Wardens of Gulch PF
Wardens of Gulch PF
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By Isabelle Lee
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Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game
information on the Roleplaying Guild, how to product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work
other than the material designated as Open Game Content may be reproduced in any form without written permission.
read the attached Chronicle sheets, and how to Paizo Inc.
Pathfinder Society Scenario #8–04: Wardens of Sulfur Gulch © 2016, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc.,
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WARDENS OF
SULFUR GULCH
By Isabelle Lee
A
pproximately nine millennia ago, a starship
from a distant world crash-landed in the region Where on Golarion?
that became modern Numeria. Although much Wardens of Sulfur Gulch takes place in Numeria’s Sellen Hills,
of the wreck remained intact and juts prominently from a harsh land that hides countless fragments from a crashed
the ground in a formation now known as Silver Mount, starship. This is also the territory of the Ghost Wolves, a
innumerable pieces of the ship broke apart while entering Kellid tribe that vigilantly destroys any alien technology it
the atmosphere and scattered across the landscape. finds, knowing those devices can inflict terrible wounds on
Preserved by generations of superstitious Kellid its people. For more information about Numeria, the Sellen
practices, these ruins remain largely untouched but for Hills, and the Ghost Wolves see Pathfinder Campaign Setting:
recent delves led by the cutthroat Technic League. One of The Inner Sea World Guide and Pathfinder Campaign Setting:
the larger ship components was the Aerotech Synthesis Numeria, Land of Fallen Stars, available at bookstores and
Compound, which crashed into the Sellen Hills east of game stores, as well as online at paizo.com.
Silver Mount. Originally, this module manufactured and
stored toxic gases integral to other ship functions. The
Numeria
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nature of Isirah’s shade, render her
vulnerable, and destroy her, the
Holgarin Smine killed by Kellids. Then go to Sulfur
Gulch, and find out what it’s about—
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undead starfarer eventually rises as what was it for, who lived there, how it
a titanic elemental monstrosity. all worked. If you smuggle anything out,
be real careful. Wearing fur doesn’t make Ghost Wolves stupid.
GETTING STARTED They have magic and wits to spare. And try to make a good
The PCs begin in the River Kingdoms city of Tymon, at impression. We might need them on our side someday. Or at
Smine’s Weaponworks. This smithy doubles as a covert least not killing us on sight.”
Pathfinder lodge, operated by the dwarven venture- The dwarf rubs his calloused hands together. “That’s it.
captain and master weaponsmith Holgarin Smine. Read or Any questions?”
paraphrase the following in order to begin the adventure.
As Venture-Captain Smine slides the PCs the pile
Disguised as an adventurers’ boarding house, Tymon’s of notes, give the players the Player Handout, which
low-profile Pathfinder lodge rests directly above Smine’s represents an entry from Gojan the Sharp’s journals as
Weaponworks, the city’s eminent smithy. The smell of burning annotated by the gnome Eylysia. Smine also hands over
coal and laborers’ sweat permeates the building, though a the Kellids’ gift, a finely made adamantine greataxe
bowl of cloves and aromatic bark makes an earnest attempt to with several custom touches and Smine’s maker’s mark
downplay the industrial ambiance. The door opens, letting in stamped near each edge. He then answers the PCs’
the echoes of hammers on metal while also revealing a soot- questions as best he can. In addition to the answers
stained dwarf dressed in blacksmith’s garb: Venture-Captain below, he can also provide equivalent information to
Holgarin Smine. In one hand, he effortlessly carries a large having succeeded at a DC 15 Knowledge check for any of
basket, while the other holds a magnificent double-headed the entries below; however, let the PCs recall what they
axe of lustrous adamantine. He sets both on the table before can first, and let Smine fill in some of the rest.
removing a cloth-wrapped bundle and a selection of bread, What else can you tell us about the Ghost Wolves? “Not
cheese, and cider from the basket. much else to tell. They loathe technology. So if you’ve got
“All right, Pathfinders. Got a task for you—dangerous lands, any, don’t flaunt it. You can still bring what you have,
dangerous task.” He speaks in his infamously staccato manner. though. They take these debts seriously, and they won’t
“You come well recommended,” he adds with an approving nod. attack—unless provoked.”
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especially fond of invisibility, which protects against the The Ghost Wolves have pitched their camp a day’s journey
constructs’ deadly light beams. from the river, and the settlement is abuzz with activity. Some
wrestle and spar, while others mend weapons and armor.
MEETING THE GHOST WOLVES Within a broad tent, half a dozen mystics consult books,
Once the meeting ends, the PCs have an opportunity to familiars, and each other while discussing magical theory.
stock up on supplies in Tymon before hopping aboard a Kellids of all ages busily butcher an immense boar, cutting it
riverboat bound up the Sellen River toward Chesed. The into strips to preserve while a several older members lead in
trip takes a few weeks as the boat winds its way through an energetic work song to keep the pace lively. Throughout
the waterlogged woodlands of the River Kingdoms and the afternoon, children busy themselves with play or by
crosses into the scrublands of Numeria. Several days later, shadowing the adults. Xol-Nomag is not present when the
the captain points out a pile of rocks adorned by a series PCs first arrive, but she returns early in the evening with a
of sun-worn cloth streamers, identifying it as a common group of scouts.
signal that a local tribe awaits visitors. The crew lands the While the PCs wait for an audience with the chieftain,
PCs on the east bank shortly thereafter, wishing them luck they can ingratiate themselves with the other Kellids. The
before departing for Chesed. Ghost Wolves don’t mind a bit of distraction so long as it
Within an hour, a small band of Ghost Wolves warriors doesn’t detract from their main tasks, and visitors who can
arrives with weapons sheathed and silvery mail partly share in the work earn the tribe’s appreciation. Use this as a
hidden by their rough cloaks. The group’s leader is Jala short opportunity to let each PC roleplay interacting with a
Spirit-Eye, a handsome warrior who confirms that the PCs few of the Ghost Wolves while giving them an appreciation
are Pathfinders before welcoming them and complimenting for the Kellids as something more than barbaric caricatures.
them on any apparent strengths such as muscles, weaponry, In each case, let the PC demonstrate her value
or impressive animal companions. As he observes, “You to the tribe with a check or clever use of an
must be confident that you can gain Xol- ability. That might involve helping butcher
Nomag’s favor.” He the boar, showing off her strength to the
laughs, his stoic look wrestling warriors, joining the
becoming one of musicians, teaming up with
friendly amusement. a witch NPC to share spells
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Xol-Nomag is present at the meal, but she does not what they arrived with, and thus what they are permitted
approach or address the PCs yet, instead observing them to carry away. If a PC is so inclined, she can attempt a
sternly from afar. Even her own tribe treads carefully around Sleight of Hand check opposed by Jala’s Perception (+10)
her, treating her with a blend of awe, devotion, and fear. As to stash an item out of his spells’ line of effect or distract
the meal ends, Jala approaches the PCs and offers to escort him using Bluff against his Sense Motive (+15) long
them to meet Xol-Nomag. The barbarian chieftain sits cross- enough to cast a spell like nondetection. If Jala catches a PC
legged upon a tall heap of spread furs, her spiked club resting attempting to evade his divinations, he reprimands them
across her knees and her eyes partly closed as if in meditation. and takes extra care checking the PCs for the rest of the
She lifts her head and fixes the PCs with a piercing stare as campaign—effectively taking 20 during later encounters.
they approach. Once this process is complete, he shows them to their
accommodations. The band sets out the next day, cutting
“We know why you have come, Pathfinders. Long ago, one of southeast toward Sulfur Gulch, which the group reaches
your kind did a service for us, and now you hope to turn that on the late morning of the second day.
debt into an open invitation to explore our lands.” Her eyes If the PCs fail the check, Xol-Nomag is unconvinced
narrow, and she gives a predatory grin. “You cannot think we that the Society will honor the Ghost Wolves’ wishes. She
are so simple. We know what you are here for. No technology informs the PCs that they have safe passage through her
leaves our lands, and our debt does not change that.” She leans people’s land, but if they are to reach Sulfur Gulch, they
back, as if waiting for a response. do so at their own peril, without guides, and without
mercy should they do anything to endanger the tribe.
