TEXT: By Thurston Hillman
  All for Immortality, Part 1:
  First Taste of Eternity
  PATHFINDER SOCIETY SCENARIO #7-20 
  TIER 12–15
  
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  Pathfinder Society Scenario #7–20: All for Immortality, Part 1: First Taste of Eternity is a Pathfinder Society Scenario designed 
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  All for Immortality, Part 1:
  First Taste of Eternity
  Pathfinder Society Scenario #7–20
  
  Thuvia
  • Pashow
  3
  Korholm Agenda: This is a secretive faction within the 
  Aspis Consortium. Dissidents within the Consortium 
  formed the Korholm Agenda, each seeking to acquire 
  further power or lash out against the Pathfinder Society 
  for meddling in Consortium affairs. The Korholm 
  Agenda is responsible for the increased aggression by 
  the Consortium against the Pathfinder Society, and is 
  directly responsible for the unsanctioned attack on the 
  Grand Lodge of the Pathfinder Society. Suliji Peshar is 
  the true mastermind behind the Agenda, and throughout 
  Season 7 of the Pathfinder Society Organized Play 
  campaign, Pathfinder agents have driven away or slain 
  other key members of the Agenda. 
  Pashow: Until recently, the Thuvian city-state of 
  Pashow had no noteworthy association with either 
  the Aspis Consortium or the Pathfinder Society. The 
  upcoming delivery of the vaunted sun orchid elixir to 
  Pashow earns the attention of both organizations. The 
  A CONSPIRACY OF SERPENTS
  For several years, a conspiracy has spread within the Aspis 
  Consortium’s ranks. Known as the Korholm Agenda, 
  this faction has escalated violence between the Aspis 
  Consortium and the Pathfinder Society in the interest of 
  the Agenda’s enrichment and vengeance. As much as this 
  campaign arc is about the Society thwarting the Aspis 
  Consortium, it’s also about the unraveling the mysteries 
  of the Korholm Agenda and putting an end to the ongoing 
  conflict between the Consortium and Society. 
  KEY ORGANIZATIONS
  The following organizations are key players in the 
  conspiracy surrounding the Korholm Agenda.
  Aspis Consortium: Over the past two centuries, what 
  began as a simple Chelish trade route has become the 
  largest single business venture in both Avistan and 
  Garund. The Aspis Consortium’s eye for continued 
  profits puts it in direct conflict with the explorers of 
  the Pathfinder Society. The two organizations have 
  maintained mutual animosity for decades, but the 
  respective leaders of both groups have shied away from 
  outright hostilities. The recent attack on the Grand 
  Lodge by self-described Aspis Consortium members 
  has drastically changed the dynamic between the 
  Consortium and the Society, and only recently has the 
  Pathfinder Society uncovered hints of a rogue faction 
  within the Aspis Consortium responsible for the attack 
  and increased enmity between the two larger groups.
  Conference Z: This is an “off-the-books” coalition of 
  research institutions throughout the Inner Sea region 
  and beyond. The Aspis Consortium funds Conference Z 
  research—almost entirely without the former’s knowledge, 
  thanks to secretive, generations-old budgetary deductions 
  written in by the founders and now virtually forgotten by 
  Aspis leadership. Various Conference Z research facilities 
  study the great mysteries of existence, ostensibly to open 
  up new markets for Aspis goods and new channels for 
  long-distance trade. In practice, their studies tend toward 
  the obscure and the occult.
  All for Immortality, Part 1:
  First Taste of Eternity
  By Thurston Hillman
  WHERE ON GOLARION?
  First Taste of Eternity predominantly takes place in the 
  Thuvian city-state Pashow and its surrounding territory. More 
  information on Thuvia, Pashow, and the sun orchid elixir 
  can be found in Pathfinder Campaign Setting: The Inner 
  Sea World Guide, available in hobby stores and bookstores 
  everywhere and online at paizo.com.
  
  4
  PATHFINDER SOCIETY SCENARIO
  Aspis Consortium has plans to retrieve the elixir before 
  it reaches Pashow, while Suliji Peshar and the Korholm 
  Agenda seek to obtain the elixir for themselves—a 
  plot that involves a local power player, the blue dragon 
  Loaralis. Meanwhile, the Pathfinder Society has been 
  hired on to assist in the defense of the sun orchid elixir’s 
  delivery; this event triggers the commencement of the 
  campaign arc.
  KEY INDIVIDUALS
  The following individuals have big roles to play in the All 
  for Immortality campaign arc.
  Guldis: The emir is the highest authority in Pashow. 
  Guldis bears responsibility Pashow’s failure to transport 
  the last two deliveries of the sun orchid elixir for his city—
  fiascos that have cost Pashow hundreds of thousands in 
  gold and immeasurable prestige. He seeks the Pathfinder 
  Society’s assistance in protecting the latest batch of elixirs 
  delivered to his city, and plans on working closely with the 
  field agents assigned to the cause.
  Inphira Kramolag: The head of a Conference Z cluster 
  of research facilities distributed across Nidal, she worked 
  in relative seclusion for years. When Suliji Peshar learned 
  of the professor’s operation through the mummy Alexayn, 
  Suliji began blackmailing Professor Kramolag; she would 
  serve the Korholm Agenda’s “polite requests” or risk her 
  research’s funding. Professor Kramolag specializes in 
  alien faiths, with a particular affinity for the outer god 
  Yog-Sothoth. The PCs will meet her during the second 
  adventure of this series, but they first feel her influence in 
  the first major encounter of this scenario as her assistant 
  makes a desperate bid to claim the sun orchid elixir for her.
  Jhandorage Vaulnder Alexayn: One of the original 
  founders of the Aspis Consortium, Jhandorage died more 
  than a century ago and is now a mummy. Suliji Peshar 
  disturbed his body when she broke into his mausoleum 
  in Ostenso, but the two have since agreed to help each 
  other achieve otherwise impossible goals. Alexayn plays a 
  more central role in the third and final adventure of this 
  series. It is important to note that Suliji currently works 
  as a proxy for this founder of the Aspis Consortium, 
  GM RESOURCES
  This scenario makes use of the Pathfinder RPG Core Rulebook, 
  Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder 
  RPG Bestiary, Pathfinder RPG GameMastery Guide, Pathfinder 
  RPG Occult Adventures (OA), Pathfinder RPG Ultimate 
  Combat (UC), Pathfinder RPG Ultimate Equipment (UE), and 
  Pathfinder RPG Ultimate Magic (UM). All rules referenced 
  in this adventure can be found in the free online Pathfinder 
  Reference Document at paizo.com/prd.
  though their relationship is soon coming to a bloody 
  close. Suliji learned of Conference Z only thanks to 
  Alexayn’s information.
  Kitio Aspenthi: A gold agent of the Aspis Consortium, 
  Kitio is responsible for Consortium’s plot to intercept the 
  sun orchid elixir delivery to Pashow. He plays a peripheral 
  role in this adventure by coordinating the raid on a 
  convoy. Other Pathfinders will confront him in Pathfinder 
  Society Scenario #7–28: Ageless Ambitions. 
  Loaralis: The people of Pashow consider Loaralis 
  to be a local myth. In truth, Loaralis is a blue dragon 
  that resides within the extensive vaults below Pashow’s 
  church of Abadar. A conniving example of her species, 
  she madly seeks to understand the catastrophe that 
  befell Pashow’s two previously failed deliveries of the sun 
  orchid elixir—ideally in order recover and sell them for 
  her own enrichment. Her influence in Pashow brought 
  her to the attention of Suliji Peshar, and the two agreed 
  to double-cross Kitio Aspenthi and stymie the Aspis 
  Consortium’s bid to steal the elixir. In exchange for 
  obtaining the elixir for Suliji, Loaralis was promised 
  the resources of Professor Kramolag in determining the 
  cause and whereabouts of the two previous shipments 
  of the elixir—a mystery that has wracked the mind of 
  the blue dragon for far too long. The PCs encounter 
  Loaralis as the final threat and ultimate antagonist of 
  this adventure.
  Suliji Peshar: The true mastermind and ultimate foe in 
  the All for Immortality series, Suliji Peshar is responsible for 
  the escalation in violence between the Aspis Consortium 
  and Pathfinder Society. She has worked with the mummy 
  Jhandorage Vaulnder Alexayn to facilitate his vengeance 
  and earn herself more power. Obtaining the sun orchid 
  elixir should grant her further financial independence 
  from the Consortium, so she’s entered into a bargain 
  with the blue dragon Loaralis to obtain it. Suliji’s full 
  background and greater motivations are explored in the 
  final adventure of this campaign arc.
  THE CURRENT SITUATION
  The Pathfinder Society has thwarted many Aspis schemes 
  over the past year, managing to uncover the existence 
  of the secretive Korholm Agenda. Suliji Peshar saw the 
  this group—which she created—turn from a useful 
  instrument into a potential liability, so she did what came 
  naturally to her: she betrayed her former compatriots. 
  Through her secretive identity as ‘Three Rings,” Suliji fed 
  information to the Pathfinder Society, directly leading to 
  the downfall of her Korholm partners. This bought Suliji 
  sufficient time to formulate a new plan.
  Learning about the Aspis Consortium’s plot to steal 
  the upcoming batch of sun orchid elixir from the city-
  state of Pashow, Suliji realized that obtaining the elixir 
  
  5
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  THE ALL FOR IMMORTALITY CAMPAIGN ARC
  First Taste of Eternity is the first installment in the All for 
  Immortality campaign arc, a three-part Pathfinder Society 
  series specifically designed for high-level Pathfinders 
  (Subtiers 12–13 and 14–15). Much of the backstory to this 
  series of adventures is detailed further throughout the 
  scenarios of Season 7 of the Pathfinder Society Organized 
  Play campaign, and players familiar with those scenarios 
  might recognize many names and organizations referenced 
  here. It’s recommended—but not necessary—that players 
  also participate in Pathfinder Society Special #6–98: 
  Serpents Rise (which details the Korholm Agenda’s attack 
  on the Grand Lodge) and Pathfinder Society Special #7–98: 
  Serpents’ Ire (which presents an event that takes place 
  between the first two parts of All for Immortality). 
  Scenarios in this series are designed to work in a standard 
  4–5 hour slot, with GMs advised that high-level play 
  scenarios tend to take longer than average. At conventions 
  and similar environments where time is strictly regulated, it 
  is highly advised to avoid as many distractions as possible 
  and keep players focused on the game.
  Only 12th-level and higher Pathfinder Society Organized 
  Play characters can play this series for credit. No pregenerated 
  characters are allowed to participate in this series. After all, 
  this story is meant as a grandiose capstone for PCs who have 
  earned credit over dozens of sessions.
  for herself would grant her financial independence from 
  the Consortium and further develop her reputation. She 
  believes such a plan would also gain her freedom from 
  the mummy of Jhandorage Vaulnder Alexayn, whom 
  she feigns service to, in order to take advantage of the 
  Aspis founder’s wealth of information. Once she has the 
  profits from selling the vials of elixir, Suliji intends to 
  dispense with Alexayn, and enact a massive coup against 
  the leading patrons of the Aspis Consortium, taking the 
  entire organization for herself.
  Suliji entered into secret negotiations with the blue 
  dragon Loaralis, a resident power broker in Pashow. 
  Loaralis, a being of considerable intellect, is unconcerned 
  with the life-extending properties of the elixir, and is 
  far more intrigued by the fate of the previous two lost 
  shipments—an event she knows almost nothing about 
  that occurred in her territory. Suliji offered the services 
  of Professor Kramolag in uncovering the truth behind 
  these disappearances, blackmailing her Conference Z 
  contact to do so. Loaralis found herself content with the 
  arrangement, and agreed to obtain the sun orchid elixir for 
  Suliji. Meanwhile, Kramolag discovered the truth behind 
  the disappearance of the previous elixirs; creatures 
  from beyond the veil became attracted to the properties 
  of the legendary alchemical compound as it travelled 
  via teleportation magic. Believing she could turn this 
  information to her advantage, Kramolag has placed an 
  agent loyal to her to obtain the sun orchid elixir, a double-
  cross she hopes will gain her financial independence 
  from the Aspis Consortium and the blackmailing she 
  endures at the hands of Suliji; a plan ironically similar to 
  that of her blackmailer.
  Confounding this entire web of conspiratorial and 
  political events is the planning of Pashow’s leader, Emir 
  Guldis, who calls for the assistance of the Pathfinder 
  Society. Tipped off to the potential for Aspis Consortium 
  meddling in the delivery of the vaunted sun orchid elixir, 
  the Emir asks for the Society’s best agents to aid his city 
  in securing the vials bound for Pashow.
  ADVENTURE SUMMARY
  The PCs begin the adventure at the Grand Lodge in 
  Absalom, where they meet with Master of Swords Marcos 
  Farabellus to discuss an upcoming opportunity in 
  Thuvia. The emir of Pashow has requested the Society’s 
  assistance in ensuring this year’s shipment of the 
  immensely valuable sun orchid elixir arrives safely, and 
  Farabellus believes the PCs are best suited to oversee the 
  Society’s contribution. After he answers their questions, 
  he introduces them to a Thuvian conjurer who transports 
  the PCs to Pashow. There they meet with Emir Guldis, 
  who explains the city’s plans to transport the elixirs from 
  the Citadel of the Alchemist.
  The emir keeps the PCs in reserve as he awaits news from 
  his various convoys. Inevitably, one of them comes under 
  attack, and it falls to the PCs to intervene. Teleporting 
  to the location by means of the Emir’s conjurers, the 
  PCs find themselves in the aftermath of a brutal battle 
  between three forces. As the PCs piece together what 
  happened to the vial of sun orchid elixir and who ambushed 
  the convoy, their presence and recent teleportation onto 
  the scene attract an altogether alien threat: dimensional 
  shamblers that have been scrounging the area for signs 
  of the elixir with which Loaralis’s agents absconded. The 
  battle that follows involves the PCs traveling between 
  the Astral and Material planes, combating the alien 
  threat and an agent of Professor Kramolag. After the dust 
  settles, the PCs learn that two vials of the elixir are now 
  in the possession of Loaralis. 
  Pashow is on the brink of open rebellion as the PCs 
  return, for rumors of the elixirs’ theft have circulated 
  with frightening speed. The PCs reconvene with other 
  surviving Pathfinder teams, over which they’ve been 
  given temporary field command. It falls to the PCs to 
  organize their subordinates and help stabilize the city 
  long enough to find Loaralis and retrieve the missing 
  vials of elixir.
  
