PF2 Quest #11 - A Parchment Tree

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PATHFINDER SOCIETY QUEST #11 TIER 1–4

A Parchment Tree
By Carlos Cabrera
AUTHOR
Carlos Cabrera

DEVELOPMENT LEAD
Michael Sayre

DESIGN LEAD
Mark Seifter
Table of Contents
EDITING LEAD
Leo Glass

EDITORS A Parchment Tree . . . . . . . . . . . . . . . . . . . . . . . . . .3


Avi Kool and Lu Pellazar

CONTRIBUTING ARTISTS
Maichol Quinto
Appendix 1: Subtier 1–2 Encounters . . . . . . . . . . . . . . .8
CARTOGRAPHER
Jason Engle Appendix 2: Subtiers 3–4 Encounters. . . . . . . . . . . . . .9
ART DIRECTION AND GRAPHIC DESIGN
Sonja Morris and Tony Barnett Appendix 3: Art. . . . . . . . . . . . . . . . . . . . . . . . . . . 10
ORGANIZED PLAY LEAD DEVELOPER
Linda Zayas-Palmer
GM References . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
ORGANIZED PLAY MANAGER
Tonya Woldridge

CREATIVE DIRECTOR
Event Reporting Form. . . . . . . . . . . . . . . . . . . . . . . 15
James Jacobs

MANAGING DEVELOPER Chronicle Sheet. . . . . . . . . . . . . . . . . . . . . . . . . . . 17


Adam Daigle

PUBLISHER
Erik Mona How To Play
Pathfinder Society Quest #11: A Parchment Tree is a Pathfinder Society Quest designed for 1st-
through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). As a quest, this adventure is
designed to take about 1 hour to play. It is designed for play in the Pathfinder Society Organized
Play campaign but can easily be adapted for use with any world. For more information on
the Pathfinder Society campaign, how to read the attached Chronicle sheets, and how to find
games in your area, check out the campaign’s home page at PathfinderSociety.club.

GM Resources
A Parchment Tree makes use of the Pathfinder Core Rulebook and Pathfinder Gamemastery
Guide, as well as the map Flip Tiles: Urban Starter Set. All rules referenced in this adventure
are available in the free online Pathfinder Reference Document at paizo.com/prd.

Scenario Tags
Scenario tags provide additional information about an adventure’s contents. For more
information on scenario tags, see the Pathfinder Society Guide to Play at http://www.
organizedplayfoundation.org/paizo/guides/. This quest does not have any tags.

Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577

paizo.com
A Parchment Tree
By Carlos Cabrera
GM Synopsis
A Parchment Tree is a short adventure with a brief WHERE ON GOLARION?
investigation followed by a combat. A series of skill
encounters and some light combat allows the players to A Parchment Tree takes place in Katheer, the capital of
flex their expertise in and out battle. the nation of Qadira. Qadira is perhaps the wealthiest
nation in the Inner Sea region, with marketplaces that
Adventure Background move vast amounts of gold and spices between the
In many ways, the nation of Qadira is the gateway from many nations of the Inner Sea region to the west and
the Inner Sea to the wealthy Padishah Empire of Kelesh, the powerful Keleshite Empire, which rules most of the
and the entrance to the continent of Casmaron beyond. continent of Casmaron to the east.
The Pathfinder Society’s only foothold in the region is
through their lodge in Qadira’s capital, Katheer. This is all • Katheer
about to change, however, through the efforts of Venture-
Captain Esmayl ibn Qaradi (NG male human aristocrat).
With a considerable contribution of his own personal
funds, Esmayl has entered negotiations to purchase a QADIRA
plot of land for a new lodge close to Sedeq, a slave port
positioned at the mouth of the nation’s southern river.
Esmayl’s goal there is twofold. First, with lodges in both
the north and south of Qadira, the Pathfinder Society
can begin their push farther into central Qadira (and by
extension, Casmaron to the east). Second, this new lodge
would be well-positioned to serve as temporary housing
for Pathfinders and their allies rescued from slavery.
The venture-captain’s plan has unfortunately run Once at the bazaar, the PCs faces several skill
into a hitch. Two different merchant families have come encounters where they can use their various talents
forward, each with papers claiming the land rightfully to recover these documents of authenticity. The PCs
belongs to them—the Agarja family of spice merchants interact with a collector of antiquities, a priestess
and the Patari family of cattle traders. Esmayl needs of Sarenrae, a cartographer, and a scribe known for
to determine who the rightful owner of the property producing patents of nobility. In the encounter with
is before he can close the sale which, under normal the scribe, the PCs discover a plot from the false family
circumstances, would require a months-long process to steal the patents and any other documents from the
before a representative of Qadira can provide their stamp PCs, dead or alive.
of approval. Esmayl hopes to end the matter swiftly, as
there are Pathfinder agents in the region currently in need Getting Started
of assistance. Requesting the PCs personally, Venture-Captain Esmayl
ibn Qaradi invites them all to his personal estate in
Adventure Summary Qadira’s capital of Katheer. Signs of wealth abound; fine
Instead of sending the PCs to the Pathfinder lodge in cloth awnings hang over an impressive spread of food
Katheer, Venture-Captain Esmayl ibn Qaradi invites and drink, with fruits, meats, and grains from across the
the PCs to his personal estate in the capital. There, he Inner Sea. Esmayl’s attire is expensive, finely pressed,
tasks the PCs with recovering four different documents, and immaculate. When the PCs arrive, the venture-
all within Katheer’s bustling bazaar. Together, these captain clasps the arm of each PC at the elbow one by
documents are sufficient to authenticate which family one (waiting a moment to watch for any social cues
is indeed the rightful owner of the land on which he that might indicate the physical contact is unwelcome)
wishes to found a new Pathfinder lodge. To the victor and invites them to enjoy the refreshments. Once the
goes the spoils of a very lucrative land agreement, while PCs are satisfied and have had a chance to introduce
the family whose claim is rejected might face additional themselves, Esmayl informs them why they’re all here.
losses as the legitimacy of their other claims are brought Read or paraphrase the following once the PCs
into question. are ready.

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"Welcome all of you to my home, and thank you very much answers the PCs questions, including likely inquiries and
for coming. I have invited you here so you can help me settle his responses are as follows.
an important matter on behalf of the Pathfinder Society as How did you acquire your wealth? Esmayl holds his
a whole. As you know, our lodge here in Katheer is the only chin in thought before replying. “I am not proud of
location we have in the whole of Qadira. This is something my origins, but I once dealt in the resources needed for
I plan to rectify personally, so I have contributed a small war between the satrap and the nation of Taldor. I am
fortune to purchasing a plot of land for another lodge, close thankful those hostilities have ceased, for the most part.
to the slave port of Sedeq in the south. I have since focused my endeavors in common trade.”
“We’re having this conversation here due to my What can you tell of us the merchant families? “The
personal stake in the matter. As it happens, I’ve Agarja family deals in trading spices to and from
come across a problem that’s brought the sale to a other lands, and the Patari family farms cattle local
complete halt. Two different merchant families, the to Qadira. I am eager to find out who truly owns
Agarja and the Patari, have approached me with the property we seek.”
papers claiming they are the proper owners of this Who is the other Pathfinder? “Karisa Starsight
land. Both attest they are descendants of the original is my other agent in the field. She puts great
landowner, Prince Agar ibn Karatari. I was under the importance on returning our fellow Pathfinders
impression I was to deal only with the owner of his to safety, as do I.”
estate until these two families stepped forward.
The process to complete the sale alone will Society (Recall Knowledge)
take months, but thankfully, this is a A PC who succeeds at a DC 15 Society
problem that can be rectified. check to Recall Knowledge knows
“With your assistance, we can more about the merchant families.
determine which family is the Even if the PCs critically succeed at
legitimate heir to the property. this check, they must still collect
There are four documents we can the four documents to prove who
use to authenticate the prince’s owns the land. A failure grants
lineage, which I have tracked no information, and a critical
to the bazaars of Katheer. success grants additional intelligence
Here is a list of the four beyond the success entry’s information.
merchants you’ll need Remember that these checks should be
to speak with. I would rolled secretly.
recover them myself, Critical Success The Agarja family’s spice
but I have another trade has allowed them to surpass the
appointment I’m afraid wealth of the Patari family, despite
I must keep. While you the latter’s expertise in rare or magical
are in the bazaar, I will be creatures. The Agarja family also deals in
discussing another matter with black market smuggling, which includes a cut
a fellow Pathfinder agent. I intend to from the Patari family as they supply menageries
use the new lodge as a safe house for the for the rich. If the Patari family’s claim to this
Society and our allies released from slavery, land succeeds, they will have a compelling
and I have intelligence which indicates justification to remove the Agarjas from
some of our own could be moving through their role as intermediaries and significantly
Sedeq from across the Inner Sea. increase their profits.
“If you’re able to recover these Success The Patari family has ties to central
documents on my behalf, not only can we Qadira. As part of their cattle trade, they do
move ahead with saving our compatriots in business in very peculiar mammals with the
chains, but we can establish further relations geniekin of the Zho Mountains.
with the nation of Qadira and Critical Failure The Patari family’s members are
hopefully within Casmaron itself.” generally liked and upstanding
folks with a strong and well-known
Esmayl gives the PCs Handout 1: Esmayl Ibn Qaradi lineage leading back to Prince Agar
Bazaar Locations (page 13) and ibn Karatari.

