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B6conv400 PDF

This document provides an overview and conversion of the module "B6: The Veiled Society" from earlier D&D editions to the Pathfinder system. It summarizes the module's focus on three rival noble families in the capital city of Karameikos, Specularum. It also includes background information on the setting such as descriptions of the main human races and notable figures to help Dungeon Masters run the module.

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0% found this document useful (0 votes)
152 views35 pages

B6conv400 PDF

This document provides an overview and conversion of the module "B6: The Veiled Society" from earlier D&D editions to the Pathfinder system. It summarizes the module's focus on three rival noble families in the capital city of Karameikos, Specularum. It also includes background information on the setting such as descriptions of the main human races and notable figures to help Dungeon Masters run the module.

Uploaded by

fghjk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 35

THE

 VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 

Introduction  
This   is   a   direct   conversion   of   the   module   B6:  
The   Veiled   Society   (TSR9096)  to  Pathfinder  
system   (often   called   D&D   3.75e)   system  
published   by   Paizo.   This   module   is   set   in   the  
capital  city  of  Karameikos:  Specularum,  which  
is   set   in   the   campaign   world   of   Mystara.  
However,   this   module   can   be   adapted   to   any  
city  in  any  campaign.  
 
Some   characters   mentioned   in   the   module  
that   have   no   statistics   will   be   specified   here.  
Additionally   names   from   the   appropriate  
culture,   i.e.   Traldaran   or   Thyatian   from  
historical   central   eastern   European   and  
Byzantium   cultures   respectively,   have   been  
documented  should  the  DM  need  these.  Notes  
provided   for   the   encounter   where  
appropriate.  
 
Some   material   referenced   from   Gazetteer   1:  
The   Grande   Duchy   of   Karameikos   by   Aaron  
Allston   and   Kingdom  of  Karameikos   boxed   set  
by  Jeff  Grubb  and  Aaron  Allston.  These  are  not  
needed  in  order  to  utilize  the  material.  Thanks  
to   Mystara   mailing   lists   for   comments   and  
contributions.  

Update  
 
This  is  a  continuation  of  conversion  work  around  2002  to  2003  for  D&D  3e,  as  it  was  the  new  system  at  the  time.    
The   target   system   is   Pathfinder   as   it   continues   the   evolution   of   D&D   3e   rule   system   and   continues   to   publish  
material  for  this  system  under  an  Open  Gaming  License:  http://paizo.com/pathfinderRPG/prd/.    

Overview    
The   underlying   plot   of   this   module   is   to   throw   players   into   the   middle   constant   power   struggles   of   Radu,   Vorloi,  
and  Tornescu.  I  strongly  encourage  DMs  to  play  out  class,  race,  and  clan  strife  and  prejudices,  so  that  players  can  
be  pulled  to  different  clans.  This  module  focuses  on  the  three  families:  
 
Tornescu:   Old   Traldaran   noble   family   that   is   generally   good   hearted,   but   at   times   is   seen   as   smug   and  
arrogant  towards  lesser  people.  Family  is  not  loyal  to  Duke,  but  will  not  necessarily  move  against  the  
Duke   or   risk   anything   that   would   disrupt   the   family’s   harmony   and   prosperity.   The   Tornescu   family  
has  longstanding  rivalries  with  Radu  clan.  
 
Radu:   Old   Traldaran   noble   family   that   will   use   whatever   means   to   assert   their   power   and   influence.  
Not  favorably  disposed  toward  the  Duke  or  other  Thyatian  nobility,  and  often  at  odds  with  other  noble  
families,  especially  Vorloi.  
 
Vorloi:   Family   that   detests   old   Traldaran   nobility   and   strongly   supports   the   Duke.   Family   made  
success  in  Thyatis,  and  has  returned  to  their  original  homeland  to  secure  a  trading  business.  They  have  
used   their   support   and   influence   with   the   Duke’s   family   to   insert   themselves   into   politics   at   the  
expense  of  established  Traldaran  nobility.  
 

Page 1 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
The  two  major  human  races,  not  really  covered  in  the  module  are:  
 
Thyatian:  The  conquerors  and  ruling  government  are  from  Thyatis,  and  thus  the  official  state  language  
is   Thyatian   (Common).   In   the   last   30   years,   Duke   Stefan   Karameikos   III   was   granted   autonomous  
dominion  over  this  land,  and  has  granted  court  Baronial  titles  to  Thyatian  nobles.  
 
Traldaran:   The   dominant   and   historical   population   of   this   land   is   Traldaran   and   the   most   common  
spoken   language   is   Traldaran,   which   has   recently   developed   a   written   form   from   the   Thyatian  
alphabet.  
 
This  is  a  description  of  Specularum  in  Pathfinder  terms.  Most  of  this  information  is  extracted  from  Gazetteer   1:  
The  Grande  Duchy  of  Karameikos  by  Aaron  Allston  (TSR  9193,  ISBN  0-­‐088038-­‐391-­‐  7):  
 
Specularum   (Metropolis):   standard;   AL   LN;   225,000   gp   limit;   Assets   756,000   gp;   Population   63,480;  
Mixed  (90%  human*,  7%  elf**,  2%  halflings,  1%  other***)  
Authority   Figures:  Lord  Lucas  Tormandros,  the  Townsmaster,  male  human  War5;  Duke  Stefan  Karameikos  
III,  male  human  Ftr11/Art4  
Other   Notable   Figures:   Aleksander   Torenescu,   leader   of   the   Tornescu   clan,   male   human   Art2;   Boris  
Tornescu,   Tornescu   clan,   male   human   Art2/War2;   Anton   Radu,   leader   of   the   Radu   clan,   male   human   Rog12;  
Philip   Vorloi,   leader   of   the   Vorloi   clan,   male   human   Ftr2/Exp2;   Lord   Dmitrios,   Prince   of   Beggars,   male   human  
Rog2/War3;  Aleksyvev  Nikelnevich,  Partriarch  of  the  Church  of  Traladara,  male  human  Clr11;  Sergyve,  Cult  of  
Halav,  male  human  Clr9;  Lord  Olliver  Jowett,  Patriarch  of  The  Church  of  Karameikos  in  Specularum,  Master  of  
the  Order  of  the  Griffon,  human  male  Clr16  
*  66%  Traldarans,  27%  Thyatians,  17%  mixed/other    
**  98%  of  elves  are  Calarii,  2%  other  
***  60%  dwarves,  40%  gnomes  

1.  The  Festival  of  Lucor  


 
The   events   here   will   depict   some   culture   and   interactions   of   the   various   factions   in   Specularum   through   role-­‐
playing.  

1.1  At  the  Gates  of  Specularum  


 
Gate  Guard  (Cornel),  male  human  War1;  CR  ⅓;  Medium-­‐size  humanoid  (human);  HD  1d10+2;  hp  12;  Init  
+1;  Spd  30  ft.;  AC  16,  touch  11,  flat-­‐footed  15  (+4  armor,  1  Dex,  +1  shield);  Atk  +3  melee  (1d6+2);  BA  +1,  CMB  +3,  
CMD  14;  AL  CN;  SV  Fort  +3,  Ref  +1,  Will  +1;  Str  14,  Dex  13,  Con  13,  Int  10,  Wis  12,  Cha  10.  
Skills:  Intimidate  +4,  Perception  +7,  Sense  Motive  +4;  Feats:  Alertness,  Skill  Focus  (Perception)  
Possessions:  Chain  shirt,  light  wooden  shield,  short  spear  
Development:  The  guard  will  collect  8  crona  (sp)  –  3  of  which  will  be  pocketed  –  from  each  player  character  
and  then  tell  player  characters  the  rules.  He  will  bind  the  character’s  weapons  except  for  daggers.  The  binding  
will  take  a  full  round  action  to  remove.  

1.2  Festival  Procession  Scuffle  


 
Agitators   of   the   Clan   Radu   interrupt   the   procession.   They   attempt   to   make   the   House   Tornescu   look   bad   in   eyes  
of   many.   Upon   the   player’s   inaction,   servants   form   the   Clan   Vorloi   will   attempt   to   break   up   the   scuffle,   and  
consequently  turn  the  Clan  of  Radu’s  wrath  towards  the  Vorloi  Clan.  
 
Dumitru   Dinescu,   plump   agitator   (Radu),   Male   human   Exp2;  CR  ½;  Medium-­‐size  humanoid  (human);  
HD  2d6+2;  hp  12;  Init  +1;  Spd  30  ft.;  AC  13,  touch  11,  flat-­‐footed  12  (+2  armor,  +1  Dex);  Atk  +2  melee  (1d3+1  
unarmed   strike);   BA   +1,   CMB   +2,   CMD   13;   AL   LN;   SV   Fort   +1,   Ref   +1,   Will   +3;   Str   13,   Dex   12,   Con   13,   Int   10,   Wis  
10,  Cha  14.  

Page 2 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
Skills:  Bluff  +7,  Diplomacy  +7,  Disguise  +7,  Linguistics  (Forgery)  +5,  Gather  Information  +7,  Intimidate  +7,  
Perform  (Ventriloquism)  +7,  Sense  Motive  +5;  Feats:  Coordinated  Maneuvers,  Improved  Unarmed  Strike  
Special   Abilities:   Coordinated   Maneuvers   –   combat   maneuvers   get   +2   competence   bonus   on   CMB,   +4  
competence  bonus  if  breaking  away  from  grapple  when  coordinating  attacks  with  another  that  has  this  ability;  
Improved  Unarmed  Strikes  –  unarmed  strikes  do  not  cause  attacks  of  opportunity  and  can  be  lethal.  
Possessions:  Leather  armor,  dagger  
Tactics:   Dumitru   will   try   to   goad   the   lead   bearer   to   strike   one   of   them.   Once   one   of   there   is   attack,   both   will  
attack  the  lead  bearer  with  non-­‐lethal  damage.  
Development:   Emil   will   hope   to   break   up   the   procession,   so   that   future   blame   can   be   thrown   onto   the  
Tornescu  clan  for  future  plots  of  Clan  Radu.  
 
Emil   Atonescu,   tall   agitator   (Radu),   Male   human   Exp2:   CR   ½;   Medium-­‐size   humanoid   (human);   HD  
2d8+11;  hp  24;  Init  +1;  Spd  30  ft.;  AC  13;  Atk  +3  melee  (1d3+2,  unarmed  strike);  BA  +1,  CMD  +3,  CMD  14;  AL  LN;  
SV  Fort  +3,  Ref  +1,  Will  +3;  Str  14,  Dex  12,  Con  16,  Int  8,  Wis  10,  Cha  10.  
Skills:  Acrobatics  +6,  Climb  +7,  Craft  (rope)  +1,  Escape  Artist  +6,  Intimidate  +5,  Swim  +7;  Feats:  Coordinated  
Maneuvers,  Improved  Unarmed  Strike  
Special   Abilities:   Coordinated   Maneuvers   –   combat   maneuvers   get   +2   competence   bonus   on   CMB,   +4  
competence  bonus  if  breaking  away  from  grapple  when  coordinating  attacks  with  another  that  has  this  ability;  
Improved  Unarmed  Strikes  –  unarmed  strikes  do  not  cause  attacks  of  opportunity  and  can  be  lethal.  
Possessions:  Leather  armor,  dagger  
Tactics:  Once  the  lead  bearer  attacks  any  of  them,  Emil  will  attempt  to  grapple  the  lead  bearer  and  hold  him,  
so  that  Dumitru  can  take  punches  at  him.  
 
Marian   Ibanescu,   the   Lead   bearer   (Tornescu),   male  human  Art4;  CR  2;  Medium-­‐size  humanoid  (human);  
HD   4d8+8;   hp   31;   Init   +2;   Spd   30   ft.;   AC   15,   touch   13,   flat-­‐footed   12   (+2   armor,   +2   Dex,   +1   dodge);   Atk   +5   melee  
(1d6+2,  club);  BA  +3,  CMB  +5,  CMD  18;  AL  LN;  SV  Fort  +3,  Ref  +3,  Will  +4;  Str  14,  Dex  14,  Con  14,  Int  10,  Wis  10,  
Cha  10.  
Skills:  Appraise  +7,  Bluff  +7,  Diplomacy  +7,  Intimidate  +7,  Knowledge  (nobility)  +7,  Sense  Motive  +7;  Feats:  
Blind-­‐Fight,  Dodge,  Mobility  
Possessions:  Leather  armor,  dagger,  procession  rod  (club)  
Development:  The  lead  bearer  simply  wants  to  conduct  the  procession,  and  doesn’t  pay  head  to  rubble  or  
lesser  peasants.  DMs  are  encouraged  to  play  up  the  smug  arrogant  of  nobility  to  thicken  the  plot.  
 
Servants  of  Vorloi,  Male  human  Com3  (3);  CR  1;  Medium-­‐size  humanoid  (human);  HD  3d6+3;  hp  17;  Init  
+1;  Spd  30  ft.;  AC  13,  flat-­‐footed  12  (+2  armor,  +1  Dex);  Atk  +2  melee  (1d3+1,  unarmed  strike);  BA  +1,  CMB  +2,  
CMD  13;  AL  LN;  SV  Fort  +2,  Ref  +2,  Will  +2;  Str  12,  Dex  12,  Con  12,  Int  12,  Wis  12,  Cha  12.  
Skills:   Diplomacy   +4,   Craft   +7,   Perception   +7,   Profession   +10,   Sense   Motive   +4;   Feats:   Armor   Proficiency  
(Light),  Improved  Unarmed  Strike,  Skill  Focus  (Profession)  
Special  Abilities:   Improved   Unarmed   Strikes   –   unarmed   strikes   do   not   cause   attacks   of   opportunity   and  
can  be  lethal.  
Development:  If  the  player  characters  to  not  intervene,  the  servants  of  Vorloi  will  attempt  to  break  up  the  
scuffle.   Later   development   in   the   module   is   in   reaction   towards   the   interference   of   the   Vorloi   clan   in   this  
incident.   If   the   player   characters,   intervene   this   plot   development   is   lost.   As   a   fix,   either   another   intervention  
incident   can   be   creatively   added   to   the   module,   or   the   DM   can   tip   the   balance,   adding   more   Radu   clan   members,  
so  that  help  from  the  Vorloi  is  needed.  

2.  Beneath  the  Floors  


2.1  Finding  a  Room  
At   least   one   of   the   player   characters   will   be   pick   pocketed   as   per   the   module   developments.   Perhaps   it   might   be  
a   better   idea   to   specify   the   actual   cutpurse   who   stole   the   money,   and   give   the   player   character(s)   a   chance  
handle  such  an  encounter,  which  could  make  for  an  interesting  encounter,  especially  if  the  players  feel  a  tug  on  
one  of  their  coin  purses.      
 

Page 3 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
The  cutpurse  will  attempt  to  take  something  unnoticed  with  a  DC  20  Sleight  of  Hand  check.      The  victim  makes  a  
Perception  check  opposed  to  the  Sleight  of  Hand  check  to  notice  the  attempt.  
 
Cutpurse   (Iancu),   male   human   Rog5:  CR  4;  Medium-­‐size  humanoid  (human);  HD  5d8-­‐5;  hp  26;  Init  +5;  
Spd  30  ft.;  AC  18,  touch  16,  flat-­‐footed  18  (+2  armor,  +5  Dex,  +1  dodge);  Atk  +9  melee  (1d4/19-­‐20,  mwk  dagger);  
BA  +3,  CMB  +3,  CMD  19;  AL  CN;  SV  Fort  +0,  Ref  +9,  Will  +0;  Str  10,  Dex  20,  Con  9,  Int  13,  Wis  8,  Cha  12.  
Skills:  Bluff  +9,  Climb  +8,  Diplomacy  +9,  Disable  Device  +17,  Disguise  +9,  Escape  Artist  +13,  Intimidate  +9,  
Linguistics  +9,  Perception  +7,  Sleight  of  Hand  +18,  Stealth  +13;   Feats:   Deft   Hands,   Dodge,   Mobility,   Skill   Focus  
(Sleight  of  Hand),  Weapon  Finesse  
Special   Abilities:   Evasion   (Ex)   –   successful   Reflex   save   for   half   damage   means   no   damage   is   taken;   Fast  
Fingers   (2/day)   (Ex)  –  can  roll  2d20  for  Sleight  of  Hand  check  and  take  the  better  result;  Mobility  –  +4  to  AC  
vs.   AoO   provoked   by   moving   out   of   or   through   a   threatened   area;   Sneak   Attack   +3d6,   Trap   Sense   +1   (Ex),  
Trapfinding  +2  –  bonus  to  find/disable  traps,  including  magical  ones;  Uncanny  Dodge  (Ex)  –  retain  Dex  bonus  
to  AC  when  flat-­‐footed  
Possessions:  masterwork  leather  armor,  masterwork  dagger  
Tactics:  This  rogue  will  look  for  easy  targets  and  attempt  to  re-­‐allocate  funds  from  the  players.  This  event  
takes  place  after  the  scuffle  mentioned  in  the  Festival  of  Lucor,  as  chasing  thieves  through  the  city  will  lead  away  
from  the  main  plot  element.  
 

2.2  First  Event  


 
Theosius  Dubei,  the  sculptor,  male  human  Exp7:  CR  5;  Medium-­‐size  humanoid  (human);  HD  7d8+14;  hp  
52;  Init  +0;  Spd  30  ft.;  AC  10,  touch  10,  flat-­‐footed  10;  Atk  +5  melee  (1d4/19-­‐20,  dagger);  BA  +5,  CMB  +5,  CMD  
15;  AL  NG;  SV  Fort  +3,  Ref  +2,  Will  +7;  Str  10,  Dex  10,  Con  13,  Int  16,  Wis  14,  Cha  16  
Skills:   Appraise   +15,   Bluff   +13,   Craft   (sculpture)   +16,   Diplomacy   +18,   Intimidate   +15,   Knowledge   (local)  
+13,   Knowledge   (nobility)   +13,   Perception   +12,   Profession   (Woodcutter)   +12,   Sense   Motive   +15;   Feats:   Skill  
Focus  (Appraise),  Skill  Focus  (Craft  [sculpture]),  Skill  Focus  (Diplomacy),  Skill  Focus  (Sense  Motive)  
Development:  Theosius  is  both  a  popular  artisan  amongst  the  noble  circles,  but  also  a  diplomat  for  the  noble  
circles  as  well,  especially  for  delicate  matters.  He  is  well  compensated  for  his  efforts.  The  Tornescu  sought  the  
assistance  of  Theosius  in  order  to  hire  some  mercenaries  that  will  protect  Simion,  as  Simion  tries  to  make  peace  
with  other  houses.  He  will  pay  each  player  character  3  royals  (gp)  who  agree  to  do  this  job.  

2.3  Second  Event  


 
Veiled   Society   Recruiter,   Drunk   (Bogdan),   male   human   Rog3:  CR  2;  Medium-­‐size  humanoid  (human);  
HD  3d8;  hp  18;  Init  +3;  Spd  30  ft.;  AC  17,  touch  14,  flat-­‐footed  13  (+3  armor,  +3  Dex,  +1  dodge);  Atk  +6  melee  
(1d6/19-­‐20,  shortsword);  BA  +2,  CMB  +2,  CMD  16;  AL  NE;  SV  Fort  +1,  Ref  +6,  Will  +0;  Str  10,  Dex  16,  Con  10,  Int  
11,  Wis  9,  Cha  16.  
Skills:   Acrobatics   +9,   Bluff   +9,   Diplomacy   +9,   Disguise   +9,   Intimidate   +9,   Perception   +5,   Sense   Motive   +5,  
Sleight  of  Hand  +9,  Stealth  +9;  Feats:  Dodge,  Weapon  Finesse,  Weapon  Focus  (shortsword)  
Possessions:  dagger  
Special   Abilities:   Coax   Information   (Ex),   Evasion   (Ex),   Sneak   Attack   +2d6,   Trap   Sense+1   (Ex),  
Trapfinding+1  
Possessions:  masterwork  studded  leather,  shortsword  
Development:  Bogdon  is  the  resident  recruiter  for  the  Veiled  Society,  and  this  night  he  is  looking  for  some  
expendable  muscle  for  an  upcoming  mission  to  stop  secret  diplomatic  missions  of  the  Tornescu  family.  Bogdan  
will  require  that  the  player  characters  join  his  cause  for  their  own  best  interest  and  will  throw  a  bag  of  20  royals  
(gp)  as  a  generous  down  payment.  
 
Veiled  Society  Thugs,  male  human  Rog1  (3):  CR  ½;  Medium-­‐size  humanoid  (human);  HD  1d8+3;  hp  11;  
Init  +5;  Spd  30  ft.;  AC  13,  touch  11,  flat-­‐footed  12  (+2  armor,  +1  Dex);  Atk  +2  (1d6+2/19-­‐20,  shortsword);  BA  +0,  
CMB  +2,  CMD  13;  AL  NE;  SV  Fort  +2,  Ref  +3,  Will  +0;  Str  14,  Dex  13,  Con  14,  Int  10,  Wis  10,  Cha  10.  
Skills:  Acrobatics  +5,  Bluff  +4,  Climb  +6,  Intimidate  +4,  Perception  +4,  Sense  Motive  +4,  Sleight  of  Hand  +5,  
Stealth  +5,  Swim  +6;  Feats:  Feint  Partner,  Improved  Initiative  

Page 4 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
Special   Abilities:   Feint   Partner   –   when   ally   successfully   feints,   opponent   looses   Dex   bonus   against   the  
thug's  next  attack;  Sneak  Attack  +1d6,  Trapfinding+1  
Possessions:  leather  armor,  shortsword  
Tactics:   These   thugs   hide   in   the   shadows   and   wait   until   the   recruiter   makes   an   offer,   then   they   come   out   of  
the  shadows  and  try  to  look  menacing  to  help  the  player  character  agree  to  the  recruiter's  demands.  
Development:  Cosman,  Damian,  and  Aurel  for  the  muscle  needed  for  Bogdan  in  case  any  adventurers  get  out  
of  hand.  

2.4  At  the  Inn  


 
Octavian   Andrescu,   Inn   Keeper,   male   human   Com4/Exp3:  CR  5;  Medium-­‐size  humanoid  (human);  HD  
4d6+3d8+18;  hp  51;  Init  +0;  Spd  30  ft.;  AC  10,  touch  10,  flat-­‐footed  10;  Atk  melee  +4  (1d4/19-­‐20,  dagger);  BA  
+4,  CMB  +4,  CMD  14;  AL  NG;  SV  Fort  +6,  Ref  +2,  Will  +6;  Str  10,  Dex  10,  Con  14,  Int  14,  Wis  15,  Cha  16.  
Skills:   Diplomacy   +13,   Intimidate   +5,   Knowledge   (history)   +14,   Knowledge   (Local)   +14,   Knowledge  
(nobility)   +6,   Knowledge   (religion)   +6,   Perception   +14,   Profession   (barkeep)   +14,   Profession   (brewer)   +12,  
Sense  Motive  +12;  Feats:  Alertness,  Persuasive,  Prodigy,  Scholar.  
Development:   Octavian   is   the   proprietor   of   this   adventurer’s   inn,   and   will   try   to   convince   the   player  
characters   to   help   Goodwife   Thanato   by   holding   up   a   royal   (gp)   and   pointing   to   it.   If   player   characters   avoid  
Goodwife  Thanato's  plea,  Octavian  will  kick  them  out  into  the  streets  and  tell  colleagues,  i.e.  other  innkeepers,  
not  to  render  service  to  the  player  characters.  
Background:   Octavian   is   well   read   and   hears   a   lot   about   happenings   in   the   town   and   can   be   a   source   of  
information  for  the  party.  
 
Goodwife  Thanato,  female  human  Com3:   CR   1;   Medium-­‐size   humanoid   (human);   HD   3d6;   hp   14;   Init  -­‐1;  
Speed  30  ft.;  AC  9,  touch  9,  flat-­‐footed  9  (Dex  -­‐1);  Atk  +0  (1d3-­‐1,  unarmed  strike,  provokes  AoO);  BA  +1,  CMB  +0,  
CMD  9;  AL  LG;  SV  Fort  +0,  Ref  +0,  Will  +5;  Str  8,  Dex  9,  Con  9,  Int  13,  Wis  18,  Cha  14.  
Skills:   Craft   (baskets)   +7,   Craft   (books)   +10,   Craft   (cloth)   +7,   Perception   +15,   Sense   Motive   +6;   Feats:  
Alertness,  Simple  Weapon  Proficiency  (club),  Skill  Focus  (Craft[books]),  Skill  Focus  (Perception).  
Tactics:  Should  Goodwife  Thanato  come  to  be  attacked,  she  would  just  try  to  shield  herself  and  would  be  too  
scared  to  attack.  
Development:   Goodwife   Thanato   is   desperate   for   anyone   to   help   her   and   is   hysterical   about   the   whole  
ordeal.  She  will  cling  to  the  player  characters  and  tell  her  frightful  tale.  This  will  lead  into  the  main  part  of  this  
section  where  player  characters  will  investigate  her  cellar  and  discover  a  labyrinth  of  connecting  dirt  tunnels.  
They   will   run   into   the   Veiled   Society,   who   is   in   the   process   of   covering   up   a   recent   murder.   If   the   player  
characters  avoid  her  request  completely,  the  dungeon  master  will  have  to  think  of  other  creative  ways  to  get  the  
party   to   the   cellar   or   other   entrances   into   the   dirt   tunnels,   such   as   a   kobold   or   undead   disturbance   in   some   part  
of  the  city.  
Background:  Goodwife  loves  spending  her  time  basket  weaving,  bookbinding,  knitting,  sewing,  and  spying  
and  gossiping  about  neighbors.    

