S03-23 The Goblinblood Dead
S03-23 The Goblinblood Dead
S03-23 The Goblinblood Dead
Jerall Toi
Andrew Hou, Miguel Harkness,
Ryan Portillo, and Keiran Yanner
Cartography Sean Macdonald and Corey Macourek
Author
Contributing Artists
James Jacobs
Wesley Schneider
Senior Editor James L. Sutter
Development Mark Moreland and Patrick Renie
Editing Christopher Carey
Editorial Assistance Judy Bauer, Logan Bonner,
Jason Bulmahn, Adam Daigle, Rob McCreary,
Stephen Radney-MacFarland, and Sean K Reynolds
Editorial Intern Savannah Broadway and Jerome Virnich
Creative Director
Editor-in-Chief F.
Sarah E. Robinson
Andrew Vallas
Specialist CrystalFrasier
Erik Mona
Lisa Stevens
Vice President of Operations Jeffrey Alvarez
Director of Sales Pierce Watters
Finance Manager Christopher Self
Staff Accountant Kunji Sedo
Technical Director Vic Wertz
Senior Software Developer Gary Teter
Pathfinder Society Campaign Coordinator Mike Brock
Publisher
Paizo CEO
Graphic Designer
Production
Pathfinder Society Scenario #3-23: The Goblinblood Dead is a Pathfinder Society Scenario designed for lSt- to 5th-level
characters (Tier 1-5; Subtiers 1-2 and 4-5). This scenario is designed for play in the Pathfinder Society Organized Play
campaign, but can easily be adapted for use with any world.
This product makes use of the Path.finder RPG Core Rulebook, Pathfinder RPG Advanced Player's Guide, Pathfinder RPG
GameMastery Guide, and Pathfinder RPG Bestiary. These rules can be found online for free as part of the Pathfinder
Roleplaying Game Reference Document at paizo.com/prd.
Paizo Publishing, LLC
7120 185th Ave NE, Ste 120
Redmond, WA 98052- 0577
paizo.com/pathfindersociety
This product is compliant with the Open Game License ( OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world's oldest
fantasy roleplaying game.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version i.oa, Section 1 (e), and are not Open
Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress.
( Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as
defined in the Open Gaming License version i.oa Section i (d) . No portion of this work other than the material designated as Open Game Content may be reproduced
in any form without written permission.
2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder,
Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder
Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks ofPaizo Publishing, LLC.
---
..
-,
.,
--
SUMMARY
The scenario begins at the Grand Lodge in
Absalom, where Venture-Captain Drandle
Dreng informs the PCs about the recent
attacks on Sczarni caravans passing
through the Chitterwood. Dreng asks the
PCs to escort the next caravan scheduled
to travel through the Chitterwood and
follow any bread crumbs from such
an attack back to the source of the
disturbance. Before the PCs set off with the
caravan, Dreng advises them to talk to Guaril
Karela, the Sczarni faction leader, and Gaspar Desime,
an Isgeri war veteran.
The PCs can meet with either Karela and Desime, or
both of them, before leaving Absalom. Karela reluctantly
provides the PCs with some information regarding the
operation of Sczarni caravans through Isger and the
Chitterwood. Desime, always willing to talk about his
exploits during the Goblinblood Wars, provides the PCs
with valuable information regarding the denizens and
environment of the Chitterwood.
Dreng arranges passage for the PCs from Absalom to
Andoran and then through to Isger. The PCs reach Isger
safely and rendezvous with the caravan just south of
the city of Logas, meeting the various NPCs they'll be
traveling with as they prepare to enter the Chitterwood.
The journey begins smoothly, but the caravan soon runs
into trouble as goblinoid and human skeletons attack the
party just before it reaches its first planned campsite.
After fending off the ambush and securing the caravan,
the PCs may follow the clues and tracks left behind by the
skeletal attackers. The clues eventually lead the PCs to a
battlefield graveyard, the various plots all showing signs
of being upturned and emptied. Here, the PCs encounter
GETTING STARTED
Read the following to get the
adventure underway:
Venture-Captain Drandle Dreng's
appearance in the middle of the
night is surprising only due to his
unfamiliar accomplice, a burly man
dressed in full lsgeri military trappings.
"Pardon the intrusion," Drandle says as
he juggles the numerous scrolls and writing
materials precariously balanced in his arms, "but I
have a request that is of utmost importance to ask of all
you. I'm afraid we have something of a situation on our hands.
"It is perhaps well known among the Pathfinder Society
that trade is vital to our organization. Not for any monetary
gain, of course, but because we rely heavily on overland
caravan routes and trading lanes at sea to get important
documents, treasures, and personnel from central Avistan
to the Inner Sea. When such materials are of particular
import, we have even been known to use more illicit modes
of transportation, such as caravans operated by the Sczarni
organized crime syndicate.
