Where Mammoths Dare Not Tread
Where Mammoths Dare Not Tread
Where Mammoths
Dare Not Tread
By Jerall Toi
Where Mammoths Dare Not Tread
Pathfinder Society Scenario #5–10
Author • Jerall Toi Publisher • Erik Mona
Contributing Artists • Jorge Fares, Dean Spencer, Paizo CEO • Lisa Stevens
Kuba Witowski, Kieran Yanner, and Mathias Zamecki Chief Operations Officer • Jeffrey Alvarez
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Managing Editor • James L. Sutter Chief Technical Officer • Vic Wertz
Development Lead • John Compton Senior Software Developer • Gary Teter
Senior Developer • Rob McCreary Campaign Coordinator • Mike Brock
Development Team • Logan Bonner, John Compton, Project Manager • Jessica Price
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Editor • Ryan Macklin Customer Service Team • Erik Keith, Justin Riddler,
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Lead Designer • Jason Bulmahn
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Pathfinder Society Scenario #5–10: Where Mammoths Dare Not Tread 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 adventure makes use of the following Pathfinder Roleplaying Game products: the Pathfinder RPG Core Rulebook, Pathfinder RPG
Advanced Player’s Guide, Pathfinder RPG Bestiary, and Pathfinder RPG Bestiary 2, Pathfinder RPG Ultimate Combat, Pathfinder RPG Ultimate
Equipment, and Pathfinder RPG Ultimate Magic. These rules can be found online for free as part of the Pathfinder Roleplaying Game
Reference Document at paizo.com/prd.
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.
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Where Mammoths
Dare Not Tread
By Jerall Toi
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PATHFINDER SOCIETY SCENARIO
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Where Mammoths Dare Not Tread
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PATHFINDER SOCIETY SCENARIO
K K
K
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Where Mammoths Dare Not Tread
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PATHFINDER SOCIETY SCENARIO
During Combat Eager for battle, the vrock first attempts to circumstance bonus on Diplomacy checks to influence
stun as many foes as possible with its stunning screech the Kellids. They have a starting attitude of unfriendly
before tearing into the nearest foes with its natural (Diplomacy DC 24) if the PCs either waited out the combat
weapons. The vrock delights in finding new enemies and or attacked from a distance, as the Kellids may respect
preferentially targets the PCs. such discretion but are otherwise cautious of these
Morale Driven by an insatiable bloodlust, the vrock fights to strangers. Any PC who used magic with easily observed
the death. components takes a –2 penalty on all Diplomacy checks
to influence the Kellids, with this penalty increasing to
Subtier 10–11 (CR 13) –5 if any spell cast had the cold descriptor.
Denur and her companions feel it is best to confront
Tyrannosaurus CR 9 any strangers and learn their intentions, but she trusts
hp 133 (Pathfinder RPG Bestiary 86) that the elders of Tolguth are better judges of character.
TACTICS She willingly leads the PCs to Tolguth so long as she is
See Subtier 7–8. at least indifferent toward them. If she has an attitude
of unfriendly, she only agrees to lead the PCs to Tolguth
Vrocks (3) CR 9 if they surrender their weapons. If her attitude worsens
hp 112 each (Pathfinder RPG Bestiary 69) to hostile, she sternly warns them to leave before
TACTICS withdrawing into the jungle to return home. Even if
See Subtier 7–8. Denur don’t guide them, the PCs can reach Tolguth by
following Aram Zey’s directions—though befriending
Treasure: Although neither the demon nor the dinosaur the hunters makes it easier for the PCs to negotiate with
carries any treasure, the elders of Tolguth sometimes the other Kellids in the area.
pay a bounty to warriors who defeat dangerous beasts. In the unlikely event that the PCs fight Denur and
So long as the PCs reduce any of the foes to 0 hit points her companions, use the statistics for the Red Winter
or fewer and succeed at improving Denur’s attitude to warriors on page 12 for all four characters.
indifferent or better (see below), she cedes her claim to Rewards: If the PCs do not acquire the trophies and
any trophies to the PCs and tells them that the people of receive the reward from Tolguth’s elders, reduce each
Tolguth often admire decorated hunters. These trophies PC’s gold earned as follows.
have no gold value on their own, but the elders of Tolguth Subtier 7–8: Reduce each PC’s gold earned by 1,566 gp.
(area A2) do give the PCs a gift of a fine smilodon pelt and Out of Subtier: Reduce each PC’s gold earned by 2,149 gp.
a +1 invigorating spear (Pathfinder RPG Ultimate Equipment Subtier 10–11: Reduce each PC’s gold earned by 2,733 gp.
144) to honor their achievement (in Subtier 10–11, it’s
instead a +2 invigorating spear). If the PCs fail to meet these A2. Negotiations with Tolguth
conditions, Denur takes any trophies for herself and her Whether or not the PCs have Denur as a guide, they reach
band and claims the prize instead. Tolguth without further incident.
Development: After the PCs defeat the dinosaur and
vrocks, the four Kellid hunters emerge from hiding and High walls, constructed from timber, stone, and earth surround
make their presence known. Denur, the group’s leader, Tolguth. The Kellids have cut away the foliage surrounding
speaks a smattering of Common and, with spear ready, the settlement, providing an unobstructed view for several
demands that the PCs identify themselves. Tall, lean, hundred feet from the walls. Three bipedal dinosaur carcasses,
and muscular, the Kellids are a menacing group; the each with rounded dome-like heads, lie crumpled and pressed
countless scars exposed beneath their piecemeal hide up against the fortifications—a clear indication of the need for
armor only add to their intimidating presence. such defensive measures.
Denur had been tracking the dinosaur to put an end to
its mammoth-killing ways, and her initial attitude toward Even at a distance, a PC can identify the corpses with
the PCs depends on what they did during the recent a successful DC 15 Knowledge (nature) check as those of
fight. Even though the Kellids typically let their enemies typically peaceful pachycephalosauruses. As the PCs draw
destroy each other undisturbed, the hunters have a deep closer, they can identify signs of mutation and fiendish
respect for anyone who would charge into a brutal melee; taint on the corpses with a successful DC 15 Knowledge
their starting attitude is indifferent (Diplomacy DC 19) if (planes) check.
any PC purposefully joined the combat and used melee Tolguth is a large settlement of several thousand, and
attacks, and any PC who reduced one of the enemies many of the inhabitants speak and understand Common.
to 0 or fewer hit points with a melee attack gains a +3 The buildings inside the walls are evenly divided
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Where Mammoths Dare Not Tread
between permanent structures of wood and moveable did in area A1. If the PCs improved Denur’s attitude to
yurts more common on the steppe. Warriors at the gate friendly or helpful, the PCs gain an additional +3 bonus
into the settlement inquire about the PCs’ business, but on Diplomacy checks during this encounter, and they
except in exceptional cases, they don’t prevent the PCs instead take a –3 penalty if Denur’s attitude toward the
from entering; PCs with particularly exotic appearances PCs is unfriendly or hostile.
