TEXT: The Penumbral Accords
  By Owen K.C. Stephens
  A PAthfinder Society ScenArio for tier 1–5
  ™
  
  ®
  ™
  The Penumbral Accords
  Pathfinder Society Scenario 2–11
  Design: Owen K.C. Stephens
  Development: Mark Moreland
  Editing: Judy Bauer
  Senior Art Director: Sarah Robinson
  Layout: Crystal Frasier
  Interior Artists: Andrew Hou, Damien Mammoliti, and Ben Wootten
  Cartographer: Rob Lazzaretti
  Vice President of Operations: Jeff Alvarez
  Marketing Manager: Hyrum Savage
  Editorial Intern: Michael Kenway
  Paizo CEO: Lisa Stevens
  Finance Manager: Chris Self
  Staff Accountant: Kunji Sedo
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Advanced Player’s 
  Guide, Pathfinder Roleplaying Game Bestiary, and Pathfinder Roleplaying Game Bestiary 2. These rules can be found online 
  as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
  Pathfinder Society Scenario 2–11: The Penumbral Accords is a Pathfinder Society Scenario designed for 1st to 5th level 
  characters (Tiers: 1–2 and 4–5). This scenario is designed for play in Pathfinder Society Organized Play, but can easily 
  be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for 
  use with the Pathfinder Roleplaying Game.
  The OGL can be found on page 16 of this product.
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  2010 Paizo Publishing, LLC.
  
  3
  Where on Golarion?
  Blakros Museum is one of many prominent locations in the 
  Wise Quarter of Absalom. During the course of events in this 
  scenario, the Wightir House—the dark mirror version of the 
  iconic museum in the gray metropolis of Shadow Absalom—
  interposes itself with the iconic location on the Material Plane. 
  For more information on Absalom, see Pathfinder Campaign 
  Setting: Guide to Absalom. For more on the Shadow Plane and 
  Shadow Absalom, see Pathfinder Campaign Setting: The Great 
  Beyond, available in hobby and bookstores everywhere, and 
  online at paizo.com.
  • AbsAlom
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  has hatched a plan: she will use her family’s burgeoning 
  relationship with the adventurous Pathfinder Society to 
  destroy the Wightir Conjunction once and for all, ending 
  the fetchlings’ ability to continue to exploit them. 
  Summary
  The PCs are sent by the Pathfinder Society to aid Hamaria 
  Blakros in preventing her daughters from being taken 
  as slaves to the Shadow Plane. Upon their arrival at 
  the Blakros Museum, a relic in the Shadow Absalom 
  version of the museum transposes the umbral Wightir 
  House—a sinister experimental laboratory—over the 
  structure, and the PCs must face the shadowy denizens 
  of the foreign plane. In the main entryway and atrium, 
  an animated skeleton stands vigil, attacking the PCs as 
  T
  he Blakros family of Absalom is among the oldest 
  and most powerful noble lines in the City at the 
  Center of the World. The Blakroses obtained their 
  vast wealth both by smuggling goods and secrets across 
  the border between Taldor and Qadira during and since 
  the Grand Campaign, beginning in the early 4100s ar, 
  and through marrying off their highly desired daughters 
  for exorbitant dowries paid by the husbands. What few 
  know, however, is that much of their early smuggling 
  was made possible though a tenuous alliance with the 
  denizens of the Shadow Plane. This alliance, outlined in 
  a pact known as the Penumbral Accords, allowed them 
  to safely transport goods and personnel through the 
  Shadow Plane while a war waged around them on the 
  Material. But this agreement came at a terrible price: 
  in addition to providing a continuing, steady stream of 
  slaves for Shadow Absalom, the eldest Blakros daughter 
  of each generation for a thousand years would be given 
  over to the members of the shadowy Onyx Alliance on 
  her 21st birthday to be taken to the Shadow Plane. After 
  5 centuries of raising their eldest daughters to be traded 
  for a generations-old debt, the Blakros family is ready to 
  end the Penumbral Accords, and they believe they know 
  just the group to do so.
  The conditions of the Penumbral Accords are precise, 
  and the penalty for failing to uphold their end of the bargain 
  is the killing of all Blakros daughters of the offending 
  generation. The Blakros family is thus understandably 
  hesitant to break the pact themselves. But the logistics 
  of the slave trade hinge on the Onyx Alliance’s use of a 
  powerful interplanar device called the Wightir Conjunction, 
  which superimposes the Shadow and Material Planes in 
  the family’s famed museum for a single night. During this 
  time, slaves (and every few decades a Blakros daughter) 
  are branded in a sinister ritual to acclimate them to the 
  Shadow Plane such that when the conjunction ends, they 
  return to Shadow Absalom with the fetchling natives. 
  This year, the identical twin eldest daughters of 
  Hamaria Blakros, the beautiful Michellia and Eleanir 
  Blakros, turn 21, and the Blakros family is unwilling 
  to see two of their beloved heirs doomed to servitude or 
  worse at the hands of the Onyx Alliance. Thus Hamaria 
  The Penumbral Accords
  By owen K.c. StePhenS
  
  PAthfinder Society ScenArio
  4
  they move farther into the museum. Elsewhere in the 
  museum, the PCs face a mad fetchling alchemist, several 
  shadow guards, a shadow hound, and other Shadow Plane 
  denizens, and have the opportunity to rescue half a dozen 
  slaves, including two bearing a strange brand upon their 
  foreheads. In Wightir House’s north wing, the PCs finally 
  come face to face with the Onyx Alliance’s overseer, Uthil 
  Mak, who is preparing a ritual to permanently link 
  Eleanir and Michellia Blakros to the Shadow Plane. Only 
  by defeating Uthil Mak and destroying or disabling the 
  Wightir Conjunction can the PCs end the Blakros family’s 
  obligation to the centuries-old Penumbral Accords.
  GettinG Started
  Read the following to get the adventure underway.
  Venture-Captain Drandle Drang looks tired as he calls an 
  emergency meeting in the middle of night at his chambers in 
  the Grand Lodge. “I’m sorry to call you in on such short notice 
  and on such a dark night, but a friend of the Society needs your 
  help immediately.” From an adjoining chamber, an elegantly 
  dressed woman of middle age with olive skin and long, straight 
  black hair and piercing eyes steps into the room. “Allow me 
  to introduce to you Hamaria Blakros, of the esteemed Blakros 
  family, whose name I’m sure you all know.”
  Hamaria sits at Dreng’s side, smooths her satin dress over 
  her knees, and speaks in a clear though pained voice. “I’m afraid 
  my forebears made a terrible mistake, and I need you to help 
  remedy the situation. When the Blakroses were first gaining a 
  financial and social foothold centuries ago, my ancestors made 
  a pact called the Penumbral Accords with a strange organization 
  on the Shadow Plane called the Onyx Alliance, which granted 
  us trade routes through its dark realm to avoid unpleasant 
  searches, tariffs, and questions among the many parties with 
  whom we traded. At the time, this was an invaluable service, 
  but as our wealth and influence grew, the benefits became less 
  pronounced. Now, almost five centuries later, we no longer 
  want to pay the ongoing price of this agreement. Since that 
  time, we’ve been providing a steady stream of slaves to the 
  Onyx Alliance... including the eldest of our daughters each 
  generation. This year we have two eldest daughters—my twins 
  Eleanir and Michellia—and I refuse to let them be taken!
  “But we can’t actively break the Penumbral Accords ourselves. 
  We don’t know all the details other than our end of the bargain, 
  which requires us to deliver slaves to our very own Blakros 
  Museum on the night of each new moon—and to deliver the 
  eldest Blackros daughter of each generation on the new moon 
  after her 21st birthday. We are told to stay away until dawn, 
  and have honored this command thus far. In every instance 
  for generations, we’ve returned to find no sign of the slaves 
  or our own heirs left in the building. They’ve got some device 
  that lets them take our daughters to their plane, something 
  that only functions one night a month, and only until dawn. 
  That night is tonight, and my Eleanir and Michellia are already 
  there! I need you to get in before the sun rises and deactivate 
  or destroy whatever allows them to keep stealing our people. 
  If that prevents them from ever threatening us and holding 
  the Penumbral Accords over our heads again, even better.”
  Dreng leans forward. “You understand, I’m sure, how valuable 
  our relationship with the Blakros family is to the Decemvirate. 
  Their assets at the museum are immense, and assisting the 
  Lady Hamaria tonight will go along way to ensuring that both 
  her family and our organization can form a long-lasting alliance 
  that will benefit all parties.” He glances at Hamaria, who nods 
  once in agreement. “Hurry to Blakros Museum, friends. There 
  isn’t much time!”
  The sudden nature of Dreng’s assignment leaves the 
  PCs little time to investigate if they are to arrive at Blakros 
  Museum in time to save Eleanir and Michellia. Some PCs 
  may possess skills granting them knowledge of Blakros 
  Museum, the Blakros family, and the Shadow Plane.
  Knowledge (history)
  10+: In recent years, the Blakros Museum has been the 
  site of a number of strange occurrences, many of which 
  were handled quietly in the dead of night by agents of the 
  Pathfinder Society.
  15+: In the early days of Absalom, the Blakros Museum 
  was originally the stronghold of an eccentric wizard. 
  Abandoned for centuries, it was later bought by House 
  Blakros, who turned it into a museum for their impressive 
  collection of curiosities from across Golarion. 
  20+: The mad astrologer Ralzeros the Overwatched 
  built what is now the Blakros Museum thousands of years 
  ago as an observatory to study distant worlds and even 
  other planes of existence (and some say, to be studied by 
  them). He later disappeared following a mage-duel with 
  another of Absalom’s early wizards.
  Knowledge (local) or Diplomacy 
  (gather information)
  10+: The wealthy and prominent House Blakros is a large, 
  extended clan of eccentrics with trade contacts rivaling 
  those of the Aspis Consortium, who made most of their 
  money selling valuable antiquities across the border 
  between Taldor and Qadira. Their daughters are known 
  far and wide for their beauty, and marrying a Blakros 
  woman is a sure path to power and riches.
  BlakroS muSeum
  Blakros Museum is a large and well-furnished gothic 
  building that rises out of the night like a great looming 
  
