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S09-25 - Betrayal in The Bones

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PATHFINDER SOCIETY SCENARIO #9-25 TIER 12–15

BETRAYAL IN THE BONES

By Tom Phillips
Author • Tom Phillips
Development Lead • John Compton
Contributing Artists • Hannah Boving, Jesper Ejsing
and Jon Neimeister
Cartographer • Jason Engle and Sean Macdonald
Creative Directors • James Jacobs, Robert G. McCreary,
and Sarah E. Robinson
Director of Game Design • Jason Bulmahn
Managing Developers • Adam Daigle and Amanda
Hamon Kunz Table of Contents
Organized Play Lead Developer • John Compton
Developers • Eleanor Ferron, Crystal Frasier, Jason
Keeley, Luis Loza, Ron Lundeen, Joe Pasini, Michael
Sayre, Chris S. Sims, and Linda Zayas-Palmer
Starfinder Design Lead • Owen K.C. Stephens
Starfinder Society Developer • Thurston Hillman
Betrayal in the Bones 3
Senior Designer • Stephen Radney-MacFarland
Designers • Logan Bonner and Mark Seifter
Managing Editor • Judy Bauer
Senior Editor • Christopher Carey
Player Handout 24
Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng,
Lacy Pellazar, and Jason Tondro
Art Director • Sonja Morris
Senior Graphic Designers • Emily Crowell and
Appendix 25
Adam Vick
Franchise Manager • Mark Moreland
Project Manager • Gabriel Waluconis
Map 29
Publisher • Erik Mona
Paizo CEO • Lisa Stevens
Chief Operations Officer • Jeffrey Alvarez
Chief Financial Officer • John Parrish Chronicle Sheet 31
Chief Technical Officer • Vic Wertz
Director of Sales • Pierce Watters
Sales Associate • Cosmo Eisele
Vice President of Marketing & Licensing • Jim Butler
Marketing Manager • Dan Tharp
Licensing Manager • Glenn Elliott
Public Relations Manager • Aaron Shanks
GM ResouRces
Organized Play Manager • Tonya Woldridge This adventure makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s
Human Resources Generalist • Megan Gilchrist Guide (APG), Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3,
Accountant • Christopher Caldwell Pathfinder RPG Bestiary 4, Pathfinder RPG Bestiary 5, Pathfinder RPG Ultimate Combat (UC), and
Data Entry Clerk • B. Scott Keim
Web Production Manager • Chris Lambertz Pathfinder RPG Ultimate Equipment (UE). This adventure assumes the GM has access to these
Senior Software Developer • Gary Teter sourcebooks. All rules referenced in this adventure are available in the free online Pathfinder
Webstore Coordinator • Rick Kunz Reference Document at pfrd.info, and the relevant rules from the Bestiary volumes are reprinted
Customer Service Team • Sharaya Copas, Katina Davis, in the appendix for the GM’s convenience.
Sara Marie, Samantha Phelan, and Diego Valdez
Warehouse Team • Laura Wilkes Carey, Will Chase,
Mika Hawkins, Heather Payne, Jeff Strand, and
Kevin Underwood
Website Team • Brian Bauman, Robert Brandenburg,
Whitney Chatterjee, Erik Keith, and Andrew White

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

Product Identity: The following items are hereby identified as Product Identity, as defined in the
Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks,
registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives,
Pathfinder Society Scenario #9–25: Betrayal in the names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue,
locations, plots, storylines, and trade dress. (Elements that have previously been designated as
Bones is a Pathfinder Society Scenario designed for Open Game Content, or are exclusively derived from previous open game content, or that are in
the public domain are not included in this declaration.)
12th- through 15th-level characters (Tier 12–15;
Open Game Content: Except for material designated as Product Identity (see above), the game
Subtiers 12–13 and 14–15). This scenario is designed mechanics of this Paizo game product are Open Game Content, as defined in the Open Game
License version 1.0a, Section 1(d). No portion of this work other than the material designated as
for play in the Pathfinder Society Roleplaying Guild Open Game Content may be reproduced in any form without written permission.
campaign, but it can easily be adapted for use with Pathfinder Society Scenario #9–25: Betrayal in the Bones © 2018, Paizo Inc. All Rights Reserved.
Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society,
any world. For more information on the Roleplaying Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories,
Paizo Inc.
Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder
Guild, how to read the attached Chronicle sheets, 7120 185th Ave NE, Ste 120 Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-
Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder
and how to find games in your area, check out the Redmond, WA 98052-0577 Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path,
campaign’s home page at PathfinderSociety.club. paizo.com Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and
Starfinder Society are trademarks of Paizo Inc.
BETRAYAL IN
THE BONES
By Tom Phillips

I
n the course of exploring ruins, making alliances, and
repelling looters, the Pathfinder Society has made many
Where on Golarion?
enemies. One of these more influential enemies is
Grandmaster Torch, a former Pathfinder who has pursued This scenario takes place within the ossuary of Taal Mornat,
vengeance against the Society after its leaders abandoned located in a secluded valley in the heart of the Five Kings
him to die. Several months ago, he coordinated a host of the Mountains, about 20 miles west of the city of Larrad. For
Society’s old enemies—including the assassin Pasha Muhlia more information on the Five Kings Mountains region, see
al-Jakri, the former venture-captain Thurl, the glabrezu the Pathfinder Campaign Setting: The Inner Sea World
Koth’Vaul, and the night hag Aslynn—and provided them Guide and Pathfinder Player Companion: Dwarves of
with the tools necessary to besiege Absalom. The invasion Golarion. These resources are available in bookstores and
failed, thanks in part to the Society’s aid, and Muhlia and game stores worldwide and online from paizo.com.
Thurl have become wanted criminals in numerous countries.
In the aftermath of the invasion, one of Muhlia’s spies
fell prey to Okeno pirates. In exchange for rescuing him, the
turncoat provided the Society with valuable intelligence they
used to track down Muhlia, systematically sever her alliances Taal Mornat • • Larrad
with powerful patrons who were ignorant of her crimes, and
then capture her. Everything was ready for her to be extradited
to Absalom for trial. However, Thurl was still nowhere to be
found. In a calculated maneuver, the Society concocted a plan Five Kings
to leave Muhlia an opening to escape, knowing that without any Mountains
friends of her own, she would seek out her trusted ally Thurl.
Using the same crystal ball with which she had so often spied
on the Pathfinders and Absalom’s elite, the Society’s spellcasters
tracked Muhlia to the peaks of southern Druma, where she and
Thurl sealed themselves within a dangerous redoubt of the
latter’s design, with dangerous traps, new allies, resistance to Familiar with the region, Thurl led them to Taal Mornat,
scrying, and lethal defenses against magical assault. an isolated ossuary where the bodies of important priests of
The Society may have a track record for sending agents into Magrim have been interred for centuries. The local dwarves
dangerous situations, but assaulting even this site would have learned of this trespass, but not before Thurl sealed the
been far too risky. For all its defenses, the fortress left Muhlia entrance with an extradimensional labyrinth pulled from
and Thurl utterly reliant on Muhlia’s shattered spy network Baphomet’s Abyssal realm. Anyone attempting to navigate
for news, and even then most of their information arrived the labyrinth without an enchanted labyrinth token—
courtesy of Grandmaster Torch. After intercepting one of assuming they survive the horrors within—eventually
Torch’s couriers, the Society impersonated Torch’s agents stumbles back out from whence they came.
and delivered false intelligence to Muhlia’s contact in Druma. Thurl’s specialty is the creation of stitched-flesh demonic
Acting on this misinformation—claiming the Society was abominations, and he found ample building material
ready to exploit a hidden flaw in their current hideout—the among the magically preserved dwarf corpses and cleaned
two abandoned their stronghold and fled into the Five Kings bones within the ossuary. There, Thurl has gathered a set of
Mountains in search of a more defensible location. enchanted runeplates, important religious icons of Magrim’s

3
PATHFINDER SOCIETY SCENARIO

labyrinth brought to Golarion from the reeking depths of the


A Dangerous Mission
Abyss, where they face off against demonic minotaurs and
Beginning in Season 4, all scenarios operate under the have the opportunity to rescue a band of dwarf warriors that
assumption that there are six players in the group and had fallen into the minotaurs’ hands. When the Pathfinders
provide notes for scaling down the adventures for smaller exit the labyrinth, they explore the now-despoiled ossuary
groups. Betrayal in the Bones also provides notes for scaling of Taal Mornat, a place sacred to the dwarven followers
the difficulty up. Playing an even harder version of the of Magrim. Possibly guided by the enchanted skull of a
scenario doesn’t offer extra rewards; it’s available solely to long-dead dwarven architect, the Pathfinders fight their
provide groups a legal way to face a greater challenge and way through demons and Thurl’s terrible demonflesh
win bragging rights. Make this option available to the players abominations, enormous constructs made of the flesh
before the game begins, and use the notes for scaling up only and bones harvested from scores of dwarven remains and
if all the players explicitly agree to take on the extra challenge. stitched together with gobbets of demons’ flesh. After
Be cognizant of the players’ desires; if even one is hesitant or bypassing a trapped chamber dominated by a lake of
must be pressured into participating on “hard mode,” don’t bubbling magma, the Pathfinders enter the ossuary’s inner
use this option. Also keep in mind that tougher battles take sanctum, where the most honored high priests of Magrim
longer to finish, so using this option could cause the adventure are interred. Here, the Pathfinders face off against more
to run considerably longer than a 4- to 5-hour slot. of Thurl’s demons and demonflesh abominations, before
facing the demonic abomination Thurl himself—possibly
with the help of Muhlia al-Jakri.
faith. They include Aeruk, which symbolizes Magrim’s duty to
guide the dwarven dead to the River of Souls; Chasarad, which GETTING STARTED
symbolizes the ability to measure the worth of a dwarven A week ago, while between assignments, the PCs were
soul; Hurenarr, which symbolizes the shielding of dwarven contacted by an agent of Venture-Captain Ambrus Valsin,
burial sites; and Urdrekk, which symbolizes Magrim’s role in who handed them a small rune-carved stone disc (a labyrinth
protecting dwarven petitioners from corruption once their token) and a hastily scrawled letter penned in Valsin’s own
souls pass into the Great Beyond. With these sacred relics in hand. Give the players Handout #1.
hand, Thurl plans to corrupt them and divert their divine The journey to Larrad and then to the isolated alpine
power to fuel the completion of his unholy transformation valley containing Taal Mornat takes the PCs roughly a week
into a powerful gallu demon. With each passing day, Thurl’s and is uneventful. The dwarf guiding the PCs to Taal Mornat
force of desecrated dwarven monstrosities grows and the is quiet and respectful, but she knows little about the ossuary.
dwarf abomination comes one step closer to attaining a An expert guide, she leads the PCs through several days of
powerful demonic form. It’s important to note, however, as hard travel along perilous mountain paths and subterranean
time goes on, Muhlia al-Jakri looks on with growing disgust tunnels, until they reach a narrow valley dominated by a
on Thurl as she laments her decision to throw in her lot in thick forest of evergreens split by meandering streams. A
with this demoniac. winding, well-marked path leads through the woods leading
The Society learned of Thurl’s and Muhlia’s destination toward the far side of the valley where the sheer granite
shortly after he departed, and the dwarves of Taal Mornat cliff face is pierced by a cave entrance that leads to Taal
have invited the Pathfinders to enter the ossuary and Mornat. Encamped a hundred yards from the mouth of the
vanquish the villains inside. Fortunately, the Pathfinders cave is Kolm Durrendar’s small army of dwarf warriors and
recovered a labyrinth token from Muhlia’s spy earlier that warrior-priests, their tents and banners marking them as
should allow the bearers to traverse Thurl’s labyrinth with devotees of Magrim.
minimal difficulty. Whatever lies beyond, though, they must Upon reaching the camp, the PCs are ushered into Kolm
defeat on their own. Durrendar’s tent. Read or paraphrase the following to get the
adventure under way.
SUMMARY
Dispatched to the Five Kings Mountains to bring the Lit by a brazier of hot coals and several hanging oil lamps, the
dangerous former venture-captain Thurl and the assassin warm interior of Kolm Durrendar’s tent is a welcome break from
Pasha Muhlia al-Jakri to justice, the Pathfinders begin at the the cold wind coming off the mountains outside. The scarred,
entrance to the sacred dwarven ossuary of Taal Mornat. After middle-aged dwarf has a full, square-cut beard that hangs just
meeting with the dwarven priest of Magrim responsible for past his belly. His pale-blue eyes are friendly, though worry lines
reclaiming and cleansing the ossuary from Thurl’s demonic and signs of fatigue mar his otherwise handsome features. He
taint, the Pathfinders use a magical token obtained from wears a suit of battle-worn plate armor under robes that identify
one of Muhlia’s agents to navigate an otherwise impassible him as a priest of Magrim.

