TEXT: By Justin Juan
  By Way of Bloodcove
  PATHFINDER SOCIETY SCENARIO #6–09 
  TIER 3–7
  
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  Author • Justin Juan
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  Pathfinder Society Scenario #6–09: By Way of Bloodcove is a Pathfinder Society Scenario designed for 3rd- to 7th-level 
  characters (Tier 3–7; Subtiers 3–4 and 6–7). This scenario is designed for play in the Pathfinder Society Organized Play 
  campaign, but can easily be adapted for use with any world.
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  of the world’s oldest fantasy roleplaying game.
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  By Way of Bloodcove
  Pathfinder Society Scenario #6–09
  
  Mwangi Expanse
  Mwangi Jungle
  • Bloodcove
  3
  secure Malika Fenn’s report—all while undermining the 
  Aspis stranglehold on trade in the western expanse.
  Aya’s team is not the only party seeking additional 
  information about the Consortium’s movements. A 
  Technic League double agent by the name of Na’alu 
  has lived in Bloodcove and worked for the Consortium 
  for years while keeping an eye out for the occasional 
  Numerian contraband, and secrecy about the upcoming 
  expedition has him suspicious. Knowing that a team 
  of League agents recently clashed with the Pathfinder 
  Society in Nantambu, he believes this upcoming 
  operation may interest his true patron. Hoping to let 
  the Pathfinder Malika Fenn do his legwork for him, he 
  O
  n the western coast of the Mwangi Expanse lies the 
  port city of Bloodcove, a shady trade city dominated 
  by the Aspis Consortium. A haven for poachers, 
  smugglers, pirates, and grave robbers, Bloodcove’s only 
  laws that are truly enforced are those that protect the 
  uninterrupted trade of pillaged Mwangi relics and 
  resources from the inner expanse through the city and 
  then throughout the Inner Sea region. Interfering with 
  the Consortium’s lucrative assets in this city is a sure way 
  to call forth the organization’s full might. Needless to 
  say, it is not a place that is friendly to Pathfinders.
  Despite the air of hostility, an agent of the Society 
  named Malika Fenn has managed to maintain a small 
  lodge in Bloodcove. Though the Aspis Consortium knows 
  of her presence, they prefer to keep eyes on her rather than 
  eliminate her and waste time identifying the Society’s 
  inevitable replacement. Recently, Malika discovered 
  details pertaining to a major Consortium expedition 
  up the Vanji River that is currently in the planning and 
  preparation stages. Unable to send extensive information 
  directly to her superior in Nantambu for fear of the 
  documents being intercepted by the Consortium, she 
  instead embedded a shorter, hidden message in her usual 
  report. The message warned of a major undertaking 
  and requested agents be sent into the city to receive the 
  intelligence she had gathered and carry it out of the city 
  without alerting the Consortium to her knowledge of 
  their project.
  Nieford 
  Sharrowsmith, 
  the 
  venture-captain 
  in 
  Nantambu, quietly departed the city on an expedition to 
  the Bandu Hills weeks ago, and his colleague Aya Allahe, 
  a local merchant and ally, has struggled to keep the lodge 
  intact when the other Pathfinders in the region learned 
  of his disappearance. Although the Society now has an 
  idea of where Sharrowsmith has gone, Aya is uneasy due 
  to his lack of communication. The timing of the Aspis 
  expedition makes her question its true purpose, and she 
  suspects the Consortium knows something more about 
  the venture-captain’s fate. As a result, she has assembled 
  a team to infiltrate Bloodcove, stall the expedition, and 
  By Way of Bloodcove
  By Justin Juan
  WHERE ON GOLARION?
  This adventure takes place in Bloodcove, a dangerous city 
  that straddles the Vanji River on the west coast of the 
  Mwangi Expanse. The city rises above the silt-choked water 
  on a foundation of mangrove roots crisscrossed by wooden 
  walkways, and the trade port attracts a wide range of native 
  Mwangi, merchants, and pirates. For more information about 
  Bloodcove, see Pathfinder Campaign Setting: Heart of the 
  Jungle and Pathfinder Campaign Setting: The Inner Sea 
  World Guide, available at bookstores and game stores, and 
  online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  has expended more effort on tracking down and stealing 
  her reports than investigating the Aspis Consortium’s 
  expedition himself. The arrival of new Pathfinder agents 
  provides him a new target to follow.
  SUMMARY
  Aya Allehe dispatches the PCs in response to a coded 
  message she received from the Pathfinder agent Malika 
  Fenn in the city of Bloodcove warning of an impending 
  Consortium expedition up the Vanji River, and stating 
  that Malika possesses further information of concern to 
  the Pathfinder Society. Aya advises they find the bounty 
  board at the infamous Witchlight Inn to suss out how to 
  contact Malika and retrieve the intel. Aya additionally gives 
  the PCs three tasks to complete while in Bloodcove: find a 
  method to stall the impending Aspis expedition, connect 
  with local elements within the city that might be willing 
  to aid the Society in smuggling agents and supplies in and 
  out of the city in the future, and finally, take the pulse of 
  the city by talking to influential or connected citizens to 
  see how strong the Aspis’s hold on the populace really is.
  Upon reaching the Witchlight, the PC’s find an 
  Aspis Consortium representative named Na’alu who is 
  recruiting day workers to load cargo on the river boats 
  preparing for the expedition, providing a potential 
  method of getting close to the expedition’s vessels. The 
  PC’s also must identify Malika’s coded message among 
  the postings on the bounty board and decrypt the 
  message. By solving Malika’s riddle, they find the trail 
  that leads to the information they seek. However, Na’alu 
  is a spy for the Consortium, and he tries to monitor the 
  PCs’ progress throughout the adventure.
  The adventure allows the PCs to complete their 
  objectives in any order, and as the PCs travel through 
  Bloodcove, they must maintain their cover to avoid 
  unwanted attention—or violence.
  For their first objective, the PCs must sabotage the 
  Aspis expedition in order to delay its departure. Doing so 
  requires getting past the guards and dogs posted by the 
  Consortium to keep an eye on their property. After that, the 
  PCs must decide how to sabotage the mission effectively 
  without attracting too much unwanted attention.
  For the second objective, the PCs need to follow up 
  on Aya’s leads and establish an ally within the city. Aya 
  directs the PCs to a contact that has worked with the 
  Society before: Novaria of House Cartahegn, a small 
  trading house that competes with the Consortium and is 
  hungry to get a bigger piece of the pie. Novaria requests 
  the PCs act as caravan guards to protect a shipment of 
  goods being moved from Cartahegn’s trade house to a 
  dockside warehouse for export. The PCs later discover 
  that Cartahegn has begun trading in pillaged Mwangi 
  artifacts, and a local smuggler named Ungala has been 
  raiding Cartahegn trading vessels and selling the 
  artifacts back to the Mwangi people. The PCs must decide 
  which side to support in the conflict, either protecting 
  Cartahegn’s latest shipment or allowing Ungala’s 
  criminal network to reclaim it.
  The PC’s last objective requires them to follow 
  Malika’s clues to find a hidden dead drop containing the 
  gathered intelligence regarding the Aspis Consortium’s 
  pending expedition. Her clues consist of a series of 
  hidden ioun stones keyed to seek one another when placed 
  in a wayfinder, and the PCs can use these to pinpoint the 
  hidden cache.
  Once the PCs have completed their goals (or been 
  chased out of Bloodcove), they encounter Na’alu, who 
  attempts to take Malika’s report by force.
  GETTING STARTED
  Read or paraphrase the following to get the adventure started.
  The sun bears down oppressively through the jungle’s 
  humidity, causing the air to shimmer and lending an even 
  greater feeling of otherworldliness to the Mwangi city of 
  Nantambu. Aya Allehe enters the sweltering room in the local 
  Pathfinder Lodge with a worn and harried look in her eyes. 
  “Thank you for agreeing to meet here on such short notice,” 
  she begins. “As you may already know, the venture-captain of 
  this lodge, Nieford Sharrowsmith, has been away for several 
  weeks heading an expedition into the interior of the expanse. 
  A week ago, I received a letter addressed to Sharrowsmith from 
  our agent working in the Aspis Consortium-controlled city of 
  Bloodcove, Malika Fenn. The letter appeared to be a routine 
  report, though I recognized that it hid an encoded message 
  that describes an impending Consortium expedition up the 
  Vanji River, planned to depart within the week.
  “Malika additionally informed us that this expedition’s 
  aims are of great concern to the Pathfinder Society. She has 
  collected substantial intelligence to this effect but is unable to 
  get the information out of the city for fear that the Consortium 
  will detect and intercept it. To make matters worse, Venture-
  Captain Sharrowsmith has failed to check in with any other 
  Pathfinder contacts in the region or send back any messages 
  during his own expedition. The timing of these two events 
  GM RESOURCES
  This adventure makes use of the following Pathfinder 
  Roleplaying Game products: the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG NPC 
  Codex (NPC), and Pathfinder Campaign Setting: Technology 
  Guide (TG). These rules can be found online for free as part 
  of the Pathfinder Roleplaying Game Reference Document 
  at paizo.com/prd.
  
