S09-10 - Signs in Senghor
S09-10 - Signs in Senghor
S09-10 - Signs in Senghor
SIGNS IN SENGHOR
By Kris Leonard
Author • Kris Leonard
Development Lead • Linda Zayas-Palmer
Contributing Artists • Alexandur Alexandrov,
Javier Charro, Concept Art House, Jesper Ejsing,
Dion Harris, Roberto Pitturru, and Ilker Serdar Yildiz
Cartographers • Sean Macdonald and Corey Macourek
Creative Directors • James Jacobs, Robert G. McCreary,
and Sarah E. Robinson
Director of Game Design • Jason Bulmahn
Managing Developer • Adam Daigle Table of Contents
Development Coordinator • Amanda Hamon Kunz
Organized Play Lead Developer • John Compton
Developers • Crystal Frasier, Jason Keeley, Joe Pasini,
and Linda Zayas-Palmer
Starfinder Design Lead • Owen K.C. Stephens
Starfinder Society Developer • Thurston Hillman Signs in Senghor . . . . . . . . . . . . 3
Senior Designer • Stephen Radney-MacFarland
Designers • Logan Bonner and Mark Seifter
Managing Editor • Judy Bauer
Senior Editor • Christopher Carey Handout . . . . . . . . . . . . . . . 27
Editors • Lyz Liddell, Adrian Ng, and Lacy Pellazar
Art Director • Sonja Morris
Senior Graphic Designers • Emily Crowell and
Adam Vick
Franchise Manager • Mark Moreland Appendix . . . . . . . . . . . . . . 28
Project Manager • Gabriel Waluconis
Publisher • Erik Mona
Paizo CEO • Lisa Stevens
Chief Operations Officer • Jeffrey Alvarez
Maps . . . . . . . . . . . . . . . . . 29
Chief Financial Officer • John Parrish
Chief Technical Officer • Vic Wertz
Director of Sales • Pierce Watters
Sales Associate • Cosmo Eisele Chronicle Sheet . . . . . . . . . . . 31
Vice President of Marketing & Licensing • Jim Butler
Director of Public Relations • Jenny Bendel
Marketing Manager • Dan Tharp
Director of Licensing • Michael Kenway
Organized Play Manager • Tonya Woldridge
Accountant • Christopher Caldwell
Data Entry Clerk • B. Scott Keim
Director of Technology • Dean Ludwig
GM Resources
Web Production Manager • Chris Lambertz Signs in Senghor makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, Pathfinder
Senior Software Developer • Gary Teter RPG Bestiary 3, Pathfinder RPG GameMastery Guide, Pathfinder RPG Monster Codex, Pathfinder RPG
Webstore Coordinator • Rick Kunz
Ultimate Combat (UC), and Pathfinder RPG Ultimate Equipment (UE). This adventure assumes the GM
Customer Service Team • Sharaya Copas, has access to these sourcebooks. All rules referenced in this adventure are available in the free online
Katina Davis, Sara Marie, and Diego Valdez
Warehouse Team • Laura Wilkes Carey, Will Chase, Pathfinder Reference Document at paizo.com/prd, and the relevant rules from the GameMastery
Mika Hawkins, Heather Payne, Jeff Strand, and Guide and the Monster Codex are reprinted at the back of the adventure for the GM’s convenience.
Kevin Underwood
Website Team • Brian Bauman, Robert Brandenburg,
Lissa Guillet, and Erik Keith
This product is compliant with the Open Game License (OGL) and is suitable for use with the
HOW TO PLAY 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 Game Content: All
Pathfinder Society Scenario #9–10: Signs in Senghor trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well
as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks,
is a Pathfinder Society Scenario designed for 1st- characters, dialogue, locations, plots, storylines, and trade dress. (Elements that have previously
through 5th-level characters (Tier 1–5; Subtiers 1–2 been designated as Open Game Content, or are exclusively derived from previous open game
content, or that are in the public domain are not included in this declaration.)
and 4–5). This scenario is designed for play in the
Pathfinder Society Roleplaying Guild campaign, but Open Game Content: Except for material designated as Product Identity (see above), the game
it can easily be adapted for use with any world. For mechanics of this Paizo game product are Open Game Content, as defined in the Open Game
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more information on the Roleplaying Guild, how Open Game Content may be reproduced in any form without written permission.
to read the attached Chronicle sheets, and how to
find games in your area, check out the campaign’s Paizo Inc. Pathfinder Society Scenario #9–10: Signs in Senghor © 2017, Paizo Inc. All Rights Reserved.
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By Kris Leonard
T
he collapse of Ghol-Gan saw the cyclopes’ decline
from high-minded scholars, prophets, and warriors
Where on Golarion?
into a brutal species of shortsighted giants. During
the Age of Darkness, a powerful asura called Parveen took This scenario begins in Eleder, but it primarily takes place
over one of their profaned temples within what is now known in the port city of Senghor and the long-since abandoned
as the Kaava Lands. She embarked on a millennium-long city across the bay, Boali. Senghor is located on the
meditation on ruin, contemplating Ghol-Gan’s perverse western end of the peninsula known as the Kaava Lands
religions and studying several profaned tablets known as in the southern Mwangi Expanse. Although its founding
the Twelve Rites. These powerful relics once contained deep date 2,000 years ago corresponds with the destruction of
truths and spiritual wisdom, but after the cyclopes’ decline, neighboring Boali, the link between the two settlements
they became a set of blasphemies that harnessed infernal has been lost to time, in part because of Senghor’s strong
powers. Through her studies, Parveen grew in strength, cultural taboo against even mentioning Boali. One of
eventually ascending into an asurendra, among the most Senghor’s largest groups is the Caldaru people, whose
powerful classes of asuras. At the dawn of the Age of Destiny, mysterious origins are evident in their linguistic and racial
two of the legendary mage Jatembe’s magic warriors fought differences from the Mwangi peoples found elsewhere
a challenging battle against Parveen. The warriors eventually in the expanse. For more information on Senghor, the
prevailed, but they knew that if they slew the asura, it would Caldaru people, the Kaava Lands, and the scale of Aspis
only be reborn. They instead agreed to seal the fiend away Consortium’s influence in the Mwangi Expanse see
within its temple. Pathfinder Chronicles: Heart of the Jungle.
The seals stood strong for millennia until the rise of the
Boalisi culture. The Boalisi pushed deep into the Kaava
Lands, uncovering the Ghol-Gani temple within the city of Mwangi Expanse
Kaddodi where the asura slept. Settlers began scavenging
stone from the temple to create a new town, and in the
process they disrupted the old seals and recovered the Twelve
Rites. They sent some of these blasphemous tablets back
to their capital city, Boali, while retaining the others in the
temple for study. The cataclysmic destruction of Boali within
• Bloodcove
a decade left the settlement isolated, and the settlers quickly
Boali •
abandoned the temple—but not before absconding with • Senghor
some of the cyclops’ treasures, including the remainder of the • Eleder
Twelve Rites. From its weakened prison, the asura probed its
surroundings, searching for a way to break through. Recently,
with the assistance the asura Karan, Parveen nearly escaped.