Despite her stern rebuke, Xol-Nomag is loath to The PCs can set out at their leisure but must succeed at a
forsake her ancestors’ obligation to Gojan the Sharp DC 25 Knowledge (geography) or Survival check in order
(and by extension, the organization he represented). To to find Sulfur Gulch based on Gojan’s weathered records.
convince her to honor their request, the PCs must make Should they fail, they arrive at Sulfur Gulch nearly a week
their case, such as by explaining how they overcame great later and are fatigued after being lost in the wilds.
dangers before, how they’re extremely trustworthy, or by
promising to abide by any other restrictions the Ghost A. SULFUR GULCH (CR 8 OR CR 11)
Wolves wish to impose on their expedition. Once the PCs Sulfur Gulch is part of a network of wind-weathered
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have explained themselves, have one of the participating arroyos partly obscured by shaggy scrub grass. A chemical
PCs attempt to succeed at a DC 23 (DC 27 in Subtier 10– smell lingers in the air where the trail descends, leaving
11) check; Diplomacy is the default skill, though other the land virtually barren for several hundred feet. The
skills such as Bluff or Perform (oratory) might better fit only visible gas is a faint, greenish vapor that wafts from
the PCs’ approach. Grant the check a +3 bonus if at least a foot-wide crack in the gully that leads to the crashed
half of the PCs successfully impressed the Ghost Wolves starship module. As the PCs arrive, the tunnel entrance
earlier in the day, and increase this bonus to +6 if all of on the map is blocked by earth and rock. Wary, the Ghost
the PCs succeeded. Impose a –5 penalty if the PCs do not Wolves spread out and watch their surroundings, hoping
give Xol-Nomag Smine’s adamantine greataxe as a gift. not to linger too long.
Also impose a –5 penalty if any of the PCs are obviously Any creature with tremorsense or a PC who succeeds at
carrying or equipped with technological equipment, such a DC 25 Perception check can feel the ground trembling
as that from Pathfinder Campaign Setting: Technology Guide. faintly—a result of the buried air compressors and
Development: If the PC succeeds at the check, Xol- damaged reactor that still operate intermittently in the
Nomag relents and declares that a band of her warriors Aerotech Synthesis Compound. This trembling grows
will accompany the PCs to Sulfur Gulch in the morning. slightly stronger as the PCs approach the hillside crack.
However, she makes it clear that no technological devices Furthermore, the green gas begins venting with greater
are to leave the site that the PCs did not carry before pressure, even beginning to whistle slightly. Sensing
entering; anything they try to remove will be destroyed. that someone is near, Isirah’s shade has redirected a large
If the PC exceeds the check by 10 or more, the Pathfinders quantity of the facility’s gases to the buried entrance. By
suitably impress Xol-Nomag, and she conveys her same the time a PC approaches within 60 feet, the pressure has
technophobic warning but expresses greater trust in grown so great that a nearly 20-foot-wide stretch of the
the PCs; this affects events during the scenario’s final gully explodes outward in a shower of soil, stone, and
encounter with the Ghost Wolves. choking mist.
Following a successful negotiation, Jala inspects The sickly green fog behaves as a fog cloud centered on
the PCs and their equipment using detect magic and the new entrance, but it obscures the area for only 1 round
technomancy TG . If asked, he explains that he needs to know before it disperses. After the first round, the encounter
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SUBTIER 10–11 (CR 11) the robots’ attacks. The benefit lasts until the beginning
of her next turn. Alternatively, the PC can have a warrior
ADVANCED GEARSMEN (4) CR 5 simply strike one of the robots, dealing 2d6+4 damage that
hp 42 each (Pathfinder Bestiary 5 288, 207; see page 28) bypasses the robot’s hardness.
TACTICS If the robots render the PCs unconscious, the Ghost
Use the tactics in Subtier 7–8 Wolves eventually finish off the constructs. In this case, Jala
casts cure serious wounds the PC he believes most capable
WARDEN ROBOT CR 9 of healing the other PCs.
hp 112 (Pathfinder #87: The Choking Tower 88; see page 29)
TACTICS
During Combat The warden activates its infrasonic field on the Friendly as he may be, Jala is regrettably sincere in his
first round of combat and moves to affect as many foes as threat. Fortunately, the PCs should face little difficulty
possible. Thereafter, it makes full attacks with its combined completing the rest of the scenario in a timely fashion,
arms ability, splitting its attacks among multiple foes. If even if they take the better part of a day to study the
targeted by a spell, it uses its dazzler ability on the caster on ruins. Instead, use this promise as incentive to keep the
its next turn. adventure moving.
Morale The warden fights until destroyed. Treasure: In addition to copper, steel, and more
mundane metals, the gearsmen’s bodies consist of small
Development: Once the fight is over, Jala voices his amounts of gold, platinum, and sundry sky metals that
suspicions that there are more of the constructs active the PCs can salvage with 1 hour’s work. Each of the
nearby. In order to keep them from escaping, he and the gearsmen has 1,000 gp worth of such precious metals.
other Ghost Wolves intend to guard this entrance while Rewards: If the PCs fail to defeat the robots, reduce
the PCs explore. He warns the Pathfinders that should each PC’s gold earned by the following amount.
machines continue to emerge, the warriors may have to Subtier 7–8: Reduce each PC’s gold earned by 767 gp.
collapse the entrance. With a touch of graveyard humor, Out of Subtier: Reduce each PC’s gold earned by 959 gp.
he adds, “Whether you’ve escaped or not.” Subtier 10–11: Reduce each PC’s gold earned by 1,151 gp.
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Haunts: Although Isirah’s shade cannot aggregate with ALL SUBTIERS (CR 7)
robots, she can manifest haunts in many of the encounter
areas. This process relies heavily on the compound’s TOXIC VENTING CR 7
technology, and the PCs can neutralize such technological Type mechanical; Perception DC 20; Disable Device DC 25
haunts beyond dealing damage with positive energy. As EFFECTS
a standard action, a PC adjacent to either a camera or a Trigger manual; Reset automatic (1 hour)
monitor can sabotage the device with a successful DC Effects poison gas (5d6 acid damage and caustic decay poison);
25 Disable Device or Knowledge (engineering) check. A never miss; multiple targets (all targets in the 10-ft.-by-20-ft.
PC with the Technologist TG feat gains a +5 bonus on this marked area)
check, and once per day that PC can attempt to disable Caustic Decay—inhaled; save Fort DC 18; frequency 1/round
two adjacent devices as part of the same action. The PCs for 3 rounds; effect 1d3 Con; cure 2 consecutive saves.
can also elect to demolish these devices with raw damage,
though resorting to this technique destroys valuable B2. Storage
technology that they could have studied and documented.
Cameras and monitors have 10 hit points and hardness This chamber is a mess of shattered boxes and other detritus,
10, except where otherwise noted, and electricity attacks and the lights flicker and crackle. A few intact-looking objects
deal full damage to these electronics. Damage dealt to lie near the eastern wall, including a book-sized sheet of
cameras and monitors also applies to the haunt, up to the glittering crystal.
device’s current hit points. Disabling a device through
other means deals damage to the haunt as though the This is where Isirah uploaded herself into her AI
device had been destroyed. Individual encounters also core—and where she died mid-process, her body broken
detail how these devices’ debilitation might affect a haunt by the trauma of impact. This room sustained heavy
(such as by reducing their offensive capabilities). damage, disabling the area’s cameras and preventing
Because Isirah’s shade commands a small community Isirah’s shade from perceiving anything in there.
of haunted souls, each time the PCs neutralize a haunt, Treasure: While the explorer’s body rotted away
they also weaken the shade. This impacts the encounter millennia ago, her gear remains. This includes her
10
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B3 B2
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1 square = 5 feet Pathfinder Map Pack: Starship Corridors and Starship Chambers
cameraTG, flashlight TG, and emergency raft TG (all fully Perhaps the greatest prize, though, is Isirah’s compact
charged) in addition to her chameleon suit TG (40 charges). AI core: a rectangular sheet of pale blue crystal the size of
In Subtier 10–11, her emergency shelterTG (30 charges) a large journal, reinforced with adamantine and laced with
is present as well. All of these items are timeworn. In skymetal horacalcum. The AI core has hardness 20 and 80
addition, her cyberart—the twining strands that made hp, and weighs 8 pounds. This technological artifact contains
up the tattoos on her face—and a skillslot with a Mark II the starfarer’s mind, uncorrupted by millennia of undeath.
Survival skillchip (Mark III in Subtier 10–11) lie among Her curiosity remains undimmed, and she is desperate for
her possessions. human contact and the opportunity for exploration.
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Isirah’s shade manifests one of the many haunts that This chamber’s western end is shattered, revealing a wall of
compose her undead collective—a haunt formed from collapsed soil. The earth is loosely packed, and the air circulates
crew killed by vented gases during the crash. gently as if stirred by a light breeze.