(such as native outsiders) may be questioned or searched The PCs must offer at least one gift as well as succeed
more thoroughly, and have their weapons peace-bonded. at a DC 22 Diplomacy check (DC 25 in Subtier 10–11) to
In fact, if the PCs mention their mission to find a base win the elders’ support. Offering more gifts allows the
camp for an expedition, any Kellid here recommends PCs to attempt the Diplomacy check again, as detailed
speaking with Tolguth’s elders—referred to as elders out in the Trade Goods sidebar on page 5. The GM can
of respect as much as actual age. The PCs are shown to a grant up to an additional +4 bonus on the check if the
larger building to await their meeting before being led to PCs make a special effort to match their gifts to the
the elders later that day. elders’ interests or appeal to the elders’ interests. Even
if the PCs repeatedly fail the checks, they automatically
Diplomacy (gather information) or succeed if they give all eight of the gifts. Traros then
Knowledge (local) relents and speaks.
While the PCs are waiting, they have an opportunity to “You wish to explore hrungara, where even the mammoths dare
learn more about the leaders that they’re about to meet. not go? You are either very brave or very foolish, foreigners,”
15+ Three local leaders tend to meet with strangers: Traros begins, “But no matter how reckless or insane, any enemy
Traros, sometimes referred to as “the Father of Tolguth;” of the Worldwound is of value to Tolguth.”
Vanna Demonbreaker, a mammoth rider of great He smiles broadly before continuing, “We know of a few
skill; and Bloodspeaker Olovon, who is a shaman with locations that may serve as a campground for you; Vanna has
considerable influence. It’s customary for one to offer one used them in the past. The first is a small cave network among
or more gifts before asking a favor. the lower reaches of the Tusk Mountains. The caves would
20+ Traros oversees Tolguth with more fatherly provide shelter against the weather and the height provides
concern than strict authority, and he is seen as a good a good view of the surroundings. The second is an isolated
leader. Vanna often pushes for Traros to combat the hot spring, located among the foothills at the base of the Tusk
encroaching Worldwound directly, though so far he has Mountains, much like the springs that heat Tolguth. The third
taken a less aggressive approach by reinforcing Tolguth’s is an abandoned town, built by foreigners generations ago.
defenses. Bloodspeaker Olovon is fiercely loyal to Traros Vanna can tell you more about each, but before you set out, I
and often brandishes a holy symbol of a woman astride have one warning.
an elk—identifiable with a successful DC 15 Knowledge “The Red Winter tribe still ekes out an existence on the
(religion) check as a regional depiction of Desna. Thunder Steppes and foothills of the Tusk Mountains. They lay
25+ Vanna is quietly concerned that Traros has grown claim to those lands and have often challenged Vanna and her
soft with age, and the two frequently find themselves of raiders, thankfully without resorting to violence. I doubt they
different minds about how to handle the Worldwound. would be as accommodating to foreigners.”
Bloodspeaker Olovon often acts as a mediator between
the two, which has kept their relationship from souring Vanna gives the PCs directions to the three sites,
into bitter rivalry. helping them update maps as needed. Vanna then
30+ Some believe that Bloodspeaker Olovon struggles answers any other questions to the best of her knowledge.
to reconcile Traros’s increasingly defensive and If the PCs recovered trophies from encounter A1, she also
isolationist decisions with his personal faith, and he rewards them at this time.
is likely to welcome new allies who might remind his What do you know of the Red Winter tribe? “I have seen
colleagues that the outside world continues to move, even them fight once—wild beasts, all of them, some fighting
if Tolguth does not. with their bare hands alone, tearing demons apart. Even
When it’s time for the meeting, several Kellids lead with all of their individual strength though, they are a
the PCs to a larger stone and wood building. The three small and shrinking tribe, struggling to survive along
leaders are waiting for the PCs and invite them to sit, the Thunder Steppes. They were once a proud tribe,
enjoy Tolguth’s hospitality, and explain their reason roaming the Ginji Mesa until something drove them east
for visiting. The threes’ starting attitude is indifferent, and broke their spirit.”
and so long as Denur was able to return to Tolguth, the What dangers could we encounter? “The great beasts
PCs receive the same bonuses and penalties for as they still roam the Thunder Steppes, though their movements
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PATHFINDER SOCIETY SCENARIO
are difficult to predict these days. Within the mountains, B2. The Natural Spring
frost giants are common, and along hrungara, anything
is possible.” Nestled among the foothills along the base of the Tusk
Mountains, a large steaming pool of bubbling water warms the
B. SURVEYING THE EASTERN FRONT nearby area, providing a welcome break from the chill winds
The three sites are located relatively close to one another, that blow across the Thunder Steppes.
yet the closest of the three still lies 45 miles east of
Tolguth. A group with a base speed of 30 feet takes almost With a successful Survival check, the PCs can learn the
3 days to cover the distance, whereas a party with a base following based on the check’s result.
speed of 20 feet takes nearly a day longer to cover the 15+ Though hot, the spring water is safe and drinkable.
same distance. The weather is relatively mild but still It’s likely heated in the same manner as the springs
cold (Pathfinder Core Rulebook 442), and as long as the PCs surrounding Tolguth.
wear cold weather gear or have similar protection, there 20+ The surrounding terrain provides little shelter
is no threat of exposure. The three sites form an uneven from the elements and even less in the way of defense.
triangle, and each is within one day’s travel from the other
two. The PCs may visit the sites in any order. Surveying B3. The Abandoned Border Town
a site takes at least 1 hour, and the PCs can make a skill
check at each site to learn additional information. Each Twelve dilapidated, wooden buildings huddle around what
site’s entry lists the survey details. once was a crossroad. The structures creak in protest as the
wind howls through their empty window frames.
B1. The Giant’s Camp
This site is located in the foothills of the Tusk Mountains. A PC who makes a successful DC 15 Knowledge
Following a few hundred feet of gentle climbing, the PCs (history) check recalls that similar settlements line the
reach a relatively sheltered cave network that could easily Worldwound’s border. This abandoned village was likely
hold several dozen Pathfinders and their equipment. founded to house farmers, merchants, and tradesman
required to support the construction and fortifications
Although nowhere near as high as the Tusk Mountains’ of the wardstones. With a Survival or Knowledge
snowcapped peaks, the location provides a commanding view. (engineering) check, the PCs can learn the following
The Thunder Steppes and Sarkorian Steppe are both visible to based on the check’s result.
the east. To the west, a canyon of red rock forms an ugly scar 15+ The town has a well that—with a little
across the grays, browns, and greens of the mountains. maintenance—could provide water. The buildings,
though old, would be strong and sturdy enough to
With a successful DC 20 Knowledge (geography) check, withstand the elements with minor repairs.
a PC can identify the red rock formation as the Red 20+ There’s no evidence pointing to why the town was
Rune Canyon, a corrupted place that some hypothesize abandoned. Ancient tables remain set as if for dinner, the
is connected to the Worldwound and drives any animals cupboards still house the threadbare remains of clothing,
brave enough to enter it mad. Exploring Red Rune Canyon and there are no signs of looting or animal habitation.
