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PF2 S02-21 in Pursuit of Water

In Pursuit of Water is an adventure scenario where players are tasked with exploring a ruin in the deserts of Thuvia, which is linked to a div cult and rumored to contain hidden treasure. The PCs must navigate the harsh desert environment to uncover the secrets of the Inspiriting Wellspring, where cultists are attempting to free a powerful div. The adventure involves gathering keys necessary to unlock the chamber where the div is imprisoned and thwarting the cult's plans.

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0% found this document useful (0 votes)
2K views35 pages

PF2 S02-21 in Pursuit of Water

In Pursuit of Water is an adventure scenario where players are tasked with exploring a ruin in the deserts of Thuvia, which is linked to a div cult and rumored to contain hidden treasure. The PCs must navigate the harsh desert environment to uncover the secrets of the Inspiriting Wellspring, where cultists are attempting to free a powerful div. The adventure involves gathering keys necessary to unlock the chamber where the div is imprisoned and thwarting the cult's plans.

Uploaded by

narradorroll20
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Second Edition

year of

CORRUPTION’S
Reach
Scenario #2-21 Levels 1–4

In Pursuit of
Water
By Matt Duval
In Pursuit of Water

AUTHOR
Table of Contents
Matt Duval

DEVELOPMENT LEAD Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3


Mike Kimmel

ADDITIONAL DEVELOPMENT
Appendix 1: Level 1–2 Encounters . . . . . . . . . . . . . . . 17
Linda Zayas-Palmer

DESIGN LEAD
Appendix 2: Level 3–4 Encounters . . . . . . . . . . . . . . 23
Mark Seifter
Appendix 3: Game Aids . . . . . . . . . . . . . . . . . . . . . 28
EDITING LEAD
K. Tessa Newton
Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
EDITORS
K. Tessa Newton, Simone D. Sallé, and Shay Snow

COVER ARTISTS
GM Resources
Sebastian Rodriguez and Leonardo Santanna Campaign Home Page: pathfindersociety.club
Books: Pathfinder Core Rulebook, Pathfinder Bestiary, and Pathfinder Bestiary 3
INTERIOR ARTISTS Maps: Pathfinder Flip-Mat Classics: Desert and Pathfinder Flip-Tiles: Dungeon Starter Set
Giorgio Baroni, Nicolas Espinoza, and Online Resource: Pathfinder Reference Document at paizo.com/prd
Leonardo Santanna

CARTOGRAPHER
Jason Engle ScenAriO TAgS
ART DIRECTION
Scenario tags provide additional information about an adventure’s contents. For more
Tony Barnett information on scenario tags, see the Guide to Organized Play: Pathfinder Society at
http://www.organizedplayfoundation.org/paizo/guides/. This scenario has no tags.
GRAPHIC DESIGN
Tony Barnett

ORGANIZED PLAY MANAGING DEVELOPER


Linda Zayas-Palmer
SummArY
The PCs receive an official request to explore a ruin in the deserts of Thuvia, a nation of
ORGANIZED PLAY MANAGER city-states long plagued by the machinations of fiends known as divs. This ruin is a base
Tonya Woldridge
of operations for a div cult, but it is also rumored to hold a hidden treasure that could
CREATIVE DIRECTOR help establish new life and prosperous trade in the harsh deserts.
James Jacobs The PCs’ journey takes them deep into the desert, where they learn the cultists are
attempting to free a powerful div trapped in the ruins of a site called the Inspiriting
DIRECTOR OF GAME DEVELOPMENT
Adam Daigle Wellspring. Lacking the three ancient keys necessary to unlock the chamber, the cultists
are preparing to use a potent blood sacrifice to empower the div, free it, and poison
PUBLISHER the desert.
Erik Mona

HOW TO PLAY

PLAY TIME: 4–5 HOURS

LEVELS: 1–4

PLAYERS: 3–6

Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577

paizo.com
In Pursuit of Water
In Pursuit of Water
By Matt Duval

Adventure
Background Where on Golarion?
In ages past, Osirion’s Pharaoh of Forgotten Plagues
enticed the lord of all divs, Ahriman, to Golarion to help In Pursuit of Water begins in Aspenthar, the second
crush the pharaoh’s enemies. When the pharaoh was largest of the five city-states of Thuvia, a nation built
overthrown, Ahriman fled to his home, the apocalyptic around the famous, immortality-granting sun orchid elixir.
wasteland plane of Abaddon, though many of his div From there, the PCs travel south to a ruin deep in Thuvia’s
servants remained on Golarion. They established bases deserts. More information on Thuvia can be found on
of power in the deserts of what is now Thuvia. In the pages 56–57 of Pathfinder Lost Omens World Guide.
centuries since, divs have wandered Thuvia’s interior
deserts, furthering Ahriman’s mission of destruction at THUVIA
every opportunity, frequently with the help of scattered
cabals of div worshippers called the Usij.
Long ago, the Inspiriting Wellspring was a series of
Aspenthar •
magnificent structures built in the deeper regions of
Thuvia’s deserts. Set atop a subterranean waterway, the
Wellspring brought a modicum of respite and water to
those dwelling in the desert and served as a waypoint,
trading post, and place of worship for weary travelers.
All that changed almost 300 years ago, when a group of
divs descended on the complex and murdered almost all
within. A few brave survivors managed to drive the divs
off but were forced to seal one of the surviving fiends in
the chamber that controlled the water flow, effectively Thuvian citizen currently in possession of the third key
ending the Wellspring’s use as a source of water. The recently survived an Usij attack, pieced together what
survivors then abandoned the site, and the desert soon was happening, and set out to find help. In response to
covered the Wellspring. this attack, the local government has called upon the
In the last decade, a group of Usij learned an aghash Pathfinder Society for assistance.
div is still imprisoned in the lost Wellspring. The cultists’
attempts to free the fiend from its magically warded Getting Started
prison have thus far failed, as they lack the three keys When the adventure begins, the PCs have reached the
necessary to open the sealed door behind which the div Thuvian city-state Aspenthar to meet with Gol Amri
is imprisoned. The Usij can only communicate with the (N female human representative), who serves as the
trapped aghash div through a tiny opening, and the representative of Prince Zinlo, Aspenthar’s ruler. The PCs
fiend cannot escape its confines due to ancient wards carry a cloth-wrapped scarab shell with an inset jewel
that prevent it from using teleportation magic to flee from Venture-Captain Diya Akan (NG female half-elf
its prison. Pathfinder), with a note instructing them to touch the
The keys to the chamber were scattered after the div gem upon their arrival in Aspenthar. When they do, the
attack, each entrusted to one of the surviving families gem imparts a memory magically stored inside it, and
from the Inspiriting Wellspring. In the years since finding each of them “experiences” a brief message from the
the Wellspring, the Usij have uncovered two of the three venture-captain.
keys, with their agents close to finding the third. The Read or paraphrase the following.

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Touching the gem imparts someone else’s memory before continuing. “This is Kida Ameen, the victim of a
of a shaded pavilion at the center of a maze-like terrible crime. The prince in his inestimable wisdom
garden. Venture-Captain Diya Akan is there, and incomparable justice has sought your Society
a sand-colored dog resting at her side. She to address her plight. Kida, please explain.”
wears a red and white head scarf affixed at Kida sips from a glass of water and speaks
her shoulder with a scarab pin, and her in a ragged voice. “They came for Husha first.
elven eyes are clouded. “I regret not being Our families knew each other, and I thought
able to join you in Aspenthar, Pathfinders, thieves killed him when they found him home. I
but events have transpired which kept a knife close at night afterward, and when
force me to remain at my lodge in the murderers attacked eight nights later, I
Merab.” The venture-captain idly escaped.” Her hand moves to the bandage
pats her dog. “Do not worry at her throat. “My husband was not so
about me, though. You should fortunate. They didn’t seek money,
focus on the mission at hand: speaking only of a key. This key. My
you’ll be traveling deep into family has held it for generations.
Thuvia’s deserts to explore My grandmother told me it unlocked
an ancient ruin. Prince Zinlo’s Diya Akan a treasure buried deep in the desert.
representative, Gol Amri, waits for There were three keys, and three
you at Aspenthar’s public palace to families. Nana Surna said our ancestors
provide details. The prince has promised provisions for watched over the greatest wealth in the sands,
this journey; remind Gol Amri if she forgets. Impress but they fled when monsters came.”
the prince if you can—with his approval, we Gol Amri continues as Kida takes another
may be able to explore even more ruins near drink. “The Prince’s soldiers slew several of
Aspenthar—but be careful, Pathfinders. The these assassins when they brazenly pursued
hot sands and ancient memories of Thuvia are Kida into the streets. The priests interrogated
equally unforgiving.” the fallen, discovering they are Usij—cultists
bent on the world’s destruction. They’ve
The memory passes, and the opulence found a ruin in the desert which they
of Aspenthar lies ahead once more. The believe is linked to the keys. We fear they
prince’s battalions march along a mosaic possess at least one key already. Our wise prince
lining the main road through the city’s does not tolerate these cultists. He requests
center, carrying banners of orange, you find this ruin, purge it of Usij, and
blue, and black. A palace at the put an end to whatever vile scheme
city’s heart gleams in the dawn they’ve dared insult him with.”
light reflected from its enormous
glass windows and doors. The Kida, with a mix of reluctance
central palace serves as a place Gol Amri and relief, offers the key to
for public announcements, events, the Pathfinders. Gol Amri has
and government functions. When little patience for questions, but
the guards learn the PCs’ business at the palace, they haughtily responds to likely questions as follows.
direct the Pathfinders to a spacious sitting room to wait What happened to the other keys? “The priests
for Gol Amri. The Prince’s representative arrives shortly interrogating the dead learned several assassins already
after, along with Kida Ameen (N female undine human fled with Husha’s key, wisely fearing the Prince’s wrath.
traveler; Lost Omens Ancestry Guide 116). Read or Where the third key is, we do not know.”
paraphrase the following. Do you have supplies for us? “The Prince’s generosity
is boundless! I have arranged the finest travel fare,
A well-dressed Garundi woman enters the room, hands wide sufficient water to reach your destination, and the
in greeting. An older woman follows close behind, clutching sturdiest of camels to bear it all. Should you require
an agate key on a broken chain. more, the markets are plentiful.”
The younger woman speaks: “Greetings, Pathfinders! I What can you tell us about the Usij? “They serve
am Gol Amri, and I welcome you to Aspenthar in the great Ahriman, lord of all divs, a demon lord who is determined
Prince Zinlo’s name.” She helps her companion to a seat to corrupt and destroy the world.”