2.5  Under  the  Floors  


The   following   section   details   the   cellars   and   connected   tunnels   beneath   Goodwife   Thanato’s   house.   The  
encounters  could  be  increased  to  provide  a  little  bit  of  a  challenge  to  the  players.  Overall,  the  party  should  be  
able  to  handle  the  whole  dungeon  without  need  of  rest.  

2.5.1  Under  the  Garden  (Room  1)  


 
Hobgoblin  Slavers,  male  hobgoblin  Ftr1  (3):  CR  ½;  Medium-­‐size  humanoid  (goblinoid);  HD  1d10+6;  hp  
17   each;   Init   +2;   Spd   30   ft.;   AC   16,   touch   12,   flat-­‐footed   14   (+3   armor,   +2   Dex,   +1   shield);   Atk   +4   melee  
(1d8+2/19-­‐20,  longsword)  or  +3  ranged  (1d8/x3,  longbow);  BA  +1,  CMB  +3,  CMD15;  AL  LE;  SV  Fort  +5,  Ref  +2,  
Will  +1;  Str  15,  Dex  15,  Con  16,  Int  10,  Wis  12,  Cha  8.  
Skills:  Perception  +2,  Stealth  +5;  Feats:  Toughness,  Weapon  Focus  (longsword),  5  cronas  (sp)  each  
Languages:  Thyatian  (common),  Traldaran,  goblinoid.  
Special  Abilities:  Darkvision,  60  feet.  

Page 5 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
Development:  The  hobgoblins  are  native  to  western  Thyatis  and  have  migrated  through  Dymrak  forest  into  
this  region  several  years  ago.  Recently,  a  small  band  of  hobgoblins  have  established  themselves  within  the  city  
through  underground  passages  
 
Naked  Men  (4),  male  human  Com1:  CR  —;  Medium-­‐size  humanoid  (human);  hp  3;  Init  +0;  Spd  30  ft.;  AC  
10;  Atk  +0  (1d3-­‐1,  unarmed  combat);  AL  LN;  SV  Fort  +0,  Ref  +0,  Will  +0;  Str  11,  Dex  10,  Con  10,  Int  10,  Wis  12,  
Cha  10.  
Skills:  Acrobatics  +2,  Profession  (farmer)  +4,  Swim  +4;  Feats:  Run,  Skill  Focus  (Profession)  
Languages:  Traldaran.  
Development:  The  human  slaves  are  Traldaran  peasants  collected  from  farmsteads  within  the  vicinity.  
 
NOTE:     This   can   be   a   tie-­‐in   to   any   adventures   involving   Iron   Ring,   or   events   from   B10:   Night's   Dark   Terror.    
These  hobgoblins  can  from  Vlackkag  tribe  (mentioned  in  B10)  or  a  rival  tribe.    Some  ideas  for  goblinoid  tribes  
are  on  Pandius,  e.g.  http://pandius.com/karagobl.html.  

2.5.2  Fortunato’s  Cellar  (Room  2)  


 
Dragoi  Teodorescu,  male  human  Rog3:  CR  2;  Medium-­‐size  humanoid  (human);  HD  3d8+6;  hp  29;  Init  +7;  
Spd  30  ft.;  AC  16,  touch  14,  flat-­‐footed  12  (+2  armor,  +3  Dex,  +1  dodge);  Atk  +3  melee  (1d4+2/19-­‐20,  dagger)  
and  +3  melee  (1d4+1/19-­‐20,  dagger);  BA  +2,  CMB  +4,  CMD  18;  AL  NE;  SV  Fort  +2,  Ref  +6,  Will  +0;  Str  14,  Dex  16,  
Con  12,  Int  14,  Wis  9,  Cha  9  
Skills:   Acrobatics   +9,   Appraise   +6,   Bluff   +4,   Climb   +8,   Craft   (locks)   +7,   Diplomacy   +3,   Disable   Device   +10,  
Disguise  +5,  Escape  Artist  +9,  Intimidate  +3,  Linguistics  +6,  Perception  +5,  Sense  Motive  +4,  Stealth  +9,  Swim  +6,  
Use  Magic  Device  +3;  Feats:  Dodge,  Improved  Initiative,  Two-­‐weapon  Fighting,  Weapon  Focus  (dagger).  
Special  Abilities:  Evasion  (Ex),  Trap  Sense  +1  (Ex),  Sneak  Attack  +2d6  
Languages:  Thyatian  (Common),  Traldaran,  Hin  (Halfling),  Elvish  
Possessions:  leather,  2  daggers  
Tactics:  Dragoi  will  flee  at  the  first  opportunity.  
 
Kiriac   Odobescu,   male   human   Rog3:  CR  2;  Medium-­‐size  humanoid  (human);  HD  3d8+6;  hp  24;  Init  +4;  
Spd   30   ft.;   AC   17,   touch   15,   flat-­‐footed   12   (+2   armor,   +4   Dex,   +1   dodge);   Atk   +2   melee   (1d8,   longsword);   AL   NE;  
SV  Fort  +2,  Ref  +7,  Will  +1;  Str  10,  Dex  18,  Con  12,  Int  13,  Wis  10,  Cha  10.  
Skills:   Acrobatics   +10,   Bluff   +5,   Climb   +6,   Craft   (locks)   +6,   Disable   Device   +11,   Disguise   +6,   Escape   Artist  
+10,   Intimidate   +4,   Linguistics   +5,   Perception   +6,   Sense   Motive   +5,   Stealth   +10,   Use   Magic   Device   +4;   Feats:  
Dodge,  Mobility,  Weapon  Finesse,  Weapon  Focus  (shortsword).  
Special  Abilities:  Evasion  (Ex),  Trapfinding  +1,  Trap  Sense  +1  (Ex),  Sneak  Attack  +2d6  
Languages:  Thyatian  (Common),  Traldaran,  Goblin  
Possessions:  leatherarmor,  shortsword  
Tactics:  Kiriac  like  his  partner  in  crime  will  flee  at  the  first  opportunity.  
Development:   If   captured   they   will   advise   the   characters   to   release   them,   as   otherwise   members   of   the  
Veiled  Society  will  harm  them.  The  thieves  know  nothing  of  the  events  that  took  place,  except  for  the  obvious  
naturally  and  other  than  their  job  to  clean  up  the  mess.  

2.5.3  Kobold  Exploration  Party  (Room  3)  


 
Kobold  Explorers  (10):   CR   ¼;   Small   humanoid   (reptilian);   HD   1d10;   hp   7;   Init   +3;   Spd   30   ft.;   AC   17,   touch  
14,   flat-­‐footed   14   (+2   armor,   +3   Dex,   +1   natural,   +1   size);   Atk   melee   +2   (1d6/×3,   spear)   or   ranged   +5   (1d3,  
sling);  BA  +1,  CMB  +0,  CMD  13;  AL  LE;  SV  Fort  +1,  Ref  +3,  Will  +0;  Str  10,  Dex  16,  Con  8,  Int  12,  Wis  10,  Cha  8.  
Skills:  Craft  (traps)  +7,  Perception  +6,  Stealth  +11;  Feats:  Skill  Focus  (Perception).  
Special  Abilities:   Darkvision   (60   feet)   –   see   in   the   dark   (black   and   white   vision   only);   Light   Sensitivity  
(Ex)  –  Dazzled  as  long  as  remain  in  bright  light.  
Languages:  Draconic,  Traldaran  
Tactics:  The  kobolds  will  run  away  once  the  player  characters  try  to  assist  them.  The  player  characters  can  
make  a  Sense  Motive  check  (DC  20)  to  be  able  to  react.  Otherwise,  the  player  characters  will  be  surprised  while  
the  kobolds  use  their  surprise  round  to  clear  the  area.  The  player  characters  have  a  chance  to  catch  the  falling  

Page 6 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
beam  with  a  Reflex  save  (DC  15);  otherwise  they’ll  be  buried  under  the  dirt  of  the  ceiling  falling  on  top  of  them.  
When  the  ceiling  falls  down  on  the  player  characters,  they  will  suffer  1d6  points  of  damage,  Reflex  save  (DC  15)  
for  half  damage.  
If  the  characters  hold  the  beam  and  stop  it  from  slipping  (Strength  check  DC  15),  then  they  are  immobile  
until   they   are   able   to   wedge   or   fit   the   beam   into   place   (Strength   DC   25).   While   immobile,   attackers   get   a   +4  
bonus  to  melee  attack,  and  the  player  characters  lose  their  Dexterity  bonus  and  any  dodge  bonus  to  AC.  
If  the  characters  are  buried  under  the  dirt,  it’ll  take  a  standard  action  to  dig  themselves  out  fully  and  a  move  
equivalent  action  to  standup.  While  buried  within  the  dirt,  they  will  be  prone  and  immobile,  and  so  the  kobolds  
will   be   able   get   a   +8   bonus   to   melee   attacks,   and   the   player   characters   lose   their   Dexterity   bonus   and   any   dodge  
bonus  to  AC.  However,  all  characters  trapped  also  get  a  bonus  +4  to  their  AC  as  they  are  half-­‐covered  in  dirt  and  
rocks.  

2.5.4  The  Unburied  Dead  (Room  6)    


 
Zombies  (3):  CR  ½;  Medium-­‐Size  Undead;  HD  2d8+3;  hp  12;  Init  +0;  Spd  30  ft.;  AC  12,  touch  10,  flat-­‐footed  
(+2   natural);  DR  5/slashing;  Atk   melee  +4  (1d6+4,  slam);  BA  +1,  CMB  +4,  CMD  14;  AL  N;  SV  Fort  +0,  Ref   +0,  Will  
+3;  Str  17,  Dex  10,  Con  –,  Int  –,  Wis  10,  Cha  10.  
Skills:  Perception  +0;  Feats:  Toughness  
Special  Abilities:  Darkvision   60   ft.;  Staggered   (Ex)   -­‐  Zombies  have  poor  reflexes  and  can  only  perform  a  
single   move   action   or   standard   action   each   round.   A   zombie   can   move   up   to   its   speed   and   attack   in   the   same  
round   as   a   charge   action;  Undead   Traits   (Ex)   -­‐   Zombies   are   immune   to   death   effects,   disease,   mind-­‐affecting  
effects   (charms,   compulsions,   morale   effects,   phantasms,   and   patterns),   paralysis,   poison,   sleep,   stun,   and   any  
effect   that   requires   a   Fortitude   save   (unless   the   effect   also   works   on   objects   or   is   harmless).   Undead   are   not  
subject   to   ability   drain,   energy   drain,   or   nonlethal   damage.   Zombies   are   immune   to   damage   or   penalties   to   their  
physical   ability   scores   (Strength,   Dexterity,   and   Constitution),   as   well   as   to   fatigue   and   exhaustion   effects.  
Undead  are  not  at  risk  of  death  from  massive  damage.  
Development:   If   these   zombies   are   just   left   strewn   about,   then   they   will   re-­‐animate   within   the   next   day.   The  
zombies  will  continue  to  be  re-­‐animated  until  they  are  buried  and  burial  rights  are  performed.  
Tactics:  There  are  zombies  hidden  under  the  rubble.  As  the  player  characters  approach  near  the  positions  
the   zombies,   the   zombies   will   spring   out   of   their   hidden   compartments   and   attempt   to   trip   the   players.   The  
players   might   hear   “a   faint   sliding   sound   follows   a   loud   snapping”,   and   the   players   might   be   able   to   react   if   they  
make  a  Perception  check  at  DC20.  While  within  their  compartment,  the  zombies  have  +10  cover.  As  they  zombies  
try  to  trip  the  player  characters,  either  in  the  surprise  round,  or  afterwards,  they  will  have  a  +4  stability  bonus  
due  to  the  zombies’  positions  in  the  rubble.  

2.5.5  Turano’s  Cellar  (Room  7)  


 
Tudor   Dimir,   male   human   Ftr2:  CR  1;  Medium-­‐size  humanoid  (human);  HD  2d10+4;  hp  20;  Init  +2;  Spd  
30   ft.;   AC   19,   touch   13,   flat-­‐footed   16   (+4   armor,   +2   Dex,   +1   dodge,   +2   shield);   Atk   Melee   +5   (1d8+2/19-­‐20,  
longsword);   BA   +2,   CMB   +4,   CMD   17;   AL   CN;   SV   Fort   +4,   Ref   +2,   Will   +0   (+1   vs.   fear);   Str   14,   Dex   14,   Con   13,   Int  
10,  Wis  10,  Cha  10.  
Skills:  Climb  +4,  Ride  +4,  Swim  +4;  Feats:  Dodge,  Mobility,  Shield  Focus,  Weapon  Focus  (longsword)  
Languages:  Traladaran  
Possessions:  chain  skirt,  longsword,  20  royals  (gp)  
Tactics:  Tudor  upon  seeing  the  characters  will  take  the  opportunity  to  flee.    
Development:  If  Tudor  does  not  see  the  characters,  he  will  go  on  his  routine  and  head  towards  Fortunato’s  
Cellar  (Room  2)  with  shovel  in  hand.  He  knows  that  tunnels  are  dug  to  enter  the  houses  of  the  enemies  of  the  
Veiled  Society,  but  beyond  that  and  his  job,  he  does  not  know  any  other  information.  

3.  The  Investigation  
 
This   small   section   discusses   how   to   proceed   with   the   investigation,   which   is   probably   needed   to   prove   the  
player  character’s  innocence.  
 

Page 7 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
Iionel   Lucescu,   a   tribune,   male   human   Ftr13:  CR  12;  Medium-­‐size  humanoid  (human);  HD  13d10+39;  hp  
128;  Init  +3;  Spd  30  ft.;  AC  30,  touch  16,  flat-­‐footed  26  (+8  armor,  +2  deflection,  +3  Dex,  +1  dodge,  +6  shield);  Atk  
+21/+16/+11   melee   (1d8+14/19-­‐20   plus   1d6   fire,   flaming  longsword+2)   and   +20   melee   (1d4+4,   heavy  shield  +2  
bash)   or   ranged   +18   (1d8+4/19-­‐20,   light   crossbow   +2   of   seeking,   80')   or   ranged   +18/+13/+8   (1d4+7/x2,  
ricochet  hammer,   20');   BA   +13,   CMB   +18,   CMD   34;  AL   LG;   SV   Fort   +14,   Ref   +11,   Will   +9   (+3   vs.   fear);   Str   18   (20),  
Dex  16,  Con  14,  Int  14,  Wis  12,  Cha  10.  
Skills:  Acrobatics  +8,  Climb  +17,  Intimidate  +12,  Perception  +14,  Ride  +18,  Sense  Motive  +6,  Survival  +12,  
Swim   +8;   Feats:   Expertise,   Dodge,   Greater   Shield   Focus,   Greater   Weapon   Focus   (longsword),   Greater   Weapon  
Specialization   (longsword),   Improved   Shield   Bash,   Mobility,   Shield   Focus,   Shield   Master,   Shield   Slam,   Spring  
Attack,   Two-­‐weapon   Fighting,   Weapon   Focus   (longsword),   Weapon   Specialization   (longsword),   Whirlwind  
Attack  
Special  Abilities:  Armor  Training  3;  Bravery  +3  (Ex);  Combat  Expertise  ±4  –  bonus  to  AC  in  exchange  for  
an  equal  penalty  to  attack;  Deflect  Arrows  –  DC20  or  more,  1/round  to  deflect  arrow;  Improved  Shield  Bash    –  
get   shield   bonus   while   using   Shield   Bash;   Mobility   –   +4   to   AC   vs.   AoO;   Shield   Focus     –   +1   Shield   AC;   Shield  
Master    –  No  off-­‐hand  penalties  for  shield  bashes,  add  a  shield's  enhancement  bonus  to  attack  rolls;  Shield  Slam    
–   Shield   Bash   attack   gives   a   free   bull   rush   on   a   hit;   Spell   Resistance   (13);   Spring   Attack     –   ability   to   move-­‐
attack-­‐move  when  attacking  with  a  melee  weapon;  Weapon  Trainings  (heavy  blades  +3,  crossbows  +2,  hammers  
+1)   (Ex)   –   bonus   to   Attack,   Damage,   CMB,   CMD;   Whirlwind  Attack   –     Instead   of   making   a   full   attack,   you   attack  
all  foes  in  reach.  
Languages:  Thyatian  (Common),  Traldaran,  Elven  (Calarii)  
Possessions:   breastplate   +2   (SR   13),   heavy  steel  shield  +2  of  arrow  deflection,   flaming  longsword  +2,   belt  of  
giant  strength  +2,  cloak  of  resistance  +4,  ring  of  protection  +2,  light  crossbow  +2  of  seeking.  
Tactics:   The   tribune   will   attack   with   lethal   damage   if   threatened,   otherwise   use   non-­‐lethal   damage.     If  
surrounded,   he'll   use   his   whirlwind   attack,   otherwise   maneuver   in   position   to   avoid   being   flanked   so   he   can  
attack  with  full-­‐attack  using  both  sword  and  shield  bashing.    If  opponents  run  away,  or  are  at  a  distance,  or  there  
are  spell  casters  involved,  he'll  throw  his  hammer.    This  can  strike  three  different  opponents.    If  the  opponents  
are  invisible  or  have  some  for  of  concealment  or  more  than  80  feet  away,  he'll  use  his  light  crossbow.  
Development:   The   knight   has   been   given   the   mission   to   escort   the   party   to   the   Church   of   Karameikos   to  
verify  their  innocence  or  to  the  dungeons  to  be  tortured.    Though,  if  the  players  decide  not  to  see  the  cleric,  then  
Iionel  will  express  his  sorrow  about  the  player  characters  future  suffering,  and  will  kindly  plead  they  reconsider.  
Background:   Iionel   is   knight   from   the   Order   of   the   Griffen   that   is   acting   as   a   tribune   for   Lord   Lucas  
Tormandros,   the   Townsmaster.   Iionel   has   the   look   and   mannerisms   of   nobility,   but   has   come   from   a   humble  
background.   Iionel   through   his   hard   work   and   honorable   deeds   was   able   to   serve   the   Church   on   numerous  
missions   and   was   latter   allowed   into   the   order.   Now,   Iionel   runs   minor   errands   for   the   church   within  
Karameikos,  while  other  Thyatian  knights  are  allowed  to  take  more  glorious  quests  in  the  name  of  the  Church.  
This  is  something  Iionel  painfully  aware  of.  
 
NOTE:   Yes,   this   character   is   exotic   and   exceptional.   It   is   meant   to   assure   that   the   player   characters   are   kept   in  
check.     Iionel   can   act   as   a   NPC   benefactor,   offering   advice   or   introducing   players   to   NPCs   and   adventures.     The  
module   only   specifies   a   tribune,   but   gives   no   further   details.     Thus   this   is   non-­‐canon.     Additionally,   on   Mysara3E  
discussions,  there  was  no  agreement  to  how  the  Order  of  the  Griffon  would  be  represented.  

4.  Riot  
 
Members  of  the  Veiled  Society  start  a  riot  directing  blame  to  the  Tornescu  family,  in  an  attempt  to  lose  face  in  
the  eyes  of  the  Duke  and  other  powers.  The  riot  is  ultimately  successful  and  is  being  suppressed  by  the  Duke’s  
guard.  The  player  characters  are  caught  in  the  middle.  

4.1  The  Mood  in  the  Streets  


 
An  orator  incites  the  crowd,  and  some  patrolling  horsemen  are  sent  disperse  the  crowd.  One  of  the  horsemen  
approaches  the  orator,  and  a  peasant  throws  a  rock,  causing  the  horseman  to  fall  off  his  horse.  The  crowd  will  go  
silent  for  one  round  and  then  surge  at  the  riders  and  the  riders  respond  by  drawing  their  weapons  and  charging.
The  horsemen  hit  the  crowd  blindly  slashing  with  their  sabers.  The  riot  ensues.  
 

Page 8 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
The  player  characters  can  attempt  to  escape  at  this  point  or  stay  and  fight.    Those  characters  that  leave  have  a  1-­‐
3  chance  that  a  horseman  attacks  the  player  character.  
 
There   are   initially   29   horsemen,   as   one   falls   off   his   horse   after   being   struck   by   a   stone.   Two   more   horsemen  
arrive  after  2  rounds.  Once  the  horsemen  charge,  their  line  will  be  broken,  and  the  player  characters  have  the  
opportunity  to  escape.  (page  9  of  B6  for  full  description).  
 
Horsemen,   male   human   War1   (32):  CR  ⅓;  Medium-­‐size  humanoid  (human);  HD  1d10+2;  hp  10;  Init  +2;  
Spd   20   ft.   (armor)   or   50   ft.   (mounted);   AC   19,   touch   12,   flat-­‐footed   17   (+6   armor,   +2   Dex,   +1   shield);   Atk   +2  
(1d8+1/19-­‐20,  longsword);  BA  +1  CMB  +2,  CMD  14;  AL  LN;  SV  Fort  +3,  Ref  +2,  Will  +0;  Str  12,  Dex  14,  Con  13,  
Int  13,  Wis  10,  Cha  10.  
Skills:  -­‐3  (-­‐7  to  jump),  Climb  +0,  Handle  Animal  +4,  Intimidate  +4,  Perception  +0;  Ride  +1;  Feats:  Mounted  
Combat,  Ride-­‐by  Attack    
Special  Abilities:  Mounted  Combat  (1/round)  -­‐  once  per  round  horsemen  can  attempt  to  negate  a  hit  to  the  
mount  in  combat;  Ride-­‐By  Attack  -­‐  horsemen  can  move-­‐attack-­‐move  when  charging  mounted.  
Languages:  Common  (Thyatian),  Traldaran  
Possessions:  breastplate,  light  steel  shield,  longsword,  light  horse  (combat  trained)  
Development:  Once  melee  begins,  the  horsemen  will  charge  the  crowd  blindly  slashing  their  sabers.  
 
War  Horses  (32):   CR   1;   Large   Animal;   HD   2d8++;   hp   15;   Init   +2;   Spd   50   ft.;   Space   10   ft.,   Reach   5   ft.;   AC   11,  
touch   11,   flat-­‐footed   9   (+2   Dex,   -­‐1   size);   Atk   +3   melee   (1d4+3,   hooves);   BA   +1,   CMB   +5,   CMD   17   (21   vs.   trip);   AL  
N;  SV  Fort  +6,  Ref  +5,  Will  +1;  Str  16,  Dex  14,  Con  17,  Int  2,  Wis  13,  Cha  7.  
Skills:  Acrobatics  +2  (+6  to  jump  with  a  running  start,  +10  to  jump),  Perception  +6;  Feats:  Endurance,  Run  
Special  Abilities:   Combat  Riding  [Trick]   –   animal   has   been   trained   to   bear   a   rider   into   combat;   Endurance  
-­‐  +4  to  a  variety  of  fort  saves,  skill,  and  ability  checks,  sleep  in  Lt/Med  armor  with  no  fatigue;  Low-­‐Light  Vision;  
Run  –  run  5x  speed  in  light/medium  armor  or  4x  speed  in  heavy  armor,  and  keep  Dex  while  running;  Scent  (Ex)  
–  detect  opponents  within  15+  feet  by  sense  of  smell  
Tricks:  Attack,  Combat  Riding,  come,  Defend,  Down,  Guard,  Heel  
 
Commoners,  male  or  female  human  Com1  (100):   CR   ½;   Medium-­‐size   (human)   or   Small-­‐   size   humanoid  
(human  child);  hp  3;  Init  +0;  Spd  30  ft.;  AC  10,  touch  10,  flat-­‐footed  (+0  size  for  adults  or  +1  size  for  children);  
Atk  +0  (1d4/19-­‐20,  dagger;  1d4,  stone;  1d6,  staff;  or  1d4-­‐3,  piece  of  fruit);  AL  varies;  SV  Fort  +0,  Ref  +0,  Will  +0;  
Str  10,  Dex  10,  Con  10,  Int  12,  Wis  10,  Cha  12.  
Skills:  Climb  +4,  Craft  +7,  Profession  +6,  Swim  +4;  Feats:  Skill  Focus  (Craft),  Skill  Focus  (Profession)  
Tactics:  The  commoners  take  up  poles,  clubs,  rocks,  rotten  fruit,  and  daggers.  The  crowd  will  respond  to  the  
charging   horsemen   by   hurling   stones   and   swinging   sticks.   The   commoners   up   front   will   attempt   to   pull   the  
horsemen  from  their  horses,  which  will  succeed  on  a  melee  touch  attack  opposed  to  the  horseman’s  Ride  check  
(“Tripping  a  Mounted  Opponent”,  page  139  of  the  Player’s  Handbook).  
The   commoners’   tactics   are   completely   random   and   chaotic.   Many   commoners   will   stay   and   pummel   the  
guards   while   brandishing   staves   or   clubs   for   subdual   damage.   Once   there   is   a   clear   escape   route,   many   of   the  
commoners  will  try  to  flee  in  random  directions.  A  few  commoners  (1-­‐  4  on  20)  will  be  caught  in  the  frenzy  or  
maybe   even   have   malicious   intent,   and   will   remain   to   physically   harm   the   guards   for   actual   damage.   Roughly  
one  in  four  commoners  have  a  dagger.  
Development:   After   the   defeat   of   the   horsemen,   all   player   characters   that   helped   in   the   endeavor   will   be  
swept  up  by  the  commoners  and  hailed  as  heroes  of  the  common  people.  