  Aya Allahe
  5
  BY WAY OF BLOODCOVE
  is too convenient for my liking, so even though I am only 
  overseeing this lodge in Sharrowsmith’s absence, I ask that 
  you travel into the lion’s den to retrieve the information that 
  Malika has gathered on this expedition so that we can find out 
  if it is connected to Sharrowsmith’s disappearance. Malika has 
  indicated that she left a message for us in the Witchlight Inn 
  that will help us find her information, so head there first.
  “Though these are grim circumstances, they also present us 
  with an opportunity. Once you have infiltrated the 
  city, try to sabotage the Consortium’s preparations 
  for the expedition. You won’t be able to stop it 
  completely, but you can at least buy us some 
  time to determine its nature and formulate 
  a response. I also want you to make some 
  inroads for the Society in the city. Gaining the 
  ability to move agents and supplies through 
  Bloodcove more easily would be a massive boon 
  for our operations in the Expanse. I have some 
  information on some disenfranchised citizens of 
  Bloodcove who may be up to the task. Finally, 
  gather some intelligence of your own. Talk to the 
  people of Bloodcove and see how complete the 
  Aspis’s control over the populace is. Report to me any 
  groups or people of influence who may be sympathetic 
  to our cause and support us in future moves against the 
  Consortium. Once you’re done, get out of the city. 
  Leaving in a different way than you arrived 
  tends to be best.”
  Following initial questions, Aya 
  provides the PCs with several forged 
  bounty postings and explains that 
  the simplest cover story involves posing as 
  bounty hunters looking for work. Doing so 
  would explain their movements around the city, though 
  she invites the PCs to concoct an alternate cover story. 
  She also provides them with the name of a possible 
  contact: Novaria, an agent of House Cartahegn (one of the 
  smaller rival trade houses of the city), who has worked 
  with the Society in the past. She tells them that they if 
  they mention Aya’s name, the Cartahegn spokeswoman 
  should at least hear them out.
  The PCs might have additional questions. These and 
  Aya Allahe’s responses follow.
  Why didn’t Malika Fenn just include the intelligence 
  in her encoded message? “I suspect the full report is quite 
  substantial, and she would not have been able to smuggle 
  such a package out of the city without the Consortium 
  noticing, taking the report, and having enough text to 
  break Malika’s codes.”
  Can we just meet with Malika to retrieve the report? 
  “In her message, Malika mentioned that she suspected 
  that her cover had been compromised, and she has gone 
  to ground in order to stay safe. Any direct contact with 
  her could further endanger both her life and her role in 
  the city.”
  Why are you helping the Society? “Nieford is a friend 
  and a close business associate, and the Pathfinders’ role 
  in the expanse benefits my business and the region as 
  a whole—at least compared to others who would fill the 
  vacuum if the Society disappeared here. I have asked you 
  to perform mutually beneficial tasks, though the Society 
  stands to lose much more than I do if you fail.
  Knowledge (geography or local)
  The PCs may already be familiar with the 
  city of Bloodcove.
  15+ Bloodcove lies on the western edge 
  of the Mwangi Expanse. The local culture 
  blends the traditions of Cheliax, the 
  Shackles, and the native Mwangi people.
  20+ Bloodcove sits on the headwaters 
  of the Vanji River, and much of the city 
  rests atop the roots of massive mangrove 
  trees. Wealth from the jungle interior flows 
  through Bloodcove, making the dingy city 
  surprisingly wealthy. Prominent features 
  in the city include the Witchlight Inn 
  and Free Trade Square.
  25+ Retired Shackles pirates 
  founded Bloodcove to enjoy 
  their ill-gotten fortunes. 
  As a free trade port, 
  the only laws genuinely 
  enforced are those that keep 
  trade flowing.
  Diplomacy (gather information) or 
  Knowledge (local)
  The PCs might know about Bloodcove’s political and 
  social dynamics.
  15+ Though ostensibly ruled by the elected Grand 
  Admiral, fiercely competitive trading houses wield the 
  genuine power behind Bloodcove politics. The Aspis 
  Consortium currently dominates the political and 
  economic scene. 
  20+ The trading houses brutally crush any criminal 
  organizations that interfere with their business. As a 
  result, most of Bloodcove’s criminal activity revolves 
  around exports (such as the drug trade) or else focuses 
  on the poorer citizens. The local guard only investigates 
  crimes if well paid for the service, leaving most of the city 
  subject to vigilante law.
  25+ The Aspis Consortium watches the local Pathfinder 
  chapter house constantly. Foreign Pathfinders who visit 
  it frequently disappear.
  
  6
  PATHFINDER SOCIETY SCENARIO
  Development: Once the PCs are ready to depart, 
  Aya secures them passage on a convoy of small, fast 
  riverboats bound for Bloodcove. The rest of the voyage 
  is relatively uneventful.
  Maintaining Cover
  Whether the PCs take Aya’s advice to pose as bounty 
  hunters or choose a different tact, they must periodically 
  attempt skill checks to maintain their cover as they move 
  about the city. Failing to do so attracts unwanted attention 
  represented by Awareness Points, and those working for 
  the Aspis Consortium can quickly piece together who the 
  PCs are, what they’re doing, and how to stop them.
  When the PCs first arrive in Bloodport and again 
  when the PCs begin pursuing any of the three objectives, 
  each PC attempts an appropriate skill check based on 
  her chosen cover (see below). In Subtier 3–4, the DC is 
  14, and in Subtier 6–7 the DC is 17. Each time a PC fails 
  such a check, the entire group earns 1 Awareness Point. 
  Each time the PCs attempt these skill checks, one PC 
  may voluntarily increase her check’s DC by 10 in order 
  to create false trails and confound spies; if she succeeds 
  at the check, she instead decreases the PCs’ Awareness 
  Point total by 1 (minimum 0). Other actions during the 
  adventure may earn the PCs additional Awareness Points.
  The players are encouraged to come up with their 
  own cover stories as befits their characters, and the 
  GM should use the following examples as a guideline 
  to determine if a cover story is reasonable and which 
  skills it ought to use. It is possible for the PCs to adopt 
  different disguises, but each additional type of disguise 
  beyond the first increases the DC of these skill checks 
  by 1 to reflect the difficulty of avoiding notice while 
  traveling as an eclectic group.
  Lying Low: Keeping a low profile and sticking to 
  crowds and back alleyways requires no special skills or 
  preparations, however PCs attempting to avoid notice 
  need to attempt Knowledge (local) or Stealth checks as 
  they go about their business to avoid the suspicious eyes 
  of the Aspis Consortium.
  Bounty Hunters/Mercenaries: As Aya suggested, the 
  PCs are easily able to pose as swords for hire around town. 
  Bloodcove is teaming with sell swords, making another 
  motley group of armed adventurers less conspicuous 
  than in most situations. PCs who attempt this disguise 
  need to attempt Disguise or Intimidate checks to prevent 
  others from noticing their defining attributes.
  Merchants: Bloodcove is a city that is run by powerful 
  trading houses, and as such merchants are given free rein 
  to conduct their business about the city. PCs who have the 
  necessary skills and air can attempt to pose as merchants 
  to gain greater freedom around the city, but must put 
  more thought and care into their appearances. Weapons 
  and armor on a merchant would draw suspicion and must 
  be hidden or discarded, along with any obviously magical 
  gear. These PCs use Appraise and Diplomacy to maintain 
  their cover.
  THE CONSEQUENCES OF AWARENESS
  As the PCs accrue more Awareness Points, merchants and 
  criminals alike become warier of the disguised Pathfinders. 
  Word gradually reaches Aspis ears and results in tighter 
  security and—eventually—enough armed agents to chase 
  the PCs out of town. The Awareness Point thresholds fall 
  into four categories: minor, moderate, major, and severe. 
  When a group’s point total reaches a certain threshold, 
  they trigger the corresponding condition and all of the 
  lesser conditions.
  Minor: The PCs receive a –2 penalty on all Bluff, Diplomacy, 
  Disguise, and Intimidate checks made in Bloodcove.
  Moderate: The Consortium’s local leadership dispatches 
  more agents to ensure the protection of their assets. At 
  the beginning of each combat encounter for the rest of the 
  adventure, the GM should roll 1d10 (in Subtier 6–7, add 5 to 
  the result), consult the table below, and add the resulting 
  enemies to that encounter as additional Aspis agents, native 
  sympathizers, or trained beasts as appropriate. Place these 
  additional combatants as befits the encounter.
  Major: Aspis sympathizers seem to be everywhere, 
  warning others not to cooperate with the PCs. The PCs’ 
  penalty on Bluff, Diplomacy, Disguise, and Intimidate checks 
  increases to –5. When rolling on the table below to add 
  combatants to an encounter, add 3 to the die result.
  Severe: The Aspis Consortium has mobilized enough 
  enforcers and allies to lock down Bloodcove, preventing the 
  PCs from completing any more objectives and forcing them 
  to flee the city. Proceed to the final encounter in area E.
  For most groups, reaching the minor threshold requires 
  5 Awareness Points. Reaching the moderate, major, and 
  severe thresholds require 10, 15, and 20 points respectively. 
  If the group has only four PCs, the thresholds for the four 
  categories are instead 4, 8, 12, and 16 points respectively.
  d10 
  Additional Enemies
  1–2  
  trained hyena (Pathfinder RPG Bestiary 179)
  3–5 
  1 guard (Pathfinder RPG NPC Codex 267)
  6–9 
  2 Aspis Consortium guards (use Subtier 3–4 stats  
   
  on page 10)
  10–12 1 Aspis enforcer (use Subtier 3–4 stats on page 10)
  13–14 2 Aspis Consortium guards (use Subtier 6–7 stats  
   
  on page 11)
  15–16 1 trained 5-headed hydra (Bestiary 179)
  17+ 
  1 Aspis enforcer (use Subtier 6–7 stats on page 11)
  
  Bloodcove
  • House
   Cartahegn
  • Ungala’s Ambush
  • Malika’s Dead Drop
  • The Witchlight
  Omombo’s Lamps •
  N
  7
  BY WAY OF BLOODCOVE
  Tribespeople: PCs of native Mwangi origin might 
  attempt to disguise themselves as local tribespeople coming 
  to town to find work. As second-class citizens of Bloodcove, 
  the native Mwangi people are often all but invisible to the 
  influential merchants of the city. PCs using this disguise 
  use Knowledge (nature) and Survival to avoid detection.
  Traitors: Pathfinders might choose not to disguise 
  themselves at all, but rather pose as former members of 
  the society that are interested in switching sides to join 
  the Aspis Consortium. Though this option may be easy to 
  maintain, it all but guarantees that the PCs are put under 
  close watch for the duration of their stay in Bloodcove. PCs 
  using this disguise use Bluff or Diplomacy to maintain 
  their cover.
  A. THE WITCHLIGHT CIPHER
  The dim atmosphere inside the Witchlight contrasts sharply 
  with the bright Mwangi sun. The sour stench of unwashed 
  bodies and stale beer fills the air as a throng of warehouse 
  workers, ship crews, and less reputable folk take their morning 
  meals. The innkeeper stands behind the bar chatting amiably 
  with patrons, while servers hurry between tables.
  The Witchlight is a prominent inn and a favorite of 
  travelers visiting Bloodcove for the first time, so the 
  arrival of a new group of armed mercenary types causes 
  no comment. The innkeeper uses the inn’s popularity to 
  spy on newcomers to the city with the help of his serving 
  staff. With a successful DC 22 Perception or Sense 
  Motive check (DC 25 in Subtier 6–7), characters notice 
  that the servers hover near certain tables and often take 
  circuitous routes to their customers in order to overhear 
  conversations. Succeeding at this check grants each PC a 
  +2 circumstance bonus on his next check to avoid earning 
  an Awareness Point. 
  The 
  PCs’ 
  objective, 
  the 
  bounty 
  board, 
  hangs 
  prominently near the entrance to the common room 
  and is covered in over a dozen listings detailing various 
  fugitives, missing persons, or unfortunate souls who’ve 
  simply made wealthy enemies. The first task the PCs 
  have is to identify which posting contains the message 
  they are after. After reviewing the different notices, one 
  sticks out like a sore thumb to the Pathfinders: a bounty 
  requesting the recovery of a stolen amulet supposedly 
  posted by Kreighton Shaine. Though few in the Mwangi 
  Expanse would recognize the name, it belongs to the 
  