ALL SUBTIERS (CR 7) The corridor once led to the crew’s chambers, but that
portion of the ship tore away as the compound separated
TOXIC CLOUD CR 7 from the starship. This is where Gojan the Sharp entered
CE haunt (10 ft. by 10 ft.) the compound centuries ago, and where Isirah’s shade
Caster Level 9th received the inspiration for her grand plan. Gojan
Notice Perception DC 21 (to hear the hissing of leaking pipes collapsed the tunnel with an alchemical device during
and see the cameras faintly glowing) his escape. The area contains two cameras (hardness 10,
hp 14; trigger proximity; delay 1 round; reset 1 day hp 10).
Effect The area fills with a 20-foot-radius cloud of poison gas, Haunt: Many of the compound’s crew, including Isirah
as per cloudkill (DC 17). The forms of choking, dying humans herself, perished during the catastrophic crash into
are faintly visible through the cloud. At initiative count 10, Golarion. When the PCs enter this chamber, Isirah’s
if no living creatures are within its area, the cloud moves 10 shade manifests one of their haunts here.
feet toward the nearest living creature. The cloud persists for
9 rounds. ALL SUBTIERS (CR 7)
Cameras Disabling or destroying a camera prevents the haunt
from perceiving anything in that direction, and it acts as TRAUMATIC IMPACT CR 7
though no living creatures are in that direction. CE slow haunt (CR 7)
Caster Level 9th
Development: After the haunt fades or is destroyed, Notice Perception DC 18 (to feel the sickening sense of falling
several ghostly images are visible: a number of ephemeral and to notice the cameras’ faint glow)
robots march into the eastern corridor from the north hp 14; trigger proximity; delay 1 round; reset 1 day
hall. The PCs can easily recognize these as the robots they Effect At initiative count 0, all creatures in the room or the
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C5
C6
C4
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C1
1 square = 5 feet
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adjacent 20 feet of corridor feel the bone-shattering impact the Technologist TG feat can, as a standard action, activate
of the crash. This deals 9d6 points of bludgeoning damage with a successful DC 20 Disable Device or Knowledge
to each affected creature and renders them exhausted for 9 (engineering) check. Activating these vents to expel air
minutes. A creature that succeeds at a DC 18 Fortitude save affects the caustic stalkers that appear later (see Creatures
takes half damage and is fatigued for that duration instead. below) as though they were exposed to severe winds. A PC
Cameras Disabling the cameras here damages the haunt but is able to activate the vents from panels adjacent to each
doesn’t otherwise impair it. of the doors.
As the PCs enter the
Development: If the chamber, Isirah’s shade
PCs defeat the haunt, activates the big monitor,
another vision appears. using it as a way to
The wall of earth to the communicate with the
west seems to fall away, PCs directly. Using an
revealing a tunnel from auto-translator similar to
which a gear-laden that of Isirah’s compact
explorer emerges. AI core, the shade has
As the air thickens by now analyzed and
with yellow-green learned at least one of the
mist, he pulls a gem PCs’ languages. Read or
from his pouches and paraphrase the following.
smashes it, releasing Isirah’s Shade
an air elemental that The black glass on the far wall
begins dispersing the mist. The suddenly lights up, resolving into the image
PCs immediately hear a cold, hollow-sounding voice from of a dark-skinned woman surrounded by clouds of yellow-green
all around, making several demands all at once. PCs that smoke. Her gaze is cruel and imperious, and she exhales poison
speak Androffan understand the words; otherwise, see gas with every breath.
Isirah’s Reactions below. The robots from the vision in “Natives.” Her voice is hollow and cold. “Lay down your
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area B3 march into view, prompting the explorer to beat weapons and surrender, and perhaps I will permit you to live.”
a hasty retreat while throwing a flask. The container
explodes, collapsing the tunnel as the vision ends. While the PCs are unlikely to submit, Isirah’s shade
Isirah’s Reactions: As in area B3, Isirah is unharmed is willing to talk before launching her attack; it’s been
by haunts. She can also translate the voice’s words: “What millennia since she had a real conversation. The shade
is that/Give me that/I want it now,” followed by “Robots, is egomaniacal, demanding, and cruel, but measures
get him/I need him/Bring him to me.” Isirah’s personal of her old curiosity remain. Some likely avenues of
chambers are long gone, but the starfarer doesn’t mention conversation, including her answers to likely questions,
the loss. If the PCs inquire, she replies with faint melancholy appear below.
that she doesn’t remember what her room was like anyway. Who are you? “Isirah Tana. Among others.”
Treasure: A PC who succeeds at a DC 18 Perception Others? “I am all of those who died in the crash. I
check (DC 20 in Subtier 10–11) spots a wand of fog cloud am many who are one.” A PC who succeeds at a DC 22
(25 charges) sticking out of the collapsed earth where Knowledge (religion) check identifies her as a rare
Gojan dropped it as he fled. anomaly: a sentient collective of haunts.
Rewards: If the PCs do not acquire the wand, reduce What about this (indicating the AI core)? Isirah’s
each PC’s gold earned by the following amount. shade looks momentarily shocked before gesturing
All Subtiers: Reduce each PC’s gold earned by 188 gp. dismissively. “I tried to save a copy of myself on that
device. But as you can see... the real me is quite intact.”
C2. The Shade’s Dominion (CR 9 or CR 12) A PC who succeeds at a DC 14 Sense Motive check (DC 16
If the PCs travel north from area B3, they reach this large in Subtier 10–11) realizes that the shade was unaware of
chamber, which is laid out like an auditorium, with rows the AI’s survival; a PC who exceeds this DC by 5 or more
of seats pointed toward a large pane of black glass set into realizes that she is more deeply affected than she lets on.
the curving northern wall. (see Development).
The area contains two cameras (hardness 10, hp 10) in What is this place? “You are in the Aerotech Synthesis
addition to the large monitor (hardness 10, hp 20). As in Compound. Once, it created rare gases for technological
area B1, this room has several large vents that a PC with operations. Now, it will create a perfect elemental form.”
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Isirah’s Reactions: This is Isirah’s first encounter with it actively resist destruction; when the haunt must make a
true undead, and she is horrified at how twisted and evil saving throw, instead of automatically failing, it attempts a
her shade has become. She is initially shocked silent by the saving throw with a bonus of +9.
revelation of her own undead existence; however, she may Cameras and Monitor Isirah’s shade depends on the cameras
join the conversation (at the GM’s discretion). Consider to accurately target creatures; if the PCs disable or destroy
having Isirah ask any of the questions above that the PCs both cameras, the shade dominates a random target
miss; alternatively, she asks her haunt self about herself creature. Furthermore, the haunt cannot target invisible
and her history. While the shade refuses to answer any of creatures or those affected by hide from undead. The
the latter questions, a PC who succeeds at a DC 14 Sense monitor provides a platform from which the shade can
Motive check (DC 16 in Subtier 10–11) senses the shade’s project her malevolence; disabling it reduces the saving
growing disquiet about the AI; a PC who succeeds by 5 or throw DC to resist the domination effect by 4.
more realizes that the AI’s survival somehow threatens the
shade’s undead existence. See Development, below. SUBTIER 10–11 (CR 12)
Creatures and Haunt: Employing centuries of
research, Isirah’s shade concentrates the Compound’s CAUSTIC STALKERS (3) CR 7
caustic gases into elemental creatures, which seep out of hp 73 (The Emerald Spire Superdungeon 153; see page 28)
the vents. Each caustic stalker is connected to the vents TACTICS
by hazy strands of gas; while attacking the strands has During Combat A stalker uses its breath weapon in the first
no effect, these loose tethers leave the stalkers especially round of combat, affecting as many creatures as possible. It
vulnerable if a PC reverses the vents. attacks with its slam thereafter,
Not satisfied with her elemental puppets, Isirah’s Morale The stalkers fight until destroyed.
shade also channels her frustration and desperate desire
for physical existence into a potent haunt. Rather than act PENETRATING DEMAND CR 10
on the surprise round, the haunt acts on initiative count hp 60
20. It persists until neutralized or until 2 rounds after the Effect This haunt functions as the desperate demand haunt
PCs destroy the last caustic stalker. above, except that immediately before the haunt attempts
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to dominate a creature, it attempts to dispel all effects that manifests as Isirah’s aggregate. She then gloats and
protect against mental control on the target, as if using a attacks the PCs. In either case, the PCs’ aid makes Isirah
targeted greater dispel magic. considerably stronger, as though they had neutralized
Cameras and Monitor This operates at in Subtier 7–8, but the no haunts whatsoever. If the PCs cannot help Isirah, she
monitor instead has 40 hit points, and the DC to disable it manifests as haunt surrogates anyway and attacks.