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  the PenumbrAl AccordS
  5
  of light, such as sunrods and torches. If PCs do not create 
  or bring their own light sources, the entire building 
  may be considered to be in shadowy illumination, the 
  combination of the brightly lit Material Plane and the 
  pitch-black Shadow Plane.
  1. Entry and Atrium (CR 2 or CR 5)
  Read aloud or paraphrase the following as the PCs 
  approach the gothic Blakros Museum and prepare to 
  enter the atrium.
  Great pillars of hewn black stone support the vaulted ceiling 
  of the Blakros Museum’s grand entryway, visible through its 
  wide, double doors. Braziers mounted on the pillars cast white 
  radiance from balls of continual light. A fossilized dinosaur 
  skeleton occupies the northwest corner of the room.
  Upon crossing the threshold, the air ripples and all visible 
  surfaces shimmer as if they were momentarily composed 
  of still, reflective liquid. As soon as the effect manifests, the 
  strange sensation ends, leaving thick shadows covering all 
  surfaces. The white light of the braziers glows an arcane shade 
  of blue, illuminating the shadowy form of a different skeleton 
  that overlays the more solid dinosaur from moments ago.
  shadow. Within are three exhibit halls showcasing the 
  Blakros family’s impressive collection of relics and 
  oddities. Wightir House is identical in construction 
  and layout, but serves a decidedly different purpose—
  the Onyx Alliance uses Wightir House as a laboratory 
  for performing gruesome and torturous experiments 
  on captive inhabitants from the Material Plane. When 
  the two planes conjoin while the Wightir Conjunction 
  remains active, elements of both planes may be treated 
  as real and interact with one another, but upon the 
  device’s deactivation, all creatures return to their plane 
  of origin.
  The intermingling planes create a unique effect as light 
  and shadow mix. Any spellcaster wishing to cast continual 
  flame, dancing lights, daylight, light, or any spell with the 
  light descriptor must make a caster level check. Existing 
  light spells being maintained and magic items that shed 
  light must make a caster level check when first brought 
  into Blakros Museum, with a failed check indicating that 
  no light is generated for the next 24 hours while the item 
  or maintained spell is within the museum. The DC for 
  these checks is 12 for Tier 1–2 and 17 for Tier 4–5. This 
  effect has no impact on mundane or alchemical sources 
  Blackros Museum
  One square = 5 feet
  N
  
  Pathfinder Society Scenario
  6
  The Wightir Convergence is in full effect while Uthil Mak 
  performs the branding ritual to acclimate his newest 
  batch of slaves to the Shadow Plane. Once the PCs enter 
  the building, they experience the planar overlap. Like its 
  Blakros counterpart, the atrium of Wightir House is a 
  grand spectacle where visitors to the building get their 
  first glimpse at the strange curios found within. The 
  PCs may interact with both the Material Plane and the 
  Shadow Plane while within the building as if completely 
  on the relevant plane, even though elements native to the 
  Shadow Plane appear dark and insubstantial. A shadowy 
  plaque on the southeast column declares the Shadow 
  Plane version of the building to be “Wightir House, 
  Experimental Laboratory of Onyx Alliance, Authorized by 
  Order of Argrinyxia, the Shifting Lady of Ebony Scales.” 
  PCs who succeed on a DC 15 Knowledge (planes) check 
  recognize the convergence of the Material Plane and the 
  Shadow Plane for what it is.
  Creatures: While the fossilized dinosaur skeleton on 
  the Material Plane is just that, its shadow is an undead 
  skeletal guardian. In Tier 1–2, the skeleton is that of a 
  deinonychus, while it is a young copper dragon skeleton 
  in Tier 4–5.
  Tier 1–2 (CR 2)
  Skeletal Guardian 
  CR 2
  Deinonychus skeleton (Pathfinder RPG Bestiary 84, 250)
  NE Medium undead 
  Init +7; Senses darkvision 60 ft.; Perception +0
  DefenSe
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
  hp 18 (4d8)
  fort +1, Ref +4, Will +4
  DR 5/bludgeoning; Immune undead traits
  OffenSe
  Speed 60 ft.
  Melee bite +5 (1d6+2), foreclaws +0 (1d4+1), 2 talons +5 (1d8+2)
  TACTICS
  Before Combat The skeletal guardian remains still as the PCs 
  explore the room, waiting until the first PC steps into the hallway. 
  During Combat The skeleton attacks the nearest target and 
  only changes its target when its current victim is dead or 
  unconscious. As an unintelligent undead, it employs no 
  strategies in combat, and moves as needed to attack, even if 
  doing so restricts it to a single attack per round.
  Morale Unintelligent and created for a singular purpose, the 
  skeletal guardian fights until destroyed, but does not leave 
  area 1 if the PCs flee.
  STATISTICS
  Str 15, Dex 17, Con —, Int —, Wis 10, Cha 10
  Base Atk +3; CMB +5; CMD 18
  feats Improved InitiativeB
  Tier 4–5 (CR 5)
  Skeletal Guardian 
  CR 5
  Young copper dragon skeleton (Pathfinder RPG Bestiary 106, 250)
  NE Medium undead (earth)
  Init +7; Senses darkvision 60 ft.; Perception +0
  DefenSe
  AC 25, touch 13, flat-footed 22 (+3 Dex, +12 natural)
  hp 45 (10d8)
  fort +3, Ref +6, Will +7
  DR 5/bludgeoning; Immune undead traits
  OffenSe
  Speed 40 ft.
  Melee bite +11 (1d8+4), 2 claws +11 (1d4+4), 2 wings +6 (1d4+2)
  TACTICS
  Before Combat The skeletal guardian remains still as the PCs 
  explore the room, waiting until the first PC steps into the hallway. 
  During Combat The skeleton attacks the nearest target and 
  only changes its target when its current victim is dead or 
  unconscious. As an unintelligent undead, it employs no 
  strategies in combat, and moves as needed to attack, even if 
  doing so restricts it to a single attack per round.
  Morale Unintelligent and created for a singular purpose, the 
  skeletal guardian fights until destroyed, but does not leave 
  area 1 if the PCs flee.
  STATISTICS
  Str 19, Dex 16, Con —, Int —, Wis 10, Cha 10
  Base Atk +7; CMB +11; CMD 24
  feats Improved InitiativeB
  Development: If the PCs attempt to leave the building, 
  they find that a shadowy wooden door stands closed 
  against them, occupying the same place as the doors of 
  the Material Plane’s Blakros Museum. The doors are 
  locked, requiring a DC 25 Disable Device check to open, 
  and possessing hardness 8, 60 hp, and a break DC of 20. If 
  the PCs exit the building, they find themselves in Absalom 
  Prime looking in to the normal Blakros Museum. Only 
  when reentering the building do they again experience 
  the convergence of planes.
  2. West Exhibit Hall/Cold Storage 
  (CR 2 or CR 5) 
  A sign over the door bearing bright lettering reads 
  “Treasures of Distant Goka,” while a shadowy sign 
  occupying the same space reads in dark, block letters “Cold 
  Storage—Perishable Specimens Only.” The west wing is 
  quite cool, but not so cold as to qualify as an environmental 
  hazard. Read the following aloud when the PCs enter.
  Dozens of mannequins dominate this room, each decorated 
  in the trappings of distant Tian Xia. Ceremonial armor of 
  
