S09-09 - Beyond The Halflight Path
S09-09 - Beyond The Halflight Path
S09-09 - Beyond The Halflight Path
By Brian Duckwitz
Author • Brian Duckwitz
Development Lead • Linda Zayas-Palmer
Contributing Artists • Jesper Ejsing, Tom Ventre
Cartographer • Jason Engle
Creative Directors • James Jacobs,
Robert G. McCreary, and Sarah E. Robinson
Director of Game Design • Jason Bulmahn
Managing Developer • Adam Daigle
Development Coordinator • Amanda Hamon Kunz
Organized Play Lead Developer • John Compton
Table of Contents
Developers • Crystal Frasier, Jason Keeley, Joe Pasini,
and Linda Zayas-Palmer
Starfinder Design Lead • Owen K.C. Stephens Beyond the Halflight Path . . . . . . . 3
Starfinder Society Developer • Thurston Hillman
Senior Designer • Stephen Radney-MacFarland
Designers • Logan Bonner and Mark Seifter
Player Handouts . . . . . . . . . . . 33
Managing Editor • Judy Bauer
Senior Editor • Christopher Carey Chronicle Sheet . . . . . . . . . . . 37
Editors • Lyz Liddell, Adrian Ng, and Lacy Pellazar
Art Director • Sonja Morris Appendices . . . . . . . . . . . . . . 38
Senior Graphic Designers • Emily Crowell and
Adam Vick
Franchise Manager • Mark Moreland
Project Manager • Gabriel Waluconis
Publisher • Erik Mona
Paizo CEO • Lisa Stevens
GM Resources
Chief Operations Officer • Jeffrey Alvarez Beyond the Halflight Path makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary,
Chief Financial Officer • John Parrish Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 4, Pathfinder RPG Bestiary 5 and Pathfinder RPG
Chief Technical Officer • Vic Wertz Ultimate Equipment. Additionally, specific Story Arcs require other books, as follows. The arcs are listed
Director of Sales • Pierce Watters in the order they appear in the scenario. The first three arcs in this list take place in the Scintillating Halls.
Sales Associate • Cosmo Eisele
The next three take place in the Shining Deep, and the final three in Sparklegrim Passage.
Vice President of Marketing & Licensing • Jim Butler
Marketing Director • Jenny Bendel Cultists: Pathfinder RPG Advanced Class Guide (ACG) for the howling bracers in Subtier 6–7 and
Marketing Coordinator • Dan Tharp Pathfinder RPG GameMastery Guide for the haunt rules in both subtiers.
Director of Licensing • Michael Kenway Alien Infection: No additional sources.
Organized Play Manager • Tonya Woldridge Alien Art Recovery: No additional sources.
Accountant • Christopher Caldwell Recovering Implements: No additional sources.
Data Entry Clerk • B. Scott Keim Raising the Dead: Pathfinder RPG Ultimate Magic (UM) for the necromancer Verazaz’s abilities
Director of Technology • Dean Ludwig
and equipment.
Web Production Manager • Chris Lambertz
Senior Software Developer • Gary Teter Summoning Gone Wrong: Pathfinder RPG Advanced Class Guide (ACG) for the ring of summoning
Webstore Coordinator • Rick Kunz affinity (qlippoth) in Subtier 6–7.
Evil Seeks Sacrifices: Pathfinder RPG Advanced Class Guide (ACG) for the Slashing Grace feat and
Customer Service Team • Sharaya Copas, Katina Davis,
Pathfinder RPG Advanced Player’s Guide (APG) for the antipaladin class.
Sara Marie, and Diego Valdez
Warehouse Team • Laura Wilkes Carey, Will Chase, Kobold Testing Grounds: Pathfinder RPG Advanced Player’s Guide (APG) in both subtiers.
Mika Hawkins, Heather Payne, Jeff Strand, and Pathfinder RPG Advanced Race Guide (ARG) for the Kobold bloodline in Subtier 3–4, and Pathfinder
Kevin Underwood RPG Monster Codex (MC) for the dragon yapper prestige class in Subtier 6–7.
Website Team • Robert Brandenburg, Lissa Guillet, Erik Drow Raiders: Pathfinder RPG Advanced Player’s Guide for various NPC spells and abilities in
Keith, and Eric Miller Subtier 6–7.
This adventure assumes the GM has access to these sourcebooks. All rules referenced in this
adventure are available in the free online Pathfinder Reference Document at paizo.com/prd, and
HOW TO PLAY the relevant rules from the Bestiary volumes and the Codex volumes are reprinted at the back of the
adventure for the GM’s convenience.
Pathfinder Society Organized Play campaign, but paizo.com Pathfinder Society Scenario #9–09: Beyond the Halflight Path © 2017, Paizo Inc. All Rights
Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder
can easily be adapted for use with any world. Society are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure
Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder
Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder
Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder
Roleplaying Game, Pathfinder Tales, Starfinder, the Starfinder logo, Starfinder Adventure Path,
Starfinder Society, and Shattered Star are trademarks of Paizo Inc.
BEYOND THE
HALFLIGHT PATH
By Brian Duckwitz
I
n the distant past, what is now the bizarre city of Kaer
Maga was home to the enigmatic caulborn, a telepathic
Where on Golarion?
race of planar scholars. As the Starstone hurled from
the void of space on a collision course with Golarion, the Beyond the Halflight Path takes place both in Kaer Maga and
caulborn fled underground with their vampiric servants, in one of the vaults far beneath the city. For more information
taking many of their items and secrets with them. Some on Kaer Maga, its denizens, and its many mysteries, see
were weapons, but many were merely tools, items that Pathfinder Campaign Setting: City of Strangers as well
allowed them to carve new caverns and passages from the as Pathfinder Campaign Setting: Inner Sea World Guide,
rock deep beneath Kaer Maga. The caulborn created more available at game stores everywhere and at paizo.com.
new vaults than they needed, whether to fulfill future plans
or merely for their own enjoyment. Over time they left many Varisia
of these areas, and eventually new inhabitants claimed them.
This scenario takes the PCs to one of three vaults: the
Scintillating Halls, the Shining Deep, or the Sparklegrim
Passage. In each of these vaults, one of three possible
groups is performing deeds that have ramifications on the
surface of Kaer Maga. The groups other than the one you Kaer Maga •
select are still afoot in deeper parts of the vault, but their
plans have not fully come to fruition, and they are not the
subject of this adventure. The PCs may encounter these
other groups if they replay this scenario in the future.
Scintillating Halls: One of the areas created in this way
is now known as the Scintillating Halls for the strange,
ever-changing luminescence in both the water and the Shining Deep: Another long-sealed vault is called the
impressive crystal structures. Here the caulborn stored Shining Deep, a place where small, pulsing gems dot the floors
ancient works of art of unknown origins and somehow and walls. It was built as nothing more than tool storage for
tied to the worship of the Great Old Ones and the Elder the caulborn, but the tools used by these creatures bear little
Gods. Why they were stored here and how they were resemblance to the tools used on the surface today. Magical
gathered is a mystery that may never be solved, but they in nature, their use allowed rapid excavation. Unfortunately,
are far from harmless. A small but devout cult recently the same magical energies that powered the tools weakened
divined the existence of these artworks and seeks to focus the surrounding stone, leaving behind a highly unstable
a foul ceremony around one of the pieces in order to draw system of caverns and several new entrances. Several treasure-
their god’s attention. Additionally, creatures from the Dark hunters have discovered these new entrances. In one case,
Tapestry, detecting the presence of their own unusual a foul necromancer acquired an excavating tool he’s used
energy signature, seek to recover an object that is in fact to raid ancient underground burial sites, avoiding defenses
one of the caulborn’s bizarre technologies. Perhaps most and guardians and desecrating countless graves. In another,
dangerously, one of the art objects served as a prison—or a pair of thieves used an excavating tool to enter buildings in
perhaps an egg—for a being that has finally thrown off the Kaer Maga from below, damaging buildings that have since
torpor brought about by the preservative enchantments collapsed and injured innocent residents. In the final story,
woven by the caulborn, and is now gathering strength. a group of demon-worshipers attempted to amplify their
3
PATHFINDER SOCIETY SCENARIO
summoning with one tool and instead called upon forces far Story Threat: The story threat is the scenario’s “boss
older and more primal, creating an unstable rift to a fissure encounter.” It is the creature or group of creatures who are
deep in the Abyss, where the qlippoth have taken notice. most responsible for the story’s events, and it is likely to be the
Sparklegrim Passage: The last of these caulborn halls has most challenging threat the PCs face during the adventure.
earned the name Sparklegrim Passage for its beautiful crystal Linked Threat: The linked threat is an encounter that is
formations and nasty reputation for disappearing explorers. thematically tied to the story threat.
On a foray up the Halflight Path, a group of recently freed Independent Major Threat: An independent major threat
slaves became lost and fell victim to one of several groups is a difficult encounter that can appear in any of the story arcs.
who are exploring the passage. An antipaladin from Qadira Independent Minor Threat: An independent minor threat
who has fully turned from Sarenrae was guided here by is an encounter that can appear in any of the story arcs. It is
visions of her new demonic master and seeks to unlock a less challenging than the independent major threat.
dangerous altar through use of blood sacrifice. During their Environmental Threat: An environmental threat is a haunt,
regular digging of tunnels and exploration, a group of kobold trap, or hazard that the PCs may encounter as they explore
explorers broke through into Sparklegrim Passage and are the vault.
working to uncover long-lost secrets of magical trapmaking
by examining ancient texts on the subject. Now they’re RUNNING THIS SCENARIO
testing out their experiments on the captured travelers. This scenario is designed as a flexible adventure using Flip
Finally, a drow raiding party has been sent by their matron Mat: Bigger Caverns. The Scintillating Halls uses the side with
to secure several holy texts of Haagenti from the vault and a central rift, while the other two vaults use the side with an
bring back surface-dweller slaves for experimentation. underground stream.
For the GM’s convenience, most of this scenario is
SUMMARY organized by vault. Each vault’s section starts with a
The PCs arrive in Kaer Maga on orders from Sheila description of the location’s background. Next, each section
Heidmarch to aid one of three factions in the city and thus includes a description of the three possible story arcs for
build a stronger relationship between the faction and the that location. This description includes the treasure that the
Pathfinder Society. After meeting with a representative of PCs can earn. After the story arc descriptions, the adventure
the faction, the party investigates the trouble occurring in provides details for the investigation into Kaer Maga. The
the city and discovers hints at the nature of the problem. next part provides a map of the vault along with detailed
Still unsure of the source of the trouble, they consult with descriptions of the vault’s rooms. Finally, the vault’s section
a troll augur, who provides clues that the PCs must enter contains a conclusion that takes into account each of the
one of the vaults below Kaer Maga. With this information possible story arcs.
in hand, the Pathfinders meet with a member of the Because of the customizable nature of this scenario,
Duskwardens, the group in charge of watching for dangers none of the encounters appear on the maps or in the text
beneath the city. The Duskwarden helps the PCs pinpoint of the scenario. Instead, all information regarding specific
the correct vault and grants them access. From there, the encounters appears in this scenario’s appendices.
PCs proceed to the vault they’ve identified, explore its Appendix 1 (page 38) contains tables to assist the GM in
mysteries, and stop the threat. selecting the scenario’s elements. First, the appendix provides
random tables for selecting the adventure’s vault and story
GLOSSARY OF TERMS arc. As the GM, you can either roll on these tables or select
This scenario provides options for many central components, the vault and story arc that appeals to you most based on
including the setting and the encounters. For the sake of the adventure’s background and the descriptions in the
clarity, this adventure uses the following terms to refer to the beginning of the vault sections. If you roll randomly, be sure
adventure’s customizable elements. to consult these descriptions to familiarize yourself with the
Vault: After concluding the investigation in Kaer Maga, the adventure’s background. This appendix also provides tables
PCs descend into one of three vaults, which are underground that detail the story threat and linked threat for each story
cave complexes beneath the city. All combat encounters in arc. Next, Appendix 1 includes one table each for independent
this scenario take place in one of these locations. The three major threats, independent minor threats, and environmental
possible vaults are Scintillating Halls, Shining Deep, and threats. When building your adventure, you will need to select
Sparklegrim Passage. one encounter from each of these three tables. Appendix 2
Story Arc: A story arc is the overarching theme and story on page 42 provides a walkthrough of a hypothetical GM
of the adventure. Each story arc is tied to a vault, and each assembling her adventure. Appendices 3–13 provide statistics
vault has three possible story arcs. Each story arc is tied to two for all of the encounters the PCs may face, sorted by vault,
specific encounters, called the story threat and linked threat. encounter type, and subtier.
4
BEYOND THE HALFLIGHT PATH
Instead of listing all possible skill check and saving throw difficulties throughout the adventure, “Beyond the Halflight Path” follows
an Easy/Average/Hard check scheme. When the text calls for a skill check or saving throw, refer to the following table for the
appropriate DC.
SKILL DIFFICULTY
Skill Difficulty Subtier 3–4 Subtier 3–4 Subtier 6–7 Subtier 6–7
(4 player adjustment) (4 Player adjustment)
Easy 12 14 16 17
Average 15 17 19 21
Hard 18 20 24 26
Once you are familiar with the storyline and have running a familiar adventure is better than a harried GM
determined all the elements that need to be placed in your running material that is new to the players.
dungeon, review the map and encounter area descriptions
for your dungeon location (see page 6–15 for the Scintillating ADVENTURE REWARDS
Halls, pages 15–23 for the Shining Deep, and pages 24–32 for Because the distribution of treasure items varies
Sparklegrim Passage). Place encounters first, attempting significantly between encounter arcs, do not deduct
to keep them as spread out as possible while maintaining rewards based on which treasure items the PCs have
verisimilitude. When the PCs face the various encounters, found. Cross off all items that the PCs did not find on their
they should face only one threat at a time unless they are Chronicle sheets as normal, including items from other
specifically trying to trigger multiple encounters at once. vaults and story arcs, and then use the following table to
In a situation where one encounter would naturally trigger deduct rewards based on encounters that the PCs do not
a second encounter—particularly if there are loud spell complete. For space reasons, standard items from the
or weapon effects, an NPC calls for help, or the like—the Pathfinder RPG Core Rulebook with a value of 1,000 gp or
second threat should not arrive until at least the 4th round less (or 2,500 gp or less in Subtier 6–7) do not appear on the
of combat. Before a given encounter, the PCs should be able scenario’s Chronicle sheet.
to take time to equip gear, cast spells, or approach carefully Finding the Vault: If the PCs do not finish their
to avoid an ambush. investigation in Kaer Maga and locate the vault, reduce each
Now you’re ready to place the treasure. Each story arc PC’s gold earned by the following amount. Note that the
includes treasure associated with its story threat, treasure PCs still receive this reward even if they fail all of their skill
associated with its linked threat, and additional treasure for checks during the investigation.
elsewhere in the vault. Place these in the dungeon alongside Subtier 3–4: Reduce each PC’s gold earned by 195 gp.
or very near your encounters, distributing the individual Out of Subtier: Reduce each PC’s gold earned by 338 gp.
pieces as you see fit. Subtier 6–7: Reduce each PC’s gold earned by 480 gp.
The scenario begins with an investigation portion. Your Defeating the Story Threat: If the PCs do not defeat the
choices of vault and story arc set most of the details of this scenario’s story threat, reduce each PC’s gold earned by the
portion of the adventure, but you can still decide which NPCs following amount.
the PCs encounter as they gather rumors. The full list of Subtier 3–4: Reduce each PC’s gold earned by 390 gp.
relevant rumors that the PCs may find appears in Appendix Out of Subtier: Reduce each PC’s gold earned by 675 gp.
14 on page 90. Subtier 6–7: Reduce each PC’s gold earned by 960 gp.
If possible, collect information from the players in advance Defeating the Linked Threat: If the PCs do not defeat
about their past experiences with this scenario. As you the scenario’s linked threat, reduce each PC’s gold earned
assemble your adventure, consider avoiding options that your by the following amount.
players have already experienced. If you do not know which Subtier 3–4: Reduce each PC’s gold earned by 260 gp.
PCs to expect and have enough time, consider selecting Out of Subtier: Reduce each PC’s gold earned by 450 gp.
a location and story arc, and then preparing two or three Subtier 6–7: Reduce each PC’s gold earned by 640 gp.
thematically and mechanically different choices for each type Defeating the Independent Major Threat: If the PCs do
of encounter. When in doubt, prepare only as much material not defeat the independent major threat, reduce each PC’s
as your time and circumstances allow; a well-prepared GM gold earned by the following amount.
5
PATHFINDER SOCIETY SCENARIO
Subtier 3–4: Reduce each PC’s gold earned by 260 gp. formed from the poisonous metal abysium and that it had a
Out of Subtier: Reduce each PC’s gold earned by 450 gp. role to play in enacting Azathoth’s will. Balthazin continued
Subtier 6–7: Reduce each PC’s gold earned by 640 gp. to preach, and his words resonated with another cruel
Defeating One Additional Encounter: It the PCs do not individual: Gretta Whispersmile. Gretta was a misanthrope
defeat the independent minor threat and they do not interact who struggled to contain the urge to lash out violently at
with the environmental threat, reduce each PC’s gold earned anyone who displeased her, and she latched on to those parts
by the following amount. of Balthazin’s tales that portrayed Azathoth as a mindless
Subtier 3–4: Reduce each PC’s gold earned by 195 gp. avatar of destruction.
Out of Subtier: Reduce each PC’s gold earned by 338 gp. The cultists worked carefully and quietly to gain access
Subtier 6–7: Reduce each PC’s gold earned by 480 gp. to the vault, but they made a crucial error when they were
caught trying to steal a small medallion from Kelgren Noc,
SCINTILLATING HALLS an elderly shopkeeper. The old man awoke to the sound of
The rooms and passages now called the Scintillating Halls breaking glass and confronted the thieves, and Gretta slew
were once a repository for all manner of strange devices, him without hesitation. The cultists anointed the stolen
sculptures, and odd bits of technology that the caulborn medallion in Noc’s blood before making their way down the
knew or assumed were somehow related to the Dark Halflight Path.
Tapestry. Whether their vaunted foresight failed them or if Treasure for Story Threat: In both subtiers, the treasure
what happened later was all part of a plan, the wisdom of is the NPCs’ gear. In addition, the cultists have an eight-
concentrating so many objects from beyond the stars would pointed star symbol of Azathoth carved from dark stone.
seem to be questionable at best. Over time, the energies of The following items from this encounter appear on the
the objects interacted with each other, altering the geology Chronicle sheet: ring of protection +1 (Subtier 3–4 only), a wand
of the vault and tainting the water that flows through it. of bless (10 charges), and a wand of color spray (20 charges;
Subtier 3–4 only).
STORY ARCS Treasure for Linked Threat: In Subtier 3–4, the treasure
The following details provide specific background to each is a ring of sustenance; in Subtier 6–7, the treasure is a pair
story arc. Story arcs are listed in order of increasing difficulty. of howling bracers (Pathfinder RPG Advanced Class Guide 230).
Additional Treasure: In Subtier 3–4, the Scintillating Halls
CULTISTS also contain a +1 longsword, an amulet of natural armor +1, two
In this story arc, a sunken-eyed man known only as potions of cure moderate wounds, and two potions of protection
Balthazin is the leader of the cult behind the recent from evil. In Subtier 6–7, add a +1 chain shirt, a pair of eyes of
disturbances. Balthazin was a mercenary bodyguard the owl (Pathfinder RPG Ultimate Equipment 225), and a potion of
until his final fateful contract. He was hired to provide haste, and replace the two potions of cure moderate wounds with
additional security to a group of merchants traveling two potions of cure serious wounds.
through the Darklands. Opportunistic raiders struck the
group, triggering several collapses to scatter their targets. ALIEN INFECTION
Unable to reach his charges, Balthazin could only listen In the alien infection story arc, an ancient life form has
to the sounds of slaughter. He was left to wander the “hatched” after a tremendously long incubation period in a
Darklands alone, with little hope for survival. However, vault where the caulborn placed its egg long ago. At night, it
after he lost the strength to move, a group of cloakers works its way to reach the surface of Kaer Maga.
flew in on powerful wings. These creatures interpreted In Subtier 3–4, the creature is a chaos beast. It has been
Balthazin’s arrival as a sign from their god Azathoth, and feeding upon creatures in the sewers beneath the city,
they slowly but surely indoctrinated the desperate man occasionally transforming them into blobs that struggle
into their religion. Eventually, following what he believed to regain their original forms. It has ambushed and struck
to be a series of divine visions, Balthazin wandered back to several humans on the surface for its own amusement,
the surface and found his way to Kaer Maga. leaving them alive but in a horrifying state (see page 44 for a
Once he reached the city, Balthazin wandered the description of this ability).
streets preaching and searching for others who would be In Subtier 6–7, the creature is a neh-thalggu, also known
susceptible to his god’s message. He found Edwin Malcor, as a brain collector. Freshly awake after a long period of
a scholar with an unhealthy obsession with forbidden dormancy, it is eager to rebuild its supply of brains. By the
knowledge. A combination of Balthazin’s visions and time the PCs arrive, it has already collected the seven brains
Edwin’s scholarship led the pair to believe that an eight- it needs to activate all of its powers, but it is convinced that
pointed star, symbol of their god, was hidden in one of it can make itself more powerful by forming synergistic
the vaults beneath the city. They believed that this star was combinations between the brains it holds. To that end, it
6
BEYOND THE HALFLIGHT PATH
7
PATHFINDER SOCIETY SCENARIO
surrounding landscape. On their way into the city, the PCs On the other side of the Gap, the PCs enter the Warren
pass through an open-air meat market called Meatgate, where district, which is the poorest part of the city. The district’s
poor farmers sell their wares for affordable prices. Just past name comes from the maze of makeshift shanties and
Meatgate, the PCs reach the Gap, a massive hole in Kaer Maga’s haphazard constructions that its residents have cobbled
walls. Here, all manner of guides, porters, and runners size up together with limited resources. Anyone who is willing to
all new arrivals in hopes of turning a quick profit. Several of put the work in to help the community survive is welcome,
these individuals approach the PCs, offering to show the PCs from humans and halflings to goblins, orcs, and wererats.
the sites of the city, including the best places to find food, These residents pay little attention to the PCs unless the PCs
entertainment, and rest. approach them directly. A PC who succeeds at an Average
The PCs may wish to hire a guide, either when they first Sense Motive check can tell that many of the people are on
arrive or later in the scenario. The guides recognize that the edge. The PCs are likely to speak to a resident of the Warren
PCs are wealthy, so they charge a relatively steep fee of 2 gp at some point if they gather rumors around the city (see
per day (or 10 gp in Subtier 6–7). The PCs can cut the cost in Rumors on page 10).
half with an Average Diplomacy check. Roll 1d4 to determine The transition between the Warren and Bis to the south
what sort of guide the PCs have hired on the table below. The is stark. In Bis, Kaer Maga’s thick walls are in good repair.
PCs cannot hire two guides at once—the guides consider A stone ceiling hangs over the entire district, casting it
such arrangements disrespectful to their fellows. in perpetual twilight lit by a kaleidoscope of shimmering
lamps. Massive, buttressed platforms soar off the sides of
KAER MAGA GUIDES the walls, each holding a small collection of homes and
1d4 Guide Effect businesses. A network of pulley-drawn elevators provides
1 Knowledgeable guide The guide provides information transportation between the platforms. Fortunately, the Kiln
as if the PCs had received a is easy to find, and any citizen of Bis can point the PCs in the
result of 20 on their Knowledge right direction. The Kiln is a massive stone fortress that is
(local) or Diplomacy check simultaneously a thriving factory and a seat of government.
to gather information about Once the PCs arrive at the Kiln, they have little trouble
Kaer Maga (see page 9). finding Regnald’s personal workshop.
Additionally, they receive a +2
bonus on their skill checks to Sparks fill the air, accompanied by the ring of metal striking metal
gather rumors. that echoes throughout this section of the building. Utilitarian and
2 Personable guide This guide is a social butterfly. functional, the foundry is full of craftspeople working diligently in
She gives the PCs a +2 the red glow of heated metal. Most of the workers are human or
bonus on their skill checks dwarven, but here and there golems and other constructs assist
against Nuregore and the in the work.
Duskwardens. A tall, muscular man strikes a glowing iron rod with his hammer
3 Rambler The guide doesn’t know much and mutters a few words, causing a blue glow to momentarily
information that is useful to envelop the iron. He hooks his hammer to his belt and then begins
the PCs’ mission. She tries to speaking, his eyes focused on the anvil and his work as he talks.
cover for these gaps in his “I appreciate your coming, Pathfinders. I’ll get right to the
knowledge by rambling on point. There’s something wrong in the Warren. Normally the Ardoc
about things with which he is family avoids exerting our influence in that district so as to not
more familiar (such as inns). cause any political disruption, but whatever is going on now is
4 Pickpocket This NPC is a pickpocket. If all getting in the way of food shipments, and that is not something
of the PCs fail a Hard Perception we can let slide by.” He takes the metal rod and digs it into the
check, the pickpocket takes nearby furnace while a mechanical creature pumps the bellows.
20 gp from them (or 75 gp in “I’d like you to figure out what’s going on and take care of the
Subtier 6–7) before they notice. issue if you can. My guess is that it has something to do with the
She then leaves the party at damned vaults under the city. If that’s the case, you’ll need to
the first opportunity. If the speak with the Duskwardens eventually. Tell them I sent you and
PCs catch her, she throws the they’ll cooperate. From what your venture-captain told me, your
money into the street and does organization is foolish enough to want to explore the vaults.
her best to run away—armed “If the people of the Warren don’t tell you enough, you could
only with a dagger, she isn’t always try the Augurs. They provide uncannily accurate prophecies.
willing to risk combat. For a sufficient donation of coin, of course.”