4
BETRAYAL IN THE BONES

“Thank you for coming,” Kolm says. “Ambrus said we could rely
Through the Fumarole
on you and I’d trust that man with the lives of my children.”
The dwarf gestures toward the tent’s south wall, in the The volcanically active fissure through which lava drakes
direction of the cave mouth. “That cave marks the entrance to reach the lower ossuary (area C) is nearly unnavigable.
Taal Mornat, an ossuary sacred to the followers of the Taskmaster. However, for high-level PCs, almost anything is possible.
Your enemies have sealed themselves inside and conjured up a To use these tunnels instead of the labyrinth, the PCs must
magical labyrinth that has my forces confounded. The labyrinth overcome three major obstacles.
was here when we arrived a week ago. Since then, I’ve sent Heat: The fumarole’s interior is so hot that it deals 1d6
five well-armed squads inside—that’s fifty veteran soldiers—and points of fire damage to anyone inside each round, and
only one squad returned, and they lost more than half of their approximately once per 5 minutes a gout of especially
number. The survivors reported that a labyrinth of tunnels and hot air deals 5d6 points of fire damage to each PC. A PC
halls now blocks the way between us and the ossuary complex. who has fire resistance 30 effectively ignores this hazard.
They were trapped in the maze for hours and eventually Toxins: Poisonous gases seep from deep in the earth,
ambushed by a band of demonic minotaurs. After witnessing functioning as an inhaled poison with a frequency of
the slaughter and capture of their comrades, the survivors fled. 1/minute (3 minutes) and no onset time. Each failed save
Once again, they wandered the labyrinth for hours before they deals 1d2 points of Constitution damage (DC 22). Because
staggered out of the cave entrance. But that’s not the worst of this is an inhaled poison, magic such as life bubble can
it. An hour after the survivors emerged from the ossuary, these protect against the effect.
horrors appeared.” Navigation: The narrow tunnels and scorched natural
Kolm gestures to a large pile of blood-smeared, oddly calcified chimneys are baffling and confounding to navigate. Unless
bones lying nearby. “Three of these things—towering skeletal a PC succeeds at a DC 30 Knowledge (dungeoneering) or
giants constructed from petrified bones and draped with bloody Survival check, the Pathfinders can’t even find their way.
ribbons of flesh—fell upon my army. They slew twenty of us Even then, the trip takes 120 minutes, minus 5 minutes
before we finally brought them down.” for every point by which the PC’s result exceeds the DC
The angry dwarf’s body trembles with the memory of the (minimum 40 minutes). Using find the path results in an
slaughter. After a long moment, he unclenches his fists, clears effective skill check result of 45.
his throat, and regains his composure. “Ambrus tells me you can If the PCs can ignore all three hazards, they can
breach this infernal labyrinth. I implore you to do so immediately traverse the tunnels and reach area B, bypassing area A
and put an end to this threat. I shudder to think what would entirely. If the PCs cannot overcome all three hazards, it
happen to my people if an army of these things emerged from should quickly become apparent that using the fumarole
that damnable place, much less what your foes are doing to the is untenable. If the PCs insist on using this route despite
bodies of my predecessors.” not bypassing the hazards, it’s likely best to expedite the
damage rolls and saving throws, even rolling a fraction of
The PCs likely have questions for Kolm. The following are them and multiplying the damage sustained.
possible questions and his answers and several knowledge
check opportunities for the PCs. Afterwards, if the PCs need
to purchase any weapons or supplies before entering the Can we enter the ossuary through the fumarole? Kolm
ossuary, give them an opportunity to do so now. Kolm’s army Durrendar seems uneasy. “I don’t believe that wise. If the toxic
can sell the PCs any gear worth no more than 1,000 gp. gases don’t kill you, then the extreme heat surely would. Even
Can you provide us with a map of the ossuary? then, I understand the fumarole’s linked to its own labyrinth
“Unfortunately, no. Most Magrimite sites are living structures, of steep tunnels and treacherous shafts. No one has mapped
like their workshops, but this ossuary is rarely used and only it, and it could take weeks to navigate your way through.
for interring the honored dead. I know that the Cave of Magrim only knows how the drakes manage it.”
Heroes is among the first areas you’ll find, and the deeper
areas contain those dwarves who built the tombs centuries KNOWLEDGE (HISTORY)
ago. The attending priest would know the way, but she likely PCs who are knowledgeable about history can recall facts
met her end when Thurl attacked.” about Taal Mornat. They learn all of the information with a
What dangerous traps or guardians can we expect to face? DC equal to or less than the result of their check. Kolm can
“The magma deep below the earth still pushes upward in also provide this information as though he had a result of 25.
places, and I know that Taal Mornat boasts a magma chamber 15+: The dwarves built Taal Mornat 600 years ago to
with a deadly trap of some form. I believe a family of lava entomb the faithful of Magrim, especially those who served
drakes has made that place their home there and occasionally the Cathedral of Magrim in Larrad. Over the centuries, the
leave through a fumarole in the mountainside high above.” site became the final resting place for scores of celebrated

5
PATHFINDER SOCIETY SCENARIO

Navigating the Labyrinth THURL’S LABYRINTH


Realizing he did not yet have sufficient forces to defend the
Only Thurl or someone bearing a labyrinth token can entrance to the ossuary, Thurl coerced his glabrezu allies
successfully navigate the entire maze, appearing in area to combine their wish spell-like abilities to bring a portion
A1 after traveling for 1d4 hours. Upon exiting area A1, of Baphomet’s Ivory Labyrinth to Golarion and use it as a
someone who has a labyrinth token either reaches area B1 barrier to prevent interlopers from entering the ossuary. The
or the cave’s entrance in another 1d4 hours, depending on labyrinth is near-perfect replication of Baphomet’s Abyssal
where the individual holding the token is determined to go. home, a sprawling, dungeon-like tangle of chambers and
Setting a direction is intuitive, requiring no verbal or mental corridors with the bones of humanoids, demons, and other
commands. Creatures without a labyrinth token wander the horrors paving the ground, embedded in the walls and
maze for 4d6 hours before they are returned to the labyrinth’s ceilings, or decorating the labyrinth as grim, freestanding
entrance (30% chance) or wander into area A1 (70% sculptures. The tunnels range from 5 to 20 feet wide, and the
chance). After leaving area A1, creatures without a labyrinth entire labyrinth is lit by a soft, slightly unsettling light that
token wander the maze for another 4d6 hours before they has no obvious source. Though Thurl has no control over the
are returned to the labyrinth’s entrance. Using find the path layout of the labyrinth, the labyrinth’s corridors and chambers
reduces these travel times to the minimum possible result shift and rearrange themselves constantly on their own.
but doesn’t overcome the need for a labyrinth token. Read the following when the PCs first enter the labyrinth.

A few feet beyond the cave’s mouth, the cave’s natural features
dwarf heroes and is thus considered both a holy place and are abruptly replaced by a hallway formed by countless bleached
an important cultural site to the dwarves. white bones—skulls, femurs, rib cages, and more—harvested from
25+: Taal Mornat has no permanent staff. Caretakers from all manner of humanoids and beasts, creating a thick solidified
the church of Magrim visit the ossuary three times each year mass. A dozen paces farther, the macabre hallway is bisected by
for maintenance. In lieu of guards, the priests of Magrim an archway resembling the maw of an enormous fiend. Roughly
inscribed powerful wards to hide the site. gouged into the bone-work above the archway are the following
30+: The powerful wards that protect the site were inscribed words in Common: “May your bones join those of a million others.”
onto four runeplates that are embedded into the walls in
strategic locations within the ossuary. Development: When the PCs pass through the archway,
they have effectively entered Thurl’s Labyrinth. If the PCs peer
KNOWLEDGE (ARCANA) OR KNOWLEDGE back through the archway, they see only an endless labyrinth;
(RELIGION) the archway and the cave entrance are both gone. This effect
PCs who are knowledgeable about magic can recall facts occurs even though the PCs has the labyrinth token.
about runeplates. They learn all of the information with a
DC equal to or less than the result of their check. A. MINOTAUR LAIR (CR 16 OR CR 18)
15+: Runeplates are rune-carved stone discs imbued with This large chamber serves as the metaphysical heart of
powerful divine magic often found embedded into the walls Thurl’s labyrinth. As explained in the Navigating the
of sites sacred to the followers of Magrim. Most runeplates Labyrinth sidebar, most creatures entering the labyrinth
are unique and provide some specific magical boon—either are eventually find their way here from the south, though
when imbedded or carried. whether this is due to Baphomet’s design or a strange quirk
25+: The runeplates sometimes found in Magrimite sites of the semisentient labyrinth itself is unclear.
are homages to the true runes that Magrim carries for his
own use. The most famous of these are Aeruk, which guides The center of this large chamber boasts a raised stone platform,
the souls of the dead to the River of Souls; Chasarad, which atop which sits an altar of dark stone flanked by four small statues
can magically weigh and measure the worth of a dwarven of demonic bulls. The floor of the chamber is covered with patches
soul; Hurenarr, which hides dwarven burial sites from magical of damp lichen and littered with broken bones and shattered
scrying; and Urdrekk, which provides divine protection to the skulls, some of which are fresh. A rectangular pit sits to the right
spirits of dwarven petitioners and safeguards them from of the raised platform. The sound of moaning and the soft rattle of
corruption. Magrim sometimes lends his personal runes to chains emanates from it.
his followers.
30+: Runeplates are highly focused conduits that link to The ceiling here is 30 feet high. The stone platform is
a vast reservoir of divine magical energy. Highly capable 10 feet high, and the altar is dedicated to the Demon Lord
spellcasters could redirect this magic to perform dangerous Baphomet, identifiable as such with a successful DC 20
rituals, especially those tied to necromancy or transmutation. Knowledge (religion) check.

6
BETRAYAL IN THE BONES

A. Minotaur Lair N

M M

L2
L1

L : Labyrinth Minotaur

M : Minotaur
1 square = 5 feet Pathfinder Map Pack: Evil Ruins

Creatures: A labyrinth minotaur (or two in Subtier 14–15) Earlier they slaughtered two squads of dwarves sent into the
and its minotaur thralls came to Golarion along with the maze and took many of the soldiers captive. Unfortunately,
labyrinth and have settled in this chamber. The labyrinth due to the minotaurs’ ravenous appetites, only four of the
minotaur stands atop the platform when the PCs first dwarves remain alive. If the PCs defeat the minotaurs, the
enter, whereas its thralls are spread about the chamber as PCs can rescue the dwarf soldiers (LN dwarf fighter 4), who
indicated. The minotaurs have pledged themselves to Thurl, lie helplessly shackled and weighed down by heavy chains at
whom they regard as one of Baphomet’s divine disciples. the bottom of the 10-foot-deep rectangular pit.

7
PATHFINDER SOCIETY SCENARIO

STATISTICS
Scaling Encounter A1
Str 33, Dex 19, Con 30, Int 17, Wis 26, Cha 14
To accommodate a group of four PCs, remove the labyrinth Base Atk +15; CMB +27 (+31 bull rush); CMD 41 (43 vs. bull rush)
minotaurs’ steel-shod hooves ability. Additionally, the Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull
labyrinth minotaurs still bear wounds from battling the Rush, Improved Critical (greataxe), Intimidating Prowess, Power
dwarves (they currently have 186 hit points). Attack, Quick Bull RushUC
Make the following changes for groups that explicitly Skills Climb +24, Craft (armor) +21, Craft (weapons) +21,
agreed to a greater challenge. Heal +18, Intimidate +31, Knowledge (engineering) +21,
Subtier 12–13: Apply the advanced simple template to Knowledge (planes) +21, Perception +26, Sense Motive +26,
the labyrinth minotaur. In addition, the labyrinth minotaur Survival +21
gains the ability to reroll any one failed saving throw Languages Abyssal, Common, Giant
during this encounter and take the second result. SQ compression
Subtier 14–15: As Subtier 12–13, plus both labyrinth SPECIAL ABILITIES
minotaurs gain the block attacks mythic ability (Pathfinder Bronze Mask (Su) A labyrinth minotaur draws agility and
RPG Mythic Adventures 226). ferocity from its bronze mask. When it makes a full-attack
Block Attacks (Ex) Once per round when a labyrinth action, a labyrinth minotaur wearing its bronze mask can give
minotaur would be hit by a melee or ranged attack, it up its regular attacks and instead make one gore attack or
can attempt an attack roll with its greataxe at its highest bull rush against each opponent within reach. It must make
bonus. If this result exceeds the result from the attack a separate attack roll against each opponent, and it can’t
against the labyrinth minotaur, it is unaffected by the choose to move with targets that are pushed back. A labyrinth
attack (as if the attack had missed). minotaur’s bronze mask has 40 hit points, hardness 20, and
a break DC of 40. If a labyrinth minotaur’s bronze mask is
stolen or destroyed, it can create a replacement with 1 week
Hazard: The altar dedicated to the demon lord Baphomet of work.
radiates invisibility purge and unhallow effects (both CL 20th). Natural Cunning (Ex) Like a normal minotaur, a labyrinth
The invisibility purge effect targets any creature that is not a minotaur possesses innate cunning and logical ability, granting
worshipper of Baphomet. it immunity to maze spells and preventing it from ever
becoming lost. Further, a labyrinth minotaur is never caught
SUBTIER 12–13 (CR 16) flat-footed.
Steel-Shod Hooves (Ex) A labyrinth minotaur’s steel-shod
LABYRINTH MINOTAUR CR 16 hooves are particularly devastating when used to trample an
Pathfinder Adventure Path #77: Herald of the Ivory Labyrinth opponent. A creature that takes full damage from a labyrinth
CE Large outsider (chaotic, evil, extraplanar) minotaur’s trample ability (because the creature either failed
Init +4; Senses darkvision 60 ft.; Perception +26 its Reflex save or chose to take an attack of opportunity
DEFENSE instead of attempting a Reflex save) is knocked prone and
AC 29, touch 13, flat-footed 29 (+4 Dex, +16 natural, –1 size) is staggered for 1d4 rounds. A successful Fortitude save (DC
hp 232 (15d10+150) equal to that of the labyrinth minotaur’s trample ability)
Fort +19, Ref +9, Will +17 reduces the duration of the staggered condition to 1 round.
Defensive Abilities natural cunning; Resist fire 20
OFFENSE MINOTAURS (4) CR 4
Speed 30 ft. hp 45 each (Pathfinder RPG Bestiary 206; see page 28)
Melee +1 greataxe +26/+21/+16 (3d6+17/19–20/×3), gore +20 TACTICS
(1d8+5) or During Combat Three of the minotaurs charge into melee while
gore +25 (1d8+16) shouting fearsome oaths to Baphomet. The other minotaur
Space 10 ft.; Reach 10 ft. spends the first round of combat moving into position next to
Special Attacks bronze mask, powerful charge (gore, 2d8+16), the shackled dwarf prisoners in the rectangular pit. Each round
steel-shod hooves, trample (2d6+16, DC 28) thereafter, that minotaur attacks a dwarf prisoner; assume
TACTICS it takes two greataxe attacks to kill one of the dwarves.
During Combat The labyrinth minotaur charges into melee and The minotaur continues to slaughter dwarves until all four
attacks nearby PCs. The minotaur tramples groups of PCs and prisoners are slain.
otherwise tears them apart with its axe and horns. Morale The minotaurs fight to the death. However, if the
Morale Brash and overconfident, the labyrinth minotaur fights to labyrinth minotaur is killed, the surviving minotaurs flee into
the death. the labyrinth.

