TEXT: By Calder CaDavid, Lysle Kapp, Kendra Leigh Speedling, Nate Wright
  WHAT THE HELMS HIDE
  PATHFINDER SOCIETY SCENARIO #10-16 
  TIER 1–5
  
  Pathfinder Society Scenario #10–16: What The 
  Helms Hide is a series of short, 1-hour quests for 1st- 
  through 5th-level characters. “Collection” should 
  always be played first and “Witness” represents the 
  end of this quest pack, but “Autumn“ and “Dust” 
  may be played in whatever order the players 
  prefer. These quests are 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 paizo.com/pathfinderSociety.
  HOW TO PLAY
  Development Lead • Michael Sayre
  Authors • Calder CaDavid, Lysle Kapp, 
  Kendra Leigh Speedling, Nate Wright
  Contributing Artists • Jesper Ejsing, Sebastian Gomez and 
  Ernanda Souza
  Cartograher • Jason Engle
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael Sayre, 
  Chris S. 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
  Editors • Amirali Attar Olyaee, James Case, Leo Glass, 
  Avi Kool, Lyz Liddell, Adrian Ng, Lacy Pellazar, and 
  Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  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
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Manager • Dan Tharp
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Organized Play Manager • Tonya Woldridge
  Human Resources Generalist • Angi Hodgson
  Accountant • Christopher Caldwell
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  Sara Marie, Samantha Phelan, and Diego Valdez
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  Whitney Chatterjee, Erik Keith, Josh Thornton, and 
  Andrew White
  Paizo Inc.
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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 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
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  Pathfinder Society Scenario #10–16: What The Helms Hide © 2019, 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 of Paizo Inc.; Pathfinder Accessories, Pathfinder 
  Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder 
  Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat 
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  Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  What The Helms Hide makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, 
  Pathfinder Bestiary 4 Pathfinder RPG Advanced Class Guide (ACG), Pathfinder RPG Advanced Race 
  Guide (ARG), Pathfinder RPG Occult Adventures (OA), and Pathfinder RPG Ultimate Equipment (UE). 
  This adventure assumes the GM has access to these sourcebooks. All rules referenced in this adventure 
  are available in the free online Pathfinder Reference Document at pfrd.info, and the creature stat 
  blocks from the Bestiaries are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  What The Helms Hide                                3
  Collection                                            4
  Autumn                                            10
  Dust                                                15
  Witness                                            20
  Handouts                                          26
  Appendix Stat Blocks                              28
  Join Our Community                               31
  Chronicle Sheet                                   33
  
  Korvosa •
  Varisia
  33
  diverse interests mollified the factions and repaired the 
  worst damage, and the new Decemvirate’s fairly even hand 
  and moderate policies helped the Society grow accustomed 
  to the new state of affairs.
  Not everyone was entirely content however. As one of the 
  first Pathfinders, the gnome Eylysia (featured in Pathfinder 
  Society Scenario #6-10: The Wounded Wisp) had passionately 
  documented hundreds of sites, cultures, and events 
  during her century of exploration, in addition to being an 
  avid chronicler of her colleagues’ exploits. Although the 
  Decemvirate’s identities were magical hidden, Eylysia pieced 
  together many indirect clues that let her identify several of 
  the new leaders. She was dismayed. Although several were 
  upstanding visionaries and had been rising stars of the 
  Society, several others had reprehensible records of deceit, 
  abuse, recklessness, or even betrayal. She was appalled that 
  these vile ne’er-do-wells were to lead the Society and be 
  responsible for shaping its future.
  A
  lthough the Pathfinder Society began as a casual club 
  of adventurers, within a decade it had published its 
  first compilation of discoveries, and within 15 years 
  it had established a ruling body of 10 wise and popular 
  leaders: the Decemvirate. Over the following decades, the 
  Society expanded, founding lodges across Avistan and 
  northern Garund. As the Society’s influence grew, so too did 
  the Decemvirate’s influence. Some began to question the 
  council’s judgment, particularly following the Decemvirate’s 
  destruction of the infamous fifth volume of the Pathfinder 
  Chronicles, rumored to shed light on the disappearance of 
  the famous Pathfinder Durvin Gest in 4360 ar. Tensions 
  escalated when the Decemvirate directed vast sums into the 
  construction of the Skyreach tower. By 4408, factions were 
  angrily debating what the Decemvirate’s role should be and 
  how much power it should wield. Violence followed three 
  years later.
  Three factions drove the conflict. Adherents of the Many 
  Roads believed that the many Venture-Captains were far 
  better equipped to wield the Society’s power and direct it 
  toward local concerns. Opposed were the Eternal Ten, agents 
  who believed the Decemvirate’s final oversight helped avert 
  localized abuses of power. Pulling in a different direction 
  altogether were the Iron Glyph, who saw the Society’s 
  growing power as an opportunity to leverage their influence 
  in shaping countries and conflicts across the world, changing 
  the Society’s mission altogether. Ultimately, several dozen 
  Pathfinders loyal to the Many Roads ideology attempted a 
  coup to depose the Decemvirate.
  The plot failed, and although the primary conspirators 
  perished in the attempt or were expelled, the Society 
  remained too divided to perform sweeping punishments 
  without shattering the organization irrevocably. In order 
  to mend bridges, all of the surviving Decemvirate members 
  retired from their posts and established secret successors 
  drawn from a mix of the three factions. To protect these 
  new leaders from future conspiracy and corruption, each 
  donned unique artifacts known as Decemvirate helms to hide 
  their identities and thoughts. Gutting the controversial 
  leadership and replacing it with secret representatives of 
  By Calder CaDavid, Lysle Kapp, Kendra Leigh Speedling, Nate Wright
  WHAT THE 
  HELMS HIDE
  WHAT THE 
  HELMS HIDE
  “Collection” takes place within the Jeggare Museum located 
  in the city of Korvosa. For more information about the 
  museum and Korvosa, see Pathfinder Chronicles: Guide to 
  Korvosa and Pathfinder Campaign Setting: The Inner Sea 
  World Guide, available online at paizo.com. 
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  44
  With several handpicked allies, Eylysia sought the 
  evidence necessary to understand their helms’ powers, call 
  out these corrupt Decemvirate members, and see them 
  replaced. Her investigations took her to her three targets’ 
  old stomping grounds, where she confirmed these figures’ 
  misdeeds. Upon returning to Absalom, she made sure to 
  hide away her most sensitive notes before laying an ambush 
  to confront the first Decemvirate wrongdoer with her proof. 
  Her investigations had already attracted her foes’ attention, 
  and rather than one leader, all three appeared in force to 
  take the bait. What should have been a verbal clash instead 
  became a lethal combat. By the end, one of the Decemvirate 
  was dead, and another was terribly wounded. But so too 
  had several of Eylysia’s companions been killed, and the 
  gnome herself was forced to flee the Society, never to be 
  heard from again—yet not before hiding a latent message 
  that the Decemvirate could never uncover. With only the two 
  surviving Decemvirate members as witnesses, they quickly 
  reframed the event as an assassination attempt by Eylysia 
  and named her a traitor.
  RUNNING WHAT THE HELMS HIDE
  Pathfinder Quests: What The Helms Hide is a series of four 
  quests, each a short adventure designed to take about 
  1  hour. Collectively, the quests tell a cohesive story 
  beginning with the “Collection” quest and ending with 
  the “Witness” quest, although the players can experience 
  the middle two quests (“Autumn” and “Dust”) in any 
  order. Master of Scrolls Kreighton Shane’s letters to the 
  PCs appear on page 26; each one corresponds to one of 
  the four quests. It is recommended that the GM provide 
  the handouts for “Autumn” and “Dust” to the players upon 
  completing “Collection”, allowing them to choose which 
  adventures they wish to play and in which order.
  RECEIVING CREDIT
  A player who completes one or more of the quests receives 
  a Chronicle sheet for What The Helms Hide, noting which 
  quests they finished. They can later play the rest of the 
  quests in the series, earning greater rewards (see the Variable 
  Rewards boon on the Chronicle sheet at the end of this 
  series). If the character receiving the Chronicle sheet for 
  What The Helms Hide gains XP from another Chronicle sheet, 
  they can no longer earn additional rewards for playing the 
  other What The Helms Hide quests. What The Helms Hide can 
  be replayed for credit, but the credit must be applied to a 
  different character each time.
  When a GM runs a quest, they can also apply credit to one 
  of their characters. However, each time they run a quest, they 
  can check off any one of the quest boxes on their Chronicle 
  sheet. This way a GM can continue to earn credit toward 
  a single character even if they run the same quest several 
  times for different groups.
  COLLECTION 
  BY LYSLE KAPP
  The Chelish nobleman Helven Leroung sought acclaim as a 
  Pathfinder. As the Everwar closed, he joined other Pathfinders 
  in Varisia, exploiting archeological sites made accessible by 
  Cheliax’s advancing armies. Yet, Helven sought a quicker 
  path to prestige. Traveling out ahead of the advancing army, 
  Helven ingratiated himself with a Shoanti tribe by warning 
  them of an impending Chelish attack. He then secretly began 
  transcribing the Shoanti’s oral tales of the region’s history, 
  sites, and wildlife. He also encouraged the tribe to amass 
  items of significance as “protection” from Chelish “invaders.”
  Ultimately, Helven betrayed the tribe. He gave up the 
  tribe’s location to Chelish forces, which garnered favor with 
  many inhabitants of the recently-established Fort Korvosa, 
  including Montlarion Jeggare. With the Shoanti put to the 
  sword, Helven appropriated their tales and artifacts for 
  himself. Laden with ill-gotten treasures, he left many relics in 
  Montlarion’s care before departing on one of the first cargo 
  ships to sail from the settlement. 
  Returning to Absalom, Helven recast the Shoanti tales as 
  his own first-hand accounts, which were published in the 
  Pathfinder Chronicles. Following a bloody internal struggle in 
  the year 4411 ar, he then parlayed these accounts to secure a 
  place among the first Decemvirate. However, Helven’s stolen 
  successes could not stand unchallenged forever.
  Helven returned to Korvosa, where the now Lord Magistrate 
  Montlarion had begun to suspect Helven’s betrayal of the 
  Shoanti, and the source of his supposed heroics. 
  Montlarion questioned Helven and presented him with 
  eyewitness testimony of a Chelish man providing wartime aid 
  to the Shoanti. The Korvosans demanded Helven’s ill-gotten 
  treasures be confiscated pending further investigation. 
  Helven was furious and a fight erupted. Using his 
  Decemvirate helm, Helven channeled a burst of negative 
  energy that consumed all those present, save himself and 
  Montlarion. Weakened, Helven fled to Absalom, while 
  Montlarion died soon thereafter. Once divination magic 
  confirmed all witnesses of his crimes had perished, Helven 
  believed his secrets safe. 
  However, the Pathfinder Eylysia came to suspect the 
  truth and attempted to reveal Helven’s evil. While Eylysia 
  was ultimately unable to unmask or defeat the canny 
  Decemvirate member, she escaped with her life, leaving clues 
  that she hoped would lead other Pathfinders to discover 
  the true nature of Helven and the events surrounding the 
  Chelaxian’s rise to the Decemvirate.
  SUMMARY
  The PCs receive a letter from Master of Scrolls Kreighton 
  Shane describing a mystery that the Pathfinder Society 
  seeks to unravel: the accounts of a former Pathfinder whose 
  
  WHAT THE HELMS HIDE
  55
  membership in the Society predates the founding of the 
  Decemvirate. Kreighton knows the location where this 
  magical history is stored, but it is protected by a series of 
  wards that can only be unlocked by tracing the steps of this 
  ancient Pathfinder, a gnome named Eylysia. Apparently, 
  Eylysia has scattered clues in a number of key locations. 
  The first such clue is believed to be hidden at the Jeggare 
  Museum, where the curator Mercival Jeggare has been 
  informed of the PCs’ pending arrival. At the museum, 
  Mercival directs the PCs to a gallery displaying Shoanti 
  artifacts, which is suddenly endangered by invading shrew 
  flies. As Mercival runs for help, the PCs must protect the 
  artifacts from the vermin. 
  Afterwards, Mercival invites the PCs to examine 
  Montlarion Jeggare’s personal items in the restoration 
  room. There, the PCs face an agitated shikigami, who 
  unwittingly arrived with recent acquisitions. Mercival 
  asks the PCs to manage the outsider as he secures its 
  cooperation. The PCs must use their skills to mitigate the 
  shikigami’s destructive reactions.
  With the threats handled, the PCs may conduct research 
  among the museum’s collection to uncover the truth of 
  Helven’s misdeeds. 
   
