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Wardens of Gulch PF

This scenario involves investigating a mining operation in Numeria that has uncovered fragments of an ancient crashed starship. Players must determine why the miners have gone missing and deal with threats from advanced alien technology and hostile locals who seek to destroy it. The scenario provides an opportunity for characters to explore ruins from an alien civilization and uncover mysterious secrets buried for millennia.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
158 views32 pages

Wardens of Gulch PF

This scenario involves investigating a mining operation in Numeria that has uncovered fragments of an ancient crashed starship. Players must determine why the miners have gone missing and deal with threats from advanced alien technology and hostile locals who seek to destroy it. The scenario provides an opportunity for characters to explore ruins from an alien civilization and uncover mysterious secrets buried for millennia.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PATHFINDER SOCIETY SCENARIO #8-04 TIER 7–11

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WARDENS OF SULFUR GULCH

By Isabelle Lee

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Author • Isabelle Lee


Development Lead • John Compton
Contributing Artists • Rayph Beisner, Marko Horvatin,
Tatiana Vetrova, and Vicky Yarova
Cartographer • Jason Engle, Robert Lazzaretti
Editor-in-Chief • F. Wesley Schneider
Creative Director • James Jacobs
Creative Design Director • Sarah E. Robinson
Executive Editor • James L. Sutter
Senior Developer • Rob McCreary Table of Contents
Pathfinder Society Lead Developer • John Compton
Developers • Adam Daigle, Crystal Frasier,
Amanda Hamon Kunz, Mark Moreland,
Owen K.C. Stephens, and Linda Zayas-Palmer
Managing Editor • Judy Bauer Wardens of Sulfur Gulch . . . . . 3
Senior Editor • Christopher Carey
Editors • Jason Keeley, Lyz Liddell, Joe Pasini,
and Josh Vogt
Lead Designer • Jason Bulmahn
Designers • Logan Bonner, Stephen Radney-MacFarland,
and Mark Seifter Player Handout . . . . . . . . . . 27
Art Director • Sonja Morris
Senior Graphic Designers • Emily Crowell
and Adam Vick

Publisher • Erik Mona


Paizo CEO • Lisa Stevens
Chief Operations Officer • Jeffrey Alvarez
Appendix: Stat Blocks . . . . . . 28
Chief Financial Officer • John Parrish
Director of Sales • Pierce Watters
Sales Associate • Cosmo Eisele
Marketing Director • Jenny Bendel
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Director of Licensing • Michael Kenway
Staff Accountant • Ashley Kaprielian Map . . . . . . . . . . . . . . . . . 30 4203758

Data Entry Clerk • B. Scott Keim


Chief Technical Officer • Vic Wertz
Senior Software Developer • Gary Teter
Project Manager • Jessica Price
Organized Play Coordinator • Tonya Woldridge
Community & Digital Content Director • Chris Lambertz Chronicle Sheet . . . . . . . . . . 32
Customer Service Team • Sharaya Copas, Katina Davis,
Sara Marie Teter, and Diego Valdez
Warehouse Team • Laura Wilkes Carey, Will Chase,
Mika Hawkins, Heather Payne, Jeff Strand, and
Kevin Underwood
Website Team • Christopher Anthony, William Ellis,
Lissa Guillet, Don Hayes, Julie Iaccarino, and Erik Keith
GM Resources
This scenario makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary 5 (B5),
Pathfinder RPG GameMastery Guide (GMG), and Pathfinder Campaign Setting: Technology
HOW TO PLAY Guide (TG). GMs can find the complete rules of these books available online for free at paizo.
com/prd, and the relevant rules from Bestiary 5 are reproduced in an appendix at the back of
Pathfinder Society Scenario #8–04: Wardens the scenario for the GM’s convenience.
of Sulfur Gulch is a Pathfinder Society Scenario
designed for 7th- through 11th-level characters
(Tier 7–11; Subtiers 7–8 and 10–11). This scenario This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying
Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
is designed for play in the Pathfinder Society
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
Organized Play campaign, but can easily be version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously
adapted for use with any world. For more been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game
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.,
find games in your area, check out the campaign’s 7120 185th Ave NE, Ste 120 the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.;
Redmond, WA 98052-0577 Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder
home page at paizo.com/ pathfinderSociety. Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns,
Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc.
paizo.com

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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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rough landing caused many of the gases to leak slowly


into the surrounding environment, prompting locals to
• Chesed
give the site a new name: Sulfur Gulch. Sulfur Gulch •
Poisonous gases represent the lesser of the site’s two
threats. While the starship was crashing, one of its
crewmembers named Isirah Tana desperately attempted
to download her mind directly into a technological
device known as compact AI core, transforming herself
into an artificial intelligence. Unfortunately, the • Tymon
ship crashed before she could complete the process,
leaving an imperfect duplicate of her mind trapped in
a reinforced crystal panel. Slain while caught between
a mortal existence and technological immortality,
her soul warped and rebelled. Half of her survived vapors. The elemental’s form is was a stunning revelation
in the compact AI core, but the other half infected to Isirah’s shade, for she maintained the ability to activate
the compound’s integrated electronics, becoming a the compound’s few surviving chemical facilities and
powerful haunt that navigates the crippled computer create new gases. She calculated that if she could discover
systems and rules over the haunts of the other slain the secrets of elemental fabrication and summoning, she
crewmembers. Both versions of Isirah are curious and could fabricate a gaseous body she might then inhabit,
yearn to explore this new world but are trapped in their freeing herself from her technological prison. The robots
respective states. she sent to capture and question Gojan only chased him
The first hint of salvation arrived several centuries off, and she has spent the time since painstakingly
ago, when the famed Pathfinder Gojan the Sharp located researching various theories and approaches on her
Sulfur Gulch and made an initial survey of the area. own. Should she succeed, she could escape in the form
Finding the interior of the ship’s ruins choked with toxic of an immense toxic elemental and inflict her undead
fumes, he summoned an air elemental to clear the caustic ambitions on Numeria.