8
BETRAYAL IN THE BONES

SUBTIER 14–15 (CR 18)


Scaling Encounter B1
LABYRINTH MINOTAURS (2) CR 16 Make the following adjustments to accommodate a group
hp 232 each (see Subtier 12–13) of four PCs.
TACTICS Subtier 12–13: Thurl’s experimental creation is physically
Use the tactics from Subtier 12–13. unstable. As soon as it rises to attack, the demonflesh
warsworn begins to unravel and fall apart. Each round, at the
MINOTAURS (4) CR 4 end of its turn, the creature takes 2d10 points of damage as
hp 45 (Pathfinder RPG Bestiary 206; see page 28) bits and pieces of it detach and clatter to the floor.
TACTICS Subtier 14–15: Remove one glabrezu from the encounter.
Use the tactics from Subtier 12–13. Make the following changes for groups that explicitly
agreed to a greater challenge.
Treasure: A PC who examines Baphomet’s altar and succeeds Subtier 12–13: Apply the fiendish simple template to the
at a DC 25 Perception check locates a secret compartment that demonflesh warsworn. Increase its reach to 15 feet.
contains a bloodstained amulet of spell cunningUE. Subtier 14–15: As Subtier 12–13, plus the glabrezus
Development: If one or more of the dwarves survive and arrive with their mirror image spell-like ability active, and
are released from their chains, the traumatized soldiers the warsworn can make 4 scrap ball attacks as a full-round
want only to escape the labyrinth and return to their action. In addition, each of the foes gains the ability to reroll
encampment. They ask that the PCs to escort them safely any one failed saving throw during this encounter and
out of the maze (see the Navigating the Labyrinth sidebar to take the second result.
see how long it takes the PCs to travel within the enchanted
maze). Among the soldiers is Krali (LN female dwarf fighter
4), whose grandmother, Urtilgi, had been one of the ossuary’s the cavern in a soft pale-green radiance. The walls of the cavern
caretakers. Urtilgi had spoken of the ossuary’s builders, are lined with hundreds of dwarf-sized burial niches from floor to
several of whose bones had retained an echo of their ceiling. Many of the lower niches are empty, aside from dust, stray
spirits and sentience even after death to serve as guardians bone fragments, and empty funerary wrappings.
and guides. Krali knows only of one of these: the skull of
Borsaget. Krali can describe the skull (which bears a grafted The ceiling here is 60 feet high. By succeeding at a DC 15
mithral plate from an injury Borsaget sustained in life) to Perception check, an observant PC notices four rough gouges
the PCs and convey that addressing the skull firmly and on the wall in the tunnel leading east, each about 10 inches in
respectfully might awaken Borsaget and secure her aid. See diameter. The gouges are all that remains from where Thurl
area B1 for additional details on Borsaget’s skull. pried the four magical runeplates from the walls here.
Rewards: If the PCs do not locate the secret compartment Creatures: One of Thurl’s latest and most horrific creations
in the altar and treasure within, reduce each PC’s gold guards this chamber—a 20-foot-tall, vaguely humanoid-
earned by the following amount. shaped mass of bones, weapons, and armor crafted from
Subtier 12–13: Reduce each PC’s gold earned by 1,006 gp. the animated remains of hundreds of long-dead dwarves
Out of Subtier: Reduce each PC’s gold earned by 1,089 gp. bound together by gobbets of demons’ flesh. It hides in
Subtier 14–15: Reduce each PC’s gold earned by 1,173 gp. plain sight, disguising itself as a pile of discarded bone and
metal (see Tactics on page 11). Though intelligent, the undead
B. UPPER OSSUARY monstrosity is unable to speak intelligibly. Instead it can emit
After navigating the labyrinth, the PCs finally enter the only a deep, melancholic moaning noise that sounds like a
ossuary of Taal Mornat. The first area the PCs encounter is chorus of tormented dwarven souls.
the Upper Ossuary, composed primarily of two enormous In Subtier 14–15, at the end of the first round of combat, a
caverns. Impressed with the caverns’ natural beauty, the pair of glabrezu demons arrives via teleportation, appearing
dwarf engineers that carved out Taal Mornat left them largely at opposite ends of the cavern (at the points marked “G1” and
unmodified, except for leveling out and polishing the granite “G2”). The demons regularly teleport here to police the area
floors and carving burial niches in the walls of area B1. and report on the demonflesh warsworn’s development.

B1. CAVE OF HEROES (CR 16 OR CR 18) SUBTIER 12–13 (CR 16)

This large natural cavern has a smooth floor of polished granite and DEMONFLESH WARSWORN CR 16
a high ceiling studded with stalactites and limestone draperies. Advanced young warsworn (Pathfinder RPG Bestiary 4 288,
Deposits of quartz and huge veins of iridescent minerals bathe 289, 272)

9
PATHFINDER SOCIETY SCENARIO

B. Upper Ossuary N

W G2
B1

G1

G : Glabrezu
B2
W : Warsworn

1 square = 5 feet Pathfinder Flip-Mat: Twisted Caverns

10
BETRAYAL IN THE BONES

NE Huge undead In Pathfinder Society Roleplaying Guild, a PC can secure either


Init +7; Senses darkvision 60 ft.; Perception +29 as a spellcasting service for 26,530 gp or 77 Prestige Points.
Aura frightful presence (60 ft., DC 28) Profane Magic (Su) Protection from evil blocks attacks from a
DEFENSE demonflesh warsworn’s spell-like abilities. Weapons animated
AC 35, touch 15, flat-footed 28 (+7 Dex, +20 natural, –2 size) by the demonflesh warsworn are damaged by channeled
hp 243 (18d8+162) energy as if undead.
Fort +15, Ref +15, Will +19 Scrap Ball (Ex) The demonflesh warsworn can throw a mass of
Defensive Abilities channel resistance +4; DR 10/bludgeoning broken weapons and armor. This deals an amount of damage
and magic; Immune undead traits equal to 1d8 + the demonflesh warsworn’s Strength modifier,
OFFENSE and has a range increment of 20 feet.
Speed 40 ft.
Melee 4 slams +23 (1d8+12 plus energy drain) SUBTIER 14–15 (CR 18)
Ranged scrap ball +18 (1d8+12)
Space 15 ft.; Reach 5 ft. DEMONFLESH WARSWORN CR 16
Special Attacks absorb dying creature, energy drain (1 level, DC hp 243 (see Subtier 12–13)
28), trample (1d8+18, DC 31) TACTICS
Spell-Like Abilities (CL 18th; concentration +27) Use the tactics from Subtier 12–13.
3/day—extended animate objects (7 medium weapons only),
telekinesis (violent thrust; heavy armor only) (DC 24) ADVANCED GLABREZUS (2) CR 14
TACTICS Pathfinder RPG Bestiary 294, 61
Before Combat When the PCs first enter area B1, the CE Huge outsider (chaotic, demon, evil, extraplanar)
demonflesh warsworn is positioned at the marked point and Init +2; Senses darkvision 60 ft., true seeing; Perception +28
disguises itself as a huge pile of inanimate skulls, armored DEFENSE
bones, and discarded weapons. A PC who sees through AC 32, touch 10, flat-footed 30 (+2 Dex, +22 natural, –2 size)
this ploy by succeeding at a DC 28 Perception check is not hp 210 (12d10+148)
surprised when the warsworn attacks. Fort +20, Ref +6, Will +13
During Combat The demonflesh warsworn rises to its full DR 10/good; Immune electricity, poison; Resist acid 10, cold 10,
height and target the closest PC wearing heavy armor with fire 10; SR 24
its telekinesis spell-like ability to violently thrust the PC into OFFENSE
a nearby wall. The warsworn favors bludgeoning enemies in Speed 40 ft.
melee but doesn’t hesitate to use its other abilities to harry Melee 2 pincers +22 (2d8+12/19–20), 2 claws +22 (1d6+12),
distant foes or trample multiple foes at once. bite +22 (1d8+12)
Morale The demonflesh warsworn fights until destroyed. Space 15 ft.; Reach 15 ft.
STATISTICS Special Attacks rend (2 pincers, 2d8+18)
Str 34, Dex 25, Con —, Int 13, Wis 26, Cha 29 Spell-Like Abilities (CL 14th; concentration +21)
Base Atk +13; CMB +27 (+29 bull rush, +31 overrun); CMD 44 (46 Constant—true seeing
vs. bull rush, 46 vs. overrun, can’t be tripped) At will—chaos hammer (DC 21), confusion (DC 21), dispel
Feats Awesome Blow, Blind-Fight, Greater Overrun, Improved magic, mirror image, reverse gravity (DC 24), greater
Bull Rush, Improved Overrun, Lightning Reflexes, Power teleport (self plus 50 lbs. of objects only), veil (self only),
Attack, Step Up, Strike Back unholy blight
Skills Acrobatics +7 (+11 to jump), Bluff +18, Climb +33, 1/day—power word stun, summon (level 4, 1 glabrezu 20% or
Intimidate +30, Perception +29, Sense Motive +20, Swim +30 1d2 vrocks 50%)
Languages Abyssal, Common (can’t speak) 1/month—wish (granted to a mortal humanoid only)
SQ profane magic TACTICS
SPECIAL ABILITIES During Combat The glabrezus want to see how the demonflesh
Absorb Dying Creature (Su) A demonflesh warsworn can warsworn fares in battle, so they avoid melee and instead
consume any dying creature by moving into the same space. target the PCs with their spell-like abilities. They resort to
This immediately kills the creature, absorbs the corpse melee attacks if a PC approaches within easy reach.
into the demonflesh warsworn, and heals the demonflesh Morale If the demonflesh warsworn is destroyed, the surviving
warsworn by an amount equal to the creature’s Constitution glabrezus teleport to area C4 to warn Thurl that powerful
score. Absorbed corpses can’t be resurrected by any effect intruders have breached the labyrinth and destroyed his
short of a miracle or wish until the demonflesh warsworn that prized creation. See the Thurl’s Preparations sidebar on page
consumed them is destroyed. 20 if this occurs.

11
PATHFINDER SOCIETY SCENARIO

STATISTICS B2. LOWER CAVERN


Str 35, Dex 15, Con 35, Int 20, Wis 20, Cha 24 This large, ovular cavern descends into a 40-foot-deep
Base Atk +12; CMB +26; CMD 38 recess by means of a 10-foot-wide spiraling ramp. In the
Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, center is a 10-foot-diameter stone plinth with a rounded
Power Attack, Vital Strike top. Though the plinth bears no handholds or levers of
Skills Bluff +30, Diplomacy +24, Intimidate +24, Knowledge any kind, it is a cleverly designed trap door, which a PC can
(arcana) +17, Knowledge (history, local, planes) +20, Perception identify by succeeding at a DC 20 Knowledge [engineering]
+28, Sense Motive +20, Stealth +9, Use Magic Device +19; or Perception check. If a PC tries to push the plinth aside
Racial Modifiers +8 Bluff, +8 Perception and succeeds at a DC 8 Strength check, the huge stone
Languages Abyssal, Celestial, Draconic; telepathy 100 ft. plug silently slides aside to reveal a set of spiral stairs that
descend around an open, 10-foot-wide shaft. The open shaft
Treasure: A PC who examines the remains of the defeated and spiral stairs plunge 260 feet to area C1. The air grows
demonflesh warsworn finds an adamantine breastplate and noticeably warmer as the PCs descend the stairs.
a dwarfbond hammerUE. In Subtier 14–15, there is also a tempest Treasure: Wedged behind a limestone formation in the
shieldUE among the remains. middle of the west wall is a masterwork backpackUE that
Development: Borsaget was the dwarven engineer who Muhlia al-Jakri stashed here; a PC can find it by succeeding
designed and oversaw construction of Taal Mornat 600 at a DC 18 Perception check. The pack contains a full
years ago. While working on the ossuary, Borsaget suffered a waterskin, 5 days of trail rations, and a small silver locket
fractured skull in an engineering mishap, but she survived (worth 200 gp) containing the illusory image of her smiling
after a mithral plate was used to fuse the pieces of her cloven sister, Khismia, a Keleshite woman in her early 20s. Inside is
skull back together. Years later, on her deathbed, Borsaget a tiny inscription that reads, “Remember: no night so dark
volunteered to have her soul bound to her skull after her that Sarenrae cannot fill it with light.”
death so she could watch over Taal Mornat and help those in Additionally, Muhlia hid the runeplate Chasarad in this
need. Unfortunately, Borsaget’s skull is embedded into the pack (as described in area C2). The runeplate’s power is
body of the demonflesh warsworn, making it impossible to greatest when affixed to a Magrimite holy site, at which point
locate without a successful DC 30 Perception check and 10 it provides a host of magical defenses against supernatural
minutes of sifting through the wreckage. If the PCs rescued intruders and those who would consume souls. When
the dwarf soldier Krali in area A1, they know to look for carried by a nonevil creature, the Chasarad grants that
Borsaget (easily identified by the skull’s metal plate) and creature a +4 bonus on saving throws against death and
gain a +10 bonus on the Perception check. paralysis effects. If the creature is also a dwarf or has the
If a PC holds the skull and addresses Borsaget by name, her Hero of the Five Kings boon, the runeplate also increases
spirit gradually returns to the skull and greets “her rescuers” their effective Constitution score by 20 for the purpose of
loudly and warmly. Revived, she can speak to the PCs, answer determining when she would die due to hit point damage.
questions about the ossuary’s layout, and help them bypass If the creature’s alignment is lawful neutral, they can also be
the trap in area C1. Borsaget can also help identify that the revived by breath of life so long as it is cast within 3 rounds
dwarven runeplates are missing and explain their importance. (rather than just 1 round). A PC can ascertain these benefits
Borsaget is good natured, though she has a dark and often by succeeding at a DC 30 Knowledge (religion) check or a DC
inappropriate sense of humor, swears like a Shackles pirate, 30 Spellcraft check to identify the runeplate.
and is obsessive about protecting the ossuary.
If the PCs recover Borsaget’s skull without knowing its C. LOWER OSSUARY
significance, they can learn how to revive her by succeeding Virtually nobody has visited the lower ossuary since the
at a DC 30 Knowledge (arcana) or Knowledge (religion) check. dwarves last interred a task-keeper (the title for the eldest
Alternatively, magic such as divination or the object reading priest of Magrim) here 4 centuries ago. Since that time, these
occult skill unlock can uncover her name and how to call her. halls—especially areas C2–C4—have fallen into disrepair
Also note whether one or both glabrezus escaped during when compared to the relatively well-maintained upper
this encounter. If so, they inform Thurl that there are ossuary. Dust and grime cover most surfaces, and the floors,
intruders, giving him time to prepare for the PCs’ arrival (see walls, and ceilings are covered with spidery stress fractures
the Thurl’s Preparations sidebar on page 20). from centuries of neglect and seismic stress.
Rewards: If the PCs do not defeat the demonflesh warsworn,
reduce each PC’s gold earned by the following amount. C1. MAGMA CHAMBER (CR 15 OR CR 17)
Subtier 12–13: Reduce each PC’s gold earned by 2,959 gp.
Out of Subtier: Reduce each PC’s gold earned by 3,591 gp. The spiral staircase exits onto a narrow rock ledge overlooking a
Subtier 14–15: Reduce each PC’s gold earned by 4,223 gp. lake of roiling magma that bathes everything in a hellish glow.

