Pathfinder - Pathfinder Society - Scenario 27 - Our Lady of Silver.pdf

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OUR LADY OF SILVER™
Pathfinder Society Scenario 27
Design: James F. MacKenzie
Development: Joshua J. Frost
Editing: Christopher Carey
Senior Art Director: James Davis
Layout: Crystal Frasier
Interior Artist: Tyler Walpole
Cartographer: Corey Macourek, Mike Schley
Vice President of Operations: Jeff Alvarez
Events Manager: Joshua J. Frost
Paizo CEO: Lisa Stevens
Corporate Accountant: Dave Erickson
Sales Manager: Chris Self
Technical Director: Vic Wertz
Publisher: Erik Mona
Pathfinder Society Scenario 27: Our Lady of Silver
is a Pathfinder Society Scenario designed for 5th- to 9th-level characters
(Tiers: 5–6 and 8–9). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted
for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the 3.5
edition of the world’s oldest fantasy roleplaying game.
The OGL can be found on page 15 of this product.
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7120 185th Ave NE Ste 120
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paizo.com/pathfindersociety
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously
been designated as Open Game Content are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo
Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No
portion of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.
Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright
2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered
trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Society, Pathfinder Chronicles,
Pathfinder Modules, and Pathfinder Companion are trademarks of Paizo Publishing, LLC. © 2009 Paizo Publishing,
All Rights Reserved.
2
Our Lady of Silver
By JaMeS f. MacKenZie
ome of a thousand exotic wonders, golden Katheer is
renowned throughout the Inner Sea. The capital of
Qadira, thousands of merchant dhows shelter in her
broad harbor, legions of scholars attend her prestigious
universities, and innumerable caravans carry her trade to
the far corners of the world.
Upon the city’s highest hill, a golden-domed palace
holds the court of Qadira’s Satrap, Xerbystes II. This
headstrong youth dreams of glorious battle, cravings
forbidden by his distant Emperor. “Only in peace do the
treasures of distant lands fill our coffers,” decrees the
Padishah Emperor. Instead of martial glory, the Satrap
must content himself with mercantile scheming.
Within this city of squabbling traders, few are as
honored as Bashir al-Mudaris, elderly leader of the
House of Silver, Bayt Al Fadda. A dealer in rare jewels
and alchemical silver, the aged merchant’s collection of
antiquities is among the finest in all Qadira.
Despite his wealth, Master Bashir’s greatest treasure
is his daughter Lujine, the “Lady of Silver.” Famed for
her beauty and scholarship, merchants and nobles
eagerly sought Lujine’s hand in marriage. They offered
extravagant gifts and lucrative contracts as her bride-
price, but Lujine’s father spurned their rich offers.
He instead chose a foreign scholar for his daughter, a
Pathfinder known as Farendir Faireven. Master Bashir
enthusiastically promoted his future son-in-law’s status
among the Pathfinders, contributing ancient texts and
funding.
Sadly, not all the frustrated suitors chose to accept
defeat. Taking Master Bashir’s rejection as a personal
insult, a merchant-sorcerer named Raamiz Ibn-Chadli
sought revenge. With the aid of unscrupulous allies, Ibn-
Chadli schemed to shatter the marriage and humiliate
the Pathfinder Society.
H
the artifacts the PCs are tasked with bringing back to
Absalom.
Clues at the feast site lead the PCs to the training hall
of the Fraternity of the Unforgiving Fire, allies of the
sorcerer-merchant Raamiz Ibn-Chadli, and within the
PCs find additional evidence pointing toward Ibn-Chadli
as the source of the thievery.
Investigation into the sorcerer-merchant leads to Ibn-
Chadli’s villa where a sinister erinyes awaits: the vizier
Qutirh. This sadistic creature ambushes the Pathfinders,
lest their discoveries unravel Ibn-Chadli’s schemes.
Unexpectedly ordered before the court of the Satrap,
the Pathfinders are then forced to defend themselves
and the Pathfinder Society from libelous accusations.
The true plot against them takes shape as the Society is
accused of treachery and theft.
Once free of the Satrap’s court, the PCs must race to
protect the Pathfinder Society’s tarnished honor, lest they
be framed when Ibn-Chadli loots the tomb of an honored
high priest. They arrive at the tomb in time to stop the
jealous sorcerer and only their actions against him will
determine the fate of the Society in Qadira.
