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02 - in Wrath's Shadow

Pathfinder Society Scenario #4–02: In Wrath’s Shadow is designed for characters of levels 3 to 7, focusing on an ancient temple on Rivenrake Island believed to honor the goddess Lissala, but actually dedicated to the qlippoth lord Yamasoth. The players are tasked with exploring the temple after an excavation team is attacked, uncovering the dark history and rituals associated with Yamasoth while seeking to recover the pieces of a magical item known as the acrimony veil. The scenario incorporates elements from various Pathfinder RPG sourcebooks and is compliant with the Open Game License.

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khazadrum
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100% found this document useful (1 vote)
171 views25 pages

02 - in Wrath's Shadow

Pathfinder Society Scenario #4–02: In Wrath’s Shadow is designed for characters of levels 3 to 7, focusing on an ancient temple on Rivenrake Island believed to honor the goddess Lissala, but actually dedicated to the qlippoth lord Yamasoth. The players are tasked with exploring the temple after an excavation team is attacked, uncovering the dark history and rituals associated with Yamasoth while seeking to recover the pieces of a magical item known as the acrimony veil. The scenario incorporates elements from various Pathfinder RPG sourcebooks and is compliant with the Open Game License.

Uploaded by

khazadrum
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
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A PATHFINDER SOCIET Y SCENAR IO FOR TIER 3–7

Pathfinder Society Scenario #4–02

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In Wrath’s Shadow
By Mike Shel
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In Wrath’s Shadow
Pathfinder Society Scenario #4–02
Author • Mike Shel Publisher • Erik Mona
Contributing Artists • Miguel Regodón Harkness Paizo CEO • Lisa Stevens
and Andrew Hou Chief Operations Officer • Jeffrey Alvarez
Cartographer • Sean Macdonald Director of Sales • Pierce Watters
Sales Representative • Adam Lovell
Creative Director • James Jacobs Finance Manager • Christopher Self
Editor-in-Chief • F. Wesley Schneider Staff Accountant • Kunji Sedo
Senior Editor • James L. Sutter Chief Technical Officer • Vic Wertz
Development • Adam Daigle and Mark Moreland Senior Software Developer • Gary Teter
Editing • Logan Bonner Pathfinder Society Campaign Coordinator • Mike Brock
Editorial Assistance • Judy Bauer, Jason Bulmahn, Project Manager • Jessica Price
Christopher Carey, Rob McCreary,
Stephen Radney-MacFarland, Patrick Renie, Customer Service Team • Cosmo Eisele, Erik Keith, and
and Sean K Reynolds Sara Marie Teter
Editorial Intern • Savannah Broadway Warehouse Team • Will Chase, Michael Kenway, Matt
Renton, Jeff Strand, and Kevin Underwood
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Senior Art Director • Sarah E. Robinson Website Team • Ross Byers, Liz Courts, Lissa Guillet,
Graphic Designer • Andrew Vallas and Chris Lambertz
Production Specialist • Crystal Frasier

Pathfinder Society Scenario #4–02: In Wrath’s Shadow is a Pathfinder Society Scenario designed for 3rd- to 7th-level
characters (Tier 3–7; Subtiers 3–4 and 6–7). This scenario is designed for play in the Pathfinder Society Organized Play
campaign, but can easily be adapted for use with any world.

This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2,
Pathfinder RPG Advanced Player’s Guide, and Pathfinder RPG Ultimate Magic. These rules can be found online for free as
part of the Pathfinder Roleplaying Game Reference Document at paizo.com/prd.

Paizo Publishing, LLC


7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com/pathfindersociety
This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest
fantasy roleplaying game.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open
Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress.
(Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as
defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced
in any form without written permission.
Pathfinder Society Scenario #4–02: In Wrath’s Shadow © 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder,
Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder
Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Publishing, LLC.

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In Wrath’s Shadow
By Mike Shel

D
ue to her affinity for the worship of fiends,
Runelord of Wrath Alaznist is known to
have dedicated many temples across her WHERE ON GOLARION?
Thassilonian domain of Bakrakhan to various fiends, In Wrath’s Shadow begins on a fast sloop, sailing swiftly
though her favored patron was Yamasoth. This practice across the Varisian Gulf to Rivenrake Island and the ruin-
was especially evident in her capital city of Xin- covered slopes of Hollow Mountain. Once the thriving
Bakrakhan, which sat in the brooding shadow of Hollow capital of Bakrakhan, the Thassilonian realm of wrath,
Mountain. In that city a number of greater and minor the ruins of Xin-Bakrakhan are now a desolate wasteland
temples filled the streets, some repurposed from other of ancient horrors and residual magic from the powerful
faiths and previous patrons. It was in one of the smaller runelord who called the island home. To learn more about
temples that she found a severe fanatic of a man called these locations, check out Pathfinder Campaign Setting: The
Tholrist. Alaznist showered the prelate with her brutal Inner Sea World Guide, Pathfinder Player Companion: Varisia,
affection, perhaps because of the wanton fervor with Birthplace of Legends, and Pathfinder Campaign Setting:
which he conducted his lord’s twisted rituals. Among Dungeons of Golarion, available at your local bookstore or
her many gifts was a magical mask she created called hobby store and online at paizo.com.
the acrimony veil, a device capable of magnifying malice
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and fury—a suitable device for one so committed to


• Hollow Mountain
Yamasoth. Once he donned this extravagant prize
Tholrist never removed it, and he was soon known
across the metropolis as “Alaznist’s masked blood
glutton.” Worship of fiends, especially Yamasoth, grew Va r i s i a
in Xin-Bakrakhan, aided in no small part by Tholrist’s
increasingly decadent, spectacular, and gory rites.
When grim auguries regarding the impending fate
of Thassilon became impossible to ignore, Tholrist • Magnimar
was possessed by a wild conviction: Yamasoth, nascent
qlippoth lord of cursed kingdoms and vile experiments,
would spare the faithful from the coming apocalypse if
their sacrifice was of sufficient magnitude. As the first mad charisma, they paid no heed as acolytes overhead
alarming tremors struck Xin-Bakrakhan, the cleric, with bricked up the temple’s exits and employed powerful
the help of his wrathspawn servants, summoned panicky sorceries to preserve the great shrine’s structural
cultists and willing citizens from across the city to the integrity. Following the ceremony’s grisly bloodletting,
torch-lit halls beneath the temple. There he delivered his Tholrist disassembled the acrimony veil and placed its
final sermon, punctuating his words with the piercing separate components in various locations within the
gestures of a keen stiletto: “My people, as doom threatens, temple complex. Finally, he had his surviving acolytes
Yamasoth offers his faithful new salvation! But that brick up the exit from the undertemple’s most sacred
salvation doesn’t come without cost. No, as always, the shrine. There he remained, strips of flesh flayed from his
price is our devotion. The price is our blood. The price own body and dripping with the gore from his frightened
is our flesh!” and faithful flock, as he awaited Yamasoth’s miraculous
The cleric spoke for nearly two hours as further deliverance. He waited in vain.
tremors shook the foundations of the city. Terrified by Now, millennia later, the temple is uncovered once
the imminent destruction and enraptured by Tholrist’s again, its structure kept intact by those ancient magics

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PATHFINDER SOCIETY SCENARIO

The undertemple holds the remaining pieces of the veil


GM MATERIALS in its ceremonial chambers once employed for Yamasoth’s
In Wrath’s Shadow makes use of the Pathfinder RPG Core depraved worship. Recovering two more of the mask’s
Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary remaining components requires the PCs to traverse
2, Pathfinder RPG Advanced Player’s Guide, and Pathfinder a cave plagued by a haunt and treacherous ledge, and a
RPG Ultimate Magic. The adventure assumes the GM has hall freshly inhabited by a brutal group of wrathspawn.
access to these sourcebooks and elements from each are The final encounter lies in a ceremonial room where the
not reprinted in the scenario. In addition to being available most degenerate bloodletting served as offerings to this
for purchase in bookstores and game stores worldwide, all nascent qlippoth lord. Here is Tholrist, undead cleric of
rules referenced in this adventure can be found in the free Yamasoth, bound to this place and driven mad over the
online Pathfinder Reference Document at paizo.com/prd. endless stretch of centuries. He possesses the last piece
of the veil.
while nearly all of the rest of the city is ancient rubble.
What mysteries await liberation after a hundred
centuries? GETTING STARTED
Read the following to get the adventure underway:

SUMMARY Roused from sleep and herded aboard the Winking Wyvern,
The Magnimar Venture-Captain Sheila Heidmarch the party sails urgently for Rivenrake Island and the ruins of
charges the PCs with exploring an ancient temple Xin-Bakrakhan, ancient capital of the Thassilonian Runelord of
(believed to honor the Thassilonian goddess Lissala) Wrath. A note from Venture-Captain Sheila Heidmarch informs
newly uncovered on Rivenrake Island. They are swiftly the group that a Society-funded dig team has uncovered a totally
transported by sea to the ancient site, only to discover that intact temple that appears to be associated with the goddess
the excavation party was recently attacked by unknown Lissala, buried for 10,000 years. Given the fresh revelations
assailants and that several members of the crew who that this long-thought-dead cult is thriving and allied with
weren't killed were abducted. Those at the seaside camp the Aspis Consortium, it’s a truly wonderful find, providing
when the assault occurred, including archaeologist Halla an unprecedented opportunity to gain knowledge of this
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Beusophis, greet the PCs and inform them of the tragedy. forgotten faith. Even if the site turns out to not be dedicated to
After the PCs make their inquiries, Halla escorts them Lissala, learning more about the faiths and practices of ancient
to the excavated temple, where they find the mutilated Thassilon always provides an abundance of knowledge. Often
bodies of most of the dig crew. However, the body of the items they use in their rituals lead to clues about the cults.
Riemme Batelle, a Pathfinder ranger with whom the PCs By now the work crew has finished clearing the site—the time
were to explore the interior of the temple, is nowhere to to explore its secrets is at hand. The Society has no exclusive
be found. Other workers’ bodies are also missing from contract to the site, and Aspis Consortium agents scour the
the scene. When attention turns to the temple, the party countryside seeking such ripe targets, so time is of the essence.
finds that the ancient structure has been breached. Archaeologists Halla Beusophis and Kovo Murse can answer
Entering the temple, the PCs are first assaulted by questions when the group arrives, and a fellow Pathfinder
harpies who have recently wandered into the newly ranger, Riemme Batelle, is already on the island, ready to join
revealed structure. After dispatching them, the party in this exciting endeavor. Sheila Heidmarch has given the party
comes upon a demonic statue, revealing this temple is a charge: eliminate the ancient temple’s dangers so that Society
in fact not dedicated to Lissala, but instead was built scholars can study the ruins safely, and bring back whatever
to revere the nascent qlippoth lord Yamasoth. Strapped knowledge lies within.
to a tentacle on the statue is the first piece of a magic
item known as an acrimony veil, a device of some power Assume that the PCs resupplied for their next mission
hidden here ten millennia ago. Careful examination prior to the unceremonious urgency that dragged them
reveals that the veil is incomplete, and that perhaps its aboard the sloop. Early in the voyage an anonymous sailor
other components can be found elsewhere in the temple. surreptitiously hands over a leather pouch containing
In a sealed chamber nearby is a trapped statue that holds missives addressed to the individual PCs—their faction
an iron replica of the complete veil, allowing PCs to missions. The sea journey is uneventful, and the sloop’s
determine which pieces they need next. In another room crew gives the Pathfinders a wide berth, partially out
to the north, which appears to have been breached only of respect, partially out of superstitious dread at the
recently, a shaft opens—one which descends deeper into destination. Only the captain, Haerla Skolet, is open to
the temple structure. speaking with them.