12
BETRAYAL IN THE BONES

C. Lower Ossuary N

C4
C2
C3

+40

+80

+60

+40

+0

C1

+40

1 square = 5 feet

13
PATHFINDER SOCIETY SCENARIO

higher two serving as low guardrails. Though the chains are


Scaling Encounter C1
immune to fire damage, they absorb and radiate a great deal
Make the following adjustments to accommodate a group of heat. Any creature that touches the chains with unprotected
of four PCs. skin (gloves and boots provide sufficient protection) takes 1d6
Subtier 12–13: Apply the young simple template to points of fire damage each round that they are in contact with
the lava drakes. the bridge. The bridge sways perilously but safely supports up
Subtier 14–15: Remove two lava drakes. to 10,000 pounds. Moving along the bridge requires a creature
Make the following changes for groups that explicitly to succeed at a DC 12 Climb check or DC 15 Acrobatics check
agreed to a greater challenge. to move at half speed. Failing the check prevents a creature
Subtier 12–13: All of the drakes’ attacks that deal fire from moving farther with that action. A creature gains a
damage deal one additional point of damage per die, and cumulative +2 bonus on this check for each free hand they
half of the damage dealt is fire while the other half is use to brace against the upper chains. While traversing the
slashing damage. Apply the advanced simple template to bridge, a creature is treated as flat-footed, as if balancing on a
the lava drakes. narrow surface (Pathfinder RPG Core Rulebook 87). If a creature
Subtier 14–15: As Subtier 12–13. Apply the advanced takes damage while navigating a bridge, they must succeed at
simple template to the magma dragon. Her supernatural the same Acrobatics or Climb check to avoid falling from the
and spell-like abilities can deal half fire damage and half bridge into the lava below (see the Hazard and Trap entries
slashing damage, as the drakes’ special attacks above. on page 15).
Creatures: A pair of lava drakes discovered this cavern a
century ago, and the place has since become a breeding ground
A slowly swaying bridge made of chains stretches from the rock for the irascible beasts. They use the crack in the ceiling to
ledge to the top of a stone column protruding from the molten enter and exit the chamber when they need to hunt for food.
lake. A similar bridge connects the platform to a smaller ledge In Subtier 14–15, the cavern is home to four lava drakes that
on the far side, beyond which stands a large iron door. Atop the are ruled by an adult magma dragon, a recent arrival that
column stands a large statue of a regal, elderly dwarf clutching rules over the drakes. These creatures have established a
a rune-covered hammer in one fist while his free hand rests shaky alliance with Thurl—an alliance Thurl enforces with
above his heart. Polished marble tiles form a series of four narrow occasional visits from his demonic allies.
pathways that encircle the statue.
SUBTIER 12–13 (CR 15)
The magma lake is 300 feet deep, fed by numerous small
lava conduits that originate far below the ossuary. The ceiling LAVA DRAKES (2) CR 9
is 140 feet above the surface of the lava. Directly above the hp 115 each (Pathfinder RPG Bestiary 4 78; see page 27)
statue in the middle of the chamber’s ceiling is a 30-foot-long, TACTICS
10-foot-wide crack that allows a great deal of heat and smoke Before Combat When the PCs first enter the chamber, the drakes
to vent from the chamber. This crack connects to a labyrinth are huddled together on the 80-foot-high ledge along the west
of fissures and open shafts that eventually terminates at wall. If they detect the PCs, the drakes roar a challenge and
a fumarole in the cliff side overlooking the valley outside then promptly dive into the lava.
(though if the PCs enter Taal Mornat through the fumarole During Combat The drakes spend 1 round submerged in the lava
outside, they arrive in area B1). before bursting forth and taking to the air (using the speed
The 20-foot-tall granite statue depicts the god Magrim. surge ability to get into position if necessary). While flying,
The huge statue leaves only a 5-foot-wide ledge encircling the the drakes prefer to use their magma shake and pyroclastic
platform. The tiles forming the paths encircling the statue vomit abilities for several rounds before attacking with their
are imprinted with four repeating runes—a different rune natural attacks. They favor their natural attacks against anyone
for each pathway. These runes are identical to those found apparently resistant to fire.
on the four magical runeplates that Thurl took from area B1. Morale If one of the drakes is killed, the surviving drakes attempt
If the PC are accompanied by Borsaget’s skull, she identifies to flee through the fumarole in the ceiling.
the runes for the PCs, explains their religious significance (as
explained in the Knowledge [arcana or religion] check section SUBTIER 14–15 (CR 17)
regarding runeplates on page 6), and then warns the PCs how
to avoid the trap (see Trap on page 15). ADULT MAGMA DRAGON CR 12
The chain bridges consist of four parallel, heat-resistant hp 172 (Pathfinder RPG Bestiary 2 100; see page 27)
chains: two lower and connected by occasional short TACTICS
perpendicular chains to create a precarious walkway and the Before Combat When the PCs first enter the chamber, the magma

14
BETRAYAL IN THE BONES

dragon is dozing, submerged and floating just below the Thurl, Muhlia, and their demonic allies fly or teleport
surface of the lava to the east of the stone platform. It awakens across the chamber to avoid the trap altogether.
and acts the round after the drakes emerge from the lava.
During Combat The dragon extends only its head from the surface BOTH SUBTIERS
of the lava (granting it improved cover) and attacks the PCs
with one of its spell-like abilities such as fireball, scorching ray, SINKING SHELF TRAP CR 15
or wall of fire. It then emerges, favoring its breath weapon if Type magic; Perception DC 30; Disable Device DC 35
the PCs don’t seem to resist fire damage or its natural attack if EFFECTS
the PCs visibly resist fire. The dragon tries to avoid ending its Trigger location (stone tiles); Reset automatic (10 rounds)
turn adjacent to multiple opponents. If the dragon catches one Effect stone shelf sinks into the magma; never miss; onset delay
or more of the PCs on the central stone platform, she gleefully (1 round); multiple targets (everyone standing on the shelf);
triggers the trap (see Trap below) by slamming a claw on one 20d6 points of fire damage per round of immersion.
of the tile pathways.
Morale If reduced to 20 hit points or fewer, the magma dragon Treasure: The ledge on the west wall contains the dragon’s
attempts to flee by diving into the lava. It remains submerged hoard. A PC can spot the treasure by ascending at least 80 feet
(it can hold her breath for up to 42 rounds) and waits for the above the surface of the magma lake or succeeding at a DC 35
PCs to leave. Perception check from a height of approximately 40 feet above
the lake (at the same level as the column and bridges). The
LAVA DRAKES (4) CR 9 treasure includes 5,000 gp in various coins and ornamental
hp 115 each (Pathfinder RPG Bestiary 4 78, see page 27) gemstones as well as a velvet-lined oak case holding a dwarf-
TACTICS sized wedding gown adorned with pearls and moonstones
Use the tactics from Subtier 12–13. (worth 2,000 gp). In Subtier 14–15, the hoard also contains a
void pennantUE and additional coins worth 4,500 gp.
Hazard: The entire cavern radiates extreme heat, and Rewards: If the PCs do not retrieve the treasure from the
touching or falling into the lava is potentially lethal. (See ledge on the west wall, reduce each PC’s gold earned by the
page 444 of the Pathfinder RPG Core Rulebook for rules related following amount.
to extreme heat and lava.) The Climb DC to scale the walls Subtier 12–13: Reduce each PC’s gold earned by 1,000 gp.
in this area is 25. Out of Subtier: Reduce each PC’s gold earned by 1,958 gp.
Trap: The stone shelf in the center of the magma Subtier 14–15: Reduce each PC’s gold earned by 2,916 gp.
chamber is trapped. When the PCs approach within 5 feet
of the platform, a booming voice emanates from the statue C2. MEDITATION CHAMBER (CR 14)
and speaks in Dwarven: “Only Torag’s children shall pass
unscathed.” The runes and tiled paths are red herrings. Only This small square chamber is oddly cool even though it’s located a
a dwarf (or a creature using illusion or transmutation magic few yards from a lake of molten lava. Empty cubbyholes line the
to take the shape of or appear as a dwarf ) can walk the tiled walls, and a large mat made of woven grass sits in the middle
paths without triggering the trap. If any other creature steps of the floor. A small stone pipe protrudes from the middle of the
on any of the tiles, the stone shelf emits a loud grating noise north wall, carved to resemble the head of a mole wearing an
and then sinks like a corkscrew into the magma 1 round later. ornate crown. Lining the wall under the pipe are five backpacks.
When this happens, the entire statue sinks into the lava and
both chain-link bridges snap loose from the platform and This chamber was once used for meditation and
swing back in the direction of the south and north walls, reinterment ceremonies by Magrim’s priesthood when the
where they remain bolted to the walls. PCs clinging to either ossuary was first founded. To make these tasks endurable,
chain-link bridge when this happens must succeed at a DC 25 the room was enchanted to remain at a constant 68º F.
Reflex save or Climb check to avoid falling into the magma The cubbyholes recently held vials of holy water, sacred
lake. PCs falling into the magma lake only take 2d6 points of embalming oils, and small religious icons, though Thurl’s
damage from the fall, though falling into the lava is potentially demonic allies tossed them into the lava in area C1 when they
lethal (Pathfinder RPG Core Rulebook 444). A successful Reflex first arrived at the ossuary. The mole-shaped stone pipe is
save or Climb check indicates the PC has managed to cling also enchanted. If touched by a living creature, it immediately
to the chain-link bridge, which now dangles vertically against produces 2 gallons of cold, fresh water, as create water (CL 1st).
the north or south wall. The shelf and statue rise out of the Any water not consumed or stored into containers, instantly
magma and back into position 10 rounds later, smoldering evaporates and never touches the floor. The backpacks along
yet undamaged. One round after that, the chain-link bridge the north wall are packed with well-preserved provisions—
magically extends and reattaches itself to the stone platform. enough trail rations to keep one person fed for 2 months.

15
PATHFINDER SOCIETY SCENARIO

Creature: Muhlia al-Jakri is here, sitting cross-legged If influenced as above, Muhlia’s amenable to leaving Taal
in the northwest corner on her bedroll. On the ground Mornat entirely, but the PCs can further try to convince her
next to her is a lit candle, and clutched in her hands is a to join them in fighting Thurl. Doing so is a difficult and
scroll printed on thick black vellum. Dressed in stained dangerous request. A PC must both provide a sound argument
dark robes and matching headscarf, Muhlia looks harried for why Muhlia should risk her life aiding the PCs and also
and nervous and is visibly suffering from some sort of succeed at a DC 36 Bluff or Diplomacy check. Alternatively, a
mental or emotional strain. She has been through a lot PC can convince her to aid the Society in future endeavors to
over the past few years, and her prolonged partnership make up for her crimes against the Pathfinders,
with Thurl and his demon allies has weighed heavily though doing so also requires the PC to succeed
on her conscience. at a DC 36 Bluff or Diplomacy check. If a PC
When the PCs encounter her, Muhlia is wishes to achieve both—Muhlia considers
quietly whispering and arguing with herself, aiding the PCs against Thurl a service in
indicating her ongoing conflict: to remain on the its own right—the check’s DC increases
increasingly distasteful path she’s found, or to to 41. While Muhlia can be convinced to
abandon the demoniac who is perhaps her last leave Taal Mornat with the Intimidate skill,
ally. Indeed, Muhlia has taken to talking and it’s a poor choice for convincing her to help;
arguing with a figment of her imagination using Intimidate requires a successful DC 44
possessing the characteristics of her or 49 check respectively.
deceased sister, Khismia, who in life Muhlia al-Jakri is particularly open to
was a devoted follower of Sarenrae. several forms of argument.
On top of this, Muhlia’s distrust • Khismia: Muhlia’s youngest
of Thurl recently reached its peak sister remains the one unshakably
when she eavesdropped on him bright point in her life, despite
discussing the contents of the having died in a Taldan hate crime
black vellum scroll with one of 7 years ago. Khismia’s unshakable
his glabrezu allies. She overheard faith and patience helped steady
her name being used in the Muhlia as they were growing up, and
whispered conversation, which the former’s death fueled Muhlia’s
further inflamed her suspicions bitterness and lack of faith in the
and led her to abscond with
the scroll and one of the dwarven Muhlia world at large. Muhlia doesn’t suffer
strangers using her sister’s name as a
runeplates when Thurl’s attentions were
elsewhere. She stashed the runeplate
Al-Jakri verbal bludgeon, but a PC who makes a
more subtle argument (e.g. citing what
with a few other belongings in area B2 Sarenrae considers just or wordlessly
and then retreated here to study the scroll. handing Muhlia the locket from area B2 rather than shaming
It takes Muhlia al-Jakri a few seconds to break from her daze Muhlia with her sister’s memory) can earn between a +2 to +5
and realize that she has visitors. Though obviously startled by bonus on one Bluff or Diplomacy check to influence her.
the PCs, Muhlia isn’t combative at first and is open to parley. • Opportunity: Muhlia has virtually no remaining
Clever PCs might convince her to betray Thurl or even ally friends, and nearly all of her professional bridges have
with them to slay him. Deciphering the scroll and uncovering burned, leaving her convinced that she has no other options
Thurl’s plan to sacrifice her (see Treasure on page 18) convinces but death or villainy. A PC who is willing to pull in personal
Muhlia to abandon Thurl and Taal Mornat, as does a well- favors to help Muhlia find more upstanding employment
reasoned argument accompanied by a successful DC 31 Bluff can gain a cumulative +2 bonus on one Diplomacy check for
or Diplomacy check or a DC 36 Intimidate check. The PCs can every Prestige Point spent in this way (maximum +6).
attempt this check a second time, but the DC is 5 higher as • Past Service: Nearly everyone with whom Muhlia’s
Muhlia’s suspicions of them grow. work either is dead or has foresworn association with her,
If the PCs fail to realize this basic level of cooperation, including the Qadiran government. She is slow to trust
Muhlia attacks and fights for 3 rounds before using her boots anyone else, but a familiar face is comforting. A PC who once
of teleportation to escape, teleporting to area B2 (to collect the belonged to the Qadira faction (available in Seasons 0–5 of
backpack she stashed there). She then enters the labyrinth the Pathfinder Society Roleplaying Guild) gains a bonus on
(trusting her labyrinth token to help her navigate the maze) Bluff and Diplomacy checks to influence Muhlia equal to
and then flees Taal Mornat (and her partnership with Thurl) half the number of Prestige Points earned while part of that
for parts unknown. faction (maximum +5).

