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04 - King of The Storval Stairs

Pathfinder Society Scenario #4–04: King of the Storval Stairs is an adventure designed for characters of levels 7 to 11, set in the ancient Thassilonian ruins known as the Storval Stairs. The scenario involves the Pathfinders dealing with threats from hill giants and harpies while establishing a lasting presence to secure the area for safe passage. The adventure emphasizes exploration, combat, and the ongoing power struggles in the region, particularly around the newly claimed territory by the hill giant chieftain Formoch.

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100% found this document useful (1 vote)
133 views27 pages

04 - King of The Storval Stairs

Pathfinder Society Scenario #4–04: King of the Storval Stairs is an adventure designed for characters of levels 7 to 11, set in the ancient Thassilonian ruins known as the Storval Stairs. The scenario involves the Pathfinders dealing with threats from hill giants and harpies while establishing a lasting presence to secure the area for safe passage. The adventure emphasizes exploration, combat, and the ongoing power struggles in the region, particularly around the newly claimed territory by the hill giant chieftain Formoch.

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 7–11

Pathfinder Society Scenario #4–04

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King of the
Storval Stairs
By Dennis Baker
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King of the Storval Stairs


Pathfinder Society Scenario #4–04
Author • Dennis Baker Publisher • Erik Mona
Contributing Artists • Erik Belisle, Paizo CEO • Lisa Stevens
Miguel Regodón Harkness, and Kieran Yanner 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 • Mark Moreland and Sean K Reynolds Senior Software Developer • Gary Teter
Editing • Judy Bauer Pathfinder Society Campaign Coordinator • Mike Brock
Editorial Assistance • Logan Bonner, Jason Bulmahn, Project Manager • Jessica Price
Christopher Carey, Adam Daigle, Rob McCreary,
Stephen Radney-MacFarland, and Patrick Renie Customer Service Team • Cosmo Eisele, Erik Keith, and
Editorial Intern • Savannah Broadway Sara Marie Teter
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Warehouse Team • Will Chase, Michael Kenway,


Senior Art Director • Sarah E. Robinson Matt Renton, Jeff Strand, and Kevin Underwood
Graphic Designer • Andrew Vallas Website Team • Ross Byers, Liz Courts, Lissa Guillet,
Production Specialist • Crystal Frasier and Chris Lambertz

Pathfinder Society Scenario #4–04: King of the Storval Stairs is a Pathfinder Society Scenario designed for 7th- to 11th-level
characters (Tier 7–11; Subtiers 7–8 and 10–11). 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, the Pathfinder RPG Bestiary, and the Pathfinder RPG
Advanced Player’s Guide. 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 #4–04: King of the Storval Stairs © 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, Paizo, 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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King of the
Storval Stairs By Dennis Baker

T
he frontier region of Varisia in northwestern
Avistan is a land divided. While the three city-
states of Korvosa, Magnimar, and Riddleport split WHERE ON GOLARION?
the Varisian lowlands politically, the very terrain is hewn King of the Storval Stairs takes place in the ancient
in two by a great cliff-face known as the Storval Rise, Thassilonian ruin known as the Storval Stairs. This giant-
which separates the lush lowlands of the west and south sized stone staircase connects the fertile lowlands of
from the barren, hostile desert of the Storval Plateau. The western Varisia with the barren scrubland of the Storval
Storval Rise reaches heights of over 1,000 feet in many Plateau. Rising 400 feet up the steep Storval Rise, the
places, but at one site along the rise’s western wall, it stairs are flanked by dozens of structures of immense
stands only 400 feet from the fertile land below. Here, proportions and towering statues replicating the visage
in the ancient days of the empire of Thassilon, enslaved of Karzoug, Runelord of Greed. For more information
giants built a massive set of stairs, sized for their own on Varisia, the modern land occupying much of the area
kind rather than for humans, surrounded by structures of the fallen empire of Thassilon, see Pathfinder Player
and statues of immense proportions. Companion: Varisia, Birthplace of Legends, the Shattered
Called the Storval Stairs, this cyclopean stairway has Star Adventure Path, and Pathfinder Adventure Path: Rise of
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and the Storval Plateau. Unfortunately, it has also been bookstore or hobby store or online at paizo.com.
constantly contested by an assortment of creatures that
f ind the ancient ruins provide not only a convenient
Riddleport • The Storval Stairs•
and fortif ied shelter but also a source of food, as
vulnerable caravans and explorers traverse them in
both directions. A few years ago, a tribe of stone giants
took control of the stairs, driving off other threats, but
the giants were themselves driven off by ambitious
adventurers, leaving the passage clear. That period of
Va r i s i a
relative quiet didn’t last long, however, and a f light
of harpies soon occupied the stairs and claimed them
as their territory. Led by the ambitious harpy queen • Magnimar
Lareecan, the monstrous avian tribe claimed the stairs
for nearly 2 years, but all that changed when the hill
giant chieftain Formoch arrived. These monstrous conflicts and power struggles are
Formoch, a devout worshiper of Minderhal, giant god common to the Storval Stairs, and generally wouldn’t affect
of creation, justice, and strength, led his tribe to the the civilized races of Varisia, except for the occasional
stairs at the urging of his mysterious Kellid advisor and caravan or adventurer traversing the stairs. Unfortunately,
lover Atga, who promised him the stairs would provide recent events have greatly increased traffic through the
him an ample supply of human captives to sacrifice to passage, as explorers now flock to the newly-discovered
their evil god. The hill giant chief established himself Thassilonian city of Xin-Shalast in the mountains north
as the stairs’ newest despot, the self-proclaimed King of of the Storval Plateau. Among the groups interested in
the Storval Stairs, and drove the harpies out of the prime such exploration is the Pathfinder Society, which has
lairs amid the massive ruins to a new, more crowded vastly increased its presence and resources in the region in
aerie at the top of one of the great statues of the runelord part because of the wider focus on the potential discoveries
Karzoug flanking the foot of the stairs. hidden amid Varisia’s countless ruins.

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PATHFINDER SOCIETY SCENARIO

control of the ruins between the harpies and giants.


GM RESOURCES About halfway up the stairs, they reach a massive landing.
King of the Storval Stairs makes use of the Pathfinder In the center of the landing, several humans and giants
RPG Core Rulebook, the Pathfinder RPG Bestiary, and the are staked out in various torturous poses. These are the
Pathfinder RPG Advanced Player’s Guide. The adventure victims of the harpies’ most recent raid at the foot of the
assumes the GM has access to these sourcebooks and stairs, and all are now long-dead.
specific rules referenced are not reprinted herein. In A constant stream of smoke pours from the building
addition to these books being available for purchase in to the landing’s north a cloud, along with the guffaws
bookstores and game stores worldwide, all rules referenced and hollers of the giants within, who are in the process
in this adventure can be found in the free online Pathfinder of torturing an Aspis Consortium agent the PCs can
Reference Document at paizo.com/prd. either save or leave to the giants’ twisted whims. While
the Pathfinders investigate the hill giants’ ruckus in the
A week ago, a Pathfinder supply caravan disappeared northern building, the Lareecan and her flock lay an
near the stairs, and as word of the ruin’s new king ambush, hoping to draw easy prey out into the open with
reached Magnimar along with tales of the exorbitant their seductive songs.
tariffs the hill giants now demand for passage through After dealing with the giants and harpies on the
their realm, the caravan’s likely fate was instantly clear stairs, the PCs can secure the site and await the arrival
to Venture-Captain Sheila Heidmarch. Only by clearing of the Pathfinder reinforcements. Before the Pathfinders
out the stairs’ monstrous inhabitants and establishing arrive, however, Formoch, Atga, and a contingent of hill
a lasting Pathfinder presence to defend against future giant warriors return from their most recent pilgrimage
giant invasions can the Storval Stairs be trusted as a to make sacrifices to Minderhal on the Storval Plateau.
means of passage between the settled lowlands of Varisia It falls to the Pathfinders to defend the stairs from this
and the unfathomable riches and arcane discoveries of final assault to prevent the site from falling back into the
the Storval Plateau. hands of the King of the Storval Stairs.

SUMMARY GETTING STARTED


Magnimar’s venture-captain, Sheila Heidmarch, tasks a The Pathfinders begin the adventure in the Magnimar
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team of Pathfinders with traveling to the Storval Stairs, Pathfinder Lodge at Heidmarch Manor, where they await
dealing with any monstrous threats in the strategically their briefing in the sitting room. Venture-Captain
vital area, and holding the ruins against invaders until a Sheila Heidmarch enters the room, gives them a quick
Varisian caravan carrying Society reinforcements arrives once-over and launches into the assignment in her
to establish a long-term way station there. During the characteristically deep voice.
briefing, a messenger arrives from Riddleport to deliver
a message from Sczarni faction head Guaril Karela. He “Thank you for coming, Pathfinders. You look well qualified
expresses his concern about the situation at the Storval for the task at hand, and I’m relieved a team such as yours
Stairs and urges the Pathfinders to perform their job well. was available so far from the Society’s heart in Absalom. How
In order to facilitate their journey to the stairs (nearly 500 familiar are you with the ruins of ancient Thassilon? Well, you’re
miles by road), he also provides a scroll of greater teleport for going to be getting a lot more familiar with one of the most
them to use to reach the location of the missing caravan strategically important sites in the entirety of Varisia—the
(divined by scrying on one of the distinctively painted Storval Stairs.
wagons). While Heidmarch doesn’t trust Karela, she This stairway—carved by giants and scaled appropriately
nevertheless encourages the PCs to use the scroll and get for creatures of their size—provides the easiest means of
their mission underway quickly. climbing the Storval Rise west of the Iron Peaks. Thus, it also
When the PCs arrive at the location described by provides the swiftest means of getting supplies and personnel
Karela in his letter, they discover vultures circling the to and from the ruins of Xin-Shalast and other sites of interest
savaged remains of a caravan that had been approaching on the Storval Plateau. We had a supply caravan go missing
the stairs from the southwest. A small band of giants is a week ago; its last reported location was near the stairs,
currently picking through the wreckage and attacks the and rumors I’ve been hearing from as far away as Riddleport
PCs upon arrival. An investigation of the ruined caravan indicate this isn’t the only similar situation in recent months.
reveals signs of a harpy attack. Some reports claim a tribe of hill giants have claimed the
As the PCs climb the Storval Stairs after recovering Storval Stairs as their territory and are demanding exorbitant
from their initial conflict with the giants, they can tariffs to pass in either direction. Apparently they’re led by the
discover further evidence of the ongoing struggle for self-proclaimed King of the Storval Stairs, who doesn’t like the

