +3d6, studied target +3 (swift 
  action; 3 targets)
  Slayer Spell-Like Abilities (CL 10th; concentration +13)
  At will—misdirection (self only)
  TACTICS
  Use the tactics from Subtier 7–8.
  Base Statistics Without their potions, the watchers’ statistics are 
  AC 22, touch 15, flat-footed 18.
  STATISTICS
  Str 10, Dex 18, Con 14, Int 10, Wis 8, Cha 16
  Base Atk +10; CMB +9; CMD 26
  Feats Deceitful, Improved Initiative, OutflankAPG, Slashing 
  GraceACG, Weapon Finesse, Weapon Focus (longsword)
  Skills Acrobatics +14 (+10 when jumping), Bluff +16, Climb 
  +2, Disguise +17 (+21 when cleaning an area of evidence), 
  Intimidate +16, Knowledge (local) +7, Perception +11, 
  Sense Motive +9, Stealth +21 (+25 when cleaning an area of 
  evidence or hiding in or escaping from cleaned area); Racial 
  Modifiers +2 Acrobatics, +2 Climb, +2 Perception
  Languages Common, Halfling
  SQ slayer talents (lasting poisonAPG, poison useACG, powerful 
  sneakAPG, swift poisonAPG), without a trace
  Combat Gear potion of shield of faith (CL 6th), shadow essence 
  poison (2); Other Gear +1 glamered studded leather, +1 
  buckler, mwk longsword
  BROTHERHOOD OF SILENCE CONCOCTER 
  CR 9
  Male human alchemist (interrogator) 10 (Pathfinder RPG Advanced 
  Player’s Guide 26, Pathfinder RPG Ultimate Intrigue 18)
  LE Medium humanoid (human)
  Init +2; Senses Perception +13
  DEFENSE
  AC 26, touch 13, flat-footed 23 (+5 armor, +2 Dex, +1 dodge,  
  +4 natural, +4 shield)
  hp 79 (10d8+30)
  Fort +9, Ref +9, Will +3
  Immune poison
  OFFENSE
  Speed 20 ft. 
  Melee injection +10 touch (special)
  Ranged +2 dart +10 (1d4+1 plus concentrated giant wasp poison)
  Special Attacks injections (5 minutes, 14/day), serums
  Alchemist Extracts Prepared (CL 10th; concentration +14)
  4th—cure critical wounds, freedom of movement
  
  PATHFINDER SOCIETY SCENARIO
  12
  3rd—cure serious wounds, displacement, fly, haste
  2nd—barkskin, invisibility, kinetic reverberationUC (DC 16), 
  protection from arrows, see invisibility
  1st—comprehend languages, disguise self, obscure poisonUI (2), 
  shield, true strike
  TACTICS
  Use the tactics from Subtier 7–8.
  Base Statistics Without his extracts, the concocter’s statistics are 
  AC 18, flat-footed 15.
  STATISTICS
  Str 8, Dex 14, Con 14, Int 18, Wis 10, Cha 12
  Base Atk +6; CMB +5; CMD 18
  Feats Brew Potion, Combat Expertise, Dodge, Mobility, Spring 
  Attack, Throw Anything, Weapon Finesse, Weapon Focus 
  (injection)
  Skills Appraise +17, Craft (alchemy) +17 (+27 when creating 
  alchemical items), Intimidate +14, Knowledge (local) +14, 
  Knowledge (nature) +17, Perception +13, Sense Motive +13, 
  Sleight of Hand +15, Spellcraft +17
  Languages Common, Dwarven, Elven, Halfling, Sylvan
  SQ alchemy (alchemy crafting +10), discoveries (concentrate 
  poison, poison conversionUC, sticky poison), poison use, serums 
  (confusion, paralytic, truth [5 questions]), swift alchemy
  Combat Gear deathblade, giant wasp poison (2), medium spider 
  venom (3), nitharit, wolfsbane (4); Other Gear +2 studded 
  leather, +2 dart, darts (5), formula book
  Development: It is quite possible that the PCs keep 
  one or more Brotherhood of Silence operatives alive. An 
  unconscious agent proves to be sufficient evidence for the 
  Lion Blades to get involved, but the stockpiles of potent 
  poisons found on the bodies might also serve. While not as 
  condemning as the evidence in area A4, this is a secondary 
  means for the PCs to progress the scenario with the 
  assistance of Laurisa Tromaine and the Lion Blades.
  Rewards: If the PCs don’t defeat the Brotherhood of Silence 
  agents, reduce each PC’s gold earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 1,460 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,985 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,510 gp.
  A4. Calhadion’s Office
  Bookshelves line the wall of this square chamber. A fireplace 
  along the far western wall looks well used but presently lies 
  cold. A circular table replete with documents rests in front of it, 
  while two couches face each other near the center of the room. 
  A portrait of a particularly pompous noble wearing a gaudy lion 
  helm hangs along the eastern wall, flanked by two statues of 
  glorious Taldan knights.
  Private meetings occur in this chamber. The portrait 
  is a reproduction of Earl Vernisant, and characters 
  who’ve played Pathfinder Society Scenario #9–08: Birthright 
  Betrayed immediately recognize the image. The portrait 
  conceals a safe where Calhadion maintains his most 
  precious documents, including recent agreements with 
  the Brotherhood of Silence and various foreign operatives 
  for assistance in Stavian’s upcoming cull. A PC can open 
  the safe with a successful DC 35 Disable Device check (DC 
  40 in Subtier 10–11). A PC failing this check by 5 or more 
  triggers a failsafe magical effect, akin to explosive runes, that 
  immediately incinerates the documents within.
  Treasure: The safe contains letters of credit worth 2,500 
  gp (4,500 gp in Subtier 10–11). Activating the safe’s fail-safe 
  incinerates these valuable papers.
  Development: The documents within the safe clearly 
  show that Calhadion arranged the services of dozens of 
  foreign groups to assist with Stavian’s planned massacre of 
  the senate and the grand prince’s own daughter, Princess 
  Eutropia. Along with the Brotherhood of Silence, several 
  other organizations are listed, including local Qadiran 
  insurgents, an overly zealous band of Andoren freedom 
  fighters, and even one noble family from Cheliax. This last 
  entry includes a troubling footnote that Cheliax’s Deckland 
  family specifically requested the honor of eliminating Lady 
  Gloriana Morilla and any allied Pathfinders present at the 
  Grand Day of Exaltation.
  Once the PCs retrieve this information and stop the 
  Brotherhood of Silence agents in the villa, they should make 
  haste back to Laurisa Tromaine. If Ionnia remains alive and 
  on speaking terms with the PCs, she offers to handle any 
  questions should others come to the estate as her loyalties 
  have been shattered by her experience and the evidence 
  implicating Calhadion as a conspirator.
  Rewards: If the PCs fail to recover the documents and 
  associated treasure, reduce each PC’s gold earned by the 
  following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 416 gp.
  Out of Subtier: Reduce each PC’s gold earned by 583 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 750 gp.
  ALERTING THE LION BLADES
  Once the PCs retrieve evidence from Calhadion’s villa, 
  they should return to Laurisa Tromaine at the Kitharodian 
  Academy, where they’re quickly ushered in to meet with 
  the senior Lion Blade. If the PCs recovered the documents, 
  Laurisa is clearly convinced that Stavian has jeopardized 
  the independence and stability of Taldor by making such 
  reckless overtures to foreign powers, and she mobilizes 
  as many Lion Blades as she can to make haste to the 
  senate building. In the event that the PCs bring back only 
  a Brotherhood of Silence operative or assorted clues, 
  Laurisa indicates that they’ll need time to interrogate 
  the prisoner or examine the evidence before committing 
  additional forces.
