TEXT: By Alex Greenshields
  Lodge of the Living God
  Lodge of the Living God
  PATHFINDER SOCIETY SCENARIO #1–18 
  TIER 1–4
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052–0577
  paizo.com
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For 
  more information on scenario tags, see the Pathfinder Society Guide to Play at www.
  organizedplayfoundation.org/paizo/guides/.
  Envoy’s Alliance
  Pathfinder Society Scenario #1–18: Lodge of the Living God is a Pathfinder Society Scenario 
  designed for 1st- through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). As a scenario, 
  this adventure is designed to take about 4 hours to play. It is designed for play in the 
  Pathfinder Society Organized Play campaign but can easily be adapted for use with any 
  world. For more information on the Pathfinder Society campaign, how to read the attached 
  Chronicle sheets, and how to find games in your area, check out the campaign’s home page 
  at PathfinderSociety.club.
  How to Play
  GM Resources
  Lodge of the Living God makes use of the Pathfinder Core Rulebook and Pathfinder Bestiary, 
  as well as the map Flip-Mat: Castles Multipack. All rules referenced in this adventure are 
  available in the free online Pathfinder Reference Document at paizo.com/prd.
  Table of Contents
  Lodge of the Living God.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Appendix 1: Subtier 1–2 Encounters . . . . . . . . . . . . . . 18
  Appendix 2: Subtier 3–4 Encounters . . . . . . . . . . . . . 23
  Appendix 3: NPCs in Prophet’s Rest . . . . . . . . . . . . . .28
  Appendix 4: Art and Handouts . . . . . . . . . . . . . . . . . 29
  GM References . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 37
  AUTHOR
  Alex Greenshields
  DEVELOPMENT LEAD
  Michael Sayre
  ADDITIONAL DEVELOPMENT
  Linda Zayas-Palmer
  EDITING LEAD
  Leo Glass
  EDITORS
  Avi Kool and Kieran Newton
  CONTRIBUTING ARTISTS
  Johnny Marrow, Sebastian Rodriguez, and Henrik Rosenborg,  
  and Tyler Walpole
  CARTOGRAPHERS
  Jason Engle
  ART DIRECTION AND GRAPHIC DESIGN
  Tony Barnett and Sonja Morris
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Scenario
  Lodge of the Living God
  RAZMIRAN
  RAZMIRAN
  • • Xer
  Xer
  By Alex Greenshields
  Lodge of the Living God takes place in around a small 
  suburb of the city of Xer known as Prophet’s Rest. 
  The village is located in southern Razmiran, where 
  the Glass River flows into Lake Encarthan. More 
  information on Razmiran can be found in the Lost 
  Omens World Guide, available at hobby and game 
  stores and online at paizo.com.
  WHERE ON GOLARION?
  GM Synopsis
  This adventure includes numerous skill challenges 
  interspersed with combat and social interactions and 
  concludes with a pitched battle.
  Adventure Background
  The Pathfinder Society has long sought to gain access to 
  the nation of Razmiran in northeastern Avistan but has 
  been blocked by its reclusive and insular government. 
  Unique in the Inner Sea Region, Razmiran is a theocratic 
  dictatorship ruled by the self-proclaimed god Razmir 
  who boasts to have ascended to divinity by passing 
  the Test of the Starstone. He has maintained control 
  over Razmiran’s citizens by installing his own masked 
  clergy in all positions of the government; outlawing 
  other religions; and closing off Razmiran to any foreign 
  organizations, including the Pathfinder Society.
  With the return of the Whispering Tyrant and his 
  undead legions to the Isle of Terror in nearby Lake 
  Encarthan, Razmir’s priests and subjects live in constant 
  fear of an undead invasion. Razmir himself has been 
  unusually quiet on the subject, empowering a handful 
  of chosen priests to act as they see fit to protect and 
  preserve the nation. One such priest is Narsen, a Mask 
  of the Twelfth Step. As a member of the second-highest 
  rank in the Razmiri priesthood, Narsen’s significant 
  power and authority within the church are further 
  amplified by a network of contacts and owed favors that 
  the charismatic priest has used to rise quickly through 
  the ranks and occasionally even overcome or bypass 
  his superiors. Narsen’s most recent proposal was one 
  that his peers were certain would see him obliterated 
  for blasphemy: create an exception to the nation’s 
  isolationist policies and allow the Pathfinder Society 
  to establish a lodge inside the nation’s borders. Narsen 
  believes that the Pathfinder Society’s international 
  information network and deep pool of skilled and 
  powerful members could prove an unmatched resource 
  for the country in this time of uncertainty. Moreover, 
  Razmiran’s isolationism is the perfect bait to lure the 
  inquisitive organization; few foreign scholars have 
  made it past Razmiran’s docks and border crossings 
  and returned to speak of what lies beyond, so allowing 
  the Pathfinder Society limited access to the depths 
  of Lake Encarthan and other select sections of the 
  nation approved by the priesthood would make the 
  organization privy to secrets available to no one else 
  in the Inner Sea. To the surprise of virtually every other 
  citizen of Razmiran, Narsen received approval for his 
  proposal, purportedly from Razmir himself.
  Unfortunately, the Razmiri’s fear of the Whispering 
  Tyrant is well-placed—the lich has secretly been 
  smuggling small companies of undead into the coastal 
  waters, coves, and beaches of Razmiran in advance of a 
  full invasion. What even the lich doesn’t know, however, 
  is that his forward-placed forces have not stayed in 
  place. A powerful shrine to the goddess of Undeath, 
  Urgathoa, located in the bricked-up dungeon under Fort 
  Agate, is slowly drawing them towards it like moths to 
  a flame. Narsen’s experiment may be tested sooner than 
  anyone anticipated, and whether it succeeds or fails, the 
  state of the Inner Sea will almost certainly be changed 
  in ways no one, even an unusually clever and free-willed 
  priest, can predict.
  Adventure Summary
  Following instructions in letters from Venture-Captain 
  Holgarin Smine and Envoy’s Alliance leader Fola Barun, 
  the PCs arrive at the Xer suburb known as Prophet’s Rest 
  in southern Razmiran to meet with a priest of Razmir 
  named Narsen. The priest has stated that he wishes to 
  help the Pathfinder Society establish the first Pathfinder 
  Lodge in Razmiran in a nearby ruin; though Smine and 
  Barun are both suspicious of the priest’s intentions, they 
  are unwilling to let the opportunity pass the Society by.
  
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  After dealing with a volatile confrontation at the 
  docks, the PCs meet Narsen, who informs them that the 
  site for the lodge is the nearby ruin of Fort Agate. He 
  tells them that once they have cleared the location of any 
  dangers, he will bring in local artisans and supplies to 
  help them repair and renovate the ruins. 
  After exploring the fort and defeating its monstrous 
  inhabitants, the Pathfinders begin to repair Fort Agate 
  with the help of the local artisans. During this period, 
  which lasts several weeks, they also discover an old 
  shrine to Urgathoa in the dungeon beneath Fort Agate.
  The repairs come to a sudden halt when Narsen 
  informs the PCs that there is a small army of undead 
  on their way to attack the village, and Narsen pleads 
  with the PCs to allow the villagers to take shelter in Fort 
  Agate. The PCs have about 24 hours to shore up the 
  ruin’s defenses, build traps, and make other preparations 
  to help them defeat the undead army.
  Getting Started
  The PCs begin as passengers aboard the Queen of Elysium, 
  a river sloop that is headed for the hamlet of Prophet’s 
  Rest in southern Razmiran. As they have been traveling 
  for quite some time, the PCs have had time to read and 
  discuss the two letters they have received relating to their 
  mission. The first is Handout #1, a mission briefing from 
  Venture-Captain Holgarin Smine (N male dwarf smith). 
  The second is Handout #2, a letter from Envoy’s Alliance 
  faction leader Fola Barun (N female half-elf diplomat). 
  Included with Smine’s instructions is a leather satchel 
  containing 150 gp to help pay for renovations to the 
  lodge (page 12). 
  Also aboard are two other groups of passengers hoping 
  to disembark in Razmiran: a sullen and unfriendly group 
  of Razmiri spice merchants returning home from abroad, 
  and a family of five refugees from Lastwall fleeing the 
  destruction of their nation by the Whispering Tyrant.
  Once the PCs have read the mission, read or paraphrase 
  the following.
  The Queen of Elysium pulls alongside the dock of the small 
  Razmiri village of Prophet’s Rest on a chilly late-winter 
  morning, with the sun just beginning to burn the morning 
  mist off the Glass River. The rickety wooden dock is quiet, 
  with only a few fishermen going about their business while a 
  single guard in the yellow and purple colors of Razmiran leans 
  lazily against a longspear. He jumps to attention when the 
  ship’s gangplank comes crashing down, then lumbers toward 
  the ship, stretching his cold limbs.
  As the other passengers move to disembark, a priest of 
  Razmir appears out of the fog. He wears an iron mask and 
  white robes and comes flanked by two more guards. The 
  priest places himself at the bottom of the gangplank, ready 
  to meet the travelers.
  The first group to descend is a group of three poorly-clad 
  Razmiri merchants carrying goods in large sacks on their 
  backs. They hand a small bag to the priest, who peers inside, 
  then nods and gestures for them to move on.
  Next are a family of five Lastwall refugees, two parents 
  and their three hungry children, who fish through their packs 
  and hand a few silver coins to the masked priest. He looks at 
  the coins with obvious disdain and hands the money back, 
  motioning for the family to return to the ship. When the 
  parents shake their heads and begin to argue with him, he 
  points at the oldest child and states: “If you cannot pay the 
  immigration fee, you may dedicate your child to the Razmiran 
  priesthood instead.”
  The family at first turns back to try and reboard the 
  ship but is stopped by the ship’s bosun, who loudly 
  proclaims that they have only paid to be taken this far.
  Dedicating a child to a priesthood is not unheard of 
  in large families, but the PCs might balk at the forced 
  request. If the PCs do nothing, the refugee parents step 
  away and argue loudly and emotionally for several 
  minutes before returning to Lumley (LE male human 
  priest) and handing over their 12-year-old son. The entire 
  family breaks down in tears as a guard escorts the lad off 
  in one direction, and the family is marched off in another, 
  after which Narsen (LN male human priest) arrives.
  If the PCs attempt to convince either the priest or the 
  bosun to let the family pass, the PCs must first succeed 
  at a DC 15 check with an appropriate skill, such as 
  Diplomacy to Make A Request, Intimidation to Coerce, 
  or Deception to Lie, and make a 3 gp payment (in Subtier 
  3–4, the DC is 18 and the payment is 10 gp) to change 
  their respective minds.
  If the PCs threaten violence against either the priest 
  or the bosun, they are interrupted by the arrival of their 
  Razmiri contact Narsen before things escalate. Narsen 
  outranks the white-robed priest, and he quickly orders 
  his subordinate to stand down. Once everyone has 
  calmed down, Narsen bids the PCs to follow him to the 
  local inn where they can discuss matters further.
  Society (Recall Knowledge) or Diplomacy 
  (Gather Information)
  A PC who succeeds at a DC 15 Society (Recall 
  Knowledge) or Diplomacy (Gather Information) check 
  (DC 18 in Subtier 3–4) has a good understanding of 
  Razmiran and its inhabitants.
  Critical Failure: A PC believes that the common 
  people of Razmiran are prosperous and wholeheartedly 
  love and worship Razmir.
  
