TEXT: By Scott Sharplin
  PORTENT’S PERIL
  PATHFINDER SOCIETY SCENARIO #8-01
  TIER 1–5
  
  Pathfinder Society Scenario #8–01: Portent’s Peril
  is a Pathfinder Society Scenario designed for 1st- 
  through 5th-level characters (Tier 1–5; Subtiers 
  1–2 and 4–5). This scenario is designed for play 
  in the Pathfinder Society Roleplaying Guild 
  campaign, but can easily be adapted for use with 
  any world. 
  For more information on the Roleplaying 
  Guild, how to read the attached Chronicle sheets, 
  and how to find games in your area, check out 
  the campaign’s home page at paizo.com/
  pathfinderSociety.
  HOW TO PLAY
  Author • Scott Sharplin
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  and Mark Seifter
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
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  Pathfinder Society Scenario #8–01: Portent’s Peril © 2016, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo 
  golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder 
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  GM ResouRces
  This scenario makes use of the Pathfinder RPG Core Rulebook, Advanced Player’s Guide (APG), 
  Bestiary, Bestiary 2, NPC Codex, Ultimate Combat (UC), and Ultimate Equipment (UE). GMs can 
  find the complete rules of these books available online for free at paizo.com/prd, and the 
  relevant rules from the Bestiary and the NPC Codex are reproduced in an appendix at the back 
  of the scenario for the GM’s convenience.
  Table of Contents
  Portent’s Peril                      3
  Player Handouts                    22
  Chronicle Sheet                   28
  Appendix: Stat Blocks              24
  Maps                                 26
  
  Korvosa •
  Varisia
  3
  turned up the Yellow Prophet, a legendary lost card she 
  had never seen before. Flustered, Goldtooth finished the 
  reading hastily and sent Foxglove away in confusion.
  Unknown to Goldtooth, Zeeva Foxglove knows a thing 
  or two about prophecy. After learning the Yellow Prophet 
  is an omen of disaster, Foxglove became convinced that 
  dark fates will soon befall her, her marketplace, or even 
  Korvosa itself. In desperation, Foxglove begged her 
  friends in the Pathfinder Society to help determine what 
  disasters await and why the mysterious harrower has 
  disappeared without a trace. 
  ADVENTURE SUMMARY
  Venture-Captain Sheila Heidmarch dispatches the 
  PCs to Korvosa, where they meet Zeeva Foxglove. 
  Foxglove describes the harrow reading and her fears 
  F
  ate deals strange hands. Madreki Gael was an 
  influential leader within the loose collection of 
  crime families known as the Sczarni. Recently, 
  Gael gambled and lost against his rival Guaril Karela, 
  who allied with merchants from the prosperous nation 
  of Qadira to create the Exchange faction of the Pathfinder 
  Society. Betrayed and bankrupted, Gael has since sought 
  revenge against both Pathfinders and Exchange members. 
  He found a Sczarni swindler, Jaelli Goldtooth, living 
  in exile outside of the city Korvosa. The con artist’s 
  fortunes had fallen when her scams were exposed by 
  the noblewoman Lady Auralina Qualstair. Gael offered 
  Goldtooth the chance to get revenge on the noblewoman. 
  Lady Qualstair’s Taldan heritage made her the perfect 
  target—Taldor and Qadira have been at war many times 
  over the centuries, and there are many within both nations 
  looking for a reason to initiate hostilities again. If Gael can 
  pin the blame for assassinating a noblewoman of Taldor 
  on a Qadiran, he might just be able to ignite a conflict 
  between nations that could fracture the Exchange. 
  With Qualstair due to return to Korvosa, Goldtooth 
  and her mercenary allies posed as fortune-tellers on 
  the road outside Korvosa. When the opportunity arose, 
  they slipped past the City Guard and hid in Old Korvosa, 
  awaiting the arrival of their mark. Following Gael’s 
  suggestion, Goldtooth planned to poison Lady Qualstair 
  while disguised as a Qadiran. Then, as the two rival 
  nations blamed one another, she and Gael would sit back 
  and watch the political firestorm ensue. There was only 
  thing Goldtooth could not account for: fate.
  Shortly before the Goldtooth and her thugs entered 
  the city, a generous stranger approached their caravan. 
  This do-gooder was Zeeva Foxglove, the owner of the 
  Green Market, a lucrative bazaar on the South Shore. 
  The swindler spun heartbreaking tale of falling prey to 
  highway robbery, and the businesswoman gladly shared 
  some of her bounty. Goldtooth accepted Foxglove’s charity 
  and repaid her with a harrow reading, intending to stack 
  the deck to ensure good omens. However, the harrow 
  deck had notions of its own, and Goldtooth unexpectedly 
  PORTENT’S 
  PERIL
  By Scott Sharplin
  Portent’s Peril takes place in Korvosa, a large city on the 
  southeast coast of Varisia. Detailed information about this 
  city can be found in Pathfinder Campaign Setting: Guide 
  to Korvosa, available at bookstores and game stores or 
  online at paizo.com. The final encounter in this adventure 
  revisits the Green Market, a locale described in detail in 
  Pathfinder Society Scenario #4-06: The Green Market.
  Where on Golarion?
  
  Zeeva Foxglove
  PATHFINDER SOCIETY SCENARIO
  4
  of imminent tragedy. She tells the PCs about the three 
  cards from her harrow reading that supposedly portend 
  disaster: The Unicorn, The Betrayal, and The Cricket. 
  Once the PCs have had a chance to see the cards, she asks 
  them to investigate possible locations associated with 
  the cards and to find the soothsayer who performed the 
  reading. Before returning to the Green Market, Foxglove 
  offers the PCs a chance to draw additional insight from 
  her own harrow deck. The cards they draw influence 
  their luck at later points in the adventure.
  Using their knowledge and close study of the 
  cards, the PCs can connect at least one of the 
  cards to a specific Korvosan location. Failing 
  that, the PCs can gather information 
  to pick up Jaelle Goldtooth’s trail. 
  During their investigations, the PCs 
  can avert potential mishaps at three 
  separate locations. At Traitor’s 
  Mews in Old Korvosa, they can 
  save homeless Varisians from 
  collapsing masonry. At an 
  upscale bed and breakfast, 
  they can reunite a clutch 
  of pseudodragons with 
  their stolen eggs. Finally, 
  in Kendall Amphitheater, 
  they can repel a monstrous 
  threat 
  from 
  underground. 
  Eventually, the PCs amass 
  enough 
  clues 
  to 
  deduce 
  that the tragedy that threatens 
  Zeeva Foxglove is actually Jaelle 
  Goldtooth’s attempted murder of 
  Lady Qualstair—an act fated to 
  take place in the Green Market itself. Although a local 
  doomsayer may place himself in their path, the PCs 
  arrive at the market in time to save Lady Qualstair from 
  Goldtooth’s poisonous skullduggery.
  GETTING STARTED
  When the players are ready to begin the adventure, 
  give them Player Handout #1. Once they have read the 
  handout, read or paraphrase the following. 
  An ill wind stirs whitecaps on the dark Jeggare River, carrying 
  with it the faint odor of spoiled meat. Travelers crossing High 
  Bridge into Korvosa grumble and pull their collars up against 
  the cold. Past the somber city gates is a sprawling square 
  plaza. Throughout the area, small clusters of people gather 
  close together, stuffing their hands in their pockets as they 
  engage in quiet conversation. Several guards hover around the 
  edges of the plaza. A gray tabby cat rests nearby, its bright 
  yellow eyes seeming to watch over the crowd.
  The square plaza, as any passerby can tell the PCs, 
  is Eodred’s Plaza. If the PCs inform a guard that they 
  are looking for Zeeva Foxglove, the cat rises to its feet 
  and scampers off. The guard explains, “Zeeva Foxglove 
  told us that she had important guests coming from the 
  Pathfinder Society. She assured us that she would know 
  when they arrived in this square. Don’t really understand 
  it myself, but I suggest waiting right here until she 
  shows up.”
  Within a few minutes, Zeeva Foxglove 
  arrives in the square.
  A large-eyed woman in a green gown 
  waves, and then introduces herself by 
  handing out cards bearing her name—
  Zeeva Foxglove—and the address of 
  the Green Market in South Shore. A cat 
  bearing a striking resemblance to 
  the one that rested on the square’s 
  cobbles walks alongside her. “I owe 
  you an explanation,” she says, “But 
  let us travel as we talk, for my market 
  cannot do without me for long. I know it 
  sounds ridiculous, but there are actually 
  three disasters waiting to strike.”
  The merchant walks briskly, slipping 
  gracefully past the crowds and carriages. 
  “It began after I heard about a Varisian 
  caravan parked outside the city. The 
  vagabonds had lost everything to 
  bandits, and, my marketplace is so 
  profitable now, I can afford to share my 
  bounty with those whom fate mistreats. 
  I brought them some produce, and in 
  return, their fortune-teller offered me a harrow reading.”
  Foxglove’s rosy complexion pales. “The spread foretold good 
  fortune, almost to excess—that is, until she turned up The Yellow 
  Prophet. A legendary lost card, although I didn’t know that then. 
  Its appearance upset the soothsayer. She said the card required 
  that three more cards be drawn, and she did so hastily, giving 
  me hardly any insight. What I’ve learned since is that each of 
  those cards portends a dark fate—a disaster.”
  She produces a deck of cards from her handbag. “It seemed 
  the fortune-teller was hiding something, so I obtained my own 
  harrow deck and researched the cards’ meanings. But I am still 
  in the dark, and my own auguries tell me that time is running 
  short. I need brave investigators, well-versed in the arcane, to 
  determine where these calamities will strike—or, failing that, 
  track down that fortune-teller, so that she can explain her 
  strange behavior.”
  The PCs have the chance to ask questions before 
  Foxglove returns to work.
  