is beyond the scope of this adventure, but its proximity
may still be a point of concern for the PCs when deciding C. THE RED WINTER TRIBE
which site to choose as the Society’s base camp. With As the PCs survey potential staging grounds, the Red
a successful Survival check, the PCs can also learn the Winter tribe—a Kellid tribe that still claims the lands
following based on the check’s result. along the edge of the Worldwound—quickly learns of
15+ The cave network is dry, sheltered, and spacious, but the Pathfinders’ presence and sends scouts to intercept
provides little else. The space can easily accommodate a the PCs.
few dozen Pathfinder agents, a handful of large animals,
and the supplies necessary to support them. C1. The Red Winter Scouts (CR 10 or CR 13)
20+ The cave network sees frequent use as a campsite Soon after the PCs finish surveying the second site,
by others, evidenced by the remains of fires and litter. scouts led by Dorok Bear’s Claw warily approach them
Some of the tracks left in the dust, though old, are large by using the minimal cover to cover their movements.
enough to belong to humanoids that could be at least Before the PCs even see Dorok and his band, they
15 feet tall. With a successful DC 19 Knowledge (local) might identify the Kellids’ tracks with a successful DC
check, a PC surmises that the footprints probably 25 Survival check. With a successful DC 29 Perception
belong to frost giants. check (which includes modifiers for distance and
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Where Mammoths Dare Not Tread
conditions), the PCs can spot the Kellids once they’re Which campsite would you recommend? “How can I
within 300 feet; the Kellids are able to move 20 feet answer that when Thanock has not yet agreed to let you
closer unseen for every point by which the PCs failed use our land?”
the Perception check.
Dorok is a giant of a man, and the story behind his Creatures: Dorok leads a small, but able group of Red
title is clear; he has strapped a large, preserved bear’s Winter warriors.
claw to the stump of what remains of his left arm. Before
approaching the PCs, he instructs his scouts to circle Subtier 7–8 (CR 10)
around them, thus allowing the scouts to observe and, if
necessary, attack the foreigners from multiple directions. Dorok Bear’s Claw CR 8
Once Dorok gets close enough that the PCs can clearly Male Kellid barbarian 9
hear his voice, he shouts out a challenge in N Medium humanoid (human)
Hallit, demanding to know why the PCs have Init +1; Senses scent; Perception +13
trespassed on Red Winter lands. DEFENSE
Dorok and his scouts are primarily AC 19, touch 11, flat-footed 17 (+5 armor, +1
interested in understanding why the deflection, +1 Dex, +1 dodge, +3 natural, –2
PCs have entered their lands without rage)
permission. Though Dorok would prefer hp 118 (9d12+54)
to run the PCs off by using the Fort +11, Ref +5, Will +7
threats or actual violence, he’s Defensive Abilities improved
willing to listen to any uncanny dodge, trap sense +3;
story they offer. If the DR 2/—
PCs respect the Red OFFENSE
Winter’s authority Speed 30 ft.
and succeed at a DC Melee 2 claws +17
19 Diplomacy check, (1d6+7) or
they can convince mwk longspear +14/+9
Dorok that they mean (1d8+9/×3)
no harm and that he Ranged javelin +10
should take them to meet (1d6+6)
the tribe’s leaders. If the Dorok Bear’s Claw Special Attacks rage (22
PCs meet Dorok’s challenge rounds/day), rage powers
with insults or violence, Dorok (beast totemAPG, increased damage
offers them one opportunity to flee reduction, lesser beast totemAPG, scent)
before he orders his scouts to attack. TACTICS
Dorok can’t speak for the tribe’s leaders, but still During Combat Dorok’s tactics are simple but efficient; he
answers questions to the best of his ability. When not begins to rage as soon as combat begins and targets any
in situation that requires snap decision-making, Dorok obvious arcane casters first. While raging, Dorok’s right hand
is a cautious speaker, tending to take a few moments to transforms into a vicious bear-like claw, similar to the claw
think his answers through properly. His only response to strapped to his left arm. Dorok frequently uses Power Attack
questions about his missing hand is a fierce scowl. as he claws enemies apart, relying on his rage powers to
How did you find us? “Southerners do not know how to overcome magical defenses.
hide themselves properly along the open Thunder Steppes. Morale With the pride of the Red Winter tribe at stake, Dorok
It is remarkable that a rhinoceros has not yet gored you or fights to the death unless otherwise commanded to stand
that a mammoth has not trampled you while you slept, if down by one of the tribe’s leaders.
one considers where you have left your tracks.” Base Statistics While he’s not raging, Dorok’s statistics are AC
How should we approach your tribe’s elders? “You 18, touch 13, flat-footed 16; hp 100; Fort +9, Will +5; Melee
should speak to them with the respect that their stations mwk longspear +12/+7 (1d8+6/×3); Str 19, Con 14; CMB +13,
and experiences demand. Thanock, strongest of us, CMD 26; Skills Climb +10, Swim +9.
guides the might of the Red Winter. Bloodspeaker Velka, STATISTICS
the lore keeper, has seen more winters than Thanock and Str 23, Dex 13, Con 18, Int 10, Wis 12, Cha 8
I together. To survive out here for as long as that, you Base Atk +9; CMB +15; CMD 26
must be strong—stronger than even Thanock. Feats Blind-Fight, Dodge, Power Attack, Step Up, Toughness,
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PATHFINDER SOCIETY SCENARIO
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Where Mammoths Dare Not Tread
C2. The Red Winter Caravan
1 square = 5 feet
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PATHFINDER SOCIETY SCENARIO
Combat Gear potions of cure moderate wounds (2); Other from the local megafauna, from the yurts’ woolen felt to
Gear +2 hide armor, mwk longspear, javelins (5), amulet the cooking meat to the bones used to create various tools,
of mighty fists +1, belt of giant’s strength +2, cloak of supports, and decorations.
resistance +1, ring of protection +1, antitoxin, backpack,
bedroll, climber’s kit, rope, 246 gp The Red Winter tribe’s hunters recently had a spate of
good luck and have brought home two large aurochs. As
Red Winter Warriors (6) CR 6 the PCs enter the camp, they observe the fierce, scarred
hp 93 each (use stats from tier 7–8) hunters break out in smiles, joke about the day’s events,
and join the rest of the tribe in carving up the carcasses.
