Second Edition
year of
CORRUPTION’S
Reach
Scenario #2-23 Levels 3–6
An Agent’s
Obligation
By Joshua Hennington
An Age’nts Obligation
AUTHOR
Table of Contents
Joshua Hennington
DEVELOPMENT LEAD Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Mike Kimmel
ADDITIONAL DEVELOPMENT
Appendix 1: Level 3–4 Encounters . . . . . . . . . . . . . . . 16
Linda Zayas-Palmer
DESIGN LEAD
Appendix 2: Level 5–6 Encounters . . . . . . . . . . . . . . 22
Mark Seifter
Appendix 3: Game Aids . . . . . . . . . . . . . . . . . . . . . 28
EDITING LEAD
K. Tessa Newton
Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
EDITOR
Avi Kool
COVER ARTISTS
GM Resources
Nikolai Ostertag and Sebastian Rodriguez Campaign Home Page: pathfindersociety.club
Books: Pathfinder Advanced Player’s Guide, Pathfinder Core Rulebook, Pathfinder Bestiary,
INTERIOR ARTISTS Pathfinder Bestiary 2, and Pathfinder Gamemastery Guide
Leonardo Borazio, Nikolai Ostertag, and Alexander Maps: Pathfinder Flip-Mat Classics: Prison and Pathfinder Flip-Mat Classics: Red Light District
Nanitchkov
Online Resource: Pathfinder Reference Document at paizo.com/prd
CARTOGRAPHERS
Jason Engle and Corey Macourek
ART DIRECTION
Emily Crowell ScenAriO TAgS
Scenario tags provide additional information about an adventure’s contents. For more
GRAPHIC DESIGN information on scenario tags, see the Guide to Organized Play: Pathfinder Society at http://
Emily Crowell
www.organizedplayfoundation.org/paizo/guides/. This adventure has no scenario tags.
ORGANIZED PLAY MANAGING DEVELOPER
Linda Zayas-Palmer
ORGANIZED PLAY MANAGER
Tonya Woldridge
SummArY
The PCs travel to the Chelaxian port city of Hinji to investigate the disappearance of
CREATIVE DIRECTOR four junior Pathfinder agents, who vanished while on a routine mission to catalogue a
James Jacobs collection of family heirlooms belonging to House Junianis. What the PCs don’t know
DIRECTOR OF GAME DEVELOPMENT is that an unknown party has enlisted an on-the-rise criminal gang, the Daughters
Adam Daigle of Cocytus, to systematically abduct and dispose of the junior agents. As the PCs
investigate the missing agents’ lodgings and gather rumors from locals, they discover
PUBLISHER
Erik Mona clues that lead them to various hideouts and safe houses of the drug-peddling gang,
finding a trail of bodies—and one surviving agent—along the way. Eventually, their search
HOW TO PLAY takes them through the sewers of Hinji and to the gang’s headquarters, culminating in a
showdown against the gang leader and her will-o’-wisp accomplice and the discovery of
one more missing Pathfinder.
PLAY TIME: 4–5 HOURS
LEVELS: 3–6
PLAYERS: 3–6
Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com
An Agent’s Obligation
An Agent’s Obligation
By Joshua Hennington
Adventure
Background Where on Golarion?
The coastal Chelaxian city of Hinji once teemed with
noble families, but during the Chelaxian Civil War, An Agent’s Obligation takes place in Hinji, a port city on
the nobles quickly turned on one another. During this the southern coast of the diminished Infernal empire
conflict, several families attempted to erase the history of Cheliax. For more information on Cheliax, see pages
of their contemporaries through the destruction of their 98–100 of Pathfinder Lost Omens World Guide.
ancestral heirlooms. House Junianis is no exception,
though the minor family’s tenacity allowed them to CHELIAX
expertly navigate the civil war while still maintaining
ties with the victorious House Thrune. Recently, Lady
Victiria Junianis, the head matron of the family, has
made inroads with the Pathfinder Society, seeking
to bring a group of agents to her husband’s estate to
preserve her family’s history.
This request is nothing more than an invitation from a
storied Chelaxian family to have a group of Pathfinders Hinji •
come and catalogue a series of family heirlooms.
However, an unknown enemy of House Junianis acted
against the junior Pathfinders, fearing House Junianis
sought to increase its influence by allying with the
Pathfinder Society. This entity contacted a small-time on a voyage from Absalom to the coastal Chelaxian
crew of drug runners known as the Daughters of city of Hinji. Give the players Handout #1: Ambrus
Cocytus and offered to help them gain more territory in Valsin’s Missive (page 29) and Handout #2: Missing
exchange for orchestrating “unfortunate accidents” for Agent Dossiers (page 30) and allow them to look over
each of the Pathfinder agents after their first day at the the information contained in both. Included with this
manor. The leader of the Daughters of Cocytus, Mother information is a bag of holding (type I) containing three
Forsythe (NE female changeling gang leader; Pathfinder 5th-level scrolls of gentle repose that are labeled with
Lost Omens Ancestry Guide 20) and her will-o’-wisp the names of each missing Pathfinder in the dossier
ally Urkhas immediately put a plan in motion to kill or (with the exception of Jespya, who requested not to be
capture the Pathfinder agents. brought back in the event of their death); the bag of
Each of the Pathfinders went missing before they could holding also contains securely sealed canvas sacks that
return to the Junianis mansion for their subsequent are approximately the size of each of the four agents.
days of inspecting heirlooms. When the Pathfinder team During their voyage to Hinji, the PCs have time to
failed to return, Lady Junianis contacted the Society to become acquainted with each other, as well as to gather
report the missing agents. Now, the Society’s leadership information regarding the city and who could have
needs answers and prepares to dispatch a new, more abducted the junior agents. If the PCs speak with any
experienced group to Hinji in secret! of the crew, they notice that the crew seems glad to be
making the relatively short trip from Absalom to Hinji,
Getting Started as most of their recent work involves long voyages
The PCs start their adventure aboard the Sixwing Drake, through the Sellen Passage to pick up relics recovered
a sleek sailing ship crewed by veteran Pathfinders, during Pathfinder missions in Iobaria.
Pathfinder Society Scenario
3
An Agent’s Obligation
Society or Underworld Lore (Recall Arriving in Hinji
Knowledge) The PCs’ arrival in Hinji and journey to the Waypoint
A PC who succeeds at a DC 18 Society check or DC Inn is uneventful. This nondescript inn is comfortable
16 Underworld Lore check to Recall Knowledge knows and welcoming, and Sellinore (N nonbinary gnome
more about Hinji and its criminal elements. Remember innkeeper) welcomes the PCs as they enter. They’ve
that these checks should be rolled secretly. already been told by their old friend Lady Junianis to
Critical Success In addition to notorious gangs like the Sons expect a group of Pathfinders coming to investigate the
of the Tear, a smaller gang is coming onto the scene of missing agents’ lodgings for clues. Sellinore comments
Hinji’s ice tears trade: the Daughters of Cocytus. Led by that as long as the Society keeps paying room and board,
the enigmatic Mother Forsythe, this all-female group has a they have no complaints as to who stays in the rooms—
reputation for spreading fear, as well as being accompanied and the Society already covered the fees for the next week.
by a mysterious light that their victims half-remember. Sellinore gives the PCs keys to the four small rooms and
Success The criminal underworld of Hinji almost entirely wishes the Pathfinders good luck in their search.
revolves around the production and illicit trade of a singular The PCs can do one or both of the following actions
narcotic: ice tears. This ingested drug bestows visions of while investigating at the inn: they can Gather Information
the past and “possible futures” to those under its effects, from people in the area or Search the currently vacant
and its trade is largely controlled by criminal gangs that rooms for clues.
abuse those who become addicted.
Critical Failure Lights without lanterns are said to be good Diplomacy (Gather Information)
luck for criminals in Hinji. A PC who succeeds at a DC 16 Diplomacy check to
Gather Information (DC 18 for Levels 5–6) learns more
HERO POINTS from speaking with people in the inn and the nearby area.
When the PCs have finished their preparations, remind Remember that these checks should be rolled secretly.
the players that they each have 1 Hero Point available. Critical Success The PC learns that the Snake Tails gambling
den is operated by the Daughters of Cocytus, an
LADY JUNIANIS’S ASSISTANCE up-and-coming gang. Its nearby docks and connection to
When the agents first went missing, Lady Victiria Junianis the sewers make it ideal for criminal activity.
(LN female human noble; art on page 28) reached out to Success The PC learns from locals that a female elf and a
some old friends on the street. She has a few insubstantial male human matching Selia’s and Tanno’s descriptions were
leads but has elected to not pursue them for fear of asking for directions to the gambling den Snake Tails, and
exposing her family to further intrigue and danger. If the a human and halfling pair asked about those two later in
PCs miss a clue or lose the trail, they can come to her the day.
for a lead she picked up during her own investigations.
Lady Junianis has three clues she can give, based on Perception (Search)
how much the PCs have achieved during this adventure. A PC who succeeds at a DC 18 Perception check to Search
However, asking her for information even once gives her (DC 20 for Levels 5–6) learns more from investigating
family a poor idea of the Society’s capabilities, and the the vacant rooms. Remember that these checks should
PCs fail their secondary success condition. If they ask be rolled secretly.
for help more than once, they must succeed at a DC 18 Critical Success The PC determines through close examination
Diplomacy check (DC 20 for Levels 5–6) to convince of the letter (see Success below) that Dr. Howell shows little
her to part with new information; the DC of this check real historical knowledge of the Chelaxian Civil War. The
increases by 2 if they ask a third time. terms used in the letter show a lack of knowledge beyond
The three leads she can give (along with directions to House Thrune’s most common propaganda. Furthermore,
the locations mentioned) are as follows: the Snake Tails the handwriting is inconsistent, suggesting the letter was
gambling den has seen increased activity, and its docks penned by multiple individuals.
and nearby sewers are an ideal place to dispose of a body Success The PCs discover a letter in Selia’s room from one Dr.
or two (area A); suspiciously loud roars are coming from Howell requesting that Selia meet her at the gambling den
a rumored drug den (area B); and an abandoned prison Snake Tails to receive some historical context for an artifact
is rumored to be the hideout for the up-and-coming in the Junianis family’s collection. A lack of adventuring
Daughters of Cocytus gang (area C). Use your best gear in Tanno’s room suggests he accompanied Selia, while
judgment to determine which clue she provides, depending Jespya’s and Kiiruba’s rooms are somewhat unpacked,
on how far along the PCs are in this adventure. suggesting they left later.
