S07-07 Trouble in Tamran
S07-07 Trouble in Tamran
S07-07 Trouble in Tamran
TIER 1–5
Trouble in Tamran
By Benjamin Bruck
Trouble in TamranPathfinder Society Scenario #7-07
Pathfinder Society Scenario #7–07: Trouble in Tamran is a Pathfinder Society Scenario designed for 1st- 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 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 1.0a, 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.)
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Trouble in Tamran
By Benjamin Bruck
O
nly months ago, the Aspis Consortium launched
an unprovoked attack on the Pathfinder WHERE ON GOLARION?
Society’s Grand Lodge, and Consortium Trouble in Tamran takes place in the capital city of
operatives such as the increasingly notorious half- Nirmathas, a young nation which broke away from its
orc Zurnzal have maintained this momentum by imperialistic neighbor Molthune less than a century ago.
undermining Society operations elsewhere throughout The war between Molthune and Nirmathas continues to this
the Inner Sea region. Of late Zurnzal has focused on day, and while the Molthuni army has captured the capital
Tamran, the capital of Nirmathas where Pathfinders city of Tamran on more than one occasion, they have always
founded a lodge only a decade ago. In doing so, the Society been driven back across the border by the guerilla tactics of
inadvertently made an enemy of Nirmathas’s neighbor to the Nirmathi rebels. For more information on Nirmathas and
the south: Molthune, an expansionist military state that Molthune, check out Pathfinder Campaign Setting: The Inner
has long struggled to conquer Nirmathas and perceived Sea World Guide and Pathfinder Module: Mask of the Living
the lodge’s creation as the Society picking a side. Ever God, available in hobby stores and bookstores everywhere
since, Pathfinders have relied on smugglers such as the and online at paizo.com.
Sczarni to sneak supplies past the Molthuni blockade.
Zurnzal hopes to take advantage of the lodge’s
precarious position in Tamran to get the Pathfinders
Nirmathas
thrown out of Nirmathas altogether. To this end, he
recruited Madreki Gael to help him take down the so-
called Ashfall Lodge. Madreki is one of the few surviving
members of the Gaels, a Sczarni family and sworn • Tamran
enemy of the Pathfinder Society’s longtime ally Guaril
Karela—a Sczarni leader who destroyed the Gaels’
reputation and holdings with the Society’s assistance.
Madreki’s knowledge of Guaril Karela’s tactics has
proven invaluable, allowing Zurnzal’s agents to intercept
Karela’s shipments and deprive the people of Tamran of
much needed supplies. To add insult to injury, Zurnzal
and Madreki are waging a campaign of rumors against are in an ideal position to help frame the Pathfinder
the Pathfinder Society, painting the organization as Society for selling state secrets to Molthune.
Molthuni sympathizers. This plan might have worked perfectly were it not
Rather than smuggling in Aspis foot soldiers to serve for a tip from a confidential source within the Aspis
as muscle, Zurnzal and Gael struck a deal with a local Consortium warning the Pathfinder Society that
Razmiri cult that has quietly infiltrated one of Tamran’s trouble is afoot in Tamran. Madreki and Zurnzal are
local militias over the past several years. The Razmiri currently fomenting dissent elsewhere in Nirmathas
have their own grudge against the Pathfinder Society and and preparing for their final strike against the
so were more than willing to help the Aspis destroy the Pathfinder’s lodge in Tamran. Meanwhile, Zurnzal’s
Ashfall Lodge in exchange for a portion of the plunder. protégée, a skinwalker named Cetenna, remains in
With the recent promotion of one of their number—Jana Tamran to oversee the final phases and ensure the Aspis
Vaylorne—to the position of militia captain, the Razmiri Consortium’s plan goes off without a hitch.
3
PATHFINDER SOCIETY SCENARIO
4
TROUBLE IN TAMRAN
is forested, but it can get a bit marshy along the coast. THE ASHFALL LODGE
Nirmathas has been at war with Molthune for the better Once the PCs have made any preparations, Guaril Karela
part of a century. I fought there as a mercenary when I provides a ship to take him and the PCs to Tamran, using
was a young man. The people of Tamran are good folk, the cover of night and his own cunning to slip through
but when times get tough, they can be a bit insular and the Molthuni blockade. The PCs reach Tamran in the
suspicious of outsiders.” early hours of the morning. A local Pathfinder agent
Why is there a Molthuni blockade at all? “Hmm, quick named Reginar Lacklan (NG male human ranger 6),
history lesson: Molthune was both part of the Chelish surreptitiously greets them and offers to take them to
empire that broke into pieces following the death of the Ashfall Lodge, the Society’s base of operations in
Aroden. The country’s militant leaders continued to Tamran. Karela explains that he has his own enquiries to
exploit the forests to the north, driving the pursue and arranges to reunite with the PCs at the
rural population to secede and form their Ashfall Lodge in three days to see what they’ve
own nation called Nirmathas. Molthune learned. Read or paraphrase the following as
has maintained an ongoing campaign ever the PCs reach the Ashfall Lodge.
since to recapture the rebel-held lands,
though most of the Inner Sea region’s Like much of the city, Ashfall Lodge rises above
leaders now recognize Nirmathas’s the marshy ground; however, whereas most
legitimacy—or at least do not denounce other buildings stand atop piers and pilings, the
their efforts. The blockade is one of Pathfinder lodge straddles three broad cypress
Molthune’s ongoing ways of harassing its trees. Rope bridges and wooden slat ladders wind
northern rival.” across its outer branches, leading to a handful of
What has been stolen? “The list of stolen tiny cabins for storage and visiting agents. Two
goods is extensive. Mostly mundane bell pulls hang from the southern tree—one
supplies, food, medicine, weighted by a medallion depicting
alchemical and magical crafting the Glyph of the Open Road and the
materials, and the like. We’ve other weighted by a bronze symbol
also been having trouble receiving of two faces in profile.
reports and artifacts from the
Tamran lodge.”
Guaril Karela Reginar takes hold of the Open Road
rope and gives it a sharp pull, sounding
a high-pitched bell in the lodge above.
Knowledge (history) From above, a gray-haired halfling
Based on the result of a Knowledge (history) check, woman examines the visitors, smiles, and drops a rope ladder.
the PCs might know more about Nirmathas and its She nimbly clambers down and gestures grandly to the
militant neighbor Molthune. They recall all of the elevated structure. “Welcome, Pathfinders. May Ashfall Lodge
information whose DC is equal to or less than the result be your home away from home and your welcome to a new
of their check. land. If you’ll accompany me, I can answer any questions you
10+: The Nirmathi are outmatched by the Molthuni might have.”
in numbers, and so they rely on guerilla tactics to win
their war of independence. To this day, the capital Although Oraiah Tolal (LN middle-aged female
Tamran and its surrounds are not protected by a single halfling cleric of Alseta 6) was not the first venture-
army but by loose collection of militias. captain to operate out of Tamran, she is responsible for
15+: Molthune has captured and occupied Tamran the construction of the Ashfall Lodge and developing
five times throughout its history, but the Nirmathi have the Society’s presence in the region. As a priest of Alseta,
retaken it each time. Fortifications proved ineffective goddess of doors, transitions, and years, Oraiah has
against the Molthuni armies, so the Nirmathi simply focused as much on negotiating a peaceful resolution
tore down the walls; this makes it harder for the to Molthune’s ongoing campaign against Nirmathas—a
Molthuni to hold the city, and the forces invariably task that many believe impossible and that sometimes
withdraw and burn down the city after sustaining too reinforces Molthune’s stance that the Pathfinders
much harassment. have sided with the Nirmathi rebels. Nonetheless she
20+: Armies of the Shining Crusade fought the forces steadfastly persists while maintaining a humble shrine
of the Whispering Tyrant over the area now occupied by to Alseta in one corner of the lodge; those seeking
Nirmathas, and the ruined fortresses left behind by the Oraiah’s spellcasting services simply pull the other rope,
crusaders still remain to this day. sounding a different pair of harmonious chimes.
