TEXT: By Kalervo Oikarinen
  Faithless and Forgotten, Part 2:
  Lost Colony of Taldor
  PATHFINDER SOCIETY SCENARIO #7-16 
  TIER 1–5
  
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  Pathfinder Society Scenario #7–16: Faithless and Forgotten, Part 2: Lost Colony of Taldor is a Pathfinder Society Scenario designed 
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  Organized Play campaign, but can easily be adapted for use with any world.
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  Faithless and Forgotten, Part 2:
  Lost Colony of Taldor
  Pathfinder Society Scenario #7–16
  
  Cheliax
  Inner Sea
  • Corentyn
  Khari •
  Arcadian
  Ocean
  3
  The ministry has also been investigating Zefiro 
  Balinger, the curator and director of Corentyn’s Museum 
  of History, for preserving unlawful histories. They have 
  tasked Iluvia Thorn, a Hellknight signifer, to lead the 
  inquiry into Zefiro and anyone who associates with him. 
  He has risked several meetings with visiting Pathfinders, 
  who he hopes will help him smuggle the unaltered, 
  preserved histories of Cheliax to safety. This is all Iluvia 
  Thorn has been waiting for, and she only awaits a judge’s 
  warrant before making her arrest.
  SUMMARY
  The PCs begin the adventure in Corentyn, where in 
  Pathfinder Society Scenario #7–14: Faithless and Forgotten, Part 
  1: Let Bygones Be they first worked with Zefiro Balinger 
  before traveling to Hellcoast to investigate a ruined keep 
  N
  orthwestern Garund was once the heart of the 
  mighty Jistkan Imperium, and numerous ruins 
  still lie preserved in the arid region. During 
  the Everwar several centuries ago, Chelish soldiers 
  discovered one of these ruins in a Rahadoumi settlement 
  known as Ibhir about fifteen miles from the city of Khari. 
  The fierce battle between Chelish and Rahadoumi forces 
  left Ibhir in ruins, and the victorious Chelish forces 
  discovered ancient Jistkan chambers beneath the village’s 
  deep foundations. After some brave—or greedy—souls 
  went missing while exploring the deeper parts, the area 
  was sealed off and forgotten for centuries, protected by 
  tales of the restless dead.
  The Thrice-Damned House Thrune has ruled Cheliax 
  for the better part of a century, and their censors and 
  Hellknight allies have systematically revised the nation’s 
  history (and destroyed any records that reference 
  redacted events) to control the citizenry. Ibhir’s ruins 
  present an alternative to the destruction of unwanted 
  history: outright fabrication of a fictitious narrative. The 
  Imperial Ministry of Historical Accuracy tasked Chelish 
  archaeologists from the Athenaeum museum to covertly 
  reopen the excavation at Ibhir and modify the ruins to 
  suggest Taldor—not Jistka—had conquered and settled 
  the area millennia ago. To this end, they also contracted 
  the Aspis Consortium to deliver a host of fabricated 
  artifacts of the right age that would not be traced back to 
  the Athenaeum.
  The idea of a Rahadoumi settlement built above an 
  ancient Taldan one to hide the truth—until the brave 
  Chelish soldiers came to set things right—was too good 
  to pass up. The only piece that’s missing is a team of 
  independent scholars trustworthy enough to be perceived 
  as impartial judges but sufficiently inexperienced to 
  believe the planted evidence. The Pathfinder Society was 
  unwittingly all too happy to oblige. If the plan works, the 
  Chelish masterminds hope to create a national narrative 
  strong enough to silence diplomats from Rahadoum, 
  who demand that Cheliax return the conquered Kharijite 
  province to its rightful owner.
  Faithless and Forgotten, Part 2:
  Lost Colony of Taldor
  By Kalervo Oikarinen
  WHERE ON GOLARION?
  Colony of Taldor begins and ends in the city of Corentyn, but 
  much of its action takes place in an ancient ruin located near 
  the city Khari. The sun-scorched Kharijite province of Cheliax 
  remains a contested region as Rahadoum—the previous 
  owner—demands its return. For more information on Cheliax 
  and its southern regions, see Pathfinder Campaign Setting: 
  The Inner Sea World Guide and Pathfinder Campaign Setting: 
  Cheliax, The Infernal Empire.
  
  Zefiro 
  Balinger
  4
  PATHFINDER SOCIETY SCENARIO
  of House Davian. Zefiro has a package for them 
  provided by the Athenaeum archaeologists 
  with details about a lost colony of Taldor 
  uncovered in the Kharijite province—the 
  next site in Cheliax the PCs are authorized 
  to explore. After meeting with Zefiro in the 
  Museum of History, the PCs are ready to 
  make their way to the city of Khari aboard 
  a Chelish frigate.
  When 
  the 
  PCs 
  arrive 
  in 
  Khari, they must procure a 
  travel permit before they can 
  depart for the archaeological 
  site. Mavius Giovenci, the 
  magistrate in charge of 
  handling 
  the 
  permits, 
  takes personal interest in 
  the archaeological mission 
  and invites the PCs to his 
  manor for a banquet to satiate his 
  curiosity. Travel permit in hand, the 
  PCs journey through arid lands to 
  the haunted ruins of Ibhir, an old Rahadoumi settlement 
  ruined during the Everwar. After the PCs defeat undead 
  Chelish soldiers that have overrun the camp under the 
  cover of a sandstorm, they investigate the archaeological 
  site below and can learn of the Chelish archaeologists’ 
  tampering by examining several key artifacts and 
  features. The PCs venture into the infernal Jistkan 
  chambers that lie beyond the site, once they see through 
  the false Taldan façade. After surviving the dangers left 
  behind by Jistkan artificers, the PCs are ready to sail back 
  to Corentyn, Jistkan artifacts and treasures in hand.
  The Imperial Ministry of Historical Accuracy finally 
  makes their move against Zefiro shortly before the PCs 
  return to Corentyn. Signifer Iluvia Thorn and several 
  Thrune loyalists raid the Museum of History and arrest 
  Zefiro. When the PCs arrive to the museum, Iluvia and 
  her goons are in the middle of scouring the museum for 
  any unlawful histories collected by Zefiro. After dealing 
  GM RESOURCES
  This adventure makes use of the following Pathfinder RPG 
  products: the Pathfinder RPG Core Rulebook, Pathfinder 
  RPG Advanced Player’s Guide, Pathfinder RPG Bestiary, 
  Pathfinder RPG NPC Codex, Pathfinder RPG Ultimate 
  Equipment, and Pathfinder RPG Ultimate Magic. You can 
  find all these rules in the Pathfinder Reference Document 
  online at paizo.com/prd, and the relevant rules from the 
  Bestiary and NPC Codex are reprinted at the back of the 
  adventure for the GM’s convenience.
  with the Chelish forces, the PCs discover that Zefiro is 
  no longer at the museum. Finally, the PCs gather any 
  evidence on the current whereabouts of Zefiro—along 
  with items dealing with the true history of Corentyn—
  and flee the museum before more Chelish soldiers arrive.
  GETTING STARTED
  The adventure begins in Corentyn’s Museum of History. 
  The former courthouse rises above many of the 
  other buildings within the High Quarter. The 
  museum has endured the touch of time well, 
  and it houses those artifacts from Corentyn’s 
  illustrious history that the Thrune regime 
  has approved. Earlier, a courier sent by 
  Ianareth Alazario—the new Chelish liaison 
  to the Grand Lodge—informed the PCs 
  that a package provided by Athenaeum 
  archaeologists awaits them at the museum 
  and that they are to contact Zefiro Balinger, 
  whom they met during their investigation 
  into the ruined keep of House Davian. 
  Read or paraphrase the following when 
  the PCs are ready to enter the museum.
  Motes of dust float in the air as the 
  midday 
  sun 
  shines 
  through 
  the 
  skylights of the museum roof. Several 
  scholars and students move about 
  the bookshelves and display 
  cases on the main floor and 
  the balconies above, while 
  some are hunched over tables 
  piled with heavy tomes. Zefiro is in 
  discussion with a colleague when he 
  notices the visitors.
  “Ah, you have returned. Welcome.” He shakes hands with 
  everyone. “Right, we have that package for you.” Zefiro beckons 
  to a student at a nearby table. “Run up and fetch the Athenaeum 
  materials from my office.” He turns back from the student, 
  though he occasionally glances nervously at the people going 
  about their work around him. 
  “The ruin you’re about to investigate is certainly a major 
  discovery, and it’s sure to earn great prestige for my colleagues 
  at Egorian’s Athenaeum. A lost colony of ancient Taldor right 
  within the Kharijite province would certainly give our beloved 
  empire a strong claim to the region.” Zefiro steps a little closer 
  and lowers his voice. “I would be very interested to discuss your 
  findings when you return, with a bit more privacy. Come see me 
  here in the evening and we can have a talk in my office.”
  Zefiro takes a step back as the student returns with the 
  package. He hands it over to the PCs, “If there’s nothing else, I 
  must get back to my duties.”
  
  5
  FAITHLESS AND FORGOTTEN, PART 2: LOST COLONY OF TALDOR
  Zefiro stays and willingly answers a few quick 
  questions if the PCs so wish, but then he firmly says his 
  good-byes and returns to his ongoing work. He is able 
  to tell the PCs that the lost colony lies under a ruined 
  Rahadoumi village called Ibhir, which is located a couple 
  of days’ ride southwest from the city of Khari. A collapse 
  uncovered the site as a fierce battle was fought in Ibhir 
  during the Everwar. Centuries later, a forgotten war 
  diary led the Athenaeum archaeologists to rediscover the 
  colony and mount an expedition to exhume it. According 
  to the Athenaeum archaeologists, Taldan colonists 
  established the settlement as part of the Third Army of 
  Exploration, sometime after Corentyn was founded in 
  1520 ar. Zefiro has only met Ianareth in passing, and he 
  describes her as the shining embodiment of Cheliax’s 
  values; he accompanies this statement with a grimace 
  meant to convey that he doesn’t necessarily intend this 
  as a compliment.
  The Athenaeum package contains several items: an 
  official document that authorizes its bearer to inspect the 
  archaeological site, a map of the Kharijite province that 
  has a route to Ibhir marked on it, and an archaeological 
  report that details the discoveries made at the site. Give 
  the players Player Handout #1.
  After departing the museum, the PCs make their way 
  to the docks where Ianareth has arranged passage to 
  Khari aboard one of the ships that the Chelish navy uses 
  to patrol the Hespereth Strait.
  THE CITY OF KHARI
  The sail to Khari is quite uneventful, and the 
  crewmembers—none too pleased about having to 
  transport civilians aboard a military vessel—keep to 
  themselves. As the Pathfinders arrive in Khari, read or 
  paraphrase the following.
  The Chelish frigate cuts through the waves by the Arch of Aroden 
  as sunrise paints the harbor of Khari red. Vessels from all around 
  the Inner Sea are moored at the docks, waiting for their cargo 
  to be unloaded or for new goods to be brought aboard. The city 
  spreads around the bay, with sandstone buildings and twisting 
  minarets marking its Rahadoumi origin now emblazoned with 
  red-and-white banners of Cheliax.
  Most of the inhabitants dress in a Garundi fashion of colorful 
  robes and billowing blouses, but occasionally a regiment of 
  Chelish soldiers or a Hellknight parts the crowd. Several open-
  air markets fill the city with clamor as merchants and patrons 
  haggle loudly under many-colored stalls. 
  