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Hero Points
Give the PCs a moment to slot their boons and remind A LONG, HOT DAY
them that they each have 1 Hero Point available for use
during this adventure before continuing. As the PCs investigate the bazaar, the repetitive poring
through books and the sweltering heat of the Qadiran
The Opulent Bazaar sun slowly take a toll on their vitality. The PCs’ initial
Once the PCs have spoken with the Venture-Captain and inquiries into locating the correct stalls and buildings
decided which contact they should visit first, they can can take 2 to 4 hours. Including travel time and time
depart for the bazaar. It won’t take them long to get there spent investigating, areas A1, A2, and A3 each take the
from Esmayl’s estate on foot, and they’re able to do so PCs 1 hour to complete if they succeed at a relevant
without incident. It could take some time to hunt down skill check and 2 hours to complete on a failure (except
each individual stall, however, because of the bazaar’s area A2, which takes 3 hours to complete on a failure).
sheer size. Area A4 takes one hour to complete. If the PCs visit
Asking for Directions: The Opulent Bazaar of Katheer locations in an order other than the one presented on
is magnificent. Qadira’s satrap, Xerbystes II, certainly the handout, their route takes extra time, involving
spared no expense in the upkeep of the capital and is lengthy backtracking. Visiting locations A1, A2, and A3
paying an even greater fortune in its expansion. In out of order adds 2 hours to the PCs’ journey. Until the
between merchants from nearby Casmaron and from evening, the route to area A4 is particularly crowded; if
all over Golarion attempting to hawk their wares, the the PCs persist in traveling this way despite the crowds
PCs can find all of the stalls and buildings they need before exploring the other three locations, add 4 hours
with a successful DC 15 Diplomacy check to Gather to their journey. If the PCs take more than 8 hours to
Information (DC 20 for Subtier 3–4). Success means it complete their investigation, they become fatigued and
only takes the PCs two hours to locate the appropriate stupefied 1 for the remainder of the adventure.
contacts. A failure indicates PCs take four hours to locate
the four stalls, which can have additional consequences
as described in sidebar A Long, Hot Day. As a part of page. If the PCs fail the check, the proprietor eventually
locating the stalls, the PCs discover that visiting the helps them, though she is frequently interrupted by
locations in the order listed on the handout is the most other customers.
efficient way to explore the city.
A2. Morning Sands
A1. Satrap Esoterica The sun seems to shine more brightly upon the sign of
Anebu (CG female human merchant), a Garundi woman the Morning Sands. Perhaps divinely so, as this quaint
of very eclectic tastes, owns the Satrap Esoterica and is shop serves as an antechamber to one of the many
rumored to have everything you want under the Qadiran churches of Sarenrae in Katheer. The Vudrani priestess
sun—and everything you need under the satrap’s starry Zarida (NG female priestess of Sarenrae) informed the
skies. Qaradi has tracked a book here which allegedly venture-captain that she recalled something she read
contains Prince Agar’s memoirs, written in his own hand. about Prince Agar in the church’s library. She’s willing
The truth of the matter is the proprietor owns several to part with it on Esmayl’s behalf to the PCs, if only she
books that supposedly contain what the PCs are looking can remember whether she found it among the sacred
for, but only one of them is the correct one. texts or within the forbidden archives.
A PC who succeeds at a DC 15 Society check to A PC who succeeds at a DC 15 Religion check or
Decipher Writing (DC 18 in Subtier 3–4) determines Sarenrae Lore check to Recall Knowledge (DC 18 in
which volume contains what they need based on their Subtier 3–4) gives the priestess enough information to
knowledge of historical context and syntax. Not all of quickly collect the correct scroll from the sacred texts.
the text is complete, however. Instead of using a Society A PC who succeeds at Occultism check to Recall
check, the PCs can determine which volume is correct Knowledge at the same DC prompts the priestess
by locating text written in invisible ink on the correct to collect a tome with similar information from the
volume. A PC who succeeds at a DC 15 Crafting check forbidden archives, though this task can take her some
to Identify Alchemy (DC 18 in Subtier 3–4) determines additional time to access as she retrieves the appropriate
that the volume contains hidden text that can be key. If the PCs visit this location after 4 or more hours
revealed with a simple application of heat, such as of the day have already passed, retrieving the text from
holding a blade warmed in a candle or torch near the the forbidden archives takes an additional hour (for a

