Second Edition
Year of
Boundless
Wonder
Scenario #4-16 Levels 3–6
Dacilane Academy’s
First Great Prank War
By John Curtin
Dacilane Academy’s First Great Prank War
TABLE OF CONTENTS
AUTHOR
John Curtin Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
DEVELOPMENT LEAD
Shay Snow
Appendix 1: Level 3–4 Encounters . . . . . . . . . . . . . . . 16
ADDITIONAL DEVELOPMENT
Linda Zayas-Palmer
EDITING LEAD
Appendix 2: Level 5–6 Encounters. . . . . . . . . . . . . . . 23
Solomon St. John
EDITOR Appendix 3: Game Aids . . . . . . . . . . . . . . . . . . . . . . 35
Solomon St. John
COVER ARTISTS
Wreo Gallo and Nicholas Phillips
Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
INTERIOR ARTISTS
Bruno Mello
CARTOGRAPHERS
Jason Engle and Corey Macourek
GM RESOURCES
Campaign Home Page: pathfindersociety.club
ART DIRECTION
Emily Crowell and Sonja Morris Books: Pathfinder Core Rulebook, Pathfinder Gamemastery Guide, Pathfinder Bestiary,
GRAPHIC DESIGN Pathfinder Bestiary 2, and Pathfinder Bestiary 3
Emily Crowell
Maps: Pathfinder Flip-Mat Classics: Theater
DEVELOPMENT MANAGER
Linda Zayas-Palmer Online Resource: Pathfinder Reference Document at paizo.com/prd
ORGANIZED PLAY COORDINATOR
Alex Speidel
CREATIVE DIRECTOR
SCENARIO TAGS
James Jacobs Scenario tags provide additional information about an adventure’s contents. This scenario has
DIRECTOR OF GAME DEVELOPMENT no tags. For more information on scenario tags, see the Guide to Organized Play: Pathfinder
Adam Daigle Society at http://www.organizedplayfoundation.org/paizo/guides.
PUBLISHER
Erik Mona
SUMMARY
Dacilane Academy benefactor J Dacilane decides to host a prank war to help students blow
off steam before settling into their finals, with the PCs to serve as mentors and judges of the
students’ pranks. The PCs begin by helping students set up their own pranks before Dacilane
asks them to look in on a prank that has gone overboard.
The PCs find a fey caravan has stopped by the school and joined the prank war, escalating
HOW TO PLAY the pranks into fantastical displays of magical chaos! As the PCs keep the students safe from
fey over-eagerness, some of the pranks begin to cross the line from overzealous fun into deadly
intent, driven by the evil redcap Numblekin egging other fey on toward destructive ends. After
PLAY TIME: 4–5 HOURS the PCs either subdue the fey by force or win them over with persuasion, the school gathers
for an assembly in the new auditorium to celebrate the event. When Numblekin strikes, eager
for violence, the PCs will need to stand up to the evil fey and save the prank war—but will they
befriend or alienate the rest of the fey with their actions?
LEVELS: 3–6
PLAYERS: 3–6
Paizo Inc.
7120 185th Ave NE, Ste 120
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paizo.com
Dacilane Academy’s First
Great Prank War
By John Curtin
Adventure Background WHERE ON GOLARION?
As the verdant promise of spring blooms into the This scenario occurs in the Foreign Quarter of Absalom
richness of summer, the storied Dacilane Academy— at the esteemed Dacilane Academy, only a few blocks
an institution dedicated to educating the children of from the Pathfinder Society’s headquarters, the
Pathfinders—found itself struggling with an ancient Grand Lodge. Information about Absalom appears
and unstoppable enemy: waning student attention. in Lost Omens: Absalom: City of Lost Omens, and
Plagued for weeks by an escalating series of ever-more information on the Grand Lodge appears on page 64
ingenious pranks culminating in the defacement of of Lost Omens: Pathfinder Society Guide.
the soon-to-open Dacilane Academy auditorium,
J Dacilane (CG male Eagle Knight) has made the ABSALOM–FOREIGN QUARTER
executive decision to take a day and give the students
what they clearly want: a day off from their studies to
compete in a grand prank war, intended to help them
focus on tactics, diplomacy, and not taking themselves
• The Grand Lodge
too seriously.
Unbeknownst to the academy, the school’s history
of chaotic magical events has made it a regular spot
for itinerant fey to visit as they pass through Absalom;
creatures of the First World find both the mundane
and magical chaos of the school to be charming and
relaxing. While the school has previously only had
one or two fey visit it at a time, Dacilane’s decision
to stage a prank war has the fortune, good or bad,
of happening just as a fey caravan is visiting the city.
Led by the fierce and fiery leprechaun patriarch Pappy
Draighean (CN male leprechaun leader), the raucous
collective of First World folk is a strange and wild Getting Started
group, full of fey from across the chaotic nature plane. The letter from J Dacilane to the Pathfinder Society
When sprite scouts from the caravan heard Dacilane didn’t specify much: “Pathfinder team requested for
proposing the prank war to the faculty, the word mentorship opportunity at Dacilane Academy tomorrow,
spread through the caravan like wildfire. The fey are 9 bells. Sense of humor suggested.” With scant else to
eager to arrive and engage in mischief with the school, go on, the PCs arrive in front of the newly constructed
supplemented with scrolls and wands stolen from a auditorium doors, festooned with a ceremonial ribbon,
local magic shop in the caravan’s path. Numblekin, to find the students milling about in front of the building.
a redcap who has been traveling in the caravan for The auditorium has been defaced—the sign for the
months, is particularly gleeful about the opportunity. Dacilane Academy Auditorium has been vandalized,
He plans to use the chaos and distraction of the prank with “Dacilane” changed to “Dandy-lion.” Beneath it,
war to engage in his favorite activity: soaking his hat the doors have been painted with a picture of a catfolk
in the fresh blood of victims. Already, he and other evil wearing a foppish exaggeration of an Eagle Knight
fey within the caravan have begun to skulk around the uniform. The feline freedom fighter has been hit in the
campus and conspire to turn the school’s prank war face with a meringue pie by an unseen assailant and is
into a deadly lesson about the volatile nature of fey. making a comically shocked face.
Pathfinder Society Scenario
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Dacilane Academy’s First Great Prank War
After the characters have had a chance to introduce have until 10 bells to organize yourselves, make your plans, and
themselves to one another, a human figure bearing a prepare for battle, and until 12 bells to prank with impunity.
remarkable resemblance to the catfolk graffiti steps atop There will be no teams; you must make your own alliances and
a crate and claps to get the students’ attention. PCs might be on the lookout for betrayals. These Pathfinders will serve
recognize him as J Dacilane, the Academy’s primary as impartial observers, mentors, and judges. For those of you
benefactor. who need competitive motivation, a winner will be selected
by our judges to win the Dandy-Lion Medal of Foolery for the
J Dacilane stands in front of the students with a stern look, team that embodies the spirit of the competition the best, but
though there is a mischievous twinkle in his eyes. “Students, the satisfaction of besting your opponents will be your truest
someone has taken it upon themselves to attack the very name reward. Keep your wits about you. War is chaos; enemies can
of this school, an act so serious that I can only consider it to be unite against a greater foe; neutral parties might get involved—
a declaration of war: the Dacilane Academy’s very first prank take nothing for granted. And remember—whatever mess
war.” He holds up a hand to quiet the outburst of excitement you make, you will be responsible for cleaning up tomorrow
from the gathered students. “Classes will be cancelled for the morning, including this.” He points to the leonine painting
remainder of the day, as conflict is a powerful teacher. You will behind him. “Go prepare. Good luck and have fun.”
As the students cross back across the cobbled street
to the Academy in whispering knots and clumps, J stops
with the PCs and is happy to answer any questions they
have. Answers to some questions the PCs might ask are
listed below. As they ask questions, attempt a secret DC
23 Perception check for each PC. PCs who succeed at the
check notice tiny winged sprites flying high above the
school. If spotted, the sprites immediately flee.
What should we know about the students? “The students
are wards or progeny of Pathfinder agents, so many of
them are well-traveled and a little too smart for their own
good. They can be overconfident in their abilities and
underestimate the consequences of their actions.”
Can we help the students with their tasks? “Please do!
The students often have grand ideas but may need help to
make them appropriate for one another. Just remember
you’re here to assist, not do the tasks for them—please
provide them with your expertise and wisdom but allow
them to engage with the experience themselves.”
What can you tell us about the Dacilane Academy? “The
Pathfinder Society purchased the manor decades ago and
established this school in 4643 to educate their agents’
children. I began providing financial backing to the place a
few years ago and the Society renamed it in their gratitude.”
Who’s that up there?/Did you invite sprites to the
event? J looks up seeing nothing, and laughs, “Good to
see you’re already getting in the spirit of the war.” If the
PCs insist they did see sprites, J says, “Well, if our little
event draws guests, the more the merrier, I say. As long
as everything stays in the spirit of friendly competition.”
Absalom Lore or Society (Recall
J DACILANE Knowledge)
A PC who succeeds at a DC 14 Absalom Lore or DC 16
Society check to Recall Knowledge knows more about
Dacilane Academy. A failure grants no information, and
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Dacilane Academy’s First Great Prank War
A. Reconnoitering the Grounds
A12
A1
A6 A3
A7
A2
A8
A9
A4 A5 S
A10
A11
A13
1 SQUARE = 5 FEET
Pathfinder Society Scenario
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Dacilane Academy’s First Great Prank War
a critical success grants the additional information in the A1. FRONT ENTRY
critical success entry. Any player at the table who has
earned a Chronicle Sheet for Pathfinder Society Scenario A tidy lawn surrounds this stately single-story brick building
#2‑09: The Seven Secrets of Dacilane Academy or beyond the academy’s iron gates. Three stone steps and two
Pathfinder Society Scenario #3‑18: Dacilane Academy’s ramps ascend to the front entrance. The doors stand ajar,
Delightful Disaster with any of their characters revealing the main hallway. Walking around the building leads
automatically succeeds at this check. If they earned one to the grounds at the south side.
or both Chronicle Sheets with their current PC, the PC
automatically critically succeeds at this check. Booby-Trapped Bottleneck: Cass Farsight (LG female
Critical Success Pathfinder agents investigated an alleged halfling hero-worshipper) grew up in Kaer Maga listening
haunting inside the Academy a few years back and to stories of her Eagle Knight family and Pathfinder cousins
determined that the uncanny events in question were and was thrilled to enroll in the academy. She’s a devoted
caused by an akizendri—a chaotic extraplanar being of the fan of the Eagle Knights and J in particular. However, she
sort known as proteans. Then, a more powerful pelagastr sees the prank war as a frivolous waste of time and needs
protean made a deal with a teacher that culminated in a to be convinced of its worth before she’ll participate. PCs
magical mishap during a field trip to Woodsedge Lodge who spend ten minutes debating her and succeed at a DC
that temporarily shunted the Pathfinder chaperones to a 18 Diplomacy or Deception check (DC 20 for levels 5–6),
different plane of existence. or a DC 16 Pathfinder Lore or Warfare Lore check (DC 18
Success The Pathfinder Society purchased the manor housing for levels 5–6) sway the too-serious student with arguments
the Academy decades ago. In recent years, J Dacilane has about the value of unexpected thinking in combat. A PC
donated substantial resources and efforts to guaranteeing who attempts to use Intimidation is met with an unflinching
a high-quality education for the students. stare from the child, completely uncowed; the PC must
Critical Failure The Dacilane Academy has been succeed at a DC 18 Will save or gain the frightened 1
thoroughly infested with chaotic magic because of condition for one hour. Each PC can attempt a check.
a hidden portal to the Maelstrom in the hidden If at least two of the PCs convince Cass, the young
depths under the school. halfling agrees to set up a classic prank: a bucket
of water teetering over the main door out of the
A. Reconnoitering the school, though she sheepishly requests help setting
Grounds it in place on account of her height.