  GETTING STARTED
  Give the PCs Handout #1. Once they have had time to review 
  Kreighton Shaine’s letter, begin the game with the PCs arriving 
  in Korvosa, where they can easily locate the Jeggare Museum. 
  DIPLOMACY (GATHER INFORMATION) OR 
  KNOWLEDGE (GEOGRAPHY, HISTORY, OR LOCAL) 
  The PCs may wish to research Korvosa, the Shoanti, and 
  Montlarion Jeggare before arriving at the museum. 
  10+: Fort Korvosa was constructed by Chelish marines 
  under the command of Field Marshal Jakthion Korvosa. Once 
  completed, it served as a defensive position from which settlers 
  and explorers would enter Varisia. Korvosa has since become a 
  major cosmopolitan city. Imps, otyughs, and shrew flies pose 
  concerns for unsuspecting visitors. 
  15+: Near the conclusion of the Everwar, Field Marshal 
  Korvosa led a band of soldiers from Cheliax into Varsia. 
  They met fierce resistance from Shoanti tribes (or “quahs”). 
  As Korvosa’s troops wore down, relief came by way of the 
  gentleman explorer, Montlarion Jeggare. Leading an expedition 
  up the river now bearing his name, Jeggare delivered transport 
  and supplies to Korvosa’s beleaguered soldiers. 
  20+: Dozens of Pathfinders followed in the wake of 
  Cheliax’s armies during the Everwar. Where the army went, 
  Pathfinders could readily study sites previously disallowed 
  by local groups. The Pathfinders plundered numerous 
  abandoned sites. The lack of Society oversight from 
  distant Varisia left few to question such methodologies.  
   
  A. JEGGARE MUSEUM
  The museum’s striking marble edifices rise above the 
  surrounding terrain. Upon their arrival, the PCs are greeted 
  by the museum’s current curator, Mercival Jeggare. 
  “Welcome to my museum Pathfinders! I am Mercival Jeggare, the 
  head curator.” This declaration comes from a portly man adorned 
  in a frock coat and ruffled blouse. The scholarly figure gestures 
  toward a grand entryway dotted with displays of weapons, 
  artwork, and fossilized remains. “Come in, come in! Always 
  a pleasure to host members of the Society. I assume this is in 
  regards to the missive I received from Mr. Shane?”
  Mercival Jeggare (LG male human aristocrat 1/bard 1/expert 
  4) is pleasant and helpful, though he prioritizes preserving and 
  maintaining his museum’s collection over any other concern. 
  As a result, he can become quite cross if the PCs seem to 
  disrespect the museum or any of its artifacts.
  He offers to answer any questions the PCs may have. 
  Below are some possible questions and answers. 
  What does the museum hold? “Most of the exhibits 
  displayed here were collected by my family and ancestors. Of 
  particular note is the esteemed Montlarion Jeggare. Presently, 
  some personal effects of his are undergoing restoration for 
  public debut. Antiques from Korvosa’s founding, vestiges of 
  conquered Shoanti tribes, and ancient rune-etched artifacts 
  account for the bulk of the collection. In recent years, the 
  collection’s expanded to include treasures from other all 
  over Golarion. Why just this morning, we procured several 
  Tian antiquities.”
  What are the “speaking artifact” and “false rider”? “I am 
  unsure. Adding an enchanted mouth could make an artifact 
  speak, I suppose. A ‘rider’ may suggest someone mounted or 
  else a proviso or alteration of some prior statement or decree.”
  A1. GALLERY (CR 3 OR CR 6)
  Mercival directs the PCs to the largest gallery containing 
  Shoanti artifacts.
  Skylights illuminate this gallery. Exhibits displayed within decorative 
  alcoves include several wooden totems and tools. More wood-carved 
  pieces rest within a raised exhibition area to the north. 
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: Replace the shrew fly swarms with a giant 
  shrew fly. 
  Subtier 4–5: Remove 1 giant shrew fly. 
  Scaling Encounter A1
  
  A. Jeggare Museum
  P
  : Plant Artifacts
  GS
  : Shrew Fly Swarm
  G
  : Giant Shrew Fly
  G
  P
  P
  P
  P
  P
  P
  P
  P
  P
  P
  P
  P
  GS
  GS
  GS
  GS
  1 square = 5 feet
  Pathfinder Flip-Mat: Museum
  N
  PATHFINDER SOCIETY SCENARIO
  66
  
  Mercival Jeggare
  WHAT THE HELMS HIDE
  77
  A massive glass-walled case dominates the center of the gallery 
  and holds three bound volumes of the Pathfinder Chronicles. To 
  the south, a table bears two metal chests as another holds two 
  wooden reliefs. 
  Suddenly, a resounding “crack!” and cascade of wood dust 
  heralds the fall of an enormous glass skylight before it shatters 
  upon the marbled floor. 
  Creatures: After consuming the skylight’s 
  wooden lattice supports, hungry shrew flies 
  enter the gallery.
  SUBTIER 1–2 (CR 3)
  SHREW FLY SWARM (2) 
  CR 2
  Locust swarm (Pathfinder RPG Bestiary 4 183, 
  see page 28)
  hp 18 each
  TACTICS 
  During Combat The shrew flies voraciously 
  swarm the nearest plant-material 
  artifact, plant-material item, or 
  creature with the plant subtype 
  not confined in metal. 
  Morale The shrew fly swarms 
  fight until destroyed.
  SUBTIER 4–5 (CR 6) 
  GIANT SHREW FLY 
  CR 3
  Locust, giant (Pathfinder RPG 
  Bestiary 4 183, see page 29)
  hp 22 
  TACTICS
  During Combat The giant shrew fly voraciously bites the nearest 
  plant-material artifact, plant-material item, or creature with the 
  plant subtype not confined in metal. After taking damage, it 
  uses its spit ability to keep PCs away. 
  Morale The giant shrew fly fights to the death or until it runs out 
  of sources of food. 
  SHREW FLY SWARM (3) 
  CR 2
  Locust Swarm (Pathfinder RPG Bestiary 4 183, see page 29)
  hp 18 each
  TACTICS 
  As Tactics in Subtier 1-2
  Treasure: Fifteen artifacts made from various plant-based 
  materials, such as woven baskets, scraped-bark suits of 
  antique elven armor, and similar relics are positioned around 
  the area. Three volumes of the Pathfinder Chronicles containing 
  Helven’s accounts are locked within the glass case, and two 
  more chronicles lie on the western table. The artifacts and 
  chronicles all have the following statistics: hardness 5, hp 7; 
  weight 1 lb. As long as the PCs protect at least 10 of the plant-
  based artifacts, a grateful Mercival offers the PCs a fully 
  charged wand of mending. In Subtier 4–5 he also offers a scroll 
  of fireball. 
  Development: Mercival urges the PCs to save the artifacts 
  while he gathers help. After 7 rounds, Mercival returns 
  with additional museum staff, dispersing any 
  remaining shrew  flies with magical gusts of 
  wind and similar spells unlikely to damage the 
  museum’s various curios. 
  For every three plant-material artifacts not 
  destroyed by the flies, PCs earn 1 Discovery 
  Point, which affects how many clues they can 
  discover later (See Research on page 8). PCs 
  can examine each undamaged volume of 
  the Pathfinder Chronicles with a successful 
  DC 14 Linguistics or Knowledge 
  (geography, history, or local) 
  check (DC 17 in Subtier 
  4–5), 
  earning 
  the 
  party 
  1 Discovery Point per 
  decoded volume. As the 
  staff begins restoration, 
  Mercival invites the PCs 
  to 
  examine 
  Montlarion’s 
  personal 
  effects 
  in 
  the 
  restoration room. 
  A2. RESTORATION ROOM
  Two work tables occupy this room. One holds a variety of Tian 
  objects, including a wooden washboard, some bamboo flutes, 
  and a pair of intricately-painted fans. The other is arrayed with 
  aged curiosities, including a totem of a Shoanti man dressed in 
  riding leathers as well as stacks of yellowing papers. Crates and 
  sturdy racks, holding bits of fragile-looking sculpture and pottery, 
  press against otherwise bare walls. There are doors along the 
  northwest and southwest walls, and the latter is padlocked. 
  This room is used to restore recent acquisitions and 
  maintain the museum’s existing collection. No staff are 
  present in the room as they are busy with other tasks 
  elsewhere, such as repairing the damage caused by the 
  shrew flies in the gallery.
  Creatures: Unbeknownst to museum staff, a shikigami 
  (Pathfinder RPG Bestiary 3 163) has merged with the washboard. 
  Having heard the commotion, the spirit has taken physical 
  form and invisibly guards its ward. When anyone enters the 
  room, the shikigami reveals itself, frantically tossing items at 
  them. Mercival requests that the PCs not harm the shikigami 
  as he attempts to reassure it. 
  
  PATHFINDER SOCIETY SCENARIO
  88
  Instead of resolving this as a combat, the PCs have 3 rounds 
  in which to succeed at a number of skill checks equal to twice 
  the number of PCs. Each skill check represents 1 round of 
  action. A PC cannot use the same skill more than twice. So long 
  as a player can explain how she might use a skill to handle the 
  shikigami, it can be a valid option. Examples include using 
  Diplomacy to help calm the spirit or Knowledge (nature) to 
  offer appeasement. The DC for each skill checks is 15 (DC 18 
  in Subtier 4–5), and the GM can award a +2 competence bonus 
  on a check if the player uses a skill in a particularly clever or 
  effective way. If a PC effectively uses a spell of 1st-level or higher, 
  it counts as a success without requiring a skill check. Speaking 
  Tien or showing proof that the shrew flies have been dispersed 
  grants a +1 bonus on all checks.. After 3 rounds, the shikigami 
  calms and allows the PCs entry into the room, though if the 
  PCs did not manage to succeed at the requisite number of skill 
  checks Mercival must continue to calm the stressed spirit and 
  cannot assist in any further research or discovery.
  Treasure: The totem, worth 100 gp, is incomplete, but 
  otherwise similar to an array of Shoanti totems displayed in the 
  gallery. The totem’s base, a carved horse, was taken by Helven 
  and now resides within the Grand Lodge. PCs who succeed at a 
  DC 14 Perception check notice a hidden compartment attached 
  to the bottom of the totem. Within the compartment is a sketch 
  of a man wearing a triple-flanged helm without eyeholes (a 
  depiction of Helven drawn by Montlarion following their 
  last confrontation), a black ring, and a scrawled note that says 
  simply, “Helven took the base of this totem for some purpose I 
  cannot ascertain. Perhaps he has taken it to Absalom?” 
  The papers consist of field reports and notes collected by 
  Montlarion, while the ring is a dark life ring, and very likely 
  the reason Montlarion was able to survive the effects of 
  Helven’s helm. Finding the note and ring earns the party 1 
  Discovery Point.
  Development: If the PCs are successful in calming the 
  shikigami, Mercival devotes time to helping them examine 
  the room’s contents, granting an automatic +2 circumstance 
  bonus on any further skill checks performed by the PCs to 
  earn Discovery Points.
  Rewards: Mercival offers Montlarion’s dark life ring to the 
  PCs as payment for their assistance. 
  RESEARCH
  The PCs are now free to use the museum’s collection to 
  research the nature of the “speaking artifact.” Searching 
  the collection requires a skill check, and all of the PCs 
  can search the collection simultaneously. Each PC can 
  attempt a Linguistics, Knowledge (geography, history, or 
  nobility), or an applicable Craft or Profession check (such as 
  Profession [curator] or Craft [woodworking]) to find excerpts 
  and clues contributing to the research. A PC might use a 
  different skill or ability, albeit with a penalty ranging from –1 
  to –3 at your discretion depending on how appropriate that 
  use of the skill is to the investigation. PCs who use magic or 
  class abilities in a particularly creative or relevant way might 
  receive up to a +3 bonus on a check at your discretion. Except 
  where noted, the skill check DC is 14 (DC 18 for Subtier 4–5).
  Each PC can either attempt a skill check or attempt an aid 
  another action to assist another PC in their skill check. For 
  each successful skill check, the PCs earn 1 Discovery Point. 
  For every 5 points by which the result exceeds the DC, the PCs 
  earn 1 additional Discovery Point.
  Development: Total the number of Discovery Points 
  earned by the party to determine the discoveries made.
  Points 
  Discoveries Made
  1+ 
  Details of certain sites described in Helven 
  Leroung’s published accounts differ from recent 
  maps and surveys, suggesting she was never at 
  those locations.
  2+ 
  The word choice and syntax in Helven’s accounts 
  are atypical of Chelish authorship, though 
  suggestive of tales arising from oral traditions. 
  3+  
  Depictions on some Shoanti reliefs predating the 
  arrival of Chelish settlers bear striking parallels 
  and similarities to Helven’s accounts.
  4+  
  Helven provided intelligence to Chelish forces 
  regarding the location of a Shoanti tribe known to 
  be plundering sites around the region.
  5+  
  Witnesses told Montlarion of a Chelish woman 
  aiding a Shoanti tribe during the war before those 
  Shoanti were slain.
  6+ 
  Montlarion had an altercation with Helven 
  regarding Shoanti artifacts, which turned violent.
  This black ring’s carved pattern makes it resemble fossilized 
  bone, such as a creature’s hollowed out vertabra. It grants 
  its wearer a +2 profane bonus on Will saving throws against 
  effects that deal negative energy damage. In addition, 
  anytime the wearer takes negative energy damage, she 
  subtracts 5 from the damage taken (calculated after the 
  wearer has rolled her Will save against the effect), to a 
  minimum of 0 points of damage.
  Dark Life Ring
  DARK LIFE RING
  PRICE
  1,250 GP
  SLOT ring
  CL 3rd
  WEIGHT —
  AURA faint necromancy
  CONSTRUCTION REQUIREMENTS
  COST 625 GP
  Requirements Forge Ring, death ward
  
  WHAT THE HELMS HIDE
  99
  If the PCs earn more than 6 Discovery Points, they glean 
  all information about Helven, Montlarion Jeggare, and 
  Helven’s interactions with the Shoanti described within the 
  adventure background at the beginning of this quest. 
  CONCLUSION
  After the party concludes their research, the PCs should 
  possess sufficient information to suspect at least some of 
  Helven’s misdeeds. If they provide this information to 
  Kreighton, he listens carefully. He thanks the PCs for their 
  successful investigation, but uncharacteristically says 
  little more. He suggests the PCs get some rest after their 
  long journey back from Korvosa, as future assignments 
  await them. 
  
