PZOPSQ0001 Ambush in Absalom
PZOPSQ0001 Ambush in Absalom
A mbush in Absalom
By Mark Moreland
Ambush in Absalom
A Pathfinder Society Quest
AuthorMark Moreland
Contributing ArtistsKlaus Sherwinski and Luisa Preissler
CartographerCorey Macourek
Creative DirectorJames Jacobs
Editor-in-ChiefF. Wesley Schneider
Senior Editor James L. Sutter
Development R. Hyrum Savage
EditingJudy Bauer and Christopher Carey
Editorial AssistanceLogan Bonner, Jason Bulmahn,
Adam Daigle, Rob McCreary, Stephen RadneyMacFarland, Patrick Renie, and Sean K Reynolds
Editorial Intern Savannah Broadway
Senior Art DirectorSarah E. Robinson
Graphic Designer Andrew Vallas
Production Specialist Crystal Frasier
Project ManagerJessica Price
PublisherErik Mona
Paizo CEOLisa Stevens
Cheif Operations OfficerJeffrey Alvarez
Director of SalesPierce Watters
Finance ManagerChristopher Self
Staff AccountantKunji Sedo
Chief Technical Officer Vic Wertz
Senior Software Developer Gary Teter
Pathfinder Society Campaign Coordinator Mike Brock
Customer Service Team Cosmo Eisele, Erik Keith, and
Sara Marie Teter
Warehouse Team Will Chase, Michael Kenway, Matt
Renton, Jeff Strand, and Kevin Underwood
Website Team Ross Byers, Liz Courts, Lissa Guillet,
and Chris Lambertz
Pathfinder Society Quest: Ambush in Absalom is a Pathfinder Society Quest designed for 1st- to 5th-level characters (Tier
15; Subtiers 12 and 45). This quest is designed for play in the Pathfinder Society Organized Play campaign, but can
easily be adapted for use with any world.
This product makes use of the Pathfinder RPG Core Rulebook and the Pathfinder RPG Bestiary. These rules can be found
online for free as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
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Pathfinder Society Quest: Ambush in Absalom 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, Pathfinder
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Ambush in Absalom
his body, and complete his mission. Along the way, they
trigger the Shockclaw kobolds defenses, encountering
a guard patrol around a deadly pit trap. Following
any fleeing foes or tracking Jervals trail brings the
Pathfinders face-to-face with Chief Altergriks retinue
as they return from their meeting with the Shockclaws
chief. Interpreting the PCs presence as a well-planned
ambush, they defend themselves and their leader
viciously. The diplomatic spoils gifted to them from
the Shockclaws include all of Jervals equipment,
specifically the satchel containing the vital missive to
Guaril Karela.
GETTING STARTED
Read the following to get the adventure underway:
In his usual terse manner, Venture-Captain Ambrus Valsin
requested an audience in his office. He wasted no words once
the last invitee had closed he door.
Some of you may know a novice named Derris Jerval.
Last night I gave him an important message to deliver to an
associate of the Society, a Varisian businessman in the Docks
named Guaril Karela. I received word this afternoon that the
package never arrived. I need you to look into it.
My initial inquiries lead me to believe Jerval entered the
sewers mere yards from the Grand Lodges walls. Im worried
for his safety down there and annoyed that he wasnt able to get
the message to Karela. I need you to go after him. If hes well,
slap some sense into him and ensure he delivers the message. If
hes been injured or gotten himself killed, recover the message
and make sure it gets to Guaril Karela at the Pickled Imp, a
curiosity shop located in the Docksand get it there soon. Im
counting on you, Pathfinders.
Because this Quest is intended to take only a short
amount of time, proceed quickly through the introduction,
and get the player characters into the sewer tunnels and hot
on Derris Jervals trail. If time is particularly tight, start
immediately at the first encounter to get the dice rolling.
For parties not constrained by time, however, consider
expanding the journey through Absalom to its sewers.
SUMMARY
The PCs are tasked with following Derris Jervals trail
through the Absalom sewers to rescue him, or retrieve
PCs
Approach
Absalom Sewers
1 square = 5 feet
T
1
N
GameMastery Map Pack: Ambush Sites
TACTICS
Pit Trap
CR 1
Type mechanical; Perception DC 20; Disable Device DC 20
EFFECTS
Subtier 45 (CR 6)
Subtier 12 (CR 3)
Shockclaw Guards (4)
Kobold warrior 1 (Pathfinder RPG Bestiary 183)
hp 4 each
CR 1/4
CR 1
AMBUSH IN ABSALOM
DEFENSE
Subtier 12 (CR 4)
Blackfang guards (8)
Kobold warrior 1 (Pathfinder RPG Bestiary 183)
hp 5 each
OFFENSE
Speed 30 ft.
