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S02-04 Path of Kings

The Pathfinder Society has received permission from the former Linnorm King Sveinn Blood-Eagle to establish a lodge in Valenhall, Arcadia to gain a foothold on the continent. Venture-Captain Bjersig informs the PCs of this as their ship approaches land. However, upon arriving the PCs learn they have reached Port Valen, not Valenhall. In Port Valen, the PCs have the opportunity to help three locals - the mayor, a guard captain, and a scout - to earn support for the new lodge. But before they can choose a site, the town comes under attack by trolls. After defending Port Valen, the PCs can finally

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0% found this document useful (0 votes)
455 views

S02-04 Path of Kings

The Pathfinder Society has received permission from the former Linnorm King Sveinn Blood-Eagle to establish a lodge in Valenhall, Arcadia to gain a foothold on the continent. Venture-Captain Bjersig informs the PCs of this as their ship approaches land. However, upon arriving the PCs learn they have reached Port Valen, not Valenhall. In Port Valen, the PCs have the opportunity to help three locals - the mayor, a guard captain, and a scout - to earn support for the new lodge. But before they can choose a site, the town comes under attack by trolls. After defending Port Valen, the PCs can finally

Uploaded by

nasca.arte
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Second Edition

year of

CORRUPTION’S
Reach
Scenario #2-04 Levels 3–6

Path of Kings
By Luis Loza
Path of Kings

Table of Contents
AUTHOR
Luis Loza
Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
DEVELOPMENT LEAD Appendix 1: Level 3–4 Encounters . . . . . . . . . . . . . . . 17
Michael Sayre

DESIGN LEAD Appendix 2: Level 5–6 Encounters . . . . . . . . . . . . . . 21


Mark Seifter

EDITING LEAD
Appendix 3: Art and Handouts . . . . . . . . . . . . . . . . . 25
Leo Glass
Organized Play Tools . . . . . . . . . . . . . . . . . . . . . . . 26
EDITORS
Patrick Hurley

CONTRIBUTING ARTISTS GM Resources


Rogier van de Beek, Josef Kučera, and Yasen Stoilov Campaign Home Page: pathfindersociety.club
Books: Pathfinder Core Rulebook, Pathfinder Bestiary, and Pathfinder Bestiary 2
CARTOGRAPHY Maps: Pathfinder Flip-Mat: Winter Forest and Pathfinder Map Pack: Frozen Sites
Jason Engle and Sean Macdonald
Online Resource: Pathfinder Reference Document at paizo.com/prd
GRAPHIC DESIGN
Tony Barnett

ORGANIZED PLAY MANAGING DEVELOPER


Linda Zayas-Palmer ScenAriO TAgS
Scenario tags provide additional information about an adventure’s contents. For more
ORGANIZED PLAY MANAGER information on scenario tags, see the Guide to Organized Play: Pathfinder Society at
Tonya Woldridge
http://www.organizedplayfoundation.org/paizo/guides/.
CREATIVE DIRECTOR
James Jacobs HOrizOn HunTerS
DIRECTOR OF PROGRAM MANAGEMENT
Glenn Elliott

DIRECTOR OF GAME DEVELOPMENT SummArY


Adam Daigle The PCs set sail from Iceferry on an expedition to Valenhall in Arcadia. While aboard
PUBLISHER the Glorious Payoff, Venture-Captain Bjersig Torrsen informs them that the Society has
Erik Mona received permission from former Linnorm King Sveinn Blood-Eagle to establish a lodge
in Valenhall and give the Pathfinder Society a foothold in Arcadia, something they’ve
HOW TO PLAY lacked for centuries. He explains that all they need to do is speak with a few key locals
to determine a suitable site for the new lodge.
Once they arrive, the PCs learn that they’ve reached Port Valen, not Valenhall. The
PLAY TIME: 4–5 HOURS PCs can travel through the town and get to know this new location. Eventually, the PCs
have a chance to speak with three important figures in the town: Mayor Bloodfang,
Rahahksenwe, and Sveinn Blood-Eagle. Each has a problem on their hands, and the PCs
are in a position to help them out and earn their support on behalf of the Pathfinder
LEVELS: 3–6 Society. The tasks include settling a dispute between families, convincing the captain of
the town guard to return to her post, and rescuing a lost scout from the nearby forest.
After resolving these problems, the PCs have a chance to rest before deciding where
to establish the next Pathfinder Lodge. Before they’re able to do so, however, Port Valen
comes under attack, and the PCs must do their part in defending the town against a
PLAYERS: 3–6 band of trolls. After the attack, the PCs finally have the opportunity to decide the best
spot for the lodge.

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

paizo.com
Path of Kings
Path of Kings
By Luis Loza

Adventure
Background Where on Golarion?
Common wisdom in the Lands of the Linnorm Kings
holds that Ulvass, an ancient Linnorm King, once heard Path of Kings takes place in Port Valen, a city on the
an indescribable song that called to him from across norther edge of the continent of Arcadia. For more
the ocean. The song described a place of unending information on Arcadia, see pages 6–7 of the Pathfinder
glory where mighty warriors, great crafters, inspiring Lost Omens World Guide.
artists, and others could gain an honor and satisfaction
unknown to mortals. Ulvass heard the call of Valenhall ARCADIA
and set out across the Arcadian Ocean to find the fabled
realm in –473 ar. Wyrmlake • Forest • • Port Valen
From here, common wisdom and reality diverge. Ulfen of Trials
skalds sing that Ulvass reached Valenhall and found
glory, knowledge, and treasure unknown to any before.
Ulvass built a mighty hold in the new land where all who
were worthy could share in the eternal honor, fighting in
glorious battles by day and reveling in great feast halls by
night. Each poem proclaims that Great King Ulvass still
lives to this day in eternal bliss, enraptured by the glory
of Valenhall.
In reality, Ulvass found only a barren and dangerous
frontier. The call he heard so clearly at sea faded the years. This was the case when Sveinn Blood-Eagle,
moment he stepped foot on the land now known as Linnorm King and ruler of the Thanelands, reached his
Arcadia. Without enough resources to return home, eighty-eighth winter. He set sail for Valenhall with a crew
Ulvass and his followers settled the region, establishing in 4719 ar. It had been the first time in many years that
the village of Port Valen. From this new village, Ulvass a Linnorm King sought Valenhall, and the event renewed
continued his search, seeking the call of Valenhall until interest in Arcadia.
his dying day. The song was silent for generations until The desire to explore the continent spread throughout
Ulvass’s great grandchildren, the twins Hinwandah and the Saga Lands like an untamed fire. Many began
Rinme, finally heard the call and set out to find the fabled planning expeditions to Arcadia, hoping to return from
Valenhall themselves. the mysterious land with tales of glory and adventure. The
Port Valen endured after the death of Ulvass, thanks Pathfinder Society wasn’t immune to such enthusiasm
in no small part to the villagers’ attempts to contact the and began planning its own expedition. After months
local Arcadian population. The Ulfen villagers met with of funding and preparation, the Society was ready to
the local Mahwek people and the two came to rely on set out, hoping to be among the first explorers of the
each other. The Mahweks offered kindness to the Ulfens modern era to return from Arcadia with stories and new
and soon the two groups formed a bond. Together, the knowledge of the distant continent and its peoples.
groups flourished, and Port Valen grew into a larger
settlement that stands to this day. Getting Started
Since common wisdom still maintains that reaching Several weeks ago, the Pathfinder Society set sail from
Valenhall is simply a matter of crossing the ocean, many Iceferry on an expedition toward Valenhall, the fabled
Linnorm Kings attempt the journey in their twilight realm of glory supposedly located somewhere in Arcadia.

