TEXT: By pedro coelho
  Destiny of the sanDs, Part 3:
  sanctum of the sages
  Pathfinder Society Scenario #5–16 
  tier 3–7
  
  destiny of the Sands, Part 3:  
  Sanctum of the Sages
  Pathfinder Society Scenario #5–16
  Author • Pedro Coelho
  Contributing Artists • Andrew Hou and  
  Jakub Adam Witowski
  Cartographer • Sean Macdonald
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • John Compton
  Senior Developer • Rob McCreary
  Development Team • Logan Bonner, John Compton, 
  Adam Daigle, Mark Moreland, and Patrick Renie
  Associate Editors • Judy Bauer and Christopher Carey
  Editors • Justin Juan, Ryan Macklin, and  
  Matthew Simmons
  Lead Designer • Jason Bulmahn
  Design Team • Stephen Radney-MacFarland
  Managing Art Director • Sarah E. Robinson
  Senior Art Director • Andrew Vallas
  Art Director • Sonja Morris
  Graphic Designers • Emily Crowell and Ben Mouch
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
  Staff Accountant • Ashley Gillaspie
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Sharaya Kemp, 
  Katina Mathieson, and Sara Marie Teter
  Warehouse Team • Will Chase, Mika Hawkins,  
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, Liz Courts, 
  Crystal Frasier, Lissa Guillet, and Chris Lambertz
  Pathfinder Society Scenario #5–16: Destiny of the Sands, Part 3: Sanctum of the Sages is a Pathfinder Society Scenario designed 
  for 3rd- to 7th-level characters (Tier 3–7; Subtiers 3–4 and 6–7). This scenario is designed for play in the Pathfinder 
  Society Organized Play campaign, but can easily be adapted for use with any world.
  Sanctum of the Sages makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG 
  GameMastery Guide, Pathfinder RPG Ultimate Magic, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG 
  Bestiary 3, Pathfinder RPG Bestiary 4, and Pathfinder RPG Mythic Adventures. The adventure assumes the GM has access 
  to these sourcebooks. In addition to being available for purchase in bookstores and game stores worldwide and online 
  at paizo.com, all rules referenced in this adventure can be found in the free online Pathfinder Reference Document at 
  paizo.com/prd.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
  fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as 
  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
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  Pathfinder Society Scenario #5–16: Destiny of the Sands, Part 3: Sanctum of the Sages © 2014, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, 
  Pathfinder Society, and GameMastery are registered trademarks of Paizo Inc.; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign 
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  Osirion
  • Eto
  Pillars of
  the sun
  • Sothis
  Sahure
  Wastes
  3
  Destiny of the sanDs, Part 3:
  sanctum of the sages
  By PeDro coelho
  WHERE ON GOlaRiON?
  Sanctum of the Sages is the final installment of the Destiny 
  of the Sands trilogy. The adventure takes place in the Pillars 
  of the Sun, Osirion’s central mountain range, just south of 
  the trade city of Eto. For more information about Osirion, 
  see Pathfinder Campaign Setting: the Inner Sea World 
  Guide and Pathfinder Campaign Setting: Osirion, Legacy 
  of the Pharaohs, available in bookstores and game stores 
  everywhere, and online at paizo.com.
  M
  illennia ago, heedful of the impending decline 
  of Ancient Osirion, a cabal of scholars vowed 
  to record every detail possible regarding the 
  nation’s cultural, artistic, and technological achievements. 
  Persecuted by decadent rulers, these intellectuals hid 
  behind new identities and stored their findings in magical 
  jewels, thus creating the order of the Jeweled Sages. Yet, 
  the power of the gemstones and the vast knowledge of its 
  bearers could not protect the sages from the wrath of the 
  Qadiran agents of the Padishah Empire; following the fall 
  of Osirion, under the satrap’s rule, the sages were hunted 
  down and many of their number were killed or chased 
  away. The survivors hid the gems for posterity, leaving 
  cryptic clues that would one day lead their successors to 
  reclaim the lost knowledge of Osirion’s Golden Age.
  For years, Amenopheus, current bearer of the sapphire 
  gem and the only known heir to the Jeweled Sages, has 
  sought the other sage jewels, though his duties to the 
  rulers of Osirion required much of his attention. After 
  being dismissed from the service of the Ruby Prince 
  after failing to cure the Pharaoh’s affliction a year ago, 
  Amenopheus finally found time to resume his search in 
  earnest. His agents recently learned of another Jeweled 
  Sage, the bearer of the diamond gem, and with the aid of 
  the Pathfinder Society, Amenopheus seeks to revive the 
  order of the Jeweled Sages.
  However, Amenopheus is unaware that this sage 
  is actually a time dragon (Pathfinder Bestiary 4 70)who 
  adopted the name Tahonikepsu after alighting on 
  Golarion many years ago and discovering the jewel of 
  the Diamond Sage, and that she views Amenopheus as 
  her rival. She has gradually adopted the mentality of 
  the first Diamond Sage whose essence resides within 
  the gem, and has even gained the ability to change 
  her shape to match that of the long-dead mystic. She 
  fervently believes in restoring Osirion to greatness, 
  albeit with the Jeweled Sages as powerful advisors to the 
  throne, and herself as the sages’ leader. She first became 
  aware of Amenopheus when he helped orchestrate the 
  opening of Osirion’s ruins to foreign explorers, and for 
  years she considered him and his Pathfinder associates 
  to be too unreliable to be allies, believing them more 
  likely to hoard lost treasures for themselves than share 
  such artifacts with allies.
  Following the Sapphire Sage’s falling out with the 
  Khemet III, Tahonikepsu reconsidered her position 
  and began testing her estranged colleague to see if he 
  might be fit to work with her directly. Repeatedly, the 
  Pathfinders have demonstrated their resourcefulness. 
  Although the dragon believes the Society may be willing 
  to work with her rather than against her, she would 
  rather have the advantage of a strong bargaining position 
  when they finally meet. As a result, when she learned of 
  an information broker familiar with an unclaimed sage 
  jewel, she hired Kafar and Nefti, an esteemed pair of 
  
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  GM RESOURCES aNd MytHiC tiERS
  This adventure makes use of the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Advanced Player’s Guide (APG), 
  Pathfinder RPG GameMastery Guide, Pathfinder RPG Ultimate 
  Magic (UM), Pathfinder RPG Bestiary (B1), Pathfinder RPG 
  Bestiary 2 (B2), Pathfinder RPG Bestiary 3 (B3), Pathfinder 
  RPG Bestiary 4 (B4), and Pathfinder RPG Mythic Adventures 
  (MA). The rules referenced in this scenario can be found 
  online for free as part of the Pathfinder Roleplaying Game 
  Reference Document at paizo.com/prd.
  This scenario also makes use of the special character 
  options available in Pathfinder RPG Mythic Adventures, 
  and most characters will have received additional Chronicle 
  sheets that grant them three mythic tiers from playing the 
  second part of the Destiny of the Sands series. If a character 
  plays Sanctum of the Sages without having earned these 
  Chronicle sheets, he receives the Sage-Blessed template 
  (see Player Handout #2) for the duration of the adventure.
  Aspis Consortium agents, to retrieve it for her before the 
  Pathfinders could. 
  Thus far, Kafar and Nefti have remained a step ahead 
  of the Society, having acquired not one but two sage 
  jewels from a ruined fortress in the Sahure Wastes before 
  slipping toward the long-forgotten headquarters of the 
  Jeweled Sages in the Pillars of the Sun. The resourceful 
  Grandmaster Torch, who gave both the Pathfinders and 
  the Consortium agents directions to the gems’ resting 
  place, intercepted Kafar and Nefti, and convinced them 
  to part with the Jewel of Plagues, for Tahonikepsu had only 
  contracted them to recover a single sage jewel. Confident 
  that they have found a way to be paid twice for a single 
  mission, the two are now en route to the previously 
  abandoned Sanctum of the Sages. Only the PCs, after 
  receiving the blessing of mythic power from the shattered 
  remains of the ruby gem, have a chance of intercepting 
  the thieves. 
  SUMMARY
  The quest for the sage jewels brings the PCs to the Pillars 
  of the Sun, where their paths intertwine with that of the 
  mendacious Kafar and Nefti, a duo of Aspis Consortium 
  agents infamous for their previous double-dealings 
  with the Pathfinder Society. Kafar and Nefti possess the 
  yellow topaz gem and are on their way to deliver it to the 
  Diamond Sage. Amenopheus and the PCs, imbued with 
  mythic power by the Ruby Sage, follow their enemies 
  through perilous mountains and face dangers that only 
  they can overcome.
  Deceived by confusing tracks, the PCs and the Sapphire 
  Sage soon part ways. The PCs’ trail leads them to an ancient 
  temple, where grisly, otherworldly beasts awakened by 
  Kafar and Nefti attack. After escaping the horrendous 
  shrine, the PCs enter the territory of a fearsome behir. 
  They must defeat the beast before they can get back on 
  track, and must move quickly if they are to catch Kafar and 
  Nefti before the thieves reach the sanctum.
  The trail leads the PCs through the mountain range’s 
  peaks before the PCs overtake Kafar and Nefti outside 
  the Sanctum of the Sages. Once caught, the Aspis agents 
  attempt to bargain for their lives in exchange for service 
  to the Society, and the PCs must decide whether to trust 
  the tricksters’ promises or end their lives. Amenopheus 
  rejoins the PCs, and together they delve into the Sanctum 
  of the Sages. The sage’s fragmented memories are enough 
  to bypass one of the hermitage’s defenses, but the PCs 
  must overcome construct guardians that treat them as 
  trespassers to reach the innermost chambers.
  Beyond the guarded doors, they finally encounter 
  the Diamond Sage Tahonikepsu, who welcomes them 
  and acknowledges their achievements. When she and 
  Amenopheus cannot come to an agreement regarding 
  how to revive the Jeweled Sages, they invoke an age-old 
  custom that leaves the order’s future in the PCs’ hands.
  GETTING STARTED
  Read or paraphrase the following to the players to get the 
  adventure underway.
  The growing light of predawn filters in through a window of 
  the two-story building that Amenopheus has rented in Eto, and 
  the aging Garundi man takes a seat on one of the cushions set 
  out for this meeting. He produces a sealed letter from his robe, 
  placing it in the middle of the floor before speaking.
  “Good morning, Pathfinders. As you know, we have had our 
  share of setbacks recently. Not only have the emerald and topaz 
  gems sacred to my order slipped through our fingers, but we 
  also faced the frustration of finding nothing but fragments of 
  the once great ruby. Thankfully, its power is not lost entirely, 
  and through the Ruby Sage’s blessing, it lives on in you. I am 
  thankful that you have agreed to act on her behalf and see this 
  through to the end.
  “As we speak, the scoundrels who seized the two gems cross 
  the Pillars of the Sun to meet their employer, the cryptic Diamond 
  Sage.” He sighs heavily. “What she intends to do with the gems 
  is a mystery, but the sage jewels are too important for me to 
  take risks with. If the power that you wield is representative of a 
  shattered jewel’s potential, imagine what one might accomplish 
  with three undamaged stones! Until we know what her plans 
  are, it is paramount that we get to the jewels first.
  “Kafar and Nefti have a rudimentary map of the Pillars of 
  the Sun, and last night I found a bartender who spotted them 
  poring over it between drinks. She recalled little of the map, 
  and she could not make sense of the marks or annotations; 
  
  amenopheus
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  however, the right spells have allowed me to probe her mind 
  and determine Kafar and Nefti’s entry point into the mountains. 
  We will follow them from there.” With a somewhat chagrined 
  smile, Amenopheus adds, “It may be that they will lead us to the 
  Sanctum of the Sages, a hidden complex I have long suspected 
  might be in this area.”
  He stands and announces, “Prepare yourselves quickly. We 
  shall leave momentarily.”
  Give the PCs Player Handout #3, a 
  short letter from Venture-Captain 
  Norden Balentiir that provides 
  additional instructions. The 
  PCs 
  may 
  have 
  questions 
  for Amenopheus, which he 
  endeavours to answer. Likely 
  questions and his answers are 
  included below.
  What are the Pillars of the 
  Sun? “The Pillars of the Sun are 
  a mountain range south of Eto 
  inhabited by many terrible creatures. 
  It is a dangerous area of harsh desert and 
  barren, rocky terrain, full of cliffs 
  and chasms.”
  Who is the Diamond Sage? 
  “She is the current bearer of her 
  respective sage jewel, but I have only 
  recently learned of her existence. 
  All I know for sure is that she resides 
  near Eto. It would not be surprising 
  if she actually resides in the Sanctum 
  of the Sages itself; if so, she must be 
  extremely resourceful.”
  What happens if the Diamond Sage gets the gems 
  first? “That is hard to say, since we know so little about 
  her and her motives. I hope she shares my goals, but fear 
  she may not. At this point, one can only guess.”
  How can we find Kafar and Nefti? “I could not scry on 
  Kafar and Nefti, and teleporting to an arbitrary point in 
  the Pillars of the Sun would be a fool’s errand. Our best 
  chance is to enter the mountains close to their starting 
  point, and then follow their tracks.”
  Tell us about the Jeweled Sages and their sanctum. 
  “The Jeweled Sages were an order of scholars who took 
  an oath to preserve the culture and arts of the golden age 
  of Osirion. Their venture proved controversial, for the 
  rulers that followed the Song Pharaoh were offended by 
  the sages’ pretensions and deemed the order subversive. 
  To escape persecution and safeguard the lore of our land, 
  the sages built their headquarters in a hidden location. 
  It makes sense that they should choose an isolated place 
  like the Pillars of the Sun as grounds for their refuge. 
  The conquest of Osirion by Kelishite forces during 
  Osirion’s Second Age resulted in the death of most if not 
  all of the sages.”
  Diplomacy (gather information) or 
  Knowledge (local)
  The PCs had several hours the previous evening to 
  explore Eto and make inquiries.
  10+ Witnesses report seeing a rather 
  tipsy Nefti playing the flute in various 
  taverns throughout Eto over the past 
  several weeks. He hasn’t been seen 
  for three days.
  15+ A man matching Kafar’s 
  description recently visited a local 
  herbalist and apothecary.
  20+ Several caravan guards in 
  the city overheard Kafar and Nefti 
  complaining to one another about the 
  Aspis Consortium.
  25+ Nefti tried to sell information about 
  the Aspis Consortium to a foreigner, but the 
  deal fell through.
  30+ The foreigner was actually a 
  covert Pathfinder operative who 
  suspects Kafar and Nefti may not 
  only be aiming to go rogue, but are 
  also looking for a new patron.
  Knowledge (Geography)
  The PCs may already know about the 
  Pillars of the Sun.
  10+ The Pillars of the Sun are an isolated range of 
  mountains named for their tall, wind-weathered spires. 
  15+ The mountains begin 15 miles south of Eto, and an 
  experienced rider might reach them in half a day. Because 
  of its location and elevation, the region is extremely dry 
  and hot during the day, with temperatures dropping 
  drastically at night due to strong winds.
  20+ In past eras, attempts to settle in the region 
  were frustrated by the mountains’ harsh conditions 
  and aggressive fauna. To this day, many ruins stand as 
  reminders of these ill-fated enterprises.
  25+ The Pillars of the Sun have long been an isolated 
  place, and interspecies competition has honed the 
  abilities of its monstrous inhabitants. Even creatures 
  that are typically harmless in other ecosystems 
  can be deadly here, and some are said to have truly 
  extraordinary power.
  30+ Many ancient structures within the Pillars of the 
  Sun take advantage of the terrain and are actually carved 
  inside the rock. Adventurers looking for ruins are more 
  
