S07-02 Six Seconds To Midnight

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PATHFINDER SOCIETY SCENARIO #7-02

TIER 3–7

Six Seconds
to Midnight
By Liz Courts
Six Seconds to Midnight
Pathfinder Society Scenario #7-02
Author • Liz Courts Publisher • Erik Mona
Contributing Artists • Eric Lofgren, John Derek Murphy, Paizo CEO • Lisa Stevens
Vicky Yarova Chief Operations Officer • Jeffrey Alvarez
Cartographer • Robert Lazzaretti & Corey Macourek Director of Sales • Pierce Watters
Sales Associate • Cosmo Eisele
Creative Director • James Jacobs Marketing Director • Jenny Bendel
Editor-in-Chief • F. Wesley Schneider Vice President of Finance • Christopher Self
Executive Editor • James L. Sutter Staff Accountant • Ashley Kaprielian
Development Lead • Linda Zayas-Palmer Data Entry Clerk • B. Scott Keim
Chief Technical Officer • Vic Wertz
Senior Developer • Rob McCreary Software Development Manager • Cort Odekirk
Developers • John Compton, Adam Daigle, Mark Moreland, Senior Software Developer • Gary Teter
and Owen K.C. Stephens Campaign Coordinator • Mike Brock
Assistant Developers • Crystal Frasier, Amanda Hamon Project Manager • Jessica Price
Kunz, and Linda Zayas-Palmer Licensing Coordinator • Michael Kenway
Senior Editors • Judy Bauer and Christopher Carey
Editors • Joe Homes and Jason Keeley Community Team • Liz Courts and Chris Lambertz
Lead Designer • Jason Bulmahn Customer Service Team • Sharaya Kemp, Katina Mathieson,
Designers • Logan Bonner, Stephen Radney-MacFarland, Sara Marie Teter, and Diego Valdez
and Mark Seifter Warehouse Team • Will Chase, Mika Hawkins, Heather Payne,
Jeff Strand, and Kevin Underwood
Managing Art Director • Sarah E. Robinson Website Team • Christopher Anthony, Winslow Dalpe, Lissa
Senior Art Director • Andrew Vallas Guillet, Julie Iaccarino, Erik Keith, and Scott Spalding
Art Director • Sonja Morris
Graphic Designer • Emily Crowell

Pathfinder Society Scenario #7–02: Six Seconds to Midnight is a Pathfinder Society Scenario designed for 3rd- to 7th- level characters
(Tier 3–7, Subtiers 3–4 and 6–7). This scenario is designed for play in the Pathfinder Society Organized Play campaign, but can easily
be adapted for use with any world.

This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s
oldest fantasy roleplaying game.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not
Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork,
and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content,
as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be
reproduced in any form without written permission.

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Pathfinder Society Scenario #7–02: Six Seconds to Midnights © 2015, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder,
the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Giantslayer, Pathfinder Accessories, Pathfinder Adventure Card Game,
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Six Seconds
to Midnight
By Liz Courts

W
hen the Ulfen skald Birji Uringen settled
in the River Kingdoms, he founded a town WHERE ON GOLARION?
named after himself, which was populated The River Kingdoms are a disparate and ever-shifting
by many of his followers from the Lands of the Linnorm collection of territories northeast of Lake Encarthan. This
Kings. Among his companions was the wizard Rhona adventure takes place in the River Kingdom of Uringen.
Ambros, who made the most of her home by constructing Embeth Forest comprises most of the kingdom’s territory,
a bizarre, four-faced clock tower, following instructions and a number of fey make their homes here—not all of them
from a stolen manuscript on time-altering magic. When friendly to outsiders. The town of Uringen is caught between
she activated the tower for the first time, it tore a piece two versions of itself: one static and unchanging, and another
of Uringen into a pocket dimension. Intermittently, this that sporadically becomes lodged between the Material
piece of the town shifts between Golarion and a bubble Plane and the First World. To learn more about Uringen and
between Golarion and the First World, a phenomenon its inhabitants, read Pathfinder Campaign Setting: Guide to
that brings the town no shortage of intense study among the River Kingdoms, available in bookstores and game stores
scholars of fey and planes alike. everywhere, and online at paizo.com.
With the verdant Embeth Forest nearby, Uringen is
also a haven for alchemical studies, as the forest provides
The River Kingdoms
an abundance of rare reagents and alchemical oddities.
A sizeable portion of Uringen’s population consists of
arcane researchers and alchemists, foremost among
them the current mayor of the “unstuck” portion of the
• Uringen
town, Lady Aurelia Ogden.
The mayor and her assistants, including her pixie
comrade Cerotious, have carefully kept track of the four
clock faces’ movements, and they have calculated that
a hitherto unseen phenomenon will occur in a matter
of weeks: the three predictable clock faces will all read
exactly the same time. The fourth and western face
acts erratically and always has, but of late it has begun
mimicking the other faces at random. As a result, Lady have time-manipulating properties, is not functioning
Ogden suspects that all four faces will align, and when properly. The Society’s scholars require especially
that happens, no knows quite what to expect. Minor esoteric materials to perform repairs. One of these is the
surges of arcane energy and other fairly innocuous exceedingly rare temporal essence, a source of which drips
events have accompanied the alignment of two clock from the Uringen’s clock tower like grease from a wagon
faces, and Lady Ogden suspects that the upcoming event axle. Ogden and the Society have agreed to exchange
could be wondrous indeed. The trouble is, she is far the Pathfinders’ service for Uringen materials, and the
too short-staffed to properly document the upcoming possibility of a longer-term arrangement.
phenomenon, so she needs to call in outside help. Although much of the clock tower’s strange power
The Pathfinder Society has many agents who could comes from the magic woven into the gears of the tower
assist, but they have a more pressing issue: the Sky Key, itself, it also draws power from the fey circle upon which
a recently reconstructed Numerian device that seems to it was built. An imperfect confluence between the circle

3
PATHFINDER SOCIETY SCENARIO

SUMMARY
GM RESOURCES The Pathfinder Society struck a deal with Lady Aurelia
This adventure makes use of the following Pathfinder Ogden, one of the mayors of the town of Uringen in
Roleplaying Game products: the Pathfinder RPG Rulebook, the River Kingdoms. In exchange for their assistance
Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG recording an upcoming phenomenon at the Uringen
Ultimate Combat, Pathfinder RPG Ultimate Equipment, clock tower, Lady Ogden promised the Society access
Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, and to Uringen’s alchemical supplies and reagents,
Pathfinder RPG Bestiary 3. These rules can be found highly prized throughout the River Kingdoms and
online for free as part of the Pathfinder Roleplaying Game beyond for their rarity and efficacy. Venture-Captain
Reference Document at paizo.com/prd, and the relevant Holgarin Smine in Tymon is their primary contact,
rules from the Bestiary volumes are reprinted in the end of and he instructs the PCs to assist with the mayor’s
the scenario for the GM’s convenience. experiments and to secure temporal essence, a substance
that the Society’s scholars believe will help repair the
and the tower creates much of the magical instability that malfunctioning Sky Key. Venture-Captain Smine
plagues the device. instructs the PCs to meet with Jamel Visser, leader of
The upcoming confluence has drawn the attention the Embeth Travelers, who will guide them through the
of Mather Nithra, an evil grig from Embeth Forest. He Embeth Forest and into Uringen.
has long been a blight upon the people of Uringen, When the PCs meet with Visser, the Embeth Travelers
corrupting the local forest and its denizens to his dark are unwilling to proceed without some preliminary
and twisted ways, and he, too, senses that a time of great assistance from the Pathfinder Society, and money will
convergence is nigh. He and his fell followers plan to not do for these nomadic woodsmen. Mather Nithra,
use this time of chaos to finally wipe Uringen off the who has plagued Uringen since the town’s inception,
map once and for all. has gone quiet, and the Travelers want to make sure that
Mather Nithra is not the only fey to take interest the old grig hasn’t left debilitating traps on the road to
in the convergence of the clocks. The dryad Henbane Uringen. The PCs can complete other tasks to assist the
Allseasons returns occasionally to the sacred circle upon Travelers, including aiding some of the sick or injured
which Rhona Ambros built the clock tower. While most within the group.
dryads are bonded to a single specific tree, Henbane When they arrive at Uringen, the PCs have the
is bonded to a collection of branching paths of time, opportunity to learn more about the clock tower and
some of which connect through this circle. In addition, what Lady Ogden expects, as well as rest and buy some
this circle is sacred to her patron Shyka, the Eldest of of the higher-end alchemical goods that make the
entropy, reincarnation, and time, and Uringen is an small town famous across the Inner Sea. Lady Ogden’s
unfamiliar and unwelcome addition. Mather Nithra assistant, the pixie Cerotious, can also grant the PCs
appealed to Shyka for assistance in cleansing the area of insight into the fey circle upon which the clock tower
human interference, and while Shyka did not respond to was built. The PCs have at least one day to prepare,
Nithra one way or the other, the enigmatic Eldest subtly gather notes, buy supplies, and rest before the clock
encouraged her follower’s interest in returning to the tower’s alignment begins, which Lady Ogden predicts
circle for the convergence. With both Henbane and will be close to midnight.
Mather Nithra working separately to destroy the clock Just a few seconds before midnight, the fourth clock
tower and the surrounding town, Uringen is under the face spins wildly, and begins to align perfectly with the
greatest threat it has faced since its founding. other clock faces, but a moment later, chaos breaks loose
While Henbane and Mather Nithra both intend to upon the town square. Rivers of blue and red energy arc
destroy Uringen, their objectives are not the same, out from the western clock face, tearing open portals
and are in fact even cross-purpose in the long term, all over the square. At the same time, corrupted fey in
and so Henbane might be persuaded to leave the town service to Mather Nithra pour out upon the town square,
alone if she can be convinced that Uringen is a valuable and a group of gremlins smashes through one of the
addition to her “tree”. The flow of temporal essence, tower’s windows and begins tearing apart the tower
only possible with Uringen extant, would be a perfect from within. Meanwhile, the dryad Henbane Allseasons
offering to Shyka the Many, whose mastery of time and appears in the center of the tower, and uses her power
reality is formidable even in the mutable First World. over wood to seal off the tower’s entrance.
Mather Nithra, for his part, is uninterested in anything To retrieve the temporal essence, the PCs must enter the
Uringen can offer other than its utter annihilation, and tower, deal with the fey creatures and animated objects
so will certainly need to be driven off by force. within the tower, and confront Henbane Allseasons

4
SIX SECONDS TO MIDNIGHT

at the top of the clock tower. Both sides want the Society wants. You heard about the mishap with the Sky
temporal essence, but the PCs have the opportunity to Key? How it’s not working correctly? Turns out, that clock
convince Henbane to give them some of the vials she tower might have something that can fix it. Scholars call
already collected, as well as depart Uringen peacefully. that something ‘temporal essence.’ Fetch at least one vial
Otherwise, the PCs may have to defeat Henbane in of the stuff. Ogden says the best time to collect it is in the
combat to take the essence for themselves. If the PCs middle of the clock face alignment. I’ve arranged for travel
ally with Henbane, the dryad agrees to leave Uringen in to Embeth Forest. When you get there, you’ll be meeting
peace, but Mather Nithra sends one last strike against Jamel Visser. Visser’s the leader of the local forest guides.
the people who defeated so many of her allies. They call themselves the Embeth Travelers. Don’t dawdle.
You’ve got to make it to Uringen before the clock faces align.
GETTING STARTED The boat will get you to Visser in a little over 2 weeks if
Read or paraphrase the following to get the you don’t run in to trouble. The clocks align in 3 weeks.
adventure underway. “Any questions…or refills?”

The incessant beat of hammer against anvils Should the PCs have any questions,
and weaponry greets entrants into Smine’s Venture-Captain Smine answers to the best
Weaponworks, a smithy of great repute in of his abilities, offering his insights into
the town of Tymon in the River Kingdoms, Uringen’s clock tower.
along with an oppressive wave of heat and What’s so special about this tower?
the acrid smell of coal. A broad-shouldered “One of the founders of the town built
dwarf, face and arms smudged with soot it. Great piece of work—even if it’s
from the furnaces, smiles broadly, proclaiming not dwarven,” he says with a wink. “It
in a voice harsh with years of yelling, “Ah! combines magic and machinery. I’m
I was expecting you lot! Step inside no wizard; can’t tell you more
my office. I have refreshments.” than that. It causes a piece of
He steps inside a cozy the town to disappear and
office, gesturing at several reappear—or at least. At
chairs, ranging from an least, people in Uringen say
overstuffed chaise to a sparse that’s what it does.
and undecorated rocking chair. After Holgarin What kind of things will we be
recording? “The mayor’s going to
rinsing his face off in a nearby basin
of water, he pours out several glasses
Smine have a keener idea of that. Record
of water, immediately quaffing one for the usual stuff. Sights, sounds,
himself before refilling it and sitting anything else you notice. Bring
down to his desk. “Venture-Captain Holgarin Smine, at your extra ink and paper, just in case.”
service. Guessing the Lodge got my message. You don’t look What is the Sky Key? “Huh, thought you’d know about
too fresh-faced for this mission.” Finishing the rest of his that. An artifact of Jormurdun, one of the legendary Sky
drink, he wipes the corner of his mouth with a clean cloth. Citadels of the dwarves.”
“I’ll be quick about it. You’ve got a bit of travel ahead What’s Uringen like? “Split. I mean that literally.
of you. One of the mayors of Uringen, Lady Aurelia Ogden, One half of the town disappears for bit, and the other
wants the Society’s help—with an experiment she’s been sticks around. Aurelia Ogden is the mayor of the half
doing. The clock tower of Uringen has drawn all sorts of that disappears sometimes. Knavar Mieren is the mayor
researchers. It hasn’t worked quite right from the get-go. It of the other half. They’re pretty isolated in Uringen. To
makes a whole piece of the town disappear. Four clock faces, get there, you’ve got to get guides to help you through
each with a different way of counting time. All displaying a the Embeth Forest. Guides like Jamal Visser. I’ve heard
different time—until now. The mayor thinks that those faces that the town itself is always moving.”
might finally join up. What’s going to happen when it does What can you tell us about Jamel Visser? “The
is anybody’s guess. She doesn’t have the staff she needs Embeth Travelers get folks to and from Uringen safely.
to record it properly. That’s where the Society comes in.” I’d heed his word about anything. With the fey thick
“Uringen’s alchemical goods are some of the best. In in those woods, I’d take precautions against them too.
exchange for recording the experiment’s effects, and Good man, though. He doesn’t have much use for coin.
dealing with unexpected issues, Mayor Ogden will give We’ll be paying him in more useful goods.”
the Society a discount. But there’s something else that the