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  Success: A PC understands that most common Razmiri 
  are poor and are closely monitored by the government. 
  The clergy of Razmir are its upper and governing class 
  and live in opulence. The PC therefore understands 
  which topics to avoid and receives a +1 circumstance 
  bonus to Make An Impression or Request things from 
  citizens of that nation.
  Critical Success: As success, and the PC has also heard 
  rumors that undead minions of the Whispering Tyrant 
  have been seen lurking near the northern coastline but 
  seem to have been kept at bay by the Razmiri priesthood.
  Boons and Hero Points
  Give the PCs a few moments to slot their boons for the 
  adventure and let each PC know that they have 1 Hero 
  Point available for use during the adventure.
  Prophet’s Rest
  The village of Prophet’s Rest is a 10-minute walk up a 
  steep embankment from the docks where the PCs arrive. 
  Narsen introduces himself as “Mask Narsen, short for 
  Mask of the Twelfth Step”, and wears blue silk robes 
  with a cowl edged in silver thread. Narsen wears a silver 
  mask that conceals all of his facial features except for 
  his intelligent and inquisitive hazel eyes. If the PCs ask 
  a question about the proposed agreement, the lodge, 
  or make uncomfortable comments about the people 
  of Razmiran or its government, Narsen jovially steers 
  the conversation to a more innocuous topic such as 
  their trip, the weather, or unobtrusive questions about 
  their backgrounds.
  As the PCs enter the village, they see a ruin about a mile 
  away on top of a tall promontory rock overlooking the 
  village and the Glass River valley. Even from a distance, 
  it looks to be in poor repair. This is the ruin of Fort Agate 
  (area B), the proposed location for the Pathfinder Lodge.
  The buildings they pass on the way to the inn are all 
  recently painted, and many windowsills are decorated 
  with colorful flower boxes or draped with the yellow 
  and purple flag of Razmiran. At first glance, the hamlet 
  looks rich and prosperous, but a PC who succeeds at a 
  DC 15 Perception check to Seek (DC 18 in Subtier 3–4) 
  notices that the streets are empty except for patrolling 
  Razmiri guards, and many of the houses off the main 
  thoroughfare are in need of significant repairs. PCs who 
  critically succeed at the check to Seek notice that the 
  upper floors of some of the buildings are actually empty 
  facades with nothing behind them. If asked about it, 
  Narsen says that the facades are temporary fronts while 
  repairs are undertaken. “Appearances are an important 
  part of morale. We’ve had some bad weather rolling 
  through and repairs aren’t happening as fast as they 
  once did, but a village that looks in good order soon is in 
  good order.” Narsen’s answer, while evasive, is based in 
  truth; the region has seen bad weather, previous repairs 
  in the area were completed more quickly than the current 
  batch, and the priest firmly believes that the first step to 
  making something real is to implement the appearance of 
  the desired reality (a common belief among members of 
  the Razmiri priesthood).
  Hammering out the Details
  After entering the inn, Narsen asks the innkeeper Lotte 
  Mayar (LN female human) behind the bar for a private 
  room. The innkeeper quickly jumps to her feet and ushers 
  Narsen and the PCs into a back room where a simple yet 
  delicious lunch has been laid out on a table.
  Narsen asks the PCs to help themselves and welcomes 
  them again on behalf of the government of Razmiran 
  to Prophet’s Rest, stating that he has been making 
  preparations for their arrival for several months. He 
  explains that he has been able to convince the Visions 
  of the 15th Step that make up the highest echelon of 
  the Razmiri government to allow the Pathfinder Society 
  access to their blessed nation and to establish a lodge in 
  an abandoned fort less than hour’s travel from the port 
  city of Xer.
  The proposed site is an abandoned castle named 
  Fort Agate which rests on a small tor just outside the 
  suburb. The fort is in poor repair, but Narsen promises 
  that the Pathfinders will find the villagers of Prophet’s 
  Rest willing to help them make necessary repairs—“for 
  a price, of course.” Narsen proposes that the PCs see the 
  site for themselves as soon as possible (“I’m getting a bit 
  too old to go tromping through the hills”) and is happy 
  to answer any general questions.
  Is there anyone living in Fort Agate? “No humans, 
  but it is likely that local creatures have made their 
  homes there. The views from the fort are supposed to 
  be stupendous!”
  Can you tell us anything about the fort’s history? “The 
  fort was last held by a bandit lord before the coming 
  of Razmir, thrice-blessed be His name, but the ruin is 
  several hundred years older than that. It was most likely 
  built by a Taldan or Kellid lord long ago to control the 
  estuary of the Glass River. It may be in rough shape, but 
  it has great bones!”
  How do we know you’re not sending us to our deaths? “If 
  you visit the local carpenter, you will see that I had quite 
  a lot of wood shipped here from Xer to help you with the 
  renovations. I have also brought in a skilled stonemason 
  from the capital that you can hire. Why would my 
  government go to so much effort just to kill a few, and 
  please forgive my indelicacy, low-ranking Pathfinders?”
  
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  Do you have any supplies for us? “I do not, but I 
  know Pathfinders have a well-deserved reputation for 
  self-sufficiency and innovation, so I’m sure you won’t 
  have any problems.”
  Prophet’s Rest
  Prophet’s Rest is about a half-day’s journey down-river 
  from the city of Xer and is situated on a bluff above 
  the Glass River near where it empties into Lake 
  Encarthan. Once a prosperous fishing and trading 
  community, the village has shrunk during the past few 
  decades under the exploitative taxes of Razmir’s clergy 
  and now consists of fewer than 20 families. Many left 
  to find work in Razmiran’s cities, while others have 
  been sentenced to forced labor camps by the clergy 
  for crimes against Razmir and the nation. The few 
  remaining villagers can be divided into two group: 
  those who actively support the government and those 
  who simply wish to be left alone; none remain who 
  actively oppose the rule of Razmir.
  A1. Melcat’s Folly Inn: This is the only inn in 
  Prophet’s Rest and the most likely location for the PCs 
  to stay should they not wish to camp at Fort Agate. It is 
  run by the hard-working, middle-aged Lotte Mayar (LN 
  female human) and her two adult sons, Wilfred (NE 
  male human) and the shy Mikkel (N male human). The 
  family is assisted by the servant girl Bessama Lingler 
  (CE female half-elf), who they treat poorly. The inn has 
  two stories and is the only building built of stone in the 
  entire hamlet. Everyone in the inn reports anything they 
  learn about the PCs to Priest Lumley at the Temple of 
  Razmir after morning services. Wilfred was apprenticed 
  under Braderock Brumn’s father (see Cooperage, 
  below) to become a carpenter but was kicked out due 
  to laziness.
  The stonemason Junissa Yovitch (LE female human) 
  is the only current guest at the inn. Narsen brought her 
  to Prophet’s Rest from the capital a few weeks ago to 
  assist in the renovation. Junissa is resentful for having 
  been dragged to such a backwater, but knows better 
  than to complain to anyone, lest she be accused of 
  disloyalty to the government.
  A2. Temple of Razmir: This is the local temple run 
  by Priest Lumley, a middle-aged man with thinning 
  grey hair who holds sunrise services here every day 
  that are mandatory for all inhabitants of Prophet’s 
  Rest. Afterwards he takes “private confession”, which 
  is when the villagers can tell him if they’ve learned 
  anything damaging about their neighbors. He lives in 
  a set of rooms attached to the back of the temple along 
  with three guards: Petrus (LE male human), Aasif (NE 
  male human), and Rakka (N female human).
  A3. Smithy: Martin Hengus (LN male human), the 
  local blacksmith, lives and works here with his husband 
  Edgar (N male human), who assists him at the forge. 
  The two have no love lost for Priest Lumley but know 
  better than to openly oppose him. Lumley does not 
  bother them, as they are the only blacksmiths in the 
  area, and so they are vital to the village.
  A4. Farmhouse: This is the residence of the snide 
  farmer Benyan Horgat (LE male human), the richest 
  man in Prophet’s Rest. He made his fortune selling 
  produce to the Razmiran priesthood, and looks down 
  on everyone else in the hamlet. His wife Gerlind (LE 
  female human) is a thoroughly unpleasant woman who 
  spends her days sitting by the window of her kitchen 
  and complaining. All the work in the house is done by 
  their servant, Matthild (NG female halfling), who grew 
  up as a trapper in the River Kingdoms until she was 
  captured by slavers and sold into Razmiran.
  A5. Cooperage: This is the home and workshop of 
  Braderock Brumn (LN male human), the village’s 
  carpenter. Now in his early thirties, Braderock lost most 
  of his family after they were sent off to a work camp 
  after being accused of disloyalty to the government. He 
  lives in near-constant fear of the same thing happening 
  to him and is careful not to do anything to upset Priest 
  Lumley or Mask Narsen. As Narsen promised the PCs, 
  a large supply of cut lumber has been stationed next to 
  the building. 
  A6. Knicks and Knacks: The local wise woman 
  Sylvina Norritch (CN female human) sells trinkets and 
  dry goods and has a thriving business selling healing 
  creams and love charms as well. She also brews and 
  sells minor healing potions for 4 gp each, but only 
  has five on hand (in Subtier 3–4, she also sells lesser 
  healing potions but only has three of those). She pays 
  Priest Lumley a sizeable cut of her profits to keep him 
  out of her business. In her youth she was a priestess of 
  Hanspur, a fact that nobody else knows. She lives with 
  her seven affectionate pet rats, who ride in her pockets, 
  on her shoulders, and in her hair at all times. PCs might 
  also seek Sylvina’s assistance in cleansing the shrine 
  to Urgathoa (page 13), which she only agrees to if her 
  attitude toward the PCs is at least friendly. She knows 
  the consecrate ritual (Core Rulebook 410). 
  A7. Hunter’s Lodge: This is the residence of the 
  middle-aged Plisken the Brown (N male human) a 
  hunter and fur trapper who sells his goods in the village. 
  He gets his name from his earth-toned clothing and his 
  constant chewing of a local type of nut that has turned 
  his teeth permanently brown. Plisken lives alone and 
  spends most of his days out in the woods, but is in a 
  secret relationship with Lotte Mayar, the innkeeper. 
  
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  Prophet’s Rest
  Prophet’s Rest
  Pathfinder Flip-Mat Classics: Hamlet
  Pathfinder Flip-Mat Classics: Hamlet
  1 square = 5 feet
  1 square = 5 feet
  A1
  A1
  A5
  A5
  A7
  A7
  A2
  A2
  A3
  A3
  A6
  A6
  A4
  A4
  