"It appears that a number of such Sczarni caravans, carrying
important cargo for delivery to the Pathfinder Society, have
recently begun to go missing along their more discreet
trade routes from Cheliax to Druma, a little-known path that
runs through the Chitterwood in lsger. Of course, the route
along the Conerica River would be viable for more legitimate
operations, but oftentimes we can't afford to be forestalled
with matters such as customs, tariffs, and inspectors,
especially when such hindrances could also potentially result
in the arrest of our business partners. Alas, I digress.
"I have agreed to work with the local Sczarni leader, Guaril
Karela, in order to reclaim the caravan route through lsger's
1.
..
Chitterwood. That's where you come in. I have made all the
arrangements necessary to ship you to lsger in the morning,
where you'll meet the caravan you are tasked with escorting
through the goblinoid-infested woods. In the meantime, I have
summoned the honored lsgeri war hero Gaspar Desime to help
answer any questions you might have about your upcoming
visit to the Chitterwood. Guaril Karela is also available and
can answer any questions you have about the caravan you'll be
guarding, though I believe he is currently stationed at his shop
in the Docks district."
Gaspar Desime
Desime, with his chiseled Chelish
features and elaborately bedecked
Isgeri military uniform, cuts
an imposing figure. Loud,
abrasive, and arrogant, most find
Gaspar
him difficult to tolerate. However, he
did prove himself a hero during the
Goblinblood Wars and his knowledge may be of use to
the PCs. Desime gives a brief history of the Goblinblood
Wars (as detailed in the first paragraph in the scenario
background on page 3), overemphasizing his own role
during the conflict. Eventually, he allows the PCs to ask a
few questions. Desime does not know any specifics about
the caravan they'll be escorting, but he can answer almost
any question about the Chitterwood and the Goblinblood
Wars. Answers to some of the most common questions
the PCs may have are given below.
Who do you suspect is behind the attacks? "Isger is
currently besieged by numerous threats-the undead
roam the lands to the north and south of my beloved
homeland, while bandits prey on the weak throughout the
countryside. What's worse, the Chitterwood itself is still
the home to the scattered remains of goblinoid armies, left
over from the Goblinblood Wars. If only for your sake, I
hope it's merely bandits behind the caravan attacks."
What dangers can we expect to face in the Chitterwood?
' J" .-
.-
.'
Guaril Karela
The PCs should have no difficulty
in finding Guaril Karela's store, the
Oes1me
Pickled Imp, located in Absalom's seedy
Docks district. When the PCs enter the
store, read or paraphrase the following.
Karela's curio store seems dark and cramped, regardless of
the time of day. The dirty windows block most outside light,
leaving the inside of the store permanently encased in shadow.
Rows upon rows of shelves filled with knickknacks, baubles,
and trinkets-all of varying levels of quality and authenticity
run the length of the store, leaving little room for people to
move about.
From somewhere behind the shelves, Karela, acting as
shopkeep, shouts a greeting to potential customers as they enter.
'
....
-
--
..
-- --
. ,
CR l
--
- f
..
-,
.,
--
---- -
,,
l<AZRIN
CR l 2
Male human warrior 2
N Medium humanoid (human)
Init +1; Senses Perception +4
DEFENSE
AC i5, touch 11, flat-footed i4 (+2 armor, +1 Dex, +2 shield)
hp 11 (2d10)
Fort +3, Ref +i, Will -1
OFFENSE
Speed 30 fl.
Melee longsword +s (1d8+2/19-20)
TACTICS
During Combat l<azrin attempts to stay close to Jandri and
the wagon. If any creatures attack him, Jandri, or the
wagon, Kazrin defends them as best he can. Otherwise, he
attempts to stay out of combat if possible, as he does not
want to get in the way, and leaves most of the fighting to
the PCs.
Morale Kazrin only flees if commanded to do so by Jandri. If
Jandri falls, Kazrin fights to the death.
STATISTICS
Str is, Dex i2, Con 11, Int lO, Wis 9, Cha 8
Base Atk +2; CMB +4; CMD 15
Feats Shield Focus, Weapon Focus (longsword)
Skills Perception +4, Profession (soldier) +4, Ride +s, Survival +4
Languages Common, Varisian
Gear leather armor, light wooden shield, longsword, 2 gp
JANDRI
CR i/2
Male human expert 2
N Medium humanoid (human)
Init +i; Senses Perception +7
DEFENSE
AC i3, touch 11, flat-footed 12 (+2 armor, +i Dex)
hp 9 (2d8)
Fort +o, Ref +i, Will +s
OFFENSE
Speed 30 fl.