5
PATHFINDER SOCIETY SCENARIO
The halfling introduces herself and leads the PCs PART 1: THE INVESTIGATION
to a small meeting room inside the lodge. There she The PCs’ primary goal in Tamran is to learn what they
explains that her own attempts to investigate the can about the real culprits and identify where those
thefts were stymied by a pernicious rumor spreading criminals are hiding. The PCs are free to explore the
through Tamran slandering the Pathfinder Society in locations suggested by Oraiah in any order they wish.
general—and more specifically herself and Reginar—as The PCs may also wish to canvass the town, using the
Molthuni sympathizers. Oraiah suspects that the rumor standard rules for gathering information.
campaign may be linked to the disappearance of Due to the growing rumors about the Society’s
Guaril Karela’s shipments, but she has no sympathies for Molthune, the people of Tamran have
proof. She suggests that the PCs might grown more cautious about what they say and to
be able to learn more, given that they whom. The PCs have the advantage of being
are relative newcomers to the area. fairly new to the area, so although some
After all, whoever is spreading the citizens have seen the PCs in the company of
rumors hasn’t had the chance to known Pathfinders, it’s not yet common
fully turn the city against them. knowledge. If a PC’s affiliation is overt,
Oraiah recommends several such as having a visible wayfinder
sites that might be worth or verbally self-identifying as a
investigating in the city. Pathfinder, he takes a –2 penalty
The Docks: “Karela’s on all checks made to learn new
shipments across the lake haven’t information during this part
been getting through, which of the adventure. A PC who
means the bandits must have succeeds at a DC 15 Bluff or
a ship. If they have a ship, Disguise check can further
they’ve probably visited conceal her connection to the
Tamran’s docks.” Pathfinders, granting her a
The Gar’s Last Meal: +2 circumstance bonus on
“Many consider it the only all checks made to learn
inn in town worth staying information that day;
at—a harsh verdict but a great Oraiah Tolal failing the check instead
place to dig up rumors.” gradually tips off the locals to the
The Forest Bounty: “That’s the PC’s Society membership, imposing
town’s most popular feast hall. These the –2 penalty above. Those PCs who
days it’s seen a lot of traffic from members of the city’s take neither approach receive no special modifiers.
various militias. You probably won’t get a very friendly The encounters in Part 2 happen over the course
reception, what with the rumors around town, but of the PCs’ investigation, though their exact timing is
talking to the militia patrols is your best bet at learning flexible and left up to GM discretion. Keep in mind that
what’s going on outside the city.” The Frame-Up encounter (see page 9) should happen at
The Market District: “We haven’t been getting our either the marketplace or at the Gar’s Last Meal. The
supplies, but several of the more… illicit… items Karela Divine Intervention encounter (see page 11) should take
used to bring into the city are still appearing in the place near the end of the PCs’ investigation.
market. That suggests someone in town is fencing goods
for the thieves.” If a PC asks for clarification about the Diplomacy (gather information) or
illicit items, Oraiah flatly responds, “Drugs. Perhaps in Knowledge (local)
light of these recent troubles, Guaril will reconsider his Based on the result of the check, the PCs can learn all of
involvement in that trade.” the information below whose DC is equal to or less than
Oraiah offers the PCs a place to stay at the lodge. the result of their check. This process takes 1d4 hours
Further, she can cast the following spells for the PCs free and represents canvassing Tamran in general rather
of charge for the duration of the adventure whenever they than focusing on one of the four locations provided by
visit the lodge: cure light wounds, cure moderate wounds, cure venture-captain Oraiah.
serious wounds, magic vestment, remove blindness/deafness,
remove curse, and remove disease. She can cast these spells 15+: Several of the hospitals and temples in town
in any combination, but she can cast no more than six are running low on medicines and potion-brewing
spell levels per day. components ever since several key blockade-runners
6
TROUBLE IN TAMRAN
stopped making deliveries to Tamran. It’s said the that there are several broad swathes of swamp within 50
Pathfinder Society had worked with these smugglers miles of the city.
before, and the Society has paid them to divert goods to
Molthune instead. The Gar’s Last Meal
20+: While most of the goods Karela smuggled into The Gar’s Last Meal is a reasonably priced and relatively
town are no longer available, some of the more illicit or comfortable inn, whose only downside is that it smells of
expensive items like drugs are still for sale in the market fish. The taproom at the Gar’s Last Meal is a fairly popular
from less scrupulous merchants. Rumor has it that local hangout, providing the Pathfinders a large number
the Pathfinders are trying to get the Nirmathi soldiers of possible informants in one place. Tracking down a
addicted to drugs. good source of information requires a successful DC 17
25+: A Varisian traveler in town was flashing around a Diplomacy or Knowledge (local) check (DC 20 in Subtier
wayfinder and claiming to be Karela’s associate. He tried 4–5), with each attempt taking 1d3 hours.
to solicit bribes from local shopkeepers to keep the flow If successful, the PCs meet Lily and Lilah (CG female
of smuggled goods coming. When they refused, he made human experts 2), musicians and sisters who earn their
veiled threats. Shortly thereafter, the shipments slowed living performing a dueling lute act. In between sets at
considerably. the taproom, both women are willing to answer the PC’s
30+: Some Razmiri literature has been showing up questions. If asked about the thefts, read the following.
around town, left behind in common areas—all despite
the ban on worshipping Razmir in Tamran. The city Lily says, “I heard the thefts were fake. One of those Pathfinders
watch has kept a pretty tight lid on it so far. was in here a few weeks back asking around about the Shining
Crusade, wanting to know if anyone had a picture or a drawing
The Tamran Docks of what the soldiers back then looked like. I asked her about the
Although Molthune blocks much of the trade to and from thefts, and she said it was all a lie to let the smugglers drive up
Tamran, the city still does brisk business with other the prices.”
Nirmathi settlements up the river, and there’s plenty Lilah adds, “Yeah, I remember that elf. She gave me the
of fishing to be done well before reaching Molthune’s willies, her and her boyfriend both. Glad I haven’t seen them
interdictors. As a result, the docks still bustle with around town lately.”
activity during the day. A PC must succeed at a DC 17
Diplomacy check (DC 20 in Subtier 4–5) in order to find The two women cannot elaborate further beyond
someone willing to discuss the recent disappearances identifying both supposed Pathfinders as elves who had
with strangers. The PCs can attempt the check multiple a strong herbal scent about them. These are the two Aspis
times, but each such check takes 1d6 hours. agents found in area C1, and the strong smell came from
If they succeed, the PCs locate Jonathram (NG middle- their spell component pouches.
aged male half-elf druid 3), an amateur apothecary.