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  Fort Agate
  Even though the ruin is clearly visible from Prophet’s 
  Rest, Fort Agate is located a little under an hour’s walk 
  away along old, overgrown game trails that wind through 
  steep, wooded hills.
  The fort was built about 500 years ago by a minor 
  Varisian noble from Ustalav and his Kellid wife. Their 
  names are forgotten, but what is remembered is that 
  they were run out of Caliphas after their devotion to 
  the goddess Urgathoa was made public. They fled to 
  what were then the wild western reaches of the River 
  Kingdoms and used their fortune to build Fort Agate. 
  From there they hired bandits and began attacking local 
  shipping on the Glass River and Lake Encarthan. They 
  also built a shrine to the Pallid Princess in a hidden vault 
  beneath the keep. After they died, the upkeep of Fort 
  Agate was neglected by a series of short-sighted bandit 
  lords until Razmir drove them off in 4661 AR; the fort 
  has lain empty ever since.
  The ruin sits on top of a tall and narrow promontory 
  with a spectacular view of the Glass River valley and 
  can only be approached with ease via the approach road 
  (area B1); anyone else must climb the nearly vertical 
  cliff face requiring a successful DC 20 Athletics check 
  to Climb. The fort gets its name from the large amount 
  of multi-colored agate quartz that was used in its 
  construction for ornamental purposes. The outer walls 
  and main gate (area B2) into the courtyard (area B3) and 
  keep (area B4) were once heavily decorated with polished 
  agate stones, but most of these were removed by looters 
  long ago, leaving both structures heavily pockmarked. 
  Despite this, small pieces of polished agate can still be 
  seen in structures throughout the fort.
  B1. The Approach Road
  This steep but wide road leads from the bottom of the 
  cliff to the outer walls and main gate of Fort Agate. Unlike 
  the natural game trails the PCs have been following this 
  far, the approach road was clearly constructed of crushed 
  stone and compacted dirt. It is now overgrown with 
  many bushes and small trees, and PCs who succeed at a 
  DC 15 Perception check (DC 18 in Subtier 3–4) notice 
  unusual droppings at the base of the cliff. A successful 
  DC 12 (DC 15 in Subtier 3–4) Recall Knowledge check 
  using either Nature or an animal-related subcategory of 
  the Lore skill reveals that they are the droppings of giant 
  geckos (see appropriate Appendix for the party’s subtier).
  B2. Outer Walls and Main Gate
  The outer walls of Fort Agate are badly degraded in 
  many places. Built of two outer layers of mortared 
  fieldstone with a filling layer of pebbles and sand 
  between them, the wall was originally 12 feet high and 
  6 feet wide at the base and 4 feet wide at the top. Most 
  of the once-rectangular merlons have deteriorated and 
  many of the field stones have fallen out, leading to an 
  overall structural weakening. In one location near the 
  main gate, the wall has given way entirely, creating a 
  hole that a Medium-sized creature can fit through with 
  little difficulty.
  The wooden main gate of Fort Agate rotted away 
  years ago, although the stone posts where it was hung 
  can still be seen; the gate can be replaced while Repairing 
  the Fort (page 12).
  Treasure: A PC who inspects the gate and succeeds at 
  a DC 12 Perception check to Seek (DC 15 in Subtier 3–4) 
  notices a loose stone, behind which someone hid a silver 
  ring with the engraving of a lily that is worth 5 gp. This 
  ring represents 1 Treasure Bundle.
  B3. Courtyard 
  Low
  The courtyard of Fort Agate stretches from the main 
  gate to the keep and contains the ruins of a watchtower 
  and a well. It is overgrown with bushes and small trees 
  PCs have numerous opportunities while Repairing 
  the Fort (page 12) to get to know the villagers and 
  determine their willingness to help the Pathfinder 
  Society to fulfill the Envoy’s Alliance mission.
  Every NPC has an initial attitude that can be 
  improved with successful Diplomacy (Make an 
  Impression) checks against a Will DC listed in the 
  NPC’s description in Appendix 3. NPCs whose Attitude 
  is improved to at least Friendly will consider working 
  for the Society and take one of Fola Barun’s tokens if a 
  PC succeed at a DC 15 Diplomacy (Request) check (DC 
  18 in Subtier 3–4). Multiple checks against the same 
  NPC are possible, though a critical failure causes the 
  NPC’s opinion to decrease by one step. Successfully 
  increasing or decreasing the attitude of an NPC lasts 
  through the rest of the scenario unless affected by 
  another check. Spells such as charm are ineffective, as 
  they have insufficient duration.
  Each NPC’s description also lists if they plan on 
  informing on the PCs to the clergy, and this decision 
  can only be changed by improving an NPC’s attitude 
  to Helpful. All NPCs will claim that they will not inform 
  the clergy, and PCs must succeed at a Perception check 
  against a Lie DC listed in the NPC’s description to 
  determine the truth.
  FINDING TRUSTWORTHY PEOPLE
  
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  Lodge of the Living God
  and covered in rubble that broke off from the various 
  stone structures. PCs who succeed at a DC 12 Perception 
  check (DC 15 in Subtier 3–4) notice the same scat found 
  along the approach road (see page 8). 
  Northeast Watchtower
  This watchtower was once used to observe the 
  movement of ships on the Glass River but has by now 
  collapsed almost completely. Once 30 feet in height, it 
  now is barely 12 feet tall and leans dangerously to the 
  east, its fieldstones jutting out at odd angles, giving it a 
  very precarious appearance. Although the watchtower 
  cannot be repaired, it can be safely demolished when 
  Repairing the Fort (page 12).
  Hazard: Any PC can see that climbing the tower with 
  its many loose flagstones will be dangerous for those of 
  Small size or larger. Those who nevertheless attempt it 
  must succeed at a DC 10 Athletics check to Climb and 
  a DC 10 Acrobatics check to Balance (DC 13 for both 
  checks in Subtier 3–4). If either of these two checks 
  result in a failure, the PC falls from the tower to the 
  ground below, taking 5 bludgeoning damage unless they 
  succeed at a DC 10 Reflex save to Grab An Edge (Core 
  Rulebook 472).
  Creatures: A small flock of Glass River midges, a local 
  variety of bloodseeker, lives in a small chamber near the 
  top of the watchtower. They do not emerge during the 
  day unless disturbed by someone who climbs the tower, 
  at which point they pour out into the courtyard to attack. 
  They come out late at night to hunt, attacking anyone 
  sleeping near Fort Agate, but do not enter the keep, as 
  they know to avoid the giant geckos who lair there.
  Subtier 1–2
  GLASS RIVER MIDGES (3) 
  CREATURE –1
  Page 18
  Subtier 3–4
  ELITE GLASS RIVER MIDGES (3) 
  CREATURE 1
  Page 23
  
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  The Well
  The outer stone walls of the well have collapsed inward, 
  making it appear as just a pile of masonry stone. 
  Repairing the well is possible but is a longer project (see 
  Repairing the Fort, below).
  Treasure: A PC who searches amongst the stones of 
  the well and succeeds at a DC 14 Perception check to 
  Seek (DC 17 in Subtier 3–4) finds a “time capsule” that 
  was buried here by the couple who built Fort Agate. 
  It contains mostly love letters between the couple that 
  detail their amorous excursions, along with a map of 
  their caches of gold they left behind in Ustalav. It is worth 
  25 gp and represents 2 Treasure Bundles. This treasure is 
  automatically found if the well is repaired.
  B4. Keep
  The octagonal keep is in better condition than the outer 
  walls but still has many large stones missing. It is 45 
  feet in height and is divided into three floors: the great 
  hall, the roof, and the dungeon. A series of passageways 
  connects the great hall to the dungeon.
  Great Hall
  The great hall is accessed from the ground level of the 
  courtyard by a spiral stone ramp that is 10 feet across and 
  winds up the outside of the keep to a landing where the 
  front door once was located. The door fell to pieces long 
  ago, and all that is left is an empty doorway that leads 
  into the great hall. The room inside is covered in broken 
  masonry, pieces of wood, and giant gecko droppings.
  In the southeastern corner of the great hall is a winding 
  staircase and a set of passageways that leads toward the 
  dungeons. These passageways are blocked by rubble 
  (area C). 
  The ceiling of the great hall has a 10-foot-square hole 
  in it, open to the sky, that leads up to the roof. A wooden 
  staircase, long since decayed, once ascended to the upper 
  story. The anchor holes for the staircase can still be seen 
  on three sides of the wall. These stairs can be rebuilt 
  during the repairs, as well.
  Roof
  With the stairs missing, there is no easy way to access 
  the roof, but PCs can clamber up the outside of the keep 
  with a successful DC 20 Athletics check to Climb. The 
  roof provides a panoramic view of the fort, the village 
  of Prophet’s Rest, and the surrounding countryside for 
  miles around. Most of the roof’s merlons have degraded, 
  and there are numerous post holes dug into its pavement 
  stones that once supported a wooden cover to protect the 
  keep from enemy missile fire. This cover can be rebuilt 
  while Repairing the Fort (page 12).
  Dungeon
  Once the PCs clear the blocked passageway (area C), 
  they find another staircase that leads down 20 feet into 
  a storage room hewn out of the bedrock underneath 
  Fort Agate. Wooden shelves once lined its walls but have 
  degraded to kindling. A single passage leading from here 
  to the shrine of Urgathoa was bricked up long ago. The 
  brick wall (Hardness 14, HP 48, BT 24) is somewhat 
  flimsy and can be broken down with a DC 20 Athletics 
  check to Force it Open, or by demolishing it (Core 
  Rulebook 515). If the wall is broken down, a strong 
  smell of rot and decay fills the storage room but disperses 
  after a few minutes.
  Treasure: A PC who looks under the table in the dungeon 
  finds a pair of average manacles that were forgotten here. 
  They’re worth 20 gp, representing 2 Treasure Bundles.
  Shrine to Urgathoa
  This shrine to the Pallid Princess contains a ceremonial 
  stone table cut out of the bedrock that is eight feet long 
  and four feet wide. The stone table is a powerful font of 
  Urgathoan magic equivalent to a permanent consecrate 
  ritual (Core Rulebook 410) that radiates with necromantic 
  magic. Its top is unadorned, but all of its sides have carvings 
  of writhing humanoid figures and prayers to Urgathoa in 
  the Hallit language on them. Similar writing can be found 
  on every wall of the shrine. All the carvings have been 
  terribly defaced with tools, and the writing is illegible 
  at first glance, even with magic such as comprehend 
  languages. Deciphering the writing on the table is one of 
  the activities in Repairing the Fort (page 12).
  B5. Ruined Barracks
  While the walls and furnishings of this former 
  dormitory have been severely damaged from roof leaks, 
  its foundations and framing are in good condition. 
  With substantial repairs, it could once again provide a 
  comfortable shelter to the PCs and future denizens of 
  the fort. Fixing the barracks is one of the activities in 
  Repairing the Fort (page 12).
  C. Below the Great Hall
  These passageways would lead to the dungeon, but 
  the debris from a ceiling collapse stops the PCs from 
  progressing farther than the mapped area. The PCs 
  enter from the southwest corner of the map. Clearing 
  the rubble and gaining access to the dungeon can be 
  accomplished when Repairing the Fort (page 12). 
  Creatures: A small colony of giant geckos has taken 
  up residence in the beneath the great hall. They are 
  territorial, and they attack anyone who descends the 
  stairs from the great hall.
  
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  B1
  B1
  B2
  B2
  B3
  B3
  B4
  B4
  B. Fort Agate
  B. Fort Agate
  Pathfinder Flip-Mat: Castles Multipack
  Pathfinder Flip-Mat: Castles Multipack
  1 square = 5 feet
  1 square = 5 feet
  
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  C. Below the Great Hall
  C. Below the Great Hall
  Pathfinder Flip-Tiles: Dungeon Starter Set
  Pathfinder Flip-Tiles: Dungeon Starter Set
  1 square = 5 feet
  1 square = 5 feet
  Subtier 1–2
  IMMATURE GIANT GECKOS (3) 
  CREATURE 0
  Page 19
  Subtier 3–4
  ELITE GIANT GECKOS (3) 
  CREATURE 2
  Page 24
  Repairing the Fort
  Upon their return to Prophet’s Rest, the PCs find 
  Narsen ensconced in the common room of the Melcat’s 
  Folly Inn. The priest is eager to speak to them about 
  their experiences at Fort Agate and encourages them 
  to begin the repair process immediately, telling them 
  that the hamlet’s villagers are at their disposal and 
  recommending that they make use of the villagers’ skills 
  and labor.
  Narsen has no knowledge of anything in the fort’s 
  dungeon, as it has been blocked off for over a century. 
  Unless the PCs have an urgent need that requires his 
  particular attention, the priest excuses himself the 
  same day they return and truthfully explains that he 
  must return to Xer to speak to his superiors in order 
  to facilitate the continued cooperation between the 
  Razmiri government and the Pathfinder Society. He 
  promises to return “in a few weeks, no more than a 
  month,” and encourages the PCs to work on repairing 
  the main gate first—“a fort’s not much good without 
  a door to close.” Narsen leaves on a river boat that 
  same day and does not come back until he warns the 
  PCs of the imminent attack of the undead forces (see 
  Defending the Fort, page 15).
  
