S03-23 The Goblinblood Dead

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THE GoBLINBLooo DEAD

PATHFINDER SOCIETY SCENARIO #3-23

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

Senior Art Director

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

Will Chase, Michael Kenway,


Matt Renton, Jeff Strand, and Kevin Underwood
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and Sara Marie Teter
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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.
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Patlifinder Society Scenario #J-23: The Gobliriblood Dead

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
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THE GoBLINBLooo DEAD


BY JERALL TOI

The nation oflsger has fallen on hard times. Less than 2


decades ago, the savage Chitterwood goblinoids organized
and attacked the nation from within, sparking the deadly
Goblinblood Wars. So great was the threat to Isger and
its neighbors that only an unlikely alliance between
a regiment of Eagle Knights from Andoran, a small
order of Hellknights from Cheliax, and a contingent of
Druma's Mercenary League could stem the goblinoid
tide. In the end, much of the Chitterwood was put to the
torch, forcing the surviving goblinoids to seek refuge
deep among the caverns below.
During one of the first battles of the Goblinblood
Wars, one hobgoblin, Telda, panicked and fled the field of
battle. Knowing that her cowardice would be punished by
either enslavement or exile, she chose not to return to her
people, and instead fled north until she reachedFinder's
Gulch, the haunted foothills bordering Cheliax and
Molthune. Here, she encountered a cult of Urgathoa and
found herself drawn into their ranks. Within the cult,
Telda met several other hobgoblin outcasts, including a
burly warrior, Darak.
As Telda explored her newfound religion further, her
needs and desires began to shift toward the horrific.
During one particularly debased feast, Telda began to
vocalize strange and terrible sounds in the middle of the
meal. Unable to control her own voice, the frightened
hobgoblin lashed out at those around her. Eventually, after
her energy was spent, Telda found that her own voice and
words had returned to her, and that her fellow supplicants
lay dead or dying from festering and bleeding wounds
wounds that her touch had caused. It was then, surrounded
by the blood of her fellow worshipers, that Telda had her
first revelation-a vision of the Chitterwood goblinoid
armies rising once more, loyal only to her. Soon after,
Telda returned to the Chitterwood with a small group of
like-minded cultists, including Darak-now her constant
companion and protector-and began raiding battlefield
graves and crypts to gradually build her skeletal army.
Now, the Chitterwood's borders are far narrower
following the blazing climax of the Goblinblood Wars,
and Isger's military remains likewise depleted. Isger's
steward, Hedvend VI, has ordered the remnants of the

---

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.,
--

The Goblinblood Dead takes place in the Chitterwood of


central lsger. Once a forest of much larger size, the goblin
infested woodland was diminished greatly a decade ago
when a united force of Andorens, Chelaxians, and Drumans
forced repulsed a dire goblin threat upon lsger. Now lsger
exists as a thrall to Cheliax, weakened by the Goblinblood
Wars and supported by the money and influence of the
Infernal House of Thrune. For more information on lsger
and the Goblinblood Wars, refer to Path.finder Campaign
Setting: The Inner Sea World Guide, available wherever
gaming material is sold, and online at paizo.com.

military to protect the country's primary source of


income-the trade routes that run along the Conerica
River and the roadways that follow its course. The rest
of the nation has since fallen victim to countless smaller
problems, from common banditry to undead infestations.
The Pathfinder Society has long used overland caravan
routes to get important documents, treasures, and
personnel from central Avistan to the Inner Sea. The
Society often employs caravans operated by Varisian
wanderers, especially those operating as part of the
Sczarni organized crime syndicate. One particular route
through Isger, from Cheliax to Druma, passes through
the Chitterwood, its caravan masters willing to risk
danger if it allows them to stay off the main roads and
better hide their illicit or smuggled cargo. However, in

PATHFINDER SOCIETY SCENARIO

the last few months, a number of important Sczarni


caravans operating on these rarely traveled roads have
disappeared or reported significant casualties due to
nighttime ambushes or "bandit raids."
The Sczarni suspect that the caravans have fallen
victim to the all-too- common bandit attacks. In actuality,
Telda's undead minions are the true cause of the missing
caravans. Her plans require countless bodies and supplies,
materials that the caravan smuggling routes provide
ample numbers of.
In order to protect both their own assets
and Pathfinder cargo, the Sczarni have
approached the Society, asking for a group
of Pathfinders to guard the next scheduled
caravan and, if the opportunity presents
itself, track down the source of the attacks.

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

an old worg picking through the empty graves. The


worg is not initially hostile, but is cautious and willing
to defend herself if attacked. If the PCs can improve the
beast's attitude toward them, she can provide additional
information regarding what's behind the skeletons and
empty graves.
Further clues and tracks found at the graveyard
eventually take the PCs to the source of the undead
scourge: a small cave network deep within the
Chitterwood. Telda, a hobgoblin oracle of
Urgathoa, is responsible for the recent
undead attacks. The PCs will need to
defeat Telda and her fellow cultists
if they are to ensure their caravan's
safety and secure the trade route for
future use.

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.

..

THE GOBLINBLOOD DEAD

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."

Dreng has organized two information


sharing sessions for the PCs: one with Gaspar
Desime, a veteran Isgeri soldier, and the other
with Guaril Karela, leader of the Sczarni in
Absalom. Desime has accompanied Dreng to
the PCs' quarters, and answers any questions
on the spot. Karela has agreed to meet the PCs
in his Absalom-based store, the Pickled Imp.

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?

"You will probably face nothing more than bandits,


probably relying on the harrowing stories surrounding
the Chitterwood to deceive and waylay travelers. Do
not be surprised, though, if you encounter a hobgoblin
or bugbear. I hear the city of Logas can still maintain
a steady supply of fresh goblin heads for the pikes

' J" .-

.-

.'

surrounding their walls, so there are apparently plenty


of goblinoids to still be found."
Can we expect adverse weather conditions? "It should
be late summer when you arrive in Isger. You should not
encounter any bad weather, though I did not expect brave
Pathfinders to be afraid of a little rain or cold."
Mission Notes: PCs of the Cheliax faction have
the chance to retrieve Paracountess Zarta Dralneen's
locket. Desime was once romantically involved with the
Paracountess, and still believes he can win her
favor once again. He now keeps her locket
on his person at all times. A PC can
steal it without Desime noticing with a
successful DC i8 Sleight of Hand check.
Alternatively, a PC can convince Desime
to return the locket with a successful
DC 20 Diplomacy or Intimidate check. If
Desime catches a PC attempting to pick
his pocket, the DC of any further attempts
to convince him to surrender the locket
increases by 5. Successfully getting the locket
earns Cheliax faction PCs 1 Prestige Point.