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SUMMARY “I know you’re up to it.”


Guided by the notes of an early Pathfinder, the PCs set out The dwarf unwraps the bundle, revealing a sheaf of twine-
from the River Kingdoms, journey deep into Numeria, wrapped notes. “Ever heard of Gojan the Sharp? Early Pathfinder,
and make contact with the technophobic Kellid tribe renowned explorer, he wandered Numeria for a decade. Found
known as the Ghost Wolves. Meeting with the tribe’s all sorts of strange places outside Silver Mount he couldn’t
fierce leader, the PCs must convince her to honor an old explore in one lifetime; one of ‘em was Sulfur Gulch. Society’s
debt and allow them passage to the site known as Sulfur known about lots of these places, but not that one. Long time
Gulch. Upon arriving, robotic sentinels emerge, ago, the gnome Eylysia hid away the findings.” Smine
drawing the ire of the machine-hating Ghost exaggerates a scowl, adding, “Not good Pathfinding
Wolves and making them second-guess policy, that. Always report. You know that already.”
their decision to help the Society. Patting the stack of notes, he continues.
Most of the ship remnants at the site are “Some others found the notes, so it’s good as
buried, and their interiors are thick with new to us; you’d be the first to explore it. Trouble
toxic gases, though it’s all in surprisingly is that it’s Kellid territory—Ghost Wolves’ land.
good repair for a Numerian ruin. Early Lots of Kellids hate Numerian technology, but
on, the PCs discover a technological Ghost Wolves? They really hate it. The good
artifact holding the fragmented mind of news is Gojan did the Ghost Wolves a big
an interstellar explorer, Isirah. She is favor and never collected. They owe us one,
as eager as they are to investigate and that favor’s going to be not killing
the site, hoping to restore her Pathfinders when they explore Sulfur
damaged memories. However, Gulch.” Smine picks up the axe
she and the PCs discover reverently. “We’ve set up a
that Isirah’s soul survived meeting with Xol-Nomag, the
as a unique undead presence. current chieftain. Bring this as
Unless they can understand the Venture-Captain a gift. Get safe passage. Don’t get

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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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Will we have to worry about Technic League KNOWLEDGE (GEOGRAPHY)


interference? Smine grins. “Doubtful. The Ghost Wolves Based on the result of a Knowledge (geography) check,
despise the League. They’ll keep the technomancers off the PCs might know about the Sellen Hills and its sites.
your backs.” Each PC notes all of the information with a DC less than
Is there any other info on Sulfur Gulch? or equal to the result of her check.
“Not much, which is why 15+: The Sellen Hills are a harsh land, ill suited for
we’re exploring it. Place human habitation. The only noteworthy settlement
gives off smoke, I hear. is Chesed, a city built where the Sellen
Nasty stuff, and poisonous River meets the Lake of Mists and
too. No signs of tech near Veils. Beyond its walls, most of
the surface. If there were, the population is nomadic and
the Ghost Wolves would’ve ethnically Kellid. Chesed serves
smashed it.” as a capable base of operations
Can we use A Thread for anyone risking the Numerian
Of Silver? This question wilderness.
is a references to a rare 20+: Like the rest of Numeria,
book that presents various technological ruins dot the Sellen
insights about Numerian Hills. Most of these remain
sites and technology. Smine unexplored due to the danger of
sheepishly shakes his head. the region, to say nothing of the
“Nope. Lent it out to a team danger the ruins themselves
headed near Iadenveigh.” hold. Even so, some explorers
He frowns in thought for dare the protective locals’
a moment before adding, ire and mechanical threats
“Expected them back about
now. I’ll ask a different group
Jala Spirit-Eye in search of profit.
25+: Sulfur Gulch juts
to check on ’em. Focus on the Gulch.” from the side of a gully in an
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expanse even more barren than the


KNOWLEDGE (DUNGEONEERING surrounding region. The vapors that
OR ENGINEERING) permeate the area have choked out nearly all plant life.
Based on the result of a Knowledge (dungeoneering
or engineering) check, the PCs might know about the KNOWLEDGE (LOCAL)
technology and ruins for which Numeria is famous. Each Based on the result of a Knowledge (geography) check,
PC notes all of the information with a DC less than or the PCs might know about the Sellen Hills and its sites.
equal to the result of her check. Each PC notes all of the information with a DC less than
15+: Numeria is known for its mysterious technology. or equal to the result of her check.
Many of Numeria’s ruins contain deadly mechanical 15+: Most of Numeria’s population is Kellid. While
guardians called robots. many settled down in the region’s few cities, numerous
20+: Due to its extreme age, both the technology itself tribes still wander the wilds. Their long history of
and the ruins it comes from are plagued with malfunctions clashing with neighbors for the land’s scarce resources
and glitches. Pristine technology is extremely rare and gives these tribes a reputation for savagery, though many
extremely valuable, yet even partly functional devices are Kellids prove quite warm and hospitable under peaceful
worth quite a bit. The Technic League maintains a tight circumstances.
embargo on smuggling technological devices, which 20+: The Ghost Wolves are notorious for their open
drives up the price further for those who can make it out hatred of technology and their hit-and-run raids against
of Numeria with any goods. the Technic League. Because they claim extensive
25+: Experienced explorers associate Numeria’s “ruins” stretches of the Sellen Hills, fewer sites there have fallen
with the remains of an otherworldly vessel that fell from prey to scavenging opportunists.
the sky millennia ago. Little is known about the vessels’ 25+: Kellids have a largely deserved reputation for
creators, all of whom likely perished in the cataclysmic distrusting arcane magic. The same is not true for
crash. Even the rare humanoid facsimiles known as the Ghost Wolves, who celebrate and train promising
androids associated with Numerian technology struggle spellcasters to help fend off the alien constructs that
to understand their true origins. sometimes emerge from the ruins. The Ghost Wolves are