4.2  Escape  
The   party   can   leave   the   scene   and   follow   the   orator   trying   to   sneak   away.   If   the   party   does   not  follow   the   orator  
and  tries  to  escape  the  market,  they  will  encounter  columns  of  marching  halberdiers.  If  any  characters  pound  on  
a  door,  a  young  woman  ushers  them  in,  while  the  halberdiers  march  on.    (Refer  to  page  9)  

4.2.1  Soldiers  Marching  Up  the  Street  


 
There  can  be  anywhere  from  60  to  120  halberdiers  that  will  wind  up  in  the  plaza  to  suppress  the  crowd.  
 

Page 9 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
Soldiers,  male  human  War1  (15):  CR  ⅓;  Medium-­‐size  humanoid  (human);  1d10+1;  hp  8;  Init  +1;  Spd  30  
ft.;  AC  15,  touch  11,  flat-­‐footed  14  (+4  armor,  +1  Dex);  Atk  melee  +4  (1d10+3/×3,  halberd);  BA  +1,  CMB  +3,  CMD  
14;AL  LN;  SV  Fort  +2,  Ref  +1,  Will  -­‐1;  Str  15,  Dex  12,  Con  11,  Int  10,  Wis  8,  Cha  9.  
Skills:  Climb  +4,  Intimidate  +3,  Perception  -­‐1,  Swim  +4;  Feats:  Pack  Attack,  Weapon  Focus  (halberd)    
Special  Abilities:  Pack  Attack  –  if  adjacent  ally  has  this  feat,  you  can  make  a  5'  step  regardless  if  expended  a  
move  action.  
Languages:  Common  (Thyatian)  
Possessions:  chain  shirt,  halberd  
 
Officer,   male   human   Ftr3:    CR  2;  Medium-­‐size  humanoid  (human);  HD  3d10+3;  hp  25;  Init  +1;  Spd  20  ft.  
(armor);  AC  21,  touch  12,  flat-­‐footed  19  (+6  armor,  +1  Dex,  +1  dodge,  +3  shield);  Atk    longsword  +5  (1d8+1/19-­‐
20);   BA   +3,   CMB   +4,   CMD   16;   AL   LN;   SV   Fort   +3,   Ref   +2,   Will   +2   (+1   vs.   fear);   Str   12,   Dex   13,   Con   10,   Int   13,   Wis  
12,  Cha  12.  
Skills:  Acrobatics  -­‐4  (-­‐8  to  jump),  Climb  +2,  Diplomacy  +4,  Intimidate  +7,  Perception  +1,  Survival  +7;  Feats:  
Combat  Expertise,  Dodge,  Pack  Attack,  Shield  Focus,  Weapon  Focus  (longsword)  
Special   Abilities:   Combat   Expertise   ±1   –   bonus   to   AC   in   exchange   for   an   equal   penalty   to   attack;   Pack  
Attack  –  ally's  attack  allows  you  to  take  a  5-­‐foot  step;  Shield  Focus  –  +1  shield  AC.  
Languages:  Common  (Thyatian),  Traldaran  
Possessions:  breastplate,  heavy  steel  shield,  longsword  

4.2.2  Helpful  Citizen  


 
Coleina   Lucescu,   female   human   Com3:  CR  1;  Medium-­‐size  humanoid  (human);  HD  3d6;  hp  16;  Init  -­‐1;  Spd  
30   ft.;   AC   9,   touch   9,   flat-­‐footed   9   (-­‐1   Dex);   Atk   ranged   +1   (1d4-­‐1,   dart);   AL   LG;   SV   Fort   +0,   Ref   +0,   Will   +5;   Str   9,  
Str  9,  Dex  9,  Con  9,  Int  10,  Wis  18,  Cha  17.  
Skills:   Craft   (calligraphy)   +7,   Craft   (painting)   +3,   Perception   +8,   Profession   (scribe)   +13;   Feats:   Simple  
Weapon   Proficiency   (dart),   Skill   Focus   (Craft   [calligraphy]),   Skill   Focus   (Profession   [scribe]),   Weapon   Focus  
(dart)  
Languages:  Traldaran  
Possessions:  quill  (dart)  
Development:   If   anyone   knocks   or   pounds   on   their   door,   she'll   let   them   and   offer   shelter.     If   the   player  
characters  break  into  a  home,  she'll  attack  with  her  quill  (dart)  and  then  scream.  

4.2.3  Escaping  Orator  


 
The  orator  will  attempt  to  sneak  away.    If  the  player  characters  choose  to  escape,  they  can  notice  him.    Players  
can  make  a  Perception  check  DC10  to  notice  this  (the  module  gives  it  to  them  automatically).  
 
 Tudor  Patrescu,  orator,  male  human  Rog2:  CR  1;  Medium-­‐size  humanoid  (human);  HD  2d8;  hp  13;  Init  
+2;   Spd   30   ft.;   AC   13,   touch   12,   flat-­‐footed   11   (+1   armor,   +2   Dex);   Atk   +1   melee   (1d4/19-­‐20,   dagger)   or   +3  
ranged   (1d4/19-­‐20,   dagger);   BA   +1,   CMB   +1,   CMD   13;  AL   CN;   SV  Fort  +0,  Ref  +5,  Will  +0;   Str  10,  Dex  14,  Con  10,  
Int  14,  Wis  10,  Cha  16  
Skills:   Acrobatics   +6,   Appraise   +6,   Bluff   +8,   Climb   +5,   Diplomacy   +13,   Disguise   +8,   Escape   Artist   +7,  
Intimidate  +10,  Linguistics  +6,  Perception  +5,  Perform  (Oratory)  +8;  Sense  Motive  +5,  Sleight  of  Hand  +6,  Stealth  
+7;  Feats:  Persuasive,  Skill  Focus  (Diplomacy).  
Special  Abilities:   Charmer   (1/day)   (Ex)   –   Can   roll   2d20   for   Diplomacy   check   and   take   the   better   result;    
Evasion  (Ex)  success  at  a  Reflex  save  for  half  damage,  Tudor  takes  none  instead;  Sneak  Attack  +1d6  –    Attacks  
deal   extra   damage   if   flank   foe   or   if   foe   is   flat-­‐footed;   Trapfinding   +1   –   Gain   a   bonus   to   find   or   disable   traps,  
including  magical  ones  
Languages:  Common  (Thyatian),  Traldaran,  Ylari,  Elven  
Possessions:  dagger,  200  royals  (gold)  
Development:   Tudor   is   a   member   of   the   Veiled   Society   and   was   hired   to   stir   up   trouble   for   the   Tornescu  
family.  If  captured  he  will  not  want  to  reveal  this  information  unless  the  characters  use  good  Diplomacy  (DC35).    
Players  get  a  +1  circumstance  bonus  for  every  10  gold  they  offer.    

Page 10 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
He   can   be   more   easily   persuaded   though   through   Intimidation   (DC15)   with   a   +5   circumstance   bonus   for  
any  damage  or  sub-­‐dual  damage  done  to  him,  and  another  +5  circumstance  bonus  if  players  are  creative  and  mix  
tactics  using  a  combination  of  Diplomacy  and  Intimidation,  e.g.  good  cop,  bad  cop.  
Once   convinced   to   cooperate,   he   will   reveal   is   role   to   stir   up   trouble   for   the   Tornescu.     Further   information  
will  require  a  mix  of  diplomacy  and/or  intimidation.    He  can  knows  the  following:  
• Veiled  Society  meets  in  underground  chamber  under  Blue  Water  Mead  Hall  
o Secret  Entrance  in  Blue  Water  Mead  Hall  near  the  waterfront.  
o Confident  that  there  are  other  secret  entrances,  but  does  not  know.  
o Can  provide  rough  map  
• Details  about  Meetings  
o Normally  20  members  meet,  all  members  anonymous,  leaders  unknown  
o Meeting  will  be  held  tomorrow  night  
• Murders  of  Lucia  Vorloi:  
o Akarios  the  Shipwright  
o Zachariah  Boestes  
 

4.3  Leading  the  Riot  


 
If  the  player  characters  stay  with  the  rioters,  they  will  be  made  the  military  leaders.  The  commoners  will  start  to  
loot  the  bodies  of  the  fallen  horsemen.  Other  commoners  will  grab  stones,  bricks  from  buildings,  and  wood  for  
fires.    

4.3.1  The  Challenger  


 
When  the  player  characters  try  to  impose  order  amongst  the  crowd,  a  large  vicious  looking  thug  will  challenge  
their  authority.  
 
Alexander  Silivasi,  male  human  Ftr3:   CR   2;   Medium-­‐size   humanoid   (human);   HD   3d10+3;   hp  31;   Init   +7;  
Spd   30   ft.;   AC   16,   touch   13,   flat-­‐footed   13   (+3   armor,   +3   Dex);   melee   +7   (1d8+3/19-­‐20,   longsword);   BA   +3,   CMB  
+6  (+8  dirty  trick),  CMD  19  (21  vs.  dirty  trick);AL  CN;  SV  Fort  +3,  Ref  +4,  Will  +0  (+1  vs.  fear);  Str  16,  Dex  17,  Con  
10,  Int  13,  Wis  9,  Cha  14.  
Skills:   Acrobatics   +5,   Bluff   +5,   Climb   +7,   Diplomacy   +5,   Intimidate   +8,   Perception   -­‐1;   Feats:   Combat  
Expertise,  Improved  Dirty  Trick,  Improved  Feint,  Improved  Initiative,  Weapon  Focus  (longsword)  
Special  Abilities:    Combat  Expertise  ±1  –  Bonus  to  AC  in  exchange  for  an  equal  penalty  to  attack;  Improved  
Dirty  Trick  –  No  provoking  AoO  when  performing  a  dirty  trick;  Improved  Feint  –  make  a  bluff  check  to  feint  in  
combat  as  a  move  action.  
Languages:  Traldaran,  Common  (Thyatian)  
Possessions:  studded  leather,  longsword  
Tactics:   Alexander   will   try   to   do   some   do   a   feint   in   combat   (success   Bluff   check   as   move   action,   DC   =  
opponents  Base  Attack  +  Wis  bonus  +  10,  or  Sense  Motive  +10),  which  if  successful  denies  the  opponents  Dex  
bonus  (and  dodge)  against  the  next  attack.    After  a  move  action  feint,  Alexander  will  then  try  to  do  a  dirty  trick,  
such   as   kicking   dirt   in   the   character's   eyes,   blinding   the   character   for   1   or   more   rounds   (every   5   above  
opponents  CMD  is  an  additional  round).    Once  blinded,  the  opponent  suffers  -­‐2  AC  and  loses  all  Dex  (and  dodge)  
bonuses  to  AC,  and  Alexander  will  be  fully  concealed  (50%  miss  chance)  by  attacks  from  the  blinded  opponents.    
See  Combat,  Bluff,  and  Blind  from  Core  Rulebook  for  further  details.    After  such  success  or  failure,  Alexander  will  
then  take  a  swing.  
Another   dirty   trick   is   to   pull   the   opponents   pants   down,   rendering   the   opponent   entangled   (opponent  
suffers  -­‐4  penalty  to  Dex  and  -­‐2  penalty  to  attack  rolls)  for  at  least  one  round.    
Development:   The   thug   will   challenge   one   of   the   player   character’s   to   a   duel,   and   until   the   party   vanquishes  
him,   he'll   gain   further   control   the   crowd,   making   the   player   character’s   have   a   -­‐5   DC   per   round   to   maintain  
order.   Once   the   thug   is   vanquished,   previous   penalties   from   this   encounter   will   not   be   in   effect.   If   the   player  
characters   refuse   the   dual,   they  will  have  a   -­‐10   DC   circumstance   penalty   to   Diplomacy   checks   for   controlling   the  
crowd.  
Background:  Alexander  is  a  champion  in  the  underground  fight-­‐club.  

Page 11 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
 
 

4.3.1  The  Battle  


 
After   horsemen   men   are   defeated,   60   armed   soldiers   arrive   at   the   square   with   orders   to   capture   or   kill   all   those  
involved  in  the  revolt.    Player  characters  will  have  100  poorly  armed  rioters  on  their  side.  
 
Soldiers,  male  human  War1  (60):  CR  ⅓;  Medium-­‐size  humanoid  (human);  1d10+1;  hp  8;  Init  +1;  Spd  30  
ft.;  AC  15,  touch  11,  flat-­‐footed  14  (+4  armor,  +1  Dex);  Atk    melee  +4  (1d10+3/×3,  halberd);  BA  +1,  CMB  +3,  CMD  
14;AL  LN;  SV  Fort  +2,  Ref  +1,  Will  -­‐1;  Str  15,  Dex  12,  Con  11,  Int  10,  Wis  8,  Cha  9.  
Skills:  Climb  +4,  Intimidate  +3,  Swim  +4;  Feats:  Feats  Pack  Attack,  Weapon  Focus  (halberd)    
Special  Abilities:  Pack  Attack  –  if  adjacent  ally  has  this  feat,  you  can  make  a  5'  step  regardless  if  expended  a  
move  action.  
Possessions:  chain  shirt,  halberd  
 
Rioters   (Commoners),   male   or   female   human   Com1   (100);  CR  ⅓;  Medium-­‐size  (human)  or  Small-­‐size  
humanoid   (human   child);   hp   6   or   3   for   children;   Init   +0;   Spd   30   ft.;   AC   10   for   adults   or   AC   11   (+1   size)   for  
children;  Atk  melee  +0  (1d4/19-­‐20,  dagger;  1d6,  club;  1d4-­‐2,  stone;  1d6,  staff;  or  1d4-­‐3,  piece  of  fruit);  BA  +0,  
CMB  +0  for  adults  or  -­‐2  for  children,  CMD  10;  AL  varies;  SV  Fort  +0,  Ref  +0,  Will  -­‐1;  Str  10,  Dex  10,  Con  10,  Int  12,  
Wis  8,  Cha  12.  
Skills:   Climb   +4,   Craft   (varies)   +8,   Profession   (varies)   +6,   Swim   +4;   Feats:   Skill   Focus   (Craft[varies]),   Skill  
Focus  (Profession[varies])  
Possessions:  varies,  generally  commoners  are  poor  
Development:  The  rioters  will  be  a  mixture  of  citizens  whose  alignment,  skills,  gender,  maturity,  and  abilities  
differ.    

4.4  After  the  Riot  


Any   characters   caught   will   be   tried   as   traitors   and   slowly   tortured   to   death.   After   the   riot,   if   the   characters  
defeat   the   60   soldiers,   they   have   the   chance   to   leave   in   the   confusion.   The   characters   can   optionally  continue   as  
leaders  the  riot,  recruiting  commoners,  to  fight  against  the  city’s  militia.  
 
Soldiers,  male  human  War1(400):  CR  ⅓;  Medium-­‐size  humanoid  (human);  1d10+1;  hp  8;  Init  +1;  Spd  30  
ft.;  AC  15,  touch  11,  flat-­‐footed  14  (+4  armor,  +1  Dex);  Atk    melee  +4  (1d10+3/×3,  halberd);  BA  +1,  CMB  +3,  CMD  
14;AL  LN;  SV  Fort  +2,  Ref  +1,  Will  -­‐1;  Str  15,  Dex  12,  Con  11,  Int  10,  Wis  8,  Cha  9.  
Skills:  Climb  +4,  Intimidate  +3,  Swim  +4;  Feats:  Feats  Pack  Attack,  Weapon  Focus  (halberd)    
Special  Abilities:  Pack  Attack  –  if  adjacent  ally  has  this  feat,  you  can  make  a  5'  step  regardless  if  expended  a  
move  action.  
Possessions:  chain  shirt,  halberd  
Development:  These  soldiers  will  trickle  into  the  square,  10  soldiers  per  turn,  to  a  maximum  of  400.  
 
Commoners,  male  or  female  human  Com1  (1000);  CR  ⅓;  Medium-­‐size  (human)  or  Small-­‐size  humanoid  
(human  child);  hp  6  or  3  for  children;  Init  +0;  Spd  30  ft.;  AC  10  for  adults  or  AC  11  (+1  size)  for  children;  Atk  
melee   +0   (1d4/19-­‐20,   dagger;   1d6,   club;   1d4-­‐2,   stone;   1d6,   staff;   or   1d4-­‐3,   piece   of   fruit);   BA   +0,   CMB   +0   for  
adults  or  -­‐2  for  children,  CMD  10;  AL  varies;  SV  Fort  +0,  Ref  +0,  Will  -­‐1;  Str  10,  Dex  10,  Con  10,  Int  12,  Wis  8,  Cha  
12.  
Skills:   Climb   +4,   Craft   (varies)   +8,   Profession   (varies)   +6,   Swim   +4;   Feats:   Skill   Focus   (Craft[varies]),   Skill  
Focus  (Profession[varies])  
Possessions:  varies,  generally  commoners  are  poor  
Development:   The   commoners   will   be   a   mixture   of   citizens   whose   alignment,   skills,   gender,   maturity,   and  
abilities  differ.      They  are  recruited  at  the  rate  of  5  per  turn,  to  a  maximum  of  1000.    The  player  characters  can  
control  only  100  commoners  at  a  time.  (page  10  in  B6)  
 
   

Page 12 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
5.  Employment  
Either   the   Veiled   Society   or   the   Tornescu   clan   will   hire   Player   characters.   The   players   working   for   the   Tornescu  
are   to   escort   a   Tornescu   noble   through   the   city,   while   player   characters   working   for   the   Veiled   Society   are   to  
assassinate  the  Tornescu  noble.  
 
Simion   Tornescu,   male   human   Art3:  CR  1;  Medium-­‐size  humanoid  (human);  HD  3d8+6;  hp  26;  Init  +1;  
Spd  30  ft.;  AC  15,  touch  13,  flat-­‐footed  12  (+2  armor,  +2  Dex,  +1  dodge);  Atk  +4  melee  (1d4+2/19-­‐20,  dagger)  or  
+4  ranged  (1d4+2/19-­‐20,  dagger);  BA  +2,  CMB  +4,  CMD  17;  AL  LG;  SV  Fort  +2,  Ref  +3,  Will  +6;  Str  14,  Dex  14,  
Con  14,  Int  13,  Wis  16,  Cha  14    
Skills:  Bluff  +8,  Diplomacy  +11,  Knowledge  (geography)  +5,  Knowledge  (history)  +5,  Knowledge  (local)  +5,  
Knowledge   (nobility)   +5,   Linguistics   +5,   Perception   +12,   Ride   +6,   Sense   Motive   +11;   Feats:   Alertness,   Dodge,  
Skill  Focus  (Diplomacy)  
Languages:  Thyatian  (Common),  Traldaran,  Elven  
Equipment:  leather,  3  daggers  
Development:  Simion  is  on  a  mission  to  build  alliances  with  Thyatian  nobility  as  well  as  make  peace  with  the  
Vorloi  through  indirect  channels.  
 
Beggars,  male  human  Rog1  (10):  CR  ½;  Medium-­‐size  humanoid  (human);  HD  1d8+5;  hp  13;  Init  +3;  Spd  
30   ft.;   AC   17,   touch   13,   flat-­‐footed   14   (+3   armor,   +3   Dex,   +1   shield);   Atk   +0   melee   (1d8+1/19-­‐20,   longsword)   or  
+2  range  (1d4+1/19-­‐20,  dagger);  BA  +0,  CMB  +1,  CMD  14;  SA  Sneak  Attack  +1d6;  AL  NG;  SV  Fort  +1,  Ref  +5,  Will  
+0;  Str  12,  Dex  16,  Con  12,  Int  11,  Wis  10,  Cha  10.  
Skill:  Acrobatics  +5,  Bluff  +4,  Diplomacy  +4,  Disguise  +4,  Perception  +4,  Perform  (act)  +4,  Sleight  of  Hand  +5.  
Stealth  +5;  Feats:  Martial  Weapon  Proficiency  (longsword),  Toughness,  Weapon  Focus  (longsword).  
Special   Abilities:   Sneak   Attack   +1d6   –  attacks   deal   extra   damage   if   flank   foe   or   if   foe   is   flat-­‐footed;  
Trapfinding  +1  –  bonus  to  find  or  disable  traps,  including  magical  ones.  
Languages:  Traldaran.  
Equipment:  studded  leather,  buckler,  longsword  dagger  
Tactics:  The  beggars  will  surround  Simion  and  protect  him  at  all  costs.  Player  characters  within  the  party  
are  free  to  devise  any  strategy  they  deem  fit  to  protect  Simion,  such  as  scouting.  
 
The  Veiled  Society  Men  will  be  divided  into  three  groups,  where  they  will  wait  completely  motionless  and  out  of  
the  way.    The  player  characters  have  two  chances  to  notice  the  hidden  attackers,  Perception  check  opposed  to  
Stealth  checks.      If  the  party  notices  any  movement,  they  will  not  be  surprised  during  the  ambush.      
 
As  players  move  toward  the  designated  kill  zone,  and  Flaviare  Cosmescu  has  his  darkness  rock  prepared,  players  
have  a  chance  to  notice  that  they  cannot  they  cannot  see  to  the  end  of  the  street  and  that  it  seems  unusually  dark  
ahead  with  a  Perception  DC  15.    If  the  players  enter  the  darkened  area,  or  stop  before  it,  the  ambush  begins.  
 
Veiled  Society  Men,  male  human  Ftr1  (15):  CR  ½;  Medium-­‐size  humanoid  (human);  HD  1d10+2;  hp  12;  
Init  +1;  Spd  30  ft.;  AC  15,  touch  11,  flat-­‐footed  15  (+3  armor,  +1  Dex,  +1  shield);  Atk  +2  melee  (1d8+1/19-­‐20,  
longsword)   or   +2   range   (1d4+1/19-­‐20,   dagger);   BA   +1,   CMB   +2,   CMD   13;   AL   NE;   SV   Fort   +4,   Ref   +1,   Will   +1;   Str  
13,  Dex  12,  Con  14,  Int  10,  Wis  12,  Cha  10.  
Skills:  Acrobatics  +0,  Climb  +3,  Perception  +2,  Stealth  +0;  Feats:  Blind-­‐Fight,  Cleave,  Power  Attack  
Special   Abilities:  Blind-­‐Fight   –  re-­‐roll  misses  due  to  concealment;  Cleave  –  if  you  hit  a  foe,  adjacent  target  
can  be  hit,  but  take  a  -­‐2AC),  PowerAttack  -­‐1/+2  –  subtract  from  attack  roll,  add  to  damage;    
Languages:  Traldaran  
Equipment:  studded  leather,  buckler,  longsword    
Tactics:   The   Veiled   Society   thugs   and   hired   player   characters   will   be   equally   dispersed   into   three   groups  
hiding  and  awaiting  the  signal  for  an  ambush.  Characters  will  have  to  make  an  opposed  Perception  check  with  a  -­‐
-­‐15   circumstance   penalty   for   nighttime   conditions   (exceptions   to   those   with   Low-­‐light   or   Darkvision)   against  
the  Veiled  Society  Men's  Stealth  check.  
These  fighters  will  always  take  the  opportunity  to  cleave,  and  for  soft  targets  (leather  or  less  armor),  they  
will  use  PowerAttack.  
 