However, a group of Pathfinder Society agents thwarted her Through subtle manipulations in dreams, Parveen
plot, slaying Karan and securing the seals once more. Having convinced her patsies to launch a mining operation within
come so close to freedom, Parveen was not content to sit idle. Kaddodi. Meanwhile, a small contingent of agents under the
She sent visions and dreams into receptive minds, hoping to command of bronze agent Shinri Dells has traveled to the
find someone else to break the seals. These visions took root ruins of Boali. There, they seek the Twelve Rites, which may
in the minds of a few well-placed Aspis Consortium agents. hasten Parveen’s return.
3
PATHFINDER SOCIETY SCENARIO
SUMMARY Books, scrolls, and maps are spread haphazardly over the table
The adventure begins in the port of Eleder, capital of Sargava. that Venture-Captain Finze Bellaugh currently leans upon. His
Here, Venture-Captain Finze Bellaugh briefly explains the brow furrows in thought as he surveys one of the maps that lie
Aspis Consortium’s recent activities and his plans for the before him. “Over the last few months, the Aspis Consortium has
area’s future. The PCs travel to Senghor aboard Pathfinder devoted a surprisingly large number of resources to a mining
Mirian Raas’s vessel, Daughter of the Mist. Along the way, operation somewhere in the Kaava Lands, beyond Bloodcove.”
Raas provides the PCs with additional information about He circles a general area on the map with his finger before
Senghor’s customs and politics. After dropping the PCs continuing, “Since the operation started, we’ve heard quite a
off in Senghor, she departs for Bloodcove, leaving few reports from locals in the Kaava Lands of strange and
the PCs with a fishing boat—and possibly a crew foreboding occurrences, with many pointing the blame
member to sail the vessel—to navigate the waters towards to the Consortium’s mysterious operation.”
between Boali and Senghor. The venture-captain crosses one arm over his
The PCs navigate the Bay of Senghor and chest, stroking his beard with the other. “Several
arrive in Boali, where they can follow the Aspis other Pathfinders are already out in the field
agent’s trail using a variety of methods. They investigating. Juliet Diaz has traveled towards
encounter a hostile group of boggards called Bloodcove on a fact-finding mission of sorts.
the Tralika before finding an Aspis agent Meanwhile, Fola Barun has gone out into
named Gideon Wren nearby, who had the Kaava Lands to dig deeper into
been abandoned by his fellows the locals’ troubling reports.
hours ago. Gideon promises to “Still, their investigations
provide information vital to face a major obstacle. The
their PCs’ investigation in Aspis Consortium wields
exchange for assistance, considerable influence
and the PCs may attempt in Bloodcove, and this
to free him. Before the influence extends far
PCs have the chance beyond the city’s
to question Gideon, borders. If we
the boggards’ so- want to be able to
called Great Queen, a investigate in earnest, we’ll
mobogo, rampages out of need allies. Fortunately, the Consortium
the ruins, crushing buildings Venture-Captain has dropped an opportunity into our laps.”
in her wake. A chase ensues as the
PCs make their escape with Gideon,
Finze Bellaugh Bellaugh smiles. He points to Bloodcove
on the map and then traces his finger south
and Gideon’s Aspis comrades also rush along the coast. “The port of Senghor lies
to escape the creature’s wrath. about two hundred miles to the south of Bloodcove. The Aspis
The PCs escort Gideon to Senghor and learn all they can Consortium doesn’t have a strong presence in Senghor—after all,
from him about the Aspis operation. Upon returning, the the city has strong independent merchants and no tolerance for
PCs must both confront the Aspis ringleader, Shinri Dells, slavery. Now, just a little ways north of Senghor is a ruined city
and convince Senghor’s leadership to support the Pathfinder called Boali. The mere mention of Boali is taboo in Senghor, as
Society against the Aspis Consortium. Between these tasks, it is widely seen to be an accursed and haunted place. We’ve
they may also encounter an asura drawn into Parveen’s service. heard credible reports that Aspis agents have begun excavating
While Shinri has no interest in speaking with the PCs, her for relics in Boali, and this expedition would surely sour their
office contains her records and correspondence with other reputation in Senghor. However, the city’s leaders would not take
agents in Bloodcove. These documents reveal her obsession mere rumors as cause for action without solid evidence. They
with finding more of the Twelve Rites in Boali and give signs also are unlikely to send their own people to Boali unless they
that Parveen’s malign presence was driving her actions. must. That’s where you come in.” Bellaugh excitedly continues. “If
you can find evidence of Aspis activities in Boali, the Society will
GETTING STARTED have a case to gain support from Senghor’s leaders for our future
The adventure begins in Eleder, in the smoky office of operation against the Consortium. The more you can find about
Venture-Captain Finze Bellaugh. Bellaugh welcomes the PCs, the Consortium’s activities and objectives, the stronger your case
asks them to close the door, and motions to join him around will be.” He moves towards a desk at the end of the chamber,
a table at the western end of the room. Read or paraphrase the opens a drawer, and produces a sealed envelope. He holds it
following to get the adventure under way. forward and speaks, “This is a letter of introduction from myself
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SIGNS IN SENGHOR
to the Senghor Council of Elders, bearing the seal of the Society. stuck Boali thousands of years ago and the entire Boalisi
It will get you a meeting with some of their representatives in a culture collapsed, from the city proper to all their settlements
reasonable amount of time. A fellow Pathfinder and old friend of within the Kaava Lands. Senghor sprung up around the same
mine, Mirian Raas, will be dropping you off at the port in Senghor. time. What really happened is anyone’s guess.”
He holds a hand forward as though motioning to stop and then Who should we speak to in Senghor about the Aspis?
adds, “Before you get too excited about exploring an accursed city “Unfortunately, I am not completely up to date with
filled with all manner of unknown riches and relics, keep in mind Senghor’s political structure, but I suspect you’ll need to
that local taboo makes it difficult to discern just how dangerous arrange a meeting with several members of their ruling
Boali really is. Be ready to leave the city immediately if you find class after finding information about the Consortium’s likely
yourselves in over your heads.” disreputable activities in Boali. Ask Mirian Raas for specifics
while you are making the journey to Senghor. We will need
The PCs have the opportunity to ask Venture-Captain support from Senghor if we are to be successful against the
Bellaugh questions before they leave for Senghor on the Consortium’s interests in Bloodcove and uncover the secrets
Daughter of the Mist. The following are the questions the PCs behind the mysterious mining operation.”
are likely to ask and Finze’s responses. If there are any PCs in the Exchange faction, Finze
What is the Aspis Consortium mining, and where is their Bellaugh hands each of them a letter, explaining that the
operation? “In truth, we don’t know. Our preliminary missive arrived several days ago. Give the Exchange PCs
reports suggest it is some kind of ruin; however, the Handout: Letter from Aaqir al’Hakam. There is time
specifics of the site are still unclear. However, ever for the PCs to make purchases before they depart.
since their expedition started, the locals have been
reporting all sorts of troubling events: a foulness KNOWLEDGE (HISTORY)
rotting the jungle, seemingly unprovoked attacks The PCs might already know about information
from otherwise docile animals, and even people about the history of Boalisi culture. Based on the
jolting awake from terrifying nightmares before result of a Knowledge (history) check, the PCs
unexplainably bleeding from their ears or eyes.” might know more about this lost civilization.