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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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“Confidence is good. between familiars (a PC can


Come, come along. We learn two new spells whose
will take a meal together level are lower than the
at our camp, and then you highest level she can cast), or
can present your case to her.” any other suitable task. Use DC
Any PCs who wish 18 as a base DC for most skill
to converse with the checks and 20 as a base AC or
band find them quite CMD for feats of martial prowess
gregarious. The Kellids (increase these to 20 and 23 respectively
share tales of battle against in Subtier 10–11), and consider granting
the Technic League, especially as much as a +5 bonus on any check
with obvious warriors among for good roleplaying or being able
the PCs. They are less amicable to speak Hallit. Note the number of
toward any PC who is openly successes, as these impact the PCs’
bearing advanced technology, meeting with Xol-Nomag.
although they are not hostile. Jala
is particularly friendly and open with AUDIENCE WITH XOL-NOMAG
the PCs, and he’s happy to engage in As evening sets in, the Ghost Wolves begin
conversation; he indicates that the Ghost preparing a communal feast of dried fruit,
Wolves could benefit greatly from trade hard cheese, and meat carved and roasted
with the Society, especially for new spells from the immense boar. Entertainment takes
and other magical wisdom. PCs who the form of tales both solemnly historic
learn this may be able to use this to their and vividly comedic, including a lively
advantage both in the Ghost Wolves’ story Jala tells of a bumbling spine dragon.
camp, as well as when confronting Jala Xol-Nomag If the PCs wish to join in, the Ghost Wolves
again at the end of the adventure. welcome narratives from beyond Numeria.

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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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A. Sulfur Gulch N

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1 square = 5 feet Pathfinder Flip-Mat: Hill Country

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area is washed in a thin miasma of foul-smelling gas.


Beyond its offensive stench, it imposes no mechanical Scaling Encounter A
penalties except against a creature with the scent ability, Make the following adjustments to accommodate a group
which is sickened for 1 minute unless it succeeds at a DC of four PCs.
18 Fortitude save. Subtier 7–8: Remove one gearsman from the encounter.
Creatures: Isirah’s shade commands only a small force Subtier 10–11: Remove one advanced gearsman from
of robots. Not wishing to allow another trespasser to the encounter. In addition, corrosion has reduced the warden
escape as Gojan did, she sends them all to incapacitate and robot’s hardness to 5.
capture the intruders. These robots begin the encounter
just inside the fresh cave and spill out, using the thick
fog to cover their egress. As the robots attack, the Ghost
Wolves assist the PCs in destroying the technological Ghost Wolves’ Aid
menaces; see the Ghost Wolves’ Aid sidebar on page 9. The Ghost Wolves hate robots and help the PCs destroy
If the Ghost Wolves did not guide the PCs here, simply as many of the constructs as they can. Rather than place
ignore this feature. individual NPC warriors on the map and dedicate time to
rolling their attacks and damage, this aid is able to take two
SUBTIER 7–8 (CR 8) different forms.
Jala Spirit-Eye: At the end of the first round of combat,
GEARSMEN (4) CR 4 Jala activates his inspire courage (+2) bardic performance
hp 42 each (Pathfinder Bestiary 5 207; see page 29) ability. He continues this performance throughout the
TACTICS duration of the combat.
During Combat A gearsman selects a random PC as a target, Ghost Wolves Warriors: At the beginning of each PC’s
attacks until the target falls unconscious, and then seeks out turn, she can determine how one of the warriors is helping
a new target. It uses nanite repair on itself if brought below her, such as by distracting gearsmen or focusing their attacks
20 hp. on the PC’s targets. This assistance either grants the PC a
Morale The robots fight until destroyed. +2 bonus on all her attacks, increases the damage dealt by
her weapon attacks by 1d6, or grants her DR 3/— against
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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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in area C6. Track only those haunts that the PCs


Scaling Encounter B1 neutralize; do not count haunts that merely go dormant
To accommodate a group of four PCs, the toxic gas deals acid after activating.
damage only; ignore the poison component.
B. STORAGE CORRIDORS
Many of the rooms near the entrance collapsed on
AEROTECH SYNTHESIS COMPOUND impact, leaving only one way for the PCs to travel as they
The compound is a large expanse of passages, laboratories, first enter the compound. Due to the endemic gas leaks
and storage facilities with an approximate footprint of from damaged pipes and conduits, the dark gray, metal
300 feet square. Many of these areas are inaccessible, passageways here are stained yellow-green by residue in
having crumpled on impact or collapsed over time, many places.
leaving few viable routes for the PCs to investigate. As
the PCs explore, they encounter the areas described in B1. Compound Entrance (CR 7)
the following sections. Travel from one mapped area to Isirah’s shade observes the intruders carefully from
another typically takes a few minutes. hidden sensors, studying their behavior for clues about
Isirah’s shade inhabits what remains of the compound, their tactics.
and she gazes upon her domain through several dozen Trap: To test the intruders’ capabilities, Isirah’s shade
intact cameras, monitors, and other sensors. The power vents toxic gases into the corridor. This functions as a
generators are trapped beyond the easy reach of the PCs in trap, and a PC with the Technologist TG feat has a chance
closed-off areas, and these machines continue to provide to notice it as though she possessed the trap spotter rogue
a modest amount of energy—enough that Isirah’s shade talent. In addition, a PC with the Technologist TG feat can
can ration it between her sensors and a few of the gas choose to reverse the vents’ flow, causing them to suck
manufactories. The glow of control panels and several away the area’s foul fumes instead. Even though the shade
ceiling lights provides dim light throughout the complex. activates the trap manually, a PC can still notice it well
The compound’s walls consist of an adamantine-iron ahead of time while searching for traps by detecting the
alloy, which has hardness 15 and 30 hit points per inch vents and the traces of caustic gas that are seeping out.
of thickness.
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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

