TEXT: The Sarkorian Prophecy
  By Mark Moreland
  A PAthfinder Society ScenArio for tier 7–11
  ™
  
  ®
  ™
  The Sarkorian ProPhecy 
  Pathfinder Society Scenario 2–08
  Design: Mark Moreland
  Development: Hyrum Savage and James L. Sutter
  Editing: Judy Bauer
  Senior Art Director: Sarah Robinson
  Layout: Crystal Frasier
  Interior Artists: Andrew Hou and Tyler Walpole
  Cartographers: Corey Macourek and Chris West
  Vice President of Operations: Jeff Alvarez
  Marketing Manager: Hyrum Savage
  Paizo CEO: Lisa Stevens
  Finance Manager: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game GameMastery 
  Guide, Pathfinder Roleplaying Game Advanced Player’s Guide, and Pathfinder Roleplaying Game Bestiary. These rules can be 
  found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario 2–08: The Sarkorian Prophecy is a Pathfinder Society Scenario designed for 7th to 11th level 
  characters (Tiers: 7–8 and 10–11). This scenario is designed for play in Pathfinder Society Organized Play, but can 
  easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable 
  for use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 24 of this product.
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  7120 185th Ave NE Ste 120
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  paizo.com/pathfindersociety
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  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  written permission.
  Pathfinder Society scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery 
  are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, 
  Pathfinder Player Companion, Pathfinder Module, and Pathfinder Society are trademarks of Paizo Publishing, LLC. © 
  2010 Paizo Publishing, LLC.
  
  3
  Where On GOlariOn?
  The Sarkorian Prophecy takes place in the demon-tainted 
  wasteland of the Worldwound in northern Avistan. Once a 
  thriving barbarian society known as Sarkoris, the Worldwound 
  is now all but abandoned save for Abyssal denizens and 
  demonic cultists, transformed into an extension of the Abyss 
  on Golarion—a land of manifest chaos. You can learn more 
  about the Worldwound in Pathfinder Campaign Setting: World 
  Guide, The Inner Sea, and more about Storasta in Pathfinder 
  Campaign Setting: Lost Cities of Golarion, both available at your 
  local bookstore, hobby store, or online at paizo.com.
  • NerosyaN
  • storasta
  The 
  Worl
  dWou
  nd
  superiors, who in turn passed the message all the way to 
  the Decemvirate. Their decision was swift and their edict 
  clear: the Society must retrieve this prophecy in full—as 
  much as has survived a century of Abyssal destruction. 
  The Ten are not alone in hoping to find this document 
  and mine it for a hint at what lies in the Society’s future. 
  High-ranking members of the organization with 
  loyalties to the Shadow Lodge are also keen to possess 
  this seemingly accurate account of events to come. A 
  Shadow Lodge agent named Caggrigar in Whitethrone 
  has been dispatched with his best Pathfinders to retrieve 
  the Sarkorian Prophecy first. While he is loyal to the 
  Shadow Lodge’s cause, Caggrigar is not so loyal as to put 
  his own interests second. A high-ranking member of 
  Deskari’s cult outside of the Worldwound, the Sarkorian-
  descended witch hopes to recover the prophecy for his 
  P
  rior to Aroden’s tragic and mysterious death just 
  over a century ago, the land of Sarkoris stood firm 
  between the Realm of the Mammoth Lords and 
  Mendev along the edge of the icy Crown of the World. The 
  primitive Kellid tribes who called the land home lived in 
  relative peace, and little changed for them from century 
  to century. That is, little changed until that fateful night 
  in 4606 ar, when a rift opened up near the city of Iz in 
  the nation’s center and hosts of demons flooded into the 
  realm. In that moment, Sarkoris was gone. Its people—or 
  at least the lucky ones—fled into neighboring Mendev, 
  Numeria, and Ustalav, but countless thousands were 
  lost to the demonic invaders and the harsh environment 
  as their once great land began to quickly resemble the 
  chaotic Abyss. What was left of their home was now known 
  only as the Worldwound.
  Not long after Sarkoris was lost, scholars and collectors 
  of esoteric lore began to make several connections between 
  a series of obscure prophecies and the events that had 
  recently transpired. More than a hundred years before, a 
  Sarkorian oracle had been overcome by what was assumed 
  to be a malevolent spirit and wrote relentlessly for weeks 
  on end, creating what soon formed a vast library of tomes. 
  Some called her mad, while others assumed she was 
  possessed, but the end result was undebatable—she had 
  written tens of thousands of pages of cryptic predictions 
  about events which it seemed would occur over the next 
  500 years. When questioned later, the oracle remembered 
  nothing of her months of continual writing, and she died 
  shortly thereafter from sheer exhaustion. The library 
  itself was housed in a Pathfinder Society safe house a 
  short distance from Storasta and mostly forgotten about. 
  It certainly wasn’t on anyone’s mind when the world 
  ripped open and the Pathfinders in the safe house fled for 
  their lives with the rest of the city’s inhabitants.
  Recently, a Pathfinder initiate cataloguing crates of 
  assorted papers as part of his training in the bowels of the 
  Grand Lodge in Absalom came across a passing mention 
  of a vast collection of insane riddles and ramblings. 
  Recognizing the quote’s connection to rumors he’d 
  heard among novice chatter about a rising threat to the 
  Pathfinder Society itself, he immediately alerted his 
  The Sarkorian ProPhecy
  By Mark Moreland
  
  GM Tip
  While running The Sarkorian Prophecy, play up the weird 
  and utterly otherworldly nature of the Abyss-tainted 
  Worldwound—players should know that the environment 
  is incredibly dangerous and unpredictable. Additionally, the 
  Worldwound presents a number of challenges that evoke 
  extraplanar adventures, so be sure to familiarize yourself with 
  the quicksand and sandstorm environmental rules on pages 
  427 and 431 of the Pathfinder Roleplaying Game Core Rulebook 
  before running this adventure.
  PAthfinder Society ScenArio
  4
  own use, expecting to find it full of revelations about 
  his lord’s pending conquest of the Material Plane. His 
  allies know nothing of this plan, but if Caggrigar gets his 
  way, more than a set of old books will be lost should the 
  PCs fail; all of Golarion may bow before the Lord of the 
  Locust Host.
  SUMMARY
  Venture-Captain Thurl of Nerosyan sends the PCs to 
  the abandoned city of Storasta in the Worldwound to 
  recover whatever remains of the Sarkorian Prophecies. 
  Unable to teleport past the wardstones that keep the 
  demonic legions somewhat contained, the PCs must 
  travel overland to their destination. As they approach the 
  settlement, the environment shifts from passively hostile 
  to outright deadly, and the PCs must navigate through a 
  field of ashen quicksand amid high winds and exploding 
  abyssal geysers. Finding refuge in a nearby cave dwelling, 
  the Pathfinders discover that it isn’t as abandoned as 
  it appears. A night hag has taken up residence here, 
  disguised as a malnourished and insane survivor of the 
  Worldwound’s dangers. She tempts them to rest and wait 
  out the storm and asks them to escort her to safety, hoping 
  to siphon their essence from them as they sleep.
  The following day, the PCs find the weather much 
  more hospitable, though still far from welcoming, and 
  manage to make it to the outskirts of Storasta without 
  further incident. As they approach their destination, they 
  are attacked by powerful demons drawn to the area by the 
  Shadow Lodge agents’ recent arrival. After the PCs defeat 
  the demons, they meet the Shadow Lodge operatives 
  inside the former Pathfinder safe house. Caggrigar’s 
  party is suspicious of the PCs, not knowing whether they 
  are allies or foes, all the while claiming to be legitimate 
  Pathfinders themselves. In the end, the Shadow agents 
  attack the PCs and give away their true affiliation.
  Caggrigar himself has already escaped the building 
  through a secret tunnel with the Prophecy in tow. As the 
  PCs follow him, they are attacked by a giant scorpion that 
  has made a home of the tunnel’s exit. 
  When the PCs catch up to Caggrigar, he forces the PCs 
  to take them from him by force. Their target acquired 
  and their enemy’s plans foiled, the PCs are free to cross 
  back into untainted lands.
  GETTING STARTED
  Read the following to get the adventure underway.
  The heavily fortified capital of Nerosyan, seat of Queen Galfrey 
  of Mendev and last defense against the Abyssal hordes of the 
  Worldwound, rises ominously into the grim, overcast sky. 
  Venture-Captain Thurl, a burly, one-eyed dwarf covered nearly 
  head to toe in jagged red tattoos and silver, spiked piercings, 
  quietly leads the way into his dark research library. Strange 
  demonic idols, flesh-bound tomes, and even a taxidermied 
  vrock loom above the long, candlelit table. Thurl motions to the 
  high-backed leather chairs around the table and then silently 
  passes a scrap of paper.
  “A novice doing busywork in one of the archive storerooms 
  in the Grand Lodge came across this two days ago. I’d normally 
  be the first to chastise new recruits for whispering and rumor 
  mongering, but I’m glad the boy had heard of the current 
  situation with the Shadow Lodge. I don’t know exactly what he 
  heard, or how much of it was true, but he had heard enough to 
  make a connection. He showed his instructor, who passed it all 
  the way up to the Ten. They have instructed me to pass it to you, 
  and to give you your next assignment.”
  Allow the PCs to examine Player Handout 1. After they 
  read the verses contained therein, continue as follows.
  “What you have in your hands is a portion of a journal 
  written by a Pathfinder in Sarkoris years ago. It seems 
  a crazy old woman had been possessed by some power 
  beyond our understanding, wrote a library full of that sort 
  of gibberish, then keeled over dead. At the time, everyone 
  thought it was nonsense, a false prophecy that defied the 
  most trusted claims of history’s greatest seers. Had they 
  only foreseen then that her predictions may be among the 
  few viable prophecies of the current age, the world might be 
  a very different place right now. What matters now is that 
  we get our hands on as much of the original document as 
  still exists, but that won’t be an easy task.” Thurl points to 
  a massive, weathered map hanging on the wall behind him. 
  “The Sarkorian Prophecy was last held in a Pathfinder safe 
  house ten miles east of Storasta, in a nameless trading post 
  once under the city’s control, in what is now the demon-
  infested wasteland known as the Worldwound, not many 
  days’ travel from here.
  “We can’t teleport you past the wardstones set around 
  the Worldwound’s perimeter to keep the Abyssal hordes 
  contained, so you’ll have to walk across the border. Get 
  