  6
  PATHFINDER SOCIETY SCENARIO
  At one of the stalls, an exasperated man with an Osirian 
  accent complains loudly, “It would be bad enough if it was just 
  the damned dockworkers who take their time unloading my 
  goods, but now I have to wait for those infernal bureaucrats to 
  grant me a travel permit to even leave the city. I swear I’m about 
  to lose my mind with the incompetence of these people!” 
  The Society has provided the PCs with basic 
  archaeological equipment (picks, shovels, brushes, sacks, 
  parchment tags, and notebooks) and sufficient funds to 
  cover essential expenses and purchase mounts; they can 
  keep anything left over as a bonus. The PCs may gather 
  information and prepare for the journey as they interact 
  with the local people, but before they leave the city, they 
  must acquire a travel permit.
  Diplomacy (gather information)
  Based on the result of the Diplomacy (gather information) 
  check, the PCs might learn more about Khari and the 
  previous expedition. Each PC notes all of the information 
  whose DC is less than or equal to the result of her check.
  15+: A gruff barkeep informs the PCs of the tight grip 
  Cheliax keeps on the city. “Recently they’ve been cracking 
  down on any shady business, so everyone needs a travel 
  permit to leave the city. I hear the inspections of coming 
  and going cargo are pretty thorough as well. Good luck at 
  the magistrate’s office—the lines are bound to be as long 
  as the Arch.”
  20+: A bored caravan guard provides information 
  about the archaeological expedition. “They had plenty 
  of scholars and soldiers as well. The number of tools 
  and supplies they were willing to lug across the desert 
  surprised me. Our caravan shared the road with them for 
  a while, but they kept mostly to themselves.”
  25+: An unscrupulous merchant reveals information 
  about the Aspis Consortium caravan that went to the 
  expedition site. “The Aspis Consortium transported a 
  caravan full of supplies to the ruins. I’m not sure what 
  they were carrying in those crates, but I hear they looked 
  heavy—not that they were advertising this on the streets 
  or anything, but I have my sources. It didn’t take long 
  for them to receive appropriate permits either. I guess it 
  helps to have friends in the right places.”
  Knowledge (geography or local)
  Based on the result of the Knowledge (local) check, the 
  PCs might learn more about the Kharijite region. Each 
  PC notes all of the information whose DC is less than or 
  equal to the result of her check.
  15+: The people of Khari see themselves more as 
  Chelish citizens than as Rahadoumi despite their 
  ancestry. Lord-mayor Marsiol Giovenci, a steadfast ally of 
  the Thrune regime, rules Khari. Giovenci takes a harsh 
  stance against anyone who would engage in smuggling 
  and black-market deals.
  20+: This time of the year, fierce sandstorms tend to 
  plague the area around Ibhir, and it’s bound to get even 
  worse in the following weeks before the storms subside. 
  It’s a good idea to make the journey there and back as soon 
  as possible. Learning this grants the PCs a +5 bonus on 
  the Survival check to notice the encroaching sandstorm 
  on their way to the excavation later in the adventure.
  25+: The settlement of Ibhir has remained abandoned 
  for centuries since the Everwar. At campfires, the local 
  people whisper ghost stories that revolved around 
  foolish travelers who took shelter in the ruins during a 
  sandstorm and never returned.
  Knowledge (history)
  Based on the result of the Knowledge (history) check, the 
  PCs may know about the history of the Kharijite province. 
  Each PC notes all of the information whose DC is less 
  than or equal to the result of her check.
  10+: Cheliax forcibly annexed the Kharijite province 
  from Rahadoum during the Everwar, and Rahadoumi 
  diplomats have been demanding that Cheliax return the 
  region to its rightful owner ever since.
  15+: The Everwar, also known as the Wars of Expansion, 
  was a century-long war of conquest launched by King 
  Haliad III in 4305 ar that—among other territories—
  expanded Chelish control into northern Garund, 
  allowing them to control both ends of the Arch of Aroden. 
  The Everwar lasted through the reigns of five Chelish 
  monarchs and finally ended in 4410 ar. 
  20+: There are several ruins in northern Garund left 
  behind by long-lost human civilizations, most famously 
  the Jistka Imperium. The Jistkans were famous for 
  building golems and other mighty constructs.
  ACQUIRING TRAVEL PERMITS
  Following the recent exposure of an extensive smuggling 
  ring, Khari’s government has tightened security on 
  who can or cannot leave the city. Even the PCs’ official 
  authorization to explore Ibhir is insufficient to get them 
  past the gate guards. In order to leave, the Pathfinders 
  must secure travel permits from the office of Magistrate 
  Mavius Giovenci.
  Scores of applicants hoping to procure official travel 
  permits fill the bulky sandstone building, and clerks 
  steadily work their way up and down the lines to 
  identify each applicant and inquire about their business. 
  Once a clerk confirms the PCs’ authorization from the 
  Athenaeum, she fetches a letter, lowers her voice, and 
  tells them, “Magistrate Mavius Giovenci wants to handle 
  this matter in person. This is an invitation to attend 
  an evening function at his estate.” She forces a smile 
  
  7
  FAITHLESS AND FORGOTTEN, PART 2: LOST COLONY OF TALDOR
  and then turns her attention to the next group in line. 
  As promised, the letter requests that the PCs join the 
  magistrate at sundown for a fancy meal.
  The PCs are free to turn down the invitation, though 
  this adventure assumes the PCs secure the magistrate’s 
  assistance. If spurned, he sends a more strongly worded 
  invitation the next day that practically mandates their 
  attendance; his hurt pride imposes a –2 penalty on any 
  check the PCs attempt to influence him during the 
  meeting. If the PCs turn down this second opportunity, 
  the magistrate ignores them from then on. A PC can 
  spend 2 Prestige Points to secure an adequate travel 
  permit through alternate channels, or a GM might allow 
  a creative solution, such as the PCs sneaking out of the 
  city with all of their excavation equipment stored in a bag 
  of holding (most such DCs to evade Chelish law should be 
  in the low 20s). Otherwise, they’re stuck in Khari, and the 
  adventure effectively comes to an end.
  The PCs have several hours before the function, which 
  is sufficient for them to learn more about their host and 
  acquire new outfits for the fancy occasion.
  Diplomacy (gather information), 
  Knowledge (local), or Knowledge 
  (nobility)
  Based on the result of a Diplomacy or Knowledge (local 
  or nobility) check, the PCs might learn rumors about 
  Magistrate Mavius Giovenci and his connections. Each 
  PC notes all of the information whose DC is less than or 
  equal to the result of her check.
  15+: Mavius is a cousin of the lord-mayor of Khari. The 
  magistrate takes advantage of his station to enjoy all the 
  pleasures the city has to offer, therefore his palanquin is 
  a regular sight on the street as Mavius travels between 
  the mansion and several high-end establishments and 
  the opera.
  20+: The lord-mayor, Marsiol Giovenci, isn’t too fond of 
  his cousin. He secured the post of magistrate for Mavius 
  as a favor to Mavius’s father, yet Marsiol feels that his 
  cousin doesn’t live up to the city’s standards. The lord-
  mayor is concerned that Mavius might make him regret 
  the favor by becoming entangled in some scandal.
  25+: Mavius has been involved in some dubious dealings 
  with shady individuals tied to the Aspis Consortium, 
  including the halfling, Tamrin Credence. The PCs 
  learned during their previous investigation in Corentyn 
  that Tamrin had also been involved with Zarta Dralneen. 
  There’s enough evidence to let the PCs leverage this 
  information to force the magistrate to cooperate—even 
  become a long-term asset for future endeavors—though 
  actually using information against a Chelish noble would 
  be risky at best.
  Once the PCs are ready to meet with the magistrate, 
  read or paraphrase the following.
  The magistrate’s mansion is of modest size but well-maintained. 
  Upon receiving the invitation, a halfling servant guides everyone 
  through an iron gate with flowery designs onto a terrace 
  overlooking the bay near the Arch of Aroden. A ring of sitting 
  pillows and several water pipes furnish the terrace. At the end 
  of the hall sits a handsome, dark-haired man with an easy smile, 
  though years of indulgent living seem to have taken their toll on 
  his physique. The air is humid as thundering clouds gather far 
  from the shore.
  Mavius beckons everyone to sit down, “My dear guests, 
  please relax and enjoy yourselves. There are plenty of local 
  delicacies, and the wine is quite exquisite. I’m sure you’re eager 
  to get down to business, yet there’ll be time for that later.”
  Magistrate Mavius Giovenci has heard about the 
  Athenaeum’s contracting specialists to explore a site in 
  Kharijite. As one who values knowing the latest gossip, 
  Mavius has invited the PCs to his estate to learn what 
  he can of their operation and appease his own ego at 
  the same time. Earning his approval and cooperation in 
  securing travel papers is divided into three parts, each 
  of which concludes with a skill check. The skill check 
  DCs referenced below are appropriate for Subtier 1–2; in 
  Subtier 4–5, increase each of the DCs by 3.
  As advertised, Mavius has provided a sumptuous feast, 
  and he greedily partakes of the many delicacies. If a PC 
  desires, she can eat and drink to excess, granting her the 
  sickened condition for the duration of the encounter. 
  However, matching Mavius’s appetite delights him, 
  and that PC can reroll one failed skill check to impress 
  the magistrate. Any PC wearing a fully accessorized 
  courtier’s outfit or finer also gains a +2 bonus on checks 
  to impress Mavius. Of course, if the players roleplay 
  one of the magistrate’s tests in an especially clever way, 
  consider providing them as much as a +5 bonus on the 
  associated check.
  Once the bulk of the meal is done, Mavius cheerfully 
  seeks other amusement.
  The magistrate orders a servant to bring out an ornate board 
  with several dozen ivory pieces, “Would anyone care for a 
  friendly game of Siege—unless one of you can entertain us 
  with some Chelish opera? Hah!”
  Intelligence DC 12, Profession (gambler) DC 16, or 
  Perform (sing) DC 16: The deeply strategic game Siege is 
  played with pieces on a board and involves each player 
  attempting to surround the pieces of his opponent. 
  Mavius doesn’t like to lose, which a PC can discern with a 
  DC 15 Sense Motive check. Succeeding at the Intelligence 
  