  Marcos 
  Farabellus
  6
  PATHFINDER SOCIETY SCENARIO
  The PCs enter the lair of Loaralis, located in the 
  sealed vaults under the local church of Abadar. There 
  they encounter Loaralis’s two loyal lieutenants, each 
  enhanced by powerful and unique wishcrafted magic. 
  Following this battle, the PCs enter Loaralis’s lair far 
  below the city where the blue dragon awaits the PCs, 
  offering them a final chance to retreat. The battle that 
  follows determines the fate of the stolen vials of sun orchid 
  elixir and the ongoing prestige of the Society.
  BEFORE PLAY BEGINS
  As a high-level scenario, this adventure 
  contains 
  difficult 
  challenges 
  and 
  complex 
  tactical 
  encounters 
  specifically 
  designed 
  to 
  engage 
  skilled 
  players. 
  By 
  the 
  time 
  a 
  character 
  qualifies 
  to 
  play 
  this 
  scenario, 
  they 
  have 
  likely 
  participated 
  in 
  more 
  than 
  30 
  adventures, representing hundreds 
  of hours of game experience. That 
  means the group will have considerable 
  expertise with these PCs, likely having 
  maximized 
  their 
  equipment 
  choices, 
  discovered 
  complicated 
  spell 
  combinations with near-miraculous 
  results, and practiced their combat 
  tactics. If they are playing together 
  with friends, they probably work 
  well together, giving them a number 
  of advantages in both combat and 
  problem solving.
  Basically, the players will bring their A-game, and you 
  should too.
  The high-level nature of the encounters in this 
  scenario requires special consideration. After reading 
  through the adventure the first time, take a second (and 
  maybe even a third) look at each of the encounters and 
  think about how they will play out at the table once the 
  PCs become involved. Pay close attention to unfamiliar 
  spells or monsters, and take a few minutes to review any 
  special rules associated with them. Doing this before 
  you begin the game will make the scenario move more 
  smoothly, and your players will appreciate your effort to 
  facilitate a good time for all.
  Presented in each of the combat encounters is a round-
  by-round description of enemy tactics. You should 
  do what you can to adhere to these tactics while also 
  adapting to the innumerable counter-tactics employed 
  by the PCs. Remember that these encounters are meant 
  to be difficult, but not impossible. Players should be 
  challenged in this scenario, and their characters should 
  be pushed the fullest extent of their abilities.
  GETTING STARTED
  Once the players are ready to begin, provide them Player 
  Handout #1 on page 28. If you’re running this scenario 
  for a pre-selected group of players, you can also deliver 
  this handout in advance of the game session, adding to 
  the gravitas of the campaign arc. As the game begins, 
  inform the players that they each received the same 
  missive directing them to the Grand Lodge in Absalom. 
  These messages were hand-delivered by couriers to 
  wherever they were in the world. As each of the PCs arrive 
  at the grounds of the Grand Lodge, they’re informed that 
  Marcos Farabellus, the Master of Swords, awaits 
  them at the Wall of Names.
  As the PCs arrive at the Wall of Names, 
  they spot Farabellus pacing the length of 
  the wall, inspecting the names inscribed 
  upon it with grim solemnity. By the time 
  the PCs approach, Farabellus nears the 
  end of the wall, and the most recent 
  inscriptions. As he spots the PCs, 
  the Master of Swords hails them 
  over for their briefing. 
  To begin the adventure, read or 
  paraphrase the following. 
  “I thought this place appropriate. You 
  know, all of the agents who’ve fallen in 
  service to the Society have their names 
  inscribed here; for me, it’s a reminder that 
  the Society’s deeds often come at a cost. 
  I asked each of you to join me here today, 
  for I could think of no better place to give 
  you this serious mission.”
  The Master of Swords is visibly pensive for a moment before 
  continuing. “Through their proxies, the Decemvirate have 
  completed negotiations with the Thuvian city-state of Pashow. 
  As you may or may not know, Pashow is set to receive the 
  latest shipment of Thuvia’s famous sun orchid elixir—a tonic 
  that rejuvenates and forestalls the ravages of age. The last two 
  shipments of the elixir to Pashow over the last decade have 
  failed to reach the city, and in their third attempt, they seek the 
  aid of the Society to ensure nothing goes amiss.
  “You might ask yourself what business the Society has in 
  dealing with the sun orchid trade, or sending agents to act as 
  convoy guards—especially agents as esteemed and talented as 
  you. Well, the leader of Pashow, Emir Guldis, has solid evidence 
  that the Aspis Consortium intends to make an attempt on the 
  delivery, seeking to claim the elixir for the Consortium.”
  Farabellus sweeps his arm over a section of the wall inscribed 
  with the names of dozens of fallen agents. “The Aspis wounded 
  us, hit us here, on the grounds of this very lodge. These names 
  are all those who fell in that heinous attack, and the one who 
  we’ve learned organized that attack is also the one planning 
  
  Emir Guldis
  7
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  to rob Pashow. Even if you have no care for vengeance, I ask 
  that you lend your services to protect a troubled city from 
  Aspis schemes and avert the chaos and hardship that would 
  ensue. You’ll act as representatives of the Pathfinder Society, 
  ensuring that Emir Guldis and his city get their elixir, and that 
  the Consortium gets nothing.
  “As you ensure the delivery of an alchemical miracle capable 
  of extending one’s life by a few decades, remember that the 
  names inscribed on this wall are immortal in a way far beyond 
  anything that can be found within a vial. Remember that we 
  owe the names on this wall for the sacrifice they made—a 
  sacrifice that allows this Society to endure.”
  Marcos Farabellus is eager to see the 
  PCs on their way, but he’s just as eager to 
  answer any questions they have about 
  the sun orchid elixir delivery. He also 
  congratulates the PCs on their varied 
  accomplishments, even going so far 
  as to admit that they’ve surpassed 
  his career in many ways.
  What is the Sun Orchid 
  Elixir? 
  “It 
  is 
  a 
  unique 
  alchemical liquid known 
  to reverse the ravages 
  of aging. A Thuvian 
  alchemist developed it, 
  and 
  local 
  authorities 
  say that he resides in 
  a vast—and some say 
  impregnable—fortress 
  called the Citadel of the 
  Alchemist. Every year, six vials of this miracle substance 
  are released from the citadel and travel to one of Thuvia’s 
  city-states. In turn, the city-state sells each of the vials 
  at an auction, commanding some of the highest prices 
  seen on Golarion. After all, who doesn’t want a taste of 
  immortality?”
  How are we traveling to Pashow? “As time is of the 
  essence, Emir Guldis has sent one of his court conjurers to 
  personally teleport you to the city. She awaits your arrival 
  in Starhall.”
  What happened to the last shipments to Pashow? “No 
  one knows. We’ve sent several groups to investigate the 
  disappearances of the last two shipments, but they’ve 
  all come up empty. There’s been a taboo surrounding 
  the use of teleportation magic to deliver the elixir from 
  the Citadel of the Alchemist, and it seems the troubles 
  of Pashow lend credence to that belief. Both times that 
  Emir Guldis attempted to secure his city’s shipments 
  were with teleportation magic, and both went horribly 
  wrong. At least teleportation magic for any other purpose 
  seems safe.”
  What is the Aspis involvement? “Our field agents are 
  actively working against a resident Aspis Gold Agent by 
  the name of Kitio Aspenthi. Both our organization and 
  Emir Guldis separately came to the conclusion that Kitio 
  is making a play to claim some or all of the sun orchid 
  vials for the Aspis Consortium. We have other agents 
  tracking Kitio down, but we need our best—you—to 
  ensure the sun orchid delivery reaches Pashow. Emir 
  Guldis will have more information on site.”
  Treasure: Before they depart, Marcos Farabellus gives 
  one of the PCs a palm-sized ceramic disk 
  bearing the Glyph of the Open road on one 
  side and a pair of crossed swords on the 
  other. He explains that when broken, 
  this allows the user to speak up to 
  100 words to the Master of Swords 
  and receive a response. Farabellus 
  asks that should the PCs’ duties 
  change, they should update him 
  and reassess priorities together.
  PART ONE: THE PASHOW 
  ASSESSMENT
  Once the PCs have finished the 
  necessary 
  discussions 
  with 
  Marcos Farabellus, they can 
  meet Farhaana Zadeh (LN 
  female conjurer 14), court 
  conjurer of Emir Guldis. 
  Farhaana is impatient to 
  return to Pashow, and 
  she offers to use greater 
  teleport (with the assistance of several proprietary magic 
  items that boost her effective caster level to transport the 
  whole group) to bring the PCs along with her. This is the 
  intended means of travel to distant Thuvia, but the PCs 
  can make their own magical teleportation arrangements 
  if they’re suspicious of the Emir’s conjurer. Farhaana 
  has few combat spells prepared, having specialized in 
  transportation magic. 
  The PCs may want to spend some time making 
  purchases for their upcoming mission. Both Farhaana 
  and Farabellus understand if the PCs need to acquire 
  anything in Absalom—Pashow only being a large town, 
  and somewhat limited on available resources.
  Regardless of the specifics, the PCs arrive safely in the 
  emir’s fortified palace in the heart of Pashow.
  MEETING WITH THE EMIR
  Guldis, Emir of the Thuvian city-state of Pashow, eagerly 
  awaits the PCs’ arrival in the central spire of his modest 
  palace fortress. Having inherited his title at a young age, 
  Guldis spent his first years of his tenure squandering 
  
  8
  PATHFINDER SOCIETY SCENARIO
  the good faith vested in him by the people of Pashow. He 
  was once a corpulent specimen of humanity, and while 
  he has since replaced fat with lean muscle, the people 
  of Pashow still view Guldis as a slothful ruler. Most 
  significantly, his regime’s failure to transport Pashow’s 
  last two deliveries of the sun orchid elixir has eroded the 
  citizens’ confidence.
  The emir is eager to talk with the PCs as they arrive, 
  ushering them into a private meeting room in one of the 
  palace’s spires. Joining the group is Saabira Taheri (LN 
  female human fighter 13), the head of Pashow’s city guard 
  and Guldis’s personal security advisor. Saabira is secretly 
  one of Loaralis’s lieutenants, having risen to her position 
  over the past few years with the help of the dragon’s 
  schemes. Saabira is a quiet woman, interjecting only to 
  make her presence felt or point out important parts of 
  the tactics employed to deliver the vials. She also carries 
  a leather-bound dossier containing profiles of each of the 
  PCs and their most noteworthy accomplishments. Both 
  she and the emir have read through these with interest—
  the former in order to learn the PCs’ strengths and 
  weaknesses to pass to Loaralis.
  The emir orders servants to bring food and drink for 
  the PCs, but he only partakes in small amounts of either 
  due to his anxiety. The chamber’s central feature is a vast 
  wooden table covered in maps with a tray of markers kept 
  to one side. A semicircular glass window occupies much 
  of one wall, providing a pleasant view of Pashow and the 
  desert beyond.
  Emir Guldis begins speaking as the PCs are seated; 
  read or paraphrase the following.
  “I thank you all for coming on such short notice; I know the 
  negotiations between my city-state and your Decemvirate 
  only recently came to a conclusion. Sadly, there is little time 
  for pleasantries, as the sun orchid elixir is likely already being 
  delivered into the hands of my agents at the entrance to the 
  Citadel of the Alchemist.”
  Emir Guldis places a small marker near the mountains south of 
  Pashow on the grand map before him.
  “Dozens of convoys have convened to receive either one of 
  the six vials of the sun orchid elixir or a convincing fake. From 
  there, the convoys will split up to travel to Pashow by myriad 
  means and paths. We do not expect any activity within sight of 
  the citadel, and using a variety of travel methods gives us the 
  best chance of ensuring at least some of the elixir makes its 
  way here.”
  The emir places several small convoy markers near the 
  marker at the south end of the map. Immediately, magical lines 
  of color, matching the colors of their respective markers, form on 
  the map. Each of the lines zigzags through the desert or moves 
  in a direct line, ending at the northern edge of the map where 
  Pashow is styled in deep crimson ink.
  “I have retained your services not as mere caravan guards. 
  No, you are the last contingency to assist should any of our 
  true convoys come under attack. I have several conjurers on 
  standby to magically transport wherever you are needed most. 
  The Decemvirate have promised me that you are their most 
  experienced agents, and your presence eases my mind in the 
  face of potentially losing a third shipment.”
  CONVOYS APLENTY
  It is quite likely that the PCs want information on the 
  convoys engaged in trafficking the vials from the Citadel 
  of the Alchemist. Ultimately, only one of the convoys 
  comes under direct attack during this adventure, but 
  the emir’s staff has contracted an eclectic array of 
  professionals to carry the elixirs. Saabira Taheri provides 
  a professional overview of the numerous decoy convoys 
  prepared—many mundane, though you are free to invent 
  your own descriptions similar to those below. Saabira 
  informs the PCs that the actual sun orchid elixir vials are 
  spread among the following six convoys.
  The Faithful Procession: The local church of Abadar 
  has provided a juggernaut (Pathfinder RPG Bestiary 4 
  162) that can contain this group’s vial. A host of divine 
  servants follow the massive construct as it plows through 
  the desert towards Pashow. The dragon Loaralis is well 
  aware of this convoy, having maneuvered her lieutenant, 
  the Abadarian high priest Kaarim, to suggest it in the 
  first place. Unknown to the emir—and thus the PCs—
  Kaarim intends to take the elixir, returning to Pashow 
  and Loaralis’s lair by means of a word of recall spell.
  Inquisition of Inevitables: When teleportation proved 
  unreliable, Pashow’s conjurers turned to their other 
  specialty: summoning outsiders. Six kolyarut inevitables 
  (Pathfinder RPG Bestiary 2 163) representing an Axis-
  based organization called the Axion Forge have agreed 
  to transport one of the vials. These inevitables use their 
  invisibility spell-like ability, and walk from the Citadel to 
  Pashow. They are expected to be the last group to arrive.
  Pashow’s Parade Caravan: The officially touted caravan 
  bound from Pashow to the Citadel, this group is made up 
  of an overwhelming contingent of Pashow’s armed forces. 
  The massive caravan is guarded by hundreds of soldiers 
  and hired mercenaries.
  Pathfinder Delivery: A contingent of Pashow’s elite 
  military forces works alongside a group of Pathfinder 
  agents to deliver this vial. The field agents employ a 
  lead golem (Pathfinder RPG Bestiary 5 127) provided by the 
  Decemvirate to obfuscate the caravan’s position.
  Lord Lightfoot: This Iroran monk and self-styled 
  “lord” is capable of traveling at incredible overland speeds 
  unrivaled by other runners. He plans to spring through 
  the roughest terrain where raiders can hardly follow.
  
  9
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  Sable Company Envoys: Emir Guldis has contracted 
  a unit of Korvosa’s famed Sable Company Marines to 
  deliver one elixir. This unit is comprised of a dozen 
  hippogriff riders, who plan to return to Pashow by means 
  of flight.
  PART TWO: STRIKING FOR THE SUN ORCHID
  The PCs remain with Emir Guldis and Saabira as 
  the convoys get underway. Magically relayed reports 
  (typically via sending spells) keep everyone apprised of the 
  ongoing progress of the convoys. Things begin looking 
  up for Pashow as Lord Lightfoot and the Sable Company 
  detachments return to Pashow with their two vials of the 
  sun orchid elixir.
  The progress takes a turn for the worse when one of 
  the emir’s conjurers bursts into the chamber in a panic. 
  The conjurer disregards all formality in addressing the 
  emir others.
  “Emir! I’ve just received word from the Pathfinders’ convoy. 
  They’re under attack by a company of bandits and require 
  immediate assistance!”
  Emir Guldis begins questioning the conjurer, 
  obviously flustered by the development. It falls to Saabira 
  to extract the convoy’s coordinates, advise that the PCs 
  head out as soon as possible, and request they carry back 
  the elixir if necessary. Farhaana Zadeh once again stands 
  by to teleport the PCs as necessary. If the PCs object to 
  using of teleportation magic—a likely eventuality if 
  the PCs learned of the fate of the previous sun orchid 
  mishaps with teleportation—Saabira assures them by 
  stating that only those carrying the sun orchid elixir have 
  suffered problems.
  A. RUINED CARAVAN (CR 16 OR CR 18)
  The PCs arrive at the scene of a brutal skirmish waged 
  on multiple fronts, made increasingly devastating as 
  faction after faction arrived to compete for the same 
  prize. Partway through the fight, one of the Pathfinders 
  managed to activate a magic item that allowed him to 
  contact the emir’s palace.
  The Aspis gold agent Kitio Aspenthi has made his move 
  against the Pathfinder-sponsored convoy, waiting for his 
  spy within that group to leave the divination screen of 
  the lead golem and then pinpointing her location with 
  divination magic. Kitio’s subordinates The Consortium’s 
  thieves teleported in, attacked the guards, and began 
  searching for the elixir. Shortly afterward, Loaralis’s 
  raiders arrived, secured the elixir, and risked teleporting 
  back to Pashow. This ill-advised teleportation attracted 
  the attention of a gang of dimensional shamblers. These 
  planar-traveling aberrations descended on the weakened 
  convoy guards and its would-be ambushers, tearing 
  through them and transporting several back to the Astral 
  Plane shortly before the PCs arrive.
  The PCs arrive roughly 200 feet to the north of the 
  campsite (approximately 100 feet north of the edge of 
  area A1). Farhaana Zadeh has dedicated most of her spells 
  for the day to teleportation and utilitarian magic, so she 
  chooses to keep her distance from the destroyed convoy. 
  As she rightfully observes, the PCs shouldn’t risk their 
  best method home (or backup, if the PCs have access to 
  teleportation magic).
  Read or paraphrase the following as they approach.
  The smoldering ruins of numerous wooden carts fill the area. 
  Wooden debris rests against the sides of long-eroded stone 
  walls. Bodies are strewn about the area, many felled by 
  hideous wounds.
  Once the PCs reach the site of the convoy, give them 
  5 rounds to search through the wreckage and piece 
  together what they can in that time. At the end of the fifth 
  round, the dimensional shamblers return, noticing the 
  slight disturbance of the PCs’ teleportation into the area. 
  Refer to the Creatures section below for how to manage 
  the ensuing combat.
  Investigation: 
  The 
  Pathfinder 
  Society-sponsored 
  caravan made its way through the desert, stopping to 
  rest at a set of ancient ruins. Now, the caravan and its 
  constituent carts are nothing more than wrecks strewn 
  about the area. PCs can examine the fallen and, with a 
  successful DC 20 Heal check, discern that the types of 
  wounds vary between four distinct types: crossbows, 
  swords, magic, and claws. Kitio’s and Loaralis’s raiders 
  were the cause of the first three wounds, whereas the claw 
  wounds came from the dimensional shamblers later in 
  the fight.
  Shards of lead—remnants of the convoy’s lead golem—
  festoon the battlefield. When Kitio’s agents arrived, they 
  overcame the golem’s defenses by means of golembane 
  scarabs. A PC who succeeds at a DC 24 Knowledge (arcana) 
  check can identify the remains as pieces of a lead golem 
  and assess that the attacks that destroyed the golem 
  were somehow able to bypass its damage reduction. 
  A PC who succeeds at a DC 18 Perception check finds a 
  single golembane scarab partially buried in the sand near 
  a decapitated body.
  The badly burned gnome Rotuzack Paan (CN male 
  gnome bard 4, hp 33 [currently 4]) is the lone Pathfinder 
  survivor and now hides in the shell of the round tower. 
  He was on the receiving end of a fireball early in the fight 
  and managed to drag himself to safety and observe much 
  of the assault. He can describe how first one group of 
  mostly human raiders, then a second, attacked the convoy 
  
