PF2 S02-20 Breaking The Storm - Bastion in Embers
PF2 S02-20 Breaking The Storm - Bastion in Embers
year of
CORRUPTION’S
Reach
Scenario #2-20 Levels 5–8
Breaking the
Storm: Bastion in
Embers
By Christopher Wasko
Breaking the Storm: Bastion in Embers
AUTHOR
Table of Contents
Christopher Wasko
ADDITIONAL DEVELOPMENT
Appendix 1: Level 5–6 Encounters . . . . . . . . . . . . . . . 15
Linda Zayas-Palmer
DESIGN LEAD
Appendix 2: Level 7–8 Encounters . . . . . . . . . . . . . . 18
Mark Seifter
Appendix 3: Game Aids . . . . . . . . . . . . . . . . . . . . . 21
EDITING LEAD
Kieran Newton
Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
EDITOR
Kieran Newton
COVER ARTISTS
GM Resources
Sebastian Rodriguez and Samuel Jr. Campaign Home Page: pathfindersociety.club
Books: Pathfinder Core Rulebook, Pathfinder Advanced Player’s Guide, Pathfinder Bestiary,
INTERIOR ARTIST Pathfinder Bestiary 2, Pathfinder Bestiary 3, and Pathfinder Lost Omens World Guide
Samuel Jr. Maps: Pathfinder Flip-Tiles: Darklands Fire Caves Expansion and Pathfinder Flip-Tiles: Forest
CARTOGRAPHER Perils Expansion
Jason Engle Online Resource: Pathfinder Reference Document at paizo.com/prd
ART DIRECTION
Tony Barnett
ScenAriO TAgS
GRAPHIC DESIGN Scenario tags provide additional information about an adventure’s contents. For more
Tony Barnett information on scenario tags, see the Guide to Organized Play: Pathfinder Society at
ORGANIZED PLAY MANAGING DEVELOPER
http://www.organizedplayfoundation.org/paizo/guides/.
Linda Zayas-Palmer
CREATIVE DIRECTOR
James Jacobs SummArY
The Decemvirate, the masked leaders of the Pathfinder Society, call their best agents
DIRECTOR OF GAME DEVELOPMENT
Adam Daigle together to request the assistance of a distant ally in Sarkoris. The heroes travel to the
camp of the Farheaven Clan and discover the clan’s leaders involved in a powerful ritual
PUBLISHER to cleanse a nearby forest. It’s up to the Pathfinders to assist in the defense, holding out
Erik Mona a section of the perimeter against demonic attackers. All the while, the heroes employ
rare items that summon magically enhanced trees to assist in the defense. Unknown to
HOW TO PLAY the defenders, however, a third group is burrowing underneath the camp and threatens
to bypass all the Farheaven Clan’s cunning defenses.
LEVELS: 5–8
PLAYERS: 3–6
Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com
Breaking the Storm:
Bastion in
Breaking theEmbers
Storm:
Bastion in Embers
By Christopher Wasko
Adventure
Background Where on Golarion?
The Farheaven Clan was one of the Sarkorian clans
forced to flee in the wake of the Worldwound’s Bastion in Embers begins in Absalom but quickly moves
cataclysmic birth. The nascent rift to the Abyss turned near the Forest of Embers in the Sarkoris Scar, the
Sarkoris into a wasteland and the beachhead of a former site of the Worldwound. For more information
demonic invasion. The Farheaven Clan escaped east into on Sarkoris, see pages 32–33 of the Pathfinder Lost
the Norinor Forest of Iobaria, led by their patron god, Omens World Guide.
Dolok Darkfur—an extraplanar being who takes the
form of a bipedal feathered bear. Over a century after SARKORIS SCAR
the Farheavens fled their homeland, the Worldwound
was finally sealed. With assistance from the Pathfinder
Society and their unexpected new allies, the Dragonskull
goblins of Iobaria, the Farheaven Clan recently made
the long journey back to Sarkoris to help reclaim their
ancestral home.