  8
  PATHFINDER SOCIETY SCENARIO
  Pathfinder Society’s Master of Scrolls. Give the players 
  the Player Handout.
  Once the PCs identify the proper bounty, the harder 
  task of deciphering Malika Fenn’s hidden message 
  begins. Before they can begin analyzing it, the inn’s 
  door slams open with a bang, and the room goes quiet. 
  The new arrival is Na’alu, a tall, slender Bonuwat man 
  with long but neatly kept dreadlocks wearing long robes 
  and a brightly colored necklace of beads. Two Bekyar 
  men accompany him and leer menacingly at bystanders. 
  Na’alu draws a rolled piece of parchment from his robe, 
  opens it, and announces in a clear voice, “We have ten 
  jobs available for today, working the warehouse at dock 
  twenty-two. Any strong, able-bodied person is welcome 
  to see me for assignment.” He then moves to a table near 
  the door and sits down, and a line begins to form in 
  front of him.
  If the PCs ask any of the locals what is going on, they 
  reply, “He is Na’alu, one of the Consortium’s men. Been 
  coming here for two weeks, looking for day workers 
  to load up supplies on some big ships the company 
  is sending upriver. They work you like dogs, but it’s 
  good money and they feed you at midday.” If the PCs 
  decide to try to apply, they find themselves to be the 
  last applicants accepted, but they are forced to sign a 
  contract stipulating that they will work for the entire 
  day or receive no pay and be subject to possible breach of 
  contract fees. The PCs may also choose to talk to Na’alu, 
  who is cheerful and talkative. He continuously tries to 
  sell the PCs on accepting the job and talks about how 
  the Consortium pays good money for honest work. If 
  the PCs accept the job, they are directed to travel to the 
  warehouse in area B.
  In order to begin the third objective, the PCs must 
  decipher the message Malika hid in the bounty (see the 
  Player Handout). The PCs may realize that the name of 
  the amulet, “Terra Fas DeQuere,” is actually an anagram 
  of “Free Trade Square,” but if they are having trouble 
  solving the anagram they can receive the following clues 
  by succeeding at an Intelligence check.
  DC 
  Result
  10+ 
  Terra Fas DeQuere is not any language known in the  
   
   
  Inner Sea. Also the reward amount is both too small  
   
   
  for such a job and strangely specific.
  12+ 
  The words “mixed up” in the listing are a strange  
   
   
  addition, and thus significant.
  14+ 
  The words “search every part of Bloodcove” could be  
   
   
  suggesting that the answer is a location in the city.
  16+ 
  Merchant-owned buildings in Warehouse Row and  
   
   
  Free Trade Square are assigned numeric identifiers  
   
   
  instead of names, as they change hands frequently. In   
   
  Bloodcove, these tend to be two or three digits long.  
  The PCs may choose to take 20 on an Intelligence 
  check in order to automatically receive the answer 
  to the riddle, but the time they spend poring over a 
  seemingly innocuous bounty makes the various spies 
  hidden around the Witchlight and the rest of the city 
  suspicious. The PCs gain 3 Awareness Points as a result 
  of this extensive scrutiny.
  CANVASSING THE LOCALS
  As the PCs make their way through Bloodcove, they encounter 
  numerous NPCs representing a range of professions and 
  backgrounds. The PCs may recall that Aya requested they 
  speak to the people of Bloodcove to ascertain the approval 
  or animosity held by the citizens for the Aspis Consortium. 
  Nearly everyone the PCs speak to could contribute to this 
  goal, and the Pathfinders can perform these interviews 
  between scenes or even while completing other objectives. 
  Getting a helpful response requires the PC to succeed at a 
  relevant DC 12 skill check to put the NPC at ease, whether 
  that’s a Profession check to fit in, a Diplomacy check to 
  make friends, an Intimidate check to act tough, or any other 
  reasonable approach she can think of. If she fails the check, 
  the PC can try again with a different group or NPC.
  Listed below are the various NPCs’ opinions of the 
  Consortium as well as representative quotes that reflects 
  those views.
  Byshek Obiel, Innkeeper at the Witchlight (Positive): 
  “You ask me, the Consortium is the best thing that ever 
  happened to this place. This used to just be a pirate 
  hideaway, now it’s the center for trade in the region!”
  Na’alu (Positive): “The Consortium provides jobs, food, 
  and wealth to a region that had nothing but sticks and mud 
  before. Under its leadership, the people here have begun to 
  enjoy the luxuries of the civilized world.”
  Novaria (Negative): “The Consortium has been exploiting 
  the people and the lands of the expanse for too long. We 
  at House Cartahegn oppose their continued expansion and 
  seek to rein in their excesses.”
  Ungala (Negative): “The Consortium had my brother 
  killed on trumped up charges that didn’t even make sense. 
  I swear by my life that I will see them driven out of these 
  lands one day.”
  Bonuwat Citizen (Negative): “The Asps have been 
  strangling our nation and our people, robbing us of our 
  culture and selling it piece by piece to rich people in the 
  north. If I didn’t need their money to feed my family, I’d have 
  nothing to do with them.”
  Bekyar Citizen (Positive): “They keep money and stable 
  work flowing through the area. I’ve never been able to eat 
  as well as I have since I started working for them.”
  
  N
  B. Sabotage
  Pathfinder Flip-Mat: Warehouse
  1 square = 5 feet
  9
  BY WAY OF BLOODCOVE
  
  10
  PATHFINDER SOCIETY SCENARIO
  Development: Solving Malika’s riddle leads the PCs 
  to find market stall #342 in Free Trade Square, allowing 
  them to begin the third objective (see area D). From this 
  point on, the PCs may proceed through the adventure in 
  any order they choose.
  B. OBJECTIVE 1: SABOTAGE (CR 5 OR CR 8)
  If the PCs accepted Na’alu’s job offer, a crew leader brings 
  them to the dock along with the work crew. If the PCs 
  prefer to find the expedition’s staging ground on their 
  own, they can locate it with a successful DC 20 Diplomacy 
  check to gather information. They may retry the check, but 
  each subsequent check also requires the PCs to attempt 
  new skill checks to avoid accruing more Awareness Points.
  Finding the dock where the Aspis Consortium’s riverboats are 
  being prepared is a simple task, as the operation is large enough 
  in scope to have most of the city talking about it. Three large 
  sailing vessels sit in the river slips. All three are serviced by a large 
  warehouse, which contains pallets of food and barrels of water.
  The dock is bustling with porters packing supplies into 
  crates and building pallets to be loaded onto the boats 
  using an overhead winch. While working alongside the 
  dockworkers guarantees the PCs access to look around, 
  opportunities to actually sabotage the operation in a 
  meaningful way without being seen are slim. The PCs 
  must wait for the workers to leave, which they do either at 
  the end of the workday (if the PCs have chosen to complete 
  other objectives before this one) or shortly after midday 
  (when the jungle heat becomes too great for manual 
  labor). If the PCs decide to come back during one of these 
  periods, or if they investigate the site without accepting 
  the job, they arrive to find the dock empty of workers but 
  guarded by the Consortium’s hired mercenaries and their 
  trained hyena. A sufficiently skilled party may attempt to 
  sneak past the guards, but once the guards have spotted 
  an interloper, it is very difficult to avoid combat. Possible 
  methods the PCs might use to sabotage the expedition 
  appear in the Sabotage section below.
  Creatures: A handful of hired guards patrols this 
  section of the docks at all times, and roughly every eight 
  hours a set of replacements arrive to take over while the 
  first group takes a break. These mercenaries are well paid, 
  have a long-standing contractual relationship with the 
  Aspis Consortium, and take their work seriously, so even 
  though bribing them is not impossible, it is difficult. Their 
  starting attitude is unfriendly toward virtually everyone 
  but a confirmed Aspis agent, and even an operative with 
  a bronze badge doesn’t have the authority to radically 
  change the guards’ standing orders. When trouble arises, 
  the guards quickly determine if lethal force is necessary, 
  preferring to chase off hoodlums rather than initiate a 
  bloodbath. They handle any major threat seriously and do 
  not hesitate to kill if needed.
  In both subtiers, the mercenaries keep a trained 
  hyena as a combination mascot, guard dog, and garbage 
  disposal. Although it is far from domesticated, the hyena 
  is fully trained to follow combat commands.
  Subtier 3–4 (CR 5)
  ASPIS ENFORCER 
  CR 2
  Traitorous brigand (Pathfinder RPG NPC Codex 81)
  hp 30
  TACTICS
  During Combat The enforcer gives the hyena a kick and 
  commands it to attack the PCs. Once the enforcer is in 
  striking range, he attacks foes with his axe and uses 
  Intimidate to demoralize tough-looking targets.
  Morale The enforcer has his reputation to maintain, so he flees 
  or surrenders only once the battle has truly turned against 
  him and most of his subordinates have fallen or fled.
  STATISTICS
  Skills Handle Animal +5, Intimidate +9, Survival +3, Swim +5
  ASPIS CONSORTIUM GUARDS (4) 
  CR 1/2
  Human warrior 2
  N Medium humanoid (human)
  Init +4; Senses Perception +4
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 15 each (2d10+4)
  Fort +4, Ref +0, Will +0
  OFFENSE
  Speed 30 ft.
  Melee scimitar +4 (1d6+3/18–20) or 
  sap +4 (1d6+2)
  Ranged light crossbow +2 (1d8/19–20)
  TACTICS
  Before Combat If the guards have sufficient time to prepare 
  for conflict, they drink their potions of shield of faith, draw 
  crossbows, and apply oils of magic weapon to their crossbows.
  During Combat The guards fight practically, taking cover 
  behind nearby crates, firing at the PCs with their crossbows, 
  and focusing fire against particularly vulnerable or 
  threatening opponents. They don’t hesitate to draw scimitars 
  and join the melee if ranged attacks aren’t working.
  Morale A guard flees or surrenders when reduced to 3 or fewer 
  hit points.
  STATISTICS
  Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
  Base Atk +2; CMB +4; CMD 14
  Feats Alertness, Improved Initiative
  Skills Intimidate +3, Perception +4, Profession (soldier) +4, 
  Sense Motive +2
  