Development: If the PCs convince Dorok to introduce Cautious curiosity replaces mirth in the presence of
them to the tribe’s elders, he leads them back to the Red strangers, and the tribe’s leaders Thanock Sundered
Winter camp. The tribe is currently on the move, tailing Bear and Bloodspeaker Velka step away from the dead
a migratory herd of elk across the Thunder Steppes. aurochs to meet with visitors. They motion for their
Dorok easily finds his way back by following a series of guests to join them in the largest yurt and take a moment
cleverly placed markers and employing his knowledge to clean their hands before speaking. The structure is
of the ungulates’ migratory patterns. So long as Dorok modest, containing only a few wooden and earthenware
accompanies the PCs, the tribe welcomes them but containers, a neatly folded stack of bedding, and a few
still keeps them at arm’s length due to their ingrained furs that serve as seats.
suspicion of foreigners. Thanock Sundered Bear is a tough-looking warrior in
If the PCs defeat Dorok and his scouts or manage his early thirties who has seen his tribe fall from a respected
to evade him while en route to the final site, they can position in the Ginji Mesa to a shunned band pushed to eke
find the Red Winter tribe’s trail with a successful out a living in the undesirable Thunder Steppes. Much of
DC 15 Survival check. If the PCs arrive without Dorok, the its misfortune resulted from Thanock’s decisions early in
tribe’s warriors confront them and demand to know their his chieftainship that inadvertently upset other tribes and
purpose. The PCs can talk down the guards and negotiate initiated a series of serious disputes. Nonetheless, the Red
a meeting with the tribe’s elders with a successful DC 19 Winter tribe doesn’t blame Thanock for what they have
Diplomacy check. If Dorok or one of his scouts managed chosen to interpret as unavoidable difficulties. For years
to survive the PCs’ attack and alert the tribe, the tribe’s he has watched families leave to join stronger followings
warriors attack the PCs as described in encounter C2. while others remain to endure hardships. Now his face is
Rewards: If the PCs fight but fail to defeat Dorok Bear’s stern and commanding, and he struggles to convey any
Claw and the Red Winter warriors, reduce each PC’s gold emotion beyond neutral intensity to strangers. He cannot
earned as follows. speak Common, and relies on Bloodspeaker Velka to
Subtier 7–8: Reduce each PC’s gold earned by 1,208 gp. translate for him. However, in his youth, the Red Winter
Out of Subtier: Reduce each PC’s gold earned by 1,744 gp. tribe met with Tien merchants who had crossed the Crown
Subtier 10–11: Reduce each PC’s gold earned by 2,280 gp. of the World. One of the traders impressed Thanock’s
father so deeply that the then-chieftain invited him to join
C2. The Red Winter Caravan (CR 11 or CR 14) the tribe. Having grown up with stories of the wonders of
A handful of small family units are all that remain of Tian Xia and its fighting styles, Thanock greets Tien PCs
the Red Winter tribe, which is on the move as it tracks with relative warmth in their native language.
the ever-shrinking herds across the eastern Thunder Bloodspeaker Velka is a middle-aged woman who has
Steppes. The tribe’s current holdings are limited to what used her magic, insight, and way with words to keep the
the individual Kellids and few domesticated animals can Red Winter tribe united over the past two decades. In her
carry on their backs. As a result, when they do make camp, people’s time spent along hrungara, she has seen more
it consists of little more than a few yurts, fire pits, and a and more omens of terrible times to come, yet she silently
crude paddock for the tribe’s scant collection of livestock. bears the burden of her worst premonitions to keep her
When the PCs arrive at the camp, read or paraphrase people from despairing. She dresses in furs and wears an
the following. elaborate, elbow-length gauntlet threaded with spiritual
talismans and terminating in a trio of sharpened ivory
The camp is little more than a handful of yurts set up in a spikes on her left arm.
vaguely circular yet defensible arrangement partially Thanock finds the idea of sharing his seasonal lands
surrounded by a crude palisade. A few open spaces create with strangers unappealing, but he also recognizes the
communal work areas where two large animal carcasses lie importance of forging alliances. Thanock and Velka
ready for butchering. Nearly everything in the camp is derived negotiate carefully, for the Red Winter tribe may not
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Where Mammoths Dare Not Tread
survive another poor decision. During the negotiations, retaliating. Each Red Winter adult is a hardened warrior
the PCs must make a successful DC 22 Diplomacy check and keeps one or more weapons close by. A handful
(DC 25 in Subtier 10–11) to convince Thanock to deal with of guards accompany Thanock and Velka during the
the Society. If the PCs have any remaining trade goods, negotiation. If Dorok is still alive, he and his scouts
they may use them as part of the negotiations. Regardless respond to the sounds of battle and reach the camp in
of success or failure, Thanock holds his position on one 1d4 rounds.
particular point: the Red Winter will not welcome a weak If the PCs fought Dorok earlier in the encounter, and
Society that cannot share in defending the territory. one or more of his allies survived to warn the Red Winter
If the PCs are to prove their people’s worth, they must tribe of the PCs, most of the Kellids hide just
venture into the Worldwound, slay a powerful demon, out of sight within the yurts as a few remain
and return with proof of their victory. outside, going about their business to
If the PCs fail the Diplomacy check, Thanock lure the PCs into the camp. The Kellids
and Velka remain unimpressed by the prospect of then spring their trap by bursting from
allying with the Society, but accept that an enemy the tents to avenge the deaths of their
of their enemy is at least a neighbor worth having. kin. Once the Red Winter tribe identify
Building a lasting alliance with the Red Winter the PCs as attackers, negotiating a
tribe would help the Pathfinders significantly in peaceful solution is impossible.
their upcoming expedition, but simply earning
the tribe’s grudging permission to set up a Subtier 7–8 (CR 11)
camp by slaying a demon is sufficient to
fulfill the Pathfinders’ mission. The Thanock Sundered Bear CR 8
two leaders answer any questions to Male Kellid barbarian (savage
the best of their knowledge. barbarian) 7/monk (martial artist) 2
What type of demon should (Pathfinder RPG Advanced Players
we slay to prove our worth? Guide 79, Pathfinder RPG Ultimate
Velka answers. “Two types of Combat 59)
demon threaten our lands. N Medium humanoid (human)
The first and lesser of the two Init +1; Senses Perception +14
we have come to know as the
Thanock DEFENSE
corruptors—beast demons. They AC 21, touch 16, flat-footed 18 (+4
spread their taint through the
Sundered Bear armor, +1 deflection, +1 Dex, +2 dodge,
animals, twisting their spirits. We +2 Wis, +1 natural, –2 rage, +2 shield)
have put down many a corrupted calf and hp 103 (9 HD; 7d12+2d8+43)
the wild herds grow thin. These beast demons walk on Fort +12, Ref +6, Will +9; +1 vs. fear
the legs of a horse, and attack with claw and barbed tail, Defensive Abilities evasion, improved uncanny dodge, naked
but most frightening of all are the human faces between courage, naked toughness
their pincers. The second and far more powerful is a OFFENSE
floating, disease-ridden ball of fat and filth. Where the Speed 40 ft.