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The Pathfinder Society assigned two venture-captains, where he is or if he even knows we’re coming. It might
Bjersig Torrsen and Calisro Bennary, to lead the expedition. not hurt to ask around Valenhall to find out where he
The PCs have been sailing on the Glorious Payoff for some is. If he’s unavailable, then maybe you can talk to other
time, and they are finally nearing their destination. local leaders to help sort us out.”
With land finally on the horizon, Bjersig approaches What is Valenhall like? “Considering we only have
the PCs. He’s accompanied by Mahki and his scribe stories about it, I’m guessing it’s some kind of warrior’s
Lirall, who acts as an interpreter for Bjersig’s signing. paradise. It’s supposed to be a place where there is always
Read or paraphrase the following to get started. a glorious combat to be had during the day and an even
more glorious feast to enjoy in the evening. It’s a place
Venture-Captain Bjersig Torrsen rests against the deck’s where the skalds know all the best songs, the ale tastes as
railing, a pleased look on his face. He begins to sign a few sweet as honey, and no one has to deal with grogginess in
words. “We’re not too far from land now,” interprets Lirall, the morning. We’ll see if it lives up to the tales.”
the gnome standing beside him. “I mentioned your role at the
start of the trip, but seeing as we’ve been at sea for months SOCIETY, WARFARE LORE, OR ULFEN
now, I figured it couldn’t hurt to speak of it once more. LORE (RECALL KNOWLEDGE)
“The Pathfinder Society hasn’t had a presence on Arcadia A PC who succeeds at a DC 20 Society check or DC
for the entirety of its existence, and now we finally have a 18 Warfare or Ulfen Lore check to Recall Knowledge
chance to change that. Before he left for Valenhall, former remembers some information regarding Valenhall.
Linnorm King Sveinn Blood-Eagle signed an agreement with Critical Success In addition to the information in the success
the Society.” Bjersig produces a document from a scroll case entry, the PC knows that knowledge about Valenhall has
on his hip. “Basically, Blood-Eagle agreed to allow the Society been particularly sparse. The only information on Valenhall
to build a lodge at Valenhall in exchange for our aid in helping seems to originate from songs and tales, which make their
him get there in the first place, plus a few other favors. validity questionable. This is particularly intriguing as it’s
“Unfortunately for us, the Society’s preparations to follow been more than five thousand years since Ulvass’s journey.
Blood-Eagle took a bit longer than anticipated. Now, at last, Success Valenhall is a fabled place where great Ulfen figures
we’re almost there, and this is where you come in. We have travel to live out the rest of their lives in ultimate glory.
the contract in hand, but we know nothing about Valenhall, Most accounts detail a place of glorious battles and revelry,
save for what the stories and songs say. I want you to get to though it’s unclear if Valenhall is a physical place or if it’s
know the area and determine a suitable location to build our more of a metaphorical location equivalent to an Ulfen
new lodge. It would be helpful if you can get us off on the afterlife. The first person to visit Valenhall was the Linnorm
right foot with the locals in the process. Calisro and I will be King Ulvass in –473 ar who set out after hearing a mythical
taking care of other details like the unloading of personnel song he referred to as the call of Valenhall.
and supplies, as well as getting things in order with our Failure The PC knows no further information.
building crew. We hope to be ready to go in a few days, which Critical Failure Valenhall is a place where Ulfen criminals
should give you plenty of time to make arrangements on are exiled to instead of facing execution and is usually
your end. We’re getting close to land now, so if you have any reserved for only the vilest criminals in the Lands of the
questions, now’s the time to ask them. Otherwise, I’ll let you Linnorm Kings.
prepare yourselves for the glory of Valenhall. You can speak
with Calisro if you need any supplies.” SPEAKING WITH CALISRO
The PCs have the chance to purchase any equipment or
At this point, the PCs are free to ask any questions they supplies they need before they arrive. As the Glorious
have for Bjersig. Below are Bjersig’s answers to some of Payoff pulls into the dock, Calisro Bennary calls the PCs
the most likely questions. over to give them an additional task.
How do we know what the best site is for the lodge?
“Ideally, we just need a sizable plot of land in or near “Oy, real quick before you go, I’d love you to do something
Valenhall. We’re not asking for much, and we’re fine with for me.” She produces a rough map of the northern Arcadian
any spot big enough for a building with several large coast. “The charts we had were a touch out of date. It’s a
rooms. A view of the ocean would be nice, but I don’t miracle we even made it here at all, actually! We’re in dire need
think anyone’s going to make too much of a fuss if they of better maps of the area, so if you can get us something so
have to deal with a short stroll to the shore.” we’re not sailing with information from the Age of Darkness,
Who should we speak to about finding a site for the I would highly appreciate it. I’ll make sure to make it worth
lodge? “Sveinn Blood-Eagle is our best bet. I don’t know your while.” She grabs her flask and takes a quick sip. “Sorry,

Pathfinder Society Scenario


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Path of Kings
it’s just that exploring a whole new continent has given me Set Sail With Me to
the excited gutwasps. This tends to help.” She holds out the
flask. “Anyone else need a drink? Anyway, as I was saying, get
Valenhall
me a map of the coast and I’ll make sure you’re compensated. Oh, set sail with me to Valenhall
Oh, looks like we just docked. Off ya go! Oh, set sail with me So glorious we may feast
to Valenhall...” sings Calisro as she makes her way off the ship. And fill our bellies to the brim
A’fore we slay the beast
HERO POINTS
Once the PCs have asked their questions, remind them We’ll be sure to have ourselves some mead
that they each have 1 Hero Point available. The Glorious That’s sweeter than my love
Payoff docks in “Valenhall,” after the party has completed Drink until we see halls filled
their purchases, and Calisro and Bjersig lead the crew With valkyries above
and PCs onto the docks.
There’ll be venison and piles of cheese
Arrival in Port Valen For all of us to eat
As the PCs step off the Glorious Payoff, they find a town Then we’ll rest up by the hearth
less glorious than the songs of Valenhall claim. Instead, And take in all its heat
they find themselves in Port Valen, a small town that
resembles most other Ulfen harbor towns in the Lands of We’ll just eat until we can’t no more
the Linnorm Kings. There is nothing that the PCs see to And rest like Yrmidar
suggest any kind of realm of neverending glory. The bear who slept five winters
Additionally, the people here may not be what the Atop his shining star
PCs expected. Some human dock workers appear to
be Ulfen in descent, tall, with pale skin and fairer hair, Oh, yes, they’ll have to close the feast hall
while others have rounder features, darker skin and Because of what we’ve done
hair tones, and slightly shorter builds. These people are We’ve eaten more than ten men
of Mahwek descent and can trace their lineage to the Such glory that we’ve won
original Mahwek groups that aided Ulvass and his crew
after the Ulfens landed in Arcadia over five thousand We’ll rise in the morn’ to fight the beast
years ago. Many of the workers appear to possess both But now we’ve had too much
Mahwek and Ulfen heritage, a common group among We might as well stay inside
the people of Port Valen. These individuals are known And get ourselves some lunch
as Valenborn and represent the mixed lineage common
to Port Valen after thousands of years of Mahwek and And now dinner time has come again
Ulfen cooperation. And this time we’ll have boar
PCs who ask around about the town quickly learn that Let’s wait to sail tomorrow
they are in fact not in Valenhall, but in the town of Port So we can eat some more
Valen. The PCs also learn of the town’s population which
is roughly one-third Ulfen, one-third Mahwek, and
one-third Valenborn. Any questions about Valenhall’s west beyond the Forest of Trials and toward Wyrmlake
location are met with skepticism as all the locals know beyond that. No one who has set out for Valenhall has
that Valenhall lies far to the west of Port Valen and the ever returned, so we don’t know anything more than that.”
locals believe that fact to be common knowledge. How is it that we’ve never heard of Port Valen?
The PCs can ask around Port Valen to learn some “Probably because of the curse. Legends say that Valenhall
basic information about the town. Most of the citizens itself is trying to prevent anyone from knowing more
know Common or Skald, making it a simple process to about it before hearing Valenhall’s song. Supposedly, any
ask questions. A few common questions the PCs might attempts to see Valenhall before hearing the call make
ask are featured below. travel to Valenhall impossible. Even magic doesn’t work.
What is this place? “This town is Port Valen, one of the Attempts to divine information on Valenhall or even the
towns along the Scarred Shores.” surrounding regions, including Port Valen, always fail.”
Where is Valenhall? “No one is exactly sure. Those Who are the people here? “We’re all the children of
who hear the call of Valenhall claim that it draws them Port Valen. Some of us are Ulfen and descended from