8
BEYOND THE HALFLIGHT PATH
“This should go without saying, but do not forget that I expect district, famed for its balconies lining the walls. The Ankar-
a full report once you have eliminated the problem.” Te district is known for its many undead servants and treats
Horus Ilaktya as its de facto leader. A newer faction, the
Regnald is willing to answer questions. Freemen, is led by Halman Wright and operates out of the
Any idea of what’s causing the disruptions? “Not for Bottoms, a stronghold of democracy. A group of peaceful
certain. I’ve heard all kinds of rumors. Rumors of murderers trolls lives in the city, many of them skilled in augury. The
on the loose and people afraid to leave their homes, as well Duskwardens patrol the tunnels underneath the city, where
rumors of mysterious creatures on the streets attacking they strive to keep nosy visitors out of the
people. Of course, that’s in addition to the tales of vaults and creatures in the vaults from
rampant assault and thievery that filter out of the getting out.
district. The Warrens don’t have people like my 25+: Those who want to know
family to keep them safe.” anything worth knowing in Kaer
When did the trouble start? “I’m not sure Maga talk to the residents of the
exactly, but it’s been at least a couple of weeks.” Warren, for despite their low
Where do you recommend we begin? “Head status, they know a great deal of
into the Warren and talk to people. A little what’s happening in the city.
bit of gold can go a long way in
there for information, and if your KNOWLEDGE (ARCANA OR
organization’s reputation is HISTORY)
true, you shouldn’t have much Based on the result of a
trouble at all.” Knowledge (arcana or history)
Who are the Augurs? “They check, the PCs might know
are a group of troll mystics. about the deeply magical
Have ever heard of doing history of Kaer Maga. The
augury with a bird’s intestines? PCs learn all of the following
Well, the Augurs read the future in information whose DC is less that
their own intestines. When they are or equal to the result of their check.
finished, they return the intestines to their
normal position and wait for their natural Maran 10+: The city of Kaer Maga was here
before the Thassilonian empire even began.
regeneration to repair the wound.” 15+: The very first Runelord of Greed used
What makes you suspect the vaults? “It Kaer Maga as a prison for his enemies.
doesn’t happen very often, but once in a while 20+: When he first took control of the city, the first
something escapes the Duskwardens and starts Runelord of Greed made a deal with the caulborn, a
causing trouble aboveground. I hope that’s not it, but the mysterious race of prophets and record-keepers residing in
sudden change fits the history.” the city. They agreed to become wardens and historians of
the city.
GATHER INFORMATION (DIPLOMACY) OR KNOWLEDGE (LOCAL) 25+: After millennia of service, the caulborn predicted the
Based on the result of a Diplomacy or Knowledge (local) arrival of the Starstone and fled deep beneath the surface to
check, the PCs might know more about Kaer Maga and escape destruction.
its people. The PCs learn all of the following information 30+: The caulborn carved out a series of caverns, passages,
whose DC is less that or equal to the result of their check. and even a city far beneath Kaer Maga. The caulborn used
10+: Kaer Maga is a massive ring of stone unbroken some of these places to as homes and others as storage vaults
except in one place: the Warren. Some unknown calamity for their many treasures.
appears to have blown an enormous hole in the city’s ring
there. Otherwise, the majority of the city is actually housed INVESTIGATION
within the ring’s multileveled honeycomb of lantern-lit The first part of the scenario involves investigating and
chambers and caverns. pinning down two elements: the possible nature of the threat
15+: The Warren is home to the poorest residents of Kaer in the scenario, and the location of the vault the PCs must
Maga but also serves as the natural main entrance to the city investigate to deal with the threat. The PCs can approach the
for locals and visitors alike. three sections below (Rumors, Troll Augur, and Duskwarden)
20+: Kaer Maga’s government is decentralized. A in any order. The Rumors section deals with the nature of the
collection of powerful factions controls various portions of threat, while Troll Augur and Duskwardens narrow down the
the city. The Ardoc family of golem-crafters controls the Bis location of the vault.
9
PATHFINDER SOCIETY SCENARIO
“I can tell you something of where you should go,” says the
troll, who then kneels on the ground, draws a long knife from
her belt and, with a powerful swipe, slices the blade across her
belly. She carefully reaches inside her abdomen and draws forth
her glistening internal organs, lifting them to her eye level. She
does not respond to the powerful odor that wells forth, and
instead studies her intestines intently. “They change colors,” she
Talbren breathes quietly, “shifting about in the light.” She looks intently at
the party. “The place you search for. A place beneath and below.
10
BEYOND THE HALFLIGHT PATH
But there is more here,” she turns her head to the side like a
Halflight Charm
curious bird. With the claw on her smallest finger, she pierces the
intestine and watches carefully at what oozes out. “The waters Duskwardens lend Halflight charms to travelers in the
are changed.” She shivers and hesitates a moment, “They carry Undercity for their protection. This charm originally appeared
something from far beyond.” in Pathfinder Adventure Path #63: The Asylum Stone.
With careful skill, Nuregore shoves her innards back and
presses the skin together. Her greenish hide knits together quickly HALFLIGHT CHARM PRICE
2,500 GP
and she stands. “Those are the visions I see.”
SLOT none CL 3rd WEIGHT —
AURA faint divination
This description alone isn’t enough to for the PCs to
identify the vault, but it does provide sufficient information This amulet is a small crystal at the end of a simple
for the Duskwardens to pinpoint the location (see below). leather strap. It glows brightly from within, shedding light
equivalent to that of a torch. Once per day, the amulet’s
TALKING TO THE DUSKWARDENS bearer can clutch the object and call for help. Doing so
Finding the Duskwardens is easy enough; immediately contacts the three closest Duskwardens and
almost anyone in town can point the PCs gives them intimate knowledge of the pendant’s location,
to the Duskwarden’s Guildhouse in Bis. as per the locate object spell, out to a distance of a mile.
The Guildhouse is a squat structure CONSTRUCTION REQUIREMENTS COST 1,250
with a placard bearing the group’s
twisted-arch ins`ion Regnald Ardoc’s Craft Wondrous Item, light, locate object
name gain entrance. Duskwarden guards
escort the PCs inside the hall to a small
office where they meet with Talbren (NG female have enough information to pick out the
half-elf ranger 3). Read or paraphrase the following Scintillating Halls. If the players do not
if the PCs mention their mission. make the connection, have each PC attempt
an Average Knowledge (dungeoneering)
“We’re always glad to have competent help around check. On a success, the PC remembers the
here. Things have definitely seemed more riled up relevant details from Nuregore’s prophecy.
than usual down by the Undercity,” Talbren says. If the PCs are stuck, Talbren asks guiding questions
“How can I help, Pathfinders?” about the augur’s prophecy and pieces the solution together
for them. However, the fact that the PCs were unable to
Depending upon where they are in their investigation, make such deductions themselves concerns her. Unless the
the PCs may ask some of the following questions. PCs succeed at a Hard Diplomacy or Bluff check to mollify
What do the Duskwardens do? “Mostly we patrol the her concerns, she requires them to put forth a payment of 50
Halflight Path. That’s the underground passage leading gp per PC (150 gp each in Subtier 6–7) before taking them to
from the bottom of the cliff up to the surface of Kaer Maga. the vault. She explains that this fee is to help cover the cost
We fight all kinds of threats and keep the path usable.” of recovering the PCs’ bodies and possessions should they
What kinds of threats are there along the path? “Along perish in the depths.
the path there usually isn’t much beyond the usual danger
in the form of treacherous terrain, and if you take it slowly TRAVELING TO THE VAULT
you’ll be fine. Once in a while, though, a creature creeps out Once the PCs have identified the correct vault, Talbren gives
of a vault and onto the path. That’s where we step in.” them permission to travel the Halflight Path and guides them
Can you help us find the vault we need to explore? “If to the vault’s entrance whenever they are ready. During the
you’re on a mission for one of the power brokers here journey, which takes several hours, Talbren insists that the
in town, of course. We don’t want to take sides in their PCs remain silent to avoid drawing unnecessary attention
squabbles and prefer to help everyone. I have a list here of from lurking monsters. As they arrive at the entrance to the
some vaults where we’ve noticed disturbances or unusual vault, Talbren stops the group.
levels of activity. Maybe that will help narrow it down.”
Give the players Handout #4: Narrowed List of Possible Talbren raises a hand and stops abruptly. Reaching in to her
Vaults. If the PCs do not have the clues from the troll uniform pocket, she withdraws a handful of glowing crystals on
augur, Talbren hands them the list and asks them to use it leather cords. She whispers, “These crystals are called Halflight
to guide their further investigation. On the other hand, if charms. Each of you should carry one with you. They provide
the PCs have already gathered clues from Nuregore, they a bit of light, but that is not their primary function. If you find
11
PATHFINDER SOCIETY SCENARIO
A. Scintillating Halls N
+15
A1 A2
+0
+10
+15
A4
A3
A5
+0
+10
+10
A3
-10
A6
A7
A8
+20
A10
A8
A9 +5
12
BEYOND THE HALFLIGHT PATH
yourself in dire straits, clutch the amulet and call for help. The A2. ANCIENT SHRINE
nearest Duskwardens will learn your location and come to assist.”
The Duskwarden leans closer. “Do not call for us lightly. The The air in this room is musty and still. At the eastern end, it opens
disturbance in this vault provides me and my fellow Duskwardens into a larger chamber with ceilings reaching 20 feet high. Small
with an opportunity to see the mettle of the Pathfinder Society for brown fungi grow along the floors and walls, and a patch of
ourselves. However, if your life is truly in danger, don’t let pride purple crystals is embedded in the ground near a still pool in the
get in the way of good sense. Activate the charm and flee.” northeast. Shattered fragments of an ancient statue lie in a heap
on the eastern wall, a multitude of deep-set eyes still visible as
If the PCs activate the charm during the adventure, a they stare sightlessly into the room.
group of Duskwardens arrives several minutes later. These
Duskwardens are not strong enough to defeat the challenges With an Average Knowledge (planes) or Knowledge
of the Scintillating Halls, but they are able to cover the (religion) check, the PCs can identify the broken statue as an
PCs retreat before fleeing themselves. See the scenario’s idol of Azathoth. The caulborn brought it here as a curiosity,
conclusion on page 14 for further ramifications of activating but it fell to pieces some time ago.
the charm.
A3. NATURAL BRIDGE
A. THE SCINTILLATING HALLS
The caulborn once used the Scintillating Halls to store items A burbling stream of dimly glowing water bisects this room at
even they did not fully understand: items that had either a sharp angle, casting dim light near the water’s edge. In the
fallen from the skies, or that they had themselves unearthed center of the cavern, the water passes beneath a natural bridge of
but whose origins they did not know. Since that time, the stone that arches slightly, as if hesitant to touch the liquid. Small
strange energies of these items has seeped into the caverns growths of crystals fill many of the room’s nooks and crannies.
themselves. PCs who spend any amount of time here notice
a faint tingling sensation on their skin. The course of the water has eroded this room over time,
The steps throughout the cavern provide gentle changes but it once held the caulborn’s largest treasures.
to the elevation. These changes are marked on the map, PC who succeeds at an Easy Perception check hears the
measured in feet. rush of a waterfall to the southwest. The water is 10 feet
Hazard: The water throughout the Scintillating Halls below the floor in this room and is 5 feet deep.
glows slightly, shedding dim, bluish-green light within
5 feet. It also poses a danger to travelers due to the A4. CROSSROADS
otherworldly influence of the nearby creatures from the
Dark Tapestry: a character who touches this water must The stench of rotten fish and damp earth permeates the room.
succeed at an Average Will save or become fatigued as The floors, walls, and ceiling all shine with moisture, and the air
their energy is sapped. A character who swims in or drinks is heavy and damp.
the water takes a –2 penalty on the saving throw. This is a
mind-affecting effect. The energies of the Dark Tapestry have altered the floor in
this chamber, giving it the consistency of a wet sponge. As a
A1. THE HOWLING HOLE result, the floor counts as difficult terrain.
Many of the froglike creatures in A1 pass through this
A cool breeze flows from a hole near the center of the floor here, room. The PCs can spot smaller versions of them climbing
sounding a mournful wail as the air forces its way into the cavern. along the walls with an Easy Perception check.
Just southwest of this hole is a shallow pool of water glows faintly.
A5. CRYSTALS FROM BEYOND
The hole in the floor is 5 feet wide and drops 3 feet before
narrowing to a fissure too small to fit a hand through. A A kaleidoscope of ever-changing yet somehow indefinite colors
natural spring slowly refreshes the shallow pool. fills this room, radiating from masses of crystalline growths that
The pool is also home to tiny, pale cave frogs with two protrude from the walls and ceiling like grasping, clawed fingers.
sets of eyes and small, whip-like tentacles growing from Narrow walkways pass through and between sparkling arches, and
their heads. A PC who succeeds at an Average Knowledge a slightly musical humming—one moment harmonious and the
(arcana) or Knowledge (nature) identifies the cause of next discordant—echoes from what sounds like a great distance.
this mutation as an unknown magical energy. They seem
indifferent to the PCs’ presence, even if the PCs grab or The crystals in this room are all that is left of a device the
poke at them. caulborn found crashed on the surface of Golarion long ago.
13
PATHFINDER SOCIETY SCENARIO
It was once used to communicate between far-flung worlds Hazard: Anyone who touches the crystal formations in
by its alien makers through a link established between its this room must succeed at an Average Reflex save or be
crystals and those on another world. The device broke apart trapped as the crystals send tiny barbs into the creature’s
and its crystals became embedded in the walls here long ago. skin, affixing the creature to the crystal’s surface. Creatures
The crystals still occasionally resonate with faint traces of trapped in this way are considered grappled. After every
messages from deep in the Dark Tapestry. full round of being attached in this way, a creature takes 1
Characters who succeed at an Average Perception check point of Constitution drain. Affixed creatures can attempt
can hear tiny fragments of messages in Aklo. Example an Average Escape Artist check or an Average Strength check
phrases include “in his house,” “be praised indeed,” and to break free. Alternatively, the PCs can break the crystals
“felled with hope.” GMs are encouraged to create others. with weapon attacks. They have a break DC of 20, hardness
Characters who succeed at the Perception check and speak 6, and 20 hit points.
Aklo are automatically affected by the hazard below (no save).
Hazard: The strange, otherworldly energies in the room A8. THE DRIPPING CAVERNS
are disruptive to humanoid thought patterns. Anyone
spending more than 1 minute adjacent to the crystals in The perpetual sound of dripping water fills this room as it drops
this room must succeed at a Hard Fortitude save or take a –1 from tiny, daggerlike projections from the ceiling that lend the
on attack rolls, saving throws, and skill checks for 1 hour as appearance of a massive piscine maw to the area.
the humming noise infests the victim’s mind and disrupts
concentration. This is a mind-effecting sonic effect. The floors of this area are slippery from all the moisture.
The DCs of Acrobatics checks are increased by 5.
A6. SLUGGISH POOL
A9. FUNGAL BLOOM
A pond of luminescent liquid fills the area, fed by a stream to the
northeast that slowly tumbles down a set of falls before emptying Dull brown mushrooms grow from the floor in many places
into the pool. Mucilaginous and thick, the substance roils about throughout this room, but they have completely covered the
slowly, squelching as it moves. southern wall, obscuring the stone. Scattered remnants of
tiny cages, complete with miniature iron bars now rusted and
This liquid is responsible for the mutation of the cave crumbling, are piled to the west.
frogs seen in A1. Many of them are here at the edges of the
water where they hunt small insects. An Average Perception check reveals that many of the
The pool smoothly descends from the shore to a depth mushrooms on the southern wall have stalks that look to
of 10 feet at the center. The liquid empties through cracks have grown in the shape of tiny faces, mouths open in a
at the bottom, dripping deeper into areas beyond. The thick scream of agony.
liquid imposes a –5 penalty on Swim checks within the pool. This room once stored tiny fey prisoners the caulborn
had gathered to study. These unfortunate creatures died
A7. EMBEDDED IN THE WALLS long ago, but the echo of their suffering has infused the
mushrooms here and given shape to their pain. Despite
Two clumps of crystals light this room with inner radiance, their appearance, the mushrooms are harmless and edible.
flickering like greenish torches.
A10. RIVER ACCESS
Some time ago, a band of goblins managed to gain access
to the Scintillating Halls. Enamored of the shining gems Water swiftly rushes past the southern end of the room here, five
growing from the walls in this room, they started trying to feet below the level of the floor. Sparkling crystals emerge from
pry them out, realizing too late that the crystals themselves the stone.
feed on living things. Now two goblin skeletons have fused
within the clumps of crystals on the northwest and eastern The water in the squares directly south of this room is
walls, the crystals having grown around the unfortunate relatively safe and do not cause the fatigue effect associated
creatures as they fed. with the rest of the water in the Scintillating Halls. The
A PC who succeeds at an Easy Perception check notices the passageway across the water soon becomes a dead end.
skeletons. A PC who succeeds at a Hard Knowledge (planes)
check knows that the crystals are not native to Golarion but CONCLUSION
occur naturally on Eox, the sixth planet in Golarion’s solar Once the PCs return to Regnald Ardoc, he asks them about
system and home of countless undead. the nature of the threat they faced and its location. As long as
14
BEYOND THE HALFLIGHT PATH
the PCs have defeated the story threat, Ardoc is pleased with SHINING DEEP
their success. His comments depend upon the story arc. The poorly constructed nature of the Shining Deep is
Cultists: Ardoc says, “The influence of the Dark Tapestry especially strange considering the caulborn’s prescient
is a force of chaos, nonsense, and unmaking. It disgusts me abilities. This messy construction could mean that their
to think that people would throw their lives into spreading powers were more limited than what was widely believed
its corruption, and that they would murder in its name.” at the time, or that they intended for the Shining Deep to
Alien Infection: Ardoc says, “So an alien beast was behind eventually collapse and bury the implements left within.
all of this? I can’t even begin to comprehend what was going Either way, the place remains dangerous, even beyond the
through its mind when it decided to carry out those attacks. creatures that have recently rediscovered it.
What I do know is that the people of the Warrens stood little
chance against such a creature without help.” STORY ARCS
Alien Art Recovery: Ardoc says, “Those foul creatures The following details provide specific background to each
made a mockery of the art of experimentation and story arc. Story arcs are listed in order of increasing difficulty.
invention. Risking sentient lives without rigorous testing
first is repugnant.” RECOVERING IMPLEMENTS
Regardless of the story arc, Ardoc continues. “It seems In the recovering implements story arc, two brothers—
the Pathfinders do indeed live up to their reputation. I look Daven and Lodif—entered the Shining Halls in search of
forward to working with you and your organization in the treasure and managed to find a device capable of tunneling
future. I will be sending an appraisal of your performance through worked stone easily. They made the mistake,
on to Sheila Heidmarch so that you may be commended for however, of tunneling into several homes in the Ankar-Te
your work here today.” district, leading to a great deal of property destruction as
On the other hand, if the PCs did not remove the threat, well as several deaths. They have since returned to the vault
Ardoc is disappointed. “Either Heidmarch insulted me by to hide. Despite Ilaktya’s reputation for carefully sourcing
sending an inferior team or you are, in her leadership and his undead, they are afraid that he may see fit to punish their
estimation, the best the Pathfinder Society has to offer. For transgression against them by killing them and secretly
your sake, I will assume the second. Nonetheless, you have turning them into undead servants.
failed to meet my expectations, and are therefore not worthy Treasure for Story Threat: In both subtiers, the treasure
of any more of my time. I will be sending an appraisal of is the NPCs’ gear. Daven and Lodif possess a metallic
your performance on to Sheila Heidmarch so that she can tube 2 feet long and 2 inches in diameter. It radiates faint
assess the situation for herself.” For her part, after receiving transmutation magic but its powers appear to have faded.
the abrasive letter, Heidmarch contacts the PCs. She asks It was this device the twins used to break into buildings
them not to trouble themselves too much with Ardoc’s harsh in Kaer Maga. The only treasure from this encounter that
words and instead to report what they did manage to find. appears on the Chronicle sheet is the six tangle arrows (as
If the PCs activated the Halflight charm, the three nearest tangle bolt from Pathfinder RPG Ultimate Equipment 162) in
Duskwardens cover the PCs’ retreat through the tunnels Subtier 6–7.
beneath the city. Within the next few days, Duskwardens Treasure for Linked Threat: In both subtiers, the treasure
launch a major expedition into the Scintillating Halls to is the NPCs’ gear. The following items from this encounter
retrieve the bodies of any slain PCs and seal off the vault; appear on the Chronicle sheet: two tangle arrows (as tangle
PCs do not need to pay the typical Prestige Point cost for bolt from Pathfinder RPG Ultimate Equipment 162) and three +1
body recovery. flaming arrows in Subtier 3–4 only.
As long as the PCs defeated the story threat, each PC receives Additional Treasure: In Subtier 3–4, the Shining Deep also
the Duskwarden’s Favor boon on her Chronicle sheet. contains a mind sentinel medallion (Pathfinder RPG Ultimate
Equipment 259) and two potions of protection from evil. In
PRIMARY SUCCESS CONDITIONS Subtier 6–7, add a potion of cure serious wounds and a ring of
The PCs achieve their primary success condition if they defeat spell knowledge II (Pathfinder RPG Ultimate Equipment 174) that
the story threat. Doing so earns each PC 1 Prestige Point. contains bull’s strength.
15
PATHFINDER SOCIETY SCENARIO
16
BEYOND THE HALFLIGHT PATH
KAER MAGA GUIDES Even by the standards of Kaer Maga as a whole, Ankar-Te
1d4 Guide Effect is a district known for accepting all manner of beliefs and
1 Knowledgeable guide The guide provides information philosophies that rarely appear in polite society. Mindless
as if the PCs had received a undead servants are a common sight in its streets. A
result of 20 on their Knowledge perpetual fog of incense covers any odor that may otherwise
(local) or Diplomacy check emanate from the flesh of the working zombie hordes.
to gather information about Once the PCs arrive in Ankar-Te, they have little trouble
Kaer Maga (see page 18). finding the Last Rites, and, within it, Horus Illakyta (NE
Additionally, they receive a +2 male human cleric of Urgathoa 9).
bonus on their skill checks to
gather rumors. The interior of the shop named Last Rites has far from the somber
2 Personable guide This guide is a social butterfly. appearance its name suggests. Fresh-cut flowers stand in vases
She gives the PCs a +2 throughout the room, filling the air with a pleasant fragrance. The
bonus on their skill checks walls are painted light green, and multiple still life paintings hang
against Nuregore and the in gilded frames from the walls.
Duskwardens. A tall, thin, middle-aged man stands near a long marble table
3 Rambler The guide doesn’t know much in the center of the room. He smiles and gestures at the finely
information that is useful to crafted mahogany chairs around the table before settling himself
the PCs’ mission. She tries to into the one at the end. He then picks up a tiny bell and rings it.
cover for these gaps in his At the far end of the room, a door opens and a figure dressed as
knowledge by rambling on a servant enters, carrying a tray. The figure’s movements are stiff
about things with which he is and its eyes stare straight ahead as it sets a tray with a decanter
more familiar (such as inns). of deep red wine and several glasses down gently. The creature
4 Pickpocket This NPC is a pickpocket. If all then turns and leaves the room.
of the PCs fail a Hard Perception “Pathfinders!” says the man at the table, as he offers the wine.
check, the pickpocket takes “How pleasant that you could come. I am Horus Ilaktya, owner
20 gp from them (or 75 gp in of this establishment and a leader of the Ankar-Te district. Your
Subtier 6–7) before they notice. Venture-Captain—that is the correct term, yes?—Sheila Heidmarch
She then leaves the party at promised to send some of her most capable agents. I am sure I
the first opportunity, such as will be pleased with what you have to offer. But on to business.
when they are talking to the “I would like you to investigate a problem in my district. Just
troll augurs. If the PCs catch the other day I began to hear reports of property damage in
her, she throws the money into the district, but I have not had time to investigate these reports
the street and does her best to myself. Since I knew I had Pathfinders on the way, I thought I’d
run away—armed only with a leave it up to you to determine the cause of this damage and
dagger, she isn’t willing to risk eliminate any threat to Ankar-Te’s wellbeing, even should it take
combat against the PCs. you beneath the city and into the vaults.
“See what you can find in the streets. I’d also recommend
On the other side of the Gap, the PCs enter the Warren talking to the Augurs. Their command of prophecy is quite
district, which is the poorest part of the city. The district’s impressive. When you have dealt with the threat, return to me
name comes from the maze of makeshift shanties and and we will discuss your findings.”
haphazard constructions that its residents have cobbled
together with limited resources. Anyone who is willing to A PC who succeeds at a DC 5 Knowledge (religion) check
put the work in to help the community survive is welcome, recognizes that the servant is an unusually well-preserved
from humans and halflings to goblins, orcs, and wererats. zombie. Horus is willing to answer questions. He does his
These residents pay little attention to the PCs unless the PCs best to avoid reacting to any obvious clergy of Pharasma,
approach them directly. Sarenrae, or Iomedae in the PCs’ midst. However, a PC who
The transition between the Warren and the rest of the succeeds at a Hard Sense Motive check discerns that he finds
city is stark. Everywhere else, Kaer Maga’s thick walls are their beliefs amusing and quaint. Horus is openly friendly
in good repair. All of the city’s districts except the Warren toward any PC who carries a holy symbol of Urgathoa or who
are situated in a multilevel complex of massive, vaulted is accompanied by undead.
chambers, cast in perpetual twilight lit by a kaleidoscope of Any idea of what the damage is? “I’ve heard multiple
shimmering lamps. stories. Some of them claim entire buildings have collapsed,
17
PATHFINDER SOCIETY SCENARIO
while others say it was only a few walls. I’m not asking you KNOWLEDGE (ARCANA OR HISTORY)
to make a full appraisal of the extent of the damage. I don’t Based on the result of a Knowledge (arcana or history) check,
need your expertise for that. Focus your efforts on making the PCs might know about the deeply magical history of Kaer
sure it doesn’t happen again. Maga. The PCs learn all of the following information whose
Where do you recommend we begin? “Talk to people on DC is less that or equal to the result of their check.
the streets and in the shops. If you run into much resistance 10+: The city of Kaer Maga was here before the Thassilonian
just mention my name. That should clear up any confusion.” empire even began.
Do you suspect the vaults? “Oh, it certainly could 15+: The very first Runelord of Greed used Kaer Maga
be related to them. Most of the truly significant as a prison for his enemies.
problems in this city connect to the vaults in 20+: When he first took control of the city,
one way or another. If you mention you’re the first Runelord of Greed made a deal with
working for me and have an idea where the caulborn, a mysterious race of prophets
you’re going, the Duskwardens will and record-keepers residing in the city. They
certainly aid you.” agreed to become wardens and historians of
Who are the Augurs? “They are a the city.
group of troll prophets with quite a 25+: After millennia of service, the
fascinating way of reading the future. It’s caulborn predicted the arrival of the
not an experience a newcomer will soon Starstone and fled deep beneath the
forget.” Horus chuckles. surface to escape.
30+: The caulborn carved out
GATHER INFORMATION (DIPLOMACY) OR a series of caverns, passages,
KNOWLEDGE (LOCAL) and even a city far beneath
Based on the result of a Diplomacy Kaer Maga. The caulborn used
or Knowledge (local) check, the PCs some of these places to as homes
might know more about Kaer Maga and others as storage vaults for their
and its people. The PCs learn all of the many treasures.
following information whose DC is less
that or equal to the result of their check. Gindalee INVESTIGATION
10+: Kaer Maga is a massive ring of The first part of the scenario involves
stone unbroken except in one place: the investigating and pinning down two
Warren. Some unknown calamity appears to have blown elements: the possible nature of the threat in
an enormous hole in the city’s ring there. Otherwise, the the scenario, and the location of the vault the
majority of the city is housed within the ring’s multileveled PCs must investigate to deal with the threat. The
honeycomb of lantern-lit chambers and caverns. PCs can approach the three sections below (Rumors, Troll
15+: The Warren is home to the poorest residents of Kaer Augur, and Duskwarden) in any order. The Rumors section
Maga but also serves as the natural main entrance to the deals with the nature of the threat, while Troll Augur and
city for locals and visitors alike. Duskwardens narrow down the location of the vault.