Since their return to the western region of Sarkoris, Forest of Embers •
near the Shudderwood Forest, the clan has contended
with an afflicted environment, demonic stragglers, and
all other manner of foulness. They’ve spent much of
their time focusing on survival, occasionally reaching
out to reestablish contact with other surviving or reborn
Sarkorian clans. During this resettlement, Dolok Darkfur efforts and have amassed to attack the Farheaven Clan’s
convinced his followers to take on a more active role camp and stop Dolok’s ritual.
and offered the Farheaven Clan’s services in defending In Iobaria, the Pathfinder Society has learned that a
various sacred sites across the Sarkoris Scar. member of the Decemvirate has been taken over by the
Since requesting the Society’s aid in securing several spirit of a long-dead cyclops worshipper of Urxehl, the
relics and remains from the barrows near the fallen demon lord of storms and disasters. What this spirit
city of Storasta, the Farheaven Clan has expanded its has planned remains unknown, but the Society knows
territory to the edge of the Forest of Embers. Formerly it must free the Decemvirate member from possession.
known as the Forest of Soldiers, Sarkorian refugees The Society has called in favors with the Farheaven
changed its name after witnessing its fate at the hands Clan, whose experience living in Iobaria and working
of cultists of Flauros, the demon lord of fire. Now the with extraplanar entities and spirits make them the most
Forest of Embers is a mass of burnt, blackened trees and likely of all of the Society’s allies to be able to remove the
dry, ashen air. possessing spirit.
Dolok believes that he, along with several powerful As the Society dispatches its agents, it doesn’t realize
Sarkorian druids, can enact a ritual that would begin the that Dolok and the Farheaven Clan are already imperiled
process of revitalizing the devastated forest and purging by the coming siege. Furthermore, unknown to both the
it of demonic corruption. He has assembled a host and Farheavens and the Pathfinders, the possessed member
established a fortified camp at the edge of the Forest of the Decemvirate has learned of the Society’s plans
of Embers in hopes of performing his ritual. However, and sent agents to ensure the Farheaven Clan falls to the
remaining servants of Flauros have learned of Dolok’s impending demonic assault!
A Moment’s Rest
With the initial waves of attackers repelled, the
PCs have an opportunity to rest. The Sarkorian
druids encourage the PCs to leave the Dolok
trees as a bulwark in case of a surprise attack
but otherwise return to camp to recover
their strength. The Farheaven warriors
are wounded and tired, but strangely
exhilarated and upbeat. According to some
of the veteran fighters, who remember
the endless waves of demons pouring
from the Worldwound that originally
drove them from their lands, this
relatively sparse attack feels much
more winnable.
The PCs have 1 hour to recover.
During this time, they can assist some
of the Farheaven leaders around the
camp. Interacting with one NPC takes
20 minutes (30 minutes for groups of 5 or more
PCs). A PC can’t interact with a given NPC more
than once. The DC of all non-Lore skill checks is 20
(DC 23 for Levels 7–8). The DC is instead 18 for Lore
skills (DC 21 for Levels 7–8).
CENENVIEL
Dolok Darkfur The elf druid Cenenviel, a longtime
ally of the Farheaven Clan, examines the
R R
R R
EVENT 3: URXEHL’S
SAPPERS SEVERE
The passage below the Farheaven camp funnels
Flauros’s pyroclastic flows out of Sarkoris. The narrower
tunnels have 15-foot ceilings, while the lava river passage
has 25-foot ceilings.
Use the map on page 12 for this encounter.
Lava: Creatures who move adjacent to or fly anywhere
above a square with lava take 1d6 fire damage, which
reoccurs every round the creature begins its turn in such
a space (this includes walking on the stepping stones to
the east). Creatures standing in the lava take 8d6 fire
damage instead. Creatures with the Throw Rock ability
that are adjacent to lava can take 1d6 fire damage to
pick up and throw a hot rock, adding 1d6 fire damage to
their rock Strikes.