As the PCs finish their talk with J and any
preparations make as 10 bells sounds. A2. MAIN HALLWAY
At this point, the PCs have time to
explore the school helping students This brightly lit hallway ends in double doors
with their pranks and making leading outside to the north and south. To the
observations on whose pranks deserve east, the hallway bends around a corner to the
the Medal of Foolery. While the academy’s south. Signs hang in front of each door stating
students enjoy the event, fey arrive at the the name of the room.
school, escalating pranks into wilder and
even deadly directions. A voice shouts directions from the library
Allow the PCs to explore at their (A7) and further screams and shouts come from
own pace, finding the student groups the open door leading outside to the southern
at areas A1, A7, A12, and A13 and courtyard (A13). The door to the teacher’s
helping them set up their pranks. After lounge (A10) is locked and can be unlocked
the PCs assist three of the pranks, run with two successful DC 18 Thievery checks
Event 1 (page 9). Run Event 2 (page 10) to Pick a Lock (DC 21 for levels 5–6).
immediately after the PCs assist the fourth
prank, then run Events 3, 4, and 5 in order. A3. MS. LAFORENT’S CLASSROOM
Always allow 10 minutes between events A large amount of glowing novelty ink has been
for the PCs to rest if necessary— spilled across the desks here.
the prank war can merrily and
safely continue without their
CASS FARSIGHT A pet tortoise, painted a jaunty
pearlescent blue, sleepily munches
intervention. on a head of lettuce in a small
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Dacilane Academy’s First Great Prank War
terrarium on a stool in the center of the room, with a Unseen Barriers: Duaro (CN genderfluid human tiefling
dunce cap placed on top of the terrarium. arcane artist), a mercurial student with a keen interest
in the arts and theater, is directing a crew of students
A4. MR. NGON’S CLASSROOM in hanging a shocking number of one-way mirrors and
Every level surface in this room, from the teacher’s casting light spells around the library to make a
desk to the stacked reference books to the cunningly difficult mirror maze. PCs can assist
floor, is covered in mismatched glasses full of in the artistic student’s master plan by making
water. Earlier, a group of students led by Tels DC 21 Arcana, Crafting, or Occultism checks
Olsen (LG male changeling human athlete) (DC 24 in levels 5–6) to help execute Duaro’s
banded together to bring every drinking meticulously-planned vision. If the PCs
glass they could find from the cafeteria into spend 10 minutes and succeed at two or more
this room. Attempting to remove the cups checks to assist Duaro, they faithfully follow
any other way than individually moving them the student artists’ plan, which may come
tips 1d6 cups, spilling water everywhere. in handy later in the prank war (see Event
Treasure: The students accomplished 3: Book Burning, page 11).
this prank so quickly using the kitchen’s
decanter of endless water and left it here A8. BATHROOMS
in the room, where it was found and These four all-gender bathrooms
cursed by one of Numblekin’s jinkin are tidy and well-kept. Each
friends. A PC who succeeds at a DC bathroom contains a washbasin,
19 Perception check to Seek notices a polished silver mirror, and a
the decanter floating in a bowl on commode chair. The mirror in
the teacher’s desk. Because of the
DUARO the northeast bathroom has had a
jinkin’s curse, any time a PC uses an shoe-polish moustache drawn on
action to Interact with or Activate the decanter, they must it, so anyone using the mirror appears to sprout some
succeed at a DC 5 flat check or waste the action. impressive facial hair. The washbasin in the southwest
bathroom has been filled with a family of goldfish.
A5. MS. HIRASARA’S CLASSROOM
This room is full of small baubles and minor magical A9. ANNEX HALLWAY
knick-knacks floating in the air under numerous minor
levitation tricks. Illusory sounds emanate from a few The flooring in this hall is noticeably newer and the walls are
places around this classroom. Large windows, covered freshly whitewashed. A heavy wood door sits at the south
in dripping egg, show a sizable knot of students clustered end of the hall.
around the solitary tree standing on the school grounds.
The lab and teachers’ lounge were added to the school
A6. LUNCHROOM about twelve years ago. This hallway provides access
Dining tables and chairs are arranged in neat rows, to both, though only the reinforced wood door to the
providing ample space for group meals. Storage cabinets alchemy lab is visible all the time.
sit below the window overlooking the grounds. A secret door on the west side of the hall leads to the
Group meals occur here throughout the day alongside teachers’ lounge, though the door is enchanted so pupils
cooking lessons. If anyone enters this room before Event are less likely to find it. The door appears only if precisely
1 occurs, cooking teacher Grenda (NG female dwarf one creature is in the hallway. A lone PC who Searches this
chef) yells “Neutral zone! No pranking the kitchen or hall with a DC 15 Perception check finds the door (DC 18
no one gets pie tonight!” She’s busy creating dinner and for levels 5–6, as the door is additionally hidden behind
demands to not be disturbed—a reasonable request the a large poster advertising the end-of-year concert in the
students respect and obey. new auditorium); if there’s more than one creature in the
hallway, the DC is 3 higher. A PC who has the chronicle
A7. LIBRARY sheet for Pathfinder Society Scenario #2‑09: The Seven
Scores of books and the smell of paper fills this inviting Secrets of Dacilane Academy automatically succeeds at
library, which is furnished with a round table and chairs this check. The secret door is locked and can be unlocked
and a plush carpet. Rolling stools provide a step up for with two successful DC 18 Thievery checks to Pick a Lock
those too short to reach the top shelves. (DC 21 for levels 5–6).
Pathfinder Society Scenario
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Dacilane Academy’s First Great Prank War
A10. TEACHERS’ LOUNGE shed for years; she keeps a few battered old pots on the wall
to bang together and scare away the animals when she needs
A tufted sofa, overstuffed armchairs, and a few work-covered to use her workshop.
tables give this room an informal and relaxed atmosphere
compared to the rest of the school. Unusual Allies: Geltra (NG female kobold bookworm)
and Tels Olsen, watched by a sizable flock of younger
Headmaster Primula Rosedell (LN female halfling students, are trying to lure some of the opossums that
teacher) is hiding in here with three tanglefoot bags; she live in the shed into the open windows of Ms. LaForent’s
throws one at the first person to walk in here, though that classroom (area A3). When the PCs arrive, the students have
isn’t enough to protect her later (see Event 5, page 12). already startled the opossums, who are hiding in the clutter
of the shed hissing and baring their teeth as the students
A11. LABORATORY attempt to lure them out. Each PC can spend 10 minutes and
The prank war has miraculously left this room untouched, attempt a DC 21 Nature, Diplomacy (with wild empathy),
and the flasks, vials, and alchemical equipment sit in neat or Intimidation check to lure or startle the opossums out
rows on open shelves, each bearing a neat label listing of the shed, across the yard, and into the open classroom
its contents. window. Check The DC increases to DC 24 for levels 5–6,
as a younger student’s attempts to urge the opossums out of
A12. STORAGE SHED the shed by poking them have backfired. If the PCs succeed
at two or more checks to assist Geltra and Tels, the students
This ramshackle storage shed is dusty and full of the school’s shepherd the possums safely into the classroom.
miscellaneous clutter, including exercise equipment, tools, and Development: One of the opossums was killed by
broken furniture. The school’s caretaker maintains a tenuous Numblekin to obtain blood with which to wet their cap;
cohabitation with a family of opossums that have lived in the thankfully, the students never got close enough to see the
beheaded marsupial. Attempt a secret DC 18 Perception
check for any PC who enters the shed; those who succeed
notice the pool of blood and can find the deceased possum.
PCs who critically succeed notice that the blood appears
to have been smeared, as though poorly wiped up—this
was Numblekin wetting his hat.
A13. SCHOOLYARD
A small, chalk-marked track runs around most of this open yard.
Statues on opposite sides of the track stand posed in unnatural
stances, the better to display the garish paint splashed across
their edifices. A magnificent maple tree sits in the corner of the
schoolyard, bedecked in thrown spools of ribbon.
Scarecrow Of Sorts: Vim Moneymaker (CG female
goblin Pathfinder aspirant) and Hari (LN non-binary half-
elf overachiever) are leading a group of older students in
making a scarecrow of Student #19, an old school story
about a ghostly halfling boy who grants wishes and steals
foolhardy students away in the night. Hari is convinced
that school nostalgia combined with a strong execution
will make this a winning prank, while Vim just loves a
good scary story. PCs can spend 10 minutes and attempt
GELTRA a DC 21 Disguise, Crafting, or Thievery check (DC 24 for
levels 5–6) to assemble, dress, or rig pulleys. If the PCs
succeed at two or more checks to assist Vim and Hari with
the scarecrow, the students successfully rig the scarecrow
to “fly” around the schoolyard on ropes and pulleys.
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Dacilane Academy’s First Great Prank War
The Battle Shifts FRIENDSHIP OR IRE
After the PCs have assisted three of the students’ pranks, As the adventure progresses, the methods the PCs use
the first of the fey arrive and the prank war takes a turn to deal with the fey mayhem impact the fey’s actions.
for the preposterous. If the PCs resolve situations diplomatically, they can
earn Fey Friendship Points, which can earn them an
EVENT 1: UNRELENTING FIREPOWER additional pair of scrolls in Event 4 and determine
TRIVIAL how the fey proceed at the end of the adventure.
Cass Farsight runs up to the PCs with an “urgent missive” On the other hand, the PCs might choose violent
from J. The student leads them to J, who is alone in Ms. methods to chase the chaotic fair folk out of the
Hirasara’s room (A5) except for a pan of pie splattered school. While this is a perfectly viable strategy, it does
upon the floor. As the PCs watch, the pie reassembles also upset Pappy Draighean, the leprechaun patriarch
itself and flies off the ground to hit J squarely in the face. of the caravan. Pappy’s Ire increases each time the
He sighs audibly and wipes the pie from his face. Read or PCs choose violence against the fey, as called out in
paraphrase the following. the individual encounters. The PCs take a penalty to
Diplomacy checks against creatures and hazards with
“I truly detest meringue.” J says wearily. The topping flits off the fey trait equal to the number of Pappy’s Ire Points
Dacilane’s face in flakes and drops, reconstituting into the they have accrued, and if they accrue too many, they
pie pan and quickly reforming into an intact pie again. “As may face the wrath of the angry leprechaun at the
talented as I believe our students to be, I would think such end of the adventure.
weapons of mischief to be beyond their practical capabilities.
Can you see about…” With a sudden splat, he’s struck again by
the ambushing regenerating pie. “Can you see about undoing
this particular prank? It was funny the first few times, but
it’s hard to supervise the students when—” J gestures toward
the pie, which is already on a collision course with his face
once again.
Development: If the PCs don’t use violence against the
J suggests the PCs start their investigation in the house spirits to defeat the hazard, they can attempt one
lunchroom and see if Grenda, the cooking teacher and DC 20 Diplomacy check to Make an Impression (DC
school chef, knows anything about the matter. 23 at levels 5–6) on the house spirits after the hazard
When Grenda allowed an underclassman to take has been disabled; if they succeed, the PCs gain 1 Fey
a single pie to throw at Dacilane, a flock of unhoused Friendship Point and the house spirits are more than
house spirits traveling a few minutes ahead of the bulk happy to talk with them. They share that they’re traveling
of the fey caravan were just in time to give the pies the with the fey caravan and heard from other fey about the
propulsive and regenerating enhancements that currently prank war and are so excited to be a part of it. They’re
plague J. Now the gaggle of domovoi, dvorovoi, and as shocked as the PCs at any injuries sustained from
ovinnik have stolen the rest of the pies and are gleefully sabotaged pie pans, with only a vague idea that maybe
assaulting the cook, the walls, and each other with the “Mr. Clanglyfeets” may have done something to the pans
regenerating pies. When the PCs enter the lunchroom, when he was here earlier. That isn’t really the other fey’s
they become the latest targets for the fey mayhem. name, but the house spirits didn’t recognize the redcap
Numblekin and began calling him that from the loud
Levels 3–4 crashing of his heavy iron boots. A PC who succeeds at
a DC 20 Nature or a DC 15 Fey Lore check to Recall
HOUSE SPIRITS WITH A LARGE NUMBER OF Knowledge recognizes that few fey wear metal footwear,
REGENERATING PIES HAZARD 3 so they are likely discussing a redcap.
Page 16 If the PCs deal lethal damage to the hazard, the fey flee
after it’s disabled, calling the PCs bullies, and return to
Levels 5–6 tell every caravanner they can find about the brutes who
attacked them for pranking in the kitchen. The PCs gain
HOUSE SPIRITS WITH AN ABSURD NUMBER OF 1 Pappy’s Ire Point (see sidebar on page 9).
REGENERATING PIES HAZARD 5 Whatever method the PCs use to disable the hazard,
Page 25 disabling it here also stops the pie pelting J.
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Dacilane Academy’s First Great Prank War
Treasure: Grenda is glad to no longer be assaulted by World that migrate around the Material Plane looking for
pies and gives the PCs a cold iron carving knife she had fun and adventure to suit their whims. They are chaotic
been using to threaten the fey; this functions as a cold and often dangerous, as evil fey are just as welcome in the
iron shortsword. travelling groups as kindly fey.