Why are we moving against the Aspis They learn all of the information whose DC is
Consortium? “The Aspis Consortium has kept equal to or less than the result of their check.
a firm grip on trade and exploration in the 15+: All of Boalisi culture, including the
Mwangi Expanse for decades, but something ruined city of Boali, either vanished or
is off about their activities in the area of late. was destroyed 2,000 years ago due to an
Their organization is driven primarily by unknown catastrophe.
profit, both long and short term, yet for all 20+: Boalisi explorers ventured
their investments in the dig over the last far into the Kaava Lands before the
months, there have been no reported collapse of their culture. The few
relics of any true value popping up in scraps of history that remain speak
the nearby markets. We’re growing of them claiming various ruins, but
concerned about their motivations few other sites in the Kaava Lands
and the effects of their actions have been definitively connected
on the surrounding region. to this exploration.
Additionally, the Consortium’s 25+: The Boalisi frequently built
influence has traditionally their settlements with materials
proved a hindrance to local pulled from ancient ruins and
Society operations. If we claimed all manner of relics
can loosen their grip a bit, from the sites as their own.
we’ll be opening the door 30+: Shortly before the
to plenty of new opportunities.” collapse of their culture,
What is in Boali that the Aspis want? Boalisi people recovered
“I haven’t the slightest idea. My guess dozens of relics from
would be treasures from ages past, the ancient cyclops
but perhaps something else is afoot. city of Kaddodi,
The locals consider it taboo to enter, so
information is all but nonexistent. From Mirian Raas part of the fallen
cyclops empire
what we know, some kind of catastrophe Ghol-Gan.
5
PATHFINDER SOCIETY SCENARIO
TRAVELING TO SENGHOR for some information about Boali. With the information
While sailing upon Mirian Raas’ vessel, Daughter of the Mist, the PCs have at present, it is extremely unlikely they can
the PCs have the opportunity to gather information from discover the location of the Consortium’s base of operations
her regarding Senghor. The following are the PCs’ likely in Senghor, Windrell Holdings. Obtaining this information
questions and Mirian’s responses. If the PCs choose not to prior to heading into Boali requires the PCs to succeed at
speak with Mirian, she approaches them directly to provide a DC 26 Knowledge (local) check (DC 30 in Subtier 4–5), as
the information below. Shinri Dells has been particularly careful to avoid revealing
What do we need to know about Senghor? “Senghor is a their affiliation with the Consortium to any but her most
port city on the Bay of Senghor. It was founded 2,000 years trusted contacts.
ago and was built like no other city of its age. Its harbor is
strong enough to protect it from storms coming from the DIPLOMACY TO GATHER INFORMATION OR
Eye of Abendego, and it could hold off a naval assault by a KNOWLEDGE (LOCAL)
fleet far stronger than any that has ever been in the area. As Based on the result of a Knowledge (local) check, the PCs might
far as anyone knows, anyways. The people of Senghor rely know more about Boali. They learn all of the information
heavily on ocean trade, and they will not for any reason deal whose DC is equal to or less than the result of their check.
with slavers, even suspected slavers. The ruling class is also 10+: In Senghor, speaking of Boali is taboo, entry to Boali
heavily focused on expansion as of late, which may soon put is strictly forbidden, and Boali is considered cursed.
them at odds with Bloodcove and the Aspis Consortium.” 15+: Although Boali is largely abandoned, rumors persist
Who should we speak to in Senghor? “Senghor is ruled that on moonlit nights, the ghostly sounds of running
by a council made up of representatives from the nobility, footsteps and clashing swords echo down the empty streets.
the priesthood of Gozreh, the merchants’ compact, and the 20+: A sizable clan of boggards called the Tralika prowls
military. While it would be highly doubtful you would be able the outskirts of Boali, serving a so-called Great Queen.
to speak to the leaders of each faction, you could certainly 25+: The Great Queen of the Tralika is a powerful and
speak with representatives from each. So long as you have a fiercely territorial magical beast called a mobogo.
unanimous decision from at least one representative from
each ruling faction during your meeting, you will have the Development: When the PCs are ready to leave, they meet
full support of the council on whatever matters you are up with Mirian, who wishes them luck on their adventure
discussing. Either during the day or in the early evening, before she sets sail for Bloodcove. If the PCs request a
head over to the council hall and show them the letter of sailor to help operate the ship, Mirian leaves behind White-
introduction you got from the venture-captain. That should Toothed Wallace (N male human expert 1), a surly but
get you a meeting; however, then it’s up to you to present experienced sailor with exceptionally good teeth. He offers
your case. I doubt you’ll get a second chance.” no assistance beyond sailing and navigating the ship.
Faction Notes: While resupplying in Senghor, PCs in
RESUPPLYING IN SENGHOR the Exchange faction could use this time to canvas the
Read of paraphrase the following as the PCs enter Senghor. local merchants and discuss the possibility of lucrative
trade opportunities with the Exchange, promoting it as an
The sunrise illuminates the deep waters of Senghor’s harbor alternative to the Aspis Consortium. Making significant
with shades of orange and red, as the enormous, centuries-old progress in this endeavor requires the PCs to succeed at a
defenses rise against the horizon. Massive towers built with DC 17 Diplomacy check (DC 21 in Subtier 4–5).