Trees: At the start of the encounter, the ceiling bursts
open with the roots of any Dolok trees that were still
functional at the end of Event 2. These roots are 10-foot
tall obstacles emerging from the ceiling, and they form
in the marked squares. Apart from their change in height
and their emergence from the ceiling, the roots function
identically to the Dolok trees from which they grew. For
groups of more than 4 PCs, add any additional trees
beyond the fourth to squares directly above lava.
Clouded Quartz Roots that hang directly above the lava take 1d6 fire
damage each round.
EVENT 1: FIRES OF FLAUROS (LEVELS the brimorak is able to use their Breath Weapon again,
5–6) whichever comes first.
Flaming Weapon (divine, evocation, fire) A brimorak’s hooves
BRIMORAKS (3) CREATURE 5 and any weapon they wield burst into flame, dealing an
CE SMALL DEMON FIEND extra 1d6 fire damage with each hit. If they don’t have a
Perception +12; darkvision, smoke vision weapon, they can create a flaming sword of fire and steel
Languages Abyssal, Celestial, Draconic, Ignan; telepathy 60 ft. (see flaming sword Strike above).
Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12 Fume [two-actions] (divine, evocation, fire) The brimorak emits a cloud
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2 of thick smoke in a 10-foot burst that remains in place
Extinguishing Aversion Dousing a brimorak with water, either for 1d4 rounds. All creatures within the smoke become
ordinary water or from a water effect, causes no physical concealed, and all creatures outside the smoke become
harm to the fiend but deals 3d6 mental damage. Fully concealed to creatures within it. A creature that enters
immersing the brimorak in water deals 5d6 mental damage or begins its turn within the smoke must succeed at a DC
per round. 21 Fortitude save or become sickened 1 (sickened 2 on a
Smoke Vision Smoke doesn’t impair a brimorak’s vision; they critical failure).
ignore the concealed condition from smoke.
AC 22; Fort +15, Ref +12, Will +10
HP 80; Immunities fire; Weaknesses cold iron 5, good 5
Boiling Blood Each time an adjacent creature deals slashing
or piercing damage to the brimorak, the attacker is sprayed
with the brimorak’s boiling blood, which deals 2d4 fire
damage (DC 19 basic Reflex save).
Speed 30 feet
Melee [one-action] flaming sword +15 (magical), Damage 2d8+4
slashing plus 1d6 evil and 1d6 fire
Melee [one-action] hoof +15 (agile), Damage 2d4+4 bludgeoning plus
1d6 evil and 1d6 fire
Divine Innate Spells DC 21; 4th dimension door; 3rd dispel
magic, fireball; Cantrips (3rd) produce flame
Rituals DC 21; Abyssal pact
Breath Weapon [two-actions] (divine, evocation, fire) The brimorak
spits their boiling blood in a 20-foot line that deals 6d6
fire damage (DC 21 basic Reflex save). The brimorak can’t
use their Breath Weapon again for 1d4 rounds. The ground
within this area becomes slippery, with the effects of
a grease spell targeting the area, until it’s cleaned up or
YETH HOUNDS (2) CREATURE 3 To adjust for the PCs’ overall strength, use the following
CE MEDIUM BEAST FIEND Challenge Point adjustments. These adjustments are
Perception +9; darkvision, scent (imprecise) 30 feet not cumulative.
Languages Abyssal; (can’t speak any language) 10–11 Challenge Points: Apply the elite adjustment to
Skills Acrobatics +8, Athletics +9, Stealth +10, Survival +8 the yeth hounds.
Str +4, Dex +3, Con +2, Int –2, Wis +3, Cha +1 12–13 Challenge Points: Add one ash archer and one
AC 18; Fort +9, Ref +12, Will +12 yeth hound to the encounter.
HP 55; Weaknesses silver 5 14–15 Challenge Points: Add one ash archer and one
Speed 40 feet; air walk yeth hound to the encounter. Apply the elite adjustment
Melee [one-action] jaws +11, Damage 1d8+6 piercing plus 1d6 evil, to all of the yeth hounds.