Critical Failure Fey caravans are mercantile groups that focus
Fey Lore or Nature (Recall Knowledge) on trade in fantastical objects and is one of the few places
The PCs may know more about fey caravans, now that where you can trust in fairy gold.
they know that’s what they’re facing. A PC who succeeds
at a DC 14 Fey Lore or DC 16 Nature check to Recall The rest of the caravan has yet to arrive, so the PCs
Knowledge knows more about fey caravans. A failure have time to take a 10-minute rest if necessary. They
grants no information, and a critical success grants the may also want to inform J or another teacher about
additional information in the critical success entry. These the incident. Whoever the PCs warn asks them to take
checks should be rolled secretly. Any PC with the sprite one more look around the school for students in need
ancestry automatically succeeds at this check. of assistance, while keeping an eye out for further fey
Critical Success This caravan has been traveling around mischief. The PCs have time to assist the fourth and
Absalom for a few days and has already been responsible final prank; once they have done so, or if they decide to
for the robbery of a magic shop and a violent battle with prioritize searching for more information about the fey,
would-be robbers in the surrounding Cairnlands. After the run Event 2.
bandits attacked the caravan, they were soundly routed by
an angry leprechaun. EVENT 2: THE CARAVAN ARRIVES
Success Fey caravans are roving troupes of The school notices immediately when the caravan in
disparate fey from all corners of the First full arrives. Nixies zip through classrooms scattering
shredded paper, a satyr troop cavorts down the hallways
playing raucous music, and a lone faerie dragon chases a
cloud of gleefully screaming sprites along the top of the
walls outside. The school is completely consumed in fey
mayhem. As J leads the nearby students out of the area,
he calls out to the PCs to send anyone else they can find
to regroup in the lunchroom.
As the PCs explore the school in the wake of the chaos
rendered by the fey, they’re ambushed almost immediately
by Pappy Draighean, who uses invisibility and Stealth
checks to creep up on the PCs with the students’ stolen
scarecrow as they explore the school. Pappy Draighean
and a crew of other fey have altered the scarecrow with
layers of illusions cast from stolen scrolls and innate
magics—the thing now has flaming eyes, gnashing teeth
and makes eerie noises from ghost sound spells. When
Pappy arrives with the scarecrow, all PCs within 40 feet
must attempt a DC 18 Will save against the Scarecrow’s
Leer aura (see page 20 for levels 3–4 or page 29 for levels
5–6). Pappy laughs uproariously at any PCs who are
frightened by the scarecrow.
Pappy is the de facto leader of the fey caravan, as
much as the chaotic collective can be considered to
have a leader. He’s more than happy to speak with
the PCs, though his stance pertaining the prank war is
PAPPY DRAIGHEAN cordial but unyielding. He insists that per J’s rules, he
and his people have the same rights as the students to
prank until 12 bells, and further, he couldn’t stop the
caravan if he tried: he doesn’t lead these fey in their
deeds, only in their direction. A PC who succeeds at a
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Dacilane Academy’s First Great Prank War
DC 20 Perception check to Sense Motive recognizes this The one-way mirror prank in this room is still
is a partial lie—the other fey carefully watch Pappy and intact and additionally complicated with the added
defer to his strength and leadership, but he doesn’t like flames. This entire room counts as difficult terrain for
to flaunt that except in the most extreme circumstances. all walking or flying creatures. A PC can spend one
While he doesn’t consider this situation to be out-of- action and attempt a DC 18 Perception check to see
control by fey standards, he doesn’t yet know about the hanging wires and mirrors; if they succeed, they
Numblekin’s violent attacks. A PC who succeeds at a can ignore the difficult terrain for one turn. If they
DC 22 Diplomacy check (DC 25 in levels 5–6) to Make critically succeed, they no longer treat this room as
an Impression on Pappy gains 1 Fey Friendship Point; difficult terrain. PCs get a +2 circumstance bonus
bringing up the decapitated possum or the nails in the pie to these checks if they successfully helped create the
pans decreases this DC by 2, as Pappy finds the danger prank during Act 1.
to the “wee ‘uns” concerning. The leprechaun uses The lurker in light is a little woozy from the smoke
invisibility to flee any violence, threats, or conversations inhalation but is obsessed with spreading the flames. They
that he’s become bored with; but Pappy is a fierce and start invisible due to their Blend with Light ability and
canny warrior and will remember any violent actions don’t act in the first round of combat, waiting for the PCs
by the PCs later. If the PCs attack or threaten the fey to enter and approach the fire before attacking. Each round,
patriarch, the PCs gain 2 Pappy’s Ire Points (see sidebar the lurker in light uses one action to take a book from a
on page 9). shelf and throw it into the fire, which increases the fires’
spread in the hazard. The lurker moves if a hostile creature
EVENT 3: BOOK BURNING MODERATE is attacking them in order to trigger their Blend with Light
Shortly after the PCs encounter Pappy, a few students ability; otherwise, they attack with their mote of light.
come screaming out of the library just as smoke begins
to waft out the door and along the hallway ceilings. A Levels 3–4
lurker in light has found the library (A7) and its unseen
servant. The evil fey is lighting books on fire, throwing TRAVEL WORN LURKER IN LIGHT CREATURE 4
them about the room, and gleefully watching the Page 17, art on page 37
unseen servant pick them up and reshelve them, further
spreading the flames. The intricate mirror prank reflects UNSEEN ARSON ASSISTANT HAZARD 1
the growing blaze and fills the room with a hungry red Page 17
glow. A few sprites nervously huddle near the door,
yelling at the wicked creature to stop before Pappy gets Levels 5–6
angry, but the lurker is gleefully ignoring them.
TRAVEL WORN LURKER IN LIGHT (2) CREATURE 4
Page 26, art on page 37
ALARMINGLY EFFICIENT UNSEEN ARSON ASSISTANT
HAZARD 3
Page 26
Development: If the PCs defeat the lurker in light
without killing them, they gain 1 Fey Friendship Point
as other fey are impressed by their restraint. Using
violence here doesn’t gain any Pappy’s Ire Points, as the
lurker is openly hostile. No other fey try to top the fire
prank, so the PCs are free to rest here for ten minutes.
EVENT 4: AERIAL MARSUPIAL
SUPERIORITY TRIVIAL
As the PCs fight the lurker in light in the library,
a gaggle of sprites decide to take over the hallways.
Using stolen scrolls, the sprites levitate the
GIANT OPOSSUM school’s opossums and cast mirror image
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Dacilane Academy’s First Great Prank War
on them to transform an already large number of opossums Development: If the PCs don’t use violence against
into an illusion of a truly tremendous number of opossums. the sprites to defeat the hazard, they may attempt one
The next time the PCs pass through the hallway, they are DC 20 Diplomacy check to Make an Impression (DC
faced with seemingly dozens of soaring opossums violently 23 at levels 5–6) on the sprites after the hazard has been
struggling against their involuntary flight. A cackling cloud disabled; if they succeed, the PCs gain 1 Fey Friendship
of sprites with scrolls and wands are having a marvelous Point and the sprites are more than happy to talk with
time piloting the panicked marsupials. A DC 17 Arcana or the PCs.
Occultism check identifies that the opossums are under the If the PCs do any lethal damage against the fey
effects of mirror image spells. pranksters, they eventually flee—but not before telling
all the other caravanners they can find. The PCs gain 1
Levels 3–4 Pappy’s Ire Point (see sidebar on page 9).
After the hallway is cleared, the prank war briefly lulls;
HALLWAYS FULL OF MOSTLY ILLUSORY OPOSSUMS the PCs can find a room to rest for 10 minutes before the
HAZARD 3 students launch their final offensive.
Page 19 Treasure: If the PCs gain a Fey Friendship Point here,
the sprites happily share the scrolls they still have “for
Levels 5–6 more pranks,” though all they have left are two 1st-level
scrolls of heal (two 2nd-level scrolls of heal at levels
HALLWAYS FULL OF EVEN MORE MOSTLY ILLUSORY 5–6). If the PCs are unable to use the scrolls themselves,
OPOSSUMS HAZARD 5 one of the students, Sabazio (NG male human apprentice
Page 28 apothecary) can cast the spells for them in the lunchroom,
though he’s a little incredulous that they can’t cast the
spells themselves.
EVENT 5: THE PERFECT PRANK STORM
MODERATE
The PCs can regroup with J and the students, who have
formed a fort of sorts out of the lunchroom tables. All
of the students and staff are accounted for except
for Headmaster Rosedell. In the PCs’ absence, J and
the students have recruited the house spirits for the
simple price of letting them live at the school. Now
armed with the magical advantage of the regenerating
pies, J leads the students charging into the halls in an
all-out counter-offensive. When J rounds the corner into
the annex hallway (A9), he stops when he sees a giant
opossum through the open laboratory door. He
calls the PCs to the front and asks them
to investigate while he gets the students
away from the area.
Numblekin concentrated all
of his deadliest pranks in the
laboratory (A11), with the hope of
overwhelming whoever came here
with violent intent.
The redcap has nearly gotten
his wish—Headmaster Rosedell was
chased here by a twigjack and is hiding in
GHOSTLY SCARECROW one of the workbench cabinets, screaming
for help. The redcap used a scroll of enlarge
on one of the opossums, and has animated the
scarecrow and wrapped it in a ghostly illusion. This
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Dacilane Academy’s First Great Prank War
animated construct lurks outside in order to ambush Levels 5–6
its prey. In the high tier, one of Numblekin’s twigjack
co-conspirators is also still here and ambushes the PCs GHOSTLY SCARECROW CREATURE 4
while they deal with the other traps. Page 29, art on page 38
Creatures: The scarecrow begins outside this room
in the courtyard. While it still looks ghostly thanks GIANT OPOSSUMS (2) CREATURE 2
to Pappy’s illusions, it has the statistics of a typical Page 29, art on page 37
scarecrow. It waits outside window until a PC enters the
room, then spends its next turn breaking the window and TWIGJACK CREATURE 3
entering. The opossum, enraged by the spells cast on it Page 30, art on page 38
and the violent goading of the fey, fights until it feigns
death, then fights to the death. Theater of War
With the headmaster rescued, the PCs can safely make
Levels 3–4 their way back to the cafeteria, where the prank war has
settled into winded laughter and the fey and students
GHOSTLY SCARECROW CREATURE 4 have begun to congregate together. After the PCs arrive, J
Page 20, art on page 38 stands on a chair and calls everyone, fey and student alike,
to cross the street to announce the winners of the prank
EXHAUSTED GIANT OPOSSUM CREATURE 1 war with a final assembly. The crowd takes plenty of time
Page 20, art on page 37 to organize, so the PCs have time to take 10 minutes to
recover while the teachers attempt to wrangle everyone
across the street.
B. THEATER SEVERE
The PCs and J gather on stage, and he asks the PCs to make
the choice for the winner of the Medal of Foolery. After they
announced the winner but before students arrive on stage,
Numblekin arrives; read or paraphrase the following.
From behind the backstage curtain, a long sharp blade suddenly
emerges, slicing a long gash. “What a waste, to give so high
an award to such a lowly prank! Did you not see the blood
Numblekin spilt? Or hear the fear in the screams we caused? I
left you the dead possum because I thought you’d laugh!” From
the shadowy wings of the stage, manic giggles expressing
something much darker than mirth ripple from flitting shapes
and smaller blades eviscerate the curtain, slicing it to ribbons.
A small, wizened old man with a long beard peeks through the
sliced curtain, his dark red hat glistening wetly. “Fine then, one
last prank from Numblekin and his merry band of miscreants—
we’re going to steal the medal! Stop us if you can!”
The backstage curtain doesn’t prevent movement.
Creatures on opposite sides of the curtain have
concealment from each other, but not cover.
Creatures: Numblekin uses the curtains’ concealment
and his high movement speed to stay away from melee
combatants. If the PCs have accrued 2 or fewer Pappy’s
NUMBLEKIN Ire Points, use the encounter labeled Numblekin. The
jinkins coordinate attacks to try to flank foes. For levels
5–6, the twigjacks lead with their splinter spray, hitting
as many PCs as possible without harming their allies.
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Dacilane Academy’s First Great Prank War
B. Theater
1 SQUARE = 5 FEET Pathfinder Flip-Map Classics: Theater
If the PCs earned 3 or more Pappy’s Ire Points, use the PAPPY DRAIGHEAN CREATURE 3
encounter labeled Pappy. Pappy leaps out of his seat in the Page 23, art on page 37
audience and runs on stage to teach the PCs a lesson. He
shoos away the jinkins (or twigjacks for levels 5–6); these
weaker fey run out of the theater and gleefully vandalize Levels 5–6 (Numblekin)
the school. If Pappy is reduced to 15 or fewer Hit Points,
he uses invisibility and flees. NUMBLEKIN CREATURE 5
Thinking quickly, J and the teachers escort the students Page 31, art on page 38
to the back of the auditorium, bringing them out of harm’s
way while allowing the younger ones to believe what they LURKER IN LIGHT CREATURE 5
see is just a show. If the battle seems to be going poorly, Page 32, art on page 37
they quickly escort the students out of the auditorium.