Pathfinder Society Scenario
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An Agent’s Obligation
In truth, Dr. Howell is a persona invented by the Daughters • Someone spotted a body out near the docks to
of Cocytus to lure the Pathfinder agents into a trap. the north of the gambling den, but most people
Development: If the PCs fail their checks or otherwise around here know it’s best to ignore such things.
don’t learn of the Snake Tails gambling den, they can visit • The Daughters of Cocytus are not to be trifled
Lady Junianis to ask for assistance (see Lady Junianis’s with. They recently captured a drake and are
Assistance on page 4) or buy a few drinks to loosen some using it to guard something important in one of
tongues at the Inn. By spending 4 gp (10 gp for Levels their drug dens.
5–6) the PCs learn the same information they would have • The Daughters’ leader, Mother Forsythe, is an
attained from a successful Diplomacy check (but not the unnerving woman who’s accompanied by some
information for a Critical Success). sort of weird light that’s apparently alive. They
both thrive on causing terror in others, from their
A. Snake Tails Low victims to their underlings.
Snake Tails is located in a slightly more run-down part • Mother Forsythe concocts lengthy demises, such as
of Hinji, within the Sailors’ Row district. The PCs’ starvation or suffocation, for those earn her rage.
journey there is uneventful, though expensive gear During the questioning, roll a secret Perception
they carry may be eyed with envy by some of the check against the Stealth DC of a Daughter of
city’s unhoused population. This gambling den Cocytus grunt (for Levels 3–4) or Daughter of
is on the edge of territory occupied by an up- Cocytus tough (for Levels 5–6) for each PC;
and-coming gang in Hinji: the Daughters any PC who succeeds notices a human woman
of Cocytus. This exclusively female (one of the Daughters; see Creatures below)
organization specializes in the trade ducking out of Snake Tails, warily eyeing each
of ice tears, as well as abduction of the PCs as she does so. After this, some
and disappearances (primarily Daughters position themselves outside
of their competitors, the Sons of to wait for the PCs to exit before they
the Tear). An influential figure attempt an ambush.
known to the Daughters only as This area uses the map on page 6.
“Her Right Hand” contacted Snake Tails is the building in the northeast
the gang, requesting that they corner, and the Daughters of Cocytus ambush
abduct and murder the junior the PCs on the path outside the building.
Pathfinder agents and dispose Creatures: The gang members focus their
of any evidence in exchange for attacks on one PC at a time and take out obvious
resources to expand their turf. spellcasters with sneak attacks first. They flee if
The PCs receive glares from reduced below one quarter their maximum Hit
patrons upon entering Snake Tails; Points and surrender if cornered.
regulars assume any strangers
are suspicious at best or snitches Levels 3–4
for the Sons of the Tear at worst.
However, the PCs are free to ask around DAUGHTER OF COCYTUS GRUNTS (2)
to acquire what information they can. CREATURE 2
Each can attempt a DC 18 Deception, Page 16
Diplomacy, or Intimidation check, or
a DC 16 Underworld Lore check. If a Levels 5–6
PC has the Discreet Inquiry skill feat
(Pathfinder Advanced Player’s Guide DAUGHTER OF COCYTUS TOUGHS (3) CREATURE 3
204), they can attempt two checks to Page 22, art on page 28
learn clues instead of one. For Levels
5–6, increase the DCs by 2. If a PC Rewards: In addition to any gear listed on
mentions that they are a Pathfinder the gang members’ stat blocks, they also
or flashes a wayfinder, that PC carry a few pieces of cheap but
automatically fails their check. For reflective amethyst worth a total
each successful check, a PC learns Daughter of Cocytus of 14 gp (or 40 gp for Levels 5–6).
one of the clues listed below, in order.
Pathfinder Society Scenario
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An Agent’s Obligation
A. Snake Tails
Snake Tails
1 square = 5 feet Pathfinder Flip-Mat Classics: Red Light District
Pathfinder Society Scenario
6
An Agent’s Obligation
haven’t yet been washed away by the ocean lead to a
Negotiation and nearby sewage grate, just big enough for the PCs to
Interrogation enter. The grate opens easily.
Though the PCs will likely face combat with the Daughters
of Cocytus toughs and guards throughout this adventure, Into the Sewers
it is avoidable. The Daughters in areas A and B1 begin any The PCs can follow the trail into the sewers, and this
interaction as hostile to the PCs (and just about anyone is likely their best lead at this point. Most of the sewer
else who is not a member of the gang), but if the PCs passages are too narrow to make a reasonable path—
manage to improve their attitude to unfriendly (such as by the sewers weren’t built for creatures to traverse them.
Making an Impression after noticing a Daughter leaving This narrows the PCs’ search to a few possible paths,
area A), the Daughters in that area agree to leave the PCs but they must rely on their skill and insight to quickly
alone for the price of 6 gp (or 18 gp for Levels 5–6), or find the most likely path that the Daughters of Cocytus
half that amount if they improve the NPCs’ attitude to use to move between their safe houses and drug dens.
indifferent or better. Mother Forsythe and Urkhas (see Traversing the Sewers: As the PCs attempt to follow
area C) are unwilling to negotiate. the trail and find the most likely path through the
Furthermore, if the PCs capture a Daughter to sewers, they must navigate twisting tunnels and clear
interrogate, she initially refuses to talk. She knows frequent blocked passages. The PCs must work as a
Mother Forsythe can scare anyone to death, and possibly team to make progress through the sewers. Each PC
worse beyond that; if it means she doesn’t have to face a can attempt one skill check from the following list.
disappointed Mother Forsythe, she’s fine with expiring or The players might propose other creative methods to
being imprisoned. A PC who succeeds at an Intimidation traverse the sewers beyond these, and you can allow
check to Coerce a Daughter learns that the gang leader them to substitute other appropriate skills using the
is a woman named Mother Forsythe, who employs an provided checks and DCs as a guide. For Levels 5–6, the
invisible ally to spy on and terrify her enemies, but the sewers are more treacherous, increasing the DCs by 2.
Daughter is unwilling to divulge any other information • Ascertain the most likely path for creatures to
for fear of reprisal. If the PCs agree to let a Daughter go, take through the sewers with a DC 20 Survival
the Daughter agrees to lay low until they’ve left town check or a DC 18 Architecture Lore or Scouting
and stays true to her word. Lore check.
• Safely and efficiently open locked and rusted
sewer gates with a DC 20 Athletics or Thievery
Development: Even during the fight, the uninvolved check or a DC 18 Engineering Lore check.
Snake Tails patrons barely spare a glance—scuffles like • Find ways to travel on pipes and platforms
this are common. The PCs likely discovered where the elevated away from the sewage with a DC 20
first missing agent’s body they’ll find is located (at the Acrobatics check or a DC 18 Sewer Lore or
docks just north of the den), but if they failed to discover Underground Lore check.
any clues before dealing with the Daughters, the PCs The results of the PCs checks are as follows.
might have to ask Lady Junianis for help. Alternatively, Critical Success The PCs earn 2 Navigation Points.
they can pay 4 gp (10 gp for Levels 5–6) to grease the Success The PCs earn 1 Navigation Point.
palms of a patron who’s been wronged by the Daughters Critical Failure The PCs lose 1 Navigation Point.
the PCs just dispatched. The patron points them in the
direction of the body floating near the docks, and tips If the PCs earn a number of Navigation Points equal
them off that the Daughters of Cocytus frequently come to or greater than half the number of PCs (rounded up),
and go from the nearby sewers. they follow the correct path through the sewers and
Missing Pathfinder (Selia): At the docks, the PCs can reach area B (page 8) without delay. If not, they get
see the slightly bloated and heavily bruised corpse of temporarily lost, and find the correct path only after
Selia, saltwater coursing through her lifeless body. A wandering the sewers for an hour. While they wander,
PC who succeeds at a DC 18 Medicine check learns she they draw the attention of a watchful servant of the
was bludgeoned to death. On her corpse, the PCs find a Daughters of Cocytus (see Development on page 8).
ruined spellbook and material components, as well as Missing Pathfinder (Tanno): Eventually, the PCs
a now-illegible journal whose cover reads, “My Search ascend a steep incline of rusted pipes and rubble. Waiting
for Cheliax’s Truth.” The elven woman’s face is locked for them just past the top of the incline is a body that
in a visage of pure terror. Footprints in the sand that matches the description they received of Tanno, one of
Pathfinder Society Scenario
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An Agent’s Obligation
the missing Pathfinders. Severe burns cover Tanno’s body. for the Daughters of Cocytus to store ice tears and a
A PC who succeeds at a DC 17 Medicine check discerns prison for some of the gang’s recent captives.
that Tanno died of electrical burns and brine-soaked bite This area uses the map on page 9. The PCs most likely
wounds. With this information, the PCs can attempt arrive either through the sewer grate to the east of the safe
appropriate DC 22 skill checks (such as Arcana or Drake house (near the water on the north side of the map), or
Lore) to Recall Knowledge about sea drakes, as the sea from the nearby bridge.
drake in the safe house (Area B2) caused these wounds.