GETTING STARTED
Read the following to get the adventure underway:
A brisk breeze carries the scent of the sea up to the Pathfinder
Society’s lodge in Katheer, the capital of Qadira. The lodge’s
shaded balcony gives a panoramic view of Katheer’s harbor,
revealing hundreds of ships moored in the busy port, lateen-
rigged merchant dhows and the bright-sailed warships that
protect Qadira’s shipping.
“Thank you for getting here so soon,” the nasal voice of
Venture-Captain Osretia Cassomiran calls from within. She
is a tall, gray-haired woman of Azlanti lineage, and she rifles
through papers as she speaks from inside her office. “Have
you met the groom, Farendir Faireven? He’s quite bright,
especially for someone from the River Kingdoms.”
Venture-Captain Cassomiran’s quest continues fruitlessly
as she searches a sagging bookshelf. “The bride’s quite a
SUMMARY
Ordered to escort relics back to Absalom, the PCs
represent the Pathfinder Society at a wedding in Katheer.
Unfortunately, chaos breaks out at the wedding feast
as ferocious animals attack the crowd—a distraction
planned by unscrupulous thieves who make off with
3
Pathfinder Society Scenario
catch, too; called the Lady of Silver for her father’s wealth. It’s
certainly a coup for young Faireven.”
Clambering beneath her desk, Osretia’s voice is muffled by
stacked texts. “Anyway, during the wedding feast, the girl’s
father, Master Bashir Al-Mudaris, plans to donate several
valuable relics to the Pathfinder Society. Clearly, Master
Bashir wants to promote his new son-in-law’s status in the
Society. That’s where you come in: we need you to escort
these antiques to Absalom.”
Suddenly, the Venture-Captain’s shouts, “By Irori! I found
them!” She places several elegantly scripted invitations on
the disheveled desk. “You do have something decent to wear
for the wedding, do you not? You’re going to represent the
Society, and we certainly can’t afford any embarrassments.”
The wedding is scheduled for the early afternoon of
the following day. Find out what the PCs plan to do that
evening and the next morning. Some may seek out NPCs
mentioned in their faction handouts: Hanimethiris the
Sage, the Satrap’s advisor Kemir Ben-Radaw, the missing
priest Camplin Penstowe, clergy of Sarenrae, or Master
Bashir and other members of the wedding party.
Hanimethiris the Sage proves to be a long-winded
Osirian scholar, clad in filthy, coffee-stained robes. An
expert in Kelishite history, the slovenly sage tends to
ramble for hours about his historical theories.
When the scenario begins, the Satrap’s advisor Kemir
Ben-Radaw is out of the city, inspecting fortifications. His
household servants expect his return after the wedding.
Inquiries about Camplin Penstowe require a DC 20
Knowledge (local) or Gather Information check to bear
fruit. Success determines he was last seen near the Avenue
of the Phoenix, speaking to a distinguished-looking
man wearing bulky desert robes and an intricately
embroidered aba.
Those seeking the clergy of Sarenrae or the bride’s family
find them frantically busy with wedding preparations.
The scholarly groom, young Farendir Faireven, labors on
a surprise present for his bride: he’s translating a set of
risqué elvish poems. He drives off any visitors, but first
pesters elves and bards for poetic advice.
Master Bashir is too busy with wedding preparation
to see the PCs, though he’ll be more amenable to their
questions once the events of act
1
are in motion.
When the PCs are ready to attend the wedding, move to
act
1.
The PCs will not be turned away from the wedding
so long as they possess the invitation given to them by the
Katheer venture-captain. If they arrive wearing anything
less than clothing fit for a wedding, however, they suffer a
–2 penalty to all Charisma-based checks made during act
1.
The PCs are allowed to wear weapons to the wedding,
Guests at the Celebration
Several important contacts are introduced at the reception.
These people may aid or provide information during the
adventure.
Master Bashir al-Mudaris,
the father of the bride: The wizened
master trader leans on a gnarled cane, rapping it on the ground
to emphasize his points. Although he thoroughly enjoys the
celebration, Bashir has little patience for the grasping ways of
his fellow merchants. He plans to retire to a monastery once
he finds a worthy heir for his business.
Halman,
High Priest of Sarenrae: Still hearty and energetic,
this pious elder proudly claims descent from the famous High
Priest Ubaidah Abd-Hikmah. An avid collector, he possesses
several of his ancestor’s relics. Halman retires early from the
party, missing the later mayhem.
Pathfinder Farendir Faireven
and his bride,
Lujine:
Giddy
with love, the newlyweds constantly talk about each other.
Generally a level-headed young woman, Lujine can be a bit
naïve. Farendir is normally bright, but tends to get distracted,
lost in his bride’s dark eyes.