TWIGJACKS (2) CREATURE 3
Levels 3–4 (Numblekin) Page 32, art on page 38
NUMBLEKIN CREATURE 5 Levels 5–6 (Pappy)
Page 21, art on page 38
NUMBLEKIN CREATURE 5
JINKINS (2) CREATURE 1 Page 33, art on page 38
Page 21
PAPPY DRAIGHEAN CREATURE 5
Levels 3–4 (Pappy) Page 33, art on page 37
NUMBLEKIN CREATURE 5 LURKER IN LIGHT CREATURE 5
Page 23, art on page 38 Page 34, art on page 37
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Development: Using violence against the evil fey does REPORTING NOTES
not cause the PCs to gain any Pappy’s Ire as the evil fey If the PCs befriended Pappy, check box A on the reporting
are clearly the aggressors, but if the PCs use non-lethal sheet. If the fey caravan plans to return to Dacilane
tactics to subdue one or more fey in this fight, they Academy, check box B on the reporting sheet. If Pappy
gain 1 Fey Friendship Point as they impress the other escaped combat and became a vengeful enemy, check box
caravanners. If the PCs lose this fight, they wake up C on the reporting sheet.
about 20 minutes later, to the sight of J and an assorted
group of teachers, Absalom citizens, and Pathfinder PRIMARY OBJECTIVES
agents from the nearby Grand Lodge, including a medic The PCs fulfill their primary objective by attempting to
who is providing them treatment for their wounds. This assist all of the students with their pranks, overseeing the
motley crew managed to drive off the remaining fey, but Dacilane Academy’s First Great Prank War, and defeating
not before sustaining significant injuries of their own. J the evil Numblekin in combat. Doing so earns each PC 2
assures the PCs that all of the children escaped safely, Reputation with their chosen faction.
thanks to their bravery, and that the Pathfinder Society
will provide medical treatment for everyone who helped SECONDARY OBJECTIVES
defend the school. The PCs fulfill their secondary objective by gaining
3 or more Fey Friendship Points from the following:
Conclusion befriending the fey in the kitchen or hallway, impressing
After Numblekin is defeated, if Pappy’s Ire was 3 Pappy in the lunchroom or auditorium, or using
or lower, the PCs have an additional opportunity to non-lethal tactics to defeat the lurkers in light in the
influence Pappy, though now that their deeds have been library or Numblekin in the theater. Doing so earns each
spread throughout the caravan’s occupants, they have PC 2 Reputation with their chosen faction.
a penalty equal to how many Pappy’s Ire Points they
accrued. If the PCs succeed at a DC 22 Diplomacy check
to Make an Impression (DC 25 for levels 5–6), they gain
2 Fey Friendship Points. If they earned 3 or more Fey
Friendship Points in total, the caravan is thrilled with
the idea of regularly returning for an annual prank war
and eagerly begin making plans for next year with J and
the students. If they earned fewer than 3 Fey Friendship
Points, the caravan does not plan to return. If the PCs
gained 3 or more Pappy’s Ire Points and Pappy fled
the fight in the auditorium, they have made a vengeful
enemy. Pappy dedicates himself to making the Pathfinder
Society rue the day they crossed his caravan.
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Appendix 1: Level 3–4 SCALING EVENT 1
Encounters To adjust for the PCs’ overall strength, use the
The statistics presented in this appendix include full following Challenge Point adjustments.
stat blocks for creatures and hazards appearing in this 12+ Challenge Points: For every 4 Challenge Points
scenario. These encounters are written for four 3rd-level above 8, add one action to the trap’s routine and one
PCs. If you group has a different composition or size, see additional success required to disarm the hazard.
the Organized Play section on page 39 for instructions on
how to use the scaling sidebars to adjust the encounters
for your group.
Some scaling sidebars reference the elite or weak
adjustments. Rules for these adjustments appear on
page 6 of the Pathfinder Bestiary. If a creature is marked
“(0)”, don’t include it in the encounter unless otherwise
specified (likely from the scaling sidebars).
EVENT 1: UNRELENTING FIREPOWER
(LEVELS 3–4)
HOUSE SPIRITS WITH A LARGE NUMBER OF
REGENERATING PIES HAZARD 3
COMPLEX ENVIRONMENTAL FEY MAGICAL
Stealth +13
Description A group of house spirits run around the lunchroom
hurling pies at the walls and all the people in the room—and
then the pies magically reconstitute and throw themselves
again.
Disable DC 20 Diplomacy, Deception, or Intimidation four times
to convince the spirits to undo their spells, DC 18 Arcana or
Occultism to unravel a pie’s enchantments, or dispel magic
(2nd level; counteract DC 18) to undo one pies’ worth of
spells. Three successes are required to disable the hazard.
AC 22; Fort +6, Ref +12, Will +14
HP 46 (if the house spirits take this much damage, they aren’t
killed, but they do flee the school and don’t return)
Sur-Pies [reaction] Trigger A creature enters the room; Effect A pie
from the room magically hurls itself at the creature and
attempts a pie Strike, then the hazard rolls initiative.
Routine (3 actions) The hazard regenerates any pies that it
has thrown at a cost of one action per pie (to a maximum of
3 active pies). Each successful check to disable the hazard
deactivates one of the pies, reducing the number of active
pies by 1. After regenerating pies on its turn, the hazard
throws pies whenever a creature triggers continually
sur-piesed. For each pie Strike, roll 1d4. On a 1, the pie
pan has nails driven into it by Numblekin and deals and
additional 1d10+6 piercing damage. The nails make the pie’s
damage lethal, rather than nonlethal.
Continually Sur-piesed [free-action] Trigger A creature enters the room,
attempts an action with the concentrate trait for the first
time this turn, or ends their turn; Effect The hazard makes
a pie Strike against the triggering creature.
Ranged [one-action] pie +12 (nonlethal), Damage 1d6+3 bludgeoning
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EVENT 3: BOOK BURNING (LEVELS 3–4) SCALING EVENT 3
To adjust for the PCs’ overall strength, use the
TRAVEL WORN LURKER IN LIGHT CREATURE 4 following Challenge Point adjustments. These
NE SMALL FEY adjustments are not cumulative.
Variant lurker in light (Pathfinder Bestiary 2 169) 10–11 Challenge Points: Add the elite template to
Perception +13; low-light vision the lurker in light.
Languages Aklo, Common, Sylvan 12–13 Challenge Points: Add the elite template to
Skills Acrobatics +12, Nature +9, Occultism +9, Stealth +12, the lurker in light and add one jinkin to the encounter.
Survival +11 14–15 Challenge Points: Add one travel worn lurker
Str +0, Dex +5, Con +2, Int +2, Wis +4, Cha +2 in light to the encounter.
AC 20; Fort +7, Ref +12, Will +11 16–18 Challenge Points (5+ players): Add one travel
HP 57; Immunities blinded; Weaknesses cold iron 5 worn lurker in light and one jinkin to the encounter.
Speed 25 feet, fly 25 feet
Melee [one-action] claw +12 (agile, finesse), Damage 2d6 slashing
Ranged [one-action] mote of light +12 (agile, magical, range increment 10
feet), Damage 2d4 force plus lurker’s glow
Primal Innate Spells DC 20, attack +14; 4th dimension door
(only when in bright light, and only to an area in bright
light), summon fey; 3rd blindness, searing light, summon fey; UNSEEN ARSON ASSISTANT HAZARD 1
Cantrips (3rd) dancing lights, ghost sound, light, mage hand COMPLEX ENVIRONMENTAL FIRE
Blend with Light [reaction] Trigger The lurker in light uses a move Stealth –10, initiative modifier is +5
action; Requirements The lurker in light is in an area of Description Fire engulfs four 5-foot-by-5-foot sections of
bright light; Effect The lurker in light becomes invisible until the library, then spreads erratically on each of its turns as
it enters an area of dim light or darkness, or until it uses a burning books are carried about by the modified unseen
hostile action. servant.
Lurker’s Glow (evocation, light, primal) A creature that takes Disable A successful DC 15 Athletics, Nature, or Survival check
damage from a lurker in light’s mote of light must attempt a from an adjacent square is sufficient to smother one 5-foot-
DC 20 Will save. square of fire; each attempt is an Interact action. Dousing the
Success The creature is unaffected and is temporarily flames automatically extinguishes one or more sections of fire,
immune to lurker’s glow for 24 hours. with no check. Water typically clears a 5-foot square if the
Failure The creature is lined in golden light for 1 minute and amount is small (such as that from create water or hydraulic
can’t be concealed during this time. If the creature becomes push). Larger amounts of water, such as a full bucket, typically
invisible, it is concealed rather than being undetected. douse a 10-foot-by-10-foot area (or 4 squares in some other
Critical Failure As failure, but the creature sheds bright light shape). Throwing a bucket of water on flames requires an
in a 20-foot emanation for the duration of the effect. In Interact action. A waterskin doesn’t contain enough water to
addition, the creature is dazzled on its first turn after put out even 1 square of fire. Cold can also put out fire, but
failing this save. only if the cold can affect an area; cold is usually less effective
Ritual Gate [one-action] (conjuration, primal) Requirements The lurker than water, so a frost vial typically puts out only 1 square of
in light has reduced a living creature to 0 Hit Points on this fire, and ray of frost is ineffective.
turn or its previous turn and has a summon fey innate spell Routine On its turn, the fire spreads into a number of additional
available; Effect The lurker in light casts summon fey with squares equal to half the number of squares the fire currently
only a verbal component, using the act of slaughter to replace occupies plus the number of books that the lurkers in light
the normal material and somatic components for the spell. If lit on fire this round, minimum 1 square. You determine the
the fey creature summoned has the same alignment as the squares the fire spreads into, but any spread from lit books
lurker in light, the lurker in light can sustain the summon fey must affect a bookshelf; fires spread in this way do not need
spell for up to 1 hour instead of 1 minute. to spread into adjacent squares. Any creature that ends
Sneak Attack A lurker in light’s Strikes deal an additional 2d6 its turn next to the flames takes 1d6 fire damage, and any
precision damage to flat-footed creatures. creature within the flames takes 4d6 fire damage (DC 15
basic Reflex save for both). A creature can take damage from
flames only once per round.
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JINKIN (0) CREATURE 1
CE TINY FEY GREMLIN
Pathfinder Bestiary 193
Perception +7; darkvision
Languages Undercommon
Skills Acrobatics +7, Crafting +5 (+7 traps), Deception +5,
Nature +5, Stealth +7, Thievery +7
Str –2, Dex +4, Con +0, Int +2, Wis +2, Cha +2
Items shortsword
AC 17; Fort +6, Ref +10, Will +7
HP 19; Weaknesses cold iron 2
Speed 30 feet
Melee [one-action] shortsword +9 (agile, finesse, magical, versatile S),
Damage 1d6–2 piercing
Primal Innate Spells DC 17; Cantrips (1st) prestidigitation
Sneak Attack The jinkin deals 1d6 extra precision damage to
flat-footed creatures.
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EVENT 4: AERIAL MARSUPIAL SCALING EVENT 4
SUPERIORITY (LEVELS 3–4) To adjust for the PCs’ overall strength, use the
following Challenge Point adjustments.
HALLWAYS FULL OF MOSTLY ILLUSORY OPOSSUMS 12+ Challenge Points: For every 4 Challenge
HAZARD 3 Points above 8, add one additional sprite, and thus
COMPLEX ENVIRONMENTAL FEY MAGICAL one additional action to the trap’s routine and one
Stealth DC 17 additional success required to disarm the hazard.
Description Several distressed opossums dressed in school
uniforms and under the effects of mirror image fly about
the hallway, guided by four giggling sprites.
Disable DC 20 Diplomacy, Deception, or Intimidate four times
to convince one sprite to undo their spells; DC 22 Athletics,
Diplomacy (with wild empathy) or Nature to subdue or
soothe the opossums; or dispel magic (2nd level; counteract
DC 18) to undo one sprites’ worth of spells. Four successes
are required to disable the hazard.
AC 22; Fort +14, Ref +12
HP 46; Immunities precision, swarm mind; Weaknesses area
damage 5, splash damage 5
New Targets [reaction] Trigger A creature walks into the room; Effect
The sprites scream “Surprise!,” attempt a opossum flyby
Strike, and roll initiative.
Routine (4 actions) The hazard loses 1 action each turn for
each Disable success. Each sprite takes one action to Strike
a different randomly chosen PC.
Melee [one-action] opossum flyby +12, Damage 1d10+6 piercing
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EVENT 5: THE PERFECT PRANK STORM SCALING EVENT 5
(LEVELS 3–4) To adjust for the PCs’ overall strength, use the
following Challenge Point adjustments. These
GHOSTLY SCARECROW CREATURE 4 adjustments are not cumulative.
N MEDIUM CONSTRUCT 10–11 Challenge Points: Add one exhausted giant
Variant scarecrow Pathfinder Bestiary 2 232 opossum to the encounter.
Perception +11; darkvision 12–13 Challenge Points: Add the elite adjustment to
Skills Athletics +12 the scarecrow and add one exhausted giant opossum
Str +5, Dex +2, Con +3, Int –4, Wis +3, Cha –2 to the encounter.
AC 19; Fort +13, Ref +8, Will +11 14–15 Challenge Points: Add one scarecrow to the
HP 60; Immunities bleed, death effects, disease, doomed, encounter.
drained, fatigued, healing, mental, necromancy, nonlethal 16–18 Challenge Points (5+ players): Add one elite
attacks, paralyzed, poison, sickened, unconscious; Resistances scarecrow to the encounter.
physical 5 (except slashing); Weaknesses fire 5
Scarecrow’s Leer (aura, emotion, fear, mental, occult, visual) 40
feet. The scarecrow’s eyes flicker with an unnerving glow.
