#49 Among The Dead
#49 Among The Dead
Pathfinder Society Scenario 49: Among the Dead is a Pathfinder Society Scenario designed for 1st to 7th level characters
(Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be
adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use
with the Pathfinder 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 scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a
Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery
are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Chronicles, Pathfinder
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™
Among the Dead
By Joshua J. Frost
F
el Bustrani’s Zyphus-blessed plan to uncover the ancient
Zyphus Stone and turn all of Oppara’s citizens into Among the Living
slobbering, horrid zombies failed. In a twist of irony, #49: Among the Dead is the sequel to #7: Among the Living,
adventurous Pathfinders struck down Bustrani not long one of the first Pathfinder Society scenarios ever released.
after he betrayed and murdered the Pathfinder who aided Though players do not have to play through Among the Living
him in the acquisition of the Zyphus Stone in the first place. to participate in Among the Dead, these two scenarios can be
All of this came to pass inside the House of the Immortal played back-to-back as a fun mini-arc in Taldor’s bustling
Son, Oppara’s most famous opera house and a frequent capital city of Oppara. Additionally, those who wish to learn
gathering spot of Oppara’s wealthiest citizens. Pathfinders more about Taldor and its capital, Oppara, can purchase
in Oppara are now held in even higher regard than before— Taldor: Echoes of Glory, a Pathfinder Companion product that
especially by the upper class citizens—as many of them goes into much greater detail about the empire and it’s capital
either had relatives who survived the incident at the House city than this adventure. Taldor: Echoes of Glory is available at
of the Immortal Son or actually survived it themselves. your local game store or online at paizo.com.
Bustrani’s ragtag bunch of cultists did not fair so well.
Most of them were either killed when the Pathfinders
foiled their plan or were captured and quickly put to one cultist. The final cultist would replace Fel Bustrani,
death by the Opparan constabulary. A few dozen managed rebuild the Opparan cult, and again attempt the downfall
to escape, however, and skulked back to their hideout of the city by Zyphus’s will. The cultists didn’t wait to ask
beneath a burned-out church of Sarenrae in the rotting, questions—they began to build.
tumbledown camp on the south bank of the Mighty The newest addition to the ranks of the Zyphus cult is
Porthmos River known as the Grandbridge Vagabond a fallen consul of the empire named Magistros Sebastus
Camp. There Bustrani’s lot fumed and argued about how Hustavan. Hustavan fell so far out of favor of the empire
they might seek revenge on the meddlesome Pathfinders, in the aftermath of the cult’s assault on the Immortal
or how they might steal the Zyphus Stone back from Son (and his rescue by Pathfinders), that he eventually
Absalom and use it to finally fulfill the will of their deity enlisted in the remnants of the Zyphus cult’s faithful just
of accidents, graveyards, and tragedy. to survive. When Baillaset arrived and set the cultists
Unfortunately for the cultists, a powerful cleric of loose on one another, Hustavan turned to the Pathfinders
Zyphus, a mysterious figure from the wilderness of for help. Little do the cultists know that as they trap and
Taldor’s World’s Edge Mountains, had other plans for murder one another, Pathfinders approach the hideout
them. Enraged by Bustrani’s failure, he spent nearly a year intent on destroying the cult for good.
thinking about how he might exact revenge—not on the
Pathfinders who foiled Bustrani’s plan (that happy accident
led to a slew of accidental souls for Zyphus), but instead
SUMMARY
on the pitiful failures in Oppara calling themselves the The PCs are sent to Oppara by Venture-Captain Drandle
faithful of the Grim Harvestman. The mysterious cleric’s Dreng to find and exterminate the recently located
plan for revenge was cunning, even for a cleric of the god of hideout of the same band of cultists who murdered
tragedy, and he sent one of his servants, a unique Zyphus- Pathfinder Bodriggan Wuthers more than a year ago and
created wight called Baillaset, to deal with the cult. attempted to unleash a zombie plague on the citizens of
Baillaset appeared in the Zyphus hideout in a nimbus Oppara. Venture-Captain Dreng makes it clear this is
of blood-red smoke and declared the cultists damned a revenge mission—a lesson to all that the Pathfinder
for all time if they didn’t fulfill one final order: to choke Society will not stand idle while their members are
the hideout with dozens of traps to catch and kill all but tricked and slain.
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Pathfinder Society SCENario
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Among the Dead
ancient artifact dedicated to Zyphus that now rests in the glass windows once caught the morning sun. The roof has
vaults below. It has the ability to turn corpses into Zyphus collapsed and most of its remnants are long gone. Only large,
zombies, creatures able to infect living humanoids immovable remnants of the crumbling masonry remain in
and turn them into yet more zombies. Were it the rubble piles scattered throughout the ruin.
not for the presence of brave Pathfinders, I fear
the city of Oppara would now be crawling All that remains inside this ruin
with undead. Though Bustrani was are rocks and chunks of wood
slain and his cult scattered or either too worn down and
captured, they were not ruined to be of use or too heavy
destroyed completely.” to carry away. There are signs that this place has been
Who is Sebastus Hustavan? or Why does the used in the past for shelter, but it has since completely
name Sebastus Hustavan sound familiar? “Hustavan collapsed, and most of the residents of the vagabond
was once a consul of the empire and carried the camp seem to give it wide berth. Two sets of ruined stairs
title Magistros. He was present in the House of the in the temples south wall lead up to a once proud pulpit.
Immortal Son when the Society saved Oppara from At the back of the pulpit, an enormous stone lid, several
the cultists. He’s fallen on hard times since—hard hundred pounds in weight, has been pulled off a set of
enough that he joined the cultists out of desperation. stairs leading down into darkness.
His recent messages to our lodge in Oppara indicate Creatures: The former consul of Oppara, Magistros
that something in the cult has changed and he wants Sebastus Hustavan, is here, currently being menaced
out, so he’s given us their location in exchange for us by a pack of wild dogs. Hustavan is well over 6 feet tall,
keeping him safe and bringing him back to Absalom, shockingly thin, and quite old. His head is balding and
where he will likely spend his days scrubbing floors fringed by frizzled gray hair. His chin and cheeks are
in Skyreach.” covered in several weeks’ worth of beard growth, the
gray hairs standing out against his pale, leathery skin.
Halls of the Grim Harvestman He wears long white robes, muddy, torn, and ragged,
The hideout of the cult of Zyphus in Oppara and wears what looks to be a blue sash tied around his
follows the typical style of the followers of the Grim waist as a belt. The dogs are mangy, dirty things that
Harvestman. It is a celebration of his portfolio and wander the fringes of the vagabond camp in search of
an earthbound representation of his will on Golarion. food or easy prey. When the PCs arrive, Hustavan stands
The hideout was built beneath the burned ruin of a on the pulpit at the spot marked X on the map. He’s wielding
temple of Sarenrae (destroyed during the Great Purge of a long piece of wet, rotting wood and is just barely keeping
4528 ar). The cult expanded the catacombs beneath the the dogs at bay. Once the PCs enter the temple ruins, the dogs
temple into a home and training ground for the faithful. abandon Hustavan to his perch and attack.