20+: Kaer Maga’s government is decentralized. A
collection of powerful factions controls various portions RUMORS
of the city. The Ardoc family of golem-crafters controls the The PCs can gather details about the nature of the threat
Bis district, famed for its balconies lining the walls. The by picking up rumors around town. Refer to Appendix 14
Ankar-Te district is known for its many undead servants on page 90 for the possible rumors. One of the rumors is
and treats Horus Ilaktya as its de facto leader. A newer specifically relevant to the PCs’ current adventure. The other
faction, the Freemen, is led by Halman Wright and operates rumors tie to other story arcs and locations, hinting at other
out of the Bottoms, a stronghold of democracy. A group of adventures possible in future playthroughs. Use Gindalee as
peaceful trolls lives in the city, many of them skilled in one of the sources.
augury. The Duskwardens patrol the tunnels underneath The information the PCs discover depends upon the
the city, where they strive to keep nosy visitors out of the result of their Diplomacy check to gather information. If
vaults and creatures in the vaults from getting out. the PCs meet or exceed the Hard DC to gather information,
25+: Those who want to know anything worth knowing they receive the rumor that corresponds to their story arc,
in Kaer Maga talk to the residents of the Warren, for one other unrelated rumor, and a rumor that corresponds
despite their low status, they know a great deal of what’s to one of the Independent Major or Independent Minor
happening in the city. encounters that they will face. If they succeed at the Average
18
BEYOND THE HALFLIGHT PATH
DC but not the Hard DC, they receive the rumor that “I can tell you something of where you should go,” says the
corresponds to their story arc and two other random rumors. troll, who then kneels on the ground, draws a long knife from
If they do not succeed at the Average DC, they receive three her belt and, with a powerful swipe, slices the blade across her
random rumors, none of which can be the relevant rumor or belly. She carefully reaches inside her abdomen and draws forth
rumor 10 on the table. her glistening internal organs, lifting them to her eye level. She
The PCs can use aid another to assist each other on does not respond to the powerful odor that wells forth, and
this skill check, or they can roll separately. If the PCs roll instead studies her intestines intently. The troll frowns and her
separately, provide three rumors from the chart based upon eyes narrow. She sets her knife and intestines on the ground
the best result, rather than generating three rumors for each then reaches deeper into her abdomen, finally drawing out her
PC—too many rumors is likely to overwhelm the PCs. Feel stomach. She palpates it gently as if feeling for something. “The
free to embellish the rumors with other gossipy details from walls are weak and it crumbles easily, the place you seek. A
the lives of Kaer Magans, so long as it is clear that they are not place beneath and below, yet there is much light.” A rumbling
leads that the PCs are expected to follow. groan originates from her stomach, the gurgle startlingly loud.
The PCs may wish to attempt Diplomacy checks to gather Nuregore raises her eyebrows and looks at the group. “It falls
information more than once. They can try one additional apart. Beware.”
time. However, the residents of the neighborhood grow With careful skill, Nuregore shoves her innards back and
increasingly suspicious about the PCs’ intense interest in the presses the skin together. Her greenish hide knits together quickly
area, and the PCs take a –5 penalty on their skill checks in this and she stands. “Those are the visions I see.”
second attempt.
This description alone isn’t enough to for the PCs to identify
TROLL AUGURS the vault, but it does provide sufficient
The PCs may decide to seek out the services of troll augurs. information for the Duskwardens to
Normally this search takes an hour, but a successful Easy pinpoint the location (see page 20).
Diplomacy check to gather information or a Knowledge (local)
check reduces this time to 15 minutes. They find Nuregore (N
female troll), an augur who is willing to help. The price she
charges depends upon how much relevant information the
PCs can give her. If the PCs did not gather the rumor relevant
to the story arc and only provide her
with the information from Ilaktya,
she frowns. “Your path has many
branches,” she explains, “It will take
much searching for me to narrow down which
of these paths fate has decreed for you. If you wish for
me to divine all of the details in your stead, the process shall
be more complicated. Complicated, and perhaps perilous, as
some information wishes desperately to remain hidden.” In
this case, she asks the PCs for a hefty fee of 125 gp (500 gp in
Subtier 6–7) and tells them to return in 4 hours after she has
had time to meditate and prepare. In secret, the augur speaks
to several of her contacts to gather insight into the situation
at hand, allowing her to focus her divinations.
On the other hand, if the PCs succeeded at the Average
Diplomacy check to gather information and provide her
with the rumors they have heard, she charges 25 gp (100 gp
in Subtier 6–7). If they succeeded at the Hard check to gather
information and share their knowledge, she is impressed by
their legwork and lowers the fee to 5 gp (20 gp in Subtier 6–7).
The PCs may attempt to haggle with the augur. If they
succeed at a Hard Diplomacy check or Average Profession
(merchant) check, Nuregore cuts her price in half.
When the time comes for her to perform her divination, Talbren
read or paraphrase the following.
19
PATHFINDER SOCIETY SCENARIO
20
BEYOND THE HALFLIGHT PATH
B. Shining Deep N
+15
B1 B2
+0
+10
+15
B4
B3
B5
+0
+10
+10
B3
-10
B6
B7
B8
+20
B8
B7 +5
21
PATHFINDER SOCIETY SCENARIO
with an opportunity to see the mettle of the Pathfinder Society for B1. SIGNS OF INSTABILITY
ourselves. However, if your life is truly in danger, don’t let pride
get in the way of good sense. Activate the charm and flee.” The walls of this chamber are smooth in the western end except
for where part of the ceiling has collapsed, creating a rubble pile
If the PCs activate the charm during the adventure, a that reaches towards the center of the room. Just to the east of this
group of Duskwardens arrives several minutes later. These pile, a natural chimney’s low whistling hints at fresh air entering
Duskwardens are not strong enough to defeat the challenges the cavern from somewhere below. A shallow pool southwest of
of the Shining Deep, but they are able to cover the PCs retreat this hole is slowly refreshed by a steady drip of water from above.
before fleeing themselves. See the scenario’s conclusion on
page 23 for further ramifications of activating the charm. The natural chimney quickly narrows into a crack that
does not open into another cavern for several hundred feet.
B. SHINING DEEP
The caulborn constructed this series of caverns to hold B2. UNSTABLE ROOM
many of the implements and tools they used or had
gathered over centuries. Much of the construction was Piles of rubble encroach upon the middle of this room. Glowing
done hastily in preparation for the destruction they gems glitter to the northeast, their light reflecting off a small pool
foresaw in the approach of the Starstone, and this shoddy of water and casting rainbow patterns on the ceiling.
construction means many parts of the Shining Deep have
become rather unstable. This room was once roughly square in shape, but collapses
The steps throughout the cavern provide gentle changes over the years have almost sealed the eastern end entirely.
to the elevation. These changes are marked on the map, Hazard: This room is prone to collapse (see the description
measured in feet. of this hazard in area B).
Unless otherwise noted, the ever-present crystals
embedded in the walls, ceilings, and floors throughout the B3. ERODED FLOOR AND CRUMBLING BRIDGE
area provide dim light to the rooms. PCs can harvest the
gems with a successful Average Profession (miner) or similar The burbling sounds of water echo throughout this large room
skill, or with a Hard Strength check and appropriate tools. wending its way from north to south. A bridge formed out of the
It takes 2d6 minutes to gather a handful of the gems, which stone floor arcs gracefully over the stream.
shed light as a candle for 1 hour.
The stream running throughout the caverns enters past Although the stream was here when the caulborn shaped
B10 before traveling down a waterfall and into the pool in the room, it has since slowly eaten away at much of the rock
B6. From there it drains away into numerous small cracks near the water’s edge.
in the floor. The stream averages 5 feet deep, and the current Hazard: All squares adjacent to the water’s edge, including
is strong enough that Small and Medium creatures are the squares of the bridge, are unstable. They break if any
moved downstream at a rate of 10 feet per round. A PC must creature of size Small or larger stands on them. A PC who
succeed at a DC 15 Swim check to remain in one place or succeeds at an Easy Reflex save can leap away from the edge
make progress against the current, but a DC 10 Swim check and avoid tumbling into the stream.
is sufficient to remain above water while being carried by
the current. B4. MUSHROOMS AND GEMS
Hazard: Certain walls and ceilings in the Shining Deep
are prone to sudden collapse. If a PC succeeds at an Average Several patches of dull mushrooms grow in the dampness of this
Knowledge (engineering) or Profession (stonemasonry), room, their caps illuminated by tiny sparkling gems embedded in
she notices this instability and grants the entire party the floor and walls.
a +2 bonus on checks within the Shining Deep to avoid
damage from falling rocks and other instabilities. This This room is relatively stable, although the stairs leading
hazard is specifically noted in rooms in which it appears. to area B6 are slippery and require characters to either move
In such chambers, any digging (magical or otherwise) or at half speed or attempt a DC 5 Acrobatics check to avoid
use of spells with the sonic descriptor have a 20% chance to falling prone.
trigger a partial collapse of the room, dealing 2d6 points of
bludgeoning damage to all creatures in the room in Subtier B5. RAINBOW CRYSTALS
3–4, or 4d6 points of bludgeoning damaged to all creatures
in the room in Subtier 6–7. Creatures can attempt a Hard Massive crystals of rainbow hues fill this entire area and grow
Reflex save to take half damage. from all the walls and from the ceiling above.
22
BEYOND THE HALFLIGHT PATH
Unlike much of the Shining Deep, this room is about Daven and Lodif ’s motivations. If the PCs mention
brightly lit. A PC who succeeds at an Average Knowledge the brothers’ fear of being turned into undead, he snorts.
(dungeoneering) knows the origin of the crystals to be a “I’m not sure which is more offensive—that they engaged
natural, albeit rare, variety of mineral usually found deep in in careless destruction of property in my district, or that
the Darklands. The PCs can snap off a crystal without much they thought I would grant them the gift of a second life
effort. A crystal emits light equivalent to a torch for 1 hour for their fumbling.” Otherwise, he is simply glad that the
before the light fades permanently. PCs have found and put a stop to the property damage, and
somewhat amused at its source.
B6. GLIMMERING POND Raising the Dead: Horus is disgusted by Verazaz. “Those
of us who have the power to grant a second life should know
Clear water fills most of this room, fed by a quickly moving above all else the responsibility that entails. Twice-Born
waterfall to the east. Shimmering light from glowing gems who cannot care for themselves rely on us to curb their
embedded in the rock beneath the water provide a hypnotic, more destructive impulses. Otherwise they become a threat
glittering luminance to the chamber. to public safety and must, unfortunately, be destroyed.”
Summoning Gone Wrong: “A qlippoth, you say? Those
The pool is 10 feet deep in the center and quite cold, creatures are opposed to everything that moves, living or
averaging 45° F. The water level remains constant, draining unliving. Thank you for getting to the bottom of this mess
away through small fissures in the bottom of the pool. PCs and destroying that creature before it could pose a threat
swimming in this water take 1d6 points of nonlethal cold to my citizens.”
damage every 10 minutes. Regardless of the story arc, Ilaktya continues. “It seems
the Pathfinders do indeed live up to their reputation. I look
B7. UNSTABLE PASSAGE forward to working with you and your organization in the
future. I will send my regards to your venture-captain.”
The crystalline growth in the northwestern corner of the room has On the other hand, if the PCs did not remove the threat,
weakened the structural integrity of the walls there, making the Ilaktya is disappointed. “From the way Sheila Heidmarch
entire area particularly unstable. portrayed your organization, I expected better from you.
Ah, well. Giving you the chance to try to help didn’t cost me
Hazard: The room is unstable and the chance of a partial much, and I’ll never fault someone for the mercantile spirit
collapse (as described in area B) is increased to 60%. of upselling her wares.” After the PCs leave Kaer Maga,
Heidmarch contacts them and requests a report on what
B8. RUBBLE-FILLED ROOM they did manage to find.
If the PCs activated the Halflight charm, the three nearest
This large room is filled with a massive pile of fallen rocks in the Duskwardens cover the PCs’ retreat through the tunnels
center. On a relatively flat section of wall in the southeastern beneath the city. Within the next few days, Duskwardens
corner, an ancient set of metal shelves hangs attached to the wall, launch a major expedition into the Shining Deep to
mostly turned to rust or broken by rockslides. retrieve the bodies of any slain PCs and seal off the vault;
PCs do not need to pay the typical Prestige Point cost for
This chamber was once the largest in the vault, but hurried body recovery.
construction doomed it to collapse. The shelves are adhered As long as the PCs defeated the scenario’s story threat,
to the wall rather than anchored. Removing them requires each PC receives the Duskwarden’s Favor boon on her
either an application of universal solvent or a DC 25 Strength Chronicle sheet.
check. Successfully pulling them off with a Strength check
automatically causes a partial collapse, as described in area PRIMARY SUCCESS CONDITIONS
B (see page 22). The PCs achieve their primary success condition if they
defeat the scenario’s story threat. Doing so earns each PC 1
CONCLUSION Prestige Point.
Once the PCs return to Horus Ilaktya, he asks them about
the nature of the threat they faced and its location. As long SECONDARY SUCCESS CONDITIONS
as the PCs have overcome the story threat, Horus is pleased The PCs achieve their secondary success condition if they
with their success. His comments on the situation depend defeat at least three encounters in the vault, report the
upon the story arc. nature of the threat to Horus Ilaktya, and do not call the
Recovering Implements: Horus’s reaction to this story Duskwardens to help them escape the vault. Doing so earns
arc depends upon how much information the PCs learned each PC 1 additional Prestige Point.
23
PATHFINDER SOCIETY SCENARIO
SPARKLEGRIM PASSAGE Treasure for Linked Threat: In Subtier 3–4, the treasure
The caulborn knew as they delved deeper beneath Kaer is a set of manacles of cooperation, two potions of cure moderate
Maga that they could eventually run the risk of breaching wounds, and a potion of lesser restoration. In Subtier 6–7
fully into the Darklands and drawing attention to their the treasure is a horn of goodness/evil, a set of manacles of
own lands. To that end, they designed the area now called cooperation, two potions of cure serious wounds, a potion of lesser
Sparklegrim Passage as a trap to draw in, ensnare, and destroy restoration, and a potion of remove disease.
any deep dwellers that might enter it. They filled the vault Additional Treasure: In Subtier 3–4, Sparklegrim Passage
with treasures to act as bait and powerful magical traps to also contains a masterwork glaive, +1 breastplate, a cloak of
kill any that found their way here. What what those motives resistance +1, a pair of deathwatch eyes, a knight’s pennon of
might be remains the subject of speculation. Unfortunately honor, three potions of cure moderate wounds, two potions of
for the current residents of Kaer Maga, a series of localized protection from evil, a wand of mage armor (10 charges), and 304
earthquakes only a few months ago cracked the vault and gp in coins and gems. In Subtier 6–7, it contains all of those
broke these traps, leaving behind a tempting and mostly items, except the glaive is a +1 flaming glaive, the cloak is a
unguarded vault. cloak of resistance +2, the healing potions are potions of cure
Several days ago, a group of former slaves who had serious wounds, and the vault contains a fully charged wand
escaped Nidal disappeared on their journey up the Halflight of false life. Finally, the value of the loose coins and gems is
Path. These escapees had hoped to find a new home in the increased to 622 gp.
City of Strangers, and a Duskwarden named Drellis was
leading the group up to the city. However, when a collection KOBOLD TESTING GROUNDS
of dangerous creatures attacked, he realized that the fight In the kobold testing grounds story arc, a small clan of
was beyond his abilities. He told his charges to run while kobolds named the Shardstings broke through one of the
he held the assailants off to buy them time. The group tried sealed entrances to the Darklands and began investigating
to retrace their steps back to the beginning of the path, the caverns beyond. They found items both mundane and
but became lost on the difficult trail, eventually stumbling magical stored by the caulborn long ago and, naturally,
into Sparklegrim Passage. Once they realized they were worked to weaponize everything they could. They have since
lost, they activated their Halflight charms (see page 29), but spent time building traps. When the escaped slaves wandered
the shielded nature of Sparklegrim passage (see area C) into their newfound trove, the kobolds captured them. Soon
prevented the nearest Duskwardens from being notified. the kobolds plan to use these captives as test subjects for
The new residents of Sparklegrim Passage captured these their projects. When the PCs arrive, one of the captives has
travelers and stripped them of their gear. The Duskwardens, already perished facing a trial run of the kobolds’ new traps,
knowing the composition of the group of missing escapees but the other five are unharmed.
but unable to find any trace of them, sent word to Halman Treasure for Story Threat: In both subtiers, the treasure is
Wright (NG human male ranger 7), leader of the Freemen. the kobolds’ equipment. In Subtier 3–4, the Chronicle sheet
lists an elixir of fire breath and a circlet of persuasion. None of the
STORY ARCS treasure from Subtier 6–7 is listed on the Chronicle sheet.
The following details provide specific background to each Treasure for Linked Threat: In Subtier 3–4, the treasure is
story arc. a masterwork longsword, a potion of cure moderate wounds, a
potion of delay poison, and a ring of protection +1. In Subtier 6–7,
EVIL SEEKS SACRIFICES the treasure is a ring of protection +2.
In the evil seeks sacrifices story arc, an antipaladin named Additional Treasure: In Subtier 3–4, Sparklegrim Passage
Zareen has come to Sparklegrim Passage following visions also contains a masterwork breastplate, a cloak of resistance
from her god, Ahriman. Once a paladin of Sarenrae, Zareen +1, three potions of cure moderate wounds, two potions of spider
feel from grace after a series of harrowing events and failures climb, a scroll of levitate, and a fully charged wand of summon
of her faith at the Worldwound, and now harbors a passionate monster I, as well as 450 gp worth of trapmaking materials. In
desire to wipe out hope wherever she finds it. To that end, Subtier 6–7, the vault instead contains a cloak of resistance +2,
she plans to sacrifice as many intelligent humanoids as she a deck of illusions, two potions of cure serious wounds, a potion of
can capture. Together with her foul servants, she captured haste, and 521 gp worth of trapmaking materials.
the escaped slaves. When the PCs arrive, all six captives are
terrified but otherwise unharmed. DROW RAIDERS
Treasure for Story Threat: In both subtiers, the treasure is In the drow raiders story arc, a raiding party of dark elves
Zareen’s equipment. She also possesses a burned and cracked made their way into Sparklegrim Passage after learning of the
holy symbol of Sarenrae, a sign of her old faith. None of the place’s existence from a captured duergar who’d been there
treasure from this encounter appears on the Chronicle sheet. briefly. The grey dwarf ’s description matched the vision the
24
BEYOND THE HALFLIGHT PATH
drow’s matron had provided the raiders, and they pursued The PCs may wish to hire a guide, either when they first
the lead. They did, in fact, find texts describing fleshwarping arrive or later in the scenario. The guides recognize that
techniques sacred to the demon lord Haagenti, and shortly the PCs are wealthy, so they charge a relatively steep fee of
thereafter captured the escaped slaves who’d taken a wrong 2 gp per day (or 10 gp in Subtier 6–7). The PCs can cut the
turn. Believing this to be a sign of their own importance, the cost in half with an Average Diplomacy check. Roll 1d4 to
raiding party’s ambitious leader has decided to remain in determine what sort of guide the PCs have hired on the table
the area for a while in hopes of learning secrets that can help below. The PCs cannot hire two guides at once—the guides
her unseat the matron and take power. When the PCs arrive, consider such arrangements disrespectful to their fellows.
the six captives are malnourished and chained to wall.
Treasure for Story Threat: In both subtiers, the treasure KAER MAGA GUIDES
is the drow’s equipment. The following treasure items 1d4 Guide Effect
appear on the Chronicle sheet. In Subtier 3–4, the Chronicle 1 Knowledgeable guide The guide provides information
sheet lists 3 doses of drow poison and four pieces of +1 frost as if the PCs had received a
ammunition. In Subtier 6–7, it lists 6 doses of drow poison result of 20 on their Knowledge
and 10 +1 elemental ammunition, which represents the myriad (local) or Diplomacy check
enchanted arrows the PCs can recover from this encounter. to gather information about
The amount of drow poison that the PCs can purchase on Kaer Maga (see page 26).
the Chronicle sheet is less than the total amount in the Additionally, they receive a +2
encounter to limit the proliferation of this powerful toxin. bonus on their skill checks to
Treasure for Linked Threat: In Subtier 3–4, the treasure gather rumors.
is a belt of incredible dexterity +2 and a wand of daylight 2 Personable guide This guide is a social butterfly.
(10 charges). In Subtier 6–7, add a headband of ponderous She gives the PCs a +2
recollection (Ultimate Equipment 251). bonus on their skill checks
Additional Treasure: In Subtier 3–4, Sparklegrim Passage against Nuregore and the
also contains two potions of cure moderate wounds, two potions Duskwardens.
of delay poison, and a set of sacred texts of Haagenti worth 3 Rambler The guide doesn’t know much
500 gp to the right buyer. In Subtier 6–7, the vault contains information that is useful to
the same items, except the healing potions are potions of cure the PCs’ mission. She tries to
serious wounds instead and the vault additional holds a potion cover for these gaps in his
of haste. knowledge by rambling on
about things with which he is
GETTING STARTED more familiar (such as inns).
The PCs receive a letter from Sheila Heidmarch explaining 4 Pickpocket This NPC is a pickpocket. If all
the details of their mission; the GM may also use whichever of the PCs fail a Hard Perception
other NPCs she wishes to direct the PCs to Kaer Maga. check, the pickpocket takes
Give the players Handout #3: Sheila Heidmarch’s Letter 20 gp from them (or 75 gp in
(Sparklegrim Passage). A small map of Kaer Maga is folded Subtier 6–7) before they notice.
along with the letter, with the location of the Freemen’s She then leaves the party at
headquarters, a tavern called the Common House, clearly the first opportunity, such as
marked. Once the PCs have read the letter, they have a short when they are talking to the
time to make purchases before receiving transport to Kaer troll augurs. If the PCs catch
Maga via a teleport spell. her, she throws the money into
The teleport spell takes the PCs to just outside Kaer Maga’s the street and does her best to
walls, atop the plateau that allows the city to tower over the run away—armed only with a
surrounding landscape. On their way into the city, the PCs dagger, she isn’t willing to risk
pass through an open-air meat market called Meatgate, combat against the PCs.
where poor farmers sell their wares for affordable prices.
Just past Meatgate, the PCs reach the Gap, a massive hole On the other side of the Gap, the PCs enter the Warren
in Kaer Maga’s walls. Here, all manner of guides, porters, district, which is the poorest part of the city. The district’s
and runners size up all new arrivals in hopes of turning a name comes from the maze of makeshift shanties and
quick profit. Several of these individuals approach the PCs, haphazard constructions that its residents have cobbled
offering to show the PCs the sites of the city, including the together with limited resources. Anyone who is willing to
best places to find food, entertainment, and rest. put the work in to help the community survive is welcome,
25
PATHFINDER SOCIETY SCENARIO
from humans and halflings to goblins, orcs, and wererats. Halman, Anva, and Joelle are willing to answer questions.
These residents pay little attention to the PCs unless the PCs Do you know where along the path they disappeared?
approach them directly. “No, we only have a rough idea. The Duskwardens could
The transition between the Warren and the rest of the likely give you a list to narrow down.”
city is stark. Everywhere else, Kaer Maga’s thick walls are in Could it be a group of slavers who are unhappy with the
good repair. All of the city’s districts except the Warren are Freemen? “It’s possible, of course, but we have a truce of
situated in a multilevel complex of massive chambers, cast in sorts right now. That’s mostly why I want the Pathfinders
perpetual twilight lit by a kaleidoscope of shimmering lamps. to deal with this rather than us directly. We don’t want to
The Bottoms is a working-class district of craftspeople upset the balance of power unless it’s to our advantage.”
and laborers. Its people value hard work, but they also place a Who are the Freemen? “We are. We freed ourselves from
significant value on leisure. Many of its residents are former slavery almost twenty years ago now, and we’ve managed to
slaves, making freedom a central value of civic life. The build quite a community here.”
streets are humming with activity. Glass windows in many Do you think the travelers are still underground
of the buildings reveal small workshops, where experienced somewhere? “Most likely. There really aren’t any other ways
craftspeople teach their trade to a new generation. up beyond the Halflight Path, and the Duskwardens assure
The Common House is a popular building. In addition us they did not pass the exit up here.”
to being the Freemen’s base of operations, it is a thriving What’s a Halflight charm? “Its a magical token the
temple of Cayden Cailean, where stories, song, and ale Duskwardens give to travelers on the Halflight Path. People
flow at all hours. Within, Halman Wright (NG male human carrying the token can activate it to send out a distress
ranger 7) is eager to talk to the PCs. Two other high-ranking signal to the nearest Duskwardens.”
members of the Freemen join him. Who are the Augurs? “They’re a group of trolls with a
deep knowledge of the city and a real talent for prophecy.
As the doors to the Common House swing open, the sound of Their services don’t always come cheap, but they are often
music, drinking, and merriment flows into the streets. A team worth the coin.”
of servers rushes among clusters of tables, delivering pitchers Why are you all armed? Halman laughs, “I could ask
of ale to grateful patrons. In the center of the hall, on top of a the same of you. But to answer your question, we have to
long table, a team of fiddlers dances and plays a cheerful tune. be ready to protect our people at a moment’s notice. We
Near the performers, a small group of armed individuals sits at a wouldn’t be proper leaders if we asked any of our citizens
table with a conspicuous row of empty seats. One of the armed to take risks we weren’t willing to take ourselves.”
people stands and beckons. “Pathfinders! Thank you for coming.
Over here, please. We’ve saved you seats.” Indicating his two GATHER INFORMATION (DIPLOMACY) OR KNOWLEDGE (LOCAL)
companions, he says. “This is Anva and this is Joelle. They’re fellow Based on the result of a Diplomacy or Knowledge (local)
councilors. I’m Halman Wright. We have the honor of representing check, the PCs might know more about Kaer Maga and
the interests of all of the fine folks of the Bottoms.” He gestures its people. The PCs learn all of the following information
for everyone to sit. “Your venture-captain speaks highly of you. whose DC is less that or equal to the result of their check.