A creature can’t reduce its frightened condition below 1 as
long as it is in the aura’s emanation. When a creature enters
or starts its turn in the aura, it must attempt a DC 18 Will
save. Birds and other avian creatures take a –2 circumstance EXHAUSTED GIANT OPOSSUM CREATURE 1
penalty to this save. N LARGE ANIMAL
Critical Success The creature is unaffected and is then Variant giant opossum (Pathfinder Bestiary 3 192)
temporarily immune for 24 hours. Perception +8; low-light vision, scent (imprecise) 30 feet
Success The creature is frightened 1. Skills Athletics +8, Stealth +6, Survival +4
Failure The creature is frightened 2 and is fascinated by the Str +4, Dex +2, Con +3, Int –4, Wis +2, Cha +0
scarecrow until the end of its next turn. AC 15; Fort +9, Ref +6, Will +3; +2 circumstance bonus to all
Critical Failure As failure, but frightened 3. saves vs. disease
Speed 20 feet HP 25; Resistances poison 3
Melee [one-action] claw +13 (versatile S), Damage 2d6+7 bludgeoning Feign Death [reaction] Trigger The opossum is reduced below 15 HP;
plus clawing fear Effect The opossum collapses. It is flat-footed and can use
Baleful Glow [free-action] (concentrate, mental, occult) The scarecrow’s actions that require only its mind, but any other action ends
head bursts into ghostly, heatless flame that sheds bright the ruse. A successful DC 16 Perception check to Seek or
light in a 20-foot emanation (and dim light to the next 20 Medicine check to Recall Knowledge is required to determine
feet). If the scarecrow uses this ability on the first round of that the animal is not, in fact, dead.
combat, any creature that has not acted yet is startled and Revived Retaliation [reaction] Trigger The opossum is attacked or
becomes flat-footed against the scarecrow for 1 round. It can disturbed by a creature within reach while Feigning Death;
suppress the light by using this action again. Effect The opossum Strikes the triggering creature.
Clawing Fear The scarecrow’s Strikes deal an additional 1d6 Speed 30 feet, climb 20 feet
mental damage to frightened creatures. Melee [one-action] jaws +8 (deadly d10), Damage 1d10+2 piercing
Melee [one-action] claw +8 (agile), Damage 1d6+2 slashing
Melee [one-action] tail +8 (reach 15 feet), Damage 1d4+2 bludgeoning
plus Grab
Grasping Tail A giant opossum can drag a Small or Tiny creature
it has grabbed with its tail along with it when it Strides.
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B. THEATER (NUMBLEKIN, LEVELS 3–4) SCALING ENCOUNTER B
(NUMBLEKIN)
NUMBLEKIN CREATURE 5 To adjust for the PCs’ overall strength, use the
UNIQUE CE SMALL FEY following Challenge Point adjustments. These
Variant redcap (Pathfinder Bestiary 278) adjustments are not cumulative.
Perception +12; low-light vision 10–11 Challenge Points: Add an elite jinkin to the
Languages Common, Sylvan encounter.
Skills Acrobatics +13, Athletics +15, Deception +11, Intimidation 12–13 Challenge Points: Add one weak redcap to
+13, Nature +10, Stealth +13 the encounter, use the statistics for Numblekin with
Str +4, Dex +4, Con +1, Int +3, Wis +3, Cha +4 the weak adjustment.
Red Cap (necromancy, primal) A redcap’s woolen hat is dyed 14–15 Challenge Points: Add one elite jinkin and
with the blood of its victims. If the redcap loses its cap, it one pixie to the encounter.
no longer benefits from fast healing and takes a –4 status 16–18 Challenge Points (5+ players): Add two pixies
penalty to its damage rolls. It can create a new cap in 10 to the encounter.
minutes, but that cap doesn’t grant its powers until the
redcap has turned it red with Blood Soak. A cap has no
benefit for creatures other than the redcap who made it.
AC 21; Fort +11, Ref +15, Will +10
HP 60 (fast healing 10); Weaknesses cold iron 5, divine
revulsion
Divine Revulsion (emotion, fear, mental) If a redcap sees a
creature brandish a religious symbol of a good deity (which JINKINS (2) CREATURE 1
requires an interact action by that creature) or use one to CE TINY FEY GREMLIN
cast a divine spell, the redcap must attempt a DC 19 Will Pathfinder Bestiary 193
save. It then becomes temporarily immune to all brandished Perception +7; darkvision
religious symbols for 10 minutes. Languages Undercommon
Critical Success The redcap is unaffected. Skills Acrobatics +7, Crafting +5 (+7 traps), Deception +5,
Success The redcap is frightened 2. Nature +5, Stealth +7, Thievery +7
Failure The redcap gains the fleeing condition for 1 round Str –2, Dex +4, Con +0, Int +2, Wis +2, Cha +2
and is frightened 4. Items shortsword
Speed 50 feet AC 17; Fort +6, Ref +10, Will +7
Melee [one-action] scythe +15 (deadly 1d10, trip), Damage 1d10+10 HP 19; Weaknesses cold iron 2
slashing Speed 30 feet
Melee [one-action] boot +13 (agile, versatile B), Damage 1d6+8 piercing Melee [one-action] shortsword +9 (agile, finesse, magical, versatile S),
Blood Soak [one-action] (manipulate) The redcap dips its cap in the blood Damage 1d6–2 piercing
of a slain foe. The foe must have died in the last minute, and Primal Innate Spells DC 17; Cantrips (1st) prestidigitation
the redcap must have helped kill it. The redcap gains a +4 Sneak Attack The jinkin deals 1d6 extra precision damage to
status bonus to damage rolls for 1 minute. flat-footed creatures.
Deadly Cleave [reaction] Trigger The redcap reduces a creature to 0 Hit
Points with a scythe Strike. Effect The redcap makes another
scythe Strike against a different creature, using the same
multiple attack penalty as the scythe Strike that triggered
this reaction. This counts toward its multiple attack penalty.
Stomp [one-action] The redcap Strides up to half its Speed and makes a
boot Strike at any point during that movement. If the boot
Strike hits a prone creature, it deals an extra 2d6 persistent
bleed damage.
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PIXIE (0) CREATURE 4
CE SMALL FEY SPRITE
Pathfinder Bestiary 309
Perception +12; low-light vision
Languages Common, Sylvan
Skills Acrobatics +13, Deception +11, Nature +10, Stealth +11
Str –1, Dex +5, Con +1, Int +3, Wis +2, Cha +3
Items longbow (60 arrows), shortsword
AC 23; Fort +8, Ref +14, Will +12; +1 status to all saves vs. magic
HP 40; Weaknesses cold iron 5
Speed 15 feet, fly 45 feet
Melee [one-action] shortsword +13 (agile, finesse, magical, versatile S),
Damage 1d6+4 piercing
Melee [one-action] longbow +13 (deadly 1d10, magical, range increment
100 feet, reload 0, volley 20 feet), Damage 1d8+4 piercing
Primal Innate Spells DC 21; 4th invisibility (at will; self only);
3rd dispel magic, 2nd entangle, faerie fire; 1st illusory
disguise; Cantrips (2nd) dancing lights, detect magic, ghost
sound, shield
Sprinkle Pixie Dust [one-action] (manipulate) The pixie sprinkles pixie dust
onto one of its arrows. If the pixie hits a creature with that
arrow before the pixie’s next turn, the arrow inflicts one of
the following special effects instead of dealing damage. Each
effect depends on the target’s DC 21 Will save. On a critical hit,
the target treats its save result as one degree worse.
• Charm (emotion, enchantment, incapacitation, mental)
The target suffers the effects of a charm spell, except
it doesn’t gain a bonus to its save if the only hostile act
was the pixie firing its bow, and the pixie can choose
to direct the target’s adoration toward another creature
rather than itself.
• Memory Loss (divination, mental) On a failed Will save,
the target loses the last 5 minutes of its memory.
• Sleep (enchantment, incapacitation, mental, sleep) The
target suffers the effects of a 3rd-level sleep spell.
• Subdual (enchantment, mental, nonlethal) The target
takes 4d6 mental damage, depending on its basic Will
save.
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Dacilane Academy’s First Great Prank War
B. THEATER (PAPPY, LEVELS 3–4) SCALING ENCOUNTER B
(PAPPY)
NUMBLEKIN CREATURE 5 To adjust for the PCs’ overall strength, use the
UNIQUE CE SMALL FEY following Challenge Point adjustments. These
Variant redcap (Pathfinder Bestiary 278) adjustments are not cumulative.
Perception +14; low-light vision 10–11 Challenge Points: Add Pappy’s assistant
Languages Common, Sylvan Snappy to the encounter.
Skills Acrobatics +11, Athletics +15, Deception +13, Intimidation 12–13 Challenge Points: Add one pixie to the
+15, Nature +12, Stealth +11 encounter.
Str +4, Dex +2, Con +1, Int +3, Wis +3, Cha +4 14–15 Challenge Points: Add one pixie and Pappy’s
Items iron boots, red cap, scythe assistant Snappy to the encounter.
Red Cap (necromancy, primal) A redcap’s woolen hat is dyed 16–18 Challenge Points (5+ players): Add two pixies
with the blood of its victims. If the redcap loses its cap, it to the encounter.
no longer benefits from fast healing and takes a –4 status
penalty to its damage rolls. It can create a new cap in 10
minutes, but that cap doesn’t grant its powers until the
redcap has turned it red with Blood Soak. A cap has no
benefit for creatures other than the redcap who made it.
AC 21; Fort +11, Ref +13, Will +12
HP 60, fast healing 10; Weaknesses cold iron 5, divine revulsion PAPPY DRAIGHEAN CREATURE 3
Divine Revulsion (emotion, fear, mental) If a redcap sees a UNIQUE CN SMALL FEY
creature brandish a religious symbol of a good deity (which Variant leprechaun (Pathfinder Bestiary 2 158)
requires an interact action by that creature) or use one to Perception +13; low-light vision
cast a divine spell, the redcap must attempt a DC 19 Will Languages Common, Sylvan
save. It then becomes temporarily immune to all brandished Skills Acrobatics +10, Deception +11, Gold Lore +9, Nature +9,
religious symbols for 10 minutes. Performance +11, Thievery +10
Critical Success The redcap is unaffected. Str +1, Dex +4, Con +1, Int +3, Wis +3, Cha +4
Success The redcap is frightened 2. AC 20; Fort +10, Ref +13, Will +12
Failure The redcap gains the fleeing condition for 1 round HP 40
and is frightened 4. Speed 30 feet
Speed 50 feet Melee [one-action] staff +9 (two-hand 1d8), Damage 1d4+5 bludgeoning
Melee [one-action] scythe +15 (deadly 1d10, trip), Damage 1d10+10 Primal Innate Spells DC 20, attack +12; 2nd illusory creature,
slashing illusory object, invisibility (self only); 1st color spray,
Melee [one-action] boot +13 (agile, versatile B), Damage 1d6+8 piercing shillelagh, ventriloquism; Cantrips (2nd) dancing lights, ghost
Blood Soak [one-action] (manipulate) The redcap dips its cap in the blood sound, mage hand, prestidigitation, telekinetic projectile
of a slain foe. The foe must have died in the last minute, and Create Object [two-actions] (conjuration, manipulate, primal) Frequency
the redcap must have helped kill it. The redcap gains a +4 three times per day; Effect The leprechaun produces an item
status bonus to damage rolls for 1 minute. out of their hat, from behind their jacket, from within a hole
Deadly Cleave [reaction] Trigger The redcap reduces a creature to 0 Hit in a tree stump, or from any other unexpected location.
Points with a scythe Strike. Effect The redcap makes another This conjured item must be no more than 1 Bulk and must
scythe Strike against a different creature, using the same be made of relatively commonplace material (such as cloth,
multiple attack penalty as the scythe Strike that triggered wood, stone, or even low-value metal like iron or lead).
this reaction. This counts toward its multiple attack penalty. It can’t rely on intricate artistry or complex moving parts,
Stomp [one-action] The redcap Strides up to half its Speed and makes a never fulfills a Cost or the like, and can’t be made of precious
boot Strike at any point during that movement. If the boot materials or materials with a rarity of uncommon or higher.
Strike hits a prone creature, it deals an extra 2d6 persistent The created object is temporary and lasts for 1 hour or until
bleed damage. the leprechaun creates a new item, whichever comes first.
Leprechaun Magic When a leprechaun uses their innate
spells to deceive, trick, or humiliate a creature, the spell DC
increases to 22 and the attack modifier to +13.