  8
  PATHFINDER SOCIETY SCENARIO
  or Profession (gambler) check means that the PC won 
  the game (which is to their disadvantage), unless she 
  purposefully tried to lose; failing the check when trying 
  to lose represents losing so pitifully that Mavius is 
  disappointed by the game. A PC can instead attempt a 
  DC 16 Bluff check to lose the game in a convincing way. 
  Alternatively, a PC can offer to sing a piece selected from 
  a Chelish opera. 
  The Pathfinders succeed at this part of the encounter if 
  the PC loses the game convincingly and without getting 
  caught, or if she sings the opera piece well. Otherwise 
  they fail this test.
  After the games and song, Mavius’s attention turns to 
  the Pathfinders and their exploits.
  “Tell me about this expedition you are embarking upon. I 
  have heard a little about it here and there—enough to get me 
  intrigued. I’d love to know more.”
  Bluff, Diplomacy, or Perform (oratory) DC 15: At least 
  two PCs must impress upon Mavius the importance 
  of their mission for Cheliax. At least half of the PCs 
  (minimum two) who attempt this check must succeed 
  to avoid failing this test. If only one PC is explaining 
  everything, Mavius cajoles his other guests to contribute. 
  Once he’s heard enough, Mavius idly waves a hand and 
  makes another suggestion, beginning the encounter’s 
  final challenge.
   “I have heard some wild tales about the exploits of Pathfinders. 
  I’d like to hear more of your adventures, or perhaps you’d like 
  to showcase your considerable skills!”
  Any appropriate skill (DC 16), ability (DC 12), or attack 
  (AC 16): Mavius expects everyone to contribute. Each PC 
  must either tell a story about their exploits, showcase 
  their physical aptitude, or demonstrate their knowledge 
  that relates to their talents as a Pathfinder. This is a very 
  open-ended challenge that can accommodate a wide 
  variety of solutions. Mavius can gather a number of props 
  that might help a PC show off, such as locks to pick, ripe 
  fruit to cut from the air, and the like. If at least half of the 
  PCs succeed at their checks, Mavius is convinced that the 
  PCs have what it takes to accomplish their mission; the 
  PCs have passed this final challenge.
  Intimidate DC 20: Alternatively, or if the previous 
  attempts failed, the PCs can leverage the compromising 
  information they may have learned when they gathered 
  information about Mavius. If successful, this compels 
  Mavius to cooperate with the PCs and concludes the 
  encounter immediately. If the check fails, Mavius 
  plays the attempt off as a jest made in very poor taste, 
  and he pointedly asks the PCs not to bring up any such 
  foolishness again; increase the DCs of any other checks 
  made to impress the magistrate by 3. 
  Development: If the PCs succeed in two of three 
  parts of impressing Mavius—or blackmail him into 
  cooperating—the magistrate waives any fees related to 
  the travel permit, which is available the next morning. 
  Having the magistrate as a friend or a reluctant asset 
  might prove useful for any future endeavors the PCs or 
  their allies might have in Khari. On a failure, the PCs 
  must spend money for the fees. Regardless, the PCs are 
  now allowed to travel to Ibhir.
  Rewards: If the PCs fail to secure Mavius’s cooperation, 
  reduce each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 41 gp.
  Out of Subtier: Reduce each PC’s gold earned by 103 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 166 gp.
  TRAVEL AND STORMS
  Most of the PCs’ overland journey is safe and uneventful, 
  thanks to the carefully notated map provided by the 
  Athenaeum. The PCs’ luck turns against them during 
  the final stretch as a sandstorm rumbles toward the 
  bluff from the southeast. A PC who succeeds at a DC 20 
  Survival check notices the signs of the rising storm well 
  in advance, reducing the DCs of all subsequent checks to 
  avoid the storm by 2. If a PC succeeded at the Knowledge 
  (geography or local) on page 6, the PCs gain a +5 bonus on 
  this Survival check.
  The last rays of the setting sun light up a bluff to the southeast 
  that towers over the desert. Ruined buildings and leaning 
  towers jut up from the plateau on its top as ominous clouds 
  loom to the south of Ibhir—a sandstorm roars across the desert 
  toward the ruins.
  The only cover in sight is the Chelish camp’s sandstone 
  building, and the PCs need to reach it before the storm 
  reaches them. Doing so requires a series of three skill 
  checks that all of the PCs must attempt, and the PCs 
  succeed at each of the three challenges as a group if at 
  least half of the PCs succeed at that check. In Subtier 4–5, 
  increase the DC of the skill checks by 3 and the DC of the 
  ability checks by 2.
  First, the PCs must hurry their mounts toward the 
  bluff with a successful DC 13 Ride check. Second, the PCs 
  need to lead their mounts along the treacherous path that 
  snakes up the side of the bluff, requiring a successful DC 
  16 Ride check or DC 14 Handle Animal check. Finally, at 
  the top of the bluff, the PCs must navigate the stinging 
  sand and locate the Chelish camp with a successful DC 
  17 Perception check. If a PC elected not to ride a mount, 
  for the first two checks he must instead attempt a DC 
  13 Constitution check followed by a DC 16 Acrobatics or 
  
  9
  FAITHLESS AND FORGOTTEN, PART 2: LOST COLONY OF TALDOR
  Climb check; he gains a +2 bonus on these checks if his 
  movement speed is at least 40 feet.
  For each of these checks the PCs fail as a group, 
  each PC takes 1d3 points of nonlethal damage from the 
  sandstorm (2d4 points of nonlethal damage in Subtier 
  4–5). In addition, failing at least one of the challenges 
  damages the PCs’ eyes, imposing a –2 penalty on their 
  Perception checks for the next 24 hours. A PC wearing 
  goggles or other heavy eyewear during the storm ignores 
  this penalty.
  Development: The PCs enter area A1 at the conclusion 
  of this scene. The number of challenges the PCs failed 
  also impacts how long the PCs have to secure the canvas 
  roof in the next encounter.
  A. THE LOST COLONY OF TALDOR
  The ruins of Ibhir are atop a 200-foot-tall stone bluff. 
  The only way to reach it is via a precarious path that 
  snakes up the side. Most of the buildings are heavily 
  damaged by the battles of the Everwar and centuries 
  of abandonment to the elements. The Chelish base 
  camp is located in the middle of the wrecked village, 
  surrounded by a palisade. In the center of the camp 
  stands a partially intact sandstone building that leads 
  into the chambers below.
  The settlement’s ongoing occupation gradually led to 
  building atop older structures, which gradually raised 
  Ibhir’s effective street level. As a result, many of the ruins 
  have extensive basements with now-blocked windows and 
  other living quarters that were once surface structures. 
  However, some properties had intentional basement 
  levels, including the site of the Chelish excavation, where 
  clandestine Jistkan researchers and priest-artificers 
  sought ways to harness infernal energies.
  Unless otherwise noted, all of the rooms in this site 
  are 20 feet tall and not illuminated. Staircases descend 
  at approximately a 45-degree angle, and ascending 
  creatures treat the steps as difficult terrain. The Taldan 
  portions (areas A1–A3) are covered with a thin layer of 
  sand that has blown in from outside, but otherwise they 
  are fairly clean. The Jistkan parts of the site (areas A4–
  A10) have slightly unstable and degraded ceilings, which 
  causes bits of dirt, rock, and plaster to occasionally rain 
  down from above.
  Archaeology: In areas A2 and A3, the PCs have 
  five opportunities to study the ruins and identify 
  inconsistencies that suggest someone tampered with 
  the site. Finding these faked artifacts and modified 
  features not only helps the players realize that they’re 
  pawns in a larger Chelish scheme, but it also contributes 
  to their secondary success conditions. The skill check 
  DCs listed are for Subtier 1–2; increase these DCs by 2 
  in Subtier 4–5.
  A1. Chelish Camp (CR 2 or CR 5)
  Sand gusts into the building through the open door to the 
  west and the southwest corner of the canvas roof, where the 
  broad tarpaulin has broken free at one end. The canvas strains 
  violently in the wind as the rest of the bindings begin to pull 
  loose. Only half of the building’s original floor still exists to 
  the south. A ladder descends ten feet to a ledge below, and 
  another ladder descends further into a jagged crack in the 
  ground. A campsite sprawls across both ledges, and several 
  bloodied corpses are scattered throughout.
  The Chelish team set up their camp in this sandstone 
  building. The ceiling rises 15 feet above the floor to the south, 
  which is 10 feet above the lower floor. The northern floor has 
  an opening that drops 20 feet into area A2. The PCs have 
  14 rounds to secure the canvas before it rips completely off, 
  but for each challenge they failed while escaping the storm, 
  they have 2 fewer rounds to accomplish the task. Securing 
  the canvas requires climbing the fragmented walls (Climb 
  DC 15) and then succeeding at a DC 12 Strength check as a 
  full-round action to reattach the tarpaulin.
  A PC can discover a small shard of Taldan pottery in 
  the hay under a crate with a successful DC 22 Perception 
  check. This is an initial clue that somebody might have 
  imported pottery to place in the excavation.
  Creatures: When night falls, the soldiers that fell during 
  the Everwar roam the ruins as undead, some of which retain 
  their intelligence due to the unholy energies emanating 
  from the buried ruins. Once most of the Chelish team had 
  left Ibhir, the undead emerged in force and attacked the 
  now-vulnerable camp. As the sandstorm blots out the sun, 
  the undead once again stir and attack the PCs as they enter 
  the area. Two are on the southern ledge, and the other is on 
  the lower northern floor. With a DC 18 Knowledge (history) 
  check, a PC can determine that the tattered uniforms they 
  wear date back to the Everwar.
  Subtier 1–2 (CR 2)
  DESICCATED SKELETONS (3) 
  CR 1/2
  Variant skeleton (Pathfinder RPG Bestiary 250)
  NE Medium undead
  SCALING ENCOUNTER A1
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: Remove one desiccated skeleton from the 
  encounter.
  Subtier 4–5: Remove one skeletal champion from the 
  encounter.
  