  Adelyn Rhinon
  Andoran
  Arthfell
  Forest
  PATHFINDER SOCIETY SCENARIO
  10
  10
  “Autumn” takes place in the Arthfell Forest in the country 
  of Andoran. For more information about Arthfell Forest and 
  Andoran, see Pathfinder Chronicles: Andoran, Birthplace of 
  Freedom, available online at paizo.com.
  Where on Golarion?
  AUTUMN
  BY CALDER CADAVID
  Born approximately 
  300 years ago to a minor 
  noble family, Zaul Blystone 
  earned fame as a Pathfinder Society 
  agent. His good looks, marksmanship, and 
  expertly told tales of adventure earned 
  him acclaim among his fellow 
  Pathfinders. 
  However, 
  he 
  coveted magical treasures 
  with an insatiable greed. He even went 
  so far as to steal some expeditions’ 
  treasures for himself, replacing 
  the original relics with 
  expertly crafted replicas. 
  During an expedition 
  into Andoran’s Arthfell 
  Forest, Zaul discovered 
  the remains of a druid enclave 
  that had been massacred by 
  an invading force. Scavenging 
  in the wreckage of the slain 
  druids’ homes, Zaul discovered the Autumn’s Cowl, an item 
  of tremendous magical power. Zaul greedily hid his prize in 
  an abandoned lumber mill and constructed a clever forgery 
  to submit to the Society.
  After his ascension to the Decemvirate, Zaul redoubled 
  his efforts to protect his hidden treasures. Upon returning 
  to the mill, he discovered the surrounding woods had 
  warped, changed by the magic of the cowl. A wandering 
  huldra had also discovered the thicket during Zaul’s absence 
  and interpreted the phenomenon as a message from Ng 
  the Hooded, one of the powerful fey deities known as the 
  Eldest. Zaul, seeing an opportunity to take advantage of the 
  situation, convinced the fey that he too was a follower of 
  Ng, chosen to be the guardian of “the Thicket of Endless 
  Fall.” He spun a tale of encroaching lumberjacks conspiring 
  to decimate Ng’s sacred “temple” and begged the huldra to 
  help him keep the thicket safe. The fooled huldra took the 
  title of “the Crocus Knight” and swore to protect the thicket. 
  Together they created powerful wards to deter intruders. 
  Zaul then left the Crocus Knight in the thicket, claiming 
  he was off to recruit more allies. Zaul never returned to 
  Arthfell Forest, confident his secret was protected, 
  and the huldra eventually assumed that her ally 
  had been slain by the supposed lumberjacks.
  SUMMARY
  The PC’s arrive in Arthfell Forest following 
  instructions given in a letter from the 
  Pathfinder Society’s Master of Scrolls, 
  Kreighton Shaine. The PCs negotiate with 
  the druid maintaining the thorn barrier to 
  gain access to the woodlands beyond. Using 
  wayfinders—their own or the one provided 
  by Kreighton Shane—they can successfully 
  traverse the woods. The PC’s cross the garden 
  and encounter guardian jack-o’-lanterns. The 
  Crocus Knight confronts and converses with 
  the PCs. Should they fail to make her friendly, 
  she flees. If she is made friendly she gifts the 
  Autumn’s Cowl to the PCs and tells them about 
  Zaul Blystone. 
  GETTING STARTED
  The PCs receive the letter from Kreighton Shane 
  shown in Player Handout #2 on page 26, along with a 
  magical wayfinder. They safely arrive in Arthfell Forest 
  near the location where Zaul discovered Autumn’s 
  Cowl. The road they travel on ends at a thorn wall, 
  where the druid Adelyn Rhinon 
  is busy making repairs. Read 
  or paraphrase the  following 
  to begin the adventure.
  
  WHAT THE HELMS HIDE
  11
  11
  For a group of four PCs, remove the advanced simple template 
  from the jack-o’-lanterns (see page 28 for stats).
  Scaling Encounter B1
  The natural splendor of Arthfell forest falls away to a barrier 
  of dried-out thorns that does little to obscure the lifeless trees 
  beyond. Frigid winds whisper through branches that claw at the 
  sky as a mist rises out from deep within the wood. 
  Greenfire Adept Adelyn Rhinon (NG female aasimar 
  druid 6) has maintained the thorn wall for several decades. 
  The Greenfire Circle—a druid circle striving to balance 
  many local factions—believes the thicket within is 
  blighted from a senseless massacre of druids that occurred 
  centuries earlier. They believe the blight causes plants to 
  wither and travelers to become lost. To deter unsuspecting 
  wanderers, the Greenfire druids established a wall of thorns 
  around the entirety of the thicket, but due to the thicket’s 
  magic, the thorns become brittle and dry if they are not 
  regularly maintained. The Shadow Pact, a group of violent 
  lycanthropic druids, have repeatedly attacked the boundary, 
  believing powerful weapons are hidden within.
  Adelyn Rhinon immediately moves to stop anyone who 
  approaches the thorns. If the PCs are insistent on getting 
  through, they must succeed at a DC 14 Diplomacy check 
  (DC 16 in Subtier 4–5) or admit to being Pathfinders if they 
  want to earn Adelyn’s cooperation. She willingly opens a 
  path through the thorns and grants the PCs access if either 
  of those conditions is met. Adelyn wishes to see the thicket 
  returned to health, as she tires of the laborious process of 
  restoring the wall and fending off the frequent attacks.
  KNOWLEDGE (LOCAL) OR (NATURE)
  The PC’s may wish to recall what they know about this 
  phenomena or other happenings in the region with a 
  Knowledge (local) or Knowledge (nature) check. PCs with an 
  especially strong tie to nature (e.g. druids and rangers) gain a 
  +2 bonus on this check. The PCs learn all of the information 
  with a DC equal to or less than the result of their checks.
  10+: Creatures of the First World have called the Arthfell 
  Forest home for longer than mortal memory. Conflicts 
  between the fey range from mischievous fun to deadly serious.
  15+: The Arthfell druids historically act as peacekeepers 
  between human communities and fey. Since a schism 
  divided the druids, those diplomatic connections have all 
  but dried up.
  20+: Andoren druids celebrate the changing seasons with 
  holidays. The most important of these celebrations occur 
  in spring, symbolizing new life, and autumn, symbolizing 
  acceptance of death.
  THE THICKET OF ENDLESS FALL 
  Adelyn parts the thorns, revealing a foreboding woodland 
  that fills the space beyond. Tall, naked trees are interspersed 
  with the occasional needle-covered fir, and the ground is 
  barren with no signs of fauna. The thicket is riddled with 
  wards of illusion and enchantment designed to disorient 
  travelers. Flying above the tree line is further befuddling 
  as the trees appear to extend endlessly. Zaul could never 
  entirely abandon his treasure and so created a workaround; 
  wayfinders point toward the thicket’s center. To hike there, 
  the PCs must attempt a DC 18 (DC 21 in Subtiers 4–5) 
  survival check. Only a single PC may attempt the roll, but 
  allies may make aid another checks. With a successful check 
  the PCs discover the center of the thicket quickly. If they fail, 
  the PC’s become lost and it takes 1d6+1 hours to reach the 
  center, in that time a dense fog rolls in. The fog functions as 
  an obscuring mist spell, except fiery explosions burn away the 
  fog for only 1 round before more fog fills the space.
  The PC’s can observe their surroundings. A PC who 
  succeeds at a DC 15 (DC 18 in Subtiers 4–5) Perception check 
  notices what appears to be a robed figure protruding from 
  a tree. The Crocus Knight has created effigies of Ng using 
  her wood shape spell-like ability. With a successful DC 15 
  Knowledge (religion) check, a PC identifies the portrayal of 
  Ng. The mysterious hooded Eldest watches over the seasons, 
  secrets, and roads.
  B. THE THICKET’S CENTER
  The heart of the Thicket of Endless Fall is less visually 
  imposing than its lifeless outer reaches. Deciduous trees 
  burst with magnificent autumnal colors and the ground 
  is covered in tangled gardens of flowers, gourds and 
  vegetables. In the center rests an Andoren lumber mill, 
  covered in ivy. 
  B1. THE GARDEN (CR 2 OR CR 5)
  Thick undergrowth chokes the ground in this open thicket, and 
  clutching ivy climbs the posts and eves of an abandoned lumber 
  mill on the thicket’s far side. Though the light of the sun reaches 
  all but the darkest corners of this vine-covered garden, the air still 
  bears an oppressive quality, as though neither light nor humanoid 
  life is truly welcome.
  The ground in area B1 is covered in plant life, which makes 
  the squares count as difficult terrain; succeeding at a DC 13 
  Acrobatics check (DC 15 in Subtier 4–5) at the start of their 
  turn allows a creature to move at normal speed. 
  Creatures: The Crocus Knight planted jack-o’-lanterns in 
  her garden among the mundane plants. They spend their time 
  in their pumpkin forms, using their breath weapon when 
  another creature comes within range. The jack-o’-lanterns 
  ignore the difficult terrain.
  