Rewards: On Tanno’s body are two clearly labeled B1. ALLEYWAY LOW
lesser bravo’s brews (four lesser bravo’s brews for Levels Most people in this neighborhood avoid coming
5–6). Attached to them is a note in Common that reads, anywhere near this alley or the nearby buildings, both
“When you can’t face a problem before considering because they know this area is part of the Daughters of
every angle. –H.” Cocytus gang’s territory and because of the occasional
Development: If the PCs do not accrue enough shrieks and bellows from the safe house.
Navigation Points to avoid getting lost in the sewers, Creatures: Standing guard just out of sight of the safe
their slow progress draws the attention of Urkhas house are one or more Daughters of Cocytus that serve
(NE variant will-o’-wisp; page 20 for Levels 3–4 or to steer people away from their stash, as well as make
page 26 for Levels 5–6), a servant of Mother Forsythe. sure the drakes don’t attract too much attention. If the
This creature regularly patrols the sewers, suppressing PCs didn’t use the rusty grate, they can attempt to Sneak
its glow to avoid detection. In most cases, Urkhas is past the guards and into the building.
likely to remain unnoticed by the PCs while spying on Guards that notice the PCs rush forward to attack,
them, though some PCs might possess special senses or as word has gotten out about the PCs’ investigations. If
other magic that allows them to detect the creature. If the PCs failed to notice them before exiting the sewers,
the PCs notice the silent, invisible will-o’-wisp, Urkhas the guards use Stealth for initiative; otherwise, they use
immediately flees through a narrow sewer passage Perception. The guards flee if reduced below one quarter
and returns to area C (page 11) to report to Mother of their maximum Hit Points and surrender if cornered.
Forsythe. In the more likely event that the PCs fail to
notice Urkhas, the will-o’-wisp spies on them for a while Levels 3–4
before returning to area C. The will-o’-wisp cackles as
it leaves, sending wicked laughter echoing through the DAUGHTER OF COCYTUS ENFORCER CREATURE 4
sewer pipes, though any search for the source of the Page 17
noise is fruitless. See the Creatures entry on page 13
for details on how Urkhas’s reconnaissance impacts the Levels 5–6
tactics of the adventure’s final encounter.
Directly above Tanno’s body is a sewer grate that DAUGHTER OF COCYTUS ENFORCERS (2) CREATURE 4
leads to the streets above; this grate has a torn fragment Page 23
of Tanno’s clothing hanging from it. Any PC who
succeeds at a DC 22 Perception check notices someone B2. BATHHOUSE MODERATE
patrolling the streets above (the guard or guards in area It has been several years since this building was used for
B1). A rusted ladder provides access to the grate, which its intended purpose—as a bathhouse—and it shows. The
the PCs can open easily, though its rusted hinges alert furnishings are moldy, the doors hang from their hinges,
the guards to the PCs’ presence. Alternatively, any PC and the scent of sewage and brine is heavy.
who succeeds at a DC 15 Society or Survival check (DC Creatures: The sea drake Naldun is displeased with his
17 for Levels 5–6) can easily correlate their current current lot in life, and not a day goes by that he doesn’t
location to that of the city above, find a nearby sewer regret falling for the snare trap that got him in this mess.
exit, and approach the area from the nearby streets. If He wants nothing more than his freedom, or at least a
none of the PCs succeed at this check, they are unable snack if he can get it. A thick chain restrains the drake.
to find another way through the sewers and must use The pool is 15 feet deep, and Naldun’s chain is tethered
the rusted grate. in the grid intersection at the center of the west edge of
the pool. The chain is 15 feet long, and Naldun can’t go
B. Safe House further than this length to the center of his space. For
The building the PCs discover through their investigation Levels 5–6, an additional drake (Naldun’s mate Reej) is
is currently serving two purposes: it is both a safe house also tethered here and behaves as Naldun does.
Pathfinder Society Scenario
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An Agent’s Obligation
Up = North
B. Safe house
B2
B1
1 square = 5 feet Pathfinder Flip-Mat Classics: Red Light District
Pathfinder Society Scenario
9
An Agent’s Obligation
If the PCs enter without successfully avoiding detection, suggests this if the PCs spend too long deliberating. See
Naldun lurches toward them to attack, eager for a snack. Infamy below, for the repercussions of this action.
Otherwise, the drake rests near the pool, dreaming of If a PC instead succeeds at a subsequent DC 20
freedom and easy meals. The drake quickly wakes up Diplomacy or Deception check (DC 22 for Levels 5–6),
once the PCs approach within 30 feet, as while the scent or a DC 24 Intimidation check (DC 26 for Levels 5–6),
of steam and ice tears has inhibited his sense of smell, the drakes can restrain themselves for 2d6+2 rounds
it has not eradicated it. If a PC speaks Draconic or can before their hunger gets the best of them. On a critical
otherwise communicate with Naldun and succeeds at a success, the duration of this restraint increases by 1d6
DC 20 Diplomacy check (DC 22 for Levels 5–6) before rounds. In either case, roll to determine how long they
coming within the drake’s reach, the drake hesitates for a keep their word without the players’ knowledge. The lock
moment, eager to hear what the PCs can offer. He is only in the water is an average lock (DC 25 Thievery, four
willing to entertain offers of freedom or food—little else successes required to unlock), albeit one attached to heavy
is of interest to the trapped, starving creature. If the PCs iron chains (Hardness 9, HP 36, BT 18); destroying any
agree to free Naldun, the drake promises to try not to eat part of the chain frees both drakes if two are present. If
them, but it is clear that the drake may not be able to resist they are not freed by the time the duration of the drake’s
if someone gets too close. Alternatively, they can offer a patience runs out, they immediately attack the closest PC.
Small or larger (living) creature as a snack to appease If the PCs ask who captured the drakes, they reply that
the drakes long enough to search the bathhouse; Naldun “this wretched human promised food and shelter but set
a devious trap. She barely provides any food. We
should eat her!” If the PCs ask why Naldun
doesn’t break the chains himself, he
grows fearful, his eyes darting around
and searching the corners of the
room, then explains that he fears
the repercussions of “that horrible
monster I can smell but cannot see”
if he were to free himself. If the PCs
free the drake (or drakes), they dive
into the river outside the bathhouse
to leave the city, hoping to be long gone before Urkhas
discovers them missing.
In the event of combat, the drakes lash out with a
vengeance with whatever attacks can reach their foes.
They fight to the death.
Levels 3–4
STARVED SEA DRAKE CREATURE 5
Page 19, art on page 28
Levels 5–6
STARVED SEA DRAKES (2) CREATURE 5
Page 24, art on page 28
Infamy: If the PCs sacrifice a sapient creature to the
drakes in exchange for their cooperation, they accrue 1
point of Infamy.
Rewards: A PC who spends a few minutes Searching the
room discovers a small, unlocked cache behind a statue of
Starved Sea Drake Calistria in the back of the bathhouse. Labeled “In case
that cursed light returns” and placed by a disgruntled
Pathfinder Society Scenario
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An Agent’s Obligation
enforcer, it contains a scroll of glitterdust; for Levels 5–6, Kiiruba embraces each of the PCs. The PCs can then
it instead contains two scrolls of glitterdust and a 3rd- escort Kiiruba to the Junianis manor. She gives the PCs
level scroll of magic missile. For all levels, the cache also directions to the location where she was interrogated
includes a few baubles looted from Hinji’s populace: the (area C). She can also answer some likely questions the
only one of value is a wooden sculpture of a drowning PCs have for her, though she’s too mentally and physically
devil worth 3 gp. The PCs also find the key to Kiiruba’s exhausted to discuss her ordeal at length.
room and a bottle labeled “Wise-Up” (a single dose of an Why did they leave you alive? Kiiruba shudders.
ice tears antidote, enough to suppress any side effects for a “They wanted information on the Pathfinder Society.
few hours, which the PCs can identify with a successful DC Thankfully, I could only give them so much, as a recent
15 Crafting check). Finally, there are several large crates graduate, but they had a lot of questions about our
containing several doses of ice tears strewn throughout the operations in Cheliax. That drug really does a number on
various empty side rooms of the bathhouse. your mind; I honestly thought I was talking to Ambrus
Missing Pathfinder (Kiiruba): The sounds of Valsin at times.”
blubbering apologies and rustling fur are audible from What do you remember about where they interrogated
the room in the northwest corner of the bathhouse. In you? “I don’t remember too much, just that I was in a
the room lies Kiiruba (CG female kitsune Pathfinder, courtyard of some kind. There were some cells, like a
Ancestry Guide 120), still alive and huddled on the prison, maybe?”
floor. She is speaking in both Tien and Common while Who interrogated you? “Some scary human woman. I
constantly changing form. She speaks Tien while in her think she might be a changeling, based on her differently
kitsune form and Common while in her human tailless colored eyes, but I’m not sure. There was also someone—
form. She makes tearful and garbled apologies to Amara or something—that I couldn’t see. I remember horrible,
Li (the Venture-Captain of the Lantern Lodge) in Tien, wicked laughter, but it sounded so strange and distant.”
and to Ambrus Valsin in Common. In her current Development: If the PCs bring Kiiruba to the Junianis
addled state, she’s in no shape to divulge information to manor before reviving her, the staff there helps her
the PCs. A PC who succeeds at a DC 18 Diplomacy or recuperate well enough for the PCs to engage in the
Medicine check (DC 20 for Levels 5–6) can either calm conversation described above. However, carrying her
her down long enough to help her regain her bearings through the streets while she is in such a state draws a
or get some of the hallucinogens out of her system. If great deal of attention, and word quickly reaches Mother
the PCs administer the bottle labeled “Wise-Up” to her, Forsythe that someone rescued her. See the Creatures
she sobers up within minutes. In this event, read or entry in area C2 (page 13) for details on how this affects
paraphrase the following. the tactics of the adventure’s final encounter.