  5
  PORTENT’S PERIL
  Why are you sure these disasters are going to happen? 
  “Few people know this, but I’m something of a witch. 
  Through dreams and auguries, I’ve confirmed that 
  something dire is just on the horizon. I just don’t know 
  what or where it will happen.”
  What is “The Yellow Prophet?” “A chilling card, and 
  not one that appears in a standard harrow deck. It depicts 
  a fortune-teller, clad in black and yellow. My research 
  says it signifies false presumptions and self-fulfilling 
  prophecies. There’s no copy of it in my current deck, but 
  I’d love to find that fortune-teller to study it in depth.”
  What about the three cards? “I have them here. Harrow 
  cards can be tricky: an ominous card isn’t always negative, 
  and a cheery card can turn calamitous. Instead of relying 
  on their traditional meanings, I’m guessing the cards 
  have connections to people or places in Korvosa. Maybe 
  you can catch something I’ve overlooked?” At this point, 
  Foxglove shows the PCs The Betrayal, The Cricket, and 
  The Unicorn. Distribute Player Handout #2.
  Hey! These three cards all have fruit in them. “I’m a 
  fool—studying the meanings so intently, I missed what’s 
  right in front of me. If this means that my marketplace 
  is in danger, I should return at once. But please, keep 
  investigating other possibilities.”
  How can we find the fortune-teller? “She and her 
  troupe vanished into Korvosa days ago. They could be 
  anywhere. Maybe ask around? She cut a memorable 
  figure—a Varisian half-elf with scraggly black hair and 
  rotting teeth.”
  What’s going on with that cat? “Nimeeta and I share a 
  close connection. She noticed that you had arrived, and 
  came to find me.” Nimeeta is Zeeva’s familiar.
  If the PCs’ questions don’t lead to the ominous harrow 
  cards, Foxglove introduces them herself, urging the 
  PCs to study their names and illustrations for local 
  correspondences. She claims she has been studying 
  them for so long now, she can hardly think straight. See 
  the Dark Fates sidebar for some possible results of the 
  PCs’ investigations.
  The Choosing: Before departing, Foxglove offers to give 
  the PCs an abridged harrow reading, called a choosing, to 
  grant them luck and insight on their quest. She isolates 
  and shuffles nine cards from a single suit (she chooses the 
  suit of Books, since the Yellow Prophet is from that suit), 
  and then prompts each PC to draw a card. The list below 
  summarizes the effects of each card—more information 
  on each card’s effects appears in the relevant encounter. 
  Keep track of which card each PCs draws, and when the 
  adventure specifies, invite them to make the relevant 
  skill check, as if a flash of insight prompted the action. 
  The PC also receives a +2 luck bonus on this skill check. 
  If you do not have a harrow deck, you can perform the 
  The PCs’ investigations determine the order in which they 
  complete the encounters in areas A, B, and C. Their best 
  leads are the three harrow cards that Zeeva Foxglove 
  shows them. At any point while studying the cards, 
  the PCs can gather information through the Knowledge 
  checks listed below.
  The description following each card’s name reflects 
  Foxglove’s explanation of its meaning. More detailed 
  interpretations can be found in the divination book 
  accompanying the Pathfinder Cards: Deluxe Harrow 
  Deck. If you have access to this book, PCs can access full 
  descriptions of all three cards with a successful DC 15 
  Knowledge (arcana) check. At the GM’s discretion, certain 
  characters, such as characters with ranks in Profession 
  (fortune-teller), may automatically know these cards’ 
  standard interpretations. The PCs can unlock information 
  specific to Korvosa with different types of Knowledge 
  checks, as listed below. In Subtier 1–2, Zeeva is able to help 
  the PCs piece together relevant information by providing a 
  retroactive +4 bonus on the Knowledge check if the PCs fail.
  Even if the PCs do not learn of the connection between 
  one or more cards and its location, they have not lost their 
  opportunity to do so. The end of each card description lists 
  the names of NPCs who also know this information. If the 
  PCs improve one of these NPC’s attitudes to friendly or 
  better, the NPC shares this knowledge if the card comes 
  up in conversation. 
  The Betrayal: “This card can either mean selfishness or 
  self-sacrifice or a choice between the two.”
  A PC who succeeds at a DC 18 Knowledge (history) 
  or (nobility) check knows that the Betrayal is known as 
  “Viamio’s Kiss” amongst Korvosan harrowers, after Lord 
  Amrys Viamio, the city’s most infamous traitor. Only one 
  building in Korvosa still bears his legacy: Traitor’s Mews, 
  a dilapidated manor in Old Korvosa. (NPCs: Oliver, Hamm)
  The Cricket: “A card for quick-witted travelers, some of 
  whom find glory, while others return empty-handed.”
  A PC who succeeds at a DC 18 Knowledge (engineering) 
  or (religion) check knows that the icons on the Cricket’s 
  cards are symbols of Desna—stars, moons, and planets—
  all of which figure prominently in the architecture of 
  Kendall Amphitheater, the city’s largest performance 
  venue. (NPCs: Lomen, Tamas)
  The Unicorn: “This card promises rewards from a friend, 
  but some friends are false, and some prizes are poison.”
  A PC who succeeds at a DC 18 Knowledge (local) or 
  (nobility) check knows that the Heights District, noble 
  foreigners flock to a bed and breakfast called the Frisky 
  Unicorn, hoping to catch a glimpse of the pseudodragons 
  that nest in the turret. (NPCs: Tsura, Maestro Bellowskin)
  Dark Fates
  
  PATHFINDER SOCIETY SCENARIO
  6
  choosing by printing out and shuffling the cards in the 
  GM reference The Suit of Books on page 23 or by rolling 
  a d10 (rerolling a 0 or any repeated results). 
  1. The Hidden Truth: The PC who drew this card can 
  attempt a Perception check in Traitor’s Mews (area A).
  2. The Wanderer: The PC who drew this card can 
  attempt a Diplomacy check when interacting with the 
  Empty (area A).
  3. The Foreign Trader: The PC who drew this card can 
  attempt a Sense Motive check when interacting with 
  Craik (area B).
  4. The Joke: The PC who drew this card can attempt a 
  Sense Motive check when interacting with the hippogriff 
  (area B).
  5. The Vision: The PC who drew this card can attempt a 
  Knowledge (engineering, history, local, or nature) check 
  in Kendall Amphitheater (area C).
  6. The Idiot: The PC who drew this card can attempt 
  a Sense Motive check when interacting with Flavicomos 
  Maximos (area C).
  7. The Inquisitor: The PC who drew this card can attempt 
  an Intimidate check when interacting with Gorlak 
  (area D). Alternatively, if time does not permit running 
  the optional encounter, this card grants its bonus on 
  Sense Motive checks against Jaelle Goldtooth (area E).
  8. The Snakebite: The PC who drew this card can attempt 
  a Perception check in the Green Market (area E).
  9. The Rakshasa: The PC who drew this card can attempt 
  a Heal check in the Green Market (area E).
  Development: The PCs may investigate areas A, B, 
  and C in any order. However, if they fail all of their 
  Knowledge checks when examining the cards, they also 
  have the option of asking around about the fortune-
  teller Foxglove mentioned. In this case, after 1d4 hours of 
  inquiry, they learn that penniless Varisians often gather 
  in a building called Traitor’s Mews in Old Korvosa, 
  and that the fortune-teller was recently seen near that 
  building. Proceed to area A.
  A. TRAITOR’S MEWS
  Wedged among the many-tiered tenements that clog Korvosa’s 
  poorest district, this rambling black-brick manor house has 
  been claimed by displaced families. The wary eyes of countless 
  waifs, beggars, and other people in tattered clothes peer 
  through shattered windows, their spirits as weathered as the 
  building itself.
  Korvosa’s government decreed that this building be 
  left permanently vacant as a cautionary lesson about 
  its owner, Lord Amrys Viamio, whose treachery during 
  the Cousins’ War earned him a beheading. Now called 
  Traitor’s Mews, the manor houses a few destitute 
  Varisians who have nowhere else to find shelter. In 
  Korvosa, homeless people and beggars are collectively 
  referred to as the Empty, a reference to both their lack of 
  opportunities and the lack of concern most of Korvosan 
  society holds for their well-being. Additionally, Traitor’s 
  Mews is Jaelle Goldtooth’s hideout, and though she is 
  absent when the PCs arrive, she has left some clues, plus a 
  trap that could spell disaster for the manor’s inhabitants. 
  Jaelle Goldtooth is a ruthless opportunist, but hardly a 
  master strategist. Madreki Gael hired her to assassinate 
  Lady Qualstair because of Goldtooth’s convenient grudge 
  against the noblewoman who once caught her cheating 
  at cards. Gael arranged to provide Goldtooth with 
  equipment, and coached her on a plan that would not 
  only eradicate Qualstair, but also destabilize international 
  trade and perhaps even reignite a cold war. This sidebar 
  describes each step of the Sczarnis’ plan, including the 
  intended outcome (which the PCs hopefully avert).
  First, posing as victimized travelers, Goldtooth and 
  her mercenary allies snuck into Korvosa and holed up in 
  Traitor’s Mews (area A). Soon after, Goldtooth met with a 
  Sczarni associate of Gael’s to obtain several poisons and 
  alchemical items (see the Dirty Tricks sidebar on page 17).
  Gael wanted witnesses to the murder, so Goldtooth 
  sought to draw Lady Qualstair out into public. Recalling 
  the Taldan’s love of Varisian blondberries, she stopped at 
  the Frisky Unicorn (area B) and left some forged flyers 
  for the Green Market. Goldtooth correctly wagers that the 
  fussy noblewoman would make a personal appearance, 
  instead of just sending her chef.
  Gael also instructed Goldtooth to frame Qadira for 
  the murder. Having heard rumors about the Andoren 
  Chameleons’ “mask powder,” she visited Kendall 
  Amphitheater (area C) and persuaded Flavicomos Maximos 
  to sell her some dust of illusion. Finally, she returned to the 
  Unicorn and shadowed Lady Qualstair to the Green Market.
  Gael believes that witnesses, connecting the fast-
  acting poison with the conspicuous Qadiran in the crowd, 
  will interpret Qualstair’s death as an act of war by Taldor’s 
  ancient enemies. Whether or not the incident leads to 
  war, Gael hopes that Qadira will invest more in their local 
  defense, to the detriment of its mercantile partnership 
  with the Exchange—Gael’s enemies among the Sczarni.
  The PCs need not glean all this from their investigations 
  (they probably won’t learn of Gael’s master plan unless 
  they capture Goldtooth alive), but they should be able to 
  collect enough of Goldtooth’s breadcrumbs to know that 
  something shady is afoot. If Goldtooth’s trail grows too cold, 
  GMs can use Gorlak (area D) to light a fire beneath PCs.
  Goldtooth’s Gambit
  
  A. Peril from Above
  1 square = 5 feet
  Path�nder Map Pack: Urban Sites
  N
  A1
  A2
  Ground Floor
  Attic
  A3
  A4
  T
  7
  PORTENT’S PERIL
  The second floor is not depicted on the map. It once 
  contained Lord Viamio’s chambers, sitting room, and 
  private dining room, but all of the furniture from those 
  rooms has been stripped and sold. The only notable 
  feature of the second floor is a haphazard maze of 
  bedrolls, where a few people are sleeping. 
  A1. The Entryway
  The formerly opulent entry hall is filled with piles of 
  straw and rags that serve as chairs, as well as the tattered 
  sacks where its residents keep their meager possessions.
  Creatures: The Empty (100 N male and female human 
  [Varisian] commoners 1) are suspicious of strangers. 
  They look to their leader, a sunken-eyed woman named 
  Tsura, to determine how to approach strangers. Gaining 
  information from any of the people in Traitor’s Mews 
  requires speaking to Tsura first. In Subtier 1–2, Tsura is 
  wary but willing to hear the PCs out in case they have 
  something offer her or her companions—as a result, 
  her starting attitude is indifferent. In Subtier 4–5, she 
  is more deeply suspicious and begins with an attitude of 
  unfriendly. The PCs must improve her attitude to at least 
  indifferent before she considers answering any of their 
  questions. In both subtiers, her Charisma score is 10. The 
  PCs receive a +2 circumstance bonus on all skill checks to 
  influence Tsura during this encounter if any of them are 
  Varisian, or if they offer the Empty any food or valuables. 
  These bonuses stack.
  If the PCs ask Tsura about a fortune-teller matching the 
  description that Zeeva gave, Tsura comments vaguely that 
  she has seen many fortune-tellers. Her young son Tamas 
  clings to her skirt, his eyes full of worry, and she pulls him 
  close reassuringly. If her attitude is indifferent, the PCs 
  must succeed at a DC 15 Diplomacy or Intimidate check to 
  convince her to share information about the fortune-teller 
  they seek (DC 20 in Subtier 4–5). She identifies the fortune-
  teller as a woman named Goldtooth, a Sczarni criminal 
  who sometimes impersonates a harrower. She says that 
  Goldtooth fled Korvosa after trying to cheat “some fancy 
  lady from overseas” but recently returned with some 
  mercenaries and took over a room upstairs. She insisted 
  that she be left alone. Tamas admits that he wandered 
  upstairs to see what she was doing. He saw her “looking at 
  a big map and writing lots of things really fast,” but then 
  she yelled at him to get out. “Her friends had swords. She’s 
  scary,” Tamas says. The boy thinks they aren’t there right 
  now. Tamas and Tsura can also help interpret the three 
  harrow cards (see the Dark Fates sidebar on page 5). 
  