  B. The Thicket’s Center
  J
  : Jack O’ Lantern
  J
  J
  J
  1 square = 5 feet
  Pathfinder Flip-Tiles: Forest Starter Set
  FO0-01B, 02B, 04B, 05B, 06B, 21B, 38B, 41B, 42A
  N
  B2
  B1
  PATHFINDER SOCIETY SCENARIO
  12
  12
  SUBTIER 1–2 (CR 2)
  ADVANCED JACK-O’-LANTERN 
  CR 2
  hp 15 (Pathfinder Bestiary 4 160; see Subtier 4–5)
  TACTICS
  During Combat The jack-o’-lanterns seizes upon the rare 
  opportunity to feast. It attempts to ambush the PCs, emerging 
  from its pumpkin form at the most advantageous moment. It 
  focuses its attention on opponents entangled in vines. 
  Morale The jack-o’-lantern is fearless and fights to the death.
  SUBTIER 4–5 (CR 5) 
  ADVANCED JACK-O’-LANTERN (3)  
   CR 2
  NE Medium plant
  Init +0; Senses low-light vision, tremorsense 30 ft.; Perception +9
  Aura fear (20 ft., DC 15)
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 15 (2d8+6)
  Fort +6, Ref +0, Will +4
  
  WHAT THE HELMS HIDE
  13
  13
  To accommodate a group of four PC’s, reduce the DC of each 
  skill check by 2.
  Scaling Encounter B2
  Immune plant traits; Resist fire 15
  OFFENSE
  Speed 15 ft.
  Melee bite +5 (1d6+4), slam +5 (1d4+4 plus strangling ensnare)
  Space 5 ft.; Reach 5 ft. (10 ft. with slam)
  Special Attacks breath weapon (20-ft. cone, 1d10 fire, Reflex DC 
  14 half, usable every 1d4 rounds), explode, strangling ensnare 
  (DC 16)
  TACTICS
  During Combat See Subtier 1–2.
  Morale See Subtier 1–2.
  STATISTICS
  Str 19, Dex 11, Con 16, Int 6, Wis 18, Cha 11
  Base Atk +1; CMB +5; CMD 15 (can’t be tripped)
  Feats Ability Focus (strangling ensnare)
  Skills Acrobatics +0 (–8 to jump), Perception +9
  SQ pumpkin form
  SPECIAL ABILITIES
  Explode (Ex) One round after a jack-o’-lantern is reduced to 0 
  or fewer hit points, it explodes in a burst of flaming spores. 
  Creatures within 10 feet of an exploding jack-o’-lantern must 
  succeed at a DC 14 Reflex save or take 2d6 points of fire 
  damage and be stunned for 1 round. A successful save halves 
  the damage and negates the stun. 
  Fear Aura (Su) Any creature within 20 feet of a jack-o’-lantern 
  must succeed at a DC 15 Will save or be shaken for 2d6 
  minutes. If the Will save is successful, the creature is immune 
  to that jack-o’-lantern’s fear aura for 24 hours. This is a vision-
  based mind-affecting fear effect. 
  Pumpkin Form (Su) A jack-o’-lantern can shrink in size and douse 
  its sinister fiery radiance, allowing it to blend in almost perfectly 
  with normal pumpkins and take 20 on its Stealth checks to hide 
  in plain sight as a normal pumpkin. While using this ability, a 
  jack-o’-lantern loses its fear aura. A jack-o’-lantern can use this 
  ability as a full-round action and end it as a free action.
  Strangling Ensnare (Ex) A jack-o’-lantern’s slam attack 
  entangles the target in its vines for 2d4 rounds unless 
  the target succeeds at a DC 16 Reflex save. The target can 
  attempt to burst these entangling vines before the duration 
  expires with a successful DC 12 Strength check as a full-
  round action. While the target is entangled, its vines also 
  grasp at the target’s mouth. The target cannot speak or cast 
  spells with verbal components while it is entangled by the 
  jack-o’-lantern. When a creature is entangled by this ability, 
  the jack-o’-lantern loses its slam attack, but it can end this 
  ability as a free action. 
  B2. THE MILL
  A crumbling lumber mill, unremarkable except for the large 
  wooden statue of Ng protruding from the front, stands 
  to the north. A pile containing six goodberries and three 
  immature jack-o’-lanterns (which function as alchemist’s 
  fire) have been left as offerings at the statue’s base. Carved 
  alongside the statue is an inscription that reads “Like the 
  Lord of Seasons, our hoods illuminate truth, while their 
  masks shelter deceit. Let this be the sign of our covenant. -E”
  Any PC may attempt a DC 10 Sense Motive check to infer 
  from the inscription that Eylysia was telling her or whomever 
  discovered her message that raising their hood would stand 
  as a signal of support or alliance. This is almost certainly the 
  clue that the PCs were sent to find.
  The Crocus Knight (CN huldraB4 cavalier 5) waits inside 
  the mill and watches the PCs with interest. She is a striking 
  figure, wearing the Autumn’s Cowl and crocus-emblazoned 
  armor while wielding a silver lance. As a huldra, she takes 
  the form of a handsome woman with a fox tail and a jagged, 
  woody hole in her back that she tries to keep concealed. Her 
  cascade of red hair catches the light, but her face is hidden 
  deep within the cowl. 
  A PC can identify the Autumn’s Cowl by succeeding at a DC 
  12 Appraise check. As the PCs approach, the knight calls out to 
  them from the mill’s doorway.
  “Take ye not a step further into Ng’s sacred realm. I am the Crocus 
  Knight, sworn protector of the Thicket of Endless Fall and rightful 
  successor to Ng’s chosen, Zaul Blystone. Are you here to join in the 
  grove’s protection, or defile its splendor? Speak now, lest I add you 
  to the great harvest.”
  The PCs must explain who they are and confirm that they 
  mean no harm to the thicket. The PCs must attempt a series of 
  five skill checks, each at DC 15 (DC 18 in Subtier 4–5). The PCs 
  can choose from Bluff, Diplomacy, Intimidate, Knowledge 
  (arcana, nature, or religion), or Sense Motive. Anyone can 
  attempt one of the skill checks, but each skill check can be 
  attempted only once. Allies may use the aid another action on 
  these checks. Any mention of the Crocus Knight’s foxlike tail 
  or hole in her back adds a –2 penalty on all subsequent checks. 
  If the PCs succeed at three or more of these checks, the 
  Crocus Knight’s attitude becomes friendly, and she accepts 
  them as allies. If the PCs fail at least three of these checks, she 
  believes that their intentions are not compatible with her own 
  goals and beliefs; she uses the Autumn’s Cowl to escape into 
  the thicket, where she stays until the PC’s exit.
  If her attitude is improved to friendly, the Crocus Knight 
  happily divulges everything she knows. She believes Ng, 
  whose divine portfolio includes acting as keeper of the 
  seasons, created the Thicket of Endless Fall. She allows the 
  PCs to examine the Autumn’s Cowl, which she considers to be 
  a gift from Ng by way of Zaul. A DC 12 Spellcraft check allows 
  
  PATHFINDER SOCIETY SCENARIO
  14
  14
  This resplendent cowl is created from thousands of 
  magically-treated, colored leaves sewn together with 
  spiders silk. The cowl provides cozy insulation, granting the 
  wearer a +5 bonus to fortitude saving throws made to resist 
  cold weather. As a standard action the wearer may wrap 
  the cowl around herself and discorporate into a swirling 
  cloud of leaves. This ability acts as the spell gaseous form, 
  except the wearer gains a vulnerability to fire. The wearer 
  can remain in this form for up to five minutes per day. The 
  duration need not be consecutive, but it must be used in 
  1-minute increments.
  Autumn’s Cowl
  AUTUMN’S COWL
  PRICE
  7,000 GP
  SLOT back
  CL 5th
  WEIGHT 1 lb.
  AURA moderate transmutation
  CONSTRUCTION REQUIREMENTS
  COST 3,500 GP
  Requirements Craft Wondrous Item, endure elements, 
  gaseous form
  a PC to recognize that it was the cowl itself which transformed 
  the area, not the influence of Ng or any other divinity. 
  So  long as the PCs have improved the Crocus Knight’s 
  attitude to friendly, she willingly relinquishes Autumn’s Cowl 
  to the PCs if they request it. 
  If the PCs inquire after Eylysia, the Crocus Knight notes 
  that a gnome woman who used that name came to the grove 
  long ago, but she didn’t stay long. She inscribed a prayer at 
  the base of the Ng statue which would supposedly be helpful 
  to allies of the grove at a future time, but the Crocus Knight 
  herself was never able to discern its meaning or purpose.
  After answering any questions the PCs may have, she bids 
  them farewell. She believes her duty in guarding the thicket 
  is fulfilled with the arrival of new allies, and she is excited to 
  finally leave the thicket and start a new journey. She dispels 
  the remaining wards as she takes her leave.
  CONCLUSION
  The Crocus Knight leaves the PCs, and if they were able 
  to make her friendly they’ve learned more about Zaul 
  Blystone and have acquired the Autumn’s Cowl. Removing the 
  Autumn’s Cowl from the thicket ends the permanent season 
  phenomena and the natural cycle resumes. As they emerge 
  from the forest, Adelyn Rhinon asks what they found inside 
  and disperses the thorn wall when told the woods have been 
  restored, thanking the Pathfinders for their help. If they failed 
  to befriend the Crocus Knight they have Eylysia’s message but 
  lack the Autumn’s Cowl. Adelyn mournfully posits, “This land 
  is sorrowful, but one day it will bloom again.”
  
  Five Kings
  Highhelm •
  WHAT THE HELMS HIDE
  15
  15
  “Dust” takes place on the outskirts of Highhelm, the 
  underground heart of the dwarven empire of Tar-Khadurrm. 
  For more information about Highhelm, see Pathfinder Player 
  Companion: Dwarves of Golarion, available at bookstores 
  and game stores everywhere, and online at paizo.com.
  Where on Golarion?
  DUST
  BY NATE WRIGHT
  Veldrid Goldborough was a talented dwarven artist who found 
  her way to the Pathfinder Society, applying her talents and 
  passion to climb their ranks. When the ascendant Droskari 
  theocracy began destroying large amounts of dwarven art and 
  culture, Veldrid worked from the shadows to save as much 
  artwork as she could, eventually resorting to foul deeds up 
  to and including murder. After ascending to the ranks of the 
  Decemvirate, she used her newfound powers to turn dwarf 
  against dwarf, using the ensuing chaos as an opportunity to 
  secure even greater art and artifacts.
  One of her most successful missions saw Veldrid sneaking 
  into a temple dedicated to Droskar and manipulating the 
  faithful into slaughtering each other. With no one to stop 
  her, she stole away with every valuable item she could carry, 
  save for a set of stone tablets that told a well-known dwarven 
  fable about the folly of treachery. Eylysia noticed such a tablet 
  in her research and correctly guessed that Veldrid has left it 
  behind out of shame and guilt, likely finding the tale too close 
  to her own. Eylysia would later use a passage from the story as 
  one of the three steps to activate her secret message, knowing 
  full well that Veldrid wouldn’t want anything to do with it 
  even if she came to suspect a clue was hidden there.
  Unfortunately, the remote halls did not remain unoccupied 
  forever. The restless spirits of the fallen Droskari came to 
  haunt the place, reliving their final moments again and again. 
  In addition to the restless dwarven dead, a band of goblins 
  calling themselves the Steelfang have recently taken to using 
  the area as their base of operations.
  SUMMARY
  Kreighton Shaine’s message leads the PCs to the dwarven 
  outpost of Rising Spire, where a pair of dwarven soldiers 
  guide them to the remote cavern where their clue to Eylysia’s 
  message awaits.
  The PCs arrive at a seemingly abandoned cavern, but 
  are soon greeted with visions of dwarves who fell victim to 
  Veldrid’s magic. After surviving the haunt, the PCs contend 
  with a band of goblins who have made the cave their base of 
  operations. With the goblinoids defeated, the PCs be able to 
  obtain the stone tablets that reveal their clue.
  GETTING STARTED
  The adventure begins after the PCs receive the letter from 
  Kreighton Shane shown in Handout #3 on page 27. As they 
  arrive at the Rising Spire, read or paraphrase the following.
  The claustrophobic tunnels outside of Rising Spire are carved with 
  smoothed stone walls adorned with periodic arrow slits, twisting 
  and turning until they converge at an open cavern about one 
  hundred feet wide and at least twice as tall. At its center stands 
  a tower carved from natural stone, rising up into the darkness.
  A young dwarven woman with rock dust in her hair and 
  stonemason’s tools hanging from her belt steps out of the tower. 
  “Beautiful, isn’t it?” she says as she brushes the dust away with a 
  gloved hand before extending it in greeting. “I’m Helga Silverbrew, 
  head architect around here. Welcome to the Spire!”
  A middle-aged dwarven man in leather armor steps out after 
  her. “I’m Urgrin. Most call me Urgrin the Everyman. I haul rocks, 
  patch up armor, feed the cat, whatever needs to be done around 
  here. And you lot must be the Pathfinders we were expecting!”
  The two dwarves give the PCs an opportunity to introduce 
  themselves before they gather their gear and set out. Traveling 
  to the abandoned cavern takes three hours, and along the way, 
  the dwarves converse with the PCs. Helga is excited to hear 
  about any fascinating or strange locales the PCs have visited 
  and what kinds of monsters they’ve slain. Urgrin asks the 
  PCs about what they do when they aren’t actively working as 
  Pathfinders, showing a deep interest with anyone who can 
  talk at length about their profession or favored craft.
  If asked about their own experiences, Helga brags about 
  how she comes from a line of talented masons, starting 
  with her great grandfather. She joined the military to create 
  structures that could keep the enemies of the dwarven people  
  at bay and was more than happy to be stationed at an outpost 
  like Rising Spire where every dwarf is expected to fight, as well 
  as contribute with a craft. Urgrin studied abroad in his youth 
  and even considered joining the Society at one point, but 
  ultimately decided his place was with his people. He now works 
  with the military to learn new skills and make connections, 
  hoping to strike out and expand dwarven civilization. 
  If asked about the cavern, the two grow quiet for a moment 
  