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.

Karela wants to secure the lucrative Chitterwood trade


route and protect the Sczarni caravan, but he is wary about
sharing too many Sczarni secrets. He tends to redirect the
conversation if the PCs ask any sensitive questions.
Where do we meet the caravan? "I have sent
instructions informing the caravan to meet you a few
miles south of Logas. I shall have my associate Kazrin
meet you in Logas and he should be able to direct you to
the rendezvous point. From there, the caravan crew will
lead you through the Chitterwood."
How large is the caravan? "You only have one wagon to
worry about. We do not normally make use of long wagon
trains. Those are too difficult to protect and too easily

PATHFINDER SOCIETY SCENARIO

noticed. The caravan master is a man named Jandri, one


of our best remaining allies in the area."
How long does the journey take? "If you don't slow
the caravan down, the journey through the Chitterwood
should take just over a week."
How can we defend the caravan if we must also track

"In our business, we try


not to leave much to chance. Our routes are normally
well prepared, including secret watering points
and hidden campsites. The caravan is most
vulnerable while on the move. If you can
secure the caravan at one of these safe
points, Jandri and his crew should be able
to defend it in your absence."
What is the caravan transporting? "I
have to respect the privacy of our clients.
So, regretfully, I cannot answer that, and
neither can Jandri, were you to ask him."
Development: Once the PCs finish talking to
Karela, he offers each of them a colorful
Varisian scarf. He explains that
the scarf will help his informant at
Logas spot them, so they should be
sure to wear it when they finally arrive
in Isger. The PCs then have several
Guar11
hours to prepare for their journey
before they board a ship headed toward Andoran
in the early morning.
down the source of the attacks?

ACT I: INTO THE


CHITTERWOOD

Alik, the only other guard besides Kazrin, is the


youngest of the crew. She does not fully trust non
Sczarni, especially non-Varisian PCs, and says little
throughout the journey. She does, however, show a
particular animosity toward Chelish supporters and, as
a result, focuses primarily on protecting the caravan's
halfling passenger throughout their journey.
Camon is a recently escaped halfling slave from the
Chelish port city of Ostenso. There he worked
at the shipyards for most of his life. In an
unexpected turn of events, one of the
many underground anti-slavery networks
orchestrated his freedom and passage
east with the Sczarni caravan. He hopes
to reach Andoran or Druma and seek his
fortune there-or at least a modest living
bereft of thralldom. None of the NPCs
voluntarily share information about Camon's
history, but he is willing to relay some of his
story if pestered enough.
Jandri, the driver, is a sullen,
middle-aged woman. She only
seems to show any kindness to
her horse, Anka. Jandri replies to
questions using only one-word answers
Karela
whenever possible.
Kazrin, on the other hand, is friendly and
talkative, and is always willing to share a drink at
the end of the day. Kazrin has worked with Jandri for
years and reckons that the driver must be an incredibly
wise woman, and he admires her for her composure and
willingness to speak only when she must.
ALIK
CR i/2
Female human warrior 2
N Medium humanoid (human)
Init +1; Senses Perception +4
DEFENSE
AC 15, touch 11, flat-footed 14 (+2 armor, +i Dex, +2 shield)
hp 11 (2d10)
Fort +3, Ref +i, Will -1
OFFENSE
Speed 30 fl:.
Melee longsword +5 (1d8+2/19-20)
TACTICS
During Combat Alik does her best to protect Camon, providing
a distraction to allow him the opportunity to hide.
Morale Alik does not flee unless commanded to do so
by Jandri, and then only if she believes Camon is safe.
Otherwise, Alik fights until her last breath.
STATISTICS
Str 15, Dex 12, Con 11, Int 10, Wis 9, Cha 8
Base Atk +2; CMB +4; CMD 15

The journey between Absalom and lsger takes several weeks,


first by sea and then by land, until finally ending in front of
the gates of the lsgeri city of Logas. The Goblinblood Wars
may be over, but the goblinoid threat still lingers, as is
made apparent by the rows of fresh goblinoid corpses that
hang from pikes along the city's walls. Every now and then,
seemingly at random, a trebuchet from behind the city walls
hurls a huge boulder into the forest.

The PCs arrive at Logas safely and have an opportunity


to make a few more purchases before a Sczarni associate
meets them. The associate, a Varisian wanderer named
Kazrin, leads the PCs to the caravan rendezvous point,
several miles south of Logas, where the PCs find the
caravan waiting for them.
Creatures: The caravan includes only one large, covered
wagon, pulled by a single horse. Kazrin introduces the
PCs to the rest of the caravan crew: two more Varisians
the driver and a guard-and a halfling passenger. Kazrin
serves as an additional guard.

'

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--

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-- --

. ,

THE GOBLINBLOOD DEAD

Feats Shield Focus, Weapon Focus (longsword)


Skills Intimidate +4, Perception +4, Profession (soldier) +4,
Survival +4
Languages Common, Varisian
Gear leather armor, light wooden shield, longsword, 2 gp
ANKA
Horse (Pathfinder RPG Bestiary 177)
hp 15

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 ---

Morale If three or more PCs fall in battle, Jandri panics and


attempts to flee on the back of Anka as fast as the horse
can manage.
STATISTICS
Str 9, Dex 12, Con 10, Int 11, Wis i5, Cha 8
Base Atk +i; CMB +o; CMD 11
Feats Animal Affinity, Skill Focus (Survival)
Skills Handle Animal +6, Heal +y, l<nowledge (geography) +s,
Perception +y, Profession (driver) +y, Ride +8, Sense Motive +y,
Survival +10
Languages Common, Varisian
Gear leather armor, club

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

Development: Jandri, Alik, and Kazrin are transporting


all manner of goods in their wagon. Besides the supplies
needed to survive-food, water, tents, bedrolls, and
two potions of cure li,ght wounds -the wagon also carries
numerous insidious devices that can serve as defensive
traps when the caravan stops to make camp. The caravan
contains various goods the Sczarni plan to sell to the
merchants of Druma once they get there, including
bolts of expensive cloth, several pounds of narcotics
(including a few flasks of shiver and even a live dream
spider), a collection of antique longswords, a dozen
bottles of aged brandy, and numerous bags of spices.

