S09-25 - Betrayal in The Bones
S09-25 - Betrayal in The Bones
S09-25 - 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,
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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;
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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
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
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
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
10
BETRAYAL IN THE BONES
11
PATHFINDER SOCIETY SCENARIO
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
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
18
BETRAYAL IN THE BONES
19
PATHFINDER SOCIETY SCENARIO
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
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
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!
24
BETRAYAL IN THE BONES
25
PATHFINDER SOCIETY SCENARIO
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
30
Pathfinder Society Scenario #9-25: Character Chronicle #
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
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