16
BETRAYAL IN THE BONES

In addition to convincing Muhlia to help or leave, the PCs Why did you work with Thurl? Thurl was dead. How is he
can ask her questions. Muhlia is among the most enduring alive? “I understand Thurl died in the Worldwound years ago,
NPCs in the Pathfinder Society campaign, having worked but he was alive—mostly alive—when I first met him three
with the Society for years and then fought against it for years years ago. He was once a dwarf, but something transformed
more. Some of the likely questions, her answers, and some him into one of the stitched flesh abominations he enjoys
supporting context appear below. creating. Maybe this was a backup body he had prepared?
Why do you hate the Society? “The Society lacked direction, Either way, he’s been spending his time scheming with
and that let factions run rampant in their shadow war for demons and performing distasteful magic. He’s bad news, but
Absalom. Trust me, that city’s no prize—not after it cost my what other choices do I have?”
sister and countless others their lives and drove Pathfinders Why did you work with Grandmaster Torch? Muhlia leans
to show just how merciless they could be in a desperate bid back and takes a moment to consider her answer. “Torch is
for patrons’ attention. In that way the Society stole my dignity, complicated. He’s willing to do drastic things to get the job
my sister, my lover, and now even my homeland.” In recent done, but everything I’ve read in his actions speaks of drive
events, Pathfinders convinced Qadira to strip Muhlia of her and dedication, not malice—not that enabling an attack on
noble title in light of her recent crimes. Absalom’s exactly saintly. Whatever his past, he was ready to
Who was your lover? “Aglorn Desimire! After I left the help me when I needed it, and we both had our own business
Society and began assisting the Aspis Consortium, he to pursue in the city during that siege.”
was there for me, always supportive. Within a year, what What would your sister think? Muhlia scowls. “Don’t you
happened? Killed by Society agents. Notice a theme?” Aglorn dare weaponize my sister’s memory. You didn’t know her, and
Desimire was a villain in Pathfinder Society Scenario #3-25: she doesn’t deserve this.”
Storming the Diamond Gate. Why should we trust/spare you? “At this point you have
Why did you kill Jacquo Dalsine? Muhlia chortles. “Did no reason to. I’ve committed crimes most would consider
you ever meet the man? If you had, you wouldn’t need unforgivable. Sure, I am alone and desperate, but I am also
a reason, either. No, that’s probably unfair. Jacquo was a resigned to having lost.”
pompous jackal interested only in the cooing praise of his What would you do if free to leave? “If I could leave
peers if he could convince his agents to either undercut my now, I would travel to lands where Qadira is at most an
operative or recover a rare tea set. He was the figurehead unsubstantiated legend and start over. Unless you have some
of all the rot the shadow war brought.” Jacquo Dalsine was other proposal?”
the leader of the Taldor faction until the events of Pathfinder What is that scroll? Muhlia offers the scroll to the PCs to
Society Scenario #2-21: The Dalsine Affair. study. “I’ve been trying to puzzle it out for a while now. Thurl
Why did you spy on Absalom? “By the time I began brought it here, and the more I overheard him talking to his
operating against Absalom’s elites, the Society and the city demon allies, the more convinced I was that it was dangerous
had already ruined so much of my life that I felt little shame to leave it in his hands. Any insights?”
in profiting on their secrets. Honestly, the island embraced
indefinite slavery until recently—and my rare thanks to the MUHLIA AL-JAKRI CR 14
Society for helping end that mess—and using the slaves Female human assassin 9/rogue 5
as spies had a certain ring of justice to it.” This response NE Medium humanoid (human)
references the events of Pathfinder Society Scenario #6–05: Slave Init +11; Senses Perception +17
Ships of Absalom and #6–11: The Slave Master’s Mirror. DEFENSE
Why did you help coordinate the attack on Absalom? AC 21, touch 17, flat-footed 14 (+4 armor, +7 Dex)
“Just to be clear, I helped execute the attack, and Torch hp 99 (14d8+33)
was there enabling us at first, but it quickly became Thurl’s Fort +9, Ref +20, Will +8; +4 vs. poison
show. As for me? There’s no love lost between the Society Defensive Abilities evasion, improved uncanny dodge, trap
and me, and there was a certain appeal at the time to getting sense +1
the Pathfinders in trouble. More importantly, it was an OFFENSE
opportunity to get into the Grand Lodge’s archives—not just Speed 30 ft.
to secure the Silent Tide’s codebook but also to eliminate Melee +3 agile adamantine kukri +18/+13 (1d4+10/18–20) or
some of the dirt the Society had compiled against my +3 human-bane kukri +18 (1d4+3/18–20 plus 2d6 vs. human)
agents and me before I had even called it quits years ago. Special Attacks death attack (DC 22), quiet death, sneak attack
The Decemvirate… Some of them seem to be watching out +8d6, swift death 1/day, true death (DC 24)
for the Pathfinders, but there’s something more going on. STATISTICS
I didn’t have a lot of time to investigate it. Just whatever Str 12, Dex 24, Con 12, Int 17, Wis 10, Cha 14
happens here, stay on your toes.” Base Atk +9; CMB +10; CMD 27

17
PATHFINDER SOCIETY SCENARIO

rolls in place of her Strength modifier. This modifier is reduced


Optional Encounter
for off-hand weapons.
The encounter in area C3 is optional. If less than 120 Exceptional (Ex) Muhlia al-Jakri’s statistics were designed with a
minutes remain to complete the adventure, skip this 25-point build. She also has the wealth of a 14th level PC. This
encounter. Thurl’s allies have moved to a different part of ability increases her CR by 1.
the ossuary, leaving behind the piles of bone.
Treasure: The woven mat is a long-forgotten carpet of flying
(5 feet by 5 feet in Subtier 12–13, or 5 feet by 10 feet in Subtier
14–15) once used by Magrim’s priesthood to ferry corpses
Scaling Encounter C3
safely across the lava in area C1.
Make the following adjustments to accommodate a group The black vellum scroll, though nonmagical, is valuable for
of four PCs. the arcane secrets inscribed upon it in Abyssal—specifically
Subtier 12–13: Remove two mohrgs. a ritual of transformation that enables a powerful mortal
Subtier 14–15: Remove two elite mohrgs. cultist to attain a true demonic form through numerous
Make the following changes for groups that explicitly rites, including the sacrifice of a trusted mortal ally. A PC
agreed to a greater challenge. who speaks Abyssal can read the ornately worded scroll in 10
Subtier 12–13: The petrifying reagents the dwarven minutes (or one that does not speak Abyssal can translate it
priests once stored here have seeped into the very stone by succeeding at a DC 30 Linguistics check over 1 hour), and
and fill the air with invisible, scentless fumes. These discerning the requirements of the ritual requires a successful
fumes have a petrifying effect on the flesh and bones of DC 24 Knowledge (arcana, planes, or religion) check.
living humanoid creatures if inhaled. Each round a living Development: The PCs can find the secret door on the east
humanoid remains in the room, it must succeed at a DC wall with a successful DC 25 Perception check. Muhlia knows
22 Fortitude save or take 1 point of Dexterity damage. its location and reveals it to the PCs if they earn her trust.
Humanoids reduced to a Dexterity score of 0 from this Borsaget’s skull can also reveal its location to the PCs.
effect are completely petrified (as flesh to stone). Rewards: If the PCs do not identify or recover the carpet of
Humanoids that do not breath or those who hold their flying, reduce each PC’s gold earned by the following amount.
breath while inside the room are safe from this effect. Subtier 12–13: Reduce each PC’s gold earned by 1,916 gp.
Subtier 14–15: As Subtier 12–13, plus apply the Out of Subtier: Reduce each PC’s gold earned by 2,541 gp.
advanced simple template to the coloxus demons. Subtier 14–15: Reduce each PC’s gold earned by 3,166 gp.

C3. THURL’S WORKSHOP (CR 14 OR CR 16)


Feats Extra Rogue TalentAPG (2), Improved Initiative, Martial
Weapon Proficiency (kukri), Toughness, Two-Weapon Fighting, A steep flight of stairs ascends to a large room with scattered
Weapon Finesse, Weapon Focus (kukri) piles of petrified bones covering most of the floor. An ogre-sized
Skills Acrobatics +21, Bluff +22, Diplomacy +22, Disable Device skeleton made of mismatched bones and skulls is mounted along
+28, Disguise +13, Intimidate +22, Knowledge (local) +16, the east wall like some macabre sculpture.
Perception +17, Sense Motive +17, Sleight of Hand +18 (+27
when hiding weapons on body), Stealth +24 This room was once used to prepare the dead for final
Languages Common, Dwarven, Kelish, Osiriani, Undercommon interment in area C4. Bones cover most of the floor here,
SQ hidden weapons, hide in plain sight, poison use, rogue talents and in the marked areas the concentration is so thick that
(charmer 2/dayAPG, fast stealth, honeyed words 2/dayAPG, stand those areas are difficult terrain. The three storage closets
up), trapfinding +2 each contain a 3-foot-high lidless stone container that once
Combat Gear boots of teleportation, potion of barkskin +5, contained alchemical reagents used to petrify and preserve
potion of cure serious wounds (2), potion of displacement, the bones of the dead. The stone containers are now empty,
purple worm poison (4); Other Gear +3 agile adamantine their contents having evaporated long ago.
kukri, +3 human-bane kukri, belt of incredible dexterity +4, Creatures: A coloxus demon (two coloxus demons in
bracers of armor +4, circlet of persuasion, cloak of resistance Subtier 14–15) is here, haughtily overseeing the mohrgs as
+4, headband of vast intelligence +2, ring of protection +1, they sort through the piles of petrified bones looted from
grappling hook, masterwork thieves’ tools, silk rope (50 ft.), areas B1 and C4. One of the mohrgs is hard at work lashing
3,823 gp more petrified bones to the large skeleton mounted on the
SPECIAL ABILITIES east wall, wrapping the bones in strips of reeking demonflesh
Agile This weapon special property allows a character with to bind them together as part of the construction process for
Weapon Finesse to apply her Dexterity modifier on damage creating a demonflesh fossil golem (see area C4).

18
BETRAYAL IN THE BONES

SUBTIER 12–13 (CR 14)


Scaling Encounter C4
COLOXUS DEMON CR 12 Make the following adjustments to accommodate a group
hp 168 (Pathfinder RPG Bestiary 3 72; see page 25) of four PCs.
TACTICS Subtier 12–13: Remove the abyssal fossil golem.
During Combat The coloxus uses its droning wings ability, after Subtier 14–15: Remove the seraptis demon.
which it favors its spell-like abilities to hinder the PCs or Make the following changes for groups that explicitly
accelerate its undead allies. The demon moves into melee agreed to a greater challenge.
range only if provided an ideal opportunity to use its sneak Subtier 12–13: Add one abyssal fossil golem. Thurl has
attack ability or if left without allies. only a 25% chance per round of being staggered.
Morale Fearing Thurl’s wrath, the coloxus fights until destroyed. Subtier 14–15: Add one abyssal fossil golem. Thurl
has completed his transformation into a gallu demon
MOHRGS (4) CR 8 (see page 25), has all of that creature’s abilities, and is
hp 91 each (Pathfinder RPG Bestiary 208; see page 28) not staggered.
TACTICS Both Subtiers: If the PCs convinced Muhlia al-Jakri to
During Combat Eager to create unliving spawn, the mohrgs help them destroy Thurl, a coloxus demon arrives from
immediately engage the PCs in melee and exploit their Spring area C3 at the end of the first round of combat from
Attack feat. They try to position themselves between the PCs elsewhere in Taal Mornat to join the battle.
and the coloxus demon.
Morale The mohrgs fight until destroyed.
check. As with the secret door in area C2, Borsaget’s skull or
SUBTIER 14–15 (CR 16) Muhlia can reveal its location to the PCs.
Treasure: If the PCs search all three of the stone storage
COLOXUS DEMONS (2) CR 12 containers, the last container contains a ricochet hammerUE
hp 168 each (Pathfinder RPG Bestiary 3 72, see page 25) hidden beneath a foot of broken bones. The hammer was
TACTICS taken from a corpse meant for internment and stashed here
Use the tactics from Subtier 12–13. centuries ago by a greedy priest who intended to return
and claim it but never did. In Subtier 14–15, this is instead a
ELITE MOHRGS (4) CR 10 greater ricochet hammer, which functions as a ricochet hammer
Advanced mohrgs (Pathfinder RPG Bestiary 208, see page 28) but gains the speed special weapon property when thrown.
CE Medium undead Rewards: If the PCs do not search the stone containers,
Init +8; Senses darkvision 60 ft.; Perception +27 reduce each PC’s gold earned by the following amount.
DEFENSE Subtier 12–13: Reduce each PC’s gold earned by 1,691 gp.
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural) Out of Subtier: Reduce each PC’s gold earned by 3,149 gp.
hp 135 (18d8+54) Subtier 14–15: Reduce each PC’s gold earned by 4,608 gp.
Fort +8, Ref +12, Will +11
Immune undead traits C4. CRYPT OF LEGENDS (CR 17 OR CR 19)
OFFENSE
Speed 30 ft. The walls of this crypt are studded with empty burial niches from
Melee 2 slams +19 (2d8+6 plus grab), tongue +14 (paralysis) the floor to the ceiling dozens of feet above. Between the niches,
Special Attacks create spawn, paralysis (1d4 minutes, DC 23) ornate wall carvings depict a series of scenes showing the journey
TACTICS a dwarven soul makes after passing into the Great Beyond.
Use the tactics from Subtier 12–13.
STATISTICS Once used to inter the magically preserved bones of
Str 22, Dex 19, Con —, Int 11, Wis 10, Cha 14 legendary dwarf heroes and high priests, the crypt has been
Base Atk +13; CMB +19 (+23 grapple); CMD 34 ransacked by Thurl and his demon minions. Thurl’s demons
Feats Ability Focus (paralysis), Dodge, Improved Initiative, thoroughly looted the crypt of valuables. The fiends also
Lightning Reflexes, Mobility, Power Attack, Skill Focus gathered everything of even minor religious significance and
(Perception), Spring Attack, Toughness cast the items and treasures into the lava lake in area C1.
Skills Climb +27, Perception +27, Stealth +25, Swim +24 Creatures: Thurl, in the process of transforming into a
gallu demon, holds court here with his newest demonflesh
Development: The PCs can find the well-hidden secret abomination—a Large fiendish construct built from the
door on the north wall by succeeding at a DC 25 Perception petrified bones of dwarves collected from the burial niches

