TEXT: BY LUIS LOZA
  PATHFINDER SOCIETY PLAYTEST SCENARIO #2 TIER 5
  RAIDERS OF SHRIEKING PEAK
  
  Pathfinder Society Playtest #2: Raiders of Shrieking 
  Peak is an adventure for 5th-level characters. You can 
  find more information about running this adventure, 
  pregenerated characters, and feedback surveys on 
  this page. This scenario is designed for play in the 
  Pathfinder Society Roleplaying Guild campaign, but 
  can easily be adapted for use with any world. For 
  more information on the Roleplaying Guild, 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
  Author • Luis Loza
  Development Leads • Mark Seifter and  
  Linda Zayas-Palmer
  Contributing Artists • Josef Kucera, Kiki Moch Rizky and 
  Kieran Yanner
  Cartographers • Sean Macdonald and Corey Macourek
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and  
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Michael Sayre, Chris Sims, 
  and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, 
  Lacy Pellazar, and Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and  
  Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
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  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
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  Public Relations Manager • Aaron Shanks
  Organized Play Manager • Tonya Woldridge
  Human Resources Generalist • Megan Gilchrist
  Accountant • Christopher Caldwell
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or 
  the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
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  than the material designated as Open Game Content may be reproduced in any form without written permission.
  Pathfinder Society Playtest #2: Raiders of Shrieking Peak © 2018, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo 
  golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks 
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  Providing Playtest Feedback
  Raiders of Shrieking Peak is designed to test the newest edition of the Pathfinder Roleplaying Game, 
  from combat encounters to exploration to the overall gameplay experience. The goals are to create a 
  fundamental understanding of the game and to test if the revisions to the rules still allow for the same 
  types of storytelling and adventure roleplaying that everyone has come to expect from Pathfinder. You can 
  build your own 5th-level characters for this adventure, or you can download a selection of pregenerated 
  characters from paizo.com.
  Contribute your feedback through the survey at paizo.com/pathfinderplaytest. In addition, be sure to 
  check out other playtest adventures, including three additional Pathfinder Society Playtest scenarios as 
  well as the seven-part adventure Doomsday Dawn.
  Table of Contents
  Raiders of Shrieking Peak                                          3
  Handout                                                                19
  Map                                                                     20
  Playtest Reporting Sheets                                        22
  
  ISLE OF KORTOS
  • SHRIEKING PEAK
  ABSALOM
  ABSALOM
  
  DIOBEL
  
  3
  quick to sell their findings to local merchants, and the 
  clasp soon found itself trading hands across the Inner Sea. 
  It eventually reached a cult of Rovagug, who purchased it 
  from the Nightstalls in Katapesh. 
  By chance, a Pathfinder Society agent had infiltrated 
  the cult in hopes of learning its intentions. The agent 
  found that the cult hoped to use the clasp’s possible 
  connection to Iomedae as a sacrifice to Rovagug. She 
  waited for the opportune moment to steal the clasp and 
  deliver it to her handler, another local Pathfinder and 
  Mwangi alchemist named Inisa Ardaali. Ever cautious, 
  Inisa planned to transport the clasp to the Pathfinder 
  Society’s Grand Lodge. Fearful that rivals might intercept 
  the relic or that the church of Iomedae would demand the 
  relic’s return, she took an indirect route. Instead of sailing 
  O
  ver eight centuries ago, the mighty paladin 
  Iomedae stood at the edge of the chasm 
  surrounding the Starstone Cathedral, preparing 
  to take the test that had elevated a select few to divinity. 
  A small crowd had gathered, and as she gazed upon the 
  cathedral, Iomedae cast out her cloak. It extended to a great 
  length and became a bridge, which she used to traverse the 
  great chasm. As the cloak grew, one of the clasps that had 
  held it to her armor clattered to the cobblestone beneath 
  her feet. When Iomedae took her first steps onto the newly 
  created bridge, a local beggar took the opportunity to run 
  in and snatch up the discarded clasp.
  At first, the beggar did not know what to do with 
  the prize. After multiple failed attempts at selling it, 
  the beggar decided to keep it, if only because of the 
  pleasing aesthetic of the piece. Some time later, Golarion 
  learned that Iomedae had succeeded within the Starstone 
  Cathedral and that the god Aroden had elevated Iomedae 
  to be his new herald. With this news in hand, it wasn’t 
  long before the beggar was able to sell the clasp to the 
  local Arodenites and enjoy newfound riches.
  Although the clasp maintained historical significance, 
  the church of Aroden was more interested its divine 
  connection. They knew that relics that belonged to 
  Aroden, such as the Shield of Aroden, carried great 
  power. The local priests believed that the clasp might 
  hold a direct connection to Iomedae. The church studied 
  the relic throughout the years, passing it between 
  temples throughout the Inner Sea. Several reports claim 
  the clasp was present for a number of miracles, though 
  circumstances presented within these reports cast doubt 
  as to whether the clasp caused the miracles or simply 
  happened to be nearby.
  By the time of Aroden’s death, the clasp was an 
  afterthought to the Iomedaean church. Having been 
  unable to genuinely prove the clasp’s divine significance, 
  the church placed it in a vault in a small chapel in 
  Andoran. As Aroden’s church fell apart in the subsequent 
  years, the clasp remained forgotten until a group of 
  explorers located the vault in 4681 ar. The group was 
  By Luis Loza
  RAIDERS OF 
  SHRIEKING PEAK
  WHERE ON GOLARION
   Raiders of Shrieking Peak takes place on the Isle of Kortos, 
  starting in the cosmopolitan metropolis of Absalom. The PCs 
  quickly move to the town of Diobel and then venture up 
  the slopes of Shrieking Peak. For more information about 
  the Isle of Kortos, see Pathfinder Campaign Setting: Guide to 
  Absalom, Pathfinder Campaign Setting: The Inner Sea World 
  Guide, and Pathfinder Campaign Setting: Towns of the Inner 
  Sea, available in bookstores and game stores everywhere 
  and online at paizo.com.
  
  4
  PATHFINDER SOCIETY PLAYTEST SCENARIO
  to the port of Absalom, she took a ship to Diobel, where 
  she then organized a caravan to transport the relic over 
  land. However, shortly after the caravan set out from 
  Diobel, a group of desperate minotaur scouts from the 
  nearby Gorebreather tribe attacked it in hopes of finding 
  supplies, and among the spoils they pillaged was the 
  clasp. Inisa retreated back to Diobel and sent word to the 
  Grand Lodge for assistance.
  SUMMARY
  After learning about the attack on Inisa 
  Ardaali’s caravan in the Grand Lodge, the 
  PCs set out for Diobel. There, they learn 
  the caravan’s route and soon track down 
  the site of the minotaur ambush. At the 
  ambush site, the PCs can search the area 
  to learn more about the attackers. Shortly 
  after they arrive, however, another 
  group of minotaur scouts attacks the 
  PCs. Using either the clues from 
  the site or information gathered 
  from the minotaurs, the PCs 
  travel to Shrieking Peak. 
  There, they locate the 
  Gorebreather minotaur 
  tribe 
  and 
  a 
  fellow 
  Pathfinder. The PCs have the 
  opportunity to earn passage from 
  the minotaurs through either brawn 
  or tact. They can then proceed 
  further up the mountain, where 
  they encounter the undead minions of a powerful 
  harpy. Soon afterward, they reach the harpy’s lair and 
  engage him and his enchanted servants. With the harpy 
  defeated, the PCs recover a powerful relic of Iomedae.
  GETTING STARTED
  The PCs meet with Venture-Captain Ambrus Valsin in 
  his office in the Grand Lodge. Read or paraphrase the 
  following to get the adventure underway. Note if any 
  PCs are followers of Iomedae. If so, he tactfully omits 
  the mention of Inisa’s desire to avoid the church’s notice 
  from the text below.
  Venture-Captain Ambrus Valsin rushes into his office 
  and drops a small stack of papers on his desk. “Agents, 
  I appreciate your willingness to meet with me on such 
  short notice.” He takes a moment to reorganize the papers 
  into a neat pile and catch his breath before continuing. 
  “Now then, we recently acquired what may or may not 
  be the relic known as the Inheritor’s Clasp—or rather, one 
  of our agents infiltrated a cult of Rovagug worshipers 
  and stole it. History tells that Iomedae dropped the 
  Inheritor’s Clasp on the day she entered the Starstone 
  Cathedral. According to old Arodenite accounts, the 
  clasp might function as a powerful holy relic, though 
  that theory has yet to be proven conclusively.
  “I received word from our infiltrator’s handler, an 
  alchemist by the name of Inisa Ardaali, that she was 
  preparing to take the clasp from Katapesh and deliver it 
  to the Grand Lodge for further study. Inisa is a cautious 
  sort by nature. Considering the manner in which she 
  acquired the clasp and the potential interest of the 
  church of Iomedae, Inisa determined that it was 
  best to use discretion in regards to bringing the 
  clasp to the Grand Lodge. As such, she traveled 
  to Diobel, where she hired a caravan for the final 
  stretch of the journey to Absalom. However, we 
  recently received a missive from Inisa sent from 
  a safe house in Diobel. Take a look.” 
  When Ambrus hands the PCs 
  the note, give the players the 
  Handout (see page 19), and 
  give them enough time to 
  read the cryptic missive.
  After a brief pause, Valsin 
  chimes in. “You can see 
  what’s wrong, then? Inisa 
  must have been worried about 
  the message being intercepted; and 
  to be fair, the Aspis Consortium and 
  other rivals are strong in Diobel. It 
  seems to me that after thieves ambushed the caravan, 
  she helped the survivors back to one of our safe houses 
  in Diobel and then set out to recover the stolen clasp. 
  But which safe house, and where is she searching? In 
  denying any interlopers the information, she’s also made 
  this a lot harder for us,” a sigh escapes from between 
  Valsin’s lips.
  He hands over a sheet from his stack. “I’ve just 
  secured passage for you on the next ship to Diobel. I 
  need you make your way there, locate the caravan, and 
  retrieve the clasp from these thieves. If you are able to 
  track down Inisa, all the better. She should have much 
  more information than appears in this letter. If she hasn’t 
  met her end searching for the clasp on her own, make 
  sure she makes it safely back to Absalom. Now, there 
  isn’t much time, so are there any questions?” 
  Ambrus answers whatever questions he can. Because 
  time is of the essence, he keeps his answers brief.
  What’s so important about this clasp? “As I mentioned, 
  it might have some unknown divine powers. We were 
  hoping to study it to confirm the validity of such claims.”
  VENTURE-CAPTAIN 
  AMBRUS VALSIN
  