  N
  A. The Lost Colony
  1 square = 5 feet
  E : Serpent Effigy
  S : Skeleton
  A10
  A9
  A8
  A7
  A6
  A5
  A4
  A3
  A2
  A1
  E2
  E3
  E1
  S2
  S1
  S3
  10
  PATHFINDER SOCIETY SCENARIO
  
  Skeletal 
  Champion
  11
  FAITHLESS AND FORGOTTEN, PART 2: LOST COLONY OF TALDOR
  Init +6; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
  hp 9 (2d8)
  Fort +0, Ref +2, Will +3; +2 vs. water
  DR 5/bludgeoning; Immune cold, undead traits; 
  SR 12 (water only)
  OFFENSE
  Speed 30 ft.
  Melee broken longsword +1 (1d8 plus desiccation), claw –2 
  (1d4+1 plus desiccation) or 
  2 claws +3 (1d4+2 plus desiccation)
  Special Attacks desiccation
  TACTICS
  During Combat The skeletons mindlessly attack the PCs, 
  retaining just enough memory of their former lives to 
  perform antiquated Chelish military salutes before charging 
  into battle. The skeletons do not pursue the PCs into area A2, 
  though they do pursue the PCs outside the building.
  Morale The skeletons fight until destroyed.
  STATISTICS
  Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +3; CMD 15
  Feats Improved InitiativeB
  Gear broken chain shirt, broken longsword
  SPECIAL ABILITIES
  Desiccation (Su) An aura of supernaturally arid air surrounds 
  a desiccated skeleton, withering foes, granting the skeleton 
  spell resistance 12 against any spell or spell-like ability with 
  the water descriptor, and providing it a +2 profane bonus 
  to AC and a +2 profane bonus on saving throws against 
  water effects. When a desiccated skeleton hits with a melee 
  attack, the target must also succeed at a DC 11 Fortitude 
  save or be afflicted with the desiccation aura for 1d3+1 
  rounds. At the start of each of the target’s turns, it takes 1d3 
  nonlethal damage as the arid air draws out his vital fluids. 
  Dousing the victim with at least 1/2 gallon of water 
  (the volume of a typical waterskin) grants the target 
  a new Fortitude save to end the effect immediately, 
  and drinking 1/2 gallon of water over the course of at 
  least 1 minute restores any nonlethal damage dealt by 
  this effect. A creature cannot be subject to more than 
  one skeleton’s desiccation effect at a time. The saving 
  throw is Charisma-based.
  Subtier 4–5 (CR 5)
  SKELETAL CHAMPION (3) 
  CR 2
  hp 17 (Pathfinder RPG Bestiary 252; see page 22)
  TACTICS
  The skeletal champions demonstrate some 
  teamwork and maneuver strategically. 
  Otherwise, use the tactics from Subtier 1–2.
  Treasure: A discarded potion of cure moderate wounds 
  and a coil of iron rope (Pathfinder RPG Ultimate Equipment 
  306) are in the eastern tent.
  Development: If the PCs fail to secure the canvas roof 
  in time, the sand from the storm blows in freely and 
  covers the archaeological sites below with an erosive coat 
  of grit. This makes it harder to distinguish the artifacts’ 
  inconsistencies, increasing the DC of all archaeology-
  related checks in areas A2 and A3 by 1.
  Rewards: If the PCs fail to defeat the undead, reduce 
  each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 88 gp.
  Out of Subtier: Reduce each PC’s gold earned by 205 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 322 gp.
  A2. Upper Archaeological Site
  This cold, dark stone chamber has walls covered in ancient 
  markings that the ages have worn to the point of illegibility. 
  The higher portion holds a dried-up well, a ladder leading up, 
  and descending stairs to the north. The lower portion to the 
  south has two ancient buildings and a collapsed passageway. 
  The floor has fallen near the east wall, exposing another 
  chamber below. A robed corpse lies at the bottom of the ladder.
  
  12
  PATHFINDER SOCIETY SCENARIO
  These bleak chambers used to house the slave labor 
  of the Jistka Imperium. The ladder leads up to area A1. 
  Both the stairs in the northeast corner and the pit lead 
  to area A3. Athenaeum excavators purposefully collapsed 
  the passage to the south to limit the number of areas they 
  needed to refurbish to appear Taldan. A PC who examines 
  the area and succeeds at a DC 15 Craft (stonemasonry) 
  or Knowledge (dungeoneering or engineering) can 
  determine that the collapse was recent and does not 
  appear to have been an accident. Clearing passage would 
  take at least a week of labor, and on the other end is a 
  small collection of damaged rooms whose sparse remains 
  count as uncovering one of the archaeological secrets.
  An Athenaeum archeologist who was left to oversee 
  the site took a fatal fall from area A1 when the undead 
  attacked. A satchel lies next to the broken body.
  Archaeology: The PCs have two archaeological finds 
  to inspect and two suspicious details to uncover in this 
  area. The first archaeological item mentioned in the 
  report consists of broken Taldan clay pots, which were 
  delivered to the site from Taldor by the Aspis Consortium. 
  The clay pots are authentically ancient, but the clay 
  is of a wrong type for this region. A PC can determine 
  the chronological authenticity with a successful DC 14 
  Knowledge (history) check. PCs who succeed at a DC 14 
  Craft (pottery) check, a DC 18 Appraise or Knowledge 
  (geography) check, or exceed the Knowledge (history) 
  check by 5 or more identify the inconsistent type of clay. 
  These pots could denote long-distance trade, but they 
  are relatively plain and were unlikely valuable enough to 
  serve as mercantile goods.
  The second archaeological item from the report is 
  a well-preserved ancient Taldan home. The Chelish 
  archaeologists modified the original Jistkan building 
  with stucco that has been painted to appear weathered. 
  A PC who succeeds at a DC 15 Knowledge (history) check 
  confirms that the architecture is of the right style for the 
  period. PCs who succeed at a DC 14 Appraise or Knowledge 
  (engineering) check, a DC 20 Perception check, or exceed 
  the Knowledge (history) check by 5 or more deduce the 
  false nature of the painted stucco.
  Well: A PC who succeeds at a DC 16 Perception check 
  notices something gleaming at the bottom of the dried-
  up well. The well is 30 feet deep with a Climb DC of 14. 
  The item at the bottom is an ancient dagger.
  Treasure: The Athenaeum archaeologist’s bag contains 
  a scroll of resist energy. At the bottom of the 30-foot-deep 
  well is a masterwork cold iron dagger with a raven-headed 
  pommel. While exploring the room, a PC can spot the 
  dagger with a successful DC 20 Perception check; a PC 
  who actually descends into the well automatically finds it. 
  With a successful DC 15 Appraise or Knowledge (history) 
  check, a PC can identify the dagger as being Jistkan in 
  design. It also has a faint aura of abjuration magic, which 
  interacts with the wards in area A8.
  Rewards: If the PCs do not recover the scroll and 
  dagger, reduce their gold earned by 37 gp each.
  A3. Lower Archaeological Site
  To the north, a winding stairway descends to the dim chamber 
  below. Four alcoves hold marble statues of grim soldiers from 
  ages past, two on either side of a faintly glowing statue of 
  a regally appointed man who towers in front of the southern 
  wall. Two golden lion statues stand at guard in front of the god. 
  The roof has collapsed at the northwest corner, where a large 
  stone slab lies on the floor below the opening.
  This area is the entrance chamber into the infernal 
  Jistkan temple. The staircase to the north leads to area A2. 
  The PCs have three archaeological items to inspect and 
  one suspicious detail to find.
  Archaeology: The PCs can study three additional features 
  here—and uncover their inconsistencies. The first is the 
  quartet of Taldan statues occupying the alcoves. Each statue 
  represents a noteworthy figure in Taldan history, and with a 
  successful DC 15 Knowledge (history) or Profession (soldier) 
  check, a PC can identify them as military leaders who served 
  in Taldor’s Third Army of Exploration under General 
  Coren. Unfortunately, all four died before the founding of 
  Corentyn, which supposedly served as a launching point 
  for the group that founded this colony. A PC who succeeds 
  at a DC 14 Appraise, Craft (stonemasonry or sculpture), or 
  Knowledge (engineering) check can ascertain from the 
  minimal wear and discoloration that the statues were likely 
  carved in the last century.
  The next archaeological item from the report is the 
  pair of golden lion statues. Originally these depicted 
  hellhounds, but the Athenaeum archaeologists augmented 
  the original sculptures with plaster to resemble lions 
  and covered them with a thin gold coating that has been 
  tarnished with paint to appear aged. A PC who succeeds 
  at a DC 15 Appraise check or a DC 20 Perception check 
  can uncover these fabrications. A PC who succeeds at a 
  DC 13 Knowledge (planes) identify that the statues depict 
  hellhounds once the false parts have been removed.
  The final archaeological item is a large, ancient statue 
  of the god Abadar. The statue is actually a magical illusion 
  that looks and feels real. The statue detects as magical, and 
  a PC who succeeds at a DC 20 Knowledge (arcana) check 
  identifies the aura as an illusion. Making this revelation 
  or interacting with the statue allows a PC to attempt a DC 
  17 Will save to disbelieve the illusion.
  The double door behind the illusion is made of metal. 
  A serpent head etched upon its surface is the symbol of 
  archdevil Geryon. The doors have been locked since the 
  