Knockdown, and sinister bite 16–18 Challenge Points (5+ players): Add two ash
Divine Innate Spells DC 20; Constant (4th) air walk archers to the encounter. Apply the elite adjustment to
Bay [three-actions] (auditory, concentrate, divine, enchantment, fear, all of the yeth hounds.
mental) The yeth hound emits an unearthly howl audible
up to 300 feet away. Any non-fiend creature that hears
the howl must succeed at a DC 20 Will save or become ASH ARCHERS (3) CREATURE 5
frightened 1. Any creature that critically fails and is UNCOMMON CE MEDIUM HUMANOID LIZARDFOLK TIEFLING
within 60 feet of the yeth hound is instead frightened 3 Perception +15; low-light vision
and fleeing for 1d4 rounds (or until it recovers from its Languages Abyssal
frightened condition). Whether it succeeds or fails the Skills Acrobatics +11, Athletics +13, Nature +9, Stealth +13,
saving throw, the creature is then temporarily immune to Survival +9
Bay for 24 hours. Str +4, Dex +4, Con +1, Int –1, Wis +2, Cha +0
Sinister Bite A good creature bitten by a yeth hound must Items battleaxe, composite longbow (100 arrows), leather armor
attempt a DC 20 Will save. On a critical success, the AC 22; Fort +10, Ref +13, Will +9
creature is temporarily immune to sinister bite for 1 minute. HP 78; Resistances fire 5
A creature that fails becomes frightened 1, or increases the Speed 25 feet
value of its frightened condition by 1 if already frightened. Melee [one-action] battleaxe +15, Damage 1d8+6 slashing
Melee [one-action] claw +15 (agile), Damage 1d4+6 slashing
Ranged [one-action] composite longbow +15 (deadly 1d10, propulsive,
range increment 100 feet, reload 0, volley 30 feet), Damage
1d8+6 piercing
Hunt Prey [one-action] (concentrate) The ash archer designates a single
creature they can see and hear, or one they’re Tracking, as
their prey. The archer gains a +2 circumstance bonus to
Perception checks to Seek the prey and to Survival checks to
Track the prey. The first time the archer hits the designated
prey in a round, they deal an additional 1d8 precision
damage. The archer also ignores the penalty for making
ranged attacks within their second range increment. These
effects last until the archer uses Hunt Prey again.
SCORCHED CAVERN TROLLS (2) CREATURE 4 To adjust for the PCs’ overall strength, use the following
RARE CE LARGE EARTH GIANT TROLL Challenge Point adjustments. These adjustments are
Perception +11; darkvision not cumulative.
Languages Jotun, Undercommon 10–11 Challenge Points: Add one scorched cavern
Skills Athletics +13, Intimidation +12 troll to the encounter.
Str +5, Dex +2, Con +5, Int –2, Wis +2, Cha +2 12–13 Challenge Points: Add two scorched cavern
AC 19; Fort +14, Ref +10, Will +6 trolls to the encounter.
HP 80; regeneration 15 (deactivated by acid or sonic); 14–15 Challenge Points: Remove one scorched
Immunities bleed cavern troll, and add three elite scorched cavern trolls
Sunlight Petrification If exposed to direct sunlight, a cavern to the encounter.
troll immediately becomes slowed 1 and can’t use reactions 16–18 Challenge Points (5+ players): Add three elite
or Trample. The slowed value increases by 1 each time the scorched cavern trolls to the encounter.
cavern troll ends their turn in sunlight. If the cavern troll’s
actions are reduced to 0 in this way, they become petrified
until they spend at least 1 minute in darkness. Spells like rolls using physical ammunition that target her or originate
sunburst that create magical sunlight can’t petrify a cavern from her.
troll, but the troll is slowed 1 for 1d4 rounds after being Sunlight Petrification If exposed to direct sunlight, Clouded
exposed to such an effect. Quartz immediately becomes slowed 1 and can’t use
Attack of Opportunity [reaction] reactions or Trample. The slowed value increases by 1 each
Catch Rock [reaction] time she ends her turn in sunlight. If Clouded Quartz’s
Speed 25 feet, burrow 20 feet, climb 20 feet actions are reduced to 0 in this way, she becomes petrified
Melee [one-action] jaws +13 (reach 10 feet), Damage 2d10+5 piercing until she spends at least 1 minute in darkness. Spells like
Melee [one-action] claw +13 (agile, reach 10 feet), Damage 1d12+5 sunburst that create magical sunlight can’t petrify Clouded
slashing Quartz, but she’s slowed 1 for 1d4 rounds after being
Ranged [one-action] rock +13 (brutal, range increment 120 feet), exposed to such an effect.