19
PATHFINDER SOCIETY SCENARIO

alongside the PCs, Thurl commands his minions to subdue


Thurl’s Preparations
her. Over the course of the battle, Thurl showers her with
If at least one of the glabrezu demons survived the encounter imaginative threats and promises of a slow, torturous death.
in area B1, they teleported here to warn Thurl that a band Morale Thurl fights to the death.
of powerful adventurers have defeated his demonflesh SPECIAL ABILITIES
warsworn. Thurl then sent the glabrezus away to gather Weakened Thurl’s transformation is incomplete and painful,
more of their kind from the Abyss. In the meantime, Thurl denying him some of his demonic powers. He cannot use his
and his minions do the following to prepare for the PCs: geas/quest, greater teleport, mass hold monster, and symbol
• Thurl uses dimensional lock, which affects the 20-foot- of insanity spell-like abilities, and he cannot communicate using
radius centered on the doorway. telepathy or summon demons. Additionally, he has 3 negative
• The seraptis demon places a symbol of insanity just inside levels (reducing his hit points by 15 and granting him a –3
the room on the floor. penalty on d20 rolls) and has a 50% chance each round to be
staggered until the start of his next turn.

here and from area B1. In Subtier 14–15, a seraptis demon ABYSSAL FOSSIL GOLEM CR 13
bodyguard also accompanies Thurl. Fiendish young fossil golem (Pathfinder RPG Bestiary 3 291,
Having built fiend-flesh monstrosities and served 290, 136)
Baphomet in secret for decades while also operating as a N Large construct
Pathfinder Society venture-captain, Thurl abandoned his Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
cover several years ago to help the Worldwound’s demons DEFENSE
invade the crusader capital of Nerosyan. He died at the hands AC 27, touch 12, flat-footed 24 (+3 Dex, +15 natural, –1 size)
of Pathfinder agents a year later, but not before securing a hp 112 (15d10+30)
dangerous wish from the glabrezu Koth’Vaul: a powerful Fort +5, Ref +8, Will +5
demonic body that would rival his greatest creations. When DR 10/adamantine, bludgeoning, and good; Immune construct
Thurl died, he awoke days later in a patchwork body of demon traits, magic; Resist cold 15, fire 15
flesh, and he set to concocting new ways to retaliate against OFFENSE
the Society while also securing the means to transform his Speed 30 ft.
twisted form into a true demon. Melee 2 bites +19 (4d6+5 plus petrification)
With the assistance of the stolen Magrimite seals, Thurl Space 10 ft.; Reach 10 ft.
has nearly completed the process. He now is a 7-foot-tall, Special Attacks smite good (+15 damage)
horned, wolf-headed fiend with black bat-like wings and TACTICS
pallid flesh with sheets of spiky armor bolted to it. Yet as During Combat The golem wades into melee to defend Thurl,
his transformation progresses, his dwarven heritage is still using its smite ability against a target at his command.
apparent in his stocky build and the thick bristly beard that Morale The golem fights until destroyed.
covers his wolfish lower jaw. STATISTICS
Thurl’s transformation into a nascent gallu demon has Str 21, Dex 17, Con —, Int —, Wis 10, Cha 1
not gone without cost. He is constantly wracked with painful Base Atk +15; CMB +21; CMD 34
seizures and bouts of debilitating pain. These effects are Feats Combat ReflexesB
detailed in his weakened ability below. If Thurl has another SPECIAL ABILITIES
week with which to study the black vellum scroll and enact its Immunity to Magic (Su) A fossil golem is immune to any spell or
unholy rituals, he could become a fully formed gallu demon. spell-like ability that allows spell resistance. In addition, certain
spells and abilities function differently against the creature, as
SUBTIER 12–13 (CR 17) noted below.
• A transmute rock to mud spell slows a fossil golem (as the slow
THURL CR 16 spell) for 2d6 rounds, with no saving throw.
CE unique gallu demon (Pathfinder Campaign Setting: The • A stone to flesh spell negates its damage reduction and
Worldwound 44) petrification ability for 1 round.
HP 317 (SEE SUBTIER 14–15) TACTICS Petrification (Su) A fossil golems attacks gradually turn living
During Combat Due his staggering pain, Thurl favors his spell- flesh to stone. Each time the golem hits a target with one of
like abilities such as quickened hold monster, song of discord, its natural attacks, the target must succeed at a DC 19 Fortitude
and word of chaos. He strikes at those who close into melee save or take 1d6 points of Dexterity drain. A creature that is
range, preferring weak-looking or lightly armored PCs while reduced to 0 Dexterity by this attack turns completely to stone,
his minions handle tougher foes. If Muhlia is present and fights as if by a flesh to stone spell. Casting stone to flesh on the

20
BETRAYAL IN THE BONES

creature removes all Dexterity drain caused by this attack. The Languages Abyssal, Celestial, Draconic, Dwarven, Elven, Giant,
save DC is Constitution-based and includes a +2 racial bonus. Kelish; telepathy 100 ft.
SQ change shape (Small or Medium humanoid, alter self)
SUBTIER 14–15 (CR 19) Gear Bloodwhisper (+1 furyborn wounding glaive)
SPECIAL ABILITIES
THURL CR 18 Armor Plating (Su) The armor plates covering much of a
Variant gallu demon (Pathfinder Campaign Setting: The gallu’s body grant it a +8 armor bonus. They also function
Worldwound 44) as armor spikes during grapples but cannot be used as off-
CE Medium outsider (chaotic, demon, evil, extraplanar) hand weapons. In addition, these armor plates can have one
Init +8; Senses darkvision 60 ft., true seeing; Perception +36 additional armor special ability chosen from the following
Aura cloak of chaos (20 ft., DC 25), havoc (30 ft., DC 26) options: acid resistance 20, cold resistance 20, fire resistance
DEFENSE 20, ghost touch, moderate fortification, or sonic resistance
AC 30, touch 14, flat-footed 26 (+8 armor, +4 deflection+4 Dex, +8 20. A gallu demon can switch the active armor special quality
natural) once per hour as a swift action—as a general rule, the gallu
hp 332 (19d10+228); fast healing 10 demon keeps the armor plating set to moderate fortification.
Fort +27, Ref +16, Will +21 These armor plates do not encumber the gallu or impose
Defensive Abilities armor plating, fortification 50%; DR 15/cold armor check penalties, maximum Dexterity bonuses, or arcane
iron and good; Immune bleed, electricity, poison; Resist acid spell failure chances. They cannot be removed, sundered,
10, cold 10, fire 10; SR 30 or destroyed while the gallu lives, and they rust away into
OFFENSE nonmagical fragments of iron upon the gallu’s death.
Speed 50 ft., fly 50 ft. (good) Aura of Havoc (Su) A gallu’s presence wreaks havoc, infusing
Melee Bloodwhisper +31/+26/+21/+16 (1d10+17/×3 plus 1 battlefields with elements of chaos and entropy that disrupt
bleed), bite +25 (1d8+5), gore +25 (1d6+5) or careful coordination and tactical plotting by manipulating fate
bite +30 (1d8+11), gore +30 (1d6+11) and chance. This aura extends to a 30-foot radius around the
Space 5 ft.; Reach 5 ft. (10 ft. with Bloodwhisper) gallu. The aid another action can never grant bonuses in this
Special Attacks rain of blood, wounding blood area, nor does flanking grant bonuses to hit in the affected
Spell-Like Abilities (CL 19th; concentration +26) area (although flanked foes remain susceptible to sneak
Constant—cloak of chaos (DC 25), true seeing attack damage). A creature summoned into this area by any
At will—confusion (DC 21), fear (DC 21), telekinesis (DC 22) creature other than a demon must succeed at a DC 26 Will
3/day—dimensional lock, quickened hold monster (DC 23), save to avoid being confused for 1d4 rounds. Paladins and
song of discord (DC 22) creatures with the lawful subtype must succeed at a DC 26
1/day—word of chaos (DC 24) Will save each round they begin their turn in this aura to avoid
TACTICS being nauseated for 1 round. Demons ignore the effects of a
During Combat Due his staggering pain, Thurl favors his spell- gallu’s aura of havoc. The save DCs are Charisma-based.
like abilities such as quickened hold monster, song of discord, Rain of Blood (Su) As a standard action once per minute, a gallu
and word of chaos. He strikes at those who close into melee can command the wounds of all creatures within 30 feet to
range, preferring weak-looking or lightly armored PCs while erupt into a gory deluge of blood; any wounded creature in
his minions handle tougher foes. If Muhlia is present and fights the area of effect immediately takes 3d6 points of damage
alongside the PCs, Thurl commands his minions to subdue from the rain of blood and must succeed at a DC 31 Fortitude
her. Over the course of the battle, Thurl showers her with saving throw. Failure indicates that the damage becomes
imaginative threats and promises of a slow, torturous death. bleed damage and the affected creature becomes staggered
Morale Thurl fights to the death. from the pain as long as the bleed damage continues.
STATISTICS Creatures that are immune to bleed damage are immune to
Str 33, Dex 18, Con 34, Int 18, Wis 23, Cha 25 this ability’s effects. The save DCs are Constitution-based.
Base Atk +19; CMB +30 (+32 bull rush); CMD 44 (46 vs. bull rush) Weakened Thurl’s transformation is incomplete and painful,
Feats Critical Focus, Improved Bull Rush, Improved Critical denying him some of his demonic powers. He cannot use his
(falchion), Improved Initiative, Improved Vital Strike, Lightning geas/quest, greater teleport, mass hold monster, and symbol
Reflexes, Power Attack, Quicken Spell-Like Ability (hold of insanity spell-like abilities, and he cannot communicate
monster), Staggering Critical, Vital Strike using telepathy or summon demons. Additionally, he has a
Skills Bluff +29, Disguise +29, Fly +30, Intimidate +37, Knowledge 25% chance each round to be staggered until the start of his
(engineering) +26, Knowledge (history) +26, Knowledge next turn.
(planes) +26, Perception +36, Ride +26, Sense Motive +28; Wounding Blood (Su) The spikes that hold a gallu’s armor plates
Racial Modifiers +8 Intimidate, +8 Perception in place extend as far into the demon’s body as they do outside

21
PATHFINDER SOCIETY SCENARIO

of it, causing rivulets of blood to constantly run from the TACTICS


creature’s flesh. This continual bleeding does not inconvenience Use the tactics from Subtier 12–13.
or harm the gallu; instead, it grants the wounding special ability
to all manufactured weapons wielded by the gallu. The dripping Development: Thurl has gathered Taal Mornat’s three
blood does not affect the gallu’s natural attacks. other runeplates sacred to Magrim (Aeruk, Hurenarr, and
Urdrekk) from various locations in the ossuary. He plans to
SERAPTIS DEMON CR 15 corrupt the runeplates and divert their magic to help fuel
hp 217 (Pathfinder RPG Bestiary 5 76; see page 26) his unholy demonic transformation. Thurl is currently
TACTICS unaware that Muhlia al-Jakri has stolen and hidden the
During Combat The seraptis demon closes with foes and uses fourth runeplate.
her gaze of despair to buy Thurl more time to use his spell- Treasure: If the PCs slay Thurl, they can claim his magical
like abilities. Against enemies with numerous soft targets in glaive, Bloodwhisper. Demons have already absconded with
the hallway, the seraptis uses her mobility to engage those the other treasures Thurl and his minions looted from this
targets directly. If fighting only one significant foe, the demon chamber and delivered them as tribute to Baphomet in his
uses her multi-arm grab to grapple and gnaw the target. abyssal realm of the Ivory Labyrinth. However, in Subtier
Morale Personally appointed by Baphomet to serve as Thurl’s 14–15, Thurl has stashed a minotaur’s beltUE in one of the
bodyguard, the seraptis demon fights to the death. burial niches in on the south wall.
Rewards: If the PCs do not defeat Thurl, reduce each PC’s
ABYSSAL FOSSIL GOLEM CR 13 gold earned by the following amount.
hp 186 (see Subtier 12–13) Subtier 12–13: Reduce each PC’s gold earned by 4,417 gp.
Out of Subtier: Reduce each PC’s gold earned by 4875 gp.
Subtier 14–15: Reduce each PC’s gold earned by 5,334 gp.

CONCLUSION
With Thurl’s demise, the magical labyrinth
he helped create fades, allowing the
massed dwarven forces to enter the
ossuary and vanquish any remaining
threats over the next several hours.
The dwarves are dismayed to see
how Thurl has defaced the sacred
ossuary and Magrim’s holy
site, but they’re grateful
for the Society’s help.
Within a week, dwarven
engineers and priests
arrive to begin repairs.
The PCs might also
have worked out some
equitable resolution with
Muhlia al-Jakri, and Kolm
Durrendar is amenable to letting
her go free if the PCs vouch for
her. The Decemvirate is less likely
to approve. However, if the PCs had
convinced Muhlia to assist the Society in
the future, she sends them a missive in the
following weeks that indicates the glabrezu
Koth’Vaul has dangerous plans of his own that
are nearing completion—a deadly threat that
only a group of powerful Pathfinders like the PCs
Thurl might confront!