I’m glad, as the job I have for you is very important. Yesterday 10+: Kaer Maga is a massive ring of stone unbroken
one of the Duskwardens reported to me that a group of travelers except in one place: the Warren. Some unknown calamity
had disappeared along the Halflight Path on their way here. While appears to have blown an enormous hole in the city’s ring
any such disappearances are terrible, what makes it my business there. Otherwise, the majority of the city is actually housed
is that they were headed here to join the Freemen. You see, they within the ring’s multileveled honeycomb of lantern-lit
were—until recently—slaves in Nidal. I shudder to think of what chambers and caverns.
horrors they endured there, but to be so close to their destination 15+: The Warren is home to the poorest residents of Kaer
and just vanish,” he trails off and lowers his head. Maga but also serves as the natural main entrance to the
Joelle speaks up, “We hope you are able to find these lost city for locals and visitors alike.
travelers and return them to us. All we know is that they vanished 20+: Kaer Maga’s government is decentralized. A
along the Halflight Path and that the Duskwardens never received collection of powerful factions controls various portions
a message from the Halflight charms the travelers carried. Please of the city. The Ardoc family of golem-crafters controls the
use whatever means you have at your disposal to find them and Bis district, famed for its balconies lining the walls. The
bring them safely here.” Ankar-Te district is known for its many undead servants
“I suggest you start by talking to people around town,” adds and treats Horus Ilaktya as its de facto leader. A newer
Anva. “I’ve heard a few stories of other disappearances. Maybe faction, the Freemen, is led by Halman Wright and operates
there’s a connection. And try getting a meeting with one of the out of the Bottoms, a stronghold of democracy. A group
Augurs if you can.” of peaceful trolls lives in the city, many of them skilled in
26
BEYOND THE HALFLIGHT PATH
augury. The Duskwardens patrol the tunnels underneath one other unrelated rumor, and a rumor that corresponds
the city, where they strive to keep nosy visitors out of the to one of the Independent Major or Independent Minor
vaults and creatures in the vaults from getting out. encounters that they will face. If they succeed at the
25+: Those who want to know anything worth knowing Average DC but not the Hard DC, they receive the rumor
in Kaer Maga talk to the residents of the Warren, for that corresponds to their story arc and two other random
despite their low status, they know a great deal of what’s rumors. If they do not succeed at the Average DC, they
happening in the city. receive three random rumors, none of which can be the
relevant rumor or rumor 10 on the table.
KNOWLEDGE (ARCANA OR HISTORY) The PCs can use aid another to assist each other on
Based on the result of a Knowledge (arcana or history) check, this skill check, or they can roll separately. If the PCs roll
the PCs might know about the deeply magical history of Kaer separately, provide three rumors from the chart based upon
Maga. The PCs learn all of the following information whose the best result, rather than generating three rumors for each
DC is less that or equal to the result of their check. PC—too many rumors is likely to overwhelm the PCs. Feel
10+: The city of Kaer Maga was here before the Thassilonian free to embellish the rumors with other gossipy details from
empire even began. the lives of Kaer Magans, so long as it is clear that they are
15+: The very first Runelord of Greed used Kaer Maga as a not leads that the PCs are expected to follow.
prison for his enemies. Regardless of what the PCs roll, the merchant Ulgan
20+: When he first took control of the city, the first Runelord Trask provides one of the rumors.
of Greed made a deal with the caulborn, a mysterious race of The PCs may wish to attempt Diplomacy checks to gather
prophets and record-keepers residing in the city. They agreed information more than once. They can try one additional
to become wardens and historians of the city. time. However, the residents of the
25+: After millennia of service, the caulborn predicted the Warrens grow increasingly skittish
arrival of the Starstone and fled deep beneath the surface to about the PCs’ intense interest in
escape destruction. morbid topics, and the PCs take
30+: The caulborn carved out a series of caverns, passages, a –5 penalty on their
and even a city far beneath Kaer Maga. The caulborn used skill checks in this
some of these places to as homes and others as storage vaults second attempt.
for their many treasures.
INVESTIGATION
The first part of the scenario involves
investigating and pinning down two
elements: the possible nature of the threat in
the scenario, and the location of the vault the PCs must
investigate to deal with the threat. The PCs can approach the
three sections below (Rumors, Troll Augur, and Duskwarden)
in any order. The Rumors section deals with the nature of the
threat, while Troll Augur and Duskwardens narrow down the
location of the vault.
RUMORS
The PCs can gather details about the nature of the threat by
picking up rumors around town. Refer to Appendix 14 on
page 90 for the possible rumors and rumormongers. One
of the rumors is specifically relevant to the PCs’ current
adventure. The other rumors tie to other story arcs and
locations, hinting at other adventures possible in future
playthroughs. Use the merchant Ulgan Trask (see art on
page 31) as one of the sources.
The information the PCs discover depends upon the
result of their Diplomacy check to gather information. If
the PCs meet or exceed the Hard DC to gather information, Talbren
they receive the rumor that corresponds to their story arc,
27
PATHFINDER SOCIETY SCENARIO
28
BEYOND THE HALFLIGHT PATH
29
PATHFINDER SOCIETY SCENARIO
C. Sparklegrim Passage N
C8
C7
C6
C4 C5
C1
C2
C3
30
BEYOND THE HALFLIGHT PATH
The gems shed light equivalent to a candle. The captured Countless bones from a variety of creatures lie about the room in
travelers’ six Halflight charms are scattered on the ground here. forbidding piles.
31
PATHFINDER SOCIETY SCENARIO
the tunnel compressed tightly. When the earthquake happened to them, but I shudder to think of what their fate
shattered Sparklegrim Passage’s defenses, the room froze may have been if you hadn’t acted so quickly and decisively.”
in mid-transformation. Kobold Testing Facility: Wright says, “Some people
Hazard: Any creature who is pushed or thrown against the underestimate kobolds, but they can be quite dangerous in
wall or ceiling suffers 1d6 points of piercing damage. familiar territory, and the ones you faced sound tougher than
most.” He shakes his head, “They used the poor man to test
C7. PATH TO THE DARKLANDS their traps? If you hadn’t acted quickly, I’m sure that more
than one of the travelers would have lost their lives.”
A thin, low whistling of wind emanates from the northeast corner Drow Raiders: Wright says, “Drow society is built around
of this room, accompanied by a stiff breeze blowing through a slavery and exploitation. If you hadn’t arrived when you did,
narrow passage beyond. The floor in the room feels tacky. Here those people would have almost certainly become slaves
and there lie skeletons half buried in the rock of the floor. again, after all that they went through, and all the risks they
took to find freedom. But thanks to you, they can finally lead
As a first part of the enchanted trap these caverns were their own lives.”
designed to be, the floor itself adhered to explorers from the Regardless of the story arc, Wright continues. “You have
Darklands, and the ancient skeletons are all that remain of done admirably here today. I would be happy to welcome
these raiders from long ago. An Average Heal or Knowledge you among our number, but I know you are busy with your
(local) is enough to identify the remains as those of Darklands work as Pathfinders. Still, all of you are certainly welcome to
races: drow, duergar, goblins, and others. Although the visit the Bottoms whenever you like. I will let your venture-
earthquakes have mostly broken the magical entrapment in captain know that she has convinced me fully of the skill of
the room, the sticky floor provides difficult terrain. your organization.”
The passage to the northeast continues for several hundred On the other hand, if the PCs did not recover the captives,
feet and angles downward. Eventually it narrows and becomes he says. “Thank you for giving this mission your best effort.
a maze of passages that travel to the Darklands. The passages The courage it took for you to put your lives on the line is
and where they lead are beyond the scope of this adventure. commendable. We will arrange another rescue attempt. In
the meantime, though, remember that even though we can’t
C8. FLOODING CAVE always make things right, even though we can’t always save
everyone, the fight is worth it.” After the PCs leave Kaer Maga,
The smell of mold and mildew fill this room. Small, multicolored Heidmarch contacts them and requests a report of what they
mushrooms grow from every surface and water trickles down the did manage to find.
walls in tiny rivulets. If the PCs activated the Halflight charm outside of the vault,
the three nearest Duskwardens cover the PCs’ retreat. Within
Originally this room sealed itself and filled with water to the next few days, Duskwardens launch a major expedition
drown trespassers, but now it merely keeps the walls damp. into the Scintillating Halls to retrieve the bodies of any slain
PCs and seal off the vault; PCs do not need to pay the Prestige
CONCLUSION Point cost for body recovery.
Once the PCs return to Halman Wright, he asks them about If the PCs find and return Drellis’s body, the Duskwardens
what they found. If the PCs have the former slaves with are grateful. They refund any money that the PCs paid to them
them, he apologizes and asks them to wait a moment while during the investigation and also fully compensate them for
he makes sure that they have everything that they need. the fees they paid Nuregore.
He apologizes to the group from Nidal for the horrible As long as the PCs defeated the story threat, each PC receives
experience that they had in reaching Kaer Maga, and the Duskwarden’s Favor boon on her Chronicle sheet.
promises on behalf of all of the Freemen that they do what
he can to help them find their footing. Anva takes over from PRIMARY SUCCESS CONDITIONS
here, insisting that Halman talk to the Pathfinders and leave The PCs achieve their primary success condition if they defeat
the logistics to her. In a whirlwind of activity throughout the story threat. Doing so earns each PC 1 Prestige Point.
the Common House, she arranges for the group of former
captives to receive food, lodging, clothing, and treatment for SECONDARY SUCCESS CONDITIONS
their wounds. Meanwhile, Halman listens intently to what The PCs achieve their secondary success condition if they
the PCs have to say. His next comments depend upon the defeat at least three encounters in the vault, return the
story arc. captives to the Freemen, and do not call the Duskwardens
Evil Seeks Sacrifices: Wright says, “Those who fall from grace to help them escape the vault. Doing so earns each PC 1
can be dangerous indeed. I’m relieved that nothing terrible had additional Prestige Point.
32
BEYOND THE HALFLIGHT PATH
Greetings Friends,
For some time I have been making diplomatic inroads into Kaer Maga, the so-called City of Strangers.
The Society would love to gain access to the many vaults carved beneath the city long ago. However, because
of the danger of the vaults, the group in charge of protecting them—the Duskwardens—rarely allows anyone
to stray from their carefully patrolled paths. The Duskwardens seemed willing to consider allowing Pathfinders
to venture beyond their protection, but only if we were acting on behalf of one of the city’s major factions with
their endorsement. They want us to prove that we are willing to work as partners to a faction and that we
will not upset the city’s existing balance of power.
After receiving the Duskwardens’ reply, I reached out to the leaders of several of the city’s largest factions
with evidence of our agents’ skill and goodwill. Most of the responses I received were noncommittal. However,
Regnald Ardoc, a member of the powerful Ardoc family, took a greater interest. The Ardocs own one of the
Inner Sea’s greatest golem-crafting operations and rule Kaer Maga’s Bis district. Regnald has asked me to
send a group of agents to investigate a strange malady taking over a section of the city.
A word of caution—very few in Kaer Maga are beacons of morality. For their part, the members of the
Ardoc family are harsh enforcers of the law, and they expect the citizens of Bis to pay handsomely for the
privilege of their protection. For your own safety, as well as for the reputation of the Society, show Regnald
respect while you are in his presence.
Sincerely,
Sheila Heidmarch
33
PATHFINDER SOCIETY SCENARIO
Greetings Friends,
For some time I have been making diplomatic inroads into Kaer Maga, the so-called City of Strangers.
The Society would love to gain access to the many vaults carved beneath the city long ago. However, because
of the danger of the vaults, the group in charge of protecting them—the Duskwardens—rarely allows anyone
to stray from their carefully patrolled paths. The Duskwardens seemed willing to consider allowing Pathfinders
to venture beyond their protection, but only if we were acting on behalf of one of the city’s major factions with
their endorsement. They want us to prove that we are willing to work as partners to a faction and that we
will not upset the city’s existing balance of power.
After receiving the Duskwarden’s reply, I reached out to the leaders of several of the city’s largest factions
with evidence of our agents’ skill and goodwill. Most of the responses I received were noncommittal. However,
Horus Ilaktya took a greater interest. Illyakta is the de facto leader of the Ankar-Te District. He has
asked me to send a group of agents to investigate a recent event that has caused property damage in his district.
A word of caution—very few in Kaer Maga are beacons of morality. In Ankar-Te, necromancy is respected,
and people openly walk the streets with their undead servants. Horus is the owner of a shop called the Last
Rites, the district’s largest purveyor of mindless undead, or, as they locals euphemistically call them, Twice-Born.
Horus lives by his own code, a code that should make it safe for you to interact with him as long as you
don’t interfere with his merchandise. He doesn’t kill people, and he only uses corpses that he purchases from
the families of the deceased. In keeping with his faith in Urgathoa, he sees these “rebirths” as a gift, and is
unlikely to react well to any suggestions to the contrary.
I understand some of you may find his occupation and methods distasteful, but please keep the larger mission
in mind and avoid causing any diplomatic incidents.
Sincerely,
Sheila Heidmarch
34
BEYOND THE HALFLIGHT PATH
Greetings Friends,
For some time I have been making diplomatic inroads into Kaer Maga, the so-called City of Strangers.
The Society would love to gain access to the many vaults carved beneath the city long ago. However, because
of the danger of the vaults, the group in charge of protecting them—the Duskwardens—rarely allows anyone
to stray from their carefully patrolled paths. The Duskwardens seemed willing to consider allowing Pathfinders
to venture beyond their protection, but only if we were acting on behalf of one of the city’s major factions with
their endorsement. They want us to prove that we are willing to work as partners to a faction and that we
will not upset the city’s existing balance of power.
After receiving the Duskwarden’s reply, I reached out to the leaders of several of the city’s largest factions
with evidence of our agents’ skill and goodwill. Most of the responses I received were noncommittal. However,
Halman Wright, the leader of the Freemen faction, took a greater interest. A few years ago, Wright led a
successful slave revolt, and his followers took control of the Bottoms district. Since then, the Freemen have
maintained the Bottoms as a safe haven for former slaves. They also do everything they can to promote the
cause of freedom without Kaer Maga without disrupting society enough to unite other factions against them.
Halman has requested that I send a team immediately to investigate the disappearance of a group of his allies.
He did not provide further details. Before you go, you should know that very few in Kaer Maga are beacons
of morality. Halman’s Freemen are perhaps the most upstanding organization in the city. I would rather secure
an alliance with them than any of the alternatives. Do your best to prove yourselves to them.
Sincerely,
Sheila Heidmarch
Based on the information we’ve gathered so far, the following vaults seem most likely
to be the source of the problems.
Blighted Well: Spiral stairway cut into rock leading to unknown depth.
Burrower’s Delve: Tunnels carved by unknown creature. Passages very smooth.
Frall’s Wake: Crypt-like. Perpetual low moaning throughout. Source unknown.
Scintillating Halls: Greenish-gray glow to the water. Large crystalline structures.
Scrivener’s Despair: Words written down disappear from pages and reappear on walls.
Shallow Dive: Partially submerged. Waters very clear.
Shining Deep: Numerous luminescent crystals throughout. Several cave-ins.
Sparklegrim Passage: Probable connection to the Darklands. Many disappearances
nearby.
Torturer’s Pain: Prone to collapse in places. Unidentified metal devices on walls.
Vexing Grove: Fully-grown maple trees with unusual growths on leaves.
35
PATHFINDER SOCIETY SCENARIO
36
Pathfinder Society Scenario #9-09: Character Chronicle #
MAX GOLD
Subtier
Duskwarden’s Favor: Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you
some of their tricks for safely navigating dangerous caverns. You can cross this boon off your Chronicle sheet to SUBTIER Slow Normal
gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. If you
6–7 1,604 3,207
already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground
environments for the remainder of the scenario. SUBTIER Slow Normal
Items on this Chronicle Sheet: The list of items on this Chronicle sheet reflects all of the possible rewards that a
character could earn in this scenario, depending upon which encounters the GM uses. In one playthrough, it is only — — —
possible to earn a few of these items. GMs who apply this Chronicle sheet to one of their characters gain access to
all items on this Chronicle sheet that are appropriate for their character’s subtier, regardless of which story arc they
ran. Items with the superscript UE appear in Pathfinder RPG Ultimate Equipment. Consult the index on page 392 for
Starting XP
page references.
EXPERIENCE
GM’s
Initials
FAME
headband of ponderous recollectionUE (Knowledge headband of ponderous recollectionUE (Knowledge
[dungeoneering]; 5,100 gp) [dungeoneering]; 5,100 gp)
knight’s pennon (honor; 2,200 gp) headband of vast intelligence +2 (Spellcraft; 4,000 gp)
–
manacles of cooperation UE (2,000 gp) horn of goodness/evilUE Prestige Spent
mind sentinel medallionUE (3,500 gp) howling bracers (7,000 gp; Pathfinder RPG Advanced Class
pipes of haunting (6,000 gp) Guide 230)
poisoner’s glovesUE (5,000 gp) knight’s pennon (honor; 2,200 gp)
ring of protection +1 (2,000 gp) malleable symbolUE (10,000 gp) Current Final
ring of sustenance (2,500 gp) manacles of cooperationUE (2,000 gp) Prestige Fame
scroll of restore corpse (25 gp; Pathfinder RPG Ultimate mind sentinel medallionUE (3,500 gp)
Magic 235) pearl of power (3rd; 9,000 gp)
tangle arrow (arrow that functions as a tangle boltUE; 226 gp, poisoner’s glovesUE (5,000 gp)
limit 2) potion of greater magic fang (CL 8th; 1,200 gp, limit 1)
void dustUE (4,500 gp) ring of protection +2 (8,000 gp) Starting GP
wand of bless (10 charges; 150 gp, limit 1) ring of spell knowledge IIUE (6,000 gp) GM’s
Initials
wand of color spray (20 charges; 300 gp, limit 1) ring of summoning affinity (qlippoth; 8,600 gp; Pathfinder RPG
wand of daylight (10 charges; 2,250 gp, limit 1) Advanced Class Guide 220)
+
wand of mage armor (10 charges; 150 gp, limit 1) ring of swarming stabsUE (6,000 gp) GP Gained (GM ONLY)
wand of spectral hand (10 charges; 900 gp, limit 1) scroll of restore corpse (25 gp; Pathfinder RPG Ultimate GM’s
Initials
Magic 235)
GOLD
LOCATION
1d6 Vault
1–2 Scintillating Halls
3–4 Shining Deep
5–6 Sparklegrim Passage
For adventures in the Scintillating Halls, refer to Appendix 3 for Subtier 3–4 creature statistics, Appendix 4 for Subtier 6–7
creature statistics, and Appendix 13 for the haunt’s statistics in either subtier.
38
BEYOND THE HALFLIGHT PATH
Alien infection 1 neh-thalggu and Remove 2 phycomids 1 despair emotion ooze 1 advanced despair
4 phycomids and 1 fear emotion ooze emotion ooze
Alien art recovery 2 mi-go and 4 albino Remove 2 solifugids 1 moonflower Apply sickened condition
cave solifugids
1
Reduce the DC to resist the haunt’s effects by 2.
2
For quick adjustment, increase the ooze’s hit points to 103, add 4 to its AC and CMD, and add 2 to its touch and flat-footed AC. Increase
its attack to slam +13 (1d8+10 plus emotional scarring) and the DC of its compel emotion ability to 23.
For adventures in the Shining Deep, refer to Appendix 5 for Subtier 3–4 creature statistics or Appendix 6 for Subtier 6–7
creature statistics.
*The howlers lose their quill attack. They retain their quill defense ability.
39
PATHFINDER SOCIETY SCENARIO
When running a Sparklegrim Passage arc, refer to Appendix 7 for Subtier 3–4 creature statistics, Appendix 8 for Subtier 6–7
creature statistics, and Appendix 13 for trap statistics in either subtier.
40
BEYOND THE HALFLIGHT PATH
ENVIRONMENTAL THREATS
1d6 Subtier 3–4 Subtier 6–7
1 Bad air (flammable) Dweomersink
2 Electric arc trap Wyvern arrow trap
3 Green slime Yellow mold
4 Wall scythe trap Frost fangs trap
5 Fireball trap Camouflaged spiked pit trap
6 Falling block trap Blade barrier trap
41
PATHFINDER SOCIETY SCENARIO
APPENDIX 2: SAMPLE GM PREP creatures prepared, she turns her attention to the Scintillating
The following example details the process of choosing all of Halls map. She places each encounter in a different room,
the elements in this scenario. Sharon is building an adventure careful to set them evenly around the map. First, she places
for some of her regular players who are playing 6th- and 7th- the mi-go and the albino cave solifugids in area A8, so that
level characters. the PCs will have to pass through other chambers before
She wants to select a vault rather than rolling randomly, reaching this encounter. She knows this group of players
so for Step 1 she starts by reading through the backgrounds likes a challenge, and she notes that the slippery floors in that
for each of the vaults. After reviewing them all, she settles room will synergize well with the mi-go’s Combat Reflexes
on the Scintillating Halls, because Dark Tapestry–themed feat to make mobility tricky. Next, she looks for a place to put
horror appeals to her. She wants a creepy alien encounter, the moonflower. It’s a Huge creature, and she wants to give it
so she choses the alien art recovery story arc in Step 2. In room to move, so she puts it in area A3. She puts the intellect
Step 3, she consults the Scintillating Halls Story Threats and devourer in area A5 and the zuvembies near the entrance, in
Linked Threats tables on page 38 and sees that this arc pits area A1. Finally, she looks for a good chokepoint for the pit
the PCs against a story threat of two mi-go and four albino trap, ultimately deciding to put it in the southern part of area
cave solifugids, with a linked threat of a moonflower. Happy A3. Selections made, she then selects the appropriate pawns
with these choices, she continues to select encounters. She from her collection.
doesn’t have a preference for the independent major threat With the encounters placed, she looks for places to put
(Step 3), so she rolls randomly and writes down the encounter the scenario’s treasure. She finds the treasure listed under
for her result of a 2: one intellect devourer. Next, she reviews the alien art recovery story arc. She distributes the mi-
the Independent Minor Threats table for Step 4. She knows go’s treasure among the four creatures and scatters the
that one of her players is playing a priest of Pharasma who moonflower’s treasure among area A5’s strange crystals.
cherishes every opportunity to destroy undead, so she She then looks at the additional treasure section. She
selects the zuvembie encounter. Finally, for Step 5 she rolls distributes this gear between several fresh corpses, such as
randomly on the Environmental Threats table and gets a 5: a the body of a hapless wizard who once wielded the wand
camouflaged spiked pit trap. With a chuckle, she writes that in of color spray and fell prey to the intellect devourer, and a
her notebook, and then reviews her five encounters: two mi- rogue whose poisoner’s gloves offered him no aid against the
go and four albino cave solifugids, a moonflower, an intellect relentless zuvembies.
devourer, three zuvembies, and a camouflaged spiked pit trap. At this point, Sharon feels ready to run the dungeon
Next, Sharon familiarizes herself further with the creatures portion of the scenario, so she reads through the
she has chosen, using their statistics as presented in investigation. She familiarizes herself with the rumors in
Appendices 4, 10, 12, and 13. She knows she doesn’t need to Appendix 14, as well as the rumormongers. She decides
print any of the other appendices, since the rest of them are for that she wants to use Gindalee, Havar, and Maran to deliver
GMs using a different vault or running Subtier 3–4. With the information to the PCs.
42
BEYOND THE HALFLIGHT PATH
APPENDIX 3: SCINTILLATING HALLS Salt Water Vulnerability (Ex) Salt water acts as an extremely
ENCOUNTERS (SUBTIER 3–4) strong acid to akatas. A splash of salt water deals 1d6 points of
This section contains the creature stat blocks for the damage to an akata, and full immersion in salt water deals 4d6
Scintillating Halls story arc major and linked threats. The points of damage per round.
haunt appears in Appendix 13 on page 88. Void Bite (Ex) Akatas hold hundreds of invisibly small larval
young within their mouths, spreading these parasitic creatures
AKATA to hosts through their bite. Only humanoids make suitable
This hairless blue lion has twin tentacular tails. Dozens more thick hosts for akata young—all other creature types are immune
tentacles quiver and twitch where its mane should be. to this parasitic infection. The disease itself is known as void
death (see below).
AKATA CR 1 Disease (Ex) Void Death: Bite—injury; save Fort DC 12; onset 1
Pathfinder RPG Bestiary 2 23 hour; frequency 1/day; effect 1d2 Dex and 1d2 Con damage;
N Medium aberration an infected creature who dies rises as a void zombie 2d4 hours
Init +6; Senses darkvision 120 ft., scent; Perception +1 later (see page 47); cure 2 consecutive saves.
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) BALTHAZIN
hp 15 (2d8+6) This sunken-eyed human swaths his muscular form in heavy robes
Fort +3, Ref +2, Will +4 adorned with eight-pointed stars.
Defensive Abilities no breath; Immune cold, disease, poison;
Resist fire 30 BALTHAZIN (SUBTIER 3–4) CR 3
Weaknesses deaf, vulnerable to salt water Male human cleric of Azathoth 4
OFFENSE CN Medium humanoid (human)
Speed 40 ft., climb 20 ft. Init +5; Senses Perception +2
Melee bite +2 (1d6+1 plus void bite), 2 tentacles –3 (1d3) DEFENSE
TACTICS AC 17, touch 13, flat-footed 16 (+4 armor, +2 deflection, +1 Dex)
During Combat Akatas team up to take down foes, flanking when hp 29 (4d8+8)
possible. Fort +5, Ref +4, Will +6
Morale Akatas fights to the death. OFFENSE
STATISTICS Speed 30 ft.
Str 12, Dex 15, Con 16, Int 3, Wis 12, Cha 11 Melee mwk warhammer +9 (1d8+6/×3)
Base Atk +1; CMB +2; CMD 14 (18 vs. trip) Ranged light crossbow +4 (1d8/19–20)
Feats Improved Initiative Special Attacks channel negative energy 3/day (DC 12, 2d6),
Skills Acrobatics +6 (+10 when jumping), Climb +9, Stealth +10; destructive smite (+2, 5/day)
Racial Modifiers +4 Stealth Domain Spell-Like Abilities (CL 4th; concentration +6)
SQ hibernation 5/day—vision of madness (+/–2)
SPECIAL ABILITIES Cleric Spells Prepared (CL 4th; concentration +6)
Deaf (Ex) Akatas cannot hear. They are immune to spells and 2nd—aid, cure moderate wounds, hold person (DC 14), touch
effects that rely on hearing to function, but they also cannot of idiocyD
make Perception checks to listen. 1st—cause fear (DC 13), cure light wounds, magic weapon,
Hibernation (Ex) Akatas can enter a state of hibernation for shield of faith, true strikeD
an indefinite period of time when food is scarce. When an 0 (at will)—bleed (DC 12), detect magic, guidance, resistance
akata wishes to enter hibernation, it seeks out a den and D domain spell; Domains Destruction, Madness
surrounds itself in a layer of fibrous material excreted from TACTICS
its mouth—these fibers quickly harden into a dense, almost Before Combat Balthazin casts shield of faith on himself. The
metallic cocoon. While hibernating, an akata does not need bonuses from this spell are included in his statistics. If he has
to drink or eat. The cocoon has hardness 10 and 60 hit points, a good idea of when the PCs will arrive, he also activates his
and is immune to fire and bludgeoning (including falling) wand of bless.
damage. As long as the cocoon remains intact, the akata During Combat Balthazin issues forth a loud prayer to Azathoth
within remains unharmed. The akata remains in a state of that begins semi-coherent but descends into incomprehensible
hibernation until it senses another living creature within 10 gibberish. He casts hold person on a dangerous-looking target
feet or is exposed to extreme heat, at which point it claws and then closes to melee.
its way to freedom in 1d4 minutes as its cocoon degrades to Morale Guided by haunting visions of Azathoth, Balthazin fights to
fragments of strange metal. the death.