  The Penumbral accords
  7
  Tier 1–2 (CR 2)
  Cold Storage Sentinel 
  CR 2
  Iron cobra (Pathfinder RPG Bestiary 182)
  hp 15
  Tier 4–5 (CR 5)
  Cold Storage Sentinel 
  CR 5
  Ice golem (Pathfinder RPG Bestiary 161)
  hp 53
  Development: If the PCs examine any of the 
  frozen human forms in Wightir House’s cold storage 
  room, they find a grisly display of partially dissected 
  humanoids and half-completed biological experiments 
  from the Material Plane. Each specimen is frozen 
  in several inches of hard ice. Many have a rictus of  
  pain and fear solidified on their cold, blue faces, and all 
  of them have an identical black rune branded onto their 
  foreheads.
  Treasure: PCs who search among the Tian relics 
  for items that are in usable condition locate a suit of 
  masterwork parade armor (see Pathfinder 
  Player Companion: Adventurer’s Armory) 
  in the samurai style, an orc double 
  axe with blades shaped like 
  strange dragons’ heads, and a 
  masterwork composite shortbow 
  used by the mounted archers of 
  the eastern steppes. In Tier 4–5, 
  both ends of the orc double axe 
  are masterwork, the armor is +1 
  parade armor, and the bow is a +1 
  composite shortbow. In both 
  Tiers, a wand of endure  
  elements with 28 charges 
  hangs on a hook on the 
  wall for use by Wightir 
  House staff when they must 
  work in this room.
  Mission Notes: Qadira faction 
  PCs may find what remains of Khizan 
  Ortash among the frozen corpses with 
  a DC 17 Perception check; his long 
  blond, braided beard identifies his 
  body. Taldor faction PCs may be 
  interested in one of the ceremonial 
  tea sets from Minkai. To safely 
  retrieve a complete set requires a DC 
  15 Sleight of Hand check to move the 
  delicate ceramic cups and protect 
  them in transport. 
  samurai from Minkai and the silk gowns of courtly ladies 
  catch the eye, but the delicate tea sets in long glass display 
  cases seems out of place next to the strange shadowy figures 
  leaning against the fan-decorated walls. Humanoid bodies 
  encased in ice stand scattered throughout the room, and a 
  glaze of dark rime covers the floor.
  While the Blakros Museum currently shows an exhibit 
  of relics from distant Tian Xia, the staff at Wightir 
  House uses this room for a very different purpose. The 
  experimental nature of many of their operations means 
  they sometimes need to preserve organic specimens for 
  extended periods of time. While spells such as gentle 
  repose could solve this problem, the leadership of the 
  Onyx Alliance decided on another route: the entire room 
  has been enchanted to remain at freezing at all times. 
  Creatures: The cold storage sentinel is a construct, so 
  the room can be kept constantly cold and guarded without 
  staff needing to be wrapped in thick furs. The construct 
  doesn’t attack anyone on the Wightir House’s staff, but 
  assaults anyone else who enters the room. The cold storage 
  sentinel does not risk damaging any of the  
  specimens within the cold storage 
  room; 
  its 
  programming 
  forbids 
  attacking 
  around 
  or 
  taking 
  cover behind the frozen 
  specimens 
  to 
  avoid 
  any risk of the sentinel 
  smashing a valuable asset. 
  In Tier 4–5, the ice golem 
  uses its breath weapon 
  whenever it has a clear shot 
  at even a single target without  
  risking damaging any of the 
  Onyx Alliance’s property.
  Hazards: The floor of the 
  cold storage room is covered 
  in frost, and is dangerously 
  slippery. The PCs can move 
  at full speed with a DC 
  5 Acrobatics check, or 
  at half speed with no 
  skill 
  check. 
  Any 
  PC who fails this 
  Acrobatics check 
  cannot 
  move 
  that round. Any 
  PC who fails the 
  Acrobatics 
  check 
  by 5 or more falls prone. 
  The cold storage sentinel is built to deal 
  with the frost on the floor, and does not 
  suffer these penalties.
  
  PaThfinder socieTy scenario
  8
  Rewards: If the PCs take the useful Tian items and the 
  Wightir wand of endure elements, award each Tier thusly:
  Tier 1–2: 
  Give each player 85 gp
  Tier 4–5:
  Give each player 385 gp.
  3. Offices/Alchemedical Laboratory 
  (CR 3 or CR 6)
  Read the following aloud when the PCs enter.
  A few desks, three locked chests, and a locked standing cabinet 
  are here along a wall facing the West Exhibit Hall made of 
  smoky glass. Fading in and out of vision, the shadowy form of a 
  slablike table holding an unconscious, vivisected human man, 
  his chest rising slowly with each breath, is superimposed over 
  the southernmost desk. Medical implements and alchemical 
  devices are spread across nearly every surface, some more 
  substantial in form than others.
  While the Blakros Museum staff use this room to 
  catalogue new additions to the collection and run the 
  day-to-day operations of the archive, the Onyx Alliance 
  employs this chamber as a private operating room and 
  laboratory in which they perform sinister alchemical 
  experiments on living prisoners. 
  Creatures: Currently, the fetchling alchemist Mazzel 
  Gol is in the process of conducting an experiment on 
  a human specimen on the verge of death. The man, 
  drugged and unconscious, lays splayed on the operating 
  table, his lower torso dissected and his skin held open 
  and taught with large clamps. His forehead sports a dark 
  rune tattoo that seems to suck light toward it. If Mazzel 
  Gol hears combat in the cold storage room, she knows 
  it must signify intruders, as the sentinel wouldn’t attack 
  anyone who belonged there.
  Tier 1–2 (CR 3)
  Mazzel Gol 
  CR 3
  Female fetchling alchemist 4 (Pathfinder RPG Advanced Player’s 
  Guide 26, Pathfinder RPG Bestiary 2 123)
  CE Medium outsider (native)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
  DefenSe
  AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 natural)
  hp 27 (4d8+6)
  fort +6, Ref +8, Will +1; +2 vs. poison
  Resist cold 5, electricity 5
  OffenSe
  Speed 30 ft.
  Melee bite +6 (1d8+3), 2 claws +6 (1d6+3)
  Ranged bomb +7 (2d6+2 fire)
  Special Attacks bomb 8/day (2d6+2 fire, DC 14)
  Spell-Like Abilities (CL 4th; concentration +4)
  1/day—disguise self (humanoid only)
  Alchemist extracts Known (CL 4th)
  2nd—invisibility, spider climb
  1st—comprehend languages, cure light wounds, identify, true strike
  TACTICS
  Before Combat If Mazzel Gol hears the sounds of combat in 
  the next room, she immediately drinks her mutagen (already 
  included in her stats). If time further permits, she drinks her 
  extracts of spider climb and invisibility, and readies her true 
  strike extract.
  During Combat Mazzel Gol initiates combat by throwing an acid 
  bomb into the largest group of PCs she can target. She fights 
  recklessly with her claws and bite, climbing up the walls if 
  she’s cornered or facing an opponent she can neither hit nor 
  effectively damage, and then resorting to bombs from range. 
  Morale While under the effect of her extract, Mazzel Gol is 
  maniacal and fights to the death.
  Base Statistics When not under the effect of her mutagen, 
  Mazzel Gol has the following stats: AC 16, flat 13; Melee dagger 
  +4 (1d4+1/19–20); Ranged bomb +7 (2d6+3 fire); Skills Appraise 
  +10, Craft (alchemy) +10, Knowledge (arcana) +10, Knowledge 
  (planes) +6, Spellcraft +10
  STATISTICS
  Str 16, Dex 16, Con 13, Int 14, Wis 8, Cha 10
  Base Atk +3; CMB +6; CMD 19
  feats Brew Potion, Extra Bombs*, Improved Initiative, Throw 
  Anything
  Skills Appraise +9, Craft (alchemy) +9, Disable Device +10, Heal +6, 
  Knowledge (arcana) +9, Knowledge (planes) +5, Perception +6, 
  Spellcraft +9, Stealth +6; Racial Modifiers +2 Knowledge (planes), 
  +2 Stealth
  Languages Aklo, Common, Draconic, D’ziriak (cannot speak)
  SQ alchemy (alchemy crafting +4, identify potions), mutagen 
  (+4 Str/–2 Int, +2 natural armor, 40 minutes), discoveries (acid 
  bomb, feral mutagen), poison use, swift alchemy
  Combat Gear potions of cure light wounds (2), alchemical grease* (2), 
  weapon blanch (adamantine)*; Other Gear masterwork studded 
  leather, dagger, cloak of resistance +1, alchemist’s lab, 38 gp
  SpeCIAL ABILITIeS
  Shadow Blending (Su) Attacks against a fetchling in dim light have 
  a 50% miss chance instead of the normal 20% miss chance. 
  This ability does not grant total concealment; it just increases 
  the miss chance.
  * See the Pathfinder RPG Advanced Player’s Guide.
  Tier 4–5 (CR 6)
  Mazzel Gol 
  CR 6
  Female fetchling alchemist 7 (Pathfinder RPG Advanced Player’s 
  Guide 26, Pathfinder RPG Bestiary 2 123)
  