22
BETRAYAL IN THE BONES

PRIMARY SUCCESS CONDITIONS receive an elegantly penned letter from the Dalsine family,
The PCs fulfill their primary objective if they kill Thurl. gushing with praise for the Pathfinders’ slaying the “Qadiran
Doing so earns each PC 1 Prestige Point and the Maze Breaker witch” who assassinated their scion Jacquo Dalsine. The
boon on their Chronicle sheet. family promises to spread the word of the PCs’ heroism and
includes one of the late baron’s most prized possessions.
SECONDARY SUCCESS CONDITION Each Grand Lodge faction PC (or PC who earned at least 10
The PCs fulfill their secondary success condition if they Prestige Points as a member of the Taldor faction) earns the
recover Borsaget’s skull and recover all four of the runeplates Dalsine Inheritance boon.
to return to Kolm Durrendar. Doing so earns each PC 1 If the PCs let Muhlia go free with a promise of later
additional Prestige Point and the Blessing of Chasarad boon assistance, she keeps her distance from the Society and
on their Chronicle sheet. its allies. However, she keeps tabs on the PCs and offers
opportune aid at a future date, after which she considers her
FACTION NOTES debt paid. In this case, each Grand Lodge faction PC (or PC
This scenario concludes a major Grand Lodge faction story who earned at least 10 Prestige Points as a member of the
line: seeking justice for the assault on Absalom a year ago Qadira faction) receives the Al-Jakri’s Debt boon.
overseen by old enemies of the Society. If the PCs killed If the PCs let Muhlia go free without securing any additional
Muhlia al-Jakri, members of the Grand Lodge faction assistance from her, they earn neither boon.

23
PATHFINDER SOCIETY SCENARIO

Handout 1: Letter from Ambrus Valsin

Pathfinders,

A year has passed since a band of villains laid siege to Absalom. The Pathfinder
Society has taken a keen interest in bringing two of these to justice in particular: Muhlia
al-Jakri, once the Society’s liaison to the Qadira’s government before she left on very
poor terms, and Thurl, the former venture-captain of Nerosyan before he betrayed the
city to the Worldwound’s demon armies and revealed himself as a servant of the demon
lord Baphomet. Understandably, we Pathfinders have a personal interest in seeing this
matter closed.
A team of Pathfinders captured Muhlia and shattered her spy network earlier this year,
and we made a calculated gamble in leaving her an opportunity to escape and locate
Thurl for us. We’ve since flushed them out of hiding with some strategic misinformation
and have tracked them to the Five Kings Mountains, where the two have already caused
more trouble, sealed themselves in the ossuary Taal Mornat, and thoroughly vexed the
church of Magrim. Travel there and speak with my friend Kolm Durrendar. His army’s
pinned down the villains but is stymied by an enchanted labyrinth of Thurl’s design.
Included with this letter is a token provided to us by one of Muhlia’s former spies, and it
should help you bypass the maze once you’ve spent the next several days attuning to it.
The Decemvirate isn’t alone in wanting Thurl dead; his crimes are well known and
unforgiveable—an especially sore point for Absalom’s leaders. Despite Muhlia being a
seasoned killer who the Decemvirate has also marked for death, a few of the Decemvirate
(and I) believe she might not be as corrupt as her demon-worshipping accomplice.
Her slide into evil began with the death of her younger sister: Khismia, a devotee of
Sarenrae, who had acted as her older sister’s moral compass. The seven years since have
not been kind to Muhlia. Officially, I tell you this only to provide some insight into your
opponent. Use this information as you may.
Depart at once. Taal Mornat’s kept well hidden, so even if you use magic to travel to
nearby Larrad, you’ll want a guide to lead you the rest of the way. Good luck!

Venture-Captain Ambrus Valsin

24
BETRAYAL IN THE BONES

APPENDIX: STAT BLOCKS DEMON, GALLU


The following stat blocks are used in this adventure. This horned, winged, wolf-headed demon has bone-white flesh onto
which have been riveted plates of spiky armor.
DEMON, COLOXUS
This figure would be the picture of elegance and refinement were it GALLU CR 19
not for its grotesque fly head and shivering insectile wings. Pathfinder Campaign Setting: The Worldwound 44
CE Medium outsider (chaotic, demon, evil, extraplanar)
COLOXUS CR 12 Init +8; Senses darkvision 60 ft., true seeing; Perception +36
Pathfinder RPG Bestiary 3 72 Aura cloak of chaos (20 ft., DC 25), havoc (30 ft., DC 26)
CE Medium outsider (chaotic, demon, evil, extraplanar) DEFENSE
Init +13; Senses darkvision 60 ft., scent; Perception +31 AC 30, touch 14, flat-footed 26 (+8 armor, +4 deflection+4 Dex, +8
DEFENSE natural)
AC 26, touch 19, flat-footed 17 (+9 Dex, +7 natural) hp 332 (19d10+228); fast healing 10
hp 168 (16d10+80) Fort +27, Ref +16, Will +21
Fort +15, Ref +19, Will +9 Defensive Abilities armor plating, fortification 50%; DR 15/cold
DR 10/good; Immune electricity, disease, poison; Resist acid 10, iron and good; Immune bleed, electricity, poison;
cold 10, fire 10; SR 23 Resist acid 10, cold 10, fire 10; SR 30
OFFENSE OFFENSE
Speed 30 ft., fly 60 ft. (good) Speed 50 ft., fly 50 ft. (good)
Melee bite +25 (1d6+4 plus siphon), 2 slams +25 (1d4+4) Melee Bloodwhisper +31/+26/+21/+16 (1d10+17/×3 plus 1
Special Attacks droning wings, siphon, sneak attack +4d6 bleed), bite +25 (1d8+5), gore +25 (1d6+5) or
Spell-Like Abilities (CL 12th; concentration +18) bite +30 (1d8+11), gore +30 (1d6+11)
Constant—tongues Space 5 ft.; Reach 5 ft. (10 ft. with Bloodwhisper)
At will—contagion (DC 20), invisibility, suggestion (DC 19) Special Attacks rain of blood, wounding blood
3/day—confusion (DC 20), haste, quickened invisibility, mind Spell-Like Abilities (CL 19th; concentration +26)
fog (DC 21) Constant—cloak of chaos (DC 25), true seeing
1/day—giant vermin, shadow evocation (DC 21) At will—confusion (DC 21), fear (DC 21), geas/quest, greater
STATISTICS teleport (self plus 50 lbs.), telekinesis (DC 22)
Str 19, Dex 28, Con 20, Int 17, Wis 18, Cha 23 3/day—dimensional lock, quickened hold monster (DC 23),
Base Atk +16; CMB +25; CMD 39 song of discord (DC 22)
Feats Agile Maneuvers, Combat Reflexes, Deceitful, Flyby 1/day—mass hold monster (DC 26), summon (level 7, 1 gallu
Attack, Hover, Improved Initiative, Quicken Spell-Like Ability 20%, 1 marilith 35%, or 1d4 nalfeshnees 60%), symbol of
(invisibility), Weapon Finesse insanity (DC 25), word of chaos (DC 24)
Skills Acrobatics +28, Appraise +14, Bluff +29, Diplomacy +14, STATISTICS
Disguise +19, Fly +32, Knowledge (arcana, history, planes, and Str 33, Dex 18, Con 34, Int 18, Wis 23, Cha 25
religion) +14, Perception +31, Sleight of Hand +17, Stealth +28; Base Atk +19; CMB +30 (+32 bull rush); CMD 44 (46 vs. bull rush)
Racial Modifiers +8 Perception Feats Critical Focus, Improved Bull Rush, Improved Critical
Languages Abyssal, Common, Infernal; telepathy 100 ft., tongues (falchion), Improved Initiative, Improved Vital Strike, Lightning
SPECIAL ABILITIES Reflexes, Power Attack, Quicken Spell-Like Ability (hold
Droning Wings (Ex) Once per day, when it flutters its wings as monster), Staggering Critical, Vital Strike
a standard action, a coloxus can create a mesmerizing display Skills Bluff +29, Disguise +29, Fly +30, Intimidate +37, Knowledge
of color and a sound-dampening buzzing drone. All creatures (engineering) +26, Knowledge (history) +26, Knowledge
within 30 feet that can see the coloxus must succeed at a DC (planes) +26, Perception +36, Ride +26, Sense Motive +28;
24 Will save or be slowed for up to 6 rounds. Each subsequent Racial Modifiers +8 Intimidate, +8 Perception
round, the coloxus must take a swift action to maintain the Languages Abyssal, Celestial, Draconic, Dwarven, Elven, Giant,
effect or the effect ceases at the end of its turn. Additionally, Kelish; telepathy 100 ft.
the sound creates a buffer against sonic energy, granting the fly SQ change shape (Small or Medium humanoid, alter self)
demon immunity to sonic attacks or effects while it continues Gear Bloodwhisper (+1 furyborn wounding glaive)
to drone. The save DC is Charisma-based. SPECIAL ABILITIES
Siphon (Su) Any creature bitten by a coloxus must succeed at a a Armor Plating (Su) The armor plates covering much of a gallu’s
DC 23 Fortitude save or take 1d4 points of Charisma damage. body grant it a +8 armor bonus. They also function as armor
A coloxus heals itself of 5 points of damage for every point of spikes during grapples, but cannot be used as off-hand
Charisma damage it deals. The save DC is Constitution-based. weapons. In addition, these armor plates can possess one

25
PATHFINDER SOCIETY SCENARIO

additional armor special ability chosen from the following DEFENSE


options: acid resistance 20, cold resistance 20, fire resistance AC 30, touch 20, flat-footed 24 (+4 deflection, +6 Dex, +10 natural)
20, ghost touch, moderate fortification, or sonic resistance hp 217 (15d10+135); blood healing
20. A gallu demon can switch the active armor special quality Fort +22, Ref +15, Will +17
once per hour as a swift action—as a general rule, the gallu DR 10/cold iron and good; Immune bleed, electricity, poison;
demon keeps the armor plating set to moderate fortification. Resist acid 10, cold 10, fire 10; SR 26
These armor plates do not encumber the gallu or impose armor OFFENSE
check penalties, maximum Dex bonuses, or arcane spell failure Speed 50 ft.
chances. They cannot be removed, sundered, or destroyed Melee +3 wounding scimitar +27/+22/+17 (1d6+11/15–20), 3
while the gallu lives, and they rust away into nonmagical claws +21 (1d6+4 plus grab), gore +21 (2d6+4) or
fragments of iron upon the gallu’s death. 4 claws +23 (1d6+8 plus grab), gore +23 (2d6+8)
Aura of Havoc (Su) A gallu’s presence wreaks havoc, infusing Special Attacks compelling domination, constrict (4d6+12 plus
battlefields with elements of chaos and entropy that disrupt 2d6 bleed and 1d4 Strength drain), multi-arm grab
careful coordination and tactical plotting by manipulating fate Spell-like Abilities (CL 15th; concentration +20)
and chance. This aura extends to a 30-foot radius around the Constant—deathwatch, true seeing, unholy aura (DC 23)
gallu. The aid another action can never grant bonuses in this At will—crushing despair (DC 18), dispel magic, greater teleport
area, nor does flanking grant bonuses to hit in the affected (self plus 50 lbs. of objects only), telekinesis (DC 20)
area (although flanked foes remain susceptible to sneak attack 3/day—confusion (DC 19), demand (DC 23), dominate person
damage). A creature summoned into this area by any creature (DC 19), fly
other than a demon must succeed at a DC 26 Will save to avoid 1/day—symbol of insanity (DC 23), summon (level 5, 1 seraptis
being confused for 1d4 rounds. Paladins and creatures with the 20% or 1 glabrezu 40%)
lawful subtype must make a DC 26 Will save each round they STATISTICS
begin their turn in this aura to avoid being nauseated for 1 Str 26, Dex 23, Con 28, Int 16, Wis 19, Cha 21
round. Demons ignore the effects of a gallu’s aura of havoc. The Base Atk +15; CMB +21 (+25 grapple); CMD 41
save DCs are Charisma-based. Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved
Rain of Blood (Su) As a standard action once per minute, a gallu Critical (scimitar), Improved Initiative, Multiattack, Power
can command the wounds of all creatures within 30 feet to Attack, Weapon Focus (scimitar)
erupt into a gory deluge of blood; any wounded creature in Skills Acrobatics +24 (+32 when jumping), Bluff +23, Fly +24,
the area of effect immediately takes 3d6 points of damage Intimidate +23, Knowledge (planes) +21, Knowledge (religion)
from the rain of blood and must succeed at a DC 31 Fortitude +21, Perception +30, Sense Motive +22, Stealth +24; Racial
saving throw. Failure indicates that the damage becomes bleed Modifiers +8 Perception
damage and the affected creature becomes staggered from the Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
pain as long as the bleed damage continues. Creatures that are SPECIAL ABILITIES
immune to bleed damage are immune to this ability’s effects. Blood Healing (Su) Whenever a creature within 30 feet of a
The save DCs are Constitution-based. seraptis takes bleed damage caused by that seraptis, the blood
Wounding Blood (Su) The spikes that hold a gallu’s armor plates flows through the air into the seraptis’s maw, and the seraptis
in place extend as far into the demon’s body as they do outside heals an equal amount of damage.
of it, causing rivulets of blood to constantly run from the Compelling Domination (Su) When a seraptis uses dominate
creature’s flesh. This continual bleeding does not inconvenience person, its victims do not actively resist and never gain a
or harm the gallu; instead, it grants the wounding special ability new saving throw when ordered to take actions against
to all manufactured weapons wielded by the gallu. The dripping their nature.
blood does not affect the gallu’s natural attacks. Gaze of Despair (Su) Creatures within 30 feet of a seraptis that
fail a DC 22 Will save take 1d6 points of Charisma drain and
DEMON, SERAPTIS are staggered for 1d6 rounds. If the Charisma drain would
This woman’s flesh is pale and clammy, as if her blood had been reduce a creature’s Charisma to 0, that creature instead
drained of blood from the fanged slashes on her four arms. succumbs to overwhelming suicidal urges and attempts to
end its life by the most convenient method at hand, subject
SERAPTIS CR 15 to the GM’s discretion. The creature remains in that state until
Pathfinder RPG Bestiary 5 76 its Charisma is restored to its normal maximum—otherwise,
CE Medium outsider (chaotic, demon, evil, extraplanar) the victim must be restrained at all times to prevent further
Init +10; Senses darkvision 60 ft., deathwatch, true seeing; suicide attempts. This is a mind-affecting effect. The save DC
Perception +30; is Charisma-based.
Aura gaze of despair (30 ft., DC 22), unholy aura (DC 23) Multi-Arm Grab (Ex) When a seraptis successfully grabs a