  
  13
  THE LION’S JUSTICE
  Either way, Laurisa informs the party that Grand Prince 
  Stavian has just recently arrived at the senate building for 
  the Grand Day of Exaltation ceremonies. Recognizing the 
  potential risk of some subterfuge occurring, the Lion Blade 
  presents the PCs with temporary senatorial aide badges, 
  granting them admittance to the senate building. Laurisa 
  requests the PCs make their way to the building and keep an 
  eye on events while she rallies those remaining Lion Blades 
  not already nearby.
  B. THE TALDAN SENATE
  The Taldan senate, sometimes referred to as the senate 
  building or simply the senate, is the seat of the senatorial 
  branch of the Taldan government. The structure has existed 
  in one form or another for millennia, though natural 
  disasters, sabotage, and war have partially leveled it several 
  times during the empire’s grand history, leading to many 
  large-scale repairs, renovations, and revisions. The current 
  senate building is a grandiose, T-shaped edifice constructed 
  from white marble. Ostentatious columns carved with 
  glorious scenes of the nation’s history surround the building 
  on all sides, while a pronounced flight of precisely 100 stairs 
  ascends to the main entrance. 
  See the map on page 14 for areas B1–B7. Due to the sheer 
  size and scope of the senate building, each of the areas within 
  are given only a basic description, and individual rooms are 
  not detailed. The descriptions for the major areas are based 
  on the senate descriptions from Pathfinder Adventure Path 
  #128: Crownfall, which details the events of the Grand Day of 
  Exaltation from a different perspective.
  The Massacre: By the time the PCs arrive, the majority 
  of the attendees have gathered on the senate floor (area B6) 
  where Grand Prince Stavian III is set to perform the 
  exaltation ceremony. Just as the PCs arrive, the grand prince 
  instigates his purge of the senate. While the PCs cannot 
  stop these events from beginning, their actions can greatly 
  curb the damage and prevent it from becoming the full-on 
  massacre Stavian desires. The lead-up to this momentous 
  event is further detailed in Crownfall, where the PCs in that 
  adventure are physically present in the room at the start of 
  Stavian’s purge. This scenario details a second side of the 
  event, with the PCs of this adventure set to break open the 
  doors so the various guests and senators can escape from 
  Stavian’s murderous plans.
  The remaining encounters are detailed below as events, 
  and each is (generally) confined to a specific area of the senate. 
  B1. Arcade of Triumphs
  This entry gallery celebrates Taldor’s abundant military 
  and political glories. Banners and trophies line the halls, 
  some displayed openly while others rest behind intricate 
  glass cases, while armor stands and display cases present 
  countless artifacts belonging to great heroes and soldiers.
  B2. Courtyard
  Breathtaking gardens surround the senate building. Catered 
  patios segregated by short iron fences, coordinated military 
  displays, and a makeshift zoo of imported animals and 
  magical beasts fill the few open spaces here, even including 
  a small hive of bees that busily pollinate the exotic flowers 
  and make the honey used by the senate kitchens. A skeleton 
  crew of servants tidies the grounds as the attendees cram 
  onto the senate floor for the exaltation ceremonies.
  B3. Emperor’s Hall
  This gathering space before the senate chamber is set aside 
  as the property of the emperor, and features countless 
  statues and portraits of previous grand princes. While 
  formally these chambers are for use by the emperor, no 
  grand prince has ever maintained an office within the 
  senate building, and the space is understood to be public 
  meeting rooms by silent agreement.
  B4. Gallery
  The second floor of the senate building (not shown on 
  the Taldan Senate map on page 14) acts as an observation 
  deck for visitors to witness events of the main floor, with 
  offices for various senators lining the outer walls. This 
  area of winding passageways is typically open to noble 
  observers and senatorial aides. Much of the gallery is 
  dedicated to entertaining the children of various nobles, 
  with extravagant performances occurring throughout the 
  upper balconies of the senate building. Servants hastily 
  shepherd the children away to a safe location at the onset 
  of trouble in the senate.
  B5. Imperial Archives
  The Imperial Archives could have been Golarion’s greatest 
  collection of transcribed knowledge, had any care been 
  invested into its upkeep. Instead, centuries of redirected 
  funding and senate-sanctioned pruning of “sensitive 
  information” has ruined the once-immaculate reputation 
  of the archives. This vast library now acts as a repository of 
  haphazardly curated books, senate minutes, and genealogy 
  records left open to the scrutiny of uncaring nobles. 
  The area is empty, save for a few curators, during the 
  exaltation ceremony.
  B6. Senate Floor
  Normally closed to non-senators, the vast, circular 
  senate floor is open to special guests during the Grand 
  Day of Exaltation, and myriad would-be nobles take the 
  opportunity to duck in and live out a few moments of 
  power fantasy, issuing mock legislation or engaging in 
  lively debates. The chamber is now sealed as Grand Prince 
  Stavian performs the exaltation ceremony and initiates his 
  subsequent attack.
  
  B. The Taldan Senate
  1 square = 10 feet
  B5
  B6
  B3
  B2
  B1
  B7
  PATHFINDER SOCIETY SCENARIO
  14
  B7. Servant Area
  While several hidden corridors crisscross the senate 
  building, allowing servants to come and go without 
  disturbing the assembled politicians, this area houses most 
  of the storerooms, workshops, and kitchens where the 
  building’s small army of servants bustle to maintain the 
  facade of opulence. Even this area, never meant for noble 
  eyes, is of exceptional quality, though the gilt has worn thin 
  on most corners, and here and there cheap repairs mar 
  artistic furniture.
  EVENT 1: BREAKING DOWN THE DOORS
  Each of the four doors along the eastern edge of area B6 
  (immediately to the west of area B3) is closed, further 
  reinforced by a thick wooden crossbar to prevent 
  those within the senate from fleeing. These wooden 
  reinforcements require a DC 22 Strength check to remove 
  and have a hardness of 5 with 80 hit points. Removing or 
  destroying the boards opens one of the doors.
  The door at the western edge of area B6 remains open, 
  previously used by Stavian and his Ulfen Guard to reach the 
  senate floor’s raised pulpit. Stavian’s loyalists guard this exit 
  to keep anyone from fleeing, and should the PCs decide to 
  maneuver in this direction instead of helping to open the 
  sealed doors, move on to Event 2 and have Karina Deckland 
  stationed nearby as part of the grand prince’s rearguard.
  Creatures: A group of four guards is stationed at each of 
  the sealed doors to the senate floor. These groups received 
  their instructions directly from Calhadion and are essentially 
  there to ensure the wooden boards were hefted into place 
  and the chambers sealed to prevent escape. These soldiers 
  should pose little to no threat to the PCs, but nonetheless 
  they attempt to stop the PCs from opening the doors.
  Both Subtiers (CR 5)
  STAVIAN LOYALISTS (4) 
  CR 1
  Guards (Pathfinder NPC Codex 267; see page 23)
  hp 22 each
  Development: This event effectively takes place at the 
  same time as the following event, though Event 2 begins as 
  soon as the PCs open one or more of the sealed doors. Once 
  one set of doors is open, the remaining guards at all doors 
  abandon their posts as a horde of dignitaries floods out from 
  the senate floor to escape the violence. The PCs can continue 
  opening doors, and the effects of opening additional doors 
  are detailed below.
  
  Karina 
  Deckland
  15
  THE LION’S JUSTICE
  The Taldan senate is very large. With each square 
  representing 10 feet, the size of the building dwarfs that 
  of most gaming tables or map accessories. Because of 
  this, it’s strongly suggested that you prepare individual 
  maps for each encounter, based on the area where the 
  encounter is described to take place. Due to 
  the mobility of the final two encounters, 
  it’s possible that combat might spill into 
  different areas of the senate, so you might 
  want to have several areas mapped ahead 
  of time—or even map the entire building, if 
  you’re feeling ambitious.