increases to DC 30. Duplicitous PCs might agree to help Isirah’s shade but
covertly sabotage the machinery. In this case, the PCs
Development: As the PCs defeat the haunt, the shade must succeed at two DC 25 Disable Device or Knowledge
cries, “You can never defeat me! I am beyond your reach!” (engineering) checks, and any participating PC must also
A PC who succeeds at a DC 15 Knowledge (religion) or DC 25 succeed at a DC 31 Bluff or Sleight of Hand check to hide
Sense Motive can assess that the haunt suffuses the entire what he’s doing. If the PCs fail the checks to sabotage
ruin; in order to destroy the haunt, they would have to the machinery or cannot hide their sabotage, Isirah
draw the entire haunting presence into a vulnerable form. attacks. If they succeed on all counts, they cause Isirah
Furthermore, ghostly undead are often held to the world to manifest as if the PCs had defeated three additional
by unfinished business, and completing that business can haunts in the ruins (maximum 5), selected at random. If
end their haunting; since Isirah was driven by the need one of the participating PCs also has the Technologist TG
to survive, directly confronting the shade with Isirah’s feat, he can decide whether the shade manifests as haunt
existence and persuasive words could help her soul find surrogates or the aggregate.
its final rest. Any PC who became possessed by the haunt
knows this automatically. Additionally, such a PC gains
an intuitive understanding of Isirah’s shade, gaining a +5
bonus on Bluff, Diplomacy, Intimidate, and Sense Motive
checks against her for the rest of the scenario.
In the unlikely event that the PCs agree to assist
Isirah’s shade, she directs them to area C6 to help her
create her elemental body. If the PCs deviate to explore
other areas first, the shade interprets the act as betrayal
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This chamber contains a bank of consoles—several shattered— A metal lattice prevents access to part of the corridor. Beyond,
that encircle the room. Chairs lie scattered and broken all a large cylindrical device whirs faintly, drawing in air.
around on the floor.
This large turbine-like device constantly scrubs
This is where security members observed the the compound’s air, reclaiming leaked gases or their
compound, using the cameras that Isirah’s shade now components for synthesis. A PC with the Technologist TG
uses to manifest haunts. This area contains five monitors feat (or who has Isirah’s aid) who succeeds at a DC 15
(hardness 10, hp 10). Knowledge (engineering) check recognizes that the
Haunt: When one of the PCs is adjacent to one of device is running significantly below capacity.
the monitors, Isirah’s shade manifests a haunt formed Hazard: The turbines draw in nearby air, presenting
from crewmembers killed when several machines here a threat to creatures that are gaseous (such as under the
exploded during the crash. effects of gaseous form) or Tiny or smaller. Such a creature
must succeed at a DC 15 Fortitude save when approaching
ALL SUBTIERS (CR 5) within 10 feet of the grating or be swept into the turbine,
sucked through a one-way valve, and shunted into one of
EXPLOSIVE CALAMITY CR 5 the tanks in area C5. A corporeal creature also receives
CE slow haunt a DC 20 Reflex save to catch itself on the grating, and
Caster Level 7th traveling through the turbine deals those creatures 5d6
Notice Perception DC 21 (to see monitors begin to faintly glow) points of slashing damage. The air inside the tanks is
or Knowledge (engineering) DC 16 (to identify pending caustic and not breathable, dealing 2d6 points of acid
malfunctions) damage per round to anything inside. Reversing the flow
hp 20; trigger proximity; reset 1 day or otherwise venting a trapped creature is possible only
Effect At initiative count 0, the chamber fills with a fiery from the controls in area C5.
explosion that spills out into the hall. This acts as per fireball
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Development: If the PCs defeat the haunt, the remaining Two immense metal cylinders attached to a series of metallic
monitors flicker to life. They show Sulfur Gulch from the pipes and conduits occupy much of the west side of this room.
outside as caustic gases pour from the small gully. The The susurrus of moving air is audible within these containers.
gases twist into a massive cloud, hundreds of feet tall, Technological consoles covered in controls and glass displays
with a vaguely humanoid form. The final image is of the wind along the north and east walls.
compound’s corridors, now silent and empty. A PC who
succeeds at a DC 15 Intelligence check or DC 20 Knowledge This is where the compound’s crew monitored
(arcana or planes) check identifies the cloud creature as an and regulated several key compression and storage
elemental inhabited by the haunts in this ruin. containers. The area contains two cameras (hardness 10,
Treasure: A PC who succeeds at a DC 20 Perception hp 10) and 4 monitors (hardness 10, hp 15). The cylindrical
check (DC 25 in Subtier 10–11) finds a security locker canisters are built to resist considerable internal pressure
under the consoles. The locker contains a small number (hardness 10, 30 hit points, Strength DC 28).
of skillchips that have corroded from the plant’s vapors, A PC with the Technologist TG feat (such as with Isirah’s
wiping their data. While they are nonfunctional, Isirah aid) can perform several actions here. First, such a PC
indicates that they might be repairable. The locker also can perform a controlled venting of one or both gas vats,
contains a timeworn sonic pistolTG (In Subtier 10–11, this such as to free a trapped ally inside without damaging
is a timeworn sonic rifleTG). The weapon is fully charged, the container. Such an action takes 3 rounds of work at
as the occupants never saw combat. the consoles.
Rewards: If the PCs don’t find the security locker, Second, by succeeding at a DC 15 Disable Device or
reduce each PC’s gold earned by the following amount. Knowledge (arcana, engineering, or planes) check (DC
In addition, cross the Custom Skillchip boon off the 20 in Subtier 10–11), the PC can assess that the systems
Chronicle sheet. here could be overclocked. This would cause a buildup
Subtier 7–8: Reduce each PC’s gold earned by 622 gp. of chemical gas in the synthesis core, giving the shade
Out of Subtier: Reduce each PC’s gold earned by 942 gp. enough elemental material to form a vulnerable body.
Subtier 10–11: Reduce each PC’s gold earned by 1,263 gp. Using the system to draw extra gases into the synthesis core
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Effect Deadly radiation floods the room. Creatures in the area treat these gems’ value as 1,500 gp for the purpose of
suffer the effects of moderate radiationTG (1d4 Con drain, fulfilling faction objectives, such as that on the Scarab
Fortitude DC 17 negates), while creatures in the adjoining 20 Sages Faction Journal Card.
feet of hallways suffer the effects of low radiationTG (1 Con In addition, a timeworn filter mask TG (4 charges) sits
drain, Fortitude DC 14 negates). This radiation does not have on the console. In Subtier 10–11, a timeworn inertial
a secondary effect. dampening belt TG (15 charges) rests in one of the chairs.
Cameras and Monitors If the PCs disable at least one camera Rewards: If the PCs fail to acquire the room’s treasures,
or monitor, the shade rushes the haunt and creates a less reduce each PC’s gold earned by the following amount.
effective manifestation; the haunt’s radiation deals only Subtier 7–8: Reduce each PC’s gold earned by 91 gp.
Constitution damage. Out of Subtier: Reduce each PC’s gold earned by 255 gp.
Subtier 10–11: Reduce each PC’s gold earned by 420 gp.
SUBTIER 10–11 (CR 10)
C6. Synthesis Core (CR Varies)
REACTOR MELTDOWN CR 10
CE haunt Numerous machines connected by a maze of floor-level pipes
Caster Level 10th fill most of this room, in some places reaching all the way to
Notice Perception DC 19 (to notice faintly glowing cameras and the chamber’s twenty-foot-high ceiling. To the west stands a
monitors) or Knowledge (engineering) 17 (to interpret the gigantic cylinder filled with churning gases.
console’s warnings about reactor leakage)
hp 20; trigger proximity; reset 1 day As in other areas, the synthesis core contains
Effect Deadly radiation floods the room. Creatures in the area numerous vents. Reversing the vents requires a character
suffer the effects of high radiationTG (2d4 Con drain, Fortitude with the Technologist TG feat to be adjacent to any wall and
DC 22 negates), while creatures in the adjoining 20 feet of succeed at a DC 20 Disable Device check as a standard
hallways suffer the effects of low radiationTG (1d4 Con drain, action. Successfully reversing the vents affects the haunt
Fortitude DC 17 negates). This radiation does not have a surrogates and Isirah’s aggregate as if they were exposed
secondary effect. to severe winds.