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B. Storage Corridors N

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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many questions, especially those about her society or the


Presenting Isirah ship, she simply stares blankly and shakes her head.
Isirah is sweet, helpful, and deeply curious, if somewhat Who are you? The woman smiles. “Isirah... Isirah Tana.”
naive—a stark contrast to her malevolent shade. Before her She pronounces her name slowly, at first—Iss-sai-rah—as
transfer into the AI core, Isirah served as a dedicated explorer if she had almost forgotten it. “I was an explorer... I think.”
of newly discovered planets. Her eagerness to explore and What are you? “I’m a human. Or do you mean this
learn is still very strong, especially regarding the PCs and thing?” She mimics knocking on the screen from inside.
their world. Magic particularly fascinates “It’s an AI core—artificial intelligence.
Isirah, and even something as minor as I stored my mind in here, somehow.
a cantrip evokes childlike delight from I’m not sure why, but I remember...
the starfarer. Some of her emotional I think something very dangerous
responses are dulled or negated due was happening.”
to the imperfect mental transfer; for Where are you from? Isirah smiles
example, Isirah seems unable to feel any dreamily. “The stars.”
manner of anger (instead acting oddly What is this place? The image of
confused when vexed), and sarcasm is Isirah looks all around, as if inspecting
wasted on her. her surroundings through the
Isirah’s role in the scenario is to generate screen. “The Ay... Ay... A-something.”
curiosity about the site, facilitate PC She looks nonplussed. “We called it
exploration, and aid PCs in understanding the Compound.”
the Compound and its unique challenges.
As such, her contributions to the narrative ISIRAH TANA CR —
can vary based on the GM’s needs—she NG artificial intelligence (Pathfinder
can identify the function of the chambers Campaign Setting: Technology Guide 58)
for the PCs, give background on items Init +3; Senses Perception +10
they find, or simply provide flavor as she DEFENSE
explores her former home with them. Fort +3, Ref +3, Will +7
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The faulty transfer damaged many of STATISTICS


Isirah’s memories, leaving her able to recall
only disconnected echoes of life aboard
Isirah Tana Int 16, Wis 10, Cha 18
Skills Acrobatics +13, Climb +17, Craft
the ship or the planets she explored. Most (mechanical) +3, Diplomacy +7, Knowledge
encounter locations include notes about her (engineering) +3, Knowledge (geography,
reaction to specific areas or events, as environmental stimuli nature) +6, Perception +10, Sense Motive +4, Stealth +13,
can jog her memory. Survival +9, Swim +17
Feats Alertness, Athletic, Craft Technological ItemTG, Skill Focus
(Perception), Skill Focus (Survival), TechnologistTG
Isirah’s AI core has remained in power-saving mode Languages Aklo, Androffan; see auto-translator
for thousands of years, waking occasionally only to SQ auto-translator, cartographer, imperfect transference, lived
attempt memory repair. If a PC touches it, the core begins experience, technological guidance
waking up to full operational levels. This causes the SPECIAL ABILITIES
crystal sheet to shimmer with swirls of color. The image Auto-Translator (Ex) Specialized subroutines in Isirah’s AI core
quickly resolves into that of a dark-skinned woman, who can decipher any spoken or written language she observes
looks around for a moment as if disoriented. Once she for at least 1 minute. She can store only one language in this
gets her bearings, her face lights up with excitement, and way, and learning a new language purges the previous one
she eagerly greets them in Androffan, an alien language from Isirah’s memory.
practically unknown on Golarion. In the highly likely Cartographer (Ex) Isirah studies any area she travels through,
case that none of the PCs can understand her, she tries creating a map that she can display onscreen.
to prompt them to speak so that her auto-translator Imperfect Transference (Ex) Isirah’s transfer into the AI core
function (see below) can familiarize her with one of was not only hasty, but incomplete. She has a –10 penalty on
their languages. all Intelligence-, Wisdom-, and Charisma-based skill checks
Even though Isirah is curious about the PCs, the (already calculated into the bonuses above). In addition,
Pathfinders no doubt have questions for her. Some of the many of her memories and emotions are distorted. Isirah
most likely (and their answers) are provided below. For can lose this ability depending on the events in area C6.

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Lived Experience (Ex) Isirah still remembers a number of


(currently-useless) physical skills from her time as a human. Scaling Encounter C1
She has 10 ranks each in Acrobatics, Climb, Stealth, and Make the following adjustment to accommodate a group of
Swim, and treats them as class skills. four PCs.
Technological Guidance (Ex) Isirah can verbally guide others Subtier 7–8: If the PCs reduce the haunt’s hit points to
through technological tasks. She can grant a PC the benefits 7 or lower before it manifests, reduce the damage it deals
of her Technologist feat for the purpose of performing to 4d6.
physical tasks (such as reversing the vents in certain areas), Subtier 10–11: No adjustment
but the action takes twice as long to complete; tasks that
require a standard action instead take a full-round action.
fought in area A. A PC who succeeds at a DC 15 Perception
Rewards: If the PCs do not recover Isirah’s gear, reduce check detects a faint breeze from the western corridor.
each PC’s gold earned by the following amount. If the PCs mention this, Isirah notes that her personal
Subtier 7–8: Reduce each PC’s gold earned by 888 gp. chambers were in that direction.
Out of Subtier: Reduce each PC’s gold earned by 1,159 gp. Isirah’s Reactions: Isirah has never encountered a
Subtier 10–11: Reduce each PC’s gold earned by 1,430 gp. haunt before, and while she is immune to both inhaled
poison and mind-affecting effects (including haunts), the
B3. Junction (CR 7) supernatural experience is still jarring for the starfarer.
The corridor splits in a four-way junction. The walls are
increasingly thick with bulbous pipes, from which the C. THE SYNTHESIS LABS
sound of rushing wind is audible. The deeper the PCs travel, the greater the influence of
The southern corridor ends abruptly 15 feet from the Isirah’s shade becomes.
junction, crimped and crushed shut; the docking bay
once lay in that direction. The area contains four cameras C1. Gojan’s Gate (CR 7)
(hardness 10, hp 10), one at each corner of the intersection, If the PCs travel west from area B3, they reach this
and each one points down one hallway. collapsed chamber.
Haunt: When the PCs approach the intersection,
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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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C. The Synthesis Labs N