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  Repairing Fort Agate in a timely fashion is beyond the 
  capacities of a small group of PCs. Fortunately, they 
  don’t have to go about it alone, as they have funds from 
  Venture-Captain Smine. It costs 3 gp per day to hire 
  3 villagers per PC from Prophet’s Rest to put in a full 
  day’s work. No matter the attitude of the NPCs, all are 
  willing to work for the PCs as long as they are paid, 
  thanks to Narsen’s command. 
  Each day that a PC participates in an activity other 
  than Secretly Plant Whisper Lilies or Talk to the Locals, 
  the PC can select 3 NPCs of their choice from the table 
  in Appendix 3 (page 28). Each PC has their own set of 
  three NPCs accompanying them—the same NPC cannot 
  help multiple PCs. 
  The NPCs that come along with a PC can help them 
  perform tasks that would otherwise be beyond the PC’s 
  ability. If a PC brings along an NPC who has a particular 
  specialty that is in the task’s requirements, the PC can 
  add their level as a proficiency bonus to the associated 
  skill check, even if they are untrained, and they gain a 
  +2 circumstance bonus on the check.
  HIRED HELP
  Repairing Fort Agate
  Repairing an entire fort is a daunting task, and Narsen, 
  Venture-Captain Smine, and the citizens of Prophet’s Rest 
  all expect the PCs to ask locals for help (see the Hired 
  Help sidebar). The endeavor is broken up into a variety 
  of downtime activities. Many of the activities require the 
  PCs to either have a certain degree of proficiency in a skill 
  or to bring along an NPC with the correct specialty. If a 
  PCs doesn’t meet the task’s skill proficiency requirements 
  or have the same proficiency in an appropriate substitute 
  skill (such as a relevant Lore skill; GM’s discretion), 
  they must choose a hired NPC with that specialty as 
  one of the three NPCs to assist them on that day or they 
  automatically fail their skill check (see Appendix 3 for 
  a list of available NPCs and their specialties, and Hired 
  Help for how they can assist on checks). 
  Each activity takes a specific number of days of work. 
  If the task has no listed skill check, the PC and three 
  NPC helpers together complete 4 days of progress per 
  calendar day. If the task has a listed skill check, the PC 
  must attempt the check at the end of the day to see how 
  much progress they and the helpers make.
  Critical Success They complete 6 days of work.
  Success They complete 4 days of work.
  Failure They complete 2 days of work.
  Critical Failure They make no progress.
  Present the players with a list of all the activities (see 
  Handout #3 on page 35) so that they can plan which they’d 
  like to accomplish in the approximate month Venture-
  Captain Smine has given them. Even though the PCs are 
  not aware of what is about to happen, they have 28 days to 
  repair Fort Agate before Narsen returns and informs them 
  of the imminent arrival of the undead forces, beginning 
  the Defending the Fort section (page 15). For a table of 5 
  players, they instead have 23 days; for a table of 6 players, 
  they instead have 19 days. Some of the activities will also 
  help the PCs complete battle preparation activities to help 
  protect the villagers from a surprise undead attack, but the 
  players should not be made aware of this.
  The players may also come up with unique activities on 
  their own—as long as they fit into the framework provided 
  below (along with requirements, time commitments, and 
  skill DCs), you should encourage the players to do so. 
  The PCs cannot participate in downtime activities 
  that aren’t directly related to repairing the fort during 
  this time (such as Craft or Earn Income). Any who 
  begin to try to do so meet with a combination of swift 
  rebuke from unfriendly NPCs and furtive warnings from 
  friendly ones—as far as the people of Prophet’s Rest see 
  it, the PCs have been given a job by the government and 
  their Society alike, and shirking their responsibilities 
  could have dire consequences.
  Downtime Activities
  CLEAN THE FORT
  DOWNTIME
  MANIPULATE
  Requirements See the text.
  Fort Agate needs a good clean—cutting down bushes and 
  trees, hauling away trash, picking up rocks, and scraping soot 
  and mold from the walls and floors. There are six areas in the 
  fort that need to be cleaned: the approach road (area B1), the 
  courtyard (area B3), the keep’s great hall, roof, and dungeon 
  (area B4), and the ruined barracks (area B5). Each area 
  requires 8 days of cleaning before any other repair activities 
  in them can begin. In order to clean the roof and dungeon, 
  workers must first have easy access to them—the PCs must 
  have successfully Rebuilt Collapsed Stairs and Excavated 
  Stairs Below Great Hall, respectively. Cleaning does not 
  require a Crafting check, nor does it cost gold. 
  CLEANSE THE URGATHOAN SHRINE
  DOWNTIME
  CONCENTRATE
  EVOCATION
  Requirements The PCs succeeded at the Decipher Ancient 
  Writings activity, and you’re trained in Religion or hired a sage.
  This activity cleanses the shrine of Urgathoa in the dungeon of 
  the keep (area B4) and removes the unholy consecrate magic 
  currently in effect, though no counteract check is needed. 
  
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  It takes 6 days of work (DC 18 Religion checks; DC 21 in Subtier 
  3–4) and 40 gp worth of race incense and offerings, which can 
  be purchased from Sylvina Norritch in Prophet’s Rest (area A6). 
  Note that if Sylvina performs the ritual, she can only consecrate 
  the shrine to Hanspur. Successfully completing this activity 
  also counts as 4 completed battle preparation activities for the 
  Conclusion, as fewer undead are lured to Fort Agate.
  COLLAPSE THE WATCHTOWER
  DOWNTIME
  MANIPULATE
  Requirements The PCs have Cleaned the Fort in the courtyard, 
  and you’re an expert in Crafting or hired a stonemason.
  Completely rebuilding the watchtower (area B3) is beyond 
  the scope of this scenario, but it is on the verge of collapse: 
  leaving it standing presents a danger. You can safely collapse 
  it with 6 days of work (DC 15 Crating checks; DC 18 in Subtier 
  3–4). Completing this activity also has the secondary benefit 
  of providing free stone that can serve as supplies for all the 
  other activities requiring a hired stonemason. The collapse 
  kills any remaining Glass River midges living in the tower.
  CONSTRUCT COVER FOR THE ROOF
  DOWNTIME
  MANIPULATE
  Requirements The PCs have completed Clean the Fort for the 
  roof, and you’re trained in Crafting or hired a carpenter.
  Rebuilding the cover on the roof designed to protect the 
  fort from missile fire (area B4) takes 12 days of work (DC 12 
  Crafting checks ; DC 15 in Subtier 3–4).
  DECIPHER ANCIENT WRITINGS
  CONCENTRATE
  DOWNTIME
  SECRET
  Requirements The PCs have completed Clean the Fort for the 
  dungeon, and you’re trained in Religion or hired a sage.
  Characters can try to decipher the engraved archaic Hallit 
  writing of the Urgathoan shrine (area B4) that has been largely 
  destroyed. This takes 6 days of work (DC 12 Religion checks; 
  DC 15 in Subtier 3–4). Once the writing has been deciphered, 
  the PCs can attempt the Cleanse the Urgathoan Shrine activity.
  EXCAVATE STAIRS BELOW GREAT HALL
  DOWNTIME
  MANIPULATE
  Requirements The PCs have completed Clean the Fort for the 
  great hall.
  The passageway under the great hall (area C) needs to be 
  cleared to reach the dungeon. This requires 12 days of work 
  but does not require a Crafting check, nor does it cost gold.
  PATCH THE HOLE IN THE OUTER WALL
  DOWNTIME
  MANIPULATE
  Requirements The PCs have completed Clean the Fort for the 
  approach road, and you’re an expert in Crafting or hired a 
  stonemason.
  Repairing the large hole in the outer wall near the main 
  gate (area B2) is a weighty task. This activity requires 18 
  days of work (DC 12 Crafting checks; DC 15 in Subtier 3–4) 
  to complete. This activity counts as 2 completed battle 
  preparation activities for the Conclusion.
  REBUILD COLLAPSED STAIRS
  DOWNTIME
  MANIPULATE
  Requirements The PCs have completed Clean the Fort for the 
  great hall, and you’re an expert in Crafting or hired a carpenter.
  A wooden staircase previously connected the great hall to 
  the roof in the keep (area B4). Rebuilding the stairs takes 
  enough DC 15 Crafting checks (DC 18 in Subtier 3–4) to 
  complete 12 days of work.
  REBUILD SCAFFOLDING FOR BATTLEMENTS
  DOWNTIME
  MANIPULATE
  Requirements The PCs have completed Patch the Hole in the 
  Outer Wall, and you’re an expert in Crafting or hired a carpenter.
  Rebuilding the scaffolding along the top inside of the outer 
  walls (area B2) allows the battlements of Fort Agate to once 
  again be manned. This enables defenders to look over the 
  merlons and target attackers outside. This activity requires 12 
  days of work to Repair the battlements (DC 15 Crafting checks; 
  DC 18 in Subtier 3–4). This activity counts as 2 completed battle 
  preparation activities for the Conclusion.
  REPAIR THE BARRACKS
  DOWNTIME
  MANIPULATE
  Requirements The PCs have completed Clean the Fort for the 
  barracks, and you’re trained in Crafting or hired a carpenter.
  Repairing the ruined barracks (area B5) gives the PCs a 
  comfortable place to rest in Fort Agate, away from the damp and 
  dusty interior of the fort. It takes 12 days of work (DC 12 Crafting 
  checks; DC 15 in Subtier 3–4) to get the barracks back in shape.
  REPAIR THE WELL
  DOWNTIME
  MANIPULATE
  Requirements The PCs have completed Clean the Fort for the 
  courtyard, and you’re trained in Crafting or hired a stonemason.
  Rebuilding the well in the courtyard (area B3) gives Fort 
  Agate access to clean drinking water again. It takes 6 days 
  of work (DC 12 Crafting checks; DC 15 in Subtier 3–4).
  REPLACE THE MAIN GATE
  DOWNTIME
  MANIPULATE
  Requirements The PCs have completed Clean the Fort for the 
  approach road, and you’re an expert in Crafting or hired a 
  carpenter and a stonemason.
  The fort’s main gate (area B2) can be rebuilt with local lumber 
  and heavy repairs to the stone hinges that it hangs from on 
  the outer walls. This takes 12 days of work (DC 15 Crafting 
  