43
PATHFINDER SOCIETY SCENARIO
STATISTICS cast spells or use magic items, and it attacks blindly, unable
Str 18, Dex 13, Con 12, Int 8, Wis 14, Cha 10 to distinguish friend from foe (–4 penalty on attack rolls and a
Base Atk +3; CMB +7; CMD 18 50% miss chance, regardless of the attack roll).
Feats Improved Initiative, Lightning Reflexes, Weapon Focus A victim can temporarily regain its own shape by taking a
(warhammer) standard action to attempt a DC 15 Will save (this check DC
Skills Knowledge (planes) +4, Knowledge (religion) +4, Sense does not vary for a chaos beast with different Hit Dice or ability
Motive +7, Spellcraft +4 scores). A success reestablishes the creature’s normal form
Languages Common for 1 minute. Spells that change the victim’s shape (such as
Combat Gear potion of bear’s endurance, scroll of invisibility alter self, beast shape, elemental body, and polymorph) do
purge, wand of bless (10 charges); Other Gear mwk chain not remove the curse, but hold the creature in a stable form
shirt, light crossbow with 20 bolts, mwk warhammer, silver (which might not be its own form, depending on the spell)
unholy symbol of Azathoth, spell component pouch, 226 gp and prevent additional Wisdom drain for the duration of the
spell; shapechange and stoneskin have a similar effect. The
CHAOS BEAST victim takes 1 point of Wisdom drain from mental shock every
This thing is a horrid mass of barbed tentacles, glaring eyes, and round that it ends its turn in an amorphous shape—upon being
gnashing teeth, twisting upon itself and reshaping into new forms. drained to 1 Wisdom, further Wisdom drain ceases and the
amorphous body effect is permanent until removed via magic
CHAOS BEAST CR 7 (no further number of saving throws can cure the condition at
Pathfinder RPG Bestiary 2 54 this time).
CN Medium outsider (chaotic, extraplanar) Resistant to Transformation (Ex) Transmutation effects, such as
Init +6; Senses darkvision 60 ft.; Perception +13 polymorphing or petrification, force a chaos beast into a new
DEFENSE shape, but at the start of its next turn, it immediately returns to
AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural) its normal form as a free action.
hp 85 (9d10+36)
Fort +9, Ref +8, Will +4 EDWIN MALCOR
Defensive Abilities amorphous, resistant to transformation; SR 18 This gaunt and dour human man’s eyes dance, as if he were witness
OFFENSE to countless shadows and apparitions.
Speed 20 ft.
Melee 4 claws +13 (1d6+3 plus corporeal instability) EDWIN MALCOR (SUBTIER 3–4) CR 3
TACTICS Investigator wizard (Pathfinder RPG NPC Codex 179)
During Combat The chaos beast attacks with full attack actions Human diviner 4
when possible, but changes targets every 1d3 rounds. CN* Medium humanoid (human)
Morale The chaos beast fights to the death. Init +8; Senses Perception +5
STATISTICS DEFENSE
Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 11 AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex,
Base Atk +9; CMB +12; CMD 25 (can’t be tripped) +1 dodge)
Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon hp 22 (4d6+6)
Focus (claw) Fort +2, Ref +3, Will +5
Skills Acrobatics +14 (+10 when jumping), Climb +15, Escape OFFENSE
Artist +14, Perception +13, Stealth +14, Swim +15 Speed 30 ft.
SPECIAL ABILITIES Melee club +1 (1d6–1)
Corporeal Instability (Su) Claw—contact (curse); save Fort DC Ranged light crossbow +4 (1d8/19–20)
17; effect amorphous body and 1 Wisdom drain per round (see Arcane School Spell-Like Abilities (CL 4th; concentration +8)
below); cure 3 consecutive saves. The save DC is Con-based. 7/day—diviner’s fortune (+2)
A creature cursed with an amorphous body becomes a spongy, Diviner Spells Prepared (CL 4th; concentration +8)
shapeless mass. Unless the victim manages to control the effect 2nd—cat’s grace, detect thoughts (DC 16), web (2, DC 16)
(see below), its shape constantly melts, flows, writhes, and 1st—comprehend languages, feather fall, mage armor, magic
boils. An affected creature is unable to hold or use any item. missile (2)
Clothing, armor, helmets, and rings become useless. Large 0 (at will)—dancing lights, detect magic, detect poison,
items worn or carried—armor, backpacks, even shirts—hamper message
more than help, reducing the victim’s Dexterity score by 4. Opposition Schools illusion, necromancy
Speed is reduced to 10 feet or one-quarter normal, whichever TACTICS
is less. The victim gains the amorphous quality, but cannot Before Combat The wizard casts mage armor.
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BEYOND THE HALFLIGHT PATH
During Combat If surprised, the wizard uses forewarned to cast Feats Improved Bull Rush, Power Attack, Step Up, Weapon Focus
cat’s grace in the surprise round. He casts color spray, sleep, or (dwarven waraxe), Weapon Specialization (dwarven waraxe)
web against targets to incapacitate them so his companions can Skills Acrobatics –1 (–4 when jumping), Appraise +0 (+2 to assess
finish them off. nonmagical metals or gemstones), Climb +4, Intimidate +5,
Morale Edwin fights to the death for Azathoth. Perception +5 (+7 to notice unusual stonework), Survival +9;
Base Statistics Without mage armor, Edwin’s statistics are AC 14, Racial Modifiers +2 Appraise to assess nonmagical metals or
touch 14, flat-footed 11. gemstones, +2 Perception to notice unusual stonework
STATISTICS Languages Common, Dwarven
Str 8, Dex 14, Con 13, Int 18, Wis 12, Cha 10 SQ armor training 1
Base Atk +2; CMB +1; CMD 15 Combat Gear oil of magic weapon, potion of cure moderate
Feats Combat Casting, Dodge, Improved Initiative, Scribe Scroll wounds; Other Gear mwk breastplate, light crossbow with 20
Skills Diplomacy +4, Intimidate +4, Knowledge (arcana, local) +10, bolts, mwk dwarven waraxe, 116 gp
Knowledge (geography, history, nobility, religion) +8, Perception
+5, Sense Motive +5, Spellcraft +11 MI-GO
Languages Common, Draconic, Dwarven, Elven, Orc This unnaturally graceful creature has a bulbous fungoid lump for a
SQ arcane bond (ring of protection +1), forewarned head, spiny insectoid wings, and a tangle of spiky, clawed legs.
Combat Gear potion of cure moderate wounds, scroll of detect
thoughts, scroll of knock, scroll of locate object, scrolls of MI-GO CR 6
sleep (2), wand of color spray (20 charges); Other Gear club, Pathfinder RPG Bestiary 4 193
light crossbow with 20 bolts, ring of protection +1, manacles, NE Medium plant
spellbook, 125 gp Init +5; Senses blindsight 30 ft., low-light vision; Perception +12
DEFENSE
*In the original source, the wizard’s alignment was LN. AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
hp 66 (7d8+35)
GRETTA WHISPERSMILE Fort +10, Ref +7, Will +4
As this dwarven woman’s hands clutch the hilt of her vicious waraxe, DR 5/slashing; Immune cold, plant traits; Resist electricity 10,
her face twists into a malevolent smile. fire 10
OFFENSE
GRETTA WHISPERSMILE (SUBTIER 3–4) CR 3 Speed 30 ft., fly 50 ft. (good)
Dwarf fighter 4 Melee 4 claws +10 (1d4+3 plus grab)
CE Medium humanoid (dwarf) Special Attacks evisceration, grab, sneak attack +2d6
Init +2; Senses darkvision 60 ft.; Perception +5 (+7 to notice TACTICS
unusual stonework) Before Combat The mi-go wears a large woolen cloak to disguise
DEFENSE its appearance. If it senses foes approaching, it hides.
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) During Combat The mi-go prefers to focus its attacks on a single
hp 38 (4d10+12) target, flanking with the phantom fungus when it can. It cannot
Fort +8, Ref +4, Will +4 (+1 vs. fear); +2 vs. poison, spells, and continue its full attack after using its evisceration ability, so it
spell-like abilities doesn’t use its grab ability on its first attack unless an opponent
Defensive Abilities defensive training is proving particularly hard to hit.
OFFENSE Morale If reduced below 15 hit points, the mi-go flees.
Speed 20 ft. STATISTICS
Melee mwk dwarven waraxe +8 (1d10+5/×3) Str 16, Dex 20, Con 21, Int 25, Wis 14, Cha 15
Ranged light crossbow +6 (1d8/19–20) Base Atk +5; CMB +8 (+12 grapple); CMD 24 (32 vs. trip)
Special Attacks hatred Feats Combat Reflexes, Deceitful, Dodge, Weapon Finesse
TACTICS Skills Bluff +18, Disable Device +12, Disguise +18, Fly +9, Heal +9,
During Combat Gretta targets enemy spellcasters first, using Step Knowledge (arcana, geography) +14, Perception +12, Spellcraft
Up to threaten them. +14, Stealth +15; Racial Modifiers +4 Bluff, +4 Disguise
Morale Overcome by the call of Azathoth, Gretta fights to Languages Aklo, Common, Mi-Go
the death. SQ deceptive, item creation, no breath, starflight
STATISTICS SPECIAL ABILITIES
Str 15, Dex 14, Con 16, Int 10, Wis 14, Cha 6 Deceptive (Ex) A mi-go is a master of deception. It gains a +4
Base Atk +4; CMB +6 (+8 bull rush); CMD 18 (24 vs. bull rush, 22 racial bonus on Bluff and Disguise checks. Bluff and Disguise are
vs. trip) always class skills for a mi-go.
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PATHFINDER SOCIETY SCENARIO
Evisceration (Ex) A mi-go’s claws are capable of swiftly and SPECIAL ABILITIES
painfully performing surgical operations upon helpless creatures Acid (Ex) An ochre jelly secretes a digestive acid that dissolves
or those it has grappled. When a mi-go makes a successful only flesh (not bone) when it strikes a foe—creatures not made
grapple check, in addition to any other effects caused by a of flesh (including most constructs and oozes, skeletal undead,
successful grapple, it deals sneak attack damage to the victim. plants, and incorporeal creatures) are immune to the ochre
A creature that takes this damage must succeed at a DC 18 jelly’s acid damage.
Fortitude save or take 1d4 points of ability damage from the Split (Ex) Slashing weapons, piercing weapons, and electricity
invasive surgery (the type of ability damage dealt is chosen by attacks deal no damage to an ochre jelly. Instead the creature
the mi-go at the time the evisceration occurs). The save DC is splits into two identical jellies, each with half of the original
Dexterity-based. creature’s current hit point total, rounded down. A jelly with 10
Item Creation (Ex) A mi-go possesses the ability to create strange hit points or less cannot be further split and dies if reduced to 0
items that blur the line between magic and technology, given hit points.
time and resources. This ability allows a mi-go to ignore
all of the Item Creation feat requirements and spellcasting PHANTOM FUNGUS
requirements for creating a magic item; the resulting item is Portions of this three-stalked fungoid monster’s body seem to fade in
always mi-go technology. A mi-go can use the Heal skill to craft and out of sight. A large maw gapes along its entire front.
mi-go technology. When a mi-go uses this ability to craft an
item, it must use a larger amount of strange ingredients and PHANTOM FUNGUS CR 3
expendable resources—this effectively doubles the gp cost to Pathfinder RPG Bestiary 3 219
create the item. N Medium plant
Starflight (Su) A mi-go can survive in the void of outer space. It Init +0; Senses blindsight 30 ft., low-light vision, tremorsense 60 ft.;
flies through space at incredible speeds. Although exact travel Perception +10
times vary, a trip within a single solar system normally takes DEFENSE
3d20 months, while a trip beyond normally takes 3d20 years AC 15, touch 10, flat-footed 15 (+5 natural)
(or more, at the GM’s discretion)—provided the mi-go knows hp 30 (4d8+12)
the way to its destination. Fort +7, Ref +1, Will +1
Defensive Abilities phantom flesh; Immune plant traits
OCHRE JELLY OFFENSE
This yellow-orange amoeboid creature slithers across the ground, Speed 20 ft., climb 20 ft.
pseudopods grasping ahead of its slow approach. Melee bite +5 (2d6+3)
TACTICS
OCHRE JELLY CR 5 Before Combat The phantom fungus remains invisible unless the
Pathfinder RPG Bestiary 218 mi-go directs it to appear.
N Large ooze During Combat The phantom fungus uses its phantom flesh
Init –5; Senses blindsight 60 ft.; Perception –5 whenever possible in combat.
DEFENSE Morale The phantom fungus fights to the death.
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size) STATISTICS
hp 63 (6d8+36) Str 15, Dex 10, Con 16, Int 2, Wis 11, Cha 9
Fort +8, Ref –3, Will –3 Base Atk +3; CMB +5; CMD 15 (17 vs. trip)
Defensive Abilities split; Immune electricity, mind-affecting Feats Skill Focus (Perception), Skill Focus (Stealth)
effects, ooze traits, slashing and piercing damage Skills Climb +10, Perception +10, Stealth +7; Racial Modifiers
OFFENSE +4 Stealth
Speed 10 ft., climb 10 ft. SPECIAL ABILITIES
Melee slam +5 (2d4+3 plus 1d4 acid and grab) Phantom Flesh (Su) As a move action, a phantom fungus
Space 10 ft.; Reach 5 ft. can turn invisible as if using greater invisibility (caster
Special Attacks constrict (2d4+3 plus 1d4 acid) level 4th). A moment after it attacks with invisibility, the
TACTICS creature appears briefly as a semi-transparent version of
During Combat The jelly attacks the nearest creature. its normal self. This allows any viewer with line of sight to
Morale The jelly fights to the death. the phantom fungus to pinpoint its location at the time of
STATISTICS the attack (though if the creature moves after it attacks,
Str 14, Dex 1, Con 22, Int —, Wis 1, Cha 1 opponents have to pinpoint it again). An opponent can
Base Atk +4; CMB +7 (+11 grapple); CMD 12 (can’t be tripped) ready an action to strike at the fungus when it momentarily
Skills Climb +10 appears, in which case the creature only has concealment
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PATHFINDER SOCIETY SCENARIO
48
BEYOND THE HALFLIGHT PATH
Morale Edwin fights to the death for Azathoth. creatures within 60 feet to be overwhelmed by the emotion
Base Statistics Without mage armor or protection from arrows, ooze’s attuned emotion (Will DC 21 negates). Each emotion
the wizard’s statistics are AC 15, touch 15, flat-footed 12. has a special effect on affected creatures, which is described
STATISTICS in the corresponding emotional attunement entry (see
Str 6, Dex 16, Con 12, Int 16, Wis 13, Cha 12 below). The effects of multiple emotion oozes attuned to the
Base Atk +3; CMB +0; CMD 14 same emotion don’t stack, but a creature can be under the
Feats Combat Casting, Empower Spell, Toughness2, Improved effects of different emotions from different types of emotion
Initiative, Iron Will, Scribe Scroll oozes at the same time.
Skills Acrobatics +5 (+1 when jumping), Bluff +6, Climb +0, A creature affected by compel emotion retains the chosen
Knowledge (arcana) +13, Knowledge (dungeoneering) emotion for as long as it remains within 60 feet of the
+9, Knowledge (engineering) +7, Knowledge (planes) +8, emotion ooze and for 1d4 minutes thereafter. An affected
Perception +10, Spellcraft +13, Stealth +10, Use Magic creature that takes a move action to try to control its emotions
Device +5 can attempt another DC 21 Will save. Success on this Will save
Languages Common, Draconic, Dwarven, Goblin, Halfling, Infernal removes the effect and grants the creature a +4 circumstance
SQ arcane bond (raven) bonus on future saves against that emotion ooze’s compel
Combat Gear pearl of power (1st level), potion of cure moderate emotion ability for 24 hours. This is a mind-affecting emotion
wounds, potion of lesser restoration, scroll of black tentacles, effect. The save DC is Charisma-based.
scrolls of invisibility (2), scrolls of lightning bolt (2), scrolls of Emotional Attunement (Su) Each emotion ooze is closely
mirror image (2), scroll of protection from energy; Other Gear attuned to a single emotion. The type of emotion affects its
dagger, quarterstaff, cloak of resistance +1, ring of protection physiology, altering its fundamental nature. An emotion ooze
+1, spellbook, 186 gp attuned to despair is a pale, listless gray. Its Constitution and
Charisma scores increase by 2, and it has DR 10/magic and cold
1
In the original source, the wizard’s alignment was LN. resistance 10. A creature affected by a despair-attuned emotion
2
In the original source, the wizard had the Improved Familiar feat. ooze’s compel emotion ability takes a –4 morale penalty on
Edwin has the Toughness feat instead. attack rolls and damage rolls.
Emotional Scarring (Ex) An emotion ooze’s slam attack deals an
EMOTION OOZE additional 3d6 points of damage, which is mental damage like
This viscous blob of brightly colored goo quivers and pulses in a that from mind thrust I. This is a mind-affecting emotion effect.
curious manner. Empathic Healing (Su) An emotion ooze gains fast healing 5 as
long as it is within 60 feet of a creature that is affected by its
DESPAIR EMOTION OOZE CR 6 compel emotion ability (or that is otherwise experiencing the
Pathfinder RPG Bestiary 5 108 emotion to which the ooze is attuned). Though an emotion
N Medium ooze ooze is otherwise immune to mind-affecting effects, it is healed
Init –3; Senses blindsense 120 ft.; Perception +2 by emotion effects that match its emotion, regaining a number
Aura emotion (DC 21) of hit points equal to the caster level of the effect (or to the
DEFENSE ooze’s Hit Dice for abilities with no caster level). The ooze takes
AC 13, touch 13, flat-footed 13 (+6 deflection, –3 Dex) an equal amount of damage if it fails a saving throw against an
hp 85 (9d8+45) effect that specifically counters its corresponding emotion (for
Fort +14, Ref +6, Will +11 instance, remove fear for fear or good hope for despair).
DR 10/magic; Defensive Abilities amorphous; Immune mind-
affecting effects, ooze traits; Resist cold 10 FEAR EMOTION OOZE CR 6
OFFENSE Pathfinder RPG Bestiary 5 108
Speed 20 ft., climb 20 ft. N Medium ooze
Melee slam +11 (1d8+7 plus emotional scarring) Init –9; Senses blindsense 120 ft.; Perception +2
Special Attacks compel emotion, emotional scarring Aura emotion (DC 20)
STATISTICS DEFENSE
Str 20, Dex 5, Con 20, Int —, Wis 15, Cha 25 AC 15, touch 15, flat-footed 13 (+6 deflection, –1 Dex)
Base Atk +6; CMB +11; CMD 16 hp 76 (9d8+36)
Skills Climb +13 Fort +13, Ref +10, Will +11
SQ compression, emotional attunement, empathic healing Defensive Abilities amorphous, evasion; Immune mind-affecting
SPECIAL ABILITIES effects, ooze traits
Compel Emotion (Su) As a move action, an emotion ooze can OFFENSE
release a pulse of psychic energy that causes intelligent Speed 20 ft., climb 20 ft.
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PATHFINDER SOCIETY SCENARIO
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BEYOND THE HALFLIGHT PATH
MI-GO Item Creation (Ex) A mi-go possesses the ability to create strange
This unnaturally graceful creature has a bulbous fungoid lump for a items that blur the line between magic and technology, given
head, spiny insectoid wings, and a tangle of spiky, clawed legs. time and resources. This ability allows a mi-go to ignore
all of the Item Creation feat requirements and spellcasting
MI-GO CR 6 requirements for creating a magic item; the resulting item is
Pathfinder RPG Bestiary 4 193 always mi-go technology. A mi-go can use the Heal skill to craft
NE Medium plant mi-go technology. When a mi-go uses this ability to craft an
Init +5; Senses blindsight 30 ft., low-light vision; Perception +12 item, it must use a larger amount of strange ingredients and
DEFENSE expendable resources—this doubles the cost to create the item.
AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural) Starflight (Su) A mi-go can survive in the void of outer space. It
hp 66 (7d8+35) flies through space at incredible speeds. Although exact travel
Fort +10, Ref +7, Will +4 times vary, a trip within a single solar system normally takes
DR 5/slashing; Immune cold, plant traits; Resist electricity 10, 3d20 months, while a trip beyond normally takes 3d20 years—
fire 10 provided the mi-go knows the way to its destination.
OFFENSE
Speed 30 ft., fly 50 ft. (good) MOONFLOWER
Melee 4 claws +10 (1d4+3 plus grab) A twisted trunk clustered with bulbous blossoms holds up a gaping
Special Attacks evisceration, grab, sneak attack +2d6 mouth ready to swallow a victim whole.
TACTICS
Before Combat The mi-go wear large woolen cloaks to disguise MOONFLOWER CR 8
their appearance and hide their features. When they notice Pathfinder RPG Bestiary 2 192
the PCs approaching, One of the mi-go stands in the open N Huge plant
while the other hides and waits in ambush. Init +4; Senses darkvision 60 ft., low-light vision; Perception +9
During Combat Mi-go single out a target, preferring those that DEFENSE
are stragglers or separated from the group. They prefer full AC 21, touch 8, flat-footed 21 (+13 natural, –2 size)
attacks and flank whenever possible. They cannot continue hp 104 (11d8+55); fast healing 5
their full attack after using their evisceration ability, so they Fort +12, Ref +3, Will +4
don’t use their grab ability on their first attack unless an DR 10/slashing; Immune electricity, plant traits; Resist cold 10
opponent is proving particularly hard to hit. Weaknesses vulnerable to fire
Morale If reduced below 15 hit points, a mi-go flees. OFFENSE
STATISTICS Speed 20 ft.
Str 16, Dex 20, Con 21, Int 25, Wis 14, Cha 15 Melee bite +15 (2d6+9 plus grab), 2 tentacles +13 (1d8+4)
Base Atk +5; CMB +8 (+12 grapple); CMD 24 (32 vs. trip) Space 15 ft.; Reach 15 ft.
Feats Combat Reflexes, Deceitful, Dodge, Weapon Finesse Special Attacks light pulse, pod prison
Skills Bluff +18, Disable Device +12, Disguise +18, Fly +9, Heal +9, TACTICS
Knowledge (arcana, geography) +14, Perception +12, Spellcraft Before Combat The moonflower waits until at least three foes are
+14, Stealth +15; Racial Modifiers +4 Bluff, +4 Disguise within 50 feet before attacking unless it is attacked first.
Languages Aklo, Common, Mi-Go During Combat The moonflower begins combat with its light
SQ deceptive, item creation, no breath, starflight pulse ability. After that, it attacks the nearest foe first.
SPECIAL ABILITIES Morale The moonflower fights to the death.
Deceptive (Ex) A mi-go is a master of deception. It gains a +4 STATISTICS
racial bonus on Bluff and Disguise checks. Bluff and Disguise Str 28, Dex 10, Con 21, Int 5, Wis 12, Cha 17
are always class skills for a mi-go. Base Atk +8; CMB +19 (+23 grapple); CMD 29 (can’t be tripped)
Evisceration (Ex) A mi-go’s claws are capable of swiftly and Feats Blind-Fight, Improved Initiative, Improved Sunder,
painfully performing surgical operations upon helpless Multiattack, Power Attack, Skill Focus (Stealth)
creatures or those it has grappled. When a mi-go makes a Skills Perception +9, Stealth +4 (+20 in thick vegetation); Racial
successful grapple check, in addition to any other effects Modifiers +16 Stealth in thick vegetation
caused by a successful grapple, it deals sneak attack damage Languages telepathy (1 mile, other moonflowers only)
to the victim. A creature that takes this damage must succeed SQ pod spawn
at a DC 18 Fortitude save or take 1d4 points of ability damage SPECIAL ABILITIES
from the invasive surgery (the type of ability damage dealt is Light Pulse (Su) As a standard action, a moonflower can release
chosen by the mi-go at the time the evisceration occurs). The a pulse of bright light. All creatures within a 50-foot burst that
save DC is Dexterity-based. can see the moonflower must make a DC 20 Fortitude save or
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PATHFINDER SOCIETY SCENARIO
be blinded for 1d4 rounds. Moonflowers are immune to this Skills Fly +15, Knowledge (arcana, dungeoneering, and planes)
ability. The save DC is Constitution-based. +23, Perception +17, Sense Motive +17, Spellcraft +17, Stealth
Pod Prison (Ex) This works like the swallow whole ability, except +12, Use Magic Device +16
the moonflower can only use it once every 1d4 rounds, and Languages Abyssal, Aklo, Common, Draconic, Protean,
the swallowed creature is immediately wrapped in a tight Undercommon; telepathy (100 feet)
digestive cocoon and expelled into an adjacent square, where SQ brain collection, strange knowledge
it takes damage every round (2d6 bludgeoning and 2d6 acid, SPECIAL ABILITIES
AC 15, 25 hp). The cocooned target cannot use Escape Artist Brain Collection (Ex) A neh-thalggu can store up to seven
to get out of the cocoon. Other creatures can aid the target by humanoid brains and use them to enhance its knowledge and
attacking the cocoon with piercing or slashing weapons, but power. Each stored brain grants a neh-thalggu a cumulative
the creature within takes half the damage from any attack +1 insight bonus to AC, concentration checks, and Knowledge
against the cocoon. Once the cocoon is destroyed, it deflates checks. A neh-thalggu can extract a brain from a helpless
and decays. Each creature swallowed by a moonflower is opponent with a coup de grace attack, or as a standard action
encased in its own cocoon. from a body that has been dead for no more than 1 minute.
Pod Spawn (Ex) Should a moonflower’s pod prison kill and digest A neh-thalggu that has fewer than seven brains gains 1
a Small or larger creature, the pod transforms into an adult negative level for each missing brain. These negative levels
moonflower with full hit points after 1d4 hours. The newly can never become permanent, but they can only be removed
formed moonflower has its own consciousness, but some by replacing one of its collected brains. The stats presented
aspect of its trunk or blossoms resembles the creature that died here assume a monster with a full collection.
within. The dead creature’s equipment remains inside the new Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 6
moonflower and can be retrieved by killing it. rounds; effect 1d2 Strength damage and staggered for 1 round;
cure 2 consecutive saves. The save DC is Constitution-based.