  11
  BY WAY OF BLOODCOVE
  Languages Common, Polyglot
  Combat Gear oil of magic weapon, potion of shield of faith; 
  Other Gear chain shirt, light crossbow with 10 bolts, sap, 
  scimitar, 5 gp
  TRAINED HYENA 
  CR 1
  hp 13 (Pathfinder RPG Bestiary 179)
  TACTICS
  During Combat The hyena charges at the nearest foe and 
  attempts to trip them so its master can finish them off with 
  a cleaving blow.
  Morale Despite being trained to obey commands, the hyena 
  is a wild creature that obeys the enforcer out of fear and 
  respect for the “pack leader.” If the Aspis enforcer falls 
  unconscious or uses orc ferocity to keep fighting, the 
  hyena turns on him in order to eliminate its rival. Without 
  the enforcer to order it around, the hyena either flees the 
  docks area or begins to scavenge the battlefield for food 
  as appropriate.
  Subtier 6–7 (CR 8)
  ASPIS ENFORCER 
  CR 6
  Half-orc fighter 7
  NE Medium humanoid (human, orc)
  Init +1; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
  hp 57 (7d10+14)
  Fort +8, Ref +4, Will +6 (+2 vs. fear)
  Defensive Abilities bravery +2, orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee +1 greataxe +14/+9 (1d12+10/×3)
  Ranged mwk throwing axe +10 (1d6+5)
  Special Attacks weapon training (axes +1)
  TACTICS
  During Combat The enforcer gives the hyena a kick and 
  commands it to attack the PCs. Once the enforcer is in 
  striking range, he attacks foes with his axe, uses Intimidate 
  to demoralize tough-looking targets, and pushes heavily 
  armored enemies into the river.
  Morale The enforcer has his reputation to maintain, so he flees 
  or surrenders only once the battle has truly turned against 
  him and most of his subordinates have fallen or fled.
  STATISTICS
  Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 10
  Base Atk +7; CMB +11 (+13 bull rush); CMD 22 (24 vs. bull rush)
  Feats Blind-Fight, Improved Bull Rush, Iron Will, Lunge, Power 
  Attack, Vital Strike, Weapon Focus (greataxe), Weapon 
  Specialization (greataxe)
  Skills Climb +4, Handle Animal +7, Intimidate +12, Survival +5, 
  Swim +4; Racial Modifiers +2 Intimidate
  Languages Common, Orc
  SQ armor training 2, orc blood
  Combat Gear potion of bear’s endurance; Other Gear +1 
  half-plate, +1 greataxe, mwk throwing axes (2), cloak of 
  resistance +1, 16 gp
  ASPIS CONSORTIUM GUARDS (3) 
  CR 3
  Human warrior 5
  N Medium humanoid (human)
  Init +4; Senses Perception +6
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 armor)
  hp 37 each (5d10+10)
  Fort +8, Ref +2, Will +2
  OFFENSE
  Speed 20 ft.
  Melee scimitar +9 (1d6+4/18–20) or 
  sap +8 (1d6+3)
  Ranged light crossbow +5 (1d8/19–20)
  TACTICS
  Before Combat So long as the guards have sufficient time to 
  prepare for conflict, they drink their potions of shield of faith 
  and bear’s endurance, draw crossbows, and apply their oils 
  of magic weapon to their crossbows and scimitars.
  During Combat Use the guards’ tactics from Subtier 3–4.
  Morale Use the guards’ tactics from Subtier 3–4.
  STATISTICS
  Str 16, Dex 11, Con 16, Int 9, Wis 10, Cha 8
  Base Atk +5; CMB +8; CMD 18
  Feats Alertness, Improved Initiative, Step Up, Weapon Focus 
  (scimitar)
  Skills Intimidate +5, Perception +6, Profession (soldier) +6, 
  Sense Motive +2
  Languages Common, Polyglot
  Combat Gear oils of magic weapon (2), potion of bear’s 
  endurance, potion of shield of faith; Other Gear breastplate, 
  light crossbow with 10 bolts, sap, scimitar, cloak of 
  resistance +1
  ADVANCED HYENA 
  CR 2
  hp 17 (Pathfinder RPG Bestiary 179, 294)
  TACTICS
  Use the hyena’s tactics from Subtier 3–4.
  SCALING ENCOUNTER B
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Remove two of the Aspis Consortium guards 
  from the encounter.
  Subtier 6–7: Replace two of the Aspis Consortium guards 
  with the guards from Subtier 3–4.
  
  12
  PATHFINDER SOCIETY SCENARIO
  Treasure: The Consortium’s warehouse is mostly filled 
  with food and water, the PCs can find a locked chest 
  (hardness 5, 10 hit points, break DC 22, Disable Device 
  DC 20) containing 10 doses of wolfsbane poison and a 
  small chest containing a potion of barkskin (CL 9th) and an 
  elixir of swimming.
  Sabotage: In order to cripple the Aspis Consortium’s 
  expedition, the PCs need to perform at least two 
  significant acts of sabotage here. The PCs are free to 
  devise their own plans, but there are several likely 
  methods described below. The GM should use these as 
  guidelines for any alternate methods the PCs pursue, 
  and each act of sabotage should involve at least one skill 
  check, the clever use of a spell or class ability, or come 
  with the risk of earning an additional Awareness Point. 
  A PC can also determine whether the Pathfinders have 
  caused enough damage to complete the objective with a 
  successful DC 15 Disable Device, Intelligence, Survival, or 
  Wisdom check.
  Virtually all acts of sabotage attract the attention of the 
  guards unless the PC succeeds at an opposed Sleight of 
  Hand or Stealth check. Assume that at any given time, 
  there are at least two guards nearby, though other PCs 
  might devise strategies to distract them and let the 
  saboteur work without being seen. Failing a check to 
  avoid notice while sabotaging the expedition almost 
  certainly leads to combat.
  Brute Strength: The PCs might just use a weapon to stave 
  in the boats’ hulls. Each hull has hardness 5 and 20 hit 
  points. Although this method is effective, it also leaves 
  obvious evidence that earns the group 1 Awareness Point.
  Disable Device: The PCs can disable the rudders, anchors, 
  or tools more subtly, causing the crew to perform time-
  consuming repairs only after they are farther from 
  Bloodcove. Doing so requires a successful DC 16 Disable 
  Device check (DC 20 in Subtier 6–7). Failing the check by 
  5 or more results in the PC believing that the damage is 
  sufficient, when in fact it does not contribute to the objective.
  Spoiled Supplies: Less moral PCs could decide to tamper 
  with the expedition’s rations. The PCs can use the 
  wolfsbane poison from the locked chest to poison the 
  food and water supplies. As a matter of course, the Aspis 
  Consortium scans the supplies with detect poison on a 
  daily basis and are unlikely to actually be poisoned, but 
  finding new supplies delays the expedition. Although 
  using poison in this way is not an evil act, it might 
  conflict with some characters’ ethical codes.
  Burn the World: A flashier option involves starting a 
  fire in the warehouse or on the dock. As such areas are 
  vulnerable to fires, the dockworkers have protocols in 
  place to quickly contain and fight any fire that breaks out. 
  The PCs must use accelerants such as oil, alchemist’s fire, 
  or a massive explosion like fireball to ensure the flames 
  spread fast enough to ensure their effectiveness. This 
  requires no skill checks, but the PCs automatically gain 2 
  Awareness Points as the Consortium quickly realizes that 
  something isn’t right in their city.
  Development: Fighting with the guards automatically 
  earns the PCs 1 Awareness Point as the Aspis Consortium 
  mobilizes more agents to combat this disturbance in 
  Bloodcove. If the PCs fight the guards and allow any of 
  them to escape, the DC of subsequent skill checks made 
  to avoid gaining Awareness Points increases by 1 unless 
  the PCs took additional steps to disguise their identities 
  during the fight.
  Rewards: If the PCs fail to sabotage the Aspis 
  Consortium’s mission in at least two ways, reduce each 
  PC’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 311 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 790 gp.
  C. OBJECTIVE 2: SMUGGLING (CR 5 OR CR 8)
  Aya Allahe mentioned a contact in Bloodcove called 
  Novaria of House Cartahegn as a possible ally in moving 
  Pathfinder Society supplies and personnel through the 
  city without the Aspis noticing. The PCs can easily locate 
  House Cartahegn’s headquarters.
  House Cartahegn is based in an imposing two-story trading 
  post in the northeastern part of the city. The storefront 
  bustles with citizens and merchants alike, most purchasing 
  staple commodities such as sugar and rice. A busy clerk greets 
  customers as they enter and provides helpful directions to 
  any who ask.
  If the PCs tell the clerk they are looking for Novaria, she 
  tells them that they need an appointment to see Novaria, 
  and that Novaria’s schedule is quite full at the moment. 
  If the PCs mention that Aya sent them, the clerk pauses, 
  requests the PCs wait for a moment, and retreats into the 
  building. When she emerges several minutes later, she 
  bids the visitors to follow her. Novaria has climbed the 
  ranks since her last encounter with the Pathfinder Society, 
  and she now occupies a well-appointed office on the second 
  floor of the trading house. If any of the PCs have completed 
  Pathfinder Society Scenario #2–01, Before the Dawn, Part 1: The 
  Bloodcove Disguise, Novaria immediately recognizes them 
  and welcomes them warmly. Otherwise, she receives them 
  with a pleasant but detached demeanor. She gives each 
  character an appraising look before smiling in approval 
  and saying, “Always a pleasure to work with your illustrious 
  Society. The last time I dealt with your people, it led to a 
  mutually beneficial arrangement that I have not forgotten. 
  In fact, my current position at this trading house is a direct 
  result of our last encounter. I sincerely hope that you come 
  today with another such opportunity.”
  