PATHFINDER SOCIETY SCENARIO

Jandri keeps the illegal contraband well hidden in the


wagon's cleverly designed hiding spaces, requiring a
successful DC 20 Perception check to locate. If the PCs
ask about the contraband, the NPCs remind them that
Pathfinders should cooperate with one another and that
the Society does not tolerate members that interfere with
the business of other Pathfinders and their associates.
Mission Notes: Shadow Lodge faction PCs can convince
Jandri to share several curative potions stored among
the cargo. A successful DC 20 Diplomacy or Intimidate
check convinces Jandri to give the PCs the two potions of
cure li,ght wounds, earning Shadow Lodge faction PCs 1
Prestige Point.
Silver Crusade faction PCs have the opportunity to read
the caravan's cargo manifest. Jandri stores the manifest
in a small box kept on the wagon. A PC can make a DC
20 Stealth check at any time during the caravan's journey
in order to read the manifest and make the necessary
notes without alerting Jandri, Alik, or Kazrin, earning
members of this faction 1 Prestige Point.
Taldor faction PCs have the opportunity to learn about
border smuggling routes across Cheliax and Isger. The
Sczarni associates do not surrender this information
easily, and a PC attempting to collect the information
from them must succeed at a DC 25 Diplomacy check to
do so. Camon is more willing to share the information
about his border crossing, requiring only a successful DC
18 Diplomacy check. Gathering this information earns
Taldor faction PCs 1 Prestige Point.

Kazrin is actually quite nervous, having heard the various


tales of the previous caravans disappearing. The same check
allows a PC to recognize that Camon, though also afraid, is
unquestionably happy about his newfound freedom.
Toward the end of the day, Kazrin announces that the
caravan should reach the first planned campsite soon.
Creatures: Several skeletons lay in wait along the path
as the caravan heads east. Telda has commanded them to
attack any travelers along the road and drag them back
to her lair dead or alive. The bugbear skeletons lie half
buried under small piles of dirt in the road (marked on
the map with a "B"). PCs who make a successful DC 20
Perception check realize that the road has been recently
disturbed, allowing them to act in the surprise round
when the skeletons attack. In Subtier 1-2, only one
bugbear skeleton attacks the caravan; in Subtier 4-5, both
bugbear skeletons attack. When anybody, including the
horse or wagon, approaches within 10 feet of the squares
marked with a "B," the bugbear skeletons burst forth
from the ground and attack. The other skeletons (human
skeletons in Subtier 1-2, skeletal champions in Subtier
4-5) hide among the foliage to the north and south until
the bugbears attack, then attack from either side.

Subtier 1-2 {CR 3)

A. Roadside Ambush (CR 3 or CR 6)


As the PCs travel through the Chitterwood, read or
paraphrase the following.
There is evidence of the war everywhere-discarded and rusted
armor and weaponry, numerous displaced trebuchet-hurled
boulders, and occasionally the remains of a hunter's trap, only
recently triggered by an unfortunate forest animal. Even in the
light of day, the blackened trunks of the Chitterwood trees, still
bearing the scars of the great fire that marked the end of the
Goblinblood Wars, loom menacingly over the narrow forest path.
Eventually, the thud and crash of boulders launched from
Logas can no longer be heard. Even the sun struggles to penetrate
through the canopy at times, leaving dark pools of shadow
stretched across the path.

HUMAN SKELETONS 3

CR l

hp 4 each (Pathfinder RPG Bestiary 250)

Subtier 4-5 (CR 6)

Jandri and Alik say little throughout the day, only


speaking when they need to issue an order. Kazrin more
than makes up for his companions' somberness, though,
telling numerous jokes and the occasional Varisian legend
as the caravan winds through the woods. Camon says little
too, but is at least approachable, unlike Jandri. A successful
DC 15 Sense Motive check allows a PC to recognize that

'

CR l

BUGBEAR SKELETON

Pathfinder RPG Bestiary 38, 250


NE Medium undead
Init +6; Senses darkvision 60 ft., scent; Perception +o
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (3d8)
Fort +i, Ref +3, Will +3
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee 2 claws +5 (1d4+3)
STATISTICS
Str 16, Dex 15, Con-, Int-, Wis 10, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Improved Initiative6

BUGBEAR SKELETONS (3)


hp 13 each (use the stats from Subtier 1-2)

CR l

SKELETAL CHAMPIONS (2)


hp 17 each (Pathfinder RPG Bestiary 252)

CR 2

....
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first campsite is little more than half an hour away and,


once there, the caravan should be safe enough to see the
night through. If the PCs assist the caravan, they can only
return to follow the tracks after sunset, though they can
wait until the next sunrise.
Mission Notes: Andoran faction PCs complete their
mission by protecting Camon and keeping him alive
during the encounter with the skeletons, earning them
1 Prestige Point.
Lantern Lodge faction PCs can honor those who fell
during the Goblinblood Wars by treating at least one
human skeleton found within the scenario (previously
reanimated or not) with the proper respect, requiring a
successful DC 18 Knowledge (religion) check to properly
care for and inter the corpse. Doing so earns Lantern
Lodge faction PCs 1 Prestige Point.
Sczarni faction PCs can ensure the safety of the caravan
once it arrives at the nearby campsite. Jandri carries a
collection of simple traps in the wagon. A PC can lay the