  5
  RAIDERS OF SHRIEKING PEAK
  If it’s so important, why only have one agent try 
  to deliver it? Why not deliver the clasp directly to 
  Absalom? “Inisa was worried that our rivals or the 
  church of Iomedae would intercept her if her mission 
  wasn’t kept strictly secret. Perhaps being a handler 
  for an undercover agent in a Rovagug cult has left her 
  overly cautious. To be honest, considering we’re unsure 
  as to whether this clasp is authentic let alone magical 
  in any sense, I doubt they would expend such effort for 
  something that could turn out to be nothing more than 
  a small piece of metal. Then again, the caravan came 
  under attack, so if it wasn’t a coincidence, Inisa might 
  have been right after all.”
  Wouldn’t it be better to send a large group of Pathfinders 
  to Diobel? “No. Even if the clasp is worthless, were we 
  to send a large group of Pathfinders to Diobel for an 
  unknown purpose, it would surely draw attention. If 
  we’re lucky, the thieves might not yet realize the value of 
  what they hold.”
  Why would the Pathfinder Society want to avoid the 
  attention of the church of Iomedae? “To avoid having 
  the clasp consigned back to a vault without further 
  investigation. I’m certainly open to turning it over to 
  the church, but only after our researchers have had a 
  chance to study it.”
  You don’t know which safe house Inisa used? “The 
  Pathfinder Society owns various buildings and other 
  locations that are used as safe houses. Each of these is 
  marked with our current set of markings, though we use 
  different buildings over time, as we clear out safe houses 
  and buy and sell them at roughly the normal rate of 
  transfer to avoid suspicions.” 
  Before the PCs leave, Valsin makes sure that they know 
  what to look for in their search for the safe house, adding, 
  “Luckily, Diobel is a small town, and it shouldn’t take 
  much work to locate the safe house. I can give you the 
  current markings if you’ve forgotten them.” A PC who 
  is trained in Pathfinder Society Lore can attempt a DC 
  15 Pathfinder Society Lore check to recall the markings 
  without Valsin’s reminder.
  DIOBEL
  Diobel is a fishing town and smugglers’ haven on the 
  western coast of the Isle of Kortos. The PCs arrive in 
  the late afternoon. Their first destination is the Trawl, a 
  neighborhood built from broken ships and scrap materials 
  that protects Diobel’s harbor. At this hour, clusters of 
  small boats are returning from the ocean to the Trawl 
  with large nets filled with fish and oysters. The sailing 
  ship carrying the PCs cannot pass through the Trawl, but 
  Valsin’s letters of passage include payment for a barge from 
  this neighborhood to Diobel proper. The inner harbor is 
  bustling, and food, drink, and gambling are plentiful. The 
  cries of merchants at their stalls in the dockside Pikapell 
  Market rise over the din. More information about Diobel 
  appears in Pathfinder Campaign Setting: Towns of the 
  Inner Sea.
  Once the PCs arrive in Diobel, they can ask the locals 
  for information on the caravan. The PCs can undertake 
  a mixture of activities similar to exploration mode 
  tactics. They have about 4 hours on the first night before 
  everyone they would want to speak with is asleep. This 
  allows them to Gather Information twice, as if spending 
  half a day of downtime. If they prefer, the PCs can 
  instead attempt to locate the Pathfinder Society safe 
  house. Either approach should direct the PCs toward 
  the caravan. Depending on how successful they are in 
  their investigation, the PCs might also have a chance 
  to attempt a Medicine or Nature check to learn more 
  information to help on their journey. 
  If the PCs are unable to learn any of the information 
  that follows in their first evening, they can continue 
  their search the next day. If they are still unable to learn 
  anything, then late on the second evening a man named 
  Ralsam notices the PCs’ inquiries and brings them to 
  the safe house. Inisa hired Ralsam to tend the injured 
  caravanners’ wounds, and he hopes that the PCs can 
  help treat his patients (see page 7 for more information 
  about the safe house). Any further implications of the 
  PCs spending an extra day in Diobel are spelled out in 
  the respective locations.
  investigation
  The following skills can assist in the PCs’ investigations. 
  Skill checks in this section use the following rules. Facts 
  are listed in the order that PCs can learn them. A PC 
  who succeeds at a skill check learns the next fact that 
  she does not already know, starting with the first. A 
  critical success grants the PCs two facts. A PC who fails 
  SECRET CHECKS
  The Pathfinder Playtest introduces secret checks, for when 
  players knowing the exact result of their roll gives them 
  out-of-game knowledge that could interfere with gameplay 
  (Pathfinder Playtest Rulebook 293). Two of the most common 
  types of secret checks are Gather Information checks and Recall 
  Knowledge checks, because characters who critically fail 
  these checks learn false information. 
  However, a GM may choose, at her discretion, to 
  have the players to roll their own secret checks. For the 
  investigation below, because of the sheer number of 
  skill checks involved, we recommend that most GMs ask 
  players roll their own skill checks to speed up play unless 
  they are confident that they can keep the table moving at a 
  rapid and entertaining pace.
  