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  likely to find hidden trap doors and secret passages 
  than crumbled temples covered in sand. Some of these 
  subterranean vaults extend for miles beneath the surface, 
  and a clever explorer can use them to cross from one 
  valley to another to circumvent the most difficult of the 
  mountainous terrain.
  Chase Score
  Even though Kafar and Nefti have a head start, it is 
  possible for the PCs to catch up as they follow the Aspis 
  agents’ trail. Over the course of the adventure, the PCs 
  may gain or lose Chase Points, which are a measure of 
  how well the PCs are closing the gap over the course of 
  several hours and affect how encounter A5 begins; the 
  PCs may have as many as 12 Chase Points or as few as 
  zero. Most encounter areas detail one or more ways in 
  which the PCs can gain or lose Chase Points.
  You may award up to two additional Chase Points 
  to the PCs to reflect effective use of magic items, class 
  features, or other character options. The PCs begin 
  their pursuit with 5 Chase Points when Amenopheus 
  uses teleport to transport them to where Kafar and Nefti 
  entered the mountains. In addition, calculate the PCs’ 
  average movement speed (rounded to the nearest 10 feet); 
  only include temporary bonuses to speed if they last for at 
  least 3 hours. For every 10 feet of movement by which the 
  average speed exceeds 30 feet, the PCs gain 1 Chase Point.
  A. PILLARS OF THE SUN
  The Pillars of the Sun are a desert mountain range south of 
  Eto. Its terrain is rocky and arid, cut by profound chasms 
  and colossal precipices. Getting lost is as easy as it is deadly, 
  as a few wrong turns can throw explorers completely 
  off track—or worse, off a cliff—trapping them between 
  the scorching noon sun and the freezing night winds. 
  The harsh environment alone is enough to keep most 
  adventurers away, and the beasts that live in the mountains 
  only magnify the danger of this inhospitable place.
  Once the PCs are prepared to leave Eto, Amenopheus 
  teleports the group to the northern edge of the Pillars 
  of the Sun. There, just as the sun is peaking over the 
  horizon, he and the PCs are able to find the path Kafar 
  and Nefti used to enter the mountains. 
  Temperatures continue to rise all through the 
  morning, and after four hours of travel, the group reaches 
  a place where the winding path through the spires splits. 
  Kafar and Nefti learned of the Pathfinders’ interest in 
  the sage jewels during their most recent meeting with 
  Grandmaster Torch, and fearing they might be pursued, 
  they paused here to lay a false trail. Using his talent with 
  magic items, Nefti walked several hundred feet down one 
  path, cast lesser simulacrum (Ultimate Magic 238) from a 
  scroll to create a copy of himself, and sent it further down 
  that path. He then cast pass without trace from a different 
  scroll to hide his own tracks, rejoined his partner, and 
  together he and Kafar traveled down the other path. The 
  resulting tracks make it appear that Kafar and Nefti split 
  up and traveled in separate directions. Without knowing 
  which of the two agents has the sage jewels or whether they 
  too have been split up, Amenopheus decides that the best 
  choice is to split up. Assuring them that he will remain in 
  contact with them, he sends the PCs down the path that 
  Kafar and Nefti actually took, and he travels in the other 
  direction after the simulacrum.
  The PCs’ path leads them to a series of switchbacks 
  that ascend the steep side of a gorge, and approximately 
  one hour after Amenopheus’s departure, they reach an 
  immense cliff where the tracks simply end. Succeeding 
  at a DC 20 Perception or Survival check reveals a crevice 
  in the rock face that leads to a trap door that descends 
  deep underground.
  Chase Points: During the PCs’ first several hours in the 
  Pillars of the Sun, they have several opportunities to gain 
  or lose Chase Points. Allow the PCs to attempt a DC 21 
  Survival (DC 26 in Subtier 6–7) check to follow the tracks 
  efficiently; if successful, the PCs earn 1 Chase Point, as 
  they do not lose time while following the trail. The PCs 
  must also attempt two Fortitude saving throws to resist 
  the very hot conditions (Pathfinder RPG Core Rulebook 444) 
  in the region. If at least half of the PCs are fatigued as a 
  result of failed saves, the PCs lose 1 Chase Point; if the 
  PCs promptly remove the fatigued conditions through 
  healing or other means, they do not lose a Chase Point 
  in this way. Finally, the crevice, trap door, and several 
  chambers leading to area A1 are quite narrow, requiring 
  each Large creature that tries to pass through them to 
  attempt a DC 25 Escape Artist check to avoid slowing 
  down the PCs; at the GM’s discretion, serpentine or other 
  particularly narrow or flexible Large creatures may not 
  need to attempt this check. If at least one creature fails 
  this check, the PCs lose 1 Chase Point.
  A1. Temple of the Beyond (CR 5 or CR 8)
  After descending down a roughly hewn tunnel, the PCs 
  reach a long underground gallery.
  Enigmatic hieroglyphs cover just about every surface of this 
  chamber excavated into the mountain. Bas-relief engravings 
  stretch along the walls all the way from the lofty, tapered 
  ceiling down to floor level, their eerie pictography suggesting 
  an unnerving story. Toppled columns, crumbling shreds of 
  cloth, and potsherds scattered throughout the chamber attest 
  to the place’s abandonment and antiquity. Small holes in the 
  vaulted ceiling let in thin beams of sunlight but do little to 
  illuminate the chamber.
  
  A1. Temple of the Beyond
  N
  1 square = 5 feet
  A
  Akata
  H
  Hound of Tindalos
  U
  Undead
  Pathfinder Map Pack: Dungeon Sites
  U2
  H
  A2
  A1
  U1
  U3
  U4
  7
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  The Temple of the Beyond is a remnant of the Age 
  of Darkness. The glyphs in the walls are extremely old, 
  predating the creation of the Ancient Osiriani language, 
  but the pictography is mostly representative rather than 
  symbolic, which facilitates comprehension. PCs can 
  attempt a DC 17 Linguistics check (DC 20 in Subtier 6–7) 
  to decipher the glyphs and learn about the history of 
  the forgotten cult that built this place. The pictograms 
  tell the story of two monsters fallen from the stars in 
  the aftermath of Earthfall. A PC who succeeds at a DC 
  16 Knowledge (dungeoneering) check identifies the 
  creatures mentioned in the glyphs as akatas—bizarre 
  two-tailed, lion-sized quadrupeds with tentacled manes 
  encircling their necks. Eager to unravel the mysteries of 
  the great beyond, an ancient cabal of wizards retrieved 
  and hatched the akatas’ cocoons for study, imprisoning 
  the creatures in a cage that has long since fallen to pieces. 
  The cultists worshipped the outer gods and performed 
  foul rites, summoning and dismissing the vilest types 
  of otherworldly horrors with the intent of contacting 
  an emissary of the Great Old Ones who would finally 
  disclose the deepest secrets of the Dark Tapestry. These 
  encounters are minutely documented in the Temple of 
  the Beyond’s 20-foot-tall walls, which also predict when 
  certain stars might align with the narrow holes in the 
  ceiling above.
  Tremors and time have weakened the columns in 
  this area, leaving them sturdy enough to climb, yet 
  poorly anchored and easily toppled. A successful DC 15 
  Knowledge (engineering) check or DC 20 Perception 
  check allows a PC to notice these properties and judge 
  that, so long as several columns were to remain standing, 
  the room would not collapse. Toppling a column requires 
  a DC 15 Strength check as a standard action, and the 
  PRESENtiNG ENCOUNtER a1
  Depending on the number of PCs, encounter A1 is an easy 
  or average encounter for mythic heroes, so the individual 
  creatures are unlikely to pose a major threat and have no 
  scaling notes for smaller groups. Instead, this encounter 
  presents the PCs with an opportunity to try out their new 
  mythic abilities and learn what they are capable of. As a 
  result, the GM is encouraged to let the PCs show off and 
  reward clever, cinematographic maneuvers. For example, let 
  a PC with the wall smasher champion path ability topple a 
  column as a free action if he throws an enemy against the 
  architecture. Let a PC who wants to wield a column as a Large 
  improvised greatclub take a few swings before it breaks. If 
  the players have fun with this first combat, they’ll continue 
  to do creative, mythic things throughout the scenario.
  
  akata
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  falling column strikes all creatures in a 15-foot line. 
  These creatures take 5d6 bludgeoning damage (Reflex DC 
  18 for half). If a falling column strikes another column, 
  it attempts to topple that column with a +5 Strength 
  bonus. Should the PCs knock over all of the columns, the 
  temple’s ceiling begins to crumble. One minute later, the 
  entire combat area is struck by a cave-in that blocks the 
  tunnel to the east; however, if the PCs flee to the west, 
  they can escape the collapse and continue the adventure.
  Kafar’s tracks lead into the temple from the east and 
  continue to the west. Thanks to the thick layer of dust in 
  this area, the PCs have no difficulty following the tracks. 
  Though Nefti’s tracks remain absent, his pass without 
  trace spell wore off only moments after he left this area, 
  so the PCs may detect his tracks in later areas.
  Creatures: 
  The 
  cult’s 
  experiments 
  pushed 
  the 
  boundaries of teleportation and summoning magic, 
  drawing the attention of a hound of Tindalos. The 
  hound’s attack left the cultists dead and the akatas free, 
  though the latter, unable to escape, savaged the cultist’s 
  corpses and entered hibernation. The cultists’ traumatic 
  deaths, defilement, and interment caused several of 
  them to animate as skeletons (festrogs in Subtier 6–7). 
  The hound departed to pursue its own agenda, but 
  returns here infrequently to ensure no further planar 
  disturbances transpire.
  Kafar and Nefti were the first in millennia to enter this 
  subterranean temple, and when the akatas began breaking 
  out of their cocoons to feed. The Aspis agents attempted 
  to flee west but encountered a doorway obscured almost 
  entirely by rubble and debris, blocking their way out. 
  They barely escaped to a lower level by consuming potions 
  of gaseous form and slipping through cracks in the floor, 
  but only after both were bitten by the aberrations. When 
  the hound of Tindalos sensed the disturbance, it returned 
  to find the akatas active once more. The akatas—inured 
  to the hound’s gaze thanks to decades of horrifying 
  experiments—have come to a silent understanding with 
  the outsider, while the undead cultists maintain just 
  enough memory of their horrifying deaths to know better 
  than to attack the alien quadrupeds.
  Subtier 3–4 (CR 6)
  AkAtAs (2) 
  CR 1
  hp 15 (Pathfinder RPG Bestiary 2 23)
  tACtiCs
  Before Combat The akatas lurk behind columns, using Stealth to 
  prepare an ambush. They attack once a PC is within 20 feet.
  During Combat The akatas attack the nearest PC and try to 
  infect him with void death.
  Morale The akatas fight to the death.
  sPeCiAl ABilities
  inured (ex) These akatas are immune to the ripping 
  gaze of a hound of Tindalos.
    lesseR HounD of tinDAlos  
  CR 5
  NE Medium outsider (evil, extraplanar)
  init +8; senses darkvision 120 ft.; Perception +14
  Defense
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 
  natural)
  hp 52 (7d10+14)
  fort +7, Ref +9, Will +6
  DR 5/magic; immune mind-affecting effects, poison
  offense
  speed 40 ft.
  Melee bite +11 (2d6+2), 2 claws +11 (1d8+2)
  special Attacks ripping gaze
  spell-like Abilities (CL 7th; concentration +8)
  Constant—air walk
  At will—fog cloud, locate creature
  3/day—dimensional anchor, discern location, greater 
  scrying (DC 19), invisibility
  tACtiCs
  Before Combat The hound of Tindalos casts invisibility 
  on itself then lurks in the temple, analyzing the 
  PCs. If the akata or undead attack, the hound 
  immediately joins the fight; otherwise, it waits for 
  