  PATHFINDER SOCIETY SCENARIO
  8
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: Reduce the Perception and Disable 
  Device DCs for the collapsing roof pit trap by 2. If the trap 
  triggers, reduce the number of successes required at both 
  locations to 5.
  Scaling Encounter A4
  Tsura does not have reason to suspect that Goldtooth’s 
  crimes extend beyond stealing from non-Varisian people, 
  so she does not see Goldtooth as a physical threat to her 
  son or anyone else in Traitor’s Mews. However, she believes 
  that as long as Goldtooth lingers, there is the risk that 
  other people in the Mews may take up her lifestyle, or that 
  her son could be influenced by the swindler’s way of life.
  The Choosing: If the PC who drew The Wanderer 
  interacts with the Empty, offer them a Diplomacy check 
  with a +2 luck bonus to improve Tsura’s attitude. Even if 
  this skill check fails, that PC doesn’t risk antagonizing 
  the leader and is instinctively aware that she (or any PC) 
  can attempt the Diplomacy check again.
  A2. Sleeping Rooms
  These rooms were once the manor’s servant quarters. The 
  current occupants still sleep in the old beds, as well as 
  on the floors and the hallways between the rooms. Other 
  people sleep upstairs, in the rooms where Lord Viamio 
  once spent much of his time. 
  A3. Kitchen
  Each evening, the Empty gather together the food they 
  have managed to acquire during the day and cook it in 
  this kitchen. On cold nights, they pack the elderly and the 
  children into this room to sleep by the fire.
  A4. The Attic (CR 3 or CR 6)
  This ramshackle attic is filled with knickknacks of all sorts. 
  Most of it has been thoroughly scavenged for anything of 
  value, leaving rat-chewed paintings, shards of porcelain, 
  and cobwebs. On the far end of the attic, a crate serves as a 
  makeshift desk, holding a stack of papers and an inkwell. A 
  flyer is nailed to the wall above the desk. The window beside 
  the crate is shattered, letting in the cold air from outside.
  The papers on the crate are a catalogue of poisons and 
  related substances—collectively, they form a copy of an 
  infamous poisoner’s handbook called The Deleterious 
  Grimoire. If the PCs examine the papers closely and 
  succeed at a DC 15 Perception check, they discover that two 
  listings have been circled: a potent ingested poison called 
  crocodile’s tears and a protective alchemical substance 
  called blackfingers paste (see the Dirty Tricks sidebar 
  on page 17). The “big map” that Tomas saw is nowhere to 
  be found—Goldtooth took it with her when she left. The 
  flyer above the desk is a playbill advertising The Gambler’s 
  Tragedy, as performed by The Andoren Chameleons at 
  Kendall Amphitheater. One phrase is circled: “Marvel at 
  their breathtaking disguises!”
  Trap: Suspicious even of other Varisians, Goldtooth 
  loosened some bricks near the ceiling and ran a tripwire 
  that dislodges part of the roof onto intruders. Anyone 
  entering the area marked T on the map must succeed 
  at the trap’s Perception check or spring the trap. In fact, 
  the building is less stable than Goldtooth knows, and 
  the bricks trigger a partial collapse of the floor below 
  and create a strong cross breeze throughout the attic (see 
  Hazards below).
  The Choosing: If the PC who drew The Hidden Truth 
  approaches within 10 feet of the trap, she receives an 
  automatic Perception check with a +2 luck bonus. If 
  the PC also has the trap spotter rogue talent, the card’s 
  bonus Perception check occurs in addition to, rather than 
  instead of, the automatic check provided by that talent.
  SUBTIER 1–2 (CR 3)
  COLLAPSING ROOF PIT TRAP 
  CR 3
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger manual (tripwire); Reset none
  Effect falling bricks (1d6 damage) plus pit trap (2d6 falling 
  damage); DC 20 Reflex save halves the damage from bricks 
  and negates the falling damage; multiple targets (all targets 
  in a 10-ft.-square area)
  SUBTIER 4–5 (CR 6)
  COLLAPSING ROOF PIT TRAP 
  CR 6
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger manual (tripwire); Reset none
  Effect falling bricks (4d6 damage) plus pit trap (2d6 falling 
  damage); DC 20 Reflex save halves the damage from bricks 
  and negates the falling damage; multiple targets (all targets 
  in a 10-ft.-square area)
  Hazards: If the PCs spring the trap, falling masonry 
  falls squarely on top of Tsura, burying her alive. Cries 
  of “Disaster!” and Tamas’ terrified wails downstairs alert 
  the PCs to Tsura’s plight. At the same time the collapsed 
  roof produces a cross breeze with the broken window that 
  begins to blow the pages of The Deleterious Grimoire out 
  the window. 
  
  9
  PORTENT’S PERIL
  During this encounter, each PC has three phases in 
  which to act. A PC can spend a phase moving between 
  the attic and the ground floor, working to unbury Tsura, 
  or trying to save the pages of the Deleterious Grimoire. Any 
  PCs who fell into the pit trap land on top of the rubble 
  and begin on the ground floor—all other PCs begin in 
  the attic. A PC can move from the attic to the ground floor 
  without spending a phase by jumping down the newly 
  created hole in the floor. At the beginning of each phase, 
  ask each PC what she wants to do, and then run their 
  efforts at each of the two locations. 
  On the ground floor, the Varisians are doing their 
  best to unbury Tsura, but their combined strength is 
  insufficient for the job. Without the PC’s help, Tsura will 
  perish. To save Tsura, the PCs must achieve a total of 7 
  successes across the three phases. Actions that earn a 
  success include succeeding at a DC 12 Strength check to 
  move rock (DC 14 in Subtier 4–5) or a relevant DC 15 skill 
  check (DC 19 in Subtier 4–5). For example, the PCs might 
  attempt a DC 15 Knowledge (engineering) check to come 
  up with a plan or a DC 15 Diplomacy or Intimidate check 
  to coordinate the Varisians effectively. If a PC comes up 
  with a particularly effective tactic, he may earn a success 
  without a skill check—for example, a PC who produces 
  a shovel automatically earns a success. Companion 
  creatures such as animal companions and familiars may 
  assist at the GM’s discretion.
  In the attic, a brisk wind is quickly shoving the pages of 
  The Deleterious Grimoire out the window. If the PCs do not 
  achieve 7 successes across the three phases, they do not 
  save enough of the grimoire to be useful or valuable—the 
  remaining pages appear to be a disjointed collection of 
  pages from a manual on herbs. The PCs can save pages 
  by succeeding at a DC 12 Dexterity check to grab them 
  out of the air (DC 14 in Subtier 4–5) or a relevant DC 15 
  skill check (DC 19 in Subtier 4–5). For example, the PCs 
  might attempt a DC 15 Acrobatics or Perform (dance) 
  check to leap into the air in the way of flying papers or 
  a DC 15 Knowledge (engineering) check to predict the 
  wind’s direction. As in the challenge on the ground floor, 
  a PC who comes up with a particularly effective tactic 
  might earn a success without a skill check—for example, 
  a PC who casts a gust of wind spell to redirect a portion 
  of the current earns a success automatically. Companion 
  creatures such as animal companions and familiars may 
  assist at the GM’s discretion.
  Do not share the number of required successes with 
  PCs in advance, but emphasize their choice between 
  selfishness and sacrifice, or the risk they take in 
  attempting to pursue both objectives at the same time. Be 
  sure to reward creative solutions to this dilemma.
  Treasure: If saved in time, the pages comprising The 
  Deleterious Grimoire are worth 450 gp. In Subtier 4–5, a 
  scroll of neutralize poison (CL 9) is among the papers the 
  PCs rescue. Additionally, PCs who search Goldtooth’s 
  chamber thoroughly discover a potion of delay poison and 
  two doses of blackfingers paste (worth 50 gp each; see 
  the Dirty Tricks sidebar on page 17). In Subtier 4–5, they 
  also discover a +1 starknife. Finally, if the PCs rescue his 
  mother, Tamas offers them one of his only possessions: a 
  child’s spinning toy with a clear tourmaline set into the 
  handle. The gem is worth 80 gp.
  Rewards: If the PCs do not stop The Deleterious Grimoire 
  from blowing away, reduce each PC’s gold earned by the 
  amount listed below. If they also do not save Tsura, reduce 
  each PC’s gold earned by the amount listed in parentheses.
  Subtier 1–2: Reduce each PC’s gold earned by 37 gp (or 
  83 gp).
  Out of Subtier: Reduce each PC’s gold earned by 74 gp 
  (or 211 gp).
  Subtier 4–5: Reduce each PC’s gold earned by 112 gp (or 
  340 gp).
  B. THE FRISKY UNICORN
  For wealthy visitors, a stay at the Frisky Unicorn in Citadel 
  Crest is a must, if only to catch a glimpse of the famous 
  pseudodragons who roost in the lodge’s turret. The guest 
  list currently includes Auralina Qualstair, a Taldan 
  noblewoman with a merchant fleet at her command. Lady 
  Qualstair’s entourage includes her chef, Craik, an epicure 
  who privately hopes to treat his mistress to a controversial 
  recipe: pseudodragon eggs. Last night, Craik snuck into the 
  turret to steal a few eggs, but the dragons objected, causing 
  him to drop one egg before he escaped. Now, the nest is in 
  an uproar, and the hotel’s owner fears he might lose his 
  main attraction, his most valued customer, or both.
  As the PCs approach the Frisky Unicorn, they 
  hear a cacophony of shrieks and growls from within. 
  Periodically, tiny dragons dart out of windows in the 
  turret before flying into other rooms to wreak havoc.
  The rooms of the Frisky Unicorn are described below. 
  The PCs hear a loud argument emerging from the kitchen.
  B1. The Lobby: This spacious lobby features 
  comfortable couches and tables laden with refreshments. 
  Guests lounge on the couches, speculating idly about 
  what could have pseudodragons so upset, while servants 
  look toward the kitchen. The guests’ theories are fanciful, 
  and none of them is remotely close to the truth. Their 
  most popular theory is that the inn’s proprietor, Oliver 
  Cadmion, decided to start charging them rent. A stack 
  of flyers for the Green Market can be found on one table.
  B2. Dining Room: Concerned guests take cover here, 
  while servants hold a whispered conversation what to do 
  about the argument taking place in the kitchen.
  B3. Private Dining Room: A guard stands at attention 
  outside of the door to this private room. Within, Lady 
  