Melee club (1d6-1)
TACTICS
During Combat During combat, Jandri tries to keep Anka and
the wagon out of harm's way, relying on Kazrin and the PCs
to defend him and the cargo. If attacked, he retaliates using
his club to bludgeon enemies.
' J ---
CR12
CAMON
Male halfling commoner 2
NG Small humanoid (halfling)
lnit +2; Senses Perception +s
DEFENSE
AC i3, touch i3, flat-footed 11 (+2 Dex, +1 size)
hp 11 (2d6+4)
Fort +2, Ref +3, Will +o; +2 vs. fear
OFFENSE
Speed 20 fl.
Melee dagger +i (1d3-1/19-20)
TACTICS
During Combat Camon, still unused to his freedom, attempts
to stay hidden during combat. He hides among the crates
on the wagon or under the wagon, as the situation dictates.
Morale Camon does not move from his hiding spot. If
discovered, he simply cowers.
STATISTICS
Str 8, Dex is, Con 12, Int 11, Wis 9, Cha 10
Base Atk +i; CMB -1; CMD 11
Feats Athletic
Skills Acrobatics +4 (o when jumping), Climb +y, Perception
+s, Profession (shipwright) +3, Swim +s; Racial Modifiers
Acrobatics +2 (-2 when jumping), +2 Climb, +2 Perception
Languages Common, Halfling
Gear dagger, 8 gp
HUMAN SKELETONS 3
CR l
'
CR l
BUGBEAR SKELETON
CR l
CR 2
....
-
--
..
-- --
---
..
-,
.,
--
' J ---
---.
Co
1-2:
Fer en
'
CR l
10
....
-
--
..
-- --
CR 2
--
..
--
--,
.,
--
11
' J ---
---.
Co
1-2:
The forest path leads the PCs to the entrance of an old cave
network. Goblinoids once used these shallow caves as a
supply point during the Goblinblood Wars. These caves
lay empty for several years until Telda and her followers
returned to the Chitterwood. Telda has since converted
part of the caves to an unholy shrine dedicated to Urgathoa.
Here, she and her followers have been able to partake in
foul rituals and slowly build their undead army.
Unless otherwise noted, the cave is kept dark and is
made up of unworked stone walls and hewn stone floors.
Earlier goblinoid inhabits installed crude wooden struts
and simple wooden doors to provide additional support and
security where needed.
'
12
....
.
-
--
..
-
-- -
--
' J ---
---.
Co
CR 3
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex
avoids; multiple targets (all targets in a 10-ft.-square area)
Development: During the battle with the exploding
skeletons in the cave entrance, allow the hobgoblins in
area C2 a Perception check each round (+2 in Subtier 1-2;
+5 in Subtier 4-5) to notice the sound of the fight. Also,
allow Telda in area Cs a Perception check each round (+i
in Subtier 1-2; +i in Subtier 4-5) to notice the sound of
the fight. Aware of intrnders, the hobgoblins prepare for
a fight by readying their defense in area C2. If anybody
falls into the pit trap, the resulting noise reduces the DC
required to hear the fight by 5.
PIT TRAP
CR l
Type mechanical; Perception DC 20; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex
avoids; multiple targets (all targets in a 10-ft.-square area)
---
..
-,
.,
--
13
(2
CR l 2
hp 12 each (Pathfinder RPG Bestiary 175)
TACTICS
Before Combat If aware of approaching enemies, the
hobgoblins take up defensive positions behind the
table and use their longbows to attack foes as they
enter the room.
Morale If Darak falls or attempts to retreat to area Cs, the
hobgoblins also attempt to fall back to area Cs.
HOBGOBLINS
CR l 2
DARAK
Male hobgoblin fighter l (Pathfinder RPG Bestiary 175)
LE Medium humanoid (goblinoid)
lnit +2; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 17 (1d10+7)
Fort +5, Ref +2, Will +i
OFFENSE
Speed 30 ft.
Melee scythe +4 (2d4+3/x4)
Ranged longbow +3 (1d8/x3)
TACTICS
During Combat Darak uses the table or altar to gain a height
advantage against the PCs.
Morale If reduced to fewer than 5 hit points, Darak attempts
to fall back to Telda's position in area C5.