  6
  PATHFINDER SOCIETY PLAYTEST SCENARIO
  a check gains no information and cannot attempt future 
  checks. If a PC critically fails, she cannot attempt future 
  checks and she gains the piece of information that’s 
  labeled “(FALSE).”
  Diplomacy (Gather Information)
  PCs can attempt to Gather Information twice in the 
  evening when they arrive, with each attempt taking 2 
  hours. Gathering information in the first 2 hours after 
  their arrival is DC 17, doing so later in the evening is 
  DC 18, and any attempts the following day are DC 21. 
  In between attempts to Gather Information, the PCs 
  can share their findings with one another, allowing the 
  party to avoid wasting time gathering the same pieces 
  of information.
  The Caravan: The PCs are likely to ask about the 
  missing caravan.
  • The caravan set off to the east from Diobel via the 
  main exit through the Harpy Gate.
  • Several trade routes head east towards Absalom, some 
  having seen less use over the years. The caravan was 
  seen taking the route that traveled closer inland. This 
  is enough information for the PCs to locate area A.
  • The inland trade route is rarely used, and most 
  merchants and locals suggest avoiding that route 
  whenever possible. The locals explain the dangers 
  by pointing out some of the perilous locations the 
  route passes. This is enough information to attempt 
  either a Nature check to Recall Knowledge about the 
  dangers of the route or a Diplomacy check to Gather 
  Information about those dangers.
  Critical Failure: PCs who critically fail their Diplomacy 
  check learn the following.
  • (FALSE) Inland trade routes are becoming increasingly 
  popular. Regular patrols from Diobel’s local guard 
  have made them a safer and more affordable option 
  for travelers without the means for ocean voyages.
  The Dangers: If the PCs learn the exact trail the 
  caravan took and the reasons that locals hesitate to use it, 
  either from Gathering Information about the caravan or 
  conversing with the injured caravanners at the safe house 
  (see page 7), they can attempt to Gather Information on 
  the route’s dangers. Because this information is less well 
  known, the DC is 3 higher than normal based on the 
  timing of the PCs’ Gather Information attempt. 
  • The hills that the road travels through have seen a 
  number of minotaur attacks over the years, leading to 
  the road’s eventual abandonment.
  • In addition to the danger that the minotaurs present, 
  Diobel is always on the lookout for harpies. Recently, 
  a harpy has made a lair on Shrieking Peak, a small 
  mountain not far from the road.
  Critical Failure: PCs who critically fail learn the 
  following misinformation.
  • (FALSE) The greatest danger in the local mountains are 
  centaurs. To make matters worse, the local centaurs 
  have a grudge against the Pathfinder Society.
  Nature (Recall Knowledge) on Dangers of the Trail
  If the PCs learn the exact trail the caravan took, either 
  from Gathering Information about the caravan or 
  conversing with the injured caravanners, they have a 
  chance to recall some information about the dangers of 
  the region. The starting DC is 20, and a PC can try again 
  once if she succeeds at the first attempt. The DC for the 
  second attempt increases to 23.
  The Dangers: A character with knowledge of the 
  region’s flora and fauna might recall some of the perils 
  found in the area. 
  • The hills that the road travels through have seen a 
  number of minotaur attacks over the years, leading to 
  the road’s eventual abandonment.
  • In addition to the danger that the minotaurs present, 
  Diobel is always on the lookout for harpies. Recently, 
  a harpy has made a lair on Shrieking Peak, a small 
  mountain not far from the road.
  Critical Failure: PCs who critically fail learn the 
  following misinformation.
  • (FALSE) One of the main reasons that merchants 
  avoid the particular route that Inisa’s caravan took is 
  the prevalence of highly venomous snakes, who make 
  their nests in the foothills of the Kortos Mountains.
  Pathfinder Society Lore (Recall Knowledge)
  Pathfinder Society members who are particularly 
  diligent may already know how to locate the caravan 
  and the safe house. The initial DC is 15, and a PC can 
  try again up to twice on that topic as long as she keeps 
  succeeding. The DC increases each time the PCs attempt 
  a check, first to 17 and then to 18. The PCs might try to 
  use their own instincts as Pathfinders to follow Inisa’s 
  thought process.
  • Any Society caravan would set out east toward 
  Absalom via the Harpy Gate.
  • An agent as cautious as Inisa would likely go out of her 
  way and take the less-traveled inland road that winds 
  through the wilds, rather than the more common paths 
  along the coast. This is enough information to guess the 
  route that will lead the PCs to area A.
  • The road Inisa most likely took begins in the Claw 
  district in the northeast part of Diobel. Chances are, 
  she left the injured caravanners in a safe house in that 
  area. Using this information reduces the time it takes 
  the PCs to search for the safe house to 30 minutes per 
  search attempt.
  
  7
  RAIDERS OF SHRIEKING PEAK
  Critical Failure: PCs who critically fail learn the 
  following misinformation.
  • (FALSE) While there were once Pathfinder Society 
  safe houses in Diobel, no such locations are currently 
  active. Note that attentive PCs may realize that this 
  information is false, as it contradicts information 
  from Valsin’s briefing.
  Society (Recall Knowledge)
  More cultured PCs may try to recall what they know 
  about Diobel and the surrounding area. The starting 
  DC is 18, and a PC can try again up to twice on that 
  topic as long as she keeps succeeding. The DC increases 
  each time the PCs attempt a check, first to 21 and then 
  to 22. The PCs can use their knowledge of the local area 
  to try to find the caravan and predict Inisa’s moves.
  • Merchants travel in and out of Diobel towards 
  Absalom via the Harpy’s Gate on the east side of town.
  • The main road leading to Absalom isn’t the only 
  route east, though most of these other routes see far 
  less use due to the dangers of the region. One route 
  in particular is perfect for a caravan trying to avoid 
  attention. This is enough information to guess the 
  route that will lead the PCs to area A.
  • The lack of traffic through these other roads made 
  the Claw district in the northeast part of town the 
  perfect spot for the Pathfinder Society to set up its 
  safe houses. The Society usually establishes a safe 
  house in one of the few abandoned buildings in the 
  district. Using this information reduces the time 
  it takes the PCs to search for the safe house to 30 
  minutes per search.
  Critical Failure: PCs who critically fail learn the 
  following misinformation.
  • (FALSE) A single road connects Diobel and Absalom. 
  Other small trails are too poorly maintained to support 
  a caravan.
  the saFe house
  The caravanners in the safe house can give the PCs more 
  information if the PCs treat their maladies.
  Finding the Safe House
  Inisa chose an out-of-the-way safe house where even 
  the markings are obscured. Searching for the safe house 
  takes 2 hours per attempt, and the PCs must succeed at a 
  DC 25 Perception check to locate it. The time is reduced 
  to 30 minutes per attempt if the PCs have narrowed their 
  search to the Claw district.
  Healing the Caravanners
  When the PCs reach the safe house, they find two hired 
  hands in poor condition and an exhausted medic, 
  a local man named Ralsam. Ralsam explains that a 
  woman named Inisa rushed into town covered in blood, 
  followed by two horses carrying unconscious people. 
  She hired him to watch over these victims and tend to 
  the worst of their injuries but refused treatment for 
  her own wounds, instead muttering about needing to 
  recover something important. She refused to share any 
  more details. In the middle of the night, she departed, 
  leaving behind a pile of silver pieces to pay him for 
  his assistance.
  Ralsam has done his best to assist these survivors, but 
  their injuries were severe, and it will be days before they 
  recover without more thorough treatment. The PCs can 
  attempt a DC 20 Medicine check on each injured person 
  to elicit a few moments of consciousness despite the 
  injuries. If the PCs restore at least 5 HP to a caravanner 
  before attempting the check, they get a +2 circumstance 
  bonus to the Medicine check, or a +4 circumstance 
  bonus for restoring 19 HP (bringing that caravanner to 
  full HP).
  If the PCs took an extra day to find the safe house, the 
  DC of the Medicine check increases to 23. However, in 
  this case, whether the PCs succeed or fail at Medicine 
  checks to treat the patients, they can still pick up the 
  trail, as one of the caravanners woke up briefly earlier 
  in the day and told Ralsam the details of the minotaur 
  attack. Ralsam can provide this information to the PCs, 
  allowing them to proceed to area A.
  If a PC succeeds at the Medicine check, one of the 
  caravan members becomes lucid for just a moment and 
  lets out a warning about a minotaur ambush, as if waking 
  from a nightmare. The worker slips into unconsciousness 
  immediately after. On a critical success, the caravanner 
  recovers enough to regain consciousness. He recounts the 
  details of the minotaur attack (see The Caravan below) 
  and points the PCs toward the correct route, allowing 
  the PCs to proceed to area A.
  A. THE CARAVAN 
  LOW 5
  Inisa and her caravan set out with the Inheritor’s Clasp a 
  few days prior to the start of the scenario. Their journey 
  was relatively uneventful until the caravan reached the 
  Deluge, a narrow river that flows from Shrieking Peak 
  towards Diobel. When the caravan stopped to rest at 
  a river crossing about a mile southwest of Shrieking 
  Peak, a small band of minotaurs attacked. The ensuing 
  onslaught was a whirlwind of chaos as the minotaurs 
  slew the caravan guards, but not before losing a few of 
  their own number. Protecting the clasp at all costs, Inisa 
  hid in the nearby brush and watched as the minotaurs 
  slew or incapacitated most of the caravan’s members. 
  In the wake of the battle, while the minotaurs grieved 
  for their fallen comrades and searched the bodies of the 
  
  A. THE CARAVAN
  1 SQUARE = 5 FEET
  MINOTAURS
  BODIES
  MINOTAURS
  WAGON
  PATHFINDER FLIP-MAT CLASSICS: BATTLEFIELD
  N
  8
  PATHFINDER SOCIETY PLAYTEST SCENARIO
  
  9
  RAIDERS OF SHRIEKING PEAK
  SCALING ENCOUNTER A
  To accommodate a group of more than four PCs, make the 
  following adjustments.
  5 PCs: Add one minotaur with the weak adjustment to 
  the encounter (Decrease its AC, attack bonuses, DCs, saving 
  throws, and skill modifiers by 2. Decrease the damage it 
  deals with its attacks by 2, and decrease its HP by 15).
  6 PCs: Add one minotaur to the encounter, for a total of 
  three standard minotaurs in the encounter.
  caravan guards for supplies, Inisa seized her opportunity 
  to escape. She rushed over to the wagon, unhitched the 
  horses, and quietly laid two nearby caravan members 
  onto the horses’ backs. However, one of the minotaurs 
  noticed her attempt to flee. The minotaur hurled a 
  javelin at her back, dealing her a serious wound and 
  knocking the parcel containing the Inheritor’s Clasp 
  into the brush.
  Once the PCs learn which route the caravan used, it 
  is a simple process to make their way to the site of the 
  attack. They can rent horses in Diobel at a rate of 1 
  silver piece per horse per day. Otherwise, they are free 
  to set off on foot. The attack site is just shy of 19 miles 
  east of Diobel. It takes about 5 hours to reach the site 
  on horseback or 8 hours on foot. If the PCs are awake 
  for more than 16 hours in a day, they become fatigued 
  until they rest. When the PCs arrive, read or paraphrase 
  the following.
   