5
PATHFINDER SOCIETY SCENARIO

Can we just buy a teleport to get there sooner? “To be and tarpaulins. Water from a recent downpour collects in the
honest, you have plenty of time. The boat’s already been canvas’ folds and in puddles on the ground.
paid for. Sounds expensive for no good reason. Plus,
Uringen supposedly moves its location and the forest When the PCs arrive, a pair of Travelers directs them
is a dangerous place to teleport. Plus, you’d have to tell to Jamel Visser (NG human ranger 6), who is standing by
Visser about the change of plans somehow. the central campfire. Dressed in plain forester’s garb, as
Anything else you can tell us? “Hold off on buying well as a worn but well-kept suit of leather armor and a
any alchemical goods until you get to Uringen. No sense longbow, he listens to the two scouts with a pensive look
wasting your money. Don’t go blabbing that you’re with on his face. At the PCs’ approach, he turns to greet them.
the Society while you’re in Tymon. Locals don’t know
about this lodge. “Well met, travelers. Smine sent word of your arrival,
expressing the urgency of your journey, but we will have to
Knowledge (arcana), Knowledge (history), delay your departure. On our trip here, we ran afoul of that
or Knowledge (local) blasted grig’s traps, and we won’t be able to leave until we’ve
fixed things up.”
PCs with the right skills might know some details about
the town of Uringen, its history, and even some of the At this point, the PCs can ask Jamel Visser what
local legends. problems the Travelers have been having, or inquire
15+ Uringen’s alchemists are renowned through the further about Uringen.
Inner Sea for the effectiveness of their elixirs and potions. How can we assist you? “I’ve got a few problems, to be
The clock tower that stands in the center of Uringen honest. Deadfall, pits, whatever snares those twisted fey
doesn’t tell the same time on all its faces, and one of the thought of, and that’s just the start. They’ll all need to
faces always spins wildly out of control. be cleared or disabled before we go back into the woods.”
20+ The town of Uringen was founded in 4637 ar by an What about here in camp? “Our mules are sick,
Ulfen skald name Birji Uringen. probably poisoned, and even some of our hounds have
25+ The grig Mather Nithra has made numerous succumbed too. Our healers would be most appreciative
threats on the people of Uringen as well as on travelers if you helped them out.”
through Embeth Forest. Who did this? “Nithra’s folk like to harass us in and
30+ Uringen’s clock tower was built on top of an ancient out of the woods. We usually catch most of their tricks,
fey circle by one of Uringen’s founders, Rhona Ambros, but not this time.”
using stolen notes. Who’s Nithra? “Nithra is a grig, from what I hear. I’ve
never actually seen him face to…well face, I guess. Just in
At this point, the PCs have an opportunity to grab passing as he hopped away from putting mistletoe in the
supplies before heading down the West and East Sellen stew pot. Some fey might clean your house while you slept
Rivers to Embeth Forest, where Venture-Captain Smine at night, and I can tell you, he’s not that kind.”
has arranged for the next leg of their journey. Can’t we pay somebody to fix this? “You think your
coin is good out here? Which “somebody” do you see that
A. EMBETH FOREST (CR 6 OR CR 9) we could pay? City folk, always so sure that money is the
After an uneventful trip along the Sellen River, the PCs solution to everything,” he sighs, “If you can’t help, just
arrive near the edge of the Embeth Forest, where Jamel stay out of the way.”
Visser and his group of Travelers are waiting for them. Does Uringen really move around? “The town is never
Wary of the increased activity around Uringen, as well exactly where it is supposed to be on a map, and to make
as reports of fey harassment on the roads leading to matters more confusing for outsiders, the forest itself
Uringen, Visser wants the PCs to help ensure the road is shifts and changes far more quickly than a normal forest
safe. Visser tasks the PCs with assisting the Travelers as has any right to change. Don’t worry though; we in the
they journey through the forest, and keeping watch for Travelers spend our lives in this forest, and know its ever-
signs that the grig Mather Nithra may be planning an shifting landscapes. We’ll get you to Uringen.”
attack on Uringen. What’s the situation in Uringen? “We don’t go into
Uringen proper, just to the edge. We want to stay as far
A sturdy wooden pier stretches over the western bank of the away from that clockwork contraption as we can. Besides,
fast-moving river, where a river barge offloads several crates we do more good out here than in there. What I do know
of labeled goods. Nearby, a camp laid out in a rough semicircle is that Mayor Ogden is in a tizzy about something, which
bustles with activity, its borders marked off by covered wagons is troubling to see from a woman who doesn’t blink an

6
SIX SECONDS TO MIDNIGHT

eye at her town disappearing from the face of Golarion


on a regular basis.” SCALING ENCOUNTER A
Make the following changes to the journey through Embeth
If the PCs do not offer to help Visser, once it is clear forest to accommodate a group of 4 PCs.
that they have finished asking him questions, he asks for Subtier 3–4: Remove one spiked pit trap. Reduce the
their help, providing the information from the first two base time taken to clear a triggered spiked pit trap from 4
questions listed above. hours to 3 hours.
Subtier 6–7: Remover one falling log trap. Reduce the
Subtier 3–4 (CR 6) base time taken to clear a triggered falling log trap from 4
hours to 3 hours.
POISONED DART TRAP (2) CR 2
Type mechanical; Perception DC 20; Disable Device DC 20 check for each trap. Allow additional PCs to declare that
EFFECTS they are searching for traps between each encounter
Trigger touch; Reset none with traps. Each trap that the PCs fail to find targets a
Effect Atk +10 ranged (1d3 plus medium spider venom) random PC. The rangers insist upon removing the traps
before progressing. They ask the PCs to disable the traps
SPIKED PIT TRAP (2) CR 2 that they find. If a PC sets off a trap while attempting to
Type mechanical; Perception DC 20; Disable Device DC 20 disable it, the trap targets that PC. If a pit trap (or falling
EFFECTS log trap, in Subtier 6–7) triggers, it takes 4 hours for the
Trigger location; Reset manual rangers to clear the area. Each PC who succeeds at a DC
Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk +10 10 Strength check to assist with this task reduces the time
melee, 1d4 spikes per target for 1d4+2 damage each); DC taken to clear the trap by half an hour.
20 Reflex avoids; multiple targets (all targets in a 10-ft.- A PC who succeeds at a DC 22 Knowledge (nature)
square area) check (DC 25 in Subtier 6–7) has heard that these forests
do contain some benevolent fey, who occasionally assist
Subtier 6–7 (CR 9) those who provide them offerings of bread, honey, milk,
or alcoholic beverages.
POISONED DART TRAP (2) CR 5 The journey through the forest to Uringen takes
Type mechanical; Perception DC 25; Disable Device DC 25 several days. If the PCs do not trigger any traps or spend
EFFECTS time treating poison, they arrive in Uringen at 6:30 in the
Trigger touch; Reset none evening on the day that the clocks are expected to align;
Effect Atk +10 ranged (1d4 plus giant wasp poison) they have a total of 2 hours worth of time to perform
additional tasks to help the rangers and to clear away the
FALLING LOG TRAP (2) CR 5 results of a failed check to locate a trap before the rangers
Type mechanical; Perception DC 20; Disable Device DC 20 give up on clearing traps and instead hurry them ahead;
EFFECTS Visser remarks that he promised the mayor that he would
Trigger location; Reset manual bring the Pathfinders to town on time.
Effect Atk +15 melee (6d6); multiple targets (all targets in a Development: If the PCs completed at least three of the
10-ft.-square) following four tasks, the Embeth Travelers are grateful for
their assistance, and offer to give each PC a highly trained
The PCs can attempt up to four Heal checks to treat Embeth Hound tomorrow morning. Each PC receives the
those poisoned by Nithra’s traps (with a DC equal to the Embeth Hound boon on her Chronicle Sheet.
poison’s save DC). Each Heal check to treat poison takes Offer Assistance: Offer to help to the Embeth Travelers
1 hour, as it represents treating several poisoned people before the Travelers ask for assistance.
and animals. Remove Traps: Fail to detect at most one trap. Remove the
Mather Nithra’s simple but effective traps plague threat of all of the traps by safely triggering them, disabling
all that travel the worn roads in the Embeth Forest, no them, or (for the pit and falling log traps) triggering them
matter the season or weather. The traps in this encounter and cleaning up the aftermath.
represent the traps that the Embeth Travelers do not Solicit the Aid of Friendly Fey: If the PCs provide offerings
detect; the jarring nature of the ever-shifting forest to attract friendly fey, the Embeth rangers are impressed
means that no one, not even the Embeth Travelers, can by their knowledge and wisdom.
take 10 at the task, and so a few traps slip past them. Have Treat Poison: Succeed on at least three checks to treat
each PC who is searching for traps roll one Perception the poison afflicting the Travelers.

7
PATHFINDER SOCIETY SCENARIO

Approximately half a mile outside Uringen, Visser The man rests his hand on the hilt of a rapier at his
calls a halt to the caravan, gesturing the PCs forward. side, while the woman hooks her thumbs in the wide
sash wrapped around her body. A tiny blue-skinned
Raising his voice over the jingle of yokes and the rattle of humanoid with iridescent blue butterfly wings flits
wagon wheels, Visser booms out “Halt!” Dismounting from his behind the woman’s head, a miniscule pair of pince-nez
horse, he gestures down the road. “About half a mile down that perched upon his pert nose.
road, you’ll be in Uringen. Desna smile on you in that place.” A PC who succeeds at a DC 20 Knowledge (local)
check identify the pair as
If the PCs managed to complete at least two tasks for the mayors of Uringen,
the Embeth Travelers, Visser pulls an oilskin folio Knavar Mieren and
out of his saddlebags. Aurelia Ogden, and a
PC who succeeds at a DC
“Since you’ve been right 15 Knowledge (nature)
useful this trip, I was hoping recognizes the butterfly-
you could carry these reports winged humanoid as a
to Mayors Mieren and Ogden, pixie. The mayors argue
since you’ll be in town indefinitely, unaware of
anyway. Put in a good word for the PCs’ presence until
you as well, maybe you’ll get they’re interrupted (by
something from them for it.” the pixie if the PCs make
no move after several
If the PCs inquire about the minutes). Mayor Mieren,
contents of the reports, Visser who runs the static side of
shrugs, saying, “Mostly keeping Uringen, distrusts outsiders.
track of what we see. With Uringen He is furious that Mayor Ogden
so far from anywhere else, it’s invited the Pathfinder Society,
good to keep in mind what beasts and his attitude towards
are wandering about.” the PCs is one of thorough
annoyance if their make their
B. URINGEN allegiance obvious. He crosses
When the PCs arrive in Uringen, his wiry arms over his broad chest and
read or paraphrase the following. Cerotius does not engage the PCs in conversation.
Mayor Ogden, on the other hand,
The town of Uringen is a flurry of activity. welcomes the PCs—if not with open
Puffs of multicolored smoke rise from tall stone chimneys arms, with considerably more grace than her counterpart.
that emerge from steeply pitched rooftops, and people A woman approaching her middle years, Aurelia Ogden
dressed sharply in black and white shuffle about the town, retains some of her youthful good looks, the barest grace
preparing for the convergence. The divide between the two of silver among sun-bleached brown hair at her temples
halves of the town is stark. A wide street, 20 feet across at its and crows’-feet around her brown eyes the only real sign
widest, separates the static and unstuck portions of the town. of her age. Read or paraphrase the conversation below.
Boarded windows and prominent “closed” signs decorate the
static half of the town, whose residents speak in hushed and “Excellent to see that my message was received and heard
tense tones. In the unstuck half of the town, excitement and by the Society! I’m Mayor Aurelia Ogden, and this is my
curiosity outweigh fear, and groups of people gather in the compatriot, Mayor Knavar Mieren. I trust your journey through
streets. Above it all, a four-sided tower looks out upon the the Embeth wasn’t too hazardous?”
town, with an enormous clock face decorating each side at
its pinnacle. She waits for the PCs to recount their experiences in
Embeth Forest before continuing. If the PCs hand over
In the middle of the street between the two halves, Visser’s reports, she thanks them and briefly looks over
a pair of well-dressed figures appears to be locked in the reports before handing them to Mayor Mieren.
a debate, their words clipped and harsh. Their heated
conversation is in Skald, with a smattering of words and “Not unexpected news, but I will leave the details of the guard
phrases in Common. arrangement with Mieren. Right now, I must focus all my