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As the PCs enter, the gases in the core reshape into CE Medium outsider (air, elemental)
the face of Isirah’s shade, seething with barely contained Init +12; Senses darkvision 60 ft.; Perception +15
rage and frustration. If the PCs overclocked the systems DEFENSE
in area C5, they can attempt to trick or antagonize the AC 23, touch 23, flat-footed 14 (+8 Dex, +1 dodge, +4 profane)
shade into fully entering an elemental body, rendering hp 115 (10d10+60)
her vulnerable to their attacks. She watches for signs or Fort +12, Ref +15, Will +5
messages from each PC, using them all to assess how best Defensive Abilities amorphous, haunted form; DR 5/—;
to respond. As a result, each PC must attempt a DC 16 Immune elemental traits, acid
skill check (DC 20 in Subtier 10–11) listed below; if half Weaknesses vulnerable to wind
or more succeed, Isirah’s shade sees fit to emerge into her OFFENSE
stronger—but ultimately vulnerable—aggregate form. Speed fly 40 ft. (perfect)
Bluff: The PC strives to appear weak and easily Melee 2 slams +18 (1d10 plus 1d10 negative energy plus
vanquished, tempting an attack. chemical burn)
Diplomacy: The PC convinces the shade to go to her Ranged energy bolt +15 (5d6 energy)
final rest with pride. Special Attacks breath weapon (15 ft. cone, 5d6 acid plus
Intimidate: The PC challenges the shade to show them poison, Reflex DC 20 for half, usable every 1d4 rounds),
a real challenge. chemical burn (1d10 acid, DC 20)
Sense Motive: The PC needles the shade, targeting TACTICS
specific emotional vulnerabilities. During Combat A surrogate uses its breath weapon on the
Isirah’s Reactions: The AI Isirah would like to see her first round of combat, affecting as many different creatures
shade reach a merciful rest. She assures her shade that as possible. It attacks with slam thereafter, using its breath
her final act was not in vain and that she successfully weapon as it becomes available. One aspect flies above the
saved herself, begging the undead spirit to move on. combat, arcing electricity at spellcasters and archers. If an
Isirah aids any one PC who attempts a Diplomacy check aspect is reduced to 30 hp or less, it flies up and switches to
against the shade (whether before or during combat); her arcing electricity.
aid automatically provides a +4 bonus the check. Morale Isirah’s aspects fight until destroyed.
Creatures: Which foes the PCs face here depends greatly STATISTICS
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on their actions in the compound as well as how many of the Str —, Dex 27, Con 20, Int 5, Wis 14, Cha 11
shades they’ve neutralized. If the PCs have both overclocked Base Atk +10; CMB —; CMD —
the systems in area C5 and successfully provoked the shade, Feats Dodge, Improved Initiative, Mobility, Toughness,
the entire haunting colony emerges into a single elemental Weapon Finesse
body: Isirah’s aggregate. This cracks the immense synthesis Skills Fly +29, Perception +15, Stealth +21
core to the west before spilling into the room to confront the Languages Auran
PCs. The process also exposes the synthesis core’s internal SQ misty form
components, including a technological device known as the SPECIAL ABILITIES
synthesis rod (see Treasure below). Breath Weapon (Su) In addition to taking acid damage, any
If the PCs fail to accomplish one or both of these tasks, creature harmed by a caustic stalker’s breath weapon must
the undead shade instead remains safely ensconced within succeed at an additional DC 20 Fortitude saving throw or be
the compound’s vast computer system. Instead, several affected by caustic creep poison.
aspects of herself (i.e. haunt surrogates) seep from the gas- Caustic Creep—inhaled; save Fort DC 20; frequency 1/round for
producing machinery. 4 rounds; effect 1d4 Con; cure 2 consecutive saves. The save
No matter the result, only one type of elemental foe DC is Constitution-based.
forms, being inevitably hostile. However, if the PCs Chemical Burn (Su) Any creature struck by the caustic stalker,
neutralized—not just survived—one or more of the or that strikes it with a natural weapon or unarmed attack,
haunts in areas B3, C1, C2, C3, and C5, Isirah’s shade has is affected as if by the burn special attack, but takes acid
fewer allied haunts and is significantly weaker as a result. damage instead of fire damage. The chemical burn persists
See the Scaling Encounter C6 sidebar for more details. for multiple rounds, just as a normal burn, but can be ended
early if the affected creature is doused in at least 1 gallon
SUBTIER 7–8 (CR VARIES) of liquid (requiring a full-round action from the victim or
another creature) or fully submerges itself in water.
HAUNT SURROGATES (2) CR 9 Energy Bolt (Su) A haunt surrogate can fire a bolt of energy as
Variant caustic stalker (Pathfinder Module: The Emerald Spire a standard action. This ranged touch attack has a maximum
Superdungeon 153) range of 100 feet and no range increment, and it deals 5d6
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points of damage. When activating this ability, the surrogate attacks among multiple creatures, using her breath weapon
chooses whether to deal acid or electricity damage. when it becomes available. All the while, she gloats about
Haunted Form (Su) Despite being alive, a haunt surrogate is her newfound freedom and speculates aloud about the
healed by negative energy and harmed by positive energy terrors she might inflict after untold ages of captivity.
as if it were an undead creature. It also gains a +4 profane Morale Isirah’s aggregate fights until destroyed.
bonus to its AC. STATISTICS
Misty Form (Su) A caustic stalker’s body is composed of Str —, Dex 26, Con 22, Int 20, Wis 10, Cha 18
a semisolid chemical mist similar to thick foam. The Base Atk +14; CMB +16; CMD 39 (can’t be tripped)
caustic stalker does not have a Strength score and cannot Feats Alertness, Combat Reflexes, Dodge, Improved Initiative,
manipulate or wear solid objects. This form grants it the Improved Iron Will, Iron Will, Lightning Reflexes, Mobility,
amorphous defensive ability, and enables it to move through Skill Focus (Intimidate), Skill Focus (Knowledge [planes]),
areas as small as 1 inch in diameter with no reduction to its Spring Attack, TechnologistB, Toughness, Weapon Finesse
speed. A caustic stalker cannot enter water or other fluids, Skills Craft (mechanical) +17, Diplomacy +16, Fly +29,
and is treated as a creature two size categories smaller Intimidate +22, Knowledge (engineering) +17, Knowledge
than its actual size (Tiny for most caustic stalkers) for the (geography, nature) +20, Knowledge (planes) +26,
purposes of how wind affects it. Perception +19, Sense Motive +16, Spellcraft +15, Stealth +17
Vulnerable to Wind (Ex) A caustic stalker takes damage Languages Androffan, Auran, Common, Hallit, Ignan, Terran
every round that it’s exposed to stronger than moderate SQ ghost in the machine, misty form
winds: 1d6 points of damage for strong winds, 2d6 points SPECIAL ABILITIES
of damage for severe winds, and an additional 1d6 points Breath Weapon (Su) Isirah’s aggregate can breathe a cone of
of damage for each wind force category beyond severe caustic gas infused with the screaming spirits of her fellow
(Pathfinder RPG Core Rulebook 439). Gust of wind is crewmembers. In addition to taking acid damage, any
considered severe wind for this ability. A caustic stalker creature harmed by the aggregate’s breath weapon must
cannot use its breath weapon while being affected by also succeed at a DC 23 Fortitude save and a DC 23 Will
stronger than moderate winds and for 1 minute afterward. save. A creature that fails the Fortitude save is exposed to
the aggregate’s poison. A creature that fails the Will save is
ISIRAH’S AGGREGATE CR 12 shaken for 1d4 rounds.
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Unique haunt-infused elemental Chemical Burn (Su) Any creature struck by the aggregate,
CE Huge outsider (air, elemental) or that strikes her with a natural weapon or unarmed
Init +9; Senses all-around vision, darkvision 60 ft.; attack, is affected as if by the burn special attack, but takes
Perception +19 acid damage instead of fire damage. The chemical burn
Aura stench (DC 23, 10 rounds) persists for multiple rounds, just as a normal burn, but
DEFENSE can be ended early if the affected creature is doused in at
AC 21, touch 21, flat-footed 12 (+4 deflection, +8 Dex, +1 dodge, least 1 gallon of liquid (requiring a full-round action from
–2 size) the victim or another creature) or fully submerges itself
hp 148 (14d10+98) in water.
Fort +15, Ref +14, Will +11 Ghost In The Machine (Ex) Isirah’s shade is an undead
Defensive Abilities amorphous, haunted grace, negative collective acting as an AI, granting the aggregate both her
energy affinity; DR 10/—; Immune acid, elemental traits, feats as an artificial intelligence and those of the elemental
mind-affecting effects, undead immunities she inhabits. Despite not being undead, she has all the
Weaknesses sentimental, vulnerable to wind immunities of a creature of the undead type, including
OFFENSE immunity to mind-affecting effects.