STATISTICS
Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +i; CMB +3; CMD 15
Feats Toughness, Weapon Focus (scythe)
Skills Perception +2, Stealth +5; Racial Modifiers +4 Stealth
Languages Common, Goblin
Gear studded leather armor, longbow with 20 arrows, scythe
DARAK
CR 4
Male hobgoblin fighter 5 (Pathfinder RPG Bestiary 175)
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +i dodge)
hp 52 (5d10+20)
Fort +7, Ref +3, Will +i; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee mwk scythe +10 (2d4+5/x4)
or mwk longsword +io (1d8+5/19-20)
Ranged mwk composite longbow +8 (1d8+3/x3)
Special Attacks weapon training (heavy blades +i)
TACTICS
Before Combat If aware of approaching enemies, Darak
consumes his potion of blur before combat.
During Combat Darak uses the table or altar to gain a height
advantage against the PCs. He attempts to position himself
to make the most of his Improved Trip and Whirlwind
Attack feats. If he suspects the presence of an invisible
opponent, he uses his dust of dryness (currently in its pellet
form) to flood the room, creating a thin layer of water on
the floor so he can see his foes' footprints.
Morale If Darak is reduced to fewer than 10 hit points, he
attempts to fall back to Telda's position in area Cs.
STATISTICS
Str 16, Dex 14, Con i6, Int 13, Wis 10, Cha 8
Base Atk +5; CMB +8 (+10 trip); CMD 21 (23 vs. trip)
Feats Combat Expertise, Dodge, Improved Trip, Mobility,
Spring Attack, Whirlwind Attack
Skills Intimidate +7, l<nowledge (religion) +3, Perception +5,
Stealth +8; Racial Modifiers +4 Stealth
Languages Common, Goblin, Infernal
SQ armor training l
Combat Gear dust of dryness, potion of blur, potions of cure
light wounds (2); Other Gear +I hide armor, masterwork
14
' J ---
---.
Co
1-2:
GameMastery Guide.
da.13.13ers.
1-2:
---
..
-,
.,
--
CR S
DESICCATING PIT
15
'
16
....
-
--
..
-- --
.
. ,
---
- --
- f
..
--,
.,
--
17
Success Conditions
A PC earns i Prestige Point for this scenario upon
defeating the hobgoblins in Telda's lair and returning to
the Sczarni caravan.
FACTION MISSION S
The PCs may earn prestige from their respective factions
for completing the tasks listed below during the course
of the adventure.
Andoran Faction: Andoran faction PCs who keep
Camon safe in Act 1 earn 1 Prestige Point.
Cheliax Faction: Cheliax faction PCs who retrieve Zarta's
locket in the Getting Started section earn i Prestige Point.
Grand Lodge Faction: Grand Lodge faction PCs who
retrieve the Aspis Consortium badge and the scroll tube
from area C4 earn i Prestige Point.
Lantern Lodge Faction: Lantern Lodge faction PCs
who help properly inter any of the human skeletons in
either Act i or Act 2 earn i Prestige Point.
Osirion Faction: Osirion faction PCs who correctly
identify and retrieve Telda's notes and her copy of ServinE
Your Hun!:fer in area Cs earn i Prestige Point.
Qadira Faction: Qadira faction PCs who locate and
correctly identify the Mercenary League shield in Act i
earn i Prestige Point.
Sczarni Faction: Sczarni faction PCs who manage to
ensure the caravan's safety in encounter A by helping set
the defenses around the campsite earn i Prestige Point.
Shadow Lodge Faction: Shadow Lodge faction PCs who
convince Jandri to share out the potions ofcure li!:fht wounds
in Act i earn i Prestige Point.
Silver Crusade Faction: Silver Crusade faction PCs who
manage to read the caravan's cargo manifest in Act i without
alertingJandri, Alik, or Kazrin earn i Prestige Point.
Taldor Faction: Taldor faction PCs who learn of the
smuggling routes across the border between Cheliax and
Isger in Act i earn i Prestige Point.
1-z:
CONC LUSION
If the PCs defeat Telda, the attacks by undead along the
Sczarni trade route come to an end. If the PCs took the
time to secure the caravan, they return to find it and the
NPCs that survived the ambushed safe. If the PCs failed
to secure the caravan properly, they instead return to
find the caravan recovering after an encounter with a
woodland predator. The NPCs managed to fend off the
predator, but much of the caravans more fragile cargo
now lies broken and damaged.
Regardless, the rest of the journey proceeds smoothly
and the surviving caravan members reach Druma safely.
With Telda defeated, the PCs have managed to eliminate
at least one of Isger's numerous internal threats. Soon
thereafter, the Sczarni begin to move goods, people, and
secrets through the Chitterwood with renewed fervor.
'
18
....
.
-
--
..
-
-- --
' J ---
---.