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IN WRATH’S SHADOW

Faction Notes: While aboard the Winking Wyvern,


Qadira faction PCs may present Captain Haerla Skolet THOLRIST’S ACRIMONY VEIL
(LN female dwarf expert 3/rogue 1) with the sextant and A part of Tholrist’s sacrifice to Yamasoth was his gift from
attempt to convince her to provide the names of family Alaznist—the acrimony veil. He broke it into four separate
members or contacts ripe for blackmail or bribes in components, hiding three around the temple complex and
Janderhoff with a DC 20 Diplomacy check; the names keeping the fourth close. Recovering the components of
she offers to successful PCs are Tall Kezzek and Roso the acrimony veil scattered about the temple complex is
Goldteeth. PCs can attempt this check prior to arriving central to the scenario. The parts and their locations are
or during the return journey. Qadira faction PCs who as follows.
obtain the names earn 1 Prestige Point. Brow & Nose Guard: area A2.
Right Cheek Guard: area B5.
Knowledge (History) Left Cheek Guard: area B6.
Those who have made a study of history may possess Jawbone: area B8.
useful information about their destination.
15+ Thassilon was the ancient empire that encompassed Acrimony Veil
all of modern Varisia and beyond. It fell into ruin at Aura moderate evocation; CL 9th
the advent of Earthfall 10,000 years ago. It was ruled Slot head; Weight 1 lb.; Price 13,500 gp
over by seven runelords, extremely powerful wizards DESCRIPTION
who employed Thassilonian sin magic. Bakrakhan was Acrimony veils are rare ancient magic devices created
the province of Alaznist, Runelord of Wrath, and Xin- by Alaznist, the Runelord of Wrath. They are normally
Bakrakhan was her capital city. composed of several types of interconnected metal and
20+ Hollow Mountain, which broods over the ruins of human bones, each etched with complex designs. The
Xin-Bakrakhan, is thought to hide endless subterranean device covers the wearer’s entire face (forehead, cheeks,
spaces filled with wealth and danger. Some believe and jaw), but provides no benefit to AC. This mask
Alaznist herself is hidden within its unplumbed depths. functions as a lesser empower metamagic rod, but only
25+ Alaznist was known to have favorites whom she affecting spells of the evocation school. Additionally, the
gifted with powerful magic items of her own creation. wearer of an acrimony veil may cast rage on himself once
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Many of these minions are known to have been in Xin- per day.
Bakrakhan when disaster struck. CONSTRUCTION
Requirements Craft Wondrous Item, Empower Spell,
Knowledge (Religion) rage; Cost 6,750 gp
Those who have made a study of religion may also possess
useful information.
15+ Lissala was the goddess of fate, runes, and reward ARRIVAL AT RIVENRAKE
of service, and was especially prominent in Thassilon. ISLAND
While a much more disciplined faith in the early days of
the empire, her worship grew more reckless and decadent The harbor closest to the Xin-Bakrakhan dig silted over
in Thassilon’s waning years. Veneration of the deity was hundreds of years ago, so the Winking Wyvern drops
thought to have died with Thassilon itself. anchor and sends the party ashore in a pair of launches.
20+ Alaznist didn’t treat well with the worship of Greeting them are a half-dozen bedraggled souls living
Lissala, instead preferring to pay homage to a number in rugged tents sufficient for four times their number.
of fiendish patrons. Earlier in Bakrakhan’s history, They're led by a grim-looking woman in work clothes,
Lissala was widely worshipped, but as Alaznist came to with signs of emotional strain and fatigue lining her face.
power, the popularity of the faith waned in the nation. She introduces herself as Halla Beusophis (LN female
During this time, many of the temples were repurposed human expert 6), lead archaeologist on the temple dig.
to venerate various demon lords.
25+ One prominent fiend worshipped in the late “Thank goodness you’ve arrived,” begins the careworn
days of Bakrakhan was Yamasoth, a nascent qlippoth Pathfinder. “Two days ago workers at the dig site were
lord of cursed kingdoms and vile experiments. Rites attacked, by what or whom I don’t know. I was here at camp
to Yamasoth included mortification of the flesh and when it happened. Only a single worker escaped—Shadaq, who
experimental transformations. Alaznist was a dedicated crawled back here, bleeding from a dozen terrible injuries. The
follower of Yamasoth, and sought to learn his ways in wounds were mortal and none of us here possessed the skill to
order to harness that power for her own armies. aid him. Before he died we got little information. He told us of

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the attack, said everyone had been, ‘gutted like game birds.’ His head is shaved, and tattooed on his pate is an elaborate
last words—as his eyes violently rolled back in his head—were rose. I asked him about it once, but he only smiled and
‘Lissala is angry, but so am I.’ shook his head. I understand his nickname in some
“The six of us are all that’s left—myself and these five hired circles is ‘the Bloom.’”
excavators. They’ve refused to go back to the site and I didn’t What was Xin-Bakrakhan? “It was Alaznist’s capital
dare go alone. We’ve been huddled in these damned tents since city of the Thassilonian nation of Bakrakhan. We’ve only
Wealday, waiting for your arrival. I’ll take you to the dig myself, scratched the surface of these ruins and expect to find
but I don’t know what we’ll find. If Shadaq’s words are true, much more before our work is done.”
it won’t be pretty. Only the gods know whether those same What about Hollow Mountain? “Legend has it that
attackers lie in wait.” there are treasures buried deep within the mountain,
along with deadly horrors of the ancient empire. That
If the PCs wish to see Shadaq’s body, it must be stern carving you see there on the mountainside is
exhumed from a nearby shallow grave. A DC 10 Heal said to be the face of Alaznist, unlamented Runelord of
check reveals the wounds were inflicted by bladed Wrath. I’m sure that once the Society has finished with
weapons, claws, and teeth, the latter definitely not Xin-Bakrakhan we move on to Hollow Mountain and its
human. Should the PCs employ speak with dead, Shadaq secrets.”
doesn’t know it was sinspawn that attacked them, and his
description is unhelpfully vague (“hairless humanoids, Halla can provide for the party from the expedition’s
with grasping mouths”). Gaining this information stores, including rations, excavation equipment such as
provides a +2 circumstance bonus on a DC 22 Knowledge picks and shovels, candles and torches, 100-foot lengths
(dungeoneering) check to determine the assailants were of sturdy rope—the GM should offer anything within
sinspawn. The party may also wish to query Halla before reason that the party might need or request.
proceeding. She has some expertise in ancient Thassilon. The extensive ruins of the ancient city begin a mere
What can you say about the temple? “It’s an impressive stone’s throw from the shore, but the dig site itself is a
free-standing domed structure, made of fitted tan stone, 2-mile trek. Halla accompanies the group to the temple
remarkably well preserved—unnaturally well preserved. site, and it’s an uneventful trip. Hulking mounds of the
There are two possible entrances on a pillared portico, long-dead city are all around and the presence of Hollow
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both of them bricked over with stone and hardened clay. Mountain and Alaznist‘s hateful visage glower high
There’s also a circular opening at the peak of the dome, above.
an oculus about 5 feet wide, but we stayed clear of that Faction Notes: Andoran faction PCs who attempt to
after discovering it during the excavation. Our work has engage any of the dig workers at the seaside camp prior
consisted almost exclusively of moving away debris so the to returning successfully from the temple find them
temple can be explored.” absolutely unwilling to discuss labor matters. They may
What do you know about Lissala and her religion? attempt to broach the subject with these laborers after
“Our understanding until recently was that her worship completing the primary mission. Cheliax faction PCs
died with the collapse of Thassilon, though her worship may attempt to persuade Halla to honor her mysterious
was not appreciated by all of the Runelords. In the days contract with Paracountess Zarta Dralneen at any time
of the empire she was a god who demanded discipline before or after entering the temple. Successfully swaying
and obedience, harsh and exacting. Toward the end of the archaeologist with a DC 20 Diplomacy or Intimidate
the empire, worship became corrupted into a more brutal check earns Cheliax faction PCs 1 Prestige Point.
affair. Uncovered evidence shows that there was also a fair
amount of demon worship taking place in Bakrakhan.
Some of the carvings on the temple suggest human A. TEMPLE OF YAMASOTH
sacrifice and otherworldly creatures, though I need more The area surrounding the temple, littered with rocks,
time to study those carvings for real certainty. That’s why loose soil, and bits of excavation debris, make reaching
you’re here—to make it safe for us to study.” the site slow and tricky. The walls of the temple are 2 feet
Where’s Riemme Batelle? Your archaeologist peer, thick unless otherwise noted, and imbued with protective
Kovo Murse? “Both were at the dig site when the attack abjuration magic—a clue to the building’s unnatural
occurred. According to Shadaq they must be dead, or preservation. Because of this, spells that affect normal
holed up somewhere in the ruins.” stone (such as soften earth and stone) are ineffective; others,
What do you known of Riemme Batelle? “He’s an such as stone shape, require a DC 24 caster level check to
accomplished ranger, gifted with bow and blade. He’s overcome the power of the original caster in order to
affable enough, but has an air of mystery about him. His function. Also, whenever the PCs use detect magic while