  A small stone bridge crosses over a shallow, gentle river. 
  A large wagon lies abandoned a short distance from the 
  bridge, with bloody bodies strewn about. Most of the 
  bodies have familiar humanoid forms, while two bodies 
  are of creatures with the torsos of muscular humans and 
  the head and hooves of bulls.
  The Deluge is shallow and runs slowly enough that the 
  PCs can simply wade through its waters or cross at the 
  low bridge. The water is difficult terrain. 
  A small band of minotaur scouts arrived in time 
  to notice the PCs’ approach and darted into some 
  nearby bushes to avoid detection. The minotaurs of the 
  Gorebreather tribe were forced to learn how to hide and 
  lost some of their bluster as a newcomer harpy has been 
  constant harrying their tribe, which has slightly altered 
  their skills from typical minotaurs. 
  Ask the PCs to each describe how they start 
  investigating the area, as if in exploration mode. Once 
  they take their positions and choose their tactics, roll 
  initiative, with the minotaurs using Stealth. PCs who 
  investigate the bodies can use Recall Knowledge from 
  a distance to learn about minotaurs, potentially saving 
  them time in their upcoming confrontation.
  The minotaurs attempt use Powerful Charge to cross 
  the river, attacking anyone near their fallen comrades’ 
  bodies. They target melee warriors first before going 
  after ranged combatants. Once one minotaur has 
  fallen, any others surrender if reduced to 20 Hit Points, 
  preferring not to add to the tribe’s losses. Even if both 
  minotaurs are conscious, they surrender if they are 
  clearly outmatched. Surrendering minotaurs are not 
  initially compliant. A PC who succeeds at a DC 17 
  Diplomacy check to Make an Impression or Intimidate 
  check to Coerce convinces a minotaur to speak—though 
  PCs may not be able to understand the creature, as the 
  minotaurs speak only Jotun. A persuaded minotaur 
  explains the tribe’s predicament (see The Gorebreather 
  Camp on page 10) and is willing to take the PCs to meet 
  the rest of the tribe. 
  One of the minotaurs is wearing an unholy symbol of 
  Baphomet. The minotaurs share the demon lord’s name 
  if the PCs convince them to speak, but PCs must attempt 
  a Religion check to Recall Knowledge about the demon 
  lord (see page 10).
  2 MINOTAUR SCOUTS 
  CREATURE 4
  Perception +10, darkvision
  Languages Jotun
  Skills +2; Stealth +6, Acrobatics +6, Athletics +11, 
  Intimidation +6, Survival +13 (natural cunning)
  Str +5, Dex +0, Con +2, Int –2, Wis +0, Cha –1
  Items greataxe
  Natural Cunning A minotaur automatically critically succeeds 
  at Survival checks to avoid becoming lost or to find its way, 
  including those from the maze spell.
  AC 18, TAC 15; Fort +10, Ref +6, Will +7
  HP 70
  Speed 25 feet
   Melee greataxe +11 (reach 10 feet, sweep), Damage 1d12+7 
  slashing
  gore +11 (agile), Damage 1d8+5 piercing
   
   Powerful Charge The minotaur Strides up to double its 
  Speed in a straight line and makes a gore Strike. As long as 
  the minotaur moved at least 20 feet, the Strike’s damage is 
  increased to 2d8+10.
  bodies
  The PCs are free to investigate the bodies, the surrounding 
  area, and the wagon as they see fit. 
  Each of the five guards has a longsword, a shortbow 
  with 20 arrows, and leather armor. One of the 
  guards’ longswords is an expert-quality longsword. The 
  minotaurs each carried a Large greataxe. One of the 
  minotaurs has a wooden unholy symbol around its neck 
  depicting a minotaur’s head. 
  Chaotic
  Evil
  Humanoid
  Large
  
  INISA
  10
  PATHFINDER SOCIETY PLAYTEST SCENARIO
  Religion (Recall Knowledge) on Baphomet
  PCs who wish to identify the unholy symbol can do so 
  with a successful Religion check. A PC who succeeds 
  at a check gains the next fact on the list below, starting 
  with the first fact. A critical success grants the PC two 
  facts, while a critical failure grants the PC a piece of 
  false information of the GM’s choice. The DC for the 
  check is 20, and a PC can try again once as 
  long as the first result was a success, but 
  the DC for the second attempt increases 
  to 23. 
  • The symbol is that of the demon 
  lord Baphomet. Minotaurs are often 
  worshipers of Baphomet, though 
  the Lord of Minotaurs also finds 
  worshipers 
  among 
  secretive 
  cults and societies. This is 
  enough information for any 
  PC to attempt the Society 
  check below on nearby 
  worshipers of Baphomet.
  • Baphomet is a proponent 
  of cleverness and secrecy, 
  encouraging his followers 
  to stay their hand until 
  necessary. 
  This 
  is 
  embodied in one 
  of his aphorisms, 
  “The beast takes 
  its time.”
  Society (Recall Knowledge) on Baphomet’s Followers
  If any PC recognizes Baphomet’s holy symbol, PCs 
  trained in Society can attempt a DC 21 Society check to 
  remember that the local minotaur tribe, the Gorebreather 
  tribe, is the only known group of worshipers of 
  Baphomet in the area. On a critical success, the PC also 
  knows that Mildora, a high priestess of Baphomet, is the 
  Gorebreather tribe’s leader.
  FootPrints 
  PCs who investigate the bushes in the north easily 
  locate a set of hoofprints. A PC who succeeds at a DC 
  12 Survival check can follow the footprints back to the 
  Gorebreather camp (area B). If the PCs fail this check, 
  they waste 1 hour wandering around before returning 
  to their original location (or 2 hours on a critical 
  failure). On a critical success, the PCs find a second set 
  of humanoid footprints, leading about halfway to the 
  tribe’s camp before branching off. Following this trail 
  leads the PCs to Inisa’s hiding spot, allowing them to 
  meet with her before confronting the minotaurs (see the 
  map on page 11).
  Wagon
  The minotaurs cleaned out the wagon of all obvious 
  supplies. If the PCs wish to search within the wagon, 
  they must climb inside. Entering or leaving the wagon 
  uses 5 additional feet of movement. The wagon 
  contains a secret compartment, a feature which Inisa 
  intentionally paid extra to make available for her use. 
  The compartment holds a number of supplies Inisa kept 
  in case of emergencies. Unfortunately, she 
  was unable to take the time to 
  access them during the attack. 
  She assumed that the minotaurs 
  located these supplies and made 
  her way towards Shrieking 
  Peak 
  instead 
  of 
  returning 
  to the wagon. The PCs can 
  locate the compartment with 
  a successful DC 22 Perception 
  check. The compartment is 
  locked and requires a successful 
  DC 20 Athletics check to Break 
  Open or Thievery check (three 
  successes) to Pick the Lock. If 
  a PC opens the compartment 
  with an Athletics check, she 
  must succeed at a DC 11 flat 
  check to avoid breaking some 
  of the contents, destroying 1d2 
  alchemist’s fire and 1d2 elixirs of life on 
  a failure.
  The stash contains three alchemist’s fires, three 
  lesser elixirs of life, one tanglefoot bag, and one 
  thunderstone, as well as a week’s worth of trail rations.
  B. THE GOREBREATHER CAMP HIGH 5
  Just a mile northeast of the caravan ambush site is the 
  home of the Gorebreather tribe, a group of Baphomet-
  worshiping minotaurs. High Priestess Mildora has 
  acted as the tribe’s leader for many years, and the tribe 
  has remained relatively stable under her leadership. The 
  Gorebreathers find themselves in constant battles with 
  the other scattered minotaur tribes on the Isle of Kortos, 
  vying for control over resources and territories. These 
  minotaurs also supplement their resources by attacking 
  traveling merchants making their way to and from 
  Absalom. Unfortunately for the Gorebreathers, a recent 
  intruder into their territory has left them at a severe 
  disadvantage in these territorial engagements.
  A powerful harpy by the name of Ryolle has taken 
  up residence near the summit of Shrieking Peak after 
  being cast out by his clan. In the weeks since, he’s used 
  his unusually potent song to captivate a number of 
  Diobel’s locals to do his bidding. Using these scouts and 
  