Damage 2d6+5 bludgeoning Attack of Opportunity [reaction]
Rend [one-action] claw Catch Rock [reaction]
Rock Tunneler A cavern troll can burrow through solid stone Speed 25 feet, burrow 20 feet, climb 20 feet
at a Speed of 10 feet. They can leave a tunnel if they desire. Melee [one-action] jaws +17 (reach 10 feet), Damage 2d10+8 piercing
Throw Rock [one-action] Melee [one-action] claw +17 (agile, reach 10 feet), Damage 2d8+8
slashing
CLOUDED QUARTZ CREATURE 7 Ranged [one-action] rock +17 (brutal, range increment 120 feet),
UNIQUE CE LARGE EARTH GIANT TROLL Damage 2d8+8 bludgeoning
Perception +16; darkvision, tempest sight Divine Spontaneous Spells DC 23, attack +15; 3rd (3 slots)
Languages Abyssal, Jotun, Undercommon blindness, chilling darkness, fear; 2nd (3 slots) dispel magic,
Skills Athletics +17, Intimidation +17, Nature +14, Religion +14 faerie fire, silence; 1st (3 slots) create water, gust of wind,
Str +6, Dex +2, Con +6, Int –2, Wis +3, Cha +4 sanctuary; Cantrips (3rd) chill touch, divine lance, electric
Tempest Sight Clouded Quartz can see perfectly through arc, shield, sigil
wind and water. She never takes penalties to Perception Rend [one-action] claw
from wind, rain, fog, or other precipitation, or from looking Rock Tunneler Clouded Quartz can burrow through solid stone
through water or being underwater, and such conditions at a Speed of 10 feet. She can leave a tunnel if she desires.
don’t cause anything to be concealed from her. Throw Rock [one-action]
AC 23; Fort +18, Ref +15, Will +16
HP 145; regeneration 20 (deactivated by acid or sonic);
Weaknesses electricity 5; Immunities bleed; Resistances
fire 5
Perpetual Storm Aura (air, aura, water) 10 feet. Clouded
Quartz is surrounded by a perpetual storm. The whirling
winds impose a –2 circumstance penalty on ranged attack
ASH ARCHERS (2) CREATURE 5 To adjust for the PCs’ overall strength, use the following
UNCOMMON CE MEDIUM HUMANOID LIZARDFOLK TIEFLING Challenge Point adjustments. These adjustments are
Perception +15; low-light vision not cumulative.
Languages Abyssal 19–22 Challenge Points: Apply the elite adjustment
Skills Acrobatics +11, Athletics +13, Nature +9, Stealth +13, to the ash archers.
Survival +9 23–27 Challenge Points: Add one ash archer and one
Str +4, Dex +4, Con +1, Int –1, Wis +2, Cha +0 yeth warbeast to the encounter.
Items battleaxe, composite longbow (100 arrows), leather armor 28–32 Challenge Points: Add one ash archer and
AC 22; Fort +10, Ref +13, Will +9 one yeth warbeast to the encounter. Apply the elite
HP 78; Resistances fire 5 adjustment to the ash archers.
Speed 25 feet 33+ Challenge Points: Add two yeth warbeasts to
Melee [one-action] battleaxe +15, Damage 1d8+6 slashing the encounter. Apply the elite adjustment to the ash
Melee [one-action] claw +15 (agile), Damage 1d4+6 slashing archers.