8
SIX SECONDS TO MIDNIGHT

attention on my experiment—and I, for one, am happy that


you are here to assist with it,” Ogden finishes, with a pointed URINGEN AND ALCHEMY
glance at Mayor Mieren. The PCs have the opportunity to purchase and use enhanced
alchemical goods within Uringen. This enhancement
Whether or not they have the reports, she continues, increases the saving throw DCs to resist these alchemical
items by 2, and it increases the damage dealt by damaging
“Your role in the experiment is very straightforward. I will alchemical items by 50%. These alchemical goods do
need several people to observe the westward-facing clock, not cost more than normal. Most of these enhancements
and record everything you see or hear—taste, smell, touch as do not last past the end of the scenario, but the PCs may
well if it becomes necessary. As members of the Pathfinder purchase a limited selection of enhanced alchemical items
Society, your experience with…unusual situations is legendary, for twice the standard price that they can keep beyond the
and this alignment will certainly qualify as ‘unusual’—one for end of this scenario, as indicated on this scenario’s Chronicle
your Pathfinder Journals, I hope!” sheet. All of the alchemical remedies, tools, and weapons
from Pathfinder RPG Ultimate Equipment are available for
At this point, the PCs can ask more direct questions of purchase within the town.
Mayor Ogden.
What does your experiment actually entail? “As you the current time—it is about 6:30 in the evening before
might know, when this part of town becomes ‘unstuck,’ adding the extra time the party spent in the forest.
as it is referred to in the local vernacular, we lose all Mayor Ogden mentions that the PCs can relax up at
sense of how much time has passed. I am hoping that the the Oaken Knot Tavern before the night’s events if they
timepieces I have constructed will allow us to keep track wish, then bids them farewell and heads to make her
of time while we remain out of phase with the rest of own preparations.
Uringen. While I’m observing my timepieces, I will not Development: If they managed to impress Jamel Visser,
be able to pay attention to other events in the tower. That Mayor Ogden insists upon paying for their room and
is where you come in.” board, as well as food, otherwise, the PCs will have to foot
Are you expecting any danger? “Nethys willing, no, the bill at the Oaken Knot if they wish to stay overnight.
but as he instructs, magic is always capable of creation Mayor Ogden pays for an inn suite large enough to
and destruction, and either could happen. I won’t lie to accompany the PCs, as well as any livery services that a
you—I do not know the original intent of the tower. Since PC’s mount may require.
this alignment has never happened before in Uringen’s
history, I am not entirely sure what we can expect, so B1. Oaken Knot Tavern
be alert and ready. I have heard of the exploits of the Created from the wood that earned the tavern its name and
Pathfinder Society; you are far better equipped to deal decorated in intricate carved interlocking designs, the
with any situations that arise than our town guard.” Oaken Knot is the preferred watering hole of many of the
I’m not magically inclined—how can I really help alchemists and wonderworkers that reside in “unstuck”
here? “Your observations are even more crucial, as they Uringen, not to mention several of the fey that call the
are unbiased and not viewed with a practitioner’s eye. If town home. The Oaken Knot boasts with pride about its
you have any advice you could give Mayor Mieren, I’m resident bard, the grig Seripan. Along with Cerotious,
sure he’d appreciate it…eventually anyway.” Seripan fled from Mather Nithra’s machinations to help
Can we take a look around inside the tower? “Certainly! the townsfolk. Despite their initial misgivings about
Of course, it goes without saying that disturbing any of their neighbors, they have grown to love the quirks of the
the mechanisms could have catastrophic side effects, so I town, and have offered their aid in what ways they can.
will ask you to refrain from doing so. If you want a more Dressed in a long wrap dyed in a rainbow with her hair
thorough tour, please see Cerotious,” and she gestures wrapped up into miniscule braids with tiny blossoms,
at the pixie accompanying her. The pixie replies with Seripan is happy to spin half-dozen stories about Mather
a start, “Yes, of course! Come with me. I would be most Nithra’s plots and schemes to bring ruin to Uringen that
happy to show you around.” end in embarrassment for that hateful being—but only
What time do we need to be there? “I’d say 11:45 will before sunset. She avoids mentioning Mather Nithra
be enough time to get yourselves set up and prepared in the twilight hours, instead referring to the evil grig
for the event itself, but you may have better insights as via an assortment of colorful epithets from a variety
to how much time you need to investigate beforehand. of languages. If the PCs have enough time before the
Be careful when using the clock tower to tell time; the experiment begins, they can ask Seripan about Uringen’s
northern clock face is the accurate one.” She tells the PCs history, as well as Mather Nithra.

9
PATHFINDER SOCIETY SCENARIO

Diplomacy (gather information) ancient fey circle, whether by chance or by design, caused
Like some fey, Seripan can be plied with traditional the structure to malfunction from the start. Rhona’s
offerings of bread, milk, or honey, though distilled decision to use the large block of white quartzite located
beverages like brandy or whiskey are far more likely to just outside of the circle in the tower’s construction
loosen her tongue. The former grants a +2 circumstance further contributes to its instability; this stone was once
bonus on a Diplomacy check, while the latter grants a the fey circle’s heelstone.
+5 circumstance bonus. Seripan’s starting attitude is At the very top, the clock faces align to the cardinal
friendly in Subtier 3–4 and indifferent in Subtier 6–7. directions, while long arms of weather-tarnished
The DCs below assume that Seripan’s attitude is friendly. metal click out the hour and minute, but the four faces
Subtract 5 from the DC if she is helpful, and add 5 to the do not depict the same time. The time on the western
DC if she is indifferent. Most of Seripan’s ditties have face moves the most erratically, with its arms swinging
some meaning behind them that may not be readily backwards and forwards, while the northern face depicts
apparent to the PCs without an additional skill check to an accurate time. On each floor, glass windows break
interpret the significance. up the monotony of stone, but even these are covered
12+ “Uringen hasn’t been around that long, and even with arcane scripts and sigils from an eclectic variety of
it was built on something older. ‘Bones of the earth, rise arcane traditions. Almost every available wall is taken up
from the ground / Keep us sound, within your girth.’” by a bookshelf stuffed with ledgers recording the Clock
This short ditty is a simple allusion to the stone-worked Tower’s behavior since Uringen’s founding.
houses (and the Clock Tower) popular in the oldest parts The pixie Cerotious greets the PCs on the ground floor
of Uringen. of the Clock Tower, calm despite the activity around him.
17+ “’Reckless Rhona / Looked at her Tower / But Despite having met them when they spoke to Mayor Ogden,
was quite sour / For every hour / She heard every flaw.’ he greets the PCs as if he had never seen them before.
Turns out, no matter how long you prepare, you can’t “Ah, hello there! Aurelia mentioned you might be
get it right the first time…But I wonder if it was her first stopping by! Welcome to the Tower—I would be Cerotious,
time making the Tower? The Tower does seem to work… aide-de-camp for Mayor Ogden and advisor of First
mostly. That’s a lot of gears and flim-flammery, and it’s World affairs to Uringen. Is there anything in particular
amazing that even one of those faces is actually useful.” that makes you curious?” The pixie manages to pull off a
A DC 25 Knowledge (local) reveals that ‘Rhona’ refers to courtly bow in mid-air as he presents his name and title.
Rhona Ambros, one of the founders of Uringen and the Around the butterfly-winged fey, plain-robed apprentices
architect of the tower. set up delicate apparatuses, while others walk slowly up
22+ “Ogden wants to fix the tower to do what Reckless the wooden stairs to the next floor.
Rhona intended it for. ‘Time is just a door / Just step right If the PCs seem genuinely interested in Ogden’s
through / In stolen cloak of blue / To the days of yore.’” experiment (or if a PC is a gnome or connected to the
PCs that succeed at a DC 30 Knowledge (arcana) check First World in some way), Cerotious’s face brightens as
learn that the Clock Tower was constructed to study more he immediately dives into his studies of the fey circle at
about the exotic field of chronomancy. the Tower’s base.
27+ Seripan mentions that she has heard rumors from
the forest that Nithra appealed to “The Many” to “cast “As you can see, Ogden’s lesser apprentices are
out the intruders,” but Seripan’s rumors don’t mention moving her timepieces to various places within the
any response to this alleged appeal. A DC 30 Knowledge Tower, but my focus is here—on the circle. Most of the
(religion) check reveals that the phrase refers to one speculation up to this point thinks that Reckless Rhona
of the Eldest of the First World: Shyka. A Knowledge messed up her construction…but I don’t think so.”
(religion) result of 35 or higher reveals that one of the The pixie flits over to an open windowsill, pointing at the
things Shyka is known for is the use of time magic. narrow gap between the stonework. “This is not the work
of a sloppy person! No, I think that the fey circle interfered
B2. Clock Tower with her design somehow, and that’s why part of the
In the center of “unstuck” Uringen stands the Clock town disappears…I just have to prove that somehow.”
Tower, a five-story edifice constructed of blue-gray stone The pixie pauses for a moment, tracing a symbol on one of
and mottled with pearlescent white blocks. One of the the white stones embedded in the wall. “Aurelia mentioned
founders of Uringen, Rhona Ambros, crafted the Clock that an unbiased and fresh set of eyes might reveal insight
Tower with the goal of being able to peer into the past at a otherwise clouded by staring at it too long. As the senior
whim—or that’s the running theory based on the journal assistant researcher and head pixie on the clock tower
entries the wizard left behind. Its location atop an deciphering project, I take any potential leads very seriously.

10
SIX SECONDS TO MIDNIGHT

The PCs can use a variety of skill checks to


investigate the tower. A PC who succeeds at a DC 20 PORTALS OF UNSTABLE TIME
Craft (stonemasonry) or Knowledge (engineering) check Manifesting as portals of red and blue, the interaction
discovers that each stone was individually carved and between the Clock Tower and Shyka’s ancient fey circle have
fitted into its resting place, with no mortar used to hold a side effect on those that travel through them. Entering
the structure together—merely pressure and gravity. through a red portal increases a creature’s speed by 50%
Closer inspection of the white blocks indicates that for 1 round, while entering through a blue portal reduces
they’re actually made of the crystalline stone known as a creature’s speed by 50% for 1 round. Because of either
quartzite instead of the more common granite. minute imperfections in the Clock Tower’s construction or
The gears within the clock tower are extraordinarily the chaotic foundation upon which it was built, creatures
intricate. A PC who spends at least 5 minutes studying the and objects that enter a portal emerge from a random
gears and succeeds at a DC 15 Knowledge (engineering) or portal of the opposite color. Creatures and objects that
Intelligence check notice an anomaly in the mechanism; enter a blue portal can only emerge from a red portal, and
some of the gears should not be moving at all, or should vice versa. Fey and fey-related creatures such as gnomes
be moving in the opposite direction, if they worked as and sorcerers with the fey bloodline can avoid the chaotic
typical gears. If the PCs climb into the gear mechanism, effect of the portals with a DC 5 Will saving throw to select
refer to the hazard from area D. their destination. If a PC does not qualify as fey in some
The PCs may choose to spend the time to examine manner, she must succeed at a DC 25 Will saving throw to
the stonework of each floor carefully. It takes 30 minutes attempt to control her destination; otherwise she emerges
to examine the first and second floors, and 20 minutes from a random portal.
to examine the top three floors. A PC who thoroughly Unless specifically marked, these portals only allow travel
examines every floor of the tower may roll a DC 20 to other portals in the same area. A character cannot jump
Perception check (DC 25 in Subtier 6–7). A PC who from the Town Square to the Clock Tower, for example, and
succeeds at this Perception check discovers that the typically cannot travel from one floor within the clock tower
stone is inscribed with numerical sigils, along with five to another. There are 10 portals of each color outside the
repeating shapes. Each floor has one of these shapes tower, 4 portals of each color on the first floor of the tower,
embedded multiple times in the stonework, glass, and 3 portals of color on the second and third floors, 2 portals of
in the clockwork gears that run up the central shaft of each color on the fourth floor, and 1 portal of each color in
the tower, but in subtle ways. On the first floor, a four- the tower’s belfry. A few specifically marked portals transport
sided tetrahedron; the second, a hexahedron with six anyone or anything that passes through them to a different
sides; the third, an octahedron with eight sides; the floor within the tower. These portals are marked with an S,
fourth, a dodecahedron with twelve sides, and at the very and they are part of a puzzle to remove a barrier that now
top in the Tower’s belfry, the twenty-sided icosahedron block access to the tower’s belfry, which is presented in the
(these figures are the shapes of a d4, d6, d8, d12, and d20, section “Unlocking the Belfry” on page 18.
respectively). In a break from this pattern, the ceiling of
each floor other than the top floor contains a symbol from (engineering) check, or DC 25 Knowledge (arcana) or
the floor above, and the floor of each floor other than the Knowledge (planes) check, the PCs notice significant sigils
first floor contains a symbol from the floor below. The buried within the jumble that Cerotious has never noticed
PCs can identify and name these shapes with a successful (each of these DCs increases by 5 in Subtier 6–7).
DC 10 Knowledge (arcana) check. Cerotious lets out a whoop of joy, delighted that the
If the PCs identify these shapes, Cerotious says, “The very PCs have made a “major breakthrough” in research about
thing! Shape and form are so much more important to us of the tower. He explains that the symbols the PCs found
the First World than those of this world. I’m glad that you are a part of Ambros’s esoteric time magic, and that they
agree that these patterns are significant. Aurelia wasn’t so will help him and the other researchers figure out if the
sure that they were more than an artful design, but I think tower really can be used to travel through time.
these numbers are tied to the nature of the tower somehow.” Development: The PCs’ time in the clock tower gives
The PCs can also study the other sigils that decorate each them a chance to explore the place before their chaotic
of the floors, as long as at least one PC succeeds at her DC return to the tower in area D, and their exploration
20 Perception check above to carefully study the stonework. provides clues that can help the PCs make sense of the
The magic used in this tower is somewhat unusual, puzzle that awaits them upon their return. If the PCs
and deciphering its nature with conventional methods make a major breakthrough, Cerotious is impressed, and
is difficult. With a successful DC 15 Craft or Profession it is much easier for the PCs to receive a reward from him
check related to stonework, DC 20 Appraise or Knowledge at the end of the scenario (see Conclusion).