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KING OF THE STORVAL STAIRS

idea of anyone traveling through his kingdom without paying Are there any other threats on the stairs? “The stairs
their due.” have been a trouble spot for years and have a reputation
A knock sounds on the door, and a messenger sticks her head for sheltering harpies and trolls. Since the giants moved
in shyly. In her hand she holds a leather scroll case embroidered in, they seem to have driven off most other monsters.”
with traditional Varisian beadwork. “A message for you, Lady
Heidmarch. From your cousin Guaril in Riddleport.” Sheila Knowledge (history)
accepts the missive, tips the courier, and turns back to the The player characters may wish to research the Storval
matter at hand, shaking her head. Stairs’ ancient history before heading to the site.
“I’ve told that greasy charlatan to stop calling me family…” 10+ The Storval Stairs were created millennia
The venture-captain draws the scroll from the case and ago by the empire of Thassilon and many
quickly reads it, raising one eyebrow inquisitively. ruins surround the stairs themselves.
“Well, this is fortuitous. It seems ‘Cousin’ Karela 15+ The stairs originally housed an
is also interested in your mission, and wants army of giants, and the proportions of the
to ensure your success in a timely fashion. No entire site are suited for creatures at least
doubt he has some ulterior motives that don’t twice the size of a human.
align with our own... Then again, we’re likely to 20+ The Shoanti Hawk Clan has
use his influence among the Varisian people to patrolled the stairs for generations, and
populate the supply caravans to and from the was driven off only recently by stone giants.
Storval Plateau, so perhaps his motivation is not Though the giants were later driven away,
so different after all. the Shoanti have not returned to their
“Travel to the Storval Stairs and confirm patrols of the stairs, leaving the site
what happened to our supply wagons. While undefended for new creatures to
you’re there, take care of this so-called king claim as their lairs.
and ensure he and his giant followers don’t
present a problem for us in the future. Then Knowledge (local) or
hold the location until a larger contingent Diplomacy (gather
of Pathfinders arrives to set up a more
Sheila Heidmarch information)
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permanent way station there. It’s nearly a


five hundred mile journey, but our ‘cousin’ Investigating local news and rumors
has seen to it that won’t be a problem for you—he included a may give PCs more information about the Storval Stairs
scroll here to teleport you to a location another ‘relative’ of his in the present day.
divined as the current location of the supply caravan. He says it 10+ The Storval Stairs serve as a connection between
was expensive but a good investment, and that you’re worth it.” the Varisian lowlands and the elevated Storval Plateau.
Sheila holds the scroll out for the taking, the sketch of It’s the easiest route between destinations on the plateau
the location one should use as its destination visible in its and western Varisia (though still an arduous trek).
uncurling corner. “Best of luck, Pathfinders.” 20+ In addition to the giants spoken of in current
reports, harpies and trolls are also known to claim the
If the players have any questions, Sheila helpfully Storval Stairs from time to time.
provide the following replies. 25+ Some Magnimarian merchants are said to have
Why hasn’t Magnimar’s government gotten involved? negotiated a deal with the Shoanti Hawk Clan to guard
“Although Magnimar is a city-state with a outlying a caravan through the stairs. Rumor has it the missing
holdings, the Storval Stairs lies beyond even Ravenmoor, Pathfinder expedition had a Hawk Clan escort.
which marks the very edge of what the city claims and 30+ A powerful Kellid witch has taken the King of the
can reasonably maintain. Intervention in conflicts Storval Stairs as a lover, and they sacrifice prisoners and
outside those holdings is more or less at the whim of slaves to a god of the giants on the Storval Plateau.
Lord-Mayor Grobaras, and he rarely intervenes unless he 35+ The King of the Storval Stairs is a powerful cleric
has a financial stake in matters.” of Minderhal, a giant god of creation and destruction.
Do you know anything more about this King of the
Storval Stairs? “Rumors describe him as a brute of a hill If the Pathfinders choose to use the scroll of greater teleport
giant, and many claim even his own people fear him. provided by Guaril Karela, the journey is instantaneous, as
He is said to follow one of the giant gods and sacrifice the scroll includes a sketch of a distinctive rock formation
prisoners or slaves at a holy site on the Storval Plateau if to which the PCs can teleport without a chance of failure
they don’t pay his tariffs.” (Use Magic Device DC 38; caster level check DC 19). If none

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PATHFINDER SOCIETY SCENARIO

of the PCs can use the scroll, they may pay a spellcaster in paid to get past the obstacle. Seeing the conflict from their
Magnimar to do so for them (he charges 1,137 gp or 3 PP for new roost atop one of the two statues flanking the stairs’
the service). Alternatively, the PCs can make the journey lower end, Lareecan and her fellow harpies swooped in,
overland, which takes nearly 3 weeks. attacking both humans and giants. The harpies were
victorious and have stolen the caravan loot and desecrated
PART ONE: TAKING THE or removed most of the humanoid bodies.
STORVAL STAIRS Creatures: A pair of hill giants shamble through the
devastated caravan, unsuccessfully looking for bits
However the PCs get to the last known site of the supply of overlooked food or interesting treasure. In Subtier
wagons, the adventure truly begins when they reach area 10–11 an elite hill giant barbarian instead leads a small
A. After this initial encounter, the PCs can approach the squad of three standard hill giants. In both subtiers, the
remaining encounter areas in this part of the adventure giants have plugged their ears with makeshift earplugs
in any order they prefer. While the adventure presents in order to combat the frequent aural assaults of their
them in the order they are likely to be encountered by PCs hated harpy enemies. These earplugs impart a –5 penalty
traveling solely by foot, flying PCs or those with short- on Perception checks requiring hearing but grant a +2
range teleportation abilities may face these challenges in bonus on saving throws against harpies’ captivating song
a different order. Once the PCs have defeated the giants attacks and other sonic effects.
in areas A and D and the harpies in either area E or F, The hill giants can be positioned randomly around
they should have a day or two to make camp and prepare the area as the situation allows, given the PCs’ means
the way for the Pathfinder reinforcements in Part Two. of arrival. These creatures attack the Pathfinders
immediately upon seeing them, taking them for survivors
A. CARAVAN CARNAGE (CR 9 of the original caravan.
OR CR 12) Subtier 7–8 (CR 9)
If the Pathfinders teleport to the location on Guaril
Karela’s scroll, they find themselves a dozen yards from Hill Giants (2) CR 7
the edge of a small caravan—or what’s left of it. If they hp 85 each (Pathfinder RPG Bestiary 150)
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traveled overland, they can see a plume of smoke rising Senses low-light vision; Perception +6 (+1 for checks
before the imposing shadow of the Storval Rise about requiring hearing)
2 days outside Ravenmoor. There is no map for this Fort +11, Ref +2, Will +3; +2 vs. harpy song and similar
encounter; the broken wagons form an area roughly 40 sonic effects
feet in diameter with a large fire in the center. TACTICS
During Combat The giants are frustrated with the harpies’
Five hundred feet from the foot of the Storval Stairs lie cat-and-mouse games and quickly jump at the opportunity
the remains of what appears to have recently been a small to enter melee with foes they can reach. Eager to smash
caravan, now scattered over a large area. Most of the wagons and destroy, they use Power Attack (–2/+6) every round
are overturned, and the corpses of livestock, hill giants, unless they have problems hitting the PCs.
and a few humans litter the area. The smell of rotting flesh Morale Brutish and frustrated, the hill giants fight to the death.
permeates the air, and a haze of flies surrounds the carcasses
on the ground. A pile of broken wagons burns in the center of Subtier 10–11 (CR 12)
the wreckage, sending a plume of thick, black smoke into the
afternoon air, visible for miles. Hill Giant Barbarian CR 10
Hill giant barbarian 3 (Pathfinder RPG Bestiary 150)
When the Pathfinder Society supply caravan reached CE Large humanoid (giant)
the top of the Storval Stairs, they encountered a hill giant Init +5; Senses low-light vision, scent; Perception +10 (+5 for
guard who demanded the caravan pay several thousand checks requiring hearing)
gold pieces in order to be escorted down the stairs without DEFENSE
harassment. The Pathfinders’ guide agreed to pay the fee, AC 24, touch 9, flat-footed 23 (+6 armor, +1 deflection, +1 Dex,
and the supply caravan had just finished the climb down +9 natural, –2 rage, –1 size)
the stairs and were in the process of reassembling their hp 158 (13 HD; 10d8+3d12+94)
wagons at the bottom when the proud wagon-drivers Fort +18, Ref +6, Will +8; +2 vs. harpy song and similar
decided to jump the lone hill giant overseeing their sonic effects
passage, hoping to retake the large sum of coins they’d Defensive Abilities rock catching, trap sense +1, uncanny dodge

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The Storval Stairs


1 square = 10 feet

D C
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B
N to A

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cat-and-mouse games and quickly jump at the opportunity