Jonathram has not aged gracefully, despite his elven The Forest Bounty
heritage. He is completely bald and wears a silver earring The Forest Bounty is a popular feast hall located on
in one ear and a snowy white beard. If asked about the the north side of Tamran. Lately, members of several
thefts, read the following aloud. local militias have taken to using the Forest Bounty as
an informal meeting place, and these militias make up
“Thefts? I don’t know nothing about no thefts. I know about the majority of the feast hall’s clientele as they resupply,
receiving stolen goods though, and I ain’t about t’get locked trade scouting reports, and compare scars. The feast hall
up on no fool charge like that. Some Varisian feller come by remains busy throughout the day and well into the night
wanting to buy up mah vermin repellent, trying to barter off until it closes just after midnight. As the Pathfinders
some potions or whatnot. But I sees the Glyph of the Open enter the hall, read or paraphrase the following.
Road on ‘em, and I ain’t about to touch no Pathfinder stuffs, so
I tell him to shove off. Boy that got ‘im real mad. He was itchin’ The interior of this enormous wooden long house is brightly lit
up a storm, he was! Must have been living in them marshes, and filled with the sounds of laughter, music, and merriment.
where them skeeters live.” Food scents mingle with the smoke of cooking fires and tobacco
pipes. Servants carry food and drinks from the open kitchen
If asked about which marshes the man had been living area to the various wooden benches and tables that fill the hall.
in, Jonathram simply shrugs and answers, “Shores’ lousy Many of the patrons are armed and armored, proudly bearing
with marsh.” A PC who succeeds at a DC 12 Knowledge the insignia of local militia groups on their cloaks and tabards,
(geography) or DC 15 Knowledge (local) check can confirm along with the sword and tree symbol of Nirmathas.
7
PATHFINDER SOCIETY SCENARIO
The majority of the feast hall’s customers are veterans to this treatment, and explains what he knows about the
of the ongoing hostilities with Molthune, and as a bandit attacks.
result they are especially irritable about the news of If the PC who drinks the elixir succeeds at her saving
potential traitors. Unless the PCs make some effort to throw to resist its effects, she can attempt a DC 12 Bluff
disguise themselves, they attract immediate attention check (DC 15 in Subtier 4–5) to appear as though she
upon entering the feast hall, causing all conversation failed her save, allowing her to answer Imad’s questions
and music to stop momentarily as the patrons turn however she wishes. Alternatively, the PCs can convince
to examine the new arrivals. The citizen soldiers are Imad to reveal what he knows without needing to drink
willing to grouch about recent troubles and curse the the elixir by succeeding at a DC 21 Diplomacy check (DC
“Molthuni dogs” to the south, but they respond to 25 in Subtier 4–5). Regardless of how they earn his trust,
questions about the recent thefts with stony silence or once the PCs convince Imad to share his information,
by excusing themselves to leave. read or paraphrase the following.
Shortly after the PCs begin asking questions about the
missing goods, they attract the attention of Imad Sharras “Two weeks ago, while my men and I were patrolling along
(CG middle-aged male human swashbucklerACG 5), a the edge of the Fangwood south of the city, we spotted a
wounded veteran clad in a green cloak bearing the group of bandits attacking a smuggler in the woods. We gave
symbol of Nirmathas. Imad walks with a noticeable limp chase, and tracked them as they fled west, but lost the trail
and is missing his left arm from the elbow down. He when they hit the river. I don’t think they simply forded or
approaches and addresses the PCs. swam; I’d bet good money your bandits have a ship capable
of sailing up the Marideth River.”
“Now is not a good time for strangers to be asking questions
in Tamran. There are rumors that spies walk among us and
that Pathfinders are among those spies. I find it a little hard to Tamran’s Marketplace
believe, given Pathfinders helped me out in a time of need,” he The marketplace does not rely solely on Guaril Karela’s
remarks, gesturing with his hand to his amputated arm. smuggling to function, and it remains a major center of
activity in the town. The people here are as suspicious
If the PCs have disguised their affiliation, Imad of the Pathfinders as anywhere else in town, and the PCs
tries to engage them in conversation about the recent must succeed at a DC 17 Diplomacy or Knowledge (local)
anti-Pathfinder sentiments. He still thinks highly of check to find someone willing to speak with them. If the
Pathfinders and is willing to help them, just as the Pathfinders follow up on Oraiah’s tip and specifically
Society’s current Master of Swords Marcos Farabellus search for a merchant who deals in drugs, they gain a +2
saved Imad years ago—information he shares willingly. bonus on this check. The Pathfinders can attempt this
If the PCs persist in pretending not to be Pathfinders, check multiple times, but each attempt takes 1d6 hours.
he eventually doubts his assumption that they might be If successful, the Pathfinders locate Gilligam (NE
Society members and leaves. male human expert 4) a purveyor of contraband
Once he believes the PCs are Pathfinders, he proposes substances of all kinds. Gilligam is a tall, obese man
a deal. with a scraggly red chin-beard. If the PCs ask about
where he gets his supplies, Gilligam feigns cowardice,
“So here is my offer. I know something of these bandits you saying the following.
seek, and I will tell you, but first one of you must drink this,” he
says, producing a small blue bottle from his pocket. “I knew this was going to come back to bite me! You’re here
to break my legs or something, right? Well you don’t have
The bottle holds an elixir of truth (Will DC 13 negates). If to—I’ll tell you everything! Just don’t hurt me! I used to buy
asked about its contents, Imad states only that drinking from Guaril Karela; now I buy from whoever is stealing from
it will “ensure his trust.” He does not allow the PCs to Karela. Hey, what’s it matter to me? When I meet them, it’s
examine the bottle or its contents, and if they begin always on the north end of town, so I figure they must have a
casting spells to identify the item, he places it back into hideout up north somewhere. Please, that’s all I know!”
his pocket and prepares to leave.
If a PC drinks the elixir, Imad immediately begins Gilligam is lying, which the PCs can ascertain with a
questioning her, asking “How long have you been working successful DC 15 Sense Motive check (DC 19 in Subtier
for Molthune?” “Who is your Molthuni contact?” and “Do 4–5). If confronted about his lie, he admits, “Okay, okay,
any of your allies have ties to Molthune?” If the PCs pass they come from the river! They sell for half what I used
this interrogation, Imad apologizes for subjecting them to pay Karela! I hope you never catch them!”