  the PenumbrAl AccordS
  9
  bomb, extend potion 2/day, feral mutagen), poison use, swift 
  alchemy, swift poisoning
  Combat Gear potion of bear’s endurance, potion of cure moderate 
  wounds, alchemical grease* (2), weapon blanch (adamantine)*; 
  Other Gear masterwork studded leather, masterwork dagger, 
  cloak of resistance +1, ring of protection +1, alchemist’s lab, 238 gp
  SpeCIAL ABILITIeS
  Shadow Blending (Su) Attacks against a fetchling in dim light have 
  a 50% miss chance instead of the normal 20% miss chance. 
  This ability does not grant total concealment; it just increases 
  the miss chance.
  * See the Pathfinder RPG Advanced Player’s Guide.
  Development: The vivisected human is Zelius Jagrah, a 
  slave from Cheliax. He is currently unconscious and has 
  been reduced to –8 hp and stabilized. Under the effects of 
  heavy sedation, he must be brought at least to 0 hit points 
  to be awakened, at which point he remains sickened until 
  he receives a DC 20 Heal. If revived, he tells of being 
  bought by the Blakros family and sent to the Shadow 
  Plane 3 months ago after undergoing the ritual that left 
  him with his forehead rune, and describes his time as a 
  slave of the Onyx Alliance. Since that time, he has been 
  primarily used for manual labor, though he was selected 
  last night to be the subject of a series of tests to infuse him 
  with something called “liquid night.” He doesn’t know 
  whether the actual augmentation has been carried out 
  yet, but appears normal other than the wounds sustained 
  in the experiment. 
  Zelius will gladly leave with the PCs if they escort him 
  out of the building but he is too weak and traumatized 
  to follow them anywhere else within Wightir House. If 
  taken out of the front door while the Wightir Convergence 
  is active, he immediately reappears on the Material Plane, 
  his ties to the Shadow Plane broken.
  Treasure: A PC searching the room finds among the 
  rows of artifacts and stacks of paper records of recent 
  acquisitions, including the Tian exhibit, apparently 
  gifted to the museum by a donor named Amara Li on 
  behalf of the Lantern Lodge of Goka. The alchemical 
  apparatuses and medical implements are largely old and 
  poorly cared for, and little among Mazzel Gol’s gear is 
  worth anything on the Material Plane. PCs may locate 
  Mazzel Gol’s finely bound copy of Umbral Leaves buried 
  under a pile of bloody rags, worth 100 gp because of its 
  intricately stitched leatherwork.
  Faction Notes: Andoran faction PCs will likely wish to 
  escort Zelius from the museum and ensure his safe return 
  to Absalom Prime. Cheliax faction PCs should desire to 
  keep his origins at a Chelish slave auction a secret, and 
  may convince him to remain quiet about this fact with a 
  DC 15 Intimidate check. Osirion faction PCs may wish to 
  keep the copy of Umbral Leaves for their faction’s research. 
  CE Medium outsider (native)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +9
  DefenSe
  AC 19, touch 14, flat-footed 16 (+3 armor, +1 deflection, +3 Dex, +2 
  natural)
  hp 68 (7d8+33)
  fort +9, Ref +9, Will +2; +4 vs. poison
  Resist cold 5, electricity 5
  OffenSe
  Speed 30 ft.
  Melee bite +8 (1d8+3), 2 claws +8 (1d6+3)
  Ranged bomb +9 (4d6+2 fire)
  Special Attacks bomb 11/day (4d6+2 fire, DC 15)
  Spell-Like Abilities (CL 7th; concentration +7)
  1/day—disguise self (humanoid only)
  Alchemist extracts Known (CL 7th)
  3rd—haste
  2nd—cat’s grace, false life, invisibility, spider climb
  1st—comprehend languages, cure light wounds, identify, true strike
  TACTICS
  Before Combat If Mazzel Gol hears the sounds of combat in 
  the next room, she immediately drinks her mutagen and her 
  bear’s endurance potion, employing one of her daily uses of 
  her extend potion discovery (already included in her stats). If 
  time further permits, she drinks her extracts of spider climb 
  and invisibility, and readies her haste extract.
  During Combat Mazzel Gol initiates combat by throwing an 
  acid bomb into the largest group of PCs she can target. She 
  fights recklessly with her claws and bite, climbing up the 
  walls if she’s cornered or facing an opponent she can neither 
  hit nor effectively damage, and then resorting to bombs 
  from range. 
  Morale If reduced below 25 hit points, the fetchling flees 
  up the wall and drinks her false life extract, then resumes 
  combat. While under the effect of her extract, Mazzel Gol is 
  maniacal and fights to the death.
  Base Statistics Without any buffs, Mazzel Gol has the 
  following stats: AC 17, flat-footed 14; Melee mwk dagger +7 
  (1d4+1/19–20); Ranged bomb +9 (2d6+3 fire); Skills Appraise 
  +13, Craft (alchemy) +13, Knowledge (arcana) +13, Knowledge 
  (planes) +6, Spellcraft +13
  STATISTICS
  Str 16, Dex 16, Con 17, Int 14, Wis 8, Cha 10
  Base Atk +5; CMB +8; CMD 22
  feats Brew Potion, Combat Reflexes, Extra Bombs, Improved 
  Initiative, Throw Anything, Toughness
  Skills Appraise +12, Craft (alchemy) +12, Disable Device +13, Heal +9, 
  Knowledge (arcana) +12, Knowledge (planes) +5, Perception +9, 
  Spellcraft +12, Stealth +6; Racial Modifiers +2 Knowledge (planes), 
  +2 Stealth
  Languages Aklo, Common, Draconic, D’ziriak (cannot speak)
  SQ alchemy (alchemy crafting +7, identify potions), mutagen 
  (+4 Str/–2 Int, +2 natural armor, 70 minutes), discoveries (acid 
  