  Helga Silverbrew
  PATHFINDER SOCIETY SCENARIO
  16
  16
  before trying to change the subject. A PC who succeeds at a 
  DC 12 Diplomacy check (DC 16 in Subtier 4–5) convinces them 
  to share what’s bothering them: both dwarves believe that the 
  cavern is haunted, having heard unnatural screams coming 
  from deep within. Their fellow soldiers never believed them, 
  dismissing it as superstition. Since it was just on the edge of 
  their patrol route, the two had all the excuses they needed to 
  avoid investigating the source prior to this moment.
  C. DROSKAR'S CAVERN
  The cavern’s entrance begins with a simple stone archway. 
  Its walls are made of smooth stone, completely lacking 
  in decoration. A PC who succeeds at a DC 14 Knowledge 
  (engineering or religion) check knows that the style of 
  unappealing, functional adequacy is fitting for the level of 
  work that the faithful of Droskar would create—and far below 
  par for the masterfully engraved walls one usually finds in the 
  halls of dwarven cities. Unless otherwise noted, all rooms are 
  dark and have 10-foot ceilings.
  C1. ENTRANCE
  The PCs can attempt a DC 16 Survival check (DC 18 in Subtier 
  4–5) to notice Small footprints and drag marks on the floor. 
  They trail back and forth between the entrance 
  and area C3, with occasional detours into area 
  C2. These footprints belong to a small band of 
  goblins that have taken up residence in this 
  cave, and the drag marks are from a bag 
  containing a particularly lucrative haul.
  C2. HAUNTED HALL (CR 2 OR CR 5)
  Once a statue garden, these halls are 
  cluttered with scorched and shattered 
  stones. Short, dusty pedistals have 
  little to showcase, save for rubble and 
  the occasional stone foot. Several stout 
  skeletons lie beneath the piles of ruin, 
  their brittle bones snapped and scattered. 
  A single pristine warhammer rests on the 
  floor to the northwest.
  This is the hall where the 
  Droskari 
  dwarves 
  and 
  their 
  captive artisans erected several 
  stone 
  statues. 
  The 
  shoddy, 
  uninspired statues were easily 
  toppled and destroyed by the 
  goblins that have taken up 
  residence in the back of the cave. 
  These inhabitants are more 
  than happy to use the statues as 
  combat practice dummies.
  Haunt: The Droskari priests, as well as their enslaved 
  artists, met a grisly end at the hands of Veldrid Goldborough, 
  turning on one another as her Decemvirate helm warped their 
  minds. Fraught with despair over being treacherously and 
  pointlessly murdered, the spirits continue to haunt the 
  place where they were slain.
  SUBTIER 1–2 (CR 2)
  VELDRID’S GAZE 
  CR 2
  NE haunt (10-ft. radius)
  Caster Level 2nd
  Notice Perception DC 16 (to hear the sounds of toiling and weeping)
  Hp 4; Trigger proximity; Reset 1 day
  Effect When this haunt triggers, several dwarves bearing the 
  symbol of Droskar appear in the area and draw their hammers. 
  One of them begins to mutter incoherently before turning his 
  weapon on his brethren. Then, one by one, they all break into 
  a riot of muttered gibberish and violence until one remains 
  standing. This dwarf looks down the warhammer in his hand 
  and states. “This weapon struck no enemies, only my brothers 
  and sisters. I have failed...” This survivor then backs away 
  towards the east, begging for his life, as a female dwarf 
  in a domino mask approaches him. She draws a blade and 
  cuts him down, his body dropping in the same space as 
  the warhammer. She turns towards the creatures that 
  triggered the haunt and glares at them, crystal tears 
  trickling from her eyes. Creatures within the haunt’s 
  area are targeted by a doom spell (CL 2nd, DC 12).
  Destruction The warhammer is used to slay a 
  goblinoid, orc, or dwarf that does not worship 
  Droskar.
  SUBTIER 4–5 (CR 5)
  VELDRID’S GAZE 
  CR 5
  NE haunt (10-ft. radius)
  Caster Level 7th
  Notice Perception DC 20 (to 
  hear the sounds of toiling and 
  weeping)
  Hp 10; Trigger proximity; Reset 
  1 day
  Effect When this haunt triggers, 
  several dwarves bearing the symbol of 
  Droskar appear in the area and draw 
  their hammers. One of them begins to 
  mutter incoherently before turning his 
  weapon on his brethren. Then, one 
  by one, they all break into a riot of 
  muttered gibberish and violence 
  until one remains standing. This 
  dwarf looks down the warhammer 
  
  C. Droskar’s Cavern
  M
  : Mukrood
  H
  : Haunt
  G
  : Goblins
  G
  G
  G
  M
  H
  1 square = 5 feet
  Pathfinder Flip-Mat: Cavernous Lair
  N
  C3
  C2
  C1
  WHAT THE HELMS HIDE
  17
  17
  
  PATHFINDER SOCIETY SCENARIO
  18
  18
  To accommodate a group of four PCs, remove Haja from 
  the encounter.
  Scaling Encounter C2
  in his hand and states. “This weapon struck no enemies, only 
  my brothers and sisters. I have failed...” This survivor then 
  backs away towards the east, begging for his life, as a female 
  dwarf in a domino mask approaches him. She draws a blade 
  and cuts him down, his body dropping in the same space as 
  the warhammer. She turns towards the creatures that triggered 
  the haunt and glares at them, crystal tears trickling from her 
  eyes. Each creature in the haunt’s trigger area is targeted by a 
  crushing despair spell (CL 7th, DC 16).
  Destruction The warhammer is used to slay a goblinoid, orc, or 
  dwarf that does not worship Droskar. 
  Treasure: The weapon of the last dwarf to fall still remains, 
  leaving a surprisingly intact warhammer (masterwork silvered 
  warhammer in Subtier 4–5) behind.
  Development: The haunt’s sounds likely alert the goblins 
  in area C3.
  C3: DROSKAR’S CAVERN (CR 3 OR CR 5)
  The northern section of the cavern features a few small 
  shrines to Droskar that have been toppled over and smashed 
  into rubble, as well as several alcoves in the wall that once 
  housed the fruits of their drudgery. Veldrid’s theft and 
  generations of squatters have cleared out
  Creatures: A group of goblinoids have taken refuge in the 
  cavern, making their home in the rear end where they also 
  store the ill-gotten gains. Thanks to their hatred of dwarves, 
  they’ve come to enjoy the ambient sounds of the haunt and 
  suffer no ill effects from the grisly display. The familiar 
  sounds of the haunt are also very likely to alert them. The 
  goblin’s leader, Mukrood, sneaks into an ambush position 
  while his underlings prepare a distraction. The party has 
  three rounds from the time the haunt is triggered before 
  the goblins attack. As Mukrood moves into position to 
  flank or surprise any PCs who attempt to lead the way into 
  battle with the other goblins, his underlings begin to sing a 
  sinister, goblin war song.
   “Something creeping in our home. 
  Is it dwarf or is it gnome?
  Either way we’ll stab it right, 
  Then we eat some meat tonight!
  Steelfang slashers we the best, 
  Burn your banner, smash your crest! 
  Come and get us if you can,
  Face our mighty goblin clan!”
  SUBTIER 1–2 (CR 3)
  MUKROOD 
  CR 1
  Goblin Sneak (Pathfinder Monster Codex 107; see page 18)
  hp 16
  TACTICS
  Before Combat Mukrood sneaks into an advantageous position 
  while the haunt distracts the PCs.
  During Combat Mukrood comes out of hiding and throws an 
  alchemist’s fire at the most heavily armored PC in range. On 
  subsequent rounds, he does his best to get into flanks against 
  the least armored PCs.
  Morale Far too proud to surrender, Mukrood fights to the death.
  RIKSHI, SHATU, HAJA 
  CR 1/3
  Goblins (Pathfinder Bestiary 156; see page 28)
  hp 6
  TACTICS
  Before Combat Rikshi and Shatu stand side by side at the top of 
  the southeast stairs leading into their room, while Haja covers 
  the stairs to the northeast. 
  During Combat The goblins hold their position, firing arrows if 
  no one is in melee range. They rush into melee after Mukrood 
  attacks, doing their best to flank with their leader.
  Morale If Mukrood is defeated and they see an opportunity to 
  flee, they’ll take it. Otherwise, they fight to the death. 
  SUBTIER 4–5 (CR 6)
  MUKROOD 
  CR 4
  Goblin firestarter (Pathfinder Monster Codex 107; see page 28)
  hp 36
  TACTICS
  Before Combat Mukrood sneaks into an advantageous position 
  while the haunt distracts the PCs.
  During Combat Mukrood waits for the party to engage with 
  his underlings before coming out of hiding and throwing an 
  alchemist’s fire at the most heavily armored PC in range. On 
  subsequent rounds, he does his best to get into flanks against 
  the least armored PCs.
  Morale Far too proud to surrender, Mukrood fights to the death.
  RIKSHI, SHATU, HAJA 
  CR 2
  Goblin sneaks (Pathfinder Monster Codex 107; see page 28)
  hp 24
  TACTICS
  Before Combat Rikshi and Shatu stand side by side at the top of 
  the southeast stairs leading into their room, while Haja covers 
  the stairs to the northeast. 
  During Combat The goblins hold their position, firing arrows if 
  no one is in melee range. They rush into melee after Mukrood 
  attacks, doing their best to flank with their leader.
  
  WHAT THE HELMS HIDE
  19
  19
  Morale If Mukrood is defeated and they see an opportunity to 
  flee, they’ll take it. Otherwise, they fight to the death.
  Treasure: The Steelfang goblins were in the middle of 
  sorting out their latest haul, which still rests in an open 
  leather bag propped up against the wall. The contents mostly 
  consist of personal effects of negligible value. In Subtier 1–2 
  the bag also contains a wand of bless (11 charges). In Subtier 4–5, 
  it contains a wand of prayer (5 charges) instead.
  Development: The goblins’ lair is littered with the broken 
  stone from shattered statues and alters, though a few stone 
  tablets remain. They are defaced with paint, each bearing a 
  drawing of a round goblin head with knives for teeth, but 
  they are otherwise undamaged. If the PCs succeed at a DC 
  15 Knowledge (history or local) or Linguistics check, they are 
  able to piece together the story from the various pieces. The 
  DC is instead 10 for any dwarven PCs.
  The tablets contain an ancient ballad that tells the story 
  of a dwarf named Jorgar Ironbellows, an ambitious noble 
  who murdered his father to secure his inheritance, only to 
  be assassinated by his own son in turn. The fable serves as 
  a cautionary tale, warning others about the folly of favoring 
  one’s own ambition above the lives of their fellow dwarves. 
  The first time a member of the Pathfinder Society lays a hand 
  on one of the tablets, they receive a brief vision of an elderly 
  gnome woman who says “If only this song had been sung in 
  the halls of Absalom’s lodge, perhaps these lessons would 
  have saved a few lives and reputations. Sing it once more for 
  me the next time you’re there, would you?”
  CONCLUSION
  With the goblins defeated, the PCs are able to claim the stone 
  tablets. Urgrin and Helga are excited to hear about what the 
  PCs found out about the cave, expressing both gratitude 
  for their deeds and embarrassment over their superstitious 
  attitudes allowing goblins to gain a foothold in their territory.
  