8
TROUBLE IN TAMRAN
PART 2: DANGEROUS
QUESTIONS SCALING ENCOUNTER A
Make the following adjustments to accommodate a group
Knowing that Pathfinder reinforcements would inevitably of four PCs.
show up, Zurnzal and Madreki Gael arranged for their Subtier 1–2: Remove the second Razmiri agent from the
Razmiri allies to deal with any new Pathfinder agents in encounter.
town. The Razmiri were watching the docks when the PCs Subtier 4–5: Reduce the Razmiri agents’ starting hit
arrived, and they had already begun spreading rumors points to 31, and reduce their sneak attack damage to +2d6.
about the Pathfinders by the time the PCs began their
investigation. If the cold reaction the PCs receive from The man continues to incite the crowd against the
the locals doesn’t discourage their inquiries, the Razmiri PCs, accusing them of being Pathfinders and spies for
attempt more direct methods to block the Pathfinders’ Molthune. Whether or not the PCs fight these agents, they
investigation. must defend themselves against these charges or else risk
The GM can use these encounters at any time, though besmirching the Society’s reputation in Nirmathas.
both should take place during Part 1, the investigation
portion of the adventure. Subtier 1–2 (CR 3)
9
PATHFINDER SOCIETY SCENARIO
1 square = 5 feet
10
TROUBLE IN TAMRAN
on any skill checks made as part of their investigation at arrive at the aforementioned docks, read or paraphrase
this location. the following.
If the PCs do not foil the frame-up, they must contend
with an angry crowd of Nirmathi citizens. The PCs can A few small lanterns illuminate this rickety stretch of shoreline,
calm the crowd and allay their fears by succeeding at a and the smell of moldering wood fills the air. Ramshackle
DC 16 Diplomacy, Bluff, or Perform (oratory) check (DC 19 buildings line the shore, while short wooden docks protrude
in Subtier 4–5). If the PCs attacked the con artists before into the gently lapping waters of the lake.
attempting this check, the DC in both subtiers increases
by 2. Creatures: A Razmiri priest and several corrupt militia
Failing this check doesn’t immediately get the PCs members hide in the buildings along the side of the
run out of town—after all, Tamran was occupied by boardwalk. If spotted, they attack immediately; otherwise
Molthune five times over the course of its history, and they wait until the PCs are in the center of the boardwalk
carrying Molthuni coins isn’t necessarily damning— to spring their ambush. The soldiers all belong to a unit
but it does cast suspicion on the PCs and the Pathfinder called the Crimson Kestrels and identify their affiliation
Society. The PCs take a –2 penalty on all further checks by wearing an embroidered patch of a red bird of prey on
made as part of their investigation. Furthermore, any each shoulder.
NPCs present during the incident refuse to speak to In Subtier 1–2, only one militia soldier (indicated as M1
the PCs, and any further investigation checks at their on the map on page 12) accompanies the Razmiri leader,
current location fail. while in Subtier 4–5, three militia veterans accompany
The agents know very little, and withhold any him for the ambush.
information unless magically compelled or intimidated
with a successful DC 15 Intimidate check (DC 20 in Subtier 1–2 (CR 3)
Subtier 4–5). If forced, they explain that they used to
work for the church of Razmir, but were recently referred MILITIA SOLDIER CR 1/2
to and hired by a towering woman with black and white Human ranger 1
hair. None of the agents know where that woman lives, N Medium humanoid (human)
nor have they ever visited Cetenna’s hideout. Init +3; Senses Perception +5
Rewards: If the PCs are framed and fail to mollify the DEFENSE
crowd or defeat the con artists, reduce each PC’s gold AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
earned as follows. hp 12 (1d10+2)
Subtier 1–2: Reduce each PC’s gold earned by 105 gp. Fort +3, Ref +5, Will +1
Out of Subtier: Reduce each PC’s gold earned by 245 gp. OFFENSE
Subtier 4–5: Reduce each PC’s gold earned by 385 gp. Speed 30 ft.
Melee handaxe +3 (1d6+2/×3)
B. DIVINE INTERVENTION (CR 3 OR CR 6) Ranged longbow +4 (1d8/×3)
This encounter should take place after 2 days have Special Attacks favored enemy (humans +2)
passed, or after the PCs have finished investigating all TACTICS
but one of the listed locations. A small bird (identifiable During Combat The militia soldiers prefer to fight at range with
as the product of a bird feather token with a DC 27 their bows, but they switch to melee attacks if cornered or
Spellcraft check) seeks out the PCs and delivers Player pinned down.
Handout #1, an invitation for the PCs to meet Karela Morale Militia soldiers flee if reduced to less than 3 hit points.
at a secluded dock that evening to discuss important STATISTICS
information he’s discovered. Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 8
This note is a forgery, produced using the innumerable Base Atk +1; CMB +3; CMD 16
missives that Guaril Karela distributed during his Feats Point-Blank Shot, Precise Shot
heyday as references of his handwriting and style. The Skills Climb +5, Heal +5, Knowledge (nature) +4, Perception +5,
PCs can detect the forgery with a successful DC 16 Stealth +6, Survival +5, Swim +5
Linguistics check (DC 20 in Subtier 4–5), and a PC who Languages Common
once belonged to Guaril’s Sczarni faction receives a +5 SQ track +1, wild empathy +0
bonus on this check. Combat Gear potion of cure light wounds, smokesticks (2);
However, even if the PCs identify the note as false, they Other Gear studded leather, handaxe, longbow with
may still wish to attend the meeting to learn more about 20 arrows, Razmiri religious pamphlet (worth 1 gp),
the group that opposes their investigation. As the PCs tindertwigs (2), 11 gp
11
PATHFINDER SOCIETY SCENARIO
B. Divine Intervention N
M1
R
M2
M3
M : Militia Soldier
R : Razmiri Priest
1 square = 5 feet Pathfinder Flip-Mat: Red Light District
12
TROUBLE IN TAMRAN
RAZMIRI PREACHER CR 2
Human bloodrager 3 (Pathfinder RPG Advanced Class Guide 15) SCALING ENCOUNTER B
LE Medium humanoid (human) To accommodate a group of four PCs, remove militia soldier
Init +2; Senses Perception +7 M1 from Subtier 1–2, and remove two militia veterans M2
DEFENSE and M3 from Subtier 4–5.
AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex, –2 rage)
hp 30 (3d10+9) Melee handaxe +4 (1d6+2/×3)
Fort +5, Ref +3, Will +4; +2 bonus vs. spells cast by self or an ally Ranged composite longbow +5 (1d8+2/×3)
Defensive Abilities blood sanctuary, uncanny dodge Special Attacks combat style (archery), favored enemy
OFFENSE (humans +2)
Speed 40 ft. TACTICS
Melee mwk quarterstaff +8 (1d6+6) Use the tactics for the militia soldiers in Subtier 1–2.