  N
  A. Ruined Caravan
  R : Rotuzack
  R
  Pathfinder Flip-Mat: Desert Ruins
  1 square = 5 feet
  10
  PATHFINDER SOCIETY SCENARIO
  
  A2. On the Astral Plane
  H : Harkas
  H
  I
  : Imlathre
  I
  R : Rosham
  R
  Pathfinder Map Pack: Extradimensional Spaces
  1 square = 5 feet
  11
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  and seemed to be at odds with one another. A member 
  of the second group proclaimed loyalty to “Loaralis the 
  Great” before cutting down a Pathfinder. The gnome 
  also witnessed the arrival of the dimensional shamblers 
  shortly after several raiders teleported away, and although 
  he couldn’t identify the creatures, he knows they can 
  teleport away with live victims. He correctly assumes 
  that the raiders’ teleportation summoned the aberrant 
  creatures. Rotuzack is in no condition to fight.
  Terrain Effects: The mapped area is a hotbed of planar 
  activity; the recently teleported vial of the sun orchid elixir 
  has created a thinning effect between the Astral and 
  Material Planes. A PC using arcane sight, detect magic, true 
  seeing, or similar magical senses can detect the thinning 
  
  12
  PATHFINDER SOCIETY SCENARIO
  of the planes. With a successful DC 20 Knowledge 
  (planes) check, a PC can assess that this effect makes 
  travel between the two planes easier, such that any such 
  effect (for example, plane shift) on one plane would take 
  the affected creatures to a precise location on the other 
  plane, and vice versa. 
  The region’s planar effects interact uniquely with 
  the dimensional shamblers, which have learned how 
  to manipulate the planar thinning following their 
  ambushes of the past decade’s sun orchid elixir deliveries 
  to Pashow. The dimensional shamblers can use their 
  shift planes ability an unlimited number of times per 
  day while within this area without the need to attempt 
  a Knowledge check. Creatures transported along with a 
  shambler take a –10 penalty on their Will save to resist 
  this effect. The shamblers always transport themselves 
  and their victims between the same region of the Material 
  (area A1) and Astral Planes (area A2).
  Creatures transported to the Astral Plane are subject 
  to that realm’s planar traits (Pathfinder RPG Gamemastery 
  Guide 191): subjective directional gravity, timeless, and 
  enhanced magic. The subjective gravity allows for a 
  limited form of flight, and the enhanced magic trait 
  allows all spells to be cast as though they were affected 
  by the Quicken Spell metamagic feat. This is especially 
  central to the tactics of the oracle Imlathre during the 
  encounter here.
  Creatures: Eight dimensional shamblers skulk about 
  this territory, attracted by the presence of the sun orchid 
  elixir. As the PCs arrive, the shamblers are located on the 
  Astral Plane, depositing a few of Kitio’s and Loaralis’s 
  surviving agents for interrogation. The shamblers 
  are eager to return to the Material Plane to study the 
  battlefield’s magical energies, backtracking the recent 
  teleportation to its source. They’re wise enough to 
  approach with caution (as listed in the tactics below), and 
  their return after 5 rounds of the PCs investigating the 
  site initiates the combat encounter.
  The self-declared “prophet” Imlathre has spent most 
  of his life as the research subject of Professor Kramolag, 
  who refers to him only by 117, his test number. He has 
  escaped many times only to be lured back by her threats or 
  assurances. This time she has released him purposefully, 
  promising him his freedom if he can recover a vial of the 
  sun orchid elixir for her. Kramolag wants this prize not 
  for her own vanity but rather to use it as a bargaining 
  chip to end Suliji Peshar’s ongoing blackmail. Imlathre 
  has lurked on the Astral Plane for several weeks now 
  in order to find and cow the gang of dimensional 
  shamblers responsible for disrupting the last two elixir 
  shipments. The shamblers dislike the human, yet after 
  he destroyed two of their number and demonstrated his 
  scholarly knowledge, they respect him enough to follow 
  his orders for now. With the shamblers’ help, Imlathre 
  has interrogated several of Kitio’s and Loaralis’s agents, 
  giving him enough information to piece together where 
  the stolen elixir is now. Suspecting that Pashow or his 
  other rivals might send reinforcements to investigate 
  the site, he has ordered the shamblers to return to the 
  Material Plane, retrieve any newcomers, and remove any 
  remaining evidence of his interference.
  Following his astral interrogations, Imlathre has 
  killed or cast away all but two of his captives. Harkas 
  (NE female half-orc fighter 8) is one of Kitio Aspenthi’s 
  Aspis contractors sent on the raid, and Rosham (NE 
  male human sorcerer 8) is part of a mercenary company 
  Loaralis hired to attack the convoy. Both are disabled at 0 
  hit points, die if reduced to –14 hit points, and present no 
  threat to the PCs. Imlathre prefers not to kill them, but 
  he willingly sacrifices them if doing so would allow him 
  to harm more PCs. Assume their bonuses on all saving 
  throws is +6. The PCs can question these captives, as 
  detailed in this encounter’s Development section.
  Pre-Combat / Surprise (Round 0): The dimensional 
  shamblers plane shift back to the Material Plane. They 
  remain several hundred feet away from the ruined 
  convoy, spending their actions to cast blink on themselves. 
  Following this, they use dimension door to reach the 
  convoy area. Position each of the shamblers so at least one 
  is threatening each of the PCs. This sudden teleportation 
  acts as a surprise round for the shamblers; roll initiative, 
  and proceed to the first round of combat. 
  Round 1: Each shambler attacks its adjacent target, 
  attempting to grapple the victims. Remember that the 
  shamblers have a 20% miss chance on each attack because 
  of blink. The shamblers’ goal in this round is to grapple 
  as many of the PCs as possible in this round. On the 
  Astral Plane, Imlathre delays, awaiting the return of his 
  shambler allies.
  Round 2: If any of the PCs remain grappled, grappling 
  shamblers use their shift planes ability to transport 
  themselves and their targets to the Astral Plane. Due 
  to the nature of the planar thinning in the region, PCs 
  take a –10 penalty on Will saves to resist this effect. 
  The actions of the remaining shamblers depend on the 
  success of their grappling allies. If at least two PCs have 
  been transported, the remaining shamblers spend their 
  actions trying to damage the remaining PCs, hoping to 
  weaken them before attempting to abduct more targets.
  On the Astral Plane, Imlathre delays until a PC arrives. 
  He chooses his targets based on appearance, typically 
  assuming heavily armored PCs are physical threats, 
  whereas those without heavy armor are likely spellcasters. 
  Imlathre targets a spellcaster with feeblemind enhanced 
  with his Persistent Spell metamagic feat, further 
  quickened by the effects of the Astral Plane. If multiple PCs 
  
  Dimensional 
  Shambler
  13
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  appear, he instead casts waves of ecstasy to quickly disable 
  his enemies—even at the expense of the shamblers. Either 
  way, the spell-quickening effects of the Astral Plane allow 
  Imlathre to use his interstellar void revelation in addition 
  to any spells he casts. If no PCs arrive this round, Imlathre 
  activates his wings of darkness revelation.
  Round 3+: The shamblers on the Material Plane  
  attempt to grapple their enemies again, intending on 
  plane shifting on the subsequent round. Those on the 
  Astral Plane do not maintain existing grapples and 
  instead return to the Material Plane alone. From this 
  point onwards, the shamblers effectively repeat these 
  tactics, grappling and shifting targets from the Material 
  to the Astral Plane.
  Imlathre continues his barrage of offensive magic and 
  revelations, attempting to subdue one or more PCs for 
  future interrogation and killing the rest. If no PCs are 
  present at the beginning of this round, he instead casts 
  plane shift, appearing in a tactically convenient spot at the 
  convoy ambush site on the Material Plane. From here, he 
  directs the shamblers, using plane shift to return to the 
  Astral Plane if one or more PCs are successfully abducted. 
  Otherwise, the battle continues on the Material Plane for 
  the remainder of the encounter.
  SUBTIER 12–13 (CR 16)
  DIMENSIONAL SHAMBLERS (8) 
  CR 8
  Pathfinder Adventure Path #46 80
  CE Medium outsider (chaotic, evil)
  Init +7; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
  hp 94 (9d10+45)
  Fort +11, Ref +8, Will +10
  Defensive Abilities resist conjuration; DR 5/lawful; 
  Immune summoning
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +14 (2d6+5 plus grab)
  Special Attacks dimension mastery, shift planes 
  Spell-Like Abilities (CL 8th; concentration +9)
  At will—dimension door
  3/day—blink, dimensional anchor
  TACTICS
  Before Combat The shamblers cast blink prior to 
  entering combat.
  During Combat The 
  shamblers attack 
  PCs with their 
  claws, aiming 
  to grapple 
  their 
  intended 
  targets. 
  A BATTLE ON TWO PLANES
  This encounter is designed to be both difficult and unique. 
  It represents the first in a series of encounters that 
  highlight the abilities of the PCs and how they’ve entered 
  an entirely new stage in their adventuring careers. Please 
  be sure to read and familiarize yourself with the tactics 
  of each creature involved, read and re-read the round-by-
  round descriptions of the actions, and follow the tactics 
  as closely as possible. They’re written the way they are to 
  encourage a difficult encounter but still let the PCs get out 
  of it without dying. The point to this encounter is not to kill 
  the entire group—it’s to provide a memorable start to the 
  All for Immortality story.
  The dimensional shamblers are a lower-level threat for 
  the players, and their purpose in this encounter is actually 
  more of a means of transportation than aggression. Unless 
  the party has a means of planar teleportation, the shamblers 
  are the only immediate solution to travel to the Astral Plane. 
  Canny players may realize this, especially in situations 
  where one character is stranded on the Astral Plane against 
  Imlathre. Remind players that they can voluntarily fail their 
  save against the shambler’s shift planes ability, allowing 
  them to travel to the aid of their allies. Groups vulnerable to 
  grappling may have problems with the shamblers, but the 
  real threat remains Imlathre, especially given that the PCs 
  will arrive in the Astral Plane piecemeal.
  
  14
  PATHFINDER SOCIETY SCENARIO
  They use their shift planes ability to transport grappled PCs 
  to the Astral Plane. From here, a shambler returns alone to 
  the Material Plane to repeat the process.
  Morale The shamblers are cowardly creatures, retreating from 
  the fight if reduced to 20 or fewer hit points. They also 
  retreat if both half of them have been defeated and Imlathre 
  has been slain.
  STATISTICS
  Str 21, Dex 16, Con 20, Int 7, Wis 14, Cha 13
  Base Atk +9; CMB +14 (+18 grapple); CMD 27
  Feats Improved Initiative, Iron Will, Lightning Reflexes, Lunge, 
  Vital Strike
  Skills Knowledge (planes) +18, Perception +14, Sense 
  Motive +14, Stealth +15; Racial Modifiers +8 
  Knowledge (planes)
  Languages Aklo
  SPECIAL ABILITIES
  Dimension Mastery (Ex) A dimensional shambler can take 
  actions normally after using dimension door effects. A 
  dimensional shambler under the effects of a dimensional 
  anchor or dimensional lock spell can ignore the effects of 
  the spell for 1 round by succeeding at a DC 25 Knowledge 
  (planes) check as a move action.
  Resist Conjuration (Ex) Dimensional shamblers detest being 
  conjured by other creatures. They are immune to all spell 
  effects of the summoning school, and are treated as if they 
  had double their actual Hit Dice (18 HD for most dimensional 
  shamblers) for the purposes of determining if they can be 
  conjured by spells like planar ally or planar binding.
  Shift Planes (Su) A dimensional shambler can shift between 
  planes once per hour, using an effect that is similar to that 
  created by the plane shift spell, save that a dimensional 
  shambler is a master of such travel and can manifest at an 
  exact location on its destination plane if it succeeds at a 
  DC 20 Knowledge (planes) check. If it exceeds this DC by 10 
  or more, it can place itself in such a position upon arrival that 
  if combat immediately results from its appearance, it gains a 
  +10 bonus on its resulting initiative check. Using shift planes 
  is a full-round action that provokes attacks of opportunity, 
  during which the dimensional shambler shimmers and grows 
  increasingly transparent. A dimensional shambler can use this 
  ability while grappling a creature—doing so does not provoke 
  attacks of opportunity from the creature it is grappling. If 
  the creature is of the dimensional shambler’s size or smaller 
  (Medium for most dimensional shamblers), that creature shifts 
  planes with the dimensional shambler unless it succeeds at a 
  DC 15 Will save. The save DC is Charisma-based.
  IMLATHRE 
  CR 14
  Male human oracle 15 (Pathfinder RPG Advanced Player’s 
  Guide 42)
  CN Medium Humanoid (human)
  Init +6; Senses darkvision 60 ft., see in darkness; Perception +1
  DEFENSE
  AC 27, touch 16, flat-footed 25 (+7 armor, +4 deflection, +2 Dex, 
  +4 natural)
  hp 161 (15d8+90)
  Fort +11, Ref +9, Will +12; +4 vs. disease 
  Immune disease, nauseated, sickened; SR 27
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee mwk sickle +11/+6/+1 (1d6–1)
  Oracle Spells Known (CL 15th; concentration +21)
  7th (4/day)—destruction (DC 23), insanity (DC 23), mass cure 
  serious wounds, waves of ecstasyUM (DC 23)
  6th (7/day)—greater dispel magic, harm (DC 22), heal, mass 
  cure moderate wounds, planar binding (DC 22)
  5th (7/day)—feeblemind (DC 21), flame strike (DC 21), mass 
  cure light wounds, plane shift (DC 21), spell resistance, 
  true seeing
  4th (7/day)—air walk, black tentacles, blessing of fervorAPG 
  (DC 20), cure critical wounds, death ward, spiritual allyAPG
  3rd (7/day)—blindness/deafness (DC 19), cure serious 
  wounds, deeper darkness, dispel magic, protection from 
  energy, tongues
  2nd (8/day)—calm emotions (DC 18), cure moderate 
  wounds, dust of twilightAPG (DC 18), hold person (DC 18), 
  resist energy, silence (DC 18), spiritual weapon
  1st (8/day)—command (DC 17), cure light wounds, doom 
  (DC 17), entropic shield, magic weapon, sanctuary 
  (DC 17), shield of faith
  0 (at will)—bleed (DC 16), create water, detect magic, detect 
  poison, guidance, light, mending, read magic, resistance
  Mystery Dark TapestryUM
  TACTICS
  Before Combat Anticipating enemy reinforcements, Imlathre 
  sends his dimensional shambler allies to abduct targets from 
  the ambush site. He then quaffs his remaining potions, and 
  casts entropic shield, shield of faith and spell resistance.
  During Combat Imlathre disables spellcasters with feeblemind 
  and groups of PCs with waves of ecstasy. He continues 
  to use his spells and revelations—particularly dweller in 
  darkness and interstellar void—to punish his foes and heal 
  himself. If his wings of darkness revelation is active, he 
  prefers to fight about 100 feet above the floating rocks to 
  stay away from melee threats. He aims to keep one PC alive 
  for interrogation.
  Morale If harried by an especially persistent opponent, 
  Imlathre casts deeper darkness and hides within the 
  bubble, taking full advantage of his see in darkness ability. 
  Imlathre fights to the death, knowing that finding about 
  the sun orchid elixir’s whereabouts is his only means of 
  escaping Kramolag.
  Base Statistics Without barkskin, bear’s endurance, shield of 
  faith, and spell resistance, Imlathre’s statistics are AC 21, 
  touch 14, flat-footed 19; hp 131; Fort +9; SR none; CMD 24.
  