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PIXIE (0) CREATURE 4 SNAPPY (0) CREATURE 1
CN SMALL FEY SPRITE UNCOMMON CN SMALL FEY
Pathfinder Bestiary 309 Variant leprechaun (Pathfinder Bestiary 2 6, 158)
Perception +12; low-light vision Perception +9; low-light vision
Languages Common, Sylvan Languages Common, Sylvan
Skills Acrobatics +13, Deception +11, Nature +10, Stealth +11 Skills Acrobatics +6, Deception +7, Gold Lore +5, Nature +5,
Str –1, Dex +5, Con +1, Int +3, Wis +2, Cha +3 Performance +7, Thievery +6
Items longbow (60 arrows), shortsword Str +1, Dex +4, Con +1, Int +3, Wis +3, Cha +4
AC 23; Fort +8, Ref +14, Will +12; +1 status to all saves vs. magic AC 16; Fort +6, Ref +9, Will +8
HP 40; Weaknesses cold iron 5 HP 15
Speed 15 feet, fly 45 feet Speed 30 feet
Melee [one-action] shortsword +13 (agile, finesse, magical, versatile S), Melee [one-action] club +5, Damage 1d6+1 bludgeoning
Damage 1d6+4 piercing Primal Innate Spells DC 16, attack +8; 1st color spray, shillelagh,
Melee [one-action] longbow +13 (deadly 1d10, magical, range increment ventriloquism; Cantrips (2nd) dancing lights, ghost sound,
100 feet, reload 0, volley 20 feet), Damage 1d8+4 piercing mage hand, prestidigitation, telekinetic projectile
Primal Innate Spells DC 21; 4th invisibility (at will; self only); Create Object [two-actions] (conjuration, manipulate, primal) Frequency
3rd dispel magic, 2nd entangle, faerie fire; 1st illusory three times per day; Effect The leprechaun produces an item
disguise; Cantrips (2nd) dancing lights, detect magic, ghost out of their hat, from behind their jacket, from within a hole
sound, shield in a tree stump, or from any other unexpected location.
Sprinkle Pixie Dust [one-action] (manipulate) The pixie sprinkles pixie dust This conjured item must be no more than 1 Bulk and must
onto one of its arrows. If the pixie hits a creature with that be made of relatively commonplace material (such as cloth,
arrow before the pixie’s next turn, the arrow inflicts one of wood, stone, or even low-value metal like iron or lead).
the following special effects instead of dealing damage. Each It can’t rely on intricate artistry or complex moving parts,
effect depends on the target’s DC 21 Will save. On a critical hit, never fulfills a Cost or the like, and can’t be made of precious
the target treats its save result as one degree worse. materials or materials with a rarity of uncommon or higher.
• Charm (emotion, enchantment, incapacitation, mental) The created object is temporary and lasts for 1 hour or until
The target suffers the effects of a charm spell, except it the leprechaun creates a new item, whichever comes first.
doesn’t gain a bonus to its save if the only hostile act was Leprechaun Magic When a leprechaun uses their innate
the pixie firing its bow, and the pixie can choose to direct spells to deceive, trick, or humiliate a creature, the spell DC
the target’s adoration toward another creature rather than increases to 18 and the attack modifier to +9.
itself.
• Memory Loss (divination, mental) On a failed Will save,
the target loses the last 5 minutes of its memory.
• Sleep (enchantment, incapacitation, mental, sleep) The
target suffers the effects of a 3rd-level sleep spell.
• Subdual (enchantment, mental, nonlethal) The target
takes 4d6 mental damage, depending on its basic Will
save.
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Appendix 2: Level 5–6 SCALING EVENT 1
Encounters To adjust for the PCs’ overall strength, use the
The statistics presented in this appendix include full following Challenge Point adjustments.
stat blocks for creatures and hazards appearing in this 20+ Challenge Points: For every 4 Challenge Points
scenario. These encounters are written for four 5th-level above 16, add one action to the trap’s routine and one
PCs. If you group has a different composition or size, see additional success required to disarm the hazard.
the Organized Play section on page 39 for instructions on
how to use the scaling sidebars to adjust the encounters
for your group.
Some scaling sidebars reference the elite or weak
adjustments. Rules for these adjustments appear on
page 6 of the Pathfinder Bestiary. If a creature is marked
“(0)”, don’t include it in the encounter unless otherwise
specified (likely from the scaling sidebars).
EVENT 1: UNRELENTING FIREPOWER
(LEVELS 5–6)
HOUSE SPIRITS WITH AN ABSURD NUMBER OF
REGENERATING PIES HAZARD 5
COMPLEX ENVIRONMENTAL FEY MAGICAL
Stealth +16
Description A group of house spirits run around the lunchroom
hurling pies at the walls and all the people in the room—and
then the pies magically reconstitute and throw themselves
again.
Disable DC 23 Diplomacy, Deception, or Intimidate four times
to convince the house spirits to undo their spells, DC 21
Arcana or Occultism to unravel a pie’s enchantments, or
dispel magic (2nd level; counteract DC 21) to undo one pies’
worth of spells.
AC 25; Fort +9, Ref +15, Will +17
HP 54 (if the house spirits take this much damage, they aren’t
killed, but they do flee the school and don’t return)
Sur-Pies [reaction] Trigger A creature enters the room; Effect A pie
from the room magically hurls itself at the creature and
attempts a pie Strike, then the hazard rolls initiative.
Routine (4 actions) The hazard regenerates any pies that it
has thrown at a cost of one action per pie (to a maximum of
4 active pies). Each successful check to disable the hazard
deactivates one of the pies, reducing the number of active
pies by 1. After regenerating pies on its turn, the hazard
throws pies whenever a creature triggers continually
sur-piesed. For each pie Strike, roll 1d4. On a 1, the pie
pan has nails driven into it by Numblekin and deals and
additional 2d8+7 piercing damage. The nails make the pie’s
damage lethal, rather than nonlethal.
Continually Sur-piesed [reaction] Trigger A creature enters the room,
attempts an action with the concentrate trait for the first
time this turn, or ends their turn; Effect The hazard makes
a pie Strike against the triggering creature.
Ranged [one-action] pie +15 (nonlethal), Damage 1d10+6 bludgeoning
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EVENT 3: BOOK BURNING (LEVELS 5–6) SCALING EVENT 3
To adjust for the PCs’ overall strength, use the
TRAVEL WORN LURKERS IN LIGHT (2) CREATURE 4 following Challenge Point adjustments. These
NE SMALL FEY adjustments are not cumulative.
Variant lurker in light (Pathfinder Bestiary 2 169) 19–22 Challenge Points: Add one twigjack to the
Perception +13; low-light vision encounter.
Languages Aklo, Common, Sylvan 23–27 Challenge Points: Add one lurker in light to
Skills Acrobatics +12, Nature +9, Occultism +9, Stealth +12, the encounter.
Survival +11 28–32 Challenge Points: Add one lurker in light
Str +0, Dex +5, Con +2, Int +2, Wis +4, Cha +2 and one twigjack to the encounter.
AC 20; Fort +7, Ref +12, Will +11 33+ Challenge Points: Add two lurkers in light to
HP 57; Immunities blinded; Weaknesses cold iron 5 the encounter.
Speed 25 feet, fly 25 feet
Melee [one-action] claw +12 (agile, finesse), Damage 2d6 slashing
Ranged [one-action] mote of light +12 (agile, magical, range increment 10
feet), Damage 2d4 force plus lurker’s glow
Primal Innate Spells DC 20, attack +14; 4th dimension door
(only when in bright light, and only to an area in bright
light), summon fey; 3rd blindness, searing light, summon fey; ALARMINGLY EFFICIENT UNSEEN ARSON ASSISTANT
Cantrips (3rd) dancing lights, ghost sound, light, mage hand HAZARD 3
Blend with Light [reaction] Trigger The lurker in light uses a move COMPLEX ENVIRONMENTAL FIRE
action; Requirements The lurker in light is in an area of Stealth –10, initiative modifier is +5
bright light; Effect The lurker in light becomes invisible until Description Fire engulfs four 5-foot-by-5-foot sections of the
it enters an area of dim light or darkness, or until it uses a library, then spreads erratically on each of its turns as burning
hostile action. books are carried about by the modified unseen servant.
Lurker’s Glow (evocation, light, primal) A creature that takes Disable A successful DC 18 Athletics, Nature, or Survival check
damage from a lurker in light’s mote of light must attempt a from an adjacent square is sufficient to smother one 5-foot-
DC 20 Will save. square of fire; each attempt is an Interact action. Dousing the
Success The creature is unaffected and is temporarily flames automatically extinguishes one or more sections of fire,
immune to lurker’s glow for 24 hours. with no check. Water typically clears a 5-foot square if the
Failure The creature is lined in golden light for 1 minute and amount is small (such as that from create water or hydraulic
can’t be concealed during this time. If the creature becomes push). Larger amounts of water, such as a full bucket, typically
invisible, it is concealed rather than being undetected. douse a 10-foot-by-10-foot area (or 4 squares in some other
Critical Failure As failure, but the creature sheds bright light shape). Throwing a bucket of water on flames requires an
in a 20-foot emanation for the duration of the effect. In Interact action. A waterskin doesn’t contain enough water to
addition, the creature is dazzled on its first turn after put out even 1 square of fire. Cold can also put out fire, but
failing this save. only if the cold can affect an area; cold is usually less effective
Ritual Gate [one-action] (conjuration, primal) Requirements The lurker than water, so a frost vial typically puts out only 1 square of
in light has reduced a living creature to 0 Hit Points on this fire, and ray of frost is ineffective.
turn or its previous turn and has a summon fey innate spell Routine On its turn, the fire spreads into a number of additional
available; Effect The lurker in light casts summon fey with squares equal to half the number of squares the fire currently
only a verbal component, using the act of slaughter to replace occupies plus the number of books that the lurkers in light
the normal material and somatic components for the spell. If lit on fire this round, minimum 1 square. You determine the
the fey creature summoned has the same alignment as the squares the fire spreads into, but any spread from lit books
lurker in light, the lurker in light can sustain the summon fey must affect a bookshelf; fires spread in this way do not need to
spell for up to 1 hour instead of 1 minute. spread into adjacent squares. Any creature that ends its turn
Sneak Attack A lurker in light’s Strikes deal an additional 2d6 next to the flames takes 1d6 fire damage, and any creature
precision damage to flat-footed creatures. within the flames takes 4d6 fire damage (DC 18 basic Reflex
save for both). A creature can take damage from flames only
once per round.
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TWIGJACK (0) CREATURE 3
CE TINY FEY PLANT
Pathfinder Bestiary 2 270
Perception +9; darkvision
Languages Common, Sylvan
Skills Acrobatics +11, Athletics +9, Nature +7, Stealth +11
Str +2, Dex +4, Con +2, Int +0, Wis +2, Cha +1
AC 19; Fort +9, Ref +11, Will +7
HP 50; Weaknesses fire 5
Speed 25 feet
Melee [one-action] claw +11 (agile, finesse), Damage 1d10+4 piercing
Ranged [one-action] splinter +11 (deadly 1d6, range increment 30 feet),
Damage 1d6+4 piercing
Bramble Jump [three-actions] (conjuration, plant, primal, teleportation)
Requirements The twigjack is in undergrowth; Effect The
twigjack scrambles into the undergrowth and instantly
teleports to a square of undergrowth within 60 feet. This
movement doesn’t trigger reactions.
Splinter Spray [two-actions] The twigjack sprays a barrage of splinters
and brambles from its body in a 15-foot cone, dealing 4d6
piercing damage (DC 20 basic Reflex save). It can’t use
Splinter Spray again for 1d4 rounds.
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EVENT 4: AERIAL MARSUPIAL SCALING EVENT 4
SUPERIORITY (LEVELS 5–6) To adjust for the PCs’ overall strength, use the
following Challenge Point adjustments.
HALLWAYS FULL OF EVEN MORE MOSTLY ILLUSORY 20+ Challenge Points: For every 4 Challenge
POSSUMS HAZARD 5 Points above 16, add one additional sprite, and thus
COMPLEX ENVIRONMENTAL FEY MAGICAL one additional action to the trap’s routine and one
Stealth DC 20 additional success required to disarm the hazard.
Description Several distressed possums dressed in school
uniforms and under the effects of mirror image fly about
the hallway, guided by four giggling sprites.
Disable DC 23 Diplomacy, Deception, or Intimidate four times
to convince each sprite to undo their spells; DC 25 Athletics,
Diplomacy (with wild empathy) or Nature to subdue or
soothe opossums; or dispel magic (2nd level; counteract DC
21) to undo one sprites’ worth of spells.
AC 25; Fort +17, Ref +15
HP 54 Immunities precision, swarm mind; Weaknesses area
damage 5, splash damage 5
New Targets [reaction] Trigger A creature walks into the hall; Effect
The sprites scream “Surprise!,” attempt an angry opossum
flyby Strike, and roll initiative.
Routine (4 actions) The hazard loses 1 action each turn for
each Disable success. Each sprite takes one action to Strike
a different randomly chosen PC.