11
PATHFINDER SOCIETY SCENARIO

C. Town Square N

: Red Portal

: Blue Portal

1 square = 5 feet Pathfinder Flip-Mat Classic: Village Square

12
SIX SECONDS TO MIDNIGHT

C. URINGEN TOWN SQUARE


Before arriving at the Clock Tower, the PCs should take SCALING ENCOUNTER C
care of any last-minute business within the town. This Make the following adjustments to encounter C to
encounter takes place at night, but the area is well-lit. accommodate a party of 4 PCs.
Subtier 3–4: The gloom dragon is overwhelmed by its
Lanterns, torches, and magical lights of every color surround own despair, and has the shaken condition. Remove one
the central square around the Clock Tower, lighting up the vexgit from the encounter.
night in a festive atmosphere as the metallic embellishments Subtier 6–7: Remove one gloom dragon from the encounter,
and clock faces catch the light, breaking it into prismatic hues. and replace the vexgit human hunters with two normal vexgits
These hues shimmer and reflect off the fountain at the center (page 29) that follow the human hunters’ tactics .
of the town square. A hush descends over the gathered crowd
as three of the faces start to move in time in the final minutes Spell-Like Abilities (CL 5th; concentration +8)
of the day. The arms of the fourth face swing wildly, teetering 3/day—greater invisibility (self only)
and tottering according to some unknown rhythm, until its Sorcerer Spells Known (CL 5th; concentration +8)
minute arm moves steadily backwards, but ticking and clicking 2nd (5)— flaming sphere (DC 15), glitterdust (DC 15)
in time with the other three faces. 1st (7)— grease, ray of enfeeblement (DC 14), silent image
(DC 14), sleep (DC 14)
At a whisper before the dawn of a new day, all of the 0 (at will)— dancing lights, flare (DC 13), ghost sound (DC
faces of the tower suddenly erupt in a vivid violet light, 13), mage hand, message, open/close
and arcs of blue and red energy strike out into the ground. TACTICS
Ripples in the air twist and bend the light around the During Combat The gloom dragon tries to hamper and fell as
tower, splitting and shredding with blue and red energy. many PCs as possible, using the portals to flit around the
The clock tower’s entrance is 10 feet off the map to the east. Town Square to evade those that try to engage her in melee,
Creatures: Several of Mather Nithra’s allies have and using greater invisibility as often as she can. She uses
converged on the town square to create chaos and destroy the pugwampis’ auras to her advantage, casting spells from
the tower. These allies include a gloom dragon—a outside the auras on opponents who are within them. She
corrupted faerie dragon with moth wings and gray scales, only uses her wand if she is concerned that the PCs may win
and a group of gremlins. While these creatures attack the fight or the PCs otherwise prove to be a major threat.
the square on the west end of the tower, another group Morale The gloom dragon flees if she is reduced below 10 hit
of gremlins sneaks from out of sight, climbs the east points, or if all of her allies have fallen or fled.
wall of the clock tower, and opens one of its supposedly STATISTICS
impenetrable windows. This second group is unlikely to Str 9, Dex 17, Con 15, Int 16, Wis 14, Cha 16
be relevant to this encounter, but the PCs encounter them Base Atk +5; CMB +6; CMD 16 (20 vs. trip)
later on the third floor of the clock tower. Feats Acrobatic, Combat Casting, Dodge
Skills Acrobatics +10 (+2 when jumping), Bluff +11, Diplomacy
Subtier 3–4 (CR 6) +11, Fly +17, Intimidate +11, Perception +10, Sense Motive
+10, Stealth +19, Swim +11, Use Magic Device +11
GLOOM DRAGON CR 4 Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
Variant faerie dragon (Pathfinder RPG Bestiary 3 91) Combat Gear scroll of dispel magic, wand of scorching ray (CL
CE Tiny dragon 7th, 10 charges)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10 SPECIAL ABILITIES
DEFENSE Breath Weapon (Su) 10-foot-cone, despair for 1d6 rounds,
AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, DC 14 Fortitude negates. Creatures affected by despair are
+2 size) staggered, sickened, and immune to effects that grant a
hp 42 (5d12+10) morale bonus. A gloom dragon can use this breath weapon
Fort +6, Ref +7, Will +6 every 1d4 rounds. The save DC is Constitution-based.
Immune paralysis, sleep; SR 15 Spells A gloom dragon casts spells as a 5th-level sorcerer.
OFFENSE
Speed 10 ft., fly 60 ft. (average), swim 30 ft. PUGWAMPI GREMLINS (2) CR 1/2
Melee bite +6 (1d3–1) hp 9 each (Pathfinder RPG Bestiary 2 144, see page 28)
Space 2-1/2 ft.; Reach 0 ft. TACTICS
Special Attacks breath weapon (10-ft. cone, despair, Fort DC During Combat The pugwampis want to cause as much
14 negates, usable every 1d4 rounds) disruption as possible. With the assistance of the gloom

13
PATHFINDER SOCIETY SCENARIO

dragon, they move around the Town Square, relying on +11, Fly +17, Intimidate +11, Perception +10, Sense Motive +10,
their unluck auras to do the job. Stealth +19, Swim +11, Use Magic Device +11
Morale The pugwampis are cowardly and unwilling to risk Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
their own safety. A pugwampi flees if it takes any damage. Combat Gear scroll of dispel magic, wand of scorching ray (CL 7th,
10 charges)
VEXGIT GREMLINS (2) CR 1 SPECIAL ABILITIES
hp 11 each (Pathfinder RPG Bestiary 2 145, see page 29) Breath Weapon (Su) 10-foot-cone, despair for 1d6 rounds, DC 14
TACTICS Fortitude negates. Creatures affected by despair are staggered,
During Combat The vexgits break into nearby buildings and sickened, and immune to effects that grant a morale bonus. A
dismantle whatever they can get their hands on. They throw gloom dragon can use this breath weapon every 1d4 rounds.
small objects through portals to distract and annoy pursuers. The save DC is Constitution-based.
Morale The vexgits run away if they take any damage. Spells A gloom dragon casts spells as a 5th-level sorcerer.

Subtier 6–7 (CR 9) TWIGJACKS (2) CR 3


hp 27 each (Pathfinder RPG Bestiary 2 274, see page 28)
GLOOM DRAGONS (2) CR 4 TACTICS
Variant faerie dragons (Pathfinder RPG Bestiary 3 91) During Combat The twigjacks rely upon the confusion caused by
CE Tiny dragon the dragons and vexgits to be effective, using their bramble
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10 jump ability and Stealth to sneak attack those they perceive as
DEFENSE the most vulnerable and targeting groups with area attacks.
AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, Morale A twigjack flees if it is reduced below 7 hit points.
+2 size)
hp 42 (5d12+10) VEXGIT HUMAN HUNTER (3) CR 3
Fort +6, Ref +7, Will +6 Vexgit gremlin ranger 2 (Pathfinder RPG Bestiary 2 145)
Immune paralysis, sleep; SR 15 LE Tiny fey
OFFENSE Init +4; Senses low-light vision; Perception +8
Speed 10 ft., fly 60 ft. (average), swim 30 ft. DEFENSE
Melee bite +6 (1d3–1) AC 19, touch 16, flat-footed 15 (+1 armor, +4 Dex, +2 natural, +2 size)
Space 2-1/2 ft.; Reach 0 ft. hp 28 (3 HD; 1d6+2d10+14)
Special Attacks breath weapon (10-ft. cone, despair, Fort DC 14 Fort +6, Ref +9, Will +4
negates, usable every 1d4 rounds) DR 5/cold iron; SR 12
Spell-Like Abilities (CL 5th; concentration +8) OFFENSE
3/day—greater invisibility (self only) Speed 20 ft., climb 20 ft.
Sorcerer Spells Known (CL 5th; concentration +8) Melee mwk warhammer +5 (1d4/×3) or
2nd (5)— flaming sphere (DC 15), glitterdust (DC 15) bite +3 (1d3)
1st (7)— grease, ill omenAPG, silent image (DC 14), sleep (DC 14) Ranged mwk longbow +7/+7 (1d4/×3) or
0 (at will)— dancing lights, flare (DC 13), ghost sound (DC 13), mwk longbow +9 (1d4/×3)
mage hand, message, open/close Space 2 1/2 ft.; Reach 0 ft.
TACTICS Special Attacks combat style (archery), favored enemy (humans
During Combat The gloom dragons tries to hamper and fell +2), speedy sabotage, wrecking crew
as many PCs as possible, using the portals to flit around Spell-Like Abilities (CL 1st; concentration +1)
the Town Square to evade those that try to engage them in At will—prestidigitation
melee, and using greater invisibility as often as they can. 1/hour—rusting grasp, snare
They treasure their wands, and they only use them if they TACTICS
are concerned that the PCs may win the fight or the PCs During Combat Four ordinary vexgits have previously sneaked
otherwise prove to be a major threat. into nearby buildings, and when the fight breaks out, they start
Morale A gloom dragon flees if it is reduced below 12 hit points, dismantling things. These three vexgit human hunters guard
and both flee if all of their other allies have fallen or fled. the approach to those buildings and fire at anyone who offers
STATISTICS resistance, targeting humans first. The normal vexgits flee as
Str 9, Dex 17, Con 15, Int 16, Wis 14, Cha 16 soon as their protectors are defeated and do not put up a fight
Base Atk +5; CMB +6; CMD 16 (20 vs. trip) against the PCs, but if statistics are necessary,see page 29.
Feats Acrobatic, Combat Casting, Dodge Morale The vexgits run away from the square if they are reduced
Skills Acrobatics +10 (+2 when jumping), Bluff +11, Diplomacy below 5 hit points.

14
SIX SECONDS TO MIDNIGHT

STATISTICS
Str 10, Dex 18, Con 17, Int 10, Wis 15, Cha 11 SCALING ENCOUNTER D1
Base Atk +2; CMB +4; CMD 14 Make the following changes to encounter D1 to accommodate
Feats Point-Blank Shot, Rapid Shot, Skill Focus (Disable Device), a party of 4 PCs.
ToughnessB, Weapon FinesseB Both Subtiers: The same energies that animated the
Skills Acrobatics +10 (+6 to jump), Appraise +1, Climb +16, Craft supply sack ruined some of the alchemical supplies within.
(traps) +2, Disable Device +14, Escape Artist +9, Knowledge Each time the supply sack would deal fire or acid damage,
(engineering) +1, Perception +8, Stealth +18 (+22 in metal or stony either from its caustic contents ability or its spit supplies
areas, +14 when moving); Racial Modifiers +4 Disable Device, +4 ability, there is a 50% that it does not deal any fire or acid
Stealth in metal or stony areas, –4 Stealth when moving damage. Do not reduce the number of functional supplies
Languages Undercommon the PCs can find at the end of the encounter.
SQ track +1, wild empathy +2
Combat Gear potion of cure light wounds; Other Gear leather A PC who falls from a higher floor onto a patch of gears
armor, mwk longbow, mwk warhammer, soothe syrupUE, 31 gp takes 1d6 damage in addition to the typical falling damage.

Development: After dealing with Nithra’s forces, Ogden D1. First Floor
meets up with the PCs, telling them that she saw a group Arcs of purple energy ripple from between the Clock
of gremlins enter the tower from the east. If questioned, Tower’s gears and the white stones that make up the fey
Ogden believes that Nithra is behind the attack, because circle. The pungent scent of ozone and fresh rain fills the
gremlins and corrupted fey are his signature allies. room, and from above, the screeching sounds of metal
Rewards: If the PCs do not defeat the creatures outside twisting and wood breaking echoes down, revealing the
of the tower, reduce each PC’s gold as follows. twisted activities of the vexgits above.
Subtier 3–4: Reduce each PC’s gold by 295 gp. Creatures: The pixie Cerotious is hiding invisibly in
Out of Subtier: Reduce each PC’s gold by 502 gp. this room to avoid the creatures that have invaded the
Subtier 6–7: Reduce each PC’s gold by 710 gp. tower. A surge of energy from the First World animated
a sack of weapons and alchemical equipment, which
D. THE CLOCK TOWER attacks any creature it can see.
Henbane sealed the tower’s front door shut. The PCs
can break the reinforced door with a DC 23 Strength Subtier 3–4 (CR 4)
check, or spells such as warp wood. The windows are
quite difficult to open; they are magically reinforced to SUPPLY SACK CR 4
prevent breaking, and can only be opened with 1 minute Animated object (medium) (Pathfinder RPG Bestiary 14)
of work and a successful DC 30 Disable Device check to N Medium construct
open. However, a group of vexgit gremlins has opened a Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
window on the second floor of the east side of the tower, DEFENSE
20 feet above the ground. The PCs can scale the side of AC 14, touch 10, flat-footed 14 (+4 natural)
the tower to the open window with a DC 20 Climb check. hp 36 (3d10+20)
Hazard: The gears on each of the floors of the clock Fort +1, Ref +1, Will –4
tower spin rapidly. Several situations in this scenario Defensive Abilities DR 5/piercing or slashing; Immune
may cause PCs to end up within the gear mechanisms— construct traits
passing through an unlucky portal, falling on to OFFENSE
gears from a higher floor, or simply choosing to cross Speed 30 ft.
the gears to maneuver about the battlefield. A PC who Melee slam +5 (1d6+3 plus grab)
succeeds at a DC 18 Acrobatics check (DC 22 in Subtier Ranged spit supplies (see below)
6–7) may walk across the gears safely at half speed. A PC Special Attacks constrict (1d6+3 plus caustic contents), strangle
who fails this check by less than 5 cannot move further, TACTICS
but suffers no ill effects. During Combat The supply sack attacks anyone within area
A PC who fails this Acrobatics check by 5 or more falls D1. It does not continue attacking unconscious creatures.
prone and takes 1d6 points of damage from the gears. Morale The sack is mindless, and does not surrender. It does
On the following round, the PC may attempt another not pursue creatures outside of area D1.
Acrobatics check at the same DC. If that check fails STATISTICS
by 5 or more, the PC takes another 2d6 damage as it is Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
thrown off the gears to the ground below. Base Atk +3; CMB +5 (+9 grapple); CMD 15