Ranged sling +5 (1d4+4) STATISTICS
Special Attacks bloodrage (8 rounds/day) Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 8
TACTICS Base Atk +2; CMB +4; CMD 17
Before Combat The preacher drinks his elixir of the thundering Feats Deadly Aim, Point-blank Shot, Precise Shot
voice shortly before he expects the PCs to arrive. Skills Climb +6, Heal +6, Knowledge (nature) +5, Perception +6,
During Combat If the preacher surprises the PCs, he uses Stealth +7, Survival +6, Swim +6
intimidate to demoralize the most heavily armored enemy. Languages Common
Otherwise, he activates his bloodrage and fights in melee, SQ track +1, wild empathy +1
focusing on characters displaying holy symbols. Combat Gear potion of cure light wounds, smokestick (2);
Morale The preacher flees if he runs out of rounds of rage. Other Gear mwk chain shirt, composite longbow (+2 Str) and
Otherwise he fights to the death. 20 arrows, handaxe, tindertwig (2), 56 gp
Base Statistics When not raging, the preacher’s statistics
are AC 16, touch 12, flat-footed 14; hp 24; Fort +3, Will RAZMIRAN EVANGELIST CR 4
+2; Melee mwk quarterstaff +6 (1d6+3); Ranged sling +5 Human bloodrager 5 (Pathfinder RPG Advanced Class Guide 15)
(1d4+2); Str 15, Con 10; CMB +5. LE Medium humanoid (human)
Without the benefit of his elixir of the thundering voice, the Init +2; Senses Perception +9
priest’s stats are Skills Intimidate +12. DEFENSE
STATISTICS AC 22, touch 11, flat-footed 20 (+7 armor, +2 Dex, +1 luck,
Str 19, Dex 14, Con 14, Int 8, Wis 12, Cha 15 +2 shield, –2 rage)
Base Atk +3; CMB +7; CMD 17 hp 47 (5d10+15)
Feats Combat Reflexes, Intimidating Prowess, Skill Focus (Bluff) Fort +7, Ref +4, Will +5; +2 bonus vs. spells cast by self or an ally
Skills Bluff +8, Intimidate +22, Perception +7, Use Magic Device +5 Defensive Abilities blood sanctuary, improved uncanny dodge
Languages Common OFFENSE
SQ destined strike +1, fast movement Speed 30 ft.
Combat Gear potion of cure light wounds, potion of invisibility; Melee +1 quarterstaff +11 (1d6+8)
Other Gear mwk chain shirt, mwk quarterstaff, sling with 10 Ranged sling +7 (1d4+5)
bullets, elixir of the thundering voiceACG, iron Razmiri mask Special Attacks blood casting, bloodrage (12 rounds/day)
(worth 1 gp), wooden unholy symbol of Razmir Bloodrager Spells Known (CL 5th; concentration +7)
1st (2/day)—burning hands (DC 13), expeditious retreat,
Subtier 4–5 (CR 6) shield
Bloodline Destined
MILITIA VETERANS (3) CR 1 TACTICS
Human ranger 2 Before Combat If the PCs take no actions to prevent the
N Medium humanoid (human) ambush, the evangelist has time to cast shield before
Init +3; Senses Perception +6 combat begins. He drinks his elixir of the thundering voice
DEFENSE just before the meeting is set to occur.
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) During Combat If the evangelist gets a surprise round, he uses
hp 19 each (2d10+4) intimidate to demoralize the most heavily armored enemy.
Fort +4, Ref +6, Will +1 Otherwise, he activates his bloodrage as soon as possible
OFFENSE and fights in melee, focusing on characters displaying holy
Speed 30 ft. symbols or other religious tokens.
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PATHFINDER SOCIETY SCENARIO
Morale The evangelist flees if he runs out of rounds of rage. PART 3: THE ASPIS BASE
Otherwise, he fights to the death. At the end of the third day, Guaril Karela returns to
Base Statistics When not raging, the evangelist’s statistics Ashfall Lodge to meet with the PCs and compare notes.
are AC 22, touch 11, flat-footed 21 (+7 armor, +1 Dex, +4
shield); hp 37; Fort +5, Will +3; Melee +1 quarterstaff +9 “I hope you uncovered some information, my friends,” says
(1d6+5); Ranged sling +6 (1d4+3); Str 16, Con 10; CMB +8. Guaril as he applies a dab of wax to his moustache, “For my
Without the benefit of his elixir of the thundering voice, the investigation was only partially successful. My sources tell
evangelist’s stats are Skills Intimidate +15. Without shield, me that the filthy weasels stealing my cargo are hiding in an
the evangelist’s stats are AC 18, touch 10, flat-footed 17. abandoned fort. Which fort, they could not say. I would have
STATISTICS learned more, but some men…they cannot tolerate pain, eh?
Str 20, Dex 14, Con 14, Int 8, Wis 12, Cha 15 Sadly for us, the Nirmathi abandoned many forts after the last
Base Atk +5; CMB +10; CMD 21 Molthuni invasion. These four are our best bets.”
Feats Combat Reflexes, Eschew Materials, Intimidating
Prowess, Power Attack, Skill Focus (Bluff) Guaril presents the PCs with Player Handout #2, a
Skills Bluff +10, Intimidate +25, Perception +9, Use Magic map of Tamran and its surrounding territory. He has
Device +7 marked the four most likely forts marked on it. The
Languages Common forts are Fort Faelon, Fort Machema, Fort Ursoss, and
SQ destined strike +2, fast movement, fated bloodrager +1 Fort Drejas. The PCs must use the clues they uncovered
Combat Gear potion of invisibility, scroll of greater magic during their investigation to determine which fort holds
weapon; Other Gear +1 breastplate, mwk quarterstaff, the Aspis base. Jonathram’s suggestion that the thieves
sling with 10 bullets, elixir of the thundering voiceACG, 14 gp live in the marshy portions of the coast suggests Forts
Faelon and Ursoss. Gilligam’s claim that the thieves
Development: The militia soldiers are all devout arrive from the river suggests Forts Ursoss and Drejas.
converts to Razmir, believing submission to the living Finally, the thieves flee away from the location of Fort
god is the only way to end the war with Molthune and Drejass and toward the river, suggesting it is not the
bring peace to Nirmathas. If questioned, they refuse to location of their base. This leaves Fort Ursoss as the
give up any information, and if physically or magically location of the Aspis base.
coerced, they explain being told that the Pathfinders If the PCs failed to learn enough during their
were the last barrier to Razmir’s dominance of Tamran, investigation, or if they’re having trouble applying the
though none can explain exactly how. Each soldier clues, they can attempt to solve the mystery by brute
carries a copy of Behold the Living God!, a lengthy religious force and visit all four forts. However, this gives the Aspis
pamphlet extolling Razmir’s miracles and the rewards Consortium time to call in reinforcements, as described
that await his loyal servants. in area C1.
The Razmiri priest is less devout but better informed
than his converts. If the PCs subdue him and succeed at C. FORT URSOSS
a DC 27 Diplomacy check or DC 15 Intimidate check, he Fort Ursoss was originally built almost a thousand years
reveals that his church superiors sent him to Tamran to ago during the Shining Crusade, although only the
serve a half-orc and a Varisian man working in this area. basement level of the original fort remains. The Molthuni
They quickly relegated him to instead working for a rude army rebuilt and restored the surface structures of the
woman who smells of dirt and does not show Razmir the fort shortly after declaring independence from Cheliax.
proper deference. All of his meetings with her took place When Nirmathas in turn rebelled against Molthune,
outside of Tamran at three different meeting spots. Nirmathi guerilla fighters set fire to the fort rather than
If the PCs do not attend the ambush, the Razmiran allow it to fall into Molthuni hands. The fire devastated
priest, and possibly also his soldier converts, appear in the aboveground portions of the fort, but left the ancient
area C4. basement level relatively intact.