The first level below ground is nothing more than an
abandoned catacomb—though guarded by one of the Sebastus Hustavan CR 1
first zombies created using the Zyphus Stone. A secret door Male human aristocrat 3
there leads down to the testing areas and living quarters LN Medium humanoid (human)
on the second level, while tunnels in the second level lead Init +0; Senses Perception +3
further down to the worship areas on the third level. Defense
The catacombs and living areas are cold and damp, AC 11, touch 10, flat-footed 11 (+1 armor)
and the walls, floors, and ceilings are all carved from hp 13 (3d8)
the bedrock, though the living areas have doors, chipped Fort +1, Ref +1, Will +4
plaster and masonry for walls, and torch sconces at Offense
regular intervals. Unless otherwise noted, the ceilings Speed 30 ft.
are 10 feet high throughout the complex. Melee dagger +1 (1d4–1/19–20),
Ranged dagger +2 (1d4–1/19–20)
A1: Ruins of the Dawnflower Tactics
(CR 1 or CR 3 or CR 6) Before Combat Sullen and depressed, Hustavan likely mopes and
complains a great deal.
During Combat Hustavan flees for safety, crying for the PCs to
Rain patters down in sheets over the scorched skeleton of a once help him (see Development below).
majestic temple. Walls of thick, blackened masonry stand tall Morale If Hustavan takes even 1 hit point of damage, he falls to
and abandoned, with gaping wounds revealing where stained his knees and begs for his life.
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Pathfinder Society SCENario
6
Among the Dead
Up
At the bottom of the stairs that lead down from the
S
surface is a small room. Two female statues stand in
the middle of the room; their arms were broken off
Level 1 T
Down
and are missing, and their facial features were long (Graveyards)
ago scraped away. A4
Tripped traps
A small amount of light reaches this room
One square = 5 feet
from above, casting the entire room in shadowy
illumination. Three tunnels lead away from
here—a wide tunnel to the north and two Trigger proximity (alarm); Reset none
smaller passages to the west and east. The tunnels are Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid
pitch black (see area A3). A DC 20 Perception check here damage for 4 rounds)
finds a small symbol etched into the base of the western
statue. An additional DC 15 Knowledge (religion) check Tier 6–7 (CR 6)
identifies the mark as the symbol of Zyphus.
Traps: An arrow trap was set in front of the statues. Wyvern Arrow Trap CR 6
The first PC to step into the marked squares hears a click Type mechanical; Perception DC 20; Disable Device DC 20
when the trap triggers. Effects
Trigger location; Reset none
Tier 1–2 (CR 1) Effect Atk +15 ranged (1d6 plus wyvern poison/x3)
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Pathfinder Society SCENario
Creatures: The last Zyphus cultist who set traps here Base Atk +4; CMB +9; CMD 17
also left behind a surprise—the first zombie created Feats Toughness
using the Zyphus Stone, who was once the guardian of the Special Abilities
cult’s baptismal font (see area A16). Staggered (Ex) Zombies have poor reflexes and can only perform
Tripped Traps: T1 is a tripped swinging axe trap. The a single move action or standard action each round. A zombie
corpse of a human male dressed in rags hangs from an can move up to its speed and attack in the same round as a
enormous axe attached to a mechanism in the ceiling. A charge action.
DC 10 Heal check reveals that he’s been dead for at least Zyphus Rot (Su) When a Zyphus zombie kills a living creature
a week. At his feet lies a bloody club. T2 is a tripped rock and feeds on it, the zombie passes on a magical disease called
fall trap. A small pile of rocky rubble lies here, all of Zyphus rot that causes the victim to quickly animate and rise
which collapsed from the ceiling above. Two sets of pale, as a zombie in 1d4 minutes. Once risen, the new zombie no
cold feet stick out from the debris, and a coagulated longer carries Zyphus rot and can’t pass it to another living
rivulet of blood oozes forth from beneath it. Should the creature. A corpse can be “cured” of Zyphus rot by receiving
PCs dig the bodies out, it takes 2d10 minutes to move a cure disease spell prior to reanimation. A Zyphus zombie
the debris enough to uncover the corpses (see Treasure cannot be cured of the disease unless the artifact that caused
below). T3 is a tripped acid-filled spiked pit trap. The pit it is destroyed. Any creature with more than 10 HD is immune
is 10 feet deep and lined with etched and crumbling metal to the effects of Zyphus rot. Zyphus rot only affects corporeal
spikes. A single body lays at the bottom, melted into an creatures (other than undead) that have a skeletal system.
unrecognizable mess. The acid that once filled the pit
drained slowly into the surrounding rock. Should a PC Tier 3–4 (CR 4)
climb down into the pit, any exposed skin that touches
the pit’s walls, floor, or spikes will burn as though it had Advanced Winter Wolf Zyphus Zombie CR 4
touched a naked flame, though these burns cause more NE Large undead (cold)
annoying than actual damage. Prolonged exposure to Init +2; Senses darkvision 60 ft.; Perception +0
the acid causes 1d4 acid damage every 10 minutes. Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +3 natural, –1 size)
Tier 1–2 (CR 2) hp 44 (8d8+8)
Fort +2, Ref +4, Will +6
Ogre Zyphus Zombie CR 2 DR 5/slashing; Immune cold, undead traits
NE Large undead Weaknesses vulnerability to fire
Init –2; Senses darkvision 60 ft.; Perception +0 Offense
Defense Speed 30 ft.
AC 10, touch 7, flat-footed 10 (–2 Dex, +3 natural, –1 size) Melee bite +14 (1d8+12) or slam +14 (1d8+12)
hp 33 (6d8+6) Space 10 ft.; Reach 5 ft.
Fort +2, Ref +0, Will +5 Tactics
DR 5/slashing; Immune undead traits Before Combat The zombie stands in the northeast hallway of the
Offense crypt. Once he hears the PCs, he moves down the 10-foot-wide
Speed 40 ft. hallway toward A2, but stops at the pit (T3). Having already
Melee slam +10 (1d8+9) stepped into the pit once, he knows not to try to cross it.
Space 10 ft.; Reach 10 ft. During Combat Should the PCs spot the zombie and ignore
Tactics him, he wanders north and comes at the PCs from another
Before Combat The zombie stands in the northeast hallway of the angle (he will not cross T3). He attacks the first PC he sees
crypt. Once he hears the PCs, he moves down the 10-foot-wide and mindlessly bludgeons her until she’s unconscious before
hallway toward A2, but stops at the pit (T3). Having already shifting to the next nearest PC.
stepped into the pit once, he knows not to try to cross it. Morale The zombie fights until destroyed.