C5
C6

C4

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C2

C1

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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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SUBTIER 7–8 (CR 9)


Scaling Encounter C2
Make the following adjustment to accommodate a group of CAUSTIC STALKER CR 7
four PCs. hp 73 (The Emerald Spire Superdungeon 153; see page 28)
Subtier 7–8: The caustic stalker is unable to use its breath TACTICS
weapon until the third round of combat. In addition, reduce During Combat A stalker uses its breath weapons on the first
the haunt’s hit points by 10. round of combat, affecting as many different creatures as
Subtier 10–11: Remove one caustic stalker from the possible. It attacks with its slams thereafter, using its breath
encounter. In addition, reduce the haunt’s hit points by 20. weapon as it become available.
Morale The stalker fights until destroyed.

What is it you want? “I desire freedom. I will take an DESPERATE DEMAND CR 7


elemental form and depart this place.” CE persistent haunt
What happens if we surrender? Isirah’s shade hesitates Caster Level 11th
for a moment before responding. “You are capable, and I Notice Sense Motive DC 15 (to realize the shade’s intentions)
lack assistants. You will aid me in creating a body with hp 40; trigger manual; reset 1 day
which to depart this place. What becomes of this place Effect Isirah’s shade reaches out to possess a humanoid
afterward is of no consequence.” A PC who succeeds at a creature, affecting it as per dominate person (Will DC 19
DC 20 Sense Motive check can tell that the shade fully negates). A dominated creature’s eyes glow yellow-green,
expected to fight and was unprepared for compliance. and gases seep from its mouth. The shade possesses enough
Exceeding this DC by 5 or more also conveys that the shade knowledge of outsiders to identify and avoid targeting
is contemplating ways to betray the PCs if they help. If the native outsiders. A dominated creature attacks its former
PCs agree to help, see Development below for more details. allies to the best of its ability. The haunt dominates only
one creature at a time, but if no creature is dominated at
Unless the PCs agree to help the shade, negotiations initiative count 20, the haunt targets a creature with its
eventually break down, or the shade tires of talk. She then effect again.
launches her attack (see Creatures and Haunt below). Defenses The shade’s consciousness infuses the haunt, letting
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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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and becomes hostile. Once the PCs arrive in the synthesis


core, the shade directs skilled PCs to help her make the
final adjustments to her new gaseous body; she orders
those who seem ill-suited to the work to wait in the hall
outside. This task requires three successful DC 15 skill
checks drawn from the following list, using no skill
more than once: Craft (alchemy), Knowledge (arcana),
Knowledge (dungeoneering), Knowledge
(engineering), Knowledge (nature), Knowledge
(planes), or Use Magic Device.
Those with the Technologist TG feat gain a
+5 bonus on checks to use this machinery and
can determine that there are two significant
ways to perform the shade’s request. The first
would disperse fragments of the shade into
multiple bodies, weakening the colony of haunts
to the point it would have great difficulty manifesting
afterward. The second method would draw the entire
colony into a single, powerful body, the destruction of
which could eliminate the haunting presence entirely.
Without the Technologist TG feat, the PCs’ assistance
defaults to the first option.
After the PCs provide assistance, the haunt surrogates
(see area C6) manifest, and the shade voices her
displeasure at not manifesting as one massive elemental.
Caustic Stalker
If the PCs selected the second option above, the shade

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C3. Observation Chamber (CR 5) C4. Aerotech Filtration Engine

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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requires three separate DC 15 skill checks: a Knowledge


(arcana or planes) check to regulate the elemental flow, a Scaling Encounter C5
Craft (alchemy) or Knowledge (dungeoneering) check to For a group of four PCs, reduce the Fortitude save DC
correctly balance the chemical makeup, and a Knowledge to resist the radiation by 2. Half of the effect deals
(engineering) check to ensure accurate results. In Subtier Constitution damage, and the other half (rounded down) is
10–11, the DCs increase to 20. In both subtiers, the DCs Constitution drain.
of these checks increase by 5 if the PCs breached one of
the cylindrical canisters here. These checks require the
Technologist TG feat, but Isirah can guide each PC through Cameras and Monitors If the PCs disable at least one camera
the process using her technological guidance ability (and or monitor, the shade rushes the haunt and creates a less
can attempt the Knowledge [engineering] check herself effective manifestation; the haunt’s radiation deals only
if necessary). Constitution damage, not Constitution drain.
Haunt: Once there are at least three creatures in this
room or once a creature begins manipulating the console, Development: If the PCs defeat the haunt, Isirah’s
Isirah’s shade unleashes one of her deadliest haunts: one shade briefly appears on the remaining monitors,
formed from those who died from radiation around the unleashing a storm of invectives before vanishing. Any
compound’s reactor. PC who witnesses this outburst knows that the shade is
losing what little self-control she possessed, and that she
SUBTIER 7–8 (CR 7) could easily be goaded into making herself vulnerable.
Treasure: An open compartment in one of the tanks
REACTOR MELTDOWN CR 7 contains the shade’s failed attempt to create elemental
CE haunt gems from pressurized gases. These gems have no magical
Caster Level 7th properties, but are worth 50 gp each as curiosities. There
Notice Perception DC 17 (to notice faintly glowing cameras and are two gems in Subtier 7–8, and four gems in Subtier
monitors) or Knowledge (engineering) 15 (to interpret the 10–11. While these stones have little monetary value,
console’s warnings about reactor leakage) their strange magical resonance makes them especially
hp 15; trigger proximity; reset 1 day intriguing to magical researchers and arcane gemcutters;
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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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and takes 4d6 damage that bypasses its damage reduction