immense stone blocks flank the harbor’s entrance, showcasing
the city’s architectural marvels. NAVIGATING THE BAY OF SENGHOR
Traveling through the Bay of Senghor can prove a difficult
After docking, Mirian Raas guides the PCs towards task. Luckily, the PCs happen to encounter calm weather,
Senghor’s grand market, located at the city center and making the trip relatively uneventful. If the PCs succeed at a
bordered by a ring of canals. There she advises them to DC 10 Profession (sailor) check, they can cross in 25 hours; in
resupply as necessary and asks that they meet her back Subtier 4–5, the PCs encounter some troublesome currents
at the Daughter of the Mist by midday, when they are done in the middle of their journey, raising the DC to 14. Only
making preparations for tracking down the Aspis agents in one PC rolls the Profession (sailor) check; up to three people
Boali. She explains that she procured the use of a fishing can use aid another to assist in the attempt. One of these
boat to sail across the bay and back—a journey that takes people can be White-Toothed Wallace. If the PCs ask Wallace
about a day in each direction—and inquires if they require to assist, he succeeds at his skill check to aid another. If
one of her crew to aid them in the ship’s navigation. While the PCs rely on Wallace for navigation, he succeeds at the
making preparations, the PCs could also canvas the locals navigation check, securing a result of 14; however, the PCs
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SIGNS IN SENGHOR
Senghor
One mile
can use aid another to boost the result. For every 5 by which
Scaling Navigating the
the check exceeds the DC, the duration of the trip is reduced
by 2 hours thanks to clever navigational choices. Failure by
Bay of Senghor
4 or less results in the trip taking an additional 1d4 hours, Make the following adjustments to accommodate a group
while failure by 5 or more results in an additional 1d4+4 of four PCs: Mirian Raas has equipped her sailboat with
hours as the PCs are forced to avoid a squall from the Eye magically treated sails to assist in navigation. These
of Abendego. The duration of their journey to Boali directly function as a masterwork tool for Profession (sailor),
affects the difficulty of rescuing Gideon Wren in area A4 and granting all PCs a +2 bonus on their skill checks and
the Great Queen Chase encounter (see page 12). While their increasing Wallace’s result on the navigation check to 16.
journey across the Bay of Senghor is long enough that the
PCs could rest and recover, the small fishing vessel lacks the
comfort required to get a g00d night’s sleep. Each PC must Perception: The PCs search within the city for the Aspis
attempt a DC 10 Fortitude save to avoid becoming fatigued agents’ tracks. Finding their tracks requires a PC to succeed
when she arrives in Boali (DC 13 in Subtier 4–5); PCs who at a DC 18 Perception check (DC 22 in Subtier 4–5) due to
participated in sailing the vessel take a –2 penalty on this Boali’s surprisingly high number of occupants. Have each
saving throw. PC roll this check independently.
Profession (sailor): The PCs scour the surrounding
LOCATING THE ASPIS IN BOALI coastline for boats, requiring a successful DC 13 Profession
After navigating their vessel towards the shores of Boali, (sailor) check (DC 16 in Subtier 4–5) to safely navigate the
the PCs must locate the Aspis agents who have been lurking surprisingly rough waters. One PC takes the role of the boat’s
within the city. The methods the PCs can use to search for navigator, but other PCs may assist with aid another. This
them are outlined below, and each attempt requires 1 hour method is not available if the PCs rely on White-Toothed
of effort. If the PCs come up with other methods, use the Wallace for navigation. If the PCs are successful, they may
DCs presented here as guidelines. show interest in scuttling or otherwise damaging the Aspis
7
PATHFINDER SOCIETY SCENARIO
8
SIGNS IN SENGHOR
B1
A1
A2
A3
A4 G
1 square = 5 feet
9
PATHFINDER SOCIETY SCENARIO
DEFENSE by the same boggard’s croak for 24 hours. Creatures that are
AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, already shaken become frightened for 1d4 rounds instead. The
+1 size) save DC is Charisma-based and includes a +2 racial bonus.
hp 16 (3d8+3)
Fort +3, Ref +2, Will +1 SUBTIER 4–5 (CR 6)
OFFENSE
Speed 20 ft., swim 30 ft. BOGGARD SAVAGES (2) CR 4
Melee morningstar +4 (1d6), tongue –2 touch (sticky tongue) hp 61 each (Pathfinder RPG Monster Codex 12, see page 28)
Special Attacks terrifying croak TACTICS
TACTICS Before Combat Unless the PCs go to great lengths to mask their
Before Combat Unless the PCs go to great lengths to mask their approach, the boggards notice them splashing about and
approach, the boggards notice them splashing about and attempt to use Stealth to ambush them from the deep waters,
attempt to use Stealth to ambush them from the deep waters, mistaking them for Aspis reinforcements.
mistaking them for Aspis reinforcements. During Combat The boggards try to engage the PC in deep
During Combat The boggards try to engage the PC in deep water whenever possible.
water whenever possible. Morale The boggards are both loyal to and terrified of their Great
Morale The boggards are both loyal to and terrified of their Great Queen. As such, they would rather fight to the death than
Queen. As such, they would rather fight to the death than flee and risk being devoured—and slowly digested—for failing
flee and risk being devoured—and slowly digested—for failing their task.
their task. Base Statistics When not raging, the boggards’ statistics are
STATISTICS AC 17, touch 10, flat-footed 17; hp 51; Fort +10, Will +2;
Str 11, Dex 13, Con 10, Int 8, Wis 11, Cha 10 Melee mwk greatclub +10 (1d10+6), tongue +3 touch (sticky
Base Atk +2; CMB +1; CMD 12 tongue); Str 19, Con 18; CMB +8; Skills Climb +9, Swim +17.
Feats Toughness, Weapon Focus (morningstar)
Skills Acrobatics +4 (+16 to jump), Perception +4, Stealth +5 Development: After the combat concludes, Gideon begins
(+13 in swamps), Swim +8; Racial Modifiers +4 Perception, calling loudly for help from area A4, believing that his fellows
+8 Stealth in swamps have come to their senses and returned to save him from
Languages Boggard the life-threatening peril they left him in. If the PCs choose
SQ hold breath, swamp stride to ignore him or otherwise leave the area, give them to
Other Gear leather armor, morningstar opportunity to double-back to investigate further. However,
SPECIAL ABILITIES if they make it clear they have no interest in helping Gideon,
Hold Breath (Ex) A boggard can hold its breath for a number of proceed directly to the encounter in area A5.
rounds equal to four times its Constitution score before it risks
drowning or suffocating. A2. ENTRY HALL
Sticky Tongue (Ex) A creature hit by a boggard’s tongue attack The interior of the structure has masonry walls, smooth
cannot move more than 10 feet away from the boggard and stone floors, and 15-foot high ceilings. The illumination in
takes a –2 penalty to AC as long as the tongue is attached this room comes from the natural light from areas A1 and
(this penalty does not stack if multiple tongues are attached). A3 and, if it is still functional, the sunrod near Gideon in A4.
The tongue can be removed by making an opposed Strength A set of heavy stone double doors currently stands open on
check as a standard action or by dealing 2 points of slashing the north end of the chamber, while the stone doors on the
damage to the tongue (AC 11, damage does not deplete southeast and southwest walls are stuck in place requiring
the boggard’s actual hit points). The boggard cannot move the PCs to succeed at a DC 28 Strength check to open. The
more than 10 feet away from the target, but the boggard chambers farther south are accessed by crossing over the
can release its tongue as a free action. Unlike a giant frog, a dense rubble where the south wall once stood prior to the
boggard cannot pull targets toward itself with its tongue. collapse of the ceiling in A3.