During Combat Should the PCs spot the zombie and ignore Statistics
him, he wanders north and comes at the PCs from another Str 26, Dex 15, Con —, Int —, Wis 10, Cha 10
angle (he will not cross T3). He attacks the first PC he sees Base Atk +6; CMB +13; CMD 26 (30 vs. trip)
and mindlessly bludgeons her until she’s unconscious before Feats Toughness
shifting to the next nearest PC. Special Abilities
Morale The zombie fights until destroyed. Staggered (Ex) Zombies have poor reflexes and can only perform a single
Statistics move action or standard action each round. A zombie can move up to
Str 23, Dex 6, Con —, Int —, Wis 10, Cha 10 its speed and attack in the same round as a charge action.
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Among the Dead
Zyphus Rot (Su) See Tier 1–2. brain is ruined. Osirion faction PCs must locate the
corpse of Vizier Mujarhamma. This requires two checks:
Tier 6–7 (CR 7) a DC 15 Knowledge (history) check to identify the funereal
dressings of someone buried during the vizier’s time and
Fire Giant Zyphus Zombie CR 7 a DC 15 Perception check to then find the body clothed in
NE Large undead (fire) those dressings.
Init –2; Senses darkvision 60 ft.; Perception +0
Defense Rewards: If the PCs find the treasure on the corpses
AC 18, touch 7, flat-footed 18 (+8 armor, –2 Dex, +3 natural, –1 size) beneath the rock fall, reward each tier thusly:
hp 93 (17d8+17) Tier 1–2:
Fort +5, Ref +5, Will +10 Give each player 13 gp.
DR 5/slashing; Immune fire, undead traits Tier 3–4:
Weaknesses vulnerability to cold Give each player 221 gp.
Offense Tier 6–7:
Speed 30 ft. Give each player 654 gp.
Melee slam +23 (1d8+16)
Space 10 ft.; Reach 10 ft. A4: Secret Stairwell
Tactics (CR 1 or CR 3 or CR 6)
Before Combat The zombie stands in the northeast hallway of the
crypt. Once he hears the PCs, he moves down the 10-foot-wide This stairwell is the secret entrance to the deeper levels of
hallway toward A2, but stops at the pit (T3). Having already the Zyphus cult’s hideout. Should anyone find the secret
stepped into the pit once, he knows not to try to cross it. entrance, the cultists long ago set the trap here to deal
During Combat Should the PCs spot the zombie and ignore with them (which is why the trap is still here).
him, he wanders north and comes at the PCs from another Traps: The entire landing at the top of the secret stairs
angle (he will not cross T3). He attacks the first PC he sees is a simple pit trap.
and mindlessly bludgeons her until she’s unconscious before
shifting to the next nearest PC. Tier 1–2 (CR 1)
Morale The zombie fights until destroyed.
Statistics Pit Trap CR 1
Str 33, Dex 7, Con —, Int —, Wis 10, Cha 10 Type mechanical; Perception DC 20; Disable Device DC 20
Base Atk +12; CMB +22; CMD 30 Effects
Feats Toughness Trigger location; Reset manual
Gear half-plate Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids;
Special Abilities multiple targets (all targets in a 10-ft.-square area)
Staggered (Ex) Zombies have poor reflexes and can only perform
a single move action or standard action each round. A zombie Tier 3–4 (CR 3)
can move up to its speed and attack in the same round as a
charge action. Camouflaged Pit Trap CR 3
Zyphus Rot (Su) See Tier 1–2. Type mechanical; Perception DC 25; Disable Device DC 20
Effects
Development: A secret door is located in the south Trigger location; Reset manual
wall near the stairs that lead back up to the surface. This Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex avoids;
door is a moving stone wall; a DC 15 Perception check multiple targets (all targets in a 10-ft.-square area)
is required to spot and open it. The secret door leads to
area A4. Tier 6–7 (CR 6)
Treasure: For Tier 1– 2, a DC 10 Perception check finds a
scroll of lesser restoration on one of the bodies buried under Camouflaged Spiked Pit Trap CR 6
the rock fall. For Tier 3– 4, the check finds the scroll and Type mechanical; Perception DC 25; Disable Device DC 20
a ring of climbing. For Tier 6–7, the check finds the scroll, Effects
the ring, and a cloak of resistance +2. Trigger location; Reset manual
Mission Notes: Cheliax faction PCs need to make a DC Effect 30-ft.-deep pit (3d6 falling damage); pit spikes (Atk +10
20 Heal check to bring back a perfect sample of the Zyphus melee, 1d4 spikes per target for 1d6+5 damage each); DC 20
zombie’s brain—they can attempt this twice before the Reflex avoids; multiple targets (all targets in a 10-ft.-square area)
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Pathfinder Society SCENario
(CR 2 or CR 4 or CR 7) Offense
Speed 10 ft., fly 20 ft. (good)
Melee see text
A five-foot-wide, rickety rope bridge stretches fifteen feet Special Attacks fear (see text, DC 12), telekinesis (CMB +7 [combat
from a small landing at the bottom of a set of stairs on the maneuver]; +3, 1d6 [violent thrust])
south side of the room across a twenty-foot-deep pit to Tactics
another small landing on the north side of the room. The During Combat The poltergeist spends most of the combat flying
north landing has a solid wood door leading north, and the above the bridge throwing 25-pound rocks at the PCs (1d6
south landing has a set of stairs leading up to the west. damage). Once all or most of all of the PCs are on the bridge,
he swoops down and triggers the bridge’s collapse, sending the
This room represents the first test for new Zyphus PCs tumbling into the pit (see bridge collapse trap below). Any
recruits. For the lower tier, a new recruit must simply PCs not in the pit are then targeted with telekinesis (combat
cross the rope bridge and escape the room without maneuver) as the poltergeist attempts to push them in. Once
succumbing to the bat swarm. In the higher tiers, a new all of the PCs are in the pit, he resumes throwing rocks at them.
recruit must cheat death by crossing the rope bridge To mitigate the difficulty of this encounter, the poltergeist’s only
before the poltergeist triggers the bridge collapse and accessible rocks heavy enough to do damage to the PCs are in a
either crushes the new recruit’s skull with a rock or hurls single pile near the three corpses in the pit. The poltergeist has
him to his death against one of the walls. If Hustavan to swoop down to pick one up and the PCs should get a DC 11
is with the PCs, he knows about this room (having once Perception check to spot him picking up a rock.
passed the test), but he believes the poltergeists (for the Morale The poltergeist fights until destroyed.
higher tiers) are actually Zyphus himself. If the PCs ask Statistics
Hustavan how they normally get through this room, he Str —, Dex 13, Con —, Int 5, Wis 12, Cha 12
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Among the Dead
Base Atk +2; CMB +1; CMD 12 her body and suggests that she likely died from some kind
Feats Alertness, Toughness of poison. A DC 15 Survival check reveals that while the
Skills Perception +9 humans likely died in this room, the half-elf died elsewhere
SQ natural invisibility and was dumped here. None of the cultists possessed
Special Abilities anything of value.