  Madness in Mapping
  EVENT 2: SLAUGHTER OF THE SENATE  
  (CR 10 OR CR 13)
  The moment the PCs breach one of the doors into area B6, 
  the various dignitaries start to pour out from the senate 
  floor. The fleeing people are intent on escaping the ongoing 
  massacre and don’t even thank their saviors.
  Hazard: The flood of people leaving the senate once the 
  doors are broken open count as a crowd (Pathfinder 
  RPG Core Rulebook 436). This effect covers the 
  entirety of the circular senate floor in area B6, 
  as well as an area of 30 feet surrounding 
  each open door. The crowd remains as a 
  hazard for 20 rounds, which is reduced by 
  5 rounds for each additional barred door 
  the PCs force open. PCs casting area-
  effect spells or using similar abilities 
  in crowded spaces harm innocent 
  bystanders in the crowd, which impacts 
  the secondary success conditions for 
  this scenario.
  Creatures: 
  Stavian’s 
  loyal 
  soldiers, Ulfen Guards, foreign 
  agents, and other powers work 
  to enact the grand prince’s 
  purge. Even as the PCs open 
  the doors to allow the victims a 
  means to escape, individual fights 
  continue throughout this area. Most of 
  these ongoing battles involve those few 
  guests with trained combat experience, 
  or implanted members of the Lion Blades who’ve arrived to 
  defend the senate. These battles should serve as a backdrop 
  for the PCs’ actions in this encounter.
  Of the many allies Calhadion helped assemble for 
  Stavian’s coup, one stands alone as having the greatest grudge 
  against the Pathfinder Society: Karina Deckland. Now the 
  eldest daughter of the small Chelish family, Karina rose to 
  prominence after Pathfinder agents slew her elder half-sister 
  Celeena in a mission several years ago. In recent years, the 
  Deckland family has grown in strength following investment 
  from a mysterious party seeking to further fuel the feud 
  between the family and the Pathfinder Society. With the 
  Deckland fortunes rising, they found themselves approached 
  by Calhadion, who wanted an ally to help end the meddling 
  of Lady Gloriana Morilla and her Pathfinder allies.
  When the doors to the senate open, Karina and two fiendish 
  companions—summoned once the slaughter began—fly 
  above the senate floor. Karina has lost sight of Gloriana during 
  the ensuing chaos, but she takes note of the PCs’ arrival. Karina 
  recognizes the PCs immediately, for her family’s mysterious 
  benefactor provided her with files on most notable Pathfinder 
  field agents. She immediately sets to work, declaring her name 
  above the ongoing cries of the battlefield senate and then 
  directing her fiendish allies into combat. If any of 
  the PCs at the table have a Chronicle 
  sheet 
  for 
  Pathfinder 
  Society 
  Scenario #55: The Infernal Vault, 
  Karina is especially enraged 
  and calls out that PC as one of 
  the wretches responsible for 
  her elder sister’s death.
  Subtier 7–8 (CR 10)
  HOST DEVILS (2) 
  CR 6
  hp 59 each (Pathfinder RPG Bestiary 4 53; 
  see page 22)
  KARINA DECKLAND  
  CR 8
  Female human magus 9 (Pathfinder RPG Ultimate Magic 9)
  LE Medium humanoid (human)
  Init +6; Senses Perception +9
  DEFENSE
  AC 24, touch 13, flat-footed 21 (+7 armor, +2 Dex, +1 dodge,  
  +4 shield)
  hp 89 (9d8+45)
  Fort +10, Ref +5, Will +6
  OFFENSE
  Speed 20 ft., fly 40 ft. (good) 
  Melee +1 human bane rapier +11/+6 (1d6+4/15–20)
  Special Attacks arcane pool (8 points, +3), improved spell 
  combat, magus arcana (accurate strikeUC, close range, 
  dispelling strike, hasted assault), spell recall, spellstrike
  Magus Spells Prepared (CL 9th; concentration +13)
  3rd—fly, keen edge, slow (DC 17), vampiric touch
  2nd—acid arrow, bull’s strength, glitterdust (DC 16), 
  invisibility, mirror image
  1st—enlarge person (DC 15), expeditious retreat, shield, 
  shocking grasp (2), true strike
  0—detect magic, light, prestidigitation, ray of frost, read magic 
  
  PATHFINDER SOCIETY SCENARIO
  16
  TACTICS
  Before Combat Karina has quaffed her potion of bear’s 
  endurance and has just cast shield, bull’s strength, keen 
  edge, fly, and mirror image, in that order, prior to the 
  PCs’ arrival.
  During Combat Karina prefers to move around the battlefield, 
  selecting weaker foes to assail with her rapier. If engaged 
  by a well-armored or otherwise difficult-to-hit target, she 
  uses her arcane accuracy to target her enemy’s touch AC 
  in conjunction with a spellstrike containing vampiric touch 
  or shocking grasp. Otherwise, she delivers shocking grasp 
  spells via spellstrikes and casts her other spells to assist 
  allies and maintain control over the battlefield.
  Morale If reduced below 15 hit points, Karina casts invisibility 
  and attempts to retreat from the area.
  Base Statistics Without casting her preparatory spells and 
  quaffing her potion, Karina’s statistics are AC 20, touch 13, 
  flat-footed 17; hp 71; Fort +8; Speed 20 ft.; Melee +1 human 
  bane rapier +9/+4 (1d6+2/18–20); Str 12, Con 14; CMB +7, 
  CMD 20.
  STATISTICS
  Str 16, Dex 14, Con 18, Int 18, Wis 10, Cha 8
  Base Atk +6; CMB +9; CMD 22
  Feats Combat Casting, Dodge, Extra ArcanaUM, Improved Initiative, 
  Mobility, Vital Strike, Weapon Focus (rapier)
  Skills Acrobatics +8, Diplomacy +4, Intimidate +6, Knowledge 
  (arcana) +16, Knowledge (planes) +16, Perception +9, Sense 
  Motive +9, Spellcraft +16
  Languages Abyssal, Celestial, Common, Halfling, Infernal
  SQ knowledge pool, medium armor
  Combat Gear potion of bear’s endurance, potion of cure 
  serious wounds; Other Gear +1 breastplate, +1 human bane 
  rapier, spellbook
  To accommodate a group of four PCs, make the following 
  adjustments:
  Subtier 7–8: Both of Karina’s fiendish allies have the 
  sickened condition. Karina has also used several of her 
  spells and no longer has keen edge, mirror image, and 
  one shocking grasp prepared.
  Subtier 10–11: Remove one bone devil from the 
  encounter. Karina has also used several of her spells and 
  no longer has keen edge, mirror image, and one shocking 
  grasp prepared.
  Lion Blades Assistance: If the PCs secured the full 
  assistance of the Lion Blades (see Alerting the Lion 
  Blades on page 12), allied agents join the PCs during this 
  encounter, clash with one of the devils, and ultimately 
  destroy it, removing it from the encounter. This adjustment 
  is cumulative with the four-player adjustments above.