SCALING ENCOUNTER A to enter melee with foes they can reach. Eager to smash
Make the following changes to the encounter to and destroy, they use Power Attack (–2/+6) every round
accommodate parties of only four PCs. unless they have problems hitting the PCs.
Subtier 7–8: Replace one of the hill giants with a winter Morale Brutish and frustrated, the hill giants fight to the death.
wolf (hp 57, Pathfinder RPG Bestiary 280), Formoch’s “pet”
and one of the tribe’s few non-giant allies. Development: The clearing overflows with the
Subtier 10–11: Reduce the number of normal hill giants shattered and burned wreckage of the caravan. A huge
accompanying the hill giant barbarian from three to one. pile of wagons and other debris burns in the center of
the clearing to no discernible purpose. The trampled
OFFENSE and burned remains of a variety of trade goods litter the
Speed 30 ft. clearing. The only item of obvious worth that remains is
Melee Large +1 greatclub +22/+17 (2d8+17), 2 slams +20 (1d8+11) a pair of finely carved ivory tusks that were hidden from
Ranged rock +11 (1d8+11) whoever looted the site by an overturned wagon.
Space 10 ft.; Reach 10 ft. Of the humans from the caravan, only two live, though
Special Attacks rage (13 rounds/day), rage powers (scent), rock neither is currently in this area. The harpies abducted
throwing (120 ft.) one to their roost in area E as a plaything; the other
TACTICS escaped the harpies and now serves as entertainment for
During Combat The giant is frustrated with the harpies’ cat- the hill giants in area D.
and-mouse games and quickly jumps at the opportunity A PC who succeeds at a DC 25 Survival check while
to enter melee with foes it can reach. Eager to smash and searching the wreckage turns up a set of arrows and
destroy, it uses Power Attack (–3/+9) every round unless it claw marks on the wagons that are inconsistent with
has problems hitting the PCs. either giant or the human combatants. A successful DC
Morale Brutish and extremely aggressive, the giant barbarian 30 Survival check reveals a single pair of birdlike talon
does not surrender or stop fighting so long as it is raging prints on the ground near a corpse.
and an enemy still stands. If the characters take the time to extinguish the fire
Base Statistics When not raging, the barbarian’s statistics are and sift through the ashes, they discover a Medium, non-
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Senses low-light vision; AC 26, touch 11, flat-footed 25; hp 132; humanoid cadaver, burned to near unrecognizability, and
Fort +16, Will +6; Melee Large +1 greatclub +20/+15 (2d8+14), a masterwork morningstar decorated with a bird’s skull.
2 slams +20 (1d8+11); Ranged rock +9 (1d8+9); Str 29, Con 21; With a successful DC 18 Heal check, a PC can identify
CMB +20, CMD 32; Skills Climb +10, Intimidate +16. the cadaver as a harpy skeleton, its skull crushed in by a
STATISTICS single massive blow.
Str 33, Dex 12, Con 25, Int 6, Wis 12, Cha 5
Base Atk +10; CMB +22; CMD 32 Faction Notes: Grand Lodge faction PCs may be
Feats Cleave, Combat Reflexes, Improved Initiative, interested to hear that the idea of settling at the stairs
Intimidating Prowess, Martial Weapon Proficiency comes from the Kellid sorcerer’s desire to gain tribute
(greatclub), Power Attack, Weapon Focus (greatclub) and slaves for Minderhal. Learning such information,
Skills Climb +12, Intimidate +18, Perception +10 (+5 for checks either here or elsewhere in the adventure, earns Grand
requiring hearing) Lodge faction PCs 1 Prestige Point.
Languages Giant Silver Crusade faction PCs should be interested in
SQ fast movement discovering the location of the temple of Minderhal where
Combat Gear 10 rocks; Other Gear Large chainmail, Large Formoch offers his sacrifices. All of the giants know the
+1 greatclub, cloak of resistance +1, ring of protection +1, temple’s location and reveal details with a successful
earplugs made from hair and coagulated blood Bluff or Intimidate check (see the Questioning the Giants
sidebar on page 9 for the associated skill DCs). The giants
Hill Giants (3) CR 7 report that Formoch travels “up the river to the temple
hp 85 each (Pathfinder RPG Bestiary 150) in the Gnashers’ foothills.” Recovering this information
Senses low-light vision; Perception +6 (+1 for checks from a giant in this encounter or elsewhere in the scenario
requiring hearing) earns Silver Crusade faction PCs 1 Prestige Point.
Fort +11, Ref +2, Will +3; +2 vs. harpy song and similar Rewards: If the PCs defeat the hill giants, reward each
sonic effects subtier thus.
TACTICS Subtier 7–8:
During Combat The giants are frustrated with the harpies’ Give each PC 6 gp.

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KING OF THE STORVAL STAIRS

Subtier 10–11:
Give each PC 477 gp. QUESTIONING THE GIANTS
Though none of the giants surrender, it is possible the PCs
B. Foot of the Stairs might capture one alive for questioning. Terrible hygiene,
When the PCs approach the foot of the Storval Stairs, read rampant baldness in both sexes, and obesity mean it is
or paraphrase the following. often unclear whether a given giant is male of female,
but both genders are represented equally among the hill
The ancient ruins at the base of the stairs lurk in the perpetual giants here.
shadow of the monstrous cliffs known as the Storval Rise. The The hill giants are simple-minded, and they mostly
stairs form a fifty-foot-wide cleft cut deep into the cliff. The think about smashing things smaller than themselves or
stairs bear the weight of the millennia lightly; though rounded avoiding getting hurt by anything larger. If captured, a hill
with age and cracked in a few places, they remain level from giant can be tricked into revealing most anything with a
end to end. Each ponderous two-foot-deep step stretches successful DC 15 Bluff check; alternately a successful DC 20
two feet upwards. Massive landings flanked by monstrous Intimidate check and a solid smack to the head is enough
structures obscure the top of the stairs from the bottom. The for a PC to jar the giants into speaking (or DC 24 for hill
angle of the sun means shadows blanket the entire length of giant barbarians). The giants fear Formoch and most of
the Stairs, and will probably do so all day except for a short their conversation is colored with vivid descriptions of
period around midday. the sorts of punishments the PCs will face when Formoch
Massive statues flank the stairs; they rise three hundred returns from offering sacrifices to Minderhal. How soon
feet above the base of the stairs and proudly looking out over Formoch is returning and how many giants are with him is
the surrounding countryside as if standing guard. Each statue less clear. “Soon” and “many” are typical answers.
holds an immense tome in one arm and a deadly looking Unless specifically asked about the Kellid sorcerer Atga,
glaive in the other. the giants do not mention her. If prompted, they say little
On either side of the statues, buildings carved directly beyond the fact that she wields powerful magic and does
out of the cliff face rise from the valley floor. The gargantuan Formoch’s bidding. They do not fear Atga, but leave her
proportions of the structures make it difficult to judge their alone out of fear of the harsh punishments Formoch
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feet above the valley floor. If asked why the giants have settled the Storval Stairs,
the prisoner looks confused briefly and suggests that
Player characters who succeed at a DC 20 Knowledge “Little Atga” told them the stairs were the best place for
(history) check recognize the statues as representing the tribe to collect tribute and slaves for Minderhal.
Karzoug, the Runelord of Greed. If the PCs didn’t make For more information about hill giants, their behavior,
Knowledge checks about the ruins at the start of the and their culture, refer to Pathfinder Campaign Setting:
adventure, they can do so now using the same tables, but Giants Revisited.
without access to the Pathfinder Lodge’s library.
The stairs are built for giants; each step is 2 feet high cliff, three to the north and one to the south. Though the sun
and 2 feet deep. The stairs counts as extremely difficult shines in the sky above, the landing is in the shadow of the walls
terrain for the purposes of ascending or descending; towering on either side.
movement by Medium or smaller creatures costs 3 A macabre scene of torture and ruin defiles the landing.
squares of movement per square traveled, or 4 squares Flies swarm around four human-sized corpses held vertical
of movement per diagonal square traveled. Medium and by impaling stakes. Another lifeless body is suspended twenty
smaller characters cannot charge or take a 5-foot-step up feet above the landing, its limbs dislocated by the merciless
or down the stairs. This applies to any encounter on the pull of taut ropes affixed to hooks in the walls.
stairs, not just in this area. Large or larger creatures treat A pair of tortured hill giants completes the display. One is
the stairs as difficult terrain as normal. barely alive; she is hog-tied, and lurches and convulses as she
tries to tries to free her broken limbs from the sturdy ropes.
C. The Parade Grounds Her companion is similarly bound, but is dead, with vultures
picking the meat from his bones. The wreckage of several
The stairs cut deep into the cliff at this point, and walls tower wagon beds lies near the northern caverns.
fifty feet or more overhead on either side. A massive landing, Oily black smoke pours from the large central opening on
fifty feet to a side, offers a brief respite from the relentless the north side of the landing, carrying the putrid smell of
climb. To the north and south, large hewn caverns with burnt hair and decomposing flesh. A loud whimpering sound
elaborate facades plunge deep into the solid bedrock of the and a man’s terrified scream fills the air from the cave.

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All of the victims on the landing are the harpies’ King Formoch. Shortly after that revelation, the giants’
handiwork. After the harpies slaughtered most of the laughter increases and then a loud argument breaks out,
Pathfinder expedition at the foot of the stairs, they took three voices trying to out-shout each other, bellowing
the time to torture and kill the few survivors (both human “Me!”, “Mine!”, “Gimme!”, and so on. This is followed
and giant) who were captured alive or surrendered. For by one final excruciating scream and a disturbing heavy
the giants who remain, the harpies are still a threat. When splash (as the giants throw the prisoner into the stewpot).
the bird-women grow bored, they use their captivating When the PCs enter the central chamber of this area,
voice to lure one of the giants out of their cavern shelter read or paraphrase the following.
in area D for more sadistic acts.
Three of the dead humans are fairly nondescript What grand purpose this huge chamber once served is lost
human guards, but one of the impaled corpses is a to time. Now it is the common room and kitchen for the hill
Shoanti of the Hawk Clan, identifiable by his distinctive giants of the Storval Stairs. The ceiling of this central chamber
tattoos with a DC 15 Knowledge (local) check. rises fully fifty feet to a cathedral ceiling, and balconies on
Faction Notes: Qadira faction PCs will be most either side open out from second story rooms. The once-
interested in the Shoanti victim here. Unfortunately, grand carvings decorating the walls are blackened with
he is quite dead and can only be questioned with the thick layers of soot, and the worked stone tiles of the floor
assistance of magic (the harpy queen’s treasure trove are chipped and covered in piles of trash. A large stewpot
in area F contains a scroll of speak with dead). Once this hangs over a cooking fire in the southern end of the chamber,
obstacle is overcome, the Hawk Clan Shoanti reveals that simmering with an unknown liquid filled with bits of meat of
his clan avoids the Storval Stairs because wild hawks have dubious provenance floating on the surface.
not been seen there for years. He views his unpleasant
death as a direct result of ignoring that simple but Creatures: A small group of giants in this chamber
ominous omen. Learning the Hawk Clan’s reason for no are bickering over their meal. Like the giants in area A
longer guarding the Storval Stairs earns Qadira faction (see page 6), they use makeshift earplugs to avoid the call
PCs 1 Prestige Point. of the harpies, so they have to shout to hear each other.
This brief bit of entertainment with the prisoner is
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CR 13) to their play. The giants immediately attack the PCs,