  the SArkoriAn ProPhecy
  5
  Some PCs may have access to teleportation magic, 
  and while they cannot teleport across the Worldwound’s 
  border from Mendev or Numeria, they can teleport 
  anywhere within the Worldwound once they pass the 
  wardstones. The ever-shifting landscape and raw chaotic 
  energy of the Worldwound make such efforts much less 
  reliable than normal. Except for creatures possessing 
  the chaotic subtype (such as demons), all teleportation 
  attempts should assume “false destination” familiarity 
  for determining success, and the PCs arrive among the 
  barrows in area 1. 
  The Worldwound has no sources of food or potable 
  water, and PCs should make sure they have ample rations 
  and shelter for their journey into and back out of the 
  Worldwound.
  to Storasta, get as much of the Sarkorian Prophecy as 
  you can, and get the hell out of there. This is perhaps 
  the most dangerous mission you’ve ever been on. The 
  Decemvirate don’t trust you enough to think you’re 
  going to survive the Worldwound, so you aren’t the only 
  team they’re sending, but go in prepared for the worst. 
  In fact, I’d make sure you’ve got all the food and water 
  you can carry. Unless you’d like to eat what’s growing 
  in there.” 
  The PCs may use whatever means they wish to 
  travel from Nerosyan to the Worldwound. Storasta 
  is located near the convergence of the West Sellen 
  and the Sarkora Rivers on the southern edge of the 
  abyssal wasteland. Allow the PCs to determine the 
  most effective way to enter the Worldwound. 
  As the players discuss their options, remind 
  them that they cannot use teleportation magic to 
  enter the Worldwound, though once they cross 
  over the border, they can teleport within the 
  Worldwound itself. The overland journey from 
  Nerosyan should take several days, while a more 
  direct route from the sparsely inhabited plains of 
  northern Numeria would cut the trek through the 
  Worldwound itself to just over a day. In the end, it 
  doesn’t matter how long the PCs take to get into 
  the Worldwound; the events of this scenario are 
  triggered by the PCs’ schedule.
  AcT 1: INTo ThE 
  WoRlDWoUND
  Once inside the Worldwound, there are several 
  environmental conditions to keep in mind as 
  the PCs make their way toward Storasta. First, 
  any normal mounts or pack animals the PCs 
  bring with them are spooked by the shifting 
  landscape, and all Handle Animal and Ride 
  DCs are increased by +10 because of the extremely alien 
  and hostile environment. Special mounts, familiars, and 
  animal companions are not subject to these penalties, 
  nor are magical creatures such as a phantom steed or a 
  figurine of wondrous power.
  A constant strong wind blows over the Worldwound, 
  moving dust and ash in massive circles through the 
  wasteland. Should the PCs wish to fly to Storasta with 
  spells such as fly, overland flight, or wind walk, use Table 
  13–10 on page 439 of the Core Rulebook to implement 
  the effects of a strong wind for Tier 7–8 and a severe 
  wind for Tier 10–11. These effects should only manifest 
  if the PCs leave the ground; characters need not make 
  Strength checks as they walk to avoid being checked or 
  blown away.
  player handOuT 1
  8 Pharast, 4581 ar
   
  Stumbled into the Storasta safe house today, 
  on the run from that angry Kellid shaman. 
  Pretty lousy substitute for a real lodge, but 
  decent enough, I guess. Kept that tribe from 
  gutting me, anyhow.
   
  While I was there I had a chance to read a bit 
  of that Prophecy everyone says is so great. No 
  idea why. All gibberish if you ask me. Listen to 
  this bit:
   
  “the Eye opens, drowned lands deserted
   
  a chittering host, Sarkoris perverted
   
  the gaze to the future shall come to 
  an end
   
  the world will know wounds that no 
  magic can mend ”
  and also:
   “the mighty tower that reaches the Sky
   shall fall to the Shadow and legions 
  will die
   the Ten, unmasked, will meet their demise
   and in their place a new Lodge 
  shall arise”
   
  If I didn’t know better I’ d think this 
  “prophecy” below had something to do with 
  the Decemvirate, but who am I to decode 
  these things?
   
  Ah well, tomorrow I head south toward Ustalav  
   to see if I can’t find that rusty old mace.
  
  PAthfinder Society ScenArio
  6
  1. Chaos Manifest (CR 8 or CR 11)
  As the PCs approach Storasta, read the following aloud.
  The terrain within the Worldwound shifts both subtly and 
  drastically from moment to moment, resulting in strange, 
  fleeting sights in one’s peripheral vision. What remains of 
  an overland road passes through a circle of long-standing 
  burial mounds. Most sport collapsed entrances, though 
  the northernmost barrow remains intact, its door looming 
  ominously. Air vents billow forth putrid steam in all directions, 
  and the ground is soggy with filthy water.
  The PCs’ path takes them through a circle of Kellid 
  burial mounds through which the remnants of a trade 
  road pass. Like much of the landscape, these low barrows 
  are much changed from a century of Abyssal taint, and 
  fate is not on the PCs’ side as they move through them. 
  Allow PCs to make a DC 20 Perception check to notice 
  that the tops of several of the ancient barrows have been 
  blown off, as though they exploded from the inside. A 
  DC 25 Knowledge (planes) check reveals that these may 
  be the result of abyssal geysers, through which raw 
  chaotic energy explodes from pent up reserves beneath 
  the earth.
  Hazards: Several environmental hazards here combine 
  to create a perfect storm. The PCs may encounter them in 
  any order, or may bypass some completely. 
  Abyssal geysers (CR 2): The raw abyssal energy that 
  builds up beneath the Worldwound occasionally 
  overloads and bursts through particularly weak parts of 
  the surface. The tunnels beneath these ancestral burial 
  grounds make them a prime location for such explosions 
  of chaotic power. Six such geysers, indicated by an “X” 
  on the map, erupt, one per round for 6 rounds. Roll 
  randomly to determine which barrow explodes on a given 
  round. An erupting geyser explodes in a 30-foot radius 
  from its point of origin. All creatures in the area must 
  make DC 15 Reflex saves or take 4d6 points of damage of 
  a randomly determined type (acid, cold, electricity, fire, 
  or sonic). Creatures under cover or capable of covering 
  themselves (for example, with a shield) gain a +2 bonus 
  on this save.
  Ashstorm (CR 3): As the howling winds increase in 
  intensity, they lift tons of stray ash from the ground, 
  creating a dust storm of still-hot cinders. Treat this as 
  a greater dust storm with windstorm-magnitude winds 
  (Pathfinder RPG Core Rulebook 438). Any PC who takes 
  nonlethal damage from the exposure to the storm also 
  takes 1 point of fire damage from the burning ash.
  Quicksand (CR 3): A large patch of quicksand has formed 
  here from ash and unidentifiable liquids, blocking 
  passage on the road and spanning from barrow to barrow 
  as indicated on the map. 
  A DC 15 Survival check can tell a character in advance 
  that something is not right with a patch of ground 
  containing quicksand, but the character must actively be 
  searching for such dangerous ground. This is especially 
  tricky because ground that initially appears solid may 
  begin to give after a few steps as the vibrations on the 
  surface loosen the structure of the sand, allowing the 
  compacted top layer to lose solidity. Thus, several people 
  in a party may already be on the surface of the sand before 
  it gives, trapping more than just the first individual to 
  step on it. Running or charging characters have no 
  chance to detect quicksand before falling prey to it.
  Once a creature has set foot in quicksand, its natural 
  tendency is to struggle to free itself. Any type of struggle 
  will actually have the opposite effect. Moving any portion 
  of the body that has been submerged causes the sand 
  to shift from underneath the moved body part, thus 
  sucking it deeper into the morass. The best way to escape 
  quicksand is to simply lie still. Once a creature stops 
  struggling, it will naturally float just as it would if it were 
  in a pool of still water, albeit rising more slowly because 
  of the weight of sand. Characters in quicksand must 
  make a DC 10 Swim check every round to stay afloat, or a 
  DC 15 Swim check to move 5 feet. Failing these checks by 
  5 or more results in sinking and the very real possibility 
  of drowning (Pathfinder RPG Core Rulebook 445). Note that 
  any object that is submerged in quicksand also becomes 
  saturated with water just as if it had been dropped in a 
  pool of standing water.
  It is extremely difficult to pull something directly out 
  of quicksand, as the pressure needed to move upward 
  through the sand is roughly equivalent to the pressure 
  of being buried alive. Page 427 of the Pathfinder RPG Core 
  Rulebook contains rules for freeing oneself or rescuing 
  other trapped creatures from quicksand. A trapped 
  character may easily free herself with levitate, fly, or 
  similar effects (note that only magical flight helps, as 
  quicksand fouls wings). 
  Creatures with tremorsense can easily locate patches 
  of quicksand because of the difference in vibrations and 
  density of the pits of sand. Creatures with a burrow speed 
  treat quicksand as difficult terrain, but they can still suffer 
  the effects of suffocation if they are submerged in it and do 
  not free 4 themselves. Creatures that can breathe water also 
  suffocate in quicksand, but they take twice as long to do so.
  Tornado (CR 10; Tier 10–11 only): As if the brutal ashstorm 
  weren’t enough, a tornado (Pathfinder Core Rulebook 439) 
  seems to rise from within an abyssal geyser far in the 
  distance, moving quickly toward the PCs and drawing 
  swirling ash, dead and twisted trees, and even head-sized 
  rocks toward it. The funnel forms 2d6 x 250 feet away 
  from the PCs in a random direction, and moves at a speed 
  of 250 feet per round toward the PCs’ location.
  
  Chaos Manifest
  One square = 10 ft
  S
  =  Shelter
  S
  =  Quicksand
  the SArkoriAn ProPhecy
  7
  narrow tunnel, exposing a meager bedroll, scraps of devoured 
  carrion, and a bucket of fetid water.
  This is the only burial mound in the area to survive a 
  century of Abyssal destruction, though the passage into 
  the actual burial chambers long since collapsed. The 
  remaining cavern contains a decrepit and disgusting 
  abode that smells almost as awful as it looks.
  Creatures: The night hag Mestamorga has claimed 
  this cave as her lair, waiting patiently for just such 
  explorers or crusaders like the PCs to seek its shelter. 
  When the PCs arrive, Mestamorga has assumed the 
  guise of a malnourished and injured woman in battered 
  and tarnished gold and blue armor. She masquerades as 
  Illayna Kradow, an Eagle Knight who answered the call 
  to the Mendevian Crusades and then was lost in the wilds 
  of the Worldwound. In fact, Mestamorga found Illayna 
  wandering the wastes and brought her back to this cave 
  under the pretense of providing sanctuary, draining her 
  each night until the already weakened knight died of her 
  injuries. Mestamorga hopes to use a similar ruse on the 
  PCs; she begs them to stay here with her for the night and 
  escort her back to safety in the morning.
  Development: PCs can take shelter from the lethal 
  environment in the westernmost barrow (marked S on 
  the map). Doing so removes all threat of injury. Most 
  sources of magical shelter (like rope trick) will also suffice. 
  If PCs do not take cover, the storm continues for 2d6 
  hours before dissipating.
  Mission notes: Cheliax faction PCs will likely 
  be interested in collecting samples of the tainted 
  environment during the journey. Acceptable specimens 
  may be found with a successful DC 20 Survival check. 
  Such samples should be collected and stored in individual 
  airtight containers, such as waterskins, sealed bottles, 
  or extradimensional spaces, to prevent them from 
  contaminating each other.
  2. Shelter from the Storm 
  (CR 9 or CR 12)
  When the PCs enter the barrow, read the following.
  This long-emptied barrow seems strangely devoid of the 
  Abyssal taint that was so potent beyond the cave’s entrance. 
  A dim lamp illuminates a small chamber at the end of the 
  X
  =  Abyssal Geyser
  X
  X
  X
  X
  X
  X
  