  Scaling Event 2
  Subtier 10–11 (CR 13)
  BONE DEVILS (3) 
   
  CR 9
  hp 105 each (Pathfinder RPG Bestiary 74; see page 22)
  KARINA DECKLAND  
  CR 10
  Female human magus 11 (Pathfinder RPG Ultimate Magic 9)
  LE Medium humanoid (human)
  Init +6; Senses Perception +11
  DEFENSE
  AC 26, touch 13, flat-footed 23 (+9 armor, +2 Dex, +1 dodge,  
  +4 shield)
  hp 108 (11d8+55)
  Fort +11, Ref +5, Will +7
  OFFENSE
  Speed 20 ft., fly 40 ft. (good)
  Melee +1 human bane rapier +13/+8 (1d6+6/15–20)
  Special Attacks arcane pool (9 points, +3), improved spell 
  combat, improved spell recall, magus arcana (accurate strikeUC, 
  close range, dispelling strike, hasted assault), spellstrike
  Magus Spells Prepared (CL 11th; concentration +15)
  4th—fire shield, greater invisibility, wall of ice (DC 18)
  3rd—fly, keen edge, ray of exhaustion (DC 17), slow (DC 17), 
  vampiric touch
  2nd—acid arrow, bull’s strength, glitterdust (DC 16), 
  invisibility, mirror image
  1st—enlarge person (DC 15), expeditious retreat, shield, 
  shocking grasp (2), true strike
  0—detect magic, light, prestidigitation, ray of frost, read magic 
  TACTICS
  Before Combat Karina has had time to quaff her potion of bear’s 
  endurance and has just cast shield, bull’s strength, keen edge, 
  fly, fire shield, greater invisibility, and mirror image, in that 
  order, prior to the PCs’ arrival.
  During Combat Karina prefers to move around the battlefield, 
  selecting weaker foes to assail with her rapier. If engaged by 
  a well-armored or otherwise difficult-to-hit target, she uses 
  her arcane accuracy to target touch AC in conjunction with 
  a spellstrike containing vampiric touch or shocking grasp. 
  Otherwise, she delivers shocking grasp spells via spellstrikes 
  and casts her other spells to assist allies and maintain control 
  over the battlefield.
  Morale If reduced below 22 hit points, Karina casts invisibility 
  and attempts to retreat from the area.
  Base Statistics Without casting her preparatory spells and 
  quaffing her potion, Karina’s statistics are AC 22, touch 13, flat-
  footed 19; hp 86; Fort +9; Speed 20 ft.; Melee +1 human-
  bane rapier +11/+6 (1d6+4/18–20); Str 12, Con 14; CMB +9; 
  CMD 22.
  STATISTICS
  Str 16, Dex 14, Con 18, Int 18, Wis 10, Cha 8
  Base Atk +8; CMB +11; CMD 24
  Feats Combat Casting, Combat Expertise, Dodge, Extra ArcanaUM, 
  
  17
  THE LION’S JUSTICE
  Improved Initiative, Mobility, Vital Strike, Weapon Focus (rapier)
  Skills Acrobatics +9 (+5 when jumping), Diplomacy +6, 
  Intimidate +7, Knowledge (arcana) +18, Knowledge (planes) 
  +18, Perception +11, Sense Motive +11, Spellcraft +18
  Languages Abyssal, Celestial, Common, Halfling, Infernal
  SQ fighter training, knowledge pool, medium armor
  Combat Gear potion of bear’s endurance, potion of cure 
  serious wounds; Other Gear +3 breastplate, +1 human bane 
  rapier, spellbook
  Development: The PCs need to kill or drive off Karina 
  and allow enough time for the crowds to escape before 
  this encounter is considered complete. In the aftermath 
  of the event, a battered and bruised Lady Gloriana Morilla 
  approaches the PCs, updating them on the exact events that 
  occurred with the senate floor immediately prior to the PCs 
  arrival: namely, Grand Prince Stavian publicly executed the 
  intended recipient of the exaltation—a wholesome man 
  named Kalbio from the hamlet of Breezy Creek—followed 
  by ordering the death of all those in attendance. The 
  Ulfen Guard, loyal Stavian soldiers, and other less obvious 
  forces took part in the slaughter, and it was only thanks 
  to the PCs’ timely arrival that the affair didn’t turn into a 
  complete massacre.
  While the PCs have averted utter disaster, one particular 
  event from the senate slaughter has dire ramifications 
  for Taldor as a whole: a Lion Blade agent within the 
  crowd managed to leap atop the presentation platform 
  shortly after Kalbio’s death and stabbed the Grand Prince 
  through the heart. A magical contingency whisked the 
  grand prince away, but it was clear that the wound was 
  fatal. The matter of succession is now widely contested, 
  and Gloriana knows that Taldor’s best future lies in the 
  hands of Princess Eutropia. Sadly, prior to the ceremony, 
  Stavian declared High Strategos Maxillar Pythareus as his 
  heir apparent. Gloriana believes that civil war is imminent, 
  and she intends to do everything she can do to contain the 
  potentially catastrophic conflict.
  The first order of business is to put down the sporadic 
  fighting that’s spilled into the remainder of the senate 
  building. As Lady Gloriana Morilla updates the PCs, 
  senatorial staff arrive to provide additional information. It 
  quickly becomes clear that Stavian’s closest conspiratorial 
  confidante, Earl Calhadion Vernisant, is the noble keeping 
  the Stavian loyalists together within the senate building. 
  For the immediate crisis to pass, someone must neutralize 
  the earl.
  Rewards: If the PCs fail to drive off or slay Karina and 
  her fiendish allies, reduce each PC’s gold earned by the 
  following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 1,060 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,560 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,060 gp.
  EVENT 3: THE LAST CHARGE OF EARL 
  VERNISANT (CR 11 OR CR 14)
  Battles continue throughout the senate building, but 
  Calhadion Vernisant stands out as the most important 
  target of opportunity. The earl rides aloft his resolute lion, 
  the mighty Saluxer, mowing down innocents and Eutropia’s 
  loyalists alike. Calhadion enacts his murderous rampage 
  in the Arcade of Triumphs (area B1). The PCs can take a 
  brief breather between the previous encounter and this one 
  before making their way to the arcade to put an end to the 
  impetuous earl.
  Creatures: Earl Calhadion Vernisant is schooled in 
  the ways of knightly combat, and he has managed the 
  impressive feat of taming a great lion said to be infused 
  with the essence of the first emperor. Along with his 
  noble pedigree, Calhadion also possesses an impressive 
  suite of relics pilfered from his direct ancestor: the great 
  General Arnisant of the Shining Crusade. Within this 
  collection, however, Calhadion accidentally employed 
  one miscataloged relic—a brittle finger bone—during 
  his preparations to take on the senate stragglers. Though 
  Calhadion thought the item might have been affiliated with 
  Pharasmin priests accompanying the crusaders, it in fact 
  belonged to the Whispering Way. Calhadion snapped the 
  bone in half, which animated the spirits of several senators 
  who died within the building both during the ongoing 
  attack and in previous senatorial spates. Since Calhadion 
  used the relic, the spirits generally follow him and leave 
  him alone, and the earl mistakenly views the spirits as 
  further proof of the righteousness of his cause.
  By the time the PCs arrive, Calhadion is rushing down 
  the long corridors of the hall atop his fearsome lion. The 
  combat should occur as the two groups spot each other from 
  over 60 feet away. Calhadion cockily calls out to the PCs, 
  marking them as the next targets of his “noble hunt.” He 
  then proceeds to charge ahead atop his lion, with the undead 
  joining in. If Calhadion had any previous encounters with 
  the PCs in Pathfinder Society Scenario #9–08: Birthright Betrayed, 
  then the earl makes it a point to call out those specific PCs 
  and preferentially targets them.
  Subtier 7–8 (CR 11)
  CALHADION VERNISANT 
  CR 10
  Male human cavalier 10 (Pathfinder RPG Advanced Player’s 
  Guide 32)
  LE Medium humanoid (human)
  Init +2; Senses Perception +0
  DEFENSE
  AC 28, touch 11, flat-footed 27 (+10 armor, +1 Dex, +4 natural, 
  +3 shield) 
  hp 99 (10d10+40) 
  Fort +12, Ref +8, Will +6
  
  Calhadion 
  Vernisant
  PATHFINDER SOCIETY SCENARIO
  18
  OFFENSE
  Speed 20 ft.