  13
  FAITHLESS AND FORGOTTEN, PART 2: LOST COLONY OF TALDOR
  Everwar with a chain (hardness 10, 5 hit points, break DC 
  26) and a padlock, which a PC can unlock with a successful 
  DC 25 Disable Device check.
  Treasure: The corpse of a Chelish soldier from the 
  Everwar is concealed beneath a portion of a collapsed 
  roof. A PC can notice bone shards near the slab with a 
  successful DC 18 Perception check, and a PC can lift the 
  slab enough to recover the remains with a successful DC 
  14 Strength check. The broken skeleton wears a platinum 
  ring adorned with the head of a hound, and it has a faint 
  aura of abjuration magic associated with the wards in 
  area A8.
  Rewards: If the PCs fail to find the platinum ring, reduce 
  each PC’s gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 13 gp.
  Out of Subtier: Reduce each PC’s gold earned by 26 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 40 gp.
  A4. Anteroom of Barbatos
  Shadows cast by a blazing brazier behind a metal lattice to the 
  south flitter across the wall paintings here, granting the images 
  the illusion of haunted animation. A seven-foot-tall statue of a 
  hunched, robed figure with three eyes and a mouth ringed with 
  tentacles stands before the lattice.
  This area is dedicated to the archdevil Barbatos, 
  whom the statue depicts in grisly detail. The paintings 
  portray a battle between the troops and div allies of 
  Ancient Osirion and the artificers and constructs of the 
  Jistka Imperium. These two powerful nations clashed 
  for several hundred years around –3000 ar, and the 
  Jistkans eventually lost the prolonged conflict. PCs who 
  succeed at a DC 18 Knowledge (history) check recognize 
  the opposing armies. The metal lattice is rusted and no 
  longer properly anchored in the walls. Pulling it aside 
  requires only a DC 8 Strength check. 
  A5. Chamber of Dispater
  A fiery brazier at the east end of the chamber makes the air 
  uncomfortably hot and acrid. An eight-foot-tall statue of a 
  devil with large, curved horns stands at the west end. Across 
  from the metal lattice is a collapsed, descending staircase. An 
  ancient skeleton is partially buried under the rubble.
  This chamber is desecrated in the name of the 
  archdevil Dispater, whose statue resides to the west. The 
  brazier beyond holds a fist-sized hunk of rock salt bearing 
  a continual flame. Skeletal remains in the rubble are that 
  of an ancient Jistkan priest-artificer. Near the body lies 
  a carved, broken rod, which a PC can notice among the 
  debris with a successful DC 15 Perception check.
  Treasure: The rod is, in fact, a broken ivory baton, which 
  the Jistkan artificers used to control their constructs. A PC 
  who succeeds at a DC 22 Knowledge (arcane) or (history) 
  check—or identifies the ruined magic item with a DC 22 
  Spellcraft check—recognizes its significance. The PCs can 
  imperfectly repair the ivory baton at the forge in area A7.
  A6. Hall of Mammon
  The echoing, lightless hall has a dark pool that extends most of 
  its length. A walkway runs above the pool, but much of it has 
  collapsed, leaving only the support pillars below. In the south, 
  upon a platform at the end of the hall, stands a seven-foot-tall 
  statue of a horned humanoid with a large, cryptic disc mounted 
  upon its back. The hall turns to the west before the platform.
  This hall is dedicated to the archdevil Mammon, whose 
  statue looms at the end of the hall. The pool is 10 feet deep, 
  and a PC can cross the water by hopping from one pillar to 
  another with a series of successful DC 12 Acrobatics checks. 
  Alternatively, a PC can jump across the collapsed sections 
  with a successful Acrobatics checks—the first jump is DC 
  15, the second is DC 20, and the last one is DC 10. Failing 
  any of these checks lands the PC in the water.
  Hazard: The water is oily and leaves a slick residue upon 
  anyone who falls into it. The next time the creature takes 
  any fire damage, it suffers an additional 1d4 points of fire 
  damage (In Subtier 4–5 the creature must also succeed at 
  a DC 15 Reflex save or catch fire). Washing oneself with 
  soapy water can also remove the residue.
  THE ARCHDEVILS
  Below is a description of the archdevils that rule the first 
  five layers of Hell. PCs who succeed at a DC 15 Knowledge 
  (planes) or (religion) check recognize an archdevil, its holy 
  symbol, and recall the following information about it.
  Barbatos: The current ruler of Avernus, the first level of 
  Hell, Barbatos holds the keys to the gateways into Hell. He 
  has dominion over birds that feast on the recent dead.
  Dispater: The immense, iron-walled city of Dis, the 
  second layer of Hell, is ruled by Dispater, Hell’s greatest 
  politician and jailer. His followers revere hounds.
  Mammon: Hell’s treasurer and accountant, Mammon 
  lurks in the dark, rat-infested sewers below Dis—a lightless 
  realm called Erebus that is the third layer of Hell.
  Belial: Desire and adultery are the areas of concern 
  for Belial, ruler of the molten layer of Hell’s fourth circle, 
  Phlegethon. His followers considered goats sacred.
  Geryon: The stinking swamps of Stygia, the fifth layer of 
  Hell, are the dominion of the Serpent—Geryon—source of all 
  great heresies.
  
  Mammon
  14
  PATHFINDER SOCIETY SCENARIO
  A7. Forge of Belial
  This hallway has staircases leading down to the north and west. 
  The wide staircase to the west leads to a room illuminated by 
  the warm glow of a small, fuel-less forge next to an eight-foot-
  tall statue. The statue depicts a handsome, winged humanoid, 
  though one side of his body is notably angelic and the other 
  half fiendish. Skeletal remains in a red uniform lie in the 
  middle of the room.
  This forge is dedicated to the archdevil Belial, whose 
  sculpted likeness stands proudly in the room. The 
  corpse of the Chelish soldier has a gaping but cleanly 
  cut hole through its rib cage. A PC can determine with a 
  successful DC 15 Heal check that something hot burned 
  through the torso. One of the corpse’s skeletal hands still 
  clutches an amulet.
  The forge’s magic is waning but still operational, and 
  if one of the PCs possesses the ivory baton from area A5, 
  it trembles slightly when brought near the workspace. 
  With 10 minutes of work, a PC who succeeds at a DC 15 
  relevant Craft check or Spellcraft check (DC 20 in Subtier 
  4–5) can partially restore the baton’s functionality; it 
  remains unreliable and requires a DC 20 Use Magic 
  Device check to activate. If the PC exceeds the DC of the 
  check to repair the baton by 5 or more, the resulting 
  repairs become sufficiently comprehensive that a PC 
  can activate the baton without using Use Magic 
  Device. In any event, the rod can only be used 
  once before breaking forever. When pointed 
  at a Jistkan construct and activated as a 
  standard action, it disrupts the construct 
  and causes it to take no actions for one 
  round.
  Treasure: The human corpse has 
  a Jistkan gold bracelet that has 
  the head of a goat engraved 
  on it. The bracelet has faint 
  abjuration aura on it, is worth 
  40 gp (120 gp in Subtier 4–5), 
  and can help the PCs 
  overcome the wards in 
  area A8.
  Rewards: If the PCs 
  do not recover the gold 
  bracelet, reduce the PCs’ gold 
  earned as follows.
  Subtier 1–2: Reduce each PC’s gold 
  earned by 12 gp.
  Out of Subtier: Reduce each PC’s gold 
  earned by 23 gp.
  Subtier 4–5: Reduce each PC’s gold 
  earned by 35 gp.
  A8. Path of Damnation
  On the east end of this dim hallway, two staircases lead to 
  the north and south but the one to the north has collapsed. A 
  painting on the eastern wall depicts four figures guided along 
  a path by a rat, a goat, a raven, and a hound. A rounded tunnel 
  extends to the west, and glowing runes on the floor divide the 
  floor into four areas. Stairs at the far end of the hall descend 
  into a larger room, and a decrepit corpse wearing a silver 
  amulet is splayed precariously across the upper steps.
  This room separates the temple of Geryon from the 
  lesser shrines (areas A4–A7). The grim corpse at the top of 
  the stairs wears an amulet (see Treasure below), and a PC 
  who succeeds at a DC 15 Heal check can determine that 
  his neck is snapped because something nearly succeeded 
  in tearing his head from his body.
  Hazards: This hallway was once called the Path of 
  Damnation, an allegorical representation of the first four 
  levels of Hell. Entering one of the rune-inscribed areas 
  without disabling that ward afflicts the creature with a 
  compulsion effect that triggers when it enters area A9; a 
  successful DC 14 Will save (DC 17 in Subtier 4–5) negates 
  the compulsion. For each additional ward a PC triggers, 
  she must attempt an additional save, and the save DC 
  increases by 1.
  A PC is able to temporarily disable a warded area by 
  prominently carrying the corresponding animal 
  token into that area, causing the arcane runes 
  to dim for 1 minute. In order from east to west, 
  these four areas represent Avernus, Dis, 
  Erebus, and Phlegethon, the domains of 
  Barbatos, Dispater, Mammon, and Belial 
  respectively. The corresponding tokens 
  are the raven dagger (area A2), hound 
  token (area A3), rat amulet 
  (area A8), and goat bracelet 
  (area A7). Faint illustrations 
  along each of these four 
  areas depict the four 
  layers of Hell, which 
  a PC can identify 
  with a successful DC 
  15 Knowledge (planes) 
  check.
  Treasure: The corpse wears 
  a Jistkan silver amulet that looks like a rat 
  curled into a circle. It is worth 30 gp 
  (90 gp in Subtier 4–5), and it is the 
  key to disabling the third part of 
  this area’s hazard. Unfortunately, actually 
  reaching the corpse and amulet requires 
  crossing the third warded area. In 
  