ignoring any attempts by the PCs to negotiate (which the
giant’s can’t hear well, anyway).
The facade of this two-storied cave structure rises fully fifty feet The giants’ prisoner, plaything, and possible meal
above the base of the landing. Three openings provide access is Tatho (NE male human ranger 1/rogue 1), an Aspis
to the ground level, but the center one is by far the largest. Consortium agent who was traveling with the caravan when
Black smoke pours from the center opening. The inside of the the harpies attacked. Shortly after King Formoch took
building is so dark and smoky it’s difficult to see much besides possession of the stairs, the Aspis Consortium approached
the dancing flames of a large cooking fire within. the king with a bargain: Rather than pay tribute in gold
and livestock, the Consortium would provide the giant
Two rectangular rooms flank this large central chief with captives for his sacrificial rituals. In exchange
chamber. The side rooms are filled with smelly bedding the Aspis Consortium and their allies could travel
and trash from the giants’ filthy habits. unhindered upon the Storval Stairs (assuming they led
Characters who approach the central chamber quietly enough unsuspecting victims along with them). Whether
(Stealth DC 10) can hear the voice of the lone survivor the king intended to keep this bargain indefinitely or not,
pleading for mercy in the Giant language. The PCs can his minions are hungry, the idea of sticking to a contract is
interrupt this dialog at any time. lost on them, and Tatho is about to become dinner.
The man’s voice is hoarse and broken with intermittent Tatho is helpless, bound hand and foot; he has 15 hit
sobs, “Where is your king? We had a deal... aaargh!” points and his Constitution score is 12. He takes 2d6 hit
At times, the sounds of hearty laughter and deeper, points of fire damage from being tossed in the cooktop,
louder voices shouting over one another drown out the and takes an additional 2d6 hit points of hit points on the
pleading voice. The voice alternates between begging giants’ turn each round he is within the pot. Tipping over
for mercy and demanding to speak with the king or “the the pot over is a standard action that provokes an attack
Kellid witch.” If the PCs allow the man to continue, he of opportunity and deals 1d6 points of fire damage to the
also reveals ties to the Aspis Consortium and that there character performing the action; this action stops Tatho
was a deal of some sort between the Consortium and from taking any more damage from being cooked.

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KING OF THE STORVAL STAIRS

Subtier 7–8 (CR 10)


SCALING ENCOUNTER D
Hill Giants (3) CR 7 Make the following changes to the encounter to
hp 85 each (Pathfinder RPG Bestiary 150) accommodate parties of only four PCs.
Senses low-light vision; Perception +6 (+1 for checks Subtier 7–8: Reduce the number of hill giants from
requiring hearing) three to two.
Fort +11, Ref +2, Will +3; +2 vs. harpy song and similar sonic effects Subtier 10–11: Reduce the number of hill giant
TACTICS barbarians from two to one, and increase the number of
Before Combat Distracted by the prisoner, the giants are standard hill giants from two to four.
surprised by the PCs unless the Pathfinders somehow reach
this room without first hearing the giants arguing, in which
case both sides roll for surprise as normal. Faction Notes: Shadow Lodge and Lantern Lodge
During Combat The two giants farthest from the prisoner faction PCs should be interested in the Aspis Consortium
draw their clubs and wade into melee with the PCs. If the agent—Shadow Lodge PCs will want to question him,
hasn’t been tossed into the stewpot by the time the PCs and Lantern Lodge PCs will want to bring him back for
attack, the third giant grabs the prisoner, tosses him into questioning. If the PCs eavesdrop too long, the hill giants
the stewpot (sending near-boiling liquid and chunks of kill him, so the PCs must act quickly to save Tatho from
disgusting stew spilling onto the floor), then grabs a rock the cooking pot. Once rescued, Tatho is in no condition
out of its sack to throw on its next turn. to escape and makes a docile prisoner. If the PCs capture
Tatho alive or restore him to life should he succumb to the
Subtier 10–11 (CR 13) giants’ torture, members of both the Shadow Lodge and
the Lantern Lodge factions each earn 1 Prestige Point.
Hill Giant Barbarians (2) CR 10 Rewards: If the PCs defeat the hill giants, reward each
hp 158 each (use that stats on page 7) subtier thus.
TACTICS Subtier 7–8:
Before Combat Distracted by the prisoner, the giants are Give each PC 10 gp.
surprised by the PCs unless the Pathfinders somehow reach Subtier 10 –11:
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this room without first hearing the giants arguing, in which Give each PC 941 gp.
case both sides roll for surprise as normal.
During Combat The giant barbarian nearest to the prisoner E. Avian Opportunists
grabs him, tosses him into the stewpot (sending near-
boiling liquid and chunks of disgusting stew spilling onto A ten-foot-high archway leads into this massive chamber,
the floor), then grabs a rock out of its sack to throw in whose ceiling reaches thirty feet in height. Large balconies on
the following round. The other giant barbarian draws its the east and west sides serve as the only hint of the room’s
greatclub and immediately attacks the PCs. original function. Holes near the balconies mar the walls
approximately every two feet. Dust and debris fill the corners
Hill Giants (2) CR 7 of the room, but the center is relatively clear. A campfire ring in
hp 85 each (Pathfinder RPG Bestiary 150) the center make it clear that this room has seen use as a camp
Senses low-light vision; Perception +6 (+1 for checks for travelers on the Storval Stairs in recent memory. Dim light
requiring hearing) seeps into the room from three small ventilation shafts in the
Fort +11, Ref +2, Will +3; +2 vs. harpy song and similar center of the ceiling.
sonic effects
TACTICS The holes in the walls were used as sockets for
Before Combat Distracted by the prisoner, the giants are sturdy timbers supporting wooden stairs that led to
surprised by the PCs unless the Pathfinders somehow reach the balconies. Over time the stairs rotted away or were
this room without first hearing the giants arguing, in which destroyed and used for firewood, leaving only the holes.
case both sides roll for surprise as normal. Searching the holes reveals centuries-old wooden
During Combat These brutes draw their clubs and enter melee. splinters and harmless but unpleasant bugs.
Creatures: Bloated from feasting, the harpy queen
Development: When this combat ends, keep the players Lareecan and her flight of warbirds watch the party’s
in initiative order and proceed directly to the encounter progress from the relative safety of their perch on the
described in area E as the harpies, hearing the conflict in northern Karzoug statue’s head (area F). When the PCs
the cave, spring their trap. reach area C, the harpies realize a fight between the PCs

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Special Attacks bardic performance 22 rounds/day (move


SCALING ENCOUNTER E action, countersong, distraction, fascinate, inspire
Make the following changes to the encounter to competence +3, inspire courage +2, suggestion), captivating
accommodate parties of only four PCs. song (DC 19)
Subtier 7–8: Reduce the number of warbirds from three Bard Spells Known (CL 7th; concentration +13)
to one. 3rd (2/day)—good hope, haste
Subtier 10–11: Reduce the number of warbirds from 2nd (5/day)—blindness/deafness (DC 18), glitterdust (DC 18),
eight to five. invisibility, mirror image
1st (6/day)—charm person (DC 17), cure light wounds, grease,
and the giants is imminent, and the lure of easy prey hideous laughter (DC 17), silent image (DC 17)
tempts the harpies from their cozy perch. When the PCs 0 (at will)—daze (DC 16), detect magic, light, message,
move into area D—where the high-rising ruins around prestidigitation, read magic
the stairs block their view of the statues—the harpies TACTICS
quietly fly to the tops of the walls overhead (50 feet above Before Combat Lareecan casts good hope on herself and
the ground) and hide there. her warbirds, and casts invisibility on one of her warbirds.
Once the harpies are settled, Lareecan casts invisibility Lareecan then readies her scroll of wall of stone and stays
(or improved invisibility in Subtier 10–11) on one of her out of sight until the party responds to her warbird’s song.
warbirds; the invisible warbird lands in area E and waits During Combat If the PCs are lured into area E by her
to use her captivating song ability until she hears that invisible warbird, Lareecan uses her scroll of wall of stone
combat has ceased between the PCs and the hill giants in (Use Magic Device DC 25) to wall off the southern cavern,
the cave. Once she hears the sounds of battle die down, then casts haste on herself and her warbirds and uses
she begins her captivating song, hoping to lure at least inspire courage as a move action to boost her warbirds’
some party members into the southern chamber. When attacks. She uses blindness/deafness to blind PCs with
one or more PCs have done so, the queen uses her scroll of flight or ranged weapons. Should any PCs close with
wall of stone to seal off area E, trapping some of the PCs her, she casts hideous laughter or uses grease to disarm
there with the lone warbird and leaving the other PCs in them. If one of her warbirds is seriously injured, Lareecan
area C or D (depending where they position themselves). uses the scroll of heal to restore her subject. Once she
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With the PCs split up, the queen and her flock rain arrows has expended most of her spells, Lareecan either uses
and spells upon the PCs in the open, and the lone warbird her captivating song to lure the PCs out of the fray, or
in area E attacks any PCs trapped there. switches to her bow.
The wall of stone cuts off most of the faint sunlight Morale If her warbirds are slain and she is clearly beaten,
coming into this room, and the room is treated as Lareecan flees.
having dim light (20% concealment) unless the PCs have Base Statistics Without good hope and inspire courage,
light sources. The harpy’s darkvision allows her to see Lareecan’s statistics are Fort +8, Ref +13, Will +11; Melee
normally within its range (no concealment miss chance mwk morningstar +13/+8/+3 (1d8), 2 talons +7 (1d6);
for her attacks). Ranged mwk shortbow +16/+11/+6 (1d6/×3); Skills –2 on all
skill checks.
Subtier 7–8 (CR 11) STATISTICS
Str 10, Dex 17, Con 14, Int 9, Wis 12, Cha 22
Queen Lareecan CR 10 Base Atk +12; CMB +12; CMD 27
Harpy bard 7 (Pathfinder RPG Bestiary 172) Feats Dodge, Flyby Attack, Great Fortitude, Point-Blank Shot,
CE Medium monstrous humanoid Precise Shot, Rapid Reload, Skill Focus (Bluff )
Init +3; Senses darkvision 60 ft.; Perception +18 Skills Bluff +15, Fly +14, Intimidate +12, Perception +20, Perform
DEFENSE (dance) +20, Perform (sing) +21, Use Magic Device +25
AC 21, touch 15, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, Languages Common
+1 dodge, +1 natural) SQ bardic knowledge +3, lore master 1/day, versatile
hp 104 (14 HD; 7d10+7d8+35) performance (dance, sing)
Fort +10, Ref +15, Will +13; +4 vs. bardic performance, Combat Gear +1 elf-bane arrows (5), +1 giant-bane arrows
language-dependent, and sonic (7), +1 human-bane arrows (5), scroll of displacement,
OFFENSE scroll of heal, scroll of wall of stone, wand of deep slumber
Speed 20 ft., fly 80 ft. (average) (3 charges); Other Gear +1 chain shirt, masterwork
Melee mwk morningstar +17/+12/+7 (1d8+4), 2 talons +11 (1d6+4) morningstar, masterwork shortbow with 20 arrows, ring of
Ranged mwk shortbow +20/+15/+10 (1d6+4/×3) protection +1