  Melee +1 axiomatic longsword +15/+10 (1d8+4/17–20)
  Special Attacks banner +3, braggart, cavalier’s charge, challenge 
  4/day (+3 damage), greater tactician 3/day (swift action, 
  Outflank, Paired Opportunists), steal glory
  TACTICS
  Before Combat Calhadion quaffs his potion of barkskin just 
  before the PCs arrive.
  During Combat The earl declares one of the PCs (one he’s had 
  a previous encounter with, if applicable) as the target of his 
  challenge and commands his mount to charge that enemy, 
  taking full advantage of his Spirited Charge feat to deal 
  immense damage. He prefers to continue initiating charges, 
  even provoking the occasional attack of opportunity in order 
  to stay mobile and maintain this tactic.
  Morale If reduced below 25 hit points, Calhadion uses his cape 
  of the mountebank to retreat to a nearby chamber out of line 
  of sight. He quaffs his two potions of cure serious wounds and 
  then returns to reengage in combat. He fights to the death, 
  knowing that defeat would cost him his knightly honor.
  Base Statistics Without his potion, Calhadion’s statistics are AC 
  24, touch 11, flat-footed 23.
  STATISTICS
  Str 16, Dex 14, Con 14, Int 8, Wis 10, Cha 14
  Base Atk +10; CMB +13; CMD 28
  Feats Dazzling Display, Improved Critical (longsword), Mounted 
  Combat, OutflankAPG, Paired OpportunistsAPG, Power Attack, 
  Ride-By Attack, Spirited Charge, Toughness, Weapon Focus 
  (longsword)
  Skills Bluff +11, Diplomacy +11, Intimidate +13, Knowledge 
  (nobility) +9, Ride +9 (+15 when riding Saluxer)
  Languages Common
  SQ expert trainer +5, mount (resolute lion named Saluxer), order 
  of the cockatrice
  Combat Gear cape of the mountebank, potion of barkskin (CL 
  9th), potions of cure serious wounds (2); Other Gear +1 full 
  plate, +1 heavy steel shield, +1 axiomatic longsword, cloak 
  of resistance +3
  SPECIAL ABILITIES 
  Squandered Heritage (Ex) Calhadion Vernisant, despite his 
  (many) flaws, is still a descendent of the great General 
  Arnisant. This entitles him to weapons and equipment well 
  beyond a normal NPC of his level, as well as the ability 
  to tame his unique lion mount. These abilities represent 
  Calhadion’s particular upbringing and access to 
  special resources, and they collectively increase 
  his CR by 1.
   SALUXER 
  CR —
  Resolute lion mount (Pathfinder RPG Bestiary 3 291)
  N Large animal
  Init +8; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +15
  DEFENSE
  AC 27, touch 13, flat-footed 23 (+4 armor, 
  +4 Dex, +10 natural, –1 size) 
  hp 85 (9d8+45) 
  Fort +10, Ref +10, Will +6 (+4 vs. 
  enchantments)
  Defensive Abilities evasion; DR 5/
  chaotic; Resist acid 10, cold 10, fire 10; 
  SR 15
  OFFENSE
  Speed 40 ft.
  Melee bite +12 (1d8+7 plus grab), 2 
  claws +12 (1d8+7)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws 
  +12, 1d8+7), smite chaos (1/day)
  STATISTICS
  Str 24, Dex 18, Con 18, Int 2, Wis 16, 
  Cha 10
  Base Atk +6; CMB +14 (+18 grapple); CMD 
  28 (32 vs. trip)
  Feats Improved Initiative, Improved 
  
  19
  THE LION’S JUSTICE
  Natural Armor, Improved Natural Attack (claw), Power 
  Attack, Toughness
  Skills Acrobatics +2 (+6 when jumping), Perception +15
  SQ combat riding, devotion, multiattack
  Gear chain shirt barding
  BLABBERING NOBLES (3) 
  CR 5
  Advanced allip (Pathfinder RPG Bestiary 3 12)
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex) 
  hp 45 each (6d8+18)
  Fort +5, Ref +5, Will +5
  Defensive Abilities channel resistance +2, incorporeal;  
  Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +5 (1d4 Wisdom damage)
  Special Attacks babble, touch of insanity
  TACTICS
  During Combat The allips fight alongside Calhadion, taking 
  advantage of the earl’s teamwork feats via Calhadion’s 
  tactician ability. They prefer to assault divine spellcasters, 
  overwhelming opponents with their touch attacks. They 
  use their babble to fascinate foes prior to combat, sprouting 
  unintelligible gibberish—this effect does not affect Calhadion, 
  who hears the gibbering as constant praise of his actions.
  Morale The undead fight until destroyed.
  STATISTICS
  Str —, Dex 12, Con —, Int 11, Wis 11, Cha 16
  Base Atk +4; CMB +5; CMD 18
  Feats Ability Focus (babble), Improved Initiative, Lightning Reflexes
  Skills Fly +18, Intimidate +12, Perception +9, Stealth +10
  Languages Aklo, Common
  SQ madness
  SPECIAL ABILITIES 
  Babble (Su) An allip constantly mutters to itself, creating a 
  hypnotic effect. Each sane creature within 60 feet of the allip 
  must succeed at a DC 18 Will save or be fascinated for 2d4 
  rounds. While a target is fascinated, the allip can approach it 
  without breaking the effect, but an attack by the allip ends 
  the effect. Creatures that successfully save cannot be affected 
  by the same allip’s babble for 24 hours. This is a sonic, mind-
  affecting compulsion effect. The save DC is Charisma-based.
  Madness (Su) Anyone targeting an allip with a thought 
  detection, mind control, or telepathic effect makes direct 
  contact with its tortured mind and takes 1d4 points of 
  Wisdom damage.
  Touch of Insanity (Su) The touch of an allip deals 1d4 points of 
  Wisdom damage (Will DC 16 negates). On a successful critical 
  hit, it instead deals 1d4 points of Wisdom damage and 1 point 
  of Wisdom drain (instead of double Wisdom damage). With 
  To accommodate a group of four PCs, make the following 
  adjustments:
  Subtier 7–8: Remove one blabbering noble from the 
  encounter. Saluxer loses the pounce special attack.
  Subtier 10–11: Remove one blabbering senator from 
  the encounter. Saluxer loses the pounce special attack.
  Scaling Event 3
  each successful attack, an allip gains 5 temporary hit points. 
  The save DC is Charisma-based.
  Subtier 10–11 (CR 14)
  CALHADION VERNISANT 
  CR 13
  Male human cavalier 13 (Pathfinder RPG Advanced Player’s 
  Guide 32)
  LE Medium humanoid (human)
  Init +2; Senses Perception +0
  DEFENSE
  AC 30, touch 11, flat-footed 29 (+11 armor, +1 Dex, +4 natural, 
  +4 shield) 
  hp 128 (13d10+52) 
  Fort +14, Ref +10, Will +8
  Defensive Abilities fortification 25%
  OFFENSE
  Speed 20 ft.
  Melee +2 axiomatic longsword +19/+14/+9 (1d8+5/17–20)
  Special Attacks banner +3, braggart, cavalier’s charge, challenge 
  5/day (+4 damage), demanding challenge, greater tactician 
  3/day (swift action, Outflank, Paired Opportunists), mighty 
  charge, steal glory
  TACTICS
  Use the tactics from Subtier 7–8.