  Absalom
  PATHFINDER SOCIETY SCENARIO
  20
  20
  “Witness” takes place at the Pathfinder Society’s Grand 
  Lodge in Absalom. For more information about the Grand 
  Lodge, see Pathfinder Chronicles: Seekers of Secrets and 
  Pathfinder Campaign Setting: Pathfinder Society Field Guide, 
  available online at paizo.com.
  Where on Golarion?
  WITNESS
  BY KENDRA LEIGH SPEEDLING
  The decision to mask the Decemvirate in the wake of the 
  internecine conflict centuries ago ended immediate hostilities. 
  However, not everyone was satisfied by this solution. The 
  gnome Pathfinder Eylysia, uncertain whether the leaders’ new 
  anonymity would truly benefit the Society, pieced together 
  clues to identify some of the new Decemvirate members. 
  Much to her dismay, several were infamusly  duplicitous 
  and wicked, purveyors of evil through and through. Eylysia, 
  unwilling to risk a return to the violence that had plagued 
  the Society so recently, took matters into her own hands, and 
  with her allies she confirmed the misconduct of three of the 
  Decemvirate and sought to confront them one by one.
  Her approach backfired, however, as her intended targets 
  noticed her investigations. Eylysia’s plan to lure them out one 
  by one failed when all three appeared to challenge her and 
  her companions. The resulting conflict left one Decemvirate 
  member dead and another seriously wounded, but Eylysia 
  and her allies fared far worse, with only Eylysia surviving to 
  escape. The Decemvirate survivors framed the incident as 
  an assassination attempt, and Eylysia’s research into the true 
  nature of those behind the masks was forgotten—until a 
  group of enterprising Pathfinders tracked them down.
  SUMMARY
  After they gather the clues hidden by Eylysia, the PCs visit 
  the  Grand Lodge to discover her final message. The clues 
  each give the PCs a hint to one step to revealing the message; 
  once these steps are completed, Eylysia’s last message 
  activates. The PCs receive a vision of the past, experiencing 
  the event as though they were Eylysia’s companions in that 
  final confrontation. The PCs must fight the projections of the 
  Decemvirate members at Eylysia’s side, using their knowledge 
  of her opponents to gain an edge.
  GETTING STARTED
  After the PCs complete their investigations, Kreighton Shaine 
  requests that they meet him at the Grand Lodge. Upon their 
  arrival, he informs them that they have acquired all the pieces 
  necessary to unlock Eylysia’s last message, left at the site of 
  her final confrontation before her disappearance. He also 
  informs the PCs that members of the current Decemvirate 
  will be in attendance; if the PCs balk, he assures them they 
  have nothing to fear from the leadership. He then leads them 
  to one of the research libraries at the Grand Lodge, where 
  Eylysia and her companions had their final confrontation. 
  Two masked Decemvirate members—one with a helm that 
  resembles flowing water and the other a steel whorl with 
  three eyeholes—await them; they nod in greeting but have 
  little to say to the PCs at this time.
  EYLYSIA’S CLUES
  The PCs can use the clues found in the previous quests to 
  determine how to activate Eylysia’s last message. They can 
  complete these steps in any order: they must place the Shoanti 
  totem figurine found in “Collection” atop its matching mount, 
  located in a display case, raise their hoods as indicated by the 
  inscription in “Autumn” (Shaine can provide cloaks if the PCs 
  do not have them), and sing the song found in “Dust.”
  D. VISIONS OF THE PAST (CR 4 OR CR 7)
  After the PCs complete all three steps, hand them Handout #4 
  and allow them to choose one of Eylysia’s companions, who 
  they will inhabit during the upcoming encounter. Then 
  proceed by reading or paraphrasing the following.
  The research library blurs as the relics on the shelves seem to age 
  in reverse. Items and furniture shuffle rapidly about the room until 
  finally the movement comes to a halt. The room is now arrayed 
  much differently than it was before, and strange swirling clouds 
  of blurred space wend throughout the area. At the center of the 
  library stands a gnome woman with faded teal hair.
  “About time you got here!” she exclaims. “I’m expecting Veldrid 
  any minute! We need to confront her with what we know and 
  convince her to turn on the others. Once their deeds are revealed, 
  they’ll have no choice but to resign.”
  The door opens, admitting three figures wearing Decemvirate 
  helms: one eyeless and triple-flanged, another topped with stag 
  antlers, and the third a crystal-studded black domino mask.
  Eylysia blanches, but quickly covers it up with a smile. “So... I 
  take it you aren’t willing to play nice?”
  “It is the Decemvirate’s will that your investigations cease,” 
  
  D. Visions of the Past
  Z
  : Zaul
  H
  : Helven
  V
  : Veldrid
  D
  : Dire Wolf
  1 square = 5 feet
  Pathfinder Flip-Mat: Arcane Library
  N
  H
  V
  D
  Z
  WHAT THE HELMS HIDE
  21
  21
  
  Decemvirate 
  Member
  PATHFINDER SOCIETY SCENARIO
  22
  22
  declares the antler-helmed figure. The figure behind the 
  eyeless helm nods, and the domino-masked figure hesitates 
  before also nodding.
  “I wonder whether your 
  other colleagues would agree.” 
  Eylysia draws herself up to 
  her full height. “I doubt they’ll 
  agree with your perspective once 
  they know what I know.”
  The figure in the eyeless mask 
  draws his sword. “Then you understand why 
  we cannot let you live.”
  The PCs should realize they 
  are seeing the world through 
  someone else’s eyes, though 
  they can still  act and 
  discern 
  which 
  of 
  their 
  party members are which. 
  This does not change their 
  statistics or class abilities 
  except 
  as 
  mentioned 
  in 
  Handout #4.
  Eylysia selected Veldrid as the most 
  likely of these three Decemvirate 
  members to redeem herself, but sadly, 
  Eylysia overestimated the dwarf’s 
  integrity. Though Veldrid was torn 
  about acting against Eylysia, she 
  decided she couldn’t risk the gnome 
  revealing her secrets and informed 
  her fellow conspirators of their 
  scheduled meeting. While Eylysia 
  fights alongside the PCs, for the 
  sake of simplicity her attacks and 
  abilities are assumed to be used to 
  debilitate the enemy. 
  Creatures: These Decemvirate members were far stronger 
  in real life. Each uses the same Decemvirate Projection 
  statistics modified by special properties on pages 23–24.
  During the encounter, add Eylysia to the middle of the 
  initiative order, and on her turn describe Eylysia activating 
  arcane devices and casting occult spells that weaken the 
  evil Decemvirate members by draining their strength and 
  countering much of their magical power.
  Hazard: The spell that Eylysia used to store this interactive 
  vision was never intended to lay dormant for so long, and 
  much of it has eroded with age. The battlefield is covered 
  in roiling ropes of mist, as though the memories of those 
  areas had faded. Any creature within or on the opposite 
  side of one of these streams of mist has concealment (20% 
  miss chance). Whenever a creature is knocked unconscious, 
  their body seems to stream away into the mist, drawn in and 
  slowly disintegrated. If the unconscious creature is a PC 
  who is not returned to consciousness within 2 rounds, they 
  appear back in the modern research library alongside Shaine 
  and the Decemvirate members, forced to wait until their 
  allies resolve the encounter. If the unconscious creature is 
  an NPC, the PCs see that character’s body slowly disappear 
  as described above.
  EYLYSIA’S COMPANIONS
  As the encounter begins, have each PC select one of Eylysia’s 
  companions to “inhabit” (see Handout #4 on page 26). This 
  gives them a special ability to activate during the encounter 
  as detailed on the handout. PCs can choose any of Eylysia’s 
  companions; they do not have to share a class with the selected 
  companion, but only one PC can inhabit each companion
  SUBTIER 1–2 (CR 4)
  DECEMVIRATE PROJECTIONS (3) 
  CR 1
  NE Medium humanoid
  Init +2; Senses Perception +4
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 14 each (2d8+2)
  Fort +2, Ref +5, Will +2
  OFFENSE
  Speed 30 ft.
  See page 23
  STATISTICS
  Str 10, Dex 15, Con 12, Int 13, Wis 8, Cha 14
  Base Atk +1; CMB +1; CMD 13
  Feats See page 23
  Skills Acrobatics +7, Bluff +7, Perception +4, Perform (oratory) +7, 
  Sense Motive +4, Stealth +7, Use Magic Device +7
  Languages Common
  SQ projection
  Gear masterwork studded leather
  Make the following adjustments to accommodate a group 
  of four PCs.
  All Subtiers: The vision is somewhat hazy, weakening the 
  projections; the PCs have concealment (20% miss chance) 
  for the duration of this encounter.
  Scaling Encounter D
  
  Eylysia
  WHAT THE HELMS HIDE
  23
  23
  SPECIAL ABILITIES
  Projection (Su) The projections are amalgamations rather than 
  direct copies of the Decemvirate members. They each have 
  some unique abilities, but their basic statistics are the same.
  HELVEN LEROUNG 
  CR 1
  Male human rogue 2 (Use the Decemvirate statistics above, plus 
  the following.)
  Defensive Abilities evasion
  OFFENSE
  Melee rapier +3 (1d6/18-20)
  Special Attacks sneak attack +1d6
  TACTICS
  During Combat Helven makes sneak attacks 
  whenever possible, feinting or using his scroll 
  of blindness/deafness if he cannot flank. If 
  surrounded, he uses his helm’s power.
  Morale Helven fights to the death.
  STATISTICS
  Feats Combat Expertise, Improved Feint, 
  Weapon Finesse
  SQ rogue talents (finesse rogue)
  Combat Gear scroll of blindness/deafness; 
  Other Gear rapier
  SPECIAL ABILITIES
  Decemvirate Helm (Su) Once per 
  day, Helven can use his helm 
  to channel a 30-foot radius 
  burst of negative energy as a 
  standard action (1d6, Will DC 13 
  halves). Helven is also damaged 
  by this effect.
  ZAUL BLYSTONE 
  CR 1
  Male human slayerACG 2 (Use the Decemvirate statistics above, plus 
  the following.)
  OFFENSE
  Melee dagger +1 (1d4/19–20)
  Ranged longbow +4 (1d8/x3)
  Special Attacks studied target +1
  TACTICS
  During Combat Zaul studies a lightly armored foe on the first 
  round of combat. He stays at range, focusing on his studied 
  target if possible. If a PC has an animal companion, he attempts 
  to dominate it with his helm. He uses his scroll of blur if 
  reduced below 8 hp.
  Morale Even Zaul’s projection is a coward. If reduced below 4 hp, 
  he flees, disappearing from the vision once he exits the hall.
  STATISTICS
  Feats Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
  SQ slayer talents (ranger combat styleACG)
  Combat Gear scroll of blur; Other Gear dagger, longbow
  SPECIAL ABILITIES
  Decemvirate Helm (Su) Once per day, Zaul’s helm can be 
  activated to cast dominate animal as a standard action (Will DC 
  15 negates).
  VELDRID GOLDBOROUGH 
  CR 1
  Female dwarf bard 2 (Use the Decemvirate statistics above, plus 
  the following.)
  Senses darkvision
  Will +2; +4 vs. bardic performance, language-dependent, and sonic 
  OFFENSE
  Melee shortsword +1 (1d6/19-20)
  Special Attacks bardic performance 14 rounds/
  day (countersong, distraction, fascinate [DC 13], 
  inspire courage +1)
  Spells Known (CL 2nd; concentration +4)
  1st (3/day)—cure light wounds, grease (DC 13), 
  hideous laughter (DC 13)
  0 (at will)— daze (DC 12), detect magic, 
  mending, read magic, resistance
  TACTICS
  During Combat On the first round of combat, 
  Veldrid starts performing. She then casts 
  lesser confusion with her helm and tries 
  to debilitate foes with her spells. She uses her 
  scroll of herosim before moving into melee.
  Morale Veldrid fights to the death.
  STATISTICS
  Feats Extra Performance
  Combat Gear scroll of heroism; 
  Other Gear shortsword
  SPECIAL ABILITIES
  Decemvirate Helm (Su) Once per 
  day, Veldrid’s helm can be used to cast lesser confusion as a 
  swift action (Will DC 13 negates).
  SUBTIER 4–5 (CR 7)
  DECEMVIRATE PROJECTIONS (3) 
  CR 3
  NE Medium humanoid
  Init +2; Senses Perception +6
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 28 each (4d8+8)
  Fort +3, Ref +7, Will +4
  OFFENSE
  Speed 30 ft.
  See page 24
  STATISTICS
  Str 10, Dex 15, Con 14, Int 13, Wis 8, Cha 14
  Base Atk +3; CMB +3; CMD 15
  Feats See page 24
  Skills Acrobatics +9, Bluff +9, Perception +6, Perform (oratory) +9, 
  Sense Motive +6, Stealth +9, Use Magic Device +9
  