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Harpy Warbirds (3) CR 6 OFFENSE


Harpy fighter 2 (Pathfinder RPG Bestiary 172) Speed 20 ft., fly 80 ft. (average)
CE Medium monstrous humanoid Melee mwk morningstar +19/+14/+9 (1d8+4), 2 talons +13 (1d6+4)
Init +4; Senses darkvision 60 ft.; Perception +10 Ranged mwk shortbow +23/+18/+13 (1d6+4/×3)
DEFENSE Special Attacks bardic performance 28 rounds/day (move
AC 20, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, action, countersong, dirge of doom, distraction, fascinate,
+1 natural) inspire competence +3, inspire courage +2, inspire
hp 69 each (9d10+20) greatness, suggestion), captivating song (DC 19)
Fort +10, Ref +11, Will +7; +1 vs. fear Bard Spells Known (CL 10th; concentration +16)
Defensive Abilities bravery +1 4th (2/day)—dimension door, greater invisibility
OFFENSE 3rd (4/day)—fear (DC 19), good hope, haste, slow (DC 19)
Speed 20 ft., fly 80 ft. (average) 2nd (6/day)—blindness/deafness (DC 18), glitterdust (DC 18),
Melee mwk morningstar +17/+12 (1d8+7), 2 talons +11 (1d6+5) invisibility, mirror image, sound burst (DC 18)
Ranged mwk composite longbow +18/+13 (1d8+7/×3) 1st (7/day)—charm person (DC 17), cure light wounds, grease,
Special Attacks captivating song (DC 17) hideous laughter (DC 17), silent image (DC 17)
TACTICS 0 (at will)—daze (DC 16), detect magic, light, message,
Before Combat The warbird’s stat block includes the effects of prestidigitation, read magic
good hope and inspire courage from the harpy queen. TACTICS
During Combat The warbirds attack PCs who try to fight Before Combat Lareecan casts good hope on herself and her
in melee with ranged attacks and close with spellcasters. warbirds, then casts greater invisibility on one of her warbirds.
They use Flyby Attack to disarm archers or other ranged Lareecan then readies her scroll of wall of stone and stays out
combatants. An injured warbird uses her captivating song, of sight until the party responds to her warbird’s song.
hoping to distract one or more PCs from the fight. During Combat If the PCs are lured to area E by her warbird,
Morale Bloodthirsty and confident from their previous Lareecan uses her scroll of wall of stone (Use Magic Device
victories, these harpies fight to the death. DC 25) to wall off the southern cavern, then casts haste
Base Statistics Without good hope and inspire courage, the on herself and her warbirds and uses inspire courage as
warbirds’ statistics are Fort +8, Ref +9, Will +5; Melee mwk a move action to boost her warbirds’ attacks. She uses
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morningstar +13/+8 (1d8+3), 2 talons +7 (1d6+1); Ranged mwk blindness/deafness to blind PCs with flight or ranged
composite longbow +14/+9 (1d8+3/×3); Skills –2 on all skill checks. weapons. Should any PCs close with her, she casts hideous
STATISTICS laughter or uses grease to disarm them. If one of her
Str 16, Dex 19, Con 12, Int 7, Wis 10, Cha 19 warbirds is seriously injured, Lareecan uses the scroll of
Base Atk +9; CMB +12; CMD 27 heal to restore her subject. Once she has expended most
Feats Dodge, Flyby Attack, Great Fortitude, Mobility, Power of her spells, Lareecan uses her captivating song to lure
Attack, Skill Focus (Bluff ), Toughness PCs out of the fray, or switches to her bow.
Skills Bluff +10, Fly +14, Intimidate +10, Perception +10, Morale If her warbirds are slain and she is clearly beaten,
Perform (sing) +8 Lareecan flees.
Languages Common Base Statistics Without good hope, haste, and inspire courage,
Combat Gear potion of cure moderate wounds; Other Gear Lareecan’s statistics are Fort +10, Ref +17, Will +14; Melee
chain shirt, masterwork morningstar, masterwork mwk morningstar +15/+10/+5 (1d8), 2 talons +9 (1d6);
composite longbow (+3 Str) with 30 arrows Ranged mwk shortbow +19/+14/+9 (1d6/×3); Skills –2 on all
skill checks.
Subtier 10–11 (CR 14) STATISTICS
Str 10, Dex 18, Con 14, Int 9, Wis 12, Cha 22
Queen Lareecan CR 12 Base Atk +14; CMB +14; CMD 30
Harpy bard 10 (Pathfinder RPG Bestiary 172) Feats Dodge, Flyby Attack, Great Fortitude, Improved
CE Medium monstrous humanoid Initiative, Point-Blank Shot, Precise Shot, Rapid Reload, Skill
Init +8; Senses darkvision 60 ft.; Perception +23 Focus (Bluff ), Toughness
DEFENSE Skills Bluff +15, Fly +15, Intimidate +12, Perception +23,
AC 23, touch 16, flat-footed 18 (+6 armor, +1 deflection, +4 Dex, Perform (dance) +22, Perform (sing) +21, Spellcraft +9, Use
+1 dodge, +1 natural) Magic Device +28
hp 144 (17 HD; 7d10+10d8++61) Languages Common
Fort +12, Ref +19, Will +16; +4 vs. bardic performance, SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore
language-dependent, and sonic master 1/day, versatile performance (comedy, dance, sing)

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Combat Gear +1 elf-bane arrows (5), +1 giant-bane arrows (9), +1 TACTICS


human-bane arrows (5), scroll of heal, scroll of wall of stone, During Combat The harpies spread out, using their numbers
wand of cure moderate wounds (15 charges), wand of deep and mobility to their advantage. Half of the warbirds attack
slumber (3 charges); Other Gear +2 chain shirt, masterwork with bows, while the other half enter melee, preferring to
morningstar, masterwork shortbow with 20 arrows, cloak of attack spellcasters and PCs using ranged attacks. If a PC
resistance +1, ring of protection +1 kills a harpy, any nearby harpies focus on that PC on the
harpies’ next turn. An injured warbird uses her captivating
Harpy Warbirds (8) CR 6 song, hoping to distract one or more PCs from the fight.
Harpy fighter 2 (use the stats from Subtier 7–8) Morale Bloodthirsty and confident from their previous
hp 69 each victories, these harpies fight to the death.

Development: Once the combat is over, any PCs


trapped in area E need to either break through the wall of
stone (hardness 8, hp 15, Break DC 22) or climb out one of
the ventilation shafts in the ceiling. The shafts are square
and about 4 feet across, and they lead to the tops of the
walls in area C. Because the shafts are not near the walls,
reaching them is difficult without flying magic or a rope.
A non-trapped PC can climb or fly to the top of area C,
enter a shaft, and lower a rope into area E.
Faction Notes: Osirion faction PCs need to capture a
few feathers from a harpy while the creature is in flight
(and alive). This should be rather tricky since the harpies
are fast fliers. A character can make a barehanded snatch
for harpy feathers using the rules for the steal combat
maneuver against the harpy’s CMD (see page 322 of the
Pathfinder RPG Advanced Players Guide).
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Rewards: If the PCs defeat the harpies, reward each


subtier thus.
Subtier 7–8:
Give each PC 1,199 gp.
Subtier 10 –11:
Give each PC 2,026 gp.

F. Harpy Lair
The harpies’ lair is in the head of the northern statue
of Karzoug. Because the statue is so tall, spotting the
lair from the base of the stairs (area B) is difficult. If a
character specifically looks at the head of the statue, a
successful DC 40 Perception check is needed to spot the
rubbish and feces that mar the statue’s shoulders. Flying
PCs have an easier time; for each 10 feet nearer they are to
the top of the statue, the DC decreases by 1. If a character
specifically looks at the head of the statue from area C,
the DC to notice the filth is only 30.

The view of the Varisian plains from the top of the statue’s head
is breathtaking. On a clear day, it should be possible to see all
the way to the coast. A haze of flies buzzes around the feces and
rubbish that discolor the giant statue’s shoulder and the gap
between its head and cowl. A small door between the cowl and
the back of the head opens into a fifteen-foot-radius chamber
in the figure’s hollow head.