beast demons corrupts, the filth demon kills, spreading Melee unarmed strike +14/+9 (1d6+6), bite +9 (1d4+3)
disease and infecting the land. You need only bring us or flurry of blows +13/+13/+8 (1d6+6)
proof that you have killed one of these.” Special Attacks flurry of blows, rage (18 rounds/day), rage
Where can we find these demons? Thanock answers powers (animal fury, guarded stance [+2 dodge vs. melee],
as interpreted by Velka. “The beast demons range not no escape), stunning fist (3/day, DC 16)
far from hrungara, often crossing the border to corrupt TACTICS
healthy herds. We know how to identify signs of their Before Combat Wary of strangers, Thanock drinks his last
passage and can show what to look for. As for the filth potion of mage armor before meeting with the PCs.
demon, we know one lairs in the remains of an ancient During Combat Thanock begins combat by entering Snapping
burial ground two days’ journey from here.” Turtle Style. Thanock’s rage does not manifest as a wild,
What happens if we refuse? Thanock answers. “Then we nearly uncontrollable fury, but rather as a silent and
cannot come to an agreement. I shall then ask you to leave.” menacing promise of violence. He attempts to grapple
Creatures: Conceivably, the PCs could attack the Red the strongest opponent, using Snapping Turtle Clutch and
Winter tribe and forcefully take the land from them. If Stunning Pin whenever possible. Thanock focuses on one
the PCs attack, the Red Winter tribe doesn’t hesitate in target at a time until it’s incapacitated, relying on his allies
15
PATHFINDER SOCIETY SCENARIO
to prevent others from interfering. 1st (5/day)—cure light wounds, expeditious retreat, feather
Morale Thanock fights to the death, or until Velka calls him off fall, liberating commandUC, remove fear, summon
(see her tactics). nature’s ally I
Base Statistics When not raging, using Snapping Turtle Style, 0 (at will)—detect magic, light, mage hand, message, open/
or benefiting from mage armor, Thanock’s statistics are AC close, read magic
17, touch 16, flat-footed 14; hp 89; Fort +10, Will +7; Melee TACTICS
unarmed strike +12/+7 (1d6+4) or flurry of blows +11/+11/+6 Before Combat Wary of strangers, Velka casts see invisibility
(1d6+4); Str 19, Con 14; CMB +12, CMD 28; Skills Climb +10, before meeting with the PCs.
Swim +12. During Combat Velka begins combat by casting haste
STATISTICS and beginning her inspire courage bardic
Str 23, Dex 13, Con 18, Int 10, Wis 14, Cha 8 performance. In following rounds, she uses
Base Atk +8; CMB +14 (+20 grapple); CMD 30 (32 vs. her magic to impede the PCs, dispel their
grapple) magic, and summon elementals to engage
Feats Dodge, Greater Grapple, Improved Grapple, airborne threats. She also heals her
Improved Unarmed Strike, Power Attack, allies but prefers to save healing for
Stunning Fist, Stunning PinUC, Snapping Turtle after combat. She doesn’t enjoy
ClutchUC, Snapping Turtle ShellUC, Snapping unnecessary slaughter, and offers
Turtle StyleUC the PCs the opportunity to surrender
Skills Acrobatics +13 (+17 when jumping), whenever a PC suffers a critical
Climb +12, Intimidate +11, Linguistics hit, falls unconscious, or dies; she
+1, Perception +14, Survival +14, instructs her allies—using magic if
Swim +14; Racial Modifiers +4 necessary—to honor any surrender.
Acrobatics when jumping Morale Though Velka knows when
Languages Hallit, Tien a fight is lost, so long as Thanock
SQ fast movement lives, she cannot bring herself to
Combat Gear potion of mage surrender—even if it might save her
armor; Other Gear headband life or the lives of her kin. However,
of inspired wisdom +2, ring of if the PCs kill Thanock and Dorok,
protection +1, gauntlets of the Bloodspeaker Velka surrenders and commands any
skilled maneuver (grapple) Velka surviving Red Winter tribe members
to stand down.
Bloodspeaker Velka CR 7 STATISTICS
Female Kellid bard (animal speaker) Str 8, Dex 14, Con 14, Int 12, Wis 10,
8 (Pathfinder RPG Ultimate Magic 25) Cha 18
NG Medium humanoid (human) Base Atk +6; CMB +5; CMD 17
Init +6; Senses Perception +11 Feats Augment Summoning, Combat Casting, Extra
DEFENSE Performance, Improved Initiative, Spell Focus (conjuration)
AC 18, touch 12, flat-footed 16 (+3 armor, +2 Dex, +1 natural, Skills Acrobatics +13, Escape Artist +13, Knowledge (local) +16,
+2 shield) Perception +11, Perform (oratory) +15, Perform (percussion)
hp 63 (8d8+24) +15, Survival +8, Use Magic Device +15
Fort +5, Ref +9, Will +7 Languages Common, Giant, Hallit
OFFENSE SQ animal friend (bears, elephants) bardic knowledge +4, lore
Speed 30 ft. master 1/day, versatile performance (oratory, percussion)
Melee spiked gauntlet +5/+0 (1d4–1) Combat Gear potion of darkvision, wand of lesser restoration
Special Attacks bardic performance 28 rounds/day (move (9 charges); Other Gear +1 leather armor, +1 light wooden
action; attract rats, countersong, dirge of doom, distraction, shield, amulet of natural armor +1, cloak of resistance +1,
inspire courage +2, soothing performance) claws of the ice bearUE, 77 gp
Bard Spells Known (CL 8th; concentration +12)
3rd (3/day)—dispel magic, haste, see invisibility, summon Red Winter Warrior CR 6
nature’s ally III hp 93 (see page 12)
2nd (5/day)—blistering invectiveUC (DC 16), calm emotions
(DC 16), cure moderate wounds, glitterdust (DC 17), Red Winter Hunters (2) CR 4
summon nature’s ally II Trapper (Pathfinder RPG Gamemastery Guide 276)
16
Where Mammoths Dare Not Tread
hp 30 each
SCALING ENCOUNTER C2
Make the following changes to accommodate a party of
Subtier 10–11 (CR 14)
four PCs.
Subtier 7–8: Remove the Red Winter warrior from the
Thanock Sundered Bear CR 12
encounter, and remove the potion of mage armor from
Male Kellid barbarian (savage barbarian) 11/monk (martial
Thanock Sundered Bear’s gear.
artist) 2 (Pathfinder RPG Advanced Players Guide 79,
Subtier 10–11: Use the Subtier 7–8 creature stats for
Pathfinder RPG Ultimate Combat 59)
Thanock Sundered Bear, and remove one Red Winter warrior
N Medium humanoid (human)
from the encounter.