  B. The Frisky Unicorn
  H : Hippogri�
  H
  1 square = 5 feet
  B7
  B3
  B5
  B5
  B4
  B6
  B5
  Ground Floor
  The Turret
  B5
  B1
  B2
  N
  PATHFINDER SOCIETY SCENARIO
  10
  Qualstair grows increasingly agitated, periodically 
  bellowing “Where’s my breakfast?”, “Is this what passes 
  for service in your ramshackle excuse for an inn?”, and 
  similar statements.
  B4. Kitchen: This area is detailed below.
  B5. Bedrooms: These bedrooms contain spacious beds 
  adorned with fine silk sheets, and furniture imported 
  from Irrisen. Pseudodragons occasionally dart into 
  these rooms and tear them apart, ripping drawers out of 
  dressers and blankets off of beds, as well as scattering the 
  guests’ belongings.
  B6. Toilets and Servants’ Rooms: The eastern rooms 
  contain cots for the inn’s servants. The western rooms 
  hold toilets. A stick of incense burns at the end of the 
  hallway, masking any odors.
  B7. The Turret: This area is detailed on page 11.
  B4. Kitchen
  This well-appointed kitchen is in disarray. Several 
  nervous cooks and other kitchen workers linger at the 
  sides of the room, watching the loud argument unfolding 
  in front of them. Lomen, the resident cook, and Craik, 
  Lady Qualstair’s personal chef (LN male human 
  experts 2), are bickering over how Lady Qualstair should 
  be served. Upon seeing the PCs, Lomen rushes to fetch 
  the inn’s owner, while Craik surreptitiously asks, “Are 
  you here about the beasties?” He confides his belief that 
  at least one of the pseudodragons is actually a full-sized 
  dragon—based upon the racket, he claims, although in 
  truth, he got a firsthand glimpse of the turret’s largest 
  inhabitant when he snuck up to steal the eggs. 
  After 1 minute, Lomen returns with the Frisky Unicorn’s 
  proprietor, Oliver Cadmion (LG male human aristocrat 2). 
  Cadmion mistakes the PCs for a team of pseudodragon 
  experts whom he requested from the Acadamae. He says 
  “his dragons” are normally docile, but something has 
  agitated them, and now they are flying into guests’ rooms 
  and tearing apart their belongings. So far, no one has been 
  hurt, but Cadmion worries the creatures may become 
  violent—or worse, move out, which would be a disaster for 
  his business. He offers the PCs a reward if they can calm 
  the creatures without killing them or driving them away.
  Before they head upstairs, Craik takes one PC aside 
  (his instincts lead him to choose any non-good PC, or 
  else the shadiest-looking character) and offers to top 
  Cadmion’s reward if they can bring him a single dragon 
  egg, “for my mistress’s sake.” Unless intimidated, Craik 
  does not mention his previous foray into the turret, nor 
  
  11
  PORTENT’S PERIL
  the two eggs he has hidden in the kitchen. A PC who 
  searches the kitchen thoroughly and succeeds at a DC 16 
  Perception check finds the eggs hidden in the back of a 
  cupboard containing specialized pans and trays (DC 20 
  in Subtier 4–5). They are the size of chicken’s eggs, with 
  brown speckles and a leathery surface. Identifying that the 
  eggs come from a pseudodragon requires a PC to succeed 
  at a DC 16 Knowledge (arcana) check, unless the PCs have 
  already seen the pseudodragon eggs in area B7. Lomen or 
  Oliver quickly recognize the eggs’ origin.
  The stairs in the southern end of the room lead down 
  to a storage cellar. The Frisky Unicorn stores all of its 
  food and some of its supplies in this room. The stored 
  food does not include any eggs.
  The Choosing: If the PC who drew The Foreign Trader 
  interacts with Craik, offer her the chance to make a DC 16 
  Sense Motive check, with a +2 luck bonus, to notice the 
  chef is hiding something (DC 20 in Subtier 4–5). The 
  Sense Motive DC is lower in Subtier 1–2 to reflect Craik’s 
  growing unease over the situation.
  B7. The Turret (CR 3 or CR 6)
  A PC ascending the stairs to the turret can attempt a DC 15 
  Perception check to notice a shattered pseudodragon egg 
  on the uppermost stair—Craik fumbled one of his three 
  stolen eggs while fleeing last night. The doors into the 
  turret room are unlocked. When the PCs enter, read or 
  paraphrase the following.
  Designed to emulate Castle Korvosa’s Seawatch Tower, this 
  turret is cramped but has a high ceiling, with wooden rafters 
  crisscrossing overhead. Slim windows offer breathtaking views 
  of the city and beyond. The furnishings are covered with drop 
  cloths, which are themselves bedaubed with many seasons’ 
  worth of dragon droppings. 
  Creatures: A clutch of four pseudodragons live here, 
  along with a curious adoptee: a juvenile hippogriff, whose 
  egg the dragons “rescued” from the Sable Company stables 
  last winter. Though still young, the hippogriff is larger than 
  its adoptive brethren, so instead of roosting in the rafters, 
  it hunkers in a recessed area near one of the windows. A PC 
  entering the room must succeed at a DC 18 Perception check 
  to notice it—though no such check is required to spot the 
  fledgling pseudodragon who sits squalling in the rafters, 20 
  feet above the center of the room.
  The other three members of the clutch are searching 
  the rest of the hotel for their missing eggs, although the 
  fledgling’s cries summon one or more of them in 1d4 
  rounds (see Tactics below). The fledgling pseudodragon 
  does not attack, and flies away if threatened.
  The Choosing: If the PC who drew The Joke is in the 
  room when the hippogriff attacks, offer him a DC 15 
  Sense Motive check with a +2 luck bonus to intuit that the 
  hippogriff is just roughhousing, and might back down 
  with a successful Handle Animal or wild empathy check.
  SUBTIER 1–2 (CR 3)
  JUVENILE HIPPOGRIFF 
  CR 1
  Young hippogriff (Pathfinder RPG Bestiary 2 293, 156)
  N Medium magical beast
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  DEFENSE
  AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
  hp 16 (3d10)
  Fort +3, Ref +7, Will +2
  OFFENSE
  Speed 40 ft., fly 100 ft. (average)
  Melee bite +3 (1d4), 2 claws +3 (1d3)
  TACTICS
  Before Combat Kitten-like, the juvenile beast does not 
  understand the crisis of the lost eggs. Instead, it just wants 
  to roughhouse, although its form of play is potentially lethal 
  for its targets.
  During Combat The hippogriff charges and bites the PC 
  wearing the flashiest clothing. Then it delivers full attacks, 
  switching targets if anyone else attacks it. A PC who 
  succeeds at a DC 15 Sense Motive check discerns that the 
  hippogriff is merely trying to play. It does not pursue PCs 
  that leave the turret.
  Morale A PC who succeeds at a DC 20 Handle Animal check or 
  a DC 18 wild empathy check as a standard action convinces 
  the hippogriff to retreat to its perch. As a free action, any of 
  its three pseudodragon parents can make it stand down with 
  a telepathic command. Otherwise, the hippogriff flees if it is 
  reduced to 6 hit points or fewer.
  STATISTICS
  Str 11, Dex 19, Con 10, Int 2, Wis 12, Cha 9
  Base Atk +3; CMB +3; CMD 18 (22 vs. trip)
  Feats Dodge, Wingover
  Skills Acrobatics +4 (+8 to jump), Fly +9, Perception +9; Racial 
  Modifiers +4 Perception
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: The young hippogriff is a runt. Decrease 
  its maximum and current hit points to 13, its Fortitude 
  save bonus to +2, its bite damage to 1d3, and its claw 
  damage to 1d2.
  Subtier 4–5: Two of the three pseudodragons are 
  standard pseudodragons without the advanced template.
  Scaling Encounter B7
  
  Pseudodragon
  PATHFINDER SOCIETY SCENARIO
  12
  PSEUDODRAGON 
  CR 1
  hp 15 (Pathfinder RPG Bestiary 229; see page 25)
  TACTICS
  Before Combat 1d4 rounds after combat begins, the 
  hippogriff’s pseudodragon sire flies in through the 
  eastern window.
  During Combat The pseudodragon attacks PCs threatening 
  the hippogriff, or any PCs attempting to steal an egg (see 
  Treasure below). He telepathically yells to them, “Get out, 
  friends of egg thieves!” Even if the PCs are not attempting to 
  steal eggs, he assumes they are friends of Craik.
  Morale Though he fights furiously, the pseudodragon 
  is willing to hear reason. A PC who succeeds at a 
  DC 20 Diplomacy check as a 
  standard action or who 
  returns a stolen egg can 
  initiate a telepathic parley 
  (see Development 
  below).  However, if 
  the PCs steal an egg 
  or kill any member of 
  his clutch (including 
  the hippogriff), the 
  pseudodragon fights to the death.
  SUBTIER 4–5 (CR 6)
  ANGRY PSEUDODRAGONS (3) 
  CR 2
  Advanced pseudodragons (Pathfinder RPG 
  Bestiary 224, 229)
  NG Tiny dragon
  Init +4; Senses blindsense 60 ft., darkvision 
  60 ft., low-light vision; Perception +8
  DEFENSE
  AC 20, touch 16, flat-footed 16 (+4 Dex, +4 natural, +2 size)
  hp 19 each (2d12+6)
  Fort +6, Ref +7, Will +6
  Immune paralysis, sleep; SR 12
  OFFENSE
  Speed 15 ft., fly 60 ft. (good)
  Melee bite +8 (1d2), sting +8 (1d3)
  Space 2-1/2 ft.; Reach 0 ft.
  TACTICS
  Before Combat As in Subtier 1–2, except three pseudodragons 
  arrive simultaneously from different windows. 
  During Combat As in Subtier 1–2.
  Morale As in Subtier 1–2, except the Diplomacy skill check DC 
  is 24. The PCs either convince all of the pseudodragons to 
  stand down or none of them.
  STATISTICS
  Str 11, Dex 19, Con 17, Int 14, Wis 16, Cha 14
  Base Atk +2; CMB +4; CMD 14 (18 vs. trip)
  Feats Weapon FinesseB
  Skills Acrobatics +4 (–4 when jumping), Diplomacy +7, Fly +17, 
  Perception +8, Sense Motive +8, Stealth +21 (+25 in Forests), 
  Survival +8; Racial Modifiers +4 Stealth (improves to +8 
  in forests)
  Languages telepathy 60 ft.
  SQ poison
  SPECIAL ABILITIES 
  Poison (Ex) Sting—injury; save Fort DC 16; frequency 1/minute 
  for 10 minutes; effect sleep for 1 minute; cure 1 save. The 
  save DC is Constitution-based and includes a +2 racial bonus.
   JUVENILLE HIPPOGRIFF 
  CR 1
  Young hippogriff (Pathfinder RPG Bestiary 2 293, 156; see 
  page 11)
  hp 16 
  TACTICS
  As in Subtier 1–2.
  Treasure: The dragons have 
  no treasure in the turret, but 
  a nest inside a torch sconce in 
  the northern wall contains one 
  speckled pseudodragon egg. A 
  PC attempting to steal the egg 
  from under the pseudodragons’ 
  noses must succeed at a DC 20 
  Sleight of Hand check (during 
  combat, the DC is 15). If the PC 
  fails, the pseudodragons notice 
  the attempt, and their attitudes 
  become irreversibly hostile. Other 
  treasures become available once the PCs 
  return from the turret (see Development below).
  Development: If the PCs parley with the dragons, they 
  describe a human matching Craik’s description who snuck 
  into the turret last night and stole three eggs (including 
  the one dropped on the stairs). If the PCs retrieve the 
  two remaining eggs (which are currently hidden in area 
  B4), the pseudodragons agree to stay in the tower, and 
  even reward the PCs in a surprising way (see the Raising 
  a Pseudodragon sidebar on page 13). Cadmion rejoices at 
  this outcome, and rewards the PCs with a gold statuette 
  of a unicorn worth 450 gp (or a platinum statuette worth 
  1,500 gp in the higher subtier).
  Alternatively, if the PCs deliver the final egg to Craik, 
  he slips them a pouch of gems worth 450 gp (1,500 gp in 
  the higher subtier), but Cadmion declaims the results 
  as disastrous for his business, and bad luck for Korvosa 
  itself. These two outcomes are designed to be mutually 
  exclusive. If devious PCs somehow manage to claim 
  both rewards, they receive an additional 83 gp on their 
  chronicle sheet (250 in Subtier 4–5). However, the uproar 
  when the PCs’ treachery is finally discovered means they 
  