Co
Champion of Freedom,
Andoran has long opposed the Chelish slave trade. The Sczarni, always willing to do anything to turn a
profit, have been smuggling freed slaves through the Chitterwood and eventually to Andoran or Druma. I
have heard that the Sczarni are intending to transport such an escaped slave as part of their next caravan. I
need you to look after this now-free individual and ensure his safety throughout the journey. I have enclosed
a small card, which sports the depiction of a bellflower. Your charge, a halfling by the name of Camon, knows
to trust you upon presentation of the card.
c&/?
Regards,
Sweet Thing,
I believe that the good Venture-Captain Dreng has arranged a meeting between you and Gaspar Desime.
Maintaining a positive relationship with Gaspar once had its advantages. However, the oaf has since outlasted
his usefulness and I no longer find his pining amusing. Though I have severed ties with the man, he still
holds a trinket of mine-a silver locket. I believe that the man still carries it on his person. If the opportunity
arises, I want you to convince Gaspar to return the locket. If all else fails, simply snatch it from him.
Appreciatively,
Respected Pathfinder,
You will soon be joining a Sczarni caravan, traveling along a smuggler's route through the nation of lsger.
We would be foolish if we did not suspect that other organizations might use these same routes, even those
that would wish the Society harm.
Recently, the Society lost several valuable documents in Andoran. We have collected sufficient evidence
indicating that they were to be smuggled into Cheliax and through to Westcrown and the Aspis Consortium.
We have reason to believe that smugglers chose to risk traveling overland through lsger. While on your
mission, keep an eye open for any clues that may help us recover the stolen documents.
l-J..t-_
Honored Pathfinder,
The Lantern Lodge exists to strengthen the bonds between Pathfinders from Tian Xia and our fellows in
the Inner Sea region. You will soon have the opportunity to help us take a step toward achieving this goal.
Venture-Captain Dreng intends to send you to lsger. Many of our fellow Pathfinders may have fought in
the Goblinblood Wars or have been close to somebody that did. There are countless battlefield graves across
the war-torn nation. If you should come across any of the fallen, I ask that you take a moment to show the
proper respect and appreciation for those who gave their lives fighting against the goblinoid armies.
Respectfu I ly,
Venture-Captain Amara Li
--
- f
Good luck,
..
-,
.,
--
19
Fellow Scholar,
The Society Venture-Captains intend to send you to lsger in the near future. That poor nation has only
recently begun to recover from the terrible Goblinblood Wars. Naturally, the lsgeri people do not tolerate
anything of goblin origin. This intolerance has led to the destruction of countless, potentially academically
valuable artifacts.
If, during your travels, you come across any artifact or text that describes goblin life or religion, do your best
to smuggle it safely out of lsger for further study.
j.
- M'l.1/
Amenopheus, the Sapphire Sage
---''--
Seeker of Wealth,
Druma is a fascinating land, where even a runaway Chelish slave, if willing and capable, can amass a great
fortune. Many of Druma's successful merchant houses arose from such humble beginnings.
One of these younger houses may prove to be a valuable ally as we attempt to expand our holdings within
Druma. Its founder began his career within the Mercenary League and, as our agents have discovered, fought
during the Goblinblood Wars. If possible, I would appreciate it if you could recover any gear that may have
once belonged to the Mercenary League. With luck, such items, when presented as a gift and as a link to the
past, may assist in negotiating a potentially profitable alliance.
/!_'_t /
"7{-1-/(- {-J
SCZARNI
Trusted Associate,
You may have heard that we have lost several caravans along a previously lucrative route through lsger's
Chitterwood. I have managed to strike a deal with the Pathfinder Society that will see you, and several other
Pathfinders, travel to lsger to escort our next caravan.
Dreng certainly has his own reasons for sending you, but do not forget that your loyalty lies with the
Sczarni. I need you to ensure the safety of the caravan. Though Dreng's mission may require that you leave
the caravan for a time, first ensure the security of the caravan, its crew, and, most importantly, its cargo.
o not disappoint,
Guaril Karela
0'/1
Once again, the Ten place a greater value on material goods over the lives of Pathfinders. The Decemvirate
is rightfully concerned about attacks on Sczarni caravans traveling through lsger, but for the wrong reason.
The Ten worry about the occasional lost piece of treasure, leaving us to worry about those Pathfinder agents
and allies lost during those same attacks.
Dreng plans to send you to escort the next caravan scheduled to travel through lsger. Undoubtedly, the Sczarni
intend to transport goods that may be of use during your own mission. They would probably die before their
greed would allow them to make use of those goods. I need you to convince the caravan master to share out any
items that could increase your chance of surviving and successfully completing your mission.
.
Faithfully,
_..k-::
Jot(C. +
'
20
...
--
. ..
I
--
Grandmaster Torch
-- -
' J ---
---.
Co
There are those who would use the Society's resources to further their own selfish agenda. Unfortunately,
the tenets of the Society prevent us from directly interfering with the affairs of our fellow Pathfinders, even
those that profit from the suffering of others.