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Temple
A3 1 square = 5 feet

A2 A1

A4

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on the outskirts or within the temple, a moderate aura of The stench of blood is the only greeting upon arrival at the
abjuration magic is detected along with whatever other excavated temple. Before an imposing stone structure lie a
auras might be present. Pitons and the like can still be few stripped and eviscerated bodies bearing terrible wounds
hammered into such surfaces, though the process takes that go far beyond the marks of battle in their viciousness,
three times as long as normal. and furrows in the fresh dirt indicating that others have been
Light that pierces the dome at its oculus provides dragged inside. Halla covers her mouth to stifle a cry, then
dim illumination. Those with darkvision see a single rushes to the side of one of the bodies, falling to her knees.
great chamber. Nothing of striking detail is discernible “Kovo! Oh, Kovo, look how they butchered you!”
from the exterior, except the fat pillars at the center of
the grand hall. Those without darkvision require a light The wounds on these bodies are similar to those found
source in the side rooms (areas A3 and A4), which are on Shadaq’s corpse, with the addition of more vicious
dark. The barricaded doorways have hardness 8 and 40 mutilation that a DC 10 Heal check identifies as post-
hp. mortem (exceeding the check by 5 or more suggests
that some of the bodies have been feasted upon—the
A1. A Scene of Carnage depredations of the harpies at A2). After a few moments of
mourning over her colleague’s battered and bloody body,
This breathtaking edifice is constructed of tightly fitted blocks Halla rallies and aids in examining the gruesome scene.
of brown stone covered with intricate engravings depicting She reports that others are missing: Pathfinder Riemme
humans engaged in acts of terrible self-mutilation. A pillared Batelle, two dig workers named Pel and Saala, and four
portico girds the eastern front of the great temple, the carved laborers. A check of the surrounding area doesn’t turn
columns resemble fat, coiled serpents. The structure stands them up, though PCs find a masterwork longsword
about 20 feet tall, though a great dome rises out of the center coated with dried blood, a half-full quiver of arrows, and
another 20 feet. How this place could be more than 10,000 a broken longbow—Halla identifies them as belonging to
years old defies logic—some sorcery must have preserved the Riemme. Employing speak with dead on the other workers’
stone. corpses elicits information no more useful than that

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gain 1 Prestige Point. Note that Halla objects angrily


ALTERNATE ENTRANCES and makes quite a scene if she witnesses a PC removing
Though it may prove ill advised, some parties may choose Kovo’s possessions. A search is made easier when she is
to investigate the interior via the oculus at the dome’s distracted, after she has left the dig site, or with a Sleight
peak. Remember that Halla vociferously forbade use of Hand check against her Perception.
of pitons on the exterior wall sculptures out of concern
that this harms what information might be gleaned from
study of the carvings. Climbing the walls then requires a THE UNCOVERED TEMPLE
DC 20 Climb check. Looking in through the oculus, one Halla doesn’t accompany the party into the temple
spies the sihedron mosaic below, but due to the angle, under any circumstances. She argues passionately
the roosting harpies are not visible. Should someone stick for the party to refrain from marring any carvings or
his head inside for a better look, the harpies within attack the like, as everything found is a potentially priceless
immediately, flying out to assault anyone atop the dome, archaeological treasure. When the party decides to begin
returning to their pillars after dealing with such intruders. their exploration, Halla states that she’ll make her way
Due to the slope of the dome, any and all actions taken by back to the seaside camp, anxiously awaiting their report.
PCs on its surface aside from maintaining one’s balance
(such as employing a weapon in combat) requires a A2. Atrium (CR 6 or CR 9)
successful DC 15 Acrobatics check (add +5 to this DC for As the PCs make their way into the temple, read or
characters moving at full speed). Failure results in the paraphrase the following:
character slipping on the dome and sliding to the edge.
The PC can attempt a DC 15 Reflex save as they near the Eight great pillars, larger versions of the serpentine columns
edge to grab hold and stop their fall to the ground. Those found at the pillared portico, encircle an enormous mosaic on
failing this save fall to the ground, taking 2d6 points of the floor. The tiles of fading greens, reds, and yellows form a
damage. seven-pointed star. The dome peaks about forty feet overhead,
its center pierced by an oculus five feet across. Near the front of
supplied by Shadaq, but if used on Kovo, his description the temple are the remains of a marble statue, smashed to bits.
is more vivid and offers a +4 circumstance bonus on a What it once was is unclear, as the vandal did a rather thorough
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DC 22 Knowledge (dungeoneering) check to identify the job destroying the ancient work of art.
assailants as sinspawn. Further investigation reveals no Toward the back of the wide open space, a long, five-foot-
information of value. deep pool lies in this western alcove, empty now, though the
Approaching the portico, it’s visible that the irregular red-brown stains on its surfaces leave little doubt as
northeastern wall has been breached. Halla was here to what once filled the basin. Standing at the center of the pool
just yesterday and claims all exterior surfaces were still is an eighteen-foot-tall marble statue of a strange being. Its
intact—this demolition must have been recent. Halla body is a tangle of tentacles and eyes surrounding a circular
insists that under no circumstances would Kovo or maw filled with jagged teeth and barbed stinging tongues.
Riemme have allowed this to happen, especially without Each of the thing’s tentacles ends in a claw, pincer, hook, or
her presence. They agreed that the excavation team would some other implement of pain. Ancient paint flakes from the
wait for the party’s arrival before removing the barrier. grand effigy, but glittering in the light are dozens of onyx
An intact version of the broken wall is on the portico’s gemstones adorning the statue where the being’s eyes are
southeastern face—irregularly shaped stones, much paler carved. It appears that something is strapped to one of the
than the other stones of which the structure was built, writhing appendages with red silk ribbons. On the floor of the
mortared in place with dried clay. Careful examination pool itself are dozens of small stone figurines.
of the debris (DC 26 Knowledge [dungeoneering or
engineering] check) reveals that someone or something The smashed statue near the entrance of the temple is
had to have broken out of the temple. The wrathspawn the work of bored and brutal wrathspawn over the years.
that attacked the excavation party are the culprits, Those inspecting the rubble more closely, however (DC 12
breaking out in search of food after being trapped inside Perception), find a filthy black feather amid the dust and
for thousands of years, subsisting on small vermin that broken marble. A DC 15 Knowledge (nature) check reveals
made their way into the temple over the ages. it to be a harpy feather, shed by one of the beasts recently
Faction Notes: A careful search of Kovo Murse’s body roosting here. The pillars here do not support the
(DC 20 Perception check) reveals a small jade figurine of dome. Rather, each is about 25 feet tall, and the tentacle-
a two-headed lion. Taldor faction members who manage like carvings encircling them provide handholds for
to locate this item and return it to their faction leader climbing (DC 15 Climb).

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The basin in the rear of the temple is 5 feet deep and


looks as if it were filled with blood at one time, but now SCALING ENCOUNTER A2
the only evidence of that remaining are the flakes of Make the following changes to the encounter to
rust-red dried blood forming piles of dust in the basin. accommodate parties of only four PCs.
A successful DC 25 Knowledge (religion or planes) check Subtier 3–4: Remove one harpy.
reveals the subject of the statue to be nascent qlippoth Subtier 6–7: Remove one fiendish harpy.
lord Yamasoth.
Near the back of the temple on either side of the statue Treasure: Climbing the marble idol is a relatively easy
and basin are two bricked-up doorways similar to the task (DC 10 Climb). The object strapped to a tentacle of
one the PCs entered through. The one to the north has the statue is the first piece of the acrimony veil (see sidebar
been broken away. The remaining barrier can be broken on page 5)—it’s made of hammered and etched gold.
(hardness 8, 40 hp), revealing a hidden chamber beyond Threaded through either end are ribbons of red silk. The
(A4). item is the brow and nose guard which covers the wearer’s
Creatures: Perched atop some of the pillars are forehead to just above the eyebrows and extends down to
harpies, recently come down in the night from within the nose. One could employ the silk ribbons to secure the
Hollow Mountain. They entered through the oculus thing to one’s head, but it doesn’t possess any power in
the night before the wrathspawn assault and remained this state. Careful examination (DC 12 Perception) reveals
on those perches while the violent sinspawn struck and that the device is incomplete—catches and grooves
later made their way back into the grand chamber to suggest other pieces must fit onto it. A DC 20 Knowledge
the undertemple below. The harpies supped a bit on the (arcana) check identifies it as a component of an acrimony
corpses of the excavation team the sinspawn left behind veil, a magical device of unknown potency associated
and are now thinking about lairing in this place. with Alaznist herself. Any attempts to glean the powers
of the veil are unsuccessful until it is fully assembled, but
Subtier 3–4 (CR 6) the device radiates an aura of faint evocation even when
incomplete.
Hollow Mountain Harpy (2) CR 4 In addition to the magic item, 24 onyx gemstones
Harpy worth 25 gp each adorn the strange statue and can be
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hp 38 each (Pathfinder RPG Bestiary 172) easily pried off.