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In Pursuit of Water
What can you tell us about the ruin? “We don’t HERO POINTS
know the nature of this site, but we believe Once the PCs have finished their preparations
it was a place of great importance hundreds and requisitioned supplies, remind the players
or perhaps thousands of years ago. The that they each have 1 Hero Point available.
Usij must seek to corrupt it or claim its
treasures—or perhaps it is a site of some Desert Journey
significance to Ahriman. The priests The journey consists of 37 miles to
told me a competent group should be able to reach the trade route oasis (Area A)
reach it in five or six days, traveling south then another 54 miles to reach the
across the desert. I’m sure a group of Inspiriting Wellspring. By following
Pathfinders can manage that.” the directions from Prince Zinlo’s
Map: When the PCs are ready royal cartographer, the PCs avoid
to depart, Gol Amri gives them any chance of getting lost. The
a map prepared by the royal PCs’ skill at traversing the desert’s
cartographers. The map indicates shifting dunes can help them
they should follow the trade route avoid unpleasant obstacles. Use
to an oasis on the way to Pashow Kida Ameen Table 9–2: Travel Speed (Core
and then head southeast. Rulebook 479) to determine how
Supplies: Gol Amri provides the many miles the party travels per
PCs with two camels to carry the additional supplies day. A party with a speed of 25 feet (20 miles per day)
from Prince Zinlo. These supplies include more than can reach the oasis in 2 days, then the Wellspring in 3
enough provisions (water and rations) for each PC to more days, assuming the PCs succeed at their checks
travel to the Inspiriting Wellspring and back, two four- to traverse the desert (see the Traverse Thuvia’s Dunes
person tents, and luxurious bedrolls. The camels are activity, below). At this time of year, Thuvia’s deserts are
far from burdened by these provisions and can carry relatively hot during the day and mild to cool at night,
an additional 8 Bulk worth of equipment without though PCs wearing appropriate clothing—such as the
slowing down. They are sated and healthy and can easily clothes Gol Amri gave them—can travel normally in
survive long enough without food or water—especially these temperatures.
considering the planned stop at the oasis—that they At the beginning of each day the PCs spend traveling
don’t require any for the journey. The PCs also receive through the desert, have one PC make a check to
the royal cartographer’s directions on a vellum scroll, Traverse Thuvia’s Dunes. After they’ve traveled 37 miles,
and, if they require it, sets of clothes suitable for travel they reach the oasis (page 6). Then, they must continue
beneath the harsh desert sun. to travel another 54 miles, at which point they reach
the Inspiriting Wellspring (page 9). Keep track of how
Div Lore or Religion (Recall many days it takes the PCs to reach the Wellspring, as
Knowledge) their travel time can impact whether they succeed at
Based on the result of a DC 15 Religion check, a DC their secondary objective. Rather than tracking the PCs’
13 Div Lore check, or another appropriate DC 13 Lore supplies, assume the camels carry enough for the journey.
check to Recall Knowledge, the PCs might know more
information relevant to this adventure about divs and TRAVERSE THUVIA’S DUNES
the Usij. Remember this check should be rolled secretly. EXPLORATION MOVE
Critical Success Divs were once genies tasked with aiding Traveling across Thuvia’s shifting dunes requires one PC to
mortals in acts of creation. Each div has an obsession attempt a DC 12 Desert Lore check, DC 15 Survival check,
from their prior existence, such as the skull-headed or DC 18 Perception check each day, representing their
doru’s desire for arcane secrets and the aghash’s hatred attempt to find the steadiest path across the dunes over
of all beauty. the course of 8 hours of travel. (For Levels 3–4, the DCs are
Success The Usij are cults of fiend-worshippers, dedicated to 2 higher due to stronger winds.)
the foul divs and their fearsome lord, the living destruction Critical Success The PCs find a path across firm sand, traveling
known as Ahriman. Their goals always seek to ruin or at their normal speed for the day. They also successfully
undermine mortals. anticipate a clear path to follow on the next day, gaining a
Critical Failure Div and Usij favor bargains and deals, always +2 circumstance bonus to the next day’s check to Traverse
abiding to the letter of the agreement. Thuvia’s Dunes.

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In Pursuit of Water
Success The PCs find a path across firm sand, traveling at Check: DC 15 Perception check, or DC 13 Survival or
their normal speed for the day. appropriate Lore check
Failure The PCs cannot find a clear path across firm sand. Complication: The PCs lose all their travel progress
They travel at half their normal speed for the day, and one for the day as the group temporarily travels back in the
Desert Event occurs. direction they came from.
Critical Failure The PCs cannot find a clear path across firm
sand. They travel at one quarter their normal speed for the Strong Wind
day, and one Desert Event occurs. Strong wind causes the dunes to shift more rapidly
than usual.
DESERT EVENTS Check: DC 15 Fortitude save, or DC 13 Acrobatics,
When the PCs encounter a Desert Event, roll 1d4 on the Athletics, or appropriate Lore check
table below. If the PCs roll the same event twice, ignore Complication: The PCs reduce their travel distance by
it and select another; if they have already encountered half for today (such as from one half to one quarter, or
all four events, failure on the check to Traverse Thuvia’s one quarter to one eighth).
Dunes still reduces their speed but does not trigger
another event. Swarming Insects
Black-shelled beetles rise from the sands and pour over
TABLE: DESERT EVENTS the party, also startling the camels.
Check: DC 13 Acrobatics (Tumble Through), Nature
1D4 EVENT (Command an Animal), Survival, or appropriate
1 Dry quicksand Lore check
2 Mirage Complication: The PCs lose all their travel progress
3 Strong wind for the day, as they must take time to recover the fleeing
camels and coerce them to move through the area.
4 Swarming insects
When encountering an event, the PCs earn Obstacle A. Oasis Moderate
Points based upon their results on appropriate checks. This small oasis serves as a waypoint on the desert trade
At the GM’s discretion, the expenditure of appropriate route between Aspenthar and Pashow. As the PCs arrive,
spells or abilities (such as burning hands to disperse the read or paraphrase the following.
swarming insects) can count as an automatic success for
a PC. The desert sun reflects off the still waters of an oasis. Smoke
Critical Success The PCs earn 2 Obstacle Points. rises from a small fire beneath the surrounding acacia grove.
Success The PCs earn 1 Obstacle Point. A nearby stack of corpses crawling and buzzing with flies
Critical Success The PCs lose 1 Obstacle Point. mars the scene. Shadows of moving figures flicker out from
Track how many Obstacle Points the PCs earn for each the campsite onto the sands. Faint whimpering follows a
obstacle. If the PCs earn at least as many Obstacle Points guttural, crackling voice.
as half the number of PCs, they successfully bypass the
obstacle; otherwise, they face a complication. For Levels The water drops off sharply at the shore. It is 10 feet
3–4, increase all DCs by 2. deep at the edges and 15 feet deep in the middle.
Use the map on page 7 for this encounter.
Dry Quicksand Creatures: Usij cultists wait here for the assassins sent
The PCs stumble across a massive field of loose sand that to retrieve the key from Kida Ameen. If the PCs approach
yields easily under their weight, dragging them down. the oasis without attempting to conceal themselves in
Check: DC 15 Reflex save, or DC 13 Athletics, some way, the Usij cultists notice them when they reach
Crafting, Survival, or relevant Lore check the edge of the map and immediately attack. If the PCs
Complication: The PCs take a –2 circumstance penalty successfully Sneak or otherwise avoid the cultists’ notice,
to their next check to Traverse Thuvia’s Dunes as they they can approach to the edge of the trees (or until they
are forced to find a way around the hazard. become detected). If they reach the trees, the PCs notice
two chained prisoners near the water and a fiendish face
Mirage flickering in the campfire. The fiendish face is that of
The mountains and dunes shimmer, rolling and shifting the Usij cultists’ ally and master, a doru div (Pathfinder
about and making landmarks hard to discern. Bestiary 3 68) named Derashem, who speaks to the