One way or another, the PCs should have directions
The kitsune changes from human to vulpine form one last to the place where Mother Forsythe and Urkhas
time and shakes her head. “…Mr. Valsin? Madame Li? I’m so interrogated Kiiruba—the abandoned prison known as
sorry that—no, wait. You’re not them. And you don’t look like Hell’s Light. Before they depart, Kiiruba suggests that the
you’re here to shake answers out of me. Are you Pathfinders?! PCs should prepare themselves for a difficult fight, and
Are you here to save me?” perhaps even rest before they go to Hell’s Light if they
Tears well up in the kitsune’s eyes. “You have no idea how feel the need to. She is certain that any of her remaining
long those horrible people kept me like that, riddled with companions are already dead and that a hasty assault
whatever poison they plied me with. Or drug, or whatever it would be ill advised.
was. It doesn’t matter anymore! I’m safe!” She gives a barking
laugh of delight, and then seems to realize her fatigue and C. Hell’s Light
embarrassment. The leader of the Daughters of Cocytus, Mother Forsythe,
“I—sorry. Pathfinder Field Agent Kiiruba of the Lantern operates her gang from this abandoned prison. This
Lodge, at your service. I’m hardly in a shape to help you find collection of cells gained its name because of its occupant,
the rest of my team, but I’m so glad you’re here. I know where a young will-o’-wisp named Urkhas. As a relatively young
those Daughters of Cocytus base their operations—one of creature of its kind, it harvested the fear from the prisoners
my specialties is having a keen sense of direction, even if I’m left here to rot by the Chelaxian navy. What Urkhas didn’t
drugged up. I can give you directions there. I know that at least realize was that the conditions it created were also unsafe
Jespya never got a chance to leave that place—they’re probably for the oppressors who gave it a food source, so the place
dead now. If you’ve got a place where I can lay low and rest, I’d was abandoned within a few months. After going into
really appreciate that too. It’s been a rough few days.” hibernation for several years due to a lack of sustenance,
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C. Hell’s Light
C4
C2
C1
C3
1 square = 5 feet Pathfinder Flip-Mat Classics: Prison
Pathfinder Society Scenario
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Urkhas was awoken by a kindred spirit: another sadistic they can with their Feed on Fear ability. Any human
outcast who called herself Mother Forsythe. She said she gang members present try to get between the PCs and
had a score to settle with some group called the Sons of Mother Forsythe to protect her. Mother Forsythe saves
the Tear, and was willing to spread fear with Urkhas’s her necklace of fireballs until the last possible moment,
help. As a starving will-o’-wisp (albeit one unknowingly but she isn’t afraid to take advantage if an opportunity
infused with infernal energies during its slumber), Urkhas in the PCs’ formation makes itself apparent. As the wisps
was desperate, and agreed to Mother Forsythe’s terms. are immune and she considers her gang members to be
Between her magical subterfuge and its mastery of terror, expendable, she’s not afraid to toss a bead in the middle
the two have been spreading fear across Hinji—all in the of her allies.
name of profit for Mother Forsythe and good eating for For Levels 5–6, if a PC is sufficiently frightened or
Urkhas. Recently, to gain leverage in the endless political stupefied (taking at least a –2 penalty to Will saves)
scheming in Hinji, they’ve been interrogating prisoners— and at least three rounds of combat have elapsed,
including Kiiruba—for information. Mother Forsythe casts a phantasmal killer spell on the
This area uses the map on page 12. unfortunate character. She only unleashes this powerful
spell under the above conditions—a combination of a
C1. ENTRANCE foe that is dangerous enough to warrant such magic and
The entrance to the room is unlocked and contains weakened enough to be susceptible.
a table and several chairs. There is nothing of interest Mother Forsythe fights to the death, as do any of her
here. A hallway leads from this room to the cells (C4), an minions as long as she is alive. If she falls, any wisps fly
abandoned office, and the courtyard (C2). away to seek victims elsewhere in Hinji, and any human
gang members still standing surrender in relief.
C2. COURTYARD SEVERE
This open-air dirt courtyard is Mother Forsythe’s favorite Levels 3–4
place to interrogate and kill her victims—most people
assume the screams coming from this abandoned prison URKHAS CREATURE 3
are signs that it’s haunted, and the few who suspect the Page 20
truth are too afraid of Mother Forsythe to try to rescue
her victims. Ladders in the southwest lead to Mother MOTHER FORSYTHE CREATURE 5
Forsythe’s chambers (area C3). Page 20, art on page 28
Creatures: Mother Forsythe and Urkhas are in the
courtyard (possibly along with additional Daughters Levels 5–6
of Cocytus or will-o’-wisp allies depending on the
party’s Challenge Points). Their current activity depends URKHAS CREATURE 5
on whether they are aware that the PCs are in Hinji Page 26
investigating the missing Pathfinders. If Urkhas was able
to spend time observing the PCs in the sewers without MOTHER FORSYTHE CREATURE 7
them knowing, or if the PCs took Kiiruba through the Page 26, art on page 28
streets without first administering the ice tears antidote
to her, Mother Forsythe is aware that they are coming Rewards: Mother Forsythe carries a key ring with keys
and all of the enemies in this area are waiting to ambush to the jail’s cells (including area C4) and an assortment of
them, using Stealth for initiative. In this event, Mother valuable amethyst jewelry set in silver and worth 30 gp
Forsythe and any will-o’-wisps present are invisible. (or 60 gp for Levels 5–6).
If the PCs avoided drawing attention to themselves,
on the other hand, any creatures in this area are busy C3. FORSYTHE’S CHAMBERS
preparing the area for new prisoners to interrogate In Mother Forsythe’s room, the PCs find a levered crowbar,
and use Perception for initiative as normal. Only any in addition to notes on where all the missing Pathfinders
will-o’-wisps present are invisible in this case. are located. In the case of Jespya (whose body is in area
Mother Forsythe uses a 3rd-level fear spell as early C4), Mother Forsythe notes that “the moody little brat
in the battle as possible. After that, she attempts to fought like they had a death wish; stuffing them in a cell
use evil eye on the nearest enemies. She then retreats wall seems fitting for someone so eager to die.” Also tucked
to invisibility as needed while Urkhas and any other inside the journal is a letter; give the players Handout #3:
wisps perform hit-and-run tactics, healing every round Letter from Her Right Hand (page 30).
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C4. BURYING CELLS Conclusion
The door to these cells is locked with a good lock (DC 30 Once the PCs collect all the bodies of the dead Pathfinders
Thievery, five successes required; Mother Forsythe carries and save Kiiruba, they can return to the Junianis manor.
the key). Most of the cells are old and well-worn, with While the manor’s staff takes care of the recovered
the extremities of some skeletons sticking out of walls. Pathfinders, Lady Victiria Junianis grants the PCs an
However, a PC who succeeds at a DC 18 Perception audience in a comfortable sitting room. If they found
check or a DC 16 Architecture Lore check discovers that all the missing agents without Lady Victiria’s help, she
one of the walls was recently reassembled. gives a smile and praises their efforts; if not, she’s much
Missing Pathfinder (Jespya): A PC who succeeds at a colder towards them, but congratulates them, nonetheless.
DC 16 Athletics check to Force Open the wall collapses She shares with the PCs that she has heard whisperings
it, revealing the fresh corpse of a missing Pathfinder of recent shifts in Hinji’s power balance, and perhaps in
agent, Jespya. If the PCs manage to recover Jespya’s body Cheliax at large, and while she isn’t sure how the Daughters
before defeating Mother Forsythe, she and her allies of Cocytus and their actions relate to these shifts, she is
attack the PCs here, alerted by the crumbling masonry. sure the events are somehow connected. She admits that
the Junianis family is relatively minor in the grand scheme
of Chelaxian politics but suggests that she is open to
assisting the society with future information, especially
if the PCs can provide any additional information about
who was behind the attacks and how or why her family
might have been involved. If the PCs found the letter in
area C3 (Handout #3), they can choose to share it with
Lady Junianis, and you should note their decision on
the reporting sheet (see Reporting Notes below). If they
share it, she is grateful. She doesn’t know who “Her Right
Hand” is but commits to finding out as soon as possible. If
the PCs elect not to share anything, Lady Junianis doesn’t
press the issue, but her disappointment is evident as she
turns back to the business of her family’s heirlooms.
Regardless of the outcome of this conversation, the PCs
are easily able to catalogue the heirlooms that the junior
agents were sent to complete, and all of the Pathfinders
can return to Absalom afterward. The Pathfinder Society
restores Tanno and Selia to life, and both agents express
heartfelt gratitude to the PCs. The Society respects
Jespya’s will and assists with their funeral arrangements.
Kiiruba in particular is especially thankful to the PCs; the
horrors of her ordeal are clear in her demeanor, and she
expresses hope that whatever information she may have
unwillingly shared didn’t reach the Society’s enemies.
REPORTING NOTES
If the PCs approached Lady Junianis for clues at any
point during the adventure, check box A on the reporting
sheet. If the PCs shared the contents of Handout #3 with
Lady Junianis, check box B on the reporting sheet.
PRIMARY OBJECTIVES
The PCs fulfill their primary objective if they recover all
the missing Pathfinder agents, dead and alive, and defeat
Mother Forsythe. Doing so earns each PC 2 Reputation
Mother Forsythe with their chosen faction.
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SECONDARY OBJECTIVES
The PCs fulfill their secondary objective if
they are able to recover all the missing agents
without relying on assistance from Lady Victiria
Junianis. Doing so earns each PC 2 Reputation
with their chosen faction.
Victiria Junianis
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Appendix 1: Level 3–4
Encounters Scaling Encounter A
The statistics presented in this appendix include full To adjust for the PCs’ overall strength, use the following
stat blocks for creatures and hazards appearing in this Challenge Point adjustments. These adjustments are not
scenario. These encounters are written for four 3rd-level cumulative.