TACTICS Faction Notes: At the bottom of the pool are dozens of
Before Combat The harpies use their captivating song ability tiny stone idols, 4-inch-tall statuettes of various forms
as soon as they are aware of the presence of the party in the ranging from humanoid figures to bizarre demonic
temple. They also employ this tactic on any PC who peers forms, firmly affixed to the blood-stained floor. Careful
in through the oculus before attacking. Just one harpy uses examination of these items (DC 20 Perception) reveals a
her captivating song first, with the others following suit in clever catch that allows an idol to be removed. Sczarni
order to captivate as many targets as possible. faction PCs who take one of these idols and deliver it to
During Combat The harpies function as a team when possible, Gueril Karela gain 1 Prestige Point.
assaulting targets as a group and making use of their Flyby Rewards: If the PCs defeat the harpies, reward each
Attack feat before returning to the top of a column at the subtier thusly:
end of an attack round. Subtier 3–4:
Morale If a harpy is reduced to 10 or fewer hit points, she Give each PC 103 gp.
realizes this new lair is more dangerous than desired and Subtier 6–7:
attempts to flee through the oculus to return to her original Give each PC 104 gp.
roost in Hollow Mountain.
A3. The Descending Shaft
Subtier 6–7 (CR 9)
This small, irregularly-shaped room contains little more than
Hollow Mountain Harpy (4) CR 5 debris from the smashed barrier, ages-old dust, and a shaft
Fiendish harpy (Pathfinder RPG Bestiary 172, 294) descending into the darkness.
hp 38 each
DR 5/good; Resist cold 10, fire 10; SR 10 The stones and dried clay that made up this wall have
Special Attacks captivating song, smite good (1/day) been smashed out, much like the one encountered at the
TACTICS portico (A1). At the eastern end of this room is a 5-foot-
See tactics in Subtier 3–4. square shaft that descends 30 feet to the undertemple

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below. On the southwest wall of the shaft, iron rungs B. UNDERTEMPLE


form a ladder providing an easy means of descending There are no natural light sources on this level. Any PCs
deeper into the temple complex (DC 5 Climb check). The lacking darkvision require appropriate illumination.
shaft emerges in room B1. These chambers' walls within are made of hardy fitted
granite, all radiating a moderate abjuration aura like the
A4. Trapped Statue (CR 5 or CR 8) structures above.

At the southeastern corner of this room is a gruesome statue B1. Flagellation Frescoes
of a man. He is bare chested; scars, brands, and seeping
wounds cover his exposed flesh. He stands with arms crossed, The ceiling of this chamber is ten feet above, and its walls
hands gripped tightly like a penitent. Blood oozes from his are covered with fading frescoes depicting a parade of cultists
lacerations and he grits his teeth as though in excruciating engaged in grisly acts of self-mutilation involving knives,
pain, though the corners of his mouth turn up slightly, scourges, and more bizarre implements. The depiction of
suggesting he derives some wicked pleasure from this the ground beneath the repugnant pageant seems to be
perversion of his flesh. A strange mask made of iron covers composed of thick, snake-like tentacles whose appendages
the statue’s face, the metal etched with complicated sigils. and tooth-filled orifices lick greedily at the blood cascading
A broad belt made of leather and adorned with copper disks down from the cult figures. To the east, debris from a smashed
girds the statue’s waist. wall is scattered, spilling into the hall.

Trap: The iron mask is a mundane replica of the The wrathspawn broke through this barrier first on
acrimony veil and casual examination (DC 10 Perception) their way upstairs to investigate and kidnap the diggers
reveals the obvious similarity with the brow and nose outside.
guard and what parts are missing. It’s easily removed
from the statue, but doing so without caution triggers B2. Hallway and Secret Doors
a trap: the teeth of the statue shatter and from within This secret door leading to area B6 can be detected with a
the sculpture’s interior a cloud of superheated air blasts successful DC 15 Perception check. Once discovered it can
forth, burning all standing within the boundaries of the be pivoted inward. Another barricaded section of wall sits
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room. at the southern end of this hallway, but it is much more


difficult to locate than others like it, requiring a DC 20
Subtier 3–4 (CR 5) Perception check to notice. Like the other barricades, it
can be broken through (hardness 8, 40 hp).
Heat Vapor Trap CR 5
Type Mechanical; Perception DC 25; Disable Device DC 25 B3. The Hall of Petrified Mummies
EFFECTS
Trigger touch (tampering with either item on the statue); To the north, on a raised platform, stand leathery brown
Reset none statues of withered and emaciated humans poised as though
Effect blast of superheated air (3d8 heat damage); never miss; attentively observing passersby. The statues have a grim,
onset delay (1 round); multiple targets (all targets in area A4) realistic appearance, and each one is flayed and modified in
a unique way.
Subtier 6–7 (CR 8)
Closer examination of these gruesome “statues” (DC 15
Heat Vapor Trap CR 8 Heal or Perception check) reveals that they are actually the
Type Mechanical; Perception DC 29; Disable Device DC 29 petrified corpses of sacrificial victims. The figures have
EFFECTS their throats and wrists slit and most of their mouths are
Trigger touch (tampering with either item on the statue); sewn shut. Some of them have their forearms separated
Reset none between the ulna and radius, splitting even the fingers
Effect blast of superheated air (5d8 heat damage); never miss; of the hands to create additional appendages. Others
onset delay (1 round); multiple targets (all targets in area A4) have portions of their skulls removed and replaced with
a different, leathery material. Some have modifications
Treasure: The belt around the statue’s waist is a belt of to their torsos, in which the ribs have been split, pried
giant strength +2. out, and sharpened to points. One figure in the middle of
Rewards: If the party removes and takes the statue's this display sits with its arms raised, palms out. Its teeth
belt, give each PC 333 gp. have been pulled out, filed to points, and then embedded

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Undertemple
1 square = 5 feet

B4 B3

B1
B5
B2 B6
B7

B8

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into its hands. The uniform color of the corpses and walls, a DC 12 Perception check is necessary to discern
distortion of features from their death agonies make that the center 10 foot portion of the western wall is a
details difficult to discern, so its takes some time to doorway barricade of irregular stone held in place with
discover some of the finer details. dried clay. The wall (hardness 8, 40 hp) can be broken
Faction Notes: Members of the Silver Crusade faction down, revealing the cave (B5) beyond.
who anoint the long-dead corpses of these unfortunates
with the holy oil provided by their faction leader gain 1 B5. The Haunted Cave (CR 5 or CR 8)
Prestige Point.
Behind the broken-down wall, a cave is revealed. Suspended
B4. The Chamber of the Flayed upside down from above—thin, spiked wire cruelly wrapped
around them from ankle to neck—are many brutalized
The wall decorations of cultists engaged in horrific rituals corpses similar to those in the previous chambers. As air
continue into this large chamber. Ages-old blood stains the eddies out from the cave, carrying with it an unsettling odor
floor and walls in dusty flakes. A mosaic similar to the one of ancient decay, the dangling mummified faces, three feet off
in the temple above covers the floor, partially obscured by the floor, stare back.
dozens of naked corpses scattered across the floor.
These strange figures, 30 in all, comprise the remaining
These unnaturally preserved bodies are the remains participants in Tholrist’s bloody sacrificial rites. The
of Tholrist’s bloody ritual, and closer examination of the wire-bound corpses hang by chains suspended on hooks
corpses (DC 12 Heal check), which are leathery as though fixed in the cave ceiling 40 feet overhead. In order to
mummified, reveals that many broad strips of skin were penetrate deeper into the cave, a character must crouch
cut from each of them. Obscured underneath the bodies beneath or push aside these veritable curtains of dusty
and stained with blood is another mosaic of a seven- cadavers. The corpses twist and swing when disturbed—
pointed star, this one much smaller than the version in the wire and preservation magic keeping their brittle
A2. Because of the copious blood stains splashed on the body parts from coming loose. When they reach the

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southeast wall of the cave, the PCs find a ladder made up hp 16; Trigger proximity (a character makes a skill check or
of iron runs affixed to the rocky face. It descends 15 feet uses magic near the pit or on the narrow ledge); Weakness
to the platform and ledge below. For each hanging corpse anointed with holy water (or the
Further east, the platform narrows to a rocky ledge, holy oil provided to Silver Crusade faction members),
and the floor drops off and is replaced by a 30-foot- the haunt suffers 1 hp of damage (the contents of a flask
deep pit with a floor covered in sharp and jagged rocks. of holy water are sufficient to anoint 4 corpses); Reset 1
Winding around the lip of the pit, the precarious ledge minute
requires a DC 15 Acrobatics check to traverse safely. A PC Effect When this haunt is triggered, there is a cacophonous
who fails this check falls into the pit, taking 3d6 damage. eruption of angry voices shouting hateful curses in
This peril is further complicated by a haunt that inhabits Thassilonian, calling for the blood of the living. Anyone
the cave. engaged in a skill check is affected by bestow curse,
Haunt: A haunt hovers in the area surrounding the suffering a –4 penalty on attack rolls, saving throws,
ledge and pit of jagged rocks, the quasi-sentient psychic ability checks, and skill checks. If instead the individual is
malice of those long-dead Thassilonians sacrificed in employing any magic to overcome the obstacle (such as fly
the undertemple. Characters attempting to traverse the or spider climb, or using a magic item duplicating a spell),
narrow ledge described above trigger the malignant the area within 10 ft. of the pit is affected by greater dispel
manifestation of the haunt. magic.
Destruction The right cheek guard strapped to the demon
Subtier 3–4 (CR 5) statue must be removed from the cave.