NEH-THALGGU Spells A neh-thalggu casts spells as a 7th-level sorcerer. For each
This crab-like nightmare has a lamprey mouth, twitching eyes on negative level it takes from missing brains, its caster level is
its legs, and several blisters along its back that hold human brains. reduced by 1. A neh-thalggu with no collected brains cannot
cast any of its spells.
NEH-THALGGU CR 8 Strange Knowledge (Ex) All Knowledge skills are class skills for
Pathfinder RPG Bestiary 2 197 neh-thalggus.
CE Large aberration
Init +7; Senses darkvision 60 ft.; Perception +17 PHYCOMID
DEFENSE This tangle of purple-capped mushrooms growing out of a nasty
AC 21, touch 19, flat-footed 18 (+3 Dex, +2 natural, +7 insight, green sludge shudders and writhes, wafting tendrils of smoke.
–1 size)
hp 105 (10d8+60) PHYCOMID CR 4
Fort +9, Ref +6, Will +11 Pathfinder RPG Bestiary 2 210
DR 10/magic; Immune confusion effects; SR 19 N Small plant
OFFENSE Init +0; Senses tremorsense 30 ft.; Perception +0
Speed 10 ft., fly 40 ft. (perfect) DEFENSE
Melee bite +13 (1d8+7 plus poison), 2 claws +13 (1d6+7) AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
Space 10 ft.; Reach 5 ft. hp 39 (6d8+12)
Special Attacks rend (2 claws, 2d6+7) Fort +7, Ref +2, Will +2
Sorcerer Spells Known (CL 7th; concentration +17) Immune acid, plant traits
3rd (5/day)—lightning bolt (DC16), hold person (DC 16) OFFENSE
2nd (7/day)—acid arrow, alter self, invisibility Speed 10 ft.
1st (7/day)—grease (DC 14), magic missile, ray of Ranged acid pellet +5 touch (2d6 acid plus spores)
enfeeblement (DC 14), shield, unseen servant TACTICS
0 (at will)—acid splash, dancing lights, detect magic, mage During Combat The phycomids attack creatures that they can
hand, open/close, prestidigitation, read magic sense walking along the ground.
STATISTICS Morale Phycomids fight until destroyed. Because of their slow
Str 24, Dex 16, Con 23, Int 19, Wis 18, Cha 17 speed, they have no instinct to retreat. Likewise, they do not
Base Atk +7; CMB +15; CMD 35 (can’t be tripped) pursue opponents who leave their cave chamber.
Feats Arcane Strike, Extend Spell, Combat Reflexes, Eschew STATISTICS
MaterialsB, Improved Initiative, Power Attack Str 5, Dex 10, Con 15, Int —, Wis 11, Cha 1
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BEYOND THE HALFLIGHT PATH
Base Atk +4; CMB +0; CMD 10 (can’t be tripped) ALBINO CAVE SOLIFUGID CR 4
SPECIAL ABILITIES Pathfinder RPG Bestiary 2 253
Acid Pellet (Ex) A phycomid attacks by firing a glob of acid from N Medium vermin
one of its several mushroom-like stalks. This attack has a range Init +1; Senses darkvision 60 ft.; Perception +4
increment of 10 feet. A phycomid can fire up to six acid pellets DEFENSE
per minute—during rounds in which the fungus has no acid AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
pellets, it has no method of attacking at all and must wait until hp 45 (6d8+18)
its acid stores replenish in 4 rounds before continuing a battle. Fort +8, Ref +3, Will +2
Spores (Ex) Any creature that takes damage from a phycomid’s Immune mind-affecting effects
acid pellet (or consumes even a small portion of the fungus) OFFENSE
becomes exposed to the fungus’s spores. These spores grow Speed 50 ft., climb 30 ft.
quickly in living creatures. This affliction is a disease effect, Melee bite +7 (1d8+3), 2 claws +7 (1d4+3)
although its course runs much faster than most diseases and Special Attacks pounce, rend (2 claws, 1d6+4)
is more poison-like in its speed, and like a poison, the spores TACTICS
“burn out” after a short period. A creature that is slain by a During Combat The hungry solifugids rush out to attack the PCs,
phycomid spore infestation bursts open in 1d4 rounds as a fully targeting the most lightly armored PCs first.
grown new phycomid emerges. Morale The solifugids are hungry, but they don’t like prey that
Phycomid Spores: Disease—injury or ingested; save Fort DC 15; fights back too hard. A solifugid flees if reduced to 10 hit points
frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 or fewer.
save. The save DC is Constitution-based. STATISTICS
Str 16, Dex 13, Con 17, Int —, Wis 11, Cha 2
SOLIFUGID, ALBINO CAVE Base Atk +4; CMB +7; CMD 18 (26 vs. trip)
This spider-like creature’s front legs end in immense, grasping claws. Skills Climb +11, Perception +4, Stealth +5; Racial Modifiers +4
Its mouth sports a pair of huge vertical mandibles. Perception, +4 Stealth
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PATHFINDER SOCIETY SCENARIO
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Base Statistics Without false life and mage armor, Verazaz’s Init +8; Senses darkvision 60 ft.; Perception +6
statistics are hp 35; AC 12, touch 12, flat-footed 10. DEFENSE
STATISTICS AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
Str 8, Dex 15, Con 14, Int 18, Wis 10, Cha 10 hp 15 (2d8+3)
Base Atk +2; CMB +1; CMD 13 Fort +0, Ref +7, Will +1
Feats Combat Casting, Improved Initiative, Scribe Scroll, Silent Defensive Abilities channel resistance +4; evasion, DR 5/magic
Spell, Spell Focus (necromancy), Turn Undead and slashing; Immune cold, electricity, magic missile, undead
Skills Appraise +10, Bluff +2, Knowledge (arcana, history, religion) traits; Resist fire 10
+12, Knowledge (dungeoneering, engineering, geography, OFFENSE
local, nature, planes) +8, Spellcraft +12, Stealth +4; Racial Speed 30 ft.
Modifiers +2 Bluff, +2 Stealth Melee mwk short sword +6 (1d6+4/19–20) or
Languages Abyssal, Common, Draconic, Dwarven, Elven, Orc slam +5 (1d6+6)
SQ arcane bond (greensting scorpionUM , Mote), power Special Attacks sneak attack +1d6
over undead TACTICS
Combat Gear potion of cure moderate wounds, scroll of animate During Combat The zombies stay between Verazaz and the PCs.
dead, scroll of restore corpseUM, wand of spectral hand Morale The juju zombies fight until destroyed.
(10 charges); Other Gear masterwork quarterstaff, cloak of STATISTICS
resistance +1, spell component pouch, spellbook (contains all Str 18, Dex 19, Con —, Int 8, Wis 13, Cha 10
prepared spells), 250 gp worth of black onyx Base Atk +1; CMB +5; CMD 19
Feats Dodge, Improved InitiativeB, ToughnessB, Weapon Finesse
WOLF Skills Acrobatics +8, Climb +16, Disable Device +8, Intimidate +5,
This powerful canine watches its prey with piercing yellow eyes, Perception +6, Sleight of Hand +9, Stealth +8, Survival +3, Swim
darting its tongue across sharp white teeth. +8, Use Magic Device +5; Racial Modifiers +8 Climb
Languages Common
WOLF CR 1 SQ rogue talents (combat trick), trapfinding +1
Pathfinder RPG Bestiary 278
N Medium animal ZOMBIE, HUMAN
Init +2; Senses low-light vision, scent; Perception +8 This walking corpse wears only a few soiled rags, its flesh rotting off
DEFENSE its bones as it stumbles forward, arms outstretched.
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4) HUMAN FAST ZOMBIE CR 1/2
Fort +5, Ref +5, Will +1 Pathfinder RPG Bestiary 288
OFFENSE NE Medium undead
Speed 50 ft. Init +2; Senses darkvision 60 ft.; Perception +0
Melee bite +2 (1d6+1 plus trip) DEFENSE
TACTICS AC 14, touch 12, flat-footed 14 (+2 Dex, +2 natural)
During Combat The wolves attempt to keep the PCs away from hp 12 (2d8+3)
Daven and Lodif by tripping them. Fort +0, Ref +2, Will +3
Morale The wolves flee if reduced to 3 hit points or fewer. Immune undead traits
STATISTICS OFFENSE
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Speed 40 ft.
Base Atk +1; CMB +2; CMD 14 (18 vs. trip) Melee slam +4 (1d6+4)
Feats Skill Focus (Perception) TACTICS
Skills Perception +8, Stealth +6, Survival +1 (+5 when tracking by During Combat The zombies stay between Verazaz and the PCs.
scent); Racial Modifiers +4 Survival when tracking by scent Morale The zombies fight until destroyed.
STATISTICS
ZOMBIE, JUJU Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10
This wretched human figure has tight leathery skin, sunken eyes, and Base Atk +1; CMB +4; CMD 14
an emaciated frame, yet it moves with eerie alacrity. Feats ToughnessB
SQ staggered
JUJU ZOMBIE ROGUE CR 2 SPECIAL ABILITIES
Human juju zombie rogue 2 (Pathfinder RPG Bestiary 2 291) Quick Strikes (Ex) When a fast zombie tasks a full attack action, it
NE Medium undead (augmented human) can make an additional slam attack at its highest attack bonus.
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DRIXEL DEFENSE
This wide-eyed middle-aged man seems surprised to see others in AC 20, touch 20, flat-footed 16 (+4 Dex, +2 monk, +4 Wis)
these dangerous depths. hp 76 (9d8+36)
Fort +7, Ref +9, Will +10
DRIXEL (SUBTIER 6–7) CR 6 Defensive Abilities evasion; Immune undead traits
Freelance thief (Pathfinder RPG NPC Codex 147) OFFENSE
Human rogue 7 Speed 50 ft.
CN* Medium humanoid (human) Melee unarmed strike +12/+7 (1d8+5 plus sage’s bane) or
Init +4; Senses Perception +10 flurry of blows +13/+13/+8 (1d8+5 plus sage’s bane)
DEFENSE Special Attacks disease, sage’s bane, steal breath
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge) TACTICS
hp 42 (7d8+7) Before Combat If it can approach sleeping PCs unnoticed, the
Fort +4, Ref +10, Will +3 kurobozu uses its steal breath ability on a target before moving
Defensive Abilities evasion, trap sense +2, uncanny dodge away and hiding.
OFFENSE During Combat The kurobozu uses stunning fist on the first
Speed 30 ft. round of combat followed by steal breath if the target is
Melee +1 rapier +10 (1d6+3/18–20) stunned the next round. It uses flurry of blows afterwards
Ranged mwk light crossbow +10 (1d8/19–20) whenever possible.
Special Attacks sneak attack +4d6 Morale The creature fights until destroyed.
TACTICS STATISTICS
Before Combat Interested only in stealing the implements taken Str 21, Dex 18, Con —, Int 10, Wis 18, Cha 12
by Daven and Lodif, the rogue tries to avoid combat with Bluff Base Atk +6; CMB +11; CMD 34 (38 vs. trip)
and Disguise. For example, he might pretend to be a foolhardy Feats Defensive Combat Training, Power Attack, Improved
amateur archeologist of noble blood who drags Abrelin along Initiative, Improved Unarmed Strike, Lightning Reflexes,
for protection. During Combat Drixel uses Spring Attack and Stunning FistB, Weapon Focus (unarmed strike)
Combat Expertise while trying to escape. Skills Acrobatics +13, Climb +12, Perception +16, Sense Motive
Morale If reduced below 15 hit points, Drixel surrenders. +12, Stealth +16
STATISTICS Languages Common
Str 14, Dex 18, Con 12, Int 13, Wis 10, Cha 8 SQ echo of life, sage’s bane
Base Atk +5; CMB +7; CMD 22 SPECIAL ABILITIES
Feats Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Disease (Su) Black apoxia: Steal breath—inhaled; save Fort DC
Finesse 18; onset 1 day; frequency 1/day; effect 1d3 Con damage and
Skills Acrobatics +14, Bluff +9, Climb +12, Diplomacy +9, Disable exhausted; cure 2 consecutive saves.
Device +14, Disguise +9, Knowledge (local) +11, Perception Echo of Life (Su) A kurobozu retains some the same disciplined
+10, Sense Motive +10, Sleight of Hand +14, Stealth +14 training it had in life. It gains the monk’s evasion, AC bonus,
Languages Common, Halfling Stunning Fist, and flurry of blows class features and unarmed
SQ rogue talents (bleeding attack +4, fast stealth, stand up), strike damage as a monk of equal level to its Hit Dice. A
trapfinding +3 kurobozu’s Stunning Fist lasts 1 round longer than normal. In
Combat Gear potion of cure moderate wounds, potion of addition, a kurobozu replaces its Constitution modifier with its
invisibility, tanglefoot bag; Other Gear+1 studded leather, Wisdom modifier instead of its Charisma modifier.
+1 rapier, masterwork light crossbow with 20 bolts, cloak of Sage’s Bane (Su) Any target struck by a kurobozu’s unarmed
resistance +1, thieves’ tools, 489 gp strike takes 1d4 points of Wisdom damage and loses an equal
amount of ki (Fortitude DC 18 negates both). For every point
*In the original source, the rogue’s alignment was NE. of Wisdom damage a kurobozu deals, it heals 5 hit points. Hit
points received in excess of the creature’s normal total are
KUROBOZU treated as temporary hit points and dissipate after 1 minute.
The mouth of this gray-skinned, emaciated monk is a distended, The save DC is Wisdom-based.
hollow pit of darkness. Steal Breath (Su) As a standard action, a kurobozu can steal
the breath from a stunned or helpless target, as per the spell
KUROBOZU CR 6 suffocation, except it never causes the victim to die. Regardless
Pathfinder RPG Bestiary 5 153 of whether it successfully saved, the victim can’t speak for 1
LE Medium undead minute, and its breath reeks of carrion. This also exposes the
Init +8; Senses darkvision 60 ft.; Perception +16 victim to the kurobozu’s disease.
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DROW SCOUT CR 1 Special Attacks digestive spew, disgusting demise, piteous moan
Pathfinder RPG Monster Codex 34 TACTICS
Drow rogue 2 During Combat On the first round of combat, the grothlut
CE Medium humanoid (elf) fleshwarp uses its piteous moan and continues to do
Init +3; Senses darkvision 120 ft.; Perception +8 so throughout combat. It then uses its digestive spew
DEFENSE ability on every odd-numbered round and slams on
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) even-numbered rounds.
hp 16 (2d8+4) Morale The creature fights to the death.
Fort +1, Ref +6, Will +1; +2 vs. enchantment STATISTICS
Defensive Abilities evasion; Immune sleep; SR 8 Str 15, Dex 6, Con 18, Int 1, Wis 8, Cha 5
Weaknesses light blindness Base Atk +3; CMB +5; CMD 13 (can’t be tripped)
OFFENSE Feats Great Fortitude, Improved Initiative, Weapon Focus (slam)
Speed 30 ft. Skills Climb +10
Melee short sword +2 (1d6+1/19–20) SQ compression
Ranged mwk shortbow +6 (1d6/×3 plus poison) SPECIAL ABILITIES
Special Attacks sneak attack +1d6 Digestive Spew (Ex) In order to ingest food, a grothlut must first
Spell-Like Abilities (CL 2nd, concentration +2) regurgitate its digestive liquids upon its victim. As a standard
1/day—dancing lights, darkness, faerie fire action, it can spit these liquids on a creature within 5 feet. This
TACTICS spew deals 3d6 acid damage (Reflex DC 15 half). The save DC is
Before Combat The scout casts darkness then finds an ambush Constitution-based.
position if he senses the PCs are close. Disgusting Demise (Ex) When a grothlut reaches 0 or fewer hit
During Combat The scout prefers to fight from range. points, its digestive organs rupture, freeing alchemical agents
Morale The scout fights to the death. that have a violent effect on the rest of the grothlut’s internal
STATISTICS organs and flesh. This causes an explosion of grothlut viscera
Str 13, Dex 17, Con 12, Int 10, Wis 12, Cha 10 within a 30-foot-radius burst of the creature. Though this viscera
Base Atk +1; CMB +2; CMD 15 deals no damage, it’s disgusting to behold and its smell can
Feats Weapon Focus (shortbow) cause living creatures within that radius to become nauseated
Skills Acrobatics +8, Climb +6, Disable Device +7, Knowledge for 1d4 rounds (Fortitude DC 14 negates). This is a poison effect.
(dungeoneering) +5, Knowledge (local) +4, Perception +8, The save DC is Constitution-based.
Sense Motive +5, Stealth +8, Survival +3, Swim +5 Piteous Moan (Su) Whenever a grothlut sees another creature, it
Languages Elven, Undercommon begins to moan as free action. Anyone within 60 feet who can
SQ poison use, trapfinding +1 hear the moan must succeed at a DC 15 Will saving throw or
Combat Gear potion of cure light wounds, drow poison (2), become sickened by the moaning for as long as she can hear it.
tanglefoot bag; Other Gear mwk studded leather, mwk Every two additional grothluts with the area increase the DC by
shortbow and 20 arrows, short sword, 14 gp 1, to a maximum of DC 18. This is a mind-affecting sonic effect.
The save DC is Constitution-based.
FLESHWARP, GROTHLUT
Pale and glistening with moisture, this sluglike creature stares HUECUVA
vacantly as a droning moan escapes its slobbering lips. Rotting vestments hang across the withered flesh of this walking
corpse, and its mouth hangs open in a silent scream.
GROTHLUT CR 3
Pathfinder RPG Bestiary 4 103 HUECUVA CR 2
CE Medium aberration CE Medium undead
Init +2; Senses darkvision 60 ft.; Perception –1 Init +6; Senses darkvision 60 ft.; Perception +5
Aura piteous moan (30 ft.) Aura faithlessness (30 ft.)
DEFENSE DEFENSE
AC 13, touch 8, flat-footed 13 (–2 Dex, +5 natural) AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 42 (5d8+20) hp 16 (3d8+3)
Fort +7, Ref –1, Will +3 Fort +2, Ref +3, Will +4
Immune acid, mind-affecting effects DR 5/magic or silver; Immune undead traits
OFFENSE OFFENSE
Speed 20 ft. Speed 30 ft.
Melee 2 slams +6 (1d6+3) Melee 2 claws +4 (1d4+1 plus disease)
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TACTICS TACTICS
During Combat The huecuvas attack Zareen’s target. They relish Before Combat The kobold blade drinks his elixir of fire breath.
attacking clerics of good-aligned deities. During Combat The kobold breathes fire on the first and second
Morale As long as Zareen stands, the huecuvas fight until rounds of combat then uses its rapier against the tallest foe.
destroyed. If she falls, a huecuva attempts to flee if reduced to Morale If reduced below 8 hit points, the kobold blade flees.
4 hit points or fewer. STATISTICS
STATISTICS Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 8
Str 13, Dex 14, Con —, Int 4, Wis 12, Cha 12 Base Atk +4; CMB +3 (+5 dirty trick); CMD 17 (19 vs. dirty trick)
Base Atk +2; CMB +3; CMD 15 Feats Combat Expertise, Improved Dirty Trick, Weapon Finesse,
Feats Improved Initiative, Weapon Focus (claw) Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Perception +5, Stealth +7 Skills Craft (trapmaking) +3, Intimidate +6, Knowledge
Language Common (dungeoneering) +8, Perception +2, Profession (miner) +2,
SQ false humanity Stealth +13
SPECIAL ABILITIES Languages Common, Draconic
Aura of Faithlessness (Su) The huecuva and all undead creatures SQ armor training 1, crafty
within 30 feet receive a +2 profane bonus on Will saves made Combat Gear elixir of fire breath, potion of cure moderate
to resist channeled energy and positive energy effects. wounds ; Other Gear mwk breastplate, mwk light crossbow
Disease (Ex) Filth fever: Injury; save Fort DC 12; onset 1d3 days; with 10 bolts, mwk rapier
frequency 1/day; effect 1d3 Dex damage and 1d3 Str damage;
cure 2 consecutive saves. The save DC is Charisma-based. KOBOLD GUILECASTER CR 5
False Humanity (Su) During the day, a huecuva is cloaked Pathfinder RPG Monster Codex 131
in an illusion that makes it look, sound, and feel like the Kobold sorcerer 6 (Pathfinder RPG Bestiary 138)
living creature it once was. This effect functions similarly to LE Small humanoid (reptilian)
disguise self—if a creature interacts directly with a huecuva, Init +2; Senses darkvision 60 ft.; Perception +1
it can attempt a DC 12 Will save to see through the illusion. DEFENSE
Regardless, the huecuva’s scent never changes—it always AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural,
exudes a faint stench of grave dust and decay. Creatures with +1 size)
the scent ability receive a +4 bonus on Will saving throws hp 35 (6d6+12)
to see through this illusion. At night (regardless of whether Fort +3, Ref +4, Will +4
the huecuva itself knows night has fallen) this illusion fades Weaknesses light sensitivity
and reveals the creature for what it truly is. The save DC OFFENSE
is Charisma-based. Speed 30 ft.
Melee quarterstaff +2 (1d4–2)
KOBOLDS Bloodline Spell-Like Abilities (CL 6th; concentration +9)
This short, reptilian humanoid has scaled skin, a snout filled with 6/day—trap rune (DC 16)
tiny teeth, and a long tail. Sorcerer Spells Known (CL 6th; concentration +9)
3rd (4/day)—lightning bolt (DC 16)
KOBOLD BLADE CR 3 2nd (6/day)—create pitAPG, mirror image, scorching ray
Pathfinder RPG Monster Codex 130 1st (7/day)—alarm, charm person (DC 14), mage armor,
Kobold fighter 4 (Pathfinder RPG Bestiary 138) magic missile, ray of enfeeblement (DC 14)
LE Small humanoid (reptilian) 0 (at will)—arcane mark, daze, detect magic, open/close,
Init +4; Senses darkvision 60 ft.; Perception +2 prestidigitation (DC 13), resistance, sparkAPG
DEFENSE Bloodline koboldARG
AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 natural, TACTICS
+1 size) Before Combat Each day the kobold guilecaster casts uses its
hp 30 (4d10+4) trap rune ability to inscribe fire traps in the hallways leading
Fort +4, Ref +5, Will +1 (+1 vs. fear) to the room where she plans to spend her time. She casts
Defensive Abilities bravery +1 mage armor as well; the effects of this spell are included in her
Weaknesses light sensitivity statistics. If she senses the PCs are near, she casts mirror image.
OFFENSE During Combat The kobold casts create pit under the most heavily
Speed 30 ft. armored foe in the first round of combat. On subsequent rounds
Melee mwk rapier +11 (1d4+2/18–20) she tries ro create pit to control her foes’ movements while
Ranged mwk light crossbow +10 (1d6/19–20) casting lightning bolt whenever she can hit more than one foe.
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Morale If reduced below 12 hit points, the guilecaster flees. Antipaladin Spell-Like Abilities (CL 5th; concentration +6)
Base Statistics Without mage armor, the guilecaster’s statistics At will—detect good
are AC 14, touch 13, flat-footed 12. Antipaladin Spells Prepared (CL 2nd; concentration +3)
STATISTICS 1st—death knell (DC 12), protection from good
Str 6, Dex 14, Con 12, Int 13, Wis 8, Cha 16 TACTICS
Base Atk +3; CMB +0; CMD 12 Before Combat Zareen casts protection from good and activates
Feats Combat Expertise, Eschew Materials, Improved Feint, Skill her fiendish boon ability on her scimitar when she thinks
Focus (Craft [trapmaking]) combat is imminent. The effects of the fiendish boon are
Skills Bluff +15, Craft (trapmaking) +15, Perception +1, Profession included in her statistics.
(miner) +1, Use Magic Device +15; Racial Modifiers +2 Craft During Combat Zareen attacks foes who display holy symbols
(trapmaking), +2 Perception, +2 Profession (miner) of good-aligned deities first. In particular, if any PCs display
Languages Draconic, Dwarven the raiment of a worshiper of Sarenrae, she single-mindedly
SQ bloodline arcana (+2 to spell DC if target is denied Dex bonus devotes herself to felling them, even spending a round to use
to AC), crafty, trap sense +2 death knell in an attempt to savor their death. Otherwise, she
Combat Gear antitoxin, thunderstone; Other Gear quarterstaff, uses detect good to search the room for good-aligned creatures,
circlet of persuasion, masterwork artisan’s tools, 15 gp as long as doing so doesn’t prevent her from attacking. If
surrounded, she channels negative energy to harm opponents.
ZAREEN Morale Fully committed to the cause of Ahriman, Zareen fights to
A web of burn scars covers the face and hands of this tall human the death.
woman. A pendant bearing a black and silver image of an eclipse Base Statistics Without fiendish boon, Zareen’s statistics are
dangles from her neck, haphazardly polishing portions of her Melee mwk scimitar +8 (1d6+4/18–20).
blackened chain shirt. She holds a scimitar at the ready, its blade STATISTICS
decorated with bloodstains. Str 12, Dex 18, Con 14, Int 8, Wis 10, Cha 13
Base Atk +5; CMB +6; CMD 20
ZAREEN (SUBTIER 3–4) CR 4 Feats Extra Channel, Slashing GraceACG, Weapon Finesse, Weapon
Female human antipaladin 5 (Pathfinder RPG Advanced Player’s Focus (scimitar)
Guide 118) Skills Bluff +5, Intimidate +8, Knowledge (religion) +3, Perform
CE Medium humanoid (human) (dance) +4, Stealth +7
Init +4; Senses Perception +0 Languages Common
Aura cowardice (10 ft.) SQ cruelty (fatigued), fiendish boon (weapon +1, 1/day),
DEFENSE memories of the sun, touch of corruption 3/day (2d6)
AC 20, touch 14, flat-footed 16 (+5 armor, +4 Dex, +1 shield) Combat Gear potion of cure moderate wounds; Other Gear +1
hp 47 (5d10+15) chain shirt, mwk buckler, composite shortbow (+1 Str) with 20
Fort +8, Ref +7, Will +6 arrows, mwk scimitar, cloak of resistance +1, unholy symbols of
Immune disease Ahriman (3)
OFFENSE SPECIAL ABILITIES
Speed 30 ft. Memories of the Sun (Ex) Zareen once fought using Sarenrae’s
Melee +1 scimitar +10 (1d6+5/18–20) dervish style. While she uses a different set of moves now,
Ranged composite shortbow +9 (1d6+1/×3) she still remembers how to gracefully dance with her scimitar.
Special Attacks channel negative energy 3/day (DC 13, 3d6), She can apply the benefits of her Weapon Finesse feat to her
smite good 2/day (+1 attack and AC, +5 damage) scimitar, even though it is not normally a finesse weapon.