PCs. If your group has a different composition or size, 10–11 Challenge Points: Replace one Daughter of
refer to GM Basics section of the Guide to Organized Cocytus grunt with a Daughter of Cocytus tough.
Play: Pathfinder Society for instructions on how to use the 12–13 Challenge Points: Add one Daughter of Cocytus
scaling sidebars to adjust the encounters for your group. grunt to the encounter.
Some scaling sidebars reference the elite or weak 14–15 Challenge Points: Add one Daughter of Cocytus
adjustments. Rules for these adjustments appear on tough to the encounter.
page 6 of the Pathfinder Bestiary. If a creature is marked 16–18 Challenge Points (5+ players): The PCs face three
“(0)”, don’t include it in the encounter unless otherwise Daughter of Cocytus toughs instead of two Daughter of
specified (likely from the scaling sidebars). Cocytus grunts.
ENCOUNTER A (LEVELS 3–4)
DAUGHTER OF COCYTUS TOUGHS (0) CREATURE 3
DAUGHTER OF COCYTUS GRUNTS (2) CREATURE 2 UNCOMMON NE MEDIUM HUMAN HUMANOID
NE MEDIUM HUMAN HUMANOID Perception +10
Human ruffians (Pathfinder Gamemastery Guide 209) Languages Common
Perception +8 Skills Athletics +10, Intimidation +10, Stealth +9
Languages Common Str +3, Dex +2, Con +3, Int –1, Wis +1, Cha +2
Skills Athletics +7, Intimidation +6, Stealth +6 Items gauntlet, sling (10 bullets), studded leather armor
Str +3, Dex +2, Con +3, Int –1, Wis +2, Cha +0 AC 19; Fort +11, Ref +9, Will +7
Items club, sling (10 bullets), studded leather armor HP 48
AC 18; Fort +9, Ref +8, Will +6 Attack of Opportunity [reaction]
HP 32 Speed 25 feet
Attack of Opportunity [reaction] Melee [one-action] gauntlet +12, Damage 1d4+5 bludgeoning
Speed 25 feet Ranged [one-action] sling +11 (propulsive, range increment 50 feet,
Melee [one-action] club +9, Damage 1d6+5 bludgeoning reload 1), Damage 1d6+5 bludgeoning
Ranged [one-action] sling +8 (propulsive, range increment 50 feet, Gang Up If the Daughter of Cocytus tough is within reach of
reload 1), Damage 1d6+5 bludgeoning an enemy, and that enemy is also within reach of at least
Ranged [one-action] club +8 (thrown 10 feet), Damage 1d6+5 two of her allies, that enemy is flat-footed against her
bludgeoning attacks.
Brutal Beating The Daughter of Cocytus grunt’s brutality Sneak Attack The Daughter of Cocytus tough deals an extra
shakes foes’ confidence. When the Daughter of Cocytus 1d6 precision damage to flat-footed creatures.
grunt deals damage on a critical hit, the target is frightened Unrelenting Beating The Daughter of Cocytus tough’s
1, and the grunt can knock the target up to 10 feet away brutality shakes foes’ confidence and may disorient them.
(this is forced movement). When the Daughter of Cocytus tough deals damage on a
Snagging Strike [one-action] Requirements The Daughter of Cocytus critical hit, the target is frightened 1, and it must succeed at
grunt has one hand free, and its target is within reach of a DC 20 Fortitude save or be slowed 1 until the end of the
that hand; Effect The Daughter of Cocytus grunt makes a tough’s next turn.
melee Strike while keeping one hand free. If this Strike hits,
the target is flat-footed until the start of the grunt’s next
turn or until it leaves the grunt’s reach, whichever comes
first.
Sneak Attack The Daughter of Cocytus grunt deals an extra
1d6 precision damage to flat-footed creatures.
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ENCOUNTER B1 (LEVELS 3–4)
Scaling Encounter B1
DAUGHTER OF COCYTUS ENFORCER CREATURE 4 To adjust for the PCs’ overall strength, use the following
NE MEDIUM HUMAN HUMANOID Challenge Point adjustments. These adjustments are
Human burglar (Pathfinder Gamemastery Guide 210) not cumulative.
Perception +10 (+11 to find traps) 10–11 Challenge Points: Increase the Daughter of
Languages Common Cocytus enforcer’s Hit Points by 15.
Skills Acrobatics +10, Athletics +8, Deception +7, Society +7, 12–13 Challenge Points: Add one Daughter of Cocytus
Stealth +12, Thievery +12 (can Disable traps that require grunt to the encounter.
master proficiency), Underworld Lore +7 14–15 Challenge Points: Add one Daughter of
Str +2, Dex +4, Con +1, Int +1, Wis +2, Cha +1 Cocytus tough to the encounter.
Items climbing kit, composite shortbow (10 arrows), lesser 16–18 Challenge Points (5+ players): Add one additional
darkvision elixir, leather armor, sap, thieves’ tools Daughter of Cocytus enforcer to the encounter.
AC 21 (22 vs. traps); Fort +7, Ref +12, Will +10; +1 circumstance
to all saves vs. traps
HP 60 DAUGHTER OF COCYTUS GRUNTS (0) CREATURE 2
Deny Advantage The Daughter of Cocytus enforcer isn’t NE MEDIUM HUMAN HUMANOID
flat-footed to creatures of 4th level or lower that are Human ruffians (Pathfinder Gamemastery Guide 209)
hidden, undetected, flanking, or using surprise attack. Perception +8
Nimble Dodge [reaction] Trigger The Daughter of Cocytus enforcer Languages Common
is targeted with a melee or ranged attack by an attacker it Skills Athletics +7, Intimidation +6, Stealth +6
can see; Effect The Daughter of Cocytus enforcer gains a Str +3, Dex +2, Con +3, Int –1, Wis +2, Cha +0
+2 circumstance bonus to AC against the triggering attack. Items club, sling (10 bullets), studded leather armor
Speed 30 feet AC 18; Fort +9, Ref +8, Will +6
Melee [one-action] shortsword +14 (agile, finesse, versatile S), Damage HP 32
1d6+6 piercing Attack of Opportunity [reaction]
Melee [one-action] sap +12 (agile, nonlethal), Damage 1d6+4 bludgeoning Speed 25 feet
Ranged [one-action] composite shortbow +14 (deadly d10, propulsive, Melee [one-action] club +9, Damage 1d6+5 bludgeoning
range increment 60 feet, reload 0), Damage 1d6+4 piercing Ranged [one-action] sling +8 (propulsive, range increment 50 feet,
Mobility When the Daughter of Cocytus enforcer Strides reload 1), Damage 1d6+5 bludgeoning
half their Speed or less, that movement does not trigger Ranged [one-action] club +8 (thrown 10 feet), Damage 1d6+5 bludgeoning
reactions. Brutal Beating The Daughter of Cocytus grunt’s brutality
Sneak Attack The Daughter of Cocytus enforcer deals an shakes foes’ confidence. When the Daughter of Cocytus
extra 1d6 precision damage to flat-footed creatures. grunt deals damage on a critical hit, the target is frightened
Surprise Attack On the first round of combat, if the Daughter 1, and the grunt can knock the target up to 10 feet away
of Cocytus enforcer rolls Deception or Stealth for initiative, (this is forced movement).
creatures that haven’t acted are flat-footed to them. Snagging Strike [one-action] Requirements The Daughter of Cocytus
grunt has one hand free, and its target is within reach of
that hand; Effect The Daughter of Cocytus grunt makes a
melee Strike while keeping one hand free. If this Strike hits,
the target is flat-footed until the start of the grunt’s next
turn or until it leaves the grunt’s reach, whichever comes
first.
Sneak Attack The Daughter of Cocytus grunt deals an extra
1d6 precision damage to flat-footed creatures.
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DAUGHTER OF COCYTUS TOUGHS (0) CREATURE 3
UNCOMMON NE MEDIUM HUMAN HUMANOID
Perception +10
Languages Common
Skills Athletics +10, Intimidation +10, Stealth +9
Str +3, Dex +2, Con +3, Int –1, Wis +1, Cha +2
Items gauntlet, sling (10 bullets), studded leather armor
AC 19; Fort +11, Ref +9, Will +7
HP 48
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] gauntlet +12, Damage 1d4+5 bludgeoning
Ranged [one-action] sling +11 (propulsive, range increment 50 feet,
reload 1), Damage 1d6+5 bludgeoning
Gang Up If the Daughter of Cocytus tough is within reach of
an enemy, and that enemy is also within reach of at least
two of her allies, that enemy is flat-footed against her
attacks.
Sneak Attack The Daughter of Cocytus tough deals an extra
1d6 precision damage to flat-footed creatures.
Unrelenting Beating The Daughter of Cocytus tough’s
brutality shakes foes’ confidence and may disorient them.
When the Daughter of Cocytus tough deals damage on a
critical hit, the target is frightened 1, and it must succeed at
a DC 20 Fortitude save or be slowed 1 until the end of the
tough’s next turn.
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ENCOUNTER B2 (LEVELS 3–4)
Scaling Encounter B2
STARVED SEA DRAKE CREATURE 5 To adjust for the PCs’ overall strength, use the following
UNCOMMON NE LARGE AMPHIBIOUS DRAGON WATER Challenge Point adjustments. These adjustments are
Variant sea drake (Pathfinder Bestiary 2 101) not cumulative.
Perception +12; darkvision, scent (imprecise) 30 feet 10–11 Challenge Points: Increase the starved sea
Languages Draconic drake’s Hit Points by 15.
Skills Acrobatics +13, Athletics +14, Stealth +11 12–13 Challenge Points: Add a second starved sea
Str +5, Dex +2, Con +3, Int –1, Wis +2, Cha +0 drake and apply the weak adjustment to both drakes.