Melee [one-action] angry opossum flyby +15, Damage 2d8+7 piercing
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Dacilane Academy’s First Great Prank War
EVENT 5: THE PERFECT PRANK STORM SCALING EVENT 5
(LEVELS 5–6) To adjust for the PCs’ overall strength, use the
following Challenge Point adjustments. These
GHOSTLY SCARECROW CREATURE 4 adjustments are not cumulative.
N MEDIUM CONSTRUCT 19–22 Challenge Points: Add one twigjack to the
Variant scarecrow Pathfinder Bestiary 2 232 encounter.
Perception +11; darkvision 23–27 Challenge Points: Add the elite template to
Skills Athletics +12 the scarecrow and one twigjack to the encounter.
Str +5, Dex +2, Con +3, Int –4, Wis +3, Cha -2 28–32 Challenge Points: Apply the elite template
AC 19; Fort +13, Ref +8, Will +11 to the giant opossums and the scarecrow, add one
HP 60; Immunities bleed, death effects, disease, doomed, additional elite scarecrow.
drained, fatigued, healing, mental, necromancy, nonlethal 33+ Challenge Points: Add two elite scarecrows
attacks, paralyzed, poison, sickened, unconscious; and one elite twigjack to the encounter.
Resistances physical 5 (except slashing); Weaknesses fire 5
Scarecrow’s Leer (aura, emotion, fear, mental, occult, visual)
40 feet. The scarecrow’s eyes flicker with an unnerving
glow. A creature can’t reduce its frightened condition below
1 as long as it is in the aura’s emanation. When a creature
enters or starts its turn in the aura, it must attempt a DC
18 Will save. Birds and other avian creatures take a –2 GIANT OPOSSUMS (2) CREATURE 2
circumstance penalty to this save. N LARGE ANIMAL
Critical Success The creature is unaffected and is then Pathfinder Bestiary 3 192
temporarily immune for 24 hours. Perception +8; low-light vision, scent (imprecise) 30 feet
Success The creature is frightened 1. Skills Athletics +10, Stealth +8, Survival +6
Failure The creature is frightened 2 and is fascinated by Str +4, Dex +2, Con +3, Int –4, Wis +2, Cha +0
the scarecrow until the end of its next turn. AC 17; Fort +11, Ref +8, Will +5; +2 circumstance to all saves
Critical Failure As failure, but frightened 3. vs. disease
Speed 20 feet HP 35; Resistances poison 3
Melee [one-action] claw +13 (versatile S), Damage 2d6+7 bludgeoning Feign Death [reaction] Trigger The opossum is reduced below 15 HP;
plus clawing fear Effect The opossum collapses. It is flat-footed and can use
Baleful Glow [free-action] (concentrate, mental, occult) The scarecrow’s actions that require only its mind, but any other action
head bursts into ghostly, heatless flame that sheds bright ends the ruse. A successful DC 18 Perception check to
light in a 20-foot emanation (and dim light to the next 20 Seek or Medicine check to Recall Knowledge is required to
feet). If the scarecrow uses this ability on the first round of determine that the animal is not, in fact, dead.
combat, any creature that has not acted yet is startled and Revived Retaliation [reaction] Trigger The opossum is attacked or
becomes flat-footed against the scarecrow for 1 round. It disturbed by a creature within reach while Feigning Death;
can suppress the light by using this action again. Effect The opossum Strikes the triggering creature.
Clawing Fear The scarecrow’s Strikes deal an additional 1d6 Speed 30 feet, climb 20 feet
mental damage to frightened creatures. Melee [one-action] jaws +10 (deadly d10), Damage 1d10+4 piercing
Melee [one-action] claw +10 (agile), Damage 1d6+4 slashing
Melee [one-action] tail +10 (reach 15 feet), Damage 1d4+4 bludgeoning
plus Grab
Grasping Tail A giant opossum can drag a Small or Tiny
creature it has grabbed with its tail when it Strides.
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Dacilane Academy’s First Great Prank War
TWIGJACK CREATURE 3
CE TINY FEY PLANT
Pathfinder Bestiary 2 270
Perception +9; darkvision
Languages Common, Sylvan
Skills Acrobatics +11, Athletics +9, Nature +7, Stealth +11
Str +2, Dex +4, Con +2, Int +0, Wis +2, Cha +1
AC 19; Fort +9, Ref +11, Will +7
HP 50; Weaknesses fire 5
Speed 25 feet
Melee [one-action] claw +11 (agile, finesse), Damage 1d10+4 piercing
Ranged [one-action] splinter +11 (deadly 1d6, range increment 30 feet),
Damage 1d6+4 piercing
Bramble Jump [three-actions] (conjuration, plant, primal, teleportation)
Requirements The twigjack is in undergrowth; Effect The
twigjack scrambles into the undergrowth and instantly
teleports to a square of undergrowth within 60 feet. This
movement doesn’t trigger reactions.
Splinter Spray [two-actions] The twigjack sprays a barrage of splinters
and brambles from its body in a 15-foot cone, dealing 4d6
piercing damage (DC 20 basic Reflex save). It can’t use
Splinter Spray again for 1d4 rounds.
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Dacilane Academy’s First Great Prank War
B. THEATER (NUMBLEKIN, LEVELS 5–6) SCALING ENCOUNTER B
(NUMBLEKIN)
NUMBLEKIN CREATURE 5 To adjust for the PCs’ overall strength, use the
UNIQUE CE SMALL FEY following Challenge Point adjustments. These
Variant redcap (Pathfinder Bestiary 278) adjustments are not cumulative.
Perception +12; low-light vision 19–22 Challenge Points: Add one elite twigjack.
Languages Common, Sylvan 23–27 Challenge Points: Add the elite template
Skills Acrobatics +13, Athletics +15, Deception +11, Intimidation to Numblekin and add one lurker in light to the
+13, Nature +10, Stealth +13 encounter.
Str +4, Dex +4, Con +1, Int +3, Wis +3, Cha +4 28–32 Challenge Points: Add one elite twigjack,
Red Cap (necromancy, primal) A redcap’s woolen hat is dyed add one lurker in light, and apply the elite template
with the blood of its victims. If the redcap loses its cap, it to Numblekin.
no longer benefits from fast healing and takes a –4 status 33+ Challenge Points: Apply the elite template to
penalty to its damage rolls. It can create a new cap in 10 all combatants and add one elite lurker in light to the
minutes, but that cap doesn’t grant its powers until the encounter.
redcap has turned it red with Blood Soak. A cap has no
benefit for creatures other than the redcap who made it.
AC 21; Fort +11, Ref +15, Will +10
HP 60 (fast healing 10); Weaknesses cold iron 5, divine
revulsion
Divine Revulsion (emotion, fear, mental) If a redcap sees a
creature brandish a religious symbol of a good deity (which
requires an interact action by that creature) or use one to
cast a divine spell, the redcap must attempt a DC 19 Will
save. It then becomes temporarily immune to all brandished
religious symbols for 10 minutes.
Critical Success The redcap is unaffected.
Success The redcap is frightened 2.
Failure The redcap gains the fleeing condition for 1 round
and is frightened 4.
Speed 50 feet
Melee [one-action] scythe +15 (deadly 1d10, trip), Damage 1d10+10
slashing
Melee [one-action] boot +13 (agile, versatile B), Damage 1d6+8 piercing
Blood Soak [one-action] (manipulate) The redcap dips its cap in the blood
of a slain foe. The foe must have died in the last minute, and
the redcap must have helped kill it. The redcap gains a +4
status bonus to damage rolls for 1 minute.
Deadly Cleave [reaction] Trigger The redcap reduces a creature to 0 Hit
Points with a scythe Strike. Effect The redcap makes another
scythe Strike against a different creature, using the same
multiple attack penalty as the scythe Strike that triggered
this reaction. This counts toward its multiple attack penalty.
Stomp [one-action] The redcap Strides up to half its Speed and makes a
boot Strike at any point during that movement. If the boot
Strike hits a prone creature, it deals an extra 2d6 persistent
bleed damage.
Pathfinder Society Scenario
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Dacilane Academy’s First Great Prank War
LURKER IN LIGHT CREATURE 5 TWIGJACK CREATURE 3
NE SMALL FEY CE TINY FEY PLANT
Pathfinder Bestiary 2 169 Pathfinder Bestiary 2 270
Perception +13; low-light vision Perception +9; darkvision
Languages Aklo, Common, Sylvan Languages Common, Sylvan
Skills Acrobatics +14, Nature +11, Occultism +11, Stealth +14, Skills Acrobatics +11, Athletics +9, Nature +7, Stealth +11
Survival +13 Str +2, Dex +4, Con +2, Int +0, Wis +2, Cha +1
Str +0, Dex +5, Con +2, Int +2, Wis +4, Cha +2 AC 19; Fort +9, Ref +11, Will +7
AC 22; Fort +9, Ref +14, Will +13 HP 50; Weaknesses fire 5
HP 72; Immunities blinded; Weaknesses cold iron 5 Speed 25 feet
Speed 25 feet, fly 25 feet Melee [one-action] claw +11 (agile, finesse), Damage 1d10+4 piercing
Melee [one-action] claw +14 (agile, finesse), Damage 2d6+2 slashing Ranged [one-action] splinter +11 (deadly 1d6, range increment 30 feet),
Ranged [one-action] mote of light +14 (agile, magical, range increment 10 Damage 1d6+4 piercing
feet), Damage 2d4+2 force plus lurker’s glow Bramble Jump [three-actions] (conjuration, plant, primal, teleportation)
Primal Innate Spells DC 22, attack +14; 4th dimension door Requirements The twigjack is in undergrowth; Effect The
(only when in bright light, and only to an area in bright twigjack scrambles into the undergrowth and instantly
light), summon fey; 3rd blindness, searing light, summon fey; teleports to a square of undergrowth within 60 feet. This
Cantrips (3rd) dancing lights, ghost sound, light, mage hand movement doesn’t trigger reactions.
Blend with Light [reaction] Trigger The lurker in light uses a move Splinter Spray [two-actions] The twigjack sprays a barrage of splinters
action; Requirements The lurker in light is in an area of and brambles from its body in a 15-foot cone, dealing 4d6
bright light; Effect The lurker in light becomes invisible until piercing damage (DC 20 basic Reflex save). It can’t use
it enters an area of dim light or darkness, or until it uses a Splinter Spray again for 1d4 rounds.
hostile action.
Lurker’s Glow (evocation, light, primal) A creature that takes
damage from a lurker in light’s mote of light must attempt a
DC 22 Will save.
Success The creature is unaffected and is temporarily
immune to lurker’s glow for 24 hours.
Failure The creature is lined in golden light for 1 minute and
can’t be concealed during this time. If the creature becomes
invisible, it is concealed rather than being undetected.
Critical Failure As failure, but the creature sheds bright light
in a 20-foot emanation for the duration of the effect. In
addition, the creature is dazzled on its first turn after
failing this save.
Ritual Gate [one-action] (conjuration, primal) Requirements The lurker
in light has reduced a living creature to 0 Hit Points on this
turn or its previous turn and has a summon fey innate spell
available; Effect The lurker in light casts summon fey with
only a verbal component, using the act of slaughter to replace
the normal material and somatic components for the spell. If
the fey creature summoned has the same alignment as the
lurker in light, the lurker in light can sustain the summon fey
spell for up to 1 hour instead of 1 minute.
Sneak Attack A lurker in light’s Strikes deal an additional 2d6
precision damage to flat-footed creatures.
Pathfinder Society Scenario
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Dacilane Academy’s First Great Prank War
B. THEATER (PAPPY, LEVELS 5–6) SCALING ENCOUNTER B
(PAPPY)
NUMBLEKIN CREATURE 5 To adjust for the PCs’ overall strength, use the
UNIQUE CE SMALL FEY following Challenge Point adjustments. These
Variant redcap (Pathfinder Bestiary 278) adjustments are not cumulative.
Perception +12; low-light vision 19–22 Challenge Points: Add one weak lurker in
Languages Common, Sylvan light.
Skills Acrobatics +13, Athletics +15, Deception +11, Intimidation 23–27 Challenge Points: Add a lurker in light and
+13, Nature +10, Stealth +13 apply the elite adjustment to Numblekin.
Str +4, Dex +4, Con +1, Int +3, Wis +3, Cha +4 28–32 Challenge Points: Add one lurker in light and
Red Cap (necromancy, primal) A redcap’s woolen hat is dyed apply the elite adjustment to Numblekin and Pappy.
with the blood of its victims. If the redcap loses its cap, it 33+ Challenge Points: Apply the elite adjustment
no longer benefits from fast healing and takes a –4 status to Pappy, Numblekin, and the lurker and light and add
penalty to its damage rolls. It can create a new cap in 10 two pixies to the encounter.
minutes, but that cap doesn’t grant its powers until the
redcap has turned it red with Blood Soak. A cap has no
benefit for creatures other than the redcap who made it.