  15
  FAITHLESS AND FORGOTTEN, PART 2: LOST COLONY OF TALDOR
  order to retrieve the amulet first, the PCs need to snag 
  it (and possibly the corpse) and drag it back to safety. If 
  the PCs use grappling hooks to grab the body, treat its 
  Armor Class as 5. If the PCs use improvised tools, such as 
  several polearms lashed together, increase the AC to 10. 
  Failing to hit the target means that the attempt instead 
  knocked the corpse down the stairs into area A9. Success 
  lets the PCs retrieve the prize. Note that because of the 
  amulet’s magic aura, the PCs cannot manipulate it using 
  mage hand.
  A9. Temple of Geryon (CR 3 or CR 6)
  The air in this chamber is strangely humid, and a thin layer 
  of fog clings all across the floor. A staircase descends from 
  the east and another staircase to the west is fully obstructed 
  by rubble. Several statues with serpent motifs stand in the 
  area. To the north, a large, green stained-glass window looms 
  behind a twisted statue of three serpentine men conjoined 
  at the hip. Vines snake across the floor from a central pool 
  filled with luminescent green liquid. In several places, faintly 
  glowing arcane script inscribed on the floor tiles shines through 
  the mist.
  This ancient Jistkan temple is dedicated to the 
  archdevil Geryon, and the faintly glowing script provides 
  dim illumination throughout the room. The ceiling of 
  the chamber rises to a height of 40 feet. The vines that 
  snake their way throughout the shrine are considered 
  difficult terrain, and the green pool is 5 feet deep and 
  full of mundane water. A PC who succeeds at a DC 20 
  Perception check spots the secret door leading into area 
  A10. The stained-glass window behind statue of Geryon is 
  too opaque to see through, but it can be broken (hardness 
  5, hit points 5, break DC 20). There is a 15-foot drop from 
  the base of the floor into area A10.
  Hazards: Anyone that attempts to read the glowing 
  script on the dark stones must succeed at a DC 14 Will 
  save (DC 16 in Subtier 4–5) or become fascinated for 1d4 
  rounds as the infernal heresies carved upon the stones 
  take hold of his mind. Afterward, the heresies fade from 
  memory, leaving only an oily sensation of infernal taint 
  behind in the PC’s thoughts.
  Creatures: Several constructs left behind by Jistkan 
  priest-artificers still guard the ancient temple. They 
  attack shortly after the infernal script enraptures a 
  creature, if someone notices them, or after intruders have 
  spent 1 minute exploring the area. Each effigy depicts a 
  tall, Jistkan human carved from marble with several 
  serpents of dark stone coiled about their body.
  Serpent effigies were created by priest-artificers of the 
  Jistka Imperium. Many of them have crumbled through 
  the ages, but some still stand guard in the ruined 
  shrines and vaults left behind by their masters. They act 
  according to specific instructions set by their creators. 
  Infernal power animates these constructs, granting them 
  the ability to call forth hellfire.
  Subtier 1–2 (CR 3)
  SERPENT EFFIGY 
  CR 3
  LE Medium construct 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +2, Will +1
  DR 2/—; Immune fire, construct traits; SR 8
  OFFENSE
  Speed 30 ft.
  Melee 2 bites +6 (1d6+3)
  Ranged hellfire gaze +4 ranged touch (2d6 fire)
  Space 5 ft.; Reach 15 ft.
  TACTICS
  During Combat The serpent effigy attacks with its gaze until an 
  enemy closes into melee range. It then savages targets with 
  its bite attacks. It pursues any intruders as far as the dark 
  pool in area A6 before returning to this room.
  Morale The serpent effigy fights until destroyed.
  STATISTICS
  Str 17, Dex 13, Con —, Int —, Wis 10, Cha 1
  Base Atk +3; CMB +6; CMD 17
  SQ serpent sight, statue
  SPECIAL ABILITIES
  Hellfire Gaze (Su) As a standard action, a serpent effigy can 
  shoot beams of crackling hellfire from its eyes. This attack 
  has a range of 60 feet with no range increment.
  Serpent Sight (Ex) A serpent effigy can see through the eyes 
  of its serpents. The serpent effigy can trace a 15-foot-long 
  path from its current position and use the end point to 
  determine line of sight and line of effect for its hellfire gaze.
  Statue (Ex) A serpent effigy can stand perfectly still, emulating 
  a statue. An observer must succeed at a DC 20 Perception 
  SCALING ENCOUNTER A9
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 1–2: The serpent effigy has deteriorated over 
  time. It loses its damage reduction, and it takes a –1 penalty 
  on attack and damage rolls.
  The Jistka construct was damaged by previous looters, 
  reduce its hit points to 20.
  Subtier 4–5: Remove one serpent effigy from the 
  encounter.
  
  16
  PATHFINDER SOCIETY SCENARIO
  check to notice the serpent effigy is alive. If a serpent effigy 
  initiates combat from this pose, it gains a +4 bonus on its 
  initiative check.
  Subtier 4–5 (CR 6)
  SERPENT EFFIGIES (3) 
    
           CR 3
  hp 36 each (use the statistics in Subtier 1–2)
  Development: By reaching this area and 
  defeating its guardians, the PCs have 
  uncovered enough rooms to thoroughly 
  study the ruins and return to Khari. 
  Once they have explored it to their 
  satisfaction (and possibly investigated 
  area A10 if they find it), they can depart 
  the site with no further incident.
  A10. Infernal Laboratory
  Eerie green lights burn all along the walls 
  of this laboratory. A staircase ascends to the 
  east, and a collapsed one lies to the 
  west. A stained-glass window looms 
  over an operating slab where the 
  remains of a humanoid creature 
  lie chained to the stone. Several 
  tablets and other strange items lie 
  atop the various tables.
  The 
  Jistkan 
  priest-artificers 
  conducted dark experiments within 
  this chamber. PCs who can read 
  Jistkan or succeeds at a DC 25 
  Linguistics 
  check 
  learns 
  that 
  the tablets contain information about both infusing 
  constructs with fiendish energy and the war with 
  Ancient Osirion. One tablet details Jistkan plans to arm 
  constructs with manufactured weapons designed to 
  combat their div enemies.
  Treasure: There is a Large +1 bastard sword atop one table 
  in Subtier 1–2. In Subtier 4–5, there are instead 2 scrolls of 
  fly, 1 potion of protection from fire, and a Large +1 planar bastard 
  sword (Pathfinder RPG Ultimate Equipment 146).
  Rewards: If the PCs do not find the infernal laboratory, 
  reduce their gold earned as follows.
  Subtier 1–2: Reduce each PC’s gold earned by 125 gp.
  Out of Subtier: Reduce each PC’s gold earned by 291 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 458 gp.
  B. MUSEUM OF HISTORY, EAST WING
  The PCs return to Corentyn aboard another Chelish 
  frigate in the evening. A PC who succeeds at a DC 20 
  Perception check spots an avian silhouette passing in 
  front of the moon before flapping off in the direction of 
  the museum. When the PCs arrive to meet with Zefiro, 
  the museum appears dark and empty except for several 
  muffled voices audible in the building’s east wing.
  B1. The Library (CR 4 or CR 7)
  Double doors open into a hall filled with bookshelves, display 
  cases, and two large tables piled with manuscripts. Several 
  oil lamps keep the darkness at bay even at night. A 
  rolling ladder stands at the east end of the library. 
  Two staircases near the doors rise to the balconies 
  on both sides of the hall. The railed balconies 
  run across the length of the hall with a third one 
  rising even higher to the east. There, a pair of 
  doors leads into a second-story office.
  A woman with dark, flowing hair 
  speaks from the highest balcony. 
  “How nice of you to deliver yourselves 
  to me. I was just about to come find 
  you! I strongly advise that you turn 
  yourself in for questioning—though I 
  must admit that part of me hopes you 
  won’t, since our friends to the east are 
  sure to hammer the truth out of the traitor 
  Zefiro anyway.”
  This is the main hall in the east wing of 
  the museum. The bookcases are 10 feet tall, 
  making them about as tall as the north and 
  south balconies. The rolling ladder is 10 feet tall. 
  The lamps shed normal light throughout the library.
  Creatures: While the PCs were in Kharijite, the 
  Hellknight signifer Iluvia Thorn concluded her 
  investigation of Zefiro Balinger and found him guilty 
  of treason due to his willful disregard of his civic 
  duty to destroy the noncompliant (i.e. genuine and 
  true) historical documents that no longer conform 
  to Cheliax’s state-approved, revisionist history. She 
  is all the more offended due to her affiliation with the 
  Hellknight Order of the Rack, which is dedicated to the 
  destruction of dangerous texts. She organized his arrest 
  and transfer to a facility in Ostenso, and she and her team 
  are now busily tearing through the museum’s collections 
  searching for any more of Zefiro’s heretical histories. As a 
  representative of the law—and Law itself—she is willing 
  to identify herself and explain the PCs’ guilt by their 
  association with Zefiro, after which she insists on their 
  surrender or violent subdual. 
  Iluvia is originally from Isger, where she was 
  orphaned during the Goblinblood Wars. The Sisters 
  of the Golden Erinyes took her in and converted her to 
  
  N
  B. Museum of History, East Wing
  C
  : Corentyn Guard
  H : Hellknight Armiger
  I
  : Iluvia Thorn
  T
  : Thug
  T1
  T2
  H2
  C2
  I
  H1
  C1
  1 square = 5 feet
  B1
  B2
  B3
  17
  FAITHLESS AND FORGOTTEN, PART 2: LOST COLONY OF TALDOR
  the Asmodean faith. She holds a deep respect for House 
  Thrune, which serves as the patron of several such 
  orphanages across Isger. The sisters at the orphanage 
  took note of her magical talents, and she was brought 
  before an Order of the Rack signifer who sought 
  potential recruits. Since then, Iluvia has become a 
  signifer herself, determined to prove her value to the 
  order. If a PC completed Pathfinder Society Scenario #7–14: 
  Faithless and Forgotten, Part 1: Let Bygones Be and spotted 
  the raven Inverness while helping Mireille escape, he 
  might recognize Iluvia’s familiar.
  As reflected by its Challenge Rating, this is a difficult 
  combat encounter. However, the PCs have ample cover, and 
  Iluvia’s short-range spells prevent her from inhibiting 
  the Pathfinders too much without also putting her within 
  striking range. In addition the PCs have the benefit of 
  a full night’s rest since leaving Kharijite, leaving them 
  optimally equipped for such a ferocious fight.
  Subtier 1–2 (CR 4)
  SIGNIFER ILUVIA THORN 
  CR 2
  Female half-elf witch 3 (Pathfinder RPG Advanced Player’s 
  Guide 65)
  LE Medium humanoid (elf, human)
  Init +6; Senses low-light vision; Perception +5
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 22 (3d6+9)
  Fort +2, Ref +3, Will +5; +2 vs. enchantments
  Defensive Abilities dual minded; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk sickle +0 (1d6–1) or 
  hair +4 (1d3+4)
  Special Attacks hexes (evil eye, prehensile hairUM)
  Witch Spells Prepared (CL 3rd; concentration +6)
  2nd—inflict moderate wounds (DC 15), vomit swarmAPG
  1st—burning hands (DC 14), mage armor, ray of enfeeblement 
  (DC 14)
  0 (at will)—daze (DC 13), detect magic, light, read magic
  Patron VengeanceUM
  SCALING ENCOUNTER B1
  To accommodate a group of four PCs, remove all Corentyn 
  guards from the encounter.
  