Swamp Stride (Ex) A boggard can move through any sort of
natural difficult terrain at its normal speed while within a A3. COLLAPSED LABORATORY
swamp. Magically altered terrain affects a boggard normally. The most striking feature of this dilapidated chamber is the
Terrifying Croak (Su) Once per hour as a standard action, a immense portion of the ceiling that has collapsed onto the
boggard can emit a loud and horrifying croak. Any non- floor, destroying the walls that once separated areas A2, A3,
boggard creature within 30 feet of the boggard must succeed and A4, as well as leaving a gaping hole to the outside. A
at a DC 13 Will save or become shaken for 1d4 rounds. stone table lies against the north wall, an iron cage stands
Creatures that succeed at this save cannot be affected again in the northeast, and a decayed wooden desk rests in the
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SIGNS IN SENGHOR
11
PATHFINDER SOCIETY SCENARIO
12
SIGNS IN SENGHOR
13
PATHFINDER SOCIETY SCENARIO
Vile Croak: The mobogo’s throat swells. It releases a mighty sail across the Bay of Senghor once more. If Gideon lives,
croak that pushes forth a shock wave of concussive power. he suggests that they take the Consortium’s vessel, Dreams
Aspis Stampede: Gideon’s former Aspis comrades fill the of Worth. He promises the PCs that he can cover for them
congested street. as long as they keep obvious signs of being Pathfinders
Leap Dragon-Frog: The mobogo launches itself high into hidden. Taking the Dreams of Worth has advantages and
the air and crashes down upon the streets, attempting to disadvantages. It is faster and better crewed than the PCs’
crush all those caught beneath its hefty frame. fishing boat, and as such it arrives in Senghor in just 18
Hurricane Alley: The mobogo takes flight and unleashes a hours. It also has more comfortable crew chambers, allowing
gust of wind into the narrow alley ahead, forcing its prey to the PCs to get a proper night’s rest. This clears any fatigue
move against the buffeting winds. or exhaustion they may be experiencing. However, taking
Sudden Overgrowth: After herding its terrified quarry into Dreams of Worth also guarantees that the PCs arrive in
a patch of poisonous vines, the mobogo uses plant growth to Senghor at the same time as any surviving Aspis agents who
rapidly engulf the pathway ahead. are also on the ship; this has no consequences if the PCs
Crumbling Archway: A dilapidated archway resembling the succeeded at 7 or 8 obstacles, as there are no Aspis survivors
lower half of an unidentifiable humanoid figure straddles other than Gideon. If the PCs did not excel at the chase, they
the road ahead. The mobogo follows at ground level, close may wish to take their own boat for a chance to outrun the
behind the fleeing groups. survivors. If the PCs manage to make the return journey and
Tongue Tied: After being temporarily trapped beneath go to Windrell Holdings in less than 21 hours, limit Shinri’s
the rubble of the archway, the mobogo launches its tongue preparations as if the PCs had cleared 7 or 8 obstacles. This
forward, grabbing Gideon Wren and attempting to pull him 21 hours includes both the time needed to sail and the time
toward its gaping maw. needed to find and travel to Windrell Holdings. Use the
Development: The success of the PCs in this encounter rules outlined in Navigating the Bay of Senghor on page 6.
determines what kind of assistance or information Gideon PCs who are already fatigued become exhausted if they fail at
can provide to them as well as the number of Aspis agents a DC 10 Fortitude save (DC 13 in Subtier 4–5), and exhausted
who report to Shinri Dells in Senghor, affecting the difficulty PCs fall unconscious. PCs who participated in sailing the
of the encounter in area B4. Adjust the rest of the scenario vessel take a –2 penalty on this saving throw. Note that the
based on the number of obstacles the PCs successfully chance to limit Shinri’s preparations is the only mechanical
overcame, as follows. benefit of returning quickly.
7–8 Obstacles: The PCs easily escape. The mobogo devours If the PCs managed to safely escort Gideon Wren out of
the Aspis agents, and the PCs managed to take both of the Boali, he joins them on their journey back to Senghor and
tablets of the Twelve Rites that the Aspis have recovered in hold up his end of their bargain to the best of his ability.
Boali. In addition, Shinri Dells receives no warning about The PCs likely inquire about the Aspis Consortium, but his
the PCs’ activities. She does not have time to cast resistance or information is limited to what he has directly been involved
drink her potion of bull’s strength prior to the combat in area with or overheard, which is by no means as incriminating as
B4. Reduce the number of Aspis agents in area B4 by 1. what Shinri Dells knows. The most likely questions and his
4–6 Obstacles: The PCs escape just as the Aspis agents slip responses are below.
away, and the PCs recover one of the Twelve Rites from them What do you know about the mining operation in the
during the chase. The Aspis agents arrive in Senghor before Mwangi Expanse? “Not much. I’ve heard that some of the
the PCs to warn Shinri Dells of their activities. higher-ups were working on something big. Digging up
2–3 Obstacles: The PCs barely make it out. The mobogo some kind of ruin or something—the usual payday. We
devours Gideon before he can share what he knows the PCs, weren’t really involved in that. The boss was sent to Senghor
except for his final words, “Why did I ever trust Dells in the to start up the explorations in Boali with her usual crew and
first place? Go to Windrell Holdings, and curse her for me.” a few other groups of freelance agents.”
Each PC gains the exhausted condition. What were you doing in Boali? “The boss wanted us to
1 or fewer: The PCs survived the chase, but the Great Queen collect some stone tablets with weird-looking markings
severely injured one of them. In addition to the results of etched onto them. I was in the process of procuring
completing 2–3 obstacles, the mobogo gets close enough to one earlier when I was so rudely interrupted by the floor
attempt to bite one random PC: bite +20 (2d6+9). In Subtier swallowing me up. If I recall correctly, that going to be the
4–5 the mobogo’s attack is instead bite +22 (2d6+11). tenth one in Shinri’s set. Once, I overheard her calling them
the Twelve Rites during her meditations. She’s begun talking
RETURNING TO SENGHOR to herself when she thinks no one is listening.”