Hateful Presence CR 5 Entry the small room at the eastern extreme of the
CE haunt (area of cave ledge and pit, approximately 35 ft. long cave requires a tight squeeze through a rocky gap about
and 15 ft. wide) 2 feet wide. Read the following when the PCs reach this
Caster Level 5th terminal point.
Notice Perception DC 20 (to hear a faint, angrily muttering
mob) Set in this cavernous grotto is a statue carved from dark stone
hp 10; Trigger proximity (a character makes a skill check or depicting a frightening demonic creature tearing a human
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uses magic near the pit or on the narrow ledge); Weakness apart. Tentacles wrap around the figure and others wriggle
For each hanging corpse anointed with holy water (or the outward. Each tentacle terminates in a claw, talon, pincer, or
holy oil provided to Silver Crusade faction members), the other wicked appendage meant to inflict pain. Its circular maw
haunt suffers 1 hp of damage (the contents of a flask of contains rings of jagged teeth which grip an oddly shaped
holy water are sufficient to anoint 4 corpses); Reset 10 piece of black metal, its surface etched with symbols.
minutes
Effect When this haunt is triggered, there is a cacophonous Treasure: The etched black metal is yet another
eruption of angry voices shouting hateful curses in component of the acrimony veil, the right cheek guard,
Thassilonian, calling for the blood of the living. Anyone secured to the statue by a strip of leather. It radiates faint
engaged in a skill check is affected by bestow curse (DC evocation magic and snaps easily into place on the brow
14), suffering a –4 penalty on attack rolls, saving throws, and nose guard. Removing this item from the statue
ability checks, and skill checks. If instead the individual is teleports all standing within 10 feet of it to an area in
employing any magic to overcome the obstacle (such as fly chamber B4 near the cave entrance. When the cheek
or spider climb, or using a magic item duplicating a spell), he guard is taken out of the cave, the malignant haunt is
is affected by dispel magic. destroyed.
Destruction The right cheek guard strapped to the demon
statue must be removed from the cave. B6. The Hall of Torture (CR 6 or
CR 9)
Subtier 6–7 (CR 8)
Hateful Presence CR 8 This long and narrow chamber contains niches in the walls
CE haunt (area of cave ledge and pit, approximately 35 ft. long that hold a number of statues, some of which are humanoid
and 15 ft. wide) and some of which are clearly demonic. Murals cover the
Caster Level 8th walls depicting human cultists being abused and reshaped by
Notice Perception DC 20 (to hear a faint, angrily muttering demonic figures. The ceiling of this black stone chamber is
mob) barrel-vaulted fifteen feet above.

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This is the chamber where the wrathspawn brought


back some of the captives to torture, kill, and eventually SCALING ENCOUNTER B6
eat. Two of the victims are still alive, though the To accommodate parties of only four PCs, remove one
remaining one is certainly dead. wrathspawn from the encounter in each subtier.
The two surviving captives, both of them prone and
brutalized, are Pel Morigo and Saala Bry (N human male Special Attacks rage (11 rounds/day), rage powers (powerful
commoners 3). Both are at 1 hit point, in dire need of blow +1)
medical attention, and grateful for such aid. They confirm TACTICS
that it was the wrathspawn who attacked and killed most During Combat Once they're aware of the PCs' presence,
of the dig crew—and who tortured poor Riemme to death. the wrathspawn lash out. Having been interrupted during
The corpse is that of Riemme Batelle, left after the their sadistic cruelty, the creatures let out howls of rage
vicious wrathspawn tortured him to death. An elaborate before charging toward the PCs. The wrathspawn use
rose tattoo covers his shaved pate. He wears a torn their ranseurs to attack with reach and set up flanking
and bloody tunic, and the leather armor lying next to positions. If this becomes difficult, two of the wrathspawn
his corpse is damaged beyond repair. The Pathfinder drop their weapons and instead fight with claws and bites
Society will want the body retrieved and brought back to in closer quarters.
Heidmarch Manor in Magnimar. Morale Unable to fight anything worthwhile in millennia, the
Creatures: When the PCs arrive, the wrathspawn wrathspawn fight viciously to the death.
that assaulted the excavation party are torturing one of
the prisoners and cruelly toying with the other while
they do so. If any PC on this level is in a wrathful state
(barbarians employing their rage ability or those affected
by the spell rage, for instance), the wrathspawns’ sin-
scent ability can help alert them to the PCs' presence. The
malevolent creatures then wait for intruders, flanking
the secret door when the party opens it.
If unaware of the party’s presence in the undertemple,
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the wrathspawn are engrossed in their cruel games in


the north end of the chamber, gloating over the corpse
and their two prone captives.

Subtier 3–4 (CR 6)


Wrath Sinspawn (4) CR 2
hp 19 each (Pathfinder RPG Bestiary 2 246)

Subtier 6–7 (CR 9)


Wrath Sinspawn Barbarian (4) CR 5
Wrathspawn Barbarian 3 (Pathfinder RPG Bestiary 2 246)
NE Medium aberration
Init +7; Senses darkvision 60 ft., sin-scent; Perception
+9
DEFENSE
AC 19, touch 12, flat-footed 15 (+5 armor, +3
Dex, +1 dodge, +2 natural, –2 rage)
hp 65 (6 HD; 3d8+3d12+33)
Fort +9, Ref +5, Will +6
Defensive Abilities trap sense +1, uncanny dodge
OFFENSE
Speed 40 ft.
Melee +1 ranseur +11 (2d4+8/�3), bite +5 (1d6+2 plus sinful bite) or
bite +10 (1d6+5 plus sinful bite), 2 claws +10 (1d4+5)

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Base Statistics When not raging, the barbarian’s statistics The distinctive sound of stone grinding on stone reverberates
are AC 21, touch 14, flat-footed 17; hp 53; Fort +7, Will +4; down the hall and the barricade falls away with ease.
+1 ranseur +11 (2d4+8/�3), bite +10 (1d6+5 plus sinful bite),
2 claws +10 (1d4+5); Str 17, Con 16; CMB 8, CMD 22; Skills A great stone block around the corner descends to obstruct
Climb +8. the hall when the PCs attempt to breach the breakable wall.
STATISTICS The distance from the breakable wall to the block is about 70
Str 21, Dex 17, Con 20, Int 10, Wis 11, Cha 14 feet, and the block takes less than a single round to reach the
Base Atk +5; CMB +10; CMD 22 floor. A PC bolting around the corner using normal means
Feats Dodge, Improved Initiative, Power Attack of locomotion arrives just in time to hear the resounding
Skills Climb +10, Intimidate +11, Perception +9, Stealth +11, boom that comes at the end of the block’s descent, but PCs
Survival +6 using magic such as haste or dimension door have no trouble
Languages Aklo racing past the block. There are other ways to circumvent
SQ fast movement this barrier once it is in place. The simplest is to take the
Gear +1 chain shirt, +1 ranseur narrow corridor from the mutilation shrine (B8). Opening
up the blocked passageway is possible through magical
Treasure: Each of the statues has two black pearls worth means (such as dimension door, stone shape, or the like), as this
150 gp each (worth 300 gp each in Subtier 6–7) embedded stone was not treated with the protective spells affecting
in it that can easily be pried out. The northernmost statue the rest of the structure. There is enough space around the
resembles Alaznist, who is depicted holding her signature stone block that a person in gaseous form can pass through.
ranseur; in her other hand rests the left cheek guard of the Creature: Years ago, Tholrist and his minions sealed
acrimony veil. It radiates faint evocation magic and snaps up an ooze that had become a nuisance. When PCs have
easily into place on the brow and nose guard. dealt 10 or more hit points of damage to the stone and
Faction Notes: Andoran faction PCs who successfully clay wall, the ooze imprisoned behind for millennia
persuade Pel or Saala to carry their message to One-Leg bursts forth from its cramped oubliette, breaking away
Betram (with a DC 20 Diplomacy check) gain 1 Prestige Point. the remaining masonry. Having escaped its captivity,
Grand Lodge faction PCs who see to it that Pel and Saala the ooze hungrily attacks all living creatures nearby.
are healed and escorted safely out of the undertemple Depending on which tier is being played, the PCs
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gain 1 Prestige Point. encounter a different creature. In Subtier 3–4, the PCs
Lantern Lodge PCs who discern the cleverly hidden encounter a young undead ooze—a large, undulating
phrase in Riemme’s tattoo with a DC 20 Perception mass of black goo from which rotted and broken bones
check—“The Kirin will bloom when seeds are sown on protrude. In Subtier 6–7, the PCs encounter a vampiric
Lingshen’s fields”—gain 1 Prestige Point. ooze—a thick, bubbling blob of mustard-yellow muck.
Shadow Lodge faction PCs who locate the scroll hidden
on Riemme’s body with a DC 20 Perception check and Subtier 3–4 (CR 5)
return it to Grandmaster Torch gain 1 Prestige Point.
Rewards: For killing the wrathspawn and removing all Young Undead Ooze CR 5
14 pearls, reward the PCs thusly: Tome of Horrors Complete 462, Pathfinder RPG Bestiary 295
Subtier 3–4: NE Large undead
Give each player 353 gp. Init –3; Senses blindsight 60 ft.; Perception +1
Subtier 6–7: DEFENSE
Give each player 1,886 gp. AC 6, touch 6, flat-footed 6 (–3 Dex, –1 size)
hp 27 (6d8)
B7. Descending Block and Fort +2, Ref –1, Will +6
Imprisoned Ooze (CR 5 or CR 8) Immune cold, ooze traits, undead traits
OFFENSE
PCs can locate the secret door to the mutilation shrine Speed 20 ft., climb 20 ft.
(area B8) with a DC 20 Perception check, and the door Melee slam +2 (1d6–1 plus 1d4 cold)
pivots inward (like the door into area B6). If the party Space 10 ft.; Reach 10 ft.
proceeds down the hall further, however, they discover Special Attacks cold, engulf (DC 13, 1d6 cold), skeletons
a dead-end wall made of irregular stone and dried clay STATISTICS
identical to those previously encountered at A1, A2, and Str 8, Dex 5, Con —, Int —, Wis 12, Cha 10
B4 (hardness 8, 40 hp). However, after the PCs strike their Base Atk +4; CMB +4; CMD 11 (can’t be tripped)
first blow to bring it down, read the following. Skills Climb +7