Ranged [one-action] composite longbow +15 (deadly 1d10, propulsive,
range increment 100 feet, reload 0, volley 30 feet), Damage
1d8+6 piercing Ear-Splitting Howl [two-actions] (auditory, divine, evocation, fear,
Hunt Prey [one-action] (concentrate) The ash archer designates a single mental, sonic) The yeth warbeast releases a piercing bark
creature they can see and hear, or one they’re Tracking, that deals 8d6 sonic damage in a 20-foot cone (DC 25 basic
as their prey. The archer gains a +2 circumstance bonus Reflex save). A creature that critically fails also becomes
to Perception checks to Seek the prey and to Survival frightened 1, or increases the value of its frightened
checks to Track the prey. The first time the archer hits condition by 1 if already frightened. The warbeast can’t use
the designated prey in a round, they deal an additional Ear-Splitting Howl again for 1d4 rounds.
1d8 precision damage. The archer also ignores the penalty Sinister Bite A good creature bitten by a yeth warbeast
for making ranged attacks within their second range must attempt a DC 25 Will save. On a critical success, the
increment. These effects last until the archer uses Hunt creature is temporarily immune to sinister bite for 1 minute.
Prey again. A creature that fails becomes frightened 1, or increases the
value of its frightened condition by 1 if already frightened.
YETH WARBEASTS (3) CREATURE 7
UNCOMMON CE LARGE BEAST FIEND
Perception +15; darkvision, scent (imprecise) 30 feet
Languages Abyssal; (can’t speak any language)
Skills Acrobatics +13, Athletics +17, Stealth +15, Survival +13
Str +6, Dex +4, Con +2, Int –2, Wis +4, Cha +2
AC 24; Fort +15, Ref +17, Will +17
HP 145; Weaknesses silver 10
Speed 40 feet; air walk
Melee [one-action] jaws +17, Damage 3d8+6 piercing plus 1d6 evil,
Knockdown, and sinister bite
Divine Innate Spells DC 25; Constant (4th) air walk
Bay [three-actions] (auditory, concentrate, divine, enchantment, fear,
mental) The yeth warbeast emits an unearthly howl audible
up to 300 feet away. Any non-fiend creature that hears
the howl must succeed at a DC 25 Will save or become
frightened 1. Any creature that critically fails and is within
60 feet of the warbeast is instead frightened 3 and fleeing
for 1d4 rounds (or until it recovers from its frightened
condition). Whether it succeeds or fails the saving throw,
the creature is then temporarily immune to Bay for
24 hours.
CAVERN TROLLS (2) CREATURE 6 To adjust for the PCs’ overall strength, use the following
UNCOMMON CE LARGE EARTH GIANT TROLL Challenge Point adjustments. These adjustments are
Perception +14; darkvision not cumulative.
Languages Jotun, Undercommon 19–22 Challenge Points: Add one cavern troll to the
Skills Athletics +16, Intimidation +14 encounter.
Str +6, Dex +2, Con +6, Int –2, Wis +2, Cha +2 23–27 Challenge Points: Add two cavern trolls to the
AC 22; Fort +18, Ref +13, Will +8 encounter.
HP 135; regeneration 20 (deactivated by acid or sonic); 28–32 Challenge Points: Replace the two cavern
Immunities bleed trolls with three elite cavern trolls and one cavern troll.
Sunlight Petrification If exposed to direct sunlight, a cavern 33+ Challenge Points (5+ players): Add three elite
troll immediately becomes slowed 1 and can’t use reactions cavern trolls.
or Trample. The slowed value increases by 1 each time the
cavern troll ends their turn in sunlight. If the cavern troll’s
actions are reduced to 0 in this way, they become petrified winds impose a –2 circumstance penalty on ranged attack
until they spend at least 1 minute in darkness. Spells like rolls using physical ammunition that target her or originate
sunburst that create magical sunlight can’t petrify a cavern from her.
troll, but the troll is slowed 1 for 1d4 rounds after being Sunlight Petrification If exposed to direct sunlight, Clouded
exposed to such an effect. Quartz immediately becomes slowed 1 and can’t use
Attack of Opportunity [reaction] reactions or Trample. The slowed value increases by 1 each
Catch Rock [reaction] time she ends her turn in sunlight. If Clouded Quartz’s
Speed 25 feet, burrow 20 feet, climb 20 feet actions are reduced to 0 in this way, she becomes petrified
Melee [one-action] jaws +16 (reach 10 feet), Damage 2d10+8 piercing until she spends at least 1 minute in darkness. Spells like
Melee [one-action] claw +16 (agile, reach 10 feet), Damage 2d6+8 sunburst that create magical sunlight can’t petrify Clouded
slashing Quartz, but she is slowed 1 for 1d4 rounds after being
Ranged [one-action] rock +16 (brutal, range increment 120 feet), exposed to such an effect.