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The domed chamber inside is tidy in comparison to the mess PART TWO: DEFEND THE STAIRS
outside. Small walkways of woven branches separate eight After defeating both the harpies and the giants on the
large nests, and a hammock-like arrangement suspends one main landing, the players are left to their own devices
larger nest in the peak of the room. until the expected caravan of Pathfinder reinforcements
arrives. Before that happens, however, King Formoch
Creatures: The harpies who call this filthy area home returns from his most recent sacrifice to Minderhal to
keep a casual eye on the stairs most of the time. Once reclaim the stairs.
they spot the PCs, they keep a close watch on the heroes’ This is a difficult encounter; unless the players do some
progress, which leads to the encounter at area E. preparation and planning, they will suffer. There is plenty
If the PCs investigate the statue closely and recognize of time for them to do both between the end of Part One
the signs of harpy inhabitation, they find the nest empty, and the start of Part Two, so encourage them to prepare
its inhabitants elsewhere in the extensive ruins on both as much as possible, if not for a specific battle then for
sides of the stairs. The PCs can loot the harpies’ lair, whatever threats may face them while they finish their
which provides them an advantage when Lareecan and mission. If they haven’t already done so, allow them to
her warbirds eventually ambush them, but the harpies continue exploring the area immediately around the stairs
know their chances of recovering any lost items are better to give them a chance to gather the harpies’ treasure in area
if they stick to their plan instead of facing the PCs on F, as the scrolls and arrows within will come in very handy
anything but their own terms. during the final fight (not to mention making up a sizable
A Chelish courier and assassin named Rova (LE male portion of both subtiers’ total wealth for the adventure).
human rogue 4) is bound and lies in a crumpled pile in Depending how long it takes them to complete Part One
the corner. Despite his injuries, he is still alive. His right of the adventure, the PCs may have as many as 2 days before
hand is crushed to the point of uselessness (though it still Formoch returns. Have the Pathfinders select members
bears a mangled silver ring bearing the sigil of House of their party to take watch during the day and night and
Sarini, identifiable with a successful DC 15 Knowledge note where they rest while waiting for caravan, even for the
[nobility] check) and his right leg has been amputated at 2 days in which nothing happens. Use either 8- or 12-hour
the knee—gangrene afflicts the untended wound. On top shifts to keep things moving swiftly during the downtime,
of this, his harpy captors have fed him moldy food, and he but keep the players on their toes, as just like the PCs, the
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has taken 12 points of Wisdom damage from cackle fever; less they expect an encounter of the magnitude presented
he is now barely more than a rambling idiot. below, the more of an impact it will have.
Treasure: The harpy queen hasn’t yet inventoried her Where the PCs set up their defenses will largely
spoils, and much of the treasure taken from the caravan determine where on the map the encounter actually plays
is heaped up in a corner of the room. Additionally, there out. If the players choose to bring the fight up onto the
is a small chest in the netted area above. In total, the room Storval Plateau, use GameMastery Map Pack: Desert or a
contains six +1 giant-bane arrows, several scrolls in an similarly barren map for the encounter.
aluminum scroll tube (one scroll each of heal, mass bear’s
endurance, mass enlarge person, raise dead, and speak with The King Returns (CR 12 or CR 15)
dead, and two scrolls of stoneskin), and three sleep arrows. In After Lareecan’s harpies attacked the first Pathfinder
Subtier 10–11, add a wand of cure critical wounds (9 charges). supply caravan, one of the giants most loyal to Formoch
Faction Notes: Cheliax and Andoran faction PCs likely went to inform the king of the harpies’ incursion into the
recognize the prisoner as Rova and will want to deal with giants’ territory. The giant king quickly finished making
the barely-functional prisoner. Killing him, burning the his sacrifices on the Storval Plateau and has spent the
body, and scattering the ashes would solve both faction last few days returning to the stairs to defend his claim.
missions and would arguably be a mercy for the poor soul. Though the king and his minions are expecting to deal
Neither faction mission actually requires killing him; any with harpies, they attack the PCs on sight, assuming
solution that removes Rova from circulation permanently they are intruders at best or the harpies’ slaves at worst.
should met the needs of both factions, earning PCs of the The giants are tall enough that they can use the stairs
Andoran and Cheliax factions 1 Prestige Point each. normally; the stairs count as only difficult terrain for them
Rewards: If the PCs locate the harpies’ treasure, reward (2 squares per square of movement or 3 squares per square
each subtier thus. when moving diagonally, no running or charging).
Subtier 7–8: Creatures: Formoch and his guards return 1d6 hours after
Give each PC 1,103 gp. sunset on the second day after the PCs’ arrival at the stairs
Subtier 10–11: and begin walking down the stairs. When the giants arrive,
Give each PC 1,418 gp. the night sky is partially lit by a crescent moon. Characters

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with low-light vision can spot the giants from 400 feet away During Combat Formoch casts divine favor, then closes with
with a successful DC 40 Perception check. Regardless of ranged characters and spellcasters who are staying back
vision, all characters can hear the giants from up to 300 from the main fray. If there are flying characters attacking
feet away with a successful DC 40 Perception check. Each his party, he throws rocks or uses his scroll of air walk to
round the giants get 60 feet closer and the Perception DCs reach them.
decrease by 6 because of the distance covered. Formoch and Morale Formoch fights to the death.
Atga trail another 300 feet or so behind the other giants; Base Statistics Without bull’s strength, divine favor, entropic
once they reach the stairs, she climbs onto his shoulders so shield, protection from energy (cold), and shield of faith,
she doesn’t slow him down. Formoch’s statistics are AC 24, touch 11, flat-footed
Formoch’s strategy is simple: He remains about 300 22, no miss chance; Immune none; Melee mwk Large
feet behind the rest of the giants, waiting for them to warhammer +19/+14 (2d6+8/×3); Ranged rock +12/+7
draw out the enemy. When Atga sees that combat has (1d8+8); CMB +19; CMD 31; Skills Climb +10.
begun, she uses her scroll of dimension door to bring the STATISTICS
pair to a location behind the PCs (if the fight is in area Str 31, Dex 14, Con 18, Int 8, Wis 14, Cha 7
C, they teleport into area D; otherwise, they teleport to a Base Atk +10; CMB +21; CMD 35
strategic location within sight behind the PCs). Feats Cleave, Improved Iron Will, Iron Will, Martial Weapon
In Subtier 7–8, three hill giants serve as Formoch’s Proficiency (greatclub), Power Attack, Quick Draw, Weapon
personal guards, leading the party back to the Storval Focus (warhammer)
Stairs. In Subtier 10–11, Formoch’s guards consist of two Skills Climb +12, Intimidate +4, Knowledge (religion) +6,
standard hill giants and a hill giant barbarian. Perception +11
Languages Giant
Subtier 7–8 (CR 12) SQ aura
Combat Gear scroll of air walk, scroll of dismissal, wand of
Formoch CR 9 invisibility purge (12 charges); Other Gear Large chain shirt,
Male hill giant cleric of Minderhal 4 (Pathfinder RPG Bestiary 150) Large masterwork warhammer, belt of incredible dexterity +2,
LE Large humanoid (giant) brooch of shielding (25 points)
Init +2; Senses low-light vision; Perception +11
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DEFENSE Atga CR 7
AC 26, touch 13, flat-footed 24 (+4 armor, +2 deflection, +2 Dex, Female human sorcerer 8
+9 natural, –1 size) (20% miss chance for ranged attacks) LE Medium humanoid (human)
hp 123 (14d8+60) Init +2; Senses Perception +6
Fort +15, Ref +6, Will +11 DEFENSE
Defensive Abilities rock catching; Immune cold (96 points) AC 20, touch 14, flat-footed 17 (+4 armor, +1 deflection, +2 Dex,
OFFENSE +1 dodge, +2 natural)
Speed 40 ft. hp 75 (8d6+45)
Melee Large mwk warhammer +22/+17 (2d6+11/×3) Fort +6, Ref +6, Will +9
Ranged rock +13/+8 (1d8+11) Immune cold (96 points); Resist cold 10
Space 10 ft.; Reach 10 ft. OFFENSE
Special Attacks channel negative energy 1/day (DC 10, 2d6), Speed 30 ft.
rock throwing (120 ft.) Melee club +3 (1d6–1)
Domain Spell-Like Abilities (CL 4th; concentration +6) Bloodline Spell-Like Abilities (CL 8th; concentration +12)
5/day—artificer’s touch (1d6+2, bypasses 4 DR and hardness) 7/day—elemental ray (1d6+4 cold)
5/day—strength surge (+2) Sorcerer Spells Known (CL 8th; concentration +12)
Cleric Spells Prepared (CL 4th; concentration +6) 4th (4/day)—wall of ice (DC 20)
2nd—bull’s strength D, cure moderate wounds (2), silence (DC 14) 3rd (6/day)—fireball (DC 19), protection from energy, stinking
1st—cure light wounds, divine favor, enlarge person D, entropic cloud (DC 17)
shield, shield of faith 2nd (7/day)—false life, mirror image, scorching ray (cold), web
0 (at will)—detect magic, guidance, light, mending (DC 16)
D Domain spell; Domains Artifice, Strength 1st (7/day)—burning hands (cold) (DC 17), charm person
TACTICS (DC 15), grease, mage armor, magic missile, ray of
Before Combat Formoch casts bull’s strength, entropic shield, enfeeblement (DC 15)
and shield of faith on himself. Atga casts protection from 0 (at will)—acid dart, dancing lights, daze (DC 14), detect
energy (cold) on him. magic, light, mage hand, message, prestidigitation

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Bloodline elemental (water)


TACTICS SCALING THE ENCOUNTER
Before Combat Atga casts false life, mage armor, and protection Make the following changes to the encounter to
from energy (cold) on herself, and protection from energy accommodate parties of only four PCs.
(cold) on Formoch. Subtier 7–8: Reduce the number of standard hill giants
During Combat Atga uses stinking cloud to disable as many from three to one.
enemies as possible, then uses wall of ice or web to separate Subtier 10–11: Remove the hill giant barbarian and one
the PCs and prevent them from attacking Formoch. Atga of the standard hill giants.
prefers disabling enemies and relies on Formoch’s ability
to deal damage, but uses fireball or scorching ray if doing so electricity 20, fire 20
takes out a weakened enemy. OFFENSE
Morale Atga fights to the death. Speed 40 ft.
Base Statistics Without false life, mage armor, and protection Melee Large +1 warhammer +28/+23/+18 (2d6+15/×3)
from energy (cold), Atga’s statistics are AC 16, touch 14, flat- Ranged rock +18/+13/+8 (1d8+14)
footed 13; hp 62; Immune none. Space 10 ft.; Reach 10 ft.
STATISTICS Special Attacks channel negative energy 1/day (DC 12, 5d6),
Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 18 dancing weapons (4 rounds, 1/day), might of the gods (+9,
Base Atk +4; CMB +3; CMD 17 9 rounds/day), rock throwing (120 ft.)
Feats Dodge, Eschew Materials, Greater Spell Focus Domain Spell-Like Abilities (CL 9th; concentration +12)
(evocation), Point-Blank Shot, Precise Shot, Spell Focus 6/day—artificer’s touch (1d6+4, bypasses 9 DR and hardness)
(evocation), Toughness 6/day—strength surge (+4)
Skills Acrobatics +4, Bluff +12, Knowledge (arcana) +7, Cleric Spells Prepared (CL 9th; concentration +12)
Knowledge (geography) +1, Knowledge (religion) +1, 5th—heal, righteous mightD
Linguistics +1, Perception +6, Spellcraft +8 4th—air walk, freedom of movement, spell immunityD
Languages Common, Giant, Skald 3rd—cure serious wounds (2), invisibility purge, stone shape D,
SQ bloodline arcana (change energy damage spells to match wind wall
bloodline energy) 2nd— bull’s strength D, cure moderate wounds (2), resist
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Combat Gear scroll of dimension door, scroll of haste, scroll of energy (2), silence (DC 15)
see invisibility; Other Gear club, amulet of natural armor +2, 1st—cure light wounds (2), divine favor, enlarge person D,
cloak of resistance +2, ring of protection +1, 575 gp entropic shield, shield of faith
0 (at will)—detect magic, guidance, light, mending
Hill Giants (3) CR 7 D Domain spell; Domains Artifice, Strength
hp 85 each (Pathfinder RPG Bestiary 150) TACTICS
TACTICS Before Combat Formoch casts bull’s strength, entropic shield,
Before Combat The giants move to the top of the stairs and freedom of movement, resist energy (electricity, fire), shield of
bellow their challenges. faith, and spell immunity (charm monster) on himself. Atga
During Combat These brutes stand at the top of the stairs casts protection from energy (cold) on him.
and throw rocks at their enemies below. If targets approach During Combat Formoch casts divine favor, then closes with
within melee range, they switch to their clubs. ranged characters and spellcasters who are staying back
from the main fray. If there are flying characters, he throws
Subtier 10–11 (CR 15) rocks or casts air walk to reach them.
Morale Formoch fights to the death.
Formoch CR 12 Base Statistics Without bull’s strength, divine favor, entropic
Male hill giant cleric of Minderhal 9 (Pathfinder RPG Bestiary 150) shield, freedom of movement, protection from energy (cold),
LE Large humanoid (giant) resist energy (electricity, fire), shield of faith, and spell
Init +2; Senses low-light vision; Perception +15 immunity (charm monster), Formoch’s statistics are AC
DEFENSE 25, touch 11, flat-footed 23, no miss chance; Defensive
AC 28, touch 14, flat-footed 26 (+5 armor, +3 deflection, +2 Dex, Abilities no freedom of movement, Immune none; Resist
+9 natural, –1 size) (20% miss chance for ranged attacks) none; Melee Large +1 warhammer +23/+18/+13 (2d6+10/×3);
hp 170 (19d8+85) Ranged rock +15/+10/+5 (1d8+9); Str 28; CMB +23; CMD 35;
Fort +18, Ref +9, Will +15 Skills Climb +12.
Defensive Abilities freedom of movement, rock catching; STATISTICS
Immune cold (120 points), charm monster; Resist Str 32, Dex 14, Con 18, Int 8, Wis 16, Cha 7