15
PATHFINDER SOCIETY SCENARIO

D. The Clock Tower N


1st Floor
D C
S

4th Floor

2nd Floor
B
S

S A Clock Room

3rd Floor
B
C

: Red Portal

: Blue Portal
S
1 square = 5 feet S : Floor Switching Portals

16
SIX SECONDS TO MIDNIGHT

SQ construction points (cloth, constrict, grab, supplies, spit points of acid damage and 1d4 points of fire damage when it
supplies, strangle) constricts a creature.
SPECIAL ABILITIES Cloth (Ex) The supply sack is made of cloth. This ability replaces
Caustic Contents (Ex) The supply sack deals an additional an animated object’s typical hardness 5 with DR 5/piercing
1d4 points of acid damage and 1d4 points of fire damage or slashing.
when it constricts a creature. Durable (Ex) Strange energies from the First World have
Cloth (Ex) The supply sack is made of cloth. This ability enhanced and reinforced this supply sack, granting it 30
replaces an animated object’s typical hardness 5 with DR additional hit points.
5/piercing or slashing. Spit Supplies (Ex) The supply sack has two main pouches; one
Spit Supplies (Ex) The supply sack has two main pouches; filled with weapons and the other with alchemical items.
one filled with weapons and the other with alchemical Each time the sack uses spit supplies, it makes each of the
items. Each time the sack uses spit supplies, it makes each following attacks against a random target within 30 feet. The
of the following attacks against a random target within 30 alchemical items do not deal the typical splash or ongoing
feet. The alchemical items do not deal the typical splash damage, and instead function as listed below. It also spits a
or ongoing damage, and instead function as listed below. variety of vials of liquid that have no effect on their targets.
When it uses this ability, it also spits a variety of vials of 1: longsword +3 (1d8+6/19–20)
liquid that have no effect on their targets. 2: club +3 (1d6+6)
1: longsword +3 (1d8+2/19–20) 3: alchemist’s fire +3 touch (1d6+6 fire)
2: club +3 (1d6+2) 4: acid flask +3 touch (1d6+6 acid)
3: alchemist’s fire +3 touch (1d6+2 fire) Sticky (Ex) The supply sack contains sticky alchemical goop
4: acid flask +3 touch (1d6+2 acid) from high-quality Uringen-made tanglefoot bags, which
Strangle (Ex) A creature grappled by a supply sack cannot helps it grab on to its foes. This ability gives it a +4 bonus
speak or cast spells with verbal components. on its grapple checks and inflicts a –4 penalty on any
attempt to escape its grapple.
Subtier 6–7 (CR 7) Strangle (Ex) A creature grappled by a supply sack cannot
speak or cast spells with verbal components.
SUPPLY SACK CR 7
Animated object (large) (Pathfinder RPG Bestiary 14) Development: Cerotious has not dared to fly upstairs,
N Large construct but he has heard the sound of clanking gears from above,
Init –1; Senses darkvision 60 ft., low-light vision; Perception –5 and he is concerned that the tower is falling apart. He is
DEFENSE afraid to progress further up the tower, but he offers to
AC 14, touch 8, flat-footed 14 (–1 Dex, +6 natural, –1 size) use his constant detect abilities and call out if he notices
hp 82 (4d10+60) anyone else entering the tower. Cerotious picked up a
Fort +1, Ref +0, Will –4 piece of paper that appeared out of thin air. When the PCs
Defensive Abilities DR 5/piercing or slashing; Immune speak to him, give the PCs Cerotious’s Handout. This
construct traits piece of paper has two Sylvan phrases written on the back
OFFENSE of it: “Alternate” and “Progress in an orderly fashion”.
Speed 30 ft. These words, like the rest of the handout, are clues to the
Melee slam +9 (1d8+9 plus grab) puzzle to unlock the Belfry (see below). If none of the PCs
Space 10 ft.; Reach 10 ft. speaks Sylvan, Cerotious translates the phrases.
Special Attacks constrict (1d8+9 plus caustic contents), strangle Treasure: When the PCs defeat the supply sack, it
TACTICS contains four each of longswords, clubs, and enhanced
During Combat The supply sack attacks anyone within area D1. versions of alchemist’s fire, acid flasks, tanglefoot bags,
It does not continue attacking unconscious creatures. holy water, and antitoxins. See the sidebar Uringen
Morale The sack is mindless, and does not surrender. It does and Alchemy on page 9 for the rules on these enhanced
not pursue creatures outside of area D1. alchemical items. In Subtier 6–7, the bag has a side pouch
STATISTICS containing two elixirs of hiding, an elixir of truth, two elixirs
Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1 of tumbling, an elixir of green dragon breath UE , and 72 gp.
Base Atk +4; CMB +13 (+21 grapple); CMD 20 Rewards: If the PCs do not defeat the supply sack,
SQ construction points (cloth, constrict, durable, grab, supplies, reduce each PC’s gold earned by the following amount.
spit supplies, sticky, strangle) Do not reduce the number of items the PCs receive from
SPECIAL ABILITIES the bag based on how long they take to defeat it.
Caustic Contents (Ex) The supply sack deals an additional 1d4 Subtier 3–4: Reduce each PC’s gold earned by 108 gp.


17
PATHFINDER SOCIETY SCENARIO

Out of Subtier: Reduce each PC’s gold earned by 235 gp. skipping any clues that the PCs have already figured out.
Subtier 6–7: Reduce each PC’s gold earned by 362 gp. When you do so, feel free to take the handout from the
players and physically write in the clue, paraphrasing
Unlocking the Belfry turns of phrase that match the style of speech of one of
Most of the portals on each floor transport creatures the PCs who is actively involved in solving the puzzle, if
and objects that pass through them to another portal of you can. Each clue is written in the handwriting of one
the opposite color on the same floor. However, a few of of the PCs, which the PCs can discern with a Linguistics
the portals function differently. One of the red portals check (DC 20, or DC 10 for the PC whose handwriting
on each of the first, second, and third floors transports is represented). Once the PCs figure out or strongly
creatures and objects to a blue portal on the floor above. suspect that they are receiving clues from themselves,
Conversely, one of the blue portals on each of the second, feel free to allow the players to add flavorful messages for
third, and fourth floors transports creatures and objects themselves to the notes (but not any that grant additional
to a red portal on the floor below. information) or even reword to fit their vision of their
When the clock faces aligned, a barrier rose up that is character’s writing style if they wish.
now blocking the way from the fourth floor (are D4) to Clue 1: One portal of each color on each floor changes
the Belfry (area D5). In order to pass through the barrier floors, except on the first and fourth floors. The writing
blocking the way to the belfry, the PCs must pass through on the back says “Alternate” and “Progress” in Sylvan.
these special portals in the right order. Cerotious’s Clue 2: Alternating must mean we need to switch off
handout provides clues about the correct order. Written between red and blue portals.
on the back of the handout are two phrases in Sylvan: Clue 3: Progress probably means we have to go through
“Alternate” and “Progress in an orderly fashion”. The the floor switching portals in some order, but I’m not sure
front of Cerotious’s handout shows the possible ways to which order. The symbols by the arrows and inside each
pass between floors, and it also assigns a number to each floor on the diagram show which portals go to which floors.
path between floors. The numbers are indicated by the Clue 4: I’m beginning to think we need to ascend in
tally marks by the arrows on the side of the diagram. order based on the number of vertical lines, starting by
In order to unlock the way to the belfry, a PC must pass taking the blue portal on the second floor. But there’s no
through the portals in a way that alternates portal colors, time; the portals are fading. Come on, I know you can get
while passing from the smallest numbers to the largest. it this time!
The solution is as follows: If the PCs manage to solve the puzzle without receiving
Climb to second floor and pass through a blue portal to any clues beyond Clue 1, they receive additional rewards
the first floor, then a red portal to the second floor. Next, at the end of the scenario for their quick thinking. They
climb to third floor and pass through a blue portal to the also receive these rewards if they impressed Cerotious
second floor, then a red portal to the third floor, finally, in area B2, as long as they do not receive Clue 4 (see the
climb to fourth floor and pass through a blue portal to Conclusion of the adventure).
the third floor, then a red portal to the fourth floor. After The PCs may attempt to bypass this puzzle entirely
a PC passes through the red portal to the fourth floor, she with dimensional magic, such as dimension door. Anyone
sees a purple gate open up in the barrier blocking passage who attempts to enter the belfry using dimensional
to the belfry, and she can pass through the barrier. magic must attempt a DC 22 caster level check (DC 25 in
The PCs will need to figure out which portals on each Subtier 6–7) . On a successful check, the caster appears
floor travel to a different floor through trial and error, within the belfry. On a failed check, the caster emerges
but they are free to use objects to test the portals. unharmed from a random portal on the first floor of the
Cerotious’s handout has an unusual origin; it comes clock tower.
from the future. The original note comes from Inquisitor
Henbane, who accidentally let it slip through a portal D2. Second Floor
that spat it out on top of Cerotious. If the PCs are stuck
on this puzzle, if they start attempting time-consuming The walls of this wooden balcony are filled with shelves of
activities like trying every possible combination of portal papers. Three-foot-tall fences are all that stands between the
enty, or if the players are frustrated, future versions of balcony and the intricate spire of gears that extends from the
themselves who ran out of time to solve the puzzle provide floor below, growing thicker and wider as it ascends to an
them with additional clues. Each time this happens, a impenetrable tangle twenty feet above.
halo of purple light surrounds the handout, and when
the light fades, there is more writing in the margins or There are no encounters on this floor, but the PCs can
on the back. Give the PCs the following clues in order, hear the deafening sounds of gremlins on the floor above,

18
SIX SECONDS TO MIDNIGHT

and see their tiny arms reaching over into the gears to
tear the mechanism apart. If the PCs attack the gremlins, SCALING ENCOUNTER D3
see the Creatures entry for the third floor. Make the following adjustment to accommodate a group of
4 PCs.
D3. Third Floor Subtier 3–4: Remove one vexgit human hunter from the
Creatures: Gremlins on this floor are casually ripping encounter.
apart the gears and throwing them through portals, Subtier 6–7: Remove two vexgit human hunters from the
chittering in delight at the destruction. When the PCs encounter.
arrive on the third floor or initiate combat from the
second floor, they take to their work with a renewed, manic At will—prestidigitation
enthusiasm. Describe the tower’s rapid deterioration 1/hour—rusting grasp, snare
each time a gremlin gets a turn to take it apart. TACTICS
Hazard: If any gremlins are still sabotaging the tower Before Combat The vexgits use their snare spell to set up traps
at the end of the third round of combat, the tower emits to hinder their foe’s movement.
an earsplitting sound as dozens of gears break free from During Combat The vexgits focus fire to take down the PCs,
their places and clatter to the ground. All creatures in the starting with human PCs.
tower (with the exception of Henbane in the Belfry) must Morale The vexgits run away if they are reduced below 5 hp.
succeed at a DC 18 Fortitude save (DC 21 in Subtier 6–7) or They know there’s a dead end on the floor above, so they
be stunned for 1 round. This is a sonic effect. The tower’s attempt to flee out of the second floor window if the PCs
magic sustains its function, but it will need substantial are not blocking that escape route, using the floor-changing
repairs to prevent further deterioration in the coming days. portals if necessary. If they cannot flee, they surrender.

Subtier 3–4 (CR 6)

VEXGIT GREMLINS (2) CR 1


hp 11 each (Pathfinder RPG Bestiary 2 145, see page 29)
TACTICS
During Combat The vexgits spend their turns pulling gears off
the tower and throwing them through portals.
Morale The vexgits run away down the tower if they are
reduced to 4 hit points or fewer.

VEXGIT HUMAN HUNTERS (2) CR 3


Vexgit gremlin ranger 2 (Pathfinder RPG Bestiary 2 145)
LE Tiny fey
Init +4; Senses low-light vision; Perception +8
DEFENSE
AC 19, touch 16, flat-footed 15 (+1 armor, +4 Dex, +2
natural, +2 size)
hp 28 each (3 HD; 1d6+2d10+14)
Fort +6, Ref +9, Will +4
DR 5/cold iron; SR 12
OFFENSE
Speed 20 ft., climb 20 ft.
Melee mwk warhammer +5 (1d4/×3) or
bite +3 (1d3)
Ranged mwk longbow +7/+7 (1d4/×3) or
mwk longbow +9 (1d4/×3)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks combat style (archery), favored
enemy (humans +2), speedy sabotage, Vexgit
wrecking crew
Spell-Like Abilities (CL 1st; concentration +1)
Gremlin