Development: If the PCs defeat the skeletons, they have


an opportunity to learn something of the recent caravan
attacks. A PC who makes a successful DC 15 Survival
check can identify tracks leading from the north. The
tracks include both skeletal and booted footprints. A
PC who makes a successful DC 15 Knowledge (history
or local) check recognizes that the human skeletons are
dressed in the remains of Mercenary League gear. If a PC
managed to beat the Knowledge check DC by 5 or more,
he or she also knows that Mercenary League engaged in
several battles in this section of the Chitterwood, and
that one of the more famous of those battles occurred a
short distance north of the ambush site. If the PCs fail
these checks and are unable to glean any clues from their
battle, allow one or more of the NPCs to make Survival
checks to spot the tracks.
Before the PCs can follow the clues or tracks north,
they must first ensure the caravan's safety. If still alive,
Jandri, Alik, or Kazrin are able to tell the PCs that the

PATHFINDER SOCIETY SCENARIO

traps around the campsite, providing the caravan with


much needed protection, with a successful DC 20 Craft
(traps) or Disable Device check. Doing so takes at least 1 hour
of work, and earns Sczarni faction PCs 1 Prestige Point.
Rewards: If the PCs manage to defeat the skeletons,
reward each subtier thusly:
Subtier

1-2:

Give each PC 21 gp.


Subtier 4-5:

Give each PC 89 gp.

B. Battlefield Graveyard (CR 1 or


CR 4)
Following the tracks and clues from the caravan ambush,
the PCs soon arrive at a battlefield graveyard, its graves
recently uncovered and emptied. Read or paraphrase the
following when the PCs enter the graveyard.
This small forest clearing smells of recently tilled earth.
Several crude grave markers dot the landscape, each currently
marking the position of an empty pit.

Telda's cult exhumed the corpses buried here. She


intends to reanimate the skeletal remains to swell the
ranks of her undead army.

Creatures: An old worg, Feren, stalks the empty


graveyard, scrounging around for anything edible. Feren
led a strong pack during the Goblinblood Wars. However,
the fires that ravaged the Chitterwood destroyed much
of the pack's hunting territory. As a result, Feren's
pack struggled to survive after the wars concluded.
Additionally, the old worg, fearing retribution from
vengeful humans, forbade any of her pack from attacking
human settlements and farms. Perhaps unsurprisingly,
Feren eventually lost control of her pack as a younger,
more ambitious pack member took the lead. Feren has
since lived in exile, scavenging for whatever food she can
find amid the vast Chitterwood.
Feren has been observing Telda's cult for several
weeks. The cult has kept itself busy exhuming corpses
andFeren has followed them, at a distance, hoping to get
at anything left behind. The cult most recently looted
this graveyard and Feren has spent the last few days
searching for edible scraps. When the PCs arrive, Feren
attempts to hide among the graves, as she is currently
too weak to face an armed group of Pathfinders. If
discovered, Feren tries to parley with the PCs. Feren
has a starting attitude of indifferent. If the PCs attack,
Feren defends herself and, having nothing else to lose,
fights to the death. If the PCs can shift her attitude to
friendly, Feren willingly answers a few questions. Feren
is malnourished and starving; the PCs gain a +s bonus
on Diplomacy checks with Feren if they offer her food.
Answers to common questions the PCs may have are
given below. In Subtier 4 - 5 , Mola, one ofFeren's fellow
exiled pack mates, accompanies the old worg. Mola
allowsFeren to do the talking.
Why do you not attack? "I am old, and though I
have seen and done much, I do not wish to die today.
You seem more than capable enough to deal with an
old dog such as I."
Why are the graves empty? "A hobgoblin tribe,
one I do not recognize, came across this place
several moons ago. They spent many days turning
the land and removing the dead-human, goblin,
bugbear, it did not matter to them."
Where did the hobgoblins go? "They have made
their lair not far from here, toward the setting sun. A
nearby trail should lead you directly to a tree broken in
two. The entrance lies somewhere off the road, beneath
the tree."

Subtier 1-2 (CR 1)


FEREN

Fer en

'

CR l

Worg (Pathfinder RPG Bestiary 280)


hp 26 (13 nonlethal damage)
Weaknesses fatigued

10

....
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THE GOBLINBLOOD DEAD

Subtier 4-5 (CR 4)


FEREN AND MOLA (2)
Worgs (Pathfinder RPG Bestiary 280)
hp 26 each

CR 2

Development: Feren can provide the PCs with the


information required to find Telda's lair. Alternatively,
with a successful DC 15 Survival check, the PCs can follow
a series of boot prints and skeletal tracks leading to and
from the graveyard. The tracks lead toward a narrow
forest path, which in turn leads to Telda's lair.
Treasure: Though Telda's grave robbers took almost
everything of value when they dug up the graves, they
overlooked a few choice pieces. If the PCs take the time
to search through the disinterred graves and succeed at
a DC 15 Perception check, they uncover several valuables
including a masterwork heavy steel shield, a hand of
the ma.!Je wrapped in dirty bandages, a skull with two
gold teeth worth 5 gp each, and loose coins of various

--

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11

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denominations totaling to 1 47 gp. In Subtier 4 - 5 , replace


the masterwork heavy steel shield with a +i heavy steel
shield and increase the value of the coins found to 398 gp.
Mission Notes: Qadira faction PCs have a chance
to retrieve the necessary Mercenary League gear to
help facilitate trade within Druma. A successful DC
18 Appraise check allows a PC to identify the shield.
Though the shield has not fared well over the years, there
is enough evidence, including the design, construction,
and a worn designer's mark, to link it to the Mercenary
League unit that fought in this area of the Chitterwood
during the Goblinblood Wars. Successfully appraising
the shield and returning it to Aaqir Al'Hakam earns a
Qadira faction PC 1 Prestige Point.
Rewards: If the PCs manage to uncover the collection of
previously buried valuables, reward each subtier thusly:
Subtier

1-2:

Give each PC 11 4 gp.


Subtier 4-5:

Give each PC 239 gp.