Damage 1d12+8 bludgeoning Attack of Opportunity [reaction]
Rend [one-action] claw Catch Rock [reaction]
Rock Tunneler A cavern troll can burrow through solid stone Speed 25 feet, burrow 20 feet, climb 20 feet
at a Speed of 10 feet. They can leave a tunnel if they desire. Melee [one-action] jaws +20 (reach 10 feet), Damage 2d12+8 piercing
Throw Rock [one-action] Melee [one-action] claw +20 (agile, reach 10 feet), Damage 3d6+8
slashing
CLOUDED QUARTZ CREATURE 9 Ranged [one-action] rock +20 (brutal, range increment 120 feet),
UNIQUE CE LARGE EARTH GIANT TROLL Damage 2d10+8 bludgeoning
Perception +18; darkvision, tempest sight Divine Spontaneous Spells DC 26, attack +18; 4th (3 slots)
Languages Abyssal, Jotun, Undercommon enervation, freedom of movement, lightning bolt; 3rd (3
Skills Athletics +19, Intimidation +20, Nature +16, Religion slots) blindness, chilling darkness, fear; 2nd (3 slots) dispel
+16 magic, faerie fire, silence; 1st (3 slots) create water, gust
Str +6, Dex +2, Con +6, Int –1, Wis +3, Cha +5 of wind, sanctuary; Cantrips (4th) chill touch, divine lance,
Tempest Sight Clouded Quartz can see perfectly through electric arc, shield, sigil
wind and water. She never takes penalties to Perception Rend [one-action]
from wind, rain, fog, or other precipitation, or from looking Rock Tunneler Clouded Quartz can burrow through solid stone
through water or being underwater, and such conditions at a Speed of 10 feet. She can leave a tunnel if she desires.
don’t cause anything to be concealed from her. Throw Rock [one-action]
AC 26; Fort +21, Ref +17, Will +18
HP 200; regeneration 20 (deactivated by acid or sonic);
Weaknesses electricity 10; Immunities bleed; Resistances
fire 10
Perpetual Storm Aura (air, aura, water) 10 feet. Clouded
Quartz is surrounded by a perpetual storm. The whirling
Location
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy
2
Character Name Organized Play # Character #
Adventure Summary
Tasked by the Decemvirate, you magically travelled to the distant lands of Sarkoris to enlist the assistance of Nelket the god caller
and Dolok Darkfur of the Farheaven Clan. When you arrived, you found that Dolok was in the midst of enacting a powerful ritual
to cleanse a nearby forest. Using feathers granted by the eidolon that summoned magical trees, you held off two assaults by waves
of demonic attackers. Following this, you met with several prominent members of the Farheaven Clan and their allies. Finally, a
worshipper of the demon lord Urxehl dispatched a subterranean force to attack the ritual site from below. You and your allies
managed to stop the attackers and secure Dolok and Nelket’s aid in future missions.
Boons Rewards
Congratulations on completing the adventure! You’ve earned Pathfinder Society (second edition) XP Gained
Achievement Points, a currency that be redeemed on our website at paizo.com for special character boons,
such as access to rare or uncommon ancestries, feats, and more! To redeem your Achievement Points, go
to paizo.com/organizedPlay/myAccount and click on the Boons tab. Note that you must have created a
paizo.com account and registered a character before you can begin making Achievement Point transactions.
GP Gained
Reputation Gained
Items Purchases
Items Sold / Conditions Gained
Notes Downtime
FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: SCWG