  PATHFINDER SOCIETY SCENARIO
  24
  24
  Languages Common
  SQ projection
  Gear +1 studded leather
  HELVEN LEROUNG 
  CR 3
  Male human rogue 4 (Use the CR 3 Decemvirate statistics above, 
  plus the following.)
  Defensive Abilities evasion, uncanny dodge
  OFFENSE
  Melee mwk rapier +6 (1d6/18-20)
  Special Attacks sneak attack +2d6
  TACTICS
  During Combat Helven makes sneak attacks whenever possible, 
  feinting or using his scroll of blindness/deafness if he cannot 
  flank. If surrounded, he uses his helm’s power.
  Morale Helven fights to the death.
  STATISTICS
  Feats Combat Expertise, Improved Feint, Weapon Finesse, Weapon 
  Focus (rapier)
  SQ rogue talents (finesse rogue, slow reactions)
  Combat Gear scroll of blindness/deafness; Other Gear 
  masterwork rapier
  SPECIAL ABILITIES
  Decemvirate Helm (Su) Once per day, Helven can use his helm to 
  channel a 30-foot radius burst of negative energy as a standard 
  action (2d6, Will DC 15 halves). He is also damaged by this effect.
  ZAUL BLYSTONE 
  CR 3
  Male human slayerACG 4 (Use the CR 3 Decemvirate statistics above, 
  plus the following.)
  OFFENSE
  Melee dagger +3 (1d4/19-20)
  Ranged mwk longbow +7 (1d8/x3)
  Special Attacks sneak attack +1d6, studied target +1
  TACTICS
  During Combat Zaul studies a lightly-armored foe and uses 
  his scroll of invisibility so he can sneak attack his target. He 
  focuses his attacks on his studied target if possible.
  Morale Even Zaul’s projection is a coward. If reduced below 10 hp, 
  he flees, disappearing from the vision once he exits the hall.
  STATISTICS
  Feats Deadly Aim, Point-Blank Shot, Precise Shot, Weapon 
  Focus (longbow)
  SQ slayer talents (deadly rangeACG, ranger combat styleACG)
  Combat Gear scroll of invisibility; Other Gear dagger, 
  masterwork longbow
  SPECIAL ABILITIES
  Decemvirate Helm (Su) Zaul’s helm has been used to cast 
  dominate animal on a dire wolf.
  VELDRID GOLDBOROUGH 
  CR 3
  Female dwarf bard 4 (Use the CR 3 Decemvirate statistics above, 
  plus the following.)
  Senses darkvision
  Will +2; +4 vs. bardic performance, language-dependent, and sonic 
  OFFENSE
  Melee mwk shortsword +4 (1d6/19-20)
  Special Attacks bardic performance 16 rounds/day (countersong, 
  distraction, fascinate [DC 14], inspire courage +1)
  Spells Known (CL 4th; concentration +6)
   
  2nd (2/day)— cause fear (DC 14), blindness/deafness (DC 14), 
  suggestion (DC 15)
  1st (4/day)— cure light wounds, grease (DC 13), hideous 
  laughter (DC 14)
  0 (at will)— daze (DC 13), detect magic, mending, message, 
  read magic, resistance
  TACTICS
  During Combat On the first round of combat, Veldrid starts 
  performing. She then casts confusion with her helm and tries 
  to debilitate foes with her spells. She uses her scroll of herosim 
  before moving into melee.
  Morale Veldrid fights to the death.
  STATISTICS
  Feats Extra Performance, Spell Focus (enchantment)
  Combat Gear scroll of heroism; Other Gear mwk shortsword
  SPECIAL ABILITIES
  Decemvirate Helm (Su) Once per day, Veldrid’s helm can be used 
  to cast lesser confusion as a swift action (Will DC 13 negates).
  DIRE WOLF 
  CR 3
  hp 37 (Pathfinder RPG Bestiary 278, see page 30)
  Treasure: The apparitions and their gear fade away 
  when the vision ends. After the PCs recount their tale, the 
  Decemvirate members offer the PCs a reward; this is a wand 
  of detect secret doors in Subtier 1–2, or a wand of hypercognitionOA 
  with 25 charges in Subtier 4–5.
  Development: After the Decemvirate members are 
  defeated, the vision wavers. Eylysia smiles at the PCs, 
  observing, “That went differently this time; I like this 
  ending better,” before fading from view. As she does, the PCs 
  gain a flash of insight into the past’s true events: they see 
  an injured Zaul fleeing the battle, abandoning the others 
  as he disappears into the strange mist swirling around the 
  library. Only one of Eylysia’s companions remains visible. 
  Her remaining companion, the gnome wizard Fimbrik 
  the Illusionist, sends a crackle of spell energy at Veldrid 
  that drops the masked dwarf to the ground where she 
  disintegrates into motes of color that the unstable magic 
  quickly devours. A badly wounded Helven points his blade 
  at Eylysia and stalks towards the defiant gnome woman. 
  “Your secrets cannot remain hidden forever!” Eylysia cries, 
  before tapping a foot on the ground and vanishing. The 
  broken strands of magical mist explode in a whirlwind of 
  rainbow light as Eylysia’s vision concludes and the battered 
  old spell finally ends.
  
  WHAT THE HELMS HIDE
  25
  25
  As the final vision fades, the PCs find themselves once 
  again fully in the present. 
  CONCLUSION
  Since only the PCs were able to experience the vision, 
  Shaine and the Decemvirate are very interested in hearing 
  their accounts. If the PCs seem reluctant to share, Shaine 
  assures them that the Decemvirate members currently 
  present have no interest in “dragging up old feuds”. They 
  simply wish to know what truly happened.
  Upon hearing the story, the two masked Decemvirate 
  members turn towards each other as though sharing a  
   
   
  silent conversation (though the masks themselves would 
  undoubtedly prevent such a thing from taking place 
  magically). In the strangely neutral voices produced 
  through the magic of the masks, one member of the 
  Decemvirate tells the PCs “These secrets have remained 
  hidden for too long—from the Decemvirate and the Society 
  both. In doing so, the organization defamed an upstanding 
  agent. What we have learned here grants us an opportunity 
  to correct past crimes. Well done, Pathfinders.”
  As the two masked figures turn and exit the library, 
  Kreighton Shaine thanks the PCs for their excellent work and 
  tells them the Society will soon have more tasks for them.
  
  PATHFINDER SOCIETY SCENARIO
  26
  26
  Handout #1: Collection
  Handout #2: Autumn
  Pathfinders,
  I have recently uncovered a series of notes that I believe hold critical truths about the origins of the 
  Pathfinder Society and the founding of the Decemvirate. A gnome Pathfinder by the name of Eylysia 
  was well-known at that time and was held in high esteem until an assassination attempt on members of the 
  Decemvirate organized by Eylysia led to her ejection from the Society. These notes I have found indicate 
  there may be quite a bit more to Eylysia’s story than we previously realized.
  The most legible of Eylysia’s notes reference a “speaking artifact” purportedly lying beneath a “false rider.” 
  Descriptions drawn from recent visions suggest the “speaking artifact” originated in Varisia. I suspect it is 
  related to the Shoanti, a people well-known both for their oral traditions and horsemanship. 
  It seems Eylysia suspected that the noted explorer, Montlarion Jeggare, had glimpsed this “speaking 
  artifact”. Head to the Jeggare Museum in Korvosa, where Montlarion’s ancestor, Mercival Jeggare, serves 
  as curator. Once there, see if you can locate this “speaking artifact”. I await your findings.
  Sincerely,
  Kreighton Shaine
  Pathfinders,
  Zaul Blystone was one of the more famous early Pathfinders operating around the time of the Decemvirates 
  founding. Tales of his deeds and exploits gave him a kind of folk-hero status during that time. He purportedly 
  recovered many magnificent relics for the Society, each tied to a grand tale, but the items themselves were 
  occasionally less ‘magnificent’ then the stories seemed to indicate. 
  According to her notes, Eylysia distrusted Blystone; she suspected many of his treasures were forgeries. 
  She further postulates that he may have kept the genuine items for himself. She was particularly interested 
  in Autumn’s Cowl, a headpiece allegedly discovered in the Arthfell Forest. Shortly before she disappeared, 
  Eylysia traveled to Arthfell Forest to investigate Zaul’s claims. 
  Eylysia’s only remaining note about her time in Arthfell is simply ‘A wayfinder will provide the path.’ 
  As such, I have included a wayfinder with this letter in the event that such is necessary to find whatever 
  clues she may have left behind. I entrust you with the task of determing the truth behind the relic known 
  as Autumn’s Cowl. In addition, keep your eyes wide open for any further clues Eylysia may have concealed 
  within the Arthfell Forest. Tread with care Pathfinders.
  Sincerely,
  Kreighton Shaine
  
  WHAT THE HELMS HIDE
  27
  27
  Handout #3: Dust
  Handout #4: Eylysia’s Companions
  Pathfinders,
  From what I can gather, your next clue lies within an old cavern, not terribly far from a dwarven 
  outpost called the Rising Spire, which lies near the ancient settlement of Highhelm. I have little to go 
  on as Eylysia’s notes provide hardly anything more than a location and an odd reference to ‘an old noble’s 
  tale’. I have already made arrangements for your travel to the Spire and for an escort to the cavern. This 
  should be a relatively simple and straightforward task if you can solve this riddle Eylysia has left us with. 
  Sincerely,
  Kreighton Shaine
  Each companion has a special ability that can be activated during the 
  combat. All level-dependent effects use the PC’s level. The save DC for 
  these effects is 14 (16 in Subtier 4–5).
  Avera (elf rogue): The PC deals 1d3 additional point of precision damage 
  (1d6 points of precision damage in Subtier 4–5) against flanked opponents.
  Fimbrik the Illusionist (gnome wizard): The PC can cast color spray once 
  during the encounter.
  Idina Gray (half-elf barbarian): The PC gains a +2 morale bonus on attack 
  and damage rolls for the duration of the combat.
  Sera Calthial (human bard): The PC and all allies within 30 feet gain a 
  +1 morale bonus on saving throws and 5 temporary hit points for the 
  duration of the combat.
  Jovis (dwarf monk): The PC’s unarmed strike damage increases to 1d6 
  (1d8 in Subtier 4–5), they do not provoke an attack of opportunity for 
  fighting unarmed, and their unarmed strikes can deal lethal damage. If 
  the PC is a monk, their unarmed strike damage instead increases to 
  1d8 (2d6 in Subtier 4–5) for the duration of the combat.
  Myrin Goldeneye (elf cleric of Desna): The PC can cast cure light wounds 
  (cure moderate wounds in Subtier 4–5) once during the combat.
  
  PATHFINDER SOCIETY SCENARIO
  28
  28
  APPENDIX: STAT BLOCKS
  The following creatures appear in this scenario.
  GOBLIN
  This creature stands barely three feet tall, its scrawny, humanoid 
  body dwarfed by its wide, ungainly head.
  GOBLIN 
  CR 1/3
  Pathfinder RPG Bestiary 156
  Goblin warrior 1
  NE Small humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception –1
  DEFENSE
  AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 
  size)
  hp 6 (1d10+1)
  Fort +3, Ref +2, Will –1
  OFFENSE
  Speed 30 ft.
  Melee short sword +2 (1d4/19–20)
  Ranged short bow +4 (1d4/×3)
  STATISTICS
  Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
  Base Atk +1; CMB +0; CMD 12
  Feats Improved Initiative
  Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, 
  +4 Stealth
  Languages Goblin
  GOBLIN, GOBLIN FIRESTARTER
  This goblin wears well-crafted studded leather and carries various 
  alchemical vials at its belt.
  GOBLIN FIRESTARTER 
  CR 4
  Pathfinder RPG Monster Codex 107
  Goblin rogue 5
  NE Small humanoid (goblinoid)
  Init +9; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 20, touch 17, flat-footed 14 (+3 armor, +5 Dex, +1 dodge, +1 
  size)
  hp 36 (5d8+10)
  Fort +3, Ref +9, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee mwk dogslicer +8 (1d4/19–20), mwk dogslicer +8 
  (1d4/19–20)
  Ranged shortbow +9 (1d4/×3)
  Special Attacks sneak attack +3d6
  STATISTICS
  Str 11, Dex 20, Con 14, Int 8, Wis 12, Cha 8
  Base Atk +3; CMB +2; CMD 18
  Feats Dodge, Improved Initiative, Two-Weapon Fighting, Weapon 
  Finesse
  Skills Acrobatics +13, Climb +8, Disable Device +13, Escape Artist 
  +13, Perception +9, Sleight of Hand +13, Stealth +17, Swim +8
  Languages Goblin
  SQ rogue talents (finesse rogue, surprise attack), trapfinding +2, 
  weapon familiarityARG
  Combat Gear +1 flaming arrows (5), potion of cure moderate 
  wounds, potion of jump, alchemist’s fire (4), smokesticks (2), 
  thunderstones (2); Other Gear mwk studded leather, mwk 
  dogslicersUE (2), shortbow with 20 arrows, tindertwigs (4), 64 gp
  GOBLIN, GOBLIN SNEAK
  Clad in leathers and wielding a pair of wicked dogslicers, this goblin’s 
  eyes shine with menace.
  GOBLIN SNEAK 
  CR 1
  Pathfinder RPG Monster Codex 107
  Goblin rogue 2
  NE Small humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
  hp 16 (2d8+4)
  Fort +2, Ref +7, Will +1
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee mwk dogslicer +5 (1d4/19–20), dogslicer +4 (1d4/19–20)
  Ranged shortbow +6 (1d4/×3)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 11, Dex 19, Con 14, Int 8, Wis 12, Cha 8
  Base Atk +1; CMB +0; CMD 14
  Feats Two-Weapon Fighting, Weapon Finesse
  Skills Acrobatics +8, Climb +4, Disable Device +8, Escape Artist +8, 
  Perception +6, Sleight of Hand +8, Stealth +12, Swim +4
  Languages Goblin
  SQ rogue talents (finesse rogue), trapfinding +1, weapon familiarityARG
  Combat Gear potion of cure light wounds, potion of jump, 
  potion of feather fall, alchemist’s fire (4), smokesticks (2), 
  thunderstones (4); Other Gear studded leather, dogslicerUE, 
  mwk dogslicerUE, shortbow with 20 arrows, 18 gp
  JACK-O’-LANTERN
  A carved pumpkin sits atop a writhing mass of thick ropey vines. 
  Sinister flames dance within its leering, crudely carved face.
  JACK-O’-LANTERN 
  CR 1
  Pathfinder RPG Bestiary 4 160
  NE Medium plant
  Init –2; Senses low-light vision, tremorsense 30 ft.; Perception +7
  Aura fear (20 ft., DC 13)
  