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Path of Kings
the first visitors from across the ocean. Some of us are In addition to the information detailed above, PCs who
Mahwek and trace our ancestry to the people who spend any time gathering information or talking to the
already lived on these lands when the Ulfen arrived. locals learn the following.
The rest of us are Valenborn. We’re the children of the A particularly curious detail about the area is that any
union between Mahweks and Ulfens once they learned attempts at divination to learn more about the region
to work together.” simply fail. The common explanation among the Lands
Who is in charge here? “Depends on who you ask. of the Linnorm Kings is that Valenhall itself is preventing
Mayor Bloodfang is the town’s leader and in charge such attempts. A truly worthy individual would need
of things going on in Port Valen proper. Rahahksenwe to earn the call of Valenhall, and attempts to see that
is our representative on the Shore Council and fabled place before hearing the call are purported to be
helps keep Port Valen interests among the towns of impossible. An even stranger detail is that anyone who
the Scarred Shores. Sveinn Blood-Eagle is the most hears the call and attempts to return to Avistan simply
renowned and respected of the Ulfen warriors here, fails to do so. The reasons vary from failed teleportation,
and he’s currently handling town defenses. I’d say that lack of a sufficient crew for the ocean travel, or mysterious
each of the three, Mayor Bloodfang, Sveinn Blood- deaths at sea. Whether Valenhall itself is truly to blame
Eagle, and Rahahksenwe, each have their own key role here remains unknown.
in the community.” Once the PCs have a basic grasp about the nature of
Wait, the Sveinn Blood-Eagle is here? He’s the one the town, they can start working toward their goal of
making sure that the monsters who come in from the finding a suitable site for the next Pathfinder lodge. After
west are kept at bay. He won’t be with us much longer asking around, the PCs likely realize that asking the town
though, since he’s preparing to follow the call onward to leadership is their best option. The PCs can talk to Mayor
Valenhall. He’ll be meeting the next wave of monsters Bloodfang, Rahahksenwe, and Sveinn Blood-Eagle in any
from the Forest of Trials and marching on toward the order they choose.
Wyrmlake, far to the west.
Mayor Bloodfang’s
DIPLOMACY (GATHER INFORMATION) Request
OR SOCIETY, ULFEN LORE (RECALL The PCs find Mayor Sonidaga Bloodfang in the town
KNOWLEDGE) hall in the center of Port Valen. When the PCs arrive at
A PC who succeeds at a DC 20 Diplomacy check to the town hall, they first meet with an assistant who asks
Gather Information for two hours, or who succeeds at the PCs for the nature of their visit. Upon realizing they
a DC 20 Society or DC 15 Ulfen Lore check to Recall are with the recently arrived Pathfinders, the assistant is
Knowledge, gain some information about Port Valen. willing to check to see if the mayor has time to meet with
Critical Success In addition to the information in the success them. Before the assistant can make it to the mayor’s office,
entry, the PC knows that most of the village is laid out in a however, Mayor Bloodfang steps out, looking beleaguered
traditional Ulfen fashion, with weapon racks in predictable and exhausted.
locations, small ruts designed to trip up invaders, and The assistant is quick to introduce the PCs to the mayor,
other useful defensive features. PCs who learn or recall who looks relieved for a break from whatever was going
this information gain a +1 circumstance bonus to initiative on in his office. Mayor Sonidaga Bloodfang is a Valenborn
checks made during Encounter D (page 12). man who traces his family history to the Bloodfang clan
Success Port Valen is constantly besieged by monsters in the Lands of the Linnorm Kings only a few generations
coming from the Forest of Trials. Warriors of Port Valen back. As the PCs are part of the Pathfinder Society, they
who hear the call of Valenhall take the next step in their are people of interest in Port Valen at the moment, so they
journey when they follow the path of these monsters back mayor is willing to hear their requests.
to their source. When the PCs explain that they seek a suitable site
Failure The PCs know no further information. for the Pathfinder Lodge, the mayor tells them that he
Critical Failure The Ulfen frequently build deep pits lined with has a spot in mind. Unfortunately, the plot of land is
refuse and spikes throughout their settlements as traps for currently tangled up in a trade agreement. If the PCs
invaders. PCs who learn or recall this false information help him resolve the dispute, he would be glad grant the
have a –1 circumstance penalty to initiative checks made plot to the Pathfinder Society. Assuming the PCs agree,
during Encounter D. Ulfen PCs and characters from the the mayor has his assistant quickly draw up a contract
Lands of the Linnorm Kings don’t take this penalty and to hire the PCs as official mediators working on behalf
instead receive a failure on this check. Port Valen.

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The mayor brings the PCs up to speed with the current
negotiations before inviting them into his office. He is Split Negotiations
trying to resolve a property dispute between two families,
the Molwans and the Yrmingars. The Molwans and the During this skill challenge, the PCs must convince each
Yrmingars are closely related families, able to trace their family leader to sign the paperwork settling the property
roots all the way back to some of the earliest alliances dispute. The mechanics for this encounter are designed
between the Ulfen and Mahwek people. Their dispute to be resolved quickly while giving the PCs time to
concerns a tract of land on the outskirts of Port Valen roleplay and interact with each family.
between their two properties. This land has always served With Bloodfang asking the PCs to split up, have the
both families as a route for carts and transportation, as well group divide into two roughly equal groupings; for an
as a source of food and water thanks to the salmon-rich uneven split, such as a group of 5, put the highest level
river that runs through it. Recent farming activities by the player in the smaller group. If all PCs are of equal level,
Yrmingars and ranching activities by the Molwans have remind them of Bloodfang’s descriptions of the family
led to runoff into the river, depleting the salmon supply leaders and encourage the PCs who are most practiced
and dirtying the drinking water, though each family has in the corresponding skills for each challenge to visit
laid the bulk of the blame at the other’s feet. the family where their skills will be most helpful.
As part of working toward a resolution with the PCs can use any skill listed in the skill challenge
families, Bloodfang has proposed having the township entry to Aid. The DC of the check to Aid is 15.
purchase the plot and appoint a steward. The steward’s
responsibilities would include protecting the water and
fishing rights of both families and preserving the land’s with thick manes, hair-covered fetlocks, and unusually
natural resources, with allowances made for constructing shaggy hair covering the rest of their bodies, prance
a new living facility on the property. Bloodfang has crafted about the grazing area. The horses are clearly bred for
the proposal, but he needs to get the families to agree first, heartiness, strength, and endurance, rather than speed.
and he needs them to agree before the Yrmingar patriarch Mahwek and Valenborn grooms care for the horses and
marches off in search of Valenhall alongside Sveinn move about the property with the assured, quick steps of
Blood-Eagle. Bloodfang asks the PCs to split up and settle people who know what they’re doing and will get it done
the agreement with each family, convince the family heads quickly so they can move on to the next task.
to sign the agreement, and return it to him before day’s As the PCs approach, an older woman rides from the
end. He gives them the PCs the following information grazing area to greet them, her dark hair pulled back in a
about each family’s head before they depart. gray-flecked braid and her skin weathered by sun and the
Molwan Family: The leader of the Molwan family is elements. Combined with her razor-sharp cheekbones
a Valenborn woman named Deishu Molwan (N female and bright eyes, the woman’s age could be a hard-won 40
Valenborn rancher). Deishu is a renowned breeder of the to a youthful 60. She is none other than Deishu Molwan,
long-haired horses common in this part of Arcadia. She leader of the Molwan family. She asks the PCs what their
has a sense of humor but looks poorly on attempts to win business is and without waiting for a response tells them
her over through flattery. She respects strong people who that they’ll have to talk on the move. As the PCs explain
aren’t afraid to make their will and thoughts known, as their mission, Deishu chastises some languid farmhands
well as anyone who shows a strong affinity for horses and and assists in the birthing of a new foal, instructing
the equestrian arts. the closest PC to “grab this rope and pull!” Her duties
Yrmingar Family: Bloodfang tells the PCs that the complete for the moment, Deishu finally gives the PCs a
patriarch of the Yrmingar family is an old Ulfen warrior chance to make their case and convince her to sign the
named Balasz Yrmingar (LN male Ulfen warrior). Balasz land settlement papers.
is proud and stern. He responds poorly to threats but is
amenable to flattery. He respects anyone who can prove Intimidation (Coerce), Nature (Command
their knowledge and respect for the land and enjoys an Animal), Performance (Perform),
conversing with other farmers. Stabling Lore (Recall Knowledge)
A PC who attempts a DC 18 Intimidation check
MOLWAN RANCH to Coerce, Nature check to Command an Animal,
The Molwan ranch features a stable, a covered hall for Performance check to Perform a comedic routine, or
eating, and a handful of single-family houses and tents Stabling Lore to Recall Knowledge, receives the following
staked out near a fenced-in grazing area. Large horses result from their attempts to convince Deishu Molwan to

Pathfinder Society Scenario


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Path of Kings
sign the land settlement. The DC for these checks is 20 following result from their attempts to convince Balasz
for Levels 5–6. Yrmingar to sign the land settlement. The DC for these
Critical Success As success, but Deishu also acknowledges checks is 20 for Levels 5–6.
the PCs as worthy friends, telling them to visit her in a Critical Success Yrmingar believes the PCs to be fine,
few months’ time when the next herd of horses is prepared upstanding folk with a clear sense of honor. In addition
for market. to signing the paperwork, he invites the PCs to come visit
Success Deishu agrees to sign the land settlement papers. next year during the summer harvest, offering them first
Failure Deishu tells the PCs she wants to discuss some pick of some of his finest crops.
matters with Bloodfang before signing anything and sends Success Balasz agrees to sign the land settlement papers.
them back empty-handed. Failure Balasz tells the PCs he wants to discuss some matters
Critical Failure Deishu is disdainful of the PCs’ apparent with Bloodfang before signing anything and sends them
lack of knowledge regarding land management and horse back empty-handed.
ranching and feels they won’t be a good addition to the Critical Failure Balasz becomes disdainful of the PCs, saying
community. The PCs take a –1 circumstance penalty on any that he’s not even sure they are representatives of the
Diplomacy or Intimidation checks made while interacting mayor and that he won’t sign anything without first talking
with Port Valen NPCs for the remainder of the adventure. to Bloodfang, and warning them that he’ll be telling the
other figures in town to be wary of them. The PCs increase
YRMINGAR FARM the cost of any goods purchased in town for the remainder
The Yrmingar Farm is a series of small plots of land, of the adventure by 5 cp.
each plot dedicated to growing maize, potatoes, wheat, Treasure: Once the PCs return to Bloodfang, he rewards
or squash, with two plots left fallow. The Yrmingar them for their efforts based on the level of success they
family, largely comprised of Ulfen and Valenborn, toil in achieved. If the PCs have signed papers from both family
the fields, harvesting fall crops and preparing the fields leaders, Bloodfang rewards them with 4 moderate acid
for winter. As the PCs approach, a massive Valenborn flasks, 4 moderate alchemist’s fire, and 100 gp. If the PCs
man sets aside an over-sized scythe and waves to them, only convinced one family to sign, Bloodfang gives them
walking closer. As he draws near, the PCs notice that the alchemist’s fires and acid flasks, but does not pay them
he wears a large bearskin cloak with a clean tunic any of the gold. If the PCs failed to obtain either signature,
underneath, though his hands and pants are textured by Bloodfang thanks them for efforts and gives them 2
innumerable layers of earth and loam. Thrusting out one moderate alchemist’s fires and 2 moderate acid flasks.
massive, dirt-stained hand, the man introduces himself as
Balasz Yrmingar. Rahahksenwe’s
Balasz asks the PCs what their purpose is, and upon Request
learning that they’ve come regarding the land settlement The PCs can meet Rahahksenwe at her home on the
papers, asks them to accompany him so he can wrap southern edge of town. When they knock on her door,
up his duties and clean his hands before handling any Rahahksenwe is quick to answer with a warm smile.
“delicate feathers or parchment.” Balasz introduces Rahahksenwe is an older Mahwek woman who serves
many of the farm workers as his sons and daughters, as on the Shore Council, a coalition of towns along the
well as introducing the PCs to his wife Hildak and his northeastern Arcadian shore, known as the Scarred
husband Ferrard. After completing his rounds, Balasz Shores. Rahahksenwe acts as a representative for Port
brings the PCs back to the main farmhouse, where he Valen, working to broker agreements between other
cleans his hands in a large bucket of standing water and towns on the council and she does her best to keep the
then invites them to join him at a large oaken table to interests of the people of Port Valen in mind.
discuss the particulars of the paperwork they’ve brought She is quick to recognize that the PCs are outsiders and
on Mayor Bloodfang’s behalf. assumes that they are with the Pathfinder Society that
landed in Port Valen. If the PCs ask for a location for the
Diplomacy (Make an Impression), Pathfinder lodge, she notes that she has a plot of land
Farming Lore (Recall Knowledge), on the northern side of town near the docks that would
Nature (Recall Knowledge), or Survival serve as a good site. Rahahksenwe offers the location on
(Recall Knowledge) the condition that they aid her with a quick favor.
A PC who succeeds at a DC 18 Diplomacy check to She notes that the captain of the town guard, Murta
Make an Impression, or a DC 18 Farming Lore, Nature, Kronniksdottir, has been away from her post over the
or Survival check to Recall Knowledge, receives the past several weeks. The Captain has seemingly taken to