Scaling Encounter C6 as the shade’s will to exist crumbles.
To accommodate a group of four PCs, adjust the encounter Vulnerable to Wind (Ex) Isirah’s aggregate takes damage
as though the PCs had neutralized two additional haunts every round that she’s exposed to stronger than moderate
(see below), selected at random. If this would increase the winds: 1d6 points of damage for strong winds, 2d6 points
number of haunts neutralized to six or more, reduce the of damage for severe winds, and an additional 1d6 points
remaining enemies’ starting hit points by 25%. of damage for each wind force category beyond severe
(Pathfinder RPG Core Rulebook 439). Gust of wind is
Neutralizing Haunts considered severe wind for this ability. She cannot use
Isirah’s shade draws her strength from the other haunts that her breath weapon while being affected by stronger than
she directs, and these allied haunts play a significant role in moderate winds and for 1 minute afterward.
this encounter. For each haunt the PCs neutralize—not just
survive—in areas B3, C1, C2, C3, and C5, the haunt-infused SUBTIER 10–11 (CR VARIES)
elementals here become weaker. This can reduce the
number of haunt surrogates present or impact their abilities HAUNT SURROGATES (5) CR 9
based solely on the number of haunts neutralized. Against hp 115 each (see Subtier 7–8)
Isirah’s aggregate, it instead modifies or removes some of
the aggregate’s abilities depending on the specific haunts ISIRAH’S AGGREGATE CR 15
the PCs neutralized. These adjustments are cumulative. Unique haunt-infused elemental
Haunt Surrogates: The following apply to the surrogates. CE Huge outsider (air, elemental)
Subtier 7–8: If the PCs neutralize 1–2 haunts, reduce the Init +9; Senses all-around vision, darkvision 60 ft.;
save DC of the surrogates’ breath weapon, caustic creep, and Perception +19
chemical burn by 2. For 3–4 haunts, remove the surrogates’ Aura stench (DC 25, 10 rounds)
DR and profane bonus to AC. For 5 haunts, remove one DEFENSE
surrogate from the encounter. AC 24, touch 24, flat-footed 13 (+5 deflection, +10 Dex,
Subtier 10–11: If the PCs neutralize 1 haunt, remove one +1 dodge, –2 size)
surrogate from the encounter. For 2–3 haunts, remove an hp 183 (19d10+133)
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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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Skills Craft (mechanical) +17, Diplomacy +17, Fly +36,


Intimidate +22, Knowledge (engineering) +17, Knowledge Synthesis Rod
(geography, nature) +20, Knowledge (planes) +26, The synthesis rod is a new technological item created for this
Perception +22, Sense Motive +16, Spellcraft +15, Stealth +20 scenario. Statistics appear on the Chronicle sheet. This rod is
Languages Androffan, Auran, Common, Hallit, Ignan, Terran fully charged when the PCs acquire it.
SQ ghost in the machine, misty form
SPECIAL ABILITIES
SYNTHESIS ROD PRICE
25,000 GP
The aggregate’s special abilities function as in Subtier 7–8 with
the following exceptions. SLOT none CAPACITY 3 charges WEIGHT 8 lbs.
Breath Weapon (Su) Isirah’s aggregate is able to breathe USAGE special
a cone of caustic gas that is infused with the screaming
spirits of her fellow crewmembers. In addition to taking Nanites contained within this synthesis rod gradually
acid damage, any creature harmed by the aggregate’s convert air into rare chemical gases. A fully charged
breath weapon must also succeed at a DC 25 Fortitude save synthesis rod contains 3 charges and regains 1 charge
and a DC 25 Will save. A creature that fails the Fortitude every 24 hours. By spending 1 charge as a standard
save is exposed to the aggregate’s poison. A creature that action, the wielder can release a blast of caustic poison
fails the Will save is frightened for 1 round and then shaken in an adjacent 5-foot square. By spending 2 charges, the
for 1d4 rounds. area increases to a 15-foot cone. Creatures in the affected
Poison (Ex) Caustic corruption—inhaled; save Fort DC 25; area take 3d6 points of acid damage (Reflex DC 16 half).
frequency 1/round for 4 rounds; effect 1d4 Con; cure 2 Any creature harmed this way is also exposed to caustic
consecutive saves. The save DC is Constitution-based. creep poison.
Caustic Creep—inhaled; save Fort DC 15; frequency
Development: If the PCs are able to defeat the haunt 1/round for 4 rounds; effect 1d2 Con; cure 2
surrogates, Isirah’s shade shuts down the compound’s consecutive saves.
fail-safes and prepares to flood the site with highly Kineticists are especially equipped to channel this
concentrated caustic gases. The various monitors begin rod’s abilities. Either by expending 1 additional charge
flashing a countdown, which the AI Isirah translates as or accepting 1 point of burn that cannot be reduced, the
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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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GHOST WOLF WARRIORS (4) CR 3