After fleeing the Great Queen of the Tralika and briefly What are the Twelve Rites? “I’m not sure, but they
encountering the Aspis agents in Boali, the PCs can set definitely aren’t just some hunks of old stone. When I
14
SIGNS IN SENGHOR
Phase 7: Crumbling
Archway Phase 8: Tongue Tied
Weak Knee:
Cut Him Loose:
Knowledge
Attack AC 24
(engineering) DC 20
touched that one earlier, I could feel the magic inside of it— better to be standing behind her than in her way. Shinri was
dark magic. It sent chills down my spine worse than when born on the streets. She’s a natural fighter, tough as crocodile
I saw the boss punch that guy in the head so hard, one eye and furious as a hippo, but lately she’s been even more ‘Shin-
popped clear out of his skull.” rey’ than normal. That’s a word we use when we’re safely out
Where could we find your boss? “Shinri? Why would you of earshot. Over the last few months, she has been meditating
want to go see her? She is the most terrifying person I’ve ever for four or five hours at a time, and she’s been using all kinds
met, and keep in mind I saw the inside of a giant dragon-frog of strange fighting techniques she never used to, things you
earlier. She stays at the base in Senghor, a place called Windrell don’t learn on the streets. This might sound strange, but I
Holdings near the pier. Her office is in the back, but she always think she is actually talking to someone when she meditates.
has cronies on lookout, usually a pair outside her office and Someone, or maybe something?”
one watching the front desk keeping away the riffraff.” The PCs may even convince Gideon to accompany them
Why are you so scared of Shinri Dells? “Because I like eating to their meeting with Senghor’s leadership. Convincing him
solid food, that’s why. She earned her spot with the Consortium to betray his former employer so brazenly requires the PCs
as a Bronze agent by coming up with good plans and cracking to succeed at a DC 16 Diplomacy check (DC 20 in Subtier
any skulls that popped up along the way. I’ve been a part of her 4–5), with a –2 penalty for each debilitating wound he has
crew in Bloodcove for two years, and let me tell you, it’s much suffered (see the sidebar in page 16).
15
PATHFINDER SOCIETY SCENARIO
16
SIGNS IN SENGHOR
B. Windrell Holdings
B6 D
A1
B3 A3
B1
A2
B5
A4
B4
B7
B2
N
A : Aspis Agent
17
PATHFINDER SOCIETY SCENARIO
18
SIGNS IN SENGHOR
19
PATHFINDER SOCIETY SCENARIO
20
SIGNS IN SENGHOR
Ranged mwk shuriken +6 (1d2+5), or lesser asura typically have. The four rites that she has already
mwk shuriken flurry of blows +6/+6/+1 (1d2+5) studied grant her the ability to use feather fall, levitate, and
Special Attacks flurry of blows, stunning fist (6/day, DC 15) spider climb as spell-like abilities once per day. If her agents
Spell-Like Abilities (CL 7th; concentration +8) recovered one of the tablets from Boali and she has had at
1/day—feather fall, daylight, levitate, spider climb least 2 hours to study them, she can additionally use mirror
Bloodline Spell-Like Abilities (CL 2nd; concentration +3) image as a spell-like ability once per day. Finally, if her agents
4/day—corrupting touch (1 round) recovered both of the tablets from Boali and she has had at
Sorcerer Spells Known (CL 2nd; concentration +3) least 4 hours to study them, she can use dispel magic as a
1st (5/day)—mage armor, true strike spell-like ability once per day.
0 (at will)—message, open/close (DC 11), read magic,
resistance, touch of fatigue (DC 11) Treasure: A tall cabinet in the southwest corner of the
Bloodline Infernal room is unlocked and contains several Ghol-Gan relics that
TACTICS Shinri collected during her explorations in Boali before
Before Combat Shinri casts mage armor and drinks her potion of her descent into madness. It contains a Large masterwork
barkskin. If she has enough warning of the PCs’ approach, she cold iron bastard sword and a set of special muleback cords
also drinks her potion of bull’s strength and casts resistance. (Pathfinder RPG Ultimate Equipment 267) that also provide the
During Combat Shinri adopts Mantis Style and engages her benefits of a cloak of resistance +1. In Subtier 4–5, the muleback
foes directly using her unarmed strikes in combination with cords also provide the benefits of a cloak of resistance +2. The
Stunning Fist, Sorcerous Strike, and flurry of blows. She makes blade of the sword is engraved “Oathkeeper,” while the
use of her bodywrap of mighty strikes +1 on her first attack leather cords are emblazoned with a rune for “Indomitable,”
each round, using Stunning Fist and Mantis Wisdom to further both of which are in Cyclops. Shinri left several notes with
enhance this potent unarmed strike. If a PC proves unusually the blade, and a PC who reads these notes and succeeds at
difficult to hit, she uses true strike. She uses her ki pool a DC 15 Knowledge (history) check (DC 18 in Subtier 4–5)
to augment her offense or defense if she deems it more knows the items predate the fall of Ghol-Gan, when the
advantageous than Sorcerous Strike. Cyclops’ civilization declined from a gathering of high-
Morale Driven by a desire for self-perfection and loyalty to her minded scholars and warriors into a tempestuous and
mysterious patron, Shinri fights to the death. brutal society. PCs who do not read Shinri’s notes can still
Base Statistics Without barkskin, bull’s strength, mage armor, attempt the check, but the DC is 10 higher.
and resistance, her statistics are AC 15, flat-footed 13; Fort Development: While Shinri Dells won’t surrender, the
+6, Ref +5, Will +9; Melee unarmed strike +8 (1d8+3), or PCs can attempt to capture her in order to question her
unarmed strike flurry of blows +8/+8/+3 (1d8+3); Ranged directly, or possibly present her to the Senghor leadership to
mwk shuriken +6 (1d2+3), or mwk shuriken flurry of blows further their case against the Aspis Consortium. If they do,
+6/+6/+1 (1d2+3); Str 16; CMB +9; CMD 22. Shinri provides little insight into her activities. She believes
STATISTICS that she will be reincarnated into a higher being upon death,
Str 20, Dex 12, Con 14, Int 8, Wis 15, Cha 12 so no threat is enough to persuade her to speak.
Base Atk +4; CMB +10; CMD 24 Rewards: If the PCs do not recover the items within the
Feats Combat Reflexes, Dodge, Eschew Materials, Improved cabinet drawer, the GM should cross its contents off each
Unarmed Strike, Mantis StyleUC, Mantis WisdomUC, Sorcerous PC’s Chronicle sheet. If they do not defeat Shinri, reduce
Strike (corrupting touch)UC, Stunning Fist, Weapon Focus each PC’s gold earned by the following amount.
(unarmed strike) Subtier 1–2: Reduce each PC’s gold earned by 152 gp.
Skills Acrobatics +8 (+17 to jump), Diplomacy +3, Heal +9, Out of Subtier: Reduce each PC’s gold earned by 334 gp.
Knowledge (history) +4, Perception +9, Sense Motive +9; Subtier 4–5: Reduce each PC’s gold earned by 516 gp.
Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common B7. MEDITATION CHAMBER
SQ blasphemous studies, bloodline arcana (+2 DC for charm
spells), high jump, ki pool (4 points magic), maneuver This dark chamber currently bears no illumination of any kind,
training, slow fall 20 ft. and its lamp beside the north door has been shattered. A circle is
Combat Gear potion of barkskin (CL 9th), potion of bull’s drawn in the center of the room in blood, surrounded by a ring of
strength; Other Gear mwk shuriken (15), bodywrap of mighty twenty-four unlit candles of various heights. Small stone tablets
strikes +1UE, 20 gp are laid out along the circle, forming an irregular ring.