  PAthfinder Society ScenArio
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  Qadira faction PCs will likely take note of the donor of 
  the Tian exhibit and her mysterious organization.
  Rewards: If the PCs defeat Mazzel Gol and locate the 
  book, award each Tier thusly:
  Tier 1–2:
  Give each player 157 gp.
  Tier 4–5: 
  Give each player 424 gp.
  4. East Exhibit Hall /  
  Pain Laboratory (CR 1 or CR 4)
  A large placard above the entryway to this hall reads “The 
  Evolution of Dragonkind” in bright, elaborate script while 
  a shadowy sign next to the door describes the room as 
  “Pain Laboratory—Tests in Progress.” Read the following 
  when the PCs enter.
  This room is filled with ancient tapestries of chromatic dragons 
  besieging castles and battles between Dahak and Apsu at the 
  dawn of time. An alabaster obelisk covered in Draconic runes 
  occupies the far corner, surrounded by a spread of various 
  dragonhides of all colors and thickness, and a taxidermied 
  wyvern hangs from the ceiling above, its stinger flexed above 
  its head. Umbral chains drop from the same ceiling on the 
  Shadow Plane; gruesome hooks at the chains’ ends hold long-
  dead skeletons. The southern wall sports a massive wheel 
  with shackles along its edge, apparently for holding writhing 
  subjects in place during tests.
  This chamber is the home of the perennial dragon 
  exhibition at Blakros Museum, a collection of artifacts 
  from across the world related to dragonkind. The Onyx 
  Alliance uses this same space in Wightir House to conduct 
  less precise experiments than the smaller Alchemedical 
  Laboratory (area 3).
  Creatures: Uthil Mak expected to receive more slaves 
  tonight than he could personally manage while tending 
  to the two new Blakros daughters, so he hired several 
  guards to assist him. These Shadow Plane denizens enjoy 
  being in charge of brightly colored residents from the 
  Material Plane, and treat them with as much cruelty as 
  possible without damaging their employer’s investment.
  Tier 1–2 (CR 1)
  Shadow Guards (2) 
  CR 1/3
  Male and female fetchling warrior 1 (Pathfinder RPG Bestiary 2 123)
  NE Medium outsider 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
  DefenSe
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 8 each (1d10+3)
  fort +2, Ref +1, Will +0
  Resist cold 5, electricity 5
  OffenSe
  Speed 30 ft.
  Melee longsword +2 (1d8+1/19–20)
  Ranged sling +2 (1d4+1)
  Spell-Like Abilities (CL 1st; concentration +1)
  1/day—disguise self (humanoid only)
  TACTICS
  Before Combat If the guards are aware of the PCs’ presence, they 
  spread out throughout the room preparing to ambush the PCs 
  as these intruders enter the laboratory.
  During Combat The guards charge the nearest PC at the onset of 
  the combat, attempting to drive the intruders out of the room 
  and away from the slaves in area 5.
  Morale While anything but good and certainly not cowardly, the 
  guards are merely hired mercenaries of the Onyx Alliance and 
  surrender if brought below 3 hit points.
  STATISTICS
  Str 13, Dex 12, Con 11, Int 9, Wis 10, Cha 10
  Base Atk +1; CMB +2; CMD 13
  feats Toughness
  Skills Intimidate +4, Knowledge (planes) +1, Profession (guard) +4, 
  Stealth +3; Racial Modifiers +2 Knowledge (planes), +2 Stealth
  Languages Common
  Combat Gear alchemist’s fire (2); Other Gear masterwork black 
  studded leather, longsword, sling with 10 bullets, manacles, 15 gp
  SpeCIAL ABILITIeS
  Shadow Blending (Su) Attacks against a fetchling in dim light have 
  a 50% miss chance instead of the normal 20% miss chance. 
  This ability does not grant total concealment; it just increases 
  the miss chance.
  Tier 4–5 (CR 4)
  Shadow Guards (3) 
  CR 1
  Male and female fetchling fighter 1/rogue 1 (Pathfinder RPG 
  Bestiary 2 123)
  N Medium outsider
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +6
  DefenSe
  AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
  hp 20 each (1d10+1d8+6) 
  fort +3, Ref +4, Will +1
  Resist cold 5, electricity 5
  OffenSe
  Speed 30 ft.
  Melee mwk longsword +4 (1d8+2/19–20)
  Ranged sling +3 (1d4+2)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 2nd; concentration +2)
  1/day—disguise self (humanoid only)
  
  the PenumbrAl AccordS
  11
  The staff at both Blakros Museum and Wightir House 
  uses this room for storage, though they keep very different 
  items here. The crates and boxes of the Blakros closet 
  hold cleaning supplies, old or damaged exhibits, and 
  other miscellany. The Onyx Alliance, however, keeps its 
  resident guard dog here, where it is close to the prisoners’ 
  cells, but isolated, which angers it.
  Creatures: The Onyx Alliance has trained a shadow 
  hound to guard Wightir House and keep it here, tied to 
  the wall with a 25-foot chain secured to the center of the 
  eastern wall. The beast can thus reach almost anywhere in 
  the room, but is unable to leave, even if the door is open.
  Tier 1–2 (CR 2)
  Shadow Hound 
  CR 2
  Reduced HD shadow mastiff (Pathfinder RPG Bonus Bestiary 16)
  NE Small outsider (evil)
  Init +7; Senses darkvision 60 ft.; Perception +7
  DefenSe
  AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
  hp 25 (3d10+9)
  fort +6, Ref +6, Will +2
  Defensive Abilities shadow blend
  OffenSe
  Speed 50 ft.
  Melee bite +6 (1d4+3)
  Special Attacks bay
  TACTICS
  Before Combat If the guards are aware of the PCs’ presence, they 
  spread out throughout the room preparing to ambush the PCs 
  as these intruders enter the laboratory.
  During Combat The guards charge the nearest PC at the onset of 
  the combat, attempting to drive the intruders out of the room 
  and away from the slaves in area 5.
  Morale While anything but good and certainly not cowardly, the 
  guards are merely hired mercenaries of the Onyx Alliance and 
  surrender if brought below 7 hit points.
  STATISTICS
  Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 10
  Base Atk +1; CMB +3; CMD 15
  feats Combat Reflexes, Toughness
  Skills Acrobatics +7, Intimidate +5, Knowledge (planes) +2, 
  Perception +6, Profession (guard) +6, Stealth +9; Racial 
  Modifiers +2 Knowledge (planes), +2 Stealth
  Languages Common
  SQ trapfinding +1
  Combat Gear alchemist’s fire (2), liquid ice*; Other Gear 
  masterwork studded leather, masterwork light wooden shield, 
  masterwork longsword, sling with 10 bullets, manacles, 42 gp
  SpeCIAL ABILITIeS
  Shadow Blending (Su) Attacks against a fetchling in dim light 
  have a 50% miss chance instead of the normal 20% miss 
  chance. This ability does not grant total concealment; it 
  just increases the miss chance.
  * See the Pathfinder RPG Advanced Player’s Guide.
  Treasure: In addition to the gear listed on their 
  statblocks, one of the shadow guards also has a key 
  to area 6 hanging from a ring on his or her belt. In 
  Tier 4–5, PCs who search the room and succeed at a DC 
  25 Perception check locate a single elixir of fire breath 
  among the relics, part of a display of dragon hide flasks 
  and pouches.
  Mission Notes: Taldor faction PCs should be interested 
  in the green dragon hide on display near the obelisk.
  Rewards: If the PCs successfully defeat the shadow 
  guards, award each Tier thusly:
  Tier 1–2: 
  Give each player 45 gp.
  Tier 4–5:
  Give each player 297 gp.
  5. Storage/Kennel (CR 2 or CR 5)
  Read the following aloud when the PCs enter.
  This simple room of unadorned stone is piled from floor 
  to ceiling with boxes and crates, with barely enough room 
  left to allow the staff to squeeze between the towers of dusty, 
  mothballed exhibits.
  