Speed fly 40 ft. (perfect) Haunted Grace (Su) Isirah’s aggregate gains a deflection bonus
Melee 2 slams +20 (2d6 plus 2d6 negative energy plus to AC equal to her Charisma modifier.
chemical burn) Misty Form (Su) The aggregate’s body is composed of a
Space 15 ft.; Reach 15 ft. semisolid chemical mist similar to thick foam. Isirah’s
Special Attacks breath weapon (30-ft. cone, 5d6 acid damage aggregate does not have a Strength score and cannot
plus fear plus poison, Reflex DC 23 half, usable every 1d4 manipulate or wear solid objects. This form grants her the
rounds), chemical burn (2d6, DC 23) amorphous defensive ability, and enables her to move
TACTICS through areas as small as 1 inch in diameter with no
During Combat Isirah’s aggregate maneuvers to include as reduction to its speed. She cannot enter water or other
many foes as possible in her stench aura before using her fluids, and is treated as a Medium creature for the purposes
breath weapon. In subsequent rounds, she splits her slam of how wind affects her.
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additional surrogate. For 4–5 haunts, reduce the DC of the Fort +17, Ref +18, Will +13
surrogates’ breath weapon, caustic creep, and chemical burn Defensive Abilities amorphous, haunted grace, negative
abilities by 2. energy affinity; DR 10/—; Immune acid, elemental traits,
Isirah’s Aggregate: The following apply to the aggregate mind-affecting effects, undead immunities
depending on which haunts the PCs neutralized. Weaknesses sentimental, vulnerable to wind
Area B3: Reduce the save DC of the aggregate’s breath OFFENSE
weapon, chemical burn, and poison by 2. Speed fly 40 ft. (perfect)
Area C1: Reduce the aggregate’s DR to 5/—. Melee 2 slams +25 (2d8 plus 2d8 negative energy plus
Area C2: The aggregate reflects Isirah’s human form chemical burn)
and vulnerabilities; it loses its immunity to critical hits and Space 15 ft.; Reach 15 ft.
precision damage, and instead gains the benefits of the Special Attacks breath weapon (30-ft. cone, 10d6 acid damage
moderate fortification armor special ability. plus fear plus poison, Reflex DC 25 half, usable every 1d4
Area C3: Reduce the save DC of the aggregate’s breath rounds), chemical burn (2d8, DC 25)
weapon, chemical burn, and poison by 2. TACTICS
Area C5: The aggregate loses its stench aura. Use the tactics in Subtier 7–8. Note that Vital Strike augments
only the aggregate’s base slam damage, not the bonus
negative energy damage.
Poison (Ex) Caustic corruption—inhaled; save Fort DC 23; STATISTICS
frequency 1/round for 4 rounds; effect 1d4 Con; cure 2 Str —, Dex 30, Con 22, Int 20, Wis 10, Cha 20
consecutive saves. The save DC is Constitution-based. Base Atk +19; CMB +21; CMD 46 (can’t be tripped)
Sentimental (Ex) Isirah’s shade still envies the happy life she Feats Alertness, Combat Reflexes, Dodge, Improved Initiative,
had before losing her life, and she finds the existence of Improved Iron Will, Improved Lightning Reflexes, Improved
the compact AI core both fascinating and unsettling. A PC Vital Strike, Iron Will, Lightning Reflexes, Mobility, Skill
can display the compact AI core prominently, appeal to the Focus (Intimidate), Skill Focus (Knowledge [planes]),
shade, and attempt a DC 20 Diplomacy check as a full-round Spring Attack, TechnologistB, Toughness, Vital Strike,
action. If successful, the aggregate is staggered for 1 round Weapon Finesse
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90 seconds. Any creature remaining in the compound at blast’s acid deals 3d6 damage or an amount equivalent
the end of this time takes 10d6 acid damage per round to the kineticist’s energy blast, whichever is higher.
from the deadly substance and risks suffocation. This When doing so, the kineticist can also use her substance
also damages the compound’s structural integrity; infusion save DC in place of the poison’s save DC. Once
within 1 hour, all of area C has collapsed, sealing much per day, a kineticist able to channel air can activate this
of the compound and allowing the shade to scheme enhanced effect without expending an additional charge
ineffectually for ages to come. or accepting burn.
If the PCs defeat Isirah’s aggregate, her ancient soul
CONSTRUCTION CRAFT DC 30 COST 12,500 GP
can finally reach the Boneyard and Pharasma’s judgment.
The aggregate itself boils away, leaving behind a ghostly Craft Technological Item, nanotech lab
image of Isirah as she appeared in life. The image smiles
sweetly and reaches out to touch the AI core before fading.
Her touch fills gaps in the AI core’s data, completing the RETURN TO SULFUR GULCH (CR 9 OR CR 12)
transfer started long ago and restoring many of Isirah’s Jala and his warband await the PCs just outside the
lost memories. entrance (use the same map from encounter A), ready
Treasure: If the PCs fought and defeated the aggregate, to check them for new technology before guiding them
they can retrieve the synthesis rod from the shattered back to civilization. How this resolves depends on earlier
core. Otherwise, they can still recover enough valuables events in the adventure.
here to offset its value. If the PCs earned greater trust from Xol-Nomag back
Rewards: If the PCs fail to defeat the haunt surrogates at the Ghost Wolves’ camp, Jala doesn’t examine them or
or aggregate, reduce each PC’s gold earned as follows. In their words too closely. A successful DC 17 Bluff check (DC
addition, cross the synthesis rod off the Chronicle sheet 22 in Subtier 10–11) from one PC is all that is required
if they did not defeat the aggregate. to pass, assuming the PCs made a reasonable attempt
Subtier 7–8: Reduce each PC’s gold earned by 750 gp. to hide any new technology they acquired. Otherwise,
Out of Subtier: Reduce each PC’s gold earned by 1,000 gp. Jala inspects them with technomancy TG . Unless the PCs
Subtier 10–11: Reduce each PC’s gold earned by 1,250 gp. hid these items with nondetection or similar spells, Jala
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is almost certain to spot these items. Combat is not yet 2nd (5/day)—cure moderate wounds, glitterdust (DC 16),
inevitable, however. heroism, invisibility
Jala is one of the least fanatical and most pragmatic 1st (5/day)—cure light wounds, grease (DC 15), hideous
Ghost Wolves, and he openly admits that he had hoped laughter (DC 15), technomancyTG, ventriloquism (DC 15)
to foster better relations for trade; PCs who seize 0 (at will)—dancing lights, detect magic, light, mending,
this opportunity have one last chance to salvage the prestidigitation, resistance
relationship. With a successful DC 27 Diplomacy check TACTICS
(DC 30 in Subtier 10–11) and a reasonable argument, a PC Before Combat As he senses the PC arrive, Jala casts heroism
can convince Jala to look the other way. If the PCs offer on himself.
him scrolls as a bribe, the PC gains a circumstance bonus During Combat Jala begins combat by using his inspire courage
on the check equal to the scroll’s highest spell level; at ability and casting glitterdust to identify invisible PCs and
the GM’s discretion, especially rare spells might grant a blind the rest. On subsequent rounds, he casts offensive
higher bonus. Offering a complete spellbook results in an spells or dispels his foes’ spells as appropriate.
automatic success, as such items are deeply prized by Jala Morale Jala is loath to abandon his companions, so he uses
and his colleagues. invisibility and cure serious wounds to keep himself in
If the PCs succeed, the mystic smiles warmly. He the fight until it’s clear the Ghost Wolves are defeated.
declares the PCs and their Society friends of the tribe, and In that event, he orders a retreat and attempts to escape
offers them a gift in commemoration of their alliance, to inform Xol-Nomag of the PCs’ actions. Failing that,
equivalent to the Ghost Wolves’ gear as if the PCs had he surrenders.