Init +2; Senses Perception +18
DEFENSE
AC 24, touch 16, flat-footed 19 (+4 armor, +1 deflection, +2 Dex,
+3 dodge, +2 Wis, +2 natural, –2 rage, +2 shield) armor, potion of enlarge person; Other Gear belt of physical
hp 162 (13 HD; 11d12+2d8+76) might +2 (Str, Dex), headband of inspired wisdom +2, ring
Fort +15, Ref +8, Will +11; +2 vs. fear of protection +1, amulet of mighty fists +1, boots of the
Defensive Abilities evasion, improved uncanny dodge, trap winterlands, gauntlets of the skilled maneuver (grapple),
sense +3; naked courage, naked toughness 100 gp
OFFENSE
Speed 40 ft. Bloodspeaker Velka CR 10
Melee unarmed strike +22/+17/+12 (1d6+10), bite +17 (1d4+5) Female Kellid bard (animal speaker) 11 (Pathfinder RPG
or flurry of blows +21/+21/+16/+11 (1d6+10) Ultimate Magic 25)
Special Attacks flurry of blows, greater rage (26 rounds/ NG Medium humanoid (human)
day), rage powers (animal fury, body bludgeonUC, guarded Init +6; Senses Perception +14
stance [+2 dodge vs. melee], no escape, unexpected strike), DEFENSE
stunning fist (5/day, DC 18) AC 21, touch 12, flat-footed 19 (+6 armor, +2 Dex, +1 natural, +2
TACTICS shield)
Before Combat As Subtier 7–8. hp 86 (11d8+33)
During Combat Thanock begins combat by drinking his potion Fort +6, Ref +10, Will +8
of enlarge person and then enters the Snapping Turtle Style. OFFENSE
Thanock attempts to grapple the strongest opponent available, Speed 30 ft.
using guarded stance, Snapping Turtle Clutch, Body Shield, Melee spiked gauntlet +7/+2 (1d4–1)
body bludgeon, and Stunning Pin whenever possible. Thanock Special Attacks bardic performance 35 rounds/day (move
focuses on one target at a time until it’s incapacitated, relying action; attract rats, countersong, dirge of doom, distraction,
on his allies to prevent others from interfering. inspire courage +3, inspire greatness, soothing performance)
Morale As Subtier 7–8. Bard Spells Known (CL 11th; concentration +16)
Base Statistics When not raging, using Snapping Turtle 4th (3/day)—break enchantment (DC 19), dimension door,
Style, or benefiting from mage armor, Thanock’s statistics hold monster (DC 21), summon nature’s ally IV
are AC 20, touch 18, flat-footed 15; hp 129; Fort +12, Will 3rd (5/day)—daylight, dispel magic, haste, see invisibility,
+8; unarmed strike +19/+14/+9 (1d6+7) or flurry of blows summon nature’s ally III
+18/+18/+13/+8 (1d6+7); Str 22, Con 14; CMB +18, CMD 37; 2nd (5/day)—blistering invectiveUC (DC 17), calm emotions
Skills Climb +12, Swim +14. (DC 19), cure moderate wounds, glitterdust (DC 18), hold
STATISTICS person (DC 19), summon nature’s ally II
Str 28, Dex 15, Con 20, Int 10, Wis 14, Cha 8 1st (7/day)—cure light wounds, expeditious retreat, feather
Base Atk +12; CMB +21 (+27 grapple); CMD 39 (41 vs. grapple) fall, liberating commandUC, remove fear, summon nature’s
Feats Body ShieldUC, Dodge, Greater Grapple, Improved Grapple, ally I, unseen servant
Improved Unarmed Strike, Power Attack, Rapid GrappleUC, 0 (at will)—detect magic, light, mage hand, message, open/
Snapping Turtle StyleUC, Snapping Turtle ClutchUC, Snapping close, read magic
Turtle ShellUC, Stunning Fist, Stunning PinUC TACTICS
Skills Acrobatics +18, Climb +15, Intimidate +15, Linguistics +1, Use the tactics from Subtier 7–8.
Perception +18, Sense Motive +9, Survival +18, Swim +17 STATISTICS
Languages Hallit, Tien Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 20
SQ fast movement Base Atk +8; CMB +7; CMD 19
Combat Gear potion of cure moderate wounds, potion of mage Feats Augment Summoning, Combat Casting, Extra Performance,
17
PATHFINDER SOCIETY SCENARIO
Greater Spell Focus (enchantment), Improved Initiative, Spell both encounters, and include all items recovered on their
Focus (conjuration), Spell Focus (enchantment) Chronicle sheets.
Skills Acrobatics +15, Escape Artist +15, Knowledge (local) +20,
Perception +14, Perform (oratory, percussion) +19, Survival +11, D1. The Sarkorian Dead (CR 10 or CR 13)
Use Magic Device +19 Those hardy inhabitants of the Realm of the Mammoth
Languages Common, Giant, Hallit Lords frequently range into the Worldwound, frequently
SQ animal friend (bears, dinosaurs, elephants), bardic raiding parties to sneak across the Sarkorian Steppe, slay
knowledge +5, lore master 2/day, versatile performance demons, and earn glory. Though many raiding parties
(acting, oratory, percussion) return successful, barbarian raiders frequently meet their
Combat Gear potion of darkvision, wand of lesser restoration demise against packs of plague beasts, tainted megafauna,
(9 charges), javelin of lightning; Other Gear +2 chain shirt, or the demonic foes that stalk across the Steppe. Tragically,
+1 light wooden shield, amulet of natural armor +1, cloak many of those that die upon the Sarkorian Steppe do not
of resistance +1, headband of alluring charisma +2, claws of rest easily, as the corrupting influence of the Worldwound
the ice bearUE, 37 gp traps and warps their souls.
Early in their exploration of the Worldwound, the
Red Winter Warriors (5) CR 6 PCs encounter no dire threats; the ground occasionally
hp 93 each (see page 12) ripples as if it were convulsing flesh, sickly grasses
sometimes snatch at ankles, and the sky often takes on
Development: If the PCs defeat Thanock Sundered a sickly, alien hue, but nothing actively attacks them. If
Bear and Bloodspeaker Velka, they scatter the tribe the PCs are in pursuit of a beast demon, they occasionally
and eliminate any challenge to the Pathfinder Society’s glimpse an aurochs with pure white hair and horns to the
use of the land. The PCs are then able to continue their east. This animal—actually a kithangian in disguise—
survey of the three sites at their leisure. Defeating watches the PCs from afar and gallops away in the
the Red Winter tribe effectively concludes the combat direction of their travel if they get approach within 500
portion of the adventure; once the PCs select a base camp feet. Using the undulating terrain of the steppe for cover,
site and signal Aram Zey, proceed to the Conclusion (see the demon disappears from sight only to reappear on the
page 26). next rise, playing the part of a spirit animal untouched
Alternatively, if the PCs choose to prove their worth to by the blighted landscape that wishes to guide the PCs
the Kellids, Thanock applauds their bravery and wishes to safety or a site of significance. In truth, it’s leading
them a good hunt. If the PCs have chosen to hunt the filth them toward an ambush involving hazardous terrain and
demon, Thanock warns them before they depart that he possibly several of its allies. The distance penalty on the
knows of no living Kellid defeating one. PCs’ Perception checks makes it unlikely that they will
Rewards: If the PCs fight but fail to defeat the Red see through the demon’s disguise, and a DC 20 Sense
Winter tribe, reduce each PC’s gold earned as follows; Motive check allows the PCs to deduce that the animal
note any reduction in gold earned from area C1 if the PCs seems to want to lead them somewhere.
encountered and fought Dorok Bear’s Claw here. Early on the second day, the PCs come upon a battlefield
Subtier 7–8: Reduce each PC’s gold earned by 1,669 gp. where a Kellid raiding party made its last stand against
Out of Subtier: Reduce each PC’s gold earned by 2,205 gp. rampaging demons. The spirits of the warriors and their
Subtier 10–11: Reduce each PC’s gold earned by 2,742 gp. mounts still linger, posing a threat to travelers. When the
PCs arrive, read or paraphrase the following:
D. INTo THE WORLDWOUND
After making their decision, the PCs can head into the Gigantic blackened bones protrude from the ground and
Worldwound in search of the beast demon (area D2) or break up the otherwise monotonous, barren landscape. Giant
directly to the filth demon’s graveyard (area D3). Both rib cages lie exposed to the stinging winds, forming strange
options take them more than a day’s travel into the avenues and tunnels, while enormous mammoth skulls, with
Worldwound. tusks still intact, stare vacantly across the open steppe.