Rewards: If the PCs do not defeat the Razmiri or evade As the PCs approach Fort Ursoss, Guaril Karela
the ambush, reduce each PC’s gold earned as follows. Any explains that many of the old forts in the area possess
opponents the PCs do not defeat here likely show up in hidden escape routes, and suggests the PCs scout the
a later encounter, but resolve any rewards for defeating area surrounding the fort before proceeding inside. With
these NPCs now. Guaril’s help, the PCs easily find a stone trapdoor hidden
Subtier 1–2: Reduce each PC’s gold earned by 122 gp. in underbrush 300 feet west from area C1. This door
Out of Subtier: Reduce each PC’s gold earned by 240 gp. leads to a tunnel connecting to the fort’s basement via the
Subtier 4–5: Reduce each PC’s gold earned by 358 gp. secret door in area C8., though an iron gate (break DC 28)
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TROUBLE IN TAMRAN
M2
M1
T D
D : Dathnien
T : Tavrosiel
M : Militia
1 square = 5 feet Pathfinder Map Pack: Ruins
blocks the route, with no apparent way to open it. Karela Creatures: A pair of Aspis arcanists guard this
offers to remain and guard this escape route, urging the entrance to the base, disguising themselves as ghostly
PCs to continue on to the fort proper. If the PCs insist on soldiers and employing simple illusions to scare off
entering the fort through this tunnel, Guaril cautions intruders. The illusory “ghosts” produced by the elves
against it, but does not otherwise prevent the PCs from resemble soldiers from the time of the Shining Crusade.
doing so. In this case, Karela guards the front entrance. However, the arcanists are not experts on this period
Unless otherwise noted, the walls inside the fort are of history, and any PC interacting with the ghosts can
made of stone, the floors are packed earth, and the ceilings attempt a DC 15 Knowledge (history) or Profession (soldier)
are arched and rise to a height of 10 feet in the center. check (DC 18 in Subtier 4–5) to identify anachronistic
Torches provide dim light in the basement rooms. aspects to the ghost’s armor and dress. PCs that succeed
at one of these skill checks gain a +2 bonus on their Will
C1. Surface Ruins (CR 4 or CR 7) saves to disbelieve the ghostly illusions.
If the PCs went directly to Fort Ursoss without
Scorch marks mar the stones of this dilapidated keep. venturing to any of the incorrect forts, remove both
Vegetation hangs loosely from holes in the partially collapsed militia soldiers (or both militia veterans, in Subtier
ceiling, and the floor is sunken and cracked in several places. A 4–5). If they explored one of the incorrect forts before
charred wooden door lies on the ground in front of an archway investigating Fort Ursoss, remove one of the militia
leading west. To the north, a stone trap door peeks out from members. If the PCs went to two or more wrong
behind a pile of rubble. locations before investigating the Aspis base, run the
encounter as written.
If the PCs arrive here during the day, normal light filters
into this room through the holes in the ceiling. At night, Subtier 1–2 (CR 4)
the gaps in the roof admit enough starlight and moonlight
to allow creatures with low-light vision to see normally. DATHNIEN CR 1
The PCs can open the stone trap door without Female elf arcanist 2 (Pathfinder RPG Advanced Class Guide 8)
difficulty. Inside, a stone staircase leads to area C2. NE Medium humanoid (elf)
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PATHFINDER SOCIETY SCENARIO
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TROUBLE IN TAMRAN
17
PATHFINDER SOCIETY SCENARIO
C. Fort Ursoss N
C9 C9
S C8 C2
C7
C5
C6
G C C3
W1 W2
C : Cetenna
G : Gyrlak
C4
1 square = 5 feet
W : Weasel
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TROUBLE IN TAMRAN
19
PATHFINDER SOCIETY SCENARIO
20
TROUBLE IN TAMRAN
absorbed in their violent frenzy, and the DC of these animalistic feature that provides a special effect. Each time
checks increases to 19. Cetenna assumes bestial form, she can choose to gain two
claw attacks that each deal 1d4 points of damage, 60 foot
Subtier 1–2 (CR 4) darkvision, or a +1 natural armor bonus. These benefits last
until she returns to her humanoid form as a swift action.
CETENNA CR 2 She must first return to her humanoid form before changing
Female skinwalker brawler (wild child) 3 (Pathfinder Player to bestial form again to change benefits.
Companion: Blood of the Moon 7, Pathfinder RPG Advanced
Class Guide 23, 89) GYRLAK CR —
LE Medium humanoid (shapechanger, skinwalker) Badger animal companion
Init +2; Senses low-light vision; Perception +8 N Small animal
DEFENSE Init +4; Senses low-light vision, scent; Perception +6
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural) DEFENSE
hp 27 (3d10+6) AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, +1 size,
Fort +4, Ref +5, Will +3 –2 rage)
OFFENSE hp 25 (3d8+12)
Speed 30 ft. Fort +7, Ref +7, Will +6
Melee unarmed strike +7 (1d6+4) or OFFENSE
flurry of blows +5/+5 (1d6+4) Speed 30 ft., burrow 10 ft., climb 10 ft.
Ranged sling +5 (1d4+3) Melee bite +6 (1d4+2), 2 claws +6 (1d3+2)
Special Attacks brawler’s flurry, maneuver training (trip +1), Special Attacks rage (6 rounds/day)
martial flexibility 4/day TACTICS
Spell-Like Abilities (CL 3rd; concentration +4) During Combat Gyrlak rages and attacks the nearest creature.
1/day—speak with animals Morale Gyrlak fights to the death to protect Cetenna.
TACTICS Base Statistics When not raging, Gyrlak’s stats are AC 18,
Before Combat Cetenna uses her change shape ability to gain touch 15, flat-footed 14; hp 19; Fort +5, Will +4; Melee bite
a +2 racial bonus to Strength and a +1 racial bonus to natural +4 (1d4), 2 claws +4 (1d3); Str 11, Con 15; CMB +1; CMD 13
armor. If aware of the PCs approach, she drinks her potion of (17 vs. trip), Climb +8
magic fang. These effects are included in her statistics. STATISTICS
During Combat In the first round of combat, Cetenna uses her Str 15, Dex 18, Con 19, Int 2, Wis 12, Cha 10
martial flexibility to gain the feat Improved Trip as a move Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
action. In subsequent rounds, she mixes trip attempts with Feats Iron Will, Weapon Focus (claw)
normal attacks as part of her flurry of blows. If she has Skills Climb +10, Perception +6, Stealth +12
the slippers of venomous webs (see sidebar), she applies SQ link, share spells, tricks (attack [any creature], come,
medium spider venom to her first attack. defend, down, guard, track, trip)
Morale Unwilling to concede defeat, Cetenna fights to the death. SPECIAL ABILITIES
Base Statistics Without magic fang, Cetenna’s stats are Melee Rage (Ex) Gyrlak can fly into a rage as a free action, gaining
unarmed strike +6 (1d6+3) or flurry of blows +4/+4 (1d6+3). a +4 morale bonus to his Strength and Constitution, as well
STATISTICS as a +2 morale bonus on Will saves. In addition, he takes a
Str 17, Dex 14, Con 13, Int 8, Wis 14, Cha 8 –2 penalty to his Armor Class. He may use this ability for up
Base Atk +3; CMB +6 (+7 trip); CMD 18 (19 vs. trip) to 6 rounds per day. He can end the rage as a free action.
Feats Combat Expertise, Improved Unarmed Strike, Power Attack If he does so, he is fatigued for a number of rounds equal
Skills Acrobatics +8, Handle Animal +7, Perception +8; Racial to twice the number of rounds he spent raging. He cannot
Modifiers +2 Handle Animal enter rage while fatigued or exhausted, and his rage
Languages Common automatically ends if he falls unconscious.