  Flavicomos 
  Maximos
  13
  PORTENT’S PERIL
  failed their tasks here for the purposes of boons and the 
  secondary success condition.
  Once the crisis is resolved, the PCs can ask about the 
  three harrow cards (see the Dark Fates sidebar on page 5) 
  or inquire about a Varisian fortune-teller. Both Lomen 
  and Cadmion report seeing such a woman in the lobby 
  yesterday, depositing a stack of flyers for the Green Market. 
  These flyers resemble the cards Foxglove 
  gave to the PCs, but a DC 10 Linguistics 
  check reveals they are forgeries, and 
  no check is required to see that they 
  bear an additional phrase: “Free 
  samples to foreign visitors!” See the 
  Goldtooth’s Gambit sidebar on page 
  6 for the role these flyers play in 
  Goldtooth’s plot.
  Rewards: If the PCs do not 
  parley with the pseudodragons 
  or deliver an egg to Craik, 
  reduce each PC’s gold earned by 
  the following amount.
  Subtier 1–2: Reduce 
  each 
  PC’s 
  gold 
  earned by 83 gp.
  Out 
  of 
  Subtier: 
  Reduce each PC’s gold 
  earned by 166 gp.
  Subtier 4–5: Reduce 
  each 
  PC’s 
  gold 
  earned by 250 gp.  
  C. THE KENDALL AMPITHEATER 
  (CR 3 OR CR 6)
  Located 
  in 
  Cliffside 
  near 
  the 
  South Shore district, the Kendall Amphitheater is an 
  architectural jewel in Korvosa’s crown. Of the multitude 
  that flock there to see plays, musical events, or non-violent 
  competitions, few are aware that the structure surmounts 
  a massive sinkhole. In fact, the Amphitheater’s long-
  standing ban upon gladiatorial contests exists mostly to 
  discourage subterranean predators to burrow upwards, 
  drawn by the smell of blood.
  When their investigations lead them here, the PCs find 
  the Amphitheater’s many doors closed but unlocked. 
  With a successful DC 15 Perception check, the PCs can 
  hear indistinct shouting and the sounds of combat 
  emerging from within.
  C1. Storage: This area is filled with stage props, 
  costumes, wigs, and stage weapons.
  C2. Dressing Room: These two rooms are used by the 
  actors before going on stage.
  C3. Backstage Hallway: These corridors lead to offices, 
  workshops, and similar rooms. 
  Last 
  autumn, 
  the 
  Frisky 
  Unicorn 
  pseudodragons 
  impulsively stole a hippogriff egg to replace one of their 
  own. Now the fledgling hippogriff is part of their family, 
  and while they would never willingly part with her, they 
  have begun to feel some guilt about the theft. When Craik 
  steals their eggs, they feel like fate is punishing them. 
  They are relieved when the PCs return their eggs, but 
  they still feel the urge to make amends for their 
  mistake—by letting another child leave the nest. 
  Following an intense conference of chirps 
  and growls, the three parents send their 
  pseudodragon child down to perch on 
  one PC’s shoulder. Using telepathy, they 
  inform the PC that their broodling needs 
  a traveling companion and mentor to 
  show her the world. They ask the PC to 
  protect their child until she chooses to 
  return home.
  GMs 
  should 
  carefully 
  consider 
  which PC is best suited for this 
  responsibility. Good-aligned sorcerers, 
  wizards, rangers, or druids are best, 
  although any PC who showed honor 
  to the clutch might also qualify. The 
  broodling has not yet chosen a name 
  for herself, so PCs who befriend her 
  may get to influence her choice. 
  Accepting the pseudodragon grants 
  the PCs the “Draconic Sidekick” boon.
  The dragon remains an NPC for 
  the rest of Portent’s Peril. Though 
  clever and kind-hearted, she knows 
  little of the outside world, and her curiosity manifests 
  at 
  awkward 
  times—disrupting 
  social 
  encounters, 
  accidentally exposing stealthy characters, and the like. 
  However, she can also be helpful, spotting clues that 
  the PCs overlook. Use her sparingly, and in ways that 
  enhance the fateful tone of the adventure.
  Raising a Pseudodragon
  C4. Wings: These areas are kept empty to allow clear 
  passage to the backstage area. 
  C5. Backstage: Heavy black curtains keep the audience 
  from seeing too much of the backstage area.
  C6. Stage: Two pillars flank the northern edge of this 
  tw0-level stage.
  The Choosing: As the PCs enter Kendall Amphitheater, 
  offer the PC who drew The Vision the chance to attempt 
  a Knowledge (engineering, history, local, or nature) 
  check with a +2 luck bonus to learn some or all of the 
  information below. That PC counts as being trained in 
  
  C. Kendall Ampitheater
  A : Ankheg
  A1
  A2
  1 square = 5 feet
  C6
  C5
  C4
  C3
  C2
  C2
  C1
  C3
  C4
  N
  PATHFINDER SOCIETY SCENARIO
  14
  the Knowledge skill he chooses even if he doesn’t have 
  any ranks in it.
  15+: Pillars and buttresses near the auditorium’s wooden 
  base suggest that the theater is ingeniously secured above a 
  wide depression in the ground.
  20+: The hole must be the fabled Kendall Vault, a cave 
  complex from which subterranean creatures have been 
  rumored to emerge.
  25+: The presence of the Vault explains the rule that 
  contests held at Kendall Amphitheater must be bloodless, 
  since burrowing predators would be drawn to the scent.
  Creatures: When the PCs enter, they see a group of 12 
  performers scrambling about the stage, rehearsing several 
  scenes at once. The Andoren Chameleons are a troupe of 
  tragedians renowned for their powers of disguise. Their 
  hectic rehearsal of The Gambler’s Tragedy, which opens 
  tomorrow, includes a rapier fight between Hamm the 
  Lesser and Flavicomos Maximos (N male human experts 2). 
  Nearby, the company’s manager, Maestro Bellowskin (NG 
  male gnome expert 3) tugs at his white top hat nervously.
  The PCs’ arrival triggers a mishap and sets in 
  motion a potentially deadly chain of events. Choose a 
  particularly loud or flashy PC to create the distraction (the 
  pseudodragon from area B is another candidate, if she has 
  joined the PCs by now). Even if the PCs are being discreet, 
  Maestro Bellowskin spots them, and leaps up, shrieking 
  “Closed rehearsal!” startling the stage combatants, and 
  causing Hamm’s sword to slip and graze Maximos’s arm. 
  If the PCs prove utterly sneaky, an ill-timed thunderclap 
  can create the same effect.
  Although the wound is minor (1d6 points of damage), 
  Bellowskin decries it as “an utter disaster,” since 
  “Maximos’s sword arm is the only stageworthy part of 
  the buffoon!” The ensemble quarrels over how they’ll 
  adapt. Hamm suggests that a sword-wielding PC replaces 
  the actor, using some of the troupe’s “mask powder” to 
  disguise the PC as Maximos. During these exchanges, 
  the Chameleons’ attitudes remain unfriendly, although 
  Maximos’s attitude shifts to friendly if the PCs offer him 
  healing, magical or otherwise.
  Make the following adjustments to accommodate a group 
  of four PCs.
  Both Subtiers: The ankhegs already used their spit acid 
  ability to burrow through the stage.
  Scaling Encounter C
  
  Symbol of Groetus
  15
  PORTENT’S PERIL
  If the PCs have less than 1 hour remaining in which to 
  complete the scenario, omit encounter D.
  Optional Encounter
  Meanwhile, the scent of blood draws one or more 
  ankhegs up from the Vaults. It takes the creatures 2 
  minutes to arrive. Two rounds before their arrival, any 
  PC who succeeds at a DC 25 Perception check hears a 
  low scraping sound as the beasts burrow through the 
  understage. One round later, any PC who succeeds at 
  a DC  15 Perception check smells a caustic stench (the 
  ankhegs’ acid). Finally, the beasts emerge from beneath 
  the stage to attack. If no PC succeeded at either 
  Perception check, the PCs are surprised.
  The Choosing: If the PC who drew 
  The Idiot interacts with Flavicomos 
  Maximos, offer her a Sense Motive 
  check with a +2 luck bonus. With 
  a successful DC 18 check, the PC 
  observes that Maximos seems to 
  be hiding something, shuffling 
  guiltily 
  whenever 
  the 
  actors 
  mention “mask powder.”
  SUBTIER 1–2 (CR 3)
  ANKHEG 
  CR 3
  hp 28 (Pathfinder RPG Bestiary 15; see 
  page 24)
  TACTICS
  During Combat The ankheg climbs 
  onto the stage and attacks the 
  nearest target with its bite and grab 
  attack. It attempts to drag its prey 
  beneath the stage, but drops that foe and switches targets 
  if attacked.
  Morale If reduced to half its hit points, the ankheg spits acid 
  and then attempts to retreat underground. 
  SUBTIER 4–5 (CR 6)
  ADVANCED ANKHEGS (2) 
  CR 4
  Advanced ankhegs (Pathfinder RPG Bestiary 294, 15)
  N Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, tremorsense 
  60 ft.; Perception +10
  DEFENSE
  AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
  hp 34 each (3d10+18)
  Fort +8, Ref +5, Will +4
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Melee bite +7 (2d6+7 plus 1d4 acid and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks spit acid
  TACTICS
  As in Subtier 1–2.
  STATISTICS
  Str 20, Dex 14, Con 21, Int 5, Wis 17, Cha 10
  Base Atk +3; CMB +9 (+13 grapple); CMD 21
  Feats Skill Focus (Perception), Toughness
  Skills Climb +10, Perception +10
  SPECIAL ABILITIES
  Spit Acid (Ex) Once every 6 hours, an 
  ankheg can spit a 30-foot line of acid. 
  Creatures struck by this acid take 4d4 
  points of acid damage (Reflex DC 
  16 half). Once an ankheg uses this 
  attack, it must wait 6 hours before 
  using it again. Additionally, during 
  this time period, its bite attack 
  does not inflict any additional acid 
  damage. As a result, an ankheg does 
  not use this ability unless it is desperate 
  or frustrated, most often spitting acid 
  when reduced to fewer than half its full 
  normal hit points or when it cannot not 
  successfully grab an opponent. The save 
  DC is Constitution-based.
  Development: If the PCs protect 
  the Chameleons from the ankhegs, the NPCs’ attitudes 
  become helpful. If questioned about the three harrow 
  cards, they are enthusiastically helpful (see the Dark Fates 
  sidebar on page 5), but if asked about the fortune-teller, 
  Flavicomos Maximos becomes gruff and evasive. A PC who 
  succeeds at a DC 15 Bluff, Diplomacy, or Intimidate check 
  (DC 19 in Subtier 4–5) prompts his confession: earlier 
  today, he sold a packet of the troupe’s “mask powder” to a 
  Varisian fortune-teller who repeatedly asked if the magic 
  could make her appear Qadiran (see the Goldtooth’s 
  Gambit sidebar on page 6 for more information).
  Treasure: If the PCs prevented the ankhegs from 
  capturing and devouring any of the actors, Bellowskin 
  rewards them with another pack of “mask powder”—
  that is, dust of illusion. Additionally, at the higher subtier, 
  Maximos shyly offers his favorite PC his lucky coin, which 
  he says, “helps me remember my lines, sometimes.” 
  It is a coin of the untrodden road (Pathfinder RPG Ultimate 
  Equipment 289).
  D. DOOMSAYER’S WARNING (CR 2)
  This roleplaying encounter occurs after the PCs have 
  visited all three card-based locations. If they have not 
  
  E. The Green Market
  Z : Zeeva Foxglove
  M : Mercenary
  Q : Lady Qualstair
  G : Jaelle Goldtooth
  M2
  Z
  Q
  G
  M1
  1 square = 5 feet
  N
  PATHFINDER SOCIETY SCENARIO
  16
  