Yet there is still hope. I have heard that Drandle Dreng intends to send you along with a Sczarni caravan.
The Sczarni use their caravans to smuggle illegal goods, including dangerous narcotics. As I mentioned,
we must not interfere directly. However, if you manage to examine the caravan's cargo manifest and report
what you find, we may be able to use that information to send aid and support to those adversely affected
by the contraband.
To defend and protect,
'QC."11--
Ollysta Zadrian
TALDOR
Loyal Taldan,
The Sczarni know of many secret and unguarded smuggling routes across the lsgeri border. Access to such
routes may prove invaluable when next we attempt to place an agent within Imperial Cheliax.
Karela, unforthcoming as always, would never share those secrets with me. However, as luck would have it,
you may soon be in a position to learn something of these routes. Venture-Captain Drandle Dreng intends to
send you to lsger. While there, see what you can learn about crossing into Cheliax unnoticed, possibly prying
such information from your fellow caravan members if you must.
- --
- f
..
- -,
.,
--
21
T h e fo l l ow i n g t e x t is t h e p r o p e rty of W i z a r d s of t h e C o a s t , I n c . a n d i s
C o p y r i g h t 2 0 0 0 W i z a r d s of t h e C o a s t , l n c ("Wiza rds"). A l l R i g h t s Reserve d .
L Defi n i t i o n s : (a) " C o n t r i b utors" m e a n s t h e copyright a n d/o r t r a d e m a r k
o w n e r s w h o h a v e c o n t r i b uted O p e n G a m e C o n t e n t ; ( b) " D e rivative Material"
m e a n s copyrighted material i n c l u d i n g d e r ivative works and translations ( i n cl u d i n g
i n t o other c o m p uter l a n g u a ges), potati o n , m o d ifi c a t i o n , correct i o n , a d d i t i o n ,
exte n s i o n , u p grade, i m p rove m e n t , c o m p i l a t i o n , a b r i d g m e n t o r other fo r m i n
w h i c h a n exist i n g work may be recast, t r a n s fo r m e d o r a d a pted; (c) " D istrib ute"
m e a n s to repro d u ce, license, rent, lease, s e l l , broad cast, p u b licly d i s p l ay, t r a n s m i t
o r otherwise d i s t r i b ute; (d ) "Open G a m e C o n tent" m e a n s t h e g a m e m e c h a n i c
a n d i n c l u d e s t h e m e t h o d s , p r o ced u res, processes a n d r o u t i n e s to t h e exte nt s u c h
c o n t e n t does not e m body t h e P r o d u ct I d e n tity a n d is a n e n h a n c e m e n t o v e r t h e
p r i o r art a n d a n y a d d i t i o n a l c o n t e n t c l e a r l y ide ntified as O p e n G a m e Content
by t h e C o n t r i b utor, a n d m e a n s a n y work cove red by t h i s License, i n c l u d i n g
t r a n s l a t i o n s a n d d e r ivative works u n d e r copyright l aw, b u t s p e cifi c a l l y exc l u d es
P r o d u c t I d e ntity. (e) " P rod u ct I d e n t ity" m e a n s p r o d u ct a n d p r o d u ct l i n e n a m es ,
logos a n d i d e ntify i n g m a rks i n c l u d i n g trade d ress; a rtifacts, creatu res, c h a racters,
sto ries, story l i nes, p l ots, thematic elements, d i a l ogue, i n cidents, l a n g u a ge,
artwork, s y m b o l s , d e s i g n s , d e p i ct i o n s , l i ke n esses, fo r m ats, poses, c o n cepts,
themes and graphic, p h otogra p h i c and other visual o r audio representations;
n a m e s a n d descriptions of c h a racters, s p e l l s , e n c h a n t m e n t s , perso n a l ities,
teams, personas, l i ke n esses a n d s p e c i a l a b i l ities; p l a ces, locations, envi r o n m e nts,
creatu res, e q u i p m e n t , magical o r s u pe r n a t u r a l a b i l ities o r effects, logos, sy m bo l s ,
o r g r a p h i c designs; a n d a n y other t r a d e m a r k o r registered t r a d e m a r k c l e a r l y
i d e ntified a s P ro d u ct i d e n tity b y t h e owner of t h e P r o d u ct I d e n tity, a n d w h i c h
specifi c a l ly excl u d e s t h e O p e n G a m e Content; (f) "Tr a d e m a rk" m e a n s t h e l o g o s ,
n a mes, m a rk, s i g n , m otto, d e s i g n s t h a t a re used b y a C o n t r i b u t o r to i d e n t ify itself
o r its p r o d u cts o r t h e associated p r o d u cts c o n t r i b uted to t h e O p e n Game License
by t h e C o n t r i b u t o r (g) " U se'', " U sed" o r " U s i n g" m e a n s to use, D i s t r i b ute, co py,
edit, fo r m a t , m o d ify, t r a n s l ate a n d otherwise create De rivative Material of O p e n
G a m e Content. (h) "Yo u" o r "Yo u r" m e a n s t h e l i censee i n terms of t h i s a g r e e m e n t .