  N
  C. Smuggling
  1 square = 5 feet
  U : Ungala
  B : Brigands
  U
  B
  B
  B
  B
  13
  BY WAY OF BLOODCOVE
  
  14
  PATHFINDER SOCIETY SCENARIO
  Novaria listens patiently to any request for an ongoing 
  alliance with House Cartahegn, her face a mask of 
  practiced neutrality. However, what the PCs are asking 
  for is a considerably riskier proposition for House 
  Cartahegn than simply purchasing supplies; moving 
  Pathfinders and Society supplies through Bloodcove 
  would certainly lead to direct conflict with the Aspis 
  Consortium, and that is a risk she does not take lightly. 
  The PCs must succeed at a DC 18 Bluff, Diplomacy, or 
  Profession (merchant) check to convince her to consider 
  the proposal. If the PCs fail this check, she proposes a less 
  risky venture: expanding a trade route from Bloodcove 
  through Nantambu, allowing the Pathfinder Society to 
  purchase supplies and equipment from Cartahegn trade 
  posts. If the PCs succeed, note this on the scenario’s 
  reporting sheet (see Reporting Notes on page 22).
  Regardless of which plan results, Novaria requires a 
  favor from the PCs before she formalizes any arrangement.
  “Recently, a local pirate crew led by a thug named Ungala 
  has been intercepting our trade barges and wagons and 
  stealing our cargo. It is the gods’ fortune that you came to 
  see me today of all days, as we are preparing to move an 
  exceptionally valuable shipment to Warehouse Row to be 
  loaded onto a ship bound for the Inner Sea today. After our 
  usual guards’ failure to protect the last two shipments from 
  Ungala’s raiders, I’ve lost confidence in their abilities. But 
  where they have failed, you might have a real chance. Up 
  to this point, Ungala and her ruffians have always attacked 
  while our supply carts were passing near Free Trade Square, 
  where they can strike in the narrow streets and disappear into 
  crowds quickly. I have no doubt that they’ll be planning such 
  an attack for today’s shipment, and I want you to be there and 
  ready to intercept them.”
  The shipment is not set to leave the headquarters until 
  later that day, so the PCs can choose to perform other 
  objectives before completing this favor for Novaria so 
  long as they return within a few hours. Once they are 
  ready to begin, Novaria introduces them to the teamsters 
  driving the wagon, shows the PCs the expected route, and 
  wishes them luck.
  The tiny caravan winds through the northern half 
  of the city while sticking to the sturdier streets, which 
  are increasingly crowded as the procession approaches 
  Free Trade Square. As the PCs travel with it, allow each 
  of them to attempt a DC 21 Perception or Sense Motive 
  check (DC 25 in Subtier 6–7) to watch for trouble in the 
  crowd. Any PC who succeeds spots the crowd beginning 
  to scatter ahead where someone has erected a rough 
  barricade across the street, and that PC is able to act in 
  the surprise round of the imminent combat. Any who fail 
  are surprised when Ungala springs her trap.
  Creatures: For three years the Bonuwat woman 
  Ungala has led a guerrilla war against those who would 
  smuggle Mwangi artifacts out of the region. She has 
  used her outwardly noble cause to assemble a small force 
  under her command, though in truth her operation 
  continues in the interest of personal profit as much 
  as altruism; she tends to sell the relics back to their 
  original owners in return for a modest finder’s fee. Even 
  so, her band is respected among those who dislike the 
  Aspis Consortium and don’t export large quantities of 
  native material culture. Ungala has brought a handful 
  of trusted operatives to ambush this House Cartahegn 
  shipment. Several hide in nearby alleys while others 
  take cover either behind the barricade or on the roofs of 
  nearby businesses.
  At the first signs of conflict, the crowds rapidly disperse. 
  Until the beginning of the second full round of combat, 
  the street (not including the alleys and area south of the 
  barricade) is considered difficult terrain and provides soft 
  cover for all attacks against non-adjacent targets unless 
  the attacker has high ground. By the second round, the 
  streets are clear enough to facilitate combat without 
  penalties. The Cartahegn teamsters apply the brakes and 
  dive under the wagon soon after combat begins.
  Subtier 3–4 (CR 5)
  UNGALA 
  CR 3
  Female human ranger (hooded champion) 3/rogue 1 
  (Pathfinder RPG Advanced Class Guide 108)
  N Medium humanoid (human)
  Init +5; Senses Perception +8
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 27 (3d10+1d8+7)
  Fort +3, Ref +8, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +6 (1d6+2/19–20)
  Ranged mwk composite shortbow +7 (1d6+2/×3)
  Special Attacks combat style (archery), sneak attack +1d6
  TACTICS
  Before Combat Ungala applies her black adder venom to one 
  of her +1 seeking arrows and then drinks her potion of blur.
  During Combat Ungala doesn’t put herself in danger 
  unnecessarily, generally letting her allies skirmish in melee 
  while she rains arrows down on her enemies. She stays 
  mobile and uses her potion of invisibility in order to evade 
  melee threats.
  Morale If reduced to 8 or fewer hit points, hopelessly 
  overwhelmed, or left with no allies, Ungala surrenders and 
  tries to parley with the PCs. If the PCs refuse to talk, she tries 
  to flee.
  
  15
  BY WAY OF BLOODCOVE
  STATISTICS
  Str 14, Dex 16, Con 10, Int 10, Wis 12, Cha 13
  Base Atk +3; CMB +5; CMD 18
  Feats Point-Blank Shot, Precise Shot, Rapid Shot, Toughness
  Skills Acrobatics +10, Climb +7, Diplomacy +8, Disable Device +10, 
  Knowledge (local) +5, Perception +8, Profession  
  (smuggler) +6, Sense Motive +6, Sleight of Hand +8, Stealth +10
  Languages Common, Polyglot
  SQ deeds (dead aim, derring-do, dodging panache, kip-up, 
  hooded champion’s initiative), favored terrain (urban +2), 
  panache (1), track +1, trapfinding +1
  Combat Gear potion of cure light wounds, potion of invisibility, 
  potion of blur, +1 seeking arrows (2); Other Gear mwk 
  studded leather, mwk short sword, mwk composite 
  shortbow with 40 arrows, antitoxin (2), black adder venom 
  (1 dose), thieves’ tools, 41 gp
  BRIGANDS (4) 
  CR 1/2
  hp 15 each (Pathfinder RPG NPC Codex 266)
  TACTICS
  During Combat The brigands prefer to use their bows to fight 
  at a distance, but they move to intercept anyone who tries to 
  attack Ungala.
  Morale A brigand flees or surrenders if reduced to 3 or fewer 
  hit points or if Ungala surrenders.
  Subtier 6–7 (CR 8)
  UNGALA 
  CR 6
  Female human ranger (hooded champion) 6/rogue 1
  N Medium humanoid (human)
  Init +11; Senses Perception +11
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
  hp 50 (7 HD; 6d10+1d8+13)
  Fort +5, Ref +12, Will +5
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +9/+4 (1d6+2/19–20)
  Ranged +1 composite shortbow +12/+7 (1d6+3/×3)
  Special Attacks combat style (archery), favored enemy 
  (humans +2), sneak attack +1d6
  Ranger Spells Prepared (CL 3rd; concentration +4)
  1st—jump, resist energy
  TACTICS
  Before Combat Ungala applies her black adder venom to one 
  of her +1 shock arrows and then drinks her potion of blur 
  and potion of cat’s grace. She also casts jump and resist fire 
  on herself, though if the PCs have reached the moderate 
  Awareness Point threshold, she instead casts resist energy to 
  protect herself against an energy type used by the PCs.
  During Combat Ungala doesn’t put herself in danger 
  unnecessarily, generally letting her allies skirmish in melee 
  while she rains arrows down on her enemies. She stays 
  mobile and uses her potion of invisibility and jump in order 
  to evade melee threats.
  Morale If reduced to 14 or fewer hit points, hopelessly 
  overwhelmed, or left with no allies, Ungala surrenders and 
  tries to parley with the PCs. If the PCs refuse to talk, she 
  tries to flee.
  Base Statistics Without cat’s grace and jump, Ungala’s 
  statistics are Init +9; AC 17, touch 13; Ref +10; Ranged  
  +1 composite shortbow +10/+5 (1d6+3/×3); Dex 16; CMD 21; 
  Skills Acrobatics +13, Disable Device +13, Sleight of Hand +8, 
  Stealth +13.
  STATISTICS
  Str 14, Dex 20, Con 10, Int 10, Wis 12, Cha 13
  Base Atk +6; CMB +8; CMD 23
  Feats Improved Initiative, Improved Precise Shot, Iron Will, 
  Point-Blank Shot, Precise Shot, Rapid Shot, Toughness
  Skills Acrobatics +15 (+25 when jumping), Climb +7, 
  Diplomacy +10, Disable Device +15, Knowledge (local) +7, 
  Perception +11, Profession (smuggler) +9, Sense Motive +8, 
  Sleight of Hand +10, Stealth +15
  Languages Common, Polyglot
  SQ deeds (dead aim, derring-do, dodging panache, kip-up, 
  hooded champion’s initiative), favored terrain (urban +2), 
  hunter’s bond (companions), panache (1), track +3,  
  trapfinding +1
  Combat Gear potion of cure light wounds, potion of invisibility, 
  potion of blur, potion of cat’s grace, +1 shock arrows (4); 
  Other Gear +1 studded leather, mwk short sword, 
  +1 composite shortbow with 40 arrows, antitoxin (2), black 
  adder venom (1 dose), thieves’ tools, 9 gp
  BRIGANDS (4) 
  CR 2
  Veteran buccaneers (Pathfinder RPG NPC Codex 267)
  hp 26 each
  TACTICS
  During Combat The brigands prefer to use their crossbows to 
  fight at a distance, but they move to intercept anyone who 
  tries to attack Ungala.
  Morale A brigand flees or surrenders if reduced to 5 or fewer 
  hit points or if Ungala surrenders.
  Development: In the likely case that the PCs force 
  Ungala to capitulate, she accuses them of conspiring to 
  rob the Mwangi people of their treasures. “Do you even 
  know what you are transporting?” she implores. If the 
  PCs open the cargo crates, they find them loaded with 
  statues and idols crafted in the native Bonuwat style. 
  SCALING ENCOUNTER C
  To accommodate a group of four PCs, remove two brigands 
  from the encounter.
  