  17
  PORTENT’S PERIL
  yet pieced together Goldtooth’s plot (see the Goldtooth’s 
  Gambit sidebar on page 6), this encounter can fill in the 
  blanks and persuade them to hurry back to the Green 
  Market to avert one last disaster. 
  Creatures: Gorlak (CN male half-orc adept 4) is 
  a zealous street preacher, prophesying blood and 
  destruction in Groetus’s name. Most passersby dismiss 
  Gorlak’s lunatic screeds—yet while the doomsayer is 
  unquestionably insane, he has recently been blessed with 
  a rare vision featuring the PCs. When he spots them, his 
  raven familiar shrieks “Blood!” and Gorlak leaps down 
  from his barrel to offer the PCs “a smear of what the 
  future wreaks.” A wild-eyed half-orc clad in bloody rags 
  and rusty chains, Gorlak entices the PCs with cryptic 
  references to “disasters past, but more yet to come.” A 
  PC who succeeds at a DC 15 Knowledge (religion) check 
  recognizes the holy symbol worn by Gorlak as that of 
  Groetus, god of the end times. His followers often wander 
  the world lost in their own dark thoughts, shouting 
  predictions of suffering and doom.
  If any PCs agree to let Gorlak read their fortunes, he 
  performs a unique divination ritual: cutting the PCs’ 
  hands with his jagged holy symbol (or, if they all refuse, 
  cutting himself instead), he smears blood across the 
  cobblestones to spell out the answers to three questions. 
  Regardless of the questions the PCs ask, however, his 
  visions prompt the following replies.
  • “A Gael stirs the embers of war, if Finders tarry.”
  • “Tears fall on fruit, if Finders tarry.”
  • “One gold tooth bites and a green place turns red, if 
  Finders tarry.”
  From these riddles, Gorlak realizes that the longer 
  it takes the PCs to reach their destination, the likelier a 
  disaster will be. In a twisted attempt to appease his patron, 
  he tries to delay the PCs further by taunting, grabbing, and 
  generally harassing them.
  The Choosing: If a PC drew The Inquisitor, offer her 
  a Bluff or Intimidate check against Gorlak (see Tactics 
  below) with a +2 luck bonus.
  BOTH SUBTIERS (CR 2)
  GORLAK 
  CR 2
  Doom prophet (Pathfinder RPG NPC Codex 245; see page 24)
  hp 30 
  TACTICS
  During Combat A coward at heart, Gorlak does not attack the 
  PCs outright, but he tries to goad them into harming him, so 
  that he may revel in holy pain.
  Morale Gorlak continues hounding the PCs until they reach 
  the Green Market unless one of them drives him away 
  with a successful DC 18 Bluff or Intimidate check (at the 
  higher subtier, DC 22). Alternatively, if a PC attacks or even 
  threatens his raven familiar, Gorlak bursts into tears and 
  scrambles away. The PCs may use other creative solutions to 
  drive him off.
  Development: If Gorlak manages to follow the PCs 
  all the way to the market without getting chased off, he 
  delays them enough to alter the events in that encounter. 
  See encounter E below for more information.
  E. THE GREEN MARKET
  If the PCs find themselves adrift after their investigations, 
  the GM can remind them that Zeeva Foxglove expects a 
  report on their findings. The cards she handed them 
  when she introduced herself contain her address at 
  the Green Market in South Shore, but practically any 
  Korvosan can direct the PCs there.
  When the PCs enter the market, read or paraphrase the 
  following description.
  Customers from every district of Korvosa and beyond crowd 
  the kiosks and surround the stalls that comprise the Green 
  Market. Along with its vast selection of imported and domestic 
  produce, clothing, jewelry, and wine, the high-roofed, barn-
  like building boasts several impressive features, including a 
  central fountain, an indoor green park at its northern end, and 
  numerous glass skylights that can be accessed and opened 
  with ladders and extending poles.
  This adventure features the following items that do not 
  appear in Pathfinder RPG Ultimate Equipment.
  Blackfingers Paste: This inky paste aids unskilled 
  poison-users. When smeared on the fingers, a dose of 
  blackfingers paste prevents accidental poisoning while 
  applying poison to a weapon, as if the user possessed 
  the poison use ability. A single dose of blackfingers paste 
  lasts for 1d6 hours, but the black stains the stuff creates 
  on the user’s fingers lasts for days. A single dose of this 
  alchemical item costs 50 gp. This substance originally 
  appeared in Pathfinder Campaign Setting: Rival Guide.
  Crocodile’s Tears: Unlike most ingested poisons, this 
  rare Qadiran concoction takes effect swiftly, causing the 
  victim to choke, cough, and convulse as her throat swells 
  shut. The poison inflames the victim’s lips, nostrils, and 
  tear ducts, provoking the copious tears that give this 
  heinous poison its name. One dose costs 1,000 gp.
  Poison—ingested; save Fort DC 18; onset 1 round; 
  frequency 1/minute for 4 minutes; effect 1d4 Con 
  damage; cure 2 consecutive saves
  Dirty Tricks
  
  PATHFINDER SOCIETY SCENARIO
  18
  The Green Market has wooden walls (hardness 5, hp 
  20, break DC 23) and 25-foot-high ceilings. During the 
  day, the iron gates at its southern entrance are kept open, 
  while the northeast corner includes an unlocked wooden 
  door and a loading bay.
  Hazard: The Green Market is congested with 
  customers noisily browsing, gossiping and haggling with 
  merchants. When the PCs arrive, treat all squares inside 
  the market as crowded, except those already occupied 
  with stalls or other large objects. The crowds provide 
  cover to anyone moving through them, and crowded 
  squares count as difficult terrain for the purposes of 
  calculating movement.
  If violence erupts, the crowds surge away from danger 
  at 30 feet per round at initiative count 0, unless otherwise 
  directed. It takes a successful DC 15 Diplomacy check 
  (as a full-round action) or DC 20 Intimidate check (as a 
  free action) to affect the crowds’ movements. For more 
  information about crowds, see page 436 of the Pathfinder 
  RPG Core Rulebook.
  Creatures: When the PCs arrive, Lady Auralina Qualstair 
  (N female human aristocrat 2) is engaged in some informal 
  trade negotiations with Zeeva Foxglove. As they tour the 
  market, Lady Qualstair samples the produce; she is 
  currently lingering beside a crate of Varisian blondberries. 
  Jaelle Goldtooth lurks nearby, mere moments away from 
  assassinating the noblewoman. Goldtooth is magically 
  disguised as a Qadiran woman. Her fingers bear telltale 
  smears of blackfingers paste (see the Dirty Tricks sidebar 
  on page 17). A PC who sees her fingers identifies the 
  substance with a successful DC 18 Craft (alchemy) check. 
  In the higher subtier, two mercenaries also hide nearby, 
  with instructions to protect Goldtooth if she is exposed.
  Unless Gorlak delayed the PCs (see encounter D above), 
  they arrive on round 1 of the following series of events. If 
  Gorlak successfully delayed them, they arrive on round 
  3. Each event happens at initiative count 10. A PC must 
  succeed at a DC 20 Perception check to spot Goldtooth 
  (DC 24 in Subtier 4–5) unless otherwise noted. The 
  swindler switches to the actions outlined in her tactics as 
  soon as the PCs spot her.
  Round 1: Goldtooth stealthily approaches the crate 
  of blondberries while extracting a vial of crocodile’s 
  tears poison from a pouch on her belt (see the Dirty 
  Tricks sidebar on page 17 for more information about 
  this poison). She also uncaps the vial. A successful DC 
  24 Perception check is necessary to spot her (DC 28 in 
  Subtier 4–5), although PCs gain a +2 circumstance bonus 
  if they state they are searching the crowd for Qadirans, 
  and another +2 circumstance bonus if they specifically 
  look for evidence of poison or blackfingers paste. These 
  two bonuses stack.
  Round 2: Goldtooth pours poison onto the crate of 
  blondberries, drops the vial on the ground, and moves 
  15 feet through the crowd toward the northeast exit. PCs 
  must succeed at a DC 20 Perception check to observe this 
  action (DC 24 in Subtier 4–5). The bonuses from round 1 
  still apply.
  Round 3: Lady Qualstair pops a blondberry into her 
  mouth (no checks are required to observe this). Goldtooth 
  turns to see if her quarry has been poisoned and moves 
  15  feet through the crowd toward the nearest exit. A 
  PC must succeed at a DC 20 Perception check to notice 
  her (DC 24 in Subtier 4–5). The bonuses from Round 1 
  still apply.
  Round 4: Lady Qualstair fails her saving throw against 
  the poison and begins to choke and convulse (see 
  Development below). Goldtooth moves 30 feet through 
  the crowd towards the northeast exit, making no effort 
  to hide.
  Round 5+: Goldtooth moves 30 feet through the crowd 
  towards the northeast exit, making no effort to hide.
  The Choosing: The PC who drew The Snakebite gains 
  a +2 luck bonus on his first Perception check to spot 
  Goldtooth in the crowd. The PC who drew The Rakshasa 
  gains a +2 luck bonus on her first Heal check to treat 
  poison during this encounter. If the PCs did not encounter 
  Gorlak in area D, the PC who drew the Inquisitor gains 
  a +2 bonus on his first Perception or Sense Motive check 
  against Jaelle during the combat encounter with her.
  Hazard: If Jaelle Goldtooth chooses to throw a flame 
  fountain firework (see her Tactics on page 19), a fire erupts 
  in its square. Each round on initiative count 10, the fires 
  spread to one adjacent 5-foot square for every two squares 
  that are already burning (for example, a fire with four 
  5-foot squares ignites two more, six 5-foot squares ignites 
  three more, and so on). Only squares with market stalls 
  or other wooden structures can burn, and if there isn’t 
  enough space for the fire to spread into its maximum 
  number of squares, it merely spreads as far as it can. 
  Whenever a PC moves through a space that is on fire or 
  starts her turn in a space that is on fire, she must succeed 
  at a DC 15 Reflex save or catch on fire, taking 1d6 points of 
  damage that round and every round she remains on fire 
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Remove the giant wasp and shadow 
  essence poisons from Goldtooth’s weapons and her gear.
  Subtier 4–5: Remove the giant wasp and shadow 
  essence poisons from Goldtooth’s weapons and her gear. 
  Zeeva Foxglove carries a potion of cure moderate wounds. 
  If a PC falls unconscious, she feeds the potion to that PC.
  Scaling Encounter E
  