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A Parchment Tree
total of 2 hours). If the PCs arrive here before 4 hours for the patents and attack the PCs in quick succession.
of the day have passed, the priestess is able to quickly Onlau, who is unarmed and lacks experience in battle,
retrieve the key from the senior priestess officiating doesn’t participate in combat.
morning services in the adjoining building. Special: If the PCs critically succeeded at their Society
If the PCs fail all of their checks, the priestess check to Recall Knowledge about the merchant families
eventually finds the correct text, but the additional time after speaking with Venture-Captain Esmayl, they have
spent searching causes this part of the investigation to a reason to be suspicious of the intentions of a group
take the PCs a total of 3 hours. that seems to be from the Patari family. As a result, the
PCs gain a +2 circumstance bonus to their initiative
A3. The Four Dunes rolls in this encounter.
The Four Dunes is a cartographer’s shop run by a pair
of halfling twins who go by the names Fali and Farul Subtier 1–2
Dunes (CN female and male halfling pirates). Claiming
to serve merchants and navies alike, the fact that they RUFFIANS (2) CREATURE 2
own more maps of the seas than the local deserts Page 8, art on page 11
(scribbled with their own messy handwriting, no less)
easily gives away their true profession. They readily Subtier 3–4
provide the map the venture-captain was inquiring
about, eager themselves to learn of where the property RUFFIANS (2) CREATURE 2
of an ancient Qadiran prince might lie. Page 9, art on page 11
While looking at the map, a PC who succeeds at a DC
12 Farming Lore check to Recall Knowledge (DC 15 in CHARLATAN CREATURE 3
Subtier 3–4) confirms where the richest soil would be for Page 9
an ancient prince to plant their crops. Alternatively, a PC
who succeeds at a DC 12 Mercantile Lore check to Recall Development: After defeating the Patari enforcers, the
Knowledge (DC 15 in Subtier 3–4) determines where inlets PCs can speak with Onlau. While Onlau is somewhat
of Qadira’s southern river would provide easy transport of shaken by the violence they’ve just witnessed, they take
goods to his property. Finally, the PCs can instead attempt pride in their professionalism, quickly composing themself
a DC 15 Nature check to Recall Knowledge (DC 18 in and helping the PCs to find the information they seek.
Subtier 3–4) to locate the most suitable ground to build
upon on the path between Katheer to Sedeq to avoid Conclusion
natural disasters, like sinkholes and landslides. If the After collecting all four documents, the PCs return to
PCs fail to reach any of these conclusions on their own, Venture-Captain Esmayl ibn Qatari’s estate, where they
the halflings offer to assist, but they provide the relevant have the chance to present their findings. There, they
information only as a part of a lengthy and meandering are introduced to a Mwangi Pathfinder agent with twin
tale about their experiences traveling the deserts. braids and striking glacial eyes, Karisa Starsight. She
personally thanks the PCs for their assistance, saying that
A4. Royal Concessions Moderate she looks forward to building the Sedeq lodge and freeing
Onlau (LN nonbinary human scribe), a Tien scribe in fellow agents from slavery. Esmayl provides the PCs with
the government of Katheer, operates Royal Concessions. a bag of coins worth a total of 14 gp as payment for their
They’ve turned their job in genealogical studies into work (38 gp in Subtier 3–4).
their passion. As a specialist in noble lineages, their most
frequent clients are people seeking familial prestige. Reporting Notes
They are fond of the saying, “It’s not where the apple If the PCs used a Religion check or a Sarenrae Lore check
falls, but the height of the tree.” Before the PCs have in area A2, check box A on the reporting sheet. If the PCs
the chance to retrieve the information that they need used an Occultism check in area A2, check box B.
from Onlau, members of the Patari family arrive to steal
patents of nobility related to their family line. Primary Objective
Creatures: Owning cattle is a profitable business, just The PCs fulfill their primary objective if they return all
not as profitable as a multinational spice conglomerate. the documents safely, earning 1 Fame and 1 Reputation
The Patari agents' clothing is still well kept, but the for any faction associated with their currently slotted
weapons they carry give them away. They make a grab faction boon.