  15
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  STATISTICS
  Str 8, Dex 14, Con 18, Int 10, Wis 13, Cha 22
  Base Atk +11; CMB +10; CMD 26
  Feats Abundant RevelationsUM (interstellar void), Combat 
  Casting, Empower Spell, Extra RevelationAPG, Improved 
  Initiative, Maximize Spell, Persistent SpellAPG, Spell 
  Penetration, Toughness
  Skills Bluff +2, Diplomacy +2, Disguise +2, Intimidate +24, 
  Knowledge (planes) +18, Knowledge (religion) +18, 
  Linguistics +2, Sense Motive +17, Spellcraft +18
  Languages Aklo, Common, Shadowtongue
  SQ oracle’s curse (wasting), revelations (cloak of darknessUM, 
  dweller in darknessUM, gift of madnessUM, interstellar voidUM, 
  pierce the veilUM, wings of darknessUM)
  Combat Gear potion of barkskin (CL 9th), potion of bear’s 
  endurance; Other Gear +2 scale mail, mwk sickle, cloak 
  of resistance +2, headband of alluring charisma +4, ring 
  of protection +2, medical bracelet (reads “#117”), spell 
  component pouch
  SUBTIER 14–15 (CR 18)
  ADVANCED DIMENSIONAL SHAMBLERS (8) 
  CR 9
  Pathfinder RPG Bestiary 294, Pathfinder Adventure Path #46 80 
  CE Medium outsider (chaotic, evil)
  Init +7; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 25, touch 15, flat-footed 20 (+5 Dex, +10 natural)
  hp 116 (9d10+63)
  Fort +13, Ref +10, Will +12
  Defensive Abilities resist conjuration; DR 5/lawful; 
  Immune summoning
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +16 (2d6+7 plus grab)
  Special Attacks dimension mastery, shift planes 
  Spell-Like Abilities (CL 8th; concentration +11)
  At will—dimension door
  3/day—blink, dimensional anchor
  TACTICS
  Use the tactics from Subtier 12–13.
  STATISTICS
  Str 25, Dex 20, Con 24, Int 11, Wis 18, Cha 17
  Base Atk +9; CMB +16 (+20 grapple); CMD 31
  Feats Improved Initiative, Iron Will, Lightning Reflexes, Lunge, 
  Vital Strike
  Skills Acrobatics +17, Knowledge (planes) +20, Perception +16, 
  Sense Motive +16, Spellcraft +12, Stealth +17; Racial 
  Modifiers +8 Knowledge (planes)
  Languages Aklo
  SPECIAL ABILITIES
  See Subtier 12–13.
  IMLATHRE 
  CR 16
  Male human oracle 17 (Pathfinder RPG Advanced Player’s 
  Guide 42)
  CN Medium Humanoid (human)
  Init +6; Senses darkvision 60 ft., see in darkness; Perception +1
  DEFENSE
  AC 28, touch 16, flat-footed 26 (+8 armor, +4 deflection, +2 Dex, 
  +4 natural)
  hp 182 (17d8+102)
  Fort +11, Ref +9, Will +13; +4 vs. disease 
  Defensive Abilities 25% chance to negate critical hits and 
  sneak attacks; Immune disease, nauseated, sickened; SR 29
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee mwk sickle +12/+7/+2 (1d6–1)
  Oracle Spells Known (CL 15th; concentration +21)
  8th (4/day)—mass cure critical wounds, fire storm (DC 24), 
  orb of the voidUM(DC 24), reverse gravity (DC 24)
  7th (6/day)—blasphemy (DC 23), mass cure serious wounds, 
  destruction (DC 23), insanity (DC 23), waves of ecstasyUM 
  (DC 23)
  6th (7/day)—mass cure moderate wounds, greater dispel 
  magic, harm (DC 22), heal, planar binding (DC 22)
  5th (7/day)—mass cure light wounds, feeblemind (DC 21), 
  flame strike (DC 21), plane shift (DC 21), spell resistance, 
  true seeing
  4th (7/day)—air walk, black tentacles, blessing of fervorAPG 
  (DC 20), cure critical wounds, death ward, spiritual allyAPG
  3rd (7/day)—blindness/deafness (DC 19), cure serious 
  wounds, deeper darkness, dispel magic, protection from 
  energy, tongues
  2nd (8/day)—calm emotions (DC 18), cure moderate 
  wounds, dust of twilightAPG (DC 18), hold person (DC 18), 
  resist energy, silence (DC 18), spiritual weapon
  1st (8/day)—command (DC 17), cure light wounds, doom 
  (DC 17), entropic shield, magic weapon, sanctuary 
  (DC 17), shield of faith
  SCALING ENCOUNTER A
  Make the following adjustments to accommodate a group 
  of four PCs.
  Subtier 12–13: Reduce the number of dimensional 
  shamblers present by 2. Remove the ability to cast quickened 
  spells on the Astral Plane portion of the encounter. Also 
  remove destruction and waves of ecstasy from Imlathre’s list 
  of spells known.
  Subtier 14–15: Remove the advanced simple template 
  from the dimensional shamblers. Remove the ability to 
  cast quickened spells on the Astral Plane portion of the 
  encounter. Also remove destruction and fire storm from 
  Imlathre’s list of spells known.
  
  16
  PATHFINDER SOCIETY SCENARIO
  0 (at will)—bleed (DC 16), create water, detect magic, detect 
  poison, guidance, light, mending, read magic, resistance
  Mystery Dark TapestryUM
  TACTICS
  Before Combat Use the tactics in Subtier 12–13.
  During Combat Use the tactics in Subtier 12–13. Imlathre 
  prioritizes casting quickened orb of the void, which he 
  maneuvers on subsequent rounds. If surrounded, he casts 
  blasphemy, despite being vulnerable to its effects.
  Morale Use the tactics in Subtier 12–13.
  Base Statistics Without barkskin, bear’s endurance, shield of 
  faith, and spell resistance, Imlathre’s statistics are AC 23, 
  touch 15, flat-footed 21; hp 148; Fort +9; SR none; CMD 26.
  STATISTICS
  Str 8, Dex 14, Con 18, Int 10, Wis 13, Cha 23
  Base Atk +12; CMB +11; CMD 27
  Feats Abundant RevelationsUM (interstellar void), Combat 
  Casting, Empower Spell, Extra RevelationAPG, Improved 
  Initiative, Maximize Spell, Persistent SpellAPG, Spell 
  Penetration, Still Spell, Toughness
  Skills Bluff +2, Diplomacy +2, Disguise +2, Intimidate +26, 
  Knowledge (planes) +20, Knowledge (religion) +20, 
  Linguistics +2, Sense Motive +19, Spellcraft +20
  Languages Aklo, Common, Shadowtongue
  SQ oracle’s curse (wasting), revelations (cloak of darknessUM, 
  dweller in darknessUM, gift of madnessUM, interstellar voidUM, 
  pierce the veilUM, wings of darknessUM)
  Combat Gear potion of barkskin (CL 9th), potion of bear’s 
  endurance; Other Gear +3 light fortification scale mail, 
  mwk sickle, cloak of resistance +2, headband of alluring 
  charisma +4, ring of protection +3, medical bracelet (reads 
  “#117”), spell component pouch
  Development: Imlathre’s defeat causes the remaining 
  dimensional shamblers to scatter and gives the PCs ample 
  time to finish surveying the wreckage of the convoy. In the 
  event that some of the PCs are stuck on the Astral Plane, 
  there are several means to return them to the Material 
  Plane. First, if any of the PCs have plane shift or similar 
  interplanar transportation effects, they can use such magic 
  to travel back without error. Alternatively, you can assume 
  Farhaana Zadeh has plane shift prepared twice and can 
  retrieve the stranded PCs. Finally, it’s possible that several 
  minutes after the death of Imlathre, the planar thinning 
  effect in the region ends, and the PCs are forcibly ejected 
  back to the Material Plane. Ultimately, don’t spend a lot 
  of time reuniting the PCs. At this level, they have enough 
  powerful allies on their side to resolve this minor hurdle.
  If either Harkas or Rosham survived, the PCs can 
  question them about the attack on the convoy; convincing 
  either one to cooperate requires a successful DC 18 
  Intimidate check or use of magic. Kitio and Loaralis 
  prefer to dole out information on a need-to-know basis, 
  so although both raiders can identify their employers 
  by name, neither is clear what the next step of the plan 
  would be after securing the elixir and escaping. Harkas 
  knows that Kitio has operated out of Aspenthar for 
  the past 2 months rather than from his base in Merab. 
  Furthermore, it seems Kitio was able to mobilize 
  considerable resources, as though he had the support of a 
  high-ranking city official.
  Rosham has never met Loaralis, and he recognizes that 
  anyone operating under such a pseudonym is probably 
  just borrowing the name for shock value. The orders to 
  attack arrived only that morning out of Pashow, where 
  Rosham and others were stationed. He knows that the 
  mercenaries have ample teleportation abilities, so if the 
  elixir disappeared, his comrades likely escaped with 
  it and have already delivered it to their employer at a 
  previously undisclosed location. He carries a copy of his 
  orders, notarized with the seal of a middle-rank priest of 
  Abadar in Pashow. This identifies the church of Abadar as 
  a possible place to track down Loaralis. In fact, the high 
  priest notarized these orders using a lesser seal, providing 
  him a scapegoat should the orders be discovered.
  The fate of these captives is up to the PCs. If they would 
  rather turn the criminals over to the emir’s guards, 
  Pashow’s constabulary can readily imprison the raiders 
  until they can stand trial.
  Rewards: If the PCs fail to defeat Imlathre and the 
  dimensional shamblers, reduce each PC’s gold earned 
  as follows.
  Subtier 12–13: Reduce each PC’s gold earned by 3,802 gp.
  Out of Subtier: Reduce each PC’s gold earned by 5,041 gp.
  Subtier 14–15: Reduce each PC’s gold earned by 6,281 gp.
  RETURN TO PASHOW
  The PCs return to Pashow to find the city in a state of 
  panic. The sounds of distant rioting is audible outside, 
  even from within the walls of Emir Guldis’s palace—
  it’s clear the people have heard about the theft of the 
  sun orchid elixir! Dozens of informants loyal to Loaralis 
  have spread inflammatory rumors throughout the city, 
  creating a shroud of discord, panic, and revolution that 
  allows the blue dragon to consolidate her gains.
  Emir Guldis is a mix of angry and worried, sweating 
  profusely as the PCs meet him. He rushes towards the 
  PCs as they arrive, seeking an update.
  “Please tell me you secured the elixir! Please! I just received a 
  report from the faith caravan that high priest Kaarim is missing, 
  and their vial of the elixir is gone. I don’t know how, but the 
  people seem to have heard the news just as I did! I’ve had to 
  send Saabira into the streets to direct the remaining guards to 
  quell outright revolution, and it’s not going well! So please, tell 
  me you found the vial!”
  
  17
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  The PCs need to be tactical in their answer, as a blunt 
  admission that the elixir disappeared leaves Emir Guldis 
  despondent and willing to accept the end of his reign at 
  the hands of the growing revolution. With a successful 
  DC 24 Diplomacy check, the PCs can break the news 
  kindly and keep the emir focused on retrieving the vials. 
  Similarly, a the PCs can snap Guldis back to reality with a 
  successful DC 20 Intimidate check, especially if he fears 
  earning the enmity of the Pathfinder Society on top of 
  everything that’s happened. Wasting time here grants 
  the high priest Kaarim additional time to prepare, as 
  noted in the encounter tactics in area B.
  Any mention of Loaralis also gets the emir’s attention, 
  for her name has been connected to several crimes lately, 
  including an attempted break-in in the sealed vaults 
  below the church of Abadar. The conjurer Farhaana 
  Zadeh recalls that most of the vaults below were cleared 
  and sealed following tremors that struck the region three 
  decades ago, leaving most unguarded but presumed 
  empty. The PCs might also observe that the mercenary 
  Rosham carried a contract notarized by a local priest of 
  Abadar, and the sudden disappearance of the high priest 
  Kaarim likely feels too well timed to be a coincidence. 
  The two missing vials of the sun orchid elixir is sufficient 
  evidence for the emir to ask that the PCs investigate the 
  Abadaran vaults, ascertain if there is a traitor there, 
  and recover the vials of elixir if they can. Emir Guldis 
  recognizes that this is a slight departure from the 
  original contract, and he invites the PCs to update their 
  superiors. This is an ideal opportunity for the PCs to use 
  the token Marcos Farabellus gave them, allowing them to 
  summarize recent developments in about 100 words and 
  receive further instructions. Assuming the PCs provide 
  the Master of Swords with a synopsis of their setback and 
  request to help Emir Guldis find the lost elixirs, Marcos 
  Farabellus responds as follows. If the PCs already used 
  the token or convey insufficient information, the emir 
  can supply a few scrolls of sending to finish the job.
  “I have many questions. Where did the extraplanar invaders 
  come from? Is Kitio still a threat? These issues could stand 
  investigation, but tracking down Loaralis and the lost elixirs 
  is more important. The mission has evolved, and it requires 
  direct leadership in Pashow, not a voice from Kortos. You’re 
  now in command of the operation and have authority to 
  direct the remaining Pathfinder teams as you see fit—they 
  will report to you shortly and can assist where you cannot go. 
  Leadership is a privilege but also a burden. Remember the Wall 
  of Names, Pathfinders.”
  Development: True to his word, Marcos Farabellus 
  contacts the three remaining teams in Pashow, and they 
  convene at the palace 10 minutes later. Before the PCs 
  depart to inspect the church of Abadar, they can meet 
  with the three teams, review Guldis’s dossiers on each of 
  the Pathfinder agents (summarized in Player Handout 
  #2, Player Handout #3, and Player Handout #4 on pages 
  28–30), and issue the teams orders. See Appendix: Field 
  Command on page 31 for more information about how 
  the PCs can prepare and direct their new subordinates 
  in this crisis.
  There’s little information surrounding the vaults 
  under the local fane of Abadar. The vaults were sealed 
  after a prior liquidation of assets from Pashow prior 
  to Emir Guldis’s ascent to power in the city-state. The 
  then-ranking priest of Abadar ordered the vaults sealed, 
  switching to the use of above-ground storage chambers 
  in the primary church complex. With the majority of the 
  Abadarian priesthood away with the Faithful Procession, 
  Emir Guldis uses his power to grant the PCs access to the 
  previously sealed vaults.
  PART THREE: VAULT OF THE ETERNITY THIEF
  Pashow’s temple of Abadar is mostly abandoned 
  because many of the priests have accompanied the faith 
  procession convoy. Fewer than a dozen priests remain 
  behind to maintain the temple. The rioting townsfolk 
  have chosen to ignore the temple, instead venting their 
  anger on government agencies and non-religious shops 
  and other areas. The PCs must push their way through 
  angry mobs and urban unrest to reach the temple—little 
  challenge for high-level PCs.
  The priests on duty offer no resistance to the PCs, as the 
  emir’s spellcaster has already informed them of the PCs 
  task using whispering wind. A mid-ranking cleric escorts 
  to the sealed entrance of the lower vaults. The path is a 
  15-foot-wide staircase that descends into the earth.
  B. THE UPPER VAULTS (CR 15 OR CR 17)
  Walls of pale sandstone stretch throughout this vast chamber. 
  The ceiling arches twenty feet over the floor, both outlined 
  with broad stripes of gold leaf. Large golden frescos cover large 
  stretches of the walls, each with a large keyhole near its center. 
  Freshly cleaned blue carpets fill several of the short hallways, 
  and a stylized rendition of a vast golden key is carved into the 
  floor at the chamber’s eastern end. The image points toward a 
  grand, sealed golden door, ten feet in height.
  This upper level of the temple’s vault complex contains 
  several abandoned personal vaults. The walls are polished 
  stone (Climb DC 30), and each of the vaults is locked with 
  a high quality lock (DC 30 Disable Device). The vaults’ 
  interiors are scoured of anything useful, but they act 
  as potential sanctuaries for those engaged in combat in 
  the area. The door at the eastern edge of the chamber is 
  