defeated them in combat. If the PCs fail, he shakes his Base Statistics Without heroism, Jala’s statistics are Fort +4,
head sadly before demanding that the PCs relinquish Ref +6, Will +5; Melee adamantine greatsword +10/+5
their new technology for destruction. His warriors draw (2d6+3/19–20); Ranged composite longbow +6/+1
steel, and the PCs must either surrender their relics (1d8+2/×3); CMB +10; Skills Bluff +15, Climb +9, Diplomacy
(including Isirah) or fight. +15, Intimidate +15, Knowledge (engineering, geography,
Creatures: In Subtier 7–8, Jala and four warriors are history) +16, Knowledge (others) +5, Perception +10, Perform
present; in Subtier 10–11; Jala is instead accompanied by (comedy) +15, Perform (oratory) +15, Sense Motive +15,
five Ghost Wolf elites. Jala confronts the PCs once they Spellcraft +12, Stealth +11, Swim +6
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are about 30 feet outside the entrance, and the other STATISTICS
warriors array themselves loosely within 40 feet of him. Str 14, Dex 10, Con 14, Int 12, Wis 8, Cha 18
Isirah’s Reactions: Isirah (wisely) remains quiet during Base Atk +6; CMB +10; CMD 18
this encounter, keeping her AI core dark to avoid notice. Feats Combat Casting, Dazzling Display, Improved Initiative,
Weapon Focus (greatsword)
SUBTIER 7–8 (CR 9) Skills Bluff +17, Climb +11, Diplomacy +17, Intimidate +17,
Knowledge (engineering, geography, history) +18,
JALA SPIRIT-EYE CR 7 Knowledge (others) +7, Perception +12, Perform (comedy,
Human bard 8 oratory) +17, Sense Motive +17, Spellcraft +14, Stealth +13,
CN Medium humanoid (human) Swim +8
Init +4; Senses see invisibility; Perception +12 Languages Common, Hallit, Orc
DEFENSE SQ bardic knowledge +4, lore master 1/day, military
AC 15, touch 10, flat-footed 15 (+5 armor) traditionISR, spirit eye, versatile performances
hp 56 (8d8+16) (comedy, oratory)
Fort +6, Ref +8, Will +7; +4 vs. bardic performance, language- Combat Gear scrolls of technomancyTG (4); Other Gear +1
dependent, and sonic mithral shirt, adamantine greatsword, composite longbow
OFFENSE (+2 Str) with 20 arrows, dagger
Speed 30 ft. SPECIAL ABILITIES
Melee adamantine greatsword +12/+7 (2d6+3/19–20) Military Tradition (Ex) Jala is proficient with greatswords and
Ranged composite longbow +8/+3 (1d8+2/×3) longbows. This alternate racial trait originally appeared
Special Attacks bardic performance 22 rounds/day (move in Inner Sea Races, and replaces the bonus feat he would
action; countersong, dirge of doom, distraction, fascinate, receive as a human.
inspire competence +3, inspire courage +2, suggestion) Spirit Eye (Su) Jala Spirit-Eye has undergone a grueling series
Bard Spells Known (CL 8th; concentration +12) of vision quests that granted him the ability to see invisible
3rd (3/day)— clairaudience/clairvoyance, cure serious and ethereal creatures, as if under the constant benefits of
wounds, dispel magic the see invisibility spell.
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STATISTICS TACTICS
Str 20, Dex 16, Con 17, Int 10, Wis 12, Cha 8 During Combat Approximately half of the elite warriors drink
Base Atk +4; CMB +9; CMD 20 potions of invisibility and maneuver to where they can strike
Feats Dodge, Iron Will, Lightning Reflexes unarmored spellcasters and similarly soft targets before
Skills Acrobatics +10 (+18 to jump), Climb +10, Knowledge pressing the attack. They use Spring Attack to stay mobile
(engineering) +4, Perception +8, Stealth +7, Survival +8, near heavy-hitting foes.
Swim +10 Morale Use the tactics in Subtier 7–8.
Languages Common, Hallit Base Statistics When not raging, the elites’ statistics are
SQ fast movement AC 19, touch 14, flat-footed 15; hp 58; Fort +6, Will +5;
Combat Gear potion of invisibility, 3 adamantine arrows; Other Melee +1 greatsword +11/+6 (2d6+5/19–20); Str 16,
Gear mithral shirt, composite longbow (+3 Str) with 20 Con 13; CMB +10; Skills Acrobatics +13 (+17 to jump),
arrows, masterwork greatsword, 70 gp Climb +10, Swim +9.
STATISTICS
SUBTIER 10–11 (CR 12) Str 20, Dex 16, Con 17, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +12; CMD 23
JALA SPIRIT-EYE CR 7 Feats Dodge, Iron Will, Lightning Reflexes, Mobility,
See Subtier 7–8. Spring Attack
Skills Acrobatics +13 (+28 to jump), Climb +12, Knowledge
GHOST WOLF ELITES (5) CR 6 (engineering) +7, Perception +11, Stealth +10, Survival +11,
Human barbarian 7 Swim +11
CN Medium humanoid (human) Languages Common, Hallit
Init +3; Senses Perception +11 SQ fast movement
DEFENSE Combat Gear potion of invisibility (2), 2 +1 construct-bane
AC 17, touch 12, flat-footed 13 (+5 armor, +3 Dex, +1 dodge, adamantine arrows; Other Gear +1 mithral shirt, +1
–2 rage) greatsword, composite longbow (+3 Str) with 20 arrows,
hp 72 (7d12+21) 110 gp
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Treasure: If the PCs impress Jala, whether by By retrieving Isirah’s compact AI core, the PCs have
successfully hiding their technology or through found a rich source of lore regarding Numeria’s ruins;
diplomacy, he presents them with a trove of Ghost this earns each PC the Portable Technologist boon on
Wolf gear and tools—an adamantine greatsword, his Chronicle sheet. If the PCs permanently destroyed
mithral shirts, potions of invisibility, and more; these are Isirah’s shade by defeating the aggregate in area C6,
functionally identical to what the PCs would have gained they also restored another portion of Isirah’s memory.
by fighting the band. This gift represents a pledge of She is able to help the PCs restore one of the damaged
continued cooperation between the Kellid tribe and the skillchips from area C3, earning each character the
Pathfinder Society. Custom Skillchip boon.
Rewards: If the PCs do not defeat the Ghost Wolves or
receive their gift, reduce each PC’s gold earned by the REPORTING NOTES
following amount. If you skip this encounter for lack of If the PCs preserve or strengthen the Society’s
time, ignore these reductions. If the Ghost Wolves find relationship with the Ghost Wolves tribe, check box A on
and destroy any technology the PCs recovered, cross the reporting sheet. If the PCs defeat Isirah’s aggregate
those items off the Chronicle sheet, but do not reduce the and thus lay the haunts to rest, check box B.
total gp earned from those encounters.
Subtier 7–8: Reduce each PC’s gold earned by 1,105 gp. PRIMARY SUCCESS CONDITIONS
Out of Subtier: Reduce each PC’s gold earned by 1,594 gp. If the PCs interact with the compact AI core and defeat
Subtier 10–11: Reduce each PC’s gold earned by 2,083 gp. either Isirah’s aggregate or the haunt surrogates, they
fulfill their primary objective and earn 1 Prestige Point.
CONCLUSION
Once their expedition to Sulfur Gulch is complete, the SECONDARY SUCCESS CONDITIONS
PCs can make their way out of Numeria. If they preserved The PCs’ secondary objectives are tied to how much
ties with the Ghost Wolves, Jala Spirit-Eye leads them they learn, how definitively they resolve the threats at
back to the Sellen River; otherwise, they find their own Sulfur Gulch, and whether they preserve the Society’s
way back to Tymon. Venture-Captain Smine welcomes the alliances. To fulfill this, they must accomplish three
PCs back, congratulating them on their successes. The of the following four objectives: Preserve the Society’s
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dwarven venture-captain is extremely excited to meet alliance with the Ghost Wolves by both impressing
Isirah, both as a unique source of Numerian lore and as Xol-Nomag and resolving the final encounter with Jala
a fellow explorer. Within minutes he’s begun convincing peacefully; defeat Isirah’s aggregate rather than the haunt
her to join the Pathfinder Society, though neither one surrogates; transport Isirah’s intact compact AI core out
is entirely clear what that might entail for someone in of Numeria; and avoid inflicting extensive damage to
her condition. If the PCs damaged relations with the the compound at the GM’s discretion (primarily tied to
Ghost Wolves, Smine shakes his head in disappointment, minimizing the PCs’ destruction of technology while
briefly admonishing them for losing one of the Society’s neutralizing haunts). If successful, each PC earns 1
few Numerian allies. additional Prestige Point.
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Searching the area around Sulfur Gulch, I discovered a small tunnel nearby. After
widening it with a magic wand, I was able to venture inside the ruin hidden below. The
site was surprisingly functional; the walls shook, the air hissed. Indeed, as I entered,
the air grew thick with poison mists, as though Sulfur Gulch itself resented my entry.
Drawing forth an enchanted gem, I summoned an air spirit to clear the poison forthwith.
This, however, had unanticipated results.
As the elemental whirlwind blew back the poison air, I heard the ruin itself gasp.