Al’Jahar abu-Targos:
A tall, dark-skinned merchant, Al’Jahar is
the nephew of deceased Venture-Captain Targos Min-Katheer.
He joyfully seeks out any PCs who helped return his uncle’s
remains (in Pathfinder Society Scenario #3:
Murder on the
Silken Caravan).
as most of the male guests will be doing the same, though
largely in a ceremonial fashion.
ACT 1: THE WEDDING
RECEPTION (EL 8)
Hundreds of guests crowded the temple of Sarenrae this
morning while prosperous merchants and courtiers strutted
in silken finery and scholars and clergy nodded gravely, clad
in sober robes. Scores of servants and grooms waited outside
as the High Priest of Sarenrae intoned the couple’s vows.
Afterward, the newlyweds led their guests to the splendidly
decorated courtyard of Master Bashir’s estate for the wedding
feast. Young men whirled through an ancient sword-dance
to the frenzied pounding of doumbeks, their blades clashing
louder as the song’s tempo increased. Servant girls brought
forth a dazzling array of dishes and iced sekanjabin drinks, as
daring snake charmers mesmerized a dozen lethal asps.
After the feast, challenges rang out across the courtyard.
Warriors swaggered forth, clad only in loincloths and swinging
cudgels, to battle atop a bed of red-hot coals.
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Our Lady of Silver
Give the PCs ample time to explore the wedding
reception, to feast, and to perhaps join in the festivities.
PCs wishing to fight among the warriors can do so, but
must strip to a loin cloth, wield a club, and dance on a
bed of hot coals. To simplify this encounter, any PCs
fighting on the hot coals with the warriors, must succeed
on a DC 12 Fortitude check each turn or become sickened
by the heat and smoke. Two failed saves in a row and
the PCs must leave the coals and forfeit their right to
battle. Anyone struck once while dancing on the coals
is eliminated and the glorious victor is the last warrior
standing. The warriors have the following stats: AC 12, +5
club (1d6+1). There are five warriors.
As the warriors battle on their bed of hot coals, extravagant
gifts and displays amaze the crowd. A pair of white elephants
from distant Vudra, two dozen silken-haired dromedaries,
robes of precious silk, and other treasures appear, each
more exotic than the last. Cloth-draped wagons promise
additional wonders.
Careful PCs may want to guard the items meant for
the Pathfinder Society. At this point, the relics remain
in side rooms, not yet on display. Four members of the
Fraternity of the Unforgiving Flame loiter nearby, dressed
as merchants’ guards. The dervishes
avoid any PCs, hoping their plan
draws them away.
Several shrouded wagons sit
near the courtyards’ entrances,
carrying creatures intended as gifts
for various notables. Most of these
exotic beasts are harmless: Keleshite
peacocks, massive speckled turtles
from the Mwangi Expanse, and
the like. One wagon’s inhabitants
are anything but harmless: a trio
of Thuvian lions, intended for the
Satrap’s menagerie.
During the battle on the bed
of hot coals, allow any PCs not
participating to make a DC 15 Sense
Motive or Spot check. Successful PCs
notice a guard standing near the
wagon of lions sweating profusely
in the heat and staring nervously
at any passing guests. This man is
a dervish of the Unforgiving Fire, a
servant of the sorcerer Raamiz Ibn-
Chadli, a man driven to revenge-
filled madness at the news that his
desired bride would be married
off to a non-Qadiran Pathfinder
infidel. If confronted, the dervish signals an accomplice
to unleash lions from one of the wagons by pulling the
pin holding its gate closed. If ignored, he pulls the pin as
soon as the battle in the coals is over and both dervishes
flee for the closest exit.
A terrifying roar echoes across the courtyard as enraged lions
rush forth from an opened wagon. Cries of distress and alarm
arise from every corner of the wedding reception as terrified
guests flee before the onslaught of the lions.
Bedlam breaks out in the courtyard as the angry
beasts panic the camels and elephants tethered there. A
handful of panicky guards desperately fend off the lions
as hundreds flee, jamming the exits.
Seizing their chance, four disguised dervishes move
to snatch any unguarded relics. Dressed as merchant
guards, they’ll claim that they’re protecting the items.
They avoid combat with PCs, fleeing through side doors
or forcing their way among panicked merchants.
Some PCs may manage to confront the thieving
“guards.” If the PCs corner any escaping thieves, use the
dervish stats from act
2.
Creatures:
A trio of ferocious lions attack, panicking
an elephant in the courtyard.
The Wedding Feast
One Square = 5 feet
square = 5 Feet
Roofed
Area
5
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