  Shelter from the Storm
  One square = 5 feet
  GameMastery Map Pack: Lairs
  N
  PCs Begin 
  Here
  PAthfinder Society ScenArio
  8
  Tier 7–8 (CR 9)
  Mestamorga 
  CR 9
  Night hag (Pathfinder RPG Bestiary 215)
  hp 92
  TACTICS
  Before Combat Mestamorga remains disguised as Illayna as long 
  as possible, hoping to avoid combat so she can haunt the PCs’ 
  dreams throughout the adventure. She haunts a different PC’s 
  dream each night until caught.
  During Combat If attacked or if her ruse is uncovered, 
  Mestamorga fights viciously with her physical attacks, relying 
  on her spell-like abilities if outnumbered in melee or faced 
  with a foe she cannot hit. When the night hag resorts to using 
  magic, she begins with invisibility, then casts deep slumber.
  Morale If reduced below 20 hp, Mestamorga attempts to become 
  ethereal and escape.
  Tier 10–11 (CR 12)
  Mestamorga 
  CR 12
  Female advanced half-fiend night hag (Pathfinder RPG Bestiary 
  171, 215)
  NE Medium outsider (evil, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +18
  DefenSe
  AC 29, touch 17, flat-footed 22 (+7 Dex, +12 natural)
  hp 130 (9d10+81) 
  fort +16, Ref +12, Will +12
  DR 10/cold iron and magic; Immune charm, cold, fear, fire, 
  poison, sleep; Resist acid 10, cold 10, electricity 10, fire 10; 
  SR 24
  OffenSe
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +16 (2d6+7 plus disease), 2 claw +16 (1d4+7)
  Special Attacks dream haunting
  Spell-Like Abilities (CL 9th; concentration +13)
  Constant—detect chaos, detect evil, detect good, detect law, 
  detect magic
  At will—deep slumber (DC 17), invisibility, magic missile, ray of 
  enfeeblement (DC 15)
  At will (with heartstone)—etherealness, soul bind
  3/day—darkness, poison (DC 18)
  1/day—contagion (DC 17), desecrate, unholy blight (DC 18)
  TACTICS
  Before Combat Mestamorga remains disguised as Illayna as long 
  as possible, hoping to avoid combat.
  During Combat If attacked or if her ruse is uncovered, 
  Mestamorga fights viciously with her physical attacks, relying 
  on her spell-like abilities if outnumbered in melee or faced 
  with a foe she cannot hit. When the night hag resorts to using 
  magic, she begins with unholy blight, followed by invisibility and 
  deep slumber.
  Morale If reduced below 40 hp, Mestamorga attempts to become 
  ethereal and escape.
  STATISTICS
  Str 25, Dex 24, Con 26, Int 20, Wis 18, Cha 19
  Base Atk +9; CMB +16; CMD 33
  feats Alertness, Combat Casting, Deceitful, Mounted Combat, 
  Toughness
  Skills Bluff +18, Diplomacy +13, Disguise +18, Fly +23, Intimidate +16, 
  Knowledge (arcana) +14, Knowledge (planes) +17, Perception +18, 
  Ride +19, Sense Motive +18, Spellcraft +17
  Languages Abyssal, Celestial, Common, Infernal
  SQ heartstone, change shape (alter self )
  SpeCIAL ABILITIeS
  Disease (Su) Bite—Injury; save Fort DC 22; onset immediate; 
  frequency 1/day; effect 1d6 Con damage (target must save a 
  2nd time or 1 point of the damage is drain instead); cure 2 
  consecutive saves.
  Development: Mestamorga hopes to avoid combat 
  completely, knowing that she can haunt the PCs’ dreams 
  more effectively over an extended period of time while 
  they “rescue” her. As such, she maintains her ruse as 
  long as possible, using Bluff to convince PCs she truly 
  is the lost Eagle Knight. If PCs fail to discover her true 
  nature and motives, she follows them as a noncombatant 
  
  Mestamorga
  the SArkoriAn ProPhecy
  9
  Worldwound destroyed it. Among these buildings stands 
  a traders’ guildhouse that the Pathfinder Society used as 
  a minor waystation for field agents in southern Sarkoris. 
  This single-story building was modest in its heyday 
  but is now hardly more than a large hovel. Before it 
  was hurriedly abandoned in early 4606 ar, Pathfinders 
  traveling through this part of the world stopped in this 
  makeshift lodge to share resources and assist one another 
  far from Absalom. It was never a nerve center of Pathfinder 
  operations, but at its peak held a sizable collection of 
  treasures discovered in Sarkoris and neighboring Mendev, 
  Numeria, and the Realm of the Mammoth Lords. All 
  that changed with Sarkoris’s fall, however; soon almost 
  the only remaining treasure was the one large enough 
  not to be taken by the evacuating Pathfinders when the 
  through the remainder of the adventure, all the while 
  playing the role of a helpless victim in need of rescue. 
  She haunts the dreams of a different chaotic PC each 
  night to lower suspicion of nocturnal attacks, focusing 
  on the victim with the lowest Constitution if she begins 
  to repeat hauntings. Should any PCs remain awake when 
  Mestamorga hopes to siphon a victim’s spirit, she casts 
  deep slumber in the hope of eliminating any lookouts.
  Treasure: Mestamorga’s change shape ability allows 
  her to replicate Illayna’s gear, so PCs may locate the 
  originals beneath a pile of rags. In Tier 7–8, they find 
  a tattered suit of masterwork half-plate, a heavy steel 
  shield, a masterwork longsword, and one potion of eagle’s 
  splendor. In Tier 10–11, Illayna’s equipment consists of +1 
  half-plate, a masterwork heavy steel shield, a +1 demonbane 
  longsword, and a potion of eagle’s splendor.
  Mission Notes: Andoran faction PCs should take an 
  interest in Mestamorga’s assumed identity, Eagle Knight 
  Illayna Kradow. Though she pretends to be the woman 
  they seek, Andoran faction PCs must uncover her true 
  identity and find the real Illayna’s remains in the burial 
  chamber, a task that requires a DC 15 Heal check to 
  identify the newer corpse amid the much older Sarkorian 
  bodies interred in the collapsing barrow.
  Osirion faction PCs may wish to explore the forgotten 
  Sarkorian burial mound for evidence of the lost culture’s 
  funerary rites. Though much of the structure has 
  collapsed and only the mapped area may be searched, 
  PCs who spend at least 1 hour sifting through the 
  rubble, making etchings of the fading relief carvings, or 
  otherwise documenting what evidence they can find earn 
  1 Prestige Award.
  Rewards: If the PCs successfully defeat Mestamorga 
  and retrieve Illayna’s gear, award each tier thusly:
  Tier 7–8: 
  Give each player 415 gp.
  Tier 10–11: 
  Give each player 1,177 gp.
  AcT 2: ThE SToRASTA  
  SAfE hoUSE
  Calling the outskirts of Storasta a “ghost town” would 
  be a generous act, for the broken buildings, ruined 
  streets, and utterly abandoned alleys could benefit 
  from even the presence of the restless undead. 
  Outside of Storasta proper, only a handful 
  of structures remain intact enough to be 
  habitable, most clumped on a single 
  street shielded from the rest of the city 
  by what may have been a publicly 
  tended forest or park before the 
  
  The Storasta Safe House
  One square = 5 feet
  GameMastery Map Pack: Lairs
  N
  S1.
  S2.
  S3.
  S4.
  S4.
  S5.
  S6.
  S7.
  PAthfinder Society ScenArio
  10
  Worldwound opened: the scores of volumes that make up 
  the Sarkorian Prophecy. 
  Even this isn’t currently in the building, however, as only 
  hours ago, a rival party of Shadow Lodge agents arrived and 
  their leader Caggrigar immediately collected and made off 
  with the books, leaving his companions upstairs to watch 
  his back while he “worked” in the building’s cellar.
  Though the PCs may wish to explore the ruined city, 
  impress upon them the dangers of lingering in the 
  Worldwound too long. If they delay, jump directly to the 
  encounter at area S1, using the demons to corral the party 
  back toward the chapter house.
  S1. Outside (CR 10 or CR 13)
  Among the few surviving structures in this map-speck trade 
  stop in Storasta’s shadow, a ramshackle guildhouse stands 
  somberly. Its sign was long ago sandblasted to unreadability, 
  but the silhouette of the Glyph of the Open Road can still be 
  distinguished cut out of a dangling shutter. A split rail fence 
  barely stands around a small yard in the building’s front.
  Creatures: The Worldwound is rife with demonic 
  inhabitants, and Storasta is no exception. As the PCs 
  approach the chapter house, they draw the attention of 
  just such a creature. In Tier 7–8, two nabasu demons 
  fly by and notice the Pathfinders, while in Tier 10–11 a 
  glabrezu agent of Lalizarzadeh (a hezrou vying for control 
  of Storasta; see Pathfinder Campaign Setting: Lost Cities of 
  Golarion for more information) decides it could gain a 
  soul or two from an unsuspecting Pathfinder buffet.
  Tier 7–8 (CR 10)
  nabasu (2) 
  CR 8
  hp 103 (Pathfinder RPG Bestiary 64)
  TACTICS
  Before Combat The nabasus use greater teleport to place 
  themselves in flanking positions around an isolated target.
  During Combat The nabasus activate their death-stealing gaze 
  attacks on the first round of combat and attempt to sneak 
  attack the same target each round. When they can’t make full 
  attacks, the demons instead use life-draining spell-like abilities 
  such as enervation and vampiric touch. 
  Morale When reduced to fewer than 25 hp, the nabasus cast mass 
  hold person as a last resort, but they teleport away if they fail to 
  affect any PC capable of hurting them sufficiently.
  Tier 10–11 (CR 13)
  Glabrezu 
  CR 13
  hp 186 (Pathfinder RPG Bestiary 61)
  
  the SArkoriAn ProPhecy
  11
  mission to retrieve an artifact that was immediately 
  locked away in the Grand Lodge’s vaults, she again 
  turned her back on her organization. Feeling that her 
  sacrifice was for naught, she has dedicated her training 
  to dismembering the Decemvirate one piece at a time.
  The tengu known as Graukur was recruited in distant 
  Tian Xia and made the journey over the Crown of the 
  World to receive training in Absalom. During the course 
  of his time in the Grand Lodge, Graukur continually felt 
  out of place, like an exotic oddity on display. Tired of being 
  more a trophy for the Society’s sense of diversity than 
  an equal member of the organization, he hopes to get in 
  on the ground level of the Shadow Lodge, where he’ll be 
  known for his talents and not for his beak and feathers.
  Rovald Orlovski, an exiled Brevic noble with the power 
  to charm, rounds out the Shadow Lodge Pathfinders 
  assembled by Caggrigar. After using his gods-given gifts 
  of enchantment on one too many serving maids, noble 
  peers, and powerful enemies, Rovald found himself 
  shipped south from Brevoy to Absalom for a “corrective” 
  TACTICS
  Before Combat The glabrezu uses its veil spell-like ability to 
  assume the shape of a person who is unknown but easily 
  identifiable as a Pathfinder, hoping to gain the party’s trust 
  before attacking them. Unfortunately, it no longer has access 
  to its monthly wish, having used it to tempt an unsuspecting 
  crusader into wishing himself made of money.
  During Combat The glabrezu begins combat by casting power 
  word stun on whichever PC first attacks it or reveals its ruse, 
  and then moves adjacent to the target. The following round, 
  it uses a full attack action against the stunned character. The 
  demon keeps unstunned foes at a distance with reverse gravity 
  and confusion, moving on to a new target only when its initial 
  victim is dead.
  Morale Though vicious and hungry for souls, the glabrezu knows 
  when it is beaten and teleports to safety if reduced below 40 hp.
  Development: The sound of combat outside the 
  building alerts Caggrigar’s party to the PCs’ presence and 
  allows them time to prepare for the coming encounter. 
  If the PCs avoid the demons altogether or defeat them 
  silently, the rival Pathfinders are caught unaware.
  Mission Notes: Cheliax faction PCs should be interested 
  in the remains of any defeated demons. If they do nothing 
  with the corpses now and instead return later, they find 
  the bodies gone, collected by scavenging dretches.
  S2. Sitting Room (CR 9 or CR 12)
  This modest sitting room was once the lively heart 
  of the Pathfinder waystation, playing host to passing 
  adventurers, ribald jokes, and hours of laughter and song. 
  Now it lies in shambles under a century’s worth of dust 
  and decay. Though unused since the city was abandoned, 
  it once again serves as a meeting place for Pathfinders, 
  though they are not the allies they might have been 
  before the rending of Sarkoris.
  Creatures: Caggrigar’s companions have taken 
  refuge in this room, having found it to be the most 
  hospitable and contain the most intact furniture. If 
  they became aware of the PCs as the group fought 
  the demons outside the building, they feign surprise 
  while pretending to ransack the room for valuables, 
  secret passages, and the like. If they are unaware of 
  the PCs’ approach, their surprise is genuine and they 
  are lounging, bored, in the dusty armchairs, waiting 
  for Caggrigar to return. 
  Each member of the rival adventuring party is 
  dedicated to the future of the Shadow Lodge for his or 
  her own reasons. Embla Clefthelm, a tall Ulfen woman 
  with a long, blonde ponytail pulled through a ring in 
  the top of her helmet, is a former Ulfen Guard of Taldor 
  who turned her back on her duty to join the Pathfinder 
  Society. When she was horribly scarred on a Pathfinder 
  