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A4. Royal Concessions

R R

PCs Start Here

1 square = 5 feet Pathfinder Flip-Tiles: Urban Starter Set

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Appendix 1: Subtier 1-2
Encounters SCALING ENCOUNTER A4
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this To adjust for the PCs’ overall strength, use the following
scenario. These encounters are written for four 1st-level Challenge Point adjustments. These adjustments are
PCs. If your group has a different composition or size, not cumulative.
refer to the Challenge Points section of GM References 10–11 Challenge Points: Increase the ruffians’ Hit
(page 14) for instructions on how to use the scaling Points by 6 each and increase their club and sling
sidebars to adjust the encounters for your group. damage to 1d8+5.
If a creature is marked “(0)”, don’t include it in the 12–13 Challenge Points: Add one ruffian to
encounter unless otherwise specified (likely from the the encounter.
scaling sidebars). 14–15 Challenge Points: Add one ruffian to the
encounter. Increase the ruffians’ Hit Points by 6 each
Encounter A4 (Subtier 1–2) and increase their club and sling damage to 1d8+5.
The ruffians of the Patari family attempt to pick out the 16–18 Challenge Points (5+ players): Add 2 ruffians
PCs from the crowd of the marketplace and separate to the encounter.
them from their allies with their brutal beating ability.
They fight to the death (and fight dirty), using Snagging
Strike to make the PCs flat-footed. An individual ruffian
flees if reduced to 6 Hit Points or less.

RUFFIANS (2) CREATURE 2


NE MEDIUM HUMAN HUMANOID
Perception +8
Languages Common, Kelish
Skills Athletics +7, Intimidation +6, Stealth +6
Str +3, Dex +2, Con +3, Int –1, Wis +2, Cha +0
Items club, sling (10 bullets), studded leather armor
AC 18; Fort +9, Ref +8, Will +6
HP 32
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] club +9, Damage 1d6+5 bludgeoning
Ranged [one-action] sling +8 (propulsive, range increment 50 feet,
reload 1), Damage 1d6+5 bludgeoning
Ranged [one-action] club +8 (thrown 10 feet), Damage 1d6+5
bludgeoning
Brutal Beating The ruffian’s brutality shakes foes’ confidence.
When the ruffian deals damage on a critical hit, the target
is frightened 1, and the ruffian can knock the target up to
10 feet away (this is forced movement).
Snagging Strike [one-action] Trigger The ruffian has one hand free,
and their target is within reach of that hand; Effect The
ruffian makes a melee Strike while keeping one hand free.
If this Strike hits, the target is flat-footed until the start of
the ruffian’s next turn or until it leaves the ruffian’s reach,
whichever comes first.
Sneak Attack The ruffian deals an extra 1d6 precision damage
to flat-footed creatures.