  B. THE GOREBREATHER CAMP
  1 SQUARE = 5 FEET
  MINOTAUR
  START
  PC
  START
  INISA
  PATHFINDER FLIP-MAT CLASSICS: WOODLANDS
  N
  11
  RAIDERS OF SHRIEKING PEAK
  
  12
  PATHFINDER SOCIETY PLAYTEST SCENARIO
  warriors, Ryolle began his assault on the Gorebreathers, 
  hoping to amass resources and strike back against his 
  own clan. Ryolle’s guerrilla attacks, combined with the 
  tribe’s territorial skirmishes, quickly became too much 
  for the Gorebreathers to handle. The tribe began to 
  lose valuable warriors as wave after wave of enchanted 
  humans assaulted their camp.
  When Inisa’s caravan traveled the oft-neglected trade 
  route, the Gorebreathers saw an opportunity to shore 
  up their losses and strike back against the harpy. They 
  believed that if they took enough supplies from the 
  caravan, they could gift the supplies to a nearby tribe of 
  minotaurs as a peace offering, earning a temporary truce. 
  This truce would allow the Gorebreathers to kill the harpy 
  once and for all. In their beleaguered state, however, 
  the Gorebreathers didn’t have the overwhelming force 
  necessary to slaughter the caravan’s defenders without 
  incurring losses of their own. Even worse, they found only 
  a few supplies and a well-polished silver clasp for their 
  troubles. The minotaurs had no time to plan their next 
  move as Ryolle moved in for another attack, this time 
  with a larger group of enchanted warriors at his side. The 
  Gorebreathers stood their ground against Ryolle’s forces, 
  but many of their remaining warriors perished. During the 
  fight, the harpy made off with the supplies the minotaurs 
  worked so hard to retrieve, including the Inheritor’s Clasp.
  When the PCs arrive at the Gorebreather camp, the 
  minotaurs are still recovering from Ryolle’s latest attack. 
  Mildora has decided to concede defeat, and she is hoping 
  to pledge fealty to a nearby tribe to save her people from 
  extermination. She would prefer to lose her status and 
  the tribe’s name to a rival tribe than to be forced to 
  serve a harpy. Mildora and a regiment of her strongest 
  warriors are leaving the camp as the PCs arrive. The 
  group is discussing the final details of the Gorebreathers’ 
  surrender to a neighboring tribe, the Broken Horn. 
  Depending on the nature of their approach, the PCs 
  have a few different options available to them once they 
  encounter the high priestess. Mildora speaks Abyssal and 
  Common in addition to Jotun.
  If the PCs followed Inisa’s footprints, they find her 
  hiding in the brush as noted on the map. When the PCs 
  meet up with her, Inisa is relieved to see fellow Pathfinders. 
  In a hushed whisper, she fills the PCs in on the details of her 
  situation and answers any questions they have. During the 
  explanation, she points out the group of minotaurs, noting 
  that she believes these minotaurs have the Inheritor’s 
  Clasp. Although she’s unsure what the minotaurs have 
  been discussing, their body language has led her to believe 
  that they are engaged in a debate. Inisa believes that the 
  minotaurs’ weakened position and seeming uncertainty 
  would allow the PCs the chance to parley for the clasp. 
  Inisa holds a wooden unholy symbol of Baphomet that 
  she acquired from one of the slain minotaurs back at the 
  ambush site. She hands it to the PCs, explaining that the 
  symbol should allow them to engage in a conversation 
  without drawing the minotaurs’ ire. If the PCs took an 
  extra day, Inisa has already attempted to negotiate with 
  the minotaurs and failed, leading to another battle. In that 
  case, Inisa’s footprints lead out from these bushes and into 
  the clearing, and the Pathfinder is tied up within one of the 
  structures in the minotaurs’ camp; the Gorebreathers plan 
  on offering the captive alchemist as part of their surrender 
  to the Broken Horn. 
  If the PCs instead followed the minotaurs’ trail, they 
  first encounter Mildora and her warriors just outside of 
  the camp, as noted on the map. If the PCs do not set them 
  at ease, the minotaurs believe the PCs are more of Ryolle’s 
  enchanted army sent to finish the job, and Mildora sends 
  her warriors to attack the PCs while she stays back and 
  hides. The PCs can set the minotaurs at ease if they bring 
  one or more captured scouts from the caravan or if they 
  hold a symbol of Baphomet. In either case, Mildora tells 
  her warriors to back down when she sees the PCs, as 
  returning a captive is out of character for the enchanted 
  warriors. A captured minotaur explains the situation, 
  and Mildora is willing to detail the tribe’s recent history, 
  including their engagements with the harpy Ryolle and 
  their recent acquisition and subsequent loss of various 
  supplies and treasure from the caravan. Mildora believes 
  the PCs could serve as unlikely allies in trying times, and 
  she eagerly listens as the PCs plead their case. Each PC 
  who wishes to win over Mildora can attempt one of the 
  skill checks below. If every PC fails her preferred skill 
  check, the outraged Mildora orders her warriors to attack, 
  just as if a PC critically failed a check as noted below.
  diPlomacy (make an imPression)
  The PCs may wish to find a peaceful resolution to the 
  situation and attempt a diplomatic approach. Mildora is 
  difficult to convince (DC 22), mostly because she wishes 
  to not appear weak before her warriors. If the PCs present 
  an unholy symbol of Baphomet during their attempts to 
  convince the priestess, they receive a +2 circumstance 
  bonus to the check. If a PC also uses the aphorism “The 
  beast takes its time,” recalled with a second success on 
  a prior Religion check, Mildora is convinced that PC is 
  a gift from the Lord of Minotaurs, and that PC treats 
  his result as one degree of success better (for instance, a 
  success instead of a failure).
  Success The PCs are able to convince the minotaurs that they 
  seek only the clasp. Mildora explains that the harpy is very 
  powerful and the PCs may not be able to stand against his 
  might. She asks the PCs to spar with her warriors to prove 
  their strength, as noted below.
  