2 . T h e License: T h i s Lice n s e a p p l i es to a n y O p e n G a m e C o n t e n t t h a t c o n t a i n s
a n otice i n d icat i n g t h a t t h e O p e n G a m e C o n t e n t m ay o n ly be U s e d u n d e r a n d i n
t e r m s of t h i s Lice n s e . Yo u m u st a ffi x s u c h a n ot i ce t o a n y O p e n G a m e C o ntent
t h a t y o u U s e . N o t e r m s m a y be a d d e d to o r s u btracted fro m t h i s License exce pt
a s d e s c r i b e d by the Lice n s e itself. No o t h e r terms o r c o n d i t i o n s m ay be a p p l i e d
to a n y O p e n G a m e C o n t e n t d is t r i b uted u s i n g t h i s L i c e n s e .
3 . Offe r a n d Acce pta n ce : By U s i n g t h e O p e n G a m e C o ntent Yo u i n d icate
Yo u r acceptance of t h e terms of this Lice n s e .
4 . G r a n t a n d C o n s i d e r a t i o n : I n c o n s i d e r a t i o n fo r agreei n g to use t h i s License,
t h e C o n t r i b u t o r s g r a n t Yo u a p e r p et u a l , worldwide, royal ty-free, n o n -exc l u s ive
l i c e n s e with the exact t e r m s of t h i s Lice n s e t o Use, the O p e n G a m e C o n t e n t .
5 . Re p res e n t a t i o n of A u t h o rity to C o n t r i b u te: I f Yo u a r e c o n t r i b u t i n g o r i g i n a l
m a t e r i a l a s O p e n G a m e C o n t e n t , Yo u represent t h a t Yo u r C o n t r i b u t i o n s a r e
Yo u r o r i gi n a l creat i o n a n d/o r Yo u h ave s u ffi c i e n t r i g h t s to g r a n t t h e r i g h t s
conveyed by t h i s Lice n s e .
6 . N otice of L i c e n s e C o py r i g ht: Yo u m u st u p d ate t h e COPYR I G H T N OT I C E
p o r t i o n of t h i s License to i n c l u d e t h e exact text of t h e C O PY R I G H T N OT I C E
of a n y O p e n G a m e C o n t e n t Yo u a r e c o p y i n g , m o d ify i n g o r d is t r i b u t i n g, a n d
Yo u m u st a d d t h e t i t l e , t h e copyright d ate, a n d t h e copyright h o l d e r's n a m e t o
t h e C O PY R I G H T N OT I C E of a n y o r i gi n a l O p e n G a m e C o n t e n t y o u D i s t r i b ute.
7. Use of Prod u ct I d e ntity: Yo u agree n o t to U s e a n y P ro d u ct I d e nt ity, i n c l u d i n g
as a n i n d ication as to c o m p a t i b i l ity, except as expressly licensed i n a n ot h e r,
i n d e p e n d e n t Agree m e n t with t h e own e r of each e l e m e n t of that P r o d u ct I d e nt ity.
Yo u agree not to i n d icate c o m p a t i b i l ity o r c o - a d a pta b i l ity with any Tra d e m a r k o r
Registered Tra d e m a r k i n conj u n c t i o n with a w o r k conta i n i n g O p e n G a m e Content
except as expressly licensed i n a n ot h e r, i n d e p e n d e n t Agree m e n t with t h e own e r
of s u c h Tra d e m a r k o r Registered Tra d e m a rk. The use of a n y Prod u ct I d e n tity i n
O p e n G a m e C o n t e n t d oes n o t constitute a c h a l l e n ge to t h e own e r s h i p of t h a t
P r o d u c t I d e n t ity. T h e ow n e r of any P ro d u ct I d e n tity u s e d i n O p e n G a m e Content
shall ret a i n all rights, title a n d i n terest i n a n d to t h a t Prod u ct I d e n tity.
8 . I d entifi cati o n : I f you d istrib ute Open G a m e Content Yo u m ust clearly i n d icate
which portions of the work that yo u are distributing a re Open G a m e Content.