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SPECIAL ABILITIES
Engulf (Ex) The save DC is Strength-based and includes a +1 OPTIONAL ENCOUNTER
racial bonus. If less than 90 minutes remain to complete this scenario,
Skeletons (Su) As a full-round action, an undead ooze can expel consider omitting the encounter in B7. If the encounter
1d4 skeletons from its mass. Skeletons can act in the round is skipped, the party instead finds an empty space behind
they are expelled, and each skeleton conforms to the basic the wall after breaking it down, though the stone block still
statistics for its size (see pages 250–251 of the Pathfinder RPG descends and cuts off the corridor. If particularly pressed
Bestiary). Slain skeletons are engulfed by the undead ooze for time, eliminate the stone block as well in order to move
and can be reanimated and expelled again in 1d2 hours. An the story along.
undead ooze’s form holds up to 7 skeletons. These skeletons
are included in the determination of the undead ooze’s CR. floor immediately west of the entryway. Two rows of slender
columns carved with dizzying designs support the ceiling
Subtier 6–7 (CR 8) twenty feet overhead and every inch of the chamber’s walls is
covered with intricate sigils and pictograms. A fat pillar stands
Vampiric Ooze CR 8 in the center of the chamber. Six corpses lie on the floor near
Tome of Horrors Complete 463 the base of this central pillar. An altar of red marble stands
CE Large undead near the western wall, and it has iron manacles attached to its
Init –1; Senses blindsight 60 ft.; Perception +3 surface. The air is charged with palpable malevolence.
DEFENSE
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size) This foreboding room is the Shrine of Mortification,
hp 54 (12d8) where Yamasoth’s most sacred ceremonies took place, and
Fort +3, Ref –1, Will +3 where Tholrist had himself imprisoned. As destruction
Defensive Abilities split (cold and electricity, 10 hp); Immune came to Thassilon, Tholrist preserved himself by using an
cold, electricity, ooze traits, undead traits elixir to infect himself with ghoul fever and transform him
Weaknesses sunlight vulnerability and a few trusted minions into ghasts (or ghouls in Subtier
OFFENSE 3–4), maintaining his powers as a cleric of Yamasoth. He
Speed 10 ft., climb 10 ft. lurks behind the mutilation altar, a kite-shaped slab of
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Melee slam +10 (2d4+3 plus energy drain and grab) dark red marble 2-1/2 feet tall to the west of the fat pillar.
Space 10 ft.; Reach 5 ft. Once used to secure the arms and legs of sacrificial victims
Special Attacks constrict (2d4+3), create spawn, energy drain and those subjected to brutal and vile experiments, this
(1 level, DC 15) altar has black iron manacles built into its surface.
STATISTICS Even a cursory examination of the complex writing
Str 15, Dex 1, Con —, Int —, Wis 1, Cha 8 on the shrine’s walls (DC 10 Knowledge [religion]
Base Atk +9; CMB +12 (+16 grapple); CMD 17 (can’t be tripped) check) suggests that they are a treasure trove of ancient
Feats Improved InitiativeB, ToughnessB knowledge that the Society’s experts must examine at
Skills Climb +10, Perception +3; Racial Modifiers +8 length.
Perception The narrow hall that exits the shrine to the south
SPECIAL ABILITIES leads to what appears to be a dead end. However, merely
Create Spawn (Su) Any humanoid slain by a vampiric ooze touching the northern surface at the eastern end of
becomes a zombie in 1d4 rounds. Spawn are under the this corridor causes a section to descend into the floor,
command of the vampiric ooze that created them and allowing egress.
remain enslaved until death. They do not possess any of the Hazard: As the PCs approach the mosaic in the
abilities they had in life. floor, allow a DC 25 Perception check (provided the PC
Sunlight Vulnerability (Ex) Exposing a vampiric ooze to direct has sufficient light to see; Perception checks made by
sunlight staggers it on the first round and it is destroyed PCs charging forward into melee suffer a –4 penalty).
utterly in the next round if it cannot escape. Success indicates that the PC notices the difference in
this particular mosaic—it is a mortification device,
B8. The Shrine of Mortification comprised of sharp-toothed shards of glass that penitent
(CR 7 or CR 10) cultists once made their way across on bloodied knees.
Treat this area as though it were covered with caltrops
(see Pathfinder RPG Core Rulebook 155).
The stench of death is strong in this ornate shrine. Another Creatures: Tholrist and his undead minions (2 ghouls
mosaic like that found in the grand temple above lies on the in Subtier 3–4 or 4 ghasts in Subtier 6–7) have been

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feeding for the first time in thousands of years, savoring Aura stench (10 ft. radius, DC 15, sickened for 1d6+4 minutes)
the diggers’ corpses brought to him by his wrathspawn DEFENSE
minions. As the PCs make their way into his chamber, AC 25, touch 16, flat-footed 20 (+5 armor, +1 deflection, +4
he slinks and crouches behind the altar, hiding and Dex, +1 dodge, +4 natural)
waiting for the best moment to confront the intruders. By hp 64 (7d8+33)
this time Tholrist has already taken preparatory action Fort +8, Ref +8, Will +13
described in the stat block below (see Tactics below). Defensive Abilities channel resistance +2; Immune undead
Tholrist is cursed and cannot leave the confines of the traits
mutilation shrine—players who retreat from area B8 OFFENSE
aren’t pursued by the undead priest. Speed 30 ft.
Melee bite +10 (1d6+6 plus disease and paralysis), 2 claws +10
Subtier 3–4 (CR 7) (1d4+6 plus paralysis)
Special Attacks channel negative energy 7/day (DC 16, 3d6),
Tholrist CR 6 paralysis (1d4+1 rounds, DC 15)
Male ghast cleric of Yamasoth 5 (Pathfinder RPG Bestiary 146, Domain Spell-Like Abilities (CL 5th; concentration +11)
294) 9/day—fury of the AbyssAPG
CE Medium undead 9/day—touch of evil (2 rounds)
Init +9; Senses darkvision 60 ft.; Perception +16 Cleric Spells Prepared (CL 5th; concentration +11)
3rd—bestow curse (DC 19), blindness/deafness (DC 19), rage D
2nd—aid, align weapon D (evil only), hold person (DC 18),
resist energy (DC 18), silence (DC 18)
1st—cause fear (DC 17), command (DC 17), divine favor, doom
(DC 17), protection from good D, shield of faith
0 (at will)—bleed (DC 16), detect magic, guidance, read magic
D Domain spell; Domains DemonAPG, Evil
TACTICS
Before Combat As if he hears the PCs outside of his chamber,
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Tholrist prepares for battle by casting divine favor and resist


energy on himself, and casts aid, rage, and shield of faith on
one of his ghoul minions before hiding behind the altar.
During Combat Once combat begins, Tholrist uses cause
fear on the most obvious martial character, and targets
any obvious casters with blindness/deafness, following
up by casting command or hold person to hinder the PCs’
approach. If PCs get close enough for melee, he attacks
with his claws and bite, augmented by his fury of the Abyss
domain ability. He uses spells when appropriate—such
as to hinder a strong PC with bestow curse or to target
casters with silence. Tholrist uses his channel energy ability,
augmented with Quick Channel, to quickly heal himself
and his minions rather than attacking the party unless he
is surrounded by three or more PCs. Tholrist ignores any
creatures he successfully paralyzes until the battle is over.
Morale Knowing he is cursed to remain in this chamber
forever and clearly insane after all the intervening years,
Tholrist fights until destroyed.
STATISTICS
Str 22, Dex 20, Con —, Int 14, Wis 22, Cha 18
Base Atk +4; CMB +10; CMD 27
Feats Dodge, Improved Initiative, Lightning Reflexes, Quick
Tholrist ChannelUM
Skills Acrobatics +11, Diplomacy +9, Knowledge (planes) +9,
Knowledge (religion) +10, Perception +16, Stealth +14

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IN WRATH’S SHADOW

Languages Abyssal, Aklo, Thassilonian


SQ aura SCALING ENCOUNTER B8
Other Gear +1 mithral chain shirt, ring of protection +1 Make the following changes to the encounter to
SPECIAL ABILITIES accommodate parties of only four PCs.
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset Subtier 3–4: Remove one ghoulish minion.
1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; Subtier 6–7: Remove two ghastly minions.
cure 2 consecutive saves. The save DC is Charisma-based.
A humanoid who dies of ghoul fever rises as a ghoul at the 0 (at will)—bleed (DC 16), detect magic, guidance, read magic
next midnight. A humanoid who becomes a ghoul in this D Domain spell; Domains DemonAPG, Evil
way retains none of the abilities it possessed in life. It is not TACTICS
under the control of any other ghouls, but it hungers for Before Combat As if he hears the PCs outside of his chamber,
the flesh of the living and behaves like a normal ghoul in all Tholrist prepares for battle by casting freedom of movement,
respects. A humanoid of 4 Hit Dice or more rises as a ghast. resist energy, and owl’s wisdom on himself, and casts aid,
APG
See the Pathfinder RPG Advanced Player’s Guide. rage, and shield of faith on one of his ghoul minions. He
UM
See Pathfinder RPG Ultimate Magic. then hides behind the sacrificial altar until the PCs have
entered and his minions have gone into melee with them.
Ghoulish Minions (2) CR 1 During Combat Once combat begins, Tholrist casts unholy
Ghouls (Pathfinder RPG Bestiary 146) blight on the party, followed by chaos hammer. He then
hp 13 each targets any obvious casters with blindness/deafness,
following up by casting command or hold person to hinder
Subtier 6–7 (CR 10) the PCs’ approach. If any casters have a summoned outsider
aiding them, Tholrist uses dismissal to eliminate that threat.
Tholrist CR 9 If PCs get close enough for melee, he attacks with his claws
Male ghast cleric of Yamasoth 8 (Pathfinder RPG Bestiary 146, and bite, augmented by his fury of the Abyss ability from
294) the Demon domain, and sometimes casts offensive touch
CE Medium undead spells like bestow curse. Tholrist uses his channel energy
Init +9; Senses darkvision 60 ft.; Perception +18 ability, augmented with Quick Channel, to quickly heal
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Aura stench (10 ft. radius, DC 17, 1d6+4 minutes, sickened) himself and his minions rather than using it to attack the
DEFENSE party unless he’s surrounded by three or more PCs. Tholrist
AC 27, touch 16, flat-footed 22 (+6 armor, +1 deflection, +4 Dex, ignores any creatures he successfully paralyzes until the
+1 dodge, +5 natural) battle is over.
hp 93 (10d8+48) Morale Knowing he is cursed to remain in this chamber
Fort +10, Ref +9, Will +15 forever and clearly insane after all the intervening years,
Defensive Abilities channel resistance +2; Immune undead traits Tholrist fights until destroyed.
OFFENSE STATISTICS
Speed 30 ft. Str 22, Dex 20, Con —, Int 14, Wis 22, Cha 19
Melee bite +13 (1d6+6 plus disease and paralysis), 2 claws +13 Base Atk +7; CMB +13; CMD 30
(1d4+6 plus paralysis) Feats Ability Focus (stench aura), Dodge, Improved Initiative,
Special Attacks channel negative energy 7/day (DC 18, 4d6), Lightning Reflexes, Quick ChannelUM
chaos blade (4 rounds, 1/day), paralysis (1d4+1 rounds, DC Skills Acrobatics +13, Diplomacy +11, Knowledge (planes) +11,
15), scythe of evil (4 rounds, 1/day) Knowledge (religion) +12, Perception +18, Stealth +16
Domain Spell-Like Abilities (CL 8th; concentration +14) Languages Abyssal, Aklo, Thassilonian
9/day—fury of the Abyss SQ aura
9/day—touch of evil (4 rounds) Gear +2 mithral shirt, amulet of natural armor +1, ring of
Cleric Spells Prepared (CL 8th; concentration +14) protection +1
4th—chaos hammer (DC 20), dismissal (DC 20), freedom of SPECIAL ABILITIES
movement, unholy blightD (DC 20) Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset
3rd—bestow curse (DC 19), blindness/deafness (DC 19), dispel 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage;
magic, invisibility purge, rage D cure 2 consecutive saves. The save DC is Charisma-based.
2nd—aid, align weapon D (evil only), hold person (DC 18), A humanoid who dies of ghoul fever rises as a ghoul at the
owl’s wisdom, resist energy (DC 18), silence (DC 18) next midnight. A humanoid who becomes a ghoul in this
1st—cause fear (DC 17), command (DC 17), curse water, divine way retains none of the abilities it possessed in life. It is not
favor, doom (DC 17), protection from good D, shield of faith under the control of any other ghouls, but it hungers for