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  9
  the PCs to study the temple and strikes when their guard 
  is down.
  During Combat The hound of Tindalos attacks from 
  invisibility, appearing only when it can subject the PCs to 
  its ripping gaze. The hound makes use of its angled entry 
  ability to leap around the room, attack from unexpected 
  angles, and avoid retaliation.
  Morale If reduced to 10 or fewer hit points, the hound of 
  Tindalos casts plane shift to escape. It returns after a few 
  rounds and remains invisible, stalking the PCs. If discovered, it 
  flees again and does not come back until the PCs leave.
  stAtistiCs
  str 14, Dex 19, Con 14, int 14, Wis 19, Cha 13
  Base Atk +7; CMB +9; CMD 23
  feats Blind-Fight, Improved Initiative, Vital Strike, Weapon Finesse
  skills Acrobatics +13 (+17 jump), Intimidate +10, Knowledge 
  (arcana) +11, Knowledge (geography) +11, Knowledge (planes) 
  +11, Perception +14, Sense Motive +13, Stealth +14, Survival +13
  languages Aklo
  sQ angled entry, otherworldly mind
  sPeCiAl ABilities
  Angled entry (su) Lesser hounds of Tindalos may use greater 
  teleport (self only) once per round as a swift action and 
  plane shift (self only) 3/day as a standard action (caster 
  level 7th). This ability is otherwise identical to the angled 
  entry ability of a regular hound of Tindalos.
  otherworldly Mind (ex) Any non-outsider attempting to 
  read the thoughts of a hound of Tindalos or communicate 
  with it telepathically takes 5d4 points of nonlethal damage 
  and must make a DC 16 Will save or become confused for 
  2d4 rounds. This is a mind-affecting effect. The save DC is 
  Charisma-based.
  Ripping Gaze (su) 5d4 slashing damage, 30 feet, Fortitude 
  DC 16 negates. A creature that succeeds on its save is 
  immune to that hound’s gaze for 24 hours. This ability is 
  otherwise identical to the ripping gaze ability of a regular 
  hound of Tindalos.
  HuMAn skeletons (4) 
  CR 1/3
  hp 4 (Pathfinder RPG Bestiary 250)
  tACtiCs
  Before Combat The skeletons lie inert among the detritus. 
  They stand and attack if a PC is within reach or if the akatas 
  attack.
  During Combat The skeletons mindlessly fight nearby targets.
  Morale The skeletons fight until destroyed.
  Subtier 6–7 (CR 9)
  ADvAnCeD AkAtAs (2) 
  CR 2
  hp 19 each (Pathfinder RPG Bestiary 2 23, 292)
  tACtiCs
  Use the tactics from Subtier 3–4
  festRoGs (3) 
  CR 1
  hp 9 each (Pathfinder RPG Bestiary 3 115)
  tACtiCs
  Use the tactics for the skeletons from Subtier 3–4
  HounD of tinDAlos 
  CR 7
  hp 85 (Pathfinder RPG Bestiary 2 158)
  tACtiCs
  Use the tactics from Subtier 3–4
  Treasure: A PC who succeeds at a DC 15 Perception 
  check (DC 18 in Subtier 6–7) spots a worn-out leather 
  strap hanging from the mouth of one akata. The strap 
  is attached to Nefti’s belt pouch, which the PCs can 
  extract with ease. Hours spent in the akata’s stomach 
  has destroyed most of the contents, but several parts of 
  a journal are still intact and legible. The entries include 
  poetry and music composed by Nefti, as well as mundane 
  day-to-day observations. The last several pages record 
  Nefti’s complaints about the Aspis Consortium’s lack of 
  appreciation for his accomplishments. A folded sheet of 
  paper wedged in the journal bears the title “Potential 
  Partners” and names the Pathfinder Society among other 
  well-known organizations.
  Several of the fallen cult’s tools have survived the 
  passage of ages. A PC who succeeds at a DC 15 Perception 
  check finds a +1 mythic bane dagger (a +2 mythic bane dagger 
  in Subtier 6–7), a vial containing one handful of dust of 
  disjunction (see sidebar), and a sheet of beaten gold. The 
  sheet bears an inscription in Aklo that describes a prayer 
  one can perform under the open sky to channel the power 
  of the stars, though a PC who can read the words and 
  succeeds at a DC 20 Knowledge (planes) check suspects 
  this process might also attract the notice of something 
  beyond the stars. Performing this ritual—which does 
  not require the character to understand Aklo—takes one 
  minute and restores 1d2+1 uses of mythic power to the 
  creature up to once per week. Doing so also earns the PC 
  the Scrutiny of the Stars boon on his Chronicle sheet.
  Development: After defeating the monsters, the PCs 
  can again pick up Kafar’s trail, though his footprints are 
  partially obscured by those of the akatas. When Kafar and 
  Nefti reached the buried door at the end of this passage, 
  they each consumed a potion of gaseous form, and slipped 
  through the cracks in the floor and into the tunnel below 
  to escape the akatas. Succeeding at a DC 15 Survival check 
  enables a PC to determine that Kafar’s tracks stop about 
  15 feet from the buried doorway before disappearing.
  The PCs have three options. So long as they can retrace 
  their steps, the PCs can return to the cliff, infer where 
  the buried door opens, and climb around the mountain 
  to reach it. The PCs could also clear the rubble from the 
  door to exit the temple. A path leads down the mountain 
  
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  Dust of DisjunCtion
  Aura moderate abjuration and evocation; Cl 10th
  slot none; Price 2,500 gp; Weight —
  DesCRiPtion
  This fine powder looks like crushed diamonds. A single 
  handful of this substance can be thrown in a 15-foot cone, 
  at which point it attempts to absorb and neutralize any 
  magic it comes in contact with. The magical properties of 
  each unattended magic item in the area are suppressed 
  for 1d4 rounds as if targeted by dispel magic spell (caster 
  level 10th). Each creature in the area is affected as if by 
  a targeted dispel magic, though the user cannot specify 
  a spell effect to dispel; if a target has no spells affecting 
  it, the dust instead attempts to suppress the abilities of 
  one magic item carried by the target, selected at random 
  following the rules for items surviving a saving throw 
  (Pathfinder RPG Core Rulebook 217). The dust does not 
  affect other ongoing magical effects.
  Dust of disjunction has a curious effect on golems, 
  which also demonstrate anti-magical properties. A golem 
  exposed to this dust must succeed at a DC 17 Fortitude 
  save or be staggered for 1 minute. At the end of its turn, a 
  staggered golem may attempt a new saving throw to end 
  the staggered effect.
  ConstRuCtion
  Requirements Craft Wondrous Item, dispel magic, shatter
  to area A3, where the PCs can again pick up the trail of 
  both Kafar and Nefti. Finally, a PC who succeeds at a 
  DC 20 Knowledge (dungeoneering) or Perception check 
  can detect the cracks in the floor, which they can tell 
  breach the ceiling of a lower tunnel. By breaking a hole 
  in the floor (hp 20, hardness 8, break DC 33), the PCs 
  can reach area A2—a shortcut that contains both Kafar’s 
  and Nefti’s footprints.
  Chase Points: How the PCs decide to leave the temple 
  to follow Kafar’s trail can change their Chase Point 
  total. Retracing their steps and climbing around to the 
  opposite side of the mountain is time-consuming, and 
  the PCs lose 2 Chase Points as a result. Clearing the 
  rubble to open the main doors takes slightly less time, 
  and the PCs only lose 1 Chase Point if they choose this 
  option. If the PCs find and travel through the passages 
  beneath the temple, they gain 1 Chase Point; the tunnels 
  are easily traversed and provide an effective shortcut.
  Rewards: If the PCs fail to defeat the otherworldly 
  inhabitants of the temple, reduce each PC’s gold earned 
  as follows.
  Subtier 3–4: Reduce the gold earned by 271 gp.
  Out of Subtier: Reduce the gold earned by 345 gp.
  Subtier 6–7: Reduce the gold earned by 420 gp.
  A2. Death Worm Tunnels
  A system of tunnels runs under the temple, cutting 
  through the mountains. These dark, 10-foot-wide round 
  passages extend throughout the region, allowing the 
  creature that created them to travel throughout the 
  Pillars of the Sun. Spots along the rough walls show 
  signs of chemical reactions between the rock and some 
  unknown substance. A PC who succeeds at a DC 15 Craft 
  (alchemy) check can determine that the substance is a 
  potent acid. A PC who succeeds at a DC 20 Knowledge 
  (arcane) or Knowledge (nature) check recognizes the 
  galleries as a series of interwoven death worm tunnels.
  Chase Points: Based on the position of the temple 
  above, the PCs can navigate the tunnels and use them 
  as a shortcut; however, making optimal use of the 
  tunnels requires following Kafar and Nefti’s trail while 
  maintaining one’s sense of direction underground. If the 
  PCs succeed at a DC 20 Knowledge (dungeoneering) or 
  Survival check (DC 23 in Subtier 6–7) they earn 1 Chase 
  Point and travel efficiently to area A3. Should they fail 
  however, they wander aimlessly for a couple of hours 
  before reaching area A3, costing them 1 Chase Point.
  A3. The Behir’s Domain (CR 7 or CR 10)
  No matter which route the PCs take to pursue Kafar and 
  Nefti, they eventually pass through this area. If the PCs 
  traveled through the death worm tunnels, they reach 
  the surface here. If they exited the temple through its 
  western door, they traverse several short tunnels before 
  emerging from a cave in the northern rock face. If they 
  traveled around the mountain, they reach this area from 
  a trail to the east.
  Two tall sandstone outcroppings rise to the north and south, 
  channeling whistling wind and stinging sand through this pass. 
  The carcass of a giant serpentine beast covered in dried blisters 
  lies in a heap at the gorge’s narrowest point, the body savaged 
  by some powerful predator.
  Strong winds (Pathfinder RPG Core Rulebook 439) 
  channeled by the region’s topography blow west through 
  this area. The sandstone scarps are 50 feet tall and feature 
  only narrow handholds (Climb DC 20), save for a recently 
  collapsed section to the northeast that has jagged spars 
  that can serve as more adequate handholds (Climb DC 15). 
  This rock fall has created an area of dense rubble at the 
  base of the escarpment where it fell. The rest of the area is 
  covered in light rubble (Pathfinder RPG Core Rulebook 430).
  The blisters that cover the death worm’s (Pathfinder 
  RPG Bestiary 2 76) body are filled with poison secreted 
  from its skin and turned into powder by the dry climate 
  and intense heat. If handled delicately, the body is not 
  dangerous; however, if jostled violently or harmed by a 
  
  A3. The Behir’s Domain
  N
  1 square = 5 feet
  B
  Behir
  DW Death Worm Corpse
  B
  DW
  Pathfinder Flip-Mat: Battlefield
  Cave Exit
  To the cliffs
  Death Worm Tunnel
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  behir
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  SCaliNG ENCOUNtER a3
  Make the following changes to accommodate a group of four 
  PCs.
  subtier 3–4: The young behir is still injured from the 
  battle with the deathworm; it currently has 56 hit points, 
  and two of its claws are mangled, reducing its number of 
  rake attacks from 6 to 4.
  subtier 6–7: Remove the advanced simple template from 
  the behir, but keep the savage mythic template.
  damaging effect, the blisters break and release their 
  poison (contact; save Fort DC 17; frequency 1/round for 
  6 rounds; effect 1 Con damage; cure 2 saves) into the air 
  in a 20-foot radius cloud. In Subtier 6–7, increase the 
  Constitution damage dealt by the poison to 1d2. The 
  wind in this area disperses the cloud 1 round later, and 
  the death worm’s carcass can only create one such cloud 
  from the remaining poison on its body.
  As the stone spires erode and break, loose rock 
  accumulates in precarious heaps around the area. As a 
  move action, the behir can knock a pile of these rocks 
  over the side of the scarps, causing a rockslide in a 15-foot 
  cone that deals 3d6 points of bludgeoning damage (5d6 
  in Subtier 6–7) to everyone in and below that area (DC 
  15 Reflex for half). This effect likely damages the death 
  worm corpse, triggering its poisonous gas cloud.
  Creatures: A behir lays claim to the whole canyon, 
  slaughtering and devouring any who dare invade its 
  domain. The arrival of the PCs immediately inflames 
  the watchful monster, which hides 
  behind the rocks and contemplates 
  how best to strike. Due to its elevated 
  hiding spot, the behir is only 
  perceived by those who succeed at 
  a DC 22 Perception check (DC 28 
  in Subtier 6–7), PCs attempting this 
  check take a –4 penalty on due to the strong 
  winds and dust.
  Subtier 3–4 (CR 7)
  YounG BeHiR 
  CR 7
  hp 85 (Pathfinder RPG Bestiary 34, 295)
  tACtiCs
  During Combat The behir begins combat by either 
  knocking rubble piles onto the PCs from above 
  or creeping down the wall to blast one or more 
  targets with its lightning breath. It then tries to grab 
  an enemy, retreat up the cliff, and either rake its victim 
  to death or swallow him whole before returning for 
  more targets. It accuses the PCs of trespassing on 
  its domain for the second time—an unforgivable 
  offense—implying that someone else has 
  recently traversed the area and that the behir has 
  mistaken the PCs for these earlier intruders.
  Morale The behir fights to the death to protect its 
  territory.
  Subtier 6–7 (CR 10)
    ADvAnCeD sAvAGe BeHiR 
  CR 10
  hp 135 (Pathfinder RPG Bestiary 34, 295, Pathfinder RPG 
  Mythic Adventures 224)
  
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  tACtiCs
  Use the tactics from Subtier 3–4.
  Treasure: The behir’s relative isolation leaves it with 
  little treasure. It wears a crown of swords (Pathfinder RPG 
  Ultimate Equipment 242) as a ring on one claw. In Subtier 
  6–7, it also has a boro bead (3rd-level; Ultimate Equipment 
  284) that Kafar dropped as he and Nefti hastily apologized 
  and retreated from the angry beast.
  Development: Although the behir’s remarks indicate that 
  Kafar and Nefti took this course, the severe winds and hard 
  ground make it impossible to locate any tracks; however, the 
  PCs can infer that continuing down the valley is the natural 
  route forward and is likely the path taken by their quarry. 
  The trail descends among many red sandstone arches and 
  hoodoos as the afternoon sun heats the rock formations 
  to baking temperatures. Periodically, the PCs find signs 
  of Kafar and Nefti’s passage, such as a discarded bottle, 
  footprint, or shred of cloth. As the afternoon heat abates, 
  the PCs begin ascending taller peaks. If the PCs intend 
  to rest during their pursuit of the Aspis Consortium 
  agents, doing so now—late in the day but before getting 
  high into the mountains—is the best time to do so. The 
  consequences of resting are detailed in the Chase Points 
  entry below.
  Chase Points: The PCs’ pursuit continues, and they 
  have several opportunities to lose Chase Points. The PCs 
  must also attempt two Fortitude saving throws to resist 
  the very hot weather conditions in the region (Pathfinder 
  RPG Core Rulebook 444), though the save DC resets to 15 
  thanks to their brief respite below ground. If at least 
  half of the PCs are fatigued as a result of failed saves, 
  the PCs lose 1 Chase Point; if the PCs promptly remove 
  the fatigued conditions through healing or other means, 
  they do not lose a Chase Point in this way.
  In addition, if the PCs decide to rest, Kafar and Nefti 
  have that much more time to widen the gap between the 
  two groups. If the PCs take a full night’s rest, they lose 
  4 Chase Points. If the PCs rest for one hour using the 
  recuperation mythic ability, they only lose 1 Chase Point.
  Rewards: If the PCs fail to defeat the behir, reduce each 
  PC’s gold earned as follows.
  Subtier 3–4: Reduce the gold earned by 295 gp.
  Out of Subtier: Reduce the gold earned by 456 gp.
  Subtier 6–7: Reduce the gold earned by 618 gp.
  A4. Mountain Campsite
  After hours of hiking, the scarps on the sides of the 
  canyon gradually descend, until the whole of the terrain 
  becomes a gradual slope encircled by distant mountains 
  and deep chasms. If the PCs reach this point without 
  resting 8 hours, the rest of the adventure unravels at 
  night; otherwise, they watch the sunrise while entering 
  the plateau, and the remaining encounters take place 
  during the day.
  The open valley offers an unobstructed view of the 
  region, and the PCs spot a campsite on a mountain 
  nearby; the light (if at night) or smoke (if during the 
  day) of a campfire is clearly visible to the party just 
  a few miles away. The signal soon disappears, but it is 
  enough to confirm that the PCs are on the right path. 
  When they reach the campsite, over an hour later, the PCs 
  find a recently extinguished fire, bloodied bandages, and 
  fresh tracks. By succeeding at a DC 15 Heal or Perception 
  Check, a PC inspecting the bandages can find thin, glassy 
  worms caught in the gauze. She can identify these as the 
  larvae transmitted by an akata’s bite—the same larvae 
  that create void zombies—by also succeeding at a DC 20 
  Knowledge (dungeoneering) check.
  Chase Points: Kafar and Nefti’s camp is situated in 
  a high pass altitude zone (Pathfinder RPG Core Rulebook 
  430), and reaching the site speedily requires a successful 
  Fortitude save to avoid becoming fatigued due to the lack 
  of oxygen. If half or more of the PCs are fatigued as they 
  travel at this high altitude, the group loses 1 Chase Point; 
  if the PCs promptly remove the fatigued conditions 
  through healing or other means, they do not lose a Chase 
  Point in this way.
  A5. The Final Heat (CR 6 or CR 9)
  Leaving the campsite, the PCs follow a trail down the 
  mountain, returning to a low pass altitude zone and 
  losing any fatigued conditions they may have gained 
  from altitude effects. The narrow and sinuous path down 
  the mountain limits visibility, so the PCs only spot their 
  quarry just as the Pathfinders reach the end of the trail.
  The chase occurs in the outskirts of the Sanctum of 
  the Sages. By the time the PCs catch up with Kafar and 
  Nefti, the tricksters are moments away from reaching the 
  sanctuary and have a chance to make a run for it. Kafar 
  and Nefti do not wish to fight in the open and try to reach 
  the sanctum for tactical advantage.
  This encounter uses the chase rules from page 232 of 
  the Pathfinder RPG GameMastery Guide as well as new rules 
  for mythic chases (see sidebar). Each square represents 
  approximately 30 feet of distance between the Aspis agents 
  and the PCs, and the PC must close within 30 feet of the 
  two (i.e. in the same square) in order to catch them. You 
  can use the chase diagram as a visual aid to help the PCs 
  track their progress and judge their distance from Kafar 
  and Nefti. The PCs begin on the High Ground square.
  Due to the twisting pathway, severe winds, and 
  airborne sand, it is virtually impossible to target any 
  creature more than two squares away; the PCs may catch 
  glimpses of Kafar and Nefti further away, helping them 
  to gauge their progress during the chase, but the range 
  