  PAthfinder Society ScenArio
  12
  stint in the Grand Lodge. Frustrated with the tendency of 
  his fellow Pathfinders to ignore even his most convincing 
  arguments, Rovald hopes that he can gain more personal 
  power by allying with the Shadow Lodge.
  Tier 7–8 (CR 9)
  embla Clefthelm 
  CR 6
  Female human fighter 7
  CN Medium humanoid (human)
  Init +1; Senses Perception +0
  DefenSe
  AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
  hp 70 (7d10+27)
  fort +8, Ref +4, Will +5; +2 vs. fear, 
  Defensive Abilities bravery +2
  OffenSe
  Speed 30 ft.
  Melee mwk adamantine lucerne hammer* +15/+10 (1d12+9)
  Special Attacks weapon training (polearms +1)
  TACTICS
  Before Combat Embla is wary of the PCs and tries her hardest not 
  to show any signs of aggression until combat begins.
  During Combat Embla ferociously attempts to sunder heavily 
  defended PCs’ armor, moving from one opponent to the next 
  when she succeeds. If she faces no one in undamaged medium 
  or heavy armor, she moves to a position to flank with Graukur. 
  Using her Furious Focus feat, she Power Attacks every round 
  without the penalty on her first attack roll each round.
  Morale What Embla has in sundering prowess she lacks in tactics. 
  She doesn’t realize the fight is lost until it’s too late.
  STATISTICS
  Str 18, Dex 13, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +7; CMB +11 (+15 sundering medium or heavy armor); 
  CMD 22 (24 vs sunder )
  feats Cleave, Furious Focus*, Greater Sunder, Improved Sunder, 
  Iron Will, Power Attack, Toughness, Weapon Focus (lucerne 
  hammer), Weapon Specialization (lucerne hammer)
  Skills Acrobatics –3, Climb +10, Intimidate +9, Linguistics +2, 
  Stealth –3, Survival +10, Swim +10
  Languages Common, Skald
  SQ armor training 2
  Combat Gear potion of cure moderate wounds, potion of bull’s 
  strength; Other Gear +1 splint mail, masterwork adamantine 
  lucerne hammer*, cloak of resistance +1, 35 gp
  * See Pathfinder RPG Advanced Player’s Guide.
  Graukur 
  CR 6
  Male tengu rogue 7 (Pathfinder RPG Bestiary 263)
  N Medium humanoid 
  Init +7; Senses low-light vision; Perception +13
  DefenSe
  AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 natural)
  hp 49 (7d8+14)
  fort +3, Ref +8, Will +3
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OffenSe
  Speed 30 ft.
  Melee +1 greatsword +8 (2d6+2/19–20), kukri +8 (1d4+1/18–20), 
  bite +3 (1d3+1)
  Ranged mwk shortbow +9 (1d6/×3)
  Special Attacks bleeding attack +4, sneak attack +4d6
  TACTICS
  Before Combat If Graukur is aware of the PCs, he drinks his 
  potion of invisibility and waits in a corner of the room to see 
  what happens. If he is caught unaware, he fiddles anxiously 
  with one of his blades, feeling vulnerable when visible.
  During Combat Graukur attempts to make a sneak attack every 
  round, using his secondary bite attack when he can.
  Morale Graukur’s sense of self-preservation overwhelms his sense 
  of honor, and he flees or surrenders if his hit points drop below 
  25 or one of his companions is knocked unconscious or killed.
  STATISTICS
  Str 12, Dex 17, Con 12, Int 13, Wis 12, Cha 8
  Base Atk +5; CMB +6; CMD 20
  feats Dodge, Improved Initiative, Point-Blank Shot, Weapon 
  Finesse, Weapon Focus (greatsword)
  Skills Acrobatics +13, Appraise +11, Diplomacy +5, Disable  
  Device +13, Escape Artist +13, Knowledge (dungeoneering) +11, 
  Knowledge (local) +11, Knowledge (nobility) +4, Linguistics +9, 
  Perception +13, Stealth +15; Racial Modifiers +2 Perception,  
  +2 Stealth, +4 Linguistics
  Languages Common, Goblin, Skald, Tengu, Tien
  SQ gifted linguist, rogue talents (bleeding attack +4, combat trick, 
  fast stealth), swordtrained, trapfinding +3
  Combat Gear potion of cure light wounds, potion of invisibility, 
  alchemist’s fire; Other Gear +1 studded leather, +1 greatsword, 
  kukri, masterwork shortbow with 20 arrows, amulet of natural 
  armor +1, thieves’ tools, 37 gp
  Rovald Orlovski 
  CR 6
  Male human sorcerer 7
  NE Medium humanoid (human)
  Init +1; Senses Perception +1
  DefenSe
  AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +1 Dex,  
  +1 dodge)
  hp 45 (7d6+18)
  fort +3, Ref +4, Will +7
  Defensive Abilities fated (+2); Resist acid 5, cold 5
  OffenSe
  Speed 30 ft.
  Melee mwk darkwood quarterstaff +3 (1d6–1)
  Ranged light crossbow +4 (1d8/19–20)
  Bloodline Spell-Like Abilities (CL 7th; concentration +11)
  7/day—heavenly fire (1d4+3 divine energy)
  
  the SArkoriAn ProPhecy
  13
  TACTICS
  Before Combat Embla is wary of the PCs and tries her hardest not 
  to show any signs of aggression until combat begins.
  During Combat Embla ferociously attempts to sunder heavily 
  defended PCs’ armor, moving from one opponent to the next 
  when she succeeds. If she faces no one in undamaged medium 
  or heavy armor, she moves to a position to flank with Graukur. 
  Using her Furious Focus feat, she Power Attacks every round 
  without the penalty on her first attack roll each round.
  Morale What Embla has in sundering prowess she lacks in tactics. 
  She doesn’t realize the fight is lost until it’s too late.
  STATISTICS
  Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +10; CMB +14 (+18 sundering medium or heavy armor); 
  CMD 27 (29 vs sunder)
  feats Cleave, Furious Focus*, Greater Sunder, Greater Weapon 
  Focus (lucerne hammer), Greater Weapon Specialization 
  (lucerne hammer), Improved Sunder, Iron Will, Power Attack, 
  Toughness, Vital Strike, Weapon Focus (lucerne hammer), 
  Weapon Specialization (lucerne hammer)
  Skills Acrobatics –2, Climb +13, Intimidate +12, Linguistics +2, 
  Stealth –2, Survival +13, Swim +13
  Languages Common, Skald
  SQ armor training 2
  Combat Gear potion of cure moderate wounds, potion of bull’s 
  strength; Other Gear +2 splint mail, +1 adamantine lucerne 
  hammer*, ring of protection +1, cloak of resistance +1, 25 gp
  * See Pathfinder RPG Advanced Player’s Guide.
  Graukur 
  CR 9
  Male tengu rogue 10 (Pathfinder RPG Bestiary 263)
  N Medium humanoid 
  Init +8; Senses low-light vision; Perception +16
  DefenSe
  AC 22, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 dodge,  
  +2 natural)
  hp 78 (10d8+30)
  fort +4, Ref +11, Will +4
  Defensive Abilities improved evasion, improved uncanny dodge, 
  trap sense +3
  OffenSe
  Speed 30 ft.
  Melee +1 greatsword +10/+5 (2d6+2/19–20), mwk cold iron kukri 
  +12/+7 (1d4+1/18–20), bite +6 (1d3+1)
  Ranged mwk shortbow +12/+7 (1d6/×3)
  Special Attacks bleeding attack +5, sneak attack +5d6
  TACTICS
  Before Combat If Graukur is aware of the PCs, he drinks his 
  potion of invisibility and waits in a corner of the room to see 
  what happens. If he is caught unaware, he fiddles anxiously 
  with one of his blades, feeling vulnerable when visible.
  During Combat Graukur attempts to make a sneak attack every 
  round, using his secondary bite attack when he can.
  Sorcerer Spells Known (CL 7th; concentration +11)
  3rd (5/day)—haste, magic circle against evil, suggestion (DC 19) 
  2nd (7/day)—hideous laughter (DC 18), resist energy, scorching 
  ray, touch of idiocy (DC 18)
  1st (7/day, 1 already cast)—bless, burning hands (DC 15), charm 
  person (DC 17), mage armor, magic missile, shield 
  0 (at will)—acid splash, detect magic, light, mage hand, message, 
  prestidigitation, ray of frost
  Bloodline Celestial
  TACTICS
  Before Combat Rovald begins every day by casting mage armor 
  and false life (both are reflected in his stat block). If he is aware 
  of the PCs, he casts shield and, if time permits, bless. If he has 
  the opportunity without tipping his hand, he casts suggestion or 
  charm person on a PC to gain an ally among his possible foes.
  During Combat Rovald casts haste in the first round of combat, 
  then stays out of melee at all costs. He prefers hideous laughter 
  as his primary combat spell, but uses burning hands, scorching 
  ray, and touch of idiocy when prompted by the situation.
  Morale Rovald is extremely sure of himself, and despite his frailty 
  and weakness, believes the PCs to be only a minor threat. He 
  fights to the death, refusing to believe the PCs could best one 
  of his social and arcane standing.
  STATISTICS
  Str 8, Dex 13, Con 10, Int 14, Wis 12, Cha 18
  Base Atk +3; CMB +2; CMD 15
  feats Deceitful, Dodge, Eschew Materials, Greater Spell Focus 
  (enchantment), Silent Spell, Skill Focus (Knowledge [arcana]), 
  Spell Focus (enchantment)
  Skills Bluff +15, Diplomacy +11, Disguise +6, Intimidate +12, 
  Knowledge (arcana) +15, Knowledge (nobility) +5, Spellcraft +12
  Languages Celestial, Common, Skald
  SQ bloodline arcana
  Combat Gear potion of cure moderate wounds, scroll of disguise 
  self, wand of false life (20 charges); Other Gear masterwork 
  darkwood quarterstaff, light crossbow with 20 bolts, cloak of 
  resistance +1, elixir of truth, ring of protection +1, 40 gp
  Tier 10–11 (CR 12)
  embla Clefthelm 
  CR 9
  Female human fighter 10
  CN Medium humanoid (human)
  Init +2; Senses Perception +0
  DefenSe
  AC 22, touch 13, flat-footed 20 (+9 armor, +1 deflection, +2 Dex)
  hp 98 (10d10+39)
  fort +10, Ref +6, Will +6; +3 vs. fear 
  Defensive Abilities bravery +3
  OffenSe
  Speed 30 ft.
  Melee +1 adamantine lucerne hammer* +19/+14 (1d12+13)
  Special Attacks weapon training (pole arms +2, hammers +1)
  