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In Pursuit of Water

A. Oasis

PCs
Start Here

Prisoners

Enemies
Start Here

1 square = 5 feet Pathfinder Flip-Mat Classics: Desert

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In Pursuit of Water
cultists through the fire from the Inspiriting Wellspring.
Portraying Divs It speaks to the cultists in Daemonic: “Enough delays.
Bring the sacrifices. Their blood—and the beauty of their
The fiendish servants of Ahriman crave the destruction marriage—shall serve us well, with or without the third
of all mortal creation. They’re vicious and spiteful key.” PCs can Recall Knowledge about doru divs from
and have vile obsessions. Doru divs are obsessed observing its image. To contact Derashem, the cultists
with collecting secrets, and they relish opportunities used the last of a rare magic powder that allows them to
to combine their collected secrets with lies to foster communicate with the divs they serve.
conspiracies, fear, and violence. Aghash divs despise The Usij slew the members of a caravan when they
beauty, and they are compelled to destroy art and arrived at the oasis, stacking the bodies nearby to
harm charismatic mortals physically poison the waters once they depart. They captured
or psychologically. GMs can play Seda (N female human tailor) and Rasool Alame (LN
up the divs’ wickedness or present male human merchant), a newlywed couple returning
their obsessions as humorous to Aspenthar from a visit to Seda’s parents
foibles, depending on what’s in Pashow. Derashem wishes to sacrifice
comfortable for the players. something beautiful to strengthen Sezruth
(see area C) after the aghash’s release, and
the destruction of a new, happy marriage
suits that goal. The cultists bound both
captives in chains and keep them near
the water.
In combat, if an Usij starts
their turn without having
been attacked since their last
turn or engaging a foe in melee
combat, that Usij moves to Seda
and Rasool and knocks them
into the water with a two-action
activity. The chains drag the couple
down and they start to drown. A PC
can save both prisoners (as the chains
bind them to one another) by succeeding
at a DC 13 Athletics check to Swim (DC
15 for Levels 3–4) while adjacent to at least
one prisoner. The prisoners fall unconscious
after 4 rounds in the water and drown after
5 rounds unless the PCs save them.
The Usij fight to the death to please their
div master. One casts bane, one uses their
whip to disarm physically weak foes, and the
rest attack with daggers and spells.
Derashem observes the battle and encourages
the Usij. The doru div makes appreciative
remarks at pain inflicted on the PCs and
Usij alike. When the last Usij falls or
a PC extinguishes the brazier, it
makes one last threat in Daemonic
before vanishing: “Ahriman’s wrath
approaches. You cannot withstand it.”
The PCs can extinguish the brazier with a two-action
Usij Cultist activity to tip it while within reach, or by taking any
other action that would extinguish a small fire.

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Levels 1–2
Evil Grows Stronger
USIJ ACOLYTES (4) CREATURE –1
Page 17, art on page 28 As Sezruth tests its prison, ominous signs appear,
giving the impression that time runs short. Ten minutes
Levels 3–4 after the PCs arrive, a shudder passes through the
structure, causing dust to spill from the ceiling. After
USIJ CULTISTS (4) CREATURE 1 thirty minutes, beetles and other vermin pour from
Page 23, art on page 28 the walls, fleeing the area. After an hour, the structure
groans and sand slowly spills in from outside. After two
Rewards: The Usij kept some treasures from the hours the walls weep black ichor. After three hours,
pillaged caravan and destroyed the rest. The PCs find Sezruth corrupts the Wellspring, poisoning the waters.
several weeks’ worth of provisions and two minor For each ward the PCs repair in area B, it takes one
healing potions (or two lesser healing potions for Levels additional hour for Sezruth to corrupt the Wellspring.
3–4). Seda has a masterpiece shawl decorated with
sapphires worth 2 gp she wove for her wedding. She
offers it in thanks, accepting no refusal. If she survived, the only shelter in sight is a half-buried stone structure, a
this beautiful item can repair a ward in area B. If she tilted column pointing out of the sand with an open door and
died, the tragedy makes it unsuitable. fallen megaliths dotted around it. Then the storm descends
A book merchant was transporting a copy of Parvad’s with a furious shriek of lashing winds.
Calamities, an Osiriani history of the wars with the
Jistka Imperium, worth 4 sp. Derashem desired this The PCs must navigate the sandstorm to reach the
tome and if any PC speaks Osiriani or succeeds at a Inspiriting Wellspring. Each PC who succeeds at a DC
DC 15 Society check to Decipher Writing, the PCs gain 12 Acrobatics, Athletics, Crafting, Medicine, Nature,
a +2 circumstance bonus to skill checks for Derashem’s Survival, or appropriate Lore check (DC 15 for Levels
Covetous of Secrets ability. 3–4) reduces the damage (such as by finding cover,
Development: If a PC succeeds at a DC 15 Perception constructing a barrier, or the like).
check to Seek, they notice a tattoo on one of the fallen Critical Success The PC avoids taking any damage.
cultist’s arms. It depicts a stylized blue eye ringed with Success The PC takes 1d4 piercing damage (2d4 damage for
fangs; the PCs can attempt to Recall Knowledge about Levels 3–4).
aghash divs (Pathfinder Bestiary 3 69) if they discover the Failure The PC takes 2d4 piercing damage (3d4 damage for
tattoo, as the tattoo closely resembles an aghash’s head. Levels 3–4).
If Seda and Rasool survive, the couple thank the PCs Critical Failure The PC takes 2d4 piercing damage (3d4
and plan to wait at the oasis for another caravan to pass damage for Levels 3–4) and is fatigued.
through. They share that the Usij spoke reverently of Development: The sandstorm soon passes over the
killing them to “free the ancient one,” and that “poison PCs, and they arrive at the Inspiriting Wellspring.
would flow from the desert.”
The PCs must travel the remaining 54 miles to Inspiriting Wellspring
the Inspiriting Wellspring to the southeast. After Long ago, Kida Ameen’s ancestors built a settlement
they have traveled this distance, proceed to Event: and refuge that tapped into an underground waterway
Fierce Sandstorm. deep below. The endless water in the desert’s heart
made the location a trade and travel center that
Event: Fierce expanded until the div attacked. After centuries of
Sandstorm storms, only the tower remains above the sands. The
As the PCs travel the remaining miles to the Inspiriting passage of time, along with the div attack, left the
Wellspring, read or paraphrase the following. interior ruined.
Unless otherwise noted, the ruins are in darkness.
The few sounds of insects disappear and the sun dims, Interior hallways are 8 feet high, and rooms are
though no clouds touch the sky. A faint smudge on the 15 feet high, and interior surfaces are made from
southern horizon grows to a mountain and then fills the quarried limestone. The areas described represent the
whole of the world as a mile-high wall of sand and roaring relevant portions of the facility for this adventure, but
winds races across the desert. From the crest of the dune, numerous unexplored areas remain.

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The only entrance that remains leads to the Usij angel pendant for Levels 3–4) hidden among the Usij’s
Encampment (see below), from which the PCs can bedding. The PCs also find a beautiful golden angel
reach the Fallen Temple (see below) and area B (page statuette among the destroyed relics in the room’s center,
11). Track how much time they spend in these areas; an ancient religious symbol of Sarenrae worth 5 gp. PCs
the aghash div Sezruth further corrupts the wellspring who are trained in Crafting or Religion recognize this
with the passage of time (see the Evil Grows Stronger as a work of art. The PCs can use this item in area B to
sidebar on page 9). repair a ward.
Passage to the Fallen Temple: The eastern corridor
USIJ ENCAMPMENT winds down a spiraling ramp and through excavated
This room lies immediately inside the entrance. corridors of a collapsed marketplace for about 10
minutes, eventually leading to an intact stone archway
Filthy bedding, open crates, and a smoldering campfire fill one (the entrance to the Fallen Temple; see below). The PCs
corner of the spacious vestibule. Several bodies molder near a notice numerous bloodstains and two more battered
dusty passageway to the east. A set of stairs sits opposite the Usij corpses on the way.
entrance. A pile of smashed pottery and broken art objects Stairs to Area B: The stairs head down several flights
sits in the center of the chamber while recent damage mars past doorways buried in rubble for about 15 minutes
the ancient murals and reliefs on the chamber walls. before reaching an excavated landing, which opens into
area B (page 11).
This is the Usij’s main camp. Bedding, rations, dried
dung for the fire, and barrels of water sufficient for a FALLEN TEMPLE LOW
dozen people for a week sit around the dozen bedrolls. The destroyed marketplace holds aqueducts, fountains,
The Usij piled the bodies of those who died trying to and other features of once plentiful waterworks, now
claim the key in the Fallen Temple nearby to use as filled with dust. Following the ruined path leads to a
emergency meat or offerings, as necessary. recently excavated temple archway. The ceiling inside
The room is dimly lit while the door is open during the temple is 20 feet high at its center.
the day. The PCs can secure the door against the storm
outside with a successful DC 15 Crafting check to A faded mural of masked birds leading spectral figures
Repair it (DC 17 for Levels 3–4). This reduces the DCs inward in a spiral to the chamber’s center adorns the cracked
to Investigate or Search (see below) by 2, but the closed and broken ceiling. Statues are shattered and defaced in
door leaves the room in darkness. alcoves. A twisted corpse lies near the hallway. Old bones sit
PCs who succeed at a DC 14 Survival check to Track further inside, many pinioned with rusted blades.
(DC 16 for Levels 3–4) locate evidence of recent traffic
on the stairs. They also find footprints from the last few Haman Gabet was a patriarch and keyholder for one
days and dried blood leading down the eastern corridor. of the three keys to the Wellspring, and the key still
PCs who succeed at a DC 16 Medicine check (DC 18 for remains on his body. Derashem lost many Usij trying
Levels 3–4) to Investigate the bodies find they died from to claim the key, eventually giving up and pursuing
severe bludgeoning damage. PCs who critically succeed other methods. The key Kida gave the Pathfinders
find parts of the bodies rapidly withered, evidence of reacts as it approaches its sibling, slightly humming as
undead attacks. These people perished from poltergeists condensation forms on it.
battering them with rocks in the Fallen Temple. PCs who succeed at a DC 16 Religion check to Recall
PCs Investigating the walls find intact carvings and Knowledge recognize the masked, four-winged birds
murals showing water flowing forth from the sands and as nosoi psychopomps and the imagery of Pharasma’s
creating verdant surroundings, with travelers of multiple spiral. This knowledge grants them a +1 circumstance
cultures coming together in peace. PCs who succeed at bonus to all checks to overcome the vengeful water
a DC 16 Society, Ancient Osirion Lore, Archaeology spirits (see below). PCs wearing a religious symbol of
Lore, or other appropriate Lore check (DC 18 for Levels Pharasma reduce the DCs of all checks to overcome
3–4) notice that the inhabitants show minor features of these spirits by 1.
elemental water ancestry and evidence of architecture Vengeful Spirits: Angry spirits inside this fallen
inspired by the styles of the Jistka Imperium. temple to Pharasma slew the Usij. During the Inspiriting
Rewards: PCs who succeed at a DC 15 Perception Wellspring’s fall, many defenders and civilians sought
check to Seek (DC 17 for Levels 3–4) locate a small refuge here, where the div slaughtered them all. The
cedar box containing two lesser antidotes (and a crying divs desecrated and unhallowed the temple, causing the