  Base Statistics Without his potion, Calhadion’s statistics 
  are AC 26, flat-footed 25.
  STATISTICS
  Str 17, Dex 14, Con 14, Int 8, Wis 10, Cha 14
  Base Atk +13; CMB +16; CMD 28
  Feats Bleeding Critical, Critical Focus, Dazzling Display, Improved 
  Critical (longsword), Mounted Combat, OutflankAPG, Paired 
  OpportunistsAPG, Power Attack, Ride-By Attack, Spirited Charge, 
  Staggering Critical, Toughness, Weapon Focus (longsword)
  Skills Bluff +13, Diplomacy +13, Intimidate +16, Knowledge 
  (nobility) +11, Ride +12 (+18 when riding Saluxer)
  Languages Common
  SQ expert trainer +6, mount (resolute lion named Saluxer), order 
  of the cockatrice
  Combat Gear cape of the mountebank, potion of barkskin (CL 
  9th), potions of cure serious wounds (2); Other Gear +2 full 
  plate, +2 light fortification heavy steel shield, +2 axiomatic 
  longsword, cloak of resistance +4
  
  PATHFINDER SOCIETY SCENARIO
  20
  SPECIAL ABILITIES 
  Squandered Heritage (Ex) Calhadion Vernisant, despite his 
  (many) flaws, is still a descendent of the great General 
  Arnisant. This entitles him to weapons and equipment well 
  beyond a normal NPC of his level, as well as the ability 
  to tame his unique lion mount. These abilities represent 
  Calhadion’s particular upbringing and access to special 
  resources, and they collectively increase his CR by 1.
  SALUXER 
  CR —
  Resolute lion mount (Pathfinder RPG Bestiary 3 291)
  N Large animal
  Init +8; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +17
  DEFENSE
  AC 29, touch 13, flat-footed 25 (+4 armor, +4 Dex, +12 natural, 
  –1 size) 
  hp 104 (11d8+55) 
  Fort +11, Ref +11, Will +6 (+4 vs. enchantments)
  Defensive Abilities evasion; DR 10/chaotic; Resist acid 15, cold 15, 
  fire 15; SR 17
  OFFENSE
  Speed 40 ft.
  Melee bite +14 (1d8+7 plus grab), 2 claws +15 (1d8+7)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +15, 1d8+7), smite chaos 
  (1/day)
  STATISTICS
  Str 25, Dex 19, Con 18, Int 2, Wis 16, Cha 10
  Base Atk +8; CMB +16 (+20 grapple); CMD 30 (34 vs. trip)
  Feats Improved Initiative, Improved Natural Armor, Improved 
  Natural Attack (claw), Power Attack, Toughness, Weapon 
  Focus (claw)
  Skills Acrobatics +2 (+6 when jumping), Perception +17
  SQ combat riding, devotion, multiattack
  Gear chain shirt barding
  BLABBERING SENATORS (3) 
  CR 8
  Advanced allip (Pathfinder RPG Bestiary 3 12)
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex) 
  hp 67 each (9d8+27) 
  Fort +6, Ref +6, Will +7
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +7 (1d4 Wisdom damage)
  Special Attacks babble, touch of insanity
  TACTICS
  Use the tactics for the blabbering nobles in Subtier 7–8.
  STATISTICS
  Str —, Dex 12, Con —, Int 11, Wis 12, Cha 16
  Base Atk +6; CMB +7; CMD 20
  Feats Ability Focus (babble), Ability Focus (touch of insanity), 
  Flyby Attack, Improved Initiative, Lightning Reflexes
  Skills Fly +21, Intimidate +15, Perception +13, Stealth +13
  Languages Aklo, Common
  SQ madness
  SPECIAL ABILITIES 
  Babble (Su) An allip constantly mutters to itself, creating a 
  hypnotic effect. Each sane creature within 60 feet of the allip 
  must succeed at a DC 19 Will save or be fascinated for 2d4 
  rounds. While a target is fascinated, the allip can approach it 
  without breaking the effect, but an attack by the allip ends 
  the effect. Creatures that successfully save cannot be affected 
  by the same allip’s babble for 24 hours. This is a sonic, mind-
  affecting compulsion effect. The save DC is Charisma-based.
  Madness (Su) Anyone targeting an allip with a thought 
  detection, mind control, or telepathic effect makes direct 
  contact with its tortured mind and takes 1d4 points of 
  Wisdom damage.
  Touch of Insanity (Su) The touch of an allip deals 1d4 points of 
  Wisdom damage (Will DC 19 negates). On a successful critical 
  hit, it instead deals 1d4 points of Wisdom damage and 1 point 
  of Wisdom drain (instead of double Wisdom damage). With 
  each successful attack, an allip gains 5 temporary hit points. 
  The save DC is Charisma-based.
  Development: The PCs’ defeat of Calhadion saps what 
  little fight is left in the Stavian loyalists within the senate 
  building. Shortly after the battle, the remaining fights within 
  the building die down, and the various senators and visiting 
  dignitaries retreat to their homes and safe houses within the 
  capital. The senate building is quickly abandoned, save for 
  a few shell-shocked guards from both sides of the conflict 
  who put hostilities aside and offer to remain behind to keep 
  the site free of looters. Lady Gloriana Morilla recognizes the 
  tension in the air and requests the PCs join her at Muesello’s 
  lodge, where she can provide a formal debriefing.
  Rewards: If the PCs do not manage to overcome Calhadion 
  Vernisant and his conjured undead, reduce each PC’s gold 
  earned by the following amount.
  Subtier 7–8: Reduce each PC’s gold earned by 1,520 gp.
  Out of Subtier: Reduce each PC’s gold earned by 2,041 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,561 gp.
  CONCLUSION
  With the Lion Blades properly convinced of Stavian’s reckless 
  schemes and Calhadion Vernisant defeated, the adventure 
  is complete. Lady Gloriana Morilla meets with the PCs at 
  Muesello’s lodge to properly relay her gratitude for the 
  PCs’ actions and praise their ability to go above and beyond 
  in maintaining some semblance of order within Taldor. 
  
  21
  THE LION’S JUSTICE
  Morilla recognizes that the next few months will be fraught, 
  for the day’s events have brought Taldor dangerously close 
  to civil war as numerous aristocrats proclaim their right 
  to the crown. With the PCs helping sway the Lion Blades, 
  Gloriana believes that Princess Eutropia can triumph and 
  lead Taldor into a new and golden age—and players can help 
  realize that vision in the War for the Crown Adventure Path!
  Gloriana recognizes that such an important victory 
  might also serve as a beacon for those seeking to defame 
  the Pathfinder Society. The PCs’ actions in this adventure, as 
  well as other recent endeavors by the Sovereign Court, prove 
  that seasoned Pathfinders working together can be a force 
  for great political change. Gloriana believes that it would 
  be in the Society’s best interests to take a reprieve from the 
  Taldan conflict and that more notable Pathfinders should 
  recuse themselves from actively helping Eutropia—at least, 
  for a while.
  Gloriana brings up one last matter: the tragic death of 
  the commoner Kalbio, who was to become a baron during 
  the exaltation ceremony. Members of the Sovereign Court 
  managed to retrieve Kalbio’s body from the senate floor, but 
  they’re unsure what else to do. Given that none of the nobles 
  are willing to put resources into a funeral or a means of 
  resurrection, it seems that there are to be no new inductees 
  into the echelons of Taldan nobility this year. Venture-
  Captain Muesello adds that Kalbio’s parents accepted 
  considerable debt in order to help their son prepare for this 
  honor, and it’s only a matter of time before news of his death 
  reaches them. Gloriana notes that Kalbio of Breezy Creek is 
  likely the first of many casualties in the coming months, and 
  she asks the PCs for their input on how to honor his loss.