  WHAT THE HELMS HIDE
  29
  29
  DEFENSE
  AC 11, touch 8, flat-footed 11 (–2 Dex, +3 natural)
  hp 11 (2d8+2)
  Fort +4, Ref –2, Will +2
  Immune plant traits; Resist fire 15
  OFFENSE
  Speed 15 ft.
  Melee bite +3 (1d6+2), slam +3 (1d4+2 plus strangling entangle)
  Space 5 ft., Reach 5 ft. (10 ft. with slam)
  Special Attacks breath weapon (20-ft. cone, 1d10 fire, Reflex DC 
  12 half, usable every 1d4 rounds), explode, strangling ensnare 
  (DC 14)
  STATISTICS
  Str 15, Dex 7, Con 12, Int 2, Wis 14, Cha 7
  Base Atk +1; CMB +3; CMD 11 (can’t be tripped)
  Feats Ability Focus (strangling ensnare)
  Skills Perception +7
  SQ pumpkin form
  SPECIAL ABILITIES
  Explode (Ex) One round after a jack-o’-lantern is reduced to 0 
  or fewer hit points, it explodes in a burst of flaming spores. 
  Creatures within 10 feet of an exploding jack-o’-lantern must 
  succeed at a DC 12 Reflex save or take 2d6 points of fire 
  damage and be stunned for 1 round. A successful save halves 
  the damage and negates the stun. The save DC is Constitution-
  based.
  Fear Aura (Su) Any creature within 30 feet of a jack-o’- lantern 
  must succeed at a DC 13 Will save or be shaken for 2d6 
  minutes. If the Will save is successful, the creature is immune 
  to that jack-o’-lantern’s fear aura for 24 hours. This is a vision-
  based mind-affecting fear effect. The save DC is Charisma-based 
  and includes a +4 racial bonus.
  Pumpkin Form (Su) A jack-o’-lantern can shrink in size and douse 
  its sinister fiery radiance, allowing it to blend in almost perfectly 
  with normal pumpkins and take 20 on its Stealth checks to hide 
  in plain sight as a normal pumpkin. While using this ability, a 
  jack-o’-lantern loses its fear aura. A jack-o’-lantern can use this 
  ability as a full-round action and end it as a free action.
  Strangling Ensnare (Ex) A jack-o’-lantern’s slam attack entangles 
  the target in its vines for 2d4 rounds unless the target succeeds 
  at a DC 14 Reflex save. The target can attempt to burst these 
  entangling vines before the duration expires with a successful 
  DC 12 Strength check as a full-round action. While the target is 
  entangled, its vines also grasp at the target’s mouth. The target 
  cannot speak or cast spells with verbal components while it is 
  entangled by the jack-o’-lantern. When a creature is entangled 
  by this ability, the jack-o’-lantern loses its slam attack, but it 
  can end this ability as a free action. The save and the burst DCs 
  are Constitution-based.
  LOCUST, GIANT LOCUST
  The mandibles of this enormous grasshopper churn and grind as it 
  quests for food.
  GIANT LOCUST 
  CR 3
  Pathfinder RPG Bestiary 4 183
  N Medium vermin
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 22 (4d8+4)
  Fort +5, Ref +3, Will +1
  Immune mind-affecting effects; Resist acid 5
  OFFENSE
  Speed 20 ft., climb 20 ft., fly 60 ft. (average)
  Melee bite +6 (1d8+4)
  Ranged spit +5 touch (1d3 acid)
  Special Attacks voracious
  STATISTICS
  Str 16, Dex 15, Con 13, Int —, Wis 10, Cha 7
  Base Atk +3; CMB +6; CMD 18 (26 vs. trip)
  Skills Acrobatics +2 (+20 jumping), Climb +11; Racial Modifiers 
  +18 Acrobatics while jumping
  SQ leap
  SPECIAL ABILITIES
  Leap (Ex) A giant locust can take 10 on Acrobatics checks to jump 
  even if distracted or in danger.
  Spit (Ex) A giant locust can spit a brown jet of acid and partially 
  digested food up to 30 feet with no range increment.
  Voracious (Ex) A giant locust’s bite attack deals double damage to 
  creatures with the plant subtype and to objects made of paper, 
  wood, or other plant materials.
  LOCUST, LOCUST SWARM
  Thousands upon thousands of locusts dance and drone in a dark 
  and ravenous cloud.
  LOCUST SWARM 
  CR 2
  Pathfinder RPG Bestiary 4 183
  N Fine vermin (swarm)
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
  hp 18 (4d8)
  Fort +4, Ref +3, Will +1
  Defensive Abilities swarm traits; Immune mind-affecting effects
  OFFENSE
  Speed 10 ft., climb 10 ft., fly 30 ft. (average)
  Melee swarm (1d6)
  Space 10 ft., Reach 0 ft.
  Special Attacks devour, distraction (DC 12), voracious (see giant 
  locust)
  STATISTICS
  Str 1, Dex 15, Con 10, Int —, Wis 11, Cha 2
  Base Atk +3; CMB —; CMD —
  Skills Climb +3, Fly +10
  SPECIAL ABILITIES
  
  PATHFINDER SOCIETY SCENARIO
  30
  30
  Devour (Ex) A locust swarm causes damage to unattended objects 
  in its space each round as though they were creatures. It even 
  damages inedible objects.
  WOLF, DIRE WOLF
  This immense black wolf is the size of a horse, its fangs as large and 
  sharp as knives.
  DIRE WOLF 
  CR 3
  Pathfinder RPG Bestiary 278
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 37 (5d8+15)
  Fort +7, Ref +6, Will +2
  OFFENSE
  Speed 50 ft.
  Melee bite +7 (1d8+6 plus trip)
  Space 10 ft., Reach 5 ft.
  STATISTICS
  Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
  Feats Run, Skill Focus (Perception), Weapon Focus (bite)
  Skills Perception +10, Stealth +3, Survival +1 (+5 scent 
  tracking); Racial Modifiers +4 Survival when tracking 
  by scent
  
  WHAT THE HELMS HIDE
  31
  31
  JOIN OUR COMMUNITY
  Looking for more adventures? Check out Pathfinder Society 
  Organized Play! In the organized play campaign, your 
  character exists in a common setting shared by thousands 
  of other gamers. You can take your character to any public 
  Pathfinder Society event anywhere in the world. Over time, 
  campaigning in an organized play environment offers a 
  uniquely immersive experience, as your diverse companions 
  add depth to the campaign world. It’s also a great way to 
  get in touch with other local gamers, meet new people, and 
  play regularly without all the prep work and scheduling of a 
  traditional campaign.
  ROLEPLAYING GAME
  The Pathfinder Society Roleplaying Guild is a worldwide 
  fantasy roleplaying campaign that puts you in the role of an 
  agent of the Pathfinder Society, a legendary league of explorers, 
  archaeologists, and adventurers dedicated to discovering and 
  chronicling the greatest wonders of an ancient world beset 
  by magic and evil. A Pathfinder’s adventures explore the dark 
  alleys and political intrigues of the city of Absalom between 
  far-flung travels to the most interesting and unique locales in 
  the world of the Pathfinder Roleplaying Game.
  While the Game Master and your companions might 
  change every time you play, your character advances and gains 
  rewards as normal.
  For more on the Pathfinder Society Organized Play 
  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.
  ADVENTURE CARD GAME
  The Pathfinder Adventure Card Game is a cooperative card 
  game. Join a team of adventurers who band together to face 
  increasingly challenging foes. Explore locations riddled with 
  monsters, traps, and treasure, and customize your deck and 
  your character to fit your play style. 
  In Adventure Card Guild Organized Play, you have your 
  own Class Deck to represent your character, who can play in 
  dozens of published adventures. Though your companions 
  might change each time you play, the story is constant, 
  allowing your character to evolve as a result of your own 
  choices. Alternatively, some players prefer to keep their 
  Adventure Card Guild experience limited to a group of 
  friends, using the scenarios and reward structure as the 
  framework for a private home game. Either approach is a 
  valid and acceptable way to experience the Adventure Card 
  Guild story, and many players enjoy a combination of public 
  and private adventuring.
  For more on the Adventure Card Guild Organized Play 
  campaign and how to find games in your area, check out the 
  card campaign’s home page at PathfinderSociety.club/acg.
  
  PATHFINDER SOCIETY SCENARIO
  32
  32
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
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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, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Society Scenario #10–16: What The Helms Hide © 2019, Paizo 
  Inc.; Authors: Calder CaDavid, Lysle Kapp, Kendra Leigh Speedling, Nate Wright.
  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 Scenario #10-16: 
  What the Helms Hide
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  2
  1
  4
  5
  Special
  Special
  Special
  Special
  Special
  Special
  Special
  Special
  Special
  Special
  3
  Pathfinder Society Scenario #10-16: 
  What The Helms Hide
  Variable Rewards: The gp, XP, and Prestige Points you earn on this Chronicle sheet are based on your level and 
  how many of the quests you complete. Until you play an adventure other than What The Helms Hide, you can 
  continue to play the other quests and earn greater rewards—even over multiple sessions. Circle the name of the 
  quests you have completed and check off the appropriate influence boxes below. Before beginning a different 
  adventure, calculate your rewards for this Chronicle sheet based on the table below. PCs that have selected the 
  slow advancement track receive half of the gp, XP, and Prestige Points listed below.
  Quests 
  Gold Pieces 
  XP 
  Prestige Points 
  Other
  1 
  125 
  1 
  1
  2 
  175 
  1 
  1 
  Impressive Find
  3 
  300 
  1 
  1 
  A Torch in the Dark and Impressive FInd
  4 
  400 
  1 
  2 
  A Torch in the Dark, Impressive Find, and Piercing the Veil 
  Quests Played
  ▫ 
  Collection ▫  
  Autumn
  ▫ 
  Dust 
  ▫ 
  Witness
  A Torch in the Dark [Legacy]: Your efforts to peel back the mists of time and learn the truth about the early 
  days of the Decemvirate has uncovered certain disturbing truths. While some would prefer these truths stay 
  hidden, your actions have paved the way for a stronger Society and higher accountability from the members of 
  the Decemvirate. Keep this Chronicle sheet, as this boon will have certain benefits in the new organized play 
  campaign for the Pathfinder RPG’s second edition.
  Impressive Find: The Pathfinder Society is impressed with your efforts in uncovering the truth behind 
  Eylysia’s long ago conflict with the early members of the Decemvirate. Once you earn 12 or more Fame, your 
  superiors award you 1 additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have 
  more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent 
  immediately or be lost. When you use this boon, cross it off your Chronicle sheet.
  ▫▫▫Piercing the Veil: You have seen the deceptions that the powerful hide behind and have broken through 
  them, restoring truth to the Society’s history and vindicating the unjustly persecuted former Pathfinder Eylysia. 
  At the start of any adventure, you may check a box next to this boon to gain a +1 bonus on all Perception and 
  Sense Motive checks, as well as all Will saving throws made to resist or disbelieve illusions, for the duration 
  of the adventure.
  Dark Life Ring: You can purchase a dark life ring (see below). This black ring’s carved pattern makes it resemble 
  fossilized bone. It grants its wearer a +2 profane bonus on Will saving throws against effects that deal negative 
  energy damage. In addition, anytime the wearer takes negative energy damage, she subtracts 5 from the damage 
  taken (calculated after the wearer has rolled her Will save against the effect), to a minimum of 0 points of damage.
  Core Campaign
  Subtier 1–2
  Subtier 4–5
  dark life ring (1,250 gp; see above)
  scroll of heroism (200 gp)
  wand of bless (11 charges remaining; 165 gp; limit 1)
  +1 flaming arrows (167 gp, limit 5)
  dark life ring (1,250 gp; see above)
  scroll of blindness/deafness (150 gp)
  wand of prayer (5 charges remaining; 1,125 gp; limit 1)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/S10-16 - What The Helms Hide.pdf