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PATHFINDER SOCIETY SCENARIO

the flesh of the living and behaves like a normal ghoul in all amazing finds that will surely yield much valuable
respects. A humanoid of 4 Hit Dice or more rises as a ghast. information on Bakrakhan with further study. If the
APG
See the Pathfinder RPG Advanced Player’s Guide. party has not yet identified the acrimony veil, Halla does
UM
See Pathfinder RPG Ultimate Magic. so at this time and also assembles it if the device is
still in its separate parts. Halla explains that she has
Ghastly Minions (5) CR 2 every intention of returning to the dig at the earliest
Ghasts (Pathfinder Bestiary 146, 294) opportunity in order to study the temple complex—
Aura stench (10 ft. radius, DC 15, 1d6+4 minutes, sickened) it’s obvious from the party’s description that the most
hp 17 each valuable information is painted and chiseled on the
temple’s walls. Magnimar’s venture-captain is certain to
Treasure: If the PCs destroy Tholrist, they discover recruit a new archaeological team now that the players
he has been wearing the jawbone portion of the acrimony have cleared out the obvious threats.
veil in place of his own jaw. This is the last component
of the item, and it is covered with intricate etchings like Success Conditions
those on the other pieces found in the temple complex. If the party recovers all four parts of the acrimony veil and
It radiates faint evocation magic and obviously attaches returns the assembled mask to Heidmarch Manor, award
to the ends of the two cheek guards. In addition to each player 1 Prestige Point.
the final part of the acrimony veil, Tholrist has a kit of
obsidian scalpels, platinum needles, and other strange Faction Missions
fleshcarving instruments in a porcelain case that are PCs may earn prestige from their respective factions
worth 2,000 gp to a collector. for completing the listed tasks during the course of the
Faction Notes: The delicate and complex runes on the adventure.
walls are difficult to reproduce accurately. Osirion faction Andoran Faction: Andoran faction PCs who successfully
PCs who successfully copy these obscure symbols with persuade Pel or Saala or one of the other contracted
a DC 20 Craft (calligraphy), Linguistics, or Profession laborers to pass on a message to One-Leg Betram earn 1
(scribe) check gain 1 Prestige Point. Prestige Point.
Rewards: If the PCs defeat Tholrist, reward PCs thusly: Cheliax Faction: Cheliax faction PCs who convince
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Subtier 3–4: Halla Beusophis to honor her contract earn 1 Prestige


Give each PC 520 gp. Point.
Subtier 6–7: Grand Lodge Faction: Grand Lodge faction PCs who
Give each PC 937 gp. see to the safety and welfare of Pel and Saala in the
undertemple earn 1 Prestige Point.
Lantern Lodge Faction: Lantern Lodge faction PCs who
CONCLUSION discover the phrase hidden in the tattoo on Riemme’s
Halla and the surviving workers greet the party with great head earn 1 Prestige Point.
enthusiasm when they return to the seaside excavation Osirion Faction: Osirion faction PCs who successfully
camp. They are relieved if Pel and Saala accompany them, copy the inscriptions on the walls of encounter area B8
and sobered by the lifeless body of Riemme if the PCs gain 1 Prestige Point.
have retrieved it. The archaeologist provides food and Qadira Faction: Qadira faction PCs who obtain the two
drink, insisting on a full account of their adventure and names from Captain Skolet earn 1 Prestige Point.
details on the location. If the party left Riemme’s body Sczarni Faction: Sczarni faction PCs who recover one
behind, Halla strongly encourages them to go back for or more of the idols from the blood basin at encounter
it, reminding them of their duty to a fellow Pathfinder area A2 earn 1 Prestige Point.
and explaining that the ranger was a favored agent of Shadow Lodge Faction: Shadow Lodge faction PCs who
Venture-Captain Sheila Heidmarch. retrieve the scroll from Riemme Batelle’s corpse earn 1
Halla and the surviving laborers accompany the Prestige Point.
party back to Magnimar aboard the Winking Wyvern. Silver Crusade Faction: Silver Crusade faction PCs
Andoran, Cheliax, and Qadira faction members have an who properly anoint the mummified victims in the
opportunity during this return journey to fulfill their undertemple (area B3) earn 1 Prestige Point.
respective missions, as do Lantern Lodge and Shadow Taldor Faction: Taldor faction PCs who retrieve the
Lodge members if the boat carries Riemme Batelle's jade figurine from Kovo’s body without the knowledge of
body. During the voyage, Halla examines any artifacts Halla earn 1 Prestige Point.
that the PCs have collected, exclaiming that they are

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IN WRATH’S SHADOW

Agent of Liberty,
The Vanderales merchant family based in Magnimar sometimes hires out skilled labor to landowners and
organizations around Varisia. They have a reputation for ruthlessness with such laborers and deal harshly with
anyone stirring up unrest. We wish to establish a clandestine presence within this organization as a means of
fomenting reform. However, as yet we don’t have the trust of Magnimar’s common people. Vanderales workers
are employed at the dig on Rivenrake where your assignment leads you. Please use your powers of persuasion
to convince one of them to carry the enclosed message to One-Leg Betram, a well-regarded Vanderales middle
manager in the city sympathetic to our concerns. He is more likely to greet our overtures favorably if they come
from a Vanderales worker.
For Freedom!

Major Colson Maldris

Treasured Plaything,
Your task on Rivenrake Island puts you in close proximity to an errant servant of mine who appears to have
forgotten her commitments. Halla Beusophis is a Pathfinder archaeologist of some skill working at the Xin-
Bakrakhan dig site. She has failed to follow through on a contract signed with me. I require that you firmly
remind her of her legal obligations which seems to have slipped her mind—doubtlessly the fault lies in my
sweet and indulgent nature. Persuade dear Halla that wisdom lies in abiding by the terms of our contract
regarding “the Egorian business”—use those words, and also inform her that I will soon pay a visit to Egorian
myself. Remind her that I upheld my end of the bargain, and she has yet to do the same.
My Most Tender Regards,

Paracountess Zarta Dralneen


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GRAND LODGE 455522

Loyal Pathfinder,
It is my understanding that the excavation on Rivenrake Isle has been a long and most grueling effort for the
workers hired by the Society. The Aspis Consortium spreads rumors that we treat people in our employ with
brutality. As we wish to maintain a reputation as a fair and humane employer, see to it that any of the workers
who may have sustained injury in the course of their labors receives appropriate care. The archaeologists and
agents can see after themselves (they’re loyal Pathfinders, after all), but effort must be exerted to prove that the
Society has a proper concern for even our laborers.

Success!

GRAND LODGE Venture-Captain Ambrus Valsin

Honored Representative,
Long ago, a Pathfinder by the name of Riemme Batelle made a trip to Goka for a clandestine rendezvous.
During this meeting he received a tattoo of a rose on the top of his head. I have it on good authority that a
phrase was cleverly woven into this tattoo’s design. I request that you ingratiate yourself with this Riemme,
whom you shall soon meet on Rivenrake Island. Employ your wit and charm to convince him to allow your
examination of the tattoo, perhaps feigning a desire to admire its artistry. Report this mysterious phrase back
to me, verbatim. Strange things are afoot, and this seemingly insignificant bit of information may prove most
useful for our purposes.
Desna’s Luck Be With You,

Venture-Captain Amara Li

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PATHFINDER SOCIETY SCENARIO

Loyal Seeker of Knowledge,


We are most interested in gaining a deeper understanding of the faiths of the ancient Thassilonians, since
the curse that has befallen the Ruby Prince came from that ancient place. Your trip to the Rivenrake dig offers
the perfect opportunity. Should you come upon any priestly vestments, shrine engravings, or other religious
accoutrements, please examine them for inscriptions or interesting designs, making precise copies for our
further investigation. Your efforts to expand our comprehension of antiquity are most appreciated, and it may
be the key to healing the Ruby Prince—blessings be upon his exalted name.