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heavy drinking and sneaking off to Lake Valen just a she’s not living up to her family’s legacy, Murta has taken
few minutes east of town. Rahahksenwe explains that to drinking and spending most of her days at the lake,
Sveinn’s forces have been helping defend against the pining for a call she believes she will never hear due to her
attacks from the east. The guards need proper leadership,
lack of skill.
and she fears that once Sveinn leaves for Valenhall, Creature: Murta Kronniksdottir is here, recovering
Murta’s behavior will leave them adrift. Rahahksenwe from another afternoon bender. When the PCs reach Lake
is also generally concerned for Murta’s wellbeing, as the
Valen, they can easily spot Murta on a small island a few
captain was never a heavy drinker before now. dozen feet from the shore as noted on the map. Murta
She asks the PCs to head to Lake Valen, located is currently resting against the tree, inspecting her maul
within the Valen Forest to the east, and retrieve Murta. and singing an old Ulfen song about the glorious meals
She notes that keeping Murta in fighting shape is served in Valenhall.
important and asks the PCs to do their best Murta ignores all attempts to contact her from
to convince Murta to return to her post in anyone on the lake’s shore, intentionally turning
Port Valen diplomatically, or at the very away from visitors or singing louder when
least, without harming Murta too much. spoken to by anyone. Getting Murta’s attention
Rahahksenwe notes that she’ll work on requires traveling out to the island.
making arrangements for the plot of land Attempting to cross the lake’s frozen surface
while they work on retrieving Murta isn’t a simple task. The ice is difficult terrain
and also promises an additional and uneven ground; anyone attempting
reward if they can bring her back. to walk across must succeed at a DC 20
Acrobatics check to Balance. The ice is
A. LAKE VALEN MODERATE particularly thin in certain areas as noted
Situated only a few minutes from on the map. The PCs can notice that the
Port Valen, Lake Valen is located ice is thin with a successful DC 20
in the center of a nearby pine- Perception check. Anyone who
covered valley. The forested valley moves through a space with
is easy to navigate and the PCs can thin ice must attempt a DC 19
simply follow a path from the Reflex save (DC 22 for Levels
forest’s edge to its center to reach 5–6) or fall into the frigid
the lake. waters. A PC who falls into the
Read or paraphrase the water takes 2d6 cold damage and
following as the PCs arrive at must use two actions to climb back
Lake Valen. up onto the ice’s surface.
Once a PC makes it out to the
The forest opens up to a large lake. The island, Murta ends her song and asks
lake’s surface is frozen over in to a thick their business. If the PCs ask Murta
sheet of ice. A small island rests on the to return to Port Valen, she harshly
lake’s frozen surface, only a stone’s throw declines, stating that she’s choosing
from the shore. A voice sings an upbeat to remain on the island until she
song between sobs which echo across the hears the call of Valenhall. If the
empty lake. PCs ask Murta why she is on
the island, she explains that she
The Port Valen guard serves under had expected to hear the call of
the leadership of Captain Murta Valenhall by now, as she’s been
Kronniksdottir, a proud, Valenborn a fine warrior for many years.
warrior with a strong lineage reaching She’s taken to singing songs for
back to the founding of Port Valen. Valenhall until it responds with
Murta is the first in three generations to its own song for her.
not hear the call of Valenhall by the A PC can attempt a
time she reached 35 years of age, a Diplomacy check against
fact that recently sent Murta into Rahahksenwe Murta’s Will DC to
depressive bouts. Concerned that Request that she return

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A. Lake Valen

Murta

PCs Start Here

1 square = 5 feet Pathfinder Flip-Mat: Winter Forest

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and lead the guard, possibly claiming the people of Port Sveinn’s Request
Valen rely on her or that the call of Valenhall is enigmatic Sveinn is looking to leave Port Valen soon to head toward
and may still yet come. Alternatively, a PC can attempt Valenhall. He sent out a scout to survey the path ahead
an Intimidation check to Coerce Murta, making a show for him, but the scout hasn’t returned. Sveinn needs him
of might to remind her of a warrior’s strength. A PC can back but can’t spare anyone else to go look for him
instead attempt a Society check to point out that Port Valen because the warrior-king is busy planning his journey
needs every warrior to defend the town. This requires a and coordinating the town’s defenses. Sveinn sees an
successful DC 19 Society check (DC 22 for Levels 5–6). opportunity for a mutually beneficial arrangement when
Finally, a PC who is an expert in Performance or trained the PCs arrive. If the PCs can locate his scout, or recover
in Ulfen Lore realizes that Murta was singing an Ulfen the scout’s reports if the scout has been slain by creatures
drinking shanty. Such a PC can attempt a Performance of the forest, he’ll happily proclaim their heroism to the
check to accompany Murta in her singing. This requires people of Port Valen before continuing his journey.
a successful DC 19 Performance check (DC 22 for Levels The trip to and from the outer edge of the Forest of
5–6). On a success, Murta takes joy in singing the song, Trials takes about an hour each way.
lifting her spirits.
If a PC succeeds on at least two of the above checks, B. FOREST OF TRIALS MODERATE
Murta thanks the PCs for reminding her the importance of The Forest of Trials is a dark wood with connections
her role in Port Valen and that Valenhall will call her when to the First World. A trio of norns who advise Ulfen
the time is right. She then returns to Port Valen. If they are warriors who have heard the call of Valenhall are said
able to convince Murta to return to Port Valen and get at to dwell within, and it is well-known that the monsters
least one critical success, Murta is particularly grateful for who rampage forth from the Wyrmlake pass through this
the PC’s assurance and offers the PCs a reward as noted forest on their way to attack Port Valen.
in Treasure below. If the PCs fail at least two of the above Sveinn’s scout, a Valenborn man named Tewakam
the checks, Murta is offended and begins to attack. If this Nekotek, set out to scout for a good path through the
included a critical failure, Murta flies into a frenzy and she near reaches of the Forest of Trials and to check the
begins combat under the effects of her rage. progress of the approaching monsters. Tewakam found
If the PCs are unable or unwilling to convince Murta the monsters but became lost on his return due to the
with dialogue, they can instead try to overpower her. strange fey magic that suffuses the woods. Inadvertently
Murta is not about to go without a fight, however, and the catching the attention of a band of roving wolves,
PCs will need to incapacitate her, most likely by knocking Tewakam is closer to Port Valen than he realizes, but
her unconscious with magic or nonlethal damage. Murta the vicious wolf pack is hot on his trail and the scout is
is quick to respond to combat, entering a rage immediately. growing weak from hunger and lack of sleep.
In combat, she tries to keep her opponents’ backs to the Creatures: The pack of wolves chasing Tewakam are
lake and push them out on to the ice with strong blows focused on the scout until the PCs attack them, at which
from her maul. If the PCs reduced Murta to 0 Hit Points point they pivot to address the largest threat. The beasts
with a lethal attack, Murta is too injured to lead the guard flee if reduced below 25% of their starting health.
upon returning to Port Valen (see page 15).
Treasure: Upon bringing Murta back into Port Valen, Levels 3–4
Rahahksenwe rewards the PCs with a sizable amount of
gold and silver totaling 200 gp. If the PCs were able to TEWAKAM NEKOTEK CREATURE 2
earn Murta’s gratitude, she provides them her wolf skin Page 18
pelt, which is a clandestine cloak, as thanks.
DIRE WOLF CREATURE 3
Levels 3–4 Page 18