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  Pathfinder Society Scenario
  Lodge of the Living God
  checks; DC 18 in Subtier 3–4). It counts as 4 completed battle 
  preparation activities for the Conclusion.
  SECRETLY PLANT WHISPERING LILIES
  DOWNTIME
  MANIPULATE
  Requirements You’re trained in Deception or Nature.
  PCs can secretly plant the Whispering Lilies given to them 
  by Venture-Captain Smine in strategic locations around 
  Fort Agate. Those trained in Deception achieve this through 
  subterfuge, while those trained in Nature accomplish it 
  by hiding the plants among similar non-magical lilies. This 
  activity takes 1 day and requires the PC to succeed at a DC 15 
  Deception or Nature check (DC 18 in Subtier 3–4).
  TALK TO THE LOCALS
  AUDITORY
  CONCENTRATE
  DOWNTIME
  LINGUISTIC
  MENTAL
  The PC spends the day ingratiating themself to the inhabitants 
  of Prophet’s Rest. At the beginning of the day, the PC must 
  select three NPCs and attempt a Diplomacy check to Make An 
  Impression against the Will DCs of the NPCs listed in Appendix 
  3. Any successes on this check improve that NPC’s attitude 
  toward the PC by one step or more (Core Rulebook 246–247). 
  For the purposes of this check, it doesn’t matter if the NPC is 
  located in the hamlet or is helping the PCs at Fort Agate. PCs 
  may also attempt any other necessary skill checks required for 
  the Envoys’ Alliance faction mission during this activity. This 
  activity takes 1 day, has no requirements, and costs no gold.
  Defending the Fort
  The Whispering Tyrant has secretly been moving 
  small companies of nonintelligent undead soldiers into 
  Razmiran for months to prepare for a larger invasion. 
  His commanders bring them in under cover of darkness 
  and hide them in rivers, swamps, caverns, or other places 
  far from population centers, commanding them to wait 
  there until ordered into battle.
  One such company was hidden months ago in a swamp 
  less than 20 miles from Fort Agate but has recently started 
  drifting toward the fort, drawn toward the necromantic 
  energy emitted by the shrine of Urgathoa in its dungeon. 
  Unbeknownst to anyone, including the Whispering 
  Tyrant’s commanders, the undead have abandoned their 
  swampy post and are en route to the fort.
  On the morning of the PCs’ last day of Repairing the 
  Fort, a frantic and disheveled Narsen returns via ship. After 
  he finds the PCs, the priest informs them of the urgent news.
  “Pathfinders! I am so glad to have found you! How are your 
  renovations going? Well, I hope? What am I saying, I have no 
  time for this!”
  The priest lets out a small shriek of nervousness and pulls back 
  the hood of his robe to scratch at his unkempt greying brown 
  hair. He then smooths his hair ] before taking a deep breath.
  “I’m sorry for my outburst, but I have bad news. You see, 
  our scouts along the Glass River caught sight of a small 
  company of skeletons and zombies who seem to be marching 
  toward Fort Agate, slaughtering everything in their path! 
  They are no more than a day away!” 
  “I know you don’t owe me anything, but our armed forces 
  are deployed far to the East and won’t be able to reposition in 
  time. Fort Agate is the most defensible position in the area. I 
  don’t think you would stand much of a chance against so many 
  undead on your own, even behind the walls of Fort Agate, but I 
  also don’t think the villagers would survive if they fought them 
  in the village. Can you take us in, so that we can make a stand 
  together? If you do this, I promise you, Razmiran will be in the 
  Society’s debt.”
  The PCs might have additional questions for Narsen.
  How many undead are coming? “I’m not sure, but I’ve 
  heard around 50 or more.”
  You expect us to fight 50 undead? “Why do you think 
  I suggest that we fight them together at Fort Agate? The 
  villagers would also be standing with you shoulder to 
  shoulder, and you have a day before they arrive. You could 
  build some traps for them, couldn’t you? They seem to just 
  be unintelligent undead.”
  Are you sure the undead are headed to Fort Agate? 
  “According to our scouts, yes. They seem to be drawn to 
  this place like a magnet, although I don’t know why.”
  Why do you want to help the people of the village? I 
  thought priests of Razmir were ruthless? “Your prejudices 
  are showing. I’ve been put in charge of this area, and these 
  people trust me to see to their protection. Besides, the 
  death of my entire congregation would reflect poorly on 
  me, and I have already taken great risks by inviting your 
  organization here. Neither I nor the people entrusted to 
  me would be well served by my failure.”
  Where do these undead come from? “As likely as not, 
  the ancient evil lich out in the middle of Lake Encarthan is 
  up to something. So far it has seemed that the presence of 
  the Living God had dissuaded the Whispering Tyrant from 
  moving against us, but clearly something has changed.”
  Preparing for Battle
  The PCs have 24 hours until the undead arrive. If they 
  choose to help Narsen and the villagers, he immediately 
  informs the people of Prophet’s Rest, and they arrive at 
  Fort Agate soon thereafter, bringing all the weapons and 
  armor they own. All have been commanded by Narsen to 
  be of use and will happily help build traps or shore up 
  defenses without compensation. Sylvina Norritch brings 
  along her emergency stash of healing potions, which she 
  
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  Lodge of the Living God
  reluctantly gives to the PCs free of charge. In Subtier 1–2 
  she brings 10 minor healing potions, while in Subtier 3–4 
  they are lesser healing potions.
  Treasure: The healing potions given to the PCs 
  represent 2 Treasure Bundles.
  Creating Traps: Below are battle preparation activities 
  the PCs can attempt. Each takes 8 hours of work. These can 
  be performed multiple times, and each requires the presence 
  of someone who meets the activity’s requirements. Unlike 
  in the previous section, the number of people helping on 
  these activities does not change the speed at which they are 
  accomplished. Critically succeeding at the Crafting checks, 
  however, completes two battle preparation activities (traps 
  or sets of trained villagers) instead of one.
  Players should be encouraged to plan on the map 
  where they will be placing the traps, giving them a chance 
  to discuss tactics for the upcoming fight. As the PCs have 
  24 hours, they could participate in multiple activities, 
  although they suffer from Fatigue if they are awake more 
  than 16 hours in a row without resting (Core Rulebook 
  480). GMs should keep track of how many successful 
  battle preparation activities are accomplished (including 
  those from Repairing the Fort), as this will determine 
  how many of the villagers survive the battle with the 
  undead (see Conclusion on page 17).
  Unique Traps: As in the previous section, the following 
  downtime activities are only a guide. Players may come 
  up with their own traps or other hindrances and should 
  be allowed to have their PCs create these if they have the 
  requisite skills or can hire a local worker to do it for them.
  CREATE DEADFALLS
  DOWNTIME
  MANIPULATE
  Requirements You’re trained in Crafting or hired a stonemason, 
  carpenter, or trapmaker.
  This activity creates a series of deadfalls using rocks or trees 
  to crush large numbers of undead that trigger them. This 
  activity requires 8 hours and a successful DC 15 Crafting 
  Check (DC 18 in Subtier 3–4).
  CREATE PIT TRAPS
  DOWNTIME
  MANIPULATE
  Requirements You’re trained in Crafting or hired a stonemason 
  or trapmaker.
  This activity creates and hides pit traps to detain (or at least 
  slow the advance of) the undead. This activity requires 8 hours 
  and a successful DC 15 Crafting check (DC 18 in Subtier 3–4).
  CRAFT SNARES
  DOWNTIME
  MANIPULATE
  Requirements You’re trained in Crafting and snare crafting 
  feat, or hired a trapmaker.
  This activity creates and hides a large number of snares 
  in one area to entangle the undead and allow them to be 
  easily dispatched. This requires 8 hours and a successful 
  DC 15 Crafting check (DC 18 in Subtier 3–4).
  TRAIN THE VILLAGERS
  DOWNTIME
  MANIPULATE
  Requirements You’re trained in simple weapons and light armor.
  This activity trains 8 noncombatants of Prophet’s Rest in the 
  basic use of weapons, shields, and armor. Although it won’t 
  make them proficient fighters, it’s better than nothing. This 
  activity requires 8 hours and a successful DC 12 Diplomacy 
  check (DC 15 in Subtier 3–4).
  Running the Battle
  The undead army arrives about 24 hours after Narsen’s 
  warning. If the PCs have scouts posted in elevated 
  positions, or in the woods below Fort Agate, they have 
  about 20 minutes notice before combat begins. Players 
  should be encouraged to think tactically and use the map 
  of the area to come up with a plan to defend the castle.
  The beginning of combat should be handled purely 
  narratively by GM and the players, without the use of 
  miniatures or dice. The GM simply explains the actions 
  of the undead army, while the players describe the ways 
  in which the PCs and the villagers fight back. The undead 
  have been summoned to fight like a real military and will 
  march in formation and fight as a unit, but they are not 
  led by sapient officers. This means that they make poor 
  tactical choices and cannot react quickly to changing 
  circumstances, which is something the PCs can use to 
  their advantage. For example, the GM could describe 
  how a row of zombies walks up the approach road (area 
  B1) and are fired upon from the battlements (if they’ve 
  been repaired) or the roof of the keep (area B4). This 
  narrative combat should resolve all of the prepared traps, 
  and the GM should describe how the undead are crushed 
  beneath them, fall into the pits, or caught in the snares 
  as the newly trained villagers heroically take them out.
  All of this narrative combat should happen outside the 
  walls of Fort Agate—it is only when the combat shifts to 
  inside the wall that normal combat begins, complete with 
  initiative and attack rolls. How the undead make it over 
  the wall is up to the GM but could include a very large 
  undead bashing down the gate with a tree trunk, a squad 
  of undead crawling over the walls, or the remaining 
  forces pouring through a breach in the wall that the PCs 
  did not repair.
  The undead forces attack in three waves, each separated 
  by about 10 minutes to allow the PCs time to cast spells, 
  Treat Wounds, Refocus, or make other preparations. It can 
  occur at a single location (such as the battered-down main 
  
  17
  Pathfinder Society Scenario
  Lodge of the Living God
  gate), or at multiple points across the fort, at the GM’s 
  discretion. The PCs should, however, be aware that they 
  have a few minutes to regroup after each wave ends. 
  Regular combat also occurs after all of the PCs’ traps 
  have been triggered or at least successfully avoided; the 
  PCs must simply defeat their attackers in combat. If the 
  PCs prepared well enough for battle, their opponents 
  may be injured or weakened (as described in the 
  corresponding section of each encounter’s appendix).
  Wave 1 
  Severe
  Subtier 1–2
  SKELETON SOLDIERS (2) 
  CREATURE –1
  Page 20, art on page 30
  SKELETON CORPORALS (2) 
  CREATURE 1
  Page 20
  Subtier 3–4
  SKELETON CORPORALS (3) 
  CREATURE 1
  Page 25, art on page 30
  SKELETON CAPTAINS (2) 
  CREATURE 2
  Page 25
  Wave 2 
  Moderate
  Subtier 1–2
  ZOMBIE CHARGERS (4) 
  CREATURE –1
  Page 21
  Subtier 3–4
  PLAGUE ZOMBIE 
  CREATURE 1
  Page 26, art on page 32
  ZOMBIE BRUTES (2) 
  CREATURE 2
  Page 26
  Wave 3 
  Severe
  Subtier 1–2
  SKELETON CAPTAIN 
  CREATURE 2
  Page 22
  SKELETAL MOUNT 
  CREATURE 2
  Page 22, art on page 31
  Subtier 3–4
  SKELETAL GIANTS (3) 
  CREATURE 3
  Page 27
  Conclusion
  Once the waves of undead are defeated, the PCs hear a shout 
  of joy from the villagers, one of whom breathlessly informs 
  them that the remaining undead are no longer attacking 
  and the battle is over. For each of the battle preparation 
  activities completed while Repairing and Defending the 
  Fort, one of the 17 villagers survives. Which of the villagers 
  are killed (if any) is up to the GM, but any NPC who was 
  given one of Fola Barun’s tokens for the Envoy’s Alliance 
  faction mission should not be among the dead.
  Whatever the outcome of the battle, Narsen thanks the 
  PCs profusely for their help and assures them that this has 
  firmly cemented the relationship between Razmiran and 
  the Pathfinder Society, and that he hopes for many years of 
  productive and mutually beneficial cooperation.
  The next week, a group of new Pathfinders arrives, 
  relieving the PCs and letting them return home.
  Treasure: The PCs get to keep any cash remaining from 
  the funds Venture-Captain Smine gave them at the beginning 
  of the scenario. This represents 3 Treasure Bundles.
  Reporting Notes
  If the PCs chose not to help the villagers fight the 
  undead, check box A on the reporting sheet. If the PCs 
  successfully completed the “Secretly Plant Whispering 
  Lilies” Downtime Activity, check box B.
  Primary Objectives
  The PCs fulfill their primary objective if they completed 
  at least 7 of the 12 repair-related Downtime Activities 
  in Repairing the Fort (not counting “Secretly Plant 
  Whispering Lilies” and “Talking to the Locals”). Doing 
  so earns each PC 2 Fame and 2 Reputation for any faction 
  associated with their currently slotted faction boon. 
  Secondary Objectives
  The PCs fulfill their secondary objective if at least 9 of the 
  17 NPCs survive the final battle in Defending the Fort. 
  Doing so earns each PC 2 Fame and 2 Reputation for any 
  faction associated with their currently slotted faction boon. 
  Faction Notes
  If the PCs give one of Fola Barun’s tokens to an NPC 
  who will not spill their secrets to the Razmiran clergy 
  (either because they are marked as “No” in Appendix 3 
  or their attitude has been improved to Helpful), they gain 
  2 additional reputation with the Envoy’s Alliance faction.
  