 

Page 13 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
 
Flaviare  Cosmescu,  Veiled  Society  Leader,  male  human  Clr3:  CR  2;  Medium-­‐size  humanoid  (human);  HD  
3d8+3;   hp   22;   Init   +1;   Spd   20   ft.;   AC   19,   touch   11,   flat-­‐footed   18   (+6   armor,   +1   Dex,   +2   shield);   Atk   +8   melee  
(1d8+6,  heavy  mace  +1);  BA  +2,  CMB  +7,  CMD  18;  AL  NE;  SV  Fort  +3,  Ref  +2,  Will  +5;  Str  18  (20),  Dex  12,  Con  12,  
Int  9,  Wis  14,  Cha  14.  
Skills:  Acrobatics  -­‐5  (-­‐9  to  Jump),  Bluff  +6,  Perception  +2,  Spellcraft  +4,  Stealth  +1;  Feats:  Blind-­‐fight,  Cleave,  
Power  Attack,  Selective  Channeling    
Spells  Prepared  (*/3+1/2+1,  CL3,  concentration  +5,  melee  touch  +7,  range  touch  +4):  Domains  –  Darkness,  
Trickery  (Deception);  0  –  bleed  (DC12),  guidance,  resistance,  virtue;  1st  –  bless,  command  (DC13),  obscuring  mist,  
protection  from  good;  2nd  –  darkness,  hold  person  (DC14),  mirror  image  
Special  Abilities:   Blind-­‐Fight   –   re-­‐roll   misses   due   to   concealment;   Cleave   –   hit   a   foe,   can   attack   adjacent  
target  with  same  attack  bonus  but  at  -­‐2  AC;  Darkness  Variant  Channeling  1d6  (5/day,  DC  13)  (Su)  -­‐  centered  
on  the  cleric  (optionally  excluding  himself  and  two  allies)  do  a  30'  radius  burst  causing  1d6  to  living  creatures,  
healing   1d6   to   undead   creatures,   and   darkening   the   area   by   one   step   for   1   minute;   Power   Attack   -­‐1/+2   -­‐  
subtract  from  attack  roll  to  add  to  damage;  Sudden  Shift  (5/day)  (Su)  –  as  immediate  action  after  being  missed  
by  a  melee  attack,  teleport  up  to  10'  away  within  reach  of  attacker,  Touch   of   Darkness   (1   round,   5/day)   (Sp)  –  
with  melee  touch  attack,  target  suffers  20%  miss  chance.  
Equipment:  breastplate,  heavy  steel  shield,  Gauntlets  of  Ogre  Power  (+2  strength),  Heavy  Mace  +1  
Languages:  Traldaran  
Tactics:  The  leader's  goal  is  to  kidnap  or  kill  Simion,  ignoring  players  and  beggars  when  possible.    He  will  
seek  to  darken  any  area  that  leads  to  the  advantage  in  getting  to  Simion  and  then  escaping.  
In   preparation,   Flaviare   casts   darkness   on   a   stone   and   tosses   it   into   a   center   area,   and   signals   for   the   attack  
once  the  players  enter  the  darkened  area.    He'll  approach  from  the  forward  group,  while  two  groups  approach  
from  behind  the  players.    By  the  time  the  players  reach  the  darkened  area,  darkness  will  have  a  remaining  1-­‐2  
minutes   duration.     The   affects   of   darkness   at   night   will   cause   all   creatures   in   the   darkness   to   have   total  
concealment   (50%   miss   chance)   unless   they   have   Darkvision,   and   non-­‐magical   sources   of   light   will   grant   no  
illumination.    Furthermore,  those  in  the  darkness  are  considered  blinded  and  loose  all  Dex  bonuses  to  AC  and  
suffer  a  -­‐2  penalty  to  AC.  
As   the   party   approaches   from   a   distance,   Flaviare   will   see   cast   beneficial   spells,   such   as   mirror   image  
(1d4+1   images   for   3   minutes),   protection  from  good   (+2   deflection   and   +2   save   vs.   good   for   3   minutes,   AC21,  
CMD  21,  Fort    +5,  Ref  +4,  Will  +7).  
 After  this,  depending  on  circumstance,  he'll  cast  hold  person  on  particularly  powerful  opponent,  command  a  
martial  character  drop  their  weapon  or  cause  Simion  to  flee.  
The   ultimate   goal   is   to   capture   or   slay   Simion,   and   so   Flaviare's   tactics   are   oriented   toward   disabling   or  
delaying  the  beggars  and  party  members.    Once  Simion  is  removed,  or  the  group's  numbers  are  such  that  there  is  
no  chance  of  success,  Flaviare  will  signal  a  retreat  and  cast  obscuring  mist.  
Development:  Flaviare’s  mission  is  to  stop  the  Tornescu  from  building  any  alliances,  and  further  the  plans  to  
pit   the   Tornescu   and   Vorloi   against   each   other   by   disclosing   that   the   Tornescu   hired   him   to   carry   about   the  
murder  of  Lucia  Vorloi.  This  is  even  believable  as  Flaviare  has  red  hair.  
   

Page 14 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
6.  Further  Investigation  
 
The   player   characters   can   use   their   skills   or   utilize   skills   from   NPCs   to   get   further   information.     Note   that  
gathering  information  with  Diplomacy  takes  several  hours,  where  the  other  skills  can  retrieve  the  information  
immediately.       If   characters   do   not   have   ideas   and   are   having   a   bad   day   with   die   rolls,   they   can   use   library   or  
other   records   offices   to   reference   information   and   gave   a   +10   circumstance   bonus   to   the   Knowledge   rolls.    
Optionally,   some   coin   (as   in   gold   pieces)   can   add   a   circumstance   bonus;   The   coinage   is   used   for   bribes,   gifts,  
alcohol,  hirelings,  etc.  to  help  with  chances.    
 
• Red  Hair  
o Knowledge  (nobility)  (DC15)  (One  roll  per  family)  –  will  reveal  that  no  family  member  in  houses  of  
Tornescu,  Radu,  or  Vorloi  have  red  hair.    
o Diplomacy  /  Gather  Information,  (DC  10)  –  will  reveal  the  same  information.  
• Pitch  
o Profession   (sailor)   or   Profession  (fisherman),   (DC10)   –   will   be   familiar   that   pitch   is   used   in   sealing  
boats.  
o Diplomacy   /   Gather   Information,   (DC10)   –   will   note   the   four   major   suppliers   are   all   down   in   the  
water  front.  
• Blood  
o Intelligence   (DC   10)   –   will   deduce   that   with   the   blood   mixed   in   with   red   hair   will   not   that   the  
attacker  with  red  hair  was  injured  badly.  
• Ring  
o Knowledge  (nobility),  (DC10)  –  notes  that  the  ring  is  from  the  Tornescu  family.  
o Knowledge  (nobility),  (DC20)  –  can  identify  that  the  ring  belongs  to  Stephanos  Tornescu.  
o Knowledge  (local)   (DC15)   or   Diplomacy  /  Gather  Information   (DC10)   –   can   find   the   gossip   about   how  
Lucia  spurned  Stephanos  advances.  
• Writing  
o Linguistics  (DC30)  –  to  decipher  that  the  writing  means  Radu  
• Wine  (Trouscan  Estate)  
o Profession   (vinificator)   (DC10),   Profession   (innkeeper)   (DC10),   Profession   (barrister)   (DC10),   or  
Knowledge  (local)  (DC10)   –   will   note   that   the   seal   for   the   wine   is   from   Trouscan   Estate   and   is   from   a  
remote  location  and  is  imported.  
o Diplomacy  /  Gather  Information  (DC20)  –  will  note  that  House  Radu  imports  this  wine,  and  sell  it  to  a  
few  waterfront  inns  and  to  Aristo,  the  Wine  Merchant  on  Vinter's  Lane.  
o Diplomacy  /  Gather  Information  (DC10)  or  Knowledge  (local)  (DC10)  –  will  note  that  just  the  places  
where  it  is  sold.  
• Rope  
o Knowledge  (sailor)   (DC10)   or   Craft  (Rope)   (DC5)   –   will   note   the   this   type   of   rope   is   used   in   ships   and  
other  heavy  lifting  situations  

6.1  Wine  Merchant  


This  small  section  provides  guidelines  for  the  DM  to  handle  the  investigation  as  it  continues.  
 
Aristo,   the   Wine   Merchant,   male   human   Exp2:  CR  ½;  Medium-­‐size  humanoid  (human);  HD  2d8;  hp  13;  
Init  -­‐1;  Spd  30  ft.;  AC  9,  touch  9,  flat-­‐footed  9  (-­‐1  Dex);  Atk  +0  (1d4-­‐1/19-­‐20,  dagger);  BA  +1,  CMB  +0,  CMD  9;  AL  
NG;  SV  Fort  -­‐1,  Ref  -­‐1,  Will  +5;  Str  9,  Dex  9,  Con  9,  Int  16,  Wis  14,  Cha  13.  
Skills:  Appraise  +11,  Bluff  +6,  Diplomacy  +6,  Intimidate  +6,  Knowledge  (history)  +8,  Knowledge  (local)  +8,  
Linguistics   +8,  Profession   (merchant)   +10,   Ride   +4,   Sense   Motive   +7;   Feats:   Skill   Focus   (Appraise),   Skill   Focus  
(Profession  [merchant])  
Languages:  Thyatian  (Common),  Traldaran,  Ylari,  Alphatian,  Elven,  Gnome  
Development:   The   party   will   come   across   Aristo   the   wine   merchant   through   numerous   ways.   The   player  
characters   will   have   to   interview   Aristo   in   order   to   acquire   the   information   about   different   buyers   of   Aristo’s  
exotic   wines.   A   Diplomacy   check   (DC10)   would   be   sufficient   to   politely   inquire   about   different   clients,   or   an  
Intimidate  check  (DC10)  should  be  sufficient  to  help  Aristo  to  recall  various  clients.  
 

Page 15 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
6.2  Wine  Merchant  Customers  
 
Below  is  a  list  of  Aristo’s  clients  that  he  recalls.  These  have  been  further  detailed  in  this  supplement.    In  some  
cases,  gold  might  add  a  circumstance  bonus  in  Diplomacy  checks.  
 
Heranthes,  the  Cobbler,  male  human  Com5:  CR  3;  Medium-­‐size  humanoid  (human);  HD  5d6+15;  hp  37;  
Init  +1;  Spd  30  ft.;  AC  11,  touch  11,  flat-­‐footed  (+1  Dex);  Atk  melee  +4  (1d4+1/19-­‐20,  dagger);  BA  +2,  CMD  +3,  
CMD  14;  AL  LN;  SV  Fort  +2,  Ref  +2,  Will  +1;  Str  12,  Dex  13,  Con  12,  Int  14,  Wis  11,  Cha  11.  
Skills:   Climb   +7,   Craft   (leather)   +12,   Craft   (shoes)   +15,   Perception   +8,   Ride   +8,   Swim   +7;   Feats:   Prodigy  
(Craft[leather],   Craft[shoes]),   Simple   Weapon   Proficiency   (dagger),   Skill   Focus(Craft[shoes]),   Toughness,  
Weapon  Focus  (dagger)  
Languages:  Thyatian  (Common),  Traldaran,  Alphatian  
Development:  Heranthes  lives  in  the  Old  quarter  part  of  town  where  he  has  struggled  to  survive  and  provide  
for  his  family.  He  is  very  mistrustful  of  any  Thyatians,  especially  nobility,  as  he  has  witnessed  atrocities  against  
fellow   kinsmen   committed   by   merciless   Thyatians.   As   such,   any   attempts   with   Bluff,   Diplomacy   suffers   a   -­‐10  
circumstance  penalty.  
Heranthes  bought  fine  wine  to  celebrate  the  anniversary  with  his  wife  and  also  a  new  job  he  has  acquired,  
which  he’ll  reveal  if  asked  politely  using  a  Diplomacy  (DC15)  or  Intimidate  (DC25).    
 
Goodman  Christos:  Male  human  Com2:  CR  ½;  Medium-­‐size  humanoid  (human);  hp  14;  Init  +1;  Spd  30  ft.;  
AC  13,  touch  11,  flat-­‐footed  12  (+2  armor,  +1  Dex);  Atk  +1  (1d4/19-­‐20,  dagger);  BA  +1,  CMB  +1,  CMD  12;  AL  NG;  
SV  Fort  +1,  Ref  +1,  Will  +2;  Str  10,  Dex  12,  Con  12,  Int  12,  Wis  14,  Ch  12.  
Skills:   Profession   (Brewer)   +7,   Profession   (Cook)   +7,   Profession   (Herbalist)   +7,   Profession   (Inn   Keeper)  
+10;  Feats:  Light  Armor  Proficiency,  Simple  Weapon  Proficiency  (dagger),  Skill  Focus  (Profession  [Inn  Keeper]).  
Languages:  Thyatian  (Common),  Traldaran  
Development:   Goodman   Christos   is   remarkable   in   that   coming   from   rather   humble   means,   was   able   to  
acquire  an  Inn  through  a  gamble  at  age  16.  He  remodeled  the  Inn,  especially  in  the  cellar  area,  and  opened  the  
Rattlebone  Inn.  The  inn  was  an  instant  success,  and  is  known  as  one  of  the  more  rowdy  of  Inns.  Christos  is  well  
known   in   many   bars   especially   Rattlebone   Inn,   where   hides   the   fact   that   he   is   the   proprietor.   Unknown   to   many  
is   that   he   runs   an   underground   fight-­‐club   where   mercenaries   can   test   their   skills   amongst   other   challengers.  
Unknown  to  even  Christos  is  that  there  are  several  secret  tunnels  made  by  the  Veiled  Society  connecting  to  his  
underground  facility.  The  Veiled  Society  has   become  aware  of  his  operation,  and  they  want  to  get  in  on  all  of  the  
action.   The   town   guards   are   aware   of   this   operation   as   well,   and   oftentimes   gamble   on   the   fights,   and   so  
wouldn’t  take  too  kindly  if  operations  were  disrupted.    
Christos   is   secretive   about   his   operations   (Sense   Motive   (DC15)   to   know   he   is   hiding   something)   and   his  
purchase  of  wine  and  will  not  reveal  any  information  without  a  Diplomacy  (DC35)  or  Intimidate  (DC45),  unless  
the   players   offer   proof,   which   gives   a   +10   circumstance   bonus.   Otherwise   Christos   states   that   his   business   is   his  
business.  Goodman  Christos  does  not  want  it  to  be  known  that  he  is  the  proprietor  of  Rattlebone  Inn,  as  this  can  
draw  undo  attention,  namely  from  Veiled  Society.    
One   of   Goodman   Christos’   favorite   hobbies   is   sampling   and   experimenting   with   new   kinds   of   teas   and  
herbal   remedies.   He   will   pay   handsomely   for   imported   teas   and   new   recipes.   This   can   be   an   area   of   opportunity  
for  the  player  characters.  
 
Akarios,  the  Shipwright,  male  human  Exp2  (unprepared):  CR  ½;  Medium-­‐size  humanoid  (human);  HD  
2d8+6;  hp  19;  Init  +2;  Spd  30  ft.;  AC  13,  touch  13,  flat-­‐footed  10  (+2  Dex,  +1  dodge);  Atk  +4  melee  (1d4+3/19-­‐20,  
dagger);  BA  +1,  CMB  +4,  CMD  17;  AL  CE;  SV  Fort  +2,  Ref  +2,  Will  +2;  Str  16,  Dex  14,  Con  14,  Int  12,  Wis  9,  Cha  9.  
Skills:   Climb   +8,   Craft   (carpentry)   +6,   Craft   (locks)   +6,   Craft   (ships)   +6,   Disable   Device   +7,   Perception   +4,  
Profession  (sailor)  +4,  Stealth  +7;  Feats:  Dodge,  Mobility.  
Languages:  Thyatian  (Common),  Traldaran  
Equipment:  dagger  
Development:   Akarios   will   be   encountered   at   his   at   his   job   working   on   a   ship   in   the   docks,   or   in   the  
dockyard.   He   is   very   suspicious   of   everyone   especially   after   the   murder   of   Lady   Lucia   Vorloi,   but   will   not   run  
when  the  players  encounter  him.  He  will  attempt  to  quietly  slip  out  at  the  end  of  the  day’s  work,  make  sure  he  is  
not  followed,  and  then  head  for  the  Blue  Mead  Hall  to  inform  his  compatriots.  
If  questioned  about  the  wine,  Akarios  will  mention  that  he  bought  the  wine  for  a  celebration  (True).  

Page 16 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
Theodoric   Angulsta,   male   human   Com1:  CR  ⅓;  Medium-­‐size  humanoid  (human);  HD  1d6+2;  hp  8;  Init  +1;  
Spd  30  ft.;  AC  12,  touch  11,  flat-­‐footed  11  (+1  armor,  +1  Dex);  Atk  +1  (1d4+1/19-­‐20,  dagger);  BA  +0,  CMB  +1,  
CMD  12;  AL  NG;  SV  Fort  +1,  Ref  +1,  Will  +1;  Str  12,  Dex  12,  Con  12,  Int  12,  Wis  12,  Con  12.  
Skills:  Climb  +5,  Perception  +10,  Ride  +5,  Swim  +5;  Feats:  Skill  Focus  (Perception).  
Languages:  Common  (Thyatian),  Traldaran  
Development:   Theodoric   is   at   a   point   in   his   life   where   he   needs   to   decide   his   future,   and   understands   that   it  
is   not   with   in   Specularum.   He   dreams   of   adventures   of   grandeur,   and   when   encounters   the   player   characters,  
he’ll  most  certainly  want  to  come  along  for  the  ride.  He  will  try  to  persuade  the  characters  to  let  him  join  their  
group,  explaining  that  he  is  “always  alert”,  and  failing  that,  he'll  try  to  appeal  to  the  party’s  sense  of  pity:  “Gee,  
Didn’t   you   ever   want   to   be   a   hero   when   you   were   young.   Just   give   me   a   chance,   I   won’t   let   you   down.”   He’ll   also  
try  to  appeal  to  Traldaran  player  characters,  “It’s  hard  to  make  it  in  a  Thyatian  dominated  world.”  
Theodoric  purchased  the  wine  to  impress  his  friends  that  he  was  a  big-­‐time  adventurer.  
 
Seraphim,  the  Minstrel,  male  human  Exp3:  CR1;  Medium-­‐size  humanoid  (human);  HD  3d8+6;  hp  21;  Init  
+1;  Spd  30  ft.;  AC  11,  touch  11,  flat-­‐footed  10  (+1  Dex);  Atk  +3  melee  (1d4+1/19-­‐20,  dagger);  BA  +2,  CMB  +4,  
CMD  14;  AL  NG;  SV  Fort  +2,  Ref  +2,  Will  +4;  Str  12,  Dex  12,  Con  12,  Int  12,  Wis  12,  Ch  12.  
Skills:  Knowledge  (geography)  +6,  Knowledge  (history)  +6,  Knowledge  (local)  +9,  Knowledge  (nobility)  +6,  
Knowledge   (religion)   +6,   Perception   +1,   Perform   (dance)   +6,   Perform   (keyboard   instruments)   +10,   Perform  
(oratory)   +7,   Perform   (percussion   instruments)   +10,   Perform   (string   Instruments)   +1,   Perform   (wind  
instruments)   +7;   Feats:   Skill   Focus   (Knowledge   [local]),   Skill   Focus   (Perform   [keyboard   instruments]),   Skill  
Focus  (Perform  [percussion  instruments]).  
Languages:  Thyatian  (Common),  Traldaran  
Development:   Seraphim   is   a   struggling   minstrel   that   is   found   in   lesser   popular   bars   and   inns,   or   is   on   the  
streets   peddling   for   a   coin   or   two.   He   is   always   eager   for   an   audience,   but   many   times   his   audiences   donate  
money   just   to   have   him   cease   such   noise.   He   is   slightly   delusional   in   that   he   thinks   he   is   the   greatest   minstrel   of  
the  century,  and  sees  himself  someday  playing  in  the  Duke’s  court.  He  spends  his  coins  on  eccentric  indulgencies  
including  fine  wine.  

7.  The  Chase  
As  the  characters  continue  their  investigation,  the  Veiled  Society  will  make  a  bold  move  and  attack  the  player’s.  
Players  through  the  investigation  can  find  the  hideout,  but  if  not  the  players  will  be  given  the  answer  through  
interrogation  or  a  note  found  on  one  of  the  dead  opponents.  

7.1  Arrow  Ambush  


 
Doriel,  Crossbowman,  male  human  Ftr1:  CR  ½;  Medium-­‐size  humanoid  (human);  HD  1d10+2;  hp  12;  Init  
+4;  Spd  30  ft.;  AC  17,  touch  14,  flat-­‐footed  13  (+3  armor,  +4  Dex);  Atk  +6  ranged  (1d10/19-­‐20,  hvy.  crossbow,  
120'),  +7  within  30’  (1d10+1/19-­‐20,  hvy.  crossbow)  or  +1  melee  (1d6/19-­‐20,  shortsword);  BA  +1,  CMB  +1,  CMD  
15;  AL  CN;  SV  Fort  +3,  Ref  +4,  Will  +1;  Str  10,  Dex  18,  Con  12,  Int  11,  Wis  12,  Cha  10.  
Skills:  Climb  +3,  Ride  +6,  Perception  +1,  Swim  +3;  Feats:  Point  Blank  Shot,  Rapid  Reload,  Weapon  Focus  (hvy  
crossbow).  
Languages:  Traldaran  
Special   Abilities:   Point-­‐Blank   Shot   –  +1   atk/dmg   within   30   ft;  Rapid   Reload   (Heavy   crossbow)   –  move  
action  to  reload  heavy  crossbow.  
Possessions:  studded  leather,  heavy  crossbow,  shortsword  
 
Ovidiu,   Bendikte,   Carol,   bowmen,   male   human   War1  (3);  CR  ⅓;  Medium-­‐size  humanoid  (human);  HD  
1d10+1;   hp   11;   Init   +3;   Spd   30   ft.;  AC   16,   touch   13,   flat-­‐footed   13   (+3   armor,   +3   Dex);   Atk   +4   ranged   (1d8+2/x3,  
cmp.  longbow),  +5  within  30’  (1d8+3/x3,  cmp.  longbow)  or  +3  melee  (1d6+2/19-­‐20,  shortsword);  BA  +1,  CMB  
+3,  CMD  16;  AL  CN;  SV  Fort  +2,  Ref  +3,  Will  +0;  Str  14,  Dex  17,  Con  10,  Int  9,  Wis  10,  Cha  9.  
Skills:  Climb  +5,  Perception  +0,  Swim  +5;  Feats:  Point  Blank  Shot,  Rapid  Shot  
Special   Abilities:   Point-­‐Blank   Shot   –   +1   atk/dmg   within   30   ft;   Rapid   Shot   –   can   take   extra   attack   with  
ranged  weapons,  each  attack  at  -­‐2.  
Languages:  Traldaran  
Possessions:  studded  leather,  component  longbow  (+2  Str),  shortsword  

Page 17 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
7.2  Booth  
 
Acrobatics  (DC30)  to  jump  past  the  obstacle  without  delay,  otherwise  the  characters  are  spending  two  rounds  to  
get  past  the  obstacle.  

7.2  Crowd  
 
The  players  could  by  pass  the  crowd  by  making  getting  to  the  rooftops  through  an  Acrobatics  (DC24)  or  Climb  
(DC10).    After,  the  player  characters  will  need  to  jump  from  building  to  building  with  Acrobatics  (DC5)  checks.    
Buildings   more   than   10   feet   apart   require   Acrobatics   (DC15)   and   buildings   more   than   20   feet   apart   require  
Acrobatics  (DC25)  to  jump  across.  
 
A  player  character  can  attempt  to  move  through  the  crowd  by  making  an  Acrobatics  (DC13)  every  5-­‐foot  square;  
otherwise   their   movement   speed   is   halved.     Players   can   otherwise   attempt   to   overrun   (combat   maneuver)   to  
move  through  occupied  squares,  see  Combat,  Moving  Through  a  Square.  

7.2  Cart  
 
Characters  can  make  a  Reflex  save  (DC10)  to  avoid  the  cart  or  a  Reflex  save  (DC20)  to  catch  the  cart.    Those  that  
fail  the  save  are  knocked  down.    If  the  cart  is  not  stopped,  it  will  plummet  further  and  injure  people.  