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Skill Focus (Stealth) During Combat The drider begins combat with either darkness or
Skills Acrobatics +11, Climb +12, Disable Device +11, Escape Artist deeper darkness to lower the light level without impeding his
+11, Perception +19, Sense Motive +11, Sleight of Hand +11, own senses. He uses lightning bolt when he can hit more than
Stealth +22; Racial Modifiers +8 Perception, +8 Stealth one target and web to hamper the movement of PCs who can
Languages Abyssal, Celestial, Draconic; telepathy 100 ft. see him.
SPECIAL ABILITIES Morale The drider fights to the death.
Protective Slime (Su) A layer of acidic slime coats a babau’s Base Statistics Without mage armor, the drider’s statistics are
skin. Any creature that strikes a babau with a natural attack AC 20, touch 12, flat-footed 17.
or unarmed strike takes 1d8 points of acid damage from this STATISTICS
slime if it fails a DC 18 Reflex save. A creature that strikes Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16
a babau with a melee weapon must make a DC 18 Reflex Base Atk +6; CMB +9; CMD 21 (33 vs. trip)
save or the weapon takes 1d8 points of acid damage; if this Feats Blind-Fight, Dodge, Combat Casting, Weapon Focus (bite,
damage penetrates the weapon’s hardness, the weapon gains mace)
the broken condition. Ammunition that strikes a babau is Skills Climb +22, Intimidate +15, Knowledge (arcana) +14,
automatically destroyed after it inflicts its damage. Perception +15, Spellcraft +14, Stealth +14; Racial Modifiers
+4 Stealth
DRIDER Languages Common, Elven, Undercommon
The dry rasping of spidery legs brings this hideous monstrosity into SQ undersized weapons
view—a nightmarish, centaurian fusion of drow and spider. SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 6
DRIDER CR 7 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-
Pathfinder RPG Bestiary 113 based.
CE Large aberration Spells A drider casts spells as a 6th-level cleric, sorcerer, or wizard,
Init +2; Senses darkvision 120 ft., detect good, detect law, detect but does not gain any other class abilities. This one casts as a
magic; Perception +15 sorcerer.
DEFENSE Undersized Weapons (Ex) Although a drider is Large, its upper
AC 24, touch 12, flat-footed 21; (+4 armor, +2 Dex, +1 dodge, torso is the same size as that of a Medium humanoid’s upper
+8 natural, –1 size) torso. As a result, it wields weapons as if it were one size
hp 76 (9d8+36) category smaller than its actual size (Medium for most driders).
Fort +7, Ref +5, Will +9
Immune sleep; SR 18 DROW
OFFENSE This dark-skinned elf stands in a battle-ready pose, her hair silver
Speed 30 ft., climb 20 ft. and eyes white and pupilless.
Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus
poison) DROW HOUSE CAPTAIN CR 6
Ranged mwk composite longbow +8/+3 (1d8+2/×3) Pathfinder RPG Monster Codex 35
Space 10 ft.; Reach 5 ft. Drow fighter 7 (Pathfinder RPG Bestiary 114)
Special Attacks web (+7 ranged, DC 18, hp 9) CE Medium humanoid (elf)
Spell-Like Abilities (CL 9th) Init +4; Senses darkvision 120 ft.; Perception +8
Constant—detect good, detect law, detect magic DEFENSE
At will—dancing lights, darkness, faerie fire AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
1/day—clairaudience/clairvoyance, deeper darkness, dispel hp 55 (7d10+12)
magic, levitate, suggestion (DC 16) Fort +5, Ref +6, Will +3 (+2 vs. fear); +2 vs. enchantment
Sorcerer Spells Known (CL 6th) Defensive Abilities bravery +2; Immune sleep; SR 13
3rd (4/day)—lightning bolt (DC 16) Weaknesses light blindness
2nd (6/day)—invisibility, web (DC 15) OFFENSE
1st (7/day)—mage armor, magic missile, ray of enfeeblement Speed 30 ft.
(DC 14), silent image (DC 14) Melee +1 longsword +12/+7 (1d8+6/19–20 plus poison)
0 (at will)—bleed (DC 13), daze (DC 13), ghost sound, Ranged mwk repeating heavy crossbow +12/+7 (1d10/19–20
mage hand, ray of frost, read magic, resistance plus poison)
TACTICS Special Attacks weapon training (heavy blades +1)
Before Combat The drider casts mage armor and invisibility and Spell-Like Abilities (CL 7th; concentration +7)
moves to an ambush position. 1/day—dancing lights, darkness, faerie fire
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DEFENSE Morale If reduced below 10 hit points, the master trapper flees.
AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 natural, +1 STATISTICS
size) Str 8, Dex 18, Con 12, Int 10, Wis 13, Cha 8
hp 30 (4d10+4) Base Atk +3; CMB +1; CMD 15
Fort +4, Ref +5, Will +1 (+1 vs. fear) Feats Improved Initiative, Lightning Reflexes, Skill Focus
Defensive Abilities bravery +1 (Craft [trapmaking])
Weaknesses light sensitivity Skills Acrobatics +11, Appraise +8, Climb +6, Craft (trapmaking)
OFFENSE +13, Disable Device +13, Escape Artist +11, Perception +11,
Speed 30 ft. Profession (miner) +3, Sleight of Hand +11, Stealth +15;
Melee mwk rapier +11 (1d4+2/18–20) Racial Modifiers +2 Craft (trapmaking), +2 Perception,
Ranged mwk light crossbow +10 (1d6/19–20) +2 Profession (miner)
TACTICS Languages Draconic
Before Combat The kobold blade drinks his elixir of fire breath. SQ crafty, rogue talents (trap spotter, cunning trigger), trapfinding +2
During Combat The kobold breathes fire on the first and second Combat Gear necklace of fireballs I; Other Gear +1 chain shirt,
rounds of combat then uses its rapier on the tallest foe. dagger, mwk shortbow with 20 arrows, mwk artisan’s tools,
Morale If reduced below 8 hit points, the kobold blade flees. mwk thieves’ tools, 62 gp
STATISTICS
Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 8 KOBOLD YAPPER CR 7
Base Atk +4; CMB +3 (+5 dirty trick); CMD 17 (19 vs. dirty trick) Pathfinder RPG Monster Codex 135
Feats Combat Expertise, Improved Dirty TrickAPG, Weapon Finesse, Kobold bard (dragon yapper) 8 (Pathfinder RPG Bestiary 138,
Weapon Focus (rapier), Weapon Specialization (rapier) Pathfinder RPG Monster Codex 128)
Skills Craft (trapmaking) +3, Intimidate +6, Knowledge LE Small humanoid (reptilian)
(dungeoneering) +8, Perception +2, Profession (miner) +2, Init +4; Senses darkvision 60 ft.; Perception +2
Stealth +13 DEFENSE
Languages Common, Draconic AC 22, touch 16, flat-footed 17 (+5 armor, +4 Dex, +1 dodge, +1
SQ armor training 1, crafty natural, +1 size)
Combat Gear elixir of fire breath, potion of cure moderate hp 31 (8d8–8)
wounds ; Other Gear mwk breastplate, mwk light crossbow Fort +0, Ref +10, Will +6; +4 vs. bardic performance, language-
with 10 bolts, mwk rapier dependent, and sonic
Weaknesses light sensitivity
KOBOLD MASTER TRAPPER CR 4 OFFENSE
Pathfinder RPG Monster Codex 133 Speed 30 ft.
Kobold rogue 5 (Pathfinder RPG Bestiary 138) Melee +1 short sword +7/+2 (1d4/19–20)
LE Small humanoid (reptilian) Ranged +1 shortbow +13/+8 (1d4+1/×3)
Init +8; Senses darkvision 60 ft.; Perception +11 Special Attacks bardic performance 20 rounds/day (move
DEFENSE action; countersong, frightful song [DC 16], distraction, inspire
AC 21, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 natural, +1 competence +3, inspire courage +2, suggestion [DC 16],
size) yapping song [DC 16])
hp 31 (5d8+5) Bard Spells Known (CL 8th; concentration +10)
Fort +2, Ref +10, Will +2 3rd (2/day)—confusion (DC 15), deep slumber (DC 15), haste
Defensive Abilities evasion, trap sense +1, uncanny dodge 2nd (5/day)—blur, heroism, hold person (DC 14), mirror image
Weaknesses light sensitivity 1st (5/day)—alarm, charm person (DC 13), grease (DC 13),
OFFENSE silent image (DC 13), ventriloquism (DC 13)
Speed 30 ft. 0 (at will)—dancing lights, detect magic, ghost sound (DC 12),
Melee dagger +3 (1d3–1/19–20) mage hand, prestidigitation (DC 12), resistance
Ranged mwk shortbow +9 (1d4/×3) TACTICS
Special Attacks sneak attack +3d6 Before Combat If she senses the PCs are close, the kobold
TACTICS yapper casts mirror image, and then begins casting heroism on
Before Combat The master trapper hides in an ambush position. her allies.
During Combat The kobold prefers to fire arrows from a distance, During Combat The yapper stays behind allies if she can. She
but he dutifully flanks with the kobold blade when he can activates her bardic performance as a move action, and then
no longer sneak attack from range. He uses his necklace of casts haste, followed by confusion.
fireballs if he can affect 3 or more targets. Morale If reduced below 10 hit points, the yapper flees.
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STATISTICS times per day. This is similar to an attack with a net but
Str 8, Dex 18, Con 6, Int 13, Wis 10, Cha 15 has a maximum range of 50 feet, with a range increment
Base Atk +6; CMB +4; CMD 19 of 10 feet, and is effective against targets up to one size
Feats Dodge, Point-Blank Shot, Precise Shot, Weapon Focus category larger than the web spinner. An entangled creature
(shortbow) can escape with a successful Escape Artist check or burst
Skills Acrobatics +14, Bluff +13, Craft (trapmaking) +3, the web with a Strength check, either of which requires a
Perception +2, Perform (oratory) +13, Perform (sing) +13, standard action.
Profession (miner) +2, Sleight of Hand +14, Spellcraft +12,
Stealth +18; Racial Modifiers +2 Craft (trapmaking), ZAREEN
+2 Perception, +2 Profession (miner) A web of burn scars covers the face and hands of this tall human
Languages Common, Draconic, Sylvan woman. A pendant bearing a black-and-silver image of an eclipse
SQ bardic knowledge +4, crafty, lore master 1/day, versatile dangles from her neck, haphazardly polishing portions of her
performance (sing, oratory) blackened chain shirt. She holds a scimitar at the ready, its blade
Gear +1 chain shirt, +1 short sword, +1 shortbow, 410 gp decorated with bloodstains.
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PATHFINDER SOCIETY SCENARIO
APPENDIX 9: INDEPENDENT MAJOR check to notice the caryatid column is alive. If a caryatid column
THREATS (SUBTIER 3–4) initiates combat from this pose, it gains a +6 bonus on its
This section contains the stat blocks for the independent initiative check.
major threats that PCs playing Subtier 3–4 may encounter.
DERRO
CARYATID COLUMN This pale blue humanoid has bulging white eyes, wild hair, four-
With its feet planted firmly together, this marble statue of a female fingered hands, and a large hooked club.
warrior holding a stone sword rises up to support the ceiling.
DERRO CR 3
CARYATID COLUMN CR 3 Pathfinder RPG Bestiary 70
Pathfinder RPG Bestiary 3 46 CE Small humanoid (derro)
N Medium construct Init +6; Senses darkvision 60 ft.; Perception +0
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0 DEFENSE
DEFENSE AC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural,
AC 14, touch 9, flat-footed 14 (–1 Dex, +5 natural) +1 size)
hp 36 (3d10+20) hp 25 (3d8+12)
Fort +1, Ref +0, Will +1 Fort +5, Ref +3, Will +6
Defensive Abilities shatter weapons; DR 5/—; Immune construct SR 14
traits, magic Weaknesses vulnerability to sunlight
OFFENSE OFFENSE
Speed 20 ft. Speed 20 ft.
Melee mwk longsword +8 (1d8+4/19–20) Melee short sword +5 (1d4) or
TACTICS aklys +5 (1d6)
Before Combat The two caryatid columns appear to be a carved Ranged repeating light crossbow +5 (1d6/19–20 plus poison) or
arch in a passageway and take on an appearance matching the aklys +5 (1d6)
theme of the story arc. Special Attacks sneak attack +1d6
During Combat The column attacks any creature that approaches Spell-Like Abilities (CL 3rd)
within 5 feet. At will—darkness, ghost sound (DC 13)
Morale The caryatid column fights to the death. 1/day—daze (DC 13), sound burst (DC 15)
STATISTICS TACTICS
Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1 Before Combat The derros cast ghost sound and darkness in an
Base Atk +3; CMB +7; CMD 16 (cannot be disarmed) attempt to split the party up.
SQ statue During Combat The derros prefer to flank foes.
SPECIAL ABILITIES Morale The derros fight to the death.
Immunity to Magic (Ex) A caryatid column is immune to any STATISTICS
spell or spell-like ability that allows spell resistance. In addition, Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16
certain spells and effects function differently against the Base Atk +2; CMB +1; CMD 13
creature, as noted below. Feats Improved Initiative, Weapon Finesse
• A transmute rock to mud spell deals 1d6 points of damage per Skills Perception +0, Stealth +9
caster level to a caryatid column, with no saving throw. Languages Aklo, Undercommon
• Transmute mud to rock immediately heals any and all damage SQ madness, poison use
currently suffered by a caryatid column. SPECIAL ABILITIES
• A stone to flesh spell does not actually change the column’s Madness (Ex) Derros use their Charisma modifier on Will saves
structure but negates its damage reduction and immunity to instead of their Wisdom modifier, and they are immune to
magic for 1 round. insanity and confusion effects. Only a miracle or wish spell
Shatter Weapons (Ex) Whenever a character strikes a caryatid can remove a derro’s madness. If this occurs, the derro gains 6
column with a weapon (magical or nonmagical), the weapon points of Wisdom and loses 6 points of Charisma.
takes 3d6 points of damage. Apply the weapon’s hardness Poison Use (Ex) Derros are not at risk of poisoning themselves
normally. Weapons that take any amount of damage in excess when handling poison. They use Medium spider venom
of their hardness gain the broken quality. to poison their crossbow bolts, and generally carry 10 pre-
Statue (Ex) A caryatid column can stand perfectly still, emulating poisoned bolts at all times.
a statue (usually one that is holding up the ceiling, like a carved Vulnerability to Sunlight (Ex) A derro takes 1 point of Con
column). An observer must succeed at a DC 20 Perception damage after every hour it is exposed to sunlight.
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CAULBORN (DC 20), but with no limit to the spell’s duration so long as at
This creature has a split-jawed mouth, a hoodlike growth on its head, least three of the caulborn involved continue to join hands and
and two hideously elongated fingers on each hand. concentrate. This ability functions at CL 7th (or at the highest CL
available to the most powerful caulborn in the group). The save
CAULBORN CR 7 DC is Charisma-based, adjusted by the modifier of the caulborn
N Medium outsider (extraplanar) with the highest Charisma score.
Init +4; Senses blindsense 60 ft., darkvision 60 ft., detect magic, Hive Mind (Ex) As long as there are at least two caulborn within
thoughtsense; Perception +15 300 feet of each other, if one caulborn in the group is aware
DEFENSE of a particular danger, they all are. No caulborn in a group is
AC 19, touch 18, flat-footed 15 (+4 deflection, +4 Dex, +1 natural) considered flanked or flat-footed unless all of them are.
hp 76 (9d10+27) Psychic Deflection (Su) A caulborn adds its Charisma modifier
Fort +6, Ref +8, Will +13 as a deflection bonus to its AC. The caulborn loses this bonus
Defensive Abilities premonition, psychic deflection; Immune when unconscious.
visual effects Thoughtsense (Su) A caulborn notices and locates living,
OFFENSE conscious creatures within 60 feet, just as if it possessed the
Speed 30 ft. blindsight ability. Spells such as nondetection or mind blank
Melee bite +13 (2d6+3), 2 claws +12 (1d6+3) make an affected creature undetectable by this sense.
Special Attacks consume thoughts
Spell-Like Abilities (CL 7th; concentration +11) HUNGRY FOG
Constant—detect magic, detect thoughts (DC 16), read magic Horrid shapes form within this cloying green mist, which pulses
3/day—charm monster (DC 18), daze monster (DC 16), hold sporadically and with seeming voracity.
monster (DC 19), hypnotic pattern (DC 16), vampiric touch
(DC 17) HUNGRY FOG CR 6
1/week—plane shift (willing targets only) Pathfinder RPG Bestiary 3 152
TACTICS N Huge ooze
Before Combat Interested mostly in observing the PCs and their Init –3; Senses blindsight 60 ft.; Perception –5
adventures, the caulborn tries to remain hidden. Aura bewitching brume (10 ft., DC 8)
During Combat If confronted, the caulborn tries to incapacitate DEFENSE
opponents with hypnotic pattern, daze monster, or charm AC 5, touch 5, flat-footed 5 (–3 Dex, –2 size)
monster before proceeding to use consume thoughts on an hp 59 (7d8+28)
opponent. Fort +6, Ref –1, Will –3
Morale If reduced below 25 hit points or if it is able to consume Defensive Abilities gaseous, negative energy affinity; DR 10/
thoughts from at least two targets, the caulborn flees. magic; Immune acid, electricity, ooze traits, sonic; Resist cold 10
STATISTICS Weaknesses vulnerable to wind
Str 16, Dex 19, Con 16, Int 25, Wis 20, Cha 19 OFFENSE
Base Atk +9; CMB +12; CMD 30 Speed fly 15 ft. (perfect)
Feats Combat Casting, Combat Expertise, Combat Reflexes, Iron Melee +5 touch (6d6 negative energy)
Will, Weapon Focus (bite) Space 15 ft.; Reach 15 ft.
Skills Acrobatics +12, Appraise +12, Bluff +14, Intimidate +14, Special Attacks enveloping mists (DC 17, 3d6 negative energy
Knowledge (all) +14, Perception +15, Sense Motive +12, Stealth and staggered)
+11, Use Magic Device +9 TACTICS
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, During Combat The hungry fog tries to envelop as many foes as
Giant, Infernal; telepathy 100 ft. possible. It then relies on its touch attack on the largest foe.
SQ cooperative scrying, hive mind Morale The hungry fog fights to the death.
SPECIAL ABILITIES STATISTICS
Consume Thoughts (Ex) A caulborn can consume the thoughts of Str —, Dex 4, Con 18, Int —, Wis 1, Cha 1
a willing, helpless, or fascinated creature with a touch attack. Base Atk +5; CMB +5; CMD 12 (can’t be tripped)
If the target fails a DC 18 Will save, the caulborn can alter the SPECIAL ABILITIES
victim’s memory as if using modify memory. This process deals Bewitching Brume (Su) Any creature within 10 feet of a hungry
1d4 points of Intelligence and Wisdom damage to the target. fog or currently being affected by its enveloping mists must
The save DC is Charisma-based. succeed at a DC 8 Will save at the start of that creature’s turn
Cooperative Scrying (Sp) Three or more caulborn joining hands or become shaken for 1 round by the half-glimpsed shapes of
can scry on a place or creature as if using the scrying spell phantoms floating within the fog. This is a mind-affecting fear
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APPENDIX 10: INDEPENDENT MAJOR victim’s memory as if using modify memory. This process deals
THREATS (SUBTIER 6–7) 1d4 points of Intelligence and Wisdom damage to the target.
This section contains the stat blocks for the independent The save DC is Charisma-based.
major threats that PCs playing Subtier 6–7 may encounter. Cooperative Scrying (Sp) Three or more caulborn joining hands
can scry on a place or creature as if using the scrying spell
CAULBORN (DC 20), but with no limit to the spell’s duration so long as at
This creature has a split-jawed mouth, a hoodlike growth on its head, least three of the caulborn involved continue to join hands and
and two hideously elongated fingers on each hand. concentrate. This ability functions at CL 7th (or at the highest CL
available to the most powerful caulborn in the group). The save
CAULBORN CR 7 DC is Charisma-based, adjusted by the modifier of the caulborn
N Medium outsider (extraplanar) with the highest Charisma score.
Init +4; Senses blindsense 60 ft., darkvision 60 ft., detect magic, Hive Mind (Ex) As long as there are at least two caulborn within
thoughtsense; Perception +15 300 feet of each other, if one caulborn in the group is aware
DEFENSE of a particular danger, they all are. No caulborn in a group is
AC 19, touch 18, flat-footed 15 (+4 deflection, +4 Dex, +1 natural) considered flanked or flat-footed unless all of them are.
hp 76 (9d10+27) Psychic Deflection (Su) A caulborn adds its Charisma modifier
Fort +6, Ref +8, Will +13 as a deflection bonus to its AC. The caulborn loses this bonus
Defensive Abilities premonition, psychic deflection; Immune when unconscious.
visual effects Thoughtsense (Su) A caulborn notices and locates living,
OFFENSE conscious creatures within 60 feet, just as if it possessed the
Speed 30 ft. blindsight ability. Spells such as nondetection or mind blank
Melee bite +13 (2d6+3), 2 claws +12 (1d6+3) make an affected creature undetectable by this sense.
Special Attacks consume thoughts
Spell-Like Abilities (CL 7th; concentration +11) CHAOS BEAST
Constant—detect magic, detect thoughts (DC 16), read magic This thing is a horrid mass of barbed tentacles, glaring eyes, and
3/day—charm monster (DC 18), daze monster (DC 16), hold gnashing teeth, twisting upon itself and reshaping into new forms.
monster (DC 19), hypnotic pattern (DC 16), vampiric touch
(DC 17) CHAOS BEAST CR 7
1/week—plane shift (willing targets only) Pathfinder RPG Bestiary 2 54
TACTICS CN Medium outsider (chaotic, extraplanar)
Before Combat Interested mostly in observing the PCs and their Init +6; Senses darkvision 60 ft.; Perception +13
adventures, the caulborn tries to remain hidden. DEFENSE
During Combat If confronted, the caulborn tries to incapacitate AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
opponents with hypnotic pattern, daze monster, or charm hp 85 (9d10+36)
monster before proceeding to use consume thoughts on Fort +9, Ref +8, Will +4
an opponent. Defensive Abilities amorphous, resistant to transformation; SR 18
Morale If reduced below 25 hit points or if it is able to consume OFFENSE
thoughts from at least two targets, the caulborn flees. Speed 20 ft.
STATISTICS Melee 4 claws +13 (1d6+3 plus corporeal instability)
Str 16, Dex 19, Con 16, Int 25, Wis 20, Cha 19 TACTICS
Base Atk +9; CMB +12; CMD 30 During Combat The chaos beast attacks with full attacks when
Feats Combat Casting, Combat Expertise, Combat Reflexes, Iron possible, but changes targets every 1d3 rounds.
Will, Weapon Focus (bite) Morale The chaos beast fights to the death.
Skills Acrobatics +12, Appraise +12, Bluff +14, Intimidate +14, STATISTICS
Knowledge (all) +14, Perception +15, Sense Motive +12, Stealth Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 11
+11, Use Magic Device +9 Base Atk +9; CMB +12; CMD 25 (can’t be tripped)
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon
Giant, Infernal; telepathy 100 ft. Focus (claw)
SQ cooperative scrying, hive mind Skills Acrobatics +14 (+10 when jumping), Climb +15, Escape
SPECIAL ABILITIES Artist +14, Perception +13, Stealth +14, Swim +15
Consume Thoughts (Ex) A caulborn can consume the thoughts of SPECIAL ABILITIES
a willing, helpless, or fascinated creature with a touch attack. Corporeal Instability (Su) Claw—contact (curse); save Fort DC
If the target fails a DC 18 Will save, the caulborn can alter the 17; effect amorphous body and 1 Wisdom drain per round (see
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Before Combat The lead golem stands motionless in its room. OFFENSE
During Combat The golem attacks the first target it sees. Speed 40 ft.
Morale As long as the PCs remain within its sight, the creature Melee 4 claws +13 (1d4+1)
fights to the death. If the PCs flee, it pursues them for 1 round Special Attacks body thief, sneak attack +3d6
before returning to its original position. Spell-Like Abilities (CL 8th)
STATISTICS Constant—detect magic
Str 26, Dex 7, Con —, Int —, Wis 11, Cha 1 At will—confusion (DC 17, single target only), daze monster
Base Atk +14; CMB +23; CMD 31 (39 vs. bull rush or reposition) (DC 15, no HD limit), inflict serious wounds (DC 16),
SQ divination screen, intractable density invisibility, reduce size (as reduce person but self only)
SPECIAL ABILITIES 3/day—cure moderate wounds, globe of invulnerability
Divination Screen (Ex) Divination spells cast within 60 feet of a TACTICS
lead golem automatically fail. Before Combat The intellect devourer casts invisibility and globe
Immunity to Magic (Ex) A lead golem is immune to spells or of invulnerability if it senses combat is imminent. It then finds
spell-like abilities that allow spell resistance. Certain spells an ambush position.
and effects function differently against a lead golem, as During Combat The intellect devourer casts confusion on the most
noted below. heavily-armored PC. It then focuses on a single target.
• A magical attack that deals acid damage instead coats the lead Morale If reduced below 15 hit points, the intellect devourer flees.
golem, granting its slam attacks an additional 1d6 acid damage STATISTICS
for the following 1d4 rounds. Str 12, Dex 23, Con 21, Int 16, Wis 10, Cha 17
• A gust of wind or neutralize poison spell directed at the Base Atk +6; CMB +6; CMD 22 (26 vs. trip)
lead golem dissipates any clouds created by the golem’s Feats Improved Initiative, Iron Will, Toughness, Weapon Finesse
retributive miasma ability and prevents it from using that Skills Bluff +19, Disguise +11, Knowledge (local) +14, Perception
ability for 1d6 rounds. +19, Sense Motive +8, Stealth +29, Use Magic Device +11;
Intractable Density (Ex) The weight and sturdiness of its form Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
grants the lead golem a +8 racial bonus to CMD against bull Languages Undercommon (can’t speak); telepathy 100 ft.
rush and reposition combat maneuvers. SPECIAL ABILITIES
Retributive Miasma (Ex) Any attack that overcomes the damage Body Thief (Su) As a full-round action that provokes an attack
reduction of the lead golem causes fine lead particles to fill the of opportunity, an intellect devourer can reduce its size,
air within a 5-foot radius of the lead golem. This cloud of lead crawl into the mouth of a helpless or dead creature, and
persists for 1 round; any creatures within the area or that pass burrow into the victim’s skull to devour its brain. This is a
through the cloud are exposed to the cloud’s poisonous effects. coup de grace attempt that inflicts 8d4+3d6+8 points of
Subsequent attacks damaging the golem increase the duration damage. If the victim is slain (or already dead), the intellect
of the cloud by 1 round each. devourer usurps control of the body and may use it as its
Poison Cloud—inhaled; save Fort 16; frequency 1/round for 6 own, as if it controlled the target via a dominate monster
rounds; effect 1d3 Constitution and 1d3 Wisdom damage; cure spell. The intellect devourer has full access to all of the host’s
2 saves. The save DC is Constitution-based. defensive and offensive abilities save for spellcasting and
spell-like abilities (although the intellect devourer can still
INTELLECT DEVOURER use its own spell-like abilities). A host body may not have
Devoid of a head, or any features at all save for four short, clawed been dead for longer than 1 day for this ability to function,
legs, this creature’s body looks like a large, glistening brain. and even successfully inhabited bodies decay to uselessness
in 7 days (unless this time is extended via gentle repose).