  18
  Pathfinder Society Scenario
  Lodge of the Living God
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment.
  8+ Challenge Points: For every 2 Challenge Points 
  beyond 8, add one Glass River midge to the encounter.
  SCALING ENCOUNTER B3
  Appendix 1: Subtier 1–2 
  Encounters
  The statistics presented in this appendix include full stat 
  blocks for creatures and hazards appearing in this scenario. 
  These encounters are written for four 1st-level PCs. If 
  your group has a different composition or size, refer to the 
  Challenge Points section of GM References (page 36) for 
  instructions on how to use the scaling sidebars to adjust 
  the encounters for your group. 
  If a creature is marked “(0)”, don’t include it in the 
  encounter unless otherwise specified (likely from the 
  scaling sidebars). 
  Encounter B3 (Subtier 1–2) 
  A flock of Glass River midges have hidden in a small 
  space in the interior of the watchtower. If disturbed, they 
  fly out into the courtyard to attack creatures trespassing 
  on their territory. They tend to focus on overwhelming a 
  single target and flee if reduced to 3 or fewer Hit Points.
  GLASS RIVER MIDGES (3) 
  CREATURE –1
  N
  TINY
  ANIMAL
  Perception +6; darkvision, scent (imprecise) 60 feet
  Skills Acrobatics +6, Stealth +10
  Str –4, Dex +3, Con +0, Int –5, Wis +1, Cha –2
  AC 16; Fort +5, Ref +8, Will +4
  HP 6
  Speed 10 feet, fly 30 feet
  Melee � barbed leg +8 (finesse), Effect attach
  Attach When a Glass River midge hits a target larger than 
  itself, its barbed legs attach it to that creature. This is 
  similar to Grabbing the creature, but the midge moves with 
  that creature rather than holding it in place. The midge is 
  flat-footed while attached. If the midge is killed or pushed 
  away while attached to a creature it has drained blood from, 
  that creature takes 1 persistent bleed damage. Escaping the 
  attach or removing the midge in other ways doesn’t cause 
  bleed damage.
  Blood Drain � Requirements The Glass River midge is 
  attached to a creature; Effect The midge uses its proboscis 
  to drain blood from the creature it’s attached to. This deals 
  1d4 damage, and the midge gains temporary Hit Points 
  equal to the damage dealt. A creature that has its blood 
  drained by a midge is drained 1 until it receives healing (of 
  any kind or amount).
  Camouflage The Glass River midge can Hide in natural 
  environments even if it doesn’t have cover.
  
  19
  Pathfinder Society Scenario
  Lodge of the Living God
  To adjust for the PCs’ overall strength, use the 
  following Challenge Point adjustment.
  12+ Challenge Points: For every 4 Challenge Points 
  beyond 8, add one immature giant gecko to the 
  encounter.
  SCALING ENCOUNTER C
  Encounter C (Subtier 1–2) 
  The area beneath the great hall of the keep is the lair of 
  a group of immature giant geckos who attack anyone 
  that enters their territory. They use their uncanny climber 
  ability to their advantage to retreat out of range when 
  they get hurt and flee if reduced to 5 or fewer Hit Points.
  IMMATURE GIANT GECKOS (3) 
  CREATURE 0
  N
  MEDIUM
  ANIMAL
  Perception +5; low-light vision
  Skills Acrobatics +6, Athletics +3 (+7 to Climb), Stealth +4
  Str +2, Dex +3, Con +1, Int –4, Wis +2, Cha –2
  Uncanny Climber A giant gecko’s feet allow it to climb virtually 
  any surface, no matter how slick or sheer. If a giant gecko 
  attempts an Athletics check to climb and critically fails, it 
  gets a failure instead.
  AC 14; Fort +4, Ref +8, Will +3
  HP 10
  Speed 30 feet, climb 30 feet
  Melee � jaws +6, Damage 1d6+2 piercing
  
  20
  Pathfinder Society Scenario
  Lodge of the Living God
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment. These adjustments are not 
  cumulative.
  10–11 Challenge Points: Add one skeleton soldier to 
  the encounter.
  12–13 Challenge Points: Add one skeleton soldier and 
  one skeleton corporal to the encounter.
  14–15 Challenge Points: Add two skeleton soldiers 
  and one skeleton corporal to the encounter.
  16–18 Challenge Points (5+ players): Add two 
  skeleton soldiers and two skeleton corporals to the 
  encounter.
  SCALING WAVE 1
  Wave 1 (Subtier 1–2)
  The skeletons advance as a unit but do not utilize any 
  particular tactics, simply hacking at the nearest target. 
  They fight to the death. If the PCs completed 6 or more 
  battle preparation activities, remove one skeleton soldier 
  from the encounter.
  SKELETON SOLDIERS (2) 
  CREATURE –1
  NE
  MEDIUM
  MINDLESS
  SKELETON
  UNDEAD
  Perception +2; darkvision
  Skills Acrobatics +6, Athletics +3
  Str +2, Dex +4, Con +0, Int –5, Wis +0, Cha +0
  Items scimitar, shortbow (20 arrows)
  AC 1; Fort +2, Ref +8, Will +2
  HP 4 (negative healing); Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Speed 25 feet
  Melee � scimitar +6 (forceful, sweep), Damage 1d6+2 
  slashing
  Melee � claw +6 (agile, finesse), Damage 1d4+2 slashing
  Ranged � shortbow +6 (deadly 1d10, range increment 60 
  feet, reload 0), Damage 1d6 piercing
  Explosive Death When the skeleton is destroyed, its bones 
  shatter and explode as the necromantic energy holding it 
  together is released. Adjacent creatures take 1d6 slashing 
  damage with a DC 10 basic Reflex save.
  SKELETON CORPORALS (2) 
  CREATURE 1
  NE
  MEDIUM
  MINDLESS
  SKELETON
  UNDEAD
  Perception +4; darkvision
  Skills Acrobatics +8, Athletics +5
  Str +2, Dex +4, Con +0, Int –5, Wis +0, Cha +0
  Items scimitar, shortbow (20 arrows)
  AC 18; Fort +4, Ref +10, Will +4
  HP 14 (negative healing); Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Bloody The skeleton is covered in dripping blood and gains 
  fast healing 1.
  Speed 25 feet
  Melee � scimitar +8 (forceful, sweep), Damage 1d6+4 
  slashing
  Melee � claw +8 (agile, finesse), Damage 1d4+4 slashing
  Ranged � shortbow +8 (deadly 1d10, range increment 60 
  feet, reload 0), Damage 1d6 piercing
  
  21
  Pathfinder Society Scenario
  Lodge of the Living God
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment.
  10+ Challenge Points: For every 2 Challenge Points 
  beyond 8, add another zombie charger to the encounter.
  SCALING WAVE 2
  Wave 2 (Subtier 1–2)
  The zombies rush at the nearest foe, preferring to gang 
  up on a single target. They fight to the death. If the PCs 
  completed 8 or more battle preparation activities, remove 
  one zombie charger from the encounter.
  ZOMBIE CHARGERS (4) 
  CREATURE –1
  NE
  MEDIUM
  MINDLESS
  UNDEAD
  ZOMBIE
  Perception +0; darkvision
  Skills Athletics +5
  Str +3, Dex –2, Con +2, Int –5, Wis +0, Cha –2.
  AC 12; Fort +6, Ref +0, Will +2
  HP 16 (negative healing); Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Weaknesses 
  positive 5, slashing 5
  Rotting Aura (aura, disease, necromancy) The zombie emits 
  an aura of rot and disease that causes wounds to fester 
  and turn sour. Any living creature that starts its turn within 
  10 feet of the zombie and is not at full Hit Points takes 1d6 
  damage as its wounds fester.
  Speed 30 feet
  Melee � fist +7, Damage 1d6+3 bludgeoning plus Grab
  Jaws � (attack) Requirement The zombie has a creature 
  grabbed or restrained; Effect The zombie makes a jaws 
  unarmed melee Strike against the grabbed or restrained 
  creature with an attack modifier of +7 that deals 1d8+3 
  piercing damage.
  
  22
  Pathfinder Society Scenario
  Lodge of the Living God
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment. These adjustments are not 
  cumulative.
  10–11 Challenge Points: Add 1 skeleton soldier to the 
  encounter.
  12–13 Challenge Points: Add 3 skeleton soldiers to 
  the encounter.
  14–15 Challenge Points: Add 4 skeleton soldiers to 
  the encounter.
  16–18 Challenge Points (5+ players): Add 6 skeleton 
  soldiers to the encounter.
  SCALING WAVE 3
  Wave 3 (Subtier 1–2)
  Lance raised, the skeleton captain charges into battle on 
  its mount, targeting the nearest PC. The skeletal mount 
  does not attack until its rider is unhorsed or killed. Both 
  fight to the death. If the PCs completed 10 or more battle 
  preparation activities, the skeletal mount begins the 
  encounter with 16 Hit Points.
  SKELETON CAPTAIN 
  CREATURE 2
  NE
  MEDIUM
  MINDLESS
  SKELETON
  UNDEAD
  Perception +8; darkvision
  Languages Common, Necril
  Skills Acrobatics +8, Athletics +8, Intimidation +7
  Str +4, Dex +4, Con +1, Int –1, Wis +2, Cha +1
  Items chain mail, lance, longsword, steel shield (Hardness 5, 
  HP 20, BT 10)
  AC 19 (21 with shield raised); Fort +7, Ref +10, Will +6
  HP 25 (negative healing); Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Attack of Opportunity �
  Shield Block �
  Speed 25 feet
  Melee � lance +10 (deadly d8, jousting d6, reach 10 feet), 
  Damage 1d8+4 piercing
  Melee � longsword +10 (versatile P), Damage 1d8+4 slashing
  Melee � claw +10 (agile), Damage 1d6+4 slashing
  Explosive Death When the skeleton is destroyed, its bones 
  shatter and explode as the necromantic energy holding it 
  together is released. Adjacent creatures take 2d6 slashing 
  damage (DC 13 basic Reflex save).
  SKELETAL MOUNT 
  CREATURE 2
  NE
  LARGE
  MINDLESS
  SKELETON
  UNDEAD
  Perception +8; darkvision
  Skills Acrobatics +7, Athletics +9
  Str +5, Dex +3, Con +2, Int –5, Wis +2, Cha +0
  AC 16; Fort +6, Ref +9, Will +8
  HP 33 (negative healing); Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Speed 40 feet
  Melee � hoof +9, Damage 1d8+5 bludgeoning
  Gallop � The mount Strides twice, with its Speed increased 
  by 10 feet.
  Explosive Death When the skeletal mount is destroyed, its 
  bones shatter and explode as the necromantic energy 
  holding it together is released. Adjacent creatures take 2d6 
  slashing damage with a DC 13 basic Reflex save.
  Undead Steed Undead and creatures allied with them can 
  Command a skeletal mount without needing to attempt a 
  skill check.
  SKELETON SOLDIERS (0) 
  CREATURE –1
  NE
  MEDIUM
  MINDLESS
  SKELETON
  UNDEAD
  Perception +2; darkvision
  Skills Acrobatics +6, Athletics +3
  Str +2, Dex +4, Con +0, Int –5, Wis +0, Cha +0
  Items scimitar, shortbow (20 arrows)
  AC 1; Fort +2, Ref +8, Will +2
  HP 4 (negative healing); Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Speed 25 feet
  Melee � scimitar +6 (forceful, sweep), Damage 1d6+2 
  slashing
  Melee � claw +6 (agile, finesse), Damage 1d4+2 slashing
  Ranged � shortbow +6 (deadly 1d10, range increment 60 
  feet, reload 0), Damage 1d6 piercing
  Explosive Death When the skeleton is destroyed, its bones 
  shatter and explode as the necromantic energy holding it 
  together is released. Adjacent creatures take 1d6 slashing 
  damage with a DC 10 basic Reflex save.
  