7.3  Guard  
 
Henric,  the  giant  guard,  male  human  Bbn3:  CR  2;  Medium-­‐size  humanoid  (human);  HD  3d12+12;  hp  38;  
Init  +3;  Sped  40  ft.;  AC  17,  touch  13,  flat-­‐footed  17  (+4  armor,  +3  Dex);  Atk  +8  melee  (2d6+6/19-­‐20,  greatsword),  
BA  +3,  CMB  +7,  CMD  20;  AL  CG;  SV  Fort  +5,  Ref  +4,  Will  +1;  Str  18,  Dex  16,  Con  14,  Int  7,  Wis  10,  Cha  9  
Skills:   Acrobatics   +6   (+10   to   jump),   Climb   +6,   Intimidate   +3,   Perception   +6,   Survival   +4,   Swim   +6;   Feats:  
Extra  Rage,  Toughness,  Weapon  Focus  (greatsword)  
Special  Abilities:  Fast   Movement   (Ex);  Guarded   Stance   +1   (2   rounds)   (Ex)   –  bonus  to  dodge  vs.  melee;  
Rage  (16  rounds/day)  (Ex);  Uncanny  Dodge  –  do  not  loose  Dex/Dodge  bonus  while  flat-­‐footed.  
Languages:  Traldaran  
Tactics:  Henric  stands  mobile  as  long  as  the  player  characters  do  not  advance  or  attack.    Otherwise,  Henric  
enrages  and  fights  to  the  death.  
Background:   Henric   was   actually   born   in   the   Lost   Valley   of   Hutaaka,   but   has   no   recollection   of   how   he  
wandered   from   his   home   Henric,   as   he   is   so   named,   was   discovered   in   the   wild,   raised   by   wolves.   The   Radu  
family  took  pity  upon  him  and  has  raised  him.  He  has  the  honor  to  serve  as  guard  and  bouncer.  
 
Henric  can  rage  for  16  rounds,  and  after  raging,  he  is  fatigued  for  the  same  amount  of  rounds  he  was  enraged.    
Below  are  the  blocks  describe  raging  and  fatigued  modes.  
 
Henric,   the   giant   guard,   male   human   Bbn3   (raging):   CR   2;   Medium-­‐size   humanoid   (human);   HD  
3d12+18;   hp   44;   Sped   40   ft.;   AC   15,   touch   11,   flat-­‐footed   15   (+4   armor,   +3   dex,   -­‐2   rage);   Atk   +10   melee  
(2d6+9/19-­‐20,  greatsword),  BA  +3,  CMB  +9,  CMD  20;  AL  CG;  SV  Fort  +7,  Ref  +4,  Will  +3;  Str  22,  Dex  16,  Con  18,  
Int  7,  Wis  10,  Cha  9  
Skills:  Acrobatics  +6  (+10  to  jump),  Climb  +8,  Intimidate  +3,  Perception  +6,  Survival  +4,  Swim  +8  
 
Henric,   the   giant   guard,   male   human   Bbn3   (fatigued):   CR   2;   Medium-­‐size   humanoid   (human);   HD  
3d12+12;   hp   38;   Init   +2;   Sped   40   ft.;   AC   16,   touch   12,   flat-­‐footed   16   (+4   armor,   +2   Dex);   Atk   +7   melee  
(2d6+4/19-­‐20,  greatsword),  BA  +3,  CMB  +6,  CMD  18;  AL  CG;  SV  Fort  +5,  Ref  +3,  Will  +1;  Str  16,  Dex  14,  Con  14,  
Int  7,  Wis  10,  Cha  9  
Skills:  Acrobatics  +5  (+9  to  jump),  Climb  +5,  Intimidate  +3,  Perception  +6,  Survival  +4,  Swim  +5  

Page 18 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
8.  The  Chambers  of  the  Veiled  Ones  
This  section  is  the  layer  of  the  Veiled  Society.  The  players  will  face  the  final  climatic  moment  in  this  section.  

8.1  The  Blue  Water  Mead  Hall  (Room1)  


 
Akarios,   the   Shipwright,   male   human   Exp2   (prepared):   CR   ½;   Medium-­‐size   humanoid   (human);   HD  
2d8+6;   hp   19;   Init   +2;   Spd   30   ft.;   AC   16,   touch   13,   flat-­‐footed   13   (+3   armor,   +2   Dex,   +1   dodge);   Atk   +4   melee  
(1d8+3,  morningstar)  or  +3  ranged  (1d4+3/19-­‐20,  dagger);  BA  +1,  CMB  +4,  CMD  17;  AL  CE;  SV  Fort  +2,  Ref  +2,  
Will  +2;  Str  16,  Dex  14,  Con  14,  Int  12,  Wis  9,  Cha  9.  
Skills:   Climb   +8,   Craft   (carpentry)   +6,   Craft   (locks)   +6,   Craft   (ships)   +6,   Disable   Device   +7,   Perception   +4,  
Profession  (sailor)  +4,  Stealth  +7;  Feats:  Dodge,  Mobility  (+4  vs  AoO).  
Languages:  Thyatian  (Common),  Traldaran  
Equipment:  dagger,  morningstar,  studded  leather  
Development:   If   the   player   characters   have   not   dealt   with   Akarios   previously,   then   he   will   show   up   here,  
dressed  in  studded  leather  and  armed  with  a  morningstar.  

8.2  Beyond  the  Curtain  (Room  2)  


 
Alexander   Silivasi,   male   human   Clr3:  CR  2;  Medium-­‐size  humanoid  (human);  HD  3d8+6;  hp  24;  Init  +2;  
Spd   30   ft.;   AC   17,   touch   12,   flat-­‐footed   15   (+5   armor,   +2   Dex);   Atk   +4   melee   (1d12+3,   greataxe);   BA   +2,   CMB   +4,  
CMD  16;  SA  spells,  channel  negative  energy;  AL  NE;  SV  Fort  +4,  Ref  +3,  Will  +6;  Str  14,  Dex  14,  Con  12,  Int  8,  Wis  
16,  Cha  14.  
Skills:   Acrobatics   -­‐2   (-­‐6   to   jump),   Disguise   +6,   Perception   +3,   Spellcraft   +5,   Stealth   +3;   Feats:   Blind-­‐fight,  
Channel  Smite,  Combat  Casting,  Extra  Channel    
Cleric   Spells   Prepared   (*/3+1/2+1,   CL3,   concentration   +6,   melee   touch   +4,   range   touch   +4):   Domains   –  
Night   (Darkness),   Trickery   (Deception);   0   –   guidance,   light,   resistance,   spark;   1st   –   bless,   command   (DC14),  
sanctuary  (DC14),  sleep  (DC14);  2nd  –  bull's  strength,  invisibility,  silence  
Special  Abilities:  Blind-­‐Fight  –  re-­‐roll  misses  due  to  concealment);  Cleric   Channel   Negative   Energy  2d6  
(5/day,   DC   13)   (Su);  Copycat  (6/day)   (Su)  –  create  a  single  mirror  image  duplicate;  Touch   of   Darkness  (1  
round,  5/day)  (Sp)  –  with  melee  touch  attack,  target  suffers  20%  miss  chance.  
Equipment:  scale  mail,  greataxe  
Languages:  Traldaran  
Tactics:  The  cleric  will  cast  silence  on  a  coin  and  toss  it.    If  opportunity  permits  it,  such  as  if  the  party  has  
their  backs  turn,  will  cast  invisibility  (+20  Stealth,  +2  to  attack  and  ignores  opponents'  Dexterity  bonuses  to  AC,  
and  opponents  attacking  have  50%  miss  chance  due  to  total  concealment).    If  invisibility  is  not  in  effect,  he  will  
then  cast  sanctuary.    This  will  allow  Silivasi  to  cast  spells  to  prepare  for  the  fight,  such  as  casting  bull's  strength  
on  his  ally.    He  will  then  cast  bless  to  give  +1  to  hit,  +1  to  CMB,  and  +1  moral  save  versus  fear.  
 
Gabi  Miklos,  male  human  Ftr3:  CR  2;  Medium-­‐size  humanoid  (human);  HD  3d10+6;  hp  32;  Init  +4;  Spd  30  
ft.;  AC  20,  touch  15,  flat-­‐footed  15  (+4  armor,  +4  Dex,  1  dodge,  +1  shield);  Atk  +5  melee  (1d8+3/x3,  battleaxe)  
and   +4   melee   (1d6+3/x3,   handaxe);  BA   +3,   CMB   +6,   CMD   21;   AL   CE;   SV   Fort   +4,   Ref   +5,   Will   +0   (+1   vs   fear);   Str  
16,  Dex  18,  Con  13,  Int  9,  Wis  9,  Cha  9  
Skills:  Acrobatics  +4,  Climb  +6,  Intimidate  +3,  Stealth  +4,  Survival  +3,  Swim  +6;  Feats:  Dodge,  Double  Slice,  
Two-­‐weapon  Defense,  Two-­‐weapon  Fighting,  Weapon  Focus  (battleaxe)  
Special  Abilities:   Armor   Training   1,   Two-­‐Weapon   Defense   (+1   shield   while   wielding   2   weapons,   +2   shield  
when  doing  so  defensively)  
Possessions:  chain  shirt,  battleaxe,  handaxe,  potion  of  invisibility  
Tactics:   Gabi   will   imbue   the   potion  of  invisibility   as   opportunity   permits,   to   give   time   for   the   cleric   to   cast  
spells  and  prepare.    If  bull's  strength  is  cast,  Gabi  will  have  at  Str  20,  which  grants  him  an  extra  +2  to  hit  and  +2  
to   damage   with   both   axes,   +2   to   CMB   and   CMD,   and   a   +2   on   Climb   and   Swim.     If   Gabi   wasn't   already   dangerous,  
he  certainly  is  now.  
   

Page 19 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
8.3  Sirenflower  Passage  (Room  4)  
 
Sirenflower:  CR4;  Large  plant;  HD  5d8+15;  hp  40;  Init  +6;  Spd  0  ft.;  Space  10  ft.,  Reach  10  ft.;  AC  17,  touch  
11,  flat-­‐footed  15  (+2  Dex,  +6  natural,  -­‐1  size);  Atk  melee  (1d6+7  +  grab,  slam);  BA  +3,  ;  CMB  +9  (+13  grapple),  
CMD  21  (can't  be  tripped);  AL  N;  SV  Fort  +7,  Ref  +3,  Will  +3;  Str  20,  Dex  14,  Con  16,  Int  —,  Wis  14,  Cha  16.  
Skills:  Disguise  +12,  Perception  +2;  Feats:  Improved  Initiative,  Skill  Focus  (Disguise),  Weapon  Focus  (slam)  
Special  Abilities:  Energy   Resistance,   Acid   (20);  Engulf   (Ex);  Plant   Traits  –  immunity  to  Mind-­‐Affecting,  
Paralysis,  Poison,  Polymorph,  Sleep,  and  Stunning;  Tremorsense   (60   feet)  –  Sense  things  and  creatures  without  
seeing  them.  
Tactics:   The   Sirenflower   is   a   fungus   is   disguised   as   a   flower,   which   it   hopes   to   use   to   lure   opponents.    
Opponents   can   make   an   opposed   Perception   check   to   notice   that   the   flower   is   attached   to   a   larger   organism.    
Once  opponent  is  near  the  flower,  will  attempt  to  engulf  the  opponent.  

8.4  Meeting  Chamber  (Room  5)  


 
Veiled  Society  Members,   male  human  War1  (20):  CR ⅓;  Medium-­‐size  humanoid  (human);  HD  1d10+2;  
hp   12;   Init   +2;   Sped   30   ft.;   AC   13,   touch   13,   flat-­‐footed   10   (+2   Dex,   +1   dodge);   Atk   +3   melee   (1d4+1/19-­‐20,  
dagger);  BA  +1,  CMB  +2,  CMD  15;  AL  CN;  SV  Fort  +3,  Ref  +2,  Will  +1;  Str  12,  Dex  14,  Con  12,  Int  11,  Wis  12,  Cha  
10  
Skills:  Climb  +5,  Intimidate  +4,  Perception  +1,  Stealth  +3;  Feats:  Dodge,  Weapon  Focus  (dagger)  
Languages:  Traldaran  
Possessions:  dagger  
 
Antonic,  Veiled  Society  Leader,  male  human  Wiz3:  CR  2;  Medium-­‐size  humanoid  (human);  HD  3d6+9;  hp  
24;   Init   +2;   Sped   30   ft.;   AC   17,   touch   13,   flat-­‐footed   15   (+4   armor,   +1   deflection,   +2   Dex);   Atk   +3   melee  
(1d4+1/19-­‐20,  dagger+1)  or  ranged  +7  (1d4+1,  hand  of  apprentice),  BA  +1,  CMB  +1,  CMD  13;  AL  CN;  SV  Fort  +3,  
Ref  +3,  Will  +4;  Str  10,  Dex  14,  Con  14,  Int  19,  Wis  12,  Cha  10  
Skills:   Knowledge   (history)   +10,   Knowledge   (local)   +10,   Knowledge   (nobility)   +10,   Knowledge   (religion)  
+10,  Linguistics  +10,  Perception  +1,  Spellcraft  +10;  Feats:  Arcane  Strike,  Combat  Casting,  Scribe  Scroll,  Weapon  
Focus  (dagger).  
Wizard   Spells   Prepared   (*/3/2,   CL   3rd,   concentration   +7):   0:   dancing   lights,   daze   (DC   14),   light,   touch   of  
fatigue  (DC  14),  1st  –  charm  person  (DC  15),  mage  armor,  sleep  (DC  15),  2nd  –  darkness,  invisibility  
Special  Abilities:  Arcane  bond;  Hand  of  apprentice  7/day;  Spells  
Possessions:   arcane  bond  ring,   ring  of  protection  +1,   dagger  +1,   spellbook   (1st   –   charm   person,   color   spray,  
disguise  self,  identify,  mage  armor,  ray  of  enfeeblement,  shield,  silent  image,  sleep;  2nd  –  darkness,  invisibility)  
Tactics:  Atonic  will  have  already  prepared  mage  armor  for  when  for  the  meeting  and  will  have  over  2  hours  
remaining   duration.     Once   combat   takes   place,   he'll   attempt   to   slip   away.       Should   he   be   forced   into   combat,  
Antonic  will  use  darkness  and  invisibility,  and  then  use  disguise  self.  
Development:  Should  Antonic  get  captured,  he  will  blame  all  events  on  Zweis  Radu.  
 
CONVERSION   NOTE:  Changed  name  of  Antonito  to  Antonic,  as  Antonito  is  diminutive  name  of  Antonio  in  Italian,  
meaning  "little  Anton",  but  as  the  local  Traldaran  language  is  based  on  the  real  world  Romanian  language,  Antonic  
was  more  appropriate  as  the  diminutive  name  of  Anton.    
 
Henric,  the  giant  guard,  male  human  Bbn3:  CR  2;  Medium-­‐size  humanoid  (human);  HD  3d12+12;  hp  38;  
Init  +3;  Sped  40  ft.;  AC  17,  touch  13,  flat-­‐footed  17  (+4  armor,  +3  Dex);  Atk  +8  melee  (2d6+6/19-­‐20,  greatsword),  
BA  +3,  CMB  +7,  CMD  20;  AL  CG;  SV  Fort  +5,  Ref  +4,  Will  +1;  Str  18,  Dex  16,  Con  14,  Int  7,  Wis  10,  Cha  9  
Skills:   Acrobatics   +6   (+10   to   jump),   Climb   +6,   Intimidate   +3,   Perception   +6,   Survival   +4,   Swim   +6;   Feats:  
Extra  Rage,  Toughness,  Weapon  Focus  (greatsword)  
Special  Abilities:  Fast   Movement   (Ex);  Guarded   Stance   +1   (2   rounds)   (Ex)   –  bonus  to  dodge  vs.  melee;  
Rage  (16  rounds/day)  (Ex);  Uncanny  Dodge  –  do  not  loose  Dex/Dodge  bonus  while  flat-­‐footed.  
Development:  Henric   will   be   in   the   meeting   chamber   if   the   player   characters   did   not   defeat   the   guard   in   the  
alley  in  the  previous  encounter.  
 

Page 20 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
Henric,   the   giant   guard,   male   human   Bbn3   (raging):   CR   2;   Medium-­‐size   humanoid   (human);   HD  
3d12+18;   hp   44;   Sped   40   ft.;   AC   15,   touch   11,   flat-­‐footed   15   (+4   armor,   +3   dex,   -­‐2   rage);   Atk   +10   melee  
(2d6+9/19-­‐20,  greatsword),  BA  +3,  CMB  +9,  CMD  20;  AL  CG;  SV  Fort  +7,  Ref  +4,  Will  +3;  Str  22,  Dex  16,  Con  18,  
Int  7,  Wis  10,  Cha  9  
Skills:  Acrobatics  +6  (+10  to  jump),  Climb  +8,  Intimidate  +3,  Perception  +6,  Survival  +4,  Swim  +8  
 
Henric,   the   giant   guard,   male   human   Bbn3   (fatigued):   CR   2;   Medium-­‐size   humanoid   (human);   HD  
3d12+12;   hp   38;   Init   +2;   Sped   40   ft.;   AC   16,   touch   12,   flat-­‐footed   16   (+4   armor,   +2   Dex);   Atk   +7   melee  
(2d6+4/19-­‐20,  greatsword),  BA  +3,  CMB  +6,  CMD  18;  AL  CG;  SV  Fort  +5,  Ref  +3,  Will  +1;  Str  16,  Dex  14,  Con  14,  
Int  7,  Wis  10,  Cha  9  
Skills:  Acrobatics  +5  (+9  to  jump),  Climb  +5,  Intimidate  +3,  Perception  +6,  Survival  +4,  Swim  +5  

8.5  Cell  (Room  7)  


 
Estaish,  male  elf  (Calarii)  Ftr1/Wiz1:  CR  1;  Medium-­‐size  humanoid  (elf);  HD  1d6+1d10-­‐1;  hp  15;  Init  +4  
(Dex);   Spd   30   ft.;   AC   15,   touch   15,   flat-­‐footed   10   (+4   Dex,   +1   dodge);   Atk   +2   melee   1d3+1,   unarmed   strike  
provokes   attack   of   opportunity);   BA   +1,   CMB   +2,   CMD   17;   AL   LG;   SV   Fort   +1,   Ref   +4,   Will   +2   (+2   vs.  
enchantments);  Str  12,  Dex  19,  Con  8,  Int  18,  Wis  10,  Cha  10  
Skills:  Acrobatics,  +6,  Climb  +6,  Linguistics  +9,  Perception  +2,  Ride  +9,  Spellcraft  +9  (+11  to  identify  magic  
item  properties),  Survival  +5;  Feats:  Combat  Expertise,  Dodge,  Scribe  Scroll  
Special  Abilities:  Arcane  spell  abilities  (7/day  –  force  missile  [1d4+1]),  Arcane  bond  –  arcane  familiar,  
hawk,   Combat   Expertise   ±1   –   bonus   AC   in   exchange   for   penalty   to   attack,   Elven   magic,   Intense   spells   –   +1  
damage,  Low-­‐light  vision  
Evoker   Spells   Prepared   (CL   1st,   concentration   +5,   melee   touch   +2,   ranged   touch   +5;   opposition   schools   –  
Divination,  Necromancy):  0  (at  will)  –  dancing  lights,  daze  (DC  14),  ghost  sound  (DC  14),  1–  none  
Languages:  Common  (Thyatian),  Traldaran,  Draconic,  Elven,  Gnoll,  Goblin,  Orc,  Sylvan  
 
Circling  about  the  city  or  in  the  Duke's  Park  is  Estaish's  loyal  familiar.  
 
LadyHawke,   Estaish's   arcane   familiar,   female   hawk:  CR  ⅓;  Tiny  magical  beast  (animal);  HD  1d8;  hp  7;  
Init   +3;   Spd   10   ft.,   fly   60   ft.   (average);   AC   16,   touch   15,   flat-­‐footed   13   (+3   Dex,   +1   natural,   +1   size);   Atk   +6   melee  
(1d4-­‐2,  talonsx2);  BA  +1,  CMB  +2,  CMD  10;  AL  LG;  SV  Fort  +2,  Ref  +5,  Will  +4;  Str  6,  Dex  17,  Con  11,  Int  6,  Wis  14,  
Cha  7  
Skills:  Acrobatics  +8  (+0  to  jump),  Climb  +8,  Fly  +7,  Perception  +14,  Survival  +4;  Feats:  Weapon  Finesse  
Special  Abilities:  Flight,  60  ft.  (average),  Improved  Evasion  (Ex),  Low-­‐Light  Vision  
Developments:  Estaish's  familiar  is  not  in  the  cell  with  him,  but  flying  around  in  the  city  or  the  Duke's  park.    
The  player's  may  encounter  the  hawk  acting  in  an  unusual  manner,  or  at  another  point  in  the  module,  especially  
if  they  need  help  with  the  clues.  

8.6  The  Secret  Chamber  (Room  8)  


 
Zweis   Radu,   male   human   Ftr3:  CR  2;  Medium-­‐size  humanoid  (human);  HD  3d10+15;  hp  40;  Init  +6;  Spd  
30   ft.;   AC   20,   touch   13,   flat-­‐footed   17   (+6   armor,   +2   Dex,   +1   dodge,   +1   shield);   Atk   +8   melee   (1d8+4/19-­‐20,  
longsword+1);  BA  +3,  CMB  +6,  CMD  19;  AL  NE;  SV  Fort  +6,  Ref  +3,  Will  +1  (+1  vs  fear);  Str  16,  Dex  15,  Con  16,  
Int  13,  Wis  10,  Cha  10.  
Skills:   Acrobatics   +2,   Diplomacy   +3,   Escape   Artist   +2,   Perception   +3;   Feats:   Combat   Expertise,   Dodge,  
Improved  Initiative,  Toughness,  Weapon  Focus  (longsword)  
Special  Abilities:  Combat  Expertise  ±1  (bonus  AC  in  exchange  for  penalty  to  attack)  
Languages:  Common  (Thyatian),  Traldaran  
Possessions:  mwk  chainmail,  mwk  light  steel  shield,  longsword  +1  
Development:  Zweis  has  just  seen  his  father  murdered  by  Cartha,  and  will  join  in  combat  against  his  uncle  
Cartha.     After   the   fight   and   discussions,   Zweiss   will   negotiate   with   players,   and   failing   that   will   allow   them   to  
leave.    Should  the  players  find  and  confiscate  incriminating  evidence,  Zweis  will  attack  (page  14).  
 

Page 21 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
Cartha  Radu,  male  human  Ftr6:  CR  5;  Medium-­‐size  humanoid  (human);  HD  6d10+24;  hp  70;  Init  +3;  Spd  
30  ft.;  AC  22,  touch  15,  flat-­‐footed  18  (+6  armor,  +1  deflection,  +3  Dex,  +1  dodge,  +1  shield);  Atk  +13/+8    melee  
(1d8+8/19-­‐20,  longsword+2);  BA  +6,  CMB  +9,  CMD  24;  AL  NE;  SV  Fort  +8,  Ref  +5,  Will  +2  (+2  vs  fear);  Str  16,  
Dex  16,  Con  16,  Int  13,  Wis  10,  Cha  10.  
Skills:  Acrobatics  +5,  Disguise  +3,  Linguistics  +7,  Perception  +6,  Ride  +7;  Feats:  Combat  Expertise,  Combat  
Reflexes,  Dodge,  Mobility,  Spring  Attack,  Weapon  Focus  (longsword),  Weapon  Specialization  (longsword),  
Whirlwind  Attack.  
Special  Abilities:  Combat  Expertise  ±2  –  bonus  AC  in  exchange  for  penalty  to  attack;  Combat  Reflexes  –  4  
AoO/round;  Mobility    –  +4  AC  vs.  AoO  by  move  in/out  threatened  square;  Spring  Attack  –  can  move,  attack,  
move);  Weapon  Training  (Blades,  Heavy)  +1  (Ex),  Whirlwind  Attack  –  instead  of  making  a  full  attack,  attack  
all  foes  in  reach.  
Languages:  Common  (Thyatian),  Alphatian,  Darokin,  Elvish,  Gnomish,  Hulean,  Traldaran,  Ylari  
Possessions:  mwk  breastplate,  mwk  light  steel  shield,  longsword  +2,  ring  of  protection  +1  
Development:  Cartha  has  seen  his  plans  come  to  fruition  in  his  plot  to  take  over  Radu  clan  through  the  
murder  of  Anton  (which  is  really  Anton's  double).    Cartha,  upon  seeing  the  players  enter  the  room,  will  attempt  
to  slay  the  players,  and  if  the  fight  does  not  go  well,  he  will  fight  is  way  past  the  player  characters  and  flee.  
Tactics:  Cartha  is  intelligent  and  will  attempt  to  disable  the  most  dangerous  players,  starting  with  obvious  
spell  casters,  then  move  toward  martial  characters.    If  he  is  surrounded  or  flanked,  he'll  do  a  whirlwind  attack.  
   