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Appendix 2: Subtier 3-4
Encounters SCALING ENCOUNTER A4
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this To adjust for the PCs’ overall strength, use the following
scenario. These encounters are written for four 3rd-level Challenge Point adjustments. These adjustments are
PCs. If your group has a different composition or size, not cumulative.
refer to the Challenge Points section of GM References 19–22 Challenge Points: Add one ruffian.
(page 14) for instructions on how to use the scaling 23–27 Challenge Points: Add one charlatan.
sidebars to adjust the encounters for your group. 28–32 Challenge Points: Add one charlatan and
If a creature is marked “(0)”, don’t include it in the one ruffian.
encounter unless otherwise specified (likely from the 33+ Challenge Points: Add two charlatans.
scaling sidebars).

Encounter A4 (Subtier 3–4) CHARLATAN CREATURE 3


This group attacks the PCs in an organized fashion. NE MEDIUM HUMAN HUMANOID
The ruffians of the Patari family attempt to pick out the Perception +6
PCs from the crowd of the marketplace and separate Languages Common, Kelish
them from their allies with their brutal beating ability. Skills Acrobatics +8, Deception +11, Diplomacy +9, Occultism
They fight dirty, using Snagging Strike to make the PCs +7, Performance +11, Society +7, Stealth +8, Thievery +8,
flat-footed. The charlatan acts as support and leadership, Underworld Lore +9
using inspire courage to bolster allies before attacking, and Str +0, Dex +3, Con +0, Int +2, Wis +1, Cha +4
positioning himself to flank with ruffians who have failed Items disguise kit, lute, sap, shortsword, thieves’ tools
their attempt to use Snagging Strike. An individual ruffian Versatile Performance The charlatan can use Performance
or charlatan flees if reduced to 6 Hit Points or less. instead of Diplomacy to Make an Impression and instead
of Intimidation to Demoralize. They can also use an acting
RUFFIANS (2) CREATURE 2 Performance instead of Deception to Impersonate.
NE MEDIUM HUMAN HUMANOID AC 18; Fort +5, Ref +8, Will +10
Perception +8 HP 40
Languages Common, Kelish Speed 25 feet
Skills Athletics +7, Intimidation +6, Stealth +6 Melee [one-action] shortsword +10 (agile, versatile S), Damage 1d6+2
Str +3, Dex +2, Con +3, Int –1, Wis +2, Cha +0 piercing
Items club, sling (10 bullets), studded leather armor Melee [one-action] sap +7 (agile, nonlethal), Damage 1d6+2 bludgeoning
AC 18; Fort +9, Ref +8, Will +6 Occult Spontaneous Spells DC 20, attack +10; 2nd (2 slots)
HP 32 charm, illusory disguise, invisibility; 1st (3 slots) illusory
Attack of Opportunity [reaction] disguise, magic aura, unseen servant, ventriloquism;
Speed 25 feet Cantrips (2nd) daze, ghost sound, mage hand, message,
Melee [one-action] club +9, Damage 1d6+5 bludgeoning prestidigitation
Ranged [one-action] sling +8 (propulsive, range increment 50 feet, Bard Composition Spells 1 Focus Point, DC 19; 1st counter
reload 1), Damage 1d6+5 bludgeoning performance (Core Rulebook 386); Cantrips (1st) inspire
Ranged [one-action] club +8 (thrown 10 feet), Damage 1d6+5 bludgeoning courage (Core Rulebook 386)
Brutal Beating The ruffian’s brutality shakes foes’ confidence. Sneak Attack The charlatan deals an extra 1d6 precision
When the ruffian deals damage on a critical hit, the target damage to flat-footed creatures.
is frightened 1, and the ruffian can knock the target up to
10 feet away (this is forced movement).
Snagging Strike [one-action] Trigger The ruffian has one hand free,
and their target is within reach of that hand; Effect The
ruffian makes a melee Strike while keeping one hand free.
If this Strike hits, the target is flat-footed until the start of
the ruffian’s next turn or until it leaves the ruffian’s reach,
whichever comes first.
Sneak Attack The ruffian deals an extra 1d6 precision damage
to flat-footed creatures.