  13
  RAIDERS OF SHRIEKING PEAK
  Critical Success The PCs impress Mildora so thoroughly that 
  she skips the test of strength. 
  Critical Failure Mildora is outraged by the PCs’ affront and 
  orders the minotaurs to kill the PCs (see below).
  intimidate (coerce)
  Some PCs may prefer to browbeat the minotaur matriarch. 
  The priestess respects such bravado, and therefore 
  Intimidation attempts against her are easier than usual 
  (DC 20). The PCs gain a +2 circumstance bonus if they 
  captured one or both minotaur scouts earlier.
  Success The PCs convince the high priestess of their strength. 
  She asks the PCs to spar with her warriors to remind them 
  what true might looks like, as noted below.
  Critical Success The PCs cow Mildora and the other minotaurs 
  so thoroughly that Mildora skips the test of strength. 
  Critical Failure Mildora is outraged by the PCs’ insulting 
  coercion and orders the minotaurs to kill the PCs (see below).
  Mildora brought only her best warriors with her, 
  leaving the rest with her tribe. If the PCs attack the 
  minotaurs without conversation, or if their skill checks 
  end in one critical failure or all failures, the minotaurs 
  attack the PCs with the intent to kill them. However, if 
  the PCs defeat a minotaur (or two, for groups of five or 
  six PCs), Mildora calls off the attack, pleading with the 
  PCs to stand down. She explains that she cannot afford 
  to lose any more warriors. She is willing to give the PCs 
  information on Ryolle and the clasp, and also offers to 
  hand over Inisa if they have her captive. 
  If the PCs kill all of the minotaurs anyway, they can 
  attempt to follow the old trail left by Ryolle’s enchanted 
  soldiers with a successful DC 20 Survival check. If the PCs 
  fail this check twice, Ryolle has enough time to capture 
  and captivate yet another enchanted guard in area D.
  If the PCs succeeded at one of the above skill checks 
  to win over the matriarch, the minotaurs spar with the 
  PCs, not intending to kill any of them. Mildora explains 
  that the PCs and minotaurs should stand down when 
  “wounded”—that is, when reduced below half HP. The 
  minotaurs follow the terms respectfully, immediately 
  standing down when they fall below half HP.
  If all of the minotaurs surrender, Mildora ends the fight. 
  She heals any injured PCs and even offers them a place to 
  rest for the night among their tribe if they wish. The high 
  priestess explains that Ryolle attacked the tribe recently and 
  the harpy tends to wait a few days between engagements to 
  replenish his servants, so the PCs will be safe if they wish 
  to stay the night. If the PCs met with or freed Inisa, she is 
  pleased with the outcome and explains that she will return 
  to Diobel to recover and check in with the hurt caravan 
  members. Once the PCs are ready to go, the minotaurs are 
  SCALING ENCOUNTER B
  To accommodate a group of more than four PCs, make the 
  following adjustments.
  5 PCs: Add one weak minotaur to the encounter (see the 
  Scaling Encounter A sidebar on page 9).
  6 PCs: Add one minotaur warrior to the encounter, for a 
  total of three minotaurs in the encounter.
  happy to point them towards Ryolle’s lair.
  If all of the PCs surrender, Mildora refuses to ally 
  with them, claiming they are clearly too weak to defeat 
  the harpy. She refuses to give them information about 
  Ryolle’s location, as she’s afraid they will simply become 
  enthralled and attack her tribe under the harpy’s power. 
  If the PCs persist with aggression, they can attack the 
  minotaurs, possibly causing Mildora to give them the 
  information in exchange for mercy, as described above 
  for a critical failure on the social skills.
  The PCs may wish to cheat in this contest. A PC who 
  wants to remain in the fight instead of conceding when 
  he should can attempt a DC 22 Deception check as a free 
  action each time he takes damage that leaves him below 
  half HP. On a failed Deception check, Mildora demands 
  that the PC stand down immediately. If the PC refuses 
  to comply, the insult is too deep, and Mildora changes 
  the friendly sparring into a lethal fight, as if the PCs had 
  failed their skill checks. 
  If the PCs earn Mildora’s favor, either through successful 
  sparring or a critical success to Make an Impression on her 
  or Coerce her, they can attempt to convince her to stop 
  any further attacks against Diobel and any other travelers 
  to the region. With a successful DC 22 Diplomacy, 
  Intimidate, Religion, or Society check, a PC convinces 
  the Gorebreather minotaurs to stop their attacks on 
  local caravans and merchants, finding other sources of 
  resources and battling only the other minotaurs. If the PCs 
  offer to provide them supplies on behalf of the Pathfinder 
  Society, they gain a +4 circumstance bonus to this check to 
  convince the tribe. On a critical success, the PCs persuade 
  the minotaurs to accept a stronger alliance with the Society 
  and potentially consider a more peaceful outlook overall.
  2 MINOTAUR WARRIORS 
  CREATURE 5
  Perception +10, darkvision
  Languages Jotun
  Skills +4; Acrobatics +8, Athletics +13, Intimidation 
  +12, Survival +15 (natural cunning)
  Str +5, Dex +0, Con +2, Int –2, Wis +0, Cha –1
  Items greataxe
  Natural Cunning A minotaur automatically critically succeeds 
  at Survival checks to avoid becoming lost or to find its way, 
  including those from the maze spell.
  Chaotic
  Evil
  Humanoid
  Large
  
  C. APPROACHING RYOLLE’S LAIR
  1 SQUARE = 5 FEET
  PATHFINDER FLIP-MAT CLASSIC: WOODLANDS
  N
  E
  : ELITE GHOUL
  G
  : GHAST
  E2
  G1
  G2
  G3
  E1
  14
  PATHFINDER SOCIETY PLAYTEST SCENARIO
  
  15
  RAIDERS OF SHRIEKING PEAK
  AC 20, TAC 17; Fort +12, Ref +8, Will +9
  HP 85
  Speed 25 feet
   Melee greataxe +13 (reach 10 feet, sweep), Damage 1d12+9 
  slashing
  gore +13 (agile), Damage 1d8+7 piercing
   
   Powerful Charge The minotaur Strides up to double its 
  Speed in a straight line and makes a gore Strike. As long as 
  the minotaur moved at least 20 feet, the Strike’s damage is 
  increased to 2d8+12.
  C. APPROACHING RYOLLE’S LAIR LOW 5
  In the last few weeks, Ryolle has captivated many travelers 
  on the road to Diobel. While normal harpy songs merely 
  cause captivated creatures to approach, Ryolle’s resonance 
  interacted strangely with the lesser staff of enchantment he 
  found and tried to invest. By using his song for enough time 
  each day, he can keep the captured travelers perpetually 
  entranced and willing to follow his commands. His latest 
  attack against the Gorebreathers made use of the majority 
  of these enchanted travelers. Unfortunately for the harpy, 
  the minotaurs proved to be worthy foes, slaying most of 
  his enthralled followers. After the fight, he learned an 
  interesting side effect of his resonant song: as Ryolle hid 
  in his lair, a number of ghasts approached his mountain 
  den. The harpy quickly recognized his fallen warriors 
  and realized that his command was so great that they 
  rose from death to continue to serve him. Delighted with 
  this development, if not with the scent, Ryolle placed the 
  ghasts as guards to protect the trail to his lair.
  Three ghasts hide in the trees along the path 
  here. Gnomes with Discerning Smell and PCs or 
  companions with the scent ability notice the stench of 
  the ghasts as they travel along the path, gaining a +4 
  circumstance bonus to Perception checks for initiative. At 
  the start of combat, the ghasts leap from the trees to get 
  behind the PCs. Once they are within reach, they attempt 
  to bite PCs and then leap back into the woods. The 
  areas of thick foliage are difficult terrain. The ghasts can 
  move through the foliage normally, as they have grown 
  accustomed to the terrain in the last few days and know 
  the exact spacing between each branch and trunk. 
  For groups of more than four PCs, one or two ghouls 
  accompany the ghasts.
  3 GHASTS 
  CREATURE 3
  Perception +8, darkvision
  Languages Common, Necril
  Skills +3; Athletics +9, Acrobatic +9, Stealth +9
  Str +3, Dex +3, Con +0, Int +1, Wis +2, Cha + 3
  AC 18, TAC 16; Fort +5, Ref +5, Will +8
  HP 45 each, negative healing; Immunities asleep, death effects, 
  disease, paralysis, poison
  Chaotic
  Evil
  Ghoul
  Medium
  Undead
  Stench 10 feet (aura, olfactory) A creature entering the aura 
  must succeed at a DC 16 Fortitude save or be sick 1 until 
  the end of its turn (plus slowed 1 on a critical failure for the 
  same duration). While within the aura, the creature takes a –2 
  circumstance penalty to saves against disease and to recover 
  from sick condition. A creature that saves is bolstered.
  Speed 30 feet
   Melee jaws +9, Damage 2d6+3 piercing plus ghast fever and 
  paralysis 
  claw +9 (agile), Damage 2d4+3 slashing plus ghast fever and 
  paralysis
   Consume Flesh
  Requirement The ghast is adjacent to a corpse of a creature 
  that has died within the last hour.
  Effect The ghast devours a chunk of the corpse and regains 
  3d6 Hit Points. It can regain Hit Points from each corpse 
  only once.
  Ghast Fever (disease) Fortitude DC 15; Stage 1 carrier with no ill 
  effect (1 day); Stage 2 3d8 damage and regains half as many Hit 
  Points from all healing (1 day); Stage 3 As stage 2 (1 day); Stage 4 
  3d8 damage and gains no benefit from healing (1 day); Stage 5 As 
  stage 4 (1 day); Stage 6 dead, rises as a ghoul the next midnight.
  Paralysis (arcane, necromancy) Any living, non-elf creature 
  damaged by a ghast’s attack must succeed at a DC 14 Fortitude 
  save or be paralyzed. It gets a new save at the end of each of its 
  turns, and the DC decreases by 1 cumulatively on each such save.
   Swift Leap (move) The ghast jumps up to half its Speed. This 
  movement doesn’t trigger reactions.
  0 ELITE GHOULS 
  CREATURE 2
  Perception +5, darkvision
  Languages Common, Necril
  Skills +6; Acrobatics +8, Athletics +8, Stealth +6
  Str +1, Dex +2, Con +0, Int +1, Wis +2, Cha +2
  AC 17, TAC 16; Fort +5, Ref +6, Will +7
  HP 30; Immunities asleep, death effects, disease, paralysis, 
  poison
  Speed 30 feet
   Melee jaws +9, Damage 1d6+3 piercing plus ghoul fever and 
  paralysis
  claw +9 (agile), Damage 1d4+3 slashing plus ghoul fever and 
  paralysis
  Chaotic
  Evil
  Ghoul
  Medium
  Undead
  OPTIONAL ENCOUNTER
  If fewer than 75 minutes remain in which to complete this 
  scenario, omit the encounter with the ghasts.
  SCALING ENCOUNTER C
  To accommodate a group of more than four PCs, add one 
  additional elite ghoul to the encounter for each additional 
  PC beyond four.
  
