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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             In Pursuit of Water
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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                                    7
           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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             In Pursuit of Water
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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              In Pursuit of Water
   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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                                                                  10
              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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                                                                  11
                    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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                                    12
             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
                                      Pathfinder Society Scenario
                                                               13
                In Pursuit of Water
C. Wellspring
     = Hazard
S = Sezruth
1 square = 5 feet                            Pathfinder Flip-Tiles: Dungeon Starter Set
                    Pathfinder Society Scenario
                                14
             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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                                                             15
             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.
                                   Pathfinder Society Scenario
                                                           16
                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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                                                                           17
              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.
                                      Pathfinder Society Scenario
                                                                18
                   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
                                             Pathfinder Society Scenario
                                                                           19
                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
                                             Pathfinder Society Scenario
                                                                           20
                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).
                                          Pathfinder Society Scenario
                                                                      21
               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.
                                           Pathfinder Society Scenario
                                                                       22
                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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                                                                           23
              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.
                                      Pathfinder Society Scenario
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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).
                                          Pathfinder Society Scenario
                                                                      26
               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.
                                           Pathfinder Society Scenario
                                                                       27
In Pursuit of Water
         Appendix 3: Game Aids
Diya Akan                                   Gol Amri
Kida Ameen                                 Usij Cultist
             Pathfinder Society Scenario
                        28
In Pursuit of Water
          Appendix 3: Game Aids
Sezruth
           Pathfinder Society Scenario
                      29
 In Pursuit of Water
                33A
12B             18B                 04B
09B             22B                 03B
      Pathfinder Society Scenario
                 30
 In Pursuit of Water
13A             18B                 11A
09A             21B                 07A
12A             33B                 14A
      Pathfinder Society Scenario
                  31
        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.
                    Pathfinder Society Scenario
                                32
                            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
                                                         Pathfinder Society Scenario
                                                                                  33
                       In Pursuit of Water
OPEN GAME LICENSE VERSION 1.0A                                                                             PAIZO INC.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of              Creative Director • James Jacobs
the Coast, Inc (“Wizards”). All Rights Reserved.                                                               Director of Game Design • Jason Bulmahn
     1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have                   Director of Visual Design • Sarah E. Robinson
contributed Open Game Content; (b) “Derivative Material” means copyrighted material including                  Director of Game Development • Adam Daigle
derivative works and translations (including into other computer languages), potation, modifica-               Development Manager • Linda Zayas-Palmer
tion, correction, addition, extension, upgrade, improvement, compilation, abridgment or other
                                                                                                               Developers • Eleanor Ferron, Thurston Hillman, Jason Keeley, Luis Loza,
                                                                                                                  Ron Lundeen, Patrick Renie, and Jason Tondro
form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to
                                                                                                               Starfinder Lead Designer • Joe Pasini
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
                                                                                                               Starfinder Senior Developer • John Compton
(d) “Open Game Content” means the game mechanic and includes the methods, procedures,                          Organized Play Line Developers • Jenny Jarzabski and Mike Kimmel
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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