  PAthfinder Society ScenArio
  14
  Morale Graukur’s sense of self-preservation overwhelms his sense 
  of honor, and he flees or surrenders if his hit points drop below 
  25 or one of his companions is knocked unconscious or killed.
  STATISTICS
  Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 8
  Base Atk +7; CMB +8; CMD 23
  feats Dodge, Improved Initiative, Point Blank Shot, Precise Shot, 
  Toughness, Weapon Finesse, Weapon Focus (greatsword)
  Skills Acrobatics +16, Appraise +15, Diplomacy +7, Disable  
  Device +16, Escape Artist +16, Knowledge (dungeoneering) +15,  
  Knowledge (local) +15, Knowledge (nobility) +6, Linguistics +10,  
  Perception +16, Sleight of Hand +17, Stealth +18; Racial 
  Modifiers +2 Perception, +2 Stealth, +4 Linguistics 
  Languages Common, Goblin, Skald, Tengu, Tien, Varisian
  SQ gifted linguist, rogue talents (bleeding attack +5, combat trick, 
  fast stealth, feat, improved evasion), swordtrained, trapfinding 
  +5
  Combat Gear potion of cure moderate wounds, potion of invisibility, 
  alchemist’s fire (2), antitoxin; Other Gear +1 chain shirt, +1 
  greatsword, masterwork cold iron kukri, amulet of natural armor 
  +2, masterwork thieves’ tools, 14 gp
  Rovald Orlovski 
  CR 9
  Male human sorcerer 10
  NE Medium humanoid (human)
  Init +1; Senses Perception +1
  DefenSe
  AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +1 Dex, 
  +1 dodge)
  hp 68 (10d6+31)
  fort +5, Ref +6, Will +10
  Defensive Abilities fated (+2); Resist acid 10, cold 10
  OffenSe
  Speed 30 ft.
  Melee mwk darkwood quarterstaff +5 (1d6–1)
  Ranged mwk light crossbow +7 (1d8/19–20)
  Bloodline Spell-Like Abilities (CL 10th; concentration +14)
  7/day—heavenly fire (1d4+5 divine energy)
  Sorcerer Spells Known (CL 10th; concentration +14)
  5th (3/day)—dominate person (DC 21)
  4th (6/day)—confusion (DC 20), mass reduce person (DC 18), 
  remove curse
  3rd (7/day)—haste, hold person (DC 19), magic circle against evil, 
  suggestion (DC 19)
  2nd (7/day)—hideous laughter (DC 18), mirror image, resist 
  energy, scorching ray, touch of idiocy (DC 18)
  1st (7/day)—bless, burning hands (DC 15), charm person (DC 17), 
  mage armor, magic missile, shield
  0 (at will)—acid splash, daze (DC 16), detect magic, light, mage 
  hand, message, prestidigitation, ray of frost, read magic
  Bloodline Celestial
  TACTICS
  Before Combat Rovald begins every adventuring day by casting 
  mage armor and false life (both are reflected in his stat block). 
  If he is aware of the PCs, he casts shield, stoneskin, and, if time 
  permits, bless. If he has the opportunity without tipping his 
  hand, he casts dominate person or suggestion on a PC to gain an 
  ally among his possible foes.
  During Combat Rovald casts haste in the first round of combat, 
  then stays out of melee at all costs. He prefers confusion, hold 
  person, and hideous laughter as his primary combat spells, but 
  uses burning hands, scorching ray, and touch of idiocy when 
  prompted by the situation.
  Morale Rovald is extremely sure of himself, and despite his frailty 
  and weakness, believes the PCs to be only a minor threat. He 
  fights to the death, refusing to believe the PCs could best one 
  of his social and arcane standing.
  STATISTICS
  Str 8, Dex 13, Con 11, Int 14, Wis 12, Cha 18
  Base Atk +5; CMB +4; CMD 17
  feats Deceitful, Dodge, Eschew Materials, Greater Spell Focus, 
  Silent Spell, Skill Focus (Knowledge [arcana]), Spell Focus 
  (enchantment), Toughness
  Skills Bluff +21, Diplomacy +11, Disguise +6, Intimidate +15, 
  Knowledge (arcana) +21, Knowledge (nobility) +7, Spellcraft +15
  Languages Celestial, Common, Skald
  SQ bloodline arcana, wings of heaven (10 minutes/day)
  Combat Gear potion of cure serious wounds, scroll of alter self, scroll 
  of make whole, wand of false life (20 charges), wand of stoneskin 
  (6 charges); Other Gear masterwork darkwood quarterstaff, 
  masterwork light crossbow with 20 bolts, cloak of resistance +2, 
  elixir of truth, ring of protection +1, noble’s outfit, everburning 
  torch, 50 gp
  Development: Though the Shadow Pathfinders have 
  no compunction about killing the PCs, they aren’t 
  completely sure where their allegiances lie and decide to 
  feel out the situation first. Whether genuinely surprised 
  by the PCs’ arrival or merely pretending, Caggrigar’s 
  companions aren’t completely sure that the PCs haven’t 
  also been sent by the Shadow Lodge. Without admitting 
  their own loyalty, the Shadow party tries to get the PCs 
  to admit they come from Absalom or to come out and 
  say they are allied with the Shadow Lodge. If questioned 
  about their mission, the Shadow Pathfinders state 
  honestly that they and one other companion were sent 
  by their venture-captain in Whitethrone to retrieve an 
  ancient prophecy and that Caggrigar is even now in the 
  cellar poring over what they found. If the rivals discover 
  the PCs’ affiliation with the true Pathfinder Society, or 
  if the PCs indicate that they’re on to the Shadow agents’ 
  ploy, they immediately attack.
  Mission Notes: Taldor faction PCs may wish to have 
  words with Embla Clefthelm. If they deliver their 
  message, she is considered shaken for the remainder of 
  the encounter.
  
  the SArkoriAn ProPhecy
  15
  Rewards: If the PCs defeat the rival party, award each 
  tier thusly:
  Tier 7–8: 
  Give each player 1,538 gp
  Tier 10–11: 
  Give each player 3,227 gp.
  S3. Dining Room
  The table around which Pathfinders once enjoyed one 
  another’s company and the safe house’s wine and food 
  now is a crumbling heap of splintering boards, no longer 
  a symbol of friendship and warmth, but rather a pitiable 
  reminder of what the world lost when Storasta fell.
  S4. Bedrooms
  This pair of long-unused bedrooms once provided a 
  much-needed respite to weary adventurers, but now 
  offers its hospitality only to skittering vermin that call 
  the moldering beds their home. Anything that may have 
  once been valuable in these rooms has long fallen to 
  uselessness.
  S5. Pantry
  This former larder offers only broken barrels, torn gunny 
  sacks, and a century of dust.
  S6. Kitchen
  This room was once the safe house’s kitchen, though one 
  could only tell today by the rusted hulk of the stove and 
  the crumbling remains of its once fine granite tiling. The 
  food in the cabinets has long since rotted away, leaving no 
  stench or sense of decay.
  S7. Storeroom
  This room appears as disheveled as the rest of the 
  building, playing host to mounds of broken wood, a nest 
  of rags where an unknown creature once lived, and scraps 
  of burlap now more pulp than cloth. Despite the mess, 
  however, a trapdoor lies open behind a shattered crate, 
  revealing an iron ladder leading down into the darkness.
  S8. Cellar
  When the PCs enter the cellar, read the following aloud.
  The safe house’s cellar has withstood the horrors of the 
  Abyssal invasion better than the rest of the building, and so 
  have the few remaining relics and adventuring supplies stored 
  within it. Various crates, shelves, and barrels hold relatively 
  well-preserved adventuring gear, weapons, scrolls, and 
  books. Rows of stone shelves cut into the south wall stand 
  strangely empty, however, though traces in the dust on the 
  shelves indicate that a large number of bound volumes were 
  recently removed. 
  This hidden basement served as the safe house’s vault 
  and was the home of the Sarkorian Prophecy until less than 
  an hour ago. Caggrigar made his way down the ladder 
  alone, telling his companions to guard above while he did 
  delicate work collecting the massive volumes. Once he had 
  located them, he placed them in a bag of holding he found 
  among the room’s treasures and slipped out through 
  a hidden tunnel in the north wall. Now, the shelves on 
  which the books sat for decades stand empty, and gaps 
  in the thick dust are the only hint that something was 
  once there.
  Development: Nearly the entire Sarkorian Prophecy has 
  been removed from its honored position along the room’s 
  south wall. Less than 20 volumes remain, each bearing 
  some damage or wear that renders it nearly illegible. 
  Caggrigar’s footprints are clearly visible in the southern 
  half of the room, and a DC 8 Survival check allows a PC to 
  follow them to the north wall, where they end at a strange 
  stone panel behind a stack of barrels. A DC 20 Perception 
  check reveals a pressure plate on the wall next to the 
  stone, which slides to the side when the plate is pressed, 
  opening into a long, dark tunnel.
  Treasure: PCs who search the room for valuables locate 
  the following with a DC 15 Perception check: In Tier 
  7–8, the crates of adventuring gear contain three flasks 
  of acid, two thunderstones, a portable ram, a case of 30 
  cans of barbarian chew, and 600 gp worth of traditional 
  Kellid woodcarvings. In Tier 10–11, all gear has rusted to 
  worthlessness.
  A small, unlocked chest along the west wall contains 
  a series of ledgers detailing the safe house’s legitimate 
  business dealings as a traders’ guild, journals on the 
  natural resources of southern Sarkoris, and an in-depth 
  anthropological study of gender roles among the native 
  Kellid tribes. 
  A DC 25 Perception check of the Sarkorian Prophecy’s 
  former shelves reveals a small crack between a low shelf 
  and the wall in which a narrow chapbook fell years ago. 
  The book contains none of the prophecy itself, but rather 
  a journal kept by the nursemaid who tended the sick and 
  demented oracle whose mad writings once filled the wall. 
  It reveals that the prophet’s name was Alathra Binzet and 
  that she was rumored to be over a 150 years old when she 
  began prophesying, transcribing her visions in her native 
  Hallit but in a hand unlike her own. 
  Beyond providing interesting glimpses at history, none 
  of the documents in the room have any monetary value.
  Mission Notes: Osirion faction PCs should be interested 
  in the contents of the nursemaid’s diary and may wish 
  to carry it back to Absalom for more attention. Qadira 
  faction PCs will likely find the business ledgers and 
  naturalist’s essays intriguing. Should a Taldor faction 
  PC wish to leave any forged pages of the Prophecy among 
  