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  MytHiC CHaSE
  While skilled and mobile adventurers generally enjoy chases, 
  this kind of challenge can be tough for less agile warriors; 
  however, characters blessed with mythic power have 
  additional options during a chase that allow encumbered 
  characters to excel and quick characters to truly shine. A 
  mythic character can spend one use of mythic power once 
  per round as a free action to do one of the following.
  Against the Odds: Automatically succeed on one skill 
  check or saving throw to overcome an obstacle. A PC must 
  use this ability before attempting the skill check.
  Clear the Path: When a PC exceeds the DC for the skill 
  check or saving throw to overcome an obstacle, he removes 
  all obstacles from that square. Have the player describe how 
  his character punches handholds in a wall, smashes down 
  a barrier, brushes away caltrops with the shockwave of his 
  leap, or similarly defeats the obstacle in a mythic fashion.
  Implacable Pursuer: For the duration of the chase, the PC 
  ignores all armor check penalties and any reductions to his 
  speed as a result of wearing armor.
  of most attacks is limited. This feature also limits the 
  effective range of accurate teleportation like dimension 
  door. Finally, the severe winds cause a flying creature to 
  take a –4 penalty on checks to avoid obstacles, resulting 
  in a net +6 bonus on checks to avoid obstacles for flying 
  creatures instead of the normal +10 bonus. 
  Chase Points: The PCs have the opportunity to gain 
  1 final Chase Point by trying to sneak up on Kafar and 
  Nefti before the Aspis agents realize they’re being chased. 
  If at least half of the PCs succeed at a DC 16 Stealth check 
  (DC 19 in Subtier 6–7), they gain 1 Chase Point.
  Creatures: Where the Aspis agents’ begin the chase 
  depends on the number of Chase Points the PCs have 
  accumulated. If the PCs have 2 Chase Points or fewer, the 
  agents begin in the Cliff’s Edge square. If the PCs have 
  between 3 and 6 Chase Points, the agents begin in the 
  Crack in the Mountain square. If the PCs have 6 or more 
  Chase Points, the agents begin in the Quicksand Patch 
  square. In addition, if the PCs have 10 or more Chase 
  Points, the PCs also gain a surprise round.
  Unlike the PCs, Kafar and Nefti have no mythic 
  powers; however, the pair’s long partnership allows 
  them to work together to move through chase squares 
  and overcome obstacles. Kafar and Nefti act on the same 
  initiative count, and whenever they attempt to defeat 
  an obstacle, they both roll the skill check or save and 
  use the higher result. In addition, they do not need to 
  make a check to overcome the Narrow Pass and Natural 
  Bridge obstacles, as the Aspis agents are responsible for 
  creating those obstacles (such as the tanglefoot bag trap 
  in the Narrow Pass square); instead they spend a standard 
  action creating hazards to slow down the PCs.
  If the duo reaches the final square without getting 
  caught, they enter the Sanctum of the Sages first, cast 
  additional spells to prepare for combat, and set an 
  ambush for the PCs in the entrance hall (area B2). If 
  the PCs catch Kafar and Nefti before reaching the final 
  square, they meet in the winding gorge leading up to area 
  B1 (use Pathfinder Flip-Mat: Desert Ruins). In this area, the 
  sandstone walls of the gorge provide shelter from the 
  blowing sand, reducing the wind to moderate.
  Subtier 3–4 (CR 7)
  kAfAR 
  CR 6
  Human alchemist 5/Aspis agent 2 (Pathfinder Campaign 
  Setting: Paths of Prestige 8)
  NE Medium humanoid (human)
  init +6; senses Perception +12
  Defense
  AC 21, touch 12, flat-footed 19 (+5 armor, +2 Dex, +4 natural)
  hp 52 (7 HD; 7d8+1d10+12)
  fort +9, Ref +10, Will +5; +4 vs. poison
  Defensive Abilities conceal thoughts, trap sense +1
  offense
  speed 30 ft.
  Melee mwk sickle +9 (1d6+2 plus blue whinnis poison) or 
  mwk whip +9 (1d3+2 nonlethal)
  Ranged dart +8 (1d4+2 plus blue whinnis poison) or 
  bomb +8 (3d6+2 fire)
  special Attacks bomb 8/day (3d6+2 fire, DC 14)
  Alchemist extracts Prepared (CL 5th)
  2nd—delay poison*, false life*, spider climb
  1st—ant haul*APG, cure light wounds, detect secret doors, 
  endure elements*, shield
  *Already used
  tACtiCs
  Before Combat Kafar wants to ensure he is prepared in the 
  event that his meeting with the Diamond Sage goes poorly. 
  To this end, he recently consumed his extracts of ant haul, 
  delay poison, endure elements, and false life, as well as his 
  Strength mutagen and a potion of barkskin. Nefti has also 
  cast heroism on him.
  During Combat Kafar throws a stink bomb at the PCs and 
  enters the smoke cloud to strike with a poisoned sickle, 
  using his delay poison extract to protect himself from the 
  cloud’s nauseating effect. He aims to knock the PCs out just 
  long enough to allow him to deliver the topaz gem.
  Morale Kafar offers parley if reduced to 12 or fewer hit points 
  or if Nefti falls or surrenders.
  Base statistics When not under the effects of his mutagen, 
  barkskin, false life, and heroism, Kafar’s statistics are 
  AC 17, flat-footed 15; hp 42; fort +7, Ref +8, Will +3; 
  
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  Melee mwk sickle +5 (1d6) or mwk whip +5 (1d3 nonlethal); 
  Ranged dart +6 (1d4) or bomb +6 (3d6+3 fire); str 10, int 16; 
  CMB +4; CMD 16; skills Appraise +11, Bluff +14, Craft 
  (alchemy) +11, Craft (traps) +11, Diplomacy +9, Disable 
  Device +14, Disguise +6, Intimidate +11, Knowledge (arcana) +9, 
  Knowledge (history) +11, Perception +10, Sense Motive +4, 
  Sleight of Hand +6, Survival +4
  stAtistiCs
  str 14, Dex 14, Con 12, int 14, Wis 10, Cha 13
  Base Atk +4; CMB +8; CMD 18
  feats Brew Potion, Cosmopolitan (Diplomacy, Intimidate), 
  Exotic Weapon Proficiency (whip), Extra Discovery, Improved 
  Initiative, Skill Focus (Bluff), Throw Anything
  Cliff’s Edge
  Natural Bridge
  Steep Slope
  High Ground
  Crack in the 
  Mountain
  Illusory Wall
  Narrow Pass
  Quicksand Patch
  Sanctum of the 
  Sages’ Doorstep
  Quick, before they 
  spot us!
  (Initiative DC 16)
  Natural Handholds
  (Climb DC 17)
  Nefti’s Enchantments
  (Will DC 16)
  Watch your footing!
  (Acrobatics DC 17)
  Brute force
  (Strength DC 15)
  Just trust the tracks
  (Survival DC 20)
  Break Free
  (Strength DC 15)
  Spot it first
  (Survival DC 16)
  Narrow Surface
  (Acrobatics DC 15)
  Kafar’s Marbles
  (Reflex DC 16)
  There they are!
  (Perception DC 20)
  Grab and drop
  (Climb DC 15)
  Squeeze through
  (Escape Artist DC 20)
  It’s not real!
  (Will DC 16)
  Evade
  (Reflex save DC 15)
  Get out of there
  (Swim DC 17)
  Finish line!
  (No obstacles)
  skills Appraise +12, Bluff +16, Craft (alchemy) +12, Craft 
  (traps) +12, Diplomacy +11, Disable Device +16, Disguise +8, 
  Intimidate +13, Knowledge (arcana) +10, Knowledge 
  (history) +12, Perception +12, Sense Motive +6, Sleight of 
  Hand +8, Survival +6
  languages Aklo, Common, Draconic, Gnoll, Kelish, Osiriani, 
  Undercommon
  sQ agency secret (conceal thoughts), alchemy (alchemy 
  crafting +5, identify potions), discoveries (concentrate 
  poison, smoke bomb, stink bomb), mask alignment, 
  mutagen (+4/–2, +2 natural, 50 minutes), poison use, 
  swift alchemy, trapfinding, trap sense +1, 
  Combat Gear potion of barkskin, potion of cure serious 
  Increase the DC of these checks by 2 for Subtier 6–7
  
  nefti
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  wounds, tanglefoot bag (3); other Gear +1 mithral chain 
  shirt, mwk sickle, mwk whip, darts (4), cloak of 
  resistance +1, blue whinnis poison (4 doses), 
  concentrated blue whinnis poison (1 dose), 
  formula book (contains all prepared extracts 
  plus bulls strength, comprehend languages, 
  crafter’s fortuneAPG, disguise self, and 
  expeditious retreat), marbles (4), masterwork 
  thieves’ tools, pocketed scarfUE, 173 gp
  sPeCiAl ABilities
  Conceal thoughts (su) If targeted with detect 
  thoughts or a similar effect, Kafar may choose 
  what thoughts are detected, while his true 
  thoughts remain private. This does not 
  affect mind-affecting effects other 
  than thought-reading.
  Concentrated Blue Whinnis 
  Poison (ex) Kafar has created 
  a concentrated dose of blue 
  whinnis poison (injury; save 
  Fort DC 16; frequency 1/
  round for 3 rounds; initial effect 1 Con 
  damage; secondary effect unconsciousness for 1d3 hours; 
  cure 1 save).
  Mask Alignment (su) At 2nd level, as a standard action, Kafar 
  can alter his alignment aura to deceive effects that detect 
  alignment. He may choose to be detected as any specific 
  alignment or detect as no alignment at all. This affects 
  only alignment detection, not effects that cause harm or 
  are otherwise based on alignment. This effect lasts until 
  he dismisses it or changes his alignment aura again. At this 
  time, Kafar detects as being lawful neutral.
  nefti 
  CR 5
  Human bard 5
  CN Medium humanoid (human)
  init +6; senses Perception +7
  Defense
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 41 (5d8+15)
  fort +4, Ref +8, Will +9; +4 vs. bardic performance, language-
  dependent, and sonic
  offense
  speed 30 ft.
  Melee +1 human bane sap +7 (1d6+2 nonlethal)
  Ranged mwk shortbow +8 (1d6/×3)
  special Attacks bardic performance 16 rounds/day 
  (countersong, distraction, fascinate [DC 16], inspire 
  competence +2, inspire courage +2)
  Bard spells known (CL 5th; concentration +9)
  2nd (3/day)—calm emotions (DC 17), heroism, mirror image
  1st (5/day)—charm person (DC 16), grease (DC 15), hideous 
  laughter (DC 16), silent image (DC 15)
  0 (at will)—daze (DC 15), detect magic, ghost sound (DC 14), 
  light, mage hand, prestidigitation (DC 14)
  tACtiCs
  Before Combat Following Kafar’s hunch about 
  their impending meeting with the Diamond Sage, 
  Nefti has cast heroism on himself and Kafar.
  During Combat Nefti uses his spells to 
  inconvenience and incapacitate the PCs, sparing 
  a moment to cast mirror image if attacked. If his 
  foes disappear into one of Kafar’s stink bombs, 
  Nefti drinks his potion of delay poison, inspires 
  courage, and joins his partner in the melee.
  Morale Nefti surrenders if reduced to 8 or 
  fewer hit points or if Kafar attempts 
  to parley with the PCs. If Kafar 
  is unconscious, Nefti offers to 
  parley. Should the PCs refuse 
  to negotiate, Nefti casts calm 
  emotions and attempts to 
  settle matters diplomatically.
  Base statistics When not under 
  the effects of his heroism, Nefti’s statistics 
  are fort +2, Ref +6, Will +7; Melee +1 human bane sap +5 
  (1d6+2); CMB +4; skills Acrobatics +10, Climb +6, Escape 
  Artist +10, Knowledge (dungeoneering) +8, Knowledge 
  (engineering) +8, Knowledge (geography) +8, Knowledge 
  (local) +12, Linguistics +6, Perception +7, Perform (act) +12, 
  Perform (oratory) +9, Perform (wind) +9, Sleight of Hand +6, 
  Spellcraft +6, Stealth +10, Use Magic Device +12
  stAtistiCs
  str 12, Dex 14, Con 12, int 14, Wis 13, Cha 18
  Base Atk +3; CMB +6; CMD 16
  feats Improved Initiative, Iron Will, Spell Focus (enchantment), 
  Toughness
  skills Acrobatics +12, Climb +8, Escape Artist +12, Knowledge 
  (dungeoneering) +10, Knowledge (engineering) +10, 
  Knowledge (geography) +10, Knowledge (local) +14, 
  Linguistics +8, Perception +9, Perform (act) +14, Perform 
  (oratory) +11, Perform (wind) +11, Sleight of Hand +8, 
  Spellcraft +8, Stealth +12, Use Magic Device +14
  languages Common, Infernal, Kelish, Osiriani
  sQ bardic knowledge +2, exceptional stats, lore master 1/day, 
  versatile performance (act)
  Combat Gear potion of cure moderate wounds, potion of 
  delay poison, scrolls of comprehend languages (2), acid 
  (2); other Gear mwk studded leather, +1 human bane 
  SCaliNG ENCOUNtER a5
  To accommodate a group of four PCs, both Kafar and Nefti 
  have taken 2 points of Dexterity and Constitution damage 
  from void death disease.
  