Human barbarian 4 Scaling Encounter D
CN Medium humanoid (human) Make the following adjustment to accommodate a group of
Init +3; Senses Perception +8 four PCs.
DEFENSE Subtier 7–8: Remove one Ghost Wolves warrior from
AC 16, touch 12, flat-footed 12 (+4 armor, +3 Dex, +1 dodge, the encounter.
–2 rage) Subtier 10–11: Remove two Ghost Wolves elites from
hp 47 (4d12+12) the encounter.
Fort +7, Ref +6, Will +6
Defensive Abilities trap sense +1, uncanny dodge
OFFENSE
Speed 50 ft. Optional Encounter
Melee mwk greatsword +10 (2d6+7/19–20) The Return to Sulfur Gulch encounter is optional. If fewer
Ranged composite longbow +7 (1d8+3/×3) than 45 minutes remain in which to finish the adventure,
Special Attacks rage (11 rounds/day), rage power (swift the Ghost Wolves perform only a cursory search before
foot [2]) departing, declaring the tribe’s debt to the Society fulfilled.
TACTICS
During Combat A warrior activates his rage class ability and
charges into battle. Fort +8, Ref +7, Will +7
Morale If reduced to 9 hp or less—or if ordered to retreat—a Defensive Abilities improved uncanny dodge, trap sense +2;
warrior drinks his potion of invisibility and attempts to flee DR 1/—
the battle. OFFENSE
Base Statistics When not raging, a warrior’s statistics are Speed 50 ft.
AC 18, touch 14, flat-footed 14; hp 39; Fort +5, Will +4; Melee +1 greatsword +13/+8 (2d6+8/19–20)
Melee mwk greatsword +8 (2d6+4/19–20); Str 16, Con 13; Ranged composite longbow +10/+5 (1d8+3/×3)
CMB +7; Skills Acrobatics +10 (+14 to jump), Climb +8, Special Attacks rage (17 rounds/day), rage powers (raging
Swim +8. leaper, swift foot [2])
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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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Player Handout: Gojan’s Notes

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.

Waking this place up seems... unwise. Even for us.


—E.
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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 Fly +26, Perception +12, Stealth +18 Speed 20 ft.


Languages Auran Melee slam +11 (1d4+10) or
SQ misty form mwk spear +12 (1d8+10/×3 plus 1d6 electricity)
SPECIAL ABILITIES Ranged mwk spear +8 (1d8+7/×3)
Breath Weapon (Su) In addition to taking acid damage, any STATISTICS
creature harmed by a caustic stalker’s breath weapon must Str 24, Dex 17, Con —, Int 14, Wis 17, Cha 5
succeed at an additional DC 18 Fortitude saving throw or be Base Atk +4; CMB +11; CMD 24
affected by caustic creep poison. Feats Combat Reflexes, Power Attack
Caustic Creep—inhaled; save Fort DC 18; frequency 1/round for Skills Craft (any one) +9, Disable Device +10, Perception +10,
4 rounds; effect 1d4 Con; cure 2 consecutive saves. The save Profession (any one) +10, Sense Motive +10
DC is Constitution-based. Languages Common
Chemical Burn (Su) Any creature struck by the caustic stalker, SQ adaptive learning, charge weapon, nanite repair
or that strikes it with a natural weapon or unarmed attack, SPECIAL ABILITIES
is affected as if by the burn special attack, but takes acid Adaptive Learning (Ex) A gearsman has a number of skill points
damage instead of fire damage. The chemical burn persists equal to 4 + its Intelligence modifier per Hit Die, and treats
for multiple rounds, just as a normal burn, but can be ended Craft and Profession as class skills. In addition, a gearsman has
early if the affected creature is doused in at least 1 gallon a number of bonus skill ranks equal to its Hit Dice that can be
of liquid (requiring a full-round action from the victim or reprogrammed to apply to any one skill—these ranks can’t
another creature) or fully submerges itself in water. be split among multiple skills and must apply to one skill.
Misty Form (Su) A caustic stalker’s body is composed of A gearsman can change what skill these bonus ranks apply
a semisolid chemical mist similar to thick foam. The to up to once per day by concentrating for 1 minute, during
caustic stalker does not have a Strength score and cannot which time it can take no other actions. Rather than spend
manipulate or wear solid objects. This form grants it the these bonus ranks on a skill, a gearsman can choose to devote
amorphous defensive ability, and enables it to move through them to weapon knowledge, gaining proficiency with a single
areas as small as 1 inch in diameter with no reduction to its weapon instead of bonus ranks in a skill. All gearsmen are
speed. A caustic stalker cannot enter water or other fluids, automatically proficient with all simple weapons.

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Charge Weapon (Ex) Any metal weapon wielded by a OFFENSE


gearsman becomes charged with electricity and deals 1d6 Speed 30 ft.
additional points of electricity damage on a hit. Melee 2 slams +18 (1d8+4)
Nanite Repair (Ex) A gearsman’s nanites heal it, restoring a Ranged 2 integrated sonic disruptors +18 ranged touch
number of hit points equal to its Hit Dice every hour (4 hit (2d8 sonic)
points per hour for most gearsmen). Once per day, as a Space 10 ft., Reach 10 ft.
full-round action, a gearsman can heal itself or any robot it Special Attacks combined arms, dazzler, integrated
touches of 4d6 points of damage. sonic disruptor
STATISTICS
GEARSMAN ROBOT CR 4 Str 18, Dex 19, Con —, Int 11, Wis 14, Cha 1
N Medium construct (robot) Base Atk +15; CMB +20; CMD 34
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8 Feats Alertness, Combat Reflexes, Improved Initiative, Nimble
DEFENSE Moves, Point-Blank Shot, Power Attack, Precise Shot,
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural) Stand Still
hp 42 (4d10+20) Skills Climb +10, Perception +20, Sense Motive +16
Fort +1, Ref +2, Will +2 Languages Androffan
Defensive Abilities hardness 5; Immune construct traits SPECIAL ABILITIES
Weaknesses vulnerable to critical hits, vulnerable to electricity Combined Arms (Ex) As part of a full-attack action, a
OFFENSE warden robot can attack with both melee and ranged
Speed 20 ft. integrated weapons.
Melee slam +9 (1d4+7) or Dazzler (Ex) As a standard action, a warden robot can
mwk spear +10 (1d8+7/×3 plus 1d6 electricity) target a single creature with a beam of strobing light
Ranged mwk spear +6 (1d8+5/×3) that functions as a gaze attack with a range of 60 feet.
STATISTICS A creature subject to this attack must succeed at a DC 17
Str 20, Dex 13, Con —, Int 10, Wis 13, Cha 1 Fortitude save or be blinded for 2d4 rounds. A creature
Base Atk +4; CMB +9; CMD 20 that successfully saves is dazzled for 1d4 rounds. A
Feats Combat Reflexes, Power Attack creature with light blindness or light sensitivity takes a –4
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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