  optional encounter
  The encounter in area 5 is optional and should only be run if 
  at least an hour and a half remains to complete the scenario. 
  If you are running short of time, the room is empty of life 
  on both planes and only the hanging chain and collar on the 
  wall suggest anything had once been kept here. PCs may 
  search the room for hints at what it was, and locate a patch of 
  shadowy fur with a DC 15 Survival or a DC 20 Perception check. 
  This allows Osirion faction PCs to identify the fur without a 
  shadow hound present.
  PAthfinder Society ScenArio
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  TACTICS
  Before Combat The shadow hound lurks behind one of the room’s 
  larger crates, waiting to be fed. When the PCs enter, it doesn’t 
  recognize their scent and initiates combat with its bay ability. 
  During Combat Frenzied, the hound deactivates its shadow blend 
  ability as it attacks the PCs. The hound pursues the intruders 
  to the length of its chain. If reduced below 10 hp, it activates 
  its shadow blend and continues fighting while remaining in 
  whatever shadows it can find among the room’s clutter.
  Morale The shadow hound fights to the death, and howls loudly 
  and relentlessly if the PCs move beyond its reach.
  STATISTICS
  Str 15, Dex 17, Con 16, Int 4, Wis 12, Cha 13
  Base Atk +3; CMB +4; CMD 17
  feats Improved Initiative, Power Attack
  Skills Perception +7, Stealth +13, Survival +7
  Languages Common (cannot speak)
  SpeCIAL ABILITIeS
  Bay (Su) When a shadow mastiff howls or barks, all creatures 
  except evil outsiders within a 300-foot spread must succeed on 
  a DC 13 Will save or become panicked for 1d4 rounds. This is a 
  sonic, mind-affecting fear effect. A creature that successfully 
  saves cannot be affected by the same mastiff’s bay for 24 hours. 
  The save DC is Charisma-based and includes a +1 racial bonus.
  Shadow Blend (Su) In any condition of illumination other than 
  full daylight, a shadow mastiff disappears into the shadows, 
  giving it concealment. Artificial illumination, even a light or 
  continual flame spell, does not negate this ability. A daylight 
  spell, however, does. A shadow mastiff can suspend or resume 
  this ability as a free action.
  Tier 4–5 (CR 5)
  Shadow Hound 
  CR 5 
  Shadow mastiff (Pathfinder RPG Bonus Bestiary 16)
  NE Medium outsider (evil)
  Init +6; Senses darkvision 60 ft., scent; Perception +10
  DefenSe
  AC 17, touch 12, flat-footed 15; (+2 Dex, +5 natural)
  hp 51 (6d10+18)
  fort +8, Ref +7, Will +5
  Defensive Abilities shadow blend
  OffenSe
  Speed 50 ft.
  Melee bite +10 (1d6+6 plus trip)
  Special Attacks bay
  TACTICS
  Before Combat The shadow hound lurks behind one of the room’s 
  larger crates, waiting to be fed. When the PCs enter, it doesn’t 
  recognize their scent and initiates combat with its bay ability. 
  During Combat The hound pursues PCs to the length of its chain, 
  attacking while trying to remain at least partially hidden in the 
  shadows of the crates and cargo stored here in the Material Plane.
  Morale The shadow hound fights to the death, and howls loudly 
  and relentlessly if the PCs move beyond its reach.
  STATISTICS
  Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
  Base Atk +6; CMB +10; CMD 22
  feats Improved Initiative, Iron Will, Power Attack
  Skills Perception +10, Stealth +11, Survival +10
  Languages Common (cannot speak)
  SpeCIAL ABILITIeS
  Bay (Su) When a shadow mastiff howls or barks, all creatures 
  except evil outsiders within a 300-foot spread must succeed on 
  a DC 16 Will save or become panicked for 2d4 rounds. This is 
  a sonic, mind-affecting fear effect. A creature that successfully 
  saves cannot be affected by the same mastiff’s bay for 24 hours. 
  The save DC is Charisma-based and includes a +2 racial bonus.
  Shadow Blend (Su) In any condition of illumination other than 
  full daylight, a shadow mastiff disappears into the shadows, 
  giving it total concealment. Artificial illumination, even a light 
  or continual flame spell, does not negate this ability. A daylight 
  spell, however, does. A shadow mastiff can suspend or resume 
  this ability as a free action.
  Mission Notes: Osirion faction PCs who succeed at a DC 
  20 Knowledge (planes) check recognize that the shadow 
  hound is a pure-blooded outsider from the Shadow Plane, 
  and may wish to collect a sample of its blood.
  6. Bathrooms/Slave Cells
  Read the following aloud when the PCs enter this area.
  Several stalls stand against the east wall of this dank, stone 
  room. A large grate in the floor collects a steady stream of 
  water coming from one of the stalls. The rattle of chains 
  echoes through the chamber and the stench of frightened, 
  unwashed bodies fills the air.
  While visitors to Blakros Museum use this room on the 
  Material Plane as a public restroom, the Onyx Alliance 
  uses the similarly shaped stalls as holding cells for the 
  many slaves that cycle through its doors.
  
  the PenumbrAl AccordS
  13
  disturbing array of deformities that would turn a 
  Lamashtan’s stomach—but they do not compare to 
  the horror of Wightir House’s comparable space. The 
  implements of unspeakable rituals lie scattered about, 
  including bloody sacrificial knives, vats of unidentifiable 
  liquids, rune-etched stone idols, and a massive summoning 
  circle surrounding the central dais. Here Uthil Mak and 
  the other overseers in the Onyx Alliance conduct their 
  most egregious crimes against decency, including the 
  cruel rituals required to activate the Wightir Conjunction 
  that monthly causes the Blakros Museum and Wightir 
  House to share the same space and to bind new slaves to 
  the Shadow Plane.
  This transposition may only occur on a night of a new 
  moon, and lasts only through the hours of darkness, 
  during which the two buildings coexist simultaneously. 
  During these few hours, Uthil Mak claims the slaves 
  owed to the Onyx Alliance by the Blakroses under the 
  terms of the Penumbral Accords, and brand the slaves’ 
  heads with a mysterious rune before disengaging the 
  Wightir Conjunction.
  Creatures: Standing before the dais is the thin gray form 
  of Uthil Mak, overseer of Wightir House and executor of 
  the Penumbral Accords. Kneeling before him, the Blakros 
  daughters, Eleanir and Michellia, sway in a sort of trance 
  as Uthil Mak prepares for the ritual branding by coating 
  a thin knife in a strange black liquid.
  Tier 1–2 (CR 3)
  Uthil Mak 
  CR 3
  Male fetchling monk 4 (Pathfinder RPG Bestiary 2 123)
  LE Medium outsider (native)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
  DefenSe
  AC 17, touch 16, flat-footed 14 (+1 armor, +2 Dex, +1 dodge, +1 monk, 
  +2 Wis)
  hp 35 (4d8+12)
  fort +6, Ref +7, Will +7; +2 vs. enchantment
  Defensive Abilities evasion
  OffenSe
  Speed 40 ft.
  Melee unarmed strike +6 (1d8+2) or
  flurry of blows +4/+4 (1d8+2)
  Special Attacks flurry of blows, stunning fist (4/day, DC 14)
  Spell-Like Abilities (CL 4th; concentration +4)
  1/day—disguise self (humanoid only)
  TACTICS
  Before Combat Uthil Mak is engaged fully in his ritual and does 
  nothing to prepare for the PCs’ arrival. If they are exceptionally 
  loud or he is otherwise alerted to their presence, he drinks his 
  potion of shield of faith before continuing the rite.
  During Combat The fetchling backs against a wall or the Wightir 
  If the PCs do not retrieve the key to this room from a 
  shadow guard in area 4, they must either pick the lock 
  with a DC 25 Disable Device check, or smash it down 
  (hardness 10, hp 60, break DC 28) to gain entry.
  Creatures: There are currently five slaves here, spread 
  between the four stalls on the eastern wall. All are chained 
  to the wall with masterwork manacles. Two of the slaves 
  have been here for weeks and display the same rune on their 
  foreheads as Zelius Jagrah in area 3. These slaves have lost 
  all track of time in the sunless realm of Shadow Absalom. 
  The other three were brought here earlier tonight along 
  with two finely dressed woman they have not seen since 
  entering the Museum. After being left in this room by the 
  courier who escorted them from the Blakros estate, the 
  slaves experienced a strange rippling of reality they can’t 
  fully explain, and the whole world got darker. At that time, 
  they noticed the other two prisoners for the first time. 
  The slaves are eager to be rescued, and if any PCs 
  suggest that they be freed and escorted out of the building, 
  they plead and beg for liberation. If the PCs cannot get the 
  slaves out of the manacles (see page 156 of the Pathfinder 
  RPG Core Rulebook) they must locate the key, which Uthil 
  Mak has in area 7. The three unbranded slaves are not 
  yet at risk of being transported back to the Shadow Plane 
  at sunup, as their native plane remains the Material, but 
  unless the PCs can get the two branded slaves out of the 
  building before destroying the Wightir Conjunction they 
  will automatically return to Shadow Absalom once its 
  effects end.
  Mission Notes: Andoran faction PCs will likely wish to 
  free as many of the slaves as they can.
  7. North Exhibit Hall/Ritual 
  Chamber (CR 3 or CR 6)
  The sign above this high door reads “Biological Oddities” 
  in clear lettering, while a dark reflection of the same sign 
  warns that the room beyond contains a “Ritual Chamber.” 
  Read the following aloud when the PCs enter this room.
  Harsh, cold light floods this room from the ceiling, gleaming 
  off the marble walls and shining across the polished granite 
  floor. Myriad pedestals display stuffed creatures suffering 
  from unspeakable deformities, and liquid-filled glass tanks 
  hold the shrivelled bodies of even stranger anomalies. In the 
  room’s center, a wide ebony pyramid rises ten feet off the 
  ground;  darkness seems to flow out from its top into the air 
  like ink in clear water. Indistinct rune circles, candelabras, and 
  idols cover what can only be the site of barbaric sanguinary 
  rites, occupying the same space in the Shadow Plane.
  The Blakros Museum’s current main exhibit is a 
  collection of medical oddities and cursed freaks—a 
  