Fear (Su) A creature hit by a thrown object must succeed on a DC 12
Will save or flee in terror for 2d6 rounds. A creature that successfully A6: Gallery of Accidents
saves is immune to the fear effect of the same poltergeist for the (CR 2 or CR 4 or CR 7)
remainder of the encounter. The save DC is Charisma-based.
Telekinesis (Su) A poltergeist can create a telekinetic effect to hurl
one object or creature within 10 feet a distance of 60 feet (no range Four evenly-spaced canvas walls run parallel to each other in a
increment). This ability functions as the telekinesis spell (caster level row stretching from north to south through the middle of this
6th) with the following exceptions: the poltergeist does not have to room. On both sides of each wall hang dozens of paintings,
concentrate to use or maintain this ability, the poltergeist can hurl drawings, and sketches of a variety of violence-themed scenes.
only one object or creature per round, and the poltergeist uses A solid wooden door is in the middle of the south wall and a
its Charisma modifier to modify its base attack bonus. A creature heavier, oaken door is in the middle of the north wall.
targeted by this ability can make a DC 12 Will save to avoid being
hurled by the poltergeist. The save DC is Charisma-based. This gallery is where Fel Bustrani kept his collection of
Natural Invisibility (Su) This ability is constant, allowing a tragedy- and accident-themed art. The works each depict
poltergeist to remain invisible even when attacking. This ability some horrible event—the tragic death of a child hit by
is inherent, cannot be dispelled or negated, and is not subject a wagon, a building collapse killing dozens of workers,
to the invisibility purge spell. and so on. The largest painting, on the far left canvas
Unnatural Aura (Su) Both wild and domesticated animals can wall, depicts the interior of a large, elegantly appointed
sense the unnatural presence of a poltergeist at a distance of opera house where rotting undead creatures feed on the
30 feet. They will not willingly approach nearer than that and living. If any of the PCs played though Among the Living,
panic if forced to do so; they remain panicked as long as they they instantly recognize the opera house as the House
are within that range. of the Immortal Son. Otherwise, give the PCs a DC 15
Knowledge (local) check to make that discovery.
Bridge Collapse Trap CR 2 Traps: A mechanical f ire trap was set in the ceiling
Type mechanical; Perception DC 25; Disable Device DC 20 here just above the north door to area A7. Stepping into
Effects the square in front of the door triggers the trap and
Trigger special (see poltergeist stat block); Reset manual it explodes toward the south side of the room in a 15-
Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex save foot cone, setting the gallery on f ire. The part of the
avoids; multiple targets (all targets on the bridge) gallery in the area of effect burns immediately; the
f ire then spreads 1 square in a random direction each
Tier 6–7 (CR 7) round afterward. The f ire burns until the entire room
is engulfed, and once the entire room has been on f ire
Poltergeists (3) CR 2 for 10 minutes, the f ire exhausts its fuel and dies out.
hp 19 each (see Tier 3–4) For 1 hour after the f ire, the temperature in the room is
a sweltering 120 degrees. For 10 minutes after the f ire,
Bridge Collapse Trap CR 5 areas A5, A6, and A7 have the oxygen equivalency of a
Type mechanical; Perception DC 25; Disable Device DC 20 high altitude environment and area A6 is cloaked in
Effects smoke as the obscuring mist spell. The oaken door in the
Trigger special (see poltergeist stat block); Reset manual north wall has been heavily treated with f ire-resistant
Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +15 residue and does not burn during the f ire.
melee, 1d4 spikes per target for 1d6+5 damage each); DC 20
Reflex save avoids; multiple targets (all targets on the bridge) Tier 1–2 (CR 2)
Development: There are three dead cultists in the pit—2 Mechanical Fire Trap CR 2
human males and a female half-elf. A DC 10 Heal check Type mechanical; Perception DC 20; Disable Device DC 20
on the males indicates they were both killed by massive Effects
internal injuries, probably from falling. A DC 15 Heal check Trigger location; Reset none
on the female half-elf reveals dozens of tiny bites all across Effect explosion of fire (3d6 fire damage, DC 20 Reflex save for
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Pathfinder Society SCENario
half damage); multiple targets (all targets in a 15-ft. cone); sets This room represents the second test for new Zyphus
the gallery on fire (see traps above) recruits, a test of their persistence. The rock wall is
incredibly difficult to climb (DC 25 Climb check) and
Tier 3–4 (CR 4) most recruits spend hours trying to scale the 20-foot-
cliff, if only to avoid having to quit and walk back out
Mechanical Fire Trap CR 4 through area A5. A DC 20 Perception check, however,
Type mechanical; Perception DC 20; Disable Device DC 20 finds a hidden set of handholds tucked back into a natural
Effects crease that runs up the rock wall in the middle. Once
Trigger location; Reset none located, the PCs need only make a DC 10 Climb check to
Effect explosion of fire (6d6 fire damage, DC 25 Reflex save for ascend the wall.
half damage); multiple targets (all targets in a 15-ft.-cone); sets Tripped Traps: T4 was a nasty trap, f iring spikes
the gallery on fire (see traps above) from inside the hidden handholds in the natural
crease. There are a dozen or so spikes embedded in the
Tier 6–7 (CR 7) heavy oak door and the south wall as well as a dozen
spikes imbedded in the corpse of a human female lying
Mechanical Fire Trap CR 7 against the base of the cliff. T5 is a tripped boiling
Type mechanical; Perception DC 29; Disable Device DC 20 oil trap and is the source of the room’s smell. Two
Effects deformed and burned bodies lie against the eastern
Trigger location; Reset none door in a puddle of congealed oil. None of the bodies
Effect explosion of fire (6d6 fire damage, DC 29 Reflex save for possess anything of value.
half damage); multiple targets (all targets in a 15-ft. cone); sets
the gallery on fire (see traps above) A8: Coffin Barracks
(CR 3 or CR 5 or CR 6)
Treasure: Ten of the paintings here are valuable (in
addition to the target of the Taldor mission). A DC 15
Appraise check identifies all 10 of them. Each painting A row of nine open coffins stretches from east to west across
is worth 100 gp. Each time a square burns beyond the the north wall of this room. Each coffin is made from a dark
initial blast cone of the mechanical fire trap, one of the wood, painted black, and polished to a mirror finish. The
paintings is lost to the fire. inside of each coffin is lined with green fabric and holds a ratty
Mission Notes: Taldor faction PCs need to recover the blanket and musty pillow. Boxes, crates, and barrels line the
painting of Panmagistros Taticus Petros the Spear-Bearer south wall on either side of the simple wooden door there.
of Zimar fully intact and undamaged. The difficulty here
is that the painting is on the second canvas wall from the This barracks is the morbid sleeping quarters for the
east and is hung directly in the path of the mechanical most respected members of the cult—most of whom
fire trap. Should the trap be activated, the painting goes are now dead. The boxes, crates, and barrels contain
up in flames. a variety of food supplies, such as flour, sugar, dried
meat, grains, and so on. The entire room smells sickly
Rewards: If the PCs recover all the valuable paintings, sweet, vaguely like a mixture of rotting vegetables and
reward each tier thusly: fresh taffy.