  D. RYOLLE’S LAIR
  1 SQUARE = 5 FEET
  N
  R
  : RYOLLE
  R
  G2
  G1
  G3
  G
  : ENCHANTED GUARD
  16
  PATHFINDER SOCIETY PLAYTEST SCENARIO
  
  RYOLLE
  17
  RAIDERS OF SHRIEKING PEAK
   Consume Flesh
  Requirement The ghoul is adjacent to a corpse of a creature 
  that has died within the last hour.
  Effect The ghoul devours a chunk of the corpse and regains 
  1d6 Hit Points. It can regain Hit Points from each corpse 
  only once.
  Ghoul Fever (disease) elves are immune; Fortitude DC 15; Stage 1 
  carrier with no ill effect (1 day); Stage 2 2d6 damage and regains 
  half as many Hit Points from all healing (1 day); Stage 3 As stage 
  2 (1 day); Stage 4 2d6 damage and gains no benefit from healing 
  (1 day); Stage 5 As stage 4 (1 day); Stage 6 dead, and rises as a 
  ghoul the next midnight.
  Paralysis (arcane, necromancy) Any living, non-elf creature 
  damaged by a ghoul’s attack must succeed at a DC 14 Fortitude 
  save or be paralyzed. It gets a new save at the end of each of its 
  turns, and the DC decreases by 1 cumulatively on each such save.
   Swift Leap (move) The ghoul jumps up to half its Speed. This 
  movement doesn’t trigger reactions.
  Each ghast still has a lesser healing potion from its 
  previous life that Ryolle hasn’t yet remembered they 
  no longer need. If the GM omits this optional encounter, 
  the PCs can find these potions discarded on the ground 
  by a pile of corpses.
  D. RYOLLE’S LAIR 
  SEVERE 5
  The harpy Ryolle always believed himself to 
  be above the bickering and everyday problems 
  of the Ivnerus tribe. This belief eventually led 
  Ryolle to attempt a coup against his clan’s 
  leader a few months ago, alongside a handful 
  of allied harpies. Ryolle’s clan leader managed 
  to unite the remaining harpies and suppress the 
  uprising, after which Ryolle fled into exile and hid 
  among the mountainside caves of Shrieking Peak.
  As Ryolle licked his wounds, he concocted a plan 
  to strike back against his clan. After killing a traveling 
  wizard and investing her lesser staff of enchantment, he 
  soon learned of the new power of his song and used it 
  to enchant various traders and travelers along the roads 
  between Absalom and Diobel. He slowly gathered a 
  small band of forces to attack the nearby Gorebreather 
  tribe, stealing their supplies and resources whenever 
  possible. He sees his minions as disposable and is happy 
  to let them die so long as they return from an attack with 
  something to further his goals.
  Along with his newfound minions, Ryolle slowly 
  collected a number of additional magical items in hopes 
  of using them to enact his revenge on his tribe. He hopes 
  to unlock powers even greater than his resonant song 
  through investing all items, even those that don’t seem 
  otherwise useful to him, though thus far he has had 
  no luck. When he concluded his latest attack against 
  the Gorebreathers, Ryolle found a high-quality coffer 
  among the spoils. Inside was the Inheritor’s Clasp and 
  Ryolle found himself immediately drawn to it. He 
  believed it to be some kind of powerful relic that would 
  finally help him fulfill his quest for revenge. He has kept 
  to his lair for the past few days, obsessively studying 
  the relic in hopes of unlocking the power he believes is 
  contained inside.
  When the PCs reach Ryolle’s lair, he is distracted with 
  the clasp. He has set several guards to keep an eye for any 
  minotaurs who might attempt to catch him unawares in 
  his home. The PCs are free to approach from the east, 
  west or south. When the PCs arrive, read or paraphrase 
  the following.
  A large cave opening is carved into the mountainside to 
  the north. A trio of watchtowers stands in the clearing 
  between the cave opening and the forest to the south.
  SCALING ENCOUNTER D
  To accommodate a group of more than four PCs, make the 
  following adjustments.
  5 PCs: Add one enchanted guard to the encounter.
  6 PCs: Add one enchanted guard and one weak harpy to 
  the encounter.
  
  18
  PATHFINDER SOCIETY PLAYTEST SCENARIO
  d  ryolle’s lair
  Ryolle’s lair is his base of operations, where he gathers 
  followers and treasure.
  Ryolle has several human scouts under his control. 
  When the PCs first approach the lair, the scouts are 
  all standing on the watchtowers under strict orders to 
  look out for any minotaurs that might approach. From 
  their vantage point, Ryolle’s guards can actually spot 
  the PCs from much farther away, but don’t speak up 
  until the PCs arrive at his lair, as Ryolle only demanded 
  to know if anyone ever reached his lair, not if someone 
  was approaching. In combat, the guards fire volleys of 
  arrows at the PCs until either a PC climbs up to the 
  watchtower or a guard is forced on to the ground below. 
  When fighting with their kukris, the guards do their best 
  to flank with each other. Their top priority is protecting 
  Ryolle, however, and they go out of their way to come 
  between the PCs and the harpy. Ryolle’s guards never 
  attack a captivated PC, but they fight to the death as long 
  as they remain captivated. A PC who succeeds at a DC 
  18 Perception check can determine that the guards are 
  under some kind of control or enchantment, and notices 
  that the guards are struggling against their own actions, 
  as if trying to prevent themselves from fighting attacking 
  the PCs.
  Ryolle uses his captivating song on as many PCs as 
  possible. Once he has captivated some PCs, Ryolle flies in 
  and attacks noncaptivated PC directly in melee, preferring 
  to target spellcasters. He hopes to find a magical item to 
  turn the tide against his tribe and therefore focuses on a 
  PC who demonstrates the use of a particularly interesting 
  item. Ryolle flees if reduced to fewer than 15 HP, or if 
  reduced to fewer than 25 HP if he is able to escape with 
  an interesting new magic item. 
  Against a group of six PCs, Ryolle also has the aid of a 
  young harpy. This harpy is his only surviving accomplice 
  from the tribe, cast out with Ryolle months ago. The 
  young harpy follows the same tactics as Ryolle.
  RYOLLE 
  CREATURE 6
  Perception +12, darkvision
  Languages Common
  Skills +7; Acrobatics +14, Athletics +11, Deception 
  +12, Performance +14 (+16 singing)
  Str +2, Dex +2, Con +0, Int –2, Wis +1, Cha +3
  Items leather armor, expert morningstar, lesser staff of 
  enchantment (can’t use)
  AC 22, TAC 21; Fort +12, Ref +14, Will +11
  HP 88
  Speed 20 feet, fly 70 feet
   Melee morningstar +15 (versatile P), Damage 2d8+6 
  bludgeoning
  talon +15 (agile), Damage 2d6+6 slashing
  Chaotic
  Evil
  Humanoid
  Medium
   Captivating Song (arcane, auditory, concentrate, enchantment, 
  mental) Each non-harpy creature within a 300-foot aura must 
  succeed at a DC 18 Will save or become captivated by the 
  harpy’s song. On a failure, the creature is fascinated, and it 
  must spend each of its actions to move closer to the harpy as 
  expediently as possible, while avoiding obvious dangers. If a 
  captivated creature is adjacent to the harpy, it stays still and 
  doesn’t act. The effect lasts for 1 round, but if the harpy uses 
  Captivating Song again on subsequent rounds, the duration 
  extends by 1 round for all affected creatures.
  If the harpy attacks a captivated creature, that creature is 
  freed from the captivation at the end of the turn. A creature 
  that critically failed its initial save isn’t automatically freed 
  when attacked, but can attempt a new save at the start of its 
  turn if the harpy attacked it that round.
  Once a creature succeeds at any of these saves, it’s bolstered.
  2 ENCHANTED GUARDS 
  CREATURE 4
  Perception +10
  Languages Common, Osiriani
  Skills +3; Acrobatics +11, Athletics +10, Nature +10, 
  Stealth +11, Survival +11
  Str +2, Dex +4, Con +1, Int +0, Wis +2, Cha +0
  Items expert composite shortbow with 40 arrows, lesser healing 
  potion, hide armor, 2 kukris (one of the guards has one 
  bloodletting kukri)
  AC 20, TAC 17; Fort +8, Ref +11, Will +9
  HP 60 each
  Speed 30 feet
   Melee kukri +11 (agile, trip), Damage 2d6+4 slashing
   bloodletting kukri +12 (agile, trip), Damage 3d6+4 slashing
  fist +11 (agile, nonlethal), Damage 1d4+4 bludgeoning
   Ranged composite shortbow +11 (deadly 1d10), Damage 
  2d6+4 piercing
  Perfect Aim The guard ignores the concealed condition. When 
  he targets a creature, that creature doesn’t benefit from being 
  screened and reduces the AC bonus it gains from cover by 2 
  against that attack.
  0 WEAK HARPIES 
  CREATURE 4
  Perception +12, darkvision
  Languages Common
  Skills +3; Acrobatics +10, Athletics +7, Deception 
  +8, Performance +10 (+12 singing)
  Str +2, Dex +2, Con +0, Int –2, Wis +1, Cha +3
  Items leather armor, expert morningstar
  AC 18, TAC 17; Fort +8, Ref +10, Will +7
  HP 53
  Speed 20 feet, fly 70 feet
   Melee morningstar +11 (versatile P), Damage 2d8+2 
  bludgeoning
  talon +11 (agile), Damage 2d6+2 slashing
   Captivating Song (arcane, auditory, concentrate, enchantment, 
  Evil
  Human
  Humanoid
  Chaotic
  Evil
  Humanoid
  Medium
  