19
PATHFINDER SOCIETY SCENARIO

STATISTICS Morale The vexgits run away if they are reduced below 5 hit
Str 10, Dex 18, Con 17, Int 10, Wis 15, Cha 11 points. They know there’s a dead end on the floor above, so
Base Atk +2; CMB +4; CMD 14 they attempt to flee out of the second floor window if the
Feats Point-Blank Shot, Rapid Shot, Skill Focus (Disable Device), PCs are not blocking that route, using the floor-changing
ToughnessB, Weapon FinesseB portals if necessary. If they cannot flee, they surrender.
Skills Acrobatics +10 (+6 to jump), Appraise +1, Climb +16, Craft STATISTICS
(traps) +2, Disable Device +14, Escape Artist +9, Knowledge Str 10, Dex 18, Con 17, Int 10, Wis 15, Cha 11
(engineering) +1, Perception +8, Stealth +18; Racial Base Atk +2; CMB +4; CMD 14
Modifiers +4 Disable Device, +4 Stealth in metal or stony Feats Point-Blank Shot, Rapid Shot, Skill Focus (Disable Device),
areas, –4 Stealth when moving ToughnessB, Weapon FinesseB
Languages Undercommon Skills Acrobatics +10 (+6 to jump), Appraise +1, Climb +16, Craft
SQ track +1, wild empathy +2 (traps) +2, Disable Device +14, Escape Artist +9, Knowledge
Combat Gear potion of cure light wounds; Other Gear leather (engineering) +1, Perception +8, Stealth +18; Racial
armor, mwk longbow, mwk warhammer, universal solvent, Modifiers +4 Disable Device, +4 Stealth in metal or stony
32 gp areas, –4 Stealth when moving
Languages Undercommon
Subtier 6–7 (CR 9) SQ track +1, wild empathy +2
Combat Gear potion of cure light wounds; Other Gear leather
VEXGIT GREMLINS (4) CR 1 armor, mwk longbow, mwk warhammer, universal solvent,
hp 11 each (Pathfinder RPG Bestiary 2 145, see page 29) 32 gp
TACTICS
During Combat The vexgits spend their turns pulling gears off Development: If the PCs defeat the gremlins and they
the tower and throwing them through portals. did not pass through the first floor, an invisible Cerotious,
Morale The vexgits run away down the tower if they are who is hiding on the first floor (area D1) cautiously flies
reduced to 4 hit points or fewer. upstairs and warns them that “the supplies are attacking!”
Treasure: In Subtier 6–7, the gremlins dropped a small
VEXGIT HUMAN HUNTERS (4) CR 3 satchel on the floor, which contains a pot of sovereign glue.
Vexgit gremlin ranger 2 (Pathfinder RPG Bestiary 2 145) Rewards: If the PCs do not defeat the gremlins, reduce
LE Tiny fey each PC’s gold earned by the following amount.
Init +4; Senses low-light vision; Perception +8 Subtier 3–4: Reduce each PC’s gold earned by 136 gp.
DEFENSE Out of Subtier: Reduce each PC’s gold earned by 304 gp.
AC 19, touch 16, flat-footed 15 (+1 armor, +4 Dex, +2 natural, Subtier 6–7: Reduce each PC’s gold earned by 472 gp.
+2 size)
hp 28 each (3 HD; 1d6+2d10+14) D4. Fourth Floor
Fort +6, Ref +9, Will +4
DR 5/cold iron; SR 12 The stairway to the belfry has collapsed. In its place, a wall of
OFFENSE bright blues and reds ripples in a wave, ebbing and flowing to
Speed 20 ft., climb 20 ft. some unseen force. The wall extends onto the ceiling, blocking
Melee mwk warhammer +5 (1d4/×3) or the view of the floor above.
bite +3 (1d3)
Ranged mwk longbow +7/+7 (1d4/×3) or A shimmering barrier oblocks further passage,
mwk longbow +9 (1d4/×3) encompassing the entirety of the belfry. A PC whos
Space 2 1/2 ft.; Reach 0 ft. succeeds at a DC 25 Spellcraft check recognizes that the
Special Attacks combat style (archery), favored enemy barrier is similar to a wall of force. If any of the PCs has
(humans +2), speedy sabotage, wrecking crew passed through the portals in the correct order, that PC
Spell-Like Abilities (CL 1st; concentration +1) sees the wall dissolve, allowing passage. Any PCs who have
At will—prestidigitation not passed through the portals in the correct order still
1/hour—rusting grasp, snare see the barrier. PCs who have passed through the portals
TACTICS can leap from the western edge of the collapsed stairs
Before Combat The vexgits use their snare spell to set up traps (marked D on the map) to the eastern portion of the stairs
to hinder their foe’s movement. in the belfry with a successful DC 12 Acrobatics check, or
During Combat The vexgits focus fire to take down the PCs, climb to the area marked D in the Belfry with rope or with
starting with human PCs. a successful DC 15 Climb check.

20
SIX SECONDS TO MIDNIGHT

D5. Belfry
SCALING ENCOUNTER D5
The top of the Clock Tower is swathed in bright light, any view Make the following adjustments to encounter D5 to
of the town of Uringen blocked by barriers of glowing violet. The accommodate parties of 4 PCs.
numerous gears that drive the clocks spin and tick in time, and Both Subtiers: Henbane expended all of her uses of her
with every twitch of the seconds’ hand, a shudder runs through Tree of Ages ability earlier in the day.
the room. Between the gears of the clocks, a thick, silver-gold
substance drips out, crackling with arcs of red and blue. to keep one vial as an additional favor, increasing the
unmodified DCs to 28 and 33, respectively. However, this
Creature: Inquisitor Henbane is busy gathering the DC decreases by 5 for each step her attitude improves from
dripping substance—the temporal essence that the PCs unfriendly, and the DC also decreases by 5 if the PCs make
also seek. Curious as to its properties, and sensing its arguments involving the long-term view or otherwise
connection to time, she gathers the liquid as quickly as attempt to take Shyka’s strange perspective of time into
possible, collecting a new vial every five minutes. consideration. Henbane starts as indifferent, rather than
Touched with a bit of madness that comes from working unfriendly, towards followers of Shyka, and they receive
as an agent of Shyka, Henbane Allseasons often rambles a further +5 circumstance bonus on Diplomacy checks.
cryptically, to the point of being indecipherable by Henbane rolls a Sense Motive check on every PC in  the
mortals or those who don’t share her strange perspective group for each of the PC’s offers to make sure that they are
on time. She begrudgingly speaks Common or Elven, not lying to her.
much preferring her native tongue of Sylvan. PCs who
speak to her in Sylvan receive a +2 circumstance bonus
on Charisma-based skill checks to influence her. Her
attitude begins at Unfriendly, though it does not take
much to slip it backwards—her attitude toward any PC
who insults her or balks at her demands shifts to hostile.
Henbane blames the people of Uringen for damaging
the circle. Her accusations are true; in the process
of creating the clocktower, Rhona Ambros destroyed
the circle’s original heelstone, one of many mystical
waypoints that Shyka sprinkled across Golarion for
unknown purposes. The heelstone’s constituent parts
were used in the creation of the Clock Tower (they are the
white stones in the walls that the PCs might have noted
earlier). Henbane intends to rededicate the site to Shyka.
She plans to set up a new heelstone while she moves into
the tower to determine how the Tower interacts with
the circle. While her initial plan involves destroying the
clock tower and replacing it with a circle of standing
stones, it would be sufficient to replace numerous key
stones in the clock tower with other stones, creating an
odd disjoint standing stones amidst the clock tower. If
the PCs convince Henbane to spare Uringen, regardless
of what else they may offer, one of her terms is that she
requires them to set up those stones.
Henbane has noticed the temporal essence and is
somewhat fascinated by it, and the substance could give
the PCs the chance they need to reach a peaceful resolution.
Convincing Henbane to leave Uringen in peace with their
promise to repair the circle requires the PCs to convince
her that the town is useful to Shyka. To do that, they must
succeed at a DC 23 Diplomacy check (DC 28 in Subtier 6–7) Henbane
and agree to offer Shyka the rights to the temporal essence.
The PCs can convince her to allow the Pathfinder Society
Allseasons

21
PATHFINDER SOCIETY SCENARIO

If the PCs do not convince her to leave Uringen STATISTICS


peacefully, she offers them one last chance to depart the Str 14, Dex 22, Con 16, Int 14, Wis 20, Cha 16
town forever before attacking them without mercy. Base Atk +7; CMB +9; CMD 25
Feats Deadly Aim, Enfilading FireUC, Escape RouteUC, Great
Subtier 3–4 (CR 7) Fortitude, Point-Blank Shot, Precise Shot, Rapid Shot, Stealthy
Skills Climb +11, Craft (sculpture) +11 (+17 when affecting
HENBANE ALLSEASONS CR 7 wood), Escape Artist +23, Handle Animal +9, Intimidate +21,
Variant dryad inquisitor of Shyka 6 (Pathfinder RPG Advanced Knowledge (arcana) +11, Knowledge (nature) +11, Knowledge
Player’s Guide 38, Pathfinder RPG Bestiary 116) (planes) +11, Perception +18, Sense Motive +21, Spellcraft +7,
CN Medium fey Stealth +28, Survival +14
Init +11; Senses low-light vision; Perception +18 Languages Common, Elven, Sylvan; speak with plants
DEFENSE SQ monster lore +5, solo tactics, stern gaze +3, track +3, tree
AC 21, touch 15, flat-footed 16 (+3 armor, +5 Dex, +3 natural) meld, woodcraft
hp 90 (12 HD; 6d6+6d8+42) Combat Gear potion of cure moderate wounds, soothe syrupUE
Fort +12, Ref +13, Will +15 (4) Other Gear mwk darkleaf clothUE studded leather, mwk
DR 5/cold iron, Resist fire 10 composite longbow (+2 Str), mwk living steelUE heavy mace,
Weaknesses tree dependent cloak of elvenkind, efficient quiver, empty vial (10), 103 gp
OFFENSE SPECIAL ABILITIES
Speed 30 ft. Tree of Ages (Su) Henbane can restore life to wooden
Melee mwk living steel heavy mace +10/+5 (1d8+2) objects, transforming them into constructs of living wood that
Ranged mwk composite longbow +12/+12/+7 (1d8+2/×3) or serve as her allies. Up to three times per day as a swift action,
mwk composite longbow +14/+9 (1d8+2/×3) she can create up to three wooden allies (see stat block below).
Special Attacks bane (6 rounds/day), judgment 2/day Each of these allies remains animated for one minute, until she
Spell-Like Abilities (CL 6th; concentration +9) uses this ability again, or until it is reduced to 0 hit points.
Constant—speak with plants Tree Meld (Su) A dryad can meld with any tree, similar
At will—entangle (DC 14), tree shape, wood shape (1 lb. to how the spell meld into stone functions. She can remain
only) (DC 15) melded with a tree as long as she wishes.
3/day—tree stride Tree Dependent (Su) Henbane must stay within 300 yards
1/day—suggestion (DC 16) of locations and times that are connected to the strange tree
Domain Spell-Like Abilities (CL 6th; concentration +11) of branching paths of time to which she is bound. If she strays
8/day—vision of madness (+/–3) more than 300 yards away from such a location, she is sickened.
Inquisitor Spell-Like Abilities (CL 6th; concentration +11) Every hour thereafter, she must make a DC 15 Fortitude save
At will—detect alignment, discern lies (6 rounds/day) to resist becoming nauseated for an hour. Henbane carries four
Inquisitor Spells Known (CL 6th; concentration +11) soothe syrups to stave off these effects, which she does not
2nd (4/day)—blistering invectiveUC (DC 17), hold person (DC need to use during this scenario.
17), invisibility, resist energy Woodcraft (Ex) A dryad has a +6 racial bonus to Craft checks
1st (6/day)—command (DC 16), cure light wounds, shield of involving wood, and is always treated as if she had masterwork
faith, wrathAPG artisan’s woodworking tools when making such checks.
0 (at will)—acid splash, bleed (DC 15), create water, detect
magic, guidance, read magic REJUVENATED WOOD CR —
Domain Madness N Small construct
TACTICS Init +1; Senses darkvision 60 ft., low-light vision; Perception –5
Before Combat Henbane casts resist energy (fire) on herself. DEFENSE
During Combat Henbane prefers to avoid confrontation by AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
frightening potential foes into seeing matters from her hp 16 (1d10+10)
perspective. If combat seems becomes unavoidable, she Fort +0, Ref +1, Will –5
uses her animate wood ability to create allies out of the Immune construct traits
surrounding tower and uses her wooden allies for her OFFENSE
teamwork feats. She combines spells and archery to hamper Speed 30 ft.
her foes and pick them off one at a time. Melee slam +3 (1d4)
Morale If reduced below 20 hit points, Henbane casts STATISTICS
invisibility on herself and sneaks down the tower with the Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1
temporal essence she has collected so far. Base Atk +2; CMB +1; CMD 12

22
SIX SECONDS TO MIDNIGHT

Subtier 6–7 (CR 10) invisibility on herself and sneaks down the tower with the
temporal essence she has collected so far.
HENBANE ALLSEASONS CR 10 Base Statistics Without heroism and resist energy (fire),
Female dryad inquisitor of Shyka 9 (Pathfinder RPG Advanced Henbane’s statistics are Fort +13, Ref +15, Will +16; Melee
Player’s Guide 38, Pathfinder RPG Bestiary 116) mwk ironwood heavy mace +12/+7 (1d8+2), Ranged
CN Medium fey +1 composite longbow +15/+15/+10 (1d8+3/×3); Skills
Init +12; Senses low-light vision; Perception +22 Climb +11, Craft (sculpture) +11 (+17 when affecting
Aura aura of madness (30 ft., DC 19, 9 rounds/day) wood), Escape Artist +24, Handle Animal +13, Intimidate
DEFENSE +25, Knowledge (arcana) +11, Knowledge (nature) +15,
AC 24, touch 17, flat-footed 17 (+4 armor, +7 Dex, +3 natural) Knowledge (planes) +11, Perception +22, Sense Motive +26,
hp 130 (15 HD; 6d6+9d8+69) Spellcraft +12, Stealth +29, Survival +14
Fort +15, Ref +17, Will +18 STATISTICS
DR 5/cold iron Str 14, Dex 24, Con 16, Int 14, Wis 21, Cha 16
Resist fire 20 Base Atk +9; CMB +11; CMD 28
Weaknesses tree dependent Feats Deadly Aim, Enfilading FireUC, Escape RouteUC, Great
OFFENSE Fortitude, Manyshot, Point-blank Shot, Precise Shot, Precise
Speed 30 ft. StrikeAPG, Rapid Shot, Stealthy, Toughness
Melee mwk living steel heavy mace +14/+9 (1d8+2) Skills Climb +13, Craft (sculpture) +13 (+19 when affecting
Ranged +1 composite longbow +17/+17/+12 (1d8+3/×3) or wood), Escape Artist +26, Handle Animal +15, Intimidate
+1 composite longbow +19/+14 (1d8+3/×3) +27, Knowledge (arcana) +13, Knowledge (nature) +17,
Special Attacks bane (9 rounds/day), judgment 3/day (2 Knowledge (planes) +13, Perception +24, Sense Motive +28,
simultaneous) Spellcraft +14, Stealth +31, Survival +16
Spell-Like Abilities (CL 6th; concentration +9) Languages Common, Elven, Sylvan; speak with plants
Constant—speak with plants SQ monster lore +5, solo tactics, stern gaze +4, track +4, tree
At will—entangle (DC 14), tree shape, wood shape (1 lb. meld, woodcraft
only) (DC 15) Combat Gear potion of cure serious wounds, ring of delayed
3/day—tree stride doom (3 charges), soothe syrupAPG (4); Other Gear +1
1/day—suggestion (DC 16) darkleaf cloth studded leatherUE, +1 composite longbow
Domain Spell-Like Abilities (CL 9th; concentration +14) (+2 Str), mwk living steel heavy maceUE, belt of incredible
8/day—vision of madness (+/–4) dexterity +2, cloak of elvenkind, efficient quiver, empty vial
Inquisitor Spell-Like Abilities (CL 9th; concentration +14) (10), 3 gp
At will—detect alignment, discern lies (9 rounds/day) SPECIAL ABILITIES
Inquisitor Spells Known (CL 9th; concentration +14) Tree of Ages (Su) Henbane can restore life to wooden
3rd (4/day)—dimensional anchor, dispel magic, heroism, objects, transforming them into constructs of living wood that
hunter’s eyeAPG serve as her allies. Up to three times per day as a swift action,
2nd (5/day)—blistering invectiveUC (DC 17), hold person (DC she can create up to three wooden allies (see stat block below).
17), invisibility, spiritual weapon Each of these allies remains animated for one minute, until she
1st (7/day)—command (DC 16), cure light wounds, shield of uses this ability again, or until it is reduced to 0 hit points.
faith, true strike, wrathAPG Tree Meld (Su) A dryad can meld with any tree, similar
0 (at will)—acid splash, bleed (DC 15), create water, detect to how the spell meld into stone functions. She can remain
magic, guidance, read magic melded with a tree as long as she wishes.
Domain Madness Tree Dependent (Su) Henbane must stay within 300 yards
TACTICS of locations and times that are connected to the strange tree
Before Combat Henbane casts heroism and resist energy (fire) of branching paths of time to which she is bound. If she strays
and on herself. more than 300 yards away from such a location, she is sickened.
During Combat Henbane prefers to avoid direct confrontation Every hour thereafter, she must make a DC 15 Fortitude save
by frightening potential foes into seeing matters from to resist becoming nauseated for an hour. Henbane carries four
her perspective. If combat seems becomes unavoidable, soothe syrups to stave off the effects while she is away from
she uses her animate wood ability to create allies out of her metaphysical tree, which she does not need to use during
the surrounding tower and uses her wooden allies for her this scenario.
teamwork feats. She combines spells and archery to hamper Woodcraft (Ex) A dryad has a +6 racial bonus to Craft checks
her foes and pick them off one at a time. involving wood, and is always treated as if she had masterwork
Morale If reduced to 20 hit points or less, Henbane casts artisan’s woodworking tools when making such checks.