All Tiers: Tripped Traps: The source of this room’s smell is
Give each player 83 gp*. a handful of poisonous traps that have all now been
*For each valuable painting not recovered, remove 8 gp tripped—though they are still potentially dangerous.
and 3 sp from this total. Most of the coffins recently contained poison fog traps,
were lined with poisonous substances, or contained
A7: The Second Zyphus Test poisoned needles. The barrels are all coated in a thin
layer of the same poison used in the traps in the coffins.
A half-moon-shaped cliff splits this room in half. The lower side, The furthest coffin on the east side of the room has the
along the south wall, is twenty feet below the higher side along body of a male elf in it. A DC 15 Heal check reveals he
the north wall. The cliff is rather smooth, seemingly absent of was killed by poisoning. The body of a male human lies
handholds or any easy way to climb it. A solid, oaken door leads crumpled in front of the barrels on the southeast side
out of the room to the south, and two simple wooden doors of the room—a DC 15 Heal check reveals he also died
lead out to the north and east. The room smells vaguely like by poisoning. Because the traps were set with contact
cooked meat. poisons, anyone who touches the boxes, crates, or barrels
12
Among the Dead
or climbs inside a coffin is exposed to the poison. The precariously set and ready to go off at any moment, even
poisons vary by tier—see below. though it’s not likely to do a lot of damage if activated.
Triggering the rock trap or making any loud noises here
Tier 1–2 (CR 3) immediately warns the cultists in area A10 of the PCs’
approach.
Malyass Root Paste
Type poison, contact; Save Fortitude DC 16 Tier 1–2 (CR 3)
Onset 1 minute; Frequency 1/minute for 6 minutes
Effect 1d2 Dex damage; Cure 1 save Rock Fall Trap CR 3
Type mechanical; Perception DC 20; Disable Device DC 25
Tier 3–4 (CR 5) Effects
Trigger location; Reset none
Terinav Root Effect Atk +10 (2d6); multiple targets in a 10-ft.-by-5-ft. area
Type poison, contact; Save Fortitude DC 16
Onset 1 minute; Frequency 1/minute for 6 minutes Tier 3–4 (CR 5)
Effect 1d3 Dex damage; Cure 1 save
Rock Fall Trap CR 5
Tier 6–7 (CR 6) Type mechanical; Perception DC 20; Disable Device DC 25
Effects
Dragon Bile Trigger location; Reset none
Type poison, contact; Save Fortitude DC 26 Effect Atk +15 (4d6); multiple targets in a 10-ft.-by-5-ft. area
Frequency 1/round for 6 rounds
Effect 1d3 Str damage Tier 6–7 (CR 8)
Treasure: A DC 10 Perception check finds several items Rock Fall Trap CR 8
of value on the body of the elf. For Tier 1–2, the PCs find Type mechanical; Perception DC 25; Disable Device DC 29
a +1 short sword and a scroll of lesser restoration. For Tier Effects
1050864 539958
3–4, the PCs find the scroll, the sword, and a gray bag of Trigger location; Reset none
tricks. For Tier 6–7, the PCs find the scroll, the bag, and Effect Atk +20 (4d6); multiple targets in a 10-ft.-by-5-ft. area
the sword, which is a +2 short sword.
A10: Tunnels (CR 1 or CR 3 or CR 6)
Rewards: If the PCs find the treasure on the elf, reward
each tier thusly: These tunnels were carved out by hand and braced with thick
Tier 1–2: planks of wood. The carved ceilings stretch to 10 feet in height
Give each player 205 gp. and around five feet in width. The walls and floor are damp,
Tier 3–4: and the sound of dripping water can be heard throughout.
Give each player 488 gp.
Tier 6–7: The first cultists who dug out the complex beneath
Give each player 988 gp. the Sarenite crypts unknowingly dug quite close to an
aquifer near the surface, and as a result these tunnels
A9: Curtained Antechamber are damp. Water constantly drips from the ceiling, and
(CR 3 or CR 5 or CR 8) a thin trickle of water runs along the side of the tunnels,
emptying down the sinkhole in area A11. The water here
This area is just part of the larger tunnel complex has no impact on combat.
beyond. The tunnels are 5 feet wide and 10 feet tall. This Creatures: A group of cultists who teamed up to kill
area is separated from the larger tunnel complex by a everyone else first have found themselves trapped here.
heavy black canvas that was nailed into the ceiling and They know the trap in A9 could go off at any time, so they
drapes across the tunnel 10 feet from the door in the avoid that area, and they know the wight is below and don’t
west wall. want to face him either. If the PCs made a lot of noise in
Traps: The black canvas was put up to hide the rock area A9 or set off the rock trap, the cultists are ready and
fall trap beyond. The trap was originally set up with waiting for them—though they think the PCs are other
a faulty design (DC 15 Knowledge [dungeoneering]), surviving cultists. Unknown to the cultists—though they
but after dozens of failed activations, the trap is now are beginning to suspect—they were all cursed as part of
13
Pathfinder Society SCENario
the wight’s arrival to make actions for each other and the and its foe on a cloudy day, or it could strike a tree, causing
PCs more difficult (see below). a heavy limb to fall on both targets, but lightning could
not strike out of a clear sky. Alternatively, ropes holding
Tier 1–2 (CR 1) up some scaffolding might break, the lock on a portcullis
might slip, or the floor of a ruined keep might give way. In
Fortune-Spurned Zyphus Cultists (3) CR 1/3 some cases, the fortune-spurned creature might be unable
Advanced Bestiary 121 to cause any calamity given its surroundings. A calamity
Male or Female human fortune-spurned warrior 1 cannot affect anyone other than the fortune-spurned
NE Medium humanoid (human) creature and a single adjacent creature of its choice. Nearly
Init +1; Senses Perception –2 any natural misfortune may be chosen, but it must be one
Aura aura of misfortune (10 ft.) that is as dangerous to the fortune-spurned creature as
Defense it is to the other creature. Both targets must be affected
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield) equally—that is, both must make the same saving throw and
hp 9 (1d10+4) suffer the same result. Thus, if the fortune-spurned creature
Fort +1, Ref –1, Will –3 is immune or resistant to electricity, it could not choose
Offense to have lightning strike both it and its foe unless the foe is
Speed 30 ft. equally resistance to electricity.
Melee short sword +2 (1d6+1/19–20) Cursed (Ex) A fortune-spurned creature takes a –2 luck penalty
Tactics on all opposed checks and saves, and a –1 luck penalty on
Before Combat The cultists rest in the light of a single torch in all attack rolls. These penalties are already figured into the
the northeast corner of the tunnels. If they know the PCs are creature’s stats.
coming, they move back out of sight and wait to ambush the Diminished Criticals (Ex) A fortune-spurned creature must roll
PCs either in the northeast corner or in the south where the twice to confirm a critical hit.
two tunnels reconnect. Twist of Fate (Su) The first time in any given day that a fortune-
During Combat The cultists are not strategic fighters—they pick spurned creature rolls a natural 20 on a saving throw, it fails the
the nearest target, get close, and attack furiously. save. This twist of fate happens only once per day.