  N
  B. The Upper Vaults
  K : Kaarim
  K
  S : Saabira
  S
  1 square = 5 feet
  18
  PATHFINDER SOCIETY SCENARIO
  locked with a true masterpiece of a lock (Disable Device 
  DC 40), but High Priest Kaarim is in possession of the 
  key. Despite the door’s golden appearance, it is actually 
  gold-plated, magically hardened steel (hardness 20, 
  hp 180, break DC 50, SR 25).
  Creatures: Loaralis’s two chief lieutenants await the 
  arrival of the PCs in this chamber: High Priest Kaarim 
  and Saabira Taheri, head of the city’s guards. Loaralis’s 
  spies, alarms, and other safeguards have alerted the 
  dragon to the PCs’ imminent arrival. She is deeper 
  in the vault arming traps, and has dispatched her 
  most dependable minions to deal with the meddling 
  Pathfinders. She believes Emir Guldis’s reign is nearly 
  over, and if she can defeat the PCs, there is no chance of 
  anyone discovering her true identity before she can affect 
  the emir’s deposal.
  Both lieutenants are zealously loyal to Loaralis. The 
  dragon has rewarded this devotion by acquiring a unique 
  advantage in the form of wishcrafted magic for them. 
  This boon links both Kaarim and Saabira so closely that 
  should one fall in combat, the other gains incredible 
  power but quickly expires from the wish-fueled magic 
  coursing through his or her system. The wishcraft bond 
  ensures that neither of the lieutenants conspires against 
  the other, for their fates are inextricably linked. It also 
  means they battle with a shared purpose, knowing the 
  death of one will give the other the capacity necessary 
  to continue the fight. For the purpose of calculating 
  this encounter’s effective Challenge Rating, this bond is 
  treated as a CR 11 creature (CR 13 in Subtier 14–15).
  Have the PCs roll initiative upon entering the chamber. 
  Proceed with the tactics below.
  Before Combat/Surprise (Round 0): The lieutenants use 
  this time to perform all tactics listed in their respective 
  Before Combat entries. Unless all of the PCs succeed at 
  a DC 18 Stealth check to approach quietly, High Priest 
  Kaarim has also cast his second set of spells by the time 
  the PCs arrive.
  Round 1: Kaarim begins combat by casting repulsion, 
  creating a sizable field along the eastern edge of the 
  chamber. Due to the wishcraft bond, Saabira in unaffected 
  by this spell, and it helps her avoid the PCs’ counterattacks 
  when combined with her Spring Attack feat.
  Round 2: Kaarim further impedes the advance of melee-
  oriented PCs by placing a blade barrier just in front of the 
  edge of his repulsion field. Saabira moves to attack enemy 
  spellcasters, continuing to spring behind the defenses 
  Kaarim creates.
  
  19
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  SCALING ENCOUNTER B
  For a group of only four PCs, Kaarim’s and Saabira’s 
  wishcrafted bond only grants them immunity to each 
  other’s offensive spells; ignore all other effects.
  Round 3+: Kaarim switches to a more offensive role, 
  entering melee or casting damaging and impeding 
  spells against foes that pass through his barriers. Saabira 
  continues to harry foes with her attacks, stopping to 
  make full attacks against foes that enter her reach 
  and using her last her last attack to trip her target. If 
  either lieutenant is severely wounded, Kaarim attempts 
  to escape to one of the larger alcoves to the west with 
  dimension door, where he casts heal on whichever of them 
  is most wounded.
  Wishcraft Trigger: Once one of the lieutenants is 
  defeated (including, for the purpose of this encounter, 
  being knocked unconscious), the wishcraft bond triggers. 
  If Kaarim is the one who survives, he casts his now-
  empowered most damaging spells, willingly switching 
  to melee attacks adjacent opponents and weak targets. 
  This close range also allows him to take full advantage 
  of channeling energy against his foes. Should Saabira be 
  the one who survives, she uses her teleportation abilities 
  to rapidly spring throughout the chamber and strike as 
  many PCs as she can, hoping to strike down as many foes 
  as possible. 
  In either case, the stacking negative levels eventually 
  lay low the surviving combatant.
  SUBTIER 12–13 (CR 15)
  KAARIM 
  CR 12
  Male half-elf cleric of Abadar 13
  LE Medium humanoid (elf, human)
  Init –1; Senses low-light vision; Perception +8
  DEFENSE
  AC 25, touch 13, flat-footed 25 (+12 armor, +4 deflection, –1 Dex)
  hp 114 (13d8+52)
  Fort +10, Ref +3, Will +14; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee +1 cold iron heavy mace +13/+8 (1d8+5)
  Ranged mwk heavy crossbow +9 (1d10/19–20)
  Special Attacks channel negative energy 5/day (DC 18, 7d6)
  Domain Spell-Like Abilities (CL 13th; concentration +19) 
  At will—dimensional hop (130 feet/day) 
  9/day—touch of law 
  Cleric Spells Prepared (CL 13th; concentration +19)
  7th—dictumD (DC 24), repulsion (DC 23)
  6th—blade barrier (DC 23), greater dispel magic, harm 
  (DC 22), hold monsterD (DC 22)
  5th—dispel chaosD, flame strike (DC 22), righteous might, 
  true seeing, wall of stone
  4th—dimension doorD, dimensional anchor, dismissal 
  (DC 20), divine power, freedom of movement, order’s 
  wrath (DC 21)
  3rd—blindness/deafness (DC 19), flyD, invisibility purge, 
  protection from energy, searing light, wrathful mantleAPG 
  (DC 20)
  2nd—align weapon (law only)D, bull’s strength, hold person 
  (DC 18), spiritual weapon, status, undetectable alignment 
  (DC 18), weapon of aweAPG (DC 18)
  1st—command (2, DC 17), comprehend languages, magic 
  weapon, protection from chaosD, remove fear, shield 
  of faith
  0 (at will)—detect magic, guidance, light, read magic
  D domain spell; Domains Law, Travel
  TACTICS
  Before Combat Kaarim prefaces combat by casting bull’s 
  strength, magic vestment, shield of faith, and status (already 
  incorporated into his stat block). He then casts the special 
  spell granted by his special preparations ability, and if the 
  PCs do not approach quietly, he also casts divine power, 
  freedom of movement, righteous might, and true seeing.
  During Combat Kaarim casts repulsion to keep his enemies at 
  a distance. He then uses spells such as blade barrier, dictum, 
  and greater dispel magic to maintain battlefield control. He 
  uses his dimensional hop ability to travel into the sealed 
  vaults, where he heals or casts additional enhancing magic.
  Morale Kaarim fights until death, linked to Saabira by their 
  wishcrafted bond.
  Base Statistics Without bull’s strength, magic vestment, 
  and shield of faith, Kaarim’s statistics are AC 18, touch 9, 
  flat-footed 18; Melee +1 cold iron mace +11/+6 (1d8+2); 
  CMB +10; CMD 19.
  STATISTICS
  Str 16, Dex 8, Con 14, Int 10, Wis 23, Cha 14
  Base Atk +9; CMB +12; CMD 25
  Feats Combat Casting, Empower Spell, Extend Spell, Heavy 
  Armor Proficiency, Maximize Spell, Skill Focus (Knowledge 
  [religion]), Spell Focus (evocation), Toughness
  Skills Diplomacy +8, Knowledge (history) +6, Knowledge 
  (nobility) +6, Knowledge (religion) +12, Perception +8, 
  Spellcraft +14; Racial Modifiers +2 Perception
  Languages Common, Elven
  SQ agile feet (9/day), elf blood
  Combat Gear potion of bear’s endurance, scroll of antilife 
  shell, scroll of heal, scroll of heroes’ feast; Other Gear +3 full 
  plate, +1 cold iron heavy mace, mwk heavy crossbow with 
  10 bolts, headband of inspired wisdom +4, platinum holy 
  symbol of AbadarUE, key to Loaralis’s lair, spell component 
  pouch, eye salve worth 250 gp
  
  20
  PATHFINDER SOCIETY SCENARIO
  SPECIAL ABILITIES
  Special Preparations (Ex) Thanks to Saabira’s access 
  to dossiers on the PCs, their abilities, and their 
  accomplishments, Kaarim gains and casts one of the 
  following spells from a scroll (CL 15th) before the PCs arrive: 
  death ward, protection from energy (affects both Kaarim 
  and Saabira), or spell immunity. 
  SAABIRA TAHERI 
  CR 12
  Female human fighter (polearm master) 13 (Pathfinder RPG 
  Advanced Player’s Guide 106)
  LN Medium humanoid (human)
  Init +7; Senses Perception +5
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+8 armor, +3 Dex, +1 dodge) 
  hp 141 (13d10+65)
  Fort +11, Ref +7, Will +5
  DR 10/magic (ranged weapon attacks only; 30 points)
  OFFENSE
  Speed 30 ft.
  Melee +2 bardiche +23/+18/+13 (1d10+13/17–20)
  Special Attacks pole fighting, polearm training, steadfast pike
  TACTICS
  Before Combat Saabira quaffs her potion of fly and potion of 
  protection from arrows prior to the PCs arrival.
  During Combat Saabira takes advantage of Spring Attack, 
  moving to attack foes with her polearm and then retreating. 
  Her connection with Kaarim means that she’s unaffected 
  by any negative effects of the high priest’s spells, meaning 
  spells such as blade barrier and repulsion doesn’t affect 
  her. If viable, she also uses her bardiche to trip opponents, 
  particularly if she’s affected them with her Staggering 
  Critical feat.
  Morale Saabira fights until death, linked to Kaarim by their 
  wishcrafted bond.
  STATISTICS
  Str 17, Dex 16, Con 16, Int 8, Wis 12, Cha 10
  Base Atk +13; CMB +16; CMD 30
  Feats Critical Focus, Dodge, Greater Weapon Focus (bardiche), 
  Greater Weapon Specialization (bardiche), Improved 
  Critical (bardiche), Improved Initiative, Mobility, Power 
  Attack, Spring Attack, Staggering Critical, Step Up, 
  Toughness, Vital Strike, Weapon Focus (bardiche), Weapon 
  Specialization (bardiche)
  Skills Acrobatics +9, Intimidate +16, Perception +5
  Languages Common
  SQ flexible flanker, sweeping fend
  Combat Gear potion of cure serious wounds, potion of fly, 
  potion of protection from arrows; Other Gear +2 mithral 
  breastplate, +2 bardicheUE, belt of mighty constitution +2
  SPECIAL ABILITIES
  Special Preparations (Ex) Thanks to Saabira’s access 
  to dossiers on the PCs, their abilities, and their 
  accomplishments, the GM can provide Saabira one of the 
  following advantages to defend against the PCs’ favorite 
  tactics—ideally one they used earlier in the scenario.
  • Saabira wears a locked gauntlet and has applied an oil to 
  her weapon that increases its effective hardness to 22 and 
  increases its hit point total to 60.
  • Three enchanted iron bullets orbit Saabira and deflect other 
  bullets, granting her a +10 bonus to AC against the first three 
  firearm attacks attempted against her during this encounter.
  • Saabira has consumed a variety of alchemical remedies that 
  grant her a +5 alchemical bonus against effects that would 
  blind, confuse, daze, nauseate, poison, sicken, or stagger her.
  WISHCRAFT BOND 
  CR 11
  This powerful bond affects both Kaarim and Saabira and was 
  engineered through specially crafted wish spells arranged 
  by Loaralis. This effect can only be dispelled by triggering 
  the condition listed below. The wishcraft bond affects its two 
  recipients in the following ways.
  • When casting harmful spells, Kaarim does not affect Saabira. 
  This includes impeding effects such as repulsion as well as 
  magical damage such as flame strike.
  • Saabira can make use of Kaarim’s dimensional hop ability. 
  Uses of this ability affect Saabira, but take up the uses 
  available to Kaarim.
  When either Kaarim or Saabira are reduced to 0 or fewer hit 
  points, the wishcraft bond immediately triggers a contingency 
  effect. This manifests with the defeated lieutenant dissipating 
  into a pile of ash, leaving only that person’s equipment 
  behind, followed by the remaining lieutenant gaining several 
  new abilities as listed below. Every round following the 
  death of the first lieutenant, the surviving lieutenant gains 1 
  negative level at the start of his or her turn with no save. Once 
  the surviving lieutenant’s negative levels equals his or her Hit 
  Dice, that lieutenant collapses into a pile of ash.
  Kaarim: Kaarim immediately receives the benefits of haste and 
  heal (CL 15th). Kaarim counts his melee weapon as having 
  the shocking burst weapon special ability, and can count any 
  spell he casts as having the Empower Spell metamagic feat 
  applied to it. In addition, every time Kaarim gains a negative 
  level at the start of his turn, he can channel negative energy 
  as a free action.
  Saabira: Saabira immediately receives the benefits of haste 
  and heal (CL 15th). Her bardiche gains the unholy weapon 
  special ability. In addition, she can now cast dimension door 
  as an at-will spell-like ability (CL = Saabira’s character level). 
  Saabira also counts as possessing the Dimensional AgilityUC, 
  Dimensional AssaultUC, and Dimensional DervishUC feats.
  SUBTIER 14–15 (CR 17)
  KAARIM 
  CR 14
  Male half-elf cleric of Abadar 15
  