  Jaelle Goldtooth
  19
  PORTENT’S PERIL
  (see page 444 of the Pathfinder RPG Core Rulebook for full 
  rules on catching on fire).
  A PC can extinguish a 5-foot square with a successful 
  DC 15 Survival check; for every 5 points by which the 
  check exceeds the DC, the PC extinguishes 1 additional 
  adjacent square. Casting create water has a 50% chance of 
  extinguishing a square, while higher-level spells 
  with the cold or water descriptor extinguish 1 
  square per spell level squared (1 square 
  with a 1st-level spell, 4 squares 
  with a 2nd-level spell, and so on) 
  unless the spell specifies 
  otherwise. Encourage 
  the players to come 
  up with other creative 
  ways of extinguishing 
  the flames.
  SUBTIER 1–2 (CR 3)
  JAELLE GOLDTOOTH CR 3
  Female half-elf rogue 
  (Sczarni swindler) 4 
  (Pathfinder Player 
  Companion: The 
  Harrow Handbook 13)
  NE Medium humanoid 
  (elf, human)
  Init +4; Senses low-light vision; 
  Perception +8
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 33 (4d8+8)
  Fort +2, Ref +8, Will +1; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +8 (1d6+2 plus poison/19–20)
  Ranged harrow cards +8 (1d4+2 plus poison)
  Special Attacks sneak attack +2d6
  TACTICS
  Before Combat Goldtooth has already anointed her sword 
  with giant wasp poison and three of her harrow cards with 
  shadow essence. As soon as the PCs spot her, she activates 
  her let fate decide ability. GMs can determine the outcome 
  by flipping a coin, or by having the PCs randomly select one 
  of two harrow cards (see below).
  During Combat If she draws the Avalanche, Goldtooth gains 
  a +2 luck bonus on her Climb checks for 1 minute. She 
  moves to the eastern wall and attempts to scale a ladder 
  to one of the open skylights. She then launches poisoned 
  harrow cards at the PCs using her card sharp rogue talent 
  and Distance Thrower feat. If any PCs climb the ladder, she 
  shatters the skylight from above, delivering 1d4 points of 
  slashing damage to anyone directly below (Reflex DC 15 
  half). Finally, she draws her short sword and readies a sneak 
  attack against the first PC up the ladder.
  If she draws the Uprising, Goldtooth gains a +2 luck bonus 
  on her Bluff checks for 1 minute. With a cry of “Qadira shall 
  dance on your ashes!” she throws 
  her flame fountain firework 10 
  feet onto the nearest market 
  stall. This action also serves 
  as a diversion to hide 
  from the PCs. If Goldtooth 
  succeeds at a Bluff check opposed 
  by the PCs’ Sense Motive checks, 
  she gains the opportunity to 
  attempt a Stealth check hide 
  among the crowd. Every round 
  thereafter, the panicked crowd 
  kicks the hissing, blazing 
  tube an additional 10 feet in a 
  random direction. Any time the 
  firework lands on a square 
  occupied by a stall, it sets 
  the stall on fire. If the fire is 
  not doused, it spreads to nearby 
  stalls. See the Hazard section for 
  rules on the fire’s spread and the 
  ways the PCs can douse it. The firework 
  itself winks out after 10 rounds. 
  Meanwhile, Goldtooth sneaks up on the 
  PCs and uses her false attacker rogue ability to maintain 
  cover and total concealment while striking the PCs with her 
  short sword.
  Morale If brought to fewer than 10 hit points, Goldtooth 
  surrenders, offering to lay her “cards on the table” about 
  Madreki Gael’s plot, provided the PCs promise to be merciful.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 13, Wis 8, Cha 10
  Base Atk +3; CMB +5; CMD 19
  Feats Deadly Dealer (see below), Distance ThrowerUC, Skill 
  Focus (Stealth), Weapon Finesse
  Skills Acrobatics +6 (+2 when jumping), Bluff +8, Climb +6, 
  Diplomacy +7, Disguise +7, Knowledge (local) +6, Perception 
  +8, Profession (gambler) +7, Sense Motive +0, Sleight of 
  Hand +8, Stealth +11; Racial Modifiers +2 Perception
  Languages Common, Elven, Varisian
  SQ elf blood, let fate decide, poker face, quicker than the eye, 
  rogue talents (card sharp, false attacker; see below)
  Combat Gear potion of cure light wounds, potion of 
  undetectable alignment, giant wasp poison, shadow 
  essence (3); Other Gear +1 studded leather, flame fountain 
  fireworkUE, harrow deckUE (54 cards), mwk short sword, 
  disguise kit, mwk thieves’ tools, 75 gp
  
  PATHFINDER SOCIETY SCENARIO
  20
  SPECIAL ABILITIES
  Card Sharp This rogue talent grants Jaelle the Deadly Dealer 
  feat (see below). The talent appears in Pathfinder Player 
  Companion: The Harrow Handbook.
  Deadly Dealer Jaelle throw a card as though it were a dart, 
  with the same damage, range, and other features. Harrow 
  cards are treated as masterwork weapons when thrown 
  using this feat, but are destroyed after they are thrown. 
  This feat appears in Pathfinder Player Companion: The 
  Harrow Handbook.
  False Attacker (Ex) Whenever Jaelli strikes a foe from hiding, 
  she can attempt a Bluff check as an immediate action 
  before rolling damage to convince the foe that another 
  creature was the attacker. She attempts to convince the 
  PCs that her attacks emerge from within the crowds. This 
  Bluff check is opposed by the target’s Perception or Sense 
  Motive check, whichever has a higher bonus. It applies the 
  normal modifiers for convincing a creature of a falsehood, 
  but can be accomplished with just physical trickery (a 
  shared language is not required). For example, she does 
  not take a penalty on this Bluff check if the markets are still 
  full of crowds, as there is another plausible origin for the 
  attack. The GM should use her discretion to apply increasing 
  penalties based on how little of the crowd remains in the 
  Green Market. If the Bluff check is successful, and Jaelli 
  maintains concealment or cover, her stealth does not end. 
  This rogue talent appears in Pathfinder Player Companion: 
  Heroes of the Streets.
  Let Fate Decide (Ex) Jaelli can declare two different actions 
  that rely on different types of rolls or checks, such as 
  attacking a creature (an attack roll) or sneaking past the 
  same creature (a Stealth check). As a standard action, she 
  can use a random method to choose one of the declared 
  activities, such as flipping a coin, rolling a die, or drawing 
  a harrow card. If she performs the chosen activity by the 
  end of the next round (most likely, on her next turn), she 
  gains a +2 luck bonus on the roll type required for that 
  activity—attack rolls with a specific weapon, a specific skill 
  check, a specific ability check, or a specific saving throw—for 
  1 minute. If the swindler does not perform this action in 
  the round after using this ability, she becomes shaken for 1 
  minute instead. She can use this ability three times per day.
  Poker Face (Ex) Jaelli gains a +1 bonus on Bluff, Profession 
  (gambler), and Sense Motive checks. She can also attempt 
  to feint against non-humanoid targets without penalty, 
  though she still takes a –8 penalty on feint attempts against 
  creatures with animal intelligence and she cannot feint 
  against mindless creatures. 
  Quicker Than the Eye (Ex) When Jaelli uses Sleight of Hand, 
  creatures take a –2 penalty on their Perception checks to 
  notice the attempt. She also reduces the normal –20 penalty 
  when attempting a Sleight of Hand check as a move action 
  instead of as a standard action to –16. Lastly, she can draw 
  hidden weapons or objects from her person as a move action 
  instead of the usual standard action.
  ZEEVA FOXGLOVE 
  CR 3
  Female human witch 4 (Pathfinder RPG Advanced Player’s 
  Guide 65)
  CG Medium humanoid (human)
  Init +2; Senses Perception +2
  DEFENSE
  AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
  hp 22 (4d6+6)
  Fort +2, Ref +3, Will +6
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +1 (1d3–1)
  Special Attacks hexes (fortune [1 round], healing [cure light 
  wounds], misfortune [1 round])
  Witch Spells Prepared (CL 4th; concentration +7)
  2nd—augury, fog cloud, locate object
  1st—charm person (DC 14), command (DC 14), identify, 
  unseen servant
  0 (at will)—guidance, mending, sparkAPG (DC 13), stabilize
  TACTICS
  During Combat Zeeva is unarmed and ill prepared for combat. 
  She tries to stay out of harm’s way, using her fortune and 
  healing hexes to assist the PCs. If directly threatened, she 
  takes the total defense action.
  Morale If all the PCs are knocked unconscious or killed, Zeeva 
  defends her marketplace to the death.
  STATISTICS
  Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 15
  Base Atk +2; CMB +1; CMD 14
  Feats Alertness, Dodge, Iron Will, Extra HexAPG
  Skills Fly +7, Heal +7, Knowledge (arcana) +8, Knowledge 
  (history) +8, Perception +8, Profession (merchant) +7, Sense 
  Motive +6, Spellcraft +10, Use Magic Device +9
  Languages Common, Infernal, Shoanti, Varisian
  SQ witch’s familiar (cat named Nimeeta)
  Gear wand of reduce person (12 charges)
  SUBTIER 4–5 (CR 6)
  JAELLE GOLDTOOTH 
  CR 3
  hp 33 (see page 19)
  TACTICS
  As Subtier 1–2.
  SCZARNI MERCENARIES (2) 
  CR 3
  Male charlatans (Pathfinder RPG NPC Codex 145; see page 24)
  hp 21 each
  Gear The mercenaries carry 29 gp, rather than 129 gp.
  TACTICS
  During Combat The mercenaries hide in the crowd until 
  
  21
  PORTENT’S PERIL
  any PCs pursue Goldtooth into the northern half of the 
  marketplace. Then they sneak attack with their rapiers, 
  flanking if possible. 
  Morale Fearing reprisal from Madreki Gael if they back down, 
  the mercenaries fight to the death.
  ZEEVA FOXGLOVE 
  CR 3
  hp 22 (see above)
  TACTICS
  As Subtier 1–2.
  Development: Defeating Jaelle Goldtooth is only half a 
  victory; to avert the last disaster, the PCs must also save 
  Lady Qualstair’s life. If the PCs were unable to prevent 
  her from eating the poisoned berry, Lady Qualstair dies 
  within 5 minutes unless treated. To treat the poison, a 
  PC must succeed at two DC 18 Heal checks—the first 
  occurring 10 rounds after she ingested the poison, and 
  the second 10 rounds after that. The PCs may instead use 
  magic such as neutralize poison. Even a delay poison spell or 
  potion (such as the one the PCs may have found in area 
  A) is sufficient to grant the noblewoman time to obtain 
  stronger curative magic from a church. While the PCs 
  are attempting to treat the poison, Zeeva runs out to the 
  street while yelling for help in an attempt to bring any 
  nearby clerics to help. In Subtier 1–2, Zeeva’s familiar 
  Nimeeta helps the PCs treat the poison, giving them a +2 
  bonus on both Heal checks.
  Treasure: If the PCs save Lady Qualstair’s life, she 
  makes a public show of thanks, rewarding them with a 
  necklace of yellow garnets and black onyxes worth 400 
  gp. In Subtier 4–5, the gift is instead a gold tiara with 
  black pearls worth 1,000 gp. 
  CONCLUSION
  The adventure assumes that the PCs investigate areas A, 
  B, and C before returning to the Green Market. If they 
  complete only one of these encounters before going to 
  the Green Market, run encounters D and E as written, 
  but have Zeeva Foxglove send the PCs out again thereafter 
  to ensure that no more disasters are waiting to strike. If 
  they reach a dead end, Foxglove can perform a divination 
  to send them to any locations they missed.
  If the PCs capture Goldtooth alive, she bitterly 
  reveals Madreki Gael’s plot (see the Goldtooth’s Gambit 
  sidebar on page 6). She knows little of Gael’s current 
  whereabouts—their last rendezvous was over a month 
  ago in Kaer Maga—and she does not know the names 
  of the Sczarni black marketeers who equipped her 
  with poisons. If the PCs turn her over to the Korvosan 
  authorities as Zeeva Foxglove recommends, Goldtooth 
  laughs and boasts, “I already dodged their dungeons 
  once. My luck will hold.”
  Unless the PCs inquire first, Foxglove asks Goldtooth 
  why the Yellow Prophet frightened her during their 
  initial reading. Goldtooth laughs off Foxglove’s fears, 
  declaring, “Dark fates and prophecies. All just part of 
  the game.” If the PCs point out that the harrow cards 
  helped apprehend her, she begrudgingly admits their 
  power. When Foxglove or the PCs inspect Goldtooth’s 
  harrow deck, the Yellow Prophet is nowhere to be found. 
  If the PCs do not consider their victory to be satisfying, 
  Foxglove reassures them, pointing out the PCs’ diligent 
  detective work helped prevent several disasters of 
  varying scales. 
  As long as the PCs saved Lady Qualstair, Zeeva Foxglove 
  performs a harrowing for them. This harrowing proves to 
  be particularly auspicious—each PC earns the Fortune’s 
  Return boon on her Chronicle sheet. If the PCs succeeded 
  at all of their efforts, have each player cross off two of the 
  entries from below the boon. For each of areas A, B, and C 
  in which the PCs did not avert disaster—where “averting 
  disaster” means earning credit toward their secondary 
  success condition in that area—have each player cross 
  off one more entry. If the PCs report failing in any of 
  their endeavors, Foxglove admits that sometimes fate 
  cannot be cheated. In some cases, the PCs’ presence may 
  have actually contributed to distractions or disasters, 
  in which case Foxglove blames herself for dispatching 
  them in the first place—after all, as she points out, the 
  Yellow Prophet is a card of paradox and self-fulfilling 
  prophecies. “Perhaps,” she says, “Korvosa is better off 
  without it.”
  PRIMARY SUCCESS CONDITIONS
  The PCs fulfill their primary success conditions for 
  this scenario if they defeat Jaelle Goldtooth and save the 
  life of Lady Auralina Qualstair. Doing so earns each PC 
  1 Prestige Point
  SECONDARY SUCCESS CONDITIONS
  The PCs fulfill their secondary success conditions if 
  they complete three or more of the following five tasks: 
  return the two stolen eggs to the pseudodragons, rescue 
  the Varisians affected by the collapsing floor; defeat the 
  ankhegs before they harm any NPCs, deduce that Lady 
  Qualstair is Jaelle Goldtooth’s target before returning to 
  the Green Market, and intervene in Goldtooth’s scheme 
  before Lady Qualstair eats the poisoned blondberry. 
  Doing so earns each PC 1 Prestige Point.
  