AC 22; Fort +15, Ref +12, Will +9 14–15 Challenge Points: Add a second starved sea
HP 75; Immunities electricity, paralyzed, sleep drake with the weak adjustment to the encounter.
Electrified Blood [reaction] Trigger An adjacent creature deals 16–18 Challenge Points (5+ players): Add a second
piercing or slashing damage to the starved sea drake; starved sea drake to the encounter.
Effect An arc of electricity courses through the sea drake’s
blood. The triggering creature takes 1d6 electricity damage.
Speed 15 feet, fly 30 feet, swim 40 feet
Melee [one-action] jaws +15, Damage 2d8+7 piercing plus briny wound
Melee [one-action] tail +15 (agile, reach 10 feet), Damage 2d6+7
bludgeoning
Ball Lightning Breath [two-actions] (arcane, electricity, evocation) The
sea drake spews a ball of electricity that strikes a primary
target within 100 feet, dealing 6d6 electricity damage (DC
22 basic Reflex save). The lightning then arcs to up to three
secondary targets within 30 feet of the primary target,
striking the closest available targets first. The secondary
bolts each strike one secondary target and deal the same
rolled damage value as the primary bolt (DC 20 basic
Reflex save). The sea drake can’t use Ball Lightning Breath
again for 1d6 rounds.
Briny Wound A sea drake’s saliva carries a large quantity of
salt, making its bite wounds even more painful. When a
creature takes damage from a sea drake’s jaws Strike, the
creature must attempt a DC 22 Fortitude save; the creature
is then temporarily immune to briny wound for 1 minute.
Critical Success The creature is unaffected.
Success The creature is sickened 1.
Failure The creature is sickened 2.
Critical Failure The creature is sickened 2 and slowed 1 as
long as it’s sickened.
Draconic Frenzy [two-actions] The sea drake makes one jaws Strike
and two tail Strikes in any order.
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ENCOUNTER C2 (LEVELS 3–4)
Scaling Encounter C2
URKHAS CREATURE 3 To adjust for the PCs’ overall strength, use the following
RARE NE SMALL ABERRATION AIR FIEND Challenge Point adjustments.
Variant will-o’-wisp (Pathfinder Bestiary 333) 10+ Challenge Points: For every 2 Challenge Points
Perception +11; darkvision beyond 8, add one Daughter of Cocytus grunt to the
Languages Aklo, Common encounter.
Skills Acrobatics +13, Deception +8, Intimidation +8, Stealth +11
Str –5, Dex +5, Con –1, Int +1, Wis +3, Cha +1
AC 21; Fort +6, Ref +11, Will +9 MOTHER FORSYTHE CREATURE 5
HP 26; Immunities magic; Weaknesses good 4 UNIQUE NE MEDIUM CHANGELING HUMAN HUMANOID
Glow (aura, light) 20 feet. Urkhas is naturally invisible but Perception +12; low-light vision
glows with a violet light, casting bright light in the aura Languages Aklo, Common
and making it visible. Skills Arcana +10, Deception +13, Intimidation +13, Occultism
Magic Immunity Urkhas is immune to all spells except faerie +12, Religion +8, Stealth +12, Thievery +10
fire, glitterdust, magic missile, maze, and spells with the Str +0, Dex +2, Con +1, Int +4, Wis +2, Cha +3
good trait. Items +1 dagger, necklace of fireballs type I, jail cell keys
Speed fly 50 feet AC 22; Fort +9, Ref +11, Will +15
Melee [one-action] shock +12 (electricity, magical), Damage 2d4+2 HP 56
electricity plus 1d4 evil Maiden’s Mending [reaction] Frequency once per minute; Trigger
Feed on Fear [one-action] (concentrate) Requirements An enemy is Mother Forsythe casts a non-cantrip occult spell; Effect
being affected by a fear effect or is dying within 15 feet of Mother Forsythe gains 2 temporary Hit Points that last
Urkhas; Effect Urkhas feeds on the creature’s terror. The until the end of her next turn.
will-o’-wisp regains 1d4 Hit Points, and if it has Gone Dark, Speed 25 feet
its glow reignites. Urkhas can take this action only once Melee [one-action] dagger +13, Damage 1d4+4 piercing (agile, finesse,
per round. versatile S)
Go Dark [one-action] (concentrate) Urkhas extinguishes its glow, Ranged [one-action] dagger +13, Damage 1d4+4 piercing (agile, finesse,
becoming invisible. It can end this effect with another use thrown 10 feet, versatile S)
of this action. If it uses its shock attack while invisible, the Occult Prepared Spells DC 22, +14; 3rd fear, magic missile;
arc of electricity lets any observer determine its location, 2nd invisibility (×2), soothe; 1st alarm, fear, magic missile;
making Urkhas only hidden to all observers until it moves. Cantrips (3rd) daze, evil eye, ghost sound, message,
prestidigitation, sigil
Witch Hex Spells 2 Focus Points; 3rd cackle (Pathfinder
Advanced Player’s Guide 237), phase familiar (Advanced
Player’s Guide 237)
Mist Child Mother Forsythe blends in with unnatural subtlety.
When she is concealed or hidden, the DC of the flat check
to target her is increased to 6 if she’s concealed or 12 if
she’s hidden.
Sneak Attack Mother Forsythe deals an extra 1d6 precision
damage to flat-footed creatures.
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DAUGHTER OF COCYTUS GRUNTS (0) CREATURE 2
NE MEDIUM HUMAN HUMANOID
Human ruffians (Pathfinder Gamemastery Guide 209)
Perception +8
Languages Common
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 Daughter of Cocytus grunt’s brutality
shakes foes’ confidence. When the Daughter of Cocytus
grunt deals damage on a critical hit, the target is frightened
1, and the grunt can knock the target up to 10 feet away
(this is forced movement).
Snagging Strike [one-action] Requirements The Daughter of Cocytus
grunt has one hand free, and its target is within reach of
that hand; Effect The Daughter of Cocytus grunt makes a
melee Strike while keeping one hand free. If this Strike hits,
the target is flat-footed until the start of the grunt’s next
turn or until it leaves the grunt’s reach, whichever comes
first.
Sneak Attack The Daughter of Cocytus grunt deals an extra
1d6 precision damage to flat-footed creatures.
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Appendix 2: Level 5–6
Encounters Scaling Encounter A
The statistics presented in this appendix include full To adjust for the PCs’ overall strength, use the following
stat blocks for creatures and hazards appearing in this Challenge Point adjustments. These adjustments are not
scenario. These encounters are written for four 5th-level cumulative.
PCs. If your group has a different composition or size, 19–22 Challenge Points: Apply the elite adjustment to
refer to GM Basics section of the Guide to Organized one of the Daughter of Cocytus toughs.
Play: Pathfinder Society for instructions on how to use the 23–27 Challenge Points: Apply the elite adjustment to
scaling sidebars to adjust the encounters for your group. all three Daughter of Cocytus toughs.
Some scaling sidebars reference the elite or weak 28–32 Challenge Points: The PCs face two Daughter of
adjustments. Rules for these adjustments appear on Cocytus toughs and two elite Daughter of Cocytus toughs.
page 6 of the Pathfinder Bestiary. If a creature is marked 33+ Challenge Points: The PCs face four elite Daughter
“(0)”, don’t include it in the encounter unless otherwise of Cocytus toughs.
specified (likely from the scaling sidebars).
ENCOUNTER A (LEVELS 5–6)
DAUGHTER OF COCYTUS TOUGHS (3) CREATURE 3
UNCOMMON NE MEDIUM HUMAN HUMANOID
Perception +10
Languages Common
Skills Athletics +10, Intimidation +10, Stealth +9
Str +3, Dex +2, Con +3, Int –1, Wis +1, Cha +2
Items gauntlet, sling (10 bullets), studded leather armor
AC 19; Fort +11, Ref +9, Will +7
HP 48
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] gauntlet +12, Damage 1d4+5 bludgeoning
Ranged [one-action] sling +11 (propulsive, range increment 50 feet,
reload 1), Damage 1d6+5 bludgeoning
Gang Up If the Daughter of Cocytus tough is within reach of
an enemy, and that enemy is also within reach of at least
two of her allies, that enemy is flat-footed against her
attacks.
Sneak Attack The Daughter of Cocytus tough deals an extra
1d6 precision damage to flat-footed creatures.
Unrelenting Beating The Daughter of Cocytus tough’s
brutality shakes foes’ confidence and may disorient them.
When the tough deals damage on a critical hit, the target
is frightened 1, and it must succeed at a DC 20 Fortitude
save or be slowed 1 until the end of the tough’s next turn.
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ENCOUNTER B1 (LEVELS 5–6)
Scaling Encounter B1
DAUGHTER OF COCYTUS ENFORCERS (2) CREATURE 4 To adjust for the PCs’ overall strength, use the following
NE MEDIUM HUMAN HUMANOID Challenge Point adjustments. These adjustments are
Human burglars (Pathfinder Gamemastery Guide 210) not cumulative.
Perception +10 (+11 to find traps) 19–22 Challenge Points: Add one Daughter of
Languages Common Cocytus tough to the encounter.
Skills Acrobatics +10, Athletics +8, Deception +7, Society +7, 23–27 Challenge Points: Add one Daughter of
Stealth +12, Thievery +12 (can Disable traps that require Cocytus enforcer to the encounter.
master proficiency), Underworld Lore +7 28–32 Challenge Points: Add two Daughter of
Str +2, Dex +4, Con +1, Int +1, Wis +2, Cha +1 Cocytus toughs to the encounter.
Items climbing kit, composite shortbow (10 arrows), lesser 33+ Challenge Points: Add two Daughter of Cocytus
darkvision elixir, leather armor, sap, thieves’ tools enforcers to the encounter.