  Uthil Mak
  PAthfinder Society ScenArio
  14
  Conjunction to avoid being flanked and fights any comers. He 
  uses flurry of blows as often as possible, spending ki to add an 
  extra attack when possible. If he takes more than 15 points of 
  damage, he spends ki to increase his AC instead.
  Morale Uthil Mak fights to the death.
  STATISTICS
  Str 14, Dex 15, Con 12, Int 10, Wis 14, Cha 10
  Base Atk +3; CMB +6; CMD 21
  feats Combat Reflexes, Deflect Arrows, Dodge, Improved 
  Unarmed Strike, Stunning Fist, Toughness
  Skills Acrobatics +10, Knowledge (arcana) +3, Knowledge (planes) +3, 
  Knowledge (religion) +7, Stealth +12
  Languages Common
  SQ fast movement, maneuver training, still mind, ki pool (4 points, 
  magic), slow fall 20 ft.
  Combat Gear potion of cure moderate wounds, potion of shield of 
  faith; Other Gear ceremonial dagger, bracers of armor +1, cloak 
  of resistance +1
  SpeCIAL ABILITIeS
  Shadow Blending (Su) Attacks against a fetchling in dim light have 
  a 50% miss chance instead of the normal 20% miss chance. 
  This ability does not grant total concealment; it just increases 
  the miss chance.
  Tier 4–5 (CR 6)
  Uthil Mak 
  CR 6
  Male fetchling monk 7 (Pathfinder RPG Bestiary 2 123)
  LE Medium outsider (native)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
  DefenSe
  AC 17, touch 16, flat-footed 14 (+1 armor, +2 Dex, +1 dodge, +1 monk, 
  +2 Wis)
  hp 59 (7d8+21)
  fort +7, Ref +8, Will +8; +2 vs. enchantment 
  Defensive Abilities evasion; Immune disease
  OffenSe
  Speed 50 ft.
  Melee unarmed strike +9 (1d8+3) or
  flurry of blows +9/+9/+4 (1d8+3)
  Special Attacks flurry of blows, stunning fist (7/day, DC 15)
  Spell-Like Abilities (CL 7th; concentration +7)
  1/day—disguise self (humanoid only)
  TACTICS
  Before Combat Uthil Mak knows that he has limited time to 
  complete the ritual on all his new slaves and focuses on the 
  task at hand. If he is alerted to the PCs’ presence, such as by 
  the shadow hound’s bay, he drinks his potion of barkskin, and 
  continues the rite.
  During Combat The fetchling backs against a wall or the Wightir 
  Conjunction to avoid being flanked and fights any comers. 
  He uses flurry of blows as often as possible, spending ki 
  to add an extra attack when possible. If he takes more 
  than 25 points of damage, he spends ki to increase his 
  AC instead. If reduced to fewer than 20 hit points, he counts on 
  Mobility and his fast movement to get him away from threats 
  and buy him a chance to use his wholeness of body ability and 
  his potion of cure serious wounds.
  Morale Uthil Mak fights to the death.
  STATISTICS
  Str 16, Dex 15, Con 12, Int 10, Wis 14, Cha 10
  Base Atk +5; CMB +10; CMD 24
  feats Combat Reflexes, Deflect Arrows, Dodge, Extra Ki, 
  Improved Unarmed Strike, Mobility, Stunning Fist, Toughness, 
  Weapon Focus (unarmed strike)
  Skills Acrobatics +13 (+20 jump), Knowledge (arcana) +3, 
  Knowledge (planes) +6, Knowledge (religion) +10, Stealth +15
  Languages Common
  SQ fast movement, maneuver training, still mind, ki pool (7 points, 
  magic), slow fall 30 ft., high jump, purity of body, wholeness  
  of body
  
  the PenumbrAl AccordS
  15
  Combat Gear potion of barkskin, potion of cure serious wounds; 
  Other Gear ceremonial dagger, belt of giant strength +2, bracers 
  of armor +1, cloak of resistance +1
  SpeCIAL ABILITIeS
  Shadow Blending (Su) Attacks against a fetchling in dim light have 
  a 50% miss chance instead of the normal 20% miss chance. 
  This ability does not grant total concealment; it just increases 
  the miss chance.
  Development: Upon Uthil Mak’s defeat, the PCs may 
  further investigate the Wightir Conjunction. The 10-foot-
  tall black stone pyramid exudes an eerie black essence 
  from its apex, which seeps into the air and slowly dims 
  the illumination of the room, but not enough to change 
  the mechanical light level. Surrounding the relic’s apex 
  are a dozen bloodstones set into the rock face, from which 
  a strong aura of conjuration and illusion emanates. A 
  DC 20 Knowledge (arcana) check reveals that removing 
  or destroying the bloodstones should end the effect and 
  sufficiently sabotage the device to prevent future use. 
  Removing the stones requires a DC 15 Disable Device 
  check for each stone. If the PCs are unable to remove the 
  gems, they may instead use brute force to destroy them. 
  Each stone has and AC 12, hardness 5, and 20 hp.
  Deactivating or destroying the Wightir Conjunction 
  instantly ends the transposition of the Material and Shadow 
  Planes, and reality snaps back to normal. Any remaining 
  fetchlings, branded slaves, or untended items still in 
  Wightir House return to the Shadow Plane, and the PCs no 
  longer have access to them (any loot they have previously 
  taken from the Shadow Plane remain on the Material 
  Plane with the PCs). This includes Uthil Mak’s body, the 
  Wightir Conjunction, and the room description elements 
  from Shadow Absalom. For all intents and purposes, the 
  PCs are now only in the Blakros Museum. If the PCs do not 
  deactivate the Wightir Conjunction, it functions until dawn, 
  at which point the above effects manifest. Any slaves or 
  items that were removed from the museum (or items in the 
  PCs’ possession), however, remain on the Material Plane.
  When the planar overlay ends, Eleanir and Michellia 
  Blakros awaken from their trance, dazed and disoriented. 
  They thank the PCs for rescuing them and assure the PCs 
  that their family will hear of the heroes’ bravery.
  Treasure: The ceremonial dagger Uthil Mak was 
  preparing for the ritual is long and dark, with a sinister 
  curved blade. Runes along the length of the blade in 
  Infernal speak of the Midnight Lord, and a sacrifice that 
  will bring shadow to the multiverse. A DC 12 Knowledge 
  (religion) check recognizes these as references to Zon-
  Kuthon, god of darkness, pain, and loss. The dagger is 
  worth 150 gp in Tier 1–2 and 1,000 gp in Tier 4–5.
  Mission Notes: Cheliax faction PCs will likely be 
  interested in searching Uthil Mak’s body for any 
  jewelry. They locate a prominent onyx ring on his left 
  hand, which sports the same rune as appears on the 
  branded slaves’ head. Andoran faction PCs who search 
  Uthil Mak’s body locate a copy of the Penumbral Accords 
  detailing the original agreement forged between the 
  Blakros family and the agents of the Onyx Alliance.
  Rewards: If the PCs defeat Uthil Mak, reward each tier 
  thusly: 
  Tier 1–2:
  Give each player 220 gp.
  Tier 4–5:
  Give each player 754 gp.
  ConCluSion
  If the PCs successfully rescue the Blakros daughters, 
  Hamaria is incredibly grateful, granting the PCs the rare 
  privilege of keeping any loot they may have uncovered 
  while in the museum, and turning a blind eye to the fact 
  that some of that loot may have actually belonged to the 
  collection itself. If the PCs also succeeded in destroying 
  or permanently deactivating the Wightir Conjunction, 
  the Blakros family feels secure in their freedom from 
  the Penumbral Accords. In this case, in thanks to the 
  Pathfinder Society, the Blackros family offers even closer 
  collaboration between their museum and the Society on 
  future endeavors. 
  FaCtion miSSionS
  Andoran Faction: Andoran faction PCs who rescue 
  and free at least 3 of the slaves in areas 3 and 5 earn 1 
  Prestige Award. Andoran faction PCs who also retrieve 
  the Penumbral Accords in area 7 earn 1 bonus Prestige 
  Award.
  Cheliax Faction: Cheliax faction PCs who obtain Uthil 
  Mak’s onyx ring earn 1 Prestige Award. Cheliax faction 
  PCs who convince Zelius Jagrah to keep quiet in area 3 
  earn 1 bonus Prestige Award.
  Osirion Faction: Osirion faction PCs who retrieve the 
  copy of Umbral Leaves in area 3 earn 1 Prestige Award. 
  Osirion faction PCs who also identify and obtain a 
  specimen from the shadow hound in area 5 earn 1 bonus 
  Prestige Award. 
  Qadira Faction: Qadira faction PCs who note the donor 
  of the Tian exhibit in area 3 earn 1 Prestige Award. Qadira 
  faction PCs who also identify the remains of Khizan 
  Ortash in area 2 earn 1 bonus Prestige Award.
  Taldor Faction: Taldor faction PCs who gather a green 
  dragon scale from area 4 earn 1 Prestige Award. Taldor 
  faction PCs who also obtain a complete tea set from area 
  2 earn 1 bonus Prestige Award.
  