MURTA KRONNIKSDOTTIR CREATURE 5 WOLVES (2) CREATURE 1


Page 17 Page 18

Levels 5–6 Levels 5–6


MURTA KRONNIKSDOTTIR CREATURE 7 TEWAKAM NEKOTEK CREATURE 4
Page 21 Page 22

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WINTER WOLF CREATURE 5 The power of the Wyrmlake far to the west will
Page 22 continually create monsters and other dangers that
threaten Port Valen. These include the likes of draugr,
ELITE WARGS (2) CREATURE 3 tatzlwyrms, and even more fell beasts. So far,
Page 22 the people of Port Valen have yet to find an
explanation as to where the monsters come
Charts and Maps: After returning from or why they attack, but they recognize
to Sveinn with the recovered them as an everyday part of life.
scout (or his charts and notes Creatures: A set of draugr are hiding
if the scout was slain), Sveinn out in the area, ready to strike the
thanks the PCs for their next unfortunate travelers on the
assistance and informs them path between Port Valen and
directly of his plans to leave the Forest of Trials. The draugr
for Valenhall when the next are hiding in a natural alcove
wave of monsters from situated just off the path, as
the Wyrmlake arrives. noted on the map. As the
He suggests that if the PCs approach, the draugr
PCs can win over both attempt a Stealth check
Mayor Bloodfang and to Hide against the PC’s
Rahahksenwe, they have a fair Perception DC. On a success, a
chance at claiming Sveinn’s own Sveinn Blood-Eagle draugr has successfully hidden
feast hall as their new lodge. He from a PC. If the draugrs are able
would give it to them himself, but to hide from all the PCs, they
the hall was only loaned to him in recognition of his Stride up toward the path before rolling initiative.
deeds on behalf of Port Valen and does not truly belong Otherwise, the draugr attack as soon as they realize
to him. If the PCs fail to bring back Tewakam, his body, or that the PCs are aware of them.
his charts and maps, Sveinn thanks them for their efforts
but is visibly disappointed in their failure and does not Levels 3–4
recommend them to Bloodfang and Rahahksenwe (see
Conclusion on page 15). DRAUGRS (2) CREATURE 2
Treasure: As thanks for their assistance, Sveinn Page 19; art on page 25
provides the PCs with a silver armband worth 80 gp for
bringing back Tewakam’s charts or two such armbands Levels 5–6
if the PCs bring back Tewakam alive. PCs can also easily
note that these charts and maps include notes on the DRAUGR RAIDERS (2) CREATURE 4
nearby coastline, fulfilling their faction goal for Calisro. Page 23
If the PCs successfully rescue Tewakam, he volunteers
to give them copies of these charts and maps, so long as D. Defend Port Valen
Sveinn approves (which the linnorm king does on the Severe
safe return of his guide). Once all three quests are done, the PCs have a chance
to rest for the day. The following day, there is an attack
Optional Encounter: on Port Valen. The town is set upon by frost giants and
C. Draugr Ambush Low other dangerous monsters, but luckily, Sveinn’s warriors
As the PCs proceed to or return from the Forest of are handling most of these as they fight through the next
Trials, they’re set upon by some draugr who are roaming leg of their journey to Valenhall. A few creatures make it
the area. Read or paraphrase the following before past the front line, however, and the PCs are in a perfect
proceeding. Skip this encounter if you typically run short spot to help defend the town and establish themselves as
of time when GMing Pathfinder Society Scenarios. allies of Port Valen.
The morning of the attack, the PCs are summoned
The path between Port Valen and the Forest of Trials continues. from their rest by a loud clangor of ringing bells and
A steep snowbank slopes down from the eastern side of the the clattering of metal weapons being retrieved from
path and a short drop falls off on the western side of the path. wooden racks.

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B. Forest of Trials

Tewakam

Wolves

PCs Start Here

1 square = 5 feet Pathfinder Flip-Mat: Winter Forest

Pathfinder Society Scenario


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C. Draugr Ambush

Draugr

1 square = 5 feet Pathfinder Map-Pack: Frozen Sites

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“To arms!” The call rings out through the morning bustle. “The Levels 5–6
beasts approach! To arms!”
In the center of town, Sveinn Blood-Eagle and his FROST TROLL HUNTER CREATURE 6
staunchest warriors and house carls assemble in loose ranks Page 24
before the town’s main gates. The warriors are all heavily
armed, though their armor is often little more than a chain FROST TROLLS (2) CREATURE 4
shirt or leather jerkin and a pair of shields, one strapped Page 24; art on page 25
to the arm and the other slung across the back for easy
retrieval. The area grows quieter as Sveinn steps in front of Treasure: As thanks for defending the town,
the crowd. Rahahksenwe presents the PCs with a hand-crafted +1
The warrior-king wears a finely stitched hauberk with striking hatchet and Mayor Bloodfang offers them a
silver buttons and clasps, a heavy fur cloak, and has a shield lesser sturdy shield.
strapped to one arm with an axe at his waist and the hilt
of a nearly six-foot-long bastard sword protruding past his Conclusion
shoulder. His hair, robbed by age of all color save white but As the last of the trolls fall before the PCs, they get a
still thick and full, is tied back in a tight ponytail. glimpse of Sveinn Blood-Eagle and his men charging
“Most of you have heard my speech before,” the linnorm toward the forested horizon. A lumbering frost giant
king begins, “so I’ll spare you unnecessary chatter. Today I swings it’s massive hammer at Sveinn, and the former
begin the next stretch of the journey to Valenhall. This voyage Linnorm King of Kalsgard interposes his shield. The steel-
shall be christened with the blood of giants and trolls, and I shod timber cracks with a sound that rolls across the
expect that neither I nor any of you brave souls who march battlefield, and without missing a beat, the century-old
with me shall ever return. Glory is our reward and death is our Ulfen casts the shards aside, hurls his axe at the giant’s
destination. To Valenhall!” groin, and whips the mighty hand-and-a-half sword
strapped to his back free of its scabbard just in time
With Sveinn’s call to action, the warriors of Port Valen, to deflect a claw slash from a vicious frost troll. As the
both those marching with the linnorm king and those mighty king disappears from sight, the echoes of his song,
staying behind to guard the town, erupt in cheers and a funeral dirge for himself and his men sung in ancient
song. The town gates swing open, revealing the forms Skald, echoes, drowning out the last feeble gasps of the
of giants and other great beasts on the horizon. With a monsters he and his men have slain. With the battle over, it
mighty cry, Sveinn’s warriors leap forward, clashing with is clear that several in the town were wounded during the
the incoming horde within moments. As the horizon assault, and scores, perhaps hundreds, of monsters were
turns pink with misting blood and the screeches of slain slain. Not one of the warriors or carls who accompanied
giants resound past the coastline, it quickly becomes Sveinn can be seen to have fallen in the melee.
apparent that Sveinn and his warriors can’t contain all Rahahksenwe and Mayor Bloodfang approach the
the fearsome beasts, and some of the smaller (though still PCs. Though they each show the signs of battle with
enormous by human standards) creatures are rushing their broken weapons and blood-stained clothes, the pair
toward the town! thank the Pathfinders for their assistance, informing them
Creatures: A wave of trolls and vicious trollhounds that Port Valen would be glad to host such formidable
crashes into the gates and spills into the port town. warriors, particularly with many of the town’s mightiest
Rahahksenwe and Bloodfang each lead contingents defenders now following Sveinn to Valenhall.
of defenders to flank the creatures, leaving the PCs to Rahahksenwe offers the PCs a furnished cabin on the
confront the remaining monsters surrounding Sveinn’s shore of Lake Valen as long as they successfully returned
hall. The trolls are fearsome creatures, all but mindless in Murta. If the PCs convinced at least one of the families to
their blood-hungry frenzy, and fight to the death. sign the land settlement papers, Mayor Bloodfang offers
the PCs the previously disputed land to build their own
Levels 3–4 lodge on, under the condition that the Society agrees
to act as stewards of the land’s natural resources. If the
FROST TROLL CREATURE 4 PCs completed the scouting mission for Sveinn, both
Page 20; art on page 25 Rahahksenwe and Bloodfang also agree that the PCs
can claim Sveinn’s feasting hall as their new lodge. The
FROSTBITTEN TROLLHOUNDS (2) CREATURE 2 leaders allow the PCs to decide which of these locations
Page 20 will host the new Pathfinder Lodge.

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Path of Kings

D. Defend Port Valen

1 square = 5 feet

REPORTING NOTES FACTION NOTES


If the PCs accept the cabin on the shores of Lake Valen The PCs complete their faction mission for Calisro
as their lodge, check box A. If the PCs choose to accept Benarry if they either save Tewakam from the wolves or
stewardship of the plot of land from Mayor Bloodfang, retrieve his charts and maps and make a copy. Doing so
check box B. If the PCs accept Sveinn’s feasting hall as earns each PC 2 Reputation with the Horizon Hunters.
their new lodge, check box C.