  Kafar
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  sap, mwk shortbow with 20 arrows, shortsword with false-
  bottomed scabbardUE, 133 gp
  sPeCiAl ABilities
  exceptional stats (ex) Nefti is a prodigy of the Aspis 
  Consortium, and the organization recruited him and began 
  training him for service early in his life. As a result, his 
  ability scores were generated using 25 points, rather than 
  the standard 15 points used to create most NPCs. This 
  modification increases his total CR by 1.
  Subtier 6–7 (CR 10)
  kAfAR                                               CR 9
  Human alchemist 8/Aspis Agent (Aspis Agent) 2
  NE Medium humanoid (human)
  init +6; senses Perception +13
  Defense
  AC 23, touch 13, flat-footed 21 (+5 armor, +1 
  deflection, +2 Dex, +5 natural)
  hp 58 (10 HD; 10d8+10)
  fort +12, Ref +13, Will +7; +6 vs. poison
  offense
  speed 30 ft.
  Melee +1 sickle +12/+7 (1d6+3 plus 
  blue whinnis poison) or
  mwk whip +12/+7 (1d3+2 
  nonlethal)
  Ranged dart +11 (1d4+2 plus blue whinnis 
  poison) or 
  bomb +11/+6 (4d6+2 fire)
  special Attacks bomb 11/day (4d6+2 fire, DC 16)
  Alchemist extracts Prepared (CL 8th)
  3rd—gaseous form, haste, nondetection*
  2nd—bull’s strength, delay poison*, detect thoughts (DC 14), 
  false life*, spider climb
  1st—ant haul*APG, cure light wounds, detect secret doors, 
  endure elements*, shield
  *Already used
  tACtiCs
  Before Combat Use the tactics from Subtier 3–4.
  During Combat Use the tactics from Subtier 3–4.
  Morale Kafar offers parley if reduced to 15 or fewer hit points 
  or if Nefti falls or surrenders.
  Base statistics When not under the effects of his mutagen, 
  barkskin, false life, and heroism, Kafar’s statistics are AC 
  17, flat-footed 15; hp 42; fort +7, Ref +8, Will +3; Melee +1 
  sickle +8/+3 (1d6+1) or mwk whip +8/+3 (1d3 nonlethal); 
  Ranged dart +9 (1d4) or bomb +9/+4 (4d6+3 fire); str 10, 
  int 16; CMB +7; CMD 20; skills Appraise +11, Bluff +21, Craft 
  (alchemy) +11, Craft (traps) +11, Diplomacy +10, Disable 
  Device +15, Disguise +7, Intimidate +15, Knowledge (arcana) +9, 
  Knowledge (history) +11, Perception +13, Sense Motive +10, 
  Sleight of Hand +10, Spellcraft +8, Survival +7
  stAtistiCs
  str 14, Dex 14, Con 12, int 14, Wis 10, Cha 14
  Base Atk +7; CMB +11; CMD 22
  feats Blind-Fight, Brew Potion, Exotic Weapon Proficiency 
  (whip), Improved Initiative, Skill Focus (Bluff), Throw 
  Anything, Cosmopolitan, Extra Discovery
  skills Appraise +12, Bluff +23, Craft (alchemy) +12, Craft 
  (traps) +12, Diplomacy +12, Disable Device +17, Disguise +9, 
  Intimidate +17, Knowledge (arcana) +10, Knowledge 
  (history) +12, Perception +15, Sense Motive +12, 
  Sleight of Hand +12, Spellcraft +9, 
  Survival +9
  languages Aklo, Common, Draconic, Gnoll, 
  Kelish, Osiriani, Undercommon
  sQ agency secret (conceal thoughts), 
  alchemy (alchemy crafting +8, identify 
  potions), discoveries (concentrate poison, fast 
  bombs, smoke bomb, sticky poison [2 strikes], 
  stink bomb), mask alignment, mutagen (+4/–2, 
  +2 natural, 80 minutes), poison use, swift alchemy, 
  swift poisoning trapfinding, trap sense +1, 
  Combat Gear potion of barkskin (CL 
  6th), potion of cure serious wounds, 
  tanglefoot bag (3); other Gear +1 
  mithral chain shirt, +1 sickle, mwk 
  whip, darts (4), cloak of resistance 
  +2, ring of protection +1, blue 
  whinnis poison (4 doses), concentrated 
  blue whinnis poison (1 dose), formula 
  book (contains all prepared extracts plus cat’s grace, 
  comprehend languages, crafter’s fortuneAPG, disguise self, 
  expeditious retreat, and heroism), marbles (4), masterwork 
  thieves’ tools, pocketed scarfUE, 23 gp
  sPeCiAl ABilities
  Conceal thoughts (su) If targeted with detect thoughts 
  or a similar effect, Kafar may choose what thoughts 
  are detected, while his true thoughts remain private. 
  This does not affect mind-affecting effects other than 
  thought-reading.
  Concentrated Blue Whinnis Poison (ex) Kafar has created a 
  concentrated dose of blue whinnis poison (injury; save Fort 
  DC 16; frequency 1/round for 3 rounds; initial effect 1 Con 
  damage; secondary effect unconsciousness for 1d3 hours; 
  cure 1 save).
  Mask Alignment (su) At 2nd level, as a standard action, 
  Kafar can alter his alignment aura to deceive effects that 
  detect alignment. He may choose to be detected as any 
  specific alignment or detect as no alignment at all. This 
  affects only alignment detection, not effects that cause 
  harm or are otherwise based on alignment. This effect 
  lasts until he dismisses it or changes his alignment aura 
  again. At this time, Kafar detects as being lawful neutral.
  
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  nefti 
  CR 8
  Human bard 8
  CN Medium humanoid (human)
  init +6; senses Perception +7
  Defense
  AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
  hp 60 (8d8+21)
  fort +6, Ref +11, Will +12; +4 vs. bardic performance, 
  language-dependent, and sonic
  offense
  speed 30 ft.
  Melee +1 human bane sap +10/+5 (1d6+2 nonlethal)
  Ranged mwk shortbow +11/+6 (1d6/×3)
  special Attacks bardic performance 22 rounds/day (move 
  action; countersong, dirge of doom [DC 18], distraction, 
  fascinate [DC 18], inspire competence +3, inspire courage +2, 
  suggestion [DC 18])
  Bard spells known (CL 8th; concentration +12)
  3rd (3/day)—confusion (DC 19), deep slumber (DC 19), 
  glibness
  2nd (5/day)—calm emotions (DC 18), glitterdust (DC 16), 
  heroism, mirror image, misdirection (DC 16), shatter (DC 16)
  1st (5/day)—charm person (DC 17), grease (DC 15), hideous 
  laughter (DC 17), obscure object, remove fear, silent 
  image (DC 15)
  0 (at will)—daze (DC 16), detect magic, ghost sound (DC 14), 
  light, mage hand, prestidigitation (DC 14)
  tACtiCs
  Before Combat Following Kafar’s hunch about their impending 
  meeting with the Diamond Sage, Nefti has cast glibness, 
  heroism, and misdirection (using a beetle he found earlier) 
  on himself and has cast heroism on Kafar.
  During Combat Nefti uses his spells to inconvenience and 
  incapacitate the PCs, sparing a moment to cast mirror image 
  if attacked. If his foes disappear into one of Kafar’s stink 
  bombs, Nefti drinks his potion of delay poison, inspires 
  courage, and joins his partner in the melee.
  Morale Nefti surrenders if reduced to 12 or fewer hit points 
  or if Kafar attempts to parley with the PCs. If Kafar is 
  unconscious, Nefti offers to parley. Should the PCs refuse 
  to negotiate, Nefti casts calm emotions to settle matters 
  diplomatically.
  Base statistics When not under the effects of his heroism, 
  Nefti’s statistics are fort +4, Ref +9, Will +10; Melee 
  +1 human bane sap +8/+3 (1d6+2); CMB +7; skills 
  Acrobatics +13, Climb +9, Escape Artist +13, Knowledge 
  (dungeoneering) +10, Knowledge (engineering) +10, 
  Knowledge (geography) +10, Knowledge (local) +17, 
  Linguistics +6, Perception +7, Perform (act) +15, Perform 
  (oratory) +15, Perform (wind) +9, Sleight of Hand +6, 
  Spellcraft +6, Stealth +13, Use Magic Device +15
  stAtistiCs
  str 12, Dex 14, Con 12, int 14, Wis 13, Cha 19
  Base Atk +6; CMB +9; CMD 20
  feats Greater Spell Focus (enchantment), Improved Initiative, 
  Iron Will, Spell Focus (enchantment), Toughness
  skills Acrobatics +15, Climb +11, Escape Artist +15, Knowledge 
  (dungeoneering) +12, Knowledge (engineering) +12, 
  Knowledge (geography) +12, Knowledge (local) +19, 
  Linguistics +8, Perception +9, Perform (act) +17, Perform 
  (oratory) +17, Perform (wind) +11, Sleight of Hand +8, 
  Spellcraft +8, Stealth +15, Use Magic Device +17
  languages Common, Infernal, Kelish, Osiriani
  sQ bardic knowledge +4, exceptional stats, lore master 1/day, 
  versatile performance (act, oratory)
  Combat Gear potion of cure moderate wounds, potion of 
  delay poison, potion of invisibility, scrolls of comprehend 
  languages (2), acid (2); other Gear +1 studded leather, +1 
  human bane sap, mwk shortbow with 20 arrows, shortsword 
  with false-bottomed scabbardUE, cloak of resistance +1, ring 
  of protection +1, 273 gp
  sPeCiAl ABilities
  exceptional stats (ex) Nefti is a prodigy of the Aspis 
  Consortium, and the organization recruited him and began 
  training him for service early in his life. As a result, his ability 
  scores were generated using 25 points, rather than using 
  the standard 15 point buy used to create most NPCs. This 
  modification increases his total CR by 1.
  favored Class Bonus (ex) Nefti has selected the human bard 
  favored class option (Advanced Player’s Guide 22) three 
  times. As a result, he knows one additional 1st-level spell 
  and two additional 2nd-level spells.
  Treasure: In addition to their gear, Kafar and Nefti 
  carry important Aspis Consortium codes and ciphers 
  that they have hidden among their gear. Kafar keeps his 
  ciphers in the pocketed scarf that he wears around his 
  waist like a sash. Finding these papers requires a DC 22 
  Perception check (DC 26 in Subtier 6–7) when searching 
  him. Nefti carries a slightly different set of ciphers in the 
  false bottom of his scabbard. The PCs can find these by 
  succeeding at a DC 25 Perception check, though a PC who 
  purposely pulls the sword out of its scabbard gains a +5 
  circumstance bonus on this check as he notes that the 
  blade is too short for its case. These ciphers contribute 
  to the scenario’s secondary success conditions, and Kafar 
  and Nefti only volunteer the ciphers if they have both 
  agreed to work for the Pathfinder Society (see below).
  Development: There is a good possibility that the 
  PCs subdue one or both of the Aspis Consortium agents 
  for questioning or possibly recruitment, assuming the 
  PCs have Venture-Captain Norden Balentiir’s interests 
  in mind. In the event that one or both survived, Kafar 
  and Nefti’s starting attitude is unfriendly. The two 
  realize that they’re largely at the Pathfinders’ mercy and 
  have few excuses that could make them seem entirely 
  