ACT 2: THE NECROMANCER'S LAIR

A small cave entrance lies partially hidden beneath


the southern half of the tree. The PCs can easily locate
the entrance with a successful DC 10 Perception check
or by simply following Feren's advice. A crude flight of
stairs lies just beyond the cave entrance, leading deeper
into the earth. A successful DC is Knowledge (history) or
Knowledge (local) check allows a PC to remember that
the goblinoid armies often made use of underground
cavern networks during the Goblinblood Wars and that
many of the goblinoid survivors fled to these caverns at
the end of the conflict.
Creatures: Two goblinoid skeletons guard the
entrance to the lair. Telda enhanced these skeletons
when she reanimated them, causing them to explode
should they be defeated. The skeletons lurk in the dim
light at the foot of the stairs, attacking any trespassers
on sight.
Trap: A concealed pit lies at the foot of the stairs.
Scraps of rusted metal and bits of bone hang from wires
attached to the pit walls. Any creature stepping into the
area marked with the read dotted line risks falling into
the trap. Anybody falling into the pit causes the bones
and metal scraps to sound noisily.

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.

Cl. Cave Entrance (CR 2 or CR S)


The path winds its way through the Chitterwood until it
forks at the foot of a large and mangled tree. A large tear
runs the length of its trunk, splitting the tree nearly in two.
The southern half of the tree hangs awkwardly to the side,
casting a shadow over a small dip in the land.

'

12

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THE GOBLINBLOOD DEAD

Subtier 1-2 (CR 2)

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Feats Improved Initiative"


SPECIAL ABILITIES
Exploding Skeleton (Ex) The skeleton detonates in a burst of
razor-sharp bone fragments when it is destroyed. Anyone
within io feet of the skeleton when it is destroyed takes 3d6
points of damage. A successful Reflex save (DC 11) halves
this damage.

EXPLODING GOBLIN SKELETONS (2


CR l 3
Exploding goblin skeletons (Pathfinder RPG Bestiary 156, 250,
Pathfinder Campaign Setting: Classic Horrors Revisited 55)
NE Small undead
lnit +7; Senses darkvision 60 ft.; Perception +o
DEFENSE
AC 15, touch 14, flat-footed 12 (+3 Dex, +i natural, +i size)
hp 4 each (1d8)
Fort +o, Ref +3, Will +2
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee 2 claws +i (1d3)
Special Attacks exploding skeleton
STATISTICS
Str 11, Dex 17, Con-, Int-, Wis 10, Cha 10
Base Atk +o; CMB-1; CMD 12
Feats Improved Initiative"
SPECIAL ABILITIES
Exploding Skeleton (Ex) The skeleton detonates in a burst of
razor-sharp bone fragments when it is destroyed. Anyone
within 10 feet of the skeleton when it is destroyed takes ld6
points of damage. A successful Reflex save (DC 10) halves
this damage.

CAMOUFLAGED PIT TRAP

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.

C2. Feasting Hall (CR 2 or CR 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)

Subtier 4-5 (CR 5)

The southern half of this room appears to be furnished as


a dining area, complete with a long wooden table, several
chairs, and shelves sporting a collection of crude pieces of
crockery. A large altar of stone dominates the northern half
of the room. Rusty chains set along the northern wall and
the dried bloodstains covering the stone altar hint at this
room's function.

EXPLODING BUGBEAR SKELETONS (2)


CR l
Exploding bugbear skeletons (Pathfinder RPG Bestiary 38, 250,
Pathfinder Campaign Setting: Classic Horrors Revisited 55)
NE Medium undead
Init +6; Senses darkvision 60 ft., scent; Perception +o
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 each (3d8)
Fort +i, Ref +3, Will +3
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee 2 claws +5 (1d4+3)
Special Attacks exploding skeleton
STATISTICS
Str 16, Dex 15, Con-, Int-, Wis 10, Cha 10
Base Atk +2; CMB +5; CMD 17

The hobgoblin cultists use this room as a butchery,


larder, kitchen, and dining hall. Here, they partake in
gruesome feasts in honor of the Pallid Princess. The
hobgoblins bring their prisoners to this room and chain
them along the wall. The cultists prepare their meals
and butcher their victims upon the stone altar, but often
leave at least one prisoner alive to observe their debased
rituals and celebrations. Currently, several incomplete
skeletons lay across the table as the hobgoblins ready the
bodies for reanimation in order to increase the numbers
of Telda's skeletal army.
Creatures: Telda's fellow hobgoblin cultists spend most
of their time in this room or in the adjoining sleeping
chambers. Here they torture and mock prisoners,
prepare meals, or ready corpses for reanimation. Telda's
lieutenant, Darak, watches over the activities and other
hobgoblins here.

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13

PATHFINDER SOCIETY SCENARIO

Subtier 1-2 (CR 2)

hobgoblins take up defensive positions behind the table and


use their longbows to attack foes as they enter the room.
During Combat If reduced to 7 hit points or fewer, the
hobgoblins drink their potions of cure light wounds.
Morale If Darak falls or attempts to retreat to area Cs, the
hobgoblins also attempt to fall back to area Cs.
STATISTICS
Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +i; CMB +3; CMD 15
Feats Toughness, Weapon Focus (longsword)
Skills Perception +2, Stealth +5; Racial Modifiers +4 Stealth
Languages Common, Goblin
Combat Gear potion of cure light wounds; Other Gear studded
leather armor, longbow with 20 arrows, longsword

(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

Subtier 4-5 (CR 5)


HOBGOBLINS (2)
CR 1/2
Hobgoblin fighter l (Pathfinder RPG Bestiary 175)
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +i shield)
hp 17 (1d10+7)
Fort +5, Ref +2, Will +i
OFFENSE
Speed 30 ft.
Melee longsword +4 (1d8+2/19-20)
Ranged longbow +3 (1d8/x3)
TACTICS
Before Combat If aware of approaching enemies, the

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THE GOBLINBLOOD DEAD

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composite longbow (+3 Str) with 10 arrows, masterwork


longsword, masterwork scythe, 117 gp
The cave entrance encounter in area C1 is optional. If more
than 2-1/2 hours remain to complete the scenario, run this
encounter as normal. If less than 2-1/2 hours remain, skip
this encounter, including the skeletons and the pit trap,
and move straight to the next area.