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Base Atk +13; CMB +25; CMD 40 scorching ray and fireball to finish off enemies who are
Feats Blind-Fight, Cleave, Combat Casting, Combat clearly weakened. Because Formoch is protected against
Reflexes, Improved Iron Will, Iron Will, Martial Weapon cold by her spell, she doesn’t care if she includes him in the
Proficiency (greatclub), Power Attack, Quick Draw, area of her cold attacks.
Weapon Focus (warhammer) Morale Atga fights to the death.
Skills Climb +14, Intimidate +4, Knowledge (religion) +6, Base Statistics Without false life, mage armor, and protection
Perception +15, Spellcraft +4 from energy (cold), Atga’s statistics are AC 15, touch 14, flat-
Languages Giant footed 12; hp 85; Immune none.
SQ aura STATISTICS
Gear Large +1 chain shirt, Large +1 warhammer, belt of Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 20
incredible dexterity +2, brooch of shielding (25 points), cloak of Base Atk +5; CMB +4; CMD 18
resistance +1, headband of inspired wisdom +2 Feats Combat Casting, Dodge, Eschew Materials, Great
Fortitude, Improved Initiative, Point-Blank Shot, Precise
Atga CR 10 Shot, Spell Focus (evocation), Toughness
Female human sorcerer 11 Skills Acrobatics +6, Bluff +15, Knowledge (arcana) +9,
LE Medium humanoid (human) Knowledge (geography) +1, Knowledge (religion) +1,
Init +6; Senses Perception +9 Linguistics +1, Perception +9, Spellcraft +8
DEFENSE Languages Common, Giant, Skald
AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, SQ bloodline arcana (change energy damage spells to match
+1 dodge, +1 natural) bloodline energy)
hp 100 (11d6+59) Combat Gear scroll of arcane eye, scroll of blur, scroll of haste,
Fort +10, Ref +8, Will +11 scroll of teleport, wand of glitterdust (7 charges); Other
Immune cold (96 points); Resist cold 20 Gear club, amulet of natural armor +1, cloak of resistance +3,
OFFENSE headband of alluring charisma +2, ring of protection +1
Speed 30 ft.
Melee club +4 (1d6–1) Hill Giant Barbarian CR 10
Bloodline Spell-Like Abilities (CL 11th; concentration +16) hp 158 (use the stats on page 6)
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8/day—elemental ray (1d6+5 cold) TACTICS


1/day—elemental blast (11d6 cold, DC 20) Before Combat This barbarian stands at the top of the stairs,
Sorcerer Spells Known (CL 11th; concentration +16) loudly exclaims that he is the King of the Storval Stairs, and
5th (5/day)—dismissal (DC 20), elemental body II, wall of force issues an open challenge to any who would oppose him,
4th (7/day)—black tentacles, dimension door, elemental body I, hoping to serve as a decoy while the true king prepares for
enervation battle and gets into a strategic position. At that point, if any
3rd (7/day)—fireball (DC 19), protection from energy, ray of PCs are visible, he starts throwing rocks at them and moves
exhaustion (DC 18), slow (DC 18), stinking cloud (DC 18) toward them.
2nd (7/day)—false life, fog cloud, mirror image, scorching ray
(cold), see invisibility, web (DC 17) Hill Giants (3) CR 7
1st (8/day)—burning hands (cold) (DC 17), charm person hp 85 each (Pathfinder RPG Bestiary 150)
(DC 16), grease, mage armor, magic missile, ray of TACTICS
enfeeblement (DC 16) Before Combat The giants move to the top of the stairs and
0 (at will)—acid dart, dancing lights, daze (DC 15), detect magic, bellow their challenge.
light, mage hand, message, prestidigitation, read magic During Combat In typical hill giant fashion, these brutes
Bloodline elemental (water) stand at the top of the stairs and rain rocks down on their
TACTICS enemies. They don’t hesitate to switch to their greatclubs if
Before Combat Atga casts false life, mage armor, and protection enemies close with them, though.
from energy (cold) on herself, and casts protection from
energy (cold) on Formoch. Development: Once the characters kill the King of the
During Combat Atga casts black tentacles to disable as many Storval Stairs, the few remaining hill giants in his tribe
enemies as possible, then casts wall of force to separate flee and do not return to the Storval Stairs.
the PCs, prevent them from attacking Formoch, and Faction Notes: Taldor faction PCs will want to retrieve
contain them in the area with the black tentacles. She King Formoch’s head as a trophy. Collecting the head
casts dimension door to move herself and Formoch out of properly requires a successful DC 22 Heal or DC 25 Craft
a dangerous area or to an enemy spellcaster. She casts (leather), Profession (butcher, tanner, or trapper), or

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Survival check. If Formoch took more than 100 points Success Conditions
of fire or acid damage, increase the DC by +5 because of If the PCs defeat Formoch and either kill or drive away
the damage to his blubbery tissue. PCs who use magic Lareecan before the caravan arrives, thus securing the
such as make whole, mending, and gentle repose decrease the Storval Stairs for the easier establishment of a long-term
DC by 5. Collecting the hill giant chief ’s head without Pathfinder Society way station, the mission is considered
damaging it earns Taldor faction PCs 1 Prestige Point. a success, and each PC receives 1 Prestige Point.
When the reinforcements arrive, Sczarni faction PCs
should meet privately with the caravan leader, Dika; give her FACTION MISSIONS
a tour of the carnage; and explain the benefits of aligning Player characters of a given faction who complete the
the Gallowed Sczarni with Guaril Karela. Convincing her listed mission earn 1 Prestige Point for their efforts.
to do so requires a successful DC 20 Diplomacy check and Andoran Faction: Andoran faction PCs who find a way
earns Sczarni faction PCs 1 Prestige Point. to prevent Rova from being raised from the dead again
Grand Lodge faction PCs must interrogate either one earn 1 Prestige Point.
the giants or Tatho, the Aspis Consortium agent. Doing Cheliax Faction: Cheliax faction PCs who find a way to
so uncovers that the primary reason Formoch chose permanently silence Rova earn 1 Prestige Point.
the stairs as his kingdom was because of the influence
of Atga, who insisted it was the best way for the tribe to
gather riches and sacrifices for Minderhal. Obtaining
this information earns members of the Grand Lodge
faction 1 Prestige Point.
Rewards: If the PCs defeat the King of the Storval
Stairs, reward each subtier thus.
Subtier 7–8:
Give each PC 2,028 gp.
Subtier 10–11:
Give each PC 3,027 gp.
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CONCLUSION
The Society’s reinforcements arrive
along with a sizable Varisian caravan
on the second day after Formoch’s
return from the Storval Plateau. The caravan
carries wagons full of supplies and the necessities to
establish a permanent way station at the monster
infested Storval Stairs. Once the party briefs
the newcomers about the encounters with the
giants and harpies, the PCs can make their
way back to Magnimar as they see fit; they may
take Tatho, the Aspis Consortium prisoner,
with them or allow the reinforcements to
deal with him once they’ve established a
secure camp at the base of the stairs. As
long as there’s at least one PC in the party
loyal to either Andoran or Cheliax, the
Pathfinders are unlikely to have a healed
and rescued Rova to deal with, but if they do,
how they treat the harpies’ victim is entirely
up to them (none of the other factions nor the
Pathfinder Society as a whole have a reason
to want him either dead or alive otherwise).
Formoch, King of
the Storval Stairs

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Grand Lodge Faction: Grand Lodge faction PCs who learn Sczarni Faction: Sczarni faction PCs who convince
that Formoch claimed the Storval Stairs to collect sacrifices Dika of the benefits to aligning the Gallowed with Guaril
and tribute at Atga’s insistence earn 1 Prestige Point. Karela earn 1 Prestige Point.
Lantern Lodge Faction: Lantern Lodge faction PCs Shadow Lodge Faction: Shadow Lodge faction PCs who
who save the Aspis Consortium agent Tatho and deliver discover the Aspis Consortium was exchanging captives
him to Amara Li earn 1 Prestige Point. for safe passage through the stairs earn 1 Prestige Point.
Osirion Faction: Osirion faction PCs must gather Silver Crusade Faction: Silver Crusade faction PCs who
feathers from one of the harpies while in flight to earn learn the location of the temple of Minderhal from one of
1 Prestige Point. the defeated giants earn 1 Prestige Point.
Qadira Faction: Qadira faction PCs who learn that the Taldor Faction: Taldor faction PCs who harvest the
Hawk Clan Shoanti refuse to guard the stairs until their meaty head of King Formoch earn 1 Prestige Point.
namesake bird returns earn 1 Prestige Point.