23
PATHFINDER SOCIETY SCENARIO

Out of Subtier: Reduce each PC’s gold earned by 900 gp.


HENBANE’S TOKEN Subtier 6–7: Reduce each PC’s gold earned by 1,300 gp.

PRICE
HENBANE’S TOKEN VARIES NITHRA’S FURY
When the PCs exit the clock tower and emerge into the
SLOT head CL 6th WEIGHT —
town square, they find that the square is ransacked and
AURA faint abjuration
deserted. A small group of fey, a grig and several quicklings,
Following Shyka has led Henbane down dark, lonely, and hide behind one of the buildings.
haunted paths. This token, a bloom of the Henbane flower, Creatures: Several of Mather Nithra’s allies wait in the
allows its wearer to step outside of the flow of time. As shadows outside the Clock Tower, hoping that the PCs
a purely mental move action action, you can destroy the will die insider the tower. If the PCs defeated Henbane
flower to disappear completely one round. While you are in battle, Nithra’s allies retreat at the first sight of the
out of time, you cannot be affected by any new spells PCs, and stop their attack on Uringen. If, on the other
or effects, and any ongoing durations of spells or effects hand, the PCs negotiated with Henbane, then Henbane
affecting you do not continue to progress. You also cannot descends the tower with the PCs, and as they launch
take any actions while out of time. At the beginning of their ambush, Nithra’s forces ask the dryad why she isn’t
your next turn after disappearing from time, you reappear helping to destroy the tower. Henbane gives the cryptic
in the same square you left (or the closest open space if reply, “The time wasn’t right anymore. Your request
it is occupied). only made sense later.” The grig and the quicklings
seem to accept her answer as reasonable, and they attack
REJUVENATED WOOD CR — the PCs, while Henbane stands aside. If the PCs ask
N Small construct Henbane why she isn’t helping the PCs fight the evil fey,
Init +1; Senses darkvision 60 ft., low-light vision; Perception –5 she seems intrigued by the idea, “That is not part of our
DEFENSE arrangement, but it is a fascinating point of consideration.
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size) Unfortunately, it is difficult to hold a discussion over the
hp 16 (1d10+10) noise of combat. Perhaps another time?” Use the town
Fort +0, Ref +1, Will –5 square map from encounter C. If the time is earlier than
Immune construct traits 12:34 in the morning, the portals remain; otherwise,
OFFENSE remove the portals from the map.
Speed 30 ft.
Melee slam +3 (1d4) Subtier 3–4 (CR 7)
STATISTICS
Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1 QUICKLINGS (3) CR 3
Base Atk +2; CMB +1; CMD 12 hp 18 each (Pathfinder RPG Bestiary 2 227, page 28)
Combat Gear giant wasp poison (3)
Development: Collecting a full vial of the temporal essence TACTICS
takes five minutes, and can only be done at such a rapid rate Before Combat The quicklings apply poison to their
while the clock faces are synchronous. Henbane has been shortswords.
collecting them at the maximum rate since the convergence, During Combat The quicklings use their superior mobility
which means she likely has at least one vial already, if not to attempt to outmaneuver the PCs and deal sneak attack
more. If the PCs defeated Henbane and desire more vials of damage without being surrounded.
essence, they will need to spend the necessary time during Morale The quicklings flee if reduced below 8 hit points.
the convergence collecting them.
Before the PCs depart the belfry, a tiny purple portal GRIG FIDDLER CR 3
appears and sucks in Cerotious’s handout. If Henbane is Grig bard 2 (Pathfinder RPG Bestiary 2 147)
present, she says “It is time” right before the portal appears NE Tiny fey
and seems completely unfazed the phenomenon. Init +5; Senses low-light vision; Perception +6
Rewards: If the PCs do not defeat Henbane or convince DEFENSE
her not to destroy the tower, reduce each PC’s gold by AC 18, touch 18, flat-footed 12 (+5 Dex, +1 dodge, +2 size)
the following amount. In addition, if the PCs do not hp 17 (3 HD; 1d6+2d8+5)
successfully negotiate with Henbane to leave peacefully, Fort +1, Ref +10, Will +5; +4 vs. bardic performance, language-
cross Henbane’s token off the Chronicle sheet. dependent, and sonic
Subtier 3–4: Reduce each PCs gold earned by 500 gp. DR 5/cold iron; SR 16

24
SIX SECONDS TO MIDNIGHT

OFFENSE Ranged mwk longbow +11 (1d4–1/×3)


Speed 30 ft., fly 40 ft. (average) Space 2 1/2 ft.; Reach 0 ft.
Melee shortsword +2 (1d3–1/19–20) Special Attacks bardic performance 18 rounds/day
Ranged mwk longbow +9 (1d4–1/×3) (countersong, distraction, fascinate [DC 18], inspire
Space 2 1/2 ft.; Reach 0 ft. competence +2, inspire courage +2), fiddle
Special Attacks bardic performance 10 rounds/day Spell-Like Abilities (CL 9th; concentration +15)
(countersong, distraction, fascinate [DC 15], inspire courage 3/day—disguise self, entangle (DC 17), invisibility (self only),
+1), fiddle pyrotechnics (DC 18)
Spell-Like Abilities (CL 9th; concentration +13) Bard Spells Known (CL 5th; concentration +11)
3/day—disguise self, entangle (DC 15), invisibility (self only), 2nd (4/day)—heroism, mirror image, sound burst (DC 18)
pyrotechnics (DC 16) 1st (6/day)—lesser confusion (DC 17), cure light wounds,
Bard Spells Known (CL 2nd; concentration +6) hideous laughter (DC 17), saving finaleAPG (DC 17)
1st (3/day)—lesser confusion (DC 15), cure light wounds, 0 (at will)—detect magic, light, mage hand, open/close (DC
hideous laughter (DC 15) 16), prestidigitation, resistance
0 (at will)—detect magic, light, mage hand, prestidigitation, TACTICS
resistance Before Combat The grig fiddler casts invisibility and mirror
TACTICS image on himself, and heroism on two of the quicklings.
Before Combat The grig fiddler turns invisible and hands her She positions herself behind cover.
potion of heroism to one of the quicklings, who drinks it. During Combat The grig uses inspire courage to boost the
During Combat The grig uses inspire courage to boost the quicklings’ abilities, then uses his offensive spells against
quickling’s abilities, and targets the PCs with entangle and the PCs. If an ally fails a saving throw, he casts saving
single target spells like hideous laughter. finale to give the ally another attempt.
Morale The grig flees or surrenders if he is reduced to 5 hit Morale The grig flees or surrenders if he is reduced to 10 hit
points or fewer or if he is alone. points or fewer or if he is alone.
STATISTICS STATISTICS
Str 9, Dex 21, Con 13, Int 12, Wis 11, Cha 19 Str 9, Dex 21, Con 13, Int 12, Wis 11, Cha 22
Base Atk +1; CMB +4; CMD 14 Base Atk +3; CMB +6; CMD 16
Feats Dodge, Lingering PerformanceAPG Feats Dodge, Lingering PerformanceAPG, Weapon Finesse
Skills Acrobatics +11 (+15 to jump), Escape Artist +11, Fly +15, Skills Acrobatics +14 (+18 to jump), Bluff +15, Diplomacy +15,
Perception +6, Perform (string instruments) +10, Stealth +19, Escape Artist +14, Fly +18, Perception +9, Perform (string
Survival +3 instruments) +15, Stealth +22, Survival +6
Languages Common, Gnome, Sylvan Languages Common, Gnome, Sylvan
SQ bardic knowledge +1, versatile performance (string) SQ bardic knowledge +2, lore master 1/day, versatile
Combat Gear potion of cure moderate wounds, potion of performance (string)
heroism; Other Gear mwk longbow, shortsword, ornate Combat Gear potion of cure moderate wounds; Other Gear
necklace of silver fangs worth 150 gp mwk longbow, shortsword, leather armor, headband of
alluring charisma +2
Subtier 6–7 (CR 10)
QUICKLING CUTTHROAT (3) CR 6
GRIG FIDDLER CR 6 Quickling rogue 5 (Pathfinder RPG Bestiary 2 227)
Grig bard 5 (Pathfinder RPG Bestiary 2 147) CE Small fey
NE Tiny fey Init +9; Senses low-light vision; Perception +15
Init +5; Senses low-light vision; Perception +9 DEFENSE
DEFENSE AC 22, touch 21, flat-footed 12 (+9 Dex, +1 dodge, +1 natural,
AC 20, touch 18, flat-footed 14 (+2 armor, +5 Dex, +1 dodge, +1 size)
+2 size) hp 69 (9 HD; 4d6+5d8+32)
hp 36 (6 HD; 1d6+5d8+11) Fort +6, Ref +18, Will +9
Fort +2, Ref +11, Will +6; +4 vs. bardic performance, language- Defensive Abilities evasion, improved uncanny dodge, natural
dependent, and sonic invisibility, supernatural speed, trap sense +1; DR 5/cold iron
DR 5/cold iron; SR 16 Weaknesses slow susceptibility
OFFENSE OFFENSE
Speed 30 ft., fly 40 ft. (average) Speed 120 ft.
Melee shortsword +10 (1d3–1/19–20) Melee +1 shortsword +12 (1d4+2/19–20) and mwk shortsword

25
PATHFINDER SOCIETY SCENARIO

+12 (1d4+1/19–20) or clock tower arcs out with blue and red energy every new
dagger +15 (1d3+1/19–20) or and full moon. Mather Nithra’s allies retreat to the forest
+1 shortsword +14 (1d4+2/19–20) to lick their wounds, and it will be some time before they
Ranged composite shortbow +15 (1d4+1/×3) attempt another strike on Uringen.
Special Attacks sneak attack +4d6 +4 bleed Mayor Ogden asks the PCs for a full report on the
Spell-Like Abilities (CL 4th; concentration +5) events in the clock tower. As long as the PCs stopped both
1/day—dancing lights, flare (DC 11), levitate, shatter (DC 13), Henbane and Nithra from destroying the clock tower, she
ventriloquism (DC 12) promises that the Society will have access to the higher
TACTICS quality goods from Uringen on a more permanent basis.
Before Combat The quicklings apply giant wasp poison to their If the PCs stopped the gremlins from dealing substantial
shortswords. damage to the tower in area D3, Mayor Ogden commends
During Combat The quicklings use their superior mobility them for their quick action in preventing a catastrophe,
to attempt to outmaneuver the PCs and deal sneak attack and sends a letter to Venture Captain Smine praising the
damage without being surrounded. PCs for their skill. Mayor Mieren also seeks out the PCs
Morale The quicklings flee if reduced below 15 hit points. and apologizes for doubting them, assuring them that they
STATISTICS are welcome to return to Uringen whenever they please.
Str 13, Dex 28, Con 17, Int 15, Wis 17, Cha 12 Any PC who traveled through a portal during the
Base Atk +5; CMB +13; CMD 25 scenario gains access to the Touched by Time boon.
Feats Agile Maneuvers, Dodge, MobilityB, Quick Draw, Spring When the PCs depart Uringen, if they PCs sufficiently
AttackB, Two-Weapon Fighting, Weapon Finesse impressed the Embeth Travelers in area A, the Travelers
Skills Acrobatics +21 (+93 to jump), Bluff +13, Craft meet them outside of town and give them each a loyal
(weapons) +14, Escape Artist +21, Perception +15, Sense Embeth hound.
Motive +7, Spellcraft +11, Stealth +25 (+65 while still vs. foes Treasure: If the PCs unlocked the belfry without
who can’t see invisible), Survival +12, Use Magic Device +13 receiving the second clue, or if they unlocked the belfry
Languages Aklo, Common, Sylvan without receiving the fourth clue and impressed Cerotious
SQ poison use, rogue talents (bleeding attack +4, fast on their first journey into the clock tower, Cerotious praises
getaway), trapfinding +2 them for their quick thinking, and rewards them with a
Combat Gear potion of cure light wounds, giant wasp poison collection of magic items and gold. In Subtier 3–4, he gives
(3); Other Gear +1 shortsword, composite shortbow (+1 Str), them a scroll of glitterdust, two scrolls of haste, and 100 gp. In
dagger (10), mwk shortsword, cloak of resistance +1, 180 gp Subtier 6–7, he additionally gives them a scroll of invisibility
purge and a rather ostentatious golden set of eyes of the eagle.
Rewards: If the PCs encounter the quicklings and grigs Rewards: If the PCs don’t impress Cerotious and receive
and do not defeat them, reduce each PC’s gold earned by his reward, reduce each PC’s gold earned as follows.
the following amount. If the PCs defeated Henbane, do Subtier 3–4: Reduce each PC’s gold earned by 70 gp.
not reduce their gold earned. Out of Subtier: Reduce each PC’s gold earned by 195 gp.
Subtier 3–4: Reduce each PC’s gold earned by 500 gp. Subtier 6–7: Reduce each PC’s gold earned by 320 gp.
Out of Subtier: Reduce each PC’s gold earned by 900 gp.
Subtier 6–7: Reduce each PC’s gold earned by 1,300 gp. Reporting Notes
If the PCs allied with Henbane Allseasons, check box
CONCLUSION A on the reporting sheet. If the PCs defeated Henbane
The temporal anomalies around the Uringen clock tower Allseasons in combat, check box B.
end abruptly at 12:34 in the morning. The western face
once again spins wildly out of control, the other three Primary Success Condition
faces desynchronize, and the clock tower emits a deep If the PCs retrieved at least one vial of temporal essence,
resonant bass tone thirteen times before going silent. each PC earns 1 Prestige Point.
If Henbane Allseasons survives, she reports back to
Shyka the Many about the clocktower, the temporal essence, Secondary Success Condition
and the intriguing mortals known as the Pathfinder If the PCs prevented the gremlins from sabotaging the
Society. If the PCs rebuild the circle, there are no clock tower until it emitted the sound hazard in area D3,
immediately apparent effects, but the western face of the each PC earns 1 additional Prestige Point.