Page 22 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
A.  New  Monster  
 
SIREN  FLOWER  (by  Joaquín  Menchaca)   CR  4  
XP  1,200  
N  Large  plant  
Init  +6;  Senses  low-­‐light  vision,  tremorsense  60  ft.;  Perception  +2  
DEFENSE  
AC  17,  touch  11,  flat-­‐footed  15  (+2  Dex,  +6  natural,  -­‐1  size)  
hp  40  (5d8+15)  
Fort  +7,  Ref  +3,  Will  +3  
Immune  plant  traits;  Resist  acid  20  
OFFENSE  
Speed  0  ft.  
Melee  slam  +8  (1d6+7  plus  grab)  
Space  10  ft.;  Reach  10  ft.  
Special  Attacks  engulf  
STATISTICS  
Str  20,  Dex  14,  Con  16,  Int  —,  Wis  14,  Cha  16  
Base  Atk  +3;  CMB  +9  (+13  grapple);  CMD  21  (can't  be  tripped)  
Feats  Improved  Initiative,  Skill  Focus  (Disguise),  Weapon  Focus  (slam)  
Skills  Disguise  +12  
ECOLOGY  
Environment  temperate  forests,  jungle,  and  underground  
Organization  solitary,  pair,  or  patch  (2-­‐4)  
Treasure  incidental  
SPECIAL  ABILITIES    
Engulf  (Ex)  If  a  siren  flower  begins  its  turn  with  an  opponent  at  least  one  size  categories  smaller  than  itself  grappled  
into  its  center,  it  can  close  its  jaws  completely  around  the  foe  by  making  a  new  combat  maneuver  check  (as  though  
attempting  to  pin  the  foe).  If  it  succeeds,  it  engulfs  the  prey  and  inflicts  1d6+7  points  of  damage  and  1d6  acid  damage  
as   the   cavity   floods   with   digestive   enzymes.   The   seal   formed   is   airtight,   so   an   engulfed   creature   risks   suffocation.  
Engulf  is  a  special  form  of  pinning,  and  an  engulfed  creature  can  escape  in  the  same  way  as  he  can  from  being  pinned,  
but  since  an  engulfed  creature  is  contained  wholly  inside  the  plant's  jaws,  the  siren  flower's  victim  cannot  be  targeted  
by   effects   or   attacks   that   require   line   of   sight   or   line   of   effect.   A   siren   flower   that   is   grappling   or   pinning   a   foe   cannot  
attack  other  targets,  but  is  not  otherwise  hindered.  
 
The  siren  flower  is  a  large  carnivorous  fungus  that  has  developed  the  disguise  of  a  normal  looking  plant.    It  captures  
its  prey  by  luring  creatures  toward  its  center.    To  do  this,  the  plant  emits  scents  and  lights.    The  scents  are  similar  to  
those  near  the  plant,  particularly  fragment  flowers  or  rotting  meats.    The  light  is  a  pale  glowing,  no  brighter  than  a  
candle  at  its  best.  

B.  Gold  and  Experience  Rewards  


The  gold  rewards  from  this  module  are  rather  lavish,  and  simply,  common  thugs  don't  typically  carry  20  pounds  
of   gold   on   their   person.     I   highly   recommend   awarding   gold   at   10%   the   value,   so   basically   anything   listed   the  
module  as  gold  is  actually  silver.    This  makes  the  relative  wealth  a  little  more  realistic  and  not  campaign  world  
unbalancing,  but  at  the  same  time  it  is  still  exceptional.  
 
As   for   experience,   I   recommend   awarding   experience   on   an   encounter-­‐by-­‐encounter   basis,   looking   at   both   what  
they  players  accomplished  in  the  plotline,  and  for  overcoming  obstacles,  not  necessarily  through  outright  slaying  
of   opponents.     If   violent   opponents   are   defeated,   whether   they   are   turned   into   authorities,   or   information  
needed   is   extracted   from   them,   then   this   can   still   count   as   succeeding   in   the   challenge.     For   non-­‐violent  
challenges,   such   as   interviewing   NPCs,   experience   could   be   rewarded   quality   of   information   gathered   and  
exceptional  roleplaying.  

Page 23 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
C.  Alternatives  to  Characters  in  Plotline  
These  are  some  alternative  character  data  blocks  that  may  provide  more  richer  or  challenging  experience.      I  will  
update  this  section  as  I  come  across  alternatives.  

C.1  Employment  
 
In   the   original   module,   for   the   section   on   Employment,   the   story   placed   ten   Rogues   (level   1)   against   fifteen  
Fighters   (level   1).     In   a   pure   combat   situation,   especially   when   enhanced   by   a   cleric,   the   fighters   may   pose   a   too  
high  of  a  challenge.    If  this  is  a  problem,  or  alternatively,  if  players  are  already  at  level  2,  and  the  opponents  in  
this  case  might  be  too  easy,  here's  an  alternative:  
 
Beggars,   male   human   Rog1/Ftr1   (10):  CR  1;  Medium-­‐size  humanoid  (human);  HD  1d8+1d10+6;  hp  22;  
Init   +3;   Spd   30   ft.;   AC   18,   touch   14,   flat-­‐footed   14   (+3   armor,   +3   Dex,   +1   dodge,   +1   shield);   Atk   +3   melee  
(1d8+1/19-­‐20,   longsword)   or   +4   range   (1d4+1/19-­‐20,   dagger);   BA   +1,   CMB   +2,   CMD   16;   SA   Sneak   Attack   +1d6;  
AL  NG;  SV  Fort  +3,  Ref  +5,  Will  +0;  Str  12,  Dex  16,  Con  12,  Int  11,  Wis  10,  Cha  10.  
Skill:  Acrobatics  +6,  Bluff  +5,  Diplomacy  +5,  Disguise  +4,  Perception  +5,  Perform  (act)  +4,  Sleight  of  Hand  +5,  
Stealth  +5;  Feats:  Dodge,  Toughness,  Weapon  Focus  (longsword).  
Languages:  Traldaran.  
Equipment:  studded  leather,  longsword,  dagger  
 
Veiled   Society   Men,   male   human   Ftr2   (15):  CR  1;  Medium-­‐size  humanoid  (human);  HD  2d10+4;  hp  20;  
Init  +1;  Spd  30  ft.;  AC  16,  touch  11,  flat-­‐footed  15  (+3  armor,  +1  Dex,  +2  shield);  Atk  +4  melee  (1d8+1/19-­‐20,  
longsword)   or   +3   range   (1d4+1/19-­‐20,   dagger);   BA   +2,   CMB   +3,   CMD   14;   AL   NE;   SV   Fort   +5,   Ref   +1,   Will   +1   (+1  
vs.  Fear);  Str  13,  Dex  12,  Con  14,  Int  10,  Wis  12,  Cha  10.  
Skills:   Acrobatics   +1,   Climb   +4,   Perception   +3,   Stealth   +1;   Feats:   Cleave,   Power   Attack,   Weapon   Focus  
(longsword)  
Special   Abilities:   Bravery   +1   (Ex),   Cleave   –   if   you   hit   a   foe,   adjacent   target   can   be   hit,   but   take   a   -­‐2AC;  
Power  Attack  ±2  –  subtract  from  attack  roll,  add  to  damage;  Shield  Focus  (+1  AC)  
Languages:  Traldaran  
Equipment:  studded  leather,  buckler,  longsword,  dagger    
   

Page 24 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
D.  Pre-­‐Generated  Characters  
Here  are  some  pre-­‐generated  Mystara  characters  for  this  B6:  The  Veiled  Society.    These  are  ready-­‐to-­‐go  as  can  
be  used  as  is  or  used  as  a  reference  for  other  characters.  
 
Conversion   Notes:     For   normalization,   the   BECMI   ability   modifiers   and   Pathfinder   (as   well   as   D&D3e,   D&D3.5e,  
and  other  d20  systems)  ability  modifiers  are  different.    For  example,  5,  6,  9,  15,  17,  and  18  in  BECMI  will  be  7,  9,  10,  
12,  14,  and  16  in  Pathfinder.      These  confer  a  perspective  -­‐2,  -­‐1,  +0,  +1,  +2,  and  +3.    Races  in  Pathfinder  also  have  
ability  modifiers  based  on  race,  with  humans  adding  +2  to  any  ability,  which  was  put  into  the  primary  ability  for  
the  class.      The  abilities  were  adjusted,  so  that  the  class  will  not  be  hindered,  and  were  allocated  to  this  the  20  points  
(High  Fantasy)  for  Ability  Score  Costs  documented  at  
 
• http://paizo.com/pathfinderRPG/prd/gettingStarted.html#ability-­‐scores.    
 
Conversion  Notes:  Here's  an  example  implementation  of  Traldaran  Immortals  that  were  used  in  creating  PCs:  
• Halav  (LG)    
o Favored  weapons  are  swords  and  spears  (specifically  shortsword  and  shortspear)  
o Domains  are  Artifice,  Good,  Law,  Strength,  and  War.    For    
• Petra  (LG)      
o Favored  weapons  are  maces  and  hammers  (heavy  mace  or  warhammer)  
o Domains  of  Good,  Healing,  Nobility,  Liberation,  and  Protection.  
• Zirchev  (NG)  
o Favored  weapons  are  bows.  
o Domains  of  Animal,  Knowledge,  Magic,  Plant,  Rune  

D.1  Module's  Level  1  Starting  Characters  


These  are  the  seven  pre-­‐generated  player  characters  in  B6:  The  Veiled  Society.    Their  starting  level  is  character  
level  1.    When  the  character  reaches  2nd  level,  they  can  choose  to  continue  in  their  current  class,  or  multiclass  
and  select  a  different  class.      
 
Conversion   Notes:     The   BECMI   (Original   Dungeons   &   Dragons)   racial   classes   of   Elf   and   Halfling   are   actually  
multiclass   characters   in   Pathfinder,   with   the   Elf   as   a   Fighter/Wizard,   and   a   Halfling   as   a   Fighter/Rogue.     This  
section  shows  the  beginning  of  their  multi-­‐class  career  as  a  Fighter.  

The  Characters  
 
Cleric   of   Petra,   female   human   Cleric   of   Petra   1:  CR  ½;  Medium-­‐size  humanoid  (human);  HD  1d8;  hp  8;  
Init  +0;  Spd  30  ft.;  AC  15,  touch  10,  flat-­‐footed  15  (+3  armor,  +2  shield);  Atk  +1  melee  (1d8+1,  heavy  mace);  BA  
+0,  CMB  +1,  CMD  8;  AL  LG;  SV  Fort  +2,  Ref  +0,  Will  +6;  Str  12,  Dex  10,  Con  10,  Int  13,  Wis  18,  Cha  14.  
Skills:   Diplomacy   +6,   Heal   +8,   Knowledge   (history)   +5,   Linguistics   +5,   Perception   +4,   Spellcraft   +5;   Feats:  
Channel,  Turn  Undead  
Cleric   Spells   Prepared   (*/2+1,   CL1,   concentration   +5,   melee   touch   -­‐2,   range   touch   +0):   Domains   –   Good,  
Healing;  0  –  light,  purify  food  and  drink  (DC  14),  stabilize;  1st  –  bless,  command  (DC  15),  protection  from  evilD  
Special  Abilities:  Aura   (Ex);  Cleric   Channel   Positive   Energy   1d6   (7/day,   DC   12)   (Su)  –  Positive  energy  
heals   the   living   and   harms   the   undead;   negative   has   the   reverse   effect;   Freedom   Variant   Channeling   (±1  
Sacred)  –  Bonus  to  escape  artist  checks,  CMB  checks  to  escape  a  grapple,  and  saving  throws  against  becoming  
entangled,   paralyzed,   or   slowed;   Rebuke   Death   1d4   (7/day)   (Sp)   –   As   a   standard   action,   touch   heals   1d4  
damage  to  negative  HP  target;  Spontaneous   Casting  –  channel  stored  spell  energy  to  heal;  lose  any  prepared  
spell  that  is  not  an  orison  or  domain  spell  in  exchange  for  cure  spell;  Touch  of  Good  +1  (7/day)  (Sp)  –  grant  +1  
to   skill   checks,   ability   checks   and   saving   throws   for   1   rd.;   Turn   Undead   (DC   12)   –   Your   Channel   Energy   can  
make  undead  in  30  ft  flee  for  1  min.  
Languages:  Common  (Thyatian),  Traldaran,  Elven  
Possessions:  studded  leather,  heavy  wooden  shield,  heavy  mace,  96  royals  (gp)  
Notes:  Player  must  decide  if  variant  channeling  option  will  be  used  during  the  character's  creation  (before  
play).    For  regular  channeling,  the  PC  can  heal  for  1d6.    For  variant  channeling,  the  channeling  heals  1d3  instead,  
and  gets  the  variant  channeling  bonus  until  the  end  of  the  next  turn.  

Page 25 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
 
Fighter,   male   human   Fighter   1:  CR  ½;  Medium-­‐size  humanoid  (human);  HD  1d10+2;  hp  12;  Init  +2;  Spd  
30  ft.;  AC  18,  touch  12,  flat-­‐footed  16  (+4  armor,  +2  Dex,  +2  shield);  Atk  +6  melee  (1d8+4/19-­‐20,  longsword);  BA  
+1,  CMB  +5,  CMD  17;  AL  LG;  SV  Fort  +3,  Ref  +2,  Will  +0;  Str  18,  Dex  14,  Con  13,  Int  10,  Wis  10,  Cha  12.  
Skills:  Intimidate  +5,  Linguistics  +1,  Perception  +0,  Survival  +4;  Feats:  Cleave,  Power  Attack,  Weapon  Focus  
(longsword)  
Special  Abilities:   Cleave   –   If   you   hit   a   foe,   attack   an   adjacent   target   at   the   same   attack   bonus   but   take  -­‐2   AC;  
Power  Attack  -­‐1/+2    –  You  can  subtract  from  your  attack  roll  to  add  to  your  damage  
Languages:  Common  (Thyatian),  Traldaran  
Possessions:  chain  shirt,  heavy  wooden  shield,  longsword,  53  royals  (gp)  
 
Elf  of  Calarii  Clan,  male  elven  Fighter  1:  CR  ½;  Medium  humanoid  (elf);  HD  1d10+1;  hp  11;  Init  +2;  Spd  
30  ft.;  AC  14,  touch  12,  flat-­‐footed  12  (+2  armor,  +2  Dex);  Atk  +1  melee  (1d8+1/19-­‐20,  longsword)  or  +4  ranged  
(1d8/x3,  longbow,  100  ft.)  or  +3  ranged  (1d4+1/x2,  dart,  20  ft.);  BA  +1,  CMB   +2,  CMD  14;  AL  LG;  SV  Fort  +3,  Ref  
+2,  Will  +1  (+2  vs.  enchantments);  Str  7,  Dex  8,  Con  14,  Int  19,  Wis  16,  Cha  7.  
Skills:  Appraise  +5,  Handle  Animal  +3,  Knowledge  (nature)  +5,  Linguistics  +5,  Perception  +3,  Spellcraft  +5  
(+7  to  identify  magic  item  properties),  Survival  +5;  Feats:  Point-­‐blank  Shot,  Weapon  Focus  (longbow).  
Special  Abilities:   Elven  Immunities   (Sleep)   –   You   are   immune   to   magic   sleep   effects;   Elven  Magic     –     +2   to  
spellcraft  checks  to  determine  the  properties  of  a  magic  item;  Low-­‐Light  Vision    –  See  twice  as  far  as  a  human  in  
low   light,   distinguishing   color   and   detail;   Point-­‐Blank   Shot     –     +1   to   attack   and   damage   rolls   with   ranged  
weapons  at  up  to  30  feet.  
Languages:  Common  (Thyatian),  Traldaran,  Draconic,  Elven,  Gnoll,  Gnome,  Goblin.  
Possessions:   leather   armor,   dart,   longbow,   longsword,   arcane   bond   ring,   artisan's   tools   (craft[bow]),   74  
royals  (gp),  5  cronas  (sp).  
 
Halfling,  male  halfing  Fighter  1:  CR  ½;  Medium  humanoid  (halfling);  HD  1d10;  hp  10;  Init  +3;  Spd  20  ft.;  
AC   17,   touch   15,   flat-­‐footed   13   (+2   armor,   +3   Dex,   +1   dodge,   +1   size);   Atk   melee   +5   (1d4+2/19-­‐20);   BA   +1,   CMB  
+2,  CMD  16;  AL  CG;  SV  Fort  +3,  Ref  +4,  Will  +0  (+2  vs.  fear);  Str  14,  Dex  16,  Con  10,  Int  14,  Wis  8,  Cha  14.  
Skills:   Acrobatics   +6   (+2   to   jump),   Bluff   +3,   Climb   +4,   Diplomacy   +3,   Linguistics   +3,   Perception   +1;   Feats:  
Dodge,  Weapon  Finesse.  
Special  Abilities:  Fearless    –  +2  racial  bonus  vs  Fear  saves.  
Languages:  Common  (Thyatian),  Traldaran,  Dwarven,  Gnome,  Hin  (Halfling).  
Possessions:  leather  armor,  shortsword,  thieves'  tools,  125  royals  (gp)  
 
Cleric  of  Halav,  male  human  Cleric  1:   CR   ½;   Medium-­‐size   humanoid   (human);   HD  1d8+2;   hp   10;   Init   +3;  
Spd   30   ft.;   AC   18,   touch   12,   flat-­‐footed   16   (+4   armor,   +2   Dex,   +2   shield);   Atk   melee   +2   (1d8+2/19-­‐20,  
longsword);   BA   +0,   CMB   +2,   CMD   14;   AL   LG;   Fort   +3,   Ref   +2,   Will   +5;   Str   14,   Dex   14,   Con   13,   Int   10,   Wis   16,   Cha  
12.  
Skills:  Craft  (weapons)  +4,  Linguistics  +4,  Perception  +3,  Spellcraft  +4;  Feats:  Extra  Channel,  Warrior  Priest.  
Cleric  Spells  Prepared  (*/2+1,  CL1,  concentration  +4,  melee  touch  -­‐2,  range  touch  +0):  Domains  –  Strength,  
War;  0  –  detect  magic,  mending,  stabilize;  1st  –  bane  (DC  14),  magic  weapon,  shield  of  faith.    
Special  Abilities:   Aura  (Ex);   Battle  Rage  +1  (6/day)  (Sp)   –   touch   ally   to   grant   +1   to   a   melee   dmg   for   1   rd.;  
Cleric   Channel   Positive   Energy   1d6   (4/day,   DC   11)   (Su)   –   Positive   energy   heals   the   living   and   harms   the  
undead;   negative   has   the   reverse   effect;   Spontaneous   Casting   –   channel   stored   spell   energy   to   heal;   lose   any  
prepared  spell  that  is  not  an  orison  or  domain  spell  in  exchange  for  cure  spell;  Strength  Surge  (6/day)  (Sp)  –  
Grant   +1   to   a   melee   attack   or   strength   check;   Strength   Variant   Channeling   (±1   Sacred)   –   bonus   to   all  
Strength-­‐based   checks,   combat   maneuver   checks   that   rely   on   Strength,   Strength-­‐based   skills,   and   Strength  
checks.  
Languages:  Common  (Thyatian),  Traldaran  
Possessions:  chain  shirt,  heavy  wooden  shield,  longsword,  13  royals  (gp).  
Notes:  Player  must  decide  if  variant  channeling  option  will  be  used  during  the  character's  creation  (before  
play).    For  regular  channeling,  the  PC  can  heal  for  1d6.    For  variant  channeling,  the  channeling  heals  1d3  instead,  
and  gets  the  variant  channeling  bonus  until  the  end  of  the  next  turn.  
 
 

Page 26 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
Dwarf   of   Stronghollow   Clan,   male   dwarven   Fighter   1:   CR   ½;   Medium-­‐size   humanoid   (dwarf);   HD  
1d10+3;   hp   13;   Init   +0;   Spd   20   ft.;   AC   15,   touch   10,   flat-­‐footed   15   (+3   armor,   +2   shield);   Atk   melee   +5  
(1d10+3/×3,   dwarven   waraxe);   BA   +1,   CMB   +4,   CMD   14   (18   vs.   bull   rush,   18   vs.   trip);   AL   LG;   SV   Fort   +4,   Ref   +0,  
Will  +1  (+2  vs.  poison,  spells,  and  spell-­‐like  abilities);  Str  16,  Dex  11,  Con  15,  Int  14,  Wis  13,  Cha  8.  
Skills:   Acrobatics   -­‐2   (-­‐6   to   jump),   Appraise   +2   (+4   to   assess   nonmagical   metals   or   gemstones),   Handle  
Animal   +3,   Intimidate   +3,   Perception   +1   (+3   to   notice   unusual   stonework),   Ride   +2,   Survival   +5;   Feats:   Shield  
Focus,  Weapon  Focus  (dwarven  waraxe)  
Special   Abilities:  Darkvision   (60   feet)  –  You  can  see  in  the  dark  (black  and  white  vision  only);  Defensive  
Training    –  +4  Gain  a  dodge  bonus  to  AC  vs  monsters  of  the  Giant  subtype;  Greed  –  +2  to  Appraise  to  determine  
price   of   non-­‐magic   goods   with   precious   metals   or   gemstones;   Hatred   –   +1   racial   bonus   to   attacks   vs  
Goblinoids/Orcs.;   Shield  Focus   –   +1   Shield   AC;   Stonecunning   –   +2   bonus   to   Perception   vs.   unusual   stonework.  
Free  check  within  10  feet.  
Languages:  Traldaran,  Common  (Thyatian),  Dwarven,  Goblin,  Orc  
Possessions:  studded  leather,  light  wooden  shield,  dwarven  waraxe,  117  royals  (gp)  
 
Magic-­‐User,  female  human  Wizard  1:  CR  ½;  Medium  humanoid  (human);  HD  1d6+4;  hp  10;  Init  +3;  Spd  
30  ft.;  AC  13,  touch  13,  flat-­‐footed  10  (+3  Dex);  Atk  melee  -­‐1  (1d4-­‐1/19-­‐20,  dagger)  or  -­‐1  (1d6-­‐1,  quarterstaff)  or  
ranged  +2  (1d4-­‐1/19-­‐20,  dagger,  10  ft.);  BA  +0,  CMB  -­‐1,  CMD  12;  AL  CN;  SV  Fort  +0,  Ref  +3,  Will  +3;  Str  9,  Dex  
16,  Con  10,  Int  18,  Wis  12,  Cha  9.  
Skills:   Appraise   +8,   Knowledge   (arcana)   +8,   Knowledge   (history)   +8,   Knowledge   (local)   +8,   Knowledge  
(nobility)   +8,   Linguistics   +8,   Perception   +1,   Profession   (scribe)   +5,   Spellcraft   +8;   Feats:   Fast   Learner,   Scribe  
Scroll,  Toughness.  
Wizard  Spells  Prepared   (*/2,   CL1,   concentration   +5,   melee   touch  -­‐1,   range   touch   +3):   0   –   detect  magic,   ghost  
sound  (DC  14),  ray  of  frost;  1st  –  color  spray  (DC  15),  mage  armor.  
Special   Abilities:   Empathic   Link   with   Familiar   (Su)   –   You   have   an   empathic   link   with   your   Arcane  
Familiar;  Familiar   Bonus  –  +3  to  sight-­‐based  Perception  checks  in  shadows,  you  gain  the  Alertness  feat  while  
your   familiar   is   within   arm's   reach;   Hand  of  the  Apprentice  (7/day)  (Su)   –   as   a   standard   action,   throw   melee  
weapon  (use  Int  instead  of  Dex)  and  instantly  returns;  Share   Spells   with   Familiar  –  can  cast  spells  with  a  target  
of  "You"  on  the  familiar  with  a  range  of  touch.  
Languages:  Common  (Thyatian),  Traldaran,  Elven,  Draconic,  Gnome,  Goblin.  
Possessions:  dagger,  quarterstaff,  68  royals  (gp).  
Spellbook:   In   addition   to   spells   prepared,   1st   –   Burning   Hands,   Comprehend   Languages,   Endure   Elements,  
Magic  Weapon,  Ray  of  Enfeeblement,  Shield  
Companions:  Owl  (Arcane  familiar)  
 
Arcane  Familiar  of  Magic-­‐User,  male  owl:  CR  ⅓;  Tiny  magical  beast  (animal);  HD  1d8;  hp  5;  Init  +3;  Spd  
10  ft.,  fly  40  ft.  (average);  Space  2  ft.;  Reach  0  ft.;  AC  16,  touch  15,  flat-­‐footed  13  (+3  Dex,  +1  natural,  +2  size);  Atk  
melee  +5  (1d4-­‐2,  talon);  BA  +0,  CMB  +1,  CMD  9;  AL  N;  SV  Fort  +2,  Ref  +5,  Will  +4;  Str  6,  Dex  17,  Con  11,  Int  6,  Wis  
15,  Cha  6.  
Skills:   Acrobatics   +3   (-­‐5   to   jump),   Appraise  -­‐1,   Fly   +7,   Linguistics   -­‐1,   Perception   +10,   Spellcraft  -­‐1,   Stealth  
+15;  Racial  Modifiers  +4  Perception,  +4  Stealth;  Feats:  Weapon  Finesse  
Special  Abilities:  Improved   Evasion   (Ex)  –  no  damage  on  successful  reflex  save;  half  on  failed  save;  Low-­‐
Light  Vision  –  see  twice  as  far  as  a  human  in  low  light,  distinguishing  color  and  detail.  
   