PRIMARY OBJECTIVE
The PCs complete their primary objective by selecting a
location for the new lodge. To do this, they must have
successfully completed at least one of the missions from
Port Valen’s leaders. Doing so earns each PC 2 Reputation
with their chosen faction.

SECONDARY OBJECTIVE
The PCs complete their secondary objective if they rescue
the scout Tewakam before he’s slain by wolves. Doing so
earns each PC 2 Reputation with their chosen faction.

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Appendix 1: Level 3–4
Encounters Scaling Encounter A
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this To adjust for the PCs’ overall strength, make the
scenario. These encounters are written for four 3rd-level following adjustments. These adjustments are not
PCs. If your group has a different composition or size, cumulative.
refer to the Organized Play section for instructions on 10–13 Challenge Points: Murta is also Quickened
how to use the scaling sidebars to adjust the encounters while raging and can use the extra action to Stride or
for your group. Strike.
Some scaling sidebars reference the elite or weak 14–18 Challenge Points: Murta is also Quickened
adjustments. Rules for these adjustments appear on page while raging and can use the extra action to Stride or
6 of the Pathfinder Bestiary. Strike. Increase Murta’s Hit Points to 110.
If a creature is marked “(0)”, don’t include it in the
encounter unless otherwise specified (likely from the
scaling sidebars).

ENCOUNTER A (LEVELS 3–4)


MURTA KRONNIKSDOTTIR CREATURE 5
UNIQUE LN HUMAN HUMANOID
Perception +12
Languages Common, Mahwek, Skald
Skills Acrobatics +10, Athletics +13, Intimidation +12, Society
+10, Survival +8, Warfare Lore +10
Str +4, Dex +2, Con +4, Int +0, Wis +0, Cha + 2
Items chain mail, maul, javelin (5)
AC 22; Fort +15, Ref +12, Will +9
HP 80
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] maul +13 (shove), Damage 1d12+6 bludgeoning
Ranged [one-action] javelin +12 (thrown 30 feet), Damage 1d6+4
piercing
Rage [one-action] (concentrate, emotion, mental) Requirements Murta
isn’t fatigued or raging; Effect Murta gains 9 temporary
Hit Points that last until the rage ends. While raging, she
deals 8 additional damage with melee attacks, gains a +10-
foot status bonus to her Speed, and takes a –1 penalty to
AC. Murta can’t use concentrate actions except Seek and
rage actions. The rage lasts for 1 minute, until there are no
enemies she can perceive, or until she falls unconscious.
Once the rage ends, Murta can’t Rage again for 1 minute.
Raging Intimidation While Murta is raging, her Demoralize
action gains the rage trait, allowing her to use it while raging.
Shoving Blow [two-actions] Murta makes a mighty attack that knocks
foes back. She makes a melee Strike. On a hit, the target is
pushed back 5 feet. On a critical hit, the target is pushed
back 10 feet.

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ENCOUNTER B (LEVELS 3–4)
Scaling Encounter B
TEWAKAM NEKOTEK CREATURE 2
UNIQUE N MEDIUM HUMAN HUMANOID To adjust for the PCs’ overall strength, make the
Perception +11 following adjustments. These adjustments are not
Languages Common, Mahwek, Skald cumulative.
Skills Athletics +9, Scouting Lore +7, Stealth +7, Survival +9 10–11 Challenge Points: Add one wolf to the
Str +3, Dex +1, Con +2, Int +1, Wis +3, Cha +0 encounter.
Items composite shortbow (40 arrows), greataxe, scale mail 12–13 Challenge Points: Add two wolves to the
AC 18; Fort +8, Ref +7, Will +11 encounter.
HP 30 14–15 Challenge Points: Add one dire wolf and one
Guide’s Warning [reaction] Trigger Tewakam is about to roll a wolf to the encounter.
Perception or Survival check to determine his initiative; 16–18 Challenge Points: Add one dire wolf and two
Effect Tewakam visually or audibly warns allies, granting wolves to the encounter.
them a +1 circumstance bonus to their initiative rolls.
Depending on how Tewakam warns allies, this action has
the auditory or visual trait. WOLVES (2) CREATURE 1
Speed 25 feet N MEDIUM ANIMAL
Melee [one-action] greataxe +9 (sweep), Damage 1d12+3 slashing Perception +7; low-light vision, scent (imprecise) 30 feet
Ranged [one-action] composite shortbow +7 (deadly 1d10, propulsive, Skills Acrobatics +7, Athletics +5, Stealth +7, Survival +7
range increment 60 feet, reload 0), Damage 1d6+1 piercing Str +2, Dex +4, Con +1, Int –4, Wis +2, Cha –2
Guiding Words [one-action] Tewakam points out a weakness of a AC 15; Fort +6, Ref +9, Will +5
creature within 30 feet. Tewakam and all allies that can HP 24
hear or see him gain a +1 status bonus to attack and Speed 35 feet
damage rolls against that creature until the beginning of Melee [one-action] jaws +9, Damage 1d6+2 piercing plus Knockdown
Tewakam’s next turn. Tewakam adds an extra 1d4 precision Pack Attack The wolf’s Strikes deal 1d4 extra damage to
damage to his weapon and unarmed attacks that hit that creatures within reach of at least two of the wolf’s allies.
creature during the duration.

DIRE WOLF CREATURE 3


N LARGE ANIMAL
Perception +10; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +8, Athletics +12, Stealth +8, Survival +10
Str +5, Dex +3, Con +4, Int –4, Wis +3, Cha –2
AC 18; Fort +11, Ref +8, Will +8
HP 50
Buck [reaction] DC 20
Speed 35 feet
Melee [one-action] jaws +12 (reach 10 feet), Damage 1d10+5 piercing
plus Knockdown or Grab
Pack Attack The dire wolf’s Strikes deal 1d6 extra damage to
creatures within reach of at least two of the wolf’s allies.
Worry [one-action] (attack); Requirements The dire wolf has a creature
grabbed with its jaws; Effect The dire wolf fiercely shakes
the grabbed creature with its teeth, dealing 1d10+2 damage
(DC 20 basic Fortitude save).

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Path of Kings
ENCOUNTER C (LEVELS 3–4)
Scaling Encounter C
DRAUGRS (2) CREATURE 2
CE MEDIUM UNDEAD WATER To adjust for the PCs’ overall strength, make the
Perception +7; darkvision following adjustments. These adjustments are not
Languages Common (can’t speak any language) cumulative.
Skills Athletics +10, Stealth +8 10–11 Challenge Points: Add one weak draugr to the
Str +4, Dex +2, Con +3, Int –1, Wis +1, Cha +1 encounter.
Items greataxe, leather armor 12–13 Challenge Points: Add one draugr to the
AC 17; Fort +11, Ref +6, Will +7 encounter.
HP 35; negative healing; Immunities death effects, disease, 14–15 Challenge Points: Add two weak draugrs to
paralyzed, poison, unconscious; Weaknesses positive 5; the encounter.
Resistances fire 3 16–18 Challenge Points: Add two draugrs to the
The Sea’s Revenge (curse, divine, necromancy) A creature that encounter.
slays a draugr is subjected to a mariner’s curse spell with
a save DC of 17. The curse ends if the draugr is buried in a
calm sea or after 1 week passes.
Speed 25 feet, swim 25 feet
Melee [one-action] greataxe +10 (sweep), Damage 1d12+4 slashing plus
grotesque gift
Melee [one-action] fist +10 (agile), Damage 1d4+4 slashing plus
grotesque gift
Grotesque Gift (olfactory) A draugr’s attacks spatter their
targets with rancid flesh and rotting seaweed. A creature
damaged by a draugr’s Strike must succeed at a DC 15
Fortitude save or become sickened 1 (sickened 2 on a
critical failure).
Swipe [two-actions] The draugr makes a melee Strike and compares
the attack roll result to the AC of up to two foes, each of
whom must be within its melee reach and adjacent to each
other. Roll damage only once and apply it to each creature
hit. A Swipe counts as two attacks for the draugr’s multiple
attack penalty.