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  1 square = 5 feet
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  innocent, so they claim that they were traveling into the 
  Pillars of the Sun to meet with a prospective client. They 
  do not volunteer that they have the topaz sage jewel in 
  their possession. If the chase ended before reaching the 
  illusory wall, the Aspis agents use their knowledge of how 
  to reach the Sanctum of the Sages as a bargaining chip. 
  If they recognize any of the PCs from a past adventure, 
  Kafar and Nefti might also try to negotiate their safe 
  release with information about the bell of obedience. They 
  turned the bell over to an Aspis broker long ago, but they 
  have tracked the bell through several informants since 
  then and could provide additional information given 
  some time.
  After years of working together, Kafar and Nefti have 
  learned each other’s tricks and strategies to the point 
  that they can predict what the other would say, sense 
  when the other has a plan, and build off of what the 
  other says to present a plausible story. The two have a 
  considerable vocabulary of code phrases, written signs, 
  and other cues that they can send to one another, so 
  even if isolated for interrogation, what they say tends 
  to overlap and seem believable. If desperate, one feigns 
  betrayal of his comrade in exchange for his own safety, 
  but even selfish Kafar is loath to abandon his longtime 
  comrade, and he immediately begins planning a way to 
  free his companion. This familiarity grants Kafar and 
  Nefti a +2 bonus on Bluff checks to pass secret messages 
  to one another.
  Kafar (or Nefti) tries to convince the PCs that he 
  already sold both the emerald and the topaz gems, and 
  he presents three documents to back up his claims: two 
  terms of sale and a letter of credit worth 6,000 gp, all three 
  signed by some buyer named Angvar Branmaz. A PC who 
  succeeds at a DC 20 Knowledge (local) check recognizes 
  Angvar Branmaz as one of Grandmaster Torch’s aliases. 
  Succeeding at a DC 20 Linguistics check allows the PCs to 
  notice that one of the terms of sales—the one matching 
  the value on the letter of credit—is genuine, but the other 
  is an underpriced forgery. Kafar and Nefti planned to 
  pocket the payment difference by giving the counterfeit 
  document to the Aspis Consortium and delivering only 
  part of the gold. 
  Kafar and Nefti both know that giving into intimidation 
  could result in the loss of what bargaining chips they have, 
  and end up getting them killed afterward, so browbeating 
  them into coming clean is difficult. A PC who succeeds at 
  a DC 21 Intimidate check (DC 24 in Subtier 6–7) forces 
  Kafar and Nefti to admit what they know. They confess 
  their plans to steal money from the Aspis Consortium, 
  and if pressed to reveal what they know about the buyer, 
  they admit that Angvar Branmaz is an alias used by 
  Grandmaster Torch. If the PCs fail the Intimidate check 
  by 5 or less, Kafar and Nefti feign panic and tell the PCs 
  a mix of truth and lies, hoping that their display of fear 
  will encourage their captors to accept the half-truths.
  The villains do not give up the topaz gem unless 
  searched. Once one of the PCs recovers the topaz, she 
  receives an empathic greeting, as the latent sentience of 
  the Topaz Sage recognizes the PC’s sage-granted mythic 
  power. Until united with a worthy inheritor, however, the 
  sage jewel is limited to empathic communication.
  Thanks to their captives’ fading loyalties, the PCs 
  can convince Kafar and Nefti to abandon the Aspis 
  Consortium by first improving their attitude to 
  indifferent and then using Diplomacy to make a request 
  to give aid that could result in punishment. Offering the 
  two positions with the Pathfinder Society gives the PCs 
  a +5 bonus on the Diplomacy check to make a request. 
  Kafar and Nefti acquiesce even if the PCs fail the check 
  to make the request, though in this case the Aspis 
  agents simply feign cooperation and intend to escape or 
  betray the Society in the future, even if it’s weeks later. 
  Succeeding at the check earns the PCs Kafar and Nefti’s 
  well-intentioned cooperation for the remainder of the 
  scenario and possibly beyond. If made helpful, Kafar and 
  Nefti can even help the PCs fight the sanctum’s guardians 
  in area B4.
  Kafar and Nefti are wearing bandages and look sickly. 
  Both were bitten by the akatas in area A1, and have 
  contracted void death disease, which a PC can detect by 
  succeeding at a DC 20 Heal check. PCs that were also 
  infected or identified the larvae in the bandages at the 
  campsite receive a +5 circumstance bonus on this check. 
  If they use heal to treat their captives’ disease, the PCs 
  gain a +2 circumstance bonus on all Diplomacy checks 
  to influence Kafar and Nefti; increase this bonus to +5 if 
  the PCs use magic to completely cure at least one of the 
  two. Alternatively, the PCs can employ this information 
  as additional leverage when interrogating Kafar and 
  Nefti, gaining a +2 bonus on Intimidate checks to 
  improve their attitude.
  Once the PCs have resolved any negotiations or other 
  developments with Kafar and Nefti, Amenopheus catches 
  up and inquires as to how the PCs fared. The Sapphire 
  Sage seems exhausted, and although any wounds he may 
  have sustained have been healed, his clothing is scorched 
  and torn. He deigns not to go into details about his recent 
  travels, but he notes with grim satisfaction that the Pillars 
  of the Sun are now a safer place. If the PCs still have not 
  found a way through the illusory wall that hides the 
  sanctuary, Amenopheus casts dispel magic to clear the path.
  Rewards: If the party fails to defeat Kafar and Nefti, 
  reduce each PC’s gold earned as follows.
  Subtier 3–4: Reduce the gold earned by 300 gp.
  Out of Subtier: Reduce the gold earned by 600 gp.
  Subtier 6–7: Reduce the gold earned by 900 gp.
  
  B1
  B1
  A5
  B2
  B3
  B4
  B5
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  B. SANCTUM OF THE SAgES
  The Sanctum of the Sages is an extensive underground 
  complex set into the side of a mountain and veiled by 
  illusions. Except where noted, the ceiling is 10 feet high, 
  and the walls and floors are hewn stone. Amenopheus’s 
  damaged sapphire gem leaves him with only fragmented 
  memories of this area; any specific knowledge that he has 
  is detailed in individual area descriptions.
  B1. Entryway
  Behind the seamless illusion of a rock wall lies the 
  mountain pass to the Sanctum of the Sages. Beautifully 
  engraved columns support the ornate entablature topped 
  by a wide tapered cornice. The style hearkens back to 
  Osirion’s golden age, and the impeccable design and 
  craftsmanship lives up to the standards set by the ancient 
  dynasties. A short flight of stairs ascends to stone door in 
  the mountain.
  B2. Entrance Hall
  Water gurgles in fountains set at either end of this 
  crescent-shaped chamber. Fourteen columns support the 
  vaulted ceiling, and the walls are polished to a smooth 
  finish that reflects and scatters any light that the PCs 
  introduce or that shines in from outside. Spouts in 
  the wall replace any water removed from the fountain, 
  replicating the effects of a decanter of endless water. Much 
  of the sanctum is sealed to anyone not of the order of 
  the Jeweled Sages, so this room provides pilgrims and 
  petitioners a safe place to take shelter until a sage might 
  acknowledge them.
  B3. The Screening Stone (CR 8 or CR 11)
  This chamber’s floor angles upward as it meets the walls, 
  which in turn angle inward like those of a pyramid, creating 
  a space shaped like a cut diamond. The walls are smooth and 
  somewhat transparent, like foggy quartz, save for where three 
  opaque doors stand to the north, east, and west. In the center 
  of the room, a clear 5-foot diameter crystal hovers a short 
  distances from the floor and spins slowly.
  Even thought the Jeweled Sages founded their sanctuary 
  in an isolated area, they anticipated the occasional 
  explorer stumbling upon the site and built this room 
  as a means of stymieing unwanted visitors. A sage jewel 
  hums with a sympathetic resonance when brought near 
  the large floating crystal, allowing a Jeweled Sage to 
  command one or more doors to open and admit her. The 
  crystal itself harbors rudimentary sentience, allowing it 
  to communicate with Jeweled Sages and those wielding 
  their power by means of empathic cues (like an intelligent 
  magic item) and simple images reflected in its surface. 
  Amenopheus recognizes this crystal as a gatekeeper 
  built to prevent non-sages from traveling deeper into 
  the sanctum. He presents himself as the Sapphire Sage 
  and announces that he seeks the Diamond Sage. The 
  crystal briefly shows an image of a Garundi man walking 
  toward the north door in the room, then a small, key-
  shaped sliver breaks off of the crystal. Amenopheus 
  nods, picks up the key, and tells the PCs that the north 
  door will lead them onward; it opens as he approaches. 
  When a PC approaches within 10 feet of the crystal, she 
  receives an empathic feeling of curiosity and inquiry, as 
  though the crystal is trying to determine who she is. If 
  the PC announces who she is and states her intention 
  to visit the Diamond Sage or accompany Amenopheus, 
  the crystal accepts her and briefly reflects an image of 
  the whole ruby sage jewel to illustrate its understanding 
  of her identity. Once a PC has introduced herself to the 
  jewel, she can will the north door to open and travel 
  through it without activating the chamber’s defenses. 
  A PC can introduce other PCs (or animal companions, 
  familiars, etc.) as part of her greeting to grant them the 
  same benefit.
  However, Kafar and Nefti are neither Jeweled Sages nor 
  chosen custodians of a sage jewel. As a result, the crystal 
  sends them an empathic warning not to travel further. 
  The PCs may be uncomfortable leaving Kafar and Nefti 
  unattended. In addition to leaving the two tied up, it is 
  possible to trick the crystal into admitting them beyond 
  this area. By succeeding at a DC 30 Use Magic Device 
  check, a PC can convince the crystal to admit Kafar and 
  Nefti as guests. Alternatively, a PC or Nefti can compel 
  the topaz sage jewel to accept the Aspis agents as its chosen 
  custodians. If the PCs proceed without Kafar and Nefti, 
  the agents’ behavior depends on their disposition toward 
  the PCs. They try to sneak away if the PCs have not won 
  their cooperation, and they remain if the PCs have their 
  trust.
  Though more twisting corridors lie beyond the doors 
  to the east and west of this room, attempting to pass 
  through those doors causes the crystal’s calcific touch 
  trap to trigger. Though it is possible for PCs to bypass 
  the trap, the dangers and wonders that lie within these 
  sections of the Sanctum of the Sages are beyond the scope 
  of this adventure.
  Trap: The hovering crystal is able to incapacitate 
  unwanted visitors who try to sneak beyond area B3. If a 
  creature travels through the north, east, or west doorway 
  without introducing herself (or being introduced) and 
  receiving the crystal’s approval, the crystal fires a bone-
  white ray at the creature that slows its movements and 
  provides it a brief moment to retreat before inviting worse 
  consequences. If hit, the creature turns into a crystalline 
  statue unless it returns to area B3 within 10 seconds.
  
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  Subtier 3–4 (CR 8)
  CAlCifiC touCH tRAP 
  CR 8
  type magic; Perception DC 31; Disable Device DC 31
  effeCts
  trigger sight (true seeing); Reset automatic
  initial effect Atk +15 ranged touch (1d4 Dexterity damage); 
  secondary effect spell effect (flesh to stone, DC 19 Fort 
  save negates)
  Subtier 6–7 (CR 11)
  CAlCifiC touCH tRAP 
  CR 11
  type magic; Perception DC 34; Disable Device DC 34
  effeCts
  trigger sight (true seeing); Reset automatic
  initial effect Atk +15 ranged touch (1d4+2 Dexterity damage); 
  secondary effect spell effect (flesh to stone, DC 22 Fort 
  save negates)
  B4. Crystal gate (CR 8 or CR 11)
  Two curved ramps ascend gently from one end of this 
  semicircular room toward its northwest entrance. More than 
  a dozen statues line the intricately painted walls, and all face 
  toward an immense crystal that projects from the southeast 
  wall. The statues are carved in the Osiran fashion, some 
  bearing the heads of animals, and many holding objects like 
  staves, ankhs, oil lamps, and scepters in their supple marble 
  hands. Four engravings in the likeness of gemstones are set 
  into shallow circular recesses in the floor arrayed before the 
  huge jewel.
  This room both commemorates the  accomplishments 
  of the original Jeweled Sages and also serves as a final 
  defense against curious trespassers. The wall paintings 
  portray many scenes of Garundi scholars carrying 
  Osirian treasures, using architectural tools, surveying a 
  mountain range, cutting gems, and receiving gifts from 
  three supernatural figures. A PC who succeeds at a DC 
  15 Knowledge (religion) check identifies one of these 
  figures as Nethys depicted in an archaic style; exceeding 
  this check by 5 or more identifies the others as Ptah, the 
  ancient Osirian god of architecture and inventions, and 
  Thoth, the god of wisdom and writing. A successful DC 15 
  Perception check enables a PC to identify one figure that 
  appears in several illustrations and that looks remarkably 
  like Amenopheus. 
  Amenopheus understands that the key he acquired 
  in area B3 can unlock and open the large crystalline 
  doorway, and he walks into the room with key in hand. 
  What he does not know is that the Jeweled Sages decided 
  long ago that only they should be permitted to look upon 
  their council chamber, and even honored guests were 
  forbidden from going beyond this point. The defenses 
  created by first sages themselves continue to guard their 
  legacy, and any current Jeweled Sage who defies the 
  organization by smuggling outsiders into a meeting is 
  trapped until another sage can release him. In the likely 
  event that Amenopheus attempts to use the key to open 
  the door when any other creature is in the room, the 
  door flashes with blinding light. When the light fades, 
  Amenopheus is trapped within a crystalline prism like 
  an insect sealed in amber, and the four oil lamps held 
  by the statues have lit with bright white light. At the 
  same time, a spoken message in Ancient Osiriani echoes 
  through the room: “As the light aligns, so too do the 
  sages stand.” Should Amenopheus attempt to open the 
  door without anyone else in the room, a small part of the 
  crystalline doorway recedes like darkness from a candle. 
  Amenopheus then urges the PCs to travel through the 
  gap while he keeps it open, and the brilliant flash of light 
  and entrapment of the Sapphire Sage occurs once a PC 
  reaches the middle of the room.
  The riddle is a cue used by the Jeweled Sages to dismiss 
  the effect, which involves illuminating the four gemstone 
  carvings with blue, green, yellow, and red light—the same 
  sequence that appears in the spectrum of visible light—
  refracted from the crystalline doorway. By shifting the 
  positions of the lit oil lamps, the PCs can alter the angles 
  at which the light hits and door and scatters throughout 
  the room, and only a few such combinations can cause 
  the colored light to fall on the gemstone carvings in the 
  appropriate way.
  At the start of the encounter, none of the lamps are in 
  the correct position, but their configuration illuminates 
  two of the gem carvings with the incorrect colors. Each 
  statue holds a staff, ankh, or other object in one hand, 
  but also has one free hand, so once combat begins (see the 
  Creatures entry below), there are 14 different places the 
  PCs might place the lamps: the four hands they start in 
  and the 10 other open hands, the remaining two statues 
  are animated by the door and attack the PCs. When a 
  PC places a lamp in a different statue’s hand, the light 
  strikes the crystal in such a way that it illuminates one of 
  the gems with colored light. Only one statue is situated 
  correctly to shine red light on the easternmost carving, 
  yellow light on the next, and so on. The GM should 
  randomly determine not only which statues begin with 
  lamps but also which four statues are the correct lamp-
  bearers. Picking up or placing a lamp within a character’s 
  reach is a move action. Once the four carvings are lit by 
  the correct colors of light, the crystalline door splits 
  down its center, and Amenopheus’s prison melts away.
  In addition to the spoken riddle, the PCs have several 
  clues to help them solve this puzzle. By looking at the 
  