  OpTiOnal encOunTer
  The Scorpion’s Nest encounter is optional and can be omitted 
  if time is running short. Run the encounter if there are more 
  than 2 hours of play time remaining; otherwise move directly 
  to the following scene, Caggrigar Caught.
  PAthfinder Society ScenArio
  16
  the remaining volumes, he may attempt to do so with a 
  Sleight of Hand or Stealth check opposed by Perception 
  checks from anyone in sight. 
  Rewards: If the PCs find the valuables in the room, 
  award each tier thusly:
  Tier 7–8: 
  Give each player 145 gp.
  Tier 10–11: 
  There are no rewards for this tier.
  AcT 3: AfTER ThE PRoPhEcY
  Following Caggrigar through the secret door in the 
  Storasta safe house’s cellar leads PCs through a 5-foot-
  wide tunnel of packed earth that runs for nearly a mile at 
  a slight incline in a northwestern direction. PCs with the 
  ability to track can easily locate and follow Caggrigar’s 
  trail, as he took no effort to disguise it and left it only an 
  hour ago.
  1. The Scorpion Nest (CR 8 or CR 11)
  The tunnel gets gradually wider until it stretches almost 
  15 feet across, and finally emerges onto a blasted plain of 
  dust and gravel through a nondescript 10-foot-wide hole 
  in the ground far from sight or earshot of Storasta.
  Creatures: Unfortunately for the PCs, this tunnel is the 
  home of a giant scorpion who nests in its wider end when 
  the harsh Worldwound environment becomes too much 
  for even it to bear. Caggrigar’s connection to Deskari, 
  demon lord of vermin, allowed him to pass without 
  incident, but the scorpion has not had a meal in a very 
  long time, and the PCs likely lack the same affinity for 
  such beasts that their fleeing quarry possessed.
  Tier 7–8 (CR 8)
  Deadfall Scorpion 
  CR 8
  N Huge vermin (Pathfinder Bestiary 242)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DefenSe
  AC 17, touch 7, flat-footed 17 (–1 Dex, +10 natural, –2 size)
  hp 95 (10d8+50)
  fort +12, Ref +2, Will +3
  Immune mind-affecting effects
  OffenSe
  Speed 50 ft.
  Melee 2 claws +14 (1d8+9 plus grab), sting +14 (1d8+9 plus poison)
  Space 15 ft.; Reach 15 ft.
  Special Attacks constrict (1d8+8)
  TACTICS
  Before Combat The scorpion waits just outside the hole, 
  anticipating the PCs’ approach with tremorsense.
  During Combat The scorpion ambushes the first creature to 
  emerge from the hole, attacking a single target each round. It 
  changes targets only when the one falls unconscious or it takes 
  damage from another foe, in which case it attacks the nearest 
  target that injured it during the previous round.
  Morale The scorpion fights to the death.
  STATISTICS
  Str 28, Dex 8, Con 20, Int —, Wis 10, Cha 2
  Base Atk +7; CMB +18 (+22 grapple); CMD 27 (39 vs. trip)
  Skills Climb +13, Perception +4, Stealth +3
  SpeCIAL ABILITIeS
  poison (ex) Sting—injury; save Fort DC 22; frequency 1/round for 6 
  rounds; effect 1d2 Strength damage; cure 1 save. The save DC is 
  Constitution-based and includes a +2 racial bonus.
  Tier 10–11 (CR 11)
  Giant emperor Scorpion 
  CR 11
  N Gargantuan vermin (Pathfinder Bestiary 242)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DefenSe
  AC 19, touch 5, flat-footed 19 (–1 Dex, +14 natural, –4 size)
  hp 184 (16d8+112)
  fort +17, Ref +4, Will +5
  Immune mind-affecting effects
  OffenSe
  Speed 50 ft.
  Melee 2 claw +21 (2d6+13 plus grab), sting +21 (2d6+13 plus poison)
  Space 20 ft.; Reach 20 ft.
  Special Attacks constrict (2d6+13)
  TACTICS
  Before Combat The scorpion waits just outside the hole, 
  anticipating the PCs’ approach with tremorsense.
  During Combat The scorpion ambushes the first creature to 
  emerge from the hole, attacking a single target each round. It 
  changes targets only when the one falls unconscious or it takes 
  damage from another foe, in which case it attacks the nearest 
  target that injured it during the previous round.
  Morale The scorpion fights to the death.
  STATISTICS
  Str 37, Dex 8, Con 25, Int —, Wis 10, Cha 2
  Base Atk +12; CMB +29 (+33 grapple); CMD 38 (50 vs. trip)
  Skills Climb +17, Perception +4, Stealth +3
  SpeCIAL ABILITIeS
  poison (ex) Sting—injury; save Fort DC 27; frequency 1/round for 6 
  
  the SArkoriAn ProPhecy
  17
  rounds; effect 1d2 Strength damage; cure 1 save. The save DC is 
  Constitution-based and includes a +2 racial bonus.
  Development: Once the PCs have dealt with the 
  scorpion, following Caggrigar’s tracks takes only a 
  successful DC 15 Survival check.
  2. Caggrigar Caught (CR 10 or CR 13)
  Read the following when the PCs emerge from the tunnel.
  The landscape here is beyond desolate—former farmland 
  blasted into oblivion by the horrors of the Abyss. Nothing 
  grows here now, and the area is a flat wasteland that stretches 
  to the horizon. Now the thirsty ground is cracked, with 
  molten rivulets flowing deep beneath the surface and casting 
  a haunting glow upon the terrain. A persistent chittering rises 
  and falls from no particular direction.
  This land was once fertile farmland that provided food for 
  much of Sarkoris. Now the waters of the nearby Sarkora 
  River are cut off by a sea of molten lava flowing just far 
  enough under the surface to maintain stable ground. The 
  resulting cracks in the arid ground emit light and heat, 
  but are not large enough for the PCs to fall through, nor 
  do the PCs risk burning themselves on the lava beneath.
  Creatures: Regardless of their method of travel or means 
  of tracking Caggrigar, the PCs finally catch up with their 
  quarry less than 2 miles north of the tunnel’s mouth. There 
  is no cover granted for either PCs or Caggrigar, and both 
  parties are likely aware of each other from the moment the 
  PCs first come within range of him, though GMs should be 
  prepared to adapt the encounter to clever solutions by the 
  players. Caggrigar has gone to no trouble to hide his path, 
  figuring his companions would eventually come after him, 
  angered that he abandoned them with the very treasure 
  they came for. If the PCs are visible and not disguised as 
  his companions, the Shadow Lodge agent immediately 
  recognizes that the PCs are not his fellow adventurers, and 
  he begins preparing for a confrontation as indicated in the 
  tactics section of his stat block.
  Tier 7–8 (CR 10)
  Caggrigar 
  CR 10
  Male human witch 7/demoniac** of Deskari 4
  CE Medium humanoid (human)
  Init +4; Senses Perception +0
  DefenSe
  AC 18, touch 13, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, 
  +1 natural)
  hp 106 (7d6+4d8+51)
  fort +9, Ref +7, Will +10; +4 vs disease and vermin
  Defensive Abilities obedience
  OffenSe
  Speed 30 ft.
  Melee +1 scythe +6/+1 (2d4/×4)
  Special Attacks hexes (charm [1 step, 5 rounds], evil eye [–2, 8 
  rounds], flight [feather fall at will, levitate 1/day, fly 7 minutes/
  day], misfortune [1 round])
  Spell-Like Abilities (CL 11th; concentration +16)
  2/day—summon swarm
  1/day—summon monster VI (1 succubus, 1d3 babaus, or 1d4+1 
  brimoraks**)
  Witch Spells prepared (CL 10th; concentration +15)
  5th—cloudkill, suffocation (DC 20)*, teleport
  4th—black tentacles, phantasmal killer (DC 19), spite* (already 
  cast), threefold aspect* (already cast)
  3rd—bestow curse (DC 18), contagion (DC 18), screech (DC18)*, 
  vampiric touch (DC 18)
  2nd—blindness/deafness (DC 17), burning gaze*, false life, vomit 
  swarm*, web
  1st—burning hands (DC 16), cause fear (DC 16), charm person 
  (DC 16), mage armor (already cast), obscuring mist, ray of 
  enfeeblement (DC 16)
  0 (at will)—bleed (DC 15), detect magic, putrefy food and drink*, 
  resistance
  patron Plague
  TACTICS
  Before Combat Caggrigar cast threefold aspect on himself this 
  morning and now appears as a young adult. Before leaving the 
  safe house, he also cast spite with the vampiric touch effect. 
  Once Caggrigar becomes aware of the PCs, he summons 1d3 
  babaus to aid him in battle, and false life should time permit.
  During Combat Caggrigar sends his demonic servants to fight 
  melee and ranged combatants, using black tentacles, cloudkill, 
  and suffocation against casters.
  Morale Caggrigar fears death, knowing that he will suffer eternal 
  torment at Deskari’s hands. If reduced to fewer than 20 hp, 
  he uses his energumen ability as a free action to boost his 
  Constitution by +2 for 4 rounds, thus increasing his hit points 
  by 22, and attempts to flee or parlay.
  Base Statistics Dex 12, Con 14, Wis 13
  STATISTICS
  Str 8, Dex 14, Con 16, Int 21, Wis 11, Cha 10
  Base Atk +6; CMB +5; CMD 18
  feats Augment Summoning, Demonic Obedience**, Extend Spell, 
  Iron Will, Magical Aptitude, Spell Focus (conjuration), Toughness
  Skills Fly +16, Intimidate +14, Knowledge (arcana) +17, Knowledge 
  (planes) +19, Knowledge (religion) +19, Linguistics +7, Sense 
  Motive +14, Spellcraft +23, Stealth +16, Use Magic Device +2
  Languages Abyssal, Celestial, Common, Draconic, Hallit, Ignan, 
  Infernal, Skald
  SQ damned, demonic boon, demonic mark, energumen, summon 
  demon, swarming susurrus , witch’s familiar (scorpion named Asdorax)
  Gear +1 scythe, amulet of natural armor +1, cloak of resistance +2, 
  headband of intellect +2, ring of protection +1, 432 gp
  