AC 21 (22 vs. traps); Fort +7, Ref +12, Will +10; +1 circumstance
to all saves vs. traps
HP 60 DAUGHTER OF COCYTUS TOUGHS (0) CREATURE 3
Deny Advantage The Daughter of Cocytus enforcer isn’t UNCOMMON NE MEDIUM HUMAN HUMANOID
flat-footed to creatures of 4th level or lower that are Perception +10
hidden, undetected, flanking, or using surprise attack. Languages Common
Nimble Dodge [reaction] Trigger The Daughter of Cocytus enforcer Skills Athletics +10, Intimidation +10, Stealth +9
is targeted with a melee or ranged attack by an attacker it Str +3, Dex +2, Con +3, Int –1, Wis +1, Cha +2
can see; Effect The Daughter of Cocytus enforcer gains a Items gauntlet, sling (10 bullets), studded leather armor
+2 circumstance bonus to AC against the triggering attack. AC 19; Fort +11, Ref +9, Will +7
Speed 30 feet HP 48
Melee [one-action] shortsword +14 (agile, finesse, versatile S), Damage Attack of Opportunity [reaction]
1d6+6 piercing Speed 25 feet
Melee [one-action] sap +12 (agile, nonlethal), Damage 1d6+4 Melee [one-action] gauntlet +12, Damage 1d4+5 bludgeoning
bludgeoning Ranged [one-action] sling +11 (propulsive, range increment 50 feet,
Ranged [one-action] composite shortbow +14 (deadly d10, propulsive, reload 1), Damage 1d6+5 bludgeoning
range increment 60 feet, reload 0), Damage 1d6+4 piercing Gang Up If the Daughter of Cocytus tough is within reach of
Mobility When the Daughter of Cocytus enforcer Strides an enemy, and that enemy is also within reach of at least
half their Speed or less, that movement does not trigger two of her allies, that enemy is flat-footed against her
reactions. attacks.
Sneak Attack The Daughter of Cocytus enforcer deals an Sneak Attack The Daughter of Cocytus tough deals an extra
extra 1d6 precision damage to flat-footed creatures. 1d6 precision damage to flat-footed creatures.
Surprise Attack On the first round of combat, if the Daughter Unrelenting Beating The Daughter of Cocytus tough’s
of Cocytus enforcer rolls Deception or Stealth for initiative, brutality shakes foes’ confidence and may disorient them.
creatures that haven’t acted are flat-footed to them. When the tough deals damage on a critical hit, the target
is frightened 1, and it must succeed at a DC 20 Fortitude
save or be slowed 1 until the end of the tough’s next turn.
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ENCOUNTER B2 (LEVELS 5–6)
Scaling Encounter B2
STARVED SEA DRAKES (2) CREATURE 5 To adjust for the PCs’ overall strength, use the following
UNCOMMON NE LARGE AMPHIBIOUS DRAGON WATER Challenge Point adjustments. These adjustments are
Variant sea drakes (Pathfinder Bestiary 2 101) not cumulative.
Perception +12; darkvision, scent (imprecise) 30 feet 19–22 Challenge Points: Replace one starved sea
Languages Draconic drake with a sea drake.
Skills Acrobatics +13, Athletics +14, Stealth +11 23–27 Challenge Points: Replace both of the starved
Str +5, Dex +2, Con +3, Int –1, Wis +2, Cha +0 sea drakes with sea drakes.
AC 22; Fort +15, Ref +12, Will +9 28–32 Challenge Points: Replace both starved sea
HP 75; Immunities electricity, paralyzed, sleep drakes with sea drakes and increase each drake’s Hit
Electrified Blood [reaction] Trigger An adjacent creature deals Points by 15.
piercing or slashing damage to the starved sea drake; 33+ Challenge Points: Replace both starved sea
Effect An arc of electricity courses through the sea drake’s drakes with sea drakes and increase each drake’s Hit
blood. The triggering creature takes 1d6 electricity damage. Points by 30.
Speed 15 feet, fly 30 feet, swim 40 feet
Melee [one-action] jaws +15, Damage 2d8+7 piercing plus briny wound
Melee [one-action] tail +15 (agile, reach 10 feet), Damage 2d6+7
bludgeoning
Ball Lightning Breath [two-actions] (arcane, electricity, evocation) The
sea drake spews a ball of electricity that strikes a primary
target within 100 feet, dealing 6d6 electricity damage (DC
22 basic Reflex save). The lightning then arcs to up to three
secondary targets within 30 feet of the primary target,
striking the closest available targets first. The secondary
bolts each strike one secondary target and deal the same
rolled damage value as the primary bolt (DC 20 basic Reflex
save). The sea drake can’t use Ball Lightning Breath again
for 1d6 rounds.
Briny Wound A sea drake’s saliva carries a large quantity of
salt, making its bite wounds even more painful. When a
creature takes damage from a sea drake’s jaws Strike, the
creature must attempt a DC 22 Fortitude save; the creature
is then temporarily immune to briny wound for 1 minute.
Critical Success The creature is unaffected.
Success The creature is sickened 1.
Failure The creature is sickened 2.
Critical Failure The creature is sickened 2 and slowed 1 as
long as it’s sickened.
Draconic Frenzy [two-actions] The sea drake makes one jaws Strike
and two tail Strikes in any order.
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SEA DRAKES (0) CREATURE 6
NE LARGE AMPHIBIOUS DRAGON WATER
Pathfinder Bestiary 2 101
Perception +14; darkvision, scent (imprecise) 30 feet
Languages Draconic
Skills Acrobatics +14, Athletics +16, Stealth +12
Str +6, Dex +2, Con +4, Int –1, Wis +2, Cha +0
AC 24; Fort +16, Ref +14, Will +12
HP 95; Immunities electricity, paralyzed, sleep
Electrified Blood [reaction] Trigger An adjacent creature deals
piercing or slashing damage to the sea drake; Effect An arc
of electricity courses through the sea drake’s blood. The
triggering creature takes 1d6 electricity damage.
Speed 15 feet, fly 40 feet, swim 50 feet
Melee [one-action] jaws +17, Damage 2d8+9 piercing plus briny wound
Melee [one-action] tail +17 (agile, reach 10 feet), Damage 2d6+9
bludgeoning
Ball Lightning Breath [two-actions] (arcane, electricity, evocation) The
sea drake spews a ball of electricity that strikes a primary
target within 100 feet, dealing 7d6 electricity damage (DC
24 basic Reflex save). The lightning then arcs to up to three
secondary targets within 30 feet of the primary target,
striking the closest available targets first. The secondary
bolts each strike one secondary target and deal the same
rolled damage value as the primary bolt (DC 22 basic Reflex
save). The sea drake can’t use Ball Lightning Breath again
for 1d6 rounds.
Briny Wound A sea drake’s saliva carries a large quantity of
salt, making its bite wounds even more painful. When a
creature takes damage from a sea drake’s jaws Strike, the
creature must attempt a DC 24 Fortitude save; the creature
is then temporarily immune to briny wound for 1 minute
Critical Success The creature is unaffected
Success The creature is sickened 1.
Failure The creature is sickened 2.
Critical Failure The creature is sickened 2 and slowed 1 as
long as it’s sickened.
Capsize [one-action] (attack) The drake tries to capsize an adjacent
aquatic vessel of its size or smaller. The drake must succeed
at an Athletics check with a DC of 25 (reduced by 5 for
each size smaller the vessel is than the drake) or the pilot’s
Sailing Lore DC, whichever is higher.
Draconic Frenzy [two-actions] The sea drake makes one jaws Strike
and two tail Strikes in any order.
Speed Surge [one-action] Frequency three times per day; Effect The sea
drake Strides, Flies, or Swims twice.
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ENCOUNTER C2 (LEVELS 5–6)
Scaling Encounter C2
URKHAS CREATURE 5 To adjust for the PCs’ overall strength, use the following
RARE NE SMALL ABERRATION AIR FIEND Challenge Point adjustments. These adjustments are
Variant will-o’-wisp (Pathfinder Bestiary 333) not cumulative.
Perception +14; darkvision 19–22 Challenge Points: Add one Daughter of
Languages Aklo, Common Cocytus tough to the encounter, and increase Mother
Skills Acrobatics +16, Deception +11, Intimidation +11, Forsythe’s Hit Points by 10.
Stealth +14 23–27 Challenge Points: Add one additional
Str –5, Dex +6, Con +0, Int +2, Wis +4, Cha +2 will-o’-wisp with Urkhas’ statistics (named Bekant) and
AC 24; Fort +9, Ref +14, Will +12 one Daughter of Cocytus tough to the encounter.
HP 40; Immunities magic; Weaknesses good 6 28–32 Challenge Points: Add one additional
Glow (aura, light) 20 feet. Urkhas is itself naturally invisible, will-o’-wisp with Urkhas’ statistics (named Bekant)
but glows with a violet light, casting bright light in the aura and two Daughter of Cocytus toughs to the encounter;
and making it visible. increase Mother Forsythe’s Hit Points by 10.