  23
  Pathfinder Society Scenario
  Lodge of the Living God
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment.
  20+ Challenge Points: For every 4 Challenge Points 
  beyond 16, add one elite Glass River midge to the 
  encounter.
  SCALING ENCOUNTER B3
  Appendix 2: Subtier 3–4 
  Encounters
  The statistics presented in this appendix include full stat 
  blocks for creatures and hazards appearing in this scenario. 
  These encounters are written for four 3rd-level PCs. If 
  your group has a different composition or size, refer to the 
  Challenge Points section of GM References (page 36) for 
  instructions on how to use the scaling sidebars to adjust 
  the encounters for your group. 
  If a creature is marked “(0)”, don’t include it in the 
  encounter unless otherwise specified (likely from the 
  scaling sidebars). 
  B3. The Watchtower (Subtier 3–4)
  A flock of Glass River midges have hidden in a small 
  space in the interior of the watchtower. If disturbed, they 
  fly out into the courtyard to attack creatures trespassing 
  on their territory. They tend to focus on overwhelming a 
  single target and flee if reduced to 8 or fewer Hit Points.
  ELITE GLASS RIVER MIDGES (3) 
  CREATURE 1
  N
  TINY
  ANIMAL
  Perception +8; darkvision, scent (imprecise) 60 feet
  Skills Acrobatics +8, Stealth +12
  Str –4, Dex +3, Con +0, Int –5, Wis +1, Cha –2
  AC 18; Fort +5, Ref +8, Will +4
  HP 16
  Speed 10 feet, fly 30 feet
  Melee � barbed leg +10 (finesse), Effect attach
  Attach When a Glass River midge hits a target larger than 
  itself, its barbed legs attach it to that creature. This is 
  similar to grabbing the creature, but the midge moves with 
  that creature rather than holding it in place. The midge is 
  flat-footed while attached. If the midge is killed or pushed 
  away while attached to a creature it has drained blood from, 
  that creature takes 1 persistent bleed damage. Escaping the 
  attach or removing the midge in other ways doesn’t cause 
  bleed damage.
  Blood Drain � Requirements The Glass River midge is 
  attached to a creature; Effect The midge uses its proboscis 
  to drain blood from the creature it’s attached to. This deals 
  1d4+2 damage, and the midge gains temporary Hit Points 
  equal to the damage dealt. A creature that has its blood 
  drained by a midge is drained 1 until it receives healing (of 
  any kind or amount).
  Camouflage The Glass River midge can Hide in natural 
  environments even if it doesn’t have cover.
  
  24
  Pathfinder Society Scenario
  Lodge of the Living God
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment.
  24+ Challenge Points: For every 8 Challenge Points 
  beyond 16, add one elite giant gecko to the encounter.
  SCALING ENCOUNTER C
  Encounter C (Subtier 3–4) 
  The area beneath the great hall of the keep is the lair of a 
  group of elite giant geckos who attack anyone that enters 
  their territory. They use their uncanny climber ability to 
  retreat out of range when they get hurt and will flee if 
  reduced to 10 or fewer Hit Points.
  ELITE GIANT GECKOS (3) 
  CREATURE 2
  N
  MEDIUM
  ANIMAL
  Perception +9; low-light vision
  Skills Acrobatics +10, Athletics +7 (+11 to Climb), Stealth +8
  Str +2, Dex +3, Con +1, Int –4, Wis +2, Cha –2
  Uncanny Climber A giant gecko’s feet allow it to climb virtually 
  any surface, no matter how slick or sheer. If a giant gecko 
  attempts an Athletics check to climb and critically fails, it 
  gets a failure instead.
  AC 18; Fort +8, Ref +12, Will +7
  HP 30
  Speed 30 feet, climb 30 feet
  Melee � jaws +10, Damage 1d8+4 piercing
  
  25
  Pathfinder Society Scenario
  Lodge of the Living God
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment.
  20+ Challenge Points: For every 4 Challenge Points 
  beyond 16, add a skeleton captain to the encounter.
  SCALING ENCOUNTER WAVE 1
  Wave 1 (Subtier 3–4) 
  The skeletons advance as a unit but do not take 
  advantage of tactics, hacking at the nearest target. They 
  fight to the death. If the PCs completed 6 or more battle 
  preparation activities, remove one skeleton corporal 
  from the encounter.
  SKELETON CAPTAINS (2) 
  CREATURE 2
  NE
  MEDIUM
  MINDLESS
  SKELETON
  UNDEAD
  Perception +8; darkvision
  Languages Common, Necril
  Skills Acrobatics +8, Athletics +8, Intimidation +7
  Str +4, Dex +4, Con +1, Int –1, Wis +2, Cha +1
  Items chain mail, lance, longsword, steel shield (Hardness 5, 
  HP 20, BT 10)
  AC 19 (21 with shield raised), Fort +7, Ref +10, Will +6
  HP 25 (negative healing); Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Attack of Opportunity �
  Shield Block �
  Speed 25 feet
  Melee � lance +10 (deadly d8, jousting d6, reach 10 feet), 
  Damage 1d8+4 piercing
  Melee � longsword +10 (versatile P), Damage 1d8+4 slashing
  Melee � claw +10 (agile), Damage 1d6+4 slashing
  Explosive Death When the skeleton is destroyed, its bones 
  shatter and explode as the necromantic energy holding it 
  together is released. Adjacent creatures take 2d6 slashing 
  damage with a DC 13 basic Reflex save.
  SKELETON CORPORALS (3) 
  CREATURE 1
  NE
  MEDIUM
  MINDLESS
  SKELETON
  UNDEAD
  Perception +4; darkvision
  Skills Acrobatics +8, Athletics +5
  Str +2, Dex +4, Con +0, Int –5, Wis +0, Cha +0
  Items scimitar, shortbow (20 arrows)
  AC 18; Fort +4, Ref +10, Will +4
  HP 14 (negative healing); Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Bloody The skeleton is covered in dripping blood and gains 
  fast healing 1.
  Speed 25 feet
  Melee � scimitar +8 (forceful, sweep), Damage 1d6+4 
  slashing
  Melee � claw +8 (agile, finesse), Damage 1d4+4 slashing
  Ranged � shortbow +8 (deadly 1d10, range increment 60 
  feet, reload 0), Damage 1d6 piercing
  
  26
  Pathfinder Society Scenario
  Lodge of the Living God
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment.
  20+ Challenge Points: For every 4 Challenge Points 
  beyond 16, add another plague zombie to the encounter.
  SCALING WAVE 2
  Wave 2 (Subtier 3–4) 
  The zombie brutes attack first, protecting the weaker 
  plague zombie behind them. All fight to the death. If the 
  PCs completed 8 or more battle preparation activities, 
  remove one plague zombie from the encounter.
  PLAGUE ZOMBIE 
  CREATURE 1
  NE
  MEDIUM
  MINDLESS
  UNDEAD
  ZOMBIE
  Perception +3; darkvision
  Skills Athletics +7
  Str +4, Dex –2, Con +3, Int –5, Wis +0, Cha –2
  Slow A zombie is permanently slowed 1 and can’t use 
  reactions.
  AC 13; Fort +6, Ref +3, Will +4
  HP 50 (negative healing); Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Weaknesses 
  positive 10, slashing 10
  Speed 25 feet
  Melee � fist +9, Damage 1d8+4 bludgeoning plus Grab and 
  zombie rot
  Jaws � (attack) Requirements The plague zombie has a 
  creature grabbed or restrained; Effect The plague zombie 
  makes a jaws unarmed melee attack against the grabbed or 
  restrained creature with an attack modifier of +9 that deals 
  1d12+4 piercing damage. A creature damaged by the jaws 
  is exposed to zombie rot.
  Zombie Rot (disease, necromancy) An infected creature can’t 
  heal damage it takes from zombie rot until it has been 
  cured of the disease. Saving Throw DC 18 Fortitude; Stage 
  1 carrier with no ill effect (1 day); Stage 2 1d6 negative 
  damage (1 day); Stage 3 1d6 negative damage (1 day); 
  Stage 4 1d6 negative damage (1 day); Stage 5 dead, and the 
  creature immediately rises as a plague zombie
  ZOMBIE BRUTES (2) 
  CREATURE 2
  NE
  LARGE
  MINDLESS
  UNDEAD
  ZOMBIE
  Perception +4; darkvision
  Skills Athletics +9
  Str +5, Dex –3, Con +4, Int –5, Wis +0, Cha –2
  Slow A zombie is permanently slowed 1 and can’t use 
  reactions.
  AC 15; Fort +10, Ref +3, Will +6
  HP 70 (negative healing); Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Weaknesses 
  positive 10, slashing 10
  Rotting Aura (aura, disease, necromancy) The zombie emits 
  an aura of rot and disease that causes wounds to fester 
  and turn sour. Any living creature that starts its turn within 
  10 feet of the brute and is not at full Hit Points takes 1d6 
  damage as its wounds fester. Creatures that take a critical 
  hit from the zombie also take this damage immediately.
  Speed 25 feet
  Melee � fist +11 (reach 10 feet), Damage 1d12+5 bludgeoning 
  plus Improved Push 5 feet
  
  27
  Pathfinder Society Scenario
  Lodge of the Living God
  To adjust for the PCs’ overall strength, use the following 
  Challenge Point adjustment.
  20–31 Challenge Points: For every 4 Challenge 
  Points beyond 16, replace one skeletal giant with an 
  elite skeletal giant.
  32+ Challenge Points: The PCs fight four elite 
  skeletal giants.
  SCALING ENCOUNTER C3
  Encounter C3 (Subtier 3–4)
  Despite their size, the skeletal giants attack like all the 
  other undead, using no significant tactics and fighting 
  to the death. If the PCs completed 10 or more battle 
  preparation activities, remove one skeletal giant from 
  the encounter.
  SKELETAL GIANTS (3) 
  CREATURE 3
  NE
  LARGE
  MINDLESS
  SKELETON
  UNDEAD
  Perception +7; darkvision
  Skills Athletics +12, Intimidation +9
  Str +5, Dex +1, Con +3, Int –5, Wis +0, Cha +2
  Items glaive, half plate
  AC 17; Fort +10, Ref +8, Will +7
  HP 50 (negative healing); Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Speed 30 feet
  Melee � glaive +12 (deadly d8, forceful, reach 15 feet), 
  Damage 1d8+7 slashing
  Melee � horns +12 (agile), Damage 1d10+5 piercing
  Broad Swipe � The giant makes two Strikes with its glaive 
  against two adjacent foes, both of whom must be within its 
  reach. The giant’s multiple attack penalty does not increase 
  until after both attacks.
  Terrifying Charge � The giant Strides and makes a horns 
  Strike with a +4 circumstance bonus to damage. If the 
  Strike hits, the giant attempts to Demoralize the target.
  ELITE SKELETAL GIANTS (0) 
  CREATURE 4
  NE
  LARGE
  MINDLESS
  SKELETON
  UNDEAD
  Perception +7; darkvision
  Skills Athletics +12, Intimidation +9
  Str +5, Dex +1, Con +3, Int –5, Wis +0, Cha +2
  Items glaive, half plate
  AC 17; Fort +10, Ref +8, Will +7
  HP 50 (negative healing); Immunities death effects, disease, 
  mental, paralyzed, poison, unconscious; Resistances cold 5, 
  electricity 5, fire 5, piercing 5, slashing 5
  Speed 30 feet
  Melee � glaive +12 (deadly d8, forceful, reach 15 feet), 
  Damage 1d8+7 slashing
  Melee � horns +12 (agile), Damage 1d10+5 piercing
  Broad Swipe � The giant makes two Strikes with its glaive 
  against two adjacent foes, both of whom must be within its 
  reach. The giant’s multiple attack penalty does not increase 
  until after both attacks.
  Terrifying Charge � The giant Strides and makes a horns 
  Strike with a +4 circumstance bonus to damage. If the 
  Strike hits, the giant attempts to Demoralize the target.
  