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  four gemstone carvings in front of the crystalline door, 
  a PC who succeeds at a DC 17 Appraise or Knowledge 
  (History) check (DC 20 in Subtier 6–7), realizes that each 
  one is a different shape that is commonly used in Ancient 
  Osiriani fashion when cutting four different precious 
  gems: sapphire, emerald, topaz, and ruby respectively 
  from southwest to northeast. A PC who succeeds at this 
  check also knows that the common colors for these 
  gems are blue, green, yellow, and red respectively. A 
  PC who is within 15 feet of the topaz sage jewel or the 
  sapphire in Amenopheus’s turban gains a cumulative +2 
  circumstance bonus on this check. A PC can also recall 
  the order of colors in the light spectrum with a successful 
  DC 15 Intelligence, Knowledge (arcana), or Knowledge 
  (nature) check. A PC who knows or has a spell prepared 
  that uses multihued light such as color spray or hypnotic 
  pattern gains a +5 bonus on this check. A PC who casts 
  such a spell during the encounter can instantly identify 
  the correct sequence without a skill check.
  A PC has several means of predicting which statues 
  are the intended lamp-bearers. By succeeding at a DC 20 
  Perception check, a PC can identify one of the statues as 
  sharing features with Amenopheus; a lamp held by that 
  statue correctly illuminates the sapphire carving with 
  blue light. If the PC also met the Ruby Sage in an earlier 
  adventure, he can identify one statue as resembling her 
  with the same check; that statue correctly illuminates 
  the ruby carving with red light. A PC may attempt one 
  DC 15 Knowledge (engineering) check to study the angles 
  between the statues and the door. On a successful check, 
  the PC learns what type of light—and where it would 
  shine—one statue of his choice would produce if it held 
  a lamp. For every 5 points by which the PC exceeds this 
  DC, he learns the same information about another statue.
  Creature: At the same time that Amenopheus is 
  trapped, the crystalline door animates the two statues 
  closest to it as graven guardians wielding quarterstaffs, 
  one dedicated to Nethys and one dedicated to Ptah. In 
  Subtier 6–7, a mythic glass golem also emerges from the 
  door to join the fight. Should the PCs solve the puzzle, 
  these construct cease fighting and return to their 
  starting positions.
  Subtier 3–4 (CR 8)
  invinCiBle GRAven GuARDiAns (2) 
  CR 6
  hp 63 each (Pathfinder RPG Bestiary 3 140, Pathfinder RPG 
  Mythic Adventures 224)
  Melee +1 keen quarterstaff +10/+5 (1d6+5/19–20) or 
  slam +9 (1d6+4)
  sQ guardian domains (Nethys—Knowledge, Protection; Ptah—
  Artifice, Knowledge)
  tACtiCs
  During Combat A graven guardian begins combat by casting 
  haste. It then focuses its attacks on the PC that dealt it the 
  most damage since its last turn.
  Morale The graven guardians fight until destroyed or until all 
  four gem carvings are illuminated in the proper order.
  Subtier 6–7 (CR 11)
  invinCiBle GRAven GuARDiAns (2) 
  CR 6
  Use the stats from Subtier 3–4
  MYtHiC GlAss GoleM 
  CR 10/MR 4
  N Large construct (mythic)
  init +0; senses darkvision 60 ft., low-light vision; Perception +0
  Defense
  AC 26, touch 9, flat-footed 26 (+17 natural, –1 size)
  hp 136 (12d10+70)
  fort +4, Ref +4, Will +4
  Defensive Abilities mirrorsight, reflect spells, second save, DR 
  10/adamantine and epic; immune construct traits, magic
  offense
  speed 30 ft.
  Melee 2 slams +17 (2d8+9 plus bleed)
  space 10 ft.; Reach 10 ft.
  special Attacks bleed (1d8), blinding brightness, mythic power 
  (4/day, surge +1d8), powerful blows (slam), rend (2 slams, 
  2d8 bleed)
  tACtiCs
  During Combat The mythic glass golem focuses its attacks on 
  the PC that dealt it the most damage since its last turn.
  Morale The mythic glass golem fights until destroyed or until 
  all four gem carvings are illuminated in the proper order.
  stAtistiCs
  str 22, Dex 11, Con —, int —, Wis 11, Cha 1
  Base Atk +12; CMB +19; CMD 29
  sPeCiAl ABilities
  Dazzling Brightness (ex) A mythic glass golem in an area of 
  bright light blinds any creature within 30 feet that can see it 
  for 1 round (Fortitude DC 16 negates). Once a creature makes 
  this save, it is dazzled for 1 round and is immune to that 
  golem’s brightness for 24 hours. The DC is Constitution-based.
  immune to Magic (ex) A mythic glass golem is immune to 
  any spell or spell-like ability that allows spell resistance. 
  SCaliNG ENCOUNtER B5
  Make the following changes to accommodate a group of 
  four PCs.
  subtier 3–4: Remove the invincible mythic template 
  from the graven guardians. The graven guardians retain the 
  mythic subtype.
  subtier 6–7: Replace the mythic glass golem with a 
  normal glass golem (Pathfinder RPG Bestiary 2 138)
  
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  a lOOSE SCRiPt
  Even the best multiple-NPC dialogue is unlikely to survive 
  contact with willful PCs, and despite the seemingly structured 
  nature of Amenopheus’s and Tahonikepsu’s discussion, the 
  GM is encouraged to keep the dialogue fluid, use the two 
  NPCs’ respective arguments as a “best case scenario,” and 
  respond to the PCs’ own comments and questions. After 
  all, as mythic heroes, the PCs should feel that they are 
  influencing the future of Osirion.
  In addition, certain spells and effects function differently 
  against a mythic glass golem, as noted below.
  • A shatter spell damages a mythic glass golem as if it were a 
  crystalline creature.
  • A keen edge spell affects all of a mythic glass golem’s slam 
  attacks as if they were slashing weapons.
  • A mythic magical attack that deals cold damage slows a 
  mythic glass golem (as the slow spell) for 3 rounds (no 
  saving throw).
  • A magical attack that deals fire damage ends any slow effect 
  on the golem and heals 1 point of damage for each 3 points 
  of damage the attack would normally deal. If the amount of 
  healing would cause the golem to exceed its full normal hit 
  points, it gains any excess as temporary hit points. A mythic 
  glass golem gets no saving throw against fire effects.
  Mirrorsight (ex) A mythic glass golem’s surface reflects 
  images of nearby creatures—even invisible creatures—like 
  a multifaceted mirror. When the mythic glass golem is 
  attacked while denied its Dexterity bonus to AC or while 
  flanked, as an immediate action, the golem can spend one 
  use of mythic power to gain the benefits of all-around vision 
  and see invisibility until the beginning of its next turn. The 
  golem can use this ability even if it would not otherwise be 
  aware of the attack.
  Reflect spells (ex) As a free action, once every 1d4 rounds, 
  a mythic glass golem can align its internal structure to 
  enhance its resistance to magic for 1 round. During this 
  time, the golem reflects spells (even spells that function 
  differently against the golem as described in its immune to 
  magic ability) as if under the effects of spell turning.
  Treasure: The PCs can find several magical stones 
  among the remains of the constructs—or among the 
  remnants of Amenopheus’s prison. In Subtier 3–4, they 
  can find an air elemental gem and a fire elemental gem. In 
  Subtier 6–7, the PCs instead find a stone of good luck.
  Development: If the PCs defeat the constructs before 
  solving the puzzle, they are easily able to determine the 
  appropriate configuration of lamps through trial and 
  error. Frazzled by his recent imprisonment, Amenopheus 
  apologizes for not fully understanding what happened 
  and why, but he recommends continuing on before more 
  of the sanctum’s guardians decide to attack. The PCs can 
  push open the newly bisected crystalline door with ease. 
  As they do so, the statues animate for a moment to pass 
  the lamps back to their starting positions, resetting the 
  puzzle for the next visitor.
  Rewards: If the PCs fail to defeat the constructs, solve 
  the puzzle, and free Amenopheus, reduce each PC’s gold 
  earned as follows.
  Subtier 3–4: Reduce the gold earned by 416 gp.
  Out of Subtier: Reduce the gold earned by 853 gp.
  Subtier 6–7: Reduce the gold earned by 1,291 gp.
  B5. Meeting Chamber
  A broad, simple, flat-topped column of sandstone rises from 
  a deep pit in this circular, domed chamber with a white tiled 
  floor. Though no wind can be felt, particles of sand slowly blow 
  around the pit as if circulated by a lazy breeze, their movement 
  creating a soft, rasping susurrus.
  Isolated and protected like the treasures and knowledge 
  they sought to preserve, this room served as the Jeweled 
  Sages’ formal meeting hall. The sages had no permanent 
  leader; rather, each member was an equal except when 
  discussing his or her specialty. The specialists would 
  stand on the central pillar to direct  debate regarding 
  their chosen subject matter. Upon concluding that 
  business, he or she would again rejoin the other sages. 
  The sand responds to the mental commands of any 
  Jeweled Sage who steps onto it, typically coalescing into a 
  temporary bridge connecting to the column or creating a 
  three-dimensional image to illustrate a point.
  The only occupant of this room is a Garundi woman 
  bedecked in the style of an Osirian noblewoman. This is 
  the dragon Tahonikepsu (LN young adult time dragon; 
  Pathfinder RPG Bestiary 4 70), who has embraced the gradual 
  shape changing influence of the diamond sage jewel to 
  take the form of a human when convenient. As a time 
  dragon and the host of a spirit dedicated to preserving 
  history through the ages, she is extraordinarily patient 
  and calculating, however, her perspective has changed 
  over the past decade such that she is willing to accept the 
  help of mortal creatures rather than do all of the work by 
  herself, so long as she retains some autonomy as those 
  allies’ leader. To her, the Jeweled Sages represent the 
  preservation of history itself, and the order’s restoration 
  is a most worthy endeavor.
  Although she knew that Amenopheus and the 
  Pathfinder Society were also seeking sage jewels, she 
  is pleasantly surprised to see they have reached the 
  sanctum before Kafar and Nefti. The discovery improves 
  her opinion of Amenopheus and leads her to be more 
  willing to cooperate rather than dominate. If the two 
  
  tahonikepsu
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  Aspis agents are present, they give her chagrined looks 
  in silent apology. Tahonikepsu greets Amenopheus and 
  the PCs, proclaiming, “Welcome home,” with a warm 
  smile. She introduces herself as the Diamond Sage and 
  acknowledges the PCs’ accomplishments; if any of the 
  PCs have completed Osirion faction objectives during 
  Season 5, she may reference those PCs efforts. She also 
  admits to following the endeavors of Amenopheus over 
  the past decade, only recently choosing to emerge 
  from obscurity to contact him.
  Amenopheus is cordial but cautious as he 
  questions the Diamond Sage’s decision to remain 
  hidden for so long, and he speculates how much 
  more they might have accomplished in recent 
  years had they met sooner. He voices his desire 
  to rebuild the Jeweled Sages—a goal that he and 
  Tahonikepsu share; however, despite this common 
  ground, the two disagree on many nuances.
  First, they disagree about the true cause 
  of the Jeweled Sages’ destruction, which 
  evolves into a disagreement about the 
  lost order’s hierarchy. Amenopheus 
  interprets the collapse of the 
  Jeweled Sages as an unfortunate 
  accident driven by outside 
  forces, namely the invasion 
  of Osirion by the Kelish 
  thousands of years ago. Had 
  it not been for this calamity, the 
  Jeweled Sages would have continued 
  to thrive. To Tahonikepsu, the invasion and subsequent 
  purge of the Jeweled Sages reflects a critical weakness in 
  the organization. She posits that, spread out and without 
  a strong leader, the order could not respond quickly and 
  effectively to a new threat. Amenopheus defends the 
  order’s egalitarian organization structure as a key source 
  of strength, allowing each member to act independently 
  when needed. The Diamond Sage retorts that without 
  consistent, decisive leadership, the Jeweled Sages will 
  always be vulnerable and disorganized whenever a new 
  threat strikes.
  Second, the two sages disagree on how to rebuild the 
  organization. Both accept that they will need to recover 
  additional sage jewels and recruit new prospective sages. 
  Amenopheus believes that the next generation of sages 
  must be chosen from among the most learned scholars. 
  Not only does this match the founding principles of 
  the organization, but he theorizes that anything less 
  than a well-trained mind would be unable to harness 
  the millennia of memories within each sage jewel. To 
  Tahonikepsu, the thought of populating the Jeweled 
  Sages with cloistered academics might allow for easier 
  retention of historic facts but would undermine the 
  sages’ ability to actually use their knowledge to better 
  the world. The Diamond Sage would rather recruit a 
  generation of active and innovative sages who could act 
  as advisors to powerful leaders, read the current events 
  to predict future decisions, and participate in making 
  history rather than simply recording it.
  Finally, both sages have their doubts about each other, 
  no matter how politely they engage in the discourse. 
  From Tahonikepsu’s perspective, despite the 
  Sapphire Sage’s talents, he has lost the trust of 
  Osirion’s ruler. Although his failure is not 
  wholly his fault, the incident may become 
  a liability as the Jeweled Sages attempt to 
  reclaim their place in Osirion. She also 
  believes that Amenopheus’s insistence on 
  embracing a failed model for the Jeweled 
  Sages invites history to repeat itself. On 
  the other hand, Amenopheus is skeptical 
  about Tahonikepsu, for only moments 
  ago she was a complete stranger to him 
  and the Pathfinders. He has served 
  faithfully as the Osirion faction leader 
  for years. Ceding leadership of the 
  restored Jeweled Sages to her seems 
  like 
  an 
  irresponsible 
  gambit, 
  particularly when nobody knows 
  of her qualifications, background, 
  or motives. If presented with such 
  a challenge, Tahonikepsu takes a step 
  back and reverts to her natural, draconic 
  form. “I present my credentials,” she retorts. “Now we are 
  strangers no more.” If none of the PCs can identify her 
  species, she explains that her kind is dedicated to guarding 
  history and time itself. By combining her longevity, 
  cunning, and patience with the ambitions of a millennia-
  old society of sages, the Jeweled Sages are certain to thrive.
  In summary, Amenopheus wishes to recreate the Jeweled 
  Sages as they were in ages past, whereas Tahonikepsu 
  seeks innovation. Seeing that they have reached an 
  impasse, one of the two (likely the one who seems to have 
  the PCs’ support) invokes a Convocation of Sages, an old 
  tradition of the sages to decide the organization’s future 
  with a vote. Each Jeweled Sage receives one vote, though 
  because the PCs represent the Ruby Sage as a group, each of 
  them receives only a fraction of her vote. Understandably, 
  Amenopheus and Tahonikepsu cast their votes in 
  favor of their own policies. The PCs can vote for either 
  Amenopheus’s or Tahonikepsu’s approach to leading the 
  organization, and in doing so they have essentially voted 
  for the future leader of the Osirion faction. It is possible 
  that the PCs nominate a third candidate or strategy, and 
  the two Jeweled Sages respect this option and include it 
  in the vote.
  