The following three encounters assume that the PCs
accepted the challenge from the Red Winter tribe and As the PCs traverse through or near the graveyard,
did not attack them. If the PCs instead scattered the tribe the restless dead rise up from the ground to relive their
through combat and never enter the Worldwound, ignore final moments. Mammoth skeletons pull themselves
any rewards entries in these areas. If the PCs decide to upright while ghostly armed and armored Kellids
hunt down and slay both demons, only reduce their gold materialize mounted atop their skeletal mammoth
earned if they failed to meet the reward conditions for steeds. The warriors let out a haunting wail, reminiscent
18
Where Mammoths Dare Not Tread
M2
PCs
Start
Here
M3
M4
M = Mammoth
1 square = 5 feet Pathfinder Map Pack: Hellscapes
of a mighty war cry, as a second group of apparitions— demons and attack relentlessly.
ghostly demons—appear a short distance away. Within Morale The undead mammoth riders fight until incapacitated
seconds, the two sides collide in a spectral skirmish, but by their sunlight powerlessness or destroyed.
as they do one rider points over at the PCs and calls out Special Abilities
to his comrades in Hallit, “More demons! Don’t let them Spirit Rider (Ex) A spectral mammoth rider can ride and fight
surround us!” from atop a skeletal mammoth as though it were a corporeal
Creatures: Several barbarian raider ghosts and their creature, though it never needs to make Ride checks to
skeletal mammoth mounts break off from the main host control or fight with its mount. As long as it is mounted and
to attack the PCs. for 1d4+1 rounds thereafter, the rider ignores its sunlight
powerlessness weakness.
Subtier 7–8 (CR 10)
Subtier 10–11 (CR 13)
Skeletal Mammoth (2) CR 6
NE Huge undead Advanced Skeletal Mammoths (4) CR 7
Init +6; Senses darkvision 60 ft.; Perception +0 hp 91 each (see Subtier 7–8)
DEFENSE
AC 13, touch 10, flat-footed 23 (+2 Dex, +3 natural, –2 size) Spectral Mammoth Lord (4) CR 7
hp 63 each (14d8) Spectre (Pathfinder RPG Bestiary 256)
Fort +4, Ref +6, Will +9 hp 68 each
DR 5/bludgeoning; Immune cold, undead traits TACTICS
OFFENSE As Subtier 7–8. The spectral mammoth lords favor one-on-one
Speed 40 ft. combat, and it is rare for more than two of them to attack
Melee gore +20 (2d8+12), slam +20 (2d6+12) the same target at once.
Space 15 ft.; Reach 15 ft. Special Abilities
STATISTICS Spirit Rider (Ex) See Subtier 7–8.
Str 34, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +10; CMB +24; CMD 36 (40 vs. trip) Development: The battle between the mounted undead
Feats Improved Initiative barbarians and the spectral demons continues for only a
few minutes before the giant skeletons crumble back to
Spectral Mammoth Riders (2) CR 6 the ground and the ghosts fade away, leaving nothing but
Advanced Wraith (Pathfinder RPG Bestiary 281, 294) a deathly quiet behind. The PCs are then free to continue
hp 57 each their hunt.
TACTICS
During Combat The spectral Mammoth Lords see the PCs as
19
PATHFINDER SOCIETY SCENARIO
20
Where Mammoths Dare Not Tread
D2. The Proving Ground N
K
A2
A1
A4 A3
B1
B4 B5
B2
B3 A = Aurochs
B = Blister
K = Kithangian
21
PATHFINDER SOCIETY SCENARIO
and slay its foes, though it endeavors to keep one animal Hatred (Ex) A kithangian gains a +2 bonus on all attack rolls and
companion or mount alive. It does not hesitate to step on a damage rolls made against all creatures of the animal type.
geyser, trusting its resistances to absorb the punishment. In addition, animals take a –2 penalty on all saving throws
Morale The kithangian fights to the death. against a kithangian’s supernatural or spell-like abilities.
STATISTICS Poison (Ex) Sting—injury; save Fort DC 20; frequency
Str 22, Dex 11, Con 20, Int 7, Wis 19, Cha 16 1/round for 6 rounds; effect 1d4 Str plus nauseated; cure 2
Base Atk +11; CMB +18 (+22 grapple); CMD 28 consecutive saves.
Feats Improved Critical (claw), Improved Critical (sting), Rasping Tongues (Su) The faces between a kithangian’s
Improved Initiative, Lightning Reflexes, Power Attack, claws have long rasping tongues covered with tiny teeth.
Quicken Spell-Like Ability (unnatural lust) Whenever a kithangian successfully grapples a foe with its
Skills Handle Animal +17, Intimidate +17, Perception +18, claws, a rasping tongue slithers out from the face within
Stealth +10 and burrows into the creature’s body. Each round that
Languages Abyssal, Celestial, Draconic; speak with animals, the creature is grappled, it takes 1d6 points of damage
telepathy 100 ft. and 1d4 points of Charisma damage as its sense of self-
SQ change shape (beast shape II, Medium or Large animal), identity is warped and twisted. A successful DC 18 Will
swift transformation saving throw negates the Charisma damage. The save DC
SPECIAL ABILITIES is Charisma-based.
Swift Transformation (Su) A kithangian can use its change
shape ability as a swift action.
22
Where Mammoths Dare Not Tread
23
PATHFINDER SOCIETY SCENARIO
D3. The True Hunt N
G
G = Gibrileth
M = Mammoth
24
Where Mammoths Dare Not Tread
Advanced Gibrileth CR 12
DEMONPLAGUE
hp 159 (see Subtier 7–8)
Type disease, injury or ingested; Save Fortitude DC 18
TACTICS
Onset 1 day; Frequency 1/day
Use the tactics for Subtier 7–8.