With Duty to Our Ancestors,

Amenopheus, the Sapphire Sage

Servant of the Satrap,


A sea journey lies in your immediate future and I require that you bear a gift to the captain of your ship. Haerla
Skolet is her name. Our sources report that she has family in Janderhoff’s mercantile community. Present her
with the enclosed jeweled sextant and request that she serve as an agent of our interests—future rewards would
be forthcoming. As a way of sealing this little deal, ask that she reveal the names of two Janderhoff trade officials
who might be ripe for a bit of blackmail or bribery. Those names are worth far more than the six gems fixed to
the sextant. As always, let discretion be your watchword.

Warmest Regards,

Trade Prince Aaqir al’Hakam


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Friend,
Don’t ask me why, but the market for all things Thassilonian, especially stone carvings and keepsakes, is
booming here in Riddleport. Other Sczarni families are representing the simplest trinkets and rocks with a
splash of faux ancient paint as true artifacts of the dead empire, and they are making a good bit of coin with
the local rubes. However, it’s my belief that if we had more authentic items we could sell, we might have more
success in showing our strength and uniting the scattered Sczarni here in Varisia. Since you are headed to a
genuine Thassilonian ruin, see if you can “acquire” a small stone idol or the like. No one’s going to miss some
little trinket that’s been buried for a hundred centuries anyway.
Best Luck Be Yours,

Guaril Karela

Intrepid Agent,
Our brother agent, Riemme Batelle, oversees the security of the dig on Rivenrake for the Society, and is loyal
to our cause. He had done some clandestine work rooting out a rogue cell, and was bound for a meeting with
one of our sisters when Heidmarch sent him to the Xin-Bakrakhan excavation. I ask that you act as courier,
retrieving his written report for us, as his duties keep him from presenting it himself. He’ll recognize you by a
pass phrase: “Dark and thirsty work for a ranger, eh, friend?”

Solidarity!

Grandmaster Torch

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IN WRATH’S SHADOW

Champion of Light,
It has been brought to my attention that your mission calls you into the ruins of Bakrakhan—a place known
for depravity and violence. Our prayers go with you in that dark place, where I hope you can bring some light.
Cults in Bakrakhan were said to have appalling practices such as sacrificing unwilling victims, malforming their
bones and bodies into inhuman forms, and displaying the preserved bodies in their temples like trophies. If
you should come across such unfortunates, anoint their remains with the holy oil I provide with this note. We
believe this simple act releases souls suffering unspeakable torment.

May Right Prevail,

Ollysta Zadrian

Agent of the Empire,


It’s been said that in order to secure the future, one must first secure the past. A rather precious item was
pilfered from an excavation sponsored by the crown a few years back—a rare jade figurine of a two-headed
lion. This item is an insignia of a prominent house which has since relocated to Magnimar. If we can retrieve
this item, perhaps we can reinvigorate the sense of aristocracy they once had in Taldor. The thief was reportedly
an archaeologist and foreigner—Keleshite, I believe—named Kovo Murse. I understand your most recent
endeavor takes you to his latest dig on Rivenrake Island. Our agents have surmised that Murse has kept the lion
for himself. I require that you retrieve it, through use of reason or wrath, I care not which—deal how you see fit
with one who would steal our national heritage from us.
For the Everlasting Glory of the Empire,

Lady Gloriana Morilla


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PATHFINDER SOCIETY SCENARIO

OPEN GAME LICENSE Version 1.0a


Pathfinder Society Scenario #4–02: The following text is the property of Wizards of the Coast, Inc. and is
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
In Wrath’s Shadow 1. Definitions: (a) “Contributors” means the copyright and/or trademark
owners who have contributed Open Game Content; (b) “Derivative Material”
means copyrighted material including derivative works and translations (including
into other computer languages), potation, modification, correction, addition,
Event Date extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) “Distribute”
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit
GM # GM Character # or otherwise distribute; (d) “Open Game Content” means the game mechanic
and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the
GM Name GM Prestige Earned prior art and any additional content clearly identified as Open Game Content
by the Contributor, and means any work covered by this License, including
Andoran Cheliax Grand Lodge Lantern Lodge Osirion translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) “Product Identity” means product and product line names,
Qadira Sczarni Shadow Lodge Silver Crusade Taldor logos and identifying marks including trade dress; artifacts, creatures, characters,
stories, storylines, plots, thematic elements, dialogue, incidents, language,
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places, locations, environments,
Character # creatures, equipment, magical or supernatural abilities or effects, logos, symbols,
Prestige Points or graphic designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and which
Character Name specifically excludes the Open Game Content; (f ) “Trademark” means the logos,
names, mark, sign, motto, designs that are used by a Contributor to identify itself
Andoran Cheliax Grand Lodge Lantern Lodge Osirion or its products or the associated products contributed to the Open Game License
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy,
Qadira Sczarni Shadow Lodge Silver Crusade Taldor edit, format, modify, translate and otherwise create Derivative Material of Open
Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains
a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
Character # that you Use. No terms may be added to or subtracted from this License except
Prestige Points
as described by the License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License.
Character Name 3. Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.
Andoran Cheliax Grand Lodge Lantern Lodge Osirion 4. Grant and Consideration: In consideration for agreeing to use this License,
Qadira Sczarni Shadow Lodge Silver Crusade Taldor the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights
Character # conveyed by this License.
2600458 455525

Prestige Points 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT NOTICE
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Andoran Cheliax Grand Lodge Lantern Lodge Osirion the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including
Qadira Sczarni Shadow Lodge Silver Crusade Taldor as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity.
You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner
Character # of such Trademark or Registered Trademark. The use of any Product Identity in
Prestige Points Open Game Content does not constitute a challenge to the ownership of that
Product Identity. The owner of any Product Identity used in Open Game Content
Character Name shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate
Andoran Cheliax Grand Lodge Lantern Lodge Osirion which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish
Qadira Sczarni Shadow Lodge Silver Crusade Taldor
updated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
Character # copy of the Open Game Content You distribute.
Prestige Points 11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
Character Name 12. Inability to Comply: If it is impossible for You to comply with any of the
Andoran Cheliax Grand Lodge Lantern Lodge Osirion terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any
Qadira Sczarni Shadow Lodge Silver Crusade Taldor Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to
comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination of
this License.
Character # 14. Reformation: If any provision of this License is held to be unenforceable, such
Prestige Points provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Character Name Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
System Reference Document © 2000, Wizards of the Coast, Inc; Authors:
Andoran Cheliax Grand Lodge Lantern Lodge Osirion Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
Qadira Sczarni Shadow Lodge Silver Crusade Taldor Undead Ooze from the Tome of Horrors Complete © 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author: Scott
Greene, based on original material by Sword & Sorcery Studios.
Vampiric Ooze from the Tome of Horrors Complete © 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author: Scott
Greene.
Pathfinder Society Scenario #4–02: In Wrath’s Shadow © 2012, Paizo
Publishing, LLC; Author: Mike Shel.

22
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paizo.com #2390150, Renato Vasconcellos <vasconcellosmonte@gmail.com>, Jan 3, 2013 2600458
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paizo.com #2390150, Renato Vasconcellos <vasconcellosmonte@gmail.com>, Jan 3, 2013

Lord Over Your Hoard

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UqUipmeNt
ltimate
e
400 PAGES ♦ THOUSANDS OF ITEMS ♦ $44.99

Available Now!
Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC,
and the Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC. paizo.com
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paizo.com #2390150, Renato Vasconcellos <vasconcellosmonte@gmail.com>, Jan 3, 2013 2600459
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455527

paizo.com #2390150, Renato Vasconcellos <vasconcellosmonte@gmail.com>, Jan 3, 2013

The R u n e l or d s
Rise Again!

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ANNIVERSARY EDITION

The very first Pathfinder Adventure Path returns with a vengeance in the
Rise of the Runelords Anniversary Edition, a hardcover collection of the
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of the most beloved fantasy campaigns ever published!

PZO1002 • $59.99 • 978-1-60125-436-8


paizo.com/pathfinder
Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC,
AVAILABLE NOW! and the Pathfinder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC.

2600460
paizo.com #2390150, Renato Vasconcellos <vasconcellosmonte@gmail.com>, Jan 3, 2013 2600460
Pathfinder Society Scenario #4–02 Scenario Chronicle #

In Wrath’s Shadow
Slow Normal
SUBTIER
654 1,309

MAX GOLD
This Chronicle Certifies That
3–4
SUBTIER
1,630 3,260
6–7

A.K.A.
Player Name Character Name Pathfinder Society # Faction EXPERIENCE
Has Completed This Scenario.
Items Found During This Scenario
Starting XP
SUBTIER acrimony veil (13,500 gp or 6,750 gp plus 18 PP, limit 1) GM’s

+
Initial

3–4 belt of giant strength +2 (4,000 gp)


ring of protection +1 (2,000 gp) XP Gained (GM ONLY)

SUBTIER +2 mithral shirt (5,100 gp)


Final XP Total
6–7 amulet of natural armor +1 (2,000 gp)
Acrimony Veil FAME
Aura moderate evocation; CL 9th
Slot head; Weight 1 lb.; Price 13,500 gp
DESCRIPTION Initial Fame Initial Prestige
Acrimony veils are rare ancient magic devices created by Alaznist, GM’s
Initial

the Runelord of Wrath. They are normally composed of several


+
types of interconnected metal and human bones, each etched Prestige Gained (GM ONLY)
with complex designs. The device covers the wearer’s entire

face (forehead, cheeks, and jaw), but provides no benefit to AC.
This mask functions as a lesser empower metamagic rod, but only Prestige Spent
affecting spells of the evocation school. Additionally, the wearer
of an acrimony veil may cast rage on himself once per day.
Final Fame Current Prestige
CONSTRUCTION
Requirements Craft Wondrous Item, Empower Spell, rage; GOLD
Cost 6,750 gp

Start GP
GM’s
Initial
+
GP Gained (GM ONLY)
GM’s
Initial
+
Day Job (GM ONLY)

+
Items Sold
Items Sold / Conditions Gained Items Bought / Conditions Cleared
=
Subtotal


Items Bought

TOTAL VALUE OF ITEMS SOLD TOTAL COST OF ITEMS BOUGHT


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

For GM Only

EVENT EVENT CODE DATE Game Master’s Signature GM Pathfinder Society #

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