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In Pursuit of Water
dead to rise as vengeful spirits. The Usij’s presence with Rewards: The room shakes from the fury of the vengeful
Derashem stirred the spectral remnants here, and they spirits, potentially burying the valuable objects here
continue to angrily lash out at anyone who enters. beyond recovery. If the PCs successfully overcome one or
As the PCs enter the fallen temple, they experience a more obstacles, they calm the spirits enough to recover
variant Chase encounter, a series of obstacles assailing the items. If the PCs overcome at least two obstacles with
them in this chamber over several rounds. When they Chase Points, they find one of the three keys, carved from
enter the archway, read or paraphrase the following. a swirled teal jasper, clutched in Haman’s skeletal hand
at the rear of the chamber. They also find a low-grade
Ancient dust stirs, the wind flowing past like an indrawn cold iron shortsword embedded in a doru skull hidden in
breath. Faint whispers grow in number from sources just out a collapsed wall. The skull crumbles into foul black dust
of sight, flickers of motion dancing at the edge of perception. when disturbed, but the blade remains.
If the PCs successfully overcome three or more
The PCs must overcome the obstacles to avoid or obstacles, they also find an untarnished silver offering
appease the spirits and obtain one of the three keys—and plate in a hidden recess in the altar, embossed with
other treasures—from the chamber. Use the following images of psychopomps and worth 2 gp. When they
rules to resolve this encounter: The GM presents the find the plate, Haman Gabet’s spirit speaks to them, his
next obstacle in the series (starting with the first and voice echoing, “I sealed the fiend while my best warriors
proceeding in order), including a description of the held it at bay. Now the wards fail. Please, rebuild the
obstacle, the checks the PCs can attempt to earn Chase wards with the beauty it hates and weaken the aghash.
Points (and their DCs), and the number of Chase Points Destroy it. Don’t let corruption claim our legacy.” Then
required to overcome the obstacle. Each round, the PCs the spirits fade. The plate is a work of art and the PCs
may take their turns in any order. On a PC’s turn, they can use it to repair a ward in area B.
attempt any one required roll, and the result determines
how many Chase Points they earn for the group. A PC B. WARD CHAMBER MODERATE
can also choose not to act in a round, neither gaining
nor losing Chase Points. A dry fountain crumbles in the center of a large, pillared
Critical Success The PCs gain 2 Chase Points. chamber, dust-filled runnels for water leading to and from
Success The PCs gain 1 Chase Point. it. A closed marble double door engraved with reliefs bears
Critical Failure The PCs lose 1 Chase Point. a large circular lock with three key holes. Faint ruby light
Each obstacle remains until the PCs overcome it or until seeps from the other side where the wall and door have
each PC has made one attempt (successful or otherwise) eroded and weakened. Four shattered altars line the wall.
to earn Chase Points for that obstacle, at which point
it dissipates and the next obstacle appears. Keep track Use the map on page 12 for this encounter. The PCs
of how many obstacles the PCs overcome by earning enter from the north, and the marble doors block the
Chase Points (as opposed to those that dissipate because passage to the south, which leads to area C.
they failed to earn enough points), which impacts their Hazard: The remaining Usij prepared a blood sacrifice
rewards from this area as well as contributing to their to break the wards binding Sezruth in the chamber
secondary success conditions. beyond the marble door. The PCs arrive just after the
A PC can automatically succeed at one check (earning remaining Usij have killed two of their own, causing
1 Chase Point) by expending a holy water or by casting a circle of Daemonic runes to flare with red light and
a spell of 1st level or higher that deals positive damage, triggering the hazard’s Siphon Blood reaction, granting
either of which causes the spirits to recoil. Sezruth (the aghash in area C) 2 Blood Points.

Levels 1–2 Levels 1–2


VENGEFUL SPIRITS OBSTACLES 1 AND 2 EMPOWERING BLOOD HAZARD –1
Page 18 Page 19

Levels 3–4 Levels 3–4


VENGEFUL SPIRITS OBSTACLES 3 AND 4 EMPOWERING BLOOD HAZARD 1
Page 24 Page 25

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In Pursuit of Water

B. Ward Chamber

Fountain

Blood Ritual
Magic Circle

Warded Door

1 square = 5 feet Pathfinder Flip-Tiles: Dungeon Starter Set

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In Pursuit of Water
Creatures: Derashem is a doru div (Bestiary 3 68) that three families who shared the Inspiriting Wellspring, all
previously served a conjuror in Pashow as a familiar. The coming together and working as one, with water flowing
doru’s obsession with how civilizations collapse led it to from the keyholes to them and carrying signifiers of
a historical account detailing the fall of the Inspiriting prosperity. Ancient magic reinforces the door. To open
Wellspring. Sensing Ahriman’s guidance, Derashem had the door to area C, the PCs must turn all three keys
Usij assassinate its master, find the Wellspring, and search simultaneously. As they do, the stone rolls back along
for the three lost keys. Derashem plans to trade Sezruth’s the mechanism like flowing water and the figures in
freedom for knowledge of past destruction the aghash the carvings move about through an ingenious work of
witnessed firsthand, then slowly poison the Wellspring, stonemasonry. The PCs can substitute a knock spell for
spreading corruption across the desert. one key, and if three more creatures (in addition to the
On noticing the PCs, Derashem eagerly orders the two cultists already sacrificed prior to the encounter) are
surviving cultists to bleed the intruders for sacrifice. The reduced to 0 Hit Points in the area of the empowering
Usij lure the PCs to fight them within the empowering blood hazard, the lock on the door crumbles with a crack
blood hazard’s area, hoping to strengthen Sezruth. of thunder, and the stone doors collapse on their hinges.
Derashem uses charm and invisibility to avoid strong Wards: The broken altars once held objects of great
PCs and attacks weak-looking PCs to poison them. If the crafting skill and beauty, but are now broken and
PCs make significant noise while approaching, Derashem ruined. PCs who succeed at a DC 14 Arcana, Occultism,
uses illusory object to create the image of a second circle Religion or appropriate Lore check (16 for Levels 3–4),
of runes identical to the true hazard, hoping it confuses or those who spoke with Haman Gabet in the Fallen
the PCs. Temple, recognize the broken wards serve to weaken a
creature barricaded beyond the marble doors, and block
Levels 1–2 its teleportation.
If the PCs place an item of great beauty on an altar,
USIJ ACOLYTES (2) CREATURE –1 they activate that ward (see area C for the effects of these
Page 19, art on page 28 wards). They can use the especially suitable objects they
find during the adventure, including Seda’s shawl in Area
DORU CREATURE 1 A, the golden holy symbol from the Usij Encampment,
Page 19 the silver plate from the Fallen Temple, the porcelain
wren found in this area, or any other art object worth at
Levels 3–4 least 5 gp (15 gp for Levels 3–4).
Development: Even with wards in place, it’s
USIJ CULTISTS (3) CREATURE 1 immediately apparent the wards containing the fiend
Page 25, art on page 28 beyond the marble doors are mere hours from failing,
unleashing the creature on Thuvia once more. The PCs
DORU CREATURE 1 should have ample reason to explore the passage leading
Page 25 to the Fallen Temple (if they have not done so already),
where they can find the third key necessary to open the
Rewards: The third key, made from gabbro stone door and confront the div.
and threaded with platinum, is already in the door
mechanism. Additionally, the PCs find an intact porcelain C. WELLSPRING SEVERE
wren worth 2 gp in the dust around the fountain, amid
the broken remnants of its flock. The PCs can use this A pungent, musty scent chokes the air. Grim bone fetishes
work of art to repair one of the wards here (see below). strung with knotted hair hang from walls and pillars scratched
Derashem’s journal contains notes in Daemonic about with fiendish runes that prick and sting the eye when looked
its former master, Golpari, the blood magic it’s using upon. A central altar of skulls encircled with soiled rags
to empower Sezruth, details of what it learned about flickers with ruby light. Behind the foulness, the burble of
Sezruth and the Inspiriting Wellspring, and a record of clean, flowing water beckons from a pristine waterfall in the
the search for the keys, encompassing the Usij efforts rear of the chamber.
detailed in the adventure background on page 3.
Marble Door: The south wall and double door leading This chamber controls the flow of water from the
to the Wellspring (area C) are marble, in contrast to waterway further below. Pillars built around the waterfall
previous rooms. The door bears detailed carvings of the have metal handles that fold out from the stone, and

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In Pursuit of Water

C. Wellspring

= Hazard

S = Sezruth
1 square = 5 feet Pathfinder Flip-Tiles: Dungeon Starter Set

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In Pursuit of Water
different positions direct water to decorative features, attacks on the conscious PC with the highest Charisma,
cisterns, and pools as needed. Channels are visible in using Cursed Gaze to hinder other PCs that interfere and
the partially transparent floor when the water flows tearing through anyone who gets in the way.
through, creating beautiful patterns of motion through If there are no active wards, Sezruth flees with
the room. These patterns count as an active ward (see dimension door when reduced below 20 Hit Points (40
Wards below). If Sezruth corrupted the waters (see the for Levels 3–4). If any wards are active, Sezruth fights to
Evil Grows Stronger sidebar on page 9), the waterfall the death.
now flows with sludge, and this ward has eroded away.
Use the map on page 14 for this encounter. The PCs
enter the room from area B to the north.
Empowering Blood and Wards: The empowering
blood in area B feeds the aghash’s strength. By default,
Sezruth starts with 2 Blood Points from the sacrifices the
Usij made in area B, plus additional Blood Points based
on the activation of the empowering blood hazard. For
each active ward in area B and C, reduce the number of
Sezruth’s Blood Points from the empowering blood by
1 (minimum 0). If at least one ward is active, Sezruth
cannot use dimension door.
Hazard: Sezruth spent centuries laying curses on the
chamber through Daemonic runes and bone fetishes
placed on the pillars.