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Path of Kings
ENCOUNTER D (LEVELS 3–4)
Scaling Encounter D
FROST TROLL CREATURE 4
UNCOMMON CE LARGE COLD GIANT TROLL To adjust for the PCs’ overall strength, make the
Perception +12; darkvision following adjustments. These adjustments are not
Languages Common, Jotun cumulative.
Skills Athletics +13, Intimidation +10, Survival +10 10–11 Challenge Points: Add one frostbitten
Str +5, Dex +2, Con +5, Int +0, Wis +2, Cha +2 trollhound to the encounter.
Items hatchet 12–13 Challenge Points: Add two frostbitten
AC 19; Fort +13, Ref +10, Will +8 trollhounds to the encounter.
HP 90, regeneration 15 (deactivated by acid or fire); 14–15 Challenge Points: Replace the two frostbitten
Immunities cold; Weaknesses fire 10 trollhounds with three trollhounds.
Attack of Opportunity [reaction] 16–18 Challenge Points: Add two trollhounds to the
Speed 30 feet; ice stride encounter.
Melee [one-action] jaws +13 (reach 10 feet), Damage 2d8+7 piercing
Melee [one-action] hatchet +13 (agile, reach 10 feet, sweep), Damage
2d6+7 slashing TROLLHOUND (0) CREATURE 3
Melee [one-action] claw +13 (agile, reach 10 feet), Damage 2d4+7 N MEDIUM BEAST TROLL
slashing Perception +6; darkvision, scent (imprecise) 30 feet
Ranged [one-action] hatchet +10 (agile, sweep, thrown 10 feet), Damage Skills Acrobatics +6, Athletics +11, Stealth +8, Survival +6
2d6+7 slashing Str +4, Dex +1, Con +5, Int –4, Wis +1, Cha –2
Ice Stride A frost troll isn’t impeded by difficult terrain caused AC 17; Fort +14, Ref +8, Will +6
by snow or ice, nor do they need to attempt Acrobatics HP 65, regeneration 15 (deactivated by acid or fire);
checks to keep from falling on slippery ice. Weaknesses fire 10
Rend [one-action] claw Speed 35 feet
Melee [one-action] jaws +11, Damage 1d12+4 piercing plus Knockdown
FROSTBITTEN TROLLHOUNDS (2) CREATURE 2 and bloodfire fever
UNCOMMON N MEDIUM BEAST TROLL Bloodfire Fever (disease); Saving Throw DC 18 Fortitude;
Perception +4; darkvision, scent (imprecise) 30 feet Stage 1 carrier with no ill effect (1 day); Stage 2 enfeebled
Skills Acrobatics +4, Athletics +9, Stealth +6, Survival +4 1 (1 day); Stage 3 enfeebled 1 and clumsy 1 (1 day); Stage
Str +4, Dex +1, Con +5, Int –4, Wis +1, Cha –2 4 enfeebled 2 and clumsy 2 (1 day); Stage 5 enfeebled 2,
AC 15; Fort +12, Ref +6, Will +4 clumsy 2, and fatigued (1 day)
HP 50, regeneration 10 (deactivated by acid or fire); Pack Attack The trollhound deals an extra 1d6 damage to any
Weaknesses fire 10 creature within reach of at least two of the trollhound’s
Speed 35 feet allies.
Melee [one-action] jaws +9, Damage 1d12+2 piercing plus Knockdown
and bloodfire fever
Bloodfire Fever (disease); Saving Throw DC 16 Fortitude;
Stage 1 carrier with no ill effect (1 day); Stage 2 enfeebled
1 (1 day); Stage 3 enfeebled 1 and clumsy 1 (1 day); Stage
4 enfeebled 2 and clumsy 2 (1 day); Stage 5 enfeebled 2,
clumsy 2, and fatigued (1 day)
Pack Attack The frostbitten trollhound deals an extra 1d4
damage to any creature within reach of at least two of the
it’s allies.

Pathfinder Society Scenario


20
Path of Kings
Appendix 2: Level 5–6
Encounters Scaling Encounter A
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this To adjust for the PCs’ overall strength, make the
scenario. These encounters are written for four 5th-level following adjustments. These adjustments are not
PCs. If your group has a different composition or size, cumulative.
refer to the Organized Play section for instructions on 19–27 Challenge Points: Murta is also Quickened
how to use the scaling sidebars to adjust the encounters while raging and can use the extra action to Stride or
for your group. Strike.
Some scaling sidebars reference the elite or weak 28–32 Challenge Points: Apply the elite adjustments
adjustments. Rules for these adjustments appear on page to Murta.
6 of the Pathfinder Bestiary. 33+ Challenge Points: Apply both the 19–27 Challenge
If a creature is marked “(0)”, don’t include it in the Point and 28–32 Challenge Point adjustments.
encounter unless otherwise specified (likely from the
scaling sidebars).

ENCOUNTER A (LEVELS 5–6)


MURTA KRONNIKSDOTTIR CREATURE 7
UNIQUE LN HUMAN HUMANOID
Perception +15
Languages Common, Mahwek, Skald
Skills Acrobatics +13, Athletics +17, Intimidation +14, Society
+13, Survival +11, Warfare Lore +13
Str +4, Dex +2, Con +4, Int +0, Wis +0, Cha + 3
Items chain mail, +1 striking maul, javelin (5)
AC 24; Fort +18, Ref +15, Will +12
HP 130
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] maul +16 (shove), Damage 2d12+6 bludgeoning
Ranged [one-action] javelin +13 (thrown 30 feet), Damage 1d6+4
piercing
Rage [one-action] (concentrate, emotion, mental) Requirements Murta
isn’t fatigued or raging; Effect Murta gains 11 temporary
Hit Points that last until the rage ends. While raging, she
deals 6 additional damage with melee attacks, gains a +10-
foot status bonus to their Speed, and takes a –1 penalty to
AC. Murta can’t use concentrate actions except Seek and
rage actions. The rage lasts for 1 minute, until there are no
enemies she can perceive, or until she falls unconscious.
Once the rage ends, Murta can’t Rage again for 1 minute.
Raging Intimidation While Murta is raging, her Demoralize
action gains the rage trait, allowing her to use it while raging.
Shoving Blow [two-actions] Murta makes a mighty attack that knocks
foes back. She makes a melee Strike. On a hit, the target is
pushed back 5 feet. On a critical hit, the target is pushed
back 10 feet.

Pathfinder Society Scenario


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Path of Kings
ENCOUNTER B (LEVELS 5–6)
Scaling Encounter B
TEWAKAM NEKOTEK CREATURE 4
UNIQUE N MEDIUM HUMAN HUMANOID To adjust for the PCs’ overall strength, make the
Perception +14 following adjustments. These adjustments are not
Languages Common, Mahwek, Skald cumulative.
Skills Athletics +14, Scouting Lore +12, Stealth +11, Survival +12 19–22 Challenge Points: Add one elite warg to the
Str +4, Dex +1, Con +2, Int +1, Wis +3, Cha +0 encounter.
Items composite shortbow (40 arrows), greataxe, scale mail 23–27 Challenge Points: Add two elite wargs to the
AC 21; Fort +12, Ref +11, Will +14 encounter.
HP 60 28–32 Challenge Points: Add three elite wargs to the
Guide’s Warning [reaction] Trigger Tewakam is about to roll a encounter.
Perception or Survival check to determine his initiative; 33+ Challenge Points: Add two elite wargs and one
Effect Tewakam visually or audibly warns allies, granting winter wolf to the encounter.
them a +1 circumstance bonus to their initiative rolls.
Depending on how Tewakam warns allies, this action has
the auditory or visual trait. ELITE WARGS (2) CREATURE 3
Speed 25 feet UNCOMMON NE MEDIUM BEAST
Melee [one-action] greataxe +12 (sweep), Damage 1d12+6 slashing Perception +10; darkvision, scent (imprecise) 30 feet
Ranged [one-action] composite shortbow +9 (deadly 1d10, propulsive, Languages Common, Goblin, Orcish
range increment 60 feet, reload 0), Damage 1d6+2 piercing Skills Acrobatics +9, Athletics +10, Deception +8, Intimidation
Guiding Words [one-action] Tewakam points out a weakness of a +8, Stealth +9, Survival +10
creature within 30 feet. Tewakam and all allies that can Str +4, Dex +3, Con +3, Int –1, Wis +2, Cha +2
hear or see him gain a +1 status bonus to attack and AC 19, Fort +13, Ref +11, Will +8
damage rolls against that creature until the beginning of HP 51
Tewakam’s next turn. Tewakam adds an extra 1d6 precision Avenging Bite [reaction] Trigger A creature within reach of the
damage to his weapon and unarmed attacks that hit that warg’s jaws attacks one of the warg’s allies; Effect The warg
creature during the duration. makes a jaws Strike against the triggering creature.
Speed 40 feet
WINTER WOLF CREATURE 5 Melee [one-action] jaws +13, Damage 1d8+6 piercing plus Grab
NE LARGE BEAST Pack Attack The warg’s Strikes deal 1d4 extra damage to
Perception +14; darkvision, scent (imprecise) 30 feet creatures within the reach of at least two of the warg’s allies.
Languages Common, Jotun Swallow Whole [one-action] (attack) Small, 1d6+4 bludgeoning,
Skills Acrobatics +13, Athletics +13, Deception +11, Intimidation Rupture 9
+11, Stealth +13 (+16 in snow), Survival +12
Str +6, Dex +4, Con +4, Int +2, Wis +3, Cha +2
AC 23; Fort +13, Ref +15, Will +10
HP 70; Immunities cold; Weaknesses fire 5
Buck [reaction] DC 21
Avenging Bite [reaction] A creature within reach of the winter wolf’s
jaws attacks one of the winter wolf’s allies; Effect The winter
wolf makes a jaws Strike against the triggering creature.
Speed 40 feet
Melee [one-action] jaws +15 (cold), Damage 1d10+6 piercing plus 1d6
cold and Knockdown
Breath Weapon [two-actions] (cold, evocation, primal); The winter wolf
breathes a cloud of frost in a 15-foot cone that deals 5d8
cold damage (DC 23 basic Reflex save). The winter wolf
can’t use Breath Weapon again for 1d4 rounds.
Pack Attack The winter wolf’s Strikes deal 1d6 extra damage
to creatures within the reach of at least two of the winter
wolf’s allies.