Effect 1d3 Con damage and 1d6 Wis damage, and victim
is fatigued if it takes any ability damage from the disease;
Plagued Mammoths (2) CR 10
certain creatures slain by demonplague rise as plagued
Plagued beast mammoth (Pathfinder RPG Bestiary 128,
beasts (see Pathfinder Campaign Setting: The Worldwound
Pathfinder Campaign Setting: The Worldwound 56)
29); Cure 3 consecutive saves
NE Huge undead
Init +2; Senses darkvision 60 ft.; Perception +23
DEFENSE
AC 24, touch 10, flat-footed 22 (+2 Dex, +14 natural, –2 size)
hp 105 (14d8+42)
Fort +6, Ref +6, Will +11
Defensive Abilities channel resistance +2; DR 5/slashing;
Immune cold, undead traits
OFFENSE
Speed 40 ft.
Melee bite +22 (2d6+14), gore +23 (2d8+14), slam +22
(2d6+14)
Space 15 ft.; Reach 15 ft.
Special Attacks disease, trample (2d8+21, DC 31)
Tactics
During Combat The plagued mammoths use their
natural attacks to crush their enemies.
Morale The plagued mammoths fight to the death.
STATISTICS
Str 38, Dex 14, Con —, Int 2, Wis 10, Cha 15
Base Atk +10; CMB +26 (+28 bull rush); CMD 38 (40 vs. bull
rush, 42 vs. trip)
Feats Endurance, Improved Bull Rush, Improved Iron Will,
Iron Will, Power Attack, Skill Focus (Perception), Toughness,
Weapon Focus (gore)
SPECIAL ABILITIES
Disease A plagued mammoth inflicts demonplague (DC 19; see Gibrileth
the sidebar above) with each successful bite attack.
25
PATHFINDER SOCIETY SCENARIO
SCALING ENCOUNTER D3
CONCLUSION
If the PCs slay a powerful demon and return with proof of
Make the following adjustments to accommodate a party of
their victory to the Red Winter tribe, Thanock Sundered
only four PCs.
Bear declares that the Pathfinder Society is a welcome
Subtier 7–8: Apply the young template to the gibrileth.
neighbor and can take its pick of the campsites. If the PCs
Subtier 10–11: Remove one of the plagued mammoths
both won the support of the tribe using the Diplomacy
from the encounter.
skill in their earlier encounter at the camp and killed a
gibrileth, Thanock realizes that he has the opportunity
to make a very powerful ally indeed—he pledges his
Treasure: The gibrileth has scavenged a small fortune direct aid in the Society’s business in the area, trusting
from the bodies of its plague victims and from the ruins that should he require their aid or political capital in the
of old Sarkoris. It keeps most of this treasure buried future, the Pathfinders will remember him as a friend.
under several layers of bodies in the southernmost crypt, As a result, each PC earns the Accumulating an Army
and finding this wealth requires a successful DC 20 (Mammoth Riders) boon on their Chronicle sheets.
Perception check and several minutes of rearranging After the PCs have dealt with the Red Winter tribe—
disease-ridden corpses. Anyone who attempts such a either by earning its trust or scattering its people—they
Perception check is exposed to demonplague (see the are free to conclude their survey of potential campsites.
sidebar on page 25). Once they have selected a site, a PC simply needs to
The valuables include two dozen beautifully cut pieces break Zey’s disc to create a beacon for the wizard. Soon
of amber, a beaten silver tablet inscribed in Skald with an thereafter, Pathfinder agents are able to travel through the
extensive family tree, a platinum locket (the portrait within Hao Jin Tapestry to the chosen site. Aram Zey personally
has long since decayed), a lion’s shield that instead features teleports the PCs back to Absalom where Farabellus
a tusked mammoth, boots of the mastodon (Pathfinder RPG summons them to discuss the Society’s next move.
Ultimate Equipment 229), and a stone of good luck carved from
magically hardened soapstone. In Subtier 10–11, there is Reporting Notes
also a manual of gainful exercise +1 written on forty sheets of If the PCs selected the giant’s camp (area B1) for the
burnished steel and a frost brand. Pathfinder Society’s base camp, check box A on the
Note that a character in Pathfinder Society Organized reporting sheet. If the PCs selected the natural spring
Play must purchase the manual for its benefits to last (area B2), check box B instead. If the PCs selected
beyond the end of the scenario. abandoned border town (area B3), check box C instead.
Development: Once the PCs kill the gibrileth, it’s a If the PCs completed the scenario by defeating the Red
simple matter to return to Thanock and the Red Winter Winter tribe in combat or through diplomacy, also check
tribe. box D.
Rewards: If the PCs encounter but fail to defeat the
gibrileth and recover its hidden cache, reduce each PC’s Primary Success Condition
gold earned as follows. If the PCs defeat the demon but If the PCs successfully surveyed all three campsites,
don’t find its treasure, only reduce their gold earned by signaled Aram Zey to indicate the preferred site, and
half the listed value. ensured through negotiation or violence that the Red
Subtier 7–8: Reduce each PC’s gold earned by 2,794 gp. Winter tribe would not contest the Pathfinder Society’s
Out of Subtier: Reduce each PC’s gold earned by 3,895 gp. use of the land, award each PC 1 Prestige Point.
Subtier 10–11: Reduce each PC’s gold earned by 4,997 gp.
Secondary Success Condition
If the PCs successfully earned the respect of the Red
Winter tribe by slaying a powerful demon and winning
over the tribe’s leaders with words—thus earning the
Accumulating an Army (Mammoth Riders) boon—award
each PC 1 additional Prestige Point.
26
Where Mammoths Dare Not Tread
27
4 T h e N u m b er o f T h e b es T ia r y
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Pathfinder Society Scenario #5–10: Character Chronicle #
Where Mammoths
Dare Not Tread
SUBTIER Slow Normal
MAX GOLD
subtier
Accumulating an Army (Mammoth Riders): You successfully recruited the aid of a small, capable tribe SUBTIER Slow Normal
of Kellid people hardened by years of constant strife, and they are ready to aid you when the Pathfinder
10–11 3,865 7,730
Society embarks to secure and explore the Sky Citadel of Jormurdun. This boon is cumulative with
any other Accumulating an Army boons you possess, expands your options when preparing for the
SUBTIER Slow Normal
expedition, and grants you additional benefits when directly commanding the mammoth riders.
— — —
All Subtiers Subtier 6–7
+1 invigorating spear (18,302 gp; Pathfinder RPG +2 chain shirt (4,250 gp)
Ultimate Equipment 144) +2 courageous cold iron greatsword (20,400 gp; Starting XP
EXPERIENCE
GM’s
+2 cold iron greatsword (10,400 gp) Ultimate Equipment 138) Initials
Fame
Equipment 167)
–
rhino hide (5,165 gp)
Prestige Spent
ring of protection +1 (2,000 gp)
stone of good luck (20,000 gp)
wand of lesser restoration (9 charges; 810 gp, limit 1)
Current Final
Prestige Fame
Notes
Starting GP
GM’s
Initials
+
GP Gained (GM ONLY)
GM’s
Initials
+
GOLD
–
Gold Spent
=
Total
For GM Only