Page 27 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
D.2  Module's  Level  2  Starting  Characters  
These   are   the   same   seven   pre-­‐generated   player   characters   in   B6:   The   Veiled   Society   at   their   2nd   level   in   their  
careers.     If   DM   decides   to   start   at   level   2,   these   will   be   the   starting   characters.     Otherwise,   this   can   be   a   guide   to  
show  their  2nd  level  of  progression  or  used  as  NPCs  in  this  or  another  adventure.  
 
Conversion   Notes:     The   BECMI   (Original   Dungeons   &   Dragons)   racial   classes   of   Elf   and   Halfling   are   actually  
multiclass   characters   in   Pathfinder,   with   the   Elf   as   a   Fighter/Wizard,   and   a   Halfling   as   a   Fighter/Rogue.     This  
section  shows  them  as  multiclass  characters,  which  is  a  2nd  level  character  with  a  class  level  in  Fighter  and  a  class  
level  in  either  Rogue  or  Wizard.  

The  Characters  
 
Cleric   of   Petra,   female   human   Cleric   of   Petra   2:  CR  1;  Medium-­‐size  humanoid  (human);  HD  2d8+1;  hp  
15;   Init  +0;   Spd   30   ft.;   AC   15,   touch   10,   flat-­‐footed   15   (+3   armor,   +2   shield);   Atk  +2   melee   (1d8+1,   heavy   mace);  
BA  +1,  CMB  +2,  CMD  12;  AL  LG;  SV  Fort  +3,  Ref  +0,  Will  +7;  Str  12,  Dex  10,  Con  10,  Int  13,  Wis  18,  Cha  14.  
Skills:   Diplomacy   +6,   Heal   +8,   Knowledge   (arcana)   +5,   Knowledge   (history)   +5,   Knowledge   (nobility)   +5,  
Knowledge   (religion)   +5,   Linguistics   +5,   Perception   +4,   Sense   Motive   +8,   Spellcraft   +5;   Feats:   Channel,   Turn  
Undead  
Cleric  Spells  Prepared   (*/2+1,   CL2,   concentration   +6,   melee   touch   +2,   range   touch   +1):   Domains   –   Good,  
Healing;  0  –  detect  magic,  light,  purify  food  and  drink  (DC  14),  stabilize;  1st  –  bless,  command  (DC  15),  protection  
from  evil,  shield  of  faith  
Special  Abilities:   Aura   (Ex);   Cleric   Channel   Positive   Energy   1d6   (7/day,   DC   9)   (Su)   –   Positive   energy  
heals   the   living   and   harms   the   undead;   negative   has   the   reverse   effect;   Freedom   Variant   Channeling   (±1  
Sacred)  –  Bonus  to  escape  artist  checks,  CMB  checks  to  escape  a  grapple,  and  saving  throws  against  becoming  
entangled,  paralyzed,  or  slowed;  Rebuke  Death  1d4+1  (7/day)  (Sp)  –  As  a  standard  action,  touch  heals  1d4+1  
damage  to  negative  HP  target;  Spontaneous   Casting  –  channel  stored  spell  energy  to  heal;  lose  any  prepared  
spell  that  is  not  an  orison  or  domain  spell  in  exchange  for  cure  spell;  Touch  of  Good  +1  (7/day)  (Sp)  –  grant  +1  
to   skill   checks,   ability   checks   and   saving   throws   for   1   rd.;   Turn   Undead   (DC   13)   –   Your   Channel   Energy   can  
make  undead  in  30  ft.  flee  for  1  min.  
Languages:  Traldaran,  Common  (Thyatian)  
Possessions:  studded  leather,  heavy  wooden  shield,  heavy  mace,  96  royals  (gp).  
Notes:  Player  must  decide  if  variant  channeling  option  will  be  used  during  the  character's  creation  (before  
play).    For  regular  channeling,  the  PC  can  heal  for  1d6.    For  variant  channeling,  the  channeling  heals  1d3  instead,  
and  gets  the  variant  channeling  bonus  until  the  end  of  the  next  turn.  
 
Fighter,  male  human  Fighter2:  CR  1;  Medium-­‐size  humanoid  (human);  HD  2d10+4;  hp  20;  Init  +2;  Spd  30  
ft.;   AC   19,   touch   13,   flat-­‐footed   16   (+4   armor,   +2   Dex,   +1   dodge,   +2   shield);   Atk   +7   melee   (1d8+4/19-­‐20,  
longsword);   BA   +2,   CMB   +6,   CMD   19   (+1   vs.   fear);   AL   LG;   SV   Fort   +4,   Ref   +2,   Will   +0;  Str   18,   Dex   14,   Con   13,   Int  
10,  Wis  10,  Cha  12.  
Skills:  Craft  (armor)  +4,  Intimidate  +5,  Knowledge  (dungeoneering)  +4,  Linguistics  +1,  Ride  +2,  Perception  
+0,  Survival  +4;  Feats:  Cleave,  Dodge,  Power  Attack,  Weapon  Focus  (longsword)  
Special  Abilities:   Cleave   –   If   you   hit   a   foe,   attack   an   adjacent   target   at   the   same   attack   bonus   but   take  -­‐2   AC;  
Power  Attack  -­‐1/+2    –  You  can  subtract  from  your  attack  roll  to  add  to  your  damage  
Languages:  Traldaran,  Common  (Thyatian)  
Possessions:  chain  shirt,  heavy  wooden  shield,  longsword,  artisan's  tools  (Craft[armor]),  48  royals  (gp)  
 
Elf  of  Calarii,  male  elven  Fighter  1/Wizard  1:  CR  1;  Medium  humanoid  (elf);  HD  1d6+1d10+2;  hp  16;  Init  
+2;  Spd  30  ft.;  AC  14,  touch  12,  flat-­‐footed  12  (+2  armor,  +2  Dex);  Atk  +2  melee  (1d8+1/19-­‐20,  longsword)  or  +4  
ranged  (1d8/x3,  longbow,  100  ft.)  or  +3  ranged  (1d4+1/x2,  dart,  20  ft.);  BA  +1,  CMB   +2,  CMD  14;  AL  LG;  SV  Fort  
+3,  Ref  +2,  Will  +3  (+2  vs.  enchantments);  Str  12,  Dex  14,  Con  12,  Int  18,  Wis  12,  Cha  9.  
Skills:   Appraise   +8,   Climb   +5,   Craft   (bows)   +8,   Handle   Animal   +3,   Intimidate   +3,   Knowledge   (arcana)   +8,  
Knowledge  (nature)  +8,  Linguistics  +8,  Perception  +3,  Profession  (herbalist)  +5,  Ride  +6,  Spellcraft  +8  (+10  to  
identify   magic   item   properties),   Survival   +5,   Swim   +5;   Feats:   Point-­‐blank   Shot,   Scribe   Scroll,   Weapon   Focus  
(longbow).  
Wizard   Spells   Prepared   (*/2,   CL1,   concentration   +5,   melee   touch   +2,   range   touch   +3):   0   –   detect   magic,  
disrupt  undead,  open/close  (DC  14);  1st  –  mage  armor,  sleep  (DC  15)  

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THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
Special   Abilities:   Arcane   Bond   (Ring)   (1/day)   (Sp)   –   Use   arcane   bond   ring   to   cast   any   spell   in   your  
spellbook.   Without   it,   Concentration   required   to   cast   spells   (DC20   +   spell   level);   Elven   Immunities   (Sleep)   –  
You  are  immune  to  magic  sleep  effects;  Elven  Magic    –    +2  to  spellcraft  checks  to  determine  the  properties  of  a  
magic  item;  Hand  of  the  Apprentice  (7/day)  (Su)  –  As  a  standard  action,  throw  melee  weapon  (use  Int  instead  
of   Dex)   and   instantly   returns;   Low-­‐Light  Vision     –   See   twice   as   far   as   a   human   in   low   light,   distinguishing   color  
and  detail;  Point-­‐Blank  Shot    –    +1  to  attack  and  damage  rolls  with  ranged  weapons  at  up  to  30  feet.  
Languages:  Common  (Thyatian),  Traldaran,  Draconic,  Elven,  Gnoll,  Gnome,  Goblin.  
Possessions:   dart,   longbow,   longsword,   arcane   bond   ring,   artisan's   tools   (craft[bow]),   spellbook,69   royals  
(gp),  5  cronas  (sp).  
Spellbook:   In   addition   to   spells   prepared,   1st   –   Charm   Person,   Gravity   Bow,   Magic   Missile,   Mount,   Shield,  
Shocking  Grasp.  
 
Halfling,   male   halfing   Fighter   1/Rogue   1:  CR  1;  Medium  humanoid  (halfling);  HD  1d8+1d10;  hp  15;  Init  
+3;  Spd  20  ft.;  AC  17,  touch  15,  flat-­‐footed  13  (+2  armor,  +3  Dex,  +1  dodge,  +1  size);  Atk  melee  +5  (1d4+2/19-­‐20,  
shortsword);  BA  +1,  CMB  +2,  CMD  16;  AL  CG;  SV  Fort  +3,  Ref  +6,  Will  +0  (+2  vs.  fear);  Str  14,  Dex  16,  Con  10,  Int  
14,  Wis  8,  Cha  14.  
Skills:  Acrobatics  +10  (+6  to  jump),  Bluff  +6,  Climb  +4,  Diplomacy  +6,  Disable  Device  +9,  Disguise  +6,  Escape  
Artist   +7,   Knowledge   (local)   +6,   Linguistics   +6,   Perception   +1,   Sleight   of   Hand   +8,   Stealth   +12,   Use   Magic   Device  
+6;  Racial  Modifiers  +2  Acrobatics,  +2  Climb,  +2  Perception;  Feats:  Dodge,  Weapon  Finesse.  
Special  Abilities:  Fearless    –  +2  racial  bonus  vs  Fear  saves.;  Sneak  Attack  –  +1d6  Attacks  deal  extra  damage  
if  flank  foe  or  if  foe  is  flat-­‐footed;  Trapfinding    –  +1  Gain  a  bonus  to  find  or  disable  traps,  including  magical  ones.  
Languages:  Common  (Thyatian),  Traldaran,  Dwarven,  Gnome,  Hin  (Halfling).  
Possessions:  leather  armor,  shortsword,  thieves'  tools,  125  royals  (gp).  
 
Cleric  of  Halav,  male  human  Cleric  of  Halav  2:  CR  1;  Medium-­‐size  humanoid  (human);  HD  2d8+4;  hp  17;  
Init  +6;  Spd  30  ft.;  AC  18,  touch  12,  flat-­‐footed  16  (+4  armor,  +2  Dex,  +2  shield);  Atk  melee   +3  (1d8+2/19-­‐20,  
longsword);  BA  +1,  CMB  +3,  CMD  15;  AL  LG;  SV  Fort  +4,  Ref  +2,  Will  +6;  Str  14,  Dex  14,  Con  13,  Int  10,  Wis  16,  
Cha  12.  
Skills:  Appraise  +4,  Craft  (weapons)  +4,  Diplomacy  +5,  Heal  +7,  Linguistics  +4,  Perception  +3,  Spellcraft  +4;  
Feats:  Extra  Channel,  Improved  Initiative.  
Cleric  Spells  Prepared   (*/3+1,   CL2,   concentration   +5,   melee   touch   +3,   range   touch   +3):   Domains   –   Strength,  
War;  0  –  detect  magic,  light,  mending,  stabilize;  1st  –  bane  (DC  14),  command,  magic  weaponD,  shield  of  faith.    
Special  Abilities:   Aura  (Ex);   Battle  Rage  +1  (6/day)  (Sp)   –   touch   ally   to   grant   +1   to   a   melee   dmg   for   1   rd.;  
Cleric   Channel   Positive   Energy   1d6   (6/day,   DC   12)   (Su)   –   Positive   energy   heals   the   living   and   harms   the  
undead;   negative   has   the   reverse   effect;   Spontaneous   Casting   –   channel   stored   spell   energy   to   heal;  lose   any  
prepared  spell  that  is  not  an  orison  or  domain  spell  in  exchange  for  cure  spell;  Strength  Surge  (6/day)  (Sp)  –  
Grant   +1   to   a   melee   attack   or   strength   check;   Strength   Variant   Channeling   (±1   Sacred)   –   bonus   to   all  
Strength-­‐based   checks,   combat   maneuver   checks   that   rely   on   Strength,   Strength-­‐based   skills,   and   Strength  
checks.  
Languages:  Traldaran,  Common  (Thyatian)  
Possessions:  chain  shirt,  heavy  wooden  shield,  longsword,  artisan's  tools  (Craft[weapons]),  13  royals  (gp).  
Notes:  Player  must  decide  if  variant  channeling  option  will  be  used  during  the  character's  creation  (before  
play).    For  regular  channeling,  the  PC  can  heal  for  1d6.    For  variant  channeling,  the  channeling  heals  1d3  instead,  
and  gets  the  variant  channeling  bonus  until  the  end  of  the  next  turn.  
 
Dwarf   of   Stronghollow   Clan,   male   dwarven   Fighter   2:   CR   2;   Medium-­‐size   humanoid   (dwarf);   HD  
2d10+6;   hp   25;   Init   +0;   Spd   20   ft.;   AC   15,   touch   10,   flat-­‐footed   15   (+3   armor,   +2   shield);   Atk   melee   +6  
(1d10+3/×3,   dwarven   waraxe);   BA   +2,   CMB   +5,   CMD   15   (19   vs.   bull   rush,   19   vs.   trip);   AL   LG;   SV   Fort   +5,   Ref   +0,  
Will  +1  (+1  vs.  fear,  +2  vs.  poison,  spells,  and  spell-­‐like  abilities);  Str  16,  Dex  11,  Con  15,  Int  14,  Wis  13,  Cha  8.  
Skills:   Acrobatics   -­‐2   (-­‐6   to   jump),   Appraise   +2   (+4   to   assess   nonmagical   metals   or   gemstones),   Craft  
(weapons)  +6,  Handle  Animal  +3,  Intimidate  +3,  Knowledge  (dungeoneering)  +6,  Knowledge  (engineering)  +6,  
Perception  +1  (+3  to  notice  unusual  stonework),  Profession  (engineer)  +5,  Ride  +2,  Survival  +5;  Feats:  Combat  
Expertise,  Shield  Focus,  Weapon  Focus  (dwarven  waraxe).  
Special   Abilities:   Combat   Expertise   +/-­‐1   –   Bonus   to   AC   in   exchange   for   an   equal   penalty   to   attack;  
Darkvision  (60  feet)   –   You   can   see   in   the   dark   (black   and   white   vision   only);   Defensive  Training     –   +4   Gain   a  
dodge  bonus  to  AC  vs  monsters  of  the  Giant  subtype;  Greed  –  +2  to  Appraise  to  determine  price  of  non-­‐magic  

Page 29 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
goods  with  precious  metals  or  gemstones;  Hatred  –  +1  racial  bonus  to  attacks  vs  Goblinoids/Orcs.;  Shield   Focus  
–  +1  Shield  AC;  Stonecunning  –  +2  bonus  to  Perception  vs.  unusual  stonework.  Free  check  within  10  feet.  
Languages:  Traldaran,  Common  (Thyatian),  Dwarven,  Goblin  
Possessions:   studded   leather,   light   wooden   shield,   dwarven   waraxe,   artisan's   tools(Craft[weapons]),   117  
royals  (gp)  
 
Magic-­‐User,   female   human   Wizard   2:  CR  1;  Medium  humanoid  (human);  HD  2d6+5;  hp  16;  Init  +3;  Spd  
30  ft.;  AC  13,  touch  13,  flat-­‐footed  10  (+3  Dex);  Atk  melee  +0  (1d4-­‐1/19-­‐20,  dagger)  or  +0  (1d6-­‐1,  quarterstaff)  
or  ranged  +4  (1d4-­‐1/19-­‐20,  dagger,  10  ft.);  BA  +1,  CMB  +0,  CMD  13;  AL  NG;  SV  Fort  +0,  Ref  +3,  Will  +4;  Str  9,  Dex  
16,  Con  10,  Int  18,  Wis  12,  Cha  9.  
Skills:  Appraise  +8,  Craft  (alchemy)  +8,  Knowledge  (arcana)  +8,  Knowledge  (dungeoneering)  +8,  Knowledge  
(engineering)   +8,   Knowledge   (geography)   +8,   Knowledge   (history)   +8,   Knowledge   (local)   +8,   Knowledge  
(nature)   +8,   Knowledge   (nobility)   +8,   Knowledge   (planes)   +8,   Knowledge   (religion)   +8,   Linguistics   +8,  
Perception   +1,   Profession   (astronomer)   +5,   Profession   (scribe)   +5,   Spellcraft   +8;   Feats:   Fast   Learner,   Scribe  
Scroll,  Toughness.  
Wizard   Spells   Prepared   (*/2,   CL2,   concentration   +6,   melee   touch   +0,   range   touch   +4):   0   –   detect   magic,  
detect  poison,  ghost  sound  (DC  14),  ray  of  frost;  1st  –  color  spray  (DC  15),  mage  armor,  shield.  
Special   Abilities:   Empathic   Link   with   Familiar   (Su)   –   You   have   an   empathic   link   with   your   Arcane  
Familiar;  Familiar   Bonus  –  +3  to  sight-­‐based  Perception  checks  in  shadows,  you  gain  the  Alertness  feat  while  
your   familiar   is   within   arm's   reach;  Hand  of  the  Apprentice  (7/day)  (Su)   –   as   a   standard   action,   throw   melee  
weapon  (use  Int  instead  of  Dex)  and  instantly  returns;  Share   Spells   with   Familiar  –  can  cast  spells  with  a  target  
of  "You"  on  the  familiar  with  a  range  of  touch.  
Languages:  Common  (Thyatian),  Traldaran,  Elven,  Draconic,  Gnome,  Goblin.  
Possessions:  dagger,  quarterstaff,  48  royals  (gp).  
Spellbook:   In   addition   to   spells   prepared,   1st   –   Burning   Hands,   Comprehend   Languages,   Endure   Elements,  
Magic  Weapon,  Ray  of  Enfeeblement,  Shield  
Companions:  Owl  (Arcane  familiar)  
 
Arcane  Familiar  of  Magic-­‐User,  male  owl:  CR  ⅓;  Tiny  magical  beast  (animal);  HD  1d8;  hp  5;  Init  +3;  Spd  
10  ft.,  fly  40  ft.  (average);  Space  2  ft.;  Reach  0  ft.;  AC  16,  touch  15,  flat-­‐footed  13  (+3  Dex,  +1  natural,  +2  size);  Atk  
melee  +5  (1d4-­‐2,  talon);  BA  +0,  CMB  +1,  CMD  9;  AL  N;  SV  Fort  +2,  Ref  +5,  Will  +4;  Str  6,  Dex  17,  Con  11,  Int  6,  Wis  
15,  Cha  6.  
Skills:   Acrobatics   +3   (-­‐5   to   jump),   Appraise  -­‐1,   Fly   +7,   Linguistics   -­‐1,   Perception   +10,   Spellcraft  -­‐1,   Stealth  
+15;  Racial  Modifiers  +4  Perception,  +4  Stealth;  Feats:  Weapon  Finesse  
Special  Abilities:  Improved   Evasion   (Ex)  –  no  damage  on  successful  reflex  save;  half  on  failed  save;  Low-­‐
Light  Vision  –  see  twice  as  far  as  a  human  in  low  light,  distinguishing  color  and  detail.s  

D.3  Additional  Level  1  Starting  Characters  


These   are   not   included   in   the   module,   but   here   are   some   types   of   Mystaran   characters   you   can   create   using  
Pathfinder  (D&D3.75e)  system.  
 
Conversion   Notes:     Unlike   the   BECMI   (Original   Dungeons   &   Dragons),   races   are   separate   from   classes   in  
Pathfinder,  and  any  race  can  play  any  class.  Discuss  the  character  background  concept  with  the  DM,  as  some  race  +  
class  combinations  may  be  uncommon  and  require  extra  background  information.  
 
Thief,   male   human   Rogue   1:  CR  ½;  Medium  humanoid  (human);  HD  1d8+1;  hp  9;  Init  +2;  Spd  30  ft.;  AC  13,  
touch  13,  flat-­‐footed  10  (+2  Dex,  +1  dodge);  Atk  +2  melee  (1d6+1/19-­‐20,  shortsword)  +2  ranged  (1d4+1/19-­‐20,  
dagger,  10  ft.);  BA  +0,  CMB  +1,  CMD  14;  AL  CG;  SV  Fort  +0,  Ref  +4,  Will  +2;  Str  12,  Dex  15,  Con  10,  Int  14,  Wis  15,  
Cha  12.  
Skills:  Acrobatics  +6,  Climb  +5,  Disable  Device  +7,  Disguise  +5,  Escape  Artist  +6,  Linguistics  +6,  Perception  
+6,  Sense  Motive  +6,  Sleight  of  Hand  +6,  Stealth  +6,  Use  Magic  Device  +5;  Feats:  Dodge,  Weapon  Finesse  
Special   Abilities:   Sneak   Attack   +1d6   –   Attacks   deal   extra   dam   if   flank   foe   or   if   foe   is   flat-­‐footed;  
Trapfinding  +1  –  Gain  a  bonus  to  find  or  disable  traps,  including  magical  ones.  
Languages:  Common  (Thyatian),  Traldaran,  Darokin,  Gnoll  
Possessions:  leather  armor,  dagger,  shortsword,  thieves'  tools,  88  royals  (gp)  
 

Page 30 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
Elf  of  Vyalia  Clan,  female  elven  Ranger  1:  CR  ½;  Medium  humanoid  (elf);  HD  1d10+1;  hp  11;  Init  +3;  Spd  
30   ft.;   AC   15,   touch   13,   flat-­‐footed   12   (+2   armor,   +3   Dex);   Atk   melee   +2   (1d8+1/19-­‐20,   longsword)   or   dagger   +2  
(1d4+1/19-­‐20,  dagger)  or  ranged  +2  (1d4+1/19-­‐20,  dagger,  10  ft.)   or   ranged   +4   (1d8/×3,   longbow,   100   ft.);   BA  
+1,  CMB  +2,  CMD  15;  AL  N;  SV  Fort  +2,  Ref  +5,  Will  +2  (+2  vs.  enchantments);  Str  12,  Dex  16,  Con  10,  Int  15,  Wis  
14,  Cha  13.  
Skills:   Climb   +5,   Craft   (bows)   +6,   Handle   Animal   +5,   Heal   +6,   Perception   +8,   Spellcraft   +6   (+8   to   identify  
magic  item  properties),  Stealth  +7,  Survival  +6;  Feats:  Deadly  Aim  
Special   Abilities:   Deadly   Aim   -­‐1/+2   –   Trade   a   penalty   to   ranged   attacks   for   a   bonus   to   ranged   damage;  
Elven   Immunities   -­‐   Sleep  –  You  are  immune  to  magic  sleep  effects;  Elven   Magic  –  +2  to  Spellcraft  checks  to  
determine  the  properties  of  a  magic  item;  Favored   Enemy   (Magical   Beasts   +2)   (Ex)  –  +2  to  rolls  vs.  Favored  
Enemy  (Magical  Beasts)  foes;  Low-­‐Light   Vision  –  See  twice  as  far  as  a  human  in  low  light,  distinguishing  color  
and  detail;  Track  +1  –  Add  the  listed  bonus  to  survival  checks  made  to  track;  Wild  Empathy  +2  (Ex)  –  Improve  
the  attitude  of  an  animal,  as  if  using  Diplomacy.  
Languages:  Common  (Thyatian),  Traldaran,  Elven,  Goblin  
Possessions:  leather  armor,  dagger,  longbow,  longsword,  artisan's  tools,  68  royals  (gp)  
 