9 . U p d a t i n g t h e License: Wizards o r its d e s i g n ated Agents m a y p u b l i s h
u p d ated ve r s i o n s of t h i s Lice n s e . Yo u m a y u s e a n y a u t h o rized ve r s i o n of t h i s
License to co py, m o d ify a n d d i s t r i b ute a n y O p e n G a m e C o n t e n t o r i gi n a l ly
d is t r i b uted u n d e r a n y vers i o n of t h i s License.
1 0 . C o py of t h i s License: Yo u M U ST i n c l u d e a copy of t h i s Lice n s e with every
copy of the O p e n G a m e C o n t e n t Yo u d i s t r i b ute.
1 1 . U s e of C o n t r i b u t o r C r e d i t s : Yo u m ay n o t m a r ket o r advertise t h e Open
Game C o n t e n t using t h e name of a n y C o n t r i b u t o r u n less Yo u h ave written
p e r m i s s i o n fro m t h e C o n t r i b u t o r t o d o s o .
1 2 . I n a b i l ity to C o m p ly: I f it i s i m p o s s i b l e fo r Yo u t o c o m p l y with a n y of t h e
t e r m s of t h i s L i c e n s e with respect to s o m e o r a l l of t h e O p e n G a m e C o n t e n t d u e
to s t a t u t e , j u d i c i a l o r d e r, o r gove r n m e n t a l regu l a t i o n t h e n Yo u may n o t U s e a n y
O p e n G a m e M a t e r i a l s o affected.
1 3 . Te r m i n a t i o n : T h i s License will t e r m i nate a u t o m at i c a l l y if Yo u fa i l to
co m p ly with all t e r m s herein and fail to c u re such b r e a c h wit h i n 3 0 d ays of
beco m i n g aware of the b r e a c h . All s u b l icenses s h a l l s u rvive the t e r m i n a t i o n of
this License.
14. Reformation: If any p rovis i o n of this License is h e l d to be u n enforceable, s u c h
provision s h a l l be reformed o n ly to the exte nt necessary to m a ke it e n fo rcea ble.
i 5 . C O PY R I G H T NOTICE
Open Game License v i.oa 2 0 0 0 , W i z a r d s of t h e C o a s t , I n c.
System Reference Document 2 0 0 0 , Wizards of t h e C o a s t , I n c; A u t h o rs :
J o n a t h a n Tweet, M o nte C o o k, S k i p W i l l i a m s , based o n m a t e r i a l by E . G a ry
Gygax a n d Dave A r n e s o n .
Pathfinder Society Scenario #J-23: The Goblinblood Dead 2 0 1 2 , Paizo
P u b l i s h i n g, LLC; Author: J e r a l l To i .
Date
GM C h a racte r #
GM #
G M P restige E a rn ed
GM N a m e
0Andoran
0 Chel iax
0 G rand Lodge
O Qadira
0 Sczarni
0 Lantern Lodge
0 0sirion
0 Taldor
Cha racte r #
Prestige Points
Cha racter N a m e
0Andoran
0 Chel iax
0 G rand Lodge
O Qadira
0 Sczarni
0 Taldor
Cha racte r #
Prestige Points
Cha racter N a m e
0Andoran
0 Chel iax
0 G rand Lodge
O Qadira
0 Sczarni
0 Taldor
Cha racte r #
Prestige Points
Cha racter N a m e
0Andoran
0 Chel iax
0 G rand Lodge
D Qadira
0 Sczarni
0 Taldor
Cha racte r #
Prestige Points
Cha racter N a m e
D Andoran
0 Chel iax
D G rand Lodge
O Qadira
0 Sczarni
0 Taldor
Cha racte r #
Prestige Points
Cha racter N a m e
0Andoran
0 Chel iax
D G rand Lodge
D Qadira
0 Sczarni
O Taldor
Cha racte r #
Prestige Points
Cha racter N a m e
D Andoran
0 Chel iax
D G rand Lodge
D Qadira
O sczarni
'
0 Taldor
22
....
-
--
..
-- --
Scenario Chronicle #
0 Normal
504
252
r---+----1
92 1
Character Name
-----
Pathfinder Society #
Faction
XP Gained
G M 's
'"''"'
(GM O N LY}
gp)
DD
I . I
I
II
DD
Initial Fame Initial Prestige
+
Prestige Spent
Start GP
+
GP Gained (G M O N LY}
f
I=
+
Items Sold
Subtotal
Items Bought
TOTAL VALU E O F I T E M S SOLD
Add i/2 t h i s va l u e to t h e " Items S o l d " Box
TOTAL COST O F I T E M S B O U G H T
Total
For GM Only
EV ENT
EV ENT COD E
DAT E
1,843 5
A.K.A.
Player Name
Cl
GM Pathfinder Society #
I
I