  Some players might suggest a nice burial or propose a 
  memorial in Kalbio’s honor, which is entirely appropriate. 
  However, it’s also possible that the PCs offer to cast or pay 
  for raise dead—particularly if some of the players have had 
  a chance to interact with Kalbio during Pathfinder Adventure 
  Path #127: Crownfall. PCs can contribute their own Prestige 
  Points or wealth toward this endeavor, or they can help pay 
  off the debt incurred by Kalbio’s parents (1,000 gp). If the 
  PCs raise Kalbio and clear the debt, award each PC who 
  contributed the Always Welcome in Breezy Creek boon on 
  his or her Chronicle sheet.
  Primary Success Conditions
  The PCs’ primary goal in this scenario is to put an end to 
  Earl Calhadion Vernisant. So long as the PCs defeat the 
  earl in combat at the end of the scenario, each PC earns 1 
  Prestige Point. In addition, each PC earns the Glorymane 
  Resplendent boon.
  Secondary Success Conditions
  To fulfill their secondary goals, the PCs must succeed at two 
  of the following four conditions. Doing so earns each PC 1 
  additional Prestige Point.
  • Successfully negotiate with Chamberlain Eckhart to avoid 
  fighting the constructs in area A2
  • Retrieve the documents from Calhadion Vernisant’s villa 
  without activating the fail-safe in area A4
  • Avoid using an area of effect spell that damages the crowd 
  while battling against Karina Deckland (see Event 2)
  • Fulfill the conditions to earn the Always Welcome in 
  Breezy Creek boon (see Conclusion)
  Faction Notes
  This scenario is a capstone for much of the Sovereign Court 
  faction’s activity in Taldor. By defeating Earl Calhadion 
  Vernisant and proving themselves competent while doing 
  so, the PCs showcase the validity of Lady Gloriana Morilla’s 
  organization on a world stage. If the party fulfills the primary 
  and secondary success conditions, Sovereign Court faction 
  PCs each earn the Political Aspirations boon.
  
  PATHFINDER SOCIETY SCENARIO
  22
  APPENDIX: STAT BLOCKS
  The following creatures appear in this scenario.
  DEVIL, BONE
  Merging the most horrifying features of carrion-fed insect and 
  withered cadaver, this bony devil moves in unsettling lurches.
  DEVIL, BONE (OSYLUTH) 
  CR 9
  Pathfinder RPG Bestiary 74
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +9; Senses darkvision 60 ft., see in darkness;  
  Perception +19
  Aura fear aura (5 ft., DC 19, 1d6 rounds)
  DEFENSE
  AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
  hp 105 (10d10+50)
  Fort +12, Ref +12, Will +7
  DR 10/good; Immune fire, poison; Resist acid 10, cold 10;  
  SR 20
  OFFENSE
  Speed 40 ft., fly 60 ft. (good)
  Melee bite +14 (1d8+5), 2 claws +14 (1d6+5), sting +14 
  (3d4+5 plus poison)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 12th)
  Constant—fly
  At will—dimensional anchor, greater teleport (self plus 50 
  lbs. of objects only), invisibility (self only), major image 
  (DC 17), wall of ice
  3/day—quickened invisibility (self only)
  1/day—summon (level 4, 1 bone devil, 35%)
  STATISTICS
  Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
  Base Atk +10; CMB +16; CMD 31
  Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, 
  Quicken Spell-Like Ability (invisibility)
  Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, 
  Knowledge (planes) +16, Perception +19, Sense Motive +19, 
  Spellcraft +16, Stealth +14
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round 
  for 6 rounds; effect 1d3 Str damage; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  DEVIL, HOST
  Twisted horns rise from the skinless head of this winged creature, 
  and noxious fumes leak from between its yellowed fangs.
  DEVIL, HOST (MAGAAV) 
  CR 6
  Pathfinder RPG Bestiary 4 53
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +4; Senses darkvision 60 ft., detect magic, see in 
  darkness; Perception +11
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
  hp 59 (7d10+21)
  Fort +8, Ref +9, Will +3
  DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 17
  OFFENSE
  Speed 20 ft., fly 50 ft. (average)
  Melee mwk ranseur +12/+7 (2d4+6/×3) or
  2 claws +11 (1d6+4 plus 2 bleed)
  Special Attacks noxious breath, rend (2 claws, 1d6+6 plus 2 
  bleed)
  Spell-Like Abilities (CL 12th; concentration +12)
  Constant—detect magic
  At will—greater teleport (self plus 50 lbs. of objects only)
  1/day—summon (CL 3rd, 1 host devil 40%)
  STATISTICS
  Str 18, Dex 19, Con 16, Int 10, Wis 12, Cha 11
  Base Atk +7; CMB +11; CMD 26
  Feats Combat Reflexes, Dodge, Hover, Mobility
  Skills Acrobatics +14 (+10 when jumping), Escape Artist +14, 
  Fly +14, Intimidate +10, Perception +11, Stealth +14
  Languages Celestial, Draconic, Infernal; telepathy 100 ft.
  SQ master grappler, shared senses
  SPECIAL ABILITIES
  Master Grappler (Ex) A magaav can wield a weapon and still 
  attempt grapple checks. While not wielding a weapon, a 
  magaav gains a +4 bonus on grapple checks.
  Noxious Breath (Su) Three times per day, as a standard 
  action a magaav can exhale a breath that reeks of pure 
  corruption upon a creature within 5 feet. The target must 
  succeed at a DC 16 Fortitude save or be sickened for 1d4 
  rounds. Creatures that successfully save cannot be affected 
  by the same magaav’s noxious breath for 24 hours. This is a 
  poison effect. The save DC is Constitution-based.
  Shared Senses (Su) All magaavs within 100 feet of one 
  another share the same senses. Thus, if one individual 
  perceives something (for example, with a successful 
  Perception check), all others within range are immediately 
  aware of it. Senses are instantly relayed from one magaav 
  to the next, allowing for the senses of a single devil to 
  potentially spread through and inform an entire swarm 
  instantly. It is still possible for a magaav to be flat-footed 
  for other reasons even if other magaavs nearby are not.
  GOLEM, CLAY
  This lumbering figure is sculpted from soft clay. It wears filthy rags 
  and crude jewelry, and its face is only vaguely humanoid.
  GOLEM, CLAY 
  CR 10
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  
  23
  THE LION’S JUSTICE
  DEFENSE
  AC 24, touch 8, flat-footed 24 (–1 Dex, +16 natural, –1 size)
  hp 101 (13d10+30)
  Fort +4, Ref +3, Will +4
  DR 10/adamantine and bludgeoning; Immune construct 
  traits, magic
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +19 (2d10+7 plus cursed wound)
  Space 10 ft.; Reach 10 ft.
  Special Attacks berserk, haste
  STATISTICS
  Str 24, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +13; CMB +21; CMD 30
  SPECIAL ABILITIES
  Berserk (Ex) When a clay golem enters combat, there is a 
  cumulative 1% chance each round that its elemental spirit 
  breaks free and the golem goes berserk. This chance resets 
  to 0% after 1 minute of inactivity. A berserk golem attacks 
  the nearest living creature or smashes some object smaller 
  than itself if no creature is within reach. Once it goes 
  berserk, no known method can reestablish control.
  Cursed Wound (Ex) The damage a clay golem deals doesn’t 
  heal naturally and resists magical healing. A character 
  attempting to use magical healing on a creature damaged 
  by a clay golem must succeed at a DC 26 caster level check, 
  or the healing has no effect on the injured creature.
  Haste (Su) After it has engaged in at least 1 round of combat, 
  a clay golem can haste itself once per day as a free action. 