Levels 1–2
FORETOLD RUIN HAZARD 1
Page 22

Levels 3–4
FORETOLD RUIN HAZARD 3
Page 27

Creatures: The aghash div Sezruth


engineered the attack on the Inspiriting
Wellspring 300 years ago, despising that
the waters ennobled the mortals here
to creative endeavor. In the div’s haste,
it didn’t see the wards placed outside the
chamber, a trap the keyholders laid to
contain Sezruth while they sealed the room.
Sezruth found it could not leave this room. The
div spent centuries tearing at its prison, mutilating the
remains of those who died fighting, and desecrating the
chamber. The water’s purity and ever-flowing nature
defied Sezruth’s efforts to corrupt it. The recent blood
offerings and Usij blasphemies reinvigorated Sezruth,
and the div renewed its efforts to curse the water.
When the PCs enter the room, Sezruth emerges
from its hiding place among the piles of bloody rags
near the bone circle. The div conjures a sandstorm Sezruth
that extinguishes any unprotected flames, then focuses

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In Pursuit of Water
For larger groups of PCs, Sezruth is accompanied Conclusion
by one or more zombies. These are former residents The PCs meet with Gol Amri on returning to Aspenthar.
of the Wellspring who now serve Sezruth as mindless If the PCs defeated the div and secured the Wellspring, she
undead. Sezruth avoids catching them in the sandstorm praises Prince Zinlo for his infinite wisdom in selecting the
if possible. The zombies fight to the death. Pathfinders for this task. If they laid to rest the vengeful
spirits and rescued Seda and Rasool, she commends them
Levels 1–2 for performing noble needs beyond their mandate.
Gol Amri affirms that per the arrangement with
SEZRUTH CREATURE 3 Venture-Captain Diya Akan, the Pathfinders shall have
Page 21, art on page 29 continued rights of exploration for any unexplored
portions of the reclaimed Wellspring. She presents
Levels 3–4 the PCs with a crystal chalice filled with small topaz,
sapphires, and black opals worth 20 gp as a reward for
SEZRUTH CREATURE 5 their success. She impresses on them that the gems are the
Page 26, art on page 29 colors of Aspenthar’s heraldry, and that this gift is a sign
of Prince Zinlo’s approval—a most precious gift indeed.
Development: After the PCs defeat Sezruth, the If the PCs instead failed to defeat the div, Gol Amri
foulness in the room diminishes. The PCs can freely tersely dismisses them, vowing to waste no more time
investigate the chamber and learn how the water on Pathfinders.
controls work if they haven’t already. The passage south
leads deeper into the Wellspring, behind the waterfall—a REPORTING NOTES
potential area for future exploration, but with the Usij Check box A if Sezruth survived. Check box B if Sezruth
defeated, the PCs should return to Aspenthar to make corrupted the Wellspring and the PCs did not purify it.
their report.
If the PCs flee the chamber or are defeated, Sezruth PRIMARY OBJECTIVES
destroys one remaining ward each round, then places The PCs fulfill their primary objective if they defeat
a curse on the waters and departs the Inspiriting Sezruth, Derashem, and the Usij. Doing so earns each PC
Wellspring to plan further wickedness. The div does not 2 Reputation with their chosen faction.
pursue PCs who flee, relishing the fear and knowledge
of failure these mortals now carry. SECONDARY OBJECTIVES
If the PCs defeated Sezruth, but the aghash cursed The PCs fulfill their secondary objective if they
the waters before they arrived (see Evil Grows Stronger accomplish at least two of the following tasks: save Seda
on page 9), a PC can reverse the curse with a successful and Rasool in area A; reach the Inspiriting Wellspring in
DC 17 Occultism or Religion check (DC 19 for Levels 7 days or less; lay the vengeful spirits to rest by earning
3–4). Expending holy water grants a +2 item bonus enough Chase Points to overcome at least 3 obstacles in
on his check. Each PC can attempt this check once. the Fallen Temple chase; or defeat Sezruth before the div
If the PCs fail, the curse’s hold grows too strong to corrupts the Wellspring in area C. Doing so earns each
easily remove. PC 2 additional Reputation with their chosen faction.

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In Pursuit of Water
Appendix 1: Level 1–2
Encounters Scaling Encounter A
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this To adjust for the PCs’ overall strength, use the following
scenario. These encounters are written for four 1st-level Challenge Point adjustments. These adjustments are
PCs. If your group has a different composition or size, not cumulative.
refer to GM Basics section of the Guide to Organized 10–11 Challenge Points: Replace one Usij acolyte
Play: Pathfinder Society for instructions on how to use the with an Usij cultist.
scaling sidebars to adjust the encounters for your group. 12–13 Challenge Points: Replace two Usij acolytes
Some scaling sidebars reference the elite or weak with Usij cultists.
adjustments. Rules for these adjustments appear on page 14–15 Challenge Points: The PCs face three Usij
6 of the Bestiary. If a creature is marked “(0)”, don’t acolytes and two Usij cultists.
include it in the encounter unless otherwise specified 16–18 Challenge Points (5+ players): The PCs face
(likely from the scaling sidebars). two Usij acolytes and three Usij cultists.

A. OASIS (LEVELS 1–2)


USIJ CULTISTS (0) CREATURE 1
USIJ ACOLYTES (4) CREATURE –1 UNCOMMON NE MEDIUM HUMAN HUMANOID
UNCOMMON NE MEDIUM HUMAN HUMANOID Perception +8
Perception +5 Languages Common, Daemonic
Languages Common, Daemonic Skills Athletics +7, Deception +6, Religion +6
Skills Athletics +4, Deception +4, Religion +4 Str +4, Dex +0, Con +2, Int +0, Wis +3, Cha +1
Str +1, Dex +0, Con +2, Int +0, Wis +2, Cha +1 Items dagger, religious symbol of Ahriman, whip
Items dagger, religious symbol of Ahriman, whip AC 16; Fort +7, Ref +5, Will +8
AC 15; Fort +5, Ref +3, Will +7 HP 21
HP 8 Death Frenzy [reaction] Trigger The Usij cultist is reduced to 0 Hit
Death Frenzy [reaction] Trigger The Usij acolyte is reduced to 0 Hit Points, and the cultist can see or hear a div within 60 feet;
Points, and the acolyte can see or hear a div within 60 feet; Effect The Usij cultist makes a melee Strike before dying.
Effect The Usij acolyte makes a melee Strike before dying. Speed 25 feet
Speed 25 feet Melee [one-action] dagger +7 (agile, finesse, versatile S), Damage 1d4+4
Melee [one-action] dagger +6 (agile, finesse, versatile S), Damage 1d4+1 piercing
piercing Melee [one-action] whip +7 (disarm, finesse, nonlethal, reach, trip),
Melee [one-action] whip +6 (disarm, finesse, nonlethal, reach, trip), Damage 1d4+4 slashing
Damage 1d4+1 slashing Ranged [one-action] dagger +5 (agile, thrown 10 feet, versatile S),
Ranged [one-action] dagger +4 (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing
Damage 1d4+1 piercing Divine Prepared Spells DC 17, attack +9; 1st bane, harm ×2,
Divine Prepared Spells DC 16, attack +8; 1st bane; Cantrips heal; Cantrips (1st) daze, detect magic, divine lance, guidance,
(1st) daze, detect magic, divine lance, guidance shield

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In Pursuit of Water
FALLEN TEMPLE (LEVELS 1–2)
Scaling Fallen Temple
Vengeful Spirits
To adjust for the PCs’ overall strength, use the following
WHISPERING SPIRITS OBSTACLE 1 Challenge Point adjustments. These adjustments are not
Chase Points 2; Overcome DC 13 Crafting or Intimidation cumulative.
to block out the noise, DC 15 Performance or Religion to 10–11 Challenge Points: Increase the DC of all checks
counter-chant in the challenge by 1.
Ghostly voices echo around the room. 12–13 Challenge Points: Increase the number of Chase
Points required for each obstacle by 1.
GRASPING HANDS OBSTACLE 1 14–15 Challenge Points: Increase the DC of all checks
Chase Points 2; Overcome DC 16 Acrobatics or Stealth to in the challenge by 2 and increase the number of Chase
avoid the bones, DC 14 Athletics or Strike with bludgeoning Points required for each obstacle by 1.
damage against AC 14 to break them 16–18 Challenge Points (5+ players): Increase the
Bones stir and long-dead limbs grasp at the living. DC of all checks in the challenge by 2 and increase the
number of Chase Points required for each obstacle by 2.
SPECTRAL GUARDIANS OBSTACLE 2
Chase Points 3; Overcome DC 16 Acrobatics or Reflex save to
avoid the specters, DC 14 Intimidation or Performance to
inspire bravery
Spectral figures swirl about the room, passing through the
living with a horrifying chill.