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Appendix 3: Art

Esmayl ibn Qaradi

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Ruffian

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UR2 UR2
05A 04A

UR2 UR2
11A 13A

Area A4, Page 7

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Bazaar Locations

1. Satrap Esoterica—a collector of Qadiran antiquities in possession of Prince Agar’s memoirs


2. Morning Sands—a priest of Sarenrae with knowledge of the Prince’s ties to the Dawnflower
3. The Four Dunes—cartographers with a map to confirm the boundaries of the Prince’s holdings
4. Royal Concessions—a scribe specializing in patents of nobility

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GM References Challenge Points per PC
Level Challenge Points
Treasure Table
1 2
Level Gold Earned 2 3
1 3.5 gp 3 4
2 5.5 gp 4 6
3 9.5 gp
4 16 gp Challenge Points and Subtier
CP Total Subtier
Chronicle Sheet
PCs who complete this quest gain the Amateur 8–14 1–2
Genealogist boon on their Chronicle sheet. 16–18 (5+ players) 1–2
16–18 (4 players) 3–4
19+ 3–4

Challenge Points
Challenge Points are a system for scaling the difficulty
of encounters appropriately for groups of mixed size
and level. Total up the number of Challenge Points your
group has, using the Challenge Points per PC table above.
Next, use the Challenge Points and Subtier table above
to determine which Subtier is appropriate for your
PCs. Subtier 1–2 encounters appear in Appendix 1, and
Subtier 3–4 encounters appear in Appendix 2.

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Event Reporting Form
Date Event Code:

Location

GM Org Play #: -2 GM Name: GM Faction:


Adventure #: Adventure Name:
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Fame Earned:
Bonus Faction Goal Achieved: □ Yes □ No □ N/A Scenario-based Infamy earned? □ Yes □ No □ N/A

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Pathfinder Society Quest


15
A Parchment Tree
OPEN GAME LICENSE VERSION 1.0A PAIZO INC.
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Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Pathfinder Society Quest #11: A Parchment Tree © 2020, Paizo Inc. All rights reserved. Paizo,
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Pathfinder Society Quest #11: A Parchment Tree © 2020, Paizo Inc.; Carlos Cabrera. are trademarks of Paizo Inc.

Pathfinder Society Quest


16
Pathfinder Society Quest #11: Character Chronicle #

A Parchment Tree Herolab Code


F7Z6

Faction Reputation
A.K.A. -2
Faction Reputation
Player Name Character Name Organized Play # Character #
Faction Reputation

Adventure Summary

A long day spent exploring the bazaar of Katheer led to encounters with a variety of interesting individuals and a few run-ins with
some unsavory characters. Having determined that the Agarja family are the rightful landowners, your efforts will ensure that the new
lodge near Sedeq can advance the Pathfinder Society’s interests in Qadira.

Boons
▫▫Amateur Genealogist (General): Your efforts assisting Venture-Captain Qaradi have given you some
insights into family trees. Immediately after the venture-captain briefing in a scenario, you can check a box
next to this boon to increase your proficiency in either Genealogy Lore or Heraldry lore by 1 step until the Starting XP
end of the scenario: untrained becomes trained, trained becomes expert, and expert becomes master. You
can’t increase your proficiency to legendary using this boon, and the effects of this boon aren’t cumulative
with any other temporary proficiency increases to the associated skills. XP Gained

Items Purchases Final XP


Items Sold / Conditions Gained

Starting GP
SUBTIER 1–2

GP Gained

REWARDS

TOTAL VALUE OF ITEMS SOLD Earn Income


Add 1/2 this value to the “Items Sold” Box

Items Bought / Conditions Cleared


Items Sold
SUBTIER 3–4

GP Spent

Total GP

TOTAL COST OF ITEMS BOUGHT

Starting Fame
Notes Downtime

Fame Earned

Total Fame

FOR GM ONLY
EVENT EVENT CODE DATE Game Master’s Signature GM Organized Play #

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