  Caggrigar Caught
  One square = 5 feet
  C = Caggrigar 
  B = Babau Demons
  GameMastery Map Pack: Hellscapes
  N
  PCs Begin 
  Here
  B2
  B1
  C
  B3
  PAthfinder Society ScenArio
  18
  SpeCIAL ABILITIeS
  Damned (ex) When Caggrigar dies, his soul is instantly claimed 
  by the Abyss, where it transforms into a demon. Any character 
  attempting to resurrect him must succeed at a caster level 
  check equal to 21 or the spell fails. That character cannot 
  attempt to resurrect Caggrigar again until the following day, 
  though other characters can attempt to do so if they please.
  Demonic Mark (ex) Caggrigar bears the sign of Deskari as a tattoo-
  like brand on the back of his left hand. Once per day, he can call 
  upon the profane power of this mark to power a spell as he casts it. 
  Doing so causes the spell to gain the chaotic and evil descriptors, 
  and causes the spell not be expended as it is cast, allowing 
  Caggrigar to cast the spell again at a later point in the day.
  energumen (Su) Once per day, Caggrigar can open his soul to a 
  demonic spirit as a free action. This spirit possesses him for 
  4 rounds, granting a +2 profane bonus to one ability score of 
  the demoniac’s choice. When the energumen ends, Caggrigar 
  becomes confused for 4 rounds as the demonic spirit has its way 
  with his mind. At the start of each round of confusion, he can 
  make a DC 25 Will save to end the confusion effect immediately.
    Energumen is a possession effect, and is negated by protection 
  from evil or protection from chaos. Caggrigar can prevent or 
  end the confusion side effect by having one of these spells cast 
  upon him when (or before) the energumen ends, but being 
  affected by such a spell before the energumen has run its 
  course also causes the benefits granted to end prematurely.
  Obedience (ex) Each day, as part of preparing his spells, 
  Caggrigar must meditate while allowing insects or worms 
  of any type to crawl upon his body—he generally uses his 
  scorpion familiar. In return, he gains a +4 profane bonus on 
  all saving throws against disease and against effects caused by 
  vermin. If he should ever fail to perform this ritual, Caggrigar 
  loses all abilities granted through his demoniac prestige class 
  until he next performs the obedience.
  * See Pathfinder RPG Advanced Player’s Guide. ** See Pathfinder 
  Campaign Setting: Lords of Chaos: Book of the Damned, Vol. 2.
  Tier 10–11 (CR 13)
  Caggrigar 
  CR 13
  Male human witch 7/demoniac** of Deskari 7
  CE Medium humanoid (human)
  Init +4 (+8 in a swarm); Senses Perception +0
  DefenSe
  AC 19, touch 14, flat-footed 17 (+4 armor, +2 deflection, +2 Dex, 
  +1 natural)
  hp 132 (7d6+7d8+63)
  fort +12, Ref +9, Will +12; +4 vs. disease or vermin, +4 to all if  
  in a swarm
  Defensive Abilities obedience
  OffenSe
  Speed 30 ft.
  Melee +1 scythe +8/+3 (2d4/×4)
  Special Attacks hexes (charm [1 step, 6 rounds], evil eye [–2, 9 
  rounds], flight [feather fall at will, levitate 1/day, fly 7 minutes/
  day], misfortune [1 round])
  Spell-Like Abilities (CL 14th; concentration +20)
  2/day—summon swarm
  1/day—summon monster VI (1 succubus, 1d3 babaus, or 1d4+1 
  brimoraks**)
  
  Special ruleS: deMOniac
  Caggrigar is a demoniac, a new prestige class detailed in 
  Pathfinder Campaign Setting: Lords of Chaos: Book of the Damned, 
  Vol. 2. All the game rules needed to run him without access to 
  this book are included in his stats. Brimoraks (as referenced in his 
  summon ability) are fire demons, detailed on page 56 of Lords of 
  Chaos; since Caggrigar summons babaus instead, their stats are 
  not needed for this encounter. Caggrigar’s Demonic Obedience 
  feat grants him saving throw bonuses against disease and vermin 
  special attacks and his summon swarm spell-like ability. In Tier 
  10–11, it also grants his swarmwalker special ability.
  the SArkoriAn ProPhecy
  19
  Witch Spells prepared (CL 13th; concentration +19)
  7th—chain lightning (DC 23)
  6th—mass fester* (DC 22), slay living (DC 22), swarm skin*
  5th—cloudkill, feeblemind (DC 21), suffocation (DC 21), teleport
  4th—black tentacles, crushing despair (DC 20), phantasmal killer 
  (DC 20), spite (already cast), threefold aspect (already cast)
  3rd—bestow curse (DC 19), contagion (DC 19), dispel magic, 
  screech (DC 19), vampiric touch
  2nd—blindness/deafness (DC 18), burning gaze (DC 18), false life, 
  pox pustules* (DC 18), vomit swarm, web
  1st—burning hands (DC 17), cause fear (DC 17), harm person 
  (DC 17), mage armor (already cast), obscuring mist, ray of 
  enfeeblement (DC 17)
  0 (at will)—bleed (DC 16), detect magic, putrefy food and drink, 
  resistance
  patron Plague
  TACTICS
  Before Combat Caggrigar cast threefold aspect on himself this 
  morning and now appears as a young adult. Before leaving the 
  safe house, he also cast spite with the vampiric touch effect. 
  Once Caggrigar becomes aware of the PCs, he summons 1d3 
  babaus to aid him in battle, and false life should time permit. 
  If he has further time, he summons a swarm of spiders that 
  covers him, granting him bonuses to initiative and all saves.
  During Combat Caggrigar sends his demonic servants to fight 
  melee and ranged combatants, using his offensive spells against 
  casters, beginning with his highest-level spells. If attacked 
  directly, Caggrigar casts swarm skin on his next turn, taking the 
  form of an army ant swarm (Pathfinder RPG Bestiary 16).
  Morale Caggrigar fears death, knowing that he will suffer eternal 
  torment at Deskari’s hands. If reduced to fewer than 40 hp, 
  he uses his energumen ability as a free action to boost his 
  Constitution by +6 for 7 rounds, thus increasing his hit points 
  by 42, and attempts to flee or parlay.
  Base Statistics Dex 12, Con 14, Wis 13
  STATISTICS
  Str 8, Dex 14, Con 16, Int 22, Wis 11, Cha 10
  Base Atk +8; CMB +7; CMD 21
  feats Augment Summoning, Combat Casting, Demonic 
  Obedience**, Extend Spell, Iron Will, Magical Aptitude, Spell 
  Focus (conjuration), Toughness
  Skills Bluff +15, Fly +19, Intimidate +17, Knowledge (arcana) +23, 
  Knowledge (planes) +23, Knowledge (religion) +23, Linguistics +8, Sense 
  Motive +17, Spellcraft +27, Stealth +19, Swim +3, Use Magic Device +2
  Languages Abyssal, Celestial, Common, Draconic, Hallit, Ignan, 
  Infernal, Skald, Varisian
  SQ damned, demonic boon, demonic mark, energumen, summon 
  demon, swarm walker, swarming susurrus, witch’s familiar 
  (scorpion named Asdorax)
  Combat Gear potion of cure serious wounds, scroll of baleful 
  polymorph; Other Gear +1 scythe, amulet of natural armor +1, 
  cloak of resistance +3, headband of vast intelligence +2, ring of 
  protection +2, 55 pp, 57 gp
  SpeCIAL ABILITIeS
  Damned (ex) When Caggrigar dies, his soul is instantly claimed 
  by the Abyss, where it transforms into a demon. Any character 
  attempting to resurrect him must succeed at a caster level 
  check equal to 24 or the spell fails. That character cannot 
  attempt to resurrect Caggrigar again until the following day, 
  though other characters can attempt to do so if they please.
  Demonic Mark (ex) Caggrigar bears the sign of Deskari as a tattoo-
  like brand on the back of his left hand. Once per day, he can call 
  upon the profane power of this mark to power a spell as he casts it. 
  Doing so causes the spell to gain the chaotic and evil descriptors, 
  and causes the spell not be expended as it is cast, allowing 
  Caggrigar to cast the spell again at a later point in the day.
  energumen (Su) Once per day, Caggrigar can open his soul to a demonic 
  spirit as a free action. This spirit possesses him for 7 rounds, granting 
  a +6 profane bonus to one ability score of the demoniac’s choice 
  and immunity to electricity and poison. When the energumen ends, 
  Caggrigar becomes confused for 4 rounds as the demonic spirit has 
  its way with his mind. At the start of each round of confusion, he can 
  make a DC 25 Will save to end the confusion effect immediately.
    Energumen is a possession effect, and is negated by protection 
  from evil or protection from chaos. Caggrigar can prevent or 
  end the confusion side effect by having one of these spells cast 
  upon him when (or before) the energumen ends, but being 
  affected by such a spell before the energumen has run its 
  course also causes the benefits granted to end prematurely.
  Obedience (ex) Each day, as part of preparing his spells, Caggrigar 
  must meditate while allowing insects or worms of any type to 
  crawl upon his body—he generally uses his scorpion familiar. In 
  return, he gains a +4 profane bonus on all saving throws against 
  disease and against effects caused by vermin. If he should ever fail 
  to perform this ritual, Caggrigar loses all abilities granted through 
  his demoniac prestige class until he next performs the obedience.
  Swarm Walker (Su) Caggrigar can walk through any swarm without fear 
  of taking damage or suffering any ill effects—swarms recognize him 
  as one of their own. As long as he stands within a swarm, he gain a 
  +4 profane bonus on Initiative checks and on all saving throws.
  * See Pathfinder RPG Advanced Player’s Guide. 
  ** See Pathfinder Campaign Setting: Lords of Chaos: Book of the 
  Damned, Vol. 2.
  