  Ungala
  16
  PATHFINDER SOCIETY SCENARIO
  House Cartahegn has recently gotten into the artifact 
  trade, the very thing that has made the Aspis Consortium 
  the target of local ire. Ungala asks the PCs to let her 
  take the artifacts so that they can remain in Mwangi 
  hands. She offers her services and those of her criminal 
  network if the PCs assist her in this—especially if the 
  PCs share that they need House Cartahegn’s assistance. 
  If the PCs ask, she says that smuggling Pathfinders and 
  supplies through the city would be a simple matter 
  for her organization. A PC who succeeds at 
  a DC 20 Sense Motive check can tell that 
  there is more to Ungala’s relic-liberating 
  operation than she is saying, and if 
  confronted about it, she admits that 
  she sells the objects back at a discount, 
  noting, “A woman has to make her coin 
  somehow, no?”
  If the PCs decide to talk to Novaria 
  again after the encounter, she is exasperated 
  by their willingness to listen to a pirate. 
  She explains that the goods were all 
  purchased 
  legitimately 
  from 
  adventuring 
  expeditions 
  not 
  unlike those sponsored by 
  the Pathfinder Society, and 
  all of the goods are legally 
  the 
  property 
  of 
  House 
  Cartahegn. If the question of 
  how the artifacts were obtained in the first 
  place comes up, she accuses the PCs of hypocrisy, saying 
  “Do you bother seeking out and asking the descendants 
  of the owners of an abandoned ruin for permission when 
  you ‘recover’ artifacts of significance from a site?”
  Novaria and Ungala are both able to provide the Society 
  a reliable means of moving supplies and Pathfinders 
  through Bloodcove. So long as they secure a deal with one 
  of these parties, the PCs succeed at this objective.
  Faction Notes: The choice between Novaria and 
  Ungala is important for members of the Exchange 
  faction. Although the former embraces the honest 
  businessperson persona so important to faction leader 
  Aaqir al’Hakam, her latest choice of commodities may 
  trouble more upstanding faction PCs. Meanwhile, 
  Ungala’s intentions are relatively pure but are tarnished 
  by her criminal approach, which might appeal more to 
  the high-ranking Exchange officer Guaril Karela and 
  many former members of the Sczarni faction. Neither 
  choice is right or wrong, but the choice helps to establish 
  the Exchange’s reputation and allies in the region.
  Rewards: If the PCs fail to finalize a deal with either 
  Novaria or Ungala, reduce each PCs gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 311 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 790 gp.
  D. OBJECTIVE 3: THE DEAD DROP (CR 4 OR CR 7)
  In order to begin this part of the adventure, the PCs must 
  identify the proper location by deciphering the hidden 
  message left in Malika’s fake bounty (see area A and the  
  Player Handout).
  Free Trade Square is the busiest part of Bloodcove. The streets 
  swarm with merchants and wagons buying, selling, and 
  transporting food, spices, and antiquities. Lot number 342 
  sits on the southeastern edge of the market, bordering the 
  fringes of Warehouse Row. A run-down-looking stall 
  dealing in lamps and oil occupies the space, though the 
  poor quality of the lamps may be an indicator of why 
  no customers are anywhere near the stall. The owner, 
  a thoroughly bored middle aged Mwangi man, sits 
  behind the counter making fishing lures.
  Omombo (male middle-aged human expert 2) is 
  the owner of the stall and barely looks up at the PCs 
  when they approach. It takes a direct question 
  or a major disruption to get him to 
  put down his fishing lure and pay 
  attention. His manner is terse 
  and unfriendly, possibly also 
  contributing to his lack of 
  customers. If asked why he’s 
  making fishing lures instead 
  of lamps he simply replies “A 
  man has to eat somehow.” 
  His demeanor changes drastically when the PCs show 
  him the bounty board message. His eyes become serious 
  and he glances around the square before waving the PCs to 
  come around to the back of his stall. If the PCs directly ask 
  about Malika Fenn, or identify themselves as Pathfinders, 
  Omombo shushes them worriedly and flashes them an 
  angry look before signaling them to go around to the back. 
  He emerges from the back of the stall with a small clay oil 
  lamp in one hand. He once again checks the area no one 
  else is watching before handing the lamp over to the PCs 
  and saying “This will lead you to what you seek. Only one 
  of your number can use it, but keep it protected and out of 
  sight as much as you can. Good luck.” With that he returns 
  to his stall. Omombo knows little about the lamp and its 
  contents other than his message from Malika.
  The clay lamp is unremarkable, but it rattles slightly 
  when handled, as though there were a broken piece of clay 
  inside. It is actually a small sphere of hematite, a special 
  type of ioun stone, and extracting it requires the PCs to 
  break the lamp. Once slotted into a wayfinder, the compass 
  needle spins wildly for a moment before pointing to the 
  northwest. In order to find Malika’s dead drop, the PCs 
  must travel where the compass needle points, periodically 
  referring to the wayfinder to take a new bearing. As the PCs 
  
  17
  BY WAY OF BLOODCOVE
  do so, it is important that they maintain their cover—a 
  difficult task given a wayfinder’s distinctive appearance. 
  Successfully tracking down the dead drop requires a 
  successful DC 16 Survival check (DC 19 in Subtier 6–7), and 
  each time the PC attempts such a check, he must succeed 
  at a DC 14 Dexterity or Sleight of Hand check to keep the 
  wayfinder concealed or gain 1 Awareness Point. Separate 
  PCs can attempt these checks, but the DC of the Survival 
  check increases by 2 as one PC tries to navigate without 
  actually seeing the compass needle. In order to take 10 on 
  the Survival check, a PC must keep the wayfinder handy 
  and check it frequently, increasing the DC of the Dexterity 
  or Sleight of Hand check by 4.
  The wayfinder directs the PCs to a section of Bloodcove 
  that occupies dry land. There, a fountain stands in a small 
  plaza, and the needle points to an unoccupied storefront. 
  There is little of interest inside the building beyond 
  its cellar door, which is sealed with an imposing iron 
  padlock. The lock is actually an illusion meant to keep out 
  common scavengers, and a PC who interacts with the lock 
  can attempt a DC 17 Will save to disbelieve the illusion. 
  The cellar beyond is a small, square room with walls 
  made of irregular stone cobbles. A PC can find a hidden 
  niche behind one of the stones with a successful DC 20 
  Perception check.
  After opening the hidden panel, the PCs discover a 
  second ioun stone as well as a broad, wax-sealed scroll case 
  that contains dozens of pages detailing Aspis activities 
  in Bloodcove, qualitative data about the upcoming 
  expedition, and even dossiers on several of the agents 
  involved. Some entries stand out from the others, 
  including Pahwoki the Blade, a murderous Bekyar who 
  wears a necklace of ears and is believed able to make 
  the trees walk; Lilianna Alazzario, an agent relocated to 
  Bloodcove after she burned down an Isgeri village just to 
  collect a small debt; Yola Hask, a one-handed smuggler 
  banished from Rahadoum for “crimes against the state;” 
  Micky Threetoes, an Andoren exile with a history of 
  aiding slave traders; Zamil Namoth, an Ustalav aristocrat 
  known both for his charm and his claiming trophies from 
  his macabre hunts; and “Fiveknives” Kalim, a seasoned 
  explorer of the Mwangi Expanse infamous for his callous 
  treatment of the native people. Malika also suspects that 
  the mission’s primary purpose is looting, and she reports 
  that the Consortium is particularly interested in a giant 
  golden statue of some type. Finally, her report suggests 
  the Consortium knows about Venture-Captain Nieford 
  Sharrowsmith’s expedition to the Bandu Hills, though it 
  seems the Aspis are merely planning to attack him but 
  have not actually done so yet.
  Creatures: If the PCs have reached the major Awareness 
  Point threshold, the PCs find the niche only contains a 
  disabled trap and a hematite sphere ioun stone; Na’alu, who 
  has been tracking the PCs through his own spies and 
  inquiries, has already beaten them to the dead drop! In 
  this event, he and his agents attack the PCs after they 
  emerge from the shop and fight them in the square 
  outside. Use the creatures from encounter E. The Bekyar 
  double agent informs the PCs that he has been in charge of 
  tracking down Pathfinder agents in Bloodcove, and thanks 
  to the PCs actions, he was able to recover their colleague’s 
  report first. Before attacking, he taunts the Pathfinders, 
  informing them that their deaths will send a message to 
  the Society never to interfere in Bloodcove again.
  Trap: Malika Fenn left one more obstacle to keep the 
  curious away from the stash: a poison needle trap that 
  strikes anyone who accesses the niche. Finding the trap 
  requires an additional Perception check from the one 
  used to find the niche.
  Subtier 3–4 (CR 4)
  SPRING-LOADED NEEDLE TRAP 
  CR 4
  Type mechanical; Perception DC 20; Disable Device DC 25
  EFFECTS
  Trigger touch; Reset manual
  Effect Atk +10 melee (1d3 damage plus giant wasp poison)
  NEW MAGIC ITEM
  While orbiting a creature’s head, this ioun stone provides 
  its bearer a +2 enhancement bonus on Survival checks to 
  avoid becoming lost. Once per day, its user can use it to 
  cast know direction.
  When slotted into a wayfinder, the stone causes 
  the wayfinder’s needle to point toward the nearest 
  hematite sphere ioun stone, no matter the distance, 
  enabling bearers to locate one another across a city or 
  even across a continent. When an ioun stone of this type 
  comes in contact with another hematite sphere ioun 
  stone, one of the two stones fades into a dull gray ioun 
  stone, while the other stone begins to home in on the 
  next nearest stone. 
  Craft Wondrous Item, know direction, sending 
  HEMATITE SPHERE IOUN 
  STONE (FLAWED)
  PRICE
  500 GP
  SLOT none
  CL 12th
  WEIGHT —
  Aura moderate divination and evocation.
  CONSTRUCTION
  COST 250 GP
  