  18
  PATHFINDER SOCIETY SCENARIO
  TACTICS
  Before Combat Thanks to a warning from her familiar, 
  Inverness, Iluvia expects trouble and has already cast mage 
  armor on herself.
  During Combat Iluvia keeps her distance and uses her spells 
  and hexes to subdue the criminal PCs. She keeps Inverness 
  out of harm if possible. Due to her upbringing, Iluvia has a 
  soft spot for orphans and tries to avoid killing any PC who 
  is especially child-like. She has absolutely no regard for any 
  of the blasphemous tomes in the museum, though, and she 
  has no compunctions against targeting parts of the museum 
  with her spells.
  Morale Iluvia’s dedication to the Hellknights is too strong, and 
  she fights until incapacitated.
  STATISTICS
  Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 13
  Base Atk +1; CMB +0; CMD 12
  Feats Improved Initiative, Toughness
  Skills Intimidate +7, Knowledge (arcana) +7, Knowledge 
  (planes) +7, Perception +5, Sense Motive +3, Spellcraft +7, 
  Use Magic Device +7; Racial Modifiers +2 Perception
  Languages Common, Elven, Halfling, Infernal, Osiriani
  SQ arcane training, elf blood, witch’s familiar (raven named 
  Inverness)
  Combat Gear potion of cure light wounds, wand of identify (22 
  charges); Other Gear sickle, spell component pouch, Sisters 
  of the Golden Erinyes gold pendant (worth 50 gp), 28 gp
  INVERNESS 
  CR —
  Female raven familiar (Pathfinder RPG Bestiary 133)
  NE Tiny magical beast
  Init +2; Senses low-light vision; Perception +11
  DEFENSE
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
  hp 11 (3 HD)
  Fort +1, Ref +4, Will +5
  OFFENSE
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +5 (1d3–4)
  Space 2 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
  Base Atk +1; CMB +1; CMD 7
  Feats Skill Focus (Perception), Weapon Finesse
  Skills Acrobatics +2, Fly +6, Intimidate +1, Perception +11, Sense 
  Motive +5, Spellcraft –1, Use Magic Device +1
  Languages Infernal
  SQ improved evasion
  CORENTYN GUARD 
  CR 1
  Guard (Pathfinder RPG NPC Codex 267; see page 22)
  hp 22 each
  TACTICS
  During Combat The city guard engages in melee to keep 
  enemies away from Iluvia.
  Morale The guard surrenders if reduced to 8 or fewer hit points 
  after Iluvia Thorn is incapacitated.
  THRUNE THUGS (2) 
  CR 1/2
  Brigands (Pathfinder RPG NPC Codex 266; see page 22)
  hp 15 each
  TACTICS
  During Combat The thugs begin use their bows until a target 
  approaches them in melee.
  Morale A thug surrenders or flees if reduced to 6 or fewer hit 
  points after Iluvia Thorn is incapacitated.
  Subtier 4–5 (CR 7)
  SIGNIFER ILUVIA THORN 
  CR 4
  Female half-elf witch 5 (Pathfinder RPG Advanced Player’s 
  Guide 65)
  LE Medium humanoid (elf, human)
  Init +6; Senses low-light vision; Perception +7
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 35 (5d6+15)
  Fort +3, Ref +4, Will +7; +2 vs. enchantments
  Defensive Abilities dual minded; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk sickle +2 (1d6–1) or 
  hair +6 (1d3+6)
  Special Attacks hexes (evil eye, flight, prehensile hairUM)
  Witch Spell-Like Abilities (CL 5th; concentration +9)
  At will—feather fall (self only), fly (self only)
  1/day—levitate (self only)
  Witch Spells Prepared (CL 5th; concentration +9)
  3rd—bestow curse (DC 17), lightning bolt (DC 17)
  2nd—inflict moderate wounds (DC 16), spectral hand, 
  vomit swarmAPG
  1st—burning hands (DC 15), inflict light wounds (DC 15), mage 
  armor, ray of enfeeblement (DC 15)
  0 (at will)—daze (DC 14), detect magic, light, read magic
  Patron VengeanceUM
  TACTICS
  Before Combat Thanks to a warning from her familiar, 
  Inverness, Iluvia expects trouble and has already cast mage 
  armor on herself.
  During Combat Iluvia keeps her distance and uses her spells 
  and hexes to subdue the criminal PCs—starting with 
  lightning bolt if possible. She tries to keep Inverness out of 
  harm’s way. Due to her upbringing, Iluvia has a soft spot for 
  orphans and tries to avoid killing any PC who is especially 
  child-like. She has absolutely no regard for any of the 
  blasphemous tomes in the museum, though, and she has no 
  
  Iluvia Thorn
  19
  FAITHLESS AND FORGOTTEN, PART 2: LOST COLONY OF TALDOR
  compunctions against targeting parts of the museum with 
  her spells. She uses her flight hex to stay out of reach of any 
  melee attackers.
  Morale Iluvia’s dedication to the Hellknights is too strong, and 
  she fights until incapacitated.
  STATISTICS
  Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 13
  Base Atk +2; CMB +1; CMD 13
  Feats Combat Casting, Improved Initiative, Toughness
  Skills Intimidate +9, Knowledge (arcana) +10, Knowledge 
  (planes) +10, Perception +7, Sense Motive +5, Spellcraft +11, 
  Swim +3, Use Magic Device +9; Racial Modifiers  
  +2 Perception
  Languages Common, Draconic, Elven, Halfling,  
  Infernal, Osiriani
  SQ arcane training, elf blood, witch’s familiar (raven named 
  Inverness)
  Combat Gear brooch of shielding, pearl of power (1st), potion 
  of cure moderate wounds, lesser reach metamagic rod 
  APG, wand of identify (22 charges); Other Gear mwk sickle, 
  cloak of resistance +1, spell component pouch, Sisters of the 
  Golden Erinyes gold pendant (worth 50 gp), 28 gp
  INVERNESS 
  CR —
  Female raven familiar (Pathfinder RPG Bestiary 133)
  NE Tiny magical beast (animal)
  Init +2; Senses low-light vision; Perception +13
  DEFENSE
  AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
  hp 17 (5 HD)
  Fort +1, Ref +4, Will +6
  OFFENSE
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +6 (1d3–4)
  Space 2 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
  Base Atk +2; CMB +2; CMD 8
  Feats Skill Focus (Perception), Weapon Finesse
  Skills Acrobatics +2, Fly +6, Intimidate +3, Perception +13, 
  Sense Motive +7, Spellcraft +3, Use Magic Device +3
  Languages Infernal
  SQ improved evasion
  CORENTYN GUARDS (2) 
  CR 1
  Guard (Pathfinder RPG NPC Codex 267, see page 22)
  hp 22 each
  TACTICS
  During Combat The city guard engages in melee to keep 
  enemies away from Iluvia.
  Morale A guard surrenders if reduced to 8 or fewer hit points 
  after Iluvia Thorn is incapacitated.
  HELLKNIGHT ARMIGERS (2) 
  CR 2
  LE traitorous brigand (Pathfinder RPG NPC Codex 81; see 
  page 22)
  hp 30 each
  TACTICS
  During Combat The armigers charge into melee and attempt 
  to stop anyone from getting to Iluvia.
  Morale The armigers don’t surrender, for they are ready to die 
  in service of their cause.
  Treasure: Iluvia has a letter that details her orders to 
  arrest Zefiro and search the museum for any unlawful 
  histories. Give the players Player Handout #2.
  Development: Once the PCs defeat Iluvia and learn of 
  Zefiro’s fate from her papers, they can explore the rest of 
  this wing and look for other clues of what befell Zefiro 
  and what he was hoping to protect. It should be clear from 
  the sounds of concern and 
  alarm 
  outside 
  that 
  the conflict in the 
  museum did not 
  go unnoticed, and 
  a far larger force of 
  guards may be on its 
  