Morale With no other options left to them, the cultists fight to Unlucky Strike (Su) When a fortune-spurned creature attacks
the death. with a weapon and rolls a natural 1, it drops the weapon unless
Statistics it can make a successful Reflex save (DC 9). If it attacks with a
Str 13, Dex 12, Con 13, Int 10, Wis 9, Cha 8 natural weapon and rolls a natural 1, it provokes an attack of
Base Atk +1; CMB +2; CMD 13 opportunity from its target, even if that creature would not
Feats Toughness, Weapon Focus (short sword) otherwise be entitled to make one.
Skills Climb –1, Intimidate +1, Knowledge (religion) –1, Perception
–2; Racial Modifiers A fortune-spurned creature takes a –2 Tier 3–4 (CR 3)
penalty on all skill checks—this penalty stacks with the one it
takes on opposed checks Fortune-Spurned Zyphus Cultists (3) CR 1/2
Languages Common Advanced Bestiary 121
SQ cursed, diminished criticals, twist of fate, unlucky strike (DC 9) Male or Female human fortune-spurned warrior 2
Combat Gear potion of cure light wounds; Other Gear chain shirt, NE Medium humanoid (human)
heavy wooden shield, short sword Init +1; Senses Perception –1
Special Abilities Aura aura of misfortune (10 ft.)
Aura of Misfortune (Su) Every creature within 10 feet of a Defense
fortune-spurned creature gains the diminished criticals AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
and unlucky strike special qualities of the fortune-spurned hp 16 (2d10+5)
template as long as it remains within range. Furthermore, Fort +2, Ref –1, Will –3
each such creature takes a – 4 penalty on all of its checks and Offense
saving throws. Speed 30 ft.
Calamitous Mishap (Su) As a free action once per encounter, a Melee mwk short sword +3 (1d6+1/19–20)
fortune-spurned creature can cause some calamity to befall Tactics
itself and another creature within 5 feet of it. The mishap Before Combat The cultists rest in the light of a single torch in
selected must be a possible result of normal circumstances, the northeast corner of the tunnels. If they know the PCs are
but it can be the worst possible result. For instance, coming, they move back out of sight and wait to ambush the
lightning could strike both the fortune-spurned creature PCs either in the northeast corner or in the south where the
14
Among the Dead
player handout #1
Baillaset,
Trusted ally, go to Oppara, find that miserable stink hole our brethren call a temple to our
lord Zyphus, and instill some fear and carnage in their ranks for Bustrani’s miserable
failure. Tell them all that you have been sent by Zyphus. They’re fools, they’ll believe it. And
tell them that Zyphus wants them to trap the temple and lure their fellow cultists into
accidental death. Tell them the final cultist will replace Bustrani and rebuild the temple.
(The last part is true, so don’t dispatch all of them.) Then spend your time watching them
destroy one another, feasting on their corpses, and keeping them afraid. Use the Zyphus-
granted power I instilled in you to curse every last one of them. That should make things
more entertaining.
Your Master,
Harvestman Quint
two tunnels reconnect. coming, they move back out of sight and wait to ambush the
During Combat The cultists are not strategic fighters—they pick PCs either in the northeast corner or in the south where the
the nearest target, get close, and attack furiously. two tunnels reconnect.
Morale With no other options left to them, the cultists fight to During Combat The cultists are not strategic fighters—they pick
the death. the nearest target, get close, and attack furiously.
Statistics Morale With no other options left to them, the cultists fight to
Str 13, Dex 12, Con 13, Int 10, Wis 9, Cha 8 the death.
Base Atk +2; CMB +3; CMD 14 Statistics
Feats Toughness, Weapon Focus (short sword) Str 14, Dex 12, Con 13, Int 10, Wis 9, Cha 8
Skills Climb +0, Intimidate +2, Knowledge (religion) +0, Base Atk +5; CMB +7; CMD 18
Perception –1; Racial Modifiers A fortune-spurned creature Feats Improved Initiative, Iron Will, Toughness, Weapon Focus
takes a –2 penalty on all skill checks—this penalty stacks with (short sword)
the one it takes on opposed checks Skills Climb +5, Intimidate +5, Knowledge (religion) +3, Perception
Languages Common +2; Racial Modifiers A fortune-spurned creature takes a –2
SQ cursed, diminished criticals, twist of fate, unlucky strike (DC 10) penalty on all skill checks—this penalty stacks with the one it
Combat Gear potion of cure moderate wounds; Other Gear chain takes on opposed checks
shirt, heavy wooden shield, masterwork short sword Languages Common
SQ cursed, diminished criticals, twist of fate, unlucky strike (DC 11)
Tier 6–7 (CR 6) Combat Gear potion of cure moderate wounds; Other Gear +1 chain
shirt, heavy wooden shield, masterwork short sword
Fortune-Spurned Zyphus Cultists (3) CR 3
Advanced Bestiary 121 Development: One of the cultists carries a note in his
Male or Female human fortune-spurned warrior 5 pocket (see Player Handout #1). Baillaset decided that
NE Medium humanoid (human) cultist was most likely to be the one who survived all
Init +5; Senses Perception +2 of the traps, so he let him in on the details. Because of
Aura aura of misfortune (10 ft.) the letter, the cultist convinced his two friends to trap
Defense and kill the others and then attack the wight—instead
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield) he planned to kill his friends and fill the promised role
hp 37 (5d10+10) recently vacated by Fel Bustrani. A DC 15 Heal check
Fort +3, Ref +0, Will +0 reveals that the men were starving and likely hadn’t
Offense eaten in a few days.
Speed 30 ft. Treasure: The same cultist who carried Player Handout
Melee mwk short sword +7 (1d6+2/19–20) #1 also carried a pouch full of coins. For Tier 1–2, the
Tactics pouch contains 100 pp. For Tier 3–4, it contains 170 pp.
Before Combat The cultists rest in the light of a single torch in For Tier 6–7, it contains 6,000 gp worth of platinum
the northeast corner of the tunnels. If they know the PCs are trade bars.