  N
  D. The Dead Drop
  N : Na’alu
  M : Mannequin
  Pathfinder Map Pack: Marketplace
  1 square = 5 feet
  M
  N
  18
  PATHFINDER SOCIETY SCENARIO
  Subtier 6–7 (CR 7)
  SPRING-LOADED NEEDLE TRAP 
  CR 7
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger touch; Reset manual
  Effect Atk +15 melee (1d3 damage plus purple worm poison)
  Development Should the PCs defeat Na’alu here, 
  they discover Malika’s unsealed scroll case on his body 
  as well as the evidence it contained. However, having 
  killed an influential Aspis agent means the PCs need 
  to depart quickly; every additional time the PCs make 
  checks to maintain their cover, they also automatically 
  gain 1d6 Awareness Points. The only sure way to avoid 
  further attention is to depart Bloodcove and return to 
  Nantambu. Once the PCs are ready to leave, proceed to 
  the Conclusion, and reduce the PCs’ rewards earned for 
  any objectives they did not complete.
  Rewards If the PCs fail to find Malika’s dead drop and 
  retrieve the scroll case with her intelligence, reduce each 
  player’s gold earned as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 311 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 790 gp.
  E. THE CONFRONTATION (CR 6 OR CR 9)
  When the PCs try to leave Bloodcove, Na’alu and several 
  of his associates waylay them just outside the city. This 
  encounter can also take place in the city if the PCs’ 
  Awareness Point total reaches the major threshold (see 
  area D).
  Exiting Bloodcove is relatively easy, but less than a mile from the 
  city the road leads to a narrow bridge crossing a small tributary 
  of the Vanji River. On the other side of the bridge stands the 
  Consortium agent, Na’alu, accompanied by a strange, artificial 
  looking humanoid. “I’ll be taking those documents back now.” 
  he says smugly, “My employer would very much like to know 
  their contents.”
  The tributary here is about 30 feet wide and 10 feet deep 
  at its center. The water runs swiftly but has few rapids, 
  requiring a successful DC 15 Swim check to traverse. The 
  bridge has fairly low sides, providing little cover.
  Creatures: Na’alu is a double agent whose true loyalties 
  are to the Technic League, a powerful organization of 
  scholars and spellcasters who run much of Numeria 
  (a land strewn with strange technology that fell from 
  the sky millennia ago) and jealously hoard any of its 
  secrets. His duties in the Mwangi Expanse have been 
  fairly lax until recently, when the Pathfinder lodge in 
  Nantambu recovered a copy of A Thread of Silver, a survey 
  of Numerian ruins. Concerned that there may be other 
  relics in the expanse that belong to the League, Na’alu 
  has done what he can to intercept Pathfinder intelligence 
  and learn of the Aspis expedition’s true purpose, which 
  his Consortium superiors have refused to divulge. He 
  recently received several tools from the Technic League 
  to assist him, including several pharmaceuticals and 
  a refurbished, anthropomorphic construct that he has 
  crudely disguised to blend in with Bloodcove’s diverse 
  citizenry. After paying a small fortune to a local diviner, 
  
  N
  E. The Confrontation
  N : Na’alu
  M : Mannequin
  Pathfinder Map Pack: Ambush Sites
  1 square = 5 feet
  M
  N
  19
  BY WAY OF BLOODCOVE
  he has predicted the PCs’ route out of Bloodcove and used 
  his magic to race ahead to intercept them.
  The Bonuwat double agent is content to banter, taunt 
  the PCs, and engage in a modest amount of villainous 
  monologuing, if only to reinforce his local guise as an 
  Aspis agent and give the Society something suitably 
  unsettling to hear should another Pathfinder cast 
  speak with dead on the PCs’ mangled remains. From 
  his perspective, the PCs have done the heavy lifting of 
  retrieving Malika’s notes, and now Na’alu merely needs 
  to snatch them from the Pathfinders’ cold, dead hands.
  Subtier 3–4 (CR 6)
  NA’ALU 
  CR 5
  Male human transmuter 6
  LE Medium humanoid (human)
  Init +6; Senses Perception +0
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, 
  +1 dodge)
  hp 47 (6d6+24)
  Fort +5, Ref +5, Will +6
  OFFENSE
  Speed 30 ft.
  Melee mwk quarterstaff +3 (1d6–1)
  Arcane School Spell-Like Abilities (CL 6th; concentration +10)
  7/day—telekinetic fist (1d4+3 bludgeoning)
  Transmuter Spells Prepared (CL 6th; concentration +10)
  3rd—fireball (DC 17), slow (DC 17), stinking cloud (DC 17), 
  suggestion (DC 17)
  2nd—bull’s strength, glitterdust (DC 16), scorching ray (2)
  1st—charm person (DC 15), expeditious retreat, mage armor, 
  magic missile, mount
  0 (at will)—acid splash, daze (DC 14), detect magic, read magic
  Opposition Schools illusion, necromancy
  STATISTICS
  Str 8, Dex 14, Con 15, Int 18, Wis 10, Cha 12
  Base Atk +3; CMB +2; CMD 16
  Feats Dodge, Extend Spell, Improved Initiative, Scribe Scroll, 
  TechnologistTG, Toughness
  Skills Bluff +7, Disguise +7, Knowledge (arcana) +13, Knowledge 
  (history) +10, Knowledge (local) +13, Knowledge (planes) +10, 
  Sense Motive +6, Spellcraft +13
  Languages Abyssal, Aklo, Common, Hallit, Polyglot, Sylvan
  SQ arcane bond (quarterstaff), physical enhancement (+2)
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility, ViveTG (1 dose); Other Gear mwk quarterstaff, cloak 
  of resistance +1, ring of protection +1, spellbook (contains all 
  memorized spells), diamond dust worth 250 gp, 50 gp
  MANNEQUIN SECURITY ROBOT 
  CR 3
  N Medium construct (robot; Pathfinder Campaign Setting: 
  Numeria Land of Fallen Stars 57)
  
  Na’alu
  20
  PATHFINDER SOCIETY SCENARIO
  Init +6; Senses darkvision 60 ft., low-light vision, 
  Perception +4
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+2 armor, +2 Dex, +3 natural)
  hp 31 (2d10+20)
  Fort +0, Ref +2, Will +0
  Defensive Abilities hardness 5; Immune construct traits; 
  Resist electricity 5, fire 5; Weaknesses vulnerable to critical 
  hits, vulnerability to electricity
  OFFENSE
  Speed 30 ft.
  Melee longspear +6 (1d8+6/×3) or 
  2 slams +6 (1d4+4)
  Ranged javelin +4 (1d6+4)
  TACTICS
  Before Combat The mannequin remains quiet while 
  Na’alu speaks, though it sometimes sways 
  slightly or makes other small movements to 
  feign life.
  During Combat The mannequin tries to pin 
  down any foes trying to cross the bridge and 
  attack Na’alu. 
  Morale The mannequin fights until 
  destroyed.
  Base Statistics Without bull’s 
  strength, the mannequins 
  statistics are Melee longspear 
  +4 (1d8+3/×3) or 2 slams +4 
  (1d4+2); Ranged javelin +4 
  (1d6+2); Str 15; CMB +4; 
  CMD 16.
  STATISTICS
  Str 19, Dex 14, Con —, Int 10, 
  Wis 11, Cha 1
  Base Atk +2; CMB +6; CMD 18
  Feats Improved Initiative
  Skills Disguise –4 (+4 to appear human), 
  Knowledge (local) +4, Perception +4, 
  Sense Motive +4; Racial Modifiers 
  +8 Disguise to appear human
  Languages Common, Hallit
  SQ false flesh
  Gear longspear, javelins (2), 
  leather armor
  SPECIAL ABILITIES
  False Flesh (Ex) The 
  synthetic flesh and 
  hair of a mannequin 
  robot give it a +8 
  bonus on Disguise 
  checks to appear 
  human (but not 
  to impersonate 
  a specific human). Closely inspecting a mannequin or 
  touching its cold, synthetic skin automatically reveals its 
  non-human nature.
  Robot Subtype (Ex) “Robot” is a special subtype applied 
  to a construct without changing its CR. All robots are 
  vulnerable to critical hits (see below), vulnerable to 
  electricity, and are intelligent. A creature can identify 
  a robot by using Knowledge (arcana or engineering), 
  but only if he also has the Technologist feat (Pathfinder 
  Campaign Setting: Technology Guide 7); otherwise 
  the creature is limited to identifying the robot as an 
  unfamiliar construct (DC 10 reveals the type and basic 
  construct traits).
  Vulnerable to Critical Hits (Ex) Whenever a robot takes 
  extra damage from a critical hit, it must succeed at a DC 
  15 Fortitude save to avoid being stunned for 1 round. If 
  its saving throw is successful, it is staggered for 1 round. 
  The robot remains immune to other sources of the 
  stunned condition.
  Subtier 6–7 (CR 9)
  NA’ALU 
  CR 8
  Male human transmuter 9
  LE Medium humanoid (human)
  Init +6; Senses Perception +0, see invisibility
  DEFENSE
  AC 18, touch 14, flat-
  footed 15 (+4 armor, 
  +1 deflection, +2 Dex, 
  +1 dodge)
  hp 79 (9d6+45)
  Fort +9, Ref +8, Will +9
  DR 10/adamantine (90 points)
  OFFENSE
  Speed 30 ft.
  Melee mwk quarterstaff +4 (1d6–1)
  Arcane School Spell-Like Abilities (CL 9th; 
  concentration +13)
  At will—change shape (beast shape II/
  elemental body I, 9 rounds/day)
  7/day—telekinetic fist 
  (1d4+4 bludgeoning)
  Transmuter Spells Prepared (CL 
  9th; concentration +13)
  5th—baleful polymorph 
  (DC 19), feeblemind (DC 19)
  4th—confusion (DC 18), 
  stone shape, stoneskin, 
  wall of fire
  3rd—fireball (DC 17), 
  haste, slow (DC 17), stinking 
  cloud (DC 17), suggestion (DC 17)
  