  19
  RAIDERS OF SHRIEKING PEAK
  mental) Each non-harpy creature within a 300-foot aura must 
  succeed at a DC 14 Will save or become captivated by the 
  harpy’s song. On a failure, the creature is fascinated, and it 
  must spend each of its actions to move closer to the harpy as 
  expediently as possible, while avoiding obvious dangers. If a 
  captivated creature is adjacent to the harpy, it stays still and 
  doesn’t act. The effect lasts for 1 round, but if the harpy uses 
  Captivating Song again on subsequent rounds, the duration 
  extends by 1 round for all affected creatures.
  If the harpy attacks a captivated creature, that creature is 
  freed from the captivation at the end of the turn. A creature 
  that critically failed its initial save isn’t automatically freed 
  when attacked, but can attempt a new save at the start of its 
  turn if the harpy attacked it that round.
  Once a creature succeeds at any of these saves, it’s bolstered.
  Ryolle had his minions construct a trio of wooden 
  watchtowers here to watch for minotaurs and 
  other threats. Each watchtower is 15 feet wide and 25 
  feet tall. A ladder on the north and south sides of each 
  tower allows for easy access to the top of the tower. A 
  PC who attempts to Climb the tower via a ladder can do 
  so with ease. A PC climbing the ladder can move up to 
  half her Speed without attempting an Athletics check. If a 
  PC attempts to Climb a tower from the east or west side, 
  the ascent is relatively simple, but requires more effort 
  than using a ladder. Climbing the side of the watchtower 
  requires a successful DC 14 Athletics check (see page 146 
  of the Pathfinder Playtest Rulebook for more information 
  on climbing). A PC who falls while Climbing or from the 
  top of the tower can attempt to Grab an Edge to avoid 
  falling. See page 310 of the Pathfinder Playtest Rulebook 
  for more information on falling.
  PCs might remain in the forest or run to the cave for 
  cover. The forest canopy provides cover against ranged 
  attacks but does nothing to block attacks from the 
  ground. Information on cover is located on page 314 of 
  the Pathfinder Playtest Rulebook. 
  The cavern’s ceiling rises to only 10 feet and completely 
  Handout: Cryptic Note 
  A,
  Ambush on the path. 
  Lost package. 
  Survivors safe. 
  Will recover package.
  -I
  blocks ranged attacks from the watchtowers. PCs without 
  ranged attacks of their own might consider hiding in the 
  cave to force Ryolle and his minions to come to them.
  If the PCs search Ryolle’s lair, they turn up all of 
  the treasures he has collected. His stash includes a 
  scroll of paralyze along with a +1 weapon potency rune 
  etched on a runestone. In addition, the PCs locate an 
  expert-quality coffer that holds the Inheritor’s Clasp.
  CONCLUSION
  Once the PCs defeat Ryolle, either by slaying him or 
  causing him to flee, they are free to take the Inheritor’s 
  Clasp for themselves. If any of Ryolle’s guards remain 
  alive, the harpy’s hold on them shatters the moment any 
  PCs picks up Ryolle’s lesser staff of enchantment, ending 
  the resonant song. They are relieved to be free from his 
  song. They recount how their watched former friends 
  rise as ghasts after the attack on the Gorebreather tribe. 
  If the PCs promised supplies to the Gorebreather tribe, 
  the Pathfinder Society reluctantly agrees to provide the 
  tribe with food, tools, weapons, and other supplies. The 
  tribe stays true to their agreement and resorts to battling 
  only other minotaurs, falling back into the pattern of 
  attacking and defending against the various tribes.
  The PCs can meet back up with Inisa in Diobel or head 
  directly to the Grand Lodge with the clasp. Either way, 
  they eventually meet up with both Inisa and Venture-
  Captain Ambrus Valsin. Ambrus congratulates the PCs 
  on retrieving the clasp and explains that the Society 
  will immediately get to work researching the nature of 
  the clasp. If any followers of Iomedae are among the 
  PCs ranks, he also explains that the Society has already 
  reached out to the Inheritor’s church and the both the 
  Society and the Iomedaeans are working together to 
  understand the potential of the clasp. Ambrus is unsure 
  as to whether or not this research will be fruitful, but 
  he is grateful for the PCs’ good work at locating an 
  important relic and thanks them for a job well done.
  
  20
  PATHFINDER SOCIETY PLAYTEST SCENARIO
  
  21
  RAIDERS OF SHRIEKING PEAK
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Society Playtest Scenario #2: Raiders of Shrieking Peak © 2018, Paizo 
  Inc.; Author: Luis Loza.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Playtest Scenario #2: 
  Raiders of Shrieking Peak
  
  PATHFINDER PLAYTEST REPORTING
  PATHFINDER PLAYTEST REPORTING
  Thank you for participating in the Pathfinder Playtest! Because the campaign cannot finalize rewards and boons for the Second Edition campaign 
  until the final rules are in hand, you instead earn Playtest Points (PTP) that you can spend for special rewards in the new campaign beginning 
  August 2019. These include starting a character at a higher level and accessing special gear and backgrounds. Each time you complete one of the 
  official playtest adventures (a chapter of Pathfinder Playtest Adventure: Doomsday Dawn or any Pathfinder Society Playtest Scenario), fill out the 
  adventure name (and chapter or quest title as appropriate) and date completed. Your GM should record the PTP earned, their Paizo organized play 
  number, and initials.
  Finally, be sure to go to pathfinderplaytest.com to find links to surveys for each adventure and the new edition as a whole. Your feedback makes 
  the game better!
  Thank you for participating in the Pathfinder Playtest! Because the campaign cannot finalize rewards and boons for the Second Edition campaign 
  until the final rules are in hand, you instead earn Playtest Points (PTP) that you can spend for special rewards in the new campaign beginning 
  August 2019. These include starting a character at a higher level and accessing special gear and backgrounds. Each time you complete one of the 
  official playtest adventures (a chapter of Pathfinder Playtest Adventure: Doomsday Dawn or any Pathfinder Society Playtest Scenario), fill out the 
  adventure name (and chapter or quest title as appropriate) and date completed. Your GM should record the PTP earned, their Paizo organized play 
  number, and initials.
  Finally, be sure to go to pathfinderplaytest.com to find links to surveys for each adventure and the new edition as a whole. Your feedback makes 
  the game better!
   ADVENTURE NAME 
  DATE 
  PTP EARNED 
  GM # 
  GM INITIALS 
  SURVEY COMPLETED?
   ADVENTURE NAME 
  DATE 
  PTP EARNED 
  GM # 
  GM INITIALS 
  SURVEY COMPLETED?
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Pathfinder Playtest/Society/Playtest Scenario #02 - Raiders of Shrieking Peak.pdf