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Defender of Freedom,
Evidence indicates that a Chelish assassin and slaver named Rova was a passenger in the supply caravan
that was recently attacked while traveling through the Storval Stairs. That he has met an inglorious end in the
hands of giants is a small bit of light in a bleak world. My only concern is that Rova seems to have nine lives;
trusted agents swear they have seen him dead many times, yet since then he has killed several of our own on
Cheliax’s orders. I fully believe that someone would go to the effort of resurrecting him, likely in exchange for
some foul deed at a discounted rate. Do what you must to ensure that if anyone needs his services again,
he is unable to respond—from this world or the next.
For justice,

Major Colson Maldris

Faithful Plaything,
A former associate of mine was with that caravan that went missing while traveling through the Storval
Stairs. That Rova was killed on the stairs is convenient because he did several favors for me that would
damage my reputation if made public. Rova’s renown is omnipresent, and once word gets out, someone is
certain to track down his body in hopes of using some divination to garner some tasty tidbits for blackmail
once he can’t withhold his secrets anymore. I trust you to ensure that the nobles of Cheliax are denied any
such simple means of discovering my past indiscretions. You can identify Rova easily because few others
would be, ahem, caught dead bearing the symbol of House Sarini, yet he was known to wear a gaudy ring
with that sigil on it at all times.
Do not fail me,

Paracountess Zarta Dralneen


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Trusted Pathfinder,
In addition to what Venture-Captain Heidmarch shared with you, the Decemvirate is deeply concerned
with the behavior of the hill giants near the Storval Stairs. Hill giants are brutish, and it is unlikely they crafted
this plan to rule this strategic location all on their own. The Decemvirate worries that the Aspis Consortium or
some other human agency is influencing the giants as part of some larger plot. Find out what you can about
why the giants have moved onto the stairs and whether a human agency is responsible.

For the will of the Ten,

GRAND LODGE Venture-Captain Ambrus Valsin

Honorable Servant,
The recent struggles with the Aspis Consortium in the Hao Jin Tapestry have tarnished our reputation
within the Pathfinder Society. To bring balance and restore honor to the Lantern Lodge, we must strike a
blow against the Aspis Consortium. One of their snakes was hiding in the caravan lost at the Storval Stairs,
foiling my plans to capture him when he arrived in Magnimar. Search for hints of this Aspis agent and if you
find him, capture him. If we hand him over to the Society for questioning, such aid in the struggle against
the Consortium will bring honor to our lodge.

Graciously,

Venture-Captain Amara Li

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Servant of the Ruby Prince,


Unfortunately, the news about the Ruby Prince is not good. The Thassilonian curse he labors under
continues to spread, and he becomes more debilitated with each passing day. Each week the physicians I
have poring over dusty tomes send me a new list of components they claim will lead to the ultimate cure, but
the ingredients get more obscure and difficult to acquire with each passing day. Among the many needed
components is a fistful of harpy feathers and troll’s blood. The harpy feathers must be collected while the
creature is in flight, and the troll’s blood must be collected in a room with no light. Gather what you can and
return word to me as soon as possible. I’ll have other field teams searching as well, but you’ll do me and the
Ruby Prince honorably if you recover what you can.
The Prince’s life is in your hands,

Amenopheus, the Sapphire Sage

Trusted Servant,
The Shoanti of the Hawk Clan served as guardians of the Storval Stairs for generations. Stone giants drove
them off some years ago; most people assumed the Hawk Clan would return to the stairs after the defeat of
the wizard-giant Mokmurian, but the Shoanti have not returned. The stairs are an essential trade route, and
restoring the protection of the Shoanti would make routes to and from the Storval Plateau more profitable.
If you can locate one of these Hawk Clan Shoanti, ask why the Shoanti have abandoned the stairs and what
we can do to restore their protection.

Your future reward is never-ending,

Trade Prince Aaqir al’Hakam


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Fellow Traveler,
Getting you placed on this mission to the Storval Stairs is exactly the sort of genius that will cement
my leadership within the Sczarni families. I bet you didn’t even know I pulled that string, did you? Anyway,
eliminating these giants will save several families from tribute to protect the passage of caravans, and
anything that helps enrich the families makes me look good. The influential Magnimarian Jaster Frallino’s
cousin, Dika, is going to be working the caravan coming through the Storval Stairs with your reinforcements.
Give her a private tour of the Storval Stairs and impress her with the value of an alliance between myself
and the Gallowed, focusing on whatever remains of the enemies you have to vanquish to clear the way.
Remember, gore can be motivating!
My reputation is in your hands,

Guaril Karela

Trusted Agent,
The trust we have built up with the Decemvirate is a tenuous thread. Restoring that trust is one of
our highest priorities. Failure to do so will damn you to ever be a second-class Pathfinders, and what
can second-class agents truly do to better themselves during the course of adventure?. My contacts have
heard whisperings that the Aspis Consortium is somehow involved with these giants of the Storval Stairs.
Discovering any details about an Aspis plot would no doubt help us rebuild our tarnished reputation among
the Ten and those most loyal to them.

Patiently,

Grandmaster Torch

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KING OF THE STORVAL STAIRS

Hero of the Society,


Many missions the Society sends you on are of a dubious nature, but the morality of your current quest is
clear. This so-called King of the Storval Stairs is a brutal killer, and putting an end to his reign is the sort of truly
heroic mission that I believe the Society should put its efforts behind. A word of warning though—there are
powerful agencies at work, and this king is monstrous and has a powerful sorcerer backing him. I don’t want
to distract you from your main mission, but this king is one of many servants of Minderhal operating on the
Storval Plateau and there have been a disturbing number of disappearances in that region. While interrogating
prisoners, try and discover the location of the temple where they make their sacrifices. Perhaps we can launch a
rescue mission and burn this foul temple to the ground.
Faithfully,

Ollysta Zadrian

Greetings Fellow Architect,


Our plans in the Varisia are proceeding well; we have singled out several candidates for our purposes.
The first of them is none other than Lord-Mayor Haldmeer Grobaras. The lord-mayor is exactly the sort
of wealthy, ambitious individual we need to sow the seeds of a new Taldor on the shores of the Steaming
Sea. We can build a relationship with Grobaras and stoke his ambitions to suit our needs. As you work to
destroy the so-called King of the Storval Stairs, I am arranging matters so Grobaras can take credit for the
entire effort, elevating his status within the Council of Ushers and solidifying his position. After you defeat
this upstart giant, save his head. Once preserved, the head will make an excellent gift for the lord-mayor,
reinforcing his claim and serving as a constant reminder of who engineered this for him.
Tread Cautiously,

Lady Gloriana Morilla


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PATHFINDER SOCIETY SCENARIO

OPEN GAME LICENSE Version 1.0a


Pathfinder Society Scenario #4–04: 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.
King of the Storval Stairs 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.
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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
Character Name of any Open Game Content You are copying, modifying or distributing, and
You must add the title, the copyright date, and the copyright holder’s name to
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, and Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
Qadira Sczarni Shadow Lodge Silver Crusade Taldor Pathfinder Society Scenario #4–04: King of the Storval Stairs © 2012, Paizo
Publishing, LLC; Author: Dennis Baker.

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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
legendary original campaign that launched Pathfinder 5 years ago! Newly
updated to the Pathfinder RPG rules with expanded encounters, new
monsters, and tons of new art, this amazing book sets the scene for one
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.

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Lord Over Your Hoard

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UqUipmeNt
ltimate
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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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Pathfinder Society Scenario #4–04: Scenario Chronicle #
King of the Storval Stairs
Slow Normal
SUBTIER
2,173 4,346

MAX GOLD
This Chronicle Certifies That
7–8
SUBTIER
3,944 7,889
10–11

A.K.A.
Player Name Character Name Pathfinder Society # Faction EXPERIENCE
Has Completed This Scenario.
Items Found During This Scenario
Starting XP
+1 elf-bane arrow (166 gp, limit 5) scroll of haste (375 gp) GM’s

+
Initial
SUBTIER

7–8 +1 giant-bane arrow (166 gp, limit 13) scroll of heal (1,125 gp)
+1 human-bane arrow (166 gp, limit 5) scroll of mass bear’s endurance (1,650 gp) XP Gained (GM ONLY)
amulet of natural armor +2 (8,000 gp) scroll of mass enlarge person (700 gp)
belt of incredible dexterity +2 (4,000 gp) scroll of raise dead (6,125 gp)
Final XP Total
brooch of shielding (25 points; 371 gp, limit 1) scroll of see invisibility (150 gp)
cloak of resistance +2 (4,000 gp) scroll of speak with dead (375 gp)
FAME
potion of cure moderate wounds (300 gp) scroll of stoneskin (950 gp)
ring of protection +1 (2,000 gp) scroll of wall of stone (1,125 gp)
scroll of air walk (700 gp) sleep arrow (132 gp, limit 3)
Initial Fame Initial Prestige
scroll of dimension door (700 gp) wand of deep slumber (3 charges; 675 gp,
GM’s
Initial
scroll of dismissal (700 gp) limit 1) +
scroll of displacement (375 gp) wand of invisibility purge (12 charges;
Prestige Gained (GM ONLY)
scroll of greater teleport (2,275 gp) 2,700 gp, limit 1)

Prestige Spent
SUBTIER +1 giant bane arrow (166 gp, limit 15)
10–11 +2 chain shirt (4,250 gp)
cloak of resistance +1 (1,000 gp) Final Fame Current Prestige
cloak of resistance +3 (9,000 gp)
headband of alluring charisma +2 (4,000 gp) GOLD
headband of inspired wisdom +2 (4,000 gp)
scroll of arcane eye (700 gp)
scroll of greater teleport (CL 18th; 3,150 gp, limit 1) Start GP
scroll of teleport (1,125 gp) GM’s
Initial
+
wand cure critical wounds (9 charges; 3,780 gp, limit 1)
wand of cure moderate wounds (15 charges; 1,350 gp, limit 1) GP Gained (GM ONLY)
GM’s
wand of glitterdust (7 charges; 630 gp, limit 1) 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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