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WARDENS OF SULFUR GULCH

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
Pathfinder Society Scenario #8-04: 1. Definitions: (a) “Contributors” means the copyright and/or trademark
Wardens of Sulfur Gulch owners who have contributed Open Game Content; (b) “Derivative Material”
means copyrighted material including derivative works and translations
(including into other computer languages), potation, modification, correction,
Event Date addition, extension, upgrade, improvement, compilation, abridgment or other
form in which an existing work may be recast, transformed or adapted; (c)
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d) “Open Game Content” means the
GM # GM Character # game mechanic and includes the methods, procedures, processes and routines
to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified
GM Name GM Prestige Earned as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but
Dark Archive Silver Crusade Sovereign Court Liberty’s Edge specifically excludes Product Identity. (e) “Product Identity” means product
Scarab Sages The Exchange Grand Lodge and product line names, logos and identifying marks including trade dress;
A B C D artifacts, creatures, characters, stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or
Character # supernatural abilities or effects, logos, symbols, or graphic designs; and any
Prestige Points other trademark or registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically excludes the Open
Character Name Game Content; (f) “Trademark” means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or the
Dark Archive The Exchange Grand Lodge Liberty’s Edge associated products contributed to the Open Game License by the Contributor
Scarab Sages Silver Crusade Sovereign Court (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be Used
Character # under and in terms of this License. You must affix such a notice to any Open
Prestige Points
Game Content that you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other terms or conditions
Character Name may be applied to any Open Game Content distributed using this License.
Dark Archive The Exchange Grand Lodge Liberty’s Edge 3. Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.
Scarab Sages Silver Crusade Sovereign Court
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-free, non-
exclusive license with the exact terms of this License to Use, the Open Game
Content.
5. Representation of Authority to Contribute: If You are contributing
Character # original material as Open Game Content, You represent that Your Contributions
Prestige Points
22446129 are Your original creation and/or You have sufficient rights to grant the rights 4203787

conveyed by this License.


Character Name 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
Dark Archive The Exchange Grand Lodge Liberty’s Edge portion of this License to include the exact text of the COPYRIGHT NOTICE of
Scarab Sages Silver Crusade Sovereign Court any Open Game Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright holder’s name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed
Character # in another, independent Agreement with the owner of each element of that
Prestige Points Product Identity. You agree not to indicate compatibility or co-adaptability
with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another,
Character Name independent Agreement with the owner of such Trademark or Registered
Dark Archive The Exchange Grand Lodge Liberty’s Edge Trademark. The use of any Product Identity in Open Game Content does not
Scarab Sages Silver Crusade Sovereign Court constitute a challenge to the ownership of that Product Identity. The owner
of any Product Identity used in Open Game Content shall retain all rights, title
and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open Game
Character # Content.
Prestige Points 9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version of this
Character Name License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
Dark Archive The Exchange Grand Lodge Liberty’s Edge 10. Copy of this License: You MUST include a copy of this License with every
Scarab Sages Silver Crusade Sovereign Court copy of the Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
Character # terms of this License with respect to some or all of the Open Game Content
Prestige Points due to statute, judicial order, or governmental regulation then You may not
Use any Open Game Material so affected.
Character Name 13. Termination: This License will terminate automatically if You fail to
comply with all terms herein and fail to cure such breach within 30 days of
Dark Archive The Exchange Grand Lodge Liberty’s Edge becoming aware of the breach. All sublicenses shall survive the termination
Scarab Sages Silver Crusade Sovereign Court of this License.
14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE
Character # Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
Prestige Points
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors:
Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary
Character Name Gygax and Dave Arneson.
Dark Archive The Exchange Grand Lodge Liberty’s Edge Pathfinder Society Scenario #8–04: Wardens of Sulfur Gulch © 2016,
Paizo Inc.; Author: Isabelle Lee.
Scarab Sages Silver Crusade Sovereign Court

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Pathfinder Society Scenario #8-04: Character Chronicle #

Wardens of Sulfur Gulch Core Campaign

SUBTIER Slow Normal

7–8 2,205 4,410


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

This Chronicle sheet grants access to the following: Out of


3,049 6,097

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.

CONSTRUCTION CRAFT DC 30 COST 12,500 GP Craft Technological Item, nanotech lab


Current Final
Prestige Fame
All Subtiers Subtier 10–11

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

Technology Guide 29)


timeworn emergency raft (3 charges; 540 gp, limit 1; Day Job (GM ONLY)
Technology Guide 44)
timeworn filter mask (4 charges; 900 gp, limit 1; –
Technology Guide 44) Gold Spent
timeworn flashlight (15 gp, limit 1; Technology Guide 45)
timeworn sonic pistol (6,500 gp, limit 1; Technology Guide 27) =
wand of fog cloud (25 charges; 2,250 gp, limit 1)
Total

For GM Only

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

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