FALL OF MORTALS OBSTACLE 2


Chase Points 3; Overcome DC 14 Arcana or Occultism to
recognize the memories as someone else’s, DC 16 Will save
to shut out the memories
Spectral memories of the div attack reveal the sickening
horrors of the past.

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In Pursuit of Water
B. WARD CHAMBER (LEVELS 1–2)
Scaling Encounter B
USIJ ACOLYTES (2) CREATURE –1
UNCOMMON NE MEDIUM HUMAN HUMANOID To adjust for the PCs’ overall strength, use the following
Perception +5 Challenge Point adjustments. These adjustments are
Languages Common, Daemonic not cumulative.
Skills Athletics +4, Deception +4, Religion +4 10–11 Challenge Points: Add one Usij acolyte to the
Str +1, Dex +0, Con +2, Int +0, Wis +2, Cha +1 encounter.
Items dagger, religious symbol of Ahriman, whip 12–13 Challenge Points: Add two Usij acolytes to the
AC 15; Fort +5, Ref +3, Will +7 encounter.
HP 8 14–15 Challenge Points: The PCs face one Usij
Death Frenzy [reaction] Trigger The Usij acolyte is reduced to 0 Hit acolyte, two Usij cultists, the doru, and the empowered
Points, and the acolyte can see or hear a div within 60 feet; blood hazard.
Effect The Usij acolyte makes a melee Strike before dying. 16–18 Challenge Points (5+ players): The PCs face
Speed 25 feet three Usij cultists, the doru, and the empowered blood
Melee [one-action] dagger +6 (agile, finesse, versatile S), Damage 1d4+1 hazard.
piercing
Melee [one-action] whip +6 (disarm, finesse, nonlethal, reach, trip),
Damage 1d4+1 slashing Divine Innate Spells DC 17; 4th read omens; 2nd invisibility
Ranged [one-action] dagger +4 (agile, thrown 10 feet, versatile S), (at will; self only); 1st charm, illusory object; Cantrips (1st)
Damage 1d4+1 piercing detect magic
Divine Prepared Spells DC 16, attack +8; 1st bane; Cantrips Doru Venom (poison) Saving Throw DC 16 Fortitude;
(1st) daze, detect magic, divine lance, guidance Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round);
Stage 2 1d6 poison and stupefied 1 (1 round); Stage 3 1d6
DORU CREATURE 1 poison and stupefied 2 (1 round).
NE TINY DIV FIEND
Bestiary 3 68 EMPOWERED BLOOD HAZARD –1
Perception +7; greater darkvision UNIQUE MAGICAL NECROMANCY TRAP
Languages Common, Daemonic; telepathy (touch) Stealth DC 10 (untrained)
Skills Acrobatics +7, Arcana +8, Deception +6, Religion +5, Description Glowing red Daemonic runes blaze when blood
Stealth +7, Thuvia Lore +10 falls on them.
Str +0, Dex +4, Con +1, Int +3, Wis +2, Cha +3 Disable DC 18 Thievery (untrained) to scratch out enough
AC 16; Fort +4, Ref +9, Will +7 runes to disrupt the magic or dispel magic (1st level;
HP 20; Weaknesses cold iron 3, good 3 counteract DC 15) to counteract the runes
Covetous of Secrets Dorus have a weakness for secrets, hoarding Siphon Blood [free-action] (necromancy) Trigger A creature is reduced
them like a miser hoards gold. A creature can tempt a doru to 0 HP in the magic circle; Effect Sezruth (the aghash div
with some bit of obscure knowledge the doru doesn’t know in area C) gains 1 Blood Point.
or thinks they don’t know. Presenting the hint of the secret Reset The hazard resets at the beginning of each round until
is a single action, which has the concentrate and linguistic it is disabled.
traits, and requires a skill check using Deception, Lore, or
Performance (or some other appropriate skill determined
by the GM) against the doru’s Will DC. On a success, the
doru is fascinated for as long as the presenter draws out
the explanation of the secret (spending 1 action each round
doing so, to a maximum of 1 minute). On a critical success,
the doru is fascinated for that duration plus 1 minute more
as it ponders the implications of the secret. Regardless of the
outcome, the doru is temporarily immune to that creature’s
attempts to present it with secrets for 1 day.
Speed 15 feet, fly 30 feet
Melee [one-action] bite +9 (agile, evil, finesse, magic, poison), Damage
1d6 piercing plus 1 evil and doru venom

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In Pursuit of Water
USIJ CULTISTS (0) CREATURE 1
UNCOMMON NE MEDIUM HUMAN HUMANOID
Perception +8
Languages Common, Daemonic
Skills Athletics +7, Deception +6, Religion +6
Str +4, Dex +0, Con +2, Int +0, Wis +3, Cha +1
Items dagger, religious symbol of Ahriman, whip
AC 16; Fort +7, Ref +5, Will +8
HP 21
Death Frenzy [reaction] Trigger The Usij cultist is reduced to 0 Hit
Points, and the cultist can see or hear a div within 60 feet;
Effect The Usij cultist makes a melee Strike before dying.
Speed 25 feet
Melee [one-action] dagger +7 (agile, finesse, versatile S), Damage 1d4+4
piercing
Melee [one-action] whip +7 (disarm, finesse, nonlethal, reach, trip),
Damage 1d4+4 slashing
Ranged [one-action] dagger +5 (agile, thrown 10 feet, versatile S),
Damage 1d4+4 piercing
Divine Prepared Spells DC 17, attack +9; 1st bane, harm
×2, heal; Cantrips (1st) daze, detect magic, divine lance,
guidance, shield

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In Pursuit of Water
C. WELLSPRING (LEVELS 1–2)
Scaling Encounter C
SEZRUTH CREATURE 3
UNIQUE NE MEDIUM DIV FIEND To adjust for the PCs’ overall strength, use the following
Variant aghash div (Bestiary 3 69) Challenge Point adjustments. These adjustments are
Perception +10; greater darkvision not cumulative.
Languages Common, Daemonic; telepathy 100 feet 10–11 Challenge Points: Add one unkillable zombie
Skills Arcana +7, Athletics +7, Deception +10, Intimidation shambler to the encounter.
+10, Religion +8, Stealth +9 12–13 Challenge Points: Add two unkillable zombie
Str +2, Dex +2, Con +2, Int +0, Wis +1, Cha +3 shamblers to the encounter.
AC 17; Fort +7, Ref +7, Will +10; +1 status to all saves 14–15 Challenge Points: Add three unkillable zombie
vs. magic shamblers to the encounter.
HP 55; Immunities curse; Weaknesses cold iron 5, good 5 16–18 Challenge Points (5+ players): Add four
Empowered Blood The Usij cultists’ blood magic strengthens unkillable zombie shamblers to the encounter.
Sezruth. He begins with 2 Blood Points from sacrifices just
before the PCs arrived, and gains 1 additional Blood Point
for each time the empowered blood hazard is activated Critical Failure The creature takes 8d4 mental damage and
in area B (page 11). The adjustments are not cumulative. becomes frightened 2 and stunned 2.
1–2 Blood Points: Sezruth gains 5 temporary Hit Points. Sandstorm [three-actions] (conjuration, divine, earth) Frequency once
3–4 Blood Points: Sezruth gains 5 temporary Hit Points. per day; Effect The aghash creates a temporary sandstorm
Sezruth is quickened 1 and can use the extra action to in a 30-foot emanation that lasts for 5 rounds. Creatures
Stride toward or Strike the foe it is aware of with the within the emanation take a –4 circumstance penalty to
highest Charisma score. Perception checks and must succeed at a DC 17 Fortitude
5 or more Blood Points: Sezruth gains 10 temporary Hit save. On a failure, they’re forced to hold their breath or else
Points. Sezruth is quickened 1 and can use the extra they start suffocating. A creature within the sandstorm
action to Stride toward or Strike the foe it is aware of at the end of its turn takes 1d4 slashing damage. Divs are
with the highest Charisma score. immune to all effects of an aghash’s sandstorm.
Hatred of Beauty While aghashes hate all mortals, they
particularly despise beautiful objects and beautiful or UNKILLABLE ZOMBIE SHAMBLERS (0) CREATURE 0
charismatic mortals. When not in physical peril, an aghash UNCOMMON NE MINDLESS UNDEAD ZOMBIE
is compelled to destroy art and other works of beauty. An Bestiary 340
aghash can’t enter an area of pristine beauty without first Perception +0; darkvision
marring it in some way. Given a choice, an aghash attacks Skills Athletics +5
a foe with the highest Charisma score first. If barred from Str +3, Dex –2, Con +2, Int –5, Wis +0, Cha –2
doing so by force or some magical effect, they take 1d6 Slow A zombie is permanently slowed 1 and can’t use reactions.
mental damage at the end of their turn. AC 12; Fort +6, Ref +0, Will +2
Speed 25 feet HP 20, negative healing; Immunities death effects, disease,
Melee [one-action] claw +12 (agile, evil, finesse, magical), Damage mental, paralyzed, poison, unconscious; Resistances all
1d6+4 slashing plus 1d4 evil damage 3; Weaknesses critical hits 6, positive 5
Divine Innate Spells DC 19; 4th dimension door, outcast’s Speed 25 feet
curse; 2nd touch of idiocy (at will); 1st illusory object (at Melee [one-action] fist +7, Damage 1d6+3 bludgeoning plus grab
will); Cantrips (2nd) detect magic Jaws [one-action] (attack) Requirement The zombie has a creature
Divine Ritual DC 19; div pact grabbed or restrained; Effect The zombie makes a jaws
Cursed Gaze [two-actions] (concentrate, curse, divine, emotion, unarmed melee Strike against the grabbed or restrained
enchantment, fear, mental, visual) The aghash fixes their creature with an attack modifier of +7 that deals 1d8+3
gaze on one creature they can see within 20 feet. The piercing damage.
creature must attempt a DC 19 Will save.
Critical Success The creature is unaffected.
Success The creature takes 2d4 mental damage and becomes
frightened 1.
Failure The creature takes 4d4 mental damage and becomes
either frightened 2 or stunned 1 (the aghash’s choice).