Development: Allow Telda in area C5 a Perception


check (+i for Subtier 1-2 and Subtier 4-5) each round to
notice the sound of the fight. If she becomes aware of
intruders, Telda prepares for a fight.
Rewards: If the PCs manage to defeat the hobgoblins,
reward each subtier thusly:
Subtier

as a warning to other captives. Skeletal remains still


litter the bottom of the pit. The cell doors are currently
unlocked. Telda and her cultists, aware of the haunt
in this room, use this area to weaken the resolve of
particularly troublesome prisoners.
Haunt: The last prisoner held here during the
Goblinblood Wars died of thirst while trapped at the
bottom of the pit. Echoes of his suffering still linger
within and around the hole. This suffering remains as
a haunt, a trap-like manifestation of horror and despair.
Haunts are presented in detail in the Pathfinder RPG

1-2:

Give each PC 30 gp.


Subtier 4-5:

Give each PC 360 gp.

C3. Sleeping Quarters


Four rudimentary bunks and two wooden chests take up most
of the space in this cramped area. Despite the lack of room,
the area has been kept neat and relatively clean.

GameMastery Guide.

Telda's followers use this area as their sleeping


quarters. One of the chests belongs to Darak, while the
remaining hobgoblins make use of the other chest.
Treasure: The hobgoblins do not lock the communal
chest and it contains a few items of value, including a
potion of cure li,ght wounds, 100 feet of silk rope, and jewels
and loose coins of various denominations totaling to 83
gp. Darak's chest features a lock of average quality (Disable
Device DC 25). Inside, Darak has stored a small collection
of human-crafted weapons-three masterwork daggers,
each held within a dark leather scabbard-taken as spoils
of war. Each scabbard is worth 10 gp. In addition, Darak
has also stored a silver holy symbol of Urgathoa, a set of
masterwork manacles, and a coin pouch containing 240
gp. In Subtier 4-5, replace the masterwork daggers with
+1

Subtier 1-2 (CR 2)


DESICCATING PIT
CR 2
NE haunt (10-ft.-by-10-ft. area surrounding the pit)
Caster Level 5th
Notice Perception DC 20 (to notice the humidity
decreasing drastically)
hp 4; Weakness slow; Trigger proximity; Reset 1 day
Effect When this haunt triggers, it drains the moisture from all
creatures in the area, causing them to dehydrate (Fortitude
DC 14 negates). Affected characters must make a successful
Constitution check each hour (DC 10, +i for each previous
check) or take ld6 points of nonlethal damage and be
fatigued. No amount of drinking can counter this effect,
although the target still experiences the other normal effects
of any liquid imbibed (such as poisons or potions). This
condition can be removed with a break enchantment, limited
wish, miracle, remove curse, or wish spell, but effects suffered
as a result of dehydration must be healed by normal means.
This condition persists as long as the affected creature
remains within the haunt's area and for 1 day thereafter or
until the haunt is destroyed, whichever comes first.
Destruction Removing the skull from the pit and then dousing
it in at least a gallon of water puts this haunt to rest.

da.13.13ers.

If the PCs loot the chests in this room, reward


each subtier thusly:
Rewards:
Subtier

1-2:

Give each PC 133 gp.


Subtier 4-5:

Give each PC 633 gp.

C4. Prison (CR 2 or CR 5)


Three cramped cells line the western wall of this chamber
while an exposed pit runs along the northern wall. The cells
are little more than cages made of metal and old wood, with
piles of dried grass barely covering the stone floors.

Subtier 4-5 (CR 5)

Goblinoids once kept prisoners in these cramped cells


during the Goblinblood Wars. The jailers often threw
particularly unruly prisoners into the 30 -foot- deep pit

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.,
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CR S

DESICCATING PIT

NE haunt (25-ft.-by-25-ft. area constrained to the prison)


Caster Level 5th
Notice Perception D C 25 (to n otice the humidity
decreasing drastically)

15

PATHFINDER SOCIETY SCENARIO

Fort +4, Ref +3, Will +5


OFFENSE
Speed 30 ft.
Melee mwk morningstar +3 (1d8-1)
Oracle Spells Known (CL 4th; concentration +7)
2nd (4/day) -false life, inflict moderate wounds (DC i6), lesser
animate dead
ist (7/day)-cause fear ( DC i5), inflict light wounds (DC i5),
obscuring mist, shield of faith, summon monster I
o (at wi l l)-create water, detect magic, guidance, mending,
read magic, resistance
Mystery bones
TACTICS
Before Combat If she discovers that intruders have entered
her lair, Telda conjures her armor of bones and casts false
life and shield of faith before combat.
During Combat Once combat begins, Telda's curse takes
effect, causing her voice to deepen and only allowing her to
communicate in Abyssal. Telda casts obscuring mist during
the first round of combat. She hides within the mist while
she casts summon monster I to summon a human skeleton
using her Skeleton Summoner feat. Telda casts lesser
animate dead on any available corpse or skeleton, including
a slain PC if the opportunity presents itself.
Morale Telda fights to the death, believing that her goddess
will reward her in the afterlife for her unfaltering servitude.
Base Statistics Without her spells, Telda's statistics are AC i3,
touch i2, flat-footed 11; hp 33.
STATISTICS
Str 8, Dex i5, Con i6, Int io, Wis 12, Cha i6
Base Atk +3; CMB +2; CMD i4
Feats Skeleton Summoner, Spell Focus (necromancy)
Skills Heal +7, Intimidate +10, Knowledge (religion) +7, Linguistics
+i, Spellcraft +7, Stealth +i3; Racial Modifiers +4 Stealth
Languages Abyssal, Common, Goblin, Necril
SQ oracle's curse (tongues), revelations (armor of bones,
bleeding wounds)
Combat Gear scroll of bane, scroll of lesser restoration, scrolls
of cure moderate wounds (2), wand of inflict light wounds (19
charges); Other Gear masterwork light wooden shield,
masterwork morningstar, 8 onyx gems (each worth 25 gp),
silver unholy symbol of Urgathoa, spell component pouch,
99 gp
SPECIAL ABILITIES
Armor of Bones {Su) Telda can conjure armor made of bones
that grants her a +4 armor bonus for 4 hours per day. This
duration does not need to be consecutive, but it must be
spent in i-hour increments.
Bleeding Wounds {Su) Whenever a creature takes damage from
one of Telda's spells or effects that causes negative energy
damage, it begins to bleed, taking I point of damage each
round. The bleeding can be stopped by a successful DC i5
Heal check or any effect that heals damage.