  21
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  LE Medium humanoid (elf, human)
  Init –1; Senses low-light vision; Perception +8
  DEFENSE
  AC 27, touch 13, flat-footed 27 (+12 armor, +4 deflection, 
  –1 Dex, +2 natural)
  hp 131 (15d8+60)
  Fort +11, Ref +4, Will +15; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee +1 cold iron heavy mace +15/+10/+5 (1d8+5)
  Ranged mwk heavy crossbow +11 (1d10/19–20)
  Special Attacks channel negative energy 5/day (DC 19, 8d6), 
  staff of order (7 rounds, 2/day)
  Domain Spell-Like Abilities (CL 15th; concentration +21) 
  At will—dimensional hop (150 feet/day) 
  9/day—touch of law 
  Cleric Spells Prepared (CL 15th; concentration +21)
  8th—fire storm (DC 25), shield of lawD
  7th—dictumD, empowered flame strike (DC 22), repulsion 
  (DC 23)
  6th—blade barrier (DC 23), greater dispel magic, harm 
  (DC 22), heal, hold monsterD (DC 22)
  5th—greater command (DC 21), dispel chaosD, flame strike 
  (DC 22), righteous might, true seeing, wall of stone
  4th—dimension doorD, dimensional anchor, dismissal (DC 20), 
  divine power, freedom of movement, order’s wrath (DC 21)
  3rd—blindness/deafness (DC 19), flyD, invisibility purge, 
  protection from energy, searing light, wrathful mantleAPG 
  (DC 20)
  2nd—align weapon (law only)D, bull’s strength, hold person 
  (DC 18), spiritual weapon, status, undetectable alignment 
  (DC 18), weapon of aweAPG (DC 18)
  1st—command (2, DC 17), comprehend languages, magic 
  weapon, protection from chaosD, remove fear, shield 
  of faith
  0 (at will)—detect magic, guidance, light, read magic
  D domain spell; Domains Law, Travel
  TACTICS
  Use the tactics from Subtier 12–13.
  Base Statistics Without bull’s strength, magic vestment, 
  and shield of faith, Kaarim’s statistics are AC 20, touch 9, 
  flat-footed 20; Melee +1 cold iron mace +13/+8 (1d8+2); 
  CMB +12; CMD 21.
  STATISTICS
  Str 16, Dex 8, Con 14, Int 10, Wis 23, Cha 14
  Base Atk +11; CMB +14; CMD 27
  Feats Combat Casting, Empower Spell, Extend Spell, Heavy 
  Armor Proficiency, Maximize Spell, Quick ChannelUM, Skill Focus 
  (Knowledge [religion]), Spell Focus (evocation), Toughness
  Skills Diplomacy +8, Knowledge (history) +6, Knowledge 
  (nobility) +7, Knowledge (religion) +14, Perception +8, 
  Spellcraft +15; Racial Modifiers +2 Perception
  Languages Common, Elven
  SQ agile feet (9/day), elf blood
  Combat Gear potion of bear’s endurance, scroll of antilife shell, 
  scroll of heal, scroll of heroes’ feast; Other Gear +3 full plate, 
  +1 cold iron heavy mace, mwk heavy crossbow, amulet 
  of natural armor +2, headband of inspired wisdom +4, 
  platinum holy symbol of AbadarUE, key to Loaralis’s lair, spell 
  component pouch, eye salve worth 250 gp
  SAABIRA TAHERI 
  CR 14
  Female human fighter (polearm master) 15 (Pathfinder RPG 
  Advanced Player’s Guide 106)
  LN Medium humanoid (human)
  Init +8; Senses Perception +6
  DEFENSE
  AC 24, touch 15, flat-footed 19 (+9 armor, +4 Dex, +1 dodge) 
  hp 162 (15d10+75)
  Fort +12, Ref +9, Will +6 
  OFFENSE
  Speed 30 ft.
  Melee +2 shocking adamantine bardiche +25/+20/+15 
  (1d10+13/17–20 plus 1d6 electricity)
  Special Attacks pole fighting, polearm training, steadfast pike
  TACTICS
  Use the tactics from Subtier 12–13.
  STATISTICS
  Str 17, Dex 18, Con 16, Int 8, Wis 12, Cha 10
  Base Atk +15; CMB +18; CMD 33
  Feats Crippling CriticalAPG, Critical Focus, Dodge, Greater Weapon 
  Focus (bardiche), Greater Weapon Specialization (bardiche), 
  Improved Critical (bardiche), Improved Initiative, Improved 
  Vital Strike, Mobility, Power Attack, Spring Attack, Staggering 
  Critical, Step Up, Toughness, Vital Strike, Weapon Focus 
  (bardiche), Weapon Specialization (bardiche)
  Skills Acrobatics +13, Intimidate +18, Perception +6
  Languages Common
  SQ flexible flanker, sweeping fend
  Combat Gear potion of cure serious wounds, potion of fly, 
  potion of protection from arrows; Other Gear +3 mithral 
  breastplate, +2 shock adamantine bardicheUE, belt of 
  physical might +2 (Dex, Con)
  WISHCRAFT BOND 
  CR 13
  See Subtier 12–13.
  Development: The lieutenants represent the last 
  obstacle before the PCs reach Loaralis’s lair;  the PCs 
  can open the eastern door using the key retrieved from 
  Kaarim’s corpse. 
  The revelation of Kaarim’s and Saabira’s treachery 
  comes as a shock to Emir Guldis, especially because 
  Saabira has served as his captain of the guards for more 
  than a year and might have given away any number of 
  
  N
  C. The Lair of Loaralis
  1 square = 5 feet
  22
  PATHFINDER SOCIETY SCENARIO
  secrets. The ramifications of this are beyond the scope 
  of the adventure, but Pashow has a short and bloody 
  purge in its future as Guldis solidifies his rule by ousting 
  Loaralis’s many agents. 
  Rewards: If the PCs fail to defeat Kaarim and Saabira, 
  reduce each PC’s gold earned as follows.
  Subtier 12–13: Reduce each PC’s gold earned by 4,195 gp.
  Out of Subtier: Reduce each PC’s gold earned by 5,563 gp.
  Subtier 14–15: Reduce each PC’s gold earned by 6,931 gp.
  THE DESCENT
  The final effect of the wishcrafted bond between Kaarim 
  and Saabira is to telepathically alert Loaralis as soon 
  as her lieutenants are defeated. As the PCs descend the 
  staircase leading to area C, Loaralis casts her preparatory 
  spells. She then combines her sound imitation ability 
  and a ventriloquism spell to address the PCs from below, 
  shifting between the voices of Kaarim, Saabira, and even 
  Emir Guldis.
  Read or paraphrase the following.
  “You’ve done well to defeat my valued lieutenants, but I dare 
  say you’re not prepared to face me. Let me provide you with 
  an offer. Retreat from this foolish crusade against me and the 
  elixir I’ve rightfully taken. In return, I shall depart Pashow 
  forevermore. If you require more reason to turn around, know 
  that your descent shall take you below the rioting streets of 
  the city above. Know too that there are certain... structural 
  deficiencies, which if exploited, would be quite terrible for the 
  sheep in the streets. Ask yourself if the price of an elixir is 
  worth so many lives.”
  This is the PCs final warning before entering the lair of 
  Loaralis. It also forewarns them of her traps.
  C. THE LAIR OF LOARALIS (CR 17 OR CR 19)
  Read or paraphrase the following as the PCs arrive. 
  Note that the PCs’ light sources or darkvision might not 
  extend far enough for them to see the eastern portion 
  of the room.
  A staircase descends from the west into this roughly eighty-
  foot-wide chamber with polished stone floors. A five-foot-deep 
  ravine cracks its way through the center of the room, extending 
  into arterial passages to the north and south. Stalagmites jut 
  from the rough ground of the crevice. The remainder of the 
  chamber stretches to the east but is broken by a second crevasse 
  that leads into a small cave complex. Three ten-by-ten-foot 
  
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  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  square pillars reach from floor to ceiling, each pulsing with a 
  lambent teal glow.
  This former storage chamber under the austere vaults 
  of the Abadaran church is now the lair of the dragon 
  Loaralis. Each of the three vestigial tunnels branch off 
  into other sections of a complex cave network, connecting 
  to numerous safe houses and organizations held thrall to 
  Loaralis. The ceiling in this chamber is a 40 feet high.
  Traps: Each of the three surviving pillars in the 
  chamber is psychically primed to explode at the mental 
  command of Loaralis. The dragon activates one such 
  pillar at on each of her turns, and she can select any 
  target that she can perceive as a free action. An activated 
  pillar explodes in a shower of debris that deals damage to 
  nearby creatures.
  Each of the pillars is considered a magical trap. 
  Creatures can attempt to disable a pillar’s enchantment 
  by using a targeted dispel magic (the pillar’s magic is 
  considered to be CL 15th), and an antimagic field suppresses 
  the effect. Alternatively, a PC can disable one of the 
  enchantments as a magical trap using Disable Device.
  Creature: The blue dragon Loaralis, secretive overlord 
  of Pashow’s criminal underworld, resides within this 
  chamber. Loaralis brazenly wears two false vials of the 
  sun orchid elixir on a golden necklace, taunting intruders 
  into not using area of effect abilities against her. This is 
  entirely a bluff, and PCs who succeed at a DC 45 Sense 
  Motive check (DC 51 in Subtier 14–15) can see through the 
  ruse. One of the vials shatters each time the PCs target 
  her with a damaging area effect that could harm glass.
  Loaralis hides under the soft earth of the central 
  ravine, awaiting the PCs. The layer of soil grants her a 
  +10 circumstance bonus on her Stealth check. She’s in 
  no mood to talk to the PCs, having given her ominous 
  warning as they descended the staircase to her lair. 
  Loaralis immediately attacks.
  Proceed with the tactics below. Only roll initiative once 
  Loaralis begins emerging from the ground.
  Before Combat (Round 0): Loaralis casts her preparatory 
  spells as the PCs descend into her lair. She concludes 
  by using her scroll of fickle windsUM to stymie any ranged 
  combatants. She implants herself with a compel alacrity 
  mesmerist trick, allowing her to move away from melee-
  focused enemies and avoid their full attack actions. 
  Loaralis then burrows into the earth and remains hidden 
  as the PCs arrive.
  Round 1: Loaralis bursts from the ground, acting on 
  her initiative. She delays her action until one or more PCs 
  have begun exploring the ravine, or until a PC tampers 
  with the pillars (an act she can psychically detect). If 
  possible, position Loaralis so that she is within 15 feet (but 
  no closer) to one or more PCs. Loaralis targets an obvious 
  spellcaster or a PC meddling with the pillars with her 
  hypnotic stare ability. Then each PC must attempt a Will 
  saving throw against Loaralis’s frightful presence (with 
  the target of her stare suffering a –2 penalty on their 
  save). Loaralis then makes a single bite attack against a 
  target within her reach, preferring one that is flat-footed 
  so that she can use her Deadly Stroke feat. If the attack 
  is successful, she attempts to grapple her opponent by 
  using her Snatch feat; if the target is particularly easy 
  to grapple, consider having her take a –20 penalty on 
  the combat maneuver check so that she doesn’t gain the 
  grappled condition.
  At the end of her action, Loaralis detonates whichever 
  pillar would harm the most PCs.
  Round 2: Loaralis uses her breath weapon if she has a 
  PC grappled by her bite attack. She positions the breath 
  weapon to affect as many PCs as she can. The grappled 
  creature receives no saving throw against the attack, and 
  suffers full damage. Loaralis also uses a swift action to 
  redirect her hypnotic gaze against a PC whom she has 
  identified as the greatest threat.
  Loaralis then detonates a pillar.
  Round 3: Dispensing with prior tactics, Loaralis switches 
  to melee combat. She takes a swift action to demoralize 
  COLLAPSE!
  If Loaralis manages to detonate all three pillars in the 
  chamber, the roof collapses. Rioters in the streets above 
  tumble down alongside dirt and stone debris. Every creature 
  within the rectangular bounded by the pillars takes 8d6 
  points of damage (DC 15 Reflex for half). Creatures outside 
  this area take 3d6 points of damage (DC 15 Reflex negates). 
  Failure on either save means the creature is also buried 
  (Pathfinder RPG Core Rulebook 415).
  Loaralis intends for the collapse to mask her escape. She 
  hopes the cave-in impedes the PCs long enough for her 
  to burrow to the surface and take flight, even if doing so 
  means she must leave behind her hidden sun orchid elixir 
  vials. If anything, the destruction and collateral damage she 
  causes only improve Loaralis’s fearsome reputation. PCs able 
  to fly can choose chase her down; this climactic showdown 
  potentially ends in the skies above Pashow. If pursued, 
  Loaralis continues the fight in the air. She is unwilling to be 
  seen as a coward by the city she believes is hers.
  As a tragic side effect, one of the teams the PCs assigned 
  to quell riots (determined at random) is caught in the 
  collapsing street above. This causes one of those team 
  members to fall to his death, landing in the western half of 
  the room at –20 hit points. Another team member survives 
  but is buried. This presents the PCs with a quandary of 
  whether to save their fallen agents or pursue the dragon.
  
  Loaralis
  24
  PATHFINDER SOCIETY SCENARIO
  the target of her hypnotic state by using her Intimidating 
  Glance feat. Loaralis then makes a full attack against the 
  target if able, taking advantage of demoralized enemies by 
  employing her Shatter Defenses feat.
  Loaralis detonates the final pillar if the trap on it is 
  still active at this time. See sidebar for details on the 
  aftermath of a collapse.
  Round 4+: If the PCs have disabled one or more of the 
  pillars and prevented the collapse of the roof, Loaralis 
  continues to fight as long as she thinks she has a path to 
  victory. She switches between melee and breath weapon, 
  grappling enemies in the round before unleashing her 
  breath weapon, so she ensures maximum damage on her 
  snatched target. She uses her spells only if they would 
  provide a greater advantage than her physical abilities. She 
  tries to keep at maximum reach against melee-focused 
  enemies, preferring to bite and grapple instead of letting 
  enemies close into range to perform a full attack action.
  SUBTIER 12–13 (CR 17)
  LOARALIS 
  CR 17
  Female blue mature adult dragon mesmerist 6 (Pathfinder RPG 
  Bestiary 94, Pathfinder RPG Occult Adventures 38)
  LE Huge dragon (earth)
  Init +6; Senses dragon sense; Perception +31
  Aura electricity (5 ft., 1d6 electricity), frightful presence 
  (210 ft., DC 24)
  DEFENSE
  AC 38, touch 11, flat-footed 35 (+4 armor, +2 Dex, +1 dodge, 
  +23 natural, –2 size)
  hp 294 (24 HD; 6d8+18d12+150)
  Fort +19, Ref +18, Will +25 
  DR 10/magic; Immune electricity, paralysis, sleep; SR 25
  OFFENSE
  Speed 70 ft., burrow 40 ft., fly 230 ft. (poor)
  Melee 2 bites +30 (2d8+12), 2 claws +29 (2d6+8), tail slap +27 
  (2d6+12), 2 wings +27 (1d8+4)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks bold stare (sluggishnessOA), breath weapon 
  (100-ft. line, DC 25, 14d8 electricity), crush (Small 
  creatures, DC 25, 2d8+12), desert thirst (DC 25), hypnotic 
  stare (–2), manifold tricks (2 tricks), mental potency (+1), 
  mesmerist tricks 8/day (astounding avoidance, compel 
  alacrity, mesmeric mirror, psychosomatic surge), painful 
  stare (+3 or +2d6)
  Spell-Like Abilities (CL 18th; concentration +23)
  At will—create water, ghost sound (DC 15), minor image 
  (DC 17), ventriloquism (DC 16)
  Mesmerist Spells Known (CL 6th; 
  concentration +11)
  2nd (4/day)—blur, calm emotions (DC 18), 
  glitterdust (DC 17), oneiric horrorOA (DC 17)
  1st (6/day)—forbid actionUM (DC 17), grease, hideous 
  laughter (DC 17), murderous commandUM (DC 17)
  0 (at will)—detect magic, ghost 
  sound (DC 15), light, message, 
  prestidigitation, read magic
  Sorcerer Spells Known (CL 7th; 
  concentration +12)
  3rd (5/day)—dispel magic, haste
  2nd (7/day)—false life, invisibility, 
  resist energy
  1st (8/day)—alarm, grease (DC 16), 
  mage armor, true strike, unseen 
  servant
  0 (at will)—arcane mark, detect magic, 
  mage hand, mending, message, read 
  magic, resistance
  TACTICS
  Before Combat Loaralis casts fickle 
  winds, haste, invisibility, and mage armor 
  prior to entering combat (included in her statistics). 
  Loaralis also uses her compel alacrity mesmerist trick 
  on herself.
  During Combat Loaralis’s full suite of tactics are described 
  above. She deviates from these round-by-round tactics if the 
  