Small machines on the wall grew luminescent, as if a presence had entered into them,
and I heard a voice from all around. It sounded like the strange language associated with
other Numerian ruins—a language with which I’m only passingly familiar—but I felt its
grasping desire and knew what it said it for a demand. From the far tunnel, metal men
emerged, my capture clearly their intent. They were many, and I one, and so I made my
retreat, closing the tunnel behind me.
When I report this to the Society, I must recommend a full team of skilled adventurers—
Sulfur Gulch sleeps lightly.
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APPENDIX: STAT BLOCKS and is treated as a creature two size categories smaller
The following stat blocks are used in this adventure. than its actual size (Tiny for most caustic stalkers) for the
purposes of how wind affects it.
Casutic Stalker Vulnerable to Wind (Ex) A caustic stalker takes damage
Reaching hands, a fierce and eerie visage, and a powerfully every round that it’s exposed to stronger than moderate
abrasive stench all stem from this hissing cloud of churning gases. winds: 1d6 points of damage for strong winds, 2d6 points
of damage for severe winds, and an additional 1d6 points
CAUSTIC STALKER CR 7 of damage for each wind force category beyond severe
N Medium outsider (air, elemental, extraplanar) (Pathfinder RPG Core Rulebook 439). Gust of wind is
Init +12; Senses darkvision 60 ft.; Perception +12 considered severe wind for this ability. A caustic stalker
DEFENSE cannot use its breath weapon while being affected by
AC 19, touch 19, flat-footed 10 (+8 Dex, +1 dodge) stronger than moderate winds and for 1 minute afterward.
hp 73 (7d10+35)
Fort +10, Ref +13, Will +4 Robot, Gearsman
Defensive Abilities amorphous; DR 5/—; Immune acid, Made of what appears to be burnished brass, this construct
elemental traits resembles a suit of armor with a glowing glass orb for an eye.
Weaknesses vulnerable to wind
OFFENSE ADVANCED GEARSMAN ROBOT CR 5
Speed fly 40 ft. (perfect) N Medium construct (robot)
Melee 2 slams +15 (1d6 plus chemical burn) Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
Special Attacks breath weapon (15-ft. cone, 5d6 acid damage DEFENSE
plus poison, Reflex DC 18 half, usable every 1d4 rounds), AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)
chemical burn (1d6, DC 18) hp 42 (4d10+20)
STATISTICS Fort +1, Ref +4, Will +4
Str —, Dex 27, Con 20, Int 5, Wis 14, Cha 11 Defensive Abilities hardness 5; Immune construct traits
Base Atk +7; CMB —; CMD — Weaknesses vulnerable to critical hits, vulnerable to electricity
Feats Dodge, Improved Initiative, Mobility, Weapon Finesse OFFENSE
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Skills Craft (any one) +7, Disable Device +8, Perception +8, penalty on the saving throw. This is a light effect, and the
Profession (any one) +8, Sense Motive +8 save DC is Intelligence-based.
Languages Common Infrasonic Field (Ex) Warden robots constantly emit powerful
SQ adaptive learning, charge weapon, nanite repair sound waves at a frequency below normal hearing. These
SPECIAL ABILITIES vibrations can debilitate living beings within 30 feet. A
Adaptive Learning (Ex) See the advanced gearsman above. creature must succeed at DC 17 Fortitude save or fall prone
Charge Weapon (Ex) See the advanced gearsman above. and be nauseated for 1d4 rounds. A warden robot can
Nanite Repair (Ex) See the advanced gearsman above. suppress or resume this ability as a free action. This is a sonic
effect, and the save DC is Intelligence-based.
Robot, Warden Integrated Sonic Disruptor (Ex) A warden robot’s arms
Crafted of a strange, dull metal, this bulky construct stomps contain built-in ranged weapons that emit focused sound
forward on stout, multi-jointed legs. waves in 100-foot rays that deal 2d8 points of sonic damage.
Reactive Armor (Ex) A warden robot is covered in a special
WARDEN ROBOT CR 9 shell that reacts explosively to powerful strikes. Due to
N Large construct (robot) this covering, a warden robot gains light fortification (25%
Init +8; Senses blindsight 30 ft., darkvision 60 ft., low-light chance to negate critical hits and sneak attacks). When
vision; Perception +20 the armor negates a critical hit from a melee weapon, the
Aura infrasonic field (30 ft., DC 17) attacker takes an amount of fire damage equal to half of the
DEFENSE damage dealt to the robot. Attackers using reach or ranged
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size) weapons avoid this damage.
hp 112 (15d10+30) Resilient (Ex) Warden robots receive a +3 racial bonus on all
Fort +8, Ref +12, Will +10 saving throws.
Defensive Abilities all-around vision, hardness 10, reactive
armor, resilient; Immune construct traits
Weaknesses vulnerable to critical hits and electricity
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Pathfinder Society Scenario #8-04: Character Chronicle #
MAX GOLD
Subtier
Custom Skillchip: While in the ruins at Sulfur Gulch, you recovered several skillchips (Pathfinder Campaign Setting:
Technology Guide 52), tiny technological devices that store vast amounts of practical knowledge and insight. With the SUBTIER Slow Normal
help of Isirah Tana, you have repaired one of these skillchips, configuring it for your use only. You may purchase a
10–11 3,892 7,784
single Mark III skillchip for 2,700 gp for one of the following skills: Acrobatics, Climb, Craft (mechanical), Diplomacy,
Knowledge (engineering), Knowledge (geography), Knowledge (nature), Perception, Sense Motive, Stealth, Survival, or
SUBTIER Slow Normal
Swim. Note that to benefit from a skillchip, you must first purchase and implant a skillslot (see below).
Portable Technologist: The explorer Isirah Tana may be constrained to the compact AI core into which she’s — — —
imprinted, yet she remains as eager to explore as ever. Even though Society scholars jostle for the opportunity to
learn from Isirah directly, you can borrow her for the duration of one adventure. During this time, you can perform
skill checks and other tasks as though you possessed the Technologist feat (Technology Guide 7), and at the end of the
Starting XP
adventure, you can freely retrain one feat into the Technologist feat. Alternatively, you can collaborate with Isirah
EXPERIENCE
GM’s
before an adventure in order to restore 1d4+1 charges to one timeworn weapon, armor, or item. After you use either of Initials
+
these benefits, cross this boon off your Chronicle sheet.
XP Gained (GM ONLY)
Nanites inside this synthesis rod gradually convert air
SYNTHESIS ROD PRICE
into rare chemical gases. A fully charged synthesis rod
=
25,000 GP
contains 3 charges and regains 1 charge every 24 hours. Final XP Total
SLOT none CAPACITY 3 charges WEIGHT 8 lbs.
By spending 1 charge as a standard action, the wielder
USAGE special can release a blast of caustic poison in an adjacent 5-foot
square. By spending 2 charges, the area increases to a 15- Initial Prestige Initial Fame
foot cone. Creatures in the affected area take 3d6 points of acid damage (Reflex DC 16 half). Any creature harmed this way is also GM’s
Initials
exposed to caustic creep poison.
+
Caustic Creep—inhaled; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d2 Con; cure 2 consecutive saves.
Prestige Gained (GM ONLY)
FAME
Kineticists are especially equipped to channel this rod’s abilities. Either by expending 1 additional charge or accepting 1 point of
burn that cannot be reduced, the blast’s acid deals 3d6 damage or an amount equivalent to the kineticist’s energy blast, whichever
–
is higher. When doing so, the kineticist can also use her substance infusion save DC in place of the poison’s save DC. Once per day, a
Prestige Spent
kineticist able to channel air can activate this enhanced effect without expending an additional charge or accepting burn.
cyberart (100 gp, limit 1; Technology Guide 36) +1 adamantine construct-bane ammunition (226 gp, limit 5)
scroll of technomancy (25 gp, limit 4; Technology Guide 11) timeworn emergency shelter (30 charges; 4,500 gp, limit 1;
Starting GP
skillslot (2,000 gp, limit 1; Technology Guide 38) Technology Guide 44)
GM’s
Initials
synthesis rod (25,000 gp, limit 1) timeworn inertial dampening belt (15 charges; 3,750 gp, limit 1;
+
timeworn camera (8 charges; 600 gp, limit 1; Technology Guide 48)
GP Gained (GM ONLY)
Technology Guide 40) timeworn sonic rifle (13,000 gp, limit 1; Technology Guide 27)
GM’s
Initials
timeworn chameleon suit (40 charges; 6,000 gp, limit 1;
+
GOLD
For GM Only