26
SIX SECONDS TO MIDNIGHT

CEROTIOUS’S NOTES

27
PATHFINDER SOCIETY SCENARIO

APPENDIX: STAT BLOCKS Spell-Like Abilities (CL 6th; concentration +8)


1/day—dancing lights, flare (DC 12), levitate, shatter (DC 14),
PUGWAMPI GREMLIN CR 1/2 ventriloquism (DC 13)
NE Tiny fey (Pathfinder RPG Bestiary 2 144) STATISTICS
Init +5; Senses darkvision 120 ft., low-light vision; Perception +6 Str 8, Dex 24, Con 13, Int 15, Wis 15, Cha 14
Aura unluck (20 ft.) Base Atk +2; CMB +0; CMD 18
DEFENSE Feats Dodge, Mobility, Spring Attack, Weapon Finesse
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size) Skills Acrobatics +14 (+50 jump), Bluff +9, Craft (any one) +9,
hp 6 (1d6+3) Escape Artist +14, Perception +9, Spellcraft +6, Stealth +18,
Fort +0, Ref +3, Will +4 Survival +4, Use Magic Device +7
DR 2/cold iron; SR 7 Languages Aklo, Common, Sylvan
OFFENSE SQ poison use
Speed 30 ft. SPECIAL ABILITIES
Melee dagger +3 (1d2–4/19–20) Natural Invisibility (Su) A quickling is invisible when
Ranged shortbow +3 (1d3–4/×3) motionless. It loses this invisibility and remains visible for 1
Space 2-1/2 ft.; Reach 0 ft. round in any round in which it takes an action other than a
Spell-Like Abilities (CL 1st; concentration –1) free action.
At will—prestidigitation, speak with animals Supernatural Speed (Su) A quickling moves with incredible
1/day—shatter (DC 10) speed. Save for when it remains motionless (at which point
STATISTICS it is invisible), the quickling’s shape blurs and shimmers
Str 3, Dex 13, Con 11, Int 10, Wis 14, Cha 6 with this speed, granting it concealment (20% miss chance).
Base Atk +0; CMB –1; CMD 5 In addition, this ability grants the quickling evasion and
Feats Improved Initiative, ToughnessB, Weapon FinesseB uncanny dodge (as the rogue abilities of the same names).
Skills Bluff +2, Craft (traps) +4, Disable Device +2, Perception Slow Susceptibility (Ex) A quickling that succumbs to a slow
+6 (+2 Listening), Ride +2, Stealth +17; Racial Modifiers +4 effect loses its supernatural speed ability and is sickened as
Stealth, –4 Perception when listening long as the effect persists. This sickened condition persists
Languages Gnoll, Undercommon for 1 round after the slow effect ends.
SPECIAL ABILITIES
Unluck Aura (Su) A pugwampi radiates an aura of unluck to a TWIGJACK CR 3
radius of 20 feet. Any creature in this area must roll two d20s CE Tiny fey (Pathfinder RPG Bestiary 2 274)
whenever a situation calls for a d20 roll (such as an attack Init +3; Senses darkvision 60 ft., low-light vision; Perception
roll, a skill check, or a saving throw) and must use the lower +10
of the two results generated. This is a mind-affecting effect DEFENSE
that does not work on animals, other gremlins, or gnolls. AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
Any character who gains any sort of luck bonus (such as that hp 27 (5d6+10)
granted by a luckstone or divine favor) is immune to the Fort +3, Ref +7, Will +6
pugwampi unluck aura. Weaknesses vulnerable to fire
OFFENSE
QUICKLING CR 3 Speed 30 ft.
CE Small fey (Pathfinder RPG Bestiary 2 227) Melee spear +3 (1d4–1/x3) or 2 claws +7 (1d4–1)
Init +7; Senses low-light vision; Perception +9 Space 2-1/2 ft.; Reach 0 ft. (5 ft. with spear)
DEFENSE Special Attacks sneak attack +2d6, splinterspray
AC 20, touch 19, flat-footed 12 (+7 Dex, +1 dodge, +1 natural, STATISTICS
+1 size) Str 8, Dex 16, Con 15, Int 11, Wis 14, Cha 13
hp 18 (4d6+4) Base Atk +2; CMB +3; CMD 12
Fort +2, Ref +11, Will +6 Feats Agile Maneuvers, Skill Focus (Stealth), Weapon Finesse
Defensive Abilities evasion, natural invisibility, supernatural Skills Acrobatics +11, Climb +7, Disable Device +8, Knowledge
speed, uncanny dodge; DR 5/cold iron (nature) +8, Perception +10, Stealth +22
Weaknesses slow susceptibility Languages Common, Sylvan
OFFENSE SQ bramble jump, woodland stride
Speed 120 ft. SPECIAL ABILITIES
Melee short sword +10 (1d4–1/19–20) Bramble Jump (Su) A twigjack can travel short distances
Special Attacks sneak attack +1d6 between brambles, shrubs, or thickets as if via dimension

28
SIX SECONDS TO MIDNIGHT

door as part of a move action. The twigjack must begin At will—prestidigitation


and end this movement while in an area of at least light 1/hour—rusting grasp, snare
undergrowth. The twigjack can travel in this manner up to STATISTICS
60 feet per day. This movement must be used in 10-foot Str 6, Dex 13, Con 14, Int 12, Wis 13, Cha 11
increments and does not provoke attacks of opportunity. Base Atk +0; CMB –1; CMD 7
Splinterspray (Ex) A twigjack can eject a barrage of splinters Feats Skill Focus (Disable Device), ToughnessB, Weapon FinesseB
and brambles from its body three times per day as a Skills Appraise +2, Climb +13, Craft (traps) +5, Disable Device
standard action. This effect creates a 15-foot conical burst of +9, Knowledge (engineering) +2, Perception +5, Stealth
jagged splinters, dealing 4d6 points of piercing damage to +13 (+17 in metal or stony areas, +9 when moving); Racial
all creatures in the area. A DC 14 Reflex saving throw halves Modifiers +4 Disable Device, +4 Stealth in metal or stony
this damage. The save DC is Constitution-based. areas, –4 Stealth when moving
Languages Undercommon
VEXGIT GREMLIN CR 1 SPECIAL ABILITIES
LE Tiny fey (Pathfinder RPG Bestiary 2 145) Speedy Sabotage (Su) Vexgits are adept at disassembling
Init +1; Senses darkvision 120 ft., low-light vision; Perception machinery, reducing even complex devices to trash with
+5 shocking speed. When using the Disable Device skill, these
DEFENSE gremlins treat all devices as being one category simpler for
AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size) the purposes of determining how long it takes to use the
hp 8 (1d6+5) skill. Thus, difficult devices count as tricky, tricky devices
Fort +2, Ref +3, Will +3 count as simple, and simple devices can be dismantled as a
DR 5/cold iron; SR 12 free action.
OFFENSE Wrecking Crew (Su) A group of up to six vexgits can work
Speed 20 ft., climb 20 ft. together to dismantle a device. This ability functions like the
Melee warhammer +0 (1d4–2/×3), bite –2 (1d3–2) aid another action, but a single vexgit can receive help from
Space 2-1/2 ft.; Reach 0 ft. up to five other vexgits, granting it up to a +10 bonus on its
Special Attacks speedy sabotage, wrecking crew Disable Device check.
Spell-Like Abilities (CL 1st; concentration +1)

29
PATHFINDER SOCIETY SCENARIO

OPEN GAME LICENSE Version 1.0a


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9. Updating the License: Wizards or its designated Agents may publish updated
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modify and distribute any Open Game Content originally distributed under any
Character # version of this License.
Prestige Points 10. Copy of this License: You MUST include a copy of this License with every copy
of the Open Game Content You distribute.
Character Name 11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written permission
Dark Archive The Exchange Grand Lodge Liberty’s Edge from the Contributor to do so.
Scarab Sages Silver Crusade Sovereign Court 12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content due to
statute, judicial order, or governmental regulation then You may not Use any Open
Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply
Character # with all terms herein and fail to cure such breach within 30 days of becoming aware
Prestige Points of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
Character Name provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Dark Archive The Exchange Grand Lodge Liberty’s Edge Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
Scarab Sages Silver Crusade Sovereign Court System Reference Document © 2000, Wizards of the Coast, Inc; Authors:
Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
Dragon, Faerie from the Tome of Horrors Complete © 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,
Character # based on original material by Brian Jaeger and Gary Gygax.
Prestige Points
Quickling from the Tome of Horrors Complete © 2011, Necromancer Games,
Inc., published and distributed by Frog God Games; Author: Scott Greene, based on
Character Name original material by Gary Gygax.
Dark Archive The Exchange Grand Lodge Liberty’s Edge Pathfinder Society Scenario #7–02: Six Seconds to Midnight © 2015, Paizo
Inc.; Author: Liz Courts
Scarab Sages Silver Crusade Sovereign Court

30
SIX SECONDS TO MIDNIGHT

31
PATHFINDER SOCIETY SCENARIO

32
Pathfinder Society Scenario #7-02: Character Chronicle #

Six Seconds to Midnight Core Campaign

SUBTIER Slow Normal

– 3–4 645 1,290


A.K.A.
Player Name Character Name Pathfinder Society # Faction
SUBTIER Slow Normal

This Chronicle sheet grants access to the following: Out of


1,136 2,271

MAX GOLD
Subtier
Embeth Hound: The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound
is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog’s SUBTIER Slow Normal
typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and
additionally knows the Track trick. If the Embeth hound dies, cross this boon off your Chronicle sheet.
6–7 1,626 3,252
Henbane’s Token: Inquisitor Henbane leaves you with a token of her favor. This enchanted flower
SUBTIER Slow Normal
from a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action
action, you can destroy the flower to disappear completely one round. While you are out of time, you — — —
cannot be affected by any new spells or effects, and any ongoing durations of spells or effects affecting
you do not continue to progress. You also cannot take any actions while out of time. At the beginning
of your next turn after disappearing from time, you reappear in the same square you left (or the closest
open space if it is occupied). Once you expend the token’s power, cross this boon off your Chronicle sheet. Starting XP

EXPERIENCE
GM’s
Touched by Time: You have passed through time-distorting portals in Uringen, and residual magic from Initials

that experience clings to you. You may cast either haste or slow as a spell-like ability, using your character
+
XP Gained (GM ONLY)
level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your
Chronicle sheet.
=
All Subtiers Subtier 6–7 Final XP Total

cloak of elvenkind (2,500 gp) belt of incredible dexterity +2 (4,000 gp)


efficient quiver (1,800 gp) cloak of resistance +1 (1,000 gp) Initial Prestige Initial Fame
GM’s
enhanced alchemical items: The damage dealt by elixir of green dragon breath (1,400 gp; Ultimate Initials

enhanced alchemical items is increased by half. Equipment 295)


+
Prestige Gained (GM ONLY)
The DC of any skill checks or saving throws that elixir of hiding (250 gp)

FAME
opponents must make to oppose these items is elixir of truth (500 gp)

increased by 2. elixir of tumbling (250 gp)
Prestige Spent
enhanced acid flask (20 gp; limit 4) eyes of the eagle (2,500 gp)
enhanced alchemist’s fire (40 gp; limit 4) potion of cure serious wounds (750 gp)
enhanced holy water (50 gp; limit 4) ring of delayed doom (3 charges; 15,000 gp, limit 1;
Current Final
enhanced tanglefoot bag (100 gp, limit 4) Ultimate Equipment 169) Prestige Fame
giant wasp poison (210 gp each, limit 3) scroll of invisibility purge (750 gp)
mwk living steel heavy mace (812 gp; Ultimate sovereign glue (2,400 gp)
Equipment 51) Starting GP
potion of cure moderate wounds (300 gp) GM’s
Initials

potion of heroism (750 gp) +


scroll of dispel magic (750 gp) GP Gained (GM ONLY)
GM’s
scroll of glitterdust (375 gp) Initials

+
GOLD

scroll of haste (750 gp)


soothe syrup (25 gp; Ultimate Equipment 101) Day Job (GM ONLY)
universal solvent (50 gp)
wand of scorching ray (CL 7th, 10 charges; 3,150 gp, limit 1) –
Gold Spent

=
Total

For GM Only

EVENT EVENT CODE DATE Game Master’s Signature GM Pathfinder Society #

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