  28
  Pathfinder Society Scenario
  Lodge of the Living God
  Appendix 3: NPCs in Prophet’s Rest
  Below is a list of all the NPCs living in Prophet’s Rest grouped together for easy reference. Information presented here 
  includes their location, Alignment, initial attitude, relevant specialty for Repairing the Fort (page 12) and Defending 
  the Fort (page 15), Will DC versus Diplomacy checks, Lie action skill modifiers (Core Rulebook 246), and whether 
  they will inform on the PCs even if their attitude is improved to at least Friendly.
  Name
  Loc.
  Align.
  Initial Att.
  Current Attitude
  Specialty
  Will DC
  Lie mod.
  Will Inform?
  Aasif
  B2
  NE
  Unfriendly
  None
  13
  +5
  Yes
  Braderock Brumn
  B5
  LN
  Indifferent
  Carpenter
  17
  +6
  Yes
  Edgar Hengus
  B3
  N
  Indifferent
  Trapmaker
  14
  +6
  Yes
  Martin Hengus
  B3
  LN
  Indifferent
  Trapmaker
  18
  +7
  No
  Benyan Horgat
  B4
  LE
  Unfriendly
  None
  15
  +4
  Yes
  Gerlind Horgat
  B4
  LE
  Unfriendly
  None
  14
  +6
  Yes
  Bessama Lingler
  B1
  CE
  Indifferent
  None
  14
  +7
  No
  Priest Lumley
  B2
  LE
  Unfriendly
  None
  22
  +10
  Yes
  Matthild
  B4
  NG
  Indifferent
  Trapmaker
  16
  +9
  No
  Lotte Mayar
  B1
  LN
  Indifferent
  None
  18
  +8
  Yes
  Mikkel Mayar
  B1
  N
  Indifferent
  None
  16
  +5
  Yes
  Wilfred Mayar
  B1
  NE
  Unfriendly
  Carpenter
  17
  +4
  Yes
  Sylvina Norritch
  B6
  CN
  Indifferent
  Sage
  21
  +10
  No
  Petrus
  B2
  LE
  Indifferent
  None
  13
  +5
  Yes
  Plisken the Brown
  B7
  N
  Indifferent
  Trapmaker
  18
  +5
  No
  Rakka
  B2
  N
  Indifferent
  None
  14
  +7
  No
  Junissa Yovitch
  B1
  LE
  Indifferent
  Stonemason
  20
  +8
  Yes
  
  29
  Pathfinder Society Scenario
  Lodge of the Living God
  Appendix 4: Art and Handouts
  Priest of Razmir
  
  30
  Pathfinder Society Scenario
  Lodge of the Living God
  Skeleton Soldier
  
  31
  Pathfinder Society Scenario
  Lodge of the Living God
  Skeletal Mount
  
  32
  Pathfinder Society Scenario
  Lodge of the Living God
  Zombie Charger
  
  33
  Pathfinder Society Scenario
  Lodge of the Living God
  DU0
  DU0
  31B
  31B
  DUO
  DUO
  34A
  34A
  DU0
  DU0
  26B
  26B
  DU2
  DU2
  38A
  38A
  
  34
  Pathfinder Society Scenario
  Lodge of the Living God
  Handout #1
  Handout #2
  Greetings, Pathfinders!
  I was recently contacted by a high-ranking priest of the so-called god Razmir with an 
  intriguing but troublesome offer: he claims to have his government’s permission to help us 
  set up the first Pathfinder Lodge in the nation of Razmiran. As Pathfinders have been 
  banned from Razmiran for over 50 years, the possibility of once again having access to 
  that land is one we can’t ignore—but I don’t trust the theocratic Razmiri government. All 
  they care about is praising the name of their fake god and keeping the common people 
  poor and ignorant while they live high on the hog. Though I can’t imagine that they see 
  the Society as anything but a nuisance, the agreement they offer seems reasonable.
  Despite my misgivings, I’ve been ordered to investigate the proposed location. I’ve 
  chartered you passage on a ship headed to Razmir to meet with this high-ranking priest 
  in the village of Prophet’s Rest, a hamlet on the Glass River just west of Xer. The 
  priest’s name is Narsen, and he’s expecting you. Help secure the location for the Lodge, 
  make any necessary repairs, and hire some locals to help you hold it for the next month 
  or so while I organize a more permanent staff.
  I am sending you with a significant sum of cash to pay local workers, buy any 
  construction materials, and grease a few palms if need be. I’m also including a few 
  dozen bulbs of a magical plant called a Whispering Lily. These were given to me years ago 
  by a Chelaxian associate, and once planted, the flowers have the ability to transmit 
  sound to their sister plants here in Tymon. Plant them in secret around the new Lodge, 
  and we’ll be able to keep better tabs on what’s going on with the locals once you leave.
  Good luck!
  Holgarin Smine
  My dear allies,
  With the death of so many at the Siege of Gallowspire, the Envoy’s Alliance 
  must redouble its efforts to recruit new members for the Society. Razmiran is 
  a completely untapped source of new recruits, and although I know that Smine 
  wishes you to find some who will serve the new Razmiri Lodge as guards and 
  servants, you should also be on the lookout for anyone who might have the potential 
  to one day become a full Pathfinder. Sadly, Razmiran is a land where few can 
  be counted on not to report our secrets to the government, so I send you on a 
  delicate mission: seek out the locals and gain their trust. Once you think you have 
  it, try to ascertain whether or not they can keep a secret from their government. 
  If they are trustworthy, give them one of the special tokens I have included 
  with this missive, and tell them to return it to the Pathfinders of the Lodge once 
  it is fully established. It will serve as a marker to those who come after you of 
  the Razmiri’s trustworthiness. These markers are imprinted with the holy symbol of 
  Razmir and should not arouse suspicion. With your help, we will return the Society 
  to its former glory.
  With greatest respect,
  Fola Barun
  
  35
  Pathfinder Society Scenario
  Lodge of the Living God
  Handout #3: Downtime Activities
  Clean the Fort (Approach Road): 8 days ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ 
  Clean the Fort (Courtyard): 8 days ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫
  Clean the Fort (Great Hall): 8 days ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫
  Clean the Fort (Roof ): 8 days ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫
  Requirements: The PCs succeeded at Rebuild Collapsed Stairs. 
  Clean the Fort (Dungeon): 8 days ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫
  Requirements: The PCs succeeded at Excavate Stairs Below Great Hall. 
  Clean the Fort (Ruined Barracks): 8 days ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫
  Cleanse the Urgathoan Shrine: Religion, 6 days ▫ ▫ ▫ ▫ ▫ ▫
  Requirements: The PCs succeeded at Decipher Ancient Writings, and you’re trained in Religion or hired a sage. 
  Collapse the Watchtower: Crafting, 6 days ▫ ▫ ▫ ▫ ▫ ▫
  Requirements: The PCs have Cleaned the Fort (Courtyard), and you’re an expert in Crafting or hired a stonemason. 
  Construct Cover for the Roof: Crafting, 12 days ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫
  Requirements: The PCs have completed Clean the Fort for the roof, and you’re trained in Crafting or hired a 
  carpenter.
  Decipher Ancient Writings: Religion, 6 days ▫ ▫ ▫ ▫ ▫ ▫
  Requirements: The PCs have completed Clean the Fort (Dungeon), and you’re trained in Religion or hired a sage.
  Excavate Stairs Below Great Hall: 12 days ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫
  Requirements: The PCs have completed Clean the Fort (Great Hall).
  Patch the Hole in the Outer Wall: Crafting, 18 days ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫
  Requirements: The PCs have completed Clean the Fort (Approach Road), and you’re an expert in Crafting or hired 
  a stonemason.
  Rebuild Collapsed Stairs: Crafting, 12 days ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫
  Requirements: The PCs have completed Clean the Fort (Great Hall), and you’re an expert in Crafting or hired a 
  carpenter.
  Rebuild Scaffolding for Battlements: Crafting, 12 days ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫
  Requirements: The PCs have completed Patch the Hole in the Outer Wall, and you’re an expert in Crafting or 
  hired a carpenter.
  Repair the Barracks: Crafting, 12 days ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫
  Requirements: The PCs have completed Clean the Fort (Barracks), and you’re trained in Crafting or hired a 
  carpenter.
  Repair the Well: Crafting, 6 days ▫ ▫ ▫ ▫ ▫ ▫
  Requirements: The PCs have completed Clean the Fort (Courtyard), and you’re trained in Crafting or hired a 
  stonemason.
  Replace the Main Gate: Crafting, 12 days ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫ ▫
  Requirements: The PCs have completed Clean the Fort (Approach Road), and you’re an expert in Crafting or hired 
  a carpenter and a stonemason. 
  Secretly Plant Whisper Lilies: Special
  Talk to the Locals: Special
  
  Lodge of the Living God
  GM References
  Treasure Table
  Challenge Points
  Challenge Points
  Level
  Treasure Bundle
  1
  1.4 gp
  2
  2.2 gp
  3
  3.8 gp
  4
  6.4 gp
  Level
  Challenge Points
  1
  2
  2
  3
  3
  4
  4
  5
  Level
  Subtier
  8–14
  1–2
  16–18 (5+ players)
  1–2
  16–18 (5+ players)
  3–4
  19+
  3–4
  Chronicle Sheet 
  If the PCs achieve the primary objective, they earn the 
  Narsen’s Web boon on their Chronicle sheet. If the PCs 
  achieve the faction objective, they earn the Light in the 
  Dark boon on their Chronicle sheet. 
  Treasure Bundles: 
  ▫ Area B2, page 8: 1 Treasure Bundle
  ▫▫Area B3, page 8: 2 Treasure Bundles
  ▫▫ Area B4, page 8: 2 Treasure Bundles
  ▫▫Preparing for Battle, page 15: 2 Treasure Bundles
  ▫▫▫ Conclusion, page 17: 3 Treasure Bundles
  Challenge Points
  Challenge Points are a system for scaling the difficulty 
  of encounters appropriately for groups of mixed size 
  and level. Total up the number of Challenge Points your 
  group has.
  • 1st-level PCs = 2 points each
  • 2nd-level PCs = 3 points each
  • 3rd-level PCs = 4 points each
  • 4th-level PCs = 6 points each
  Now use the table above to determine which Subtier is 
  appropriate for your PCs. Subtier 1–2 encounters appear 
  in Appendix 1, and Subtier 3–4 encounters appear in 
  Appendix 2.
  
  37
  Pathfinder Society Scenario
  Lodge of the Living God
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  -2
  -2
  -2
  -2
  -2
  -2
  -2
  
  38
  Pathfinder Society Scenario
  Lodge of the Living God
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  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 1–2
  2
  SUBTIER 3–4
  Z1Y7
  Herolab Code
  Character Chronicle #
  Pathfinder Society Scenario #1–18: 
  Lodge of the Living God
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  Razmiri wayfinder (This item will 
  appear in Lost Omens: Pathfinder 
  Society Guide and can be immediately 
  purchased with a 10% discount when 
  that book is released; limit 1)
  Razmiri wayfinder (This item will 
  appear in Lost Omens: Pathfinder 
  Society Guide and can be immediately 
  purchased with a 10% discount when 
  that book is released; limit 1)
  A lodge in Razmiran seems like an idea fraught with peril, but perhaps the Pathfinder Society can do some good for the people held 
  in the iron grasp of the Living God. By (▫ protecting the keep/ ▫ abandoning the lodge), you hope you’ve made the best choice for 
  everyone. 
  Light in the Dark (Envoy’s Alliance, General): You sought out people with the potential to become assets 
  and agents for the Pathfinder Society, despite the risks involved. While adventuring in Razmiran, you gain 
  a +1 circumstance bonus to Diplomacy checks to Request Assistance or Make an Impression. Inform your 
  GM of the function of this boon at the beginning of the adventure.
  Narsen’s Web (General): For good or ill, you have been swept up in the schemes of the masked priest 
  Narsen. Whether the cunning cultist’s aims are for good or ill remains to be seen. You gain a +1 circumstance 
  bonus to Perception checks to Sense Motive when dealing with anyone hiding their features behind a mask 
  or disguise (including magical disguises and polymorph effects that change the person’s appearance to 
  something unrecognizable). 
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/PF2 S01-18 - Lodge of the Living God.pdf