Gnome  of  Highforge,  male  gnomish  Rogue  1:  CR  ½;  Small  humanoid  (gnome);  HD  1d8;  hp  8;  Init  +3;  Spd  
20   ft.;   AC   14,   touch   14,   flat-­‐footed   11   (+3   Dex,   +1   size);   Atk   -­‐1   melee   (1d8-­‐2/19-­‐20,   longsword)   or   -­‐1   ranged  
(1d8-­‐2/x3,  longbow,  100  ft.)  or  +0  ranged  (1d4-­‐2/x2,  dart,  20  ft.);  BA  +0,  CMB  -­‐1,  CMD  12;  AL  CG;  SV  Fort  +0,  Ref  
+5,  Will  +0  (+2  vs.  illusions);  Str  10,  Dex  16,  Con  10,  Int  16,  Wis  10,  Cha  12.  
Skills:  Acrobatics  +7  (+3  to  jump),  Bluff  +5,  Climb  +4,  Craft  (mechanical)  +9,  Disable  Device  +10,  Disguise  +5,  
Escape  Artist  +7,  Linguistics  +7,  Perception  +6,  Sleight  of  Hand  +9,  Stealth  +11;  Feats:  Deft  Hands,  
Spell-­‐Like  Abilities   (CL4;   concentration   +2)   –   1/day   -­‐   dancing  lights,   ghost  sound   (DC   12),   prestidigitation,  
speak  with  animals.  
Special   Abilities:   Defensive   Training   –   +4   Gain   a   dodge   bonus   to   AC   vs   monsters   of   the   Giant   subtype;  
Hatred  –  +1  Gain  a  bonus  to  attack  vs  goblinoid/reptilian  humanoids;  Low-­‐Light  Vision  –  See  twice  as  far  as  a  
human  in  low  light,  distinguishing  color  and  detail;  Sneak  Attack  +1d6  –  Attacks  deal  extra  dam  if  flank  foe  or  if  
foe  is  flat-­‐footed;  Trapfinding  +1  –  Gain  a  bonus  to  find  or  disable  traps,  including  magical  ones.  
Languages:  Common  (Thyatian),  Traldaran,  Draconic,  Elven,  Gnome,  Goblin,  Sylvan  
Possessions:  artisan's  tools,  thieves'  tools,  35  royals  (gp)  
 
Monk,  female  human  Monk  1:  CR  ½;  Medium  humanoid  (elf);  HD  1d8+1;  hp  9;  Init  +3;  Spd  30  ft.;  AC  18,  
touch  18,  flat-­‐footed  14  (+3  Dex,  +1  dodge,  +4  Wis);  Atk  melee  +0  (1d6,  unarmed  strike)  or  melee  -­‐1/-­‐1  (1d6,  
unarmed   strike   flurry   of   blows);   BA   +0,   CMB   +0,   CMD   18;   AL   LN;   SV   Fort   +2,   Ref   +5,   Will   +6;   Str   10,   Dex   16,   Con  
10,  Int  10,  Wis  18,  Cha  10.  
Skills:   Climb   +4,   Heal   +5,   Linguistics   +1,   Perception   +8,   Stealth   +7;   Feats:   Crushing   Blow,   Dodge,   Eclectic,  
Improved  Unarmed  Strike,  Stunning  Fist.  
Special  Abilities:  Crushing  Blow  (-­‐4)  –  Stunning  Fist  reduces  target's  AC;  Flurry  of  Blows  -­‐1/-­‐1  (Ex)  –  As  
full-­‐round   action,   higher   BAB   and   combo   unarmed   as   if   two-­‐weapon   fighting;   Improved   Unarmed   Strike   –  
Unarmed   strikes   don't   cause   attacks   of   opportunity,   and   can   be   lethal;   Stunning  Fist  (1/day,  DC  15)   –   You   can  
stun  an  opponent  with  an  unarmed  attack.  
Languages:  Common  (Thyatian),  Common  (Hulean)  
Possessions:  35  royals  (gp)  
 
Bard,   male   halfing   Bard   1:  CR  ½;  Small  humanoid  (halfling);  HD  1d8+1;  hp  9;  Init  +2;  Spd  20  ft.;  AC  13,  
touch   13,   flat-­‐footed   11   (+2   Dex,   +1   size);   Atk   melee   shortsword   +0   (1d4-­‐1/19-­‐20,   shortsword)   or   ranged   +3  
(1d3-­‐1,  sling,  50  ft.);  BA  +0,  CMB  -­‐2,  CMD  10;  AL  CG;  SV  Fort  +1,  Ref  +5,  Will  +4  (+2  vs.  fear);  Str  9,  Dex  14,  Con  
10,  Int  14,  Wis  12,  Cha  18.  
Skills:  Skills  Acrobatics  +8  (+4  to  jump),  Climb  +1,  Disguise  +8,  Escape  Artist  +6,  Linguistics  +6,  Perception  
+7,  Perform  (wind  instruments)  +8,  Sleight  of  Hand  +6,  Stealth  +10;  Feats:  Well-­‐prepared.  
Bard   Spells   Known   (*/2,   CL1,   concentration   +3,   melee   touch   +0,   range   touch   +3):   0   –   lullaby   (DC   14),  
prestidigitation,  summon  instrument,  unwitting  ally  (DC  14);  1st  –  charm  person  (DC  15),  summon  monster  I.  
Special  Abilities:  Bardic   Knowledge   +1   (Ex)  –  Add  +1  to  all  knowledge  skill  checks;  Bardic   Performance  
(standard   action,   8   rounds/day)   –   Your   performances   can   create   magical   effects:   countersong,   distraction,  
fascinate   [DC   14],   inspire   courage   +1;   Fearless   –   +2   racial   bonus   vs   Fear   saves;   Well-­‐Prepared   (Sleight   of  
Hand)  –  DC  10+  gp  cost  check  and  you  "happen"  to  have  the  desired  item  on  your  person.  

Page 31 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
Languages:  Common  (Thyatian),  Traldaran,  Elven,  Goblin,  Halfling  
Possessions:  shortsword,  sling,  sling  bullets  (10),  87  royals  (gp),  8  cronas  (sp).  

D.4  Additional  Level  2  Starting  Characters  


These   are   not   included   in   the   module,   but   here   are   some   types   of   Mystaran   characters   you   can   create   using  
Pathfinder  (D&D3.75e)  system:  
 
Conversion   Notes:    In  Pathfinder,  any  race  can  multiclass  in  any  combination  desired,  and  the  character  level  is  the  
sum  total  of  all  class  levels.    Presented  here  are  some  combinations  
 
Thief,  male  human  Cleric  of  Zirchev  1/Rogue  1:  CR  1;  Medium  humanoid  (human);  HD  2d8+1;  hp  16;  Init  
+2;  Spd  30  ft.;  AC  13,  touch  13,  flat-­‐footed  10  (+2  Dex,  +1  dodge);  Atk  +2  melee  (1d6+1/19-­‐20,  shortsword)  or  
+2  melee  (1d3+1,  unarmed  strike,  non-­‐lethal)  or  +2  ranged  (1d4+1/19-­‐20,  dagger,  10  ft.);  BA  +0,  CMB  +1,  CMD  
14;  AL  CG;  SV  Fort  +2,  Ref  +4,  Will  +4;  Str  12,  Dex  15,  Con  10,  Int  14,  Wis  15,  Cha  12.  
Skills:   Acrobatics   +6,   Bluff   +5,   Climb   +5,   Craft   (traps)   +6,   Diplomacy   +5,   Disable   Device   +7,   Disguise   +5,  
Escape  Artist  +6,  Heal  +6,  Knowledge  (local)  +6,  Linguistics  +6,  Perception  +6,  Sense  Motive  +6,  Sleight  of  Hand  
+6,  Stealth  +6,  Use  Magic  Device  +5;  Feats:  Dodge,  Scribe  Scroll,  Weapon  Finesse.  
Cleric   Spells   Prepared   (*/2+1,   CL1,   concentration   +3,   melee   touch   +2,   range   touch   +2):   0   –   detect   magic,  
detect  poison,  read  magic;  1st    –  command  (DC  13),  entangle  (DC  13),  magic  weapon  
Special   Abilities:   Blast   Rune   (5/day)   (Sp)   –   Blast   Rune   trap   deals   1d6   energy   damage;   Cleric   Channel  
Positive   Energy   1d6   (4/day,   DC   11)   (Su)  –  Positive  energy  heals  the  living  and  harms  the  undead;  negative  has  
the  reverse  effect;   Knowledge   Variant   Channeling   (±1   Sacred)  –  bonus  to  Perception  and  Knowledge  skills;  
Sneak   Attack   +1d6  –  Attacks  deal  extra  dam  if  flank  foe  or  if  foe  is  flat-­‐footed;  Trapfinding   +1  –  Gain  a  bonus  to  
find   or   disable   traps,   including   magical   ones;   Wooden   Fists   +1   (5   rounds/day)   (Su)   –   Unarmed   attacks   are  
lethal,  do  not  provoke  AoO,  and  gain  +1  damage.  
Languages:  Common  (Thyatian),  Traldaran,  Darokin,  Gnoll  
Possessions:  leather  armor,  dagger,  shortsword,  artisan's  tools  (Craft[traps]),  thieves'  tools,  83  royals  (gp)  
Notes:  Player  must  decide  if  variant  channeling  option  will  be  used  during  the  character's  creation  (before  
play).    For  regular  channeling,  the  PC  can  heal  for  1d6.    For  variant  channeling,  the  channeling  heals  1d3  instead,  
and  gets  the  variant  channeling  bonus  until  the  end  of  the  next  turn.  
 
Elf   of   Vyalia   clan,   female   elven   Druid   1/Ranger   1:  CR  1;  Medium  humanoid  (elf);  HD  1d8+1d10+1;  hp  
16;   Init   +3;   Spd   30   ft.;   AC   15,   touch   13,   flat-­‐footed   12   (+2   armor,   +3   Dex);   Atk   melee   +2   (1d8+1/19-­‐20,  
longsword)   or   dagger   +2   (1d4+1/19-­‐20,   dagger)   or   ranged   +2   (1d4+1/19-­‐20,   dagger,   10   ft.)   or   ranged   +4  
(1d8/×3,  longbow,  100  ft.);  BA  +1,  CMB  +2,  CMD  15;  AL  N;  SV  Fort  +4,  Ref  +5,  Will  +4  (+2  vs.  enchantments);  Str  
12,  Dex  16,  Con  10,  Int  15,  Wis  14,  Cha  13.  
Skills:   Climb   +5,   Craft   (bows)   +6,   Handle   Animal   +5,   Heal   +6,   Knowledge   (dungeoneering)   +6,   Knowledge  
(geography)   +6,   Knowledge   (nature)   +8,   Perception   +9,   Profession   (herbalist)   +6,   Spellcraft   +6   (+8   to   identify  
magic  item  properties),  Stealth  +8,  Survival  +8;  Feats:  Deadly  Aim  
Druidic   Spells   Prepared   (*/2,   CL1,   concentration   +3,   melee   touch   +2,   range   touch   +4):   0   –   create   water,  
purify  food  and  drink  (DC  12),  stabilize;  1st  –  blend,  entangle  (DC  13).  
Special  Abilities:   Animal   Companion   Link   (Ex)   –   You   have   a   link   with   your   Animal   Companion;   Deadly  
Aim  -­‐1/+2   –   Trade   a   penalty   to   ranged   attacks   for   a   bonus   to   ranged   damage;   Elven  Immunities  -­‐  Sleep   –   You  
are   immune   to   magic   sleep   effects;   Elven  Magic   –   +2   to   spellcraft   checks   to   determine   the   properties   of   a   magic  
item;  Favored   Enemy   (Magical   Beasts   +2)   (Ex)  –  +2  to  rolls  vs.  Favored  Enemy  (Magical  Beasts)  foes;  Low-­‐
Light   Vision   –   See   twice   as   far   as   a   human   in   low   light,   distinguishing   color   and   detail;   Share   Spells   with  
Companion  (Ex)   –   Can   cast   spells   with   a   target   of   "you"   on   animal   companion,   as   touch   spells;   Track  +1   –   Add  
the  listed  bonus  to  survival  checks  made  to  track;  Wild  Empathy  +3  (Ex)  –  Improve  the  attitude  of  an  animal,  as  
if  using  Diplomacy;  Woodland  Stride  (Ex)  –  Move  through  undergrowth  at  normal  speed.  
Languages:  Common  (Thyatian),  Traldaran,  Druidic,  Elven,  Goblin  
Possessions:  leather  armor,  dagger,  longbow,  longsword,  artisan's  tools,  43  royals  (gp)  
 
Animal   Companion   of   Elf,   leopard:  CR  1;  Small  animal;  hp  13  (+2);  Init  +5;  Spd  50  ft.;  AC  17,  touch  16,  flat-­‐
footed  12  (+5  Dex,  +1  natural,  +1  size);  Atk  melee  +3  (1d4+1,  bite)  and  melee  +3  (1d2+1,  2  claws);  BA  +1,  CMB  
+1,  CMD  16  (20  vs.  trip);  AL  N;  SV  Fort  +4,  Ref  +8,  Will  +1;  Str  12,  Dex  21,  Con  13,  Int  2,  Wis  12,  Cha  6.  

Page 32 of 35  
THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
Skills:   Acrobatics   +5   (+13   to   jump),   Escape   Artist   +7,   Perception   +1,   Stealth   +16   (+20   in   Undergrowth);  
Feats:  Stealthy  
Special  Abilities:  Low-­‐Light  Vision  –  see  twice  as  far  as  a  human  in  low  light,  distinguishing  color  and  detail;  
Scent   (Ex)   –   detect   opponents   within   15+   feet   by   sense   of   smell;   Trip   (Ex)   –   can   make   a   trip   attempt   on   a  
successful  attack.  
 
Gnome   of   Highforge,   male   elven   Rogue   1/Illusionist   1:  CR  1;  Small  humanoid  (gnome);  HD  1d6+1d8;  hp  
14;  Init  +3;  Spd  20  ft.;  AC  14,  touch  14,  flat-­‐footed  11  (+3  Dex,  +1  size);  Atk  -­‐1  melee  (1d8-­‐2/19-­‐20,  longsword)  
or  -­‐1  ranged  (1d8-­‐2/x3,  longbow,  100  ft.)  or  +0  ranged  (1d4-­‐2/x2,  dart,  20  ft.);  BA  +0,  CMB  -­‐1,  CMD  12;  AL  CG;  
SV  Fort  +0,  Ref  +5,  Will  +2  (+2  vs.  illusions);  Str  10,  Dex  16,  Con  10,  Int  16,  Wis  10,  Cha  12.  
Skills:  Acrobatics  +7  (+3  to  jump),  Bluff  +5,  Climb  +4,  Craft  (mechanical)  +9,  Diplomacy  +5,  Disable  Device  
+10,   Disguise   +5,   Escape   Artist   +7,   Knowledge   (arcana)   +7,   Knowledge   (engineering)   +7,   Linguistics   +7,  
Perception   +6,   Profession   (engineer)   +4,   Sleight   of   Hand   +9,   Spellcraft   +7,   Stealth   +11,   Use   Magic   Device   +5;  
Feats:  Deft  Hands,  Scribe  Scroll  
Arcane  School  Spell-­‐Like  Abilities  (CL2;  concentration  +3)  -­‐  6/day  –  blinding  ray  
Spell-­‐Like  Abilities   (CL2;   concentration   +3)   –   1/day   -­‐   dancing  lights,   ghost  sound   (DC   12),   prestidigitation,  
speak  with  animals.  
Illusionist  Spells  Prepared   (*/2+1,   CL1,   concentration   +3,   melee   touch   +1,   range   touch   +4):  0   –   daze   (DC  13),  
ray  of  frost,  resistance;  1st  –  color  spray  (DC  15),  mage  armor,  sleep  (DC  14).  
Special   Abilities:   Arcane   Bond   (Wand)   (1/day)   (Sp)   –   Use   object   to   cast   any   spell   in   your   spellbook.  
Without   it,   Concentration   required   to   cast   spells   (DC20   +   spell   level);   Blinding   Ray   (6/day)   (Sp)   –   As   a  
standard   action,   ranged   touch   vs   foe   in   30   ft   blinds   for   1   rd   (dazzles   if   more   HD);   Defensive  Training   –   +4   Gain  
a  dodge  bonus  to  AC  vs  monsters  of  the  Giant  subtype;  Extended  Illusions  (+1  rds)  (Su)  –  Increase  duration  of  
illusion   spells   by   1/2   level   (permanent   at   20);   Hatred   –   +1   Gain   a   bonus   to   attack   vs   goblinoid/reptilian  
humanoids;   Low-­‐Light   Vision   –   See   twice   as   far   as   a   human   in   low   light,   distinguishing   color   and   detail;  
Opposition   Schools   (Divination,   Necromancy)   –   You   must   spend   2   slots   to   cast   spells   these   schools;  
Specialized   School   (Illusion);  Sneak   Attack   +1d6  –  Attacks  deal  extra  dam  if  flank  foe  or  if  foe  is  flat-­‐footed;  
Trapfinding  +1  –  Gain  a  bonus  to  find  or  disable  traps,  including  magical  ones.  
Languages:  Common  (Thyatian),  Traldaran,  Draconic,  Elven,  Gnome,  Goblin,  Sylvan  
Possessions:  arcane  bond  wand;  artisan's  tools,  thieves'  tools,  spellbook,  135  royals  (gp)  
Spellbook:  In  addition  to  spells  prepared,  1st  –  disguise  self,  illusion  of  calm,  silent  image  
 
Monk,   female   human   Monk   1/Cleric   1:  CR  1;  Medium  humanoid  (elf);  HD  2d8+2;  hp  18;  Init  +3;  Spd  30  
ft.;  AC  18,  touch  18,  flat-­‐footed  14  (+3  Dex,  +1  dodge,  +4  Wis);  Atk  melee  +0  (1d6,  unarmed  strike)  or  melee  -­‐1/-­‐
1   (1d6,   unarmed   strike   flurry   of   blows);   BA   +0,   CMB   +0,   CMD   18;   AL   LN;   SV   Fort   +5,   Ref   +6,   Will   +9;   Str   10,   Dex  
16,  Con  10,  Int  10,  Wis  18,  Cha  10.  
Skills:   Climb   +5,   Heal   +8,   Linguistics   +4,   Perception   +9,   Stealth   +8;   Feats:   Crushing   Blow,   Dodge,   Eclectic,  
Improved  Unarmed  Strike,  Stunning  Fist.  
Cleric  Spells  Prepared   (*/2+1,   CL1,   concentration   +5,   melee   touch   +0,   range   touch   +3):   Domains   –   Strength,  
Protection  (Defense);  0  –  detect  poison,  guidance,  resistance;  1st  –  magic  weapon,  shield,  shield  of  faith.    
Special   Abilities:   Battle/Wrath   Variant   Channeling   (±1   Sacred)   –   bonus   to   damange   and   critical   hit  
confirmation;   Cleric  Channel  Positive  Energy  1d6  (3/day,  DC  10)  (Su)   –   Positive   energy   heals   the   living   and  
harms   the   undead;   negative   has   the   reverse   effect;   Crushing   Blow   (-­‐4)   –   Stunning   Fist   reduces   target's   AC;  
Deflection   Aura   (1   rounds,   1/day)   (Su)  –  20'r  aura  grants  +2  AC  and  +2  CMD;  Flurry   of   Blows   -­‐1/-­‐1   (Ex)  –  As  
full-­‐rd   action,   higher   BAB   and   combo   unarmed   as   if   two-­‐weapon   fighting;   Improved   Unarmed   Strike   –  
Unarmed   strikes   don't   cause   attacks   of   opportunity,   and   can   be   lethal;   Strength  Surge  (7/day)  (Sp)   –   Grant   +1  
to   a   melee   attack   or   strength   check;   Stunning   Fist   (1/day,   DC   15)   –     You   can   stun   an   opponent   with   an  
unarmed  attack.  
Languages:  Common  (Thyatian),  Common  (Hulean)  
Possessions:  70  royals  (gp)  
Notes:  Player  must  decide  if  variant  channeling  option  will  be  used  during  the  character's  creation  (before  
play).    For  regular  channeling,  the  PC  can  heal  for  1d6.    For  variant  channeling,  the  channeling  heals  1d3  instead,  
and  gets  the  variant  channeling  bonus  until  the  end  of  the  next  turn.  
Tactics:   Shield   and   Shield   of   Faith   spells   will   change   Armor   class   to   the   following:   AC   24,   touch   20,   flat-­‐
footed  20  (+2  deflection,  +3  Dex,  +1  dodge,  +4  shield,  +4  Wis).    Shield   of   Faith  adds  +2  to  CMD.    Magic   Weapon  
adds  +1  to  attack  and  damage  with  unarmed  strike.  

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THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
 
Bard,   male   halfing   Bard1/Sorcerer1:  CR  1;  Small  humanoid  (halfling);  HD  1d6+1d8+1;  hp  14;  Init  +2;  Spd  
20   ft.;   AC   13,   touch   13,   flat-­‐footed   11   (+2   Dex,   +1   size);   Atk   melee   shortsword   +0   (1d4-­‐1/19-­‐20,   shortsword)   or  
ranged  +3  (1d3-­‐1,  sling,  50  ft.);  BA  +0,  CMB  -­‐2,  CMD  10;  AL  CG;  SV  Fort  +1,  Ref  +5,  Will  +6  (+2  vs.  fear);  Str  9,  Dex  
14,  Con  10,  Int  14,  Wis  12,  Cha  18.  
Skills:  Acrobatics  +8  (+4  to  jump),  Climb  +1,  Craft  (jewelry)  +6,  Disguise  +8,  Escape  Artist  +6,  Linguistics  +6,  
Perception   +7,   Perform   (wind   instruments)   +9,   Profession   (cook)   +5,   Sleight   of   Hand   +6,   Stealth   +10,   Use   Magic  
Device  +8;  Feats:  Eschew  Materials,  Well-­‐prepared.  
Bard   Spells   Known   (*/2,   CL1,   concentration   +3,   melee   touch   +0,   range   touch   +3):   0   –   lullaby   (DC   14),  
prestidigitation,  summon  instrument,  unwitting  ally  (DC  14);  1st  –  charm  person  (DC  15),  summon  monster  I.  
Sorcerer   Spells   Known   (*/4,   CL1,   concentration   +3,   melee   touch   +0,   range   touch   +3):   0   –   disrupt   undead,  
drench  (DC  14),  ghost  sound  (DC  14),  root;  1st  –  ear-­‐piercing  scream  (DC  15),  mage  armor.  
Special  Abilities:  Bardic   Knowledge   +1   (Ex)  –  Add  +1  to  all  knowledge  skill  checks;  Bardic   Performance  
(standard   action,   8   rounds/day)   –   Your   performances   can   create   magical   effects;   Beguiling   Voice   (7/day)  
(Ex)  –  At  1st  level,  you  can  use  the  sound  of  your  voice  to  lull  a  target  creature  into   taking   no  action.   This   ability  
acts  as  the  daze  spell,  except  it  is  language  dependent,  has  a  duration  of  1  round,  and  affects  a  living  creature  
whose   Hit   Dice   do   exceed   your   sorcerer   level;   Bloodline  Arcana  (Maestro)   –   cast   spell   with   verbal   component  
and  no  somatic  or  material  component,  treat  your  caster  level  as  if  it  were  one  level  higher;  Bloodline  Powers  
(Maestro)  –  use  songs  in  your  head  to  create  magical  effects;  Eschew  Materials  –  Cast  spells  without  materials,  
if  component  cost  is  1  royal  (gp)  or  less;  Fearless  –  +2  racial  bonus  vs  Fear  saves;  Well-­‐Prepared   (Sleight   of  
Hand)  –  DC  10+  gp  cost  check  and  you  "happen"  to  have  the  desired  item  on  your  person.  
Languages:  Common  (Thyatian),  Traldaran,  Elven,  Goblin,  Halfling  
Possessions:  shortsword,  sling,  sling  bullets  (10),  artisan's  tools,  82  royals  (gp),  8  cronas  (sp).  
   

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THE  VEILED  SOCIETY  
Pathfinder  (D&D  3.75e)  Conversion  
By  Joaquín  Menchaca  (2015-Apr)  
 
F.  Change  History  
 
Ver.   Date   Author   Notes  
.100   200212   Joaquin   Initial  Draft  
.110   200212   Joaquin   Text  description  of  clans/Races,  City  Details  
.120   200212   Joaquin   Update  city  detail  (Mystara  Mailing  List)  
.121   200212   Joaquin   Update  city  detail  (Mystara3E  Yahoo  Group)  
.200   200212   Joaquin   Documented  NPC  characters  in  Investigation  
.230   20030219   Joaquin   Updated  Kobold  and  other  encounters  
.300   20150413   Joaquin   Initial  Restart  (in  process  of  converting  DnD3e  stats  to  PF  stats)  
.301   20150416   Joaquin   Added  Cartha,  Zweis,  Estaish,  Antonic,  Giant  Guard,  NPCs,  etc.  
.302   20150417   Joaquin   Added  notes  on  skill  usage  and  ambush  section,  cleric  leaders,  others    
.303   20150419   Joaquin   Dirty  Fighter,  Soldiers,  Commoners,  Zombies  ,  Horsemen/Horses,  tribune  
.304   20150429   Joaquin   PreGen  Characters,  Corrections,  Kobolds  revised  
.400   20150427   Joaquin   PreGen  PCs  revised,  Corrections,  New  Monster  (Siren  Flower)  
 
 
 

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