SQ brawler’s cunning, change shape, martial training
Combat Gear potion of cure light wounds, potion of magic GIANT WEASELS (2) CR 1
fang; Other Gear +1 studded leather, sling with 20 bullets. hp 9 each (Pathfinder RPG Bestiary 4 275, see page 25)
SPECIAL ABILITIES TACTICS
Change Shape (Su) Cetenna can change shape to a bestial During Combat The weasels attack whichever creature
form as a standard action. In bestial form, she gains a Cetenna is attacking.
+2 racial bonus to her choice of Strength, Dexterity, or Morale If Cetenna is knocked unconscious, the weasels flee.
Constitution. While in this form, she also takes on an
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PATHFINDER SOCIETY SCENARIO
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TROUBLE IN TAMRAN
Fort +10, Ref +9, Will +7; +4 on Will saves vs. enchantments STATISTICS
Defensive Abilities evasion Str 17, Dex 20, Con 10, Int 2, Wis 13, Cha 11
OFFENSE Base Atk +3; CMB +6 (+10 grapple); CMD 21 (25 vs. trip)
Speed 30 ft., burrow 10 ft., climb 10 ft. Feats Combat Reflexes, Skill Focus (Perception), Weapon
Melee bite +10 (1d6+5), 2 claws +10 (1d4+5) Focus (bite)
Special Attacks rage (6 rounds/day) Skills Climb +7, Perception +11, Stealth +16, Swim +9; Racial
TACTICS Modifiers +4 Climb, +2 Perception, +6 Stealth, +2 Swim
Before Combat If Cetenna has time, she feeds Gyrlak a SQ compression
potion of barkskin and a potion of greater magic fang,
increasing his AC by 2 and giving him a +1 bonus on attack Development: If the PCs manage to capture Cetenna,
and damage rolls. These bonuses are not included in his she is not forthcoming with information. However, if
statistics. the PCs question her about specific documents they
During Combat Gyrlak rages and attacks the nearest creature. find in the planning room, she proudly admits to being
Morale Gyrlak fights to the death to protect Cetenna. Zurnzal’s disciple, and tells the PCs that he Zurnzal will
Base Statistics When not raging, Gyrlak’s stats are AC 20, kill them for disrupting his plans.
touch 14, flat-footed 16 (+4 Dex, +6 natural); hp 45; Fort Rewards: If the PCs do not defeat Cetenna, reduce each
+8, Will +5; Melee bite +8 (1d6+3), 2 claws +8 (1d4+3); Str PC’s gold earned as follows.
16, Con 17; CMB +7; CMD 19 (23 vs. trip); Climb +11 Subtier 1–2: Reduce each PC’s gold earned by 139 gp.
STATISTICS Out of Subtier: Reduce each PC’s gold earned by 322 gp.
Str 20, Dex 18, Con 21, Int 2, Wis 12, Cha 10 Subtier 4–5: Reduce each PC’s gold earned by 506 gp.
Base Atk +4; CMB +9; CMD 21 (25 vs. trip)
Feats Iron Will, Power Attack, Weapon Focus (claw) C7. Planning Room
Skills Climb +13, Perception +7, Stealth +10
SQ link, share spells, tricks (attack [any creature], come, Two desks facing each other occupy the center of this room;
defend, disarm, down, guard, heel, seek, track, trip) each covered with stacks of reports, maps, and other pieces
SPECIAL ABILITIES of paperwork. A large map of Nirmathas hangs from the north
Rage (Ex) Gyrlak can fly into a rage as a free action, gaining wall.
a +4 morale bonus to his Strength and Constitution, as well
as a +2 morale bonus on Will saves. In addition, he takes a This is the room where Zurnzal and Madreki did the
–2 penalty to his Armor Class. He may use this ability for up majority of their planning. PCs who spend 1d6 minutes
to 6 rounds per day. He can end the rage as a free action; investigating the piles of paperwork on the desk find
if he does so, he is fatigued for a number of rounds equal enough evidence to implicate Zurnzal—and possibly also
to twice the number of rounds he spent raging. He cannot Madreki Gael—in the theft of Guaril Karela’s goods, as
enter rage while fatigued or exhausted, and his rage well as in the rumor campaign against the Pathfinder
automatically ends if he falls unconscious. Society in Tamran. The PCs also find a thick bundle of
bloodstained faction mission notes written by Guaril
FEROCIOUS WEASELS (2) CR 2 Karela and taken (often by force) from members of the
Young dire weasels (Pathfinder RPG Bestiary 4 275, 289) now-defunct Sczarni faction. These notes provided the
N Medium animal handwriting sample used to produce the forged note
Init +5; Senses low-light vision, scent; Perception +11 from Guaril in encounter A.
DEFENSE Development: PCs who search the desks can also find a
AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural) collection of letters to and from a militia captain named
hp 22 each (5d8) Jana Vaylorne. Player Handout #3 is a draft of Zurnzal’s
Fort +4, Ref +9, Will +2 original plan, with extensive notes from Madreki on the
OFFENSE back, and Player Handout #4 is Captain Vaylorne’s reply
Speed 40 ft. to the polished letter that Zurnzal sent her.
Melee bite +7 (1d6+4 plus grab) These letters detail Zurnzal and Madreki’s plans to
Space 5 ft.; Reach 5 ft. frame the Pathfinder Society by posing as Pathfinders
Special Attacks blood drain (1d4+1 Con), blood rage, grab and selling secrets leaked to them by Captain Vaylorne
TACTICS to Molthune. Captain Vaylorne and her soldiers would
During Combat The weasels attack whichever creature then “coincidentally” stumble across the sale taking
Cetenna is attacking. place and become war heroes by foiling the exchange
Morale If Cetenna is knocked unconscious, the weasels flee. and slaying the Molthuni spies. Vaylorne plans to use her
23
PATHFINDER SOCIETY SCENARIO
newfound popularity to support the church of Razmir’s supplies. He asks the PCs what information they found
reintroduction into Tamran, and the Aspis Consortium on the Aspis operations. If he learns of Madreki Gael’s
plans to use the event to convince Nirmathas to evict the involvement, he strongly suggests that the PCs give him
Pathfinder Society. the information—with his vast knowledge of the Gael
While Zurnzal has signed his name to several family, he argues that he in the best position to track
documents, including the letter in Player Handout #3, down Madreki and Zurnzal. He asks the PCs not to turn
Madreki was far more careful with his name. A PC who the documents over to the Ashfall Lodge first, because
succeeds at a DC 20 Perception check finds a mention in order for his plans to be effective, he must keep some
of the name Madreki. If the PCs find this name, they information close to the chest. In addition, he promises
can attempt a DC 20 Knowledge (local) check. PCs that he will share enough information with the Venture
who succeed at this check know that Madreki Gael is a Captain to exonerate the Pathfinder Society.