SPECIAL ABILITIES
Blasphemous Studies (Sp) Shinri’s close connection to the Shinri Dells uses this room for her hours-long meditations
Twelve Rites has granted her additional spell-like abilities that during which she often communes with Parveen.
21
PATHFINDER SOCIETY SCENARIO
DEFENSE
Building a Case
AC 17, touch 14, flat-footed 15 (+1 Dex, +1 dodge, +1 insight, +3
If the PCs recover at least one of the Twelve Rites and natural, +1 size)
present it as evidence against Shinri, they gain a +2 bonus hp 25 (3d10+9); fast healing 2
on the Diplomacy checks in Vying for Senghor’s Support. Fort +6, Ref +2, Will +5; +2 bonus vs. enchantment
This bonus increases to +4 if they recover all six of the DR 5/good or cold iron; Immune curse effects, disease, poison;
Twelve Rites that appear in this adventure. Resist acid 10, electricity 10
OFFENSE
Speed 20 ft.
Melee sting +6 (1d6+1)
Optional Encounter
Special Attacks poison
Encounter C is an optional encounter that takes place after Spell-Like Abilities (CL 6th; concentration +7)
the PCs complete either area B or Vying For Senghor’s Constant—detect magic
Support. Run this encounter only if more than 2 hours At will—feather fall
remain in which to complete the scenario. 3/day—levitate, locate object, spider climb
1/week—commune
TACTICS
Before Combat The giant tripurasura casts spider climb and then
Scaling Encounter C
approaches the PCs under the guise of a human child begging
Make the following adjustments to accommodate a group for spare change.
of four PCs. During Combat On the first round, which is likely to be a
Subtier 1–2: The giant tripurasura is sickened, having surprise round, the asura returns to its natural form. On future
made a long journey to Senghor without rest. rounds, it attacks with its stinger. When reduced below half its
Subtier 4–5: Reduce the number of tripurasuras by 1. hit points, it withdraws from combat and scurries up a nearly
building, allowing its poison and fast healing to do their work
before reengaging once more.
Treasure: Several of the Twelve Rites lie upon the floor Morale The tripurasura is loyal to its master, Parveen, and fights
forming the irregular ring on the circle drawn in blood. to the death.
Shinri has at least four of the rites; however, if her remaining STATISTICS
agents returned from Boali aboard Dreams of Worth, she Str 12, Dex 12, Con 16, Int 13, Wis 15, Cha 13
might have up to two more. These rites can help the PCs’ Base Atk +3; CMB +3; CMD 15
case against Shinri (see the Building a Case sidebar above). Feats Dodge, Weapon Focus (sting)
Skills Acrobatics +7 (+3 when jumping), Appraise +4, Bluff +7,
C. PARVEEN’S SPY Escape Artist +7, Knowledge (arcana) +4, Knowledge
Moving through the streets of Senghor is for the most part (planes) +7, Perception +10, Perform (dance) +5, Spellcraft +4,
pleasant. Most people in the city have a high standard of Stealth +9; Racial Modifiers +6 Escape Artist, +4 Perception
living, and there is a strong sense of community. The average Languages Common, Infernal
buildings range from 12 to 16 feet high, and the streets are SQ change shape (any Small humanoid; alter self), elusive
both paved and clean. SPECIAL ABILITIES
Creatures: The malign influence of Parveen has drawn Change Shape (Su) The tripurasura has only one alternative
lesser asuras to Senghor. One or more of these asuras form—when it uses change shape, it always appears as the
approach the PCs in the guise of destitute children. They same Small humanoid. Most take the form of gnomes or
each hold out their hands, begging for spare coins. A PC who human children.
succeeds at a DC 17 Sense Motive check (DC 20 in Subtier Elusive (Su) The tripurasura and items it carries are considered
4–5) notices that children seem out of place, as though they to be under the effects of a nondetection spell. A caster must
aren’t locals. succeed at a DC 14 caster level check to overcome this effect.
Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/round for
SUBTIER 1–2 (CR 3) 6 rounds; effect 1d2 Wis damage; cure 1 save.
22
SIGNS IN SENGHOR
C. Parveen’s Spy N
T3
T2
T1
T : Tripurasura
23
PATHFINDER SOCIETY SCENARIO
TACTICS they wait. The secretary also gives the PCs the names of the
Before Combat The giant tripurasuras cast spider climb and then people who are currently representing the interests of each of
approach the PCs under the guise of a group of human children Senghor’s factions, as outlined below.
begging for spare change. The PCs have some time to recall knowledge about these
During Combat On the first round, which is likely to be a surprise individuals or ask the clerks in the Council Hall. For each
round, the asuras return to their original form. On future name, a PC who succeeds at a DC 16 Knowledge (local) check
rounds, they attack with their stingers in an all-out melee (DC 20 in Subtier 4–5) pertaining to a council member
offensive, relying on their natural defenses and healing to knows enough about that person to glean which skill other
improve its durability. When reduced to 10 hp or less, they than Diplomacy the PCs can use. Alternatively, a PC could
withdraw from combat and scurry up a nearly building, ask around the council hall to glean the same information
allowing their poison and fast healing to do their work before by succeeding at a DC 18 Diplomacy check (DC 20 in Subtier
reengaging once more. 4–5). Each PC has enough time to ask around the hall about
Morale The tripurasuras are loyal to their master, Parveen, and one NPC.
fight to the death. Each faction representative requires the PCs to succeed
at a DC 28 Diplomacy check (DC 32 in Subtier 4–5) to sway
VYING FOR SENGHOR’S SUPPORT in favor of the alliance. This DC is particularly high, but
The main purpose of the PCs’ mission is to secure Senghor’s the PCs need to face it without significant bonuses only
support for the Pathfinder Society’s investigation into the if they didn’t gather any evidence during the adventure.
Aspis Consortium’s activities in Bloodcove, as well as their Alternatively, each faction has an alternative skill that PCs
mining operation deeper within the Mwangi Expanse. can roll in place of a Diplomacy check, using all the same
Unfortunately, Senghor is fiercely independent and not bonuses earned throughout the scenario in the Building a
easily inclined to forge such an alliance. The PCs need Case sidebars (see pages 16, 20, and 22). The base DC of this
proof of the Aspis Consortium’s illicit or unscrupulous alternative check is 24 (DC 28 in Subtier 4–5). While the PCs
activities in the region to build their case. Without the can attempt to influence each representative once, other
support of three of the four faction representatives, the PCs can assist with aid another using either a Diplomacy
alliance fails. check, or the alternative skill check.