Pathfinder Society Scenario


22
Path of Kings
ENCOUNTER C (LEVELS 5–6)
Scaling Encounter C
DRAUGR RAIDERS (2) CREATURE 4
UNCOMMON CE MEDIUM UNDEAD WATER To adjust for the PCs’ overall strength, make the
Perception +10; darkvision following adjustments. These adjustments are not
Languages Common (can’t speak any language) cumulative.
Skills Athletics +14, Stealth +12 19–22 Challenge Points: Add one draugr to the
Str +5, Dex +3, Con +3, Int –1, Wis +1, Cha +1 encounter.
Items greataxe, leather armor 23–27 Challenge Points: Add one draugr raider to
AC 20; Fort +14, Ref +9, Will +10 the encounter.
HP 70; negative healing; Immunities death effects, disease, 28–32 Challenge Points: Add one draugr and one
paralyzed, poison, unconscious; Weaknesses positive 7; draugr raider to the encounter.
Resistances fire 5 33+ Challenge Points: Add two draugr raiders to the
The Sea’s Revenge (curse, divine, necromancy) A creature that encounter.
slays a draugr is subjected to a mariner’s curse spell with
a save DC of 20. The curse ends if the draugr is buried in a
calm sea or after 1 week passes. DRAUGRS (0) CREATURE 2
Speed 25 feet, swim 25 feet CE MEDIUM UNDEAD WATER
Melee [one-action] greataxe +13 (sweep), Damage 1d12+8 slashing plus Perception +7; darkvision
grotesque gift Languages Common (can’t speak any language)
Melee [one-action] fist +13 (agile), Damage 1d4+6 slashing plus Skills Athletics +10, Stealth +8
grotesque gift Str +4, Dex +2, Con +3, Int –1, Wis +1, Cha +1
Grotesque Gift (olfactory) A draugr’s attacks spatter their Items greataxe, leather armor
targets with rancid flesh and rotting seaweed. A creature AC 17; Fort +11, Ref +6, Will +7
damaged by a draugr’s Strike must succeed at a DC 18 HP 35; negative healing; Immunities death effects, disease,
Fortitude save or become sickened 1 (sickened 2 on a paralyzed, poison, unconscious; Weaknesses positive 5;
critical failure). Resistances fire 3
Swipe [two-actions] The draugr makes a melee Strike and compares The Sea’s Revenge (curse, divine, necromancy) A creature that
the attack roll result to the AC of up to two foes, each of slays a draugr is subjected to a mariner’s curse spell with
whom must be within its melee reach and adjacent to each a save DC of 17. The curse ends if the draugr is buried in a
other. Roll damage only once and apply it to each creature calm sea or after 1 week passes.
hit. A Swipe counts as two attacks for the draugr’s multiple Speed 25 feet, swim 25 feet
attack penalty. Melee [one-action] greataxe +10 (sweep), Damage 1d12+4 slashing plus
grotesque gift
Melee [one-action] fist +10 (agile), Damage 1d4+4 slashing plus
grotesque gift
Grotesque Gift (olfactory) A draugr’s attacks spatter their
targets with rancid flesh and rotting seaweed. A creature
damaged by a draugr’s Strike must succeed at a DC 15
Fortitude save or become sickened 1 (sickened 2 on a
critical failure).
Swipe [two-actions] The draugr makes a melee Strike and compares
the attack roll result to the AC of up to two foes, each of
whom must be within its melee reach and adjacent to each
other. Roll damage only once and apply it to each creature
hit. A Swipe counts as two attacks for the draugr’s multiple
attack penalty.

Pathfinder Society Scenario


23
Path of Kings
ENCOUNTER D (LEVELS 5–6)
Scaling Encounter D
FROST TROLL HUNTER CREATURE 6
RARE CE LARGE COLD GIANT TROLL To adjust for the PCs’ overall strength, make the
Perception +15; darkvision following adjustments. These adjustments are not
Languages Common, Jotun cumulative.
Skills Athletics +16, Intimidation +15, Survival +13 19–22 Challenge Points: Add one frost troll to the
Str +6, Dex +2, Con +5, Int +0, Wis +2, Cha +4 encounter.
Items hatchet 23–27 Challenge Points: Add two frost trolls to the
AC 22; Fort +16, Ref +13, Will +11 encounter.
HP 140, regeneration 15 (deactivated by acid or fire); 28–32 Challenge Points: Add two elite frost trolls to
Immunities cold; Weaknesses fire 10 the encounter.
Attack of Opportunity [reaction] 33+ Challenge Points: Add the elite adjustment to
Speed 30 feet; ice stride the frost troll hunter and replace the two frost trolls
Melee [one-action] jaws +15 (reach 10 feet), Damage 2d8+9 piercing with four elite frost trolls.
Melee [one-action] hatchet +15 (agile, reach 10 feet, sweep), Damage
2d6+9 slashing
Melee [one-action] claw +15 (agile, reach 10 feet), Damage 2d4+9
slashing
Ranged [one-action] hatchet +13 (agile, sweep, thrown 10 feet), Damage
2d6+9 slashing
Ice Stride A frost troll hunter isn’t impeded by difficult
terrain caused by snow or ice, nor do they need to attempt
Acrobatics checks to keep from falling on slippery ice.
Rend [one-action] claw
Skirmish Strike [one-action] (flourish) The frost troll hunter’s feet and
weapons move in tandem. They can either Step and then
Strike, or Strike and then Step.

FROST TROLLS (2) CREATURE 4


UNCOMMON CE LARGE COLD GIANT TROLL
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +13, Intimidation +10, Survival +10
Str +5, Dex +2, Con +5, Int +0, Wis +2, Cha +2
Items hatchet
AC 19; Fort +13, Ref +10, Will +8
HP 90, regeneration 15 (deactivated by acid or fire);
Immunities cold; Weaknesses fire 10
Attack of Opportunity [reaction]
Speed 30 feet; ice stride
Melee [one-action] jaws +13 (reach 10 feet), Damage 2d8+7 piercing
Melee [one-action] hatchet +13 (agile, reach 10 feet, sweep), Damage
2d6+7 slashing
Melee [one-action] claw +13 (agile, reach 10 feet), Damage 2d4+7
slashing
Ranged [one-action] hatchet +10 (agile, sweep, thrown 10 feet), Damage
2d6+7 slashing
Ice Stride A frost troll isn’t impeded by difficult terrain caused
by snow or ice, nor do they need to attempt Acrobatics
checks to keep from falling on slippery ice.
Rend [one-action] claw

Pathfinder Society Scenario


24
Path of Kings
Appendix 3: Game Aids

Rahahksenwe Sveinn Blood-Eagle


Draugr Frost Troll

Pathfinder Society Scenario


25
Path of Kings
Organized Play
Treasure Table Treasure Bundles
▫▫▫ Mayor Bloodfang’s Request, page 6: Up to 3 Treasure
LEVEL TREASURE BUNDLE
Bundles for obtaining the signed land settlement papers
3 3.8 gp ▫▫▫Area A, page 9: 3 Treasure Bundles for successfully
4 6.4 gp returning Murta to Port Valen.
5 10 gp ▫▫ Area B, page 11: Up to 2 Treasure Bundles for
6 15 gp completing the scouting mission
▫▫ Area D, page 12: 2 Treasure Bundles for assisting in
the defense of Port Valen

Pathfinder Society Scenario


26
Path of Kings
Event Reporting Form
Date Event Code:

Location

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


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

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

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

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

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

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

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

Pathfinder Society Scenario


27
Path of Kings
OPEN GAME LICENSE VERSION 1.0A PAIZO INC.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Creative Directors • James Jacobs and Robert G. McCreary
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Pathfinder Society Scenario #2-04: Path of Kings © 2020, Paizo Inc. All rights reserved. Paizo, the
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder
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Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.

Pathfinder Society Scenario


28
Scenario #2-04: Character Chronicle #

Path of Kings Chronicle Code


N9Q1

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

Adventure Summary

Traveling across the Arcadian Ocean, you arrived in Port Valen, a town built on the path to the legendary Ulfen paradise of Valenhall.
In the port town, you interacted with many of the Ulfen, Mahwek, and Valenborn citizens. You ▫befriended / ▫ failed to impress
the rancher Deishu Molwan, were ▫ invited back / ▫ostracized by the rancher Balasz Yrmingar, and met with all of the town’s most
prominent figures, including the legendary linnorm king Sveinn Blood-Eagle and the Mahwek diplomat Rahahksenwe. Finally, you
saw Sveinn Blood-Eagle march on toward Valenhall while defending Port Valen from rampaging monsters.

Boons
Congratulations on completing the adventure! You’ve earned Pathfinder Society (second edition)
Achievement Points, a currency that 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 Starting XP
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.
XP Gained

Items Purchases Final XP


Items Sold / Conditions Gained
clandestine cloak (level 6; 230 gp)

Starting GP

GP Gained
REWARDS

TOTAL VALUE OF ITEMS SOLD Earn Income


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

Items Bought / Conditions Cleared


Items Sold

GP Spent

Total GP

TOTAL COST OF ITEMS BOUGHT

Starting Fame
Notes Downtime

Fame Earned

Total Fame

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

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