  The effect lasts 3 rounds and is otherwise the same as 
  the spell.
  Immunity to Magic (Ex) A clay golem is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against the 
  creature, as noted below.
  • A move earth spell drives the golem back 120 feet and 
  deals 3d12 points of damage to it (no save).
  • A disintegrate spell slows the golem (as the slow spell) for 
  1d6 rounds and deals 1d12 points of damage (no save).
  • An earthquake spell cast directly at a clay golem stops 
  it from moving on its next turn and deals 5d10 points of 
  damage (no save).
  • Any magical attack against a clay golem that deals acid 
  damage heals 1 point of damage for every 3 points of 
  damage it would otherwise deal. If the amount of healing 
  would cause the golem to exceed its full normal hit points, 
  it gains any excess as temporary hit points. A clay golem 
  gets no saving throw against magical attacks that deal 
  acid damage.
  GUARD
  Guards are trained to look for intruders or suspicious activity and 
  respond with steel if violence is necessary.
  GUARD 
  CR 1
  Pathfinder RPG NPC Codex 267
  Human warrior 3
  LN Medium humanoid (human)
  Init –1; Senses Perception +5
  DEFENSE
  AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 22 (3d10+6)
  Fort +3, Ref +0, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk guisarme +7 (2d4+3/×3) or
  mwk longsword +6 (1d8+2/19–20)
  Ranged javelin +2 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  STATISTICS
  Str 15, Dex 9, Con 10, Int 8, Wis 12, Cha 11
  Base Atk +3; CMB +5; CMD 14
  Feats Alertness, Toughness, Weapon Focus (guisarme)
  Skills Intimidate +6, Perception +5, Sense Motive +4
  Languages Common
  Gear chain shirt, javelins (3), mwk guisarme, mwk longsword, 
  manacles, 36 gp
  HEIR APPARENT
  This woman is dressed in a fashionable yet efficient outfit and 
  moves with a brisk authority.
  HEIR APPARENT 
  CR 2
  Pathfinder RPG NPC Codex 251
  Human aristocrat 4
  LG Medium humanoid (human)
  Init +1; Senses Perception +3
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 22 (4d8+4)
  Fort +1, Ref +2, Will +3
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +4 (1d8/19–20)
  Ranged dagger +4 (1d4/19–20)
  STATISTICS
  Str 10, Dex 12, Con 10, Int 11, Wis 8, Cha 13
  Base Atk +3; CMB +3; CMD 14
  Feats Lightning Reflexes, Skill Focus (Diplomacy), Toughness
  Skills Diplomacy +11, Knowledge (engineering) +4, Knowledge 
  (history) +5, Knowledge (nobility) +7, Knowledge (religion) 
  +4, Linguistics +4, Perception +3, Perform (dance) +5, Ride +5, 
  Sense Motive +4, Survival +5
  Languages Common, Elven
  Combat Gear oil of bless weapon, potion of cure moderate 
  wounds, potion of spider climb; Other Gear mwk breastplate, 
  dagger, mwk longsword, noble’s outfit, signet ring, 253 gp
  
  24
  PATHFINDER SOCIETY SCENARIO
  OPEN GAME LICENSE Version 1.0a
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  11. Use of Contributor Credits: You may not market or advertise the Open 
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
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  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 
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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 #9–13: The Lion’s Justice © 2018, Paizo 
  Inc.; Author: Thurston Hillman.
  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 #9-13: 
  The Lion’s Justice
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  7–8
  10–11
  —
  2,228
  3,941
  —
  3,085
  4,456
  7,881
  —
  6,169
  Out of
  Subtier
  Pathfinder Society Scenario #9-13: 
  The Lion’s Justice
  Always Welcome in Breezy Creek (Legacy): Regardless of what befalls you in future adventures, you’re always 
  welcome in the Taldan hamlet of Breezy Creek. Kalbio and his parents save a spot for you at every major 
  observed Taldan holiday, and you can visit them without question. If you ever look to settle down and stop 
  being a Pathfinder field agent, you can permanently settle on a plot of land adjacent to Kalbio’s family farm.
  Glorymane Resplendent: If you have the intelligent shield Glorymane on a Chronicle sheet belonging 
  to any character, that character can upgrade the shield by spending 15,000 gp. This upgrade increases the 
  shield’s enhancement bonus from +2 to +4. In addition, Glorymane gains a +4 bonus on attack rolls with its 
  bite attacks, and the damage dealt increases to 2d10.
  Political Aspirations (Sovereign Court Faction): Following Grand Prince Stavian III’s murderous scheme, 
  the Taldan senate is fragmented and in need of new leaders more than ever before. You can either maneuver 
  yourself to become one of Taldor’s 222 senators or establish yourself as a clandestine agent who has the ear 
  of Taldor’s elite. Choose one of the two boons below and cross the other off your Chronicle sheet.
  Power Broker: Whether it’s due to your heroic deeds or your cunningly masterminded plans, you command 
  the respect of many powerful people. When playing an adventure, you can fulfill and check up to two boxes 
  on your Sovereign Court Faction Journal Card. Once per adventure you can attempt a Knowledge (nobility) 
  check untrained with a bonus equal to 5 plus the number of Sovereign Court Faction Journal Card goals 
  you have completed. Furthermore, once per adventure before attempting an Intelligence-, Wisdom-, or 
  Charisma-based skill check, you can choose to use your Knowledge (nobility) bonus in place of your bonus 
  in that skill; you are considered trained in that skill for this check.
  ▫ ▫ ▫ / ▫ ▫ ▫ Senatorial Candidate: You can select this boon only if you have another boon or vanity that 
  grants you a noble title in Taldor. You can spend your Downtime and 2 Prestige Points in order to check one 
  of the first three boxes that precede this boon, representing your campaigning and maneuvering to gain 
  political support. When you check the third box, you become a hereditary senator of Taldor. You immediately 
  gain 4 Fame, though this cannot increase your Fame total higher than twice your XP. In addition, you can 
  check one or more of the second three boxes when expending Prestige Points to reduce the cost of any 
  purchase by 4 Prestige Points for each box checked (minimum 0).
  Core Campaign
  Subtier 7–8
  Subtier 10-11
  +1 axiomatic longsword (18,315 gp)
  +1 human bane rapier (8,320 gp)
  +2 dart (8,300 gp)
  cape of the mountebank (10,800 gp)
  cloak of resistance +3 (9,000 gp)
  giant wasp poison (420 gp; limit 2)
  medium spider venom (450 gp; limit 3)
  nitharit poison (650 gp; limit 1)
  potion of barkskin (CL 9th; 900 gp; limit 1)
  potion of shield of faith (CL 6th; 300 gp; limit 3)
  shadow essence poison (500 gp; limit 6)
  +1 glamered studded leather (3,875 gp)
  +1 human bane rapier (8,320 gp)
  +2 axiomatic longsword (32,315 gp)
  +2 dart (8,300 gp)
  +2 full plate (5,650 gp)
  +2 light fortification heavy steel shield (9,170 gp)
  +2 studded leather (4,175 gp)
  +3 breastplate (9,350 gp)
  cape of the mountebank (10,800 gp)
  cloak of resistance +4 (16,000 gp)
  deathblade poison (1800 gp; limit 1)
  giant wasp poison (420 gp; limit 2)
  medium spider venom (450 gp; limit 3)
  nitharit poison (650 gp; limit 1)
  potion of barkskin (CL 9th; 900 gp; limit 1)
  potion of shield of faith (CL 6th; 300 gp; limit 3)
  shadow essence poison (500 gp; limit 6)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 9/S09-13 - The Lions Justice.pdf