hp 10; Trigger proximity; Reset I day


Effect See Subtier i-2.
Destruction See Subtier i-2.
Mission Notes: Grand Lodge faction PCs have the
opportunity to retrieve the documents stolen from the
Pathfinder Society and evidence further implicating the
Aspis Consortium as the thieves. Telda's undead caught
the Consortium couriers and imprisoned them here until
she had them killed and then reanimated. A PC who makes
a successful DC 20 Perception uncovers a scroll tube and
Aspis Consortium badge hidden in the corner of one cell,
earning Grand Lodge faction PCs I Prestige Point.

CS. Shrine of Urgathoa (CR 3 or CR 6)


An orderly workspace stands directly opposite this chamber's
only door. Neatly arranged books and tools seem to have their
own specific places on the workbench and along the shelves.
A collection of bones lies atop the workbench, arrayed like an
incomplete children's puzzle.
A stone altar stands along the eastern wall. Luxurious fabrics
adorn the altar and the area around it, while several dark
candles and incense burners glow gently, suffusing the air with
a sickly sweet odor.

Telda has converted half of this chamber into her


personal living quarters and the other half into a shrine
dedicated to Urgathoa. A small workspace and bed fill the
western part of the room. Telda keeps her books, notes,
and tools in neat, orderly containers. When she's not busy
reconstructing a skeleton for later reanimation, Telda
can usually be found praying to Urgathoa at the shrine
on the eastern wall of this room, seeking guidance and
her next revelation from the Pallid Princess.
Creatures: Telda and any other surviving hobgoblins
make their final stand against the PCs here. When combat
seems inevitable, Telda's curse takes hold, causing her
voice to deepen. She is incapable of communicating
normally while her curse is in control, only speaking in
Abyssal for the duration of combat.

Subtier 1-2 (CR 3)


T ELDA
CR 3
Female hobgoblin oracle 4 (Advanced Player's Guide 42,
Path.finder RPG Bestiary i75)
NE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +I
DEFENSE
AC i9, touch i4, flat-footed i7 (+4 armor, +2 deflection, +2 Dex,
+i shield)
hp 43 (4d8+12; 10 temporary)

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. ,

THE GOBLINBLOOD DEAD

---

',, J --- ---

Base Statistics Without her spells, Telda's statistics are AC 13,


touch 12, flat-footed 11; hp 70.
STATISTICS
Str 8, Dex is, Con i6, Int io, Wis i2, Cha 16
Base Atk +s; CMB +4; CMD 16
Feats Improved Initiative, Skeleton Summoner, Spell Focus
(necromancy), Toughness
Skills Heal +9, Intimidate +13, l<nowledge (religion)
+7, Linguistics +i, Spellcraft +10, Stealth +i3;
Racial Modifiers +4 Stealth
Languages Abyssal, Common, Goblin, Infernal,
T E L DA
CR 6
Necril
Female hobgoblin oracle 7 (Advanced
Player's Guide 42, Path.finder RPG
SQ oracle's curse (tongues), revelations
Bestiary 17s)
(armor of bones, bleeding wounds, near
NE Medium humanoid (goblinoid)
death)
Combat Gear scroll of bane, scrolls of cure
lnit +6; Senses darkvision 60 ft.;
moderate wounds (2), scrolls of dispel magic
Perception +i
DEFENSE
(2), scroll of lesser restoration, wand of inflict
AC 20, touch 12, flat-footed 18 (+6 armor,
light wounds (19 charges); Other Gear
+I light wooden shield, masterwork
+2 Dex, +2 shield)
hp 83 (7d8+3s; 13 temporary)
morningstar, cloak of resistance +i ,
10 onyx gems (each worth 2s gp),
Fort +6, Ref +5, Will +7; +2 vs. death effects,
silver unholy symbol of Urgathoa, spell
disease, mind-affecting effects, poison,
sleep, stunning
L...:=--. component pouch, 299 gp
OFFENSE
SPECIAL ABILITIES
Telda
Armor of Bones (Su) Telda can conjure armor
Speed 30 ft.
Melee mwk morningstar +s (1d8-1)
made of bones that grants her a +6 armor
Oracle Spells Known (CL 7th; concentration +10)
bonus for 7 hours per day. This duration does not need to be
consecutive, but it must be spent in i-hour increments.
3rd (5/day)-animate dead, blindness/deafness (DC 17), inflict
serious wounds (DC 17), summon monster I l l
Bleeding Wounds (Su) Whenever a creature takes damage
2nd (7/day)-bear's endurance. false life, hold person (DC is),
from one of Telda's spells or effects that causes negative
inflict moderate wounds (DC 16), spiritual weapon
energy damage, it begins to bleed, taking 2 points of
ist (7/day)-cause fear ( DC 15), command (DC 14), doom (DC
damage each round. The bleeding can be stopped by a DC
is Heal check or any effect that heals damage.
is), inflict light wounds ( DC 15), obscuring mist, protection
from good, summon monster I
Near Death (Su) Telda gains a +2 insight bonus on saves
against death effects, disease, mind-affecting effects,
o (at wi l l)-create water, detect magic, guidance, light,
poison, sleep, and stunning.
mending, read magic, resistance
Skeleton Summoner See Subtier 1-2.
Mystery bones
TACTICS
Before Combat Telda conjures her armor of bones and casts
Development: During the battle with the Telda, if
the PCs have not yet defeated the hobgoblins in area C2,
false life before combat.
allow them to make a Perception check each round (+2
During Combat Once combat begins, Telda's curse takes
effect, causing her voice to deepen and only allowing her
in Subtier i-2 ; +5 in Subtier 4-5) to notice the sound of
to communicate in Abyssal. Telda casts obscuring mist
the fight. If they believe Telda is in danger, they move to
during the first round of combat. She hides within the mist
assist her as quickly as they can.
while she casts summon monster I l l to summon a skeletal
Even with Telda defeated, any surviving hobgoblins
champion using her Skeleton Summoner feat. She makes
continue to fight on, mistakenly believing that their
goddess will bless Telda with undeath so she can lead
use of blindness/deafness, cause fear, and hold person to
them once more. Once the PCs have killed all of the
separate and weaken her enemies. Telda casts animate dead
on any available corpse or skeleton, including a slain PC if
hobgoblins, they are free to explore the rest of the small
the opportunity presents itself.
cave network before returning to the caravan.
Treasure: When Telda leftFinder's Gulch, she brought
Morale Telda fights to the death, believing that her goddess
with her several pounds of rare herbs and incense. She
will reward her in death.
Skeleton Summoner Telda adds "human skeleton" to the list
of creatures she can summon with summon monster I and
"human skeletal champion" to the list of creatures she can
summon with summon monster Ill. Once per day, when casting
summon monster, she may summon a skeletal version of one of
the creatures on that spell's summoning list (apply the skeleton
template to that creature to create this monster).