  25
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  PCs perform unexpected actions. To counter the unexpected, 
  she employs her spells (for example, casting glitterdust 
  against invisible enemies).
  Morale Loaralis fights for 3 rounds, hoping to detonate all 
  three pillars. She then proceeds to flee via magical flight, 
  abandoning her hidden portable hole and sun orchid elixir 
  vials as a result. If the PCs manage to disable one or more of 
  the pillars, Loaralis fights until reduced to fewer than 40 hit 
  points, at which point she wages a fighting withdrawal into 
  the nearest adjoining tunnel to escape.
  Base Statistics Without haste and mage armor, Loaralis’s stats 
  are AC 33, touch 10, flat-footed 31; Ref +17; Speed 40 ft., 
  burrow 20 ft., fly 200 ft. (poor); Melee bite +29 (2d8+12), 2 
  claws +29 (2d6+8), tail slap +27 (2d6+12), 2 wings +27 (1d8+4); 
  CMB +31; CMD 43 (47 vs. trip).
  STATISTICS
  Str 27, Dex 14, Con 22, Int 18, Wis 19, Cha 20
  Base Atk +22; CMB +32; CMD 44 (48 vs. trip)
  Feats Combat Casting, Dazzling Display, Deadly Stroke, 
  Extend Spell, Hover, Improved Initiative, Intimidating 
  GlanceOA, Multiattack, Shatter Defenses, Snatch, Spell Focus 
  (enchantment), Weapon Focus (bite)
  Skills Bluff +35, Fly +15, Intimidate +32, Knowledge 
  (geography) +31, Knowledge (local) +31, Perception +31, 
  Sense Motive +13, Spellcraft +31, Stealth +21, Survival +31, 
  Use Magic Device +32
  Languages Auran, Common, Draconic, Giant, Osiriani
  SQ consummate liar +3, sound imitation, touch treatment 8/day 
  (moderate)
  Combat Gear scroll of fickle windsUM
  PSYCHIC PILLAR TRAPS (3) 
  CR —
  Type magical; Perception DC 20; Disable Device DC 30
  EFFECTS
  Trigger mental activation; Reset none
  Effect explosive debris (8d6 piercing damage, DC 20 Reflex 
  save for half damage); multiple targets (all targets within 
  15 ft. of the pillar)
  SUBTIER 14–15 (CR 19)
  LOARALIS 
  CR 19
  Female blue mature adult dragon mesmerist 10 (Pathfinder 
  RPG Bestiary 94, Pathfinder RPG Occult Adventures 38)
  LE Huge dragon (earth)
  Init +6; Senses dragon sense; Perception +35
  Aura electricity (5 ft., 1d6 electricity), frightful presence 
  (210 ft., DC 24)
  DEFENSE
  AC 42, touch 11, flat-footed 39 (+4 armor, +2 Dex, +1 dodge, 
  +23 natural, +4 shield, –2 size)
  hp 340 (28 HD; 10d8+18d12+178)
  Fort +20, Ref +21, Will +27 
  DR 10/magic; Immune electricity, paralysis, sleep; SR 25
  OFFENSE
  Speed 70 ft., burrow 40 ft., fly 230 ft. (poor)
  Melee bite +34 (2d8+13), 2 claws +33 (2d6+9), tail slap +31 
  (2d6+13), 2 wings +31 (1d8+4)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks bold stares (sluggishnessOA, timidityOA), breath 
  weapon (100-ft line, DC 25, 14d8 electricity), crush (Small 
  creatures, DC 25, 2d8+13), desert thirst (DC 25), hypnotic 
  stare (–3), manifold tricks (3 tricks), mental potency (+2), 
  mesmerist tricks 10/day (astounding avoidance, compel 
  alacrity, false flanker, mesmeric mirror, psychosomatic surge, 
  reflection of weakness [DC 20]), painful stare (+7 or +4d6)
  Spell-Like Abilities (CL 18th; concentration +23)
  At will —create water, ghost sound (DC 15), minor image 
  (DC 17), ventriloquism (DC 16)
  Mesmerist Spells Known (CL 6th; concentration +11)
  4th (2/day)—dominate person (DC 21), enervation
  3rd (4/day)—confusion (DC 20), displacement, greater 
  oneiric horrorOA (DC 18), ray of exhaustion (DC 18)
  2nd (5/day)—blur, calm emotions (DC 18), detect thoughts 
  (DC 17), glitterdust (DC 17), oneiric horrorOA (DC 17)
  1st (6/day)—forbid actionUM (DC 17), grease, hideous 
  laughter (DC 17), murderous commandUM (DC 17), ray of 
  enfeeblement (DC 16)
  0 (at will)—detect magic, ghost sound (DC 15), light, 
  message, prestidigitation, read magic
  Sorcerer Spells Known (CL 7th; concentration +12)
  3rd (5/day)—dispel magic, haste
  2nd (7/day)—false life, invisibility, resist energy
  1st (8/day)—alarm, mage armor, shield, true strike, 
  unseen servant
  0 (at will)—arcane mark, detect magic, mage hand, 
  mending, message, read magic, resistance
  TACTICS
  Before Combat Loaralis casts fickle winds, haste, invisibility, 
  mage armor, and shield prior to entering combat (included 
  in her statistics). Loaralis also uses her compel alacrity 
  mesmerist trick on herself.
  During Combat Use the tactics from Subtier 12–13.
  Morale Use the tactics from Subtier 12–13.
  Base Statistics Without haste, mage armor, and shield, 
  Loaralis’s stats are AC 33, touch 10, flat-footed 31; Ref +20; 
  SCALING ENCOUNTER C
  Make the following adjustments to accommodate a group 
  of four PCs.
  All Subtiers: Loaralis doesn’t use her scroll of fickle 
  winds nor does she use a mesmerist trick on herself. 
  Loaralis can only destroy a pillar every 2 rounds instead of 
  every round.
  
  26
  PATHFINDER SOCIETY SCENARIO
  Speed 40 ft., burrow 20 ft., fly 200 ft. (poor); Melee bite +33 
  (2d8+13), 2 claws +32 (2d6+9), tail slap +30 (2d6+13), 2 
  wings +30 (1d8+4); CMB +36; CMD 48 (52 vs. trip).
  STATISTICS
  Str 28, Dex 14, Con 22, Int 18, Wis 19, Cha 20
  Base Atk +25; CMB +37; CMD 49 (53 vs. trip)
  Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend 
  Spell, Greater Spell Focus (enchantment), Hover, Improved 
  Initiative, Intense PainOA, Intimidating GlanceOA, Multiattack, 
  Shatter Defenses, Snatch, Spell Focus (enchantment), 
  Weapon Focus (bite)
  Skills Bluff +41, Fly +19, Intimidate +36, Knowledge 
  (geography) +33, Knowledge (local) +35, Perception +35, 
  Sense Motive +15, Spellcraft +35, Stealth +25, Survival +35, 
  Use Magic Device +36
  Languages Auran, Common, Draconic, Giant, Osiriani 
  SQ consummate liar +5, sound imitation, touch treatment 8/day 
  (greater)
  Combat Gear scroll of fickle winds
  PSYCHIC PILLAR TRAPS (3) 
  CR —
  Type magical; Perception DC 20; Disable Device DC 34
  EFFECTS
  Trigger mental activation; Reset none
  Effect explosive debris (10d6 piercing damage, DC 22 Reflex 
  save for half damage); multiple targets (all targets within 
  15 ft. of the pillar)
  Treasure: Loaralis always knew her lair under the 
  church of Abadar was a risky den, so she’s seeded much of 
  her wealth among her vassals in Pashow. She does keep a 
  portable hole containing several choices prizes in the cave 
  to the east. The extradimensional space is hidden behind 
  a large rock at the southern edge of the cavern, and a PC 
  can find it with a successful DC 22 Perception check. 
  Inside the portable hole are a wyrmslayer’s shield (Pathfinder 
  RPG Ultimate Equipment 133) and gauntlets of giant strength 
  +4 (function as a belt of giant strength +4 but occupies the 
  hands slot) and two vials of the sun orchid elixir. In Subtier 
  14–15, the gauntlets are instead gauntlets of giant strength 
  +6, and there is also a staff of second chances (can cast breath 
  of life [2 charges] and regenerate [3 charges] at CL 13th).
  The portable hole also contains two loosely bound folios, 
  seven large scrolls, a steel inkpen over 2 feet long, and a 
  pint of ink. Both folios contain extraplanar observations 
  of phenomena from throughout the Inner Sea region, 
  though notes written in the margin provide ongoing 
  commentary about how these events correlate to Thuvia 
  and teleportation mishaps in the region. Collectively, 
  the books posit that the composition of the sun orchid 
  elixir and its effect on a creature’s age reacted in an 
  unpredictable way when exposed to the Astral Plane—
  where all teleportation effects briefly travel—a decade 
  ago. This might have caused a dangerous reaction or 
  attracted astral predators; the writer favors the latter 
  hypothesis based on the increased movement of astral 
  creatures around Pashow, as if in anticipation of finding 
  another elixir. The inside cover of each folio contains the 
  words “For you as part of our deal. —S.P.”
  The scrolls are all written in large letters as if by a 
  giant; this is Loaralis’s handwriting. They present the 
  writer’s thoughts about the two folios’ contents, including 
  her skepticism about the alchemical-astral reaction. As 
  a PC studies these writings, he can tell that the author 
  is obsessed with recovering a sun orchid elixir, though 
  it seems more a point of pride and obsession that it is 
  a matter of rejuvenation or profit. Loaralis’s last scroll 
  records the reports from her spies who attempted to track 
  down the folios’ author. The dragon believes that the 
  author is one Professor Kramolag, a member of the Aspis 
  Consortium who operates several laboratories in Nidal in 
  order to research phenomena from beyond the stars and 
  beyond the Material Plane. There is enough information 
  in these scrolls that a dedicated researcher might be able 
  to deduce these laboratories’ locations.
  Few creatures ever see a vial of precious sun orchid 
  elixir, much less hold two. The PCs might realize that 
  nobody else know that Loaralis had two elixirs, not one. 
  Furthermore, they are high-level PCs in possession of 
  alchemical miracles that they could drink or sell with 
  nobody necessarily the wiser. With a successful DC 25 Craft 
  (alchemy) check, a PC can determine that even drinking a 
  portion of the elixir could grant considerable and lasting 
  health benefits. Whether a PC chooses to drink any of the 
  elixirs, sell them on the black market, or turn them over to 
  the emir is an individual decision; even if one PC drinks 
  both and the other five refrain, their rewards on their 
  respective Chronicle sheets reflect their personal choices.
  Development: Defeating Loaralis rids Pashow of a 
  devious villain, but it doesn’t help as much as recovering 
  the missing sun orchid elixirs. Assuming the PCs find 
  Loaralis’s hidden hoard, they recover the missing vials 
  and can present them to Emir Guldis. Should the PCs 
  drive off Loaralis, but fail to discover the hidden portable 
  hole, the emir soldiers to scour the lair, eventually 
  discover the hidden extraplanar location, and the recover 
  missing vials. The PCs actions are still heralded as the 
  driving force behind finding the elixirs, though they 
  may take a few jibes for missing the hidden magical item. 
  Finding the texts of little interest, the emir turns over the 
  folios and scrolls to the Pathfinder Society.
  Rewards: If the PCs fail to defeat Loaralis and find her 
  portable hole, reduce each PC’s gold earned as follows.
  Subtier 12–13: Reduce each PC’s gold earned by 5,113 gp.
  Out of Subtier: Reduce each PC’s gold earned by 6,779 gp.
  Subtier 14–15: Reduce each PC’s gold earned by 8,446 gp.
  
  27
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  CONCLUSION
  By thwarting Loaralis’s schemes and recovering one or 
  more vials of the sun orchid elixir, the PCs have ensured 
  Pashow’s continued prosperity and averted the civil 
  unrest and coup that could have rocked the region. Within 
  hours, the rioters disband, and Guldis announces the safe 
  arrival of the last remaining shipments. The populace 
  quickly repairs the damage inflicted and prepares to hail 
  its renewed fortune. As the true heroes of the day, the 
  PCs can accompany Guldis to dozens of social events in 
  celebration of the elixir’s arrival. If the PCs slew Loaralis, 
  news of the deed quickly spreads and enhances the PCs’ 
  prestige even further. Much of the city’s industries are 
  relieved at the death of the hidden crime lord to whom 
  they often paid protection gold.
  In the aftermath, the three Pathfinder teams report 
  back to the PCs. Any team that successfully quelled riots 
  proudly tell of how they struggled side-by-side with 
  Pashow’s guards, earning the locals’ respect as they 
  prevented an angry mob from destroying a marketplace.
  Any team that successfully investigated the Aspis 
  Conosrtium’s involvement reports that the Aspis gold 
  agent Kitio Aspenthi appears to be the one behind the 
  attacks, and his other attempts to steal elixirs failed. He is 
  now on the defensive, especially because it seems he failed 
  his true master: the aggressive Prince Zinlo of Aspenthar. 
  The team’s best guess is that Prince Zinlo hoped to instill 
  unrest in Pashow and then annex it while it was weak.
  Any team that successfully investigated the extraplanar 
  phenomena reports that the planar connection to the 
  Astral Plane gradually subsided, though a strange 
  cultist shifted to the Material Plane partway through 
  the investigation. The Pathfinders subdued her and 
  attempted to interrogate her, but as she spoke, she 
  began to dissolve into liquid shadow and screamed as 
  she evaporated. Before she died, they learned that she 
  serves a member of the Aspis Consortium from within 
  the shadows of Nidal; however, the team believes that 
  the way she spoke of her master suggested that the Aspis 
  Consortium connection was tenuous or otherwise “not 
  right.” The only belonging left behind was a medical 
  bracelet bearing the number “311.”
  The PCs, too, must report back after their adventure. 
  Marcos Farabellus is keen to review the texts the PCs 
  recovered from Loaralis’s lair, and he congratulates them 
  on a job well done. Already the Society’s fame in Thuvia 
  has spread, and no doubt new opportunities in the region 
  will materialize thanks to the PCs’ efforts. He asks that 
  the PCs not travel far in the coming weeks, for he hopes 
  that the PCs’ clues will help the Society track down the 
  source of the mysterious extraplanar records.
  It’s possible that the PCs failed to retrieve the lost vials 
  of sun orchid elixir. This is a blow to Pashow, for although the 
  fraction of a shipment is enough to avert financial disaster, 
  the missing vials prevent the city from recouping its losses 
  from the preceding decade. Marcos Farabellus expresses 
  his dismay when the PCs return to the Grand Lodge, and 
  he and other agents do what they can to piece together the 
  Consortium’s plans from what the PCs did recover. This is 
  a setback, but the Decemvirate is willing to give the PCs a 
  second chance when it comes time to undertake the next 
  adventure in this series: Pathfinder Society Scenario #7–26: 
  All for Immortality, Part 2: All the Gods Beyond.
  REPORTING CONDITIONS
  If the one of more PCs imbibed or stole a sun orchid 
  elixir, check box A on the scenario’s reporting sheet. If 
  any members of the Axe-Fixers team permanently died, 
  check box B. If any members of the Kernaug Group 
  permanently died, check box C. If any members of the 
  Scroll-Seekers permanently died, check box D.
  PRIMARY SUCCESS CONDITIONS
  The PCs succeed at the primary success condition as long 
  as they defeat Loaralis and recover the sun orchid elixirs. 
  Doing so earns each PC 1 Prestige Point. If a PC stole 
  or consumed any of the vials of sun orchid elixir, that PC 
  automatically fails the primary and secondary success 
  conditions but earns the Savor the Sun Orchid boon on 
  his Chronicle sheet; this is an individual reward. All 
  other PCs receive the True to the Mission boon instead.
  SECONDARY SUCCESS CONDITIONS
  The PCs must complete two objectives to fulfill their 
  secondary mission. First, they must slay Loaralis. Second, 
  at least two of the NPC Pathfinder teams must achieve a 
  success or resounding success on their missions. Doing 
  so earns each PC 1 additional Prestige Point.
  OPTIONAL: A MORE DANGEROUS MISSION
  If all of the players want a greater challenge for no additional 
  reward, they can elect to play this adventure on “hard 
  mode.” In this case, in area B, Saabira and Kaarim both act 
  on each other’s initiative, effectively acting twice per round.
  
  28
  PATHFINDER SOCIETY SCENARIO
  PLAYER HANDOUT #1: MISSIVE FROM THE MASTER OF SWORDS
  PLAYER HANDOUT #2: THE AXE-FIXERS
  Distinguished Agent,
  The Pathfinder Society has a rare and prestigious opportunity 
  that calls for our best agents, and I have recommended you to 
  represent the Society. This mission requires secrecy. Make haste 
  to the Grand Lodge in Absalom. Once I have confirmed each team 
  member’s participation, I will meet you at the Wall of Names.
  Explore, Report, Cooperate,
  - Marcos Farabellus
  This file provides information about the Pathfinders who call themselves the Axe-
  Fixers. These agents consider the Grand Lodge in Absalom their base of operations, 
  and they have traveled beyond the Isle of Kortos for missions only rarely.
  Garl and Shrade (CN male and female half-orc barbarians 5): Better known as 
  the Boartusk Twins, these siblings earned field commissions for saving a group of 
  Pathfinders in Lastwall. They accepted the invitation, not knowing quite what they 
  were getting into. Since then, their reliance on brute strength has tarnished their 
  reputation and earned them little work. Hoping to prove themselves as leaders, 
  they founded a group and named it after their favorite motto: “There’s nothing an 
  axe can’t fix.”
  Eskaravarn (CN female half-orc warpriestACG of Gorum 5): Eskaravarn grew up in 
  the wilds of Nirmathas, where she learned to fight, plan raids, and soldier on when 
  her comrades fell to Molthuni blades. She barely survived a disastrous ambush, and 
  Venture-Captain Oraiah Tolal found her and healed her wounds. Eskaravarn has 
  sworn seven years of her service to the Society as repayment.
  Visbaron Adelum (LN male human magusUM 4): Too hot-tempered to inherit his 
  family’s business in Taldor, Adelum found himself forcibly enrolled by his father in 
  the Pathfinder Society as an impromptu finishing school. The hope is that Adelum 
  would learn self-control and manners. Instead he’s learned magic and swordplay, 
  which he’s all to eager to prove in the field. Fortunately, Eskaravarn’s world-weary 
  admonitions keep him in line.
  