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In Pursuit of Water
FORETOLD RUIN HAZARD 1
UNCOMMON COMPLEX MAGICAL TRAP
Stealth +10 (trained)
Description Daemonic curses slither and crawl through
malevolent runes carved in four stone pillars.
Disable DC 17 Thievery (trained) to scratch out a pillar’s runes,
dispel magic (1st level; counteract DC 15) to counteract a
pillar’s magic, or DC 18 Athletics (Force Open) to push a
pillar over. Disabling a pillar requires two actions. Disabling
all four pillars or slaying Sezruth disables the trap.
AC 16; Fort +10, Ref +4
Pillar Hardness 5; Pillar HP 24 (BT 12); Immunities critical
hits, object immunities, precision damage
Spite [reaction] Trigger A non-evil creature enters the room. Effect
The trap casts phantom pain (DC 17) on the creature, and
then rolls initiative.
Routine (4 actions) The trap loses 1 action each turn for each
disabled pillar. On its initiative, the trap uses each action to
afflict a different non-evil creature in the room with thirst.
The creature must attempt a DC 17 Fortitude save.
Critical Success The creature is temporarily immune to
additional negative effects from the foretold ruin hazard’s
reaction for 24 hours. The hazard has no awareness of
this immunity and continues to target this creature.
Success The creature is unaffected.
Failure The creature is fatigued until they drink water.
If the creature was already fatigued, they take 1d6
nonlethal mental damage.
Critical Failure The creature is fatigued until they drink
water and takes 1d6 nonlethal mental damage. If the
creature was already fatigued, they instead take 2d6
nonlethal mental damage.

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In Pursuit of Water
Appendix 2: Level 3–4
Encounters Scaling Encounter A
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this To adjust for the PCs’ overall strength, use the following
scenario. These encounters are written for four 3rd-level Challenge Point adjustments. These adjustments are
PCs. If your group has a different composition or size, not cumulative.
refer to the GM Basics section of the Guide to Organized 19–22 Challenge Points: Add one Usij cultist to the
Play: Pathfinder Society for instructions on how to use the encounter.
scaling sidebars to adjust the encounters for your group. 23–27 Challenge Points: Add two Usij cultists to the
Some scaling sidebars reference the elite or weak encounter.
adjustments. Rules for these adjustments appear on page 28–32 Challenge Points: Add two Usij cultists with
6 of the Bestiary. If a creature is marked “(0)”, don’t the elite adjustment to the encounter.
include it in the encounter unless otherwise specified 33+ Challenge Points (5+ players): The PCs face two
(likely from the scaling sidebars). Usij cultists and four elite Usij cultists.

A. OASIS (LEVELS 3–4)


USIJ CULTISTS (4) CREATURE 1
UNCOMMON NE MEDIUM HUMAN HUMANOID
Perception +8
Languages Common, Daemonic
Skills Athletics +7, Deception +6, Religion +6
Str +4, Dex +0, Con +2, Int +0, Wis +3, Cha +1
Items dagger, religious symbol of Ahriman, whip
AC 16; Fort +7, Ref +5, Will +8
HP 21
Death Frenzy [reaction] Trigger The Usij cultist is reduced to 0 Hit
Points, and the cultist can see or hear a div within 60 feet;
Effect The Usij cultist makes a melee Strike before dying.
Speed 25 feet
Melee [one-action] dagger +7 (agile, finesse, versatile S), Damage 1d4+4
piercing
Melee [one-action] whip +7 (disarm, finesse, nonlethal, reach, trip),
Damage 1d4+4 slashing
Ranged [one-action] dagger +5 (agile, thrown 10 feet, versatile S),
Damage 1d4+4 piercing
Divine Prepared Spells DC 17, attack +9; 1st bane, harm ×2,
heal; Cantrips (1st) daze, detect magic, divine lance, guidance,
shield

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In Pursuit of Water
FALLEN TEMPLE (LEVELS 3–4)
Scaling Fallen Temple
Vengeful Spirits
To adjust for the PCs’ overall strength, use the following
WHISPERING SPIRITS OBSTACLE 3 Challenge Point adjustments. These adjustments are not
Chase Points 2; Overcome DC 15 Crafting or Intimidation cumulative.
to block out the noise, DC 18 Performance or Religion to 19–22 Challenge Points: Increase the DC of all checks
counter-chant in the challenge by 1.
Ghostly voices echo around the room. 23–27 Challenge Points: Increase the number of
Chase Points required for each obstacle by 1.
GRASPING HANDS OBSTACLE 3 28–32 Challenge Points: Increase the DC of all checks
Chase Points 2; Overcome DC 19 Acrobatics or Stealth to in the challenge by 2 and increase the number of Chase
avoid the bones, DC 16 Athletics or Strike with bludgeoning Points required for each obstacle by 1.
damage against AC 16 break them 33+ Challenge Points (5+ players): Increase the DC of
Bones stir and long-dead limbs grasp at the living. all checks in the challenge by 2 and increase the number
of Chase Points required for each obstacle by 2.
SPECTRAL GUARDIANS OBSTACLE 4
Chase Points 3; Overcome DC 19 Acrobatics or Reflex save to
avoid the specters, DC 16 Intimidation or Performance to
inspire bravery
Spectral figures swirl about the room, passing through the
living with a horrifying chill.

FALL OF MORTALS OBSTACLE 4


Chase Points 3; Overcome DC 16 Arcana or Occultism to
recognize the memories as someone else’s, DC 19 Will save
to shut out the memories
Spectral memories of the div attack reveal the sickening
horrors of the past.

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In Pursuit of Water
B. WARD CHAMBER (LEVELS 3–4)
Scaling Encounter B
USIJ CULTISTS (3) CREATURE 1
UNCOMMON NE MEDIUM HUMAN HUMANOID To adjust for the PCs’ overall strength, use the following
Perception +8 Challenge Point adjustments. These adjustments are
Languages Common, Daemonic not cumulative.
Skills Athletics +7, Deception +6, Religion +6 19–22 Challenge Points: Add one Usij cultist to the
Str +4, Dex +0, Con +2, Int +0, Wis +3, Cha +1 encounter.
Items dagger, religious symbol of Ahriman, whip 23–27 Challenge Points: Add two Usij cultists to the
AC 16; Fort +7, Ref +5, Will +8 encounter.
HP 21 28–32 Challenge Points: Add two Usij cultists with
Death Frenzy [reaction] Trigger The Usij cultist is reduced to 0 Hit the elite adjustment to the encounter.
Points, and the cultist can see or hear a div within 60 feet. 33+ Challenge Points (5+ players): Add two Usij
Effect The Usij cultist makes a melee Strike before dying. cultists with the elite adjustment to the encounter.
Speed 25 feet Increase the doru’s Hit Points by 10.
Melee [one-action] dagger +7 (agile, finesse, versatile S), Damage 1d4+4
piercing
Melee [one-action] whip +7 (disarm, finesse, nonlethal, reach, trip), Melee [one-action] bite +9 (agile, evil, finesse, poison, magical), Damage
Damage 1d4+4 slashing 1d6 piercing plus 1 evil and doru venom
Ranged [one-action] dagger +5 (agile, thrown 10 feet, versatile S), Divine Innate Spells DC 17; 4th read omens; 2nd invisibility
Damage 1d4+4 piercing (at will; self only); 1st charm, illusory object; Cantrips (1st)
Divine Prepared Spells DC 17, attack +9; 1st bane, harm ×2, detect magic
heal; Cantrips (1st) daze, detect magic, divine lance, guidance, Doru Venom (poison) Saving Throw DC 16 Fortitude;
shield Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round);
Stage 2 1d6 poison and stupefied 1 (1 round); Stage 3 1d6
DORU CREATURE 1 poison and stupefied 2 (1 round).
NE TINY DIV FIEND
Bestiary 3 68 EMPOWERED BLOOD HAZARD 1
Perception +7; greater darkvision UNIQUE MAGICAL NECROMANCY TRAP
Languages Common, Daemonic; telepathy (touch) Stealth DC 12 (untrained)
Skills Acrobatics +7, Arcana +8, Deception +6, Thuvia Lore +10, Description Glowing red daemonic runes blaze when blood
Religion +5, Stealth +7 falls on them.
Str +0, Dex +4, Con +1, Int +3, Wis +2, Cha +3 Disable DC 20 Thievery (untrained) to scratch out enough
AC 16; Fort +4, Ref +9, Will +7 runes to disrupt the magic or dispel magic (1st level;
HP 20; Weaknesses cold iron 3, good 3 counteract DC 15) to counteract the runes
Covetous of Secrets Dorus have a weakness for secrets, Siphon Blood [free-action] (necromancy) Trigger A creature is reduced
hoarding them like a miser hoards gold. A creature can to 0 HP in the magic circle; Effect Sezruth (the aghash div
tempt a doru with some bit of obscure knowledge the in area C) gains 1 Blood Point.
doru doesn’t know or thinks they don’t know. Presenting Reset The hazard resets at the beginning of each round until
the hint of the secret is a single action, which has the it is disabled.
concentrate and linguistic traits, and requires a skill check
using Deception, Lore, or Performance (or some other
appropriate skill determined by the GM) against the doru’s
Will DC. On a success, the doru is fascinated for as long
as the presenter draws out the explanation of the secret
(spending 1 action each round doing so, to a maximum
of 1 minute). On a critical success, the doru is fascinated
for that duration plus 1 minute more as it ponders the
implications of the secret. Regardless of the outcome, the
doru is temporarily immune to that creature’s attempts to
present it with secrets for 1 day.
Speed 15 feet, fly 30 feet