Magic Immunity Urkhas is immune to all spells except faerie 33+ Challenge Points: Add one additional will-o’-wisp
fire, glitterdust, magic missile, maze, and spells with the with Urkhas’ statistics (named Bekant) and two
good trait. Daughter of Cocytus toughs to the encounter; increase
Speed fly 50 feet Mother Forsythe’s Hit Points by 20 and increase her
Melee [one-action] shock +15 (electricity, magical), Damage 2d6+4 spell DC to 26.
electricity plus 1d4 evil
Feed on Fear [one-action] (concentrate) Requirements An enemy
is affected by a fear effect or is dying within 15 feet of MOTHER FORSYTHE CREATURE 7
Urkhas; Effect Urkhas feeds on the creature’s terror. It UNIQUE N MEDIUM CHANGELING HUMAN HUMANOID
regains 1d6 Hit Points, and if it has Gone Dark, its glow Perception +15; low-light vision
reignites. Urkhas can take this action only once per round. Languages Aklo, Common
Go Dark [one-action] (concentrate) Urkhas extinguishes its glow, Skills Arcana +13, Deception +17, Intimidation +17, Occultism
becoming invisible. It can end this effect with another use +15, Religion +8, Stealth +15, Thievery +13
of this action. If it uses its shock attack while invisible, the Str +0, Dex +3, Con +1, Int +4, Wis +2, Cha +3
arc of electricity lets any observer determine its location, Items +1 striking dagger, necklace of fireballs type II, jail cell
making Urkhas only hidden to all observers until it moves. keys
AC 24; Fort +12, Ref +14, Will +18
HP 88
Maiden’s Mending [reaction] Frequency once per minute; Trigger
Mother Forsythe casts a non-cantrip occult spell; Effect
Mother Forsythe gains 3 temporary Hit Points that last until
the end of her next turn.
Speed 25 feet
Melee [one-action] dagger +15, Damage 2d4+5 piercing (agile, finesse,
versatile S)
Ranged [one-action] dagger +15, Damage 2d4+5 piercing (agile, finesse,
thrown 10 feet, versatile S)
Occult Prepared Spells DC 25, +17; 4th invisibility, phantasmal
killer; 3rd fear, magic missile, soothe; 2nd invisibility (×2),
touch of idiocy; 1st alarm, fear, magic missile; Cantrips (4th)
daze, evil eye, ghost sound, message, prestidigitation, sigil
Witch Hex Spells 2 Focus Points; 4th cackleAPG, phase familiarAPG
Mist Child When she is concealed or hidden, the DC of the flat
check to target Mother Forsythe is increased to 6 if she’s
concealed or 12 if she’s hidden.
Sneak Attack Mother Forsythe deals an extra 2d6 precision
damage to flat-footed creatures.
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DAUGHTER OF COCYTUS TOUGHS (0) CREATURE 3
UNCOMMON N MEDIUM HUMAN HUMANOID
Perception +10
Languages Common
Skills Athletics +10, Intimidation +10, Stealth +9
Str +3, Dex +2, Con +3, Int –1, Wis +1, Cha +2
Items gauntlet, sling (10 bullets), studded leather armor
AC 19; Fort +11, Ref +9, Will +7
HP 48
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] gauntlet +12, Damage 1d4+5 bludgeoning
Ranged [one-action] sling +11 (propulsive, range increment 50 feet,
reload 1), Damage 1d6+5 bludgeoning
Gang Up If the Daughter of Cocytus tough is within reach of
an enemy, and that enemy is also within reach of at least
two of her allies, that enemy is flat-footed against her
attacks.
Sneak Attack The Daughter of Cocytus tough deals an extra
1d6 precision damage to flat-footed creatures.
Unrelenting Beating The Daughter of Cocytus tough’s
brutality shakes foes’ confidence and may disorient them.
When the tough deals damage on a critical hit, the target
is frightened 1, and it must succeed at a DC 20 Fortitude
save or be slowed 1 until the end of the tough’s next turn.
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Appendix 3: Game Aids
Victiria Junianis Daughter of Cocytus
Starving Sea Drake Mother Forsythe
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handout #1: Ambrus Valsin’s Missive
Experienced Pathfinders,
We recently made inroads with Lady Victiria of House Junianis, a noble family in Cheliax based in the city of
Hinji. She gave us the opportunity to catalogue a series of their ancestral heirlooms that survived the Chelaxian
Civil War. We sent a team of novice Pathfinders to perform the assessment, as it seemed a simple enough
assignment for fresh agents.
Unfortunately, the assignment wasn’t as simple as it seemed. After the novices’ first day of examination,
they did not return to the Junianis manor. Lady Victiria attempted to contact them using the resources at her
disposal, and then reported to the Grand Lodge that our agents were missing.
Your task is to find our four missing Pathfinders and, if someone was responsible for their disappearances,
make sure they are no longer a danger to the Society. If you find any of our agents, bring them to the Junianis
manor. Lady Victiria has agreed to harbor any Pathfinders you find until your investigation is complete. Although
the Junianis family has many connections in Hinji, it is important that you do not visit the Junianis manor except
to drop off the missing agents for protection. You can go to Lady Junianis for additional information as a last
resort, but relying on her for help might jeopardize our future relations. If the worst has happened and you find
that the agents have died in the field, be sure to respectfully retrieve their remains and belongings.
After you bring the missing agents to the manor, complete the cataloguing of the heirlooms and report back
to Absalom with the agents or their remains. Included with this letter are basic dossiers on each of the agents
sent to Hinji, as well as a bag of holding and scrolls of gentle repose that are only to be used for the missing
Pathfinders should they prove necessary. It is important that you use discretion—they were likely targeted for
being members of the Society, so don’t go about flashing wayfinders and demanding answers.
Begin your search at the Waypoint Inn, where the agents were staying. The innkeeper is expecting you.
Explore, Report, Cooperate,
Ambrus Valsin
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handout #2: Missing Pathfinder Dossiers
Abridged Pathfinder Agent Dossiers
Tanno Kembers
• Tanno Kembers is a human man who made a living as a self-taught tomb robber.
• He first came into contact with the Pathfinder Society at a dig site in Nex, which he reached before the
Society did.
• After assessing his skills and artifact collection and determining his willingness to work toward more noble
ends, the Society gave him a field commission.
• Tanno is skilled at disarming traps, and is wary of potential foes at all times.
Selia Torossel
• Selia is an elf historian who specializes in the Chelaxian Civil War. She is perhaps slightly overzealous in her
desire to uncover the truth of what brought Thrune to power, a dangerous topic of study.
• She is strongly affiliated with the Grand Archive faction.
• She is a novice practitioner of divination.
Jespya
• Jespya is a halfling martial artist, a skilled unarmed combatant with a reputation for bravery.
• They joined the Pathfinder Society after their partner died in the field.
• They are one of Marcus Farabellus’s favored pupils for their efficient yet overwhelming combat tactics.
• They were assigned to this mission as protection for the other, less combat-capable agents.
• They requested not to be resurrected in the event of their death.
Kiiruba
• Kiiruba appears to be a human woman, but she is actually a kitsune who favors her tailless human form.
• She is proficient in diplomacy and emissary’s duties and dreams of seeing the world.
• She was recruited to the Society through the Lantern Lodge. This is her first mission after completing her
Confirmation in Absalom to become a full agent.
handout #3: Letter from her Right Hand
Forsythe,
The Junianis family is playing host to members of the Pathfinder Society, a
globe-spanning network of interfering thieves and mercenaries. The Society has
caused no end of trouble for us in the past, and the Junianis family is an upstart bunch
who I cannot allow to make inroads with the Society. I am willing to supply funds
and product in exchange for your disposal of each of the agents that are currying
favor with this family. Neither of us wants anything disturbing our arrangements in
Hinji, and my other enterprises must not come under scrutiny. Make it quick, and
make it quiet.
I expect you to agree to this arrangement. You know what happens if you do not.
—Her Right Hand
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Organized Play Treasure Bundles
☐ Area A, page 5: 1 Treasure Bundle for defeating the
Treasure Table Daughters at Snake Tails
LEVEL TREASURE BUNDLE ☐ Area A, page 5: 1 Treasure Bundle for recovering
Selia’s body
3 3.8 gp
☐ Into the Sewers, page 7: 1 Treasure Bundle for
4 6.4 gp recovering Tanno’s body
5 10 gp ☐ ☐ ☐ Area B2, page 8: 2 Treasure Bundles for
6 15 gp discovering the cache in the safe house and 1 additional
Treasure Bundle for rescuing Kiiruba
☐ ☐ Area C2, page 13: 2 Treasure Bundles for defeating
Mother Forsythe
☐ Area C3, page 13: 1 Treasure Bundle for recovering the
items from Mother Forsythe’s quarters
☐ Area C4, page 14: 1 Treasure Bundle for recovering
Jespya’s body
Pathfinder Society Scenario
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System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Pathfinder Society Scenario #2-23: An Agent’s Obligation © 2021, Paizo Inc. All rights reserved.
Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and
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Pathfinder Society Scenario
32
Scenario #2-23:
An Agent’s Obligation
2
Character Name Organized Play # Character #
Adventure Summary
You traveled to the Chelaxian port city of Hinji to investigate the disappearance of four junior Pathfinder agents who vanished on a
routine mission to catalogue a collection of heirlooms belonging to House Junianis. As you investigated the missing agents’ lodgings
and gathered rumors from locals, you discovered clues that led you to various hideouts and safe houses of the drug-peddling gang
known as the Daughters of Cocytus. You discovered a trail of bodies—and one surviving agent—along the way. Eventually, your
search took you through the sewers of Hinji and to the gang’s headquarters, culminating in a showdown against the gang leader and
her will-o’-wisp accomplice and the discovery of one more missing Pathfinder.
Boons Rewards
Congratulations on completing the adventure! You’ve earned Pathfinder Society (second edition) XP Gained
Achievement Points, a currency that can be redeemed on our website at paizo.com for special character
boons, such as access to rare or uncommon ancestries, feats, and more! To redeem your Achievement
Points, go to paizo.com/organizedPlay/myAccount and click on the Boons tab. Note that you must have
created a paizo.com account and registered a character before you can begin making Achievement Point
transactions. GP Gained
Reputation Gained
Items Purchases
Items Sold / Conditions Gained
TOTAL VALUE OF ITEMS SOLD
Add 1/2 this value to the GP Gained Box
Items Bought / Conditions Cleared
TOTAL COST OF ITEMS BOUGHT
Notes Downtime
FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: XGJP