  20
  PATHFINDER SOCIETY SCENARIO
  way to investigate. However, the PCs do have enough time 
  to perform a quick search and then slip away without 
  being arrested.
  Rewards: If the PCs fail to defeat Iluvia Thorn, reduce 
  each PC’s gold earned as followed.
  Subtier 1–2: Reduce each PC’s gold earned by 194 gp.
  Out of Subtier: Reduce each PC’s gold earned by 493 gp.
  Subtier 4–5: Reduce each PC’s gold earned by 792 gp.
  B2. Zefiro’s Office
  Bookshelves and display cases stand in the corners of this large 
  office. An oaken desk sits in the middle of the room with large 
  windows set in the wall on either side of it. Doors to the south 
  open to a raised terrace, and a large painting of Abrogail II 
  hangs on the north wall.
  This is Zefiro’s personal office. The painting appears 
  to be affixed to the wall, but a PC who succeeds at a DC 
  20 Perception check notices a latch on the side of the 
  painting’s frame that allows it to be shifted to one side, 
  revealing a secret door into area B3.
  B3. Secret Room
  Several bookshelves, a desk, and a display case crowd this 
  cramped room. To the left stands a statue of Aroden.
  This hidden room behind the painting holds most 
  of Zefiro’s secret research and illicit projects. Among 
  other things, the PCs can find an early (and now publicly 
  redacted) diary filled with tales of infernal war crimes 
  committed by Thrune, an Aspis Consortium cargo 
  manifest for a shipment from Taldor to Khari, and 
  Zefiro’s holy Arodenite scriptures. A PC who succeeds 
  at a DC 15 Appraise, Knowledge (history or nobility), or 
  relevant Profession check or a DC 20 Perception check 
  can also identify key records that the Pathfinder Society 
  would want preserved, and the PCs can then smuggle 
  these out of Cheliax before the Order of the Rack 
  discovers and destroys them.
  CONCLUSION
  Zefiro Balinger’s arrest and imprisonment casts a dark 
  shadow over Cheliax’s new relationship with the Pathfinder 
  Society, especially as the PCs have brought to light new ways 
  in which the infernal empire hoped to reshape their national 
  narrative by falsifying its past. If Taldor ever founded a colony 
  so deep into Rahadoum, Ibhir is not it. The PCs board a ship 
  out of Corentyn before authorities are able to connect them 
  to the museum incident.
  Back in Absalom, Master of Swords Marcos Farabellus 
  can barely restrain his fury at Cheliax’s duplicity and use of 
  the Society as a cat’s paw to validate Chelish lies. He sends 
  for Ianareth Alazario, the new liaison from Cheliax, only 
  to find that she has slipped away from the Grand Lodge to 
  “attend to pressing business abroad.” Farabellus assures the 
  PCs that although Cheliax may be more powerful than their 
  organization, the Society won’t suffer this indignity with a 
  smile. He cryptically advises the PCs to remain in Absalom 
  and await further word about a daring mission he has only 
  just begun to plan—one to save the Society’s ally who has 
  paid the greatest price for Cheliax’s villainy: Zefiro Balinger.
  Each PC who explored area A9 receives the Imperium 
  Initiate boon on his Chronicle sheet. If a PC succeeded at one 
  of the checks to identify any of the five archaeological frauds 
  in areas A2 or A3, she receives the Archaeological Expert 
  boon on her Chronicle sheet; this is an individual reward.
  Primary Success Conditions
  The PCs complete their primary mission if they explore the 
  Jistkan ruins as far as area A9 and discover clues of Zefiro’s 
  destination in eastern Cheliax. Doing so earns each PC 1 
  Prestige Point.
  Secondary Success Conditions
  In order to fulfill their secondary objectives, the PCs must 
  accomplish at least three of the following five tasks: Recover 
  the Jistkan relics in area A10; find Zefiro’s hidden room (area 
  B3); secure the high-priority texts from area B3; uncover 
  three or more of the archeological forgeries in areas A2 and 
  A3; or uncover all 5 archaeological forgeries. Doing so earns 
  each PC 1 additional Prestige Point.
  
  21
  FAITHLESS AND FORGOTTEN, PART 2: LOST COLONY OF TALDOR
  PLAYER HANDOUT #1: ARCHAEOLOGICAL REPORT
  PLAYER HANDOUT #2: CHELISH WARRANT
  This is a report of the notable archaeological items discovered in the lost colony of 
  Taldor—estimated to have been established shortly after the founding of Corentyn in 
  1520 ar—uncovered by the Athenaeum in Kharijite. 
  Item 1: Ancient broken Taldan clay pots.
  Item 2: A ruined building manufactured in ancient Taldan style.
  Item 3: Four Taldan statues depicting the founders of the colony.
  Item 4: Two golden lion statues.
  Item 5: A large statue of the god Abadar.
  By the authority vested in the Imperial Ministry 
  of Historical Accuracy by Her Infernal Majestrix, 
  Queen Abrogail II of the Thrice-Damned House 
  of Thrune, Signifer Iluvia Thorn is hereby 
  authorized to apprehend the suspected traitor 
  Zefiro Balinger, to question his known associates, 
  and to confiscate any unlawful items found within 
  the Museum of History in Corentyn. Zefiro 
  Balinger and any evidence are to be delivered 
  into the custody of the Sirmium bureau of the 
  Imperial Ministry of Historical Accuracy.
  – Inspector Lusarious Deckland
  
  22
  PATHFINDER SOCIETY SCENARIO
  APPENDIX 1: BESTIARY
  The following creatures appear in this adventure.
  BRIGAND 
  CR 1/2
  Human warrior 2 (Pathfinder RPG NPC Codex 266)
  NE Medium humanoid (human)
  Init +1; Senses Perception +0
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 15 (2d10+4)
  Fort +4, Ref +1, Will +0
  OFFENSE
  Speed 30 ft.
  Melee longsword +3 (1d8+1/19–20) or 
  sap +3 (1d6+1 nonlethal)
  Ranged longbow +3 (1d8/×3)
  STATISTICS
  Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 8
  Base Atk +2; CMB +3; CMD 14
  Feats Point-Blank Shot, Skill Focus (Stealth)
  Skills Intimidate +4, Stealth +6
  Languages Common
  Combat Gear potion of cure light wounds, masterwork arrows 
  (5), tanglefoot bags (2), thunderstone (2); Other Gear leather 
  armor, longbow with 20 arrows, longsword, sap, 18 gp
  GUARD  
    
  CR 1
  Human warrior 3 (Pathfinder RPG NPC Codex 267)
  LN Medium humanoid (human)
  Init –1; Senses Perception +5
  DEFENSE
  AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 22 (3d10+6)
  Fort +3, Ref +0, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk guisarme +7 (2d4+3/×3) or 
  mwk longsword +6 (1d8+2/19–20)
  Ranged javelin +2 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  STATISTICS
  Str 15, Dex 9, Con 10, Int 8, Wis 12, Cha 11
  Base Atk +3; CMB +5; CMD 14
  Feats Alertness, Toughness, Weapon Focus (guisarme)
  Skills Intimidate +6, Perception +5, Sense Motive +4
  Languages Common
  Gear chain shirt, javelins (3), masterwork guisarme, 
  masterwork longsword, manacles, 36 gp
  SKELETAL CHAMPION 
    
  CR 2
  Human skeletal champion warrior 1 (Pathfinder RPG Bestiary 
  252)
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 
  shield)
  hp 17 (3 HD; 2d8+1d10+3)
  Fort +3 Ref +1 Will +3; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+3/19–20)
  STATISTICS
  Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
  Base Atk +2; CMB +5; CMD 16
  Feats Cleave, Improved InitiativeB, Power Attack, Weapon Focus 
  (longsword)
  Skills Intimidate +7, Perception +6, Stealth –1
  TRAITOROUS BRIGAND 
    
  CR 2
  Half-orc fighter 3 (Pathfinder RPG NPC Codex 81)
  NE Medium humanoid (human, orc)
  Init +5; Senses darkvision 60 ft.; Perception –1
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor)
  hp 30 (3d10+9)
  Fort +5, Ref +2, Will +2; +1 vs. fear
  Defensive Abilities bravery +1, orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk greataxe +7 (1d12+4/×3) or 
  sap +6 (1d6+3 nonlethal)
  Ranged javelin +4 (1d6+3)
  STATISTICS
  Str 17, Dex 12, Con 14, Int 10, Wis 8, Cha 13
  Base Atk +3; CMB +6; CMD 17
  Feats Cleave, Improved Initiative, Iron Will, Power Attack
  Skills Climb +5, Intimidate +9, Survival +3, Swim +5
  Languages Common, Orc
  SQ armor training 1, orc blood, weapon familiarity
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds, potion of enlarge person (CL 3rd); Other Gear 
  masterwork breastplate, javelins (4), masterwork greataxe, 
  sap, sack, 24 gp
  
  23
  FAITHLESS AND FORGOTTEN, PART 2: LOST COLONY OF TALDOR
  
  PATHFINDER SOCIETY SCENARIO
  24
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #7-16: 
  Faithless and Forgotten, Part 2:
  Lost Colony of Taldor
  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.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
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  publicly display, transmit or otherwise distribute; (d) “Open Game Content” 
  means the 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 as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product 
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  storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
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  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
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  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 
  under and in terms of this License. You must affix such a notice to any Open 
  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 
  may be applied to any Open Game Content distributed using this License.
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  Your acceptance of the terms of this License.
  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 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
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  portion of this License to include the exact text of the COPYRIGHT NOTICE 
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  and You must add the title, the copyright date, and the copyright holder’s 
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  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
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  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
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  distributed under any version of this License.
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  every 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 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  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 
  becoming aware of the breach. All sublicenses shall survive the termination 
  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
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Devil, Geryon from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Pathfinder Society Scenario #7–16: Faithless and Forgotten, Part 2: Lost 
  Colony of Taldor © 2016, Paizo Inc.; Author: Kalervo Oikarinen
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  1–2
  4–5
  —
  255
  925
  —
  590
  510
  1,850
  —
  1,180
  Out of
  Subtier
  Pathfinder Society Scenario #7-16: 
  Faithless and Forgotten, Part 2:
  Lost Colony of Taldor
  Archaeological Expert: The Pathfinder Society has a strong tradition of archaeological exploration, 
  and you have proven yourself a capable excavator and historian. You gain a +1 bonus on Appraise and 
  Knowledge (history) checks to identify the cultural significance of art and objects. If you would fulfill 
  the primary success conditions of an adventure but fail its secondary success conditions, you can 
  cross this boon off your Chronicle sheet and attempt an Appraise, Knowledge (history), or Profession 
  (archaeologist) check (DC = 10 plus twice your character level). If you succeed, you make a small but 
  significant archaeological discovery that allows you—and only you—to earn the Prestige Point reward 
  anyway. You cannot take 10 on this check.
  Imperium Initiate: Your study of Jistkan ruins and golems has taught you a few tricks for handling the 
  supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting 
  a spell to make it especially effective against constructs and divs. Those creatures take a –2 penalty on 
  all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your 
  Chronicle sheet as a free action to treat the hardness and damage reduction of all constructs and divs as 
  5 lower against your attacks for 1 round.
  Core Campaign
  All Subtiers
  Subtier 4–5
  iron rope (750 gp; Pathfinder RPG Ultimate 
  Equipment 306)
  potion of cure moderate wounds (300 gp)
  scroll of resist energy (150 gp)
  wand of identify (22 charges; 330 gp, limit 1)
  +1 planar bastard sword (8,335 gp; Ultimate 
  Equipment 146)
  brooch of shielding (1,500 gp)
  cloak of resistance +1 (1,000 gp)
  lesser reach metamagic rod (3,000 gp; Ultimate 
  Equipment 190)
  pearl of power (1st-level; 1,000 gp)
  potion of bull’s strength (300 gp)
  scroll of fly (375 gp)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 07/S07-16 - Faithless and Forgotten, Part 2 - The Lost Colony of Taldor (1-5).pdf