Melee mwk spear +6 (1d6/3)
Ranged sling +6 (1d3)
CR 1/4
TACTICS
Before Combat The kobolds are on the lookout for attack and
difficult to catch by surprise. Once they see non-kobolds in
the tunnel with them, they rush into battle.
During Combat Dedicated to protecting their chief, the
guards charge into melee with their spears and attempt to
overwhelm the Pathfinders with superior numbers.
Morale All members of the Blackfang Tribe fight to the death.
TACTICS
Str 10, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Base Atk +4; CMB +3; CMD 14
Feats Improved Initiative, Skill Focus (Perception)
Skills Craft (trapmaking) +7, Perception +7, Profession (miner)
+1, Stealth +10
Languages Common, Draconic
SQ crafty
Gear studded leather, masterwork spear, sling with 10 bullets
Chief Altergrik
CR 1
Kobold warrior 4 (use the stats for Elite Shockclaw Guards on
page 4 with the following changes)
hp 30
OFFENSE
EFFECTS
TACTICS
Subtier 45 (CR 7)
TACTICS
Before Combat The kobolds are on the lookout for attack and
difficult to catch by surprise. Once they see non-kobolds in
the tunnel with them, they rush into battle.
During Combat Dedicated to protecting their chief, the
guards charge into melee with their spears and attempt to
overwhelm the Pathfinders with superior numbers.
Morale All members of the Blackfang Tribe fight to the death.
Chief Altergrik
Male kobold fighter 6 (Pathfinder RPG Bestiary 183)
LE Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +2
CR 5
DEFENSE
Speed 30 ft.
Melee +1 greataxe +12/+7 (1d10+5/3)
Ranged sling +9/+4 (1d3+1)
Special Attacks weapon training (axes +1)
CONCLUSION
If the PCs follow Venture-Captain Valsins orders
and deliver the package in Jervals stead, they may
easily locate the Pickled Imp in the Docks with a DC
12 Diplomacy check to gather information or a DC 12
Knowledge (local) check. Behind the counter the PCs
find a thin, mustachioed man who answers to the name
Guaril Karela. He thanks them for the book if the seal
remains in place and immediately turns to a specific
recipe in the back.
After reading it quickly, he returns the book, saying
that he already has this volume but thanking Ambrus
all the same. If the seal has been broken, he refuses the
package, and asks the PCs to kindly leave lest the venturecaptain learn that theyve been prying into his affairs.
TACTICS
Str 12, Dex 15, Con 12, Int 12, Wis 10, Cha 8
Base Atk +6; CMB +6; CMD 19
Feats Dazzling Display, Dodge, Iron Will, Toughness, Vital
Strike, Weapon Focus (greataxe), Weapon Specialization
(greataxe)
Skills Craft (trapmaking) +3, Diplomacy +5, Intimidate +8,
Perception +2, Profession (miner) +2, Sense Motive +4,
Stealth +10
Languages Common, Draconic
SQ armor training 1, crafty
Gear masterwork hide armor, +1 greataxe, sling with 10 bullets
628774
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System Reference Document 2000, Wizards of the Coast, Inc; Authors:
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Pathfinder Society Quest: Ambush in Absalom 2012, Paizo Publishing, LLC;
Author: Mark Moreland.
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Scenario Chronicle #
Slow
12
SUBTIER
Player Name
A.K.A.
45
Character Name
Pathfinder Society #
Faction
+0 XP
When you complete this quest, choose one of the two boons below; cross out the other.
Starting XP
ALL
EXPERIENCE
TIER
Normal
Kobold Killer Anytime you face a kobold in the future, you may designate one such
creature as a free action. You gain a +1 bonus on attack and damage rolls against that
single target for the duration of the combat. When you have used this boon, cross it off
the Chronicle sheet. This ability does not stack with multiple instances of itself.
Sewer Sense Your time spent in Absaloms sewers has given you an innate familiarity
with the complex network of tunnels and underground streams. You gain a single-use
+5 bonus on any Knowledge (local) or Survival check to learn about or navigate the
sewers under the City at the Center of the World, applied before the roll is made. When
you have used this boon, cross it off the Chronicle sheet.
Final XP Total
PRESTIGE AWARD
Starting PA
GMs
Initial
Final PA Total
GOLD
Start GP
GMs
Initial
+
Items Sold
=
Subtotal
Items Bought
=
Subtotal
Gold Spent
TOTAL VALUE OF ITEMS SOLD
Add 1/2 this value to the Items Sold Box
=
Subtotal
For GM Only
EVENT
EVENT CODE
DATE
GM Pathfinder Society #
MAX GOLD
SUBTIER