member of a disgraced Sczarni family that attempted The PCs have two main options for what to do with
to kill Guaril Karela about a year ago. Members of the the evidence of militia captain Jana Vaylorne’s ties to
Exchange faction receive a +4 circumstance bonus on the Church of Razmir and the Aspis Consortium. If they
this skill check. If the PCs share the cache of documents deliver it to Guaril Karela, he uses it to blackmail Captain
with Karela, or if they show him Player Handout #4, he Vaylorne and gain a powerful contact within the church
recognizes Madreki’s signature immediately. He thanks of the living god. He provides Venture-Captain Tolal
the PCs for being the second group of Pathfinders to help with enough evidence to clear the Pathfinder Society’s
him thwart the efforts of the treacherous Gael family, and name. The people of Tamran mostly blame Molthune,
asks them to hand the documents over to him (see the but a few remain suspicious of the Society. If the PCs
Conclusion for more details). instead deliver the evidence to Venture-Captain Tolal,
she uses the evidence to exonerate the Pathfinder Society
C8. Storage Room and expose Captain Vaylorne’s treachery. She places the
This room is filled with an assortment of crates, barrels, blame squarely on the shoulders of the Aspis Consortium
and boxes filled with a variety of mundane supplies. PCs and the church of Razmir. The Pathfinder Society’s name
who succeed at a DC 15 Perception check find a hidden is cleared, and the people of Tamran grudgingly admit
door in the western wall which leads to the escape tunnel that Molthune is not to blame for the plot. The PCs earn
Guaril Karela located outside. the Karela’s Gratitude boon if they hand the evidence
to Karela. If they instead hand the evidence to Venture-
C9. Private Quarters Captain Tolal, they earn the Trusted in Tamran boon.
Zurnzal and Madreki used these ruined chambers as
living quarters when they occupied the base. In their REPORTING NOTES
absence, Cetenna sleeps in the western room. If the PCs deliver the evidence from area C7 to Guaril
Karela, check box A on the reporting sheet. If they deliver
CONCLUSION the evidence to Oraiah Tolal, check box B. If Cetenna
If the PCs fail to defeat Cetenna, she manages to avoid survives the scenario, check box C.
Guaril Karela and flees Nirmathas. She meets up with
Zurnzal and Madreki on the Molthuni blockade, where PRIMARY SUCCESS
they are currently working out the final details of their CONDITIONS
plot to frame the Pathfinders. With their plan thwarted,
Zurnzal and Madreki are forced to lie low for a short time The Pathfinders earn 1 Prestige point for defeating
while they consider their options. Even though Cetenna Cetenna and clearing out the Aspis base.
no longer menaces his shipments, Guaril Karela is
infuriated by the Pathfinder’s failure to catch the culprit SECONDARY SUCCESS
behind the thefts. CONDITIONS
If the PCs defeat Cetenna, Guaril Karela is thrilled
with their work and thanks them for their assistance. The Pathfinders earn 1 additional Prestige point if they
With the Aspis out of commission in Tamran, Karela’s deliver the evidence connecting militia captain Jana
shipments once again flow into the city freely, providing Vaylorne with the church of Razmir to either Venture
the lodge and the people of Tamran with much needed Captain Oraiah Tolal, or to Guaril Karela.
24
TROUBLE IN TAMRAN
25
PATHFINDER SOCIETY SCENARIO
SQ bardic knowledge +1, versatile performance (wind) invisibility, caltrops, silk rope, tanglefoot bags (2); Other
Combat Gear potions of cure light wounds (2), potion of Gear masterwork chain shirt, daggers (3), 8 gp
Fort Faelon
Fort Machema
Fort Ursoss
• Tamran
Fort Drejas
26
TROUBLE IN TAMRAN
Zurnzal,
Your plan shows promise, but it relies too heavily on theatrics over substance. An entire
group openly carrying wayfinders and wearing the Pathfinder’s symbol is suspicious in
and of itself—real Pathfinders rarely try so hard to proclaim their allegiance—to
say nothing of the considerable risk of discovery that you incur when disguising someone
as a known figure in the community. The Molthuni are unlikely to agree to come off
of the ships, even at night, without significant persuasion. Are you intending to have me
assist their journey? What are you planning to do with the real Oraiah Tolal?
As a general point of discourse—when referring to activities that some may
consider illegal, do not use plain language (particularly when you are signing your
name to the document). You impressed me greatly on your last mission involving the
Society, and I am certain you are capable of ironing out the details in this mission.
Send me your next draft for revision.
Your Friend,
MG
27
PATHFINDER SOCIETY SCENARIO
28
TROUBLE IN TAMRAN
29
Pathfinder Society Scenario #7-07: Character Chronicle #
MAX GOLD
Subtier
Karela’s Gratitude: Guaril Karela remembers the valuable information you provided him. His contacts
in Nirmathas offer you a selection of ammunition. You may spend 1,600 gp to purchase 10 pieces of SUBTIER Slow Normal
ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of
ammunition. When you use this boon, cross it off your Chronicle Sheet.
4-5 927 1,853
+1 keen ammunition*
SUBTIER Slow Normal
+1 ammunition coated in blue whinnis poison
+1 merciful ammunition — — —
+1 disruption ammunition* (limit 1)
*These ammunition are an exceptions to the standard restriction of the keen and disruption properties
to melee weapons.
Trusted in Tamran: Venture Captain Oraiah Tolal exonerated the Society without increasing tensions Starting XP
EXPERIENCE
GM’s
between Nirmathas and Molthune, thanks to the information you provided. One of the members of the Initials
Nirmathi militia offers you a selection of ammunition. You may spend 1,600 gp to purchase 10 pieces
+
XP Gained (GM ONLY)
of ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of
ammunition. When you use this boon, cross it off your Chronicle Sheet.
=
+1 human bane ammunition
+1 seeking ammunition Final XP Total
+1 flaming ammunition
+1 holy ammunition (limit 1)
Zurnzal’s Foe: You defeated Zurnal’s protégée Cetenna. You gain access to the following unique magic Initial Prestige Initial Fame
GM’s
item at the listed discount. Initials
Slippers of venomous webs (Aura faint necromancy and transmutation; CL 5th; Slot feet; +
Prestige Gained (GM ONLY)
Discounted Price 8,000 gp): These delicate slippers function as slippers of spider climbing, and provide the
FAME
wearer with additional spider-like abilities. Once per day, the wearer can fire a sheet of sticky webbing as a
–
ranged touch attack with a range increment of 10 feet, and a maximum range of 50 feet. If the attack hits,
Prestige Spent
the target is entangled until he frees himself with a DC 16 Escape Artist or Strength check as a standard
action. Other creatures can burst the web as a standard action with a successful DC 12 Strength check. Once
per day, as a part of an unarmed strike, the wearer can cause fangs to emerge from the boots and deliver a Current Final
dose of medium spider venom. This poison cannot be extracted from the boots without destroying them. Prestige Fame
+
GOLD
scroll of summon monster II (150 gp) potion of greater magic fang (750 gp)
wand of magic missile (10 charges; 150 gp, limit 1) potion of cure moderate wounds (300 gp) Day Job (GM ONLY)
wand of unseen servant (10 charges; 150 gp, limit 1) scroll of greater magic weapon (375 gp)
scroll of summon monster III (375 gp) –
wand of alarm (5 charges; 75 gp, limit 1) Gold Spent
wand of mage armor (15 charges; 225 gp, limit 2)
wand of protection from evil (5 charges; 75 gp, limit 1)
=
Total
For GM Only