  29
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  PLAYER HANDOUT #3: THE KERNAUG GROUP
  This file provides information on the team of Pathfinders who call themselves the 
  Kernaug Group. These agents consider the Ustalavic city of Lepidstadt—famed for 
  its university—as their base of operations. Most of them became Pathfinders after 
  enrolling in the university’s small but robust psychic sciences program, headed 
  by Doctor Aida Kernaug. In return for their regular reports from the field, she 
  provides them university credit and a small stipend that supplements what they 
  earn on Society missions. Doctor Kernaug is deeply invested in their success, and 
  she is a regular correspondent with numerous venture-captains.
  Maralyn Corwins (NG female human investigatorACG [psychic detectiveOA] 5): 
  Haunted by terrible childhood memories that her family insists never happened, 
  Maralyn believes that her research is vital to preventing a terrible fate from befalling 
  her tiny hometown in Isger. She hopes to not only unveil this true threat but to also 
  earn Doctor Kernaug’s approval by becoming an expert in her field.
  Raphiel Vasheen (N female human mediumOA 6): Doctor Kernaug’s graduate 
  assistant and the nominal leader of the group, Vasheen has a desperate intellectual 
  urge to learn how the Dark Tapestry might bleed into common arcane magic and 
  vice versa. She believes that the archmage spirit she channels is strongly connected 
  to alien forces. The Society is beginning to suspect that Vasheen intends her research 
  to unlock the real reason her mother—also a medium—has gone mad.
  Sophron Delgavar (N female human bard 6): Born in the holy city of Kavapesta, 
  “Sophie” was raised by strict members of the Pharasmin Penitence—Pharasmins 
  who believe in the virtue of suffering. In studying theology at the University of 
  Lepidstadt her radical views have softened, though she remains a fiery orator. 
  Sophron joined the group both to stay close to Veronik, but also to delay her 
  graduation—and her inevitable return to Kavapesta.
  Veronik Locnave (LN female human swashbucklerACG 5): One of the most 
  accomplished fencers to come out of the Arbutus Blade dueling sorority in the last 
  decade, Veronik has nearly completed her studies to become a surgeon. However, 
  as the dueling doctors following her sorority’s traditions must, she’s postponed her 
  graduation to travel and gain practical experience. She wears her Lepidstadt scar in 
  a vertical streak below her left eye.
  
  30
  PATHFINDER SOCIETY SCENARIO
  PLAYER HANDOUT #4: THE SCROLL-SEEKERS
  This file provides information on the team of Pathfinders who call themselves the 
  Scroll-Seekers. These agents consider the Grand Lodge in Absalom their base of 
  operations, though they represent several of the Society’s more ambitious and far-
  flung recruiting programs over the past few years. 
  Janira Gavix (N female halfling bard 5): Few up-and-coming Pathfinders are so 
  well known around the Grand Lodge as Janira, who prides herself on her memory 
  of Society history and its greatest heroes’ exploits. Despite her well-intentioned 
  helpfulness, some find the self-promotion she slips into her tales positively grating. 
  Not so for the Master of Scrolls Kreighton Shaine, who trusts her as the leader of 
  this motley band.
  Athrax (LN male kobold alchemistAPG 5): Although allies of the Society, none of 
  the Sewer Dragons tribe of kobolds had ever applied to become a Pathfinder—
  at least not until Athrax, an alchemical savant with a mean streak a mile wide. 
  Training and mentorship has since softened his cruelty, and he now holds a 
  provisional membership as long as he is accompanied by other Scroll-Seekers. His 
  closest topside friend is Tarys, and her acceptance of his eccentricities is one of the 
  strongest factors in his recent alignment change.
  Ko Deschamp (CG male half-elf fighter 3/rogue 3): Born in the Tien state of 
  Amanandar, Ko developed a reputation as a guildbreaker and infiltrator of bandit 
  operations. For his services to the Lantern Lodge, he earned a field commission 
  from the Society. His many successes give him reason to swagger, especially after 
  traveling to Taldor, where his wild tales, distant origins, and skill with the naginata 
  polearm make him the life of the parlors.
  Tarys (LG female dwarf inquisitorAPG of Kelinahat 4): Tarys came of age in the sky 
  citadel Kraggodan, where the wild Society stories of her uncle Gorm Greathammer 
  encouraged her to strike out and see the world for herself. As a servant of the 
  empyreal lord of spies and scouts, she has distinguished herself in the Society for 
  the detail of her reports and her tenacious pursuit of facts.
  
  31
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  APPENDIX ONE: FIELD COMMAND
  During each part of the All for Immortality series, the 
  PCs are in charge of three teams of Pathfinder agents. 
  The newly ordained field commanders can direct these 
  teams as they see fit, though each adventure has several 
  different sub-missions that these teams can complete 
  to uncover additional background information, make 
  later encounters easier, or perform other helpful 
  deeds that can contribute to the scenarios’ success 
  conditions. This is a privilege befitting the PCs’ prestige 
  and accomplishments.
  However, directing these teams is a balancing act. 
  For all the benefits of leadership, the PCs must also deal 
  with the likelihood that their orders could result in the 
  death of one or more agents. Like all Pathfinders, these 
  subordinates are voluntarily aiding their superiors under 
  the assumption that their actions will result in glory, 
  gold, and the preservation of knowledge. The more that 
  the PCs can keep their minions alive and happy, the better 
  those agents can serve the PCs in future adventures. 
  These three teams—The Axe-Fixers, The Kernaug Group, 
  and The Scroll-Seekers—represent a range of field agent 
  specialties and approaches, detailed further in Player 
  Handouts #2–4. The players might even recognize some 
  of the agents from previous adventures!
  During First Taste of Eternity, there are three likely tasks 
  the PCs can assign their teams, though the PCs can send 
  two teams on one of those missions. Each team is able to 
  perform one mission over the course of the adventure, 
  after which relevant conditions or leads disappear. For 
  the GM, managing this phase is a tricky balancing act; it’s 
  important to give the players the reins, but there are also 
  assumed tasks to which they’ll assign teams. If the players 
  are veering far off course, it’s okay to lay out the likely 
  options. On the other hand, the players might propose a 
  secondary mission that’s so clever and equally productive 
  that it could replace an existing mission.
  Each mission notes key Knowledge skills and team 
  affinities, each explained further in the Preparing the 
  Teams section below.
  Investigate the Aspis (Knowledge [geography or 
  nobility]; The Scroll-Seekers): Although Loaralis’s agents 
  escaped with one elixir, there are signs that the Aspis 
  Consortium may still be a threat to Pashow’s shipments. 
  The PCs can send one of their groups to investigate 
  Kitio’s continued involvement and learn what other plans 
  he has in motion.
  Quell Rioting (Knowledge [history or local]; The Axe-
  Fixers): Pashow’s guards are spread thin, especially 
  because many are to the south guarding convoys. Emir 
  Guldis needs help keeping order as word of the thefts 
  spreads. The citizens don’t realize that only two of the 
  vials have gone missing, and rumors abound that the 
  entire shipment is gone. The PCs can assign two groups 
  to the act of maintaining order in Pashow. 
  Researching the Invaders (Knowledge [arcana or 
  planes]; the Kernaug Group): The appearance of the 
  dimensional shamblers and the prophet Imlathre are of 
  grave concern to the Master of Swords. The PCs can send 
  one of their groups to return to the ambush site, study 
  the remains of the dimensional shamblers, interrogate 
  Imlathre (if he survived), and pursue any other possible 
  leads before the planar phenomena subside.
  PREPARING THE TEAMS
  During this adventure, there are three major ways the 
  PCs can give their teams the best chance of success (see 
  Calculating the Results below). 
  Equipment: Although the NPC Pathfinders have the 
  essentials to go adventuring, they expect that under these 
  dangerous circumstances, their leaders will provide 
  them with additional resources. If the PCs provide a team 
  1,500 gp worth of items (2,500 gp in Subtier 14–15), that 
  team gains a +2 bonus on its check. The PCs can give a 
  team double this amount to increase the bonus to +4.
  Mission Briefing: The PCs should provide a concise 
  mission briefing for each team, establishing what the 
  NPCs should accomplish. Each of the missions lists two 
  Knowledge skills associated with the task, representing 
  key information that the NPCs don’t know but that could 
  help them in the field. Before giving the briefing, a PC 
  who succeeds at a DC 25 Knowledge check in one of these 
  skills recalls helpful information that grants that team a 
  +2 bonus on its check. A PC can also attempt the second 
  skill check, but the DC is 30 and grants an additional +2 
  bonus to the team.
  Play to their Strengths: Each of the teams is particularly 
  adept at certain tasks, and assigning a team to a mission 
  that suits its strengths results in a better outcome; this 
  grants the team a +4 bonus on its check. Each mission 
  above notes which team is best suited for that task.
  CALCULATING THE RESULTS
  Once the PCs have assigned, briefed, and prepared their 
  teams, let a different player roll a d20 for each team, 
  applying any bonuses from the PCs’ leadership (see 
  Preparing the Teams above). A player can use a free re-
  roll (such as that granted by wearing a Pathfinder shirt) 
  to re-roll the team’s check, but miscellaneous bonuses 
  from GM stars don’t apply to this check; the NPCs aren’t 
  an extension of the player’s character. At the end of the 
  adventure, reveal how the teams did when they report 
  back to the PCs based on their respective checks’ results.
  Catastrophic Failure (1–9): Tragedy, accidents, and 
  cruel coincidences befell the team, causing them to fail 
  their mission. In addition, 1d2 of the NPCs perished, 
  
  32
  PATHFINDER SOCIETY SCENARIO
  disappeared, or otherwise returned unfit and unwilling 
  to continue assisting the PCs in future adventures.
  Failure (10–14): The team didn’t succeed at the mission 
  and weathered considerable peril in the process. One 
  of the NPCs perished, disappeared, or returned in no 
  condition to continue his adventuring career.
  Success (15–19): The team succeeded at the mission, but 
  there is a 50% chance that one of the NPCs perished, 
  disappeared, or sorrowfully tenders his resignation 
  following the adventure.
  Resounding Success (20+): The team succeeded with 
  flying colors and sustained neither life-threatening 
  injuries nor psychological scars.
  Character Death: When determining which NPC 
  Pathfinder in a group dies, work in the opposite order 
  that they are listed. For example, among the Scroll-
  Seekers, Tarys is the first to die, and Janira is the last.
  DEBRIEFING THE TEAMS
  When concluding the adventure, give the PCs a chance to 
  interact with their teams—or what remains of them. This 
  is a time to celebrate their teams’ victories and face the cost 
  of sending relatively inexperienced teams into dangerous 
  situations. NPCs might return carrying the body of a 
  cherished colleague, tearfully recount the death of a 
  friend, or even correlate the team’s failure with the PCs’ 
  management decisions. As the series continues, consider 
  adapting the individual NPCs’ attitudes to match their 
  recent successes and failures. Pay special attention several 
  of the relationships between team members.
  Gauge the teams’ responses based on your group 
  of players. If the PCs were well intentioned, and their 
  characters have always been considerate of their venture-
  captains, there’s no need for a guilt trip. If you know the 
  PCs have regularly been critical of in-game venture-
  captains and other volunteer leaders, ham it up and give 
  the players a taste of their own medicine.
  Tracking Deaths: This adventure’s Chronicle sheet has 
  a place to note how many of the PCs’ subordinates from 
  each team have died. Check one of the boxes for each NPC 
  from that team that is dead by the end of the adventure. 
  In the event of a death, the PCs can expend gold or other 
  resources to cast raise dead on a fallen Pathfinder, but they 
  must do so before concluding the scenario. No matter the 
  exact outcome that befell an NPC, the cost to restore him 
  to adventuring condition is always equivalent to raise dead.
  
  33
  ALL FOR IMMORTALITY, PART 1: FIRST TASTE OF ETERNITY
  
  PATHFINDER SOCIETY SCENARIO
  34
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #7-20: 
  All for Immortality, Part 1:
  First Taste of Eternity
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  13. Termination: This License will terminate automatically if You fail to 
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  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario #7–20: All for Immortality, Part 1: First Taste of 
  Eternity © 2016, Paizo Publishing, LLC; Author: Thurston Hillman.
  
  Meet the Mythos head-on, in the legendary RPG that started it all...
  The definitive horror roleplaying game, where staying sane is even harder than staying alive...
  Will you stand steadfast against 
  the forces of the Cthulhu Mythos? 
  Want to get started? Download the  Free Quick-Start Rules from
   http://www.chaosium.com/free-quick-start-pdf/
  7TH EDITION AVAILABLE NOW!
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  12–13
  14–15
  —
  6,555
  10,829
  —
  8,692
  13,110
  21,658
  —
  17,384
  Out of
  Subtier
  Pathfinder Society Scenario #7-20: 
  All for Immortality, Part 1:
  First Taste of Eternity
  Field Commander: You directed three teams of Pathfinders during the Pashow operation. This boon 
  tracks how many of each team perished while fulfilling the orders you gave them.
  Axe-Fixers  
  ▫ ▫ ▫ ▫
  Kernaug Group  ▫ ▫ ▫ ▫
  Scroll-Seekers  
  ▫ ▫ ▫ ▫
  Savor the Sun Orchid: Few ever gaze upon a vial of sun orchid elixir, much less hold one in their hands. For 
  you, the opportunity was too great to ignore. You can either drink the elixir to erase any signs of aging or 
  attempt to sell it. Choose one of the following benefits and cross the others off your Chronicle sheet.
  Eternal Health: You gain a permanent +1 inherent bonus to Constitution and a +2 bonus on saving 
  throws against aging, curses, diseases, and poisons.
  Flawless Recovery: When you gain this boon, you may cross out any other boon on any of this character’s 
  Chronicle sheets. You are so healthy that any mistake from your past virtually melts away.
  The Price of Eternity: Rather than drink the elixir, you sold it on the black market. Increase your gold 
  earned for this adventure by 50% (rounded up). 
  True to the Mission: Even when presented with an elixir worth a king’s ransom and a lifetime of 
  second chances, you dutifully returned the prize to its rightful owner. Your dedication inspires your 
  followers, granting each Pathfinder team you direct during this series a +1 bonus on checks to complete 
  missions. If all of the PCs participating in the adventure have this boon, increase the bonus to +2.
  Core Campaign
  All Subtiers
  Subtier 14–15
  +2 bardiche (8,313 gp; Pathfinder RPG Ultimate 
  Equipment 23)
  gauntlets of giant strength +4 (24,000 gp; functions 
  as a belt of giant strength +4, but occupying the 
  hands slot; can be upgraded into gauntlets of giant 
  strength +6 only if the character played through 
  this scenario in Subtier 14–15)
  headband of alluring charisma +4 (16,000 gp)
  headband of inspired wisdom +4 (16,000 gp)
  portable hole (20,000 gp)
  potion of barkskin (CL 9th; 900 gp, limit 1)
  wyrmslayer’s shield (20,170 gp; Ultimate 
  Equipment 133)
  +2 shock adamantine bardiche (21,013 gp; Ultimate 
  Equipment 23)
  +3 light fortification scale mail (16,200 gp)
  gauntlets of giant strength +6 (54,000 gp; functions 
  as a belt of giant strength +4, but occupying the 
  hands slot)
  staff of second chances (21,900 gp; CL 13th; this 
  magic staff can cast the following spells: breath of 
  life [2 charges] and regeneration [3 charges])
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 07/S07-20 - All For Immortality Pt 1 - First Taste of Eternity.pdf