15
Pathfinder Society SCENario
16
Among the Dead
this acid means it does not give off noxious fumes like a Tier 3–4 (CR 3)
normal pool of acid would. Should any PCs have empty
acid flasks, they can fill them here for free—note the Swinging Axes Trap CR 3
addition under purchases on their chronicle sheet. PCs Type mechanical; Perception DC 20; Disable Device DC 20
may not fill just any container—only empty acid flasks. Effects
Mission Notes: Andoran faction PCs must destroy the Trigger location; Reset manual
altar here. The altar is constructed of masonry, has a break Effect Atk +15/+10 melee (1d8+1/x3 each); multiple targets (all
DC of 35, Hardness 8, and 90 hit points. Osirion faction PCs targets in a 10-ft. line)
either need to assist the Andoran faction PCs in destroying
the altar, insure they destroy, or destroy it themselves. Tier 6–7 (CR 6)
A14: Still Waters Swinging Axes Trap CR 6
This room once served as the bath house for the cult. Two Type mechanical; Perception DC 20; Disable Device DC 20
sputtering torches still burn here, casting most of the Effects
room in shadowy illumination. At some point recently, Trigger location; Reset manual
a cultist magically froze the lake, killing several cultists Effect Atk +15/+15/+10 melee (1d8+1/x3 each); multiple targets (all
who were bathing here. The room has since started to targets in a 10-ft. line)
melt and most of the pool is slush—the corpses are frigid
and wet. The tunnel and frozen bath house have 20-feet- A16: Baptismal Font
tall ceilings. (CR 3 or CR 5 or CR 8)
Tripped Traps: T7 was a simple snare trap—it caught
the cultist who froze the lake in A14. He still hangs from
the snare 10 feet up, his head distorted and purple from A stone trench about three feet high runs the length of the west
the weight of all of the blood in his body. A small pool of wall. Hanging above it are several human men, their chests
blood mars the chamber’s floor beneath him. flayed open, their blood dripping and pooling in the trench
below. A thin stone tube then runs from the middle of the gory
A15: Walls of Blood container, funneling blood down toward a large basin in the
(CR 1 or CR 3 or CR 6) center of the room. Judging from the blood splashed around
the outside of the basin, something recently crawled out of it.
This tunnels winds from A12 to A16. At several points
throughout splashes of blood can easily be seen either as This room used to be the place where Fel Bustrani
drag marks on the floor (a DC 15 Survival check reveals baptized his new followers into the Zyphus faith—he
they all head north) or splatters on the wall. used water to do so. Baillaset has instead converted the
Traps: A swinging axe trap was set here by the cultists font to hold blood and bathes it occasionally while he
in A16 (in the higher tiers, the trap contains multiple waits for the cultists to finish killing each other. The four
axes). Should the PCs activate this trap, its noise cultists currently hanging above the trench were killed
automatically warns the wight Baillaset in A16 that the the day before, so the blood is starting to thicken in the
PCs are approaching. gory containers.
Tripped Traps: T8 was once an automatically Creatures: Baillaset, a unique Zyphus-created wight,
resetting swinging scythe trap, as evidenced by waits here while the cultists go about hunting and
the headless corpse beneath it. A second corpse trapping one another.
is pinned to the east wall of the tunnel—the trap
struck him, killed him, and then jammed on his Tier 1–2 (CR 3)
body and broke.
Baillaset CR 3
Tier 1–2 (CR 1) Fortune-spurned unique wight (Advanced Bestiary 121, Pathfinder
RPG Bestiary 276)
Swinging Axe Trap CR 1 LE Medium undead
Type mechanical; Perception DC 20; Disable Device DC 20 Init +1; Senses darkvision 60 ft.; Perception +9
Effects Aura aura of misfortune (10 ft.)
Trigger location; Reset manual Defense
Effect Atk +10 melee (1d8+1/x3); multiple targets (all targets in a AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
10-ft. line) hp 26 (4d8+8)
17
Pathfinder Society SCENario
Fort +1, Ref +0, Will +2 to take out one target at a time, fully aware of the effect of his
Defensive Abilities undead traits aura of misfortune.
Weaknesses resurrection vulnerability Morale Baillaset fights until destroyed—when destroyed, he
Offense evaporates in a bloody red mist.
Speed 30 ft. Statistics
Melee slam +3 (1d4+1 plus Con drain) Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Special Attacks fortune-spurned curse, Constitution drain (1 point Base Atk +3; CMB +4; CMD 15
of Con damage, DC 14) Feats Blind-Fight, Skill Focus (Perception)
Tactics Skills Intimidate +7, Knowledge (religion) +5, Perception +9,
Before Combat If Baillaset is unaware of the PCs’ approach, he’s Stealth +14; Racial Modifiers +8 Stealth; a fortune-spurned
hanging corpses over the bloody trench by the west wall. If he’s aware creature takes a –2 penalty on all skill checks—this penalty
the PCs are coming, he waits in the square just west of the entrance stacks with the one it takes on opposed checks
to this room, ready to ambush the first PC through the door. Languages Common
During Combat Baillaset gets in close and stays there, preferring SQ create spawn, cursed, diminished criticals, twist of fate,
unlucky strike (DC 14)
Special Abilities
Aura of Misfortune (Su) Every creature within 10 feet of a fortune-
spurned creature gains the diminished criticals and unlucky
strike special qualities of the fortune-spurned template as long
as it remains within range. Furthermore, each such creature
takes a – 4 penalty on all checks and saving throws.
Calamitous Mishap (Su) As a free action once per encounter, a
fortune-spurned creature can cause some calamity to befall
itself and another creature within 5 feet of it. The mishap
selected must be a possible result of normal circumstances,
but it can be the worst possible result. For instance, lightning
could strike both the fortune-spurned creature and its foe on
a cloudy day, or it could strike a tree, causing a heavy limb
to fall on both targets, but lightning could not strike out of
a clear sky. Alternatively, ropes holding up some scaffolding
might break, the lock on a portcullis might slip, or the floor
of a ruined keep might give way. In some cases, the fortune-
spurned creature might be unable to cause any calamity given
its surroundings. A calamity cannot affect more than the
fortune-spurned creature and a single adjacent creature of
its choice. Nearly any natural misfortune may be chosen, but
it must be one that is as dangerous to the fortune-spurned
creature as it is to the other creature. Both targets must be
affected equally—that is, both must make the same saving
throw and suffer the same result. Thus, if the fortune-spurned
creature is immune or resistance to electricity it could not
choose to have lightning strike both it and its foe unless the
foe is equally resistance to electricity.
Cursed (Ex) A fortune-spurned creature takes a –2 luck penalty on
all opposed checks and saves, and a –1 luck penalty on all attack
rolls. These penalties are figured into the creature’s stats.
Diminished Criticals (Ex) A fortune-spurned creature must roll
twice to confirm a critical hit.
Fortune-Spurned Curse (Su) Once per month, Baillaset can curse
up to 25 humanoids, permanently giving them his fortune-
spurned template. Baillaset has already used this ability this
month cursing the Zyphus cultists.
Resurrection Vulnerability (Su) A raise dead or similar spell cast
18
Among the Dead
on a wight destroys it (Will negates). Using the spell in this way SQ create spawn, cursed, diminished criticals, twist of fate,
does not require a material component. unlucky strike (DC 18)
Twist of Fate (Su) The first time in any given day that a fortune-
spurned creature rolls a natural 20 on a saving throw, it fails the Tier 6–7 (CR 8)
save. This twist of fate happens only once per day.