INTELLECT DEVOURER CR 8 As long as the intellect devourer occupies the body, it knows
Pathfinder RPG Bestiary 180 (and can speak) the languages known by the victim and
CE Small aberration basic information about the victim’s identity and personality,
Init +10; Senses blindsight 60 ft., detect magic; yet has none of the victim’s specific memories or knowledge.
Perception +19 Damage done to a host body does not harm the intellect
DEFENSE devourer, and if the host body is slain, the intellect devourer
AC 22, touch 17, flat-footed 16 (+6 Dex, +5 natural, +1 size) emerges and is dazed for 1 round. Raise dead cannot restore
hp 84 (8d8+48) a victim of body theft, but resurrection or more powerful
Fort +7, Ref +8, Will +8 magic can.
DR 10/adamantine and magic; Immune fire, mind-affecting Vulnerable to Protection from Evil (Ex) An intellect devourer is
effects; Resist cold 20, electricity 20, sonic 20; SR 23 treated as a summoned creature for the purpose of determining
Weaknesses vulnerability to protection from evil how it is affected by a protection from evil spell.
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TROLL, ROCK During Combat The rock troll engages the largest foe and uses
This bulky creature has beady eyes, and rocky skin studded with Power Attack.
small crystals. Its jutting underbite holds large, crystalline teeth. Morale The rock troll fights to the death.
STATISTICS
ROCK TROLL CR 6 Str 25, Dex 12, Con 24, Int 5, Wis 9, Cha 6
Pathfinder RPG Bestiary 2 272 Base Atk +5; CMB +13; CMD 24
CE Large humanoid (earth, giant) Feats Intimidating Prowess, Iron Will, Power Attack, Weapon
Init +1; Senses darkvision 60 ft., low-light vision, scent; Focus (claw)
Perception +6 Skills Climb +11, Intimidate +10, Perception +6
DEFENSE Languages Giant
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size) SPECIAL ABILITIES
hp 80 (7d8+49); regeneration 5 (acid or sonic) Sunlight Petrification (Ex) A rock troll that is exposed to natural
Fort +12, Ref +3, Will +3 sunlight is staggered and must attempt a DC 20 Fortitude save
Weaknesses sunlight petrification each round to resist permanently turning to stone. A stone to
OFFENSE flesh spell (or similar effect) restores a petrified rock troll, but
Speed 30 ft. if it remains exposed to sunlight, it must immediately start
Melee bite +11 (1d8+7), 2 claws +12 (1d6+7) attempting new Fortitude saves to avoid petrification. Spells
Space 10 ft.; Reach 10 ft. like sunray or sunburst that create powerful natural sunlight
Special Attacks rend (2 claws, 1d6+9) cannot petrify a rock troll, but the troll is staggered for 1d4
TACTICS rounds after being exposed to such an effect.
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PATHFINDER SOCIETY SCENARIO
DEFENSE TACTICS
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) Before Combat The goblin hides in ambush.
hp 13 (2d8+4) During Combat The goblin works with its companions to flank and
Fort +2, Ref +2, Will +5 make sneak attacks. Anytime the PC do something horrible to
Defensive Abilities channel resistance +2 one if its companions, such as killing them or setting them on
OFFENSE fire, a sneak has a 50% chance to spend its next move action
Speed 30 ft. laughing uncontrollably.
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 Morale If reduced below 5 hit points or if it is the last goblin
(1d6+1 plus paralysis) standing, the goblin sneak flees.
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune STATISTICS
to this effect) Str 11, Dex 19, Con 14, Int 8, Wis 12, Cha 8
TACTICS Base Atk +1; CMB +0; CMD 14
Before Combat The ghoul moves to an ambush location if it Feats Two-Weapon Fighting, Weapon Finesse
senses the PCs are near. Skills Acrobatics +8, Climb +4, Disable Device +8, Escape Artist +8,
During Combat The ghoul attacks non-elves first, leaving Perception +6, Sleight of Hand +8, Stealth +12, Swim +4
paralyzed victims alone until after the other enemies are slain Languages Goblin
or unconscious. SQ rogue talents (finesse rogue), trapfinding +1,
Morale The ghoul fights to the death. weapon familiarity
STATISTICS Combat Gear potion of cure light wounds, potion of feather
Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14 fall, potion of jump, alchemist’s fire (4), smokesticks (2),
Base Atk +1; CMB +2; CMD 14 thunderstones (4); Other Gear studded leather, dogslicer, mwk
Feats Weapon Finesse dogslicer, shortbow with 20 arrows, 18 gp
Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
Languages Common GRAY OOZE
SPECIAL ABILITIES A seemingly mundane puddle, patch of moist stone, or glistening rock
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 is suddenly revealed to be more as a terrible pseudopod lashes out.
day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage;
cure 2 consecutive saves. The save DC is Charisma-based. GRAY OOZE CR 4
A humanoid who dies of ghoul fever rises as a ghoul at the Pathfinder RPG Bestiary 166
next midnight. A humanoid who becomes a ghoul in this way N Medium ooze
retains none of the abilities it possessed in life. It is not under Init –5; Senses blindsight 60 ft.; Perception –5
the control of any other ghouls, but it hungers for the flesh of DEFENSE
the living and behaves like a normal ghoul in all respects. A AC 5, touch 5, flat-footed 5 (–5 Dex)
humanoid of 4 Hit Dice or more rises as a ghast. hp 50 (4d8+32)
Fort +9, Ref –4, Will –4
GOBLIN SNEAK Defensive Abilities ooze traits; Immune cold, fire
This toothy goblin cackles gleefully as it rushes forth, dogslicers in hand. OFFENSE
Speed 10 ft.
GOBLIN SNEAK CR 1 Melee slam +6 (1d6+4 plus 1d6 acid and grab)
Pathfinder RPG Monster Codex 107 Special Attacks acid, constrict (1d6+1 plus 1d6 acid)
Goblin rogue 2 TACTICS
NE Small humanoid (goblinoid) Before Combat The ooze lies along a narrow passageway, waiting
Init +4; Senses darkvision 60 ft.; Perception +6 to be stepped upon.
DEFENSE During Combat The gray ooze focuses on a single foe in combat.
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size) Morale The ooze fights to the death.
hp 16 (2d8+4) STATISTICS
Fort +2, Ref +7, Will +1 Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
Defensive Abilities evasion Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can’t be tripped)
OFFENSE SQ transparent
Speed 30 ft. SPECIAL ABILITIES
Melee mwk dogslicer +5 (1d4/19–20), dogslicer +4 (1d4/19–20) Acid (Ex) The digestive acid that covers a gray ooze dissolves
Ranged shortbow +6 (1d4/×3) metals and organic material, but not stone. Each slam and
Special Attacks sneak attack +1d6 constrict attack deals an additional 1d6 points of acid damage.
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Armor or clothing worn by a creature grappled by a gray ooze Special Attacks leap attack, sneak attack +1d6, swarming
takes the same amount of acid damage unless the wearer TACTICS
succeeds on a DC 20 Reflex saving throw. A wooden or metal Before Combat The morlock climbs a wall to an ambush position.
weapon that strikes a gray ooze takes 1d6 points of acid During Combat The morlock uses leap attack whenever possible
damage unless the weapon’s wielder succeeds on a DC 20 to keep foes from surrounding it.
Reflex save. The ooze’s touch deals 12 points of acid damage Morale If reduced below 6 hit points, the morlock flees.
per round to wooden or metal objects, but the ooze must STATISTICS
remain in contact with the material for 1 full round in order to Str 14, Dex 19, Con 15, Int 5, Wis 14, Cha 6
deal this damage. The save DCs are Constitution-based. Base Atk +3; CMB +5; CMD 19
Transparent (Ex) Due to its lack of vivid coloration, a gray Feats Improved Initiative, Lightning Reflexes
ooze is difficult to discern from its surroundings in most Skills Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns);
environments. A DC 15 Perception check is required to notice Racial Modifiers +8 Acrobatics, +16 Climb, +4 Stealth in caverns
the gray ooze. Any creature that fails to notice a gray ooze Languages Undercommon
and walks into it automatically suffers damage as if struck by SQ expert climber
the ooze’s slam attack and is immediately subject to a grab SPECIAL ABILITIES
attempt by the ooze. Expert Climber (Ex) A morlock can cling to cave walls and
even ceilings as long as the surface has hand- and footholds.
MORLOCK In effect, a morlock is treated as constantly being under a
Skin pale as a slug’s belly, eyes huge and bulging, this thing crawls nonmagical version of the spell spider climb, save that it cannot
down the wall like a spider, but its shape is hideously humanoid. cling to smooth surfaces. This ability doubles the normal +8
racial bonus to Climb checks normally afforded creatures with a
MORLOCK CR 2 climb speed to a +16 racial bonus.
Pathfinder RPG Bestiary 209 Leap Attack (Ex) As a standard action, a morlock may make a
CE Medium monstrous humanoid single attack during a jump. It can make this attack at any point
Init +8; Senses darkvision 120 ft., scent; Perception +2 along the course of the leap—the start, the end, or while in
DEFENSE mid-air. While jumping, a morlock does not provoke attacks of
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural) opportunity for leaving a threatened square.
hp 22 (3d10+6) Swarming (Ex) Morlocks dwell and fight in cramped quarters
Fort +3, Ref +9, Will +5 every day of their lives, and as such are quite adept at
Immune disease, poison swarming foes. Up to two morlocks can share the same square
Weaknesses light blindness at the same time. If two morlocks in the same square attack
OFFENSE the same foe, they are considered to be flanking that foe as if
Speed 40 ft., climb 30 ft. they were in two opposite squares.
Melee club +5 (1d6+2), bite +0 (1d4+1)
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Init +5; Senses darkvision 60 ft., detect thoughts; Perception +19 Init +4; Senses see in darkness; Perception +8
DEFENSE DEFENSE
AC 22, touch 15, flat-footed 16 (+5 Dex, +1 dodge, +7 natural, AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural)
–1 size) hp 39 (6d8+12)
hp 85 (10d8+40) Fort +4, Ref +9, Will +2
Fort +7, Ref +10, Will +9 (+11 vs. charm effects) Weaknesses light blindness
Defensive Abilities guarded thoughts; Immune poison OFFENSE
OFFENSE Speed 30 ft.
Speed 40 ft. Melee 2 short swords +6/+6 (1d6+2/19–20 plus poison)
Melee bite +8 (1d4+2), sting +8 (2d4+2 plus poison) Special Attacks death throes, sneak attack (+3d6)
Space 10 ft.; Reach 5 ft. Spell-Like Abilities (CL 6th)
Sorcerer Spells Known (CL 7th, concentration +10) At will—deeper darkness, detect magic, fog cloud
3rd (5/day)—displacement, lightning bolt (DC 16) TACTICS
2nd (7/day)—cat’s grace, invisibility, scorching ray Before Combat The dark stalker waits in ambush.
1st (7/day)—expeditious retreat, magic missile, ray of During Combat The first dark stalker casts deeper darkness on the
enfeeblement (DC 14), shield, silent image first round of combat then attacks foes with poisoned weapons.
0 (at will)—daze, detect magic, light, mage hand, open/close, It works together with the other dark stalkers to flank lightly-
ray of frost, read magic armored opponents.
TACTICS Morale If reduced below 15 hit points, the dark stalker flees.
Before Combat The dark naga casts displacement, shield, cat’s STATISTICS
grace, and invisibility if it believes combat is imminent. These Str 14, Dex 18, Con 14, Int 9, Wis 11, Cha 13
bonuses are not included in its statistics. Base Atk +4; CMB +6; CMD 20
During Combat The naga casts lightning bolt anytime it is not in Feats Double Slice, Two-Weapon Fighting, Weapon Finesse
melee and can hit more than one target. Skills Climb +10, Perception +8, Sleight of Hand +5, Stealth +8;
Morale If reduced below 18 hit points, the dark naga flees. Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
STATISTICS Languages Dark Folk, Undercommon
Str 14, Dex 21, Con 18, Int 16, Wis 15, Cha 17 SQ poison use
Base Atk +7; CMB +10; CMD 26 (can’t be tripped) SPECIAL ABILITIES
Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB, Death Throes (Su) When a dark stalker is slain, its body combusts
Lightning Reflexes, Stealthy in a flash of white-hot flame. This acts like a fireball that deals
Skills Bluff +13, Diplomacy +9, Disguise +9, Escape Artist +13, 3d6 points of fire damage to all creatures within a 20-foot-
Intimidate +12, Knowledge (arcana) +13, Perception +19, Sense radius burst. A DC 15 Reflex save halves this damage. A dark
Motive +10, Spellcraft +12, Stealth +18 stalker’s gear and treasure are unaffected by this explosion. This
Languages Common, Infernal save is Constitution-based.
SPECIAL ABILITIES Poison Use (Ex) Dark stalkers are skilled in the use of poison
Detect Thoughts (Su) A dark naga can continuously use detect and never risk accidentally poisoning themselves. Like their
thoughts as per the spell (caster level 9th; Will DC 18 negates). diminutive kin, the dark creepers, dark stalkers use black poison
The save DC is Charisma-based. on their weapons and generally carry 6 doses on them.
Guarded Thoughts (Ex) Dark nagas are immune to any form of Black Smear—injury; save Fort DC 15; frequency 1/round for 6
mind reading, such as that granted by detect thoughts. This rounds; effect 1d2 Str damage; cure 1 save. The poison DC is
ability also grants a +2 racial bonus on all saves against charm Constitution-based.
effects. See in Darkness (Su) A dark stalker can see perfectly in darkness
Poison (Ex) Sting—injury; save Fort DC 19; frequency 1 round; of any kind, including that created by deeper darkness.
effect sleep for 2d4 minutes; cure 1 save.
Spells Dark nagas cast spells as 7th-level sorcerers. GOBLIN FIRESTARTER
This toothy goblin chuckles gleefully at the collection of incendiaries
DARK STALKER it has prepared for its foes.
This tall humanoid’s pale brow and black, soulless eyes are all that
can be seen above a black scarf wrapped around its face. GOBLIN FIRESTARTER CR 4
Pathfinder RPG Monster Codex 107
DARK STALKER CR 4 Goblin rogue 5
Pathfinder RPG Bestiary 54 NE Small humanoid (goblinoid)
CN Medium humanoid (dark folk) Init +9; Senses darkvision 60 ft.; Perception +9
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PATHFINDER SOCIETY SCENARIO
DEFENSE TACTICS
AC 20, touch 17, flat-footed 14 (+3 armor, +5 Dex, +1 dodge, During Combat The troll attacks the nearest foe and does not stop
+1 size) until that foe is down.
hp 36 (5d8+10) Morale The troll fights to the death.
Fort +3, Ref +9, Will +2 STATISTICS
Defensive Abilities evasion, trap sense +1, uncanny dodge Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
OFFENSE Base Atk +4; CMB +10; CMD 22
Speed 30 ft. Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Melee 2 mwk dogslicers +8 (1d4/19–20) Skills Intimidate +9, Perception +8
Ranged shortbow +9 (1d4/×3) Languages Giant
Special Attacks sneak attack +3d6
TACTICS ZUVEMBIE
During Combat A firestarter avoids melee if it can, instead This withered old corpse has a feral glint in her eyes and clasps a
making sneak attacks with its bow and using alchemist’s rusty axe in her yellow-nailed hands.
fire or flaming arrows to start fires, cause panic, and trap
opponents. It saves its goblin skull bomb for a weak ZUVEMBIE CR 4
opponent, hoping to kill that foe and craft a new goblin skull Pathfinder RPG Bestiary 3 269
bomb from the corpse. NE Medium undead
Morale If reduced below 12 hit points, the goblin firestarter flees. Init +2; Senses darkvision 60 ft.; Perception +10
STATISTICS DEFENSE
Str 11, Dex 20, Con 14, Int 8, Wis 12, Cha 8 AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
Base Atk +3; CMB +2; CMD 18 hp 37 (5d8+15)
Feats Dodge, Improved Initiative, Two-Weapon Fighting, Fort +3, Ref +3, Will +6
Weapon Finesse Defensive Abilities channel resistance +4; DR 5/piercing;
Skills Acrobatics +13, Climb +8, Disable Device +13, Escape Artist Immune cold, undead traits
+13, Perception +9, Sleight of Hand +13, Stealth +17, Swim +8 OFFENSE
Languages Goblin Speed 30 ft.
SQ rogue talents (finesse rogue, surprise attack), trapfinding +2, Melee battleaxe +4 (1d8+1/×3), claw –1 (1d4) or
weapon familiarity 2 claws +4 (1d4+1)
Combat Gear +1 flaming arrows (5), goblin skull bombUE, potion Special Attack corpse call (DC 16)
of cure moderate wounds, potion of jump, alchemist’s fire Spell-Like Abilities (CL 4th; concentration +6)
(4), smokesticks (2), thunderstones (2); Other Gear mwk At will—darkness
studded leather, mwk dogslicers (2), shortbow with 20 arrows, 3/day—ghoul touch, scare (DC 14)
tindertwigs (4), 64 gp 1/day—animate dead, ray of exhaustion, summon (level 3,
1d3 bat or bird swarms [use the same stats], 1d2 constrictor
TROLL snakes, 1d3 venomous snakes, or 1d4 wolves)
This tall creature has rough, green hide. Its hands end in claws, and TACTICS
its bestial face has a hideous, tusked underbite. Before Combat If it senses the PCs are close, the zuvembie uses
corpse call to draw them in.
TROLL CR 5 During Combat If in a group, one zuvembie continues to use
Pathfinder RPG Bestiary 268 corpse call while the others attack with battleaxes. If alone,
CE Large humanoid (giant) the zuvembie first summons a bat swarm then attacks with its
Init +2; Senses darkvision 60 ft., low-light vision, scent; battleaxe (see bat swarm statistics on page 84).
Perception +8 Morale The zuvembie fights to the death
DEFENSE STATISTICS
AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size) Str 13, Dex 14, Con —, Int 11, Wis 14, Cha 15
hp 63 (6d8+36); regeneration 5 (acid or fire) Base Atk +3; CMB +4; CMD 17
Fort +11, Ref +4, Will +3 Feats Ability Focus (corpse call), Dodge, Toughness
OFFENSE Skills Bluff +7, Knowledge (arcana) +8, Perception +10, Stealth
Speed 30 ft. +14; Racial Modifiers +4 Stealth
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5) Languages Common (can’t speak)
Space 10 ft.; Reach 10 ft. SPECIAL ABILITIES
Special Attacks rend (2 claws, 1d6+7) Corpse Call (Su) Zuvembies cannot speak, but their strange calls
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and whistles captivate the minds of those who hear them. effect before moving into peril. Captivated creatures can take
Once per day, a zuvembie can call out, and all living creatures no actions other than to defend themselves. A victim within 5
with an Intelligence score of 3 or higher within a 100-foot feet of the zuvembie simply stands and offers no resistance to
spread must succeed at a DC 16 Will save or move toward the the zuvembie’s attacks. This effect continues for as long as the
zuvembie using the most direct means possible. If this path zuvembie continues its call as a standard action each round.
leads them into a dangerous area such as through fire or off This is a sonic mind-affecting charm effect, and has no effect on
a cliff, the creatures receive a second saving throw to end the deaf creatures. The save DC is Charisma-based.
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APPENDIX 13: OTHER THREATS flammable gas usually takes several days to build up to
This section contains stat blocks and descriptions for haunts, dangerous levels again.
hazards, and traps.
DWEOMERSINK (CR 6)
HAUNTS Source: Pathfinder RPG GameMastery Guide 244
The following haunts appear in the Cultists story arc. Refer Zones of magical entropy that disrupt spells, dweomersinks
to Chapter 8 of the Pathfinder RPG GameMastery Guide for are occasionally formed at the sites of great magical duels,
haunt rules. by the destruction of powerful artifacts, or by vortices of
eldritch energy at the fringes of antimagic zones.
DARK DANCE OF AZATHOTH CR 8 They vary in size from small bubbles only a few feet
CN persistent haunt (up to 40 square ft.) across to large areas the size of a town. A successful
Caster Level 8th DC 20 Spellcraft check detects a tingling in the air that
Notice Perception DC 20 (to hear the sound of a long, low, off- heralds the presence of a nearby dweomersink. An active
tempo singing) spell brought into a dweomersink may be dispelled,
hp 36; Trigger proximity; Reset 1 day and any spell cast inside a dweomersink is subject to an
Effect When this haunt triggers, it fills the area with the tuneless immediate counterspell (both as dispel magic, caster level
singing of thousands of voices that carry with them images of 8th). The resulting release of magical energy inflicts 1d6
enemies. All creatures in the area are targeted by a song of points of damage per spell level in a 5-foot burst centered
discord spell (save DC 17). on the bearer of the spell entering the area or the caster
Destruction Breaking Edwin Malcor’s eight-pointed star in half of a new spell (Reflex DC 15 half ). If multiple overlapping
destroys the haunt. bursts hit the same target, only the most damaging
applies. Once a spell effect has survived a dispel attempt,
LULLABY OF AZATHOTH CR 5 it is not affected again unless it leaves and reenters the
CN haunt (up to 25 square ft.) dweomersink.
Caster Level 5th
Notice Perception DC 20 (to hear the sound of some unknowable GREEN SLIME (CR 4)
creature endlessly piping the same note) This dungeon peril is a dangerous variety of normal
hp 10; Trigger proximity; Reset 1 day slime. Green slime devours flesh and organic materials
Effect When this haunt triggers, a cacophony of regular, toneless on contact and is even capable of dissolving metal. Bright
sound fills the area. All creatures in the area are targeted by a green, wet, and sticky, it clings to walls, floors, and ceilings
confusion spell (save DC 16). in patches, reproducing as it consumes organic matter. It
Destruction Breaking Edwin Malcor’s eight-pointed star in half drops from walls and ceilings when it detects movement
destroys the haunt. (and possible food) below.
A single 5-foot square of green slime deals 1d6 points
HAZARDS of Constitution damage per round while it devours flesh.
The PCs may encounter the following hazards On the first round of contact, the slime can be scraped off
a creature (destroying the scraping device), but after that
BAD AIR (CR 4) it must be frozen, burned, or cut away (dealing damage
Source: Pathfinder RPG GameMastery Guide 244 to the victim as well). Anything that deals cold or fire
Flammable vapors such as coal gas are dangerous and damage, sunlight, or a remove disease spell destroys a
hard to spot; noticing these vapors in advance requires a patch of green slime. Against wood or metal, green slime
creature to succeed at a DC 24 Survival check. The gases deals 2d6 points of damage per round, ignoring metal’s
displace breathable air in the lungs. Creatures breathing hardness but not that of wood. It does not harm stone.
the air must succeed at a Fortitude save (DC 15 + 1 per
previous check) each hour or become fatigued. After YELLOW MOLD (CR 6)
a creature becomes fatigued, slow suffocation sets in If disturbed, a 5-foot square of this mold bursts forth with
(Pathfinder RPG Core Rulebook 445). Creatures holding their a cloud of poisonous spores. All creatures within 10 feet of
breath can avoid these effects. the mold must succeed at a DC 15 Fortitude save or take 1d3
In addition, any open flame or spark causes an points of Constitution damage. Another DC 15 Fortitude
explosion that deals 6d6 points of damage (Reflex DC 15 save is required once per round for the next 5 rounds, to
half ) to all creatures in the room or within 5 feet of an avoid taking 1d3 points of Constitution damage each round.
entrance. The fire burns away the oxygen in the air, leaving A successful Fortitude save ends this effect. Fire destroys
it unbreathable for 2d4 minutes. After an explosion, yellow mold, and sunlight renders it dormant.
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better that to mess around in Horus again later, all by herself, headed
Ilaktya's territory. I'm sure they toward the Halflight Path like she
hightailed it outta there." planned to leave town. She didn't look
5 Raising the The rumormongers saw a hooded happy to be empty-handed."
dead figure dash off toward the Halflight 8 Kobold testing The rumormonger has heard some
Path with a couple of undead servants grounds odd goings-on while traveling the
in tow shortly after some kind of Halflight Path. "I've walked up that
commotion in the Ankar-Te district. path quite a few times now, but I'm
"I'm not sure what kind they were, but not going down there again until the
I've been in Ankar-Te enough times to Duskwardens take a close look at my
know a dead creature shuffling complaints! I almost broke my neck.
around. They moved kinda stiff-like, Someone put up a tripwire right near
and they might have been wrapped in the edge of a drop-off and I only just
rags." stopped myself from going over.
6 Summoning The rumormonger is terrified and Ended up on my face, flat on the
gone wrong shaking in a corner of an alley near ground instead! And what do I see?"
the entrance to the Halflight Path by the rumormonger asks, pausing
the Duskwarden Guildhouse. After she dramatically. "A footprint about the
calms down, she talks about how she size of my hand, but with scales and
was sleeping on the floor in the guest claws at the end of the toes. Plain as
room at her cousin Gel's when she day, right in the mud. Of course when
hears someone moving. "I started to I took a Duskwarden back, he couldn't
open the door and saw Gel walking spot it. Typical!"
away, all calm. Then I saw it!" she 9 Drowraiders "Yeah, I've seen some strange things
shudders, "It was huge, like a walking going on lately," the rumormonger
octopus! I just stared at its eyes and I begins. "I traveled up the Halflight
felt myself just drift away..." She Path the other day with a few of my
pauses. "By the time I came to, Gel associates. Now, we've seen a thing or
was gone and so was it. I think they two in our time, but this was a new
were headed towards the Halflight one." The rumormonger pauses. "I
Path." hear a whizzing noise right past my
7 Evil seeks The rumormonger describes a recent ear and then a clattering on the wall
sacrifices visitor to town who caused quite a stir. next to me! I look down, and theres a
"She had about the scariest eyes I've crossbow bolt on the path. Well, we
ever seen. Her armour was all all draw our weapons and start
blackened, like she'd walked through looking around. It's real dark, but I'm
a fire. She came to me and asked, if pretty sure I saw someone off the
you can believe it, 'Where can I find path a way heading off." The
slaves? The most freshly-caught, the rumormonger looks nervous. "I'm
better.' Now normally I don't make pretty sure they had white hair."
much fuss about slavery, but 10 None Provide the PCs with a rumor about
something about her made me one of your chosen encounters that is
hesitate so I told her I didn't know." not connected to the story arc.
The rumormonger pauses. "I saw her
91