  PATHFINDER SOCIETY SCENARIO
  22
  Player Handout #1: The Mission
  Player Handout #2: Cards of Dark Fate
  Greetings,
  I will cut straight to the point. The owner of the Green Market, Zeeva Foxglove, needs our help. I’d 
  normally require a more substantial explanation than what she’s given us, but Zeeva is a friend, and she 
  knows a thing or two about prophecies. If she says disaster is about to strike Korvosa, I believe her. 
  Time is of the essence. When you receive this message, head to Korvosa at once. Travel to Eodred’s 
  Square and inform the local guards that you are looking for Zeeva, and she will come out to meet you. I’ve 
  enclosed a letter of credit that should be sufficient to secure you passage to Korvosa. Best of luck to you, 
  Pathfinders. I look forward to reports of your success.
  Venture-Captain Sheila Heidmarch
  
  23
  PORTENT’S PERIL
  GM Reference: The Suit of Books
  
  PATHFINDER SOCIETY SCENARIO
  24
  APPENDIX: STAT BLOCKS
  The following stat blocks appear in this scenario.
  ANKHEG 
  CR 3
  Pathfinder RPG Bestiary 15
  N Large magical beast
  Init +0; Senses darkvision 60 ft., low-light vision, tremorsense 
  60 ft.; Perception +8
  DEFENSE
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 28 (3d10+12)
  Fort +6, Ref +3, Will +2
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Melee bite +5 (2d6+4 plus 1d4 acid and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks spit acid
  STATISTICS
  Str 16, Dex 10, Con 17, Int 1, Wis 13, Cha 6
  Base Atk +3; CMB +7 (+11 grapple); CMD 17 (25 vs. trip)
  Feats Skill Focus (Perception), Toughness
  Skills Climb +8, Perception +8
  ECOLOGY
  This burrowing, bug-like monster scuttles about on six legs, 
  drooling noxious green ichor from its clacking mandibles.
  SPECIAL ABILITIES
  Spit Acid (Ex) Once every 6 hours, an ankheg can spit a 30-
  foot line of acid. Creatures struck by this acid take 4d4 
  points of acid damage (Reflex DC 14 half). Once an ankheg 
  uses this attack, it must wait 6 hours before using it again. 
  Additionally, during this time period, its bite attack does 
  not inflict any additional acid damage. As a result, an 
  ankheg does not use this ability unless it is desperate 
  or frustrated, most often spitting acid when reduced 
  to fewer than half its full normal hit points or when it 
  cannot not successfully grab an opponent. The save DC 
  is Constitution-based.
  CHARLATAN 
  CR 3
  Pathfinder RPG NPC Codex 145
  Human rogue 4
  CN Medium humanoid (human)
  Init +2; Senses Perception +8
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 21 (4d8)
  Fort +1, Ref +6, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +3 (1d6–1/18–20)
  Ranged light crossbow +5 (1d8/19–20)
  Special Attacks sneak attack +2d6
  Rogue Spell-Like Abilities (CL 4th, concentration +5)
  3/day—prestidigitation
  2/day—disguise self
  TACTICS
  Before Combat The charlatan attempts to use Bluff or Disguise 
  to avoid combat.
  During Combat The charlatan uses Improved Feint to make 
  sneak attacks while trying to escape.
  STATISTICS
  Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 18
  Base Atk +3; CMB +2; CMD 14
  Feats Combat Expertise, Deceitful, Improved Feint
  Skills Bluff +13, Diplomacy +11, Disable Device +9, Disguise +13, 
  Heal +3, Knowledge (local) +8, Perception +8, Perform 
  (sing) +9, Sense Motive +8, Sleight of Hand +9, Stealth +9, 
  Use Magic Device +11
  Languages Common, Elven
  SQ rogue talents (major magic, minor magic), trapfinding +2
  Combat Gear potion of cure moderate wounds, scroll of bless, 
  scroll of burning hands, scroll of cure light wounds, scroll of 
  magic missile, alchemist’s fire (2), holy water, thunderstone; 
  Other Gear+1 studded leather, light crossbow with 10 bolts, 
  mwk rapier, disguise kit, everburning torch, healer’s kit, thieves’ 
  tools, wizard’s spellbook, wooden holy symbol, 129 gp
  DOOM PROPHET 
  CR 2
  Pathfinder RPG NPC Codex 245
  Half-orc adept 4
  CE Medium humanoid (human, orc)
  Init +0; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 13, touch 10, flat-footed 13 (+3 armor)
  hp 30 (4d6+16)
  Fort +3, Ref +1, Will +6
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk heavy mace +7 (1d8+4)
  Ranged mwk sling +3 (1d4+4)
  Adept Spells Prepared (CL 4th; concentration +6)
  2nd—darkness
  1st—burning hands (DC 13), cause fear (DC 13), command 
  (DC 13)
  0 (at will)—detect magic, guidance, read magic
  TACTICS
  Before Combat The doom prophet reads his scrolls of bear’s 
  endurance and bull’s strength.
  Base Statistics Without bear’s endurance and bull’s strength, 
  the doom prophet’s statistics are hp 22; Fort +1; Melee mwk 
  heavy mace +5 (1d8+2); Ranged mwk sling +3 (1d4+2); Str 
  14, Con 11; CMB +4; CMD 14.
  STATISTICS
  Str 18, Dex 10, Con 15, Int 9, Wis 14, Cha 8
  
  25
  PORTENT’S PERIL
  Base Atk +2; CMB +6; CMD 16
  Feats Skill Focus (Intimidate), Toughness
  Skills Fly +3, Intimidate +7, Knowledge (religion) +3
  Languages Common, Orc
  SQ orc blood, summon familiar (bat), weapon familiarity
  PSEUDODRAGON 
  CR 1
  Pathfinder RPG Bestiary 229
  NG Tiny dragon
  Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light 
  vision; Perception +6
  DEFENSE
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
  hp 15 (2d12+2)
  Fort +4, Ref +5, Will +4
  Immune paralysis, sleep; SR 12
  OFFENSE
  Speed 15 ft., fly 60 ft. (good)
  Melee sting +6 (1d3–2 plus poison), bite +6 (1d2–2)
  Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
  STATISTICS
  Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10
  Base Atk +2; CMB +2; CMD 10 (14 vs. trip)
  Feats Weapon Finesse
  Skills Diplomacy +5, Fly +15, Perception +6, Sense Motive +6, 
  Stealth +19 (+23 in forests), Survival +6; Racial Modifiers +4 
  Stealth (improves to +8 in forests)
  Languages Draconic; telepathy (60 ft.)
  DESCRIPTION
  This housecat-sized miniature dragon has fine scales, 
  sharp horns, wicked little teeth, and a tail tipped with a 
  barbed stinger.
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/minute 
  for 10 minutes; effect sleep for 1 minute; cure 1 save. The 
  save DC is Constitution-based and includes a +2 racial bonus.
  
  PATHFINDER SOCIETY SCENARIO
  26
  
  27
  PORTENT’S PERIL
  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
  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
  Pathfinder Society Scenario #8-01: 
  Portent’s Peril
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
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  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
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  means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product 
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  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions 
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  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
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  portion of this License to include the exact text of the COPYRIGHT NOTICE 
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  and You must add the title, the copyright date, and the copyright holder’s 
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  every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
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  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Portent’s Peril © 2016, Paizo Publishing, LLC; Author: Scott Sharplin.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  1–2
  4–5
  —
  255
  940
  —
  597
  509
  1,879
  —
  1,194
  Out of
  Subtier
  Pathfinder Society Scenario #8-01: 
  Portent’s Peril
  Draconic Sidekick: You returned several stolen pseudodragon eggs to their clutch. Now, the 
  pseudodragons of the Frisky Unicorn have selected you as the traveling companion and mentor for 
  one of their hatchlings. The young pseudodragon has not yet chosen her name, and she allows you to 
  help her decide. As long as you do not mistreat your new ally and your alignment does not become evil 
  at any time, she agrees to travel with you. You may use this boon in one of two ways. First, you may take 
  a pseudodragon (Pathfinder RPG Bestiary 229) as a familiar with the Improved Familiar feat as long as 
  you are a spellcaster of at least 5th level (rather than 7th). This pseudodragon’s sting counts as silver 
  for the purposes of bypassing damage reduction.
  Alternatively. you may cross this boon off your chronicle sheet to gain a pseudodragon that follows 
  you loyally for one adventure. Its sting also bypasses DR/silver, as the pseudodragon familiar. This 
  pseudodragon allows you to bypass the normal limit of one combat creature per player per scenario. 
  Fortune’s Return: Despite the ill omens of the Yellow Prophet, you saved Lady Qualstair from 
  assassination and prevented unfortunate accidents from carrying deadly consequences. You gain up to 
  four of the six abilities below (your GM will tell you if you did not earn all four). Cross off the ones you 
  do not choose. 
  You may activate an ability that you did not cross off by checking off the box next to it. Doing so grants 
  you a +1 luck bonus on an attack roll, saving throw, skill check, or ability check associated with the 
  corresponding ability score. Apply the bonus before you roll. The bonus increases to +2 if you use if for 
  the specific use listed below.
  The Suit of Hammers (Strength): Sundering or otherwise breaking an object
  The Suit of Keys (Dexterity): Picking a lock
  The Suit of Shields (Constitution): Fortitude saves or Constitution checks against fatigue or exhaustion
  The Suit of Books (Intelligence): Performing research
  The Suit of Stars (Wisdom): Avoiding getting lost or otherwise navigating
  The Suit of Crowns (Charisma): Speaking to a person in a position of authority
  Core Campaign
  All Subtiers
  Subtier 4–5
  blackfingers paste (50 gp; Pathfinder Campaign 
  Setting: Rival Guide 53)
  dust of illusion (1,200 gp)
  flame fountain firework (100 gp; Pathfinder RPG 
  Ultimate Equipment 106)
  giant wasp poison (210 gp, limit 1)
  Harrow deck (100 gp; Pathfinder RPG Ultimate 
  Equipment 66)
  potion of delay poison (300 gp)
  potion of undetectable alignment (300 gp) 
  shadow essence (250 gp, limit 3)
  coin of the untrodden road (6,000 gp; Pathfinder RPG 
  Ultimate Equipment 289)
  potion of cure moderate wounds (300 gp)
  scroll of neutralize poison (CL 9th; 900 gp, limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-01 - Portents Peril.pdf