  tahonikepsu
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  If the PCs cannot agree on whom to support, the 
  candidate who receives the majority of the PCs’ votes 
  wins. If the PCs are split evenly, Amenopheus observes 
  that the Topaz Sage has yet to vote. If Kafar and Nefti are 
  present and used the topaz to bypass the trap in area B3, 
  they vote as custodians of the topaz sage jewel. Otherwise, 
  Amenopheus places the jewel on the central column, 
  allowing the Topaz Sage to shape the sand to voice her 
  preference. The Topaz Sage’s vote goes to whichever 
  candidate received more votes from Osirion faction PCs. 
  If this would still result in a tie, Kafar and Nefti vote for 
  their former employer Tahonikepsu, and an unattended 
  Topaz Sage’s jewel votes for Amenopheus.
  Debating their respective philosophical merits has 
  helped the two sages develop respect for one another, 
  and even though each is certain his or her strategy is the 
  better choice, they both agree that they would 
  be willing to work together in the future 
  and honor the winner’s victory.
  Creatures: It is unlikely that the 
  PCs should fight Tahonikepsu. In 
  the event that they initiate combat, a 
  GM can approximate Tahonikepsu’s 
  stats by using those of an adult time 
  dragon (Pathfinder RPG Bestiary 4 70) 
  with the young simple template applied. 
  The dragon favors defensive actions and 
  nonlethal tactics until reduced to 150 hit 
  points, at which point she employs lethal tactics. 
  Amenopheus frantically tries to stop any combat.
  CONCLUSION
  With the discovery of another Jeweled Sage and the 
  recovery of a third sage jewel, the PCs have helped 
  Amenopheus recreate the lost Osirian order. 
  Both he and Tahonikepsu agree that the sages 
  shall work with the Pathfinder Society toward 
  their mutual benefit, and they aid the PCs in 
  returning to Eto without further conflict. The 
  Ruby Sage’s power fades from them as they depart 
  the Pillars of the Sun. Amenopheus is uncertain as to 
  whether or not the ruby sage jewel can be restored, but he 
  begins researching the possibility soon. So long as the 
  PCs completed the scenario, give each PC the Mythic 
  Legacy boon on his or her Chronicle sheet.
  What becomes of Kafar and Nefti depends 
  heavily on the PCs’ earlier actions. If 
  the two escaped, they may continue 
  to harass the Pathfinder Society 
  as Aspis agents or as independent 
  operatives. If they defected and joined 
  the Pathfinder Society, they are able 
  to give their new patrons ciphers and 
  secrets known only to the Aspis Consortium, though 
  the Society’s leadership are cautious about trusting the 
  two turncoats too much. No doubt such a development 
  would anger the Aspis Consortium and potentially 
  invite special reprisals later. If Kafar and Nefti died—
  likely at the PCs’ hands—each PC receives a letter from 
  Venture-Captain Hestia Themis congratulating them 
  on finally ending one of the more insidiously dangerous 
  duos to plague the Inner Sea region.
  The loss of the emerald sage jewel—ostensibly to 
  Grandmaster Torch, a known enemy of the Society—
  weighs heavily on Amenopheus, and he sends his 
  assurances to his Pathfinder allies that the Jeweled Sages 
  will find Torch and recover their stolen property. What 
  mischief the scarred information broker can cause with 
  such an artifact in hand haunts the Pathfinder Society 
  for months to come.
  Reporting Notes
  If the PCs convinced Kafar, Nefti, or both to 
  abandon the Aspis Consortium and work for the 
  Pathfinder Society, check box A on the reporting 
  
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  sheet. If Kafar, Nefti, or both escaped the PCs without 
  defecting, check box B. Checking neither box signals that 
  Kafar and Nefti both died during the scenario.
  If Amenopheus won the vote to guide the Jeweled 
  Sages’ restoration, check box C on the reporting sheet. 
  If Tahonikepsu won the vote to guide the Jeweled 
  Sages, check box D instead. In the event that the PCs 
  nominated another candidate and that candidate won 
  the vote, check neither box, and encourage the players 
  to post who won their vote on the messageboards at 
  paizo.com/pathfindersociety.
  Primary Success Conditions
  If the PCs recover the topaz sage jewel, meet Tahonikepsu, 
  and participate in the restoration of the Jeweled Sages 
  (likely by casting their vote in the Convocation of Sages), 
  award each PC 1 Prestige Point.
  Secondary Success Conditions
  The PCs can fulfill the secondary success condition in 
  multiple ways, all of which are tied to how they handle 
  Kafar and Nefti. The Aspis agents have very important 
  information that the Pathfinder Society desires. The PCs 
  must succeed at four of the following goals: recruit Kafar 
  to aid the Pathfinder Society (this counts as two goals), 
  recruit Nefti to join the Pathfinder Society (this counts 
  as two goals), recover Nefti’s journal in area A1, recover 
  the cipher hidden in Kafar’s pocketed scarf, recover the 
  cipher hidden in Kafar’s scabbard, kill Kafar, or kill Nefti.
  Faction Notes
  Completing this scenario realizes a major Osirion 
  faction goal, and Osirion faction PCs have no additional 
  conditions to fulfill. Give all Osirion faction PCs the 
  Savior of the Sages boon on their Chronicle sheets.
  
  29
  SanctuM of the SageS
  SanctuM of the SageS
  29
  PlayER HaNdOUt #2: SaGE-BlESSEd tEMPlatE
  PlayER HaNdOUt #2: SaGE-BlESSEd tEMPlatE
  You received a gift of extraordinary power from one of the Jeweled Sages. See Player Handout #3 for 
  more information about these abilities.
  Rebuild Rules: type gain the mythic subtype; initiative gain the amazing initiative ability; 
  HP increase hit points by 15; Defensive Abilities gain the hard to kill and recuperation abilities; 
  special Attacks gain the mythic power (11/day), surge, and versatile surge abilities; sQ gain the 
  mythic heroics ability.
  Mythic Heroics: Choose two of the following abilities.
  Heroic Dodge: You gain a +1 dodge bonus to your AC.
  Heroic Resilience: You gain a +1 bonus on saving throws.
  Heroic Skills: You gain a +1 bonus on all skill checks and ability checks.
  Heroic Speed: Increase your base speed by 10 feet.
  Heroic Spellcasting: Increase the saving throw DC of all of your spells by 1.
  Heroic Warrior: You gain a +1 bonus on all weapon attack and damage rolls.
  versatile surge: You can expend one use of mythic power to do any of the following. Except when 
  noted, using this ability is a free action that you can use once per round.
  Mystic Might: Increase the caster level of the next spell you cast before the end of your next turn by 2.
  Penetrating Strike: Your attacks deal an additional 3 damage and ignore all damage reduction until 
  the end of your next turn.
  Savant: When performing a skill check or ability check, you may roll twice and take the higher result.
  Unbeatable: As an immediate action, you can reduce the damage you take from one attack, spell, 
  or special ability by 10. 
  You received a gift of extraordinary power from one of the Jeweled Sages. See Player Handout #3 for 
  more information about these abilities.
  Rebuild Rules: type gain the mythic subtype; initiative gain the amazing initiative ability; 
  HP increase hit points by 15; Defensive Abilities gain the hard to kill and recuperation abilities; 
  special Attacks gain the mythic power (11/day), surge, and versatile surge abilities; sQ gain the 
  mythic heroics ability.
  Mythic Heroics: Choose two of the following abilities.
  Heroic Dodge: You gain a +1 dodge bonus to your AC.
  Heroic Resilience: You gain a +1 bonus on saving throws.
  Heroic Skills: You gain a +1 bonus on all skill checks and ability checks.
  Heroic Speed: Increase your base speed by 10 feet.
  Heroic Spellcasting: Increase the saving throw DC of all of your spells by 1.
  Heroic Warrior: You gain a +1 bonus on all weapon attack and damage rolls.
  versatile surge: You can expend one use of mythic power to do any of the following. Except when 
  noted, using this ability is a free action that you can use once per round.
  Mystic Might: Increase the caster level of the next spell you cast before the end of your next turn by 2.
  Penetrating Strike: Your attacks deal an additional 3 damage and ignore all damage reduction until 
  the end of your next turn.
  Savant: When performing a skill check or ability check, you may roll twice and take the higher result.
  Unbeatable: As an immediate action, you can reduce the damage you take from one attack, spell, 
  or special ability by 10. 
  
  30
  Pathfinder Society Scenario
  Pathfinder Society Scenario
  30
  PlayER HaNdOUt #3: MytHiC RUlES REfERENCE
  PlayER HaNdOUt #1: lEttER fROM BalENtiiR
  The following are abilities shared by all characters with three mythic tiers or the sage-blessed simple template.
  Amazing Initiative (Ex): You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, 
  you can expend one use of mythic power to take an additional standard action during that turn. This additional 
  standard action can’t be used to cast a spell, and you can’t gain an extra action in this way more than once 
  per round.
  Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt 
  a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit 
  points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when 
  below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater 
  than double your Constitution score.
  Mythic Power (Su): You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. 
  This power is used by a number of different abilities. Each day, you have 9 uses of mythic power (those with 
  the sage-blessed simple template receive 11 uses). If an ability allows you to regain uses of your mythic power, 
  you can never have more than this amount.
  Recuperation (Ex): You are restored to full hit points after 8 hours of rest so long as you aren’t dead. In 
  addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal 
  to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that 
  are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and 
  so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power 
  or any mythic abilities that are limited to a number of times per day.
  Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use 
  of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this 
  ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome 
  of the roll.
  Loyal Pathfinders,
  The Sapphire Sage has requested our help once more as his hunt for the lost 
  order of the Jeweled Sages and their iconic gemstones continues. Amenopheus 
  tells us that Kafar and his pupil Nefti have snatched two of the gems: an 
  emerald and a yellow topaz. It goes without saying that the Aspis Consortium’s 
  involvement in this matter troubles me deeply; I will not have them outwit us 
  as they did my colleague, Hestia. It saddens me that such a pair of brilliant 
  operatives may die before your mission is over, but I would sleep better knowing 
  that they were no longer a threat to the Society. Were that they had chosen to 
  become Pathfinders rather than pawns of the Aspis Consortium!
  I hereby deputize the Sapphire Sage Amenopheus to lead this expedition, and 
  you shall assist him in his quest. Remember our tenets: explore, report, and 
  cooperate. I look forward to receiving word of your success.
  Godspeed,
  Venture-Captain Norden Balentiir
  
  31
  SanctuM of the SageS
  SanctuM of the SageS
  31
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  A
  B
  C
  D
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Cheliax
  Sczarni
  Andoran
  Qadira
  Osirion
  Taldor
  Grand Lodge
  Silver Crusade
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #5–16: 
    Destiny of the Sands, Part 3:  
  Sanctum of the Sages
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
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  11. Use of Contributor Credits: You may not market or advertise the Open 
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
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  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of 
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  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 #5–16: Destiny of the Sands, Part 3: Sanctum of the 
  Sages © 2014, Paizo Inc.; Author: Pedro Coelho
  
  paizo.com/pathfinder
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc., and 
  the Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  Available Now!
  Mythic Adventures lets you play a hero that is a cut above the ordinary sellsword, more powerful 
  than your average hedge wizard, and able to take on challenges far beyond those of your ordinary 
  contemporaries. With powers and abilities beyond the reach of mere mortals, a mythic character 
  takes on the agents of deities and rushes headlong into the abyss. GO BE LEGENDARY.
  myTHIc
  adveNTUres
  myTHIc
  adveNTUres
  myTHIc
  adveNTUres
  FROM LEGENDARY DEEDS  
  COME LEGENDARY HEROES
  FROM LEGENDARY DEEDS  
  COME LEGENDARY HEROES
  
  paizo.com/pathfinder
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc., and the 
  Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc.
  Available Now!
  Woe to you, O earth and sea, for Bestiary 4 comes packed full of more beasties from lore and 
  literature. From Cthulhu to nosferatu, dragons to demon lords, Bestiary 4 is an indispensible volume 
  of more than 250 monsters for the Pathfinder Roleplaying Game.
  BesTiary 4
  BesTiary 4
  BesTiary 4
  4 THE NUMBER OF THE BESTIARY
  THE NUMBER OF THE BESTIARY
  
  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 #
  3–4
  641
  1,282
  6–7
  1,614
  3,229
  Out of
  subtier
  1,128
  2,255
  —
  —
  —
  Pathfinder Society Scenario #5–16: 
  Destiny of the Sands, Part 3:
  Sanctum of the Sages
  Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary 
  essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round 
  (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version 
  of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your 
  Chronicle sheet.
  Savior of the Sages (Osirion Faction): With your help, the Osirion faction has realized its goal of rebuilding 
  the order of the Jeweled Sages. Like the order, you are able to linger at the edge of death yet awaken again when 
  conditions are right, and your time studying the sages’ secrets has made you an expert in Osirian history. Your 
  effective Constitution score for determining when you would die from hit point damage increases by 1, and you 
  gain a +1 bonus on Constitution checks to stabilize. In addition, you gain a +1 bonus on Knowledge (history) and 
  Knowledge (religion) checks regarding Osirion and its gods. For each Seeking the Sages boon you have from 
  earlier parts of this series, increase these bonuses by 1.
  Scrutiny of the Stars: Performing an eldritch ritual temporarily granted you power, but it also attracted the 
  attention of some creature from beyond the stars. The haunting certainty that the someone is watching you 
  leaves you paranoid, and whenever you are confused and roll to determine your behavior in a given round, add 
  5 to the result. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact 
  you and torments your dreams with terrifying visions, as per the spell nightmare (DC 17). If you are a sorcerer 
  with the aberrant bloodline, you ignore these effects and instead gain an additional daily use of your acidic 
  ray bloodline ability. You may cross this boon off your Chronicle sheet if you are the target of a heal spell while 
  under the effects of nondetection.
  Dust of DisjunCtion
  Aura moderate abjuration and evocation; Cl 10th
  slot none; Price 2,500 gp; Weight —
  DesCRiPtion
  This fine powder looks like crushed diamonds. A single handful of this substance can be thrown in a 15-foot cone, at 
  which point it attempts to absorb and neutralize any magic it comes in contact with. The magical properties of each 
  unattended magic item in the area are suppressed for 1d4 rounds as if targeted by dispel magic (caster level 10th). 
  Each creature in the area is affected as if by a targeted dispel magic spell, though the user cannot specify a spell effect 
  to dispel; if a target has no spells affecting it, the dust instead attempts to suppress the abilities of one magic item 
  carried by the target, selected at random following the rules for items surviving a saving throw (Pathfinder RPG Core 
  Rulebook 217). The dust does not affect other ongoing magical effects.
  Dust of disjunction has a curious effect on golems, which also demonstrate anti-magical properties. A golem 
  exposed to this dust must succeed at a DC 17 Fortitude save or be staggered for 1 minute. At the end of its turn, a 
  staggered golem may attempt a new saving throw to end the staggered effect.
  ConstRuCtion
  Requirements Craft Wondrous Item, dispel magic, shatter
  All subtiers
  subtier 6–7
  +1 human bane sap (8,301 gp)
  +1 mythic bane dagger (8,302 gp; Pathfinder RPG 
  Mythic Adventures 143)
  air elemental gem (2,250 gp)
  cloak of resistance +1 (1,000 gp)
  crown of swords (6,000 gp; Pathfinder RPG Ultimate 
  Equipment 242)
  dust of disjunction (2,500 gp)
  fire elemental gem (2,250 gp)
  potion of cure serious wounds (750 gp)
  +2 mythic bane dagger (18,302 gp; Pathfinder RPG 
  Mythic Adventures 143)
  boro bead (3rd-level extract; 9,000 gp; Pathfinder 
  RPG Ultimate Equipment 284)
  potion of barkskin (CL 6; 600 gp, limit 1)
  cloak of resistance +2 (4,000 gp)
  ring of protection +1 (2,000 gp)
  stone of good luck (20,000 gp)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 5/S05-16 Destiny of the Sands, Pt 3 - Sanctum of the Sages.pdf