Subtier 4-5 (CR 6)

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17

PATHFINDER SOCIETY SCENARIO

stores them at the base of the altar, making use of them


during her prayers and rituals. In Subtier i-2 , the herbs
are worth 300 gp. In Subtier 4 - 5 , the herbs are worth
600 gp.
Mission Notes: Osirion faction PCs have the
opportunity to retrieve several of Telda's books from her
altar, including her copy of ServinE Your Hun!:fer, Urgathoa's
principle sacred text, and her notes on introducing the
faith to other goblinoids. The book and Telda's notes
are written in Necril-a mixture or Aklo, Osiriani, and
Undercommon. PCs who can read Necril easily recognize
the significance of the texts, while all other PCs require
a successful DC 20 Linguistics check to recognize it.
PCs who can read Aklo, Osiriani, or Undercommon
receive a +2 bonus to this check. An Osirion faction PC
who manages to recognize the text for what it is earns i
Prestige Point.
Rewards: If the PCs successfully defeat Telda, reward
each subtier thusly:
Subtier

The Sczarni and the Chitterwood goblinoids deal with


any remaining undead that Telda may have let loose.

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:

Give each PC 206 gp.


Subtier 4-5:

Give each PC 5 2 2 gp.

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.

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THE GOBLINBLOOD DEAD

' 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,

Major Colson Maldris

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,

Paracountess Zarta Dralneen

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-_

7nture-Captain Ambrus Valsin

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,

..

-,

.,
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19

PATHFINDER SOCIETY SCENARIO

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.

For the preservation of knowledge,

- 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

in service to the Satrap,

Trince Aaqir al' Hakam

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. +

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20

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I

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Grandmaster Torch

-- -

THE GOBLINBLOOD DEAD

' 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.

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.,

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21

4;;.he glory of the Empire,


Lady Gloriana Mori Ila

PATHFINDER SOCIETY SCENARIO

O P E N GAM E LI C E N S E Ve rsion i.oa

PATHFINDER SOCIETY SCENARIO tt3-B:


THE (JOBUNBLOOD DfAD
Eve nt

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 Shadow Lodge 0 Silver Crusade

0 Lantern Lodge

0 0sirion
0 Taldor

Cha racte r #

Prestige Points

Cha racter N a m e

0 Lantern Lodge O Osirion

0Andoran

0 Chel iax

0 G rand Lodge

O Qadira

0 Sczarni

0 Shadow Lodge 0 Silver Crusade

0 Taldor

Cha racte r #

Prestige Points

Cha racter N a m e

0 Lantern Lodge O Osirion

0Andoran

0 Chel iax

0 G rand Lodge

O Qadira

0 Sczarni

0 Shadow Lodge 0 Silver Crusade

0 Taldor

Cha racte r #

Prestige Points

Cha racter N a m e

D Lantern Lodge O Osirion

0Andoran

0 Chel iax

0 G rand Lodge

D Qadira

0 Sczarni

D Shadow Lodge D Silver Crusade

0 Taldor

Cha racte r #

Prestige Points

Cha racter N a m e

D Lantern Lodge O Osirion

D Andoran

0 Chel iax

D G rand Lodge

O Qadira

0 Sczarni

D Shadow Lodge D Silver Crusade

0 Taldor

Cha racte r #

Prestige Points

Cha racter N a m e

D Lantern Lodge O Osirion

0Andoran

0 Chel iax

D G rand Lodge

D Qadira

0 Sczarni

D Shadow Lodge D Silver Crusade

O Taldor

Cha racte r #

Prestige Points

Cha racter N a m e

D Lantern Lodge O Osirion

D Andoran

0 Chel iax

D G rand Lodge

D Qadira

O sczarni

D Shadow Lodge D Silver Crusade

'

0 Taldor

22

....
-

--

..

-- --

PATHFINDER 50CIETY 5CENARIO #3-23:


THE fjOBLINBLOOD PEAD

Scenario Chronicle #

0 Normal

504

252

This Chronicle Certifies That

r---+----1

92 1

Character Name

-----

Pathfinder Society #

Faction

Has Completed This Scenario.

Items Found During This Scenario


Starting XP
hand ofthe ma13e (900 gp)

scroll of cure moderate wounds (150 gp)


scroll of lesser restoration (150 gp)
wand of iriflict li13ht wounds (19 charges; 285

XP Gained

cloak of resistance +1 (1,000 gp)


dust of dryness (850 gp)
potion ofblur (300 gp)
scroll of dispel ma13ic (375 gp)

G M 's

'"''"'

(GM O N LY}

gp)

DD
I . I
I
II
DD
Initial Fame Initial Prestige
+

Prestige Gained (GM O N LY}

Prestige Spent

Start GP
+

GP Gained (G M O N LY}

Day Job (G M O N LY}

-----------------------------------------------------I-Items Sold / Conditions Gained

Items Bought / Conditions Cleared

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

Game Master's Signature

1,843 5

A.K.A.
Player Name

Cl

GM Pathfinder Society #

I
I

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