  PAthfinder Society ScenArio
  20
  Development: If the PCs capture or subdue Caggrigar, 
  he can be persuaded to reveal his entire plan as outlined 
  in the adventure background, either in exchange for 
  his freedom or with sufficient Diplomacy or Intimidate 
  checks. If PCs fail to earn his cooperation, he spouts 
  vitriol at them and the Society they represent, as well as 
  utter madness about the coming of Deskari—claiming 
  that is the “true Age of Glory” prophesied about Aroden. 
  If the PCs release him, he immediately casts teleport to put 
  distance between himself and the Pathfinders, trusting 
  his own abilities to find his way out of the Worldwound.
  Treasure: In addition to the treasure indicated in 
  Caggrigar’s stat block, he carries with him an ornately 
  embroidered bag of holding of Keleshite origins that 
  contains the entirety of the Sarkorian Prophecy volumes 
  taken from the Storasta safe house’s cellar. The tomes 
  themselves are priceless, but the bag that holds them is 
  a normal bag of holding of its type (Type III for Tier 7–8 
  and Type IV for Tier 10–11). Additionally, he has a small 
  chest of precious gems worth 2,500 gp altogether which 
  he planned to use to fund the spread of Deskari’s word 
  throughout northern Avistan.
  In addition to physical treasure, if Caggrigar’s 
  scorpion familiar Asdorax survives the encounter, he 
  may be coerced into teaching up to 24 levels’ worth 
  of spells to another witch’s familiar (Pathfinder RPG 
  Advanced Player’s Guide 68) with a DC 25 Intimidate 
  check. In addition to the spells Caggrigar prepared, 
  Asdorax also stores slay living in Tier 7–8. In Tier 10–
  11, Caggrigar’s unprepared spells are all 7th level, and 
  beyond the scope of Pathfinder Society Organized Play’s 
  level range. Players must track new spells on their 
  scenario chronicle as scrolls costing 0 gp.
  Mission Notes: Andoran faction PCs may wish to read 
  the prophecy. If they succeed at a DC 15 Linguistics check 
  or a DC 18 Intelligence check, they locate the portions 
  they are looking for. Qadira faction PCs most likely 
  take interest in the bag of holding and express a desire to 
  return it to Qadira upon returning to Absalom with the 
  Sarkorian Prophecy. The Society makes no claim on the 
  relic and permits its return to Pasha Muhlia al-Jakri. 
  Taldor faction PCs have an additional chance to leave 
  their false prophecy among the ancient pages of the 
  genuine article. Doing so requires an opposed Sleight of 
  Hand or Stealth check against a Perception check from 
  all present parties.
  Rewards: If the PCs defeat Caggrigar and retrieve the 
  Sarkorian Prophecy, award each tier thusly:
  Tier 7–8: 
  Give each player 2,298 gp.
  Tier 10–11: 
  Give each player 3,617 gp.
  coNclUSIoN
  The PCs make the return journey through the wastes of the 
  Worldwound without further incident, avoiding roaming 
  demons and avoiding the harshest of the environment’s 
  elements. Upon their return to the safety of Nerosyan, 
  they are welcomed back by Venture-Captain Thurl, who 
  congratulates them on being the only party sent by the 
  Decemvirate to survive the Worldwound, much less reach 
  Storasta. He quickly ensures the Sarkorian Prophecy is well 
  preserved and prepares it for transport back to Absalom. 
  During this time, he asks many questions about both the 
  PCs’ encounter with the Shadow Lodge and Caggrigar 
  specifically, focusing on his cultish fervor. If PCs so wish, 
  they may spend this time looking through the prophecy 
  themselves, or they may take Thurl up on his offer of 
  transportation back to Absalom ahead of the document.
  Over the course of several months, the Pathfinder 
  Society’s most accomplished diviners, archivists, and 
  researchers pore over the recovered Sarkorian Prophecy for 
  information. While they discover an astonishing number 
  of correct predictions up to 4606 ar—the year of Aroden’s 
  death—no events after that year have come to pass, and 
  many contradict the actual flow of history entirely. Despite 
  the inability for the Decemvirate to trust the accuracy of 
  the document for future events, its retrieval nevertheless 
  provides the Society with an incredible boon, sure to shed 
  light on any number of historical happenings.
  fAcTIoN MISSIoNS
  Andoran Faction: Andoran faction PCs who discover 
  the fate of Illayna Kradow in Act 1 earn 1 Prestige Award. 
  Andoran faction PCs who spend at least 30 minutes reading 
  the Sarkorian Prophecy for any information pertaining to 
  Andoran’s fate in Act 3 earn 1 bonus Prestige Award.
  Cheliax Faction: Cheliax faction PCs who collect samples of 
  the Worldwound’s environment in Act 1 earn 1 Prestige Award. 
  Cheliax faction PCs who leave Asmodeus’s holy symbol on the 
  corpse of a demon in Act 2 earn 1 bonus Prestige Award.
  Osirion Faction: Osirion faction PCs who make note of 
  Sarkorian burial rituals in Act 1 earn 1 Prestige Award. 
  Osirion faction PCs who also retrieve the nurse’s journal 
  in Act 2 earn 1 bonus Prestige Award. 
  Qadira Faction: Qadira faction PCs who discover the 
  ledger and naturalist’s guide in Act 2 earn 1 Prestige Award. 
  Qadira faction PCs who also return the bag of holding from 
  Act 3 to their faction leader earn 1 bonus Prestige Award.
  Taldor Faction: Taldor faction PCs who deliver their 
  message to Embla Clefthelm in Act 2 earn 1 Prestige 
  Award. Taldor faction PCs who also plant the false 
  prophecy among the real document without being seen 
  in Act 3 earn 1 bonus Prestige Award.
  
  the SArkoriAn ProPhecy
  21
  My Delectable Little Pawn,
  Of all the places you’ve been sent by the Ten, none rankles me like the Worldwound. The very 
  thought of it disgusts me to such a degree that the normal pleasures of my position now elude me. 
   
  Such unfettered chaos as plagues the Worldwound should be squelched as efficiently and 
  unequivocally as possible, and I need your help to do so. Bring me a sample of the air, earth, 
  and water of the Worldwound—specimens that accentuate the unpredictable and devastating 
  nature of the region. With these we can study and combat such phenomena both there and 
  closer to home.
   
  I shouldn’t need to warn you that you will surely encounter the denizens of the Abyss in 
  the barren and ravaged wasteland of former Sarkoris. When you do, brand an upturned pentacle 
  into the flesh of the most powerful demon you encounter. Send those fiends a message that the 
  Hellknights and Asmodeus himself will render the chaos they spread into order soon.
   
  Make your trip worth it and warm my heart; perhaps I can warm yours in return.
  Defender of Liberty,
  As you surely know, your path leads you soon into the heart of the vicious Worldwound, where demons 
  threaten the very fabric of all we have worked for in the relative peace of the Inner Sea. While I do not 
  envy the challenges that await you, your mission does present us with several unique opportunities. 
  	
  A	young	paladin	named	Illayna	Kradow	left	the	Eagle	Knights’	ranks	a	few	years	ago	to	fight	the	
  Abyssal hordes as part of the Mendevian Crusade. We maintained contact with her as an agent in 
  the north, but all contact with her ceased several weeks ago after she was sent on a reconnaissance 
  mission near the ruined city of Storasta. Uncover her fate if you can, and if possible, bring her back to  
  Andoran safely.
   
  I am also aware of the prophecies you seek and am intrigued by their rumored contents. Our 
  learned loremasters have informed me that the volumes may contain information on the possible fate 
  of	our	organization	and	Andoran’s	influence	on	the	rest	of	the	world.	I	would	like	nothing	more	than	to	
  find	encouragement	for	our	cause	to	spark	an	even	greater	spread	of	democracy.	Though	the	prophecies	
  are	massive,	try	to	find	me	anything	you	can	regarding	our	land.
    May the spirit of freedom protect you,
     
  Captain Colson Maldris
  Andoran Faction Handout
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  Don’t disappoint,
  
  PAthfinder Society ScenArio
  22
  Entrepreneurial Servant of the Satrap,
  We are ever searching for new ways to exploit the vast wealth of the Inner Sea and 
  further cement ourselves as the mercantile power in the region. That means we must 
  be willing to go where no one else will to procure the rarest goods and reach the most 
  starved markets. How better to fill our coffers than the with the abandoned wealth of 
  a now-empty nation—or at least what’s left of it? Use your time in the Worldwound 
  to scout out any natural resources that have been untainted by the Abyss and collect 
  for me anything you can find to shed light on trade in the now-lost land of Sarkoris.
   
  Additionally, a member of the illustrious house of al-Maraba was among the 
  Pathfinders believed to be at the Storasta safe house on that fateful day the very 
  earth broke open beneath them. He was never seen or heard from again, and it has 
  now been over a hundred years so I do not expect you to find him or even his remains. 
  He did, however, possess an heirloom bag of holding he used to smuggle goods in and 
  out of lands he explored which his family would very much like to have back. If you 
  come across such a relic, be sure it finds its way back to Katheer.
  Go always in wealth,
  Qadira Faction Handout
  x
  History’s Protector,
  Your journeys take you now to a land whose secrets may be even less accessible t han our own, not 
  due to t he cont inual march of t ime, but rat her by t he extreme t hreat t he environment and its 
  invaders present. I speak, of course, of t he dreaded Worldwound. I am sure you will not fall vict im 
  to t he dangers t hat have claimed so many , but nevert heless I want you to make your trip of value 
  to t he Ruby Prince—we can’t know when we’ll have anot her chance.
   Much of t he culture of t he barbaric Sarkorian tribes who once lived in t he region has been 
  lost to t he Abyss, but surely some remnants survive. F ind what you can and create as detailed a 
  report as possible. Our Pharasmin clerics are especially interested in t heir funerary rites, so be 
  on t he lookout for t heir characterist ic burial mounds.
   While your companions and t he Society may be primarily interested in t he content of t he so-
  called Sarkorian Prophecy , I am more intrigued by t he documents’ aut hor. Such a conduit 
  of foresight has not been seen on G olarion for over a century , and I would love more informat ion 
  about her. If you encounter anyt hing giving her 
  name, lineage, or story , please ensure it finds 
  its way back to me.
  Osirion Faction Handout
  F or t he greatness of Osirion,
  Otoneraphim, Humble Scribe of t he Ruby Prince
  
  the SArkoriAn ProPhecy
  23
  Loyal Servant of the Emperor,
  It seems these so-called Sarkorian Prophecies are making quite a stir 
  among both the Pathfinders and our rivals. I believe we can use the current 
  fervor to our advantage, if you play your cards right. When you locate the documents, place 
  the following false pages in among the rest. They are some “predictions” I put together 
  to suggest to our Andoren and Chelish friends that their abandonment of the Empire 
  might have dire consequences in their futures. Whatever you do, though, don’t let anyone 
  else know you’ve tampered with the Prophecies—the power of these words comes from 
  believing them true.
  While you’re in the Worldwound, keep your eyes peeled for an Ulfen Guard deserter 
  named Embla Clefthelm who was recently seen travelling east through the Realm of the 
  Mammoth Lords. If Storasta is her destination as it is yours, inform her that “The lion 
  hungers at the scent of the linnorm’s blood.” She’ll know what that means.
  Taldor Faction Handout
  In Taldor’s glory,
   Baron Jacquo Dalsine
  
  PAthfinder Society ScenArio
  24
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, 
  Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. 
  Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K 
  Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James 
  L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder RPG Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Campaign Setting: Lords of Chaos: Book of the Damned, Vol. 2. © 2010, Paizo 
  Publishing, LLC; Author: James Jacobs.
  Pathfinder Society Scenario 2–08: The Sarkorian Prophecy. © 2010, Paizo Publishing, LLC; 
  Author: Mark Moreland.
  Date
  GM #
  Event
  GM Name
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Scenario 2–08:  
  The Sarkorian Prophecy
  
     
  Amulet of natural armor +1 (2,000 gp)
  Bag of holding type III (7,400 gp)
  Cloak of resistance +1 (1,000 gp)
  Elixir of truth (500 gp)
  Headband of vast intelligence +2 (4,000 gp)
  Potion of bull’s strength (300 gp)
  Potion of cure moderate wounds (300 gp)
  Potion of eagle’s splendor (300 gp)
  Potion of invisibility (300 gp)
  Ring of protection +1 (2,000 gp)
  Wand of false life (20 charges; 1,800 gp)
  ☐ 
  A Glimpse of the Future: You retrieved the Sarkorian Prophecy and returned it to Nerosyan, 
  where you spent many hours poring over its pages. At any time in the future, you may 
  gain the benefit of this research into the possible course of events, as the spell augury 
  (with a 60% success rate). When you have used this ability, check the box to the left.
  +1 demonbane longsword (8,315 gp)
  +2 splint mail (4,350 gp)
  Amulet of natural armor +2 (8,000 gp)
  Bag of holding type IV (10,000 gp)
  Cloak of resistance +2 (4,000 gp)
  Cloak of resistance +3 (9,000 gp)
  Potion of cure serious wounds (750 gp)
  Ring of protection +2 (8,000 gp)
  Scroll of alter self (150 gp)
  Scroll of baleful polymorph (1,125 gp)
  Scroll of make whole (150 gp)
  Wand of stoneskin (5 charges; 2,520 gp)
  7–8
  all
  Scenario 2–08:  
  The Sarkorian Prophecy
   
  player name  
  A.K.A.
   
  Character name 
  pathfinder Society # 
  faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  GOLD
  Gold Spent
  Subtotal
  Items Bought
  Items Sold
  final pA Total
  final Xp Total
  pReSTIGe AWARD
  eXpeRIenCe
  Gp Gained (GM OnLY)
  pA Gained (GM OnLY)
  Start Gp
  Starting pA
  Starting Xp
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items found During This Scenario
  for GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 Xp
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIeR
  TIeR
  TIeR
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  10–11
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIeR
  TIeR
  TIeR
  7–8
  10–11
  4,334
  7,667
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 02/Scenario 2-08 The Sarkorian Prophecy.pdf