26
BETRAYAL IN THE BONES

creature, the maws on her arms begin to gnaw on it. This ability DRAKE, LAVA
functions as constrict, except the damage type is bludgeoning, This muscular two-legged dragon is covered with scales of thick
piercing, and slashing. A seraptis gains a cumulative +4 bonus volcanic stone.
on grapple attempts with her grab ability for each successive
claw attack after the first that hits a given target that round. LAVA DRAKE CR 9
Pathfinder RPG Bestiary 4 78
MAGMA DRAGON NE Large dragon (fire)
Between this dragon’s jet-black scales run glowing rivulets of lava, Init +7; Senses darkvision 60 ft., low-light vision; Perception +15
and veins aglow with heat shine in the membranes of its wings. DEFENSE
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
ADULT MAGMA DRAGON CR 12 hp 115 (11d12+44)
Pathfinder RPG Bestiary 2 100 Fort +11, Ref +10, Will +8
CN Large dragon (extraplanar, fire) Immune fire, paralysis, sleep
Init +5; Senses dragon senses; Perception +22 Weaknesses vulnerable to cold
Aura frightful presence (180 ft., DC 20) OFFENSE
DEFENSE Speed 20 ft., burrow (lava only) 30 ft., fly 60 ft. (average)
AC 29, touch 10, flat-footed 28 (+1 Dex, +19 natural, –1 size) Melee bite +17 (1d8+7), 2 claws +17 (1d6+7), tail slap +15
hp 172 (15d12+75) (1d8+3)
Fort +16, Ref +10, Will +15 Space 10 ft.; Reach 10 ft.
DR 5/magic; Immune fire, paralysis, sleep; SR 23 Special Attacks magma shake, pyroclastic vomit
Weaknesses vulnerable to cold STATISTICS
OFFENSE Str 25, Dex 16, Con 18, Int 9, Wis 12, Cha 11
Speed 40 ft., fly 200 ft. (poor) Base Atk +11; CMB +19 (+21 bull rush); CMD 32 (34 vs. bull rush)
Melee bite +22 (2d6+12/19-20 plus 6 fire), 2 claws +22 Feats Awesome Blow, Flyby Attack, Improved Bull Rush, Improved
(1d8+8/19-20), tail slap +17 (1d8+12), 2 wings +17 (1d6+4) Initiative, Multiattack, Power Attack
Space 10 ft.; Reach 5 ft. (10 ft. with bite) Skills Climb +21, Fly +15, Intimidate +14, Perception +15,
Special Attacks breath weapon (40-ft. cone, 12d6 fire, DC 22) Stealth +13 (+21 submerged in molten rock or metal); Racial
Spell-Like Abilities (CL 15th; concentration +18) Modifiers +8 Stealth submerged in molten rock or metal
At will—burning hands (DC 14), scorching ray, wall of fire Languages Draconic
Sorcerer Spells Known (CL 7th; concentration +10) SQ hold breath, speed surge
3rd (5/day)—dispel magic, fireball (DC 16) SPECIAL ABILITIES
2nd (7/day)—dust of twilightAPG, flaming sphere (DC 15), Magma Shake (Ex) Whenever a lava drake exits from being
glitterdust (DC 15), pyrotechnics (DC 15) submerged in molten rock (either magma or lava), on the next
1st (7/day)—feather fall, flare burstAPG (DC 14), grease (DC 14), round as a full-round action, it can shake its body, flicking a fine
shield, true strike spray of scalding molten rock in every direction. All creatures
0 (at will)—bleed (DC 13), detect magic, detect poison, open/ within a 30-foot radius of the lava drake take 5d6 points of fire
close, read magic, sparkAPG, touch of fatigue damage from the shower of scalding rock; a successful DC 18
STATISTICS Reflex save halves the damage. Performing a magma shake
Str 27, Dex 12, Con 21, Int 18, Wis 18, Cha 17 clears the drake’s scales of all excess molten rock and it must
Base Atk +15; CMB +24; CMD 35 (39 vs. trip) resubmerge itself in order to use this attack again. The save DC
Feats Great Fortitude, Improved Critical (bite), Improved Critical is Dexterity-based.
(claws), Improved Initiative, Improved Vital Strike, Iron Will, Pyroclastic Vomit (Ex) As a standard action, a lava drake can
Power Attack, Vital Strike vomit forth a ball of molten rock that explodes upon striking a
Skills Acrobatics +16 (+20 jump), Climb +26, Escape Artist +16, Fly target, showering the target and adjacent creatures in magma.
+13, Intimidate +21, Perception +22, Sense Motive +22, Sleight This attack has a range of 100 feet, and deals 6d6 points of
of Hand +16, Stealth +15, Swim +26 fire damage (Reflex DC 19 half) to the primary target and 3d6
Languages Common, Draconic, Dwarven, Elven, Ignan points of fire damage to any creatures within 20 feet of the
SQ superheated primary target. The magma continues to burn for 1d3 rounds,
SPECIAL ABILITIES dealing an additional 3d6 points of fire damage per round to
Superheated (Su) An adult magma dragon’s bite attack deals 6 the primary target and 1d6 points of fire damage per round to
points of fire damage in addition to its normal bite damage. any secondary targets. After the magma cools, it crumbles to
dust. Once a lava drake has used its pyroclastic vomit, it cannot
do so again for 1d6 rounds. The save DC is Constitution-based.

27
PATHFINDER SOCIETY SCENARIO

Speed Surge (Ex) Three times per day as a swift action, a MOHRG
lava drake can draw on its draconic heritage for a boost of A thick tangle of discolored entrails clings to this lurching
strength and speed that allows it to take an addition move skeleton’s torso and winds upward to loll from its jaw like a
action that round. clawed tongue.

MINOTAUR MOHRG CR 8
With the body of a powerfully built man and the head of a snarling Pathfinder RPG Bestiary 208
bull, this creature stomps its hooves as if preparing to charge. CE Medium undead
Init +8; Senses darkvision 60 ft.; Perception +23
MINOTAUR CR 4 DEFENSE
Pathfinder RPG Bestiary 206 AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
CE Large monstrous humanoid hp 91 (14d8+28)
Init +0; Senses darkvision 60 ft.; Perception +10 Fort +6, Ref +10, Will +9
DEFENSE Immune undead traits
AC 14, touch 9, flat-footed 14 (+5 natural, –1 size) OFFENSE
hp 45 (6d10+12) Speed 30 ft.
Fort +6, Ref +5, Will +5 Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch
Defensive Abilities natural cunning (paralysis)
OFFENSE Special Attacks create spawn, paralysis (1d4 minutes, DC 21)
Speed 30 ft. STATISTICS
Melee greataxe +9/+4 (3d6+6/×3) and gore +4 (1d6+2) Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 14
Space 10 ft.; Reach 10 ft. Base Atk +10; CMB +15 (+19 grapple); CMD 30
Special Attacks powerful charge (gore +11, 2d6+6) Feats Ability Focus (paralysis), Dodge, Improved Initiative,
STATISTICS Lightning Reflexes, Mobility, Skill Focus (Perception),
Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8 Spring Attack
Base Atk +6; CMB +11; CMD 21 Skills Climb +22, Perception +23, Stealth +21, Swim +19
Feats Great Fortitude, Improved Bull Rush, Power Attack SPECIAL ABILITIES
Skills Intimidate +5, Perception +10, Stealth +2, Survival +10; Create Spawn (Su) Humanoid creatures killed by a mohrg rise
Racial Modifiers +4 Perception, +4 Survival immediately as fast zombies under the mohrg’s control. The
Languages Giant sudden bloom of unlife when a mohrg’s victim dies and
SPECIAL ABILITIES becomes a zombie causes a surge of negative energy to flow
Natural Cunning (Ex) Although minotaurs are not especially through the mohrg. Whenever a mohrg creates a zombie
intelligent, they possess innate cunning and logical ability. This in this manner, it is healed 1d6 hit points per HD possessed
gives them immunity to maze spells and prevents them from by the slain creature and acts as if hasted for the round
ever becoming lost. Further, they are never caught flat-footed. immediately following the spawn’s creation.

28
BETRAYAL IN THE BONES

29
PATHFINDER SOCIETY SCENARIO

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15. COPYRIGHT NOTICE
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan
Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave
Character # Arneson.
Prestige Points
Demon Lord, Baphomet from the Tome of Horrors Complete © 2011,
Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott
Character Name Greene, based on material by Gary Gygax.
Dark Archive The Exchange Grand Lodge Liberty’s Edge Pathfinder Society Scenario #9–25: Betrayal in the Bones © 2018, Paizo Inc.;
Scarab Sages Silver Crusade Sovereign Court Concordance Author: Tom Phillips.

30
Pathfinder Society Scenario #9-25: Character Chronicle #

Betrayal in the Bones


Core Campaign

SUBTIER Slow Normal

A.K.A. - 12–13 6,495 12,989


Player Name Character Name Organized Play # Character # Faction
SUBTIER Slow Normal

This Chronicle sheet grants access to the following: Out of


8,603 17,205

MAX GOLD
Subtier

▫ Al-Jakri’s Debt (Grand Lodge faction): You came to an understanding with Muhlia al-Jakri, and in addition to SUBTIER Slow Normal
agreeing not to antagonize the Society further, she is ready to come to remove one of your problems behind the
scenes. You can check the box that precedes this boon to cancel the effects of any one other boon that appears on 14–15 10,710 21,420
one of your Chronicle sheets as Muhlia removes those harming your reputation, “convinces” old foes to give up
on vengeance, or secures an esoteric medicine to undo effects that left you mentally or physically weaker. SUBTIER Slow Normal
▫ Blessing of Chasarad: As a reward for protecting one of the dwarven god Magrim’s holy sites, you have
earned a moment of the Taskmaster’s intercession when you are at the greatest risk. You can check the box that — — —
precedes this boon to negate any one effect that would destroy or trap your soul when you are targeted. This
does not prevent any additional effects associated with that effect. Alternatively, you can check the box to gain
the assistance of one of Magrim’s divine servants in escorting your soul back to your body, reducing the cost
of any one spellcasting service that returns you to life by 8 Prestige Points. Starting XP

EXPERIENCE
Dalsine Inheritance (Grand Lodge faction): Thanks to you, Muhlia al-Jakri is dead. The Dalsine family is GM’s
Initials

overjoyed that you have avenged their heir’s death, they praise your name for months to come, and they send +
you one of the late Baron Jacquo Dalsine’s dearest possessions: an ivory cameo of himself. You immediately XP Gained (GM ONLY)
regain 5 previously spent Prestige Points; if your Prestige Point total is greater than your Fame, you must
immediately expend them or lose the excess points. In addition, while wearing the cameo, you can use the =
following as spell-like abilities (CL 12th) by expending the listed number of Prestige Points: charm monster (3
PP, DC 22), major image (2 PP, DC 21), or true seeing (6 PP). Final XP Total
▫ Maze Breaker: You have overcome a fragment of the Ivory Labyrinth itself, in the process learning how
to defeat other mazes. You can check the box that precedes this boon to use walk through space (Pathfinder RPG
Ultimate Combat 248) as a spell-like ability (CL 15th). Alternatively, you can check the box when attempting an Initial Prestige Initial Fame
Intelligence check to escape a maze spell to automatically succeed at the check. GM’s
Initials

+
Subtier 12–13 Subtier 14–15 Prestige Gained (GM ONLY)

FAME
+3 agile adamantine kukri (35,008 gp; an agile weapon +3 agile adamantine kukri (35,008 gp; an agile weapon
allows a character with Weapon Finesse to apply her allows a character with Weapon Finesse to apply her –
Dexterity modifier on damage rolls in place of her Dexterity modifier on damage rolls in place of her Prestige Spent
Strength modifier. This modifier is reduced for off- Strength modifier. This modifier is reduced for off-
hand weapons) hand weapons)
+3 human-bane kukri (32,308 gp) +3 human-bane kukri (32,308 gp)
Current Final
amulet of spell cunning (10,000 gp; Pathfinder RPG amulet of spell cunning (10,000 gp; Pathfinder RPG Prestige Fame
Ultimate Equipment 256) Ultimate Equipment 256)
belt of incredible dexterity +4 (16,000 gp) belt of incredible dexterity +4 (16,000 gp)
boots of teleportation (49,000 gp) boots of teleportation (49,000 gp)
bracers of armor +4 (16,000 gp) bracers of armor +4 (16,000 gp) Starting GP
carpet of flying (5 feet by 5 feet; 20,000 gp) carpet of flying (5 feet by 10 feet; 35,000 gp) GM’s
Initials

cloak of resistance +4 (16,000 gp) cloak of resistance +4 (16,000 gp) +


dwarfbond hammer (25,312 gp; Ultimate Equipment dwarfbond hammer (25,312 gp; Ultimate GP Gained (GM ONLY)
154) Equipment 154) GM’s
Initials
potion of barkskin +5 (1,200 gp; limit 1) greater ricochet hammer (55,301 gp; functions as a
GOLD

purple worm poison (700 gp; limit 4) ricochet hammer but gains the speed special weapon +
ricochet hammer (20,301 gp; Ultimate Equipment 159) property when thrown; Ultimate Equipment 159) Day Job (GM ONLY)
minotaur belt (11,000 gp; can be upgraded to grant
a +4 Strength bonus for an additional 12,000 gp or –
a +6 bonus for an additional 32,000 gp; Ultimate
Gold Spent
Equipment 212)
potion of barkskin +5 (1,200 gp; limit 1)
purple worm poison (700 gp; limit 4) =
void pennant (14,000 gp; Ultimate Equipment 159) Total
For GM Only

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

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