AC 21; Fort +11, Ref +15, Will +10
HP 60 (fast healing 10); Weaknesses cold iron 5, divine
revulsion
Divine Revulsion (emotion, fear, mental) If a redcap sees a PAPPY DRAIGHEAN CREATURE 5
creature brandish a religious symbol of a good deity (which UNIQUE CN SMALL FEY
requires an interact action by that creature) or use one to Variant leprechaun (Pathfinder Bestiary 2 158)
cast a divine spell, the redcap must attempt a DC 19 Will Perception +15; low-light vision
save. It then becomes temporarily immune to all brandished Languages Common, Sylvan
religious symbols for 10 minutes. Skills Acrobatics +13, Deception +14, Gold Lore +12, Nature +12,
Critical Success The redcap is unaffected. Performance +14, Thievery +13
Success The redcap is frightened 2. Str +2, Dex +5, Con +2, Int +4, Wis +4, Cha +5
Failure The redcap gains the fleeing condition for 1 round AC 22; Fort +12, Ref +15, Will +14
and is frightened 4. HP 59
Speed 50 feet Speed 30 feet
Melee [one-action] scythe +15 (deadly 1d10, trip), Damage 1d10+10 Melee [one-action] staff +11 (two-hand 1d8), Damage 1d4+8 bludgeoning
slashing Primal Innate Spells DC 22, attack +14; 3rd blindness, wall of
Melee [one-action] boot +13 (agile, versatile B), Damage 1d6+8 piercing thorns; 2nd illusory creature, illusory object, invisibility (self
Blood Soak [one-action] (manipulate) The redcap dips its cap in the blood only); 1st color spray, shillelagh, ventriloquism; Cantrips (2nd)
of a slain foe. The foe must have died in the last minute, and dancing lights, ghost sound, mage hand, prestidigitation,
the redcap must have helped kill it. The redcap gains a +4 telekinetic projectile
status bonus to damage rolls for 1 minute. Create Object [three-actions] (conjuration, manipulate, primal) Frequency
Deadly Cleave [reaction] Trigger The redcap reduces a creature to 0 Hit three times per day; Effect Pappy produces an item out of his
Points with a scythe Strike. Effect The redcap makes another hat, from behind his jacket, from within a hole in a tree stump,
scythe Strike against a different creature, using the same or from any other unexpected location. This conjured item
multiple attack penalty as the scythe Strike that triggered must be no more than 1 Bulk and must be made of relatively
this reaction. This counts toward its multiple attack penalty. commonplace material (such as cloth, wood, stone, or even
Stomp [one-action] The redcap Strides up to half its Speed and makes a low-value metal like iron or lead). It can’t rely on intricate
boot Strike at any point during that movement. If the boot artistry or complex moving parts, never fulfills a Cost or the
Strike hits a prone creature, it deals an extra 2d6 persistent like, and can’t be made of precious materials or materials
bleed damage. with a rarity of uncommon or higher. The created object is
temporary and lasts for 1 hour or until Pappy creates a new
item, whichever comes first.
Leprechaun Magic When Pappy Draighean uses his innate
spells to deceive, trick, or humiliate a creature, the spell DC
increases to 24 and the attack modifier to +15.
Pathfinder Society Scenario
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Dacilane Academy’s First Great Prank War
LURKER IN LIGHT CREATURE 5 PIXIE (0) CREATURE 4
NE SMALL FEY CN SMALL FEY SPRITE
Pathfinder Bestiary 2 169 Pathfinder Bestiary 309
Perception +13; low-light vision Perception +12; low-light vision
Languages Aklo, Common, Sylvan Languages Common, Sylvan
Skills Acrobatics +14, Nature +11, Occultism +11, Stealth +14, Skills Acrobatics +13, Deception +11, Nature +10, Stealth +11
Survival +13 Str –1, Dex +5, Con +1, Int +3, Wis +2, Cha +3
Str +0, Dex +5, Con +2, Int +2, Wis +4, Cha +2 Items longbow (60 arrows), shortsword
AC 22; Fort +9, Ref +14, Will +13 AC 23; Fort +8, Ref +14, Will +12; +1 status to all saves vs. magic
HP 72; Immunities blinded; Weaknesses cold iron 5 HP 40; Weaknesses cold iron 5
Speed 25 feet, fly 25 feet Speed 15 feet, fly 45 feet
Melee [one-action] claw +14 (agile, finesse), Damage 2d6+2 slashing Melee [one-action] shortsword +13 (agile, finesse, magical, versatile S),
Ranged [one-action] mote of light +14 (agile, magical, range increment 10 Damage 1d6+4 piercing
feet), Damage 2d4+2 force plus lurker’s glow Melee [one-action] longbow +13 (deadly 1d10, magical, range increment
Primal Innate Spells DC 22, attack +14; 4th dimension door 100 feet, reload 0, volley 20 feet), Damage 1d8+4 piercing
(only when in bright light, and only to an area in bright Primal Innate Spells DC 21; 4th invisibility (at will; self only);
light), summon fey; 3rd blindness, searing light, summon fey; 3rd dispel magic, 2nd entangle, faerie fire; 1st illusory
Cantrips (3rd) dancing lights, ghost sound, light, mage hand disguise; Cantrips (2nd) dancing lights, detect magic, ghost
Blend with Light [reaction] Trigger The lurker in light uses a move sound, shield
action; Requirements The lurker in light is in an area of Sprinkle Pixie Dust [one-action] (manipulate) The pixie sprinkles pixie dust
bright light; Effect The lurker in light becomes invisible until onto one of its arrows. If the pixie hits a creature with that
it enters an area of dim light or darkness, or until it uses a arrow before the pixie’s next turn, the arrow inflicts one of
hostile action. the following special effects instead of dealing damage. Each
Lurker’s Glow (evocation, light, primal) A creature that takes effect depends on the target’s DC 21 Will save. On a critical hit,
damage from a lurker in light’s mote of light must attempt a the target treats its save result as one degree worse.
DC 22 Will save. • Charm (emotion, enchantment, incapacitation, mental)
Success The creature is unaffected and is temporarily The target suffers the effects of a charm spell, except
immune to lurker’s glow for 24 hours. it doesn’t gain a bonus to its save if the only hostile act
Failure The creature is lined in golden light for 1 minute and was the pixie firing its bow, and the pixie can choose
can’t be concealed during this time. If the creature becomes to direct the target’s adoration toward another creature
invisible, it is concealed rather than being undetected. rather than itself.
Critical Failure As failure, but the creature sheds bright light • Memory Loss (divination, mental) On a failed Will save,
in a 20-foot emanation for the duration of the effect. In the target loses the last 5 minutes of its memory.
addition, the creature is dazzled on its first turn after • Sleep (enchantment, incapacitation, mental, sleep) The
failing this save. target suffers the effects of a 3rd-level sleep spell.
Ritual Gate [one-action] (conjuration, primal) Requirements The lurker • Subdual (enchantment, mental, nonlethal) The target
in light has reduced a living creature to 0 Hit Points on this takes 4d6 mental damage, depending on its basic Will
turn or its previous turn and has a summon fey innate spell save.
available; Effect The lurker in light casts summon fey with
only a verbal component, using the act of slaughter to replace
the normal material and somatic components for the spell. If
the fey creature summoned has the same alignment as the
lurker in light, the lurker in light can sustain the summon fey
spell for up to 1 hour instead of 1 minute.
Sneak Attack A lurker in light’s Strikes deal an additional 2d6
precision damage to flat-footed creatures.
Pathfinder Society Scenario
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Dacilane Academy’s First Great Prank War
Appendix 3: Game Aids
J Dacilane Cass Farsight
Duaro Geltra
Pathfinder Society Scenario
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Dacilane Academy’s First Great Prank War
Appendix 3: Game Aids
Tels Olsen Vim Moneymaker
Hari Domovoi
Pathfinder Society Scenario
36
Dacilane Academy’s First Great Prank War
Appendix 3: Game Aids
Ovinnik Pappy Draighean
Lurker in Light Giant Opossum
Pathfinder Society Scenario
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Dacilane Academy’s First Great Prank War
Appendix 3: Game Aids
Ghostly Scarecrow Twigjack
Numblekin
Pathfinder Society Scenario
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Dacilane Academy’s First Great Prank War
Organized Play Challenge Points
Treasure Table CP TOTAL LEVEL RANGE
LEVEL TREASURE BUNDLE 8–14 3–4
3 3.8 gp 16–18 (5+ players) 3–4
4 6.4 gp 16–18 (4 players) 5–6
5 10 gp 19+ 5–6
6 15 gp
Challenge Points are a system for scaling the difficulty
Treasure Bundles of encounters appropriately for groups of mixed size
□ Area A1, page 6: 1 Treasure Bundle for helping Cass and level. Total up the number of Challenge Points your
Farsight with her prank. group has.
□ Area A7, page 7: 1 Treasure Bundle for helping Duaro 3rd-level PCs = 2 points each
build his maze. 4th-level PCs = 3 points each
□ Area A12, page 8: 1 Treasure Bundle for helping Geltra 5th-level PCs = 4 points each
and Tels lure opossums. 6th-level PCs = 6 points each
□ Area A13, page 8: 1 Treasure Bundle for helping with Now use the table above to determine which level range
the scarecrow prank. is appropriate for your PCs. Level 3–4 encounters appear
□ □ Event 3, page 11: 2 Treasure Bundles for defeating in Appendix 1, and level 5–6 encounters appear in
the lurker in light and stopping the fire. Appendix 2.
□ □ Event 4, page 12: 2 Treasure Bundles for clearing
out the aerial opossums.
□ □ Area B, page 13: 2 Treasure Bundles for defeating
Numblekin.
Pathfinder Society Scenario
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Dacilane Academy’s First Great Prank War
Event Reporting Form
Date Event Code:
Location
GM Org Play #: -2 GM Name: GM Faction:
Adventure:
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Reputation
Earned:
Bonus Faction Goal Achieved: □ Envoy’s Alliance □ Grand Archive □ Horizon Hunters □ Radiant Oath □ Verdant Wheel □ Vigilant Seal
Faction:
□ Envoy’s Alliance □ Radiant Oath
Character Name: Dead
□ Grand Archive □ Verdant Wheel
Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Infamy
Faction:
□ Envoy’s Alliance □ Radiant Oath
Character Name: Dead
□ Grand Archive □ Verdant Wheel
Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Infamy
Faction:
□ Envoy’s Alliance □ Radiant Oath
Character Name: Dead
□ Grand Archive □ Verdant Wheel
Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Infamy
Faction:
□ Envoy’s Alliance □ Radiant Oath
Character Name: Dead
□ Grand Archive □ Verdant Wheel
Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Infamy
Faction:
□ Envoy’s Alliance □ Radiant Oath
Character Name: Dead
□ Grand Archive □ Verdant Wheel
Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Infamy
Faction:
□ Envoy’s Alliance □ Radiant Oath
Character Name: Dead
□ Grand Archive □ Verdant Wheel
Org Play #: -2 Level □ Horizon Hunters □ Vigilant Seal Infamy
Pathfinder Society Scenario
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Dacilane Academy’s First Great Prank War
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Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax Pathfinder Society Scenario #4-16: Dacilane Academy’s First Great Prank War © 2023, Paizo Inc. All Rights
and Dave Arneson. Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and
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Pathfinder Society Scenario
41
Scenario #4-16: Character Chronicle #
Dacilane Academy’s First Great Prank War
2
Character Name Organized Play # Character #
Adventure Summary
You responded to a call from J Dacilane to come and assist with the Dacilane Academy’s first prank war, which involved assisting
students with their pranks and ensuring that no one got hurt. In the middle of the war, a fey caravan came to join the mischief, including
some evil fey. You came across the first fey prank, a number of regenerating pies masterminded by some house spirits. You handled the
house spirits □ peacefully or □ with violence. You met with the leader, Pappy Draighean, and you □ convinced him to calm down the
fey, or □ were unable to gain his favor. You stumbled across a burning library and hallways full of opossums and were able to handle
the pranks □ peacefully or you □ had to resort to violence. Once the academy was calmed, you attended the ceremony to present the
Medal of Foolery, only to have the redcap Numblekin attack out of offense □ with his minions or □ with Pappy. You handled the
redcap and ensured the academy’s safety! The fey caravan □ has decided to return or □ bears a grudge against the Pathfinder Society.
Boons Rewards
Starting XP
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,
Experience
such as access to rare or uncommon ancestries, feats, and more! To redeem your Achievement Points, go to
paizo.com/organizedPlay/myAccount and click on the Boons tab. Note that you must have created a paizo. XP Gained
com account and registered a character before you can begin making Achievement Point transactions.
This adventure grants the following unique boon: Awesome Opossum.
Total XP
Items Notes
decanter of endless water (level 7, 320 gp)
Starting GP
GP Gained
Gold
GP Spent
Total GP
Reputation/Infamy
FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: QUUE
For more information about the Pathfinder Society Organized Play program, including how to use this Chronicle Sheet, visit pathfindersociety.club