Unlucky Strike (Su) When a fortune-spurned creature attacks Baillaset CR 8
with a weapon and rolls a natural 1, it drops the weapon Fortune-spurned unique brute wight barbarian 3 (Advanced
unless it can make a successful Reflex save (DC 14). If it Bestiary 121, Pathfinder RPG Bestiary 276)
attacks with a natural weapon and rolls a natural 1, it provokes LE Large undead
an attack of opportunity from its target, even if that creature Init +2; Senses darkvision 60 ft.; Perception +11
would not otherwise be entitled to make one. Aura aura of misfortune (10 ft.)
Defense
Tier 3–4 (CR 5) AC 18, touch 9, flat-footed 16 (+2 Dex, +9 natural, –2 rage, –1 size)
hp 100 (7 HD; 4d8+3d12+63)
Baillaset CR 5 Fort +10, Ref +2, Will +7
Fortune-spurned unique brute wight (Advanced Bestiary 121, Defensive Abilities uncanny dodge, undead traits
Pathfinder RPG Bestiary 276) Weaknesses resurrection vulnerability
LE Large undead Offense
Init +2; Senses darkvision 60 ft.; Perception +11 Speed 45 ft.
Aura aura of misfortune (10 ft.) Melee slam +13 (1d6+10 plus Con drain)
Defense Space 10 ft.; Reach 10 ft.
AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size) Special Attacks fortune-spurned curse, Constitution drain (1 point
hp 42 (4d8+24) of Con damage, DC 20), rage (14 rounds per day), rage powers
Fort +5, Ref +1, Will +4 (swift foot)
Defensive Abilities undead traits Tactics
Weaknesses resurrection vulnerability Before Combat If Baillaset is unaware of the PCs’ approach, he’s
Offense hanging corpses over the bloody trench by the west wall. If he’s
Speed 30 ft. aware that the PCs are coming, he waits in the 10-foot square
Melee slam +7 (1d6+7 plus Con drain) just west of the entrance to this room, ready to ambush the
Space 10 ft.; Reach 10 ft. first PC through the door.
Special Attacks fortune-spurned curse, Constitution drain (1 point During Combat Baillaset rages as soon as combat begins, then
of Con damage, DC 18) gets in close and stays there, preferring to take out one target
Tactics at a time, fully aware of the effect of his aura of misfortune.
Before Combat If Baillaset is unaware of the PCs’ approach, he’s Morale Baillaset fights until destroyed—when destroyed, he
hanging corpses over the bloody trench by the west wall. If he’s evaporates in a bloody red mist.
aware that the PCs are coming, he waits in the 10-foot square Base Statistics When not raging, Baillaset’s statistics are: AC 20,
just west of the entrance to this room, ready to ambush the touch 11, flat-footed 18; hp 86; Fort +8, Will +5; Melee slam +11
first PC through the door. (1d6+7 plus Con drain); Special Attacks Constitution drain (1
During Combat Baillaset gets in close and stays there, preferring point of Con damage, DC 18); Str 20, Cha 23; CMB 12, CMD 24;
to take out one target at a time, fully aware of the effect of his Climb +13; SQ unlucky strike (DC 19)
aura of misfortune. Statistics
Morale Baillaset fights until destroyed—when destroyed, he Str 24, Dex 14, Con —, Int 15, Wis 17, Cha 27
evaporates in a bloody red mist. Base Atk +6; CMB +14; CMD 26
Statistics Feats Blind-Fight, Skill Focus (Perception), Toughness, Weapon
Str 20, Dex 14, Con —, Int 15, Wis 17, Cha 23 Focus (slam)
Base Atk +3; CMB +9; CMD 21 Skills Climb +15, Intimidate +14, Knowledge (arcane) +10,
Feats Blind-Fight, Skill Focus (Perception) Knowledge (religion) +10, Perception +14, Stealth +14; Racial
Skills Climb +10, Intimidate +11, Knowledge (arcane) +7, Modifiers +8 Stealth; a fortune-spurned creature takes a –2
Knowledge (religion) +7, Perception +11, Stealth +11; Racial penalty on all skill checks—this penalty stacks with the one it
Modifiers +8 Stealth; a fortune-spurned creature takes a –2 takes on opposed checks
penalty on all skill checks—this penalty stacks with the one it Languages Common
takes on opposed checks SQ create spawn, cursed, diminished criticals, trap sense +1, twist
Languages Common of fate, unlucky strike (DC 21)
19
Pathfinder Society SCENario
Hero of Freedom,
So it seems you are to meet the villainous Magistros Sebastus Hustavan—
oh how far the mighty have fallen. That villain was responsible for
slavery, death, tyranny, and theft across the Inner Sea when he
worked as a consul for that dog Stavian III. His fall from grace is
a fair punishment, but I must know that he knows his works led to
countless deaths among free peoples. Convince the wretch that his years of service to Taldor
served only evil purposes—it’ll likely be difficult given that he seems quite incapable of feeling
anything but greed and hate.
While cleansing the Zyphus cult’s hideout clean of their filth, if you find their disgusting altar, be
sure to destroy it. Look for the pick and skull symbol Zyphus’s vermin use to mark his territory—the altar
itself is likely to be clothed in blood, entrails, and disease—do not destroy it carelessly.
For the Free People of Andoran,
Captain Colson Maldris
20
Among the Dead
Cheliax Faction Handout
Tender Flesh Puppet,
I long to see you back within the walls of my estate—the servants tell me they miss your screams.
That filthy wretch Sebastus Hustavan has fallen far indeed—I hear that the Society is offering
him some menial labor work within the halls of the Society in exchange for his information about
the Zyphus cult. What an exquisite opportunity! Enclosed find a small pouch with a single
emerald inside—deliver this to Hustavan and whisper to him that he will get more if he keeps
his eyes and ears open inside the Society’s halls and reports everything he learns to my agents. I
will contact him again once he’s safe in Absalom. Do not let any of your compatriots see you do
this—it must be a secret.
Additionally, it seems we missed an opportunity to learn more about the Zyphus-created
zombies the cult used in their assault on that pitiful Taldan opera house. Should the cult still be
keeping a zombie or two standing around, take a perfect sample of the creature’s
brain matter and return it to me.
Whatever It Takes,
21
Pathfinder Society SCENario
22
®
TM
Available
CORE RULEBOOK Now!
PAIZO.COM/PATHFINDER
Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game is a
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Scenario 49:
Scenario Chronicle #
MAX GOLD
This Chronicle Certifies That TIER
TIER
3–4 1,255
TIER
— 6 –7 3,192
A.K.A.
Player Name Character Name Pathfinder Society # Faction EXPERIENCE
Final XP Total
Prestige Award
Final PA Total
+
Items Sold
=
Subtotal
-
Items Bought
Items Sold / Conditions Gained Items Bought / Conditions Cleared
=
Subtotal
-
Gold Spent
=
TOTAL VALUE OF ITEMS SOLD TOTAL COST OF ITEMS BOUGHT
Add 1/2 this value to the “Items Sold” Box Subtotal
For GM Only