When the PCs present their letter of The Nobility: Senghor’s most influential
introduction to the aide at the front desk of noble families elect their representatives
the council hall, the secretary informs the PCs to the council. They are heavily focused on
that he can secure them an audience within 30 expansionism and are likely to vote in favor
minutes. He stresses that the councilors are of the alliance, offering a +4 bonus to a
busy and that the PCs had best ensure they are PC’s Diplomacy check. Lord Servitor Vance
prepared before the meeting. As long Kagoshe (NG male halfling aristocrat 6)
as the PCs affirm that they have no currently represents the nobility.
other preparations they want to He is an elderly fellow with a
make, he leads them to a waiting clean-shaven head, an overly
room, where he offers them curly beard, and a pleasant
simple refreshments of water and demeanor. He respects those
dried fruit. The PCs can enjoy with an understanding of
the refreshments or wander the etiquette and unspoken
the nearby hallways while subtleties of the courts.
Tripurasura
24
SIGNS IN SENGHOR
25
PATHFINDER SOCIETY SCENARIO
of their favor: a phylactery of faithfulness. The leaders explain Cross off two boxes on each Chronicle sheet if the PCs
that no matter which member of the council wore it, the recovered two or three tablets, or one box if they recovered
phylactery always warned against going to Boali. In Subtier four or five tablets.
4–5, they also provide the PCs with a set of gloves of swimming.
These gloves are detailed on the Chronicle sheet. REPORTING NOTES
Rewards: If the PCs do not gain Senghor’s support, If the PCs rescued Gideon Wren and he arrived safely in
reduce each PC’s gold earned by the following amount. This Senghor, check box A. If the PCs forged an alliance between
represents the value of the council’s reward, as well the value Senghor and the Pathfinder Society, check box B.
of several antiques that Finze Bellaugh is forced to donate
to Senghor’s leaders to convince them to give the Pathfinder PRIMARY SUCCESS CONDITIONS
Society another chance. If the PCs manage to convince the representatives from each
Subtier 1–2: Reduce each PC’s gold earned by 152 gp. of Senghor’s ruling factions to lend their support to the
Out of Subtier: Reduce each PC’s gold earned by 334 gp. Pathfinder Society against the Aspis Consortium, they fulfill
Subtier 4–5: Reduce each PC’s gold earned by 516 gp. their primary objective and earn 1 Prestige Point.
26
SIGNS IN SENGHOR
Safe Travels,
Trade Prince Aaqir al’Hakam
27
PATHFINDER SOCIETY SCENARIO
28
SIGNS IN SENGHOR
29
PATHFINDER SOCIETY SCENARIO
30
Pathfinder Society Scenario #9-10: Character Chronicle #
Signs in Senghor
Core Campaign
MAX GOLD
Subtier
Connections in Senghor (Exchange Faction): You have made a name for yourself and represented the Exchange SUBTIER Slow Normal
well in the markets of Senghor. You may purchase the following vanity, which originally appeared in Pathfinder
Campaign Setting: Pathfinder Society Field Guide, even if you do not own that book. As long as your business is
4–5 955 1,909
in Senghor, you can start your store for 3 PP instead of 5 PP. If you do so, you become a member of Senghor’s
SUBTIER Slow Normal
Merchant Compact, which grants you a +2 bonus on Bluff, Diplomacy, and Intimidate checks while in Senghor
in addition to the vanity’s normal benefits. — — —
Mercantile Store (5 PP): When it comes to commerce, you dabble in wares of all sorts, selling the works of
others as a general merchant. If you use ranks in Profession (merchant) to calculate your bonus on Day Job
checks, your business provides you with a +1 circumstance bonus on all such checks. In the city where you have
your store, you can treat the gold limit for buying items as 5% greater than normal because of the many inside Starting XP
EXPERIENCE
GM’s
connections you have within the region’s markets and trade organizations. Initials
Student of the Twelve Rites: You have recovered several of the tablets of the Twelve Rites from the
+
monk Shinri and her agents. The blasphemous knowledge contained within these ever-shifting tablets is XP Gained (GM ONLY)
dangerous to ponder for too long, but you can tap into it briefly to learn Shinri’s abilities.
=
You can use this knowledge to replace some of your own abilities with Shinri’s. You can check a box before
this boon to retrain one of your feats into one of Shinri’s feats using the retraining rules from Pathfinder Final XP Total
RPG Ultimate Campaign at a reduced cost. Retraining into one of the following feats takes 2 days, rather than
5: Combat Reflexes, Dodge, Eschew Materials, Improved Unarmed Strike, Mantis StyleUC, Mantis WisdomUC,
Sorcerous StrikeUC, Stunning Fist, or Weapon Focus. Feats with the superscript “UC” are from Pathfinder RPG Initial Prestige Initial Fame
GM’s
Ultimate Combat. If you are a spontaneous spellcaster, you can check a box before this boon to retrain one of Initials
your spells known into one of Shinri’s spells using the retraining rules from Pathfinder RPG Ultimate Campaign +
at a reduced cost. Retraining into one of the following spells takes 1 day per spell level rather than 2: dispel Prestige Gained (GM ONLY)
FAME
magic, feather fall, levitate, mirror image, or spider climb.
–
Alternatively, you can check a box before this boon to use feather fall as a spell-like ability, using your
Prestige Spent
character level as your caster level. If you are at least 3rd level, you can check two boxes to cast levitate, mirror
image, or spider climb. If you are at least 5th level, you may check all three boxes to cast dispel magic.
Gloves of Swimming (aura faint transmutation; CL 5th; 2,500 gp): These gloves grant their wearer a +5 Current Final
competence bonus on Swim checks. Both gloves must be worn for the magic to function. A PC can pay 3,750 gp Prestige Fame
to upgrade these gloves to gloves of swimming and climbing (Pathfinder RPG Ultimate Equipment 237).
Muleback Cords of Resistance +1 or +2 (aura faint abjuration and transmutation; CL 5th; 2,500 gp or 5,500
gp): These sturdy leather straps combine the benefits of muleback cords (Ultimate Equipment 267) with the Starting GP
benefits of a cloak of resistance +1 or cloak of resistance +2, respectively. A PC who buys the +1 version of the cords GM’s
Initials
can later upgrade into the +2 version by paying 3,000 gp, and a PC who finds the +2 version can purchase the +
+1 version instead. GP Gained (GM ONLY)
GM’s
Initials
+
muleback cords of resistance +1 (2,500 gp) bodywrap of mighty strikes +1 (3,000 gp; Ultimate Day Job (GM ONLY)
phylactery of faithfulness (1,000 gp) Equipment 214)
potion of barkskin (CL 6th; 600 gp, limit 1) gloves of swimming (2,500 gp) –
wand of summon monster II (12 charges; 1,080 gp, muleback cords of resistance +2 (5,500 gp) Gold Spent
limit 1) potion of barkskin (CL 9th; 900 gp, limit 1)
wand of summon monster IV (3 charges; 1,260 gp, =
limit 1) Total
For GM Only