  21
  BY WAY OF BLOODCOVE
  2nd—bull’s strength, glitterdust (2, DC 16), scorching ray (2), 
  see invisibility
  1st—charm person (DC 15), expeditious retreat, mage armor, 
  magic missile (2), mount
  0 (at will)—acid splash, daze (DC 14), detect magic, read magic
  Opposition Schools illusion, necromancy
  TACTICS
  Before Combat Na’alu casts mage armor, see invisibility, 
  and stoneskin on himself. He casts bull’s strength on his 
  mannequin ally and moves behind it to shield himself from 
  enemy attacks.
  During Combat Na’alu uses spells to slow the PCs, adjusting his 
  tactics as necessary to counter their strategies and grant the 
  mannequin robot an edge.
  Morale Na’alu flees if reduced to 11 or fewer hit points or if he 
  predicts he has no chance of winning the fight.
  Base Statistics Without mage armor and stoneskin, Na’alu’s 
  statistics are AC 14, flat-footed 11; DR none.
  STATISTICS
  Str 8, Dex 14, Con 16, Int 18, Wis 10, Cha 12
  Base Atk +4; CMB +3; CMD 22
  Feats Combat Casting, Defensive Combat Training, 
  Dodge, Extend Spell, Improved Initiative, Scribe Scroll, 
  TechnologistTG, Toughness
  Skills Bluff +10, Disguise +10, Knowledge (arcana) +16, 
  Knowledge (history) +12, Knowledge (local) +16, Knowledge 
  (planes) +11, Sense Motive +9, Spellcraft +16
  Languages Abyssal, Aklo, Common, Hallit, Polyglot, Sylvan
  SQ arcane bond (quarterstaff), physical enhancement (+2)
  Combat Gear hemochemTG (grade III, 1 dose), potion of cure 
  moderate wounds, potion of invisibility, ViveTG (1 dose); 
  Other Gear mwk quarterstaff, cloak of resistance +3, 
  ring of protection +1, spellbook (contains all memorized 
  spells), diamond dust worth 250 gp
  TRAINED MANNEQUIN BODYGUARD 
  CR 6
  Mannequin security robot fighter 3 (Pathfinder Campaign 
  Setting: Numeria Land of Fallen Stars 57)
  N Medium construct (robot)
  Init +8; Senses darkvision 60 ft., low-light vision, Perception +4
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+5 armor, +4 Dex, +3 natural, 
  +2 shield)
  hp 53 (5d10+25)
  Fort +3, Ref +5, Will +2
  Defensive Abilities hardness 5; Immune construct traits; 
  Resist electricity 5, fire 5; Weaknesses vulnerable to critical 
  hits, vulnerability to electricity
  OFFENSE
  Speed 30 ft.
  Melee mwk battleaxe +13 (1d8+6/×3) or 
  2 slams +11 (1d4+6)
  Ranged javelin +9 (1d6+6)
  TACTICS
  Before Combat The mannequin remains quiet while Na’alu 
  speaks, though it sometimes sways slightly or makes other 
  small movements to feign life.
  During Combat The mannequin tries to pin down any foes 
  trying to cross the bridge and attack Na’alu. 
  Morale The mannequin fights until destroyed.
  Base Statistics Without bull’s strength, the mannequins 
  statistics are Melee mwk battleaxe +11 (1d8+4/×3) or 
  2 slams +9 (1d4+4); Ranged javelin +9 (1d6+4); Str 19; 
  CMB +9; CMD 23.
  STATISTICS
  Str 23, Dex 18, Con —, Int 10, Wis 13, Cha 3
  Base Atk +5; CMB +11; CMD 25
  Feats Combat Reflexes, Improved Initiative, Power Attack, 
  Toughness, Weapon Focus (battleaxe)
  Skills Disguise +1 (+9 to appear human), Knowledge (local) +4, 
  Perception +6, Sense Motive +6; Racial Modifiers +8 
  Disguise to appear human
  Languages Common, Hallit
  SQ false flesh
  Gear mwk battleaxe, javelins (2), heavy wooden shield, 
  +1 hide armor
  SPECIAL ABILITIES
  False Flesh (Ex) See Subtier 3–4.
  Robot Subtype (Ex) See Subtier 3–4.
  Vulnerable to Critical Hits (Ex) See Subtier 3–4.
  Treasure: In addition to his gear, Na’alu carries 
  several encoded messages that are his latest instructions 
  from the Technic League. Deciphering these requires 
  a successful DC 21 Linguistics check (DC 25 in Subtier 
  6–7), revealing Na’alu’s true affiliation with the League, 
  instructions to procure information regarding the Aspis 
  Consortium’s upcoming expedition, and a warning that 
  the Pathfinder Society is showing increased interest in 
  the Mwangi Expanse.
  Development: Once the PCs defeat Na’alu and the 
  robot, they are free to depart Bloodcove without any 
  further difficulties.
  SCALING ENCOUNTER E
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 3–4: Na’alu has already expended his fireball and 
  bull’s strength spells as well as his arcane bond’s daily ability. 
  He does not have them available for this encounter.
  Subtier 6–7: Replace the trained mannequin bodyguard 
  with the Subtier 3–4 trained mannequin security robot. 
  Na’alu has already expended his 5th-level spells and does 
  not have them available for this encounter.
  
  22
  PATHFINDER SOCIETY SCENARIO
  Rewards: If the PCs fail to defeat Na’alu, reduce each 
  player’s gold earnings as follows.
  Subtier 3–4: Reduce each PC’s gold earned by 325 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 815 gp.
  Conclusion
  Malika Fenn’s report confirms Aya’s suspicions that 
  the Aspis expedition is planning to investigate the 
  same area that Venture-Captain Sharrowsmith was 
  researching before his party’s disappearance. The 
  intelligence also reveals that the consortium is sending 
  a lot of manpower along with the expedition, including 
  several veteran field agents with grim reputations. With 
  this information in hand—and possibly knowledge 
  that the Technic League is also monitoring these 
  expeditions—Aya thanks the PCs wholeheartedly as 
  she steels herself for the daunting task of preparing the 
  Society’s response to the impending conflict. If the PCs 
  succeeded in sabotaging the expedition, Aya tells them 
  that they have been given a precious few days to plan 
  their response—a commendable advantage.
  If the PCs managed to make a deal with either Novaria 
  or Ungala, Aya congratulates them excitedly. She explains 
  that having reliable transport of supplies and personnel 
  through Bloodcove greatly strengthens the Society’s 
  position in the upcoming conflict, and a capable ally in 
  Bloodcove is to the Society’s long-term advantage.
  Reporting Notes
  If the PCs managed to convince Novaria to smuggle 
  Pathfinders through Bloodcove, check box A on the 
  reporting sheet. If they accepted Novaria’s trade deal  
  instead, check box B. If they sided with Ungala, check 
  box C. If Na’alu escaped and the PCs failed to discover his 
  true identity, check box D.
  Primary Success Conditions
  If the PCs manage to find Malika Fenn’s dead drop and return 
  the written report to Aya Allehe, they successfully alert the 
  Pathfinder Society to the nature of the Aspis Consortium’s 
  expedition. This earns each PC 1 Prestige Point.
  Secondary Success Conditions
  The PCs successfully complete their secondary mission 
  if they manage to complete at least three of the following 
  five goals: sabotage the Aspis Consortium expedition 
  (area B), successfully make a deal to smuggle Pathfinders 
  through Bloodcove (area C), discover Na’alu’s true 
  allegiance (area E), gauge the attitudes of at least three 
  citizens of Bloodcove toward the Aspis Consortium, and 
  complete the scenario without their Awareness Point 
  total reaching the major threshold. Succeeding earns 
  each PC 1 additional Prestige Point.
  Faction Notes
  Members of the Exchange faction should complete the 
  smuggling objective (area C) by forging an alliance with 
  either Novaria’s House Cartahegn or Ungala’s criminal 
  network. Succeeding at either one reinforces the 
  Exchange faction’s reputation in the Mwangi Expanse for 
  good or for ill, and doing so earns each Exchange faction 
  PC the Mwangi Exports boon on his Chronicle sheet.
  PLAYER HANDOUT
  I am calling upon any who are willing to take up the call and search every 
  part of Bloodcove to find my missing amulet! The artifact is in fact an 
  heirloom called the Terra Fas DeQuere, a jewel-studded pendant that 
  has been passed down for generations by my family. It was stolen by vile 
  thieves from my household at some point in the last week. I am seeking any 
  information leading to its recovery or to any of the lowlifes mixed up in this 
  most heinous crime! Bring your information to the bounty office to receive 
  your reward.
  Reward: 342 Gold Pieces to be paid by the bounty poster, Kreighton 
  Shaine, upon return of his valuables.
  
  23
  BY WAY OF BLOODCOVE
  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 #6–09: 
  By Way of Bloodcove
  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 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
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  publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  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 
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  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  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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  4. Grant and Consideration: In consideration for agreeing to use this 
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  original material as Open Game Content, You represent that Your 
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  indicate which portions of the work that you are distributing are Open Game 
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  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario #6–09: By Way of Bloodcove © 2014, Paizo Inc.; 
  Author: Justin Juan.
  
  N
  C. Smuggling
  1 square = 5 feet
  24
  PATHFINDER SOCIETY SCENARIO
  
  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
  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 #
  3–4
  6–7
  —
  —
  629
  1,593
  —
  —
  1,111
  1,258
  3,185
  —
  —
  2,222
  Out of 
  Subtier
  Pathfinder Society Scenario #6–09: 
   By Way of Bloodcove
  Mwangi Exports (The Exchange Faction): Your faction’s ability to import goods to and export goods 
  from the Mwangi Expanse without the Aspis Consortium’s oversight makes it possible to undercut the 
  competition. It’s only a matter of time before the authorities in Bloodcove catch on and take additional 
  precautions, but in the meantime you enjoy cheaper prices on Garundi products. You can cross this boon 
  off your Chronicle sheet when purchasing an item found on one of your Chronicle sheets to reduce its 
  cost by 10%. If you use this boon with another ability that allows you to reduce an item’s cost, the two 
  effects stack to a maximum reduction of 15%.
  HEMATITE SPHERE IOUN STONE (FLAWED)
  Aura moderate divination and evocation; CL 12th
  Slot none; Price 500 gp; CL 12th; Weight —
  While orbiting a creature’s head, this ioun stone provides its bearer a +2 enhancement bonus on Survival checks to 
  avoid becoming lost. Once per day, its user can use it to cast know direction.
  When slotted into a wayfinder, the stone causes the wayfinder’s needle to point toward the nearest hematite 
  sphere ioun stone, no matter the distance, enabling bearers to locate one another across a city or even across a 
  continent. When an ioun stone of this type comes in contact with another hematite sphere ioun stone, one of the 
  two stones fades into a dull gray ioun stone, while the other stone begins to home in on the next nearest stone. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, know direction, sending; Cost 250 gp 
  All Subtiers
  Subtier 6–7
  Notes
  +1 seeking arrow (167 gp, limit 2)
  black adder venom (110 gp, limit 1)
  cracked hematite sphere ioun stone (500 gp)
  potion of barkskin (CL 9th; 900 gp, limit 1)
  vive (200 gp, limit 1; Pathfinder Campaign Setting: 
  Technology Guide 34)
  wolfsbane poison (500 gp, limit 5 doses)
  +1 shock arrow (167 gp, limit 4)
  cloak of resistance +3 (9,000 gp)
  hemochem (grade III; 750 gp, limit 1; Pathfinder 
  Campaign Setting: Technology Guide 34)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 06/S06-09 - By Way of Bloodcove.pdf