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In Pursuit of Water
C. WELLSPRING (LEVELS 3–4)
Scaling Encounter C
SEZRUTH CREATURE 5
UNIQUE NE MEDIUM DIV FIEND To adjust for the PCs’ overall strength, use the following
Variant aghash div (Bestiary 3 69) Challenge Point adjustments.
Perception +14; greater darkvision For every 4 Challenge Points beyond 16, add one
Languages Common, Daemonic; telepathy 100 feet zombie brute to the encounter.
Skills Arcana +10, Athletics +10, Deception +14, Intimidation
+14, Religion +12, Stealth +13
Str +3, Dex +4, Con +3, Int +1, Wis +3, Cha +5 Critical Failure The creature takes 8d8 mental damage
AC 20; Fort +10, Ref +13, Will +14; +1 status to all saves and becomes frightened 2 and stunned 2.
vs. magic Sandstorm [three-actions] (conjuration, divine, earth) Frequency once
HP 85; Immunities curse; Weaknesses cold iron 5, good 5 per day; Effect The aghash creates a temporary sandstorm
Empowered Blood The Usij cultists’ blood magic strengthens in a 30-foot emanation that lasts for 1 minute. Creatures
Sezruth. He begins with 2 Blood Points from sacrifices just within the emanation take a –4 circumstance penalty to
before the PCs arrived, and gains 1 additional Blood Point Perception checks and must succeed at a DC 19 Fortitude
for each time the empowered blood hazard activated in save. On a failure, they’re forced to hold their breath or else
area B (page 11). The adjustments are not cumulative. they start suffocating. A creature within the sandstorm at
1–2 Blood Points: Sezruth gains 10 temporary Hit Points. the end of its turn takes 1d10 slashing damage. Divs are
3–4 Blood Points: Sezruth gains 10 temporary Hit Points. immune to all effects of an aghash’s sandstorm.
Sezruth is quickened 1 and can use the extra action to
Stride toward or Strike the foe it is aware of with the ZOMBIE BRUTES (0) CREATURE 2
highest Charisma score. NE LARGE MINDLESS UNDEAD ZOMBIE
5 or more Blood Points: Sezruth gains 15 temporary Hit Bestiary 341
Points. Sezruth is quickened 1 and can use the extra Perception +4; darkvision
action to Stride toward or Strike the foe it is aware of Skills Athletics +9
with the highest Charisma score. Str +5, Dex –3, Con +4, Int –5, Wis +0, Cha –2
Hatred of Beauty While aghashes hate all mortals, they Slow A zombie is permanently slowed 1 and can’t use reactions.
particularly despise beautiful objects and beautiful or AC 15; Fort +10, Ref +3, Will +6
charismatic mortals. When not in physical peril, an aghash HP 70, negative healing; Immunities death effects, disease,
is compelled to destroy art and other works of beauty. An mental, paralyzed, poison, unconscious; Weaknesses
aghash can’t enter an area of pristine beauty without first positive 10, slashing 10
marring it in some way. Given a choice, an aghash attacks Speed 25 feet
a foe with the highest Charisma score first. If barred from Melee [one-action] fist +11 (reach 10 feet), Damage 1d12+5 bludgeoning
doing so by force or some magical effect, they take 1d6 plus improved push 5 feet
mental damage at the end of their turn.
Speed 25 feet
Melee [one-action] claw +15 (agile, evil, finesse, magical), Damage
2d6+5 slashing plus 1d8 evil
Divine Innate Spells DC 22; 4th dimension door, outcast’s
curse; 2nd touch of idiocy (at will); 1st illusory object (at
will); Cantrips (2nd) detect magic
Divine Ritual DC 22; div pact
Cursed Gaze [two-actions] (concentrate, curse, divine, emotion,
enchantment, fear, mental, visual) Sezruth fixes their gaze
on one creature they can see within 20 feet. The creature
must attempt a DC 22 Will save.
Critical Success The creature is unaffected.
Success The creature takes 2d8 mental damage and
becomes frightened 1.
Failure The creature takes 4d8 mental damage and becomes
either frightened 2 or stunned 1 (aghash’s choice).

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In Pursuit of Water
FORETOLD RUIN HAZARD 3
UNCOMMON COMPLEX MAGICAL TRAP
Stealth +13 (trained)
Description Daemonic curses slither and crawl through
malevolent runes carved in four stone pillars.
Disable DC 20 Thievery (trained) to scratch out a pillar’s runes,
dispel magic (2nd level; counteract DC 18) to counteract a
pillar’s magic, or DC 21 Athletics (Force Open) to push a
pillar over. Disabling a pillar requires two actions. Disabling
all four pillars or slaying Sezruth disables the trap.
AC 18; Fort +12, Ref +6
Pillar Hardness 10; Pillar HP 44 (BT 22); Immunities critical
hits, object immunities, precision damage
Spite [reaction] Trigger A non-evil creature enters the room. Effect
The trap casts phantom pain (DC 23) on the creature, and
then rolls initiative.
Routine (4 actions) The trap loses 1 action each turn for each
disabled pillar. On its initiative, the trap uses each action to
afflict a different non-evil creature in the room with thirst.
The creature must attempt a DC 20 Fortitude save.
Critical Success The creature is temporarily immune to
additional negative effects from the foretold ruin hazard’s
reaction for 24 hours. The hazard has no awareness of
this immunity and continues to target this creature.
Success The creature is unaffected.
Failure The creature is fatigued until they drink water.
If the creature was already fatigued, they take 1d6
nonlethal mental damage.
Critical Failure The creature is fatigued until they drink
water and takes 1d6 nonlethal mental damage. If the
creature was already fatigued, they take 2d6 nonlethal
mental damage.

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In Pursuit of Water
Appendix 3: Game Aids

Diya Akan Gol Amri


Kida Ameen Usij Cultist

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In Pursuit of Water
Appendix 3: Game Aids

Sezruth

Pathfinder Society Scenario


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In Pursuit of Water

33A

12B 18B 04B

09B 22B 03B

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30
In Pursuit of Water

13A 18B 11A

09A 21B 07A

12A 33B 14A

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In Pursuit of Water
Organized Play
Treasure Table Treasure Bundles
▫ ▫ Oasis, page 6: 2 Treasure Bundles for defeating the
LEVEL TREASURE BUNDLE
Usij at the oasis.
1 1.4 gp ▫ Usij Encampment, page 10: 1 Treasure Bundle for
2 2.2 gp reaching the Usij encampment.
3 3.8 gp ▫ ▫ Fallen Temple, page 10: 1 Treasure Bundle for
4 6.4 gp overcoming at least 2 obstacles, and 1 additional Treasure
Bundle for overcoming at least 3 obstacles.
▫ ▫ Ward Chamber, page 11: 2 Treasure Bundles for
defeating the enemies in area B.
▫ ▫ ▫ Wellspring, page 13: 3 Treasure Bundles for
defeating the enemies in area C.

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In Pursuit of Water

Event Reporting Form


Date Event Code:

Location

GM Org Play #: -2 GM Name: GM Faction:


Adventure #: Adventure Name:
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D Reputation
Earned:
Bonus Faction Goal Achieved: □ Yes □ No □ N/A Scenario-based Infamy earned? □ Yes □ No □ N/A

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

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In Pursuit of Water
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Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Pathfinder Society Scenario #2-21: In Pursuit of Water © 2021, Paizo Inc. All rights reserved.
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Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder
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Pathfinder Society Scenario


34
Scenario #2-21:
In Pursuit of Water

2
Character Name Organized Play # Character #

Adventure Summary
You set off from Aspenthar, one of the city-states of Thuvia, in search of an ancient ruin buried deep in the desert. Prince Zinlo of
Aspenthar supplied you with provisions, and you also received an ancient key thought to be tied to the location. You knew that the
Usij—vile field-worshipping cultists—were also looking for the key, though their undoubtedly foul intentions remained a mystery. You
battled Usij and desert dangers on the way to the ruin, which you learned was an ancient and holy site called the Inspiriting Wellspring
that fell to div attacks long ago. There, you ▫ laid ancient spirits to rest, ▫ prevented the Usij from corrupting the Wellspring, and ▫
defeated an aghash div that had been imprisoned in the Wellspring. In so doing, you earned the approval of Prince Zinlo of Aspenthar.

Boons Rewards
Congratulations on completing the adventure! You’ve earned Pathfinder Society (second edition) XP Gained
Achievement Points, a currency that can be redeemed on our website at paizo.com for special character
boons, such as access to rare or uncommon ancestries, feats, and more! To redeem your Achievement
Points, go to paizo.com/organizedPlay/myAccount and click on the Boons tab. Note that you must have
created a paizo.com account and registered a character before you can begin making Achievement Point
transactions.
GP Gained

Reputation Gained

Items Purchases
Items Sold / Conditions Gained

TOTAL VALUE OF ITEMS SOLD


Add 1/2 this value to the GP Gained Box

Items Bought / Conditions Cleared

TOTAL COST OF ITEMS BOUGHT

Notes Downtime

FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: W0MF

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