  PAthfinder Society ScenArio
  16
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc. 
  Author: Scott Greene.
  Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, Inc. 
  Author: Scott Greene, based on original material by Philip Masters.
  Pathfinder Society Scenario 2–11: The Penumbral Accords. © 2010, Paizo 
  Publishing, LLC; Author: Owen K.C. Stephens.
  Date
  GM #
  Event
  GM Name
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Scenario 2–11:  
  The Penumbral Accords
  
  the PenumbrAl AccordS
  17
  Delectable One,
  A lady hears many things whispered in her ear, and my newest bit of news is that you are 
  headed to Blakros Museum. I’ve had an agent watching the building for quite some time, 
  and I believe that on the night of the new moon the lines between the planes blurs within the 
  museum, perhaps some residual effect of some arcane ritual performed in there long ago. While 
  you are there, find me something beautiful from whatever planar beings you may encounter: 
  a bracelet, ring, or necklace will suffice, but it must epitomize its home plane in some way. I 
  trust your taste won’t disappoint.
   
  Additionally, I have reason to believe at least one slave entangled in this Blakros affair, a 
  man named Zelius Jagrah, was bought at a slave auction from someone with friendly ties to our 
  interests. It would be best if no proof of that sale were available to embarrass us—ensure that 
  Zelius understands the importance of his silence.
  Defender of Liberty,
  Word comes to us of a harrowing development among the nobility of Absalom. I have just heard 
  that the powerful House Blakros, owners of the famed Blakros Museum, have been using the 
  facility to engage in the interplanar slave trade. Reports indicate that they’ve been doing so for 
  generations, always in secret, and always when the moon is dark in the sky. I understand you’ve been 
  asked to assist the Blakroses this very night. While assisting them, do whatever you can to free 
  those imprisoned within the museum. 
   
  Furthermore, our cause can be greatly augmented if we can irrefutably link the Blakros family 
  with particular cruelty in their slave trading. Bring me any evidence you can obtain so that we may 
  wave their foul deeds before the eyes of our allies and bolster support for freedom’s cause.
    
  Be our shining brand of liberation,
    
  Captain Colson Maldris
  Andoran Faction Handout
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  With baited breath I await
  word of your success,
  
  PAthfinder Society ScenArio
  18
  Scion of the Empire,
  I understand you will be heading into Blakros Museum tonight. 
  How fortunate this is! Their Tian exhibit is apparently very impressive. 
  As one never knows who will be coming to visit (nor what traditions they 
  may wish to have observed), I would appreciate it if you could bring me a 
  complete tea set from Minkai for when my next guests from the east show up 
  unexpectedly. I would love to wow them with authentic antiques when I serve 
  them tea.
   Additionally, there’s a newly opened exhibit at the museum that I hear 
  has exquisite examples of dragon scales. If you can bring me the finest green 
  dragon scale you can find, I would be forever grateful. I can already see it 
  mounted on a gold brooch on my lapel!
  Taldor Faction Handout
  For Taldor!
   Baron Jacquo Dalsine
  Wort hy Servant,
  Agents of t he Ruby Prince have uncovered a sinister trut h about one of Absalom’s most 
  powerful families: House Blakros has a connect ion to t he evil denizens of t he Shadow 
  Plane! Your assistance tonight at t he Blakros Museum will likely include some aspect of t hat 
  dark realm, providing an excellent opportunity for us to learn about Shadow Absalom. 
  If you encounter any creatures nat ive to t he Shadow Plane, retrieve a sample of t he 
  body for furt her study. Addit ionally , I believe many of Shadow Absalom’s inhabitants 
  are members of t he foul cult of Zon-Kut hon. If you find any literature associated wit h 
  his fait h, bring it to me. I don’t want unholy symbols or implements of torture, t hough, just 
  words.
  Osirion Faction Handout
  Wit h t he T hanks of a T housand Years,
  Otoneraphim, Humble Scribe of t he Ruby Prince
  
  the PenumbrAl AccordS
  19
  Servant of the Rising Dawn,
  It seems the Pathfinder Society is again embroiled in the affairs 
  of Blakros Museum. While you’re there, I want you to do a little 
  research for me. One of the current exhibits contains relics from 
  distant Tian Xia, a land far to the east even of our own great 
  empire. But none of the items within came across our lands, and 
  their transport earned Qadira no money. Find for me the name of 
  the donor and what organization he or she may represent that we 
  can ensure future funds find their way into our coffers.
   I understand the nature of your involvement relates to House 
  Blakros’s slaving operations in some way. A former operative of mine 
  was sold into slavery by Katapeshi gnolls last year, and I tracked 
  his path from owner to owner to the Blakroses, though he appears 
  to be nowhere in Absalom now. If you can find any information of 
  him (or better yet, find him alive and well), I will be very pleased. 
  His name is Khizan Ortash, and you will know him by his dark skin 
  and fair beard, which he always wore in three braids.
  Sincerely,
  Pasha Muhlia Al-Jakri
  Qadira Faction Handout
  x
  
     
  Bracers of armor +1 (1,000 gp)
  Cloak of resistance +1 (1, 000 gp)
  Potion of cure moderate wounds (300 gp)
  Wand of endure elements (CL 1, 28 charges; 420 gp)
  Belt of giant strength +2 (4,000 gp)
  Elixir of fire breath (1,100 gp)
  Potion of barkskin (300 gp)
  Potion of bear’s endurance (300 gp)
  Potion of cure serious wounds (750 gp)
  Ring of protection +1 (2,000 gp)
  1–2
  Scenario 2–11:  
  The Penumbral Accords
   
  player name  
  A.K.A.
   
  Character name 
  pathfinder Society # 
  faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  GOLD
  Gold Spent
  Subtotal
  Items Bought
  Items Sold
  final pA Total
  final Xp Total
  pReSTIGe AWARD
  eXpeRIenCe
  Gp Gained (GM OnLY)
  pA Gained (GM OnLY)
  Start Gp
  Starting pA
  Starting Xp
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Items found During This Scenario
  for GM Only
  +
  +
  =
  -
  -
  =
  =
  +1 Xp
  This Chronicle Certifies That
  GM’s
  Initial
  GM’s
  Initial
  Has Completed This Scenario.
  —
  TIeR
  TIeR
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  4–5
  Scenario Chronicle #
  TIER
  MAX GOLD
  TIeR
  TIeR
  TIeR
  1–2
  4–5
  507
  1,860
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 02/Scenario 2-11 The Penumbral Accords.pdf